Gr10 - 5CC AWE

ok, got it, but it's too late for me to play now...will start tomorrow night then
 
forgot to ask, do I start with 20 turns? Had a look at the save last night, I would do the following for my opening 20 turns:

build a spear (not warrior) for defense, warrior for some scouting, then rax and spears before next settler.
worker irrigates wheat then mines BG's.

Research IW -> wheel or WC
 
If we really want to get something good from philosophy we need to skip stuff like warrior code and the wheel. Of course if it turns out that there is no iron nearby researching warrior code will be a must, but if there is iron i would skip it. I would also skip the wheel in any case. Spear and warrior before barracks sounds good. After barracks we may want to build a granary and not a settler, depending on what we find. We'll have very good production in the capital, so a granary first seems to be a stronger opening even for 5CC. But of course if we find a really nice city site we can go for settler first. I think we should decide on how many units to build before that settler later.
 
save

moved settler east as agreed
since there was a hut nearby sent worker on detour and got this
gr103900.jpg


built spear -> warrior -> rax

popped a 2nd hut
gr103200.jpg

:dance: now we can build granaries

explored a little and might have found the location for our 2nd city
rax is due next turn, then we should build some MP spears.
We are growing that fast that we might want to pop a settler before granary
IW done in 16, then we might want to go for philo gamble or go for WC first unless we have iron nearby

gr103000.jpg

the red dot looks like a good city with wheat and fish, 2BG's and 2 hills, that can be a production powerhouse
it's coastal too, I think this city is a no brainer
The other red circle could be another location with cow and gold
 
Nice turns. Two techs from huts one of which is pottery and nice food bonuses - great news!

I don't really like that coastal town as our second city because of the jungle (or is that forest?) and only one BG. Food and fish are nice, but provide only food and we need some production quickly in AW. Another drwback is that we'll have to build a useless 60 shield temple there or wait for literature to work the wheat. That place is nice for a worker factory though and we may settle it later. I would explore in the cow direction and plant a town there before a granary if there will be a nice city spot there. Otherwise i would go for a granary first, and explore a little more while it finishes. I would build a warrior, not a spear as second MP because it is cheaper and can be upgraded if we find iron. One spear is good enough vs. AI starting warriors.
 
Ya, I agree with Obormot. Lets send the warrior up to see what is near the cow for the second town up there. We won't need water for a while yet.

A warrior for the next unit also sounds reasonable to me with the hope of an upgrade. The only risk is if we have a neighbor that starts with Archers, but we should be able to build another spear in that case.

I like the "No looking at diplomacy" option if ppl want to go for it. I guess we can vote (with my vote toward "No Diplo Peeking"). Whatever the majority prefers.

Roster:
ThERat - Just Played
Northern Pike - Up
Obormot - On Deck
M60A3TTS
Greebley
 
I would vote for allowing looking at diplomacy because i don't like playing blindly. It would be nice to see when AI get writing for example if we are going for philosophy. But if you prefer no diplo that is also fine with me.
 
No diplo might be a little tough for 5CC AWE, but we can try. I don't think we will upgrade much stuff since in AW, your aim is to maximise research at all times. But, of course we can build an MP warrior.

By the way, maybe we should build walls in our capital as well for higher kill ratios. Won't cost us much and will pay in the long term unless we plan to go beyond size 6 soon.

The red dot has at least 2 BG, not one. But, Obormot is right that in the short term, we have no access to the wheat.
Scout the cow area for a good 2nd location, red dot later on then
 
If it was a normal game i would build a town exactly between the gold hill and the cow - so that it gets the cow immidiately and can share the wheat with the captial. This way we get both towns up to +5fpt after chopping the game forest and transfering the wheat back and forth between the two cities. But with limited number of towns we may want to spread a bit further to get all the good tiles. I guess the exact cow city placement will depend on what we find after some exploration. If we miss some good tiles by settling near the capital we should place the city at the red circle, if we don't miss anything really good we should place it between the cow and the gold.
 
3000 (0): Not looking at the diplo screen suits me.

Istanbul barracks --> spearman. With the town at 7 spt a three-turn spearman is a more efficient build than a two-turn warrior.

A Mongol scout appears, and we declare war.


2850 (3): Istanbul spearman --> settler. The cow site looks very good, so a settler before the granary should be the right play.


2670 (7): Istanbul settler --> warrior.


2630 (8): Our exploring worker discovers ivory.


2590 (9): That's just eight turns and a little of the ninth, but I'll turn it over here, because the decision as to where our second city will go is a fundamental one and requires discussion.
 
My preference would be to use the space NW of the capital for a single powerful city at site 1. The sacrifice here would be that we'd probably never then build a city in range of the western gold hill.

Site 2, on a BG, would take in both gold hills, but at an effective cost of two BG, since it would then be difficult to get the BG two directly north of the capital into the radius of a good city.

Settling both 3 and 4 would be a valid option, but we wouldn't get immediate use of the cow, and the value of 5 (Rat's site) would be much reduced, since it would have to share the wheat tile.

Rat's idea of getting walls built in the capital is a good one, though I'd like to try to sneak a granary in first, after the present warrior build.

We haven't seen any Mongol unit but the scout so far.
 
I vote for 1 and later 5

1 looks very good though some overlap, but it will give us great shields and commerce

Exploration further east to check which is the best ivory spot

Since we have ivory, we need maths for SoZ
 
I suggest going 2N and settle on the BG, because although that's a loss of a shield, on border expansion we have the cow and more importantly the ivory for SoZ. Plus we still have the gold tile and a harbor site. At 5CC we should settle near luxes where we can.
 
I think we need to get the cow immidiately, so i would settle at 1 or 2. I love gold hills, but i'll take 1 because of the 2 BGs and easier access to ivory. I don't think 2N is a good idea because we can always hook up the ivory with a colony when the prebuild is almost done.

I got the save and here is my plan for my turns:
- Settler goes to 1.
- Worker finishes improving the BG and brings irrigation to the cow.
- New town builds warrior-worker
- Istanbul starts granary after the warrior.
- Exploring warrior goes around the capital to look for more city sites (we need to find 2 more good spots). Then i'll send him along the river.
- Research Alphabet after IW if we have iron, WC otherwise.

I'll wait a bit for more inpuit before playing though.
 
I really don't see what #1 buys us. What does the extra food for growth do when we are only building a handful of cities?
 
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