SGOTM 18 - BadCiv

i'll be home from work in like 45 mins, i'll take a look then.

is our first city settled or is it like the screenshot in the thread?

its not, we have a settler with navigation 1 (+1 movement) and mobility (ignores terrain) !!!!

here's fat bastard:

Pzyi3fV.jpg


we have -3 with 3 other civs (joao, genghis, and mansa) and -5 with india. i dont know if these modifiers will decay at all though.

KESNJII.jpg


dr. evil (shaka :p) has +3 with them gandhi, mansa, and genghis, but only +1 with joao.

gXBYfAA.png


dr. evil is needless to say, never gonna be our friend.

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goldmember neither, but we'll all always be at war with him. maybe we'll get mutual military struggle with the other AIs this way?

b5Ku08a.jpg
 
here's some more.

here's the wonders that are already built:

GLH and colossus won't matter b/c its goldmember. india and portugal will be rexxing monsters with their wonders, and mansa will have a super early shrine with his. oracle i guess is useless except for the culture. conspicuously missing is the great wall!!

KvXBw1q.png


as we suspected, two of the civs have pain in the ass civic bonus civics, although joao has HR and mansa has economics. maybe we can become friends with joao early?

finally here's a better look at our spot:

GMAAC7X.png


here's the top left corner zoomed in a little more:

aRUBIaq.jpg


looks to me like a grassland NNW and a plains NN. move the warrior NW perhaps? or maybe just move the settler 1N on the road? what do you guys think? take a look at the save if you can, screenshot anything that looks interesting.
 
ok i had a look, start area looks real ordinary but i guess the intention is to pick if you want production first (head west) hella food first (east) or maybe check north for a mystery third option?

since we can move the settler a bunch (will it be 4 moves on the road since it has -1 movement cost? or still just 3?) i guess we should def move it at least 2 tiles north on the road and see "whats up" (mad props if u get this pun) and then maybe move warrior SE and see if theres anything else next to the hill or in teh ocean (maybe theres fish or something).
 
also i def think we should see if we can get fembot back to base. no point letting it die for nothing. will be good scouting, if we can keep it alive
 
moving the warrior SE is to move it back to where the settler is standing now 0_0

do you mean SW? i think that might be a bad move cause it only reveals 2 tiles, and even if theres a fish over there i dont think thatd be worth settling first cause then our city will be all desert. we can always grab it later. i agree that checking out the hill is worthwhile though.

as far as the settler goes, it costs 0.5 points to move on road, and 1 point to move anywhere else (even onto hills and stuff)

agreed on the fembot. move it NE->NE or SE->SE. maybe SE->SE just so we can see if there's still ocean down there?
 
yeah sorry i meant sw with the warrior. yeah your prob right about moving it NW, it will reveal more tiles, though if we move the settler north first i guess we can always decide if we want to see those other 3 tiles or if we should check out the two from the SW?

also heres demographics:

Spoiler :
vm1rSzX.jpg
 
also since Dr Evil has an elephant (fat bastard) and archers does that mean he starts with construction + archery? or are they just there as part of the austin theme or whatever
 
HmmmMMMMmmm. so going off of what we know Dr Evil has, his soldier count leaves only 16000 undetermined. this means the most advanced ground unit he could have is a machine gun or anti-tank (at 14000 soldier pts), sitting in his cap i imagine. He could technically also have one of several modern ships or planes, but that would be a bit silly as defense.

this is all going off of this articla btw: http://www.civfanatics.com/civ4/strategy/demographics.php
 
yeah sorry i meant sw with the warrior. yeah your prob right about moving it NW, it will reveal more tiles, though if we move the settler north first i guess we can always decide if we want to see those other 3 tiles or if we should check out the two from the SW?

also heres demographics:

Spoiler :
vm1rSzX.jpg

yeah you're right i agree, lets move the settler 1N first and then decide where to go from there.

i'm guessing from the demographics that docevil's lair is on a 1-tile island somewhere, because everyone has the same land area but yet someone has 2000 population, which suggests that someone has 2 cities (which would be either goldmember or docevil)
 
also since Dr Evil has an elephant (fat bastard) and archers does that mean he starts with construction + archery? or are they just there as part of the austin theme or whatever

i think fat bastard is just part of the austin powers theme, but all AIs start with archery on emperor and above. :) iirc they also get the wheel and hunting on immortal too. (plus sailing in this case), in addition to whatever starting techs they have. on deity they also get agriculture, but that shouldnt be the case here.

edit: just checked and mali and india both start with mysticism and mining, portugal gets mining and fishing, and genghis gets the wheel and hunting. so, 3 dudes have a very solid tech lead on us right now i think. i know we start with masonry and pottery, but do we get the prereqs for those too? e.g. do we have the wheel and mining? can't check the save for about 8 hours (till i get home from work), but america usually just starts with agriculture and fishing...
 
i just realized the starting GNP values are ridiculously high omg. i guess that's goldmember? yeah i guess he's the one with two cities, one of which is a 1-tile island. they'll both be lvl 1. h GNP = beakers + wealth + culture + espionage, so he'll have 14 culture (palace + great lighthouse + colossus) + 1 trade routes in each city (2 commerce) + 4 espionage from palace + 8 commerce from palace + 4 commerce from a coastal tile w/ financial and the colossus + 2 from city tiles... that's 36 GNP... i dont know where the other 9 is coming from. i guess he's probably working a goldmine, go figure. XD its ok though, he'll only have a tech lead early cause he cant trade with anyone, even docevil...
 
we start with agriculture, pottery, fishing and masonry. so no wheel or mining =(

also composites and fission.
 
i'm sorry but i have to reformat my main pc so i'm not gonna be really useful right now :spank:
 
move the settler 1N for sure, see what we could be working with. we have 3 :move: and only need half-move to settle.
 
i moved the settler 1N. the road continues, but the only other new tile that we could see is another floodplain; this is the fog around the edges:

EDwYqMm.png


looks like another pair of floodplains to the north and east.

i'm inclined to just move another 1N along the road before we move the warrior. we'll still be in range of the floodplains in the BFC and we'll be moving away from the desert in the south.

also, i microed The Swinger's Pad to maximize commerce (because food and hammers mean Balls Up to it now) and dropped the slider to 0%; if we settle this turn and we decide on something to tech, we can always switch it over to something and pump it back to 100%.

Mbk0J0e.png
 
looks like the nexus of two rivers in a floodplains, no? seems like we should move 1n again.
 
gotta agree with moving 1N.

also seeing as we start with masonry, the only early wonder left is the great wall, we want some good espionage and we're industrious, how high a priority should building that thing be?
 
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