View Full Version : Turn 90-99


DaveShack
Nov 28, 2006, 01:33 AM
Turn 90 is in, but a quick scroll through the selectable units shows a heck of a lot going on. I'm going to leave it unmoved overnight, with the following questions. I don't consider it reserved in terms of got it, but I'm planning to play in the morning if nobody else has. :D


What's up with the prophet? Are we going to build the shrine and then lightbulb with the next one, or save this one for lightbulb?
Roading towards the former barb city? Or is that worker doing something else?
Our NE explorer is wounded, heal first? Promote with woods I, or keep the promo in reserve?
Does our Loco explorer have any particular plans, or just wandering around? That's a cool naming system they have, didn't know loco referred to locomotives ;)


BTW if we're planning to do some trading let's try to get our ducks lined up by next turn.

DaveShack
Nov 28, 2006, 10:35 AM
On second thought, running late my 1st workday back after vacation and don't want to push it.

dutchfire
Nov 28, 2006, 11:20 AM
build the shrine with this one,
promote the warrior, it's not like it will need a promotion later on when he's serving as military police.

1889
Nov 28, 2006, 12:09 PM
Our Great Prophet built the Kashi Vishwanath (Hindu Shrine) in Wheelville. It spreads Hinduism, gives us gold for each Hindu city, allows 3 priests (4 max now), and gives 1 great prophet point.

Wheelville has 2 priests now (+14 GP points, 200 needed). Library finishes in 11 but can be rushed with 2 pop in 3 turns. Happiness is maxed but pop grows in 4.

A barbarian warrior has just stepped out of the fog up north. If he takes a step toward our workers our axe will come off the hill.

Our explorer in the east has taken the woodsman promotion but still needs 3 turns to heal.

Diplo to Loco: Animal Husbandry for Meditation.

GNP has made some big leaps over the last few turns and is now heading in the right direction, manufacturing is still going to take a lot of work to improve though.

dutchfire
Nov 28, 2006, 12:11 PM
We could stop working the plains and clam to speed up GP generating even more.

1889
Nov 28, 2006, 12:28 PM
Abandoning the plains is a good idea, but if we stop working clams growth stagnates so maybe we should wait until after rushing the Library.

dutchfire
Nov 30, 2006, 09:27 AM
Played the turn, fiddled around a bit with the citizens, focussing Wheelville on gpp, and Chowdertown on production so it'll get the work boat earlier.
http://img243.imageshack.us/img243/7471/civ4screenshot0055tn6.jpg
There's a barb axe near polynesia.
I've got more pics, but Imageshack doesn't work for me properly at the moment :confused:

There's another goldmine in Loco territory, this one is being worked.

1889
Nov 30, 2006, 10:58 AM
Yikes! Is that barbarian axe wounded already? maybe we should chase him down.

dutchfire
Nov 30, 2006, 11:04 AM
he isn't promoted, and our axe has got anti-melee and combat 1, and he's fortified in a city, but our axe is still healing. (4,7/5 if I recall correctly).

1889
Nov 30, 2006, 11:28 AM
Still no meditation but we didn't get a diplo screen saying they refused so was our tech trade was refused or are they still pondering it?

Theoden
Nov 30, 2006, 04:23 PM
We should just stay in Polynesia and let the barb axe suicide itself by attacking. There's nothing to pillage, so no incentive for us to move outside the city.

1889
Dec 02, 2006, 03:40 PM
The warrior in the west is heading back north towards the Marble to help prevent barbs from spawning.

The workers continue with the road under the protection of our Axe, now with combat I and +25 % vs. melee. A barb axe has just crested the hill.

If the barb axe doesn't attack Polynesia next turn our Axe will be able to take him out because the worker will need to move ahead to continue his road.

The settler in Sinsburg can be rushed in 3 turns.
Ploughland finishes Axe in 2.
The Library in Wheelvill can be rushed with 2 pop next turn.
Chowderton finishes work boat in 5.
Polynesia started Library, the barracks is gone :(

1889
Dec 04, 2006, 08:21 AM
Diplo in our mailbox from Loco accepting Animal husbandry for Meditation (allow monistary) and saying they hope for more trades. Techs offered again.

The Barbarian axe outside Polynesia is gone and our axe is fully healed, things must not have gone well for the barbs.

Our warrior in Loco needs to back track to "discover" their northeastern city. I'm guessing it’s called Reading.

In Wheelville I rushed the Library with two populations. It grows in 2, but for the moment we are back to only 2 priests. Switching some to scientists would make a big difference in research.

The barbarian axe on our northern border still needs careful attention.

And Hinduism has spread to Chowderton!

Lots of builds to think about:
Sinsburg settler can be rushed in 2, start work boat?
Ploughland axe finished in 2, temple next?
Wheelville's build queue is empty. Warrior would take 2 turns then we can start Great Library.
Chowderton finishes workboat in 3.
Also Literature next turn (for Great Library) I'd like to start Masonry (allow marble quarry).

dutchfire
Dec 04, 2006, 10:20 AM
Starting on masonry would mean we couldn't lightbulb CoL or CS.

1889
Dec 04, 2006, 11:19 AM
Thank you Dutch!

The workers still have about 8 turns of roads so we can study Code of Law next which will take about 11 turns I think and we should have our next prophet in 10. This will delay our acess to Marble for about 5 turns.

Theoden
Dec 04, 2006, 11:31 AM
Ploughland could probably do fine with a temple to keep the population happy while we whip them. :D

But we shouldnt assign any scientists in WheelVille even though it might help our science - we would interfere with our 100% chance of getting a prophet which is neccesary to pull off this CS slingshot.

1889
Dec 05, 2006, 02:19 AM
Got to see lots of new tiles this turn. Climbed a hill in Locotopia and out west. Found horses, but are we interested in settling so far away?

At home a barb axeman will probably enter our border and attempt to pillage our village, but two axemen are standing by, each with a 67% of victory. Hopefully we win the first time because one of our workers is out in the open roading to Marble. The other has come back to Ploughland to mine.

dutchfire
Dec 05, 2006, 04:16 AM
The site is good, it will block of Aloha, giving us time to deal with Loco or Aloha first, depending on our own choice.

1889
Dec 07, 2006, 11:21 AM
The barbarian axe is gone. Of all the places it could have moved to cause trouble for us he chose to attack our melee specialist axe on the hill, resulting in slight injuries to us.

Rushed the settler in Sinsburg and our defenders are back in position so Marble city is in back on track.

4 priests in Wheelville will get us a prophet in 5 turns then we can concentrate on science. Begin Great Library next turn currently listed as 70 turns to complete.

Literature this turn and started Code of Laws. Currently 14 turns but will be significantly faster when we can use the scientist.

Our warrior exploring in the NE has to decide which way to go. Continue north or head down that isthmus?

dutchfire
Dec 08, 2006, 09:50 AM
Warrior: North, then North East, then we'll see again.

1889
Dec 09, 2006, 08:11 PM
Our warrior in Loco should take the time to walk along the coast. Revealing those coastal tile will let us open trade when we get sailing.

We have a bit of exploring to do just south of Polynesia for the same reason. But with a new band of barb warriors just popping up just how should we do it? Garrison with the warrior explore with the axe and rely on the axe in Ploughland to reinforce?

Let’s keep an eye on our NE warrior to decide where to go.

Chowderton needs a new build. Granary may be a good idea, but it I also like to have barracks in a few of the high production cities.

Other news; Marble town will be settled in 2 turns but we need a name. Also, if some else gets the next save next turn, one of the priests in Wheelville can get back to real work on one of city tiles.

Lord Parkin
Dec 10, 2006, 01:58 AM
Sorry guys, been kind of busy lately. Just caught up to speed on this game.

The barbarian axe is gone. Of all the places it could have moved to cause trouble for us he chose to attack our melee specialist axe on the hill, resulting in slight injuries to us.Yeah, barbarians are generally very stupid - they'll attack whatever unit is in range, regardless of the odds against them. On the other hand, the AI for the civs in the game is more intelligent, as they'll actually weigh up whether or not there might be better targets before just attacking whatever unit is in sight.

We have a bit of exploring to do just south of Polynesia for the same reason. But with a new band of barb warriors just popping up just how should we do it? Garrison with the warrior explore with the axe and rely on the axe in Ploughland to reinforce?Use the Axe to take care of the barb Warrior, then send our Warrior out to explore. Better to keep the stronger units at the city, just in case of an emergency (eg a couple of barb Axes).

Chowderton needs a new build. Granary may be a good idea, but it I also like to have barracks in a few of the high production cities.Get the Granary first. Then get the Barracks afterwards, so the benefits of the Granary are being applied as early as possible.

Other news; Marble town will be settled in 2 turns but we need a name. Also, if some else gets the next save next turn, one of the priests in Wheelville can get back to real work on one of city tiles.Hmm, name suggestions... how about Magadan? (I've always been fond of that name, used it in several PBEM's of mine as my capital.) Anyway, just an idea. :)

dutchfire
Dec 10, 2006, 09:33 AM
Isn't Magadan a city in Russia?
Try finetuning Chowdertown to get the Granary and a new pop in the same turn.

DaveShack
Dec 10, 2006, 01:02 PM
I assume 475 was turn 96?

1889
Dec 10, 2006, 01:32 PM
I assume 475 was turn 96?

Correct, and turn 97 is already with Aloha. :cool:

Theoden
Dec 10, 2006, 03:00 PM
Try finetuning Chowdertown to get the Granary and a new pop in the same turn.
Are you sure this will work? I'm asking because in civ3, if you finished a granary on the same turn as growth the granary effect wouldn't be applied before the next time the city grew. But I don't know if this is the case for civ4?

1889
Dec 10, 2006, 07:39 PM
Our axeman in Polynesia had a 100% to kill the barbs so I just went for it. Our warrior is on his way down the coast and after our worker finishes the road he can mine those hills to get the granary built.

Our warrior up north has found another band of barbs so fortified in the forest to meet them.

Marble Town (or Magadan) will be founded next turn, not sure what we need to build there. Our Axe needs a few turns to heal before marching to the tribal village.

The warrior in Loco has explored the coastline and can head back west now.

Chowderton's fishing boat sailed out to the clam fields. As a result population will grow next turn. Both of them working mined hills will finish the granary in about 7 turns by then Wheelville may be able to let them work the pigs to grow quickly to pop 5.

Sinsburg's culture expanded, but the workboat is still a ways off.

Please stop by the new strategy thread.

Lord Parkin
Dec 10, 2006, 10:01 PM
Isn't Magadan a city in Russia?Yes. But incidentally, I only realised that a few months after first using the name in my Civ4 games. Quite a remarkable coincidence. :) (Or perhaps it was just my subconscious memory, or something.)

Are you sure this will work? I'm asking because in civ3, if you finished a granary on the same turn as growth the granary effect wouldn't be applied before the next time the city grew. But I don't know if this is the case for civ4?You're correct, Theoden - the Granary works differently in Civ3 to in Civ4. :) Rather than food being stored from the first pop point after the Granary is built, food is stored immediately after the Granary is built, and is applied to the city when it next grows.

Example: City is pop 3, 20/26 food towards pop 4 when it finishes its Granary. There are 6 food points left to fill up before the growth, so when the city grows, half of that amount (1/2 of 6 = 3 food) will be stored. After that, the Granary will appear to work the same way as in Civ3 (for example, when the city reaches 28/28 food to go to pop 5, 1/2 of that [14 food] will be stored).

The difference between Civ3 and Civ4 is only slight, since it only effects the first pop built after the Granary. But I believe they changed it to work that way to minimise micromanagement (ie you now don't need to worry about making sure your city is at the optimal point just before growing another pop before you build your Granary). :)

dutchfire
Dec 11, 2006, 10:05 AM
Warrior in the north going south? Perhaps ask the Alohans which way to go?

1889
Dec 11, 2006, 11:00 AM
For that exploring warrior; after he heals how about climbing that forest hill first, I'd bet thats a dead end up there. Then he can go down that land bridge with confidence.

1889
Dec 12, 2006, 07:24 AM
425 BC turn 98

(Lost my internet connection just I was about to post. Please forgive the lack of pictures, but my connection just can't handle that right now.)

Bunch of micromanaging this turn, lots of good stuff but some sacrifices too.

In Wheelville a priest has returned to the fields, but we still get our prophet in two turns. I stopped working pigs and picked up 4 gold instead which saved a turn on Code of Law, but growth is stagnant.

Chowderton took advantage of the pigs and will now grow every 3 turns, or 9 turns to happiness limit which was how long the granary was going to take. So I set its 1 hammer to build a barracks for right now.

After thousands of years of continuous operation the Ploughland copper mines are closed for a refit. The miners have taken 25 years off to swim in Plough Bay, Hindu Temple will be delayed but growth and commerce pick up saving another turn on Code of Law.

Magadan founded near marble.
Warrior exploring the North West was victorious, but now needs 5 turns to rest before continuing.

1889
Dec 14, 2006, 02:40 AM
This turn Polynesia began trading (+1 gold), Magadan starts next turn.
Our treasury is 119 gold, but at 100% science we spend 13 per turn. At 90% we only loose 5 gpt, of course the money we save is money not spent on science but we cant keep it at 100% much longer. Code of Law in 5 then 2 for Massonry and 3 for Civil Service.

Also up next turn:
Pop growth in Ploughland an Sinsburg.
A great Prophet in Wheelville. Those priests will all go back to work, but we'll keep 2 scientists for a little bit.

Chowderton grows in 2, Polynesia in 3

Notice on the Top City screen that Aloha already has Collosus and it shows that we are building Great Library. Is our secret out?

Offered trade to Aloha: Mysticism for hunting.

Lord Parkin
Dec 14, 2006, 02:45 AM
Notice on the Top City screen that Aloha already has Collosus and it shows that we are building Great Library. Is our secret out?No, the wonders that we are building which are "in progress" are only shown to us. The other teams, likewise, are the only ones who will see their own "in progress" wonders. ;)