aCK-1 Behaving Ourselves

Alright nice work Petey!

My thoughts on our city growth....

St. Pete should work the cows grow to size 6 then they can work the other gold mine for cash flow!

A 3pop whip would be available next turn for Nova...thinking we just do that to fix the unhappy...with the floods it will grow back in no time.

When Moscow grows next turn it can work the two fp farms and go into mega-mining-mode (MMM) dropping the Mids down to 14 turns! AAAH!

On a lighter note the only real issue I had with your set Petey was that you named an Axe Sally instead of Natasha. Come on man! Rocky and Bullwinkle style!

Speaking of Boris...part of me wants to get him back to our culture and plant him in Moscow so that we can have a scout make it from start to finish! Impractical I know but fun nonetheless:)
 
So when we get the Mids is it a given that we will be switching to Rep to boost our happycap and provide the extra beakers for specs?

Is it true that Ramesses hasn't built a second town yet?
I checked the log and didn't see anything...how can this be true?
And if that is the case should we just try to rush him with axes?
Well I suppose if he has any war chariots that would make an axerush pretty futile huh?
Just throwing it out there.
 
Rofl Liq named Sally hehe.

open the trade window and rammy has 2 towns to trade (or not). that means he has his capital +2 more for a total of 3 towns.

Nice turns pete!

Silver is up next so allow him to cover the fine tuning hehe.

Cheers!
-Liq
 
oops...brainfart not thinking of the diplo screen.
War chariots are still to be considered when we do invade...just won't be for a while methinks.

There will be a Natasha...mark my words!
 
@ sturick. Ramesses is at 3 towns now. If you go and check his trade dialogue, you'll see all his towns except his capital listed there (normally the AI will never give you a town though, unless you browbeat them in a war, but then the town usually sucks anyways).

@ PeteyP. Good turns mate! The only thing I can find wrong with the turns right now are some questionable worker actions.

-Disquietude is farming a grassland. Huh? We'd be better off farming the flood plains, even though it takes a bit longer.
-Not sure what Chagrin is supposed to be doing, but it looks like we're in place to build a road to the cows. We don't need a road to the cows, because cows near Moscow are already hooked up.

Regarding Nova growing past it's happy cap, not a huge deal, as we are in slavery and can deal with the problem. In fact, it enables 3-pop whips (135 hammers), so it's actually decent leverage, considering there's not really a way to slow this city down too much anyways.

In general, we need more workers, although that's going to be a continuous problem as we expand.

Good job on hiring the priest at St. Pete's btw. An excellent move that will get us our shrine that much faster.


Since I'm up, I'll put the majority of the screens/long paragraphs in my report.
 
looks like things are going well
as far as boris goes... would it be useful to eventually upgrade him to an explorer to explore the new world if we ever go there? send him over in a caravel? i know it's usually easier to just build a new unit, but for the novelty of it it might be worth the cash lol
how're the relations with ramses right now? is he horribly upset that our border is right there? What about the others? don't seem to remember a diplo update recently.
since we have tons of flood plains and food in general (for the map at least) it does look like we'd get some mileage out of rep. on the other hand, how many specs can we really run right now? seems like for the time being we'd be better off going with hereditary rule for the easy happy, letting our cities grow a bit, then trying to swap them over into production mode. also the easy happy would allow us to whip more often if need be, just garrison a few more troops. could fix that blasted worker shortage.
just my thoughts at the moment. feel free to correct me.
 
500BC (140):

Preflight check. Stopping Disquietude's worker action (farming the grassland), as we have a ton of work to do, and farming grasslands is not on the list.

Taking a peek in Moscow, we are hard building the Mids in 21ish turns (to be sped up of course). Growth next turn, and there will still be growth next turn if we move off the silks onto the riverside mine, so do that. Go from 26 to 32 hammers per turn, so we win 6 hammers (since growth is stalled next turn anyways).

We need towns, but the Mids wins us a happy cap fix and, well... already dumped hammers into it, so don't really feel like aborting it. Feeling a bit uneasy, as Rammy and Nappy are both Industrious, and we're not, so if they have stone, our attempt is toast.

First in line to pick up the slack will be St. Petes, as it's been up the longest, and has some serious worker turns put into it. Not sure why we are not working the cows in this town, so getting on that posthaste. We can grow and stagnant at max size in 6 turns. I might be evil and drop a whip here, as courthouses are major in towns paying 4gpt in maintenance.

Nova is size 6 and at max size. No need for the temple here at the moment, we also want another courthouse first. A 3-pop whip is 135 hammers, so I'll need to work on the courthouse for 7 turns before being able to drop the whip on it. That's fine.

We're going to pull the worker whip BS at Rostov when it grows in 4 turns. We'll have 15 hammers into Rostov's granary at that point, and then about 8 or 9 turns before the worker. The farmed rice will certainly speed things up.

Disquietude is going to head back to Moscow to help with the Mid's via chops. Need to get that thing out the door so we can get back to settlers to fill our dots.

St. Petes doesn't really need any more work at the moment, so Chagrin is going to head up to finish that road to Nova, and then perhaps move up to Rostov to assist there. St. Petes can build another worker if we need it (which we will).

Let's take a quick peek at the diplomatic screen to see why an upcoming war is both unnecessary, and ill-advised.

set2diploscreen.jpg


This is the foreign advisor, basically showing everyone's attitude towards each other at a quick glance. If you take a look at the first row, you'll see everyone's attitude towards us. Basically, no one is angry at us for any reason right now. Notice that the AI's have already accrued some "Worst Enemies" based on religion obviously.

A quick read of the screen. Basically, read down the columns to find out how each AI feels about someone (that's why there is only a row for us, not a column). So Wang, Fred, and Rammy aren't real big fans of De Gaulle, while De Gaulle and Boud aren't on good terms with Fred.

set2BUGSitRep.jpg


This is a peek at the "sit-rep" screen from BUG's military advisor. Basically, it simplifies things by showing who is who's worst enemy.

As the cards are lined up right now, the AI's will prefer to divide along religious lines and declare war in that fashion. Since we wisely did not adopt Confucianism as our state religion (staying with no state religion), we have avoided antagonizing anyone.

Another thing we may want to do is avoid trading with anyone's worst enemy. This is due to that silly diplo modifier "you have traded with our worst enemy". Absolutely absurd, but we'll have to deal with it.

With all that said, there's still some things we can do.

set2wangalphatrade.jpg


I swap Alphabet for CoL. Code is the more expensive tech of the two, but we have little else to leverage (read: nothing else). As well, Alphabet will allow us to trade with all the other AIs, so it is worth grabbing. Considering this is also Prince, and the AI usually doesn't trade fairly, we are getting a decent deal.

Getting our hands on Alphabet also discounts Currency. Previously at 70% sci (break even), it would have taken us 22 turns. Now it's only 19 turns.

485BC (141):

We're going to have one more peek inside the foreign advisor as we start this turn, as it now shows us all the techs that were unlocked for trade last turn.

set2foreigntechs.jpg


You'll notice that some AIs have techs that they aren't willing to trade. AI's have three reasons (that I know of) for not trading techs.

-They have a Monopoly on that tech.
-They are building a wonder associated with that tech. (They will outright say "We have our reasons.")
-They fear you are becoming too advanced (in this case, the AI will not trade any of it's techs with you).

In the above case, De Gaulle with Metal Casting clearly falls under the category of having a tech monopoly (he could be building the Colossus, but that seems unlikely seeing as he would need a functioning forge as well).

De Gaulle and Fred both have Poly, but aren't willing to trade it. The attached wonder to Poly is the Temple of Artemis. It is highly likely that these two are building ToA. I am not 100% certain, because they are not using the "We have our reasons" dialogue in diplomacy, but there isn't a whole lot of other reasons to be hiding Poly.

In the case of Boud and the Burger King, they are both certainly building The Great Lighthouse. Both give "We have our reasons", while everyone else who has Sailing is willing to trade it.


Ok, well back to the actual game...

Two Great Prophets popped in far away lands, expect a shrine or two soonish I'd guess.

Moscow grew, and the governor was smart enough to place the new citizen on the high yield mine (even though we disabled the governor, lol).

set2moscowhammers.jpg


So we are now stagnant with 40 hammers a turn going in the mids, shudder. What a hammer pit! Moscow also got another border pop, such that there is a lot we can do with the land now.

470BC (142):

Boudica shows up and wants to trade us Archery for our Meditation. Archery is 3 turns for us to tech, but the techs are cheap, and we are unlikely to get anything else for Med anyways.

set2boudarcherytrade.jpg


Disquietude starts a chop into the Mids. Since we have Maths, this chop will be worth something like 88 hammers.

455BC (143):

The Kashi Vishwanath is BIAFL. That's the Hindu Shrine for anyone keeping track. So one of those Prophets belonged to Fred then.

At the same time, Fred suddenly won't trade Sailing. So he's building the Great Lighthouse as well. Too bad he didn't get the memo that he ISN'T Bismarck, and everyone else started before he did!

Rostov is growing next turn, so going to get that worker cranked out.

We get Chagrin started on that last segment of road near Nova.

440BC (144):

Rostov grows, and upkeep lurches up by 1gpt, sigh... Switching to that worker...

Waiting for whips, lol...

425BC (145):

The Great Lighthouse is BIAFL.

set2GLHbuiltinceltica.jpg


By Celtica. Boudica will now trade us Sailing, lol.

Nothing else of excitement this turn.

410BC (146):

St. Petes hits size 6.

set2stpetescourthousewhip.jpg


The courthouse gets whipped on account of this city costing a ton. It will rapidly grow back, not to worry. As you can see, BUG is very helpful in the fact that it will alert you to when you can do whips, and even show you how much overflow you'll win (admittedly, it's slightly off since it counts current production, which will drop as citizens die).

S.ilver :smoke:ed and forgot to move the axes from St. Petes to cover the road.

set2axeroad.jpg


Meh, might need a repair crew soon. That would be bad...

The obscene chop also hits Moscow this turn.

set2moscow128hammers.jpg


128 hammers? Sign me up! Disquietude will start working on a road to Black Dot next, along with getting the wheat up in preparation for the settler.

395BC (147):

set2koreagermanyevent.jpg


Whoever had the option took the second one, as there is a -2 due to past events between Wang and Fred now. They are still cautious though due to Open Borders diplo.

Courts finished off in St. Petes, and we're still booming with food. Going to order up a Confucian Monastery for the extra culture while we rebulk on population (for a worker or something).

Nova can finally whip the courthouse, so do it.

set2novacourthousewhip.jpg


380BC (148):

Burger King shows up on our doorstep and wants to swap Sailing for Writing. They are surprisingly fairly close in value. I mull over the decision a bit. Writing is a big gateway tech, but Sailing is important to us since we have Calendar resources that we'd like to take advantage of. I eventually pull the trigger on the deal.

set2charliesailingtrade.jpg


Nova finished whipping out its courthouse in the mean time, so getting on a Confused Temple to raise the happy cap. We'll dial another worker here in 3 turns when it grows (burn anger time and net some more workforce, yay).

365BC (149):

A barb warrior attacks Trotsky, who is watching the road. The barb bites it, but there's another barb axeman coming in.

Got workers basically working this turn. We finished the rice farm, so extra speed for the worker at Rostov to finish. Going to spam some mines there before shredding the jungle.

Adding one farm to St. Petes, as I realized it has an odd amount of food when working the gold the way it is.

350BC (150):

And the barb takes the bait, but we are down to 0.8 health, ouch. Running Trotsky back to Nova to heal.

Nova hitting size 4 next turn, so worker stalling is in the cards.

335BC (151):

We're still really big.

set2largestciv.jpg


Poor Burger King is in a bad way, being boxed in by De Gaulle.

Boud wants OB. No.

Bad luck strikes this turn.

set2midsbuilt.jpg


Hilariously, this brings back memories of FS-1.

Pyramids.jpg


Thinking only Liq will get that reference :p.

Meh, ok. So we lost the Mids. To De Gaulle, an industrious Civ. Since we know it's lost, I'm going to switch it out this turn for a settler so we can get back to the main priority, REXing. Not wonder whoring. S.ilver and Liq tend to get all this stuff confused :smoke: :confused:.

Let's take a look at it first though.

set2midsinvestment.jpg


60 hammers short. I regret not putting another chop into it now, although since we are making 40 hammers a turn, I think it would have just resulted in another wasted forest.

We have 690 hammers invested into it, but we really only invested 345 raw hammers (thanks to the stone). We'll check back with this later when the game gives us a wad of cash for missing the Mids.

Anyways, swap to a Settler which is 5 turns. We have troops around already.

Nova grows, and will grow again into unhappiness in 4 turns unless we stop this, so start up a Settler. A 2-pop whip will yield 135 hammers for us, due to Imperialistic. A settler is 149 hammers. That means we need 14 hammers into it. Working it for 2 turns will allow us to whip it.

set2novasettlerbuild.jpg


320BC (152):

De Gaulle adopts Representation to thumb his nose at us, clearly.

set2midscash.jpg


Ok, so we just won 690 gold from the Mids. This is a completely equal cash conversion for hammers (1 for 1). The difference is that we have stone, so it's really 2 gold for every true hammer we invested. So we pocket a ton of cash and can now boost research.

So dial tech back up to 100%. Bleeding 8gpt, but Currency is in 5 turns.

Trotsky just got back to Nova this turn, so 5 turns of healing incoming...

Can now whip the worker at Rostov, so get it done.

set2rostovworkerwhip.jpg


Minor overflow hitting the granary. More importantly, the mine/chop will also hit the granary.

305BC (153):

De Gaulle wants to Open Borders, and I tell him to sod off after stealing our Mids.

Cathy's "Abashment" is done a Rostov so going to help finish off the mine first, before we get to other things.

We have our hammers into Nova's settler, so dropping the whip!

set2novasettlerwhip.jpg


Note that you usually don't want to do this sort of thing, as it doubles up the whip unhappiness. However, since we are Imperialistic, it is a VERY GOOD conversion of food to hammers, and we don't yet have the workforce to get Nova past the mass food stage, so this is a way to get great production out of it. We can also stall growth by slow building a worker (which won't be THAT slow considering the abundance of food here).

St. Petes hit size 5 this turn, so dial up a worker.

290BC (154):

The Temple of Artemis is BIAFL. Actually, not so far away, Ramesses put it in Thebes... Well, this creates the minor problem of a cultural see-saw in St. Petes, sigh... need our shrine up...

The Settler finished in Nova, and we're back to a Confused Temple. Going to have to continue to stall growth here while anger wears off. We'll grow to size 3 before worrying too much about it though.

Rostov's mines are both done this turn, and the Granary only has 19 turns left. Uh, switch to a mine to make it 5 turns, as there is little point in accumulating food without the granary in place.

275BC (155):

Moscow's settler is due next turn, and Disquietude is working on the farm for the future Black Dot, where Vlad is covering. Nova's settler is heading to Orange, where Franky will be the temporary garrison.

Abashment peels off from the workers at Rostov to head to Orange and being roading and such. Chagrin and Fobile will start with worker abuse! (slashing jungle)

260BC (156):

Fred pops up and he wants Open Borders. Uh, he is worst enemies with some folks, so no.

Moscow's Settler is done, so we are ordering an Axe to replace our beaten out military. The settler heads to Black Dot, but will be hampered, as S.ilver :smoke:ed on the road building, putting a road across the river on the hill, rather than on flat ground.

245BC (157):

set2currency.jpg


Tentatively set us for Calendar, due to our many Calendar resources.

Found Yaroslavl' on Orange Dot.

set2yaroslavl.jpg


We start a Granary since a worker is incoming anyways.

There's an opportunity up to trade with Fred.

Fred has both Monarchy and Polythesim up for trade. Monarchy is a useful tech for us due to having wine in our borders (and as such, fairly easy happy). Missing the Mids has also made getting some form of government tech more pressing, so Monarchy does this as well by netting us Hereditary Rule.

Netting Polythesim is less obvious, but it is the prerequisite for Literature. Lit contains the Great Library, which is a very nice wonder, but even if we weren't considering it at all, you still need Lit to build your National and Heroic Epics, and those can't be ignored (unless you are crazy).

So, we are best off taking both off him.

set2fredmonarchytrade.jpg


It's a net loss of around 70 beakers for us, which is very good considering the AI's stubbornness. Also, it's a fairly even trade, so we shouldn't incur penalties towards his worst enemies (they are on the other side of the continent anyways).


Going to end the turnset here.


Ok, let's summarize. We lost the Mids. Boo. But all is not lost. Remember that your strategy should never be "do or die" in regards to wonders. They are great to have, but you should always be able to live without them.

That being said, we did benefit from a 2x efficient cash injection as compensation for losing the Mids. So this will allow us to tech at maximum speed for quite some time.

We now have 5 workers, with another on the way in 5 turns, so the worker crisis is starting to reach it's conclusion. But we are nowhere near done REXing, so we'll continue to need more as our empire expands and our improvement options increase.

We pop a Great Prophet in St. Petes in 6 turns, which we'll use to get our Shrine up. After that, we can and should fire the priest working here, as we won't need another Prophet unless we land another holy city. Which may actually happen... Surprising? Read on.

It's now the perfect time to begin hiring scientists in Novgorod. We've got a ton of food here and a relatively low happy cap. Nova can support 2 scientists (our current maximum) with the food from the two flood plains, so we should get those guys up and running as soon as we can afford to. The reason is we want to pop a Great Scientist to bulb Philosophy. This will likely land us Taoism if we're not too slow (hence another holy city), and at the same time will advance us to the Medieval Age AND give us the crucial prerequisite for Liberalism.

In many games, the Liberalism beeline is a staple in getting yourself ahead in tech (since we are already relatively ahead in tech, we'll simply be doing the Liberalism run as practice). Mind you, even though we could run straight to Liberalism right now (without needing to side track except for Phil, which is bulbable), it's not generally wise to do this while missing staple techs like Metal Casting and Calendar (the dynamics of the game change DRASTICALLY when you hit the highest levels, but obviously we are nowhere near that caliber so we won't be discussing that).

So, even though we're going to try for Liberalism, we'll need to outline a tech path of stuff we want before getting there (as an aside, the tech we want from Liberalism is Astronomy; bonus points for anyone who explains it in depth. The hint is that we want to play the map).

For tech path, we have a bit of a choice ahead. Calendar is set right now, and it's amazing as it will unlock our two calendar resources (add in the dyes for much later if you want). Considering our happiness crunch, this is major.

Aesthetics is the "wonders" path, as Aes->Lit->Music is nothing but Wonders. Drama gives us Theatres, but those are largely only important if you're going to war and need to lean on the culture sliders (our dyes aren't up yet anyways).

Construction is in preparation for fighting, as Cats are basically a requirement for taking cities at this stage. Also unlocks elephants, which we are unfortunate enough not to have while our nearest rivals appear to have them. Is also the gateway tech to Engineering and scary Trebs. We may also need the pikes to deal with Elephants.

Metal Casting gives forges, which everyone loves, and will boost the happiness from gold and silver, which we have. Workshops can start getting Rostov up and limping, and this tech is also a gateway into more violent things hidden in Machinery and Engineering.

Compass is basically pointless until we've acquired the Machinery prereq for Optics, which we do want relatively quickly to secure the circumnav bonus.

Feudalism cheapens Civil and leads us to the Medieval age. It really doesn't give us anything at all useful. Longbows, which are passive-defensive units (not what we want), vassal states, which leave you a big diplomatic liability (again, not what we want), Vassalage, a somewhat useful, but expensive, civic for boosting XP levels, and Serfdom, which is useless unless you are Spiritual and for some reason want to save money on your Labour Civic (same upkeep as Tribalism but actually gives you something). So not much to write home about. Unfortunately, it is a hard prereq for Guilds, which is a core tech. Fortunately, the AI loves to tech it, so we'll find no shortage of people looking to trade.

Civil Service wins us macemen for smacking some people, Flexible Farming for Epic Irrigation Channels, and Bureau, which is an expensive civic that I am usually not a huge fan of.


Obviously there's much to discuss when it comes to techs. I will tentatively say that Calendar should be our first priority. After that, well the team needs to discuss the direction. Keep in mind that the Aes line will basically commit us to trying for more wonders, while the Metal Casting line will help out our city development.


Further thoughts. Dotmap wise, we are ready to settle Black Dot in 2 turns when the settler finally has move again, lol. After that, we need to spam out a settler to seal the gap at Sally Dot. Magenta Dot is after that, and then we've got Cyan Dot and Forest Green Dot. Can do those in either/or order as Forest Green has floods, but Cyan has Fish! They both share the cows, but we don't care, as cows are bleh.

Poor White Dot can be filled out semi-last, and if we've still got positive cash flow, Purple Love Dot is honestly the last city that we are seriously looking for. Any dot west of Black Dot is marginal and wins us nothing except increased maintenance.

After we have finished REXing out our own lands (or possibly during), we will need to launch a boat or two from Rostov to take a look at the islands that seem to stretch from around our dyes, all the way to north of Hammy's lands. These are likely worth settling for the intercontinental trade routes.


Oh, and revolt to Hereditary Rule, as we lose nothing but a turn and gain happiness. Since we are playing to tech breakpoints anyways, this will give goblinmarine an extra turn to play with workers :p.

Roster
1. S.ilver <-- Just Played --
2. goblinmarine >> Up Now <<
3. Diamondeye <-- Out Until Mar 20 --
4. sturick
5. Liquidated
6. PeteyP

Alternate: Arlborn <-- Tentatively On Deck --
 

Attachments

see it, going to wait for discussion before playing.

what techs would we need for the great scientist to bulb philosophy? is that what he'd bulb now or do we need a tech before then?
also, i think calendar should be first since, as silver mentioned, happy is good. after that i'm not so sure. since it looks like the rest of the continent is going to go all holy war on us, we should only have to deal with negative dip for not joining wars. so i don't think the war-based techs are horribly important at the moment. though construction would be good (that allows aqueducts and colloseums doesn't it?)

oh, and thanks for leaving me more worker turns after i proved i need improvement on prioritizing those guys last set :P
oh, and i believe we want astronomy so we can be the first to colonize the new world. just have to contend with whatever barbs there are wandering around it. since caravels can only carry explorers i believe.
 
A few things... :mischief:

Hred> rep for a long time as this is a food poorish map and we are not phil. The mids were a really horrible choice for a game called Behaving Ourselves, shameless wonder whoring at it's baseless worst... but! :D

That said, well we have a capital of amazing hammers and we needed time for our first three towns to become... productive?

Other than spamming workers (not a bad idea), Stone acts as a hammer multiplier such that working a non essential wonder like the mids is a GREAT way to build up cash. In retrospect we were much better off losing that wonder for the almost 700 gold as we will be teching off that gold for a while and allowed us to snag monarchy hehe.

keep in mind the papwhatever is a nice wonder and we have the gold to multiply the hammers!!!:mischief:

Regardless :smoke: on liq and silver for abusing the game difficulty and being wonderwhores hehe. Bad examples! bad bad.

Ok so as far as 'REX'ing goes, there's a few keys to all this that silver and liq never explicitly wrote a book about.

Basically rapid expansion is a juggling act between prioritizing borders and balancing your crappy economy. So what's this all mean liq?

Depending on the game difficulty, one only has time/resources to spam and support 2-3 towns past your capital in the first wave. There's no hard fast rule here btw. Each Leader/Civ has traits to help them squeeze more omph out of placement with speed/economic support/culture/WTH for their first towns... well other than toku:lol:

Prioritizing Borders is a combination of good scouting and the ability to map out strong town locations that fulfill more than one role.

Scout early and scout well so you understand the surrounding land and who your neighbors are. Key here is to scout circularly and not skip over shorelines etc... all it takes is one corn or clam to make a prospective town go from zero to hero.

So now you understand the land and hopefully see ponys or copper. If it's a boff, prolly neither. So key here is to 'dot map' the 2 or 3 areas of land that you can afford to hang onto in the near term to.

a. Settle needed resources
b. Secure any Natural Choke points. Coastlines jungle belts and massed deserts/tundra/peaks make great channels to close off so one can back fill in peace. Some borders hold out longer than others.
c. Just plain strong City Sites that make for great towns
d. Remain Cost effective and easily defensible.

In this game, cathy has fast settler building from imperial and super fast border pops from creative. No one out REX's Cathy which is why she's so dangerous as an AI leader with innate production bonuses.

After those initial towns are founded, time to link them up, improve their tiles, and fog bust to keep the barbs out. In areas where one is relatively isolated, barbs are more than just a mere nuisance as they will swarm the point leader endlessly.

At the same time, one should be pushing out more workers etc and tech towards the economic techs like cod and currency. I'll cover those techs more in depth later on.

From there it's a process of spam a few more towns, build a few more workers, fog bust/garrison more and hold back until those towns are largely paying for themselves. Once worthwhile land is settled and costs have leveled off time to play the cards you are dealt. Expanding via your neighbors is almost always fun unless one is playing Deity hehe. Sitting back and playing the passive game is another option as a ton of commerce can come from open borders with friends while one bulbs to liberalism. Really depends on the map and which nutcases are next door.

So those lessons in terms of ack...
Our first town was supposed to be yellow dot which would have been fantastic for blocking the east for Rammy. Had pete gone where it was supposed to, there would have been no need to stress over landing oracle + holy town in that dump as creative + oracle alone would have been enough to hold it's location. Cramming that town inside rammy's capital bfc was just :smoke: as we need to aggressively keep dumping culture into that town. There's no dip penalties for it's location because of a bug in the dip code but meh... another day.

Blue dot is a great city site that helps support yellow and really seals Rammy's east approach... those two towns would have been connected via trade in roughly 8 turns of nova's founding had pete not gone chasing after effing cows. Blue dot alone is a fantastic Tabla Rasa where the west half is massed floods and the east is half grass half plains forested flatlands + hills + riverside fresh water to balance the ill heath of the floods .. oh and a wine!

An Obvious choice for Nova is to cottage the location (you pretty much *have* to as a financial Leader) but to see nothing else is a disservice to this fine location. Farm over the floods and you have an amazing GP farm under caste. Workshops watermills and farms would also turn blue dot into a hammer powerhouse worthy of the ironworks, especially under state property+caste where it can use all excess food from floodplain workshops to run the engineer slots The IW gives.

Red dot in the north seals the northern border but that alone wasn;t a good enough reason to settle it 3rd. Red dot (boff's signature hammer town dot color I guess) is so obviously our heroic epic town that it was a priority in and of itself. Credit goes to silver for spotting that beaut while the fog was thick and before the riverside rice was even a thought.

Once those 3 towns were settled, it was time to take a breather from settling new towns and get the ones founded productive as Code of Laws and Currency were teched/oracled.

Code of laws
Though caste system isn;t too useful early on and confusion isn;t always available, Courthouses are critical in this game as halving town costs is never to be underestimated and its EP's are the first taste of the spy game normally. Every town needs a courthouse just as every town needs a granary(expansive) and a forge(industrious).

One of the reasons the organized trait is so highly valued in monarch+ level play is because it allows half priced courthouses for early game expansion and half priced factories for late game hammers; The civic costs and cheap lighthouses take relative back seat compared.

Currency
Oh boy where to begin they are all so nice..
+1 trade routes = free commerce! At the very worst that means every town is getting at least one free commerce for propping up that pathetic slider. Get open borders with another civ and foreign routes not only help relations but also pull in more commerce. Win Win!

Gold via trade. Ahh the great equalizer as silver just demonstrated in his poly + monarchy trade with Germany. Tech for tech trades are far too granular to subsist on, rarely does one tech equal another in beakers and then even when so, most civs won;t trade straight beakers for beakers. Being able to Fine tune trades with gold is just as critical as alphabet for brokering techs and especially so while treading the fine line with trades dealing with worst enemy dip mods (I assume silver covered this aspect).

Wealth = Hammers for Gold (not modified by buildings). When you over extend (happens to the best of us!) placing a town on Wealth is the difference between disbanding troops and squeaking by. You prolly play games where this function is never needed before end game but it's a safety net you always want around.

Markets!!! Ahh the first raw gold multiplier building that also spams extra happy from early game happys fur and ivory, calendar resource silk, and all around worthless pos whales which might as well be ignored. being able to run 2 merchant specs isn;t so useful early on but is nice later.


The other 2 techs, Monarchy and Calendar, are of wildly fluctuating economic value that are almost always inferior to col and currency for pure econ boost.

Monarchy is an important tech but one that's preferable to trade for (unless you are protective hehe).

Hereditary Rule is a Civic which costs the same upkeep as despotism but adds happy per troop you have stationed in town. This alone is sweet but one doesn't need to beeline the tech just for this civic if you have lots of happy cap room from traits/ resources.

The other aspect are the wineries which act as a mini Calendar resource... adds a food and 2 commerce to the tile with is meh, but adds an innate happy and +1 health from a grocer (need guilds). We have two of these btw, one in pete's and the other in nova.

Calendar a wonder a pack of worker improvements and centers the map.

The wonder is the super nice MoM which never obsoletes andexteands golden ages 50%, never useful early on so best to let rammy build it and then take it from him before liberalism.

Plantations improve too many to go though but we have
Sugarx2 over by Rostov +1 food +1 Commerce happy from plantation and health from grocer (guilds)

Silk x2 by Moscow and x2 by Cyan Dot +3 commerce and happys from Plantation and Market<--- Currency

Dyes x1 over up by Nodot hehe, need to bust some fog there first. +4 commerce and happys from Plantation and Theatre(Drama).

how bad you need the happys from hred and the various wine + calendar resources that are laying about really depend on so many factors. Also keep in mind wineries + calendar resources are worthless without the workers cut them out of the jungles/forests.

From that breather, another round of expansion to further strengthen the borders with Orange (nice town not unlike moscow) black (self supporting silver!) and sally (iron) + filling in the effing center all of which are hugging moscow for lower maint.

From there another pause as our overwhelmed workers get to making the towns we founded livable. Our fantastic back area is safe from random wang settlers for a very very long time, let the loser have izzy dot if he wants it.

For examples of aggressive city planning, boff-03 prioritized Damascus as our third town... the 2 pop Entertainment capital of the world! Toku to the north and wang to the west! the map was so bad we really didn;t have a 5th town until Toku's capital hehe.

In boff-04 it was all about yellow dot/NewYork being planted right under toku again to take all useful tiles away from that @#$@. Khan was well south of the jungle strip fighting with joao so town strength/upkeep became the governing rule for the rest of the towns.

In Boff-05 the first town was Barcelona which was not only a fantastic town location on a hill, it was cutting off England from settling our continent. What really held us back in that game was the very slow scouting to find the real yellow dot of that game which was seville to block zara. Allowing Zara to plant a town past that chokepoint would have been ugly with his super fast culture.

All three games so far has us choosing our first 2ish city targets with the idea of combining town usefulness with strategic blocking.

Bottom line of the entire game really is to try and make your first 3 towns count and where all this ugly micro management is really worth doing.

So onto the next book...

Why we aren't attacking anyone!

When playing this game at higher difficulties, early rushes get harder and harder as the AI starts with archery and better production bonuses. To add insult to injury, there's massed protective civs laying about in almost every game; aCK has the burgerking and wang for example.

Unless one can spot the enemy civ next door, there's rarely going to be time to early rush it without a broken UU (immortals and hc's attack warriors come to mind) as one is much better off settling Aggressively as Liq just described.

Past the initial push for borders and land secured, one needs to look at the surrounding lands. Does one have room to grow? If so keep growing! Unless one has a serious early war advantage like Rome's (overpowered) prats, Sitting Bull's Dog soldiers, montys jag's, celtic gaulish warriors etc. then playing the dip game and expanding is usually a much better option.

If you have no room to grow then by all means exploit that 4 fishie start you were saddled with to whip an army and roll over some patsy like rammy. Only the brave and crazy play starts like that though!

Dragging one's self into an early offensive war is a drain on your economy well before it's able to rebound from it. Sure you might take out your neighbor and not annoy the other civs close by but once done you just let those effing financial civs start to pull away in tech and you now have even more city maint to deal with.

For us lets look at two screens.

ack-1culturemapznowaredition.jpg


That map shows each leaders' area with the pink box in the south a suicide location that's prolly going to swap hands 3+ times. Notice Egypt is boxed off by Russia Korea and Germany. Wang has two choices in where to expand past the nice purple haze location.... the pink box or the tundra we are in no rush to settle. Germany is squeezed between the jews to the east and south and the buds (France) to the west. Baud is trapped in the south and France is trapped just above her with Germany blocking his way east. Burger King is just Screwed. Notice how much more perfectly good land we have than everyone else and how much we have yet to fill..

Another screenshot..

ack-1500bcdip.jpg


Notice who hates who, it all falls down to religious conflict. Notice our name Doesn't come up on anyone's list as a jerk. If we decide to take out rammy we now have an ugly border to protect with Germany and a pissed baud + Wang. Uh WHY on earth would we attack anyone when we should be filling dots in peace?

In general, look to one's own lands before looking into other's. If you aren;t done getting all those dots onto their feet and productive, you are no where near ready for an offensive war with a civ you haven;t warrior camped since turn 3 (toku).

More fun fictional examples in the spoiler!

Spoiler :
Lets take this one step further. If you are playing say FDR, who has no early UU or UB to leverage but gets half priced courthouses from being Organized.

Say it's 190 AD large map and you have 7 towns, 4 of them in the jungle and 2 of them producing no culture at all but are like size 3 population building granaries when they could have been whipped LONG AGO and whipped monuments afterwords to get some much needed culture going.. 4 workers total and to get half your towns productive you are going to need a ton of jungle chopped.

Tech wise you have neither currency (when all else fails build wealth) nor Code of laws to get those all important Half priced courthouses going and are researching oh maybe calendar when the only calendar resources you have in culture are a banana and one town with an obscene number of dyes, every one of which is buried under jungle that you don;t have enough workers to even look at clearing.

Ok so far, what's wrong with what liq just wrote?

Now to compound all that, say you have a protective religious zealot (who doesn;t need metal to defend himself not to mention his so called knight unit needs no metal at all to build) to your east and the score leading military nut to the south who is his friend and has NO issue at all Declaring war on you at pleased?

Say you have No issue at all rolling over the dude to the east and the Crazy Russian to the south never helps his friend out. Oh and the even Crazier Spaniard doesn;t DOW on you as well for some fun dog piling shes known for. Can you even afford to hold any of those towns when you cannot even pop the borders of the towns you own a few tiles from your capital? Keep in mind you don;t have currency to run wealth and have maybe 30ish gold per turn in reserve. Once that is gone, you have to start disbanding military units.

Oh, and never mind the financial civ currently in the process of running away techwise.

Why on earth would one even consider going to war when they cannot even straiten out their own lands first and get the economy leveled? Trying to add another 5+ towns via military action will bankrupt one and piss all your neighbors off.


For ack's worker actions you REALLY want to deal with placing wineries on those grapes for pete's and nova. Soon as the workers close by are free I would pull one of the workers from Rostov to get Novas wine and that floodz farming worker over to get pete's grapes. rememeber to road at least one as well!;)

After that orange and black dots need worker love hehe.

:Smoke: on silvers part is wasting time having abashment Roading those cows near sally dot. Cancel that crap and scoot her over to the floodz orange is working and build a road.. the river links directly to Moscow so the trade route is good to go. Both of Orange Dot's floodz can get farmed after as well so abash will be busy your entire turnset. Don;t forget to :smoke: silver and laugh with glee over that road to nowhere!

Prolly best to push at least two workers out of moscow (after the axe) as orange and black can each use 2 workers dealing with their bfc.

Barb alert wise, run Trotsky out of nova 2 south, keeping on the road. Remember the barbs cannot enter our culture so there's only a few tiles the barb can go, Don;t hop onto the unroaded hill.

He's healed enough and need to punk that warrior before losing the road. That will be 9 exp for trot so uh pull back that sally(standing near magenta) to cover the road and create some fog for Trotsky to nail exp 10.

Tech wise calendar + metal casting is win Imo as we really are safe from the AI's for a good long time. We can research phil (needed code of laws + meditation) now but bulbing it with a GS is better.

Cheers!
-Liq
 
We are in Zero danger of getting attacked btw. We only need to worry about wang who is nowhere close and he has nothing we cannot beat down with axes and spears. The moment you see rammy or wang pop a red fist in the bug scores stop and post hehe. Until then we are safe as a holy war isn't against someone not sporting an opposing religion in Civ4.



Calendar -> MC is good.

Cheers!
-Liq
 
Wow thats alot to take in!

Yeah prolly better off with the mad swimming pool of coins from narrowly missing the mids.
Our tech can be 100% for quite some time i would imagine.
Speaking of tech as far as that goes I see Metal Casting first...Calendar second...no idea third.

Liq...that was quite the "fictional" story :)
I think my Nana told me similar bedtime stories as a child.

It's like one of you said about your revisit to Boff-1...you were surprised at the way that you chose to play and that you are much improved now several Boffs later.
We need to take our lumps this first time around...and we are probably gonna.

Moving on...aside from that (i realize you were just trying to emphasize a point)...lots of good REXing material in your post liq.

I think that the moral of your story is that while war is fun...city management and planning is more fun.

Why??? Winning is the most fun of all!
 
Wow, you guys just love to micromanage! :eek:
 
got it and will play it tonight
so i guess the plan is

tech: calendar (we want a hundred :)) -> metal casting
settle: black -> sally -> magenta -> green/cyan
workers: wine -> orange dot flood plains (road at least one wine and a flood near orange)
builds: 2 workers in moscow after the axe.

also need settlers and possibly a few more workers for the north... i'll do my best not to mess up and build them in the wrong spots. If I get a GS i'll bulb phil. If a prophet somehow pops up i'll put the holy city in pete. think i heard one was coming in 8 or so turns.
 
With regards to Astronomy, you want it first because it is one of the most expensive Rennaissance Era techs. (Matched in beaker cost by Mil. Science, Rifling, Mil. Tradition and Constitution and only lower in cost than Rifling and Democracy) It's high cost along with the fact it has no techs that provide a research discount will therefore make it a great trading asset. Also, it unlocks Galleons, which will open up the other continent on a Terra map far sooner than the AI, meaning an expansive landgrab can get you a lot of resources for later corporations.

If this seems a bit out of the blue, Silver posted the following in his turnset post on this page: -

"In many games, the Liberalism beeline is a staple in getting yourself ahead in tech (since we are already relatively ahead in tech, we'll simply be doing the Liberalism run as practice). Mind you, even though we could run straight to Liberalism right now (without needing to side track except for Phil, which is bulbable), it's not generally wise to do this while missing staple techs like Metal Casting and Calendar (the dynamics of the game change DRASTICALLY when you hit the highest levels, but obviously we are nowhere near that caliber so we won't be discussing that).

So, even though we're going to try for Liberalism, we'll need to outline a tech path of stuff we want before getting there (as an aside, the tech we want from Liberalism is Astronomy; bonus points for anyone who explains it in depth. The hint is that we want to play the map)."

I just thought I'd attempt to help explain the reasoning, or at least give my point of view on the matter.
 
Great 'Profit' is 100% in 6 turns as there's 0% pollution to the GP Pool. To get the philo bulbing Great Scientist though we are going to need to actively hire scientists in nova.

Herein lies the fun. Nova is a fantastic place to whip but it grows back too fast to whip it all the time and needs a way to stall growth. It has a library in place (doubtless whipped:lol:) so when it's smarting from the abuse (silver!) of a double whip, slow down growth by taking work off the tiles and onto a scientist. Once the happy cap lurches upwards again (wine + calendar resources + silver + hred) we can parlay the excess food for 2 permanent scientists there.

GP pools are another book btw but sadly this game is so food poor we won;t have a decent example til cyan/magenta.

I agree with calendar before MC as it's a ton of :) which doesn;t require building a forge or market (but does need worker attention).

Speaking of worker attention btw, the Snatty preferred early game ratio of 2 workers for each town is something you really have to be honest about to achieve. We didn't even come close (blame liq and silver for wonder whoring) the first round but ballooning to '12ish' workers 'soonish' is a nice goal the next turnset doesn;t need to finish. :D

Actually, we don;t have any serious worker abuse to deal with (jungle towns chasing bananas in the deep wilds) so '12ish' workers is prolly a good cap overall.

Metal Casting afterwords is perfect as not only is the tech itself sweet for us (silver AND gold!!! wheee) but the techs it leads to are important for us as well.

Good idea to revolt to Hereditary Rule the moment Moscow's axe finishes as we don;t have any other time sensitive jobs going on and it's a free happy at the least.

If one is really paranoid about getting attacked btw, we have the stone for double speed walls in Pete's. A town on a hill with walls is just evil to take, even with cats. :king:

Cheers!
-Liq
 
Lurking here -- and learning a lot even though I usually play above Prince level.

Two questions:

1. You mention advancing the age as a benefit of the Medival techs. Does this do anything more than change the graphics of your towns beyond the benefits of the tech itself?

2. Also, S.ilver didn't sign OB with some worst-enemy-branded leaders. From my own games I don't always see the penalty pop up for signing OB. Are there other factors that go into leaders' reactions to your deals with their worst enemies?

X <-- crosses fingers in hopes that Rammy goes wonder-whoring for you! He's so small you can probably keep him supplied with techs (even selling for just gold?) if they lead to a wonder you'll want later on (does he have Calendar?)
 
1. You mention advancing the age as a benefit of the Medival techs. Does this do anything more than change the graphics of your towns beyond the benefits of the tech itself?

Well, advanicng an age gives a discount to all techs of any previous ages.

2. Also, S.ilver didn't sign OB with some worst-enemy-branded leaders. From my own games I don't always see the penalty pop up for signing OB. Are there other factors that go into leaders' reactions to your deals with their worst enemies?

It still counts as trading with worst enemies AFAIK, and the periodice demands to cease trades will cause negative diplomatic modifiers whether you agree or not. ie, agreeing will make the person you traded with dislike you more, and not agreeing will make the person who demanded you stop trading dislike you more.
 
Advancing the age cheapens techs of prior ages by about 5% ish or so.. There's some obscure calculation that (Civ God) Obsolete was talking about, but to be honest no idea!

We have no open borders with anyone until we settle our area. Once the last few dots are spammed, we'll pick and choose.

With tech trades it's a bit different... what happens is the game totals up all trade goods you offer vs. trade goods the AI offers. If said trade grossly favors the AI, you will accrue + dip for "fair trade relations" (my arse). Now if you do this + dip trade with someone who has a worst enemy stuck on them, then the worst enemy slaps a -dip on you for trading with worst enemy.

So in our game Germany and France are glomming onto all the worst enemy accolades. Any trade we do with say Germany needs be very fair else we risk a +dip with Germany and -Dip for baud and uh... france.

It's a fine line hehe.

Cheers!
-Liq
 
So, for the "fair trade relations," do you have to recieve something from the AI? For example, clam + wine for fish? Just giving clam results in the "we appreciate the years of resources" bonus.
 
There's a unique dip mod for forthright trade relations or some bs which means they completely ripped you off in a tech trade hehe.

a great example is trading uh calendar for meditation =p

Caps at +4 to the civ which is even better than outright gifting crap to them.. Not to sure if it's a temporary dip mode as opposed to a gift's permanent or what all to be honest. The only time I seem to notice the + dip is when I incur the -dip from everyone else hehe.

Cheers!
-Liq
 
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