Kraz01- The Totally Mad Scientists

Yeah, sorry for that. I didn't mention I would finish IW first, did I?

Done, didn't meet anybody :D , built on Blue Dot, connected. Got IW, there's Iron three tiles from Tassleburg/Commandoville, and finished Masonry. I think I may have miscounted turns, because the VC screen says it's turn 41, and 2110 seems like an odd ending point. If I did, I'll play one less next time.

Spoiler Turnlog :

Turn 0- 3000 BC- Switch K-Grad to a rax
Turn 1- ZZZ
Turn 2- Worker starts road towards Tassleburg- will only road one tile, then go chop by O-Polis.
IBT- Tassleburg Spear->Worker
Turn 3- ZZZ
Turn 4 ZZZ
IBT- K-Grad Rax->Settler
Turn 5- ZZZ
Turn 6- Worker to Forest
IBT- O-Pols Spear->Rax
Turn 7- ZZZ
IBT-Tassleburg Worker->Spear
Turn 8 Worker->Forest W
Turn 9- Worker Chops, Turn a K-Gradder into a Beakerhead for a turn. Science->90
IBT- K-Grad Settler->Worker
Turn 10- Science to 100 again. Settler to O-Polis.
IBT- Get IW, Masonry in 11 @ 90%
Turn 11- Worker roads to replace forest. Settler+ Spear head to Blue Dot.
Turn 12- Pair reaches Blue Dot.
IBT- K-Grad Worker->Spear.
Turn 13- Worker mines roaded BG. Tassleburg Worker Roads tile. Commandoville founded->Spear
IBT- The K-grad--O-polis Highway is completed!
Turn 14- Worker mines on highway.
IBT- Tassleburg Spear->Rax
Turn 15- O-Polis Rax->Settler
Turn 16- ZZZ
Turn 17-ZZZ
Turn 18- K-Grad Spear->Spear. Spear takes the K-O to O-Polis. Connect Commandoville with K-Grad.
Turn 19- Start Road towards Black/Yellow spots. Science->10%, Masonry in one.
IBT- Get Masonry, Math in 16 @ 90.
Turn 20 2110 BC- ZZZ. Did I miscount? VC screen says it's turn 41...


Spoiler Pic :
picture2pi4.jpg


Save: http://forums.civfanatics.com/uploads/117283/Kraz01-2110BC.SAV
 
Well actually, you were supposed to play 10 turns according to the OP. Oh well, no harm or foul, because the intention was that we would have military battles by now and some sweating at the general's hands.

We are in excellent shape with two steakhouse towns, iron, and ivory through 40 turns, and you undoubtedly did some great MM'ing that I'm learning as we go.

When should we start on SoZ (prebuild)? Ideally, it would be done around Maths, but we wouldn't want to stunt early growth to have quick A-Cavs.

Now that we have Masonry, we also would want walls in towns that we think would be on the border, like Tassleburg.

Roster-
Kraznaya
Tasslehoff Just Played
TheOverseer714 UP
?
Elephantium On deck if he's in?
 
Oops :blush: I thought it was one round of 20s, then 10s. Sorry. For the SoZ, I would say begin a prebuild once we get the yellow and/or black dot settled, and maybe the reddish brown one, too.
 
One question I have is why are the 2 workers building that road there instead of 1W of that spot. If it was built 1W, then K-Grad would be only 2 tiles / 1 turn away from Black Dot. Maybe I'm just not seeing something? :confused:
 
Sorry, I was under the impression that we were planning to build the yellow dot, and I was preparing a road to make the yellow city come sooner. If we only want black, then your analysis is right, and the workers should be 1W
 
Sorry, I was under the impression that we were planning to build the yellow dot, and I was preparing a road to make the yellow city come sooner. If we only want black, then your analysis is right, and the workers should be 1W

D'oh, I totally forgot about that. My bad. Yes, that road absolutely makes sense if we build Yellow Dot, but even so Black Dot is a better city site and a higher priority, (at least I think so).

I'll happily play a "guest turnset" this week, but I doubt I have time available to commit to the game long-term.

Thats ok, you can downgrade your status to lurk later, I like diversity in our first few turnsets because IMO it helps us find MM mistakes.
 
I have downloaded the save, and am preparing to play. I guess I have one real question. 10 turns or 20? I can do either comfortably. Otherwise, I will play with the preparatory aspects in mind. Settle, road, mine, build units and walls, etc.
 
Well my initial plan was to for everyone after the first set to play 10 but since Tasslehoff already played 20 I guess let's just even it out and play 20 each the first time around.
 
I have finished my turn-set with no major problems and no contact(technically) I saw an Indian(east type) with the scout I built but backed up before diplomatic contact was made. I also saw some borders nearby. Here is my turn-log:
Spoiler :

Pre-flight: CivAssist 2, Word running. Get the save loaded. Look things over.

Non-Combat:
Workers 3
Military:
Warriors 3
Spearmen 4

Hit enter=>

IBT: Overseeropolis settler=>Walls.

2070 BC: move workers at capitol to mine river BG.
Send settler to Orange Dot(By the Sea).

IBT: zzzz

2030 BC: Switch Commandoville to Walls, lets make veteran units where possible.

IBT: K-Grad Spearman=>Scout (I swear I will be super careful, but we need to see our environs) Goth warrior starts wandering around scaring the workers.

1990 BC: zzzz

IBT: zzzz

1950 BC: Tuskertown founded=>warrior.

IBT: workers finish mining river BG.
K-Grad scout=>Pyramids(SoZ pre-build)
C’ville Walls=>worker.

1910 BC: Worker 02 starts roading the river BG, worker 01 heads out to mine BG elsewhere.

IBT: Goth warrior sets up near Tuskertown. We need archers.

1870 BC: move worker 02 to FP wheat to begin irrigating.

IBT: Goth warrior dies attacking Tuskerton, no harm done to our warrior.
Overseeropolis Walls=>worker.
Our people love us, offer to improve our cave. I build sidewalks and lawns.

1830 BC: Scout climbs gold mountain, sees a nice river with at least 1 floodplain.

IBT: O’polis worker=>warrior. 2 more barbs appear.

1790 BC: Scout finds 1 barb village on mountain. Also, the river has 3 floodplains, one with wheat, and a plains wheat. This map is kind of food-rich.

IBT: C’ville worker=>warrior. Barbs still wandering around.
T-town warrior=> worker.

1750 BC: Scout sees 2 more wheats and sugar.
New warrior from T-town sets out to hunt barbs.

IBT: Tassleburg Barracks=>Spearman.

1725 BC: Scout sees a goody hut on a mountain, will pop next turn.

IBT: O’polis warrior=>settler. Barb leaves vicinity of O’polis.

1700 BC: Goody hut gives us a map, another wheat.

IBT: zzzz

1675 BC: Kill Goth guarding village for a cool 25 gold.

IBT: Our people love us some more! Our cave gets a nice stonework façade.

1650 BC: Ooh, close call, I see an India warrior, but no contact made. Cross fingers, hope he goes the other way.

IBT: Indian warrior must have went the other way, no contact made.
We can now count on our fingers! (Mathematics) Next is Warrior Code.
C’ville warrior=>catapult.
T’town worker=>Granary.

1625 BC: Switch K’grad to SoZ in 13 turns.
rWarrior dies attacking stupid barb warrior at C’ville.

IBT: zzzz

1600 BC: zzzz

IBT: zzzz

1575 BC: zzzzz

IBT: O’polis settler=>Granary.

1550 BC: settler heads toward coast SW of capitol, if we backfill, there are fewer barbs roaming our core.

IBT: zzzz

1525 BC: Warrior going East spots dark red border uncomfortably close:eek: to our east. No contact yet, but get ready any time soon. Likely Byzantines or Japan.

IBT: We know how to kill things better! (Warrior Code) Next is the Wheel.
C’ville catapult=>catapult.

1500 BC: ping barb near C’ville and that’s it.

Non-Combat:
Settlers 1
Workers 6
Scouts 1
Military:
Warriors 5
Spearmen 5
Catapults 1


I recommend retreating the warrior away from those borders and start building an archer after each settler from O’polis. We will soon have AC’s to fight with, so we may end up going offensive not too long after, once contact is made. Meanwhile, build more towns, we will need the unit support. The north really looks juicy.
Here are a few pics:
The zoom-out/
Kraz-01BigPicture.jpg

The core.
Kraz-01Core.jpg

The North.
Kraz-01North.jpg

The East.
Kraz-01East.jpg


The save: http://forums.civfanatics.com/uploads/110452/Kraz-01_Overseer__1500_BC.SAV
 
Nice set, the only objection I have is that T-Town is neither on CxxC spacing or on the river. This could pose a problem if its a border city when we enter our first war, but probably not.

I am not too clear on the rules on whether we're forced to make contact with the Indians as soon as we see them, but I'll refrain from contact because you are surely more experienced than I. We still have no "D" button on the bottom right info box so I think we're safe in that department.

On city spot you neglected to mention is the northeast mountain/hill range, which has iron. I think this should get priority over many of the other proposed spots.
 
I didn't elaborate, but my exploration revealed some nice territory up north, which I dot-mapped. All sites are debatable, as the game progresses things may change. The dark green dot should really be a power city with the food bonuses, would be a nice settler factory early. Overseeropolis is nearly ready as a settler factory. Regardless of the variant, we must grow as fast as possible and get the unit support that many towns give us.
 
I didn't see any iron, which means you saw it in your shadow turns. Actually, that is considered a no-no in SG's, because it gives spoiler info. Tuskertown is on the river, and CxxC spacing is not always the only factor. I didn't want to waste a BG that near the core or build a city off of the sea by 1 tile. Tuskertown will be a power city and in a later era will be our biggest seaport. Besides that, we've already violated CxxC spacing with Commandoville.
 
Nonono.

Read Tasslehoff's play report again. The iron was cited in his report and was sitting there through all of yours.

Its 2NW 1N of Commandoville- you can see it beneath the fog. Just like you can see the Byz borders.

I already mentioned I don't play shadow turns. ;)
 
Yes, as long as we don't see the tile on which the Indian warrior is, we don't have to make contact. And I did, in fact, cite the iron, because I saw it in the shadows. Check your pics, you can see the edges of it. Congrats on the exploration w/o contact, but we should start preparing for an attack on the red borders. It's only a matter of time before they meet us.
 
Okay, so I'm 'up'? I'll get it and play tomorrow.

Ooh SoZ :D :king: I like. Also, I tend to agree that getting Iron ASAP is a good thing. I'll generally be preparing for war with the dark red civ.
 
Where should the iron city be? To retain some semblance of CxxC, it should be on the iron itself, which also gets the iron faster, but you can also see the river on the shadows to the east. The eastern area also isn't made of mostly hills, so the iron city would have some chance at growth.
 
Ironton can be built right on top of the iron, that way it can't be pillaged. Odds are it may never get past 6 population anyway, so it's better there. I am not against cxxc spacing at all, Tuskertown was the exception, not the rule. Iron with walls and a barracks on top will be perfect for AW. As far as our tech path, once we finish the Wheel, we do HBR and then I recommend working towards Monarchy so we can get out of despo.
 
Hit enter.

IT:

Zzz...

Turn 1 (1475 BC):

Trunk Beach founded with the existing Settler. Making Worker.

IT:

Zzz...

Turn 2 (1450 BC):

Zzz...

Turn 3 (1425 BC):

MM cities a bit; Tassleburg will now finish Walls in 4 instead of 8.

IT:

Zzz...

Turn 4 (1400 BC):

Disperse a barb camp.
We meet the Byzantines and immediately declare war.

IT:

Wheel->HBR

Turn 5 (1375 BC):

Zzz...

IT:

Tassleburg: Walls->Settler

Turn 6 (1350 BC):

Zzz...

IT:

A barb warrior suicides vs. the Spear in Commandoville.
Kraznayagrad: SoZ->Worker

Turn 7 (1325 BC):

Shuffle troops a bit. We now have a Worker standing on a Horse square.

IT:

Kraznayagrad: Worker->Archer

Turn 8 (1300 BC):

Zzz...

IT:

Zzz...

Turn 9 (1275 BC):

Zzz...

IT:

Kraznayagrad: Archer->Settler

Turn 10 (1250 BC):

Zzz...

NB After it finishes the Settler, Kraznayagrad could be put onto a 5-turn Archer/Archer/Worker sequence; this will keep it at size 5, 10spt, and boost our forces rapidly. Alternatively, we can probably support growing it a bit more to support 15spt (2-turn Horsemen or Swords!).

Either way, I think the Settler building in Kraznayagrad should go on the hill N of the two tobacco fields; it would be nice to expand that way up past the river.

kraz_1.JPG
 
Doesn't look the Byzantines are looking too threatening as of yet.

We're continuing to see crazy fertile lands, 3 cows northwest of Nicaea :O

Got it.

Roster:
Kraz UP
Tasslehoff On deck
Overseer Warming up
Tusker Just played
LURKERS ARE WELCOME TO JOIN :mischief:
 
Back
Top Bottom