Whoa, lots of posts here!
I'll try to respond to them individually.
Looks like a good plan to me. Haven't verified it myself but if it gets us what we need it works. I'll link to it from the first post.
Yeah, right now I like the idea of our projected city 3 location. The only qualm is that we won't be able to improve horses or wheat for 5 whole turns, but in that time we can get a better road network set up so that the horses will be connected as soon as the pasture is finished.
Looks good at a first glance, but there's no way we'll be able to get city site 10 if we're going to negotiate a fair border agreement with them. It's a bit cramped here, but we're not going to be growing all our cities to size 20 anyway so it's not that big of a deal as compared to a single player game.
Moving them both SW is fine. I really would like to see if there's seafood or furs/silver down there.
No idea -- you can name them. Maybe after some special group of scientists?
Then we should probably get our two southern warriors to stay on both sides of our projected city 3 location, or stick to coast to reduce the chances of getting hit by barbarians.
Excellent.
We're actually looking pretty good in demographics, which is surprising for a civ that doesn't have good starting techs.
Fine as well.

(September 22nd, 2013, 11:16)TeddyKGB Wrote: Fuck it, half time and we lose 0-2. Common, United.
Micro for next turns from T39.
Cap(4) works fish+deer+GHmine+(0/3); start worker
MIT(2) works cow+pigs
T40 - war3 done in MIT > start worker; MIT grow size3; MIT takes GHmine instead pigs; Cap works pigs instead GHmine
T41 - GoldMine done; MIT working cow+gold+GHmine
T42 - woA start route gold
T43 - woB done in cap -> move to mine GH; cap start settler
T44 - BW done, slider 0%, start Agri; gold connected(woA)
T45 - slider100%; woC done in MIT -> move to forestPH to chop into cap; MIT start worker; woA -> move to chop into MIT;
T47 - GHmine done
T48 - woB start roading to city#3; chop to MIT done; chop to cap done
T49 - setteler in cap done; woD in MIT done; revolt to slavery
And FML, we lose 0-4 already. Common, guys!
Looks like a good plan to me. Haven't verified it myself but if it gets us what we need it works. I'll link to it from the first post.
(September 22nd, 2013, 12:08)TeddyKGB Wrote: GG city. 1-4 final score. Fuck it, there is always a next game.
(September 22nd, 2013, 08:31)DMOC Wrote: Some thoughts:
-If the settler from the 6->3 whip only comes 1 turn sooner, then I agree in that the other sim is the way to go here. Upon thinking about it, the benefit of the 6->3 sim is getting a third city 1 turn sooner and getting an extra warrior, which is probably not necessary right now. And with a better worker network and larger capital, I think the tradeoff isn't worth it now.
-I actually like mining the capital's second grassland hill, and I probably misplayed it in my sim since all 3 cities can work it, as you say. But we also need workers to immediately hook up the horses ASAP, followed by the wheat. If we're feeling gutsy, we could try improving the wheat first, then the horses.
-One thing we should consider is what do we want the 3rd city to be? It can be a nice secondary commerce city by supporting some of the capital's cottages, and I think down the line we might have it generate perhaps an early GP. (Maybe have that city make a scientist while the capital makes settlers? Also, is a warrior out of there a decent build? If SH is available I suggest building it until we get horses set up, in which case we can swith production to chariots later. Then chariot -> granary -> library?
So I suggest we switch our empire mode to align to your other plan. Do we have a micro plan set up?
---
Speaking of gold, I'm surprised that another team would work one this early as well. We basically optimized getting our second city up and running early (to be size 2) so that we could work the gold as soon as reasonably possible. Ideally, MIT will be able to always work the gold tile from this point forth. MIT will have trouble growing but if we donate the pigs to it, we can get it to size 4 and it can stagnate there while working gold, 2 grass hill mines and 1 cows and just being a pure worker pump.
- ok, lets go for woB(T43)>settler(T49) in cap.
- after GHmine done that worker start roadind to Horses
- I agree. We could grow it to size5 and work 3 overlapped cottages, or start GS at size4-5 for fast Academy in cap. I suggest we build granary at size1 (via 1 chop) before charriot or warrior, tho. See my sim above.
As for warrior vs SH, I'd like to have more warriors. They can explore, they can spawnbust and obv they are cheap military police now and after Monarchy. Its not a wasted 15H, imo.
Its only a speculation about city#3 location, before T44 and copper visible. But I like this spot. Its allow us get Horses and riverside Wheat while share 3 cottages with capital. As far I can see, there is no good spot to relocate our capital soon. And city#3 leave us an option to settle on south coast to grab possible seafood or furs or silver.
Yeah, right now I like the idea of our projected city 3 location. The only qualm is that we won't be able to improve horses or wheat for 5 whole turns, but in that time we can get a better road network set up so that the horses will be connected as soon as the pasture is finished.
(September 22nd, 2013, 12:37)TeddyKGB Wrote: My attempt to dotmap (sorry for poor photoshop skills):
Looks good at a first glance, but there's no way we'll be able to get city site 10 if we're going to negotiate a fair border agreement with them. It's a bit cramped here, but we're not going to be growing all our cities to size 20 anyway so it's not that big of a deal as compared to a single player game.
(September 22nd, 2013, 12:42)TeddyKGB Wrote: Had to decide right now:
- move war1 SW or stay on gold.
- move war2 SW from cap.
Moving them both SW is fine. I really would like to see if there's seafood or furs/silver down there.
(September 22nd, 2013, 12:43)TeddyKGB Wrote: Lets name our warriors. Any suggestion?
No idea -- you can name them. Maybe after some special group of scientists?
(September 22nd, 2013, 12:49)TeddyKGB Wrote: And I saw some human barbs on T47 or T48 in my sim. Now I'd guess they start appear on T45.
And they could enter our borders right away, cause it already 19 cities on the map on T39. 21+ cities on T45 most likely.
Then we should probably get our two southern warriors to stay on both sides of our projected city 3 location, or stick to coast to reduce the chances of getting hit by barbarians.
(September 22nd, 2013, 13:11)TeddyKGB Wrote: T39 finished. Option2 (Wo>Set in cap).
Move both warriors SW.
Excellent.

(September 22nd, 2013, 13:18)TeddyKGB Wrote: Some minor name changings:
Correct me if I'm wrong with english grammar.
Fine as well.
