Spl01 - Noobish Players Try the Concurrent Format

I can live with Pholk's save (considering progress on Colossus). However, I voted for Rex's save primarily because of the settler convoy heading southwest. At Prince level, you can win the game a lot easier if you have a higher population than the AI. Our arid home island has little prospect of growing cities much larger than they are already. In fact, look at Old Pholk's Home. It's stuck on size 2 until Biology unless we sacrifice its current production. That green island to our SW looks like good food country to me and Rex's save gets us a city on that island with a starting garrison of 2 axemen. Pop-rush a couple more and we'll own that big green island with maybe 5 or 6 really big cities.

Seriously, our home island bites the big one. How would you specialize those 6 cities? Make Pantload our GP farm/commerce/production specialist?

I might add, I'm of the opinion it's easiest to win on Prince level if you pick up an AI starting capital. How about we turn up the heat on France and go capture Paris?

How do we break ties?
 
frankcor said:
How do we break ties?
Now hold on there...let me put my vote on hold for a bit . . . the game is arid, so i think the whole world is dry, so there may not be too many high pop cities (maybe all the more reason to settle off island)

I think i may be convinced for Rex's save, but if we lose the Colossus :mad:

let me think more on it tonight and i'll post later
 
pholkhero said:
I think i may be convinced for Rex's save, but if we lose the Colossus :mad:

There's no rush. You'll just have to listen to more of my blatant attempts at persuasion ... heh heh heh ... he said "blatant"

Listen, there's nobody, I mean NOBODY, who loves watching Wonder Videos more than me. But I think I hear the message on these forums loud and clear -- you can win games without building any wonders.

I believe we're at a critical decision point -- the choice is rather simple. Do we go with added commerce or added population? The Colossus would get us 25 added commerce per turn (2-3 sea tiles in each of 4 cities). Meanwhile, founding 4 good cities could gain us 80 to 100 commerce per turn in very little time.

By all means, take all the time you need.

tick ... tick ... tick ... ;)
 
ANd the Colossus expires with Astronomy. Never understood the real-life justification for that. If anything, it should expire with divine right, as the Colossus stood until an earthquake shortly after Rhodes fell into Muslim hands.
 
Well, I think a victory discussion is necessary now. The problem is that for a culture victory, colussus in Green Dot would be important. However, if we don't go for culture, then rex's save seems better.

It's up to which victory we choose that will determine the tiebreaker vote.
 
I'm want Domination now! Let's go Rex, claim the land of milk and honey, and also turn up the war against Nappy. No more cities for now, until we take a French one perhaps.

Also, re: turns: I think we should try for at least 15 turns so that we can sufficiently differentiate our saves a bit more ~ I would rather wait longer on the turns and get more, then have people just play 10 turns by Sat...my 15t by next Wed??
 
Domination might be tough, too. A lot of useless land we'd need to occupy for no reason other than the land threashold. Conquest anyone?
 
Mark me down in the Conquest column. We keep cities only if they have a needed resource or Wonder.

I concur with Rex: not enough hammers for cultural victory.

Good points, Pholkhero: I'm good to go with 15t for now. Having never played in SGs before, I'm a little uncertain at what point (number of units, cities, etc.) we'll need to go with fewer turns.
 
Fewer turns in a normal SG would have been about 3 rounds ago. But Pholk's right. More turns = greater variance. And more chance for me to do something that really ticks Splime off. Little Corporal!!!
 
It's only a problem with me when you declare war on the last turn. It's better to leave the SG with options past the option of choosing a save. (war in the middle of the turnset is fine)

OK, rex's save, 15t seems to be the majority.
 
go ahead... :lol:

Oh yeah, I'm extending spoiler zone until Sunday night midnight, saves in by monday midnight. I may be low on time this weekend.
 
Spoiler :
----------------------------New entries----------------------------
Turn 160 (100 BC)
Green Dot finishes: Forge
Splimesylvania finishes: Jewish Temple

Turn 161 (85 BC)
Green Dot begins: Galley
Splimesylvania begins: Settler
Contact made: Japanese Empire
Tribal village results: lots of gold
Splime Notes: nice, 30g
Splime Notes: BTW, last turn we circumnavved, and Pyramids BIDL

Turn 162 (70 BC)
Splime Notes: We're getting a good picture of the world.
Frankfurt's borders expand

Turn 163 (55 BC)
Pantload grows: 6

Turn 164 (40 BC)
Splime Notes: we really need to get to iron!

Turn 165 (25 BC)
Splime Notes: I comment to Cyrus about his head on a pole.
Hinduism has spread: Frankfurt

Turn 166 (10 BC)
Green Dot grows: 8
Old Pholks Home finishes: Hindu Missionary

Turn 167 (5 AD)
Research begun: Construction
Old Pholks Home begins: Axeman
Green Dot finishes: Galley

Turn 168 (20 AD)
Green Dot begins: Axeman
Autoville grows: 4

Turn 169 (35 AD)
Autoville finishes: Lighthouse

Turn 170 (50 AD)
Autoville begins: Axeman
Splime Notes: So far, I've been starting a war effort...
Splimesylvania finishes: Settler
Autoville's borders expand

Turn 171 (65 AD)
Splimesylvania begins: Hindu Temple
Splime Notes: failed london religion convert

Turn 172 (80 AD)

Turn 173 (95 AD)
Hinduism has spread: London (English Empire)
Pantload finishes: The Colossus
Green Dot grows: 9
Green Dot finishes: Axeman
Old Pholks Home finishes: Axeman

Turn 174 (110 AD)
Pantload begins: Axeman
Green Dot begins: Library
Old Pholks Home begins: Forge
Frankfurt grows: 2

Turn 175 (125 AD)
Splime Notes: OK, we have two galleys with one axe in each going to Gordium.

Oh yeah, to the West of Japan, I see a glimpse of Rome... :scan:
 
Spoiler :

Turn 160 (100 BC)
Pantload begins: Axeman
User comment: whip an axe in pant for 2 pop
Pantload finishes: Axeman
Green Dot finishes: Forge
Splimesylvania finishes: Jewish Temple

Turn 161 (85 BC)
Pantload begins: Axeman
Green Dot begins: Axeman
Splimesylvania begins: Axeman
Contact made: Japanese Empire
Tribal village results: a little gold
Pantload grows: 4
Pantload finishes: Axeman

Turn 162 (70 BC)
Pantload begins: Lighthouse
Frankfurt's borders expand

Turn 163 (55 BC)

Turn 164 (40 BC)
Splimesylvania finishes: Axeman

Turn 165 (25 BC)
Splimesylvania begins: Axeman
Green Dot finishes: Axeman

Turn 166 (10 BC)
Green Dot begins: Courthouse
Green Dot grows: 8
Old Pholks Home finishes: Hindu Missionary

Turn 167 (5 AD)
Old Pholks Home begins: Granary
Old Pholks Home begins: Courthouse
Hinduism has spread: Gordium (Persian Empire)

Turn 168 (20 AD)
Research begun: Currency
Rexington Falls founded
User comment: build Rexington FAlls on island w/Frnkafurt as Cyrus
Rexington Falls begins: Lighthouse
Frankfurt begins: Lighthouse
User comment: stop frank from workboat; why have these people waste shields when another, faster city can build the workboat
was already on island of milk and honey
Pantload finishes: Lighthouse
Splimesylvania finishes: Axeman
Autoville grows: 4

Turn 169 (35 AD)
Pantload begins: Axeman
Splimesylvania begins: Axeman
Axeman promoted: City Raider I
User comment: Cyrus is hindu
Autoville finishes: Lighthouse

Turn 170 (50 AD)
Autoville begins: Work Boat
Autoville's borders expand

Turn 171 (65 AD)
Autoville finishes: Work Boat

Turn 172 (80 AD)
Autoville begins: Granary
Autoville begins: Work Boat
Axeman loses to: French Axeman (0.20/5)
Axeman loses to: French Archer (3.00/3)
Splimesylvania finishes: Axeman
Rexington Falls's borders expand

Turn 173 (95 AD)
Splimesylvania begins: Courthouse
Pantload finishes: Axeman
Green Dot grows: 9
Frankfurt grows: 2
Hinduism has spread: Frankfurt

Turn 174 (110 AD)
Pantload begins: Granary
User comment: frank got it w/o monk; sending it to Cyrus
Pantload grows: 5

Turn 175 (125 AD)
User comment: whip court for 2 pop; got rid of health and happy
User comment: connected all cities w/road for fast mvt; have 2 galleys w/2 axes each on the way to france, w/2 more ready to board the next avail gally
User comment: can whip lghthouse in frak in 6
User comment: have 1 axe in France tyring to pillage; disconnected their iron already
 
A rather uneventful turn set:

Turn 0 - 100BC: Stop growth at Greendot

Turn 1 - 85BC: Circumnaviation! Meet Toku, pop a hut - 44 gold

Turn 2 - 70BC: Unload both southern galleys, then put 2 axemen in 1, settler and worker in the other.

Turn 3 - 55BC: Send axemen to Kagoshima, settler to the island with Gordium on it. Oh, did I mention we declared war on Japan?

Turn 4 - 40BC: zzz

Turn 5 - 25BC: zzz

Turn 6 - 10BC: settler & worker make landfall

Turn 7 - 5BC: Old Folks Home completes Hindu missionary -> axeman

Turn 8 - 5AD: Alphabet finishes, start Literature (10). Meet Caesar, trade Code of Laws for Meditation & Archery. Our axemen kill 2 archers in Kagoshima, the city is ours!

Turn 9 - 20AD: There's a hut right next to Kagoshima.

Turn 10 - 35AD: Caesar asks for Open Borders, sure. Pop the hut SE of Kagoshima -- We get Compass!

Turn 11 - 50AD: zzz

Turn 12 - 65AD: Hindu missionary converts London (Pantload)

Turn 13 - 80AD: zzz

Turn 14 - 95AD: Lost a galley by accident -- clicked on a tile in the fog of war, happened to be a Japanese galley sitting there.

Turn 15 - 110AD: Togo sues for peace treaty, we grant it.
 
Hey guys. I played yesterday, but an issue with kids meant I couldn't write-up. Feel free to DQ me, if I'm late. Otherwise, I'll have a write-up sometime this afternoon.
 
that's fine, we can wait...

(DLing saves now.)
 
Turn 0 100 BC

No MM. In fact, I just turned on the governors and gave some appropriate emphasis. At this point, MM is not so crucial anymore as it was in the beginning of the game and many of our cities have clear specialties.

IBT Pyramids BIDL :( and we get the Cirumnavigation Bonus :)

Turn 1 85 BC

Green Dot: Forge => Galley. Splime: Jewish Temple => Axeman. Drop a settler and an axe on the plains hill SW of Cyrus' iron and I'm really hoping we get it. If not, we're creative. We can culture up the place and take it eventually.

Turn 2 75 BC

I meet Toku via a galley rendezvous. He won't open his border due to his high prickitude in the XML file.

I drop a scout off on the island NE of America and he pops a hut for 44 Gold.

I found Iron Siphon on the plains hill and--as feared--don't get the iron. Iron siphon begins a work boat, but it has no hammers.

Turn 3 55 BC

Naval scouting shows that Cyrus has two archers in his city at our iron. We have three axes in the near area. Hmmm....

I see that our Hindu Missionary is named "Send me to London" but I ignore this and send him to Iron Siphon. A temple will help the culture race there.

Turn 4 40 BC

Turn 5 25 BC

Splime: Spearman => Axeman. Congratulations, there are now 500,000 Egyptians.

Turn 6 10 BC

I'm pulling a huge risk here. I'm leaving Frankfurt undefended in hopes that a quick axe rush will give us Cyrus' city.

Turn 7 5 AD (Sorry, Splime, no bannana)

Iron Siphon's borders expand, but no iron. Guess I'll have to do this through WAR!!! Okay, not really. War would leave our two island cities undefended and three axes to go after two archers. 20% culture bonus, 50% city defense, plus the archers probably have 25% fortify defense. That should put them at about 6 strength. We'd have 20% odds. Bummer.

Missionary spreads us some religion and I begin roading over to our new neighbor to help spread the word.

Turn 8 20 AD

Alphabet in and we begin researching Monarchy, due in 13. There's a barb axeman up near the north, but if we pretend he doesn't exist, he won't. Green dot completes a galley and begins a settler.

Holy crap! I went to switch production in Iron Siphon to a temple, now that we have religion and I found out that we flipped the iron tile. Sweet. Immediately send a worker to hook dat sh!t up.

Turn 9 35 AD

Splime goes from an Axeman to a Courthouse. I first thought "Library", but we only get one beaker from Splime. Next I thought Chicken Itch, but I don't plan on needing much city defense. Courthouse is because we're at -4 in maintenance.

Turn 10 50 AD

Autoville: Lighthouse => Granary. Hmmm. Somewhere in the last two turns, our science dropped to 40%! Monarchy is now in 17. :(

Turn 11 65 AD

We have Nada III!

Turn 12 80 AD

Crap! I lost a galley IBT to a barb galley. The barb had 29.4% odds [pissed]. On the bright side, the Colossus came in IBT as well. Pantload begins an Aqueduct with an eye on the Hanging Gardens (maybe?). Also IBT, Taoism spread to Frankfurt. How'd that happen?

Turn 13 95 AD

Thanks to the Colossus, Pholk finally grows to size three. It'll take a while, but it can now support a much larger population. Yikes! Frenchy's got swords and Paris is size 8. Let's see what the little colonel does with all that.

Turn 14 110 AD

:coffee:

Turn 15 125 AD

Iron is mined and I started a road. Good thing we're one tile from the iron. :) I also notice, just as I shut Civ down that we're at 40% science with a +12. I don't know if +12 is enough to bump to 50% or not.
 
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