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turn 13 : 3520 BC

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  • turn 13 : 3520 BC

    turn 13 played and sent.

    Units are built just before the turn is sent btw. Our worker was still "in production" during the turn, but appeared the second I pressed "end turn". This is different from AC, where these things happen at the beginning of the next turn. This makes life easier for defenders.


    So, now we have to decide/answer these (interrelated) things about our close-term goals :

    => Which tile to work now with our city?
    We have 2-2-9 from our city. We can add 3-0-1, 2-1-0 or 1-2-0

    => What do we want to build now?
    Scout (15), Barracks (60), Warrior (15), Settler (100*), Worker (60*)

    => Which tile to improve first?
    We can't chop yet, so we can farm the rice (3-0-1 => 5-0-1) or mine the plain hill (0-2-0 => 0-4-0)

    => How long will it take to improve?
    farm : 5 turns
    mine : 4 turns


    => Will we change our working tile to this improved tile?
    farm : yes/no
    mine : yes/no


    => Will we have researched pottery at the moment our worker can reach the flood plains?
    farm : yes
    mine : no (1 turn waiting)


    => What to research after pottery ?
    57 :: Fishing :: work water tiles (1-0-3), train workboat => Sailing
    85 :: Archery :: train Archer
    71 :: Mysticism :: build obelisk, build stonehenge => Meditation, Polytheism
    114 :: Masonry :: create quarry(marble/stone)
    143 :: Animal Husbandry :: reveals horse, create pasture (horse/cow)
    171 :: Bronze Working :: chop forest, reveals copper, train axeman (if we have copper), slavery civic (enables pop-rush) => Iron Working, Metal Casting
    171 :: Writing :: enables open borders, build library (+2 cult, +25% research, 2 scientists, 90 hammers) => Alphabet, Mathematics
    no sig

  • #2
    I would opt for Worker and Mysticism.
    You have two choices in life; Explore and learn or Vegetate.
    There is a reason for everything.

    Comment


    • #3
      scout, farm and bronzeworking. (sorry for the short post, RL interfering, can't participate much now)

      Comment


      • #4
        I would like to push us to 2 population ASAP, work highest Food output tile and improve the Rice, build Barracks or Scout durring that interval to start downpayment. Once Rice is improved build Mine (dont bother roading the rice we dont need the health yet) and work that mine with second Pop to finish off Scout and catchup on exploration.

        When scout is done move back to food emphisis and get 3rd population and start to think of getting a Settler or second worker.

        Mystisism, Animal Husbandry and archery are top goals in my opinion.
        Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

        Comment


        • #5
          scout, farm and bronze working
          Contraria sunt Complementa. -- Niels Bohr
          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

          Comment


          • #6
            I agree with the above, except I think after the scout we must build a warrior lest some other team take our uindefended city.

            Comment


            • #7
              Scout and farm. I'm still undecided on tech at the moment.
              I'm building a wagon! On some other part of the internets, obviously (but not that other site).

              Comment


              • #8
                Originally posted by Impaler[WrG]
                Mystisism, Animal Husbandry and archery are top goals in my opinion.
                Why Mysticism? We don't even have stone to build stonehange fast.
                Contraria sunt Complementa. -- Niels Bohr
                Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                Comment


                • #9
                  production: pop 2 asap, then max gold, hammers
                  next unit: scout
                  next tech: archery - myst - poly - writing - whatever we need - theocracy
                  next improvement: farm the rice

                  with archers we can make ennuf defences to get on the religious branch for a while:

                  we can try a shot at hinduism, but remember main goal is theocracy, so u can prevent others from seeing your cities ...

                  AH is totaly no priority, we haven't a cow in our fat cross
                  http://www.danasoft.com/sig/scare2140.jpg

                  Comment


                  • #10
                    Sugjest a Mystisism/Archery/BronzeWorking Poll to resolve Tech debate.

                    Scout and Rice farming seems to be strong consensus and this resolves imediate desisions.

                    AnimalHusbandry is mostly a bet on Ponies and for our second base to work Cows, it can wait though.
                    Mystisim is for stuff that follows and Oblisks.
                    Archery ofcorse is defence.

                    I dont think any other team will threaten out city, its the Barb archers we need to worry about and it takes Archers to stop Archers.
                    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                    Comment


                    • #11
                      Is theocracy always a major goal in multiplayer then?

                      I've only played single player, but that seems a massive detour from our (new) main early game goal of building the two coastal wonders. I can see us managing an oracle slingshot to theocracy.

                      Comment


                      • #12
                        I usaualy use a GreatProphet to slingshot myself to Theocracy if I dont already have a religion. Again this is just SP tactics, dont play any MP.
                        Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                        Comment


                        • #13
                          OK, so farm the rice and build a scout seems consensus. Tech is undecided, but we have a few turns before that's really important. Working tile has to be choosen next turn though. Most people want to grow to pop 2 asap. Here below are the timings (we need 22 food to grow and 15 hammers for the scout):

                          (these assume switching to the rice when it's ready or when the scout is built)
                          tile :: scout :: grow to 2 pop
                          3-0-1 :: 8 turns :: 7 turns (5*3-0-1, then 5-0-1)
                          2-1-0 :: 5 turns :: 8 turns (5*2-1-0, then 5-0-1)
                          1-2-0 :: 4 turns :: 8 turns (4*1-2-0, 1*3-0-1, then 5-0-1)

                          The 2-1-0 is not usefull (the 1-2-0 is better in every area). So, we have to choose either the 3-0-1 or the 1-2-0.

                          The main difference is the time when we have our scout. The choice is 81 research in 8 turns <=> 76 research in 8 turns and a scout 4 turns earlier.





                          Now, about the tech:

                          My tech-preferences would be:
                          => Bronze Working
                          => Fishing

                          Bronze Working
                          --> reveals copper, so we can choose our next city plot wiser
                          --> chopping, so we can build our settler fast(er)
                          --> It leads to metal casting, which gives us forges (our bonus building) and the colossus (+1 gold on water)
                          (total : 813 research, 131 hammers with copper, 202 hammers without copper)


                          This metal casting is too research-expensive to do straight away, but it should still be one of our early goals...

                          Fishing, Sailing
                          --> we can work water tiles
                          --> we can start exploring over sea
                          --> It gives us the lighthouse (+1 food on water)
                          --> with masonry we can build the great lighthouse (+2 traderoutes for coastal cities)
                          (total : 314 research, 194 hammers)


                          Archery might be good to do before really going into one of these wonder techs...

                          I'm not really into religion and stuff when I play civ (I usually discover mysticism only when I have no other choice ).
                          no sig

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                          • #14
                            I would go with

                            1-2-0 :: 4 turns :: 8 turns (4*1-2-0, 1*3-0-1, then 5-0-1)

                            Sacrificing 1 turn of growth for 4 turns of Scout sounds reasonable to me.
                            Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                            Comment


                            • #15
                              agree with that, good work on the calculations!
                              http://www.danasoft.com/sig/scare2140.jpg

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