homeyg01, SID

choxorn said:
oooh, look at those huts. Try to beat the AI to them! It might get you a tech!
Speaking if tech, I assume your current plan is to research or get in this order: IW->Alpha->Writing->Lit and use Palace Prebuild for the GLB.

Nope, theres a 95% chance (or something like that) that the huts are barbs, and we don't want that.
 
Lurker:

This is SId you want to be very circumspect about popping hut. Barbs will kill your warriors and even horses are not a lock.

PS:

The reason is you have 0 bonus on deity and sid Vs barbs. Compare to Chief at 800, so you can just wade in with anything you have. Here I dislike popping hut with less than archer or horse and they best be vets.
 
vmxa said:
Lurker:

This is SId you want to be very circumspect about popping hut. Barbs will kill you warriors and even horses are not a lock.

I wouldn't pop a hut on Sid, unless it was with a spearmen (if I'm not expansionist, obviously).
 
Mirc said:
3700 BC: Warrior completed. Start work on another warrior. Set this one to explore. Road completed. Moved worker south.

I just noticed this, but I hope you don't mean you pressed auto-explore. You will be able to find other Civs faster (this is really the goal of exploration early on) if you explore manually.

And you asked how we want to win? I would love to see a conquest but that would be very, very difficult. However, it might be the only one we can acheive if we aren't able to keep up in tech very well.
 
Tribute said:
Did anyone notice the time until the barracks completes? 2 turns remain. That's too much for a settler without waste....

Yes, I don't understand why we are building a barracks to begin with, a granary would be more useful @ this point.
 
FYI if we mine a plain it'll do as good as mining the hill, getting us to 6-6-7-7+4 for our factory.

We need to settle the wines ASAP although a hill/sugar/FP town SE should be worth it. But we'll have to go gran first I guess.
 
ok.

i have it.
cant play tonight though :(

i suggest we change production to a granary.
then a settler to get the wines.

i will fire the beakerhead, going MAX expenditure of lux and research.
i thought we wanted a quick iron site?

continue exploring too.
 
soul_warrior said:
i suggest we change production to a granary.

Yes, a barracks is useless for us right now, we need a granary.
 
homeyg said:
just noticed this, but I hope you don't mean you pressed auto-explore. You will be able to find other Civs faster (this is really the goal of exploration early on) if you explore manually.
What is auto-explore? You can set a unit to explore automatically? :eek: I didn't know this!

And about the barracks, you could change it to a settler (case when it will be completed next turn) or a granary, which costs more than a settler, so we wouldn't waste any shields.
 
go for a granary, but I doubt increasing the research will help much, think a min run here is fine then max for alpha and writing/lit while starting a prebuild
 
pre turn - :eek:
change build to a granary.
fire beakerhead.
granary will arrive in 5. grow on 3. happy juice just fine.
tweedling with the science slider produces absolutely ZERO effect. back to a 10% crawl.

1- rename warrior > homer. he walks up a hill, edging back home.
northern warrior > bart goes on northbound, exploring.

IBT- those SoDs are creepy. even they stay clear of the huts.
i wonder what is behind door number 3?

2- homer keep going on the ridge.
worker > BEENIE MAN finished road, hydrates floodplain.
bart does his usual.

ibt- 4 dutch thugs inch towards beenie-man.

3- homer inches back home.
it wont do much good, but on the offchance he will, i still crawl back.
we grew to size 5. lux up to 40%. still making 5gpt.
MM a bit, to minimize shield waste, getting some more food.
make 6 gpt now :D

ibt- dutch go hut busting.

4- bart and homer do their stuff.
MM for 1 more gp.

ibt- nada

5- granary is IN. start a warrior.
lower science due to tile happiness.
Beenie-man goes along the river bank, so he can start roading the plains (and someday hook up the wines)
bart goes N.

ibt-

6- beenieman roads plains.

ibt-

7- warrior > settler.
MM to max shields as we will grow in the IBT.
warrior stays as MP? no. raise lux back to 40. 4gpt in the black.
rename him Red Neck, and go south, exploring.
Bart reached a barren frozen wasteland.

ibt - nada.

8- we grow to size 6.
MM to try and fit settler on growth.
tweedle stuff. hope it works.
beenie-man irrigates plains.

ibt-

9- MM. i think i missed it by 1 shield. drat.
no AI in the hood.

ibt - :sleep:

10- find a dutch border, right where redneck went :(
MM works and we get a settler in 2, on growth.
Beenie-man finishes watering, moves towards wines to road next turn.

moved an extra turn.
sorry.

save and take pix.

no trades are possible yet.

homey_sid_sw_19.jpg

homey_sid_sw_18.jpg

homey_sid_sw_17.jpg
 

Attachments

got it, I can play now, we should try and get out another settler soon to claim the land south west near the hills, I hope we have iron there
 
I looked at the save and I think we should dicuss first where to place the next city

I think we should go north since the Dutch come from there. Maybe we can claim the flood plains and then later wine and the hills to the south
what do you guys think?

maybe someone can come up with a dotmap, I would settle north between gold mountain and wheat and southwest between river and those 3 hills...
 
ThERat said:
I looked at the save and I think we should dicuss first where to place the next city

I think we should go north since the Dutch come from there. Maybe we can claim the flood plains and then later wine and the hills to the south
what do you guys think?

maybe someone can come up with a dotmap, I would settle north between gold mountain and wheat and southwest between river and those 3 hills...
agreed.
i would take this upcoming settler to the 3 hills (sw of istanbul), next one to the gold-wheat site, and only the 3rd one to the wines.
 
I'd settle the FPW first just for the sake of food and workers, then the spot SW that SW mentionned, wines and the hills/FP SE. Will try a dotmap.

EDIT: what's up with the worker not working the city?? There's one more mine to put up before we can have an actual 4 turns factory ...

Here's my attempt, would go Blue Red Yellow Green

... looks like we did the same thing SW :p

I suggest putting a worker out the next two turns after the settler so that we get stuff up faster. We'll have an odd settler to put up and then things will go normally, since it'll take 4 turns for the mine to be up.
 
lurker's comment: I know I shouldnt be doing this, but I made a dotmap...if you guys dont mind. :)

 
BeF said:
Blue Red Yellow Green
we did indeed do da same...
there should be a song about this :D

as did the young frog.

explanation:
the worker is walking away from town as i thought, prior to the discussion and better actions, that we would connect the wines.

my bad.

agree with BeF on a worker after the settler.
maybe even alternate between settler and worker builds? in some odd fashion?
settler > warrior > worker > settler sort of?
cant do math now...
how bout it pregnant bear?
 
If we do workers we couldn't fit warriors in. We'd have to go settler-settler-worker-settler-settler-worker-worker or somesuch. Making warriors would give us a worker at size 6 but then we'd need to get the settler out at size 7 and lose our whole granary bin thing.

FYI we need to push settlers ASAP: we'r down 1 city to 7 against the Dutch. So we could go for some foodloss-micro'ed settler after the next worker, just so that the 4 turn pump is running ASAP. We will only have it running starting on the 5th turn after the worker is out, meaning we need to go
next turn: settler
2 turns: worker
5 turns: settler
4 turns: settler (x 12 ;)) with 2-turn workers amidst, on need.

Town 2 could go for MP warriors then a worker or two up front, working on pumping 2t-workers or 4~6t settlers with a granary, eventually.

As mentionned, we need to claim territory Westwards, once we have a coarse core, if anything remains.
 
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