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SGOTM 07 - iWarbadly (Mac)

1) must settle in place the only spot we have is 1N and its no good
2) Fishing I think you had a good plan with getting workboats out to capture the crab commerce
3) I say Warrior->Work Boat->Warrior->Work Boat(Whipped perhaps) we don't have the techs to work the land properly unless we want to mine the marble and stone. (Plus this is deity we need defense after all we have archers to contend)
4) wonders are too early to talk about in the build scheme but first would have to be the pyramids then we will talk about oracle later

As for future techs I say we skip oracle and aim for literature
Fishing->Masonry->BW
 
I'm willing to go first, but do we have a plan? Here are some questions:

(1) Settle in place? Yes or no?
(2) What's our first tech? Fishing? Bronze Working? Masonry? What's our second tech?
(3) What's our first build? Worker or warrior?
(4) What early wonders are we targeting, and why?

1 - Yes. Plenty to chop if desired, nice health bonuses, crabs, and stone/marble.
2 - Fishing or Masonry, personally I'd go w/ Masonry. Would we be working the crab tile w/ workboat or a forest tile this early in the game?
3 - I ALWAYS build a worker first. No danger of being attacked by a barb, at least I highly doubt it. And, scouting doesn't seem so advantageous w/ the game's parameters.
4 - Very good question. I think the Pyramids is good because we will not have to worry about branching off the tech tree for gov't techs when there is one we want. Any wonder though denies it from our rivals. What wonders could we conceivably build the first 30 turns?
 
The only reason to do a worker is to chop trees or quarry stone. Those are only needed if we are doing pyramids right out the gate. I think that's a bad idea.

Building a couple workboats first allows us to research bronzeworking, then a warrior or workboat can be whipped into a worker - who can then quarry the stone just in time to start on the pyramids, which can then be assisted with two chops.

See this post for details. The techs and units and chops worked out perfectly.
 
Peter, the thing I don't like about your sequence is that the pyramids are started before the stone is hooked up. That means we'd be building the pyramids for 8 turns (if I count correctly, 6 to build a quarry, 2 for a road) without the doubling of the :hammers: due to stone. On the other hand, I agree that we need workboats early, and that the crabs are very valuable tiles, especially since they're coastal and we're financial.

In my tests I went fishing -> masonry -> wheel -> BW and built worker-until-fishing -> workboat -> finish worker -> workboat -> pyramids. That meant that masonry was available when the worker finished, and stone was hooked when the pyramids were started. The disadvantage is that I didn't grow while building the initial worker, and I didn't whip into the pyramids. But maybe adding a warrior build in there would give time to allow BW to finish so that we could whip into the pyramids and have the stone hooked up.

I will do some quick tests when I have a chance.

Edit: I just had an idea. If we have masonry and the stone hooked up, maybe we should whip some walls to get overflow into the pyramids. Walls benefit from stone, so we'll get 60 :hammers: from the whip. They also increase our power graph (I'll try to check how much when I get a chance) so may well be more valuable than a warrior or two.

I don't see much need for exploring or fogbusting, so I'm not too interested in building a bunch of warriors.


Maybe we can get started this weekend or early next week if we settle on our early builds, research, and priorities?
 
Whipping walls is a very clever idea - if the timing works out. Did you mean build walls while the worker quarries the stone?

I agree that the Pyramids starting before the quarry is finished is less than ideal. You got me there ;)
 
Okay, let's get this thing going. I've taken the liberty to create a play order, using the most recent replies as a guide.

  1. dr_s - Up
  2. peter grimes - on deck
  3. dojoboy - warming up
  4. mikeyredk
  5. lazarillo

dr_s, why don't you play the first 5 turns, then post. Perhaps we should err on the side of fewer turns per person early on.

Also, when a person's turn comes up, he should precede it with a Pre-turn agenda for the team to gather consensus.
 
Shorter turns are fine, but I think we should have a longer-term plan as well.

Here's my suggestion to start. Research Fishing -> Masonry -> Wheel. Build Worker -> WB -> Worker -> WB. The idea is to build the Worker until Fishing completes, switch to WB, then finish Worker and build a second WB. The advantage is that Masonry is done when the worker pops, so he can immediately build quarries and hook up the stone and marble for wonder building.

I can do the first six turns, after which fishing will be done. Or I can do the first 15, which would take us through masonry.

Other suggestions? Agreement?

Edit: I just did a quick test, and with a sequence like that, stone is hooked up when the second WB completes. Then we could go straight to walls to whip them into the pyramids.
 
Shorter turns are fine, but I think we should have a longer-term plan as well.

Here's my suggestion to start. Research Fishing -> Masonry -> Wheel. Build Worker -> WB -> Worker -> WB. The idea is to build the Worker until Fishing completes, switch to WB, then finish Worker and build a second WB. The advantage is that Masonry is done when the worker pops, so he can immediately build quarries and hook up the stone and marble for wonder building.

I can do the first six turns, after which fishing will be done. Or I can do the first 15, which would take us through masonry.

Other suggestions? Agreement?

Edit: I just did a quick test, and with a sequence like that, stone is hooked up when the second WB completes. Then we could go straight to walls to whip them into the pyramids.

Very good. Since this is a pretty key turn, play 15. If you need to, come back for feedback.
 
I agree. Dr_S should certainly play through the first techs and whip, whether it's 15, 16, or 20 turns. Pyramids is key, and switching players while setting that up is a recipe for error :thumbsup:
 
Played my turns according to the above plan. Save here.

We have lots of resources in our terrain, including deer and sheep in our BFC that weren't visible before. I didn't explore too much because I was afraid of getting the warrior trapped by AI culture. We now have Fishing and Masonry and one WB. Worker will finish in four turns. We should tech Wheel -> BW next, and worker should hook up the stone then marble. Another WB should be built next, then we can start on stone to whip into the pyramids.

Our closest neighbors are Washington, Elizabeth, and Asoka. Alex and Toku are also around.

Peter's up next!
 
Looking over the save know. I don't see your screen shots? Maybe I've got the script blocked.

dr_s
peter grimes - Up
dojoboy - on deck
mikeyredk - warming up
lazarillo
 
I thought the screen shots were attached, but they weren't. Now I can't get them to upload.
 
dr_s maybe the pictures were too big to upload

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I'm ready to play.

I'll do Wheel, then start on BronzeWorking. I won't play all the way through BW, so that we can pre-plan for the chop into Pyramids.

I'll finish the worker and start on the next workboat. After that, if we're still waiting for BW to come in, I think a warrior will be likely to time out well for the chop. Or perhaps a third workboat to go exploring?

I'd like to play in a couple hours. Otherwise it will have to wait until Monday night.
 
Personally, I would suggest starting on the walls after the second WB. Remember, walls add to our power, so they might be more valuable than another unit now.

I don't think we need a third WB; we can't build any other cities after all. There's plenty of time to go exploring later, once we OB with the AIs.

I don't see the need to build any boats before caravels. But we eventually might want to prioritize optics so that we can meet the other continent sooner rather than later.
 
Good point about the walls - I forgot :blush:

Once we have Alphabet it will be important to know as many AI as we can to get the best return on our tech trading. I guess an exploring scout (or missionary) would do fine once we have OBs.

I'll play in an hour or so - in case there are any other comments.
 
since the map is small with continents all the channels will be quickly over taken so WBs won't do us any good if we can't maneuver them around. After wheel Hmm… why not do hunting after researching the wheel we can increase our commerce substantially by working that fur tile and pickup the deer tile too keeping our worker busy with improvements so he doesn't go idle
 
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