Team Game - Isolated Pacal (Deity)

Fippy

Mycro Junkie
Joined
Mar 17, 2013
Messages
15,017
Joiners always welcome! :)
We did set up this game in thread https://forums.civfanatics.com/threads/deity-isolation-workshop-stan-norm-fractal-nh-ne.612863/

We plan playing without a roster (now player x please..nope), so we have no time commitments.
You can play 1 turnset and "disappear", no problemo we will just continue.
Fine tuning still possible ("rules").

We ask for no posted solo playthru please until the game finishes, you can play alone ofc but please no publishing of saves and stuff until it's done, this thread is for team play only.

Okay..starting screenie
Spoiler :
pacal-jpg.485812
Not many warrior options, sw or ne imo (would we consider moving for seafood near pigs?)
 

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I spent a few seconds trying to find something to justify moving 1S and couldn't think of anything. Plenty of negatives (lose 1T, destroy forest, 1t longer to move to corn) and the only real positive i have is that moving away from the coast is better for barbs.

No expansive bonus for the worker is a shame. AG > AH will take 24-25T. Worker will finish farming corn on T19 (assuming SIP). If the pigs need to be shared with a 2nd city to the east we will want the pasture there obviously and not a mine. Worker will have a handful of turns after finishing corn and the only thing i see to improve is a plains hill.

Lake wouldn't be bad at all - would pay for the cost of Fishing pretty quickly. Delaying AH would obviously mean mining the pigs (at least for awhile) though so we might need to see what kind of other food is in the area. If there's seafood to the east that's a strong move though i think.
 
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Yup no real moving option that looks decent, without knowing more about seafood spots.

I like Agri - Fishing - BW probably, getting 3c lake early seems like a good move.
Worker has stuff to do with mining pigs after farming, and one ph mine if still time until BW.

I think AH could get us into troubles, we are not in time for BW + hunting for Holkans until barbs start rushing us cos we have no commerce to work?
 
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Hmm unless warrior 1SW reveals something really cool it's a clear SIP.

Grow to size 2 on corn and build a 10T worker. Not sure what to tech after Ag.. depends on the surrounding land
 
Gains exactly 9 food and 8 hammers ;)

Edit- actually only 2 hammers because of the delayed pigs mine
 
Mining the pigs temporarily seems good I agree.
If SiP reveals coastal fish I'd halt a sec and think about options, but yes, can probably play to agriculture without concern.

I'd go 1NE with the warrior just because it's an efficient scouting pattern (NE-SE-SE). Can't imagine finding anything to make me want to move the settler anyway. The hill is plains (right?) which means it doesn't have gems (only possible reason as I see it).
 
Yup didn't really realize that the south was all hills & jungle when I said move warrior SW. Now NE looks better indeed.

Looks like we've reached a consensus, I'll play the first 10 turns so we can keep the discussion going
 
Turn 11

MpqhvJi.jpg


Put 8:hammers: into a warrior. Could've put them into Stonehenge, but we get a 10T worker so hammers won't decay (or we lose a single hammer, not sure). And another warrior is definitely more urgent than failgold.

Scouting warrior went NE-SE-SE-SW-SW-SW-W-W
Killed one Panther @96.7% odds

Spoiler demographics :

aDG5o16.jpg

j9YVTRx.jpg



Spoiler religions :

9fDe9rz.jpg


The earliest Hindu date I've ever seen..


What we know about the AIs:
  • No Mansa & no Hammy
  • 3 Creative leaders
  • No CHA leaders
  • At least 2 Myst starters. It's also very likely that the one who got T8 Hinduism is a FIN guy i.e. Huayna or Wang
 

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I think Fishing > BW makes sense. Grow to size 3 on corn + lake. Jungle fish seems like the only viable 2nd city spot atm. Maybe check over there for 2nd seafood and then leave the warrior parked in that area to spawn bust.
 
Would've liked to go 1 more time SE before turning around but no biggie.
Coastal fish in 1st ring is strong assuming we can have a work boat in place the turn it's settled. Keep/save the forests in the new city BFC.

Hard to say until we get more information, but fishing-bw-wheel-pottery-iw makes sense to me.

Mutal is a garbo capital for bureaucracy. Should either think about a swap or plan for using other civics than bureaucracy. Doing so would free it up for running specialists early for quick GS either for academy or settle.
 
Was going to talk about the tech path, but Rusten just did. Depending on the available land it might be better to tech AH/writing before IW. Will probably have to squeeze in hunting somewhere, unless the islands turns out to be small or we get very lucky with barbs.

Swapping Palace is very slow when you don't have many forests. Only a really great spot would justify that pre-Optics imo. Mutal can indeed run scientists, but I don't like settling great scientists when you have a lot of commerce -- an extra GS would probably be more useful for a golden age later. Now ofc it's a bit early to discuss all that.
 
Might have to go for IW early with so much jungle? Either that or stay with 2 cities for a long time. There's plenty of riverside grassland available below the jungle, good for Financial cottages.
 
The animals hadn't spawned yet.

No animals the first 5 turns, which is why you can sometimes move around with the starting settler.
 
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