AnthonyIII and I have decided to play a succession, "training" type of game. I put "training" in quotes, because even though I'm the "trainer", some of AnthonyIII's plays might have come as something I hadn't thought of before, and I might use to my advantage in this game or some other one. There exists a virtually endless sea of possibilities in this game really, and moves which seem rather poor in many games, can work out extremely well in the right sort of game.
We've decided to play on a Sid standard 70% pangea map as China. I've put the settings for wet, warm, 5 billion (the flattest one) with the Greeks, Babylonians, Sumerians, Germans, Russians, Byzantines, and Koreans as our opponents. I intend for us to use a disconnect-reconnect for many things in this game. Though this tactic could get used at levels below Sid, in general, I would not advise it, and I believe that for any level below Sid I believe it generally ends up something like a crutch. It's not entirely clear it works as the best thing to do in non-20k Sid games either (or at least not to the extent that I've used in my games), but plenty of us don't mind using a "crutch" or two on Sid.
We're playing by the HoF rulebook. The turnsets will go 10 turns for me for the first 10 turns, and then 5 turns for each of us after this.
Some notes for AnthonyIII:
1. No building of roads in any of the 8 tiles immediately adjacent to our capital, except for one regular grassland spot. The spot where we put the road, in general, should accord with which direction it seems better to send your settlers. Don't disconnect this spot until we have things set up.
2. For any other tiles make sure that if a worker goes to a spot, that it first chops forest/clears jungle or marsh. After that, before leaving that square the worker will road before moving anywhere else. This rule basically works well in almost any sort of game, and only a few exceptions exist to it.
0-4000 BC Move worker to grassland cow. Spot another grassland cow, and plant 001, which starts on a warrior. Put research at 100% for Pottery, which reads 40 turns. I'm not sure if we should research this or not, but we may as well.
1-3950 BC The worker irrigates the cow.
2-3900 BC zzz
3-3850 BC zzz
4-3800 BC The Irrigation completes, and the worker moves to the one spot directly adjacent to our capital which will get the road.
5-3750 BC The worker roads. The warrior goes out to explore. 001 continues with another warrior.
6-3700 BC 002 hits size 2 and the luxury slider goes up.
7-3650 BC The worker completes the road, and moves to the undeveloped grassland cow. I swap 001 from the BG on the river to the road river spot. This doesn't change the warrior completion date, and gives us a little more commerce.
8-3600 BC The worker mines. Moving the warrior to the mountain, we see an enkidu, and talk to it. We trade Masonry and Warrior Code and 4 gold for Pottery, Ceremonial Burial, and Bronze Working. Research gets turned off. I change the warrior build to a worker.
9-3550 BC 001 worker-granary. The new worker goes to the BG which only needs a mine.
10-3500 BC The cultural expansion reveals too more cows just outside 001. The new worker mines. We spot Dyes, and we have ivory in plains in the fog (we might not get either, and possibly that can work out just as well as getting them).
I'd have the worker mining the cow, finish mining, then road the cow, and then chop the forest near it. The other worker can finish mining and immediately chop the forest closest to it, or mine one of the other BGs, whichever seems better at the time. Just make sure to readjust the luxury slider as needed.
We've decided to play on a Sid standard 70% pangea map as China. I've put the settings for wet, warm, 5 billion (the flattest one) with the Greeks, Babylonians, Sumerians, Germans, Russians, Byzantines, and Koreans as our opponents. I intend for us to use a disconnect-reconnect for many things in this game. Though this tactic could get used at levels below Sid, in general, I would not advise it, and I believe that for any level below Sid I believe it generally ends up something like a crutch. It's not entirely clear it works as the best thing to do in non-20k Sid games either (or at least not to the extent that I've used in my games), but plenty of us don't mind using a "crutch" or two on Sid.
We're playing by the HoF rulebook. The turnsets will go 10 turns for me for the first 10 turns, and then 5 turns for each of us after this.
Some notes for AnthonyIII:
1. No building of roads in any of the 8 tiles immediately adjacent to our capital, except for one regular grassland spot. The spot where we put the road, in general, should accord with which direction it seems better to send your settlers. Don't disconnect this spot until we have things set up.
2. For any other tiles make sure that if a worker goes to a spot, that it first chops forest/clears jungle or marsh. After that, before leaving that square the worker will road before moving anywhere else. This rule basically works well in almost any sort of game, and only a few exceptions exist to it.
0-4000 BC Move worker to grassland cow. Spot another grassland cow, and plant 001, which starts on a warrior. Put research at 100% for Pottery, which reads 40 turns. I'm not sure if we should research this or not, but we may as well.
1-3950 BC The worker irrigates the cow.
2-3900 BC zzz
3-3850 BC zzz
4-3800 BC The Irrigation completes, and the worker moves to the one spot directly adjacent to our capital which will get the road.
5-3750 BC The worker roads. The warrior goes out to explore. 001 continues with another warrior.
6-3700 BC 002 hits size 2 and the luxury slider goes up.
7-3650 BC The worker completes the road, and moves to the undeveloped grassland cow. I swap 001 from the BG on the river to the road river spot. This doesn't change the warrior completion date, and gives us a little more commerce.
8-3600 BC The worker mines. Moving the warrior to the mountain, we see an enkidu, and talk to it. We trade Masonry and Warrior Code and 4 gold for Pottery, Ceremonial Burial, and Bronze Working. Research gets turned off. I change the warrior build to a worker.
9-3550 BC 001 worker-granary. The new worker goes to the BG which only needs a mine.
10-3500 BC The cultural expansion reveals too more cows just outside 001. The new worker mines. We spot Dyes, and we have ivory in plains in the fog (we might not get either, and possibly that can work out just as well as getting them).
I'd have the worker mining the cow, finish mining, then road the cow, and then chop the forest near it. The other worker can finish mining and immediately chop the forest closest to it, or mine one of the other BGs, whichever seems better at the time. Just make sure to readjust the luxury slider as needed.