PROD Shadow - Sirian's TDG "Alternate Timelines"

Originally posted by Sirian

3550BC: popped a settler in the jungle, but you're going to WAIT to build a spearman escort to do anything with him? :smoke: You'll escape the worst prodding of the first round on this one, because the round is over and maybe you'd have not really done that if you had played on. (Right? I hope you wouldn't have).

- Sirian

That's not what I meant (I should've been clearer). The Settler was roughly 7-10 moves away from a good spot since I popped him so far from our capital; I was heading him back towards the capital.
I was building the spearman, and I figured the timing was such that I could build then move the Spearman from the Capital to the spot where the settler was heading towards, such that the Spearman would be able to defend the new city immediately. (In other words, Settler -> E would meet with W <- Spearman at location where city is to be founded).

I hope my explanation avoids :smoke: :)

I see the mistake in avoiding Cathy...although that's based on the fact that every time I've played against Russia...I've had war declared on me by Cathy. I'm not kidding.
 
Regarding the trade with Cathy (I hope you can illuminate me here)...

I saw it as doing three things: it gave me some spare cashish...saved me 8 turns of research...and it made Cathy polite. But at the same time it also benefited Cathy (a scientific civ) by giving her Alphabet... I still think I did the right thing. If it had been a straight-up trade with no attitude change, then I could see why it was bad...but I think the positives outweigh the negatives in that case. Please tell me where my logic is wrong :) (EDIT: Especially since I did the same thing in Arathorn's game...ooops)
 
Hotrod: settlers are 30 shields per for all civs. Our start has no bonus food but is rich on shields. With three mined bonus grassland, at size 3 our city will crank 7 shields per turn. At size 2, 5 shields per turn. (This, once the good tiles are improved). That's a settler in just six turns at SIZE TWO. You need to pay attention to what the good tiles are, what they will be when improved, and what the real production rates are and can be, based on the individual land you have, which differs game to game. Instead of a one-size-fits-all "this then that" plan for every game, tailor your game to the land you get and make the most of it.


ChrTh: You can make other civs happy with a one-time expenditure to establish an embassy, and keep them happy with Right of Passage agreements or occasional trade deals. Getting Cathy to happy is nice and all, but... IT CAN WAIT. (And what can wait... should wait). As you found in your game, the Germans are out there, too, another scientific civ. The LAST thing you'd want is for Cathy to give alphabet to Otto and the two of them race on up to Literature and build all their cheap libraries. :nono:

It's not what you got that's the problem. It's what you gave up.

Since you're now Up in the rotation, if you go and trade alphabet to those scientific civs to our north, expect a major earful from me about it. :) I'll get out the big fish! :fish: In my version of the game we don't know about Germany yet, but they are right there and another scout is in progress to head off in that direction, so they'll be found soon anyway. Since BOTH of those civs know bronze working, that would really lower the cost for us to research it ourselves, WHILE still keeping their grubby hands off the alphabet for considerably longer. We don't need spearmen yet and we can't build colossus, so the benefits of bronze working can wait while we cling to our tech LEAD on the alphabet line. And if it can wait, it should wait. What we need to be doing now is spreading out to found more cities.


- Sirian
 
Originally posted by Sirian

ChrTh: You can make other civs happy with a one-time expenditure to establish an embassy, and keep them happy with Right of Passage agreements or occasional trade deals. Getting Cathy to happy is nice and all, but... IT CAN WAIT. (And what can wait... should wait). As you found in your game, the Germans are out there, too, another scientific civ. The LAST thing you'd want is for Cathy to give alphabet to Otto and the two of them race on up to Literature and build all their cheap libraries. :nono:

It's not what you got that's the problem. It's what you gave up.

Since you're now Up in the rotation, if you go and trade alphabet to those scientific civs to our north, expect a major earful from me about it. :) I'll get out the big fish! :fish: In my version of the game we don't know about Germany yet, but they are right there and another scout is in progress to head off in that direction, so they'll be found soon anyway. Since BOTH of those civs know bronze working, that would really lower the cost for us to research it ourselves, WHILE still keeping their grubby hands off the alphabet for considerably longer. We don't need spearmen yet and we can't build colossus, so the benefits of bronze working can wait while we cling to our tech LEAD on the alphabet line. And if it can wait, it should wait. What we need to be doing now is spreading out to found more cities.


- Sirian

10-4...I'm bowing out of the thread to concentrate on the main one.
 
Originally posted by Sirian
You missed the first turn of research by not going to F6 right away. However, once you got going, I love your direction and your thinking. Even scientific civs need the option for early temples, as it's just too painful to wait for Literature before getting any culture going.[\B]


I add my name to the long list of people who did not know about researching early.
As far as going for CB, I find culture to be one of the things I focus on constantly. In most of my games my culture is usually the highest. I have even won by culture! When I read about other SG it seems like other people wait a lot longer than I do, but then maybe it is one of those things that (And if it can wait... you know the drill)[\B] at a little longer than I tend to wait.


3950BC: Road before mining buys 6 commerce at the cost of 3 shields. (Assuming you do both a road and a mine on a grassland, and a matter of which comes first). Unfortunately, you did not do any mining, you built all roads. The roads are very valuable, but having fully improved Good Tiles at the capital is a more urgent task. The benefit of roads comes later, while the lost production of no mines in operation is costing you now. The roads can wait. If they can wait, they SHOULD wait. You can't afford to have workers leave a tile without building a road, but they should also be mining (or in some cases irrigating) as they go.[\B]

I thought about it afterwards and realized that I should have roaded AND mined. I quite often forget that about the time wasted in moving.

Building a warrior first? With expansionist civ, I will always build another scout. Must hurry to grab as many huts as possible, and it also helps to plan dotmaps and settlements if you know more of the land. Nonexpansionist civ, the warrior would be the only option -- this warrior still for use as an explorer, this early in the game. Even on Emperor/Deity, there's time to build one scout before you build the first warrior.[\B]

Many SG gloss over the early scout training. It always seems that other SG have everything explored so quick. Now I know why.

A+ on location you chose for York.[\B]
Thanx. I thought for quite awhile on it. I even debated a square to the sw of where I chose, but it would take longer to get there, and this square was just as good.

3700BC: trading alphabet to the Germans? See my critique for TBC to refer to my thoughts on this.[\B]
I managed to get something good out of them, and trading is usually a good thing to do, so I went through with it. I did not think about the consequences.

Thank you for all the feedback.
I am glad that I decsided to do this.
 
One reason I didn't mention for preferring to research the two cheapest techs first (Pottery or Ceremonial) is something that Arathorn mentioned in his game: when you pop a hut and get free tech, it always gives something other than what you are currently researching. If you choose to research the cheapest techs, not only are they the quickest to get and useful to boot, but while working on them, any tech huts you pop will give you something else, often something better. I tend to get a lot of Warrior Code or Wheel that way, when someone else may only be getting Pottery or Ceremonial. This advances your total knowledge up the tech tree a wee bit faster.

Also, one of you players mentioned you skip those because they are easier to trade for. Well, duh, of course they are easier to trade for, they are worth less! That doesn't mean you're getting a better value, though. You may even be throwing money away.

In patch 1.17f, trading techs right away with the AI was ALWAYS a ripoff. Not necessarily make or break, but it would give away much more than you got. I don't have a sense yet for the new trading rules, so my advice about "always do 100% research to start" may have exceptions now. And the next patch could change it yet again, too. So it's good to understand what the rules are and how to consider what to do with them, as opposed to simply accepting any rule of thumb, even one I propose.

A civ needs tech to expand its options. No access to temples or granaries early can really hogtie an expansion game plan. By the time you've expanded to half a dozen cities, some of your best ones are going to start feeling the corruption crunch and want for courthouses -- and the sooner you build those, the sooner you stop throwing shields out the window by the bucketful. You can also start wanting for military units to build if you don't get tech. This is a bigger deal if you have aggressive neighbors, too, or barbarians are set to high.


- Sirian
 
I've played my shadow turn through 3000BC and written the report. I'll wait to post it until I'm sure everyone has had a chance to digest the last round of feedback.

Wow these Regent AI's are really sad, aren't they? If you guys don't grow whole patches of weed and drown and choke in clouds of :smoke: and totally jump off the cliff of Bad Decisions when you're Up, they aren't going to stand a chance. :lol: And they need the full shields to complete a wonder? They're going to tie themselves in knots all trying to build the Pyramids while we spread like an orange plague across the planet. :hammer:

- Sirian
 
Originally posted by Sirian
Wow these Regent AI's are really sad, aren't they? If you guys don't grow whole patches of weed and drown and choke in clouds of :smoke: and totally jump off the cliff of Bad Decisions when you're Up, they aren't going to stand a chance. :lol: And they need the full shields to complete a wonder? They're going to tie themselves in knots all trying to build the Pyramids while we spread like an orange plague across the planet. :hammer:

- Sirian

Unfortunately we're not all as good at Civ3 as you Sirian - Deity solo games are still a ways away for most of us. :lol:
 
Sullla: Maybe not as far off as you think, with Arathorn and I running some "what's inside our heads" expose's on civ3 strategy, with turn by turn blows on every last detail. :)
 
I'd like to think so; I'll be starting my first Emperor game in the next few weeks (probably when I finish my final exams), and that should be a fair test to see if I've been improving as much as I hope I've been. :)

The reasoning behind decisions made in this thread is excellent; I'm going to refer the players in my training day game to this thread to get points on how to start a game properly. And of course I will be lurking around as well in the background ;)
 
(0) 3500BC: No changes, Cathy won't sell Bronze Working, she has all our current tech, we are ahead in cities due to the hut

(1) 3450BC: Complete CB, begin Warrior Code, hope to trade with Cathy at some point for BW, WC gives rise to Horseback riding and eventually Monarchy. Return research to 100 % and will have WC in 9 turns.

East Scout: SE,S see coast

West Scout: S, W into Russia territory, Moscow is size 2 see a river to the West

(2) 3400BC: East Scout: S,S see 3 gems
West Scout: Nw, SW

(3) 3350BC: York completes Scout, Start a second Worker 5 turns, size 2 in 5 turns.

York/North Scout: W, NW see Cattle
W Scout: SW,SW to Coast
E Scout: S into jungle

(4) 3300BC: North Scout: Nw,N to hill see a minor tribe

East Scout:E,S
West Scout: NW,NW

Cathy still won't trade BW.

(5) 3250BC: North Scout:Nw,Nw to tribe and learn the wheel - Trade Wheel and CB to Cathy for BW, Warrior Code and 10 gold, Change research to Iron Working

East Scout: SW in the mountains
West Scout: SW, NW to hill top

(6) 3200BC: Worker finish mine build roads

West Scout: N,NW see tribe
East Scout: SW see tribe
North Scout: NW, NW

(7) 3150BC: West Scout: pop hut 25 gold, see fish furs and horses
North Scout: NE,NE see blue boarder - Germans?
East Scout: Pop hut - map of the area see red Boarder - Babs? and another hut to the north of the red boarder

(8) 3100 BC: York Builds Worker start Granery, Worker moves SW to grassland
East Scout: S,SE towar hut
North Scout: in Germany see Berlin contact and see ahead in tech by alpha, and CB no trades
West Scout: Nw,Nw see 2 furs and a river

(9) 3050 BC: North Scout:Nw, W out of Germany
West Scout: N, W more wheat
East Scout: SW,W to hut, conscript warrior, sent warrior south to contact babs - we are ahead by alpha and pottery , no trades

(10) 3000 BC: North Scout: N
West Scout: W to hilltop see tribe on the coast
East Scout: W,W to Mt
Warrior : East in Babs territory move N

Set luxury to 10%, London will grow to 3 and will be in disorder until we build another settler (will do after Granery is finished in 1 turn) or the dye is roaded and York is connected. At 10% we will still have a respectable tech research, won't need entertainers and can still avoid needing military. My plan for London is settler then maybe a temple. After the granerys settlers and workers will come quickly from York and London.

Hotrod http://civfanatics.net/uploads/Prod-Shadow-Hotrod-3000BC.zip
 
So far I am the only one to post a shadow for round 2 and I am waiting for other posts to see how our game plans differ or are the same. A few thoughts on how I played the round:

1st I think that we are going to have a tech lead shortly based on how the other civs are already behind us. Not sure if trading so much to Cathy was :smoke: or not. Don't know if the other civs made contact yet but based solely on the tech that they have I think not (No AI trading). Is it better to trade first before they make contact - something to think about for future rounds?

Also, is not having units in the cities a mistake on regent? With Germany, a military civ, will they attack early? And where are the barbs - should they be a concern? Not having the "pressure" to make early wonders should free us for rapid expansion, mined grassland and a granary will make London pop settlers/workers quickly. I posted earlier my thoughts about a temple but maybe this can wait in London but should be a priority in York to grow the city radius.

One thing I forgot to mention is the closest horses are due West of London. Looks like a good location for City #3 is just East of the horse/hill in the jungle, possible city #4 along the coast by the wheat.

Enough of my ramblings - looking forward to the other "shadows" and the critiques by Sirian.

Hotrod :D
 
Herewith follows the uncreative saga of the reign of Mardoc (literature hasn't been invented yet, after all).

In 4000, I start by moving the scout west to the plains and then south to the hill to uncover as much as I can. Then, I move the worker east to see even more. I move the settler south to the hill for the defense and so that we have a blend of shielded grasslands and hills/mountains for population and production. The jungle will be irritating, but should be ok.

3950, London is founded; I start a granary to allow a fast early population start. The scout heads south to explore counter clockwise, and the worker recrosses the river to start on some roads. I start research on the Wheel, for horses, and increase science to break even; 24 turns.

3900, the scout moves, the worker starts the first road

3850, scout moves again.

3800 I decide to change London to another scout so we can see the world and goody huts faster. It looks like jungle will be a problem.

3750 The road is done, and I move the worker to the roaded shielded grassland. The scout keeps wandering. I’m not sure what to do with the worker, so I decide to put a road on the other grassland.

3700 London makes the scout, goes back to a granary; I’ve not yet seen any wheat or cattle. The new scout explores the goody hut, and we get a Burgundian Settler. He starts moving north along the river, and will found a city once outside of possible London overlap. Near the dyes would be good, to start on luxuries already. The worker starts his road, but next will be a connection to the new city and the dyes.

3650 Scouts wander, while the settler continues northward. The river ends soon, so I think I’ll put the city at the end of the river by the mountain and the dyes; it looks like there will only be 2 squares of overlap.

3600 Both scouts go up on mountains, and I see more rivers. I decide to found the city where it is, anyway, even though it will have some problems with jungle, so as to get started early; it will take a while to get big enough to need those squares, anyway. I think the next couple settlers will probably go north, as that is where the non-jungle/mountain land is. The gems that appeared this turn look nice, too, though. York is founded, starts a granary, too, since London will probably only build a couple settlers before growing big. I seem to be doing the farmer’s gambit; but I’ve not met anyone yet or seen any barbarians, and it would be nice to get to Bronze working or chariots before starting soldiers.

3550 The people expand the palace; I ask for a lawn. Scouts continue to wander, and the worker starts with a road toward York.

3500 More exploration. The next city site seems to be somewhere along the northwest river, with the cattle and game to be a worker/settler farm; however, the east coast looks rich with mountains and shielded grasslands. That would be a good place for future cities, including one with the gems.



http://www.civfanatics.net/uploads/prod-shadow-Mardoc-3500bc Hopefully this works!
 
I will read through the threads and try my next shadow sometime later today (afternoon or evening); I have some RL to work on first.
 
0) 3500BC

Our Mystics learn Ceremonial Burial, so now we can build temples to make the people happy and improve our culture. I tell them to figure out how to use an odd material found by one of our farmers called bronze. It will take us 10 turns. London's culture expands! And so does it's population! Now after London's expansion we can learn about Bronze in 8 turns on 100% science.

1) 3450BC - Our scout in the east opens up a view of never ending water. Someday I vow that my people will explore this deep water, but for now there is plenty of land that we know nothing about. Since York will finish training a scout in a couple more turns, I tell the scout in the east to head south. The scout in the west moves NW to the top of the next hill to reveal another series hills west of some plains.

2) 3400BC - Our scout in the west keeps going west (plains first, then hill) to reveal a moutain, which is the source of a river the heads further west, which produces some flood plains. Our scout in the east send back a report of gems, both in the jungle and in veins on rock in the mountians! Our people are very interested in eventually possessing them. Jewelry stores sprout up everywhere, but since they do not actually have anything to sell, or even show to their customers, they quickly quickly go out of business, almost as fast as our seers say will happen to something called a dotcom. Odd.

York finishes training another scout, who will be sent north. I debate between another scout, a worker to improve our land, a granary to store food and speed up our growth, and a temple to improve our culture. The buildings might be too soon "what can wait, should wait". The worker will take population from our small village just when it will expand to a size two. We already have three scouts, so that may be enough for now. I follow London's example and choose to build the granary in 30 turns.

3) 3350BC - The scout in the north (new one from York) head west to clean up a little bit of fog that was missed by our westernly scout. He discovers two cattle herds and another small lake. There is a good spot for a food city here, between the two cattle and a game tile there is plenty of food. The east scout keeps going south. The west scout heads further west and reveals what looks like another big area of water. Maybe it is the same kind of salty water that is to the east. There is also a small village of locals who may be able to help us.

4) 3300BC - The west scout convinces the Jute tribe to teach us Mysticism and tells us how to build an Oracle. He also confirms that there is big water to west, along with a good fishing spot. Out north scout heads north and from a hilltop, spots another village of locals. The east scout bumps the gem count up to five. Along with an area where he found a shiny material he is calling gold.

5) 3250BC - The east scout keeps finding more... no not gems...mountains. The north scout encounters the Goth tribe, who want to enlist as trenchcoated warriors. The Goth warriors head north to help explore, and they see a big blue dotted line on the ground. The west scout heads south and determines that the coast swings toware the Russian city.

6) 3200BC - scouts move. Worker is done mining near London and is told to pave the place. The goth warrior approaches the odd blue line. Cathy wants our knowledge of burying our dead and almost all of our treasury for the knowledge of warriors. I think we will wait and see if she comes down in price.

7) 3150BC - The north scout finds a lot of desert to the north/northeast of York. There is quite a bit of flooding there though, so it should be good for food. Our east scout is continueing south, and keeps finding moutains. He does however find a local village, who he will talk to next turn. Our warrior crosses the blue line, and discovers Berlin, which has a warrior protecting the size two village. Bizzy is annoyed that we exist. He knows bronze working(which we are two turns from discovering) and warrior code, which he will give us along with 9 of his 10 gold for our secrets of burying our dead. With both Cathy and Bizzy knowing warrior code, it should be cheap, but so is CB. This will allow him to build temples, but I think it is worth it. Weed? our advisor Sirian will let me know soon. Bizzy is now cautious towards us.

Bizzy tells our warrior to leave his territory. We had to go into his territory in order to meet him so I don't know why he is so annoyed. We apologize and say we will leave.

8) 3100BC - York expands to a size 2 village. Our budget can go to 50% science and still finish bronze working for next turn, which gives us a surplus of 4 for our treasury. The warrior finds some gold to the west of Berlin. Our east scout visits the Burgar tribe who give us a map of their region. This reveals a fishing spot near (4 squares away from) London. Also a local village that just south of some of the gems he found earlier. He would have found that village first, but had chosen to swing southwest instead. He will have to head that way. There is also a wheat and lots of flood plain. Also an elephant is spotted. There is also a red line on the ground!

Our Mystics learn the secret of Bronze Working, which means we can build train spearmen and build a colossal statue. I tell the mystics to look into a round object called the wheel. They say it will somehow show us where a creature, call a horse, lives. The wheel along with the art of building structures out of stone (masonry) will take us 11 turns to learn.

9) 3050BC - The east scout will go look into the red line. Our worker is done paving near London. I move him north a square so he can improve the remaining grassland. The NE scout finds dyes and what appears to be our northern coastline.

10) 3000BC - The west scout follows the coast as is swings south away from Moscow. The worker is told to mine the remaining grassland. The NE scout determines that the coast that was found was actually a lake and our eastern coast. Our warrior finds gold and wheat to the west of Berlin. The south scout gets upto the red line, but has not encountered anyone yet.

Wow! This was long and there was not much actual debating. I am going to have to be a bit more breif in the future, or people will think I am trying to be like Sirian: very verbose. Unfortunately, I don't have the writing skill that he does.

http://www.civfanatics.net/uploads/prod-shadow-zot-3000bc.zip
 
Wow...I didn't realize I'd finish the official game before the shadow games :sheep:

I'm guessing we'll wait on everybody's shadow game before we bring up the next official turn.
 
Scene: A stone circle in the wind-swept mountains overlooking London. The present high-chieftain is in a Black mood, Cursing :p his ancestors and their failings: in foresight, focus, fortitude. His first cousin (once removed, but now back again :rolleyes: ) Aethalin whispers in his ear, "trust not the smoke-filled halls of your dreams, far better to see the present in truth"...

3500 BC (0): The heralds approach Russia with some trepidation as the lord does not remember prior contact with this neighbor-state; perhaps in his dreams... Catherine claims superiority in all things and we turn away after leaving her a token.

(Gave 1g. We do not NEED Bronze Working now. She remains cautious. However, Ceremonial Burial is learned and research goes to Bronze Working at a lower cost since Russia already has it. Science to 100%)

3450 BC (1): The frontier looks promising...

(E Scout E/S along coast sees 3 grassland/shield. W Scout N/W sees hills/incense. Moving diagonally DOES yield a better view)

3400 BC (2): ...promising, indeed.

(W Scout NW/W. E Scout S/S sees 3 gems (2 jungle, 1 mountains))

A Scouting party forms up in York, and a Warrior band begins training.

(Chose Warrior mostly as a placeholder for a later Settler. Worker would just slow York's growth, the possibility of improving the third bonus grassland quicker doesn't outweigh this disadvantage).

3350 BC (3): The hinterlands remain bountiful.

(York Scout W/NW sees plains/cattle. E Scout S sees jungle/gems. W Scout W/N sees continuence of third river)

3300 BC (4): Would that the lord could look upon these lands.

(N Scout (i.e. from York) N/N. W Scout N/W sees plains/wheat, forest/furs and reaches coast. E Scout W to mountains, sees mountains/gems, hills/gold, 2 grassland/shield)

3250 BC (5): The slow-running streams do not impede our Scouts.

(N Scout W/SW across a river without losing a move -- surprising! and sees a hut. This WILL be popped ASAP ;). E Scout SW/W to mountains. W Scout W/S sees another river, forest/furs. Can crossing a river diagonally not use up a move?)

3200 BC (6): Aethalin assures the lord that the rocks now being brought to the capital are a GOOD thing.

(Mine complete, worker starts road. N Scout N/W pops hut -- Goth village deserted <sigh>. W Scout S/SE to hills sees another hut. E Scout SE/S to mountains sees lake)

3150 BC (7): We now have a warband, after a fashion. The land to the north is home to the nation of Germany.

(W Scout W/W pops hut, Angle village gives Warrior. With a free Warrior, I switch York to Settler (due in 11). This Warrior goes S to hills, sees coast/fish. E Scout S to mountains sees hut (#3). N Scout N/N sees blue borders of Germany (confirmed via F11).

Bismark is even cooler to our envoy than Catherine, in fact he is quite Annoyed. "We are superior in all things(tm), don't you agree?" Another token passes to a foreign leader.

(Could get Warrior Code, 9g for Ceremonial Burial. No need to give any advantage to a touchy neighbor -- Archers CAN WAIT. Give 1g -- still Annoyed, not surprising)

3100 BC (8): Civic planning has its moments -- York Governor keeps his head for now.

(With York size 2, Settler completes in 10 just as York grows to size 3. York correctly works bonus grassland common to both York and London. E Scout W to jungle, pops hut, Bulgar village deserted <sigh>, but sees flood plains/wheat on river! N Scout W/N sees mountains/gems. W Scout N/NE to forest/furs. Warrior SE to hills. With research complete in 1, Science to 50% yields 4g)

The Prophets demonstrate the use of an otherwise uninspiring metal.

(Bronze Working researched, research The Wheel. Reasoning: I want to locate Horses sooner rather than later. We are not building up military so possible Swordsmen (Iron Working) CAN WAIT; we have no interest in Pyramids and units make better defense than Walls (Masonry); we can get Warrior Code from Russia but Archers CAN STILL WAIT; although I must admit, embassies could soothe the neighbors (Writing))

3050 BC (9): Knowledge of the world, even irritable neighbors, gladdens the lord's heart.

(Road complete, Worker moves to bonus grassland next to York, on river. This is the next best tile to work. E Scout S/S sees red borders but cannot confirm identity just yet. N Scout W/N. W Scout N to jungle. Warrior SE to hills)

3000 BC (10): So many things left undone...

(Worker N to bonus grassland, should start mining next turn. S Scout S/S across two! rivers (this move really does work), sees plains/ivory but this will surely be claimed by red (Babylon). N Scout NW/W to mountains, sees 2 forest/game. Warrior SE. Finally, W Scout E/N sees hut, should pop next turn)

With his 500-year old mind finally at ease, the lord's spirit passes from the land. His last words "Hammurabi my friend, Archers are nice, yes, but not of immediate need to my eyes, but we claim the knowledge in any case."

(Contact Babylon (Annoyed), note their lack of science, and choose to get Warrior Code, 10g for Pottery. The Hammer is now Cautious))

Sensing a power-vacuum, Aethalin tries his hand at statecraft: Bismark boasts of horse-flesh and has even less time for lackeys. Additional gold does not turn the German heart.

(Upping the ante to 5g did not improve relations with Germany. It's not good having an Annoyed neighbor this close)

Epilogue: Aethalin was last seen wandering the borders of Germany in search of the horses of which Bismark spoke. To this day, local-folk claim they can hear a voice on the wind lamenting: "MY kingdom, for some horse???"

---> TBC (Taking Better Care (this time))

prod-shadow-tbc-3000bc.zip
 
Shadow turns till 3000BC

3500 BC (0) : Checked Science-slider but no changes necessary

3450 BC (1): CB discovered Bronce ordered (cheapest, and i want Spearman). Science up to 100 cuts down 2 turns. London expands
WesternScout moves 1W, East Scout 1SE 1S; The soon finished Scout from York will explore the northern Reaches.

3400 BC (2): WScout 1NW, 1W(hill); EScout 2S lots of Gems spotted;

3350 BC (3): York finish Scout start Warrior as MP for London,
EScout 1 SW, WScout 1NW, 1N (Mountain), 3Scout moves 1W, 1N Cattle and Lake spotted;

3300 BC (4): WScout 1N 1NE; EScout 1SW 1S; 3Scout 2N from Mountain he ended he spots a Goodie-hut(2 tiles in the west) and Blue borders in the north;

3250 BC (5): WScout 2NE a cyan-border spotted; EScout 1 SE another Goodiehut discovered (2 Tiles away); 3Scout moves 2W and the Gepid-tribe teaches us Warrior Code

3200 BC (6): W Scout moves 1N crosssing the border; EScout 1 SE will pop gh next turn; 3Scout moves 2N to the blue border; Worker finished Mine starts road.

Contact with the cyan-people they call themself Chinese they don't know about alphabet,Ceremonial Burial and Pottery; but do know Masonry. They want alpha for masonry but withthat many Scientific Civs around (blue can only be germany) and chinese and germany that close i will not trade it.

3150 BC (7): W Scout 1 East; EScout pop GH (1 E) and some burgundian warriors choose to fight for us; Warrior moves 1W to explore the mountains. 3Scout moves 2 NE and discovers Berlin

:smoke: I didn't check if lowering the Science will get us the tech next turn and some money too :smoke: .


between turn: Biz contact us and want CB for Bronze since we will discover Bronze next turn i decline his wish. He also lack knowledge of the Alphabet.

3100 BC (8): BW discovered; Masonry started couse a) cheap and b) since we go for pacifist expansion and no early wonders i think earlier marketplaces would be nice. and catapults are nice too.
York finish Warrior and starts Settler; Warrior moves 1 S to get to London; WScout 1NE 1E sees Chinese settler heading North east; EScout 1S; coscript warrior 1 NW; 3Scout 2E

3050 BC (9): Worker finish road and moves 1N to improve the next bonus-grass; York Warrior 1S; ConscriptWarrior 1W; WScout 2 East; EScout 1SW; 3Scout 2E;

3000 BC (10): Worker starts mine; yorkwarrior reches London; WScout 1SE 1E; EScout 1S far in the SE he sees the fin of a whale; 3Scout 1NE 1SE(hill); ConscriptWarrior 1W a Wheet-floodplain and a Goodie-hut spotted.


Rowain

File:http://www.civfanatics.net/uploads/prod-shadow-rowain-3000BC.zip
 
IT 3500BC: Wow, nothing to veto. Amazing. ;)

3450BC: London grows to size 2, other bg tile on the river comes online. Ceremonial Burial was researched. Increase science back to 100%, Bronze Working due in 8 turns.

Scout One moves SE, then E, turning back from Russian lands. Might be better to explore onward, but my gut says to finish checking out lands closer to home. Scout Two moves E toward the coast, opens up big sea area, moves S along coast.

3400BC: Scout Two moves S, S, into jungle, still along the shore. Found gems in this area. Scout One moves S, SE, careful not to end his turn in Russian lands. No use ticking off the neighbors by trampling in their tulips, not yet at least.

3350BC: Scout Three trained in York, starts Worker. Scout Three moves W, W to uncover last fog in the area, spots two cattle along the river! Fertile lands and this should be top priority for next settler, and also some workers. Good thing training another worker in York. Scout Two moves S into more jungle. Scout One moves S, S into jungle. Lots of jungle at our equatorial latitude.

3300BC: Scout Three moves N N onto a hill, spots a goody hut he can grab next turn. Other two scouts both move S through thick jungles, one tile each.

3250BC: Scout Three moves N, spots blue borders (Germany), then moves W to pop the hut. Locals teach us Warrior Code. Scout One moves W, S, opening up some grass south of Moscow. Scout Two continues S in the far east along the coast, spots a goody hut!

3200BC: Scout Three moves N N spots most of the borders around what MUST be Berlin, since the Germans could not build a temple that quickly. Scout One moves S S across grassland. Scout Two pops the hut along east coast, we learn Masonry.

Our worker finished the mine at London. This will cause the granary to complete in five turns, but the city will also grow in five turns. Since the game handles food first, shields second, in dealing with cities, if you grow on same turn as a granary is built, the growing comes FIRST, before the granary, and that's not good. We will SAVE eight food if we delay the city growth by one turn, so that the granary is done a turn before the city grows. (Gosh I hope ChrTh has sense to see this, since he's Up. If not, 8 food down the drain and a point added to his :smoke: count! LOL!) I zoom London and move our second tile to a forest for ONE turn to slap one turn of delay onto population growth, so the granary will finish first. Worker starts a road.

3150BC: Scout One E E, passing a Russian scout. Not good news for hopes of finding huts in that area. Scout Two S along coast, locked in rugged terrain the whole way. Scout Three NE N to stand next to Berlin. We chat up the Germans, they are minus Ceremonial, Alphabet and Masonry. (Wow, these Regent AI's don't have it together much, do they?) Zoom London and move back off the forest, to return to max growth rate. Granary due in 4, growth in 5.

3100BC: Germans ask us to remove our foul demons from their lands. We oblige, Scout Three W. Scout Two W, moving away from shore (spotted shore inland, in other direction). Scout One E, opens up shore area.

Turn science down to save 3 gold, as Bronze due next turn.

Worker produced in York, which remains at size 1. Move worker SW onto bg tile. York starts a warrior. Will then do a third worker after that, while London builds a settler.

3050BC: Scout One SE SE, discovers that that "ocean" west of London is actually only a sea. Our continent is huge and there will be much land grabbing to do. Our strategy of peaceful expansionism fits well with the hand we've been dealt in this game! One thing to remember, I had culturally linked start checked on, and both the Russians and Germans are of the same cultural type as us English, so they are MUCH less likely to be aggressive toward us (and one another) than toward other civs. Not they won't be, they might, but it should be easier to keep them happy.

Scout Two W, spots a goody hut, opens up an inland lake (1 tile) and finds a fertile river valley. Ooh, land all over the freakin place for us to go grab! And we have a granary coming soon so we can churn out them settler packs. Scout Three N.

Wheel selected and science turned up to max, due in 10. Worker next to York starts mining the bg. Worker next to London moves N onto third bg tile.

3000BC: Worker next to London starts mining the grass. Scout One SW SE, coming back around that sea toward the area south of London. Scout Two SW W onto a wheat, next to the goody hut. Scout Three NE NE onto a mountain north of Berlin, spots dyes. Also note that Berlin shrank to size 1, they just built a settler.

Well that seems to end my turn. Last thing to do at the end of an SG turn is to make the diplomatic rounds. I do so, and see that Cathy has nothing of interest. She has learned alphabet somehow, though. Otto, on the other hand, has learned the Wheel. Since he would only trade that to Cathy for alphabet if they meet, I decide it's good to trade alphabet to Germany. The thing is, when none of the AI's have a tech yet, and you do, you can hold on to it. If one of them gets it, they'll just trade it to the others at first chance, so this is a case where it CAN'T wait any more or we strongly risk missing out on the trade.

I trade alphabet to germany for the Wheel and 7 gold (his gold, not ours). This reveals where the horsies are. You can load up my game if you want to see, but since this is a shadow turn, maybe it's better if you don't. On the other hand, no need to avoid loading my game just to avoid seeing, so don't let that stop you if you want to have a look around at my scouting movements and other things.

Granary due next turn. Since there is NO military in London, would be a good idea to take time out to build a unit or two there, and may have to run luxuries for a short bit to keep the people happy. Once that is done, churn a few settlers in a row, bang bang bang and grab some land! That's what I would do.

Last thing: what to research next? I decide to go for Horseback Riding. Love them horsies, it might even be good to train one or two soonish (meaning, not until we have a road to some horses, and also have a barracks, which, for the moment can wait a little longer... you know the drill. Still, at some point we need a military. As of the end of my shadow turn, we still don't have a single soldier! :lol: ).


- Sirian


PS: I'll do the critiques today, and once I've critiqued ChrTh's turn (last) in the official thread, the next round will begin.
 
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