TR02 - Losers move up to Emporer

dmanakho said:
oh well....
Looks like we gamble this time and trade pottery...

The only problem would be if we play archipelago and nobody is around... but l doubt that is the case...
So Writing at max and we are going for philosophy freebie
We don't have to. I was just suggesting that we look at going to writing. If we are on an archipelago, then we will have a monopoly on trading. None of the AI will be able to build a curraph. Also, doesn't archipelago maps put you near the coast at the start? I see no coast, so I'm going on the assumption that we are at least playing continents.
 
No, I agree with you Tubby..
I think this is an acceptable risk in this game to go for writing 1st...
and We will have to meet other AIs ASAP to do some trading.
 
I agree with #5, though I'm not too thrilled with flood plains, either. Doesn't look like we have too many, though.

AFAIK, arch maps don't automatically put you near the coast (unless you're seafaring). But even if we are on an arch map, it's still pretty rare to start on an island all by yourself. Skipping Pottery and going straight to Writing makes me a little bit nervous, but it's probably a worthwhile gamble.
 
Ok Eldar, you're up for the first 20. If you don't want it let us know and we could shuffle the roster.

Move worker N. If no food bonuses, settle in place. If there is a food bonus, move only if not in 21 tile radius. Writing @ max.

What should the first worker's tasks be? once settled, irrigate FP or go mine/road BG by the river.

I'd think that the BG would be more important but the FP would cause growth to increase a little more rapidly.
 
Tubby Rower said:
Move worker N. If no food bonuses, settle in place. If there is a food bonus, move only if not in 21 tile radius. Writing @ max.

What should the first worker's tasks be? once settled, irrigate FP or go mine/road BG by the river.

I'd think that the BG would be more important but the FP would cause growth to increase a little more rapidly.

Another reason to move if we can cover more BGs for production.

If we move worker north it should at least start roading Flood Plains, otherwise we will lose worker turns.

It will be important to postpone GA until we change government, so all the early warfaring will be done with my favorite horses.
 
I'd suggest letting someone else start - I have a free uninterrupted evening (my wife is going to see a film I don't want to see...) so I plan on getting COTM9 out of the way.
 
I can start this but since i've started the previous game I suggest AdmiralK. kicks us in.
If we don't hear from him i will play late tonight. (if that is okay with the team of course)
 
Sure that's fine. I understand the need to get COTM9 out of the way. I did mine this past weekend while the wife was away. Now onto GOTM40...

We'll get the roster updated tomorrow depending on who plays the first turnset.
 
After all that... my continuation of COTM9 went very badly wrong after not too long.
Don't think I'll be going back to it.
 
eldar, Do you still want to go first then??
 
Do you want me to start? Let me know by 7:00pm EST.

If I start I will move the worker N per team decision. I'd road the FP and then mine/road the BG. Probably build 3 warriors right off the bat and get them out running around.

Research writing at minimum, conserving cash to use as trade goods. Pottery will be cheap once we meet some AIs. After writing, will probably go Phil at max. I like to trade around on the IT we get Phil and then our freebie gives us a monopoly tech. Really the only two techs I'm worried about getting early are iron and pottery, but I don't want to dump a ton of money into research, so we'll trade. Nice to play a no variant game. :)
 
Go ahead and start, I don't feel like screwing up two games in one night....
 
OK I'll make a command decision.....


NEW Roster
Admiral Kutzov (first 20) -EST
eldar - UK
dman -EST
Mach - ???
Tubby Rower -EST
Minute Man -MST
 
eldar said:
Go ahead and start, I don't feel like screwing up two games in one night....
You could go ahead and start GOTM40... It's regent :lol:

BTW A-K, the save is in the first post
 
AK said:
If I start I will move the worker N per team decision. I'd road the FP and then mine/road the BG.
You'll have to excuse my ignorance of the terrain mod in the picture, but the bg you're talking about is to the west, correct? The one with three 'rocks'? In that case, maybe we should send the worker there first. Not only will we get the tile we're gonna work mined/roaded quicker, but we'll bust a bit more fog that way (as we can already see that hill to the ne)...

I'm CST, btw. :cool:
 
The reason we decided to move N to the Flood Plain first is to reveal more around the river. If you went W to the BG, you wouldn't reveal too much more of the river. If we had a Wheat on the Flood Plain we could potentially have a 4-turn settler factory. Growth is most essential in the early game.

BTW, the "rocks" are terrain's traits. The two green rocks indicate 2 food with the grassland and the blue rock indicates that it is a bonus grassland.
 
Team voted for N to the FP except for Mach. After further review, the challenge is upheld and Mach will not be charged a time out. Worker goes west. Reset prefs to 'idiot'.

TR02_4000BC.jpg


Plant Rome in place. Looks like I'm already in deep do-do with the team as there's wheat that would have been in reach had I followed directions. Place paper bag over head & continue. Rome > warrior. Set research to writing @ 20%.

3950: Change research to CB. Move Sparticus W to pop the hut, get pottery. Change research back to writing.

3900: Sparticus E to BG

3850: Sparticus starts mining

3800: Nap time.

IT: Rome warrior (hereafter Ward) > warrior

3750: Ward E

3700: Ward N

3650: Ward NE

3600: Ward NE

3550: Ward N

IT: Rome warrior (hereafter Wally) > warrior

3500: Wally SE, Ward E. Ward pops hut, disturbing 3 angry barbs. Lux to 10%

3450: Ward fortifies to recover from 1 barb attack (2 left), Wally E

3400: Ward attacks barb on hill; June now a widow. Wally S.

IT: Rome warrior (hereafter Beaver) > warrior

3350: Wally E

3250: Wally SE, finds dyes

IT: Rome warrior (hereafter Eddie) > settler

3200: Eddie fortifies (for later use as settler escort; escort service seems very appropriate for Mr. Haskell BTW). Wally N

3150: Wally N, meets Cleo. She greets us politely. Wally tongue tied, having never seen a two piece with thong before. Cleo has BW, Masonry, CB. We have pottery, Alpha, WC. Too speachless to deal.

3100: Wally N

3050: Wally E. Realize fascination with Cleo has caused me to waste money and drop lux to zero. Meet Mao's archer (nice jacket dude). Mao has BW and Masonry. Trade Mao pottery for 35g (all) + BW. Get over the infatuation and trade Cleo pottery for 17g + Masonry.

3000: Trade Cleo WC for CB + 18 (all)g. Wally N.

TR02_3000BC.jpg


Map details my ideas for the future. In addition to the reasons on the map, #1 lets us get boats in the water (very important for admirals). No unescorted settlers. We're the tech leaders. Hang on to Alpha until we're close to writing unless a really good trade appears. Get 2 boats out (one north, one south), no suicides needed as yet. Bueller, any questions?

http://www.civfanatics.net/uploads9/TR2_AK_3000_BC.SAV
 
I would research writing at Max...
I recently learned from DocT and other legendary players that C3C calculates research in a way different to PTW and it makes sence to research at max even when eventially it still says 50turns even with 100% of lux slider.
I forgot what exact forum i've learned this information but i read it like last week.

Oops: cross-posting with AdmiralK :)
 
TR said:
If we had a Wheat on the Flood Plain we could potentially have a 4-turn settler factory.
Fair enough. Although I've had little success getting a 4-turn factory going with one fp wheat. The reason is we need to work 3 flood plain tiles to get to +5 food (+3 for wheat fp, +1 * 2 for other fp). If we try a population 5-7 factory, that only leaves us with 2 pop points to place on bgs...for a grand total of 5 shields at size 5. So on shields, we're running 5-7-7-9=28 shields in 4 turns, not quite enough for a settler.

So blabbing on :rolleyes: , I think any food bonus gives us a 6-turn factory. We need 2 food bonuses for a 4-turn factory. Busting fog west might give us better chances of either, since it busts more fog and adds the possibilty of cows to the mix.

That was my full logic there. Just my two cents, I have no big objections to heading north. It's all a fine point, and maybe I'm wrong...which would explain why I consistantly lose on emperor... :crazyeye:

Edit: Ok, so this is quite wrong. :smoke:
 
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