Demigod Doodoo: A Training Day Game

If I have the time I have now on my hands and you keep posting, I don't see why not ;)

I haven't done space in a long while, mind you, but the overall strategy looks clear to me: find a few shield powerhouse cities, :hammer: your way to that place and use a leader for FP rushing there. Keep offshore contacts healthy, they'll help researching; keep neighbors at war, they'll generate you leaders, build you scientist farms or just give you room. So it all starts by a few quick cities and bad neighbor relationships.
 
Thanks, Beorn. It means quite a bit to me. (To have a person I have never met pledge time to a cause of mine :joke:) Really, it is nice for somebody to commit to such a kind act.

In the meantime though, I have to go to the islands out east of the US, the Carribbean Islands! (That is SO spelled wrongly.) So I leave tomorrow at night. Maybe 1 more turnset before a week of vacation. Then I have to go to a Summer Institute to study up for the coming schoolyear. It's hard being a student who wants to CIV! (I will play on weekends and Friday nights, and maybe the occasional afternoon :mischief:) That will probably last until 2 weeks before August. Then well, I'll have a bit more time, but another weeklong trip!

I will try as hard as I can to bring my laptop. But I may be unable to post (lack of internet).

Wish me luck as I both pound and trade my way to the stars above!
 
Study hard, it's worth it :)
 
Hi, I probably shouldn't be trying to advise you, but when I took on demigod one time, I liked having the Byzantines, but I was on archepeligo. I like the Dromons ability to bombard the snot out of coastal targets! I know that's ahead now but something to look forward to, I think Byzantines are a good draw on random. Good Luck!
 
For a first Demigod game, I say good luck. :eek:

But seriously, why Byzantines? IMHO, I would have picked Xerxes even though I never use his UU, the immortal, but for the super-workers IND trait and the super-smart-citizen SCI trait. :science: Well, that was comments from the Frog's Peanut Gallery. :D Mind if I join the lurker boat? :cool:
 
Instead of checking the trade screen each turn, download and use either/both CrpReplay (MapStat) and CivAssistII. Both are good in different ways and for different things; they complement each other, especially on an older machine with less RAM (less than 512 MB).

Two free settlers for the AI? Ouch.

Just skimmed what you wrote, but you've got the right idea and format. Detail, detail, detail. And slow, slow, slow. You just cannot learn this game by playing quickly or off-handly. You learn the game by playing slowly and making considered, thoughtful decisions of, well, everything. And by playing ten turns at a time, you allow yourself time to think about what you are doing.

Haven't played Demi-God; was part of one Diety game in Vanilla. Not sure how much good advice I might have, but I will lurk as I can.

I can't recall if you mentioned playing on a schedule or not. If you did, understand that RL happens and will interfere with that schedule. No one will shoot you if you fall behind.

Have fun and learn well.
 
Well, I'm back! And thanks for all your support. I plan to play as much as possible this week and at least once on the weekends for about 2 months. That should get me quite far along.

@Beorn I plan to. :)

@Marsden Bombards sound fun as well as domination on the seas until magnetism.

@Mr. Frog It's always nice to have another lurker. And I had Byzantines as a randomized, not chosen, civ.

@CommandoBob I have CAII and am ready to roll.

My next set will probably be appearing today after I catch up on everything I've missed without the internet.
 
Tribute said:
And I had Byzantines as a randomized, not chosen, civ.
That's the way I pick my civ, randomly. Then go read up on them and their UU. Helps keep the game fresh, if the world is fairly standard. Don't want to be English on a pangea map or the Romans on a water world.
 
Summary:
Doodoo's Domicile (Pop:3 Growth:2) Settler in 6.
Pooper Scooper roads in 2.
Writing in 31 with +6gpt and 68g in the kitty

Inter: An Aztec warrior enters Teotihuacan. That makes one of us with a double garrison....

Turn 21 2950BC

'dora's explorers move west.

The Poop Deck W N N

Doodoo's Domicile will grow next turn.
Pooper Scooper will finish roading in the interturn.

Inter: Teotihuacan lets out a settler conscript warrior pair. I know I should do something. Maybe kill it? This may set me back a lot. But it will hamper the Aztecs. Hmm.

Turn 22 2900BC

Doodoo's Domicile (Pop:4 Growth:10) Settler in 2 (no waste). I raise lux to 30% to avoid a riot.

I decide that I can't declare war! If I can't expand and the Aztecs don't, the Chinese will grow more powerful than both of us. Then they'll demand me to death, or even declare war unfairly. After all, I only have an undefended capital city and 1 reg. warrior unit. 'dora's explorers go west. And reveal a desert lake.

Pooper Scooper goes south to bring irrigation north.

The Poop Deck NW N E to reveal more jungly Chinese coast.



Turn 23 2850BC

Pooper Scooper begins irrigation (4)

'dora's explorers go N to find possible hidden AI (behind China and Aztecs).

The Poop Deck go N N E

Settler next turn!

Turn 24 2800BC

Doodoo's Domicile (Pop:2 Growth:8) Settler (Waste 0)->Warrior in 4 (Waste 2). This will be MM'd for faster growth and less shields later.

Lux 30%->10%

Settler sent to Beorn's suggested (rather faraway double wheat site).

'dora's explorers go N to see a distant Chinese border and a forest silks.

The Poop Deck N NE E seeing a possible island/peninsula.

The Aztecs have the Wheel. But I have not quite (or rather, far from) enough money to buy it at monopoly (not that I would).

Turn 25 2750BC

'dora's explorers N to reach the Chinese border.

The Poop Deck N (sees a purple border!!!) NE (sees an expanded purple border!!!!!) E (sees tiles of the purple expanded border and more of the peninsula island)

Here's what the Iroquois have to say, for themselves: They have the Wheel and 41g. I have Masonry and a lot more gold. Masonry + 25g for The Wheel. I decline. I could get it almost any time. And it'll cheapen drastically if China gets it. They are on a separate island after all.

Inter: A Chinese worker approaches the town from the west that 'dora's explorers are next to. Texoco is built really close to our lands. Hopefully, we can grab enough.



Turn 26 2710BC

'dora's explorers NW to see what's this? A goody hut? If I am evil and lucky enough, I will pop it and kill all of Mao's workers!!! :lol:

The Poop Deck N N W. Another continent = more chances of more AI. Salamanca is size 2. With a cow, wines, and a fish!

The settler goes into place.

MM Doodoo's Domicile for absolutely no waste in growth or shields. Doodoo's Domicile (Pop: 2 Growth: 4) Warrior in 2

China does not get Masonry, so no deals yet.



Inter: Iroquois ask us to leave their lands. Ah well, boats move fast anyway. Chinese move yet another worker that can be killed by barbs. Then I remember they run if barbs appear. Whatever.

Turn 27 2670BC

Time to pop the hut. Please be barbs or an unknown tech! 'dora's explorers go W to pop it. Barbs. Of course. But one will scare away the 3 Chinese workers.

Settle Full of Feces (Pop: 1 Growth: 7) Worker in 10. The hut pops, and we get 25g. More gold. Joy. Writing in 24 with 118g +7gpt

Pooper Scooper finishes irrigation. Without a road (for speed irrigation, it moves back N)

The Poop Deck E NE N.

The Chinese got the Wheel. And the Iro's still don't have Masonry. Dial them up. Masonry + 15g for the Wheel. They must be researching it. Deal. Iro's Annoyed->Cautious

Inter: Chinese kill barb with 2/3 archer. Another barb falls by attacking something out of sight. The last moves south.

Turn 28 2630BC

Doodoo's Domicile (Pop: 2 Growth: 2) Warrior (no waste)->Settler in 15.

The Frigid Followers (warrior in Doodoo's Domicile) move S S

Pooper Scooper irrigates (4).

'dora's explorers N onto the mountain. They see a horse in Chinese territory. The Poop Deck W N N.

Inter: Chinese move many troops. 2/3 archer kills barb. Workers leave Shanghai. Iro's start the Pyramids in Salamanca, which is still size 2. This is how I will win. I know what to build at least a bit better than the AI.



Turn 29 2590BC

Frigid Followers S and spot another village and a silks (That's 1 lux). We'll get that by town drop poppin' it. The Poop Deck NW N NE. 'dora's explorers N to see mountains in the jungles.

Turn 30 2550BC

Doodoo's Domicile (Pop:3 Growth: 7) Settler in 8 (Waste 0)

Frigid Followers S. They spot the southern end of our lands. 'dora's explorers N. The Poop Deck N N N.

Lux to 20%.

Pooper Scooper will finish irrigation in 2 turns.

Writing in 21 and 139g +7gpt

China has 3 towns 0g. Aztecs 5 towns 35g. Iro's 5 towns 56g. Odd. China is sucking. Maybe it's the land, or the focus on military. Whatever, agricultural trait must really rock.

Things to Discuss:
Placement of Full of Feces
Exploration Tactics
Trading
Worker Actions
Future City Sites
Future Research Gambits/Races
Future Builds

Help me out on my Demigod Adventure. The poopier it gets, the better victory will taste!

Our lands:



And the 2550BC <<SAVE>>
 
D'Artagnan59 said:
Note: I think that Full of Feces wasn't that good of a founding place. Should've founded 1SW.

As the site was suggested by Beorn, I suppose another town will have to be used to get those two yummy BG very soon.

And welcome, D'Artagnan, to the thread. :D
 
Settle silks ASAP. If you settle in range of the goody, you won't get barbs, which is worth at worse 25g.

I wasn't aware of the BG's to be honest :blush:, but one of them will be in range on Doodoo's next expansion, at least.

You are roading and irrigating towards your second city while your capital has 5 chops in bank. Unless you mean to make your second city a 20K or a bigger factory than your first one, you should always focus on your capital. Chop a few archers/spears/buildings. Also, it is generally better to mine/irrigate first, road later - unless micro tells otherwise (irrigated despot grass or a mine that will not hurry up the current build).

With China having masonry and Iroquois their neighbors, you might as well trade it to the Iroquois for gold. They'll grab it sooner or later, and you won't get the gold when they do. You aren't in a position where you are just waiting for a tech to happen either, so just go when you can.
 
Beorn-eL-Feared said:
Settle silks ASAP. If you settle in range of the goody, you won't get barbs, which is worth at worse 25g.

I wasn't aware of the BG's to be honest :blush:, but one of them will be in range on Doodoo's next expansion, at least.

You are roading and irrigating towards your second city while your capital has 5 chops in bank. Unless you mean to make your second city a 20K or a bigger factory than your first one, you should always focus on your capital. Chop a few archers/spears/buildings. Also, it is generally better to mine/irrigate first, road later - unless micro tells otherwise (irrigated despot grass or a mine that will not hurry up the current build).

With China having masonry and Iroquois their neighbors, you might as well trade it to the Iroquois for gold. They'll grab it sooner or later, and you won't get the gold when they do. You aren't in a position where you are just waiting for a tech to happen either, so just go when you can.

Thanks Beorn. I suppose, I do want Full of Feces to be bigger than Doodoo's Domicile. But that's because of the 2 BG and the 2 wheats. As a hopeful fast grow settler factory though, that's why there was the irrigation.

I have made the trade, thank goodness. And settle silks? What about the north? Oh dear, maybe this is one of my problems. I would settle north to take more of the north than the AI can from me. The land north is way more productive I believe.

And really? At worst 25g? :mischief:
 
I can't remember if you can pop a settler or worker at DG, but you can get a tech, a warrior or 25g, basically. Not sure city-popped huts can give maps.
 
Turn 31 2510BC

Frigid Followers move west sighting the SW end of the island, a fish, and a hidden fish. 'dora's explorers N. The Poop Deck NW N NE.

Inter: Chinese ArcherSettler pair move NE into some jungly terrain. Though it may turn out productive, it probably will house a resource. There are only 1 food tiles around the town (if settled in place). If I were an AI, I would move E then settle. But I'm not.

Turn 32 2470BC

Pooper Scooper finishes the irrigate road thing and moves to Full of Feces's wheat tile.

Frigid Followers SE. The Poop Deck N N E. 'dora's explorers N.

Inter: Chinese pair follow my prediction and move E. And they start the Pyramids. Haha. No more expansion for them. Suckers! BTW, their second town is size 1. Canton, (the third) is only size 2. The Chinese are still fairly small. If I build up enough military and enough military creation towns/cities, wiping them out will be easy.

Turn 33 2430BC

'dora's explorers NW. Reveal much of future Chinese/Aztec territory. Frigid Followers E. The Poop Deck E SE S.

Pooper Scooper irrigates (4).

Inter: A faraway volcano 2N of Shanghai activates.

Turn 34 2390BC

'dora's explorers E. Frigid Followers E. The Poop Deck E S S.

Iro's have learnt Iron Working. Nobody else has it yet though.

Full of Feces (Pop:2 Growth:10) Worker in 3. This is the state after MMing for happiness. (Wheat laborer moved to coast tile)

Turn 35 2350BC

Frigid Followers S. 'dora's explorers NE. The Poop Deck SE (reveals Allegeheny with a gem mountain) N NE

MM Doodoo's Domicile. Apparently, we can get a settler in 2 turns not 3.
Doodoo's Domicile (Pop:3 Growth:2->3 (to be changed back)) Settler in 3 (will be 2 with growth)

A picture of the situation:



Inter: Volcano erupts. I wonder if things died.

Turn 36 2310BC

'dora's explorers N, revealing, very sadly an Iro border very close to a Chinese one. Oh dear. Nobody is very isolated.... Frigid Followers E revealing the SE coast of our tundra lands. The Poop Deck N N E.

Fix MM Doodoo's Domicile. Growth in 1. Settler will become in 1.

Turn 37 2270BC

Doodoo's Domicile (Pop:2 Growth:7) Settler->Warrior in 5. MP would be nice, especially for Full of Feces.
Full of Feces (Pop:1 Growth:13) Worker->Settler in 15. (Will be changed back for eventual growth in 4. If this is not done, 3 food is wasted. Additionally, if not done instantly, the road commerce bonus will be wasted [on wheat]. The forest (that it was switched to) will not be roaded for a while.

Frigid Followers N. 'dora's explorers E. The Poop Deck N N E.

Lux 20%->10% Writing in 14 with 191g and +7gpt.

Move settler 2 SE.

Pooper Scooper roads the now irrigated wheat (3). Birds (new worker) moves S onto the other wheat tile.

Turn 38 2230BC

Frigid Followers N. 'dora's explorers E touching the faraway Chinese border. Now this is odd, they're building in a long chain as if meaningfully blocking off the Aztecs and Iro's. ... Nah. The Poop Deck N E SE.

Birds mines (6).

Now then, against what Beorn said, I need to expand the borders of Full of Feces so that I can get those BG. The easiest way is to use CXXXC because of the connection. Settler goes E revealing just what I wanted to know about that grassland. I say that just building it there will increase production of the empire so much that it is worth it.



Aztecs have gotten IW. I can get it now for almost all my treasury. Cheers, I'll wait until I get writing.

MM Full of Feces to grow in 3.
Full of Feces (Pop:1 Growth:3) Settler in 28.

Turn 39 2190BC

Frigid Followers N. 'dora's explorers N, revealing Nanking. The Poop Deck E S S. Poor Iro's, they're just like us with tons of tundra. Unfortunately, I've got the cheaper harbors and the more practical building style.

Settler E. The only problems with this town that I see so far is that is that it is quite close to Full of Feces and it will get 2 coastal tiles. A positive thing though, it can share the other wheat with Full of Feces.

Inter: Chinese warrior walks up next to our curragh. My, are they far north already.

Turn 40 2150BC

The Poop Deck E S S ending next to an Iro warrior. 'dora's explorers N. Frigid Followers E seeing another hut.

Pooper Scooper W to chop a forest for Doodoo's Domicile.

Settle Rectalia, set to work the wheat tile of Full of Feces.

Iro's get Mysticism. Chinese get IW.

I have 3 towns. Iro's have 7. Chinese and Aztecs have 5. Hmm, what have those Aztecs been doing all this time?

Summary:
Doodoo's Domicile (Pop:2 Growth:4) Warrior in 2. Will build granary or settler next most probably.
Full of Feces (Pop:1 Growth:1) Settler in 26. Will finish this and hopefully be able to keep making fast settlers, maybe even get a granary?
Rectalia (Pop:1 Growth:7) Worker in 10. A worker is better than making a warrior, right?

Things to Discuss:
Placement of Rectalia (is the 2 coast that cannot be harborized too much? Is it too close? Or is it well placed at a good time? Should it have been placed elsewhere?)
Exploration Tactics (should I explore coasts now or wait for other boats to do that?)
Trading (should I wait for writing or just buy IW (or myst then IW)?
Worker Actions (am I doing well with the chop and worker near Full of Feces? Or rather, having one for each town?)
Future City Sites (refer to dotmap)
Future Research Gambits/Races (Writing gambit will finish very soon. The AI progress slowly still, so should I advance towards Philosophy immediately or go to CoL and hopefully make the slingshot?)
Current and Future Builds (Ought I build these things now or later, if ever?)

As always, your advice would be nice. :worship:

Our lands and dotmap:



And the 2150BC <<SAVE>>
 
Not that I like playing devil's advocate here, but I think Rectalla was a bit rushed. You need good tiles, but you will get them in time with your palace's 3rd expansion. Dots 1 2 and 3, or their vicinities, are most urgent because they claim good tiles, have a lux or move you forward. I would have gone for #2, somewhere so that sugar comes in with the palace 2nd culture borders - edit: actually, right where it is ;) , then 1 on the plain coast, then 3 and rectalla 1SE. The 2 first towns are basicaly tile claimers against your enemies neighbors, the silks and rectalla ones are more self-conscious.

Too bad there's nothing yet down S-SE. It'll have to wait. Oh and when you have your silks city up, make sure your towns get a few turns of growth, it'll help research, among other things, and your military production in-between food builds.
 
Why settle Rectalia? I think the following order (numbers are according to your dotmap), would have been better. 2,3,1, would have been my order. 2 for the fact that it basically marks your territory line between you and the AI. then 3 because it sits on the silks making it your first and extremely useful luxury. and then 1 for the sugar, which it could share with 2. Also, why mine the wheat? Irrigate both and then mine the grassland tiles, it is much better, since the wheat gives 4 food, unlike the other tiles. :food: And like Beorn said, stay away from the tundra for now, except for the silk. :)

BTW, besides this being a training game , it is also a nice read. :coffee: :D
 
Beorn-eL-Feared said:
Not that I like playing devil's advocate here, but I think Rectalla was a bit rushed. You need good tiles, but you will get them in time with your palace's 3rd expansion. Dots 1 2 and 3, or their vicinities, are most urgent because they claim good tiles, have a lux or move you forward. I would have gone for #2, somewhere so that sugar comes in with the palace 2nd culture borders - edit: actually, right where it is ;) , then 1 on the plain coast, then 3 and rectalla 1SE. The 2 first towns are basicaly tile claimers against your enemies neighbors, the silks and rectalla ones are more self-conscious.

And you are right about Rectalia. I guess SE would've been better. It's just SO hard to read these things! BTW, 3rd cultural expansion in about 23 turns or so. So it'll take a while.

Okay, I'll switch 2 and 1 when I play next.

Too bad there's nothing yet down S-SE. It'll have to wait. Oh and when you have your silks city up, make sure your towns get a few turns of growth, it'll help research, among other things, and your military production in-between food builds.


Ansar the King said:
Why settle Rectalia? I think the following order (numbers are according to your dotmap), would have been better. 2,3,1, would have been my order. 2 for the fact that it basically marks your territory line between you and the AI. then 3 because it sits on the silks making it your first and extremely useful luxury. and then 1 for the sugar, which it could share with 2. Also, why mine the wheat? Irrigate both and then mine the grassland tiles, it is much better, since the wheat gives 4 food, unlike the other tiles. :food: And like Beorn said, stay away from the tundra for now, except for the silk. :)

BTW, besides this being a training game , it is also a nice read. :coffee: :D

Mined wheat due to 5 fpt in a town instead of 6, though I suppose I could use a forest to go back to 5.

So let's see. Site 2, then 1, then 3, then as far out as possible N. Then tundra if boats are unavailable. Got it.

Now then, should I build granaries or not? And suggested sites are Doodoo's Domicile and Full of Feces. If Full of Feces should make one, ought it switch from settler (2 shields in) to granary immediately or start it after?

Rectalia is probably the most production oriented out of all 3 of my towns. Should it make a barracks or just produce archers (after the worker)?

I would believe that the granaries should be made ASAP. So maybe I'll have to switch FoF. But DD can stay on warrior because of the MP side effect. What do you all think about this plan?
 
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