DG01 - Snake eye

This is looking good already! Is that desert or coastline showing beneath the unexplored area? If it isn't desert i'd second your advice, ThERat.
 
ThERat said:
wow, what an awesome start, is that the first start you rolled? fish and clam together?
what can go wrong in this game then?
I would settle 1 tile NW to grab the lake and hills for hammers next time

It was the 2nd start I rolled, the first was almost as good, but i forgot to change the name of the game so it had my name on it :). That's the only reason I skipped that start and rolled another. Looking good anyway, it does look like a good plan to move the settler 1 tile northwest, but that also means we loose 1 turn we could spend on research, and we'll get the lake as soon as the border expands anyway... but the lake gives 2 food and 2 gold which is good for research as well... decisions decisions... :)

To answer Gufnorks question, yeah we can start in the order as posted in the first post. But you can of course swap turns with someone if you can't play or something or anything comes up. I'll play my turns today so you'll find a report about it in the next few hours. The first round we play 20 turns each, from then on 10 turns.
 
Well...not a lot of exciting stuff happened the first 20 turns but here's an overview (I'm skipping the turns where absolutely nothing happened):

Turn 1 4000 BC:
After a lot of thought I decide to move the settler 1 tile northwest, next to the lake. The tribal village gives our scout 63 Gold.

Turn 2 3960 BC:
Tenochtitlan founded and starts a warrior, due in 5 turns as we work the Horse tile (1 food, 2 hammers). Because we don't have fishery we can't work the lake or coast tiles. I decide to start researching fishing, it's a cheap tech and will help us in the long term.

Turn 7 3760 BC:
Finish the Warrior in Tenochtitlan and start on Barracks.

Turn 8 3720 BC:
Fishing discovered, go to city screen and change the worked tile from the horses to the Clams coast tile (good for 2 food and 2 commerce). This is speeding up our research rate and will let the city grow quicker. (Should have changed production here to Workboat as well, but didn't think of it at the time...) As I don't think we can still get Buddhism, I decide to research Polytheism next.

Turn 14 3480 BC:
Our Scout pops another hut for 43 Gold.

Turn 15 3440 BC:
Buddhism discovered in far away land.

Turn 16 3400 BC:
Inbetween turns our scout is attacked by Lions and is nearly killed! 0.0/1.0 left!

image002.jpg


It takes 10 turns to heal... Tenochtitlan grows to size 2 this turn.

Turn 18 3320 BC:
We discover Polytheism and Tenochtitlan becomes the holy city of Hinduism. I change state religion to Hinduism. Since we're a spiritual Civ we don't suffer from anarchy. I started Animal Husbandry so we can hook up the horse once we have a worker.

Nothing happens in the last two turns. I queued up a worker up in Tenochtitlan as next build, but feel free to change this to a worker if you like... The Barracks is almost finished. Personally I wouldn't start building a worker until the city reach size 3, but feel free to change as you like. Same goes for the research, we can probably still get Judaism as well if we want it and change research immediately.

Then last but not least... a picture of our "continent" and the city screen:

image003.jpg


image004.jpg
 
Nice set of turns! Good job at getting us a religion. From what i learned in my SP games you can't rely on the computer opponents to spread one into your empire so that's one thing less to worry about.
The landshape is... interesting. I bet the pathfinding routine loves it :D
Does anybody know how distance corruption works in civ4?
I think i would tend to place the next city south of Tenochtitlan as there's too much jungle and water up north for my liking.
 
There are two factors to how much a city cost in upkeep, how far it is from a capitol and how many cities you have. The cost for having many cities is spread even in every city.

I suggest we use the warrior in our capitol to scout the area immediatly to the south. Animals won't enter national borders so there's no point in protecting our capitol yet. We also need to find a good spot for our second city, I agree with Till that the north is too jungle heavy. We need to avoid that until we get Iron Working.

I think we should skip Judaism, only having one religion at first means that all cities will get the state religion. Several holy cities means the wrong religion might spread which is a pain when running Organized Religion and Theocracy. I have a feeling we'll be running those a lot.

Meh, while the starting area was great the area surrounding it was not. We need to find a neighbour so I can vent!
 
Maybe it is a good idea to go for a military tech next? It would be nice to know where copper is. Haven taken a look at the game i wonder if it is a good idea to put the barracks on halt and finish that work boat first. It would help our capital grow and i don't see any pressing need for the barracks right now.
Other than that.. i hope our "continent" widens up in the south and does not end right outisde the explored areas.
 
I agree that we have no pressing need for a Barracks, but the problem is that if we put if on hold for too long, we'll start losing hammers. We need work boats and a worker very soon. We might as well complete it now to make sure those hammers don't go to waste.
 
Yeah as I wrote in my report the idea was to switch to workboat as soon we discovered Fishing, but I completely forgot about it...and when I realised the Barracks was already nearly finished... it's only 3 or 4 more turns now or something. Sorry about that ;-). About the starting continent... except for the starting location it's indeed quite poor... to the south I think we hit the sea immediately when we clear the black... not too many tiles out there I'm afraid. We should be able to reach other islands with galleys though, so we might want galleys sooner rather than later.
 
I guess I am up. I think we can easily switch to wrok boat and once finshed,we can switch back. the hammers don't degrade that fast. I would also insert a worker once we hit pop 3. Switching builds is quite ok and hammers stay there for a while.
Agree with settling south
 
save


Pre-Turn
we have no other enemy than barbs on this Island I guess, military is not the highest priority, but growth
set on workboat, now since this takes too long, set on max shields to get it in 6

3200BC wolf attacks scout and it gets promoted
3160BC
3120BC warrior in the south discovers that island isn't that big, but spots goody hut
3080BC we get a warrior from that hut, not too shabby
3040BC scouting

3000BC work boat done, rax next boat reduces growth to 4, while rax in 6
2960BC
2920BC
2880BC all the way up north discover marble, will take a while until we can expand there
animal husbandry comes in, decide to go for sailing since I can spot another Island next door
2840BC

2800BC rax is in, worker next in 9
2760BC spot a panther
2720BC warrior moved next to panther for future promotion
2680BC panther loses as expected
2640BC handing off now, worker done in 5, same as sailing

suggest the following:
work boat, settler (once city is pop 4-5), galley to check out the other Island
maybe take a warrior along to pop huts, definitely settle south first

dg012640.jpg
 
Definetly bring a warrior to pop huts and scout the other side of the snake. I also want to find neighbours to spread religion to. Trade routes are not hard to get. We should also start thinking about the Great Lighthouse, we must bag it in this game. It's not optional. But with horses, clams, fishes and two plains hills, production shouldn't be a problem and there's no hurry (unless the AI realize it's worth in these settings).

Or have I misunderstood the map settings? Could we be alone on the continent and unable to find neighbours until Optics?
 
Gufnork said:
Definetly bring a warrior to pop huts and scout the other side of the snake. I also want to find neighbours to spread religion to. Trade routes are not hard to get. We should also start thinking about the Great Lighthouse, we must bag it in this game. It's not optional. But with horses, clams, fishes and two plains hills, production shouldn't be a problem and there's no hurry (unless the AI realize it's worth in these settings).

Or have I misunderstood the map settings? Could we be alone on the continent and unable to find neighbours until Optics?

It's better to use the scout for "hut popping" as it's guaranteed to have a positive result, while with warriors you might pop hostiles. We should be able to meet neighbours before optics, i've played 2 practise games on these map settings and found neighbours in both occasions before researching optics.

Updated Roster:

Dimy
ThERat - just played
Till - up
Gufnork - on deck
 
Got it. Just came back from university and i'm knackered. Still, here are my 2 cents before i'll play:
- I'll build/start a settler. As for the position, i like the spot bellow:
city8wl.jpg

In case i have the opportunity to settle during my turns i'll check back here first before i actually found the city on that spot.
That's cent one.. need another one.. ah yes:
-I'll also try to get the scout over to that other island to find a nice spot for our next city.

That's about it. I'll play in a few hours.
 
Inherited Turn: Till ascends to the throne in TechnotiHahaYouHaveKnotInYourTounge. Zooming around on the map
he contemplates about the duality of nature. "We have nice lands way south and way north. But in between there is much work for
our workers. Guess we have to go easy on the human sacrifices for a while and use the manpower to clear those jungles first.

Our capital is doing fine. Nothing to tweak here.
*enter*
2600 BC: Move warrior and scout back towards capital. Scout ends his turn in front of a lion. The lion has to cross a river though, so we should be fine.
2560 BC: Our scout got himself a nice lion skin coat (Gotta watch out for those PETA activists from now on!). He's down o 0,3/1 now. Time for a nap
2520 BC: The Emporer idly drinks a long island ice tea out of a skull, which he got as birthday present from the Priest Guild.
2480 BC: zZZz. We are first in population and last in life expectancy. Hey don't look at me like this! We have to appease the gods, else the sky will fall down on us!
2440 BC: We figure out the art of Sailing. I start research on Mining. We need this for Masonry (to build the great Lighthouse) and for Bronze Working (to see copper). Initially i wanted to go for The Wheel instead but we are so cramped that i don't see any pressing need for roads as of yet.
Our first worker gets his shovel and is send to connect the horses. Technotitlan starts another work boat for the fish resource.

2400 BC: Nothing to see but the worker digging and sweating in the dirt, to the enjoyment of Techno's ladies.
2360 BC: We've fallen behind to position 4 in population. Looks like our opponents build a settler before the worker.
2320 BC: Worker finishes taming those horses but is too tired to move on to new work. Somebody hand the man a beer.
2280 BC: I notice what a dumb idea it was to go for mining before getting the wheel. We seem to need a road to connect those horses even if they are just one tile away. [pimp]
The worker climbs a hill near the coast, thinking that there'll be a holiday resort waiting for him on top. Little does he know about our plans ...:devil:
2240 BC: Mining comes in (just in time to tell the poor worker the true intentions behind sending him up that hill!) Research on the Wheel starts. Our lion pelt wearing scout has finished licking his wounds and starts to move again.

2200 BC: Somebody steals Till's private yacht and abuses it as as Work Boat. Enraged, Till orders to track the criminals down and have
them ... send away as settlers. Due in 11 turns. The yacht escapes to the fish grounds. Meanwhile our scout runs into another lion. Again he's on the right side of a river. That lion must be out for revenge.
lion5ok.jpg

2160 BC: Another lion skin for our scout. The workboat starts fishing. I switch tiles so that the settler is due in 8 now.
2120 BC: Population rank is 6 now but we moved up to rank 6 in health. The restraint on human sacrifices does help, but the Emperor fears it will enrage the gods and come back to haunt us!
2080 BC: Worker finishes the mine and asks: "What to do next, Chief?" I can't give him an answer. We don't have the techs for anything but mines and i don't want to chop a forest yet. Need to get the horses online first.
2040 BC: Aha! We need Bronze Working in order to chop down forests. In other news, the weather's fine and the sky is still way up where it should be.

2000 BC: Voila! Our researchers figured out that you can use those round things our tortures use to appease their customer to move objects. No more slacking for our worker!
Next research goal is pottery. Granaries and commerce can't hurt, especially since we still have no contact with any other civ. Next tech should be a military one,though, as babarians probably will show up soon.
1960 BC:
rank2ro.jpg
I rename ourselves to DG01 Snake Eye (Not sure how this will carry over to the next player.)
1920 BC: Horses are connected now.
1880 BC: We are the 4th greatest city in the world.
1840 BC: Our Settler is done! I suggest we let Technotitlan grow for a while now. It can currently support a population of 6 happynesswise. Contruction on a galley commences. (But feel free to change it)

Our heartland:
land9uq.jpg
Technotitlan:
city1md.jpg

Not much happened during my turns. I suggest we go on with the plan and explore that island next to us next.

--------------->The Save<---------------

Edit: You are correct of course, Dimy. One East is a better choice as it will also allow us to mine that hill for more shields. We seem to be in a rather shield arm enviroment here.
 
Looking good so far :)

Updated Roster:

Dimy - on deck
ThERat
Till - just played
Gufnork - up

Oh and since the patch is now out, I recommend everyone to install it. The save game will still be loadable, but once played and saved by someone who has the patch already installed it won't be loadable anymore for the vanilla version.
 
Ok, I head into the game with the new patch installed. Lucky we started the game without it or we wouldn't have known we had horses nearby.

1800(1): Worker builds road to future city, Scout starts travelling back towards capitol for transport with Galley in production. Settler travels towards his spot.

1760(2): Teotihuacan founded. I agree with Dimy, Till and the game and settle just north of the clams. Start working on Work Boat, have the citizen work the forested hill to complete it ASAP.

1720(3): Hinduism spreads to Teotihuacan (nice!). Pottery learnt, start working on Bronze Working.

1680(4): Scout reaches Tenochtitlan, rests up. Worker heads towards a grassland for a cottage (has nothing else to do).

1640(5): Worker builds road in forest (why not?).

1600(6): Galley complete, brings scout towards other island. Start work on Granary.

1560(7): Worker starts work on Cottage. Tenochtitlan grows to size 5.

1520(8): Second island doesn't show much promise. No resources, but some jungle and lots of desert.

1480(9): Pop a hut that gives us a map of tons of water. Start interrogating the villagers, want to find out who made those maps. Turns out the mapmaker just really likes the color blue, which is why he drew so much water. Oh well, atleast we know that island is a dead end with little value, only a single sugar resource. There's still a peninsula of plains hills to the south that we can investigate.

1440(10): Work Boat complete, start production on Granary (I plan on getting Stonehenge, would be nice with a shrine early and it looks like we'll get some undisturbed expansion in this game).

1400(11): Try to find new creative ways to sacrifice people. Can't wait until I can do it productively.

1360(12): Bronze Working researched, don't convert to slavery (no use yet and I don't know if you guys likes using it). Start working on Priesthood, want Oracle (we should probably build that instead of Stonehenge). Scout loaded onto Galley again. Switch production to Obelisk in Teotihuacan.

1320(13): Realize that hinduism gives Teotihuacan +1 culture so it's borders expand (whoops). Start production on Work Boat. Judaism founded in a distant land. Granary complete, start work on Lighthouse. Worker moves to chop forest.

1240(14): Priesthood researched, start on Agriculture. Switch production to Oracle, plan on getting Metal Casting with it.

1200(15): Southern landmass turns out to be a tiny island of little value (future fishing village). Still no sign of other civs. Start travelling NW in the hopes of finding someone there. Both Tenochtitlan and Teotihuacan grows.

1160(16): Yawn.

1120(17): Yawn

1080(18): More wood for the Oracle. It's tedious having to transmute the wood into marble before building, but what can you do?

1040(19): Agriculture learned, start on Archery. Archers are nice and I don't want to make any plans this late in my turns.

1000(20): Worker start mining a forested hill. Feel free to do whatever you want with him. Oracle will complete next turn, so the free tech is yours to choose.

Warrior is still on Barbarian watch, scout onboard galley.

The bad news:
Civ4ScreenShot0001.JPG

Lots and lots of free expansion though. Where the heck are all the animals and barbarians? Didn't meet a single one.

Here's the save: View attachment 105154
 
That was a good read, but you got the wrong save, mate ;)
Judging from the screenshot the eastern island is good for a city or two. Nothing great but it will do. Since we have Bronze working now, is there any copper on our island? What really botheres me is that we haven't met a single AI yet.
I just hope they got as bad continents as we did.
 
Right, like I would post the wrong save. Noone would believe that. You're just jealous! Or something...

No Copper, but since we have no neighbours it doesn't matter. It bothers me too. I don't think they got as bad continents, but on the other hand we're free to expand without any hinders. Looks like it'll be a fairly dull game for a while though.
 
Back
Top Bottom