Sana03 - Who ate the RaR scientists?

sanabas said:
It will take hardy clans for the jungle ...
You can build cities on Jungle (and Marsh) with regular clans, but you have to build a road on the tile first. If the capital can manage Hardies faster than you can build roads on jungle, then Hardies are the better choice.
 
plain sailing


Pre-Turn
won't trade sailing yet, waiting for more contacts

1. 2950BC
zzz, alpha drops to 3

2. 2900BC
rigger loads 2 scouts and spots more land west

3. 2850BC
drop both scouts on new land, curragh discovers pink border to be met next turn

IT we get alphabet, next tech to be decided after trading

4. 2800BC
meet the Vikings, get masonry +55g for domestication and pottery
masonry to India for 65g and ritualism
cultivation from India for alphabet and 120g (we want to be able to research 2nd tiers)
ritualism and cultivation for scrape mining from Vikings
stop here for the moment, sailing is still a monopoly
urbanization is next at 18 turns

5. 2750BC
zzzz

6. 2710BC
we meet Mali and they know nothing
Hariaki grows to 3 and urbanization drops to 13

7. 2670BC
nth


8. 2630BC
sailing

IT we get a clan

9. 2590BC
move settler

10. 2550BC
move settler in position, if we decide for a loose city placement, simply move it, but I think it's a good spot to settle
Haraiki is on another curragh while it grows
India just got caste system, which we can easily get for scrape mining. Next player, please DO trade it. I did purposely not sell sailing since
we want to keep the seas for ourselves for a while.

sana32550.jpg
 
romeothemonk said:
lurker's comment: If you need war, just call on one of the self proclaimed experts for a turn set or two.

works for me. Should provide plenty of evidence of just how feasible war is. :D

Nice turn ThERaT.

move settler in position, if we decide for a loose city placement, simply move it, but I think it's a good spot to settle
Haraiki is on another curragh while it grows
India just got caste system, which we can easily get for scrape mining. Next player, please DO trade it. I did purposely not sell sailing since
we want to keep the seas for ourselves for a while.

Agree completely. Settler is on fresh water + coast, so found in place looks good. As does getting caste system & keeping sailing.


roster:

Sanabas
namliaM
ThERat
Zorn - playing
Beorn-El-Feared - on deck

Remember, we may only research Dyna and its prereqs, and Dark Ages. No other science allowed.
 
I got it. I will play in a few hours.
I am not comfortable with such a tight city placement, but bow to superiour knowledge.
 
Zorn said:
I am not comfortable with such a tight city placement, but bow to superiour knowledge.

lurker's comment:
If I caught the map correctly you can only get two or three coastal cities with any shields before high-explosives. I don't think you have a choice on this one.
 
well, LK is quite right here, there arne't that many spots that can get us some growth initially. This seems to be the best.
 
Preturn:
Switch curragh to outrigger. It´s more expensive, but also much more useful.

All in all, a very uneventful set of turns, so I made no pics. The highlights:
I founded the city on the spot. It didn`t hurt much.
Our second outrigger completed, I sent it north. I start a worker housing, mostly because we need no military, and can build something before a new clan.
We discovered urbanization. After short hesitation, i traded it with ghandi for caste system. The faster we get to dyna, the better. Got 80 bucks also.
Start research on writing, no choice here.

Notes:
Our second city is building worker housing. It will grow next turn. If the new citicen is put in the woods it won`t grow, but make 5 spt. I think it`s better than let it grow to size 4 and have 2 or 3 spt.
The outrigger in the north is on a sea-tile.
 
And that puts me up. Will play later this afternoon.
 
ThERat said:
India just got caste system, which we can easily get for scrape mining. Next player, please DO trade it.

Zorn said:
We discovered urbanization. After short hesitation, i traded it with ghandi for caste system. The faster we get to dyna, the better. Got 80 bucks also.

*muttermuttergrumble* No harm done, as we still managed to trade for caste system.

Good turn otherwise, worker housings are a good choice, they give shield boost & happy help, which is extra helpful as we don't have any MPs.
 
Sana2 proved I can`t count.
Sana3 proved I can`t read either.
Please, don´t host another game too soon...

The only "problem" with worker housings is, that the happiness bonus is of no use for us - we will be forced to have a lot of lux tax.
Still, the prduction bonus seemed worth it.
 
Zorn said:
The only "problem" with worker housings is, that the happiness bonus is of no use for us - we will be forced to have a lot of lux tax.
Still, the prduction bonus seemed worth it.

Good point, might be worth building forges and slave markets before the worker housings, as they don't expire as quickly, and only build housings in the biggest cities.
 
Got 1.04 installed, I got some free time today which I did not count on (obviously)

I unzipped everthing to where I think it should be, have the .04 biq file and replace the RaR folder...

How to be sure I did everything OK? I dont know, but I should be up to speed.
 
Try starting a game, Civ-contents -> RaR 1.04.
If that works, try loading one of the saves.
If that too works, have a good time reading the tech tree ;) :lol:
 
Pre-Turns: Change housings to forges as discussed. Both cities are MM'ed for growth rather than faster forge.

IT 1-2: lose a rigger in the ocean.

T 3.
Meet china, they are up slavery, down pottery.
Trade Slaves for Pots and 53g.
Trade The Wheel from India for slaves and 39g

T 4.
Meet England, drop the 2 Rangers. They are way down the bottom of the tech tree.
London was a crappy start for them, furthermore it's near a volcano :lol:

T 8.
Haraiki Forge-SlaveMart

Indi now knows mysticism.

T 9.
Meet Japs, they are, too, way down the pit of the tech tree.

T 10.
Meet Spain on the so-far-English island. Bella is barely better off than Toku and Betty.

Writing next turn. We'll be able to trade mysticism off India with it most likely.

poly1750.jpg
 
I have a feeling we should have picked a harder level, I think we're going to turn into an AA powerhouse and be able to pick the AIs off 1 by 1. I predict we'll have a domination or conquest win wrapped up before the end of the middle ages.




Forgot to save the screenie, but 1725BC: Research writing, get SGL! :D
Go trading, bankrupting any AIs with decent amounts of money. Writing & 20 gold to India gets Mysticism, selling techs gets 600 gold + 1 gpt. Use the money to establish embassies with everyone, and discover some spectacular AI idiocy from the Malinese:

Sana03Malidiots.jpg


Cultivators are 3 pop, Gao can't grow to 4 pop before Dynasticism. That's an oops.

1700: 5gpt & 116 gold off china for techs

1675: Meet the ottomans, sell them techs for 468 gold + 3 gpt

1650: Meet the Arabs, they're broke and well behind

1600: India has Mythology, Ottomans have fermentation, China has weaving. I trade with only those 3, and we come out of it with Mythology, fermentation, weaving, 31 gold & 3 gpt. Contacts are powerful.

1500BC: We build another clan.

I haven't used the SGL yet, I figured I'd see what we thought was best. What we really need to do is expand quicker, we have a couple of good spots in the jungle of our own island, plus 3 good islands to our west, including this one:
sana031500BC.jpg


We don't want continent-specific wonders, as we have small islands, we can't get science wonders, but the best growth boosting AA wonder is worldwide, and as an added bonus is a tourist attraction. So I think we should immediately switch Haraiki to stonehenge, and rush it with the SGL. Then use the free granaries to get plenty of settlers out, and take over some islands. The tech pace is very slow so far, we are in the lead, only 2 or 3 AIs are at parity with us.

Any other ideas for what to do with the SGL?


The Save: http://www.civfanatics.net/uploads9/Sana03_1500_BC.SAV



roster:

Sanabas
namliaM - playing
ThERat - on deck
Zorn
Beorn-El-Feared

Remember, we may only research Dynasticism and Dark Ages. No other science allowed.
 
good turns... Zorn, use mapstat and you don't even need to read my turnset to know what's up for trading. This game will be about trading, so better use it...

Now, isn't that an irony, we play no research (only up to dyna) and what do we get? SGL? Agree to go for free granaries, if we can expand fast, we will steamroll

and what is Mali doing? talk about AI stupidity
 
For some human stupidity, the Mail is up, will try to play tonight...

I did start a new game, even before posting my "got 1.04". Also am able to load the saves.... I have seen the techtree in 1.02, wow is all I could say. Must say I have never been out of the AA in RaR....

To me (same in this game I think) the AI is even worse in RaR than it is in "normal" C3C. Dont get me wrong.... but the mali just proved it?!
 
Back
Top Bottom