AZ-01: Donut World

I trust this information has not changed since Warlords:

http://www.civfanatics.com/civ4/strategy/gp_tech_pref.php

Great Prophet tech preferences:

Meditation -> Polytheism -> Priesthood -> Monotheism -> Theology -> Divine Right -> Mysticism -> Code of Laws

To get CoL from a prophet you have to:

  1. Research Meditation, Polytheism, and Priesthood.
  2. Skip Masonry (otherwise you get stuck in the Monotheism path).
Med+Poly+Priest = 14+18+12 = 44 turns until Code of Laws. Is this detour worth it?
 
I'd do it since we get the prophet anyway and can't make a shrine with it. Even Khan didn't discover a religion. Shrine does help if we capture a religion and spread it, but if we stick with not making great wall, we WILL get another prophet as our next gp.
 
Sorry about the city location. That seemed to be the best location for not overlapping with Persepolis and for linking to Pasar. :smoke:

How many Immortals are needed to start the fight with Khan?
 
@dawn, in a war-heavy game, over-lap is seldom a big deal. For one, your game shouldn't last long enough to ever get a population much past 11 or so. Secondly, you'll seldom have enough happiness to get a high pop. Third, you'll be whipping the bajeesus out of your cities anyway.

Regarding prophet, when warlords came out, if I remember correctly, they made masonry a religious tech to keep people from doing specifically what azaris suggests.

To me, a prophet isn't really the best goal. As Sealot says, we won't found any religions this game. Neither will Khan. So we wont' have a holy city for some time. The fact that we have Stonehenge means we'll eventually get a prophet, probably around the time we need one. So I don't think we need to do anything more to encourage one.

40% is not a dire economy, so I wouldn't worry too much about hurrying to CoL. Cottage up the floodplains, kill Khan, then assess the position.
 
8 to 9 should be plenty. I would anticipate 3 archers in the capitol, 2 in the other city. I also think keeping Khan's city isn't as important as founding the one NE of pers with 3 cows and copper. That city wil be ENORMOUSLY productive. We can produce fast at this point, so getting a settler out isn't a big deal.
 
Lurker comment

Warlords has indeed changed prophet research preferences; masonry has moved to fit in between mysticism and CoL so you now have to lightbulb up to DR before you get CoL/CS.
 
@dawn, in a war-heavy game, over-lap is seldom a big deal. For one, your game shouldn't last long enough to ever get a population much past 11 or so. Secondly, you'll seldom have enough happiness to get a high pop. Third, you'll be whipping the bajeesus out of your cities anyway.

Thanks Rex. I'm looking to improve my warmongering during this game.
 
Lurker comment

Warlords has indeed changed prophet research preferences; masonry has moved to fit in between mysticism and CoL so you now have to lightbulb up to DR before you get CoL/CS.

:gripe: at Warlords. Why have they made CoL such an unobtainable tech? It will be ages now before we get courthouses up so those cottages are all the more important.

As for our army, I think a minimum of seven Immortals and two axes are needed to take Karakorum. Factor in the RNGod and a few extra won't hurt. Genghis is not protective so I see no great need for cats and we're far away from Construction. The prophet will be born in 33 turns whether we do anything about it or not, so I guess we just sleep him for a future golden age.

"Yeah, OK, that's great Zoroaster, but could you like... go play Solitaire for a while or something?"
 
Genghis will be gone long before cats would be available (otherwise we SUCK!!!), so they aren't a factor in this war. Either we stash him to lightbulb a better tech, or we make him a super citizen in which case he will add 5g/2h to that city... given our financial state this might be the best thing we can do with him.
 
Pre-turn
- Change research to col path.
- Change pasargadae to make axe instead of immortal.

Turn 1
- Immortal done in Persepolis, order next immortal.

Turn 2
- Kill barbie with fogbuster
- Axe ready @ pasargadae, immortal next.
- Khan is building a pasture. Keshiks? Nty, attack before he gets it pastured and steal worker.

civ4screenshot0002yo0.jpg


Turn 3

- Immortal done in Persepolis, order new one.

Turn 4
- Troops to Khan borders..

Turn 5
- Borders of Susa expand!
- Declare WAR!!! Khan, we are tired of your fluffy hat!
- We get some "You declared on our friend" diplomacial cries.
- Captured worker too. Let him finish pasture so we can use it later but no road yet.

civ4screenshot0003gt0.jpg


Turn 6

300-movie03.jpg

TONIGHT WE DINE IN HELL!!!!! -said the wnb spartan troops of Mongolia.
(If you don't want 300 spoilers, don't watch what happens when persians reach the troops of Khan :lol: ) Brought to you by, sucky movie spoiling bad quotes -company®

- (move units closer)

Turn 7

- Move units closer, next turn is the big BOOOOOM.. of spears and horseys.
- Poor immortal who didn't make it with 1st group was sended to explore Khans second city.
- Both Pasargadae and Persepolis start Library.

Turn 8

- Karakorum downed! First units were a pure suicide, we lost two Immortals. One lucky guy earned 4 exp from winning against an archer with under 10% odds!
- We steal a worker there.
- Karakorum only has 4 flood plain tiles.. and two desert tiles just by the city.

civ4screenshot0007gx0.jpg


Turn 9

- We are on 0% research with +2 gold...
- To end this war quickly I order troops to take the last city of Khan!
- ..and within same turn we raze it. But there's a third city in east!
- MM Persepolis to work newest cottage too, got research glider up to 20% with -2. Raising it even more would take too much money compared to how much research we get so I keep it there even as we have 230 gold.
- There's a barbarian city in our marked city-site (which was supposed to be planted over oasis-tile?!) :shake:
- We get a great general in Pasargadae. Not sure what to do so I leave him be.

civ4screenshot0008hi9.jpg



Turn 10

- Start moving healthy units near Khans 3rd city. It has 2 archers guarding it.
- Promote and move wounded units to Karakorum for healing.
- That barbarian city has 2 archers guarding it. Should we leave it be and take it when we can pay up the maintenance? I shall keep our fogbusting Immortal guarding it so atleast if anything comes outta there they won't get far :trouble:

Turn 11
- Zzz

Turn 12

- We have healthy issues on our cities. Apparently having multiple cows only helps for +1 and that's really all we got. No forests, no anything. We aren't connected with any other civilizations yet.

Turn 13
- Zzz

Turn 14

- Attack 3rd city and raze. We lost our combat3 immortal [pissed]
- We stole a worker there.
- Khan is dead and we are the score leader!! :dance:

Turn 15
- Zzz

And so we end this war in one turn-set! I sent the scout to explore Hattys land and one Immortal from our assault strike to scout Brennus. Couldn't do much to our economic situation, cottaged some floodplain tiles and made some pastures and even a road network. Troops are on their way back to Persepolis. So.. who's next :whipped:

Oh and boy I was tempted to change all troop names to "Bob" or "Sarah".. instead of city codenames, but naaaah didn't :lol:
 
good job.:goodjob:


sealot said:
I sent the scout to explore Hattys land and one Keshik from our assault strike to scout Brennus.
and you meant immortals not keshik, right?
 
- There's a barbarian city in our marked city-site (which was supposed to be planted over oasis-tile?!) :shake:

The barbs know quality when they see it, though I'm somewhat worried that our city placement scheme seems to be inferior to the barbs. :crazyeye:

Great work, Sealot. Now it's up to the next player to direct our Immortal armies. Whom do we dislike more, Brennus or Hatty?

THE ROSTER:

azaris
Orion071
dawn
Sealot (just committed khanicide)
eznihm (UP for 15 turns of warmongering)
Aoxomoxoa
Codeman
 
That oasis tile was blocked by fog when I placed the marker.

Nice battle and well done wiping the plains with Khan. :goodjob:
 
24 hours are up and no sign of eznihm since the game started. I think we're going to skip. If Rex wants to play a turnset he could grab the save, otherwise I guess we move on to Aoxomoxoa.

crap, i'm sorry - i was out of town. i'm back though. i guess the round is being played - i'll follow the thread more closely this week.
 
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