Succession game (Deity)

I agree, I would move the scout N then W, and depending on what we see, settle on the spot, or N, or NW.

I think the scout goes NW (we already can see there is a forest to the N->NE, therefore NW gives an additional tile), and we go from there.

We are playing C3C right?

Yes.

Great! We need at least one more player I guess?

I'm hoping for two, but one more would also work.

Some thoughts on the start. I'm not happy. The apparent lack of BGs will mean we won't be making many shields while in despotism. Lack of bonus food will mean slow growth. This can change after we move the scout, but I would like to keep the deer, preferably even in the initial 9 tiles.

I can understand your concern. We will cut the forest down (likely for a granary), and irrigate the deer.

This is by no means a bad start, especially concerning we are in the southern fertile belt.

If anything goes particularly bad (or there truly is a lack of shields), there's no reason we can't just roll a new start.

The expansionist trait will be pretty useless at Sid. Wouldn't you rather practice with another set of traits?

This isn't an exact practice at all. This game will be far different.

Anyway, I play the Maya or Iroquois at Sid. ;) I chose the Zulu for this game because I thought it would be fun. :mischief:

Besides, it is good to work without agri or ind sometimes, because they really change how the game is played. You have to micromanage more carefully.
 
Anyway, I play the Maya or Iroquois at Sid.

Maya are fantastic, I've played them a lot.

Besides, it is good to work without agri or ind sometimes, because they really change how the game is played. You have to micromanage more carefully.

I agree. Initially I played the Persians a lot (in vanilla), then Maya a lot, and now I'm varying more but I tend to choose agri civs like Celts, Iroquois or Dutch.
 
Anyone else? One more and I'll play the first set. We really need two more for a real SG though.
 
I'd join this one, but I'm already involved in 4 SG's. I've never really played Diety, so I wouldn't be much help anyway. I hope you get another couple of players, this one might be fun to watch.
 
lurker's comment: Deity is nothing to fear (he says as the Hittites ally with the Persians and start landing cavalry on my shores). I think it was Elephantium who said that the AI is just as stupid at Deity, it just has more troops and cash to squander. :lol:
 
I'd join this one, but I'm already involved in 4 SG's. I've never really played Diety, so I wouldn't be much help anyway. I hope you get another couple of players, this one might be fun to watch.

Make that 3 since SGFN03 is basically over.

... this one might be fun to watch.

But it is even going to be more fun to play! Join!
 
Let's try to get this going anyway, maybe someone will feel sorry on our little three man band. :)

Here is my first turn.

Turn 1 (4000 BC) - Scout NW. One BG revealed. Found Zimbabwe in place. Maps from hut. Research to Alphabet. Science rate set to 20 percent. Worker NE to the game.

Since I got maps, I feel this would be a good point (although early) to confer.

Spoiler :
zulu2.JPG


Here are my thoughts: We have good BG and forest for shields. Note the nearby cattle and dyes. Grassland and plains will give food and shields. Should get a nice core. Also in the corner, so not going to be dealing with lots of fronts.

As for our build order and research:

I am thinking scout -> granary (cut the forest game and irrigate) -> settlers/workers.

Research on Alphabet at minimum.
 
lurker's comment: Deity is nothing to fear (he says as the Hittites ally with the Persians and start landing cavalry on my shores). I think it was Elephantium who said that the AI is just as stupid at Deity, it just has more troops and cash to squander. :lol:

Actually, that sounds more like something Bucephalus said to me once.

The build order and research look good, though I usually like to go max research at the beginning of the game. We'll need to build a Warrior or two (right after the Granary, perhaps?) to prevent a loss to a wandering AI sneak-attack.
 
We'll fit one in with the first settler, but I never worry much about sneak attacks too early anyway.

The max research is still 50 turns by the way. :mischief:
 
Continued turn log:

Turn 2 (3950 BC) - Scout continues NW, worker starts cutting down forest.

Turns 3 and 4 (3900 and 3850 BC) - zzz

Turn 5 (3800 BC) - Scout complete. Begins exploration N. Granary started. Original scout finds NW gems aprox. 8 tiles from capital.

Turn 6 (3750 BC) - Forest chopped down for 10 shields. Ironically, the time left on the granary goes up, because of the loss of shields. I start irrigation.

Turns 7 and 8 (3700 and 3650 BC) - Continued exploration. Plains cattle found several tiles north from capital. In 3650, luxuries go to 20 percent as the size of Zimbabwe grows.

Turn 9 (3600 BC) - 25 gold from hut. (This is why no military is good for awhile with huts around and expansionist tribe...)

Turn 10 (3550 BC) - zzz

Turn 11 (3500 BC) - 25 more gold.

Turn 12 (3450 BC) - Teal borders spotted with the NE scout to the NE of our capital by 12 or 13 tiles.

Turn 13 (3400 BC) - zzz

Turn 14 (3350 BC) - It's Lincoln. Warrior Code to Lincoln for 60 gold. 25 gold from another hut. Luxuries to 30 percent and taxes to 10 percent.

Turn 15 (3300 BC) - Arab scout appears to SE of capital. They are up ceremonial burial, but nothing to trade.

Turn 16 (3250 BC) - zzz

Turn 17 (3200 BC) - In an unfortunate move, I move north next to a barbarian camp. The scout is killed (the American-discovering scout).

Turn 18 (3150 BC) - zzz

Turn 19 (3100 BC) - zzz

Turn 20 (3050 BC) - zzz

(End of turnset: 1 city, 206 gold, +4 gpt, Alphabet in 31)

The save: http://forums.civfanatics.com/uploads/104555/Shaka_of_the_Zulu_3050_BC.SAV

Roster:

Elear - Just played
Elephantium - Up
ThinkTank - Waiting to play

Comments for next player: There's my 20 turns, nothing really happening yet. Once you have the granary, we need to get a second city ASAP. Since we have a road going SW, perhaps the first city should go that way too, until we can get a road going to the fertile SE. I think the core I predicted is very reasonable, since America is the only close neighbor (and he is separated by a region of plains). Also remember we can get good things from huts as long as you don't build military -- should be no need to for a little while anyway. The two luxuries in our area with our capital building settlers and workers should prevent riots. If you need something to build while waiting for growth, consider a scout or two. One scout out there isn't really effective, and we still only know 1 out of 11 civs.

p.s. - next player can do another 20, or start doing 10, I don't really care
 
I'm willing to try Deity, I make no guarantees, as I'm only doing so-so at Emperor in my solo efforts. Looks like we do have a good starting location. Go ahead and count me in.
 
Welcome, welcome! :)
 
Welcome Overseer!

I had a look at the save. The start does indeed not look too bad.
I have some strategy questions. What is our research plan? Republic slingshot? Finish alphabet on min then max on writing?
 
Got it, I'm on Turn 10, and I have a situation that requires team input.

We met Carthage when they moved a Warrior near our culture borders. They have BW, Masonry, Alpha, and CB.

America and Arabia both have all five techs that we can see (the above plus The Wheel).

We can buy The Wheel from Arabia or America for 2gpt+236 gold (almost all we have). Is the twofer worth it? I'm leaning towards "No"

1. We (probably) don't need the techs right now; they won't help us establish our core any faster. OTOH, it would be nice to see Horses.
2. While we can technically afford to buy The Wheel, it wipes out our treasury (243 gold) and cuts into our gpt. That might cause problems when we need to boost the lux slider.
3. We can definitely trade The Wheel to Carthage, but there's no guarantee that it will purchase another tech without us giving up more gold.

On another note, check out the wheat fields I discovered.

Edit: Save posted. I'll play another 10 if I get some team input in the next couple of hours.
 
Do we know if Carthage knows Arabia or America? Because if they don't they will see the wheel as a monopoly so they will certainly pay a lot.
 
If they want all our money, I agree, no trade. However, at this level, how much can we afford being way behind in techs? Or is that normal and nothing to worry about? Also, how soon will that bankroll attract demands? Is it better to be poor from buying tech, or being poor from self-research?
 
Lurker:

Yes hoarding cash is a good way to get a demand. Spending on self research at least does not put extra cash in the AI's hands, IF you can get about the same techs in a given amount of time.
 
Nice on the wheat :D

And I agree, no trade. As likely as it is that some of our gold will get demanded, I don't think we should spend all our gold. The hope is that Alphabet (then an effort at writing) along with contacts, will net us tons of techs.

By the way, it's very normal, but what's also normal is that 1-3 civs will be missing alphabet/writing by the time we get them. Even on sid, this still holds true. The key is to get more contacts and find them. I hope there's not a lot of more civs with scouts, we already met Arabia and America.
 
That's one thing I have noticed when you play an expansionist tribe. You end up with other expansionist tribes. I'd make a bet that there'll be another.
 
In any case, stick the course. That's one thing I find tough about a lot of these games: you have to live with being behind half an era or more. :crazyeye:
 
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