HUI Game # 3 - Suleiman

Hello Guys,

just 2 questions to the skilled players here ;)

1) why AH first and not mining having GOLD in the BFC ?

2) could anyone better explain the resource issue in the BFC ? How many of them guaranteed ? Is starting position always resourceless ?

Thank you and have a great game :king:
 
Hi There,

Growth / Food more important than commerce so AH first + I personally like to priorotise when i have Pigs /Cow/Sheep in my BFC so that not only do i get to improve the food i can also know where the Horse resources are on the map.

I am not too sure about you 2nd question, but i dont think i have ever had a starting location with less than 3 resources. I could be wrong here.
 
Are you saying there are always 3 resources in the BFC? And if there are, will they always be visible or does that include resources like coal?

Hello Guys,

just 2 questions to the skilled players here ;)

1) why AH first and not mining having GOLD in the BFC ?

2) could anyone better explain the resource issue in the BFC ? How many of them guaranteed ?


These are great questions which caused me to wonder too. After all, whilst I was sure that kossin was right to assert that at least 3 resources are the norm (and used the word should accordingly), I was sure that I could recall getting a capital or two in the past that contained only two special resources visible at the start (which is the lowest I’ve ever seen) – but was wondering if that was pre patch 3.19. In the interests of science :lol:, I therefore generated a few starts and the 4th start contained just 2 special resources, only one of which was food. (There were however a number of FPs around to help in that regard.) Going into WB (sacrilege I know but, remember, I’m wasn't going to play the game ;)) further revealed that there were no additional (as yet invisible) resources in the BFC.

To answer the second part of the first question (does the minimum include invisible resources), I hit the regenerate button a few more times but found that two visible resources was the lowest I could generate (which also accorded with my experience.) Of course, I could’ve done a much more thorough test by continuing to hit the regenerate button, but then I always found science laborious. :lol:

Re: the second question. I’ve personally teched both ways (mining > AH and vice versa) with success depending on the map and what I'm trying to achieve. In this case, I don’t think it made any difference because mining should’ve been completed just as the worker was finished with the wheat.

Oh, and welcome to the thread both! :beer:
 
Edit: @Ignorant Teacher: I've noticed from numerous posts that you're playing on levels that I can only dream of at present. Do you have any thoughts about the tech path and the need for archery before the horses get connected?

I'm a good emperor player and a lousy immortal one. On emperor and immortal, you can hook up horses or copper with a second city before the barbs become a problem. Deity is different.
 
I'm not a code digger but generally there will be three resources within a BFC. The game runs an algorithm to improve everyone's starting location - that's why you sometimes see a 1-tile river or a lake in the middle of nowhere..
Every BFC gets a food source (seafood counts as 2/3, I can't remember about fp's) although you might get the bad end of the deal when the game considers plains cows or hill sheep your food resource. Likewise, it gets 3 hills, including the tile the settler starts on (a pig on a hill counts as a hill).

@Shafi
Great luck regarding the gold, this looks like a game in the bag given all that land you can settle. Of course we don't know anything about the AIs yet so play it out first before calling it a victory :D
Get an anti-barb unit then settle south, backfill the north later. Marble makes me think Aesthetics->Literature for TGL and as a trade chip.
 
Take care of barbs first (copper/horses/archery/GW). Then early IW and go after the double gems spot to your south. Finally, finish blocking off the land to the south.

After that, settle your chunk of the continent while developing your economy and shooting for lib.

Once you can draft your UU, go after more land to the south.
 
Well it’s been a nice round, no wars of any sort, I’m quite pleased cause I have achieved what I set out to do, and am in a better position than I thought I would be, well that’s my take on it, once you’ve read through please feel free to rip me to shreds … ;)
We send our warrior south to explore what lies beyond those jungles and soon meet our 3rd neighbor,

Spoiler :


We complete researching Pottery and begin researching Mysticism, whilst we complete our first settler and begin on a worker. Meanwhile our settler sets off on his perilous journey to the west coast dodging the occasional lion and doing a dance step or two :mischief:, but he gets there safely, soon to be joined by one of our warriors. Meanwhile our exploring warrior finds the Mayan lands to the south …

Spoiler :


We finish Mysticism and begin researching writing, and after the worker is completed we build two more warriors, and we meet another neighbor (this one looks a little loony though ;))

Spoiler :


We finish on the two warriors and begin on another worker; meanwhile we complete researching writing and begin on Masonry. We finish the worker shortly and get him to chop out a couple of settlers for the two southern locations so that we can block off our land. We complete researching Masonry and begin researching Mathematics next.
Once the Settlers are done, it’s time to build some chariots for defense as the barb archers start showing up in the neighborhood. Mathematics is completed and we begin researching Currency. Just as we complete Currency, Peter comes to us with a sweet deal,

Spoiler :


Of course we take it :). We begin researching Fishing next for our coastal cities and also to open up sailing so that coastal tiles can be utilized and trade routes via coast and rivers are opened up. We take a barb city to the south with some help from Peter’s archers :) and decide to keep the city to completely seal off our land from Pacal. So far I have open borders with everyone except Pacal, to keep him from settling my piece of land.

Spoiler :


We complete researching Fishing, and begin on Sailing next to get some trade routes going.After putting a few turns into sailing we trade Currency to Peter for Sailing + Alphabet. We begin researching CoL next. And suddenly we have two religions spreading to us in the same turn.

Spoiler :




I convert to Budhism to get Pacal to pleased since everyone else is quite far away, Freddy is Budhist too so that gets him to pleased as well. I trade Math to Hammy for Poly + Meditation. And … wait for it,

Spoiler :


:band::dance:[party]:woohoo:

We got the Mids … :D. Told you I’d sneak it in there did’nt i? try giving me a start with stone and keeping me from going for the Mids … :p
We complete researching CoL and begin researching Metal casting. We also trade Alpha to Pacal for Priesthood + Monoethism. Change civics to Rep + OR + CS.
My plan is spam Farms & Workshops and run loads of specialists. I plan to head for Civil Service next.
Meanwhile we produce our first GS, and send him to the capital, should we use him for an academy or bulb philosophy?

Spoiler :


This is where the round ends. And here’s a look at the present situation,

The tech position,

Spoiler :


As you can see I am doing pretty good in terms of Tech, and as can be expected Pacal is leading the pack.

And a look at the power and demographics,

Spoiler :




Well the power situation needs to get addressed and fixed now I guess. Specially since Peter does’nt seem to like me too much … :(
And a look at the world as we know it,

Spoiler :










So what next?
 

Attachments

  • HUI3 AD-0001.CivBeyondSwordSave
    155.5 KB · Views: 96
*edit: oops, was writing this as you posted the round. Can ignore most of these comments...

FP I think counts for 1/2 a resource (I thought seafood was 1/2 as well, but I'm not sure). Not sure what other resources count for 1/2 (I think some calendar ones might, but I'm not sure.

I think I remember hearing that every capital BFC has at least 3 resources (counting 1/2 for FP and whatever else for seafood). That includes hidden resources too, so if you see your capital has wheat, pigs, and every other tile is water or forested, and there's one open tile, then you know it has a resource. I'm not sure if it has to be horses/copper/iron, or if it could include coal or others, but that's the general rufe AFAIK.

As for the game, I'd definitely plan to settle towards your opponents to the south, and then backfill later. You have lots of land, but none of it is great. It'll help for drafting (and with a draftable UU, that's always nice). The city to the left will be your early production city, but especially if you need a border pop for horses, I'd prioritize archery. Barbs come early as you move up in levels, and unless if you can spawnbust early enough close by to your cap, then you'll need archers.

You also have nice land to your south (2E of the cows, Wheat/Clam) which I would definitely go towards. The only problem with all this land is I see no good food-heavy sites for GT or even for a GP farm.
 
Why Metal Casting??? Just trade for it, it won't improve your economy.
I count 5 more decent~good city spots = 12 cities+Peaceful neighbor = economic development

Dial Civil Service next for your monster capital. It'll also allow you to chain-irrigate your cities given that you are in REP+Caste. Personally, I'd have stayed in Slavery to whip some more.

OB with Pacal? It'll give you 4 more :commerce:. Scouting a bit might allow you to get only foreign trade routes too...

Beg Pacal's gold, trade for Fred's gold. >>>Sell techs for gold as they become known<<< There is no WFYABTA penalty for this anf you get to keep your slider higher. Keep an eye open for resource<->gpt deals.

GS -> Academy, set slider on 0% before you actually make it.
Next GP triggers a GA -> switch to Pacifism and generate 2 quick GS to bulb the rest of the way to Liberalism. Maybe you can avoid Machinery (trade for MC) and research Compass so you can actually bulb Liberalism. 1 turn before the GA's over ->Slavery+OR to whip Universities

Istanbul needs to grow -> plains mine to fp cottage. BTW, any particular reason it still lacks a Granary?

You need a few more workers, 5 for 7 cities >_<. Bursa is working 2 forested grasslands , make a worker or 2 instead of Wealth.
 
Well, you sure have some land to work with. Not amazing land, but lots of it, so good for drafting, especially with all those :) resources. I think a draft war with Pacal is in order. Jani's are pretty nuts, though not as awesome as Oromos imo...Drill I and II starting out is godly. Drill IV by 5 xp is a bit ridiculous.

Anyway, I'd finish settling out your land to grow cities in anticipation for future drafting. I'd try to grab Hanging Gardens, as that could boost your pop for drafting + give you nice GE points. I'd then build a bunch of Cats or maybe even Trebs while using kossin's plan to grab Liberalism. From there do whatever, but get Gunpowder soon and go draft happy.

Though I'm probably not as experience as kossin, I'd say go for a draft war>peaceful economic development. A war of that nature would inevitably be a while, however, so you have plenty of time to build up some medium strength economic cities. Cottage what you can, but it doesn't look too great for any major commerce cities. Which is why I think you should slap Pacal and take his land. :)
 
Also, open borders with Pacal. You need to. 1.) use him for tech trading, and OB will make him happier 2.) you need to scout out the rest of the land to the south badly. It's important to know what your enemies land looks like.
 
@kossin
Why do you set the slider to 0% before building an academy?

Well, it's the same as with a Library: binary research.
The gold you save can run the slider higher with the added 50% science boost, which is kinda important early game. If I can permit myself, I turn off the slider 7~10 turns before the GS spawns so when the Academy is ready, I've got several 100% turns with extra research.
 
Very, very well played :goodjob:...and there was me wondering whether futurehermit&#8217;s post about grabbing the double gem site was an indication that the faster emperor AI meant that nabbing the two southern sites that I&#8217;d dotmapped was impossible. Not only did you manage to settle them both but you finished the &#8216;mids as well! All I can do is :worship:....and ask how long before Shafi becomes a deity? :D

Looking ahead, kossin has once again managed to echo many of my own thoughts. Not sure what that means for my game...perhaps, given how good a gamer kossin is, there is some hope after all. :lol:

In simple turns, that means that I was going to ask exactly the same question about metal casting...presumably it&#8217;s for the forges and the extra :) from gems and gold (although Rep means this is now largely unnecessary)? I note also that no-one else has it yet so maybe it was for trade bait? I also completely endorse the points re: workers and the benefits of slavery at the mo' (and maybe even until civil service when chain irrigation = more farms) - although I note that revolution has already taken place. Indeed, my own experience of caste system is that the inability to whip means it&#8217;s necessary to have even more workers, in order to avoid working unimproved tiles. I presume that the chopping in Bursa will add to the 31 overflow queued there for a worker? Kossin also made some great points re: trades BTW and a granary in Istanbul.

That aside, why the desire to build the Moai at this stage in Edirne? Don&#8217;t get me wrong, its one of the best production sites I can see, but are you intending to imminently work the coastal tiles for extra commerce? Is that perhaps how you&#8217;re planning to speed up the tech of civil service (which I endorse switching to in order to get those farms and specialists running)?

In other developments, I note that you have a number of chariots near Hun. As handy as razing Hun and resettling 2E would be for the calendar resources, is it worthwhile moving your stackette (or at least some of it) NW of Edirne where I can see a few archers from rival civs? After all, you might be able to get both that barb city and then Hun later.

Re: war with Pacal. Cultural pressure from the GW means it&#8217;s inevitable IMHO (after all, I note you&#8217;ve lost one gem site already). However, depending on how many more cities you settle, you may not actually need to draft to beat Pacal. After all, I note from the save that he has only four cities, including his capital. As others have noted, OB and scouting (maybe after you settle 2 last sites in your backyard?) may help reveal if any of Pacal&#8217;s cities have real production potential - which might influence the draft / no draft decision. BTW, if you go drafting, Konya looks the best of a very mediocre bunch for the GT at this stage IMHO....perhaps that&#8217;s another reason to focus on settling more cities to out-produce him BTW...he may after all, have a much better GT site in his empire. :mischief:

Look forward to seeing you win the race to liberalism. :D
 
Good luck Shafi. I'll be lurking. Nice to see another trying to make the leap to emperor.
 
@mjg - Thanks mate ;)

@lg - I'm sure you can do better than me if you turn up the difficulty a notch and have a go, you seem to have a much better understanding of the game than me.

BTW - I went MC for forges + workshops as i plan to spam farms & workshops but CS first was the right move i will switch. I am short of workers since i went for the mids.

Quick question - what should i pick up from Lib? If we are looking at a Janissary led military expansion, then steel for Cannons i would think ...
 
Deary me, usually I just skip the introduction paragraphs of everything since they are so similar.

Apologies.
 
@lg - I'm sure you can do better than me if you turn up the difficulty a notch and have a go, you seem to have a much better understanding of the game than me.

Many thanks for the compliment :), but you’re doing yourself a dis-service IMHO...your understanding of the game is terrific – as is evidenced by how much I’m still learning (and I’m sure others are too) from your series. :) Indeed, if HUI 1 & 2 are any guide, then I’m convinced that if you can iron out 3 small wrinkles, you’ll be on immortal in no time: (i) running a few more cottages (or scientists) for early commerce / research (which you’re addressing in this very game) (ii) generating sufficient happiness to work more cottages or specialists (addressed by the ‘mids in this game) and (iii) tweaking builds in the coastal cities (more on which below). (NB: Of course, the map also plays a role in how easy or hard it is to actually do (i), (ii) and (iii)). The reason that gamers like kossin are able provide the tips and add the value they have is because they are truly great civvers.

Quick question - what should i pick up from Lib? If we are looking at a Janissary led military expansion, then steel for Cannons i would think ...

Yeah, steel is the obvious choice given how well cannons will dovetail with janissaries. However, I think it might help knowing before you make this choice whether you can beat Pacal (i) by simply drafting janissaries or (ii) by out producing him with jans and cannons. As a result, there’s likely value in scouting his land (maybe after settling the eastern fish / gold and maybe the western iron sites as mentioned in my earlier post). If you find he can be taken down simply with jans then nationalism has value for nationhood (for drafting; look to trade for drama and philo) and The Taj. Otherwise, its steel (which is the better choice IMHO) for the cannons as you note.

BTW - I went MC for forges + workshops as i plan to spam farms & workshops but CS first was the right move i will switch.

Yeah, I realised the workshop + caste system rationale literally within about 30secs after I turned off the PC yesterday, d'oh! That said, for the benefit of anyone lurking, the reason that civil service is better than metal casting IMHO is that chain irrigation can provide the farms and food to cities such as Edirne that will enable those workshops to be worked.

I am short of workers since i went for the mids.

Actually, this was the reason I asked about the Moai statues and takes me to a mistake that I think alot of (particularly new) gamers make when it comes to coastal cities. I know I’ve made it often enough. :lol: In short, I think alot of gamers see a coastal city and rush to build both a lighthouse and the Moai (especially if they have stone) – well before they have any intention of working any coastal tiles. However, as I’ve gone up through the levels, I learned that these buildings need to be viewed like any other – you build them when you need them, and not before.

In the case of coastal cities, that means I will only build an early lighthouse if the city is working an improved seafood resource or an inland lake, so I get an immediate food bonus. By contrast, if the city has no improved seafood resource or inland lake in its BFC, then it can be a very long time before I build a lighthouse in the city. In the interim, I’m quite happy to convert the city’s food surplus to production via the whip so that it can provide troops, settlers, workers or other infrastructure (eg. courthouses, libraries etc) that will provide an earlier benefit to the empire. This very use of the whip of course means that the city is prevented from working coastal tiles until such time as I really need the commerce they provide. (For this reason of course, The Colossus can have an impact on the timing of lighthouse builds.)

If anything, I’ve learned to view the Moai in the same way...again I only build it in a coastal city when I want the city to work the coastal tiles. If I build it before that point, I’m not getting the benefit of the +1 :hammers: for each coastal tile because I’m simply not working them. Until that point is reached, the potential Moai city is therefore once again instead building and / or whipping troops, settlers, workers, or infrastructure that will provide a more immediate benefit to the empire.

Returning to your game therefore Shafi (since the previous explanation is intended primarily for lurking noobs), I note that Edirne (which looks the most appropriate location) has invested 128 :hammers: into the Moai. I guess therefore the question that’s worth asking is whether those hammers could’ve been invested into perhaps 2 more workers or a settler for the empire. (IIRC, there was a similar question re: building early lighthouses rather than say courthouses in HUI 2). Now, in all fairness, you may well be planning to work those improved coastal tiles ASAP, (which is just one of many reasons BTW why this point is not at all intended as criticism :)), to speed up tech towards civil service (in which case Edirne will also need a lighthouse ASAP as I’m sure you know). If not however, then maybe using that city’s hammers to produce workers instead, would’ve enabled you to nab the ‘mids and a few more workers or an extra settler for the empire. As mentioned earlier, perhaps therefore considering delaying the building of lighthouses or the Moai in coastal cities until you need them is something worthwhile to bear in mind for the remainder of this and subsequent games. After all, as I mentioned at the beginning of the post, I’m convinced that if you can just keep an eye on the build orders in coastal cities – along with the other two points I mentioned above that you are clearly addressing in this game – then, given the strength of your game, I’m convinced it won’t be long before we’re seeing the HUI series played at immortal. :D
 
Top Bottom