SGOTM 02 - VQ Black

Checking in. Some comments to be considered (or completely ignored :))

I favor scouting one or two turns before plopping down the second city. I like the coastal plains tile for the long term but I would concede that it probably isn't the best choice for the short term.

Once the second city is founded, research is going to be slow with -7 maintenance (~50/60%:science:?) so I think Mining -> BW is a big risk. If we have no copper in easy reach then we are stuck with warriors until either IW or Hunting -> Archery. I think you guys are WAY underestimating the importance of archers early on. Those barb archers come quick and constantly replacing fogbusters won't be much fun. We also can't afford to have a ton of warrior fogbusters because maintenance is already going to be a problem. I suggest we make archery our first priority followed by BW. For axemen we need a source of copper + a worker to mine the copper AND road it to at least one city for building axemen. If copper shows up some distance away, we need a settler to build next to the copper + a worker to mine the copper AND road the copper to the city (which we hope is going to be a high production city). In other words, axemen require more than just BW. They are a lot of work and a much bigger risk than you guys are thinking. Raging barbs come fast and furious on Monarch. I know because my current Pacifist SG was the same thing. We had archery and things were no cakewalk but they got better by the time barb axemen started showing up. We had our own axemen by then so it is possible to have both before barb axemen.

Wonders? It depends. The AI will have trouble with the barbs too but they have production advantages and we lack the Industrious trait. Getting to Priesthood really isn't going to be a priority while we fight for survival and we don't start with Mysticism so even Stonehenge might be a stretch. If you guys want Civil Service early then we're not going to get The Pyramids by skipping Masonry. The AI will have Masonry much sooner than us because it doesn't think in terms of "I need to put off this tech in order to grab this one with a GP". If somebody like Bismarck or Ghandi gets Masonry and has stone, bye bye PST. Having said all of that, if we find ourselves bumping up against the AI on this new land, then its possible the barb situation will vanish soon because of the AI settling quickly. This might allow us to concentrate on wonders more and less on survival. However, with an aggressive AI, things might still be tenuous. I'm not opposed to trying to get the Oracle for CoL and then a Great Prophet later for Civil Service but I think we need to be realistic. Kyoto will help our economy but a lot of its commerce is going to go towards supporting our second and eventually third/fourth city. I just don't think we're going to be able to research all this stuff and do all these things so we need to settle on some early priorities here that don't end up with us sitting in the smoking heap of our second city wondering what the h*ll happened. Luckily we would at least have the option of sitting around Kyoto for a few centuries until we finally get a boat to take us across the sea again and maybe fight some macemen (or riflemen) with all of our stockpiled warriors. :rolleyes:
 
I agree with nearly all of that (playing the same SG on monarch with raging barbs). Only comment would be that Kyoto with a library and two scientists should make a big difference to tech, which should be achievable with a couple of workboats +BW +writing.
Once we've got archers we've got some leeway for copper city (assuming there's copper around!). Bronze working is good for chopping and whipping anyway.
 
Great points there. Thanks for all of them.


I'm really trying to figure out where the breakover point is between not screwing up our maintenance by founding our second city and having enough time to build up a defense. Raging barbs and aggresive AIs means that we can't put off building a defense, but at the same time, every turn we can avoid settling is a "normal" 100% research turn that will help us get the more useful techs faster.

Re: Second city and bronze - we can always found on top of the bronze, sure we lose the production bonus of the improved tile, but it become unpillagable for that city. If survival is the key constraint, then settling on the resource is the superior choice in every way.
 
The key with raging barbs is to balance long term goals with short term survival. Settling on the resource is good for instant accessibility but the production capacity will likely be much poorer so actually building the axemen will take longer than settling near the copper and then working it after building the mine. We also have to keep in mind that maintenance is going to kill us so every new city we plop down better be a good long term city and not just a convenience for the short term.

We will have to settle the second city soon if we want time to start cranking out units for protection and fog busting. We MIGHT be able to put it off until Archery so that our first units are archers instead of having a lot of warrior fog busters. I'm not sure I recommend waiting that long but its something to consider.

A library in Kyoto would help and could be whipped but it would require a few techs that we won't have as part of the path to archery and BW. We should probably go Agriculture/Animal Husbandry/Writing after BW. That will pop up horses and allow us to improve the rice eventually, if we settle near the starting location. I'm hoping that we might find a better site further inland that would be on the river and won't require a border pop right away. I suggest moving the warrior as discussed AND scouting down the river with the settler one turn or maybe two turns before continuing. That would give us a better idea of where to settle hopefully. We SHOULD be safe from lions for a couple of turns but then who knows what devouring mouth they might have waiting for us in the darkness. Its a risk for sure.
 
Our capitol will produce 8 (palace) + 1 (City Center) + 2 (Water tile) = 11 + 1 free beaker which you allways make if you have atleast 1 city even at 0 science.

The new city at best will make 1 (City Center) + 2 (Coastal tile) = 3.
We will have 14 commerce, 7 maintenance = 50%

I suggest we run around with the settler and warrior for a bit trying to find a nice city spot... Preverably a lot of hills and Research Myst as #1. The moment we can whip an obelisk do it... Researching Myst + Mining + Bronze will take (way) to long to wait for to settle the second city.

Another possibility is researching AH, but we need Hunting/Agriculture => AH, which also takes to long I think.

Funny setup this... A gambling game on finding just the right spot to settle the second city...

There are 2 ways to go West and East, either way we are getting closer to "home"... Lowering the Upkeep..
 
I suggest we run around with the settler and warrior for a bit trying to find a nice city spot...

I agree but let's hope there are no bears out there. (lost a few settlers/warriors that way). LuvtoBuild makes good points and I think we should go for archery first. I've had Huyana (if he's here) declare on me early in the game (when I didn't get axemen yet) so we'll have to tread carefully with aggressive AI's out there. NamliaM you don't think there are any huts around?? I hope not as we might get a tech from that. That first city will be a commerce center with all those fish and will contribute considerably to science as it is. We can grow to pop 5 in capitol and should work all resources for maximum science output.
 
Time for a contrary viewpoint. Settle on coast. Go hunting, archery, mining, bronze (whip barracks (1 pop for aggressive)), mysticism (whip obelisk), poly, (whip workboat after 1st expansion) priesthood (start oracle), writing (whip library in Kyoto); Get CoL for (half-price) courthouses then expand; build settlers merrily; chance of picking up confucianism. GP for CS from Oracle/temple. Makes it a slow start but much better chance of dominating later. If we want any wonders we need to go for them quickly.
 
I'm personally feeling a bit ambivlanet about this start folks. If someone else out there is really feeling this start and wants it, I'll be more then happy to adjust the play order.

So reply back here if you *want* to be the first player. No pressure on anyone to actually take it, but I'd like to have the first player be someone that is really juiced about the moves and has a clear(ish) picture in their head for the first 40 turns.
 
Ok, new (and perm) order:

namliaM -- UP
bobrath -- Black Leader -- On Deck
eektor
Cosmichail
Pigswill
LuvtoBuild -- scribe
 
Sounds good to me....so let's play and I am sure Namliam will find a nice spot to hang.....
 
If only to bring my (finalish) thoughts to the table. The longer we can explore with the settler safely, the better off we may be. Losing the settler will be game ending (obviously), so lets make sure we don't end our second move next to a beastie.

Holding off on founding will let us knock out our first (and second?) techs that much faster. I'm not sure that it will result in a better founding site, but at the very least we can get a good dotmap out of it!

First tech? I really don't have any good thoughts on this one. Mysticism is kinda of important, but only because we need the culture to make our second city able to work more then 9 squares. We can't whip right away on the second city and an oblisk doesn't do anything truly beneficial in STICK. So in my mind, we have to choose between going for BW or Archers. For the reasons stated above, BW is a risky path and might force us into an even higher maint tier if the copper isn't close to the coast. Oh and agriculture will be nice if we choose to hang out near the rice...

See all sorts of non-helpful forked paths!

One for sure path - I'd really like to make the GP slignshot to Civil Service if at all possible. I think it puts us in a great position for mid game dominance in the conquest run.
 
Animals seem to appear very early; anything kills off an unescorted settler; so do warrior and settler explore together or seperate? I must admit to not being comfortable relying on the RNG at this stage.
 
bobrath said:
If only to bring my (finalish) thoughts to the table. The longer we can explore with the settler safely, the better off we may be. Losing the settler will be game ending (obviously), so lets make sure we don't end our second move next to a beastie.

Keep in mind that if the unescorted settler ends within two tiles of a wolf pack, he might still be history. They can come from the fog unseen, move two tiles across open terrain, and kill him. Also, a settler can only move two tiles in open terrain so if somebody goofs and moves into woods and a bear greets him, bye bye settler. You would need to be sure your first move is ALWAYS into an open terrain tile.

bobrath said:
Holding off on founding will let us knock out our first (and second?) techs that much faster. I'm not sure that it will result in a better founding site, but at the very least we can get a good dotmap out of it!

This isn't a bad idea. If we plan to scout for more than two turns, then I would definitely say that the settler needs to travel with the warrior. This is still risky though as pigswill points out. A bad roll from a lion attack might kill our warrior AND our settler. I think we need to settle within say 3-5 turns and I wouldn't move the settler around all by his lonesome more than about one or two turns just to see what's down the river. If we are intent on NOT settling the second city until some initial research is complete, then I suggest we find a good forested hill to camp on for a while. I don't think wandering around in the open would be a very good idea. Imagine getting caught on grassland by lions or worse, bears.

bobrath said:
One for sure path - I'd really like to make the GP slignshot to Civil Service if at all possible. I think it puts us in a great position for mid game dominance in the conquest run.

This is true. It would be nice to have the samurai while everyone else is still running around with axemen, swordsmen, and spearmen. It might be worth it to go for BW and, if we're REALLY lucky, find a spot with marble and copper to settle the second city. I'm doubting our god Gyathaar, the one who created the heavens and the earth, likes us that much though.:)
 
bobrath said:
If only to bring my (finalish) thoughts to the table. The longer we can explore with the settler safely, the better off we may be. Losing the settler will be game ending (obviously), so lets make sure we don't end our second move next to a beastie.
Yeah, :lol: that would be something... I think I will try and have the settler and warrior together a bit...

bobrath said:
First tech? I really don't have any good thoughts on this one. Mysticism is kinda of important, but only because we need the culture to make our second city able to work more then 9 squares. We can't whip right away on the second city and an oblisk doesn't do anything truly beneficial in STICK. So in my mind, we have to choose between going for BW or Archers. For the reasons stated above, BW is a risky path and might force us into an even higher maint tier if the copper isn't close to the coast. Oh and agriculture will be nice if we choose to hang out near the rice...

See all sorts of non-helpful forked paths!

One for sure path - I'd really like to make the GP slignshot to Civil Service if at all possible. I think it puts us in a great position for mid game dominance in the conquest run.
I think the savest path will go thru (dead end :sad:) Archery... Atleast then we can build some defence for sure....

Not step into Forrest in move 1, Check...
Bears... Please keep em away :(
TPTB might just have a perfect spot lined up just inside the fog to compensate for the 7gpt upkeep, Gold grasslandhill? with some rice or wheat would be nice...
 
Well I played the first turn and a Half, I think I found a nice spot to settle...
What do you guys think? 2 gem grass, gold hill, plenty food and on a river...


The teal circel, I dont know if you can see that real good, is water. Our best bet of getting lower maintenance is going west. Look at below mini maps per move...

You can clearly see the map moving as the warrior can see more land... Meaning to me that moving east will increase Maintenance.... unless we plan on moving 10 turns or something (IF there is enough land that is...)
But IF the coast is sea and I am betting it is... there is not going to be much space in going west. Atleast on the dot we will be making a profit on the city the moment we can mine 1 gem. 7 maybe 8 gpt upkeep and 7 or 8 income?
Adding the second gem mine and the gold.... We are in the +...

Proposed plan about techs, go for Archery and get mining in time with the worker. Would it be smart to settle ASAP or wait till Hunting and/or Mining are in? I would settle ASAP... Settling means tho dropping science considerably... to 50 or even 40%... We will have 3 more turns of 100% so... hunting in say 8 or 9 turns and Mining in 12-14 or so after that? I dont think we can or want to wait 7 turns till Hunting is in....
Do we go worker first? or do we build a Warrior (or something) to size 2 and start a worker at that time?
Worker first would be smart I think....
 
Well played NamliaM. I would have been ready to criticise if your play hadn't worked out so its only fair to credit you for the move. I'd say settle by the gems asap, maybe go mining, hunting, archery. Build worker, warrior (or poss worker, start barracks, archer when on line). We wont get worker or archers until we settle so I see little benefit in delaying.
 
IMO, move the settler to the propsed gem spot, but hold of settling for a couple more turns - either when the settler is threatened by an animal or when we're x turns out from barbs showing up. Where X is enough turns to build an archer. We can trade off any more exploring for keeping our warrior home on the second city to give X a little wiggle room, but not much since I dislike tempting RNG.

In a "normal" game, when do you normally settle your second city? Not for quite a while, but we have to balance the fact that our capital won't be able to supply defensive units to the second city and that moves the timeline up. So much balancing!!!!!

Not sure about Archery vs mining. Mining would give us the mines, but with raging barbs they'll get pillaged fast. Northern gems have the advantage of being a river crossing to attack, but there's no forest or hill to help our defenders out more. To me those gems look like traps.
 
Decisions, decisions.

Plan A
Switch to Mining
Settle the dot and build a worker
Mine the Gems and finish Hunting
Build warrior fog busters
Head for Archery and build archers
Head for BW or Mysticism

Pro: We get started sooner
Cons: Scientific progress will be slower

[U}Plan B[/U]
Continue with Hunting, then Archery
Setup camp in the forest 1W of dot
Move 1E and settle when animals appear
Build archers and prepare for onslaught
Research Mining, then BW or Mysticism
When sufficient fog is busted, start worker

Pros: Scientific progress will be quicker
Cons: We get a late start and may be scrambling against barbs later

I was originally leaning towards A but now I'm thinking B might be better. Mining the gems will help to boost science back up but our leader is right. Can we hold on to the mines against the onslaught? Can we build fog busters quickly enough to keep them at bay while our worker improves the countryside? Getting to Archery quicker will allow us to build better fog busters from the getgo so it might not matter if we don't have as many. Hopefully they won't die as quickly.
 
One question... why is settling on the river so important in this case?
 
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