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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:23
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Well, we don't know who which tribe we are yet, nor the difficulty levels yet, but we do know one thing, our starting techs. Namely : NONE!
Any thoughts as to which tech path we should first reserach and the pace? I note the top most row seems to be the military techs, and the bottom row more of interal development.
As I recall towards the end of the era, the paths merge at Fedualism. (Only one tech in this era is NOT a pre-req to Fedualism and that is an optional tech)
We start with the equalivent of a warrior and our shogun-1.
Last edited by joncnunn on 28-05-2005 at 23:54
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ormuzd
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I think we should research Pottery first, Masonry, Metal Working, Sword-Smithing, Invention
The other techs may be gained via trade or popping huts. We should always have the best military units. But in the beginning we don't need barracks or iron because we will need just to expand. Temples and libraries are even less useful while we are building cities.
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planet
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Sword-Smithing be a worthy goal
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:23
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I'm definately thinking of beelining along one of the four paths initally.
The bottom path alows the small wonder that makes any coastal city an excelent city indeed.
Remember that to get a GA, you need to build a GW, any Great Wonder will do. None expire.
Going thru the editor, I noticed that Depostism has WW in this conquest just like Fedualism, so there is no WW-free govt. Fedualism allows faster workers, standard tile bonus, and monarchy-like unit supports. It's a no brainer to switch too.
I also noticed in the editor that there is also a building adviable under Fedualism that in addition to the listed happy bonus also has a secret power: It's a factory!
The equalivent to Shakesphere's does not allow size 3+ cities. In fact there is no structure allowing size 3+ cities at all. But either size 2 cities max size is higher in this conquest or else having no structure in the game allowing size 3 cities is interpreated as no need for them to reach size 3.
Imperial Degree is a 300 shield Court House, not a FP. [Marked as Building structure.] If a city really needs that 3rd building corruption fighting structure it probably doesn't have enough net shields to build it.
Sun Tzu in addition to the normal baracks also increases leader possibility. But it's not the only Wonder increasing leader probability. I don't know if having multiple wonders which increased leader probability are cumulative or not.
Last edited by joncnunn on 31-05-2005 at 20:17
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planet
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what else is left before you start?
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planet
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quote: Originally posted by joncnunn
1. The difficulty level decided.
2. What restrictions will we take upon ourselves. |
good, so a start is close
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:23
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Started the game [no chance of violating any of the propsed restrictions this early]:
High lights thru turn 10: We are the Miyoshia
I relocated our capital one tile SE to get off the grassland shield.
We have contact with the tribe that starts south of us.
We know of a barb camp west (and goody hut next to it) and also a barb camp east.
We have both Pottery and Medal Working but are otherwise very broke. (0 gold and 0 GPT; 1 beaker science in Masonry currently in 37 turns) This is because in this conquest Depostic only allows 2 units. We have 4. (At one point we had 5, but one of our warriors was killed by a barb.) We are also paying 1 GPT to another tribe. 17 turns left.
We are even in techs with our neighbor. They have 12 gold. Our MA says compared to them, we have a strong military.
The next several turns will feature a temporary cash flow problem. If the next in line wants me to stay in power 5 turns longer to help clean it up before taking office, I'd be happy to do so.
Screen shots to follow. Includes a set of recommended city spots; all vetoable.
Known issues:
In 2 turns the granery will complete. Vetoable to a Baracks except that we'd be even worse off since we can't really afford more units until we have more towns. When this happens, the science will have to be shut down complety that turn. I strongly sugest a settler next.
In 3 turns our city grows from size 3 to size 4. This will neceasiate either a luxary tax or a specialist [2 MP present]. I sugest sacrifing growth in favor of scientist.
When the settler completes we will probably need to convert people into taxmen and/or set to wealth until the next city gets founded.
Last edited by joncnunn on 04-06-2005 at 22:10
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Masuro
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Gangneung, South Korea
Nov 2000 time: 14:23
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Are we paying the other tribe gold to keep them off our backs?
Last edited by Masuro on 05-06-2005 at 08:22
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skrobism
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Looks like we have our hands full already with financial problems. I am glad that you started.
Why are we paying 1 gpt? Just asking.
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planet
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Samurai Planet bows to his Lord Daimyo
Respectfully, where is the save Lord?
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:23
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The full details
Start the game as a random civ:
Turn 0:
We are the Miyoshi.
Shift us one tile SE off the grassland shield and onto the plains.
Worker roads inplace.
Explore with Ashiguru and Daimyo
Turn 1:
Rename the Ahiguru to Padme
Rename the Daimyo to Jon Miyoshi Nunn
Found Bull Wheat, starts an Ashiguru, and starts working the cow
More exploring
Turn 2:
Exploring northwest reveals a barb hut, barbs, and a goody hut.
Exploring east reveals a barb hut, and barbs, Jon retreats safely given no barb bonus on DG level
IT: Padme on hill ambassed by barb. Padme wins flawlessly and gets promoted to Vet
Road completes
Barb moves in position to threaten workers.
Turn 3:
Worker renamed to "Paddy the Scott" moved south onto cow
Padme moves SE to protect against an unlucky RNG
Jon moves south, sees a barb and moves SW onto mountains
Turn 4:
Ahiguru completes, renamed Leia and fortifed. Start another Ahiguru
Paddy the Scott starts mining
Turn 5:
Bull Wheat grows to size 2 and starts working the roaded grassland shield. Science Slider tweaked down to 70%
exploration south shows another civs boundary, but no contact yet
Turn 6:
Ahiguru complets, renamed Shmi, and sent north. Start another Ahiguru
Discover a tribe south of us that calls themselves the Matsunaga. They have Medal Working.
Will recontact them next turn when we finish pottery.
Science tweaked down to 40%
IT:
Barbs coming too close in both east and west.
Turn 7:
Discover Pottery. Switch build to Granery. Shmi sent back south. Padme sent east.
Trade Pottery for Medal Working with Matsunaga. Costs us 1 GPT + 1 gold. Sounds fair to me given chance DG AI might already be reasearching Pottery.
Research set to Masonry. Currently at Min, losing 1 gold and we have 2 gold, but Bull Corn will grwo in two turns.
IT:
Barb moves onto mountain threatening Paddy the Scott and the City
Turn 8:
Leia attacks Barb. Dies, but reduces barb to 1/2. We are no longer running a deficit
Shmi attacks Barb. Wins flawlessly
20% luxary tax implemented with no units in cap for this turn, so deficit of -1.
Turn 9:
Bull Wheat grows to size 3 and starts working the other grassland shield [same as unimproved wheat-plains under despotism]
Shmi and Padme moved into the capital to function as MPs. Luxary tax droped. Zero cash flow at 20%. Moreover we have no cash.
Jon finishes the exploration near Matsunaga
IT:
Matsunaga culture expands
Mining of cow completes
Turn 10:
Paddy the Scott roads
Padme and Shmi fortify.
Jon starts moving back towards home.
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planet
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Samurai Planet bows to his Lord Daimyo.
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All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
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