GR13 - AWE on LK's world map

I'd suggest that the new settler should go north, and then the next player can decide at the time whether to found at the choke or on the plains/river tile next to the northwest FP wheat (not indicated by Rat). We may not have enough units at that point to risk settling towards the Babylonians, i.e. at the choke.

I think Rat's pink dot next to the incense should go 2 tiles SE of its present location, on desert rather than plains. Of course I see the point of settling next to the oasis, but I think it's more important to avoid killing one of our precious plains tiles, and to give the city access to four FP tiles rather than one.
 
Man that is some ugly land, to bad we are not AG to get something out of those white tiles.

Anyway I do not know how soon we can expect visitors via the choke, but if we let any past it will be trouble later. Nice to have Babs first up since the Bowmen will be so pleasant this early.
 
ThERat said:
By the way, Greebley, you said we should play 10 turns now. May I suggest that we play roughly 10 turns initially as I prefer to play until a decision has to be made.
Let's say I can foresee that 11 turns would come to a point where a decision has to be made, I rather play 11 turns and this early nothing much will happen.
I agree stopping at a good stopping points seems reasonable.

I think I like the dot map modified by NP's changes (adding one and moving one). Our capitol blocks the choke right now to a certain extent, so I would go for another city rather than rush the choke. As mentioned we don't want to meet someone until we have to. A city up there would make meeting an AI more likely. Our capitol already covers the choke fairly well (so that we can move on roads while the AI moves one). I would consider building more workers sooner than later to connect the cities and road the north.

Since we want more workers and settlers both, I would consider settling another higher food city next. Once we have more workers we can also mine the desert (as well as irrigate). Multiple wheat FP and mined deserts probably will work out to reasonable towns.
 
I like the North one at the NW wheat. Then the southern red dot of Rat's map. The incense can wait a little IMO. We have only one worker currently and I would like to work on the food tiles first then connect all cities and finally I would work on the luxes. The third city I would put at NPs suggested site at the incense.

I cannot play today, so I will take it for tomorrow.
 
Your plan sounds good to me. I too like the spot near the wheat to the north. The wheat can allow us to use the two forests nearby for much needed shields.

We have a lot of stuff we need workers for. I agree that getting cities up and running is first priority. Build more workers when you can.
 
I like red dot next as neither pink dot provides the same amount of immediate growth. Building NE of Thebes would increase our chance of early contact, so I'd avoid that right now.
 
I applied the art and when I looked at the Tribes it has the new ones, but the Pedia uses the same info and is not updated. It shows the new name, but has Rome and its traits and UU.

The units have representations, are the stats shown correct for them? IOW is the infantry repalcement exactly like the std infantry or is it some what tweaked?
 
I do not know whether the batch file installed correctly. It said that it could not find the path, altough I ran it from the correct position. The civilopedia shows the new civs and new units though.

Turn 0 : 2550BC : hit enter

IBT : warriror comes in -> bronze working

Turn 1 : 2510BC : zzz

IBT : nothing

Turn 2 : 2470BC : rush settler in Memphis

IBT : Memphis : settler -> warrior

Turn 3 : 2430BC : zzz

IBT : Thebes : rax -> worker

Turn 4 : 2390BC : Hammi has settled a city East of Thebes. The borders cna be seen, the city not yet.

IBT : Zulu scout appears from the South

Turn 5 : 2350BC : as they did not contact us I declare war

IBT : Thebes : worker -> archer

Turn 6 : 2310BC : found Heliopolis -> warrior

IBT : nothing

Turn 7 : 2270BC : zzz

IBT : nothing

Turn 8 : 2230BC : zzz

IBT : nothing

Turn 9 : 2190BC : zzz

IBT : nothing

Turn 10 : 2150BC : zzz

A pic and the save.
 
I do not know whether the batch file installed correctly. It said that it could not find the path, altough I ran it from the correct position. The civilopedia shows the new civs and new units though.
I think Greebley stated to install this in the Civ3 units folder, however I am convinced it should be the conquest unit folder.

As for the game, I would switch the warriors to settlers/workers and only our capital produce military for now. We need another shield rich city for military though soon.
Where are we going to settle next? I suggest the choke as we will automatically meet Babs once our capital's borders get their 2nd expansion which is soon (not too sure about that, should be after 50 turns)

edit: If our cities grow too fast, we can employ scientists instead of increasing the lux rate. This won't slow those high food cities down a lot and benefit us.
 
I think it is correct to put the art in the vanilla directories as that is how all the other mods do it. I did it there and recievie no msgs. I loaded the game and it did not complain and then I loaded an old game and it did not complain.

I too think we must settle the choke. We will need to have a barracks and a wall up there to handle incoming. It will be impossible to kill all the units coming in that way in the open field.

We need them to attack us in a forted town with a wall and a rax. We need the full health after each round. Maybe by the time we have horses, we could kill and retreat, but that is a long way off.

It is a shame it is not a hill.
 
I've got it.

I understand the desire to settle the choke, but we can't found a city in such an exposed position and then garrison it with one archer. So that project may have to wait until we have a spearman or two.

I'll probably whip another settler in Memphis, unless there's strong objection. I hate to abuse a core town like this, but it's hard to see how else we can produce settlers at reasonable speed.
 
I kind of like settling in the NW-NW-N because that is a high shield city that can help build military. The choke city is going to see too much action to be a great producer. I also think we need more units before building a choke city - though I also agree we want to build the choke city when we can. It would be nice to get walls around it.

Ideal might be two settlers if we can do that without using the capitol (I would go full Mil there).
 
mining the desert and plains will help a lot to gain more shields...food we do not need to worry, we got plenty of that
 
The batch file seemed to work correctly. At least vmxa could load the save without problems.

Originally I set Memphis to a worker, but changed my mind before handing it over. It can be changed back to a worker which would finish on growth. The first Zulu units might appear soon and just a warrior there seemed a little low. Bowmen and Impis. I love it.:vomit:
 
Without any idea of how much they will send at a proposed choke and when it is hard to know how much time we have. The thing is we need to get the choke up soon in order to be able to get a wall up and then a barracks.

If the town that is near is a leading edge town for that civ, we can probably expect little action for some time. They will not have a lot of units to send and they will take time to travel.

What is our choice? If they are coming so soon, they will be be into our core and be able to pillage or attack. I am just not that comfortable with waiting, maybe we can get away with it.
 
I've played seven turns, with no dramatic developments. We're at war with the Songhai, but still haven't met the Babylonians.

Anyway, we've discovered BW, so I thought I'd give the team a chance to make final comments on what we should research next. (I know there's been discussion of this...but rather indecisive discussion. ;)) IW I think we can rule out, since with this territory we can hardly have iron; so it comes down to Alphabet versus Wheel. I'd rather get to cats as quickly as possible than gamble that we've got horses, but it's a close call. So, your opinions?
 
If we have neither horses or iron, that could make things real tight. Don't know how effective we'll be with just archers and cats. Maybe we get lucky with some ivory, but wouldn't count on that either.

I'd go with the wheel. We'll need our chariots sooner or later.
 
I would lean towards The Wheel as it is much cheaper and Math will take a long time. Alpha will get cheaper. It looks like this is a std huge map, but has more than 25600 tiles, so I am not sure.
 
It looks like the cost factor for the map size is 550. Can anyone verify that? That means research is going to be a bit slower than a normal large map for us. The wheel cost 275 rather than 200.
 
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