Hello All,
This is the seventh map in what (I hope) will be a series of high level games for those of us who, some seven years after Civ IVs initial release, are still coming to terms with the dark arts required to emerge victorious on the games toughest difficulty settings.
In general, I will try to post a series of fairly short updates on a fairly frequent basis. But, since real life has a habit of intervening, I may have to take the occasional break.
Players of all levels and abilities are welcome to shadow, ask questions, challenge my logic, and prove me wrong. I am a so-so player at this level. Dont be surprised if I lose here and in future games.
If you should wish to shadow, you are welcome to post your own game in this thread. However, I would ask that you use spoiler tags to hide any details that relate to your particular game. Questions of an exceedingly general nature (e.g. When should I build the Oracle?) are fine.
In case you were wondering, DDD stands for "Doshin's Deity Den." I'm a simple guy, so alliteration appeals to me.
DDD VII
Deity; Hemispheres; Random # of islands; No Huts, No Events; Normal speed/opponents/settings. Random leader.
After the last game resulted in a bloody nose, I considered playing a standard Pangaea affair. But I wanted to add a different map type to the series' collection. In the end I settled on Hemispheres. Hemispheres with a random number of islands should give fairly equal land distributions, and could range from the very difficult (isolated or semi-isolated with an aggressive neighbor) to more straightforward (several neighbors, all good guys).
Our leader is...
Napoleon!
Napoleon has two strong traits:
Organized. Civic upkeep reduced 50 percent. Double production speed of Lighthouse, Factory, and Courthouse.
Charismatic. +1
per city. -25% experience needed for unit promotions. +1
from Monument and Broadcast Tower
I've not thought particularly hard about how much or how little Organized offers in the way of economic gains. The short story is that it makes early expansion a little cheaper and easier. Double production for three important buildings is also useful, especially since the Hemispheres map type will require numerous Lighthouses.
Charismatic makes an appearance for the second game running. As I said with Lincoln, this seems to be the default trait for buffing leaders of civilizations with weak UUs or UBs. This very much seems to be the case for France, which has...
The UU:
The Musketeer, a replacement for the Musketman that gains an additional point of movement. Unfortunately, Musketmen are among the poorest units in the game. Longbows serve as better city defenders for the hammer expenditure, and, although gunpowder units render Walls and Castles obsolete, the Musket's base strength of 9 can rarely cut through a Medieval stack in or outside a city.
The Musketeer does have a niche use though. Since Cuirassiers do not receive defense bonuses, Musketeers, with their 2-movements, can provide a certain degree of stack defense.
The UB:
The Salon, an Observatory with one free Artist. Eh, it's alright I suppose. Observatories can be captured, and the free Artist then grants a free border pop. The building also adds a few free GPPs to your GP farm. It's nothing to write home about, but isn't awful.
The start:
There appears to be nothing but Forests in the tiles 2E (+1 N/S) of the capital. Accordingly, I move my Warrior 1NE:
... and SIP.
More seafood is revealed south of the capital.
France starts with Agriculture and The Wheel, perhaps the strongest starting combo in the game. Unfortunately neither of these help us here. There are no tiles suitable for farming in the capital's BFC, and no rivers that will benefit from early cottages. True, I can road every tile in sight if my Worker has nothing better to do. But what good does that do me?
Since I settled on a Plains Hill, it will take 12 turns to build a Worker. It will take 15 turns to research Animal Husbandry, 7 turns to research Fishing, or 9 turns to research Mining.
In other words, if I go for a Worker first, the only way I can have him improving a tile immediately is to go straight to Mining. But my sources of food (and commerce) are unlocked through Fishing and Animal Husbandry. If I go Mining ---> AH, my Worker will have to work a non-riverside Grassland Hill, build a few roads, improve the Cow, build more roads, then more roads, then more roads.
If I go AH ---> Mining, my Worker will have to build Roads for 3 turns before he can improve the Cow. Then he will have to build roads, then mine, then more roads, and more roads, and... well, you get the idea.
So, to work a decent number of decent tiles, I need to go to Fishing first. Here is a tentative plan.
1) Research Fishing. T0 - T7
2) Build a Warrior. T0-T5
3) Start to build a Worker. T5-T7
4) Start to build a Workboat. T7
5) Start to research Animal Husbandry. T7
6) Grow to size 2. T13
7) Finish Workboat. T16
8) Return to building Worker.
I might be off by a turn or two with my timing, but I think this is the best possible opening given the start. Hammers invested in a unit begin to atrophy after 10 turns, so I don't think there will be any loss in my early investment in the Worker.
With Fishing and AH in, I can research Mining while building more WBs. I should also have scouted the surrounding land, and can begin to road towards future city sites.
Mining could be postponed in favor of Sailing. I'll see how the opening turns unfold. Suffice it to say, Napoleon receives cheap Lighthouses, my capital is located on the coast, and this is a water heavy map. I'll try to shoot for the GLH.
Barb defense will be needed also.
Save attached, for those of you who'd like to shadow.
This is the seventh map in what (I hope) will be a series of high level games for those of us who, some seven years after Civ IVs initial release, are still coming to terms with the dark arts required to emerge victorious on the games toughest difficulty settings.
In general, I will try to post a series of fairly short updates on a fairly frequent basis. But, since real life has a habit of intervening, I may have to take the occasional break.
Players of all levels and abilities are welcome to shadow, ask questions, challenge my logic, and prove me wrong. I am a so-so player at this level. Dont be surprised if I lose here and in future games.
If you should wish to shadow, you are welcome to post your own game in this thread. However, I would ask that you use spoiler tags to hide any details that relate to your particular game. Questions of an exceedingly general nature (e.g. When should I build the Oracle?) are fine.
In case you were wondering, DDD stands for "Doshin's Deity Den." I'm a simple guy, so alliteration appeals to me.
DDD VII
Deity; Hemispheres; Random # of islands; No Huts, No Events; Normal speed/opponents/settings. Random leader.
After the last game resulted in a bloody nose, I considered playing a standard Pangaea affair. But I wanted to add a different map type to the series' collection. In the end I settled on Hemispheres. Hemispheres with a random number of islands should give fairly equal land distributions, and could range from the very difficult (isolated or semi-isolated with an aggressive neighbor) to more straightforward (several neighbors, all good guys).
Our leader is...

Napoleon!
Napoleon has two strong traits:
Organized. Civic upkeep reduced 50 percent. Double production speed of Lighthouse, Factory, and Courthouse.
Charismatic. +1


I've not thought particularly hard about how much or how little Organized offers in the way of economic gains. The short story is that it makes early expansion a little cheaper and easier. Double production for three important buildings is also useful, especially since the Hemispheres map type will require numerous Lighthouses.
Charismatic makes an appearance for the second game running. As I said with Lincoln, this seems to be the default trait for buffing leaders of civilizations with weak UUs or UBs. This very much seems to be the case for France, which has...
The UU:

The Musketeer, a replacement for the Musketman that gains an additional point of movement. Unfortunately, Musketmen are among the poorest units in the game. Longbows serve as better city defenders for the hammer expenditure, and, although gunpowder units render Walls and Castles obsolete, the Musket's base strength of 9 can rarely cut through a Medieval stack in or outside a city.
The Musketeer does have a niche use though. Since Cuirassiers do not receive defense bonuses, Musketeers, with their 2-movements, can provide a certain degree of stack defense.
The UB:

The Salon, an Observatory with one free Artist. Eh, it's alright I suppose. Observatories can be captured, and the free Artist then grants a free border pop. The building also adds a few free GPPs to your GP farm. It's nothing to write home about, but isn't awful.
The start:

There appears to be nothing but Forests in the tiles 2E (+1 N/S) of the capital. Accordingly, I move my Warrior 1NE:
Spoiler :

... and SIP.
More seafood is revealed south of the capital.
France starts with Agriculture and The Wheel, perhaps the strongest starting combo in the game. Unfortunately neither of these help us here. There are no tiles suitable for farming in the capital's BFC, and no rivers that will benefit from early cottages. True, I can road every tile in sight if my Worker has nothing better to do. But what good does that do me?
Since I settled on a Plains Hill, it will take 12 turns to build a Worker. It will take 15 turns to research Animal Husbandry, 7 turns to research Fishing, or 9 turns to research Mining.
In other words, if I go for a Worker first, the only way I can have him improving a tile immediately is to go straight to Mining. But my sources of food (and commerce) are unlocked through Fishing and Animal Husbandry. If I go Mining ---> AH, my Worker will have to work a non-riverside Grassland Hill, build a few roads, improve the Cow, build more roads, then more roads, then more roads.
If I go AH ---> Mining, my Worker will have to build Roads for 3 turns before he can improve the Cow. Then he will have to build roads, then mine, then more roads, and more roads, and... well, you get the idea.
So, to work a decent number of decent tiles, I need to go to Fishing first. Here is a tentative plan.
1) Research Fishing. T0 - T7
2) Build a Warrior. T0-T5
3) Start to build a Worker. T5-T7
4) Start to build a Workboat. T7
5) Start to research Animal Husbandry. T7
6) Grow to size 2. T13
7) Finish Workboat. T16
8) Return to building Worker.
I might be off by a turn or two with my timing, but I think this is the best possible opening given the start. Hammers invested in a unit begin to atrophy after 10 turns, so I don't think there will be any loss in my early investment in the Worker.
With Fishing and AH in, I can research Mining while building more WBs. I should also have scouted the surrounding land, and can begin to road towards future city sites.
Mining could be postponed in favor of Sailing. I'll see how the opening turns unfold. Suffice it to say, Napoleon receives cheap Lighthouses, my capital is located on the coast, and this is a water heavy map. I'll try to shoot for the GLH.
Barb defense will be needed also.
Save attached, for those of you who'd like to shadow.