Embracing Emperor

I would try to get advice before even starting. Guess we were all talkin' about BAT.

I think the scout move was bad and SIP was definitely bad. At the opening, it is wise to map read to see what your scout/warrior might reveal when they move. It's clear that you are surrounded by forest to the N and E, so no resources are likely to be revealed. However, the W/SW has openings that could present more food option. I would have moved the Scout W to a hill.
 
Wow you moved the scout north. I did suggest 2w. It's great playing slow but listen to the advice. There was no value in moving north as you knew it would only reveal moves forest.

I think the dicussion about Bat kind of distracted this thread.
 
Yep that's not a small mistake, you must understand why you always should try avoiding being stuck with 2 bad sheep food tiles only.
The scout might be the only advantage of starting with hunting and should almost never move into bigger forests where he will only move 1 tile.

You can go very wrong with SIP despite of what some like to preach, here the forests and quick starter Sury will make up for that but next time you should not easily miss wet corn ;)
 
Thanks for the feedback guys - there wasn't a consensus but no one endorsed my original proposal so I did take advice, perhaps the wrong one though! Maybe I should have asked again and tried to get that consensus.

I did actually move the scout 2 tiles but I should probably have stopped there and asked again.

Well we are where we are, don't imagine it will be a long term capital but hopefully I can turn it's production into something.

Any advice for the next move then?
 
Are you comfortable with worker stealing? If not, warri first will lose some more food cos your worker is only 2 turns behind if you include jumping onto the hill.
Yes worker stealing is the plan, but it's a good point about including the move in my calculation.
 
Took for a spin - to 725BC
Spoiler :

I did the scout move west from the start, and moved setter 2W1S I think (PH on the river, getting the wet corn and pigs to the south). Worked out awesome, especially seeing that east of the sheep and other hills was a site also getting crab and dry corn, much better to work all of those hills in the middle.

Start made building extra warriors easy, combined with peninsula position gave much better terrain overview than I'm used to. With lots of food but no early happy/commerce resources, and stone available in the SE, seemed ideal position for Pyramids. Great Lighthouse was not part of the plan but was able to get it too (byproduct of Masonry + Sailing for stone connection), game over almost already :). Looks pretty easy with both nearby neighbors struggling with jungle. Also Izzy helpfully send me a gazillion hindu missionaries, useful given the happy crunch. Tech path was a little unusual, delayed bronze despite the forest swarm due to enough prod tiles at capital (bare hills and horses) and initially limited happy/commerce. Something like Ag->AH->Wheel->Pottery->Writing->Fishing,Sail,Masonry,BW. Creative libraries and early sci helped a bit too.



the two southern cities were #3 and #4 for blocking and stone, now filling the better overall spots in the middle.



Advice for OP: if you do warrior before worker (makes sense from current position), work the forested PH to get the warrior out in 3.
 
Is it possible, that OP or a player that has BAT provides a worldbuilder save from the starting point for us non-BAT that would like to shadow this?
 
Emperor is fun. Having felt a lot of frustration on Deity lately this was the perfect game at the perfect time to blow off steam :crazyeye: I wanted to see if Knights can be used to sweep the map on Emperor like they can on Immortal (or even Deity, if you're lucky), and if it's faster.

Turns out it's very do-able...

Spoiler :
I wasted a lot of turns not realizing that two AIs were on a different landmass east of Spain. I thought the continent would continue west, so there were about 30 turns of whipping galleys and moving all the knights across the continent and then across the channel.


1420AD Conquest:

Spoiler :


In any case I built 173 Knights through the game (losing a bit under half) while killing closer to 200 units:

Spoiler :


This stack forced the final capitulation:

Spoiler :


Power graph that more-or-less tells the story;

Spoiler :


It's hard to get a handle on the relative speed of the win. Because of the much slower AI tech pace almost everything has to be self-teched, which is why I thought knights would be so much faster than cuirs. I also figured pure knights would be significantly faster than catapults->trebs. I completely stopped teching after Guilds and produced nothing but Knights from then on. But ironically the date feels slow compared to Immortal.

I wonder how much faster it would have been to win Domination instead of Conquest because of the logistics of the map, assuming the economy would have survived long enough.

What's a heavy footman?
 
Civ4 - BTS Unaltered Gameplay (BUG, BAT and BULL) ... mod, I was surprised to see that the Maceman has been renamed Heavy Footman.
 
I've always thought halberdier would have made sense for a medieval era melee unit that was less specialised than the pikeman.
 
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