SGOTM 15 - Unusual Suspects

ANDDDDDDDD, here's where we are now

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I deviated from Guru's flight plan to avoid a lion. The lion is currently due east of the SE corn.
Sorry about the lion about to eat Drona:p

Now what exactly do I do with all the logs and saves?
 
Seems Neil has done his utmost to make culture VC something to consider, but I find it hard to believe that it can beat a well done domination/conquest. To me this start suggests early REX and develop great lands. If we are to attack it would be after wonders like the Oracle and with some higher tech units. Horse Archers could be one way, they are excellent for normal speed. [This would not be for non-stop war (yet) -- just to take out 1 AI for more land]

With all the good land (rivers and resources) it should be possible to research very, very fast meaning quick cuirassiers/cavalry.

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Religious is still possible, but it will not be as cheesy/easy as usual assuming everybody's Toku. One would have to conquer a bit to make good enough friends, can't simply spread the religion to everyone and start the vote.

I never play with AGG AI, but in the back of my mind there's a memory of the player starting at -1 relations towards AI compared to usual. Is this the case? Might've been changed in BtS (or not been the case at all).

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Clearly we want a city 1SW of the new gold. Goes well with the capital BFC.
 
Good job, AAA :goodjob:

The last save is uploaded to the GOTM submission page: http://gotm.civfanatics.net/submit/civ4sgotm.php

After you upload the save, it will give you a log, you can copy and post in the thread. The autolog should be in your Buffy folder, I think. (I'm at work and can't check my computer)

My first thought is that hill 1W of the corn might be a good spot for a blocking city, but I'll have to look more carefully when I get home.
 
My first thought is that hill 1W of the corn might be a good spot for a blocking city, but I'll have to look more carefully when I get home.
We need gold in initial BFC, I still say 1E of gold is easy choice, especially now that it also gains corn.

Furthermore there's no need to think blocking, we have so much space to grab, and sooner or later either we will attack Japan or Japan will attack us (agg AI and differing religions).
 
I like 1E gold too. The question I have about blocking is "do either of the AI have anywhere else to expand?" It looks to me like the Japanese Tokugawa's capital is on the mountain border. It wouldn't surprise me if the Babylonian Hammuragawa is similarly boxed in by the mountains. If the only place they have to send settlers is directly toward us, then we do need to think about blocking.
 
Yeah, looking at it more carefully, 1E of the gold gets more hills (5 vs. 2). That would be a much better production city. OK -I'm convinced.
 
Rush for now looks bleak.
IMO - blocking cities is #1 priority, then filling in the open land. Not sure if BW for chop and whip is better than AH for pastures. Copper for axes is better for defense than horse for chariot in most cases.
How long do we think we have before we become worst enemies and risk attack?
 
I like 1W of corn also. With good riverside tiles, we might hope for religion spread from the capital holy city rather than chopping a monument?

So much to consider! Maybe we should plan a mini turnset that runs until we get the settler produced?
 
Worker steal looking possible--camp out both warriors on the hill NW of the sheep and wait (but not so long that borders expand). Grab the worker, then send him home and move both warriors onto the forest hill NE of the sheep. Toku would be attacking across the river, too--we could hold out for quite awhile, making him waste units, slowing development, and blocking him from expanding west.

Good work, AAA! :goodjob:
 
Since I won't have time tonight to update the test game, would someone else like to do it? If not, I'll do it tomorrow. Any subtle tricks to know about when adding AI cities? Getting Toku's capital city culture right so it pops its borders at the correct time will be tricky. Can we put a monument or something in it? (I've only ever tweaked tile terrain before.)
 
The best way is to update the map with the old test game, save as a WorldBuilder, copy the file to the scenarios folder, start a new scenario, and replay all the turns since 4000BC. To simulate experience gains, I use WorldBuilder to place weak wolves to attack the warriors on high defense tiles.

In this case, you also have to open the save in WorldBuilder mode at 4000 BC and add the AI staring cities with religion. Then, reopen on turn 3 and delete the extra AI settlers before they can found new cities.
 
Should we consider keeping the warriors by the Japanese border to grab any settlers headed to the gold/sheep site?
The settler will be escorted by an archer; would 2 warriors be enough?

One of those warriors must return to escort the settler. Also, :goodjob: AAA!
Or we could build another warrior while growing the city if we want to commit to a worker/settler steal (and delay 2nd city).
 
The settler will be escorted by an archer; would 2 warriors be enough?

Or we could build another warrior while growing the city if we want to commit to a worker/settler steal (and delay 2nd city).

I don't think two warriors could take a settler away from a protective archer. I also don't think it's wise to delay the second city.

I do think we should be opportunistic about stealing a worker, but that only takes one warrior.
 
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