I Can Do Better (somewhat Open SG - Read on)

IHT – Kinda confusing set up. Not sure why the worker is chopping forest when what we really need is some mined BG. I cancel the chop order, and send him to mine a BG. I can get the granary in 3, and I think I can swap around to get growth in four.

Without crunching the numbers, it looks like we can get 3 4-turn factories running, if we have the space to fill. That also isn’t allowing for corruption though.

2950 bc (1) – See the first barb camp to the NW. Man I wish we were EXP, I can see four huts right now.

2900 bc (2) – MM to get granary in 1, growth in 2.

2850 bc (3) – Granary -> settler. Run into a barb camp 4 tiles S of Entremont. Pop a hut far to the north, disturbing warriors. Can see some light green borders. Did we say we hoped Alex was NOT around?

2800 bc (4) – Meet the Greeks. Alex is up WC, BW, and alpha, but wants everything we have for WC or BW, and won’t even take that for alpha.

2750 bc (5) + 2710 bc (6) - :sleep:

2670 bc (7) – settler -> settler. I daresay our factory is up and running, though we’ll have to manage it on the second turn of every cycle.

2630 bc (8) – Settler and escort heading NW to take advantage of all the BG’s. Pop a warrior from a hut.

2590 bc (9) – Settler pair reaches their destination.

2550 bc (10) – Alesia founded, start warrior. I realize that I already fumbled the factory :blush: ,but I MM to get the settler/growth next turn anyhow.

Not much to report on here. We have a pretty friendly set up in that factory fumbles can be fixed without losing a turn. We definitely need more warriors, we are already going to be short 1 next turn. Might consider building a couple 2 turn workers until we can get a few more warriors out.
 
How to take over the world, chapter 2
 

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Nice set of turns.

GRS is up now with me on deck

The fact that there is barbs can really change the gameplay. I really don't like having Alex around. Our poor Gallic's will be peed to hear that if they go to war, will be losing a lot of men.

How many turns were left on the forest? I think barbslinger was chopping it so we could have the granary cut down by two turns, thus having food in the granary when we start pumping the settlers.

EDIT: Looking at the screenshot, we are guarenteed a good chunk of land. The tundra should be all of ours and I bet we can get up to that line of moutains. Also, with so many mountains around, taking out Alex (if we decide to early on) won't be as difficult.
 
there was three turns left on the chop. I built the granary in three turns, and I did have food in the bin when I started the settler.

I also got the factory running sooner, as the mined BG we needed finished at the same time as the settler, letting the factory start the next turn. :D
 
Hehe good stuff. Alex got ripped off on a start. Mountains + Jungle + Marsh = eww.

On a sidenote, where did you get the border mod? That is so much easier to see than my original one.
 
In the Cration and Customization forum, there's a ton of good stoff down there.

You really should look around that forum, but here's the one I use anyhow (I think!)

Just go into your civ folder and replace the territory.pcx with the one here. (of course rename this one too)

If it's not the right file, let me know and I'll dig up the right one for ya. :)
 

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Got it.
@Locomotive: just wait till you see the ugly big borders on my screen :)

I have to add a question to the bad apple rule. Is The Bad Apple allowed to trade? If yes, to what extend? Is he able to gift away all our techs and money in one trade for example? Could he lower our research and lux to zero and then give away all gpt?
 
He is allowed to do ONE BAD DEED. If he trades, one tech is allowed to trade away. Anything he does must be used with the number 1. If he turns our slider down to 0%, that is the end of his turn. If he trades all of our gpt away, it will be the amount that we currently have set.
 
PreTurn: Alex really gives us no tech for pottery and all our gold; not sure about 0% research - I would have started min. on mysticism from the start and we'd have something to trade - oh well; wake warrior in Alesia
IBT: Entremont settler - worker
2510BC: --
IBT: --
2470BC: pop warriors from a far away hut
IBT: warrior kills barb; Lugdunum worker-worker
2430BC: next city relocated next to a river
IBT: Alesia warrior-barracks
2390BC: 3 barbs already in 1 camp; guess it's raging here; warrior becomes elite
IBT: Lugdunum worker-worker
2350BC: barb camp dispersed
IBT: --
2310BC: Lugdunum founded
IBT: --
2270BC: north warrior finds another barb camp
IBT: --
2230BC: disperse another barbcamp
IBT: Entremont settler-worker
2190BC: --
IBT: --
2150BC: --

Our settler is n,n of Entremont, escorted by a warrior. We should found coastal and build a curragh. Another warrior is on its way back home - many huts and barb camps around. We now can trade with Alex, if we wish: bronze working for potttery + 163gold or warrior code for pottery + 144gold. Seems not worth it before we get another trading partner.

icbd_2150bc.jpg
 
Good stuff. There is a heck of a lot of BG's around.

Yea, I wouldn't have tried a trade for another good 5 turns to see if we can strike another trading partner.

By the way, nice borders. When you said, "big ugly borders" I was thinking much bigger and much uglier.

EDIT: With a start like this, SID wouldn't have been too bad of a try. Dang...
 
I'd wait for another trading partner too. We should concentrate on towns/workers and lots of them. IMHO, we should push settlement north and settle our backside later. Hopefully all the way up to Sparta. the lux will be nice too.
 
Am I assuming correctly that with all of the GH's around that the barbs are not restless, or raging. I think that is what it means anyways. So leaving the Tundra unsettled should be ok. Should we consider things to prevent the bad apple from messing us around too much? Or is this even possible? Like maybe putting an extra MP in our major cities, and things of the sort. If you don't like all the little brother questions, then oh well, cause I am probably gonna ask alot. Especially from you more experienced players.
 
Barbslinger will get the chance to make the push. I tried to set up our core, which in the short-term, may be bad because of the luxes we miss out on.

Pre-IBT

1) Entremont worker - settler
Lugdunum warrior - warrior
Move Lug warrior to Entre

IBT ---

2) Starting a road to Alesia
Warrior is in Entre now - move slider to 20% for a few turns

IBT ---

3) Camulodunum founded

I haven't found anyone on this continent so I trade pottyer + 293 gold for Alphabet with Alex.

Camulodunum set to Curragh now.

IBT ---

4) Lug warrior - warrior
Lux back to 30%

IBT ---

5) Entre Settler - worker
A few worker moves
---on a side note, for this mm'ing it is so simple, yet I continue to forget about it every so odd turns ugh :( :( :(

IBT ---

6) Worker/Settler moves

IBT ---

7) Entre worker - settler
Lug warrior - granary
Richborough founded

Horsemen barbs start popping up in greek territory

IBT ---

8) Road Connected to Alesin

IBT ---

9) Greeks launch an attack on the barbs

Alesia Barracks - warrior (not sure what the barb situation will be like for us so I would keep pumping them out)

IBT ---

10) Conscript Barb VS Warrior = 2/3 Warrior win

Summary:

Greeks are definately alone on our continent.

Only trade possible is Warrior Code for 16gpt + 93 gold.
 
If I had to guess, Microbe will probably try to get our rep first, so be wary of twenty turn deals, and leaving a leader at the end of your turns. I think it would take away from some of the fun if we try to make him too impotent.

Don't worry about the little questions, we all have them at times. Besides you may bring up something that no one has thought of, even if it seems obvious.
 
Here is how the cities I placed went. One was a push towards the top, the other was more of a blockade towards the coast so our south can be settled whenever we want.
 

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