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#1 |
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Mathematician
Join Date: Aug 2007
Posts: 5,562
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DMOC's DEITY Game #4 - Suryavarman II
Hello everyone,
I said in my last deity game (Willem van Oranje) that I would not be coming back unless Civ5 turned out to be a disappointment, because I planned on converting from Civ4 to Civ5. Unfortunately, as I said before, I give Civ4 a 9 to 9.5 rating while Civ5 gets a rating between 5 and 6 out of 10. So I'm back here after months of inactivity, ready to start single player again. I noticed that I don't play with expansive leaders that much, so let's start out with Suryavarman II. He is Expansive and Creative. His unique unit is the Ballista Elephant and his unique building is the Baray. It is like a normal aqueduct, but adds a food to the city like a supermarket. ![]() Disclaimer: This game will not move as fast as the Willem game because I won't always have access to my desktop. Note: I have posted other games as well, all in my signature.
(I'll update this starting post as the game goes on.) Rounds:
Settings: ![]() There are a total of 9 other AI's in this game, for 10 civilizations total. I have tested these settings before, and there is plenty of land for everyone. There's also a mistake in the screenshot - the hills settings are back to the default setting; normal hills with groups up to 2, not 5 as it is shown above. One of the things I decided to do was make the climate variation setting "soft," which means that ice and tundra have been dramatically reduced for this map. I think that's fair, just so that civilizations starting at the very top or bottom of the map are not screwed immediately. The start: ![]() Looks like a settle in place and build a worker? The problem with a worker first is that he won't have much to do after farming the corn, unless I research Agriculture - Bronze Working. Hm .... Please offer some advice. I honestly need help.The (auto) save:
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Online games: Immortal: Darius I - Immortal: Boudica - Deity: Gandhi - Immortal: Julius Caesar (with 17 other AI's!) - Deity: Churchill (ALC 27) - Deity: Willem van Oranje - Deity: Suryavarman II Last edited by DMOC; Jun 23, 2012 at 08:09 AM. |
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#2 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,972
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Copper looks unlikely in the BFC. Archery will need to come quickly. With all the forests and jungle to the south, warrior spawn busting may do the trick. It looks like there may be a need for spawn busting in all directions, N,S,E & W. This suggests that at least a few warriors may be needed to fill all the gaps. So when does that leave time for workboats? Hmmm...
Edit: Wow! This is my first bat mod 3.0.1 game (just downloaded it), and it looks AWESOME! Edit II: Note that that is an ocean tile in the lower right corner.
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Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
Last edited by shulec; Jan 27, 2011 at 09:32 PM. |
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#3 |
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Warlord
Join Date: Jan 2009
Location: Cali
Posts: 240
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That sury is so hot right now.
The start is so awkward! You need BW AG and fishing all really to make your worker gainfully employed. Call me crazy, but I think I might try settler>worker (settler is 20 turns w/ forest ph +ph city spot right? and worker 10?) That will give you enough time to tech stuff you need, and at least your worker will have stuff to do by turn 30... Good luck, looking forward to it fo sho EDIT: could also move cap somewhere less awk... what's near the blue circle? EDIT 2: probably better than settler>worker: settler until 11 turns left for BW, 10 turns of worker, worker moves and starts chopping as BW is finished ->chop out settler while AG, then fishing etc... Last edited by awilder; Jan 27, 2011 at 10:29 PM. |
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#4 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,972
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I'm glad you brought this up. I think this site could make a monster hammer city or a decent GP farm. This does not look like a great cottage/commerce city. If this were immortal, I'd relocate the capitol in a heartbeat.
I tend to suck if I don't have FPs or riverside grassland in capitol for cottaging. For me, my commerce/research stalls early on with a hammer capitol or around liberalism with a GP farm capitol or a GL/trade route capitol. Other than moving the capitol, what it the best way to cope with this?
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Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
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#5 |
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Warlord
Join Date: Jan 2009
Location: Cali
Posts: 240
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I have had some success taking caps like this until early ADs, then move it somewhere else around Oxford time.
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#6 |
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Synthetic Life Form
Join Date: Mar 2008
Posts: 10,948
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SIP doesn't look awkward at all....this will be a strong production cap early and note the 2 lake farms you will have after sailing.
I may have overlooked it, but what map is this? I've never seen so many settings for a map. Custom Continents? BW seems a no brainer. You might try Fishing>BW and part build a worker then switch to workboat and then time the worker to BW. Chop another WB and more workers. That corn is not wet so it's not a huge advantage over the 4F2C clams. The exception would be if you showed more Ag resources after popping or AH. However, it looks like the BFC is a forests. Major choppage here. |
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#7 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,972
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Are you sure? I see a lake directly south.
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Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
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#8 |
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Synthetic Life Form
Join Date: Mar 2008
Posts: 10,948
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Oh wow, that was stupid of me. I was so focused on that little river. Maybe Ag is the better choice then.
Moving the scout directly 2E or 1N of that seems a no-brainer. If anything nice is revealed over there, I'd debate settling 1E for more production. Settling on the PH to start though is nice as the worker will come asap, but the later production potential is pretty huge 1E. Good to see you are using BAT, DMOC. Great mod. Last edited by lymond; Jan 27, 2011 at 11:18 PM. |
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#9 |
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Deity
Join Date: Feb 2002
Location: Czech Rep.
Posts: 6,146
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tag for lurking :-)
it's pretty interesting start. the idea worker->wb->worker is usually good but with you being expansive I am not sure you want to finish the worker on clams. But working clams will improve a lot the tech situation and I am not sure right now, but I think you need fishing for those lakes too. if you start worker first you will have him in 10T so that doesnt give you much time for research even if wet corn is strongest tile in future BFC. |
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#10 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,972
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I went AG=>BW. I went worker, warrior.
Spoiler:
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Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
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#11 |
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Warlord
Join Date: Dec 2007
Posts: 265
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#12 |
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Unholy Warlord
Join Date: Mar 2008
Location: The Netherlands
Posts: 1,226
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Definitely settle in place. Chances are there's a food tile (or at least a resource) 2E of your start (if need be check it with the scout), and a plains hill is worth a lot in the early game because it helps so much with early production. I doubt there's better city sites further away.
As for tech path and early build order, I'm not so sure though. A worker will be out in no time, but might have little to do until Bronze Working. Going for early Fishing (and then Agri -> Bronze Working + worker in the meantime) might be a better idea - especially considering the extra speed you can make work boats with - but to be fair I have no real idea because my deity experience is +/- 0.
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No battle plan ever survives contact with the enemy. |
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#13 |
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Imperator
Join Date: Feb 2009
Location: Ireland
Posts: 711
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Im no deity player but I agree with most here, SIP is best, this is a very good site for a expansive leader, plenty of health resources, and this will definatly be a good production city. I'd open with worker-Workboat-Workboat, and improve those resources. It's good to have you back on the civ IV fourms by the way, i'll probally give civ V 5/10 aswell, mabey it will get good after an expansion or two...
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#14 |
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Financial Econometrician
Join Date: May 2010
Location: Durham
Posts: 899
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I'd move the scout 2E and find out what you can see from the top of the hill. Unless there's something interesting like gems, I vote for settling in place.
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Online Games: ALC 28: Zara, ALC 29: De Gaulle, ALC 30: Bismarck, ALC 31: Pericles, ALC 32: Charlemagne, currently playing: ALC 33: Wang Kon |
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#15 |
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Deity
Join Date: Nov 2006
Location: Gone fishing for the summer
Posts: 6,060
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What map script is this? That ocean tile is kind of odd.
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Back from fishing and back in business! |
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#16 |
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Warlord
Join Date: Dec 2007
Posts: 265
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#17 |
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War Dancer
Join Date: Nov 2005
Location: Inbetween Shangri-La and Valhalla
Posts: 1,050
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Very nice location. I hope you right saying every civ has enough space. Settle in place, perhaps some unforested hill for idle worker might be.
Fishing first, workboat can be built in 6 turns. In 30 turn you will have capital at population of 4, 4 additional commerce from sea tiles and one worker (and no military units). The wheel after fishing perhaps, although archery seems tempting. The question is what use of those forests? Will you use them for an early wonder or save them for buaerocracy (damn spelling) improved power. Scout someone said 2E seems to be best option for me. Good luck ... edited: There is always a catch, no agriculture , so Agriculture->Fishing->Archery perhaps ...
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Vanitas vanitatum et omnia vanitas - we are f..... Last edited by Giaur; Jan 28, 2011 at 06:08 PM. |
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#18 |
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Warlord
Join Date: Jan 2009
Location: Cali
Posts: 240
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For the record I meant the start was awkward with respect to timing in initial build/tech order. SIP is a sweet cap long term.
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#19 |
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Emperor
Join Date: Jan 2009
Posts: 1,272
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A hill city on an isthmus has good strategic potential, I like it.
Fishing first seems good because:
PS. Subscribed! |
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#20 |
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Deity
![]() Join Date: Dec 2008
Location: Canada
Posts: 7,562
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Good show, DMOC!
Will be lurking in my free time.
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Some of my [39] online games: Daily Round Bullpen Have a question concerning AI behavior? Look no further! |
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