Is that sarcasm?
Coming from CaterpillarKing? I doubt it
Is that sarcasm?
Coming from CaterpillarKing? I doubt it
And I'm not usually sarcastic unless it's very obvious. I don't want to offend anyone.
were scarce enough already, settling the western river as soon as you found the Mayans to deny them valuable land, etc.). Your mistakes are mostly technical in nature; they originate in Civ4's mechanics contradicting your intuition. That's just how it goes in the beginning; I'd like to see the player who understood, right when playing the first few games, that plains mines producing 4
per turn yield less production than grassland farms producing no
at all. :crazyeyes: This is another example of Civ4 acting obtusely and defying first impressions. Drill I melee units don't get to pursue the Drill promotion line any further. Drill III/IV are amazing promotions, particularly for city defenders; Drill I not so much.In addition I completed the quest to train 10 swordsmen and I got to choose reward. I chose Drill I (1 extra first strike) for all melee units.
That looks like a very strong location once you can remove the jungle and improve the sugar. A good move on all counts; you've savedIn addition my swordsmen on exploration discovered barbarian city south-south-west from Wonsan and captured it. Gold and 3 sugars within its BFC, and some floodplains too.
and
on a settler, explored the surroundings, and perhaps most importantly in the short term, you've gained ample
from looting to fuel your research. Since Pusan also needs its food resource (bananas) badly, consider teching Calendar directly after Maths to add plantations -- with 290 gold in the bank, you should still make it to Currency after Calendar at 100% research. Currency is the key economic tech in the early game because (1) it instantly unlocks extra
that doesn't consume food or require worker labor, i.e. +1 trade route per city, (2) you can start converting
into
by building wealth, and (3) you can start trading gold for techs or resources in diplomacy.This may actually work out best for you.And someone else beat me to great wall 1 turn before its completion.
The missed wonder awards you lots of consolation
when you most need it for your research; that's an advantage which the Great Wall's actual effect might not have made up for, although Raging Barbarians makes the wonder more attractive than it usually is.
invested into the Great Wall effectively doubles with stone connected, you have converted 1
into 2
in this manner -- in this scenario, fresh Financial riverside cottages at 0% research would have been half as efficient in generating
as grassland mines. Organized Religion and Forges increase the exchange rate even further.
by itself.
.Seeing as you have founded your own religion, you must consider the effects of the Apostolic Palace as you proceed. Religious buildings of the Apostolic faith give a permanent bonus of +2I need to train some missionaries. And more workers. And more troops to defend against raging barbarians. And I really need to go to sleep now...
per turn apiece. If you switch to Organized Religion to produce the religious buildings, you'll start making a net profit from the invested
quite soon. Slight bit of number-crunching spoilered: 4x = (x - 12) * 6
<=> 2/3x = x - 12
<=> -1/3x = - 12
<=> x = 36
City size 6, OrgRel, Forge
10 hammers per turn (working city tile, grassland farm, 2 grass cottages, 3 grass mines)
Build order:
(A)
T0: Wealth, 12 [= floor(10*125%)] hammers (12 total)
T1: Wealth, 12 hammers (24 total)
T2: [...]
T5: Wealth, 12 hammers (60 total)
(B)
T0: Monastery 15/60
T1: double-whip both cottages -> Monastery 105/60
T2: Wealth, 15 [= floor(12*125%)] hammers (15 total)
T3: Wealth, 15 hammers (30 total)
[...]
T5: Wealth, 15 hammers (60 total)
of overflow for later builds (including gold from failed wonders).

invested into the Gardens, so you may want to pre-chop the forests around Seoul once the granary in Namp'o has been chopped out (good move, by the way), because these will yield 60
apiece (75
if Seoul already has a forge or Organized Religion, 90
with both) -- in effect, that's as though you had double the number of forests and workers in the area, for the worst-case scenario. Production overflow from the aqueduct will also be doubled if you build the Gardens right afterwards.
I'm not sure if you need those aqueducts. I can't look inside your cities, but unless you're sitting at theBuilding more cottages, plantations, and city infrastructure.
cap with no workforce to chop jungles, building the Hanging Gardens, or playing as the Ottomans with their amazing unique building, aqueducts consume 100
that you could be using for something different right now.
that could have been used to build 150
instead; therefore, it has to make up for this amount of money by the boost that it provides before it actually turns a profit.It's not the percentage that matters, it's the absolute numbers that you should take as your point of reference.Traded some tech, and it seems that contest is fairly even. Treasury fell below 100, despite of money income from trade, and I had to drop research down to 50%. I won't make new city until I get that back up to 70% at least with some income!
roughly balancing out. If my empire was producing 72 beakers per turn at 90% science and losing 20 gold every turn, or 40 beakers at 70% while gaining 9 gold per turn (I have arbitrarily drawn these numbers out of unspeakable places), I would obviously be lagging behind you in tech.
) and 100% (burning your
on research) because all other configurations cause you to lose beakers/gold due to rounding down (Civ4 generally floors all floating-point numbers), particularly in cities with libraries, markets, or other buildings that amplify
/
by a given percentage. This concept is called binary research. If you strongly dislike it, though, you don't need to implement it; the difference is noticeable, but earth-shaking only to a seismograph.
rather than money.
is converted into
or
depending on your sliders; to wit, at 50% research, half of your trade route income per turn produces
. If you can produce
by other means than by converting
, such as by building wealth or running Merchants (i.e. your
/
become
), this allows you to get more
from
, since less
needs to be converted into
each turn. Conversely, you could try to sit at 0% science while obtaining research power from converting
into
(by feeding Scientists in Caste System, which will eventually produce Great Scientists for vast amounts of beakers from "lightbulbing") or
into
(by building Research after teching to Alphabet).Another possibility would have been to build spies rather than scouts, because you can extract further profits out of them later by conducting espionage missions; they can also use all roads and may always enter cultural borders. What's more, since they are (mostly) invisible, they cannot be threatened by random barbarians in the wilderness. Spies are more expensive, though; if you needMade 2 scouts to explore Maya territory and it seems my own empire isn't too shabby by comparison. I've got 6 cities against Mayas' 4, and mine are bigger (now).
in the short term, scouts are best suited for mapping out friendly territory.Another clue is that the city name is on the Mayan list, although I could hardly tell the difference if I didn't have this circumstance memorized for some reason.Though it looks like Montezuma has got at least one city from Mayas: it had much bigger % of Mayas than Aztecs when my scout discovered it.

As you've already noticed yourself, if you're planning for war, you should rather take the Mayan cities. The Aztecs are further away from your centres of military production, so logistics become an issue and you probably don't want the Mayans to bisect your realm after the campaign. On higher difficulties, you would also suffer from an obstructive increase in maintenance costs due to the Aztec cities' large distance from your palace.Should I improve my relations with Mayas by helping them against Aztecs and capture some Aztec cities for myself while I'm at it...
in his cities.I wonder if you can get the bonus from circumnavigation.Still much more to explore.
Why help the Maya out? You should declare war on the Maya and gobble up as much of the Mayan land as possible before the Aztecs can get to it.
Well, this will also hold true if you take the war to the MayansAnd while I fight war on Maya territory, it is the Maya cities and infrastructure that are in the harm's way instead those of my own.
, but your decision not to attack yet likewise seems reasonable to me. Your advantage over them will only grow larger every turn, anyway, as long as your empires keep expanding at a similar rate, and the longer that you keep the non-threatening Mayans alive, the longer will they give the Aztecs something to waste their
on. Absorbing the Mayans right now would strengthen your empire tremendously in food and production, but it's questionable whether you have built the necessary army for total conquest yet; and maintenance costs would rise, likely impeding your research in the short term, just as you were introducing yourself to war-crazy Montezuma's neighborhood. Besides, if vassal states are enabled, it may be advisable to tech or trade for Feudalism, so that you can get Pacal to capitulate to you instead of conquering him.
TwocatapultsHWACH'A probably wouldn't have sufficed for an extended campaign, although lousy 1-pop cities like Oxhuitza could probably still be captured with their assistance. The problem is that siege (a) bombards city defenses very slowly in small numbers, giving the defender time to reinforce and (b) tends to die (or retreat after suffering heavy damage) in large numbers when actually attacking, so you'd better bring 6-8 of them unless you can afford to wait for your siege weapons to heal.

For just repelling the Aztecs' attack by crippling their stack, your force would have sufficed, I think; for conquering the Mayans or taking the Aztecs' core cities, it probably wouldn't have. I didn't know exactly what you were aiming at with your planned intervention. Still, I'm in favor of bringing 33%-50% siege weapons to any party, unless it's a 2-mover invasion (horse archers, knights, cuirs, cavalry etc.).It would have taken much more turns to build that many units.
Well, nobody can say that you're not living up to the challenge you've set for yourself. All that's missing on my bingo card now is a Mongol incursion.Oh man! I just had fight against Attila the Hun, and survived with light casualties!

I don't know which technologies the Barbarians receive at the start of the game on Noble difficulty, but they always research very slowly and can't pop borders, so their underemployed workers often produce road spaghetti to pass the time.But man, barbarian workers have been busy building roads!
That's an excellent wonder, I hope you'll land it.Seoul is building Great Library
The reason is that the Hanging Gardens add +2 Great Engineer Points every turn. In fact, GPP pollution from wonders makes it preferable to spawn desired Great People outside of your capital by planting the National Epic in a food-rich city (Nat. Epic + Great Library in the same city is optimal, of course); otherwise you risk receiving a Great Artist from the Mausoleum, an otherwise valuable wonder, or some such nonsense.For some reason there is 40% chance of great engineer even though I haven't run engineer specialist. I had got great scientist earlier becouse at first I didn't notice Seoul had scientist specialist and I didn't want mix great person point pools, but now it is 60/40 between prophet and engineer![]()