MAC-01 Indonesia

1- Yes I did find the folder
2- I am sorry guys but seems that I have to go somewhere that I'm 100 % not excited to go, so what I'll try to do is to play it tomorrow.

Sorry :(
 
Here are my strategies for my turn:
1- I dont know about you guys, but I love building a hell lot of wonders. So, I've decided to adopt the 15 % toward woders option under the tradition tree

2- Since we're landlocked by mountains, I've been thinking of building 2 or three ships

3-Maybe research mining or horseback riding
 
Do we really plan on going wonders so early to cause us to immediately grab the wonder building policy? Typically I can earn atleast one or two policies before I need to even consider whether its worth getting this policy or not.

With our current technological path, I don't think its feasible to consider the Great Library and I currently can't think if any other wonders we could go for early enough that we wouldn't gain at least one more policy prior, so my own opinion is the wonder building policy isn't worth the first policy we get.

One thing you might want to consider is going back over the conversation dojoboy and I already had regarding techs. I'm not saying that's what you have to do, but the whole reason we had that discussion was to determine what our options our. We definitely need a Trireme soon, but we might want to consider a Worker after that. Haven't looked at the save in a few days, so can't recall off hand.
 
lurker's comment: With techs, I would be pondering between Sailing > Optics and Mining > Masonry. Both Writing and Animal Husbandry I would consider less interesting options just now.
Mining itself only lets you chop the dyes forest, there's not much else for the worker to do without having more advanced techs first, so switching production to a boat does indeed look interesting. Setting the capital to gold focus would let the to be born citizen drop on the dyes tile, then the trireme would indeed be built in 8 turns (3x5 + 5x6). That means no production decay on the worker yet, because that only happens after 10 turns with units (50 turns with buildings).

Where your units are they're only preventing barb camps to be spawned, as they're eliminating the fog. I wouldn't mind a barb camp, actually, to give them something to do.

You're unlucky with this mountain ridge. This isn't how the game is meant to put you. The Continents map only has a very limited amount of mountains. Maps with more mountains, like Pangaea, Archipelago and Small Continents all include a rule that eliminates mountains on the coastline, by turning them into hills. The continents map doesn't have this rule, but it has very few mountains, so the chance of a start position like this occurring is very slim.
 
So I'm done :D
/Users/Eric/Pictures/iPhoto Library/Modified/2013/2013-09-14/Screen Shot 2013-09-14 at 10.58.16 AM.png

I decided to do Optics because it'll let our scout go in the water and that we can try to settle somewhere to get the extra luxury resource

/Users/Eric/Pictures/iPhoto Library/Modified/2013/2013-09-14_2/Screen Shot 2013-09-14 at 11.05.21 AM.png

I chose Liberty so I could get maybe a Great Prophet or a Artist so we can get bonuses with religion or start building up tourism earlier than the other civs.

/Users/Eric/Pictures/iPhoto Library/Modified/2013/2013-09-14_2/Screen Shot 2013-09-14 at 11.06.19 AM.png

Build a trireme so we can end up meeting the other civs.

/Users/Eric/Pictures/iPhoto Library/Modified/2013/2013-09-14_2/Screen Shot 2013-09-14 at 11.07.07 AM.png

Then with liberty I decided to get a second worker. I send him to build a farm

Roster:
Methos <- Up!
dojoboy <- On deck
2cool4civ
EricTheGreat12 <- Mission accomplished :lol:

/Users/Eric/Library/Containers/com.aspyr.civ5campaign/Data/Library/Application Support/Civilization V Campaign Edition/Saves/single/Mac-01_0019 BC-3240.Civ5Save
 
To add attachments to your post, while in the 'Reply to Thread' page if you scroll down below the smilies, you'll see an 'Additional Options' area. In about the middle of that box you'll see a button called 'Manage Attachments'. When you click that you'll get a popup window.

On that popup window there will be three buttons that all say 'Choose File'. You can only upload three files at a time, though you can add more attachments then that. I'm not sure what the max is.

After you've chosen your files click on the 'Upload' button next to those three buttons and just wait. Mine takes a while, though not exactly sure why. After its done if you go back to your 'Reply to Thread' post you'll see those files attached in the 'Manage Attachments' section. Just right-click them and copy link, then paste the link in between the [img][/img] tags.

I hope that helps. Let me know if you have any other questions.
 
To make it easier to understand, I created a PDF to show how to add attachments. Note, when I attached the PDF to this post the 'Upload' didn't turn blue, but it still worked. You'll understand once you check out the attached PDF.

This should be easier to understand, but if you do have questions, please ask.

View attachment Adding Attachments To A Post.pdf
 
His PM reply to me yesterday sounded like it was going to go up last night.

I PM'ed him again earlier this evening. Hopefully he's able to put the save up soon.

Edit: As I was typing this I got a PM email notification. Save should go up around 3 PM Eastern time tomorrow.
 
attachment.php


Sorry guys for the wait
 

Attachments

Oy vey. I'm in bed on my iPad and about to go to sleep. I'll check in the morning for an update on this. Any chance he uploaded my save by accident again?
 
I checked the save and it is his end of turnset save. Looks like he played until turn 33, 2680 BC. He did in fact open the Liberty tree and grab the policy for the free worker and he built one, so currently we have two workers who are starting farms.

We're two turns from Optics and four turns from a trireme. I'm getting ready to head out to our Church dinner, so I'll look at the save closer later tonight. We need to determine what route we want to go next. With two workers I worry we're going to quickly run out of stuff for them to do that immediately benefits us, though we'll definitely be ready for any future undertakings. We also have only 2 :) and I'm wondering when the best time it would be to start a settler.

Also thoughts on what build path we should go next? Sorry for the rambling, I'll post something more clear when I can spend more time with the save.

Edit: After the trireme we may want to build a scout or warrior so it has the embark ability.
 
I plan on playing tomorrow night. Sorry, but Wednesday nights are Church dinner and every first and third Thursday is my Masonic Lodge, so my turn came around at a bad time.

From looking at the save my plan is to finish the trireme and start exploring. I plan on swinging wide east while heading south and if there's a landmass that way I might go east instead. If so then that forces us to either build a second trireme to go west, or a land unit to embark and head west. I'm still undecided and probably won't make that decision until after the trireme's first move. Any opinions on this?

Tech wise I'm considering going for Mining -> Masonry. We have two Workers and I hate for them to just stand around. I really wish that we only had one. Speaking of policies, we need to discuss which ones we choose. It's only turn 33 and we already have opened two separate policy trees.
 
No worries, Methos. Being a family man, I completely understand. I'll review the save and give some feedback on your post before tomorrow night.
 
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