SAM-02 Silliness and Mao

Yup, I think we are, oynaz.

I agree with the tech plan and play order, probably tacking the new player onto the end?
 
Turn 0 (4000 b.c.)

SAM-02 is now open for criticism! Found Beijing in place (sorry Whosit as I have no creative bones to figure out what to name this city). There is a hut to the north just outside our borders. Set our tech plan as discussed Hunting>AH>BW (9-18-22 turns). I will probably play until bronze comes in.

Beijing, 4000 b.c.

Spoiler :
001BeijingFounded.jpg


Turn 1

Send Guan Gong (yes, I can use Google) northward to explore the river area.

Turn 2

Guan Gong continues his journey northward.

Turn 3

Climbing a grassy hill Guan Gong sights a herd of cattle.

Turn 4

The wilderness holds many secrets, Guan Gong chances upon one:

Spoiler :
002DeGaulle.jpg


His scout:

Spoiler :
003FrenchScout.jpg


If his scout heads straight for the hut he will arrive before our borders expand and steal our northern hut.


Turn 5

Guan Gong turns to the SE hoping to utilize the elevated ground for better views of the surrounding land.

Turn 6

Guan Gong continues his trek in a southeasterly direction and runs into another French scout. He surely will get to the hut prior to our capital’s pop. C’est la vie! (Don’t know any similar sayings in Chinese so DeGaulle lent us his)

Lousy French scout:

Spoiler :
004LoseHut.jpg


Turn 7

Well, as expected the scout snags the hut (wish there was a way of knowing what he got from it, huh?). Guan Gong does sight stone further east.

Our civilization has learned:

005Hunting.jpg


Turn 8

In Beijing a famous warrior, Yue Fei, has arrived. He begins to travel SW. Beijing begins a worker.

Turn 9

With several French scouts about Yue Fei visits a local tribal village. It is a productive stop as the locals offer Yue Fei a scout, hereby dubbed, Zhen Cha, for exchange for Chinese protection.

Spoiler :
006ZhenCha.jpg


Turn 10

Our scout Zhen Cha, heads into the southern tundra in search of silver, furs, or other tribal villages.

Yue Fei is ambushed (but survives)

Spoiler :
007YueBattle.jpg


Turn 11

More exploration.

Turn 12

Zhen Cha meets up with another civilization. Welcome:

Spoiler :
008Pacal.jpg


There is a single source of fish in the SW.

FIADL is Buddhism.

Turn 13

The southern tundra proves to be mostly barren.

Turn 14

Yue Fei, who was injured by an animal attack, retreats toward Beijing to heal.

Turn 15

Zhen Cha finds deer scat further west.

Turn 16 & 17

Explore.

Turn 18

Guan Gong while quenching his thirst in a local pond finds a shiny yellow substance in the water to the NE. Zhen Cha not to be outdone locates some tasty grapes to our NW.

Turn 19

Guan Gong carefully sneaks around as there are large grey beasts playfully lurking to the NE. Zhen Cha sloshes through a rice paddy whilst stumbling upon another herd of deer.

Turn 20

Zhen Cha is greeted this morning not only by the sun but also by this guy:

Spoiler :
011Zara.jpg


Turn 21

A pride of lions is no match for Zhen Cha.

Spoiler :
012Lions.jpg


Turn 22

Guan Gong has lion problems of his own as they chase him northward through a mountain pass.

Turn 23

In the distance Guan Gong sees the outskirts of what appears to be a French city. How does he know this? He doesn’t but he does know there is some sort of invisible force preventing him from moving further north.

Spoiler :
014FrenchBorders.jpg


Turn 24

“Wonderful” Guan Gong exclaims as his travels reveal that the French have grapes. “I’m sure they’ll make something out of it and think it’s absolutely remarkable” he mutters.


Turn 25

Our diligent researchers have completed another discovery and soon there shall be a pasture for our sheep. BW in 21. We can also now see a herd of stallions in a crappy tundra location.

Spoiler :
015AH.jpg


Turn 26

Our capital has its first worker who immediately is sent out to pasture. Begin another warrior for more exploration and fogbusting.

Spoiler :
016Pasture.jpg


Turn 27

Bells chime around the globe as Hinduism is discovered somewhere.



Turn 28

Guan Gong ventures close enough to see into the French capital of Paris. Note there are 2 archers and its on a flat tile. Our acquaintance Pacal converts to Hinduism.

018Hinduism.jpg


Spoiler :
017Paris.jpg


Turn 29

Quiet.

Turn 30

Zhen Cha is his continuing quest to outshine Guan Gong sends home word of a Buddhist fellow:

Spoiler :
019HC.jpg


Turn 31 & 32

Explore some more.

Turn 33

Shi Rengui begins his watch near Beijing. Fire up another warrior.

Turn 34 & 35

Continued exploration.

Turn 36

In the western wilderness Zhen Cha is attacked but survives (Take Guerilla promo as there are tons of hills around).

Spoiler :
020JaguarZhenCha.jpg


Turn 37

Our lone worker finishes setting up a camp near the deer and moves to a nearby forested hill in anticipation of chopping some lumber for our smallish empire. We will have at least 5 idle worker turns.

Turn 38

More solitude for our intrepid explorers.

Turn 39

A new arrival to the scene:

Spoiler :
021SittingBull.jpg


Beijing has produced another warrior. He has been dubbed, Gong-Sun Sheng. As chopping will commence shortly I add a worker to the queue. Pacal’s borders are sighted to the SW.

Turn 40

ZZZZ.

Turn 41

Pacal has horses inside his boundaries and marble nearby.

Turn 42

Quiet.

Turn 43

Wolves and lions are chasing our men everywhere! BW in next turn.

Turn 44

Cha is attacked but survives. Move him further west as he seeks cover. His injuries are severe. Our idle worker begins to chop.

Spoiler :
023ZhenChaLion.jpg


Our newest, shiniest tech is unveiled (of which there is NONE anywhere)

Spoiler :
025BW.jpg


Map of area with food only:

Spoiler :
026FoodMap.jpg


Luxury Map:

Spoiler :
027LuxuryMap.jpg


Resource Map:

Spoiler :
028ResourceMap.jpg


All Resource Map:

Spoiler :
029AllResourceMap.jpg



Roster:

Whosit (up, rolls his eyes at Norvin’s pathetic attempt at writing!)
Mighty Dwaarf (warming up)
Glare Seethe
oynaz (recently acquired at the trading deadline)
Norvin Green (finished set and enjoying some quiet time)

Save attached:
 

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Map looks... interesting. I was kind of hoping to rush someone but without bronze we can forget it unless someone here is confident about their chariot rushes - mine fail 50% of the time and I'd rather not risk it. Fortunately there is ivory so elephants + catapults looks like one good way to go if we can beat De Gaulle to that spot.

Not sure about city sites. Everything looks unappealing... floodplains are really far away. Little food, tons of tundra. Hmm. Techwise I'd go The Wheel or Mysticism, we'll want to chop out a settler soon (at size 3 maybe).

I guess De Gaulle or Pacal or preferably both need to go sooner rather than later? Maybe their land's better.
 
I threw some signs up and also used Alt-X to dot map some city sites. I think we should tech archery for fogbusting and protection and chop out as many cities as we can. Followed up by Myst, Wheel, Pottery (especially if we get site 2) then Masonry. City 1 grabs two happiness resources (of which we can tap into both) plus the cows (and also prevents DeGaulle from the ivory). Site 2 can pay for our expansion. City 3 I'm torn about - part of me says why bother the other part says it will piss me off if Pacal settles that close to us. The more I think about it the less I like it. City 4 will tap into the stone so that we can pop up some cheap walls. Obviously this is just my initial thoughts. You know, something to get the ball rolling.
 

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Hee hee, don't be so quick to assume, Norvin, I liked the report. Forget the city names, our shtick this time will be naming units. Next time, next time.

Though, man, I was thinking "look at all these familiar faces!" Then Sitting Bull showed up, so that's OK, I guess. De Gaulle isn't as aggressive as Napoleon, right? But, I'm really sick of seeing Pacal's face. He annoyed me in SAM-01, he's troublesome on aCK-2, and he's been in a SP game or two. Those Financial AIs might really take off at this level if we're not careful.

I'm gonna open the save in a bit to take a closer look at things, but I can play a set tonight, I think. Or wait until tomorrow if we want to discuss more? We'll have to take those horses, despite the bad terrain, 'cuz we need something. I can't vouch for a chariot rush under ideal circumstances, but that'd be a crap town for sure. Though it looks like we can get the fish? And a lot of ice.

But, yeah, resource distribution hasn't favored us. Most of the best food is elsewhere, as are the luxuries. I don't think that we can afford to let the others live very long. I agree with Glare that we want Settlers soon; probably want to aggressively expand to get whatever we can. In that case, Wheel and Mysticism and Pottery would be useful. Iron Working, too, just to see where the metal is, but probably not high priority right now.

Norvin: Where were you looking for the Chinese names? I want to make sure I can come up with something, too!
 
I just googled "famous chinese warriors" and starting picking some. I think REX is in order that's why I say bag Archery next then Myst (to pop borders). Actually if you look at my save with the signs if we move City #1 1N we can get all 3 resources or 1NE (netting cows and gold and being coastal) without a border pop plus if we beat DeGaulle there it will limit his places to settle. So instead Archery>Wheel>Pottery>Masonry>Myst (maybe switching the last 2 around).Being protective we can survive barbs with archers until we snag as much land as possible. The gold will help spur our research early on and then we can grab the floodplain city for longer term commerce. Plus archers with walls will allow us to keep fewer troops. Less troops means less $ and we are going to struggle for cash if really expand quickly. Our capital has tons of forest to chop and we can use it all for settlers/workers. No point in chariot rushing Pacal as his UU is the Holkan of which he'll have enough I'm sure. Better to let him build the shrine for us anyway. If we can get DeGaulle to pleased he will not declare on us. The problem is getting him there. I will post a summary from the guide about our nefarious rivals shortly. As for playing I think we should wait until we hear some more opinions.
 
Yeah, waiting is good. I'm just too gung-ho. Oh, can you give a link to that guide? I could never find it. Anyway, gonna actually take a look at the save in a bit . . . .

The situation does seem to shatter my dreams of early war, but I'm still hoping we can get in a position where we don't have to sit on our hands very long. We'll see, I suppose.

*edit*: Well, took a look in-game. I do think we should move City 1 1N. Everything else looks . . . 'bout as good as I could hope for. Though my one concern is the lack of coastal cities. Most are one or two spaces from the coast, but we're going to want some coastal cities that can produce the boats we'll need to travel to the New Continent. If we can conquer France, that might not be a big deal. I guess some additional exploration may yield some candidates, 'cuz we don't really seem to have any strong coastal candidates at the moment. We could put the North Cow Town on the coast, but I think it would weaken the city overall, especially since it seems to be intended as a commercial site.

Ugh. Do the map scripts intentionally put the players in the bung holes of the world?
 
First us (Mao)
Mao.jpg


Now our neighbors:

DeGaulle3.jpg

Pacal3.jpg

HC3.jpg

SB3.jpg

Zara3.jpg


The red dots are negatives and the green positives (or they should be anyway)

Whosit, I've attached the guide as I can't seem to find the link either! :D
 
Sorry guys my laptop has kaput which means I cant play turns until I get it fixed or replaced. I'll try to post thoughts etc when I can.
Chariots suck but I find HA to be efficient in clearing some civs in the early game. May struggle against Pacal and Holens though.
 
I originally doubted Archery cause the land can be easily fogbusted by warriors alone. However since we can't rush it looks like we have to aggressively settle the land instead, in which case we might end up a target for some AIs (having settled right in their face), so protective archers + cheap walls and playing defensively until catapults or war elephants might be the way to go. In this case I support Norvin's plan of settling the floodplains after the ivory, since that's the best land we can get here. So I agree with settling the ivory first, then rushing to the floodplains ASAP.
 
I propose the following changes to Norvin's dotmap:

City 1: 1 NE. Gaining 2 grasslands and coastal access, lose two hills. I am not really sure about that one, but I think at is worth it.

City 3: 1 NE. Gain coastal access, lose tundra and peak. A far better position, IMO.

City 6: 1W. Gain forested grassland hill, riverside grassland forest, and coastal access. Lose grassland, desert and plains. Also far better.
 
I agree with oynaz about 1 and 3 though I would move 6 1S instead so it can work some cottages for the capital and some other grasslands that otherwise would go to waste.

Tech path The Wheel > Mysticism > Pottery > Archery or so, although depending on the barb situation Archery might get priority over Pottery. As it is I think we'll need it for defense against the AI but not necessarily against barbs (if we do a good job spawn/fog-busting with warriors, on this relatively narrow piece of land it should be easily doable), so I think Pottery can go first.

After this worker is complete we need a settler for the ivory (warrior till size 3 maybe), then at least two more warriors and another settler for the floodplains.
 
I've attached a revised save with oynaz's and Glare's suggestions labeled as a or b. I agree with them about moving 1 1NE and 3 NE. I like the 1S of city 6 as we gain some river access there as well.
Quick question team - does the post I did with the info contained in the reference guide help? Or is it just a huge waste of time? Also, same thing for the revised dot map - does it help or it it too confusing? Thanks Norv.
 
I like seeing the Civ info, especially because it lets me know things like the fact that De Gaulle is aggressive and such. Also, it's kinda fun. I don't know what everything on there means, like relation factor and, well, that's it, I guess. We have two Wonder-loving opponents, but we'll be so busy expanding, guess it doesn't matter. We can just take it from 'em, I guess. Tho' when we get the stone connected, we might have a shot at a few of the early wonders.

I'll grab the updated save and, since it sounds like everyone has got their say in, I'll play my set today. Warriors and Settlers for all!
 
I like seeing the Civ info, especially because it lets me know things like the fact that De Gaulle is aggressive and such.

What I find curious is that De Gaulle supposedly builds wonders "very rarely" but he's Industrious. Kind of confused then, should we be worried about losing wonders to this guy or not? Ah well.

I agree it's good to have the info posted though personally a lot of that stuff means nothing to me (like what's the difference between "Stop Trading" and "Stop Trading with X" and is the Pleased for either referring to the AI's attitude towards the player or towards X?), and in any case I feel I more or less know the AIs by now.

Above all it's good to know who declares at Pleased, though.
 
I got a chuckle out of it Whosit! :D I'll try to explain what I understand about the chart (but by no means am I an expert). Civs with similar "relation factors" will inherently get along better. So for example, Mao has a 1 and Pacal, HC and DeGaulle have 0's or 2's so odds are they will all get along better with us than Zara and SB with a 6 and 8. Similar theory I believe with warmonger respect (hence HC & DeGaulle again should get along with us. As far as "declare war on" that one I'm not sure about. It would seem the first part is their own declaration and the second is via bribe. I am definitely NOT sure of that one though.
 
I've finished my set, but I'll post it later (replacing this post) because I am going to see Star Trek. So, no time to add all my pretty pictures.

*edit: Plans changed, no movie, but that means I get my report up that much sooner. Working on it now.*

(Oh, yeah, not to spoil anything, but we didn't lose the game yet.)

OK, here we are:

SAM-02, Round 2

Inherited Turn 44, 2900 BC

Archery in 9, one city, and a few scouts. Shouldn't take long to figure out what's up. I may play through Pottery, unless I find a reason to stop earlier. Don't want to be a turn hog, either, so we'll see how long it takes.

Turn 45, 2875 BC

Gong-Sun Sheng has finished recovering. I decide to send him west to scout.
Zhen Cha begins to heal.

Turn 46, 2875 BC

Zzz.

Turn 47, 2825 BC

Beijing has produced a second worker, and now begins to train a Warrior (6 turns). A Settler will follow once the town grows to size 3.

The new Worker will assist in constructing a mine once the hill's forest is gone. No, wait . . . well, :smoke: already. Shoulda moved to an adjoining hill to prep a chop for the Settler. Next turn.


Turn 48, 2800 BC

New guy finishes the chop. Freed worker moves to a nearby forest so he can start a chop next turn.


Turn 49, 2775 BC

Wei Yan is born! He will head to the West to fogbust.
Spoiler :
SAM-02WeiYancrop.jpg


Gong-Sun crosses some mountains to find . . . more ice and tundra.
Spoiler :
SAM-02IceyTundracrop.jpg


Turn 51, 2725 BC

Herodotus' greatest work reveals that China is one of the smallest of the Civilizations.
Spoiler :
SAM-02SmallestCivcrop.jpg


Turn 52, 2700 BC

Gong-Sun stumbles upon the southern borders of the Mayan Empire.
Spoiler :
SAM-02Mayalandcrop.jpg


Turn 53, 2675 BC

Chinese hunters have a developed a new weapon to allow our soldiers to fell prey from affar. Our Seers begin to investigate the spirit realm. (Mysticism because City 1's new position will need a border pop.)
Spoiler :
SAM-02Archerycrop.jpg


Turn 54, 2650 BC

Guan Gong spies a lion in the distance. I prepare to chop even more forest hills for a second Settler after the first. Zhen Cha is ready for action again. He quickly discovers a source of copper ore, but it is most likely beyond our reach.
Spoiler :
SAM-02CopperatLastcrop.jpg


Turn 55, 2625 BC

The lions approach Guan Gong, and Zhen Cha spies a foreign archer in the distance. Yet this fellow calls no Civilization his own, and appears to be a savage Barbarian!
Spoiler :
SAM-02BarbArchercrop.jpg


Zhen Cha politely heads in the other direction, promptly locating Zara's home turf, with plenty of gold. Hrm.
Spoiler :
SAM-02EthiopiaFoundcrop.jpg


Turn 56, 2600 BC

Guan Gong takes a beating, but successfully subdues the lion. At least we won't have to prepare a memorial for this warrior.
Spoiler :
SAM-02SlainLioncrop.jpg


Turn 57, 2575 BC

A rather dull era in Chinese history.

Turn 58, 2550 BC

More scouting.

Turn 59, 2525 BC

China's first Settler is produced, and a second is set to train immediately. He heads out to the north east.

We're also losing money now, too many units, I think. Cut back on research slightly.
A chop finished, and this worker will travel with the settler north so that improvements in the new city can begin immediately.

Turn 60, 2500 BC

Zhen Cha continues to explore, but ends up on flat land next to Bears. I think that he is done for. (Somehow, I had a hunch that this would happen when I moved him.)
Spoiler :
SAM-02Bearscrop.jpg


Turn 61, 2475 BC

Brave Zhen Cha perishes. The good news is that our upkeep decreases enough for me to put research back at 100% to get Mysticism next turn. Heh.
Spoiler :
SAM-02EndofZhenChacrop.jpg


After some consideration, I start to chop yet another forest to get Settler #2 out the door a bit faster. City 2 is far away, so I guess I can't afford to worry about saving the trees right now.

I think I will confirm City 1b, 1 NE of the originally plotted position. It means that no city will be able to make use of those clams, but I guess it's a sacrifice we must make. I think.

Turn 62, 2450 BC

We have discovered the secrets of Mysticism. Now to learn how to make round things roll.
Spoiler :
SAM-02Mysticismcrop.jpg


Bad News, though. France has already got a city down neary where City 1 is planned. However, all is not lost. It's actually a spot I was considering, so we'll capture it eventually. It'll be a decent port they built for us.
Spoiler :
SAM-02FrenchGrabberscrop.jpg


City 1 will have to go in its original spot. We'll get the gold and Ivory, but fighting for the cows will be very difficult. This town will probably lack food for quite some time since we can't even get at the lake to irrigate. But I'll settle anyway, because we want the ivory for War Elephants, and Gold for happiness and income.

Turn 63, 2425 BC

Shanghai is settled. I had to throw science way down 'cuz I realized we never got Hut Gold to fund early deficit spending. This could cause problems.
Spoiler :
SAM-02Shanghaicrop.jpg


Well, I'll chop out the monument, then start the gold mine.

[/b]Turn 64, 2400 BC[/b]

Nuthin' much.

Turn 65, 2375 BC

Snore.

Turn 66, 2350 BC

Barb archers are spied in the distance. Hopefully De Gaulle will handle that for us.
Spoiler :
SAM-02Troublecrop.jpg


Turn 68, 2300 BC

Settler finished in Beijing, start an Archer (4 turns).

Not sure what to do with the worker now, so I start a mine on the bare hill I chopped earlier.

Turn 70, 2250 BC

I end up having to bring the Settler back home to avoid that archer. Even though it's slightly wounded, Gong-Sun Sheng won't win if he attacks. Hopefully he'll survive on defense.

Turn 71, 2225 BC

*Sigh* Another unit lost. Our settler will have to wait until the Archer finishes and escorts it.
Spoiler :
SAM-02DeadWarriorcrop.jpg


Shanghai: Monument < Archer (12 turns)

The French people sent food to Shanghai to prevent famine. We're all cuddly now. De Gaulle is Pleased, so at least he won't attack us. I switch the archer to a Barracks.
Spoiler :
SAM-02KindFrenchcrop.jpg


Turn 72, 2200 BC

Beijing: Archer < Archer (8 turns)

I now see that the Barbarian archer was barely scratched.

Turn 75, 2125 BC

The Settling Expedition is finally underway. If I had realized this would happen, I wouldn't have built that second Settler right away.

Also, Judaism is founded somewhere.

Turn 76, 2100 BC

Lacking a wiser idea, I send Beijing's last worker to tag along after the flood plains settlers.

Turn 77, 2075 BC

Beijing: Archer < Archer (5 turns).

We could get Stonehenge in 20, but I don't know if that would be a good investment now.

Sun Shang Xiang (our newest archer) will fogbust to the West for now.

Oh, my. This may end very, very terribly.
Spoiler :
SAM-02Ambushcrop.jpg


Our party lands in the woods next to a Combat II, wounded Barb archer. If he wins, we lose everything. Wait! Wei Yan comes off his hill to reinforce the Settlers. Even if Yue Ying dies, all is not lost.

Turn 78, 2050 BC

Yue Ying wins! The Wheel finishes, I slot in Pottery, crank up research (because I forgot to do that a couple turns ago) and so the new tech will be in at 8 turns.
Spoiler :
SAM-02SettlersSavedcrop.jpg

Spoiler :
SAM-02TheWheelcrop.jpg


Ah, the gold mine finished in Shanghai, so that's why we can afford this. Actually, I pushed research to 90%. We can manage that, though our 3rd city will change things. Shanghai isn't growing, of course, but that gold is too valuable to give up. If we're lucky, we'll grab the cows with the border pop, but unlikely. We'll just have to pump up Shanghai's culture.
Spoiler :
SAM-02Overview.jpg


So, I'm done here after only slightly mismanaging everything. I think we need more archers to give us a presence in our Western corridor so that we may more safely travel to City 2 and City 3.
 

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Norvin I am pretty sure the numbers are all irrelevant when it comes to the player, i.e. Mao's stats aren't relevant to this game - it's all just AI to AI. I would be very surprised to learn otherwise.
 
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