Husky-01

Wow! You guys really got off to a fast start! I work one honest day, and two turnsets ripped by! :dubious: Two good turnsets too, from what I gather.

@punkbass: Good discussion of tile sharing. Irrigating that second cow sort of messes up a 4-turn settler pump that runs on auto-pilot... but sharing those cows could be powerful.

For what it's worth... I concur with punkbass and Whomp on a Temple for Wolfs' Port. But don't any of you tell Bede I said that. Capturing those two whales will be nice while you invest worker turn further north. Treat the plains/wines as a roaded BG, and forget about it for now... concentrate on pushing the irrigation northward... come back and irrigate PdL later.

A note on Granaries: I would not bother with them unless it's in a town that you will use to pump a lot of workers. The capitol is the only town that can grow past size 6 without an aqueduct...

If the team would like, I could do a little dotmapping. I think I see an interior site that has real unit factory potential... and ... I think I'd like to see what things look like with one of Whomps dots shifted a tile...
 
A dotmap would be nice Scout!

The irrigated cow was my fault.
I guess I thought we'd share the bonus food with another city but it will add a little mm'ing. :blush:
 
Here goes nothing.

DOTMAP_for_Husky01.jpg


I sized this down a bit to make it browser friendly. I hope you can all make it out okay. The pattern is a pretty basic CxxC build. I find it helpful sometimes to outline the 9 tiles that would be claimed by the initial settlement. Some points:
  • Don't take this as "gospel". These are just my suggestions.
  • There is only one site that is not on the coast. I will come back to that one.
  • To the south there are two fishing villages that could share a game tile.
  • To the Southwest I moved one of Whomp's dots to a hill. I think the team should consider settling on food-poor tiles, and conserve your grassland.
  • To the southeast is a site that appears removed from the fish. A capitol border expansion will eventually claim that fish.
  • All of the sites on the northern peninsual are "canal" sites. The northern-most one sacrifices a BG... as well as opportunities to go whaling... but I thought the hilltop defensive bonus might be an advantage.
Back to that interior site: A town on that hill could work 3 Bonus Grassland tiles without robbing any from the Capitol. Add 2 hills to that, and you've got yourself a 5 Pop unit factory. Later in the game you can irrigate and rail those BG tiles and let the city grow... but a pop5 unit factory will be helpful enough in the early game.
 
I got it and will try to complete the turns tonight.
 
Admiral Kutzov said:
@scout, wouldn't it be better to settle on ragnor's continent before sugar island?
I like that idea.
 
PB's file downloads as corrupted or invalid. I will pm him to post it again, maybe unzipped this time.
 
move the northern most city one NW to pull the whales and forget about island city. go settle ragnor land

@ CH - that city name was sweet for this game :thumbsup:
 
BirdJ--I was able to load the save. Did you put it in the right folder?

BTW I think English island will be a future conquest as well. This is really panning out like a arch map.
 
Whomp said:
BirdJ--I was able to load the save. Did you put it in the right folder?
I got my corrupted file message when I tried to unzip the download on my desk top. I downloaded it several times. Can you post your version?
 
That downloaded as a civ3 save file. Should work. I'll try it shortly.
 
Do we want to trade warrior code for pottery with Liz? I normally would. She didn't want warrior code and 100 gold for iron working though.
 
Bede taught me these tenets when making trades and I use it religiously.

The decision making process:
1. Can I afford it?
2. Do I need it?
3. Can it be traded profitably?

If only 1 of these 3 qualifies then it's a bad trade. If it's 2 of 3 it's acceptable and if it's 3 of 3 it's excellent.


I think the trade sounds reasonable but can we trade it around? In fact, what does everyone have right now?
 
Ottomans have masonry, potterym wheel and mysticism and need nothing of ours
Vikings will give us pottery and 30 gold for CB; I would take that.
 
I thought PB already traded for Pottery from his turnlog.

Anyhow, on my turns the Vikings offered pottery for CB and 14. That means they are likely researching CB. I would make the trade with the Vikings due to this. I thought in PB's

Once we get writing we should be in good shape.
 
I took it, writing in one turn; what's next? Philo slingshot?
 
I lost track of the turns so I stopped at 1750 BC.
Not much going on.
1990: Curraugh and worker finished, I started two temples so we'll ge expansion and add wine and whales. Liz started colossus. I started a road to the north for future settlers to use, feel free to redirect them to a more useful purpose.

I posted about the trade with the vikings and we now have writing and are researching philosophy. Ottomans are leading in tech. I did not attempt to trade writing. I would give ourselves a few turns to maximize the chance of getting to philosophy first before I offer it around.

I adjusted the sliders so Philo wouldn't take 50 turns. It's now 16 turns.

Science is at 70%
Culture at 10 (to keep capital happy)
GPT is at +3

I think we need settlers from our capital next. I would produce a bunch and get our island populated and start on the viking continent. Unless we start suicide runs with the boats, they have pretty much run their course for a while. We now have three.
 
Back
Top Bottom