SnL-01 Follow the nose (It always knows)

Blah, meant to do it earlier, but got caught up with random various junk... And wanted to consult a Liq but didn't get a chance to. Good thing no one else is playing this SG :lol:.

Ok...

dotmap.jpg


Red Dot is the aforementioned powerhouse commerce site. Not sure how close Monty or Asoka is to it, haven't gotten a chance to send scouts farther, sigh...

Yellow Dot is a half-hearted attempt to pick up the copper and the gold at the same time. No food whatsoever, so a crap city until we can pull water there. A variant is moving it 2E to pick up the rice, however, that creates overlap and rice isn't that great of a food source anyways. We also miss out on the nice desert gold, because I'm sure as hell not going to put a city in the middle of the desert with only cows as food :eek:.

Green Dot is I guess a frontline against Sally, assuming Sally doesn't settle near there first. Pick up the marginal food sources to grow, variant moving it 1S; we lose the cows, but we also ditch two water tiles and pick up all sorts of grassland fun.

Blue Dot meshes with Yellow Dot and picks up everything of value to the west of the capital; that being the jumbos and the horses. Bonus: we get another dye, plus whatever is hiding in the fog. Bad news is the primary food source is cows :(. However, there's enough river and irrigable land to make up for that.

Purple Dot as is meshes with the rest of the dots and the capital, picking up a good stretch of the river, plus the other dyes. Main variant moves it 1E to sit on a plains hill and pick up 3 more riverside grasslands. I kinda like that idea because there is, again, no food in sight here.

Orange Dot is pure speculation as that part of the map is not explored yet. Again, variant to move 1W to pick up more riverside real estate.
 
Yeah the real issue is how to deal with the south as there's not much food around... seems green and yellow is as good as any setup.

Order wise, red dot can wait as it's in the middle of jungle hell but we need to nail it soon. Far too nice a town to let monty crowd us from.

Since we have archery we do not absolutely need that copper now such that I'd actually suggest nailing green first just to keep it from sally.

Green, Bue, red?

ok nm how about moving yellow 2 west so it can get cows and floods hehe.

Will play tomorrow.

Cheers!
-Liq
 
Preturn:
Ok so like little food around. Silver's dot map makes sense though yellow can stand to be moved.
2440BCYellow.jpg

Hard to see but this move adds a flood plains an oasis and an amazing grassland cow to fight for with sally maybe. Also the town gains fresh water via that oasis, something that doesn;t happen very often for us. Considering all we really want this town to do for most of the game is be able to work the copper and those two desert gold ties, all that massed desert in the BFC isn;t too major a deal.

Of course I accidentally move that archer off the Capital but well he needs to run south anyway.

7 turns of event anger still with 10 turns nominal on the Settler...

2440BCChagrin.jpg

Ok so gonna cancel that worker (Erm Shaka's Chagrin!) farming the dyes and move him south one tile to chop the Kittie corner riverside forest (will take 6ish turns total, so will go towards the settler).

Move research to Mysticism in 6ish as we need culture in the new towns sooner rather than later.

So seems 15 turns is in order this round.

[1]2400 BC
Sally founds Medina But it wasn;t on greens dot thankfully.

No idea where it landed.

[2]2360 BC
Quiet

[3]2320 BC
2320BCLionbait.jpg

That .6 health lion is still around so I bait it with Green dot's garrison for the free-ish exp hopeful hehe.

[4]2280 BC
Archer is flawless hehe

2280BCMedinaSpotted.jpg

See where Medina was placed. Other than 3 floodplains and a plains elephant, not super food rich. 3x plains wines is ouch.

Also, chop finished will finish that farm on the dye hehe. So not use to normal speed hehe.

[5]2240 BC
Chop comes in and... uh helps a little hehe.

[6]2200 BC
Mys comes in...
2200BCMys.jpg

Wheel In 7ish.

Settler in 2ish, Anger ends in 1

[7]2160 BC
2160BCEffingBarb.jpg

Of course right at the proper time, A Barb archer Pops up.. while my archer is a bit far hehe.

So revolt slavery, place an archer in capital so I can whip it if needed. will have time to lay hammers into it first even if the barb zeros in.

[8]2120 BC
Archer disappears, south towards sally hopefully so I sneak in the settler.

We are now under slavery. Allow the riots to begin.

[9]2080 BC
Settler for green is go!

Archer in 3

Move Chagrin over to one of the grass hills to mine it, also move work from the bananas over to the newly farmed dye hehe... takes wheel from 5 to 4 turns.

[10]2040 BC
Barb archer to the SW appears again but no worries this time around.

[11]2000 BC
Barb moves east Yawn.

[12]1960 BC
Ok biggish turn hehe.
1960BCpowa.jpg

First, we are not the weakest!

Second, the dreaded unpronounceable town appears on 'uGreen Dot'....
1960BCumgun.jpg

ok so the name um-Gun (lov U!) it is! Start on that Monument in 15ish hehe.



Start on another archer(4ish) caital as this one is gonna run towards blue dot.

Barb Archer is in view just to the west... seems to be running in circles.

[13]1920 BC
The Original Rock and Roll comes in
1920BCWheel.jpg

Slot in a 7ish turn Pottery.

Ulundi pops its borders but it's not too much help.

[14]1880 BC
Barb still going around circles, now just west of umGun's bfc again.

[15]1840 BC
Barb disappears back into the fog.

So 3 turns on growth in capital, One more turn on that archer, I would actually place at least 2 turns on a barracks so that we can work that new mine after growth.

Accidentally placed worker on roading the hill... prolly better to mine another grass hill or chop out the forest for blue dot's setter..

pottery in 5.. hmm I would go Iron working over writing as we can use excess population for the whip and it's not like we cannot stagnate growth by working hills. IW 's benefits go without saying especially with Red Dot soon.

So 15ish turns since it's still early.

We are in Slavery BTW.

Cheers!
-Liq
 

Attachments

Haven't been able to look at the save yet, but got it and will finally have time to play it tomorrow!

Blue -> Red -> Yellow is the settling plan I guess. We're probably still short on units for scouting too huh... will be fun.
 
1840BC (55):

Preflight check. Well, things looking ok with no obvious problems other than a complete lack of scouting. But we'll fix that this turnset, barring some more really bad RNG rolls :crazyeye:.

Ulundi is pumping out an archer and Umgun is working on a monument. Nothing to see here yet... Pottery is due in 5 and the spare archer we have is heading out to blue to take a look, and will scout some more.

Liq has the worker building a road by accident :lol:. Blast, I don't get to call :smoke: (as if this whole game isn't going to be :smoke: :crazyeye:). Well, tell him to stop doing that and path on over to the forested plains hill. We'll chop it out and plunk a mine down on it.

1800BC (55):

BUG helpfully informs me that Monty has spammed yet another city, so only time before the hordes of Jags show up!

Ulundi pumps out the Archer and I dial for another as I want the city to have a chance to max out so we can get good production towards the settler. Pathing that archer north to see how far away the badguys are up there.

Hilariously, we are 0.9 power with Monty but only 0.8 (and red) power with India. lulz, India has more troops than Monty :P.

1760BC (56):

Zzz... nothing, moving archers. Oh Ulundi spams to size 5 next turn.

1720BC (57):

A Combat 2 Monty archer pokes his head out from the fog just under Red Dot... sigh, hope Monty isn't boxing us in there.

1680BC (58):

Archer spams out in Ulundi and we dial an 8 turn settler. 3 turns on a chop by itself from the plains hill, so will go ahead and just chop it (instead of the generally preferable chop+mine double action). We need that settler out. I'll investigate possible 2-pops as well...

The barb archer reappears on the sign that Liq put down that says "Barb Archer". lol, come on Sally, take care of it for us.

As an aside, Sally still hasn't met Asoka or Monty yet, so fireworks not yet flying.

1640BC (59):

set2pottery.jpg


Bah, this game feels paced weirdly... Still not used to normal again.

Anyways, dial IW in a cool 16 turns.

1600BC (60):

Sally spams Damascus somewhere far away. If I had enough units, I'd go check. Maybe I'll make the first scout archer peel south to take a look. The north scouting archer spots a barb and a hut, so hunkering down on a hill.

Monty's uber C2 archer got in a fight with someone and won, so expecting incoming promos on it.

Chop comes in on the settler and I hope I didn't calculate it wrong for a decent whip.

1560BC (61):

Perfect.

set2ulundiwhip.jpg


Worker gets working on the actual plains hill mine.

1520BC (62):

Our north archer beats down the enemy barb archer... barely... down to 0.9 STR and needs 7 turns to heal, sigh...

Settler finishes and is moving to Blue. Let's check out the sick overflow.

set2ulundioverflow.jpg


Going to shunt it into a Granary for the 1 turn granary and then get another worker moving.

1480BC (63):

Ulundi Granary -> Worker as discussed.

Seems Umgun grew last turn and I wasn't paying attention. Whip the monument, overflow to be earmarked for the granary.

1440BC (64):

More barbs spotted by the south archer, so again hunkering down in a defensive position.

Umgun finishes the Monument, and what do we use the overflow for?

set2umgunoverflow.jpg


I love expansive :D.

1400BC (65):

Asoka spams city #3 far away. We'll be doing the same next turn.

Plains Hill Mine finishes this turn, so getting a citizen on that posthaste. Going to get a road moving to Umgun, as we're pretty well improved in the capital anyways.

Barb foolishly stepped onto flatland, so our south archer punks him off.

Umgun's granary is done, and heck... I don't know what to build! Need to grow it, so can't spam a worker, so getting on an Ikhanda on account of we'll want one of those bad boys everywhere anyways. Move the citizen back to the grass forest to get us growing faster.

1360BC (66):

Archer that won last turn got 2XP (unlike our pathetic archer that almost lost in defensive terrain). Buyout combat 1 and get him to rest the 2 turns.

Blue Dot is Nobamba, and is actually pronounceable :D.

set2nobamba.jpg


Obvious monument first to be whipped to get that BFC moving.

1320BC (67):

Nothing at all this turn except spot an Indian scout about to punk the hut, oh well. Didn't want to risk spawning barbs with a wounded archer.

1280BC (68):

Amazingly, India doesn't grab the hut, so we grab it. No barbs, just a map of the north that finally pins down where India is at (roughly).

1240BC (69):

Shaka's "Discountenance" pops and begins roading towards Nobamba.

With the worker done in Ulundi, going to pop out a quick Ikhanda before building any more gimpy military units. Only 2 turns left on the whip anger, so switching to food heavy mode.

Asoka moves to pleased with us with +1 "Years of Peace" stuff. Easy pleased eh?

Could technically pass off the game here, as it's 15 turns, but will make up my "lost turn" from last turnset by playing 1 more (and get us to even turnsets again).

1200BC (70):

Saladin spams Baghdad far away. Hopefully not close to us, because I've been slacking and not investigating the south.

India back to cautious while still having the same mods. Ok, whatever.

A look at the areas to our west and north that I managed to scout/get lucky and pull a map for.

set2west.jpg


set2north.jpg


Our tech sucks and we probably want writing -> alpha after we finish with IW, assuming our pathetic economy doesn't pick up, which it wont :P. Obvious monument whip in Nobamba and almost instabuild the granary right after with the overflow (when the city grows that is).
 

Attachments

Nice quiet turns.

Do we really want to spam green next with all that jungle there next? :lol: Think I'm gonna have to premake the workers first.

Anyway yes, IW, writing, alha.

Have the save should finish tonight.

Cheers!
-Liq
 
Well, uh, I think it was RED next on the list (green was the first town :lol:), but yeah, quite a bit of jungle love there and worker abuse would basically be mandatory :crazyeye:.

Could always pick up the copper first and get to working those gold tiles for a bit of an economic boost. Your call I guess. Sally still hasn't met the two from the north, so fireworks are yet to fly.
 
Preturn:
Ok not a whole lot to look at infrawise.

[1]1120 BC
Seems the lone tile of fog that I could have so easily have skipped, came up nannas.
SnL011120BCNannas.jpg

Note the mysteriously blank tile in the middle of the jungle... late game resources perhaps?

Leads to Orange Dot
SnL011120BCOrangeDot.jpg

Can you say volcano event?

[2]1080 BC
And Izzy Dot (2 hills!!)
SnL011080BCIzzydot.jpg

[3]1040 BC
Nice turn, Capital and um-gum(lov U!) grew to size 4 and 2 respectively while the latter popped into its fat cross...
SnL011040BCum-gun.jpg

just as "Chagrin" completed the road way hook the town up.

[4]1000 BC
Forest grew near capital tho not sure where hehe.

[5]975 BC
SnL01974BCIW.jpg

IW Comes in with the new age and there's iron all over the place.

North
Spoiler :
SnL01975BCIronNorth.jpg


South
Spoiler :
SnL01975BCIronSouth.jpg
Yap one inside the borders of um-Gun itself! Will finish rice and get to that bit of goodness posthaste.

Need to make a decision on the magenta dot area eventually, as there's toys all over that area hehe. Thinking keep those dyes for a small town later.

Also run smack the west coast..
SnL01975BCWestCoast.jpg

Wasn't expecting water that fast hehe.

Anyway Barracks finishes in capital so I slow growth to 3 while seeding archer to 3.

working that fancy riverside plains hill.
SnL01975BCCapitalfluff.jpg

Oh writing in a nominal 7 turns.

spammed a few more map BFCS that are obviously too far away to be realistic.

[6]950 BC
Nobamba grows to size two so whip the 3 turn monument into a granary.

Sally pops another town(5th!) someplace, not sure where.

[7]925 BC
haha a flood takes out Nobamba's Monument before it can even impart a single point of culture.
SnL01925BCFlood.jpg

so whipped monument into a 3 turn monument.

RNG so Hates.

Monty pops another town as well.

[8]900 BC
Seems a barb town already took red dot so move capital's work over to a 5 turn worker.
SnL01875BCRedBarbs.jpg

Archer who was garrison will see about taking the dot over hehe.

Sally revolted to monarchy... joy.

[9]875 BC
Oracle BIAFL

Umgun is finished with the barracks and is only 2 turns form size 4 but well, it's working unimproved tiles so tile up a worker in 8ish.

[10]850 BC
Bah a warrior is near capital in south so move red dot archer back to guard.

Gonna stop here as rather uninspired turns on liq's part.
Key here is that iron is going to be hooked up in 7 for so turns (2x raids and grassland mines.

Writing in 2 and 2 workers are in the pipeline, need those workers for sure. And no more craptastic events plz.

Been feeling meh last few days so feel free take 15ish. Man cannot even recall worker names!

Cheers!
-Liq'd
 

Attachments

Looks like fun Liq... more RNG goodness to screw up the game! :crazyeye:

We're going to have to dial down science in a handful of turns... did we want to build some troops to take Red Dot, or expand to another dot instead? I have a sinking feeling that Monty is behind Red Dot, and he'll probably take it fairly quickly if we don't :eek:.
 
Iron is in 7ish turns as all that needs is for chagrin to finish the roadx2 and the mine. Not sure in terms of normal turns for all that.

Since we have random iron already (in our first town and all set to go as if we planned it) the typhoon event BS is minor compared hehe. Basically this all means we have nullified the resourcelessness (:confused:) nature of the jaguar. Consider also we beelined iron working straight off, while monty was playing around in hinduland.

So long as we can see north of red dot (stick a woodlands spear up there) just to keep an eye on monty.

If you want to get fancy, maybe put a turn or two into a warrior so that when iron hooks up you get the auto upgraded unit straight off...spear I think. Those spears effing rock.

Have the new worker from capital start a road to red dot at least.

Cheers!
-Liq
 
Ugh, sorry bout the delay Liq. Labs and other random junk ate my time beginning of this week. Playing the turns now and should have them posted tomorrow morning latest :crazyeye:
 
Zero Stress mate... one of the reasons this is an SnL and not a boff-0 or ack is because I understand your time is limited. We have quite a ways to go til CIV 5 (and the requisite 'Panic in the Streets' regarding the hex of no religion etc.) so no worries.

Been feeling pretty crappy this week as well so all's fine.

Cheers!
-Liq
 
Urk... feeling pretty cruddy today, must be the combination of lack of sleep + the low pressure front going in. Ok whatever. S.ilver missed the self imposed morning deadline again :crazyeye:.

850BC (81):

Preflight check. Nothing to change in 3 cities. Notice we have a happy cap issue upcoming, so Yellow Dot is actually a priority to get that gold up and running (only other available happy is the Jumbos...).

825BC (82):

Bard warrior incoming on the capital, so the archer that pulled back will have some fun.

Great Wall is BIAFL, the graphic on the map says India. Ok bud.

Saladin also spammed Kufah far away, so he's up to 6 cities now...

Not safe near Ulundi, so Discountenance on the way to Nobamba.

800BC (83):

set3writing.jpg


Dial up Alphabet in 20 slow turns...

775BC (84):

Barb warrior suicides himself on our archer who is hanging out in the forest. Safe to go check on barb town now.

Ulundi finishes Shaka's "Discomfiture" and gets started on a library so we have other options to quell the growth.

750BC (85):

Barb archer appears to the north of the capital, fabulous... Iron not hooked up yet to pump out the metal units so going to send the archer...

725BC (86):

Barb archer is playing a dancing game, so going to recall the archer that was scouting out India, as there's not much there to look at anymore.

700BC (87):

Barb archer steps on flat ground and we pounce after promoting combat 1. We win 3XPs, yay.

BUG helpfully informs me Nobamba is growing next turn for the whip :whipped:

Iron hooked up this turn too, so military ftw...

675BC (88):

Floods take out the roads on the mine, cutting off umgunlov! Worker roading to the barb city will be there next turn...

set3floodz.jpg


Joy to the RNG! At least it wasn't the mine itself!

More barbs incoming from the north, probably deflecting off India, sigh...

650BC (89):

Ugh, S.ilver totally distracted by the "floods". Forgot to whip Nobamba last turn, so do so now.

Shaka's "Mortification" pops in UmGunLov, getting this place improved. Dial a library with the intention to whip in 2 turns when we grow (stupid rice).

625BC (90):

Nobamba's whipped granary is done, putting the overflow into the uber barracks.

Why is turn 90 625BC? Did someone screw up counting?

600BC (91):

Asoka spams another city somewhere, and look, the barbs are doing the work for us!

set3orangedotbarbtown.jpg


Need to get cracking on swords when Ulundi's library finishes.

Handing over the game, Ulundi is done it's library next turn and can put out 4 turn swords. Shouldn't need much to take the barb cities, and it will put us in better military light with the enemy. However, they're busy hating each other while not minding us too much, so not a huge deal...

UmGun has a relatively high amount of food, so can probably crank a settler for yellow dot while we go conquer red and orange (in that order).

Fun, fun... looks like it's shaping up to be bloodshed on the driveway, with not enough workers to handle everything! :lol:
 

Attachments

Ok so I wasn;t on drugs regarding popping another town out posthaste my last turn set. Actually I would have turned one of those workers into a settler if not for Sid's impeccable taste in dottage regarding red (and now orange!) :goodjob:

Ten to one, the Sid's Town names make for easier pronunciation than Zulu ones?:(

Nice quiet turns.

Yellow for sure as we need that happy and commerce.

Prolly be able to play tonight as the last of the Wacky Side Effects (of all the festive drugs:crazyeye:) should wear off around midnight.

How many swords you want for the barbs?

Cheers!
-Liq
 
Did not get to see what the barbs have cooking in their towns, as that archer was busy beating off 3 barbs in the 10 turn set :crazyeye:. Thinking 1 for 1 swords vs archers would be sufficient, but we could always take our time taking out the defenders too.
 
ok well first off is a medic spear. Might as well start exping one or two off the barbs.

Just occurred to me... if india has the great wall, and monty, indias bestest of buddies does is normal psycho act on Asoka..... well perhaps we get a few free settled generals later on?


Cheers!
-Liq
 
Actually never made it to midnight awake last night so played today. Minor excitement... but not really.

Preturn:600 BC
Not much to worry about infra wise, which makes a liq sad. Love nothing more than to cackle with glee counting how many towns can spit out 2 turn tanks with far too many promotions :crazy:

Am shocked Monty isn;t in 'I can has cheezburger?' mode yet

Btw, 4000BC is official turn 0 on the BUG counter. Because of this, those nice round dates you love are always gonna be a turn off.

[1]575 BC
hmm, Ulundi finishes library and can spit out a 3 turn sword.... 4 with overflow if 10 wasn't carried over from the library. A 3 turn spear first to say hi to the barbs faster.


[2]550 BC
Worker starts on the jumbo's near Nobamba now that it owns it's phat cross. Good to see that town on its legs finally.

[3]525 BC
Find a barb town in the far sw... no dot map in that area but so far looks like a suboptimal spot.
SnL01-525BCmoarbarbs.jpg

2 archers inside.

Barb archer appears far north of Ulundi and notice a new barb town is hehe
SnL01-525BCmoarbarbsnorth.jpg

That's the 9 exp archer on the hill looking at him hehe

So much bashing of heads incoming.

[4]500 BC
Impi in Ulundi finishes so I promote him medic just in case a silver forgets hehe. 3 turn sword incoming. Seems swords will take about 3.6 turns to finish.

[5]475 BC
manage to hook up ivory just before um gun grows into un-happiness.

Have a worker mining the forested hill for the settler coming up

[6]450 BC
my goodness, sally popped his 7th town on top of yellow.
SnL01-450BCEffingSally.jpg

well our fault for stalling hehe. That looks like a horrid town location.

[7]425 BC
Sword pops, 3 turns on another sword. 3 archers inside barb town which is size 3 currently, the Medi Pimpi is set to harass em.

UberBarracks finishes in Nobamba and at size two needs time to grow so I put on a 12 ish turn pImpi. That will pick up fast as workers are busy hooking up all those resources it has.

[8]400 BC
a great profit is spawned by sally prolly hehe.

umGun grows to size 5 popping that over-due library. 6 (minus a chopped mine) turns for a settler so I do it. Izzy dot bound prolly as that barb town in the north is killing the scene.

orange dot area pops a barb archer so that delays Pony Rides getting hooked up. The kiddies are wondering when we are getting there.

[9]375 BC
Cool a sally archer took out that barb archer hehe.

[10]350 BC
SnL01-350BCwesuck.jpg

We suck!

Sword pops in Ulundi, another sword in 4.

Nobamba hits size 3, 3 more turns to grow into those brand new Pony Rides for the Kiddies. You know, with fresh burgers (from the cows), our beloved (exploding) Elephant Spectacle, dye for face painting, and plenty of flat plains around....
SnL01-350BCSecondComing.jpg

We might have the second coming of the "Entertainment Capital of the World" on our hands! This time with Rapid Water Raft Rumble(TM)!

Chop went into umgun's settler for 3 more turns on settler!

Oh and for giggles I promoted that first sword into CR1 and took out a 87ish odds archer for 5/5 exp goodness. Missed the awesome screen shot!!!

2.2 health but packing a promotion with Medi Pimpi Roy at his side!
SnL01-350BCToddtobe.jpg

I sense a bigman in the making!

Real Shocker of all Shockers is that monty hasn;t declared war on anything and it's almost 0 AD!!!

So settler popping soon up to discussion if we want to head north or snap up izzy dot.

we need to take these town locations before sally does.

There's an archer next to the north barb dot and Nobamba's Medi Pimpi is a mere 4 turns to harass orange. Also an archer just south of izzy dot that was heading north and one more archer far south.

Be sure to take Capital off of stagnation mode once you have enough swords out and about.

Oh and 5 turns on alpha... zzzzzzz

Cheers!
-Liq
 

Attachments

Nobamba hits size 3, 3 more turns to grow into those brand new Pony Rides for the Kiddies. You know, with fresh burgers (from the cows), our beloved (exploding) Elephant Spectacle, dye for face painting, and plenty of flat plains around....
SnL01-350BCSecondComing.jpg

But why do they explode?? :cry:

Now, if only there was some sugar for cotton candy. :mischief:

What will you guys do? Saladin is knocking at your doorstep, so I foresee you knocking on his head. You aren't aggressive for nothing, right?
 
That last pic was an inside joke btw, sorry.

That pic on the right is from Boff-03 hiding currently in proly the third page hehe. That was sally goes to the Ice Age SG where the land was so ugly, that was our 3rd town...

DamascusBoff03.jpg


Can you say "I hate plains"?

Toku to the north 6 ish tiles, wang to the west a ways and cathy on the other side of wang...

Entire game that pos spineless wang kept using spies to blow up the elephants even past them having any strategic value.

as for sally... the land west of him is simply horrible, and we have blocked the north. Sure he has 7 towns but uh at least one of them is total crap hehe.

Game really depends where monty goes Id guess.

Cheers!
-Liq
 
Oh. It had been awhile since I read Boff-03. I knew where the pic was from, but I forgot about Wang blowing up your Elephants.
 
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