Fall from heaven SG - High to Low

Nice turnset bill!

Brian, the Sidar are meant to be played revolving around specialists. They have a bonus (+1 sci for scientist, +1 hammer for enginner, and so on) for each speacilist and settled Great Person, if I remember correctly (not sure about the specialists).

Also, when Sidar units reach lvl 6 (again, IIRC) they gain a special ability, which gives you the option of settling them in cities as a great person. But if you do that, you lose the unit.

So, playing Sidar means trying to get the wonders and civic that gives XP to your units and the ones that boost specialists (guild of hammers, great library).

They also have a special ability for the recon units line, but I can remember what it does.

Merry Christmas, everyone. Maybe we should take a break for the game until holydays are over, since everybody will be busier than normal during this period. But, of course, it's up to you, I don't mind if you want to keep going.
 
Thanks Ichabod. About the break, I think we should continue on if Ozbenno, Fleme, and Jusos can get to the game. I'll be back towards the back of next week, so if they take their time (i.e. don't strictly follow 24/48 rules) then I'll be able to take it up in rotation. But if we want a break, well I don't mind. Merry Christmas everybody (1/2 hour before Santa comes to me!), and a prosperous New Year too.
 
I'd say if you have the free time and inclination to go ahead and play away!! No sense in needless delays!
 
I'm ready and willing if no-one else is :)

Here's a link to the Sidar wiki btw.

Basically what Ichabod said, they're very specialist oriented and have an excellent recon line - both of which are something we will be very unlikely to make use of unless we somehow manage to get a superwarrior similar to that of the Illians and decide to settle him.

Have we decided on a course of action? Peaceful expansion or trying to knock out Beeri asap? He's most likely entrenched on a hill and while Beeri isn't the best warmonger, his capital is more or less certainly on a hill and hard to dislodge.

I'm open for any play and my personal opinion would be to get some cities up, maybe a specialist or two out and make use of those gains offensively on Beeri to eventually make the switch. We'll be playing Sidar for longer than we did the Illians, that's for sure.
 
I'd say give him until tomorrow, Ozbenno is somwhat Antipodean, so he's on a slightly different schedule than the rest of us.
 
Conquering the luchuirp with warriors isn't going to be easy. Their capital is already at the third border expansion, it's probably on a hill with at least palisades.

I think tryingo to settle a city north, to block Beeri is the best option. When we have some kind of collateral, we can destroy him. There's no need to rush, since we're probably going to be with the Sidar for a long time.
 
Played some dull turns...

Teched Fishing and selected AH.

Grew to 5 and still building settler. There are bears up north, so we will need 3-4 warriors as escorts for the settler.

Not much else to say really...
 

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Btw I ran a test on Bills save and took the ruin from the Lizardmen at the cost of 1 warrior (the one with Drill). It's obviously not a priority, but just food for thought.

Anyway, good set Oz, albeit dull as you said. I'm still supporting settling on the site on which the warrior is currently standing in the save and using the Pigs to feed it.

Oh and this just came to me: If we want to settle past the Bears and what have you, we could cast into the mist and move our units past them while invisible and safely claim whatever land we want. I'm not seeing any practical long-term uses for the worldspell so this might be an opportunity. Again, food for though.
 
I played 39 turns, since nothing really happened.

-I founded Vetus. I went a bit further north, since it couldn't really work any tiles 1SE due to Berri's culture.
Spoiler :
Civ4ScreenShot0001-17.jpg


-We got AH and went for Mining. the positive thing was that there are some Horses next to Celo.
Spoiler :
Civ4ScreenShot0002-13.jpg


-As Fleme suggested I casted the into the Mist worldspell to see whether our third city could be past the bears and I noticed that there isn't such thing as past the bears..:p
Spoiler :
Civ4ScreenShot0004-19.jpg


-In the end we got a Great Bard in Vetus for a fairly decent prize. We could have many uses for her.
Spoiler :
Civ4ScreenShot0005-15.jpg


-And in the and one of our warriors got S4 by killing a skeleton, which means that it can beat bears in single combat.
 
Roster:

1. Ozbenno
2. Jusos2108
3. Brian Shanahan>>UP
4. Fleme>>ON DECK
5. Ichabod
6. Bill Bisco



If the warrior is strong enough to take out bears, then we want to continue this path until we can conquer one of Beeri's cities.

Also, if there are horses nearby that means that we should go for Horsemen. With withdrawal, they are very adept at staying alive when attacking enemy cities.
 
Shading the warrior once it gets to L6 is also an option. I mean, a settled Great Scientist for instance would take us from 14 beakers to 20, which is huge.

I'd actually bomb or settle the artist in Vetus to push the barbarians back and make way towards the north for another city. That corn/sheep is by a mile the best location visible.

There's also now the option of building the Heron Throne in Celo to make use of our Industrious trait - I'd rather be working 2/1/2 tiles than 2/1/0. It's 38 turns of building if we want it. On the other hand we don't have basic stuff like Elder Councils or anything...

So many paths to take, I can't decide.
 
The bears wont move anywhere, if you culture bomb Vetus. They'll just stop moving (like in my last screenshot), so I would rather bulb Writing with the GA after we discover Education, which is needed anyways.
 
Well the bears would make good pets with subdue animals, and we could settle them down the line, but that would take us away from a quick switcheroo, and not really help us here.

And just as a reminder, unles ye want a four day pause in the game the game is passing to Fleme.
 
The thing is that bears do stop moving and become stationary once they're inside our culture which in turn lets us move past them to settle.

Anyway, I contemplated long and hard about the actual play since I could see the merit in the settling in both the strengthened economy and the ability to move north without contest. This resulted in me playing 2 sets - one in which I settled the Bard (took something like 8 turns to get the second border pop) and moved north and managed to settle a city 1s of the corn. Warrior also became level 7 in the process by being able to pick his fights (and found Bronze Weapons) but all in all I suppose that one was subpar in the grand scheme of things I chose the wrong tech path (Mysticism for GK) and we can eventually dislodge the bears without doing this so I canned it.

In the actual round I finished mining (with the aid of an event +120 beakers) and went Edu -> bulb Writing on the closing turn. I didn't make any moves offensively but started setting up the homeland. I settled 2 more cities and built some workers. Celo should be cottaged in the next set.

Military has not been developed; the most powerful warrior is at 22/26 experience and I'm still supporting waning him as a Great Sage once he gets those missing 4 experience.

Screenies:

Hooray for free beakers:

civ4screenshot0043j.jpg


Hooray for deficit research money:

civ4screenshot0044m.jpg


Hooray for technological superiority, courtesy of the Great Bard:

civ4screenshot0047.jpg
 

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