The Crazed Vikings

Maybe he wanted to get the Settler as fast as possible, instead of getting a warrior/curragh, and then waiting More turns for the Settler.
 
Ok, I was just wondering. I personally hate wasting shields, but you have a very good point about the potential for getting screwed on the end of a penninsula.
 
yea, you are right about my intentions, Despair888

PS, you are up next, the save is on the other post with the turn log
 
oops, you're correct, demonpoet is up next, then you
 
I got it, will have to play tomorrow after work. Will check on the Settler build. Not sure if that's the best way to go, having a settler finished waiting for growth. I'll have a better idea once I can check the save. I share the civ disk with my brother/roommate.
 
ok, whatever you think is best demonpoet, change away!
 
Pre-turn 3150bc

Change Settler to Barracks wasting 9 sheilds.

change science to 60% to get Pot a turn sooner.

turn 1 3100bc

Barracks done, start Archer.

Warrior pops hut and gets a settler(wouldn't have gotten it if we were still building one)

Step the settler southeast to build next turn.

turn 2 3050bc

Pot learned, research writing. Change science to 100% Writ in 36 turns.

Bergen founded, begin worker. Writ in 24 turns now.

Change Trondheim to curragh, why didn't I do that to begin with, hehe.

Warrior moves, reveals cattle just outside of Bergen. The step made city placement better, another city will get the cattle.

Getting pretty far north, wonder if we could be alone on this land mass.

turn 3, 3000bc

worker done improving the hill we won't be using for some time. Hills are last to be improved if there is no bonus food in the city, growth is most important.

turn 4, 2950bc

nothing to report

turn 5, 2900bc

whooops... Trondheim grew and I missed it. Lux up to 10% to end rioting. Lost a turn on curragh. Sorry guys.

turn 6, 2850bc

nothing to report, don't worry, no growth...

turn 7, 2800bc

Curragh finsihed, settler in 8, growth in 8, perfect with 4th cit, drop to 2 population much better then a drop to 1.

Exploring warrior reports in, We very well might be alone on this land mass.

turn 8, 2750 bc

nothing to report

turn 9, 2700bc

nothing to report

turn 10, 2670bc

Curragh moves to another landmass(i think)

turn 11, 2630bc

curragh spots borders, will meet first victum...er...AI next turn.

turn 12, 2590bc

meet Inca, they have BW, Mas, CB, and 35 gold, can't get anything but BW and some gold for Alph, hold of any trades till we meet someone else. Being Expansionist they prob pulled CB from a hut and studied BW. They obviously got 25g from one, so I don't think they know anyone else yet. They have Ivory, which is good, our nearest neighbor is the one with the ability to build SoZ, means we can take it if they finish it, or we can take them out before they do. Not that AC are any match for our 'Zerks though, hehe.

put Bergen on Barracks for now, we have 20 turns to acquire CB to change to a Temple, we could really use those Whales. Once we switch cutting a forest to speed up the temple build should be in order.

turn 13, 2550bc

curragh spots a safe passage, will jump to another land mass, (sure this is Conts?)

turn 14, 2510 bc

land mass might be vacant.

turn 15, 2470bc

settler done, build another curragh.

move science back to 100% writ in 10.

head settler to Incense going to build right on it.

land mass curragh found obviously vacant, heading back to Inca next turn.

turn 16, 2430bc

nothing to report

turn 17, 2390bc

nothing to report

turn 18, 2350bc

Copenhagen founded, begin barracks for now

Inca got another 25g.

turn 19, 2310bc

curragh finished, start second settler.

remember Barbs are on roaming, change Copenhagen from barracks to archer.

turn 20, 2270

the land mass is ours alone. Warrior to head to Bergen.

change Trondheim from Sett to Archer, since barbs are on and the land is ours to settle at our leisure. Sett will be next build though.

(Since eddfire only played 17 turns I'm going to round it off so the dates are right on our 20 turn saves, I hope no one minds.)

turn 21, 2230bc

weird, Inca now have 92 gold, that's 32 more then before. but no more techs. Not sure how they got that specific amount of g...

turn 22, 2190bc

nothing to report

turn 23, 2150bc

"expletive deleted" Inca has Alph and the Wheel. I don't think they met anyone, still have the 92g, maybe they studied one and popped one. I hate scouts! Usually a good idea to have barb's off unless you are exp to take advantage of huts. The money from encampments is hardly worth the trouble of keeping units around early.

Not sure if we'll meet another civ within 9 turns, let alone one with CB.Bergen could change to a Settler, and chop a forest to get it sooner. I think the sheilds work out ok. I say don't switch until 1 turn away from the Barracks. Any change can wait till then. Although the Barracks isn't a terrible build.

We'll have Writing in 1 turn, I suggest studying CoL then Philos for a sling shot to Rep.

Workers should build roads, then head back to Trondheim and Bergen to improve the city tiles.

Trondheim should build a settler after the archer is complete.

I'm including a dot map for what I think our best city placement is, but it's up for discussion.
 

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Looks like a good set of turns. Are we sure we want our cities crammed so tightly together in the grassland? I agree with CXXC in the tundra, but I would prefer at least CXXXC in the grassland/hills area so that we can get some better production cities for later use. Since we have the landmass to ourselves I don't see any reason to use AW city spacing.
 
must apoligize for the waste of shields due to settler, and i couldn't even count turns right, im ashamed of myself....

Well, Despair888 your up
General, your on deck
 
General Mayhem said:
Looks like a good set of turns. Are we sure we want our cities crammed so tightly together in the grassland? I agree with CXXC in the tundra, but I would prefer at least CXXXC in the grassland/hills area so that we can get some better production cities for later use. Since we have the landmass to ourselves I don't see any reason to use AW city spacing.

lurker's comment: There is significant reason to build densely. The starting landmass is small, and if you don't build your cities close together, you'll have too few of them. Leaving room for your cities to grow large means unused tiles until they do. Also, more cities means more unit support. Just another reason to build as many as possible in that limited area.
 
As for large cities, are we even going to have any over size 12? We could, but we really don't need to. I was thinking of getting as many cities as possible to support our 'Zerks. 20 spt is production enough to get one out every three turns, and we really don't need more then that.

As for Mapmaking, I suggest that be studied right after we get Rep from the slingshot. As for getting settlers off the land mass, I dont' think we really need to do that, though the small island south of us could be settled.

We don't want to settle too much on the AI's landmasses, atleast after we go to war with them. I say just use the 'Zerks to take the cities they have. Building settlers drops our population, decreasing our production, and using Galleys to move them takes away from transporting a 'Zerk which can take a city for us without decreasing our population and ability to build more 'Zerks.

I think build as many cities on our little Continent as possible, move down to the vacant island, and then stop expansion. Build Barracks and Archers that will be upgraded to 'Zerks, and then use them to expand and conquer the world.

A side note; If we are going to use cat's to bombard, we should only build them in cities taken from the AI. Would be waste to build them at home and have to transport them I think. Besides, will only need them once the AI can build pikes or better.

We definately need to meet the rest of the ai so we can trade for techs. I don't want to trade Writing anytime soon, but if we must we must. Another good reason to build a curragh early in games like this.
 
Before 2150 Bc Ended, I set the slider to 10% for the 13 extra gold.

2110 Bc: Inca Are building Pyramids, Started Philisophy at Science 100% (Will be completed in 11 turns) Set Trondheim to Settler after it completed the Archer.

2070 Bc: Set Copenhagen to settler after it finished Archer. Traded Writing to the Incas in exchange for Bronze Working And 163 Gold.

2030 Bc: Made Contact With Mayans. Traded Alphabet and 85 gold to Mayans in exchange for Masonry and CB.

1990 Bc: Mayans are also building Pyramids.

1950 Bc: No significance.
1910 Bc: No significance.

1870 Bc: Trondheim finished settler. Production set to Archer.

1830 Bc: No significance.

1790 Bc: Barracks finished by Bergen, Production set to Curragh.

1750 Bc: Reykjavik was established. Sending two archers to take out the barb hut two tiles from it.

1725 Bc: No significance.

1700 Bc: Philosophy finished. Chose Code of Laws as free tech, set to tech for Republic.

1675 Bc: Trondheim finishes Archer, Production set to Settler. Made contacts with Aztecs. Traded Philosophy to Inca in exchange for Iron Working, Mysticism, and 30 gold. Traded Philosophy and 46 gold to Mayans for Wheel. Aztecs had nothing to trade. Iron is found on our island. :king:

1650 Bc: Dispersed Barb Camp and got 25 gold. Palace expanded. Copenhagen finished Settler, Production set to Barracks.

1625 Bc: No significance.

1600 Bc: Oslo Established, Production set to Barracks.

1575 Bc: Curraghs finished going around the whole Continent below us.

1550 Bc: No significance.
1525 Bc: No significance.

1500 Bc: Reykjavik finished Archer, Pruduction set to Settler. No other significance.

*Finished set of rounds*

Trade View/Options at the moment.

Inca has 112 gold, Mayans have 70 gold, Aztecs with 5.
We have three available techs to trade to the Aztecs, and Code of Laws can be traded to the Incans and Mayans. I waited on trading it, I was hoping to get a bit farther on Republic before we traded it (33 Turns remaining).
No other civilization (that we know of) has new techs that we don't have.

Reykjavik was established on the River, Oslo is coastal. I think Trondheim is almost done with its next settler.

At last, the save. (Need to figure out how to attach images.)
 
Well, heh, when I started typing this, The three posts before my last weren't there, so sorry if I kinda went against what you wanted (If I did).

I think we are in great shape.
 
Got it, will play sometime today/tomorrow. Just to get a team consensus, I'm planning on researching republic then map making(if can't trade for it), and sticking with CXXC city spacing.

Here's my proposed city placements, feel free to adjust as needed.
city_placements.JPG
 
Looks fine to me, and yeah, stick with Republic, I already put in like 11-12 turns on it, so we can definately be the first to get it, then use our available techs to trade for the ones we want such as mapmaking.
 
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