IO6 - Math is for the weak!

This is impossible: without mathematics, we can't get astronomy, so all military victories are impossible (unless we get REALLY lucky on getting the larger landmass).
Meant to say archipelago... now I actually want to try it.

I agree with all of this. Fortunately, it IS possible to get currency without maths, and guilds too. So everything short of banking can be used to help us.
I call shenanigans. Can we bulb currency? Otherwise I think maths is needed for us to count coin. I factored in grocers but... they're grocers.

This might be a good idea, but our best choice for that would be CoL/Confusedianism. Although I bet we could do it.
Yes, I second this. It's not the highest priority for AI and on monarch we should get it first. Should get an academy up just to be safe.
 
I call shenanigans. Can we bulb currency? Otherwise I think maths is needed for us to count coin. I factored in grocers but... they're grocers.

Currency is an interesting tech. It requires Mathematics OR Alphabet, and the second is definitely possible, requiring only Writing.

Oh, and by the way, Banking requires Currency and Guilds, so we can get every :gold: boosting building other than Wall Street without Math.

...scratch that, I just checked and it looks like we can get Wall Street too. Both Economics and Corporation are accessible without Math.
 
I thought we were gonna shoot for Buddhism? Did anyone found it on your turnset IO?

Nah, I was informed that shooting for the Bud wasn't a good idea on Monarch, so I changed paths. This should end up in a more stable empire anyway.
 
Thanks for the clarification, I'll play the next set soon and post.
 
Both Economics and Corporation are accessible without Math.

Some might say this sums up the current economic downturn. :)



Sounds a nice turnset there! Lovely capital, but the surrounding lands look a bit 'interesting'!

There's another good option for cash as well. We're planning on going for Oracle/CoL for our religion and we are spiritual. With a bit of food, we could flip-flop between slavery and caste system, making use of the unlimited merchant specialists to generate a healthy cashflow. Have seen this used before and it can be really powerful.

It also joins up neatly with both banking (for mercantilism) and particularly representation - far off our tech path, but we do have stone to the south, so we could consider having a stab at building the pyramids instead?
 
Did I realize fifteen minutes ago I forgot to play my turn after logging onto the forums. Most definitely. Making any excuses? Hell no.

Buddhism fell on t14, while we finish the worker on t15. A popped hut provides us a scout who I send east, netting us a contact with Brennus. Placeholder tech is on writing while our explorers are heading west due to a count of multiple animals.
 

Attachments

Had a look at the save and it looks like it's all starting off nicely.

Personally think Mining and then Bronze Working would be the best step next - get mines and slavery available...

Who's up next, by the way? :)
 
Confirmed:
IdiotsOpposite (of course)
AntiTwelve
woopdeedoo
BobRoberts

It looks to me as if woopdeedoo is next. Of course, this isn't really an ordered roster.
 
t0 - THERE ARE SO MANY BEARS AND PANTHERS!!! I move teh warrior and Scout out of harms way and set the worker to road the farm...

t1 - A panther attacks our scout but we survive! YAY! We have a really cool city spot next to our current location, marked with green dotmap. I also marked our existing spot's map (white) cause I can't really see the city borders so nicely... Move warrior into city (scouting east) and fortify scout to heal (2 turns).

t2 - Corn connected, move worker to start roading the elephants. Move the scout around a little...

t3 - zzz (also switched from writing to hunting so we can camp the phants...4 turns)

t4 - zzz

t5 - snore...

t6 - scouting...

t7 - move some citizens around, growth warrior and hunting in next turn.

t8 - Research back to writing, move worker to camp phants. scouting around and little bit of citizen mm...

t9 - Do some more scouting.

t10 - zzz...
 
IO, can you maybe point me in the direction of the thread about inserting images/spoiler etc?

No, but I can tell you how to do it. To insert images, first you'll have to upload them, obviously (I use Photobucket). Then you just use tags around the link to the image url.

As for spoiler, just put [spoiler] tags around what you want spoiler'd. Most of the other things look like that too.
 
I'm afraid I start with an apology - used the Veto stick on some of our choices! Not something I'd normally do, but I felt it was needed.

Turn 30 - preturn

I switch the monument to a worker... We don't need a monument and we're working unimproved tiles. I'd like to get a warrior/settler pair out, but we need some more improvements and have no slavery to play with.

I stop writing and switch to mining. We have no hammers with which to build a library and that's the only big benefit writing will offer us now...

Anyhow, on with the show:

Turn 31 - after I end the turn we meet another neighbour coming from the SW.

Spoiler :
ragnar.jpg


A charming dwarf immitator.

Turn 32 - our elephants are hunted down and penned.

Turn 33 - our brave scouting scout is eaten by a panther we couldn't see. Oh the humanity! Our worker irrigates one of the floodplains.

Turn 34 - not a lot of excitement.

Turn 35 - UFO's land and... oh wait, that didn't happen!

Turn 36 - mining finishes. Yay. Now Bronze working and we can turn our useless lazy food gobbling citizens into tasty hammers.

Turn 37 - the worker finishes and I put the overflow into a settler. Worker number 2 moves to help the first worker speed up the irrigation. Hot farming action:

Spoiler :
farmgirls.jpg


Turn 38 - The settler is paused briefly to build an escort warrior... this will finish as the city grows to size 5:

Spoiler :
cityturn38.jpg


Our mighty irrigation project finishes. One worker has a turn free, so starts another.

Turn 39 - The second worker joins the first for some more farming.

Our warrior treads into deadly peril near a panther:

Spoiler :
deadlyperil.jpg


Turn 40 - The jungle hill saves our warrior from the deadly peril... it is overcome! He has taken a little damage, so I set him down to heal.

Here are our lands:

Spoiler :
finalturn.jpg


The next person should get a warrior escort and a settler. Sorry for the queuing of the settler, but it does have those overflow hammers in it.

I marked some possible spots for discussion.

Think it should be in the SE direction as we have roads heading that way already and there are worthwhile resources.

Spot I - closest. Can work a village for our capital, has fresh water and river connection. Works the horse and rice straight away.
Spot II - less overlap, but not really a lot else going for it.
Spot III - makes use of the cows, but no irrigation. Will need a border pop to really get flying.

After I made the picture I realised that the spto 1N of III might make a good city. Loses the cow, but gains fresh water and marble... this might be an interesting one?

I think we should strongly consider pottery after bronze working. It gives us grannaries, cottages and a discount on the rest of writing - all of which are good.

Looks like a nice floodplain/wine coastal city to the NW and a possible Cow+Stone+Chop pyramids city to the SW if we want to go down that route. But it'd be a bit rubbish longterm.

Have fun!
 
I'd like to give my thoughts on the last couple sets... but I'll need that save, Bob.
 
Been a bit busy lately. I'll play my turnset either today, tomorrow, or Saturday. I promise.

In the meantime... I'll have to look at stuff.
 
lurker's comment:

Just thought I'd mention that you can get a glimpse of your spot in the world (Viking lands unsighted);

maths_weak_2400bc_culture.jpg


As such, you guys are a little jammed in (and don't have exactly the world's greatest neighbours). No possibility for a War Elephant rush is a shame.

I agree with BobRoberts that Pottery next is strong play. Copper reveal with Bronze Working should help refine your dot mapping.

Your Imperialistic trait will help you get out Settlers for a land-grab while you can.
 
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