Nobles' Club LXXII: Ragnar of the Vikings

dalamb

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The Nobles' Club series started out as a way for Noble-level (and below) players to improve their game. Most of the original participants now play at much higher levels, so this has become a way for advanced players to help others learn to play better. You can play your own game at any level and with any mod, but it would be nice to comment on the games of other players and give them advice.

Our next leader is Ragnar of the Vikings, whom we last played in NC XXI. Ragnar's traits and the Vikings' UU and UB really shine on a watery map. The Vikings start with Fishing and Hunting.
VikingRagnar.jpg
  • Traits: Ragnar is Aggressive and Financial. AGG means melee units (like the UU) and gunpowder units start with Combat I; barracks and drydocks are half-price. FIN means an extra :commerce: on any tile with two or more :commerce: -- which is true of Coastal tiles.
  • The UB: The Trading Post, a Lighthouse that grants Navigation I to units created in the same city. You still need Flanking I to get Navigation II, but it's a very nice start for galleys on a watery map.
    VikingTradingPost.jpg

  • The UU: The Berserker, a Maceman who starts Amphibious. Great for invading on a watery map, and the promotion sticks when you upgrade the unit.
    VikingBerserker.jpg
And the start:
start.jpg

Spoiler map details :
Archipelago script, Archipelago subtype. This map type has lots of small to medium islands. Civs usually start on their own island, but sometimes the script merges some islands into mini-continents with multiple civs. Sometimes it's possible to circumnavigate with galleys, sometimes not. Occasionally I've seen an isolated start (ie where you can't reach any other civs pre-astronomy). There are also lots of places for barbarian galleys to spawn, since you need galleys to cross to other islands to set up your spawnbusters.
Spoiler edits :
Initially we had no metals anywhere nearby, so I added some, though not especially close.
Finally, a cut and paste of our standard doctrine:

There are no hard and fast rules here: fun and learning are our primary goals, but we do suggest that you update your progress at various points in the game, using the Spoiler feature of the boards. You can post as often as you like; here's one suggestion:
  • 4000 BC (starting thoughts, no spoiler required for that discussion)
  • 1000 BC or so (how you decided to progress up the early tech/build paths, which AIs you have met, where you're thinking of putting cities, etc)
  • 500 AD or so (after establishing some cities and a possible plan of action)
  • 1200 AD or so (mid-game, Lib race, wars or peace, or whichever happened or didn't, met other
  • continent if applicable, etc)
  • 1600 AD (or when you have decided on a course of action and a specific victory condition)
  • End of game (Victory!!! or defeat, no shame in losing, especially if you tried a higher level. Learning is what we focus on, not fastest win or biggest empire)
This is just a guideline. If you're trying to improve your game, then posting more frequent updates, in as much detail as you can manage, is the best way to get suggestions from other players. If you come to what seems like a major decision and you want some advice, post an update, regardless of what game-year it is.

We also welcome players to ask for specific game advice, as we have a number or stronger players who lurk and help out with solid tips, and of course, we help each other. Replies to specific questions should also be in spoilers, with a simple "@" in front of the person the answer is directed towards.

Special Thanks go to Bleys and TMIT, who really made this series a great one, r_rolo1, mapmaker extraordinaire, for his maps for most of the series, and all of you for playing.

The WB-saves are attached (zipped; they are bigger than standard saves). To play, simply download and unzip it into your BTS/Saves/WorldBuilder folder. Start the game, and load your favorite MOD (if you use one, if not, check out the BUG MOD), select "Play Scenario", and look for "NC 72 Ragnar Noble" (or Monarch, if you want the AI to start with its usual Archery bonus tech, or Immortal for Archery+Hunting, or Deity to add Agriculture). This allows you to play with your favorite MOD at the Level and Speed of your choice. From Quick-Warlord to Marathon-Deity, all are welcome! We stuck with the name "Nobles Club" because it has a cool ring to it.

Note: The standard saves have no huts and have events turned off. If you want tribal villages and random events, choose the saves with "Huts" in their names. If you want huts but no events, select the Huts saves and use Custom Scenario to turn on the option that suppresses events.

For players on Monarch or above, you should add archery as a tech for the barbarians (if you don't, the AI will capture their cities very early). This cannot be done in the WB save file and must be done in Worldbuilder as follows:
Spoiler how to add techs to the barbarians :

  1. Zoom in all the way so you can't see the rest of the map.
  2. Use the CTRL-W key (or the menu) to enter the worldbuilder. Avoid looking at the mini-map in the lower right corner.
  3. By default you're in "player" mode (look in the box in the upper right; the icon that looks like a person should be selected). You'll get a drop down menu labeled with your leader's name. Barbarians are at the bottom, so cover the rest of the list with your hand if you don't want to see who else is on the map. Select "Barbarians".
  4. Select the "Technologies" tab in the box on the left.
  5. Find Archery (the arrow head icon; 8th row, 3rd column from the right) and click it.
  6. Exit the worldbuilder.
  7. Zoom out again after the map fades, and start playing.
Please remember to put into spoiler tags everything that reveals anything about the map: map type, specific opponents, where resources are, and so on.
 

Attachments

Ragtastic!!! Move scout West to hopefully find land food. Settle on wine. Pop copper 1S of lake and unleash Berserker holocaust on the world.
 
If anyone cares to give general advice on how to invade with amphibious berserkers, I'd greatly appreciate it. All I can tell newcomers is the fairly obvious: amphibious invasions sometimes let you reach a target and attack on the first turn of the war, before the enemy can prepare. Even galleys might be able to manage it in some places, since 2 movement might be enough to cross the maximum of 2 tiles a cultural boundary can extend out to sea. Unfortunately galleys can't manage this from ocean tiles, so opportunities might be limited until Astronomy, when better attackers and defenders might not be far off. Even on a map where your enemies have lots of coastal cities, without siege you're attacking against big cultural defences. So, do you just pick off the low-hanging fruit that has 20% or so? You'd need a lot of berserkers to take a 110% coastal capital!
 
50 AD already.
Spoiler :
112997265-3.jpg

We are stuck on a small island but there is an island to the south and one to the east but Zara put a city on it. No worries, HA's and Elephant's are on their way. You shouldn't have edited a metal into worldbuilder. Horses and Elephants are more than enough to get Zara. Nidaros has trouble with over-expansion anger untill Monarchy.
 
If anyone cares to give general advice on how to invade with amphibious berserkers, I'd greatly appreciate it. All I can tell newcomers is the fairly obvious: amphibious invasions sometimes let you reach a target and attack on the first turn of the war, before the enemy can prepare. Even galleys might be able to manage it in some places, since 2 movement might be enough to cross the maximum of 2 tiles a cultural boundary can extend out to sea. Unfortunately galleys can't manage this from ocean tiles, so opportunities might be limited until Astronomy, when better attackers and defenders might not be far off. Even on a map where your enemies have lots of coastal cities, without siege you're attacking against big cultural defences. So, do you just pick off the low-hanging fruit that has 20% or so? You'd need a lot of berserkers to take a 110% coastal capital!

Actually viking galleys have 3 movementpoints, what makes naval invasions even pre-astro pretty useful in certain situations. Still, there's little use in the Amphibious promo on this UU as naval invasions pre-astro are painful without anything to take the cultural defenses down. You can beeline Astro and start a medieval war then, but that just seems... well, inconvenient. The UU also has a bonus when attacking cities, using this to full advantage should be enough.

Agree with lymond regarding the cityplacement btw, exactly my thoughts. Still, the blue circle might indicate something here... but blindly moving on that hill and losing safe food and fresh water will most likely not be worth it.
 
Spoiler :
I've done a quick play through, up to turn 76 (975BC):
I just did what lymond suggested. And Stone shows up!
I went Mining/Bw/Wheel/Pottery/Writing/Sailing/AH/Archery/HBR/Math/Construction.
Closest targets: Zara and Darius. Zara is near us to the southwest, and probably has some decent land, which I'll scout next. I'm getting started on a stack of Galleys and soon fill them with War Elephants and Horse Archers to go for his land :p
Darius is far to the the east and seems to be almost as far north as we are. I'll just ignore him for now.
My city sites:
civ4screenshot0002o.jpg

I improved the stone only for the production really. I don't plan to build any wonders. :mischief:
And the save for those who would be interested:
 

Attachments

Spoiler :
Reached Liberalism, got nationialism with it and now researching constitution for rep. Backtraded most tech and gunpowder, I'm probably going for mass cavalry to own the rest of Zara and Kublai.
 
Trying this out again, no huts or randoms again.

First thoughts: Oh my gawsh, triple clams. I'm not sure whether or not to SIP or split the food. Moved the scout to the hill 2S. I also want to get to the eastern landmass asap and see what's there.
Spoiler :

Spoiler :
Civ4ScreenShot0000.jpg

Oh wow, jumbos. Whoever we find it's time to lay the smack down.

Spoiler :
Civ4ScreenShot0001.jpg

SIP then WB first working highest hammer tile to get it out ASAP. First techs are Agr -> AH -> Wheel -> Mining


3600BC: Hinduism is founded.
It also seems we're on a small island. Archipelago maybe to suit Ragnar?

Spoiler :
Civ4ScreenShot0003.jpg

Yay ponies! The stone to the east also suggests pyramids. GW shouldn't be a problem with the small landmass.

Decided to go for 2 WB in a row since there is no chance of invasion. Plus, a worker wouldn't have been able to do much.
3480BC: Hinduism is founded.

BW before Sailing to get prechops ready for the massa mount of galleys we'll be needing.
2800BC: First worker built. Got him imrproving the horses first, then to chop forests.

Spoiler :
Civ4ScreenShot0002.jpg

2520BC: BW discovered. Revolt slavery later.

Mysticism after Sailing since we have 1 Settler on standby ready to be transported away. We need those monuments for border pops.
Trading Post before any naval units obviously to get the free Navigation I.

Spoiler :
Civ4ScreenShot0004.jpg

1800BC: Our first neighbour. Zara Yaqob. He's creative so borders are going to be a problem. His galley came from the north suggesting he chained islands.

Spoiler :
Civ4ScreenShot0005.jpg

1640BC: Our second neighbour found. Agg/Cre poses a threat so I keep my eye on him. He is south of our second city...

Spoiler :
Civ4ScreenShot0006.jpg

Same turn Uppsala is founded. Chose this site to get the clams, sheep and jumbos while maintaining island expansion. Monument built off the plains hill.

Spoiler :
Civ4ScreenShot0007.jpg

1280BC: Haithabu is founded 1S of the stone. It's cramped, but it takes full use of the fish.

850BC: Alphabet finishes, so we look at our rivals tech.
Spoiler :
Civ4ScreenShot0008.jpg

KK has IW which is good, so we'll come back to him later when he has something better.

900BC: Revolt to slavery to whip the library at 1 turn remaining to use the overflow to get a second galley out quickly.

725BC: Haithabu's borders pop and I can see where Zara is. I'll send a galley over to explore and potentially marked a new target to rush.

Spoiler :
Civ4ScreenShot0011.jpg

475BC: KK demands Writing, I accept wanting to keep diplo peaceful.

For the next few turns I basically expand quickly while building galleys and key infrastructure such as libraries and granaries.

Spoiler :
Civ4ScreenShot0010.jpg

325BC: Birka is founded north near the tundra next to fish.

275BC: KK wants Maths for IW. I manage to get Archery off him as well. Good trade I suppose.

75BC: Metal Casting self teched. Building forges perhaps everywhere and hiring engineer to hopefully build pyramids or hanging gardens.

Spoiler :
Civ4ScreenShot0012.jpg

25BC: Bjørgvin is founded at the copper island. I see Zara is preping axes with about 4 cities. Rushing is held off with main priority being defence and expansion.

1AD: Time to stop. I have 5 cities which I personally think is a good achievement for also having to work with transportation and finding land. Zara is becoming a slight threat. KK seems to be not expanding towards the marble which I want to claim quickly and perhaps build the Great Library. Stonehenge, Great Lighthouse, Oracle and Great Wall have all been built. I only care about the Great Lighthouse, but I can live without it. I have about 10 cities planned out with markers. Researching machinery to get some more improvements.

Techpath is Agr -> AH -> Wheel -> Mining -> Bronze Working -> Sailing -> Mysticism -> Masonry -> Pottery -> Writing -> Mathematics -> Alphabet

Land
Spoiler :
Civ4ScreenShot0013.jpg

Spoiler :
Civ4ScreenShot0014.jpg

Spoiler :
Civ4ScreenShot0015.jpg


Capital
Spoiler :
Civ4ScreenShot0016.jpg


Tech Screen
Spoiler :
Civ4ScreenShot0017.jpg


Statistics
Spoiler :
Civ4ScreenShot0020.jpg


Any advice on city placement, tech choice or how to deal with neighbors and the future is much appreciated, thanks.
 

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Think I'll SIP. Been waiting for this, good luck all.
 
settle on the wine was my first thought too.
the second was "no PH??? WTH!" will be slow start for sure.

General strategy on water maps is GLH+Colossus.
 
Prince/Normal/No Huts or events/1954 Diplomatic
Aww disappointed... should have steamrolled this map.
Spoiler :


There wasn't really much to say this game; was very boring. Was too slow to expand because I built too many wonders and so i was stuck to that silly island and some land to the south and east. I'm not sure what possesed me to build Stonehenge (oh this is an island you say?). GLH is sweet.

Also I opened triple workboat; that may not have been the best idea. :lol:

Basically the next 2 centuries involved me trying manipulate the AP but failed because Darius and Khan kept jumping to free religion every time the vote come up. After some more missionary spread and spies, I still didn't have enough pop, so I grabbed some land from Hatty, an easy target with some rifles. After some more posturing, Saladin screwed me up and DoW'd, bombarding my cities. Then he took some of Khan's cities, which was bad.

Anyhow, sick of being 10-15 votes away from winning, I switched to environmentalism, and Saladin was distracted since I had DP's with Darius and Khan. Would have won faster had my missionaries had not been ******** when I selected automate. Really? Running in circles to cities that already have Buddhism?

And Darius was stuck in free religion; 100% espionage ftw.

I was not happy about being beaten to every island, I'll give this a second try with expanding in mind. It would have been so much smoother.

Also I somehow didn't adjust and get astronomy fast enough. Lib astro should have been the obvious choice.
 
Signing in on Emperor/Marathon.

I usually play prince, so this will probably be an interesting and instructive failure - quite befitting Ragnar. So I would welcome lots of criticism!

Let me post my general thoughts and strategy now, and then I will probably play the first few turns to 1000BC this evening (Germany - GMT+1).

Map looks like Archipelago (and concerning the nature of the thread, probably is), and UU and UB are about amphibious raiding/razing/plundering. Therefore I want to get to the UU asap. The start allows us to postpone some early worker techs besides mining, and as I will desperately need hammers beelining for bronze working and start cracking the whip (three clams!!) seems to be the way to go.
If there is some marble around I will very likely go for priesthood/writing next which would allow me to gain code of laws from the oracle. Depending on the size of the initial island however, it might be necessary to go for sailing in between to allow some expansion to overseas and/or backfill some worker techs.
It might be possible to skip iron working altogether if there is copper somewhere on the islands.

Thoughts?
 
every tried upgrading them to CR 2 / Amph Rifles?
Yes, but that feels kinda disappointing. "Welcome, boys, to the Inn of the Battle-Crazed Berserkers. Let's sit around on our duffs swilling ale for a few hundred years until somebody invents rifles."

@Turin: PLEASE don't identify opponents outside of spoiler tags.

@PeterWolf: I'm not sure of the details, but found a guide to espionage and a mission cost guide in the War Academy.
 
I struggled.

Spoiler :
I played up to 1100AD or thereabouts and things got from comfortable to sort of worse. At this point i had 8 cities and teching at a reasonable pace although I was constantly running a deficit the entire game. What amazed me was how everyone seemingly had Monarchy, Construction, Currency, Code of Laws, Civil Service and whatnot miles before me. Expansion was poor and I don't know how to do it swifter to get all the good land.


I guess I'll wait to see how anyone else deals with the situation.
 

Attachments

I played part of this on Wednesday after I made the map, and neglected to stop in "ideal" places to post (so that people who wanted to see early stages wouldn't be forced to look at what I did for a late stage). So I split up the chronology.
Spoiler 4000 BC, knowing the map type :
I knew it was a watery map, so decided to go for circumnavigation, the GLH, and the Colossos -- the later made a little harder by having to travel a bit to get the copper accelerator. I also vaguely planned to use the berserkers, but as you can see from my wondering how, it was a vague plan.
Spoiler 1000 BC, after looking around a bit :
I settle in place -- it never having occurred to me that the hill 1N of the sheep might be good, too, freeing up some seafood for the island to the northwest. My initial goals were build the GLH and circumnavigate; I decided not to try to pursue the Oracle (decision likely unaffected by knowing in advance there was no marble nearby and we had an IND opponent - GLH takes a long time, and even at Prince you might only be able to get one of them). I was so focused on circumnavigating that I neglected exploring the immediate area -- possibly because I "knew" what it looked like -- which meant I totally forgot about settling the nearby copper island. Here's the local neighbourhood at 1000BC:
1000BClocalarea.jpg

Here's what I should have seen -- and possibly there should be a city on Light Blue to claim the copper.
1000BCshouldbemap.jpg

Chronology:
  • 1650 BC: Found Uppsala 1S of the stone.
  • 1475 BC: The least cultured. Obviously I'm not leveraging FIN well enough -- should have been able to afford a better tech rate.
    1475BCleastcultured.jpg
  • 1025 BC: start the Great Lighthouse in Nimijen
  • 1000 BC: Circumnavigate: 4-move galleys are very nice! First goal met.
Spoiler events during this period :
  • 3050 BC:
    3050BCcoverpromoevent.jpg

    Cover promotion for all melee units: my berserkers will have an even better chance against the likely city defenders.
  • 1100 BC:
    1100BChorsewhisperer.jpg

    The random events guide says:
    Horse Whispering
    Prereq: ANIMAL_HUSBANDRY AND Horse resource
    Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    Active/Weight: 25/500
    Aim:
    Build default number of players for this world size stables (7 for standard)
    Result:
    1.you get default number of players for this world size Horse Archers (6 for standard)
    2.All mounted units get the Sentry promotion
    3.All stables provide +1 food
    You never need this many stables -- unless you are food-poor enough that option #3 makes a difference. I decided not to pursue it.
  • 950 BC:
    950BCclassiclit.jpg

    Classic Literature
    Prereq: WRITING
    Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    Active/Weight: 20/500
    Aim:
    Build default number of players for this world size libraries (7 for standard)
    Result:
    1.+2 research in one (triggering) city's library
    2.get one ancient era tech
    3.IF you control the Great Library wonder gain +1 scientist specialist for this wonder
    You need libraries for Oxford, which you usually want if your game lasts that long, so this can be worth doing. If I'm warmongering I'm not likely to build the great library, but I might capture it in time.
Even with some mistakes, I'm fairly happy with this start.
Spoiler 565 AD, maybe preparing for war :
Chronology:
  • 975 BC: Haithabu settled on the island just to the south. A decent location, with sheep, elephants, and seafood -- but I think it would have been a lot smarter to settle the copper island, or at least create a third settler very soon.
  • 650 BC: Metal Casting from a hut, which is such a big boost it makes the rest of my game completely uncomparable to anyone else'.
  • 500 BC: Second goal met.
    GLH.jpg
  • 400 BC: Hinduism spreads to Haithabu and I switch, getting me a diplomacy booth with 3 AIs and a negative with two known targets others.
  • 320 BC: Trade for Alphabet with Saladin, which sets up a series of trades:
    • Alphabet
      320BCSaladintrade.jpg
    • Archery, polytheism, meditation
      320BCHattytrade.jpg
    • Monotheism
      305BCnappytrade.jpg
    • Priesthood
      305BCZaratrade.jpg
  • 230 BC: Finish Code of Laws and found Confucianism, but I remain Hindu.
  • 185 BC: To my amazement, the Oracle hasn't gone yet -- so I decide to build it on speculation, expecting failure cash. But in 125 BC Zara trades me Monarchy,
    which gives me Feudalism from the Oracle in 35 BC.
  • 20 AD: Finally found Bjorgven on the copper island, so late that Saladin beats me to the Colossos in 355 AD.
  • 25 AD: Civil Service -- but I can't switch to Bureaucracy because I need Vassalage to build stronger units.
  • A few more trades:
    • 325 AD: Theology leads to building missionaries in Haithabu so other cities can benefit from it.
      325ADZaratrade.jpg
    • 355 AD: Literature, Horseback Riding, and Construction. A nice war setup from a target friend!
      320BCHattytrade.jpg

      (He's a target beause of being nearby, but a friend and potential ally because of shared religion)
  • 535 AD: Pop a Great Merchant in the capital from the GLH. I still need to decide what to do with him. A Golden Age for a civic swap and increased war prep speed might make the most sense, once I'm ready to build macemen.
  • 565 AD: which becomes possible when I finally connect the copper.
Unfortunately the path I took (prioritizing CS and Machinery for Berserkers) means I didn't pursue Philosophy, and Zara gets it in 565 AD. This means he's ahead of me in the Liberalism race; one of the ways to slow down the AI is to get Philosophy first, since apparently they cease to pursue it if someone else gets it.
Spoiler events :
  • 575 BC: not the best tile for this one, even from a FIN leader.
    575BCprairiedogs.jpg
  • 170 BC: one that can be bought off:
    170BCfloods.jpg
  • 55 AD: somewhat nice in an weak city to help resist potential cultural pressure, but I'm not sure why I ever founded this one in the first place. With Calendar (later) it gives me some happiness resources.
    55ADicesculptures.jpg
Here are my current plans -- advice appreciated!
Spoiler :
My economy is in good shape, thanks to FIN and the GLH: 70%:science:, 462:gold: in the bank, and +4:gold: per turn. My 2nd and 3rd cities have courthouses, helping the economy further.

I have a Great Merchant for a golden age. I also have Calendar and could try to build the Mausoleum, but the best production city (Uppsala) would take 31 turns without marble. I happen to know a place with unclaimed Marble not too far away, but it has an Ethiopian city in one direction and a Mongolian in the other, so might require conquest unless I act quickly. I'm waffling about whether this is a good idea.

I would really like to invade and conquer somebody with Berserkers, which to me seems in-character for Ragnar (even if waiting and promoting them to CR II rifles makes more strategic sense). So I need to pick a target. A historian recently declared me a middle power:
415ADmidpower.jpg

which isn't too surprising since I haven't started grinding out units, other than transport galleys and a few triremes. The detailed foreign situation:
Spoiler :
  • Power graph:
    505ADpower.jpg
  • Wonders:
    505ADwonders.jpg
  • Diplomacy:
    565ADglance.jpg
Persia might be a good target: fairly weak, and has the Pyramids. However, the Hindu block likes him, so I'd take a diplo hit. Napoleon (the sole Buddhist) is fairly strong and has two of the less wonderful wonders. Hatty is weak and has no friends. I wish I could go for Saladin's colossos, but he's fairly strong and is also Hindu. I guess I favour going after Hatty, then seeing if I'm strong enough after that (and not too tired from warmongering) to go after Nappy.
Here's a hypothetical dotmap based on what we could have known, after BW and AH. Debate welcome, though it won't affect my game unless (as often happens) I get discouraged and start over.
Spoiler :
Sometimes in the xOTM discussions I see people suggestion moving the settler as an explorer for a turn or two. Here it might have made sense to move the settler 1SW 1S to the hill:
turn1.jpg

At that point (if you don't have hut barbarians to worry about) it would have been sensible to move the settler 1SE, knowing that after than 1N to the forest would still have made sense.
turn2.jpg


hypotheticaldotmap.jpg

We could have saved one turn by settling 1S of the yellow, which switches one food over to the magenta city and makes the capital less of a potential GP farm.
 
Hi gang I admit...I am a Vikings fan - pity me. Oh Good this is not football. Hopefully Ragnar will do better.

I am going to run on noble hoping to improve enough to give me the courage to try Prince at some point.

Starting comments

Spoiler :
Aggressive/Financial Lots of trees, so I am going to chop for speed and to clear room for cottages.
Galley is a priority unit. My first build will be a workboat, though. I move the scout W then SW figuring I can go SE 2 moves next turn. I uncover a stone deposit, so I move my settler onto the wine to be able to use the stone. On turn 2 I move the scout SE as planned and find two resources, so I think, on the bright side, that I have made room for a good number 2 city on the south end of the island.

The big question for me is should I go mining/mysticism/masonry and try SH, or do mining/BW/sailing to start chopping and building a galley. Or is there something I am totally not thinking of? I start with mining since that works either way. I guess I could also go for a religion while I build workboats. That doesn't appeal for some reason, not sure.
 
Emperor/normal, no huts, no events, thru 1140AD:

Spoiler :

SIP. I decided to go for the Oracle-MC/bulb-machinery slingshot, so I just built WBs until all 3 clams were netted. Tech path was something like mining> masonry> sailing> myst> med> PH> BW> wheel> pottery. After the 3rd WB I went settler, worker, warrior. I settled my 2nd city on top of the stone and built 'henge working the plains hills. This city also built the Oracle, since I wanted to keep pure GE gpps in the capital. AH> writing> CoL (founded confu and adopted - we're vikings, who cares about diplo? :lol: )> math> CS. Nidaros chop/whipped a forge on the 2nd turn after MC came in, then built the 'mids and HG. First gp was obviously a prophet, who built the confucian shrine. A GE was next, bulbed machinery. I Switched to bureau + PS, cranking out zerks in Nidaros in 2 turns without the HE. By 820AD I was ready to declare on Zara:

Civ4ScreenShot0203.jpg


Pretty good odds with only CR1:
Civ4ScreenShot0204.jpg


Vassaled Zara, then took out Hattie (neither had feudalism yet):
Civ4ScreenShot0205.jpg


Popped a GM who was sent on a 1700:gold: TM to Darius ToA/GLH capital (my next target). After feudalism I switched to vassalage and went compass> optics> astro (currently researching). I have 2 caravels out trying for the circumnav bonus (6 move galleons FTW). I already have several CR3 zerks, and can trade Zara for lit (HE in Nidaros, NE in Aksum, which has something like 5 or 6 seafood) and paper (when he finishes it). Astro should lock down the seas, and I plan on having some fun with privateers to deny seafood to the AIs and slow them down. I'll probably switch to caste/Rep and run a boatload of scientists in Aksum to double-bulb education, take rifling from lib, then go for chem> steel FTW. I played pretty sloppy, but this looks like an easy win.
 
Emperor, Normal, Events on (forgot to turn them off), No Huts, 975 BC

Spoiler :
Moved the scout 2W, but discovered no food so I decided to SiP. This was a really good move because I could now put a second city to grab fish+stone. Research went Sailing ->beelined GLH ->beelined Oracle ->Pottery -> Metal Casting (freebie from Oracle). Polytheism was a misplay, but i decided to finish it as I thought that it might be useful for ToA/Parthenon/GLib (I hope I can find some marble). Wonders went really late, so this might turn into wonder spamming fest...we shall see.
Nidaros is building Work Boat, which will explore some nearby lands. Copper is a top priority now so if I find any, I will definately settle it.
Oh and I was very lucky with that Gold near Nidaros :)
Plans for the near future:

1) Build a Library in Nidaros, run 2 scientists and hope for GS, althought GM isn't the worst GPerson either.
2) Build a settling party in Upsalla.

Not sure about research though. It really depends on whether I can find some marble... I might run 0% slider for a couple more turns.

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