SGOTM8 - Xteam

6 turns instead of 12 :)
 
:lol: agreed.

Here's how I'll start this off, unless someone gets an unusually clever idea before I can play...
Scout WW, worker to lambs, settler S.
Found city on next turn, start granary which can possibly change to settler. Work the lambs.
 
I've rather changed my mind back again into going S no matter and I think W is the best direction to scout.
 
leif erikson said:
I was refering to build order in my question. :D

EDIT - And BTW Capt., good luck! :thumbsup:
Ah, see what you mean, warrior/scout before granary/settler.
 
That first build could be either warrior/scout or granary. We may want the scout or warrior to stand on penisula's to watch for other civs and passing ships. So I'm leaning more towards the unit as the first build.

I know mining the hill takes a long time, but if we didn't work it except on growth, couldn't we get a 4-turner anyway?

But are we sure the growth tile placement will be on the hill. Wasn't it determined that growth will be placed on a high food tile first. So if we have an unused irrigated FP then the growth would go there versus to the hill or forest. Or was that only if it was an unused food resource.

Good luck.
 
Morning leif :coffee:

Unfortunately I'm off to work on a Saturday so I won't be able to see that first screenie until later tonight. I'm sure the Capt will fly us to a nice start. We can't have him steer us because we don't like water, which brings up an interest delimma for a water fearing Viking.
 
lurker's comment: The growth tile will be one the hill tile if you are riding at least 4 fpt, I think. Or maybe it's 3 fpt. Something like that. I think it's 4 fpt.
 
DJMGator13 said:
Unfortunately I'm off to work on a Saturday so I won't be able to see that first screenie until later tonight. I'm sure the Capt will fly us to a nice start. We can't have him steer us because we don't like water, which brings up an interest delimma for a water fearing Viking.
Yes, I'm working as well, but it is lunch time.

It will be interesting to see what The Capt. comes up with. I was hoping for a screenie by now, but he's prolly painting the house to relax before he digs in. :lol: :lol: :lol:

No Viking worth his salt would fear anything, well...... :mischief:

@Tomoyo - I think you're correct now that I think about it. We discussed this somewhere before, but I can't remember where? ;) :D
 
Here it is:

Sgotm_8_XTeam_4000_BC_1.JPG


Theres definitly some pixel disturbance there, but I still think S is a good choice.

On a side note: it looks like our scout found the end of our continent to the W.

NN with the scout on our next turn?

Rivals: Rome, Greece, China, England, Vikings, Japan.

Research: I'm thinking we could gamble on the Japanese not being on our starting island and go Wheel and HBR at max?
 
You've prolly played already but, imho, the most important early tech for us is Writing as it gets us to Map Making and opens the path to Republic. We need contacts and we needs maps as soon as possible. :)
 
I was kinda hoping we could trade for alpha since there are 3 comm civs.
 
Capt Buttkick said:
I was kinda hoping we could trade for alpha since there are 3 comm civs.
We may be able to. It depends who is sharing our island, if anyone. The reason Writing is so important is that if we meet someone passing by, then we can trade for contacts. The problem we face is that we can't go looking to make contact because we can't explore in boats. Alphabet is also expensive and sometimes hard to buy when we only know one other civ.

These are the problems I experienced in the test games. But you could be right and it'll pop up with first contact. I considered Writing so important, I didn't want to leave it to chance. Many times I did not have horses in my area, but usually did have either horses or iron. With Writing we know we can trade for The Wheel, IW or HBR. Without Writing, we can't be sure. With contatcs, techs also get cheaper with the number of other civs that know the tech and easier to trade for.

Anyway, that is my reasoning. But we'll get it sooner or later.... :mischief:

EDIT - Check out the score curves on the submission page. Looks like Peanut joined their worker? To push an early Settler perhaps? :hmm:
 
The Save

Turn 0 - 4000 BC Scout W W, Worker SW, Settler S.

Turn 1 - 3950 BC Scout N N, no FPW :( Worker irrigates. Washington founded starts scout, citizen a lake for 1 turn, then moved to irrigated FP. Wheel is researched at max.

Turn 2 - 3900 BC Scout NE N.

Turn 3 - 3850 BC Scout N, GH gives Warrior. Warrior N. Worker road.

Turn 4 - 3800 BC Scout SE. Warrior E.

Turn 5 - 3750 BC Worker E. Scout S S. Warrior NE, gets 25 gold from GH.

Turn 6 - 3700 BC Worker road. Warrior N. Scout SS.

Turn 6 - 3650 BC Scout S S. Warrior N.

IBT: Washington size 2.

Turn 7 - 3600 BC MM Washington from forest to lake, we want growth. Switch to warrior. Lux 20%. Worker NE. Warrior N. Scout W SW, got 25 gold.

IBT: Washington Warrior --> Granary. A barb arrives S of Washington.

Turn 8 - 3550 BC Warrior2 S. Worker irrigates. Scout SE SE. Warrior1 N.

IBT: The barb attacks us, but Warrior2 comes away unscathed.

Turn 9 - 3500 BC Warrior2 S. Scout E which gives us Warrior3 who goes E. Warrior1 N meets the Chinese who are up Alpha, BW and WC. They've got 0 gold which should mean they've met someone else. We've got nothing to trade them.

IBT: Washington expands culture.

Turn 10 - 3450 BC Warrior1 W. Switch Washington to Worker. Warrior2 E. Warrior3 E. Scout N E. Worker road.

Turn 11 - 3400 BC Warrior3 SE. Scout E NE. Warrior1 W. Warrior2 NE.

Turn 12 - 3350 BC Worker SW, irrigates. Scout SW S. Warrior2 NE. Warrior3 S. Warrior1 N.

IBT: Washington Worker2 --> Granary.

Turn 13 - 3300 BC Worker SE. Warrior2 E. Scout SE. Warrior3 E. Warrior1 N.

Turn 14 - 3250 BC Worker1 E. Worker2 chops. Warrior3 S. Scout is going back towards the place Warrior1 popped (I move manually, though, since that may avoid barbs). Warrior2 NE, gets 25 gold. Warrior1 E.

Turn 15 - 3200 BC Warrior2 W. Worker1 chops. Warrior3 dies against barb camp. Warrior1 E.

Turn 16 - 3150 BC Scout W N. Warrior2 W. Warrior1 E.

IBT: China discovers The Wheel :(

Turn 17 – 3100 BC Warrior1 N. Warrior2 W. Scout N N.

IBT: The Wheel --> Alpha. Continue max research. We may buy Alpha down the line, but I'd like us to have more contacts first.

Turn 18 – 3050 BC Warrior2 NW. Scout N N. Warrior1 N. MM Washington.

Turn 19 – 3000 BC Worker2 SE. Warrior2 fortifies. Scout N. Warrior1 W.

Sgotm_8_XTeam_3000_BC.JPG


Good news is we've got our 4-turn settler factory which will become a combo factory with a gov change. The MM'ing of our capitol worked out ok. We've got company on our island, but they're a fair bit off so hopefully we won't have any probs with the Chinese.

Bad news? Let's see, my gamble to go for The Wheel was cut short by 2 turns :mad: I didn't get any techs from GHs and there were loads, we've only met 1 civ. There's probably plenty more bad news, but I'd only get depressed retelling them :sad: :lol:
Good luck to the next and better player :thumbsup: And thanks for letting me try my hands at a start, everyone. That was :cool: although now you may :cry: :rolleyes:
 
We're off! Nice job Capt! :goodjob: :goodjob:

Covered a lot of ground, interesting map. I'll have a closer look in a while.

Meanwhile, the roster:

Nemesis - Up
Gator - On Deck
Bluebox
Leif
Willow
- Vacationing in a lovely island paradise? :D
Capt. - Just finished.

EDIT - Adjusting my colors! :lol: :lol: :lol:
 
It's a good thing were not afraid of the jungle.

Looks like China will claim that supply of horses long before we can get there and get them hooked up. Hopefully we'll have some iron but who knows. We probably need to make our second city a dedicated worker pump. There is a lot of mountain roads to build and jungle to clear.

We need to claim the dyes and gems, also.
 
I had a closer look with CivAssist. First, research. We have 18 turns at max to Alphabet. We have 73 Gold and CivAssist says Alpahbet's value is about 115 Gold. I think we can crank down research, or shut it off, and have it in 8 or 9 turns as I think 0% research gives 5 GPT, at the moment. We should then think about following up with Writing, imho.

If we need to produce workers, I recommend we settle North at city site 1 on the planning map attached. I used rcp=4 as 3 doesn't fit seem to fit very well to me. There aren't many shields out there but we will need some cities to start on Warriors.

We'll need a worker to make a colony for gems it seems and a military unit to guard it from all those Barbs. For the Dyes, I think we'll have to send the 3rd Settler, perhaps the second?
 
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