mb2-a space oddity

Goody huts are OK, but will be in limited supply on an archipelago. It's one of the reasons I chose an expansionist CIV.

The Great Library is (strangely) something I hadn't thought about.

Since I have prior knowledge of the map the team can decide and I will abstein from the vote.

How difficult do you want to make it?
 
Iwas just wondering if the great library was permitted. Well I think it would be better if we did build the great library we might have a fighting chance.
 
I think the Great Library would be a must. All of our research has to come from external sources, and the Great Library is a very efficient way of obtaining techs from others. It would help things go a lot smoother during the Late Ancient/Early Middle Ages era.

Not being able to build the GL would certainly add more challenge to this variant. I'll understand if that's what you want.
 
I have attached the save to the first post in the thread and it is available to play.

Ted is up, but may not be able to play it until he rematerialises on the 4th, so please be patient.
 
You can't attach a file to an edited post apparently :confused:

So the save is here instead (since the uploads server is still down).
 
I'll be able to play before I go.

Do you want me to take 20 to get us up & running?

I don't promise that it'll be as lucky as MB1 :D


regards

Ted
 
Ted: We are all going to take 20 for the first rotation.

I think we'll need a good start and you're just the man for the job! :)
 
Originally posted by mad-bax
Ted: We are all going to take 20 for the first rotation.
Sorry, I completely missed that.

Originally posted by mad-bax
I think we'll need a good start and you're just the man for the job! :)
Thanks for the vote of confidence :)

As a reward here is a little teaser:

MB2-teaser.jpg


Note the founding date :D


regards

Ted
 
I just want to say that the start was the first one rolled and competely unmodified. I don't think I have ever rolled such a good start in my life before. I nearly didn't use it because of this, and then I thought I might up the difficulty to Emperor. But in the end I just used it as is.

The popped settler is just great. some people say it makes the game too easy, but I disagree.
 
Hi guys, even though there was no pressure at all ;) I've decided to ask you if you have room for one more player. Seems like you have only to ask Ted to start to get a real good one! :)

[seer mode on]
Ted, I see a busy time ahead of you...
[seer mode off]

Space
 
Hi Space, glad you coulod make it! :)

I too had a premonition..... that you just couldn't resist.
 
Hi guys,

Just to let you know that I'm away this weekend from the 1st Aug to the 4th Aug inclusive.

Please autoskip me until the 5th Aug.


regards

Ted
 
1 - 4000BC
Scout W (hill) - reveals Cows (1 in radius for start)
Mecca founded - Scout - I want to know the extent of this island ASAP - we have 4 Wines in radius, is this a monopoly?
Research set to Mysticism @ 0%
Worker SW - I'll have to irrigate this BG to get water to the Cow
I notice that we have Wines on BG

2 - 3950BC
Scout W - spots GH to the N, N - GH gives a friendly Settler (honest guys, it just happened that way :D )
As RCP isn't going to be viable on an archipaelago map:
Settler NW
Worker irrigate (BG)

3 - 3900BC
Medina founded - Warrior
Scout W, W

4 - 3850BC
Scout SW

5 - 3800BC
Scout SW (hill) - spies GH SW

IBT
Mecca Scout - Worker

6 - 3750
Worker irrigate - road to SW (Cow
Scout01 SW - GH gives skilled warrior - we spot land across the strait (park scout here once our island is known)
Scout01 NE
Warrior N
Scout02 N
Medina switches to Scout

7 - 3700BC
Scout01 NE
Warrior N
Scout02 E, E - reveals more Wines and Wheat

IBT
Medina Scout - Worker

8 - 3650BC
Scout01 NE
Warrior N
Scout02 E
Scout03 N, N - spies GH N

9 - 3600BC
Scout01 E, S
Warrior N
Scout02 SE, E
Scout03 N - GH gives map of the region - Furs revealed

10 - 3550BC
Scout01 S, SE
Warrior NE
Scout02 NE - spots GH E, E - GH gives skilled warrior
Warrior02 S - spies Gems in mountains SE
Scout03 E

IBT
Mecca Worker - Settler
Mecca culture expands

11 - 3500BC
Worker02 N (Wines)
Scout01 SE, NE
Warrior01 NE
Scout02 E, S
Warrior02 SW
Scout03 E

IBT
Medina Worker - Warrior

12 - 3450BC
Worker03 (Medina) SW (Cow)
Scout01 N, NE
Worker02 (N Mecca) road
Warrior01 SE
Warrior02 S
Scout02 E, S
Scout03 E, NE - spots GH NE

13 - 3400BC
Scout01 3NE
Worker (Medina) irrigate (Cow)
Warrior01 SE
Warrior02 S
Scout02 2S - spots GH SE
Scout03 NE - GH gives skilled Warrior, SE
Warrior03 N
Worker (2SW Mecca) road - irrigate

14 - 3350BC
Scout01 NE, E
Scout02 SE - GH gives 25gp, S
Scout03 SE (mountain)
Warrior01 S
Warrior02 SW
Warrior03 NE
Medina switches to Worker

IBT
Wines hooked up

15 - 3300BC
Worker (N Mecca) road - S
Warrior01 SE
Scout01 SE - spots GH 2SE
Scout03 NE
Warrior03 NE
Warrior02 S
Scout02 2S

16 - 3250BC
Worker joins Mecca (need pop for Settler)
MM Mecca for growth & Settler in 3 turns (both exact) :D
Warrior01 SE (Medina)
Scout01 SE
Scout03 E, SE
Warrior03 NE
Warrior02 S
Scout02 S, SW

IBT
Medina Worker - Settler

17 - 3200BC
Warrior01 fort Medina
Worker (Medina) W
Worker (SW Medina) irrigate - road
Worker (2SW Mecca) road - heads for hill 2N of Mecca
Scout01 SE - GH gives 25gp
Scout03 E, S
Warrior03 SE
Warrior02 S - spots GH to the W
Scout02 W

18 - 3150BC
Worker (W Medina) mine
Scout01 S
Scout03 S, E
Warrior03 SW
Warrior02 W - GH gives skilled Warrior
Warrior04 S
Scout02 S

IBT
Mecca Settler - Granary (we have quite a bit of land to settle so it seems to make sense to build granary now)

19 - 3100BC
Settler N
Worker (hill 2N Mecca) road
Scout01 2S
Scout03 2SE
Warrior03 S
Warrior02 E
Warrior04 S
Scout02 2SE - spots GH E

20 - 3050BC
Worker (SW Medina) road - NW
Settler N
Scout01 SW
Warrior02 E
Warrior04 S
Scout02 E - GH gives nothing :( , E - spots foreign border :)
Scout03 2SE
Warrior03 S

Notes
I've started a granary in Mecca as there's enough land to warrant it.
Settler on hill 2N Mecca needs to move 1N to settle (coincidententally at 4.5).
You may need to join a Worker to Medina to get the pop needed for the Settler. I'm too tired to work out the math :)
We are almost at our first contact. Who will it be? What will be on offer.
I suggest using both Mecca & Medina to pump out Settlers/Workers for the near future as there is a lot more land to settle & improve than I first expected. Remember that we're not Industrious, so more Workers will be needed.
I was sorely tempted to take an extra turn to find out who our neighbours are. But I managed to resist :D

Over to you Hooray. The save is
> here <


regards

Ted
 
Here's my first cut at a dotmap:
MB2-dotmap-3050BC.jpg


Note I used CTRL-SHFT N to remove the FOW :)

The Settler is 1 turn away from Red.

Green should probably be our next target due to the Furs. Placement here was to get the maximum land tiles.

Blue could be pushed 1SW (borders onto another landmass) or 1W (fish & borders onto another landmass). I favour 1W but was too lazy to redo the image.

Yellow is a possibility as it captures the "dead" Cow but I don't really like it much.


Have fun everyone and I'll see you all after the weekend.

Ted
 
All right, very nice! :goodjob:

You mentioned possibly moving the blue spot to the W or SW. What about NW? It would still get that fish without having to use those tiles across the water.

By the way, I don't have to be quite so detailed when I give my report, do I? I think I'd go mad describing every unit move like that.
Also, (just to be sure) I can't take my turn until 24 hours are up? I understand the rule, but I just don't think we'll have that much to discuss this early in the game.

Anyway, this is my got it post.
 
Hi there, just checking in with everyone before going on holidays for the next week. If my turn comes up before Aug 6th, just skip me. I'll let you know when I am back.

Great start TedJackson. With science set to zero, we should be able to build up a huge treasury to buy all those techs. We should look to purchase Lit as soon as it becomes available (or have a prebuild on the go) to guarentee we get the GL. The game would be much more frustrating without it.
 
Hooray: Patience, patience. You can post once 3 members of the team have posted a response or 24hrs after the last save. Whichever is soonest. If you count this as a response I guess you can play. :)
 
Sorry for not getting to this sooner.

Pre-turn: No complaints.

3000 BC: Ottomans contacted.
We give Pottery, Ceremonial Burial, 173g, and 1 gpt for Bronze Working and Masonry.

2950: Damascus founded -> Warrior

2900: ......

2850: ......

2800: ......

2710: ......

2670: Medina Settler -> Worker

2630: 85g and 4gpt go to Ottomans for Warrior Code.

2590: Damascus Warrior -> Worker

2550: Man, where are the goody huts? There's like nothing out there.

2510: Mecca Granary -> Settler
Baghdad founded -> Warrior

2470: Medina Worker -> Warrior
MM Damscus and Mecca

2430: ......

2390: Damascus Worker -> Settler
What?! Barbarians?! I didn't know those were turned on in this game. My scouts carefully avoid them.

2350: ......

2310: ......

2270: Mecca Settler -> Settler
Medina Warrior -> Settler
Pop a Goody Hut, get The Wheel. (Horses spotted just outside Medina)
The Wheel traded to Ottomans for 200 gold.

2230: Pop a Goody Hut, get Horseback Riding.

2190: Najran founded -> Warrior

2150: Dispersed a barb camp.

I don't really have any special notes for the next player.

Here's the save:
http://www.civfanatics.net/uploads5/mb2_2150_BC.SAV
 
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