hg3: Plain Ol' Diety

How does Russia sound for King Alexander and Yom? Russia is fine with me.
 
Russia is a civ with a good UU.
Btw: since this will be my first deity game, I'd like some tips every now and then from the more experienced players. Thank you.
 
Russia's ok, but it's UU isn't that good in PTW.
 
Okay, Russia it is then. I'll generate the map and play the first 10 turns. We'll go with what it gives us unless the map is extremely bad. I'm probably going with continents or a pangea. I'll give you a screenie of the start before I play my turns. Be back soon...

Edit: Here's a roster so you can know when you're up. We'll be playing 10 turns each.

1. homeyg (up)
2. King Alexander (on deck)
3. Kiech
4. Yom
5. Kaiser Berger
 
Okay, here's the best best looking one I could find...

hg2_Plain_Diety.JPG


I will post my turns shortly.
 
Turn 1: Scout moves 1se then 1s. Move worker to cow, and decide to settle where we are. Moscow starts warrior. Begin research on Alphabet on 20%

Turn 2: Worker begins irrigating cow. Scout moves 1s into forest.

Turn 3: Scout moves 1s and 1sw uncovering a wheat grassland and floodplains!

Turn 4: Scout moves 2w uncovering more floodplains!

Turn 5: Scout moves 1nw and 1w on top of wheat floodplain. Scout uncovers another wheat grassland next to the wheat floodplain. Our start area is looking better than I thought.

Turn 6: Moscow (growth in 1 turn): warrior-> warrior (just realized I forgot to put barbarians). Worker finishes irrigating and begins roading. Move warrior 1n. Move scout 1w and 1nw.

Turn 7: Increase happiness slider to 20% (capital at size 2). Move warrior 1n and scout 1n.

Turn 8: Move warrior 1n uncovering 2 gems and scout 1n uncovering 2 inscense.

Turn 9: Moscow: warrior-> granary. Worker finishes road and moves north to bonus grassland. Move Moscow warrior to explore sw of the capital. Move northern warrior 1n and scout 1n.

Turn 10: Move Moscow warrior (I renamed the two warriors) 1sw. Move northern warrior 1n and scout 1n. Worker begins mining bonus grassland.

I saved the game at the end of the 10th turn.

Next player (King Alexander) may wish to change production from granary to settler.

Here's a screenie:

Plain_Diety.JPG


And here is the save.

King Alexander, you're up. Remember, 24 hour 'got it' and 48 hours to play.
 
Whoa, we certainly have no shortage of food in the immediate vicinity, and two sources of luxuries to boot. Not a bad start at all.

In my experiences, I've found it beneficial to get that first settler out before settling down to build the granary. I would vote for building a settler, then the granary. We could even chop the forest to speed the granary up a bit. I'm also thinking that sending the settler down the river SW would be a decent spot for our second city, although down the river to the SE will be a great spot once we clear the forests.
 
Yeah, I would have probably changed the granary to a settler if I ran into a CIV close by, but we haven't ran into anyone in close proximity.
 
Guys, I'm going to try to get the thread's name changed to hg3: Plain Ol' Diety instead of hg2: Plain Ol' Diety. I'm warning you to prevent confusion. I got confused on how many sg's I had done so far, that's why there are 2 hg2s.

Here's a roster:

1. homeyg (just played)
2. King Alexander (up)
3. Kiech (on deck)
4. Yom
5. Kaiser Berger
 
Ok, this is my "got it". I'll try to play today, if not, tomorrow. What about the granary? We build it or make a settler?
 
Make the settler. We can probably get a settler factory setup in the SE.
 
I am strongly in favor of building a granary. Though we can get a settler factory by the two wheats, Moscow's gonna be producing settlers for a long time, and it will grow much faster with that granary than without. Unless we are going to use Moscow more for MP and not settlers, I'd build the granary.

Edit: Here's a tentative dotmap. Red dot can get a settler every 5 turns (would be 4 but there's corruption) with a temple, or 3rd ring expansion from Moscow. I would go temple->Granary-> settler and use Moscow's worker to improve it.Blue dot can pump out workers to improve our lands or become another settler farm.
 

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I would say make the granary if we don't run into any within 5 turns and make the settler and then the granary if we do run into someone.
 
Heh...we need a lot more scouts also. Typically when I play as any expansionist civ, I make a couple of them right off the bat. Of course, I don't normally play diety.
 
Yeah, I guess since it appears we're somewhat isolated we can get the granary first, then pump out settlers.

I second the idea of more scouts. We might as well make use of our expansionist trait while we still can.
 
Scouts and warriors can be built inbetween settlers to let Moscow grow.
 
Here is the SAVE

Ok, I’ll go for the granary first.

3500BC (1)
Nothing.

3450BC (2)
Nothing. Moscow grows next turn to pop 3.

3400 (3)
Moscow grows, raise lux to 30%.

3350BC (4)
Nothing.

3300BC (5)
Nothing.

3250BC (6)
Worker finshes SG mine, begins road.

3200 (7)
Nothing.

3150 (8)
Nothing.

3100 (9)
Worker finishes road. Moscow grows next turn, Granary in 2.

3050 (10)
We get the granary next turn.

Summary
Moscow has pop4 and grows in 5, so next player should raise the lux to 40%. That spot right west of Moscow(in the flood plains , 5W of Moscow, after the river), looks like a good settler factory(we’ll get the second wheat after the border’s expansion). We also have those 2 cattles north of Moscow.
I didn’t find any civ in my turns. We could make a few workers after the settler, so we improve the land quickly.

EDIT: As for a screenshot, very rarely manage to upload with my 56k line; homeyg knows what I mean ;)
 
Uber exciting turns...don't worry about the screenshot, I will put some up after my turn. We don't really need one after EVERY turn anyways.

Got it.
 
POD2590.jpg


Preflight: Upped science to 60% and lux to 40%

IBT: :sleep:

(1)3000 BC: Granry > Settler
MM to get settler in 4

IBT: :sleep:

(2)2950 BC: :sleep:

IBT: :sleep:

(3)2900: worker finishes road and starts mining

IBT: :sleep:

(4)2850: MM some more. Northern warrior seems to have found a straight leading N. Southern warrior moves to get a look at the lands around our settler factories.

IBT: Settler > Scout

(5)2800: Although I am tempted to put the settler on the desert square, I resist temptation and send him down the river. Sci 90 lux 10

IBT: :sleep:

(6)2750: Is it too late to be agricultural? We are surrounded by mountain, desert and tundra...

IBT: scout > warrior

(7)2710: Tell scout to go nuts and explore for us. Settler in position. Warrior finds a much more interesting straight to the East. Scout finds a different straight, and heads for it. Lux back to 30.

IBT: :sleep:

(8)2670: St peter founded. Start on the great work 'scout'. Moving S warrior cause there doesn't seem to be anything down south.

IBT: Warrior > Settler

(9)2630: Scout sees the end of the straight...oh well.

IBT: :sleep:

(10)2590: Warrior moves into St. peter. Scout decides to make sure there is no land bridge to the north.

I think the current scout building is the last one we need. Possibly move the southern warrior to moscow, so we can keep lux low.

Guess there are absolutly NO barbs or goodie huts, kinda kills the whole reason for being expansionist...well, lets hope our scouts to find some habitable lands, and some juicy contacts.

The save.
 
What settings did you pick Homeyg? I have the feeling barbs are off and that we're on a huge island by ourselves...

Edit: And I would move my blue dot SW one tile to minimize overlap.
 
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