h1.GOTM practice

--------------Start of new log entries--------------
Starting Civgeek rotation. Main goal, get iron hooked-up and third city
up and running. I ended a few turns early (turn #17) so we could discuss
promotion startegy for our Praetorians.

Turn 60 (1600 BC)
IBT - See barb warrior to SW
Civgeek - Worker moves to sheep. Can work before expansion.
Archer promoted: City Garrison I
Civgeek - Assume we will use archers for city defense.
Civgeek - Decide to use Rome's garrison warrior to explore more around proposed city site.

Turn 61 (1560 BC)
Civgeek - Find Toku (Osaka) far to west.

Turn 62 (1520 BC)
Civgeek - Exploring

Turn 63 (1480 BC)
Civgeek - Exploring

Turn 64 (1440 BC)
IBT - See barb warrior to SW
Civgeek - Exploring
Civgeek - Warrior sees Monty's boarder close to horses.
Civgeek - Worker finishes pasture; starts road.

IBT - Gengis Khan comes calling. He knows everyboidy else (?)(big continent) and is Pleased
with everybody except Fredrick (Annoyed). Offer peace and he goes away.

Turn 65 (1400 BC)
Ferrum expands.
Civgeek - Warrior discovers Dyes to south, just outside Monty's border.
Tech learned: Horseback Riding

Image 17

Turn 66 (1360 BC)
Research begun: Writing
Civgeek - To get to Construction ASAP.
Civgeek - Worker moves to bring iron online.
Civgeek - 2nd worker and settler due next turn.
Rome finishes: Settler
Ferrum finishes: Worker

Turn 67 (1320 BC)
IBT - Barb warrior to W.
Civgeek - Move settler SW towards 'red dot'tile.
Civgeek - 2nd worker moves to mine iron.
Rome begins: Archer
Ferrum begins: Work Boat
Civgeek - More defense; get those fish hooked-up.

Turn 68 (1280 BC)
Civgeek - Exploring

Turn 69 (1240 BC)
Civgeek - Important note: Decide to settle 1E of original location to get Dyes in expnaded radius.

Image 18

Antium founded
Antium begins: Barracks
Civgeek - Needed to start some sort of production before expansion; assume we will want a barracks at some point.
Civgeek - Using both workers to bring iron on line ASAP.
Civgeek - Income at 100% drops to -1 gpt; decide to run deficit for now. Treasury at 101 g.

Turn 69 (1240 BC)
Rome finishes: Archer

Turn 70 (1200 BC)
Archer promoted: City Garrison I
Civgeek - Send 2nd Archer to Antium.
Rome begins: Archer
Civgeek - Start another Archer in Rome; should be finished when iron is avialable for Prat. production.
Tech learned: Writing

Turn 71 (1160 BC)
IBT- Monty adopts salvary.
Research begun: Mathematics
Ferrum grows: 3

Turn 72 (1120 BC)
Civgeek - Iron online.
Civgeek - Move one worker back towards Rome.
Rome finishes: Archer
Ferrum finishes: Work Boat

Turn 73 (1080 BC)
IBT - Barb city appears to W.

Image 19

Civgeek - 3rd Archer also moves south. Start Prat production.
Archer promoted: City Garrison I
Civgeek - One worker moves to devlop wheat; other to start road south from Rome.
Rome begins: Praetorian
Ferrum begins: Library
Civgeek - Start Library in Ferrum, but imagine we will change this to workers/settlers once at POP 4 or 5.
Civgeek - Work boat moves to fish.

Turn 74 (1040 BC)

Turn 75 (1000 BC)
Civgeek - Archer arrives in Antium; send that warrior exploring again.
Rome grows: 6
Ferrum grows: 4

IBT - HC (what's his name again?) offers Open Borders. Don't see much to be gained by that at this point, and
he is apparently buddy-buddy (Pleased) with Monty, so politley refuse.

Turn 76 (975 BC)
Ferrum begins: Settler
Civgeek - Rome and Ferrum grow. Rome production now 10 (4 turns for Prat.) switch Ferrum to settler (9 turns) a head of libray.
Civgeek - Running -2gpt deficit.
Rome finishes: Praetorian

Turn 77 (950 BC)
Rome begins: Praetorian


I stopped at this point since I relaized we hadn't discussed promotion startegy. I'd normally go
mainly for City Assualt with an occassional general up to Medic. Any other thoughts? Here's a few final screen shots.

Image 20-23
 

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Sorry guys; I had more screen shots. Don't seem to be able to figure out how to put them in the body of my post rather than as links at the end. I was using the Mange Attachements method. Any help? :confused:
 
As far as promotions go, if the unit is a city attacker, *don't* promote it until just before attacking the city. Two reasons: a) if you run into trouble before you get to the city in question, you can use the promotion on something else b) if you get attacked before you get there, the promotion restores 50% of your health. Reserving one unit for a medic promotion is also key.
 
Civgeek said:
Sorry guys; I had more screen shots. Don't seem to be able to figure out how to put them in the body of my post rather than as links at the end. I was using the Mange Attachements method. Any help? :confused:
when you attach just one immage per post, then it displays it. if you attach more then one per post, then it makes them as links.
to get post to show more then one immage they have to be uploaded somewhere and then put into post in tags.

edit:

i love that barb city. on the river, with marble and copper in radius and silks ready and waiting for calendar. maybe we could take a detour with our praetorians and take that city before we go after a civ?
 
RoddyVR said:
when you attach just one immage per post, then it displays it. if you attach more then one per post, then it makes them as links.
to get post to show more then one immage they have to be uploaded somewhere and then put into post in tags.[/QUOTE]

Ok let me try this again uisng ImageShack...

[IMG]http://img502.imageshack.us/img502/4598/civ4screenshot00173di.jpg

and again (final screens before ending, sorry forgot to turn on Resource flags) ...

civ4screenshot00218jw.jpg


and again ...

civ4screenshot00223dh.jpg


and finally Rome (look like its working) ....

civ4screenshot00231db.jpg
 
I didn't realize you could 'keep' promotions. Then I guess it makes sense to wait until its needed before selecting.

psychoboy you're up (take my last three turns as a bonus I guess; no worries here :) ).
 
Nice like they said, keep promotions till you are about to attack, definately send a couple of the lead swordmen to hit the barb city, then meet up with the reinforcements from the rear, will also, let the workers catch up on the road building. Also, can you take a shot of the tech tree? I want to see where we are on the science, also how's Rome's happiness? Don't want angry (wasted citizens). Nice job BTW :)
 
Civgeek said:
I didn't realize you could 'keep' promotions. Then I guess it makes sense to wait until its needed before selecting.

psychoboy you're up (take my last three turns as a bonus I guess; no worries here :) ).

nice turn civgeek :goodjob:
i'll try to play tonight, but maybe i will have to wait for tomorrow...

hendu said:
definately send a couple of the lead swordmen to hit the barb city, then meet up with the reinforcements from the rear, will also, let the workers catch up on the road building.

Exactly what i intend to do. It would be a nice expansion to take the barb city, before going to war with monty...
Also if we manage to get the barb city I don't see any reason to build another settler... better change ferum prod to worker and upgrade rome production capacity, for war purposes, by mining the hill.
 
Can you capture a barb city? Don't they autoraze? I agree with capturing/destroying it regardless. I do think they (barb cities) are a nice addition from Civ III.
 
Civgeek said:
Can you capture a barb city? Don't they autoraze? I agree with capturing/destroying it regardless. I do think they (barb cities) are a nice addition from Civ III.

You can capture just like any other city (gotta be pop 2 or it autorazes thought).
 
Civgeek said:
Can you capture a barb city? Don't they autoraze? I agree with capturing/destroying it regardless. I do think they (barb cities) are a nice addition from Civ III.

I remember that i had captured one in one my previous game,
but I've realized that they autoraze if you capture them at pop 1

Correct me if i am wrong...
 
This is correct. Barb cities act like any other city. You can culturally flip them or capture them subject to the same rules as other civs' cities. If they are pop 1, they autoraze.
 
-------------------------------------------------------------------
Abbreviations used below :

N, S, SW, etc.: orientation
war: warrior, wo : worker, praet : praetorian, arch : archer
teo: Teotihuacan, teno : Tenochtitlan
expl: exploration, prod : production

Next time I will use autolog :)
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n-3 950 BC
- running at -2gpt
- everybody is "worried" (???) about me
- Frederic II is ahead 324pt vs 337pt
- switch Ferrum prod to worker (5t)
- Antium will expand in 2t
- move praet towards barb city

n-2 925 BC
- wo build a road to antium
- war see barb on SW move towards for expl
- praet moves to barb city
- continue expl with war lost on the "banquise" (icy territories)

n-1 900 BC
- wo near ferrum build a road to get "corn" connected
- war SW of ferrum go hunt the barb wa. and explore
- war N of the map see gengis :confused: (brown) territory

n 875 BC
- praet discover barb city of Aryens : 1 pop, 2 warriors inside
- Antium borders expand and now covers "dye" and "horses"
- N and SW war keep expl

n+1 850 BC
- now running at -3gpt
- Maths acquired, we re now back ahead of Fred II
- since there is "marble" :confused: near Aryens I decide to go for "maconnerie" (2t)
- new praet unit in Rome, building another one (4t)
- SW war meets barb again, land appears to be a peninsula
- send praet to Antium
- war. barbs in Aryens are owned by praet, 1 left
- "corn" is now connected, don't know exactly what to do next with my workers
- will send to mine the hill 1W of rome, the other one straight down to antium
- N war keep expl

n+2 825 BC
- barbs attacks SE war but got owned (i was hiding in the jungle)
- send SE war back to Antium
- praet owns last barb war and the city of Aryens is razed. I didn t knew at that time that 1 pop barb city were autorazed :s, Should I have waited for 1 pop increase ?
- got some gold for pillaging though
- anyway settlers are now due in Ferrum within 7t
- wo clear forest 1S of Ferrum to bring extra hammer for settlers
- wo arrived in Antium, I have to choose between "horses" and "cows", I go for "horses" :)
- N war keeps expl
- move Antium arch near Monty border, will send my prat there too

n+3 800 BC
- "masony" done now going for "potery" to build cottage
- lol Monty offers me open borders, since I want to attack him I don t see why I would accept
- wo near antium start building paturage on horses
- wo near rome start mining hill (rome increase pop in 4t)
- N war keeps expl
- Antium praet goes near monty borders
- Aryens seems like a nice place to expand our territory, I think I will send settlers there ; but then I will also have to garison it...
- moves my initial praet to monty territory
- now moving praet and arch inside Monty's territory, thus declaring war to Monty
- discover Teotihuacan (teo) 2 arch garisonned inside, pop 2
- N war unit spots a "brown" city

n+4 750 BC
- "potery" discovered, just in time for my cottage 1S of Ferrum
- switch to construction (14t) to build cats
- one more praet from Rome, start another one, send it to teo
- Ferrum wo starts cottage
- praet attacks teo, odds are 8 against 5.3, one of his arch are down. I upgrade my praet to town attack, in order to make them recover a little, one more upgrade left
- move arch and wa inside Monty's territory
- N war keeps expl

n+5 725 BC
- send praet against teo (odds 7.4 against 5.3)
- got it :) (city of Teno) up with 66g, decide to make a new government
- arch and wa keeps going SE (but I was wrong they should have bith stayed in teo)
- N war expl
- praets go also to monty

n+6 700 BC
- now running at -4gpt, but 151g left in the chest
- war go to teo, praet go 1SW, arch 1SW
- wo start connecting horses to antium
- N war keeps going
- Rome wo goes for "cows" near Antium
- settlers are done, send them S, towards the emplacement of Aryens. Starting "library" in Ferrum

n+7 675 BC
- start "library" in teo
- praet and arch go SW and found Teno, 7 pop, 3 archs and 1 axeman, +40% def
- upgrade my injured praet to town attack
- move war to garison in teo,
- move praet towards teno
- starts "paturage" near Antium
- N war keeps expl, find new barb territory
- keep moving settlers SW
- now realising that I have to "pillage" monty a bit so that he won't be able to mass axemen ans phalanx... especially since I am on his copper mine... :D

n+8 650 BC
- confucianism founded in a (not so) far away country !
- praet in Rome, build another, move praet to escort settler
- Ferrum wo done with "cottage", send them to clear the forest 1W
- arch destroy "corn" farm near teno
- praet move to Monty's copper mine
- war garisonned in teo, praet goes out and south
- N war found barb city "thraces", 1 pop, 2 archers 1 war inside

n+9 625 BC
- qin shuan offers open borders, i accept since he is fav with monty I don t want to have everybody against me (it will quiet him a little)
- archer gets owned by Monty's axemen
- praet destroy Monty's copper mine !
- settler goes south followed by praet,
- work starts cottage SW of ferrum
- praet N of teno sees upgraded axe men on hill and retreat E on hill

n+10 600 BC
- horses connected
- Antium wo build road to connect with teo
- send N w to expl

n+11 575 BC
- now running at -9gpt, 100% research
- 132 gold left in the chest
- N war owned by barb arch
- healing praets
- move wo to build road south of teo
- Cumae is founded, starting "library"

n+12 550 BC
- new praet in Rome
- starting mounted archer
- Monty axemen near my injured praet, double upgrade them to "combat" and "shock". Send them up to hill

n+13 525 BC
- praet own axemen but get killed by "phalanx"
- praet kills Monty arch and go protect teo, upgrade them to "combat" and "shock"
- praet garison in Cumae

n+14 500 BC
- Monty offers me a 10t peace treaty, I try to negociate and get tlatetolco but it obviously fails :), so I just refuse the treaty
- praet owns Monty's "phalanx"

n+15 475 BC
- "casern" done in antium
- building mounted archer

n+16 450 BC
- Frederic II asks for open borders : I refuse
- mount arch in Rome, sending them to Monty, build "library"
- "library" done in ferrum, building "casern"
- praet captures monty workers :)
- wo start connecting Cumae

n+17 425 BC
- teo warriors defend against archers
- "Construction" is now done now starting alpha (I should have switched my prods to cats then...)

n+18 400 BC
- Qon Shi adopts confucianism !
- Monty's arch spoted near teo
- teo extends its borders, but also does teno
- praet kills Monty's arch
- praet unit sent to reinforce teo

n+19 375 BC
- new barbs spotted near Antium
- new Monty's arch unit near teno
- building "cottage"
- teo regains borders against teno :confused:
- Realised I have forgot to MM Rome to avoid its pop going to 8. Setting it now to famine and gain 3hammers. Rome will stabilise (?) once its pop gets back to 7
- also switch Rome prod to build "cat"


-------------------------------------------------------------------
STATUS
-------------------------------------------------------------------
- We are now at war against Monty and we have taken him one town (Teo)
- Troups (praet and m.arch) are circling around Monty's capital
- Monty should be able to produce axemen anymore
- Cumae was founded W of Rome
- We're ahead in term of points

BUT,
- no religion at the moment (btw, capturing Teno will give us two !)
- running at -9gpt deficit and 100% research
- quite alot of turns were lost by just moving my praet arounds... ^^;
- cats are a bit late

Hyfrydle is up to you now.

(Sorry guys it seems that CIV saved the screenshots by including the "enter screen shot name" window...)
 

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Nice job, did we ever switch to slavery, if so that's a good way to rid of that extra pop in Rome and build a unit quicker. With Praets we might not need the cats Praets are an 8 instead of the 6.6 of the swordmen vs. a city. So Hyfrydle can wipe them out without cats. Getting that Judaism would be great, we could pump out missionaries and get the whole continent converted and paying tributes to us. :D

P.S. The term is pwnd. j/k
 
Nice job taking out the copper mines. Hey, how do you get those "Enter Screen Shot Name" dialog boxes? Mine just go straight to disk with no dialog or chance to rename. :confused:
 
Civgeek said:
Nice job taking out the copper mines. Hey, how do you get those "Enter Screen Shot Name" dialog boxes? Mine just go straight to disk with no dialog or chance to rename. :confused:

I guess I'm getting it by shift-pressing the "print screen" button... but I find it quite annoying since it actually shows on the screenshots ! :confused:
 
Hi guys

Got the save and should be able to play my turns tonight is it 10 or 20? Fairly new to civ IV so I will probably take it easy and give each turn a fair bit of thought.

How do I upload the save when I finish and is it ok to copy and paste screenies?

Let me know and then I'll get started on the game.
 
20 turns (for first time around the rotation, next time you play it'll be 10).
to upload save, just save the file in a directory you can find on your computer. or use the defaults which, for me atleast, are in the "my documents" folder there's a "my games" folder.
then press the "post reply" button on the forum (instead of using the quick reply window on the bottom) and in there there is a "manage attachments" button which pops up a window to attach files, prety self explanatory there.
 
Wow talk about intense this SG gameplay really makes you think. Every move becomes more important when you know it affects more than just your own game.

Tried to use the log mod to record but it got a bit messy will try something different next time.

Here's how it went:


Ready to start my turns after an initial scout I spot barbs to the SE of Antium.


Turn 1 350BC

Ferrum finishes: Barracks
Teotihuacan grows: 3
Ferrum begins: Archer
Decide to move workers out of the way of the maurading barbs. Would be good to link up the dyes to help improve our nations happiness.
Still 2 turns before the catapult is finished in Rome
Workers start on a cottage to get some much needed funds
Moved Praet SW from Teot
Moved injured Praet NE and set to heal will take 3 turns

Turn 2 325BC

First turn complete still 6 turns till we uncover Alphabet
Antium grows: 5
Cumae's borders expand
Archer defeats: Barbarian Warrior.

Archer promoted: City Garrison II
Praetorian defeats: Aztec Archer.
Decide to fortify praets and await the catapults need to soften the city up before we attack.
Do the same with the horse archers

Turn 3 300BC

Rome finishes: Catapult
Cumae grows: 2

Rome begins: Catapult
Cat completes in Rome decide to start work on one more
Praetorian promoted: Woodsman I
Praetorian defeats: Aztec Jaguar.
Ferrum grows: 8
Ferrum finishes: Archer
Antium finishes: Horse Archer

Turn 4 275BC

Antium begins: Granary
Ferrum begins: Praetorian
Archer promoted: City Garrison I
Catapults continue there slow progress S
Moses (Great Prophet) born in Rome

Turn 5 250BC

Knock science spending back to 90% and we are now making 3 per turn
Rome finishes: Catapult
Teotihuacan finishes: Library
Teotihuacan begins: Barracks

Turn 6 225BC

Praetorian defeats: Aztec Jaguar.
Tech learned: Alphabet
Research begun: Meditation
Research begun: Priesthood
Research begun: Monarchy

Turn 7-9 200BC-150BC

Rome finishes: Library
Ferrum finishes: Praetorian
Antium finishes: Granary

Rome begins: Colosseum
Ferrum begins: Granary
Antium begins: Praetorian
Praetorian defeats: Aztec Scout.
Tech learned: Meditation

Turn 10 125BC

Horse Archer defeats: Aztec Jaguar.
Monty offers a peace treaty but I tell him where to go Teno is nearly ours.

Turn 11 100BC

Moving forces into position.
Tech learned: Priesthood
Antium grows: 6

Turn 12 75BC
Ferrum finishes: Granary
Horse Archer loses to: Aztec Jaguar.
Ferrum begins: Colosseum
Praetorian loses to: Aztec Jaguar.
Antium finishes: Praetorian
This jaguar is getting to be pain time I taught it a lesson :-)

Turn 13 50BC
Teotihuacan grows: 4
Antium begins: Colosseum
Cumae grows: 3
Praetorian defeats: Aztec Jaguar. That showed him now on with the serious work.

Turn 14 25BC
The siege at Teno begins with a second Catapult on it's way to reinforce.
Catapult promoted: Barrage I
Catapult loses to: Aztec Axeman.
Praetorian defeats: Aztec Axeman.
Praetorian defeats: Aztec Archer.
Horse Archer defeats: Aztec Archer.

We have taken Teno and the only casualty was one Catapult not bad. We now have two religions to choose from.
Judaism has spread: Tenochtitlan
Hinduism has spread: Tenochtitlan

Turn 15 1AD

Rome finishes: Colosseum
Teotihuacan finishes: Barracks

Turn 16 25AD

Rome begins: Archer
Teotihuacan begins: Granary
Praetorian promoted: Medic I promoted to help the healing process after the battle.
Ferrum's borders expand

Turn 17 50AD

Rome finishes: Archer
Rome begins: Granary
Archer promoted: City Garrison I

Turn 18-20 75AD to 125AD

Tech learned: Monarchy
Rome finishes: Granary
Taoism has spread: Rome
Research begun: Metal Casting
Rome begins: Walls

Managed to take Teno without much trouble and have set some lookouts keeping an eye on our next possible conquest once we have stabalised ourselves.

Have left the religious choice open and selected Metal Casting but this can be changed if it's a problem.

Also if anyone has any comments I would be happy to hear them.
 
Here is the save and a few pics!!!

Good Luck Jay
 

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