SGFN-09: Constantinople stands alone!

Err... Rule #1 mentions popped settlers, Gamez. 'course, it's kind of "buried" in the third post (Overseer, it might help for future questions if the rules are posted at the very beginning of the thread)

Specific rules:


Rule #1. Rule 1 is the core of the variant, and is very simple: We will build no settlers...ever! Once we settle, we can't build another city unless we pop a settler (by my definition, a popped settler is a [group of] foreign barbarians who admre our culture.

Rule #2. We may keep any city taken in warfare or culture flips, with the caveat that the excess population must be enslaved, leaving one foreign citizen before allowing the city to grow.

DWetzel proposed the (confusingly-named, IMO) 0BC where this settler would need to be disbanded or merged into Constantinople. I didn't see a firm decision on the question (or really much discussion 'til now).
 
I vote to claim the Ivory and Horses. We may want to settle on the river and the sea, and that means build building culture, though.
 
Delightful, I am glad we got a settler! I definitely want a city that grabs the Ivory. We will name it "Ivory Coast Colony" to reflect it's location, and incidentally that it is not a city settled by true Byzantines, more of a colony where friendly barbarians live and serve their betters. There can only be one true city, and that is Constantinople. All other places can exist only to serve the shining beacon she is.
 
Resuming...

Spacebar the settler -- he needs to stay with the escort.

IBT - nada
Turn 8 (2230 BC):

Settler and Escort Warrior (formerly Explorer Warrior) move N, planning to swing E towards the beautiful Ivory.

IBT - OMG! The Greek exploring warrior was right next to a goody hut and ignored it!
Turn 9 (2190 BC):

Workers move to a BG
IS Malcolm spots expanded Aztec borders -- probably their capital.

IBT - nada
Turn 10 (2150 BC):

Move the troops and button up for the handoff.

Bowsling, I'd suggest looking at the possible trades at the beginning of your turnset. There are some possibilities... :mischief:

Also, Constantinople is stable for another four turns until it grows to size 8. I think we should consider squeezing in another Warrior for MP once the Colossus comes in before starting on the Oracle.
 
Suggestions/comments:

After Writing, I assume we're going CoL and hoping for the slingshot?

Re: the city placement (since we're settling), on reflection, do we want it coastal? I understand we want the horses, and the ivory -- if settled on the OUTSIDE of the river bend (2SE of the deer, 2NW of the horse) we can get everything with one cultural expansion (which I'd wait on for a while -- I'd pop out warrior/worker and start roading back home).

Re: builds, I don't know that I'd waste a turn on a warrior from our capital. I'd rather get started quickly on another wonder. We can let the escort warrior continue home, and build a warrior in the new city. With Colossus coming in soon, we may not even need to up the luxury rate -- and even if we do need to up it by 10% for a bit, it's worth it. Oracle is a fairly cheap useful (4cpt) wonder that we'll finish in under 20 turns (about the time CoL is coming in) and then we can hopefully start on SoZ (if someone gets Math) or use Pyramids as a placeholder. Keep in mind that Great Library and the Mausoleum will kick off our golden age.

Priorities for workers are pretty clear; finish upgrading home (the current BG, the two more BGs, and then two non-BGs should do it; roading the forests is also a good idea but I think lower priority) -- then road to the ivory. I think it's fastest in the long run if the workers are split up on crossing the river, to road independently before mining both tiles.

On trades -- I'm not averse to sending something to Spain for that 75g -- without opening the save, what does Wheel get us? If it got IW + 75g I'd do it, and I'd probably do it for just the 75g. I would not trade them Mysticism though -- no reason to do it, and let someone else continue with wonder builds.
 
Suggestions/comments:

After Writing, I assume we're going CoL and hoping for the slingshot?

Re: the city placement (since we're settling), on reflection, do we want it coastal? I understand we want the horses, and the ivory -- if settled on the OUTSIDE of the river bend (2SE of the deer, 2NW of the horse) we can get everything with one cultural expansion (which I'd wait on for a while -- I'd pop out warrior/worker and start roading back home).

Re: builds, I don't know that I'd waste a turn on a warrior from our capital. I'd rather get started quickly on another wonder. We can let the escort warrior continue home, and build a warrior in the new city. With Colossus coming in soon, we may not even need to up the luxury rate -- and even if we do need to up it by 10% for a bit, it's worth it. Oracle is a fairly cheap useful (4cpt) wonder that we'll finish in under 20 turns (about the time CoL is coming in) and then we can hopefully start on SoZ (if someone gets Math) or use Pyramids as a placeholder. Keep in mind that Great Library and the Mausoleum will kick off our golden age.

I'm not sure it would be a "wasted" turn ... the extra MP would allow us to research faster, bringing us to Republic a couple of turns sooner than if we skip the MP.

OTOH, it's not like we have a really close race for the slingshot, so the extra couple of turns in research probably won't matter. Also, good thinking on Colossus -- that will bring us 8 extra gold per turn, so one of those will probably convert to happiness, even at 10% lux.

Priorities for workers are pretty clear; finish upgrading home (the current BG, the two more BGs, and then two non-BGs should do it; roading the forests is also a good idea but I think lower priority) -- then road to the ivory. I think it's fastest in the long run if the workers are split up on crossing the river, to road independently before mining both tiles.

It is. Turn 1, finish mining current BG.
Turn 2, split workers
Turns 3-5, two roads
Turns 6-11, two mines.

Vs. Turn 1, finish mining
Turn 2, move workers
Turns 3-4, road
Turns 5-7, mine
Turn 8, move workers
Turns 9-10, road
Turns 11-14, mine

On trades -- I'm not averse to sending something to Spain for that 75g -- without opening the save, what does Wheel get us? If it got IW + 75g I'd do it, and I'd probably do it for just the 75g. I would not trade them Mysticism though -- no reason to do it, and let someone else continue with wonder builds.

Wheel gets us 75g but no IW.
 
lurker's comment: Signing in...Boy I am way behind on my reading here. been busy with groups but not that busy :lol:
 
Either go for CoL and look for a writing screenshot, or get a literature screenshot and build the GL. I would go the first, I think we will end up stronger, although, on monarch with only one city, it might be close if we trade away writing.
 
Played.

Spoiler Turnlog :
Turn 0:
Give Spain The Wheel for 75 gold
Turn 1:
Nothing
Turn 2:
Two Barbs show up beside our settler stack. I have them flee
Worker stack finishes road and starts mine
Turn 3:
Constantinople Colossus>Warrior
Border pop reveals horses to the Northeast
Turn 4:
Constantiople Warrior>Oracle
Turn 5:
Nothing
Turn 6:
Turn down research slider in anticipation of writing
Turn 7:
Research Writing>Code of Laws
Follow DWetzel's suggestion and found Barbaropolis 2NW of the horses
Turn research slider up
Turn 8:
Greece is building Oracle in Athens
Meet Mongol scout on Russian peninsula
Turn 9:
Nothing
Turn 10:
Nothing
 

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New Magical Delicious Roster Update:

1: Overseer =>
2: Sparthage =>
3: Elephantium =>
4: Bowsling => Just Played
5: DWetzel => UP!
6: GamezRule => On Deck
7: Aukrest => In the Hole
 
Alright, got it, will try and turn it around fairly quickly.
 
No pictures, as not much has changed.

Notes:

Pre -- two notes.

1) I noticed that we didn't follow the pattern for developing the two BGs to the northeast as Elephantium and I had discussed. A very small matter, but this is the stuff you need to try to develop good habits with until it becomes second nature.

2) I'm changing Barbaropolis to a worker. We can get ivory hooked up faster (yes, I know we're planted on one) and chop a couple forests into a temple that much faster. It'll be a while before our workers can get there.

Push Enter.
Spoiler :


IBT: The Zulus want to talk, asking for Writing for IW. Yeah, um, no thanks.

1700 BC (1): Constantinople grows. Luxuries are no problem, but I take a look at the shield situation. With 132 in the bank now, do we go at 17 spt now and +5 fpt, or 19 spt and +4 fpt? It's actually a close decision; I'd like to get Oracle done as quickly as possible, but I'd also rather not waste shields. At 19 spt, we'd waste three shields. At 17 spt, we'd waste two, but finish a turn sooner. I think a hybrid approach is best; for now I set us to 19 spt, which I'll run for five turns (it'll be 20 in three as I'm mining the BG before roading); this will give 19+19+20+20+20+132, or 230 total. From there, four turns of 18 shields will be 72 = 302 shields, and done in 9 turns with growth in 9. This is a turn better for growth than running at 19 spt all the way, and a turn better for production than 17 spt all the way. Let's see if I can fail to screw it up!

1675 (2): The Ottomans have Math.

1650 (3): Ooh, Spain has 200 gold, juicy, but I reluctantly pass.

1625 (4): Workers finish mining. I do believe we're on plan for production. Move one worker SE along the river; other starts roading.

1600 (5): Barbaropolis finishes worker, now start temple. Spain has Horseback Riding.

IBT: Spain wants to make a stupid trade. Aztecs start Pyramids.

1575 (6): Yay, I manage to get the food swap right. Worker at Barb-ville starts chopping. CoL in 3. Spain, Zulu, Ottomans, and Mongols have Writing. That's too bad.

1550 (7): Drop CoL to 70% with 2 turns left.

1525 (8): Drop CoL to 60% for final turn (0 waste, yay). Greeks have a WORKER for sale. I trade Writing (since it's widely known) for their 10 gold + the worker. He goes to start a road to Barb-ville. Growth in 2, Oracle in 2.

1500 (9): CoL in, Philo in 8 turns at 80% (148g, -1 gpt). Spain starts Oracle (too late, ha). Growth in 1, Oracle in 1.

1475 (10): Constantinople Oracle --> Pyramids (@ +5 fpt/18 spt for now, finish in 23 turns). Pyramids should be a placeholder for something better (see notes) IMO. A bunch of people swap to Pyramids.



Worker priority (which is all that needs be discussed I think) should be mining the two roaded grass tiles, then working to complete a road to Barbaropolis as quickly as possible. We want Ivory hooked up ASAP because the Statue of Zeus is a must have for us for multiple reasons. First, it's super-cheap. 200 shields for 4 cpt is unmatched. Second, obviously, Ancient Cavalry for bashing heads with. Third, less obviously, Ancient Cavalry for disbanding for things like libraries and cathedrals. Fourth, we can probably take a source of wines and surround it with ACav to ensure nobody infringes on it.

We can actually build SoZ in 10 turns as we are now; we can't actually finish a road by then sadly. Once out of despotism, MoM would be a smart cheap build, and it will kick off our golden age. We should be able to then go SoZ, library, Great Library, and then see what's developed.

If I am not mistaken, we can road 1 tile in 2 turns with worker + slave; forest will take 3 turns for 2 workers. I think I'd just send the 2 workers to road and not worry about weird half turns, and let our slave take his sweet time roading the forests in our capital. Once down south, our workers can improve the heck out of Barbaropolis, since we'll have three in place there. The simplest road path is due north from Barbaropolis then northeast to where the slave is roading now.

We get slingshot in 7 turns, I can't see any reason to not revolt immediately. If we don't get the slingshot (possible) I think that's a good spot to stop and discuss.

Finally, I have not popped the hut near our capital, but if you want to try it, move a warrior out from our capital and give it a go. It won't affect our MP status if done soon enough.
 

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I Got It. I can play tomorrow, depending on team discussion. Been to busy with my own 20k game. :D (Never tried it before, so moving down to easy regent :lol:)

Without a screenshot I can't really discuss anything until I look at the save.
 
Screen shot won't help much, honestly! Don't have new cities, nothing relevantly scary around, our explorer ship has just been tooling around looking for something resembling a safe crossing (no luck). This next set is, I'm afraid, going to be pretty boring unless something bad happens.
 
Or perhaps double SGL! :mischief:
Hey, I got one on my first turnset in SGFN-08! Maybe I am a good luck charm! :)
 
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