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[SPOILERS] Woden's Desfiles de Carnaval do Brasil!

(July 14th, 2017, 07:58)Coeurva Wrote: Woden: your build-up in the last game impressed pretty much everyone, including the other players -- and cossacks striking from the shadows are uniquely difficult to defend against. You'll make it this time hammer

Thanks! I sure will miss China's builders, that extra charge really helps. Hopefully I can impress this game too.
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Turns 5 & 6

I decided to go with the Samba schools for a more Brazil theme. I also changed my thread name to fit a little better. I was going for Carnival Parades in Brazil. Hopefully it makes sense since I don't know Portuguese. Anyways,

Turn 5

Forgot to mention on turn 4, Germany grew to size 2, first to do it. Must be working a 4 food tile.

Move warrior northeast...




Find Rice and Stone. The rice has freshwater...




Possible 2nd city location. I will continue to move the warrior in that direction to check it out. I think I have decided to settle in this location next to ensure I can grab as many tiles around Lisbon before I put more envoys into it. Also notice the tile  the yellow warrior is standing on, that is a +5 Campus or Holy Site with 2 mountains and 3 jungle tiles and the tile east of it would be a +3 with just the natural adjacency bonus (no districts). Hopefully there is more land up there and not just the end of the island. 


Turn 6

I grew to size 2 and check the score to see that I am the second to do so (Germany being 1st). Will have to check again next turn to see if anybody after me has grown. Maybe the only person working a 3 food tile if no one else grows. I pick up the deer tile to work...




Slinger now out in 3 turns. He will go south first to see what is down there. Warrior moves to the stone tile and reveals...





That forest tile might make for a good city site, especially if there is a larger landmass northeast. It could be a nice canal city to shift units around my island (if I am alone). I will move the warrior to the bananas tile to see what is up there then either move him back west or continue a little bit to see what is up there and bring him back to guard settler. Might be best to bring him back west and see what is north of Carnival and then have him check out the northeast after guarding the settler. I will have to work out the timing.

Builder might be worth it now after the settler. I can improve the horses, rice, and stone for the inspiration for craftsmanship and the eurekas for Horseback Riding, Irrigation, and Masonry. I am thinking of going to Foreign Trade after Code of Laws. Research half of it, switch to Craftsmanship, research half of that and then switch back to Foreign Trade if I have not found another continent. I am doubtful that the island I am on is two continents but I might be able to spot one if there is a small channel between two landmasses.
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The title's portuguese is correct. goodjob

That second city spot is great. I think going settler after the slinger to settle that spot as soon as possible is pretty good. The builder after that also seems pretty good. I agree that the foreign trade inspiration will be very hard  to get, so focusing the culture on that seems the right way to do it.
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Turn 7

Not much going on here. Japan also grew last turn. I move the warrior across the river and see...




Not much. Revealed a jungle hill north of the western mountains. I am thinking there is not much up that way. You can kind of see coast on the jungle tile northwest of the mountains under the fog. Might be best to get going east with the warrior (if he can). I will grab the horse tile next turn and might get more information on what is up that way. We will see.

Since not much going on this turn, let's check out the first Great People...




The Great Engineer and Scientist are both very desirable. Even the Great Merchant could be useful. I would probably use him as a scout until I found something I didn't have or was in reach. I might go for the GS. I do want an early campus, especially the +5 one. The Great Engineer would be nice too but with Germany, may be hard to get.
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Turn 8

Continue warrior east and reveal...




More land in the east. Also, I looked at the north above Carnival and there is definitely coast under the fog. I don't know how much land is up there. Maybe not much or maybe a chock point to a larger landmass. I decided I will continue east with the warrior a few more turns before heading back to guard settler. Slinger due next turn and will start Setter.
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Having a spot for a third city to the northeast is really, really great. I'd even consider settling on the rice, if that was needed to open up the spot there (but it seems that it won't be).

It's nice that you'll easily get the Eureka for Celestial Navegation. 

By the way, I think a nice thing to do early is using Maritime Industries to get 2 galleys up (I bet the map has a nearby CS for every player and the other CSs need boats to find out) for exploring and for the shipbuilding Eureka. You'll need shipbuilding to colonize different land masses, so it'll have to come way sooner than in the usual maps.
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(July 18th, 2017, 13:38)Ichabod Wrote: Having a spot for a third city to the northeast is really, really great. I'd even consider settling on the rice, if that was needed to open up the spot there (but it seems that it won't be).

I have been thinking about settling on the rice for a few options: 1. Brings the potential campus location into 2nd ring, 2: Brings in 2 tiles north of Lisbon into 2nd ring (instead of just 1); 3: Maybe able to use both jungle hills north of mountains. I should have a more information about the northeast in a few turns.


Quote:It's nice that you'll easily get the Eureka for Celestial Navegation. 
Yes, I figure the 2nd builder will improve 2 sea resources for the Eureka.


Quote:By the way, I think a nice thing to do early is using Maritime Industries to get 2 galleys up (I bet the map has a nearby CS for every player and the other CSs need boats to find out) for exploring and for the shipbuilding Eureka. You'll need shipbuilding to colonize different land masses, so it'll have to come way sooner than in the usual maps.

Second city will start building ships as soon as founded. My tech will go AH->Mining->Sailing.  I should be close to finishing Sailing (with Eureka) when I found the second city and I should be close to finishing Foreign Trade. I have been thinking about the map maker and ideas for a balanced map when it comes to city states. I think the best solution would be have 1 city state per civilization on starting islands and then spread the remaining 4 between the starting islands. I should have at least 1 city state east and/or west of me. Therefore, I think the best scouting plan will be have 1 ship go east until it finds the nearest landmass and have the other go west. I haven't seen tundra yet, so I am assuming I am in the middle of the map. If they do not find a city state, I will held north/south of the found landmasses, hoping to find something. I will then circle them back to scout the surrounding area. Of coarse, I could find tundra in the northeast or south, letting me know I am more north/south and adjust for there. In that case, it might be best to send one south/north first and then head east/west.
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Turn 9 & 10

Turn 9

Slinger finished, started Settler, due in 11 (10 if I switch to a 2/2 tile but growth decreases). Slinger goes south. Warrior continues northeast and sees...




Looks to be more land up here.

Turn 10

Finish...




Start mining. It will take 14 turns to get Mining done (7 turns) and half of Sailing (7 turns), just in time to get the Eureka for it. Continue to move units in their respective directions...




More land in both the northeast and south. Spots for more cities. I will have to decide in the next few turns if I want to turn the warrior back or continue exploring. I could risk moving the settler unguarded. It should be safe with the CS and not seeing any barb camps around. I should be able to see a scout if he comes from the northwest. I will decide in a few turns, once I know how much land is in the northwest. I will try and lay out my next 20 - 40 turns and a long term strategy tonight when I have the time.
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Lisbon + that cows tile makes me think about Great Zimbabwe. Considering how lush the map seems to be, there's a chance of getting what, 5 bonus resources on the city? That's 10g from each unpillageable TR! Actually, a city 1E of the rice could get the wonder (I'm considering that a city without access to cattle can build GZ in a third ring tile adjacent to cattle, but it's probably worth a test), and it'd have 7 bonus resources. That's 14 extra gold per trade route!
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@Ichabod: Great Zimbabwe is a good suggestion, don't know if I would have considered it.  This is starting to feel like PBEM2 with all the wonders I am considering: Oracle, Great Lighthouse (a must on water maps), Colosseum, and now Great Zimbabwe. Great Lighthouse might be a stretch as I think a lot of players might try and build it. Will have to consider it. But back to the GZ, I think it will fit into my grand strategy, which I will discuss now.

Grand Strategy

My grand strategy for this game will to go heavy culture and gold, especially now that I have a commercial CS right by my capital. I think I can overcome the production shortfalls if I will have with having a strong economy and buy the initial buildings to get new cities going and buy builders and traders and focus production on things with cards or things you can't buy. I want to invest in culture to get to Nationalism as fast I as I can.

Once I have PP, G&R and Drama, Here's all I need to get to Nationalism:

  • Defensive Tactics - Inspiration: Be the target of a declaration of war (out of my control)
  • Recorded History - Inspiration: Have two Campus districts (plan on building in my first 2 cities)
  • Feudalism - Inspiration:  Have six farms (might be hard on this map)
  • Civil Service - Inspiration:  Get a city to size 10 (might be tough giving the expected fast pace of research)
  • Medieval Faires - Inspiration:  Have four trade routes active simultaneously (Should be okay, especially with Harbors)
  • Guilds - Inspiration:  Build two markets (do-able)
  • Humanism - Inspiration:  Earn a Great Artist (Should be possible with heavy culture and running a few Carnival projects)
  • Diplomatic Service - Inspiration: Have an alliance with another civ (should be possible as others will want the boost)
  • The Enlightenment - Inspiration:  Earn three Great People (If I don't manage this boost, I am not using Pedro's ability and the Carnival very well)
  • Nationalism - Inspiration: Declare war using a casus belli (will just hard-research this one, most likely impossible in MP)
So, there is at least 4 civics I might need to slow research but should be able to get the other inspirations. I will also probably want Exploration for a better government, so I will also need to research:
  • Military Tradition - Inspiration: Clear a barb camp (do-able)
  • Military Training  - Inspiration: Build an Encampment (plan on it)-will want this for Professional Army too.
  • Mercenaries - Inspiration:  Have 8 land units (do-able with garrison units)
  • Exploration - Inspiration:  Build 2 Caravels (do-able with map)
After that, I will go to Colonialism to get Press Gangs card for 100% production on industrial ships and Civil Engineering for better defenses. 

Funny thing, you think I would go for Civil Engineering before Nationalism because I learned my lesson for PBEM 2 but no, definitely Nationalism first. Why, because of the Minas Geraes! Those will rock this world, a 80 ranged attack battleship replacement that is a whole era sooner. They cost the same but they are an Industrial Era unit that will get teh production bonus from Press Gangs where battleships need International Waters (much later). My goal is to build a bunch of Frigates and then with my strong economy, upgrade them and invade a few people before they can defend with anything useful. 

As for science, I want to build 2 campuses (1 at Carnival and 1 at second city) but after that it will be all culture and money. Tech-wise, I will stick to the top of the tree first and pretty much chase Euerkas. I think I am going to employ the "don't finish anything until needed" strategy to keep District costs down and maybe finish a bunch if I have a few chops into already placed districts. 

For great people, I want to build the Oracle at Carnival for extra GP points. I will also build  Street Carnival as a 3rd district in most cities (after a theater and either Harbor or CH). I will run projects to get Great Writers and other Great People. I want the writers for more culture, maybe throw in a Artist or 2. So that is my long term strategy so far. I will post the short term strategy with the next turn report so I have a picture to point too.
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