Is that character a variant? (I just love getting asked that in channel.) - Charis

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[Spoilers] Victoria of Korea - Mardoc and SevenSpirits

OK, then let's get Wheel/Pottery next. This will allow us to start building granaries in our second city as soon as it's founded, and in our capital after worker/warrior/warrior/settler/worker.

I sent this to GES. It contains some strategy thoughts, so definitely read it.

Quote:Hey GES,

Unsurprisingly, we just finished BW too so it's time to think about
our coming tech path.

1) Do you see copper anywhere? (We don't.)

2) Do you think you could send us a single-screen overview of the
platform, for easier dotmapping? (Btw, we've had some really boring
few turns in terms of uncovering information since everything's just
as expected, but as soon as I have a moment I'm going to put together
a diagram of who has which luxury resources on their railroads. So
I'll send a couple pics back your way soon.)

Right now I'm thinking that the Wheat/Deer site looks fantastic, and
might be the best choice for a second city. It can even grab both
without a border pop!

3) Want to try to coordinate on wonders, so at least we aren't
stepping on each other's toes in that area? There are a lot of
opportunities to grab one profitably with stone/marble nearby (most
notably, Oracle and Stonehenge), but none that are critically
important to our team, so I'm thinking just let us know which ones you
want and we can plan to avoid them. The only one I can think of that
we might benefit extra from specifically is Hanging Gardens, since
we'll probably get lots of settlers quickly.

Btw, there is one forest tile in the SE of the platform that your
warrior doesn't have to defog - we saw it on someone else's platform
and it's just a plain old forest. So your warrior should perhaps go
back north to check out the tiles around the stone.

Finally, we will be able to add 1-3 explorers of our own on our
platform in the next 5-10 turns, so that collectively we can get the
whole thing explored as soon as possible. Let us know if there are
specific areas we should send them to uncover - the ones you think
you'll get to last, I guess.

Also, just a tip: I don't think we are going to get one of the first
three religions, because other people seem to want them rather badly.
Which means that you have even less of a chance at them. At this point
we're not even planning on trying for them, despite having Mysticism.

Seven

Also, forgot to mention this earlier: before we played the turn, I sent my draft to Amelia. She replied:

Quote:Seven

Sure, that would be ok =)

Amelia
Quote:OK, consider it signed by us too.

Incidentally, I'd like to offer you a sort of mini-NAP: No declaring
war without five turns' notice. That takes any sort of opportunistic
city razings, worker steals, etc out of the picture between us. Sound
good to you?

Seven
Quote:Seven

Sounds good, while i detest NAPs in general this seems to solve all NAP problems

Amelia.

If we learn that Luddite is going for Hindu (and maybe even if we don't) we should send her another message saying that we've decided people are racing the religions too much for it to be worth our research risk, and we relinquish or claim on Hindu/Judaism.
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plako Wrote:Is there any way to get this game running properly? Almost 3 days has passed since I last saw the save. This should be the early game, when everyone is be exited about this.

I suggest that everyone having trouble at playing their turns on timely manner would ask for lurkers to help out.

Did I mention lately how glad I am to have you on my team, Seven, so no one gets peevish at us for delays? smile

I also agree with the idea of sending a release to Amelia; if we surrender our claim before she's too strongly tempted to break the deal, then we hopefully maintain credibility with her. And we potentially set her and luddite up to compete for Hinduism, possibly gaining diplo with her and sabotaging it between the two of them. Meanwhile, we know there's at least 8 different happiness resources out there (gems + 7 on the railroads), so we ought to be able to maintain a happy civ regardless of religion.

And yes, it's about time to start dotmapping - I'll take a look at what GES sent us tonight, and we can start seeing if I still agree with you on anything lol It'll be interesting later in the game, too, to see if our foes with the same platforms come up with the same answers.

On another subject - we're pretty sure we won't be rushed by GES due to diplo. Now that plako's gone for Buddhism instead of AH, and other people *cough*Amelia*cough* have set themselves up as his likely target in the absence of a geography based reason, maybe we don't have to worry about War Chariots on our doorstep either?jive
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Amelia Wrote:Seven

Sounds good, while i detest NAPs in general this seems to solve all NAP problems

Amelia.

What's that supposed to mean? She detests NAPs but agrees to an indefinite NAP? huh

Could you share GES' maps with us lurkers?
I have to run.
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novice Wrote:What's that supposed to mean? She detests NAPs but agrees to an indefinite NAP? huh

Could you share GES' maps with us lurkers?

I guess it depends on what she sees as the problem with NAPs. Apparently it's the long commitment. (If that is her view, I completely agree with her.) This NAP can be aborted at any time, with 5 turns' notice.
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[Image: GES%20info%20Turn%2011.JPG]

So far, I sadly think I agree with Seven that the grass NW of the Deer is our best spot - two initial food resources and one more once we get some culture up there.

A couple other good sites would be up by the copper (we will want military soonish), to the east to grab our seafood (where GES has crabs, I think we have something else), or down at the railroads at wheat/incense sites.
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Mardoc Wrote:So far, I sadly think I agree with Seven that the grass NW of the Deer is our best spot - two initial food resources and one more once we get some culture up there.

Sadly? It's a darn good spot, and anyway, it's the same for everyone. Main drawback is its distance to Alert.
I have to run.
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novice Wrote:Sadly?
Well, yes - if we keep agreeing with each other, I'm afraid we might be missing something. Plus I'm attempting to play Devil's Advocate occasionally per Mist's suggestion, but that only works if I have a plausible alternative.

Not sad that we have a good spot that we didn't even have to scout ourselves, of course. jive
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Mardoc Wrote:Well, yes - if we keep agreeing with each other, I'm afraid we might be missing something.

I agree. tongue

I guess I'm in misunderstand mode these days, a bit sleep-deprived perhaps.

Settling on the stone or on the copper could be good, depending on what's in the fog, although it will leave an awkward filler between that city and Alert.
I have to run.
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Mardoc Wrote:Well, yes - if we keep agreeing with each other, I'm afraid we might be missing something. Plus I'm attempting to play Devil's Advocate occasionally per Mist's suggestion, but that only works if I have a plausible alternative.

Not sad that we have a good spot that we didn't even have to scout ourselves, of course. jive

Luckily, I disagree and think the deer/wheat city should be SW of the deer not NW. smile

It's closer, it grabs the silver, it doesn't need a border pop, and while it doesn't get the corn I don't think it needs it.

I'm sorry I'm a bit busy these few days; I'm going to avoid playing the save unless I really need to. But to recap, plan is to NOT revolt to slavery, research wheel, move worker to mine gems, and grow while building a warrior.
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novice Wrote:I agree. tongue

I guess I'm in misunderstand mode these days, a bit sleep-deprived perhaps.

Settling on the stone or on the copper could be good, depending on what's in the fog, although it will leave an awkward filler between that city and Alert.

Settling on the stone is crazy nice. In fact with 7 hammers immediately, that city could build stonehenge in 6 turns if we have masonry researched. But it's probably not worth it unless a food resource appears in range in the fog, because I'm not sure what that city is supposed to do past size 1. ^^
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