Friendly, fun, noob to moderate level game!

I have the same auto logger too. It records all the stuff in colour. I will add some more screen shots next time.

Research begun: Screenshots to make those nice composite screenshots - might even try the blurred edge version.

RIP Trevor - a brave soul that finally fell to three nasties.
 
We are Louis XIV (Sun King!). Our 8 opponents are:

1) Hatty (Egypt)-----------Creative / Spiritual
2) JC (Rome)---------------Expansive / Organized------North East of us
3) Saladin (Arabian)--------Philisophical / Spiritual
4) Washington (America)---Organized / Financial
5) Tokugawa (Japan)-------Aggresive / Organized------North East of us
6) Peter (Russia)-----------Expansive / Philisophical
7) Cyrus (Persia)-----------Expansive / Creative
8) ?

We are the only Industious nation known at the moment so we get a leg up over the others for WW and the like. Its good that we only have one nut case out there (Japan) and only one Financial opponent. We will probably be facing population pressures (ie people with bigger populations) and hence production due to the expansive trait.

The main downside as I see it with regards to our opponents is that we ended up with Peter as Russia and not Catherine:sad:.

Japan and Rome appear to be next door to each other - tension!!!
 
Well, the autolog didn't work right. I guess I didn't have the right directory set up for it to save to. So, anywho, I'll give you quick run down.

A couple Civs wanted open borders. I said whoop-dee-do and said ok to keep 'em happy.

Our scouts defeated several wild animals --pretty cool.

I switched how we were producing food because it was taking 22 turns to produce Settler which aren't made by using shields. They're made with food. So, I switched to our bread loaf square and the flood plain. Cut the time to 13 turns.

Did some more scouting and got Writing from one of the villages.

Moving the Settler to get the Copper like you guys said. I think I'm moving to a good spot (think I'm already there). Maybe you guys have a different idea.

That's about it. Nothing big. I took 15 turns and brought us to 1800 B.C.
 
:mischief: *pretending to ignore Kraken*
:mischief: *scratching foxy head wondering what to ignore the Colonel for*

ruff_hi said:
We are the only Industious nation known at the moment so we get a leg up over the others for WW

OTOH, we are also one of the fewer civ which is relatively far away from any stones or marble resources.

Hmm, that's something new ... never knew it was the #food that determines the speed of settler/worker building instead of hammers. I just thought the city simply stop growing while building them. Learn something new everyday.
 
Colonel Kraken said:
I switched how we were producing food because it was taking 22 turns to produce Settler which aren't made by using shields. They're made with food. So, I switched to our bread loaf square and the flood plain. Cut the time to 13 turns.

... and I thought it was the hammers + food that all went into the settler.

logger readme said:
SETTINGS: You can select the default file name for the external text file in autolog.py. Check the directory where you want the file to go. THE DEFAULT DIRECTORY MAY NOT WORK ON YOUR COMPUTER, so check it. Just open autolog.py with any text editor and look for "path = ..." and make sure whatever follows the equal sign is a valid directory. Most problems with this mod have been path problems, so check a couple of things: 1. folders in directory structure are separated with a double backslash, and 2. the last folder in the tree does not end with a backslash. Example: "C:\\games\\civ4" would be correct while "C:\games\civ4\" would not.

So - roster

Ruff - up
Grey - on deck
Kraken - pissy mood!
 
Pre Turn
I moved a townie to work the hills - extra hammer and we have enough food. Growing in 3 and grainery in 17 (was grow in 2, grainery in 26).

The warrior with the settler started to complain that his name wasn't showing up - he said it was "Chuck" - didn't sound too French to me but what do I know. I moved the worker @ Paris to build a mine.

Turn 56 (1760 BC)
CooperTown founded
CooperTown begins: Archer

Turn 57 (1720 BC)
:coffee:

Turn 58 (1680 BC)
Rumour (Scout) defeats (0.89/1): Barbarian Wolf
Tech learned: Iron Working
Paris grows: 3

noobsc0014gp.jpg

Turn 59 (1640 BC)

Hmmn - what to research - no fish so fishing is out. We have iron and I never really liked writing. How about we start building some of these wonders. And maybe head for a religion to help make friends and earn some money.
Research begun: Mysticism

The Barbs are starting to show up.
noobsc0020sp.jpg


Turn 60 (1600 BC)
CooperTown's borders expand

Turn 61 (1560 BC)
:sleep:

Turn 62 (1520 BC)
Tech learned: Mysticism

Did I mention the barbs - I meant to.
noobsc0039wy.jpg


Turn 63 (1480 BC)
Research begun: Polytheism
Paris grows: 4

Turn 64 (1440 BC)

Oh yes - I forgot to say this earlier ... "run for the hills, its the barbarians!"
noobsc0048kz.jpg


Turn 65 (1400 BC)
Paris begins: Settler
Paris begins: Granary
Tallulah (Scout) defeats (1.00/1): Barbarian Wolf
I chopped some hammers to a settler - Paris has a settler in its queue However, I have Paris on a permanent Archer build. I want to put out sentries to handle the (soon to be here) waves of barbarians.

Turn 66 (1360 BC)
Tallulah (Scout) promoted: Woodsman II
Paris finishes: Granary
CooperTown grows: 2

Turn 67 (1320 BC)
Paris begins: Archer
Contact made: Indian Empire
Ah - the mysterious 9th enemy, oh friend, what-ever!

... and ... WE ARE #1.
noobsc0057hq.jpg


Turn 68 (1280 BC)

JC has his iron - something to watch for.
noobsc0069bj.jpg


Turn 69 (1240 BC)
Tech learned: Polytheism

Turn 70 (1200 BC)
Research begun: Monotheism
Paris finishes: Archer
Paris begins: Archer
CooperTown finishes: Archer

Turn 71 (1160 BC)
CooperTown begins: Archer

Turn 72 (1120 BC)
Rumour (Scout) loses to: Barbarian Warrior (0.24/2)
Oh no! He almost won. I suppose that this means that I can now say that the rumor of our scout's demise is not overstated.

Turn 73 (1080 BC)

picture of india, rome and japan!!
noobsc0077gg.jpg
 
noobsc0082cx.jpg


Things of note:
  1. I played more than 10 rounds :smoke: - I will pay more attention to that next time - sorry.
  2. I totally forgot to hook up the copper - here I am worried about the barbs so I start building archers when I could have connected the cooper and we would have axes rolling off. I finally put the worker on a 'build road' to connect the two towns. A total :smoke: (again) by me - sorry.
  3. We only have 1 worker - how many per town do you guys usually have?
  4. India - the 9th player - Its not Gandhi (Industrious!) but did you notice they have marble!
  5. It will be fun to watch India, Rome and Japan fight for space - especially Rome - they are squeesed by the top of the map too.
  6. We have open borders with everyone except ...
    Spoiler :
    Japan - oh what a surprise!
  7. I took Paris off its permanent archer build. Remember, there is still a settler in the queue. I think we should either go east or west for the Iron.

1) Hatty (Egypt)-----------Creative / Spiritual----------North (I think)
2) JC (Rome)---------------Expansive / Organized------North East
3) Saladin (Arabian)--------Philisophical / Spiritual------North West
4) Washington (America)---Organized / Financial--------West
5) Tokugawa (Japan)-------Aggresive / Organized------North East
6) Peter (Russia)-----------Expansive / Philisophical
7) Cyrus (Persia)-----------Expansive / Creative
8) Asoka (India)------------Organized / Spiritual--------North East of us
 
Got it. Nice screenshots, ruff!

Are we down to ten rounds, or do we go by a less formal turnset (one may play roughly 10~20 rounds?

ruff_hi said:
4. India - the 9th players - are also industerious and did you notice they have marble!
...
8) Asoka (India)------------Organized / Spiritual--------North East of us

SO, is it industriaous or organized? :crazyeye: According to my Civ mannual, Asoka is organized, while Ghandi is industrious.
 
Turn 0 (Inheirted) (1080 BC)
Looks around, every okay.

Turn 1 (1040 BC)
CooperTown grows: 3

Turn 2 (1000 BC)
:coffee:

Turn 3 (975 BC)
Paris finishes: Settler
Archer defeats (1.65/3): Barbarian Warrior

Turn 4 (950 BC)
Tech learned: Monotheism
FFNoob2-Judaism.jpg


Turn 5 (925 BC)
Research begun: Mathematics -> towards capapult
Paris grows: 5

Turn 6 (900 BC)
Iron Town founded -> I follow the computer's hint, 1 tile east of the "Iron Town?" sign, removes sign
Iron Town begins: Barracks
Paris begins: Archer
Paris finishes: Archer
CooperTown finishes: Archer

Turn 7 (875 BC)
CooperTown begins: Worker
GreyFox: Found Hatty's city
Revolt to Judaism

Turn 8 (850 BC)
Hatty ask us to cancel deal with Peter, since Peter is the weakest and Hatty the strongest, I go with Peter :)

Turn 9 (825 BC)
Paris begins: Archer
Paris finishes: Archer
Realize Paris is under auto-queue for archer :nono:, cancels it

Turn 10 (800 BC)
:sleep:

Turn 11 (775 BC)
Iron Town's borders expand
:mad: Darn! Now peter calls us to cancel deal!!!!
:sad: should have know that once we revolt to Judaism, Pete and Hatty would hate us.

Turn 12 (750 BC)
Paris grows: 6
Paris begins: Archer
Paris finishes: Archer
:hammer:Some barbaririans appear NE of CopperTown,
move the only archer from Copper town to protect worker
move new archer from Paris to CopperTown

Turn 13 (725 BC)
Paris begins: Archer
CooperTown's borders expand
Archer defeats (2.61/3): Barbarian Warrior
Archer defeats (2.22/3): Barbarian Warrior
:woohoo: free promotion (I left it unpromoted)

Turn 14 (700 BC)
Moves archer back to Coppertown to heal,
moves new archer from Paris towards NW barbie city

Seems like a good year to stop ...
 
After-Turn notes:
Our land:
FFNoob2-map-french.jpg

notice the two barbie cities? 1 archer is sent towards barbie city NW
two warriors and 1 more archer towards barbie city SE, Colonel should be able to take the city down :hammer: :hammer:

Georgie (American) towards the west:
FFNobb2-map-amer.jpg


Pete (Russia) and Saladin (Arabs) towards the northwest:
FFNoob2-map-arab.jpg


Hatty (Egypt) towards the east:
FFnoob2-map-egypt.jpg


Toky (Japan) and Julie (Roman) towards the northeast:
FFNoob2-map-rome-jap.jpg


Cryus and Aso unknown.

And the save:
 
GreyFox said:
SO, is it industriaous or organized? :crazyeye: According to my Civ mannual, Asoka is organized, while Ghandi is industrious.
See original post - I fixed it there ... answer is organized
greyfox said:
Aso unknown.
India is just to the right of Rome. Their pink is a little lighter than Rome's purple - India have the gold, rock and claims (see last picture).
greyfox said:
Realize Paris is under auto-queue for archer :nono: , cancels it
??? - I thought I had cancelled that in the save that I posted. Oops, guess that is another :smoke: - how many am I allowed?


Roster:
Kraken - up
Ruff - on deck
Grey - just done
 
ruff_hi said:
India is just to the right of Rome. Their pink is a little lighter than Rome's purple - India have the gold, rock and claims (see last picture).

Right! DUH! :wallbash: should have noticed it, how could Rome expland across the banks so fast with Toku blocking their way? :crazyeye:

ruff_hi said:
??? - I thought I had cancelled that in the save that I posted. Oops, guess that is another :smoke: - how many am I allowed?

I think you set it up for an infinite queue, so it will keep building archers ... Don't worry about that, we do need the archers until Copper Town lives up to its namesake ...
 
I can't get the autolog to work. I even created a "succession" folder just where the python file tells me to but no luck. Whatever.

Maybe you guys can help me out.

Here's the save:
 
I think I had the pathing wrong in the autolog.py file. I'll have to see if it works right next time now.

EDIT: Yup, now it works. You guys will have a report next time.



I captured two barbarian cities. Established a barracks and produced a chariot. We need science in a bad way. I started on a program of : (1) Increase number of workers to improve the land. (2) Build some libraries.
 
rats! I wanted to take those two cities. Well done. Got it - will probably not get to this until Sunday evening.
 
Turn 99 (400 BC)
We have no wonders!!
My aim for this round is to consolidate and then axe / swords to counter barbs.
Fletcher (Archer) defeats (2.61/3): Barbarian Archer

Turn 100 (375 BC)
Fletcher (Archer) promoted: City Garrison II
Sarmatian grows: 2

Turn 101 (350 BC)
screenshot0035dk.jpg


Turn 102 (325 BC)
CooperTown finishes: Library
Tartar grows: 2
We need more workers

Turn 103 (300 BC)
CooperTown begins: Axeman
Paris finishes: Library

Turn 104 (275 BC)
Paris begins: Worker
Iron Town finishes: Worker
This worker has been sent over to hookup and mine the iron. I have also sent our two other workers to build a road to irontown.

Turn 105 (250 BC)

Turn 106 (225 BC)
CooperTown finishes: Axeman
Archer defeats (2.64/3): Barbarian Archer

Turn 107 (200 BC)
CooperTown begins: Jewish Missionary
I'm thinking that we spread our religion around - maybe start with our own towns or our 'friends'. I was thinking that we send the first missionary to America's capital - they are 'strong' and have no religion so will convert to ours! Just a suggestion.
Marble to the south of Irontown!!
Paris finishes: Worker

Turn 108 (175 BC)
Paris begins: The Parthenon
I've started the paris worker to chop south (out of the cross) and I'm planning that he should move around and chop in the Parthenon. We actually need a GP Prophet to get our religion rocking! Naturally, feel free to do what you like with this.
Iron Town grows: 3
Sarmatian grows: 3
Confucianism founded in a distant land

Turn 109 (150 BC)
CooperTown grows: 5

Turn 110 (125 BC)
Nancy is on the marble to the south but has found a barb archer. He has no cover so is feeling a bit nervious. Our new axe has moved over to the barb town to our NW and our chariot is out that way too. I'm not sure we can afford a new town at present - we need to get our cottages going - suggest we start spamming once iron is hooked up.
 
Turn 0 (125 BC)
Warrior loses to: Barbarian Archer (3.00/3)
Damn! :mad:

Turn 1 (100 BC)
Judaism has spread: Paris
CooperTown finishes: Jewish Missionary

Turn 2 (75 BC)
CooperTown begins: Swordsman
Scout loses to: Barbarian Archer (2.49/3)

Turn 3 (50 BC)
:sleep:

Turn 4 (25 BC)
Iron Town finishes: Barracks
Tartar grows: 3
Archer defeats (2.22/3): Barbarian Archer

Turn 5 (0 AD)
Iron Town begins: Swordsman
Tech learned: Alphabet
CooperTown finishes: Swordsman
Iron Town grows: 4

Turn 6 (25 AD)
Research begun: Monarchy
CooperTown begins: Barracks
I traded Monotheism for fishing and mediation with Washington:
Tech learned: Meditation
Tech learned: Fishing
Sarmatian grows: 4

Turn 7 (50 AD)
Archer defeats (0.60/3): Barbarian Axeman

Turn 8 (75 AD)
Paris's borders expand

Turn 9 (100 AD)
:coffee:

Turn 10 (125 AD)
Judaism has spread: Washington (American Empire)
Paris grows: 8
CooperTown finishes: Barracks
Iron Town finishes: Swordsman

Turn 11 (150 AD)
I decided to play one more turn to get us to a nice year ...
CooperTown begins: Swordsman
Iron Town begins: Library

After-Turns Screenies
Heh, with all these barbie cities, who need settlers? :D
FFNoob3-barbie.jpg

There is a charriot, axeman, and swordsman waiting for the barbie city to grow to 2 before taking the city.

DemoGraphs:
Good news is we are back to #1 in score (as seen in above screenie), bad news is our economy still sucks!
FFNoob3-demo.jpg


And the save: (Colonel is UP!)
 
Hey - notice the conf power block - that will limit the fireworks between Japan, Rome and India. We could counter with sending our religion to Cyrus and Saladin.

Its good that it is spreading between our towns. We need to crank up the gold!
 
Back
Top Bottom