SGOTM 09 - Smurkz

Were you able to make a test save with barbs included?
 
Anyone know how many turns it takes to build a forest preserve on normal speed? I'm putting together some basic info on the weird aspects of this game for people like me who have no clue which way is up once they get past alphabet. (Or even before. ;) )
 
Should be able to grab the save and move scout in 1h30/2h00, then I'll be off (playing resuming Saturday I guess).

Do we have an agreement on scout moves ? 1NW I guess, then ? 1 W probably, though I doubt I'd move it 1W today :-).
 
unkle, exactly ;)

Renata, preserve is 8 base turns so 6 turns on Quick.
 
We're going to need A LOT of workers for this game. As an example, on normal speed it takes 1 turn to move onto a hill and 5 turns to build a windmill, 6 turns total. On quick speed it still takes 1 turn to move onto the hill, and then 4 turns to build the windmill, 5 turns total. So 5/6 of the time on normal despite time moving 3/2, so workers are quite a lot slower in comparison. I would suggest we start with 2 workers quite early (by turn 20), and a third not long after that.
 
Presumably when the average #cities exceed 1.5, just like normal speed. That will obviously happen a bit faster than on normal though (but in years it will probably take a bit longer for them to be a problem).
 
Ok very quick post, moved the scout, saved attached with a screen. Nothing worthwhile except ice, meaning we are North...
 

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SW next is a no-brainer, no?
 
Yeah, I would say it is.
 
Agree. SW is the only option.
 
Also agree with SW. Doesn't look like unkle posted a save, so guess we'll have to wait until tomorrow? :(
 
No time to open it and look, but there is a save attached.

Edit: to his post.
 
Duh :blush:, yes, there is a save. Thanks, Renata (and unkle)! Anybody want to grab it and make just one teeny little move? I'm sure unkle wouldn't mind. :mischief:
 
About interesting barbs, I just realized: Monarch AIs start with archery! And these ones have machinery! And barbs don't need resources to spawn, just need to have enough of the teams have had the relevant techs for long enough, can you see where I'm going with this?

Barb crossbows!!! *flail, panic, and so forth* :lol:

Seriously, Niklas if you still have that formula for barb techs lying around, could you try to figure out when we might expect them? Thanks.
 
Barb crossbows! :eek:

If our fearless leader couldn't keep barb axemen out of his capital, there's no way we'll survive against barb crossbows!!! Niklas, what are we going to do!

:hide:










:p
 
Some random and largely useless stuff:

From F8, we have six rivals. At the beginning of this game, the AI civs should be starting with anywhere from 27000 to 36000 soldiers points on the demographics screen:

27000 could be any of Aztecs, Celts, HRE, Persia, Vikings, Zulu.
28000 would be America, Dutch, Inca (they do start with archers, right, and not quechuas?), Native Americans or Spain.
29000 would be Khmer or Russia.
30000 would be Carthage, China, England, Greece, India, Korea, Maya, Portugal, Rome
32000 would be Arabia, Byzantium, Egypt, Ethiopia, France, Germany, Japan, Ottomans, Sumeria
34000 would be Babylon, Mongolia
36000 would be Mali

Since our top rival is listed as having 34000, Mali is not in the game, and either Babylon or Mongolia (or both) is. Low rival is 27000, mean is 29666, which means little for now but might tell us something once we've met a few civs.

That was a fair amount of work for not much. :p
 
Moved the scout SW, found nothing interesting. Too lazy to post a screenshot for nothing very much :p , but if you look at the screenshot unkle took, the three tiles leading south from that northwestern grassland tile are another grassland, a grassland forest, and a plains forest. There's a tundra hill to the west of either the grassland or the grassland forest. New save attached.
 

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