Joe-01

Morred said:
The computer occasionally knows where hidden resources are, either stuff that is currently unexplored, or something that will show up later (Horses, Iron, Oil, etc.).

As for short term goals, we definately want to get big on research early. Lots of cottages and work the water tiles. And work that gold mine early, all that extra commerce is great.

Eh, I was talking about the spot to the right of our settler's initial position. My mistake. :(

It's agreed that the comp generally selects decent spots but for the points i previously pointed out, I think it would be best we move NE. But a turn or two of exploration wont hurt.
 
With the argument of settling where the computer is telling us, I'd tend to ignore that. This island my not be much bigger than what we can see, and with the NE tile being a coastal tile, even more money would be coming our way for research, plus we still have hill defense.

For research, I'd like to go for Sailing first for the galley and lighthouse, then perhaps mining for the gold hill. The Great Lighthouse & Colossus would be great to get and long term I agree with going for the naval techs primarily.

I note we're on different timezones, not sure what the difference is, so if I don't hear from anyone by 5:00pm my time (GMT) I'll play. I will be settling NE and setting the warrior to explore so although taking a gamble, we'll only lose one turn.

I assume we're hoping to pick up one of the later religions or just nab a holy city from someone later?
 
JesusOnEez said:
For research, I'd like to go for Sailing first for the galley and lighthouse, then perhaps mining for the gold hill. The Great Lighthouse & Colossus would be great to get and long term I agree with going for the naval techs primarily.

Sailing first sounds fine -- maybe Animal Husbandry second, though.

I assume we're hoping to pick up one of the later religions or just nab a holy city from someone later?

Skipping the first 3 sounds fine to me. We should be able to develop superior research speed in plenty of time to get a late one.
 
Yer up temmage...good luck.

Turn 1
Sent Settler NE. Another herd of cows appears which will be within our working area. Sent Warrior towards goodie hut.

Turn 2
Founded Washington. Set to build Warrior (5).

Turn 3
Started Sailing research (10) - In retrospect, should have started with Animal Husbandry.

Turn 4
Villagers provide a Scout! Set them to explore and they find more elephants and stone nearby! Sent Warrior to Washington. Changed production to Worker (12).

Turn 5
Scout finds more cows.

Turn 6
Scout finds rice...south of the island is looking mostly covered in jungle so we're going to need Iron Working when we settle around here to develop the land...

Turn 7
Washington borders expand. Warrior arrives and is fortified. Scout finds dye.

Turn 8
Scout finds more dye. Wolves have appeared.

Turn 9
Nothing

Turn 10
Buddhism founded in a distant land. Scout finds more dye.

Turn 11
Scout finds another stone resource and a goodie hut. We have now found the southernmost point of our island.

Turn 12
Only a turn away from Sailing and what does the goodie hut give us? Sailing. Start Animal Husbandry research (11). Scout finds more dye. Can see another land mass just east of our island and withing easy reach of a Galley. Can make out blue cultural borders (Montezuma?) though so a possible early target.

Turn 13 & 14)
Nothing

Turn 15
Worker built. Start on Lighthouse (10). Set Worker to build farm SE of Washington as that's all he can do at the moment. Really should have researched Animal Husbandry first...

Turn 16
Scout spots wolves again.

Turn 17
Wolves attack and Scout kills them.

Turn 18
Panthers creeping up behind wounded Scout.

Turn 19
Scout just barely kills panther. XP spent on Woodsman I.

Turn 20
Farm finished. Worker can't do anything but build a farm on the cows, but we want a pasture there. Send him to the cows South of Washington and skip...he'll have to wait for Animal Husbandry.

Research : Animal Husbrandry (2)
Growth : 4
Building : Lighthouse (5)

No sign of any off coast resources as yet which is a little annoying.

Screenies with dot map...

The yellow potential city could be moved W or SW to take advantage of the gold. W would cause overlap with Washinton. Both would lose us the stone in the NE of the island, plus we'd be moving the yellow city off the coast. Obviously there is an opportunity for more stone in the SE, but do we need it sooner rather later...stone or gold?
 

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The yellow and blue dots definitely look right to me. Moving W/SW from yellow for the gold doesn't sound good to me -- the stone/cows are both very good, and it's good to stay on the coast. Also, we might want a city 5 tiles due south of the capital, which would use the gold anyway.

I'm not sure about the green dot. Depends what turns up in the southwest. We might want to fit 6 cities on the island... so we might want the green city one E or one SE of the dot. Another city can use the rice, maybe 1SW of the rice.
 
The whole sailing/animal husbandry concundrum was probably due to churning out a worker too early, so he had nothing to do, not to worry though :)

I think we should try and grab Pottery and Archery soon, along with mining.
 
No ocean resources are kind of a drag, but at least we found another food resource by moving, so that's cool. We've got to start working that gold ASAP though. Prepare to chop out a few settlers as well.
 
Pre-Turn Comments

Not much to say yet although I wanted to point out a few things. The dotmap was great, Jesus although I want to add one more pontential city spot, albeit a bit later in the game. I think a good city spot for strong production would be near the dyes and rice resources towards the southern end of our island; for this reason, once we are comfortable along, I suggest we build three or four workers for the sole purpose of removing the jungle. (So much for environmentalism, eh?)

Turn 1 (3160 BC)
Workers are keeping the cows warm. Besides that, nothing.

Turn 2 (3120 BC)
Animal Husbandry finished. Start on The Wheel.
Worker begins on pasture south of Washington.

Turn 3 (3080 BC)
Nothing

Turn 4 (3040 BC)
Scout finishes exploring so I set him up on the gold hill for fog-busting duty.

Turn 5 (3000 BC)
Lighthouse finished. Begin warrior.

Turn 6 (2960 BC)
Worker finishes pasture.

Turn 7 (2920 BC)
Worker starts on another pasture east of Washington.

Turn 8 (2880 BC)
Warrior finishes. Begin another warrior.
Warrior #2 moves to hit to do some more fog-busting.

At this point, the city needs three turns to grow so I opted for a warrior (3 turns to finish) before starting on our settler.

Turn 9 (2840 BC)
Wheel is finished. Start on Pottery.

Turn 10 (2800 BC)
Nothing

Turn 11 (2760 BC)
Scout attacked by Lion but survives.
Warrior finishes. Settler begins; only 8 turns!

Turn 12 (2720 BC)
Shift the warriors and scout around to bust more fog.
Warrior begins to build roads to link pasture to city.

Turn 13 (2680 BC)
Nothing

Turn 14 (2640 BC)
Scout dies to panther attacks!

Turn 15 (2600 BC)
Pottery finishes. Begin on Mining.
Workers start on cottage.

The choice of techs was between mining or hunting (to get archery). Although it might be a bit risky to delay archery (since the barbs will start spawning soon), I think that mining is more important because the added income and happiness from mining would be a big boost to our growth and tech in the early game.

Next person gets to choose our next city!

Now for the pictures:

Good locale; plenty of food resources coming along.



Our island, completely explored. We got some nice resources here and there though that jungle is going to impede our development near the mid game.



What are our short term tech/expansion goals?

EDIT: Sorry about that, save file attached.
 
Oh yeah, forgot to post this:

1. JesusOnEez (10 turns)
2. temmage (15 turns)
3. Morred (up)(15 turns)
4. Perplexity (on deck)(15 turns)
5. goraemon (15 turns)

I think everyone should include this at the end of their report. Makes it easier for the nice player. :)
 
we actually have a sort of a mini-continent there which is nice. We should go exploring with a galley or work boat while we're filling up the land with settlers. I think it was correct to delay archery; soon enough we'll have enough units/cities to completely clear the fog and eliminate worries about barbs on this land anyway, plus that gold is just begging to be mined.
 
If we're gonna get rid of that jungle, we'll need Iron Working soon(ish). What do we need to start production of The Great Lighthouse?

Tech-wise I think we should concentrate on all those techs that will keep us ahead in naval tech, and those that will give us wonders that improve naval. It might be that the islands are all close enough together that a Galley can circumnavigate the globe, in which case we'll get an extra movement point, so we might want to build one and let it get on with it.

Definately a nice island...shame there's no marble or sea resources but you can't have everything. Hopefully the game won't screw us with a lack of copper or iron!
 
Perplexity, could you grab temmage's save game and play on?

Morred, could you let us know whether you're still on for this game?

1. JesusOnEez (10 turns)
2. temmage (10 turns)
4. Perplexity (up) (15 turns)
5. goraemon (on deck) (15 turns)

3. Morred (MIA)

Ste
 
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