TGOM03 - Celts in Space (C3C Demi-god)

scoutsout said:
as a GA triggering wonder... it might do... but the thing I hate about it is that you lose all those 'ancient' points when education is learned and the free temples go away, don't you?

s'fer as I reckon you don't lose the cultural points accumulated, you lose the new points. At that point you just cash rush or whip a new temple if you thoink you want it.

scoutsout said:
...and one more question... is it a violation of the rules to accidentally include any (TM) phrases in turlogs? (Don't worry... I shall not invoke the "Power of Pink" in any dotmaps....)

AS long as you include the TM mark. How about the power of olive drab?
 
Bede said:
s'fer as I reckon you don't lose the cultural points accumulated, you lose the new points. At that point you just cash rush or whip a new temple if you thoink you want it.
That wasn't quite what I was referring to... but the 'extra' CP you get after the thing reaches 1000 years old and doubles its CPT (or whatever the threshold is...)... I think the "year built" from a 'free' temple from TOA will "reset" when you build a new one... but then again... I think you keep the start date for any that you build 'brick by brick' and the temple will be retained... so if we really cared about it we could queue up a temple in every town that didn't have one the turn before it's completed... and just enjoy the free gpt while the wonder lasts (plus the free cultural expansion in the newer towns...)
Bede said:
AS long as you include the TM mark. How about the power of olive drab?
I don't want to camouflage my dots so well you can't see em! Or do I? :mischief:
 
I hate to interrupt scout and Bede's conversation that's going right over my head, but I've got it. The real challenge of this SG won't be the DG opponents, but seeing if we can overcome my start.
 
4000BC (0): A new era dawns on Brennus. Hut gives 25g. Here is what the two moves revealed about our start:
TGOM03_shot01.jpg


3950BC (1): Grumpy Old Capital founded, starts working on a worker (who will be ready 2 turns before there are enough people to, you know, make him -- but we do not question the wisdom of the Monk, lest we incur his wrath -- they don't call him "Grumpy" for nothing). Research started on WC. It's slightly cheaper than Mysticism (26 vs 35 turns) and we get those guys with the funny one-string harps. Perhaps it would be wiser to go for Myst first and hope to trade for WC -- any thoughts?

3900BC (2): Worker begins roading BG.

3850BC (3): ...

3800BC (4): ...

3750BC (5): Aliens take our worker up to their starship and when he comes back, he's pregnant -- wait wrong game. Road finished, WC now due in 17.

3700BC (6): Another road started -- GOC waiting for food to build 2nd worker.

3650BC (7): ...

3650BC (IT): GOC:worker->warrior.

3600BC (8): ...

3550BC (9): Both workers start mining roaded BG on our side of the river. Citizen moved to that tile (not that it matters now, but I don't want to forget when the mine is done).

3500BC (10): Just as I had settled down to 3 turns of "..." who should appear from the south but a spear from Hammi. Here's the intel (obviously he won't sell us BW and we have nothing to trade):
TGOM03_shot02.jpg


3450BC (11): Hammi heads west. Borders expand revealing a little more of our surroundings:
TGOM03_shot03.jpg


3400BC (12): We must not be the only people Hammi is in touch with, since CAII informed me that he just got Masonry and WC. I move back across the river with both workers, the idea being to develop the three tiles that have the potential to give 2f/2s/2g.

3400BC (IT): GOC:warrior->settler. Another neighbor pops out of the fog coming from the west.

3350BC (13): It's Pachacuti! I think I know where Hammi got those two techs. Workers begin mining BG, warrior heads upstream (even though I kind of want to check out the NE).
TGOM03_shot04.jpg


3300BC (14): ...

3250BC (15): GOC grows, I move lux to 10% (WC in 3).

3200BC (16): Things are getting a little crowded in the west.
TGOM03_shot05.jpg


3150BC (17): Find the coast to our west. One worker moving to road towards L-move city location just upriver. Other begins roading sugar. No savings to be had on the last turn of WC.
TGOM03_shot06.jpg


3150BC (IT): WC comes in, start on Myst (23 at present rate, but we're about to lose 2 citizens to a settler).

3100BC (18): ...

3050BC (19): Hammi now knows Alphabet.

3000BC (20): And that's it. Moved to a mountain to get a peek at the Incan empire. One worker left active -- I figured I'd give scoutsout something to do on his 0th turn.
TGOM03_shot07.jpg


Summary: Settler waiting on city growth to finish. I was thinking on top of the forest for a straight-up L-move, but the grasslands SW of that would give you another forest to work and is still only 3 moves from the capital.

The save.

Now I can get back to my first cultural victory on CIV. :)
 
Own said:
Very interesting indeed. The temple rant should be in your sig Bede. Would help a lot of players :) .
@Own Are you kidding? He's talking about building the ToA in this game. I think I made a mistake in our last SG by saying he was unpredictable, and he's trying to live up to that in this game. Temple rant indeed!!! ;)

Good turns, eotinb! Now go get 'em on your C4 game. :)
 
I think the straight L move is better otherwise there is a riverbank to cross. As long as each town has one forest to work we're good for the cheap shields.

Nice set of turns. I'm a little bummed at the lack of local luxuries and food bonuses though. I had hoped to find at least a cow or a wheat up the river a bit. Oh, well.

Now for a little flexibility training. Any plan needs adjustment once the ground is known. Scout wiil tell you that no plan survives contact with the enemy, Bede the Builder will tell you no plan survives knowledge of the land. That said, I think it would have been possible to adjust citizen assignments to maximise commerce and not waste the shields accumulating during the settler and worker training projects.

It does require a little more managing of the populace, but hey, what else is the mouse for? Course that is also why it takes me three hours to play ten turns in the beginning of the AA, I'm always fiddlling with the citizens. Maybe I should just set the governor and forget the whole thing. Course when I played Who1 I even tried to manage the governor, but that's another story)

Roster check:


scoutsout - up (remember the objective: 20X1000)
gmaharriet - on deck
Bede
General M - will take his ten on Saturday or thereabouts
eotinb - got us started
 
GmaH said:
:
@Own Are you kidding? He's talking about building the ToA in this game.

Own said:
:hmm: , doesn't make much sense to me, religious doesn't make it any cheaper. And can it be done?

But Bede knows better than me of course, listen to him :) .

Just baiting the bear :mischief:
 
Do you guys want me to start a granary during my turns? Shall we play a bit with dotmaps?
 
@Bede: Look again -- the 2 up, 2 over location actually does not involve crossing the river (I should stop being lazy and draw a dot with something). Also, on wasted shields -- I guess I could have worked the coast until the road was finished on the BG, but from that point on, the two roaded BGs were making as much gold as any other tile we could work (unless I'm misremembering how much gold coastal tiles produce).
 
@eotinb, you are right about the gold but I would have skipped the mines for now, which would have saved the wasted shields while the worker/settler completed. I should have been more clear but sometimes I see things that aren't there, or that are there but are really hard for other people to see without more detail from me. In this case I am not sure which is which as I will have to play out the turns myself to see how it would have worked.

you are also right about the up and over to the grasslands but I think the "knight's move" gets more bonus grass in the city radius.

@scout, we are going to need a granary in any case, but we may want another settler first. Either way we can make the decision on what to build either late in your turns or during gmH's. Let's do some explore and find out what is in the east.

And dot maps are always good.
 
scoutsout said:
Shall we play a bit with dotmaps?
Dotmaps are always helpful to me. If not now, then before my turns come up. Wish we had another warrior or two to do some more fog busting. I'm wondering how close Hammi is and whether or not there are luxes or food bonuses to the south or east.

Xpost with Bede (I'm too slow).

Question...if you don't mine the tiles, what do you do instead? I still don't see it. :confused:
 
@Harriet: I wish we had... a lot of things... but we don't. Welcome to Demi-God. Just remember:

"When you're short of everything but enemy, you're in combat."
-Murphy's Laws of Combat​

On another note... I um... have an idea. And it's so off the wall that I PM'd our team leader about it before suggesting it publicly...

Edit:
gmaharriet said:
Question...if you don't mine the tiles, what do you do instead? I still don't see it. :confused:
...proably roads... roads to move settlers/units out that much faster...roads for commerce... we will need a WELL timed forest chop for the granary.

..and as soon as I can bust a bit of fog, dotmaps to follow.
 
scoutsout said:
@Harriet: I wish we had... a lot of things... but we don't. Welcome to Demi-God.
I guess I'm just realizing how far out of my league I am. I have 1 personal Monarch win and 1 Emperor SG win and no further experience above Regent. I hardly even know what questions to ask, so my confusion comes out as "I wish...". :(
 
@gmaH - you are not out of your league. Scout's comment is right on point. The hardest thing about Demi-god is staying comfortable when you realize you are way short of everything......take a deep breath, count to ten, try something that you think is crazy.
 
I had some stupid computer problems... hopefully I can get some thoughts from the team on this....

"Camouflage Dot" is where I plan to put the first settler. The worker will have the road completed next turn...so it would be a quick out-and-plop proposition.

I've pointed out some worker roading jobs that I think might help us here... by helping the settlers move more quickly to their chosen sites...

The yellow circles with black centers are 'fog busting' dots... and purely speculative at this point.

dotmap1.jpg
 
Bede said:
try something that you think is crazy.
Like send a settler over to claim the dye before Tiwanaku expands? a suicide settler? :lol:
 
Pre-flight check:

3kBC SAV: Check
Mapstat: Check
Fresh cup of coffee: Check
Clean underpants :Check

Rename the southern worker "Sally"... so maybe we'll remember to try and keep her South of the river. Tempted to move her to the sugar, but decide we need some terrain trimming around GOC first...

IBT - Incan settler pair head south from Tiwanaku.

Turn 1/2950BC - move the warrior south, worker stuff. Rename the northern worker Norm.

IBT - we equip a settler, start a warrior.

Turn 2/2900BC - move the settler to "Camouflage Dot". Myst has slipped to 23 turns. Not much to do about that, with one poor citizen bearing the tax burden for 4 units. Drop lux tax... doesn't matter at all.

IBT - I think the blasted Inca are gonna poach one of my 'fog busting dots'.

Turn 3/2850BC TedJacksonville is founded in honor of the player who introduced me to SGs. Gold before shields... citizen is MM'd off riverside forest to roaded regular grass next to river. Starts a warrior. Myst now down to 14. Just to satisfy my curiosity, I MM the citizen back, and it adds 2 whole turns to Myst.

IBT - not much

Turn 4/2800... I get to move our warrior. Whoopee. This is exciting.

IBT - These AI with all these freebie units get to have all the fun. I have no idea where that Incan settler pair wandered off....

Turn 5/2750BC - I get to do some stuff with ALL THREE of our units this turn! :banana:

...and the warrior has met the Hittites! They're up Alphabet, Bronze, and Masonry.

tgotm3_hittite_contact.jpg


IBT - G.O.C trains a warrior... starts a settler. Due in 10, growth in 3.

Turn 6/2710BC - Alphabet is now known by all neighbors. Inca and Babylon have picked up the Wheel. No trades available. Newly equipped warrior moves east, and spots silk! Older warrior works his way southward...

spot_silks_tgotm3.jpg


IBT - not much

Turn 7/2670 - The Wheel is now known by all neighbors. Southbound warrior spots a border. Eastbound spots more silk.

IBT - A road project is completed near TedJacksonville.

Turn 8/2630 - MM TJ'ville to roaded/riverside/irrigated plains to net a shield. Southbound warrior spots a wounded Bab warrior. Eastbound warrior spots what may be a land bridge.

IBT - not much.

Turn 9/2590 - southern warrior trespasses past Hammi's border to spot Ellipi. Blast it. Miscalculated on the food/shields... Settler due in 4, growth in 7. Swap to Archer, due in 2, one shield over-run. Bump lux tax. Land bridge turns out to be land's end...but there's a cow over there, and a little fishy... looks like a good place for a Celtic marina. Myst in 7. AI have no new techs.

IBT - Hammi gripes, a barbarian emerges in the north. TedJacksonville trains a warrior, starts a worker. Babylon starts Pyramids for us, as do Inca.

Turn 10/2550 BC. TJ'ville has grown. Same MM move I did earlier cuts Myst from 6 to 5. Scouting type stuff with the warriors... southern one picks his way around Bab border...new one heads for mountain near TJ'ville. Eastern one starts heading southwest. There is either some room for us to grow over there, or a civ we haven't met yet.

...Or maybe that's a lake south of Ye Grumpy Ole Capitol. Nope. If it was fresh water it'd produce 2 food without a harbor.
 
Here's our world as we know it:

TGOTM3_our_world_2550BC.jpg
 
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