Rod1- Something Enjoyable

Rod-01 notes start 2

Trondheim founded
Build war. -> war.-> barracks -> settler

Science: writing -> Philo

Economy: science to 90% Writing in 48

Andrew: SW to cow and irrigate/road. SE to next cow R and I. (oops missed irigating) N/NE to plains begin road to possible City Site 2(?)

Wayne -> N, N -- More gems, N, NW, GH spotted-> N, N to hut[CB], E, SW, E, S, S to mtn --tobacco spotted, E to tobacco., E,

Walter-> E to hill, E,E, S- plains, S-plains w/ river

consider sending him to Trondheim for MP on growth... nah

better to build unit in city. West to hill-- Ivory spotted, SW to hill, E to site now chosen (by me :groucho: for city2, SW to hill on coast

3400 BC-> Trondheim finishes barracks, growth in 3-need to

MM city for 1 turn Archer in 4 then (MM on last turn-clown)

Settler in 6,

3200BC -> Wayne North, Walter SW, Andrew thru city and S->S to road to next likely city site

3150 BC -> Wayne -> N, Walter -> E. Andrew- roading plains

3050BC-> Wayne -> north - another fish there,
Walter-> SE
Trondheim-> settler in 3, grow in 16(oh-oh - forgot to MM back to production)

3000 BC ->settler in 2, grow in 8. curagh put on build queue.
Walter-> SE,
Wayne -> E.
 
I now Declare that this Succesion game is officially Underway. We are going with start 4.

Roster-

1) Darski- Just Played

2) Yahya- UP!

3) Rodent- On Deck

4) CommandoBob- In Dugout (still Unsure about him)

5) Overseer- Part-timer

6) Open


Anyone Whos interested can still sign up
 
You might want to put someone else second. It will take me a few days until I can get to this (if at all).

My summer school just started up, and I have class three nights a week.
 
I do want to get these screenies in place. I am posting only the ones from Start 04 since Rodent announced that we are playing from there.

I did think that we would be debating which start to work from when others got a chance to play and post. Well anyway, here are some notable bits from the start I posted

Our Happy Announcement:

CBnotice.jpg




Maybe not so happy announcement:

historic1.jpg




Our little empire at 3,000 BC

EOT-20.jpg



possible city sites using CxxC.

dotty-1.jpg



Red is on grassland - better to grow

Blue is on the same side of the river - no loss of movement.

I think this start (04) is more likely to have another Civ on our continent.

Oh yeah... our Capitol at turn 20 (this is where I need help with stuff)

capitolat20.jpg



:scan:
 
Edited Roster:

1) Darski- Just played

2) Rodent - UP!

3) CommandoBob- On Deck

4) Yahya- Waiting

5) Overseer- Part-timer
 
I now Declare that this Succesion game is officially Underway. We are going with start 4.

Roster-

1) Darski- Just Played

2) Yahya- UP!

3) Rodent- On Deck

4) CommandoBob- In Dugout (still Unsure about him)

5) Overseer- Part-timer

6) Open


Anyone Whos interested can still sign up
Hello, what about me?
 
There should be a settler build going, the archer isn't necessary yet. And what kind of farmer are you Darski? You forgot to water the cow;) Seriously, I think we do need to get a settler factory going to fill in all that green area. As far as neighbors go, the lack of luxes suggests that they are few and some distance out, so we can focus on the REX phase with a vengeance. I think blue would be the better site for a settler, due to it being on this side of the river, and better growth potential. Looks good so far.

Edit: We might consider making the second city over by those floodplains, that area could be a decent settler factory, especially if wheat shows up on further exploration.
 
lurker's comment: Just a few lurker's comments, hopefully not condescending. :)

As a Viking by heritage myself, I can attest that Wayne and Andrew are traditionally fierce Viking names. I like. :D

IMO start 2 was the vastly superior one. Food bonuses are supreme in the early game. Two plains cows, irrigated, still provide 3fd and 2sh in despotism. That is powerful.

Your current start can at best only get +3fpt which is mediocre for a settler factory. But there doesn't look like any better factory site nearby, so I would probably chop a granary in the capitol and use it to build settlers. And by all means get that cow irrigated and worked immediately! ;) An 8-turn combo factory is possible here.

A barracks is not bad if you are going to do a combo settler factory, but generally you want the granary and a couple of settlers produced first. Remember the golden rule: outgrow your neighbor, this is love. The early game is exponential in nature, and a rax this early, this map, this difficulty level, stifles growth.

Is that worker irrigating the sugar? Despotism... :mischief:

Why put science at 90%? :confused: You shouldn't have any happy issues this early on Regent. Do a max or min run, don't hedge. Oh, and you can do the Writing --> CoL --> Philo (free Republic) sling easily on Regent.

Good luck team! I will be following with interest.
 
The Archer was built to defend the empty city because the barbs killed our guy - it was a settler build until that threat happened.

I had science at 100% but I am pretty sure that we are not allowed to run a deficit so I had to drop it. As it is, it has to be dropped again soon.

I don't believe that we can build a granary yet.

Remember that the turnlog that goes with this Start is on the other page.

Regarding the barracks, this is an always war game. We should only build Vets and that was a placeholder to get to 3 citizens so we could build a settler. i still think that it could be good to get to size 4 before that settler build at this point. Building curragh, warrior and then settler works to exactly size 4 to pop settler.

I really didn't expect this to be the game that was played. I just did my test drive and this is what I do (wrong ???) in every game.

The cow was too many turns away so that is how the sugar got done first. It was right there beside the BG's and these lazy ( non industrious) workers are so slow that two tiles away is forever.

The Republic is not going to do us any good in an always war game. I just have writing and Philo in the queue - you will want to change that to something else likely.
 
You did fine. Those are just things that tend to work in most games. We will actually want the "Monarchy slingshot" which means after Writing, we do Mysticism, Polytheism, then Philosophy, then take Monarchy as the freebie. The Archer build can continue, our settler will need an escort. We don't want any curraghs right now, since exploration leads to contact, which leads to war. The longer we avoid contact, the longer we have to get ready for the eventual war. Othniel is right about irrigating sugar, it gains us nothing in Despo and costs us a shield, that tile needs mined. After that, the cow needs watered, no matter how long it takes. Please don't feel picked on, this is just advice, not pronouncements from Theov's non-existent god(s);). Though Othniel is a very good player. After the Archer, we do need a settler, getting that second city planted is critical for an AW game. You don't know how long before the swarms come. Anyway, :goodjob: you are doing fine for having just done your first SG turn.
 
I had been thinking that a curragh had a move of 2 so it would be possible to scout our coast and still avoid contacts. I played a couple of the other saves today for fun and discovered (remembered :crazyeye: ) that we get a move of 3. Ah well, yet another idea in the dustbin of time. :lol:

That research order will have to be changed as philo is up next... wasn't thinking about his being an SG. i usually set my science at the beginning of each era and forgot that that is a :nono:
 
Sorry CivRulesAll, You are after CBob
 
lurker's comment:
@darski

Sorry, I was trying to be helpful and I came across more as critical. My apologies. :)

You did fine, like Overseer said, and I had forgotten that you guys are playing AW. An early rax and units are more valuable in that variant.
 
Turn 0- Would have liked a Curragh but cant afford to waste Shields. i generally dont like 100% Research but changing it would increase the time taken so let it be. Worker is shifted to BG.

Turn 1- Trondheim- Archer- Settler.

Turn 2- Trondheim Revolts :( Not used to the happy levels at Regent

Turn 3- zzz

Turn 4-zzz

Turn 5-zzz

Turn 6-Spot Barbs

turn 7- Trondheim-Settler-Curragh.

Turn 8- Nothing

Turn 9- Found Bergen

Turn 10- Get Floor Tiles for Palace.
 

Attachments

Roster Update- 1) Darski- Peacefully Asleep

2)Rodent- Just Played

3)CommandoBob- Up!

4) Yahya- Busy

5) CivRulesAll- Stomping around

6) Overseer-Part-timer
 
[Preflight]
Despotism
0% Tax
90% Science
10% Luxury

6 gold, -1 gpt

We learn Writing in 1.

Drop science from 90% to 20%; we still learn Writing in 1; +5 gpt, not -1 gpt.

City Builds
Trondheim (1) curragh in 2, grows in 2.
Bergen (1) rWarrior in 4, grows in 9.

Worker Aggie is building a road on the cow SE of Trondheim; it completes this IBT. Then the tile needs to be irrigated. Should have irrigated first; that would give us three additional turns of more food than we will have right now. Commerce does matter, but this early in the game we need to grow and expand.

Warrior Sam is off exploring the desert to the east.

VArcher is two turns away from popping a goody hut in the mountains to the west.

We are allowed 8 units in free support; 4 from each city, regardless of size. We have 3 units; we pay no unit support costs.

Curragh means early contacts, which we don't need. Cities we do.

Trondheim curragh -> settler in 7.
[End of Preflight]

[IBT]
We learn Writing, start on Philosophy, 50 turns at 20%.

1 2510 BC

Archer moves 1N.
Aggie begins to irrigate, finish in 4. See that this road goes nowhere.
Sam moves SW and will soon head home.

Increase science to 80%; Philosophy in 21, +0 gpt. Not too good, I know.
[IBT]

2 2470 BC

Archer pops the goody hut. He wakens 2 Burgundian rWarriors.
Sam moves SW again.

Trondheim is now size 2; grows in 10; settler in 3. That is not good.
Trondheim settler -> vArcher in 1.

Increase Science to 100%; Philosophy in 13 turns; -1 gpt. We have 11 gold in the bank but Bergen should grow before we have to slow down our research.
[IBT]
Our Archer kills both rWarriors and promotes to Elite.

Trondheim vArcher -> vArcher in 4. (city grows in 9; settler in 6. Trondheim needs some more growth.)

Our beancounter is worried about our treasury, now at 10 gold, -1 gpt.

3 2430 BC

eArcher heads home.
Sam heads south onto a mountain; sees the ocean. Also sees goody hut 2E.
New vArcher fortifes in the capital.
[IBT]
Bergen rWarrior -> worker in 5.

4 2390 BC

New rWarrior fortifies in Bergen.
Sam, east towards goody hut.
[IBT]

5 2350 BC

Aggie completes the irrigation project; tile now produces 3 food per turn.
Aggie moves N onto plains; will irrigate and then make a road.
Sam pops the goody hut. We get a cWarrior. He heads to Trondheim.
[IBT]

6 2310 BC

eArcher moves south onto hill, sees barb camp 2E of the hill. One cWarrior is protecting 25 gold that we need.
Aggie irrigates, finish in 4.
cWarrior gets renamed Little Sam, 1W.
Sam, 1W.
[IBT]
Barbarian cWarrior moves onto the hill just outside the expanded cultural borders of Trondheim.

Trondheim vArcher -> settler in 6. City grows in 3, so after the settler is built it will reduce to size 1. Could not do that earlier.

7 2270 BC

New vArcher fortifies in Trondheim, but will watch the Babarian to the West of the city. Could not attack it this turn.
eArcher 1E, hill to plains.
Little Sam, 1NW.
Sam, 1E.
[IBT]

8 2230 BC

Barbarian Banking
eArcher vs. cWarrior, Archer wins and we get 25 gold.
We now have 30 gold in the bank.

Little Sam and Sam both move 1NW.
[IBT]
Barbarian west of Trondheim moves north, out of sight.

Bergen worker -> rAcher in 10 (city grows in 10).

9 2290 BC

eArcher SE towards home.
Teasipper (new worker in Bergen) moves S onto BG.

Between Trondheim and Bergen is Sugar. It is roaded, but not irrigated. That is a mistake. It should also be irrigated. Worker turns are too precious this early in the game to leave a job halfway done. Bergen is working the Sugar tile; it has it's lone citizen assigned to it. Since the tile is not irrigated, Bergen has +2 fpt; if the tile were irrigated Bergen would have +3 fpt and could grow faster. As it is, I have Bergen making an rArcher so that it can grow to size 2; both will take 10 turns.

Little Sam and Sam, 1NW.
[IBT]
Barbarian moves back onto hill outside of Trondheim.

10 2250 BC

eArcher moves E, hill to hill.
Teasipper moves SW onto Sugar, to irrigate. Bergen needs to grow more than we need to mine and road the BG south of it. That can be the next task of Teasipper.
Aggie had finished playing in the water and begins to make a road, finish in 3.
Sam and Little Sam, 1NW.
[IBT]
 
Mostly dull stuff. Philosophy in 5 turns at 100%. We need to plan where to put our next cities.

We have 1 lone Barbarian outside of Trondheim. It could take an undue interest in Teasipper, but we have plenty of units to defend the worker.

Teasipper needs to irrigate the Sugar to help Bergen grow. Then it should mine and road the BG south of Bergen.

Aggie can road to our next city once he is done with this road.

Our eArcher should return to a city to serve as an MP. We can send other Archers out into the field looking for barbarians and promotions.

Our Empire, 2150 BC
2150_VikingEmpire.jpg



The Dots are city sites on hills that are good defensive positions. We will be attacked and units on a hill, behind city walls, are pretty tough to defeat. What I don't like is that all the hills are part of chains. A good isolated hill would be a great defensive spot.

The Squares are city sites that would be good production sites.

I think we could settle Blue Square with little risk. It is on a river and has Wheat across the river. We can send Little Sam, a cWarrior we found along the way, to explore 2 or 3 tiles north of Blue Square, just to push the fog back.

If we don't explore any more for a while, say until we get two or three more cities in place, we should do fine. Then we can go looking for trouble.
 
Sugar on plains is subject to the despo penalty, so why bother irrigating it? Mine it and get an extra shield, irrigating it does nothing right now. Sugar on plains irrigated gets 3 food in a more advanced government, despo penalty lowers that to 2. Othniel pointed that out earlier, much to Darski's chagrin. See post #89.
 
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