Try-04: Lonely Civs and Bismarck the Builder

Turn 54:
- Found Munich on the GP farm city site, start a workboat
- Change science slider to 80% for -1 gpt (instead of -4)

Turn 56:
- worker finished in Hamburg, start barracks

Turn 58:
- pottery in
- Great Wall finishes
- start tech Writing
- Berlin starts the 'mids
Spoiler :
t58_pottery.jpg


t58_gw_built.jpg


Turn 59:
- Scout #1 kills a lion
- Scout #2 kills a wolf

Turn 62:
- Confucianism FIADL (remember choose religions is on)

Turn 66:
- Scout #2 killed by barb warrior

Turn 68:
- Writing finishes, start Mysticism
Spoiler :
t68_writing.jpg


Turn 69:
t69_kong_miao.jpg

^ a great prophet spawned a turn or three earlier, this tells me that whoever built Stonehenge also did Confucianism (do I have that shrine right?)

Turn 73:
- Mysticism in, start Meditation -> Priesthood -> CoL
Spoiler :
t73_mysticism.jpg


Turn 74:
- Hamburg finishes barracks, start archer

Turn 76:
- Pyramids done! Queue an archer in Berlin, but no hammers invested yet (decent amount of overflow to use)
Spoiler :
t76_pyramids.jpg

==============================

So from here I think we need to do some expanding, which means we need to prioritize our city sites...also, I chose the tech path to CoL for Caste System to aid our SE plans, feel free to debate if you guys disagree with beelining to it.

The current turn has NOT been played in the save, so there are still lots of actions to take, just so you're aware for next set!


Roster:
=======
Ralph_Jackson - UP for round 2!
cripp7 - on deck
S.ilver - may or may not need a skip
Trynthlas - just played
 
A few comments...

1) Get that Woody2 scout out of there. Barbs are out, and we are safe behind our Great Wall, so run. Woody2 scouts make perfect candidates for risk-free supermedics.

2) Munich has been working on a workboat since the beginning of the set. Munich is also size 4 and at the happy cap, with only one hammer. A better build probably would've been a granary, but we should have leveraged the high pop there for a 2 pop whip of something. We also need an obligatory monument here, so we needed to come down hard with the whip, especially since the place is still growing out of control.

3) I went for Pottery because granaries are priority number 1 in any city we build (no urgent need for culture bounces this game). With our abundance of food, it is easy to leverage with a granary into mass whippings to get stuff done. Yet we have no granaries, and none are queued. We need those things up as they will help our expansion a lot, and we have already stalled on that with the wonder variant.


Also just wanted to run over our wonder list, and the age list again, just to lay stuff out. World Builder says that the ages are...

-Ancient
-Classical
-Medieval
-Renaissance
-Industrial
-Modern
-Future

We built the Great Wall as our Ancient Wonder, and I recall Tryn saying that Pyramids was classical. However, we are not even IN the Classical age yet... So how does that work? Pyramids must be an ancient wonder as well... I think we should lay out a list of one wonder from every age that we will shoot for (as Bismarck the builder, we will likely get more, but its good to have a plan).

An obvious classical wonder would be the Great Library, since we nabbed the Mids... I believe Notre Dame and Sistine Chapel are both Medieval, and they are both fairly good for an SE. Renaissance looks like slim pickings, it's either Taj, or the SoL. SoL would obviously rock for us.

Industrial is either Kremlin (sucks), Pentagon (rocks), or Broadway (always helpful). Corporations appear to count as World Wonders, so do they count for our purposes? And do World Projects count? (Manhatten, Internet...)

Modern Age is good stuff like 3GD, broken stuff like Cristo, and more happy resource wonders (as well as the Space Elevator apparently).

Future Age has no wonders, so I'm assuming we're not obliged to play that far.
 
:blush: You're right on the workboat, I just kinda spaced the whole 'hey I could whip this out' part...


On the pyramids, Civilopedia says they can only be built on Classical and earlier starts - I suppose they could be an ancient wonder, but then there are others (like the Great Wall) which say only on Ancient and earlier starts. Team call on where we want to consider it.
 
Yes indeed. In fact we can probably slip you in right now assuming the team is ok with that - be sure you've got the gameplan in hand ;) I'd say wait until later today/tonight to play so we can get things sorted.
 
Pefectly happy for altonhare to join and take the next set.

Ralph
 
Not that I know of - what I did was go look at the wonders in the Civilopedia and see what it said about "<xx> and earlier starts" for each wonder.
 
My wonder classification was based off of what techs allow what wonders. I used WB in a test game and used the function "Add all (insert age here) techs", and then I looked at what wonders were available with those techs.

I didn't use the Civilopedia classifications, because they disappear around the industrial age, so it became hard to tell "Industrial" from "Modern".
 
This is my first SG, is there anything special I need to do or just wait until my name is called?
 
This is my first SG, is there anything special I need to do or just wait until my name is called?

sorry alton, been out of internet touch. Just make sure you have the right mod (HOF 3.17.001), pull the save from the last post, and play a set of turns - generally about 10-15, just until you reach either a place where a decision needs to be made or a good stopping point.
 
Nevermind, every time I open the save it crashes. I have HOF 3.17.001 and when I open the save it says HOF 3.17.001. Any suggs?
 
Okay got it working.

First turn, moved scout into stone city, started workers on another cottage outside the capital.

I think I will switch archer to a settler. That commerce/hybrid spot (the one nearer the capital) is ripe. Bismarck doesn't have financial or organized so I think we need that cash. But we need to clear the jungle around it, so this involves taking a detour on iron working which deviates from the CoL plan.

After the settler I would either produce another settler or a library, both with the aim of keeping the population at the happy cap but the former would be to grab another early city spot and get it developed earlier while the latter would be to push science early while forsaking getting another solid city developed until later.
 
So I'm not sure how much "leeway" I have here. I haven't completed the first turn b/c I wanna research iron working :P. I don't wanna mess the game up for anyone. I'm pretty certain I won't mess it up so we lose, since I'm tackling emperor right now with modest success, but I'm not the only one playing this game :).
 
Turn 77:

Told scout to move to stone city.

Starting workers on another cottage NW of capital city.

Switched archer to settler in capital.

Switched from Med to Iron Working to give the workers something to do for a while (clearing jungle and building cottages in the commerce spot near the capital).

Turn 78:

Work boat pops out of Munich, start library. Work boat works clam. Might whip the library next turn.

Turn 79:

Workers finish cottage and start a road that will lead to commerc/hybrid city.

Hamburg to pop4 and goes into civil disorder due to no military protection. But the archer pops in a couple turns so that's not so bad. Prob start a library after the archer comes out.

Turn 80:

Start another farm near Munich.

Start another road toward commerce/hybrid.
 
Turn 81:

Archer pops from Hamburg. Then I remember we'll need another archer for the new city spot so I start another. The library can wait a few more turns.

Turn 82:

Build a road on the corn

Turn 83:

Settler pops from capital, start library, settler moves to city spot. Workers move off corn to jungle in preparation for cottage building.

Turn 84:

Found city. Gogo Great Wall. Remember I don't have IW yet and slap my head. Move back to capital to build a farm on plains, then IW will be in. Start granary in the new city (Cologne).

Turn 85:

Workers start farm.

Turn 86:

Archer pops from Hamburg, start library. Move archer to cologne. Munich grows, moving to +2 unhappiness, so I whip the library.

Turn 87:

Library whipped, switched to barracks. Worker building road on the just built farm.

Turn 88:

Turn 89:

Workers around Munich building roads (until IW is finally done).

Turn 90:

Library done in Berlin, start barracks.

Turn 92:

Barracks done in Berlin, GE pops out. Start granary in Berlin.

Turn 93:

IW in, workers start improving Cologne. Iron source found near Berlin, never a bad thing :).

CoL strat resumed.
 

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