Dawn of History (4000 BC)

DaveShack

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OK, let's get this thing going! :hammer:

My suggestions for startup:
  • Noble
  • Continents
  • Quick
  • Random for climate / sea level etc. settings
  • Random civ / leader
  • Name: Early Bird
48 hours max for discussion on these settings (as little as 24 hours if there is no dissent), then I'll create a game and we can discuss the starting moves.
 
UnitQ said:
Umm question here, we start all this on our own games byareselves, you make it sound like a multiplayer :).

No, there will be just one game, which will be played by various designated players in sequence. It's more like a succession game with voting. :)
 
Map size? I haven't got Civ 4 yet, so I don't know a good size...
 
Sounds fine. Small looks fine: Tiny is really _too_ small in my opinion. Let's get this started...
 
The game has been created using:

Noble, Small, Continents, remainder of settings random.

We are Genghis Khan of the Mongols, aggressive and expansive. Our starting techs are Wheel and Hunting. The starting location is coastal grassland with corn and bananas.

Discussion is now open on:
  • Tech path
  • Build queue
  • Settlement location, if you have a very strong preference for anything other than settle in place

The <<save>>.
 

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I suggest you move the scout first, onto the corn fields in turn 1. Then onto the hills to the left in turn 2.

If there are fishes / whales below; we might consider moving the settler south. Otherwise, the current place is also pretty good. (Banana, Corn, Fresh Water, Coast, Hills + Forest from Production)

We should immediately start upon a worker to better improve the tiles below. A scout should naturally follow the worker, then a warrior of self defence. Of course, as we're an aggressive race; we can skip the warrior for a barracks and get a late archer instead.

As for the techs, we definitely need to take Farming in the first two techs, so as to benefit from the corn. The other tech could either be archery or animal husbandry (Both required for our Keshiks)... Of course, it's up for debate; but Farming before the worker comes out (appx 15 turns) is a must.
 
I'd say settle in place. If there's no sweetwater we have a coastal city, which is good nevertheless...

I would first prosduce a second scout :confused: because our foremost concern should be to find our enemies, err, competitors ;)

The Keshik replaces the riding Bowman, right??? If we find someone early we might want to use him (or not, depends on what the map turns out to be!).

Concerning techs I wouldn't waste turns going for Buddhism, we can grab a religion later...
Since we have corn at sight I would go for farming...

Scouts should take 2 moves - don't go for the hill right away!! ;) Personally I would go 1east on the coast and then... Let's see...

Comments are welcome!

P.S.: Once the savegame's out we should play, don't you think? Otherwise people could become naughty and check the map beforehand? Hopefully not...
 
On real quick suggestion: Would it be too annoying to turn on the Grid for screenshoots? For those of us who'd rather not have to download the save and boot up the game (in case we're at work? ;)) it'd make it just a tad easier to see the tiles in the screenshoots.

1st Move - I second moving the scout to Corn...just to see what's down there a bit more. If nothing significant, just build in place.
Tech - definitely farming.
Queue - I second the scout build. Building a worker before size 3 (without 2 or more resources) can really kill the game...slows advancement tech and growth wise too much imho.
 
moving the scout to the corn is not likely to reveal anything that would be outside the city range ... maybe a hill two tiles south of the corn.

I'd say settle in place first, let the cultural borders reveal a little more map, the pick a direction for the scout. I would guess we're north of the equator based on the forests around us and banana to the south, but that's just speculation. So I'd send the scout south east/west along the coast for starters.

As it's a small map, I'd say one scout may be enough ... just a thought.

I certainly concur on tech: farming.
 
Settler: Found where it is.
Scout: Move on to Corn.
City: Make a scout.
Research: Agriculture (a.k.a farming), then a beeline for Polytheism to found Hinduism. If we don't get it first, continue for monotheism.
 
Settling just S of the corn looks like the best spot, since that will give access to 2 hills we can mine. I suggest sending the settlers S & the scouts N onto the hill for the first turn, then we can decide on a settling location from the added recon.
 
Settle there, for worker-chop and general forest production benefits. Other cities can pick up aquatic resources; +2 health from corn and (eventually) from bananas is plenty.

Research agriculture, produce scout first while that research takes place. Farm/route-to the corn then start chopping forests (bronze working after agriculture). Once we have bronze working, beeline to monotheism (bud. and hindu. will be gone).
 
My 2 cents:
Settle in place before moving scout.
I think south is ocean, if cultural borders show its land then send the scout south, otherwise hit the hills to the north east then head eastward with them. I think the mongols with small map begs for a quick strike on our nearest neighbors. I'd build 3 warriors and try and take the nearest civ over before they start. There just won't be much room, I think early military roll out. Hopefully we find horses nearby to build keshiks. As far as techs, ag would be good like everyone seems to lean towards, might even try to win a religious race since we are on noble.
 
settle, move the scout north to the hill, decide tech then.

Thats what I would do, but I havent gotten the hang of civ 4 yet so my opinion isnt the best
 
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