SGOTM 13 - tao

Something else that we might want to do once we get closer to Map Making is stockpile a couple of settlers. We're going to start running into happiness issues and we'll be forced to choose between building temples, increasing luxury rate (and reducing research) or reducing population via settlers/workers (or starvation).

Still kicking myself for missing the shielded cow. Those are so rare I never considered it. :deadhorse:
 
Yes F10 is OK, but with 29 rivals there's going to be pretty much everyone.

Everyone but one.

Spoiler :
space-race.jpg


So the Greeks are not in the game. What does that mean, if it means anything???
 
I seem to remember something about a maximum of 32 tribes in any game (0-31) and the human player is always 0 and the barbarians are always 31, so there are only 30 other slots. Why AlanH would choose to use only 29 of the 30 available is a question only AlanH, his wife and god know the answer to.
 
Nothing to do with me or my wife! I'm no map designer.

Recall the preamble to this game, where I got a start file from Rik and was pressured to release it? I've done nothing to it, except ensure that differential naval movement is correctly set up and the map size is accurately recorded in the file.
 
Ok, so it is not AlanH's decision to leave out the Greeks, but Rik's. Why? I cannot think of any specific reason why one should leave out the Greeks in particular. I can think of reasons why you would leave out the Byzantines (dromons) or Vikings (beserks). I think the question is: why would you leave out an arbitrary civ? Answer: to create open space on the map. And that open space is likely for us to grab. So there likely is (open) land nearby.
 
If this discussion is heading towards Rik, his honeymoon & the Greeks, I'll have to abstain, lest the mod's stomp on me (again). :whipped:

Meanwhile, back on the island, once city 3 is founded, there won't be much to do until alphabet is done. I'm thinking we should try to have all three cities with about 12-13 shields in the box when that happens so we can use the big picture to cycle through each city and switch to curraghs to get them out looking for new lands to settle ASAP.
 
Since we max out at 3 citizens (with 2 MP) without any luxuries or raising the lux rate. I'd suggest either:

1. Build 1 settler per city and then pre-builds for curraghs as we get closer to getting Alphabet.
2. Convert the unhappy people to scientists to speed getting Alphabet up to the starvation limit.
3. A combination of both 1 & 2
 
Alphabet for curraghs is nice but what we really need to get off this island is mapmaking. After alphabet we need pottery, writing and mapmaking. Self researching this will take far too long, so we must hope to be able to trade. On a continents game with 29 civs it is rather doubtful that alphabet will have a lot of trade value. So I think we are going to need money for buying ourselves off this island. So probably we need to do min research after alphabet and max out on commerce.
 
3000 BC(Turn 0): Switch Terminus to Warrior, Trantor to Settler and use fish for commerce & growth. Alphabet in 24.

IBT: Is the longest I remember at this stage of the game.

2950 BC(Turn 1): Worker roads; Trantor works Cow and fish, grow in 7 settler in 8, will need mm later to get them to coincide. Alphabet in 21.

2900 BC(Turn 2): Zzzz.

2850 BC(Turn 3): Move Trantor citizen from Fish to BG for some extra shields.

2800 BC(Turn 4): Ann completes the road and starts mining; Trantor citizen moves back to fish, the extra shield for the settler will come on growth.

2750 BC(Turn 5): Zzzz.

2710 BC(Turn 6): Terminus grows, produces a Warrior and starts on the next. Alphabet in 14

2670 BC(Turn 7): Shuffle tiles between cites to keep growth and settler in 1 in Trantor and to maximise commerce, Alphabet in 12.

2630 BC(Turn 8): Trantor completes the Settler and starts a Warrior for the new city. Settler moves S and Wilf moves to the 3rd city site. Alphabet back to 14.

2590 BC(Turn 9): Settler reaches the new city site.

1000 BC(Turn 10): Worker completes the mine and moves to the plains; Seldon is founded.

Treasury: 10 gold,+0 gpt, Alphabet in 10, Science 100%, Lux 0%

Post-turn: I have not done any MM with the foundation of the new city. All cities are set to Warriors, but we only need 2 more not 3. Alphabet is due in less than 10 turns with growth, we need to decide which of these can be switched to something else. We need 15 shields for a Curragh, both Trantor and Terminus have 6 shields already, Seldon has none. If we knock 1 turn off Alphabet with growth, Terminus at 1spt could be switched via the big picture to build a curragh immediately

The Save

greatbeyond (up next)
ignas
tao
TheOverseer714
ThinkTank
denyd
Furiey (just played)
 
Grabbed the Save, Will probably start playing in about 18 -20 hrs from this post.

Here are some thoughts, but first a question. Are the names given so far related, or have a common thread? I would hate to spoil the story.
Tantor, Terminus, Seidon and Ann?
(Wasn't Tantor Tarzan's elephant?)

Switch Terminus to Temple right away and when we get Alpha, our Curragh will be ready. The downside of this is that It will only take 9 turns and we could possibly lose 1 turn of production. However getting a new pop in both Tantor (5T)and Terminus (6T) should speed up research.

If we are focused only on getting off this island I would switch to Wealth (switch back as necessary to get warriors for MP) after completing the two warriors or prebuild Curraaghs. IF I remember right from my test games, we need a MP for Happiness starting at three pop, 2 at four pop to avoid having to use the slider. This game seem to be verrrry similar to the Current COTM game

Thoughts on what to do with the worker? Road plains and then road the hill followed by Mining the hill? Followed by mining the Plains and then roading/mining the Mountain?
 
Just don't forget to prebuild curraghs in all 3 cities to get them the turn we learn alphabet. And after then many curraghs to meet the world ASAP.

After we complete research on alphabet, then start max on writing.
 
Are the names given so far related, or have a common thread? I would hate to spoil the story.
Tantor, Terminus, Seidon and Ann?
(Wasn't Tantor Tarzan's elephant?)

I think they're all from the Foundation series of novels by Isaac Asimov. It's the best sci-fi I've ever read. Hari Seldon was the scientist that invented the science of psycho-history, and I think Trantor and Terminus are names of planets, but I don't know about Ann - but then it's about 20 years ago that I read it.

Edit: I just saw there is a "List of Foundation universe planets" at wikipedia.
 
I just saw there is a "List of Foundation universe planets" at wikipedia.

That's where I got my city list from. My workers are all three letter names (to make the typing easier) (Ann, Bob, Cat, Dee...). I usually name my warriors after musclebound heroes (Conan, Thor, Hercules...). I've yet to come up with a good naming convention for ships.

For those wondering why I rename cities, after 100+ XOTM games, it's easier to remember that Trantor is the capital and Terminus is city #2. Plus have you seen how convoluted those Aztecs, Mayan & Incan city names are :eek: . Keeping a turn log or a QSC slows down the game enough, but adding 10+ character city names is above and beyond the call...
 
Beat me to it, ThinkTank! I think I read the Foundation series about the same time you did. Isaac Asimov was a great writer. As far as re-naming cities, I agree that it beats trying to keep track of the tongue-twister names of many civs. The meso-american ones are the worst and the middle-eastern and Zulu names are nearly as bad. Hopefully we will need more science fiction oriented city names soon, if we can get off our little rock in the ocean.
 
Yep, I spotted the Foundation link, but went completely blank on the names of any more planets, hence Seldon.

Worker moves: In despotism we get the same from the hill as the plains, but it takes twice as long to improve the hill, so improve the plains tile before the hill.
 
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