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-   -   SGOTM6 - Screenshots and Turnlogs (http://www.civduelzone.com/forum/showthread.php?t=2292)

Melifluous 07-02-2005 18:27

SGOTM6 - Screenshots and Turnlogs
 
OK,

Gonna kick this one off by posting the map after KR has made the first move of our settler and then got royally pissed off with CFCs upload joy and couldn't be bothered.

http://www.civ3duelzone.com/forum/up...TM6-4000BC.jpg
23.16*KB

Some points to mention.
  • Tundra 3 SE of settler
  • Almost certainly Silks W and 2 NW of settler, not too obvious in this pic, but very blue in PSP
  • Water visible is Coast and not inland sea, might be a looong walk to that cow

Melifluous

Melifluous 07-02-2005 18:36

Next pic is the F10 space race one. Lets see who we are up against.

WTF!

11 Opponents??

http://www.civ3duelzone.com/forum/up...-SpaceRace.jpg
26.66KB

Melifluous

akots 07-02-2005 20:11

Looks crowded, we need SF online ASAP apparently. The city which can use wheat and cow 2 tile NE from the start can be a good worker factory and there is another game for the second worker factory or settler factory if we are lucky with bonus grass there.

There are two possibilities or worker jobs: move straight to forest and chop it to speed up the granary build (only a single warrior seems doable in the fashion, so pure farmers gambit it is) or road and mine bonus grassland first while building some warriors for MP and scouting (3-4 total apparently + worker) and then go for granary. Either way sounds fine. But there are no luxuries around. [sad]

Please also note that we can and even probably should buy workers from AI for cash or techs apparently.

Kingreno 07-02-2005 21:13

Akots, there are silks W,W,N from where the setler is now, you can see a blue thread hanging under the FoW!:D

Ok, I will play till 3000 BC, unless anything big happens I won't consult the team after every move.

Kingreno 07-02-2005 21:56

4000BC, moved setler SW, Moved worker W.

3950BC, founded our Capitol, Paramaribo, and started a mine with the worker:


http://www.civ3duelzone.com/forum/up...13_001area.jpg
26.32KB

Of Course, as requested the research on alpha was started:

http://www.civ3duelzone.com/forum/up...1751_001f1.jpg
16.89KB

The stats upon founding:

http://www.civ3duelzone.com/forum/up...188_001f11.jpg
18.18KB

3900BC: enter

3850BC: enter

3800BC: enter

3750BC: enter

3700BC: we have produced a warrior! I send it to the mountain, revealing the expected silks!! I start another warrior in Paramaribo.

http://www.civ3duelzone.com/forum/up...43_006area.jpg
31.4KB

3650BC: worker finishes Mine, starts road. warrior to second mountain, will continue scouting along the coast.

3600BC: Paramaribo grows, luxslider to 20%.

3550BC: Paramaribo builds second warrior, designated warrior II. the first is renamed to warrior I, so it easier to talk about it. I senf it due west. Paramaribo starts a setler. I think we need a second city soon.

3500BC: Worker finishes road, moves to tile west of capitol to irrigate the grass, as preparation for the game tile to be irrigated as well
Warriors continue to scout.



http://www.civ3duelzone.com/forum/up...59_010area.jpg
51.82KB

3450BC: Our cultural borders expand meaning we now only need 99990 culture points to win the game!

Expansion puts the citizen in Paramaribo on the gameforrest giving us 5 spt, with already 8 shields invested we will produce a setler in 5 turns.

3400BC: War II finds a hut. I will not open as it easily poppable with founding a city, so we will not get barbs. Do not say we should ahve taken a gamble for a setler as that is disabled in this game![eek]



http://www.civ3duelzone.com/forum/up...r2findshut.jpg
25.29KB

3350BC: In the interturn a barbarian warrior meets our WarII!!



http://www.civ3duelzone.com/forum/up...2meetsbarb.jpg
24.16KB

I fortify on the mountain to lure in the attack. we should win at 2.25 defence.

3300BC: War II defeats the barb without losses.:D
Sending War II NW on the mountain the barb came from reveals the camp! This is great, we can keep putting regular warriors on the mountain and the barbs will keep attacking, getting us promotions.
As I want to keep our setler from any harm I move war I SW.

3250 BC: Paramaribo to size 3, setler in one, adjusted citizens in place. lux to 30%. worker finishes irrigation and moves to gameforrest to chop for a granary in Paramaribo.

3200BC: Paramaribo builds setler! worker begins chopping forrest, Paramaribo starts on granary. War I moves towrd our setler to rendezvous at building location I selected.
Also, lux back to O%, 100% science.

3150BC: Setler makes it to citylocation without barbs sighted, War I resumes scouting duty.

3100BC: the city of Eindhoven is founded! It uses a wheat for growth. Warrior ordered. Alphabet is now in 23 turns!



http://www.civ3duelzone.com/forum/up...7eindhoven.jpg
66.18KB


3050BC: A mongol scout is spotted:



http://www.civ3duelzone.com/forum/up...omgolsarea.jpg
20KB

They have:



http://www.civ3duelzone.com/forum/up...018mongols.jpg
56.55KB

Only one city is good news.

3000BC: last turn for me. Worker finishes chopping and starts irrigating.

war I still scouts.

Where do I send/attach the save?




akots 07-02-2005 22:05

Upload save:
http://gotm.civfanatics.net/submit/sgotm.php

Download save:
http://gotm.civfanatics.net/submit/s...ssion_list.php

@Kingreno: Looks great! [goodjob]

Can you please post the turn log (may be truncated and with no pics) at CFC to keep mad-bax happy? I'm sure you'd love to make him happy... :)

Kingreno 07-02-2005 22:24

done!

Socrates 07-02-2005 23:11

Sorry guys, I have been thinking of it for 2 months now, and there is no wonderful factory possible in this area, at least not before a very long time. [lol] But you can set up normal stinking factories if you want. If that makes you happy. If that makes mad-bax happy. ;)

Me out now, I can't be of any help anymore, my usual Civ thinking stops here. :D Good luck !

j/k

Melifluous 08-02-2005 01:20

Confused...

Quote:

quote:Originally posted by Kingreno

3100BC: the city of Eindhoven is founded! It uses a wheat for growth. Warrior ordered.
When in fact the picture shows a worker.

Please lets not start the warrior/worker confusion, what did you want KR? Warrior makes more sense to me.

Melifluous

Beam 08-02-2005 02:39

I like the Suriname theme, mind if I compose a list of citynames around this theme?

Kingreno 08-02-2005 09:59

@ Mel, since the final construction of anything in Eindgoven would be past my part of the turnplaying I didn't realy bother. In my view a new player checks all cities and changes things when needed. Warrior is ok but worker has a lot to say for itself too.

@ Beam, in my short game vs Stapel I used the Surinametheme! Zanderij, Langetabbetje, Nieuw Nickerie were all cities there. What I like about SG's is that each player will found his own citynames (likely a hometown too). :)

Lt. Killer M 08-02-2005 10:23

Quote:

quote:Originally posted by Kingreno

you can see a blue thread hanging under the
[lol]
[lol]
[lol]

col 08-02-2005 10:57

I've alwsys played that each player gets to name the cities founded during turns according to any theme they like. It makes for a nice mix... and there's no way I'm naming anything with a j in it.

Melifluous 08-02-2005 11:41

Quote:

quote:Originally posted by Kingreno

@ Mel, since the final construction of anything in Eindgoven would be past my part of the turnplaying I didn't realy bother. In my view a new player checks all cities and changes things when needed. Warrior is ok but worker has a lot to say for itself too.
Okey Dokey.

Didnt want to break any rules from Mad-Bax (the bit about massively changing builds in cities, this would be 50% of our current production changed! [cool])

It just bothers me that we have the Mongols as neighbours and 2 empty cities, naked bending over for the soap.

Quick Update from the game though.

Upon opening the save I noticed that the Expansionist Mongols were right next to OUR hut and our warrior was fortified next to it also. Not wishing to give a free goody bag to the horse lovers I woke the warrior and sent him hut popping.

25 Gold [coool]

Melifluous

Plux 08-02-2005 14:17

Don't forget Wageningen, Nieuw Amsterdam, Brownsberg, Albina en the best of all, het Prof. Dr. Ir. van Blommesteijn lake [groucho]

Beam 08-02-2005 17:17

Quote:

quote:3400BC: War II finds a hut. I will not open as it easily poppable with founding a city, so we will not get barbs.
Read my spoiler vs krys. Cultural borders can pop barbs from hut although it doesn't happen often.

Melifluous 08-02-2005 17:33

Quote:

quote:Originally posted by Beam

Quote:

quote:3400BC: War II finds a hut. I will not open as it easily poppable with founding a city, so we will not get barbs.
Read my spoiler vs krys. Cultural borders can pop barbs from hut although it doesn't happen often.
Point is moot now, as I already popped that hut :D

anarres is gonna kill me :(

Melifluous

Lt. Killer M 08-02-2005 18:58

Quote:

quote:Originally posted by Beam

Quote:

quote:3400BC: War II finds a hut. I will not open as it easily poppable with founding a city, so we will not get barbs.
Read my spoiler vs krys. Cultural borders can pop barbs from hut although it doesn't happen often.
he was talking not by cultural expansion, but by founding so the hut is in the inner 9 tiles (i.e. in contact with the town). That will not give barbs.

If the tile is OUTSIDE the 9, but still included at founding (by connection to already existing land) it can go barb though. i guess that is what happened in your krys game.

Socrates 08-02-2005 20:30

Quote:

quote:Originally posted by Lt. Killer M

he was talking not by cultural expansion, but by founding so the hut is in the inner 9 tiles (i.e. in contact with the town). That will not give barbs.

If the tile is OUTSIDE the 9, but still included at founding (by connection to already existing land) it can go barb though. i guess that is what happened in your krys game.
I concur, Excellency ! [goodjob] This is indeed what happened, and what should happen when huts are destroyed by borders' expansion.

Killer, soon I'll call you 'Sir', because you know the game too well ! ;)

On a sidenote, I'm afraid my spam post count will rise a lot with this SGOTM event... [hmm]

Melifluous 09-02-2005 13:01

OK So I make one last move before hitting return.

3000BC - Part 2 - Notice the mongol scout is right next to our hut! That low down dirty expansionist scum is gonna take our hut on the inter-turn and I aint having none of that. The warrior there is thankfully fortified, so up ye get laddie. Hut popping for you sonny. We get 25 gold :D.

Now for a quick check around.

Warrior II now shows some more coast to the north of the mountain he has climbed! This could get ugly.

Hit return

Turn 01 - 2950BC - Move Warrior II NW onto another mountain NE of the barb camp. I can now see that the coast I previously saw north of here is in fact a 1 tile inland sea :D There is also more huts west of barb camp. Warrior I moves west and spots more land over the north waters. Have a look at what the Mongols have [:o]

IT - Mongols scout moves onto the silks, Mongol warrior appears 1 west of the barb camp, 1 SW of the huts.

Turn 02 - 2900BC - I decide that Warrior II's time has come. Attack! He disperses the barb camp, 25 more gold for us. WII is now a 1hp reg warrior. Warrior I heads back for MP duty, he's 4 turns from Eindhoven. Cap hits size 2 again, lux slider up to 10%.

IT - The mongol warrior pops the hut, no sign of any extra units, so money, maps or tech. If it was tech it was one I cant see. In fact it wasn't tech, cos I think the cheapest tech for them would still be Alpha. Mongol scout moves 1 north from silks.

Turn 03 - 2850BC - Warrior II goes west on a mountain. The river in the far west near the goats kinks SE after heading SW. Eindhoven hits size 2 and working the forest can make worker next turn. I switch Wheat citizen to scientist, no need for growth when making workers. Moves Alpha from due in 18, to due in 13. Warrior I still heading back for Capital.

IT - Both Mongol units disappear into the fog. Mongols now have Alpha as well and an extra city. Cant see any borders, which is the only good thing about this.

Turn 04 - 2800BC - Eindhoven worker -> warrior. Worker I completes irrigation moves south to mine. Paramaribo switched to use Game tile plus Mined BG. Growth in 3 (with 1 wasted food) and Granary in 8. Worker II goes west onto hill getting ready to join Worker I. Spots the mongols scout on the mountain 2 NW of the silks. Warrior II continues west where he spots 2 mongols warriors (different tiles) 1 vet, 1 conscript. Was sure the last warrior was reg. [??] Just notice in time that the lux needs upping to 20%. Switching tiles away from river meant that 10% lux dont go as far as it used to.

IT - Mongols warriors appear to be moving north in the far west. Nice to see. Scout fogs out again. Wow, dunno who the Mongols met, but they made a killing. Last turn they had 0 gold, now they have 396 gold!

Turn 05 - 2750BC - Warrior II goes SW. Worker I starts mining. Worker II moves towards Worker I. Warrior I continues south. Consider switching Para to Mined BG and forest to get Gran in 4, growth in 5. But decide to go for the pop ;)

Turn 06 - 2710BC - Warrior II moves north, convinced this is where contact was made by Mongols.

IT - Dark Red border appears in the East!! Check F10 space race, this should be Carthage or Japs? No contact as yet but a warrior in the east should touch borders.

Turn 07 - 2670BC - Warrior II goes NW. Para hits size 3. Move citizen to the tile workers are well working and now its Gran in 3, growth in 4 at 5fpt! Woohoo! Lux up to 30% [cry]

Turn 08 - 2630BC - Worker II joins in with Mining. Warrior II continues north. Warrior I detours east to initiate contact.

Turn 09 - 2590BC - Eindhoven hits size 2, Warrior in 1, using forest and wheat. Warrior I continues east, contact next turn. Warrior II continues North.

Turn 10 - 2550BC - Paramaribo granary -> wealth (sounds odd, but I wanna get this SF working right) Needs to be switched to Settler on the next players FIRST turn, not the end of this turn! Eindhoven warrior -> warrior. Warrior III heads for Paramaribo! Workers complete mine! Now I think if I got this right, without any more mining Para will make 6 spt at size 4, and 7 spt at size 5. So does that mean 2x6 + 2 (for the expansion forest) and then 2x7 + 2 (also for forest) which would be 30 shields in 4 turns? Anyways MM Eindhoven for max growth, size 3 and warrior in 5 turns. Please feel free to change this warrior should you need, but we need escorts for the second settler we get in 5 turns time :D Warrior I moves into talking to Reds range blocking the Mongol scout from doing the same, and its the Japs. Holy Shit batman. They have 5 cities plus their cap and are only Mysticism down on the Mongols. Mongols still only have Capital and 2 cities.

And thats that, next player should notice that both workers still have their moves left. Wanted to know if Para needs any more mining before doing anything with them. Also AFTER hitting return, please put Para on Settler duty.

Thats that really.

See ya.

Melifluous

anarres 09-02-2005 14:56

Here in body but not in spirit! I can read some at work in my lunch, but tbh I can't do enough without internet at home.

Later tonight I will either be online and playing this, or offline and firebombing my local ntl offices...

Kingreno 09-02-2005 14:59

Well played Mel. Great pics too! ;)


Anarres! How's life without poker??[:o]

anarres 09-02-2005 15:38

Much poorer than it was with poker... [sad]

Melifluous 09-02-2005 16:01

Quote:

quote:Originally posted by Melifluous

Now I think if I got this right, without any more mining Para will make 6 spt at size 4, and 7 spt at size 5. So does that mean 2x6 + 2 (for the expansion forest) and then 2x7 + 2 (also for forest) which would be 30 shields in 4 turns?
Now I need someone with better experience than I to answer this one.

Any takers?

Melifluous

Melifluous 09-02-2005 16:09

Damn cheese heads...

Found out myself from the CFC War Academy...

Quote:

quote:Requirements for a 4 turn settler factory

For a 4 turn settler factory you need 6 production after waste at your starting population while working all the bonus food and 7 at one higher than your starting population. This assumes that you have a spare forest or other 2 shield producing somewhere. Your shields will then be 6 on the first turn, 6 on the second turn, plus the extra 2 from the newly produced citizen, 7 on the third turn, and 7 plus 2 on the final turn.
Settler factory is up!

Remains of the turn on wealth and then its a settler every 4 turns thereafter. That means 2 settlers to play with in anarres' turn!

Woot!

akots 09-02-2005 18:19

Since there is a time limit to the game and it is expected to be rather long one, this game has to move regardless of poker or broadband presence in Anarres' house. I'll grab it then and col plays after hopefully before the weekend (??) and Anarres/Killer can have a weekend enjoyment with it hopefully with internet access fixed and CFC bans lifted off.

@Meli: Can you please post a screenie with a few tiles around the start and discuss the city placements since 2 settlers will be due? Do we go for food or for luxuries? For workers or for warriors? For hills (shields) or for rivers (trade). IMHO, farmers gambit seems like a sure bet but apparently we need to explore a little more. (??) I have not yet looked at the save and have no idea but will play today at night in any case unless Anarres will which seems a rather unlikely possibility.

col 09-02-2005 18:26

I can play tomorrow. I think a dot map is needed.

anarres 09-02-2005 18:32

Definitely go ahead, the ntl sage goes from worse to.. even worse. [mad]

No internet until fri it looks like now...

Melifluous 09-02-2005 19:03

As requested the entire map! In zoomed mode then resized to twice the size.
So dont blame me if its big (wide)
_____________

CENSORED :D
_____________

Melifluous

PS. Meant to do this earlier, damn work getting in the way earlier.

akots 09-02-2005 20:42

May be worth going for the second wheat and second game which comes to coastal
plains in the north and coastal tundra or hill on the river in the south?
Or go west to mountains/silks?

Trying to flip Kagoshima seems tempting as well.

Melifluous 10-02-2005 00:24

I personally think Silks MUST come first, but completely agree with all the other choices after that.

We need the 2nd settler factory up and running soon.

But where?

Melifluous

akots 10-02-2005 08:03

Preflight check results in setting up preferences and trading Alphabet from Japan for 47g+2gpt. Research set to Writing in 50 turns at 70%. One worker builds road on grassland but another moves back to game to build a road there. Better later than never.

[1] 2510BC. Luxuries up to 40% (!!).

[2] 2470BC. Pink border spotted to the north. Luxuries down to 30% since the warrior arrives in Para for MP duty.

[3] 2430BC. Luxuries back to 40% since Para grows to size 5.

[4] 2390BC. We meet Mao. Trade Alpha to him for BW+55g. This brings us one tech closer to Iron and Gallic guys. Gold enables us to run some deficit while racing towards Writing. But since the tech rate is for the large map, it might still be worth going there at minimal rate. But you never know... Luxuries down to 20% since the second MP warrior arrives to Para. I switch Eind to worker since the urge to irrigate the wheat is so huge, I cannot resist it. Looks like Japan has started with 2 settlers. Another nice surprise from the SGOTM staff.

[5] 2350BC. Settler-worker ready and first goes to hills to claim silks and the second goes to irrigate the wheat.

[6] 2310BC. Orenburg is founded (so much for the Suriname theme ;)) and starts on warrior.

[7] 2270BC. All quiet, worker moved to silks to chop forest there.

[8] 2230BC. All Mongol gold has disappeared somewhere and no new techs appeared. Where did they hide this gold of theirs? May be their gold train has been robbed? [confused]

[9] 2190BC. Settler number two ready and he goes north to claim the game.

[10] 2150BC. Settler arrived to destination. Build right on the spot next turn apparently. Have not checked diplo - leaving it to col.

SF requires minimal maintenance, just switching from forest to bonus grass, don't even need to adjust the luxury rate. We can try for another SF in Eind apparently after whipping temple and border expansion which claims the second wheat. but the city has too few bonus grasslands in the radius, so the only way seems to irrigate the second wheat and work the forest. Not sure if this will help though since the forest better be chopped to speed up the granary build. We can let the AI build the cities for us and then happily conquer them and whip the foreigners to worship our Celtic Gods then.

Dot map:
http://www.civ3duelzone.com/forum/up...TM6-dotmap.JPG
127.74KB

I'm not sure about order of builds of the cities. Might be site A is OK since it gives wheat to Eind. But other sites... hard to tell. I'd go for C then and D1-D2 but we better scout the area with warrior which will be ready in Orenburgh next turn. Just in case there might be barbs or luxuries to claim a tile further to the south-west. There is also spices which we might want to claim rather soon apparently. Heavy whipping might need as many luxuries as possible.

And this is the scouting discoveries in the Chinese lands:


http://www.civ3duelzone.com/forum/up...6-scouting.JPG
60.9KB

akots 10-02-2005 08:05

@Meli: Please, can you delete your picture or decrese the size of it, please... Hard to read the posts it is.

Melifluous 10-02-2005 10:22


Now would that be someone's birthplace ?
[coool]

http://www.civ3duelzone.com/forum/up...7_orenburg.jpg
9.49KB

akots 10-02-2005 10:36

Sweet motherland it is indeed. [cry]

http://www.civ3duelzone.com/forum/up...0466_vid97.jpg
57.64KB

col 10-02-2005 18:31

Cols turn

Preliminary check reveals everything is OK. Lots of good lands to the northwest including more lux.
No trades available. Nothing about to grow or revolt so...press Enter

1-2110bc Send Orenberg warrior south to scout. Colopolis built by river. Curragh ordered.
Scout heads NE.

2-2070bc Orenburg builds a warrior. Set to build another. Worker set to connect up silks.

3-2030bc Settler built. Heading for C. Warriors explore.

4-1990bc Worker set to connect Orenberg. Explore. Lux to 30% as Endhoven grows.

5-1950bc Silks connected. Lux down to 10%. Research to 80% The Carthos arrive - and they have writing :(
Colville founded at C

6-1910bc Orenberg builds another warrior. Set to rax. Everyone is 5 tech ahead of us.

7-1870bc Settler built. Suggest heads for A. No barbs around. Clams sighted. Chowder anyone?

8-1830bc Curragh built and sent southeast. Eindhoven connected.

9-1790bc Japanese build an embassy with us. Carthos start Pyramids. Eindhoven builds worker.

10-1750bc Colville builds a warrior. Set to build another as place holder.

col 10-02-2005 18:34

latest pic

http://www.civ3duelzone.com/forum/up...8347_sgotm.JPG
141.45KB

col 10-02-2005 19:05

And now in a clear lead on score

http://gotm.civfanatics.net/submit/s...ssion_list.php

Woot [charge]

Melifluous 10-02-2005 19:28

Nice One Col!!!

Bit confused why Paramaribo shows as grow in 2 turns, build settler in 2 turns [confused]

Have checked back and see that settlers come out every 4 turns so why doesn't Para say size 5, settler in 2, grow in 1???

Melifluous

col 10-02-2005 19:41

Hmm - not sure - settlers do come out in 4 turns. Para cycles between 3 and 5.


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