Lonely Hearts Club, BtS Edition, Chapter LI: Victoria

r_rolo1

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Welcome to the 51th 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 51th game in BTS the chosen leader was Victoria of the English:
Spoiler :
Civ4ScreenShot0001.jpg


Civ4ScreenShot0002.jpg

Well, it is just me or Civ IV Victoria is a LOT like Civ III Catherine ? :(

Well, among the English leaders in Civ IV, Victoria is quite overshadowed by both Elizabeth, that has the two more popular traits in the game, and by Churchill that has arguably the best rifles in the game ( ok, depends of how you value the Cha trait + redcoat abilities + 2 free promos vs the 3 free promo monsters of Japan :D ). Not that Victoria has a bad combo of tratis: being Fin/Imp, Victoria can easily put settlers faster in the run and use that extra coin to help with the expansion. And she still has the only rifle UU of the game as well, and that 65% bank...

In isolation.... well, cheaper settlers + extra coin in tiles with 2 or more + rifle UU + 100% GG points generation inside borders... most of you can see what I'm suggesting here, right? :D

Her UU
Spoiler :
Civ4ScreenShot0102.jpg

The redcoat is a rifleman that has a aditional bonus vs gunpowder units. It is certain that this UU already had better days in vanilla ( yeah, 18 str cossacks and vanilla redcoats are OP, but the Romans can still have "macemen" with IW :mischief: ). Unless you get Rifling when your foes have less than muskets or better than rifles, this UU will have a definite advantage compared wtih the regular riflemen and it comes right in time for a galleon based invasion, combined with drafting ( it is the best unit you can draft at the 1 pop/unit ratio ). Probably we'll see a lot of Dom based wins :devil:

Her UB
Spoiler :
Civ4ScreenShot0103.jpg

The Stock exchange is a Bank that has a 65% revenue rate instead of the normal 50%. I'm not personally a great fan of banks ( they aren't definitely in my "must build in most cities" list: expensive, in the guilds branch and does not give happy or health like grocers or markets ), but they have definitely their uses and a stock exchange in a shrined city, a GM farm ( GM in here does not stand for genetically modified :D ) or in a corp headquarter definitely makes a diference.... it is 65 coins instead of 50 for every 100 you feed the bank :p


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 :
Civ4ScreenShot0000.jpg

It is definitely a good start for a civ that has fishing as a starting tech :D 3 seafood and even one hill ready to be mined. There is also FP to the west and look to be desert in the SW. Also 2 plains appear in the north ( other island? )..... I just wonder if it is worthwhile to move the cap to 1 S: more FP , more forests to chop, less water but also less seafood and the loss of the only plains hill in the area, not mentioning losing one turn.... Anyway, regardless of any of that, I think this start with a civ that has Fishing and Mining as starting techs screams for the great lighthouse ;)

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 earlier ) and 3.17 ( and later ) 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

In isolation.... well, cheaper settlers + extra coin in tiles with 2 or more + rifle UU + 100% GG points generation inside borders... most of you can see what I'm suggesting here, right? :D
Not me; care to enlighten us? My guess is:
  • cheap settlers: REX
  • extra coin: cottage economy (plus Colossos?)
  • GG emergence:
    1. Attack with Redcoats on Galleons ASAP and get the victims to attack your recently-conquered cities somehow?
    2. Raging barbs to get lots of GGs before conquering the world? :crazyeye: If only I were clueful about how to handle raging barbs, but my less-than-Noble military skillz aren't up to it yet.
But is IMP only "inside borders"? I though I recalled someone saying something to me in another thread in the last couple of months about it being everywhere.
 
Pretty much what you are suggesting ( see, you aren't as clueless as that ;) ). Raging barbs may be too much extreme :D Well, you're first conquered cities elsewhere will always be stormed by enemy SoD, so why not take advantage of it?
 
Prince/Epic

Given the financial trait and the timing of the solid UU, Victoria should be fine for an isolated position.

The start, as noted by our host, is intriguing. 1S is the stronger hammer and cottage option. That lost seafood resource may well be needed in the north. On the other hand, missing the first turn is always problematic. So, this Team England will send the boyos up the SW hill for a look-see and if there is anything useful - 1S it will be.
 
Hmm. I think I'll try the Raging Barbs option for now, and restart if I get killed off! Noble, Epic -- my current favourite settings.

My initial thought was to move east to the river, but my novice fog-gazing skill suggests there might be a desert off to the east of the floodplains, which might negate the benefits of being on the river. OTOH with Raging Barbs, maybe being on a river will save me from needed constantly to rebuild connecting roads.
 
I'm going to change my usual, modus operandi, and go normal speed, emperor level, monarch save. Just to see what the Hoo Ha is about Normal.

Check point 1

also I'm going to try a cottage based operation, might as well get completely out of my comfort zone.

Still going with the Khan Game, Looks to be an easy one, but with the new vassals, it may change it completely.
 
Checkpoint 1:
Spoiler :

All that seafood made it very attractive to settle in place. Tech path: BW > hunt (for a scout to pop that hut and eventually explore the island to the north) > wheel > pottery and now working on AH, then sailing. Soon I'll want mysticism for monuments so cities can expand. Built workboat > worker > workboat > workboat > warrior > scout. After building two mines the worker chopped the two riverside grasslands to get the first settler, who I just whipped. Where to send him?

My first instinct is always to place cities to get the food:
Spoiler initial poor idea on placement :

2575BCdotmapN.jpg

2575BCdotmapS.jpg

Unfortunately, I think I need a production city next. The green has only 4 farmable grassland tiles so can only work 2 plains hills pre-biology. Moving it 1SE gains more farmable grassland but
  • loses the copper
  • interferes with the 2nd commerce city.
So I think I need to move Red and Green westward and wave goodbye to both the fish and the river -- but I'm not happy about either:
2575bCdotmapcentral.jpg

Maybe Green should go 1W to be coastal, and Red 1W to be on the river?

After that would be the yellow commerce city (stone) then the magenta -- they need to be early to get their cottages online as soon as possible. Then perhaps dark blue for the marble; it won't be much good for anything else until it gets a lighthouse and maybe the Moai statues.
 
@ dalamb.

Spoiler :

Moving prod 1 city to 1 NE, and prod2 city to 1W would be much more favourable.

River prod city 2 with copper + phants + grassland. Prod city 1 doesnt have to be a prod city, rather make it an early 2 gs city with some cottages?

Also low lvl of happyness resources asks for monarchy/close packed cities. I dont think I agree with yellows placing therefor :)
 
You can get only a maximum of 5 xps per unit from barbs. You will never get a GG.

5 xp from animals.

10 xp from barbs

0 GG's from either.
 
I'm in! Monarch/Epic.

I've been playing some Emperor and even Immortal games recently and learning a lot while losing, so I'm going back to Monarch to make myself feel better :)

edit: And I think it stinks you get no GG points for barbs - should be like half points or something. Some of the best generals in history made their names fighting barbs!
 
Imp synergizes so much better with fin than philo that it is not funny, that said philo enables lizzy to do more spectacular things against the AI.
 
Imp synergizes so much better with fin than philo that it is not funny, that said philo enables lizzy to do more spectacular things against the AI.

I always tend to play Vicky rather than Lizzy. But I'm more of a straightforward CE type of guy. I know PHI and the SE are powerful, but I'm no expert on it. For my level and type of play FIN+IMP is one of the most powerful combos in the game. That plus a good UU that comes online at a good time for this game (maybe - if we're isolated) seems like a potent package!
 
Checkpoint 1. 3100 BC

Another decision.

Spoiler :
After warrior SW showed another flood plain and an elephant London was founded 1S. The subsequent discovery of copper in the BFC was a well-welcomed bonus. The tech opening of BW, the wheel seemed clear. The builds were workboat (northern exploration), warrior and workboat with a worker on the way.

Limited health and happiness resources with copper, stone and marble constitutes a decision as crucial as the original settlement - hunger or unhappiness? Rex small, tight cities or deal with one of the fundamental challenges? No doubt there is a third way but my inclination is the second city SW of the stone and The Pyramids in London.
 
Initial comments.
Checkpoint 1: Noble, Epic, 4000 - 2575 BC

Well, DUH. I should have remembered that barbs don't generate GG points, but they do let you get to 10xp... I got so involved in this game last night that I stayed up until 5am to get to Checkpoint 2 (meet all the AIs):
Spoiler :
On this island, raging barbs wasn't all that much trouble with an IMP leader; I fairly rapidly settled two more cities far enough south that they were spawning just in the SW corner near the marble, and I used them to generate a bunch of CR II axes. One of those became CR III by invading barbarian cities on the island to the north, so I now have the Heroic Epic in hand and will be churning out CR II macemen, which will become CR II redcoats eventually.

Here's my current homeland:
1340ADislands.jpg

My two production cities, York and Canterbury, will be churning out soldiers as they finish their last infrastructure. I don't have a good coastal production city, since London is my GP farm and the others are all weak; I'm wondering if maybe they need to start building galleys to upgrade quickly to galleons post-Astronomy? With a financial civ, maybe upgrading will get me an invasion fleet sooner than building. However, I'm currently 4 turns from Liberalism and could take Astronomy with it, so maybe that's not important. However, I'm going to ask for advice on tech path below; there are other choices.

I'm really interested in seeing how other peoples' city placement worked out -- I raced through initial city placement before reading other peoples' advice, so if someone does well with a tighter city placement, I'd be delighted to find out. Somehow I couldn't bring myself to force more overlap than I did. My cities are currently health-limited rather than happiness-limited, but not all of them have aqueducts yet.

Some moderately interesting occurrences over the years:
Spoiler :

Being isolated means never knowing who else is on top in the various historical rankings, but at least we can find out where we are, usually on the bottom of the heap:
  • 415 AD: 2nd most cultured
  • 1060 AD: 4th most powerful
Both pretty impressive for an isolated start, if I do say so myself!

Given a decent capital, two production cities, and no need for much of a military for a long time, I built many wonders:
  • BC 125: GLH in London
  • BC 5: Pyramids in York
  • AD 310: Hanging Gardens in York.
  • AD 580: Statue of Zeus in Canterbury; this was to deny it to the AIs, since I expect to do a lot of warring. Do the AIs suffer from war weariness?
  • AD 940: Heroic Epic in York. At present Canterbury has slightly more :hammers: per turn (22 vs 20) but at the time it looked like York was best; I didn't think to calculate future productivity.
  • AD 1040: Great Library in London
  • AD 1050: Parthenon in Canterbury
  • AD 1120: Colossos in London
  • AD 1210: National Epic in London, the obvious GP farm (for GS). I have been running Pacifism ever since shortly after Philosophy, but will be switching to Theocracy when I start building macemen.
  • AD 1260: University of Sankore in Canterbury, for the plus to :science: from Confucian buildings.
  • AD 1265: Moai Statues in Coventry, the marble city in the south, which remains a poor location but isn't quite as bad with a bit of sea-based :hammers:.

Some events:
2475 BC: very helpful in a low-production capital:
2475BCtinevent.jpg

1040 AD: always keep your city ruins:
1040ADruinsevent.jpg

1110 AD: helped with my health limit problems:
1110ADdeerevent.jpg

1320 AD: A very good year:
1320ADcirc.jpg

I don't think I'd seen either of these two before:
1310ADjadeevent.jpg

1320ADMarketevent.jpg

The rest of the world:
1340ADglobe.jpg

Monty is going to be the target of my first few spies, and likely my first post-Redcoats military target. Peter had been isolated himself, so I got a single missionary to convert him to the True Faith of Confucianism; I almost wish I'd checked the Permanent Alliances option at startup, but I'm always too afraid coreligionists will gang up against me. Maybe he'll vassalize if I build up my military before he becomes scared of my opponents. I took the risk of giving with Zara and Fred trades favourable to them, so they like me at the moment:
1340ADPeter.jpg
1340ADZara.jpg
1340ADFred.jpg

I'm not quite sure how to read the glance screen yet, but think it means I'll have a lot of trouble with Fred if I invade Monty. Gilgamesh and Darius are currently at war, so maybe one of them will invite me to join the fun and they can be my first targets. Might they invite pre-Astronomy, or would they wait until I can actually have a chance of joining the fight?
1340ADglance.jpg

I currently don't have enough espionage against most of the world for a full picture, but I think the charts show I'm doing better than I expected given the isolation. Raging Barbs made me build up a moderate army fairly early, so I don't completely suck on the power graph -- unless those unknown dudes are 'way more powerful than the three of us showing.
1340ADgraphs.jpg

And being FIN/IMP means never having to say you're sorry about your tech rate, at least at Noble; this is the best I've ever done in that regard in an LHC:
1340ADtechs.jpg

If anybody gets any money maybe I could sell them Philosophy, but the AIs rarely have much cash IME.
And now, for plans and questions about proceeding from here:
Spoiler :
Tech path so far:
Spoiler :
  • By checkpoint 1: BW > hunt > myst > wheel > pott > arch
  • myst (early for popping borders) > agr > AH > sail > writ > masonry > med > priest > CoL (found Confu) > aesth > lit > phil (found Tao) > civ serv > paper > bulb education > compass > machinery > alphabet > optics. AT this point I upgraded several triremes to caravels and went exploring.
  • construction > monarchy (from Peter) > monotheism (from Fred) > bulb Pringing Press > trade for Calendar and Theology from Zara.
  • I didn't record when I got Engineering and Metal Casting.
I have probably left a few out
I need to get both Astronomy and Rifling to invade. Astronomy weakens my economy by obsoleting the Colossos, but maybe that's not so big a deal given that my cottages are maturing well. Plus, nobody seems to be immediately able to get Banking and thus Mercantilism, which means I might get a good economic boost from overseas trading. Economics kills the GLH, but I think I want to get it fairly soon to guarantee the GM, which I'll save for Sid's Sushi -- a strategy I've never had the opportunity to try yet, given how many games I quit unfinished.

I have 2 GE and 1 GS saved up, am soon to get Liberalism 'way ahead of anyone else (I think), and am going through the Great People Tech Preferences article to plan the best approach to getting both Astronomy and Rifling. At 100% science I get 415 :science:/t but lose 84 :gold:; at 100% gold I get 93 :science: and 157 :gold:, so I think that means I need one gold turn for every 2 science turns, and in 3 turns I get 2*415+93 :beaker:, average 308/t. Currently a GE wants to give 1716 out of 1950 Guilds, which is only 4 turns away now and goes down to 1 after the bulb. If I research Guilds and Banking (also 4t) and Gunpowder (5t) then I think he'll bulb part of RP (3510), but I wonder if he gives a higher :science: for a more expensive tech? The GS wants to give 2574/3900 for Astronomy, which would require 5 more turns to research. After Astro he'd bulb Chemistry (3510) if I research Gunpowder first (at 2375, the cheapest of this chain of techs besides Guilds), which would take 5t.

If I hold off on Rifling for a bit, I get to build some CR II macemen (5 XP with barracks and Theocracy) to upgrade to riflemen later, but Rifling obsoletes macemen so CR II stops at that point.

So I think one path is to take Astronomy from Liberalism, research Guilds and Gunpowder, bulb Replaceable Parts with the first GE, bulb Chemistry with the GS, then Steel (for cannons) with the 2nd GE, then research Rifling.

However, Rifling and Steel are both more expensive than Astronomy. Maybe instead I research gunpowder and guilds as before, use the first GE for RP as before, then the 2nd for Chemistry and take Steel from Liberalism. The GS gives part of Astronomy, and I research Rifling. Then hope it's still possible to get Economics before everyone else.

I might want to go with the GS for Astronomy immediately, so I get most out of international trade before the AIs get Banking/Mercantilism and I get Economics to kill the GLH.

I might of course be misreading the tech preferences; any comments or advice?
 
OK, once and for all:

The Great Lighthouse does not obsolete with Economics

;)

Oh, and the AI also suffers of War Weariness, just a LOT less than the humans. And Rifling does not obsolete macemen, Rifling + Mil Sci do ( or Rifling + Ass. Line )
 
Spoiler :
I was planning to play until first contact, but it's late this game, so I stopped here.

Settled 1S for the hammer bonus on building the first 2 workboats, Would have been a production poor capital in place, and the northern fish could be claimed by a city on that island, which would be my 3rd city anyway for the overseas TR.

Grabbed the GLH first, took MC from the oracle after seeing all the seafood and built the colossus. Early techrate was decent enough, and I was hoping for early contact to backfill, but it still hasnt come. I'm fairly confident of taking lib without any bulbs, it would be just wrong if an AI teched it without having optics and contacting me. We'll see.

I'm in bureau now, and London is looking very nice. I'm probably just gonna whip/chop in 6 uni's, then doublespeed Oxford/NE there. Might look into Oxford/WS and the NE in Hastings. If I steal the clam from London as well, it can run 6 specs at 9 pop, I'm not sure on that one.

Civ4ScreenShot0002.jpg


Had some trouble on the northern island with a big barb settlement with 5 archers in it, I decided I'd just cultureraze it since the remaining two cities don't have that much going for them besides giving some TR, might have been a mistake, but the cost of taking that city were quite high compared to the benefits since colony upkeep is steep. Health problems are worse that happiness here, just ivory and silver, HR has fixed that, but health is poor. It would have been great to have all 3 seafoods but no suck luck.

Civ4ScreenShot0001.jpg


I'm gonna found the remaining 2 cities near the marble and the silver, hence the late settler in my capital. The land lends itself to cottages, once I make contact and it's possible to get some more health/happiness there looks to be quite some potential. Nottingham could be a production powerhouse when I need it, so the IW are gonna go there.

Civ4ScreenShot0000.jpg


 
Hmm. Macemen would obsolete when both riflemen/redcoats and grenadiers become available, and I'd misremembered that grenadiers require military science. I dunno why I keep thinking Economics obsoletes the GLH, instead of Corporation; I imagine I've been told over and over again, but it doesn't seem to sink in.

Anyway, those affect timing of some of my proposed future plans but not, I think, the essence, so I'm still hoping for advice/comments.

@GGS:
Spoiler :
SW of stone leaves that city with little production; I tried SW W and it seems to have worked out OK: lots of cottageable grasslands, and a little bit of production to get the essential buildings up. Getting Mysticism early to get the borders to pop to cover the stone didn't seem to hurt my tech order.

Your placement for London briefly flashed into my mind at one point but I never thought about it much; I think it's got advantages over what I did, because it means the production city (my York) can go 2SW of the copper, putting it on the coast. It also means you get axes a little sooner, which would have prevented some considerable worry on my part when the raging barbs started showing up. On the other hand, you lose access to the fish, which means London isn't quite so good as a GP farm. Your London location crowds mine for Canterbury (1SE of ivory); moving that one further south would cut off some of its food, so it wouldn't have been quite so good a production city.
@JammerUno:
Spoiler :
I didn't settle the north island until much later; I might have done better if I'd done so earlier. OTOH I got some nice promotions out of fighting the barb cities that showed up there, and took over one that was exactly in your place for Warwick. You have a better placement for your southern city on that island than I did, as a result of less overlap with London from your placing the capital 1S. Now wishing I'd done it that way....

I put a city exactly where you put Canterbury. I think a small production centre can fit in 2SW of the copper, though it overlaps Canterbury's food a lot.
 
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