Space Cadets01 (Prince/1.09)

Awww, I was hoping to see some Immortal action. You got the horsies, but you lucked out on neighbours. Atleast you have what looks like a really, really good island all to yourselves.

A little tip, always set your first city to emphasize food early, you want it to grow ASAP and you don't really have anything useful to build. Also, if you are alone like you seem to be you'll need a religion. Without neighbours you can't be infected by one and living without one until Astronomy is not something I recommend. You should also keep in mind that with being expansive and having that many health resources, fresh water isn't that important when founding cities.

Sorry for butting in like this, but reading through so far made me think back on many mistakes I've done in the past and SGs are good ways for both players and lurkers to pick up new tips.
 
Right, I’ve said that I’ll play this tomorrow. I lied.

3200 BC. We have a city with two citizens, a worker about to build a farm in 5 turns and no military protection whatsoever. Apparently, the lion ain’t asleep and he was looking for some meat. ;-)

I micromanage the town – move the citizen to the floodplains for the extra coin and faster growth. I wouldn’t normally bother but I try to match the town production and growth before making a settler, so that it should grow just as the warrior is finished. Now the growth outpaces production so I’ll need to come back to this in a couple of turns.

Turns 1-3. Looking at the city (station?) grow, twiddle thumbs.

Turn 4. Mining comes in, I settle on Bronze Working as that will allow us to see copper and do forest chops.

Turn 5 (3000 BC). Worker builds farm and roads it, citizen immediately goes to work there.

Turn 6. Both growth and production come in. I order us a settler, and MM a citizen to use floodplain as opposed to a plains forest. Same production, one gold coin extra.

Turn 7. Worker heads off to build a pasture on the horses.

Turn 8. Hinduism founded far away.

Turn 9-10. Nothing happens. Nothing continues to happen.

Turn 11. Pasture complete. Settler remaining time went down from 8 turns to 5.

Turn 12. Nothing. Move along.

Turn 13. With settler three turns away from completion, I’m favoring sending him eastwards. Yes, we will overlap for two spaces but so what?

Turn 14. Workers build a road from pasture to river. Great scientific minds debate the best way to ship horses up- and downriver. Radical theories concerning the beasts’ ability to swim are proposed.

Turn 15 (2600 BC). Warrior arrives onto the shore but does not find anything useful.

Turn 16. Settler built. We can build an immortal in 5 turns? Excellent! Bronze Working will arrive in two turns.

I’m stopping here for tonight. I aim to send the settler over to the east coast, where the computer suggests. Unless I hear otherwise, that’s what I’m going to do. Techwise, I’m very tempted to go with Pottery next, and build many cottages.

Comments, anyone?

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Pottery should definately be next. Cottages turn powerful over time. then fishing and then sailing. so that we can get around over water.

IIRC, there are some horses something like 2 SW of the capital too.

so no neighbors except the "neigh"bors :lol:.. .alright stupid joke. without neighbors to trade with we are going to have to be scientific powerhouses to keep up. Is this continents, peligo, pangaea ?
 
The map is continents.

Got to build Bede's Clamshack and Steakhouse


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@Maksim, if you resize your screenshots to 800x600 then they will fit in the page frame without any scrolling for us dunderheads who don't have 21' monitors
 
Bede,

OK, will resize the pictures in the future.

I’m not sure about your proposed city spot. It gets less sea squares, which aren’t that great (2F 1G) but it shares four squares with the capital, which isn’t that great either. It also loses the horses (in favor of a later city).

The horses are nice not just as a resource but also as a shield producer.

If it’s a question of getting to the clams faster, then it shouldn’t matter, as we will expand our borders within five turns to get them in – faster than we can research fishing and build a work boat.

So, what am I missing?
 
:D You're not missing a thing. Forgot about native culture. Pick your best spot.

My job on this team is to provide the inane commentary!
 
:salute: g-man, welcome aboard the Enterprise!
 
OK, here is the end of my turn.

Turn 17 (2520 BC). Settler arrives at the spot. Hmm… cows and horses and sci-fi? Serenity Valley founded.

Turn 18. Bronze Working finished. After some deliberation, I choose Fishing next, as it’s quicker than Pottery, and I want those clams connected ASAP – two food bonuses will make Serenity grow.

Turn 19-20. Not much. Capital grows to size 4. Immortal will be ready next turn.

Serenity Valley is set to build Barracks – I suggest changing that to a Work Boat as soon as technology becomes available.

The capital will finish an Immortal next turn. We could build another worker, or a settler straight away. Or perhaps build another immortal and grow one size more before pumping out further workers/settlers?

Good luck!

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Save File
 
I'd get a settler out since the workers won't have much to do right now. at least not til pottery.

Since we might be all alone until optics, we might want to start building tons of cottages.
 
Got it. Settlers and Immortals and Workers oh my!
 
The Game is Afoot


Turn 40 (2400 BC)
Jupiter 5 finishes: Immortal
Jupiter 5 begins: Settler

Turn 41 (2360 BC)
Move the Immortal to the NW
Tech learned: Fishing
Serenity Valley's borders expand

Turn 42 (2320 BC)
Research begun: Pottery
Serenity Valley begins: Work Boat
The boat will finish and town growth will take place just in time for the nets to cast

Turn 43 (2280 BC)
Tribal village results: hostiles
My first mistake

SC01_00.jpg


decide to attack anyway and
Immortal defeats (4.00/4): Barbarian Warrior
Serenity Valley grows: 2
The remaining barbarian attacks but
Immortal defeats (3.48/4): Barbarian Warrior

Turn 44 (2240 BC)
The Immortal nets two promotions: Medic and Flank :cool:

Turn 45 (2200 BC)

Turn 46 (2160 BC)

Turn 47 (2120 BC)

And here's that lion
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but this time the outcome is more favorable as Immortal defeats (2.56/4): Barbarian Lion

Turn 48 (2080 BC)
Tech learned: Pottery
Serenity Valley finishes: Work Boat

Turn 49 (2040 BC)
Research begun: Sailing
Serenity Valley begins: Worker
Jupiter 5 finishes: Settler

Turn 50 (2000 BC)
Jupiter 5 begins: Warrior

Turn 51 (1960 BC)
Jupiter 5 finishes: Warrior

Turn 52 (1920 BC)
Jupiter 5 begins: Immortal
Jupiter 5 begins: Immortal
Jupiter 5 grows: 5

Turn 53 (1880 BC)
Settler with escort is traveling to the Black Hills floodplain (name the town Deadwoood) for the Gold and the gold. We really need a gold mine to keep the capitol happy.

Turn 54 (1840 BC)

Turn 55 (1800 BC)
Worker as finished a cottage at the capitol and is building another for the coins.

The Empire

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Serenity Valley is training a worker so we can do something about those trees to build a lighthouse. Sailing is due in a couple.

I think I played five too many, I'm still not used to the date/turn relationships.

The roster
AdmK - Ahoy Admiral, you are up
g-man - on the deck
Tubby Rower - got us started
Maksim - the man with plan is up but first kill the lion!
Bede - got the lion and tried to stick to the plan
 
Bede, Tubby Rower played 20 turns, and so did I. You only played 15.

Apologies if your intention was to have first person take 20 turns, and everyone else take 15. I misread it as "everybody gets 20 turns on the first turnset".
 
well Maksim, in civ3 the tradition was that the first player plays 20 then everyone else from then on plays 10 until the Industrial Ages when things bogged down.

It is hard to correlate the date with a turn. I found myself looking at the victory screen every turn to see when my time was up.
 
Tubby Rower said:
well Maksim, in civ3 the tradition was that the first player plays 20 then everyone else from then on plays 10 until the Industrial Ages when things bogged down.

It is hard to correlate the date with a turn. I found myself looking at the victory screen every turn to see when my time was up.
lurker's comment: :cry:
maybe you could add, to those marvelous add-ons of yours a turn number display?
 
Tubby Rower,

My apologies - despite reading a few SGs from the Civ3 days, hadn't figured this out.
 
For those using autolog, you can alt-tab out of cIV and open the text file and see the turn number while you are playing. Of course, this negates one of the advantages of using autolog (not havig to alt-tab out). I think I could make a simple mod that displays the current turn number on the main interface -- would that help?
 
I can prolly get a turn number in the time mod that I'm using. There seems to be plenty of room for all of that information in that box

EDIT:: I modded homegrowns mod in my sig and the new file is in this post. Hasn't been tested yet but it should work no problems. SHOULD being keyword here ;)

EDIT:: EDIT:: Another version of it doesn't make the clock vanish when the new turn comes around in this post.
 
Some roster rearrangement as the Adm has not been seen in his accustomed places for some time now.

The roster:

g-man - up
Zavior - on deck
Tubby Rower - on deck
Maksim - the man with plan is up but first kill the lion!
Bede - got the lion and tried to stick to the plan


AdmK - on walkabout

@Zavior - you're invited to take the admiral's spot.

The plans laid down by Maksim and TR seem to be what's needed, so let;s carry forward, though I probably should restrict myself to inance commentary as I have yet to win a game at any level.
 
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