PAD1 - Arabian Knights - Regent Team

Yeah, somehow my game directory got copied over... It's fixed.
 
There's been a bit of a change in the schedule. We're having a "step down" approach, where the current player plays 20 turns, the next will play 15, then we'll continue with 10 each. Look at the player list at the top of the thread to see how many turns you have to play.
 
Originally posted by ShadowDragon
I've got it! I have two more classes today (Fourth-Year French and C++), so I may have to wait until tomorrow to play and post the save.

SD, where's the save?
 
Originally posted by Chieftess


SD, where's the save?

I'm playing right now :)
 
Turn 0 - 3000 B.C. - Browsing around, I don't see anything to veto. However, I do notice that using Mecca as a settler factory without biulding a granary is extremely ineffecient, as we can only build a settler every 20 turns there instead of every 10. I think I'll settle between the cattle and the wheat and make that town a settler factory. The Scandinavian warrior walks inside the Medina city boundary.
Turn 1 - 2950 B.C. - I contact our friend Ragnar Lodbrok and he promises that his warrior will leave. According to our advisor, our military is weak compared to the Scandinavian one. I send the worker from Mecca's forests to the north to irrigate. The scout west of our rival Korea finds a coastline. Our southern warrior also explores, finding a hut filled with primitive natives after 50 years of exploration. We hope they will be friendly to our cause. Well, the Scandinavian warrior moves to a different tile within Medina's boundaries.
Turn 2 - 2900 B.C. - It looks as if he was telling the truth. We get 25 gold in the goody hut. I just noticed that our worker is mining, not irrigating, the cattle. I'm no Sirian, but that smells like weed to me... Especially since we're on water and can grow above population 6 without an aqueduct, it would be to our advantage to grow there as quickly as possible. Mining the tile would increase shield production in the (very) short run, but irrigating would give us a great high-production size-12 city sooner. I make the change. The Scandinavians then leave our territory.
Turn 3 - 2850 B.C. - When the settler finishes, I start on a warrior. We can then build a warrior, then we might be ready for a settler. That should be our last settler from there, then we can work on workers to clear those forests. We find another goody hut and another cultural border, this one green and south of Korea. I'm guessing it's the Persians.
Turn 4 - 2800 B.C. - We learn Masonry from the goody hut.
Turn 5 - 2750 B.C. - The green civ turns out to be Greece, and we stumble upon two more cultural borders, one red and one orange. Who could they be? I'm guessing the red one's Babylon.
Turn 6 - 2710 B.C. - The oranges are the Ottomans! We found Damascus and start a granary there.
Turn 7 - 2670 B.C. - The reds are the Romans... That makes me 0 for 2. I start a temple at Medina to expand its borders. We are religious, so that helps.
Turn 8 - 2630 B.C. - Zzzzzz.
Turn 9 - 2590 B.C. - Zzzzzz.
Turn 10 - 2550 B.C. - Micromanage for 1 beaker.
Turn 11 - 2510 B.C. - Zzzzzz.
Turn 12 - 2470 B.C. - 25 gold in goody hut.
Turn 13 - 2430 B.C. - Micromanage for 3 gold.
Turn 14 - 2390 B.C. - The Wheel to 100%. I think we should build up a force of chariots then upgrade them to Ansar Warriors, which we can use to take over the Scandinavians.
Turn 15 - 2350 B.C. - Zzzzzz.

Notes to next player: In Damascus, irrigate the wheat to get to five surplus food per turn. No need to irrigate the second cattle, but you can put a road on that tile. After the granary finishes, pump out a settler every four turns. Watch for happiness while at it; you may have to use the luxury slider. In Medina, build a barracks, then chariots. In Mecca, a settler first, then workers, etc. All subject to your review, of course. I agree with Chieftess's dotmap except for the northeastern town, which I suggest moving on top of the hill by the river. I suggest founding a town one tile east of the iron by Scandinavia. Of the just two iron resources I see on the map, it's the only one we might be able to grab first. We do need iron for our UU. Also, that location provides a very nice staging point for an attack on Scandinavia.

Sorry, I don't have time to tar the save file. Have to leave to see a movie now.

EDIT: Just looked up their UU. Ouch. We should be able to beat them with fast forces though, against slow, defensively weak Berserkers.
 
Hmm... Looks like I should get ready to play my 10 turn :).
 
The thing about the cattle.. I used to irragate it, but I've seen people mine it because it gives an instant 3 food and 2 shields, rather than all growth and little production, especially if there's wheat AND cattle. Irragate wheat, mine cattle. Also, did you try to see what techs the Greeks and Romans had? Sounds like our continent curves to the SW, and we're on the edge.
 
I have to visit my mother in the hospital. That means that I won't be able to post much the coming day. But I will be able to finish my part tomorrow evening or sunday morning at the latest (CET).

So. this is my I've got it! (without having the savegame yet....).
 
Shadowdragon, I also like to know whether you traded things with the other civs.

I agree with you that the Vikings must be attacked before they attack us with their UU. We have a fast UU that comes about the same time, if we anticipate this by building horsemen, we should have no trouble with them. So I agree with you. But first: expand!
 
The UU requires iron and horses, so naturally, we should research those two techs to map out the land.
 
No, I didn't trade anything because there was nothing to trade for except a few gold from each civ, IIRC. Didn't realize I didn't post the save, so here it is:
 
There's 2 visible iron sources - one near the Vikings (their next city could be that spot...), and one by the Koreans. We have a nice area though, where we can block out the other 4 civs, and contain the Vikings while we slowly chomp down on them. :) Just hope we have horses nearby, or else it's Plan C - Archers, of which we'd have to do a blitz through the future Viking heartland.


Anyway, Aggie, you're up! After researching The Wheel, go with horsebackriding if we have horses close by. Otherwise, we can hope those catapults in Mathematics come in handy. Lots of horses enmasse can do some considerable damage to a stack of swordsmen.

Also, we can have another settler in Mecca. With a little micromanagement (move the shields to the grasslands for a turn or two), we can have another settler. in about 8 turns
 
Originally posted by Chieftess
The thing about the cattle.. I used to irragate it, but I've seen people mine it because it gives an instant 3 food and 2 shields, rather than all growth and little production, especially if there's wheat AND cattle. Irragate wheat, mine cattle.
I was thinking along the lines of irrigation allowing us to grow 2 turns more quickly (4 at higher populations), compounding over several growth cycles, netting us a bunch of extra shields.

After researching The Wheel, go with horsebackriding if we have horses close by.
I wonder if it would be more efficient to build cheap chariots then upgrade. I've never tried it before, but that could very well be the case.

Also, we can have another settler in Mecca. With a little micromanagement (move the shields to the grasslands for a turn or two), we can have another settler. in about 8 turns
There's a flaw in that reasoning. That would be giving up shields and getting nothing in return. If you're going to do that, you might as well switch to settler but keep the same tiles, wasting 3 turns of shields waiting for the city to grow. If we stay on our present course and build a settler next, we'll still get a settler in 8 turns or so and have an extra warrior while we're at it.
 
In a developed city, that would mean the difference between a few extra GPT.
 
Looks like I am on deck ready to play the save :).
 
Originally posted by Chieftess
In a developed city, that would mean the difference between a few extra GPT.
I'm not sure I understand what this refers to :confused:.

I hope you don't mind my criticism. It really is my nature -- I'm like that with everyone :D. Please do :spank: some sense into me if you see any :smoke:.

Now, let's go and get :flamedevi himself (a.k.a. :viking: ) to our east.

I'm having too much fun with these smilies :lol:
 
Turn 0 - 2350 BC

First thing to do is to listen to the advisors in the game and at CFC. We have a stronger military than the Vikings! Decide to leave everything as it is.

Interturn: Nothing special. A Roman settler is going south to settle.

Turn 1 - 2310 warrior finished in Mecca

Decide to build a warrior before starting the settler...

Turn 2 - 2270 BC exiciting turn, nothing to report...

Turn 3 - 2230 BC finished warrior in Mecca, start building to settler. Finished temple in Medina, start building barracks. Contacted all civs. Managed to get Writing from Korea for Mysticism, 25 gold and contact with the Romans (their neighbours...)

Turn 4 - 2190 BC Zzzzzzzzzzzz

Turn 5 - 2150 BC Got 25 gold from a goody box

Turn 6 - 2110 BC Zzzzzzzzzzzz

Interturn: a warrior barely survives a barbarian attack

Turn 7 - 2070 BC A scout ends the turn next to a barbarian...

Interturn: one scout gone

Turn 8 - 2030 BC Finished the wheel. Start researching horseback riding now. Ready in 9 turns at 100% science (-1 gpt). No horses nearby!!! :eek: The closest are 7 tiles away northwest of Damascus. The Vikings DO have horses... :cry:

Turn 9 - 1990 BC Finished settler in Mecca, start building temple. Finished granary in Damascus, start building settler. The other civs have nothing to offer. I decide to go after the horses to the northwest and send the settler there. Luxury to 10% (science to 90%) for Medina.

Turn 10 - 1950 BC Our second scout also ends next to a barbarian.

Interturn: Second scout gone

Turn 11 - 1910 BC Zzzzzzzzzzzzzzzzzz

Turn 12 - 1870 BC Luxury to 20 %, science to 80%. Medina finished barracks. Start building archer. No horsies, no iron, what am I to do? :undecide:

Turn 13 - 1830 BC Zzzzzzzzzzzzzzzzz

Turn 14 - 1790 BC Our last scout will also not survive my turn...

Turn 15 - 1750 BC Baghdad founded near the Incense. Damascus finished settler. Sent to found a city near the horses. Start building another settler. Luxury down to 10%, science to 90%.

Horseback riding will be finished in 5 turns. We may have a good shot at the Great Library, if we research Literature after this. The other civs still have nothing to offer: no knowledge, no gold, no communication. They are quite unaware of others living on this continent. The Vikings decided to expand to the east (NOT to the iron!!). Medina will finish an archer in one turn. We can build more of them and decide on attacking the vikings (claiming their horses and iron). We also could expand a little more and switch to a settler....

Please be easy on me, because today is a day of celebration: one year at CFC! [party]
 
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