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Well, looks like other teams thought Org was a great trait - there are three of them! Although discounted lighthouses are good, they're not THAT good.
I did think about Mehmed of Aztec, since tiny islands tends to mean much more whipping. However as you say, Aztec has pretty bad starting techs. Players other than Aztec should NOT have been picking ORG; the fact that someone took Mehmed kind of screwed Sian a bit here IMO.
I actually kind of like Vikings as first pick. Trading posts are amazing. Though again, bad techs. Carthage was an OK pick. Izzy of Ottomans is strange but both are solid. Mehmed, again, was a weird pick. I don't agree with Zara over Sury even with Aztec. And Roosevelt is just crap. Maybe he didn't see GLH was banned? Just because something is your UB doesn't mean you need to get a discount on it. In fact a discount on granaries almost always means you get your UB out faster than if the discount was directly on the UB itself.
Joao of Inca should be fantastic.
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T0
And here we go!
The starting position doesn't look good for a capital, but there is no good capital spot visible at all. I moved the Quechua SE to reveal more water, and check if by any luck the forest 2S of the Q had a deer. It didn't. So, in spite of wasting a flood plain and lacking food, settling in place looked like the best option
Research set to AH, to improve the only resource we have available short-term. Building a Worker, of course
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So, short-term plans
After AH, we need
Mining-BW - for whips
Wheel-Pottery - for UB
Fishing-Sailing - for travelling
Meditation/Polytheism - for religion
I think BW and Pottery have much higher priority than Sailing and religion. I think BW should go before Pottery, because with our bonuses, we want to whips and chop workers and settlers rather than slow-build them (not that I see many choppable forests, unfortunately). I can be convinced to go for religion before Sailing, but I think we will need to decide how important Fishing is after we know more about the starting island
We don't need any military in a no barb island game for at least 20-30 turns, I guess. Just expand, expand, expand
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On the 2nd thought, maybe we should prioritise Fishing to get a couple of scouting Workboats out and get circumnav. I don't want to face Vikings with circumnav, that's for sure
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T1
Well, at least we have furs nearby
And the password for this game is Inca7Joao
Seven, do you want to get saves?
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Yeah, that'd be cool. (scmccarthy...)
What's the ETA on AH? In time with the worker?
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Worker will be done 1t earlier than AH (thanks Exp bonus!), I'll put that extra turn into farming the FP E of the cow. We will need to farm at least 1 FP, it will be a while before we will be able to work that wheat on the other shore
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Ah, that's a bit too bad. Still glad to get the EXP bonus though.
Did anyone not settle t0? How about demos?
What are you thinking after the worker? Qs are not immediately useful. Worker? Settler? Getting up a quick two trade routes would be nice. Maybe on the plains hill next to wheat - that's connected if we just build a road S of it.
It looks like, as you said, important techs after AH are Fishing, Pottery, Sailing, Mining, BW. (Except I disagree that we want an early religion.) Pottery's normally nice as it lets us grow on the best item, a granary, though in this case granaries are less strong for the moment, since the food surplus is so low. Fishing lets us grow on a WB, and Sailing on a galley. BW whips are not of any apparent value for a while, but chops are kind of nice (though inefficient on quick). Still I think this is a lower priority even than sailing - a galley would be incredibly useful for getting off this hellhole.  So my first inclination is AH-Fishing-Sailing-Mining-Pottery-BW. But the only way to really tell if that's good is to try it.
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Demos
Everyone settled T0. By the looks of it, both Exp opponents are also working a 3h tile for Exp bonus. Others are working a 3f tile, hence 5 CY. Assuming similar starts, they're probably working a FP - hope Plako didn't give a wet corn start to anyone
I definitely don't want military after Worker. I was thinking about another Worker, but not sure we will have enough techs for him to do anything useful. Settler is an interesting idea. I want to know more about the island before choosing between Worker or Settler, but leaning towards Settler at the moment
Early religion is lowest on my list of priorities. Nice to have, but definitely not worth pursuing any time soon
I think I want Pottery before Sailing. Sailing will take 11 turns to research at the current rate, and it won't go faster without Pottery. I agree with Fishing after AH, then we can grow the cities building Workboats. But then I want Mining and Pottery before Sailing. My first impression is that we can build 3 or 4 decent cities on this island, even if it is a hellhole  We do want tile improvement techs for them, and Terraces too, so Sailing is less important
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T2
Will post a screenshot later, playing turns in 2 games on lunchbreak doesn't leave much time for thread updating  Moved the Q SW and didn't find anything interesting. The south is all tundra, so I think it's much more important to scout the northern coast for the 2nd city. So I will turn the Q around next turn, move towards the wheat tile in the NE, scout the coast, then return to the southern wastelands
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