S-07 The Fishermens' Shuttle

Yep, sorry about being rather disorganised about starting this game. I got back later than I thought I would tonight, so will play the first turnset tomorrow. We are on normal speed by the way. So far those that showed interest were:

sooooo
negyvenketto
dl123654
r_rolo1
sunrise089

Not heard from dl123654 since I changed the difficulty, so please confirm that you still want to play at monarch. Blid is waiting in the wings if he cannot play.
 
Monarch is fine, as for where to settle I don't like settling on the flood plain but we are going to have more then enough food after irrgrating, so its a hard decision so I'm ok with either spot.
 
By common consensus I settled on the flood plains. Thankfully, coast was not far on 3 of our sides - seems like we are on some kind of peninsula.

I did not meet any other AIs in my 30 turns, but there is no evidence either that we are isolated. Their scouts could have been eaten by bears.

I started with a worker and mining. We have agriculture already. Then it was bronze working, the wheel and I started animal husbandry. I pondered for a long time about going for hinduism, because shrines are an allowed source of gold, but decided against it and in fact we would not have goten hinduism anyway.

After the first worker, I build 3 warriors then started a settler at size 3. We have farmed the corn, mined the rice and put a chop into the settler. Now are roading to the gold and a future city.

Copper is accessible, and in fact our surrounding area is nice and food rich to support specialists. I think our first city should get copper, I'm sure the next player can find a nice spot seeing as we are creative.



I have had some thoughts about how we might get our commerce in this game, but I would like to hear the team's ideas too/first. One thing I would say is that we should surely build the colossus. Does that also mean that we should build the oracle to get metal casting early? And what about the great lighthouse? I cannot see any stone so pyramids looks unlikely. I have never built the temple of artemis, no idea if it is any good or not.

Techwise I would say go for sailing and pottery (granaries), then writing so as we can use our food to hire scientists. We should revolt to slavery too, probably the most efficient time is when our settler is on route to its spot.

3 of our scouting units are injured and are healing or should be set to heal next turn. Did not lose any though. Huts provided 1 map, 1 scout and the rest were gold.

sooooo
negyvenketto - UP for 15 turns
dl123654 - On Deck
r_rolo1
sunrise089

Remember we are on normal speed! It takes a bit of getting used to.

http://forums.civfanatics.com/uploads/80471/Fishermen_s_Shuttle_BC-2800.CivBeyondSwordSave
 
One of my strategies I've been using a lot is to rush for writing at this point and then go for code of laws for courts and always getting the religion as well while over expanding my economy to death and using my expanding cottages and courts to recover having an empire twice the size of everyone else. This doesn't work as well for this game because we don't have commerse squares to work. Agree on Colossus should have priority as well.
 
Got it fot tonight.
For copper city NE of cow seems to be nice especially with Moai Statues and Colossus :)
About commerce: Calendar resources also give us some commerce as well as fur, but as you mentioned trade routes are nice, too. Temple of Artemis maybe a little bit better than TGLighthouse, but we could try to get both :)
A religion with shrine, later a corporation could boost our economy, too.
 
Research: AH -> Pottery -> Sailing
Amsterdam: Settler -> Warrior -> Settler
Utrecht: Work boat
Fisher_1.JPG


We met with HC, the buddhist, NE from us.
Fisher_2.JPG


Huts: map, gold, warrior. Unfortunately I lost the new warrior and the scout against lions :mad:

City placement suggestions. The fish near City3 has a coast to the W, so there is a land we can reach with Galley.
Fisher_3.JPG


Capacland
Fisher_4.JPG


The save
 
I think that we should use a heavy trade route aproach to this game ( we're going to use a lot of coastal cities ( aren't we? :p ) so a lot of money could be gained with trade routes (especially with the new costum houses ) ). That would require the GLighthouse, harbours, Currency, Costum houses....

Just a thougth....
 
I think that we should use a heavy trade route aproach to this game ( we're going to use a lot of coastal cities ( aren't we? :p ) so a lot of money could be gained with trade routes (especially with the new costum houses ) ). That would require the GLighthouse, harbours, Currency, Costum houses....

Just a thougth....

Doesn't ToA also buff trade routes?
 
Yeah but ToA costs infinite hammers for not a great amount of benefit. I do like the great lighthouse though.

I like your ideas r_rolo.

I would stop building that settler and get some more workers first.
 
Yup.... I knew I forgot something..

From BTS spreadsheets ( sticky from BTS forum ( I recommend it: it is very complete and is far better than the manual :p ) about ToA effects:
Effects:
-2 GPP (GM)
-1 free priest specialist
-100% commerce from trade route in that city
 
Got it

Plans from pictures:
I like city 1 location

Will edit with more after looking at the save.

EDIT:
Just looked at the save:
Thinking Writing (for a lib for the capital) then Medal Casting
I want to get city site 1 and 2 online sooner then later so I'm going to keep the settler going, whip a lib and then a worker
For cash was just thinking with all the food around we could run a few merchants or priests (if we get a religion) so I don't think cash will be a problem at all once we reach currency

Will play tomorrow after I wake up, 15 turns right?
 
Yep, 15 turns for the first round, then we'll go to 10. I think we should go for the oracle after writing, taking metal casting with it. Whip lib then worker should be whip worker then lib, because after whipping we will be small and a worker which stunts growth is not what you want to build after whipping.
 
The save

Turn 47:
Start Writing

Turn 48:
Meet Ceaser's archer to the north of Capac

Turn 51:
We better get our research going
Spoiler :
Knowledge.JPG


Turn 52:
Meet Fredrick north of Capac
Utrecht starts lighthouse

Turn 53:
Start mystism

Turn 54:
Judaism founded

Turn 55:
Find out it was Fredrick that founded Judaism

Turn 56:
Start meditation
Amsterdam starts lib

Turn 59:
Start Preisthood
Found The Hague at city 1 site
Whip lib in Amsterdam for 1 pop, back to size 3

Turn 60:
Barbarian warrior spotted in the south
Amsterdam starts worker
Utrecht whip lighthouse for 1 pop, back to size 3

We are going to need an axe (copper is hooked up) just in case from Utrecht to deal with that barbarian.
Like the fact we can go for both CoL and Medal Casting easily.
If we want great lighthouse we can build it in Utrecht but need masery first.


Spoiler :
Dutch_Land.JPG


New_Land.JPG
 
Got it and will play tomorrow ( all of the SG I'm playing are falling on me now...).

One question: the city site 5 is a :smoke: option IMHO: 1 tile from coast, loses seafood for a calendar resorce.... 1 E would be better.

Oracle in capitol to get MC would be a good idea ( like already stated ). Should we try the GE gambit for the mids ( or something else ) ?
 
Sorry about the miscount ( just got home from a tiring day of work .... ), but I still maintain that a coastal city would be better ( even the 50% bonus on trade routes from harbours would compensate easily the lost of a 4C tile if we have the GLighthouse )
 
City 5 is surely in the wrong place, not being on the coast. City 2 is too far away. City 3 looks good for next city, but I don't want to see a settler being built until we have 3 more workers. I see we have whipped Amsterdam and Utrect before they got their granary - is this wise? Probably fine for Utrech because it needs the food for its lake tile and clams, but not right to whip library in amsterdam before granary methinks. Anyway, what I would do with Amsterdam is build 2 axemen until size 4 (we need them in case we see barb archers) then build a worker, then whip granary. Utrect can also start a worker at size 4.
 
Turn 0 – Changed Amsterdam’s prod to a axe ( 5 turns )

Turn 2 – Priesthood is finished, research set in Masonry ( for the Glighthouse )

Turn 4 – Masonry is finished, research set on MC ( for the Collosus )

Turn 5 – Henge is done in a faraway land. Amsterdam is set on granary ( better :whipped: )

Turn 14 – A new foe appears from the shadows....
Spoiler :
QSHarrival0000.jpg

Capitol finishes granary. Will let it grow ( using Oracle for it... be free to change it )

World Status in 1000 BC

Power ( our first ... and not complete )
Spoiler :
1stpowergraph0000.jpg

Maps
Spoiler :
Ourempire0000.jpg

Spoiler :
thenorth0000.jpg

Thoughs

Worker can be whipped soon in capitol and maybe in Utrech too. We need to develop our capitol lands a little bit more.
Ceasar is spending 2 EP/turn on us...
If we can get the Oracle, I would advice CoL.
A barb archer took a peek on our lands in turn 12. Wait for his return...


Roster

sooooo - On Deck
negyvenketto
dl123654
r_rolo1 - Just played
sunrise089 - UP for 15 turns


And Save

Good luck!

P.S Forgive me for some :smoke: move.... 2nd SG today + 8 h work + friday = :faint: :sleep:
 
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