Rod1- Something Enjoyable

I'm up in Rat 29 and Kraz01, so I'm pretty well swamped. Best bet for me is Monday night. If Darski can take it, please do.
 
I have it and will play either tomorrow night or early Monday so you can take it after me.
 
Since I couldn't sleep, I thought I would get my preturn out of the way and see what is where...:scan:

The science research did not get changed so now we are going to get a freebie - I think - but we don't know enough to get us a government or much else.

What do we want as a freebie?:eek:

Did we disavow the TGL? as we could have Lit safely in the bag and build the wonder later. I think we said no to that but I have read so many games I can't keep them straight any more.

We could get Bronze working and get closer to IW that way?

Mysticism seems like such a wussy choice...

So what does the team want to get as our freebie No choices now as we get Philo in 3.:confused:
spoiler shows science tech chart

Spoiler :

scienceRod1-1.jpg

 
I would suggest learning the most expensive tech that we can. That results in a tie for Code of Laws and Literature, both at 240 beakers, per CAII. Code of Law leads to Republic, which is probably not our best government choice. In AW games, Monarchy tends to be favored since there is no War Weariness. Literature lets us build libraries, which will help us learn next war techs faster.

I would go with Literature so that we could get smarter faster. I think it helps us more than Code of Laws does.
 
That was my thinking too.

Courthouses don't come into too many "important points" in the same way that libs do.

I have a particular fondness for libs myself :lol:
 
I did hear from Rod and it seems we agree that we should take Lit.

Our next suggestion is to go with BW so that we can then get !W. We have a good chance of Iron with our mountains and hills.

It is very early in the game as we would still be in first round plays if our people had not hit the RL bar so I was planning to play 20 turns. Not much happens in 10 turns at this point. Yes or no to 20 turns.

My turnlog may not be great but it does exist and will give us as much info as we need for now.
 
I got some time this morning before leaving this afternoon so my turns are played. I played to 1500 BC which CA II said was turn 60.

Quick notes... on the very last turn I did see Brown (Russian) borders just past a choke point.

I played a tad past my turns because IW finished the next turn - the news ain't fabulous for such mountainous land.

Will load turnlog immediately.

Pics later tonight

And hand off notes this evening as well. Such as they are.

I should have posted my preturn notes but forgot that... oops this keeping track and reporting thingy is going to be the death of me.
OK. will post Preturn stuff
Turnlog - such as it is
and pics and stuff tonight

"Save" I can post now. Take it away Calgon.
 

Attachments

Research: in 8
Economy: 29 gold, -1 gpt
Government: Despotism


City Builds:
Trondheim (3): settler in 2, grows in 7.
Bergen (1): archer in 9 grows in 9

City Production;
settler [1]
R-archer [1]

Military:
Workers 02
Warrior 03
Archers 03

Spears 00
Curragh 00

Military Expenses:
Allowed Units:8
Total Units:8

Unit Support: 0 gpt



Available leader: None

Resources connected to Trondheim:
None


Wonder Races: none at the moment


Long Term Goals:

Take over the world - same as we do every night.


Mid Range Goals:

Discover and destroy any Civ on our continent

Build at least 10 strong cities in our core area.

Develop an offensive force.


Short Range Goals: My turns
Build at least 2 cities

Build road system to connect all cities

Safe exploration of nearby land to discover resources.

Clear Barbs as they appear.

Preturn notes
Switch Bergen to Barracks - in the time it takes to build a weak unit we can have the assurance of Vet units by the time someone shows up. This is AW and this is our core area.

Send archer from Trondheim to control barb on hill- worker safety issue.
 
I'll put the spoiler tags just to reduce the length of the post.

Spoiler :
Dar's turnlog

hit enter

2150 BC.
Barb attacks archer - archer promotes-E
Send little sam north to secure next city locations - *auto goto complete on my turns*

Sam W to mtn
Archer returns to Trond. for escort duty

IBT - nothing

2110 BC

Trond. completes settler -archer-> settler
Bergen... barracks in 8 ->settler (in 15 more)

Aeran and settler head to coastal river site
Algernon north to mtn.
Teasipper roads BG to Bergen.


IBT - nothing

2070BC
Sam SE
Little Sam continues to city site
settler and archer continue to city site

26 gold -2gpt Philo in 3

IBT - nothing

2030BC
aggie goes to grass to road. I'm saving forest chops for something important or urgent later on.
Algernon NE
Sam SE

Get Philo and our freebie is Literature
set science to BW/IW - BW in 8

1990 BC
Algernon north
Sam East

1950BC
Algernon north
Sam east
others continue to new city site
teasipper joins aggie for roading. I prefer worker pairs if possible

1870 BC moving city one space will get us a two way harbour so change settler and escort there

1830 BC
Trondheim - archer finishes. settler in 6 grow in 6

Oops treasury in trouble drop science to 80%
14 gold/ 0gpt

1790 BC
Bergen completes barracks
settler in 10 grows in 10

Trond Settler in 5 grows in 5

Twofer Town founded
worker in 10 - grows in 10
sam goes north - getting close to 'possibles'

I am using archers to scout in case we meet someone who needs a lesson or two in deportment.

1725 BC BW in 1 - drop science to 70% (still in 1)

1700BC
BW done. IW in 11 with science at 90% loss of 1 gpt. we can run that for 8 turns and should have a city by then.

have no idea what happened between these two dates - just boring stuff

1575BC Champion city founded
Grow in 7 -- worker in 10

Trondheim: curragh in 2, warrior and settler in the queue - be ready to change if you don't like

Bergen settler in 2 - grow in two planning to send settler to hill 3 W of bergen -hoping for iron around there.

Algernon spots barb camp in the west mountains
Aeron spots land mass off our eastern shores - near Twofer
Sam still nothing sighted
Worker complete road to Twofer Town.


1525BC

Twofer Town finishes worker Lib. started as it takes 80 turns and can be changed but I didn't know what we wanted there. it is coastal and could come under attack early - barracks?

Algernon takes out barb camp - we can up science to 100% IW in 4 at -2 gpt - quite a bargain.

Trondheim builds curragh for scouting our coastline - warrior next in case we have iron nearby then settler

No new Civs sighted. I think we may own our land mass but you never can tell until you hit coast everywhere.

1500 BC - spot brown borders - just proves what I said above. time to be collecting the troops

If this is Russia, I am surprised we did not see a scout.

Our final military count is:
Settler -01
Worker -04
Warrior -03
Archer- 04

Economy 34/ -2 gpt

4 Cities



if you have questions, you can post while I am out and I will try to answer them this evening.
This is a zoomed out pic of our whole navigated area
Spoiler :

overviewofempire.jpg

 
Could you let me know what kinds of pics you want to see? I take lots but many are just for reminders for myself.
 
Looks like good terrain for an AW game. Neighbors are far away so we can grow and expand in peace and quiet. Even if we do meet someone, it will be some weak unit on scouting duty. We would be forced to declare war but it would be some time before their units would arrive at our cities.

Just because we see borders does not mean we have to meet people and declare war. According to CAII we have met zero civs. If we can build two or three more cities before we meet someone that would be great. With that many cities, we can have 4 making Archers and such, one building a settler and one building a library or barracks, and stil be able to rotate the builds around and not damage our ability to wage war.

Northwest looks good for expansion, lots of nice green tiles. Time for a Dot Map of possible city sites?
 
My bet is Carthage, if it was Russia we would have met scouts by now.
 
My bet is Carthage, if it was Russia we would have met scouts by now.

yes I think you might have a point there - Carthage makes more sense.

I turned Sam in the other direction when I saw the hint of borders so we don't "know" them yet.
 
I have the picture of the border that Sam Spotted

Spoiler :

Rod01-borders.jpg




Some CivAssist II information screens

Spoiler :

Rod01-CAEconomy.jpg


rod01-CA-territory.jpg


Rod01-CA-general.jpg






The Westlands may yet be a hotbed of interest and activity:

Rod01-Westlands.jpg


I don't think I am spoiling anything by mentioning our ONLY Iron source. The new player would have found it the minute he hit Enter


For dot-mapping purposes if you want them:

Spoiler :


Rod01-dotty.jpg


Rod01-dotty2.jpg




My personal choice would be to start moving towards our Brown neighbours. If we want them to waste their units on our spears (if we build some :lol: ) then they can wear themselves out getting near or they might fill that galley with an Archer and show up.

It might be worth putting a barracks in Twofer Town as it could see some action. I was thinking that it would be a good harbour city when we get Map-Making.

At this moment, I don't recall what the next Tech was - well Iron working is still completing for the next player and I don't think I had anything in the queue when it finished. do we want to rush towards Monarchy so we get out of Despo? A quick look at CAII shows that we would lose 4 more gpt by doing that - at this point but times change.

I would suggest that it would be worth the time to send the current settler to that iron spot and send the next one to the hill on the way to the iron just to make hook ups quicker. Those may not be great but the iron - while it lasts- could be worth the effort. I really do not know the best approach here so I depend on the team to sort that one out. I think we should settle on the hill so we can't be pillaged

All current cities are connected but I had expected that we would expand to the south east area first so the workers are just outside two-fer heading to another possible city site on the coast.

I am not sure what else to mention as this closes out.

Any questions. I am going to post another pic as an instructional aid for myself in this game. TTYL
 
Micromanaging cities is my weakest point.

I do it hit or miss and that is not a good thing (thank you Martha - you can leave now)


This is a pic of Trondheim when it has just completed a settler so it is at basic production. We might want to let it grow by building a spear(that got changed) and a couple more archers... but I digress.

Rod01-MMTrond.jpg


Could someone show me what we should be doing soon and how to make the most of what the city resources offer us to use. Do we want food or shields more? I don't even know the questions to ask.

Help :cry:
 
Until it grows, there isn't much to micromanage. Right now, food is the priority. BTW, we need a granary in Trondheim to not lose so much when we pop a settler. I'll play probaly tomorrow night, Rat29 has waited long enough for my attention, so it gets front burnered. Then I'll play this, then Hawk03. Busy? You betcha!
 
Then we can put pots next on the "need to know" list.

I was asking the question now so that I would understand it when my turn come up again.
 
My thoughts for cities over the next bit.

I completely mis-remembered where the Iron is located. forget all that I said


I tend to favour hills when I can do so generally but I think they get an edge in AW games.

I do think the iron and the road should be priorities.

What are the chances Carthage will have archers or swords at this time?

BTW. I am municipal-locationally challenged. Just another of my vast repertoire of Civ skills :blush:
 
Capturing Iron should be a Priority . I would put it second on the list of Cities to Build.

Darski, In most of the Early game, food is Important . Go food for quick growing and when it grows ,shields for making settler quickly

Roster- 1) Darski- Just played

2) Rodent- UP!

3) CommandoBob- Swaying on the Deck

4)CivRulesAll- Grounded Until Further Notice

5) Yahya- Lurker for the time being

6) Overseer-Part-timer

If you can get to it before me Overseer, go Ahead and play.
 
Back
Top Bottom