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Nooma 1 - 5CC Pangaea

Discussion in 'Civ3 - Succession Games' started by pneuma, Aug 19, 2006.

  1. pneuma

    pneuma Its not made by MGLs

    Joined:
    Feb 19, 2006
    Messages:
    80
    Location:
    Chicago
    Game Version: Conquests 1.22f
    Map: 60% Water Pangaea
    Terrain: All random
    Barbarians: None
    Tribe: Random
    Map Size: Standard
    Difficulty Level: Demigod
    Variant: 5 City Challenge (Strict)

    Roster:
    Pneuma
    ThERat
    TimBentley
    Bede
    Labtec600

    Standard rules regarding forbidden tactics apply


    I'm in favor of either random tribe or the celts, and either emperor or demigod. If someone has confidence that we can do a higher level, then I might be willing to go higher.
     
  2. Labtec600

    Labtec600 Chieftain

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    1,800
    Five city eh? I'm gonna have to read up on the rules of that one.

    Celts is fine, the civ doesnt matter to me all that much.

    But, I'm in.
     
  3. Ansar

    Ansar Détente avec l'été

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    Location:
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    lurker's comment: Good luck, 5CC is tough, especially on those higher levels. :thumbsup:
     
  4. Bede

    Bede Chieftain

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    I'm up for a 5CC Demigod challenge.
     
  5. ThERat

    ThERat Chieftain

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    Bede is playing this, hmm maybe I give this a try too, C3C is more thrilling than CIV anyway :D
     
  6. pneuma

    pneuma Its not made by MGLs

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  7. Bede

    Bede Chieftain

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    Random is always good.
     
  8. TimBentley

    TimBentley Chieftain

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  9. Labtec600

    Labtec600 Chieftain

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    What is strict or loose 5CC?

    What kind of victory are we going for?
     
  10. pneuma

    pneuma Its not made by MGLs

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    Okay, everything's updated, and here's our selection of starts:

    Mongolia:


    Babylon:


    Sumeria:



    My personal choice would be to take the Babylon start and settle in place, but I'd rather move the worker onto that BG and see (1) if there is a bonus grassland 1s1se of the settler and (2) if the water is salty or not.

    As for strict (never at any time more than 5 cities) or loose (no more than 5 cities at the end of the turn only), this'll be strict.
     
  11. Bede

    Bede Chieftain

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    I like the Mongolian start for the silks, the bonus grasses, the river, the scout and the UU. If we settle in place we lose only one field to the sea, or we could move 1NE.

    To my eye the other two starts look bland, the Babylon one particularly unrpomising because of all the mountains.
     
  12. ThERat

    ThERat Chieftain

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    Mongols look the best, the others bland as Bede pointed out already...we need good spots for a 5CC.
     
  13. Labtec600

    Labtec600 Chieftain

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    Mog is cool.

    For reasons mentioned above.

    EDIT- Babylon, I think, isnt TOO unpromising because there are hills and mountains, which means there could be iron.
     
  14. TimBentley

    TimBentley Chieftain

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  15. Vind2

    Vind2 Woof?

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    lurker's comment: Is that spices I see on Bab?
     
  16. pneuma

    pneuma Its not made by MGLs

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    Okay, Mongols it is. Lets get going. The roster will be the order in which we get the save the first time around. 20 turns for the initial run, then 10 after that.

    Turn 1 (4000 BC)
    Move scout and worker and see two hills (and a BG) that we can get by moving the settler west onto a tobacco. Since we have very little production, I decide to go through with it.

    Turn 2 (3950)
    Found Karakorum, set production to a scout. Worker starts road, scout starts scouting. Science set to the wheel at 1.9.0 (breaking even) so we can be sure to get horses.

    Turn 3 (3900)
    Nothing

    Turn 4 (3850)
    Nothing

    Turn 5 (3800)
    Scout sees a nice city spot northeast of Karakorum.

    Turn 6 (3750)
    Nothing

    IBT: Karakorum finishes scout, starts on warrior

    Turn 7 (3700)
    Nothing

    Turn 8 (3650)
    Nothing

    Turn 9 (3600)
    Nothing

    Turn 10 (3550)
    Nothing

    Turn 11 (3500)
    Worker finishes mine starts on other BG

    IBT: Karakorum grows +expands, and finishes its warrior and starts on a scout

    Turn 12 (3450)
    Warrior fortifies, scouts move, nothing happens.

    Turn 13 (3400)
    See an Indian warrior and a green border right next to it. India has BW, Masonry, Alphabet, Ceremonial burial, both our techs, and 30 gold. I’m guessing we’re against the Ottomans/Persia and the Aztecs, who we’ll be meeting soon. I raise science to 10.0.0 (gaining 0)

    Turn 14 (3350)
    Green is indeed the Aztecs. They have no gold, BW, ceremonial burial, masonry, and both our techs.

    IBT: Karakorum finishes scout, starts on settler

    Turn 15 (3300)
    Lower science to 1.9.0, gaining no gold

    Turn 16 (3250)
    Nothing

    Turn 17 (3200)
    Find Indian border in some nice jungle-fog, as well as a congregation of Ottoman spearman and warriors from India and Aztecland. The Ottomans have BW, masonry, alphabet, ceremonial burial, and again, both our techs. Gah.

    Turn 18 (3150)
    Nothing

    Turn 19 (3100)
    The third scout finds nothing but ocean northwest of us. We may be on a peninsula.

    Turn 20 (3050)
    Nothing

    Summary:
    This looks to be a wonderful start. We’ve got 3 luxuries (the magic number!) and we may well have a peninsula to ourselves. But we’re close to Monty, and using scouts to explore, so he will attack us if we don’t build up an army. 10 turns to whoever gets the save first.

    Spoiler Map of the world :



    The save
     
  17. TimBentley

    TimBentley Chieftain

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    No time for playing, but enough time for a quick dotmap which includes some pretty bad locations. Red and light blue seem good, except that they would leave a bunch of space where putting a city would have too much overlap. I didn't realize green wasn't on the river, and it has too much overlap. Blue has 5 coast and 2 sea tiles. Pink is pretty terrible; it may be better to use a colony for the wine (although it seems an AI could settle there).

    Red seems like a good spot for the next city.
     

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  18. ThERat

    ThERat Chieftain

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    red look good though it wastes a BG, but it is coastal and grabs all the important resources. I would wait for the rest to see where horses and iron are.
     
  19. Bede

    Bede Chieftain

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    Red looks really good. The wheat and the trees will make up for the lost BG so no biggy and it has some big time commerce potential.

    Light blue is the best of some pretty weak choices and green gives us a solid front line, but will leave Red dangling. Pink will definitely go to an AGRI civ if there is one out there.
     
  20. ThERat

    ThERat Chieftain

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    Location:
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    save

    played 15 turns
    we met Carthago, up all known techs, no trades
    on turn 5 found Ta-tu on red dot and meet Germany that is down pottery, but can only get wheel from them
    trade that and use it to trade BW from Carthago
    then sell wheel to India for 50gold, get alphabet for wheel + 25 gold from ottomans

    trade alphabet/wheel+18gold to Aztecs for IW and CB
    finally get masonry for IW from Germany
    set research to min on writing

    find that we are blessed with 2 iron and 2 horses near our sites

    started a granary for faster growth in our capital and a worker in Ta-tu
    we should grab the horse spot in the north soon

    on turn 15 a Indian settler pair appears and surely want to steal our horses, we better block that pair

    the situation
     

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