ND1: Wonderless Terra

ndthsmdy

Warlord
Joined
Oct 28, 2005
Messages
164
Let's get busy:

Map: TERRA
Size: Standard
Climate: Temperate
Sealevel: Medium
Era: Ancient
Speed: Normal

Difficulty: Noble
Civ: Mongols (Kublai Khan)
Victory Conditions: All enabled, but some aren't going to apply to us :cool:
AIs: 8

Variant: NO WONDERS (world or national)

**

Roster [closed]:
1) Farae
2) vovan
3) ndthsmdy
4) hiob
5) Jeff1787
 
Very nice.

Who do you crazy kids want to be? This might be a good one for Kublai (Agg/Cre)...
 
ndthsmdy said:
Who do you crazy kids want to be? This might be a good one for Kublai (Agg/Cre)...

I think that would be a good choice. Aggressive = Free Combat I for Melee and Gunpowder = Asskicking. Creative = +2 culture per city = free border expansion on new cities = easier land grabbing. :goodjob:

One other thing to consider, I think, is great people. By not building wonders, we are foregoing a whole lot of great person production. We might pick Genghis (Agg/Exp), because Expansive = +2 health per city = large cities = more specialists = more GPPs, or Alex (Agg/Phi), because Philosophical = double GPPs, so we may have fewer specialists, but each will count for two for great people.
 
I would like to join...Thanks
 
Jeff is added.

I'll take one more and then we'll get started. Any problems with Noble/Kublai, now's the time.
 
Roster [closed]:
1) Farae (up)
2) vovan (on deck)
3) ndthsmdy
4) hiob
5) Jeff1787

Farae can get us started, seeing as I've got the screwy computer for the moment...Make sure you go Standard Terra, Noble, Kublai, 8 Civs (not 7).

Obviously, we want to head for conquest or domination. The 8 Civs are to increase the odds that we will have to chase a few of them down across the ocean to win :hammer:

Let's get the military techs early (esp. HB) and keep cranking units. We can't build shrines, so let somebody else take the early religions. We also have half-price Barracks which make them almost as cheap as Archers, so let's build them as early as possible.

I'm not sure how many of you know the general rules/protocol, but here they are:

--Once the person before you posts their log, you have 24 hours to let us know you've got it, then 48 hours to play your turn. If you can't do it, you can ask for a skip or a switch, but with 5 of us there's no reason why we can't keep the game moving.

--Screenshots are a good thing to accompany your turn logs. To take a screenshot, just hit Print Screen and it will be stored for you in a Screenshots folder. To post them, you need a place to host them online. Farae and I use Photobucket, which is easy and free. Once you have your pics posted on Photobucket, you just copy and paste the img tag into your post. If you have an application that can crop the pictures, that's nice too, because the screenshots are high resolution and if you put the whole thing up everyone who reads it will have to keep scrolling back and forth to see it.

--To post the save, just click on Manage Attachments when you post and upload it. Once the game gets bigger, you will have to zip it in order to get it to fit, but this won't be a problem early on.

--It's a good idea to discuss bigger issues (eg, should we go to war with this civ now) and general strategies, but it's not necessary to submit most decisions to the group. We all know this game is diverse enough that there are always more than one good ideas for what to do next, so as long as you have good reasons that you can articulate if questioned about it, go for it.

--We'll each play 15 turns the first time through, then 10 the rest of the way. Once you've done your last turn, don't hit Enter--save the game there so the next person can check things out heading into his first turn. If something comes in on your last turn that requires a decision that isn't obvious (which tech to go for next, a worker move, etc.), you may want to leave that for the next person to decide.

--Good things to check out before you start are city builds and tile use (is the City Gov on? is this the best use for whatever we're building?), diplomacy situation (including tech trades), and especially the demographics page. Demographics will give you an immediate sense of where we stand with regard to production, power, culture, money, etc.

Sorry if that's completely redundant, I'd just rather we get that all out of the way first.

Farae, take it away whenever :)
 
*bump*

I'm glad I started my own single player wonderless terra game yesterday, nobody seems to want to play ;)
 
I will be following along closely.....Jeff
 
Civ4ScreenShot0002.jpg


Turn 1- Yes! So dawns the Mongol Empire under Kublai Khan! Here is a look at what shall be called Mongolia.

Civ4ScreenShot0004.jpg


Notice, TWO HUTS, and we have SCOUTS. YAY! I start out capital on Warrior for defense.

Turn 2- Start on Archery, sorry for missing the first turn research bonus! We get…experience from the villager hut. :( We don’t get a promotion, so it was basically worthless.

Turn 3- Notice the horses north of us. After Archery, I shall pursue Animal Husbandry. And I was wrong about the Hut; it gave our Scout two promotions! I get Woodsman I and Woodsman II as it increases his movement and defense in forests, which is good for a scout.

Civ4ScreenShot0004.jpg


Turn 4-We have another source of horses to our south, and we also have pigs west of the north horse source, and we have spice and bananas near us as well. *whistles* Not bad at all! Scout gets 42 gold from hut. That is quite helpful. Also, Karakorum’s borders expanded.

Civ4ScreenShot0005.jpg


Turn 5: Set scout on Explore. Nothing else really. Karakorum in my opinion is not the best site for hammers until we get mining. As it will be a while until we have a worker, I will not pursue Animal Husbandry after Archery. Mining or Mysticism will do for us.

Turn 6: Yawn.

Turn 7: Yawn.

Turn 8: Archery finishes, start on Mining. Mining is needed for Bronze Working, which leads on from there. We need Animal Husbandry next definitely to get Horseback Riding for Keshiks.

Turn 9: The Yawn Continues.

Turn 10: Buddhism is founded in a distant land. Actually, if we had started our research on Mysticism, we probably would have had a nice shot to Hinduism. Meh.

Civ4ScreenShot0007.jpg


Turn 11: We meet Asoka. He founded Buddhism!! Hm. We may do well to import the religion from him if we can and adopt it, it will earn us an ally and a religion and we won’t have to waste time researching a religion.

Civ4ScreenShot0008.jpg


Turn 12: Meet Cyrus. Make peace. Meh.

Cyrus: There is no way to peace. Peace is the way.

Confucius has possessed him! :)

Hm. Mining finishes. Animal husbandry up. After that, get bronze working. Also, we finish our warrior, and I get a settler for some growth! We need some archers though for defense.

Turn 13: No! The Mongol Empire is under assault by the Hounds of Darkness!!! :) We will win this war!

Civ4ScreenShot0009.jpg


Turn 14: The wolves are watching us….

Turn 15: Meet Saladin. He has no religion.

Hm, I don’t like the proximity we have to others. We need to expand and fortify so we don’t get overrun. I leave it to the next player to continue our efforts.

As I was about to post this, I reentered the game to check out the terrain. No point in an overview map, we haven't explored much. And Hinduism was JUST THEN founded. We probably would have gotten it if we tried since the start, but maybe not. Oh well.
 
Farae said:
the proximity we have to others

Terra maps are very crowded, because all the civs will start on the same continent. In the two Terra games I've played I've only been able to get out about 3 cities before running out of room. This is why emphasizing military early is a good thing :hammer:

By making BW and IW early priorities, we'll have a good shot at finding nearby copper and/or iron and settling there before the land grab ends. Once the grab ends, there will probably be 3-4 civs without either, hopefully near by us. We, on the other hand, will have Axes and Keshiks :D

Roster [closed]:
1) Farae
2) vovan (up)
3) ndthsmdy (on deck)
4) hiob
5) Jeff1787

Good start. Keep it up, vovan.
 
(0) 3400BC - 17 Turns for a settler is waaay too long, IMO. So, since the city will grow in a mere 3 turns, I believe I can grow the city by one and still complete the settler within my turn. :) City production is switched to Barracks for now. As soon as we reach pop 3, we shall switch back.

(1) 3360BC - Automated exploring? Ewww. :) I like to play around with explorers myself. So I am cancelling the explorer's orders and will be moving him manually. :)

(3) 3280BC - We pop a hut with the explorer and ... what's this? :eek:

Round01-Turn03-Tech.jpg


Boy, aren't we one lucky bunch! :) This propels us to first place in score.

In other news, Karakorum has reached size 3. We switch production back to settler. Well, it looks like it will complete in 14 turns. :) We haven't gained anything in terms of turns until we get a settler, but we did get 10% of the barracks completed and we will have a size 3 city when the settler gets done. :)

(6) 3160BC - Look who showed up on our borders!

Round01-Turn06-Inca.jpg


Not the greatest civ in the around just yet, but as the founder of Hinduism, bound to move up in this world. :) (Incidentally, it looks like Asoka is starting to reap the benefits of a Holy city.)

(7) 3120BC - We discover Animal Husbandry and start work on Bronze Working.
 
(10) 3000BC - The borders of Karakorum expand due to culture, only to find...

Round01-Turn10-Animals.jpg


... more wild animals! :eek: It's like we can open a zoo here or something. :) In other news, check out the minimap. I have outlined in red the borders of the civs we have found so far: Asoka in the North-West, Saladin in the extreme North, and Cyrus just south of the Arabs.

(12) 2920BC - We meet Caesar. We make peace with him, to which he says he thinks we are not as foolish as we first appear. :mad: Go on insulting us, will you, Caesar? Well, we shall see who is foolish.

At this point, I think we have gone quite far enough into the continent. I think it is time to turn back the scout and have him explore the surroundings of Karakorum better, especially to the East, where the Incan Quechua came from.
 
The rest of the turns go past quite uneventfully. Notice that I didn't move the explorer on the last turn. He is headed back towards the capital, but is facing a pack of lions. Will he keep hiding in the hills, or try to sneak past the lions? That's for ndthsmdy to decide. :)

Alright, here's the map of the world as we know it:

Round01-Final-Culture.jpg


Note that I was originally hoping to loop to the south from where the Romans and the Persians are, but then realized that the body of water they are located on is not a lake, hence the land doesn't connect in the south. That's why the scout is heading back towards our capital city. But there's my guess as to where Huyana is.

And this here is the map with resources that are close to us:

Round01-Final-Cities.jpg


Since the first settler is coming in 2 turns, I also did some dot-diagram stuff (hehe, thank the Cuban Isolationists thread for that one, for that is where I learned this one ;)). OK, so the weird-colored stuff in the north is where I think Asoka's borders are now. So, if we were to found the city where the red dot is, we could grab marble, which would be entirely useless to us :D, but it would be a great strategic location, for it would split our continent in two halves (both bodies of water on the east and west are saline). Other than strategic value, though, there isn't a whole lot of use for that city. As far as resource-grabbing, pink dot city would be pretty good, but it would be surrounded by jungle, so production there wouldn't be so great.

The alternative to expanding to the north would be to go south on the river, and found the city on the coast down there by the spices and the horses. With the two rivers down there, there is plenty of commerce to be had.

Or you could go west on that river by the pigs and ivory. Or east towards the Inca. I guess that's for ndthsmdy to decide, again, though I would personally probably go for the strategic location in the north.

Also, coming in three turns is Bronze Working. I guess maybe it would be wise to wait for that to see if any of the few nearby hills have any copper before making a decision on the second city. After that, I'd go for either Fishing, since the next city should probably be on the coast, or Agriculture to work that corn. We need more food in Karakorum. :D

Roster [closed]:
1) Farae
2) vovan
3) ndthsmdy (up)
4) hiob (on deck)
5) Jeff1787

Good luck, ndthsmdy! :cool:
 
Got it.

Wow, Pink Dot's gonna be a commercial monster one day. On the other hand, that's pretty grim land to send our first settler to when we don't have IW or Workers yet. Plus, unless that one bare grassland is a hill, by my calculation Pink Dot will have exactly one shield until railroad. And then it will have two :) Not exactly the best compliment for our low-shield capital.

I'll wait for BW, but we may be better off snagging the piggies and elephants and settling on Pink Dot later.

I probably won't get to this till later tonight, so feel free to chime in if any of you have an opinion.
 
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