CTIV-5: Peacenik Re-education Camp

Out of Pocket Until Friday

Hey gang, I'm going to need a skip until Friday. Please persevere without me :)
 
The latest roster is here. I would also like to see us get a scout up and running to search further north (or maybe one of our Woodsman II warriors).
 
I'm up and will post my report later.
 
Right, I started playing my round and there is a decision to be made that I think is sufficient important for us to discuss first.

The first thing I did was set Zion up to emphasize commerce, which improves our research times. As ruff_hi mentioned in his report, we could continue with Pottery (7 turns) or switch to Iron Working (19 turns). Horseback Riding, which gives us our unique unit is just too far off to be worthwhile at this point.

This would not be an issue were it not for the fact that there is no copper anywhere nearby. Iron is highly desirable, given the variant we have chosen, so it MIGHT be worthwhile prioritizing this in order to be sure of finding a source - especially if it is also not in the immediate vicinity.

The flip side is that Iron Working would come at the expense of commerce and research, with Pottery (cottages) leading naturally on to Writing (libraries). Do we want to risk the other civs getting ahead of us?

So, most likely options seem to be:
- Iron Working
- Pottery -> Writing
- Pottery -> Iron Working

Since the long research time on Iron would lead to it continuing into the next person's turn I felt I should put it up for discussion, as a matter of courtesy, before carrying on.
 
I'd be inclined to go for Pottery -> Iron Working, the Pottery should speed up the Iron, hopefully.

But I'd definitely been thinking of Iron Working as a priority given the copper will likely be Freddy's before we can get there :eek:
 
I definitely think pottery should be first (grainer, cottages) but I am not sure on horsies or iron after that. At this stage, it doesn't make a difference. I like our horse unit as it has unrestricted movement and there is lots of forest / jungle which will slow down our swords / axes. That said, we need swords and axes for barbs and to take out Germany.

What do they call this - classic bind and there is no right decision. How about we open World Builder and put a copper next to Zion? (Just kidding!!!).

So, to sum up, pottery -> Iron but get our commerce cranking!

Edit: If I remember correctly, we have archery
 
Turn 0 (2200 BC)
Tiles at Zion arranged to maximize commerce. Everything else looks fine.
Zion finishes: Warrior

Turn 1 (2160 BC)



*sigh*

Frederick and Qin both adopt slavery, so they now have Bronze Working.
Zion begins: Archer
Warrior promoted: Medic I

Turn 2 (2120 BC)



Obviously Qin hasn't read our variant rules :)
Zion grows: 4

Turn 3 (2080 BC)



This continent seems to be quite crowded. Should make for an interesting game...

Karakorum founded



We already have two warriors as garrison and an archer on the way so we might as well start immediately on a barracks.
Karakorum begins: Barracks

Turn 4 (2040 BC)
Zion finishes: Archer
This archer will be used to garrison Zion; the next will be sent to Kara.

Turn 5 (2000 BC)
Zion begins: Archer
We catch sight of the first barbarian!



Our worker has finished farming the rice, but I am not going to bother connecting it yet as we don't have an urgent need for the health bonus and connecting Karakorum is more important.
Tech learned: Pottery
Zion's borders expand

Turn 6 (1960 BC)



Research begun: Iron Working
As agreed we move onto Iron Working, which will take 18 turns.
The barb has disappeared back into the fog. We are safe for now!

Turn 7 (1920 BC)
:coffee:

Turn 8 (1880 BC)
Zion finishes: Archer

Turn 9 (1840 BC)
Zion begins: Worker
This worker should stay at Zion and finish connecting the resources and improve commerce.
Note: the Chinese have finished a settler, so keep an eye on it.
Another barb has appeared N of the elephants.



Turn 10 (1800 BC)
:coffee:

Suggestions for the next player:
- Zion is currently set to "emphasize commerce". It is possible to rearrange things to shave a turn off the worker, but the trade-off is losing 2 turns on Iron Working, so I don't think it is worth it.
- I recommend building a few more archers and Medic I warriors to guard the resources against barbarians and be ready to escort the next settler.
- Ideally we should try to time the settler so that its completion coincides with that of Iron Working. That way we are ready to grab the nearest iron site (assuming there IS one nearby) as quickly as possible.
- Keep an eye on Qin. I suspect he is waiting to finish another archer before he sends that settler out into the open.
- The first barbarians are out and about, but have been unusually shy so far. Don't expect this to last! Don't leave workers unprotected!

An overview showing where we are in relation to Qin and Fred:




Roster
The Duff Man -- on deck
pling
ruff_hi
Scowler -- just finished
oldbustedjorn -- up now!
ChrTh -- skipped until the 10th

The Hit List
Chinese (UP)
Germans (On Deck -- Can not trade)
Aztecs
Greeks
?????
????
 
Scowler said:
Frederick and Qin both adopt slavery, so they now have Bronze Working.
Should we just go and grab that copper just to keep in away from the Germans? This will put a strain on our finances but, hang it, this is WAR!, not "be nice and play with the other kids!"
 
This is my got it post, I should be able to play tomorrow night so we'll have plenty of time to talk.

I would think there has to be iron nearby, but 18 turns is a long time. On the other hand, if the copper is too far away, it can take 10 turns or so to get there alone! My first instinct is to wait for Iron, and if its not nearby, start crying...
 
Well, I'm a little unclear as to what my goals are, but I'll try to stay alive with the thought of barbs and taking out Qin in the future.

- I'll try to emphasize commerce when it makes sense because we pretty much need Iron ASAP
- We have a worker on the way, so I'll get it an escort and start chopping and improving as needed.


IT:

Survey the terrain... er ... battlefield...

Not much to MM, everything looks good - there are not enough food bonuses IMHO to whip so I leave that option out...

I also think that after there are enough improvements to hold the cities for a while, I'll start roading toward Qin for obvious reasons.


Press enter time (TM)...

Turn 1 (1760BC):

WERE STILL ALIVE :goodjob: ...ok, I really do have confidence in my skills... somewhat...

I decide to start pasturing the horses instead of chop, but other than that nothing happened.

Turn 2 (1720BC):

There are now three archers in Beijing, but they are still staying put...

Not that there is much chance of us attacking even if they leave.

Turn 3 (1680BC):

Karakorum: Barracks -> Archer

4 archers in Beijing -> the good thing, is that if they don't attack or leave the city, they'll NEVER get copper and therefore probably won't ever leave ... its a bad cycle (ok, I couldn't spell vicious)

Turn 4 (1640BC):

Well the settler moves out of Beijing with TWO archers. I check the % and its 16% -> I don't think so. Even both warriors attacking would be a risk for ONE archer. At 16% with a double strike archer, you may not even injure. I'm trying not to do any :smoke: this turn -> I'll save them for a more critical moment...

Pasture done, I'll road and then start a chop...

Turn 5 (1600BC):

Zion: Worker -> Archer to guard

I decide to move the worker to make a camp on second ivory. I know he'll be unprotected, but since our borders reach that far, I can move him safely (except if their were a horse archer, but I doubt we'll see those from either barbs or Qin for quite a while)...

Turn 6 (1560BC):

Judaism founded in distant land...

I honestly am just letting Qin pass by the warriors because I'm not sure what the right thing to do is - I've NEVER been to war this early in the game. Looking back, I (or someone before me) should have put a warrior right east of the city so he would be forced to attack. But then again, they would have killed the warrior before we could reinforce so it wouldn't have mattered. The next person may want to send an archer to wherever his city is to make sure he doesn't get any metal. Iron working in 6 btw...



Turn 7 (1520BC):

Montezuma adopts organized religion, might have been the one that founded Judaism...

WE CAN BUILD CHARIOTS NOW!!!!!!!!! Ok, they aren't praetorians, but at least we can kill whatever Qin builds if we get there quick...



Turn 8 (1480BC):

Zion: Archer -> Granary - I forgot about the rice there, so it can be :whipped: with a granary.
Karakorum: Archer -> Settler - will be chopped, no sense building granary yet...

I MM Zion to get granary in 3 turns...
I also start moving new archer west a bit, to bust fog and prepare for our new city there, as well as provide extra protection for a worker roading.
The other new archer goes to protect worker...

Turn 9 (1440BC):

Alexander converts to Judaism, but doesn't have the holy city...

ARGHHHH!!!! I wanted to put a city there!!! :cry: Its not fair mommy!!! This city must be razed (or is that against the variant?) :mad:



Turn 10 (1400BC):

I decide to change Karakorum from settler to chariot and think the next person should build one at Zion next. Two chariots and an archer should be able to tak...I mean raze that new city, right...RIGHT!! The settler isn't going anywhere and I'll start a chop to finish the chariot (excess should go to settler right?)

Here is whats in the city - 2 archers, unpromoted..




Iron in 2 turns (lets hope its in the borders!!), still no barbs in sight. These are raging right?

Suggestion for next player. Build more chariots to take control of the land from Qin and barbs. If iron shows up, build axemen. Period.

Some more screenies.

Argh.



More Argh.



We're in last place





Quite uninteresting turns, and I'm sorry about that Qin city, but I don't think there is anything I could have done. If we get some chariots there quickly, we should be able to take that city out. Also, we'll know if we Iron in 2 turns, if we don't - ouch...

The save:

View attachment 115625

Roster
The Duff Man -- Up NOW!
pling -- On deck
ruff_hi
Scowler
oldbustedjorn -- Just finished
ChrTh -- skipped until the 10th

The Hit List
Chinese (UP)
Germans (On Deck -- Can not trade)
Aztecs
Greeks
?????
????
 
I am not surprised we are in last, that starting position sucked. I doubt I will take the city with only two chariots and an archer. Our chariots will be underdogs against the archers so we need at least four units to pull it off.

Maybe if I pull the two warriors from the capital, but not sure I want to do that. Let's just let the city grow one and then take it and keep it.

I'll play tonight. Goals are to either get chariots rolling toward the Chinese or (ideally) get a city built near Iron so we can do some real damage.
 
hey - its like a free settler. Do we have a settler handy to grab our iron?
 
There is Iron aplenty - this distant shot shows the four locations it appeared.
 

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