A fun game of Kublai!

Spoiler T150 :


So, I took Engineering+CoL (why not? Need it for constitution eventually) from Willy for PP, and Theology from Gilga, also from PP and we end up here.
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A few turns later with rather booring micro Peter has enough cash and I sell him drama.
Justinian is first to Communism, and Hanny have gotten Sci-Meth.
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Both scouts are trying to keep a watchfull eye on the evil plotting Willy, especially his navy. He has quite abit of catapults in the region but I have yet to find any concrete SoD.
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I love when this happends!
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But ofcourse noone wants horses except for ragnar who has nothing to give. Next turn or so I settle crab-city and many people want crabs, but by then the spices and incence Peter provides is already tied up. Horrible resource-trading situation in this game.
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And the turn after the first mace has killed an archer, they transform to longbows.
I do get good odds still though, 80%+, but after killing two more both maces are severely injured and have to step out of barb culture to heal.
That longbow upgrade could have waited two turns more imho!
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I'm broke and struggling to reach chemistry, but it looks like I could get good trading value out of it when I do get there.
Both Peter and Ragnar now have MT, I'm not sure why peter don't want to trade it away yet.
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I have built some warriors in cities where it was necessery, but other than that I mostly stay within happycap, whipping out some forges and settlers. Have also whipped some colosseums as they give nice overflow.
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Most cities are now running wealth to help reach chemistry quicker.
My only galleon so far has picked up a new settling party (archer+worker+settler) and will land them on the island close to ragnar T152, ready to settle T153, if it's full there by then I probably make a trip up to the island I stole from Gilga and place another city there as there was one more fish.
The island close by I can't settle without destroying that barb city(or just conquer it, but it's in a awkward position).
Have one more spot to settle on my continent, 2N of that tundra iron.
All in all, I could end up with 17 cities. Starting to think that it might be unecessery to force a landgrabbing action against Peter.
Perhaps I can get an economy going and see if I can catch Justinian instead?
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@Fippy
Pausing for abit here, in case you have time to come with some strategic advice.

(Or anyone else who wants to chip in!)
 
You can get some gold for maps (50 from Rags, tiny amounts from Giggles and Willy but all helps) for Chem in 2t.
Marble from Peter and milking some NE epic gold with whip overflow looks like a possibility (but difficult to give advice with how exactly when not playing yourself :)).

Unit costs are so high that i would disband those scouts, and use a Cara if you want Willy's ports watched.

Expanding into more island cities and planning a cannons attack are usually not mixing well together, but you could skip building upgrade units (like Trebs) and whip/draft all real units later.
Maces, Jumbos or any other cannon support will not do here imo..they will be so advanced later that you need a real solid Rifles + Cannons force.
In this case more (good) far away cities can help if they get ready.
 
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@Fippy
I do have my own source of marble and can probably hook it up in a hurry, but I'm not sure about locations for epics, and it would take some time to get cash out of such a project. And most cities stand to gain from using whip overflow for other stuff too.
Any ideas on where to place epics?

I have a hard time saying no to settling more islands when they are available, but yes I do feel like it takes an early attack off the table.
I think I agree on whip/drafting later, for any upgrade trickery to work I would need way stronger commerce, or a burst of GMerchants, but I feel like that would be aeons in the future.
 
Double fish east would be the obvious NE spot.
While other cities create some failgold you get time to grow and whip forge into NE later, then harbor which creates great overflow hammers with only 1h invested.
Library first thou..almost forgot, oh well.
Galleon could be used for forge overflow, so you need only size 6.

Immediately move 2 warriors from Old Sarai over, one into New Sarai where warrior leaves this turn as well and gets replaced.
3 units should hopefully be enuf.
When it's happy +10 food will get all those whips done in reasonable time..not in great time cos of that library, but workable.
 
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Spoiler :

Grrr... I know something that could improve the economic situation.
How about adopting burocracy?
Why oh why do I keep forgetting?

I'll go burocracy and pacifism then, might save a turn revolt later.
Will whip an monestery in Beshebalik and then whip missioneries there for overflow into epics and spread hinduism.
I think Hindu is the way to go, if Justinian continues to blaze away from me, he is likely to build UN, and if I have to farm everything and compete with him, then I need Gilga/ragnar to love me.
Gilga/Ragnar is also more likely long term trading partners.
 
@krikav if you still have early autosaves, I'd be interested in studying them. Mostly the speed of expansion vs fogbusting etc, just to re-adjust my priorities in iso games. :)
 
No autosaves at all from first try, and in the autosave folder now I think it's only from second try, but they only seem to be at BC1000 and upwards.
I should try to make a habit of copying the autosave folder whenever I swap games, I wanted to go back to 1AD too and study abit but that was gone. :|

I'm not sure that this map is the best one to study for iso really, it seems to be quite unusual (or maybe it's just that I haven't played low sea level that much?).
Barbs almost never cause this much troubles unless very unlucky.

Expansion in iso I usually feel is quite similar to maps with AIs close by, up uptill 3rd city or so. After that there is usually a delay until writing when you go up to 5-6.
On this map, I was at two for a very long time, I think this is because BW was delayed (not much production) and the demand for lots of protection.
And also the libraries up early.


Spoiler Barbs :

I didn't have any earlier screenshots than this, but note the barb warrior there. He and one buddy warrior of his came from the far east.
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My scout where at the time for the barb pulse standing at the warriors location, and the warrior had just gotten to 1W of the sheep.
Once they saw the warriors, they ran up to the northern shore, staying clear of the barbs, and as soon as they could they risked a venture to the far east to take up fogbusting positions there.
I like this maneouver because it kept this vector almost entierly clear.

The northern spawnbusting warrior was one of the first to take up post, as thats a vunerable vector (cottages there, no forested hills etc). At T57 it looks almost redundant, but prior to borderpop from second city that was a dangerous region.
I had one archer spawn by the clams but after that one, everything came from the south.
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Regarding pace of barb defense vs pace of expansion.
I try to be greedy, but not as greedy as in normal games.
Security is paramount.
There was a Mao iso game that Lain played, that I did a shadow on, and on that map I did settle inlands and go for warrior defence, while Lain settled in place and went archery. (I had the benefit of knowing prior that it was iso, don't know if I would have wandered that far if not).
In that game, just as one example, I built a truckload of warriors even before second city.
Save 100-150 beakers in archery is good, but then one has to put some hold on the greed. To pay back 50 gold in warrior upkeep for a while, once getting the island secured is still a win!

But as I think is obvious from my first attempt, I was completely crushed by upkeep in my efforts to establish dominance of the island.
The advice from Fippy to be abit less greedy with city spot locations too, and only take what you can keep (easily) was really sound imho.
 
@sampsa
Spoiler :

The NC248 game is abit more normal in land, and I think there is randomness included, but for me it was a fun and nice iso-barb experience. :)

Also, I haven't done the optics bulb run much, but I do think it's in your style! No academy, just breakneck speed straight to optics.
I will for sure keep an extra eye open for maps where it will be feasable.
 
Thanks, especially that T57 screenshot is helpful! Having only two cities and 3rd city so many turns away would make me feel uncomfortable about my expansion, but of course both fog busting and :science: are excellent.
 
Spoiler T166 :

My caravel dies to the barb galley. :(
Takes forever to get some other defender there, and I just park the boat in the city where I forget it completely.
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Gilga asks me to become a Hindu, well that settles it! I go straight at it.
After this, I open borders with ragnar and also gift him horse and fish to get him to like me too.
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T153 I get the first nice trade when Gilga gives me gold for crab, with forges thats such a boon.

I also take advantage of the barbs generosity.
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I couldn't resist that sack of cash of Peters, but he won't give me MT at all (he has beakers into astro or guilds) so I trade both for constitution and 310g.
Gilga doesn't have constitution, so I put one turn into education with hopes to get it for peters constitution.
Which I did next turn.
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Now Ragnar is also plotting, and the berserkers look angry! (I deleted one scout @Fippy couldn't bear deleting both)
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Greed probably got the better of me here, but I wanted to get techs to broker onwards to Gilga, starting with chemistry for banking with Willy.
Chemistry in itself isn't that a good trading chip.
Next turn I trade Chemistry for lib with Hannibal, I wanted economics too, but lib on it's way to communism is probably more important, and I wanted to have chem+banking+lib as a trio to possibly get something large from Gilga.
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Ragnar takes abit less time to go from red fist to commitment. :D
Not sure how that stack will fare against Willys cuirs though.
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He got banking inbetween turns, but this was good enough.
I think this was abit stupid, because I have only one monestery and getting missionaries will now be a pain.
Now it's only Justinian who is lacking chemistry, so I sell it to him for 190g.
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I scold Ragnar for continuing to pour berserkers into Willys meatgrinder. And apparantly he did listen because shorly after this, some cuirs do start to appear.
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For his efforts, I trade with him (PP+astro for MT).
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T165 Hannibal breaks free, but vassals again T166 or T167. The weakling!

T166 I give Peter liberalism if he gives me 270g and makes peace with Ragnar.
I was hoping to help Ragnar abit, but just a few turns later Willy gave Peter yet another tech to have him join again. :/


 
Thanks, especially that T57 screenshot is helpful! Having only two cities and 3rd city so many turns away would make me feel uncomfortable about my expansion, but of course both fog busting and :science: are excellent.

The settlers are even further away than they look! I changed plan after BW came in, and chopped/built two more workers (got up to 40) and only went on a settler-spree after teching math.
Think I have this in my T83 update. The third city settler game out T69.
 
Spoiler T173 :


Ragnar my friendly sweetheart is the best techer in the entire world. Words cannot describe how much I loved seeing him sport that trumpet.
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Apparantly, I didn't get the memo, I brokered peace here too. Likely Willy will just give Peter even more tech to have him join again.
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I choosed Hanny because he was the most stingy trader that was able to give me economics.
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T173 situation:

Peter has beakers into steel, but not that many.
Willy won't even give me divine right for steel.
I can't figure out any way to get all four of physics+communism+corporation+replaceable parts.
I need communism for the intelligence agencies and the civic, and of the others replaceable parts is most important (on the way to rifling and loads of windmills).
Corporation would be really nice, and physics is mostly just good because it's costly.
Think Physics is the one which have to wait.
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State of the empire. Still being hindered by the happycap. Have alot of failgold invested in national epic now
I have gotten out the GSci from Turfan, and thats the only thing I have in ways of great people, no points in any cities.
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The overseas expansions. The northern city Hanny is willing to accept, the middle one Ragnar and the newly conquered one I suspect Gilga will want to add to his already existing city on that island.
I also think that Justy would want to accept a city gifted on that whale/oil island of his.
All these four cities are possible locations for spy carneval.
Not entierly sure which city would be the better target, religions factor in too.
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I suspect that Ihave squandered some opportunity already.
My tech trading have perhaps not been the wisest, and the crowd trade with each other happily, the war bribes advanced Peter to where he is now as scary as the others instead of being backwards and behind.
I did reach his shores with my one privateer and plundered one turn before it was shot down by a frigate of his. :|

Feel kind of bad for rolling through almost all of my post optics stack of cash toward chemistry w/o revolting to burocracy too.

I have a crappy capital and no academy, and the +2 happines from nationhood would be very nice, that paired with the overseas islands that are giftable prompted me to decide on stealing my way to future techs.
Kremlin isn't capturable (Justinians), so workshops and factories are probably the way to gain enough production.
I was just in a game of battleships/marines/fighters and thats probably possible here too, but there are alot of competitors to juggle simultaniously so I'm not sure.
But I'm not sure what I can reach fast enough and be strong enough that it would be relevant.
Whipping everything down to get a rifle/cannon stack and fight in parity looks tough.

Any ideas? Is there some window of opportunity that I have missed? Is there any opportunity that is close at hand that I'm not seeing?

 

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Had a go at this map! Deity is out of my comfort zone, deity isolation even more so and this map....wow!

I had followed @krikav's updates until optics so I knew the overall scheme, but I hadn't studied them closely in terms of position of resources etc (as I was about to find out).

Scout saw the rice and so I decided to settle north to that plains hill, keeping 2 x sheep but picking up the rice as well. In hindsight, not a great capital position as makes other city spots awkward. Early tech path was Agr->AH->Pottery->Mining->BW->writing. Decided to ignore archery like the crazy maverick I am.

Spoiler T50 situation :


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The plan I had in my head was: Karakorum grow to size 5 and just build settlers and workers at the happy cap. Beshbalik grow slowly using hill sheep and PH mine and just build warriors.

This was actually the high point of the barb invasion: although spears came along not long after, there are plenty of forested hills to fortify on, and combined with AGG, a barracks and some good luck I think warrior defence is the way to go here. (as a side note, really wish I settled Beshbalik 1W so I could share the other sheep).
 
I think you will have to use Infs here, they can handle anything in large numbers (and with Agg too).
Tanks are ofc good but a luxury with so many coastal cities, much cheaper siege based armies should do.
Arti would be great with Infs, but Cannons are okay too for starters.

Should sort your cap for max food (taking sheep back, green cottages).
During the golden age food can be dropped in favor of plains cottages, but currently not growing here in preparation would seem like a huge mistake.

Things will look much brighter with a golden age and great Civic switches.
Your plans are a bit spread out this game, but you can still capitalize.
Needed: stronger Cap - Corporation - SP (Commies) - AL.
Anything else: not so important.
 
Spoiler T115 :


Worked my way slowly forwards towards optics. Settled exclusively river cities, trying to eek out every last commerce. Things went so slowly though, perhaps should have gone into slavery to get the settlers out a bit quicker. (worker micro was also an absolute fail here, so many hills, forests and rivers making me constantly mess up timings!).

Eventually got to 5 cities, and made the island safe. Settled Turfan south for city 3. Considered making a play out of the marble but thought better of it - not sure if anyone has tried that approach? Instead beelined straight for optics, no diversions here (not even maths)!

Here's the situation, 5 turns to optics. Plan is to chop out a caravel in the new city in the east (thanks @krikav!), and upgrade a trireme in the west. 3rd Scientist will be ready in time for astro (I used the first for an academy).

Spoiler :

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Not sure where to go from here, the transition is going to be brutal! Compared to Krikav's save I got to Compass at around the same time, but lack Alphabet and Mathematics and have an academy so no optics bulb. Perhaps have a little more infra, but overall I like his position a lot better.

 

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Thanks @Fippy
Spoiler :

I'm not on board fully with strong capital.
I don't have that many cottages there (even possible to take all of them right now).
Capital was pushing into both happines and unhealthiness a few turns ago so I did a 2/3 pop whip of the jail.
If it can get up to really large size and with levee, and RP-windmills it would be nice. Happines can be solved with garisson, but I have health problems as well.
Resource situation is dire.

Most of the new settlements are just comming out of their initial development (have gotten granary & lighthouse up), and I think doing the GA before they are somewhat up to size would be premature.
Also, I need to make sure to get missionaries out to them too.

Trading for communism is urgent, but I think a revolt after that is better than a premature GA.
Thinking either of just a 1 turn revolt to SP, staying in HR/Bur/slavery/pacifism.
But doing a 2 turn revolt to grab some other civics too might be nice.
OR would help sort out the misionary crisis, and without that I have to make some hard priorities.
I probably need slavery a while longer to get natepic up and release the failgold rain though.

I need 15 000 beakers to reach AL if I can't broker my way to get steampower/rifling somehow.
Ofcouse things could improve with civics, abit more growth and a GA, but I'm doing less than 100bpt sustained right now. :D

I will try to follow your advice like this:
* Favouring capital much more.
* Postponing non-urgent whips even for failgold.
* Ignoring physics and worry about that later.
* I'll trade for communism right away and do a revolt to SP or a 2turn revolt to SP/OR and then prepare to run a GA in a timely manner, get to AL and try to be ready to hit with infantry+cannons shortly after that.

 
@Nick723 So nice to have more company! Thanks alot for joining in on the party!
Fun map, ey? :)
Spoiler :

You postponed archery, what was your timing to get it later? Or did you manage to hold your own with warriors the entire time?
Seeing your city pattern, I kind of start to think that what I did in my first attempt with the capital in your spot, and what also @sampsa and @lymond ? did, to settle a helper city north, might be an error. It's safe early on, but it doesn't contribute much.

With Ning-Hsia where you have it (I think 1S is better, saves one more green tile for later) Old-Sarai would probably have developed abit faster by settling on the PH, it misses out on one more riverside but faster is probably better.

My first time out on this map I got optics T135, compare with that instead and feel much better. :D
Academy might serve you well if I do manage to get into the trading game at this later stage too, but be a bit careful about settling more cities right after optics now, in case you need to self-tech everything up to the astro bulb.

Marble play can absolutely play a role in isolation. Rather frequently for me when marble is present really.
It often involves failgold from ToAr if lucky, and then lots of failgold from parthenon, some self-failgold from GLib if lucky. Securing GLib is often a priority.
Here is one example when it works out nicely iirc) https://forums.civfanatics.com/threads/nobles-club-208-de-gaulle-of-france.646489/
The aestethics line is costly in terms of beakers, so it's rare that one can combine it with monarchy, so with no happines at all, and no cha etc, then it can be tough.
The added GPgeneration from GLib opens up possibilities to put a bulb into chemistry later or other things.
The self-failgolding with heroic/national epic can be nice, but it does require the investment of barracks/libraries which can be premature investements at the stage you want it.
With Kublai, thats less of an investment though.
Perhaps a case could be made for marble here, but the marble is in such an inaccessable location that workerturns might make it prohibitive.
 
Checked your save @Nick723
Spoiler :

Turfans location does look abit off, did you settle there for passive fogbusting purposes? I see you did with warriors only, strong! :D

I would probably prefer stagnating on a settler here, rather than to throw away 2F/turn.
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I think your upkeep could be optimized, if this has been going on a while it could have saved you a turn or two.
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These two southern guys, they can shift to the west, and then the warrior is inside culture.
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Like this. (Or the scout one more North, so he reaches up there too.
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Abit too much spread out up here too, not 100% sure about configuration, but remember that the barbs in the city do fogbust too.
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And lastly, this guy here is probably not needed anymore, you just need to protect the clam, not prevent all galleys from spawning. Can take care of them later on after you have squeezed through the optics bottleneck.
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In essence, keep an watchfull eye on everything that happends, like culture borders popping, barb cities spawning (or just wandering barbs or galleys themselves) to see if there is things that can be optimized.
I had a rather strict "1 guy out, 1 guy in" policy for busters outside of culture. And when a worker went out to pre-road, the buster in that region had to go inside and wait.
 
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