SHWH01 - Iroquois Tree Huggers

I still like that forest tile on the isthmus.

Me too. It will still block the southern route.

A dotmap! That's the ticket!. We need a dotmap! Bueller? Bueller? Anyone?
 
SimpleMonkey said:
Doesn't irrigation need to be in an unbroken chain? I've never tried pillaging a tile to cut off a water supply, so I don't know for sure, but that was always my impression.
I think you can break the chain without drying up the intended target, BUT my question would be this...when you pillage a tile, does it destroy the road or the irrigation first? If the roads go first, we'd have to rebuild them after pillaging the water. :hmm:
 
I was thinking the same thing Harriet. So what I was hoping to do is irrigate, move the worker, irrigate again and have a warrior follow the worker and pillage. Then either follow with a worker and road it or have the worker road his way back. Does this make sense? :crazyeye:
 
not at all. IIRC, in civ3, u don't need an unbroken chain to the water. once u irrigate, you can re-improve without messing up the irrigation
 
Whomp said:
Does this make sense? :crazyeye:
I see what you're getting at. Seems like (per discussion on MSN a couple nights ago with you, Scout and me) Scout said we could choose not to pillage the extra irrigation, provided that we planted TWO other tiles with trees as mitigation. That sounded good in theory, but I'm wondering if we'll find enough tiles to do so until we've conquered half (or more) of the world, considering all the marsh and jungle visible. For the first time in any game I'm wishing we could find a huge block of barren desert or tundra. :crazyeye: I guess it's his call on how we handle this.
 
In strange silly way (i.e. my normal m.o.), I'm not too worried about this game except we have not researched writing as yet.

We can tie the AI in knots with trades and keep up in tech with trades.

my question is how do we track what we need to forest or re-forest?

where are the ponies btw?
 
:devil:

lurker's comment: Once you water a tile it stays watered regardless of the condition of the tiles intervening between it and the water source, as long as the irrigation project starts before the intervening tiles dry up.

And, um, this is starting to get a little over focused on one aspect. I say water the flat ground, mine the hills, preserve the forests, then plant new forests when you can. ANd you'll still be at least as green as George Clooney (think of all the dinosaurs that died so he can make his living)
 
Here's a dot map. Might not be a very good one. Please tear it up.

 
@Bugs: Thoughts on your dotmap:

Yellow dot: I like it better than where I would have put it. Putting it as far away as possible lets us build more roads. Same comment for "Pink Dot".

Green Dot: I like it. I think that's also the one gmaharriet suggested.

Black Dot: Moving it 1S would let us irrigate the sugar... if we wanted to.

White Dot: Moving it 1SW lets us get another sugar in the city's 21 tiles....

We need to bust a bit more fog before discussing Light Blue dot seriously...

We need some sort of kulcha in 'dark blue dot' (Ponderosa Pine). As you well know Bugs... I like looking at the 'starting nine' when dotmapping... but in this variant your 21 makes more sense.
 
scoutsout said:
Green Dot: I like it. I think that's also the one gmaharriet suggested.
As much as I WISH I could take credit for that one, it was actually Whomp's suggestion, and a very good idea. :D
 
lurker's comment:

scoutsout said:
No city improvements that enhance production and contribute to "global warming" are allowed.

Does that include hospitals?
I'm guessing that without being able to develop most tiles cities will stay smaller
 
I note that the currently Celtic city of Alesia also fits fairly well into this dot map. :devil:

@Andronicus -- I'd be pretty sure that hospitals aren't going to be allowed in this one either, at least not until a city gets a mass transit system.
 
Lord Emsworth said:
Lurker question: What is the reason for OCP
The variant Scout came up with requires we utilize every resource possible since we can't mine or irrigate anything that's not a food or resource bonus.

So, for instance, the green dot looks like it will become one of our most powerful cities :crazyeye: because we can irrigate the sugar, mine the incense, grab the whale on expansion and use a forest inside of its city center. I don't think there's another city on the dotmap with that potential.

In fact, team I plan to use that dot first if you don't mind. I will play tonight, promise. A bit of feast mode for little me.
 
Lurker Seems like an interesting idea. But I have one question, what happens when you take over another CIV's city and they have irrigated and mined their land? Do you go back and return in to natures beauty or keep it?
 
Labtec600 said:
Lurker Seems like an interesting idea. But I have one question, what happens when you take over another CIV's city and they have irrigated and mined their land? Do you go back and return in to natures beauty or keep it?
:hmm: Good question. I believe Chief Seattle (Scout) said for every one irrigated/mined tile we have within a city square must include two newly planted trees. Nature's beauty and all. :D
 
SimpleMonkey said:
I note that the currently Celtic city of Alesia also fits fairly well into this dot map. :devil:
lurker's comment: Yeah, how soon are you planning to "naturalize" it? :crazyeye:
 
Pre-turn: Still not 100% on the rules since there's a irrigated plain in the capital but I think it's allowed under the rules.

IT Hey who's that.
1. 2070 It's Izzie. "E-sah-belll-luh, que' unda maestra?

izzie18cr.jpg


She won't trade masonry. Dang. We are down masonry on everyone. Take a peak at Alesia. One regular warrior with dyes, fresh water and sugar. Yummy. Chief Seattle will dig this. :evil:
Move Ponderosa Pine next to the coast for an extra coin since it will grow.

IT Douglas Fir Archer to archer. We're gonna rush Alesia.
2. 2030 Move around and move the citizen in Ponderosa Pine to a grass.

3. 19902 barbs at Alesia.

IT get the boot order from Izzie and Brennus.
4. 1950 My, my Brennus has lots of little bonuses. Wheat, horses (not settled), fish, forests, gold hills, 3 sugars a 4 on expansion. Mighty fine piece of land you got there, Brennie. :evil:

IT
5. 1910 Douglas Fir grows to 5. Lux to 20%.

IT
6.1870 Spy a 4 warrior barb camp. Ikes.

71830 Douglas Fir archer to settler. Wait for Alesia to grow.

8. 1790 Wait and move.

9. 1750 Running out of cash with 8g and -4gpt. Our other archer and 2nd warrior support are nearing Alesia. :evil: We should be able to rush Alesia any time.

Alesia
alesia4df.jpg

Possible sea route?
searoutes9wq.jpg
 

Attachments

The map was given. The prophecy foretold a short war with pointy sticks to properly lay claim to the cure of male pattern baldness in Alesia.

IT: Ponderosa Settler -> curragh. Our treasury is running dangerously low.

1725: start a curragh suicide run on the east coast

IT: Barbs must be attacking Alesia. Watch 2 warriors run out and attack. Spear now showing.

1700: lower science.

IT: curragh sinks

1675: declare on brennus.

IT:

1650: archer kills spear at alesia. archer kills warrior at Alesia, capturing 2 slaves.

IT: Doug Fir finishes settler, starts archer.

1600: build Silver Maple.

IT: warrior defeats celt warrior attacking from hill. another curragh sinks in treacherous waters.

1575:

IT: Douglas Fir archer ->archer. Ponderosa curragh ->worker

1525: warrior kills barb. I make a deal.
peace0ym.jpg
science back to 80%

1500: I see this
barbs9eh.jpg

and decide to go one turn long. I buy Myst from England for 7gpt. This is idiotic, but I buy math from Brennus for 4g, 5gpt and Myst. I really wanted cats.

1475: found sumac city and in the process kill a barb camp.

We're even in techs. Need more boats. Cats are up. Horses need to be connected. Get Lizzie to declare.


http://www.civfanatics.net/uploads11/Igor_of_the_Iroquois,_1475_BC.SAV
 
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