VD: Vanilla Demigod

#1 has lots of flood plains, a wheat, and a lux. It does lack hills but the forest with the lux will provide some shields.

I've had bad luck lately with flood plain cities and disease though.

#2 is nice because the sea has our back. We're in a corner whereas #1 might be in the middle of several civs.

I agree #3 is less desirable.
 
I've been burned with no-lux starts recently, so my first instinct is to go with #1 so more warriors can go out scouting rather than staying at home keeping order. Since we're playing Conquests, however, I'll have to vote for #2 so we can build curraghs as early as possible. Chopping the game-forest for a granary will also be another bonus for that start.

As for strategy, I don't really have much to say until we've scouted a bit. I usually go for a few warriors/curraghs (2 MP at home, 2 scouts) then build a granary. I'm a strong believer in the granary first (and, by extension, pottery first) build unless I'm really cramped and need to grab the best land ASAP. After the first 10 turns we can have a more detailed discussion with maps in hand.
 
I'm on my way to work and won't be able to play till I get home -- and I live on the west coast (of America) so that may be late for some of you.

If someone wants to go ahead of me I have no objection.

The current roster is:

floydmcw
Gato Loco
Ginger_Ale
plarq
TimBentley

Please post an updated roster if you take a move.
 
I'm ashamed to come back to you guys with this -- not that I could really do much better. Our sum total at the end of 20 turns is no luxes, no cows, no wheat, no techs, and one settler who has barely left the capital.

But we do have a veteran spearman.

Herein lies the tale:

Loading the save ...

We're German? Thought we were going to be Roman. Okay, no big deal.

4000 BC: Settler lands on a BG? That's not good. He moves southeast into the forest.

3950: Found Berlin and start a warrior. Warrior in 4.

This start is ... not so good. No bonus resources of any kind in the second ring of squares (or in the water, for that matter). (Well, there's tobacco, which is not so useful.) We'll need to chop the forest to generate excess food.

The forest chops in 4, when the warrior pops, so we may as well start a spear. I've never had a start like this.

The Wheel in 35.

3900: Is it Octoberfest yet?

3850: Has anyone built a Spaceship part yet? No, they have not.

3800: Okay, I've run out of clever things to say.

3750: The forest chops, the spear pops, and Berlin starts a warrior in 4. The grass/game square now produces 3 food and the warrior starts to irrigate it to produce 4 food.

The spear heads north.

3700: The spear reaches unexplored territory and fails to see anything worthwhile.

3650: The spear heads north and reaches water. We're on a little peninsula.

3600: Spear reaches sugar on plains.

3550: The game is watered and Berlin expands. Lux to 20.

The spear climbs the mountain and sees ... another flood plain and some sugar.

3500: Spear moves next to another mountain.

3450: Berlin expands. Spear climbs the mountain, which reveals more flood plains and desert. And a goody hut.

3400: Berlin warrior -> settler. The warrior heads north. The worker is done roading the game farm.

The spear advances on the goody hut and ... huh? Warriors? I thought this setup was "Sedentary Barbarians." I wasn't sure what that meant so I looked it up in the Conquests manual and it said that huts don't turn into barbs. What gives?

3350: A barb attacks, loses, and the spear promotes.

Worker mines a BG. Warrior heads east.

3300: Berlin grows to 3. Lux to 30.

Spear moves onto the flood plain and spies water. Warrior heads east and sees just a new grassland.

3250: Spear heads north and sees an inlet and desert. Warrior doesn't see much.

3200: Still nothing of note.

3150: The northeast is horribly barren, just mountains and desert.

3100: Not much.

3050: Worker gets done mining the BG.

Meet the Maya off in the north. They are up Masonry, Pottery, and Ceremonial Burial. They have two workers for sale, not that we have anything to offer them.

3000: Berlin pops a settler. (Yay, I MM'd it right.) He moves one square north, which will give the next player most flexibility. I suggest one of the two river plains squares in the "neck" of our little peninsula.

I think Berlin will grow in 10 turns. A warrior for MP duty may be best; the
settler would then complete at or shortly after growth to 4. Lux to 10.

The warrior to the south appears to have reached the sea.

Here's a screenshot:

VD_3000.JPG


The save
 
I would put the settler SW of the mountain, to get on the coast, river, and some good terrain.

I agree with every move you made except for the spear. We can build two warriors for 1 spear, so we could have 1 MP and 1 exploring, instead of 1 exploring. Otherwise, it's fine. :)
 
OK, I just DL'ed the save, and I'll be able to play some time this evening. At first glance, our priorities seem to be:

-Get 2 MP for Berlin
-Get Pottery from the Maya somehow and build a granary. I was skeptical of your chioce not to research it, but seeing that we're neighbors with somebody who has it, it's actually a good idea, provided we invent round rolling things before they do.
-Slap two guards on the choke point mountains, then found a city to preserve the border there. This is huge given the AI rate of expansion.
-Keep sending out settlers when we have the food.
-Get alphapbet and build some curraghs. There may be an island right off our coast.

Yes, the lack of luxuries looks grim. But I'm not so disappointed about the desert. That flood plain plus hills will eventually mean some productive cities if we get there before the Maya. And with any luck it'll give us saltpeter one day.
 
I agree with every move you made except for the spear. We can build two warriors for 1 spear

But I couldn't because of the timing. Berlin was producing 3 shields per turn, so ...

3 - 6 - 9 - 12
chop - chop - chop - chop

were in lockstep

Berlin couldn't produce a warrior faster. It could produce a warrior slower, but then those 10 forest shields would just be used for the warrior's last shield or two. I could delay the chop by a turn but that means less food, and food seems to be our bottleneck.

Please correct me if I'm wrong.
 
I don't agree that Alphabet should be a priority (after Pottery). One island off our coast is not likely to be a big deal. There's plenty of space to fill up on the mainland.

We should research something the AI won't have, like HBR, and try to trade it.
 
Turnlog
Start – 3000 BC – No changes needed. Berlin was left in good condition and I agree 100% with the warrior build. I did take the liberty of renaming our units alphabetically to help keep track of them in turnlogs. Our warrior is War Alpha. Our worker is worker A. Our spearman is renamed Tank Killer because we aren’t likely to have enough spears to make an alphabetical list necessary and because he could theoretically be upgraded to a mech inf one day and actually kill a tank. Anybody who doesn’t like the names is free to change them to something more personal, just be sure to say that you’ve done it.

IBT – Mayan warriors move southwest toward the choke point. There’s no way to block them in time, so Smoke Jaguar will get to explore our lands.

2950 BC – Tank Killer moves north along the mountain range. War Alpha moves north too, planning to scout the dark area around the coast before looking for those barbs. Settler goes north.

2900 BC – Worker A finishes his road and moves south. Settler goes east. War Alpha – north, TK north, sees another Mayan warrior but no settler yet.

2850 BC – Worker A mines the second BG. We’ll have lots of building to do in the near future with the MP and Granary, so I decide to get the mine first. War Alpha – east, TK – NE, Settler NE.

2800 BC – Berlin warrior (War Beta) -> warrior. Settler founds Leipzig on the recommended costal river spot. I like this spot because of the sugar. War Alpha – north, finds a wheat plain along the coast. War Beta fortifies because Berlin is going to grow and needs MP, TK – east, Leipzig is building a warrior as its first build.

2750 BC – Set Sci to 80% to avoid wastage (4 turns left). Maya still haven’t researched the Wheel (fingers crossed). TK – east, War Alpha north

IBT – A barb warrior pops out of the desert near Leipzig. There isn’t anything I can do to keep him from ransacking it as War Beta is too far to reach in time. At least there isn’t much gold to carry away.

2710 BC – Berlin warrior (War Gamma) -> Settler (either on its own merits or as a prebuild for a granary), War Alpha – NW, War Gamma NW,NW (just to see what the coast looks like. I plan to return him to Berlin as MP), TK – north, sees Mayan borders in the distance farther north. At this point I decide to change TK’s course. It would be nice to spy on Mayan lands, but I’m really looking for other neighbors for tech brokering, so I decide to investigate to the east to see if anyone’s there.

IBT – The barb warrior declines to sack Leipzig and instead fortifies in place. A mayan warrior appears behind him.

2670 BC – War Alpha – west, War Gamma – NW, TK – south.

IBT – Mayan warrior kills barb warrior. The AI isn’t smart enough to leave him hanging around. We finish the wheel and I trade it for pottery. Now, armed with our combined knowledge, we can make clay wheels! Set research to HBR, set science to 90%. Maya begin building the pyramids.

2630 BC – War Alpha – north, War Gamma – north, TK – east. I also notice that there are horses a couple spaces NW of Berlin.

2590 BC – Leipzig warrior (War Delta) -> worker, Worker A finishes mine, starts road, War Alpha – north, War Gamma – east, War Delta – NE, TK – SE. TK has found a goody hut. Given that the huts do pop barbarians in this game, I’m not really enthusiastic about it. Then again, since he’s a spearman he doesn’t have much to fear. I also notice that Berlin will overrun its food storage, so I MM the game to the forest for one turn to pick up 2 extra shields.

2550 BC – War Alpha – north, War Gamma – south, War Delta – north, TK – east to pop the hut, which actually gives us CB. TK also sees grapes. MM Berlin back to the game to grow next turn. Switch Berlin from settler to granary (subject to reversal)

List of active units:
War Alpha – Passing the mountain choke point. He can either start exploring or stay here to block the point along with War Delta.
War Gamma – Heading back to Berlin to do MP duty. He’ll be a turn late.
War Delta – Going north to the choke point. I want to block it before a Mayan settler gets through.
Tank Killer – Heading east to see if there’s another neighbor in the other direction. The presence of an unpopped hut indicates that the Maya probably haven’t been this way, so we may get a brokering opportunity if we meet anybody.

Cities:
Berlin – Almost halfway through a granary. Could be switched to give a settler in two turns. Berlin has 1 MP and will grow to size 4 next turn. War Gamma will arrive in 2 turns, so G_A will have to do something for one turn to avoid disorder.

Leipzig – Size 1, will grow in 4 turns and spit out a worker the same turn. I really think we need a second worker to improve those plains.

The Maya are up Masonry and Mysticism, and we are researching HBR at 90%

Our Lands (with my suggested city placement):

2550.jpg


Wild Lands:

scout.jpg


Is it worth trying to found a distant ctiy to get the wine? Or will it just be culture flipped?
 
I agree with the dotmap for most part - I just changed some southern cities to reduce overlap with Berlin. We could even take away one of the southern cities to get more room. If there are no AIs heading that way, I would head for the wines, they are important.

I got it, will play today.

VD_dotmapchanges.JPG
 
Turn 0 - 2550 BC
Looks good.

Turn 1 - 2510 BC
Temporarily have to turn luxury up to 20% as Berlin grew.

Turn 2 - 2470 BC
Maya learned Iron Working. Luxury tax back to 10% as we move a warrior to Berlin for MP duties.
Worker moves onto forest.

Turn 3 - 2430 BC
Worker roads forest.

IBT: Lepzig: Worker -> Warrior

Turn 5 - 2350 BC
IBT: Berlin: Granary -> Settler

Turn 8 - 2230 BC
Luxury tax to 20%, Berlin grew to size 5.

IBT: Lepzig: Warrior -> Warrior (change if you wish)

Turn 9 - 2190 BC
Micromanage Berlin, still Settler in 1 turn, but we get more food.

IBT: Berlin: Settler -> Settler

Turn 10 - 2150 BC
Luxury tax down to 0%! :D

Comments:
* Settler is on standby. Move him wherever you wish.
* Berlin gets +4 food per turn, but it needs 5 to grow. On the next turn, micromanage it for extra shields from the forest to just get the extra 1 fpt we need.
* Find more AIs to drive down trading prices.

Roster
floydmcw
Gato Loco
Ginger_Ale - just played
plarq - UP!
TimBentley - away until ... today / on deck
 
VD,abbrevation of some infamous diseases,we'll avoid that,no jungle,marsh or floodplain,if our people live in the floodplain and get VD,who pays for the medicine?
Turn 0: Send Settler to Sugars dot,hell with VD.
Turn 1: War Alpha E,Tank Killer SE
Turn 2: War Alpha E,Tank Killer S,2 GH found,but high rate to get barbs.
Turn 3: War Alpha E,Tank Killer S.
Turn 4: Berlin Settler finish,will go FPs.Tank Killer pop barbs.Lepzig goes to another warrior.
Turn 5: Barb dies to Tank Killer,Tank killer reveals another wines.Hamburg founded in Sugars dot.
Turn 6: Exploring,HBR due in IBT.
Turn 7: HBR->Alpha,Smoke doesn't have this.HBR is worthless in his eyes,Even Masonry cost our whole treasury and 10 gpt.Alpha in 13t.
Turn 8: Nothing.
Turn 9: Nothing.
Turn 10:1750BC,another settler built in Berlin.Konigberg(East Prussian) built in floodplain hills.Tank Killer goes to GH and Bulgarians taught us Myst! :party: Smoke learns HBR by himself and know Polytheism.Will we find another civ?

Notes:Settler in Berlin need direction.
MM Berlin to make it settler factory again,now size 2 without excess food.
Lepzig goes to rax, due to not knowing what to build,next player can change this.
Workers are roading to Hamburg(a.k.a Two Sugars)
Konigberg is empty and need Hamburg warrior.
 
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