Prince Build/Wonderaholic cure New SG'ers welcome

Idle. As you have kicked off feel free to take the first 20 if you want or if you want to wait I will still take the turns tomorrow.

Obviously we have to stick with moving the Warrior now but we were going to do that anyway.

With a crab + cows and GPP being a speciality I think we should move the Setttler NW and aim for a GPP Factory. But you are of course correct and this 100% guarantees us copper / gold / just outside our FC.

So now we have

1. Move NW + Settle
2. Build Warrior (s)
3. Research Poly - Mining - Bronze working + pause to think
4. Aim to Build worker to coincide with Bronze Working. This should be about 2.5 warriors worth.

Agreed??
 
Hopefully copper will appear relatively nearby, and since the barbs will be pouring in in the near future...archery is going to be a priority but lets see how things turn.
 
well with that said

ancient: stonehenge, the parthenon, the great light house, pyramids, oracle

classical: colossus, hanging gardens, great library, chicken itza

medieval: hagia sophia, angkor wat, notre dame, sistine chapel, spiral minaret, versailles


reniassance: hermitage, taj mahal, statue of liberty

industrialism: pentagon, kremlin, mount rushmore, broadway, manhattan project,

modern: eiffel tower, rock n' roll, three gorges dam, hollywood, UN, internet, space elevator

This does not include the national wonders...are we free to build these?
 
Yes, National Wonders and Shrines don't count against the one per age limit.

Ralph
 
Ralph:

Naah, just play. I just started the save to see if it worked ok. Had some problems with GOTM. Plus, my brother's rock band is playing in town tonight, so I'll be busy. :cool:

The plan looks good.

Now, let's show the world what Arabia is worth! :king:

Thanks, GreyFox!
 
Well 20 turns played and being written up. A few tasters before the write up this evening (Sorry can't resist)

1. We are not alone (Would have been :mad: with an alone on an Island start as we like a bit of early :ar15: )

2. Another intersting GP farm / cottage farm location available but we are not going to be production rich for a while.

Write up should be posted in about 7 hours when I am home from work.

Ralph
 
For what it's worth, I've read in about a million of Sirian's Realms Beyond SG's that settling in place for the first settler is the best option "99% of the time" according to Sirian himself. Remember that there are resources you can't see yet, but that the map script knows about. The very first position of your settler has been picked by the script to be good. Sirian himself has developed the map scripts, so I'd trust him :)
 
Well move Warrior NW as agreed and spot the clams discussed earler (Hut gives some gold). Having moved Settler NW 1 square onto the coast Mecca is founded.

Set build to Warrior and Research to Polytheism to snag Hinduism.

Civ4ScreenShot0000.jpg


Explore / make contact with neighbours
Scout around enough to be ready for Barb Watch duty next time and to hopefully see some copper when Bronze working comes in.


Gradual Exploration and in 3800BC pop another hut for Gold.

3520BC Buddhism FIDL, definitely glad we went for hinduism as with moving our settler we would probably have missed out on this)
In circling around the capital there is potential for a production Powerhouse when Iron Working comes in. Fresh Water + food special + 5 hills to mine (and if one contained Iron / Copper....)


Prod_City.jpg


3400BC Meet the neighbours and it is Hatty. Not a particularly aggressive AI and she isn't the one who founded Buddhism so guess we spread Hinduism to her, make her our friend, trade a few techs then take her out !!

3360BC This is just crying out to be our GPP farm even more than our capital. 3 food specials and some cottages once the Jungle is removed and away we go!! The previous two sites will push Iron Working up the priority list as when we clear the Jungle away we have two nice city locations begging to be settled. So far nothing to complain about in terms of the Start Location - The neighbour is even quite cute!!

GPP_Farm.jpg


3320 Hindusim is bagged. Switch over to Mining to go Mining -> Bronze working.

3300BC On last turn uncover stone albeit in a craptastic location for a city. Unless we pick a stone based wonder for our one Ancient Age wonder I would have this low on the settlement priority list

PoorStoneLocation.jpg


So on to the dot map!!

Dotmap.jpg


Now Reddot has the potential to be our Production powerhouse once Iron working comes in
Pink Dot will be a GPP farm ann as such the overlap with red dot not that much of an issue as it won't be working that many tiles.Liberal use of the whip here to build the limited infrastructure we want (Granary, Library, Lighthouse and Temple)
This would suggest the capital chops its forest for settlers / infrastructure and then concentrates on Cottages for Commerce.
Yellow dot is a fill in picking up the otherwise lost Rice + Wine resource.

So over to...

Thoughts for next round
1. Can't make any big decisions (next city , next research goals) until we discover where Copper is!
2. Need to keep exploring south to find Hatty + other neighbours.
3. Following the completion of the Warrior Build guess we go Worker - > Settler. Until Bronze working comes in the worker can road to Red and Pink Dot locations as we will end up with cities at or near there soon.

View attachment 122299

Lobsterboy Up Next
Idle On Deck

I would suggest we let lobsterboy play all the way to Bronze Working (unless we decide to change research paths) as there won't be many real decisions to discuss until then.

So what do we all think
 
Dot map looks good. It would be nice if yellow dot didn't overlap so much with Mecca, but in the end, it's probably better than moving it SE. (Minimizing overlap is one of those tendencies I have that I really must overcome!) It's too bad that we're surrounded by so much jungle, but what can you do?

Picked up the save, and will play until BW comes in.
 
Played 30 turns. Had a few encounters with bears and panthers, but all warriors survived (barely in some cases). Here are the highlights:

Turn 20 (3200 BC)
Research begun: Mining

Turn 20 (3200 BC)
Research begun: Mining

Turn 21 (3160 BC)

Turn 22 (3120 BC)
Mecca finishes: Warrior

Turn 23 (3080 BC)
Mecca begins: Warrior
Mecca grows: 3

Turn 24 (3040 BC)
Mecca begins: Worker

Turn 25 (3000 BC)
Warrior defeats (1.74/2): Barbarian Panther

Turn 26 (2960 BC)
Tech learned: Mining

Turn 27 (2920 BC)
Research begun: Bronze Working

Turn 28 (2880 BC)

Turn 29 (2840 BC)

Turn 30 (2800 BC)

Turn 31 (2760 BC)
Warrior defeats (0.86/2): Barbarian Bear

Turn 32 (2720 BC)

Turn 33 (2680 BC)
Mecca's borders expand

Turn 34 (2640 BC)
Warrior defeats (1.32/2): Barbarian Panther

Turn 35 (2600 BC)

Turn 36 (2560 BC)
Mecca finishes: Worker

Turn 37 (2520 BC)

Turn 38 (2480 BC)

Turn 39 (2440 BC)
Warrior promoted: Woodsman I
Moving this Warrior closer to home to fog bust.

Turn 40 (2400 BC)

Turn 41 (2360 BC)
Mecca finishes: Warrior

Turn 42 (2320 BC)
Mecca begins: Settler

Turn 43 (2280 BC)
Warrior defeats (0.08/2): Barbarian Bear
Warrior defeats (1.72/2): Barbarian Panther

Turn 44 (2240 BC)

Turn 45 (2200 BC)

Turn 46 (2160 BC)
Tech learned: Bronze Working
Warrior defeats (1.16/2): Barbarian Panther

Turn 47 (2120 BC)
Research begun: Agriculture

Turn 48 (2080 BC)

Turn 49 (2040 BC)

Turn 50 (2000 BC)
User comment: Worker commenses chop

I made an extra Warrior before starting on the Settler, 'cause I'm not sure when those ragin' Barbs will start showing up. The southern most Warrior needs to heal before re-commencing his search for Hatty. I've left the other Warriors fairly close to home to fog bust.

The good news is that we know where copper is. The bad news is that it's w-a-a-a-a-y down here:



On the other hand, if we put a city right where this Warrior is (or one on one of the neighboring squares; see below), we can get the copper and cut off Hatty and anyone else from access to the whole upper peninsula! Of course that will mean refusing Open Borders with everyone for quite a while.



Here's the save:
 
Will play tonight.

So what should we do? We have a problem since both red and yellow dot are poor(ish) sites until iron working. How much will the distance penalty hinder our tech rate? Should we build another city first or go straight for the copper?

Any clue on where Hatty is? She must be real close to the copper if Ralph met her in the first 20 turns... We might not even get it. Besides we could have iron closer, but I'll rather not gamle on that.
 
Nice set of turns particularly surviving the two Bear without losing a warrior; normally that would spell the death of at least one warrior.

Decisions...

Well I guess the fundamental question is do we go for Copper or not.

Option 1. Go for Copper and get it. With the distance penalty our research will initially take a hit but as it is only our second city it won't cripple us. Securing copper would let us delay Iron working for a bit to build up capital.

Research choice. We are currently set to Agriculture (with a view to Animal husbandry + the cows).

I would suggest we switch to Fishing followed by Pottery. Fishing gets us to the food special (Mecca is still growing quite well) much quicker with a chopped workboat.

This could / should then be followed by Pottery for the Granary and Cottages and a fair amount of :whipped:

Cottages are still our financial friend even being a non-financial CIV.

Option 2. Now if we either don't get or don't go for the Copper we could have problems.

A. We have to pray we have Iron (and find out quickly with an expensive [430 beakers] diversion to Iron working before our other city sites become good.
B. Guess we have to settle for Yellow first and only snag Red/ Pink when Iron working comes in.

So my 2p's worth

1. Seems easier to solve the financial hit of our distant copper city than surviving through to iron Working (if we have Iron!)
2. So I would go for the distant Copper city, chopping a settler to make it happen.
3. Switch research to fishing - > Pottery
4. Warm up the :whipped: hands for Mecca

Views??

p.s. Also need to discuss siting of Copper City
 
I agree.

A settler will use 15(~) turns to get to the city site (w/o an escort).

Lobsterboy, what are our research times for fishing, Pottery, Agri and AH?

Other considerations?
 
Agri will take 9; Fishing will take 8. We can't research Pottery until we research one of these two, AH until we research Agri or Hunting.

An unescorted Settler will take 11 turns to reach our southern Warrior. We can escort it, however, through all of the jungle and forest areas with our existing Warriors if we move them around a little in anticipation, so the Settler will only be unescorted for a few of those 11 turns as it moves through grassland regions.

I say go for the distant copper. Idle's right; Hatty must be only a few squares away. If we can get there before she does, we can seriously hamstring her. But we'll need to get some culture going and get the borders to expand ASAP to keep her from sending Galleys around it.

As for the city site, I think hill where the warrior currently is would be best. It will close off the western sea approaches (once the border expands), and being so far away from our capital, I prefer a hill site for the defensive bonus. (Barbs will be raging soon!)
 
It sounds like we are agreeing to try and get the copper site as soon as possible.

As Lobsterboy (got to explain the nickname to us at some point!!) points out we need to pre-arrange warriors to light the way as we can't afford to escort with a warrior.

of course a risky back up strategy is if Hatty :egypt: does beat us there we just have to have two warriors on hand in case we can destroy the settlers escort before the city is founded. Ummmm would need careful consideration...and the escort would probably be 2 warriors / archers and untouchable (so this idea is probably :stupid: :smoke:).

So Idle you ready to take em tonight? Again as this is a chilled out game with still a very linear path so I think you should feel free to chop the settler and move it all the way down to Coppertown even though that will exceed the normal number of turns as there will be an awful lot :coffee: of hitting enter and crossing fingers that Hatty doesn't beat us involved. (On the plus side even though she must be fairly close as we took a fairly straight bee line to BW she may not "know" the copper is there yet and have a "better" site for her 2nd city.

Haven't downloaded the save (I am in work after all and there are "limits" :mischief: ) so can't work out time to build worker + chop settler + move down but it could well be a tight race!

Are we agreed on a research path of Fishing - Pottery ->??
Options are
1. finish off agriculture - > Animal Husbandry)
or
2. Straight to sailing if we are buidling a coastal empire for Light house + Great Lighthouse??)
or
3. Iron working

My view would be

Fishing -> Pottery -> Finish off Agriculture - Animal Husbandry which should take us through idle's turnset.

Roster

1. Idle In the Capn's Chair
2. Lampness on Deck
3. UNCPenguin to follow
 
lurker's comment:
On the other hand, if we put a city right where this Warrior is (or one on one of the neighboring squares; see below), we can get the copper and cut off Hatty and anyone else from access to the whole upper peninsula! Of course that will mean refusing Open Borders with everyone for quite a while.

Open Borders won't be your issue; Galleys will. The hill spot does block the Western Coast passage with an expansion, but I would guess Hattie is more likely to come up on the Eastern side. It's fortunate you moved the settler to build Mecca, because it'll prevent a galley/settler from coming around the north and grabbing around yellow dot ... so I would make purple dot the next city priority.

As for research techs, Red and Yellow will suck until Iron Working (chop jungles), so you might want to head there sooner than later. In fact, you might want to start that now so that you can get it mostly researched before you have to drop Science due to the Copper City.
 
Got the save and starting in a minute.

If Hatty beats us to it, I'll stop so we'll have a chance to discuss our crappy start...
 
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