Jumpmasters 1C: We are a backward people! (C3C/Emperor/No Research)

@Sesn: If you like the city planning, let me know your thoughts on the order you think we ought to settle these. The only one I'm sure of is the cow site. The ones to the N and NW can be grabbed fairly quickly, which makes me want to push SW... If you don't like the city planning, or see something I don't ... lemme know what you think.

Okay - if bed_head is ready to play, he's welcome to it.

@bed_head: You can either play, or we can discuss anything you want to discuss before you play.

Piece of advice: Watch the happiness when cities hit size 4. Don't be afraid to use the luxury slider in F1.

It looks like SlickNick will be joining the vanilla team, so he can make the transition to the Mac platform. (Good Thing AlanH is over there...)

I haven't heard from Javier in a couple of days, and I'm not sure Manwaring is over here... are you guys with us? Please give us a quick post so I can finish the order of play....

Edit: I just PM'd our other team members.
 
Was just about to suggest a PM too....

IMHO, the order of settling the spots you mentioned would be: (and no criticisms on the dotmap either! :p )

Cow town
S Wheat
W Wheat
S Fish
NW hill

lower priority: (maybe even after other cities we haven't planned yet)
2nd wine
Forest river

I say maybe even much later for these becuase with the overlaps, the AI is not likely to settle these spots. They tend to go for larger openings and use one city where we would probably build two. :rolleyes:

EDIT: To expand on the happiness aspect: At Emperor level, you only get one content citizen. We have a luxury hooked up, so that gives us a happy citizen. A MP (unlikely to have more than one in the immediate future) adds a second content. At size four, assuming the city is connected to the capitol, we should have one happy, 2 content, and one unhappy citizen.

Remember that you get a one turn grace period after the city grows and the new citizen is added before riots set in.
 
sry for not posting..im still here. I have been reading your comments and advice on what we should do next..and feel free to slot me in where you want. i got no problem with it.

Javier
 
And then there was one....

EDIT: any questions or comments thus far Javier?
 
@Javier: Thanks for the post, I'm glad you're following the discussion. :thumbsup: Knowing you're with us lets me finalize the order-of-play:

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SesnOfWthr <- Just played
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bed_head7 <- UP
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scoutsout <- On Deck
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JavierLQ <- Warming up
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romeothemonk <- Patiently waiting?
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Manwaring <- Patiently waiting? (with us?)

Moved to Vanilla Team (Roster B)
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Slicknick1136

@Team: I'd rather have a little spam than silence. If anyone has questions or points of discussion about the game (even if they don't pertain to the current situation) go ahead and post.

@bed_head: Nice cultural win in COTM1! :goodjob:
 
Comment with the worker plan you have posted scout. I would skip action 4 till later. Roading a normal grassland in despotism that we will probably never use, we have inland lake with more commerce, I would save the 4-8 worker turns and skip right on ahead to taking care of other business.
 
romeothemonk said:
Comment with the worker plan you have posted scout. I would skip action 4 till later. Roading a normal grassland in despotism that we will probably never use, we have inland lake with more commerce, I would save the 4-8 worker turns and skip right on ahead to taking care of other business.
the main benefit of roading that tile is to make it easier to get "Cowtown" connected to our capitol. I just hate marching workers across tiles that I might have to march back over later...

Also, if he roads that tile, he can move immediately to the wines and irrigate, rather than taking another turn to move.

I'm not the absolute greatest at worker management, and you do have a point... we probably won't have a citizen working that tile anytime soon.

Edit: Sesn? What are your thoughts? (I'm not strong in this opinion...)
 
Actually, I'm gonna really throw a curve out there.

I agree with Romeo that it will probably be quite some time before that grassland square gets used.

I also agree with Scout that we want to get connected to cow town.

So I say that we road the forest tile. I know that it will take six turns rather than 3, but the forest tile is far more useful, IMO. When the food box is filling up, we can switch to the forest to get the extra shield, and not waste the food, if possible. It will also put us one tile away from having the southern wheat city connected.

The forest is going to be roaded in the immediate future anyhow, so why not do it now?

Did anyone see that coming? :p
 
I did not see that coming...and in a sense, I did not see where it went. Which forest tile? The one E of "cowtown hill"?
 
I did not see the forest to which you are referring. Any forest move would be at least 2 moves away, or would not fuel our capitols war machine :nya:
I would still vote for carrying on with the plan, but skipping the worker road. The biggest mistake most players make is overbuilding their capitol too early. I have had great success making my capitol a settler farm and just flooding the opponents, followed by a limited war or 3 to increase territory. (emporer)
 
Well... since Romeo feels strongly about it, and Sesn's curveball took off my earlobe, we can skip #4 on the worker moves. :D

Though I'll be surprised if the worker gets that far in bed_head's turnset...
 
There is a forest tile one S of Trondheim. Eventually, it and the next forest tile will be roaded to connect fish town. It would also complete the road going out towards cow town. In addition, we will be using that forest tile, if we are closely MMing, when the food box nears full, most likely. An extra commerce never hurts.

Does that make it any clearer?
 
With ten turns, I doubt I will have time to do more than settle cow town, and maybe build the next settler in Trondheim. I think I will move the worker to the forest south of Trondheim, if I make it that far (I won't). So I will just go mine and road the spot northwest of the wheat.

Scoutsout, that was my first GOTM, and I had just read SirPleb's milking article, so was trying that, since I didn't know GOTM used a different scoring system. I would have won quite a few turns earlier, probably with a better score, if I hadn't destory libraries and temples wherever they weren't necessary. But thanks, and I am surprised you noticed. Though not as surprised to find I made the top half, though just barely.
 
2950: Gave Arabia 45 gold, Alphabet for Pottery
Gave Babylon Pottery for 52 gold (should I have waited for more, since I don't think they have contact?)

2850: Decided to travel around Arabian continent with curragh, as opposed to Babylonian

2800: Finished settler, start work on next settler

2670: Founded Bergen on hill next to cow, begin work on warrior
Growth to size 3 in Trondheim, finish production on settler both set to finish in six turns

2550: My final turn. The Babylonians have no techs, three towns, and still have 0 gold. The Arabians have no techs, two towns, and still have our 45 gold. Adjusted citizens in Trondheim, so growth comes in two instead three but settler still comes in three. The Vikings still only know two civs, but much more of the coast has been mapped. We have the continent to ourself, so which spot gets settled first is more flexible.

I am not sure how to zip a file, since I have never had reason to do it before, so I just attached my save. I have no idea whether that will work or not, but I am sure you will let me know.
 
On zipping: zipping is not necessary. The reason mine was is because of an unfortunate incident in another SG where a save got corrupted. Zipping helps prevent corruption of saves.

To do it: What I do is go to the file in my conquests folder, and then right-click. One of the options should be "add to zip" (assuming you have winzip). Then i just click OK, and there is a zip with the same filename sitting there. Then you just attach that instead of the .sav.

Screenies: Do you know how to make/post a screenshot? They can be very helpful in illustrating a point, or allowing others to quickly see your progress. let us know if you need help with that.

Tech trade: I might have waited before selling pottery to babs, only to see if they would get a tech to trade for in a few turns. The risk is that they might get pottery, and then we're left holding the bag. As a general rule, first tier techs in the AA are near worthless though.

i also might have tried to trade a different tech to Arabia. Alphabet gives them curraghs, which they can use to launch ships and get contacts. Not a biggie though, as the ai seems to have a weird aversion to curraghs.

Sorry for the long winded post. ;)
 
I took a quick look at the save. I like the MM in Trondheim... but we need to get another Curraugh in the water to make some more contacts. I think that should be next, considering the fact that we apper to be on this landmass alone (for the moment).

Is there some reason nobody has popped a goody hut? Are we saving those for some special occasion?
 
ScoutC2.JPG


I'd like to get the warrior from Bergen out to the mtn near the "?" right away, just to insure there is no land bridge.

Incidentally, Arabia seems to be on a huge continent.
 
Didn't mention build priorities because you were up next Scout. ;)

I would rather wait and send a spear to pop the huts. Might be very troublesome to pop some barbs with only a warrior right now, but if it were my own game I would have popped them while exploring.
 
Alright... I've got it, and if there is a land bridge there I'll try to block it.

Anybody object to me going ahead and popping a couple of goody huts?
 
You're the boss. :)
 
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