sc:01 Moddern war. Pre-game

Yeh, I think we'll get going soon, and hope for at least one more signup.

So, S.ilver, Madtown, what's the final thought on Leader, or shall we go Random ? :-)

Do we want a Philosophical one to run an SE ? I'd actually prefer not for this game. Someone with Aggressive for combat1 gunpowder units, and an early UU to clear out own continent quickly would be good.
 
Random would certainly eliminate the need for discussion about the leader. Why not? :P Roll it and then we can talk some more. If, however, we land with something garbage like protective...
 
Sure, might as well roll a start so that we can at least proceed with the discussion.

Random is fine with me.
 
Here we go.
The leader we got
22c9c9b0.jpg


And the start
76671df9.jpg


So, it's hatty, which says a war chariot rush if there's anyone close. we're on the coast which isn't great but there you go.

I guess we're going for a standard CE, make use of the spiritual trait no need for early religions as we'll get border pops with creative.

We get double speed temple, library, theater and coliseums. Shame we're not going for a cultural win.

Here's the save.
http://forums.civfanatics.com/uploads/111964/sc01_BC-4000.CivBeyondSwordSave

Here's the roster
1: Simon_c
2: S.ilver
3: Madtown
4: [empty]
-----
5: [empty]
6: [empty]

I'd really like a 4th player, otherwise the turns will end up coming round too fast :)
 
lurker's comment: move the warrior W and see what's there. might be worth moving the settler inland.

I haven't been reading carefully. what level are you playing?
 
lurker's comment: move the warrior W and see what's there. might be worth moving the settler inland.

I haven't been reading carefully. what level are you playing?

Difficulty should be monarch.

I agree with AK, move warrior 1W to take a gander from the hilltop.

Funny, though I agreed with random leader I was saying to myself, "Hope we don't get a creative leader, as that'd be even less useful than protective." :rolleyes: Oh well.

Edit: one more thing, could you please turn on the resource bubbles when you snap pics. Not too important yet, but it does make dotmapping much easier once the land has been explored.
 
Yeh, the creative bonus isn't that much help once your into cast system really. Oh well.
Yes, monarch level. Choose religion is on, everything else as default.

Here's the view from on top of the hill.

ce7cdd83.jpg

I'm inclined to say on the blue circle in the coastal floodplain. If we go 2 inland, we loose a floodplain or the pigs unless we go onto of the corn, which would not be good.

Any other ideas ?
 
I see two other possible spots to settle.

1: 1SW 1W - or the plains tile south of the tribal village. This moves us off the coast, grabs the corn and keeps the floodplains, gives us another hill, and it is on a river for a levee later. Downside is that we potentially are moving away from hidden resources generated for our capital.

2: 1W on the forest. This spot has the same advantages as the first but it still has one coastal tile that wont be very strong since the city will not be coastal.

What are are plans for initial techs? Do we head for AH immediately? Mining to get production from the hills? Or perhaps pottery for early cottages followed by writing?

Given that we start with agriculture, I think we should go with a worker for first build.
 
1SW1W looks good.
could be where a secret resource is though.
We do need a strong coastal production city, but it's far to early to plan around that now :)

1SW1W gives
7 grassland,
pig & corn
3 green hills, 1 brown, And I think 2 more to the west.
1 floodplain.
5 forest to chop,

1W gives
6 grassland
pig + corn
only 3 hills I can see, and I think low potential for any more.
1 sea tile (no huge deal there really)
1 floordplain.


I think it looks like 1SW1W

I think we should go AH first, and a worker build. We've got pigs and corn to hookup, and we want to find horseies for our 2nd city if we can for our UU.
 
1W gives
6 grassland
pig + corn
only 3 hills I can see, and I think low potential for any more.
1 sea tile (no huge deal there really)
1 floordplain.

You're missing one hill, the plains hill to the west.

Using my powers of hidden edge tile divination, I suspect there may be more desert or floodplains along the river to the north. If you study it carefully, you can see a few traces of what appears to be desert (red circle, 2N of the hut).

ce7cdd83.jpg


So, if that tile really is a floodplain, which one would expect since it's on a river, then 1W would give:

6 grassland
3 flatland forests (1 on grassland, other 2 are shrouded in fog)
pig + corn
1 plains tile
4 hills (one a plains hill)
2 floodplains (if my powers are to be trusted)
1 freshwater lake
1 coast tile

VS.

1SW1W

5 grasslands
4 flatland forest tiles (2 grassland, 2 in fog)
4 hills (one a plains hill + 2 more possible hills in fog to west)
Pig + corn
1 floodplain
1 freshwater lake
1 probable plains tile in SW corner of fat cross


So, other than the possible second floodplain, they are virtually equal. My only fear with 1SW1W is that the farther we move from our initial spot, the greater the possibility that we'll miss out on some hidden strategic resouces that were given by the map generator for our capital.

After much consideration, my vote goes for 1W. An extra floodplain is nothing to be scoffed at, and I've been burned too often because of moving.

Edit (as usual): Are we going to continue the game in this thread? Or did you intend to start a new one once we have our initial plans agreed and finalized?
 
lurker's comment: if you really want to throw caution to the wind, move the settler onto the hut. All your questions would then be answered. Slightly risky move, but..
 
I think I would settle in place. IIRC, you can't get a tech from a hut unless you have a city. Alternatively, 1 N of the corn. I'll play the game, if you still have an opening.
 
Guys, take a closer look at the screenie. 1SW1W nets us two dead mountain tiles. Not very attractive.

Since I'm not a huge fan of 1 tile off the coast (continents right?) I'd say settle in place.
 
I don't see any mountains, 1 N of corn. I do see 4 hills for production (at least 2 on a river for an extra coin) and irrigated corn and grassland food and a floodplain tile for a cottage. If there are 2 dead tiles they don't mean anything. AH first to discover horses for our chariots is a good idea, but after that, mysticism and beeline Monotheism to found Judaism. With our UB we can easily get the shrine built with our first GP.
 
Take a look at the peaks peeking through the mist two west of the hut. They're much too high to be hills. They're mountains. But if that's not too much of a detriment...
 
Zooming in really close, I can see that now. Even so, I think the benefits of settling 1 N of corn outweigh that. Another benefit is that we are a couple squares closer for the rush. With worker first, we can immediately farm the corn and grow. We can always build a city 1 E of the original place if there is a seafood in the fog. I'd still vote 1 N of corn. Settling 1 off the coast is just aesthetically not pleasing.
 
Guys, take a closer look at the screenie. 1SW1W nets us two dead mountain tiles. Not very attractive.

Since I'm not a huge fan of 1 tile off the coast (continents right?) I'd say settle in place.

Your powers of hidden tile divination must be stronger than mine.

Sc01mountains4.jpg


sc01mountains2.jpg


I figured they were hills. What gives it away?


Yet another reason for 1W of settler's position. Even though it's 1 tile off the coast, there would only be one coast tile in the fat cross (not a big loss). Plus we'd grab the corn, a second FP, and more riverside tiles making for an excellent beauracracy capital, not to mention the ability to build levees once unlocked.

As far as religions and preists from obelisks, I think we need to find out about our neighbors first before we beeline a religion. If we find horsies, mayhap we can take someone elses. :hammer:
 
For rushes we need production, so I'd hate to waste that forest which is practically 1 chariot. Settling 2 inland also pushes our borders out over more land. Of course, moving to 1 N of corn, we might settle on iron or copper, but we'll get an extra hill and some more forest in the BFC for chopping purposes.
 
Zooming in really close, I can see that now. Even so, I think the benefits of settling 1 N of corn outweigh that....

I'd still vote 1 N of corn. Settling 1 off the coast is just aesthetically not pleasing.


Why take 2 mountain tiles over a floodplain and one measly little coast tile? Just because the AI are tw@t's at city palcement doesn't mean that 1 tile off the coast is always verboten.
 
For rushes we need production, so I'd hate to waste that forest which is practically 1 chariot. Settling 2 inland also pushes our borders out over more land. Of course, moving to 1 N of corn, we might settle on iron or copper, but we'll get an extra hill and some more forest in the BFC for chopping purposes.

I coun't 5 hills either location.

True, we would waste a forest by settling on it. I always hated that. Settling on a forest ought to provide 10:hammers: or something, even without bronzeworking.
 
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