TLM01 - Apocalypse Now

I thought this game is dead...just discovered it's not :lol: you go ahead and play, simple monkey
 
But you're first on the roster, ThERat.
 
simple monkey, just confirm that you are starting this...
 
Well, you all saw the open screenie. We're starting on a river. Sadly, we must settle on a bonus grassland. We hope that more will appear once the first mud hut is built.

Turn 1 (4000BC) Move worker 1NW to begin work on the coastal BG. He reveals nothing but more coast. We found Constantinople in place. Here's what we've got.

Opening.jpg
[/IMG]

Set research to Writing at 100%. Set first build to a curragh in 8. The big water is indeed ocean.

Turn 2 (3950BC) Start worker roading. We want those beakers.

Turn 3 (3900BC) Roadwork continues.

Turn 4 (3850BC) & Turn 5 (3800BC) Road complete. We now have 6 beakers per turn! :woohoo: Start building mine to finish in 6. That should be when our next citizen will arrive. Curragh will complete before then.

Turn 6 (3750BC) to Turn 9 (3600BC) :sleep: Our curragh completes with one shield wastage. No getting around that. Start on a warrior for MP duty. Set the curragh paddling south. In his first three sweeps he sees nothing on shore except plains and some trees.

The worker is going to finish digging a mine in another two turns, right when the next citizen pops out. If my math works, that means we should get the warrior in the next turn. Let's see if monkey math works out.

Turn 11 (3550BC) Boat reveals more trees and plains, plus what looks like a tiny inland lake and a deer 9 tiles south of the capital. Don't think we'll be taking advantage of that deer for a while. Constantinople is about to pop plus get an extra shield. I contact the city governor to tell him not to make our new citizen a clown, but he may have been hitting the crack pipe, so I'm not sure if he got the idea.

Turn 12 (3500BC) I was right! (Sorta.) The governor did turn our new citizen into a clown, but not before we got the shields. Putting him back to work gets us our first ax-killer in one more turn with no wastage, which means only one turn with the lux slider at 10%.

Turn 13 (3450BC) Our borders expand revealing more grasslands and some mountains and hills to the east. This is unthrilling territory, but it looks like it will be nicely productive one day.

Move the worker 1NE to start roading the new tile.

Our boat reports back that there's some marshland two tiles away from the deer. Crap. I hate marshes.

Our warrior goes on sentry duty in the capitol and set production for another dinky boat. Lux goes back to zero. Worker starts roading again.

Turn 14 (3400BC) Boat rounds the southern coast and sets his sail northeast.

Turn 15 (3350BC) Some BG and other unexciting territory down south.

Turn 16 (3300BC) Road done. We're now at a whopping 8 beakers per turn! Start diggin'.

Dinky boat finds a gold hill along the coast and that's about it. Hey, at least we haven't run into any drunk barbarians yet.

Turn 17 (3250BC) Curragh completes. Set production to a second axeman. I hate to waste three turns building him, but we don't have much playing around to do with the tiles we have. No food bonuses to let us carry a scientist for one turn, but it's too soon to start on a settler, I think. It kills to drop your down to pop1. The math says that in five more turns we'll pop another citizen, and the mine will complete, giving us 22 shields in the box. We'd then have two more turns to go, finishing with four shields wasted and a pop drop back down to 1 and another 8 turns before we got back up to pop2. This is not acceptable. I'll take the wastage of two shields and put off building a settler till the next cycle.

Dinkyboat 1 finds some incense away to the east. Dinkyboat 2 launches due west and finds either an island or a peninsula with some goodie huts nested in the mountains.

Turn 18 (3200BC) A cow away to the southeast. Hills and a whale to the west.

Turn 19 (3150BC) Dinkyboat 2 finds more uninhabited hills and grasslands to the west.

Dinkyboat 1 reports some yellow borders, but no little men in sight. Zulus?? :cry: Egyptians? :goodjob: We'll see.

IT A warrior/settler pair show up, likely to plant right on top of the cow. :crazyeye:

Turn 20 (3100BC) Our warrior pops, now putting us at -1 gpt.

Mongols. Dirty, stinkin' mongols.

Little buddy must have been popping a couple of huts, but not made any contacts. He has Pottery, Ceremonial Burial, and Warrior Code, and neither of our two techs. He's also got 35 gold in the bank. He'll trade us CB & Pottery plus 10g for our two techs. I say no thanks. Monkey's first rule of trading is: Never trade with the first civ you meet. Gotta wait till we have a couple of other neighbors to be able to start some swaps with.

Oh, and Little Stinky has only one other city so far, so he's not off to a roaring start either. Even with another on the way, that's no so much. We can take him.

Second warrior heads off east to look for new territory to settle some day. Dinkyboats 1 & 2 continue to explore coastline.

Production starts at last on a settler, though it may still be too soon.
I leave it to the team to figure that one out. In the meantime, here' s a picture of the world as we now know it.

3100BC.jpg


So we have one neighbor so far, still only one city, and no resources in reach. A modest beginning.

For the next better player here's the >>SAVE<<
 
save

Pre-Turn
change settler to another dinky, cintacts are very important here

1.3050BC
spot a red border, but can't see anyone yet

2.3000BC
it's the Babs, since the Mongol have just acquired the unknown tech, we better trade alphabet now
get WC and pottery + 60 gold from Mongols for alpha
get wheel for alpha and 25gold from Babs
Mongols have mysticism, but not the wheel, however do not trade for now

3.2950BC
spot a new border, send out our new dinky

4.2900BC
no contact yet

5.2850BC
meet the French, they have masonry, get that for 2 techs
get mysticism and WC for masonry + 15gold

6.2800BC
zzz

7.2750BC
happy sailing

8.2710BC
zzz

9.2670BC
zzz

10.2630BC
sailed around, popped a hut for barbs

continued to 30turns to even it out, also we got our first settler
next player to decide where to settle

met Greece after finding a new passage
sold the backwards people a tech for 35gold to finance our research

on the last turn sent one dinky for a suicide trip, if we survive, we will meet a new civ
suggest we settle east to contain those Mongols that are expanding like mad

tech wise, we are the current leaders due to nice contacts

byz2550.jpg
 
I send TLM, Blaze Injun and D'Artagnan59 a pm. I'm waiting for an answer.

If they don`t join us, M60A3TTS and/or choxorn do.
 
Nice job, ThERat! In retrospect, I totally agree with your decision to switch from settler to dinkyboat. I also note that so far we haven't spotted any territory with significant growth potential. Not good for us, but not good for them either. It's going to be a slow expansion game it seems. If we can expand up towards those horses, that could give us enough to take Mongolia when the time comes.

I believe that if we place a city 1SW of the barb hut to the north, we won't pop any bad guys. That's not nearly the desirable territory that the east is, but it is where we want to go eventually, and it could at least get us some gold. Make that a secondary objective. For now I'd place our second city 3NE of of Constantinople. That follows CxxC placement, allows nice tile sharing, and keeps the two cities on the same side of the river. First task for City 2 should be a second worker.

Whoever takes the next 10, keep science at 100&#37;! Cash reserves matter not. And keep track of all the other civ's tech progress. We're in a good position to become a powerful trade broker if we play it right.
 
Can't join... 1.22 patch bug... (shouts a large number of 4-letter words)
 
I agree with SimplyMonkey for the next city. The third one I'd put directly on the hut. Then another city can be found on the horses within an CxxC-grid.

Blaze Injun wrote me to lurk our game since he has revived an PBEM. But will be a replacement player. TLM hasn't wrote yet.
 
lurker's comment: You can build a city on top of a GH? Or wait, did you mean pop it first? If so, you = crazy. You don't want barbs.
 
Try 1SW of the hut. You'll border pop the hut and since it's attached to your existing culture borders, you won't spawn any rude boys. As opposed to popping it with a warrior or such. (I'm pretty sure about that, but not 100&#37; positive.)

Don't bother with the spear or bow. Horses are going to be our territory expanders.

Eventually we can place another city northward and then a third somewhere nearby the horsies. But we need a big expansion drive to the river valley's in the east. Stinky Boy is going to going after that prime territory sooner than we'd like. Again, the lack of food bonuses is maddening. :mad: Managable, but maddening.
 
we need to grab the space in the east and not north. North is away from Mongols anyway and we can always grab that later. If we go north first, we run out of space sooner than we think.

Remember this game ruleset prevents us from declaring, so we better get some cities up properly.

and keep on trading once 3-feers come up. Don't spend too much on monopoly techs, wait for proper opportunities.
 
I noticed that TLM wasn't at the forum since middle Dec. I think he is out.

New roaster:
1. SimplyMonkey
2. ThERat
3. PaGe
4. D'Artagnan59
5. open
6. ?

preturn:
moving settler towards spot, worker E to road, science back at 100&#37;

turn1:
Curragh survived and get contact to the vikings. They are 3 Techs behind and have no tech for us. The barb-camp in the NE habits 4 warrior.
turn2:
a mongol scout arrived at Constantinople. Will pop the hut I think. Found Adrianople -> Granary. Changed Baracks to spear (2R). Will change back if no barbs appear.
turn3:
Mongols begin Oracle, Mongols and vikings got iron working (I won't trade now and look for a viking-contact).
Spottet an mongol Archer near Adrianople. Keep spear in Constantinople.
Another Curragh got contact with carthage (2 Techs behind, and some money).
turn4:
spear guards Adrianople, worker mines. mongols found 3rd city.
turn5:
Carthage now 1 tech behind and no money. Contact unknown.
mongol archer killed a barb. 2 mongol warrior (vet+reg) spotted.
Several civs now have iron working. Trade with the vikings iron working + 60 gold for cer. burial and wheel (all others have them). We have iron in the north and the far away south. Mongols at their capital. Mongols are technological equal.
turn6:
zzz
turn7:
south curragh tries to reach another continent
turn8:
curragh reaches the continent but spots 2 barb galleys. tries to evade
turn9:
curragh defeats both barbs and is promoted.
turn10:
lux-slider raised, worker and warrior still can be moved.

The mongols have about 1 archer and 3 warrior north of our cities. The hut at Constantinople had been popped by a mongol scout.

D'Artagnan59, you are the next.
 

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2.3000BC
get WC and pottery + 60 gold from Mongols for alpha
get wheel for alpha and 25gold from Babs
Mongols have mysticism, but not the wheel, however do not trade for now

get mysticism and WC for masonry + 15gold

Should have mentioned earlier, but forgot: WC twice? Was the first one CB?

Carthage now 1 tech behind and no money. Contact unknown.

Yah, I liked Pre-C3C when you could know who had contact with who becuase you could trade contact in the AA...
 
My thought would be to keep expanding east and northeast toward the silks and wheat. And get the iron hooked up with a third city.

The granary in Adri is kind of a waste, as that city just doesn't have the growth potential. I see that Writing is due in the next turnset. D'art, don't forget to go right for Philo. I'd hang on to Writing for a bit just to see what second tier techs we can get for it. If someone else comes up with it though, I'd start trading with their neighbors, but not anyone else. If we have a nice set of second tier techs by the time that Philo rolls around, we can get something mighty tasty for our freebie. Maybe not Republic (the best), but Map Making, Construction, and Currency are all good. (Construction would be my choice.)

We also need to pop a worker soon. 1 per city is the minimum.

I wouldn't worry about the Mongols bum rushing our cities yet, so spears are unnecessary. (Personally, I have a fondness for spears, just because they keep on upgrading for so long. But I recognize that offense is often a better investment.) What we can't put up with is barbs killing off workers or, worse, settlers.

All in all some good turnsets so far. I wouldn't have expected us to be tech leaders quite so soon. :goodjob:
 
once we et writing, we can establish embassies. That will tell us who knows whom...

as for my trading, there must be an error, obviously we didn't get WC twice :crazyeye:

as for expansion, I would settle towards the incense and try to seal off the north from Mongols that way. We should be able to grab most of the north including horses and iron. Unfortunately the food bonus we have is forgetable...expansion will be slow.
 
My thought would be to keep expanding east and northeast toward the silks and wheat. And get the iron hooked up with a third city.

lurker's comment: Suggestion for the iron: Build city 3 north of Adri. It will get Horses AND Iron as soon as it expands, and it won't be situated next to the volcano.
 
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