She-Wolves of the Caribbean

they would pay for themself in 2 ways as i already mentioned.

first is the 3 routes.
second is working coastal tiles which after LH are 2f3c before colossus

my usual problem in games is going infrastructure too soon. we have island for ourselfs (so no settling pressure) that's true, but if we manage it in good way we will come ahead in much better way then with building infra too soon.

Again, V hit's on a good point. GLH coastal cities pay for themselves and allow for more marginal early cities. We can probably have our 3rd or 4th city focus exclusively on settler/worker production.

I'd like to get a wb scout down to that island to see if it leads anywhere. Obviously, we are in the North and that island starts to hit the tropics. May open a path to the other Pirates.

Cam - Dotmap looks good. I would somehow like to work that lake into the horse city for extra food with a LH.
 
lymond,

'Yep' that Horse city could go 1E of proposed. :) I like it following the Pig-Wheat river mouth one actually (depending upon how we're going with Monarchy to an extent).

lymond and vranasm,

I understand your argument. As I say - I'm not anti-expansion, but I'm just throwing in a cautionary point re. burgeoning maintenance costs as you add cities and the very reduced need for us to land grab. I'd first go for cities with Cottage-able Grassland tiles (until trade routes become notably more profitable or we can get Courthouses up). We'll see how it all unfolds, but my estimate put settling those cities in the west as more costly than beneficial at this point.

I feared that a scouting Work Boat was quite likely to get sunk by a Barbarian Galley. I opted (a few turns later than I should have {sorry}) to build a Galley instead in Peg's Legs' Bush, which has a marginally better chance of survival, and could carry a unit or two in case of decent land.

Revised map of 'central' area with the Horse city moved east by one tile.

Spoiler :
 
I think we can lay a city 1S of the Pig and fit another one north of that.

Cam - You'd be surprised just how powerful GLH can be. There still time to make a decision on full rex though. It may turn out that getting cities on the landmass down south becomes a priority if it is larger than we think - and those cities would really boost GLH. Also, you can manage maintenance somewhat in "early" marginal rexx cities by keeping pop low.

This land is very sketchy for cottages. There are some sites that have cottage potential and I think our cap should some. I really like food/hammers/specialists early here with possible cottaging later.

My take on wb/galley scouts -> WBs are quite cheaper and you don't care as much about losing them. Galleys die almost as easy as wbs to barb galley spam :). Also, you can get wbs out much earlier when barb galleys don't yet spawn.
 
I see the island city as "big priority" just because we get 3 2 commerce routes in it and 3 2 commerce routes in landmass cities, basically upping the overall commerce by 6, over settling 5th city on landmass, the maintenance is the same.

I liked the building of galley in our southern most city which layed down Cam and I think Brian should finish the galley and of course we can use it then for scouting the island since it's so close.
 
I've played the first four turns (twice!), and both times I've lost the Lighthouse on a dice-roll, literally.

Now if anyone can shave off a turn please do, but I can't play any more tonight I'm, getting too annoyed.

It's not the loss of the wonder it's the fact that we're rolling over onto completion before losing it that gets me.

What I'm doing is putting the worker on the forest partly chopped, which is four turns (2*movement+2*chopping). Any other forest would still take as long. And we can't slave it. Really bloody annoying.
 
I think you can shave a turn off by taking the citizen off the Pigs and onto a Forest (if you've yet to do so).
 
That was my second attempt. The turn got put back on due to population loss.

It's just so bloody annoying. I usually rage quit SP games when this happens early on.
 
Worked a Plains Forest, whipped when the build got down to two turns to go ...

... although you shouldn't lose a population point if you move off Pigs and move the citizen to a Plains Forest for the four turns, as there's an adequate amount of food in the bin (just).
 
I was wondering, if the southern city is a 1 tile isolated location... would a city down there pay for itself with the overseas internal trade routes? Seem to recall them being quite worthwhile.
 
I am admittedly somewhat reluctant to agree, but on balance I do agree that we should allow ourselves a 'do-over' here, and let's say that we'll 'chalk this one up' as a 'learning experience'.

On the other hand, if the rest of the roster thinks that we should suck up the loss of The Great Lighthouse, then so be it.
 
Well the main reason why I got so annoyed was because the coin-toss hurt us and not the AI. If we want to go with the loss I can replicate my 4 turns exactly as I first played them and take them from there, or ye can skip me and play them as new.
 
I think that you should play it again ... as per above; move the citizen from the Pigs to a Plains Forest, and run the food bin down. Whip at the first opportunity (should be with two turns to completion).
 
Ok I've the save played. I got the Lighthouse, but also have had some barb worries.

Ok I followed the instructions on the Lhouse as per Cam (thanks by the way)

So I moved the worker T64, Whipped T66 and got T67:
Spoiler :


However in the meantime I had some barb trouble at Peg Leg's Bush:
Spoiler :

I mispelled "archer" as "argher" on my Photobucket a/c name, and as it described how I felt I kept it. I upgraded to an Axe (80g sorry but I felt it was needed), and took combat one to turtle down (wasn't feeling very lucky tonight). I lost the copper but was hooked up by the end of the turnset.

On turn 70 I got the following messages, methinks they're connected somehow:
Spoiler :


Turn 71 Wench's Inlet worker>worker
Fishstench Settler>WB.

Turn 75:
Spoiler :


Says it all really.

Turn 76:
Peg Leg's Bush Galley>Granary
New Twopothouse is founded and starts a granary.

Turn 78:
A barb warrior which had wandered into our lands decided to suicide against the walls of Peg Leg's Bush. I'd have preferred for him to settle down (more profitable) but them's the breaks.
The city goes Worker>Chariot to fill out the big hole in our Barb net.
Fishstench WB>Granary (don't know what to do with the WB so hold it in the city).

Turn 79:
Somebody finds Jesus.

Turn 81:
Realise I'm supposed to finish about now and do so.

And a couple of final screenshots of our land, one with units and the other with resources:
Spoiler :


The Island turned out to be jungle infested hell-hole, but it does allow to piggyback to the next continent where there be Gems! Yarrrrrr!
 

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good job, BS, in getting the GLH.

I'm quite confused about our tech path. Why MC when we don't yet have writing. Writing should be one of the first techs at this level.
 
For the Colossus, maybe? I wasn't sure myself but the tech was chosen before my set and it seemed a consensus.
 
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