CTIV-1: The Turtle Game

I would think Obelisk > Barracks. I agree, it's going to a little while before that city is anything more than a glorified fort, but I don't have a better idea at this time.
 
ChrTh said:
I would think Obelisk > Barracks. I agree, it's going to a little while before that city is anything more than a glorified fort, but I don't have a better idea at this time.
lurker's comment: Can you build walls? If it is going to be the front line ...
Don't recall off the top of my head what the required tech is for walls, but if you have it ...

Edit: Masonry is the tech and you learned it in 2280BC
 
Walls is a good idea (iirc it requires Masonry, which we've researched). However, it's a little too soon for the AI to declare, so while I think War is coming, I don't think it'll get here yet. I think Rax first is a better bet.

We don't have stone anywhere, do we? Dag ...
 
(0) 1800BC
Transfer a citizen from the forest to the ivory at Bombay: obelisk drops from 5 to 3 turns, while city growth continues at its current rate. This also gives us a slight research boost (not enough to gain a turn on Poly, alas).

(1) 1760BC
Madras founded:

Civ01.jpg


Our warrior there promotes to Wood1 and hunkers down to heal for 2 turns.
Meanwhile, Hatty has a warrior just to the south of the horses, so she definitely knows they are there!

(2) 1720BC
Poly comes in and work starts on Meditation (due in 4)

(3) 1680BC
Obelisk ready at Bombay. I had been planning to build an archer there, but looking back it seems I must have clicked barracks instead :smoke:

(4) 1640BC
:coffee:

(5) 1600BC
Our worker finishes on the corn, giving us a health boost. There don’t seem to be any urgent tasks for him, so I decide to sent him to start building a road towards the horses, which will save time later when sending a settler out and connecting them up.

(6) 1560BC
Meditation comes in and we switch to Bronze Working (due in 5)
Barracks finished at Delhi, so we start on an archer to accompany our future settler.
Also:

Civ02.jpg


I decide not to switch at the moment as it won’t provide us with any immediately tangible benefit (I assume sharing a religion with another civ is okay prior to Theology). Hatty is currently +1 with us so no worries there… yet!

(7) 1520BC
And speaking of the little minx, we get this nasty surprise on our NW border:

Civ03.jpg


(8) 1400BC
Archer at Delhi. Seeing as Hatty is now expanding quite aggressively I decide to build a settler right away so that we can nab those horses as soon as possible – settler due in 8.

(9) 1440BC
:coffee:

(10) 1400BC
Borders expand at Bombay. I took a screenshot of this, but for some reason it didn’t come out – however, you can see the effect below.

Current state of play:

Civ04.jpg


Civ05.jpg



ROSTER:
ChrTh -- chomping at the bit
BotlGnomz
Ucel
mjj55409
scowler -- off for tea
blackluck --on the dance floor
 
Good set of turns...I agree we need to grab the horses asap...although we're going to have to see if there's any copper nearby.

I fully expected us to get converted to Buddhism at some point. That'll help if England doesn't because then Hattie and Liz will fight it out, and Hattie will leave us be (probably...not definitely).

Once we get Bronze Working next turn check to see if the forest E of the pigs can be chopped for Madras (if you mouseover the Axe it'll tell you which city they'll go to).
 
[scrap that - wasn't thinking clearly!]
 
Got it.

Are we taking the settler to blue dot? Two tiles west is closer (and thus cheaper.) However it will grow slowly until Civil Service.

Thoughts?

edit:
:cry:
Iif I didn't play now it wouldn't be until tomorrow evening til I could take my turn, and not wanting to hold everyone up I made choice. See turn log. :)
 
(IT) 1400 B.C.
Everything looks good, hit enter.
Are we taking the settler to blue dot? Two tiles east is closer (and thus cheaper.) However it will grow slowly until Civil Service.

Turn 1 1360 B.C.
Bronze Working comes in, adopt Slavery. Copper east of Delhi, and way far south.
bronze.jpg


Priesthood in 2, Mono in 6. The culture from a temple would help Bombay, but since we don't have a religion yet and want to hold off declaring, niether that or Mono will help. I therefore choose Horseback riding, due in 11.

I decide to road to the forest east Madras, as it only takes one extra turn, and a road might prove useful down the, uhm, road.

Turn 2: 1320 B.C.
Worker works, warrior covers.
Norther warrior is healed. What to do with him?
I decide to head him towards green dot for additional protection once we have a settler ready, as I suspect we'll have barb issues shortly.

Turn 3: 1280 B.C.
Worker works, warrior covers.

Turn 4: 1240 B.C.
Worker at forest destination, warrior fortifies while chop begins (starting next turn)

Turn 5: 1200 B.C.
Settler comes in at Dehli.
A granary would add health, but we're okay there for now (it will grow to even next turn). Choose archer to replace one I'll send out w/ Settler.

Turn 6: 1160 B.C.
Northern warrior covering worker moves to cover settler instead. Send garrison promoted archer one turn behind to provide city protection for new city.

Turn 7: 1120 B.C.
Barracks comes in at Bombay, order an archer (only one warrior defending)
Chop done, obelisk due in 1. Send worker to road/pasturize the horses.
Warror continues southeast to green dot.


Turn 8: 1080 B.C.
Archer completes in Dehli, order worker (we only have one.)
Obelisk completes in Madras. We have barracks in Delhi and Bombay. Do we need another?

IMO, no, even though it's a frontline city. I choose walls, instead (although obviously this can be vetoed!)

Turn 9: 1020 B.C.
Executive decision: I hope I'm not crucified for this, but I decide not to settle blue dot: It wastes too many tiles, and is too far removed from our core.

Two tiles west is slightly cheaper, and easier to defend against barbarians/future aggressors. It will eventually share two tiles with green dot, but I think that's acceptable. Hopefully this isn't :smoke:
With some trepidation, Bangalore founded.

bangalore.jpg


Order a lighthouse.
Head archer out to uncover more land to the east.

Turn 10: 1000 B.C.
First barbarian sighted southeast of Banglore.

1stbarb.jpg


Workers are roading horses, next turn they start on the pasture.
Keep science at 100 even though it's -5gpt. Horseback riding is due in two. After that might want to turn it down to 90.


The emerging Indian super power:
indiac.jpg


Still lots of room and resources to the south:
rsv.jpg


And the save:View attachment CTIV-1 BC-1000.zip
 
I got it. My only concern with the placement of Bangalore is that it misses the corn...I'm not worried about it conflicting with Green Dot, because Green Dot is moving 1 tile SE to grab the copper.

I'll be playing tonight during the Pack/Lions game.

ROSTER:
ChrTh (UP)
BotlGnomz (On Deck)
Ucel
mjj55409
scowler
blackluck (Just batted)
 
Turn 0 -- 1000 BC

Or I could just play now.

I swap Lighthouse in Bangalore to Obelisk (knock it back one on the queue). I do this because I think there will be enough food for it to work with for a little while and there's no need to rush to Lighthouse; I'd rather get the culture pumping.

Everything else looks ok.


I hit enter

Turn 1 -- 975 BC
More Barbs, I move some Archers from Delhi to intercept.

Turn 2 -- 950 BC
HBR comes in, I order up up Priesthood (2 turns)
Bombay completes Archer, I order up another Archer. I'm going to use this one for Barb Hunting.

IT: Archers beat Barb Warriors x 2

Turn 3 -- 925 BC
Delhi completes Worker, starts Settler (due in 7)

Turn 4 -- 900 BC
Priesthood in, start Monotheism (the Polythiestic Priests--just formed--are about to be in for quite a shock) (due in 6 after dropping science to 90%)

Turn 5,6,7 -- 875 BC-825BC
Horses come in, further road between Bangalore and Madras (want to get the pigs online once Madras expands)

Turn 8 -- 800 BC
Barbarian archers attack, and lose to our Barb-hunters.
Madras expands, start building Pig Pasture

Turn 9 -- 775 BC
Nada

Turn 10 -- 750 BC
Monotheism comes in. I don't revolt to Organized Religion -- yet. Let's discuss.
I choose Iron Working for our next research, but it can be changed (Metal Casting is muy expensive at this point (20 turns), while Writing is cheap (4). IW is 9)

Delhi builds Settler, start working on Horse Archer (for more Barb cleanup duty). Pigs should be online in time before Delhi or Bombay grow again.

I finished a Cottage outside Bombay and am starting a road between Bombay and Madras. This is necessary for defensive purposes.

Our Barb-hunting Archers are currently "fortified until healed". I have left the Warriors on the hill top where I think we should settle our next city (as opposed to the original green dot)--at least, that's where the settler is headed (not on a go to). The archer that is travelling with the settler has City Garrison II -- so keep him in the city! :crazyeye:

Here's the save:
View attachment 107162

Item to discuss: Do we make Buddhism the state religion, revolt to Organized Religion, and train Missionaries and convert the whole nation? I think it's a worthwhile venture. What do y'all think?

ROSTER:
ChrTh (Just batted)
BotlGnomz (UP)
Ucel (On deck)
mjj55409
scowler
blackluck
 
I would switch to Buddhism.
It would help with culture (temples) and allow Delhi to grow more (happiness.) It would also let us skip writing for the nonce (libraries are culture, too, but we're not generating much science at this point.)

On the Bangaloe placement, I figured another eastern coastal city could grab it (when we're ready for the next wave of expansion, that is.)
 
Blackluck said:
It would also let us skip writing for the nonce (libraries are culture, too, but we're not generating much science at this point.)

:eek:

Skip writing? :gripe:

(in other words, you might want to review the Variant rules :D )
 
Blackluck said:
No, I meant for the next tech choice :P

That's what I figured, I just wanted to drive home the point to the team :D

Question, though: Does Civ-4 work the same way with tech research that previous versions did, i.e. if another Civ we have contact with has researched it, it's cheaper/quicker for us to do it? If so, that may be a reason to go for Writing first, because that will give the neighbors a little time to get Metal Casting...
 
ChrTh said:
Question, though: Does Civ-4 work the same way with tech research that previous versions did, i.e. if another Civ we have contact with has researched it, it's cheaper/quicker for us to do it? If so, that may be a reason to go for Writing first, because that will give the neighbors a little time to get Metal Casting...

Yes, devaluation occurs as Civs learn a tech. The more that know it, the cheaper it is to research.
 
ucel said:
Go to the Strategy Articles, it's explained there.

UGH. I liked mjj55409's answer better. I'll quote Jimmy Buffett: "Math Sux" ... and considering how the game calculates it for you (unlike combat), why would anyone need to know that much info?

Has anyone seen BotlGnomz? I know it's way less than 24 hours, but I'd gotten used to the 5-hour turnaround times :crazyeye: :D
 
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