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Turn 4
Another turn of scouting, no new ancient ruins
Met Ragusa. Maritime, Dyles, but Hostile....that's annoying. At least they're close by and hostile, though militaristic/hostile would be the best to worker steel from. I pledged to protect them for now to see if they give me any manageable quests.
Going to save and buy my first settler, location of second city tbd. Going writing after Pottery I think, for a library knock out my tech boost. Should be able to use to tech boost to make up for some of the detour to Writing to get trapping in a decent time frame. I also need mining and bronze working pretty badly. Thank got I didn't get crab and pearls for resources though, it could always be worse.
End Turn.
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Turn 5
Yet another turn of scouting, praying for a good ancient ruins pull to help me redeem this start. Even gold would be good (buy a settler sooner), just as long as it's not a 'reveal barb encampments' or another map.
However, they continue to elude me
Pretty sure I'm at the far eastern end of this continent. That would be nice, fewer borders to defend.
End Turn.
April 10th, 2013, 17:24
(This post was last modified: April 10th, 2013, 17:27 by oledavy.)
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Turn 6
Another turn of scouting, found an ancient ruins with my western scout this turn and popped archery. Not the best pull in the world, but not awful either - 22 science basically.
Forgot to switch the city's governor before growing so I could get the truffles tile worked  (Isn't that how it works Seven/T-Hawk?) So, I missed out on 1 hammer and two gold.
At any rate, working the truffles and a riverside jungle now and building a granary. The net result is me growing two turns slower, but I gain 7 hammers and 21 gold - well worth the exchange. (7 hammers, 21 gold > 3 science, 3 gold). So why not just stay at size one and work the truffles for 10 turns you say? I didn't do the math but my instinct is that it was a worse exchange. Though if someone actually wants to do the math and correct my misapprehension, by all means, go ahead.
End Turn.
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Yeah, that's how it works. And yeah, shutting down food right after a growth to max hammers on the granary is often correct. You want either max food to grow a citizen ASAP or max hammers to finish a building ASAP, you don't want both the citizen and building partially-complete.
(That principle is also true in Civ 4, except food virtually always wins the comparison, both because food costs are lower and tile yields are higher than in Civ 5.)
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Turn 7
MOAR scouting!!!
![[Image: Turn8.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/Turn8.png) [/URL]
Found the borders of a city-state to the west, meeting them next turn. I won't speculate on who they are. If I'm first to meet them, I will have fulfilled the average number of city-states (2.33) that I should meet first (for 30 gold) before anyone else. Any that I meet first after this will be gravy
Also, notice I found barb encampments near both city-states. Since I'll already be heading to trapping for my luxuries, I think I'll settle my second city for horses and build a couple horsemen. There will definitely be a captured worker in one/both, or a city state quest to pop both those encampments at some point in the future.
Found an ancient ruins in the north, popping it next turn.
Switched my tech from writing to animal husbandry. I decided to go worker instead of library after the granary. After that...probably watermill if I can detour to wheel without too much trouble. Four luxury types in my zone of influence so far (truffles, ivory, marble, sugar).
I appear to be hemmed in by mountains on all sides.
It may be a jungle hellhole, but it's a defensible jungle hellhole
Anyway, the other news was this:
I'm going to be polite here, and say that there were probably better options available
Looks like someone either:
A. Found a faith ruins
B. Met a religious city-state
Either way, lucky bastard...
Anyway, I don't care how many sea resources are at your cap, this is not a good choice, especially on pangaea where you're unlikely to settle many cities for large numbers of fish/crabs/pearls/whales. The big problem with this pantheon belief is that it takes far to long to activate. It's a decent bonus once you get your fishing boats out, but that takes awhile. It's especially bad when you consider what the person might have taken. Fertility rights is always good. And depending on the terrain at this guy's cap there were probably better options.
But regardless, lucky bastard, I would love to have sacred paths right now.
End Turn.
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Hmm, isn't that belief +3h per city at the very best?? Looks very weak to me even at its best
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(April 12th, 2013, 03:25)yuris125 Wrote: Hmm, isn't that belief +3h per city at the very best?? Looks very weak to me even at its best
3h a city would actually be very good. However, in this game, I doubt it will ever end up producing more than 6hpt total for whoever took it, and it takes forever to activate at that.
Anyway.
Turn 8
Forgot to take screenshots this turn, but it's just as well because I didn't find anything earth shattering.
Got a 'reveal barb encampment locations' pull from the ancient ruins
...
Seriously, my hut pulls this game...
At any rate, other than that. My western scout was attacked by the barb, and took 37 hp of damage. Continued scouting anyway and met Rio De Janero, maritime, friendly, dyes. I think I'm definitely going to be allying with them and worker-sniping Ragusa. They both are maritime and have the same luxury, but I lose my influence with Ragusa twice as fast as I do with Rio de Janero. We'll just have to see what develops.
The revealed barb encampment was far away to the northeast, so now I'm thinking that I am on the southwestern end of this pangaea (Rio De Janero appears to be on the tip of the continent).
I'm going to keep scouting with my warrior, and build an archer after my worker (something I would end up doing anyway) to cover the worker.
End Turn.
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Just a few map thoughts while the game is more or less on pause. I tried using paint on this minimap, but it kept quitting unexpectedly, so you'll just have to visualize what I'm saying.
So, quick update on locations. My western scout is by Rio De Janero, my northern scout is north of Asgard, and my warrior it northeast of Ragusa. If I really am at the southwestern edge of this continent, here are my guesses of where the nearest civs are.
One civ should be more or less north of Asgard, over the mountain range. Another should be east of Ragusa, about the same distance between Asgard and Ragusa. So, my warrior is going to continue heading east towards the theorized civ, and then will double back slightly north of it's initial path, screening for ruins. I should get back to Ragusa in time to take their worker, or siege the barb encampment in the event they're already taken the worker.
My western scout will head up the coastline, which I expect slants northeast. I think I'll find an ancient ruins, and then another city-state, after that, I'll probably make contact with the theorized northern civ.
My northern scout will work his way around the mountain range and head north. After my scouts have mapped out the majority of the surroundings, I'll send them deep into the continent to map the entire thing out. My warrior and archer will protect my worker from barbs and defog the remaining tiles in my immediate sphere on influence in case I missed some ruins.
The sooner Serdoa returns and gets this game rolling again the better
April 14th, 2013, 10:02
(This post was last modified: April 14th, 2013, 10:02 by oledavy.)
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Turn 9
Scouts turned up nothing this turn.
End Turn.
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Almost turn 10 and you haven't invaded anyone yet? Unacceptable!
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