DMI V - Fata Morgana (BtS)

Who's up on this? Is it Fox or me?
 
Great. I can't play til Friday anyway, so this works out well for me :)

Thanks.
 
@the Great Grey Fox:

Have mercy. I know already that the tile assignments in most of our cities are somewhat far from optimal ;)

Imhotep
 
@Fox:

I know your reputation as the most wonderful whip-whore™ ;) . I thought about changing the tile assignments before passing the save, but I had uploaded it already and was too lazy to change it again. Moreover I played most of those turns with them, so it would be nothing short of cheap lies if I passed of a perfectly managed save. After all I'm a lawyer and honest ;) .

Imhotep
 
Well, as it turns out, the city management is generally okay, nothing to really rant about.

However (there is always a "However"), here comes your big :whipped:

What weed was it that you smoked that made you think going free religion was a great idea???

DMIV-AD1650-religion.jpg

First of all, FR does not give more happiness? It only gives more IF you have multiple religions. Secondly, while the 10% bonus is good, it does not help as much as OR since we are mostly still building infrastructure. Lastly, we are building the UoS ... it is only useful if we have a state religion :crazyeye:

So, I have to revolt.

DMIV-AD1655-civic.jpg

Much better.

DMIV-AD1660-religion.jpg


Meanwhile, some devious spy used underhanded method and poisoned Ankara;s water supply, causing a -6 in health. I had to swap out of UoS and whip a University to halt the starvation. It also means Ankara is no longer producing a GP in 20 turns. Suggest next player to add back the specialists once Ankara grow back. Nonetheless, we still got the UoS in my last turn:

DMIV-AD1700-UoS.jpg

We got a good event ... unfortunately it is in the capital where we won't be building troops.

DMIV-AD1675-evemt.jpg

So, I settle for 2 pikemen. They should come in helpful in the north ... I have already lost 2 maces to the massive barb horse archers appearing there.

I am building 2 settlers to settle cities up north. This is one spot that we must grab.

DMIV-AD1700-future-city.jpg

The horses would be sorely needed. I suggest the other to settle a city which gives ivory.

Military wise, I send out our stack from Madrid, and razed a barb city along the way.

DMIV-AD1680-barb.jpg

They found the Zara culture border ... but the city seems to be on the other side of the river .. but I guess there should be a land route further east (else we shouldn't see Zara's units earlier in this game).

DMIV-AD1700-Zara.jpg

Research wise I stalled Liberalism a bit to get optics. We are now in the position to grab Astro with Liberalism.

 
Excellent turns as always :goodjob: I've got it, and will see about doing some of the things mentioned.

When playing SGs, I usually end up going AFTER Fox, so I never get his rant :D Lucky me.
 
Usually I just hit enter with Fox going before me, but I decided to take a quick peek around and see how everything is going.

MM Konya to work the cottages instead of the watermills and forest tiles increasing our income by +7gpt without losing any turns to the settler. Switched Alemanni from working an oasis to a cottaged flood plain, same yield now but the cottage will grow. Switched Edirne from working a grass hill to a different grass hill by the river for the +1g.

Then I hit enter.

Thucydides came telling us that we're the least powerful ... :dubious: ... that does not sound good. Gotta do something about that soon.

Civ4ScreenShot0003-11.jpg


Heroic Epic completes at Edirne.

Civ4ScreenShot0004-9.jpg


One of our forward going stacks found this

Civ4ScreenShot0005-3.jpg


I decided to move our stack around Zara's stack and join up with the other stack since we just found his city on this island. Then concentrate the builds in our cities in preparation for this stack.

Found Gaziantep on a hill here.

Civ4ScreenShot0006-4.jpg


Will end up with 5 flood plains, 3 oasis, 3 desert hills, 1 plains hill, the ivory, and incense.

Liberalism came in

Civ4ScreenShot0007-1.jpg


and we got our free tech. I choose Astronomy like suggested.

Civ4ScreenShot0008-1.jpg


Civ4ScreenShot0009-1.jpg


Found Diyarbakir at Fox's suggested site

Civ4ScreenShot0010-1.jpg


The situation at Zara's first city we encountered.

Civ4ScreenShot0012.jpg


Currently, our best chance is 20% chance, that's why I'm bombarding it down some first. Note the Mayan border right next to Zara's border.

That stack of Zara's we encountered has not made an appearance near our border yet, so expect it soon.

Lots of barb encounters on both islands. So far we haven't lost any units to barbs yet, but we did manage to kill ~15 of them.

I played 10 turns since war seems imminent.
 

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I notice that the capital is stagnated but has one extra happiness.

Gunpowder comes in and I go Nationalism.

Zara's stack turns up.



ATTACK!

4 catapults die and many Ethiopians perish.

We generate a GG, merge in Madrid.



Our attacking stack has only one trebuchet and no catapults. We settle for pillaging.

Next stack.



We just lose our remaining catapult this time.

We've got some well protected barb cities here as well.



I start up Taj Mahal in capital.

I pick up Horseback Riding for 1 turn at the end leaving us with a few choices. Music for Military Tradition (ship of the line and cavalry), Chemistry (if we want cannons) and Printing Press (for money and rifles). I think Printing Press but no beakers have been injested.



Zara has shown up again.



Should be handleable.

Our attack stack is pillaging away, trying to find Ethiopian cities that don't have hills under them.



Our barbarian explorers are off to find less well defended cities (Bulgar only had one sword).



There was a general treb/catapult shortage which I'm trying to address. If Zara ever lets up, we should get a second stack out.

I'm trying to fog bust barb land but there are still plenty of the buggers appearing everywhere.

Our first janissaries are off to the front as well.

We could look at more cities in barb land.

Our borders in horsey city expand next turn, when the workers will have the horses roaded up. Knights will be good.

As for our variant. I have two ideas where we may need to look. First, the barb area to the east of barb land. The cities are much more advanced and better defended than other areas. She may be in here but much more likely is that with the ship of line in the northern ocean, there is another island in this sea which is where she is (which is why we will need Militrary Tradition pronto).
 
here goes... i hope this one doesn't receive the quantity of criticism obtained by my last report...

having said that it didn't start off all that well...

Civ4ScreenShot0006-1.jpg


i couldn't have done anything about that; it had already moved and it happened IBT between when i opened the save and got my first turn. very annoying, especially as it contained a decent military force, now dead.

however, it got better. i exterminated the Ethiopian stack next turn suffering the loss of 2 trebs and 2 crossbows only.his power drop is stunning. but i manged to lose the screenie. :crazyeye:

over on the eastern front our stack took a mini hit from the Ethiopians, we retreated to the hill to heal, where we stayed for most of the turnset.

we got a great scientist

Civ4ScreenShot0007-1.jpg


he is sleeping there (i did not know what to do with him; he will bulb SM. btw he is sleeping Wake him up! i know i should have but i forgot.

the north consisted of barb bashing. and by barb bashing i really mean mass slaughter by janissaries. they enjoyed the easy exp.

teching consisted of printing press followed by music. we are doing mil. trad. currently but no beakers invested.

builds have been lots of janissaries. Taj mahal is 2 turns from completion.

we took this city (mainly for the money):

Civ4ScreenShot0008-2.jpg


it was of course razed.

big arse stack:

Civ4ScreenShot0010-2.jpg


east stack:

Civ4ScreenShot0020-1.jpg


expeditionary force (watch out for lurking Ship of the Line):

Civ4ScreenShot0014-1.jpg


the save:
 

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