World Wide Wonder

Other than that things seem to have gone smoothly, it looks like the scouting will be perfectly timed for the city after the moai silver sheep

I'm thinking we should also have a few more workers, maybe a total of 8, to keep up with all the improvements.

Some micro comments: If we swap back to an engineer in Rome we could get the Aqueduct in 3 turns rather than 4.

Re the work boat I think it should settler the last fish so that we can swap the wheat back to Antium and grow it to size 5.

1) I think we should aim to settle NW before silver sheep if possible as Hammy is up there
2) Yeah after the next city or 2 we'll need some more. Agree Cumae can do one
3) I assume the engineer vs scientist doesn't affect the tech pace significantly
4) Antium at size 5 doesn't really offer much benefit to delay scouting does it?
 
1) I think we should aim to settle NW before silver sheep if possible as Hammy is up there
2) Yeah after the next city or 2 we'll need some more. Agree Cumae can do one
3) I assume the engineer vs scientist doesn't affect the tech pace significantly
4) Antium at size 5 doesn't really offer much benefit to delay scouting does it?

1) That is a good point but where should we settle? The only location we might consider with the current info is one that uses the iron and banana spot. I guess the best thing might be for the next person to play until the settler is done and then we can talk about where to settler with some new info from the axe.
3) No, Aesthetics would still be in 7 turns.
4)I suppose not, I just thought that the WB would provide minimally useful scouting.
 
PPP as I'm up,

-Build settler in Antium.
-Scout with both Axe (New city defence) and Work Boat
-Whip Forge in Neapolis into a Library next turn.
-Stagante Cumae at 3 and spit out workers.
-Pause at building settler, and having scouted out potential sites to settle.
-Rome to start on Hanging Gardens, with Chops. (Very Important people)

With no scouting at moment, I'm inclined to Look towards 1 SW of the visable iron to complete a blockade line against Hammurabi. Iron, South of River, Potential to be Coastal, due west of Neapolis.
 
PPP as I'm up,

-Build settler in Antium.
-Scout with both Axe (New city defence) and Work Boat
-Whip Forge in Neapolis into a Library next turn.
-Stagante Cumae at 3 and spit out workers.
-Pause at building settler, and having scouted out potential sites to settle.
-Rome to start on Hanging Gardens, with Chops. (Very Important people)

With no scouting at moment, I'm inclined to Look towards 1 SW of the visable iron to complete a blockade line against Hammurabi. Iron, South of River, Potential to be Coastal, due west of Neapolis.

:goodjob:
Plan sounds good to me. Only input: I'd agree an stochastics idea to stop for short discussion about settling the moment our next settler finished!
 
Building of Wonders and other things​


Quick run through to the Settlers build and land scouted out.


T+0


Rome hires an Engineer, fires a Scientist, drops Aqueduct to 3 turns, pushes Aesthetics out to 8 turns, by moving off the clam onto the plains forest, growth still in 1 turn.


Neapolis, moves off Flood plain to the mined hill, still grows next turn, more hammers.


Cumae, cancels work boat as next build, non stop workers at Size 3, stagnate anyway.


T+1 Move a few units about, nothing much.


Neapolis whips Forge into a Library 47 :hammers: overflow, food surplus of +7, can easily run 2 scientist, if not 3 or more with farmed flood plains.


Adjust Antium for a 2 pop settler whip next turn I hope, better go back and recalculate.


T+2


Rome whips its Aqueduct for 66 :hammers: overflow, grow back that whip in 3 turns, so only lose 18 hammers production for a gain of 48


Spoiler :
WhipAqueduct.png



T+3


Overflow of hammers has boosted the production of the hanging gardens nicely, taking only 8 turns not with a starting balance of 176:hammers:, adjusting for an extra turn of growth.


Spoiler :
HangingGardensOverflow.png

Working the plains forest takes 1 turn off production, adds 1 to growth. It is 8 turns, believe me



Scouting with the Axe, a Barbarian city has popped up on or within the ideal site for the expansion city. Settler is about ready to be whipped with max overflow of 78.75 hammers, or 78 rounding DOWN!! we fall about 5 short, but can't adjust for that, losing 1 turn, Not worth it.


T+4


I moved the Axe towards the Barbarian city, Paused to think, and decided not to whip the settler, as due in 5 due to normal building, or whip now.


Spoiler :
SettlingArea.png



We have a 2nd Axe to the NE moving in that general direction, with Hammurabi already having a city in the Northern most section of the land.


My ideas for settling are;
Spoiler :


SettlingIdeas.png



I pause game here while we discuss, I'll attach the intern save as well, if you need to look at.

Edit- I'll wait 24 hr's or so before continuing, maybe 36
 
I'm liking the micro so far, sounds well done:goodjob:

As for the city locations, I agree with the one West of the iron provided that it has a food special in its BFC, something that needs confirmation.

I think the rice-fish-iron spot would be better off 1E, it has 2 less ocean tiles and gains another hill.
 
If southern goes 1 E, the Northern city should go 1 S as well, both have rice in 2nd rings. Northern city still has fresh water bonus, and lots of Potential water mills.

Burn the Barbarian city, UNLESS it has a Sea food resource.
 
Inputs to follow shortly

EDIT: I like the attention to detail

Sorry to raise this now (missed it in your posted plan) but why did Neapolis get library and then there's talk of running scientists. I thought we said it should be a :hammers: city. I guess short term in can be a hybrid when a few sci makes a diff to overall tech rate. Immediate future I would build units for barb city and workers

As for city sites I agree on 1E for coastal city. Options for 2nd city (which should be settled first)
1) 1W of iron if there is a food resource up there - less overlap in the LT
2) 1S to gain a share of rice
3) On iron to speed up iron access for praets if we are worried about losing barb city
I would vote 2 or 3

Either way hi urgency on settling iron city to block hammy from barbs (close borders if necc?) and get units out to take it down

Finally we need some worker help for the ravenna cottages as it is working 2 unimproved tiles
 
If southern goes 1 E, the Northern city should go 1 S as well, both have rice in 2nd rings. Northern city still has fresh water bonus, and lots of Potential water mills.

Burn the Barbarian city, UNLESS it has a Sea food resource.

Agreed on the torching conditions of the barbarian city.

Sorry to raise this now (missed it in your posted plan) but why did Neapolis get library and then there's talk of running scientists. I thought we said it should be a :hammers: city. I guess short term in can be a hybrid when a few sci makes a diff to overall tech rate. Immediate future I would build units for barb city and workers

I don't see any problem with the library. Short term every city needs to be able to add whatever it can and long term we are going to want to get up 6 Universities for Oxford.
 
Building of Wonders and other things​


Quick run through to the Settlers build and land scouted out.


T+0


Rome hires an Engineer, fires a Scientist, drops Aqueduct to 3 turns, pushes Aesthetics out to 8 turns, by moving off the clam onto the plains forest, growth still in 1 turn.


Neapolis, moves off Flood plain to the mined hill, still grows next turn, more hammers.


Cumae, cancels work boat as next build, non stop workers at Size 3, stagnate anyway.


T+1 Move a few units about, nothing much.


Neapolis whips Forge into a Library 47 :hammers: overflow, food surplus of +7, can easily run 2 scientist, if not 3 or more with farmed flood plains.


Adjust Antium for a 2 pop settler whip next turn I hope, better go back and recalculate.


T+2


Rome whips its Aqueduct for 66 :hammers: overflow, grow back that whip in 3 turns, so only lose 12 hammers production for a gain of 54


Spoiler :
WhipAqueduct.png



T+3


Overflow of hammers has boosted the production of the hanging gardens nicely, taking only 8 turns not with a starting balance of 176:hammers:, adjusting for an extra turn of growth.


Spoiler :
HangingGardensOverflow.png



Scouting with the Axe, a Barbarian city has popped up on or within the ideal site for the expansion city. Settler is about ready to be whipped with max overflow of 78.75 hammers, or 78 rounding DOWN!! we fall about 5 short, but can't adjust for that, losing 1 turn, Not worth it.


T+4


I moved the Axe towards the Barbarian city, Paused to think, and decided not to whip the settler, as due in 5 due to normal building, or whip now.


Spoiler :
SettlingArea.png



We have a 2nd Axe to the NE moving in that general direction, with Hammurabi already having a city in the Northern most section of the land.


My ideas for settling are;


Spoiler :
SettlingIdeas.png



I pause game here while we discuss, I'll attach the intern save as well, if you need to look at.






Resuming the game..I've forgotten what we were doing...ha ha...Nah...settler due in 5 turns, with a maxed 2 pop whip due now. I don't whip, It'll kill the city too much.


T+5


Nothing much to report,


T+6


Put 2 chops into the hanging Gardens, now due in 1 turn, decide to delay it still settle the new city, 1 East of where I proposed, I agree, more hills to work. Conversely, the Barbarian city needs to be burnt down, to accommodate a city 1 West, to capture a Sea Fish tile, and a pigs and rice tiles. The city to the North, is still being scouted out.


Spoiler :
MoveBarbariancity.png



To this end, I put the Colossus ahead of the hanging Gardens, 4 turns its due in.


T+7


Bugger, scouting work boat runs full head on into a barbarian galley, there's a 1 tile off shore island to settle as well. Aesthetics due in 1 turn.


T+8


Aesthetics is in, only Monarchy and priesthood is available for Aesthetics and Iron working, no one else has any tech's worth trading for, set research to Currency.


T+9


Settler is moving to new city site, Colossus due in 1 turn, hanging gardens will get another 2 chops. 2 workers moving to chop the new city site.

Spoiler :
Settlermoving.png


T+10


The Temple of Artemis was just BIADL. 2nd Barbarian city sited, this one will nicely complete a block on Hammurabi. Moving worker to connect up iron, and enable Pretorians.


T+11


Change mind on immediate settling, move the settler to the northern site, which with the new Barbarian city, will nicely block of Hammurabi from our lands, just have to close borders to stop him taking barbarian city before we can.


T+12


I settle Arretium, without chopping the forest 1st, I felt it more important to get the blocking line set up and build the hanging Gardens, which I've delayed long enough now.

Spoiler :
Arretium.png



I'll try waiting another 2 turns and taking the barbarian city as well. No, only 28% attacking value, can't wait for Praetorians to arrive, build Hanging Gardens now, normally in 2 turns.


I've only just noticed that Hammurabi is about to research Calendar and that Cathy has it already, she'll trade for Aesthetics and Metal casting, but can't get a trader for Calendar as yet. Put 1 turn into Monarchy to trade for that.


T+13


Oh yeah, capitals been plagued by a barbarian galley that came up from the south, lost both sea food, Hanging Gardens built in 1 turn. Move worker to Arretium to build a Iron mine, and link that city up.


Antium, goes onto building a Library till Iron's online. Moving 2nd worker to build a road from river to Arretium's borders. Warrior is scouting out Hammurabi's capital site.


I make 2 tech trades, Aesthetics for Monarchy with Hammurabi


Spoiler :
Monarchy.png



and a 2nd trade with Catherine, of Metal Casting for Calendar.


Spoiler :
Calendar.png



I thought long and hard about his one, we want to trade Aesthetics with Churchhill when he gets Construction, so putting turns into Currency at moment with an eye on Construction. As such I've hired 2 scientists in 2 cities dropping research time down to 4 turns at 100%. Need to have over 68 :gold: though, at 70% research.


T+14


I get the message its the end of set, but I'm sure I've 1 more turn...I'll play one more, it I've gone too far, so be it.

Here's Babylon:=
Spoiler :

Screenshot.png



Hanging Gardens is in, I have movie's off. Currency blows out to 90 gold in 3 turns at 100%. Newest city is now Population of 2. :goodjob: Cumae, will go onto science after completing its current worker. Rome starts on a Trireme to destroy that annoying Barb Galley, then more work boats, or another wonder??


T+15


I was right, one more turn, end of 15, workers and all unmoved.

Spoiler :
Endofset.png



Summation:


2 wonders built;


Colossus
Hanging Gardens.
1 new worker
1 new Axeman.
1 new city settled.
2nd Barbarian blocking city sighted and targeted. This is a keeper blocking city.

Spoiler :
2ndbarbariancity.png


3 Tech's gained;
Aesthetics Traded for,
Monarchy.
Calendar, traded for with Metal Casting.

Leaving open an Aesthetics trade with Churchhill for Construction when he researches it, as Catherine now has Metal Casting, but only Churchhill and Catherine DOESN'T have Aesthetics. We'll need to put a turn or 2 into it, as well as closely monitor the Tech research.


I recommend taking out the 1st sighted city, burning it down and re-settling 2 other cities in its place.
 
Settling is looking good. Nice work on the scouting and wonder hogging!!
Will look at save and add more comments but a few quick hits
1) Not sure library in Antium makes sense - we could use more workers, more CG units, barracks etc
2) Why did we trade for Monarchy and give away Aesthetics? We don't need it for anything do we and want to keep AI away from Literacy for as long as possible
3) We should be using binary research (ie down to 0% till we have enough gold to finish whatever tech) Rounding is still meaningful at this size empire and we can maximize trade bait this way
4) Probably need some workshops for Rome soon with all the forests dissapearing!
5) Tech path Curr->Lit->CoL ??
 
Settling is looking good. Nice work on the scouting and wonder hogging!!
Will look at save and add more comments but a few quick hits
1) Not sure library in Antium makes sense - we could use more workers, more CG units, barracks etc
Yes, good job on the wonders! I agree on more workers, units, etc.. Library doesn't give us any bonus atm, there so make it a unit pump.

2) Why did we trade for Monarchy and give away Aesthetics? We don't need it for anything do we and want to keep AI away from Literacy for as long as possible
That also gives them a closer shot at the GL!

3) We should be using binary research (ie down to 0% till we have enough gold to finish whatever tech) Rounding is still meaningful at this size empire and we can maximize trade bait this way
It's the fastest way to tech for me in any game, I use that in every game I play. None or all here, 0% or 100%

4) Probably need some workshops for Rome soon with all the forests dissapearing!
5) Tech path Curr->Lit->CoL ??

Yes and yes, maybe get a spy up to Akkad and steal a tech or 2.
 
Nice! All through that report I was sweating metaphorical bullets with the whole HG gambit, but it certainly payed off!

I guess I goofed with the fishing placement after all.

I agree with Cripp and Ifinnem's assessment of our worker count, we only have 5 empire wide so I think Antium could do with building another to help get another one out fast, and Cumae should probably build another instead of research.

I think trading for Monarchy is a legitimate move, we will want it and if we wait any longer we'd probably loose out on an even trade.
 
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