SGOTM5 - Team MOTH

Sorry, TB. Don't understand. You are saying you wouldn't go west to that location? Next turn revealed that location wasn't quite as promising as it seemed, with only about 3 grassland tiles surrounded by coast and tundra. I'm considering sending the worker back up that mountain tile SE of the start position to see if there isn't something better before the settler is committed.
 
M60, I think Tim meant to include the word 'not' in his sentence. IE: I see no reason 'not' to send the settler west.
 
I can right-click on the SE tile and the terrain info says sheep there, but there is nothing visible... I can just wait until mad-bax has some time...

Settling next to the cow on the river and coast is probably as good as it gets... I'd hate to waste too may turns wandering since I wouldn't expect to find anything better anyway.

Builds I think should be a couple scouts followed by a barracks (with a forest chop? Do we have more than one forest in our extended radius?) then military. We want more than one city fairly quickly.

I think research could be iron working on minimum. We can probably trade for warrior code if we don't pop it. I'd like to see if we have iron in those mountains so we can use swords (upgraded from warriors) - if not then we are stuck with archers.
 
M60 - 20 turns for the first player is standard, so go ahead with 10 more.

We want to be sure about chopping any tundra forest as we can't re-plant them for a while. Once we see the start location we can calculate maximum size and sheild production.
 
I did forget to include the word "not" in my sentence. Upon further thought, I realize warrior code could be obtained in ways other than researching it. I think we might be able to beat the AI to iron working if we researched at max (it costs 144 beakers). The wheel could be a high priority for the AI (is Japan in this game?). It depends on the commercial status of the capital, of course. Or we could go for warrior code if we want a fast archer rush.
 
The map at 3000BC

4000BC (Turn 0) Team consensus seems to be head settler west. Doing so reveals a cow on the coast with river, so that is very promising. Head settler and worker in that direction.

IBT-zzzz

3950BC (Turn 1) Scout’s next move reveals the terrain to be less attractive than first thought. Only about 3 grass tiles, with the remaining land mass still tundra. Decide to send the worker on a trip away from what we think will be our capital. In doing so, I just want to make sure we are not missing a much better opportunity.

IBT-zzzz

3900BC (Turn 2) Scout north revealing nothing significant, worker onto the mountain reveals wheat tile and land similar to the western location. But not significantly better, so continuing the settler west still seems best play.

IBT-zzzz

3850BC (Turn 3) Scout still sees little of interest in north, worker on his way west, settler west also.

IBT- zzzz

3800BC (Turn 4) Settler moves to what will be capital location. See GH across the water which we’ll pop on culture pop. Scout sees a GH north, worker still returning west.

IBT-zzzz

3750BC (Turn 5) Marcomanni GH popped by scout provides us 25g. Moskva founded.
Scout in 5.

IBT-zzzz

3700BC (Turn 6) Pottery @ 90%, due in 12. worker movement reveals fur 3 tiles SE of Moskva.

IBT-zzzz

3650BC (Turn 7) Nothing

IBT-zzzz

3600BC (Turn 8) Worker arrives at cow.

IBT-zzzz

3550BC (Turn 9) Worker starts irrigating cow tile.

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3500BC (Turn 10) Nothing

IBT-zzzz

3450BC (Turn 11) 25 gold from Burgundian village by north scout.

IBT-zzzz

3400 (Turn 12) South scout learns CB from Iberians.

IBT-zzzz

3350BC (Turn 13) worker finishes irrigation, starts road.

IBT- Moskva scout>rax

3300BC (Turn 14) Noth scout sees another GH.

IBT- Moskva expands but the GH Bulgar village is deserted.

3250BC (Turn 15) North scout GH pops a map.

IBT- zzzz

3200BC (Turn 16) Pottery in 1 with science @ 70%. Road finished, worker to BG tile.

IBT- Pottery in, writing in 40 @ min science.

3150BC (Turn 17) Switch Moskva from rax to granary. Scouts move about, nothing seen. Lux to 10% to keep pop happy.

3100BC (Turn 18) Scouts wander.

IBT- zzzz

3050BC (Turn 19) Southern scout sees another GH.

IBT- zzzz

3000BC (Turn 20) Hut pops a conscript warrior. And done.

Post turn: Firaxis score 35. I went with pottery/writing because it makes sense to get our one city up in pop as soon as possible, plus those two techs combined can get us to MM which we need to get a galley off this land and explore. First 3 builds for scouts has our land pretty well explored. You can see there was no ideal city site, the grassland locations off the start position only have about 4-5 tiles. Moskva is scheduled to pop in 4 with the granary in 5, so it will need to be managed in order for that the food bin isn’t emptied before the granary completes. No civs detected, so not much need for a military yet, unless some barbs show up. We will want to connect that fur tile 3 SE of Moskva at some point.

The save file
 
Guys: It is me who mad the mistake. The test save is for SGOTM4 of course, and looks for everything in a directory called SGOTM4. Since we are playing SGOTM5 then the game looks for resources in a folder called SGOTM5.

I've attached another test save. You should see goats to the NE. I'm sorry for being a bit thick. It was a bit hectic last night.
 
I see a faint outline of a goat or two, and the terrain reads as goats there, but again on my screen they're not at all clear images. Don't know what that's all about.
 
I just took a look at the save.

We have a max size of 7 or until we get a harbor. I don't think we need the granary at this point. The 1 gpt cost is big when you take into account the need for unit support. Lets build a few workers as we grow and join them back in when we reach size 5. I think building the temple now will help with happiness and will push the border expansion to include the furs quicker.

It doesn't look like any neighbors. If we are truely on an island, then we should wait on the barracks as well.

I think we should switch the granary to a temple, then build 1 defensive unit, 1 worker, then start the Colossus. I think the extra cash for Colossus will pay off huge in terms of research and unit support.
 
I basically just built in the order MOTH suggested. I forgot to disband the two scouts in the west (was thinking to disband them in Moskva, but Colossus is being built). The warrior and scout in the east have a couple of tiles to scout, then the scout should be disbanded and the warrior should go home as a MP. We should go for map making as soon as writing is done.

Here is the save.
 
The save:http://gotm.civfanatics.net/saves/sgotm5/MOTH_SG005_BC2150_01.SAV

Pre-Turn (2550): Nothing to do.

Turn 1 (2510): Worker roads. Disband 2 scouts. Explore some more.

Turn 2 (2470): Workers move. Explorers explore.

Turn 3 (2430): Workers road. Explorers explore.

Turn 4 (2390): Workers work. Explorer explores. Warrior starts homeward.

Turn 5 (2350): Workers work. Explorer explores.

Turn 6 (2310): Workers move. MM Moskva to gain one extra gold on growth.

Turn 7 (2270): Luxuries to 10% to keep Moskva from rioting. Workers road. Disband final scout. Our military is now not costing anything. We are definitely alone. Going for map making was definitely the right call.

Turn 8 (2230): Workers work.

Turn 9 (2190): Workers work.

Turn 10 (2150): Workers work.

A turn log is definitely overkill at this point, but I figured since this is my first SG, I should try to develop good habits. This game is going to be pretty dull until map making. The furs will be roaded before Moskva expands, and the near forest will be roaded before growth. We just have to get a worker over to the game forest to road that and make more roads to snag future resources.
 
I almost forgot to mention that I'm going home (from college) for Thanksgiving and there's a very low chance I'll be able to play from Wednesday to Sunday. It might be a good idea for MOTH to play before stagnate, since he said he'll be gone until Tuesday.
 
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