SGOTM8 - Ivan

I'd go for 1SW on the floodplains(next to the desert), since I don't have a clear picture from SE(we may want to have some space to settle there, and not squeeze the next city). --- Does 1 SW is surely next to the river? We wouldn't want to build an aqueduct.
I know that stteling 1 SW we have to wait a bit to get the sheep inside the city's radius -- that's a disadvantage.

Anyway, that's just a guess of where to settle. Normally, I don't like to move the settler and waste 1 turn.
 
What about Adrian's idea for alternate between North America and Europe? We'll need a new roster.
I. Larkin said:
2) Who is the team leader? Me or Conehead?
@Ivan: whatever you decide(you or conehead, to be Team leaders), I'd want both of you to guide the Team and offer your advice.
 
Note the sheep is actually lambs. Lambs gives +2 food. When irrigated in despotism we get 3F,1S. If we mine it we get 2F,2S in despotism.

I'm with conehead. Lets go 1SW.

Can we check the space race screen and find out which AI's are in the game? That will give us a clue about what to research for trade value. I know we want libraries as fast as possible for speed research but there is no point researching alphabet if several AIs will already know it.

If we find a scientific AI remember not to wipe them out. Their free tech can speed up our research.

Which way should we scout? I'm thinking the scout should go north/north west. We are located on the south side of the map so most likely the AIs are to the north. A second scout/warrior can go south to find our southern limit and then east/northeast.
 
AdrianE said:
Note the sheep is actually lambs. Lambs gives +2 food. When irrigated in despotism we get 3F,1S. If we mine it we get 2F,2S in despotism.
It's a lamp? 1f less then.
AdrianE said:
Can we check the space race screen and find out which AI's are in the game? That will give us a clue about what to research for trade value. I know we want libraries as fast as possible for speed research but there is no point researching alphabet if several AIs will already know it.
We can't check the space race screen before we settle. We can always settle, check the civs and then decide what to research.
Anyway, we have to decide for a tech to start with, because even if there's another AI on our island, we won't know it for a some turns, and maybe the AI's with alphabet are on another island and we'll have to wait some time to meet them(I mean, for them to meet us :lol: )
AdrianE said:
If we find a scientific AI remember not to wipe them out. Their free tech can speed up our research.
Keep only their capital, if possible! :D
AdrianE said:
Which way should we scout? I'm thinking the scout should go north/north west. We are located on the south side of the map so most likely the AIs are to the north. A second scout/warrior can go south to find our southern limit and then east/northeast.
I'm still in favour of producing a second scout, to be quick on our exploration and find some barb huts.
 
So we'll settle on the FP 1SW (3 against2)

I feel like it's a dead end up north, and to the south looks good land, so I prefer to send the scout south. Then dicide after 4 turns whether to build another scout or not.

I don't want to risk not meeting anyone who knows alpha so should start on it ourselves.

Start worker 1NW, 1SW then it can jump to the plains 1NE of delhi in 1 turn.
 
nerovats

From the opening post in this thread we can see that we are located in the southern hemisphere. That means the rest of the world in north. So we should scout north as a priority.

Adrian
 
And we're off...

4000BC
moving
3950BC
found Washington->scout (for now)
sent scout north
worker irrigate
alpha on max
3900BC
north was right way spot GH
3850BC
but empty
worker road
3800BC
spot another GH, tehre's a lot of land around
3750BC
move worker
3700BC
worker irrigate
get CB from hut
spot dyes
3650BC
moving
3600BC
worker road
adjust slider
3550BC
moving
3500BC
move worker
3450BC
washington scout->warrior
worker irrigate plains
3400BC
get warrior code from GH
contact greece they have BW and aplha, we have pottery and CB,
trade pottery and CB for aplha and 20gold
writing on max
3350BC
worker road
adjust slider
spot yet another GH
3300BC
bararian moves over it!
3250BC
move worker
try to lure the barbarian
3200BC
washiongton warrior->granary
attack barbarian and win.
worker mine lamb
3150BC
move warrior back to lower tax.
get map from GH
3100BC
up lux again (now size 4)
3050BC
worker road
spot Athens
IBT greece askes us to leave
(they know the Wheel now)
3000BC
spot another GH, is for next player.

Kept emphasis on growth, head full on science (hence the trade, normally I don't trade this early but I expect not to meet anyone else on the island).
Washington will grow in 3, worker should chop next, should be in time.
Scout in south finished on strange position because I didn't want to end it's turn next to a barb camp. Barbarian must have come form the mountain area in the south-east.
Writing in 32 now, but will shorten after getting some more cities.
Made quick dot map at ring 4 (4,5is rounded down right?).
 
good play, nerovats. I think we should settle red dot first (build settler now) and build granry after that. I also think to chop forest. I recomend scout black area on return way. Yellow dot is OK, I think one might be between white and pink instead (fresh water). We may consider 4- and 5 rings. there is no room for 6, but only 4 ring is to restricted. it will clear better after scouting south.
I recomend AdreianE up and play 15-20 turn or up to critical point.
Let put roster order after end of play.
Regards, Ivan
 
We got 2 techs from huts! :goodjob:

I wouldn't change the granary: the sooner we have it, the better for us, so we can begin our settler factory a lot sooner.
As things are with our laborer-citizens, we can have the settler in 4 turns, BUT we can instead build the granary in 6 turns, if we work the 2 forests instead of the 2 flood plains(at zero growth).

When the granary is built, we can START our settler factory from size 4(working again the 2 flood plains). In fact, I wouldn't chop the forests, as we need the shields to work when the city will grow every time(size 5 and 6). We just need 1 more irrigated fllod plain to work, so the city has 5 food.

The worker can just irrigate another flood plain(after he finishes roading), and then he can start roading towards the red spot(as well as the other ones).

The new cities could build a warrior and then a worker.

The proposed dotmap is fine: Ok, blue and yellow spot are close, but are still on distance 4, and they have tiles to work.
I'd probably move the black and light-blue dots 1 SE(still near the coast: black and blue dots will still be on distance 4, right?), as the black dot will be above a bonus grassland(better to work it).

Just scout as much as you can, to gain more techs/gold. If possible, a bit later on, pump up 1-2 warriors to scout more, and especially to explore the SE mountains(where the barb nerovats killed must have come from).

Anyway, I'm just making suggestions.
 
We got 2 techs from huts!

Yippy

I wouldn't change the granary: the sooner we have it, the better for us, so we can begin our settler factory a lot sooner.
As things are with our laborer-citizens, we can have the settler in 4 turns, BUT we can instead build the granary in 6 turns, if we work the 2 forests instead of the 2 flood plains(at zero growth).

I agree with this, building a settler now will just delay the settler factory and we would have to rebuild the granary from scratch.

When the granary is built, we can START our settler factory from size 4(working again the 2 flood plains). In fact, I wouldn't chop the forests, as we need the shields to work when the city will grow every time(size 5 and 6). We just need 1 more irrigated fllod plain to work, so the city has 5 food.

I wouldn't chop the forests untill we get railroads, we need all the shields we can get and the flood plains will provide enough growth.

The worker can just irrigate another flood plain(after he finishes roading), and then he can start roading towards the red spot(as well as the other ones).

Make sure you send an escort with the worker, we do not want the barbs to get him.

The new cities could build a warrior and then a worker.

I think the red dot city should become our worker factory. Let our third city produce warriors.

The proposed dotmap is fine: Ok, blue and yellow spot are close, but are still on distance 4, and they have tiles to work.
I'd probably move the black and light-blue dots 1 SE(still near the coast: black and blue dots will still be on distance 4, right?), as the black dot will be above a bonus grassland(better to work it).

I think we should settle the red dot, then the pink dot.

Just scout as much as you can, to gain more techs/gold. If possible, a bit later on, pump up 1-2 warriors to scout more, and especially to explore the SE mountains(where the barb nerovats killed must have come from).

Well lets take out the barbs before they become a big problem.
 
conehead234 said:
I agree with this, building a settler now will just delay the settler factory and we would have to rebuild the granary from scratch.
That's exactly what I thought.
conehead234 said:
I wouldn't chop the forests untill we get railroads, we need all the shields we can get and the flood plains will provide enough growth.
Right.
If I didn't calculated correct to have 5 food, we might need to irrigate 2 more flood plains and build every settler as the city grows to size 7. We'll see.
conehead234 said:
Ivan said AdrianE is up: will we make a roster? 1 of us might have to go somewhere for 1-2 days :lol:
conehead234 said:
I think the red dot city should become our worker factory. Let our third city produce warriors.
I agree. It'll still need a warrior from protection though, right?(or it's better to pump a warrior from somewhere else?)
conehead234 said:
I think we should settle the red dot, then the pink dot.
The pink dot looks good(and has 2 BG nearby, and who knows if there're more of them under those forests).
conehead234 said:
0
Well lets take out the barbs before they become a big problem.
I agree. Better to send an archer after a while to go after barb camps, while we also settle the land.
 
Conehead, King Alex, check your math, please. Washington will not be a settler factory. It must have more shields for that. Building of the Granary now (without forest) will grow City to size 7 and granary will be empty. It is plain under the forest and we may mine it and get the same 2 shields. Let decide about Pyramids At City 1 we may do it if pump it with workers. Dot map looks ugly, but we must use any tile. Red- distance 4 pink distance 5. We may also decide to grab dyce first.
 
I believe your red dot 6 is at distance 5. Cities will have some more room in this settling but I don´t like red 1, it will have a lot of sea tiles but won´t be able to build a harbor. Also not sure about having 2 ring this close. Think I favour my dotmap (only move blue 1NE).
Washington won´t be a good SF indeed, will need a lot of mm to be a little efficient, might be able to work out 5 turn 3 turn sequence? Will look at it tonight (am at work).
We most certainly will need the granary now. I agree on 0 food and work forrests.
 
nerovats said:
1)I believe your red dot 6 is at distance 5. Cities will have some more room in this settling but I don´t like red 1, it will have a lot of sea tiles but won´t be able to build a harbor.
2)Also not sure about having 2 ring this close. Think I favour my dotmap (only move blue 1NE).
3)Washington won´t be a good SF indeed, will need a lot of mm to be a little efficient, might be able to work out 5 turn 3 turn sequence? Will look at it tonight (am at work).
4))We most certainly will need the granary now. I agree on 0 food and work forrests.
1) Yes, 5. City 1 do not need aqueducts. But may be it is OK. In long term better to have harbor+aqueducts.
2) unfortunately it is the only variant because of bad land configuration. I think my dots good, with ajustment of 1.
3) yes, hope we wiil (micro) manage
4) Strongly disagree. Because of barbs and AIs we need military=> more cities as soon as possible. 0 food terribly wrong idea. simple calculations shows that we will get more settlers if build 1 first then after granary.
 
Great. 2 Techs from huts. I usually get nothing from huts!

I can not see the images from my work machine so I'll have to wait until later to comment.

I might not be able to play this evening. It will probably be tommorrow.
 
Maybe your right Ivan, a settler may do us better than a granary. After the settler, we need a granary. Our second city can build warriors. City site red 1 is in a wierd place. Move it one SE.
 
@Ivan: why not build the granary now? The city won't drop in pop and we won't have to wait again to build the granary. Let's say, we build a settler in 4 turns: we'll have again to wait and waste more worker turns of choping the forests and then mining them.

We can have the granary built in just 6 turns and start asap the settler factory: Maybe we can make it a 4-turn settler factory, if we mine the BG and work it instead of the irrigated plains from the beginning(1 more shield), and we'll gain more shields from the forests(and more food by 1 more irrigated flood plain), or at the worst case, a 5-turn settler factory.
I strongly suggest to mine the BG first--road after(and work it instead of the simple plains), and then irrigate 1 more flood plain.

I think, it will benefit us more in the long run to have the granary now: in, say, 11 or 12 turns(assuming, this is a 5 turn settler factory) we can have our first settler, where if we build a settler now, we'll need to wait more to build the granary and THEN start settlers.
Yes, we have to wait and halt our growth for 6 turns, but what about all the wasted growth from not having the granary until the factory is set later?

Cities:
#2 won't have any shields, apart from a forest, and it'll need #3 to reach it. It'll be only a fishing village.
I'd prefer to ONLY have 1 city in between #2 and #3, as in the previous dotmap: it'll still be on the river and coast, and it'll actually be a usefull worker factory, with enough shields. This city will be a powerhouse city once we mine all the surroundings, like desert and plains or work the forests(it has PLENTY of food, so no need to worry about that).

#1: are we serious about wanting the Pyramids? I'd only consider it if we can build them for sure.

I don't know, IMHO, we have to try more to find the best possible sites for settling, ALWAYS keeping in mind, the future and if these cities will have enough shields later on. I don't won't cities able to only work 4 tiles for shields, and look like a "semi-fishing village". This is Vanilla, after all, and we must be careful about corruption, and the cities we'll build around the capital are the ones we'll count for the rest of the game.
 
Granary decision: I'll go with whatever the most experienced players decide.
 
OK, we agree: Settler first- granary next. I recomend cut one forest for granary.
I think next City may be white spot on nerovats dot map. It is important to have City sonner.
Not sure about Pyramid, but why not to try? We may backup for TGL. However, we need some military first.
 
Back
Top Bottom