caveman1917
Warlord
- Joined
- Oct 1, 2009
- Messages
- 110
I can't edit the first post, but here is a test game save played up to the current turn (turn 49).
Thanks.
Perhaps Irgy can edit it in the first post, and keep it updated?

I can't edit the first post, but here is a test game save played up to the current turn (turn 49).
Ok, first post updated. I can't promise to do it every turn, but I'll keep track of how up to date it is anyway. Any help updating the save appreciated.
We also haven't resolved the issue of whether to work the second fish in Canopus straight away (i.e. from next turn). My inclination is strongly towards yes, but it does throw a spanner in the current micro plan.
I can update the save and post it here. But once we meet a few more civs, we are rapidly going to surpass my abilities to World Builder in all the relevant variables (trade routes, etc).
Pardon my stupid question, but if we're allowed to play the game through for several turns for "planning purposes" in a "test environment." What's to keep us or other players/teams from using the test files to discover where all the resources are?
Because it isn't the actual game map, it's created outside of the game. We have no idea about the resources. For instance We had a mistake of Plains FP on it.
62:
* Settler done in Sirius, start Warrior
* Settler and Lord Parkin walk into Galley
* Galley moves towards first offshore city
63:
* Worker done in Canopus, start settler (8 turns)
* Worker moves to PFH to chop the settler
* WB arrives at clams/copper site
(emphasis mine)64:
* Galley offloads settler and worker returns to Sirius
65:
* Arcturus founded at clams/copper site, builds ??? (Worker, Lighthouse, Granary?)
66:
* Galley arrives at Sirius, 2 warriors board galley
67:
* Galley moves to Andromeda, Warriors disembark
* Great Scientist in Sirius, build Academy
* Worker in Canopus free to move
Played it through, some comments.
First on the test game, a couple of issues. One is that we are in danger of running out of space to the south. It probably doesn't really matter, but if you do another one I'd recommend using a bigger sized base map.
The bigger issue though: set all land to ocean not coast to begin with. The game will then fix the coast automatically when you add the land. It's not a big issue for the most part, but the fish in Canopus are currently 3 commerce coast in the test game where they should be 1 commerce ocean, and this in turn mucks up all the dates for the technologies (well, actually, it doesn't change any of them in this run based on what I saw after I fixed it - although we need to check whether our current beakers in Math is correct or not).
One other minor thing, it's missing the clams just N of the copper. I'll upload a save where I've partly fixed the coast/ocean issue and added the clams.
I would build a worker here. We need a lot more workers, the plan as it is will get us to four cities and two workers, whereas the 1.5 rule says we should have 6! I don't think we're in any sort of rush to build warriors or to settle the horses. I'd like the next military unit we build to be an axeman personally (ok with one exception I'll mention next).
We really are short of workers though. On turn 67 we'll ge the great scientist, and once we do we really ought to have two improved tiles to work instead of the scientists (either grass hill mines or cottages), and at this stage it genuinely doesn't look very likely that we will even if we do build a worker now (as it won't be done until turn 69).
So, Canopus is not at the happy cap yet. Well it kind of is, but only because it has no defender. So, I'd recommend a warrior next, grow to the next pop size and work either a mine or another flood plains cottage. For that reason (and because I don't think there's a rush for the settler without enough workers) I'd build a warrior here and grow to size 3.
Or another option I'm thinking is to build yet another worker first. We can improve the second flood plain (or a mine) with this worker, but I'm starting to think that we actually need to get moving on building improvements near Sirius for when the scientist pops.
(emphasis mine)
You mean we go to all the trouble of sending the worker to Arcturus, then just send it back?It did actually take me a while but I figured out what you meant, just being cheeky now.
Also, we start CoL this turn. When testing, I'd recommend world-buildering in Priesthood before starting it, as AMAZON have promised that we'll have it by then.
Well, not a worker first because we want to grow to 2 pop first to work both the clams and the copper. I'd say either granary (that we might interrupt once we get to 2 pop) or warriors.
It arrived one turn later than this in my test, with each other galley move a turn later because of this. Actually I think I've just figured out why. I settled 1N of the copper, you settled 1NE. We can work out where to settle when we've seen more terrain.
On this turn, we should stop working the two scientists and start growing again (depending on what we're building anyway). I'd really like to get a granary ASAP, so that we can grow properly. That partly depends on when we're likely to get Monarchy though.
One final thing, I think we should still consider the possibility of bulbing Philosophy if we miss the religion from Code of Laws. Whether we want to hold up the Academy for a turn just in case we miss it I'm not sure though, I'd guess that we should probably only take the Philosophy idea seriously if we've already missed Confucianism when the scientist pops.