RFSTL-01: Got Change?

radiofreestl

Warlord
Joined
Oct 21, 2008
Messages
148
Location
St. Louis
A lot of strategy articles for Emperor+ wax poetic about Lizzy's bonuses, UU, and flowing auburn hair. The first two will be negated in this SG.

Version: BtS 3.17
Difficulty: Emperor
Map: Fractal
(All other options default)

Spoiler :
Civ4ScreenShot0000.jpg


Variants:
1) No cottages.
2) Ocean tiles without resources may not be worked unless there are no land tiles with an equal or greater food + hammer yield.
3) Every other GP will be deleted.
4) Though we may build Redcoats, they are not permitted to enter the cultural borders of any civ with which we may be at war until we tech Assembly Line.
5) All victory conditions are open to us, but Space is most desirable.

Start:

Civ4ScreenShot0001.jpg


40-40-20-20-10 for the first round, 10s the rest of the way.
24 hrs to got it, 48 hrs to play, etc.

Roster:
1) radiofreestl
2) Open
3) Open
4) Open
5) Open
 
A bit harder than standard emperor - sounds fun. Sign me up please. Move warrior SE.
 
Emperor with a twist... Sign me up!

Ralph
 
Welcome Ralph :) I'll play the first 40 tomorrow. Any others interested are still free to join. And any general strats are also encouraged (esp with stone likely in the BFC...)
 
Perhaps the pyramids this time? We have stone, food, and hammers. Add a library and representation/philosophical for a steady supply of great scientists and beakers.
 
Pyramids would be very nice..... but only once we have staked out some land due to how relatively slowly it falls in BTS..

Although I hate settling one off the cost the Plains Hill 1W looks mighty tempting..

General Strat for me on Immortal is

1. As copper is a gamble we will need to research Archery post the immediate worker techs (Agri, AH, Mining) Getting horse permits skipping Archery
2. Try and stake out 3 to 4 cities
3. 2 Archers + 1 worker per city is balance that keeps cities productive and sufficient defence to avoid an ealry AI delcaration.
4. The lack of an early whip is balanced by the early cities being bigger and more productive.
That should probably cover the early turns.

Ralph
 
It may not be until Friday before I can get to this...I'll post the save in case either of you wants to get this going.

Unless the Warrior shows anything compelling, I'd stay in place to keep the Oasis in the first ring.
 

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I have no problem with waiting until Friday, but we have conflicting views. I'd say settle S or SW for the river health bonus. But it all depends on what the warrior reveals. How about moving him and posting a screen shot?
 
I'd say settle S or SW for the river health bonus.
lurker's comment: Wouldn't the oasis give the health bonus, as well? :confused: I know it counts as fresh water for irrigating farms ...
 
Conroe's right about the health bonus from Oasis.

Civ4ScreenShot0013.jpg


If we could cottage, I'd definitely go SW, but I think in this case it comes down to what we want to do with this city. We get 5 extra rivers if we move but lose 2 Plains/Forest/Hills.

I'd lean (barely) to settling in place and gearing to prod. Thoughts?
 
Settle in place and go for mines, farms and the pyramids. Get archery for protection. Good luck.
 
Let's get going, shall we?

0- Settle in place and get 47 gold from the hut pop. Worker and Masonry ordered up.

4- Warrior to south beats Alex to a hut that gives us the most worthless map ever.

Civ4ScreenShot0015.jpg


Civ4ScreenShot0014.jpg


8- Find Alex's borders--he's only about 7 tiles south. Meet SB, also from the south.

Civ4ScreenShot0016.jpg


9- Masonry>Ag

15- Ag>Hunting, Worker>Warrior.

18- Our exploring Warrior is redlined by a lion, and there's another one chasing him. Evasive maneuvers.

20- Hunting>Archery

22- Healing Warrior on Jungle/Hill beats lion attacking across river, goes to Woodsman I.

23- London>size 2, starts working Quarry.

26- Archery>BW, Warrior>Rax

32- Alex has Slavery.

34- Rax>Archer

36- SB has Slavery too.

38- Archer>Archer. BW>Wheel, as we have copper that the next border pop will claim (12 turns).

Civ4ScreenShot0017-1.jpg


40- Archer in 4. London grows to 4 next turn and is ready to pump Settlers. Wheel in 5. Hope you like deserts and jungles.

North:

Civ4ScreenShot0018.jpg


South:

Civ4ScreenShot0019.jpg


SB is presumably to the east of Alex. Doesn't look like we have anyone to our north.

[Edit: Did not revolt to Slavery yet...think we should after Wheel...then bee to Alpha?]
 

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Sorry about the double post. Just had a look at the save and wanted to share my plans, in case some one wants to comment.

My suggested build order is archer(s) until happiness cap - settler - worker - settler - pyramids. I plan to settle south to block Alexander (1S of the lake/2W of the corn), and east to claim the copper (SE of the pigs, lots of deserts, but this location gets wheat, pigs, bronze, oasis, 3 hills, and two farms so it not too shabby).

Tech: Mysticism (culture for new cities) - AH (tricky - Pottery would be nice too for the granaries, but since we are not allowed to build cottages I think it is more important to locate the horses) - Writing - Alphabet(?)

Without cottages perhaps we should stop REX at three cities until they are up and running with libraries and decent population sizes. We will probably get more cities from Alexander in the future.
 
All seems very sound to me other than right at the end when going for Aesthetics will probably give us better trade value than Alphabet.

Ralph
 
I basically followed the plan outlined above, except going for Aesthetics instead of Alphabet. Unfortunately there are no horses nearby, but I connected the copper so we can start making axes.

Main events:
45: Wheel->Mysticism
51: Mysticism->AH
58: Founded York, start monument
59: AH->Writing
64: Founded Nottingham, starting monument
69: Writing->Aesthetics

Lots of barbs around Nottingham. Our archer was busy.
rfstl02.jpg


A view of SB's land. He has the horses :(
rfstl01.jpg



London built 2 archers, 2 settler, and 1 worker. The pyramids will be finished in three turns. Don't forget to change to representation.

rfstl03.jpg


It is a bit late to rush Alex, so perhaps it is better to found a few new cities once our current cities have grown a bit and we have employed a few scientists? The river tiles south of Nottingham look nice.
 

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Good set :goodjob:

If we want those river tiles we should go soon. Alex has already settled E of York and wants its Corn.

There's a site E of Nottingham with Clam + Corn + Fish and would block SB from heading up the coast, which is far but which we might be able to afford after Libs.

Also SB founded Judaism, and it looks like we're alone with him and Alex, so that could be helpful.

Roster:
1) radiofreestl (On Deck)
2) yena
3) Ralph Jackson (UP)
4) Open
5) Open
 
Ok got it for tomorrow. Will pobably play to the end of Aesthetics so we can discuss tech trading opportunities.

Basically with this shortish set we stake out what good quality land we get and make those representation scientists start taking the strain. I assume we keep the first GP and delete the second and so forth? When a GG appears does he count in the list e.g deleted if even kept if odd if that makes sense?

Ralph
 
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