View Full Version : Turn 1 - 3960 BC (15)
GeoModder
May 11, 2008, 04:09
Well, that was the first turn then.
<b>Situation report:</b>
Inca (Templars) and Egypt have settled. This likely means the Templars will have the first religion, since they start with Mysticism too.
For the turnplayer, I've put the <strike>units</strike>Wabbits in sleepmode as to avoid accidental moves.
<b>ToDo:</b>
Settling the city of course.
Moving the scout.
Initiating production.
Starting research.
RobWorham
May 11, 2008, 05:20
My 2c......
Settle in current location
Scout 7-1 (edited)
Warrior
Fishing (edited)
Dave_Shack
May 11, 2008, 05:27
Interesting how the screenshot catches one of the whales in mid jump. :)
I lean towards:
settle in place
fishing, then either AH or BW path
warrior, work boat (if fishing finishes in time to start it), warrior
scout to the stone tile
we won't need to prioritize a worker until we have agri, AH, Masonry, or BW
fed1943
May 11, 2008, 06:59
The red versus yellow site question:
Being in the red we gain: 1 fresh grass,1 plains,1 grass,1 hills/grass;
and lose 2 forest/plains,1 plains/wheat,1 ocean/whale.
With just early improves (farm and mine) that means:
+3F,+1F 1H,,+2F,+1F 3H= 7F 4H; and
-2F 4H,4F 1H,2F 1C= 8F 5H 1C.
So, a grand total loss of 1F 1H 1C.
(If you cross this with pop numbers, then still clearer: plain/cow,fish,
hills/plains/stone for 3 first pop; what do you want for 4th, grass/hills
or plains/wheat? Remember we always have a hills/plain/forest for
3H).
About an early religion:
IMHO to try found the meditation or polytheism religion is not good:
1- We just have the beakers from the palace;
2- We need ASAP a lot of worker's tech, agri,AH,mining,masonry,
fishing; and never good to delay pottery and BH.
3- If we go meditation or polytheism, we must go till the end, due to
the choose religions.
So, be it now or next turn, I think research must begin by Fishing, as
FeMme said.
Cheers,
GeoModder
May 11, 2008, 07:43
My 2 :commerce:
Move the scout along the red path (7->1). Why? Then that corner is scouted in the off chance there's game there, and it takes only a turn extra before the hut is popped. Since only us and the Russians are civs with scouts at this point, I don't think there's much chance to lose that hut.
If no game is found in that corner, found the city where the settler is now. If there is, a new discussion can be started. ;)
For research, I'm leaning towards Fishing if we will work the forested stone hill for our first production. We could arrange it so that Fishing and production (scout or warrior) is finished at the same time.
If we will go for a religious tech, I propose to work the water for the commerce.
For first production, I'm leaning towards a scout. Why? Because again we're at an advantage here since we're one of the two civs with scouts at this stage. Let's make the best of it and pop as much huts as possible and make contact with as many civs as possible the soonest.
If we keep a scout a bit around the head of the peninsula, we can always spot a rogue warrior coming in, and change production in time to finish a warrior for defense. We're at Prince level, so 4 population can be sustained without :mad:.
Kiwallabok
May 11, 2008, 07:48
hmm very difficult indeed.....
UnOrthOdOx
May 11, 2008, 08:45
Settle there. While I favor the spot south, it's not worth losing yet another turn to, plus losing the forest to chop.
Research fishing. Cause religion sucks anyway. ;)
(Q: what was our other starting tech?)
Build warrior. Scout is tempting, but not worth gambling that neighbors are far, or that their freindly.
Chuckman
May 11, 2008, 12:08
Settle in place, name it just Caerbannog.
Move scout 7,1
Research Polytheism
Build warrior
Methos
May 11, 2008, 12:38
Settle in place. I also don't wish to lose another turn. Start a warrior. Too iffy on the scout and if I was another civ I'd take the chance at wiping us out early.
Ignore religions. The risk is too high we'd lose it, so might as well take a later one. Start with Fishing.
Methos
May 11, 2008, 12:40
Originally posted by GeoModder
Move the scout along the red path (7->1).
I'm inclined to agree with this.
RobWorham
May 11, 2008, 14:11
Originally posted by UnOrthOdOx
(Q: what was our other starting tech?)
Mysticism and Hunting are our starting techs.
RobWorham
May 11, 2008, 14:16
Originally posted by GeoModder
My 2 :commerce:
Move the scout along the red path (7->1).
Good argument :b: I have edited my original post.
I have also changed my mind about Polytheism. BtS no longer supports illumination of rival civs cities with a religion so the major military/intel bonus of having a religion has gone. We need to get working those aquatic resources asap.
I'm going fishing now...........
Originally posted by GeoModder
For research, I'm leaning towards Fishing if we will work the forested stone hill for our first production. We could arrange it so that Fishing and production (scout or warrior) is finished at the same time.
If we will go for a religious tech, I propose to work the water for the commerce.
The forested stone square will not be in our city radius for 5 turns after settling. Also, we cannot work water squares until we research Fishing.
Originally posted by Dave_Shack
settle in place
[fishing
warrior
we won't need to prioritize a worker until we have agri, AH, Masonry, or BW
:b:
Originally posted by GeoModder
Move the scout along the red path (7->1)
I say we should do this after we settle because we may see more squares to the north once city is settled and this could reveal another civs cultural border. In which case I would move the scout 7-7.
Originally posted by Chuckman
Settle in place, name it just Caerbannog.
:b:
GeoModder
May 11, 2008, 15:00
Originally posted by FeMme
The forested stone square will not be in our city radius for 5 turns after settling. Also, we cannot work water squares until we research Fishing.
Darn, me and my habit of playing with fishy civs. :idiot:
fed1943
May 11, 2008, 16:18
While the south site is better, to lose more one turn...
Research Fishing.
Build warrior.
Scout 17, unless city shows something new.
Best regards,
Methos
May 11, 2008, 20:19
It appears we agree on settling in place, so should we go ahead and settle so we can discuss where to move the scout?
Lancer
May 11, 2008, 20:59
Settle! has my vote :ana:
This is history :)
theViking
May 12, 2008, 00:16
Settle.
:viking:
Settle! :nod:
Scout 7-1
Fishing
Warrior
Kiwallabok
May 12, 2008, 01:10
lets settle then
Dave_Shack
May 12, 2008, 02:52
Caerbannog settled. Turns out we would have benefitted a little from going 6 and settling where the blue circle was, though it's a tossup whether it would have been truly an improvement or not. There is another fish out there.
The coast heads off towards the NE.
Research was set to Fishing, and production to Warrior. Both can be changed any time, but nothing was revealed that would suggest we should.
Now for the big news: popping the hut yielded
<drumroll>
A scout!
So now we need to decide on paths for both scouts.
RobWorham
May 12, 2008, 03:31
:woohoo:
Proposed scout names :
Dandelion (2-2 of Caerbannog)
Buttercup (6 of Caerbannog)
Proposed moves :
Dandelion : 7-1 - head to other hut.....
Buttercup : 7 - head NE.......
GeoModder
May 12, 2008, 03:52
Looks like I got my wish. A scout! :lol:
Proposed scout names:
Bran (the oldest) and Farrell (the new one), al proud followers of the Great Caerbannog. :b:
Let Bran go as planned to 7-->1 with a follow up to the coastal plain hill the turn after, and let Farrell become acquinted with the towngirls before moving to 7 of the towns spot.
I don't know about you guys, but do you really want those girls move in the woods for meeting up with Farrell? :scared:
AdamTG02
May 12, 2008, 03:55
Scout names? Naming units? What witchery is this?
In any case, we should pick a tech before end of turn -- I favor Fishing though Polytheism has its advantages -- but at the moment I'd rather not bank too much on it. We can get it, then Monotheism after Fishing, since we'll want Masonry for the stone anyway. And early Fishing guarantees us an early food source which is fairly crucial.
I favor building the warrior as well, not because we really need a warrior this early but because it'll be done with quick, we'll have fishing, and we can build work boats after that.
Originally posted by AdamTG02
Scout names? Naming units? What witchery is this?
Trust us - it will make things much easier as we go along.
Originally posted by RobWorham
Proposed scout names :
Dandelion (2-2 of Caerbannog)
Buttercup (6 of Caerbannog)
Proposed moves :
Dandelion : 7-1 - head to other hut.....
Buttercup : 7 - head NE.......
:b:
Originally posted by AdamTG02
And early Fishing guarantees us an early food source which is fairly crucial.
I favor building the warrior as well,
:b:
GeoModder
May 12, 2008, 05:39
Bran&Farrell!!
It's the Celtic theme, for fugs sake! :rant: :doitnow!:
RobWorham
May 12, 2008, 05:45
Originally posted by RobWorham
Dandelion
Buttercup
It's the rabbit theme for fooks sake!!!! ;)
And as scouts are the biggest wimps in the game, they should have wimpy names!!! :rant: ;)
Yeah!
Wot he sayed!
:trouble:
theViking
May 12, 2008, 07:35
Scout 1 : Thor;
Scout 2 : Hygin.
:viking:
Methos
May 12, 2008, 09:29
Scout #1 [started with] 7,1 straight to the other hut. Scout #2 [popped] 7.
Edit: Mis-typed
fed1943
May 12, 2008, 09:54
Agreed with the movements of the scouts.
I thought about begin one thread with cities data. To be useful said
thread should be able to be edited. If I begin the thread am I the
only one who can do it, or administrator (Rob) can also do it, or can he
give powers to some other to do it?
Best regards,
EDIT BY UNO
In private forums, ANYONE CAN EDIT ANYTHING. :smug:
:dance: :band: :dance:
Edit by Methos:
That's rather odd.
Edit by UnO:
Yes, it is, but it's a rather handy "bug" that we campaigned for them NOT to fix back in the first private forums of the PTWDG.
Rather usefull for demogaming purposes.
UnOrthOdOx
May 12, 2008, 10:04
Answered your question above.
posting just in case you don't notice, and to get my +1.
fed1943
May 12, 2008, 10:25
Thank you,UnO
Originally posted by RobWorham
:woohoo:
Proposed scout names :
Dandelion (2-2 of Caerbannog)
Buttercup (6 of Caerbannog)
Proposed moves :
Dandelion : 7-1 - head to other hut.....
Buttercup : 7 - head NE.......
:b:
Originally posted by Dave_Shack
Now for the big news: popping the hut yielded
<drumroll>
A scout!
:dance:
Dave_Shack
May 12, 2008, 13:55
How about naming them Flopsy & Mopsy?
Methos
May 12, 2008, 14:08
Since everyone seems agreeable with scout 7,1 I went to move it, but the game isn't letting me. It's stating...
"Waiting to hear from Imperio (Player 3)"
The turn timer is also stuck at 22:30:04?
Odd, as I was writing this Imperio joined the game and I was able to move the unit. Anyone understand what happended? I'll post the screenie in a second. Didn't move the second scout.
Originally posted by Methos
Scout #1 [started with] 7,1 straight to the other hut. Scout #2 [popped] 7.
Edit: Mis-typed
:b:
It means that the Imperio player was joining the game. as you were trying to move the unit. The game "pauses" itself when someone joins and then resumes when they have finished joining.
Methos
May 12, 2008, 14:13
Here's the screenie:
http://www.civfanatics.net/methos/games/BTSDG/bc_3960_scout_move_7_1.jpg
RobWorham
May 12, 2008, 14:14
Can you advise on game status too. i.e. Hours left this turn, and number of teams to play.
Civstats is still down........
RobWorham
May 12, 2008, 14:15
Originally posted by Methos
Here's the screenie:
That's the starting location screenie....... ;)
Edit : nice change!!! ;)
Methos
May 12, 2008, 14:15
As of the screenshot (which was taken not more then five minutes ago) there was 22:27:50
Methos
May 12, 2008, 14:16
Originally posted by RobWorham
That's the starting location screenie....... ;)
I don't know what you're talking about!?! [innocent look]
Originally posted by RobWorham
:woohoo:
Proposed scout names :
Dandelion (2-2 of Caerbannog)
Buttercup (6 of Caerbannog)
GeoModder
May 12, 2008, 16:21
Originally posted by RobWorham
Can you advise on game status too. i.e. Hours left this turn, and number of teams to play.
I think that info is on the top right and bottom right side of the screenie. ;)
Kiwallabok
May 12, 2008, 17:23
hahaha!i dont care what the scouts are called,lets get all the gold as fast as possible,maybe we will be lucky and be provided with either a settler or warrior....
UnOrthOdOx
May 12, 2008, 17:36
Please tell me settlers from huts are disabled at this difficulty...
I'm pretty sure they are UnO.
So do we still have to move our second scout?
Surely 7 is the bestest move?
Methos
May 12, 2008, 18:39
Originally posted by Nugog
So do we still have to move our second scout?
Surely 7 is the bestest move?
I didn't feel like the team was in total agreement with that move, so I didn't make it. So yes, we still have to move the second scout and I agree with the move you say.
So, move the scout 7?
Dave_Shack
May 12, 2008, 23:57
I agree with 7 for the new scout.
This way of moving seems to be working pretty good for now. We don't seem to be holding it up yet, which is also good.
Originally posted by Methos
So, move the scout 7?
:nod:
Methos
May 13, 2008, 02:05
I moved the scout 7. Going through the posts the majority agreed with researching Fishing, so I hope everyone doesn't mind, but I went ahead and ended the turn. Here's a screenshot of the capital:
http://www.civfanatics.net/methos/games/BTSDG/bc_3960_capital.jpg
BTW, am I not supposed to be playing the turn? I know there was a thread asking for people to sign up as turn players, so please let me know if someone else is supposed to be playing it.
Originally posted by Methos
So, move the scout 7?
7 and done. :b:
GeoModder
May 13, 2008, 10:00
Originally posted by Methos
BTW, am I not supposed to be playing the turn? I know there was a thread asking for people to sign up as turn players, so please let me know if someone else is supposed to be playing it.
The only "obligation" team members have is to play the turn if the timer is in the last few hours and nothing has been done yet by the normal turnplayer.
I have no qualms of anyone doing moves the majority of posters agree upon. Sofar I restrained myself from doing so. ;)
I thought Rob, as teamleader, is the "official" turnplayer, but I know he's a busy guy these days so I'm sure he won't bother. ;)
As long as the majority decides on the moves I couldn't care less about who does the actual moving...
Methos
May 13, 2008, 12:25
Something isn't right. As of yesterday my time at 1:13 pm there was 22 hours and 27 minutes left until the turn was over, which puts it at around 11:30 to 11:40 am my time. It is currently 11:24 am and Civstats is showing three hours and 51 minutes left. I know civstats was down for a while, but the game wasn't. Makes me curious what the actual turn timer says. Off to check.
Edit: The game clock concurs with civstats.
Dave_Shack
May 13, 2008, 12:34
So you're saying the game time is running slow and turns will complete later?
That's a known pitboss issue. Any time a player is entering or leaving the game, the timer freezes.
GeoModder
May 13, 2008, 13:00
As far as the gossip goes, it runs up to 4 hours extra for every 24 hours on the clock.
RobWorham
May 13, 2008, 15:36
Yes, the Warlords DG has a turn timer set to 46 hours to reproduce an actual turn time of approx. 48 hours.
As for turn player, The Rabbits were set up in the hope that anyone could do anything, as long as the majority had OK'd the idea.
i.e. Anyone could play the turns, anyone could be a diplomat, or everyone could be a diplomat etc etc
If it looks like the turn won't get played in time, or we are last to play the turn and we have a firm decision I will jump in and play the turn, otherwise I think it is healthiest for team dynamics if everyone gets a chance to participate, should they so wish, as much as desired.......
We have an experienced, and eager team of posters, lets keep it that way!!!! :D
GeoModder
May 13, 2008, 15:42
An hour before the next turn. :D
Methos
May 13, 2008, 15:47
Originally posted by GeoModder
An hour before the next turn. :D
That's so frustrating. I leave for work about five to ten minutes prior to the turn ending and I can't look at the save at work! Hopefully someone posts an update.
RobWorham
May 13, 2008, 15:49
I'm off today, and about to get out of bed so expect an update as soon as the turn rolls over, unless Geo beats me to it........ ;)
Methos
May 13, 2008, 16:08
I like how there two PALs now. :lol:
Originally posted by RobWorham
If it looks like the turn won't get played in time, or we are last to play the turn and we have a firm decision I will jump in and play the turn, otherwise I think it is healthiest for team dynamics if everyone gets a chance to participate, should they so wish, as much as desired.......
We have an experienced, and eager team of posters, lets keep it that way!!!! :D
:b:
:rockon:
:Party:
Originally posted by Zoid
As long as the majority decides on the moves I couldn't care less about who does the actual moving...
Ditto.
So long as everyone is aware that due to the crippled infrastructure here in tropical PNG - I cannot play the turn.
RobWorham
May 13, 2008, 18:23
15 individual posters
I will endeavor to continue to tally the individual posters for each turn so the following turn we will know how many opinions to expect.
Once we get a majority on a decision, we can consider a topic passed, and proceed with the game, rather than waiting for players who may be currently inactive.........
We are a team of twenty, no point in waiting for 5 inactive players. As participation levels fluctuate we will be able to keep tabs on the numbers needed to pass a motion.....
Everyone agreed??? ;)
Methos
May 13, 2008, 18:36
Agree
Agreed.
And IMO - if we are 5 hours from the end of the turn and we only have 5 peoples opinion - then play on.
I sometimes am absent for a day or two (or a week ;) ) - and I certainly would not want to mess around this team or this game.
Originally posted by Methos
That's so frustrating. I leave for work about five to ten minutes prior to the turn ending and I can't look at the save at work! Hopefully someone posts an update.
Sounds like you need a new job!!!! ;)
GeoModder
May 14, 2008, 12:01
Agreed.
Darn me for forgetting to post a 3920BC thread. I was still awake when the timer lapsed. :madban:
GeoModder
May 15, 2008, 14:32
Btw, Rob, do you want us to remove the attachments from our posts once a turn thread has run its life? Forum considerations and such...
Methos
May 15, 2008, 14:58
That would make it tough if we later wish to look over past decisions, or does it bog the site down too much?
GeoModder
May 15, 2008, 15:01
I don't know, that's why I'm asking.
I know that for pbem's it's a courtesy to remove saves attached to posts.
UnOrthOdOx
May 15, 2008, 15:40
I've never had site management ask me to clean up any of hte other teams' attachements that I've been mod on.
typically they are just kept and archived. If you know where to look, many of my old newspapers still have the attachments from back in the vanilla Civ III demogame.
RobWorham
May 15, 2008, 16:29
As far as I know it is OK to leave attachments as they are.
Southern Cross is positively littered with them........ :cute:
Originally posted by GeoModder
Btw, Rob, do you want us to remove the attachments from our posts once a turn thread has run its life? Forum considerations and such...
No - leave them please.
Originally posted by RobWorham
Southern Cross is positively littered with them........ :cute:
:cute:
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