LK26 - World Map

I would suspect that given the chance for a city with an Iron Works, we would probably move a city to get it. Will doing it to start make that big a differnce?
 
Good point. I will make a dot map tonight.

The 2nd city does belong on the coast between wheat and cows - this city should FIRST build a granary! The ability to pump out workers / settlers like crazy will help us a lot. By the time the Granary completes - it should have enough shields to pump them out late crazy. Being isolated comes with one ADVANTAGE - We don't have the pressure - like in Europe - to get cities going ASAP. Long term, the Granary will get us more cities running.

On military - One city with Barracks building spearman should be enough - outside of barbs, we are safe till the AD time frame.
 
Lee, I will wait for your dotmap before I begin playing. Don't want to screw us early in the game...
 
LAK-072.jpg


Explanations
Bright Red X - Wheat, Cow, Whale, Fish - With a temple, and harbor this will be a unreal worker / settler factory
BUILD 1 worker, then GRANARY - This will pay off long term. The red arrow is an irragation source after clearing forest.
The worker job is to get irragation to the city.

Yellow X - An ever better worker / settler factory!
I am tempting to start this one first.

Dark Blue X - 2 Game, and 3 bonus grasslands already spotted.

Black X - With the mountains, the only real logical spot.
When we irragate the cow and wheat, 2 gold squares for big cash rush.

Dark Red X - Cow, fish, 2 bonus grasslands.

Light Grey X - River, Cow, Fish.

Dark Grey X - Not the best city, but river = size 12 and extra commerce.
It gets a cow. With rails, plenty of hills to use.

Light Green / Light brown X - Fill in gaps. Once irragted, not bad. Lower priority.



White lines = erased!


Don't forget - the islands around us are LOADED with resources and luxuries.
They WILL prove valueable in the future.
Our problem, getting more cities right next to the capital. However, with all that jungle :(
Nobody ever said starting hear would be easy ;)
 
Alright, I'm going to build Bright Red, then Yellow (if happens during my turn). The reason I think BR>Y is that we gain 5 turns.

Starting soon...
 
Turn 0 -- 3000 BC
The race is on and here comes pride on the back stretch...heartache's going to the inside...

Nothing to change...

Turn 1 -- 2950 BC
Canberra worker is going to build mine where it is now, then work on road to imminent city.
Scouts scout, Warrior heads W

Turn 2 -- 2900 BC
Sydney founded...hrm, Worker first doesn't work: it'd be done in 4 turns and Sydney won't grow until 10. I'm going to build Granary first, then Worker. Sydney is a powerhouse.
Commercial is nice...Writing still in 17 turns, but now we're +5 gpt.

Turn 3 -- 2850 BC
Scout finds a great spot for a city on the SW coast...and a goody hut...and a barb camp...yikes! He may be toast...

Turn 4 -- 2800 BC
Scout survives (Barbarian doesn't attack)...pops Goody Hut and gets...maps. Sheesh!

Turn 5 -- 2750 BC
Scouting...

Turn 6 -- 2710 BC
Warrior beats Barbarian.

Turn 7 -- 2670 BC
Worker completes Mine, begins Road.

Turn 8 -- 2630 BC
Canberra completes Warrior, begins Barracks (since the two cities (bright red and yellow) are each going to be Settler/Warrior factories, I think Canberra should be Soldier factory (until we find a better one).
I send this Warrior exploring into the Northern jungle (since he can move as fast as a scout can.

Turn 10 -- 2550 BC
We're now getting +6 gpt (Science still at 20%, can't get the turns to finish to drop)

You'll have to excuse me, I need to go to :sleep:

Turn 17 -- 2270 BC
Barracks are done in Canberra, so I order...a Worker (we're behind on getting Sydney online with Irrigation).
My Warriors finally reach the Barbarian Camp...

Turn 18 -- 2230 BC
We dispersed a Barbarian Encampment and got 25 gold!

Turn 19 -- 2190 BC
Canberra finishes Worker, begins Warrior

Turn 20 -- 2150 BC
We learn Writing! I order up Map Making...40 turns. Oy!
Sydney finishes Granary, begins Worker.


Ok, to be honest, not much happened. We're at 216 Gold, and gaining +5 a turn. Sydney has its Granary, and can probably pump out a Settler after it finishes its Worker. The Warrior Canberra is building I would use to defend Sydney, then we'll probably want to pop out a Settler from there as well.
The Workers are finally ready to get the Irrigation going, so Sydney should be in full Settler pump mode shortly (I resisted the urge to Mine the Wheat)...I would send the workers to clear forest, then irrigate away. Canberra is developed enough that it doesn't need a Worker for now.

Here's the save:
http://www.civfanatics.net/uploads/LK26-2150BC.zip
 
2150BC Preturn -- Sidney switched to Settler

2110BC Canberra - produces warrior starts on granery

2070BC - 1910BC Meldor tells us that many interesting things happen all around the world but he does not say what they are :lol:

1870BC Sydney bulds Settler. Starts work on temple to get fish into its terriority.

1830BC - 1790 workers begin chopping down forest.

1750BC Melbourne founded. Melbourne begins work on temple.

1725BC - 1700BC workers chop down forest, 10 shields to Melbourne. Workers begin irrigation and roads.

1675BC Canberra completes granery starts on a worker.

1650BC workers work

1625BC Canberra completes worker starts on Settler.

1600BC - 1500BC Workers work

Here it is: Australian Domination
 
LKendter
meldor
ChrTh
Jersey Joe
Dark Sheer (currently playing)
D9phoenix (on deck)

After Map Making - Bronze Working - We want to get one city to start pumping out spearman - We only need one, but we don't want to be seen as to weak when we meet the other AI civs.

Melbourne with a granary will be another kick butt worker / settler factory. We can really get going with expansion mode then. When the 2 forest are added - real shields :)

When ships become available - DON'T go overboard - we can't ignore expansion.
 
The northern dot-map.
Red X - Low priority, but with 2 fish should grow fast - an eventual cash generating fish village.

Grey X - Better then it looks. Some of the nearby terrain is forest - faster to clear.

Purple X - Another fishing village, but with temple grabs another whale.

Black X - Important irragation tiles. We have little water sources, and the water will cross the continent.

White - Again, an erasure.

However, the southern cities have priority!

LAK-073.jpg
 
1500BC(0) - Pre-turn.
1475BC(1) - Canberra finished settler and switch to warrior. Sydney finished temple and switch to worker.
1400BC(4) - Sydney completed worker and building barrack.
1375BC(5) - Canberra completed warrior and building temple.
1300BC(8) - Brisbane founded SW of Melbourne.
1275BC(9) - Melbourne completed temple and building settler.
1200BC(12) - Sydney completed barrack and building settler.
1150BC(14) - Melbourne completed settler and going for barrack. Athens completed the Colossus.
1075BC(17) - Canberra completed temple and going for settler.
1025BC(19) - Sydney completed settler and going for warrior. Discovered Map Making and going for Bronze Working.
1000BC(20) - Adelaide founded on hill where a warrior was previously fortified. Increased science spending to 50% to get Bronze Working in 8 turns and +5gpt.

And here is the savegame

http://www.civfanatics.net/uploads/LK26-1000BC.zip

And here is how Australia looks like at the moment. ;)
 

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LKendter (on deck)
meldor
ChrTh
Jersey Joe
Dark Sheer
D9phoenix (currently playing)

@Dark Sheer - Am I wasting frelling my time with the dot maps?
The location for Brisbane is WRONG. One se was to get the whales on-line.

Why in the world did you build Adelaide in its current location? We had several coastal cities to build that could grow faster WITHOUT needing irrigation.

Melbourne strength is settler creation - why did you build barracks? We could have had another setter on the way.

Why did you irrigate the square 2 s of Sydney? That irrigation is NOT used at the current time and can't extend water past the hills. As far as I can tell - 100% wasted worker time. I realize this is a small issue, but this wasteage addes up.

Sorry if I come of harsh, but I am really annoyed that I spent a lot of work on the dot-map to be ignored.

@D9phoenix - Please switch Brisbane to NO growth and settler so that we can move it one se where it belongs. The town WILL cease to exist my turn to matter what, please make it less wasteful.

Adelaide will have horrid overlap with the town above the river. Please just build 1 or 2 warriors, the start settler - I plan to move the city during my turn. I would prefer NOT to simply abandon the city.

Guys - I spent almost a HOUR on the dot-maps to optimize our use of Australia. If you have a problem with the dot-maps, lets work it out. Please follow the dot-maps unless you can show me a flaw with them. I am frustrated that I spent all that time to be ignored.
 
Hmmm...I thought Brisbane was in a good location as it is not overlap with Melbourne and we can built another city near where Tasmania is (where the scout current is) with Bribane in its current location. :confused:

As to Adelaide, if we keep the current location then we can built another port city just SW of it on the coast with no overlap.
 
On the subject of Brisbane: Most of our core cities are coastally placed. We should take advantage of all water bonus tiles, and Brisbane cuts a whale of out the picture. We are a naval power that needs strong ship building cities. Brisbane is the future Iron works city, and the location was VERY intentional. You location may deny the iron works.

My best suggestion - try to create a dot-map using your Adelaide location and see how many cities you can build in southern Australia. I can't think of a better to show the problem.

Ignore everything else about Adelaide - why build a city that grows in 20 turns, when a coastal city with grass would grow in 10 or less? We have NO pressure to fill up Australia. Take advantage of the isolation, and build Australia optimal. One of the AI weak points is optimal city placement; use the human edge. I agree with Sirian and others, people = power. Taking that further - build fast growing cities before slow ones unless the slow city has a strategic reason to build.

I spent 8+ hours getting this mod to work, so I know I am going to be more possessive of the game.
 
Got it. I will try and move brisbane, i've never actually done this before so..
 
Lk: i went back and looked at your dot map.. don't you mean one square NE not SE ??
 
d9 -
I do want it to go to the forest square as planned.

How to move a city by abandon with settler
1 - The city must be size 2.
2 - MM the city to have EXACTLY zero food growth - negative won't work. Using 2 forest would be perfect - plenty of shields to build the settler quickly.
3 - The domestic advisor will ask what to do - pick the option to abandon Brisbane.

Any issues - post here again. I should get a turn tonight ;)
 
OK, i have to work in a hour so.. i probably won't be done until late tonight. Around midnight or 1am MST.
 
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