FS1-Assimilation! (Noble?)

Looking forward to it.

I also empathize with Farae about the religions, probably because we've both read Sulla and Sirian's RB1, and we've seen how much cash religion can make. If we're able to spread it everywhere, it may help to curb any financial problems (on top of being a nice culture addition).
 
FS1-start.jpg


1)4000 BC:

Starting position looks OK. We got clams, cows, dye, and bananas very close. I'm a little concerned that it's all jungle to the NE, but we shall see.

Founded Berlin, and set production to warrior. View around the city reveals rice to the NW. Scout goes to the hut, gets a map from the villagers revealing horses not too far north.

Set production for Mysticism on a gamble, we'll want an early religion for culture. I also want animal husbandry so we can get those cows.

2)3960 BC:

Send scout to explore more around the NW, mostly because SE is coastline and E is jungle. Find more coastline.

3)3920 BC:

Scout goes N some more, find two incenses.

4)3880 BC:

Borders of Berlin expand! Scout goes E and finds some Ivory. That could be handy in an early war...

5)3840 BC:

Scout goes SE and find a hut and some Dye. Will check the hut next turn.

6)3800 BC:

The villages provide me with a map that reveals most of the S and SE. Looks like we're on the southern tip of the landmass, so the scout will be going N. Some cows and Corn are revealed in the SE area.

7)3760 BC:

Scout moves E, he's in the jungle still though so moving is slow. Next turn he'll be back in the open field.

8)3720 BC:

We get Mysticism. Going to shoot for Polytheism...lets cross our fingers! Scout moves NE and finds some rice.

9)3680 BC:

We finish our warrior, who I fortify. Given what appears to be the state of the surrounding land I set production for another scout to go NW. I want the city population to increase before I make a worker or settler.

10)3640 BC:

Scout noes north, finds a hut which I'll check next turn. After ten turns here is the state of things:

FS1-turn-10.jpg


11)3600 BC:

Buddhism has been founded in a distant land! (We knew that would happen...) Scout investigates hut, and we get 45 gold. There's more horses, ivory, and cows up to the NE.

12)3560 BC:

Drat! Hinduism has been founded in a distant land... crap! :mad: I tried guys... do I go ahead from here and try to shoot for Monotheism? Or switch to Animal Husbandry so we can get the cows... I stick it out, maybe we can build the parthenon. I don't want to make a worker yet anyway because the city is small.

Scout moves east. Berlin is pop 2 now, not sure which turn that happened on...


13)3520 BC:

Mansa Musa (henceforth M&M ;) ) find us with a warrior, I say we'll have peace. At this point I notice his city to the north, the culture line for which is barely visible in the fog. I decide to scout him out.

FS1-Mansa-Musa-City.jpg


14)3480 BC:

I scout more by the M&M...nothing going on.

15)3440 BC:

We get our new scout. Berlin grows in 9 turns, so I set a warrior in production, should be ready in 5. I think we should get a worker and settler after we hit pop 3.

Scout-1 checks out M&M. Scout-2 heads north.

16)3400 BC:

Scout-1 moves W and discovers coastline! So far we appear to be sharing a very small continent...
Scout-2 moves N into the jungle.

17)3360 BC:

A lion appears out of the fog south of M&M. Scout-1 decides to finish scoping W and Scout-2 goes E.

18)3320 BC:

Scout-1 confirms my suspiscions about the W coastline. Scout-2 heads NE.

19)3280 BC:

Scout-1 heads for the slightly un-explored SE, while Scout-2 goes NE to finish the exploration there.

20)3240 BC:


We get Polytheism. I set up the wheel and a Warrior as our production. Feel free to change these as nothing will have happened on them. I forify the new Warrior.

Scout-1 moves SE. Scout-2 moves NE and ends up next to a lion!:eek:

Wrap-up

That wraps up 20 turns. I'm leaving it before moving to turn 21, not sure if that's how it's supposed to work or not, but that's what I'm doing.

The situation at this point seems to be that we're isolated on a small continent with M&M. If that's the case, I think we should wipe him out and try to set up shop here. The religion situation I'm not so sure about... Of course, the land could open up to the NE. In that case we will probably still want to make a land grab down here, and maybe religion will spread to us.

Edit: Some additional thoughts: We are behind M&M in power, but ahead in culture. That's why I made another Warrior. We will clearly need better units if we try to go after him. If the land does open up to the NE, our two scouts should be able to search around up there decently enough for the time being.

For more advanced units we'll need archery and bronze working, and to take advantage of some of the food in our borders we'll need fishing and animal husbandry. I think any of those would be a better choice that the wheel right now, which is what I left it on in the save. Once the city turns to pop 3, I'd get a settler out and move him NE with the extra warrior to settle by the horses over there. We'll have the hills and can hopefully get copper there. The land is more workable too as we won't have the desert tiles. At this point I'm not too optimistic about getting monotheism. If you ant to try for it go ahead, but I'd be surprised if we get it. I think we might do better to try to get some troops up and make a land grab vs. M&M.
 
Sucks about the religions, would've been nice. Maybe we can still get Judaism.

If M&M is really the only one on the continent with us, it would be prudent to try and flip his cities, and if that fails, smash him to little bits. Don't know how this will affect us in trying to flip other Civ's cities (who may be on other continents and have time to build culture). Who know's? Maybe M&M founded one of those religions and we can grab it from him (wouldn't put it past the AI).

We likely have a dead scout now :sad:, but at least we know where stuff is! Lots of food resources, 2 lux and the elephants.

One thing... if we want to fight M&M, we will need copper or iron. He has an archer UU, so that will be a pain if he manages to amass enough of them.

Any chance of a screenshot of what we see at the end of the turn?
 
Hm, I will play now. Please keep in mind I still go to school (damn mandatory public education!), and in EST it is 8:35, so I may have to get it up tomorrow. BTW, while I work, someone post the EXACT process for uploading the save file.
 
the exact process is fairly easy. When replying, click the "go advanced" button.

On the page you get, there'll be two main areas at the top: "Reply to Thread" and "Additional Options"

Under "Additional Options" click "Manage Attachments". A pop-up will appear.

In this pop-up, under the "upload files from your computer" box, click "Browse..." and then select the save game file. Then click the "Upload" button. At the bottom of the pop-up window then select "Close this window"

Continue with your post as normal, and the save game file will appear at the bottom as it did in my post.
 
I edited my first post with some additional thoughts.

Here's the upper area on the last turn. I was getting some wierd artifacts on globe view due to the cloud cover so i took this screen shot instead. I was thinking that if we place a city to grab the horses and ivory in the NE, we should hem in M&M pretty well. Of course, the stone to the NW would be handy for wonders. We definitely need copper or iron, which is why I was also thinking the hills by those horses and ivory would be good.

FS1-turn-20.jpg
 
Can't see the problem with that... Did it gain an extra pop point in the process?

The settler better have an escort too...
 
I thought about the obelisk, but figured that we had a culture edge already. That's why I opted to scout and then go for an expansion. But more culture is a good thing too. Lets see what others say. I definitely thought Berlin should expand to size 3 before making a settler and worker.

Edit: We have two warriors in Berlin from my turns...So there is an escort. And also I think we should generally avoid redos...that's cheating!
 
Does Civ IV still have older culture buildings generating more culture? If so, the obelisk wasn't a bad choice. And yeah, redoing is cheating, and makes you a worse player :cry:
 
I don't think the obelisk was a bad choice at all. It just wasn't my choice! That's the whole point of the succession game anyway right? Let different people take a turn at the wheel and see what they do with things. I think we need culture and have no religion, so all culture buildings are going to be good. But yeah if my post made it seem like I thought it was a bad choice I appologize. I was more trying to explain why I didn't build one myself earlier.

I wanna know what happened to the scout! And also, Berlin ought to have grown to size 3 during his turns. I think there were 9 turns left untill growth when I left it. So basically the obelisk would have carried Berlin until one turn after growth, at which point things were thrown over to the settler. Seems sensible to me.

edit: spelling
 
Preturn-

Chief Farae, having ascended after the dissapearence of Chief Pessimist, observes the technological progress of the Germans. Deciding to forgo research into a crucial technology called the Wheel, he asks the Sages to teach the people about piling rocks on each other in a manner that will prove useful, and not simply lead to bruised foots.

The training of warriors to defend the village is approved, and so Germany goes on.

The land left to me:
Civ4ScreenShot0058.jpg


Turn 1: Move scout to hill to defend against lion attack.

Turn 2: Meet Washington and decide to go for peace. Our scout wins!

Civ4ScreenShot0059.jpg


Turn 3: Set scout to heal.

Turn 4: Other scout is unexpectedly attack by panthers, but we take the victory.

Turn 5: Warrior produces, I set construction to obelisk for culture.

Turn 6: More exploring. Hm? Is that a village?

Civ4ScreenShot0060.jpg


Turn 7: Masonry discovered, set on Monotheism. We get 74 gold from the village!

Turn 8: Yawn. We meet..Isabella. And..OMG!

She was the one who founded Buddhism! No!

Turn 9: Meet Asoka. He has no religion, so he didn’t found Hinduism.

Asoka's lands are in the north. They threaten our settlement ideas I think.

Turn 10: Chief Farae has gathered the Sages to meditate and create a great mental image of the surrounding lands.

Civ4ScreenShot0061.jpg


Turn 11: Yawn once more.

Turn 12: Build obelisk, set on settler. We need to build a new city. Stonehenge’s power won’t benefit us until we found a new city…no, it works on new cities, so it will be useful! Should we switch and go after it?

Turn 13: Yawn.

Turn 14: Nothing interesting to report.

Turn 15: The people think of the reign of Chief Farae. The people have prospered, and have learned the stone piling art of Masonry. They have also constructed a beautiful new obelisk and made contact with foreign civilizations. They evaluate Chief Farae to not have done so bad at all. But they need new leadership. Chief Farae steps down for the next in the Cycle to take the mantle!

Overview: There are several key resource areas nearby. If they are taken from us, we may have to increase culture for some flips or go to war. Prepare our military guys.

Civ4ScreenShot0068.jpg


Nice resources, desert outpost needed.

Civ4ScreenShot0069.jpg


Civ4ScreenShot0070.jpg


There are only a few spaces in the jungle that can be settled upon. We may wish to settle those spots and block off our foes.

Even farther north:

Civ4ScreenShot0071.jpg


Don't forget our coastal resources! We have two clams near our immediate coast!

Stone.jpg


We need that stone!

I suggest you remain on Monotheism, it will take most of S.ilver's turn to complete, but getting Judaisim will REALLY be worth it. It will kind of be a waste if we don't, but hey, it is a new technology. So even if someone else steals Judaism, research it to then end. Then start on the wheel, and agriculture, and all the key, VITAL, basics.

Keep in mind this: We have a LOT of plantation resources near us. To use them, we need Calender. Stonehenge and obelisks are obsoleted by Caldender. Should we get Stonehenge and wait before getting Calender? I would forget Stonehenge and go for Parthenon, and try to get Calender soon, We have plenty of bananas and dyes in the areas we have placed Manifest Destiny on. :)

Good luck S.ilver.
 
Just checked out the save:

1) We've got a capital that's going to be a sweet specialist factory one day.

2) We need to think hard about which city is more important: horses/ivory or stone. Both are in M&M's backyard and even if we rush to settle them both we may only get one. On one hand, we are going to be dependent on wonders to pull this variant off and we already have another source of horses closer to home; on the other hand, losing horses/ivory means M&M will effectively block us off from what is looking more and more like a decent-sized (and crowded) continent. Tough call.

3) This is not a bad start from a cultural victory standpoint, but for the moment it doesn't look so good for a four flip variant. We appear to be in a crowded part of the world on a peninsula that will guarantee short borders. We're going to have to jump on whatever opportunities we get to apply cultural pressure.

4) Am also a fan of ignoring Stonehenge and pushing for Parthenon. With Phil, we'll get an Artist a mere twenty turns after we build ;)

Good luck Silver. Pump that settler out and get us Jewish :D
 
Turn (0): Noticing that Berlin could be making A LOT more cash if working the dyes tiles. 5 turns as opposed to 7 on mono. Hopefully will help.

Berlin-cash-optimized.jpg


Also noticing that said scout in the north has not yet moved. Hoping it will not need the healing, and that we need map info a lot more, I send it west, and find incense and horses. Interesting. But its a bit far away.

Turn (1): Go northwest and find two shiny gold tiles. Too bad they are so far away.

Turn (2): Move scout again. Nothing interesting. I notice the south one is on autoexplore. I dunno if the AI is better at pathfinding than me, so I just leave him. He's a bit far away from unexplored territory anyways.

Turn (3): Cows up north. Nothing else to report.

Turn (4): I take it back... the AI is horrible at pathfinding!!!

scout-panther.jpg


Turn (5): Now this is what we want...

judaism.jpg


And we have religion! I choose NOT to suffer through some anarchy now, as we still have 3 happy faces to go through (and we haven't connected the dyes yet!). I start on agriculture, because we've got all this nice river real estate, and that rice over there. Although the wheel and roads would be nice later. Also switch Berlin back to the shield to make that settler in 5 less turns!

berlin-back-to-shields.jpg


Scout continues north, finds Washington's cultural borders.

Turn (6): I now turn the autoexplore on this guy OFF! What bad moves!

scout-lion.jpg


Turn (7): Stay AWAY from the lions! Good scout!

scout-run.jpg


Turn (8): Silver up north! I'm gonna have to claim that for myself! ;) Also, this spot is looking sweeter for a city, although settler will NOT be done my turn...

sweet-spot.jpg


Turn (9): Nothing much. Found some furs up north, some gold near the sweet spot...

Turn (10): Just more scouting. We have a decent map now.

world-view.jpg


Also looking near our sweet spot area. I notice a river on the other side. If we're fast, we can make a city there to take advantage of the fish, and the floodplains. The other spot has more resources, but less available food.

red-dots.jpg


Thoughts... we seem to be getting behind here. I really hope that settler is done fast, we need it out and founding a city. Also, we've got serious infrastructure problems due to our rush to get a religion (which we got 1 of 3). We need to get farms up and maybe a mine or two. Road network needs to connect our 2nd city, wherever it is. Good thing we are planning on being peaceful.

Good luck to ucel!

EDIT: One final thing I thought of; it would probably be bad news to spread our religion to other Civs if they don't yet have a religion (or are going with no state religion) since our religion would just give them extra culture points (making our job all that much harder). It would be good to stick the religions in their larger cities, which we have little or no hope of taking.
 
Wow, that was fast. Three persons one night. I will play it today evening CET.
 
wow guys watch out. zoom out map and click the culture music icon in the bottom right....

Malinese culture is directly north of us near the stone. We need to place next city north near there to help stem mansa so he goes west, not south.

If we can secure the southern portion of the continent that's plenty of room. as such though mansa is our number one issue. The land is too wide to have a reasonable chance to block it off in time but first city must be just south of mansa imo.

As for resources, we have cows and clams... to hook up the clams we need fishing tech for 56 and a work boat. building a work boat doesn;t eat city growth like a worker or settler.

as for the cows, that's hunting OR agril tech to access animal husbandry for . Fred starts with hunting so animal husbandry is a striaght one shot tech for 140 beakers, why are we researching agri when
A) no need for farms right off the bat - no corn/wheat
B) we have no worker to even exploit that tech if we had it.

ai yi yi.

well we have no worker, clams are around and we built a obilix for?

ok look,
a fishing boat is 30 hammers no stunted growth
a worker is 60 hammers with all food going to and aiding 'hammers' but no city growth.
settler is 100 hammers with the same traits as a worker.

We stalled on infrastructure to secure jud (imo needed) but in that time we still have no worker for the cows nor are we a beaker closer to hubandry than we were at year 4000 AD for those cows.

now we are researching agril :confused:

not to sound negative but we are way behind the tech curve here and the growth.. pushing jud like that was a calulated risk but we need to focus on growth now.

imo change tech to fishing, fishing and the settler will finish in 6 turns, change to work boat to get the clams and set tech to husbandry.

Depending on the time to finish husbandry having a worker out would be boffo on or AFTER that time so it has something to do other than mine that hill to the east.

if we make another costal city from that settler we can use sails tech to set up a trade path instead of linking roads to and from our sities, letting us use the worker to work on improvements for growth.

a first city at the square just south of those rocks looks promising? we have quarry from the push to jud and it's costal AND south of mansa's mature culture borders as of now. have more cows in initial city radi and more dye sounds like a goal? we can fit another city south of that site to pick up the fun jungles for rice and horses well later when we have the idle workers to clear that jungle. that area will be safly in our cultural borders

techs we want near term...
fishing (56)- AVAIL NOW -for clams leads in to...
.........sailing (140) for coastal trade, lighthouse for extra food from clams, gally to scout the coasts

Archery(84) - AVAIL NOW - for defense from the incoming barbs (coming from the east)

Animal husbandry (140) - AVAIL NOW - lets us build pastures for those cows.

Wheel (84) - AVIL NOW - roads to hook up that stone if we grab it but with sailing no need to waste worker effort on a connecting road between cities. also leads to pottery

wheel and fishing leads to...
........Pottery(112) for the graneries.

bronze working (168) - AVAIL NOW -tree chops and reveals bronze leads to iron working later.


keep in mind mansa's UU (skirmisher) is a really kick ass archer unit meaning conflict with him must be avoided before longbows.

Our UU, panzers, btw are VERY strong against other tanks so a oil era fight favors us even if techs are similar.

Oracle is not really an option for us saddly since we do not have preisthood yet( it's AVAIL NOW for 84 beakers) and we need to stop stalling on growth.

I really think though that we are drifting off focus here and are squandering our start on a crowded continent.

Anyway I'm done rambling, I think :lol:

Keep in mind Liq is a noob so be kind poking holes in this post!!!! :D


Cheers!
-Liq
 
oh yeah move at least one of our warriors towards next city now since settler is twice as fast and speed is of the essense.

it's gonna be close if we can snag a city that far north. might just be out of our control at this point.

Cheers!
-Liq
 
By and large I'm with you. The reason I wanted animal husbandry over fishing at this point is so that we can grab the horses by the second city site. But as you point out, fishing is 1/3 the cost. I'm glad we got our religion, but I think we've delayed far too long now on the settler.

I think we should get a settler, a worker, animal husbandry, the wheel, And then hook up the new city (I'm fine with either site.) We also have the most pathetic military imaginable right now, two warriors? Is that really it?

So...yeah lots to do. I also didn't think it would go that fast last night! You guys were itching to play huh?

I am very glad we got our religion though, lets take advantage of that and try to assault M&M with some culture. Two cities, one directly under him, the other sligthly east. Hopefully we can get both sites.
 
Precheck - nothing much to change. We can do NOTHING. Who ordered to build settler before worker? :(
It'll take about 30 turns before we stand up :(
I stay by agri since we need much food in Berlin.

1) M&M developed BW and adopted slavery
2) exploring
3) zzz...
4) Agri->Fish
5) Woody Scout meet some lions. I moved him into forest.
6) Settler->Worker. Settler is going to build Stone City. Woody wins, but now he spots some barbs :o
7) At the moment it is not bad, but I started 2nd, now I'm 4th.

Civ4ScreenShot0011.jpg


8) zzzz...
9) zzzz...
10) Fish->Ani. I thought about Priesthood/Oracle, but we have no productive fileds neither by Berlin nor the second city. We need to find better location for our Wonder city!
11) Hamburg settled, ordered Warrior. We are at -1 because of the distance :(.
12) Nothing.

Sorry guys, that I played 12 turns instead of 10, but wanted fo finish at the even year. This is our little empire by now:
Civ4ScreenShot0012.jpg


I have whitedotted our potential wonder city. On the red point we could build mines, on green farms. Additionaly we have corn in the neighbourhood, so the city will be really productive.
Berlin should build second Worker and then the next settler. After that maybe workboat and worker->settler again. We are backward!
With the yellow dot I have proposed the 4th city - we get horses and incense, but the growth will be the problem...
Now it's up to you Liquidated.
 
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