Spl01 - Noobish Players Try the Concurrent Format

With autocon's exploration, I don't know when the hell we'll find the end of this peninsula... Also, in autocons save, it's only 11 turns for AH, which won't be useful anyway unless we finish the settler and get the worker out. Still, we don't need the cow yet, but that'll be a priority. That's my opinion though. With a seemingly empty continent, early expansion doesn't seem too necessary. With whatever save we pick, I've calculated that it takes 14 - 15 turns (pholkhero, your save, if we start a settler now, it says 21, but the growth should make that end up being 15, so we can start now, as that's how long it'll take if we wait.) The only different save is rex's -- his settler comes in 5 turns. However, he lacks the exploration we've all gotten. So with this discussion, it's time for... drumroll please...

Official Voting Booth (TM):
Copy, Paste, and put your vote unsecretly in no cofidentiality whatsoever next to your name. You don't want to hide this info from the government, do you? Then, put the number of turns you think should be played next.

Splime - Autocon, 30 turns
Pholkhero -
Rex_Tyranus -
Autocon -
 
Great chart autocon. However, one little bug that is important -- in the column with pholkhero, you have settler in 21 down. Sure, this is what the game tells you, but I recently calculated that with growth, it'll be 15 turns. Maybe 16. Great chart though, shows the techs side-by-side which really helps.
 
Splime - Autocon, 30 turns
Pholkhero - Rex, 25 or 30t is fine with me
Rex_Tyranus - Autocon
Autocon -

The worker and the settler are just too much to ignore at this point, for me at least. I think that, being all alone is EXACTLY the reason to try for early expansion and growth simply to make up for our isolation and lack of trade oppurtunities, at least until Astronomy comes in ~ we're going to need all the commerce we can get.

I think, go with Rex, bld in the SE there, by that other river, cottage these up sooner rather than later, get another worker out, put another one on those plains to take adv of that silver, cow and deer (if we can make it, that is) and we'll be rolling in dough (or beakers, but rolling in broken glass can get dicey)! anyway's -- my 4 cents.
 
being all alone is EXACTLY the reason to try for early expansion

couldn't agree more. Taking our time expanding because we're isolated will only result in a stagering fall in tech. Build near the deltas, cottage every flood plain. (Yes, I farmed one already, but that was lack of worker options. We probably will need to farm at least a couple, right?)
 
rex_tyranus said:
Yes, I farmed one already, but that was lack of worker options. We probably will need to farm at least a couple, right?
The farming for now is great simply b/c we don't need to research an husb as fast (and even fishing to grow@a good rate). In the end, though, I don't think that we would need any at Thebes since we have all taht food. at the 2nd delta, we'll need two, and in the plains, we're gonna need like 11 farms to use all avail tiles ~ perhaps this is the prod city?
 
We still want animal husbandry soon. THat cow I've got hooked up is 3f3p. The clams are 4f2c when boated. Our three resource tiles will give us 11f3p4c. Plus whateve Thebes gives us. We'll have a rockin' city at just size three, with 5f per turn to growth. The next 7 population can all go to cottaged flood plains at 3f1+C each.

Production will be down, though. Somewhere, we'll need to put a mine on the hills and well have, what, 8 base P? We definitely need a production city.
 
rex_tyranus said:
We still want animal husbandry soon.
Talking about auto's save, yes?

using rex's save: yes, we will need it soon, but, IMO, we should grab pottery first, and maybe BW. the food surplus will be enough, for the time being, to put out some workers quickly, and then we can also use the whip soon after we get AH...
so, pottery>mining>BW>AH
 
Splime - Autocon, 30 turns
Pholkhero - Rex, 25 or 30t is fine with me
Rex_Tyranus - Autocon
Autocon - rex, 20 turns

i'm afraid we will fall in a trap i have felt many times if we use my scenario, finding ourselves confined to a small island, so i say we go we rex's save and cottage spam our cities so that we have money to found new cities aboard (will have to detail this strategy a bit more if we follow it)

so we have a tie :) whose call now?
 
My save has AH (It's how I hooked up the cows). If we use auto's, I think we should go AH early, though pottery probably first.

Edit: My save is taking a path to archery, though seeing everyone else's exploration, I'd change it immediately to pottery then sailing.

Unless we want to track back and go for a religion...?

Edit 2: http://shazam.econ.ubc.ca/flip/ Coin flip?
 
You bring up a good point with early expansion. However, I'm still liking autocon's save. I mean, two fishing boats is a pretty hefty food surplus, and a worker can get pumped out afterwards pretty quickly. If we have AH by then, we can get some milking done.

However, pholkhero has yet to stumple upon the hut that gave a tech (actually, only autocon did). In fact, pholkhero is two tiles away (from the last look I had of it). This presents a issue, because it's likely for techs to pop up in the other saves. The tech lead and fishing boats were really the only reason I picked autocon's save.

Then there's rex. He has the cows hooked up, and decent technology. However, he lacks the exploration. Then again, we have a decent idea of the map already. I need to do more analysis before my vote is final.

Splime - Autocon (Unsure, not final), 30 turns
Pholkhero - Rex, 25 or 30t is fine with me
Rex_Tyranus - Autocon
Autocon - rex, 20 turns
 
Scratch the flip. I've changed to rex. Rex has a better chance of something good from the last goody hut.

Rex's save is the winner. OK, if we have strategy set, we can do a turn voting.

Splime - 30t
Pholkhero - 25 ot 30t
Rex -
Autocon - 20t
 
Splime - 30t
Pholkhero - 25 ot 30t
Rex - 30t
Autocon - 20t

The more the better, because we don't have enough significant variation in our saves.
 
if everyone has 2 votes, and pholkhero split his, then 30t has 5 votes, which is enough to win.

NOON (EST; 5 PM GMT) Saturday is when the spoiler zone ends. All write-ups and saves must be posted by NOON Sunday to count. Remember, Rex's save is the save to play.

Spoiler :
yep, we're using spoilers again!


EDIT: I got the save, starting now.
 
OK, all done.

Spoiler :
Man, we need to do less turns next time.

01pantload7xf.jpg


(0) 2800 BC: The Cruel Splime Dynasty take the throne. Displeased with the paganism, a group of citizens are finsihing packing up to found a holy city in the East (Settler in 4...)

(1) 2760 BC: Bob, the hero of the Pagans, is now a scape-goat of this dynasty, and is exiled...

02bobexiled2vk.jpg


(2) 2720 BC: Bob decides to prove himself worthy, and he prepares to escort the settler to come.

(3) 2680 BC: Bob chases two rabbits, and loses them both (Hunting). The dynasty was going to research Mysticism, but to found Hinduism, the overall goal, it would take 33 turns of research (minus the extra beakers that come in from growth and settlement). Hunting -> Pottery for Cottage Spam.

(4) 2640 BC: Pantload: Settler -> Scout (For exploration). MM Pantload, delaying growth to 11 turns from 9, and delaying research by a turn, but producing the scout in 3 turns. The settlers then overthrow the crual Splime Dynasty, and Common Sense returns. [Bob the Exiled is now Bob the Protector]. Fred (Worker) finishes his farm, begins a road, waiting for pottery, which comes in 12 turns.

(5 - 6) 2600 - 2560 BC: :coffee:

(7) 2520 BC: Pantload: Scout -> Work Boat. MM Pantload to gain the food and research back, losing some hammers. Note that incoming growth will get the hammers back.

(8) 2480 BC: Pantload's Borders Expant. Worker finishes road, moves to chop-rush work boat.

(9) 2440 BC: Fred starts chopping... or not (need BW :smoke: )

(10) 2400 BC: Worker starts making another road, where there will soon be a cottage. Pantload: Work Boat (Still in queue) -> Warrior. Here's why Bob is "Bob the Protector":

03bobprotector0nr.jpg




Continued Next Post...
 
Spoiler :
(11) 2360 BC: BOB WINS! Thebes Founded where we had the dot (Think it was green...). Thebes: -> Warrior. (Treasury at -2 gpt)

(12) 2320 BC: Bob promoted to Combat II. He is now the Protector of Thebes.

04scoutandhut2ul.jpg


(13) 2280 BC: Scout gets 45 gold from hut. Buddhism FIDL. Good thing I avoided religion so far... :goodjob:

(14) 2240 BC: Pottery Discovered. Pottery -> Mining. Worker starts cottage spamming.

IBT: Scout defeats a lion.

05scoutandcoast8lo.jpg


(15) 2200 BC: Scout is healing. We are indeed alone.

(16) 2160 BC: Pantload: Warrior -> Work Boat (The one that had hammers into it) Scout heals... 4 turns...

(17 - 18) 2120 - 2080 BC: :coffee:

(19) 2040 BC: Thebes: Borders Expand

(20) 2000 BC: New Milenium! :banana:



Continued Next Post...
 
Spoiler :
(21) 1975 BC: Livy says:

06livy6ik.jpg


Woohoo! :king: Mining -> Sailing. Scout defeats another lion, is named Lion Man. Promoted to Woodsman I.

(22) 1950 BC: Pantload: Work Boat -> Work Boat. Worker finishes cottage, moves on to do another road.

(23 - 25) 1925 - 1875 BC: :coffee:

(26) 1850 BC: Pantload: Work Boat -> Settler. Fred does more cottaging.

(27) 1825 BC: Both Fishing Boats in Position.

(28) 1800 BC: :coffee:

(29) 1775 BC: Thebes: Warrior -> Work Boat (Filler until growth, then it's worker time.)

(30) 1750 BC: Hinduism FIDL.



Summary:

Spoiler :
07northernegypt3ia.jpg


08southernegypt8qm.jpg


Pantload: Size 3. Thebes: Size 2, Growth in 1.

Settler in 7. After Thebes' growth, worker in 13.

Sailing in 1.

We have one scout (Lion Man) and three warriors (Bob the Protector [Thebes], another warrior [Pantload], and another [exploring East].)

The only early religion left is Judaism. We have no religous technologies. In addition to the Wheel, Agriculture, AH, and Fishing, we have Hunting -> Pottery -> Mining -> Sailing (in 1)

 
My turns:

Spoiler :


----------------------------New entries----------------------------
Turn 30 (2800 BC)
Research begun: Mysticism
Changed tech research to Mysticism. We won't need archery for a while.
Priority list: settle green dot, hook up clams, pottery, sailing

Turn 31 (2760 BC)
Bob moves SE

Turn 32 (2720 BC)
Bob moves SE, sees wolves
Warrior defeats (2.00/2): Barbarian Wolf

Turn 33 (2680 BC)
Sweet! Bob doesn't even get a scratch and earns a promotion to level three! I'll choose medic
Bob (Warrior) promoted: Medic I
Bob moves NW, back to cover imminent settler.
Pantload finishes: Settler

Turn 34 (2640 BC)
Pantload begins: Work Boat
Settler pops, build workboat. Override the govenor to move tile back to cow.
Worker E. Starts building road to green dot
Settler NE, E (toward green dot)

Turn 35 (2600 BC)
Settler E, E. Bob south. They'll meet next turn.

Turn 36 (2560 BC)
Settler SE, S. Bob S
Update: Mysticism and Work boat both due in 5

Turn 37 (2520 BC)
Settler S, S. Bob S. Perfect timing. They'll both land on green dot at the same time.
Pantload's borders expand

Turn 38 (2480 BC)
Thebes founded
Green Dot begins: Work Boat
Green Dot founded, begin work on work boat. 37 turns? Growth in 11
Worker E. More road building

Turn 39 (2440 BC)
Congratulations! We've connected Green Dot to capital! Big whoop!
Bob SE to hill. Thingk we'll find a goodie hut soon?
Tech learned: Mysticism

Turn 40 (2400 BC)
Research begun: Polytheism
Mysticism know, switch to Polytheism. Meditation probably already on tap for some other civ
Bob spots lions two squares SW. Goody hut more important. Bob moves S
Pantload finishes: Work Boat

Turn 41 (2360 BC)
Pantload begins: Work Boat
Pantload trains workboat, begins new workboat. We need the commerce.
Workboat SE, create fishing boat. MM Pantload to work clams (Poly sooner)
Bob S. Goodie Hut one tile away!

Turn 42 (2320 BC)
Tech learned: Pottery
Tribal village results: technology
Goodie hut gives pottery! Woo Hoo!
Worker finishes road, begins cottage on flood plain
Buddhism founded in a distant land

Turn 43 (2280 BC)
Buddhism FIADL. I still have 9 turns to poly. Here's hoping no one else has started poly.
Lions reappeared IBT. Move Bob W to hill. Forest NW would be better, but hill helps exploration
Pantload grows: 2

Turn 44 (2240 BC)
lion didn't attack. He's on plains W of bob. New lion appears S, SE. Two lions might be tough for Bob.
Move Bob SE toward new lions. New area looks promising for future city.
Warrior defeats (1.68/2): Barbarian Lion

Turn 45 (2200 BC)
Fight with lion gave Bob no XP. Guess that's all Bob gets for the rest of his life.
Bob SE. City on tundra penninsula?
Green Dot's borders expand

Turn 46 (2160 BC)
When Green Dot expanded, the Governor switched to the oasis tile. I agree. We need a better production city!
Bob SW. Sees sheep. We realize Bob hasn't seen a woman in 1840 years.

Turn 47 (2120 BC)
Bob SW to sheep. We'll let him "heal" for a bit.

Turn 48 (2080 BC)
IBT more lions approach.
Bob set to heal. 1 turn.
Green Dot grows: 2

Turn 49 (2040 BC)
Bob NW
Pantload finishes: Work Boat

Turn 50 (2000 BC)
Pantload begins: Settler
Pantload finishes workboat, change to settler. Workers finish cottage. MM stop working the fish, start working the cottage. We lose 1F, but it'll be worth it later.
Pantload is size two, and will be for a while. We already have five improved tiles here, so I'm moving the worker (unescorted) down to green dot
Worker E
Work boat moves to clams 2
Bob NW. Promising peninsula SW of green dot?

Turn 51 (1975 BC)

bc-1975-01.jpg


We're as poor as it gets. Few cottages will change that quick
Also, turns now take 25 years. Looks like we end on 1800?
Bob N. Workboat creates fishingboat for clams 2
Worker SE, S. Polytheism 1 turn away. No whammys. No Whammys. Stop!
Tech learned: Polytheism
Hallelujah!
Civ4ScreenShot0042.jpg

Praise be to all mighty...um...Vishnu? We must now divide the world into heathens and converts!
Edit: found my screenie so I added it.
Hinduism founded in Green Dot
Hinduism has spread: Green Dot

Turn 52 (1950 BC)
Dare I?
bc-1950-01.jpg

Research begun: Hunting
Maybe after we finish hunting, huh? One turn away!
Worker S, S
Science moved down to 90% about a turn ago. I missed when it happened.
Bob NW onto peninsula
Tech learned: Hunting

Turn 53 (1925 BC)
Research begun: Masonry
Hunting learned, moved to Masonry. Mazal tov, shall we? Still never converted to hinduism. No real point yet.
Bob to hills/forest/plain. More cows. Nice city site.
Worker S, S. I want him to cottage that oasis instead. Palm Springs.

Turn 54 (1900 BC)
Realize Bob's explored the entire south. Set him for long journey to NE.

Turn 55 (1875 BC)
Wait, you cant cottage an oasis? Damn. I just lost two turns of productivity.
Worker N to cottage flood plain.

Turn 56 (1850 BC)

Turn 57 (1825 BC)
Green Dot grows: 3

Turn 58 (1800 BC)

Turn 59 (1775 BC)

Turn 60 (1750 BC)
Barb warriors appear three tiles south of green dot. Bob's days of playing explorer are done!

The known world:

bc-1750-01.jpg



Egypt:

bc-1750-02.jpg



Resources:

bc-1750-03.jpg



Summary:
Green Dot founded
Hinduism founded in Green Dot
Barb warrior about to attack Green dot, Bob will get there in time.
Bob is full health, 5/10 XP combat I, medic I
Green Dot work boat in 15.
Pantload Settler in 4. Suggest immediate switch to warrior
Would take Pantload 4 turns for warrior
We have fishing, wheel, agriculture, hunting, mysticism, pottery, animal husbandry, and polytheism. Masonry in 3 turns.
1 Cow pastured and roaded, two clams with fishing boats, one cottage, and one farm. Two tiles of the road to green dot are complete.
Worker is 3 turns from completing cottage, but barb will halt that until Bob takes care of him..
Pantload is size 2, Green Dot is size 3
 
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