The first fifty turns

Old Coot

Chieftain
Joined
Nov 18, 2005
Messages
13
Hi!

I've had this game for a couple of weeks now, and not having played any of the Civ games before, have had a hard time getting started. The main problem was that I didn't know what to do at the very beginning of the game. The instruction manual didn't instruct, and the tutorial didn't tutor. Finally, after much gnashing of teeth, and considerable cursing, I'm beginning to get it.

In case there's someone out there who is as confused as I was, I decided to start a game and record my actions during the first fifty turns. I hope this might be of help. If not, a little more clutter on the internet isn't going to make that much difference.

Game: Dutch - Conquistador - Large - New World.

Turns 1-3

Spent milling about the map looking for a suitable landing space.

Turn 4

Found a spot with fish and a couple of plains squares. Used soldier to found settlement New Amsterdam. One of the squares adjoining my colony was a peak, so I decided to send my pioneer over there to scout out possible second settlement. Started building wagon train.

My soldier, now a free colonist, had stacked his arms and had been assigned as a lumberjack to one of the terrain squares. New Amsterdam produces 3 food and 3 tobacco every turn, so I moved the colonist to the tobacconist's house to make cigars.

Turn 5

Loaded merchantman with 50 guns and three cigars and set sail to nearby Incan village of Cuzco

Turn 6

Sold guns to Cuzco and set sail for Europe

Turn 7

My pioneer , scouting the neighborhood, found a nearby area with two peaks, some farmland, and lots of furs. Established second colony named Fort Orange. Started building fur trading post.

The program assigned my pioneer, now a free colonist, to work as a lumberjack outside the settlement. This settlement produces three food and three tobacco each turn, so I moved him to the tobacconist's house to start producing cigars.

Turn 10

Merchantman arrived in Europe. Sold cigars.

I had a Master Rancher available for transport. Since I have no ranches I double clicked him and changed his profession to Scout. From the Hurry Immigration panel I got a Veteran Soldier, a Firebrand Preacher, and a Expert Fisherman. I turned the soldier into a second scout and the preacher into a pioneer.

Set sail for New World.

Turn 14

Arrived Incan village of Cuzco, Disembarked a scout, Cuzco trains Expert Fishermen and needs horses. Set scout to auto explore.

Set sail for nearby Cherokee village of Chota

Turn 15

Arrived Chota, disembarked remaining scout and set him to auto explore. Village needs guns and trains expert cotton planters.

Set sail for New Amsterdam

Turn 16

Arrived New Amsterdam, disembarked pioneer and fisherman, loaded available cigars and furs and set sail for Europe.

At this point I want to set into motion a scheme for getting Peter Minuit as a Founding Father thereby reducing European recruiting costs by 25%. I hit F6 and then the trade button. I see that in order to get Pete I need 308 political points and I have 60. I also need 462 trade points and I have 225.

Getting the trade points isn't a problem, but I'm going to have to ramp up production of political points or somebody else will get Pete before I do. There are two ways of getting political points; producing hammers or producing liberty bells. I don't want to start producing hammers at this point because I feel that the resources needed to do so can be better utilized elsewhere. I'm going to move my newly acquired fisherman and put him in city hall to start producing liberty bells. The minute Pete become available I will pull the fisherman out and stop the flow of liberty bells.

I send the new pioneer to build a mine on one of the silver peak squares.

Turn 20

Merchantman arrives in Europe. I sell goods and then check out Hurry Immigration so see what I can get. I want to get three specialists - Master Something or Expert Something. I will use one to establish the 3rd colony and the other two to beef up production of furs and coats at New Amsterdam. I get lucky and get an Elder Statesman - he will replace the fisherman at city hall, a Master Fur Trader to beef up furs, and a Ore Miner who will found the new colony.

Buy guns to sell to Indians and set sail for Chota

Turn 24

Arrive Chota, sell guns, and disembark ore miner to found third settlement. Set sail to New Amsterdam.

Turn 25

Pedro Alvares Cabral offers to join - no thanks.

Load merchantman and send to Europe. Elder Statesman replaces fisherman at city hall. Rebel sentiment at 10% - King seems OK.

Turn 26

Pioneer finishes mine on first peak - sent to start second mine on the other peak. Free colonist who has been making cigars in Fort Orange now reassigned to silver mine.


Turn 27

Juan Ponce de Leon offer to join cause - no thanks!
Peter Minuit offers to join cause - you betcha!
Elder Statesmen moved from town hall to skinning cats.
Rebel Sentiment at 15% - King seems OK

3rd colony - Fort Nassau founded. . Settlement produces 4 food and 4 tobacco. Colony founder - the ore miner - set to making cigars.
Settlement Building wagon train.

Turn 29

Merchantman arrives in Europe. I buy 2 Expert Silver Miners and a Expert Farmer.

Turn 33

Merchantman arrives New Amsterdam
Silver miners and farmer sent to New Orange

Turn 35

2nd silver mine finished. Pioneer assigned to building a farm

Turn 36

Silver miners and farmer arrive at Fort Orange. Silver production now 8 per turn.
Colonist working silver mine sent back to making stogies.

Turn 38

Merchantman arrived New Amsterdam - purchased 2 indentured servants from Hurry Immigration. Will send them to indian villages to be trained.
Loaded some guns for Cuzco

Turn 42

Merchantman arrived Cuzco sold guns
Merchantman arrived New Amsterdam - disembarked indentured servants. Sent one to train as cotton planter and the other to train as fisherman

Turn 44

Wagon Train in New Amsterdam finished. I will have to micromanage its movements for the time being since I have limited storage space at New Amsterdam

Turn 47

Expert fisherman trained


Turns 47 - 50

No events


Well, that's it so far. I realize that there are probably a zillion better ways to do the first fifty turns, but so far, this is the best I can come up with. Feel free to comment, chortle, snicker, or whatever.

I am attaching two saves - one for turn 4, and the other for turn 51 so that anyone who might be interested could play along with me, or continue the game.
 

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  • Turn 51.ColonizationSave
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Turn 25

Pedro Alvares Cabral offers to join - no thanks.

I usually take this father, it has the best use during the WoI, when you declare independence, then recruit troops from europe and you arrive with him before king.
 
I find Cabral's usefulness increases if you play epic speed (or marathon)....

My first 50 turns? Scouts. At least 5-6 of them if I can manage. They don't neccessarily have to be seasoned scouts. Free colonists, indentured servants and criminals will do just fine for visiting villages...
 
I usually take this father, it has the best use during the WoI, when you declare independence, then recruit troops from europe and you arrive with him before king.

Agreed. Senior Cabral is very useful from beginning to end, at least when playing against the computer on Revolutionary - I haven't tested multiplayer yet though, so that could play out differently.
 
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