MM4:The Rule of 6, Sid 6CC-Conquest

I had the same thought on the next place to settle. Of course, it is really going to suck as a city until we get it a border expansion.
 
Looks good so far but we need to meet the remaining civs. I am a bit worried about getting the lighthouse. Even if we can't get it we should try to get MM as soon as it is available. We really need to meet the last civs before Philo comes in to see where we stand. If Egypt/Japan get MM we could make peace with the smaller and trade Philo and $$ for MM and then take lit as our free tech to do the library if lighthouse fails (which it will if they get MM before we get philo). The main thing will be to get our dromons out quickly to supress AI contacts and expansion so we should also try to have a harbor prebuild ready to upgrads currgahs. Also, if you meet a backward civ you might as well give Alphabet for a few things we could use like pottery/CB/BW/wheel before declaring. Finally, when we are ready for a wonder run don't forget to have some workers ready to merge to max size. Oh well not too much to worry about :lol: . Once the fleet is ready it will be less tense.
 
ok, it's a got it. i will maybe play it in about 2-3 hours, it will be done for sure in 24 hours or so anyway.
 
IHT:
well, everything looks ok for me, obviously... i think i'll need to carefully monitor Adrianopole and Caesara to time the growth with the worker.
i press the red button.

IT: nothing

Turn 1 (1725 BC): we get Writing, i start Philo @max, -2gpt, in 30 turns.
Constantinople: settler => curragh. switch Adrianopole from worker to curragh. i don't really know what's the plan with the city, it can be a warrior/worker 4-turn factory at size 3-4, wasting 2 food. i'll try it, flame me in case it's stupid. more exploration.

IT: lose a curragh in treacherous waters.........

Turn 2 (1700 BC) one curragh sees black borders... i can feel the Zulus over there ^^ another one spots pink borders, looks like our Inca friends. i hope the two curraghs won't sink.

IT: wow... seafaring is not what it used to be... both curragh sink.

Turn 3 (1675 BC) philo is now in 43 turns =S new city will be created in 2 turns. i need to create a scientist in Caesara for one turn for the MP to arrive.

IT: Zulu talk to me anyway, they are as advanced as the rest and i dunno whether they are alone or not, so i declare without trading.

Turn 4 (1650 BC) dunno what to do with a worker near Const, so i send him to help roading through the hills

IT:

Turn 5 (16250 BC) Caesara: worker => warrior. Nicaea founded, starts on warrior. it will get the oasis in 5 turns due to culture in Const...

IT: Const: curragh => warrior, Adrianopole: curragh => curragh
Egypt starts Artemis, one curragh which was seeing the very edge of a border sinks, but i'm pretty sure it was the Zulus'. suicide runs are really suicidal in Sid.

Turn 6 (1600 BC) nothing...

IT:

Turn 7 (1575 BC) more exploring, more wasting time with workers... i really dunno what to do with them, i hope i'm not doing too bad =/

IT: Const: warrior => warrior. should produce the last settler after it as it grows to 3.

Turn 8 (1550 AD)

IT:

Turn 9 (1525 AD) i can move the curraghs, they didn't sink, weehee... go around the Zulus' continent, in two ways. workers finally find a goal: bring water to Nicaea. look at Const and it seems i suck at calculating. fortunately i realized it, and switched to settler so it gets done when growing.

IT: Caesara: warrior=> worker (we have enough MPs already, i think, feel free to change that), Nicaea warrior => warrior

Turn 10 (1500 BC) more exploration.
two curraghs south of our island are "automated" towards points to do more suicide runs (we didn't lose enough curraghs, i think ^^) feel free to interrupt that and use them otherwise.
in general, feel free to correct any mistake i've made, or even to take the previous save and do things over because i screwed up too much ^^

EDIT: no screenie for two reasons: it's late and i'm very sleepy, and there is only one new thing, the city founded where Aggie and bed said.
 
Does that mean I'm up, if so I've got it, will be tomorrow, so if it is someone elses turn speak up.
 
Had an important decission to make so I thought I would ask the team.

For city 5 where should we settle?

My thoughts:

Red dot:
City1.JPG

This city has the cow, its own sugar and the incense. However it doesn't have much production potential but will have low corruption.




Blue dot:
City2.JPG

This city is a canal for quick routes and will be a production city later. It also gets us closer to the fur colony. Drawbacks it will be the most corrupt city (Right now Caesarea is with ~50% corruption but will get better when we change governments)
 
I would definately say blue dot. Corruption will not be that bad later in the game and it has some other advantages.
 
That would be mostly desert. I still like blue. What I would really like is to move caesarea and blue dot 1 south. Might consider just pumping workers from caesarea and doing that later.
 
yes but blue would also be mostly water but hills/mountains too. The more I think anout I wound do the blue 1 south of your location and also move ceaserea later.
 
Save

Turn 2 1450BC:
Find that Zulu has fresh water, or electricity :lol:

Turn 3 1425BC:
Exploring around West Zululand see new boarder

Turn 4 1400BC:
Constantinople Settler finished, start curragh
Decide on 1 south of the blue dot, it will allow us to use the BG right away
Meet the Mongols (West of Zulu) no cash, same techs as other AI, no Alphabet, 5 cities, declare
Mongols has fresh water
Turn 10 picture of Mongols:
Mongols.JPG


IBT:
Japan building ToA

Turn 5 1375BC:
Curragh survives meet Inca, 72gold, same techs no Alphabet, 8 cities, declare, Incas have the highest score
Start to move non exploring curraghs to Nicaea for future upgrades
Turn 10 picture of Inca:
Incas.JPG


Turn 6 1350BC:

IBT:
Arabia finishes ToA

Turn 7 1325BC:
Finish scouting Zululand
Inca have lots of tundra

IBT:
America comes wanting peace, they have Alphabet

Turn 8 1300BC:
Nicaea starts prebuild for a harbor
Found Varna 1 south of blue dot
Check rest of the world, America/Arabia island knows Alphabet
Japan/Egypt island knows Writing
Rest won't talk or don't know

Turn 10 1250BC:
Worker at Adrianople is finished, sending him to make a incense colony, or you can road the square he just moved onto

Notes:
Nicaea barracks are a prebuild for a harbor
We should think about a prebuild for GLH, First choice is Constantinpole followed by Adrianople, best prebuild is a barrack (40shields), will take both about 7 turns and thats how long it is till Philo.
All other cities should build boats in preparation for a Droman upgrade (does anyone know how much its costs per curragh?)

AI Listing:
Inca:Have lots of tundra, forest and hills but are first in score, need to cross ocean to get there
America:Good land and a good second island, we should give them high priority when we start to bomb
Arabs:Share island with America, mixed landscape
Egypt:Not worried except they have writing somehow
Japan:Same with Japan but it will be easy to bomb them on the way to America
Mongol:Grassland and desert but small, it will take a long time to get there
Zulu:Lots of Mountains and hills, but lots of land to cover
 
Got it. I will play tonight and then be away for 4 days. The civs with writing will very likely go with MM next which makes me fear we will not get the Lighthouse, that is a tough one on Sid. Oh well we will see.
 
dl123654, curragh to dromon upgrade costs 45gp, as far as I know.

Sorry about position of Caesarea. I did not foresee us settling on that hill up there, or I would have settled south.
 
Actually on looking at it more closely I think Cesearea is fine where it is. There will only be 2 tile overlap at max size which is fine. I was thinking it would be more.
 
Aggie said:
Nice progress. I don't know what our chances for getting TGL are but we did a good job until now. I'll be available to play on Monday and Wednesday.

Thought we were going for Lighthouse
 
Pre: Switch Adrinanople to workers for merging.

1100: Notice we need pottery to get to MM. Decide to make peace with Inca as they are isolated. Peace + alphabet for WC, Pottery, and 64gp.

IT: A Great year. Philo comes in and we are first. Take MM and the discovery of this tech gives us Geminus. Very Nice.

1075: Switch Nicea to Harbor due in 1. Switch Constantnople to Harbor lose a few shields. Lit at Min.

1050: Nicea Harbor->Dromon. Varna worker->Harbor. Constant Harbor->TGL. Upgrade 5 currgahs.

1025: Constant TGL->MoM. Upgrade another currgah (we are broke).

1000: Sending the fleet out.

The SGL was huge as we now have the Lighthouse and may get MoM. We really need to build up our growth as I pealed and merged a lot of workers to Constnatnople.

Opponents:

America :Building the HG so they are Monarchy and will begin to advance more rapidly. They lack writing.

Japan: Has Writing
Egypt: Has Writing
Zulu: Has Writing
Mongols: Lack Writing
Inca: We are at peace with them for 16 more turns and they lack writing.
Arabs: Lack writing.

Goals I would say are to just crank out dromons for a while. I would start by putting them at strategic points where AI can get to a new Island or get contact. Do they always have contact if their boarders touch? If not we should try and position some ships between America/Japan and Mongol/Zulu. In any case first goal is to prevent expansion and contacts. Remember we have the GLH so we can sit on sea squares immune from attack and come out and bombard shores and ships. Also, bombarding cities will sink ships in port. We are in very good shape although we need growth badly. I would trade Incans writing for all the 1st tier techs and whatever else you can get before the end of peace and then just redeclare. (no gpt of course). If we could get math we could use SoZ as a prebuild for TGL in the capitol. When MoM completes or we lose it adding one more pop to Constantnople will give us 2 turn dromons. We want a huge fleet of these so keep cranking them.

Bed UP
Percy On Deck
 
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