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Four Green Fields

Discussion in 'Civ4 - Strategy & Tips' started by VoiceOfUnreason, Nov 26, 2009.

  1. VoiceOfUnreason

    VoiceOfUnreason Chieftain

    Joined:
    Dec 5, 2005
    Messages:
    3,663

    Four Green Fields



    Offered for entertainment purposes only.



    Difficulty: Noble
    Speed: Normal
    Size: Tiny
    Opponents: 3
    Huts/Events: Off
    Map: Custom [size=-2]hint: what you see is what you get[/size]

    The SAVE
     
  2. Nares

    Nares Chieftain

    Joined:
    May 2, 2006
    Messages:
    1,631
    :eek:

    Looks interesting.

    I was going to worship Ra tonight, but I think I'll play in green fields instead.
     
  3. mjg5591

    mjg5591 Chieftain

    Joined:
    Jan 18, 2009
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    400
    Do we get any resources? Rivers for irragation?
     
  4. Nares

    Nares Chieftain

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    I've tried the map but don't know if it's fair to answer.

    It's worth noting that the chosen leader is Saladin. I suspect that's for his resource-less UU, with an eye for upgrading to cavalry and beyond.

    Based on this and the hint, I would infer no resources. I won't comment on irrigation.
     
  5. VoiceOfUnreason

    VoiceOfUnreason Chieftain

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    My feeling is that this is more of a challenge map, so various notes in spoiler tags should be fine. I'm about to take my third? fourth? swing at this thing.
     
  6. deathturnip

    deathturnip Deliciously carcenagenic!

    Joined:
    Jun 15, 2008
    Messages:
    122
    Really? It was pretty easy.

    Spoiler :
    Helps a lot if you prioritise workshop upgrades and the like. You barely need anything else. Well, guilds for camels I guesse.
     
  7. Nares

    Nares Chieftain

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    I hear that.

    Spoiler :
    It's all grassland. No rivers, no resources, no lakes, no irrigation, no hills. Nothing. Cottages and workshops only. Two health cap and two food surplus in fresh cities.

    EXP/CHA would be OP.

    We're SPI/PRO, with a UB notable mainly for its increased specialist slots that we can't feed. At least our UU is resource-less.

    Building wonders is an almost ludicrous concept. It's possibly more practical to rely on GEs for any wonders. Then again, with limited GPPs, it might be better to pursue GMs to grow at least one city (production until SP, then GP "farm"). Or maybe GSs for academies (no shortage of cottage land here). Or some religious approach for settled prophets and the AP.

    I'd love to see someone do the math for workshops v. whipping given the constraints. I'd really like to see if whipping with only a two food surplus can compete with even CS boosted workshops.
     
  8. slobberinbear

    slobberinbear Ursine Skald

    Joined:
    Dec 21, 2006
    Messages:
    1,657
    Location:
    Foraging in your trashcan
    Spoiler :
    I gave this a go. Health is the major issue ... all production comes from whip. I built granary/aqueduct/madrassa in all cities with whip. Put worker on auto (one is plenty lol) and he cottaged it all up ... Biggest problem was taking the time to build settlers.

    In retrospect, I should have made one city build a couple of prophets and gone for a religious economy while beelining Biology.

    Tried the camel archer attack but enemies had longbows by the time I got there ... <50% odds.

    I guess if I tried it again I'd have 4 workshop cities (working two workshops each) building units, another 4 cottage cities that use the whip for infrastructure, and two prophet cities.
     
  9. I-imp

    I-imp Chieftain

    Joined:
    Mar 6, 2009
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    107
    Spoiler :
    I had a go at this. Decided to skip all that useless workshop research and went beeline for feudalism, to take advantage of PRO trait. Used wip+Monarchy to create archers and upgrade to LBmen while running 0%.

    It got a little difficult at 1900 AD when the Ottomans got jannisaries.
     
  10. VoiceOfUnreason

    VoiceOfUnreason Chieftain

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    Well, I got a win, eventually....

    Spoiler :

    Worker + Meditation ! Fishing !! Pottery out of the shoot times out exactly right. The basic idea is that we are so production starved that the 25% from org rel is going to be a big deal for 2 pop whips.

    Then we whip out a settler (@ size 2) to start a GP Farm (!!!) with a MC beeline. The forge is whipped at size 2, then I hire an engineer at size 1 (!!!!) so that I can rush the Pyramids to get to Universal Suffrage.

    Math is important to get Aquaducts everywhere. I popped a second engineer to grab the Hanging Gardens, but I'm not sure that's right. It might have been better to let that city develop, or to pop a tech, since they are all on the Engineering beeline.

    In the mean time - don't forget that you can use the Oracle to grab one of the last pieces.

    My mistake in this game was thinking about the National Park as a way of relieving health pressure in the capital - there's simply no point in going that far down the tech tree. Once you have camels and trebs, you are done.

    Victory screen in 1906.
     
  11. vicawoo

    vicawoo Chieftain

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    Looks like an ICS map
     
  12. Sian

    Sian Chieftain

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    yeah ... very tight ICS should be able to do it decently ... though i've done it with ICS4 and i feel that thats not tight enough
     
  13. Mikehendi

    Mikehendi IDHEOMHRN

    Joined:
    Dec 20, 2008
    Messages:
    461
    Definitely settle 1S.
     
  14. Nares

    Nares Chieftain

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    Spoiler :
    Pretty much. I had a sizeable window in which to whip/build out a CA/treb army before they got gunpowder. I should have made a move then, but instead waited. I could have as easily gone up to rifles and just ran over them with those and trebs.

    I liked the first barbarian city I captured. Two warriors and six workers.:lol:

    They actually provided nice pillage cash throughout the game. Tons of cottages/hamlets to tear down, plus a fairly fast respawn on the cities.

    I focused on GMs, which helped me grow the capital to size 9 before national park. I won conquest the same turn it completed it, but was sitting on a +8 surplus.
     
  15. NonPrayinMantis

    NonPrayinMantis Chieftain

    Joined:
    Oct 8, 2008
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    Location:
    Roanoke
    I've played the map.

    Spoiler :
    No and No
     
  16. Cusanus

    Cusanus Der F├╝rst

    Joined:
    Nov 20, 2009
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    334
    Location:
    Germany
    :D
    :goodjob:

    - - -
    I will give this a try.

    From what the map looks like, won't it be a very cheesy, easy win if you beeline corporations, found Standard Ethanol and - being the only one with oil our any other ressource - crush everybody else?

    Or don't you get oil from StEth if you don't put any resources in?
     
  17. VoiceOfUnreason

    VoiceOfUnreason Chieftain

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    Woot! I'm Warren Harding!

    Favorite weird moment thus far: killing a barbarian axe (hey, where did they find metal?) with a warrior. Got careless with where I ended a turn, only to discover that I hadn't yet used any of my "free" battles.
     
  18. vicawoo

    vicawoo Chieftain

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    I don't think I have to spoiler this, but these are my observations.

    Hanging gardens is the best wonder in this game. If you have hanging gardens and an aqueduct, you can momentarily get up to 6 pop to draft.

    I went stonehenge for early GP points so I could get some damn production, then oracle hanging gardens temple of artemis pyramids.

    Whipping a warrior->organized religion overflow is my method of production early. One I had a forge and organized religion, the stupid latest patch seems to kill my overflow. After you make a forge in your capital, I think it would be best to run an engineer (the opportunity cost of 11 turns of growing is 22 hammers and 33 great engineer points, when you whip you gain 15 overflow). Whipping when you can finish buildings.

    Settler first, because while your capital is building wonders, you need another city to start your un-rapid expansion, and build a worker. Tech polytheism first, mostly because I need a religion for organized religion. Then bee line pottery, mining-masonry, organized religion bronze working.
     
  19. lymond

    lymond Rise Up! Hall of Fame Staff

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    Yep...first time I built Hanging Garden in ages and man is it helpful.

    Interesting thing I did was switch back and forth from Caste to Slavery very often, once I had Guilds/Chem

    Settling priests early is a must

    Interesting game. In some ways its kind of mind-numbing since there's just nothingness, but it does provide an interesting challenge - a totally different strategy from normal civ games.

    Saladin is a good leader for this type of game. The protective trait, for once, is actually quite useful early on.
     
  20. Ignorant Teacher

    Ignorant Teacher Chieftain

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    Weird things happen in this map.
    Spoiler :
     

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