Sisiutil
All Leader Challenger
All Leaders Challenge Game 17: Russia/Peter
Pre-Game Thread
Starting Position (this post, below)
Round 1: 4000 BC to 3190 BC
Round 2: 3190 BC to 1300 BC
Round 3: 1300 BC to 565 BC
Round 4: 565 BC to 245 AD
The idea of the All Leaders Challenge is that I'm going to play a game with each of the Civ IV leaders. With the help of all the posters who participate, I will attempt to make the most of the leader's unique characteristics: traits, starting techs, unit, and building. Aside from the leader, the other game settings are (mostly) kept constant for the sake of comparison. I will post the saved game files, screenshots, and status reports here as the game progresses. Everyone then has a chance to chime in with their strategy ideas, or voice their frustration (or glee) when I make a mistake.
Everyone is invited to offer opinions and advice, and to make your own attempt at playing the same game. But if you do play a "shadow game", I kindly request that you refrain from posting spoilers--i.e. any facts or even hints about the map, opponents, and so on--before I'm there myself. I'm trying to play the game as authentically as possible.
In this ALC game, I'll be playing as Peter, leader of Russia. I'm playing the game using the Warlords expansion pack (complete with the 2.08 patch). The difficulty level is Monarch, the map is Fractal , and the speed is Epic. I have not had the start checked, so this being a Fractal map, we could be isolated, on a Pangaea, continents, or some other variation.
For this game I am also playing--in preparation for the Beyond the Sword expansion pack, where it will be included--with the BetterAI mod, including the BetterAI New Handicaps. As some of you may have noticed, I have also been playing with the Civ4Alerts mod, which provides additional information in the per-turn announcements. All these mods have been added to my CustomAssets folder, which means you should be able to load the saved game even if you don't have the mod installed yourself.
Here are all of the game settings:
And here is a look at the starting position:
(By the way, I held the mouse over my score at lower right and pressed ALT to get the score breakdown at bottom left, where we can see proof that the BetterAI is indeed up and running in this game.)
The start contains a nice mix--flood plains, grassland, some hills, and cows. Moo. Not much else, though. Then again, that probably means a mix of resources hidden in the fog and hidden from view until the right tech comes along. Or so I hope.
In the pre-game thread we were talking about running a specialist economy in this game to highlight Peter's Philosophical trait. My understanding (still sketchy but getting better thanks to experience and all of your kind help) of the SE is that the capital gets cottaged to take advantage of the commerce boost from the Bureaucracy civic. As with most starts, this one would lend itself to that--or to farms if we decide to move the capital, as I did in the previous game.
We've got some coastline to the south, but we appear to be in a temperate zone. That could mean we have an isolated start (I'd expect to see tundra on the south coast if this was a continent), but it's far too early to tell for sure.
The next move should be with the Scout. One possibility is to go S then SW onto the coastal hill to see if it's worthwhile to make the capital a coastal city--that would require seafood, preferably more than one tile of it. Or he could go W then SW to see why the BetterAI is indicating that would be a better spot for the Settler. I myself don't see it, since it gives up some very valuable flood plains. I'm really thinking that it makes sense to settle in place unless something spectacular like a gold mine shows up just out of the current start's reach. And now that I just wrote it, I realize that if I'm taking a chance on gold being around, it's most likely to be east on a hill in the desert somewhere. So maybe that's where the Scout should go. Decisions, decisions.
Anyway, we should discuss the movement of the Scout next. The other item to consider is the first build. Some of you advocated Worker first to take advantage of the build bonus Expansive has for them, but I'm not convinced. I don't see a campable resource (though one could be in the fog), and working a flood plain for the +1 gold and faster city growth is very attractive at this stage of the game; remember that the Worker build bonus only comes from hammers. I think for this start a Scout for more goody hut popping makes more sense as a first build. Nevertheless, I'm always open to suggestions.