Actually with this much analysis... Maquis can do whatever he wants to - we've proved just about every opening is plausible at some point in the past 5 pages.
Actually with this much analysis... Maquis can do whatever he wants to - we've proved just about every opening is plausible at some point in the past 5 pages.
Compairing those two scenarios... seems like the second one (barracks >> scout) puts us in a slightly better place.
1) We get an experienced warrior out sooner for defense.
2) More scout exploration is a good thing
3) We're ahead in tech and food which means we might be able to whip a bit sooner.
Sure its a downside that the settler isn't out already, but I think the choice to build a settler this early will depend in large part upon what our exploarion finds. (and thus the early scout is even more important)
33 turns to explore in the first set == 66 (max) moves.
Lets say average it out to 50. On each move the Scout reveales 3 tiles. thats 150 tiles.
+ we have the original warrior to scout around a bit... So by turn 60 we have about 200 tiles visible. Must be a good 2nd city spot in there somewhere?
Trying these 2 starts was educational atleast for me... Looking back now I think I would do the start pretty much the same as in my first one. Maybe finish the Barracks before building the warrior.
Actually, Do we need the barracks at this point? Or can we skip that for now? Maybe its better to build a few unpromoted warriors (power in numbers) and to start a granary when Pottery comes in.
Another thing, settling SW and size 4 we allready hitting max Health... IMHO we would want to cottage another 1 or 2 FPs and mine that grass hill. But that is work for the second worker if it were up to me....
In both tests I did see some Barbs wondering around somewhere around 2290, but they didnt enter the culture boundry yet.
bobrath said:
Actually... it won't be available for upload until midnight tonight. SO we can continue being not serious for a bit more
Wow lots has happened since I saw this thread last.
I must say I am glad I'm not Maquis. By the time I play we should be pretty set in our strategy I think.
Quick question when do we get the save for the SGOTM? Or is the save you guys mentioning the one that namliaM made?
As for the build, normally I would play worker first, but we have a possibility of an always war opponent that can be next to us. It would be nice if we build warrior first so we can use the first warrior to explore. If we went worker first, what would we do with the starting warrior keep it close by to our capital?
Since it seems we can get two techs before our worker will come out, what about getting two worker techs, like AH and mining, or AH and pottery?
And I nominate ChrTH, by havig the most number of post count in this thread, and a by the sense of humor he displayed with the faking of bad typing ...
I do like my first set, but am sure there can be improvements over what I did...
I would like to try a game where I put a civ close (say 10 tiles or so) and put us as war from the start. And see when he shows up and what happens....
Ok I played the first 30... went mostly as we talked.
I think moving 1 SW was the right decision... Thebes looks pretty hot:
Stone!! Also rice for some more health.
Put a few turns into Barracks, and started scout when Hunting came in. Then put a couple more turns into Barracks until Thebes grew to 3. Started worker.
AH came in, started research on Mining. There be horses about! Just north of Thebes. good spot for our second city there.
Ok, the important parts... met on AI, Cathy. She is not our Always Peace partner. (I had the option to choose war or peace)
Ok, the east is totally blocked off by mountains. Tundra and seas to the north. Cathy had to have come from the southwest.
Turnlog, from the submission (Kinda cool, a mini-autolog!)
Spoiler:
Turn 1, 3970 BC: Thebes has been founded.
Turn 8, 3760 BC: You have discovered Hunting!
Turn 14, 3580 BC: Barbarian's Lion (2.00) vs VQ's Warrior (2.40)
Turn 14, 3580 BC: Combat Odds: 27.0%
Turn 14, 3580 BC: (Animal Combat: +20%)
Turn 14, 3580 BC: Barbarian's Lion is hit for 21 (79/100HP)
Turn 14, 3580 BC: Barbarian's Lion is hit for 21 (58/100HP)
Turn 14, 3580 BC: Barbarian's Lion is hit for 21 (37/100HP)
Turn 14, 3580 BC: Barbarian's Lion is hit for 21 (16/100HP)
Turn 14, 3580 BC: Barbarian's Lion is hit for 21 (0/100HP)
Turn 14, 3580 BC: VQ's Warrior has defeated Barbarian's Lion!
Turn 16, 3520 BC: Barbarian's Wolf (1.00) vs VQ's Warrior (2.40)
Turn 16, 3520 BC: Combat Odds: 0.4%
Turn 16, 3520 BC: (Animal Combat: +20%)
Turn 16, 3520 BC: VQ's Warrior is hit for 13 (87/100HP)
Turn 16, 3520 BC: VQ's Warrior is hit for 13 (74/100HP)
Turn 16, 3520 BC: Barbarian's Wolf is hit for 30 (70/100HP)
Turn 16, 3520 BC: Barbarian's Wolf is hit for 30 (40/100HP)
Turn 16, 3520 BC: Barbarian's Wolf is hit for 30 (10/100HP)
Turn 16, 3520 BC: Barbarian's Wolf is hit for 30 (0/100HP)
Turn 16, 3520 BC: VQ's Warrior has defeated Barbarian's Wolf!
Turn 17, 3490 BC: You have trained a Scout in Thebes. Work has now begun on a Barracks.
Turn 23, 3310 BC: You have discovered Animal Husbandry!
Turn 25, 3250 BC: Hinduism has been founded in a distant land!
The save is here: [URL="gotm.civfanatics.net/saves/civ4sgotm1/VQ_SG001_BC3100_01.Civ4SavedGame" ]The Save
[/URL]
Mountain chain that completely blocks us off, huh? ... there be Incas?
Buddhism hasn't been founded yet, so we might have a good shot at monotheism if we beeline for it after mining ... is that what we want to do? Or do we want to start on, um, the quarry one, or maybe go with fishing->sailing? Or Pottery?
I'm thinking the worker should go to the cow first and pasture it (no need for a road), then W to the hill to mine/road, then W to the rice to farm/road.
BTW, I will be playing in about 11 hours time (20 turns, right?) ... so get your comments in now!
EDIT: Have we moved the warrior back towards Thebes? I'd like some protection for the worker, I think.
Yes, he's fortified in Thebes. (You can see him in my screenshot of the city, it was taken at the end of my turnset)
Worker plan sounds good, cow - mine - rice. We'll want the health soon, as we will currently be unhealthy at size 5. Happyness will be the problem, as we will be unhappy at size 6.
Also, it didn't show in my screenshot, but there is silver to the far north. I think we can grab it in the same BFC as the city with horses. Sorry, I didn't think to take a better screenshot of the north for city planning. Hopefully ChrTh can (he won't get a settler out in his turn anyways)
With the access to stone, should we think of going for Pyramids? I think it's feesable on Monarch with the stone bonus. All we'd need is masonry after mining (ChrTh: that's the one that enables quarries)
I'm not sure if we could get to Monothism, since whomever got Hinduism would only need Masonry to get to it. We need Mysticism and Polytheism both before going for mono. It's a risk IMO.
Worker plan sounds good, cow - mine - rice. We'll want the health soon, as we will currently be unhealthy at size 5. Happyness will be the problem, as we will be unhappy at size 6.
Also, it didn't show in my screenshot, but there is silver to the far north. I think we can grab it in the same BFC as the city with horses. Sorry, I didn't think to take a better screenshot of the north for city planning. Hopefully ChrTh can (he won't get a settler out in his turn anyways)
Definitely need a dotmap, I see some good spots but we'll need to study it. You're right, though, that we probably won't have a settler after my turns.
With the access to stone, should we think of going for Pyramids? I think it's feesable on Monarch with the stone bonus. All we'd need is masonry after mining (ChrTh: that's the one that enables quarries)
I knew that ... Pyramids would be nice, problem is it'll stunt our growth unless we build a settler first.
I'm not sure if we could get to Monothism, since whomever got Hinduism would only need Masonry to get to it. We need Mysticism and Polytheism both before going for mono. It's a risk IMO.
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