SW1 - Rule Britannia

trikos is right. The red dot is inefficient. BTW, the red is the westernmost dot. Split it into 2 cities, one on the hills 2NW, the other on the plains 2SE
 
My initial thoughts were that we can get more thn 2 cities on that Western lump of land. Possibly as many as 4.

Neil. :cool:
 
i agree with eldar about possible city density.
how about this?
as i see it that part will not be that rich anyway, so we might aswell have a few medium towns there.
the white spots are the proposed cities ;)
 
My turns were mildly eventful, if not plain amusing!

>>>THE SAVE<<<

Turn log:

0 1750 Pre-flight: switch Dye Forests to working… a Dyes Forest, to get the Curragh quicker. Next build will be a Settler. Cattle should be irrigated! We want maximum growth from London.

1 1725 Writing comes in. Sell it for IW, Wheel, all the world's gold. Go at CoL at max science, we have tons of gold and nothing to do with it otherwise. Settler pair moves towards the Yellow dot. We have 2 Iron, and no Horses. No visible Horses anywhere, even under cities, but most probably in the fog somewhere.

2 1700 Yawn. IBT: Canterbury Curragh->Worker. London grows.

3 1675 Curragh heads West. IBT: Dye Forests Curragh->Settler.

4 1650 Start irrigating the Cow. Coventry founded, starts Curragh. IBT: London Settler->Settler.

5 1625 London Settler heads to the choke/canal/Iron Hills. Really nice spot for a city!

6 1600 A Curragh starts a suicide run across some dotted sea squares. IBT: Curragh sinks :(

7 1575 Nothing happens.

8 1550 Nothing happens, again. Interesting! IBT, Rome demands 33g. Given he can't invade us right now, I tell him where to go and he declares! Carthage gets Mysticism.

9 1525 Sign Carthage (for free), and Babylon (could've been free… but gifted them IW) against Rome. That should slow 'em down. Warwick founded, starts Worker. IBT: London borders expand, Dye Forests Settler->Curragh, put down some decent Palace foundations!

10 1500 Nothing special.

Piccie & Dotmap:
SW01_T060_1500BC.jpg


Right... don't make peace with Rome until the 20 turn alliances are up. Hopefully the combination of Carthage and Babylon will be able to hold them out... they have Iron, but then, Carthage have Numidian Mercs, evening that out. Favouring Carthage somewhat, in fact. What I really want is for all of them to hose their GAs in Despotism.

Keep the pedal down on research - Philo next, I think the slingshot is in the bag.

Keep filling in the dots! Try to get London to size 4 or 5, we shouldn't have any pressure on settlement spots. Once there, use the Cow for 2 of 3 turns for a 6-turn factory, possibly (as there are plenty of shields) producing units as well. So a Rax might be a better build than the current Settler - I'll leave it to the next player to decide if they want to switch.

Neil. :cool:
 
Nice turn, like the dot map. I was thinking OCP sort of. I'll think tighter. The roman war is very amusing. Hopefully, none of them will get a decisive advantage. BTW, I've never seen the boats of a seafaring nation sink as quickly as ours do in this game. Curse the PRNG. Hopefully the rest of the enemy don't know each other. :)
 
ok here is the save and log

pre turn - lower Sci to 90. still get CoL in 12, but no -1gpt.
1- 1475 settler goes east (newcastle site). London finishes settler > curraghs. Coventry finishes Curragh > worker.
2- 1450 mine dyes in Dye Forests. suicide curragh in W spots land (halfway to rome island)
3- 1425 build Newcastle. set for worker.
4- 1400 London finishes Curragh > settler.
5- 1375 Canterbury curragh > curragh
6- 1350 Coventry worker > curragh.
7- 1325 moving curraghs for Western and Southern suicide runs.
8- 1300 London settler > curragh.
9- 1275 Built Oxford. set for worker.
10- 1250 last turn and we meet the FROG's :D .canterbury finish curragh > settler. lower SCI to 70% (CoL still in 2, +4gpt)

summary.
we meet the french. they are very far away.
we find island due west, midway between us and rome.
Alliances are up in 9 turns. Rome will speak, but naturally no deals made :mischief:
Rome has 6 cities to Babylons 2 and Carthages 3.
SCI - Carth is up MYS, Babylon down WHEEL, Rome UP horse!, France has Mys + Horse to our writing.

i think we're starting to get rid of our awful Curragh RNG. most of those are still floating :D
 
and now some thoughts :eek:
as i see it, Rome is equal to Babylon AND Carthage combined (6 roman towns to Bab's + Cart's 6)
maybe some creative trading is in order? maybe even Gift babylon with the Wheel, so it might have a fighting chance?
we definitely DONT want rome to win that war, killing off either Babylon nor Carthage.
Regarding France, maybe we can trade her WRI in a few turns (just make sure price doesnt drop too fast)

your thoughts please on the Roman situation

and completely OFF TOPIC

HAVE A WONDERFUL HAPPY NEW YEAR
 
My 2p's worth:

Rome is doing very well in the war, it seems. One Carthaginian city has been taken out, and I don't see a third. Babylon is as yet untouched. I'd like to see Neapolis untouched.

Keep the war going, and get MM after Philo/Republic. There are three luxes on that island, so it'd be a natural target anyway. Actually, I'd rather Rome controlled all the luxes, we won't need to declare war on them, and we can mop up.

As for France: next player, immediately trade Writing for Mysticism and HBR, it's a straight deal!

Neil. :cool:
 
well, it could be the admiral's turn, but you can have a go MSTK.
but as haste is the order of the day,
this turn is free for all. anyone want to play it?
just post an "i got it" to avoid double plays.

i will sort out the roster after we all manage to get back to our normal selves after the newyear parties.
 
PRETURN
Trade with France Writing for Mysticism and Horseback Riding.
We now know every tech known in the world.

Turn 1
Southern suicide curragh sinks. Surviving one spots green-ish borders.
Settler head towards Iron.
Western SC's find small mountainous island w/ volcano.

IBT
French learn Mathematics.

Turn 2
Learn Code of Laws. Researching Philosophy at FULL with -1 gpt.
Trade Code of Laws for Mathematics & French's whole treasury: 0.

IBT
Nothing

Turn 3
London Curragh -> Settler
Newcastle Worker -> Worker
French start Statue of Zeus

IBT
Green-ish borders expand.

Turn 4
Dye Forests Curragh -> Worker (4)
Coverntry Curragh -> Grainary (30)
We meet the Russians behind the borders. They are down Writing, Mathematics, and Horseback Riding, and have 30 Gold. Coax them out of their 30 Gold with peace treaty, and now they have 0 Gold.

IBT
Nothing

Turn 5
Nothing

IBT
A curragh sinks

Turn 6
Find new Tundratic (is that a word?) Island.
There appears to be some land to the southwest of French island. Check it out eventually.

IBT
French gain 1 Gold

Turn 7
London Settler -> Barracks (10)
Settler heads towards Game between Newcastle and Coventry.

IBT
Nothing

Turn 8
Dye Forests Worker -> Granary (30)
Canterbury Settler -> Swordsman (15)
Settler heads towards blank spots to the west of our island.
"Iron Hill" settled on the iron hill. Starts on Worker in 10.

IBT
Nothing

Turn 9
Oxford Worker -> Worker (10)

IBT
Another curragh sinks

Turn 10
Warwick Curragh -> Granary
Find 2-tile tundratic island near southwest France
Tone down reasearch to 20%, because we'll research Philo at same time anyway

SUMMARY
We'll have Philosophy in one turn, and hopefully MM or Republic, too. Next person needs to re-adjust tech slider after researching Philo.
We've found many new and utterly useless Islands, and we have every tech known.
Rome is still mad at us but is just blowing smoke.
 
@ MSTK
thanks for playing. didnt notice you said you couldnt. sorry :D
i think the word is just TUNDRA ISLANDS, just like rockey mountains or swampy plains.

@all - we are going for the REP bonous, right? as i see it not many islands out there worth our effort (i.e. no lux's there)
please clarify your opinion on this.
 
Republic, yes, I'd agree. Then MM, recall Curraghs close by (for upgrade), pre-build Harbors and the Lighthouse?

Neil. :cool:
 
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