Rod02-Caesar's Confusion

Looks like we've got a lot of interest! :goodjob:

Um, I'm having so issues with C3C starting on my PC; give me a skip this go-around.
 
I thought I heard Mathias say silks in the forest... but maybe I misheard and he said marsh.
 
Silks in marsh? And Rodent thought he was hallucinating.

At least I got someone peering out into the fog.
 
Not yet. I am halfway thru and I'm going to build on the hill to the SSW. Unless someone wants it on plains.
 
Firstly, Welcome Aboard Passengers!!!

Now listen up my doughty crew, We need to give them a good time aboard this ship, so work extra hard, or no more food for you on this ship ever! :p

On a serious note, I am fine with building on the hill, a little experience with the Rat team has showed me the value of a great defensible city. and its on a river so it is even better.

The Team seems to like SoZ, Well, so Did Rome and Caesar, so let's get that uber expensive ruby-gold-whatnot-in-it statue up :p. We will probably want to scout the area around first though, a river would be excellent to have, but a rival civ could complicate things.
 
Talking about fog gazing, there is a yellowisch border visible in the west (3W-SW of Rome). So we should try to settle the Ivory in timely manner and with an escort.

But Hills town 2S-SW as first expansion is fine with me.
 
We do not have to make the ivory site the second town, if we see a better site for a second town in another direction. All we need is to have the ivory once we have Math or rather in time for the wonder. That is not going to be for some time.

We can start a pre any time, but I would not expect to be able to actually start one prior to Masonry. We have a lot of techs to learn first. We have/had BW, IW then either Pottery or Mason.

This also means putting any shot at being first to Philo to bed. I am fine with that, but we have to know that we will still have Writing, Lit after going for Math to have a shot a the GLB.

Remember techs are more expensive on a huge map and we will soon be eating up our income to pay for troops. IOW we will get sluggish at research and stay that way for a long time.

Of course we don't need to panic when going for the SoZ, but having the wonder up and running on the turn we research Math would be a nice thing.

Of course this depends on a lot of variables, especially when we are settled enough to take one town away from unit production for a lengthy time, but if the situation permits I would put SOZ as our second goal after defense against the hordes that come.


Another question that is open for me, is when we will want to use Legions? Building them gives us a nice military boost, but will almost immediately start the GA. We probably can't avoid a despotic GA, but at least we want to have our core setup to benefits from 5-6 cities.
 
Finished my turn-set. Everything went well, though we do have enemy contact and nearby borders. I met Egypt, did a trade and declared on them. I saw a blue border to our southeast, probably Babylon, but avoided contact.
Here is my turn-log:
Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over.

Civilian units:
Workers 2

Military units:
Warriors 1

Unit Support:
Total Units: 4
Allowed Units: 3
Support Cost: 0 gpt

Press enter=>

IBT: Rome Archer=>Spear

Turn 1, 2950 BC: Warrior moves to hill, revealing a grass tile.

IBT: Rome grows.

Turn 2, 2900 BC: Pull the Warrior back in for mp duty.

IBT: Worker 1 finishes road on BG tile.

Turn 3, 2850 BC: Worker 1 begins Mining.

IBT: :sleep:

Turn 4, 2800 BC: :sleep:

IBT: Worker 2 finishes mine on river BG tile.
Rome grows.
Rome Spear=>Settler.

Turn 5, 2750 BC: Worker 2 moves to help Worker 1, Warrior moved S to explore.
We have unit cost of 1 and 1 unhappy, happy slider to 10%, research to 70%.

IBT: :sleep:

Turn 6, 2710 BC: Warrior moves S to mountain, sees more grass, plains and some swampland.

IBT: Workers finish Mining.

Turn 7, 2670 BC: Warrior moves SW to hill, sees more plains and grass.
Workers moved to build road to settlement site.

IBT: :sleep:

Turn 8, 2630 BC: Warrior moves S to mountain, sees more grass, plains and swampland and a volcano. No more BGs seen.

IBT: :sleep:

Turn 9, 2590 BC: Warrior moves SE to hill, sees more grass, 1 BG, and forest.

IBT: Workers finish road.
Rome Worker=>Spear.

Turn 10, 2550 BC: Lower lux slider to 0%. Settler sent S.

IBT: :sleep:

Turn 11, 2510 BC: Settler sent S to hill. Begin irrigating Plains.
Warrior heads NE.

IBT: :sleep:

Turn 12, 2470 BC: Veii founded. Set to settler, I’ll be giving it the cow every other turn. Warrior moves NE, finds wheat.

IBT: Rome Spear=>Archer.
Workers finish Irrigating Plains.

Turn 13, 2430 BC: Send new Spear to Veii. Warrior moves NE, finds swamp and another BG.

IBT: :sleep:

Turn 14, 2390 BC: Warrior moves NE, finds maybe a dark blue border.

IBT: Rome grows. Workers finish road on Plains tile.

Turn 15, 2350 BC: Warrior veers N to avoid contact, confirms a dark blue border. Also more mountains and swamp and a BG. Lux raised to 10%.

IBT: Rome Archer=>Settler.

Turn 16, 2310 BC: Warrior moves NE, finds Incense on a hill.

IBT: :sleep:

Turn 17, 2270 BC: Warrior moves N and ack!, meets an Egyptian Warrior.
Egypt has 3 cities, Trade them Alphabet for Construction and 20 gold, then DoW.
Also finds another Incense and more forest.

IBT: Worker finish irrigating plains.

Turn 18, 2240 BC: Warrior turns NW. sees grass. Workers begin road.

IBT: :sleep:

Turn 19, 2190 BC: Warrior turns W onto volcano sees grass, more forest, and a BG.

IBT: Rome Settler=>Spear.

Turn 20, 2150 BC:

Civilian units:
Settlers 1
Workers 2

Military units:
Warrior 1
Archers 2
Spearmen 2

Unit Support:
Total Units: 8
Allowed Units: 8
Support Cost: 0 gpt


One picture:
Spoiler :



The save:
 
lurker's comment:

Are you sure?

I think it was masonry. at least thats what we have in the game.

Micromanage
The settler in Veji wastes ressources as he will be finished before the town can grow to size 3. Unfortunately we got Masonry to late and are now 6 shields above the cost of a wall, soo I suggest a switch to baracks.

The Settler heading for the Ivory should have an Escort. We will very likely meet the Civ in the West and should therefore have defenses ready.

@ Overseer, since you have seen the colour, would you think the yellow CIV in the west is egypt? or are we in danger of meeting someone else.

Tech
Math would take 20 turns, and the SoZ at least 40 so I think we have time for at least one more tech in between. Writing sounds like the best alternative.

Modding
Here is a small mod with 31 different colors for all civs. Could be interesting for this game. I haven't tried it yet, but the Zip in post 3 should contain the correct version. I will install it tonite and give a report.
 
Tech: I'd rather have Math than Writing now, if only for the option of catapults. Assuming we're getting Writing and Math as our next two, no reason to not take Math first.

MM: Agreed, though perhaps an archer from Veii would be better (even as a regular)? It is only regent level AI, after all. We'll get a few chances to promote it.

Random: Time to bring the warrior home, methinks. One contact plus danger of a second is plenty for now.

Road: We need a road NW of Rome in addition to the other raod that will connect the ivory town, to allow free transportation between the two cities.
 
I am using that mod for 31 colors, at least I think that is the one I have.

Not sure why we planted Veli there, what was the attraction? I though 777 or 889 were the choices. Veli now has no food bonus and no BG nor any forest to use.

777 has forest and Ivory and may have something we cannot see right now.
889 has a rive surrounded by several forest tiles and at least 1 BG.

I am not sure what the best play is, but I would only start a settler from a size 1 town in the 100% corrupt locations. I would want to get to size 3 or better 4 before making settlers, so it does nto fall to size 1 and can make the 30 shields quicker.

Once you have core towns drop to size 1 they cannot contribute to anything.
 
I don't think we ever talked about settling northwards.

Veji lies on a river up a hill and can use the cow. It just shouldn't build Settler.
 
It was talked about in post #7,10, 16. The location itself is fine, but I hate to see the second town with a dearth of shields and no food bonus.

It could share the cow, but that is probably not going to happen much. First it is hard to keep track of and second it takes a big shield source away from the top town. It is hard to manage swapping tiles when you are passing the game off every 10 turns or sooner (in these types of games it is common for players to only do 5 turns).

It is not a big deal, but the ivory site was mentioned as a probable site for the second town. It may turn out that that site (ivory) is a poor site. It does had the plus of giving a lux though. Your are correct it should not build a settler.

I am not a big believer that one needs to get site locations perfect, just don't lose them or get them really laid out in bad spots.

I just like the prospects of the site on the river in the trees. It has several BG tiles and you can chop whatever you need. Need a unit, need a settler, need a barrack you got it.

Anyway we never really talked about any order for the sites other than Overseer mention ivory for the second site.
 
I think west is someone else, Mongols or Zulu most likely, though others can be that yellow green also. Egypt is bright yellow. The trade must have been Masonry, I must've been on the wrong planet....oopsie. As far as the Settler build, it probably should be a Barracks. I find that Rome needs the cow more if we want research to be okay, at least until more BGs are developed. I was torn between the plains and the hill, but I think that was decided before much exploration had shown better sites. Whats done is done. Should have hit the Ivory first. I think Rome can build a settler and a unit about every 8 turns and not shrink any, so we can get some more towns built quickly. Hopefully I have only made minor mistakes, nothing that will kill us.

Edit: Anyone want to do an updated dot-map?
 
Urguldey-gurgle, I think I got it?
 
When you are using the color palette that comes with the game and 31 nations, no telling what the colors could end being. The plus to the color mod is all have a unique color, but the down side is so many are very pale.

I have not used it long enough to get familiar with the color either. I have not tried the other mod is saw that tried to improve on things a bit. Anyone one else used it. I will go lok it up and put in a link.
 
You can see a list of the civs in the game along with their color in CivAssist II. Right-click on the map and select 'Properties'.
 
I put the Alternate civ colors from that link in C3C. Just copy the Palettes folder into the Art/Unit directory. That is a great point Mathias, but with my color mod only Egypt is yellow.
 
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