205-209
A flurry of turns + guests over the weekend + no internet last night means I will be condensing a number of turns here. I know how interesting early turns are for lurkers, so I'm sure the lack of detail will bring much lamenting in the lurker thread
I do want to lampshade something that has probably been obvious for awhile but I have not spoken personally about here. Yes, I know we fucked up with our second city. Getting everyone else's maps has really hit that home to us. We're doing our best to deal with the situation and overcome our self-imposed handicap. How did we end up placing Dry Rice in such a bad spot? Well, we spent the majority of our time debating our capital city location, and the location for our second city was a decided afterthought. Additionally, our very central capital location meant it was already going to be hard to settle a second city in a decent location without more exploration.
So, we did get I think, the best capital spot out of the deal. Will that be enough to make up for our gimped second city? I don't know. We perhaps would have been better served splitting off resources from the capital to make two cities of similar quality, but we opted for the strong capital route. DR will be a hell of a worker pump in the turns to come, on the plus side, but the lack of a strong food bonus until we spread irrigation means it will forever be harder to turn a profit with than our other cities.
While I'm on potential errors made to date:
- Two turns of anarchy, not convinced this was an error (I'll take an extra turn of anarchy now over one 40 turns down the road/a really early wasted GA any day), but this is also worth noting as a reason why we might be slightly behind Plako/Sullla.
- Not whipping the first worker until late. This was my fault, I didn't have time when we were kicking this shindig off, but I might have caught this had I checked WK's micro - I just have a deep abiding hatred of spreadsheets. Both of us are also coming off a long hiatus (+2 years) from Civ4.
I say all this not to be self-pitying, but simply to clear the air before moving forward. These are things WK and I have discussed in GChat, but have not made it into the thread. I expect our mistakes long-term will even out with other teams's errors. The unfamiliar start guarantees people will not make optimal moves. Moreover, I believe that beyond a threshold of competency, micro does not win games. Having the right neighbors, the right pick, and the ability to make the right macro moves wins or loses games. Excellent micro creates more opportunities, but at a diminishing rate of return beyond competency. Despite our early missteps, I believe the opening 25 turns have not been immaculate, but have been competent.
With the early game starting to move to the rearview mirror, I'm very optimistic about this game based on our immediate neighbors and combo. I honestly could not have asked for a better map than the one we have for the Dutch. There's a lot of time to decide on what our overarching attempt to achieving victory will look like, but I dream of settling four defensible border cities, then controlling all the water around us. I would like to try to play defensibly on land, and aggressively at sea, taking as many islands as we can and forking opponent's cities endlessly. As far as conquest, I think neighboring Alhazard may prove to be a boon long-term, as his opening has been slow to say the least.
Based on the temple in his cap, our best bet is that he didn't run Engineers to keep his pools pure, and is trying to generate a great prophet for something. Actually, looking at the bulb list, the only techs available from this point forward that a GP can bulb are education, printing press, liberalism, and future tech. How exactly he plays that bulb out, I'm not sure. He might also want to get a GP for a shrine out early, since that will be very difficult later on without Angkor Wat. I'm unsure. The bottom line remains the same, out of the field, he's most likely to be lagging when we want to try to conquer someone.
Meta thoughts aside, here's what we're actually doing:
EOT 210, we'll finish chopping out two settlers. They'll be securing the border against Scooter in the west, and planting on the southeastern coast, respectively. After much wrangling, we decided on a defensively-placed plan on our side of the river towards Scooter, should be a killer city though (thinking about Aggressive Jungle for its name).
The southeastern city will have 3 forests in the BFC and a grassland wheat and plains cow. The plan here is to get it up and running quickly and build: culture -> size 3 -> worker -> whip - grow on galley -> settler -> chop to completion/whip. That settler will go to the gems isle to the east. And no, I don't know that's what's there, but it's logical based on the lack of gems elsewhere on the map.
In sum, we're looking at having 5 cities by the end of 213 or so. Those 5 cities will give us enough of a good food bonus that we can really start leveraging IMP after that. Once we get cities 4 and 5 down, we'll probably pump out another round of workers before settling into a rhythm of whipping out settlers. We'l also shortly be growing our capital onto cottages.
I'm trying not to neglect military in all of this, and currently have two half completed pikes in the works. I'm more than a little terrified of a knight appearing out of the fog and us not being ready for it. We should be set to staff all of our border cities with a couple contemporary military units the turn they are settled though. Thankfully, demographics indicates nobody has built anything substantial yet though, so we're good for the time being. I'd like to get a pike/longbow into each of our border cities, and add to that later if we really need to. That should be enough to stop a random raze though.
We do connect to our neighbors in the south, given mirrored sides. I am moving the warrior and longbow back now since I'm not that interested in defogging tiles I know are ice. I do eventually want to get longbows onto the deep southern hills to serve as sentries against sneak attacks.
It would be super fun to send our own cavalry sneak attack against Alhazard that way.....maybe someday. I expect he and Nic will put their own sentries up though.
No though, almost at the point where it begins to feel like you're running an empire instead of being the mayor of a couple cities. I really like WK's plan to run a scientist in PC. Either GP result is acceptable to us, and I would love to land ND. The wonder is okay, but we can research GP with double pre-reqs (and potentially known civ from Plako). With it promising not to be super hard to research, I'm more amenable to rushing a wonder with our engineer.
I'm really glad we did Education first, or it would take us forever to get to Oxford. The discovery of Stone in the south means we should be able to complete it pretty quickly too. That's still quite a few turns away though.
The land around us has an abundance of riverside tiles, which is so great for financial. I'm thinking we generally want to cottage all the riverside, but otherwise (barring the capital and maybe one or two more commerce cities), will be work-shopping all the grassland. Why would you work anything else when you can work a 2/4/0 tile. Those SP workshops are still a ways away though.
I'm vaguely considering settling a spot for Mack's calendar resources that is equidistant between our capitals. It would be a super-nice city, and not indefensible - but worth pissing off the guy with Phracts....probably not. We do not have eyes on Mack's 3rd and 4th cities on the plus side, and our explorer is headed towards Plako's territory.
Scooter offered us a map trade this latest turn, but I don't see a compelling reason to accept it. We have a complete may, minus Nic's 3rd and 4th cities, and Scooter's 4th. I don't think they have everyone's maps yet. They're also going to attack us or not regardless of the AI diplo between us, so building up goodwill isn't really worth it. Besides, it's more likely they would think us more vulnerable if we did accept a disadvantageous map trade.
I'm checking everyone's cities and techs every turn. It's really intriguing to see the opening infra builds. Scooter is really committing to the SA economy, with one in his first 3 cities already. Plako and Mack also went for early libraries. Alhazard has a temple. Nic built an AP buffed temple and a library. I think Nic has had the strongest opening of anyone so far, and his monk economy has a lot of potential to be really strong on this map.
And.....40 minutes of writing later. I can't think of anything I haven't really mentioned. I'm super excited to get to the islands, but we do have a few more border mainland cities to get down first. One upcoming thing we're going to have to debate is if we want to settle aggressively towards Nic to prevent our Scooter border plant and western ismus plant from being potentially forked.
And Mackoti just logged in. Turn 210 coming up, this one with pictures