GR8 - Phoenix Rising

got it, I assume we go for CxxC since we have to fight AW first. I would go for settler EW...also thought about the dotmap, how about this?
If we grab the 6 wines we have a nice trading option later on.

Also, if we settle first next to the goody hut, it won't pop barbs.

GR8_BC3000b.JPG
 
If there is enough interest then a B team could be done. Alternatively, someone could simply propose their own game (is that a pun?) with the same variant - different map. I would have no problem if someone wanted to do this.

I for one don't want to take on another game at this point and would find playing this variant twice would be too confusing, so I wouldn't play in the other one. I would imagine you could find 3 others (assuming Leha and Own) to play.

On where to settle, I am thinking East of the Hut may be best. I think placing a town to pop a hut won't get barbs. It will have the needed river for the extra food, at least one BG with the sugar? being equivalent to a BG.

Remember that Barbarians are roaming so we will see some.

Roster:
Greebley - Just Played
ThERat - Up
lfyuan - On Deck
Northern Pike
MeteorPunch
Obormot
 
just read your suggestion about next town East of hut. I placed it slightly different so it could grab another BG from capital and the oasis

hmm, what do you all think?
 
Wines and rivers are good: they will provide us some commerce for getting out of the tech hole later. If this was not AW i would definitely settle in the jungle near the wiens, but we need shields now. Maybe we should settle E or NE of the GH. Deserts are like plains for us and oasis is like wheat on plains after irrigation.
 
The red dot that can get all the wines might be better off a square to the NE to grab the river and the +1 food bonus. We can then have a coastal town too.

One thing to remember is that someday we will want a fleet. I have had games were this was hard due to a lack of first ring coastal cities. I think the town that we eventually build to the North should definite be coastal and we can place another one near the swamp (assuming the move mentioned above.
 
I like the dotmap, but i would shift the 2 bottom dots 1NW each. That gives us not so perfect spacing and possibly some congestion in the long run, but it places both cities on a river (which is very important for an AGRI nation especially as we may stay on despotism for a long time without the GL) and allows us to connect them with roads faster. And CxxC is useless here because of the river, but CxC here allows us to bring support troops instantly at least in one direction.
 
On crosspost: Greebley's suggestion is even better then mine. Also i would add a town to grab the oasis, which is a good tile for us.
 
One thing I would like to say is to settle on hill if possible. The hill with gold looks good, a town there (although no fresh water) will help our research a lot. Another hill near the lake can utilize the wheat. Well, they are too far away for now ... The red dotted hill controlling 2 wines looks nice. It will have nice spt, but needs many worker efforts to road and mine the wine hills. Don't settle on wine if possible, -- it wastes the food bonus. Rat, did you settle the 2nd city?
 
I like your dotmap, Greebley :goodjob:

so, I will settle next to goody hut first and hope we get something good from that, as if that would happen on deity :lol:
 
ThERat said:
I like your dotmap, Greebley :goodjob:

so, I will settle next to goody hut first and hope we get something good from that, as if that would happen on deity :lol:

Can't we get warrior or gold? :D
 
Rat, did you settle the 2nd city?
:confused: will only play tonight, which is a little later here in Singapore ;)
 
We'll get the people in white from the hut of course :) I think it doesn't depend whether you pop it with a unit or with culture. But enkidus should be able to take care of that.

And a very important question: is initial trading allowed? Our research priorities may depend heavily on it. If it is allowed we may try to research monopoly techs like literature or currency, but if it is not allowed we don't have any hope of getiing a monopoly tech by 10AD, so we should just go for the usefull techs like IW.
 
Obormot said:
We'll get the people in white from the hut of course :) I think it doesn't depend whether you pop it with a unit or with culture. But enkidus should be able to take care of that.

And a very important question: is initial trading allowed? Our research priorities may depend heavily on it. If it is allowed we may try to research monopoly techs like literature or currency, but if it is not allowed we don't have any hope of getiing a monopoly tech by 10AD, so we should just go for the usefull techs like IW.

From what I understand, if you pop a hut via settler foundling a city, barbarian is impossible.
AW rule should permit trade before declaration of war. But anyway, it's so hard to get any monopoly, -- maybe the only one possible is literature. I would suggest to research in order of warrior code -> iron working -> masonry -> alphabet -> math -> writing -> literature (not for monopoly, but for library, since we do need them for self research).
 
save

Pre-Turn
changed MM so settler pops immediately

in 2800BC settle Sumer and we get 25gold popping the hut

we didn't have any contact yet, went for 2 barracks after EW, chopped 1 forest to speed it up in the capital and this
revealed BG :dance:
after rax we should go for settler/EW in capital and worker in Sumer IMHO

we only need to survive another 2 1/2 millenia and we can get peaceful turns :wink:

gr82550.jpg
 
Maybe it makes sense to switch rax to settler and build regular enkidus for a while. 40 shield rax slow us quite a bit and regular enkidus can cope with warriors nicely.
 
Problem with that would be meeting a civ that starts with Archers. You really want Vet so you have 4 hp vs their 3. More Enkidu survive and promote to Elite that way. Since we don't know who we might meet, the barracks are a safety measure that will lessen losses in the long term - at least that is how I see it.

Building another settler right away would be a bit of a gamble - we would have 3 cities with only 1 3 hp defender (which is hard to defend vs an initial rush). Definitely worth it in some situations such as delayed contact, but problematic in others. I don't think there is a right decision on this one.
 
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