Instruction Thread: 1450 BC - Sunday Feb 19th, 12:00PM EST (16:00 GMT)

Chieftess

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Governor of "Untitled City #2"
Queue Listings:
Barracks
Warrior

Worker Orders:
Conect this city via roads to BW if possible.

Citizens:
(I am going to be using Furiey's Grid)
I leave this to the DP's descression at this time.

compass_small.jpg
 
Science Instructions:
Finish Archery
Writing
Alphabet
Mathematics
 
Instructions From the Citiziens Assembly:

Adopt the Slavery Civic, and move the next settler 1 tile W of the copper and settle.
 
Bengeance said:
Just wanted to point out that 1750 is not the current save game.

This is the Current save, and i think its like 1450 or something.

Daveshack was DG after CivGeneral.:)
 
The Minister of the Interior instructions

Finish the road and mine the copper
Put a road on the hill just south of the capital and continue to road toward city two. Don't move within striking distance of the fog of war unless there is an escort for the worker
 
Governor of BW instructions.


1. after Settler build finishes....
- re-start work on barracks
- work all FP with cottages/hamlets + the forested plain hills
2. these instructions can be overriden by the Governor of BW at any time even during the turnchat.
 
Secretary of War instructions.
With scouting warriors uncover as much fog as possible.
Upgrade to woodsman if promotions are available.
Use your best discretion on the rest.
 
Enemy Demands: How to Handle Them

Gold:

Refuse Demand. If Germany demands, accept demand.

Techs:
Refuse Demand. If Germany demands, accept demand.

Religion switching:
Yes, if friend. refuse if foe

Civic switching:
Refuse Demand

Stop trading with Civ X:
Depends on who we are friends with, Civ X, or Civ Y demanding we stop the trading

Wars and Treaties: Don't declare war on anyone this TC. Don't sign any treaties because we don't have the knowldege of how to do so.

Open Borders: There is not enough support for signing Open Borders with any civ, so don't sign with any foreign nation.
 
Send the settler currently being produced along with whatever unit has been designated as escort by the Secretary of War to the location west of the copper, and build our next city there. If no escort has been designated, the settler may proceed as long as there are no animals or barbs visible in a threatening position. If any threat is detected, reverse course back to Boaring Wallow until an escort can be made available.

Stop at the point that any meaningful trade becomes available, if there are no instructions on how to handle said trade.
 
The turnchat will be starting in a few minutes -- check this post for updates.


I would like to see atleast some people attend the turnchat. <porch>Back in my day (Civ3 DG1), we had atleast a dozen people who cared about the turnchat, especially the advisors. :old: </porch>


Turn 0 - 1450BC

Turn 5 - 1325BC

Turn 10 - 1200BC

Chatlog
 
yeah, I didn't get home from church until about 1:30. sorry.
 
This is why we had deputies back in the Civ3 demogame... Anyway, back in the demogame, I'll be posting pictures soon.


A short summary -

We founded our 3rd city, and connected the copper. As expected, the 3rd city pushed us to -5gpt (more maintanence), and now we're at 80% science. (The game simply forbids going below 0 with max science, unlike Civ3), but we did get Writing.

Just to note to kick the old Civ3 habit -

Open Borders are completely safe in Civ4. Not only can the AI *NOT* declare war on you and be in your territory, their units will move to the edge of the territory before attacking. Also, open borders are needed for trade. Denying open borders does give us a rep hit (although a minor one).
 
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