Lonely Hearts Club, BtS Edition, Chapter XLV: Ragnar

r_rolo1

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Welcome to the 45th edition of the Lonely Hearts Club for BTS. In the Lonely Hearts Club we explore strategies to cope with one of the most dreaded situations in Civ IV ( possibly the main reason for reloads after the military collapse one :p ): starting in isolation....

For the 45th game in BTS the chosen leader was Ragnar of the pira.... er, Vikings :p :
Spoiler :
Civ4ScreenShot0531.jpg


Civ4ScreenShot0532.jpg

The people that ocasionally read my posts know the opinion I have about both the inclusion of Ragnar and of the Viking civilization in the game ( like a CFC member has in the sig, it is the exact equivalent of putting Robin Hood leading the Yeomen civ in the game or Zorro of the Cowboy civ ). But as we aren't discussing Firaxis ( lack of ) taste , let us continue to the show....

Ragnar is probably one of the seemingly better leaders to play in isolation, at first glance. He is Agg/Fin, meaning that you may develop a good economy with some ease whinle getting good melee and gunpowder units ( including the UU ) and both the UU and the UB are trailed to naval achievements ( the UU via the amphibious promotion and the UB via the navigation I promo given to ships ). it is definitely a strong bet if you know you are going to face isolation, and , to say the truth, I don't know why I postponed a LHC with him for so long. Let's see how it goes.....

His UU
Spoiler :
Civ4ScreenShot0533.jpg

The berserk ( or berserker , as Firaxis cared to put in the civilopedia ) is a beefed maceman with a free Amphibious promotion ( and as it is a Agg leader , also a combat I promo ). In it self , the unit is not much better than a regular maceman in terms of pure power ( it is dificult to mount a full fleged berserk invasion, mainly because of the limited cargo that the navies of the time can carry ), but the fact that the special ability of the UU is a promo, it also carries along with the unit when upgraded, meaning that a berserker may become a Amphi grenadier, riflemen, Infantry or mechanized infantry. In a map where, if you want to invade someone, you need to go by sea, like this one, a good group of CR Amphi rifles or infantry is a huge asset to have..... :mischief:

His UB
Spoiler :
Civ4ScreenShot0534.jpg

The trading post is a lighthouse that also gives the navigation I promotion to all the naval units built in the city where it is. This is probably one of the more powerful UB if you are playing in a water map and plan for some warfare... like Sisiutil said in the post mortem of his Ragnar ALC, this UB makes all the naval units of the vikings quasi-UU, with all the advantages that you can thing on having by marshaling a fleet that can consistently move faster than the rest of the ships....

The start (Thanks to DanF for the solution of the unit change of place ;) .... The warrior/scout should appear always in the same place from now on, really :p ):
Spoiler :
Civ4ScreenShot0529.jpg

A pretty decent start.... wheat and cows, some grassland hills, irrigated grasslands, a lake, marble close enough if you feel wonder-rage and , by the looks of it, the wheat is coastal...... I would say this might be a pretty decent production site if you want.


Regarding the saves ( if you're using DanF change to the WB files load, skip this ): given some complaints about the efects of the AI starting without archery in high levels ( giving a unfair advantage to AI that have early UU and/or have early warmongering tendencies ), I decided to make 3 WB saves ( all in the same zip file ). The WB saves are equal except for the fact that one of them ( labeled Monarch ) has all of the AI with archery as starting tech ( corresponding to a game started in Monarch ), one ( labeled Immortal ) has all of the AI with archery,hunting and agriculture as starting tech ( corresponding to a game started in Immortal ) while the last is the corresponding to a game starting in Noble ( labeled Noble ). All WB saves are playable in all levels, but ( for a example ) if you use the Monarch one the AI will start with archery ( and archers ) in any level. This has only a slight effect in the human directly ( mainly via the garrisons of barb cities ), but has a huge effect on the AI gaming in the outer lands ( avoiding scenarios like Pacal, Shaka or Sitting Bull to take all the barb cities and becoming moguls ). I strongly recommend the usage of the Monarch save if you want to play in Monarch+ and the Immortal at Immortal/Deity.... All the speeds are working well ( no more games ending in 1900 ) The saves are zipped... you only have to unzip this to the worldbuilder saves or for the PublicMaps folder ( either one will do ) and load it from the scenarios.

Any problem PM me...


P.S WB saves are crosscompatible between 3.13 and 3.17 if they don't have No Espionage ticked. No problem with the patches here :p And as WB saves are no more than text files and Vanilla and Warlords WB are almost equal, you can play this if you exchange the non-Vanilla ( or non-warlords ) stuff ( in here it will be only leaders and civs eventually )

Again a small request ( not mandatory :p ) :

We ask the participants to do, if possible, a write-up with the victory save and a description of your game ( strategies, techs researched, wars,...). All the info should be in spoiler tags ( to not disturb other people's games ). If you want ( we would like to :p ) post reports at this moments of the game:

Checkpoint 1 - when we have explored the island and are aware of what resources it has. Its not so important when this is, but this is a time to discuss city sites etc. Don't look into a checkpoint 1 spoiler until you have reached this point yourself.

Checkpoint 2 - first contact - when we have met all the other AIs. At this point we can discuss our strategy to get to this point and our plans for dealing with them.

Checkpoint 3 - when we are committed to a victory condition (or at least think we are).

Checkpoint 4 - Victory (or defeat).


The last words are to wish good luck to all :goodjob: . And let the games begin!



P.S We don't have any kind of problem with defeats and reruns. Just play and enjoy ;)
 

Attachments

I'll start a Noble-level game as soon as I finish BOTM 17 (which might be as soon as 30 turns, but I'm slightly panicked about it at the moment). If the wheat really is coastal, I might want to explore north with the settler to check out possible seafood, and south with the scout to see if the capital should move there to allow a coastal city to the north.

Edit: I lied; couldn't resist starting.
Spoiler Checkpoint 1: dotmap 2200 BC :
I explored for 3 turns with the settler to see if there was a good seacoast location; no such luck :( I verified that 1NE of the starting location was the best nearby location for Nidaros.
LHC45t3choice.jpg

I built worker > barracks > 4 warriors > settler and am working on a granary. Tech path was the utterly conventional mining > BW > agr > AH > wheel > pottery > start writing.

I followed someone's advice from an earlier LHC to postpone goody huts hoping to get a better, later tech, so am about to go popping them as of 2200 BC. I've just finished a settler and am deciding where to send him.
LHC45actualdotmap.jpg

Only a single seafood! Well, I think the best order is Red for copper (needing Sailing for the earliest way to connect with the capital), Cyan for marble, Blue for happiness resources, Green for stone, and White for the last decent city location. Possibly reverse Cyan and Blue, so we get happiness earlier. After writing and sailing I think I want CoL as soon as possible so I can get the rest of the cities built.

None of the current seacoast cities has good enough production for a good chance at the GLH, except maybe Cyan with lots of chopping. Maybe Nidaros should have gone coastal after all (1NW of current location).
Checkpoint 2: 2200 BC - 1495 AD
 
No, I'm saying that in historical terms Ragnar, leader of the Viking Civilization has the exact same backing than Zorro, leader of the Cowboy Civilization: semi-legendary persons leading "civilizations" with names than in the truth despict a profession/activity.
 
No, I'm saying that in historical terms Ragnar, leader of the Viking Civilization has the exact same backing than Zorro, leader of the Cowboy Civilization: semi-legendary persons leading "civilizations" with names than in the truth despict a profession/activity.

I know all that, but w/o him Bismark would have been insecure about his hat, and then where would we be?
 
Ok, I'll try a shadow game. Epic speed and monarch, although I don't expect to win because I just moved up to monarch. I moved my settler 2N, sacrificing some production for being coastal and removing a city in the center of the island without having explored the island, which seems like a bad idea to me. I'll post when I get to checkpoint 1.

Edit: Ok, here's my whole island with resources and city placement.
Spoiler :

Well, bad game so far. I have a feeling that I'm behind on tech, although this is epic speed, so it might not be so bad. I have Stonehenge in Uppsala, and I get a GP in 65 turns that should help. I briefly lost Haithabu to a barb, but I got it back. I've got 3 to 4 fogbusters right now, and I have a settler that will settle another city in 2 or 3 turns.

City plan:
civ4screenshot0002.jpg


Current empire:
civ4screenshot0003.jpg


Nidaros:
civ4screenshot0004.jpg

 
IMM/Normal no events

Check 1 to 1 AD

Spoiler :
Civ4ScreenShot0004.jpg

Civ4ScreenShot0005.jpg

Civ4ScreenShot0006.jpg

Civ4ScreenShot0007.jpg

Civ4ScreenShot0008.jpg


Went 1 NE as I said. Fortunately didn't miss out of seafood for doing that. Opened AG---->AH---->Mining---->WRITING. I got a scientist out early which I've been experimenting with doing lately. In this case I settled him.

I used sailing + masonry + settle on stone to get stone for mids thanks to higher research. I took a shot @ GLH too and got lucky getting it fairly late.

You can see the fog bust vs barbs with warriors here too. Capitol is good for bur, and the land in general is good for cottages although I didn't go that route right away thanks to rep.



Check 2/3 - closing in on 1800 AD

Spoiler :
Civ4ScreenShot0009.jpg

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I hate losing lib by 3 turns but whatever. That's what I get for going settled spec rep. I was behind when meeting AIs but in FR so diplo was fine. I was still able to trade lib for a bit, also astronomy and constitution. I went democracy and then finally started spamming cottages everywhere. Within a small handful of turns science really picked up. I've stayed in rep since I didn't have many towns.

As you can see, I'm about to get to industrialism. I already have flight, and will probably just tech radio. I will hit izzy with tanks to get a base on that land, and then go after SB (nobody likes him). They're both backwards, so tanks + bombers should cover ground quickly. With mass cottages, I've decided to just turn the slider off @ radio, tanks, bombers, battleships, and so on should be good enough to get the land/pop I need for UN or possibly domination. $$$ buy + financial for the win, I suppose. Nobody is too close to culture, so barring something odd (since diplo is in good shape AFAIK), I should be able to just smack the AIs in the eye FTW.

I haven't used flight + airlift to move all my forces in a long time, but to beat backwards sitting bull that's probably all I need. I might carry that momentum straight into charlie, might not. We'll see.
 
Just discovered optics and am a few turns away from my first caravel. 1000 A.D. :cry:

Spoiler :
Well I forgot to take pictures along the way, so I'll have to summarize. Out of my 5 early cities, three of them were dedicated for beakers. I slowly cottaged them up while whipping warriors out in my two production cities for gold to be able to run a deficit. Eventually I built the Great Lighthouse, founded Confucianism, and got the great shrine up. I managed to be able to run stable at 70 percent, however I had so little production that it wasn't funny.

I assumed that I was really starting to fall behind at this point, so I grabbed alphabet, went to literature for the Great Library (which I got, btw) and then beelined optics. My plan now is to tech for calender for the sugar, while sending two caravels around the globe each way for the circumnavigation bonus. I will probably tech trade like mad to get back up, which is why I got alphabet, and finish on a diplo or space win. Probably not space though, as my production is to bad to be able to build the ship. About 10 turns before optics, I had the revolt event in Nidaros which causes 1 turn of disorder and 2 populations. 2 turns later, I had it again in the same city. This probably cost me about 3 or 4 turns on the tech.

Nidaros:
civ4screenshot0000.jpg


Empire:
civ4screenshot0001.jpg


First launch point:
civ4screenshot0002.jpg


Pathetic tech tree:
civ4screenshot0003.jpg

civ4screenshot0004.jpg

 
I'll have a go at this, I can't seem to get into the spirit of the game with Mehmed, I just seem to hit enter with no real goal.

I got the +1 Navigation bonus from map trading, and wonder spammed. Either it was too easy, or really I'm not in the mood.

I'll try it again, seems fun, too slow on expansion.

Ragnar is fun..Aggressive with Amphibious promotions...Gun Powder invasion here I come.
 
Prince/Epic.
Ragnar should be a good leader for an isolated start given the UB and the financial trait. Epic, because there is likely to be some fighting involved. Okay, maybe a great deal of fighting.
The capital? This time there is a reason not to settle in place. Riverside power - a lesson learned at great expense - so the settler will move to one of the three eastern tiles. The precise location decision will be made after the scout achieves terrain intelligence by climbing that hill 2S of the settler's position.
 
Find Stone ASAP or else (somehow, miraculously) chop out the Pyramids to unlock US. As soon as you get Civil Service and Machinery, spam Berserkers. Get Astronomy from Liberalism, then spam Galleons while teching to either Mil. Sci or Rifling. Save up gold and use Universal Suffrage to either rush buy your Galleons or extra Cannons (dunno). Invade. Win.

Looks like a fun one. I don't think this strategy will rely on the Pyramids, but they would be useful.

Also, a unit doesn't disappear from the build menu unless all its potential upgrades have been research (i.e, you can build Warriors until you having Hunting AND Bronze Working). Thus, you can put off either Rifling or Mil. Sci and still be able to build -> upgrade Berserkers.
 
Well by now I have found a few civs, made a few trades, and solidified my assumption that I'm hopelessly behind in tech.

Spoiler :

Disappointing jump point:
civ4screenshot0000.jpg


A few trades:
civ4screenshot0001.jpg

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Tech situation:
civ4screenshot0003.jpg


Diplo situation:
civ4screenshot0004.jpg

 
@DrPepper836
Spoiler :
I fail to see the reason for your pessimism . Ok, you have a tech deficit, but none of the civs you know have Education or Guilds. if you have done a good job developing your empire , the gap will dilute fast.
 
You don't think it looks that bad? Must be that I just moved up to monarch... Anyway, just got astro and could use some advice.

Spoiler :
Met a few other AI's, and made some trades:
civ4screenshot0000a.jpg


After this, I decided to build some berserkers to attack Isabella, the only AI with a smaller score then me. She must have had bug mod too and seen my WHEOOHRN, because she went and did this:
civ4screenshot0001n.jpg


I got a GM and decided to sink him, as I did not have astro at the moment to do a mission, and I needed to keep my research slider up to get astro quickly.
civ4screenshot0002u.jpg


When I did get it, my research times plummeted, as I got those juicy trade routes:
civ4screenshot0004h.jpg


Here's the diplo and tech screens:
civ4screenshot0005d.jpg


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So I have a few questions on what I should do now, because I don't have much experience with these situations.

1. Should I trade off astro, or hoard it to be the only one with the trade route bonuses? I'm leaning towards trading it.

2. Either way, I am not going to win conquest here, so should I attack anybody, or stay at peace and hold onto those trade routes? Also, I don't have access to the graphs, but I'm 7th on the soldiers demo by a lot.

3. What's the best tech path? I'm leaning towards liberalism and using those techs and astro to backfill, as nobody has education yet.

4. I noticed I have ivory. Would it be better to forget about berserkers and go with the legendary amphibious shock elephants?
 
While the amphibious shock elephant is perfect in every way it is a level 4 unit, and gets amphibious at level 3 at the earliest whereas the berserker starts with combat 1 and amphibious with Ragnar so I would advocate Berserkers if you wanted to send medieval junk.
 
Checkpoint 1: 4000 - 2200 BC and dotmap

I've gone a little past meeting the AIs and have a tentative strategy, though haven't quite committed to a victory condition yet.
Spoiler :
I wound up pretty much following my dotmap with regards to city locations, with an additional interior city to make a 7th:
LHC45map1495AD.jpg

The city planting order required a lot of thought and a restart:
  1. Uppsala, west near the marble, was first (2100 BC). Production is poor around most of the map -- a consequence of my initial city location, which left too many unusable hills in the Nidaros BFC and thus too few for other cities (given where their food was). So Uppsala, with marble, a minable grassland hill, and a mix of forests to chop and others to leave for production, was the only place where I had a hope of finishing the Great Lighthouse before someone else built it.
  2. Next was Haithabu next to the stone (about 1100 BC), so that by the time Uppsala finished the GLH, stone would be available for the pyramids and maybe the hanging gardens (though I missed the latter by quite a few turns). I did not want to pollute the Great Scientist gene pool in Nidaros; I may have erred, since a few Great Engineer points there might not have hurt much.
  3. Next was Birka, south by the gems and ivory (around 500 BC); highest priority was connecting the gems to raise the happiness cap so the first two ciities could grow.
  4. Bjorgvin, near the copper, had the only seafood, so was next (290 BC). Unfortunately I spotted a barbarian galley on top of its fish, so I was reluctant to send out a workboat until much later when I had triremes. At that point Uppsala was busy with wonders and the other two coastal cities were still creating basic buildings so I didn't want to take the time to build a pair of galleys. In restrospect I waited too long and Bjorgvin grew a lot more slowly than it should have.
  5. I built the last two rather late, once Birka became big enough to start generating settlers at a reasonable pace. Initially I just wanted them for the Library quest; as it was, I had to delay Education by a few turns lest I enter the Renaissance too soon.

I followed jesusin's advice of running 100% science until the cash got low, then 100% gold for a few turns to build up a reserve. From 2200 BC tech path was approximately (finish writing) > mysticism (for border pops) > sailing (for Uppsala's trading post, prerequisite for the GLH) > archery (so Nidaros could build better defenders while growing back from whipping settlers) > masonry (to improve the marble quarry and allow the GLH) > IW (for all the jungles near my southern cities). I had delayed having the scout pop huts, and lucked out with Mathematics on the last one:
LHC45hutmath2050BC.jpg


Uppsala whipped the Great Lighthouse in 455 BC and shortly thereafter went for the pyramids, which finished in 70 AD. I missed the oracle and hanging gardens, but whipped the Colossos in the stone city in 940 AD.

After Iron Working it was time to get Code of Laws via meditation > priesthood > CoL; I founded Confucianism in 215 BC. Gems had connected in 305 BC and ivory in 110 BC, so my initial cities were able to grow significantly. I then tech'd Polytheism > Aesthetics > Literature and built the Great Library in Nidaros.

First great person was a scientist in Nidaros, who built an academy. Second was a merchant in Uppsala in 940 AD; I diverted to Alphabet and Currency so he could bulb Paper, enabling the University of Sankore in Nidaros for more GS points and +2 :science: per Confucian building; I usually ignore this building but with an isolated start I figured I needed all the science benefits I could get. Once Uppsala finished building what I considered essential, I always ran as many science specialists there as I could afford. I built the National Epic there and ran Pacifism once I got Philosophy, all to generate as many GS as possible.

Playing at Noble meant I felt fairly safe about postponing the Liberalism race a bit, so I tech'd MC (forges, triremes, and Colossos) > Machinery > Civil Service (for bureaucracy, but also to spread farms to my food-poor cities). I didn't start building any berserkers for a while, though; I figured there would be plenty of time when I got closer to contacting the AIs.

My next priority was the liberalism race, so this is where I tech'd philosophy, education, and liberalism. Just before finishing education I diverted to compass, optics, and most of music until the library quest finished, then won the race in 1170 AD and took astronomy. Right after Optics I had upgraded one trireme to a caravel and built another caravel, so by the time I got Astronomy I had met Surya, Justinian, Hannibal, and Sitting Bull and had lots of good trading partners; the +2 intercontinental trade routes from the GLH and +1 from Currency were enormously valuable!

I "circumnavigated" by trading gold for Hannibal's map. I didn't get a boat close enough to actally "meet" Charlemagne until about 1400 AD, which would have been my official Checkpoint 2, but I continued to the point where I switched to Theocracy (1460 AD) and started cranking out a mix of CR II berserkers in several cities, galleons in Bjorgvin (the port nearest Spain), and CG II musketmen in Haithabu. Someone will need to switch to trebuchets when I have a fair number of berserkers. This very late military building means I am currently the weakest civilization, but that is changing fast!
LHC45power1495AD.jpg


I haven't quite decided on a victory condition yet but am currently thinking about a spaceship victory, but plan to conquer my weakest neighbours (a) for fun and (b) for territory that might contain critical space-age resources like aluminum. Someone pointed out that the automatic Amphibious promotion they get carries over when they're upgraded to riflemen, so I expect to be able to continue conquering for a while, possibly going for a conquest or domination victory if that seems possible at some point. Potential targets, the three weakest (and nearest), are Spain, the Khmer, and Holy Rome, and I'm out-manufacturing all of them:
LHC45prod1495AD.jpg

 
Eh, I'm done. Here's how it happened:

Spoiler :

I start my aggressive trade policy w/ astro:
civ4screenshot0000r.jpg

civ4screenshot0001f.jpg

civ4screenshot0002q.jpg

civ4screenshot0004t.jpg

civ4screenshot0003d.jpg


I keep going until 1410 A.D, straight for liberalism, when I notice this:
civ4screenshot0005.jpg


Ah, oh well. It isn't a big deal.

Justy wants OB, so I take it:
civ4screenshot0006h.jpg


I get Lib, but no tech, as Hannibal got there first. I do a civic swap:
civ4screenshot0008.jpg


And then I make some trades:
civ4screenshot0009m.jpg

civ4screenshot0010h.jpg


By now, I noticed that I just was starting to really fall behind, as my trade fodder techs weren't even unteched by everyone. Also, if I remember correctly, the average WFYABTA is about 10 or so, and I was afraid of hitting that. I decided to stick with it though, until I noticed this:
civ4screenshot0011j.jpg


I then checked the power graph. After 45 turns of build up, I have this power level:
civ4screenshot0012rkt.jpg


So I figured that I have to little production or tech to be able to keep up, invade, or even adequately protect myself. Ah well, next time then:
civ4screenshot0013s.jpg

civ4screenshot0014b.jpg

civ4screenshot0015.jpg



Now, I'm new on monarch and isolated starts, so it could be that that isn't actually that bad, but to me it seemed so. I'll attach the save, so if anyone wants to comment, that would help a lot.
 

Attachments

Checkpoint 1. 2900 BC
Spoiler :
The scout-to-the south strategy made sense of settling 1NE on a river with two food resources.

This island has certain deficiencies - a paucity of production centres for warfare, no triple food city for the science centre/GP farm operation (we blame this on the scout), a whack of barbarian-hospitable jungle tiles and only one sea-food resource. On the other hand much can be done with stone, marble, elephants and copper. 301 gold from the huts was not a kick in the head.

With all the jungle the the builds were warrior, barracks. Warrior, settler, worker, worker are next. The tech path was mining, BW, wheel with AH on the way. City two will go 1W of the marble; city three on the stone if I can organize a galley; city four 1SW of the copper as axemen will no doubt be required. The two wonders most favoured by the nascent Viking high command are the Great Pyramids and the Statue of Zeus.
 
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