h1.GOTM practice

That's my point, I think. If we're going to war, we need to have a goal in mind. Either we do a blitz of another opponent for a *particular* reason, or we're a little more controlled and get three good cities so that we can have a good-sized army and take on multiple enemies. Praetorians don't go out of style *quite* that quickly, especially as early as we've developed them.

The NE city can end up being a quite nice financial city, given that it has enough food to carry the modest production it will have and to utilize all its ocean tiles. With a lighthouse and granary, it'll grow nicely and give us good coin.
 
I agree on getting at least three cities up first (NE and then perhaps S to grab the horses? Horse archers make a nice compliment to our massed legions :D ).
 
OK, I'm going to try and play today, but it might not be until tomorrow.

Got it.
 
I'm all for war as soon as possible. I was thinking of trying to attack with ax men before he got archers, but oh well praetorians vs. archers we can still take him without huge losses. Big thing is to get the war machine started before he does. Grab the 4 resource spot, build road to his front door and march the troops in.(My $0.02)
 
Turn 0:
- Change leader name (Alt-D) to "h1.GOTM practice". [Apparently, if you open CivIV by clicking on the saved game, the leader name changes to your default profile. If you open CivIV first, and then open the saved game, the leader name stays set according to what it was before.]
- Select F9. Along with the four civs so far on our continent (I really doubt that we'll find any more on this continent), we are also playing alongside the Incas and two other civs who don't have cities good enough to make the top 5. We are also 1st in hammers, food, military and population (although most likely tied in several categories) and 3rd in land area and coins. We're in a good position so far, and it's about to get better.
- Strategy: We're Expansive and Organized, so we like to have big cities and run expensive civics. We also happen to have a very nice early unit, so we're also well served to run an early military campaign. What is going to limit us is our science, our culture, and our happiness. We can handle one out of three, but we're going to want to steal, extort, or depend on others for at least two of those.
Happiness: we need religion. We're not likely to develop it ourselves, so we need someone else to develop it and then we either wait for it to spread or go and take it. The Aztecs are the only civ on our continent that are spiritual and start with mysticism. If they founded Hinduism and/or Buddhism, they have not yet adopted either as a state religion. My bet is that they have been developing military techs and that one of the hidden civs (or both) have founded both religions. I think we should leave Monty alone until Judaism is founded. If he founds it, we take it. If someone else founds it, well, he serves us no real purpose, now, does he?
Culture: in the short term, we need culture primarily so that our cities will expand to take advantage of resources. To that end, since we haven't spent the time studying cultural things, we're going to need to build obelisks or Stonehenge. Stonehenge costs 120 hammers, or four obelisks. That's roughly 13 turns if we run Rome at 9 hammers, which we can after the gold mine is finished. We can cut that to 9 or 10 if we do a forest chop, or 6 or 7 if we do two. In the long term, we won't need culture for anything besides happiness, unless we decide to go for a cultural victory, which I think is probably unlikely.
Science: we take it, at least until we're out of our early military prime, and have the resources to set up good research. In order to take it, we have to attack and then make peace before we eliminate a civ.
We've already determined that we're going to attack early, but we're going to set up a three city base before doing so. Who are we going to attack? Monty seems the obvious choice, because he'll likely get angry with us earlier rather than later. But we'd really like for him to do some religious work first. Qin is a little far away for right now. So how about Freddie? Monty is annoyed with him, and Qin doesn't care at the moment, whereas Qin and Monty seem to be friends already. Not sure how that happened - maybe they share religion and it's just not obvious to us?? At any rate, attacking Freddie early, among other things, would seem to cause the fewest ripples in the diplomatic pond.
So my strategy is this: build the 4 resource city, chop Stonehenge, found a second city (probably on horses), and build an army to attack, though I'm not sure whom yet.
- I change research to Mysticism for now, since we can't hook up the iron if its not in our boundaries, and we need to start working on a way to get it in our boundaries.
BT: Monty converts to Hinduism! Aha, now Monty becomes our primary objective once again, unless the religion spreads to our lands, in which case it's not such a priority. China also has a scout in our lands
Turn 1 (2400): I continue scouting with the warrior westwards to make sure that this continent only contains who we think it contains. I find what looks to be the westward ocean.
Turn 2 (2360): We get access to gold. I send the worker to the floodplain to our N-NE to build a farm. This will be in the borders of our second city, so having this will make it quick work to get to pop 2.
BT: Huh. I meet the Incas. So where are they?? They are Buddhist, so if they're close, they also make a good target for religion, although attacking the Aztecs would be better for safety's sake. He's also annoyed with Freddie, and doesn't know anyone else.
Turn 3 (2320): ...
BT: Freddie adopts slavery.
Turn 4 (2280): Crap, Rome didn't switch over to the gold mine after completion, and so we lost two turns of extra research. Switched over to gold mine and noted for future reference.
Turn 5 (2240): We discover mysticism. Resuming research on the wheel, which we'll get in 1 turn.
Turn 6 (2200): We discover the wheel. Switch research to archery, by way of hunting, followed by animal husbandry. We'll want to fence up those sheep and horses, when we get to them.
Turn 7 (2160): We produce a settler. Switch production to Stonehenge, which will take 14 turns. With a chop, it will take 9 turns with a chop, and 6 turns with two, though I doubt we can get two chops in in 6 turns. I send the settler north with our warrior just in case, though given the small amount of fog up there, it's doubtful we'll see any barbs. I'll send the warrior back to Rome once the city is founded, and build one up there. Continuing my exploration up the west coast, I find Huayna finally, squeezed in between Freddie and Qin.
Turn 8 (2120): Huayna has horses.
 

Attachments

  • HuaynasHorses.JPG
    HuaynasHorses.JPG
    39.8 KB · Views: 186
Turn 9 (2080): We discover hunting, moving on to archery. Start chopping forest east of Rome on the coast, so as to get the hammers to Rome, but not remove a forest from the fat cross.
Turn 10 (2040): Found Ferrum. There's a lion lurking, so it's good I sent an escort. Set work to warrior. I'll build another worker when this city gets to size 2. Move citizen to work the floodplains previously mentioned, and switch Rome to unimproved floodplain. Checking F9, I see that the Japanese are out there somewhere, though I'm positive now that they're out there with either only one other civ or by themselves.
Turn 11 (2000): Discover archery. Proceed with animal husbandry. Move warrior back towards Rome. We're now 1st (or tied for 1st) in every category except approval rate and life expectancy.
Turn 12 (1960): Toynbee says we rule!
 

Attachments

  • ToynbeeKnows.JPG
    ToynbeeKnows.JPG
    27.7 KB · Views: 185
Turn 13 (1920): We clear a forest. Stonehenge due in 4.
Turn 14 (1880): Move worker to road in between Ferrum and Rome. There's also a lot more land up here for the Incas than I first imagined, though it seems to have a lot of jungle.
Turn 15 (1840): We discover animal husbandry. Start researching horseback riding, though I'm not sure that's the best use. If we don't get the horse spot, it won't do us much good. But I guess if we don't get the horse spot, we will *get* the horse spot. (evil grin)
BT: Judaism founded somewhere. Montezuma adopts organized religion, so he must be the rabbi. Two religions. I'm droolin', I'm droolin'!
Turn 16 (1800): ...
BT: We build Stonehenge. Ferrum's boundaries will expand in ten turns, and we can't start a mine until then. Huayna adopts slavery.
Turn 17 (1760): Rome starts archer. I plan to follow this with another settler so that we can claim the horses. Accidentally order the exploring warrior to go to a tile near Rome while trying to do something with a right-click. I hate that part of the interface.
Turn 18 (1720): Holy crap! The Japanese are actually on this continent as well! At this point, I wouldn't be surprised to see all on this continent. Is this Terra? Tokugawa is pleased with everyone except Freddie, with whom he's annoyed. What is it with those Germans?
Turn 19 (1680): Ferrum builds warrior, which I fortify. We're at size 2, so I start a worker. Rome hits size 5.
Turn 20 (1640): Rome builds archer. Starts settler. I leave the archer unpromoted, but I'd probably give him city garrison I. I also leave him unfortified for now. Ferrum is also now connected to Rome.

Notes on rule: Man, it sure does take a long time to get iron hooked up once you find it. I doubt we'd have been able to implement a praetorian rush *without* at least 3 cities. I also propose we settle red dot below so that we'll have room for pink dot later.
 

Attachments

  • OurWorld1640.JPG
    OurWorld1640.JPG
    81 KB · Views: 147
  • OurEmpire1640.JPG
    OurEmpire1640.JPG
    168.9 KB · Views: 129
  • DotMap1640.JPG
    DotMap1640.JPG
    54.3 KB · Views: 112
Red dot location looks good to me. Any other suggestions for next steps? I'll probably play it out tomorrow evening.
 
Nice turn :goodjob: , both dots look good to me, red dot, will put us a little closer to Monty, the other one has some nice coast
 
Any thoughts on tech after Horseback Riding? Straight to IW? :confused:
 
It seems like a nice start for the Roman Empire :)
Would go for the red dot next, it's better if we want to make a step towards Monty.
That's why we have to go straight to IW, then start to build praetorians (lets just hope we'll got some iron)...

Since Monty looks like one of the weakest and nearest civ, it would be a nice target for us (if we want to go all out for war).

That's just my 2c but i really suck at war and I would prefer to be pacific, adopt the religion of the second most powerful civ and get some techs from trading.
 
Civgeek said:
Any thoughts on tech after Horseback Riding? Straight to IW? :confused:
we already have Iron Working

psychoboy said:
It seems like a nice start for the Roman Empire :)
Would go for the red dot next, it's better if we want to make a step towards Monty.
That's why we have to go straight to IW, then start to build praetorians (lets just hope we'll got some iron)...
we have iron already, its north of rome, well we'll "have it" once the second city's border expands and its connected
 
RoddyVR said:
we already have Iron Working

Yes, I meant the one after that (don't have my manual here); the tech that allows Forge? Iron Casting? :confused:
 
Forges would be nice, but what about construction and catapults? They'll allow us to extend our praetorian era a bit. Of course it all depends on how long we want to continue warring while ignoring our infrastructure. Do we want to strike a fatal blow to Monty and then stop for a while? Or do we want to try and extort some tech or steal some wonders from Freddy? (because you know he'll be building them) How long before we fall behind commercially and scientifically? IMO, we'll definitely want to extort some techs for peace from either Freddy or Monty. Do we need alphabet to get techs in a peace deal?
 
My vote for tech is beeline for construction. We have to have a couple cats or it is murder taking a 40% fortified capitol, assuming we want to wipe mony off the face of the map. Pyscoboy, I usually play the same as you, but I think we have to fight here. Monty is going to go to war with us no matter what, we might as well make it a quick and clean win, and get a couple good cities out of it. Then I wouldn't mind adopting someone elses religion, especially if its the religion of 2 or more.
 
If we get the Aztec holy cities, we might be better served to start spreading one of those religions. There's *currently* only one other religion on the continent. If we can be the first to get a religion to a couple other civs, that will be their state religion.

As to attacking a 40% fortified capital, it's not undoable, and we definitely don't want to *wait* for catapults to do it. But yes, with catapults, it's a lot easier.
 
So Writing next ... opens up both Alphabet and Construction. (Metal Casting was what I was thinking of before.)
 
Anybody know if there is an easy way to turn on the turn number so you can see it in the main screen?
 
turn off the clock. the clock and the game turn display in the same spot.
edit: you can turn the clock off while inside the game, its in the options in the main menu (dont remember where but its there, i had to do same during my turn at this game)
 
Whats the best way to include images in your post (rather than as attachments at the end)?
 
Back
Top Bottom