Rod1- Something Enjoyable

I generated some starts based on the information that we had agreed upon...


Here is the the World set up

worldsetup.jpg



and the choices around Ragnar and opponents. I always have Diplo off and never thought to change it. I know we want conquest but the AI should be able to defeat us through other means.

playersetup.jpg




Some words about the graphics :

the bluish watery stuff is marsh using someone's graphics pack.

Bonus grass is shown by the two small trees together... eg in 01there are BG's N, NW and SW... in start 04 our settler is on a BG

so here are 5. Start 5 was really start one but it got lost until I renamed it by the usual naming conventions

Start 01

rod-01-1.jpg




Start 02

rod-01-2.jpg



Start 03

rod-01-3.jpg



Start 04


rod-01-4.jpg


Start 05


rod-01-5.jpg



I don't necessarily expect us to use any of these but this could at lease get us looking at what we want. These were just generated in-game as I have not been able to get Mapfinder to work for me yet.
 
I think maybe I should include the saves Yes? No?

Well here they are if they help. there was talk of playing some saves and seeing what people would like to play so I will post them all here...
 

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That's good. I will have to have a look this weekend and see what happens. Though, my expertise is low. :p

What mod is that? I like the interface.


i just answered this question in another forum

http://forums.civfanatics.com/showthread.php?t=260440

I also got my world and player set up changed over now. It is set up for playing with Conquests so I did not do those bits until... just now. I do like the look overall
 
Start 05
rod-01-5.jpg


Number 5 looks good to me. I like luxuries that are easy to connect. Luxuries in the other starts were on mountains. Ugh.

Two BGs (the ones with two little trees) are nice and maybe, just maybe, the water to the west is fresh and we won't need an aqueduct.
 
2 isn't bad, if a bit food poor(despite the cows). It is definitely shield rich, and the gems are not critical to be hooked up quickly at regent level. We'll need lots of shields to make Berserks when the time comes.
 
I think 4 has possibilities but we would either give up our coastal start (move NE) or go on the hill -> which could be good for defense. But there is a river, BG's and a resource

I too rather like 5 and I just assumed the water to the west was inland... hmm
 
I agree with Overseer

Plains tiles will only supply 1 shield. I am asking only for information here and not being snarky... How do you see this a shield rich eventually? Are you thinking of the surrounding tiles?
 
Plains tiles will only supply 1 shield. I am asking only for information here and not being snarky... How do you see this a shield rich eventually? Are you thinking of the surrounding tiles?
Those couple forests to the SW.
 
Start 05
rod-01-5.jpg


Number 5 looks good to me. I like luxuries that are easy to connect. Luxuries in the other starts were on mountains. Ugh.

Two BGs (the ones with two little trees) are nice and maybe, just maybe, the water to the west is fresh and we won't need an aqueduct.
You can check if that water is fresh by right clicking. If it is producing 2 commerce it is fresh.
 
Start 4 is also food rich and somewhat shield rich

With 04, we could get the worker working immediately while the settler moves. They are on a bonus grass and the sugar would come into use no later than the first expansion.
 
You can check if that water is fresh by right clicking. If it is producing 2 commerce it is fresh.

You have no idea how hard it was for me to just create these and leave.

I so wanted to move workers at least to get a peak... but I restrained myself.

We did talk about the possibility of playing 10-20 turns on several starts before deciding on one to play... that is still open to see what we have as a choice.
 
The problem with start 5 is no river, it shorts the capital on income, and with all the sea tiles, also is shield poor. I'm game for a run-off if the team wants to. Getting back to start 2, every plains tile gives a shield, plus 2 hills, 1 mountain, and possibly a bonus grass or 2. The forest tiles could be chopped for a granary or barracks.
 
here's a thought that might get something happening... remembering that we are in an AW game.

What about if we each take the 4 best starts -> as we see them <- Play 5 turns on each and that will get us each to play 20 turns before we decide on our start.

it will be a chance to see what we really have and where our bread is buttered if we are to become a military force of reckoning really soon... :lol: We know where we want this game to go and this is a chance to pick the best start to achieve this overall goal. We could be wrong in 20 turns but at least we will start as we mean to finish.

Ok. Bad idea. five turns would only get us our first warrior if we settled in place. ah well best laid plans oft gang agley.
 
One more thought on Start 05... if you look at our location on the mini-map it would seem to imply that that is just ocean below us. Might not be so but logic dictates
 
Start 2 gives us an early advantage with the cows, but start 4 looks better overall to me

Reading the above posts, i say we play these 2 starts.
 
I am going to post this one first because I made a mess of the Start 02 turnlog. i am still getting used to even keeping these things so it will take a while.

I'll post the log and post screenies later.

4,000 BC->
Aggie -worker... road BG
Settler SE to hill (plains revealed)

3950 BC->
Aggie roads
Found Trondheim - plains cow revealed
grow in 10 warrior in 5

Build queue set as usual W, W, Bar., Settler... we will see when we get there

3900 BC->
Set science to Philo slingshot (writing/philo)
Set economy to 90% science (as high as we can go)
worker works...
warrior in 4

3850 BC -> aggie SW to road other BG. ( mining takes way too long w/non-industrious workers so I will come back to that after we get some stuff paying out).
Warrior in 3

3800 BC-> zzz

3750 BC-> Sam trained moves 2 NW

3700 BC-> Warrior begun
Writing in 35

3650 BC-> aggie to 1st BG to mine.
Sam goes E - uh oh desert on one side, plains on the other but lots of hills could mean iron is nearby

Trondheim: Warrior in 4 grow in 4

3600 BC-> Sam goes N on hills


3550 BC->
Sam goes NW on hills
Trondheim: Warrior in 2 grow in 2

3500BC->
Sam goes E, plains wheat revealed
Trondheim: Warrior in 1 grow in 1
Writing in 31
economy 20 g +1 per turn... Slider up -100% Writing in 26

3450 BC->
Saba trained, moves SE to forest
Barracks begun
Sam goes N to mtn
Trondheim grows
Writing now in 21/ 0 gpt

3400 BC->
Sam N
Saba E,
Barracks in 4 grow in 9, Settler will take 8 turns when started as it stands now.

3350 BC-> Sam goes E, Saba goes SE to hill
Aggie moves to sugar: R. then I.
change city to work sugar... more commerce and build

doesn't change.

3300 BC-> Sam E, -GH which I will open
Saba E,

3250 BC->Sam to mtn to get hut
Saba E to mtn sees hut

3200 BC-> Sam to hut get CB
Saba E to get hut next
Barracks complete Settler in 8 grow in 5 - we'll see when we get there if we need MP or can hire a clown(?)

3150 BC-> Saba hits hut and gets barbs. Bad placement means one can get to Trondheim in 3. change build to Archer in 4

Sam goes E-- Wheat on river there

Saba kills one barb-promotes, other barbs-[F]


3100 BC-> barb kills Saba (say what???) but that gets us
the turn we need for our archer

Sam goes E.
Econ... 18 g but -1 gpt Writing in 12. I will let it get a little closer to the 10 before adapting.

3050 BC-> Sam goes SE
Tronheim archer in 2 grow in 2. no barbs show yet.


3000 BC-> Sam goes S.
Tronheim: grow in 1 Archer in 1
Gold - 17 -1gpt still
Writing in 10

I saved at this point but I realized that we could build
a curagh,(3turns)
a warrior(2turns)
and then the settler(5 turns)
just as we get to pop 4 -Grow in 4
 

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