SP1 - Always War, with extra restrictions

ok! Now that the patch has been released, I will be starting the game shortly. I have decided that we shall go with the Egyptians, since I think they'll be a nice challenge, and interesting change (for me anyway), since I haven't played them much before.

1. Sirp <--- UP NOW
2. Meldor <--- on deck
3. Maple
4. Juliennew
5. Gunning1
 
The game is being played on a standard world, pangea map with medium water coverage. There are roaming barbarians, and normal/temperate/4 billion years are the earth conditions. We are the mighty Egyptians, and we consider all other "civilizations" evil scum who are to be destroyed. We will never enter into negotiations with them.

All victory conditions are enabled. Respawning of AI players is disabled, and culturally-linked start locations are enabled. We have seven rivals, all of whom are random. Naturally, Civ-specific abilities are enabled (does anyone play with this rule disabled?)

4000BC - We start next to a river, with flood plains to our east and enriched grassland to our west. I move the worker to the east, hoping to find bonus food resources; he sees none, but does see a source of incense, two spaces away from where our capital will now be. I start researching pottery, at max science. Thebes starts building a warrior. There are no bonus resources in sight, after the founding of Thebes, but there is a village to our north, just outside the borders of Thebes.

3950BC - our worker starts irrigating the flood plains.

3900BC - bleah

3850BC - the worker has finished irrigating. I set Thebes to work the floodplains, and tell the worker to build a road.

3800BC - blah

3750BC - the worker finishes building the road. After some consideration, I send him North to investigate the village, seeing that the warrior won't be complete until the turn after the village is entered. We have no military yet, so the village can't contain barbarians. Additionally, since we don't have more than the average number of cities yet, and don't have a settler, or one in production, there is a change we could get a settler from the village. Whether this is a worthwhile move or not is debatable, but since we already had a worked flood plain, I decided to go for it.

3700BC - the worker investigates the village, and it is indeed a friendly tribe who agrees to join us! Excellent. Of course, we haven't done any real exploration yet, so I don't know where to put him. I send him west along the river, to try to find a site to settle.

3650BC - the warrior in Thebes is completed. I send him south to a hill. We see a river with cattle to the south! There is also another village to the east. The settler is redirected south to the cattle.

3600BC - Thebes grows, and I was expecting to have to take up the luxury rate, but I forgot that the first two citizens are content on monarch. Seems rather easy compared to what I'm now used to, but I know that this game will be anything but easy soon enough!

3550BC - the worker has made it back to Thebes and starts irrigating the second floodplain

3500BC - the borders of Thebes expand. The settler is now one square away from the intended city site.

3450BC - the settler moves onto the city site. There will be a little overlap with Thebes, but it's still a great site. Thebes completes its second warrior. He is sent to do a teensy bit of exploring, before he is called back to act as MP when Thebes grows. The worker completes irrigating the second floodplains, and Thebes is set to work it. Pottery is one turn away, and Thebes will be set to building a granary.

3400BC - we discover Pottery. Thebes is set to build a granary, which is scheduled to take 59 turns, considering its current production (it only gets the city center shield, the other two citizens are working on floodplains). Naturally it will be getting more citizens, and hence more production, soon. Whether to build a settler or granary at this stage is a bit of a toss-up I feel. since we already got a settler from the village, I think granary is a better option. Memphis is founded, and starts building a warrior.

3350BC - after finishing building the road on the floodplain, the worker moves to hook up the incense. Mining/roading the enriched grassland is also important, but I decide upon the incense to free up our warriors for a bit of exploring early on.

3300BC - Thebes grows to size 3, and luxury rate is set to 10%; I decided to keep our warrior exploring rather than send him back for MP duty.. Warrior in the south heads towards a village to investigate.

3250BC - The Samarians were nice enough to give us 25 gold pieces. A warrior heads back to Thebes, since it's going to be size 4 soon.

3200BC - The incense is hooked up, and the warrior arrives back in Thebes. Luxury rate back to 0%; science to 100%.

3150BC - Memphis builds a warrior. It's set to build a granary next. worker starts mining near Thebes. More exploring. There's lots of desert to our South. Haven't explored much to our North, but looks like there's lots of forest, and there's a mountain range to our West.

3100BC - I find the site for our next city. South-East of Memphis there is a flood plain with wheat.

3050BC - Thebes grows to size 4. There is also a forest with game near that wheated floodplain.

3000BC - another river is sighted to the west. There is also a village there. The worker finishes building the mine and is set to building a road.

We are looking in pretty good shape in 3000BC. No contact has yet been made (a good thing I think!) and we have two cities, in good locations. Intelligence is a bit low, with one very good further city site being identified, but no other good sites being known. We also have to start thinking about building some defenses, since we don't want any of our cities being knocked over on first contact. Once the granary is done, Thebes is going to be a settler/worker factory, growing at a fabulous rate. Memphis could be too, but I think we should make it a military production center, since we need one early on. I think war chariots can be heavily underrated; they only cost as much as an archer, and yet provide so much more. If we can hook up a source of horses early, we could even go for a bit of an early conquest gambit.

ok, 10 turns each from here on in; but that's flexible - go for fewer if there are difficult decisions you want to pass on to another leader, and go for up to 15 if you really feel the need. It's going to get pretty gruelling pretty quick though :)

1. Sirp <--- Just batted
2. Meldor <--- UP NOW
3. Maple <---- on deck
4. Juliennew
5. Gunning1

remember, you must have the latest patch (released today) to play. If you can't play, let us know asap. 24 hours to post "I got it", and a further 48 to play; but sooner is always better :)
 
for people who want pics without downloading the game. We don't have enough intel to do a proper dotmap yet. Obviously a city near the game and wheat will be great. My suggestion would be right where that warrior is standing.
 

Attachments

  • pic.jpg
    pic.jpg
    160 KB · Views: 380
Maple: sorry to hear that; thanks for letting us know. Let us know if/when you get it resolved. If meldor does his turn, and we haven't heard from you, I'll start moving you down the list until we hear from you.
 
I fixed my comp-
Big thanks to D9Phoenix and sumthinelse for their help!
 
Are we going for a dense build? Or should the cities be spread out for max growth?
 
Maple: I think we should go for somewhat of a mixed strategy. I don't think spreading out too much is a good idea in Always War, since close cities are easier to defend cities. Kinda play it by ear though, see what the terrain gives us, and act accordingly.
 
Ok :)
 
I'm not sure why the saved game didn't come through; I definitely posted it in the message before the screenshot. Here goes again...
 
Re-got it, will post results tonight. Just from the screen shot, I will probably switch Memphis off of granary. With three bonus tiles to irrigate (cow, and two flood plains) it will have three tiles with 3 food each.
 
meldor: great; sorry about the mixup with the original save. Yeah I think you might be right about switching Memphis off granary; building a settler might be a better idea. I wasn't sure about the granary in Thebes either; but switching a high-food city to a super-high-food city is nice...
 
I'm sorry but I must quit this SG. I will concentrate on NES and I wil have SMAC very soon so not very much time for all the SG I'm running. I will only stay in LK28.

Good luck for this game !! :)
 
3000 BC (Pre-turn)
Looking at the situation, there are three goodie huts to hit and we have granaries building in both cities. Always at War doesn't allow for farmer's gambit. Change Memphis production to worker and h settlers and defend our great lands.

2950 BC (1)
Warrior to the west spots water, maybe we are on long strip of land. We must turn north to check for possible choke points. Worker finished on Memphis and barrcks started. Will be ready to produce good units when Thebes is ready to produce settler.

2900 BC (2)
First goodie hut popped for 25g. Second goodie hut gets us Bronze working. This is most good as we can now send men with pointy things to help people who want to move.

2850 BC (3)
Worker at Thebes begins mine on shielded grassland, worker at Memphis starts irrigating cow. Science turned down to 30% to net extra 7g. Thebes will grow next turn and lux will have to go up to 10%. We start researching Warrior Code and set Science back up to 90% and +1gpt. 100% is still only eight turns.

2800 BC (4)
Thebes grows and the extra 10% tax goes to lux. We have horses right by Thebes and three squares out of Memphis as well.

2750 BC (5)
It is offical, we have either oceans on both sides or some pretty big lakes.

2700 BC (6)
Warrior finds silks to the west of Thebes, this is really good as we need all of the early luxes we can get our warmongering hands on.

2670 BC (7)
we have the best of luck. We get a settler out of the last goodie hut! The questions is were shall he go. Fish, silks, or wheat on flood Plains? Wheat on fllod plains would give us a great settler factory with a +5 irrigated square even under despotism and next to fresh water. The surronding terrian sucks form what we see, but it look to be the best spot. Warrior will escort. Settler form Thebes can go after silk. Thebes finishes granary and begins settler. It will also grow in three turns so we must up the lux tax before the settler is due in 5.

2630 BC (8)
Warrior spots a second silk. This one is even better as there is a spot next to it with two shielded grass and two game in forest.

2590 BC (9)
Worker move to begin hooking up horses. I may veto own barracks in Memphis and go for settler. Barracks may go in at Thebes where there are more shields. That would be after settler and my turn is over though. Barb is spoted two squares outside of Memphis, the city with no MP.

2550 BC (10)
Barbs forces veto of Baracks, we can switch to spear, done in one turn and lose no shields. It is done. That will hopefully spare them a ransacking. Science is turned down to 50% to net 5g.

Things to do:
Move Science back up to minimum turns for next tech.
Move Lux to 20% next turn when Thebes grows to prevent riot.
Pick next Science project. I would go for Iron Working myself so we can tell were to get it.
Next person should have tow settlers at a minimum to deal with. I was moving the one to be between the two rivers one more square to the southwest. I would recommend the next settler go to the north west to get the silks and game.

SP1 Always at war 2550 BC Saved Game
 
meldor: yeah I think changing away from granary in memphis was a good idea. The stuff we've been getting from villages has been a really coup for us, especially since we're non-expansionist! Although, we should keep in mind that getting a settler means we have less than the average number of cities for all civilizations. Nevertheless, that's great.

It looks like there's either a chokepoint, or all water to our North.

meldor, one question, why did you research warrior code? The way I see it, it has no use for us; we have a source of horses nearby, and so can build war chariots. War chariots cost the same amount as archers, but they can move two spaces. They also upgrade much better. The only disadvantage, is that they are wheeled, but that is only a very small disadvantage compared to being able to move 2 spaces. Now, we will be able to get horseback riding from a goodie hut, and be denied access to our war chariots.

Remember, we don't want horseback riding, being able to produce war chariots at just 20 shields is nice indeed. Our industrious workers will be able to compliment them by building lots of roads for them to travel along.

ok, now Juliennew is out; if a new player wants to join, they're welcome. The order is now:

1. Sirp
2. Meldor <--- Just batted
3. Maple <---- UP NOW
4. Gunning1 <---- on deck
 
got it
 
Actually - I think settler means you have less cities then # of civs
 
Back
Top Bottom