dalamb
Deity
Noble, Epic, to 2050 BC:
I decided to record my thinking in more detail than I usually so more experienced players can give me better advice on how to think better in future. I played two restarts before this, but even so, this time tried to make sure I made decisions as though I didn't have prior knowledge, while also being much more careful than I usually am to take advantage of what information I have available at the time (too often I make choices much less carefully than I ought).
Somebody suggested a trade route economy might be interesting, so I wanted to make sure to get the GLH.
I decided to record my thinking in more detail than I usually so more experienced players can give me better advice on how to think better in future. I played two restarts before this, but even so, this time tried to make sure I made decisions as though I didn't have prior knowledge, while also being much more careful than I usually am to take advantage of what information I have available at the time (too often I make choices much less carefully than I ought).
Somebody suggested a trade route economy might be interesting, so I wanted to make sure to get the GLH.
Spoiler :
I moved the warrior north to the hut first thing, since that would also get a tiny bit more info about the start location -- finding the pigs 4N of the settler. I settled in place: 3 food resources and all those trees to chop! Plus the existence of the pigs suggested there might not be any need to try to reserve a food resource for a second city. I then sent the warrior CW to see what else might be near the pigs.
Teched hunting (8t) to be able to build a scout when finished with the workboat, then mining > BW > wheel > pottery, the last for best whipping; I wanted to defer finishing a settler until after a granary so I could whip it effectively. Then Sail to get a start on the lighthouse (precursor to great lighthouse) and AH so a 2nd or later city could pasture the pigs, masonry to build the GLH, and eventually mysticism for monuments in new cities (since I don't expect any early religion, I need some way to expand city boundaries). Then try for a slingshot with meditation > priesthood for the oracle. After all that time I figured a CS slingshot would take too long (somebody else would build the oracle) so I'd go for Metal Casting instead.
Turn 51: the Super Barbs are #1 in culture, and I'm the worst.
Turn 52: done with pottery, so time to figure out sailing versus AH. With chopping a worker before a settler I figure I might not be setting out a second city before Washington can arrange to start a lighthouse, so I went Sailing first. Once the city grew to the happiness cap (5) I whipped the granary (5 turns became 1), then maximized production (zero growth) for 6 turns to build a 2nd-city warrior and start the lighthouse while the 15 turn "cruel oppression" unhappiness wore off.
So, here's a dotmap for the moment the first-built warrior appears, so I can figure what direction to send him and the settler that should be ready soon:
With a Trade Route Economy it's a good idea to put a lot of cities on coastlines, so I've focused on those for the most part. Red is a reasonable place from which to work the gold (for better commerce), light green for the bronze and marble (though doomed to remain small because of the lack of food), and brown to block Vicky and get the 2nd gold and 2 sugar, with the pigs for food. Unfortunately the latter two aren't coastal.
I thought for a while about the peninsula to the SW. Dark green was one idea for a 2nd city, focusing on production: 2 food resources, horses, a plains hill, and tthree grassland hills (besides the one the city occupies). I worried whether I might be contending with Vicky for the cows to the north, though. 1SW to the forest loses the cows, 1 PH and 2 GH, but gains the sheep -- a low-production, high-food city with lots of grassland tiles. But it also cuts off the food for the yellow city, which also has a reasonable amount of grassland plus one of the beavers, for an extra happy, which could be important early on to grow bigger cities (but to be done after the gold gets mined). Also, there are two more beavers, for trading, just to the south of the one within the yellow BFC.
I think I'd go brown, dark green, light green, red, yellow, then the northern cities.
Cities farther north are much more speculative. They're all coastal
With the first settler almost done, there are four grassland forests left to chop around Washington, and two plains forests (less useful). I figure I'd use them for settlers in combination with whipping, but am not certain how many it's reasonable to get that way. I'm wondering if it's better to put those off until after Mathematics, to maximize hammers? I'm reluctant to whip to too low a population lest I lose too much production on the critical early wonders (GLH and Oracle).
Spoiler figuring timing of builds :
I'm pretty weak at the numbers game that I've seen other people quote, but here's my attempt at figuring out how to start: The 2F 1H grassland forest preferred by the AI meant workboat in 23t, grow to size 2 in 17t. Worked the 3H hill 1N of Washington to get the first workboat out in 12T instead of trying to mix growing with expanding, since I'd expand a lot faster later from working the 4F2C crabs tile. With 4F excess instead of 2, at that point the city would grow in 33/4 = 9T, total 21T, only 4T slower but with the workboat already built and 9 hammers (1H/t from working the city tile) spent on something else like a 2nd warrior or, preferably, a scout to replace the warrior who could come home to protect the city. So wkbt > scout > worker.
Spoiler excessive detail on subsequent history :
In the midle of the first CW pass I saw another hut so switched directions to get it right away, missing the coastline to the east at first. Just afterwards I saw the potentially scary "Christianity / Super Barb theocracy" messages but I'd already read TMIT's note to KK about "don't worry, be happy" so I didn't freak out. When I reached the pass 3NW 2W of Washington (original settler location) I met Vicky's warrior, suggesting the path NW would be less fruitful than SW. Even without this I might have noticed mountain and water to the west and might have decided that the fastest way to continue the CCW was to backtrack SE to the other pass.
I also got "the German civilization has been destroyed" that same turn -- hey, those Super Barbs are tough!
I ran into wolves with the English warrior right behind me. Take a chance that 1.8 out of 2 was good enough, or heal and let them get ahead of me if they continued SW? I decided to take a chance until I got to a woods anyway, and lucked out. Got a hut with a near-useless map out of it.
The scout finished on turn 24 just after Washington hit size 2, so I started a worker. The warrior wound up taking a long time to explore the peninsula, fighting animals but achieving Woodsman II for it, so by the time he was back to the pass the scout had all the territory to the north up to the mountains, so I figured it was OK to scout NW of the first pass towards English territory. The same turn I saw the outline of England I also met Louis, who approached from the west, convincing me that exploring further West was a poor idea.
Next turn (39), the worker finished and I started on the second workboat. The French were heading north, but I decided to follow them through the woods (where I'm faster, though the English might well have already been there) a bit and return via the pass N of the marble. Sure enough, shortly thereafter I found an English scout to the west of the mountains, and figured I should head back to protect my main city. I should say I'd never have left the city unprotected that long, after finding a warrior, had I been on a higher difficulty than Noble!
"A great man attempted to broker a peace between the French and the Super Barbarian Empires." That worried me: obviously the French were on my continent, and I thought the Super Barbs were on some other one. Maybe somebody popped a hut on my continent and unleashed some barbarians? Would those be part of the Super Barb empire?
On turn 48 the worker finished irrigating the corn, and I set him to chopping a second worker followed by a settler. Hills before grasslands, because I could mine the hills after chopping and I wasn't likely to work the grasslands until they were cottaged many many turns from now.
I also got "the German civilization has been destroyed" that same turn -- hey, those Super Barbs are tough!
I ran into wolves with the English warrior right behind me. Take a chance that 1.8 out of 2 was good enough, or heal and let them get ahead of me if they continued SW? I decided to take a chance until I got to a woods anyway, and lucked out. Got a hut with a near-useless map out of it.
The scout finished on turn 24 just after Washington hit size 2, so I started a worker. The warrior wound up taking a long time to explore the peninsula, fighting animals but achieving Woodsman II for it, so by the time he was back to the pass the scout had all the territory to the north up to the mountains, so I figured it was OK to scout NW of the first pass towards English territory. The same turn I saw the outline of England I also met Louis, who approached from the west, convincing me that exploring further West was a poor idea.
Next turn (39), the worker finished and I started on the second workboat. The French were heading north, but I decided to follow them through the woods (where I'm faster, though the English might well have already been there) a bit and return via the pass N of the marble. Sure enough, shortly thereafter I found an English scout to the west of the mountains, and figured I should head back to protect my main city. I should say I'd never have left the city unprotected that long, after finding a warrior, had I been on a higher difficulty than Noble!
"A great man attempted to broker a peace between the French and the Super Barbarian Empires." That worried me: obviously the French were on my continent, and I thought the Super Barbs were on some other one. Maybe somebody popped a hut on my continent and unleashed some barbarians? Would those be part of the Super Barb empire?
On turn 48 the worker finished irrigating the corn, and I set him to chopping a second worker followed by a settler. Hills before grasslands, because I could mine the hills after chopping and I wasn't likely to work the grasslands until they were cottaged many many turns from now.
Turn 52: done with pottery, so time to figure out sailing versus AH. With chopping a worker before a settler I figure I might not be setting out a second city before Washington can arrange to start a lighthouse, so I went Sailing first. Once the city grew to the happiness cap (5) I whipped the granary (5 turns became 1), then maximized production (zero growth) for 6 turns to build a 2nd-city warrior and start the lighthouse while the 15 turn "cruel oppression" unhappiness wore off.
So, here's a dotmap for the moment the first-built warrior appears, so I can figure what direction to send him and the settler that should be ready soon:
Spoiler dotmap :
With a Trade Route Economy it's a good idea to put a lot of cities on coastlines, so I've focused on those for the most part. Red is a reasonable place from which to work the gold (for better commerce), light green for the bronze and marble (though doomed to remain small because of the lack of food), and brown to block Vicky and get the 2nd gold and 2 sugar, with the pigs for food. Unfortunately the latter two aren't coastal.
I thought for a while about the peninsula to the SW. Dark green was one idea for a 2nd city, focusing on production: 2 food resources, horses, a plains hill, and tthree grassland hills (besides the one the city occupies). I worried whether I might be contending with Vicky for the cows to the north, though. 1SW to the forest loses the cows, 1 PH and 2 GH, but gains the sheep -- a low-production, high-food city with lots of grassland tiles. But it also cuts off the food for the yellow city, which also has a reasonable amount of grassland plus one of the beavers, for an extra happy, which could be important early on to grow bigger cities (but to be done after the gold gets mined). Also, there are two more beavers, for trading, just to the south of the one within the yellow BFC.
I think I'd go brown, dark green, light green, red, yellow, then the northern cities.
Cities farther north are much more speculative. They're all coastal
- Black has 2 food, too much sea, and low production -- but it would let me bridge my cultural boundaries to the islands to the NE if those turn out to be useful.
- White has the stone, but also dye N, sea NE, and rice NE-E. Much too far away until CoL courthouses, Currency, and GLH for trading.
- Orange has the cows, sits on a PH, has sea to the NE, and only one grassland that's farmable before Civil Service.
Spoiler post-2050 advance knowledge :
The choices are easier after we know where the iron is.
Spoiler some questions on mechanical details :
- A chop just finished this turn; production gives basic production 15 (5H+10F), 30 from chopping, 5 from overflow, total 50. The settler has 2 turns left (85/149 now, 135 next turn, 150 after that). I could whip for 2 pop now, saving 2 turns on the settler and gaining some amount of overflow I can't figure out. There are 2 turns left before the last of a previous unhappiness from oppression wears off. Should I whip or not? I'm inclined to not, but I've also heard that +1 unhappiness and a 2-pop drop means this the ideal time to whip).
- Minor question re the yellow city: does a fort at F give canal access to the western ocean?
- A couple of cities, particularly brown and red, land on forests. Is it worth chopping these before settling, to give a small boost to Washington (nearest city)?