FS1-Assimilation! (Noble?)

I really think we should build another city NE of our starting position before building to the east. If someone does move in down there and build, we can envelop that city in culture and potentially take it. If they move into the area with wheat, horses, and ivory to the NE though, it will be much harder to get it back without war. I would say that we should build to the NE, then to the N, and at your white dot location after both of those.
 
well was a long night seeing as I just got home at um 2 pm :eek:

let me get some sleep, remind me not to effing start an epic large at 430 am.

ok took a look at the last setup before turning off the monitor (bad liq bad), for city placement, sealing the northern edge from mansa seems like it's the way to go next. White dot looks like a good local but that can wait I'm guessing.

for yellow dot, I'm more in favor of taking the dot in the 9 (upper right adjacent) that means no overlap with hamburger and nets us an elephant which we can use now.

lot of desert still but this is border guard.

let me take a long look in game with it later so I can more clearly judge the land.

Liq is sleep deprived tho so feel free to veto that rambling while I go comatose ->:coffee:

Cheers!
-Liq
 
hmm ok took a peek agains all better judgment (who needs sleep) and 9 from yellow dot spaces cities just far anough to seal from west in one culture jump... easy for creative even for a stunted city.

also after worker I'll push out a work boat for those clams, that will let the city grow a size just barely. I'll wee about tweaking the timings a little better as current layout just loading up file is 8 turns on work boat, 10 turns on size 4.

ok ok turning off the monitor for sure lol

Cheers!
-Liq'd
 
Took a look at the save, and I'm posting the culture map because I wanted to see it myself. I checked the stats screen, and we are WAY behind in military. I mean painfully pitifully hopelessly shamefully behind. If I were the AI, I would wipe our pathetic excuse for a defense off the map without a second thought.

Our production is on the low side of average, and our culture is pretty good. So, based on where we rank with respect to everyone else on those fronts, we need to get archery and those worker techs, and get our production up as fast as possible. Another city or two should help on that front, although it'll cost us some cash. Then as much as we want culture, we have to get some archers defending our cities first.

FS1-culture-1800BC.jpg
 
ok well not much to change.. seems pretty auto pilot... lets see if liq's horrible scout luck lands them next to bears..

1800 BC: ending turn

1760 BC: scouts!

1720 BC: Asoka adopts slavery ho hum. hmm seems with 2x city attack on those american warriors, I know where the animals are hehe

1680 BC: Find the second american city's culture in the north need to swing it down south to get updated view of mansa and find out where he's expanding.

1640 BC: Hamburg's borders expanded!! moving scouts back to mansa area to get updated info on his layout


1600 BC: grr game crashed so had to restart. ok back to 1600. pray for a patch!

1600 BC again: worker built!!!! set him on cows and build pasture once husbandry comes alive, in meantime starting a farm on a river grassland. Gonna switch to work boat since our producion is tied to those forests and another worker can wait. work boat in 7, berlin will hit size 4 in 5, worker will complete farm in 5

1560 BC: spot the first barb, scouts's days are numbered, pulling them back to home area

1520 BC: hamburg finishes warrior... still size one and going to need to escort next city eventually so start on another warrior. Fortify new warrior in hamburg, got 2 there now.

1480 BC: Animal husbandry done!! gonna finish farm then get those cows done, Tech is a toss up on wheel for roads and archery for defence. thinking roads wins so our workers have stuff to do.

1440 BC: find mansa's second city sw of his start.. imo start settler next for the land grab. Aim for the modified yellow dot. scout at mansa is hemmed in by barbs

1400 BC: farm done working on cows, trying to sneak scout back to south for us to see where the likely barb city is. Mansa will have sealed north off from us soon btw.

5 turns on wheel, queued up settler in berlin for the push 10 to size growth but the clams and cows will help push out a settler faster.. hamburg's warrior is 2 away need to move him east. please get the scouts back south for the homefront, if they can make it.

Ndy you up, can you beat my single crash? huh huh?

lets see if I got this attach file thing working.

Cheers!
-Liq
 
Liquidated said:
Ndy you up, can you beat my single crash? huh huh?

I'll take that challenge.

*dusts off my lucky German yarmulka*

(0) 1400 BC:

Here's a pic of M&M trying to poach our horses and ivory:

Civ4ScreenShot0080.jpg


And just to reinforce what Pess was saying about our anemic military, here's the power graph:

Civ4ScreenShot0081.jpg


Guess who that puny gray civ at the top of the screen is?

(And, incidentally, guess who that powerful brown civ who happens to have the same color as M&M is?)

(1) 1360: ...

(2) 1320:

Berlin Work Boat>Settler (13)
Hamburg Warrior>Worker (12). We've already got three Warriors up there and it's going to take forever to grow anyway.

(3) 1280: ...

(4) 1240:

Wheel>Archery in 5. I've only played 4 turns and I'm sick of Warriors.

Grr, no Pottery yet. The Pasture on the Cow came in and I wish I could get a Cottage started...start on another farm instead.

(5) 1200: ...

(6) 1160: Berlin expands.

(7) 1120: ...

(8) 1080:

Izzy adopts Organized Religion.

Oh, hello Manny.

Civ4ScreenShot0082.jpg


He's got Axes on top of his UU Archer. Yeesh.

(9) 1040:

"Do not throw the arrow which will return against you."

Civ4ScreenShot0083.jpg


We can get Pottery in 6 or Bronze Working in 9. I pick BW, but Pessimist can change if he likes.

I've got my Scout trailing that Ax/Skirm/Settler. I'm afraid he's heading for yellow dot vicinity.

(10) 1000:

I had to write that two seconds before I pressed enter, didn't I? :mad:

Civ4ScreenShot0084.jpg


Our eastern scout ended its turn next to barbs, but it's Woodsman 1 and in the Forest.

Berlin: Settler in 2, Hamburg: Worker in 4. Pessimist will have Archers to build when he comes out of these.

Bronze Working in 8.

M&M is kicking our butt in expansion, but there's not much we can do about it. We could build White Dot/Wonder City with our Settler, but it will require Workers to get up and running that we don't have right now. A better option might be to build 2 tiles S of the horses in the NE and put pressure on M&M's second city. We're already in position to put pressure on Kumbi Saleh with Hamburg. We will need culture AND military up there, because right now if Manny sneezes he'll blow us into the ocean.

Civ4ScreenShot0085.jpg


Keep an eye on this.

(Final crash score: Liq 1 - Me ZERO :D )
 
darn I was assuming you'd crash 3 times over just over mousing mm stack. hehe

looks like we are presed in pretty severely... might wanna get a boat out fast to soo if there's an island free.

keep in mind that UU is a really mean archer such that an early fight would be bad for us.

Cheers!
-Liq
 
well alrighty then....we're hemmed in on a small region of land that's mostly covered with jungle, the person we'd need to attack to get out has axemen and killer archers, and our best military unit is the good old warrior. I'll check the save and everything as soon as I get home, but this isn't good. If we don't get copper or iron, we're essentially toast. Even if we do, we're going to have some serious trouble keeping up pretty soon. I really doubt M&M is going to be very friendly with us, we might want to try to convert him so we at least have religion keeping him from attacking us until we can catch up somewhat.
 
pessimist is back at the helm...

Pre Turn:
Somehow our name became "Liquidated". I have found this happens if you open the save game directly (double clicking) rather than opening it through the "Load game" option. Not that it matters, but we are now called Liquidated in the game and not FS1.

We've got a scout sitting pretty with no movement right next to a barbarian, hopefully he can make it through... The other scout fortified, presumably keeping an eye on Kumbi Saleh.

I'm going to leave it on Bronze Working as I really think we need a military...

1)975 BC:

Scout who ended by the barbarian gets whacked. Poor fella. I send a warrior to what I think will be our next city site (screenshot later), he's slow moving, so this will give him a head start on the settler.

Worker builds a road.

2)950 BC:

Berlin: Settler -> Archer! Worker moves to make a mine.

3)925 BC:

Worker starts on mine. Settler and Warrior keep moving, now accompanied by the remaining scout.

4)900 BC:

Hamburg: Worker -> Archer! Worker builds pasture on the cows for growth.

5)875 BC:

Yawn. Settler & escort moves.

6)850 BC:

Berlin: Archer -> Archer! Archer forifies Berlin. Settler & Escort moves.

7)825 BC:

Worker finishes mine, I shift people around in Berlin to improve production. Archer now due in 3. Worker moves north to build road towards our new city.

As if our position weren't bad enough, there's barbarian city to the east of Berlin now...

8)800 BC:

Bronze Working finishes. After some deliberation I opt for Priesthood. Only takes 4 turns and we'll be able to build temples. Berlin is almost at max population before unhappiness, so we'll need temples for more than just culture.

We could switch to slavery but I opt not to. I don't want the year of anarchy, and with our limited-in-number and small-as-heck-anyway cities, I don't forsee us pop rushing anything soon.

Worker by Hamburg goes to build a road. Worker by Berlin builds a road. (Nice work on the wheel, btw...)

Munich is settled! Now, I didn't take any screen shots up until now because I didn't want to get yelled at. But I'll elaborate on my thinking with this screenshot. (Procuction set to Archer!)

FS1-Munich.jpg


Actually I hope it's clear anyway what I'm up to. Note the barb city. I want to get that rice at some point, and from here we can put the culture pressure on both Kumbi Saleh and the other new city. Heck, with a well placed city placed below the barb city we can pressure it too, although I don't know if you can culture flip a barb city...?

9)775 BC:

Hamburg worker builds a road.

10)750 BC:

Hamburg: Archer -> Archer. Archer fortifies.
Berlin: Archer -> Archer. Archer begins walking towards Munich. (NOT on autopath.)
Worker by Berlin moves north to continue on road.

So the state of things is now pretty much what it looked like in the screenshot. We have a few archers at least, with more coming. I recommend leaving production on archers or at least another set of them.
Priesthood will complete in 2 turns, so when the archers finish we can potentially get temples in the two new cities and get some culture flowing. Also we should get missionaries to M&M so he converts and is friendly with us. As I see it those are the priorities, in order. if the barb threat from the city increases we may need walls in Munich.

I think the workers should keep road building over to Munich, and then mine Munich's hills so production there turns up a notch and we can get more culture buildings going.

Two final things to note in my comglomerated screenshot here:
1) Power is climbing. Still low which is why I want more Archers, but looking a bit better.
2) Culturally we are doing well. Dominating over M&M and if we can keep up that momentum we might be able to snatch one of those cities of his away from him.

FS1-culture-power.jpg
 
ok well less than fantastic start for sure, we are pretty hemmed in, barbs in the east was pretty obvious at start with that land sitting alone. Not too bad though as it gives us a reason to build up our military and saves building a settler if the city is in a good place.

getting mm on jud is a very good idea but that has to wait a bit obviously... organized religion means we do not need to build a monistery to build a missonary so that may be a goal after our archers are done. No point changing before the units are done.

This is going to be a low land game unless we roll over mansa. Best to wait til longbows and macemen first though.

sorry about the name change :mischief:

Cheers!
-Liq
 
We need to flip Kumbi Saleh if we can. it will give us a solid foundation to progress on.

I would play now, but it is 2:37 AM, and I am exhausted. I will play tomorrow. Ananlyze the situation and see if we have any paths open for now to strengthen us until we have to culturally our militaristically face Mansa Musa.
 
hehe civ and the term AM goes hand in hand. :lol:

nice placement on munich in that first expansion will seal the east and west from mansa (as if he has no where else to go :twitch: ). That lets us take our time with the barbs without fear of mansa taking it.

As for the incoming culture flip, kumbi whatever is screwed; our innate creative trait alone will assure that. To help that along make turning it to jud a priority after a few more archers. Revolt over to organized religion to get the temples and obs going and aim for writing to get open borders.

Should try and deal with barbs first, maybe aim for iron working to see if we have iron close by. We need ironworking to clear all that jungle come to think of it so prolly best bet next.

Need pottery as well and can prolly fit it in before writing I guess.

If we can get 3 or 4 missonaries (they are not that cheap) set before open borders we can bum rush convert him and close borders again if need be.

Keep in mind asoka is to the east of mansa and you know for sure he has bud or hin. Turning mansa to jud early will help keep him off us and on asoka for comflicting creeds if we keep pressing with missionaries.

Keeping mansa sedate while we try and flip his first cities will require he go jud.


ahh looking at the save, seems the barb city is another one of those "one tile off the coast" jobs... sigh. Space is at a premium might just want to raze it.

Cheers!
-Liq
 
Preturn- I notice that we have a LOT of dyes in our lands, and we have a banana supply, and we also will get incense when we flip Kumbi Saleh. Methinks we need Calendar. So, after these archers finish I will switch to increasing Munich’s and Hamburg’s culture, and take Kumbi.

Civ4ScreenShot0108.jpg


Also, about the barb city, we should prepare an assault force ASAP. After we arrive there, stay by the city until it reaches size two, then capture. If we ever get copper, it would be nice to have some axemen for the job.

Turn 1: Set worker to connect Berlin to horses. And YAY, we have another worker neam Hamburg! Set him to get that stone, and then he will build the Berlin Road.

I move the archer to this hill as a defense force, barbs shouldn’t be able to get past him and pillage too much now.

Civ4ScreenShot0109.jpg


Turn 2: Priesthood finishes. Set on pottery.

Turn 3: The people of Munich push their borders further! Glory to the Empire they cry as they inform the heathens of Kumbi Saleh that they now share an official border with Germany!

Arhcer finishes in Berlin, I start on Jewish temple. We need more hammers, it will take 50 turns to do Parthenon now! But there are no tiles AT ALL in its immediate borders that can be made to make more hammers (the hills are out of work range of the city, just a tile out of it!)

Turn 4: Hamburg finishes archer, set to obelisk for culture.

NO!! Confucianism is founded in a distant land!

farae_slayer


Not good, it means someone is quite tech advanced! We need to get moving and flip Kumbi so we can turn Mansa Musa into a virtual protectorate! Later, we may even wish to conquer him totally and take his resources. I begin the quarry near Hamburg, which will also give it an extra two hammers in addition to stone.

I fortify our archer on a hill and get a peak at the barb city.

farae_slayer


Turn 5: Barbarian warrior moves to attack Munich. We will be fine, but the archer is still a bit distant there. And Washington becomes Confucian! He is the Founder!!

farae_slayer


Turn 6: Warrior moves closer to Munich, begin pasture for horses.

And Berlin is unhappy! :mad: The recent citizen growth was a waste as the gained citizen caused another citizen to become unhappy! The Jewish temple will fix the unhappiness, but it won’t be done in my turn.

Turn 7: Pottery finishes. I go for Writing, as it gives us libraries and allows open borders, and like 3 advances need Writing.

Turn 8: Yawn.

Turn 9: Obelisk in Hamburg finishes, and I begin Pyramids which will take 25 turns and is INVALUABLE for its culture and government bonus. I also get my workers who finished the quarry to start connecting Hamburg to Berlin. If I had gotten Sailing, I would’ve connected them anyways but Sailing would take 7 turns and this will take 3 or 4. And the horse pasture finishes, might want to get Horseback Riding sometime for horse archers, but it is NOT a priority.

Turn 10: Ok, the archer in Munich finishes. I accept an Open Borders with Washington for no real reason, it may offer trade. I also OFFICIALLY convert to Judaism and begin a turn of anarchy. If I make the conversion, the unhappiness in Berlin goes away! I switched around Berlin’s citizens so that it should take around 20 turns for it to grow, giving us more then enough time to build the Jewish temple which will allow us to safely grow. I set a worker to connect Munich to Berlin and Hamburg.

Turn 11: I honestly did not want to be a jerk and give the next player a wasted turn of anarchy, so I took another turn. This makes it so I am no longer on an even year, but oh well. Nothing happened.

Overview-

We are now officially Jewish.

There is a barbarian city, with no cultural defense bonus and two warriors inside it. Take it ASAP, it is size two.

We have an Open Borders with Washington.

We have linked ourselves to Stone and Horses.

We can easily pressure and take Kumbi Saleh.

Washington founded Confucianism.

Right, so I did my part. I advise S.ilver (who is up next) to put us on Organized Religion ASAP, it will give a production bonus to all Jewish cities, and we can then make missionaries to make Hamburg and Munich Jewish, and convert Mansa. When the Berlin Road is done, Hamburg and Munich might turn on their own, but better to get them converted sooner then later.

Good luck!

Globe View on Culture

Civ4ScreenShot0115.jpg


Globe View on Resources

Civ4ScreenShot0116.jpg


P.S. I know I went name happy. :)
 
THis is practically end of our expansion. I think we can start following:
S.ilver: build a wonder city - we need REALLY productive city fast. Skip writing for now, what we need it for? Open Borders? Start IW instead. We have no copper, but maybe iron will be in the range.
We have place for one more city, between Berlin and Munich, but I think it can wait till my turns. And BUILD MORE WORKERS! We have to cottage the neighbourhood of Berlin - techs become more and more expensive.
Hamburg will grow due 22 and build Pyrs in 24 - move production to hill. City becomes stagnant, but Pyrs will be built 4 turns earlier.

This is about my suggestions, but it's all up to you.
 
Open Borders is necessary to convert M&M. That is a top priority!
 
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