Succession game (Deity)

Pre-turn:

MM to grow one turn after the Granary completes. This way, we'll start with the foodbox half-full!

IT:

Zzz...

Turn 1 (3000 BC):

Lux slider to 10%, hire one scientist. Granary due in 1, growth in 2.
We see that Arabia learned Alphabet on the IT. They won't sell it to us at any price.

IT:

Zimbabwe: Granary->Settler

Turn 2 (2950 BC):

Lux slider to 30%, put the geek back in the fields. Growth in 1.

IT:

Zzz...

Turn 3 (2900 BC):

MM Zimbabwe for growth in 4 and 6 spt.
Lux to 40% to prevent riots.

IT:

Zzz...

Turn 4 (2850 BC):

Zzz...

IT:

Zzz...

Turn 5 (2800 BC):

MM Zimbabwe: Move a citizen from a forest to the tobacco: Growth in 1, 4spt.
America also has the Alphabet. This does not bode well for an attempt at a Republic slingshot.

IT:

Zzz...

Turn 6 (2750 BC):

Surprise! Zimbabwe needs no MM this turn :)

IT:

A Pink Scout runs by our borders, back into the fog.
Zimbabwe: Settler->Settler

Turn 7 (2700 BC):

Lux slider to 20%.

IT:

Zzz...

Turn 8 (2670 BC):

Settle Ulundi on the Yellow dot. Making Scout.
Ulundi's culture borders reveal TWO wheat to the SW! I think we should settle a city in a position to exploit those ASAP.
MM Zimbabwe for growth on this IT.

IT:

ARG! My MM took away a gold from lux spending, and Zimbabwe riots. :wallbash:
A Carthaginian warrior comes into view.

Turn 9 (2630 BC):

Carthage has 94 gold, BW, Masonry, Alphabet, and CB.

IT:

Turn 10 (2590 BC):

Zzz...

I was going to play more, but it got late before I finished my turns in CBob03, so I'm going to pass this on. ThinkTank, you have the conn.
 
Pst, you might want to post the save for him.

(By the way, 10 turns rigid a piece now, until the AD years)
 
All right, I looked at the save.

A few things,

1) Now agree for sure that there is no need to trade (wish one didn't have Alphabet though)
2) Definitely agree on building another scout or three, we evidentally need to find civs
3) Good MM on Zimbabwe to get those settlers finally coming
4) Zimbabwe seems about to riot???
5) For the scout up north that found those barbarians...he's gone too far to just turn back. Try to head to the west coastline and sneak around. There will be a civ up north almost for certain.
6) Carthage is likely to our west where I didn't explore.
7) Ulundi Scout -> Worker???
 
Oh and, for new city locations, how about moving the dark blue dot 1 SE? The dark green dot would also have to be changed.

I think this gives Ulundi and Zimbabwe a little more breathing room. The plains cities will probably end up a little more dense anyway. Make the best of our core while we can.
 
2) Definitely agree on building another scout or three, we evidentally need to find civs

Ok. Do we need to build these all in Ulundi or will it just be the first build in the next couple of cities?

4) Zimbabwe seems about to riot???

This can be solved by exchanging the unimproved BG that is used now to the roaded river grass. This still gives growth in 4 and settler in 4 but also an additional gold. Don't we want to mine the river grass?

5) For the scout up north that found those barbarians...he's gone too far to just turn back. Try to head to the west coastline and sneak around. There will be a civ up north almost for certain.

Ok.

7) Ulundi Scout -> Worker???

Looks good since the worker will complete on growth to 2. After that I see a couple of options. Warrior for MP duty in Zimbabwe, a rax, more scouts first, or arrange to produce settler on growth to 3? I think I would prefer a rax then units. If we think we can afford this militarily then first a settler (timed with building scouts) then a rax then units.

Oh and, for new city locations, how about moving the dark blue dot 1 SE? The dark green dot would also have to be changed.

I made a new dotmap. Given what we know now I also think some of the other city sites need to be moved.

Spoiler :
dotmap2.jpg


I also moved pink because it was on a BG; green because it was not on the river but did spoil river city sites, and light blue so that it can immediately use the plains cow. I've also added a black and a white dot. Let me know what you think. We also need to agree on an order in which we settle. My preference would be the wheat city, then the cows, then red dot then white dot. Then again we may want to connect the silks early on.
 
All right, I looked at the save.

A few things,

1) Now agree for sure that there is no need to trade (wish one didn't have Alphabet though)
2) Definitely agree on building another scout or three, we evidentally need to find civs
3) Good MM on Zimbabwe to get those settlers finally coming
4) Zimbabwe seems about to riot???
5) For the scout up north that found those barbarians...he's gone too far to just turn back. Try to head to the west coastline and sneak around. There will be a civ up north almost for certain.
6) Carthage is likely to our west where I didn't explore.
7) Ulundi Scout -> Worker???

4. I've been keeping Zimbabwe trimmed close to the wire, fiddling with sliders and citizen assignments every turn. It does need MM this turn though.
5. I was starting to swing the north scout to the east. There's a lot of jungle and mountain in that area, and I'd like to see him on open ground sooner rather than later.
7. That's what I was thinking. I'd have started a Worker right off the bat if the city wasn't producing two spt.
 
Ok. Do we need to build these all in Ulundi or will it just be the first build in the next couple of cities?

I'm thinking at least two Scouts can be built in Ulundi. It will produce 20 shields before it grows to size 2 after we build a worker.

This can be solved by exchanging the unimproved BG that is used now to the roaded river grass. This still gives growth in 4 and settler in 4 but also an additional gold. Don't we want to mine the river grass?

Yes, but I was focusing on building roads. I'd go back and mine next to the river after the next road is build. Elear, what do you think?

Looks good since the worker will complete on growth to 2. After that I see a couple of options. Warrior for MP duty in Zimbabwe, a rax, more scouts first, or arrange to produce settler on growth to 3? I think I would prefer a rax then units. If we think we can afford this militarily then first a settler (timed with building scouts) then a rax then units.

I made a new dotmap. Given what we know now I also think some of the other city sites need to be moved.

Spoiler :
dotmap2.jpg


I also moved pink because it was on a BG; green because it was not on the river but did spoil river city sites, and light blue so that it can immediately use the plains cow. I've also added a black and a white dot. Let me know what you think. We also need to agree on an order in which we settle. My preference would be the wheat city, then the cows, then red dot then white dot. Then again we may want to connect the silks early on.

I think we need a Scout to go past the wheat before we decide on cities in that area. There are too many unknowns about that terrain.
 
Lots of questions and not quite enough answers...

I'm thinking at least two Scouts can be built in Ulundi. It will produce 20 shields before it grows to size 2 after we build a worker.

Ultimately I think we should have 3 more scouts produced from this point (including the one we are building) in any combination of cities. One can go east, one can go west, and the last one can go wherever we want.

Combined with the scout already out there, that should net a good deal of contacts provided for no bad barbarian luck.

Regarding scout exploration, just stick to high ground between your flat land runs to watch for barb camps.

5. I was starting to swing the north scout to the east. There's a lot of jungle and mountain in that area, and I'd like to see him on open ground sooner rather than later.

Ah, I get it. Either way seems good to me. Heading to the west then north may be risky anyway. Going east is a good plan. :)

This can be solved by exchanging the unimproved BG that is used now to the roaded river grass. This still gives growth in 4 and settler in 4 but also an additional gold. Don't we want to mine the river grass?

Yes, but I was focusing on building roads. I'd go back and mine next to the river after the next road is build. Elear, what do you think?

Agreed on the mine of the river tile NW of the worker, then continue SE with roads. Another shield for Zimbabwe is a good use of time. Will not even be able to make any more road by the time the settler is complete, regardless.

I think we need a Scout to go past the wheat before we decide on cities in that area. There are too many unknowns about that terrain.

This raises the question of which direction to move the scout when it is complete. While west gives us good information and the location of Carthage, east will also give good information, the location of Arabia, and likely more civs than if we go west first. SE and SW are both fertile and important to know about, however. It's a tough choice personally. The western lands have slightly more promise to me, but I could be wrong.


I like your violet dot on instinct, and it looks to be a good city position. Unfortunately we don't really know much about the area, like Elephantium said. There might be a better city position 1 tile in some direction from the violet dot. The white dot is also a guess, because we don't know what is there other than plains. Otherwise, I think you made some good changes.

Priority wise, red dot and light blue dot will be productive cities. While dark blue gets us the cattle, unfortunately there aren't many shields in that location (note the lack of forests or bg directly south). It might make a decent spot to make settlers/workers later.

Looks good since the worker will complete on growth to 2. After that I see a couple of options. Warrior for MP duty in Zimbabwe, a rax, more scouts first, or arrange to produce settler on growth to 3? I think I would prefer a rax then units. If we think we can afford this militarily then first a settler (timed with building scouts) then a rax then units.

I happen to agree that at some point, Ulundi is a fine candidate for rax + troops. There's enough food (especially if it grabs the wheat later), and good shields. I am a REX fanatic of course, so don't take my word at face value ;) I would like to go scout -> worker -> scout -> settler in Ulundi, then barracks and troops. I haven't looked at the MM details of this yet, so this may be unrealistic.

Remember that we don't necessarily need MP while Zimbabwe is still pumping the settlers/working. The luxury slider is effective enough to prevent from needing MP until a little later. The only use I see for troops is really to guard us from barbarians in the fog. That is, if we are sending a settler into the unknown, say, to violet dot.

------

Thoughts?
 
I'm fine with using the lux slider for a while longer. We'll need troops to fend off barbarians and deter AI sneak attacks before long, but until we start seeing more rival warriors, I'm happy to build Settlers and workers and Scouts.
 
Excellent, I'm all for a little gambit to quickly establish our core.
 
Ok, I propose to settle red dot first then, scout to W-SW, Ulundi scout -> worker -> scout -> settler (I'll check the MM scenario for that). The new town also initially scout -> worker. Regarding my dotmap, I now see that green dot is not a good site, we may want to consider to move that 1 tile NE and then light blue dot 2N on the hills.

I'm not sure if I can play tonight, I'll do my best but otherwise I'll play tomorrow.
 
Red dot and build order sounds good to me. Take your time ;)
 
Red dot and build order sounds good to me. Take your time ;)

Ok, I can play in an hour or so. Are we fine with sending the settler towards red dot without any scouting of that area or any military support? I mean there is a risk of running into a bunch of barbs and loosing the settler. Or is that the kind of risk you have to take at deity?
 
I would take the risk anyway but REMEMBER...our scout finishes a turn before the settler. If we send the scout west, then the settler can come behind it and safety settle. If there are barbs, worst is that we lose a scout.

-Elear
 
I would take the risk anyway but REMEMBER...our scout finishes a turn before the settler. If we send the scout west, then the settler can come behind it and safety settle. If there are barbs, worst is that we lose a scout.

This is my point, red dot is E but we sort of wanted the scout to go W, so if the scout should go in the same direction as the settler, should we settle a good spot E or W?

Edit: ok red dot and scout E is what I propose.
 
Wow, I was being dumb there.

I meant that we should send the scout east, not west. We'll get another scout to go west soon enough.
 
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