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[SPOILERS] WARNING: Donovan Zoi's Molotov Cocktail Contains Vodka and Coffee

Turn 10 - 3600 BC

My capital of Nairobi grew to Size 2 this turn. Rather than opt for growth, I put the new laborer on the Ivory tile to get the Warrior next turn so I can start on a 7-turn Worker.




Also found the first Wheat resource in my travels as taotao and I both ignore exploration of each others' territory in a race for the next hut.

Looks like population increases will only net 1 point on CivStats this game, making it rather easy to locate the 7 civs that have reached Size 2 as of this turn.




For fun, here are some early game demographics. Someone is already at 11000 in soldiers, perhaps attempting an early surprise conquest?


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Turn 11 - 3560 BC

It was bound to happen sooner or later, we met our first Lion. Oh well, we have seen quite a bit of land so if the RNG is unkind to me, I can just hit enter for awhile.




But wait! So Scouts are now 200% vs. animals? That's awesome. We should live to tell about this then smile Further review of the 'pedia found that all animals now have strength of 1, with the Panther and Wolf having 2-movement. Bears and Lions get a 50% bonus against Melee units, though in both cases it's an affront to their former soul crushing glory.

I did see Krill mention somewhere that he wanted the mod to encourage early scouting and these changes certainly support that. With these new changes, I will need to make sure to emphasize scouting in order to enjoy as much KTB benefit as I can.

Here's the lay of the land at this point:


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Turn 12 - 3520 BC
Year of the Wolf


Our Scout survived that dustup with the Lion last turn coming out at 0.8/1. Emboldened by his newfound defensive skills, he pressed on through the injury only to be spotted from the east by wolves taunting local livestock. Another victory from our Scout would allow the ensuing promo to heal him a bit faster, but at what cost?




East of Nairobi, our new Warrior had the same problem. I am not sure how far I want to send this Warrior out anyway; probably just enough to uncover that bit of fog to the east.


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There are about 20 hours left on the clock, I will be home in 16. If there are still others to play, then allow me to play the turn as I'll be able to get to it in time. But if I am holding up the game, here are some instructions:

1. Move warrior to forest hill north of the pigs.

2. Heal scout in place if it still exists. Don't think it would get to use the promo if attacked last turn, but if it does go ahead and set to Woodsman I.

3. If you see any encroachment from taotao or CH (or anyone else), please let me play the turn when I get back.

Thanks!
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Playing catch up again, but will not be too much to report with BW and the Worker taking a bit of time.

Turn 13 - 3480 BC

The Wolf to the south bugged out on our Warrior, but our Scout wasn't having the same luck despite avoiding attack last turn. At this rate we could be at Woodsman II in no time!





Turn 14 - 3440 BC

Well, the Scout did take a hit, bringing it down to 0.7/1 with 2 XP to cash in next turn. But in an act of hubris our hero limped around a bewildered Wolf to catch a glimpse of what lay beyond a nearby mountain range.




Our warrior continued east to meet our third contact, Serdoa (Wang Kon of England).




Wang Kon is Financial and Protective, so I expect to see an abundance of riverside Cottages when I am finally able to visit his empire. The Financial trait also provides his UB at half cost and even though the Stock Exchange comes late in the game, Serdoa will likely exist long enough to capitalize shades thanks to the Protective trait.

I say this because PRO provides cheap Granaries and Walls in the early game and buffs the defense of Archery units and Gunpowder units. And here's where it gets dangerous, because this also means that each of Serdoa's Redcoats that comes off the line will have Garrison I and Drill I in addition to any other promos he can grant at that point. It's bad enought being on the receiving end of Redcoats without giving them an extra shot at you.

Last, England starts with Fishing and Mining so look for early Lighthouses to illuminate all of that FIN coastline! Perhaps Serdoa will opt to settle more harbor towns and leave more land to me. Guess I'll have to find him first...

Definitely lots of synergy here.

Turn 17 - 3320 BC
The wait is nearly over. We get Bronze Working next turn!*




*A Slacker's Disclaimer

As of this writing, I have already played Turn 18 and discovered BW. But in the interest of providing the best lurker experience under the circumstances, I have chosen to report Turn 17 in a manner that illicits the suspense I robbed from you by not posting when it actually happened. This way the effect will be heightened until whenever I get around to posting Turn 18!
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..............................Talk about your cliffhangers! I apologize to all for the delay in reporting. I am sure made my last post seem less amusing with each passing day. frown Well, let's catch up a bit.

T18 - 3280 BC

OK so Copper is close, located in the resource-rich region to our east. I had decided that our next city would be on the hill betwen the Copper and the Pigs for a pretty powerful first ring. Just need to determine when we can build it, because I still wanted another Worker.




T25 - 3000BC

Sent our first worker to pasturize the sheep and then chop out a Worker, except the Worker completed on the last turn of the chop. Cool, all of the overflow will go into our first Settler and then I will build a Warrior while I get to Pop4.

I am also up to 108 in gold after getting 53 gold from another group of nomads. So tech research will remain at 100% for the immediate future, which is nice.







T26 - 2960 BC

Actually decided to complete a Warrior with part of our chop overflow, so that an escort was ready for the Settler.




T27 - 2920 BC

With two Workers now, I chose to chop toward the Settler while building a road to the new city site. Building the road as the Workers are shown here will allow new Melee units to head east without penalty.




T30 - 2800 BC

We met Commodore this turn, after meeting Elkad on T28 and REM on T26. In this screenie, you can see me hanging with Elkad and Commodore outside REM's city limits.




Though I cordially excused myself once the conversation got a bit heated between them.





More to come, including the founding of the new city! Stay tuned...
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12 turns behind in reporting? Let's fix that.

T30 still...

Well, this looks like it will be a coveted piece of land! Not by me though; I am so far away from home....




Turn 32 - 2720 BC

Roading continued to the new city site, with the western Worker forced to put another turn into a Cottage due to local wildlife concerns. He was supposed to meet our Warrior at the proposed city site to self build a road for the Settler, but now I will need to send both to the hill next turn to have it ready in time. Where's a dentist when you need one?




Turn 33 - 2680 BC

Both workers arrived for road duty. I also sent the garrisoned Warrior from our capital to make sure the Settler was protected while the other Warrior guarded my workforce.




Turn 34 - Turn 2640 BC

Like so....




Looks like we may have the pleasure of ousting an animal via culture next turn. Also, Nairobi starts on a Granary which will be whipped at some point.
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Intermission Time!

I told you earlier that I have met 6 other players so far. In looking at the FA screen, I found it pretty interesting that the contacts were totally symmetrical. Mesmerizing even...


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Turn 34 Continued

Oh yeah, one more thing about T34... With the Settler complete, I realized that this was the perfect turn to finally go into Slavery -- one turn before building the new city.




In T35 we begin the short saga about the new city. Having already lived it, I promise a pretty fun read!
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This part needs a soundtrack...
[video=youtube]www.youtube.com/watch?v=r8OrMfd87Qo[/video]

Turn 35 - 2600 BC

We Built This City...On Rock and Roll!


So I finally founded my second city, one that promised to fuel production and growth as well as keep me competitive militarily. News of it's founding also had a way of attracting the wrong elements, as seen to our north.




The positioning of the cities also inspired new naming convention, which will ultimately be a mix of African- and Russian-sounding names taken from pop culture or whatever I see fit. I'll be on the lookout for cool-sounding real locations that my civ and leader are based on as well.

So that's how we ended up with Zenyatta (our capital) and Mondatta, based on one of my favorite albums from the 80's from the group that first got me interested in international...well, anything. I wouldn't go as far as to say that they are the reason I am playing civ today but it's definitely a ripple in the same stream.


bang Anyway, I know, the game...

I didn't stay with Myst this turn and went for Writing in 7. After propping up Mondatta, I will be sending workers back to Zenyatta to start the Cottage economy I promised. And a Library will certainly be of great use in my capital as those little houses mature.

Turn 36 - 2560 BC

And here come some barbs from the southeast! Can't a guy just connect his Copper in peace? Luckily, we should survive this unexpected surprise since our Warriors are evenly matched and will be luring the barbs to attack us in Forests. I'll just have to be cautious with Worker placement if the bad guys get too close.




Knowing that I may need to devote two Warriors to Mondatta long term, I had started a Scout last turn in Zenyatta with thoughts of whipping it to get a Warrior next turn for nothing. Well, not exactly nothing -- 9 hammers will vanish into the ether because of this whip, as you see below. Still, I will get a Warrior garrison to provide the happiness needed for our cap to get to Size 4 again --- in 2 turns since I optimized for growth.




Turn 37 - 2520 BC

About those hammers? Well, there they are -- GONE. Of the 24 overflow from last turn, I am only getting 15 of them plus the 3 getting worked by the city. Had I planned this better, I would have optimized for commerce or food on he first turns of the Scout to minimize the loss. But, drastic times and all that.




Speaking of which...




WHAT??! I don't remember posting any flyers for a city founding party, and yet here's CheaterHater with a Woods II Quechua. Who said that these pesky UU's weren't 2-movers? lol

UMM.... And with two routes to reach my currently undefended city and burn it to the ground.

BUT HEY! Because of those barbs, we are actually prepared for this scenario. And guess what, CH, you can watch as my Workers safely connect our Copper. shades No guts, no glory.




This seems like as good a time as any for a break. If the music is still playing, scroll up and check out the FA gif again... smile
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