PH15: Every One is Special

cripes, and I forgot ~

Finalized Roster
pholkhero
nocho
meiz
pigswill
r_rolo
Thy_Spellcraft
 
Nocho has good ideas so I have to agree with him. And A start looks like the right one for us.

I'd suggest we keep greek cities pure and raze every foreign city that gets in our way. At least there wouldn't be a risk of "polluted" buildings like wonders that provide two differend GPP, or perfect military city site aborted because of a library :p
 
Start A. If tile 2E is indeed a desert (switching on 'show yield' before taking a screenshot would have told us) then its well worth losing the turn to move there.
 
If we go with A (and why not, it's everbody's preference :p) I suggest building work boat first, since a worker doesn't have much to do yet. Actually would maybe go something along the lines of wb-scout-wb-warrior-wb while growing a bit and then start spamming an army of workers. Hopefully by then we already have mapped out quite a lot of our surrounding for a dot map. Then get a settler out and settle spy city, with all workers accompanying him to buildchop the Great Wall asap. I think it's the only way to get a decent spy city, because otherwise the one spy specialist from a courthouse won't do much until maybe late game with jails and communism.
It might of course be a long shot to get the GW, if it's gone quickly, we instead might decide that miraculously spy city was actually engineering city and chop out the Pyramids. :mischief: Likely Pyramids would be huge with all our future specialists.
This would entail tech priorities as BW, Masonry, and then probably Wheel. After that Ag, AH, Pottery. With the clams around we don't need Ag that quickly.

Medium term CoL-CS will be huge for the possibility of going caste and have chain irrigation for specialists support. Bureau is also nice of course :).
 
Why the fixation for A?

In a game where you are not entitled to generate GPP points in the capital, to what use will you put all that food?

If A, I would move the settler 2 N and instead reserve the tile E of rice for another city.
 
Why the fixation for A?

In a game where you are not entitled to generate GPP points in the capital, to what use will you put all that food?
I have one smilie for you, just one smilie : :whipped:
 
Fair question. Being able to work three clams and a couple of cottaged FPs will enable the capital to knock out settllers and workers quickly while generating commerce and a quick start is a good start.

Later on we could for instance build a city 1E of rice so it can work rice and 3 clams to generate a stack of GPs under caste.
 
Thinking about the start a bit more, maybe after all it's good to get a worker out as soon as we hit BW just to chop-help the other initial builds. We won't need to safe all that forest for any wonder chopping anyway so it's probably better to use it for jump starting all initial builds.
So I'd say tech mining and bronze first, while building WB first and then worker. Well, depending on timing with BW maybe a scout can be squeezed in so Athens can grow to 2 before starting the worker. After that chop-build the rest of the initial queue, I'd say.
 
here's a tile-yield view of our start (collectively agreed on as A, I believe)
Civ4ScreenShot0000-8.jpg


the capital will certainly be a whip-heavy city well into the midgame. I can't imagine having any other city build workers or settlers. I agree on WB-Scout-WB or Warrior depending (I don't think i'll get to build past the scout, so . . .)

As for first techs, I think a first wonder IS something to think about.

IF we are going for TGWall, we probably will need to drop the rule about settling only after dotmapping all of Greece. I just don't think there'll be enough time to explore, then settle the Spy City, and then build the wonder before anyone else.

I could be wrong ~ i haven't played in a while, so . ..
 
Ok I know I'm bit late for the decision which start to take, but I'd like to question start A.
Yes it provides a very fast opening.. and a lot of food for the whip.. But whip won't count forever.. And for the midgame I'm shure going for more grass + cottage than clams will become the better decision. And for an 8CC we neither need hundreds of workers nor do we need hundreds of settlers, do we? So I'd go for start B!
Concerning the GW: I too think we need to skip the rule of dotmapping before settling, but it's worth dropping, 'cause through banning bulbing within an SE, this game will become challenging enough. So going for an early spy city might be quite a good call!
So it's up to you pholk!
 
I still like start A :). We may even follow the horrible AI habit of cottaging the plain tiles we have and with the hills around the food abundance won't be that perverse either... :) Maybe even a second city could be built around the rice sharing or picking up a clam if we think Athens has too much food. Although too much food sounds like a contradiction in terms to me!

I had actually missed the merge-only requirement of GP. Mmmm, so no spy infiltration either I suppose. In that case maybe it's not that worthwile to bother much about putting up spy city first. Actually might as well build it last in the least appealing location we find on the map. :lol:

The dotmap-first requirement I'd happily drop but will follow suit with the rest of the band. It would indeed make early wonders more difficult to reach.
 
Later on we could for instance build a city 1E of rice so it can work rice and 3 clams to generate a stack of GPs under caste.


I don't think that will work, since that city would be within 2 tiles from the capital.

I understand that you would be churning out workers and settlers lightning fast using the whip if settling in place, however, taking your rules into consideration and looking beyond the beginning period, I think I would prefer either a cottage cheese capital.

The rice+clam site looks like a killer site for GP-production and feels like a waste to not utilize it.

Why not move the scout NW, W and see what is hidden? Sure, you would loose 2 rounds if you move the settler, but you could end up with a very good capital.
 
I had actually missed the merge-only requirement of GP. Mmmm, so no spy infiltration either I suppose. In that case maybe it's not that worthwile to bother much about putting up spy city first. Actually might as well build it last in the least appealing location we find on the map. :lol:

So it's the engineer city first..
 
I'd be willing to send our scout W 2 spaces to see what's what, but, imo, we settle where we are now, growing and spamming workers and settlers for the next several ten thousand years.

Finally, we save the space 3 S of where our settler is now for our final city, which can capitalize on 2-3 of the fish (depending on Athens needs). I think this would be our spy city perhaps.

Finally, here's the official ruling on dotmapping, specialization and settling. We do NOT need to have a dotmap done before we settle any city, but we DO need to choose a specialization once we settle ~ fair enough compromise?? if not, stuff it ~ i take enough abuse from fox ;) :)

and finally, finally ~ i will move the scout 12 hours hence if there's no disagreement, then will play 12 hours after that (24 from now). We need ot get this game started.

In true PH fashion, almost 40 posts and no turns :D
 
Wherever you move the scout and whatever it might show, I can't think of anything that would make me wanna change Athens from the current settler location. But that might have to do with my lack of imagination, hehe... :D
So for me you can just go ahead, settle in place and get the first set out!

Ok on the dotmap-settle/specialization compromise.
 
lurker's comment: A is a start to dream of. Put Globe Theatre in there, and :whipped: , :whipped: , :whipped: ...
 
In true PH fashion, almost 40 posts and no turns :D

Let me post the 40th then. :D And still no turns... I guess Pholk will actually start this some day, maybe even soon, so I must request a skip till Wednesday the 15th, being 2nd in roster right now. Moving me somewhere down the roster will do.
 
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