PBEM/SG-- Team 2!

Sounds good to me.

kryszcztov, I work for Air Liquide here in Houston. Our main engineering offices are in Champigny. When I have to travel there, I take the RER that goes to EuroDisney.

I am not sure if we have any lurkers. We could get Tsuk to break our deadlock or I could take the reins. :)
 
ok= a team leaders "reign" will last a whole game round (all 3 of us playing)
and after that we vote. We will take votes from lurkers, including Tsuk. when election time comes, we may advertise it in our sig if we want, as long as it isnt biased. Elections will last from when I finish in the round before, to when kry starts in the next round.

For the first round lets have Earp go.
I'll change my vote to Earp.

This is the one I'm sticking with.
 
I'll generate the game once Team 1 turns in their nation and password. Genghis Khan and Gingerbread Man seem to be missing.
 
so over there its just amirsan? theyve got 8 posts, so hes talking to himself?

hold on, we never agreed on a password!

btw tsuk, make sure theres alot of goody huts, espescially near the Russian start :D
 
I agree with this last request : give us a ton of huts (and don't forget that barbs are sedentary...). If we ever spot a barb, it will have been popped in a hut by another non-expansionnist civ, so it seems unlikely. We'd better send unescorted settlers if we don't have the time to build escorts. That way, we'll take advantage of the "safe lands" more quickly.

As for our password, let's let Earp choose one, so Earp, choose one and PM it to bacon king, Tsukemono5 and me.
Tsukemono5 : do you really need it ? I thought we entered the password for the 1st time at the beginning of our very 1st turn...
 
IIRC you have to enter the password when your setting up the game

also, both of you look at the election thing at post # 20, thats how we should do things.

Also, mod the game so Russians have all traits and start with both Communism and Democracy techs.:evil:
 
I'm going to generate the game now. The two G's showed up. I'm going to be checking both starts for viability. Don't want to give you a crap map. That's why I needed your password.
 
OK. Problem I cannot save Team 1's game at 4000 BC. Badness. So what I'm going to do is play the first turn of both civs and post the second turn in the Team 1 thread.
 
OK Russians, here is the picture of the aftermath of turn one:
team2ss.jpg


I didn't found on the starting tile because it was a BG. When I moved the settler SE, it showed another BG, which makes up for the one you lost. The cattle is now in the immediate culture radius of What Will Become Moscow If You So Choose, which is nice. Have fun!
 
Looks like a pretty good start position. I don't think I would have moved the worker to the hill, but that's just me.
 
I moved the worker to see if it would have been worth moving the settler to the forest tile. The scout was to investigate the coast which popped up. If that had been the sea, I would have moved to the forest anyway, because the benefits would be nice. But it wasn't, so I didn't :D.
 
Mmmh, what am I going to say ? I would have liked to play my very 1st turn myself, 4000bc... I don't understand why you couldn't do this : open the game, take Team1's starting position screenshot and post it in their thread, SAVE THE GAME HERE (see below), play their 1st turn without caring of what you're doing, then hit enter, take Team2's starting position screenshot and post it here, play our 1st turn without caring. At that point, if you considered both starts looked equal, you could declare the game "viable", and send the game to Team1's 1st player (amirsan) with the game opened at THE BEGINNING of their 1st turn (4000bc) : that requires to save the game at this point while doing all the stuff above, then, once all of this is finished and checked, send him the game saved just after entering Team1's password. Got my confusing and redundant explanation ?

I think that could work, but now maybe you don't want to do it all again, and I must get all 5 other players to agree with me, so, to bacon king and Earp : what do you want to do ? Restart another game and do what I suggested (restarting with this game would be a spoiler) ? Or continue with this game ? Try not to be influenced by this nice start ! Don't forget that Team1 also has a nice start as well after all !! So ?...

And excuse me with this message, I often annoy people with details. I'm not sure of what I would have done here : I think I would have moved the scout NE then N (instead of just N, and that gets a coast pop up too, if I'm not wrong), and I would have straightly moved the worker onto the cattle (he's very far from it now), though I can't really know what tiles were seen at the beginning. And I'm not sure of 2 of your statements : I think that by moving SE, we gained one bonus grassland (we didn't lose any before winning one back), but we already had the cattle in primary range before moving. So I think I would have first moved the worker onto the cattle, then moved the scout somewhere (depends on the tiles revealed), then I would probably have moved the settler where you did.

OK, enough talking (me too much talking, me too much talking). I wait for your answers and Team1's. Or I wait the save in my e-mail box. Maybe I could agree on a "date" with amirsan (hum, let's keep this serious...) in the previous thread, so that we could know when to play, according to the timetable ? I'll see...
 
I would have made the same initial moves as kryszcztov. Worker to the cow and scout NE,N. IMO(based on my experience), the first few turns are extremely important. I never use my worker as a scout, especially not when I am a expansionist civ, but that is just me.

Have you all read Cracker's excellent article on Opening Moves?

I was just reading an article on Multiplayer games that our team should probably read. http://www.civfanatics.com/civ3acad_multiplayer_strat.shtml

These paragraphs seem applicable:
In the beginning... The start location can make or break your game but remember a bad location does not mean all is lost. Even if you start behind in points you can always recover given enough time. Develop an opening sequence of play that is the most efficient...DO NOT WASTE A TURN OF PRODUCTION This may seem obvious but if it takes 4 turns for your city to reach size 3 and 3 turns to build a settler you will have wasted a turn of production.

First turn.. Build your city immediately do not waste time looking for a more suitable location if you do you will fall behind in points. Start locations can be overcome. After building your city and putting your worker to work quickly get to your science advisor and click on a tech you wish to research (I recommend Bronze working for elimination games and Ceremonial Burial for all others).

Even with the terrific starting location, I vote for a restart using kryszcztov's save game generation method. What do you all think?
 
If it is too much trouble to restart, I think this start is still very manageable. I would move the worker SE and build a road before moving to the cattle. I would irrigate and road the cattle and then move back to the BG with the road. After mining the BG, I would move to the BG SE of the cow and build a mine and road. I would then move to the BG across the river. We want to improve the BG tiles along the river before the non-river BGs. The BGs on the river side of the cow should be improved first because we do not lose a turn by crossing the river. Of course, we want to mine the BGs because irrigation will not give us any benefit under Despotism. Does all of that make sense?

This is a very strong start position!
 
Look, for some reason, whenever I tried to save in Team 1's turn 1, it wouldn't let me. I don't know why. Maybe it was just an isolated occurence. But if I'm a crappy Deity player, then Team 1 got just as much crapness as you did, and all's fair. And it's possible that one of you has a better start than the other. So play it out, for good or for ill. It is a powerful start and the benefits of my move are 1) Saving you possibly 2 or 3 spt down the line, and 2) allowing you guys to put a city on the hills NW of the lake without overlap with Moscow, if you so choose. There are others, probably, but I felt that the benefits outweighed the risks. Remember, on Deity a good start is essential. You're not just playing against a team of humans. You're also playing against 6 computer AIs.
 
Here is our starting position. It's good enough, and I must say we'll have to rush to another spot soon... Anyway, Moscow will kick ass in production.
Right now, we both have played 2 turns (4000bc and 3950bc). I've just changed production from warrior to scout. I always forget about scout when I'm expansionnist !! :eek: :D That could be bad for us... :o :rolleyes: Anyway, our scouts will make us the greatest civ all time ! We already got a free tech with that 1st hut...

PBEMSG-AM4-4000bc.JPG
 
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