Lonely Hearts Club, Chapter LXIV: Ramesses

Hrun

Chieftain
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Sep 11, 2010
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Wiltshire
Here it is! The long delayed 64th edition of the Lonely Hearts Club where we will explore isolated strategy with... Ramesses of Egypt
Spoiler :
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Spiritual is a nice trait whenever and Industrious is especially useful in an isolated starts with all those lovely wonders up for grabs.

The UU:
Spoiler :
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Ah, the war chariot. How many glorious rushes have you undertaken? Well it won't be seeing anything but barb action with this game (provided you have horse, of course).

The UB:
Spoiler :
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I, personally, have never found much use from the obelisk but then again I've only played 2 games on immortal. Hopefully you people can make good use of it and show me how its done.

The start:
Spoiler :
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Stone, industrious and Egypt now what could anyone possibly do with that?

The map is a standard size fractal with no huts and no events. You will find the zipped saves below. Choose your level then choose your level (more precisely) then choose your speed and get underway. Suggestions for updates are:

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).

Finally, a thankyou to r_rolo1 and all those that came before him in this series' initial run and to TheMeInTeam for the map creation guides. Enjoy!
 

Attachments

Totally sucks to lose the pig if you don't move. Guess the settler probably has to move inland a bit - maybe 1SW?
 
I might give this a crack at Noble level.

I'm tempted to move the warrior 1 NW to the GH to see what's behind.

Newbie Question: Would settling the stone be an option? You could move the Palace later when you find a nice site, and with at least 2 grass hills and the Maori Statue you'd still have some decent production I think. You'd also get the Pyramids out faster for the +3 happy civic (can't remember what that one's called. Sorry).
 
Move warrior east to see if there is fish there, if there is not great, if there is damn.

Assuming there is no seafood to the east.

The only real place to work the pigs would if you settle SW of it, I guess you could settle on the stone with a second city if you put your capitol far enough away, but i rather do that with the first city.Sure you lose fresh water but with pig,corn and clam (dang couldnt it have been fish) you should have no real health problems.

Second city possibly 1S2W as it looks like that is still on the coast.Probably somewhere else when the rest of the map is revealed.

I'll go with GW and Mids, GW so the others dont get it and have little more trouble with barbs and for easy expansion for myself and Mids for obvious reasons.The dilemma is that it will slow down expansion. hopefully there is another and better spot to build the Mids or if not a good food site, but im hoping on a different Mids site, so I dont have those 2 wonders in the same place.

Agg means easy access to AH and wheel means the other cities will be able to get connected early (for the stone bonus if another site is found for Mids)But might not be needed, as there is a good chance the other cities will be coastal and in borders.

Tech im thinking AH>mining>masonry>fishing>BW although I might choose to get
AH>mining>masonry>BW>fishing instead and skip the fish for a while.
If that is instead decided then ill just farm a couple of those cleared grassland.

I'll play along with this in a while, will be my first forum game, so my choices might be way of whats expected from LHC, dunno if ill keep it going or even finish it, but don't see why I shouldn't try.

@Anomander Rake , thats what I plan to do, settle on the stone and move cap later, but not sure if I want Maoi in this city, although if i go and get GW and find a better place for Mids, putting Maoi in the same place that GW is in might not be a bad idea, since for me getting a spy and getting a phrophet are in the same level of what I care to get, so might be good use of the two wonders.The problem is the city will only have 2 viable water tiles to work to get the hammer bonus, if there is no seafood 2E of the warrior.So it might be a waste.The civic is called Representation.
 
Emperor normal - Update to 1000 AD - pretty obvious what I wanted to do with Ram...

Spoiler :

Wonderspamming! Basic Wonder/SSE economy. Clearly the AI in this game aren't big time techers, because I got several wonders I had no business getting. I settled SW because I wanted to save the pig for later - actually didn't end up working out the way I hoped because of the offshore island, which could have worked the pig even if I did SIP.

I started mining/masonry/fishing/sailing, and built wonders...did this really go this late?

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That was after GW, mids and GLH. Naturally, I took MC for IND forges and colossus. I settled the offshore island for GLH to pay off. And I built lots of wonders:

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i only had 3 cities at 1 AD, but then proceeded to settle my island. Here I am at 1000 AD:

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Culture is in the bag at this point if I want to go that route. Will probably go for lib-nat-taj and tech my way to astro to see what rest of world is doing...

 
Looks intersting, isolated starts always give me troubles. I will lurk this and see what you guys can do with it, maybe i will be able to play it but not before this weekend.

Anyway, as for standard start, i would defenetly settle on stone. It is not a great capital, but it's very good short term for pumping out settlers/worker/warriors, with 3 food tiles ans 2 hills. You can move capital later and use this to run specialists.

Following the strategy of moving capital later, site 1S of west corn already looks winning the contest with more than half fat cross yet to be revealed, it looks it will be coastal with only 2-3 coast tiles, wet corn in first ring, riverside grassland to work, lots of forest to chop, a lake farm, and 2 hills. Really whatever you get in the rest of land is fine.

Tech wise, i would go fishing->AH->mining->BW, then see the land and decide what to do. Production order in capital worker, warrior, workboat, settler, warrior. Maybe insert a warrior before workboat if thr land is big and require extra fog busting.

As for wonders, pyramids and GW both are viable and easy to get early with industrious and stone... but i'd wait to see more land before deciding as it might be a choiche between them and GLH/oracle+colossus.
 
You could actually settle ON the stone also - 2h city tile with instant access to the resource, and you actually don't lose a workable hill it seems because you're moving off of one...however IMO 1 SW is the stronger play for retaining fresh water, future levee, and better long-term hammers.
 
Emperor normal - culture win in 1915 - about 26k score

Spoiler :

IND with stone and marble is too easy - wonders everywhere.

Settled all my great people - I was dumb and settled artists in thebes, knowing full well it would easily get legendary. Should have settled them in other cities to make an earlier finish. Never bulbed, just self-teched lib:

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obviously a taj golden age 8 turns later. First meeting:

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I was stupid and traded with her, starting the worst enemy avalanche. Hey, look, everyone loves me:

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I think I had the worst enemy crap from everyone. Whatever - I started building some muskets. No one ever declared, I turned off tech at radio, cruised to this:

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Builds:

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Look, I did all that only building 5 workers for 11 cities - as bad as that looks, I was never really working many unimproved tiles. Because I settled only 4 cities early on, and everything was coastal, I quickly had all the improvements I needed, and just moved them to the other cities as they were settled. 3 of my cities only used like 2-3 land tiles anyway.

Culture cities:

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With so much food on the island, mids is such a strong play - I was never really behind in tech and even at 0% tech in the end game, was still bringing in 600 beakers a turn thanks to rep and my religious buildings/sankore.

 
@michmbk
Spoiler :
Looks like a nice easy win. Was it too easy? Looking at the map in WB I didn't expect quite such a slow tech pace, maybe there wasn't enough land or something.
 
I might give this a try on Monarch later.

As pretty much a cIV playing newbie, (albeit one who lurked these forums as a spectator for ages, and who has a long history of being crap at civ3), I am still not very good at pacing my games, so I shall try to give myself time to think about stuff.

Case in point: I would probably have settled straight away on top the stone and been happy to have lots of food, and never even considered moving in opposite direction.

So the point of settling SW would be to place a second city between the pigs and the stone? And to use that second city as a settler pump/GP farm perhaps, as it seems to have plenty of food, whilst having more land tiles in the BFC of the capital, for building other, potentially shiny stuff?

Also, for isolated starts in general, I guess I can expand comfortably rather than having to rush out my settlers... I should maybe hunt down rolo's guide for a quick read before I begin.
 
Its great to see the intrest that is still in the lonely hearts club!:)
Im working on the new LHC bullpen now (Hrun and myself will be co-hosting the LHC) and then i'll give this a shot. Siging in, Emperor/Normal.
 
@michmbk
Spoiler :
Looks like a nice easy win. Was it too easy? Looking at the map in WB I didn't expect quite such a slow tech pace, maybe there wasn't enough land or something.

Hrun:

Spoiler :

It was a pretty easy win - Stone/Marble plus IND makes it easier. The tech pace was slow because I took all the wonders. It also looks like Rags/Peter/Vicky all hated each other (probably because I let them get all the early religions and I took taoism).

But when you can build almost every wonder in less than 10 turns, it does make a culture win pretty easy. I think it might have been a bit tougher without the stone/marble, but when the AI is constantly fighting, the tech pace slows considerably.

Other games could go very differently - if they all get in the same religion, they'll share techs and probably do better.

 
Interesting start position. My first thought was settling the stone but you'll only have two hills in the BFC which kind of sucks. I guess the other alternatives are 1S or 1SW.
 
Interesting start position. My first thought was settling the stone but you'll only have two hills in the BFC which kind of sucks. I guess the other alternatives are 1S or 1SW.

On the stone can lead to a quick great lighthouse + Moai combo (prolly done with whip overflows) ... which can be interesting... (more with academy and bureaucracy)

edit: mids can be chopped elsewhere (I would scout that river with irrigated corn and forests nearby asap)
 
@michmbk
Spoiler :
Ah, OK. Now I know. Next game I host I may not be so kind :evil:, although I didn't actually edit that map at all besides swapping us with Charlie so maybe the RNG was trying to give us an easy ride back into the series. Of course it remains to be seen how the others do, maybe you're game was unusual for this map.
 
Tried it on monarch and quarter-assed a 1750 AD culture win.

Spoiler :

Settled on Stone. 2nd city West of northern plains hill at coast. Got basically every wonder in the early game. With a 3rd reasonable hammer city I bet I would have gotten everything but Notre Dame LOL.

Used Stonehenge to run priests everywhere in the beginning, founded Judaism, bulbed Tao and Christianity, took Konfucianism from extremely late Oracle. I then didn't care anymore about Islam, which went way late. Spammed multipliers in my wonder cities and bombed the other one with artists.

Tech after start basics: -> Monotheism -> Writing -> oracle CoL, bulb Theo -> beeline Music, then beeline Lib, bulb Philo along the way, Lib into Nationalism, -> Drama, beeline Biology with a 100% culture slider. Got there in the year i won with my mighty 200 beakers per turn :rolleyes:
 
Emperor/Normal to 900BC.

Spoiler :

Move warrior 1NW no other important wonder so i SIP

Tech-Fishing-Mining-Masnory-Msytitism-BW-Pottery-Writing-Alpha

Builds Worker-WB-warrior-Settler-Henge-GW-Warrior-Settler-Mids

Got Henge/GW/ first GP is a GreatSpy. Mids will be complete in 2 turns.

I've settled two cities, one at the Pigs/Grassland near the cap and another near the Marble/Bronze/Pigs site, which will be a good cottage city. I could use some advice on other city sites though,. As for tech i'm going for Alpha-Currency-Math-Calender-CS-ten towards lib. I think this game will be a wonderspam/millitary for me.Here are some pics of my empire so far
Im also running priests in thebes, im doing this coz i don't want to grow into unhappines, I will unrun them once i get Rep from the mids.Here are some pics.
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I've played to ~1600 AD, no summary yet but some map comments for Hrun:

Spoiler :


There are 2 primary factors that kill tech in this game:

1. The human has a huge bias towards building wonders with IND and BOTH builder resources. Wonders denied the AI slow its pace.
2. (the bigger factor): AI positioning. In addition to the human being out of the trade game for a long time, 2 AI are effectively taken away from trades too (charlie and roosevelt). America and HRE don't have much love normally, so unless they get to friendly they'll never trade their "monopoly" techs and friendly is rare. Suddenly only 4 of the 7 civs on the map are trading, and one of those 4 (ragnar) won't trade tech @ cautious (and is likely to declare war on SOMEBODY).

This has the potential for a disaster tech pace. However, in my game Ragnar capped victoria pretty quickly and those 2 + peter are starting to pull ahead a bit. I am in the middle, a bit behind them and MASSIVELY ahead of the charlie master of roosevelt crap island. What will proceed to happen is that I'm going to use state property + kremlin whipped troops off bio farms (cannon/rifle/machine gun probably) to completely sweep the HRE/USA island, and try to leverage that production into a balls-out attack on the other continent. Everyone likes me more than charlie, and even more than vicky. I'm abusing the 10 turn treaty rules when I can (I even made notes to remind me) and should be relatively immune to DoW.

My prediction on what I'll do for the remainder of the game is succeed in a lengthy but efficient war against the backwards civs, and then possibly set up nukes to insta-gib a few more AI if I can't get diplomation (I have a good chance at diplomation).

I can't see the AI landing a ship before the late 1800's AD at this point and there's NO chance of a culture win for them, so I have time to close it out.
 
Checkpoint 1 (Help?):

Spoiler :
Looks like everyone is moving a lot faster than me. I was wondering if I could maybe get some thoughts on the dotmap, I have a first settler ready, and don't want to screw up all my other cities straight away (I like how our fears for the eastern pigs were solved by the offshore isle):



Uploaded with ImageShack.us

So my first city is to claim marble, pigs and floodplains. Eventually I want to work all the floodplains, so need some more cities on that river... actually, now I look again, I think my dot map sucks - only the marble city marked looks any good.

Anyone want to help me out here? Crap, looking again, that marble city is not even on the river is it? I should start again...


 
@TMIT
Spoiler :
Ok, thanks, I'll be more wary of things next time and will certainly not be so kind with resources. I look forward to the summary and pics of your victory.
 
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