View Full Version : VQ-09 Alg Ore's Exploit


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bobrath
Oct 01, 2006, 10:11 AM
Warlords
Game Settings up for discussion

A long, long time ago our forefather - Alg Ore - foretold that one day he would gift us with a wonderous invention that would teach us all the most important knowledge, if only we would be worthy of the gift. This invention would be named "In Ter Net" and we must be the first to obtain it.

If we are not working towards our forefather's goal, we are dishonoring him and must return to the path. We will build the Internet, however we will never self-research anything that does not contribute to building the Internet.
That's right, Animal Husbandry and Agriculture will never be researched (just to name two early techs). At the start of the game, I'll click on Fiber Optics and the list of highlighted techs will be posted. We can research them in any order desired, but *never* research anything not listed.
We can trade for techs, but may not receive a tech that is not on our path to the Internet.

Alg Ore was very wise, he told us that his invention would allow us to know much that others may alraedy know. It would be foolish to deny gifts from the world. As such:
We will accept any tech offered to us for free. We will not ask for techs tho.
We will always be happy to get any tech from a hut.
Great People are wonderful, but they may not be used to lightbulb techs off the path. They are true followers of Alg Ore and would never dream of going against his teachings.
Starting techs of our civ are fine (so you could pick a leader with agriculture as a starting tech to avoid that handicap). Depending on going Warlords vs. Original there are some fun and more difficult choices for leader.


All other aspects of civ are left as normal. Which victory condition we choose to pursue is up to the players in the game. However, no vicotyr can be obtained until we have acheived the In Ter Net.

Signed up So far: (and now playing order)
Bobrath
Namliam
Ozbenno
GreyFox
Maquis

GreyFox
Oct 01, 2006, 10:49 AM
:scan: GreyFox standing by to hack the Internet ...

namliaM
Oct 01, 2006, 01:34 PM
Hacking in !

Got warlords recently, but havent played it much! *walks away to fire up Warlords :)*

What civ will we be using?

bobrath
Oct 01, 2006, 04:17 PM
civ choice is up in the air. We can go with luck of the draw, or pick n choose the traits/techs we start with.

namliaM
Oct 01, 2006, 04:53 PM
A civ starting Agriculture or some other tech we wouldnt puck up otherwize...... May well be nice... but is it "stacking the deck" ? ?

bobrath
Oct 01, 2006, 06:04 PM
From my test games, having either Animal Husbandry or Agriculture makes it noticably easier - so if we want to start with Agri then I'd suggest we move the difficulty up a level.

GreyFox
Oct 01, 2006, 06:45 PM
What's the difficulty anyway?

bobrath
Oct 01, 2006, 09:59 PM
TBD ;)

To Be... difficult?

GreyFox
Oct 01, 2006, 10:19 PM
Could you post the list (or screenshots) of all the techs we will be eligible to learn? At first glance, if we are going Warlords, I will pick HC. If vanilla, I'll pick QSH. Finiancial is always helpful, and I think Industrious is good for us as well.

Difficulty wise, I think Monarch should pose a very good challenge, Prince might gives us a reasonable challenge. If going Emperor, I'll further suggest turning off Tech Trading (since we aren't trading anyway).

--

Ozbenno
Oct 01, 2006, 10:31 PM
I was going to suggest that if we start with Agricukture, we go up one level of difficulty, but bobrath already did ;) . Maybe Monarch with, Prince without.

I'd also say financial would be a good trait but expansive might be the best trait as we will likely be without health from animals and crops. That used to be Victoria but in Warlords, I can't seem to find anyone conbining those two. We also need to make sure that the UU and UB are on the tech line.

bobrath
Oct 02, 2006, 01:02 PM
Hunh.... Odd that they removed the expansive/financial trait.

We could over analyze the leaders UU/UB/traits... I'll gen 1 start with random leader selection, 1 with HC, and 1 with Ragnar. Team can then select the one we want to play.
Monarch difficulty, Warlords, Fractal, large map, normal speed. Any other settings or requests?

namliaM
Oct 02, 2006, 02:01 PM
Monarch?? *OUCH*

bobrath
Oct 02, 2006, 07:02 PM
The techs we need to research (from clicking on Fiber Optics with HC as leader):

Fishing
Mining
The Wheel
Pottery
Sailing
Animal Husbandry
Polytheism
Masonry
Monotheism
Bronze Working
Writing
Metal Casting
Iron Working
Mathematics
Monarchy
Compass
Calendar
Construction
Currency
Machinery
Engineering
Feudalism
Optics
Theology
Guilds
Paper
Banking
Printing Press
Education
Replacable Parts
GunPowder
Rifling
Astronomy
Chemistry
Scientific Method
Steel
Physics
Artillery
Electricity
Rocketry
Radio
Satellites
Computers
Fiber Optics


Not sure if your leader's starting techs make a difference in the path taken.

bobrath
Oct 02, 2006, 10:24 PM
Rolled the three starts.
Fractal, Large, Temperate, Medium Sea Level

1)
http://img156.imageshack.us/img156/149/civ4screenshot0002ph2.jpg

2)
http://img137.imageshack.us/img137/5716/civ4screenshot0004ek7.jpg

3)
http://img137.imageshack.us/img137/633/civ4screenshot0006ao2.jpg

GreyFox
Oct 02, 2006, 11:31 PM
The most painful part is missing Civil Service. No Archery means we will have to defend with Warrior/Quechuas only until BW/IW. No Alphabet, Literature, Liberalism, AssLine and Industrialism is going to hit us hard on our research and production.

If we play HC, our best bet is to go for Polythesim and spread the religion like crazy to gain us happy friends who are willing to give us tech for free.

--

Robo Kai
Oct 02, 2006, 11:47 PM
Lurker's Comment:
Do you by any chance pass through Polytheism on the way to Internet?

AFAIK if you click on Priesthood or Monotheism, it always goes through Meditation instead.

Ozbenno
Oct 02, 2006, 11:58 PM
The Civil Service route to Paper would have been better, rather than Theology.

The techs required will change with each leader as if you don't have agriculture to start with, you won't be able to get Animal Husbandry (will go to Writing via Priesthood instead, I assume). This would only affect Ragnar, so would be interesting to see what changes there are in his tech list.

I like Ragnar's start the best, floodplains with his financial bent looks good but if we have no civil service then no UU, we'd also miss agriculture.

Huayana's start is all right too and we'd get agriculture and a good UU.

Mao's start is also all right and we'd get the best UU of them all Chokonu, especially with the protective trait, and agriculture.

Can't really decide which of the three is better, so happy with any.

GreyFox
Oct 03, 2006, 12:23 AM
Lurker's Comment:
Do you by any chance pass through Polytheism on the way to Internet?

AFAIK if you click on Priesthood or Monotheism, it always goes through Meditation instead.
I don't know, I based my comments on bobrath's posted list of tech.

--

With no CS, going with Ragnar is a :nono:. The floodplains in ragnar's start is easily compenstated by the 2 food resource sin HC's start.

Now mao's start is great (health might be issue tho), but AFAIK, we would not be going through Drama, so the UB is useless.

--

bobrath
Oct 03, 2006, 12:27 AM
Yes, we do pass through Polytheism (at least on HC's click) - and Robo if you're interested in joining in we can make room.

"better path"? boggles the mind. How can the AI be wrong especially if ALg Ore is involved?

We won't be getting the Cho-Ko-Nu since that requires Archery which is not on the path. If you want to run a UU in this game, it will have to be HC's. Also the protective trait will have minimal impact for the early game since we won't have archery units.

BTW, we also miss out on Code of Laws and Drama so becoming too big or being in protracted wars is no fun. All sorts of good stuff hidden in this.

I'll wait to hear from the group as a whole about which start to go with. So far:

Ozbenno - Happy with any
Bobrath - Doesn't like the Mao roll
GreyFox - no pref stated
Namliam - leaning to HC
Maquis - ??

namliaM
Oct 03, 2006, 12:28 AM
Poly => Mono => Theo => Paper
is much cheaper than
Meditation => Priesthood => CoL => CS => Paper

Which is why the tree goes that way....

Moa tho means no UB, as we cannot research Drama.... Good for isolating our nearest neighbour (i.e. hope its Toku or Isa and have her own religion) then take him/her out with CKN's
Ragnar mean no UU, because of the lack of CS.... To bad the Capitol is not coastal...
HC's start look fit for a Quecha rush... Lots of hills for production and a nice food source...

I like HC I think... Even if we (probably) wont have a cottage in the capitol.
If we have any Elephants anywhere Near(-ish) I guess that would be a priority?!

Ozbenno
Oct 03, 2006, 12:50 AM
Forgot about archery needed for crossbows. That's Mao out for me. If, as I suspect, Animal Husbandry is a no go for Ragnar, I'd rule him out as well and go for Huayana. If Alg lets us go for AH with Ragnar, either him or Huayana.

bobrath
Oct 03, 2006, 08:56 AM
I don't think AH is on the Alg Ore list of appropriate knowledge.


Think of the start in terms of nets, mines, and cottages. We won't have farms or pastures.

Maquis
Oct 03, 2006, 09:49 AM
I don't think AH is on the Alg Ore list of appropriate knowledge.

Not sure what you mean here, AH is on your list (at least the list you got from HC)

As for the leader choice, I would agree with Ozbenno, go with Ragnar if we can get AH, otherwise HC would be the way to go.

bobrath
Oct 03, 2006, 10:01 AM
Thanks for spotting that! Guess I'll have to load the saves up tonight for the other leaders and see if there's a diff in the tech path.

Unless of course someone else wants to do it sooner.... :p

namliaM
Oct 03, 2006, 02:31 PM
The screenies of the tech paths....

HC
http://img523.imageshack.us/img523/6708/civ4screenshot0000up0.th.jpg (http://img523.imageshack.us/my.php?image=civ4screenshot0000up0.jpg)

Ragnar
http://img341.imageshack.us/img341/3008/civ4screenshot0002fo3.th.jpg (http://img341.imageshack.us/my.php?image=civ4screenshot0002fo3.jpg)
Not that on this start I poped a WORKER from the hut just off my starting possition :eek:
I have never had this happen, dont know if it had anything to do with "Chieftan" tho...

MAO
http://img47.imageshack.us/img47/4844/civ4screenshot0003ie7.th.jpg (http://img47.imageshack.us/my.php?image=civ4screenshot0003ie7.jpg)

I offcourse dont have the saves but started some games and clicked (should be the same ;))
I didnt check the full path as I expect if the beginning is the same everything is the same.... Right? Right!

bobrath
Oct 03, 2006, 03:05 PM
Ha! yeah, the hut pops are tied to difficultly level, so worker pops are real rare at the "realistic" levels.

It looks like Hunting and Agriculture are the two "not needed" starting techs, but that otherwise the paths are the same between leaders. (which leader(s) start with those two techs.... :devil:)

mmmm Shaka does (and that wimp Cyrus)

GreyFox
Oct 03, 2006, 07:14 PM
The fact that Animal Husbandry is on path is a stupid mistake by the computer algorithm. AH is not strictly needed. But It works to our advantage.

We definitely need argiculture. Hunting I don't care much ... camp? meaning no ivory (oh, war elephants), deer, and fur.

So i am fine with any argiculture starting civ. Choose one with Finiancial trait.

Hmmm ... it seems like Priesthood is skipped ...

--

Ozbenno
Oct 03, 2006, 07:45 PM
Shaka might be all right actually. Starts with agriculture and hunting, traits are aggressive and expansive, UU replaces spear anb UB replaces barracks (and acts as a mini courthouse (-20% maintenance) which we won't have access to).

bobrath
Oct 03, 2006, 11:39 PM
Ok, final vote time two choices:

HC or a new roll with Shaka.

Majority rules (and I'm talking about the real majority and not some funky electoral crap here!)

Ozbenno
Oct 03, 2006, 11:59 PM
I'd vote for Shaka as we get Hunting (for elephants as we won't have maces) and agriculture.

Baru
Oct 04, 2006, 12:44 AM
Lurker content
Why pick Civs with 'useless' techs. It's not quite the same if you can farm or hunt.....I know I use your future invention without ever doing either.

namliaM
Oct 04, 2006, 12:54 AM
A game without Agriculture is going to be VERY hard I think...

I dont much care for which civ we take. The (early) cheap courthouses sound nice.... Atleast we should be able to support a bigger empire...

Baru
Oct 04, 2006, 12:59 AM
Lurker again

It will eventually become difficult but then a game without courthouses.......hard is the name of the game. It can be done I believe.

bobrath
Oct 04, 2006, 09:38 AM
Its definitly doable even without agriculture. My last game was played with the goal of making the world my vassal. Roughly an 1800's finish with no real major problems along the way.

namliaM
Oct 04, 2006, 12:40 PM
Like I said ... dont know... But lets find out...

Lets just pick any old civ with any PREREQ techs.... Lets really go Alg Ore... ;)

Maquis
Oct 04, 2006, 02:01 PM
I do agree that we need agriculture... I just think we'd tie ourselves down on health if we are not able to hook up any health resources (save seafood)

I would vote for Shaka, mainly becuase I have not played much as Zulu yet...

bobrath
Oct 04, 2006, 02:30 PM
Ok, I'll roll a Shaka start tonight and play the first set of turns.

bobrath
Oct 04, 2006, 07:12 PM
http://img91.imageshack.us/img91/4333/civ4screenshot0001tl2.jpg

Our forefather was a truly wise man. He started us out with a scout who quickly interogated the local villagers and they offered up a map of the surroundings. We quickly decided that there was no finer site for our first city then right where we stood.

http://img149.imageshack.us/img149/3717/civ4screenshot0003lb4.jpg

Our first piece of work was putting some token hammers into a glorious Ikhanda while we waited for more citizens to be born. Perhaps foolishly, our wisemen choose to research into Mining so that we more quickly might find metals to help our warriors go forth.

Our wandering scout found another village and ws suprised to find his long lost twin! We had been gifted with a second scouting unit. Our knowledge would quickly expand now! In fact just around the corner, another village was found and the inhabitants gave us yet another map of the area. It looked as if we were on the end of a long island...

Many years later when the secrets of Mining were revealed, we directed our wise men to find out what the strange animals in the water to the north east of our glorious capital could do for us. At the same time, work began on producing a worker to provide water to the hungry wheat just outside Ulundi.

As our scouts continued to wander, they found a most advanced village whose people were making large buildings out of rocks. Our brave scout asked what this wonder could be and the villagers happily taught him the secrets of Masonry. Oh wonderful Alg!!

At nearly the same time, our wisemen taught us this wonderful new thing called Fishing and we found that clams nearby could provide a handy source of nourishment to go with the wheat so close by. Heady with these wonders we asked our wise men to begin researching further into the secrets of the earth. They told us that in a few years we would be taught about this strange thing called Bronze... We can only wait to hear what this new knowledge may bring.

As our worker finished, the inhabitants of Ulundi were instructed to begin building a workboat to go out and harvest the clams.

bobrath
Oct 04, 2006, 07:17 PM
Where are we at?

http://img244.imageshack.us/img244/8712/civ4screenshot0005ez2.jpg

4th in GNP
5th in Hammers
not so good in the rest.

Buddhism was founded in 3640 - no hint of Hinduism yet.
Workboat is 5 turns out and the Ikhanda has 3 turns left (I think).

BW will complete in 9 more turns.

It looks like we're on an island by ourself. One scout fended off a wolf and is healing up. The other scout is one move north of our 5th hut.

The tech tree is as I stated in an earlier post. Be sure we don't waste any turns researching *any* tech not on that list (Archery being the obvious one right now).

I did save the starting position(s) if anyone wants to have them. I'll wait a few turns to release them tho.


Who's up next? Whoever posts a got it. I'll let the order form up naturally. Go ahead and play 20 turns for the next person, then we'll go with 15,15 for the next two after that.

Here's the current save:

namliaM
Oct 05, 2006, 01:37 PM
Playing....

Edit: Played
Turn 1 Hut pops 57 gold.
3000 bc our scout stop right next to a Lion and survives the attack with 0.2 health
2880 the scout is still healing but a Bear closes and the scout flees... to heal on another hill top.
2840 Bronze working in, we have bronze... Not that it matters a whole lot...
Hinduism is founded in 2480.

Currently we are researching Pottery and building a settler (at max pop and I added a chop from outside the BFC) Whip it? To speed it up?

Our current situation:
http://img508.imageshack.us/img508/351/civ4screenshot0001zq7.jpg (http://imageshack.us)
The settler should go to any of the dots... My pref I think is the Teal one...

The 2 green circels is where the scouts still have to go...

After Pottery should we go for Monotheism for Judaism? Having a religion will up the Happy 2....

bobrath
Oct 05, 2006, 02:20 PM
Cool beans, was beginning to wonder about you guys!

namliaM
Oct 05, 2006, 02:28 PM
and bob allready posted, so now I know for sure he knows I posted the save too ;) (turnset on previous page :D)

And bob, some of us do have to work for a living ;)

bobrath
Oct 05, 2006, 02:35 PM
Heh, the last couple nights when I've been on late, I've been seeing our teammates on the other side of the pacific with their little green "I'm on" lights showing!

15 turns for the next person that posts a got it (with the exception of namliam and myself).

namliaM
Oct 05, 2006, 02:52 PM
What? I cannot play another set??? :cry:

How about trying to get Judaism???

bobrath
Oct 05, 2006, 06:20 PM
I'm still stunned by us being alone on this sub par island. I think a religion might be nice as the shrine might actually help us find other civs faster... We do need to be ready for barbs since it will be only us on this island that means a lot of fog busters - and religion will help our borders pop to reduce the need for fog busting a bit.

Robo Kai
Oct 05, 2006, 07:12 PM
Lurker's question:
Ohhh... so you can research techs in any order as long as they're on the "path of wisdom"? I thought you just clicked on Fiber Optics and let it be...

Ozbenno
Oct 05, 2006, 08:00 PM
I like the idea of getting a religion. An extra happy never goes astray. If no-one else has grabbed it I'll be able to play tonight.

bobrath
Oct 05, 2006, 10:23 PM
You've got it for 15 turns Ozbenno.

Yeah Robo, If we did the just click on FO and leave it... I'd have to lower it a level or two in difficulty!

Ozbenno
Oct 06, 2006, 04:14 AM
Settler is due soon so look at where to put it, would go with namaliaM's suggestion but I don't know which colour is Teal :lol:

We have a lot of room to move into though (the floodplain with sheep and wheat looks particularly nice). I'd go here if we were able to get archers to protect against the nasty barbarians but copper is essential so green do it is.

namaliaM also highlighted two unexplored areas, first one contains a barbarian (not sitting on a hut unfortunately) and second one has a whale off-shore.

Settler finishes in Ulundi. Not much really to build yet. I'm tempted by Great Wall (in 24) but go for another settler.

Pottery comes in and we head for Mysticism.

The wonderfully named uMgungundlovu is founded. Lets's hook up that copper. Starts on a worker from the off.

http://img146.imageshack.us/img146/8623/civ4screenshot0001yg1.jpg (http://imageshack.us)

Here's trouble, I might see if the scout can lure the archer away from our cities.

http://img155.imageshack.us/img155/7505/civ4screenshot0002qs9.jpg (http://imageshack.us)

They disappear into the fog IBT, never to be sighted again.

Mysticism --> Polytheism

Ulundi Settler --> Granary (Great Wall is still tempting me). Settler is parked in Ulundi until we get an axe escort.

Ulundi Granary --> Great Wall (it will have only been on 1 turn so can be changed at will).

And that's 15 folks.

Polytheism in 4 and Judaism still unfounded.

Ulundi is stagnant as it is at happiness limit.

Copper is hooked up at ..gungun..., worker due in 2. Start the axes rolling.

Remember settler parked in Ulundi, so when we have an axe, go grab the floodplains/sheep/wheat site.

The Happiness Dilema

We only have one :) resource (wine) on our island plus whales off shore. We can't build temples (as we can't research Priesthood). We can't build theatres or use the culture slider (no Drama). This could be a problem and makes Construction for Colosseum very important and also having a state religion. That gives us maximum 9 happy without trading (anything else we can do). Is it worth a shot at Pyramids in Ulundi, rather than Great Wall for Representation???

The Save

139867

GreyFox
Oct 06, 2006, 05:06 AM
I think Pyramids is more important, given a choice I would choose Pyramids over GWall anyday.

HR would allow us to solve the problem of happiness, is monarchy on the research path? If not, this makes pyramids almost crucial.

--

Ozbenno
Oct 06, 2006, 07:21 AM
Monarchy is on the tech path. Pyramids seems a long way away but with a few chops might be achieveable. I only got thinking about the happiness problem after my turns, I would have put the 1 turn into the Pyramids otherwise.

bobrath
Oct 06, 2006, 10:08 AM
Next player up (either GreyFox or Maquis) gets 15 turns.

Great Wall gives us some breathing room against the Barbs - at least for our 3 cities and given that we have no AI assistance in barb clearing it might be nice.

We can pickup Monarchy - I don't know if the tech path to it would be shorter then the time to build the pyramids tho...

GreyFox
Oct 06, 2006, 08:25 PM
I Got it.

-- addedtosatisfysomestpuidforumnrules --

Ozbenno
Oct 06, 2006, 08:46 PM
I Got it.

-- addedtosatisfysomestpuidforumnrules --

Don't you hate stpuid rules :lol: :lol: !!!

GreyFox
Oct 06, 2006, 10:44 PM
I think as we researched techs, if we click on Fibre Optics, the path will change (such as Animal Husbandry would no longer be in the path if we have reserached Potery, etc).

So, I loaded a brand new SP Game with Zulu - Shaka and captured the following tech tree:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-tech-tree-1.jpg

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-tech-tree-2.jpg

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-tech-tree-3.jpg

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-tech-tree-4.jpg

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-tech-tree-5.jpg

That will serve as our reference for allowable techs.

--

GreyFox
Oct 06, 2006, 11:03 PM
I played until the last turn (15th) and before I can save, the computer crashed! :aargh: My Autosave count is still at 4 turns (haven't messed with the ini file of Warlords yet) ... so I have to reload and re-play the last 3 turns. Plus my manual log is gone. So I have to recount my turnset based on my frail old memory :old: and screenshots.

First off, research:

We got Polythesim at 1640BC:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-BC1640-polythesim.jpg

Continue our hunt for a religion and go for Monotheism, and then as expected, this must occur:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-BC1480-judaism.jpg

Fine, you go find your Moses, we can continue our search for Jesus.

With that in mind, when Monotheism came in, I decided to go for Writing.

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-BC1240-monotheism.jpg

That will enable Theology.


Next Barb: Killed two suicidal barbs.

First was an archer attacked our forested Impi:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-BC1400-barb-arch.jpg

Then a warrior charge across river to hit our warrior:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-BC1320-barb-warrior.jpg

We will have Great Walls in 2 or 3 turns, thanks to 2 forest chops. With that, we can safely proceed to settle our sleeping settler (does the effect great wall expand to new cities founded after the GWall is built?)

The computer suggested this place, which I think is fine, a natural GP-Farm. Just that it will never have enough hammer to build anything.

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-BC1200-settler.jpg

Oh, ignore the "Animal Husbandry" in the above pic, I took the screenshot before the crash. After the crash, I decided to go for Writing first. Hmmm ... I am firckle-minded a$$, now I think perhaps animal husbandry is better afterall ... :crazyeye:

Here is the situation:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-BC1200-situation.jpg

{EDIT: found that I write the wrong thing in the image. The "settler, archer" label up at the top should more corectly be "settler, warrior".)

>>> The Save (1200BC) (http://forums.civfanatics.com/uploads/76783/VQ09-BC-1200.CivWarlordsSave) <<<

Ozbenno
Oct 07, 2006, 12:05 AM
Great Wall extends to cover our territory as we grow, its just the picture of the wall on the screen never moves. Unescorted settlers are now the go.

As for the new city, after RB22 and 23, I feel the need to get out the :whipped: !

bobrath
Oct 07, 2006, 12:34 AM
I didn't realize the affects moved with your culture. I thought it was stuck at the picture... Learn something new every day!

Maquis you're up - go ahead and take 15 turns yourself as well.

Baru
Oct 07, 2006, 12:50 AM
I feared posting until I had actual knowledge of the situation. Without ag or ah it will be hard: alright the most diplo intense game of my career,
I choose not to discuss the end result.

All the best and, break a Warrior!

namliaM
Oct 07, 2006, 01:17 AM
I cannot seem to find anything that would need AH as a prereq ... other than optional... Strange that it would be included in the path.... 6 turns on Mono... Geez...

Guess if I had switched when I thought about it...5 turns before the end of my turnset... (really!) we would have missed it anyway :mad:

Lets aim for Theo then... To bad we will be missing 3 of the better effects of a Religion. The Temple, Monastary and a Shrine (Unless we build Chicken or Kwats)!

Baru
Oct 07, 2006, 02:30 AM
I cannot seem to find anything that would need AH as a prereq ... other than optional... Strange that it would be included in the path.... 6 turns on Mono... Geez...

Guess if I had switched when I thought about it...5 turns before the end of my turnset... (really!) we would have missed it anyway :mad:

Lets aim for Theo then... To bad we will be missing 3 of the better effects of a Religion. The Temple, Monastary and a Shrine (Unless we build Chicken or Kwats)!


Trust me you are going to miss a whole lot more than that!

But then again, ya'll are possibly down the proper path.

GreyFox
Oct 07, 2006, 09:44 AM
As I have explained earlier, AH is included because the computer is dumb (we are still alot way from a Commander Data) ... The computer choose AH thinking AH is a faster route to Writing, not reaizing that even if we get writing via AH, we still need pottery for metal casting.

--

namliaM
Oct 07, 2006, 03:11 PM
AH

I was wondering why that was... I couldnt find a Prereq having AH in it... Now I know...

So if you have Pottery and click Fiber.. does it leave out AH? I wonder...

GreyFox
Oct 07, 2006, 07:32 PM
Yes, it does, I try that in my turnset :p That's what prompted me to post the screenshot of allowed techs. :mischief:

namliaM
Oct 08, 2006, 01:53 AM
Verry strange... Any sign of Maquis ?

GreyFox
Oct 08, 2006, 02:27 AM
Based on experience from VQRed, he has been very slow recently to pick games up and play ... seems to be busy and having PC problems.

--

Maquis
Oct 08, 2006, 06:34 AM
I've been busy the past couple days and have been trying to squeeze in my turnset for VQ Red.

I got this now.

bobrath
Oct 09, 2006, 09:10 AM
I see Maquis is on, so I'm ever so hopefull he's posting up a turn report....

;)

namliaM
Oct 09, 2006, 12:32 PM
3.5 hours later... no report yet .... :p

Maquis
Oct 09, 2006, 05:32 PM
I was trying to upload my turnset from work, but network problems were preventing me from getting it done.

(I know, more delays from me :rolleyes: )

Anyways, I finished Writing, learned Sailing, and started on AH. This will be done in the next couple turns. We can go for Theology, but it is around 30 turns to complete.

We finished the Great Wall, so barbs won't be a threat (in our borders anyways)

Also, the Pyramids and Oracle were both BIFAL during my turns.

Settled our next city in the place where GreyFox suggested. I started a Monument there.

I have a couple Impi on the doorstep of the barb city to the SE, and there are a couple Axes en route. Up to others weather to keep it or not...

Maquis
Oct 09, 2006, 05:44 PM
Also, a quick shot of the barb city - defended by 3 archers ATM:

http://img90.imageshack.us/img90/3976/civ4screenshot0001zb7.jpg


It's coastal, with Deer & wine in the BFC.

bobrath
Oct 09, 2006, 10:51 PM
It will probably autoraize since its only 1 pop. Do we want to hold off on taking it out til it grows (for the free-esque settler)?

namliaM
Oct 09, 2006, 11:18 PM
We could simply raze it, it should be replace soon enough...

We should also scout (again) the rest of the island... Maybe there is more Barb cities out there.

Ozbenno
Oct 10, 2006, 02:01 AM
Seems a bit too far away to be useful as a city right now, I'd raze it.

Ozbenno
Oct 11, 2006, 09:45 AM
Hmmm! What does VQ stand for again??? :lol: :lol:

GreyFox
Oct 11, 2006, 10:54 AM
Very Quiet.

bobrath
Oct 11, 2006, 12:04 PM
Very... SHUSH!

I'll be playing and posting in a matter of hours. Real wife matters arose and since she controls the remote, you know who wins. ;)

bobrath
Oct 11, 2006, 07:16 PM
Tech Check:

Animal Husbandry in (horses down by the marble).
Theology started @ 29 turns to research (!!!!!!) - we now have 5 turns left. No I didn't play 24 turns! I hired two scientists in our capital and MMd as best I could. All cities are at max size (in fact one is a bit unhappy - might be a whip canidate).

Temple of Artemis was BIFAL

We did pop a GE in 425BC. He will give us Metal Casting OR complete a wonder. We have two wonders available: The Great Lighthouse and The Parthenon. We just finished a lighthouse in our capital and I "picked" the Great Lighthouse - but that can be changed with no hammer loss.

I'm not sure which will benefit us the most. Metal Casting opens up forges to help our abysmall production and leads us to the Colosuss. The Great Lighthouse would up the income on our 3 cities which would make our #1 GNP even better - once we get more cities to trade with...

Barb city claimed our first axe at 68.6% odds of success, and other is healing after handling a wandering archer. So next player might want to build up a slightly larger force. Impis only have like 30% chance against fortified archers in a city.

I moved our fogbusting western warrior to the east and signed two possible city locations for discussion.

Current world:
http://img237.imageshack.us/img237/1872/civ4screenshot0000vx0.jpg

10 turns each from here on out.

and the save:

Ozbenno
Oct 11, 2006, 07:33 PM
I like the Great Lighthouse, as our tech pace is going to be the most crucial aspect of the variant!

After Theology, we should head towards Monarchy, for Hereditary Rule and hooking up the wine. We need the happiness boost. If we're first to Theology, that'll help as well.

namliaM
Oct 12, 2006, 12:19 AM
Those great wall graphics... I thought they only surround the city they were build in? Or do you have some kind of fix for that?

I like the 4th city, tho we are wasting a (usefull) tile or 2 between it and that northern city

Oh got it, play this evening.

GreyFox
Oct 12, 2006, 01:10 AM
No, from my understanding, TGWall graphics will surround the entire cultural border within which TGWall is built, when it is built. The graphics does not grow with the cultural border, but its effect grow with the cultural border. However, I think, it only affect the cultural border within which the TGWall is built. So if suppose you build a city that is isolated (cultural border wise) from the rest of cities (where TGWall is built), it will not be able to fence off the barbarians until its cultural border expands to join the rest.

Confusing? :crazyeye: ... but the later part is pure conjecture on my part, I haven't tested that. It seems logical to me though.

--

Ozbenno
Oct 12, 2006, 03:17 AM
We tested it out in PH03 and the effects extend to all your cities, even isolated. We had a lone settler go out, encounter a barb archer, founded a city and the archer was teleported out, even though the cultural boundary of the new city was completely seperate to the rest of our empire.

GreyFox
Oct 12, 2006, 06:04 AM
Ok, I stand corrected! :blush:

Should learn to shut up on my conjecture. :hammer2:

namliaM
Oct 12, 2006, 02:01 PM
Whip the Ikhanda in Nabmamba. Doesnt change tech... hurries allong everything else...
Rush the lighthouse, Theo in 5 turns

In 300 this happenes....:
http://img269.imageshack.us/img269/4777/theoro3.jpg (http://imageshack.us)
There goes our :) from religion... :mad:

I Change tech to Monarch for the Added :) from military presence.
250bc the founding of Confusionalism and that is it for notable events on my watch....

I leave you with a close up of our empire...
http://img270.imageshack.us/img270/3491/civ4screenshot0004hk8.th.jpg (http://img270.imageshack.us/my.php?image=civ4screenshot0004hk8.jpg)

and another closeup from our Island which we should fill ASAP I think...
Also we want to place the palace (I think) in the 5th city??? to even out the distance maintenance.
http://img280.imageshack.us/img280/6697/civ4screenshot0006oz4.th.jpg (http://img280.imageshack.us/my.php?image=civ4screenshot0006oz4.jpg)

We are currently breaking even on 90% with Monarchy due in 1 turn!

Finaly offcourse the save is here (http://forums.civfanatics.com/uploads/57616/VQ09_-_Alg_Ore_BC-0100.CivWarlordsSave)

bobrath
Oct 12, 2006, 02:11 PM
Drat, I thought the number of turns to research was pretty hefty, but I was hoping we'd get there with the direct run. Course now I can say that I wished I'd gone with my first thought which was to get to caravels and iron sooner rather then later. AH well, hindsight and all

BTW, I think you used the GE on the great lighthouse... is that right?

Ozbenno
Oct 12, 2006, 06:32 PM
OK, looks like I'm up. Will play tonight! I'll try and get a settler or two on the move.

namliaM
Oct 12, 2006, 11:52 PM
Rush the Lighthouse => Great lighthouse, Yes used the engineer to rush it.

I suggest we go after Metal Casting next for Forges and Colossus? Anything to beef up our science right?

And like I said... Tho I didnt do it... We should spread like wildfire over our Island?!
Maybe even keep that Barbarian city if it ever grows? Saves a settler and I think we would place it in the same spot... Or ?

Also we should have a look around the Island once we take the city for more Barb cities

Once we are in HR, can we use Catapults for Military Police? They arent that expensive AND they may find a nice target someday. Whereas Axemen/chariots and stuff will require upgrading!

bobrath
Oct 13, 2006, 12:39 AM
Barb city was at 2 in my turns, so it will be capturable now. We really need to find a balance between growth and too much expansion. Since CoL is not on the path - only our UB is there to help with the maint costs.

Ozbenno
Oct 13, 2006, 06:52 AM
Monarchy in 1. Worth the shot at Divine Right? Not with our luck :lol: .

We go Iron Working in 7 and a revolt into hereditary rule instead.

We get a settler going in Ulundi.

Iron Working in and Metal Casing up. We have iron at Ulundi.

GS pops in Ulundi and we build an academy. Shaves 3 turns of Metal Casing.

That library is whipped as per the sign in Nobamba.

Settler also being built in ..gungun..

And that concludes a very quick 10 turns!!!;)

Now the academy is built I've fired the scientists in Ulundi to speed the settler up.

Only 30 techs to go!!!

Once Metal Casing done I suggest Maths and Construction. I don't think we can take the barb city without catapults. Our combat I, cover, city raider I axe only has 24%.

After Construction, head to Optics to meet our fellow contestants. Our isolated start has meant the loss of Alphabet isn't as bad as could be.

The Save

140290

Ozbenno
Oct 13, 2006, 06:56 AM
:stupid:

And I've only just realised that Divine Right isn't on our list of techs anyway :lol:

bobrath
Oct 13, 2006, 09:27 AM
Yes... I red your first sentence and thought I'd have to get the :whipped: out!

Promoted swords will do just fine against those archers. 3/2 ratio should do fine.

namliaM
Oct 13, 2006, 11:39 AM
Currency/Guilds/Education should be top priority I think... Anything to boost our economy right?

Metal casting soon(-ish) for the colossus?

bobrath
Oct 13, 2006, 12:19 PM
Did we ever finish Theology? Don't want to expire off any beakers...

namliaM
Oct 13, 2006, 12:25 PM
No we didnt (or I didnt) ... I didnt know beakers will be lost?

bobrath
Oct 13, 2006, 02:19 PM
Just like production (hammers) if you leave something uncompleted for a bit of time... I was under the impression you start to get decay.

BTW
GreyFox is Up
Maquis is On Deck

Robo Kai
Oct 13, 2006, 05:51 PM
Lurker's comment:
Does research decay? I don't know, Sullla (I hear) is notorious for leaving Liberalism at one turn left while he claws all the way up to Constitution...

Ozbenno
Oct 13, 2006, 08:07 PM
I always leave Liberalism for 1 turn as well, until the AI have Education and Philosophy. I didn't research Theology, still has 3 turns left.

Also, the tech path as posted in the first page is now quite different that if you click on Fibre Optics in the game, as some alternate paths have changed, so some tech that light up in game are actually banned techs.

Ozbenno
Oct 13, 2006, 08:12 PM
Here's the list again as a reference


Fishing
Metal Casting
Iron Working
Mathematics
Monarchy
Compass
Calendar
Construction
Currency
Machinery
Engineering
Feudalism
Optics
Theology
Guilds
Paper
Banking
Printing Press
Education
Replacable Parts
GunPowder
Rifling
Astronomy
Chemistry
Scientific Method
Steel
Physics
Artillery
Electricity
Rocketry
Radio
Satellites
Computers
Fiber Optics

GreyFox
Oct 13, 2006, 10:11 PM
Turns, played, nothing of interest to report, really.

Well maybe one. At first glance, I thought I have a better suggestion for the 4th city:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD0150-4thcity.jpg

200 years later, I changed my mind :crazyeye:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD0325-4thcity.jpg

We have metal casting, decided to complete Theology, ...

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD0375-metalcasting.jpg

... and started forge in capital. Speaking of which, I suggest we rename our cities with one of the 7 core routers that form the backbone of the Internet, or call them HAL, DeepBlue, whatever, anything but uMungungdulovu :crazyeye:

I have a sword moving towards the barb city. I also started a scientist in the supposedly GP-Farm.

Here is the situation:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD0400-situation.jpg

Here is the log:


150AD (0):
Looks good, but I don't understand the massive cottaging in Nobamba ... suppose to be a GP Farm.

175AD (1):
Nobamba: Axe > Granary
Forget we need zxes in Ulundi to keep citizen happy :smoke:

200AD (2):
Move Axe back ... Nobamba is now unhappy at size 5 ... hmm.

225AD (3):
Switch built in Nobamba to Impli to help happiness

250AD (4):
whipped Impli, Nobamba down to size 3, no more angry citizen

275AD (5):
Ulundi: settler > sword
Nobamba: Impli > granary

300AD (6):

325AD (7):
Bulawayo: founded > library
Decided that the original "4th CIty sign" is better.

350AD (8):
Ulundi: sword > sword
uMgungundlovu: settler > axe

375AD (9):
Research: MetalCasting > Theology

400AD (10):
Ulundi: sword > forge


And here be the save (400AD) (http://forums.civfanatics.com/uploads/76783/VQ09-AD-0400.CivWarlordsSave).

namliaM
Oct 14, 2006, 04:01 AM
Are we aiming for 7 cities?

Tech we (I think) should be gunning for Caravels, or??

What is with the blue spike on your screenshots Grey?

GreyFox
Oct 14, 2006, 04:16 AM
It's a graphics glitch. Sometimes I will have that problem. The blue spike is still tolerable, sometiems when the computer is rendering, say a spearman's spear, the whole thing becomes a long beam shooting into the sky. I have to re-launch Civ4 when it is not tolerable.

bobrath
Oct 14, 2006, 04:53 PM
I agree that getting caravels sooner rather then later is a good thing. If we can get the circumnavigation bonus that will be big. After caravels... Astrononomy to help out our economy and invasion ability?

namliaM
Oct 15, 2006, 03:24 AM
I dont think we have a "formal" roster yet...

- Bob - aka Alg ;)
- namliaM - The vq-est of them all (to pick up the first save)
- Greyfox - The spike(d) man just played
- Ozbenno - gungun lover UP
- Maquis - Newest member of VS ;) on deck

Ozbenno
Oct 15, 2006, 04:15 AM
I dont think we have a "formal" roster yet...

- Bob - aka Alg ;)
- namliaM - The vq-est of them all (to pick up the first save)
- Greyfox - The spike(d) man just played
- Ozbenno - gungun lover UP
- Maquis - Newest member of VS ;) on deck

I was before GreyFox so Maquis is UP.

namliaM
Oct 15, 2006, 07:12 AM
Must have been to early this morning... sorry for the mixup :eek:

Revised:
- Bob - aka Alg ;) on deck
- namliaM - The vq-est of them all (to pick up the first save)
- Ozbenno - gungun lover
- Greyfox - The spike(d) man just played
- Maquis - Newest member of VS ;) UP

Maquis
Oct 15, 2006, 08:31 AM
Got it; playing today. I'll try not to be VS this time! ;)

Maquis
Oct 15, 2006, 10:33 PM
Pretty quiet turnset. Kinda sucks being alone on the island... We really need to do something about that!

Research:

Finished up Theology. Went on a beeline for Optics. First up Compass, which I completed, then chose Machinery. Once that is complete, Optics is next.

Cities:

Founded (some wierd name!) as city number 5, just as was marked on the sign. This city has a couple wines, marble, and copper. Should get us some decent production.

I finished off (via :whipped: ) some forges, and a lighthouse or two. Ulundi is working on the Colossus, and will be ready to be whipped in another turn or two.

I have Avoid Growth on in Nobamba! I even screwed up the whip here, so there is an angry citizen :\

Little else to report.... And the save:

Ozbenno
Oct 15, 2006, 11:21 PM
It is kinda lonely on our little island isn't it!

namliaM
Oct 15, 2006, 11:47 PM
Lets hope we findsome AI soon!

bobrath
Oct 16, 2006, 11:49 AM
Got it and playing later today.

bobrath
Oct 16, 2006, 11:23 PM
I forgot we're in HR, so I wasn't building the happy inducing garrisons that I should have. Ah well - knocked some buildings out along with an extra worker, a work boat, and an explorer (for loading onto a caravel for any huts we encounter and to cross bigger islands). I've got one turn into the sistine chapel - more for the gold if we miss it. This could be changed to producing garrison units if we want to up our population count.

http://img215.imageshack.us/img215/9989/civ4screenshot0001qf1.jpg
We did capture the barb city (I kept it), but it cost us both swordsmen - we got a free worker out of it tho and the iron is already hooked up. Both Impi did get promoted out of it. Too bad one of them ended this last turn next to a barb sword. Fortunatly the impi is in a forest so we might get lucky.

No new techs this turnset. We're 4 turns out on Machinery. The pillage gold from taking the barb city is helping keep the research alive.

In my last year, Notre Damn was built somewhere. Also Taoism has been founded. Oh yeah... and I whipped out the Colosuss to make sure we got it. Still a bit of whipping unhappy out there, but it will fade away in Namliam's turns so we can grow some cities without extra garrison units.

I did build a monument to get our border pops faster - hold off on calendar until we at least get that first pop in our eastern cities. Faster to build the monument then the library.

No more barb cities that I can see, unless there's one up on that far northern outjut.

The Save:

namliaM
Oct 17, 2006, 01:37 PM
Well all 7 turns of it... to round off to 1000 ad...

I turned on growing again in Nabamba and whipped it for 2 pop to get an Impi and Axe for MP of Nabamba. I suggest we repeat this a few times there ;)
Just be sure to not overdo it and let the whip wear off a little bit ... Put 1 turn into an Axe and crack the whip.

Impi survived the Sword and retreated after checking there was nothing up north.

Founded a new city on the West coast.

Kwadukuza (our 5th city) should I think be our new capitol... This will not make much difference in our finance right now, but we can fully fill the (Is)land and have manageble finances. There are some decent city spots left on that eastern side....
Kwadukuza is 1 turn away from popping its borders, suggest we fix up the Marble and Wine ASAP (2 workers are just roading some forrest to bide their time...

The save (http://forums.civfanatics.com/uploads/57616/VQ09_-_Alg_Ore_AD-1000.CivWarlordsSave)

bobrath
Oct 17, 2006, 02:26 PM
I take it we're researching optics now?

Ozbenno
Oct 17, 2006, 04:18 PM
Got it, will play tonight.

namliaM
Oct 18, 2006, 12:37 AM
I did write it down, but forgot to put it here.

Optics due in:
11 turns at 50% and +4gpt
09 turns at 60% and -4gpt

We have 22 gold in the bank. Suggest we run 0% science for a couple of turns so we can balance the budget a little...

Ozbenno
Oct 18, 2006, 04:39 AM
I take NamaliaM's advice and go all binary on the research.

Very quiet turns. I wake up half way through with another Great Merchant. Will research Paper for us. Park him in Ulundi for the group to decide.

Trying to get Lighthouses and Harbours in our coastal cities (as we have Colossus and Great Lighthouse).

Hook up the wine (can't believe we hadn't done this :confused: ) and we get a free :)

Optics comes in and I go all Mathematical.

Caravels are started in gungun (due in 4) and Bulawayo (due in 7).

I built a workboat too (currently outside Bulawayo) for when the borders pop and we can hook up the whale.

I think we should burn the GM on paper (its on our list). Its a good trade tech and we're going to have caravels and hopefully trading partners soon. Although, if we research ourselves may open up a better burn (will try and check). In fact Feudalism, Maths and Paper are the only techs we CAN research currently.

The Save

http://forums.civfanatics.com/uploads/88650/VQ09_-_Alg_Ore_AD-1100.CivWarlordsSave

Ozbenno
Oct 18, 2006, 05:01 AM
OK I did a bit of research into what techs the GM can give us. I pulled this list of techs from the War Academy (just the relevant first section there are plenty more).

Currency
Banking
Economics
Corporation
Metal Casting
Code of Laws
Mining
Constitution
Wheel
Pottery
Sailing
Paper
Railroad
Industrialism
Monarchy
Civil Service
Guilds
Fascism
Mass Media
Agriculture
Writing
Mathematics

Here's where it get tricky. Try to follow ;) . The beakers number I'm using is by highlighting the tech in F6.

The GM will currently give us Paper (966 beakers). If we research Paper now, the GM will then give us Mathematics (401 beakers). If we research Mathematics, then the GM will give us Currency (644 beakers).

In fact the first tech we can get from the GM with a higher beaker valus than Paper is Banking and we'll have to research Feudalism, Maths, Currency and Guilds to get there.

In closing, your honour, I say burn the damn GM.

bobrath
Oct 18, 2006, 08:58 AM
Unless joining him as a super specialist would deliver more bang for the buck... Lots of income there.

My gut says take the tech tho. We're behind the curve since the other AIs will have been tech trading and expanding. Our GNP isn't first anymore, which means other nations are pure beaker out producing us as well.

GreyFox
Oct 18, 2006, 09:48 AM
You didn't turn off Tech Trading? :eek: ... this is going to be tough ... But then again, it is "only" monarch, right? :cooool:

Got it.

bobrath
Oct 18, 2006, 10:29 AM
Other nations don't have the benevolence of our forefather Alg Ore to lead them. If they wish to pool their knowledge, then so be it. This ain't no cake walk!

GreyFox
Oct 18, 2006, 12:13 PM
CIVSAVEDGAME * VQ09::turnset ( PLAYER * GreyFox ) {

while ( turns < 10) {
tileWorked = swap ( unimprovedPlains, coastalTile );
// that's what the Colossus is for!

if ( GreatMerchant->burned() == SUCCESS) {
TechLeant += Paper;
}

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/VQ09-AD1110-burn-merchant.jpg

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/VQ09-AD1110-paper.jpg



if ( caravel == COMPLETED ) {
load ( caravel, explorer );
caravel.move ( WEST );
}


http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/VQ09-AD1140-caravel.jpg


TechLeant += Maths;
wonder += Sistine - Chapel;


http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/VQ09-AD1160-sistine.jpg



try {
Ulundi->build ( Aqueduct );
Ulundi->build ( HangingGardens );
} catch {
HangingGarden == BIAFL:
Ulundi->build ( Impi );
}

while ( Bulawayo.build ( forge ) {
if ( Bulawayo.whipcost() == 2 ) {
Bulawayo.grow ();
Bulawayo.whip ();
}
}

if ( year == 1200 )
return ( save ( game (http://forums.civfanatics.com/uploads/76783/VQ09-AD-1200.CivWarlordsSave) ));
}
}



1100AD (0)
- switched one pop working on not-improved plains to coast in Bulawayo

1110AD (1)
- burned Merchant for Paper

1120AD (2)

1130AD (3)
Carib: Harbour > lighthouse

1140AD (4)
uMgungungdlovu: Caravel > Explorer
Nobamba: Impi > Settler

1150AD (5)
Research: Maths > Construction
KwaDukuza: forge > Library

1160AD (6)
Ulundi: Sistine Chapel > Aqueduct (hoping to build hanging garden)

1170AD (7)

1180AD (8)
uMgungungdlovu: Explorer > Chariot
Bulawayo: Caravel > Forge (Remember to let city grow when whipping cost is 2)

1190AD (9)

1200AD (10)
Ulundi: Aqueduct > Impi (Hanging garden not available, already built)
uMgungungdlovu: Chariot > Aqueduct

namliaM
Oct 18, 2006, 12:31 PM
Grab paper = 944 beakers.
Earlier paper = earlier Education = earlier Universities = More beakers....

Settle the merchant and earn how many gold? Chit I dont know (yet) from memory :( and it doesnt say in the pedia

Lets say 9 (I think its less tho) that is a 105 turns to return just Paper. Not counting the fact that we will have earlier universities due to having paper => More beakers.

I think take paper too... Slow going this SG tho and to little Pics... But then again... Nothing is happening right?

I didnt say go Binary, I said go 0. Small difference....

About the wine.... Yeah, I wonder why we didnt hook that up earlier ... :crazyeye:

Edit: xpost with Grey :lol: on the report.

I thought we were in Sistines for the money?

Found a bug:
while ( Bulawayo.build ( forge ) {
if ( Bulawayo.whipcost() == 2 ) {
Bulawayo.grow ();
Bulawayo.whip ();
}
} this just doesnt rime... I think you mean something like
while ( Bulawayo.build ( forge ) {
Bulawayo.grow ();
if ( Bulawayo.whipcost() == 2 ) {
Bulawayo.whip ();
Bulawayo.build (something);
}
}

bobrath
Oct 18, 2006, 03:57 PM
Hey, I'm not going to complain about a free wonder... much. Too bad the sistine will help us on the cultural side... in our land grab battle with.... ah heck!

Well, just means we can pop borders faster with a library or forge!

Ozbenno
Oct 18, 2006, 07:05 PM
We have a caravel!! We're going to meet the neighbours!!!

GreyFox
Oct 18, 2006, 07:33 PM
@namliaM: no, not bug, because Bulawayo is currently on stagnant. The whip cost is 4 pop, so next player should wait until the whip cost is 2, then MM it to let it grow to to size 8, where an angry citizen will appear to be whipped away.

@bob: sorry, didn't knew that Sistine was put in for money ... my bad. I was wondering what the heck are we building Sistine too, then thinking okay, there must be some reason unknown to me, so let me continue.

bobrath
Oct 18, 2006, 09:14 PM
I actually started it cause there was nothing else really worth building and figured some other civ would beat us to it. /me shrugs

Ozbenno
Oct 18, 2006, 09:19 PM
Always the way. If we'd actually wanted to build it then we would have been beaten to it for sure. It increases our GP points anyway!

GreyFox
Oct 18, 2006, 09:36 PM
:lol: Quite true ... so let's try to unintentionally build some more accidental wonders :p

And no, we don't have a caravel. We have two. Both loaded with an Explorer, one heading east, one heading west.

Ozbenno
Oct 18, 2006, 10:36 PM
And no, we don't have a caravel. We have two. Both loaded with an Explorer, one heading east, one heading west.

if ( caravel == COMPLETED ) {
load ( caravel, explorer );
caravel.move ( WEST );
}

:lol: I think you may have sent them both west. That's the problem with letting computers figure these things out :crazyeye: .

bobrath
Oct 18, 2006, 10:44 PM
I thought I was reading the code right... hunh must be a developer error then.

namliaM
Oct 19, 2006, 12:14 AM
@namliaM: no, not bug, because Bulawayo is currently on stagnant. The whip cost is 4 pop, so next player should wait until the whip cost is 2, then MM it to let it grow to to size 8, where an angry citizen will appear to be whipped away.

Well in your programming code you whip and grow.... Thats not what you are saying here...
Why not simply let it grow to size 8 now and whip for 3 or 4 pop to let it grow again? Just as easy, but faster? (not sure for not looking at the save)

"If testing is finding and fixing bugs... Then what is developing?"

GreyFox
Oct 19, 2006, 02:41 AM
What is the point of letting it grow to 8 now? It only incurs maintenance. (note that happy limit is 7). My suggestion of letting it grow on the turn when the whipcost drops to 2 is the most optimal, since I did not turn on "Avoid Growth", but assign pop so that the growth is 0. Further note is that the city is now on stagnant with only 1 or 2 food away from growth.

Purely academic, my orignal code is correct: If whipping cost is 2, then let city grow and whip.

:)

Ok, I admit my caravel code is wrong ... should be


DIR dir = WEST;
if ( caravel == COMPLETED ) {
load ( caravel, explorer );
caravel.move ( dir );
dir = ~dir;
}


:p

bobrath
Oct 19, 2006, 09:43 AM
Just a heads up. I'll be away from civ this entire weekend (starting around midday tomorrow through late Monday). So go ahead and skip me if Maquis doesn't get his turns played in time.

namliaM
Oct 19, 2006, 04:23 PM
Purely academic, my orignal code is correct: If whipping cost is 2, then let city grow and whip.
If that was your goal of the code yes, if you prefer "my way" of just growing untill such time that the building can be efficiently whipped (size 6 or 8 depending on the need...) then it is flawed ;)

No matter anyway.... Maquis, you got this?

Maquis
Oct 19, 2006, 06:20 PM
I will get it (probably tomorrow) I am up now in SGOTM.

If someone else wants to take it now, I can swap...

bobrath
Oct 19, 2006, 10:22 PM
Nah, go ahead and take it. I need a skip anyway. GL all

namliaM
Oct 19, 2006, 11:47 PM
I will wait patiently ;)

Maquis
Oct 21, 2006, 10:42 AM
Well I've finally got time to take it today. Got it now.

Maquis
Oct 23, 2006, 09:09 AM
We are not alone...


http://img131.imageshack.us/img131/3426/ramesseson9.jpg

Oh, and he fopund *us* on my first turn! We're not the only ones with Caravels...

I then managed to find Huayna Capac, Louis, and Mansa Musa. HC is the score leader, well above us:

http://img122.imageshack.us/img122/8500/scorero6.jpg

He's got 1235 to out 750. We're quite a bit behind... we've got some catching up to do...

Here's what Techs the AIs have that we don't:

http://img252.imageshack.us/img252/2160/techsqn9.jpg

There is one change, as we learned Currency on my turnset.

Anyways, back home on our island, I settled another city to the east, and have another settler ready to plop down somewhere else. I think we should have our island sealed off, in case any AI decide to come our way (not sure how soon others will get astro...)

As I mentioned earlier, Currency was learned, and I set to Printing Press next (still running binary research). I started building Markets in several cities. We need some commerce, if we expect to get going in the Tech race.

We're about to circumnavigate, probably 2 to 3 turns (I am reasonably sure that we will get the bonus, I did not see it pop up in my turn)

http://img59.imageshack.us/img59/1549/mapsge6.jpg


And, the save:

namliaM
Oct 23, 2006, 12:21 PM
Nice going Maquis, well worth the wait...

Looks like there are some tradable techs out there...
Calander
Engineering
Feudalism

Do we care to trade for any of these techs?

I will wait some more for bob to get back and to get the word in from all of us about trading ...

Maquis
Oct 23, 2006, 03:26 PM
I wasn't sure either if I should have pulled the trigger on some trades. My gut told me yes, but I decided to wait to get input from the rest of the roster.

Another reason I went for Printing Press however, so that it should be another tradable tech...

I do think that we should do a little trading at this point. Getting Calendar and Engineering would be helpful at this point...

Ozbenno
Oct 23, 2006, 04:45 PM
I would try and get any trades for the three techs we need.

bobrath
Oct 24, 2006, 12:08 PM
I'm back, but I'm going to stay skipped - makes rl easier for a few days. Trades are fine, we just can't receive any techs that aren't on the preset path to Fiber Optics. UNLESS the offered trade is a free gift. We won't turn down a gift horse

namliaM
Oct 24, 2006, 12:25 PM
OK Got it then, trading ON the tree :)

namliaM
Oct 25, 2006, 01:38 PM
OK so here we go, lets start with a bit of MMing

Make Ulundi grow again, it has 3 spare :). Also start a granary in Nongona in favour of the lighthouse beeing build.

<Press Enter> *Chit I forget to look for trades*

So 1310 I check for trades and NO ONE has anything to give us, except poor Mansa who is beeing bullied by HC. Mansa is only willing to give us one tech at a reasonable price, IMHO, so I just take this one:
http://img236.imageshack.us/img236/507/dealwithmansaaw9.jpg (http://imageshack.us)
I also open borders so I can land the Explorer and start scouting around that land...

Offcourse getting Engineering shuts down our UU, which I only realize after the fact :(

1350 is a busy year at the palace as 2 new leaders come to visit our humble dwealings...
http://img236.imageshack.us/img236/9003/1350ed4.jpg (http://imageshack.us)
Alex, we all love to hate him. More so cause he has NOTHING to trade (from) us. Kublai on the other hand is lacking Paper and is proving himself to be a highway robber! No way I am taking that deal were we spend our entire live savings (sparing only 9gold).

While tracking thru Mansa land I notice he is at war with HC and (IIRC) Alex. HC has a nice gathering at Gao, one of Mansa's cities and he is bombing the defences... It should soon fall and sure enough a few turns later Mansa comes visiting asking us to join him against score leader HC.
http://img507.imageshack.us/img507/4149/mansawarzg7.jpg (http://imageshack.us)
Just the turn after, Alex (IIRC, it wasnt HC but the other guy not sure "the other guy" is Alex but I am 90% sure) asks us to join in. This time I say yes and we are at *phony* war with Mansa, scoring browny points with HC and Alex (again IIRC).
That very same year (1400, or actaully on the innerturn of 1390 so techincaly its 1390 I think) Gao falls to HC's forces.

I think to myself, Yay I made a right choice ;)

Then 1400 we have another *nucliar* visitor in our palace, it is the Korean leader Wan Kon.
http://img129.imageshack.us/img129/6576/wankonghk5.jpg (http://imageshack.us)

Because I turned up science to 100% in 1380 we now have Calander (In hind sight we lost the cheapo Monuments, was this a good choice?)
But we find that Wan Kon is needing something. He is down Paper, Engineering and Optics. So I trade him....
http://img507.imageshack.us/img507/7150/engineeringwt4.jpg (http://imageshack.us)

We have one more AI to meet, which accoording to the map of Wan Kon should be Gandhi! Who is north of Wan Kon, we should meet him in 3 or 4 turns so we have the set compleet!

If we run 100% science we have -93gpt and Astronomy will take 17 turns. But we only have 485 in gold reserve...
At 50% running -14gpt, Astro will take 32 turns!

I started University of Sankore in Ulundi.
1) We have nothing much more to build there
2) We have absolutely N O use for it what so ever! We [b]need[b] the Money.

Maybe it would be smart to research Guilds before going for Astro, this would enable use to build Grocers and make our economy 25% more stronger.
On the other hand, Astro would open up traderoutes for us to others. Therefor help our economy immensly...

The world as we know it!
http://img236.imageshack.us/img236/4025/theworld1vw3.jpg (http://imageshack.us)
Notice the Judaist block of Alex and HC, for which we now are browning "mutual struggle" points!
Also notice the 2 "lost" cities of what looks like Mansa and Louis to the east (marked with white arrows)
WOW I just noticed this, Look at HC's capitol ! ! ! ! ! ! Size 23 allready ! *Geez*

http://img129.imageshack.us/img129/9385/theworld2dx3.jpg (http://imageshack.us)
The second (Budhist) island of Wan Kon and Gandhi. Notice the Confused religion also in Delhi!
Gandhi owns both Taoism and Buddism, Buddism should be netting him some nice gold presuming he has the shrine!

Lastly The save is here

GreyFox
Oct 26, 2006, 10:05 AM
Nic etrading, namliam.

Did we get the circumnavigation?

WHo's up? Me or Ozb?

bobrath
Oct 26, 2006, 10:11 AM
Yes, we got circumnavigation (its in a screenshot), and Oz should be up now.

namliaM
Oct 26, 2006, 12:21 PM
Yeah we got circumvention, it is in the screeny with Alex and Kublai. Just above the world map... I had to look for it too :blush:

I think I forgot to mention, I did bring my whip... in particular 1350 the emperor found it after the visit of the 2 strangers.

A granary in Nongoma
Coloseam in Bulawayo
Market in GunGunLova
Forge in Carib

That it really...

Ozbenno
Oct 26, 2006, 06:52 PM
Sorry, I thought Bobrath was up! Will play later on today.

Ozbenno
Oct 27, 2006, 05:46 AM
We are only 18 techs away from Alg's Promised Land and Astronomy is in 400 turns :eek:. Oh, we're at 0% research.

Education is no longer on our tech path if you click on Fibre Optics :confused:.

Anyway, I switch to Printing Press and press enter (the AI will research Astonomy, making it cheaper for us and PP they won't so good trade fodder).

We are the middle class of this SG!

http://img246.imageshack.us/img246/3627/civ4screenshot0000pr1.jpg (http://imageshack.us)

Meet this fellow as well.

http://img246.imageshack.us/img246/4831/civ4screenshot0001ar7.jpg (http://imageshack.us)

Pull this trade off, its the only tech on our path that the AI have. 17 to go.

http://img246.imageshack.us/img246/8341/civ4screenshot0002dk2.jpg (http://imageshack.us)

Which opens up this trade. 16 to go. Besides, if we want someone else to build Uni of Sankore, we've got to let the AI have the tech!

http://img216.imageshack.us/img216/9931/civ4screenshot0003pi0.jpg (http://imageshack.us)

As we have no foreign trade routes, I revolt to mercantilism.

Cha-CHING

http://img175.imageshack.us/img175/7089/civ4screenshot0006gb1.jpg (http://imageshack.us)

A GE is born in Ulundi. He will burn some of Gunpowder, I leave him sleeping for the group to decide (I'd burn the baby)

Interesting.

http://img216.imageshack.us/img216/6040/civ4screenshot0004dj2.jpg (http://imageshack.us)

I didn't do anything about this. Might be worth spreading for the :) from a temple at least.

http://img216.imageshack.us/img216/5685/civ4screenshot0007nj0.jpg (http://imageshack.us)

Ramses has Astronomy, no-one has PP (we'll get it in 7 or so). Education, gunpowder and astronomy are out there as legal techs (even though we don't need Education.

Nobamba is unhappy, I'd let the colosseum finish and then whip up a bank or grocer. This is where Confucius landed.

I'd burn the GE for Gunpowder. We have no wonders enabled at the moment.

The Save

141168

GreyFox
Oct 27, 2006, 08:46 AM
Hmmm ...so is education legal or not?

Anyway, got it, but as I am UP in like 1627 SGs at the same time, don't hold your breath for a turnset report.

bobrath
Oct 27, 2006, 09:25 AM
Education is on the original list - so its legal.

Oh and btw, the best military unit we'll have access to will be Artillery...(after cannons), so if we do get attacked, its going to be collateral damage!

namliaM
Oct 27, 2006, 11:49 AM
Cool artilery fits right in with my "Seigioniaries" game idea ;)

GreyFox
Oct 28, 2006, 05:05 AM
Network Working Group GreyFox
Request for Comments: 9 Alg Ore
28 October 1550

World Trading Protocol (WTP)

1. Introduction

Although Banking establishment is established, we cannot do any trade
because there is either no tech that is allowed by the APRANET
available, or we do not have something substantial for trade.

To recall, the following are the allowable tech as determined by the
first APRANET meeting:

* Fishing
* Metal Casting
* Iron Working
* Mathematics
* Monarchy
* Compass
* Calendar
* Construction
* Currency
* Machinery
* Engineering

GreyFox Standards Track [page 1]


RFC 9 WTP 28 October 1550

* Feudalism
* Optics
* Theology
* Guilds
* Paper
* Banking
* Printing Press
* Education
* Replacable Parts
* GunPowder
* Rifling
* Astronomy
* Chemistry
* Scientific Method
* Steel
* Physics
* Artillery
* Electricity
* Rocketry
* Radio
* Satellites
* Computers
* Fiber Optics

Figure 1 shows the current tech trade avialble.

GreyFox Standards Track [page 2]


http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1505-techtrade.jpg
Figure 1


RFC 9 WTP 28 October 1550

2. Solution

To resolve this problem, we go towards the acquiring of Printing Press,
and when that was successfully acquired, we traded the tech with
Mansa Musa, for Gunpowder and 200 gold (See Figure 2 and 3).

With Gunpowder, we proceed to sell it with printing press to Loius
for Education and a further 300g (see Figure 4). This amount of
money will continue to fund the research effort of Alg Ore Corp.,
and is likely to enable us to learn Replaceable Parts.

Speaking of Replaceable Parts, the Alg Ore Corp. has an Engineer
that can devise a method to immediately boost research such that
we can learn it even faster.

GreyFox Standards Track [page 3]


http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1530-printingpress.jpg
Figure 2

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1530-Mansa-trade.jpg
Figure 3

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1535-loius-trade.jpg
Figure 4


RFC 9 WTP 28 October 1550

3. Other Trades

Apart from the tech trades, we are have also started to do resource
trading in order to work better towards the building of the Internet.
These trades are shown in Figure 6 and 7.

We have also put up our maps for sale, which earn us 100g each from
HC and Alex (see Figure 8 for HC).

GreyFox Standards Track [page 4]


http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1535-Gandhi-trade.jpg
Figure 5

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1545-ramesses-trade.jpg
Figure 6

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1545-worldmap.jpg
Figure 7


RFC 9 WTP 28 October 1550

4. Security Considerations

It s a big risk trying to run the WTP, as can be seen in Figure 8, there
has been a breach in network domain.

Further, our power rating has been declining (see Figure 9).
Fortunately, our relationship has been good (Figure 10), which might
have deterred other security breaches.

It is, however, our recommendation that vendors start installing
musketman for better protection.

5. Running Code

A reference implementation of the WTP can be found in the followg
attachment: WTP (Ver 1.02-Beta) (http://forums.civfanatics.com/uploads/76783/VQ09-AD-1550.CivWarlordsSave). See Appendix A for a detailed
documentation of the WTP.

GreyFox Standards Track [page 5]


http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1545-egypt-city.jpg
Figure 8

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1550-power.jpg
Figure 9

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1550-relations.jpg
Figure 10


1500AD (0)
Nongoma is unhappy ... whip when cost is 2
MM'd Ulundi & Bulawayo to work on more coastal tiles
raise research to 100%
whipped colosseum at Nobamba

1505AD (1)
Nobamba: Colossuem > Chariots
Can't trade anything with Banking.

1510AD (2)
Nobamba: Chariot > Market

1515AD (3)
Ulundi: Bank > Chariot

1520AD (4)
Ulundi: Chariot > Grocer
KwaDukuza: Bank > Grocer
Nongoma: whip library

1525AD (5)
Nongoma: library > Forge
Ndondakusuka: Lighthouse > harbour

1530AD (6)
Research: Printing Press > Gunpowder
Ondini: forge > library
Trade(Mansa): Printing Press > Gunpowder + 200g
Research: Replaceable Parts

1535AD (7)
Trade(Gandhi): Wine for 8gold
Trade(Gandhi): Deer for Silver
Trade(Louis): Gunpowder + Printing Press > Education + 300g

1540AD (8)

1545AD (9)
Trade(HC): World Map > 100g
Trade(Alex): World Map > 100g
uMgungundlov: Grocer > university
Trade(Ramesses): deer > 6gpt

Robo Kai
Oct 28, 2006, 07:52 AM
Man GreyFox, you have outdone yourself this time. That report is awesome!

namliaM
Oct 28, 2006, 10:52 AM
LOL :lol: nice and original reporting grey, tho I got lost about twice and need to read it another few times to get it all..... :blush:

Ozbenno
Oct 28, 2006, 08:29 PM
:goodjob:. Very entertaining read. I've read a few of those reports in RL recently. The next time I read a report about "The use of microwave technology in the water industry" I hope I don't start wondering if we can trade it to Ramses for some ultra-sonic technology :lol:.

Maquis
Oct 29, 2006, 03:58 PM
had to look back a bit to find the roster, but I figure I am up. I had to do another double check to find the save... Oh, it's there alright... not quite as hidden as in the code last time :)

Got it.

Ozbenno
Oct 31, 2006, 06:00 PM
To patch or not to patch, that is the question?

GreyFox
Oct 31, 2006, 06:41 PM
Now I have to write the same thing regarding patching a forth time! :aargh: ... on second thought, I don't care anymore. Bottomline is: if patched, I will be really OoP from 4-18 Nov. If not patched, I may chime in a set or two during that same period.

bobrath
Oct 31, 2006, 09:35 PM
haven't patched yet myself, so I'm good either way.

namliaM
Oct 31, 2006, 11:21 PM
haven't patched yet myself, so I'm good either way.
Me too, I am still hoping to finish WOTM 2...

BTW Maquis how are you getting on ? Need a skip?

Maquis
Nov 01, 2006, 03:14 PM
I don't need a skip, I am wrapping it up. I'll have the turnset up tonight.

Maquis
Nov 01, 2006, 08:49 PM
Ok, not too much to report. Replaceable Parts learned, and I traded (with some $$) for Astronomy. Currently researching Chemistry (which Ramy already has)

Other than that, looks like we are keeping up with AIs pretty well.

One bit of good news, Ramyses declared war on HC (which brought Mansa in) so hopefully this will slow down the score leader somewhat. (Although Baldy may overtake him in score soon)

Built a few Observatories, and some markets/banks. We need to keep up on research and commerce! Yes, the :whipped: was used a couple times.

Anyways, here's the save:

GreyFox
Nov 01, 2006, 09:07 PM
Good job ... we are only a few techs (10+) away from the Utlimate Tech.

I think we need to pump out some more soldiers ... need them for both happiness and at least keep our power rating from falling too much behind such that everyone dog piled on us (remember VQ03)?

--

namliaM
Nov 02, 2006, 12:07 AM
Yes, we do need both our commerce and power rating to keep up...

That makes bob up right?

Ozbenno
Nov 02, 2006, 12:20 AM
Bob is indeed up!

I think we're doing all right but need to keep our power rating up. As rocketry is on our way to the promised land we should start Apollo, so that when we get to Alg's machine we can start to build!

Maquis
Nov 02, 2006, 11:27 AM
I didn't mention, but I did start some muskets in a couple cities. None completed yet however. Also, Rifiling is available as a tech (I believe it is allowed, no?) So we could get Riflemen soon if we would like.

The other option would be to upgrade some obsolete soldiers, but that may be costly in the tech race...

[edit]

ONe last thing, I did *not* use the Engineer to finish RP. I think he's going to be more valuable in the long run to build us a wonder (THE INTERNET?) Maybe we should just name him "AL Gore" right now.. then he can build the Internet for us :)

namliaM
Nov 02, 2006, 12:55 PM
Good point about Al ;)

sooooo
Nov 02, 2006, 12:57 PM
GEs can only build buildings and wonders. The Internet is neither - it's a project.

namliaM
Nov 02, 2006, 01:03 PM
WOW so it is :(... What other wonders do we want/need on our way?

Or burn it on some tech?

Maquis
Nov 02, 2006, 02:30 PM
hmm.. probably a screwup on my part :( I assumed we would use him on Internet. You see, I've never built it... so I had no idea it was a project!

Right now he will give us Priesthood (not allowed of course) so I don't think we'll be able to burn him on a tech? Unless he will go to a different tech that we would later open up? Or is he stuck on Priesthood until that is learned?

A couple options would be to burn him on Oxford (once we can build)... it looks like the only wonder we can build with him before the 'net would be Broadway (useless?)

bobrath
Nov 02, 2006, 05:41 PM
Got it and playing later.

ChrTh
Nov 02, 2006, 09:49 PM
Nice work guys ... really impressed by keeping up with the AI despite the isolated start and the tech restrictions. Even more impressed that anyone could follow GreyFox's reports. :thumbsup:

GreyFox
Nov 02, 2006, 10:05 PM
Welcome back onto CFC, ChrTh!

Are you still civ-less?

ChrTh
Nov 02, 2006, 10:10 PM
Welcome back onto CFC, ChrTh!

Are you still civ-less?

Just a quick visit, still Civ-free. I'm down to the smallest-size patches.

I made the mistake of downloading the Railroads! demo the other day. When I completed it and saw the time I immediately uninstalled it and deleted the package. The Internets is a dangerous place.

Nice to see Lee running games again, and apparently having fun too.

namliaM
Nov 02, 2006, 11:45 PM
I checked the Great engineer preferences for Bulbing...

Great Engineer:

Machinery << Have
Assembly Line<< No
Industrialism << No
Combustion << No
Metal Casting << Have
Mining << Have
Iron Working << Have
Engineering << Have
Replaceable Parts << Have
Steam Power << No (Chemistry Pre-req)
Steel << Yes (Also Chemistry Pre-Req => Steam Power before Steel)
Robotics << Hell No
Railroad << No
Feudalism << Have
Fascism << No
The Wheel << Have
Plastics << No
Masonry << Have
Construction << Have
Guilds << Have
Bronze Working << Have
Corporation << No
Electricity << YES, Need Sci Meth and Physics
Animal Husbandry << Have
Gunpowder << Have? / YES
Priesthood <<<<<<<< Priesthood
Monarchy << Pointless to look further..
Code of Laws
Constitution
Agriculture
Economics
Chemistry
Fission
Genetics
Fusion
Optics
Civil Service
Nationalism
Communism
Ecology
Pottery
Calendar
Currency
Banking
Scientific Method
Physics
Medicine
Refrigeration
Computers
Divine Right
Fishing
Mathematics
Flight
Fiber Optics
Hunting
Horseback Riding
Rifling
Future Tech

GreyFox
Nov 03, 2006, 12:54 AM
So that means we can't use the GE to lightbulb any alg ore allowed tech once we learnt Chemistry ... so we MUST stop chemistry and change to SciMeth and Physics.

bobrath
Nov 04, 2006, 11:01 AM
We have now lost the ability to make monasteries.... but we get to play with cool prism thingies. Finished research on SciMeth on my 10th turn, started Physics and the free Great Scientist is still available. Running at -1gpt we'll get Physics in 19 turns... I drained a good chunk of the treasury (and traded our world map to keep it afloat).

Ramses lost 2 cities and I'm guessing will be losing more soon. I think he'll be a vassal to HC very soon. I stayed out of that war against requests from both sides, just didn't see a real benefit in either offer.

We've got a few more religions, and it might be time to switch to a state religion, but only if the relation bonus with a civ will make up for the multiple negatives out there. There's no real one dominating religion.

I saw that we're running Mercantillism... since almost everyone has Astronomy now, does this still make sense? Are the free Specialists worth the reduceded trade? I'm not sure.

I did have numerous cities build walls and castles. The castles provide an additional trade route (until Economics come along). Since Econ is not on our path, this extra trade route (oh and extra defense against pre-gunpower units) is a nice bonus for our GNP.

Middle of my turns, we double popped borders (well two cities popped once) and this was the wonderful result:
http://img529.imageshack.us/img529/897/civ4screenshot0000bk7.jpg

Ghandi settled next to the fish on our SE coast, but is also under pressure thanks to the above mentioned border pop. KK settled on the one tile island north of our capital. He'll pick up fish for that. We've also got another galleon/settler from Ramses wandering around. He might try to settle in our interior.

Did a couple resource trades around, got cows and gold now, along with some gpt. Nothing huge, but trying to keep us afloat.

If we can sneak the GS from Physics, that would be a boon - not sure what tech he might lightbulb, but an academy would be helpful for sure.

IF we get declared on however, I suggest dropping the physics research and going for rifling. Makes for a good improvement over musketmen. We're still pretty horrible on power, but I wanted to try to keep our research/gnp ability at some sort of par with the other AIs.

OH!! Ghandi emancipated his people and he can offer DPs... I'm actually a bit more worried about Ghandi than I am about HC's war machine.

Here's the save:

namliaM
Nov 04, 2006, 02:38 PM
Joining in the war with HC may have been the thing to do, we allready did do this in the war with Mansa... If even just for the browny points!

I think it can/will pay to have HC on our "good" side... As he seems the most powerfull and aggresive AI out there....

(oh and extra defense against pre-gunpower units) :confused: That time has passed a long time ago... I think that is why you put it like this tho...

Gandhi is indeed our big pain, as he is probably the tech leader in this game. He is huge and untroubled by war.... I think having HC on our good side, maybe even joining in a war on heithen Gandhi could prove vital... Tho the great machine will keep us on par at any tech that is known by 2 AI... If one AI is to far ahead we may need to start researching ourselves again after the invent of our machine...

Ps Got it play tomorrow

PPS

Great Scientist:

Writing
Mathematics << Got it
Scientific Method << Got it
Physics << Got it
Education << Got it
Printing Press << Got it
Fiber Optics << Our main goal ! ! !
Computers << also needed for our goal!
The Wheel << Got it, I think :crazyeye: ... Why is this even in here?
Philosophy >>>> MISSING, but also missing prereq CoL or Drama
Chemistry >>>> MISSING, to try and burn our Great engineer
Fission << No need to look further >>
Fusion
Optics
<< Trimmed list >>

So we can use any Great Scientist for Chemistry more or less directly after getting him, assuming we do get him...
Or we can save him for later on Computers or Fiber Optics....

GreyFox
Nov 05, 2006, 09:31 AM
I think we should revolt out of Mercantlism as well, since we are not running Rep, the 1 free specialist actually have minimal bonus.

<Smoke alert ... ignore the following text>

We should already be halfway through Chemistry (since Maquis already started it before we decided to switch to SciMeth and Physics in order to burn the GE for Steel). So, if we do get the GS, the best is to save him for lightbulding FO or Computers. Academy would be less helpful here, since after FO, we would be unlikely to be researching anything, unless Gandhi is really running away with Techs.

Military-wise, we need both Chemistry and Steel for a boost to keep up power-wise. However, since Chemistry would render GE un-burnable, we would likely go for steel before Chemistry.

</Smoke alert ... ignore the above text>

Re@patch: I no longer have any issues with patching ... so patch if you want to.

namliaM
Nov 05, 2006, 09:40 AM
Steel before Chemistry ??? :crazyeye:

What mod are you playing Fox? Or do you mean Riffling?

GreyFox
Nov 05, 2006, 09:54 AM
I am on the Smoking Mod ...

:lol:

I keep thinking we are burning the GE for Steel :crazyeye: ... its Electricity actually ... let me rephrase then:

We should already be halfway through Chemistry (since Maquis already started it before we decided to switch to SciMeth and Physics in order to burn the GE for Steel Electricity). So, if we do get the GS, the best is to save him for lightbulding FO or Computers. Academy would be less helpful here, since after FO, we would be unlikely to be researching anything, unless Gandhi is really running away with Techs.

Military-wise, we need both Chemistry and Steel for a boost to keep up power-wise. However, since Chemistry would render GE un-burnable, we would likely go for steel before Chemistry we had to burn the GE for Electricty first befor eheading for Chemistry.

--

GreyFox
Nov 06, 2006, 07:42 PM
:bump: Alert! Alert! 48hrs approahing warning ...

Ozbenno
Nov 06, 2006, 09:47 PM
It is namliaM that is up?

Ozbenno
Nov 06, 2006, 09:47 PM
I'm getting double post disease

GreyFox
Nov 07, 2006, 09:04 AM
Yes .... so that means next player on the roster should grab this game and play. And I think that's you, Oz!

namliaM
Nov 07, 2006, 12:38 PM
Report comming up !

namliaM
Nov 07, 2006, 12:57 PM
First thing I did was make a quick count of scientists we had. Even with 10 scientists giving us 3 beakers I figure we get something better with revolting away from Mercantalism, so I do and this is the result... :eek:

http://img56.imageshack.us/img56/9994/revoltingmj0.jpg (http://imageshack.us)
Wow that makes a little difference...

I do some whipping the bank in Nongoma, tho it may have been (much) better had I switched that to an Observatory
And an Observatory in GunGun...

The rest was pretty straightforward... The three most memorable moments in my set captured in 1 picture...
http://img56.imageshack.us/img56/2760/memorablexm0.jpg (http://imageshack.us)
Eventualy Hyderabad revolted to us, I razed it becuase I thought it was placed badly... later while (still) building the (new) settler I was thinking maybe it wasnt that bad....

Also I claimed the final Flood plains on our easter side, also this allows us (once we do get CS) to Irrigate west from the Oasis. The town will not do much cuase it has nearly no hammers... But it will pay for itself soon with a few cottages on them FPs....

:blush: WTF?? I forgot to save the game?? *uhm* what to do now? Should I be skipped or?

GreyFox
Nov 07, 2006, 03:19 PM
Can you get an autosave?

namliaM
Nov 07, 2006, 11:27 PM
I didnt think of that, the latest save I have is 1690... I will replay my last few turns tonight...

namliaM
Nov 08, 2006, 03:08 PM
Well I made more or less or tried to anyway moves in the last 2 turns...

I forget to make the deal with Ramesses, so I made that 1 turn later and traded the 70gold for our world map...

Physics in 2 turns.... No one got it yet....

And finaly the save (http://forums.civfanatics.com/uploads/57616/VQ09_-_Alg_Ore_AD-1700.CivWarlordsSave)

Sorry to keep up the game...

Ozbenno
Nov 08, 2006, 04:12 PM
OK will play tonight.

Ozbenno
Nov 09, 2006, 03:28 AM
Well we're still 10 techs away but soon that'll be 9, with Physics just around the corner.

This also comes :(.

http://img153.imageshack.us/img153/5918/civ4screenshot0009tg8.jpg (http://imageshack.us)

Don't you play silly buggers now.

I now have a Great Scientist, who will give me enough to research Chemistry in a turn and a Great Engineer, who will knock 2 turns of Electricity. I think GreyFox gave me a program to deal with this.

If
Great_people=2
then
:bounce: :banana: :band: [party] :dance:

http://img153.imageshack.us/img153/3455/civ4screenshot0010ud9.jpg (http://imageshack.us)

I get Chemistry in a trade with Louis for Physics and his treasury. Gandhi must have researched Physics the same turn as us, but who got the GS? So 8 to go.

I put the new settler here but not sure we actually need another city. At least it stops the Ai doing so.

http://img154.imageshack.us/img154/5812/civ4screenshot0011hg1.jpg (http://imageshack.us)

Last turn Electricity comes in, 7 techs to go. Radio is selected.

For the first time in living memory we aren't last in soldiers :lol:.

142058

GreyFox
Nov 09, 2006, 11:21 AM
Hmmm ... a Golden Age??? That's an interesting decision ...

Is it me, or I think the cultural border shown in the minimap resembles Australia ....

Will try to get it tonight ... but as usual, i am on autoskip, so if next player can grab it before I report, go ahead.

--

namliaM
Nov 09, 2006, 01:30 PM
Intresting indeed... I might have saved the GA for "spaceship" building time or Internet time... But .... we may as well get it now...

I do think burning the Scientist on 2 turns of research is wastefull...

GreyFox
Nov 10, 2006, 12:01 AM
Which genius is it that come up with the following chain farm plan?

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq09-AD1750-chain-farm.jpg

Except for one caveat .... that particular genius forgets that we cannot research Civil Service ... :crazyeye: ... well, most geniuses are forgetful anyway :sarcastic:

I whipped the university at Nobamba ...

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-AD1750-whip-nobamba.jpg

Figuring that it is more useful than those 4 pops, and I was hoping to add more scientists ... turns out that university does not allow additional scientists. :crazyeye: Remember what I say about "geniuses being forgetful"? :yes: :non-sarcastic:

Speaking abt forgetful geniuses :non-sarcastic:, I forgot to review trade at the inherited turn. Thus I reviewed it on the next turn. This is our trade situation:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-AD1755-trade.jpg
PS. Ignore the 1951AD ... it should read 1755AD

And i made the following adjustment.


Increased sheep sale to HC from 5gpt to 15gpt
Increased wine sale to Gandhi from 8 to 11gpt
Increased deer sale to Louis from 8 to 9gpt
Sell fish to Mansa at 3gpt


leading us to the following trade situation at end of my turns:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-AD1800-trade.jpg

One more thing is, why did we found Ondini at where it was, one tile away from sea? Moving it west would be so much better.

Anyway, I played a quiet set of turn ... since some kind soul has decided the research path for me :)

Quiet ... until the war trumpet blows! :eek:

Fortunately, we weren't the target:

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-AD1780-war.jpg

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-AD1800-war.jpg

Looking at the powergraph, we were just a teeny weeny little bit above Ramesess, so count ourselves lucky. But to avoid sitting into Ramesy's hot seat, I suggest we declare on Eygpt and earn ourselves some brownie points with Alex (not that it is of any use with him) and HC+Mansa.

Here is the world at war (only Gandhi and KK are now out of one. Speaking of KK, I am still having trouble adjusting to KK's ex-QSH-look -- and this should tell you that I am at v2.08).

http://i45.photobucket.com/albums/f81/9r3yf0x/VQ08/vq9-AD1800-relations.jpg

There is one workboat that is touring round the whole of australia to get from Melbourne to Sydney clockwise :crazyeye: .... it is currently reaching Perth ... :lol:

>>> The Save (1800AD) (http://forums.civfanatics.com/uploads/76783/VQ09-Alg_Ore_AD-1800.CivWarlordsSave) <<<

namliaM
Nov 10, 2006, 12:20 AM
Except for one caveat .... that particular genius forgets that we cannot research Civil Service ... :crazyeye: ... well, most geniuses are forgetful anyway :sarcastic: That would be me, but I market that so we can grow that city once we do get CS... With all them hills this needs farming... I didnt count the food to the details tho...

Wow some nice Extra GPT, this is sure something I near allways forget... In particular so in my SP games...

Declaring w