Phaedo's 1st basic skills training game: patience required

I'm happy with the Phaedo save and I'm for war research

so the red dot for our first city? I'm happy with that
 
I guess that makes it Phaedo's save and war research regardless of what our musketeer might vote.

I'll probably play my set either today or tomorrow. Shall we post our turnlogs when we're done or wait for everyone to finish playing first?
 
Finally, some decisions :D. The turnlog could again be posted in spoiler tags, that worked fine on the previous turnset.

As for our first city. I prefer the blue dot, since it has wheat as well (and a BG), but moreover is at the ocean. If we've aquired Alpha we could send our curraghs for some heavy explorations.
 
Spoiler :
Turn 0 - 3500BC
-Change the build to a warrior

Turn 1 - 3450BC
-we meet both the hittites and the dutch. Both are down bronze working and warrior code. Both have alphabet and the hittites have ceremonial burial as well.
-worker finishes road and starts mining the bonus grassland

Make some trades:



Start researching iron working (26 turns) as we have a lot of hills nearby where iron could be.

Turn 2 - 3400BC
-southern scout finds another banana

Turn 3 - 3350BC
-Moscow warrior->warrior
-southern scout spots a stack of 3 hittite warriors

Turn 4 - 3300BC
-zzz

Turn 5 - 3250BC
-zzz

Turn 6 - 3200BC
-Moscow is about to grow so change a citizen to work a BG instead of the wine in order to get an extra shield and finish the warrior one turn earlier

Turn 7 - 3150BC
-Moscow grows to size 3
-Moscow warrior->settler
-worker finishes mining. What to do next? I kind of like the city site next to the mountain better as it can grow faster and has at least 2 BG for shields. Move the worker 2NW to the wine 1N of Moscow.
-the northern scout has finished scouting the northern area. We could use it to bust fog in the north which helps to keep barbarians from a) appearing and b) surprising us with our pants down as we spot them earlier and can organize some defence. Then again, it looks like we're on a fairly big landmass so I send it south instead
-send our second warrior on top of the nearby mountain as we don't need it for military police

Turn 8 - 3100BC
-worker starts irrigating the other wine
-looks like the Dutch got a bad starting area... they are surrounded by desert, plains, mountains and hills. We don't have to be too worried about them in the near future.

Turn 9 - 3050BC
-zzz

Turn 10 - 3000BC
-zzz


Notes:
-iron working in 15
-Moscow grows in 4 and finishes a settler in 5
-the fog busting warrior is close enough to home to come help defend if someone comes knocking on the front door (unlikely)
-no trades can be done as we are even with the Hittites and up ceremonial burial with the Dutch.

The southern view:
 

Attachments

Idea: You said that the Dutch had a bad starting location, right? Well, if you give them access to water, it will be much better for them. So, take those lake sites and they will very likely remain weak for the rest of the game.

Of course, that borders near impossibility, if you wish to expand northward too.
 
Aabraxan said:
Question: Are we talking about switching research, or are we going to finish Alpha, then go war research?

I assumed that we would just continue with Alpha. I certainly hate wasting resources/money/shields or whatever.
 
Spoiler :
Turn 0 (3500 BC):
- Changed production to warrior.

Turn 1 (3450 BC):
- Worker fnishes road (Alpha now in 12) -> mine.
- Our borders expand
- Northern Scout (Sn) SE
- Southern Scout (Ss) stumbles upon a Dutch warrior and an Hittite scout: now we have two trading partners.
I decide to trade our BW and WC for Alpha, CB and 10g from the Hittites, but they still are annoyed. Afterwards I decide to hand over the just aquired CB to the Dutch for their last gold (10 pieces); they will get it from somebody else anyhow. The Dutch don't have BW and WC ATM, so that's good for our warmongering future and future trades (they are now polite).
- The new research will focus on Iron Working (26 turns).

Turn 2 (3400 BC):
- The Dutch and Hittite delegacies move north.
- Ss 2S / Sn SE
- Dutch are now only down WC (Another civ must've traded BW to them, because they had nothing to offer to us or the Hittites).

Turn 3 (3350 BC):
- 3 Hittite Warriors come in sight of Ss (he moves 2SW) / Sn SE
- Moscow -> Warrior (military police) -> Warrior

Turn 4 (3300 BC):
- DW and HS approach our territory.
- Ss SW + S (mountain) / Sn E + SE (desert exploration)
- Ss sees silks and Arab scout (they are down BW + A + WC, I decide not to trade).

Turn 5 (3250 BC):
- Ss W + NW to take a look at Hittite territory. This continent is not as small as it looked at first, and it seems that we have by far the best starting location / Sn 2 SE
- Arabs acquired BW and still have their 10g (why is Bronze Working granted so mysterously to all backward civs?)

Turn 6 (3200 BC):
- Ss N (hill) / Sn SE + S -> Northside is now totally explored.

Turn 7 (3150 BC):
- Moscow grows to size 3 (BG near river is included). Next growth: 7 turns.
- Moscow builds warrior -> Granary (I want a settler factory ASAP = 15 turns).
- Worker moves towards W-Wine to irrigate it.
- Ss SE + S / Sn SW S (near Moscow)

* IW in 18. 55 gold (-1 pt)

Turn 8 (3100 BC):
- Worker starts irrigation
- Ss 2S / Sn 2 SE

Turn 9 (3050 BC):
- Ss S + E (away from desert, explore some more furtile lands).
- Sn (annoying DW is in the way, now S on hill)

T10 (3000 BC):
- Ss 2E (lake) / Sn S + SE (hill)

* 52 gold (-1), IW in 15.
* Arabia is down A + WC and the Dutch are down WC.
* Growth Moscow in 4. Granary in 12. // 4 shields, 3 stored food, 8 gold per turn.

Explorations.JPG
 

Attachments

That was my assumption, too. (That we'd be switching after learning Alphabet).

Anyway, here are turns 11 through 20:

Spoiler :
Phaedo's SG: Turns 11-20

Pre-flight assessment:
End of turn 10
Moscow size 2, grows in 7
Scout in 3
Alpha in 19
Treasury 35, +0 gpt
1 Worker
2 Scouts

3500 BC (Pre-flight) action:
Switch build in Moscow to warrior, build in 3
Tinker with preferences

IBT: zzz

Turn 11 -- 3450 BC:
Moscow culture borders expand.
Hittites and Dutch appear. Make some trades.
Dutch: Will give 10 gold for BW, or Alpha and 10 Gold for Warrior Code.
Hittites: Will give 10 gold for BW, or Alpha and 10 gold for Warrior Code. Hittites also have Ceremonial Burial, but they want Warrior Code and Bronze Working for it. I decide to trade WC to the Dutch for Alpha and 10 gold, hoping that the Hittites will then have some incentive to throw in CB.
The Dutch take the deal, and the Hittites trade me CB +3 gold for BW and WC.
Switch research to IW in 26.
Worker finishes road and begins mine.
Scout in the South 1 SW.
Scout in the North 1 SE.
Moscow grows in 6, Warrior in 2.

IBT: zzz

Turn 12 -- 3400 BC:
Scout in the South renamed Scout 001; Scout in the North renamed Scout 002.
Scout 001 goes 2 S, spots a small lake due S of Moscow.
Scout 002 goes another 1 SE.
CA2 says I can sell CB to the Dutch, but they have no gold and won't accept even a 1 gpt deal. Sorry, no gifts today.

IBT: Moscow produces a warrior. Set for another warrior.

Turn 13 -- 3350 BC:
Moscow grows in 4, warrior in 5.
Rename Warrior to Warrior 001.
Go do some close-range exploring with Warrior 001. Send him East.
Scout 002 SE 1 onto hill.
Examine the 3 Hittite Warriors to the South. They're all regulars. They're headed west, so Scout 001 moves 1 SE to try to avoid them. He spies a cow far to the south (& a little West) of Moscow. One step E onto the hill reveals desert, forest, and a couple of BGs, but nothing spectacular.
I check Moscow. I could shave one turn off of the warrior by moving a citizen to work the forest, but that slows growth from 4 to 6, so I decide to leave things.


IBT: zzz

Turn 14 -- 3300 BC:
A Dutch warrior steps onto a hill not far from Moscow. Warror 001, who's sitting on the worker E of Moscow, waits for now.
Scout 002 moves 2 E. That pretty much clears up any confusion about the desert.
Scout 001 moves 1 E to the edge of the desert and forest, then 1 SE.
Warrior 001 decides that protecting Moscow really is his first priority and steps back into town.
A quick check of diplomacy screens:
(1) The Hittites have 7 gold and no techs to offer. We have 43 gold and no techs to offer.
(2) The Dutch have 0 gold and no techs to offer. We have 43 gold and could offer Ceremonial Burial.

IBT: zzz

Turn 15 -- 3250 BC:
Dutch warrior moves closer, Hittite Scout appears.
Scout 002 moves 1 S, 1 SE, clearing a little fog along the coast.
Scout 001 moves 1 E, spies some grapes and what may be Dutch borders. 1 more step E, but I still can't see whose ground he's near.
Fortify Warrior 001.
Moscow (2), grows in 2.
Warrior in 3
IW in 22

IBT: zzz

Turn 16 -- 3200 BC:
Dutch warrior and Hittite scout dance around a little more, but move no closer to Moscow.
Scout 002 moves 2 SE, clearing the fog behind the hills NE of Moscow.
Scout 001 moves 2 SE. He's located Amsterdam, and it's got a warrior inside.


IBT: A Hittite Scout disappears into the fog SW of Moscow.

Turn 17 -- 3150 BC:
William is cautious, and asks me to remove Scocut 001 from his lands. I apologize and comply. While I've got him on the line, I check to see what he's got for trade. Answer: nothing.
Moscow completes a warrior, hereinafter "Warrior 002." I've got 1 happy and 2 contented citizens. Growth in 7, I can complete a Setter in 8.
Settler it is.
Mine complete, move worker NE to grapes due N of Moscow.
Warrior 002 moves SW to find out where that Hittie was headed.
A Dutch settler departs Amsterdam right past scout 001. Scout 001 stares longingly, wishing he could clobber the Dutch settler. He moves 2 S towards the mountains to see what he can see, which turns out to be plains to the south.
The Dutch have two mined, roaded tiles (BGs, I think), and two workers. It looks like those two are currently mining a third BG, which is already roaded.
My treasury is at 48, with -1 gpt. I've got IW in 18 and nothing to buy from other civs, so I decide to run deficit for a while.

IBT: Hittite scout emerges from the fog W of Moscow. He's headed north. A Dutch warrior hops on the hill SE of Moscow. The Dutch settler down by Amsterdam heads north.

Turn 18 -- 3100 BC:
Warrior 002 another 1 SW, though I doubt there are any GHs left in the fog there.
CA2 tells me that if the Hittites popped a GH, they didn't get any smarter.
Worker begins irrigating grapes N of Moscow.
Scout 002 moves 1 S (hilltop, so only one move).
Scout 001 moves 1 S, but he comes down off a hill, so he doesn't see any further. He then moves 1 E and up on a hill. He sees lots of coastline and one mountain, but nothing else.

IBT: Hittite scout disappers into the fog towards the ivory. Dutch workers finish their mine and head towards a tile closer to the coast.

Turn 19 -- 3050 BC:
Warrior 002 another 1 SW.
Scout 002 goes 1 SE, 1 S. He's right next to the Dutch warrior, but relations haven't been tense.
Scout 001 goes 1 S, then 1 SW to get up on the mountain on the coast south of Amsterdam.
A check on the diplomatic front. Neither the Dutch nor the Hittites have any more money than they have had for a while (0 and 7, respectively). The Dutch still lack ceremonial burial, but still don't have any gold or techs to trade.

IBT: zzz

Turn 20 -- 3000 BC:
Scout 002 goes 2 S, revealing most of the rest of the eastern coast.
Warrior 002 goes 1 SE. He's gotten to the end of this peninsula.
Scout 001 1 W, 1 SW. More desert and coast. Yippee.

Summary:
2 Scouts
2 Warriors
1 Worker

Moscow (3), grows in 4
Settler in 5
Iron Working in 15
Treasury: 45 (-1 gpt)

Who we know:
Dutch
Hittites

What we know:
Alphabet
Bronze Working
Pottery
Warrior Code
Ceremonial Burial
 
Spoiler :
3500 BC
Have a little look around and refamilarize myself with things. Switch Moscow to a warrior, and hit return.

IBT An orange warrior (Dutch) and aqua-coloured scout appear. Moscow expands

3450 BC Turn 1
Northern scout moves S to the forest
Worker finishes road and starts mine
Rename Southern scout to Scout 1 (should have named the other one but will
do it next turn)
The little blue guy turns out to be Hittite. We are up BW and WC on both of them. Hitties are up CB and Alph on us where the Dutch are just up Alph.
Decide not to trade. The most I could get would be even trades. We will get
Alph in 12 and we won't have a city to build boats before that so I don't see
the necessity to trade yet.
Move S1 SW

IBT Dutch offer Alph for WC and 12 Gold
Warrior moves N and Hittite moves SW

3400 BC Turn 2
Move S1 S then SE. Looks like there is a little peninsula or choke point to the West of S1 but I'm not going to persue it.
Rename Northern Scout to Scout 2 and move S then E to the hill

IBT Hittite scout moves NW

3350 BC Turn 3
Moscow builds warrior. Fortify him and start on a settler. Growth in 4, the settler will be built in under 15 and should be at size 4 by then (fingers crossed)
S2 moves E E. Not much up to the north really.
S1 moves SE twice to the hill. See some lakes, forest and desert but no borders yet.

IBT Dutch warrior moves to the hill S of the tobacco

3300 BC Turn 4
S2 moves S to the hill and there are some nice BGs there. I like the spot btw
hill and the mount for the next city
S1 moves SE to the hill

IBT Dutch warrior is moving on the hills towards our capital. Hmmm Can't get
another warrior for another 3 turns. If he attacks, I can't do better than the warrior I have unless I use the whip. Probably should, but I'm not going to.

3250 BC Turn 5
S2 moves SE twice to the next hill. See some nice land. BGs and hills could be great producers later.
S1 moves S to another hill and see a Celt. This is getting crowded. They are
up CB

IBT Dutch don't cross our borders and the Hittite scout moves to the hill he was on. The Celt moves NE

3200 BC Turn 6
S1 moves SE twice and see the Dutch borders. It's a pretty big lake
S2 moves S onto our worker

IBT The Dutch seems to be scouting our borders to the East and the Hittite is going around to the West

3150 BC Turn 7
Worker finishes mine and he goes SE to the BG. Our 3rd citizen has been working that square since the growth. Can't get up to size 4 before the settler but it will only be 2 turns at size 1.
S2 moves SE 2X to the hill.
S1 moves SW, S to the hill

IBT Dutch keep moving East and Hittites keep the westward circle of our land

3100 BC Turn 8
Worker starts mine
S2 moves S to the hill
S1 moves E 2X to the mountain to get a look at the Dutch. Looks like they are
coastal (to be expected as they are seafaring)

IBT Dutch move N and the Hittite runs NW out of view. Seems the Dutch have 2 workers who move N out of S1's view

3050 BC Turn 9
S2 SW->S to the hill
S1 E to the Mount and sees Amsterdam size 1

IBT Dutch move NW

3000 BC Turn 10
S2 -> S to the hill
S1 -> S -> S

Phaedo3000zoomout.jpg


Phaedo3000Home.jpg


Phaedo3000Dutch.jpg


Well, there it is. Not much really happened. We are 2 turns from a settler and
Alph. That Scout getting stuck up north was a pain. Building an archer before the settler may have been a good idea but we'll see I guess.

Edit: After looking at the other turns, it seems that not trading wasn't the best option. Oh well, we live and learn:)
 
I'm going to pm D'art. Let's give him 24h from now to commit and if not, we go on. Fair?
 
Well, patience is a virtue and all that but 'tomorrow' was almost two days ago.

Phaedo's suggestion sounds fair to me.
 
I pmed him last night. we'll see what happens. From here on, we have to vote for a save and then Sal's up :)
 
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