UNGY6 The health nuts

Well it looks like we'll have more of a challenge this time.

I'd be for shooting for the 'mids and gambling that we can get the southern spots later--it's very possible that Joao won't cross the jungle for a while.

I don't think we can afford to settle the stone out of the first ring.
We cannot chop out a monument, and we need to start the mids earlier as we won't have any chops.

So I'd be inclined to settle 1W of the stone.
 
Err... I've been looking for some kind of roster. I found this:

Roster:
Ungy--just played
Rusten--UP
Silverbullet
Mystyfly
Dirk

which isn't up to date OFC. Silverbullet played last, I guess I'm UP, so got it. Is this correct (ungy)?
 
So far this SG I, Rusten, and Silverbullet have played.

Ungy
Rusten
Silverbullet--just played
Mystyfly--UP
Dirk--on deck
Snowlywhite

So go ahead mystyfly
 
If everyone agrees i'd love to set up the hammer/whip combo next set for settler/mids combo (at least if you agree with me that such a combination is necessary). Before we go further we need to be clear on where the next city should be founded.
 
Dirk1302 said:
If everyone agrees i'd love to set up the hammer/whip combo next set for settler/mids combo (at least if you agree with me that such a combination is necessary).
You mean you want a swap? :p No problem with me...

Before we go further we need to be clear on where the next city should be founded.
Yes. That no-1-tile-away-from-fresh-water-rule sucks... I see the city either sse, on the grass hill grabbing cow or ww, grabbing fish. I prefer the latter location, as it's 1) closer to the capital, 2) there's a chance we'll find seafood near the incense cluster. There are quite some foggy tiles that can be reached by a city's BFC.
 
Well i wasn't too clear in my last post. I primarily meant that i was eager to go on with the game and the whipping settlers/mids concept and i wondered if others agreed with that plan, there may be other options i haven't considered. It'll take some 20 turns to set up the situation, stone needs to be connected, some (2) archers and probably 2 settlers have to be build before we get there.

I wouldn't mind playing a long session though. Playing only 10 turns isn't so useful now because we're only at the beginning of the game and turns fly by fast.
 
Why do want 2 settlers before the mids? If we want to make sure we get them, I think one for the stone should do.

I will play as soon as other players comment on the StoneCitySite (well, you haven't either :p).

Regarding set length, I could play until we start on the mids and you build them ;)
 
I look into the stone city site shortly. I thought 2 settlers are necessary to get at least some cities up. I think we have time to get 2 settlers before masonry is researched and stone connected, the second one can be used as the first overflow into mids. But maybe it isn't possible because we need 1-2 archers too.
 
Dirk--
Feel free to play a longer set--you'll have the best feel for whether we can get out a second settler or not.
At this point I would think 20 turn sets would be normal but if more makes sense then go for it. --Jon
 
I have looked into the stone city site. I would settle 1nw of stone. It's not a long term great city but it has some definite short time advantages:

1. it's close to capital and can be connected with a road soon, what we pay on maintenance we'll get back with 2 trade routes.

2. More important, once we improve stone and cow it'll produce settlers/archers at a decent rate.

I'm not sure about the third city, i'd say 1se of fish or more aggressively 2s1w of fish grabbing dye but also some useless coast, ah i see that violates the rules making the choice a bit easier. I'd like to get up and work 4 cottages around the river asap.

Further settlers can be posted along the west coast.
 
I'm uncertain... are we allowed to settle on forests (I tought we were but checking)? Thing is, it has only 2 grasslands that can't be farmed pre-CS. Also I'm afraid some forest spreads could make irrigation impossible... I still would rather settle somewhere south of the stone.

I can't play this evening as I have a squash match so I'll either wait until tomorrow or let dirk play. It doesn't matter to me whether you play first or I do. Just leave a note when you're playing please.
 
1 South of stone would indeed be a good spot but it violates the rule. 2s is good too but we can't detour through mysticism and wait for the monument. I'm not too worried about the grass tiles, just put cottages on them, eventually they'll produce. Farms would have been better with mids but well can't have everything. And i really like the immediate production the site produces. We might even start GW there, either getting the wonder (good) or gold (also good).

I'd switch archery for masonry now, depending on the situation we might be able to skip archery all together. Together with Joao we'll have most of the tiles fogbusted in no time. I also can't play this evening but can play tomorrow or friday.

@Mystyfly, let's see tomorrow who plays the next set.
 
I like 1NW of the stone--we'll have the cow (need AH) from the capital culture. The production will help get us going.

We are allowed to settle on forests.
 
It's tempting to go masonry AH unless we see lots of archers. We will get some more warriors ourselves since we need to grow our cities and don't have really sensible things to build there atm. I think barbs won't be a big problem, it's immortal so we do have time until at least 2000 bc. Anyway we don't have to decide immed as masonry now, then archery is completely save. 1NW is really a strong early city with it's production resources.
 
1nw, since 1s is against rules(damn the rules, crappy site :p)

road the grassland whenever will have some worker turns if they're still unforested to reduce the chance of spreading. Masonry/ah is pushy, but given the situation, I'd also go ah; if we're lucky, we could even escort the settlers with chariots.
 
OK, I'll be playing and posting in a few hours. NW it is - fine.

Capital has only 3 resources so there should be a strategic one on the plains tile. I find that often civs with a horse UU have horses in the capital BFC - we'll see, it would certainly be nice :)
 
Some maybe obvious thoughts on whipping settlers/building mids. Our whip cycle should be grow 5-> settler whip after 5 turns back to size 3 grow back to 5 in 10 turns put settler on again, whip after 5 turns. We will work one hill more on average than when the cycle is whip at 4 -2 grow to 4. I would put on the first settler at size 4 though, we'll have our second city and the stone connected 5 or 6 turns earlier which easily outweights the lost hammers that would otherwise have been spent on too much warriors or a barracks.
 
I played 23 turns.

Switched to Masonry. After the Warrior I started on the settler (at size 4).

Sometime early I lose the scout trying to get rid of the fog in the middle of the map.

2320BC
Masonry > AH

2160BC
Found St. Pete, start on TGW. This has been mentionned somewhere but I'm not sure it was that serious. Thing is, we'll be expanding rapidly after we get the mids built. We probabely won't have 2 units per city to ensure it's safety and will be happy we can spam settlers without worrying about defense. Oh, and it will pop St. Pete's borders :p

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1880BC
AH > Pottery. And guess what:

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1800BC
Joao techs Writing (no OB yet).

1720BC
Pasture finishes. 2 turns for the road. Moscow grew past it's :)-cap. 2pop-whip a chariot in 2 turns into the mids. Mids at current speed due in 19, TGW in 13 (but you can count on half the time as it'll grow in 2).

---

I think you might not like the GW. But St Pete didn't have anything useful to build (only warriors, and our (woody-1) warrior does a good job fogbusting) and couldn't start on a settler as it needs to grow first. If some AI finishes it (I don't think they will tough, we're now +- there when it gets built on deity...) I'm fine with it as we'll get a decent amount of gold.
If we don't find other AIs, spamming settlers while crashing the eco could really profit from a GSpy to infiltrate Joao...

Sometime in-between settler-whipping after the mids, switch in a WB to scout that other island.

Map of the continent as we know it (didn't find any food near the incense :():

Spoiler :
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My attempt at a dotmap (gotta love the Strategy Layer feature from BUG):

Spoiler :
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Save: View attachment UNGY06 BC-1720.CivBeyondSwordSave
 
Looks good. Indeed we need the wb for scouting but there isn't so much hurry to do that. Iirc a wb is 30 H, would have been 60H for Mids. Cap is unhappy now so i'd put on a settler now and whip it soon. At least we don't get punished for the unhappiness when building a settler, the 6th citizen doesn't eat away our food when building a settler oth it doesn't contribute anything either. Agree with GW btw, dirt cheap with stone. I wonder if we should finish it, the gold would come in handy if we take it off 1 turn before completion.
 
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