GR19- Genocide AWE vs 30 civs.

lurker's comment: @Tad Empire: The "Lurker's Comment" can be sone using the tags [ delurk][ /delurk], omitting the spaces. (I had to put spaces in both to avoid messing up the tags I put in to say "Lurker's Comment" at the beginning of my post)
 
lurker's comment: lurker's comment: I always wondered how that works. I never could get it to work. This one looks like another hard start with all that nasty tundra nearby. These giant maps really make large stretches of single land types. Anyway, grabbing the popcorn, taking a seat in the lurker's lounge.

Why does it repeat?
 
[ delurk][ /delurk] I always wondered how that works. I never could get it to work. This one looks like another hard start with all that nasty tundra nearby. These giant maps really make large stretches of single land types. Anyway, grabbing the popcorn, taking a seat in the lurker's lounge.


lurker's comment: You have to get rid of the spaces...
 
[ delurk]lurker's comment:[ /delurk] I always wondered how that works. I never could get it to work. This one looks like another hard start with all that nasty tundra nearby. These giant maps really make large stretches of single land types. Anyway, grabbing the popcorn, taking a seat in the lurker's lounge.

Why does it repeat?

lurker's comment: @TheOverseer - You don't need to type the words "lurker's comment:" between the lurker tags. The opening tag should begin your post, and the ending tag is the very last thing you type when you're through. The board itself will fill in the green words. :) Go into my post on "quote" and you can see what I've done.
 
Thanks GMA. Some of these things aren't obvious, they need spelled out. There needs to be a civfanatics guide for newbies to guide us through the intricacies and terminology. Sorry for hijacking the thread.....
 
lurker's comment: There also needs to be a button at the top of the post that creates the delurk tags, much like the buttons that create IMG, html, QUOTE, etc tags.
 
NP indicated in out SGOTM, that he can't play until 5th, so i think we should swap him for now and continue with markh.
 
Give NP full 24 hrs in case he has played partially or has a comment. I don't want to play over him.

If nothing by then then markh can be up.

Roster:
Greebley
ThERat
M60A3TTS - Just Played
Northern Pike - Up?
markh - Up after 24 hrs from this post.
Elephantium
 
Rat, thanks for noticing that. But I have one remaining block of time, completely inadequate for the SGOTM, in which I hope to play this simpler position. I'll post, or in the worst case ask for a skip, in about fifteen hours.

Edit: And Greebley, thanks for your patience.
 
1625 (0): Filled with Christmas spirit, I change all M60's builds ;), most importantly putting the capital onto a granary pre-build.

Research down to 10%, Pottery still due immediately.

Pottery --> Alphabet.


1600 (1): Edrine archer --> worker.


1575 (2): We found Uskudar three tiles SW of Omaha.


1550 (3): Edrine worker --> archer, Bursa archer --> archer.


1525 (4): Istanbul granary --> settler.


1475 (6): We discover dyes in the southern tundra--thirteen tiles from the capital, but it's the first luxury we've seen.


1450 (7): We begin lumberjacking around Bursa to speed up unit production. This will help a lot if timed properly.

One of our exploring warriors reaches the southern ocean.

Edrine archer --> archer.


1425 (8): Istanbul settler --> settler, Bursa archer --> archer.


1400 (9): We meet a Zulu scout in the far south and declare war. Since it's a scout, we can hope they're nowhere near us.


1375 (10): Our settler should found W of Uskudar, claiming the cow, though we'll need a little more exploration to determine the exact location.

Istanbul will run as a simple four-turn settler factory now, though we will need to correct the governor's citizen assignments, and adjust the luxury rate when the town reaches size five.

We're still only at war with the Koreans and the Zulus--not the Babylonians, despite their visible city--and they've done nothing, so the situation remains very quiet. Thus we've been able to work on barracks rather than walls in our newest cities.

We're mining a tile around Edrine, so that the town will be able to reach 7 spt at size four.
 
The prospect:

GR19-1375BC.JPG
 
Interesting that we haven't yet met Babylon.

Science is going to be pretty poor for a while with no rivers at all. Boat building will be slow too, we may want to build courthouses in the nearest non-tundra coastal cities and not make them science farms.

Roster:
Greebley
ThERat
M60A3TTS
Northern Pike - Just Played
markh - Up
Elephantium - On Deck
 
if we are attempting to get the Glib, we must be aware hat we would be stuck with a size 6 city at the moment. I think we should start to build it sooner then, but might want to go for iron on the way to literature. With all the hilly land iron should be around somewhere.
I suggest alphabet- iron working - writing - literature
 
I got it. Do we want to expand further westward or do we want to take a look east over the moutains ?
 
Putting a town S of in those big forests and chopping trees for best effect is one place I would place a town. There is a lot of grasslands and plains there that can be used still.

How about starting to explore east. Is that all desert or are there rivers there? It risks contact, but I think worth looking into. a bit

I guess I would rather hold off meeting Babylons for sure - if we do meet them, then my the west looks more attractive.
 
I think we should settle 2-3 cities to the east: Red dot to maintain a proper defensive CxxC spacing, then yellow dot and maybe one of the green dots to take advantage of the riverside hill squares at the edge of the mountain range.

To the west, the blue, light blue, and teal dots indicate the spots I think we should settle...we'll need to get the Babs out of our way first, though :trouble:

We should CxC the tundra, of course, with an eye towards claiming the dyes ASAP.

genocide_dotmap.JPG
 
I wouldn't get overly excited about the dyes at the moment. They're too far away at 13 or 14 distance from the nearest city, and I wouldn't use settlers to stretch out in that direction just for the sake of connecting them up. I agree that minor exploration to the east is worth a chance, as the fog is just 4 tiles from Istanbul. We might get lucky and find a closer lux.

Throwing a town about 3 SSE of Istanbul will allow us to throw another town by yellow dot at the river. Red dot would be another slow grow town without the benefit of forest chops.
 
Oh, I don't think we should sacrifice good city sites in order to CxC our way to the dyes. That would be silly. What I was thinking is that, as we start settling in the tundra with specialist huts, we should settle towards the dyes first and fill in the rest of the tundra later.
 
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