Pred 02

predesad

Emperor
Joined
Oct 14, 2003
Messages
1,615
Location
Vol country
Okay, Pred 01 (actually called Pere for Predesad's Emporer Random Everything, but I feel inclined to change the name) was a good challenge, playing as Carthage on a Pangea map, with us starting on an isalnd with no luxuries and modest resources. We took out 2 civs on nearby islands & led our civilization to a space race victory.

I am now ready for Pred 02, this will also be an emporer game with everything random, the only exception being that it won't be Carthage again, I will restart if they are drawn.

One addition to this game, our reputation is golden and all players should take great care to guard our rep at all times.

All players at or below emporer level welcome to join.

Roster Full

players:
1) Predesad
2) Mach
3) Eldar
4) Mathias
5) Dbear
 
Sign me up!

I am quite capable playing at Monarch, but I micromanage so much that I have trouble with more than a few cities, then I don't really enjoy the game. I'd like to go last in the roster, if you don't mind.
 
I'm up for another go.
 
Well this game filled up rather quickly.

Eldar - of course you are welcome, my impression is you are an SG veteran, seems your name has been in a lot of SG threads I have read.

DBear - glad to have you back, let's hope for a better start this time

Mathias - to keep in the spirit of a random game I randomize the turn order, but since you asked to go last I will gladly comply.

Mach - may not be available right away so it might just be the four of us to start off or he may just skip a few times, we'll see how it goes, even if he can't play his input will be valuable

Again I want to go with the 24 got it, 72 hour to play, but prolly a little stricter that Pred 01, I'm not going to be real strict, but the last game nearly died.

Also, I want to dump the 10 turn thing in favor of about 5 - 15 turns, when a good stopping point is found. There are several times when an extra turn or two to finish something comes in handy. Instead of having to stop and tell the next player what needs to be done in the next couple turns just finish those things yourself. I want to be relaxed about it, but I dont want someone taking 25 turns at a time either.

1st player if we are not expansionist can go ahead and take at least 20 turns, then from there we can do the "good stopping point" thing, about 5 - 15 turns.

I can't really think of anything else off hand, I have to take a couple PBEM turns then I will get this started, prolly just be a couple hours at the most.
 
Hi all! Wow, I think I've played with everyone here. I'm around and available, don't worry about skipping me. I've been trying to cut down, but it's no big deal. I don't think my gf is going to pull the plug just yet.

Tonight, though, I'm out; I've had a few. :beer: And I'm up in two SGs tomorrow, so don't put me first in the roster. <Staggers oof, looking for the Chasers in the medicine cabinet> :)
 
Okay, we might have another challenging game on our hands, we drew another seafaring civ - Portugal, with, IMO, one of the worst UU in the game. Game settings from seed beast:

Civ: Portugal - Seafaring, Expansionist; Carrack
Opponents:

Vikings: Seafaring, Militaristic; Berserkers
Germans: Militaristic, Scientific; Panzers
Celts: Agricultural, Religious; Gallic Swords
America: Expansionist, Industrious; F-10
Spain: Seafaring, Religious; Conquistadors
Mongols: Militaristic, Expansionist; Keshiks
Byzantine: Seafaring, Scientific; Dromons

World:
Standard size Pangaea 80% H2O, Arid, Cool, 3 billion, restless barbs
 
Almost forgot the pic and the lineup. I decided to not randomize the order and just picked myself.

1) DBear - hope you don't mind starting us off
2) Eldar
3) Predesad
4) Mach
5) Mathias

Dbear - since we are expansionist, you can just stick with the standard # of turns, but if you want to go ahead and do about 20 to kick us off that's okay also. I'll also give a little leeway to starting if you want to wait and get some input from the other players for opening moves, or you can take off, whatever.

As far as my input, we are standing on BG, so I think we should move, but stay next to coast and river, which leaves only the forest as a choice (we'd still get the other BG with border expansion) I also think, since we are on a Pangea, we should build 2 scouts as our first builds, or maybe a scout then a curragh, but I would build scout first, I love popping huts.
 

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If possible, move me down the roster - I'm away this w/e and out of contact.

I've seen worse starts. And at least only one of our traits is wasted on this map :( Scout off W then S, see if there's a food bonus by the river we can move to? Otherwise settle SE.
 
If our scout doesn't find an obviously better choice, we should build on the spot. We will get the second shield from the center tile once we are size 7. I'd rather not build on the forest - that's 10 shields toward a granary.

Our seafaring trait isn't necessarily wasted. With 80% water, I've seen plenty of Pangaea with 2 or even 3 landmasses.
 
I agree with Mathias; found on the spot is our first option. That forest seems to be on a corner of land, so founding on it grabs too much ocean for my taste in a capital, especially since we're heading to the MA. True that the forest could be 10s to a granary, but it also could be our only "2s on growth" tile, so maybe we don't want to chop it, we'll have to see... Could somebody maybe move the scout and post a screenshot? Methinks scout south is the thing, although I'm not sure of that...

Good call btw, Mathias, I wouldn't have even considered settling on the spot; it took your saying it to make me think. :)
 
Downloaded the save, should be done tonight.
 
Mach said:
it also could be our only "2s on growth" tile, so maybe we don't want to chop it
Mined Plains = Forest.
 
Mach said:
it also could be our only (post edit) free "2s on growth" tile, so maybe we don't want to chop it
True, a mined plains is just as good. Them's worker moves though, so we should be careful. Maybe we want to chop, maybe we don't...
 
good point about the forest, i say move the scout south, prolly found on forest, worker to sugar & then mine if we found on the spot (gives a nice 2,2,2 tile)

research prolly rep slingshot

i would move scout south then post a pic, but there is no guarantee that is what Dbear wants to do first

per request I have changed the turn order:

1) DBear - UP
2) Predesad - on deck
3) Eldar
4) Mach
5) Mathias
 
If we build on the forest, our capital will have 3 sea and 6 or 7 coast. Do we want that much water in our capital? If there is a food bonus nearby, I think 2 tiles SW may be the best location. Either that, or 1 tile SW of the sugar. I would move the scout S then W or S then SW to see most of the terrain near the river.
 
I'm down with that; I'd rather move the settler twice then settle on that forest, for the exact reason you lay out there, Mathias. But we must keep our capital on the coast and next to the river.

So Option #1, if the scout doesn't find anything interesting, settle on the spot. Then option #2, if he does find food and we need to move to claim it, then go for it, avoiding the forest because we might need it for shields. Move twice if need be. Option #3, if we absolutely have to (to grab food, coast and river all at once), then settle on the forest.

And now, an aspirin. :crazyeye:
 
I would put a higher priority on staying next to coast & river than on not founding on forest. as long as we have close to 12 land tiles in our capitol it wont matter how many water tiles are there. prolly better to found on spot than on forest, but not good to move off coast or river. Everything is just going to depend on what the scout sees.
 
Someone plz move the scout and see if if there's a food bonus we could pick up by moving away from the coast.
 
eldar said:
Someone plz move the scout and see if if there's a food bonus we could pick up by moving away from the coast.

cant do it without dbear saying which direction the scout will be moved during the turnset, otherwise its like reloading
 
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