CTIV-1: The Turtle Game

Blackluck, do you want to do a one-turn swap with Scowler? Don't do it if you can't be done by Wednesday.
 
That's fine.

What I'll try to do tonight is to put together a revised dotmap. I'll treat the Egyptian city as a future city of ours in the dotmap.

Whatever happened to our galley?

We should probably focus on markets and economy the next few turns. We need $$
 
I fooled around with a northeastern dotmap this morning at work; my first ever dot maps, so be nice :p

Here are three different versions, each w/ pros and cons:

A:
adot.jpg



B:
bdot.jpg


C:
cdot.jpg
 
I think I prefer green dot to the alternatives, as it gives us some benefit from the desert tile, and all three resources are immediately available within the inner ring. Not sure about the other cities, though.
 
*nod*
I was trying to figure out how to get the two floodplains and the ivory incorporated into a city as well. If we did green dot, then move red dot 1 tile to the SW, would that work? It'd bring red dot away from the coast; the question is, are they stronger tiles than 4 ocean squares (with no resources.)?

I think the overlay with Bangalore is acceptable, as it's doubftul the former would ever grow to utilize all its tiles.
 
What about sealing the west border? If we won't seal it, we can throw all the dotmaps in 10 turns away, because Hatsy will build one or two more cities on our grounds.
 
I'm more interested in resource acquisition than landlocking. If Hatty (or Liz) gets another city in the West but we still get the Wines, Ivory, and Stone, then that's fine by me.

While we would like to have as much of the continent as possible, we don't want to bankrupt ourselves by placing too many cities.
 
The courts are two tiers away :(, but when acquired should give us a big kick. Let's see the situation after Blackluck builds some more markets.
 
ucel said:
The courts are two tiers away :(, but when acquired should give us a big kick. Let's see the situation after Blackluck builds some more markets.

Yeah, we definitely need to get Code of Laws. Once we do, we can spam the heck out of the place :crazyeye: ;)
 
Green dot looks like the way to go for me. If England or Egypt wants to build cities in the SW, that's fine. Our culture will be dominant there and we can always take them later :hammer:
 
Ceding the sw to Hatty or Liz isn't such a bad thing; that'll ratchet up their maintenance costs, and, should they ever declare on us, would be very difficult to defend. Or as Mike observes, we'll flip them anyway. :)

We have a concensus on green dot; any thoughts on red dot?

Even though these cities will have to wait, I'm thinking of having settlers ready to go in the event our neighbors try to the settle those lands. We'd take a hit but wouldn't lose them.

Markets places will be started my turn, but I imagine they will not get completed until Scowler's up.
 
Do we need another city up there? That's a lot of overlapping tiles, and I don't spot any sea resources. I'd be inclined to settle green dot and be done with it.
 
Here's another mini-dot map :)
I'll defer to the group, obviously, but with maroon dot, we pick up the corn, the ivory, and five river tiles (two of which are floodplains.) That turns into a lot of population and commerce. I simply don't know if that's enough to overcome city maintenance costs, but in my experience it's generally been better to use those tiles more often than not. If nothing else it looks to me like a nice great person city.

ddot.jpg
 
Here's the $64,000 question: is maroon on a river itself? doesn't look like it.

I think we would settle green dot first; I don't think the AI will settle in there (build Obelisk first in green dot) once explanded. Then we can settle maroon at our leisure.
 
pre-turn: 900 AD
Everything looks good ...
where's this settler pair going?
set.jpg


hmm. I'll send him down to green dot; I will not make a city yet, though, as we are only earning 6 gpt and have 16 in the treasury :eek:
Markets are in the queue in many towns, machinery due in 9

Turn 1: 920 AD
Lizzy wants to trade again. *stays out of doghouse*
I politely decline. ;)
Madras worker starts on another farm (see notes further down)
Another settler pair.
set2.jpg


I head them down south, but again won't create a city 'til our poor economy stablizes (avoids incendiary political comment :crazyeye: )

Turn 2: 940 AD
Hatty offers a tech trade!
trade.jpg



Calendar + 120 gp for construction. Calendar is on the same path we are following. The only downside is it obsoletes obelisks, but we can live with that.

This clearly falls within the edict of our founding father, so I agree.
Much needed cash added to the treasury!
Thank you, Hatty. :queen:

While covering a worker chopping tundra forests (the nations enviromentalists cringe), an archer unit espies Liz looking to settle the southern frontier

interlopers.jpg


Settler pair moves one more tile to the south; by the time we are ready to settler, there may not be any room left.

Haven't seen any of these guys for a while
(shoot, Indian photographer bungled the photo.
It's a barbarian archer near Green Dot.)

Settler pair and escort hunkers in the forest, horse archer moves back to tackle threat.

Turn 3: 960 AD
Lahore finishes Buddhist temple; monastary in two, or market place?
I adhere to the mission and start a market place. Lahore will grow to be unhealthy in one more turn; hiring specialists increases science beakers slightly .... but ...

Note: Anyone know what 'forced' means when assigning specialist? I don't usually use specialist in small cities, but nor am I faced with health concerns either due to no trading :lol:

At any rate I put Lahore back to normal; -1 health won't hurt here.

Barb archer poofs out of existance.

Turn 4: 980
Bangalore finished temple.
Market place in 22 turns, or harbor in 12. Both yield +1 gold (50% trade routes, earning 2; 25% commerce, earning 5. Both = 1, so I build the harbor due much earlier.) Same reasoning applies to Bombay, harbor in six.

Calcutta, A-M both start on marketplaces.

Horse archer finds barb archer, attacks and wins; I take promotion to combat 1, start healing. Note: Horse archer still has more promotions to spend, which I did not take.

Settler pair starts towards Green Dot.

Barb Galley sighted off coast. Our galley is no where to be seen.
Bermuda triangle?

No! The cowards are hiding in Bangalore's port.
I send them south (they can't go north since we do not have open borders)

We're making only 4 gpt; I make a decision and disband all unpromoted warriors. Unit upkeep is costing us 5 gp.

Uhm, that's two warriors sent to retirement; I earn + 1 gpt. We have a lot of unpromoted archers, but I won't disband them unilaterrally. Personally I feel we can disband a large number of our standing army to help with income; still paying 5 gp in unit upkeep.

Turn 5: 1000
Jungle clearing done; Madras has more improved tiles than they are working.
I don't know what to do with him ... so I decide to chop trees outside any city radii but still within cultural bouandries.

Someone want to clue me in here on worker choices? Usually I farm plains and cottage grassland tiles; in Madras' case, it's just the opposite: The grasslands are farmed and the plains cottaged.

Settlers in place, just waiting for the economic doldrums to pass.

Turn 6: 1010
Marketplace in Madras done! Income jumps to 10 gpt
Really want to make an elephant here ... but instead choose granary for additional health.

What to do with the other worker? I start a road towards town.


Turn 7: 1020
Dehli finishes another marketplace!
Research wealth, now making +24 gpt.
I keep research at 50, since machinery is due in two, and I think we need to have a bit in the treasury for the unforeseen disaster.

Turn 8: 1030
Madras completes granary, starts wealth.
202 gp, + 27 gpt.

Turn 9: 1040
Machinary in, choose Lit due in 3
Bombay finishes harbor, choose monastary for increased culture (would like to get the silver close by if possible)

Galley wins the first ever Indian naval battle against a barb galley. The crew celebrates! (I wanted to attack but alas didn't work out.)

The first water mill is being constructed in A-M.

I change science to 70%, Lit now due in 2. A new tier awaits. I decide not to found new cities just yet.

Turn 10: 1050 AD
Lahore complete Marketplace. No gpt increase. Builds monostary due in 2 (then recommend aquaduct there for health)

Summary:
Marketplaces completed in major cities has helped with gpt.
Science running at 70%, Lit. due in one turn. Still, at 70 only earning 7 gpt.
I held off with new cities, wanting the economy to stabilize further before planting more cities.

oops: the save
View attachment 108324
 
Downloading save now...

Right, I've had a look at the state of play and the first thing I noticed was this:

Civ4ScreenShot0000.jpg


Since I haven't got as far as pressing turn, I'm going to make the following suggestions before I start:

I'm inclined to move the settler 1 square south (i.e. W of the corn) and settle there right NOW. Our borders will expand before those of Hastings and will put the English city under immediate pressure. I'm also not keen on the fact that settling in the current position would cause a significant overlap with Calcutta. If we move south we lose a desert (correction: 2 deserts) and gain a mountain and a tundra (but a tundra with fresh water).

In the meantime, Lahore is unhealthy and due to grow again in 4. Current build is a monastery due in 2, to be followed by an aquaduct due in 5. I'm therefore proposing to employ a merchant, which will give us +10gpt and slow Lahore's growth so that it occurs in 7 (as in screen) - coinciding with the completion of the aquaduct.

Comments on either of these proposals?
 
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