HMM2 - Zulu War Mongering Diplomats

I think red will suffice. It has an immediate BG (Horray!!!) and one more grassland, and a forest. if we can get a temple up quick, it is sufficient for our 2nd city.

With regards to Palace jump, I am in full agreement with you. I have never done a FPP before, and I do consider that as an exploit (any AI does not do is considered an exploit, IMHO - BTW, a forced FPP because we destroyed their capital does not count :D ). In any case, until we have more than 8 cities, corruption is not very significant and we should be able to get a GL to rush it.

I would settle blue as our 3rd and settler factory. It has 4 floodplains+1 wheat. Now that is some serious food maker.

Then I would go for yellow next (2 immediate BG), which is a power shield producer.

Then I would go for green for our 1st horse resource.

We can see where we go from there.
 
Not much to check

IT German Spearman comes into view, we have a lot of civs around

2550BC (1)

Greece and the Romans already have 3 cities, Germany, the Iroquois and the Aztecs have 2.
Germany (Annoyed) are down the Wheel, have 48 gold
Greece (Annoyed) are down the Wheel, have 10 gold
Rome (Annoyed) are down Masonry, Pottery and The Wheel, have 35 Gold
Aztecs (Polite, bless him) are down Masonry, Alphabet and the Wheel, have 80 Gold
Iroquois (Cautious) are down Alphabet and The Wheel, have 12 Gold

eyeing up the gold I trade Masonry to the Aztecs and the Romans for all their Gold before they meet the others, don't want the trade the Wheel yet

move scouts around, no huts

IT

Zimbabwe - Settler - Warrior

2510BC (2)

no trades, Iroquois now have 3 cities
scouts explore

IT

scout sees Greece make contact with the Iroquois

2470BC (3)

scouts explore more
no change diplomacy


2430BC (4)

scouts explore
roman warrior appear dangerously near our settler
no change diplo

IT

I appologize to Germany for scouting their ground

2390BC (5)
scouts explore, consult team on BB, need some ideas, settler moves towards hill

2350BC (6)
Zimbabwe - warrior - warrior
still no movement in diplo

2310BC (7)
the usual

2270BC (8)
pop Horse Riding
barbs appearing all around now
found Ulundi on hill near BG
The Wheel discovered by 3 civs simultaneously, ****, trade it to Iroquois for all their gold

2230BC (9)
moving worker and warrior towards Ulundi

trade The Pottery and The Wheel plus 30 gold for Iron Working from the Romans
2190BC (10)

Apologies to Greece for scouting their territory
Zimbabwe - warrior - warrior (can be vetoed)
spot another goody hut

OK, I thought about this for a long long time and tried to analyze the growth in my mind, I plumped for the city on the hill and I think while it took a few turns longer to settle we should benefit in the longer term, the Red site takes 20 turns for each setter from size 1


Greece already have 6 cities, 10 gold and are down Horse Riding
Germans are down HR, IW, have 3 cities and 73 Gold
Romans have 3 cities, IW, 35 Gold and are down HR
Aztecs have 2 cities, 0 Gold and are down IW and HR
Iroquois (I always have trouble typing that) have 4 cities, 0 Gold and are down IW and HR

we are not boxed in so hopefully we can recover from the start we've been given, next player good luck! Sorry Gormdragan for negating your hard work with the dotmap

The Save

now for some conquests :) , had it a day but PBEM's, SG's and a grand finale in an epic PTW game has prevented me from playing
 
1) Hmmm
2) Kaiser
3) zurichuk
4) flamingmoose (on deck)
5) Bede (up next)
6) Gormdragon

Got in 24 and play 48
 
Congrats on the rugby. I was actually rooting for the Aussies, but I'm dutch, so what do I know.
I'm going to assume that Hmmmm's last batting order was a typo and that I'm up. Soooo... got it!
 
Ok, I'm in doubt here. And, since I'm going to a party now, finishing off my turn with a hangover tomorrow, I'm going to consult the team. I have popped a settler. We can send him back to the Ulundi region, but that will take around 20 turns. Besides that there's the risk he won't make it at all, with those barbs hanging around. So I'm leaning towards settling one tile northeast. We can access the gold and connect it with a harbor.

settler.JPG


Any thoughts? I'm going for Indonesian food, and I already have a cold. A winning combination! And :beer: obviously.
 
I'd say risk it and bring it back home. We're sure to have iron in our lands with all the hills, and having a city isolated like that will probably tempt the Romans a bit too much for the time being. Just hope we don't encounter any barbs, I guess.
 
Okay, first SG, first emperor game - lot of cherries here!
Let's check our neighbours (let's not call them friends just yet - they don't seem to think we're friends):

Germany (what's he called anyway, Otto?), annoyed, 73g, we're up HBR and IW
Monty, polite, broke, we're up HBR and IW
Hiawatha, see Monty
Caesar, annoyed, 35g, we're up HBR
Alex, annoyed, 10g, we're up HBR

2150 (1)

Scout #1 is in the middle of land we already know, and I don't know where he came from. I send him north to clear up some spots, then he will follow the Village People and Go West. The warrior moves into Ulundi. I pop the hut aaaand.. we've got a settler. I'm walking to the fridge while I think what to do with this fellow. Ok, apparently there are barbs around, so I figure it's too risky to send this guy all the way back. On the other hand - we need to grow.
Time to consult the team on the settler issue.

While I :bday: -party, :beer:, :sleep: the team advises:

Ok, we're gonna bring him home.

2110 (2)

Zimbabwe grows, change production to barracks, due in 3.
Exploring, no change diplomatics.

2070 (3)

Ulundi warrior -> granary
Worker mines BG west of Ulundi
Exploring - scout/settler duo spots goody hut
No change diplomatics.

2030 (4)

We have learned mathematics. No change diplomatics, so we're gonna hold on to that one for now.
Exploring - park one scout next to a barb camp. Oops... Iroquois warrior nearby, hopefully he'll take the hit.

IT: Iroquois warrior takes care of the barb camp.

1990 (5)

Zimbabwe barracks -> granary
No change diplomatics, except Iroquois are not broke anymore.
Exploring.

Bismarck complains about trespassing, we apologize.
IT: Iroquois are building Pyramids

1950 (6)

Diplomacy: Hiawatha seems to have discovered IW.
Exploring.

1910 (7)

Exploring. Settler/Scout pair are approaching roman territory, I decide to send out a warrior from Uluni to meet them (probably should've done this earlier, sorry 'bout that).
No change diplomatics.

IT: Barbs in sight of settler/scout, but I'm confident we can outrun them.

1870 (8)

Ulundi grows. Exploring - more barbs. We run.
No change diplomatics.

IT: Germans also building pyramids.

1830 (9)

The settler/scout pair won't be able to outrun the barb going north of Cumae, so we'll take the south route.
Worker finished mine, starts road.
No change diplomatics.

1790 (10)

Exploring, no change in diplomatics.

So, that's my first stint on emperor. Hope you like it, either way, you're stuck with it :)
Our situation: technologically we're two techs clear of everyone we know (HBR, Math). We're rich (213, +4). We lag in cities, but there's a settler on its way and granaries are being built in both cities.

barbwarning.JPG


Settler/scout are south-east of Cumae, there's a barb east of Cumae. If he gets around the north side of Cumae our warrior (top left in the picture) wil already be here to help us out - if some roman hasn't already done that. The scout in the top right is heading for unexplored territory that's undoubtedly the home of barbs. But we still want to know what's there right?

Here's the save
 
Good job keeping the settler safe! I think we're in the clear now, we should be able to get him back up to our territory without much of a problem.
 
1) Hmmm
2) Kaiser
3) zurichuk
4) flamingmoose
5) Bede (up next)
6) Gormdragon (on deck)

Got in 24 and play 48
 
Okay, Bede is skipped, Gorm your up :)

1) Hmmm (on deck)
2) Kaiser
3) zurichuk
4) flamingmoose
5) Bede
6) Gormdragon (up next)

Please post a got it in 24 and play in 48..
 
Preturn:
Ulundi will riot once it grows, I will move the wandering war back to Ulundi as MP.

Trade IW to Germans for 73g.
Romans has Mysticism, no point continuing our 40-turn gambit, switch to currency.

We have mathematics+HBR monopoly.

We have way too many scouts.

Everything looks good.

1750:
Recall 2 scouts to explore the east, the west is almost done.

Roman still has his monopoly on Mysticism, so do we (Maths+HBR).

Settler does not need scout escort (how is that supposed to help?) Scout continues on East-bound in hope of catching more civs.

1725:
Rome wants HBR, I folded. (I will remember this).

Trade Maths+HBR for Writing+10g with Greeks.
Trade Maths+Writing for Mysticism+85g with Romans.
Trade HBR for 25g with Iroquois.

1700:
Trade Writing for 25g with Iroquois.

BTW, all AIs are now broke.

1675:
All AIs still broke.

1650:
Still broke. Why don't they make some workers, I would gladly give them techs for workers.

1625:
Germans want HBR, haha it's virtually worthless, here...take it.

Romans making Pyramids, Aztecs making Oracle.

AIs still broke.

1600:
Zimbabwe makes granary, starts settler.

Trade Mysticism for 25g with Germans.

1575:
Greeks wants Mysticism, haha here...take it.

1550:
AIs are broke.

1525:
AIs have some $$$.

I would settle our settler where he stands, we need to make MPs in a hurry. Hopefully the jaguar warrior will kill off the barbarian camp nearby. We can then trade our techs for the $$$.

Next better player.

The save
 
Settler does not need scout escort (how is that supposed to help?)

It doesn't garantee a safe journey for the settler, but by moving the scout first you can check if there are barbs around. You can prevent putting a settler next to a barb you didn't see before moving.

Sorry 'bout missing the mysticism in my last turn btw. :o
 
Why don't they make some workers, I would gladly give them techs for workers.
Again, please read the rules of this S.G.

Okay thats me up....

1) Hmmm (up next)
2) Kaiser (on deck)
3) zurichuk
4) flamingmoose
5) Bede
6) Gormdragon

This is a got it and I shall play tonight, why have I came up on all of me S.G's at the same time?? It will be a busy evening :)
 
hmm, sorry about the worker rule, I wasn't aware. Luckily there wasn't any workers available. :blush:


BTW, it's gormdragan, not gormdragon.
 
It's my fault actually, to have a confusing callsign :D. Gorm will do just fine.
 
Top Bottom