Pirates!

I think Sailing must be our first tech. We can pick up Mining next or even later. Its no good to us by itself without a worker except as a stepping stone to Masonry (and TGL). Meanwhile, we could be building fishing boats. Max out our city size early with all of the food available and build a worker on the quick later, and maybe even a settler or two before that. With Fishing and Financial, we can grow pretty quickly with all of those sea resources without harming our economy too much...

I would like to see that scout go north a space to reveal that last tile before committing to building on the corn. Assuming we find nothing there, then I totally agree with settling on the corn.

There's no need to chop those non-hill trees for a good long time, if ever. The long term shields we gain would seem to outweigh any short term benefit.

We could of course leave them one-chopped and ready to fall at a moments notice.

Cheers.
 
I would consider settling 1NW. If we settle on the corn but it turns out that the northernmost clams is the only food special for the northern tip of our island and the fish is the only one for the eastern island, then the capital will have only 3 excess food leftover if all the mines are worked. Settling 1NW will give us 7 excess food working all mines and doesn't overlap those two food specials with other cities. It looks like we might have to go for the Pyramids if we're short on luxuries and if we're running Representation anyway, it would be a good idea to have some flexibility to run extra specialists while keeping up decent production too. All that said, I would put off the decision on where to settle until the scout finds out if there's other food to feed the northern city site. If the capital gets to permanently work the northern clam, then settling on the corn would be the better choice, regardless of whether another city works the fish.
 
Yarrrrrr! I be in agreement with me shipmates ^^^
We need to know the full lay of the northern coast before we set up port. :viking:
 
Not much to add, except that we probably should go for the great lighthouse, so sailing is a priority.
 
The scout moves N and discovers ivory on the plain tile. Now this is a tough decision. We have 3 hills and an plain ivory, which is quite equal to a grass hill. We can't get all the 4 tiles, so there are several options; actually every tile except the starting hill and the ivory is quite equal in production.

I found that the following two spots would be the best:
Civ4ScreenShot0000.jpg


There are a lot of pros and cons for both sites, and after long thinking I decided to settle on the corn.

I played a BIT more than 20 turns, but the turns were mainly pressing enter.

We built work boat - work boat - warior - tireme and researched sailing - mining - BW. Our capitol has grown to size 5, the curent happy cap.


I think we should get a worker next and mine those hills for some more production and to get the ivory for +1:). Tech-wise there aren't much techs that we really need ATM, so masonary for the TGL/mids should be ok.

It's also interessting that hidu was founded much later than budhism, so maybe the same civ got them both.


The situation at the end of the turnset:
Civ4ScreenShot0002-1.jpg





Roster:
-Morganknight (UP)
-Madtown (on deck)
-Melior Traiano (on deck for the deck)
-yena (on deck for ... whatever)
-qwertz (just played)
 

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Got it and should play this aftgernoon, but maybe later tonight.
 
Perhaps we should send a workboat out to start scouting now instead of waiting for sailing?
 
We already have sailing and a trireme ready to go, so let's have a look at those islands.
 
Yarrr, I don't read so well since I lost one of me eyes whilst fighting a sea monster in the far-east seas. <lifts patch to show Yena the gaping socket>
 
45> the Galley finishes and I begin a worker. We discover Bronze and I revolt to Slavery and start researching Masonry. Our Scout hops aboard our Galley and begins a merry voyage of discovery.

51> We get a message that claims we are 6th place in culture. I don't think they understand pirate culture...

54> We finish the worker which starts mining our southern hill. I start a queue of two workboats at 4 turns each to harvest the other clams and allow us to get the most bang for our buck when we start building settlers and to regrow quickly once we start whipping things.

58> We finish research on Masonry and shift to the wheel so we can hook up the Ivory. Our Scout finds a hut which pops 32 gold for us. It is near a source of Copper or Deer, but a wee bit south of us...

65> As my set finishes, our Galley is 6 turns away from picking up our first settler which will be built in like 9 turns and our worker is busy mining the hills north of us.

I am thinking that once we get the settler done and on its way that we might start Trading Post>TGL? or we may want to pump out more settlers...I fear that we will lose TGL on this map if we don't start it soon...

Civ4ScreenShot0105.jpg
 

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I think we should get our 2nd city up somewhere in a seafood-rich region and make it pump out more settlers while the capital builds TGL.
 
Got it.

I think we should start on trading post->TGL right after the settler. Probably will play this afternoon/evening.
 
Agreed that a settler pump city should go up next. Maybe also slot in a work boat for said city to give it a headstart? We could whip the settler just as the galley reaches the home island and put the overflow into a work boat. Doesn't sound like anyone's built SH or GW yet and going wonderhappy, so I'm guessing we can still get GLH even with a work boat slotted in.
 
A screenshot of our current explored world has been added to my previous post.
 
I've played 8 turns. Wheel finished and I chose pottery on the way to writing for scientists. I decided not to whip the settler because, frankly, we hadn't scouted enough territory yet. The settler is on our galley outside Nidaros awaiting instructions. But, instructions to where?

piratesearlydotmap.jpg


I think we either head for blue dot or yellow dot, hoping that there's another food resource hidden in the fog beyond. These aren't exact settling spots, just used for easier reference.

I'll play the rest of my turns when we decide.
 
I think the yellow dot looks the best ATM. I'd move the dot SW however (if there's nothing interessting to the east).
I am also thinking about a city on the small island just E from our "mainland". Our capitol wan't need much food while building TGL, so the cit could borrow the seafood from the capitol and build settlers. On the other hand the the city will become quite useless in the long run, so I'm not sure if it's worth it.
 
I like your idea for the small island east of us as a Settler factory. With the three food sources already improved nearby, it could grow very quickly and with the addition of a trading post for the bonus food, serve no other purpose but spawning settlers...
 
I like the east island settler/worker training camp idea too. Capital can steal back all the food when it needs to max growth and give some of it up when it's waiting out whip anger. The city will be crappy in the long run, but it'll at least pay for itself once it works enough coastal tiles.

Some variation of yellow dot is a good choice too.
 
OK, I had a whole pirate themed report written out, but I got a game freeze on turn 82 because I tried to open the log (:gripe: BUG mod I assume). Sadly, I lost the report because I had to restart my comp in order to get out of the frozen game. Reloaded an autosave from turn 80.

The short version:

I settled Upsalla on the island dersert hill east of Nidaros and set it to grow while building a trading post. Once it hits size 3 we should change to a settler.

Upsalla.jpg


We also met a workboat from this rotten scallywag:

meettoku.jpg


Tokuworkboat.jpg


Nidaros is on high hammers for TGL build (20 turns left?). The worker is building a road up to the phants.

Here's a shot of the recently explored territory in the northeast.

NEexplore.jpg



Rooster:
-qwertz
-Morganknight
-Madtown <--- on shore leave while the ship is fumigated for BUGs
-Melior Traiano <--- is up for 20 turns of rum-running
-yena <--- fiendishly plotting mutiny
 

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I got it & will probably have the report up later tonight.

BTW, the latest version of BUG is supposed to have fixed the log crash issue, whoever's using it (too).
 
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