h1.GOTM practice

Nice turn Hyfrydle! Is that a german city to the NW I see?

Hey, what are we going to do now th epatch is out (crosses fingers)???
 
Woot! nice take out. Why is everyone else "confusedism" Should we try and convert them with missionaries or destroy them completely? How's the diplomacy screen look? Everybody is probably buddy buddy since they are all the same religion. Looks like de Germans are encroaching on our personal space.
 
Didn't get chance to look at the diplomacy or religion situation too closely I was concentrating on the battle. My aim was to take the city and keep everything else ticking over nicely. Also tried to improve the happines in our major cities.

Now that I've had my turn I'm looking forward to seeing how things advance hope we can continue this game now that the patch is out. Patched my game last night and didn't notice any major changes still runs really well guess I'm one of the lucky ones.

Definititely learnt alot and look forward to learnin more.
 
I updated, but have not tried to open our save. Civ4 is definately running a lot worse and a lot less stable since the patch for me :( If Jay doesn't play by tomorrow evening I'll assume he's out of town (or not playing) and skip him.
 
I also updated to 1.09 and so far haven't had any problems. Can load old saves (and the actual COTM save) no problem.
 
Ok, I'm just going to skip Jay, guess he is MIA. From first glance looks like one city is got 2 unhappy ppl and we can't whip since we don't have slavery. Not sure what to do I'll take a closer look and see what I can do.
 
Thoughts: I Take a look at all the advisor screens, yup looks like the usual war time disorder. I notice Ferrum has 2 unhappy people, yikes!!! I gotta do something to get those people back to work. I also, spot something kind of strange under techs, Monty is willing to trade 2 techs to me????? Well when I go to the negotiating table, he is willing to sign a 10 turn peace treaty in exchange for his 2 techs (I tried getting a city also, but he wouldn’t go for it). So I sign it, if you want to war him again you can as soon as your turn starts, but looking at the map I think its better pump out some workers and improve our existing cities. Also we now have 2 religious choices, Hinduism and Judaism. Since Monty is Hindu, I think we should switch to that, and definitely switch to slavery and hereditary rule. That will get us out of the unhappiness at least temporarily. Looks like the first 2 turns of mine will be in anarchy, but in peace. Things are not looking good with Germany. I would like to use Monty as a buffer for as long as possible, while we rebuild. I also notice that the pyramids haven’t been built, seems pretty late, but I’m not going to chase it I don’t think we would get it. I plan on starting a wonder soon though. I put us on the fast track to (right after we get monotheism to pump out missionaries for big money and hopefully get some converts) optics, because I think we have a shot of circumnavigating the globe first, and I think there might be an entire empty continent out there some where. Also trade our only wheat for fur to China, to get us 1 more happy person at the loss of a health, but I figure we can find another wheat or something else to modify the trade.

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0) 125AD – Convert to Hinduism, trade wheat for fur, sign peace treaty (get sailing and philosophy for it). Switch to research monotheism (switch to 100% research so it gets done in 2 turns). .

1) 150AD – I sign open borders with Germany to scope them out. They are worrying me a bit. Teno comes out of revolt they are happy, but just barely so I set them to building a Hindu Temple. We are now Hindus so lets start spreading it for the income. I trade construction for calendar to the Mongols, this isn’t normally something I would do, but we need happy resources and they we have a tone that require calendar. I also move some units toward Germany and one to fortify for a new city on the peninsula to the east. Cue up workers in just about every city (lots for them to do with all the plantation stuff.
2) 175AD – Taoism spreads to Cumae. Grrrrrr.
3) 200AD – Discover Monotheism, put us on track for optics. Pull back research so we are breaking even (90%). Send workers to head for Dyes and sugars. Revolt to Heredity rule, slavery, and Organized Religion.
4) 225AD – Back in the Red with the higher upkeeps, but no more unhappy cities. Move research down to 80% and are breaking even again.
5) 250AD – I hit the enter key
6) 275AD – I change Teno to make monk so I can get some income and make more monks
7) 300AD – The great lighthouse is built in a far away land, Rome builds worker and starts on Parthenon, extra great people points would be great if we make it, and I can’t build much in the cities right now because very few have religions. Still exploring German lands, It looks like they just sprawled next to us with some size one cities. Guess they went for the land grab.
8) 325AD – Workers are working hard, horse is exploring, all is calm..
9) 350AD – There are 1 million Romans. Ferrum finishes Coliseum..
10) 375AD – Cultural expansion and Praetorian reveals land off our southeast coast. I suggest snapping it up ASAP.

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More thoughts: Not much happened during my turns, and I don’t have many suggestions for who plays next, accept watch the happiness and health we should have a some happy resources coming online, and as soon as you see a duplicate resources, exchange out our trade route to china to get our wheat back, because ferrum is already looking sick. We have no friends, most people are annoyed with us. We are in the lead, but could will get attacked sooner rather than later. Try to keep the war on a single front (probably Germany). I let the military slide, because we are coming out of a war, but don’t let it stay that way or we will get crushed.

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un-edit: got file, playing now.
 
initial investigation:
dam, we need some worker improvements quick, i've never had this many unimproved tiles being worked.
-ferrum building worker, add a lighhouse to the que, will make growth in this city possible.
-rome building partheon and will continue so for most of my turn (9 turns out of 10)
-cumae building granary in 5 turns, growth in 6. NICE. congratulations to whoever set that timing up. :goodjob:
-antium building coloseum. what the? sorry, but i dont understand this, its still got 2 happiness to use up, and 2 health, and we're about to connect dyes. dont see a reason for burning this much production now.
-teotihaucan building worker, fine with me, it needs one.
-tenotchitlan is holy city for hindu and jewish, nice. gotta get them prophets comming, think i may even chop a forest in rome to help the partheon along.
-military seems all defencive (and happyness producing, will have to add to it a bit i think)
starting turn....
preturn actions, changed antium colloseum production to praetorian. considered changing to settler to take that little peninsula, but city will grow in 4 turns, figured i'd let it before stopping its growth.

1. 400ad -monty cancels peace treaty (its expired)
-hindu missionary finished in tenochtitlan, pushed back temple production for another missionary first (temple's half done, guess i'm not the first to push it back, lol)
-worker on corn by teotihaucan starts road to connect the corn.
-first misionary sent to rome, will help speed up the partheon construction a little. cumae might have been other choice cause it could proly use the culture boost, ah well.
2. 425ad - plato born far away.
- rice farm by rome finished. worker sent to help speed up floodplain farm by rome.
3. 450ad - compus done. resist the urge to sneak drama (my favorite tech) into the tech que. let it continue on road to optics, a goal is a goal after all.
-aristotle born far away (where are our great people i ask)
-corn by teoti.. connected. we're up to base 12 health now. worker goes to help connect dyes.
4. 475ad - inca cancels open borders. bugger...
-teoti... finishes worker. set to settler to get that peninsula (9 turns)
-ferum finishes worker starts lighthouse.
-copper by cumae connected. dont like trading away copper to civs that are annoyed at me, so we're keeping it while i'm in charge.
-with help from 2 more workers, the plantation on dyes is done.
5. 500ad - cumae granary done, set to barracks, cause nothing else seems worth it at this point.
-techno trains second missionary. push off temple again, for another missionary
-another farm done for rome (grassland on river, used 3 workers). rome now working all improved tiles :)
-hinduism spread to rome (by missionary)
-cumae's plantation on sugar done, starting second one.
-praetorian in antium done, starting worker.
6. 520ad - forgot to keep track of what i did, must not have been interesting didnt notice that i'd gone past it till....part of 500ad log might have been 520, not sure now.
7. 540ad - corn by tenoch farmed, starting road (will get wheat back for this second corn)
- banana by antium plantationed, starting road.
8. 560ad - lighhouse done in ferum, starting galley to explore that land south of the eastern peninsula.
-roads done for banana by antium and corn by tenoch. (multiple workers on each)
9. 580ad - China offers Currency and 100 gold for compas. i'm fairly certain we're only ones with compas, and he's not only one with currency, but they're same beaker cost techs, and he's adding 100 gold. so i take the trade, hope he doesnt whore it out like he would have in civ3.
- rome finishes partheon, finaly. start hindu misionary, gotta spread the faith.
- another missionary done in tenoc. head for closest city, just cause i dont think it matter what we do first anymore.
10. 600ad - metal casting done. machinery researching.
- missionary spreads hinduism in cumae (hope to push that border)
- missionary spreads hinduism in teoti...
done......

notes for next person....
most of the worker force has migrated south under my command. the workers by teochitlan are chopping the forest, but i mistimed it completely, they'll chop the forest the same turn that the settler will have 1 turn left anyway, so its a waste that'll be carried over to next build. if you plan on starting a building next (which gets build bonuses from Organized religeon atleast) then walk one of the workers off the forest, so the forest chops after the production on teh building starts, because caryover production doesnt get the 25% bonuses to it. it its a unit you build next, then it wont matter one way or the other.
swithched the horses tile to be antium's because it allows the worker to finish one turn faster, and doesnt slow down the settler.

i guess walking the praetorian off the peninsula wasnt such a good idea, a barb city has just poped up there. might be a good idea to send a praet (or archer even) back there to either wipe off the city or get some experience it while waiting for it to grow to size 2 so we can just conquer it. its built 1 tile south of where i would place that city (i'd put it on the rice, so as to reach the banana tile) but its still not a bad place, not sure what to do with settler in that case though.
 
here's a few screenshots of our empire. should have turned on resourses probably..... oh well.
 

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Good 'domestic building' RoddyVR. Looks like we are starting to run out of room to expand. Anybody for going after Monty again (sooner rather than later)?
 
ye, i seem to do that, i'm much more a builder then a warmonger. i usualy get into wars only after i've got all my cities "up and running" which usualy means growing/producing to the max that happyness/health resourses will allow.
i was planing to start a war during my "turn" but 10 turns just isnt long enough for me to get going it seems. lol.
anyway, if we're voting yay or nay on war, i vote yay. ither finish off monty, or take germany's holy city (and maybe a couple others ;))

edit: oh and i forgot to put in the afterthoughts. i still havent gotten our wheat back from china. he didnt want corn which i was hoping to give him instead of the wheat. maybe he'll want sugar once the second one is connected. we also have second gold to connect (teotin i think has it) and the copper by our double holy city isnt connected eihter.
 
woops, forgot to mention the coloseum was started in the round before me and I bumped it, but put it back in the cue because it was half built (my practice so I don't forget about half built stuff). Nice domestic management. You think you got a shock on undeveloped tiles, download the one I started with, I freaked, but that is to be expected when you get in a real early war like we did, and I definately think it was the right choice. This is the first time I've ever seen a continent game where all 7 civs are on the same continent, that's just crazy. Personally I'd let the barb city sit for a few turns and put the settler on a trireme and see what's on that land to our se before someone else does. Everyone is so squeezed in and we are the wrong faith, uh-oh.
 
Preturn:
Check out statistics. Note that we are 1st in mfg, food, soldiers, and population, but are 3rd in GNP (probably due to AI insistence on building cottages), 6th in approval (we don't have a lot of happy buildings, I guess?), 3rd in life expectancy (ditto on healthy buildings?), 3rd in imports/exports (I'm guessing this is due to the fact that we have the 2nd fewest open borders pacts - how the hell does Toku have more open borders pacts than us???), and 2nd in land area to Freddie. I'm going to assume that Freddie is now our primary rival, especially with Monty sharing our religion. I think if we go to war, we should go to war with Freddie, especially since most other civs (save Qin) are annoyed with him. I'm not sure why we're in hereditary rule, since our happiness is way up there for most cities. I'm not sure it's worth the turn of anarchy to switch out, but if we happen to need to switch another civic, I'd consider switching that one too.

Goals for next 10 turns:
Get military protection in our newest cities
Advance on and take barb city
Continue research towards optics - if this is Terra and not some bizarro pangaea, there is a whole other continent out there
Build up military for possible war with Frederick
Continue to improve land

Turn 1 (620): Antium worker -> archer. Keep colosseum in queue, but I want a few defensive units first, and even though Antium is growing like gangbusters (7 excess food??), it doesn't really need any happy pills just yet. I do want to get some cottages here, since Antium is never going to have issues with food and could grow to be a large financial center. I didn't see a *ton* of unworked tiles, other than forest, but I don't think that's a bad thing. Generally, I like to have a surplus of about 3 food on a city to keep it growing, but if the only way to get hammers is to work a forest, I'm all for it. If the city is working grassland or plains without any other sort of improvement, I build a cottage. And I almost always build cottages on floodplains, *especially* if I'm financial (which we're obviously not). I start the winery and connect up the copper, but with a couple other workers, I start building a road towards the barb town. I'm not exactly sure what the settler in production is destined for, but we do have a hole in our grid that it could plug, so that's my current plan.

Turn 2 (640): Genghis cancels open borders. It was only a matter of time. Rome missionary -> archer. Teotihuacan settler -> archer. Incidentally, I see that this was accomplished by means of a forest chop. This brings the forest squares for this town down to 4 and contributes 1 less to health. With the potential size of this city and the relative lack of hammers available here, I think this shouldn't have been done. But it's done, and the distribution of forests here make me think another one isn't going to grow, so another forest chop would be fine, but *definitely* not to bring forest under three. Cumae barracks -> archer. Tenochtitlan hindu temple -> barracks. Hinduism spreads to Essen. With some work, we *could* spread enough Hinduism around to get some to switch, but I don't think that's really reasonable. Really, we just need religion to keep our own people happy. Moved settler toward spot just east of "Twin Peaks" mountains and just north enough so that it can use three river tiles that would otherwise go unused. Moved missionary to convert Ferrum. Ideally, I'd wait to produce missionaries in towns with religion already, as our two religionless towns are most likely going to pick up Hinduism naturally. But Ferrum could use the happiness (poor depressed desert-living bastards...) Moved one of Rome's archers towards Cumae, as its replacing it, and this will free up the praetorian. Incidentally that "practice" barb town is guarded by two archers and an axeman. I'll dispatch a catapult and 3-4 praetorians to get it. And Genghis has picked up feudalism, so it's only a matter of time before we'll be seeing longbows around the countryside.

Turn 3 (660): Rome archer -> forge. Ferrum galley -> forge. This would be an ideal city to build the collossus, if we choose, and it will take only about 10-11 turns. Teotihuacan archer -> forge. Genghis adopts vassalage. He's building up for something. It would be nice to get him and Freddy fighting. Teotihuacan archer takes city garrison and fortifies. Sends auxilliary warrior up to the "front" at Cumae. Antium archer -> catapult (and colosseum). Send archer to Tenochtitlan. Send galley from Ferrum down east coast towards island. Ferrum becomes Hindu. Worker finishes connecting copper near Tenochtitlan and moves to clear forest on river. Here, I think we can go down to 3 forest easily, since we don't have much good farmland, and you don't get the trade from the river in the forest. Also a river city gets health bonus already. With no improvements, this city could grow to size 14.

Turn 4 (680): Whoops. Tlatelolco expands annoyingly into our territory. Found Gemini Montes (Twin Peaks). Begin working on barracks. Redirect archer bound for Tenochtitlan to GM. They can build their own archer quicker anyway. More worker improvements...

Turn 5 (700): Cumae archer -> forge. Tenochtitlan barracks -> archer. More worker improvements...

Turn 6 (720): Over 2 million Romans served. More worker improvements, more troop movement...

Turn 7 (740): Whiny Capac comes demanding that I cancel my deals with Freddy. Uhh... the open border deal? *That* deal? No thanks. Tenochtitlan archer -> forge. BTW, I'm leaving a couple praetorians in Cumae and Tenochtitlan just in case. We need more once we're finished with our forges. Workers are putting one farm and one cottage on the river grasslands at Tenochtitlan.

Turn 8 (760): Road to Saxon complete. Barb axeman attacks my praet and he's toast (the axeman, that is). Only archers left. Antium catapult -> forge. Send catapult to Cumae. More worker improvements...

Turn 9 (780): Rome forge -> horse archer. Hypatia (great scientist) born in Ferrum. My opinion is that we send him to Antium (or keep him in Ferrum) and build an academy, depending on which city we want to be the "science" city. Antium isn't producing the currency (and therefore the science) just yet, but with cottages it'll produce a hell of a lot. I'll leave this guy for the next player. Captured Saxon easily. I shouldn't have sent so many units. I'll leave one praet here and send the rest back to Cumae. Set the two workers to improve the pigs first, so that this town will grow easier, and since we don't have pigs yet. Oh yeah, and Christianity was founded in one of the last two turns, as Whiny has theology. And Frederick has machinery, so he's right there with us, although we still have 4 techs he doesn't.

Turn 10 (800): We discover machinery and move into the medieval era. Only optics left in our queue. Hinduism has already spread into Saxon. Cool! Sent two workers to Gemini Montes to clear some jungle and mine a hill. Galley has just reached tip of island and we see ... desert. Frederick has sent a settler group in a galley around Ferrum, so we must either intercept them, or hurry the hell up to get a toehold on that island (OR, we could cancel open borders - hmmm).
 

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Summary: We've improved from 6th to 5th in approval rating, but other than that, all remains the same. We've added two cities, have at least one archer in each city (except for Saxon) and we're about to land on a new semi-continent. We have or will have forges in most cities, and we have a great scientist. We can either choose to launch an offensive or go full bore for another continent. If I knew for sure if there were another continent out there, I'd go that route.

TO NEXT PLAYER: I have two stacks in "go to" mode: 3 praets and a catapult on the far east bananas on their way to Cumae, and two workers SW, SW of Antium on their way to work some hills for Gemini Montes. There is also the issue of the great scientist which we should perhaps discuss, although my vote is for an academy at Antium. I've also explored a bit of the German empire. I also tweaked the science rate down to 70% and we're running a -2 deficit.
 

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Nice turn log MadDog. I guess I'm up. Anybody else have any thoughts about the current situation? I like the idea of an academy at Antium and preping for war with Fredrick (although it might still be nice to take Monty out completely). Any thoughts on what VC we should start plannning for? Diplomacy?
 
The more I think about it, the more I think that it will take a while to find and prepare for settling on another *continent* (the island is easier). So prepping for a *small* war with Freddie sounds good. If we can take a city and get a couple techs in exchange for a peace treaty, that would be excellent. All the time, we're exploring, and if we find a continent, be prepared to jump on it.
 
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