Discussion in 'Civ4 - Democracy Game II' started by dutchfire, Oct 9, 2007.
Perhaps i haven't understand the succession game right. We play without order and what is the goal?
We play in order of signing up, but if someone can't play for one reason or another, he'll get skipped and the next in line picks it up. (Pretty much like the designated player pool in the demogame worked).
The goal is to (finally) win this game. A space race win seems to be the most realistic goal at the moment.
Ok I should be able to do my session Monday night, starting around 6pm (Eastern US) that should be 10pm GMT if daylight savings isn't screwing around with me again.
Ok I'm loading the save now and will be starting, I'll be in the turnchat room if anyone has suggestions or just want to know how the game is progressing.
Finished the 10 turns:
Tech: We researched electricity, industrialism, artillery and are one turn away from rocketry
City Builds: Produced a large number of factories, Coppertown has it's factory and coal plant, Riversight has it's factory, the Iron works, and is two turns away from it's coal plant.
Religion: I continued spreading buddhism and Taoism, but didn't make as much progress as Dutchfire did last time, cities were generally trying to finish their factories.
Good job grant I'll have a detailed look at the save later today.
HUSch is up!
Couple of thoughts:
Next turn, with Rocketry in, I'd start our golden age with the Great Prophet and the Great Scientist we have. It'll speed up teching and construction of the Apollo Project.
Berlin needs an aquaduct next to fight unhappiness.
I think that the Apollo should be built in Coppertown, get some production tiles from Rheims and lumbermill (+railroad) that forest.
I think our research should be aiming at Robotics next, for the Space Elevator. So that would be Rocketry-Radio-Computers-Combustion-Plastics-Robotics.
It's probably best to burn our cash reserve over the next couple of turns to speed up research. I suggest running maximum science as long as possible.
Small cities without impressive production could start building wealth to speed up our economy.
Estimated finish date (I may be way off though ): 55 turns.
I 'd go to 3Gorge, so we 've in every town a coal plant. Perhaps that is quickier but i prefer the other way.
I 'll play tomorrow, now it's too late.
Do you mean unhealthiness?
The 3 gorges sounds like a plan too HUSch, good luck playing it
I 've played
we research Radio, computer, combustion, plastics.
In 1864 we get GA with prophet and scientist
in 1980 a constructeur was born in Berlin
Today we have some money not too much.
The most time we research with 100 %.
Our worker haven't something to do. I don't want delete them or our units.
Nice work HUSch
DaveShack is up!
Though luck on getting another engineer, I had hoped to do another golden age.
I think it might be wise to use 1 engineer on the Space Elevator when Robotics comes in. Research should probably go to Fusion for the Spaceship engine. So that's Satellites, Fiber Optics, Fusion after Robotics.
Now we need 3 specialists for GA, i think 2 good things in a city are better.
The Space elevator is one good building. The other would be 3 gorge dam, but this is not so good after so many coal-plants. Research will bring only 1 turn, i think.
there are some forest to chop with roads or train to get the production bonus.
Lightbulbing will give about 2000 beakers, less than a turn of research
I think it's best to use the chops for the last spaceship parts, for now, all that really matters is research.
If the forests are inside the city radius, I like to lumbermill and railroad for 2 hammers per turn. It only takes about 15 turns for that to be more valuable than chopping.
Built Space Elevator (engineer took off 6 turns), all 5 SS Casings
Researched Robotics, Satellites, Fiber Optics, Fission
All available spaceship parts under construction.
Current research is fusion. We have an engineer and a scientist.
Coppertown can build the engine in close to the amount of time to research and start the remaining parts.
Several chops were left available.
Spoiler log :
not much needs to be changed
EA finishes lab, starts hydro plant
Rome workboat->hydro plant; workboat makes oil platform
Coppertown SS Casing->lab
Munich SS Casing->research
NOTA SS Casing->research
Neapolis lab->Coal Plant
Berlin SS Casing->research
Cologne SS Casing->research
Coppertown switches to space elevator
NOTA starts docking bay
engineer takes 940 hammers (6 turns) off space elevator
Satellites done, start optics
Riversight starts thrusters
neapolis coal plant->research
Ainu pops a scientist, hold in case a ga is possible
coppertown space elevator->back to lab
Munich starts cockpit
Joe Harker is up!
Hopefully we'll get another GP that isn't a scientist or an engineer.
I think we should focus Paris on generating the next GP, remove all scientists there, and hire as many artists, merchants and priests as possible, even if it means starving the city a bit.
Refrigeration -> Genetics should be next, as the Stasis Chamber is the most expensive SpaceShip part left.
During the last couple of turns (research finished), all farms in the spaceship producing cities should be changed into workshops to speed production up a bit.
By the way, I'll be on holiday starting this wednesday, until sunday, and I expect that this game is completed when I return
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