TLM01 - Apocalypse Now

Done.

Who has the most experience in MM and starts? I'd like to put them first...
 
My guess is ThERat first, then probably me. My classic starts with the Byz (almost a must civ for this one), is to start building dinky boats ASAP, make a run for Writing, then Philo, then the most expensive tech I can get free. (I believe that the common strategy is to go to the big picture as soon as Philo pops, make trades there to get an intermediate tech I don't have (e.g. Mathematics if I want Construction, Code of Laws if I can to snag Republic, then set research for the prize. In this game Monarchy is likely preferable to Republic, as we can't sue for peace if the AI declares.) Early contacts to trade for Pottery with a quickness to get a settler factory up and running. I'm finding that the SF is a must for any kind of game above emperor. How does this sound for prioritizing?
 
SimpleMonkey is quite right, max research for writing -> philo. Meanwhile sending out 3 dinkies for early and exclusive contacts for a nice trading game
 
I think it was perhaps Bede (can't recall exactly) who pointed out the value of cranking out max research from year one, even if it says 50 turns at both 100% and 10%. The difference in those few extra beakers per turn really adds up.

Even at DG, I may get beaten out for Writing, but making growth an early priority means that I rarely get beaten out for Philo.
 
TheLoneMan, does that mean you'll be putting ThERat and SimpleMonkey beefore or after you?
 
Before.

I'm still working on my starts, getting settler factories up, etc.
 
:bump: Waiting, TLM....
 
Still waiting.... :newyear: BTW.
 
lurker's comment: Spamming to subscribe. You have a great team. This should be really interesting:D
 
I now made 5 starts with the Byz. Hope we can dicuss and start then.

Save1:
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Save2:
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Save3:
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Save4:
Save4.jpg


Save5:
Save5.jpg
 

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Start 1 has the opportunity of 2 bonus-ressources, a hut to pop and starting in the middle of the world, but seems to be a long thiny island with no forest to chop.

Start 2 has forest, but no other good tile for the beginning. It lies at the upper part of the world. The contacts will take too much time. The size of the island is not assessable.

Start 3 is not that bad. Has a lake and some bonus grassland. The continent doesn`t seem to be small.

Start 4 is the best IMO because of the river and the bonus grassland. The continent seems to be bigger either.

Start 5 is the worth one. To much in the east with tundra.
 
lurker's comment: Yep, Start 4 by far. Without the river, it ties with start 3, but with the river it becomes the best. BTW, I think start 1 is the worst- without irrigation, a city placed there wouldn't be able to grow above size 4.
 
I'd suggest someone start the game. Start 4 is clearly the best you have. Too bad your leader abandoned you before the first turn was played.
 
Agreed. I thought that ThERat was up first, then me. If he doesn't in the next 48 then I will on Saturday.

My suggestion for whoever takes it is settle in place (though I hate losing what looks like a BG under our founder's foot), move worker 1NE and start roading, then mine. Move on to BG on same side of river and repeat. Micromanage commerce and shields to suit. Build a dinky boat first, then warrior, then worker, then warrior, then settler. Set research at 100% for Writing.

Classic Byz open.

Also, I really hope that that's not a lake where we're putting up our first mud huts. Has anyone tested for fresh water?
 
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