Spl01 - Noobish Players Try the Concurrent Format

Whoa...this is weird...i could swear that i posted earlier, w/my other comment about missing religion, that i favored rex's save over auto's for very much the same reasons as you AND that i would be okay with doing a merchant thing with Egypt and being a naval superpower as i've never doen that...:smoke:

weird that you posted my pick though...was it for Rex's save??

Splime said:
For me, so far, I'm going with either my saveor rex's. Rex has all the techs autocon has, and then some. While autocon does have more millitary, rex has the fishing nets set up. For me, the dilemma is whether we want to win culturally or otherwise...

@ REX: why b/c of PHOLK??
 
@ REX: why b/c of PHOLK??

Asheville's a great place for looking at the mountains, strummin' an accoustic guitar, and singing about wind, trees, etc. No offense was intended. Sounds rather ideal to me. Pholkhero as a callsign made me think you'd like it even more.
 
Pholkhero -- do you have your vote yet? Here's the vote box if you do:

Splime: Rex, 20 Turns
Pholkhero:
Rex_Tyranus: 20 turns, undecided on save (waiting on a consesus in culture vs other).
Autocon:
Spinoza:
 
Splime: Rex, 20 Turns
Pholkhero: Rex, 20, merchant of venice//space race (egypt=ferengi)
Rex_Tyranus: 20 turns, undecided on save (waiting on a consesus in culture vs other).
Autocon:
Spinoza:
 
Splime: Rex, 20 Turns, Culture
Pholkhero: Rex, 20, merchant of venice//space race (egypt=ferengi)
Rex_Tyranus: 20 turns, undecided on save (waiting on a consesus in culture vs other).
Autocon:
Spinoza:

(Modified to include my victory condition preference.)

EDIT: OK, we're playing 20 turns next, just waiting on more voters...
 
With 20 turns decided, I'm going to draw the teams now. Spinoza gets in team one automatically. I'm now going to roll the dice, and see who else joins spinoza... (1=Me, 2=Pholk, 3=Rex, 4=Auto, 5/6=re-roll)

Next 20 turns:
Spinoza...
2... Pholkhero
3... Rex_Tyranus
(You have until midnight Sunday/Monday to respond w/ "I can play")

15/20 Turns After that:
Splime
Autocon
(1/2=pholkhero, 3/4=rex, 5/6=spinoza)...
4... Rex_Tyranus
 
Hmmm...

I had just typed: "Pholk, if you want the egyptian ferengi vic, then splime's save is a lot nicer. The only thing mine's good for is cultural."

But then I thought, well maybe not. Two holy cities can mean serious cash. We'd absolutely have to build stonehenge and the other early great prophet wonders. We'd also need to start spreading the holey word of Hashem/Vishnu. Essentially, all we'd build is navy monestaries, GP wonders, commerce wonders with an emphasis on water (collosus is mandatory).

I still like Splime's save better for that strategy, but am willing to go for either.

Incidentally, I found and attached my old save I spoke about earlier. This is what happens when you grab the first three religions without building any wonders. I couldn't due to the desert and mismanagement. Initially, I quit this game at 1200AD, when I was 7-8 techs behind everyone.

I just played another couple of hours and my economy started turning around rapidly as the religions continue to spread. Cultural vic ain't happenin' with this save and any other is doubtful.

The attached game is probably a good sampling of what we're in for. The big difference is that our game has everyone in the desert while my game just screwed me over. I hate desert.
 
Splime: Rex, 20 Turns, Culture
Pholkhero: Rex, 20, merchant of venice//space race (egypt=ferengi)
Rex_Tyranus: Rex, 20 turns, merchant of venice/"have you found Jesus?" hybrid.
Autocon:
Spinoza:

Okay, I couldn't decide, but voting for myself creates the majority quickly.

Edit: I can play. Will wait for more strategy.
 
OK, it's rex's save. Remember, post that you can play by midnight sunday/monday. If I were playing, I would build military. Also, note that when we vote again, votes will carry point values...

Player who is up afterwards = 3 pts
Player who isn't = 2 pts.

This is due to the fact that the people playing afterwards are the ones who are picking out a save that they will be playing, while the others are just voting for the best save for the SG to continue with.

Damn I wish I was playing the save... whatever, I'll just test my variant for Spl02 I'm planning...

EDIT: Every post I make involving the turnsets will include this so that those who don't visit the thread as much can see who's up faster:

1. Splime -- On Deck
2. Pholkhero -- UP
3. Rex_Tyranus -- UP and CONFIRMED
4. Autocon -- On Deck
5. Spinoza -- UP
 
Maybe only the "three pointers" get votes? That way, we don't have to worry about voting for ourselves.

Also, Splime, if you want to take my turn this round you may. I've been picked the last two rounds. Not so fun.
 
That's fine. Hopefully, we'll have a wider variety. That, and everyone has to "check in", so I may need to sub... Problem with only three pointers is that there's still the person that plays this round AND the next. (which is you this time) That would cause one of the players who played the round to vote, not none of them or all of them.
 
how bout this?
spinoza
pholkhero
splime

rex
auto
spinoza....and so on...

i can play, and have got the save...as i've said, i'm going to aim for the naval thing so that's where my strat is going to head...that and expanding our religions and such...
 
rex, if you really want to flip over, you can, but I'm fine.

1. Splime -- On Deck
2. Pholkhero -- UP and CONFIRMED
3. Rex_Tyranus -- UP and CONFIRMED (and On Deck -- though if you want, I can change that)
4. Autocon -- On Deck
5. Spinoza -- UP
 
Fair enough, I'll gladly play. Sounded like you had a serious jones, though, so I offered.

Pholk, how'd the MP experience go?
 
My turns part I:

Spoiler :

Turn 60 (1750 BC)
Surveying the landscape...
Definitely need to millitarize
Pantload begins: Warrior
Switch Pantload to Warrior, MM to work 3P hill instead of cottage. Warrior due in 3, before any barb can get here.

bc-1750-04.jpg


Looking at the barb warrior, bob should get there in time, but the workers will probably be forced to stop action.

bc-1750-05.jpg


Potential city sites. Sign that is cut off is "Was this where we put red dot?"

bc-1750-06.jpg


Green dot needs no MM. Growth in 6. Workboat in 15.

bc-1750-07.jpg


Thus ends turn zero. Goals: Found Judaism, learn sailing.

Turn 61 (1725 BC)
WTH? Barb warrior walked away from an unguarded city? Hmmm. Bob moves to city anyway. Never know when he'll be back.
Hinduism has spread: Pantload
And thus begins the commerce portion of the program.

Turn 62 (1700 BC)
Tech learned: Masonry
Pantload finishes: Warrior

Turn 63 (1675 BC)

bc-1675-01.jpg


Research begun: Monotheism
Learned Masonry, moved to Monotheism. 13 turns. Sailing is still 11 to learn. Tells me few civs have it yet.
Warrior trained in Pantload.
Pantload begins: Warrior
Set Pantload to build another Warrior, due in 2.
Worker finishes cottage in Green Dot. Will cottage the flood plain between the rivers.
Cottage 8 turns away.

Turn 64 (1650 BC)
Bob fortifies in Green Dot.
Pantload finishes: Warrior

Turn 65 (1625 BC)
New warrior done in Pantload. Continue Settler, due in 4. Will MM back to cottage.

bc-1625-01.jpg


New warrior NW towards Silver/Deer/Cows
Green Dot grows: 4

Turn 66 (1600 BC)
New warrior moves E, E. Woo hoo roads!

Turn 67 (1575 BC)
New warrior E

Turn 68 (1550 BC)
New warrior NE. He'll stay here to bust fog until the new settler comes along.

bc-1550-01.jpg


Pantload finishes: Settler
Green Dot's borders expand
Green Dot finishes: Work Boat

Turn 69 (1525 BC)
Pantload begins: Stonehenge
Green Dot begins: Warrior
Culture growth in Green Dot.
Pantload finishes Settler, begins Stonehenge. Green Dot finishes workboat, begins warrior. I hate building warriors, but this is a placeholder until Green Dot grows, then I'll switch to a settler.
Workboat moved to crabs near Green Dot.
Hmmm... Do I maybe want to hook up the stone first? I could wait for Green Dot to expand first, but that won't be for a while. The marker at the tundra peninsuls SE of the stone wont get it. I think I'll wait on the stone and hook up deer/cow/silver.
Settler NE, E, E. Again, Roads are great.
Pantload grows: 3

Turn 70 (1500 BC)
New warrior E, to stay in front of settler.

bc-1500-01.jpg


Settler E, SE
Work boat becomes fishing boat.
Green Dot begins: Granary
MM Green Dot to grow sooner. Decide that, even though Green Dot's warrior to be is a placeholder, I'd rather have a placeholder we can use later. Change production from warrior (three hammers invested) to granary

bc-1500-02.jpg


MM Pantload to work the 3P tile. Stonehenge due in 22.

bc-1500-03.jpg


 
My turns part II::
Spoiler :

Turn 71 (1475 BC)
New warrior to tundra hill to keep an eye on barbs approaching settler.

bc-1475-01.jpg


Settler E, SE. Will settle next turn.
Green Dot begins: Settler
Green Dot begins: Granary
Must remember to switch from granary to settler in green dot after growth.
Worker finishes cottage. Moves just sout of Green Dot to build road to stone.

Turn 72 (1450 BC)
Splimesylvania founded
Splimesylvania begins: Warrior
Splimesylvania founded in a kind of distant land. Will move warrior out to fog bust. Splimesylvania begins warrior. 6 turns

Turn 73 (1425 BC)
Warrior E to hill E of Splimesylvania.
Green dot to grow in two. Monotheism due in two. Stonhenge in 19

Turn 74 (1400 BC)
Warrior E to see all the beavers

bc-1400-01.jpg


Tech learned: Monotheism

bc-1400-02.jpg


Note: Autologger seems off. The date cropped out of the above pic was 1375, but the log says it happened in 1400. Must be an IBT issue.

Judaism founded in Splimesylvania

bc-1400-03.jpg


Judaism has spread: Splimesylvania
Green Dot grows: 5

Turn 75 (1375 BC)
Research begun: Sailing
We get Judaism in Sylimesylvania. Begin sailing (due in 9)
Fortify warrior E of Splimesylvania.
Woops! Green dot is angry. We'll have to convert to Hinduism now.

bc-1375-01.jpg


bc-1375-02.jpg


Worker finishes road. Moves S to stretch it further.

Turn 76 (1350 BC)
Splimesylvania's borders expand

Turn 77 (1325 BC)
We need to hook a worker up at Splimesylvania stat

Turn 78 (1300 BC)
Green Dot begins: Settler
Realized that I forgot to switch to settler when Green Dot grew. Did so. due in 14
Splimesylvania finishes: Warrior

Turn 79 (1275 BC)
Splimesylvania begins: Worker
Splimesylvania begins: Worker
Warrior lands in Splimesylvania. Begin worker, due in 19.
I think I've decided to move our latest warrior down to the stone instead of fortify him in Splimesylvania.

Turn 80 (1250 BC)
Worker finished road. Moved S to continue it.

Summary:

Pantload size 3, 8 turns to size 4. No new improvements since last turn, but it looks like our cottage is a hamlet now. Stonehenge will be done in 12.

bc-1250-01.jpg


Green dot is size 5 and max happy. Settler due in 12.

bc-1250-02.jpg


Splimesylvania is size one with a badly needed worker due in 18
Total beakers per turn is 19. Sailing due in 4.

The known world:

bc-1250-03.jpg


Egypt:

bc-1250-04.jpg


Our grand army:

bc-1250-05.jpg


 
Spoiler :
Nice turnset. We better get the Stonehenge... If we need a back-up plan, go for oracle. With a lead on polytheism for hinduism, priesthood isn't too far away. However, if we get Stonehenge, then get some fog-busters produced. The north only needs 2 warriors if strategically placed (plus one for the northeast), but the east is still partially unexplored, and the south is fairly large.


Roster Reminder:

1. Splime -- On Deck
2. Pholkhero -- UP and CONFIRMED
3. Rex_Tyranus -- UP and CONFIRMED and On Deck
4. Autocon -- On Deck
5. Spinoza -- UP (Unconfirmed)
 
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