OFW1 Science and Industry

Nice progress, mad-bax. :goodjob:

I'm not a fanatic about RCP, but it's worth noting that three good-looking city sites have already appeared which all have a corruption distance of seven:

1. The coastal grassland tile which takes in the cow, the wheat, and the fish.

2. The square four directly west of Persepolis, then one southwest, which takes in the gold and two BG.

3. The hill tile three squares from Pasargadae which takes in three BG, and is adjacent to two of them.

Also,

4. The coastal grassland square four directly east from Persepolis, and then one southeast, though close to no. 3 and not a great site, would provide another harbour city, still at a corruption distance of seven.

5. If we're lucky, there'll be a coastal tile under the fog, with access to the cow, four squares straight north of Persepolis and then one northeast, again at CD7.
 
The potential city sites at corruption distance seven (with a sixth site added):

OFW1_2590_BC_DOTMAP.JPG



As far as we can tell at the moment, these are mostly good, natural city locations, so we wouldn't be making a lot of unpleasant compromises to get the benefits of RCP.

I like the look of the histograph at the moment. Gives a real sense of dominance....;)
 
I'm not sure about RCP either. I've been playing a few games with it, and it seems to me that it helps a lot in the late game, but can hurt early on when you are trying to get ready for the first war as the best sites are not used.

Your "dot map" is exactly what I would do if playing RCP, though I don't envisage our FP going anywhere in the visible world.
 
okay, I have the save and will play this morning. I see you only played 10 turns mad-bax( I did say 20 for everyone in round 1 but I think I like the way most everyone does it anyway, so I'll play 10 turns and so on:)) I will finish Warrior in Susa and go for another worker, at that point,IMO, I think Susa would be a good place to build barracks and start pumping out veteran troops (Don't want any barbs killing our Settlers) and I like the city sites that Northern Pike has put up for potential cities. I will be heading our next Settler to site 1(Nice spot for woker production?)

Okay, I will have the save back sometime in the next 2 or 3 hours.(I have to get my gotm started today also)
 
Originally posted by DisruptiveIdiot
I suggest scouting to the west, we might find some great settling spots.

Yes. Not to mention contacts. I don't know if we have our island to ourseves yet or not. We need to look North too, but I had a 50/50 guess on which side of the water to go up and was inevitably wrong :(

Just for info. If the barb setting is restless (which I have just read it is) then the huts will be relatively unkind to us. If we have the island to ourselves we can pop them at our leisure, and this would probably be best done with spears. I popped 2 on my turn and got barbs both times. Also it would be a good idea to cover our island with our borders before the change in era, otherwise we'll be getting stacks of 8 barb horsemen spewing out of every camp..... Or, we could just use them to train horsemen to elite status.....or we could research ahead of the AI, get chivalry before the AI change eras, upgrade horses to knights and train the knights to elite status against the uprising barbs :evil:
 
Originally posted by mad-bax

or we could research ahead of the AI, get chivalry before the AI change eras, upgrade horses to knights and train the knights to elite status against the uprising barbs :evil:


Ooh I like that =D
 
Here goes.

Before I hit the space bar I changed the citizen in Pasargadae from the BG NE to the mined BG NW.

1.2550BC road finished to Pasargadae send worker to NE of city. MM in Perseopolis.

2. 2510BC Perseopolis completes Settler, starts another. Susa completes Warrior, Start another.(City would not grow for 6 turns so Worker is next)

3. 2470BC Barb appears near Pasargadae(Worker in Danger) send Warrior to help out. and 1 in for backup to city.

4. 2430BC Our Warrior dies while trying to vanquish evil barbarian:mad: send 2nd warrior to spot where worker is.
(looking back on this I should have just fortified 1st Warrior over Worker, Sorry:( ).

5. 2390BC Worker finishes mine starts road. Warrior kills barb. back to Pasargadae.

6. 2350BC nothing....

7. 2310BC road finished, worker moves to bg for mining duties.

8. 2270BC Barb appears in Eastern Mountain Range.(on a side note, exploration reveals North is not much, West it is!!) Science to 60% Mysticism in 2 turns

9. 2230BC Arbela Founded, starts Warrior.(I believe this would be a good worker factory)

10. 2190BC Mysticism discovered. Research set on Alphabet. Susa completes worker send SE. Susa starts Barracks.

Well it was okay, except for those damn barbs!!:mad:
We need some veteran troops.

Save Game

Go Disruptive Idiot, Make our nation Big and Strong!:D

OFW41.JPG
 
Inherited : Set my preferences, check out the map. Seems as if the west splits in two where our scouting barb is.

Turn 1 2150 BC : Settler finished in persepolis, I start another settler because I like to expand like a sponge in water :). Worker near pasargadae starts road on mined square. Move towards the goody hut with the scouting barb. It seems there is a very very very thin chokepoint there =D. Move warrior and settler from Persepolis to spot 2 on the dot(number?) map. Start a road between Susa and Persepolis. End the turn with everything looking peachy.

IT : Barb moves near the settler and escort barb from the south.

Turn 2 2110 BC : Here's a dilemna. I can move the settler to the mountain where we will have a defensive advantage, or I can maneuver around the barb delaying settling by one turn. I choose the mountain because no stupid barb is getting between me and my settling. Pop the hut, we get a conscript ^_^ I send him south west for scouting. End turn here.

IT : I was afraid of this, the barb didn't care about the settler so he went straight for persepolis, no problem I can get a warrior there from pasargadae any time. Also another barb appeared from the same area! It seems there's a camp nearby.

Turn 3 2070 BC : Move settler and escort one step closer to spot 2, nearly there. Being the idiot that I am I forget about the MP duty and send the warrior from pasarg to persepolis to guard, I realize my error and delay alphabet 2 turns with lux. Sorry guys! >_< The isthmus I described earlier just ends in coast, damn... hopefully there's a fish or two at the end. Move the worker making a road to persepolis east instead of southeast to avoid the barb. Move worker at pasarg to the BG.

IT : That second barb attacks the escort/settler and we win without a scratch ^_^ the other barb pissing his pants retreats south.

Turn 4 2030 BC : ****! Spot 2 is right next to a barb camp, I move the escort first however so the settler moves north to be farther from barbs. I don't want to risk losing the settler. To undo my blunder I change persepolis to a warrior from a settler, no shield loss thankfully, anyway it needs an MP next turn. With the barb 2 squares away from perse, I return the warrior to pasarg and return our research to normal. Start mine on BG southeast of pasarg. Move west scout barb closer to barb camp to be close to settler just in case the barbs pwn our warrior.

IT : I made another blunder, the stupid barbs didn't feel like assaulting our escort.

Turn 5 1990 BC : Settler will settle in two turns, I also attack the barb camp for being asses. We destroy them, redline the warrior, it turns veteran, we get 25 gold. Take THAT!

IT : The people lub me, get a new lawn ;)

Turn 6 1950 BC : Oh yeah, did I mention get get another settler in 5 turns? No? Well poo, perse also grows in 4. Worker mines near persepolis. Settler settles into spot 2 next turn. Northwest isthmus is worthless, west is coast, hopefully it's not coast further south.

IT : Bold barbarian takes a step towards persepolis which has an MP warrior. Nothing to worry about.

Turn 7 1910 BC : Antioch founded at spot 2, starts a worker due in 10 and grows in 10 too. When pasarg grows it'll have a nice mined BG to work ;). Southeast is tundra and coast :( End turn.

IT : NICE NICE NICE :) :D :) :D Barb attacks, we fend off losing 1 hp, get a veteran guarding persepolis; warrior in Arbela finishes, starts a worker due in 10 and finally the people lub me, I get some stairs =D

Turn 8 1870 BC : Fortify warrior in Arbela, we may get some barbs in the north. @$#@ southwest is coast two, tundra coast. I get the feeling we're on a sucky island.

IT : Nothing.

Turn 9 1830 : Start another mine near perse, move worker to BG in Persepolis' range. More scouting; it's not so bad, the tundra has a lot of game to take advantage of.

IT : Nothing.

Turn 10 1790 : Alphabet due next turn. Eastern scout confirms we're stuck on a crappy island. Some movement, start a road on a BG, thats all.

Final Notes : !@!$% #$#%& (@$%& :(

I'll post the screenshot and save in my next post.
 
Okay, so we do not have a 5th person yet, any lurkers out there, wishing to join a game. just post here. and you could take it next!. If not, then Northern Pike would be up next. If ya wanna wait to see if we get another, thats fine.
 
During the Idiotic dynasty a city-state was founded and 2 bands of warriors rose in the Persian ranks.

There's only one thing about our start that I like : We can get many strategic resources in the modern age (IF we get to the modern age), we can get coal aluminum uranium oil and that just leaves out rubber.

On a side note don't cut down any forests to increase our chances of getting coal.

Edit : I forgot iron which we can also possibly have.
 
We are more than likely to have iron with that huge mountain range to the east. I think we need to make a beeline for map making and get a couple more coastal cities. any thoughts?

Again, someone else in the game would be nice;)
 
I'll wait twelve hours to see if anyone else joins the game, then play.

Where are the luxuries on this wretched rock?

FOR THE NEW PLAYER, if any: We've been sticking to strict RCP so far, since we can do it in this case while using essentially the city sites we'd choose anyway. So please acquaint yourself with the site map above (post #42), and while you don't have to follow it slavishly, DON'T found any cities at a corruption distance of less than seven.
 
THE QUIET YEARS


1790 B.C., turn 0: Persepolis is due to produce a settler in one turn, but I switch to a granary. It's time to make this town into a proper settler factory, and given our isolation, we're hardly going to be beaten to any sites during the delay.

Persepolis is about to go into unrest :nono: so I raise the luxury rate to 10%.

1725 B.C., turn 2: Susa completes our first barracks, and begins pumping out a veteran warrior every other turn.

1700 B.C., turn 3: We finish exploring the hilly eastern region of our island, and it contains no luxuries. Either there's something good in the tiny area of central tundra still unexplored, or the high foreheads are wrong when they say that the player is never started on a landmass with no luxuries.

1675 B.C., turn 4: Persepolis completes our first granary, and we have the classic four-turn Bamspeedy settler hose.

1625 B.C., turn 6: Antioch finishes its worker and begins a temple. The job will take some time, even assuming a whip at forty shields, but this city desperately needs a cultural expansion.

A barbarian warrior appears from the western peninsula and ends its turn adjacent to the regular warrior we have fortified at the base of the peninsula.

1600 B.C., turn 7: Arbela completes its worker and begins a temple. As with Antioch, the cultural expansion can't wait any longer.

The barbarian warrior attacks our warrior and dies, inflicting no damage.

1575 B.C., turn 8: The first barbarian horseman appears, riding out of the western peninsula and moving past our warrior watching the peninsula's base, although it could attack.

1550 B.C., turn 9: Persepolis produces a settler and it heads for site 3, under escort.

Our warrior attacks the barbarian horseman, loses three rounds in a row, and dies. Thanks, RNG. :mad:

1525 B.C., turn 10: The barbarian horseman does not emerge from the now unobserved squares at the foot of the western peninsula. I have to move the worker building a road on Susa's game tile into the city for safety, with the task incomplete.

And (see next post):
 
OFW1_1525_BC_COLOSSUS.JPG



General: We still haven't contacted another civilization and we still haven't found a luxury. We've been researching Writing throughout this round.

FOR THE NEXT PLAYER:

That barbarian horseman is presumably still lurking in the unobserved squares at the base of the western peninsula.

It's far from obvious when we should attempt to fit Pasargadae's temple into the building sequence, so feel free to switch from Oracle (just begun, obviously) to temple if you think the time is right.

Although OneFastWarrior has mentioned making a beeline for Mapmaking, it seems to me essential, given our goal of cultural victory, to research Literature after Writing. Of course we'd like to get off the island, but with Colossus, Oracle, and the Great Library in Pasargadae, and with the Library guaranteeing us a bonanza of techs whenever we did contact the other civs, we'd have the game half won. If the island start has kept the AI civs as far behind technologically as it sometimes does, a palace prebuild in Arbela (after its temple) might even get us the Great Lighthouse there; we don't need this particular Wonder, with its modest cultural contribution, in our 20K city.

We need to keep the luxury rate at 20% when Persepolis is at six population points, and when Pasargadae's garrison is down to one (as is the case right now).

Keep moving our easternmost warrior west along the coast of the hilly region until he's been on the northernmost hill, and the mountain. There's at least one sea (or land?) tile out there we haven't yet seen.

D__m, I haven't cropped the image of the Colossus enough, so this will be a pain in the a__ to read. My apologies.
 
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