Lonely Hearts Club, BtS Edition, Chapter LV : Willem van Orange ( take 2 )

r_rolo1

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Welcome to the 55th 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 55th game in BTS the chosen leader was again Willem van Orange of the Dutch:
Spoiler :
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Oh, the Dutch... probably the most hyped civ of Civ IV :D I guess people really love Fin/Cre leaders and hammer giving UB ;) ....

Talking seriously, the Dutch in BtS have a leader with a 2 popular traits : financial and Creative. Financial is one of those down to earth traits: you work a tile with 2 C and get one C free of charge... simple and effective ( by some reason the Firaxians thought that half priced banks was OP and took it out of the trait when Warlords came ... but, by some other obscure reason, a 8 str swordsman UU is perfectly fine :lol: ). Creative is a little less down to earth , and in fact the more useful part of the trait is probably not the 2 :culture: but the half priced buildings, especially the libraries. Anyway Fin/Cre is a fine trait combo. The UU is somewhat underacheiving for a game that, for all it matters, is a land control game, in spite of not being a bad unit in it self.... but the UB is another issue :D



His UU
Spoiler :
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The Flying Dutchman.... er, East Indiaman is a boosted Galleon, that has a significant increase in strenght ( +50% ) at the cost of 10 extra hammers, a thing that allows it to eat galleons for breakfast and to fight privateers in equal ground ( it can also fight frigates cost effectivelly with some airship support, a nice thing to have when you don't have metals ... too bad it can't bombard city defenses as well ) . It can also enter enemy waters without OB, a thing that allows many neat tricks in assaulting coastal cities ;). Obviously will have a place in here, where it comes just in time for the intercontinental invasions.

His UB
Spoiler :
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The Dike is a levee that can be built in tiles with access to coast and/or river and that gives 1 hammer to all water and riverside tiles in the BFC of the city. This is actually quite a hammer boost in a lot of places and, given that this game can easily be won by having more production, this UB has a soft spot in the hearts of a lot of players ( in fact, IIRC, it is the only UB that gives hammers ). The biggest complaint you can ear about this UB is that it comes in a time where the game is normally decided ( I strongly disagree with that kind of argument line, but this is not the place for that kind of discussion ) or that the cities that could win more from it are the ones that will take ages to build it ( same as Moai statues ). Anyway a Dutch city with a Dike and Moai and with collossus in the empire during a GA is a pretty sight :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 :
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Well, not so watery as RL Netherlands, but will do ;) Plains hill sheep ( bah ) and clam are the only food resources visible and there isn't any sign of more. 3 hills ( one with the sheep and the others are grassland, some woods to chop in the north, a small river ( not much hammers from the dike here, I guess :p ), probably a metal hidden somewhere.... Not shiny, but will do.


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

hooking in on this. Personally i rate Cre much higher than Fin, but i will take the extra Commerce ofc ;-) Capital looking quite food-poor i hope we dont get more plains. Maybe I try one south?
 
Immortal / Normal - Checkpoint 1
Spoiler :
Settled in place, should have moved. Built the Great Lighthouse and the Great Library. Missed the Colossus for 2 turns and got a load of gold for it. Now I want to REX. i've just moved to Hereditary Rule and am researching Alphabet. After that it will be Currency, Code of Laws, Mathematics and Civil Service. I'm not the smallest, even though I haven't put any efforts to expanding yet.

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@ Ignorant Teacher

Spoiler :

Why tech Alpha? It's the prereq for PP, but if you grab Lib, nationalism -> Taj is the easier course considering you have marble. Even then, it's not adding anything now
The placement of the western cities isn't great now. Moving the southern desert city 1N3E, the city 5 tiles S of Utrecht 1N2E, the city S of the deer 1W and then adding another city SW of the grain. That will give you more workable tiles overall. Dikes don't require rivers, and considering the low happicap on the island, more cities is better, health won't be a problem when you get harbours anyway.

 
FIN/CRE is indeed nice, and on these kind of maps we're getting utility from the uniques, too. Even though I constantly say the dike is overrated, it's not like it's bad. I'll be using it here.

The start doesn't look very exciting. I'll probably move SW and if there's nothing exciting, settle in place.
 
@ Ignorant Teacher

Spoiler :

Why tech Alpha? It's the prereq for PP, but if you grab Lib, nationalism -> Taj is the easier course considering you have marble. Even then, it's not adding anything now
The placement of the western cities isn't great now. Moving the southern desert city 1N3E, the city 5 tiles S of Utrecht 1N2E, the city S of the deer 1W and then adding another city SW of the grain. That will give you more workable tiles overall. Dikes don't require rivers, and considering the low happicap on the island, more cities is better, health won't be a problem when you get harbours anyway.


Spoiler :
I was going to tech it because it's a pre requisite for Currency and I stupidly forgot that Math does the same and I'll have to research it anyway. Now I'm glad I haven't put any beakers to it.

Thanks for the suggestions on the dot-map, I still have to work on that. I'll open the game to see how it will look like.
 
Noble/Normal
Checkpoint 1:
Spoiler :
Built the GLH and the GL, tried to get confucianism, but failed. Got Monarchy and then beelined optics.
I have to build more workers, I always forget to build them.
My little empire:
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Utrecht is the GP farm, Nijmegen and Amsterdam science city (still not knowing how to differ a science city from a commerce city), The Hague is science/naval production and Rotterdam is production (units and any other wonder I build will go there)
 
Immortal checkpoint 2

Spoiler :

Settled 1S. I could see trees to the north so I went south hoping for food but no luck. At least I got an extra riverside grassland :lol: Wonders were going late so I went for a very late GLH. Got that, the GL, and the Parthenon. Just missed out on the Taj, and the AI is teching quite slow on this map. I accidentally took liberalism--nationalism when I bulbed liberalism, but I guess it's ok. Considering none of the AI have education yet, I definitely could have gotten a nicer tech...

Techs:
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Relations:
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Empire:
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I really need to start building more universities for Oxford but my cities are all hammer poor. I'm thinking of going for democracy then US to boost production. Oversea traderoutes are golden right now, as long as the stupid AI stay out of merc. I haven't really thought about VC yet but I should decide soon. I may just try for space as the starting land is quite good. I may go attack Gilgamesh as he's fairly backwards and his land would be a good addition. If I go after any of the other AI, I'll definitely need state property...

My capital:
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and GP farm:
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edit: current GP usage: GA from music (GA for revolting to bureau + caste), GS on academy, settled in capital, education, liberalism, and double on astro. I love the triple food GP farm!
 
@IT

Spoiler :

You need to spam more coastal cities if you're going to take advantage of the GLH. Plus, Dutch coastal cities are better with the dike.

 
@IT

Spoiler :

You need to spam more coastal cities if you're going to take advantage of the GLH. Plus, Dutch coastal cities are better with the dike.


Spoiler :
That's true. Man, I've been feeling so stupid since I switched to Immortal. It seems I keep doing everything wrong. :sad:
 
@ shyuhe:

Spoiler :


I'm actually around checkpoint 2 here myself. We took pretty different approaches in this game. The common factor was GLH, but other than GLH I went colossus (realized I couldn't get TGL and skipped it by that point). I worked a lot of colossus coast and won liberalism but my tech picture isn't as nice as yours (I'm still doing pretty well though). I have a lot of infra up (early forges, massive whipping due to not growing cottages) and as of 1200-1300 AD will probably have oxford in capitol (in place, only city with cottages). Not sure who I'll target yet, but the diplo situation isn't bad for me.

Still carefully mulling SP + workshops vs democracy ----> emancipation + cover land in cottages. I'll see how diplo goes.

Edit: also lucked out on late philo bulb = taoism and got OR running quickly for production for a while.

 
checkpoint 1 + 1AD

Spoiler :
Settled in place finally. I saw the coast south very near and wanted some room for city down there... well was soso, many plains in Amsterdam is quite sad.
the SW looks very dry, well i think i can get 12 cities pressed in, some just for 3-4 landtiles, but hopefully I´ll be ok.
city placement 1
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city placement 2
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got 6 cities up, expanding further
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tech plans, maybe I go Aest lit before
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Teched AH mining BW wheel writing pottery masonry sailing alpha (dumb move here) myst med priest monarchy,Currency , currently on COL-->to CS
just realise i may go for GL as well, because wonders fall slow
At least second city is good GPFarm. Academy is up (around 700BC), second GS in 9, hopefully for philo!
First i fogbusted with warriors, now i have an axe on 9xp, farming on archers.
 
Immortal Normal Checkpoints 1 - 2 and trying to decide on 3. :)

Spoiler :


I settled in place. I know I should stop myself building the GLh in these but I just can't help myself. :)

Lack of happies around so either HR or Mids was needed. Decided on HR and then promptly forgot to revolt untill I had CS a 1000 years later. Not the best of moves. :)

Other wonders. I managed to get the ToA, GLib, Colossus and just missed the Parth which I would have liked as well.

Lands after meeting everbody.

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Amsterdam. I might get around to some improvements here sometime. :lol:

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A few gaps in the glance screen which helps explain the low tech rate.

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I did think of heading for Astro from here but decided to get it from lib instead which I duly managed.

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Astro doesn't only bring much needed trade routes but health/happy trades as well so I might be able to grow a bit now.

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Next plan is to get the GM from Economics. Shame I can't send him to the ToA city though. An early war would be possible but I think I am going to try for a space victory from here. Try my hand at cottages/dikes everywhere and see how that goes.
 
Jammeruno, IT --alpha is normally worth teching--you cannot lightbulb without it. You also get a discount on currency by having both alpha and math--that's normally worth it as well.
 
@TMIT

Spoiler :

The philo bulb was annoying in my game. I was a turn or two away from my second GS when Taoism was founded - really slowed me down since I lost OR and pacifism. My GP farm is still humming along with pacifism but it would have been really nice to have it. Also, my infra is waaay behind this game - I just don't see any significant infra being built before US so I think I'm just going to continue teching peacefully. I still can't figure out why the AI tech rates are so bad on this map though. There's plenty of land out there and there haven't been many wars in my game either.


@IT

Spoiler :

Immortal isolated is harder than a normal immortal map if you're not used to teching by yourself through liberalism/astronomy. It requires a slightly different balance of expansion vs. vertical growth since you can't get money from the AI and your trade routes are a lot weaker.
 
@shyuhe

Spoiler :


I was surprised at the slow tech rate as well. But the majority of the AI didn't meet each other until they had Optics as well which slowed them down a lot so they were playing a sort of LHC as well. :)
 
IMM/Normal No events

Check 1 ---> 1 AD

Spoiler :


Settled in place. Went GLH/Colossus, worked water for commerce farmed a lot for whipping.

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Colossus coast ftw



Checkpoint 2: Lib/Circum/met AIs

Spoiler :


Continued working colossus coast + whip. Got a lucky religion bulb so used OR on top of forges for a while. Went for lib before astro since I could probably use the education trades more easily and colossus makes astro slightly less appealing. Nothing special in this segment. Went FR shortly after meeting AI for diplo and ASAP got the more aggressive ones to pleased.

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Checkpoint 3/4 -----> 1922 "TMIT was shot into space!"

Spoiler :


Liking the diplo situation, I go democracy, emancipation, cottage/windmill everything like crazy. I already have a merchant (tried cereal mills, won't try it again on maps like this lol...still about 5 food though) and later pick up an engineer for mining inc.

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Civics are all the ones along the bottom of the civic screen. Also, gunned internet. Nobody is too close to culture so I just lazily head for space.

Internet just about seals it, denying any cute AI catchup:

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From there on out, it's coasting. The AI DoWs a lot, flings nukes at each other (I help it do this a couple times), and I just stay out of it, keeping everyone but hattie (a vassal) @ pleased.

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Fun times.

 
checkpoint 3 ish
Spoiler :

The AI are too busy with each other and everyone's at pleased, so I'm going space I think. I got all but Broadway from the modern wonders, after rush buying most of them for about 10k gold :lol: And without the Kremlin... Not efficient but Saladin was the only other competitor and he didn't have AL so his cities had low production. None of the AI look like they're going for culture so the rest should be a breeze. Got sushi but not mining (Fred).

I really wish I could just finish with diplo but the stupid AI in this game don't overlap in favorite civics and I have lots of -4 trading with worst enemy penalties from my tech whoring.

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Checkpoint 4 Immortal/Normal

Spoiler :


I thought I would try lots of cottages and head for space running US. It sort of worked out and if I had more cities/better land I think the results would have been a lot better.

I thought I would try for a UN win as well but never managed to get enough votes so space it would be.

Wonders I built all the late wonders, + the Taj, SoL. The only one I missed was manhattan and as I was UN president I banned them anyway. Generally the game was very peaceful. As soon as a war started I would stop it as I didn't want any negative diplo for not joining it whilst I was still trying to get my UN win.

So eventually.

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Thanks for hosting this R Rolo. :goodjob:
 
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