z0wb13
May 11, 2009, 11:46 PM
i thought that i would start an immortal thread. post any shadows in spoilers. i think that i can update this at least once every 3-5 days if there is any interest.
i usually play random/shuffle/normal/epic/immortal with all default settings. however, this time i chose a much maligned leader: suryavarman 2http://i645.photobucket.com/albums/uu172/z0wb13/leader.jpg?t=1242095285
about the only thing that recommends itself to this leader are his civilization's starting traits: hunting & mining. because of this, you get to start with a scout instead of a warrior which allows for early scouting and, with a little luck, goody-huts. starting with mining allows a straight shot at bronze-working.
however, the biggest complaint with this leader are the khmer's weak unique unit and building. the ballista elephant is identical to other elephants, except that it has the situational ability to target mounted units first when attacking. and because ivory is so rare, you won't see them in many of your games with sury anyway. the baray is identical to an aqueduct with the addition of a :food: bonus.
perhaps to balance this handicap, sury himself has a powerful combination of traits. you have access to five half-priced buildings, including the granary and library. there is some debate as to the usefulness of the creative trait on higher difficulties. i like it because it means that i don't have to worry as much about the ai crushing me with their culture. also, expansive allows one extra population per city during the end game when :yuck: becomes the biggest impediment to city growth.
and the start:
http://i645.photobucket.com/albums/uu172/z0wb13/opening.jpg?t=1242094334
i've got a gut feeling that moving the settler SE is going to be the best move. expansive will take care of any :yuck: from all of that floodplains.
i went ahead and played to turn 51. i think that i will wait and see if anyone takes the bait and offers any advice, comments, insights, etc.
i go ahead and move my scout to the hill to confirm my suspicions about the land to the SE; it's floodplains city, and i decide to settler one tile to the SE despite losing the gold mine.
http://i645.photobucket.com/albums/uu172/z0wb13/settling.jpg?t=1242095714
moving the settler reveals rice and settling pops 61 :gold: as well as ivory for our lackluster UU and a water tile in our BFC :(
this city lends itself to cottaging and bureaucracy, although it will be rather soft on production. there will be enough food to allow for scientists so that i can get an academy running.
decide to go for bronze-working, although i will likely not be chopping very much forests. the reason that i want to research it first is so that i can reveal bronze early with my free scout. i make a worker my first build knowing that at the very least i can keep them busy building mines.
turn 2: i pop a hut for 63 :gold:
turn 6: i pop the wheel. this is an expensive early tech that will allow me to get up cottages that much sooner.
turn 8: popping 51 :gold: for a grand total of 175! enough to take care of any weird random events.
turn 9: i meet pacal 2.
http://i645.photobucket.com/albums/uu172/z0wb13/pacal_traits.jpg?t=1242100037
so i know that he is probably to the east and within 20 tiles of my capitol. perhaps he is close enough to warrant a rush. pacal can be a monster with his financial trait and cheap granaries.
turn 13: buddhism is founded in a distant land, and on the next turn pacal converts.
turn 16: hinduism is founded in a distant land.
turn 17: pop agriculture! the single best reason to start with a scout is confirmed. it is especially lucky that goody-huts have taken care of both of my prerequisites for pottery.
turn 22: i meet huayna capac
http://i645.photobucket.com/albums/uu172/z0wb13/huaynacapac_traits.jpg
another financial leader, and this one can be a wonder-hog. on the plus side, he is the founder of hinduism, putting him at odds with pacal. i predict that i will have to choose sides before too long.
turn 23: complete my first worker and send him to improve the rice. i start on a second worker, hoping that i can get away with it. it's always a gamble on higher levels if you should go worker or warrior first. i complete bronze-working and get a welcome surprise. start researching pottery.
http://i645.photobucket.com/albums/uu172/z0wb13/copper.jpg
turn 32: chop a forest to hurry my next worker. i pick the forest along the river, thinking that i can do more with that tile than a grassland hill. however, because of the floodplains, i think that i should leave the two forests that remain in my BFC.
turn 34: my scout takes out his fourth animal unit and earns medic 1.
http://i645.photobucket.com/albums/uu172/z0wb13/medic.jpg
turn 38: research pottery and start on writing. it will take 25 turns, but i should have some gold coming in soon with all of those river tiles.
turn 43: pacal builds a city.
turn 51:
http://i645.photobucket.com/albums/uu172/z0wb13/z0wb13_the_hopeless.jpg
right there in last place for power. not too much to worry about on immortal. if the accolades had been for wealth, i would have done better.
http://i645.photobucket.com/albums/uu172/z0wb13/world.jpg
here is a worldview. lots of good land, if i can get to it fast enough.
http://i645.photobucket.com/albums/uu172/z0wb13/culture.jpg
incans to the SE, mayans to the east, and both are too far away for a good rush.
http://i645.photobucket.com/albums/uu172/z0wb13/block.jpg
i think that i need to go for a block. the red spot would be better if i can get there first.
i usually play random/shuffle/normal/epic/immortal with all default settings. however, this time i chose a much maligned leader: suryavarman 2http://i645.photobucket.com/albums/uu172/z0wb13/leader.jpg?t=1242095285
about the only thing that recommends itself to this leader are his civilization's starting traits: hunting & mining. because of this, you get to start with a scout instead of a warrior which allows for early scouting and, with a little luck, goody-huts. starting with mining allows a straight shot at bronze-working.
however, the biggest complaint with this leader are the khmer's weak unique unit and building. the ballista elephant is identical to other elephants, except that it has the situational ability to target mounted units first when attacking. and because ivory is so rare, you won't see them in many of your games with sury anyway. the baray is identical to an aqueduct with the addition of a :food: bonus.
perhaps to balance this handicap, sury himself has a powerful combination of traits. you have access to five half-priced buildings, including the granary and library. there is some debate as to the usefulness of the creative trait on higher difficulties. i like it because it means that i don't have to worry as much about the ai crushing me with their culture. also, expansive allows one extra population per city during the end game when :yuck: becomes the biggest impediment to city growth.
and the start:
http://i645.photobucket.com/albums/uu172/z0wb13/opening.jpg?t=1242094334
i've got a gut feeling that moving the settler SE is going to be the best move. expansive will take care of any :yuck: from all of that floodplains.
i went ahead and played to turn 51. i think that i will wait and see if anyone takes the bait and offers any advice, comments, insights, etc.
i go ahead and move my scout to the hill to confirm my suspicions about the land to the SE; it's floodplains city, and i decide to settler one tile to the SE despite losing the gold mine.
http://i645.photobucket.com/albums/uu172/z0wb13/settling.jpg?t=1242095714
moving the settler reveals rice and settling pops 61 :gold: as well as ivory for our lackluster UU and a water tile in our BFC :(
this city lends itself to cottaging and bureaucracy, although it will be rather soft on production. there will be enough food to allow for scientists so that i can get an academy running.
decide to go for bronze-working, although i will likely not be chopping very much forests. the reason that i want to research it first is so that i can reveal bronze early with my free scout. i make a worker my first build knowing that at the very least i can keep them busy building mines.
turn 2: i pop a hut for 63 :gold:
turn 6: i pop the wheel. this is an expensive early tech that will allow me to get up cottages that much sooner.
turn 8: popping 51 :gold: for a grand total of 175! enough to take care of any weird random events.
turn 9: i meet pacal 2.
http://i645.photobucket.com/albums/uu172/z0wb13/pacal_traits.jpg?t=1242100037
so i know that he is probably to the east and within 20 tiles of my capitol. perhaps he is close enough to warrant a rush. pacal can be a monster with his financial trait and cheap granaries.
turn 13: buddhism is founded in a distant land, and on the next turn pacal converts.
turn 16: hinduism is founded in a distant land.
turn 17: pop agriculture! the single best reason to start with a scout is confirmed. it is especially lucky that goody-huts have taken care of both of my prerequisites for pottery.
turn 22: i meet huayna capac
http://i645.photobucket.com/albums/uu172/z0wb13/huaynacapac_traits.jpg
another financial leader, and this one can be a wonder-hog. on the plus side, he is the founder of hinduism, putting him at odds with pacal. i predict that i will have to choose sides before too long.
turn 23: complete my first worker and send him to improve the rice. i start on a second worker, hoping that i can get away with it. it's always a gamble on higher levels if you should go worker or warrior first. i complete bronze-working and get a welcome surprise. start researching pottery.
http://i645.photobucket.com/albums/uu172/z0wb13/copper.jpg
turn 32: chop a forest to hurry my next worker. i pick the forest along the river, thinking that i can do more with that tile than a grassland hill. however, because of the floodplains, i think that i should leave the two forests that remain in my BFC.
turn 34: my scout takes out his fourth animal unit and earns medic 1.
http://i645.photobucket.com/albums/uu172/z0wb13/medic.jpg
turn 38: research pottery and start on writing. it will take 25 turns, but i should have some gold coming in soon with all of those river tiles.
turn 43: pacal builds a city.
turn 51:
http://i645.photobucket.com/albums/uu172/z0wb13/z0wb13_the_hopeless.jpg
right there in last place for power. not too much to worry about on immortal. if the accolades had been for wealth, i would have done better.
http://i645.photobucket.com/albums/uu172/z0wb13/world.jpg
here is a worldview. lots of good land, if i can get to it fast enough.
http://i645.photobucket.com/albums/uu172/z0wb13/culture.jpg
incans to the SE, mayans to the east, and both are too far away for a good rush.
http://i645.photobucket.com/albums/uu172/z0wb13/block.jpg
i think that i need to go for a block. the red spot would be better if i can get there first.