View Full Version : LK111 - Germany, just win baby, large map with 7 civs
LKendter Nov 15, 2005, 09:27 PM http://www.civfanatics.net/uploads10/LK111BC-2800.zip
4000 BC
Our random Civ is Germany as Frederick. Something tells me we may want to overload the world with German culture with these traits.
Our initial starting zone has wheat and marble visible.
The first hut popped gives experience that will turn into a woodsman II scout.
3880 BC
We get $48 from a hut.
3720 BC
(ST) Our scout barely survives an animal attack and drops to .1 strength.
3420 BC
(ST) We get Hinduism, and I will be happy this game if that is our only religion.
3160 BC
Our northern scout survives a lion attack.
3000 BC
Our southern scout survives a lion attack.
2800 BC
The next hut gives us a warrior.
==========================
Summary:
I start Stonehenge, but I am not sure if that is the best bet. With a lack of worker techs, and Berlin's small size I wasn't ready to build a food based unit.
A picture of our initial starting lands and the nearby resources:
http://www.civfanatics.net/uploads10/LAK-1046.jpg
Signed up:
LKendter (skip Nov 23 to Nov 27)
Greebley (currently playing)
DementedAvenger (on deck)
DisruptiveIdiot
Wh00ps
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.
DementedAvenger Nov 16, 2005, 04:23 AM Looks like some great terrain to the west - hilled plains, rivers, pigs, wheat, sheep, and wines, not to mention the corn and cows to the south. With all this food, we should be able to get a lot of great people cranked out with our philosophical trait.
Greebley Nov 16, 2005, 10:54 AM Ok, I got it.
Greebley Nov 16, 2005, 01:12 PM I will be out from Nov 18th through Nov 28th. Computer access will be limited. I plan to finish my current turn before I go. Skip me if my turn comes up.
DisruptiveIdiot Nov 16, 2005, 01:17 PM Let's hope we get some metals in the hills north of us, then we can wage some serious war if we have to.
Greebley Nov 16, 2005, 09:02 PM This should be quick.
We fight some wild animals and win.
Find Rome to the West of us.
Get Agriculture and start Pottery.
We have 13 more turns to get Stonehenge. I was still emphasizing food. I thought about slipping in a worker, but didn't want to risk Stonhenge for it.
DementedAvenger Nov 17, 2005, 12:07 AM Got it. I'll play soon.
DementedAvenger Nov 17, 2005, 01:04 AM T0: 2400 BC
I’m not sure why we’re building Stonehenge – our creative attribute is twice as good, and will never expire. The great prophet could be used for a shrine, and the +8 culture is nice, but I don’t want to wait 13 more turns, so I dial up a worker. It’s been my experience that Stonehenge is usually available for quite a while, but even if we do miss out, the extra gold can help fund our research later on. I hope I’m not stepping on any toes with this veto.
T2: 2320 BC
Caesar adopts slavery.
T4: 2240
Discover Hatty in the SW. She’s has about a 10-point lead on us in score.
T6: 2160
Pottery completes; start on bronze working for chops and to see if we have any copper. I wanted to go for alphabet to try to broker techs around, but we don't have the commerce to support that yet.
T7: 2120 BC
Meet a warrior/settler pair of Alexander’s in the west. He’s ahead of Hatty in score, putting us in 3rd place out of 5. Luckily, it seems that the civs closer to us are weaker.
T9: 2040 BC
Worker completes – start farming the wheat. We’re still 3 below our happiness limit in the capital, and I want to get it up to max size as soon as possible. Stonehenge due in 13.
The 2000 BC Save (http://www.civfanatics.net/uploads10/LK111_BC-2000.Civ4SavedGame)
LKendter Nov 17, 2005, 04:55 PM LKendter (skip Nov 23 to Nov 27)
Greebley (skip Nov 18 to Nov 28)
DementedAvenger
DisruptiveIdiot (currently playing)
Wh00ps (on deck)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
DisruptiveIdiot Nov 17, 2005, 07:04 PM I totally have it, will play tomorrow.
wh00ps Nov 17, 2005, 07:57 PM I'll be away from the 'net thru Monday evening, the 21st. I can either play then, or if skipped, will play whenever my next turn comes around. I'll be thinking of you guys while I'm out freezing my arse off in my deer stand. :p
LKendter Nov 17, 2005, 08:40 PM LKendter (skip Nov 23 to Nov 27)
Greebley (skip Nov 18 to Nov 28)
DementedAvenger
DisruptiveIdiot (currently playing)
Wh00ps (on deck) (skip Nov 18 to Nov 21)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
DisruptiveIdiot Nov 19, 2005, 07:59 AM Pre-Turn: Stonehenge is due in 15 turns? I thought 13 turns. Whatever, I could get it to 10 turns, but stonehenge isn't exactly high on the to-do list of the AI.
1960 BC:
http://img490.imageshack.us/img490/5919/lk1111960bc6cj.jpg (http://imageshack.us)
1920 BC:
Shift around and stuff, a wolf attacked our warrior IBT.
1880 BC:
Not Cool.
http://img490.imageshack.us/img490/8659/lk1111880bc0kr.jpg (http://imageshack.us)
IBT:
Woah! We WON!
http://img490.imageshack.us/img490/673/lk1111840bc9qd.jpg (http://imageshack.us)
1840 BC:
The wheat is complete, I'll connect later, I'd rather build another farm because we don't need the health bonus yet. I can get Stonehenge to complete in six turns at the cost of letting growth happen in ten turns. Now, if I let Berlin grow and that pop works a two shield tile, it will complete in a total of seven turns. I can save one turn by getting tip-top production. I go for it, if I made an error, my bad! I'll apologize and make sure to never do it again.
1800 BC:
The half-way point of my turn! Yeah!
1760 BC:
This time the scout isn't so lucky and succumbs to a wild animal =( That bear thing was pretty amazing though.
1720 BC:
I decide to check up on Berlin again and I set it back to a food set-up. Why? Because the numbers speak for themselves.
1680 BC:
Nothin much. I re-arrange Berlin again, the city has grown and I switch back to production. Stonehenge is due in two.
1640 BC:
What the hell? A scout died and it wasn't even near a wild animal last time I checked. Wow, ban me from this SG, I lost two scouts -_- that's pretty :smoke: Bronze Working completes, I don't switch to slavery because Stonehenge completes next turn. Switch to it later if you want. I start masonry because I want to work the marble to its maximum production level. That and it is cheaper than animal husbandry.
1600 BC:
http://img490.imageshack.us/img490/2855/lk1111600bc9he.jpg (http://imageshack.us)
I start a mine with our worker and switch Berlin back to food. A barracks was queued up before my turn but feel free to change it.
http://img490.imageshack.us/img490/7908/lk1111600bc29rs.jpg (http://imageshack.us)
LKendter Nov 19, 2005, 08:04 AM Signed up:
LKendter (currently playing) (skip Nov 23 to Nov 27)
Greebley (skip Nov 18 to Nov 28)
DementedAvenger (on deck)
DisruptiveIdiot
Wh00ps (skip Nov 18 to Nov 21)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
LKendter Nov 19, 2005, 11:21 AM http://www.civfanatics.net/uploads10/LK111_BC-0875.zip
1600 BC
I swap Berlin to settler. I would like to get our second city built.
1560 BC
I heal our northern warrior. IMHO we shouldn't move units not at full strength.
1360 BC
(ST) Masonry completes allowing us to build a quarry on the marble. I start on animal husbandry to take advantage of the horses and pigs for the planned town.
1280 BC
(ST) We are beat to the punch and Judaism is founded in a distant land.
http://www.civfanatics.net/uploads10/LAK-1048.jpg
1040 BC
(ST) Animal Husbandry is completed, and research begins on writing.
We *barely* defeat a barbarian warrior in the north. We are down to .1 health. 10 turns to heal is nasty.
875 BC
(ST) The Oracle is built in a far away land. :cry:
==========================
Summary:
I think a key to take advantage of our traits is to build wonders. That really optimizes our double people points.
I have a worker being built in Berlin. The goal is to hook up marble to build the Parthenon at double speed.
Feel free to take 20 turns this round like I did. Too little is happening.
Signed up:
LKendter (skip Nov 23 to Nov 27)
Greebley (skip Nov 18 to Nov 28)
DementedAvenger (currently playing)
DisruptiveIdiot (on deck)
Wh00ps (skip Nov 18 to Nov 21)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
DementedAvenger Nov 19, 2005, 03:16 PM Es erhalten.
T0: 875 BC: Move our injured northern warrior onto a hill, away from a full-strength barb warrior.
T1: 850 BC
Berlin: Worker -> Settler
I want to claim this beautiful city spot:
http://img426.imageshack.us/img426/7664/t1greatcityspot4fo.jpg
It has a river, 2 food sources, is on hilled plains so it will have 2 production on the city tile itself, and plenty of forest for chops. I expect a lot of great people out of this city.
I send Berlin's worker to build a pasture the horses, as this will increase the build speed for the settler more than the marble will. I’ll build the Parthenon next and hook up the marble.
T3: 800 BC
We discover writing. Work on archery next.
T4: 775 BC
Moses is born in Berlin, and Hinduism spreads to Hamburg. I take this as a sign and build the Kashi Vishwanath in Berlin (Hinduism’s Holy City Wonder).
http://img512.imageshack.us/img512/2594/t3kashivishwanath5gh.jpg
We’re now making +1 gold / turn at 100% research.
T7: 700 BC
Archery completes - start on Priesthood to unlock Code of Laws. Caste system would be a great civic for us to run, and Confucianism would be nice as well.
*Inter-turn* Hatty asks for Open Borders – I accept.
T8: 675 BC
Hamburg’s worker starts mining the hilled plains so it can finish its barracks sooner and start pumping out archers.
T9: 650 BC
Berlin's worker starts on quarry – settler due next turn.
T10: 625 BC
Berlin: Settler -> Warrior to replace escort for settler
I micro Berlin so the warrior finishes in 1 turn and we can start the Parthenon next turn. Having the Parthenon, the industrious trait, and an abundance of food resources will really make these cities great people factories.
T11: 600 BC
Priesthood completes – start on Code of Laws.
Berlin: Warrior -> Parthenon
I hope the settler detour doesn’t cost us this wonder – I felt we were too far behind on growth to wait much longer
http://img468.imageshack.us/img468/8/t8demographics9ck.jpg
Hamburg’s worker finishes the mine – goes to help hook up the marble.
*Inter-turn* Accept Caesar's request for open borders.
T13: 550 BC
Ask for open borders from Mansa Musa to continue exploration in the south. There’s a ton of jungle down there.
http://img457.imageshack.us/img457/4900/t12jungle2so.jpg
T14: 525 BC
Marble is connected – Parthenon due in 13.
*Inter-turn* A barb axeman pokes his head out of the fog to the north.
T15: 500 BC
We found Munich , and start work on walls. I micro Hamburg to complete its archer next turn, and move the unpromoted warrior out of Munich in hopes of luring the axeman away for long enough to get that archer to Munich.
I send one of the quarry-diggers to chop a forest near Berlin, and the other to Munich to hook up its food resources.
T16: 475 BC[/B}
Hamburg: Archer -> Archer
The barb axeman heads south. I hope he takes the warrior-bait - if I can lure the Axeman off course, the archer will cover in time.
[B]T17: 450 BC
I move the unpromoted warrior bait one tile north of the axeman. The axeman can’t see that Munich is undefended, so hopefully he takes the bait.
*Inter-turn* Barb axe takes the bait, defeating the warrior without taking a scratch.
T18: 425 BC
Our Hamburger archer will reach Munich a turn before the axeman, giving it a chance to fortify.
*Inter-turn* A barb archer picks off our northern exploring warrior. We explored most of that area anyways.
T19: 400 BC
Forest chop near Berlin completes – Parthenon due in 6. I send the worker to road the horses.
*Inter-turn* Darn, somebody beat us to Confucianism – we have 12 turns left for Code of Laws.
T20: 375 BC
Hamburg: Archer -> Archer
I send this archer towards Munich as well. I hope there’s still a city there to defend.
Fortify our CG1 archer in Munich, and hope he beats the barb axeman, who will attack next turn. The axeman will attack at 5 base strength, but our archer should have 3 + 3*(50% (innate) +20% (CG1) + 20% (culture) from the city + 5% from fortifying + 25%(innate) +25% (terrain) from the hill) = 7.35 strength (with a first strike), which means the archer has a 93% chance to win. Not a chance I like to take when a city is hanging in the balance, but it should come out in our favor.
http://img349.imageshack.us/img349/5623/t20battleimminent0ml.jpg
Also, the Romans have a city just west of Munich – they expanded faster than I expected for such a sparsely populated map.
http://img506.imageshack.us/img506/217/t20romanborders6wm.jpg
Here's (http://www.civfanatics.net/uploads10/LK111_BC-0375.Civ4SavedGame) the 375 BC Save. Good luck, wh00ps!
LKendter Nov 20, 2005, 07:41 AM Don't edit results into the got it post
Note: I read the post after the got it, but before the log. If DI did the same thing, then the got it to keep the game going was delayed because of this. I had games stuck in limbo for a couple of days before because of doing this.
Here's the 375 BC Save. Good luck, wh00ps!
DisruptiveIdiot is up.
Signed up:
LKendter (skip Nov 23 to Nov 27)
Greebley (skip Nov 18 to Nov 28)
DementedAvenger
DisruptiveIdiot (currently playing)
Wh00ps (on deck) (skip Nov 18 to Nov 21)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
LKendter Nov 20, 2005, 07:42 AM The below are revised rules to avoid a lost post.
The following tactics are PROHIBITED:
1) The diplomatic demand exploit. You can demand a ton of stuff from a civ, ask for a counter-offer and get everything you want.
2) The diplomatic gold exploit. See the below thread for details. You can do such silliness as get iron for $1/turn.
http://forums.civfanatics.com/showthread.php?t=139169
Standard LK house rules:
1) Automation of any kind is strongly discouraged until the game is known better.
2) Go to orders beyond the end of your turn are not allowed.
3) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction.
4) Please load the game while running civ. If you load by clicking the game you rename the leader. The leader name becomes part of the save, so I want to keep LK### as the leader name. I don't want to defeat a very useful feature.
If you do accidentally load by double clicking the save, then please use the Alt-D feature for civ details and rename the leader by the LK### value.
NEW
5) Don't edit your game results into a got it post. There is *no* notification of new activity. I have had SGs stalled waiting for a person to move, when the already did.
DisruptiveIdiot Nov 20, 2005, 08:10 AM I got it. I might report it today but most likely tomorrow.
DementedAvenger Nov 20, 2005, 10:01 PM Sorry, LKendter, my bad. I thought wh00ps was going to play next on the 21st, so would see the new edited post then, without the confusion that would come from seeing my original post.
It won't happen again, and I'm honored that a faux pas of mine has entered into your official rules.
wh00ps Nov 21, 2005, 06:51 PM Well, I am back to the land of electricity and running water, after 4 days in the north woods of Wisconsin. Dropped a ~150lb buck this morning, so it was a good season. :) Will play after DisruptiveIdiot.
LK, I noticed you're looking for replacement players for 108 and 109, if I get a chance to read up on those games, I might jump in. Not sure what I'm going to have time-wise over the next few days, but I'll definitely have time for this one, at least.
Re: Open borders this early in the game, is this a good idea? It doesn't really take advantage of our cultural strength to wall the other civs out of our territory until we're done expanding. Since we've taken the time to build some early wonders, and are a little behind in overall expansion, this may become a factor.
Vol Nov 21, 2005, 07:04 PM You know, wh00ps, I had the same concerns about Open Borders in the expansion phase as you did. I've been experimenting lately with having Open Borders as soon as I meet someone, and I have found that it is extremely rare for someone to go past your borders and build a city. The only time this really happens is when you've completely boxed in a civ and they have to resort to extreme measures to get their fair share of cities.
Basically, the fear is unfounded, most of the time, and the benefits in relations and commerce make Open Borders more than worthwhile. I would also recommend sending lots of missionaries into their lands as well, to take full advantage of the perks.
DementedAvenger Nov 22, 2005, 03:53 AM You know, wh00ps, I had the same concerns about Open Borders in the expansion phase as you did. I've been experimenting lately with having Open Borders as soon as I meet someone, and I have found that it is extremely rare for someone to go past your borders and build a city. The only time this really happens is when you've completely boxed in a civ and they have to resort to extreme measures to get their fair share of cities.
Basically, the fear is unfounded, most of the time, and the benefits in relations and commerce make Open Borders more than worthwhile. I would also recommend sending lots of missionaries into their lands as well, to take full advantage of the perks.
Right, and you can always just cancel the deal if you want to keep intruders out.
DisruptiveIdiot Nov 22, 2005, 12:57 PM Sorry guys, things came up, please skip me.
LKendter Nov 22, 2005, 08:23 PM Signed up:
LKendter (skip Nov 22 to Nov 27)
Greebley (skip Nov 18 to Nov 28)
DementedAvenger (on deck)
DisruptiveIdiot
Wh00ps (currently playing) (skip Nov 18 to Nov 21)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
DementedAvenger Nov 22, 2005, 09:36 PM I'll be gone from the 24th through the 26th, so if wh00ps doesn't get done by tomorrow, you can go ahead and skip me.
wh00ps Nov 23, 2005, 10:33 AM Ok, got it. Will try to get it played and posted this afternoon so DA can get his turn in before he leaves.
wh00ps Nov 23, 2005, 03:07 PM Well, here goes my first shot at a SG. Hopefully I don't screw it up too bad. :)
Survey of current affairs:
Treasury is at 138 gold, and 100% research currently generating a loss of 1 per turn. I think we can afford to sustain that rate for a while. Code of Laws is due in 12 turns.
The Parthenon is due in 5 in Berlin. Shuffled 1 citizen to get the city growing again while keeping the same turns to completion.
Hamburg w/ barracks is producing archers. I will continue this to get some defenses for our current cities as well as for new cities built up.
Barb axeman about to attack Munich. I don't currently see anybody behind him, but I'm sure they will be coming. :)
Take a deep breath and hit enter...
Barb axeman at Munich is defeated without a scratch! :D
Hamburg completes archer, begins another.
We seem to rank dead last in power...
http://forums.civfanatics.com/attachment.php?attachmentid=104930&stc=1&d=1132783146
Turn 1: 350 BC
Start new archer from Hamburg heading toward Munich.
Move existing archer that was headed for Munich closer to it.
Promote our victorious archer in Munich to CG2 and re-fortify. Will save the promotions on the other 2 archers until needed.
Continue exploring with warrior in the south.
Move Berlin's worker north of the city and start a farm.
Turn 2: 325 BC
Uneventful.
Turn 3: 300 BC
Uneventful. Archer reaches and fortifies in Munich.
IBT
Hamburg completes archer, begins another.
Turn 4: 275 BC
Newly created archer from Hamburg exploring southwest for our next city. Next archer will be fortified in Hamburg.
IBT
http://forums.civfanatics.com/attachment.php?attachmentid=104929&stc=1&d=1132783146
Berlin completes Parthenon, starts settler, due in 7.
Turn 5: 250 BC
Archer reaches Munich and fortifies.
Worker near Munich complets farm, starts road.
Turn 6: 225 BC
Berlin's worker completes farm, starts road.
IBT
Hamburg completes archer, starts granary, due in 5.
Turn 7: 200 BC
Munich's worker complets road, heads toward sheep northeast of city.
Turn 8: 175 BC
Berlin's worker completes road, moves west and starts a cottage. We need some gold. :)
IBT
Munich completes walls, starts granary, due in 12.
Turn 9: 150 BC
Uneventful.
Turn 10: 125 BC
Copper is located southwest of Hamburg! Unfortunately, it's right outside the Roman borders.
http://forums.civfanatics.com/attachment.php?attachmentid=104927&stc=1&d=1132783146
Perhaps we can use our superior cultural abilities to keep those borders in place. :)
Munich's worker reaches sheep and starts on pasture.
State of the empire:
http://forums.civfanatics.com/attachment.php?attachmentid=104928&stc=1&d=1132783146
Berlin can grow by 1 more without getting unhappy.
Hamburg is at max size for happiness, growing by 1 food per turn.
When pasture is completed near Munich, growth will jump up pretty good there.
Settler will be completed soon in Berlin, my thoughts would be to the southwest to keep hemming in the Romans and possibly snag that copper.
We could use another worker as well.
And last but not least, http://forums.civfanatics.com/attachment.php?attachmentid=104926&stc=1&d=1132783310 (the save.)
Edit: Hrmph. Why do the images not display inline correctly? I put them in img tags. And the link to the save in a nice url tag, but that didn't seem to come through right, either. *shrug*
DementedAvenger Nov 23, 2005, 03:21 PM Got it.
I've found that using imageshack works great (www.imageshack.us), and the pictures don't disappear like they do with some other image-hosting sites.
Just copy the URL , and enclose it in img tags like this:
URL from the "direct link to image" box goes here
wh00ps Nov 23, 2005, 03:31 PM That's exactly what I did with the attached images, but for some reason it just put the link there instead of actually putting the image in line. Wierd.
DementedAvenger Nov 23, 2005, 06:18 PM T1: 100BC
Great Prophet Mahavira is born in Berlin. I don’t do anything with him yet – it may be wise to use him to found Christianity sometime soon, but we’d have to research (or trade for) meditation and monotheism first.
T2: 75 BC
Hinduism spreads in Munich
Code of Laws completes – start on Iron Working to see if we have an iron resource located in a better spot than that copper. I don’t want to build a city in a desert, far away from our homeland, and right next to Caesar’s doorstep.
Berlin: Settler -> Archer
Hamburg: Granary -> Archer
Another barb axe appears to the south of Hamburg – we should get our horses hooked up soon.
T3: 50 BC
I hold the settler in Hamburg – I want to settle at the southern site with wheat and cows, but that axe is in the way.
*Inter-turn*
Mansa Musa attacks the barb axeman with a warrior, and brings him down to 3.8 health. Nice!
T4: 25 BC
Hamburg: Archer -> Archer
Berlin: Archer -> Archer
I give Hamburg’s archer first strike and send it to the hill to protect our pig pasture. It should handle the injured axe pretty handily.
Our archer uncovers a cow and an oasis by the copper, but ends up next to another barb axe. As far as I’m concerned, this now becomes a viable city site, so I will send the settler over there instead of to the southern wheat and cows. The copper will help us fight all these darned barb axes. I’m going to send 2 archers to escort the settler this time to be on the safe side – there is no hill to settle on.
*Inter-turn*
Our cow- and oasis-revealing archer almost defeats the barb axe, but is killed in the flatlands. Hopefully the axe is still injured when our 2 archers and settler get there.
Our pasture-defending archer is victorious against the barb axe, and will be sent along with Hamburg’s newest archer to escort the Settler to claim the copper for the glory of Germany.
T5: 1 AD
Berlin: Archer -> Library (currently at 15 beakers)
Hamburg: Archer -> Archer
T6: 25 AD
We meet Roosevelt – he’s first in score.
T7: 50 AD
ZZZZ
T8: 75 AD
Hamburg: Archer -> Settler (That site with the wheat, bananas, and cows is still calling to me)
T9: 100 AD
ZZZZ
T10: 125 AD
Munich: Granary -> Barracks
There’s a barb city SE –S – S of the future site of the copper city. Good thing I brought 2 archers – we may get attacked sometime soon.
Another barb axeman appears to the south of Hamburg. I peel one of Munich’s 3 archers off and send it down to Munich for defense and eventually for extra settler escort.
T11: 150 AD
I take an extra turn to end on a rounder number, and to finish iron working and the copper city.
Discover Iron Working – Start on Monotheism with the ultimate goal of founding Christianity with our great prophet.
We have iron in our borders! Soon we’ll be able to go on the offensive against all the barbs instead of fortifying on hills with our archers and waiting to be attacked.
http://img299.imageshack.us/img299/5275/wehaveiron0aa.jpg
I found Cologne and move the 2 archers in for defense. I start working on walls, as we’re right next door to both the barbs and the Romans. The copper isn’t as necessary with the discovery of iron, but with the 4 coast tiles, 2 river tiles, cows, and oasis, it should be a decently good research city.
http://img299.imageshack.us/img299/1831/cologne1ta.jpg
I plan on sending the settler now being built in Hamburg to the bananas/wheat/cows south of Hamburg, but feel free to send it anywhere you think would be better, DI. Also, our great prophet is still just sitting near Berlin, waiting for the opportunity to found Christianity – if you can think of a better use for him, go for it. I’ll be gone until Sunday, but I don’t expect the game to get back to me by then.
Here’s the 150 BC Save: LK 111 – 150 AD ( http://www.civfanatics.net/uploads10/LK111_AD-0150.Civ4SavedGame)
Now up: DisruptiveIdiot
On deck: Wh00ps
LKendter Nov 24, 2005, 10:19 AM Signed up:
LKendter (skip Nov 22 to Nov 27)
Greebley (skip Nov 18 to Nov 28)
DementedAvenger (skip Nov 24 to Nov 27)
DisruptiveIdiot (currently playing)
Wh00ps (on deck)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
wh00ps Nov 26, 2005, 03:12 PM *poke* hehe :banana: :p
DementedAvenger Nov 26, 2005, 04:53 PM It's been over 48 hours, should wh00ps just play again? This has turned into a 2-person game. :crazyeye:
LKendter Nov 26, 2005, 05:55 PM It's been over 48 hours, should wh00ps just play again? This has turned into a 2-person game. :crazyeye:
The holiday season has killed a lot of player availability. If DisruptiveIdiot doesn't post a got it by Monday, then Wh00ps can get it. I will be able to play at that point along with Greebley will be back.
DementedAvenger Nov 26, 2005, 06:26 PM The holiday season has killed a lot of player availability. If DisruptiveIdiot doesn't post a got it by Monday, then Wh00ps can get it. I will be able to play at that point along with Greebley will be back.
OK, sounds good - I'll have also have access to Civ again come Monday.
LKendter Nov 27, 2005, 05:07 PM The official position for the patch is that all LK series games should be played using the 1.09 patch.
LKendter Nov 28, 2005, 05:08 PM Signed up:
LKendter (on deck)
Greebley
DementedAvenger
DisruptiveIdiot (The holidays are past, and still no word - skipped)
Wh00ps (currently playing)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
wh00ps Nov 30, 2005, 08:06 AM Shoot, now I'm the one holding things up. :blush:
Got it, will play today. :goodjob:
wh00ps Nov 30, 2005, 10:35 PM Situational Survey
The previously mentioned plans sound good to me. I'll hang onto our great prophet and use him toward theology. Archers heading south for the new settler/city. Objectives for this set of turns will be to get at least 1 more worker out there working, and start on another settler and the units to support it. Hamburg is at max for happiness, so that'll be the city I use for the worker/settler.
IBT
Barb axe moves onto iron near Hamburg.
Turn 1: 175 AD
Continue exploring with southern warrior.
Promote archer at Cologne to Drill 2 and fortify.
IBT
Barb axe moves next to Hamburg.
Turn 2: 200 AD
Worker near Munich finishes, moves onto grassy hills to mine/road.
IBT
Hattie's warrior moves next to barb axe near Hamburg. Barb axe slaughters the poor warrior. :)
Turn 3: 225 AD
Otherwise uneventful.
IBT
Injured barb axe attacks our archer on a hill south of Hamburg. We are victorious.
Montezuma demands we cancel our deals with the Egyptians. Since he's so far away, we've got some room to wiggle, and I refuse.
Berlin completes library -> scout. (can whip it out in 1 turn, and we don't have any out there right now)
Hamburg completes settler -> worker.
Borders of Munich and Cologne expand!
A forest grows directly east of Munich! :)
Turn 4: 250 AD
Promote our victorious archer to Drill 2 and fortify until healed. Once healed, will move down toward the new city.
Settler and defensive archer begin moving toward new city site.
Turn 5: 275 AD
Research complete on Monotheism. Our Great Prophet still wants to research meditation, so I leave him and set our research to meditation, hoping that when we get it, it will push him to theology.
Move worker from near Berlin down to get the iron hooked up.
IBT
Rats! Christianity is founded in Delphi.
Turn 6: 300 AD
Move settler onto new city site.
Turn 7: 325 AD
Found Frankfurt. Start on walls, due to nearby barbarian city.
Scout discovers a barb warrior by moving right next to him. Doh!
Since Christianity has been founded already, I go ahead and spend the turn of anarchy to switch to Organized Religion. Buildings will get a nice boost.
IBT
Barb warrior kills our Woodsman 1 scout in a forest. Growl.
Turn 8: 350 AD
Worker near Hamburg moves onto iron and starts mine.
IBT
Injured barb warrior attacks our archer and dies in a hurry. Good riddance.
Meditation complete, now researching Metal Casting.
Our great prophet can now discover theology, although it is too late for christianity. I'll let the next person make the decision on whether to use him for that.
Turn 9: 375 AD
Otherwise uneventful.
IBT
Hamburg completes worker -> another worker. City is still at happiness limit, so I figure pump out another worker, then another settler, then a temple for happiness.
Another forest grows 2n of Munich! w00t! :)
Turn 10: 400 AD
New worker moves south, starting on a road to Frankfurt, where he will hook up all those juicy resources.
And that's all for me. On about turn 8, I realized that I had not installed the patch, so this is still a 1.0 save. I'll install that right away so I'm patched the next time I play.
LKendter Dec 01, 2005, 03:24 PM Signed up:
LKendter (currently playing)
Greebley (on deck)
DementedAvenger
DisruptiveIdiot (Must reconfirm)
Wh00ps
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
LKendter Dec 01, 2005, 09:10 PM http://www.civfanatics.net/uploads10/LK111_AD-0600.zip
400 AD
Berlin is unreal for great people - between buildings and philosophical we get a 150% bonus on great people points.
I used our prophet for a free tech (unsure which one) that sent us to the medieval era.
:confused: How do we have 299 turns left at 400AD?
500 AD
(ST) Well this isn't good - Libyan is captured by Rome. Cologne will need the help from adopting Hinduism with the missionary on the way. We can't build those walls fast enough.
One nice thing about the woodsman II promotion is that it is very each to run away from barbs.
540 AD
(ST) We get another great prophet.
560 AD
(ST) The barbarian axeman dies assaulting Munich.
If you doubt the power of creating a super specialist, the time for Sistine Chapel in Hamburg drops from 20 to 17 turns. Those 2 extra shields really help, and the $5 in income keeps the science rate going strong.
580 AD
Cologne now follows the Hindu faith.
==========================
Summary:
Well my first attempt with the auto logger failed, as I can't find autolog.txt. I thing the path issue screwed it up. While I have no intention to simply post a dry log, it looks like alt-E is a nice way to capture thoughts. I didn't realize you have to modify the default game for the path.
Even with adding 2 workers it still feels light.
We really need more military now that the iron is hooked up. I fear war *will* happen with Rome no matter what we do. We need to be prepared.
The two archers near the fish are for the next town. It may not get a lot of shields, but with a lighthouse it will be a revenue powerhouse.
Signed up:
LKendter
Greebley (currently playing)
DementedAvenger (on deck)
DisruptiveIdiot (Must reconfirm)
Wh00ps
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Greebley Dec 01, 2005, 09:47 PM I got it.
DementedAvenger Dec 01, 2005, 10:27 PM Is it possible to find and disconnect Rome's iron? I don't want to fight Praetorians...
Greebley Dec 02, 2005, 09:01 PM Got Metalcasting and Fishing. I started Alphabet.
Built up some Axemen, Workers, and a single sword.
Disagreed with the spot with 3 impassible mountains. Built Essen close to the fish and to the south. It can still work a bunch of sea, but can also grab alot of grassland when the Jungle is cleared, borrow the cow to grow quickly right off (we cannot build harbor). It is a much better town location, IMO. The indicated spot had little to recommend it other than the fish.
I feel we need more cottages. I put our capitol working all the (already built) cottages even though that slowed its production. They need to be worked to get them up to speed.
No picture as I was running on Low Graphics not in full screen. It was fairly fast but not good for pics.
LKendter Dec 02, 2005, 09:17 PM Signed up:
LKendter
Greebley
DementedAvenger (currently playing)
DisruptiveIdiot (heading to dropped)
Wh00ps (on deck)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Greebley Dec 02, 2005, 09:53 PM Is it possible to find and disconnect Rome's iron? I don't want to fight Praetorians...
The iron is not far from our border. I didn't want to go to war yet though - that seemed a bad idea to me.
If we want to go this route, we will want more Axemen.
DementedAvenger Dec 03, 2005, 12:16 AM Got it. If Rome has iron, I don't plan on going to war with him either, at least not until we get Macemen. Let's hope he stays peaceful.
DementedAvenger Dec 03, 2005, 06:15 AM T1: 820 AD
Munich: Forge -> Spear (I see a few horses in Rome’s cities)
http://img522.imageshack.us/img522/3853/820adbehindintechrace00004wn.jpg (http://imageshack.us)
We’re behind in the tech race.
T3: 860 AD
http://img522.imageshack.us/img522/2821/860adsistinecompletes00005hv.jpg (http://imageshack.us)
Hamburg: Sistine Chapel -> Hindu Temple (at happiness limit)
Munich: Spear -> Hindu Temple (at happiness limit)
*inter-turn*
Egypt offers Monarchy and 10 gold for Metal Casting – the offer’s a little light, but we’re way behind in tech, so I accept.
T4: 880 AD
Looking at the F4 screen, I see that Mansa Musa will trade us alphabet. I trade him Code of Laws for Alphabet and 85 gold.
I trade Code of Laws to Hatty for Sailing and Horseback Riding.
I trade Theology to Mansa Musa for Mathematics and 120 gold.
T5: 900 AD
Cologne: Worker -> Lighthouse
I trade Theology to Hatty for Currency, and start work on Construction. I would have made this trade last turn, but no techs showed up last turn in the F4 screen for some reason.
*inter-turn*
http://img488.imageshack.us/img488/2200/920adromansatcologne00004lg.jpg (http://imageshack.us)
Caesar declares war, killing our worker NW of Cologne with a Horse Archer. Uh-Oh...
DementedAvenger Dec 03, 2005, 06:32 AM T6: 920 AD
I send an axe and a sword towards Cologne as reinforcements.
http://img488.imageshack.us/img488/3995/920adreinforcementsontheway000.jpg (http://imageshack.us)
T7: 940 AD
Berlin: Forge -> Axe (due in 1 thanks to overflow)
There are now 2 Roman horses next to Berlin, one E and one SE, on the cows. The spearman from Munich is just 2 tiles away from Cologne, but I won’t be able to stop the horse from pillaging the cows.
http://img467.imageshack.us/img467/5791/940adpraetorianinantium00009sa.jpg (http://imageshack.us)
There’s now a Praetorian in Antium. I revolt to slavery – we may need some desperation units.
*inter-turn*
2 chariots, a horse, and a spear bear down on Munich.
Our cows and Cologne’s connection to the trade network are severed by the 2 Roman horses.
T8: 960 AD
Berlin: Axe -> Horse
Hamburg: Temple -> Spear
Munich: Temple -> Spear
Essen: Work Boat -> Courthouse
I attack Rome’s northern Horse (east of Cologne) with Munich’s spear, and win. I want to save this spear for the rest of Rome’s horses, so I try to sacrifice a sword on Rome’s combat III horse to allow the spear to get to Cologne next turn, but luckily the sword wins.
T9: 980 AD
http://img510.imageshack.us/img510/7853/980adromanadvanceoncologne0000.jpg (http://imageshack.us)
The Roman advance on Cologne. There are 2 Praetorians and a Horse NW of the city, and 2 more Praetorians and another Horse NW of them.
Here’s the Munich situation:
http://img407.imageshack.us/img407/4886/980adromanadvanceonmunich00007.jpg (http://imageshack.us)
*inter-turn*
Roman Horse attacks Cologne, we defend with axe and win.
Roman Horse attacks Cologne, we defend with archer and win.
Roman Praetorian attacks Cologne, we defend with axe and win.
Roman Praetorian attacks Cologne, we defend with archer and lose.
T10: 1000 AD
Rush an Archer in Cologne.
Rome sends even more Praetorians at Cologne. We need to try to disconnect his iron.
http://img407.imageshack.us/img407/7448/sadvanceoncologne00001sx.jpg (http://imageshack.us)
Good luck, DI or wh00ps (whoever is next), I’m hoping we can hang onto Cologne, but if not we are outproducing Rome in shields and beakers, and should be able to take it back as soon as we get macemen.
Here ( http://www.civfanatics.net/uploads10/LK111_AD-1000.Civ4SavedGame)’s the save.
LKendter Dec 03, 2005, 07:50 AM I had a bad feeling when Rome took that city south of us...
Looks like nothing but troops for awhile, and that will hurt the tech race further.
Signed up:
LKendter (on deck)
Greebley
DementedAvenger
DisruptiveIdiot (dropped)
Wh00ps (currently playing)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
DementedAvenger Dec 03, 2005, 03:47 PM I'm not too worried about the tech race -we just lack Calendar and Construction (which is due in a few turns). What is a little worrisome is our lack of GNP, as we're 7th out of 7. I think that if we make a conscious effort to achieve monopolies on techs, we'll be able to keep trading our way back to parity.
What's a little more worrisome to me is Rome's Praetorians. We are first in production, so we should be able to pump out quite a few axes to deal with them, but if Caesar takes another city besides Cologne, we may be in big trouble.
Greebley Dec 03, 2005, 04:12 PM I think we are short on cottages and that is why we are last. We have gone for shields over gold in almost every case.
Of course right now we need units to defend ourselves against the superior and so our extra shields may save us.
The biggest problem is if we don't use the hamlets, we don't get to towns and thus hurt ourselves long term.
DementedAvenger Dec 03, 2005, 05:39 PM Yeah, I built a lot of cottages on my turns, so our cities now have the luxury of focusing on production or commerce, as there are more improved tiles than citizens to work them.
LKendter Dec 03, 2005, 08:20 PM I won't argue that courthouses can be very useful. However, they really aren't worth in to save just $1! I would much rather lighthouse to get all of those water tiles or a granary for growth.
http://www.civfanatics.net/uploads10/LAK-1052.jpg
LKendter Dec 03, 2005, 08:35 PM After looking at the demographics I definitely understand why Rome attacked.
Civ4 is not the game to be last in military.
http://www.civfanatics.net/uploads10/LAK-1053A.jpg
DementedAvenger Dec 03, 2005, 10:51 PM The courthouse was already queued up for some reason, and it started building automatically. I was a little preoccupied with the war at the time, and forgot that the "What to build next" screen wasn't going to come up. I agree that a granary would be a better choice.
Greebley Dec 03, 2005, 11:07 PM After looking at the demographics I definitely understand why Rome attacked.
Civ4 is not the game to be last in military.
And that is after I concentrated on building military on my turn. We were definitely very weak.
DementedAvenger Dec 04, 2005, 12:28 AM We're really not in that terrible a situation. We have 2 fortified axes behind 50% walls with the shock upgrade in Cologne, which are favored against Combat I praetorians (9.25 vs. 5.37 by my calculation, which is 97% to win), and we have the ability to poprush units if the need arises. Another route to Cologne will be complete in 2 turns, so it can start rushing axes instead of just archers. Construction is due in just a few turns, which will allow us to go on the offensive as soon as our production advantage swings the unit balance in our favor.
The main drawback to this war will hopefully just be some lost productivity of our outer cities due to pillaging. Even if we lose Cologne, we no longer need the copper which was the purpose of founding it in the first place, and we won't greatly miss its maintenance cost and minimal beaker and shield output. It will be ours again soon enough.
LKendter Dec 04, 2005, 06:25 AM :scan: Wh00ps (currently playing) :scan:
Approaching 24 hours for got it.
wh00ps Dec 04, 2005, 03:16 PM Got it. Will play tonight sometime. Hope I can hold onto what we've got. :) Something tells me this isn't going to be quite as easy as the war I'm currently in in a SP game, beating up on musketeers and knights with cavalry, riflemen, and artillery. :ar15:
We shall prevail, though it may have a high cost in the blood of our soldiers. In the words of a great hero: "Go for the eyes, Boo!" :groucho:
Edit: sorry for the delay guys... playing now.
wh00ps Dec 05, 2005, 04:25 PM Situational Survey
Wow.. ol' Caesar's really coming at us hard. Hope we can get enough military built quickly enough. Workers trying hard to reconnect Cologne, so it will be able to produce the axemen it so desperately needs. Change Essen from courthouse to forge to get some production going in that city. Perhaps we could even manage to get the colossus? We produce a couple of spearmen and an archer in Cologne this turn, horse archer in Berlin next turn, so hopefully that'll keep us going a bit.
Well, here goes. :)
IBT
Awesome luck at Cologne. Our 2 axemen and a swordsman each kill a Praetorian. 3 down, lots to go. :hammer:
Not so good luck at Munich. A horse archer kills our spearman, only taking 1.5 points of damage.
Roman chariot pillages a cottage south of Munich.
Munich completes spearman. Lots of mounted units coming its way, so start another one.
Cologne completes archer. Still disconnected, so start another one.
Hamburg completes spearman, starts axeman.
Frankfurt completes granary, starts barracks.
Turn 1: 1010 AD
Start Hamburg's spearman heading north toward Munich. Gonna whack that durn chariot.
IBT
Injured Praetorian attacks Cologne and dies.
Injured horse archer attacks Munich, and kills an archer, surviving with .1 health.
Berlin completes horse archer, starts spearman.
Chariot pillages a hamlet south of Munich.
Turn 2: 1020 AD
Keep working spearman up toward Munich. Hope it won't be too late. We're down to an injured axe and one archer there. It will produce a spear next turn, and this spear will arrive next turn. Couldn't quite make it to that pillaging chariot this turn.
Cologne is reconnected. We have 2 axes and a sword there already, so I start a spearman to defend against those horse archers. Since the Praetorians failed attacks, Caesar has not moved any more troops into our territory there, but there is still a stack of horse archers just across the border.
IBT
Just discovered a nice thing (well, nice if you're the defender) in Civ4: Production takes place prior to combat. :) Our newly produced spearman in Munich easily defeats the
Roman horse archer with +vs melee promotion.
Spearman attacks Munich and dies.
.1 health horse archer retreats toward the Roman borders.
Another horse archer crosses between Hamburg and Munich.
Turn 3: 1030 AD
Finally can attack that chariot with our spearman. Harumph. 4.4 vs. 2.4 (nearly double strength), and we just barely survive with .6 health.
IBT
Horse archer kills our wounded spearman and moves next to Munich.
Stack of 4 horse archers moves next to Cologne.
Research on construction is complete. I change to machinery to continue working toward macemen. However, our treasury is down to 51 gold, and research has to be reduced to 60% to break even. Ouch.
Turn 4: 1040 AD
Move a horse archer and axeman toward Cologne.
IBT
Grr... horse archer next to Munich chooses to pillage the mine rather than attack the city.
4 horse archers and a Praetorian attack Cologne, all dying in the process, and inflicting moderate damage on our troops. :hammer: :hammer:
Taoism has been founded in a distant land.
Turn 5: 1050 AD
Attack the pillaging horse archer near Munich with a spearman. 4.4 vs. 3.3, and our spear dies, only managing to inflict 1.3 points of damage?!?!?! :wallbash: *boggle*
IBT
Horse archer attacks Munich and dies.
Pillaging horse archer moves south and pillages a farm.
Cologne produces spearman, starts barracks.
Praetorian starts heading toward Munich.
Chichen Itza is built in a faraway land. Looks like Hattie, from the score jump.
Turn 6: 1060 AD
Kill that pesky pillaging horse archer with our horse archer.
IBT
Praetorian that was heading for Munich mysteriously disappears.
Berlin completes spearman, starts horse archer. We've destroyed the majority of Rome's offensive thrust, now it's time to take the fight back to them.
Turn 7: 1070 AD
Otherwise uneventful.
IBT
Munich and Hamburg both complete axemen. Both start on Swordsmen.
Turn 8: 1080 AD
Continuing to rebuild pillaged improvements, build new improvements, etc. Building lots of cottages.
Starting to move some troops toward Rome's iron.
IBT
Frankfurt completes barracks, starts on catapult.
Turn 9: 1090 AD
Uneventful.
IBT
Berlin completes horse archer. I start a settler, just to insure we're not totally neglecting our normal objectives during this war. Feel free to override that if you think we just need to go all-out for the war effort.
Munich completes swordsman, starts another.
Horse archer moves next to Cologne.
Turn 10: 1100 AD
Move stack of 3 axemen, horse archer, and spearman next to Rome's iron. I've left 2 axemen unpromoted in case they'll be used as city attackers. The remaining units heading for that area still in our territory are also unpromoted for flexibility.
I'm not sure what Rome's got in mind with that horse archer next to Cologne. He could attack the city, or he might be going for our worker. I move one spearman out of Cologne to guard the worker, just in case. If more horse archers show up, we can always move him right back in.
Well, we managed to survive the initial onslaught. Rome is second to last in score, so I think we can hopefully at least take a city for our trouble. :)
As always, strategy critiques are welcome. I'm still learning the important little details of this game.
Hey LK, I saw your log in LK112, that looks great! Did you do all that manually, or is there something you're using to do that?
Next question, how do you guys get the links to files that are uploadsxx.civfanatics.com? Those seem to work better than attachments, since you can link them in normally.
LKendter Dec 05, 2005, 04:44 PM Hey LK, I saw your log in LK112, that looks great! Did you do all that manually, or is there something you're using to do that?
This is Eotinb auto logger. The link is by his signature if I remember correctly.
Next question, how do you guys get the links to files that are uploadsxx.civfanatics.com? Those seem to work better than attachments, since you can link them in normally.
Are you asking how to do an upload, or how to put in the hotlink?
I simply type the web address for the link.
Signed up:
LKendter (currently playing)
Greebley (on deck)
DementedAvenger
Wh00ps
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
wh00ps Dec 05, 2005, 06:50 PM Are you asking how to do an upload, or how to put in the hotlink?
I simply type the web address for the link.
How to do the upload. If I put it in as an attachment, the url comes up as civfanatics.com/attachment.php/etc/etc. But the ones that I see from you guys, the url is uploads.civfanatics.com/etc/etc. Just wondering what you do differently.
LKendter Dec 05, 2005, 07:42 PM You can use this link: http://www.civfanatics.net/upload.html
Or you can click upload file at the bottom of the page toward the right.
DementedAvenger Dec 06, 2005, 03:30 AM Great job, wh00ps! Cologne still ours, Caesar's iron soon to be gone, and his cities soon to be ours (if we choose). Not bad for being last in military. :goodjob:
Greebley Dec 06, 2005, 07:09 AM I am not so sure. I have heard the AI can start a war light, but then hit you with everything if you pursue the war. I think we still need to be careful. Taking out the iron town does make sense. I am less sure if we would want to go further. I think I would prefer to improve our economy and then decide later if we want to fight more.
wh00ps Dec 06, 2005, 08:39 AM Those are my thoughts as well. Disconnect that iron so he can't build more Praetorians now, then take the city right there, and then end the war and build up our economy, infrastructure, and get some settlers out for new cities.
DementedAvenger Dec 06, 2005, 01:17 PM I agree economy is important, but I see no point in building settlers if there are already grown & improved cities with more resources "available." I don't have the game on-hand, but I don't remember there being a lot of prime real estate or resources left for expansion.
Also, if we do want to go the cultural route, we should start planning for that now. I haven't won a cultural victory yet, and think it might be fun to try. What do you guys think?
Greebley Dec 06, 2005, 04:42 PM In part it depends. If we still are 7th in military, then I am not sure the cities are there for the taking. If we have gone to 6th, then a longer war might work. I am worried though that we need to upgrade our existing towns before trying to grab more. That depends on how much we have already built, in terms of infra (and I don't have the game here).
I trust Lee to make a good decision on this :D
LKendter Dec 06, 2005, 09:50 PM http://www.civfanatics.net/uploads10/LK111AD-1200.zip
1100 AD
I swap Berlin to horse archer. At this point I think our best bet for expansion is some Roman cities.
I sell Monty Mediation for $120.
(IT) Rome lost a horse archer.
1110 AD
Our newly arrived prophet puts 1000 beakers toward divine right. I swap over to divine right to get a second religion for us. We really don't have the workers to take advantage of machinery.
I swap axeman on the iron tile. Unless the leave the city, that tile will be pillaged next turn.
1140 AD
Hitting cities is never cheap in civ4, but the nuisance city is razed. We pick up a worker for our troubles.
http://www.civfanatics.net/uploads10/LAK-1065.jpg
1180 AD
Rome needs to learn about mixed forces. We easily kill 2 horse archers guarding a catapult by Cologne.
1190 AD
(IT) We can't afford more attitude hits, so I give Greece metal casting.
1200 AD
==========================
Summary:
Since it is the last turn I will let Greebley take a look, but IMHO we will lose Cologne if we don't sign peace immediately. It only has 6 defenders, 2 of which are archers, with 4 Praetorians, and 4 horse archers next to it. Our main force was gathering by Neapolis, and is out of range.
Signed up:
LKendter
Greebley (currently playing)
DementedAvenger (on deck)
Wh00ps
open slot - post if you are interested
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
Greebley Dec 07, 2005, 04:50 PM I got it.
Greebley Dec 07, 2005, 08:39 PM Preturn: I do make peace. I don't want to lose the city and I would rather not fight Rome when they have the highest attack unit. I think we can wait until Knights and Muskets, etc. if we want to fight them.
I worked on the Economy. I created more Cottages to get better research. BTW, Looking at our town count, I don't think we were aggressive enough in settling towns. We have only 6 on a large map - even a standard map has no real penalty until 10 towns.
We get divine right and can trade for Calender and feudalism.
I start on paper. Not sure this was the best choice, but it allows us to map trade and perhaps gain some advantage doing so.
I also try to make our relationships a bit better where we can get away with it.
I build Dortmund in an attempt to steal Romes Iron (which is now reconnected). Not sure if it will work, but with an artist we get +8 culture a turn.
For the future, I would try to get techs that allow us to build useful buildings. We are running low on opportunities in some towns, though we can always go for units. Problem is that I would like to have better units to build before doing that which also requires more techs.
I accidentally hit end of turn, but didn't move anything for 1310.
LKendter Dec 07, 2005, 09:12 PM Summary:
I agree with Greebley that we don't have much to build. That is part of the reason I kept fighting Rome, as troops were the only thing worth it. While we are back in builders' mode we can always squeeze in courthouses, if nothing else.
Do we want a fishing village north of Berlin that could use the cows? That would be a lot of revenue long-term even if it does overlap Berlin. We still need a larger empire no matter how we want to win this. The cows would insure the ocean tiles come on-line rather quickly due to fast growth.
Signed up:
LKendter
Greebley
DementedAvenger (currently playing)
Wh00ps (on deck)
open slot - post if you are interested
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
DementedAvenger Dec 08, 2005, 12:38 AM Got it. I have a final tomorrow, so I'll play afterwards.
I am going to be out of town for the holidays, from December 20th to January 14th.
Greebley Dec 08, 2005, 07:13 AM I think we do want a town up there. We are short of towns and as you say, it would be great revenue. The cows will allow the town to grow quicker and have shields.
DementedAvenger Dec 08, 2005, 02:48 PM Rome has a lot of soldiers in Antium, mostly horses. We need some more spears for Cologne.
http://img529.imageshack.us/img529/2804/1310adbigstackinantium00001us.jpg (http://imageshack.us)
Start working on Heroic Epic in Munich. I change our marble-for-spices deal with egypt to a wines-for-spices deal, as we'll have our second wines hooked up momentarily. The marble brings the ETA of the Epic down to 6 turns.
I make a few other luxury trades - we don't really need the happiness or health, but these trades are good for our relations, which are being damaged by Hinduism.
Caesar demands Theology - I cave as we're not ready to handle another attack yet. He's still way behind in technology.
Because we're spending 10g / turn on unit upkeep, I decide to switch to Vassalage, which will cost an extra 8g / turn but provide free support for 9 units, as well as give new units 2 promotions instead of just 1. Because we're running out of buildings to make, I can't justify the 8g / turn cost for organized religion, and switch back to paganism.
While exploring with our spearman, I find a second Roman iron source.
http://img396.imageshack.us/img396/1792/1350moreironforrome00008ij.jpg (http://imageshack.us)
Paper finishes, but unfortunately our maps aren't worth much more than 20 gold for anybody. However, we are the first civilization to discover paper, so I trade paper, our map, and 150 gold to Hatty for Machinery, and paper to Roosevelt for compass, his map, and some spare change. I disband the explora-warrior because the map is pretty much fully revealed, and he's costing us money.
I start on Civil Service next. I considered education for the universities, but after the acquisition of machinery, we are only 1 tech away from effectively obsoleting Rome's praetorians, so I jump at the chance. As Rome has pretty much hemmed us in, and is the least advanced civ, I still feel our best bet for long-term expansion is to just take his cities with our maces before he gets longbows or crossbows. With 2 promotions, maces should be favored against archers, praetorians, axes, spears, and horses with 2 promotions, so hopefully we can run over Caesar pretty fast and get his cities contributing to our beaker pool.
After Heroic Epic completes, we have 40 hammers/turn in Munich, so I pump out a couple 35-hammer spears to send to Cologne.
I send the settler from Frankfurt upriver from Cologne, to settle in a pretty good spot - on a river, surrounded by grassland, with 3 sugars in the radius. We should get a granary up, farm a couple tiles for growth, and cottage the rest, and we'll have a significant boost to our GNP. This city looks like it might even be a good spot for Oxford University once it reaches its full potential.
http://img376.imageshack.us/img376/2708/1400adnewcitysite00000rk.jpg (http://imageshack.us)
A settler is due in Berlin in next turn - I planned on sending it to the big red dot, as this minimizes overlap and maximizes the sea tiles available.
http://img376.imageshack.us/img376/2158/1400adcowfishing00007lf.jpg (http://imageshack.us)
Here (http://www.civfanatics.net/uploads10/LK111_AD-1400.Civ4SavedGame)'s the save.
grs Dec 08, 2005, 03:44 PM ...
Signed up:
LKendter
Greebley
DementedAvenger (currently playing)
Wh00ps (on deck)
open slot - post if you are interested
...
If this slot is still open I would like to take it and start my 1st civ4 SG.
wh00ps Dec 08, 2005, 06:03 PM Got it. I'll be able to play tomorrow if I don't get called in to work. :)
LKendter Dec 08, 2005, 06:52 PM Signed up:
LKendter
Greebley
DementedAvenger
Wh00ps (currently playing)
Grs (on deck)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
LKendter Dec 08, 2005, 08:42 PM I took a look at the game. I would like more then one defender in Dortmund, especially with Caesar nearby.
I like the new sugar city now that the barb city is gone. However, it really should have more then a single archer for defense. A Hindu missionary would also be nice for that town.
DementedAvenger Dec 08, 2005, 08:48 PM With Munich pumping out a unit per turn, we should have an adequate defense up in no time. I didn't want to overdo it as our economy is already in the crapper and we were paying 10g/turn in unit costs.
Mansa Musa's our buddy though, I don't foresee any sneak attacks from him. But I guess that's why they're called "sneak" attacks, right?
Vol Dec 08, 2005, 08:50 PM Mansa Musa tends to be a very loyal ally.
wh00ps Dec 09, 2005, 09:08 PM Situational Survey
Looking good. We still need to build our economy some. Civil service due in 10, so the next player will be able to start building up our macemen to whack Caesar's Praetorians. :D Settler due next turn in Berlin. I like the spot DA suggested, but that spot is always going to be available to us. I'm going to send this settler to our northern shore, and settle on the ice tile on the river. This will make some use of that ice tile, and there is some good forests to lumbermill and a river that we can build farms on. This will lock in our northern border, and prevent Caesar from being able to settle that area. If we could get to it before his borders expand, there is also room for another coastal city farther west. I will also continue building up our defenses. Could also stand to get another worker or two out there.
Into the fray!!
IBT
Well, we're not *that* far behind in land area, that's good.
http://img165.imageshack.us/img165/8678/4largest7vf.jpg
Berlin: Settler -> National Epic. Berlin will be a Great Person Powerhouse! :)
Munich: Spearman -> Longbowman
Essen: Courthouse -> Lighthouse
Turn 1: 1410 AD
Found Stuttgart. Start on granary.
IBT
Hamburg: Forge -> Library
Roosevelt has completed Versailles.
Turn 2: 1420 AD
Uneventful.
Turn 3: 1430 AD
Uneventful.
Turn 4: 1440 AD
Dusseldorf is founded. Looks like I called that one just right. We beat Caesar to the spot by 1 turn. I would expect he'll go a little west and settle there.
http://img165.imageshack.us/img165/3081/4founded9um.jpg
IBT
Montezuma demands 100 gold. He's quite infuriated with us, apparently. :) He's also on the other side of the continent. I call his bluff, and he backs down. We'll have to keep an eye out for him though.
Turn 5: 1450 AD
Continuing to make improvements with our workers.
IBT
Hattie has completed Notre Dame.
Munich continues to pump out longbowmen at the rate of 2 every 3 turns.
Turn 6: 1460 AD
Uneventful.
Turn 7: 1470 AD
Workers work. Longbowmen continue to fan out to all our cities.
IBT
Hamburg: Library -> Hindu Monastery. This way we can get some missionaries out to our new cities.
Frankfurt: Courthouse -> Hindu Monastery
Cologne: Forge -> Lighthouse
Turn 8: 1480 AD
Uneventful.
IBT
Civil Service is completed. I start us on Printing Press for the economic boost. It'll only be 1 turn into it when I'm done, so feel free to change it if you think we'd be better off going for Guilds to get knights or something. Right now though, we need the cash-ola. :)
Berlin: Nat'l Epic -> Settler
Essen: Lighthouse -> Granary (I didn't notice we were missing this down here... wh00ps. :p )
Turn 9: 1490 AD
Uneventful.
Turn 10: 1500 AD
Workers keep working. Longbowmen keep fanning out.
And that's it for me. We're starting to get some things built up, infrastructure-wise as well as defense-wise. We can now build macemen to counter Caesar's Praetorians. I haven't started any yet, as I've been trying to get at least 1 longbowman in each of our border cities. Munich with the Heroic Epic can crank out military like crazy.
I've got Hindu Monasteries going in 2 cities, I would say build a couple of missionaries as soon as they're done and get Hinduism in all our cities. Then a few more here and there to send to Mansa Musa's cities. :)
There are 2 longbowmen on goto orders, one headed for Cologne, one for Stuttgart. That will leave all our border cities with at least one longbowman.
The state of our empire:
http://img165.imageshack.us/img165/2199/4empire2bb.th.jpg (http://img165.imageshack.us/my.php?image=4empire2bb.jpg)
Good luck. We're all counting on you. :p
grs Dec 10, 2005, 04:35 AM Got it and will play tonight.
Some questions after my first look at the save (before I something very stupod in my first SG):
1. Why don't we trade techs with Mali? They have Music, Guilds, Philosophy, Engineering (4.800 beakers), while we could offer Literature, Theology, Civil Service, Divine Right and Paper (4.650 beakers). Is there some reason we don't?
2. Same applies to lux and health trades. As long as we don't intend to to to war with the other civ soon (and I doubt we will attack Ameria or Egypt soon), I would take all resource trading oportunities.
3. I also notice, that we have room for more pop in some cities, yet focus shields over food and gold. Any reason to do that in civ4? I always tried to max out the pop asap in my few games.
LKendter Dec 10, 2005, 08:28 AM Glad to see another settler on the way. We still want that cow spot, and there may be a worthwhile fishing village NE of Munich.
Signed up:
LKendter (on deck) (skip Dec 23 to Dec 26)
Greebley
DementedAvenger
Wh00ps
Grs (currently playing)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
Greebley Dec 10, 2005, 08:52 AM Got it and will play tonight.
Some questions after my first look at the save (before I something very stupod in my first SG):
1. Why don't we trade techs with Mali? They have Music, Guilds, Philosophy, Engineering (4.800 beakers), while we could offer Literature, Theology, Civil Service, Divine Right and Paper (4.650 beakers). Is there some reason we don't?
2. Same applies to lux and health trades. As long as we don't intend to to to war with the other civ soon (and I doubt we will attack Ameria or Egypt soon), I would take all resource trading oportunities.
3. I also notice, that we have room for more pop in some cities, yet focus shields over food and gold. Any reason to do that in civ4? I always tried to max out the pop asap in my few games.
THese all sound sensible to me. I would go with them.
LKendter Dec 10, 2005, 08:55 AM 1. Why don't we trade techs with Mali? They have Music, Guilds, Philosophy, Engineering (4.800 beakers), while we could offer Literature, Theology, Civil Service, Divine Right and Paper (4.650 beakers). Is there some reason we don't?
While the Mali seem to be really brutal in the late game with tech, at this stage I agree with the trade. 3 move roads will really help with the next war, and IIRC guilds = banks and we need more things to build.
Tatran Dec 10, 2005, 12:45 PM What's the purpose of Düsseldorf?I see no resources around there.
Montezuma demands 100 gold. He's quite infuriated with us, apparently. :) He's also on the other side of the continent. I call his bluff, and he backs down. We'll have to keep an eye out for him though.
What are you trying to achieve with this action?Old habit?
Glad to see another settler on the way. We still want that cow spot, and there may be a worthwhile fishing village NE of Munich.
More old habits.:crazyeye:
While the Mali seem to be really brutal in the late game with tech, at this stage I agree with the trade. 3 move roads will really help with the next war, and IIRC guilds = banks and we need more things to build.
Those financial civs put pressure on your tech rate,so why building
a money multiplyer if your science rate has to stay very high.
LKendter Dec 10, 2005, 12:53 PM I disagree that placing a fishing village is a on habit. IMHO they are still very usefull in Civ4. With a lighthouse they will claim a decent amount of food, and usually earn plenty of cash.
The cow spot will have a decent amount of shields, and plenty of revenue.
Tatran Dec 10, 2005, 01:01 PM It is a valid action as long you have the universal suffrage government
otherwise it simply takes too long to get the benefits of a fishing town.
In this case the cow will certainly provide the necessary hammers.
wh00ps Dec 10, 2005, 01:12 PM What's the purpose of Düsseldorf?I see no resources around there.
Actually, there is a whale out there. But in general, its purpose is to be a coastal city, which we don't have many of right now, to take up the space right there and thus deny it to Rome (who was 1 turn away from settling that spot, you'll notice), and it should turn into a halfways decent city, once we get lumbermills. Mainly though, it just seals our border to the northern coast. Somebody was gonna build a city there, might as well be us as far as I'm concerned. A city need not have an abundance of resources in its radius to be useful. Some of my most powerful cities have had none at all.
What are you trying to achieve with this action?Old habit?
Well, 100 gold was 67% of our treasury at the time. Having only 50 gold in the treasury is not where I like to be, as it gives very little flexibility to run a deficit for a few turns if need be. Plus, so what if he did declare war, he'd have to cross through 2 other civ's territories to get to us. It was a ridiculous demand in the first place. And what benefit would we get if we did give it to him? We were already at about -9 on relations, 100 gold wasn't going to do much about that.
More old habits.:crazyeye:
I'm not sure where you're getting this old habits idea from. Are you suggesting that in Civ4, one should only build cities where there are resources, and leave all the other land to the AI's? I mean, I know the sprawl-as-fast-as-you-can mentality is no longer necessary, but the places suggested are perfectly viable city sites as far as I see.
Those financial civs put pressure on your tech rate,so why building
a money multiplyer if your science rate has to stay very high.
Backdoor financing. :mischief: Multiplying our money makes us that much more able to meet our financial demands, thus being able to devote more to science. While beaker multipliers should be our priority if we are in a tech race, we cannot neglect money multipliers, as they are a close second in importance.
Greebley Dec 10, 2005, 04:51 PM I agree with Whoops on those points. On giving away gold I would be more likely to say no in Civ 4 as war seems less likely if you say no.
The fishing village will probably not amount to much, but it can gain more than it costs fairly easily. We have too few cities rather than too many. At size 2 it will make a profit.
DementedAvenger Dec 10, 2005, 05:45 PM It is a valid action as long you have the universal suffrage government
otherwise it simply takes too long to get the benefits of a fishing town.
In this case the cow will certainly provide the necessary hammers.
Slavery works fine also if you have a fish or clams resource. Doesn't take too long to pop a lighthouse, then a granary, and then you grow fast enough to pop libraries, universities, etc.
Also, there is always chopping. There are tons of forests around that ice-town.
wh00ps Dec 10, 2005, 07:56 PM Also, there is always chopping. There are tons of forests around that ice-town.
Although let's keep in mind that if we chop the forests that aren't directly on the river, those tiles become useless. ;) I'd say chop one or maybe two forests on the river, and build farms, and lumbermill the rest.
Tatran Dec 10, 2005, 08:02 PM @whOOps
The tiles around Düsseldorf aren't that bad,but you have to choose
between growing or producing.In the meantime you still have to pay
maintenance for this city while benefits are faraway until you got
the necessary techs to have both.
I can't see the point in having a (very) negative relationship with
a faraway civ.You're losing a trading partner,while you're fueling
the biggest opponent in the tech race (Mali).Means you need a serious
army and also keeping up in the tech race.
Filling low priority tiles with cities,so the AI won't settle there and/or
to avoid unused tiles and also the name "fishing town" reminds me of those
useless civ3 coastal tundra towns.
@DementedAvenger
I haven't seen forest growing on tundra yet.(Thanks whOOps.)
grs Dec 11, 2005, 11:55 AM I have to admit that I overlooked the fact that this is a large map and my current system is unable to handle that. So I have to back out for at least one more week untill my newly ordered one arrives, sorry :(
Btw, the tech trade I proposed above is not possible, since I overlooked (again...) that the Mali need far less techs than we are up to other AI.
wh00ps Dec 11, 2005, 11:56 AM Well, in order to do anything about our relationship with Montezuma, we'd have to fix the -4 from religion, and -4 from civics, and if we fixed both of those, the little -1 from refusing tribute really won't matter much IMHO. In the meantime, an extra -1 on top of our already somewhere in the neighborhood of -9 is pretty much a drop in the bucket too. :)
With regards to tundra, yes, it's nearly as useless in civ4 as it was in civ3. One nice thing though, is you can farm tundra with fresh water. Even after you have the tech for it, farms do not spread irrigation on tundra, you can still only farm the ones with fresh water. And with tech gains, the forests become more and more useful. If there were no river up there, or if it was all tundra with no forest, then I'd agree that would be a worthless city site, and I'd be more than happy to let the AI have it and deal with it, since it would be of little to no benefit for them. But I think we can make a reasonably useful city out of it.
LKendter Dec 11, 2005, 12:04 PM Signed up:
LKendter (currently playing) (skip Dec 23 to Dec 26)
Greebley (on deck)
DementedAvenger
Wh00ps
Grs (skip)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
Greebley Dec 11, 2005, 01:01 PM I have to admit that I overlooked the fact that this is a large map and my current system is unable to handle that. So I have to back out for at least one more week untill my newly ordered one arrives, sorry :(
Btw, the tech trade I proposed above is not possible, since I overlooked (again...) that the Mali need far less techs than we are up to other AI.
Lower the graphics and (especially?) the texture resolution to low and large maps work ok on lesser machines. I have only 1.8 with 512 MB RAM and can play this game.
Only downside is all the AI's eyes are distinctly weird when you talk to them :lol:
Edit: I also turned off animations, which oddly turns off only some animations. I have seen no loss of information (have hp bars turned on). At least it is worth a try - even if your machine is worse than mine.
LKendter Dec 13, 2005, 07:05 PM I would have reported this last night, but my wi fi access became wi die last night.
Of course, the forums were down when I get home today. :rolleyes:
http://www.civfanatics.net/uploads10/LK111AD-1550.zip
1500 AD
I switch Düsseldorf to workboat. It will really benefit from a high food tile.
1505 AD
I remember to check with the Mali, and get Philosophy in trade. I forget to write down what we got, and the auto-logger doesn't record trades.
1510 AD
Civil service and $123 isn't enough to get engineering from America. I am not ready to give him almost double price for engineering.
1520 AD
I give America civil service for optics, wm, and $20.
1525 AD
Bremen is formed to claim the cow sight. 4 shields at size one is really nice. It starts a granary, as want this city to grow ASAP for all the water tiles revenue.
(IT) Rome starts a GA. :(
1530 AD
(IT) We get a bonus with Hinduism spreading to Bremen for free.
1535 AD
Philosophy goes to America for music, wm and $20.
1540 AD
I spread Hinduism to Niani to begin the conversion of the Mali to our ways. We could use some friends in this world.
==========================
Summary:
No pictures, as nothing has really changed.
I really wish Rome would declare on someone else so that monster Antium would go away. It is getting out of date, but the stack is still quite large.
Signed up:
LKendter (skip Dec 23 to Dec 26)
Greebley (currently playing)
DementedAvenger (on deck)
Wh00ps
Grs
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
No auto-logger details are included. I am no longer going to use it in game reporting.
Greebley Dec 14, 2005, 11:46 PM Ok, I got it. Hope to play tomorrow.
Greebley Dec 15, 2005, 11:06 PM Not a whole lot to report. I spread Hinduism to some of the AI and their capitols so we might be able to conver them at some point.
We got printing press and traded for guilds and engineering. We can now build knights.
I went for education, though it turned out to be a bust - Egypt got it first. We may be able to trade with others though.
I build a new town and emphasized commerce, but then changed my mind and emphasized growth.
I built a mix of units and infrastructure.
I feel we need more towns if we want to lead the pack. Perhaps we should try a war?
DementedAvenger Dec 16, 2005, 08:29 AM Got it. I'm done with my last final today, so this will be a good steam-blow-offer.
If Rome lacks pikemen, I'll consider pillaging his iron and running over him with knights, but I want to get some universities up first.
Greebley Dec 16, 2005, 10:12 AM Taking out Rome would be good if we can manage it. In this game we are falling behind in tech at Noble level. In another game, we are walking all over the AI in the tech race at prince. The only difference I can see is the number of cities. More cities is still a good and perhaps necessary thing. One doesn't want to grow too fast, but stalling too long makes the game harder too.
LKendter Dec 16, 2005, 03:52 PM Signed up:
LKendter (skip Dec 23 to Dec 26)
Greebley
DementedAvenger (currently playing)
Wh00ps (on deck)
Grs
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
DementedAvenger Dec 16, 2005, 08:26 PM Argh, I was writing it up in this window instead of in word for some reason, and hit ctrl-w instead of ctrl-x. I mean, that's 2 letters off, friggin' ridiculous.
So here's a less formal report:
Pre-turns: Change a lot of cities to grow a little faster, as we're way below health and happiness limits for the most part, and a lot of cities only have 1 or 2 food surplus. This should help our score situation sooner rather than later. I farm a few forests as well in cites that can spare the production, as we dont' really have health issues, considering we have all four grocer "ingredients" for more health. More food is also a must to take advantage of our philosophical trait and get some specialists going.
Rome has way too many units for me to even consider an attack, and our domestic situation is more important than buliding units right now, IMO. We'll be building universities soon, and still need to get markets and grocers up (and banks in a bit). I make a couple more pikes to put in Antium as Rome has so many horse archers. I also will try to keep a 100 gold or so fund for emergency upgrades.
Our missionary spreads Hinduism in Delhi. When we get a chance, we might want to go on a missionary binge to up our income. We're hanging around 70% research right now. Munich would be a good candidate to pump out missionaries.
Rome demands Divine Right, and I cave. It's not a hard prereq for anything, and all it allows is Spiral Minaret and Versailles, which if bulit by Rome willhopefully be ours sometime in the future. Also, a war would be disastrous to our economy right now. This improves our relations by +2, which will hopefully stave off any attacks. I move our stack currently near Rome's iron into that small city in the desert hills to make sure Caesar doesn't get any ideas.
We discover education, and I work on universities where I can. At the end of my turns, our top two science cities have universities coming in 2 and 1 turns respectively.
Another great artist is born in Hamburg (argh! a scientist would have been nice). We can't make a golden age with two leaders of the same type, and the only tech the artist can discover is drama, which we can research ourselves in just over 1 turn. I decide to do this to see what tech our artist will give us. Additionally, all the leftover research from drama that is applied to the next tech will continue to have the big bonus we get because so many civs we know already know drama. This can be a significant number of beakers if you micro as much spillover as possible.
After discovering drama, the artist will give us help discovering nationalism. Nobody else has this tech, so I go for it. At the end of my turns, we're 2 turns away from nationalism.
Here's the save:
http://www.civfanatics.net/uploads10/LK111_AD-1650.Civ4SavedGame
LKendter Dec 16, 2005, 08:47 PM Signed up:
LKendter (skip Dec 23 to Dec 26)
Greebley
DementedAvenger
Wh00ps (currently playing)
Grs (on deck)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
wh00ps Dec 17, 2005, 04:28 PM Situational Survey
Looks like we're just doing some general nation-building. That's good, and we need it. Hattie tops us by 3 techs, Roosevelt by 1. The rest are pretty much equal or below.
Re: The possible war vs. the Romans... They are dead last in score and land area, and behind by a couple of techs. I think that the thing to do here would be wait till we get some other key techs for units, and then smite them with superior firepower. :)
IBT
Berlin: University -> Hindu Missionary to spread our faith
Turn 1: 1655 AD
Workers work.
IBT
Research is complete on Nationhood. I start on Banking, as it is a prereq for several good upcoming techs.
Munich: Pikeman -> Hindu Missionary
Turn 2: 1660 AD
Workers keep working.
IBT
Berlin: Hindu Missionary -> Aqueduct. We'll need it when we grow by 2 more.
Munich: Hindu Missionary -> Theater
Dortmund: Islamic Temple -> Theater. Rome's iron tile is down to 50%. Soon it will flip to us. Trying to accelerate that. :)
Turn 3: 1665 AD
Send a missionary across Rome's border into Neapolis. He fails. Argh. Other one is headed for Mansa Musa's territory.
Turn 4: 1670 AD
Workers work some more.
IBT
Dusseldorf: Lighthouse -> Forge
Munich: Theater -> Hindu Missionary
Dortmund: Theater -> Granary
Turn 5: 1675 AD
Missionary spreads Hinduism in Gao.
IBT
Research complete on Banking. Start Military Tradition so that we can roll over the vile Romans with our mighty Cavalry!! :hammer:
Cologne: Market -> University
Turn 6: 1680 AD
A Great Meteor falls from the sky as the wrath of the gods is unleashed upon.... nah, just kiddn'. :p
IBT
Berlin: Aqueduct -> Hindu Missionary
Munich: Hindu Missionary -> another one
Alexander declares war on Hattie.
Turn 7: 1685 AD
Our workers whistle while they work.
IBT
Hamburg: Grocer -> Bank
Frankfurt: Grocer -> University
The Greeks have captured a city from the Egyptians.
Turn 8: 1690 AD
(In my best Cartman voice) Day never over... massa got me workin'.... :lol:
IBT
Munich: Hindu Missionary -> Bank
Turn 9: 1695 AD
The working class continue to perform their labors.
IBT
Essen: University -> ooh, unhealthiness. Start a Grocer.
Berlin: Hindu Missionary -> Bank
Turn 10: 1700 AD
Our missionary fails in Antium. mutter, mutter...
And so my turns at the helm have come to an end. Final notes:
Just moved a worker onto a forest tile 2n of Frankfurt. My intent was to chop the forest and irrigate there to propagate the irrigation into the area between Frankfurt and Hanover.
There is a missionary on a goto order heading down to our friends in Mali. 2 turns remaining.
I didn't build a lot of military, as I was waiting for some techs that are coming soon. Roosevelt has gunpowder, and we have nationalism to trade him for it, but he won't give it up yet. Perhaps around the time we finish military tradition, that would be handy. :) We'll need a complete army to go to war, both offense and defense, as most of our defensive units are in various degrees of obsolescence.
Hattie already has economics, so no need to go for the free great merchant on that one.
My thoughts for tech progress would be Gunpowder -> Replaceable Parts -> Rifling. About the time we get rifling, we could have a good batch of Cavalry built up, then start pumping out Riflemen for defense. And along the way we can start building lumbermills as well.
We're still a little behind overall. I think we almost have to take a good number of cities from Rome to get back in this thing and pull ahead. Hattie's got a big, big area.
LKendter Dec 17, 2005, 04:59 PM Signed up:
LKendter (on deck) (skip Dec 23 to Dec 26)
Greebley
DementedAvenger
Wh00ps
Grs (currently playing) If you are still having problems, I suggest you find the patch that reduces memory usage. It did wonders for my machine.
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
grs Dec 18, 2005, 02:08 AM Got my new computer yesterday and got the save now.
grs Dec 19, 2005, 01:40 PM Press enter...current history tells us we are the greatest...so what's new?
1705AD Alex wants us to declare on Egypt -> no.
1710AD Mali demand we end trades with Alex -> no.
1715AD Cologne university - harbor. We spread Hinduism in Djenne, chop/mine near Düsseldorf and put some citizens to work in Essen to speed up the grocer and stop the unhealthyness there.
1720AD Frankfurt university - hindu Missionary.
1725AD The wine for spices deal with Egypt ends; we can't renew it. We learn military tradition and start on replacable parts (the only tech we could get as a monopoly now). Dortmund granary - forge. Military tradition gets us astronomy, world map and 90g from Egypt and gunpowder and economy from Mali.
1730AD Montezuma demands our map and we give it. Munich bank - cavalry, Frankfurt hindu missionary - cavalry, Stuttgart forge - theatre. The missionary is sent to Walata.
1735AD Hannover forge - library, Cologne harbor - cavalry. Alex captures Pi-Ramses from Egypt and they sign peace.
1740AD Munich cavalry - cavalry.
1745AD We spread Hinduism in Walata.
1750AD Stuttgart theatre - grocer, Düsseldorf forge - harbor, Bremen forge - harbor. We give astronomy and 200g to Mali for Chemistry and a conversion to Hinduism. I see that as an investment in the future; please feel free to judge this move!
For whatever it is worth we are first in score now; probably caused by catching up in techs.
LKendter Dec 19, 2005, 05:39 PM Signed up:
LKendter (currently playing) (skip Dec 23 to Dec 26)
Greebley (on deck)
DementedAvenger
Wh00ps
Grs
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
Greebley Dec 19, 2005, 05:52 PM Edit: Oops forget this part.
Trade sounds good to me.
LKendter Dec 20, 2005, 07:07 PM http://www.civfanatics.net/uploads10/LK111AD-1800.zip
I finally got a change to review the last few rounds. Why did we build Hanover one from the ocean?
Greebley, this was done during you turns. Could you let me understand you reasoning?
1750 AD
I don't want to lose the culture war with Rome for the iron by Dortmund. I swap it to an Islamic monastery. I want to get Hinduism into this city for more culture options.
When Awlil was built the town was only at 50% culture control. It has increased to 81%. IMHO this town is ripe for a flip, and we should have pushed culture first. I order up an Islamic temple.
(IT) My Taj Mahal debate is ended immediately as Mansa Musa completes it. :mad:
1755 AD
I drop the culture bomb in Stuttgart, and Awlil now only has 38% control of the home tile. This should hopefully encourage it to flip. We can really us more cities.
(IT) After a bit of a debate I start on Steam Power. I would like to know where the coal is.
1765 AD
I spread Hinduism to Stuttgart. We can't have enough religions in our cities.
(IT) I tell Hatshepsut where to stick he request for replaceable parts.
1770 AD
(IT) Now Hatty wants to buy replaceable parts for liberalism. :rolleyes:
1775 AD
Dortmund also knows the way of Hinduism.
(IT) The silly Aztecs want us to cancel a deal with the friendly Mali. Need I even mention my answer?
1780 AD
Düsseldorf now preaches the Hindu ways. Since we are in Theocracy that is all I can do the moment. I personally hate that civic, as I don't feel 2 experience points are worth killing other religions for. Since our civics weren't updated for free market and extra trade routes, I decide to hold a revolt. I swap to serfdom as we have very few specialists. I swap to organized religion, and free market.
1790 AD
(IT) We enter the Industrial Era.
After completing steam power I really see how badly we screwed Rome with Dortmund. Rome needs coal from us. :lol:
http://www.civfanatics.net/uploads10/LAK-1074.jpg
1800 AD
Bremen accepts the way of Islam.
The Roman SoD won't go away. :(
http://www.civfanatics.net/uploads10/LAK-1075.jpg
==========================
Summary:
I realize that Düsseldorf is a low shield town, but it is our *only* Taoist city. Please let the missionary complete, and get a shield heavy city that religion.
I still don't see a clear game plan to win this one.
Signed up:
LKendter (skip Dec 23 to Dec 26)
Greebley (currently playing)
DementedAvenger (on deck)
Wh00ps
Grs
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
No auto-logger details are included. I am no longer going to use it in game reporting.
Greebley Dec 21, 2005, 08:00 AM Hannover was built to grab the large number of land squares we were currently wasting in that area. The location gets both the gold and Iron in the radius.
The problem was that based on our layout, two cities didn't seem to make sense, both would be smallish. I would rather have one bigger city.
As you state the downside is that 4 squares are coastal and not very useful, but size 16 is still a very decent city especially with gold and iron.
Greebley Dec 21, 2005, 11:03 AM Oh I also got it. I think I will play tomorrow.
Greebley Dec 21, 2005, 08:01 PM Actually, work has been busier than I would like. Could I swap with the next player? I have some other games I need to finish first.
DementedAvenger Dec 22, 2005, 05:01 PM Just a reminder that I won't have civ access again until January 14th... maybe you could switch with whoever is after me, Greebley.
LKendter Dec 22, 2005, 06:28 PM Signed up:
LKendter (skip Dec 23 to Dec 26)
Greebley (currently playing)
DementedAvenger (out until Jan 14)
Wh00ps (on deck)
Grs
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
Greebley Dec 22, 2005, 06:36 PM I can probably play tomorrow. So I guess I got it.
Greebley Dec 23, 2005, 08:50 PM Looking over the game it seems obvious we need more land. I agree with Lee that the Roman stack sitting just outside our territory is no good, so I choose Rome to attack. Otherwise they attack us by suprise and could easily gain the upper hand.
I spend the first 5 turns getting ready for the war. Mostly I completed the current build and then switched to cavalry.
For the start of the war I attacked Neapolis with the larger stack. We capture it in 1635 AD. Some of the units continued on toward Berlin.
For Antium (the town with all the units) we moved in a stack that included cavalry, Grenadiers, misc other units including some catapults. The units in antium attacked out, but were generally outclassed (even after some collateral damage). By 1645, the defenses were down on the city so we attacked with 2 or 3 catapults - all died but badly damaged the remainder of the units. We were then able to wipe out the rest of the units and capture the town. The big stack in the above picture is gone.
For the future, Berlin is the heaviest defended remaining city with about 6 units - the worst being a longbow. Most have 2 or 3. I think we can grab some more cities - I would even go so far as to destroy them so we don't have citizens yearning for the motherland.
For religion, I used the tauist missionary in our capitol. I also spread hinduism more to Mansa's cities.
For tech, I went for Biology - probably the most important tech in the game. Figured we can go for Rails next.
http://i13.photobucket.com/albums/a251/Greebley/LK111_AD1850.jpg
LKendter Dec 24, 2005, 10:47 AM I would even go so far as to destroy them so we don't have citizens yearning for the motherland.
While this war started early then I planed, I agree we should wipe them out. With the stack in Antium gone, the worst of the war is over.
For religion, I used the Taoist missionary in our capitol.
Did we spread Taoism more? I suspect not with preparing for the war. I am a firm believer of you can't have enough religion, so I would like to see that spread.
Signed up:
LKendter (skip Dec 23 to Dec 26)
Greebley
DementedAvenger (out until Jan 14)
Wh00ps (currently playing)
Grs (on deck)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
Greebley Dec 25, 2005, 12:05 AM Did we spread Taoism more? I suspect not with preparing for the war. I am a firm believer of you can't have enough religion, so I would like to see that spread.
Not yet, but we could switch the capitol over to building missionaries. We now have plenty of units to take out Rome.
wh00ps Dec 25, 2005, 05:23 PM Got it, probably won't be able to play until tomorrow night.
LKendter Dec 27, 2005, 04:12 PM Signed up:
LKendter
Greebley
DementedAvenger (out until Jan 14)
Wh00ps (currently playing) :scan: Approaching 48 hour limit
Grs (on deck)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
grs Dec 27, 2005, 10:07 PM I could pick&play tonight in about 16-20 hours from now, if we do not hear from wh00ps and if that would be appropriate.
LKendter Dec 27, 2005, 10:31 PM I could pick&play tonight in about 16-20 hours from now, if we do not hear from wh00ps and if that would be appropriate.
I agree 100% with this. That gives wh00ps almost 3 days.
LKendter Dec 28, 2005, 03:10 PM Signed up:
LKendter (on deck)
Greebley
DementedAvenger (out until Jan 14)
Wh00ps (skipped - must reconfirm)
Grs (currently playing)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
wh00ps Dec 29, 2005, 08:22 AM My sincerest apologies. I got busy with the holidays, and packing up to move here at the beginning of January, and totally forgot that I had it and it was my turn. Consider me skipped and thoroughly bonked on the head. :blush: :hammer:
Go ahead and skip me thru the 1st of January, then if my turn comes up the 1-3rd, I'll be able to play, and skip me again the 4th thru the 6th. (moving days)
LKendter Dec 29, 2005, 02:46 PM LKendter (on deck)
Greebley
DementedAvenger (out until Jan 14)
Wh00ps (skip until Jan 1, Jan 4 to Jan 6)
Grs (currently playing)
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
grs Dec 29, 2005, 02:52 PM I was really shocked when - after playing of course - I read that Greebleys save was numbered 1850BC, while I played up to 1840AD only. I had once played an old save, but this time, just the name of the old one seems to be wrong.
1822AD Trade wine/clam with Roosevelt. Move stacks towards Rome. Start a Taoist Missionary.
1824AD Take Rome. Fail to take Circeri.
1826AD Take Circeri.
1828AD --
1830AD Biology - Medicine (the only one not taken yet).
1832AD --
1834AD Construct the Masjid al-Haram in Hamburg by using a great prophet.
1836AD Start the Oxford University in Berlin. Generally switch from war to peace buildings.
1838AD Take Cumae, Spread Taoism to Munic.
1840AD Take Aretium.
I think this war is pointless. We should either finish it fast (...er than I could) or end it. We have fallen back in research again.
LKendter Dec 29, 2005, 03:02 PM Signed up:
LKendter (currently playing)
Greebley (on deck)
DementedAvenger (out until Jan 14)
Wh00ps (skip until Jan 1, Jan 4 to Jan 6)
Grs
Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
Win Target: To be determined. This was started as a just win game, and there is no clear path at this point.
grs Dec 30, 2005, 01:08 AM Since we are practically playing with three players atm and it could come |