GOZ-2 (Workers unite-stuff the Emperor)

Looks like Montfort, CO, without the Montfort Lane.
 
IHT.
All is fine. The only thing I can do is speed up research. Myst: 21 at 10% for +5 gpt or Myst at 17 at 90% for 0gpt. I'd rather get some cash. Temple is fine.

1 - 2950 BC.
2 - 2900 BC.
IBT - Temple finishes, start settler.
3 - 2850 BC. Who automated the worker ?? I don't like automa ... oh yeah, that's the theme of this SG. (Sorry, I just couldn't pass an opportunity to complain. ;)
4 - 2800 BC.
5 - 2750 BC. We spot Ivory close. Other scout spots Goody hut.
6 - 2710 BC. Hut popped, 3 Barbarian warriors.
IBT. 1 attacks, 2 fortify.
7 - 2670 BC. 3/3 jag warrior looses 2 hp's against barb warrior, but wins and promotes.
IBT - other barb warrior attacks. We loose in 1 hp and leave the battlefield.
Settler finished, start jag war.
8 - 2630 BC. Settler on it's way to cow-spot. injured jag to mountains.
9 - 2590 BC.
10 - 2550 BC.

map_2550bc.JPG


The save
 
Yes, good turns.

Change that red blob to SE, then I'm happy :) Grasscows are more powerful and our workers will drag water over there.

Just one small thing, barracks and temples this early? They only cost maintanence and a granary would probably...no rephrase that, is always better than those two builds.

Let's see the good in these city improvements then, instead of me just whingeing. We get vets forever now and people will stay happier until we hook up them luxes. This is good.
A granary doubles your pop in half the time, way more powerful than some happiness or skilled warriors. But it's not too late to get that granary, not when our next town is so food-rich. I suggest just that for Teno.

Else than priority order on builds nothing to complain about, we need those things sooner or later, so it's ok to pay for them a couple of extra millenia ;)

Haha, nice comment on the worker Rik, I thought the same during my training games: " Hey, what the?...Erh, yeah right!"

Bede, please continue and settle adjacent to the grass cow, food is more important than shields right now. We need to spawn!
 
I probably should have changed temple to settler. Stupid me thought Teno would be size 4 if the settler after the temple would finish. It couldn't. But granaries aren't possible yet, we'd need pottery first.

I suggested red dot such that we have more land and less sea in the city-ring. I have full confidence Bede will pick a good spot for it.
 
Originally posted by Rik Meleet
But granaries aren't possible yet, we'd need pottery first.

Gack! That told me off :)

I'm so used to ALWAYS research Pottery first that I didn't even think.

I hopw Bede thinks food, we still need to fill in with a tight city (3 N of Teno) to grab that land and probably another city on the goldhill NNW. And if he places a city on "my spot", we will put down a fishing village N of the fish, for commerce and workers. But that's for later.

Those mountains make the city placement harder. But at least we have land to fill :)
 
I would've built a granary, but we didn't have pottery, and I didn't research it, so... :p
 
Good job, according to the Minimap, does it look like we are stuck on an island.
 
Got it.
 
2550
Look around the map and decide to keep moving settler to NE.

T1 2510
Wounded Jag moves away from barb. Healthy Jag noves north along coast.

Barb disappears into fog.

New Jag heads north.

Settler moves to coast.

T2 2470
Found Teotihuacan start barracks (placeholder for worker). Reveals barb camp to North.

Wounded Jag moves back north, reveals barb heading to coast. Healthy Jag fortifies to wait for barb.

Camp pops horde o' barbs.

T3 2430
Jag diverted to Teotihuacan.

Healthy elite moves toward fortified barb. Wounded elite fortifies on mountain.

Saxon attacks and wounds Jag and Teotihuacan.

People want to add to palace.

Jag completes at Teno JIT for growth but moves off to Teo.

T4 2390
Healthy elite takes out Inca warrior.

Wounded Jag fortifies Teo.

Saxon attacks at Teo and dies.

T5 2350
Now healthy Jag from Teo collects 25g from barb camp. Jag from Teno moves into Teo garrison.

Jags in north move north.

Palace gets a veranda and vestibule.

T6 2310
Jags move north.

T7 2270
We discover Inca camp in north.

T8 2230
Jags roll north and Teno starts settler.

T9 2150
Healthy Jag in north attacks Incan camp and promotes to elite.

We learn Mysticism and start research on Pottery at max. due in 8 at -3gpt (there's 202g in the treasury)

Zapotec warrior comes out of fog south of Teno.

T10 2110
Jags explore.

Garrison Jag leaves Teo for Teno.

Teno has settler due in 3 growth in 2.

Pottery is due in 8. Teo is building barracks due in 9 (prebuild for granary).

Suggestion for team:
Don't build temples for border expansion, use settlers instead. It looks like we are alone on this island so cuiltural pressure isn't an issue. So long as we remain a despotism and cities are smaller than pop6 the contentment contribution of temples is smaller than the revenue contribution of new settlers. And keeping the populace content can be handled by MP's that won't cost anything as long as we keep the city count growing. We're one over for the next six turns but that will then take care itself.

1 - Ankka
2 - Rik Meleet
3 - Bede-just played
4 - conehead-up
5 - gozpel-on deck


The Save

The Island
Azteca2100.jpg
 
North three from Teno will move us toward the elephant graveyard
 
Ah well, we let the tapdancing hero skip this turn and let him work on his musical achievements. :) He will be back with a vengeance!

The Save

Pre-turn - Ah, the player before me is a teleporter of my taste...no changes in prefs.
Quick check - all is good. Remember the advice on granary in Teo.

We should be on the 2150bc save now, so we are late. Someone pinched a turn, but it doesn't matter. Anyone that needs more or less turns can take it, if there's a reason. Like you start a war on turn 8 and want to continue, go for another 5 after turn 10 to get your plans into action. Or, if you feel war is on the doorstep at turn 5 and you don't want to handle it, just give it to next player.

Ok, on to the game

2070bc - Nothing really, just move a JW up north and another towrds Teno.

2030bc - Our scouting elite JW finds a pooping American warrior (warriors looks like they sit and poop) They are up Alhabet, BW, Masonry, Wheel and Pottery. They have the audicity to ask for 70g for Pottery and 170 for BW. Too rich, the other techs are beyond our reach. No trade.

Move JW into Teno for as turn, to help happiness

1990bc - IT - Barb attacks our fortified JW next to barbhut and almost kills him, but he survives on 1 hp. (I was going to sack that camp next turn)
Teno settler -> JW. Send settler to goldhill NE.

1950bc - IT - American warrior sacks "our" barbcamp.
But we find another closer to our territory, send a couple of JW's there.
Send extra Teno-guard to Teo, the city will grow next turn.

1910bc - Kill a barb on the loose. Move another JW next to camp.
Nortern scout finds another barbcamp.

1870bc - Vet JW takes out barbcamp, gaining 25g. N scout decides 2 barbs is less interesting than discover new lands and continue scouting.
Research down to 80%, Pottery next turn.

1830bc - We learn Pottery, research to 10% on Poly. We need nothing now, but to crank out those settlers for a while. If we find other civs, we can start thinking of trades. Right now Abe will take all our money and give us too little back.

Change Teo to granary / 14 truns.

Teno JW -> granary (we have enough MP) New JW kills barb, losing 2hp.
Tlateloco founded on goldhill (renamed Loco) -> JW. Income jumps 4 gpt, this is why I love goldhills :)

Now I change the ridicilously long names of the other cities to Teno and Teoti. Isn't the word ridicilously another ridicilously long word. I hereby rename ridicilously to RIDIC!

1790bc - Nothing really

1750bc - Again nothing, except we found the American homelands...It is far away, we should be able to grab a fair bit of the lands between us, when our granaries are done.

Meanwhile, a couple of JW's are on the way up there, they might do the "divert-the-settler-jig". If not, we take them later anyways.

Really, scouting is our best thing right now, if we find another civ or two, we can actually start bargaining. I played only 9 turns to make it even, I keep the right to take 12 or 17 whenever I need it tho :) You have the same right of course.

We have 219g and make 8 gpt atm. Poly in 38t with 10% research, keep it that way.

And yes, let those granaries complete, then we will spawn like the devils own. Which we are! :)

When will I stop blabbling? Teno can actually look for a wonder after granary, it's very shield rich. What's your thought about this?

A pitiful attempt to do a dotmap:

goz_1750bc.jpg


We might want to chnage the locations on those NE cities by the coast one up, to grab more sea-tiles. But otherwise I think that's it!
 
Wonder sounds ok. What Wonder do we have in mind.
The dotmap is way too dense to my liking. Most sites are 3 or 4 tiles apart from an other site (I looked specifically at Yellow dots). I prefer 4 or 5 tiles away from eachother.

I also like to settle northwards first; according to the theory: "expand towards the AI first".

Another thing on city-placement. Perhaps it's better to settle on the recourses like Ivory, seeing that our workers have a mind of their own and might decide to not connect them as quickly as a human would have.
 
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