Deity game

gave it a try:
Spoiler :
I decide to settle 1s. I pop a map and some gold from huts. Research ag-mining-archery-bw-start wheel.
The good: Sal and Izzie find religion. Not too much fog for barbs.
The bad: not too much fog since Izzie and Sal are already closer than i would like. I'll have to hustle to get 2 cities to the s--I should be able to claim a couple of sites to the N later. Capital is already unhealthy at 5--might have been better to settle in place. Overall I'm not too thrilled with my position.
 

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Well here goes:

Spoiler :


Usually play Monarch/Emperor which helps explain my later mistake.

Popped archery then the wheel. Techs went agriculture, mining, bw (no bronze that I could see) 3 turns from AH at 2400 then plan to go pottery, writing. Met Sal hindu and Isa buddhist good news there. Builds went worker, warrior, (not sure how long till barbs enter your city at this level so thought better safe than sorry) archer,archer, just whipped settler. I was looking at settling my second city on the plains forest just up from the grassland hill.

This is where my big mistake comes in. I didn't fogbust so just below the hill is a barb city so plans for my big production city have just changed. :)

I'll have to see where my plans take me now, just hope to find some horses close.
 
Sorry about this folks long time lurker, short time poster on this site and trying to attach my save with great difficulty. Not that it is worth looking at :lol:

The save is showing on the attach files but my problem is moving it from there into the post. I think I've worked it out looking at the preview post, so here goes:
 

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Thrar:

Concerning my settling plans:

I voted for the hill, because

a) it´s a hill (helps defending the city against barbs)
b) the distance between city 2 and 3 is 5 tiles, after first borderpop of those cities there is only 1 tile left between them (4 tiles would be better, but like this, Salat very likely wont squeeze a city in because he will evaluate other spots better)

...

@ all:

This round closes today. Next round starts tomorrow. Please don´t post any saves and infos about second round BEFORE tomorrow.

For those that have missed the start of this game and second round has already started: No problem joining later, simply play the two rounds youself to catch up or play on from any save you like... ...there are quite a lot of them around:goodjob:

If someone is willing to do a short summary about the first turnset... ...this is your BIG chance, everybody would love you for doing it:)
 
Well, I don't have much to do this morning so I guess I could do this.

Round 1 Summary: Turns 1 to 40 (4000 BC to 2400 BC)

Total number of saves: 15

1. Qwertz

Research path: Archery (hut) - Agriculture - Mining - Bronze Working - Animal Husbandry.

Summary: Found Isabella and Saladin and will need to REX well to take up land. Has already built first settler.

2. Rusten

Research path: Archery (hut) - Agriculture - Mining - Bronze Working - Sailing in progress.

Summary: Found all 3 civs on continent with Isabella and Saladin having conflicting religions. Plans to settle the spices city south and will forgo the Pyramids this game.

3. Betruger

Research path: Archery (hut) - Agriculture - Mining - Bronze Working - Mysticism (1 turn left).

Summary: Met all 3 civs, with Isabella and Saladin having conflicting religions. Plans to settle 3 cities, the first one being the closest towards the AI's. Grew the capital to size 5 and has a settler due in 7 turns.

4. CellKu

Research path: Archery (hut) - Agriculture (hut) - Mining - Bronze Working - The Wheel - Pottery (2 turns).

Summary: Wants to build library ASAP so will target Writing technology. Already has first settler near second city site so was the fastest of us (I believe) to get the settler out. Did not meet Julius but Saladin and Isabella, as usual, have conflicting religions. Built a worker - archer - settler - archer.

5. Gr8scott

Research path: Agriculture - Mining - Bronze Working - Masonry (1 turn).

Summary: Has plans for building the Great Wall to eliminate any barbarian problems, and is almost ready to build it (prechopped many forests in the capital to prepare for this). Not popping Archery must have been a bummer.

6. Snaaty

Research path: Archery (hut) - Agriculture - The Wheel - Pottery - Mining - Bronze Working (5 turns).

Summary: Did not meet Julius Caesar but Isabella and Saladin once again have conflicting religions. Settled in place (wanted to move towards stone). Capital build was worker - Archer x2 - Settler (6 turns). Plan is to create two cities ASAP then backfill the tundra land later. Has a unique research path as well.

7. Druidravi

Research path: Archery (hut) - Agriculture (hut) - Mining - Bronze Working - The Wheel - Animal Husbandry (5 turns).

Summary: Settled one south of starting location. Settler in 5 turns after building 4 archers. Undecided about Pyramids, but does plan to build 2 blocking cities. And once again, Saladin is Hindu and Isabella is Buddhist.

8. DMOC (me)

Research path: Archery (hut) - Sailing (hut) - Agriculture - Mining - Bronze Working - The Wheel (3 turns).

Summary: Buddhist Isabella and Hindu Saladin are around. Plans to build two blocking cities but may want to settle a city further south. Will likely whip settler then create Archer and another worker and settler. No need for roads as Sailing will connect my river cities. :) Will likely not build Pyramids.

9. Shyuhe

Research path: The Wheel (hut) - Mysticism (hut) - Agriculture - Mining - Bronze Working - Archery (1 turn).

Summary: Settled in place. Isabella-Saladin situation is the same. Settler is already completed and will found second city. Plan will be to build some more archers for defense before building more workers and settlers.

10. Mahatmajon

Research path: Agriculture - The Wheel - Mining - Masonry - Bronze Working.

Summary: Is almost done with the Great Wall and is using that to assist barb protection. Will create settler soon to settle a second city. Also settled 1 south for stone. Unfortunately, archery hut was ... a map hut instead.

11. Unconquered Sun

Research path: Agriculture - Mining - Bronze Working - Animal Husbandry - Archery.

Summary: Settled one south and made 2 workers before a settler. Isabella for some reason failed to found anything. Is Justinian or Charlemagne on the other continent or something? Also, did not pop any techs.

12. Turinturambar

Research path: Unknown.

Summary: It looks like a hard game as being cornered in by two barbarian cities is not so good.

13. Thrar

Research path: Agriculture - Archery - Mining - Bronze Working - The Wheel.

Summary: Did not pop any techs unfortunately. Saladin also failed to found a religion. There's got to be another religious civ out there. He got a random event granting cover to all melee units (Archery bonus) which gives an incentive for war. The settler is almost done for second city. Plans on cottaging capital and running specialists in the second city which will also serve as blocking purposes.

14. ungy

Research path: Agriculture - Mining - Archery - Bronze Working - The Wheel.

Summary: Settled one south and didn't pop techs. Saladin and Isabella situation is same. Plans on getting 2 cities to the south ASAP since the two AI's are quite close.

15. Sleepless

Research path: Archery (hut) - The Wheel (hut) - Agriculture - Mining - Bronze Working - Animal Husbandry (3 turns).

Summary: A barbarian city has unfortunately ruined any plans for a production city south. Saladin/Isabella situation same. Whipped a settler after a few archers. Hopes to find horses close.

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OVERALL SUMMARY:

Interesting how a lot of people got archery from the first hut, but got different techs from a second hut if any. Also, Isabella and Saladin not founding Buddhism and Hinduism in some games makes it likely there is another religious civ out there.

Generally, most people are almsot done with their first settler or are done with it and plan to block the north for themselves.
 
If someone is willing to do a short summary about the first turnset... ...this is your BIG chance, everybody would love you for doing it:)
Definitely!
Thanks, DMOC for writing that comprehensive summary! It gives a very good overview! :goodjob: Hopefully, we can have such a summary for every turn... :)
 
I played pretty far into the game and I decided I don't like such short turnsets, so I'll withdraw from participating this thread. I'll be lurking to see how other people play this start though.

As for my game in a nutshell:

Spoiler :

techs: archery(pop)->AH(pop)->aggri->mining->bw->sailing->writing->HBR->Math->Constr->CoL

I settled 2nd city aggressively grabbing the south horses, 3rd city settled the eastern horses. By this time Saladin started to build me in and even placing a city behind my 2nd city.

I whipped libraries and ran two scientist everywhere to tech HBR .. made a HA army and dow'ed Saladin. End of the war I have 8 cities. I was making cats and more HA's for a second and final dow. I think this is already won at this point as I'm sharing Buddhism with Isabella and she will eventually dow the Romans ... this is where I would backstab her.

I'm not going to finish this game as I have some other games that I still want to finish. But I wish everyone in this thread good luck.
 
It's fascinating to me how much early religion can make such a big difference on high difficulty games. I've played ahead and without being spolier-y it won't come as a surprise that my Buddhist and Hidu neighbors both want me to cancel treaties & join wars against the other. It would have been MUCH easier if only 1 religion was founded by the neighboring civs.

Still, I'm looking forward to posting the next set because I think I have a decent position at 1AD. Not good enough to do anything with it, but I think better players than myself should be able to scrape something together.
 
Round 2

Spoiler :

Placed my blocking cities south. The inland one is a tile away from where I wanted it: Izzy was fast settling the river.

Everyone is Buddhist already. On one hand, this is good for diplomacy. However, if religions keep being found on the other continent, the civs there will go for early cultural vic.

70turns.jpg


 

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Round 2
Spoiler :
Was too optimistic hoping to settle in the spice-area. I kinda knew it wouldn't work out without chopping/whipping a settler so I wasn't that disappointed when I noticed I got there too late. I still got 2 cities out blocking though so everything's fine still.

I settled Corinth a little differently than the rest. Reason being that my capital was in place so there was an available flood plains tile for food and also the fact that Saladin had already popped his borders and claimed the wheat tile. Given his UB, 2 extra culture on library, I didn't want to go into a cultural war and possibly lose the tile. If so I'd only have the clams left and no flood plains--this way I'm guaranteed growth. That madrassa will give 8 culture per turn after 1000 years and he's spiritual too, so cheap temples.

I decided to give the Great lighthouse a shot this game (and got it). Already was half-way through sailing and got stone so masonry was a given thus both prerequisites were met quickly. The fact that the northern area is tundra all over it means I can settle coastal cities there and still get profit. A barbarian archer wrecked havoc at my capital while constructing the wonder--didn't have more than 2 units there so couldn't risk attacking. As a result I lose all my irrigated flood plains, but the capital was already size 5 anyway so it didn't hurt me much. Planning to cottage those soon anyway.

Trade routes should be essential for my game. If our continent out-techs the other continent it might be a good idea to take astronomy from liberalism and get some trade routes going before they switch to mercantilism--but this is still a long way ahead.

Current empire:

Civ4ScreenShot0039.JPG


My next cities will probably be [in random order]
fish+cow
on the horse borrowing a flood plains from Sparta (which makes it 2 in total)
crab+silver
I shouldn't have any problem getting the whale inside my borders by the time I get optics due to building that wonder. It will give me 12 culture per turn pretty soon so there's no reason to settle a horsehockey city there claiming the whale.

Making a second work boat to scout the Romans and later being used on the fish+cow city

techs: finished sailing -> masonry -> animal husbandry -> writing
 

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On Thursday? I don't know about the others, but to me four days seem a little short. Could we extend this to Friday night, so it's possible to play at the beginning of the weekend?
I suppose it doesn't matter much if someone posts his entry after the round ends, but it would help with the summary and post order if everyone could try to finish in time.

How's the general opinion here? Do you prefer shorter rounds of 3-4 days, or longer ones like a week or so?
 
Short rounds in terms of days are a must in my opinion. These turnsets are very short (next one 20 turns) and if we spend a week at a time the game will go on for several months. I remember 'mutineer' running one of these and people tend to lose interest if the game goes on for too long. I don't see the need for having a weekend on it, it's only 20 turns. Especially in the early stages it shouldn't take that long to play, and if you are very busy one round just catch up--chances are the rest of the players have had time.
 
We have to find a consensus here, concerning lenght (turns) and duration (time/days) of one turnset:

...

I like to keep the turnsets rather small in turns, because a major difference of the games here in succession games compared to the games in the strat section ARE the small rounds:

You can see a game develop pretty good by looking at the saves up to a certain point (it avoids question like: how the hell did xy get all these units/cities/wonders/xy up to 1 AD and such) and allows everybody to have a look at various games develop through various stages.

And I think already with the first turnset everybody can see that there will be major differences in the various games:

some are focussing on expansion mainly
some are going for the Pyramids / GL
some are going cottages/farms/hybird...

For me at least it is very important to see all these approaches develop (as detailed as possible) up to a certain stage.

...

The second thing is the timeline:

Since we play short turnsets, I like to stick to two turnsets per week (Thursday and Sunday). If we only play 1 turnset a week, I also fear lots of people loosing interest pretty soon (including me), because there is simply not enough happening with these small turnsets for one week and we would play this game in fact for ages (I also remember Mutineers game... ...he continued more or less alone for quite some time, only towards the end some (different) people joined in again)

And since one of the main goals here is to compare strategies for the beginning and later switch to the most promising save(s) (maybe we are lucky and can go on with more the 1 save from 1 AD on... ...but I already would be happy with 1 decent save to be honest:D) and continue either in classical succession style or again with parallel playing (we will find out about that later (hopefully)) this game will simply die with less then 5 players left

...

But since we play without any rules and such, a solution might be easy for the early part of the game:

Those that cant play/post/report during the week simply post the save and a mini-report during the week... ...or even skip it completely and post a detailed report with both saves the weekends, so at least the weekend summaries contain all players and reports.

...

Sounds good for everybody?
 
Round 2

Spoiler :


With my settler already to go off I set to the wheat/clams site only to find the barbs had settled the wheat as well. Luckily I had just finished AH when the horses popped up so Sparta was settled on the flood plain to pick these up.

Next tech was writing, then head for Hbr. Three turns away at 1200, plan is to build/whip horse archers and take the barb cities. Still undecided whether to try for the Mids and head towards GLib and Liberalism bulb or construction and attack Sal when Isa does.

I haven't opened borders with Sal or Isa, don't want any negatives till I have to. Good news Isa is already annoyed at Sal so don't think it will be to long before bloodshed there. Not worried about JC because I haven't met him yet. :) Looking forward to next turnset.
Civ4ScreenShot0006.jpg


My first attempt at a screenshot seems to be ok. So I'll try a second one:)
IMG]http://i256.photobucket.com/albums/hh168/SJG12345/civscreenies/Deity12000000.jpg[/IMG] I'll have to work out why the second screenshot didn't take so back to the drawing board.


My vote goes for two turnsets but as I'm a complete noob at this level I'm happy to follow everbody else.
 

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We have to find a consensus here, concerning lenght (turns) and duration (time/days) of one turnset:

...

I like to keep the turnsets rather small in turns, because a major difference of the games here in succession games compared to the games in the strat section ARE the small rounds:

You can see a game develop pretty good by looking at the saves up to a certain point (it avoids question like: how the hell did xy get all these units/cities/wonders/xy up to 1 AD and such) and allows everybody to have a look at various games develop through various stages.

And I think already with the first turnset everybody can see that there will be major differences in the various games:

some are focussing on expansion mainly
some are going for the Pyramids / GL
some are going cottages/farms/hybird...

For me at least it is very important to see all these approaches develop (as detailed as possible) up to a certain stage.

I agree completely! I also think that you can compare the games better when you have rather short turnsets.
Moreover, it enables players to replay if they want - after all that facilitates learning the subtle variations of Civ...

The second thing is the timeline:

Since we play short turnsets, I like to stick to two turnsets per week (Thursday and Sunday). If we only play 1 turnset a week, I also fear lots of people loosing interest pretty soon (including me), because there is simply not enough happening with these small turnsets for one week and we would play this game in fact for ages (I also remember Mutineers game... ...he continued more or less alone for quite some time, only towards the end some (different) people joined in again)

And since one of the main goals here is to compare strategies for the beginning and later switch to the most promising save(s) (maybe we are lucky and can go on with more the 1 save from 1 AD on... ...but I already would be happy with 1 decent save to be honest:D) and continue either in classical succession style or again with parallel playing (we will find out about that later (hopefully)) this game will simply die with less then 5 players left

...

But since we play without any rules and such, a solution might be easy for the early part of the game:

Those that cant play/post/report during the week simply post the save and a mini-report during the week... ...or even skip it completely and post a detailed report with both saves the weekends, so at least the weekend summaries contain all players and reports.
...
Sounds good for everybody?

Again, I completely agree!
And your suggestion in the end is a rather nice compromise IMO.
 
After reading the strategies of the others I replayed the first turnset from the moment I had popped agriculture and adopted Snaaty’s tech order. I was surprised what difference (with regard to teching speed) the subtle changes made already in such a short turnset:

Spoiler :

Techwise instead of finishing mining I switched immediately to
wheel -> pottery -> then mining -> BW.

In 2400BC I had not only finished all these techs, but was already 2 turns into writing. Building two cottages immediately after having researched pottery and growing capital to happy cap without being able to whip (since BW came much later) let me be 4 turns faster. So techwise this game is better than my first attempt.

I also postponed churning out the settler. Now, however, I have to cope with two barb cities in the south…
Build order was: worker – archer – archer – archer - settler

Switched to Slavery ASAP after BW was in.

Other civs: Saladin: Hindu, Isabella: Buddhist (fortunately that did not change)

I think I will continue this version because my tech speed in the second turn set was also higher.
 

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and Round 2:
Spoiler :

Techs: Writing -> Masonry -> Aesthetics

Cities: Founded Sparta and Corinth. Unfortunately, no city at the western coast, as there is a barb city blocking the location that I would like to settle.

Athens: Settler – worker – library

Sparta: Library (still)

Corinth: Library (still)

Other civs: Met Julius. He converted to Hinduism. Signed OB with all civs.

Map:
2ndTurnset-1200BC.jpg


 

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[lurker]Snaaty, I'm curious, would you still have gone Pottery before Bronze Working if you hadn't popped Archery?[/lurker]
 
@ Atropos:

If you look at the starting position of this game, you see thee things:

1. 3 resources nearby (2x silk, corn)
2. 3 floodplains
3. only 1 tile (hill) without forest in BFC

...

Combined, this meens:

there will be no horses in BFC (they wont be on the only non forest hill)
the chances of bronze in this hill are minimal (already 3 resources nearby)
floodplains usually scream: cottage me!

...

since we started with hunting, I most likely would have sticked to the same tech order, archery first, only selfreseached, then ASAP towards cottages

...

@ CellKu:

I just have finished my second turnset (but am too lazy to post it right now) so I had a short look at yours... ...WOW, you have drawn an awfully strong start. I´m tempted to switch to your save right away... ...but first let´s see what my next turnset brings, because I´m on the "wonder hunt"

There are some tips for you in the spoiler
Spoiler :
you don´t need Aest pre 1000 - 800 BC, so better research AH next time BEFORE writing because it saves you 2 turns (second prerequisite) and shows you horses
cancel the libs in city 2 and 3 and build/whip an archer in each ASAP. Send these two archers and the one guarding Corinth towards the costal barb city (not on a hill) while buiding the replacement city guard. The AI never brings enough units around that stage of the game to capture a barb city fast. It usually kills the barbs 1 by 1 and with 3-4 archers you might have a decent chance to snag this city after most of the defenders are dead. The same goes for the other barb city (hill), but it will last a little longer because it is on a hill, so you have more time there. Still might be interesting to get an acher near it to check.
If you might get these two cities, you just need enough power so Salat wont attack you, block off the north and tech along while expanding to 8 - 10 cities... ...and you might already be the leading candidad for the "surviving" post 1 AD save:goodjob:
 
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