Husky-01

What time zones are we all in? I'm GMT -7 (in English that's US Mountain time ;) ).
 
Whomp said:
I have my thoughts but I'd like to hear Chukchi's thoughts since part of this game will be improving his game.
I don't have any thoughts.
Birdjaguar said:
What time zones are we all in? I'm GMT -7 (in English that's US Mountain time ;) ).
I think I'm in GMT+1, the clocks went forward by an hour.
 
I'm GMT-6 (CST).

OK Chukchi...
Do you see anything that can make our capital grow faster? Our worker could do some things that will help us.
Are you familiar with the philo sling?
We are Spain. We start with CB and alphabet.
Do you know how to see what civs we are playing against before we meet them?
Here they are and their traits.
Iroquois--Alphabet/Pottery
English--Alphabet/Pottery
Vikings--Alphabet/WC
Egypt-- CB/Masonry
Japan--CB/The Wheel
Mongols--WC/ Pottery
Ottomans--Masonry/BW
Does any of this help us decide how we should trade or what our first build is?

How does this sound for a roster...
I'll take the first 20
then Chukchi for 10
Punkbass for 10
Birdjaguar for 10
then Mirc for 10
Lurker for 10
 
Try to say what would you do with the game.

What do you mean by GMT+1? I know the clocks went forward by an hour, but you aren't still in GMT time?

I'm in GMT+2 (Central Eastern Europe time).

Edit: Crosspost with Whomp.
 
Whomp said:
Do you see anything that can make our capital grow faster?
The cows?
Whomp said:
Are you familiar with the philo sling?
No.
Whomp said:
Do you know how to see what civs we are playing against before we meet them?
No.
Whomp said:
Does any of this help us decide how we should trade or what our first build is?
I don't know.
 
I know this is a little long but I want Chukchi to think about why we do things. I would like other to chime in where I make mistakes or where you disagree.
Whomp said:
Do you know how to see what civs we are playing against before we meet them?
Chukchi Husky said:
Before you end your first turn if you hit F10 and click space race it will list all the civs you are playing against.
Whomp said:
Does any of this help us decide how we should trade or what our first build is?
Chukchi Husky said:
I don't know.
OK well we know, based on F10, that 2 other civs have our techs. English and Iroquois have alphabet and Japanese and Egyptians have Ceremonial Burial. Hopefully we can meet some of the others because it will A. lower the price of what they know and B. give us the opportunity to trade their techs for ours. CB is not as valuable as alphabet so we should try to trade it. What techs are most valuable to us? Hint: Growth is power so what tech will help us grow the fastest?

Whomp said:
Do you see anything that can make our capital grow faster?
Chukchi Husky said:
The cows?
Exactly. So with our worker we need to get him to the cows. Since the capital Chukchi Huskyville :D will expand its borders in 10 turns we can move our worker to one of the bonus grasslands (BG) first. The worker can move (1 turn), mine the BG (6 turns) then road the BG (3 turns) and then move to the cow when our borders expand.
Question is which BG should the worker move to? I would say to our west because there are mountains. Mountains are good because we can climb that mountain and see further out once we finish a warrior.

On that note, there are two important builds IMO at the beginning of this game. Warrior (10 shields) and curraghs (15 shields). We want to meet as many neighbors and explore our surroundings as possible.

Our capital will produce 2 shields and produce 4 food (meaning the capital will grow in 10 turns just as our borders expand and one of the cows can be used. My thinking and something we should discuss is whether to build a warrior or curragh first?
I think we should build the curragh (7 turns) first because it will make exactly 15 shields when our mine finishes.

Then we can start a warrior which will finish in 3 turns because the capital will expand and the city will grow to pop 2 (with the new citizen landing on the cow) on the 10th turn with exactly 10 shields to finish the warrior. Does this make sense? Any comments from the team or lurkers?
Whomp said:
Are you familiar with the philo sling?
Chukchi Husky said:
The philo sling is where you research writing to Code of laws then philosophy and get republic as our free tech. This gambit may or may not be possible depending on who we meet and how we improve the economy. Trading alphabet early could risk this slingshot so we have to be careful how soon we trade alphabet to countries that don't know it. Once we get writing we should not trade it to anyone until we have nearly finish CoL and started on philo.

Getting out of despotism is very important because it will improve our economy for the commerce (science) and food (growth is penalized in despotism).

If there aren't any other thoughts on our start and my thinking we can get this thing rolling.
 
Sound strategy IMO. Where will you set the research slider?
 
Chukchi Husky said:
Atta boy! You're absolutely correct. We should try to trade CB to one of the 3 civs that know it. Iroquois, English or Mongols. Hopefully we'll meet one of them or a neighbor of theirs who has it. The more we meet the lower the price. If a neighbor has it there's a good possibility we can wait on the trade and lower the price further.

BTW there's 3 other civs that have alpha btw. I forgot the Vikings.
Chukchi Husky said:
I used to do that.
:thumbsup:
 
Birdjaguar said:
Sound strategy IMO. Where will you set the research slider?
I would set research on min. for writing until our research rate increases. It won't help us to run 100% science since writing is still 50 turns. Running min. allows us to deficit research at 100% CoL and philo. There's no guarantee we will pull this gambit off so we should discuss our options as we meet new civs.

I'll go ahead and get us started. I'll post in an hour or so.
 
While Whomp is playing that... I thought I would ask a question: Is everybody on the team familiar with the things you need for the classic 4 turn settler factory? I think your capitol site has nice settler pump potential.
 
scoutsout said:
While Whomp is playing that... I thought I would ask a question: Is everybody on the team familiar with the things you need for the classic 4 turn settler factory? I think your capitol site has nice settler pump potential.

I never bothered to systemize such things so as to be able to spot them as you seem able, but I know how to create one.
 
punkbass2000 said:
I never bothered to systemize such things so as to be able to spot them as you seem able, but I know how to create one.
Oh... if you had success at Diety level I'd be wiling to bet you've got your methods and systems. For Chukchi's benefit... have a go at explaining how you would set up a settler pump... either here, or in general.
 
Well, essentially, what you want to do is make your city able to grow every two turns and produce 30 shields every four turns, as this is what a settelr consumes when it is built. There are many, many ways to accomplish this. A Granary is all but required, first and foremost. It is very difficult to have a city growing every two turns without one. This means the city needs to average five food per turn, and, generally, this how it goes. It seems to I had situations at times where I had a city hitting ten food every two turns by some combination other than five food per turn (like seven one turn and four the next or some such), but we'll ignore that for now, especially it may be that I'm misremembering; plus it's a micromanaging nightmare (or dream, depending on your perspective). The real "trick" to a four-turn settler pump, to my recollection, is the need for an "excess" forest or mined hill or something which produces two or more shields. By some game mechanic or another which I don't remember, one can essentially receive "bonus" shields every time the city grows. What all this comes down to is that, generally speaking, you need a city to produce five food and six shields per turn at size four and five food and seven shields per turn at sive five. The computer doesn't like producing more than two food per turn, I believe, so when the city grows the new tile selected will be the low-food/high-shield tile (such as a forest) and the shields get counted and the food does not. So, in the first turn five food and six shields will be produced. In the second turn, the city will grow to size five and produce eight shields. At this point you will only be producing four food per turn since the forest only adds one food and the new citizen consumes two. You will need to switch over to a mined grassland or some other tile which produces the two food necessary to bring you back up to the "magic" number, five. Then the city will produce seven shields on the following turns, bringing us up to 21 total. On the last turn the city will grow to six, again make use of the forest, bring shield production to nine, complete the settler and go back to size four. Repeat until you've filled as much as land as you can manage and grown all cities to the point where you want them or don't consider the loss of population at the pump to be worth the benefit of adding the citizens to your other cities.
 
OK the turns are in...We are alone on our own continent and have met the Vikings.
Here's the story..
4000 BC Establish Chukchi Huskyville on the spot. Set research to writing at 20% science. Due in 50. We'll need a road to reduce it to 10%. Move the worker Pablocito to a BG and see this.

opening1fi.jpg


In 3950 BC Pablocito starts a mine.

Nothing much happens till 3700 BC when our new curragh Floatie Thing finishes so I start the warrior. Earlier I checked the Military advisor and if you notice we are in the deep SE corner of the map. Since we're so far south I decide to send Floatie Thing north.

location3oe.jpg


Pablocito finished the mine and started a road on the BG.

In 3650 BC Floatie Things continues north.

3600 BC Floatie Thing see a 2 tile sugar island.

3550 BC Floatie see a goody hut.

3500 Lots of things happen. Our population grows to 2. (I have the only governor I use on. "Emphasize production". Emphasize production makes sure the highest shield tile will be used on the IT when the pop grows) Our borders expand so the citizen moves went to the cow and it also reveals another wine. Our new warrior Taliesin finishes (start another curragh) and takes the new road to a hill. Pablocito finished his road and also moves to the cow. Floatie Thing see a narrow choke point to our north. We have 2 content citizens so no need to move the lux slider yet but since the road finished I can move science down to 10% from 20%.

3450 BC Taliesin locates 2 more wines! We shall be winemakers. Pablocito starts irrigation on the cow.

3400 BC Floatie Thing sees a border. Looks like Ragnar!

3350 BC Taliesin locates two whales that can be within a cities borders on culture expansion. :D Floatie comes up a little short of meeting Ragnar.

3300 BC Our new curragh Whomp's Delight finishes and we start another warrior. Whomp's Delight heads south. Floatie Thing says hello to Ragnar. Here's what he's willing to offer for CB.

ragnar30bo.jpg


I hold off on making this deal since we don't need a granary right away and if we meet someone else with pottery the price will drop.

3250 BC Pablocito begins roading the newly irrigated cow. Whomp's Delight sees tundra to our south. :rolleyes: Floatie Thing sees some jungles NE of the Vikings.

3200 BC Gain another citizen and he needs the lux to 10%. We go from 2 content and 1 unhappy to 1 happy, 1 content and 1 unhappy. Good enough.

3150 BC Our warrior named Narz finishes and start a settler. Fortify Narz in the capital and the lux is dropped back to 0%. Vikings gain BW. Hmm. I think they researched it but it could be the Ottomans. They are the only one with BW.

3100 BC Pablocito finishes his road and move him to the other cow.

3050 BC Start irrigation on the other cow. This will give us plenty of food for a 4 turn settler factory.

3000 BC Our pop grows to 4 so I need to move our lux slider to 10% again.
Taliesin gains map knowledge from the goody hut. That was a little risky since the probabilities are not great at this level to get goodies from a hut.

Summary
Here are some maps we should discuss for our city placement and where our boats have been. There is a sea lane that is NW of Chukchi Huskyville that we may want to send a suicide curragh through. Right now I'd see if Floatie Thing can go east if possible and Whomp's Delight can search the west side of the Vikings continent. If we want to trade for pottery it's still available. I don't think we should wait too long but as of right now the price for CB is the same as it was when we met. Team should discuss all these things.

Let's discuss this map. Where should we build our next city? What name? The purple and green might be a little off but sharing the deer and cow would be huge. I'd really like come coastal cities so we can build galleys and expand our territory. :evil:
dotmap5zf.jpg


Here's the city screen
cityscreen9vv.jpg


What's been explored on the northern continent
othercontinent1po.jpg


Bird's eye view of our continent
zoomedout15tm.jpg
 

Attachments

Nice start. My Monarch level playing instincts say settle at the red dot next for wines and whales. But since we are alone it probably doesn't matter too much.
 
@Punkbass: Good explanation on the settler factory.
Birdjaguar said:
Nice start. My Monarch level playing instincts say settle at the red dot next for wines and whales. But since we are alone it probably doesn't matter too much.
Oh... all of the decisions matter. What are the pros and cons of settling that northwestern coast? Are there any sites that you see that Whomp didn't dotmap? Are there any sites you would adjust?

Most importantly, what is the empire's greatest need right now, and which site would contribute the most towards that need?
 
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