I hate to give up the river, but I have to agree with Nathiri. Two cows is the winner.
My solo games usually start like C.![]()
I hate to give up the river, but I have to agree with Nathiri. Two cows is the winner.
I vote B as well.Yeah Save A has good gpt with river and silks; but if we want 100k, I'd think cities are more important. We should have enough gpt from cities instead to tech.
If we build a colony pre-border expansion it will become a road post-expansion? That's an idea. At size 3 we would have a 2turn worker pump as well (right?) So we could replace him fast and at a small loss, but it would delay cow improvementHooking the Gems unfortunately won't be possible before the first border-pop, without burning our starting Worker on a Colony. But after the borders pop, it's going to cost 10 Worker-turns...
I vote B as well.
Rivers are nice for commerce, but the 1-tile lake will do fine as a water-source (and we are SEA, so get extra Commerce from coastal towns). Irrigate one Cow, mine the other, we have 5 FPT; mine the other Grass, add a Gran, plus the Forest-shields on the IBT = a 4T Despot Settler-Factory at Pop5-7 (if not Pop4-6).
Have I understood that right? Switch to Republic ASAP, then switch again into Feudalism once we get into the Medieval?On emperor, we should definitely go for the republic slingshot. Waiting to get out of despotism until feudalism isn't a good idea. Plus, in feudalism we won't be able to pay maintenance on our many buildings, so we need to build up cash reserves before we switch. Since we are religious, we can afford a second anarchy.
If I understood correctly, jarred listed them in the previous discussion thread:Who are our opponents?
So I'm assuming Ghandi's not in the game...Picking rivals who don't have Alphabet (and I also crossed out all the REL rivals too) leaving: Germany, China, Aztecs, Mongols, Sumeria, Maya, Russia, America, Persia, Zulu, and Inca. Then we choose Spain or India (Alphabet and Religious).
But that could be thousands of years down the line, couldn't it? Whereas, once we have a Gran up, whipping a Temple early on would barely interrupt the Settler-flow...If there is another food bonus nearby, we probably want to put out a settler before the granary.
I think we run our capital as a settler factory until we don't need settlers anymore before building a temple there.
Yes, I agree jarred! should take the first set.20 turns seems like a lot to me, but I'm good with whatever. You should definitely play the start, jarred!, since it is your game. We should talk before planting towns and when we have a good idea of how much space we have on our island.
We were split between cherry-picking our civ and our opponents or going all random, so I decided to pick our civ and go with random rivals. I'm not opposed to seeing who we got via the spaceship screen, but I'm on my phone ATM.If I understood correctly, jarred listed them in the previous discussion thread:
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But (I've been told that) a Culture-win requires a lot of planning, especially in the early game, so 40/20-turn sets do seem excessive to me.
I was suggesting a build order to get our factory up asap. Obviously this would slow our exploration, and if we focus on exploration we slow our growth. If we put an early town on the water to produce a (lame) navy, we would lose turns exploring, but would put the capital on settler duty from and earlier date.Whereas, once we have a Gran up, whipping a Temple early on would barely interrupt the Settler-flow...
That is what I would do, since we are religious.Have I understood that right? Switch to Republic ASAP, then switch again into Feudalism once we get into the Medieval?
Yes, I think we should ICS as best we can, except in our core. We can't whip until feudalism, and we probably don't want to switch to feudalism until our expansion is mostly done. As much as possible (which is probably just on our starting island), we'll want to cash-rush universities before switching, because 200 shields is hard to pop-rush. After we switch, we'll want to disband units to help rush the universities.If so, does that mean you are envisaging using ICS for town-placement, irrigating everything, and whipping excess citz into Culture buildings? When would we start doing that? Before the switch to Rep, or after the switch to Feud?
Maybe not in the core, where we will have other things to build besides culture, but certainly everywhere that is corrupt.Since Temples only cost 30 shields, we could build one in any town, even the 1-shield towns, as soon as we have 10 (11?) shields in the box and Pop2 (i.e. likely 10 (11?) turns after founding, at most). Would that be the general plan?
We'll want to build military units as soon as we can reasonably take on our neighbors. 100k culture games are won by expanding fast, ICSing, and then building culture.(When) do we build military units? Wait until after we're Feudal? It's not like we won't be able to afford it, with small ICS'd towns (=5 free units per town)...
While it is true that building a temple won't take long, it is also true that the temple from one city will hardly affect our total culture, and each settler is potentially 14 cpt, not counting possible doubling or a research lab (which we won't get to).If I understood correctly, jarred listed them in the previous discussion thread:
So I'm assuming Ghandi's not in the game...![]()
But that could be thousands of years down the line, couldn't it? Whereas, once we have a Gran up, whipping a Temple early on would barely interrupt the Settler-flow...
We definitely want curraghs out exploring ASAP. We want to find the AI, find the empty islands, and figure out how much space we have on our land, so that we can make a plan.(And since SEA-Curraghs can move 3x faster than Warriors, if we can afford to build at least 2 of them early on, that might make for faster exploration/ mapping/ meet-n-greets: if our island is large, we'd discover that much sooner than the Warriors would tell us; but if it's small — and we can't see any neighbouring islands — we can suicide the boats in the most likely direction, or disband them into a convenient coastal town)
20 turns, then 10 turns, then 5 turns once we have 100's of towns would be more typical. 100k games take less initial planning than 20k games, but archipelago adds an interesting twist to it, so we'll need more initial planning than usual.Yes, I agree jarred! should take the first set.
But (I've been told that) a Culture-win requires a lot of planning, especially in the early game, so 40/20-turn sets do seem excessive to me.
Ooh, exciting...We were split between cherry-picking our civ and our opponents or going all random, so I decided to pick our civ and go with random rivals. I'm not opposed to seeing who we got via the spaceship screen, but I'm on my phone ATM.
I agree that spamming Settlers is our highest priority, but meeting other folks also makes our research cheaper, which will be important to get Edu (or MilTrad!) ASAP in the Medieval. This VC is not just about getting the most Culture, but also about getting it at least twice as fast as the next-best Civ.I was suggesting a build order to get our factory up asap. Obviously this would slow our exploration, and if we focus on exploration we slow our growth. If we put an early town on the water to produce a (lame) navy, we would lose turns exploring, but would put the capital on settler duty from and earlier date.
I think we might have to: with 2 Cows, Madrid is going to grow really fast. To fully improve both Cows (irrigate+road one, mine+road the other) will take only 18 turns, by which point we should already be at +5 FPT net.Re: build order, I'd like to try to chart out some possibilities. If we start the Granary first thing, how long will it take to finish? Should we squeeze out a Settler before building the Granary? Etc...
We can't whip until feudalism
Yes, of course. I meant we couldn't whip during the time we were a republic, before switching to feudalism. However, I don't think whipping in our core cities in the early game is a great idea. We need population to get beakers to get our early research done. 30 shields go quickly in the core. However, cities with 1 shield per turn should rush the temple.We could also Temple-whip while still Despotic...?
If we miss the slingshot, we should learn literature first. The libraries will get us to republic almost as fast as, and we'll have extra culture to build. However, if it looks like we'll miss the slingshot when we learn writing, we should go straight for philosophy. When we learn philosophy, if we can trade it for either polytheism (more likely) or code of laws (better) before choosing our next tech, we can still get a government tech for free.Even if we successfully make the slingshot, it will still take us 50-60T to get to Republic; if we miss the sling and have to research it the hard way, it might be more like 80-90T. That's a lot of turns while our core at least could be whipping up some 6T-Temples (5T to get the first 10 shields and +1citz, then whip immediately after hitting Pop2)...
I don't, usually. I'll space CxCxxxC so that core towns can have room to grow but so I can sneak in extra towns later. Once the AI are no longer a threat, I'll shrink my core towns (that have already built their cultural buildings) and move their population to the new towns where they can work on building new cultural buildings.Incidentally, for 100K, do you still use the "standard" tight CxxC placement for the core, so that every core-town can potentially hit Pop10-12 before Sanitation/Hospitals?