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Spoiler thread for Hatshepsut / India
July 3rd, 2009, 19:36
(This post was last modified: July 7th, 2009, 08:39 by regoarrarr.)
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Okay. I am going to attempt to use this post to catalog what I know / can find out about the other 10 civs.
*shadyforce - Willem (Cre/Fin) / Persia (Immortal, chariot with +50% versus archery units and receives defensive bonuses/Apothecary, gorcer with +2 health/Agriculture+Hunting) - Settled Capital on Turn 0
*Broker33 - Zara (Cre/Org) / Holy Roman Empire (Landsknecht, pikeman that has +100% versus melee units/Rathaus, Courthouse with an extra 25% maintenance reduction/Hunting+Mysticism) - Settled Capital on Turn 0
*Krill + memphus - Joao (Exp/Imp) / Inca (Quechua, starts with combat 1 and 100% vs. archery units/Terrace, granary with +2 culture/Agriculture+Mysticism) - Settled Capital on Turn 0
*dsplaisted + Fenton Denton Smith - Suryavarman II (Cre/Exp) / Mali (Skirmisher, strength 4 archer/Mint, forge that gives +10% gold/Mining+The Wheel - Settled Capital on Turn 0
*Dreylin + kalin - Catherine (Cre/Imp) / Sumeria (Vulture, strength 6 axeman but only 25% bonus versus melee units/Ziggurat, courthouse available at Priesthood and 30 hammers cheaper than normal/Agriculture+The Wheel) - Settled Capital on Turn 0
*mostly_harmless + Kodii - Louis (Cre/Ind) / Byzantium (Cataphract, strength 12 knight/Hippodrome, theater that gives +1 happiness from horses and +1 happiness per 5% culture, Mysticism+The Wheel) - Settled capital late - on Turn 1
*Imhotep - Genghis Khan Temujin (Agg/Imp) / Zulu (Impi, 2-move spear with mobility/Ikhanda, barracks that reduces maintenance/Agriculture+Hunting) - Settled capital late - on Turn 1
*sunrise089 - Mansa Musa (Fin/Spi) / Spain (Conquistador, cuirassier that receives defensive bonuses/Citadel, castle that gives +2 exp to siege units/Fishing+Mysticism) - Settled Capital on Turn 0
*Ruff+TheArchduke - Kublai Khan (Agg/Cre) / Rome (Praetorian, strength 8 swordsman/Forum, market that gives small GPP boost/Fishing+Mining) - Settled Capital on Turn 0
*ZPVCSPLFUIFDPEF - Washington (Chm/Exp) / Carthage (Numidian Cavalry, strength 5 horse archer with 50% bonus versus melee units/Cothon, harbor with +1 trade routes/Fishing+Mining) - Settled Capital on Turn 0
July 3rd, 2009, 19:38
(This post was last modified: August 24th, 2009, 08:56 by regoarrarr.)
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Current Agreements
Last updated: T68 8/13/2009
Sunrise (Spain)
* Current NAP through 2nd round of tech trades
* TECH TRADE: IW (300), Poly (150), Mono (180), Archery (90) for Math (375), Wheel (90), Pottery (120), AH (150) and a 15 beaker credit to regoarrarr
* 2) We agree to a 38-turn NAP (through T60) with an additional 10 turns added on 20 turns before expiration unless either party opts out
* Regoarrarr won't discover Mono before T56. In exchange, sunrise agrees to provide regoarrarr with a free missionary (of the religion of regoarrarr's choice) as soon as expedient. I agree to research sailing at the latest before any fourth column techs in the tech tree, and build a galley to transport a as soon as the tech is researched. If regoarrarr is able to provide your own galley sunrise agrees to build the missionary as soon as the galley arrives.
ZPV (Carthage)
* Current NAP through 2nd round of tech trades
* ZPV settles a city sometime around T70 on the hill 1SW of the cows between our 2 lands to grab the nearby horses.
* ZPV also at some point may settle a city roughly SE of the cow / horse city, on the southern coast.
* ZPV cedes to regoarrarr all lands NE of a line between these 2 cities.
* ZPV and regoarrarr agree to not exert any undue cultural pressure on the border between them.
* Should regoarrarr desire, ZPV will perma-gift a cow resource to regoarrarr.
* Somewhere on or around T90, ZPV will attack shadyforce of Persia
* regoarrarr is not needed to provide any military assistance
* All gold from city captures will be ZPV's
* All gold from any pillaging will go to whoever pillages the resources
* All workers captured belong to the civ whose unit captures them.
* shadyforce's capital will be given to regoarrarr when it comes out of revolt. Only by mutual agreement may the handover may be delayed.
* Any other Persian cities may be given to regoarrarr but will likely be razed. Where possible, ZPV will consult with regoarrarr before razing / capturing but as military general, ZPV will have the final say.
* ZPV will not pillage any improvements in the former Persian capital, with the exception of metal mines.
* ZPV will leave an adequate military force (3 Numidian Cavalry) in the former Persian capital until such time as regoarrarr can incorporate it into the Indian empire and defend it himself. Term of stay to be decided by mutual agreement.
* ZPV and regoarrarr agree to an NAP until T110. 15 turns before the agreement ends, it extends for an additional 15 turns. So on T95, unless canceled, it will extend until T125, and so forth.
* It is hoped that this agreement will be the first step to continued long-term cooperation between our two nations.
Broker (HRE)
* Current NAP through 2nd round of tech trades
* TECH TRADE: Masonry, Math and Sailing (645 beakers) for Monarchy, Meditation and Priesthood (660 beakers) and a 15 beaker credit
The League of Lin (Sumeria)
* Current NAP through 2nd round of tech trades
Imhotep (Zulu)
* Current NAP through T103 (no auto renewal)
Krill (Inca)
* It is now T68. Krill and regoarrarr agree on a 10 turn NAP (until and including T7. This can be canceled any time from T73 on, with a 5 turn cooling down period. For example, if one of us gives notice on T75, the NAP will run out on T80 and attacks may commence on T81. Krill and regoarrarr will also sign open borders, which can be canceled in concert with the NAP. Cancel one, cancel both, with the same cooling periods.
* Krill will not attempt to circumnavigate before T78, nor mention that regoarrarr might be close to circumnavigating to any other teams before T78 (or regoarrarr circumnavigates, whichever comes first)
* In exchange, regoarrarr will give Krill one of the following 4 techs (Sailing, Meditation, Polytheism, Masonry), or a larger tech, to be decided by regoarrarr, as soon as tech trading between them is possible. Krill agrees to not trade for any of those 4 techs before T85.
Dsplaisted (Mali)
M_h / Kodii (Byzantium)
* M-H will not build the HG. In exchange, regoarrarr gives 35 gold on T87, with 30 gold within 15 turns after that.
Ruff (Rome)
Shadyforce (Persia)
* Shadyforce will pay 40g for Math on T87.
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Rego can you PM or email me our Civ password so I can try the test game?
"We are open to all opinions as long as they are the same as ours."
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Okay. I will use some of those first 3 posts to keep track of things in the game as I know them. I do have some pre-game thoughts, but they're on another computer, so it will be a few days before I can post them. In the meantime, here's my start.
Still figuring out the whole image uploading thing so bear with me
Okay. So I'm on a plains hill and ivory is in sight. Given some of the map thoughts that Sullla has made about ivory and elephants, I am going to assume that every player has ivory, on hand if not in the capital's BFC. I might also assume that every one is on a plains hill (for the 2 hammers), but I think that's less likely (though still likely).
So my initial thoughts are to start out teching Bronze Working, and work either of my 3/0/1 tiles (the FP or rice) for 8 turns while building a warrior, and growing to size 2. Turn 9 I swap to the 2/1/1 to finish off the 2nd warrior (3rd counting my starting warrior). Then I swap to worker, put in 6 turns (30 food-hammers) and whip it on T16.
Next tech after BW is hunting for my 2/3/1 ivory tile, then it depends on where the copper is. I could go archery, agriculture, or anim. husb. depending. Might also be tempted to go for an early religion if it's still out there.
My thoughts for building would be to chop out another worker, some military and I would not rule out a run at the Oracle.
Thoughts?
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Interesting to see how large and what shape that sea is, if its a central sea of water akin to the other game then it suggests we started towards the south and should aim to scout northwards.
What do you see as the long term future of this city? With 8 of the 20 workable tiles coast tiles (no ocean I believe) but also the 3 hills + ivory, I'm a little torn on what to focus on.
I'm happy with the initial 2 tech choices, I don't think an early-ish religion is a realistic goal though unless we work a trade for the initial techs.
If we were to land oracle (yes I know its a long way ahead) would you rather take a religion or metal casting (for colossus)?
"We are open to all opinions as long as they are the same as ours."
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Hard to say since (obviously) a lot can happen between now and then, but I would like to land a religion, since we're spiritual and have half price temples and such. But I could go either way.
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So, double posting which I can do because hey, it's my thread.
What's the happy cap here? This is noble, so I think the capital is 5 with the palace? Plus ivory will be 6, in the early game. If I do rice, FP, ivory, 2 grass hills and a plains hill, that is +2 food and 15 hpt, assuming a cottage on the FP. A pretty nice capital.
It looks like a grassland 2W of the capital which makes 2 riverside cottages, but this does seem to be more of a hammer capital than a cottage spam one
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Noble is 6 happiness with palace
regoarrarr Wrote:but this does seem to be more of a hammer capital than a cottage spam one
Disagree with this, in the early going it will have good production but with only one food source + 1 FP thats not going to be enough to sustain a production city if you want to cottage the tiles you mentioned
"We are open to all opinions as long as they are the same as ours."
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Okay. I was able to log in, and moved the warrior 1NW and settled in place.
Here's the starting demographics. I don't think I'll be able to put the time in to do a full Cloak and Dagger department, but I do want to try a bit of analysis. I'm not sure how that will work what with different people logging in at different times and such.
I was the 6th person to log in for the start turn, so 5 of my rivals have founded a city and 5 have not.
In looking at the demos, about the only thing useful is land area. 4200 * 5 rivals is 21,000. I see one person has the full 9000, meaning a landlocked start. That leaves 12,000 for the other 4. So the only way that can be is if they all have coastal starts (and somewhat peninsular ones at that, with an average of 3 land tiles in the first 9 tiles.
It does appear like most people have 5 food and 2 hammers, like me, but it might be easier to tell later on in this turn. I will try and log in again in the morning (About 10 hours from now) and take another screenie.
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