SGOTM 13 - tao

Something else of interest, I just looked at the progress graph and one of the favored teams (with Northern Pike, Klarius, Wotan, Beorn...) had a slower start that the other 2 teams. Could it be that they did not settle on turn 1? If so, what could they have seen with their worker move to the cow (the most likely first move) that would convince them to move their settler? Where would they have moved their settler that would be worth not founding on turn one? Maybe the hill. Without water, the hill & plains both are only a 1fpt tile and in despotism both are max 2spt tiles.
 
I wondered about checking the graphs as well to see what others progress was, on the other hand, it may not tell anything of value?
 
I see what you mean, They have a lower score over the first 20 turns. It also appears that the score slopes for the other two teams are steeper. I see Klarious' team has already went 40 turns.
When do we start?
I am in the Warlords SGOTM6 as the first turn, happening shortly.
 
I know I am the most junior low-ranked member, but my $.02: I think it is time to begin. Play the first turn and then we have more info as to where we go from there. Island means Alpha for curraghs, peninsula means warrior for scouting. Until we know for sure, all we can do is speculate.
 
I'm planning on playing turn #1 about 24 hours from now. I'll start by moving the worker to the cow. If anything of interest shows up, I'll pause and post a picture and wait 24 hours before continuing. If nothing of interest shows up, I'll settle in place and start building a warrior, research Alphabet at 100%. I'll have our 1 citizen work the cow.

Is there an opinion one way or the other on whether to road then mine or mine then road the first two tiles (cow & bg)?
 
Is there an opinion one way or the other on whether to road then mine or mine then road the first two tiles (cow & bg)?

I'd say firstly roading cow, then road and mine bg. We need every beaker we can get to get alphabet ASAP.
 
Yes, why not start. I downloaded the starting save, but it did not give me any more insights. Do we agree on
  • move the worker to cow
  • if nothing new shows up, settle in place
  • 100% alphabet
  • road cow first, then mine
  • build 2 warriors
  • build settler
?
Always working cow (for growth), otherwise mm for commerce (research).

Denyd takes the lead. Good luck!
 
Ok gentlemen (are there any ladies on this team?) here's our first decision point.

http://forums.civfanatics.com/attachment.php?attachmentid=165831&stc=1&d=1197785793

I'm about to build our first settler and need to know where we should put it. Normally I'd crowd 3 cities on this map with city #2 N of the clams and city #3 in the SE corner grasslands. There is the option of putting only 2 cities on the island (either on the SE BG or the far SE GL). What's the consensus? I'll finish up the last 7 turns tomorrow night (about 8pm PST [now -2.5 hours)
 

Attachments

  • 3300BC.JPG
    3300BC.JPG
    100.1 KB · Views: 242
Settling the far SE grassland still gives the option of putting a city in between if we want to, but N of the clams would get the city up 2 turns earlier.

We have to maximise our research rate, no point in running out of things to build and building things for the sake of it, so that means working as many of those coastal tiles as we can without spending all our income on happiness.

So to balance all that I would also go for 3 cities, with the next one N of the clams.

It will be interesting to see if that coast to the S goes anywhere...

PS: In answer to you first question - yes, I am of that rare breed of female civver.
 
Yes, three cities. And IMHO the 2nd should go 2SE/N of clams as this might allow us to share the cow in addition to being faster to found.
 
Yes, three cities. And IMHO the 2nd should go 2SE/N of clams as this might allow us to share the cow in addition to being faster to found.

I agree that 3 cities looks the best, and the option of sharing the cow looks good. Question is, is there enough food for 3 cities before mapmaking?

@denyd: is there a save we can look at?
 
SGOTM 13 - Tao Turn Log # 1

4000 BC - Turn 0 - Ann (worker) NE (nothing of interest) – Settler founds Trantor – There is a bit more land – Start a warrior – Research Alphabet at 100% (due in 50)

3950 BC - Turn 1 - Ann starts a road

3900 BC - Turn 2 - ZZZ

3850 BC - Turn 3 - Trantor builds a warrior starts another - Ann completes a road

3800 BC - Turn 4 - Conan (warrior) E - Ann starts a mine

3750 BC - Turn 5 - Conan SE and the full shape of the island is determined

3700 BC - Turn 6 - Conan W - Trantor builds a warrior starts a settler - Trantor to size 2

3650 BC - Turn 7 - Thor (warrior) MP in Trantor - Conan SE

3600 BC - Turn 8 - Conan SE

3550 BC - Turn 9 - Conan S - Trantor cultural expansion - Ann completes mine

3500 BC - Turn 10 - Ann SW-S - Conan N

3450 BC - Turn 11 - Ann starts a road - Conan NW

3400 BC - Turn 12 - Conan W

3350 BC - Turn 13 - Conan N - Ann completes a road

3300 BC - Turn 14 - Ann starts a mine - Conan MP in Trantor - Trantor builds a settler starts a warrior

3250 BC - Turn 15 - Conan & Settler S-E

3200 BC - Turn 16 - Settler founds Terminus starts a worker (can be changed) - Conan MP in Terminus - MM Terminus for additional commerce (slower production, cuts 2 turns off research)

3150 BC - Turn 17 - ZZZ

3100 BC - Turn 18 - Trantor builds a warrior starts another

3050 BC - Turn 19 - Odin (warrior) MP in Trantor - Ann completes mine

3000 BC - Turn 20 - Ann E-SE

After action report: Not much to report, room for one more city and then we'll need to get off the island. Alphabet is due in 28 turns. Trantor will grow to size 2 next turn. We'll need to discuss what we want to build in Terminus (worker is just a placeholder)

OK: I just looked and my score for the first 20 turns was less than 2 other players, what could I have possibly done better :confused:
 
what could I have possibly done better

lurker's comment:
Not mined the cow? Did you get another shield as a result? :p
 
Apparently we have the mythical cow on a bonus grass, never believed that that existed, must have been a manual edit on the map. Anyway, looks like a good set to me.
 
:blush: did not even think to look at the cow for shields. I was concentrating on getting maximum commerce.

BTW: Terminus is building a worker as a placeholder. I'm not sure if there is any better options, but let's discuss them.
 
Good turns. 10 turns each from now on.

Please include the roster at the end of your turn report. Thank you!

Furiey (up next)
greatbeyond
ignas
tao
TheOverseer714
ThinkTank
denyd (just played)
 
Do we need another worker? IMHO it is better going for growth/commerce. Let us build a warrior for mp.

Trantor could build a settler instead of a warrior and coincide production with growth to pop 3 by mming with the fish.

Need I suggest to road before mining?
 
OK, Got it.

Just been looking at the save and have had the same thoughts that I now see tao has posted. With only 3 tiles left to road/mine, unless we are building workers to join we're better off concentrating on what we do need. That is growth for commerce. We need 1 more Settler (Trantor can switch to get that), 1 more Warrior for Terminus (switch Worker to Warrior), plus 2 more Warriors for the new city, after that no more military until later. Our only other build options at the moment are a Barracks or a Temple, neither of which we want to pay the upkeep for.

We have 24 turns before Alphabet, hopefully sooner with a 3rd city, when we shall want to build a curragh.
 
Back
Top Bottom