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[Spoilers] Alhambram doubts that he stays peaceful with Zulu

Turn 4: Nothing new, just more plains hill.
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Turn 5:

Moving warrior NE didn't reveal juicy food tiles, but it did reveal coast and more importantly a another contintent!
   
Tile 2 NE of warrior is of other contintent, I got foreign trade boost. But also suprisingly 4 era points for first to discover this contintent. Which means no human players in this direction.
This map do confuse me a bit, I thought that this is a inland sea map, yet new contintent points to north. I think that I move E next turn, to have possible reveal more tiles due upon hill.
Then decide move warrior north or east. Scout when completed shall go SW, then to north counterclockwise while warrior is supposed to go clockwise depending what I see over there in north.
Eventually either scout or warrior has to return to city to escort settler against barbs.
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Move east for another mountain wall, next turn move N.
Also planning at turn 1 was counted wrong, all +1 turn since I somehow also counted turn 0 with it. Next turn enough gold to buy tile instead now.
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Turn 7:

Warrior moves to NE, revealing more coast in east. Does it mean that another contintent north is a landbridge? For sure no other players direct at north due 4 era points, but maybe city states? Worth to scout in north further with warrior.
   
I got enough gold to buy 3Icon_Food tile, rearrange pop to new tile and next turn grow size already and then finish scout at turn 9 already. 
Then start settler which shall be finished at turn 17/18 depending whether tile picker picks deer tile, for now it does. Nobody has grown to size 2 yet, seem that we all got bit similar starts.
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Turn 8:

Grew to size 2, first civ to do so. Rearrange tiles to max production, next turn scout finished.
   
Almost certain that I pick up deer tile next turn, so 10 production per turn next turn which mean I can finish settler at turn 17. 
However it means that city is going drop back to size 1 and I need 5 turns to regrow. Then I can finish builder at turn 25.
Maybe a middle way: work with deer tile plus rainforest tile for 8 turns, then max production to finish settler at turn 20 without pop loss. Also able to finish builder at turn 25.
Advantage of last one is little bit extra science and culture difference for 5 turns, but delayed settler with 3 turns.

I shall check SW quickly with scout, is there good spot close, then it might worth to rush settler. I can afford to max build settler for 3 turns and then decide to keep rushing settler or allow city grow a bit.
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Turn 9:

Finished scout, start settler in 8 turns since tile picked did indeed pick deer tile. Both warrior in north and scout in SW didn't find any worth mentoining.
TheArchduke also did find other empty contintent? His era score increased to 4. Also he and suboptimal did grow to size 2, TheArchduke 1 turn later than me, Sub same turn as me.
So Sub did same as me, work at gold and buy tile.

Thrawn is bit late with growth due moving his settler extra turn and Marco seems to priotize production and probably is creating another Eagle Warrior.
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Turn 11:

Start with 2 bad news:
   
1: finished animal husbandry and no horses visible.
2: barb scout has appeared.

And good news:
   
There is a city state over there. After saying hello, warrior returns south to seek and destroy barb camp.

International news: both TheArchduke and Marcopolo completed tech at same turn as me, Thrawn one turn earlier.
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Good find on the city state.
The man in black fled across the desert, and the gunslinger followed.
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Turn 13:

Met city state, it is a commerical city state Mogadishu.
   
It isn't best commerical city state, a potential target for early city state conquering. For now little extra gold is nice. Warrior returns now, also he can't pass city state to scout further to north.

Barb scout keep walking around my borders, at least he isn't beelining back to camp, right? right?
Scout is now making counterclockwise move and shall return to city soon for some settler escorting.

International news: everyone is now at 2 pop and suboptimal gained 4 era points. Most likey from his UU which is scout replacement.
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Turn 15:

Completed Code of Laws, I am first to do that. Slot in Discipline and God King policies. As long others don't have any additional faith income, I should be first to get Pantheon.
Normally I would plan to settle at or close dyes spot to ensure that I am first to get Pantheon, however area around it is food poor and bad as 2nd city. And scout has found much better city spot:
   
On route back to city for settler escort, scout has discovered very fertile city spot, a very good Pingala city at spot where scout stand now: spices, banana and double rice tiles. Also at coast for more housing later with harbor.
Bit production with stone quarry and there is 3 adjaceny campus NE of scout, really good Pingala city. I am going settle this spot and 2nd city shall grow like weed and get easy Early Empire and Civil Service civics boost.

Barb scout is gone, hopefully no barbs till settler is at safe distance. I shall build slinger or warrior after settler, no point to have builder if barbs possibly swarm around capital city soon.
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