Puppeteer
Emperor
Conquests Open Emperor SG
I'm not ready to commit to more SGs, but to see if there's interest I'm going to start one or more open SGs. They may live or die on their own.
For PPT2 I think I'll leave less options random.
World Size: Standard
Barbarians: Restless
Land Mass: Continents
Water Coverage: Middle choice
Climate: Random
Temperature: Random
Age: Random
Civ: Dutch (Seafaring, Agricultural)
Opponents: 7 picked by me; some new, some pre-Conquests.
Rules: Culturally Linked Start disabled, others standard
AI Aggression: Normal
Difficulty: Emperor
Start of game: PPT2_4000BC.SAV (Use the most recent save to play in the SG; this save is provided for those who want to prove to themselves they're way better than me)
Not great, not bad. I'll move the worker NE first, but I'll probably settle here.
Turn 0: 4000 BC: Worker NE. Found Amsterdam. Set up red light district...oops, wrong forum and wrong game . Our borders show that in addition to the fish we have a game bonus in a forrest-on-grass to the SW. Amsterdam set to warrior. Set research to writing, sci to 100%.
1: worker mine.
2: Zzzzz.
3: Zzzzz.
4: Zzzzz.
IT : Amsterdam warrior-warrior.
5: Notice that I'm only 5 turns into Writing. Science to 1gpt for min science and still 45 turns to Writing. Warrior starts scouting to East.
7: Worker completes mine, starts road.
9: Amsterdam warrior-curragh. 2nd warrior starts West. There are 2 barbs on hill/mountain near East warrior; where did they come from?
IT: Somebody unseen attacked the warrior on the hill and lost. Borders expand. Amsterdam grows.
10: Governor put the new citizen on clown duty. I gotta figure out how to stop him doing that; didn't have that problem before Conquests. Put citizen to work, up lux to 10%. Worker finishes road, moves to other BG.
11: Worker starts mine.
12: scouting...
IT: Amsterdam curragh-warrior. (Would start settler or granary, but barbs are close.)
13: Ahh, a 3-move curragh. Nice. Starts off to the NE.
14: Curragh spots incense to the east.
IT: Amsterdam warrior-settler.
15: Scouting...
16: Curragh spots 2 Byzantine warriors. Daaaaaaaaa**, Thedora is cute, but possibly underaged; then again my leaderhead looks underage, too. She's up Bronze Working, Masonry and Warrior Code. We're up Pottery. Can't deal.
17: Worker finishes mine, starts road.
18: Scouting.
19: West warrior pops hut: barbs (3 warriors). Play with science slider, put it to 10% to stay at 1 beaker/min science.
IT: 1 barb attacks and loses taking 1hp, 2 barbs fortify: one on hill, one on tundra.
20: Fortify W warrior in forrest to heal & defend. Worker finishes road.
I want to keep playing, but maybe that means somebody else will want to play this SG, too, so I'll stop and hand over the puppet strings. Here's another enticement: after snapping the 3000BC screenshot I went to F4 to verify our tech position with Theodora, and to my surprise Hannibal's face is there, too. I don't see where I contacted him, but that's very recent.
Units to be aware of: There are two barbs by our West warrior. There were two barbs fortified on the mountain and hill that the river comes from, by the 2 plains squares. I built the 3rd warrior to guard against them but sent the warrior to bust some fog to the southeast to know where to put the settler. Now that I see Hannibal I think I might know where I gained contact with him: on that spit of land that is south of our curragh there were two military units apparently scouting. At the time I assumed they were Thedora's but might have been brown instead of maroon, so Carthage may have some scouting military heading our way soon.
Byzantines are to the far right, just north of our east warrior. I expect it was a Byzantine unit that produced the first barbs I saw and died to them.
I haven't spoken to Hannibal yet; I'll leave that to the next player. No tech deals have been made yet.
The worker and the warrior near home have their moves still available for this turn.
PPT2_3000BC.SAV
I'm not ready to commit to more SGs, but to see if there's interest I'm going to start one or more open SGs. They may live or die on their own.
For PPT2 I think I'll leave less options random.
World Size: Standard
Barbarians: Restless
Land Mass: Continents
Water Coverage: Middle choice
Climate: Random
Temperature: Random
Age: Random
Civ: Dutch (Seafaring, Agricultural)
Opponents: 7 picked by me; some new, some pre-Conquests.
Rules: Culturally Linked Start disabled, others standard
AI Aggression: Normal
Difficulty: Emperor
Start of game: PPT2_4000BC.SAV (Use the most recent save to play in the SG; this save is provided for those who want to prove to themselves they're way better than me)
Not great, not bad. I'll move the worker NE first, but I'll probably settle here.
Turn 0: 4000 BC: Worker NE. Found Amsterdam. Set up red light district...oops, wrong forum and wrong game . Our borders show that in addition to the fish we have a game bonus in a forrest-on-grass to the SW. Amsterdam set to warrior. Set research to writing, sci to 100%.
1: worker mine.
2: Zzzzz.
3: Zzzzz.
4: Zzzzz.
IT : Amsterdam warrior-warrior.
5: Notice that I'm only 5 turns into Writing. Science to 1gpt for min science and still 45 turns to Writing. Warrior starts scouting to East.
7: Worker completes mine, starts road.
9: Amsterdam warrior-curragh. 2nd warrior starts West. There are 2 barbs on hill/mountain near East warrior; where did they come from?
IT: Somebody unseen attacked the warrior on the hill and lost. Borders expand. Amsterdam grows.
10: Governor put the new citizen on clown duty. I gotta figure out how to stop him doing that; didn't have that problem before Conquests. Put citizen to work, up lux to 10%. Worker finishes road, moves to other BG.
11: Worker starts mine.
12: scouting...
IT: Amsterdam curragh-warrior. (Would start settler or granary, but barbs are close.)
13: Ahh, a 3-move curragh. Nice. Starts off to the NE.
14: Curragh spots incense to the east.
IT: Amsterdam warrior-settler.
15: Scouting...
16: Curragh spots 2 Byzantine warriors. Daaaaaaaaa**, Thedora is cute, but possibly underaged; then again my leaderhead looks underage, too. She's up Bronze Working, Masonry and Warrior Code. We're up Pottery. Can't deal.
17: Worker finishes mine, starts road.
18: Scouting.
19: West warrior pops hut: barbs (3 warriors). Play with science slider, put it to 10% to stay at 1 beaker/min science.
IT: 1 barb attacks and loses taking 1hp, 2 barbs fortify: one on hill, one on tundra.
20: Fortify W warrior in forrest to heal & defend. Worker finishes road.
I want to keep playing, but maybe that means somebody else will want to play this SG, too, so I'll stop and hand over the puppet strings. Here's another enticement: after snapping the 3000BC screenshot I went to F4 to verify our tech position with Theodora, and to my surprise Hannibal's face is there, too. I don't see where I contacted him, but that's very recent.
Units to be aware of: There are two barbs by our West warrior. There were two barbs fortified on the mountain and hill that the river comes from, by the 2 plains squares. I built the 3rd warrior to guard against them but sent the warrior to bust some fog to the southeast to know where to put the settler. Now that I see Hannibal I think I might know where I gained contact with him: on that spit of land that is south of our curragh there were two military units apparently scouting. At the time I assumed they were Thedora's but might have been brown instead of maroon, so Carthage may have some scouting military heading our way soon.
Byzantines are to the far right, just north of our east warrior. I expect it was a Byzantine unit that produced the first barbs I saw and died to them.
I haven't spoken to Hannibal yet; I'll leave that to the next player. No tech deals have been made yet.
The worker and the warrior near home have their moves still available for this turn.
PPT2_3000BC.SAV