The Vikings Archipelago Challenge

Change stockholm from barracks to temple. Wake bergen worker that just started mine. The extra sheild won't help Bergen building archers and we need more of the grassland tiles improved. Without water for irrigation we need to get all the 2food tiles improved first.
Trondheim switched to worker. I know it's bad to keep our cap at size 1 but we really need more workers. Ryjavik won't need a temple but there's nothing to switch to without losing shields. I think it should have had a barrack and then put on archers. Copenhagens temple will be sufficient to bring in both wheat.

1075 Trodheim worker>temple. Bergen archer>archer. workers move toward Trondheim. Birka and Arhaus switched to temples as placeholders for galleys.

1050 Workers position for work near Trondheim and Reykajavik. Oslo gets forest chop.

1000 Bergen archer>archer.

925 Stavanger founded>temple.

900 Bergen Archer>archer.

875 Sci lowered to 50%, MM in 2.

850 Reykjavik temple>FP, will get the forest chop. Sci to 30% MM in 1.

825 MM>Code of Laws at Min. I want to keep progressing towards Republic but we have to start saving gold for the Berserk upgrade. It was the most expensive we can research right now. Oslo switched to galley due in 2. All the tundra cities switch to harbors for the food. Bergen switched to galley. Stockholm switched to harbor for the food also.

775 Trondheim Temple>Scout. Oslo galley>harbor. Warrior moved to Oslo boards galley. The vikings hit the sea!

750 Trondheim culture expansion indicates another coastal tile to the west. Bergens galley will be heading there when built (and Trondheims scout completes).

730 Trondheim scout>settler. Bergen galley>harbor. Stockholm harbor>temple.

710 Bergen Galley sees mountain off to the west but cant make it there this turn. It will the next. SE Galley also 1 turn from the Eastern shore. Luxuries raised to 10% for Bergen.

690 Scout and Warrior disembark on new worlds. Scout spots a hut to his south.

I would bring the western galley back to the mainland and grab the settler coming from Trondheim. I would build another settler from Bergen and send him down to the SE as the galley comes up from there. We want settlements on the other continents ASAP. Watchout for barbs if the new lands have been explored at all by the AI.

Don't forget to switch the settler builds to something else when popping huts and wait until any active settler found. We want it to be possible to grab a free city or settler over on the new continents.

I did no MM for the last few turns so things may be in a bit of a shambles (not per my usual self). Just trying to get to a stopping point while at work.

Remember food is a priority for us. That's why the harbors are first. Temples building are to grab the wheat/whales. After that, The next biggest improvement to our food is getting to Republic and building granarys. Once there, depending on where the AI are, we either need to buildup our Berzerks or get pumping on settlers.

It would be nice if the two island to our sides are uninhabited and bigger than our homeland. I should have sent a scout to the east island too but I forgot we were expansionist until the last few turns.

The eastern galley can come back along the western shore of the eastern island (:crazyeye: ) and then pickup a scout to help the warrior if it looks like flat land or there are huts over there. Don't pop huts with the warrior as we can't afford to lose him.

Have fun!
http://www.civfanatics.net/uploads5/VIKCHA-0690BC.zip
 
One more request: Please no speciallists. Go as high as 90% lux if you have to but don't sacrifice food. Specialist eat 2 food but don't generate anything. Our homeland is small and should have low corruption with the FP. That means every citizen will contribute his/her fair share if given the chance. Gold we can make up later but food we cannot.
 
It's OK to pop huts with the warrior. You won't lose him. Expansionist civs NEVER get barbs out of a hut, no matter what they pop them with. This might change in C3C, of course, but in vanilla and PTW, expansionist civs never get barbs from a hut.

Just trying to correct mis-representations when I see them....

Arathorn
 
Thank you for setting me straight Arathorn! I just thought I got lucky popping a hut with my viking warrior in GOTM22.
 
Looks like a nice set of turns, CF :goodjob:

Care to post a map? Pretty please? ;)

I won't be able to keep it rolling today, but I really look forward to playing some turns here. I'll stay tuned.
 
Originally posted by aneeshm
The game seems to be progressing nicely . I'd request the next player(s) to concentrate on the great lighthouse , as it's vital for our survival .
aneeshm@ no spoilers please. I thought about starting the lighthouse but we really need more infrastructure to beable to support training berserks. I was very afraid that with the late start we'd miss it by a few turns and end up with an expensive market. Since the Lighthouse must be on the coast, I figured it'd be easy to grab with amphibious berserkers. Then settle for peace. The civ who builds it can contact us as easily as we could have contacted them. We'll by contacts if necessary.

Karasu@ some viewing while you're at work:)
The Eastern new world:
VIKCHA_East1.jpg

And the Western new world:
VIKCHA_West1.jpg
 
Originally posted by ControlFreak

--Since the Lighthouse must be on the coast, I figured it'd be easy to grab with amphibious berserkers.--


Yes, but it might be built on the coast of an island we couldn't reach without the Great Lighthouse, and then we'd be like the man who can't find his glasses because he doesn't have his glasses. :lol:
 
OK , no FURTHER spoilers , I promise . Just this hint that NPike is right . This is the last spoiler , ever . I'll comment and observe from now on , don't worry . Just didn't want the game rendered too tough .
 
Originally posted by aneeshm
Just this hint that NPike is right ... Just didn't want the game rendered too tough .
You might as well show us a picture of the entire map.:(

So far you've had all diety capable players playing/advising your Regent map. If you continue to get this kind of input, I doubt the spoilers are necessary to make this game winnable.

NorthernPike@ You are right that it's possible we can't reach the lighthouse without the lighthouse:crazyeye: If it's not possible, then we'd be stuck without the lighthouse but still able to meet the other civs by buying contact from the lighthouse owner. Wonders are never required, just nice to have. If indeed we need Astronomy/Navigation then we would have to beeline there as we have to Map Making (with a stop for the optional Republic first).

EDIT: In retrospect, since we emphasized MM and we are on Regent I guess we could probably grab the lighthouse if started right now in our most shield rich city. Go for it. (I wonder now how much the spoilers have changed my mind here.:()
 
Good Idea Arathorn.

I'll add my two cents to that pot! $0.04 for no lighthouse.:)
 
I think that if we improved one of our towns and added in a few workers we would get the lighthouse easily. But I think that we should not build it specifically because of the spoiler info. And anyway as CF said, this is a regent game and all the contributors so far are perfectly capable of murdering this game.

I quite enjoy the suspense of using suicide galleys. I lost 23 in my last game before making a contact. A personal record. :)
 
I'm not hiring Mad-Bax for admiral of MY navy until subs are invented! I don't think our small island production can handle that many wasted boats but a few suicides are definitely in order once we find that we can't reach the other civs.

And aneeshm, don't tell us which way to sail either.;)
 
If the rest of you like the idea of making this the No-Lighthouse Challenge, I won't object. But for the sake of full discussion, I'll point out that:

1. We may get much less use out of our berserkers without the Lighthouse.

2. We're playing on a designed map, so arguments based on what's normally possible at regent may not be relevant. Perhaps aneeshm has put all the AI civs on one continent more than a galley move from any other land, to see how far ahead they can get while the players bumble their way from island to island. Some such rabbit is probably going to emerge from the hat, anyway. :)
 
Originally posted by Northern Pike
We may get much less use out of our berserkers without the Lighthouse.
Berserkers attack with the same strength as cavs. Those are passable even with rifles around. Leaving them in the boat keeps their defense at infinity against ground troops. If we prioritize either Navigation or Magnitism we should be able to use them in some decent capacity.

Once we meet the other civs, if we're really far behind then not having the lighthouse can be blamed. But getting it and finding ourselves way out front would be boring IMHO.;)
 
To clarify

a)The map is not designed , it was randomly generated . That is why it was a challenge , IMO .

b)Please disregard anyy comment that comes in conflict with those of the more advanced players .

c)I have no problems with making this a more challenging game , have no fear of thet .

As said , no spoilers .

BTW , CFreak , you have to sail THAT way .;)
 
Only thing I can say now is that you have some surprises ahead (as is true with any civ game) . The surprises include some big ones , some small ones , and some tiny ones that just may totally change the course of the game (as is true of any civ game) .

Looking for an escape route , Cfreak ?;)
 
Thanks for the clarification, aneeshm.
 
Back
Top Bottom