Immortal Huge 18 Civilizations

Expanding without IW is a waste on this island though, as there's only two spots that can be settled (The capital, and where I have the second city) that can actually do something pre-IW. I can put a city to the east where I would be able to work the fish + the mine, and guess you're right -- I should have settled that as I would have had to whip a Monument, possible Workboat, and a Library (possibly a Granary + Lighthouse, but it's not needed as I plan on running scientists), and probably wouldn't pass 3 pop as I do plan on working 2 scientists there.

If I remember correctly from previous games, in order to bulb up the Optics line, I need to have tech Math, Alpha and both Compass and Machinery (Optics unlocks). Now, I don't think I can have Philo or Paper as possible researchable techs (meaning I can't tech all/most of the pre-reqs) to bulb Astro.

Thoughts and corrections? The techs we need are:
Iron Working -> Alpha -> Math -> Compass -> Metal Casting -> Machinery -> Optics -> Calender -> Astronomy.

I would like to get Currency in there before hand.

Tech we need that we can bulb with a ----- :
We can bulb with a Great Scientist: Alpha, Math, Optics, Astronomy.
We can bulb with a Great Engineer: Metal Casting, Machinery.
We can bulb with a Great Merchant: Currency, Metal Casting.
We can bulb with a Great Prophet: -------

So what techs should we look to bulb? I like the sounds of bulbing Astro and Optics.

As long as we don't get Meditation, Theology, Code of Law and Civil Service we can't bulb Philo or Paper line, meaning we have to bulb the Astro line.

With our first GP (GreatPro, GreatMer, GreatnEng) we can either bulb Metal Casting or we can settle them. I believe we should bulb MC (obviously settle if it's a GreatPro) with our first GP. Keep in mind we haven't switched to Rep, but it does give a better bonus for specialists.

Our second GP will (hopefully) be a scientist. I believe settling him for an Academy would be the best choice, as our capital has a decent happy cap because of Charismatic + Representation, so we can run enough specialists to make it worth it. I'd prefer to self-tech Alpha, Math and Compass, so an early bulb isn't worth it.

Our third GP will again, (hopefully) be a scientist. I want to self-tech Optics, so if we can for sure bulb Astro after Optics, I'd like to do that.

This all depends on how quick we can gen our great persons. We can for sure get 3 out, 1 random one from the capital, a 2nd from our second or third city (will for sure be a GreatScien) but I'm worried that our 3rd GP won't be a Great Scientist, so I believe after our first GP generated from the capital we should start running Scie specialists.

Anyways, this is all from memory, so I could be wrong about techs needed / techs we can bulb. But I think my tech path is good, as all the techs will help us out in some way, while moving us towards our goal of Astronomy.

I want to skip Aest/Lit as on Huge maps 18 civs it's not unlikely for things like Philo to go at around 500BC, so it would be best to do a full bee-line rather than stopping to pick up some other techs (which will become cheaper once we make contact with Optics, anyways).
 
dude when you have a bad start like this and you need iron working to settle, you get iron working. you dont build moai statues and research techs that aren't iron working.
 
dude when you have a bad start like this and you need iron working to settle, you get iron working. you dont build moai statues and research techs that aren't iron working.

Obviously, but what tech would you have skipped that I researched? Everything I researched we need more immediately than Iron Working, and because we are isolated we could (and still can, but not for much longer) hold off on it. The early game-plan was to snag the early wonders we wanted by the capital THEN spam settlers and workers while bee-ling Optics/Astronomy. All of the techs we got we needed. Considering we're isolated, we're not exactly getting Iron Working very late.

I understand the Moai Statues might not have been the best idea, but I know it will help out in the future when we try to nab another wonder (like the Mausoleum or however it's spelt, which happens to be on our techpath). We have stone, and we're industrious so I thought it was a good time to whip out the Statues as we had no immediate build that we needed, and I'd much prefer the whip overflow from the Moai than a Library.
 
I decided to go Granary after the Moai statues, while I sent the worker that finished hooking up the horses to cottage my second city.



On turn 145, both our cities grew in population after whipping (Orleans to size 3, Paris to size 5) and their tiles have been re-adjusted:

Orleans is now working the Horses, Riverside Grassland Hill and the Fish, while the Capital is working the triple Clams, the Stone and the Plains hill. Once the Granary is done, Orleans will work the Fish + 2 riverside cottages. The first worker is going to build another cottage, while the second one is finishing up his cottage, then roading to our next city site.



On turn 149 we start work on a warrior for city protection in Orleans (we are working one cottage there currently), while after we will be building a settler. Paris will be whipping it's Library after the Granary is done there. Our first GP (Great Engineer was used to bulb Metal Casting, though settling was though of). We will look to run scientists soon.



Turn 152 brought some improvements. We 3 pop-whipped the Library in Paris, with the overflow going to go into a Settler. In Orleans, we are going to hit size 4 / build the warrior at the same turn, so we will be working the fish, the horse and 2 cottages to speed up Iron Working. One of our workers finished possibly the last cottage we will build in our empire, and is now going to chop the forest south of Orleans, to speed up Settler production.



All our settler production was going fine until....


He had to come along =( I switched the production in Orleans from a Settler to a Tireme, and we moved one of the cottages to the riverside grassland hill to make it be able to be whipped sooner (we need to put 15 hammers into it to 2 pop-whip it).



On turn 158, our worker chops the forest and we whip the Tireme on the last possible turn we could've without potentially getting our fish boat destroyed. Our worker is going to improve the grassland hill south of the horses. Note that we are going to let the over-flow of the Tireme go into the Settler, but the next turn we are switching to a Library for 1 turn so that we can grow to size three which will improve our settler production time (working riverside mine + horse + fish).



I finished this round the turn we finished Iron Working, as I have to go to a movie. We have Iron south of Orleans and our settler in Paris is 1 turn from completion. We finished roading to our second city site, so our worker there has began chopping the jungle pigs.



1) Now that we have Metal Casting, does Alpha -> Math -> Compass -> Machinery -> Optics -> Calender -> Astronomy still sound good? If we start running scientists in our third city, we should have a Great Scientist for an Optics bulb, with enough time (and hopefully enough contact/trades) to bulb Astro too.

2) Should we head for Colossus directly after the Settler, or should we go Forge -> Worker -> Colossus?

3) Where should our fourth city site be placed?

Comments are appreciated.
 

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  • Immortal 18 Civs I Turn 161.CivBeyondSwordSave
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On turn 162, my settler was done! I put one turn into a forge (to grow up to size 5) then started on a Worker. Lyons was founded at the Pig/Fish site, and started on a Library. Note that I fixed my Tireme and spawnbusting warriors so that it is now impossible for barbs to spawn on my island.



Turn 169 brought the settlement of Rheims as the Iron/Wheat site! Worker 1 is now pasturing the pigs, the worker that was mining the grassland hill is now roading to the Iron and our new worker from Paris is mining a Plains hill near Lyons. Paris is currently building a Forge, while Orleans is building a Library (while working those cottages!).



When the forge in Paris finished, we started on a Settler. The worker south of Paris is now heading to cottage (farm 2) the riverside grassland tiles. A Great Scientist was also born in the distance, while Christianity was founded.



Turn 181 brings the settlement of Tours. All of our workers are finished their current duties, so the worker near Rheims is going to road (then farm) the wheat, the worker near Tours is going to farm (1) then cottage the riverside grassland tiles while the worker near Lyons is going to chop/mine a grassland hill near Lyons, then pre-road to our new cities. Paris is going to Worker/Settler pump from now on. We're getting fail gold from The Colossus next turn (60) and we will put research to 100% on Compass for a few turns, until our gold supply dwindles.



On turn 185 we finished the Lighthouse in Orleans and the Worker in Paris. Paris started on a Settler while Orleans started on a Worker. The next turn Rheims finished it's Monument and started on a Granary.



On turn 193 we founded the great city of Marseilles! Paris started on another Worker (which will be finished next turn, and another Settler will start). Orleans on the otherhand, switched to all out commerce/production as it reached it's happy cap, and started on it's Library. Our worker south of Marseilles is chopping a forest (for the Monument) while the worker to the north of Marseilles is roading. Lyons finished it's Library, so it's now running two scientists and building a Workboat. Our worker that was roading the to Wheat has finished doing that, and is now chopping jungle near Tours. We got a Exotic Pet event, so our worker that got built at Orleans is chopping the Jungle to uncover the Exotic Pets.



At turn 200, or 400AD is where we end this turnset. We finished the Settler at Paris and the Monument at Marseilles, while we started on a Worker and a Workboat respectively. Currently only Lyons, Orleans and Paris are assisting our empire, but it seems like Rheims and Tours should be up-and-running shortly. Our workers are starting to improve our land, and our cultural borders are soon to expand (both Rheims and Lyons' borders should expand shortly). We are still currently worker-short, but that should be fixed once we pop out two more workers from Paris + one from Orleans.



Questions:

1) In turn we are going to get a Great Person from Paris (40% Merchant, 40% Engineer, 20% Prophet). I believe if we pop the Engineer or the Prophet we should settle them, while if we get the Merchant we should use him to bulb Currency (or does he bulb Alpha before?).

2) Once we're done expanding, what should we do? We do need to build Harbours in coastal cities and an Aquaduct in Paris, but other than that it seems like the only hing we can/should do is build Wealth (if we get a Great Merchant), assist in building workboats for newer cities and by building garrison troops for. Can you think of anything else? >.>

3) I slightly altered our tech path this game. Instead of going for Alpha -> Math, I went Math -> Compass, skipping Alpha entirely which may have screwed us up. For the next turnset, what should our tech path be? We still need Machinery, Optics, Calender until we can get to Astro, while Alpha would also help. Keep in mind that Compass is in 11 turns while our GP is coming in 9 turns (either Prophet, Engineer or Merchant), so if we get lucky with the GP, we may be able to bulb Alpha/Currency/Machinery.

We're 18th in everything important on the Demographics, so that's bad news (but also obvious, as they have trading partners..). We will really need to trade Astro around (assuming they don't get it first) to catch up in tech, while chain irrigating the southern lands for more food surplus.

As usual, comments are appreciated.
 

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  • Immortal 18 Civs 1 Turn 200.CivBeyondSwordSave
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How about switching to Representation? Then you can grow a bit more and really use those scientists...

Paris: focus on growth. Use those Moai powered coastal tiles for more commerce... worker will be built as fast anyway. A workboat here next to allow growth - for the new city.
Orleans: why not work the fish? You can always whip away the unhappy citizens...
Lyons: get the workboat out this turn... whip I say and then let it grow again.
Others: whip granary then lighthouse. Get a workboat from another city if you can manage it, it's just like having a worker improve the resource.

The problem with Compass is it won't do anything for you! You can't trade it, it won't add at all to trade routes but you can get 2 health from them... which isn't that important given your happy cap is 9 or 10. Moreover, an Aqueduct will do the same job for you.

Moreover, you need Alphabet for the Astronomy bulb, if that's what you had in mind. Lacking Currency also doesn't help. I'd go Alphabet->Currency right away. Build Science as soon as you can and then wealth to take things along faster.

Civil Service for spreading irrigation is way more important than people tend to prioritize it...
I'd even get it before going down the Optics line. Machinery is expensive after all... so is Optics.

You're going to want even more workers to bring cities up to par... focus on food food food and whip extensively to get them online. Good thing is you can also add cheap forges at 2-pop cost relatively soon.
 
Wow, sorry, I thought I was already in Rep, :):):):). Make sense why my happy cap was so low.. this is why I normally don't play games over the course of weeks, as my memory is crappy and I always forget to leave notes.
 
Switched to Rep and Settled Chartres:



Whipped Workboat in Lyons.
Finished Worker in Paris, switched to Aqueduct.
Turn 208 we finished the Library in Orleans, switched to an Aqueduct.
Turn 211 we finished the Aqueduct in Paris, switched to an Axeman. Spawned a Great Engineer who we settled in Paris. Tech switched from Compass -> Alphabet.
Axeman finished in Paris, onto another Axeman.
Axeman finished in Paris, switched to Workboat.
2 pop-whip Granary in Tours.
Tours working on Monument.
Workboat finished in Paris, switched to Harbour.
Chartres completes Monument, building a Workboat now.
Tours completes Monument, switches to Library.
Paris finishes Harbour, switches to Tireme.
Orleans is at happy cap, working 2 Rep Scientists.
Paris is at happy cap, working 1 Rep Engineer, 2 Rep Scientists.

Empire at turn 219 (685 AD):



Our workers are chopping/cottaging/mining the new city sites, and we're making Civil Service Irrigation possibilities once we get Civil Service.

Lighthouse finished in Rheims, switched to Forge.
Tireme finished in Paris, switched to Worker.
Finished Granary in Lyons, switched to Lighthouse.
Alphabet finished, switched to Currency.
Finished Worker in Paris, switched to Research.
Orleans finished Aqueduct, switched to Research.
Chartres finished Workboat, switched to Granary.
Currency in, switched to Machinery.

Empire at turn 213 (860 AD):



Good news is we're actually starting to get some science generated, which is good. Sad news, is that we're still a fair bit aways from Astronomy. We do have two Tiremes which we can upgrade to Caravels once we get Machinery -> Optics.

1) Do we want to de-tour to Civil Service before Machinery? Machinery unlocks my be-loved Watermills and Windmills, but they won't be very good for a while (and it unlocks Optics). Civil Service on the other hand will be able to let us farm up our green land, and will give us Bureaucracy which will make our Capital even more powerful. I'm leaning towards Civil Service.

2) Looking at the 860 AD screenshot, how should we start specializing cities?

Any comments are appreciated.
 

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  • Immortal 18 Civs 1 Turn 231.CivBeyondSwordSave
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Thanks for nice story, I hope you would continue.

Is there a special "sport" reason for not load game few turn before remote oracle and "double chop" it? :)
 
The reason I didn't re-load the game to double chop The Oracle is because I don't like to re-do anything I do in-game, as I find it takes away from the spirit of the game.

I may continue this, but looking back over the save we really aren't in a good position. I may play out another turnset or two, but Isolation and Jungle isn't really my cup of tea. If people are interested though, I could do a second Immortal Huge 18 game, as long as I'm not isolated (semi-isolation is fine.. maybe someone could provide me a map? =D )
 
I play on my laptop and I can't play huge on it.. But I've got a desktop here now - its a bit old, but I'm willing to setup Civ on it and play immortal huge 18 II hopefully it can run it.
 
Immortal/HUGE is an interesting setup and usually plenty of fun (read war).... for example DMOC's JC game is pretty crazy.

I'll happily read anything either of you is willing to post :)
 
Yeah, it was actually DMOC and VirusMonster's Julius games that made me want to play this in the first place. If Grashopa sets up a game, I'll for sure shadow along and post alongside as well. I need to finish a couple current games at the moment though, but I still would like to finish this game, and any next Immortal/Huge games.
 
Well, I decided to continue this game and I already noticed some mistakes that I fixed. First off, I removed one of our citizens at Paris from a Mine to being a plain citizen, as the Representation bonus works for citizen specialists, and I get more science out of it. Secondly, I also switched Paris and Orleans to Wealth instead of Research. Anyays, I decided to stick to Machinery, and on turn 233 we find our first civilization, Korea!



Sadly, no tech trades are available to us. On the other hand though, we currently aren't very far behind in score, so that's a plus. Turn 235, Rheims finishes it's Forge and now works on a Library. Tours had a border pop, and currently, our workers are chopping the jungle, cottaging tiles, and preparing to workshop/farm future tiles.

Turn 238 brings some fun in the form of a hurricane! Yessir, hurricanes are always fun, especially ones that destroy your lighthouse and newly built forge! Well, that sucks.



On turn 240 Lyons finishes a Lighthouse and starts on a Forge, while Chartres finished it's Granary and we start on a Forge. We just got Christianity spread to us by Wang Kong who, after I checked the tech tree, just finished Astronomy. I decided not to switch, as we're 2 turns from Machinery and the +1 happiness doesn't help us out in that one city ATM.



Turn 244 we finish Machinery and switch to Optics. Versailles and Taj Mahal just got finished, so that gives you an idea of where the other civs are (which, looking at Wang Kong's tech tree (which will be posted at the end of the round) he looks to be a tech leader). We only need Optics than Calender to nab Astronomy, and we get a GP in 4 turns. I turned the science slider down to 0% to start binary research now that we are going to be finding other civilizations. We also got Taosim spread to Rheims and 2 pop whipped the Library, which will mean we're going to start on a Forge for the second time...

Chartres finished it's Library and is now beginning a Forge. We finished the round, when we got...



A Great Engineer.

Techs:



Short round, but I wanted to get back into the groove of doing updates, and I want some discussion on whether we should continue this game, or if people would be more interested in following a non-isolation theme based (no cottages, early war, etc.) Immortal/Huge series.

Questions:

1) What should the GE be used for? A golden age will mean we can get another Great Person quicker. Lyons is at 261/600 GP getting 6 GP/Turn for a Scientist, meaning if we finished the forge we're building (2 turns), add a Engineer specialist and get into a golden age, we can pop out a almost guaranteed Great Scientist quicker (though it will still take around ~30 turns I believe..). We could settle him in the capital, or use him to bulb Construction. I'm game for either settling him, or using him to start a GA (we could also switch to Christianity, which is in 2 of our cities now).

2) Astronomy is already taken by Wang Kong. Hopefully, other civs won't have it, but incase they do, where do we go in tech after that?

Any comments/suggestions are appreciated.
 

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  • Immortal Huge I Turn 248.CivBeyondSwordSave
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I would save that GE for Mining Inc. Considering small size of your civilization and the fact that you will rely on trade routes for commerce Free Market will be more powerfull choice than SP anyway.
 
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