CS-1 - Farmer's Paradise

DURF! I finished this at 4am, so give me a break :D

Suggested Dot Map:
Dot Map.JPG

View attachment 116380
 
Got it. I will play tomorrow during the day (Europe time).

I quite like Woebearer's dotmap. One exception though. I think blue dot needs to be on a river. It will be our specialist city due to the high food. So move that 1E? Or rather 1NE and pink dot 1N? I can't say with certainty which of the tiles ar floodplains. I think it has the most like it is now, but will it have enough health then?
 
Eh, who needs health when you have a massive food surplus? :)

For happiness, do we just get by with religion for now and not need the ivory and gems?
 
I really wanted that site to be on the river, but end the end it just killed me to see those floodplains to the west go to waste. We could move Blue and one to the west, Cream one south. I didn't draw them in the first DM, cause I was in a rush, but we should attempt a row of three eastern cities covering (from north to south) Crab/Horses, Cow/Coast, Wheat/Flood Plains.

Damn, I can't visualize it.... hold on:

Eastern Dot Map.JPG
 
We actually lose only 1 health with the original blue dot placement as we have now 2 forrests in the fat cross.
I think that's not too bad and we should use the original dot.
 
A change of plans for tomorrow gave me yet another night to waste on civ. :)

(0)1600BC:
change Moscow to warrior. It's too dangerous in 1600BC to only have one warrior guarding your capital.

(1)1560BC:
meet the first barb warrior
change St. Petersburg to worker

IBT:
The barb doesn't attack. Fortify warrior on forrested hill where he will remain as a guard for the rest of my turns.

(2)1520BC:
order another warrior in Moscow (for blue dot)

(3)1480BC:
Saladin's warrior took the barb out.

(6)1360BC:
Moscow: warrior -> settler

(8)12800BC:
Polytheism in -> CS (64 turns!)
Moses born and used.
Priest assigned to hard labour again.
Barb warrior north of Moscow, send one worker a few forrests up.
Whip worker in St. Petersburg.

View attachment 116420

View attachment 116422

(9)1240BC:
St. Petersburg: Worker -> Warrior
Barb warrior neat Moscow retreats
Look what I found!!! No more discussion of that city placement I guess. :)

View attachment 116421

(13)1080BC:
St. Petersburg: Warrior -> continue Library

IBT:
Saladin cancels OB. Can't say I didn't see that coming.

(14)1040BC:
Barb warrior approaching blue dot.

(15)1000BC:
CS in -> Masonry. Can be vetoed for The Wheel if you think getting the copper hooked up is more important. I am unsure.
Moscow: Settler -> continue Library.

View attachment 116423

The Settler is on the way to blue dot and has a warrior waiting for him there. There was a barb warrior roaming around.
St. Petersburg's worker is in the city. He's on the way to mine the Copper. Might be necessary to move one warrior in that direction this round.

View attachment 116424

EDIT:
I have NOT changed to Bureaucracy.
 
I think that Masonry is indeed the way to go, didn't count on the gap Prophet gap for CS to take that long to fill, we are now behind the test projection. However, we are in good shape, and can pump a lot of production out of the plain hills. Also, we have two forests that are not in a proposed city radius to chop (NE of Moscow), and if we think it is necessary we can chop two in Moscow's radius as well with minimal effect.

Don't have the game up, but do you think its possible to put the Pyramids in St. Pete and take advantage of a full Engineer GP city?
 
We can chop at least one forrest in Moscow (one grew during my turns).
We might want to chop two more and use one of those for a worker now. That way blue dot could grow right away and be our settler/worker city for a while.
Then Moscow could work 3-4 mines. The 3rd mine is being built right now.

Moscow is the only place where we can have a chance to build Pyramids. St. Petersburg is far behind in development and we need a city for axes as well.
 
Great turns Sina! We are obviously behind Projection because of not building Stonehenge, anyway, if we can grab Pyramids, we'll be in a strong position indeed.

Roster:
chriseay - On Deck
beestar
Morred
Woebearer
Sina - Just Played
Snaproll - Up now! 10 turns
 
Snaproll said:
Got it, playing now

Wait a gosh darn minute here! You're in mountain time, and when I read this the first time this morning at work, it woulda been two hours earlier for you. That's dedication! Playing civ at 530 in the morning. :eek: :crazyeye:

The games going really well it looks like guys, though I haven't had a chance to open the save. I'll definitely look tonight, though it appears that I'll be playing too.

How's the farming going? :D
 
chriseay said:
Wait a gosh darn minute here! You're in mountain time, and when I read this the first time this morning at work, it woulda been two hours earlier for you. That's dedication! Playing civ at 530 in the morning. :eek: :crazyeye:

The games going really well it looks like guys, though I haven't had a chance to open the save. I'll definitely look tonight, though it appears that I'll be playing too.

How's the farming going? :D

I got a call about a snow delay at 4:30, so I had some extra wake up time before work this morning. Believe me, you won't see that often!
 
Ok, inherited turn. As Chriseay mentioned, I played this at 05:30 hours this morning,so hopefully I didn't screw up anything. I think we are still on track.

The new city will go on a hill? That sacrifices about half of its production potential, but I see that it's simply going to be an uber specialist city, so I'll give it a shot. Should be interesting. It would be nice to be spiritual to flop back and forth between slavery, cause this city will need to be whipped to build anything. In fact, Saladin would be nice in this kind of variant, huh? Easy swaps between caste system and slavery woulda been fun. In any case, I will defer to the teams dotmap :)

I go ahead and call for a revolt to bureaucracy immediately. We are getting most of our research money from the palace, so we should modifiy it as soon as possible, and we will need the +50% production for the Pyramids anyway. Revolt pre-turn!

Turn 1 - We come out of anarchy. Moscow still set to max growth and we have one worker building a mine for it, while our St. Petersburg worker mines the copper. Wheel should come after masonry as Sina suggested. We need fishing soon too, for the clam in St. Petersburg.

Turn 3 - Novorgrad founded and starts on obelisk. It's working a floodplains that it can pull in with the help of Moscow's border expansions, but after it grows should work a forest to speed the obelisk.


01_novgorod.JPG

Our third city founded on the blue dot.

Turn 4 - Masonry comes in but I leave Moscow on max food - set to grow in two more turns. I'm not going to build another worker out of there right now. I want to get started on the pyramids as fast as we can. I'm going to mine the last plains hill. Once that's done I'll start chopping, and I may indeed chop a worker instead of the Pyramids - I'll have to take a look when the time comes. While still set on max food the Pyramids will take... 450 turns :lol: Still, growing to size seven is necessary to work all four mines, and it won't take long.

02_grow.JPG

Only 450 turns. We are sure to get it!

Turn 5 - Start the fourth plains hill mine.

Turn 6 - Moscow grows, and is set to grow AGAIN in just two turns, which will be it's happiness limit. I'm keep letting it grow!

Turn 7 - Wheel comes in, start fishing, due in just 2 turns.

Turn 8 - Stonehenge built in a far away land. A stupid barbarian warrior kills our warrior guarding the cows in St. Petersburg - doesn't look like I'm going to be able to prevent our cows from being pillaged. As soon as I saw the warrior I moved our warrior to the cows and fortified, but he still lost. Curses. I don't see anyway I could've prevented it. I probably should have sent both warriors and left the city empty. In any case, I suggest archery after fishing... In better news, Moscow grows to size seven (already!). I set it to work all four plains hills, and the pyramids are due in 17 turns, with chops still to come. I think we've got a real good shot at it. It's producing 27 hammers (in 800 B.C.) - That's 18 raw production times 50% for bureaucracy. None too shabby.

03_build.JPG

That's better

Turn 9 - As expected, the barb warrior pillages our cows before I can take him out. And, the first barb archer appears in the south. Yes, it's archery for us. Our worker near Moscow moves to chop.

Turn 10 - And that's it. Our worker is chopping in Moscow. The next player can put it towards the Pyramids or another worker as they see fit. A worker would be better long term, if you think the Pyramids are locked up. Have fun!

04_overview.JPG

Overview

http://www.civfanatics.net/uploads11/CS-1_-_Farmer::s_Paradise_BC-0750.Civ4SavedGame
 
Good turns Snap! Once St. Pete's is done with the Library, we really need it to start cranking out Axemen, for defence and fog busting. Some confucian missionaries could be useful too.

Roster:
chriseay - Up Now
beestar - On Deck
Morred
Woebearer
Sina
Snaproll - Just Played
 
Preturn - I'm liking the looks of things, except for the fact that we don't have that many farms yet. I know we'll get on that when we finish the Pyramids.

Turn 1 - Our warrior kills the barb archer and I send the worker back to re pasturize the cows. I spy an archer coming from the south, and I make a mistake of moving the warrior out of Moscow before another can make it back. This puts us over the happy limit for one turn and we lose a few hammers. Sorry guys, hopefully this doesn't cost the pyramids.

Turn 2 - Archery comes in. I go for sailing, as I think our next couple of cities should be coastal, and we already have St. Pete. We'll need those lighthouses. Chop number 1 finishes, and we are at 12 turns remaining.

Turn 3 - Barb archers are spawning quite frequently, I think I'll follow the plan and pump out as many axeman as I can from St. Pete to bust up that fog.

Turn 4 - St. Pete finishes it's library, and I start it on an axe. I considered a barracks first, but at 9 turns I think the 2 axes we can get out in that time are more important for now. Being run over by barbs is no fun.

Turn 5 - Our southernmost warrior, with woodsman 1, fortified on a forested hill, is killed by a barb archer. Stupid barbs. We'll need to get an axe down there quickly.

Turn 6 - Cows hooked back up, I go to mine the grass hill to the east of St. Pete. Will whip a barracks there before the axe is done, otherwise we will go over happies in three turns. We'll need to watch it and make use of the whip to build up infrastructure while still getting as many axes out as we can. Novgorod finishes it's obelisk. I start it on an archer, as that seems to be where the barbs want to attack. The 2nd chop finishes in Moscow, putting us at 7 turns. I plan on chopping once more.

Turn 7 - Well damn, look at this. Another win by a barb archer over a warrior fortified on a hill. :mad: The first axemen will obviously head in that direction.
civ4screenshot00768nz.jpg

We are down to five turns on Pyramids, with a turn and a half to be chopped off on my last turn. It looks like they'll finish on beestar's first turn.

Turn 8 - Barracks whipped in St. Pete. Sailing in, onto Iron Working to try to fight off the barbs.

Turn 10 - I've left an unpromoted axe in St. Pete for the next player, and another will be done in 3 turns. Just watch that cities happiness. Moscow is on a starvation diet right now (pretty interesting concept for a farming SG, isn't it?), it has 2 more turns left for Pyramids. Scratch that, the chop came in as I was typing, so Moscow is back to growing, albeit slowly, and Pyramids are next turn. We'll probably need about 5 or so axes to take back Novgorod, and we should also start back up on settlers and workers. I think Moscow will be good for those, and St. Pete for military.

Good luck beestar!
 
All right, I'll get on it tonight. Reading about the waves of barbarians is very disturbing, I'll have to look at the savegames to really appreciate it.
 
Ouch! But we knew that could happen. That's the downside of neglecting military! But we can recover from that, I'm sure.

And we managed to pull all of our plan off! :goodjob:
 
I thought things were going a little too well. There's no doubt we ran too thin on military (all of us), and we paid for it. Oh well, lets pick up and move on! Those archers are going to be hard to dislodge on a hill. I suggest we let that city grow to size two before recapturing it so we don't have to build another settler.
 
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