View Full Version : DG01 - Snake eye
Dimy Nov 20, 2005, 04:35 AM I'm looking for 3 other players, preferably players who can pick up the game within 24 hours and post an update. The first round we'll do 20 turns each and from then on 10 turns per session. You save the game at the end of your last turn. Also the ability to post screenshots and detailed reporting would be great. I'm quite a newby to SG's myself (not to Civ though), so experience doesn't matter. Be sure you're comfortable enough with the game to play at Prince level. Here are the settings of the game:
Map: Archipellago - Snaky Continents
Size: Standard
Climate: Temperate
Sealevel: Medium
Era: Ancient
Speed: Normal
Difficulty: Prince
Number of AI opponents: 7
Victory conditions enabled: Conquest and Domination (all other VC's are disabled)
Civ/Leader: to be determined
Roster:
Dimy
ThERat
Till
Gufnork
And yes...we will go to war in this game! :ar15: [pissed]
Interested? Sign up now :)
ThERat Nov 20, 2005, 05:06 AM sounds like a nice game for a warmonger like me, if you have me
Dimy Nov 20, 2005, 05:15 AM sounds like a nice game for a warmonger like me, if you have me
You're in, two more to go :) Feel free to make suggestions about the Civ to play. I was thinking Aztecs or Mongols.
Dimy Nov 20, 2005, 03:00 PM *bump* We need two more players here... difficulty might be changed to Noble. So Noble/Prince players are welcome to join in!
Sir Toma Nov 20, 2005, 03:24 PM If no one else joins i will except i have a few problems
1. I live in Australia so the time difference might stuff it up a little
2. my laptop is absolutely s***. I'll be able toplay the map but i need all the tiles revealed or else its all black.
3. I've never played a sucession game before and i'm only just getting used to noble so prince might be a bit to difficult for me
If there's a problemwith any of these just tell me otherwiseid i'd be happy to join
ThERat Nov 20, 2005, 04:03 PM 2. my laptop is absolutely s***. I'll be able toplay the map but i need all the tiles revealed or else its all black.
wouldn't that mean to spoil the game since you know the map :(
Dimy, you might want to post this in the SG registration thread, it helps.
Sir Toma Nov 20, 2005, 04:11 PM if i "reveal" the map at the start all you can see is the lie of the land and rescources. no civs, no goodie huts, no enemy units.
Still if this is a problem and it would ruin the game for you then just tellme and i'll live :sad:
Till Nov 20, 2005, 04:46 PM I have never played a sg before and thus far only played on noble level. But i do manage to beat noble most of the time.
I'd be happy if you decided to sign me up, but i understand if you want to go with a more experienced player. ;)
Edit: Just remembered that i have played exclusively on epic speed setting until now. Not sure if that is of any consequence. (Oh and i'm off to bed now. It's 1am and tomorrow's uni. :cringe:
Dimy Nov 20, 2005, 04:54 PM if i "reveal" the map at the start all you can see is the lie of the land and rescources. no civs, no goodie huts, no enemy units.
Still if this is a problem and it would ruin the game for you then just tellme and i'll live :sad:
Sorry, but it kinda ruins the game if you know the shape of the continents, especially on this specific map setting. :sad:
Sir Toma Nov 20, 2005, 05:01 PM okay, thanks for letting me know. Good Luck!:)
Gufnork Nov 20, 2005, 05:43 PM Never tried a succession game, but it sounds fun. I'm all for warfare, that's what I'm best at. I generally play higher diffs, but that's not a problem, right?
Dimy Nov 21, 2005, 10:43 AM Till & Gufnork I added you to the roster, please confirm you join the game. Everybody ok with Aztecs on Prince level?
To Gufnork: it's only good to have someone on board who normally plays higher difficulties.. for me Prince is quite challenging, I won my first attempt on Prince but lost the 3 games I tried on that level after shamefully ;-). So good to have you onboard! If Till and Gufnork are confirmed and Aztecs is ok for everyone I create the start save and play the first turns.
*EDIT* On 2nd thought... I'll create the 4000 BC save, post a screenshot and first have a round of pregame discussion. *EDIT*
Till Nov 21, 2005, 11:17 AM *confirms*
Any civ is fine for me. Aztecs start with mysticim and have a swordsman replacement as unique unit. So we could either try to capitalize on our mysticim head start and gather religions early on, or we could try to rush towards swordsmen to get the most of our UU. Jaguar Warrior have +25% jungle defense over the commom swordsman, which doesn't look too useful to me right now.
But i'm getting ahead of myself. Better take a look at that map first ;)
ThERat Nov 21, 2005, 04:03 PM Maybe we should try for one early religion and then go after that UU technology. One thing I found is very important though, get the proper worker techs first, improving land is so much more important, tech speed will be much faster with a good 1st and 2nd city.
Dimy, do not worry about the difficulty level, in SG's due to the more conscious play, difficulty always seems one level less. So, you play prince SG seems more like noble SP.
Dimy Nov 22, 2005, 12:41 AM Great, I'll create the starting save today and post a screenshot. Yeah I agree on the worker techs and get an early religion, we start with mysticism, so we have a headstart.
Dimy Nov 22, 2005, 04:04 PM Any news from Gufnork? :) I'll start the game tomorrow, was a bit occupied with another SG this evening (thanks ThERat!).
Gufnork Nov 22, 2005, 06:51 PM Sorry for not reporting in. Yeah, I'm confirmed.
I suggest Meditation first if we start with extra commerce in the city, Polytheism if we don't. Then Bronze Working for chopping.
Dimy Nov 23, 2005, 07:51 AM Here's a picture of our starting position... we've got horses, fish, clams and wine nearby!
http://www.netrexgp.nl/img/succession/dg01/image001.jpg
Gufnork Nov 23, 2005, 08:03 AM Oooh, tricky. We're on a plains hill, which is great for a new city. We also have two sea resources (love those), horses and wine. But no fresh water. How important is that on Prince? On higher difficulties it's a huge issue for non-expansionist civs. With all that forest we could probably afford to skip fresh water, even if most of the forest will be put to the axe. I think it's where we stand or where the scout stands that are our options (we could build a fishing city on the NE-most square to grab the eastern clam and fish). Another advantage with building where we stand is that we can work the clams, have the same production and get some extra commerce which will let us quickly grab Meditation. But luckily for me this is ultimately your decision.
I assume we're playing in the order of the roster in the first post?
ThERat Nov 23, 2005, 08:05 AM wow, what an awesome start, is that the first start you rolled? fish and clam together?
what can go wrong in this game then?
I would settle 1 tile NW to grab the lake and hills for hammers next time
Till Nov 23, 2005, 09:27 AM This is looking good already! Is that desert or coastline showing beneath the unexplored area? If it isn't desert i'd second your advice, ThERat.
Dimy Nov 23, 2005, 10:10 AM wow, what an awesome start, is that the first start you rolled? fish and clam together?
what can go wrong in this game then?
I would settle 1 tile NW to grab the lake and hills for hammers next time
It was the 2nd start I rolled, the first was almost as good, but i forgot to change the name of the game so it had my name on it :). That's the only reason I skipped that start and rolled another. Looking good anyway, it does look like a good plan to move the settler 1 tile northwest, but that also means we loose 1 turn we could spend on research, and we'll get the lake as soon as the border expands anyway... but the lake gives 2 food and 2 gold which is good for research as well... decisions decisions... :)
To answer Gufnorks question, yeah we can start in the order as posted in the first post. But you can of course swap turns with someone if you can't play or something or anything comes up. I'll play my turns today so you'll find a report about it in the next few hours. The first round we play 20 turns each, from then on 10 turns.
Dimy Nov 23, 2005, 11:37 AM Well...not a lot of exciting stuff happened the first 20 turns but here's an overview (I'm skipping the turns where absolutely nothing happened):
Turn 1 4000 BC:
After a lot of thought I decide to move the settler 1 tile northwest, next to the lake. The tribal village gives our scout 63 Gold.
Turn 2 3960 BC:
Tenochtitlan founded and starts a warrior, due in 5 turns as we work the Horse tile (1 food, 2 hammers). Because we don't have fishery we can't work the lake or coast tiles. I decide to start researching fishing, it's a cheap tech and will help us in the long term.
Turn 7 3760 BC:
Finish the Warrior in Tenochtitlan and start on Barracks.
Turn 8 3720 BC:
Fishing discovered, go to city screen and change the worked tile from the horses to the Clams coast tile (good for 2 food and 2 commerce). This is speeding up our research rate and will let the city grow quicker. (Should have changed production here to Workboat as well, but didn't think of it at the time...) As I don't think we can still get Buddhism, I decide to research Polytheism next.
Turn 14 3480 BC:
Our Scout pops another hut for 43 Gold.
Turn 15 3440 BC:
Buddhism discovered in far away land.
Turn 16 3400 BC:
Inbetween turns our scout is attacked by Lions and is nearly killed! 0.0/1.0 left!
http://www.netrexgp.nl/img/succession/dg01/image002.jpg
It takes 10 turns to heal... Tenochtitlan grows to size 2 this turn.
Turn 18 3320 BC:
We discover Polytheism and Tenochtitlan becomes the holy city of Hinduism. I change state religion to Hinduism. Since we're a spiritual Civ we don't suffer from anarchy. I started Animal Husbandry so we can hook up the horse once we have a worker.
Nothing happens in the last two turns. I queued up a worker up in Tenochtitlan as next build, but feel free to change this to a worker if you like... The Barracks is almost finished. Personally I wouldn't start building a worker until the city reach size 3, but feel free to change as you like. Same goes for the research, we can probably still get Judaism as well if we want it and change research immediately.
Then last but not least... a picture of our "continent" and the city screen:
http://www.netrexgp.nl/img/succession/dg01/image003.jpg
http://www.netrexgp.nl/img/succession/dg01/image004.jpg
Dimy Nov 23, 2005, 11:44 AM Roster:
Dimy - just played
ThERat - up
Till - on deck
Gufnork
Till Nov 23, 2005, 11:51 AM Nice set of turns! Good job at getting us a religion. From what i learned in my SP games you can't rely on the computer opponents to spread one into your empire so that's one thing less to worry about.
The landshape is... interesting. I bet the pathfinding routine loves it :D
Does anybody know how distance corruption works in civ4?
I think i would tend to place the next city south of Tenochtitlan as there's too much jungle and water up north for my liking.
Gufnork Nov 23, 2005, 01:16 PM There are two factors to how much a city cost in upkeep, how far it is from a capitol and how many cities you have. The cost for having many cities is spread even in every city.
I suggest we use the warrior in our capitol to scout the area immediatly to the south. Animals won't enter national borders so there's no point in protecting our capitol yet. We also need to find a good spot for our second city, I agree with Till that the north is too jungle heavy. We need to avoid that until we get Iron Working.
I think we should skip Judaism, only having one religion at first means that all cities will get the state religion. Several holy cities means the wrong religion might spread which is a pain when running Organized Religion and Theocracy. I have a feeling we'll be running those a lot.
Meh, while the starting area was great the area surrounding it was not. We need to find a neighbour so I can vent!
Till Nov 23, 2005, 01:24 PM Maybe it is a good idea to go for a military tech next? It would be nice to know where copper is. Haven taken a look at the game i wonder if it is a good idea to put the barracks on halt and finish that work boat first. It would help our capital grow and i don't see any pressing need for the barracks right now.
Other than that.. i hope our "continent" widens up in the south and does not end right outisde the explored areas.
Gufnork Nov 23, 2005, 02:22 PM I agree that we have no pressing need for a Barracks, but the problem is that if we put if on hold for too long, we'll start losing hammers. We need work boats and a worker very soon. We might as well complete it now to make sure those hammers don't go to waste.
Dimy Nov 23, 2005, 04:01 PM Yeah as I wrote in my report the idea was to switch to workboat as soon we discovered Fishing, but I completely forgot about it...and when I realised the Barracks was already nearly finished... it's only 3 or 4 more turns now or something. Sorry about that ;-). About the starting continent... except for the starting location it's indeed quite poor... to the south I think we hit the sea immediately when we clear the black... not too many tiles out there I'm afraid. We should be able to reach other islands with galleys though, so we might want galleys sooner rather than later.
ThERat Nov 23, 2005, 04:10 PM I guess I am up. I think we can easily switch to wrok boat and once finshed,we can switch back. the hammers don't degrade that fast. I would also insert a worker once we hit pop 3. Switching builds is quite ok and hammers stay there for a while.
Agree with settling south
ThERat Nov 24, 2005, 04:28 AM save (http://www.civfanatics.net/uploads10/DG01BC-2640.Civ4SavedGame)
Pre-Turn
we have no other enemy than barbs on this Island I guess, military is not the highest priority, but growth
set on workboat, now since this takes too long, set on max shields to get it in 6
3200BC wolf attacks scout and it gets promoted
3160BC
3120BC warrior in the south discovers that island isn't that big, but spots goody hut
3080BC we get a warrior from that hut, not too shabby
3040BC scouting
3000BC work boat done, rax next boat reduces growth to 4, while rax in 6
2960BC
2920BC
2880BC all the way up north discover marble, will take a while until we can expand there
animal husbandry comes in, decide to go for sailing since I can spot another Island next door
2840BC
2800BC rax is in, worker next in 9
2760BC spot a panther
2720BC warrior moved next to panther for future promotion
2680BC panther loses as expected
2640BC handing off now, worker done in 5, same as sailing
suggest the following:
work boat, settler (once city is pop 4-5), galley to check out the other Island
maybe take a warrior along to pop huts, definitely settle south first
http://www.civfanatics.net/uploads10/dg012640.jpg
Gufnork Nov 24, 2005, 06:31 AM Definetly bring a warrior to pop huts and scout the other side of the snake. I also want to find neighbours to spread religion to. Trade routes are not hard to get. We should also start thinking about the Great Lighthouse, we must bag it in this game. It's not optional. But with horses, clams, fishes and two plains hills, production shouldn't be a problem and there's no hurry (unless the AI realize it's worth in these settings).
Or have I misunderstood the map settings? Could we be alone on the continent and unable to find neighbours until Optics?
Dimy Nov 24, 2005, 07:24 AM Definetly bring a warrior to pop huts and scout the other side of the snake. I also want to find neighbours to spread religion to. Trade routes are not hard to get. We should also start thinking about the Great Lighthouse, we must bag it in this game. It's not optional. But with horses, clams, fishes and two plains hills, production shouldn't be a problem and there's no hurry (unless the AI realize it's worth in these settings).
Or have I misunderstood the map settings? Could we be alone on the continent and unable to find neighbours until Optics?
It's better to use the scout for "hut popping" as it's guaranteed to have a positive result, while with warriors you might pop hostiles. We should be able to meet neighbours before optics, i've played 2 practise games on these map settings and found neighbours in both occasions before researching optics.
Updated Roster:
Dimy
ThERat - just played
Till - up
Gufnork - on deck
Till Nov 24, 2005, 07:56 AM Got it. Just came back from university and i'm knackered. Still, here are my 2 cents before i'll play:
- I'll build/start a settler. As for the position, i like the spot bellow:
http://img500.imageshack.us/img500/1442/city8wl.jpg
In case i have the opportunity to settle during my turns i'll check back here first before i actually found the city on that spot.
That's cent one.. need another one.. ah yes:
-I'll also try to get the scout over to that other island to find a nice spot for our next city.
That's about it. I'll play in a few hours.
Dimy Nov 24, 2005, 10:27 AM Hmm... I would settle 1 east or 1 east, 1 northeast of that tile, but that's just my opinion. Probably 1 east being the better choice as it can still work both the crabs and clams once culture has grown a bit.
Till Nov 24, 2005, 10:48 AM Inherited Turn: Till ascends to the throne in TechnotiHahaYouHaveKnotInYourTounge. Zooming around on the map
he contemplates about the duality of nature. "We have nice lands way south and way north. But in between there is much work for
our workers. Guess we have to go easy on the human sacrifices for a while and use the manpower to clear those jungles first.
Our capital is doing fine. Nothing to tweak here.
*enter*
2600 BC: Move warrior and scout back towards capital. Scout ends his turn in front of a lion. The lion has to cross a river though, so we should be fine.
2560 BC: Our scout got himself a nice lion skin coat (Gotta watch out for those PETA activists from now on!). He's down o 0,3/1 now. Time for a nap
2520 BC: The Emporer idly drinks a long island ice tea out of a skull, which he got as birthday present from the Priest Guild.
2480 BC: zZZz. We are first in population and last in life expectancy. Hey don't look at me like this! We have to appease the gods, else the sky will fall down on us!
2440 BC: We figure out the art of Sailing. I start research on Mining. We need this for Masonry (to build the great Lighthouse) and for Bronze Working (to see copper). Initially i wanted to go for The Wheel instead but we are so cramped that i don't see any pressing need for roads as of yet.
Our first worker gets his shovel and is send to connect the horses. Technotitlan starts another work boat for the fish resource.
2400 BC: Nothing to see but the worker digging and sweating in the dirt, to the enjoyment of Techno's ladies.
2360 BC: We've fallen behind to position 4 in population. Looks like our opponents build a settler before the worker.
2320 BC: Worker finishes taming those horses but is too tired to move on to new work. Somebody hand the man a beer.
2280 BC: I notice what a dumb idea it was to go for mining before getting the wheel. We seem to need a road to connect those horses even if they are just one tile away. [pimp]
The worker climbs a hill near the coast, thinking that there'll be a holiday resort waiting for him on top. Little does he know about our plans ...:devil:
2240 BC: Mining comes in (just in time to tell the poor worker the true intentions behind sending him up that hill!) Research on the Wheel starts. Our lion pelt wearing scout has finished licking his wounds and starts to move again.
2200 BC: Somebody steals Till's private yacht and abuses it as as Work Boat. Enraged, Till orders to track the criminals down and have
them ... send away as settlers. Due in 11 turns. The yacht escapes to the fish grounds. Meanwhile our scout runs into another lion. Again he's on the right side of a river. That lion must be out for revenge.
http://img55.imageshack.us/img55/893/lion5ok.jpg
2160 BC: Another lion skin for our scout. The workboat starts fishing. I switch tiles so that the settler is due in 8 now.
2120 BC: Population rank is 6 now but we moved up to rank 6 in health. The restraint on human sacrifices does help, but the Emperor fears it will enrage the gods and come back to haunt us!
2080 BC: Worker finishes the mine and asks: "What to do next, Chief?" I can't give him an answer. We don't have the techs for anything but mines and i don't want to chop a forest yet. Need to get the horses online first.
2040 BC: Aha! We need Bronze Working in order to chop down forests. In other news, the weather's fine and the sky is still way up where it should be.
2000 BC: Voila! Our researchers figured out that you can use those round things our tortures use to appease their customer to move objects. No more slacking for our worker!
Next research goal is pottery. Granaries and commerce can't hurt, especially since we still have no contact with any other civ. Next tech should be a military one,though, as babarians probably will show up soon.
1960 BC:
http://img55.imageshack.us/img55/6465/rank2ro.jpg
I rename ourselves to DG01 Snake Eye (Not sure how this will carry over to the next player.)
1920 BC: Horses are connected now.
1880 BC: We are the 4th greatest city in the world.
1840 BC: Our Settler is done! I suggest we let Technotitlan grow for a while now. It can currently support a population of 6 happynesswise. Contruction on a galley commences. (But feel free to change it)
Our heartland:
http://img55.imageshack.us/img55/449/land9uq.jpg
Technotitlan:
http://img55.imageshack.us/img55/7565/city1md.jpg
Not much happened during my turns. I suggest we go on with the plan and explore that island next to us next.
--------------->The Save (http://www.civfanatics.net/uploads10/DG01_-Snake_Eye_BC-1840.Civ4SavedGame)<---------------
Edit: You are correct of course, Dimy. One East is a better choice as it will also allow us to mine that hill for more shields. We seem to be in a rather shield arm enviroment here.
Dimy Nov 24, 2005, 11:13 AM Looking good so far :)
Updated Roster:
Dimy - on deck
ThERat
Till - just played
Gufnork - up
Oh and since the patch is now out, I recommend everyone to install it. The save game will still be loadable, but once played and saved by someone who has the patch already installed it won't be loadable anymore for the vanilla version.
Gufnork Nov 25, 2005, 11:18 AM Ok, I head into the game with the new patch installed. Lucky we started the game without it or we wouldn't have known we had horses nearby.
1800(1): Worker builds road to future city, Scout starts travelling back towards capitol for transport with Galley in production. Settler travels towards his spot.
1760(2): Teotihuacan founded. I agree with Dimy, Till and the game and settle just north of the clams. Start working on Work Boat, have the citizen work the forested hill to complete it ASAP.
1720(3): Hinduism spreads to Teotihuacan (nice!). Pottery learnt, start working on Bronze Working.
1680(4): Scout reaches Tenochtitlan, rests up. Worker heads towards a grassland for a cottage (has nothing else to do).
1640(5): Worker builds road in forest (why not?).
1600(6): Galley complete, brings scout towards other island. Start work on Granary.
1560(7): Worker starts work on Cottage. Tenochtitlan grows to size 5.
1520(8): Second island doesn't show much promise. No resources, but some jungle and lots of desert.
1480(9): Pop a hut that gives us a map of tons of water. Start interrogating the villagers, want to find out who made those maps. Turns out the mapmaker just really likes the color blue, which is why he drew so much water. Oh well, atleast we know that island is a dead end with little value, only a single sugar resource. There's still a peninsula of plains hills to the south that we can investigate.
1440(10): Work Boat complete, start production on Granary (I plan on getting Stonehenge, would be nice with a shrine early and it looks like we'll get some undisturbed expansion in this game).
1400(11): Try to find new creative ways to sacrifice people. Can't wait until I can do it productively.
1360(12): Bronze Working researched, don't convert to slavery (no use yet and I don't know if you guys likes using it). Start working on Priesthood, want Oracle (we should probably build that instead of Stonehenge). Scout loaded onto Galley again. Switch production to Obelisk in Teotihuacan.
1320(13): Realize that hinduism gives Teotihuacan +1 culture so it's borders expand (whoops). Start production on Work Boat. Judaism founded in a distant land. Granary complete, start work on Lighthouse. Worker moves to chop forest.
1240(14): Priesthood researched, start on Agriculture. Switch production to Oracle, plan on getting Metal Casting with it.
1200(15): Southern landmass turns out to be a tiny island of little value (future fishing village). Still no sign of other civs. Start travelling NW in the hopes of finding someone there. Both Tenochtitlan and Teotihuacan grows.
1160(16): Yawn.
1120(17): Yawn
1080(18): More wood for the Oracle. It's tedious having to transmute the wood into marble before building, but what can you do?
1040(19): Agriculture learned, start on Archery. Archers are nice and I don't want to make any plans this late in my turns.
1000(20): Worker start mining a forested hill. Feel free to do whatever you want with him. Oracle will complete next turn, so the free tech is yours to choose.
Warrior is still on Barbarian watch, scout onboard galley.
The bad news:
105139
Lots and lots of free expansion though. Where the heck are all the animals and barbarians? Didn't meet a single one.
Here's the save: 105154
Till Nov 25, 2005, 12:55 PM That was a good read, but you got the wrong save, mate ;)
Judging from the screenshot the eastern island is good for a city or two. Nothing great but it will do. Since we have Bronze working now, is there any copper on our island? What really botheres me is that we haven't met a single AI yet.
I just hope they got as bad continents as we did.
Gufnork Nov 25, 2005, 01:27 PM Right, like I would post the wrong save. Noone would believe that. You're just jealous! Or something...
No Copper, but since we have no neighbours it doesn't matter. It bothers me too. I don't think they got as bad continents, but on the other hand we're free to expand without any hinders. Looks like it'll be a fairly dull game for a while though.
ThERat Nov 25, 2005, 05:00 PM had a look at the save. we do have copper but it's all the way up north just like the marble.
As for builds I would go for oracle ->lighthouse -> settler in the capital and let the other city produce a mil unit to accompany the settler.
By the way, we should work that cottage. It's important to work those early on so we can reap the benefits later on.
Gufnork Nov 25, 2005, 05:53 PM It's been worked a bit, I switched to forest to get some extra production. I hate losing wonders. It should turn into a hamlet soon.
Dimy Nov 25, 2005, 06:46 PM hmm crap...this seems to be the first game i did on this map setting without meeting neighbours early...oh well, let's see how this develops. i'll play my turns tomorrow.
Dimy Nov 26, 2005, 08:04 AM Note: As not much is currently going on on our continent I suggest we take 15 turns each in the 2nd round of this SG.
Here's the report of my turns:
Turn 0 1000 BC:
I check our empire and city screens, I make one change in Tenochtitlan, instead of working the Clams (4 food and 2 commerce) I work the cottage tile (2 food and 2 commerce). The Cottage will grow into a hamlet in 4 turns, so will start making 3 commerce soon. The city is currently at max happiness/health so we don't need the extra food of the clams at the moment.
http://www.netrexgp.nl/img/succession/dg01/image005.jpg
Turn 1 975 BC: *yawn*
Turn 2 950 BC:
http://www.netrexgp.nl/img/succession/dg01/image006.jpg
The Oracle is completed in Tenochtitlan, as Metal Casting is the most expensive free tech we can get, I choose Metal Casting. This discovery makes us enter the Classical Age. We start building a Lighthouse in Tenochtitlan. A Workboat is finished in Teotihuacan which is going to connect Crabs in the next turn. We change production to a Granary.
Turn 3 925 BC:
Archery discovered, changed research to Iron Working so we can start building workers to clear those jungles up north. I change the production in Teotihuacan to an Archer.
Turn 4 900 BC:
Lighthouse completed in Tenochtitlan, I start building a 2nd Galley so we can colonise the east island next.
Turn 7 825 BC:
Galley finished in Tenochtitlan, start on settler.
Turn 10 750 BC:
Archer finished in Teotihuacan, continue construction of the Granary. I move the archer to the Galley.
Turn 13 675 BC:
Settler finished, start on Archer. I move the settler in the Galley and move the Galley to the eastern island.
Turn 14 650 BC:
Iron Working discovered, start on Writing
Turn 15 625 BC:
Archer finished in Tenochtitlan, start on Forge. Move the warrior in Tenochtitlan to Teotihuacan and give the archer City Garrison I promotion and fortify him in Tenochtitlan. Meanwhile our Galley reached the shore of where I had planned to build our next city...I unload the settler and archer. Can't build the city yet, so that's for the next player.
http://www.netrexgp.nl/img/succession/dg01/image007.jpg
I marked some locations that seem to be good spots for our future cities... a settler/archer is already waiting at site 1.
http://www.netrexgp.nl/img/succession/dg01/image008.jpg
This seems to be a nice spot as well... little bit more to the north of our continent. We'll have access to Iron, Gold, Wine, flood plains and hills there.
Dimy Nov 26, 2005, 08:06 AM And here's our little empire:
http://www.netrexgp.nl/img/succession/dg01/image009.jpg
I build one more cottage (but not being worked on at the moment) and a farm. We need some more workers to start clearing those jungles.
Till Nov 26, 2005, 08:14 AM That's cool dotmap. How did you make those little signs?:goodjob:
I would place future city 1 one west to avoid all those desert tiles.
Dimy Nov 26, 2005, 08:21 AM That's cool dotmap. How did you make those little signs?:goodjob:
I would place future city 1 one west to avoid all those desert tiles.
You can make those signs in-game... go to Glove View and then turn on the Strategic Layer (the button most left above the minimap). Then you can add signs like this... you can name rivers or mountains if you want :) Or, like I did, suggest new city sites. You can also "draw lines" which is a bit like spraying Graffiti on the map to indicate strategies or something.
Updated Roster:
Dimy - just played
ThERat - up
Till - on deck
Gufnork
ThERat Nov 26, 2005, 08:40 AM got it, try and play tonight so this can go back to Europe. I agree on city site #1. It would give 2 desert tiles which is ok, but we can get 2 hills, thats important with so much water
ThERat Nov 26, 2005, 09:20 AM save (http://www.civfanatics.net/uploads10/DG01_BC-0250.Civ4SavedGame)
Pre-Turn
well, there isn't really that much to do
1. 600BC
chnage my mind, if we settle to the west, we can get the fish within the workable tiles, so move settler
2. 575BC
found Tlateloco, change capital to temple in 3 since we need that happiness
3. 550BC
zzz
IT writing is in, go for monarchy to connect the wine in future
4. 525BC
temple in the capital will finish next turn, enable growth
5. 500BC
capital at pop7, go for shields again
6. 475BC
our faith has spread to Tlateloco, good, now it can expand it's borders
7. 450BC
zzz
8. 425BC
Teotihuancan is at pop5, max happiness at the moment
9. 400BC
nothing
10. 375BC
watching our poor lone worker mining is exciting :crazyeye:
some interesting info
http://www.civfanatics.net/uploads10/dg01250a.jpg
11. 350BC
capital is unhealthy already due to forge. go for a jaguar for settler cover
read that the Pyramids have been built somewhere
12. 325BC
Teotihuancan finishes it's lighthouse, go for a work boat
13. 300BC
the jaguar is ready, next a settler to expand
14. 275BC
jaguar is on the other Island on the way to the city spot
15. 250BC
work boat is done, go for another worker next (we need that for the other Island)
the border of Tlateloco will expand next turn, just on time for the work boat
we should try and get the GL in our capital
http://www.civfanatics.net/uploads10/dg01250b.jpg
Gufnork Nov 26, 2005, 11:49 AM Good call on the city placement, that extra fish will help more than the fresh water, plus we have productive squares instead of desert. I want to move Future city tile 2 one step north, that way we'll get two hammers in the city square and we won't have enough food to work a hill there anyway (unless there's a lot of seafood there). Tile three and four are good, but I suggest we gradually work our way there. No point in getting a lot of extra distance costs when we're not in a hurry.
I think Tenochtitlan ought to concentrate on producing settlers, we need to expand a bit more. We should also head for Code of Laws and Currency to afford our expansion.
Till Nov 26, 2005, 01:33 PM You can make those signs in-game... go to Glove View and then turn on the Strategic Layer (the button most left above the minimap). Then you can add signs like this... you can name rivers or mountains if you want :) Or, like I did, suggest new city sites. You can also "draw lines" which is a bit like spraying Graffiti on the map to indicate strategies or something.
Thanks that is awesome!
Gufnork, i think you get 2 food 1 shield and 1 commerce no matter where you found your city. So founding on a hill always means losing a lot of potential shields.
Any suggestion on what city to found next? Spot 4 looks very tempting but i am unsure on how bad the distance corruption will be. I think i'll go with spot 3 instead to get that sugar. Our capital could do with some in order to go grow some more.
I won't be playing tonight so you have time to comment, if you want :)
Gufnork Nov 26, 2005, 04:12 PM Cities founded on plains/hill gets 2F2H1C. Also, cities founded on resources gets the bonus from it, but it's almost always worth avoiding it since improving that square gives more than improving other squares. The only reason to found a city on a resource is if that's the only way to get another resource tile, to protect it from pillaging or to get it quickly (used for chariot rushing before the patch).
I agree on the next city, spot 3 looks like the best spot right now.
Till Nov 27, 2005, 05:01 AM Inherited Turn: Nothing to do, everything looks fine except that a lot of people in Technotitlan caught a cold this winter.
The Emperor advertises his favourite medicine, chopping the heart out and burn it on a pyramide, but the stubborn populance won't listen.
Besides, we have no pyramids! To get over that relevation, the Emperor spends the rest of the turn inside the Oracle building, inhaling
strange herbs and watching the priestesses dancing to appease Chicomexochtli.
*enter*
225 BC: Tlateloco's borders expand. I send one Galley up north in the hope to discover a passage to another continent. The sailor of today have no guts, whatever happened to suicide galleys?!
The Jaguar gets City Raider I and fortifies on spot. Our workboat starts fishing and that is all that there is to do.
200 BC: I decide to work on a cottage instead of a forest in Technotitlan. It slows down the settler by one turn but it will help in the long run. We have to do something about our finances.
175 BC: Worker finishes in Teotihuacan. I start a Temple as we reached happiness maximum .Also change one worked tile from fish to forest in order to stop growth and get the temple earlier.
150 BC: Monarchy comes in! "Soo what is that monarchy thing you spend so many years and so much of my money to research?" "Basically it boils down to that you can call yourself King now" "..."
The Emp.. King orders to research Masonry next, as it is cheap! Seriously, i seem to recall we agreeded that we want the Great Lighthouse with all those coastal cities.
Meanwhile a settler is ready in Technotitlan. Now what to do. We are running -4 gpt with 13 gold in our treasure. We need to do something about that.
Initially, i planned to start a worker but then i spotted The Colossus. +1 commerce on every sea square ain't too shabby. I decide to give it a go. Our two workers finished roading the wine and now start on a
winery. Due in 3. That allows me to put Teotihuacan back on growth.
125 BC: We are last in approval rate!! Why, how dare those ungrateful worms complain?! We are also last in Land Area. Hmm.
100 BC: Masonry arrives and i start on Compass. Harbors will do a world of good. Our settler arrives at spot 3.
75 BC: Hindu Temple completes in Teohuacan. Teohuacan is not at max happiness/health 7/7. Again i'm torn on what to do. In the end i decide to go for a Forge.
Texoco is founded. Construction of a Lighthouse commences.
50 BC: The King has time to admire the winery, but can't help the feeling that the grapes are a bit.. flat.
http://img258.imageshack.us/img258/3152/wine0og.jpg
25 BC: We are first in Mfg. Goods. That's nice. But we had to turn science down to 80% :sad:
1 AD: Technotitlan has reached max Happiness but is quite unhealthy now.
25 AD: Somebody founded Confucianism I prepare our worker for transit to the island.
50 AD: Tlatelolco (lol) finishes the construction of a lighthouse. A granery is next in line.
75 AD: We are last in land area but second in population. Interesting. How can the Ais affort all those cities?
100 AD: Forge completes in Teotihuacan. Going for a Settler next.
125 AD: Oups sugar plantation need Calendar. Wasted a few worker turn here, sorry. :cringe:
The Aztec empire:
http://img258.imageshack.us/img258/5971/ln0uk.jpg
----------->The Save (http://www.civfanatics.net/uploads10/DG01_Snake_Eye_AD-0125.Civ4SavedGame)<-----------
I would suggest we go on with our balanced expansion. There are no libaries as of yet, that needs to be changed. And the Great Lighthouse waits to be constructed.
Dimy Nov 27, 2005, 05:30 AM Nice set of turns there :). As for suicide galleys... they are no more since Civ IV. But they weren't very realistic anyway, I like it better this way. Don't worry about the science back to 80%, it's only normal, there are very few games where you can run at max science the entire run. It seems we're in really bad luck with this game, I did some test plays on this map setting and always had contacts in pre-caravel time... We need Optics to get contacts apparently :(. As for military units... I think it's better to leave them unpromoted until we need them in a war situation, we can then give them the promotion that will most suit the kind of attack we're planning.
Updated Roster:
Dimy - on deck
ThERat
Till - just played
Gufnork - up
Gufnork Nov 27, 2005, 06:55 PM Save: 105466
Inherited Turn: Convert to Slavery + Hereditary Rule. I'm the :king: now and I'll make sure you know it :whipped:! Switch a citizen to work lake instead of workshop (why workshop, an engineer also gives 2 hammers AND 3 GPP).
150AD(1)The lazy people of Texcoco are frolicking around in the forest. There will be no frolicking under my rule! Workers sent to clear the jungle and build a mine, where they can work like normal subjects.
175AD(2)Galley extinguishes the last hope of finding another island. Damn you Quetzalcoatl, you promised us blood! I'll skin you and make you into a pillow!
200AD(3)Great Lighthouse built in Persepolis. Damn you Cyrus, damn you!!! Atleast my statue is complete, a 100 foot version of me. Tremble before my might, you pitiful peasants! Now all we need is a Library where we can keep all the books about my achievements.
225AD(4) Moses has been born in Tenochtitlan. I immediatly see his potential and immediatly put him to the whip. The infant builds a shrine to our gods within days. Unfortunatly Moses dies in the process, but his parents gets the honor of being the first sacrifice on the new altar. Let noone say I am anything but fair! I let the pilgrims fund some of our research and raise our science slider to 90%.
250AD(5) Ah, our expedition team has finally finished packing. Took them long enough and I bet atleast half of them still forgot to bring a toothbrush. Useless rabble. I decide to send them towards the eastern part of our newfound island, we need workers before we can send any towards the jungle. Which is what Teotihuacan will do next.
275AD(6) Workers finished with the mine. Finally an end to the frolicking! Hi ho, hi ho, into the mines they go. Workers start improving Tlatelolco.
300AD(7) Damn you settlers, you can build some toothbrushes later, don't stop in Tlatelolco to shop! Compass complete, start work on Code of Laws.
325AD(8) Worker complete in Teotihuacan. He's sent north to start making new cities up there profitable. If you forget the machete I will bring some to you, but not the way you'd want me to :ninja:! Tenochtitlan finished with Library, starts production on Harbor. We wouldn't want our people to die before I have time to sacrifice them, now do we? Besides, settler production will go that much faster. Oh, Teotihuacan starts building Library.
350AD(9) Bah, I'm bored. Off with his head. No no, not his, his! On second thought, off with both their heads. I'm feeling generous.
375AD(10) Granary complete in Tlatelolco. Start production on Forge. The plan is to :whipped: it up. Gufnorkiaopia founded, due to it being dedicated to me it's city tile is more productive than our other ones. Start production of a granary. Scouts dropped off to make sure no barbarians come near.
400AD(11) Lighthouse complete in Texcoco. Start production on Granary. I guess we'll have to :whipped: up that one too.
425AD(12) Spend entire turn playing bongo drums. Assume nothing exciting happened, I'm sure the lack of reports I've gotten lately have nothing to do with me executing all the messengers.
450AD(13) Ah, Harbor finally complete in Tenochtitlan. Time for celebration [party]! No, I celebrate, you pack. I expect you to have finished packing in 125 years. Isn't it sad that this is fast?
475AD(14) My rule will soon be over. Ah, how the peasants will miss me.
500AD(15) The people hold a celebration, no doubt to honor my good work as king. I wonder what those "Finally free" banners mean though. No matter, my work here is done. I managed to double our scientific output. I did not build as many settlers as I had wanted, but no matter. The moral of the story? It's good to be the :king:.
Are we doing 15 turns from now on, I thought we were supposed to do ten. Btw, I think we should start spamming settlers and workers from Tenochtitlan, we have courthouses we could whip up if need be in any new cities. The granary in Texcoco should be whipped up as soon as possible, we'll gain from it in the long run.
Edit: Oh, feel free to change production in Teotihuacan if you wish. A Harbor might be an idea.
Dimy Nov 27, 2005, 08:18 PM Are we doing 15 turns from now on, I thought we were supposed to do ten. Btw, I think we should start spamming settlers and workers from Tenochtitlan, we have courthouses we could whip up if need be in any new cities. The granary in Texcoco should be whipped up as soon as possible, we'll gain from it in the long run.
See my note in bold in post #44 :) Only for this 2nd round 15 turns, I'll be starting the 3rd round tomorrow, from then on 10 rounds each.
Till Nov 27, 2005, 11:40 PM Excellent writeup Gufnork! :D I worked the workshop to avoid Technotitlan to grow. But a specialist would have been beter, of course. In fact i was suprised to find that workshop there in the first place. I don't like them much, but perhaps i am underestimating them. Bummer about the Lighthouse. :(
At least we didn't waste any turns chasing it.
Gufnork Nov 28, 2005, 07:19 AM I don't think turns spent chasing a wonder early to necessarily be wasted. You do get reimbursed for it, which means that you effectively trade production for science.
Regarding workshops I think that they are pretty much useless. Once you discover Chemistry and they give a total of +3 hammers they are worthwhile in cities with little production otherwise.
If you want to avoid growth in a city either set people as specialists or :whipped: them. You get the same happiness penalty regardless of how many that dies in the process, so whipping three people to death to speed up production when one of them is unhappy is usually a good idea.
Dimy: Sorry, missed that.
Also, don't forget that we're Spiritual. No anarchy for us. I was surprised that noone had switched to Hereditary rule, it costs us a single gold and the happiness benefits are really nice. Since we have little health problems with three seafood resources + harbor, happiness is our biggest limiter. Hereditary Rule eliminates that problem. If we regret the decision we can always switch back at no cost. Spiritual is only good if you use it.
Dimy Nov 28, 2005, 01:28 PM And here's a wrap up of my turnset (10 turns from now on):
Turn 0 - 500 AD:
Just checking all the cities and where our units are. I notice a lack of military support... two settlers are being build, 1 city is undefended... we need some military people.
Nothing happens until...
Turn 3 - 560 AD:
Settler is finished in Tenochtitlan, I move the settler in a Galley and start building a Jaguar. Once the Jaguar is finished I'll send the Galley with settler and Jaguar to site 4 in the north... we can get the Gold, Iron and Whine there.
Turn 5 - 600 AD:
Jaguar is finished in Tenochtitlan, order another Jaguar as defense for the 2nd settler that's being build in Teotihuacan. I move our Galley towards the nearest landing zone for Site 4.
Mathematics is discovered, next is Alphabet.
Turn 6 - 620 AD:
Granary is finished in Gufnorkiopia (nice city name :goodjob:) and I change the production to a Lighthouse.
Turn 7 - 640 AD:
Settler is finished in Teotihuacan and I start building a Courthouse. I whip the nearly finished Forge in Tlatelolco. (always wanted to use that whip! :whipped: )
Turn 8 - 660 AD:
Forge is finished in Tlatelolco and I start construction of a Hindu Temple.
Turn 9 - 680 AD:
Ah...that 2nd Settler and new Jaguar arrived at the spot where I want to build another city... Tlaxcala is founded where the jungle started, a Worker is already busy removing jungle just north of the city:
http://www.dgerards.net/img/DG01/image010.jpg
On this location the city can both work the Fish (please send a workboat there asap) and the Spices. We should get a Lighthouse there asap as well for extra food.
Turn 10 - 700 AD:
Discover Alphabet, start on Literature (4 turns, but feel free to change this). Our Settler party lands near Site 4. I whip the Courthouse construction in Teotihuacan and whip a Worker in Tenochtitlan, we need workers now to clear the jungle. There's room for another city there near the sugar.
A Galley with another Jaguar is enroute to Texcoco, which is still undefended at the moment.
http://www.dgerards.net/img/DG01/image011.jpg
http://www.dgerards.net/img/DG01/image012.jpg
Keep whipping when possible, we have plenty of food in a couple of cities :whipped:. I couldn't whip the Granary yet in Texcoco, the city did grow 1 size, but wasn't enough.
Dimy Nov 28, 2005, 01:32 PM And here's the savegame and an updated Roster:
Dimy - just played
ThERat - up
Till - on deck
Gufnork
Gufnork Nov 28, 2005, 01:44 PM Calendar would be quite useful to let use use the sugar and spice. That's two extra happy faces.
And who cares about undefended cities? No barbs can appear on that island and I highly doubt anyone has discovered Astronomy. That's the advantage of starting alone, you don't need a military.
Dimy Nov 28, 2005, 02:10 PM Well I just prefer to keep a mininum military of 1 unit per city ;) I just don't trust these AI's :lol:
ThERat Nov 28, 2005, 04:08 PM got it
calendar would be good yes. Once we connect stone and iron, the situation should get better. there is also a whale way up north. I would like to settle there as well.
I guess we need to try and get optics soon to be able to meet others.
ThERat Nov 29, 2005, 05:33 AM save (http://www.civfanatics.net/uploads10/DG01_AD-0900.Civ4SavedGame)
Pre-Turn
loading the game I am greeted by a strange message
'Never fight a land war in Asia'. I am wondering what this game is trying to tell us? Where is Asia. All I can see is a long
snake called our home and the only hostiles are some uncivilized barbarians?
our scout and warrior, that have been lazing about in the woods and hills are ordered to move in order to keep those fellows at bay
The Emperor inspects the land again and sees rich resources to be claimed, from gold to marble, even copper
They would help him get more wonders for sure
his followers demand the knowledge literature, even though the Emperor is highly suspicious of such added knowledge, his advisors
convince him to study this
The advisor also mentions the power of Great Prophets, and Technotitlan hires a priest to help find more of those mystified
people
1. 720AD
The Emperor is impressed with the work of his priest and hires a second one
people in Tlateloco are sacrificed to speed up the temple
2. 740AD
A new city called Golden Iron is added to the Empire, the emperor is very proud but his financial advisors
tell him about serious troubles. He asks his followers to study this properly, or they would end up as the next
sacrifices
One priest is asked to help Tenochtitlan to grow and stop searching for the Great Prophet
3. 760AD
The Emperor is very pleased to hear that his faith has spread to Gufnorkiopia, celebrations are held all around the land
The secrets of literature have found their way into the land, the Emperor orders up monotheism so that the faith can
be better organized and help makes the Empire an even better place
4. 780AD
The Emperor decides to add yet another grand building to his land and orders the citizens to work very hard on
the Great Library, now if only marble would have been connected
5. 800AD
some fishermen are now helping at Texcoco to get this city in better shape, fearing they might be sacrificed
for a granary in the near future
http://www.civfanatics.net/uploads10/dg01820.jpg
upon hearing this news from his messengers, the Emperor is very proud, a feared leader all around the country yet cultured
but he swears whoever is the nation more cultured will have to face his wrath
monotheism is known now as well and the secrets of the calendar are ordered to be unlocked
6. 820AD
Hinduism is organized now, but the faith seems to have a huge impact on the economy
the fear of the fishermen comes true as sacrifices are made to finish the granary
7. 840AD
all the hard work of the the priests and engineers have paid off and the Great Prophet is born
http://www.civfanatics.net/uploads10/dg01820b.jpg
He is asked to join the Capital to help preists and engineers. This is felt around the land as
the finances improve and the great library arrival time drops to 11 turns
8. 860AD
it has become very quiet all around the Empire
9. 880AD
the workers are working hard and the Emperor walks around restless in the palace awaiting news
so, he orders to whip a harbor in Teotihuacan, people there have been suffering unhealthiness long enough
and his is in a evil mood and ask to whip an aqueduct in Tlateloco as well
10. 900AD
Teotihuacan is now working on a work boat for the north while Tlateloco works on another settler
overall the Emperor is pleased with the progress of the last 2 centuries
the calendar will be ready in 3, the GL in 8
once we have the calendar, we can get more happiness
we generally need mroe workers as well for the time being
I would go for the national epic after GL in our capital for faster GP
Till Nov 29, 2005, 10:36 AM Got it. I'll probably do as you suggested TheRat. The Great Libary should help us catching up a bit in science. Good call on starting it!
Till Nov 29, 2005, 11:39 AM Inherited Turn: The sights of our lands please The Emporer. He is delighted to learn that a Libary with his favourite comic books gets assembled in Technotitlan. "Centzonuitznaua, or How i learned to turn my toune into a mace".
He is a bit suprised that we only have 9 citizen, while our happiness level would allow for 10. Who's been sacrificing behing his back again?!
*enter*
920AD: Some ungrateful citizen try to escape in a Work Boat. Naturally, they are stopped short and scheduled to be fed to the fish.
Hmm hanging Gardens would be sooo sweet to own... But we need workers. But the Emperor loves gardens to play hide and seek in, so what can i do?
Construction on Hanging Gardens[/s] starts.
[b]940 AD: The Emporer is unavailable this turn as he is busy singing "Technotitlan dreaming" By the Mambas and Papayas. Hard times for those around him, as meaningful glances or comments about his taste or talent are frowned upon. Frowned upon, as in getting ones heart ripped out.
960 AD: We figure out how to make a Calendar. Next in line is the invention of the schedule, which sets the ground for a booming time thiefing industry. But that doesn't concern The Emperor. He wants his face on little pieces of gold, so that the underlings may always remember who is their lord. Research on Currency commences.
http://img217.imageshack.us/img217/6386/calendar8mf.jpg
980 AD: "The Great Libary has been built in a far away land!" Grrrr.... it better be far away! The Emporer doesn' take it lightly to be cheated out of his comic book collection!
1000 AD: We get ~250 Gold out of selling the half built libary to some real estate shark. Start a Worker.
1010 AD: "Chichen Itza has been built in a far away land!" Good thing we didn't shoot for that one. Paris is the abnormination of a village that built the Great Libary.
1020 AD: Worker Finishes in Technotitlan. I start the Great Epic. The Emporer needs to vent some frustration and puts the notorious slackers of Tecoco to the whip.
1030 AD: Settler gets ready in Tlatelolco. Start a (small) Libary. Forge is done in Texoco. Worker's next. Now what to do with that settler? Here is a suggestion, but it would also be possible to settle near the gold in the south:
http://img217.imageshack.us/img217/1231/spot5ez.jpg
1040 AD: The Eporer retreat to the winery with selected servants...
1050 AD: Currency comes in. Machinery is the next research goal, inspired by "Get up (i feel like being) a sex machine" by James brown. Oh, and we need it for Optics, which will allow caravels ;)
I stop here, but the Galley with the settler hasn't moved yet.
---------->The Save (http://www.civfanatics.net/uploads10/DG01_Snake_Eye_AD-1050.Civ4SavedGame)<----------
Gufnork Nov 29, 2005, 02:11 PM Inherited Turn:[/B] Minor changes in cities.
1060(1) Hurry Courthouse in Gufnorkiopia.
1070(2) Start production of Library in Guf.
1080(3) Worker complete in Texcoco, start production of Courthouse.
1090(4) Calixtlahuaca founded. Start production of Granary, plan on letting Golden Iron build a work boat for it. Granary hurried in Tlaxcala. Library hurried in Gufnorkiopia.
1100(5) Library complete in Tlatelolco, start production on settler. Harbor begun in Gufnorkiopia, Forge in Tlaxcala (it will need the engineer). Courthouse hurried in Golden Iron.
1110(6) Uhm... It's 1120 now. Must have forgotten to report a turn. Oh well.
1120(7) National Epic complete in Tenochtitlan, start production of Work Boat. Hanging Gardens complete, start production of settler. Golden Iron starts building Work Boat.
1130(8) Work Boat complete in Tenochtitlan, start production of Settler.
1140(9) Nothing happens.
1150(10) Work Boat complete in Golden Iron, start production of Granary. Machinery researched, start research on Optics.
I've sent the Work Boats to their tiles, I know some people don't like any automation at all, but I hope this is ok.
Some ideas on where to place those Settlers (btw, they're a lot faster on roads than in boats):
105676
105677
The save: 105675
Dimy Nov 29, 2005, 02:22 PM 940 AD: The Emporer is unavailable this turn as he is busy singing "Technotitlan dreaming" By the Mambas and Papayas. Hard times for those around him, as meaningful glances or comments about his taste or talent are frowned upon. Frowned upon, as in getting ones heart ripped out.
:lol: :goodjob: Loved that song! :mischief: Although Jungle Safari from the Jungle Boys is pretty good too :scan:
Oh about our next city... I was thinking about grabbing more strategic resources... we still have unclaimed Copper in the north and wasn't there Marble as well? Although the city site you suggest looks pretty nice too :).
Roster:
Dimy - on deck
ThERat
Till - just played
Gufnork - up
Dimy Nov 29, 2005, 02:27 PM Oh....Gufnork was quick...
new Roster than:
Roster:
Dimy - up
ThERat - on deck
Till
Gufnork - just played
I'll do my turns tomorrow. Oh by the way... someone of you changed the name of the game... How exactly do you that? Not that I want to change it in this game, but we need to change it in Rat09.
Thanks!
Gufnork Nov 29, 2005, 03:58 PM Alt+D. It was changed to Till, the name gets changed if you open the save file in some matter. Don't remember the details, just seen it mentioned a few times. I was too lazy to call it something longer.
Dimy Nov 29, 2005, 04:26 PM Alt+D. It was changed to Till, the name gets changed if you open the save file in some matter. Don't remember the details, just seen it mentioned a few times. I was too lazy to call it something longer.
yeah that's what happened in the Rat09 game, I apparently changed the name of the game to Dimy77. I think I double clicked on the save game file in explorer...civ4 launches automatically and opens the save. Thanks for the tip :)
ThERat Nov 29, 2005, 05:00 PM ok, ATL-D, that's good, will use this in Rat09. Anyway, turnround is fast
unfortunately we didn't get the GL, bummer. I agree on settling in the north for the copper/marble. We would use that for wonders.
Dimy Nov 30, 2005, 11:20 AM Turn 0 - 1150 AD:
Ahh...good to be back in the Emperor's seat... I overlook our Empire and notice some really bad architecture... oohh...I promise, by the end of my turn I'll find out the name of the Architect and whip some people for this!
http://www.dgerards.net/img/DG01/image013.jpg
That's one horrible aquaduct!
Turn 1 - 1160 AD:
St. Paul is born in Tenochtitlan, he can discover Meditation for us but this tech is too cheap... we can research it ourselves in only 1 turn. I change research to Meditation and we should probably get Theology as free tech next turn.
Turn 2 - 1170 AD:
Meditation is discovered and we continue Optics, I check our Great Prophet and indeed, the free tech we get is Theology. I decide to go for it as this saves us 6 turns of research.
A settler is finished in Teotihuacan and I start a Hindu Monastery next.
Turn 3 - 1180 AD:
A Settler is finished in Tenochtitlan and I queue up 3 Archers to build. Another Settler is build in Tlatelolco and we start construction of a Courthouse there. We need more Courthouses so we can build the FP. A Courthouse is build in Texcoco and we start on a Library for more science output.
Turn 5 - 1200 AD:
The Hindu Monastery is finished in Teotihuacan. We need some more workers, so I start to build one there.
Turn 6 - 1210 AD:
Harbor finished in Gufnorkiopia, starting Forge.
Turn 7 - 1220 AD:
Optics is discovered, going for Devine Right, Islam is the only remaining religion not found yet and with two Shrines we might improve our Economy in the future....assuming we get the tech first... But maybe the new Emperor thinks differently and change this :).
The 3rd and final Archer is finished in Tenochtitlan, I start the construction of the Sistine Chapel, even if we don't get it it should still give us some much needed gold.
Turn 8 - 1230 AD:
We meet Cyrus of Persia... he is ahead of us in Score and has 4 techs we don't have... we only have Theology to offer... I trade Theology for Construction and 60 Gold and Open Borders with him. He's pleased with us.
Worker finished in Teotihuacan, start Caravel, we need two of those to try to circumnavigate the world.
Dimychicalpo founded in the jungle near the Sugar:
http://www.dgerards.net/img/DG01/image014.jpg
I also copied our Score, Science and Financials in there.
Turn 9 - 1240 AD:
Ah... finally our informer returns with the name of that horrible architect who constructed that hideous Aquaduct... I decide to sacrifice him and all his family members to rush some much needed constructions. So here we go:
Whip 2 pop in Tlatelolco for Courthouse, whip 3 pop in Gufnorkiopia for Forge, whip 1 pop in Texcoco for the Library, 2 pop in Tlaxcala for Forge and last but not least... the Architect himself was hiding in Golden Iron, we whip him to rush the Granary.
Turn 10 - 1250 AD:
Start a market in Tlatelolco and Texcoco, a Hindu temple in Gufnorkiopia, a Lighthouse in Tlaxcala and Golden Iron.
The city of Xochicalco is founded near the Copper, Clams and Spices in the north and starts building a Lighthouse:
http://www.dgerards.net/img/DG01/image015.jpg
The 3rd and last remaining settler is on it's way to the Marble resource in the far north:
http://www.dgerards.net/img/DG01/image016.jpg
We might want to settler 1 south of the spot I indicated though, as that will allow the city to have the fishes and thus much needed food in it's workable tiles as well...
Dimy Nov 30, 2005, 11:31 AM Here's an overview from above of our Empire.. also note our horible economics...I had to drop science to 70%.
http://www.dgerards.net/img/DG01/image017.jpg
http://www.dgerards.net/img/DG01/image018.jpg
http://www.dgerards.net/img/DG01/image019.jpg
Roster:
Dimy - just played
ThERat - up
Till - on deck
Gufnork
ThERat Nov 30, 2005, 05:33 PM with this many cities, it is clear that our finances suffered.
What we might consider, is taking along missionaries with the caravels (yes, they can transport a 1-figure unit). As long as we have open borders, we could spread our faith. Would help our economy.
We have to be careful, once galleons are out, the AI doesn't hesitate to declare war and take some towns.
ThERat Dec 01, 2005, 06:15 AM save (http://www.civfanatics.net/uploads10/DG01_AD-1350.Civ4SavedGame)
Pre-Turn
time for Rat the Emperor to reign for another 10 turns
start to sulk as Cyrus is not only ahead in score, but also in techs, all together 4 of them
we need to find the rest of the world to get some trading going
our captial is unhealthy and going for a very long build, which I think we can't afford (benefits are minimal)
swap for an aqueduct
Teotihuacan gets a scientist instead of an engineer, caravel still in 2
markets do not really benefit us at the moment, swap Tlateloco to a monastery for more science
(we always run high science not gold)
Texcoco goes for harbor (we got those 3 resources for +3 health), thus harbors are great
Gufnorkiopia to monastery for added science instead of happiness (it's really happy already)
swap some tiles and we make now -9gpt and research is down to 11 turns
we can actually spot some borders in the west
http://www.civfanatics.net/uploads10/dg011250.jpg
1. 1260AD
It is Frederick as it turns out since he contacts us
looking at the trade screen I am happy to see that he is only up 3 techs, but down 3 as well
what's up with this guy, offering him 3 techs for 2, he doesn't want that even though it clearly in his favor
well, I end up giving him CoL and Theology for Feudalism and all his 40 gold
he turns pleased and we arrange Open borders as well
rush a lighthouse in Tlaxcala for 1 pop
2. 1270AD
1st caravel starts to sail eastwards
rush the monastery in Gufnorkiopia
3. 1280AD
2 monasteries are done, Gur now employs an engineer to get some more shields
our capital has grown to size 12 but is sick, lucky the aqueuct will soon be done
I drop off a wroker from the 2nd Island to the main island since there is little work left over there
4. 1290AD
our caravel in the east meets Louis, another of those arrogant fellows from the so called old world, he seems to fat as well, feisty guy
he isn't in the mood for trading, though he is up 4 techs and down only theology
no wonder he is so arrogant, he is leading in score :vomit:
civil rights has spread
whip the other caravel now, we need it faster, whip the harbor in Texcoco and a missionary as well
5. 1300AD
MM to try and get research down, since nobody know the tech, 5 more turns to go
6. 1310AD
somehow managed to drop research by 1 turn and the finance are improving as well
7. 1320AD
we meet Julius Caesar
he is merely up HBR, that's good and willing to agree for open borders
a barb warrior has pooped out from the fog, we defenitely need more military unit since the AI might also overrun us
beat the warrior with an archer that's next to it
8. 1330AD
Our Emperor gets a heart attack reading this
http://www.civfanatics.net/uploads10/dg011330.jpg
:gripe: :mad:
it's just 1 turn before we got it as well, it's that French fat arrogant guy, we need to rid the world of him
spread our faith to Calix...
Northern Post is founded and our finances are in shambles
science down to 60%
Divine rights is in, gor for paper so that we can get PP soon for added income
9. 1340AD
check our trading situation
Frederick has the best offer giving us Civli service and HBR + 30g for Divine rights
nobody else wants to trade this round
10. 1350AD
against all odds, we get a a great marchant, what to do with him?
at the moment he would research paper for us, but thats a mere 4 turns away, maybe we wait for another tech
we can join him or send him on a mission, but that will take a long time
I vote to wait for him after paper is in
research again drops to 4 since our cities grew
I advise against whipping now since we want to grow, unless we reach happiness limit
we should try and send some missionaries up north to get border expansions
and we need more military, I only build 1 LB, that's not enough
finally I hope we can at least win the race for circumnavigation
http://www.civfanatics.net/uploads10/dg011350.jpg
Till Dec 01, 2005, 07:57 AM Got it. Wow finally contact! And we are doing ok considering the cirumstances. Better watch out for Louis, in almost every game i have been with him, he attacked me out of the blue at some point. I'll definitly concentrate on military and the economy during my turns.
I'll play later today, need to go now.
Gufnork Dec 01, 2005, 08:42 AM That merchant could take us out of our financial difficulties. Get one caravel to try and circumvent the world ASAP and another to bring the merchant to a big city on the other side of the world.
We need to whip up some courthouses in our resource outposts to the north as well.
Till Dec 02, 2005, 10:12 AM Sorry for the delay. Real life interfered several times.
Inherited Turn:
Wow we really are poor.
*enter*
1360AD:
We meet a german galley with a Settler.I start a caravel for missionary transporting.
1370 AD:
Habor completes in Tlatelolco. Income at -3 now.
Hindu Monastery has completed in Tlaxcala. I order a Longbowman.
Meet the Incas. They are up Guilds and Paper and annoyed already. Damn.. guilds?!
Knights are already out there. He doesn't want open borders with us. Fair enough, we don't like you, either.
Who's next in line? Ah yes, cautious Mao from the Chinese says hello.He's up Drama and Engineering.
We could sell him Theology, but he's dead broke.
1380 AD:
Hindu Missionary is waiting in Teotihuacan. I order an longbowman. The Missionary waits for a caravel to drop by.
1390 AD:
We know how to make paper! Income is at +2 now and research set for the Printing Press.
Cyrus has beaten to to circumnavigation. :angry:
http://img213.imageshack.us/img213/1834/race0ya.jpg
Technotitlan finishes its market and i decide to go for the Spiral Minaret. +1 from every temple/monastry would be nice.
Cyrus is willing to trade his world map and 20 gold for paper. Um.. no. We were to first to research paper but still nobody wants to give us a tech.
Bummer.
1400 AD:
Aquaduct is ready in Texcoco. I start construction on Barracks. "Sistine Chapel has been built in a far away land!"
1410 AD:
Most powerful... is not us! I hate how it keeps renaming the game to Till. :crazyeye:
http://img213.imageshack.us/img213/2199/score5di.jpg
1420 AD:
Longbowman finishes in Teotihuacan. Start a maceman.
1430 AD:
Caravel is waiting in Tlatelolco. In lack of better choices i go for a market next.
1440 AD:
Barracks are ready in Texoco. Start maceman.
Courthouse completes in Calixtlahuaca. Start a forge.
1050 AD:
Golden Iron finishes a forge. I start a harbor but feel free to veto it.
Lighhouse completes in Xochicalco. Courthouse's next.
Hinduism spreads to Dimychicalco.
---------->The Save (http://www.civfanatics.net/uploads10/DG01_Snake_Eye_AD-1450.Civ4SavedGame)<----------
Economy and power improved some, but still needs to be worked on. Sorry for the sub-par writeup. RL is crazy atm. :(
Gufnork Dec 03, 2005, 08:45 AM Inherited Turn: Switch production from Maceman to Temple in Texcoco (Astronomy is still a long time away and Macemen will be completly obselete by then). Switch from Harbor to Library in Golden Iron (health is a long way from being a problem).
1460AD(1) Switch to Beaurocracy. Shaves five turns off Spiral Minaret. Dump Missionary and put our Merchant on the Caravel. Start heading for Roman territory to get a trade mission going.
1470AD(2) We meet Genghis Khan. He's a part of the Huayna Capac/Louis XIV crew and demands that we stop trading with Cyrus. I tell him to f*** off. Maceman complete in Teotehuican, start production on Market. Longbowman complete in Tlaxcala, start production on Library. Send the missionary north, he'll get there quite fast since we have good infrastructure.
1480AD(3) Start production of Temple in Gufnorkiopia. Switch to Scientist since we have nothing important to build there. Deer connected.
1490AD(4) Printing Press researched, start researching Astronomy. This will allow us to start trading resources and our trade routes will give us a LOT more. Trade Paper + 90 gold for Music with Cyrus. This causes us to jump ahead of Louis in score. Take that!
1500AD(5) Temple complete in Texcoco, start production of Monastery. Caesar discovers Astronomy. He won't trade us his Ivory, but I let him have one of our many, many fishes for 4 gpt. Mainly to make friends. Trade Music+Paper for Guilds+80 gold. Hardly an even trade, but I think it's worth it. Trade Music+Paper for Engineering+60 gold. We get a little better relations with both for fair trading.
1505AD(6) We can trade Banking for Printing Press with Cyrus or Frederick. I trade with Frederick since he's a bit behind Cyrus. I do this so we can get Mercantilism. Since we're Spiritual, we can switch often. I also switch from Slavery to Caste System to be able to utilize our new specialists.
1510AD(7) Nothing happens.
1515AD(8) Nooooo! The bastard Mao has built the Spiral Minaret! Start production on bank, it is our shrine city after all. Library complete in Golden Iron, start production on Settler. We still have a great city spot and with Mertantilism+Caste system it will be an ok city from start. Hinduism spread in northern post. A border expansion means Marble and even more fish.
1520AD(9) Caesar demands Banking. All the alt+tabbing takes it's toll and the graphics goes haywire. I refuse to restart from autosave so I save. Then I can't start Civ IV. I'll fix it soon, but I'm not in the mood to do it right now. I'll just post the save. I wonder if I accepted Caesars demands.
I see two blocs forming. Confusianism vs. Buddhism. Caesar seems to be persuadable to join the Confusianism bloc and since we had traded with them early the Buddhism bloc disliked us. So I've tried my hardest to cultivate our relationships with Frederick, Cyrus and Caesar. I suggest we let our first conquest be Genghis. He's part of the Buddhism bloc, rather weak and close. Plus, his only neighbour is Cyrus which is on our side.
106159
Dimy Dec 04, 2005, 06:04 AM Turn 1 1520 AD:
Checking out the map and continents, we finally have an idea how the world looks like. We're doing quite bad in Economics and Military...we really need to work on that. We're currently losing 23 Gold/turn with only 70% science...that's pretty bad.
Turn 2 1525 AD:
Mao demanded Paper in between turns, of course I declined.
Turn 3 1530 AD:
Genghis Khan demands Banking.... what is it with these AI's demanding stuff from us but not willing to make a trade. I tell him no. Our Great Merchant arrives at Antium and I conduct a trading mission for +1700 Gold, I put science to 90% and we're losing 83 Gold/turn now.
A new Great Merchant is born in Tenochtitlan! I put him on a Caravel and send him off to Antium as well for a new Trading Mission (ETA: 14 turns).
Turn 4 1535 AD:
Bank is finished in Tenochtitlan -- > start Grocer for another finance boost.
Turn 6 1545 AD:
Astronomy is discovered, I queue up Education and Economics, if we discover Economics first we'll get another Great Merchant and can switch to free market civic. A settler is finished in Teotihuacan and starts on Bank.
Turn 7 1550 AD:
Two more settlers are finished this turn in Tlatelolco (starting Forbidden Palace) and Golden Iron where I start Barracks. I don't think our economy can support 3 more new cities though... all settlers are on the move to a new city site.
Turn 8 1555 AD:
Grocer in Tenochtitlan finished, starting Maceman and queuing up Longbowman. We need more military now. Some of our cities are pretty badly defended and I'm expecting an AI sneak attack soon...
Turn 9 1560 AD:
We do some trading with Cyrus:
Incense for Gold, Spices for Bananas and Whine for Silk.
Library finished in Tlaxcala, starting Courthouse.
Turn 10 1565 AD:
Nothing really happens. Here's a screenshot of our Finance Advisor, Info Screen and last but not least...the minimap:
http://www.dgerards.net/img/DG01/image020.jpg
http://www.dgerards.net/img/DG01/image021.jpg
http://www.dgerards.net/img/DG01/image022.jpg
Dimy Dec 04, 2005, 06:13 AM Roster:
Dimy - just played
ThERat - up
Till - on deck
Gufnork
Gufnork Dec 04, 2005, 07:42 AM Stop producing the Forbidden Palace, we will need it when we conquer a second continent. I think we'll want to build it somewhere in Incan territory.
ThERat Dec 04, 2005, 08:04 AM sorry, didn't see that comment about FP, it was built.... :(
save (http://www.civfanatics.net/uploads10/DG01_AD-1615.Civ4SavedGame)
Pre-Turn
hmm, we are #7 in military, an open invitation for a AI sneak attack
we got to do something about this
MM a little, out capital will pump military for quite a while now
1. 1570AD
found Tlacopan near the horses, maybe we can trade them
other than that nothing much to do
IT France demands PP now, of course decline, sell him our WM for 20 gold instead
we get education, next economics in impressive 4
2. 1575AD
sell our WM for around 250 gold in total, not a bad deal I think
3. 1580AD
Teotihuancan has a bank now, mil builds next
Gufnorkiopia finishes a rax, also mil
4. 1585AD
Aztecs have economics already, but we nevertheless want to go for it as fast as possible
reduce research to 80% so we can actually have some benefit of our banks, economics still in 2
we are now at -49gpt
IT Aztecs demand that we cancel deals with Germans, yawn
5. 1590AD
our income is getting worse and worse, well well
IT economics is in, next nationalism
6. 1595AD
let's see what we can trade for this tech
try to get gunpowder from Cyrus, well he wants 420 gold to boot, ok no choice
get philosophy + 40g from Frederick
change research to liberalism in 5 at 90%
7. 1600AD
conduct the next trade mission for 1700gold, now remember that we should change the civic
go for free market and our income is now at -61gpt at 90% science
8. 1605AD
the FP is built to further improve the situation
9. 1610AD
and as usual in this game frederick discovers liberalism on turn ahead of us getting the free tech :mad:
10. 1615AD
it's an odd date to stop, but somone here played less turns I guess
though we are up a few techs, everyone refuses to trade, even the +4 Caesar
I really love this Civ4 feature
there are still 2 settlers in place on the dot, didn't found the cities yet due to our financial situation
went for chemistry next, but can be changed
at least we are now #5 in terms of military, but much more can be done here
I built some knights and LB's
http://www.civfanatics.net/uploads10/dg011615.jpg
our improved economy
http://www.civfanatics.net/uploads10/dg011620.jpg
Gufnork Dec 04, 2005, 03:43 PM I loaded the save to check things out and my game got screwed up once again. There's something in this game that screws up my graphics settings somehow. I hate computers, especially dealing with bugs. I think I'll have to pull out of this one, since I don't have the patience to find out what's wrong. This error has only occured after I loaded a save from this game.
Btw, do you guys know how the Forbidden Palace works? It acts as a second capitol for purposes of distance maintenance. Meaning that if you build it right next to your capitol, it doesn't help much at all.
Till Dec 05, 2005, 08:20 AM Sorry to hear about your troubles Gufnork! Weird that it only happens with this save.
Inherited Turn:
Hmm the Emporer is wouldn't have minded a greater distance between his and his Lady's palace, but the Lady was adamant. Oh well, he'll just do a lot of "inspection trips" to far away cities in the future!
Galleons are in so it is definitly time to muscle up. Not that we need it, but i sell our map around for ~150 gold. We could get drama for liberalism. Umm... no.
*enter:
(1) 1625AD:
I start a longbowman in Tlatelolco, after baracks complete. Woah Orlean has the Jewish and Muslim shrine.
Jummy!
(2) 1630 AD:
A Knight saddles his horse in Technotitlan. I order another one.
Same story in Teotihuacan. The goal is to get strong enough to take on the Mongols soon.
The search for the Nothern Passage fails.
http://img206.imageshack.us/img206/9102/passage5xi.jpg
Two Galleons show up... empty.
(3) 1630 AD:
Gurfnorkiopia produces a Longbowman. I start work on a catapult for future use...
Cyrus is ready to sell us Nationalism for Liberalism and 1230 gold. No way.
(4)1635 AD:
Chemestry comes in and i go for Nationalism. Drafting would come in nicely. Plus it is on the way to Military Tradition.
Tlacopan finishes a courthouse and i go for a libary to give it some culture.
(5) 1640 AD:
Another Knight is ready in Technotitlan. I start a Grenadier. Same in Tlatelolco. We are now #3 in soldiers.
A few more and we can think about paying Genghis a visit...
(6) 1645AD:
Teotihuacan builds a knight. Start a catapult. We need some artillery and i found that it doesn't matter that much, if the artillery is outdated, just as long as it does colleteral damage.
(7) 1650 AD:
I try to position our caravels in a way to widen our line of vision.
(8) 1655 AD:
Nationalism comes in. Start on Military Tradition.
Start another catapult in Teotihuacan.
Calixtlahuaca finishes a harbor but needs an aquedect on top of that.
Northern Post gets his court, and starts the work on the "Northern Pillar", a lighthouse.
(9) 1660 AD:
Grenadier ready in Technotitlan. Start an observatory. It is only 4 turns and will make a difference in our science capital.
(10) 1665 AD:
Teotihuacan starts another catapult.
---------->The Save (http://www.civfanatics.net/uploads10/DG01_AD-1665.Civ4SavedGame)<----------
We are doing pretty good in all departments but commerce now. If we build a few galleons we should be able to go after Mongolia. The problem is only that this would cripple our already torn economy even more. I didn't found any cities during my turns, that is up to the next player to decide. Also we could draft a few units in several cities. Our waters are popular targets for galleons, but they were empty thus far. :mischief:
ThERat Dec 05, 2005, 09:17 AM actually I don't think we can afford to keep those cities just yet. Maybe we simply go for a razing spree and generate more cash so that the next war could be better.
Gufnork Dec 06, 2005, 07:53 AM I've found out how it causes things to screw up. It messes with my graphic drivers, but I have no idea how. I discovered that I can only select 600x480 and 4 bit colors after exiting the save. The only way I have of fixing it is to reinstall the graphics drivers, which isn't something I'm prepared to do after every game I play.
Of course we (I'll still take credit if we win) can keep the cities. If we had the Forbidden Palace built closer to Mongol territory in say Golden Iron it would have been easier, but I still believe they'll be worth it. First of all we're in Free Market with many open borders, which means that coastal cities will have trade that makes them worthwhile. We just have to switch to slavery (if we don't have it already) and whip up the most important buildings (courthouses most notably). Who has the Versaille? I'm unsure how capturing it works, but that might be a good idea. Remember that even if we have to lower the science slider we might still have higher research.
My plan is to participate in the discussions and planning just like before, the only difference is that I won't do any turns or ever open the evil save to check things out. Feel free to post more pictures to keep me updated.
Till Dec 06, 2005, 09:24 AM 4 bit colours is evil. I'd say we keep the larger cities and raze the other one. Currently, we are running on Gonomy (Great leader economy) That won't last forever. Pillaging would allow us to keep running a high deficit after our current money is spend, but then we'd have to deal with war weariness.
Dimy Dec 06, 2005, 05:45 PM Sorry to hear about your problems with this save Gufnork :( Strange thing it's happening only with one save.
It sounds like a good plan to keep the Mongol cities and pop-rush buildings like Courthouses. I'll build some more units to play with during my turn. The report should be up tomorrow.
Roster:
Dimy - up
ThERat - on deck
Till - just played
Gufnork - hopefully on temporary suspension
Dimy Dec 07, 2005, 12:53 PM Turn 1 1665 AD:
Checking out our situation… dialing up all other leaders, but no fair trade possibilities there
Put up on Artist Specialist in both Tlacopan and Xochicalco to let their borders expand.
Turn 2 1670 AD:
Catapult ready in Gufnorkiopia, starting another Catapult.
Turn 3 1675 AD:
Catapult ready in Teotihuacan, starting Galleon. Another Great Prophet is born in Tenochtitlan, he can discover Drama, but that’s too cheap… I wait for another tech.
Turn 4 1680 AD:
Military Tradition discovered, Drama in 1 turn next. Observatory ready in Tenochtitlan, building Cavalry. Granadier build in Tlatelolco, building Bank next. Borders of Tlacopan and Xochicalco have grown, removing specialists.
Turn 5 1685 AD:
Drama discovered, Scientific Method is next. Lighthouse finished in Dimychicalpo, building Granary. Turns out we can’t discover a new tech with our Great Prophet… so I decide to let him join the city as a super specialist for +2 hammers and +5 much needed gold.
Turn 6 1690 AD:
University constructed in Golden Iron, starting Bank. Library is build in Xochicalco, Granary next.
Turn 7 1695 AD:
Galleon ready in Teotihuacan, starting another. Put 3 Cats in Galleon and move Galleon towards coast west of Golden Iron which is close to the Mongolian border.
Turn 8 1700 AD:
Cavalry ready in Tenochtitlan, starting next Cavalry. Moving Cavalry to Teotihuacan where it can board the next Galleon once finished. Aquaduct finished in Calixtlahuaca, building Frigate.
As I connected some more spices I dialled up some leaders to look for a good deal on them. Louis offers us +8 Gold/turn for spices, seems like a good deal so I take it.
Stopping here:
1803 Gold in treasure, -44 Gold/turn at 90% science. We’re still ranked 3rd in Soldiers/Military.
Played only 8 turns, but now we're on a nice ending date again. :) Till could you please save the game at the end of your last turn? So before clicking the button to go to the next turn.
Dimy Dec 07, 2005, 01:01 PM http://www.dgerards.net/img/DG01/image023.jpg
Till Dec 07, 2005, 01:23 PM Sorry 'bout that, Dimy!
Dimy Dec 07, 2005, 03:35 PM Sorry 'bout that, Dimy!
np :goodjob:
ThERat Dec 07, 2005, 03:55 PM got it...
so, war is in the books...good
ThERat Dec 08, 2005, 06:16 AM save (http://www.civfanatics.net/uploads10/DG01_AD-1750.Civ4SavedGame)
Pre-Turn
it will take a while until we have our forces ready to ship over
with high sciece we run, bank are hardly useful, swap to unis instead
IT get sci methods, go for RP so we can get rifling soon
1. 1705AD
Frederick is willing to trade with us now
get constitution, WM and 130gold for drama and mil tradition
we do have 2 sources of oil in our land
2. 1710AD
workers work...
3. 1715AD
sending 3 galleons (upgraded 1 galley) north for the coming war
found another town on our continent
RP is in, go for biology
4. 1720AD
nobody except Cyrus wants to trade with us
5. 1725AD
check out Karakorum and that's what we can expect there
http://www.civfanatics.net/uploads10/dg011750a.jpg
6. 1730AD
trying for more trades, but nothing is moving here
7. 1735AD
more units are moving towards that starting spot for Mongol invasion
8. 1740AD
a frigate joins the 3 galleons up there
9. 1745AD
and more units arrive
IT we get biology, go for rifling
10. 1750AD
these are the forces we have built up so far, 1 Cav and cat are on the way
http://www.civfanatics.net/uploads10/dg011750b.jpg
wait for 3 more units to arrive and go for Beshbalik first, hope the looting can finance our research, we could run at 90% at deficit
Till Dec 09, 2005, 01:39 AM Got it. Might not be able to play today, though. Karakorum sure is packed!
In case i get to conquer cities, we agreeded to keep them and whip them up to shape, right?
Dimy Dec 09, 2005, 07:40 AM yep sounds good to me :)
Till Dec 10, 2005, 05:23 AM Inherited Turn:
Nothing to do. All looks fine
*enter:
(1) 1750AD:
Cavalry finishes in Technotitlan. I build another one
(2) 1755 AD:
Hmm we could get Corporation for Liberalism and 420 from Cyrus. Corporation gives us +1 trade routes , so decide to go for it.
(3) 1760 AD:
Income went from -8 to +4. Nice. Waiting for one Cavalry to board the ships and then it is of to Mongolia.
(4)1765 AD:
Lighhouse finishes in Tlacopan. I start a much needed forge.
(5) 1770AD:
Harbor gets done in Tlaxala. The city is still unhealthy. A market will give it +4 health, but we are at happiness maximum anyway. Start a temple to remedy that.
Granary finishes in Nothern Post. Time for a forge.
Hmm Caesar is under some culture pressure here! :mischief: :lol:
http://img223.imageshack.us/img223/1527/cpress9kp.jpg
(6) 1775AD:
Rifling comes in. I go for democracy.
Technotitlan finishes a Cavalry. I another one.
D-day...
http://img223.imageshack.us/img223/5127/dday0lj.jpg
Beshalbik has no catapults and a nice hill to land on. One of our caravels get pwned by a Mongolian frigatte. Oups.. better beef up our fleet a little. Would hate to lose full Galleons.
A Mongolian Galleon appears out of nowhere and tears up a fisherboat. Definitly going for a Frigatte build asap.
(7) 1780AD:
Bombard. Next turn the city should be ripe for assault.
(8) 1785 AD:
University finishes in Technotitlan. Start on a frigatte.
Observatory completes in Calixtlahuaca. Start another frigatte. Better be safe than sorry.
Commence assault on Beshalbik. First a catapult. 5 units suffer colleteral damage! Odds are even.
Decide to sacrifice another 'pult. Again it hits 5 defender. Odds are 16.5 to 12.8 now. Going in...
First Cavalry withdraws. It has 2.3/15 left.
Next cav wins!
And another victorious cav!
The next Grenadier bites the dust against our cavs. We are almost out of units to attack with now.
Our Grenadier gets rid of an longbowman and that's it for this round.
(9) 1790 AD:
Cavalry gets ready in Technotitlam. The city really could do with a university, but we need reinforcements. Start another cav.
The siege of Beshalbik enters its final state.
A cav wins against a musket. Has 1 health left now.
Another cav attacks and...
VICTORY!
http://img223.imageshack.us/img223/1081/cit1pz.jpg
(10) 1665 AD:
catapult finishes in Gufnorkiopia. Start another one.
We have our foothold in Mongolia now. Cost us two 'pults, which is fair, think. Most of the units are injured and many have not been promoted yet.
Khan has lost about 10 units and hasn't been much a opponent yet. The main annoyance is that he can tear up our fishing nets at his leisure, but the frigattes should take care of that. ;)
---------->The Save (http://www.civfanatics.net/uploads10/DG01_AD-1795.Civ4SavedGame)<----------
Gufnork Dec 10, 2005, 05:51 AM Try and get one of our allies involved, preferrably Caesar. Common wars is a great relationship booster. They rarely do any actual fighting and even if they do one can generally steal the cities from under their noses with some good timing.
Till Dec 10, 2005, 05:57 AM Caesar actually has some units at the Mongolian border: A pult and a Chariot. I am not kidding you! :D
Dimy Dec 10, 2005, 09:57 AM Wow..finally some fighting action :). Looking good so far. I'll do my turns this evening or tomorrow afternoon.
Dimy Dec 11, 2005, 12:19 PM Turn 0 1795 AD:
Change Civics:
Goverment – From Hereditary Rule to Representation
Legal – From Bureaucracy to Free Speech
Religion – From Organized Religion to Theocracy
We go from -20 Gold/turn to +20 Gold/turn
We dial up Caesar and let him join the war against Ghengis, he want Liberalism in return… I ask for all his Gold, unfortunately only 30 Gold. He accepts…so we have ourselves an ally now. I also sell Spices to Caesar for 3 Gold/turn. I call up the other leaders as well and make only one other trade…Spices to Mao for 4 Gold/turn. I turn up Science to 90%... Finance goes down to about -30 Gold/turn, but we have over 1100 Gold in the treasure.
Turn 1 1800 AD:
Democracy discovered, going for Medicine next…hoping to trade it with other civs.
Healing troops…and shipping over 2 cavs and grenadier.
Turn 2 1805 AD:
The Mongol Galleon keeps on destroying our fishing boats… something has to be done… I upgrade our Galley to a Galleon, will try an attack next round. The Frigate won’t be ready for another few turns.
Turn 3 1810 AD:
http://www.dgerards.net/img/DG01/image024.jpg
Our Galleon destroys the Mongol Galleon! Odds were even. More troops land on the Mongolian Shoreline. 2 Cavs and 2 Cats are meanwhile advancing in the direction of Karakorum… 2 more Cavs and a Granadier will join them soon. Caesar troops are going northeast it seems, but he only has a cat, chariot and archer up there.
IBT:
Huayna Capac demands Biology… tell him to stuff it up where the sun doesn’t shine. He’s furious with us now….
Turn 4 1815 AD:
Frigate ready in Teotihuacan, starting worker boat now. I wait 1 tile from Karakorum to group our units.
Turn 5 1820 AD:
Caesar’s troops seem to go after Karakorum as well…. I’ll try to let Caesar attack first then move in our troops.
Turn 6 1825 AD:
Caesar didn’t move his units at all… can’t wait for him, moving in ours. Karakorum is defended by 1 Grenadier, 3 Longbowman and 1 Catapult that’s likely to suicide on our stack IBT. We have 5 Cavs, 2 Cats and a Grenadier.
http://www.dgerards.net/img/DG01/image025.jpg
Turn 7 1830 AD:
Good stuff….Genghis didn’t throw the Cat at us. Caesar moved in next to our troops as well. We discover Medicine, going for Communism…again for trading purposes, the AI has all the other techs. First round of bombarding starts… city defenses down to +42%...hopefully Caesar is using his Cat to bombard as well. Shipping over 2 more Cavs and a Grenadier.
IBT: Genghis throws his Cat at us… Caesar bombards. Genghis is begging for peace… :ar15: [pissed]
Turn 8 1835 AD:
Trade Medicine to Cyrus for Physics, World Map and 40 Gold. Trade Medicine for Steam Power and 50 Gold with Caesar. 2nd round of bombardment, city defense down to 24 %.
Turn 9 1840 AD:
Genghis upgraded units to Riflemen!! Bombardment continues..down to 6%.
Turn 10 1845 AD:
Last round of bombardment..city defenses down to 0% now. Caesars troops seems to have died in battles I haven’t witnessed. I will overplay 1 turn to get to 1850 AD and try to capture the city. I change Labor Civic to Emancipation as our citizens are demanding it…
IBT:
Genghis feeling lucky…attacks our stack with a rifleman… our Cav defeats the Rifleman.
Turn 11 1850 AD:
Communism discovered, going for Assembly Line so we can train Infantry. Great Prophet born in Tenochtitlan… I leave him be and let the next player decide. 2 more Cavs joined our stack outside Karakorum… I let our Cats do some damage, both are promoted with Barrage. Both die…but they both did some damage. Our first Cav dies…as does our 2nd…Our Grenadier kills the Mongol Grenadier. Cav kills Rifleman…another Cav kills a Longbowman and finally…the last remaining defending Rifleman is killed by another Cav. We take the city and pillage 185 Gold.
http://www.dgerards.net/img/DG01/image026.jpg
Trying to make some deals with the other leaders, but noone wants to trade Steel with us… Caesar has Assembly Line already. I trade Coal to Huayna for 7 Gold/turn.
The rest of the Mongol cities are all Ice cities…I think it’s best if we raze them.
Our treasure is 886 Gold and we’re losing 19 Gold/turn at 90% science. Not too bad.
Till Dec 11, 2005, 12:43 PM Good work with getting us their capital. It should be downhill from there. Since the Khan has riflemen now, we might want to balance our unit mix in favour of artillery for a while.
Btw i'm jealous at how good civ looks on your computer! ;)
ThERat Dec 11, 2005, 04:21 PM I guess that puts me up again. Will play tonight. By the way, who will be our next target?
We need to plan ahead I think.
Dimy Dec 11, 2005, 05:04 PM Good work with getting us their capital. It should be downhill from there. Since the Khan has riflemen now, we might want to balance our unit mix in favour of artillery for a while.
Btw i'm jealous at how good civ looks on your computer! ;)
Oh...that's just the Blue Marble graphic Modpack, I'm running Civ in highest graphic settings as well. My PC is 2 years old now, so nothing fancy but good enough for Civ 4 in full detail :) (AMD XP3000+, 512 MB RAM, ATI Radeon 9800 Pro graphic card)
I guess that puts me up again. Will play tonight. By the way, who will be our next target?
We need to plan ahead I think.
I think it's best if we take on the civ that's highest in score and work our way down to the bottom. Don't let the strong get stronger :)
ThERat Dec 12, 2005, 05:45 AM save (http://www.civfanatics.net/uploads10/DG01_AD-1870.Civ4SavedGame)
Pre-Turn
MM a little we have happiness and some health issues here
our problem is that we have few shield heavy towns
1. 1852AD
WW is getting an issue already with our capital having 3 unhappy faces, increase lux to 10% for the time being
we have a Great Prophet, not very useful right now
IT the mini stack that we landed in Mongol land gets attacked and we lose 1 grenadier
but defeat 2 more units
2. 1854AD
start to bombard Turfan to 39%, lose a healthy Cav against all odds to a phant
another Cav defeats it without a scratch
3. 1856AD
WW is getting worse by the turn
Turfans defenses are down to 18%
we get assembly lines, go for electricity
4. 1858AD
land another Cav + cat, defenses are down to 0 next turn attack
IT one of our Cavs gets defeated by a rifle
5. 1860AD
time to attack, suicide a cat, which was a mistake
attack with cav and though we have even odds, the Cav retreats taking off 3 hp, is this whole thing a joke?
next Cav takes it out, take out the heavily wounded rifle and a cat and we raze the town
http://www.civfanatics.net/uploads10/dg011860.jpg
deer is now within our borders giving us 1 more health :)
IT Teotihuacan finishes the heroic epic, starts to produce infantry
6. 1862AD
we have very few units left and WW is horribly high, I rather wait for more units and a faster approach
go for peace for now
makes the situation much better for now
IT Karakorum comes out of resistance only to go straight into a 8 turn revolt????
this game surly has funny surprises for me
7. 1864AD
a quiet turn
8. 1866AD
well, we are in trouble...
http://www.civfanatics.net/uploads10/dg011866.jpg
http://www.civfanatics.net/uploads10/dg011866b.jpg
I wonder how to survive this
typical for this turnset, get a knight that attacks at almost even odds and loses not even scratching the pike it attacked
in desperation, upgrade LB and jaguar to infantry, maybe we can fight them off
well, the French waste 3 units on a grenadier I pulled out of another town
and fail to take Gufnokorpia :)
9. 1928AD
one turn late, but get frederick to join the war for medicine
the rest doesn't even have that option
defeat a mace and chariot but spot more units to come, this can get really ugly
http://www.civfanatics.net/uploads10/dg011868.jpg
IT we get electricity, we need tanks so go for industrialism
10. 1870AD
there are now 8 units in front of Gufnokorpia, we have 2 infantry inside
we will be able to sedn 1 Cav and infantry over next turn
good luck to the next player, you need it
we need to increase our naval unit to be able to defend better
war goes so slow in Civ4, it's really frustrating, this coupled with a fast WW makes this an 'interesting' experience
Dimy Dec 12, 2005, 10:07 AM Ouch.... damn French. They'll burn for this! And weird what happened in Karakorum, I never saw that before :(.
Till Dec 12, 2005, 10:53 AM Oh dear, Got it. This is the second time i get backstabbed by louis in a game :lol: Good job at fighting of the first stack!
I've had the out of "resistance into revolt" happen to Ais before. This usually happened when an AI conquered another Ai's town, which was under lots of culture pressure by a third Civ. I might not be able to play full 10 turns but i'll see what i can do.
Edit: Dimy, your computer is not that much faster than mine, but i can forget about running at full detail. The game runs slow enough as it is from industrial age onwards. :(
Till Dec 12, 2005, 12:39 PM Inherited Turn:
Louis sure has a big fleet. Chasing him out of our waters will be a real challenge.
*enter*
(1) 1872 AD:
Harbor finishes in Tlacopan. Start a cavalry, even though it'll take 15 turns.
Gurfokopia gets bombed down to 28%. Nothing i can do about it.
Get an Infantry and a cav over to the island.
The cav kills a marauding Maceman.
(2) 1874 AD:
Cavalry and infantry finishes around Technotitlan. I demand more ships.
France lost a cav, a 'pult and a rifle while trying to take us out in Gufnorkiopia.
We lost 3.4 health.
More units land on the island. Unless Louis takes the city now, we should be fine for the moment.
(3) 1876 AD:
Kill another 'pult, a knight and a rifle. Louis is down to pikes now. No casulties on our side.
Northern Post finishes a err.. damn i forgot! Build a harbor as it is almost at health maximum.
Louis makes a smart move with sending his fleet between our islands. That'll make reinforcement tricky.
He's probably just after nets to tear up, though. Two of his frigates are lagging behind. I happen to have
two of our frigates safely in a harbour just nearby. The odds are even... i attack.
One beats the french one down to 1.9 and then dies and the other wins with 4.8 left.
I kill the remaining french units on the island. We are safe for the moment! Lots of scroched earth, though and his fleet left to deal with.
(4) 1878 AD:
Frederick offers us wheat for spices. I take it.
A Frigate is ready in Teotihuacan. I start another one. A Granary is ready in Atzcapotzalco.
i start a forge. Our damaged Frigate finishes of the half-sunk french one.
My computer dies as i try to turn the grid on.
(5) 1880 AD:
A caravel i send into french water to tear up some nets gets under fire by two galleons. It sinks one and gets sunk by the other.
Other wise nada. i shuffle our growing fleet around a little. Wait for new Frigates to finally tackle his stack.
Several of our cities are starving, but there is nothing i can do about it. I collect our workers in order to repair the damage around Gurnokopia.
(6) 1882 AD
Cyrus offers us a cow for deer. Ok...
We learn Industrialism. I go for steel, since it seems to fit our current needs rather perfectly. Ironworks for shields and drydocks for marauding ships.
Golden Iron has Aluminium! :D
(7) 1884 AD:
Another damned revolt takes place in Karakorum. Unless we get back to war it might flip on us soon. :(
Another crash. C'om buddy just a few more turns and you'll have the rest of the day off!
I engage the French fleet. We lose two frigates but sink 2 of theirs and 3 galleons. The last french frigate is down to 1.6 and should go next turn. Then the first invasion is officially fought off! :D Unfortunately, i can't keep Technotitlan from starving.
(8) 1886 AD:
The last French frigate bites the dust. Victory is ours!
(9) 1888 AD:
We learn Steel. I start research on railroad. Techno starves :(
A workboat completes in techno and i build another one.
(10) 1360 BC:
The boat finishes and i start another frigate. Teotihuacan starts on a drydock.
Tlatelolco starts a Observatory after finishing a workboat. All decisions may be vetoed at leisure.
Calixtlahuaca finishes a cavalry. I start another Infantry.
---------->The Save (http://www.civfanatics.net/uploads10/DG01_AD-1890.Civ4SavedGame)<----------
For the next few turns, i suggest we try to get peace with Louis and then proceed to finish of the Khan. Louis has taken quite a beating and most nets he tore down are up again already. All in all this thankfully wasn't as bad as it looked initially.
(Sorry for the all text report, but i'm in a rush and our borders didn#t hcange at all)
Dimy Dec 12, 2005, 01:55 PM Good job fighting off the French! :goodjob:
Looks like we need to rename Golden Iron to Aluminous Golden Iron :crazyeye:
ThERat Dec 12, 2005, 03:57 PM :goodjob: fighting them off. When they first landed and we had a jag and LB, I thought we are finished but biting the bullet with expensive upgrades paid off. And it showed again the AI is pretty incapable to take towns, luckily.
I always thought captured cities won't flip, but that might not be true. This we need to take out Mongols completely. They have 4 more cities I think. Should be possible in a short time.
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