Pere - 001

Got the save, will play tomorrow.
 
I took a look at the save, and it looks good. I think it's time to turn lux to 20%, so we can put some of those specialists back to work, especially in Carthage where we're working on a wonder.

gunner said:
yeah i wasnt sure about what infrastructure we wanted in each of our cities so i kept building mostly units, i wasnt sure if we wanted librarys because we arent researching and we dont have luxuries to make marketplaces incredibly useful.
Also, it's been awhile since I've gone to space, but we definitely are going to want markets and libs. I'm just not sure when...so you guys can trigger our GA whenever you want, and then use it for that infra. Build markets first. Once our economy is booming, we can really start up research again.
 
hmm i say we start the GA while finishing off spain, i wouldnt want to start another war just to have a GA. then build up infra, then go for the spices in iroqouisland
 
0) 270: I turn lux up to 20% as Sabratha would riot next turn and Carthage would starve. I didn't want to pull a worker off the mine just to keep Carthage fed. We have some impenetrable jungle where the cats can't go. Move settler to ruins. Seville taken with no loss. Actually, I wouldn't have minded a loss as long as the defender was redlined where the Numidian could finish off and get a Golden Age.

1) 280: Trade India Feud + 55 for Engineer and Mono. Start Chiv. Malaca built. Advance troops, have slaves from Seville clear jungle for the cats.

2) 290: Leptis Magna increases pop and riots. Put a worker on clown duty. Sabratha Numidian-->temple.

3) 300: An archer comes out of Santiago. Leptis Minor lib-->rax. I let the Numidian deal with the archer. Golden Age! [party]:dance: And the Numidian goes leet. Now we can do some REAL research.

4) 310: Lep Mag mace-->lib. Cirta galley-->rax. Santiago razed, Spanish eliminated. I razed Santiago because it was poorly placed. Build Gades 1s of ruins, start harbor. I have an extra settler, but no good place to put him. Madrid is badly placed--should be 1s. Madrid switched to harbor, Carthago Novo to FP. Need to let units heal, then we can get ready for the 'quois. Sulcis switched to mace.

5) 320: Romans ally with English against us. Utica mace-->mace, Theveste Numidian-->lib. Talk England into peace, getting them to pay 10 + 2/turn. Celts won't make a fair peace yet. Upgrade Rex to mace.

6) 330: Hippo mace-->worker. Loading galleys in prep for quois.

7) 340: Hippo worker-->settler. Lep Min rax-->worker. Rusaddir treb-->lib. Cirta changed to galley. Ask myself why was I building rax when we're going for Sun Tzu? Military leader says our army is average compared to quois. They're still in Despot and in the ancient age. Build Calaris 2s of Madrid on horses.

8) 350: Babylon declares war on Celts. Leptis Min worker-->temple.

9) 360: Utica mace-->market. Cadiz market-->lib. Move workers to hills to ZPG and max production. Cirta galley-->galley. Saldae treb-->temple. Babylon beats us to Sun Tzu :gripe::wallbash: by 4 turns. Switch it to Aqua, wasting over 400 shields. :shakehead

10) 370: Carthage starts lib. Sabratha temple-->mace. Make peace with Celts, getting 47 + 1/turn. Rome won't talk to us yet.


To Do list: Hippo is popping a settler, there is room in the marshlands between Toledo and Seville. Have slaves clear out a space and settle there on the coast. Build more galleys and load up troops from Gades for the Iroquois invasion. We are falling behind in tech. Losing Sun Tzu hurt us bad. We are 8th and the quois are in 2nd. We will need a LOT of troops to pull off the invasion.
 
Nice, DBear! Things are going well. I think we're getting the most out of our GA, which is really good. Keep building that infra in our core!

IIRC, I think maybe our FP city (Novo?) should be changed to courthouse -- it gets a good amount of shields, but something like 80% of them are lost to waste. If we rush that court at some point, I think we'll get the FP much faster...

What should we research after chivalry? I vote theology...no one on the mainland has it yet, so it's our best shot for trade fodder.

When should we attack the Iroquois? Our reinforcement train is gonna be long... We have an average military compared to them right now. I'm thinking we should build, attack, make a favorable peace, build, and attack again. They don't have iron, but they do have horses, and that means mounted warriors, yuck. We'll want a strong force. If we can get their horses disconnected...

- Roster -
mach - watching from the sidelines
dbear - just played
predesad - permanent skip...
elmarae - UP
gunner - on deck already!
 
good job wiping out the spanish! i wouldnt worry too much about the iroqouois being in 2nd place, its mostly because they have that nice big island to themselves so they have a lot of cities.
 
I notice that Spain is overly corrupt it's at least 50%, towns that are producing 9 are only getting 2. In C3C the FP doesn't have the same effect as in PTW. It doesn't create a second core. So I don't see the point in putting the FP there unless it is in a city that is going to be a powerhouse. It does increase the OCN which effects corruption in all cities. I'd be more inclined to

What I propose is to move 2 cities and make Spain's territory ICS, with the grassland that will be under the jungle and marshes that area will produce alot of food, which doesn't corrupt. Every square that can be irrigated should be.

A pop 5 city with 3 irrigated grass worked means 2 specialists. That's 4 gold or 6 science per city. There are 18 sites on Spain's territory.

EDIT: Depending on how large we can get the cities; (Assuming irrigated grassland)

Pop 1: 1 worked grassland (+3 fpt)
Pop 2: 1 worked grassland (+1 fpt) 1 specialist
Pop 3: 2 worked grassland (+0 fpt) 1 specialist
Pop 4: 2 worked grassland (+1 fpt) 2 specialists
Pop 5: 3 worked grassland (+0 fpt) 2 specialists
Pop 6: 3 worked grassland (+1 fpt) 3 specialists
Pop 7: 4 worked grassland (+0 fpt) 3 specialists

With this sort of setup I would recommend going for Communism as our next govt.

Initially the towns will be set to build workers on growth, to clear the jungles. Then the workers will be added back to the towns or moved to Iroq lands to work there depending on our needs.

Pere01-370AD-Dotmap1.jpg


I await the groups opinion.

I also think we should concentrate on getting Astronomy so that we can benefit from the luxes we will gain from conquering the Iroq.
 
True, the FP doesn't make a second core anymore, but still it does reduce distance corruption, so it's good to put it far from the capital. I think the Spanish cities could be half-decent, with the FP there, and with courts/police stations around. But in my experience, it's more important to get it quickly.

Anyways...I've never tried anything like your plan before, so I think lets do it. It sounds good -- we need gold/beakers more than we need production, and that's what your plan will bring. Put the FP in Rusaddir -- it'll be our most productive northern city.
 
Blond moment no: 7. There is no fresh water on Spains Island, so I can't irrigate it. :P

Though 18 size 1 cities with 1 specialist gives us 36 gold or 54 beakers. Depending on whether we are high on research or gold we get another 18 gold or beakers.
 
elma said:
Blond moment no: 7
I wondered what that was about! :rotfl:

A Few Things...

Can you place cities directly next to one another? I've never tried, but I was under the impression you can't do that. Maybe I'm wrong, but if I'm not then it's only 17 cities...

Also, I'm not sure I understand your math. Given that an irrigated grass gives 3 food, each 2 worked grass yields one specialist, plus one from the city center. So here's how I work it, I hope I'm not confusing anyone...
Pop 1: 1 specialist (+0 fpt)
Pop 1: 1 worked grassland (+3 fpt)
Pop 2: 1 worked grassland, 1 specialist (+1 fpt)
Pop 3: 2 worked grassland, 1 specialist (+2 fpt)
Pop 4: 2 worked grassland, 2 specialists (+0 fpt)
Pop 4: 3 worked grassland, 1 specialist (+3 fpt)
Pop 5: 3 worked grassland, 2 specialists (+1 fpt)
Pop 6: 3 worked grassland, 3 specialists (-1 fpt)
Pop 6: 4 worked grassland, 2 specialists (+2 fpt)
Pop 7: 4 worked grassland, 3 specialists (+0 fpt)

elma said:
There is no fresh water on Spains Island, so I can't irrigate it.
Yet. :) So go for it. Sorry about the placement of Novo, I was the one to put it there...

elma said:
With this sort of setup I would recommend going for Communism as our next govt.
Why? With a communal govt, our Spanish cities would have the same corruption as our core cities, so in that case it wouldn't make sense to ICS Spain -- we would instead build with a normal spacing. I was thinking we'd stick with Monarchy until we can trade for some luxes, and then go the demo route.
 
Preflight
Trade:
All the AI's have Republic, Chivalry and Invention
Except for Zulu who is short Chivalry and India who is short Invention
Iroq is behind in techs.

Don't have much play in gold to do trades. I only hope that Zulu doesn't get Chivalry before we discover it.

380 AD

Zulu and India get the missing techs.

410 AD
Discover Chivalry > Theology in 18 (+11gpt)

430 AD
Babylon discovers Theology and starts the Sistine Chapel

470 AD
We'll have Theology in 4 (-10gpt)

Put a 1 in front of the cities in Spain so they are easily recognisable. The Pattern I was doing with them was build a worker in 10, because I want a host of workers there, I moved over the workers from our homeland as well. Then when the city has built a worker I then change it to wealth and hire a scientist, halting it's growth. Without water it's not such a powerful position, but when we discover electricity and can irrigate everywhere it will provide a lot of science or gold.

I didn't abandon Toledo or Cartho Nova because I didn't have settlers to replace them at that time, I was focusing on getting a road way from the southern spain to northern spain for preparation for the invasion of Iroqi lands.

- Roster -
mach - On Deck
dbear -
predesad -
elmarae - Just done
gunner - UP
 
Mach said:
I wondered what that was about! :rotfl:
A couple of times I posted a reply to a SG in another SG that I was playing, because the same person was in it with me. So I started counting my mistakes or blonde moments.

Mach said:
Can you place cities directly next to one another? I've never tried, but I was under the impression you can't do that. Maybe I'm wrong, but if I'm not then it's only 17 cities...
You can place cities as long as there is one tile between each city. Toledo and Carthage Nova are to be abandoned giving us 2 city sites each.

mach said:
Also, I'm not sure I understand your math. Given that an irrigated grass gives 3 food, each 2 worked grass yields one specialist, plus one from the city center. So here's how I work it, I hope I'm not confusing anyone...
Pop 1: 1 specialist (+0 fpt)
Pop 1: 1 worked grassland (+3 fpt)
Pop 2: 1 worked grassland, 1 specialist (+1 fpt)
Pop 3: 2 worked grassland, 1 specialist (+2 fpt)
Pop 4: 2 worked grassland, 2 specialists (+0 fpt)
Pop 4: 3 worked grassland, 1 specialist (+3 fpt)
Pop 5: 3 worked grassland, 2 specialists (+1 fpt)
Pop 6: 3 worked grassland, 3 specialists (-1 fpt)
Pop 6: 4 worked grassland, 2 specialists (+2 fpt)
Pop 7: 4 worked grassland, 3 specialists (+0 fpt)

You are right... I was doing it all in my head and started to see a pattern so kept with it.
 
elma said:
You can place cities as long as there is one tile between each city. Toledo and Carthage Nova are to be abandoned giving us 2 city sites each.
Ok I see now. You have two adjacent dots in your dotmap, but that's just because the dot by Novo on the forest nw of the fishies, really ought to be on the marsh n of the fishies. :crazyeye: Eighteen cities it is.

"Iroqi lands". Heh.

When we resettle Novo, methinks we should name it Neo Novo. :lol:

I can't view the save till tonight, but all sounds good. Your "Pattern" is, of course, good. Bummer about Theology, but it was a long shot. Also our only shot. We should keep researching that path; probably our best trade bait is along there...
 
Going back and looking at my dotmap, I saw I couldn't even follow it myself. Iol was placed in the wrong spot as well. Here's a corrected dotmap and I was even able to work in a total of 19 sites.

The Pink O's are to be settled first, then the 5 Black O's are to be cleared (marsh) and when a settler is ready to settle abandon the nearby city. Start with Toledo and work back south.

As an option, Seville can be abandoned the Yellow X and the Yellow O's settled instead. Giving a total of 19 towns.

Pere01-470AD-Dotmap.jpg
 
Just a warning, my schedule for the next 4-5 days will be a little unpredictable. I'll be in contact about half the time. So if my turn comes up, and you don't hear from me for 24, then DBear, could you swap with me? At the very very latest, I'll be back with a solid internet connection on Sunday.
 
im gonna play right now, i am trying to get this game going and i have little time so i am going to play 5 turns and pass it on, hope you dont mind!
 
1-
- Iroquois sign an alliance with English against us
-Babs start copurnicus
-settle 1 Rusuccuru

2-
- Settle 1 al-Kaf

IT- we lose a galley to iroquois

3-
-Abandon Seville
-Settle 1 Zouchis

IT Golden age ends. We get THEOLOGY start on printing press

4-
- Golden age kills our GPT we are at -32gpt
-Sign peace with Rome for invention and republic, i give them theology and chivalry.

5- Found 1 Gigthis
 
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