Sid variant

With 2 cows, I wouldn't care much about a granary. The second we meet an AI, chances are they'll have it, and anyways since there are neither barbs nor AI's on our island (most likely :please: ) we'll go all-out settlers and workers at relatively low population.

Thus, min run to writing is a given to me; we wouldn't get it in much less turns on large sid whatever we do.
 
The starting position was skewed because in the editor it was forced to the coast to suit a seafaring civ's needs. Here's the start as Korea, on the original tile (not forced to the coast), same map, same seed, no barbs.

I can edit it to any civ with any traits from this point, so if we would like Byzantines with H'wacha, no problemo. I personnally would prefer to keep Korea at this point: the argument for Hwacha is good, we really want SCI and I am a huge fan for COM.
OK if you did this we may play as Korea as agreed yesterdy. Where is the save? Who want to start? Do we play 20-10-10... as in SGOTM? Or 10-10-10...?
 
With 2 cows, I wouldn't care much about a granary. The second we meet an AI, chances are they'll have it, and anyways since there are neither barbs nor AI's on our island (most likely :please: ) we'll go all-out settlers and workers at relatively low population.

Thus, min run to writing is a given to me; we wouldn't get it in much less turns on large sid whatever we do.
Ok, but with slow Curragh who knows, when we meet them. So settle on Coast irrigate/road first cattle, Build order Curragh, Curragh, settler?
 
20-10-10 is standard. We'll probably want to settle down, take a discussion break after turn 0, do spreadsheets, discuss the start plan and go from there.

The save is right under the image.

Unless there are order restrictions, the roster was posted up a few posts:

Roster
1. I. Larkin - UP
2. Bucephalus - On Deck
3. Beorn-eL-Feared
4. Own
5. ignas
6. ThERat

Edit: good point about slow curraghs, we'll need a bunch for them to get useful
 
It is better count me "just playing". I played 18 turn as Portugal to be sure, that we are alone. BTW opponents are France, America, Russia, Sumeria, Egypt, Rome, Greece Germany Babylon Japan Persia.
My sugesstion (as you have the save) that you may make 2 turns (obvious anyway), go and settle SE and Irrigate Cattle. And then we start discusiion.
 
Alright I'm up.

I'm tinkering with a spreadsheet right now - I would irrigate both cows and share the wealth with a #2 town just up the river. I am also not sure whether to move to the coast or not, but either way I would pull out a warrior first thing just to get a lay of the land.
 
Ok, we got us a start, good. Let's try the philo sling shot if nobody has writing when we research it (unlikely at best I'd say) and if someone gets writing soon after, we might want to abort CoL and go for philo.

I have never understood why people build a settler before granaries, especially on island maps. Since we're doing a min run on writing, a early town gives us no benefit towards science, and there's no lux that we need to grab quickly, a settler just slows down our production of a granary. My build order would be curragh, curragh, granary, worker, settler, settler, worker, settler, settler, worker, etc

Btw I've never made a spreadsheet so someone else do it.
 
OK, discussion starts "now". My proposal is to settle on Coast. But if it is not obvious may be better to wait what other team members will say.
 
My sugesstion (althouth it is too early may be) is Writing -Phylo. On Sid I only once Get Republic: Trade Phylo for CoL IBT and got it. But once just resear Phylo trade Math IBT (nobody had Poly or CoL) and got Construction.
Re: Granary / settler. In long run 2 settlers and 2 Granaries better than 1 Granary and many Settlers.
BTW, as "Korea" we have no Pottery...
Roster
1. IBeorn-eL-Feared- UP
2. Bucephalus - On Deck
3. Own
4. ignas
5. ThERat
6. I. Larkin
 
Ok, we got us a start, good. Let's try the philo sling shot if nobody has writing when we research it (unlikely at best I'd say) and if someone gets writing soon after, we might want to abort CoL and go for philo.

I have never understood why people build a settler before granaries, especially on island maps. Since we're doing a min run on writing, a early town gives us no benefit towards science, and there's no lux that we need to grab quickly, a settler just slows down our production of a granary. My build order would be curragh, curragh, granary, worker, settler, settler, worker, settler, settler, worker, etc

Btw I've never made a spreadsheet so someone else do it.
I don't think the full slingshot is a good gamble. With SCI, I would pop literature from a straight-up philo, then get CoL+writing with 2 or 3 early, pre-built libraries.

People build settlers before granaries because new cities produce new citizens. In turn, a faster town and thus faster granary in the new town will compensate for the slower granary in town #1. As long as there are 4+fpt spots available, I don't make a granary.

Will make a spreadsheet as soon as we agree on basics: settle on spot or on coast, do pottery or not (we still need 1 or 2 votes on that IIRC), run low population or not, settle just up the river by the second cow and irrigate/share both or mine cow #2 and manage otherwise.
 
I'd say settle on coast, writing at min, of course irrigating both cows and sharing with city #2
 
Beorn, I checked your sav with seedbeas and it is other opponents at your sav. Could you fix it, otherwise there is no guaranty, that we are alone. Also Scandinavia scare me...
only Eg and Jp the same. Others Ottos Celts Mongols Portugal Iroques Byzantia Zulu Duch
Or I may chack it again?
 
Yeah, I had forgot that we're Korea again and we don't have pottery. I trust Beorn with the spreadsheet, and agree with coast, writing on min, and of course like ignas said irrigating both towns and sharing with another, that's a given.

After we finish research a tech, let's always stop and discuss what to do next, since every tech choice is key.

Thanks for the idea on the ibt trading with philo, I had never thought of that.
 
After we finish research a tech, let's always stop and discuss what to do next, since every tech choice is key.
We have to discuss research path often, depending on "situation". However most likely nothing will hapend in 30-40 turns.
 
I am actually more scared of the amount of SCI AI's in the roster now, but it was changed. No Vikings, no Byzantines, no Portugueses and no Englishs to break our limbs from the seas.

Going curragh first gives:
warrior: 0
curragh: turn 8
settler: turn 16

Going warrior first gives:
warrior: turn 6
curragh: turn 11
settler: turn 17

So I'm tempted to go warrior first. If we don't, I'll blindly settle on red first as it has more BG's; if we have a warrior out I'll send him around to scout for city locations and dotmapping.

Here's a shot of the opening. We have wines on hand. That's 2 spots with food boni so not having granaries won't be *that* bad. Lots of good chops too. Silicon isn't really that much of a stone age name so I figured we'd go for more state-of-the-art technologies... like flint and tinder.
 

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I am actually more scared of the amount of SCI AI's in the roster now, but it was changed. No Vikings, no Byzantines, no Portugueses and no Englishs to break our limbs from the seas.

1) Going curragh first gives:
warrior: 0
curragh: turn 8
settler: turn 16

2) Going warrior first gives:
warrior: turn 6
curragh: turn 11
settler: turn 17

So I'm tempted to go warrior first. If we don't, I'll blindly settle on red first as it has more BG's; if we have a warrior out I'll send him around to scout for city locations and dotmapping.

Here's a shot of the opening. We have wines on hand. That's 2 spots with food boni so not having granaries won't be *that* bad. Lots of good chops too. Silicon isn't really that much of a stone age name so I figured we'd go for more state-of-the-art technologies... like flint and tinder.
It was my original idea to have many Sci civ for competition. I think second variant (Warrior) better, we defenetly need to know things around. So you want ICP? And what we will do with this Cities in IA? (Just ask...)
OK, see you tomorow.
 
We don't know enough about the land to make an educated choice, but a town on either pink or red and either green or purple seems reasonable.

I'm in favor of spacing cities closely, like cxxc or cxc (but mainly cxxc, I just think that when cxxc doesn't work for a particular spot, let's go 2 cxc instead of 1 cxxxc) because:
-We want to be able to use all tiles before sanitation
-We want to take advantage of commercial by founding more cities
-Unit support, we'll need a ton of units
-Army support

I just know there will be a bajillion cross posts when I hit enter, but what the heck.
 
Yeah the first dots are blindfolded, which makes a case for the warrior. Coming in hot, I gotta work in an hour ...
 
Ok, may I suggest that Beon play until first settler, with warrior and Curragh we will know better.
 
Gotta run, image and save attached.

Discussion for the next set: 4fpt x2 or maximize the capital for 6-6-4-4 ?

We have great lands, if only for a short river.

IL01-04.jpg


Spreadsheet tells me that curragh then settler #2 makes sense (meaning scrap the settler queue seen on the screenshot).

First city N of the worker? this way we could make this a 6-4 split between capital and #2, so 5fpt all around. Other option is staying on the river, for less corruption and no duct but heavier micro.

I'd definitely pull one or two workers out for chops.

Buce is UP
 

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