VQ02 - Predetermined City Placement

Leave my Trees alone!!!!! Let them grow free!



hmm vq04 - Super Green Team - all forests and jungles must be allowed (forced?) to spread. No improvement may exist next to a forest/jungle. You can improve a forest/jungle itself but not destroy it. muah ha ha
 
Oh nice, I'm up in VQ01 and VQ02. Do you guys want me to start VQ03 too?

This is my got it post. I'll be playing tonight or tomorrow morning.

Glad to see that forest is spreading. I'll make sure to MM Rome to make sure the settler gets out asap.
 
just yanking on chains. NOthing terribly serious about that variant (yet)
 
First of all can someone tell me how to get that autologger thing. I think that can help speed up my reports and maybe give me more time to make it interesting.

Turn 0: 2000 BC
Looked around and MM'd Rome to build the Settler 1 turn faster.

Turn 1: 1960 BC

View attachment 116754

Most cultured came out - we aren't even on the chart. :(

Turn 2: 1920 BC

Turn 3: 1880 BC
Met Ghandi

Turn 4: 1840 BC
Rome: Settler -> Chariot (We could use some military)

Turn 5: 1800 BC
Discovered Pottery. Researching Writing. (We need to get Alphabet asap so we can get an early tech lead.)

Turn 6: 1760 BC
Rome: Chariot -> Settler (I think we were kind of slow on expanding.)

Turn 7: 1720 BC
Met Saladin

Turn 8: 1680 BC
Antium founded. Building Obelisk. (For culture to get copper asap)

Turn 9: 1640 BC

Turn 10: 1600 BC

Turn 11: 1560 BC

Turn 12: 1520 BC
Rome: Settler -> Worker

Turn 13: 1480 BC
Open Border agreement with Egypt.

Turn 14: 1440 BC
Discovered Writing. Researching Alphabet.
Cunnae founded. Building Obelisk.

Turn 15: 1400 BC

View attachment 116755

Got to love how our culture boundary looks. Would look better with the other 2 cities founded.

After turn comments:

Wow I have never seen so many cows and plains before. Then again this is my first Great Plains game.
 
Oh forgot to mention ... I didn't realize but our forest that grew, grew on the cow resource and it got chopped building the pasture. At least the chop helped the settler grow faster. Hopefully it will grow again some time.
 
autolog is here

Nice job getting the two cities!!

At first glance I thought you settled on a wrong tile for the southern city ... but I am mistaken. Might be helpful to turn on the grid ... just a suggestion!

The forest that grew was not on the cows. The cows tile is the original forest. It must have known it would be chopped once the pasture is worked on, so it spawned an offspring besides it before that happens :lol:

-
 
Great job getting a couple settlers out. Two more left for tier 1.

JUst a reminder of the roster:


player 1: Maquis ----- on deck
player 2: bobrath -----
player 3: Greyfox -----
player 4: eektor ----- just played
player 5: oldbustedjorn ----- UP!
 
Well I decided to finally give autologger a try, but it will probably take a few turnsets to find a good method...

Alphabet in 20 turns? I have a better idea (at least I hope its better) - Antium gets obelisk in three, then it will expand once in 10 turns, the next expansion is 100 culture, and even if we build a library, its going to take quite a bit of time till we get to that copper. It may be a gamble, but iron working is in 13 turns. That means we can not only have a shot at a metal, but we need IW for the beloved praets, which may just come in handy...

Everything else looks fine to me

Spoiler :


Turn 65 (1400 BC)
Research begun: Iron Working
Rome finishes: Worker

Turn 66 (1360 BC)
Rome begins: Library
Rome begins: Archer
OldBustedJorn: I whip an archer in Rome because its at happy limit and we need archers
Rome finishes: Archer
Antium grows: 2

Turn 67 (1320 BC)
Rome begins: Library
Rome begins: Archer
Rome grows: 4
Rome finishes: Archer
Antium finishes: Obelisk

Turn 68 (1280 BC)
Rome begins: Archer
Antium begins: Granary

Turn 69 (1240 BC)

Turn 70 (1200 BC)
Rome finishes: Archer

Turn 71 (1160 BC)
Rome begins: Archer
Rome begins: Worker

Turn 72 (1120 BC)
Antium finishes: Granary

Turn 73 (1080 BC)
Antium begins: Barracks
Antium grows: 3

Turn 74 (1040 BC)
Rome finishes: Worker

Turn 75 (1000 BC)
Rome begins: Archer

Turn 76 (975 BC)

Turn 77 (950 BC)
Rome grows: 5
Rome finishes: Archer
Antium's borders expand

Turn 78 (925 BC)
Rome begins: Settler
Tech learned: Iron Working
Cumae finishes: Obelisk

Turn 79 (900 BC)
Research begun: Metal Casting
Cumae begins: Granary



Turn 3 (1320BC):

I'll keep churning promoted archers out of Rome until its ready to do a settler again. We only have one archer right now. I also keep the chariot in the middle of the three cities so it can respond when the barbs come. I though about exploring a bit, but its too far away and we need mil here to protect.

barb13eh.jpg


Turn 4 (1280BC):

I've Signed open borders with Vicky and Ghandi because there is no reason not to.

I start a granary in Antium after obelisk completes. This will prolly be our hammer powerhouse for now, so I would go - Granary (because no whipping!), Barracks (so Rome can concentrate on commerce and settlers), then library to help with expansion - then units...

TUrn 6 (1200BC):

Gandhi adopts OR (not like anyone cares)

TUrn 7 (1160BC):

Stonehenge BIFAL - good thing I didn't go for it, even though it crossed my mind. I hope nobody minds my churning archers. We sill soon have one in each city. My next focus is another worker and settler...

When the archers reach their destination city, I move the warrior to bust fog/scout...

Turn 8 (1120BC):

Ack, Cumae really needs some farms. I'll forgo a road between Rome and Cumae so that I can get the worker their faster.

Turn 9 (1080BC):

NEWS ALERT!!! OldBustedJorn spots a forest... Thats right folks - someday we will see trees, just don't hold your breath because its on the next tier!!

trees4iw.jpg


TUrn 11 (1000BC):

OB with Germany..
A third worker is built in Rome -> I don't think we'll need any more workers for the time being - its not like we can CHOP anything...

Turn 12 (975BC):
I take our worker and chop down the only remaining tre... JUST KIDDING

Turn 14 (925BC):

Antium expands, worker is now pasturing the cows...

Turn 15 (900BC):

OB with Cyrus
IW in and...

iron3of.jpg


I set research to Metal Casting for forges but everything takes so long right now that it doesn't matter - feel free to veto!

Next person should try to figure out what we can do for commerce...


Observations:

- Don't do anything unnecessary with Rome excepts settlers/workers and commerce - its our only city with a good food bonus for quite a while.
- Antium gets a barracks in 1 turn and has lots of cows for production. I would build most mil units there, and a forge when we get MC.
- Cumae finally got an obelisk, but won't be that great until it has tons of farms and windmills.
- I really wanted to build settlers, but we had no archers (thats asking for it) and the coffers are at 0!!
- Now that we have more archers, including one up north at next city site, we could probably go for two consecutive cities...

Good luck!

demos0nk.jpg


overview2ts.jpg


The save:

View attachment 116815

The Roster:

player 1: Maquis -- UP now
player 2: bobrath -- on deck...
player 3: Greyfox -- cleaning his knife from VQ01 :ninja:
player 4: eektor
player 5: oldbustedjorn -- Just Played!!
 
Lurker's comments:
With this many cows, you should have played india :lol:
 
Ok, this is my got it post. I'll be playing this afternoon.

I just wanted to ask, does everyone want to go to 10 turns now, or should we keep it at 15 for another turnset? Not sure how you guys think the pacing is going...
 
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