Hammurabi - Immortal Cookbook

@GKey
Spoiler :
Some things really never change. Piss off aggressive leader and go for peaceful expansion. :mischief:
Why mess with a proven formula? :lol:

Then again, it was a pretty risky move here and I normally am not so aggressive with Worker-stealing missions in my games. However, the Cookbooks seem like a great spot to try out things that you don't normally do in your games.


Also, isn't this instance one of the cauldron calling the kettle black? Didn't you also steal a Worker from Alex? Did you manage to get away cleanly with the Worker without having to fight an Archer? If yes, do you have any tips on how to go about doing so?


Further, I am surprised to see that you are researching Writing. Isn't Sailing -> Masonry (for The Great Lighthouse) your normal next tech path? Or, are you too upset about the "Fail Fish" to bother chasing after that Wonder?

The Great Lighthouse is probably more of a lock than usual on a Pangaea-type map, and there still is a really big Coastline on a Pangaea-type map, as long as you don't mind encircling all of the AI Civs with your Cities. :D
 
I encourage you to try it out since this game is meant to be a learning experience.

You might not end up with a different settling position than if you had guessed on where to send the Settler. You might even decide that in-place is the best spot for you. But what you will be doing is making an informed decision instead of a luck-based guess.

If nothing else, you will be able to share your decision-making process for chosing where to settle based on the additional info available to you. If you don't end up liking your decision, then people can potentially offer you ways of improving said decision-making process.

Excellent point. I hate to lose the turns on Normal speed, but then it doesn't matter if my save isn't as good if I tried something new that I (and perhaps others) can learn from.
 
BTW, if most people are already done and want to move on, there's no problem to do so and get voting... first round is always faster anyway :)

What's the general feeling?
 
OK, so here we are at turn 50...
Spoiler :

I'm not happy with the way things went, though it wasn't a complete disaster. I decided to experiment with scouting the area before settling, and this is what I found with the first move:
Civ4ScreenShot0014.jpg

OK, so I can settle on the wine for an initial commerce boost, and it looks likely that the plains NNE of the initial starting location will have a strategic resource. Idk, might be guaranteed, but I don't know the game mechanics well enough to be sure. Let's see what happens when I put the warrior on the coast...
Civ4ScreenShot0015.jpg

Well, fish! OK, so I can get more food in my cap if I settle the coast. Might not be the best choice, given how close the AIs were, but I didn't know that yet. I thought for a while on the merits of the two PH tiles. Riverside for the health, or 1E for the chance at a strategic resource. I eventually chose the riverside location.

Right away (turn 4, ffs!) Justinian wandered by:
Civ4ScreenShot0016.jpg

More came quickly after him:
Civ4ScreenShot0017.jpg

Civ4ScreenShot0018.jpg

At that point I stopped taking screenies of the neighbors, but as you can see from the diplo screen below I've met all or most of them already.

Tech order was AH > Mining > BW (I wanted to see if I could get copper up quickly) > Fishing > Pottery (I should have done Myst in here for a monument in city 2, d'oh).
Build order was worker > warrior x3 > settler > warrior x2 (I think) > worker > on settler. Might have missed a warrior build in there.

The goal was to settle the third city by the Rice toward Justinian, but I lost my warrior there to a barb archer so I'm not sure what will happen with that settler now. I was trying to grab land with food first, since these neighbors aren't the most aggressive bunch in my experience.

Here's the empire, with a tentative dot map:
Civ4ScreenShot0019.jpg


Civ4ScreenShot0020.jpg

Civ4ScreenShot0021.jpg


Already revolted to slavery...

Foreign relations (no one has alpha yet, thank god!):
Civ4ScreenShot0023.jpg


Technology:
Civ4ScreenShot0024.jpg


No wonders built yet, and I'm way behind on pop.

I really don't see anything to recommend this save, so I doubt we'll be playing forward from it. I'm going to enjoy seeing what you guys did.
 

Attachments

@drlake I'm confused why you would move your capital coastal and then not get a work boat out to work the fishing tile. I also think that your 2nd city is in a bad location because Zara is a culture monster and you will surely lose those cows.

@civconflict everything I wanted to do but better... bravo! how did your chariots get so much xp!

@notv Can you go more into detail of your overall strategy? You are making chariots but I think to attack Zara? I think that if you were planning on chariot rushing you should have more than 3 by now... it might be too late. I would have settled my 2nd city to take the copper. I think that's practically mandatory if you're planning any type of war because chariots are not long for effectiveness and you're gonna need axes.
 
@oppy

Spoiler :


The idea was to attack Zara, that 's also the reason why i put my second city in that location. Also i didn't have BW yet when i settled that second city so i did not know there was copper.
I agree i should have more chariots by now and settling a second city might have been a mistake.

Zara doesn't have to be the target, i'm not 100% sure i will attack him. He's just the most likely candidate because otherwise his culture would become a threat for that second city.

 
*** Comments on your games ***

Oh, and if I missed commenting on your game, please let me know!
Spoiler :
@Yoshi1
- You have both strategic Resources hooked up and have started to build a mixed military--that's great.
- You also have some reasonable infrastructure set up, with a Monument for our second City and Barracks for both of our Cities.
- You have a pretty good number of Workers (three).
- You have a Warrior defender for each of our Cities, so that when you move our army out to attack someone, we won't have unhappiness issues from missing Military Police units.
- Good use of Forest-chopping to get the empire going.

- You could do with more exploration of your surroundings. For example, there is a Chariot sitting in our second City that could be doing some more exploring and/or Barb-unit destroying. Since your plan is to go after Zara Yaqob, it would certainly help your cause to explore the land surrounding his Cultural borders as much as possible.
- Tied into the lack of exploration is the fact that you've only met four of the six neighbours.
- Your second City will grow soon but you don't have another improved square for it to work on.


@Fleme
- Good strategic decisions back up your City settling--fast Copper and claiming Justinian's Horse Resource.
- Nice job on building Roads to connect up our Cities, even the far-away one.
- Your units have definitely been seeing a lot of combat with the Barbs.
- Good use of mixed forces (an Axeman and a Chariot to defend our border City)

- You have three Cities that are each working one unimproved square. Certainly, building another Worker or two soon could be seen as a bit of a priority, perhaps even building another one in your capital before building your next Axeman.
- It is certainly a bit intriguing that you went for a Coastal capital while ignoring Fishing, thus being unable to build a Work Boat. I would think that if you weren't going to hope for Seafood (that could actually be worked by our capital by way of Researching Fishing) that you wouldn't move to the Coast. But what do I know?

Questions for you:
Where would you have settled the Copper City if Copper wasn't located to the SE of our capital? I mean, would you have tried to settle wherever the Copper was or would you have still tried to settle a City close to our capital?

If both of the Coastal Plains Hills squares were not Hills but were just Plains squares, would you have stuck with settling in-place?


@sadmachines
- Nice work in ensuring that all of your citizens are working improved squares!
- Really nice exploring and use of your Chariots for fog-busting.
- The tech path of skipping Mysticism and Pottery works simply because you have focused on working production squares in your capital, while not expanding that much, meaning that you don't need to work Cottages just yet and can build a Library quickly.

- Your second City, once it finally grows to Size 2, is going to be stuck at that City Size for a while (due to not being able to build a Monument to grab the Cow Resource), but since you're planning on going to war, that fact shouldn't hurt you too badly. It is good that you are preparing a GHRiv Mine to be worked by that City.
- I might suggest stopping your Military-unit-pumping to build another Worker or two, if for no other reason than to build a Road towards your planned target. Doing so can equal the production power of getting a larger army built, since your later troops will be able to quickly catch up with the main army and thus your on-the-frontlines army could be bigger that much sooner.
- While I agree with your choice of working Plains Hills squares in the capital for production, you are essentially "wasting" two Food-based Resources (at least for as long as we're stuck at a Happiness cap of 5). I'm not sure what to suggest to do about it, other than perhaps to plop another City down on our Plains Wine River square, to be able to share some of the capital's Food-based squares.


@Fierabras
- Great job in making the war a reality by capturing a City from Justinian!
- I also like how you have a defender (the Warrior) for your newly-captured City, so that all of the Chariots can leave the City and go on the offensive, whenever they are ready to do so.
- Obviously, it is nice that you picked up Stonehenge. It's good that we can start on generating Great People Points this early.
- I like how you pulled off the Worker-steal. There was a very low risk of being attacked (an Archer would have had to have been on the Road outside of its capital on just the right square to have been able to counter-attack you).

- While it is nice that you are building a Road towards the Copper, I wonder if you could divert a Worker to Road a couple of your Health Resources, to address our Unhealthiness issue.
- I am glad that you are building a Worker for your captured City in the captured City. That said, if you don't plan to push the attack (and pushing against a capital with just 6 Chariots is a pretty risky move--unless you plan to abuse Cease Fires), then I'd suggest sending out a Chariot escort to bring a Worker over to your captured second City. Either that, or just plan to keep chopping Forests and chop out a couple of Workers in your next City, so that you'll have enough Workers to build a Road to the west.
- It seems that you have stopped Chariot-production, but we only have 6 Chariots--that amount probably won't be sufficient to push harder at Justinian's capital anytime soon. I guess that's the cost of getting Stonehenge.


@Grashopa
- That's a nice Chariot army which is gathering to strike Justinian.
- Good job in getting a bit of Road built in the right direction, to speed up your Chariots in getting to the front lines by 1 turn.
- Good call in focusing your Espionage Points right from the get-go. That's a technique that I patented, although I forgot to employ it in this game in all of the excitement of meeting multiple AIs within a turn or two of each other.
- Nice work in doing some Forest-chopping in order to speed up your early-game Chariot production.
- It is also nice that you have a Warrior to "come in from behind" Justinian--it's just too bad that it is busy healing right now and probably will arrive too late to help out much with the coming war.

- Do you think that it is wise to stop Chariot production and build a Settler now? Wouldn't it make sense to keep pumping Chariots until Justinian is begging for his life? I mean, if you're going to capture Justinian's Cities, what do you need to settle yet another City for? Taking a break from Chariot production to build a Worker, I might better understand.
- I am a bit disappointed that you have a Worker chopping Grassland River Forests instead of one of the Forests on a Hills River square within our capital's fat cross. For all of your bluster about wanting guaranteed Hills squares for the capital's fat cross, you have yet to improve a single one of them!


@oppy
- Good job in using Warriors to help spawn-bust for Barbarians.
- You have a nice Chariot army prepared. It is time to go use it, since it is costing us several Gold per Turn to maintain. I guess that you didn't pick a target so that other players would have the flexiblity of who to attack?
- Good work on starting to build a Cottage for the capital.
- I like that you have started to build a Road towards Alex. The Road just calls to us, saying: "ride on me! You know that you want to! Go attack Alex!" :)

- I'd suggest building another Worker before that Settler that you are about to start on. You'll want a Worker soon anyway, and it might be good to have one ready to start improving City #2 as soon as City #2 is built, while still having a Worker available to keep Chopping Forests for you.


@GKey
- Nice use of the production-based squares around your capital.
- Already having a Monument in City #2 and a Barracks in each of your two Cities will definitely help you out.
- It is good to see that all of your citizens are working improved squares.
- Nice work in scouting and Fog-busting with your Chariots.
- Good job in having 3 Workers (even if you did get one of them as a Greek immigrant)

- I wonder if you could have built a couple of less Roads and done something else with your Workers for those Worker-turns, such as Forest-chopping. For example, do you really need a Road on BOTH the Grassland NE of your capital AND on the Plains Hills Mine to the NE + E of your capital, or could you have gotten away with just having one of those Roads?


@CivConVict
- Nice work in capturing Athens.
- It appears that you have had a single-minded focus of chopping out a Chariot army, which has worked out so far.
- Since Athens has a number of improved squares, my recommendation would be to use the Worker that you captured there to build a Road back to your capital.
- Good call on using the timing of a non-Religion-founding, non-Cultural Civ's capital border expansion to your advantage in your attack.

- Could your Worker afford to build your capital a Mine by chopping one of the Forested Hills squares, so that it doesn't have to work an unimproved square?
- Your capital will also soon need a Military Police unit for its 5th population point. What is your plan there--garrison a Chariot? Build a Warrior to act as the City garrison?


@Nothingontv
- Nice short-term-benefiting choice for your second City, so that it could grow quickly.
- Although you are working on an unimproved square in your capital, it is nice to see that you have efficiently prioritized your Worker actions, doing the most important things first, such as improving your Resources and then setting up your inter-City Road.

- You definitely need more Workers, so that City 2 can start to build some Mines. In time, these Workers will pay for themselves due to the increased production that they will bring to you.
- Since you have just 1 Worker, and thus Worker actions are at a premium, you could have skipped building the Road to the Horse, since the Horse is on a River and you'd have had access to it even without the Road. You don't see that situation happen often in games (a Horse Resource on a River), so one has to wonder if kossin doctored the map a little bit.
- While you explained how you lost your first Warrior and he did some good exploration before he died, perhaps you could afford to scout with a Chariot or two, now that you have a few of them built.


@drlake
- Excellent exploration of the map.
- Great placement of your eastern and southern spawn-busters!
- Good job in connecting your two Cities two each other and in building a Road towards what I am guessing will be the location for your 3rd City, for the Settler that is almost complete.
- Good job in getting a second square ready for your second City to be able to work as soon as it reaches Size 2.
- Since you said that you weren't sure what to do with the Settler next, it would probably be a good idea to head to the north-east, to get a City location that is close to the capital, picks up the "Fail Fish" that many other players will miss out on, and is an area that is going to be 100% Barb-free thanks to your great spawn-busting.
- Holy awesomeness, Batman! In your saved game, Alex has popped a Grassland Hills Gold in his capital! What a sweet prize that City will be to capture!

- I would have suggested building or chopping a Work Boat before starting on the Settler that you are currently building, as working a netted Fish is a lot stronger than working a Grassland Forest when building a Settler. Certainly, you should try to do so after this Settler is built if you plan to continue with peaceful expansion for a while.
- As for your planned City locations, I would ditch the Whale City and instead try to use the Grassland Cow and some of the Hills squares to the south of there. Whale, even with Optics, is a weak square to support a City. There also aren't any other good squares to work there, not even a Hills-based square, since you'd end up settling on the only Hills square in the area just to be able to get the Whale in your fat cross.


@Lymond
- You've got a good number of Workers (three).
- You have some nice anti-Barb spawn-busters in place. It seems that you have a couple of units with 3 Experience points and no Barracks yet, so your troops have definitely been through a few battles with the Barbs.
- Nice work in prioritizing Roads to connect-up your Cities to your Trade Network.
- You have a good plan of sharing the capital's Plains Cow with a different City. I wonder if it might be worth it to settle on the Wine, instead of 1S of the Wine, so that you can also share the capital's Wheat and Flood Plains square, since the capital will shortly have to stop working Food-based squares or will be best off using the extra surplus for spamming yet more Settlers and Workers. Certainly, having more Workers would help to chop out your Forests, of which you do not appear to have chopped very many. Also, if you settle on the Wine, it leaves more space for yet another City to the south, by the Grassland Cow there.

- Unless you plan to grow the capital and whip it or else plan to switch to building Settlers or Workers before it grows to Size 6, I'd suggest that you immediately start working the Plains Hills River Mine square in place of a Food-based square on this turn (the turn that the Worker completed the improve), instead of waiting until the next turn (the turn on which the Worker "become active again").



@Edzako
- Okay, it's great that you have been whipping in your capital sinec you don't have that many improved squares to work, so whipping population points in favour of working unimproved squares with citizens is a good choice.
- You clearly had a goal in mind of working the Gold and you did exactly that with your second City.
- Chopping out another Worker is a great idea. It would be wonderful if you could start to get your Cities connected via a Road and that extra Worker will definitely help you out.
- Actually, it is great that both Cities are building Workers--if you're going to peacefully expand, you definitely want to build a lot of Workers.
- Nice idea to Irrigate the Wine. I haven't seen anyone else come up with this idea yet.

- I am not convinced that it is vitally important to be so aggressive in your settling in two different directions--not only will it take you longer to set up your Trade Network (aka Trade Routes via Roads) this way, but Maintenance Costs will start to hurt with two far-flung Cities. Still, you're at least producing the necessary Workers to make this approach a viable one, so there is potential in this plan.
- Your Workers are going to be quite busy for the next little while, though, so I'd suggest not stopping to build them and pump out another 2 more after the current 2 that you are building, since you will be in a Worker-action deficit situation for quite some time to come--Mines around the capital need to be mined, City #3 (once the Settler sits down) will need to have squares improved for it very shortly, and you'll need to build more than zero Roads shortly. That is, unless you are playing a "no Roads" variant of the game. ;)


@Wafflecakes
- It's great that your capital's citizens are all working improved squares.
- You also have some decent spawn-busting going on.
- Your second City has a decent Anti-Barb unit (the Chariot), which can help out in case a Barb unit does manage to spawn anywhere near that City.

- While I like that you are building a Road towards your second City, I would think that improving a square at your second City should take priority when the Road itself needs to be so long. For a closer-built City, sure, you can consider building the Road first, but for that distance, your second City stays unproductive for a long time.
- Also, had you sent a Worker directly to City #2, you could have chopped out the Monument, allowing you to get access to the Rice (the best square within City #2's fat cross and the square that you will work the most with that City).
- You do indeed still have a lot of Hammer potential from the unchopped Forests. It would, of course, be better to have realized more of that potential earlier in the game for a map like this one where our capital has such an abundance of Forests. Yes, in a game where there were fewer Forests, being able to preserve them for longer would be beneficial. However, in this game, Forest regrowth chances are actually REDUCED because in many spots there is no room for a Forest to regrow, due to the Forests already being very densely-packed.
- I'm not sure that your Worker should be building a Farm if you're in Settler + Worker pumping mode, since you won't have time to grow the City in order to use that extra square. Instead, I'd rather see the Worker culling one of the excessive Forests, so that you'd complete your Settlers and Workers faster and could get back to growing the City that much sooner.
- Also, I would argue that if you DO want to grow your capital to Size 5 soon, that you'd be better off improving a Grassland Hills River square with a Mine, instead of a Grassland River square with a Farm, since we'd be at our Happiness cap and since 1 Food + 3 Hammers + 1 Commerce from the GHRiv Mine equals 4 Hammers + 1 Commerce when building a Settler or a Worker. In contrast, a GRiv Farm only nets you 3 Food + 1 Commerce, which equals only 3 Hammers + 1 Commerce when building a Settler or a Worker. It may be a minor point, but it's these minor points that can help to improve your game play.


@domi
- Okay, it's great that you have connected your second City to your capital, which nets you +2 Commerce per turn.
- I also like that you sent a Worker to your second City, so that it, too, can work improved squares.
- Nice job in spawn-busting the Road between your Cities, to help prevent Barbs from spawning on the Road and using it for their own malicious purposes (they will do so if you let them! :)).

- Since the Gold Resource is so important in terms of gaining value for the second City, ideally, you probably should have chopped the Monument before Farming the Grassland River square, so that the Gold would be covered by your Culture that much sooner, allowing your Worker to improve the Gold that much sooner, allowing you to work the Gold that much sooner.
- The capital is working 2 unimproved squares, a situation which you should try to address soon, either by whipping away the population points and then improving said squares, or just by improving them directly.
- Now that you have time to explore before settling your next City, it would be worth exploring the Coast to the north-east before settling a City on the Coast. As it happens (as you'll see from other people's games), there is indeed a Fish Resource there that would likely convince you to change your planned City location by the Sheep + Horse.
- Indeed, it was a creative trick to work the Coast squares just to get yourself Mysticism faster. However, I would say that you could have settled the second City immediately, even if it meant researching Mysticism 1 turn later (maybe 2 turns later due to the far distance that you settled your 2nd City), and started to build whatever--another Worker, a Barracks--whatever. Again, consider the Forest-chopping of a Monument idea and you'll see that delaying Mysticism won't matter that much in such a case, as most of the Hammers for producing it will come from the Forest chop. This trick of delaying settlings your City might have been better used for a 4th or 5th City, which could indeed have had a big negative effect on your economy, but your 2nd City (even on Deity level) really should be settled without delaying it to save on the very minor Maintenance Costs incurred by having a 2nd City.
- The best time to research Archery? I would say right after Animal Husbandry (and Fishing, in your case, since you settled on the Coast). Then you'd build 2 Archers, send them at an AI, try to steal a Worker, and choke the AI's development by pillaging all of their improvements. The only other time that I would have suggested researching Archery on this map might have been after Animal Husbandry, Fishing, Mining, and Bronze Working had been researched and after there had been no sign of either Horse or Copper at a reasonable nearby settling location, forcing you to get Archery for a better-than-Warriors early-game Military Unit.



Other Random Comments
To those who poo-pooed a Coastal start, to supposedly benefit by avoiding reasearch on Fishing, what is interesting to note is that on average, the cost of researching Fishing seems to have been made-up-for by getting the extra Commerce from being able to work a Coastal Fish.

Yes, it was dumb-luck (or blue circle voodoo, take your pick) that a Fish Resource was there (for all that moved to the Coast but drlake, who actually scouted for the Fish before moving to the Coast), but with the Fish being there, the extra Commerce from being able to work the Fish has, on average, paid for the cost of having to research Fishing.


Another interesting point is that only in my save and in drlake's save can we trade a Resource with any of the AIs. It is Justinian with whom we can trade, in both of our games.


It seems that no one besides me got a Religion spreading to them, and while I did not convert, converting to Buddhism in my game would increase our capital's Happiness cap by +1.



As for Dhoomstriker's game (that would be my game)...
What are you plans with Greece in your game? You are about to settle your 4th city and planning to take Athens as 5th city?
I tried to leave things pretty flexible. I like where the Settler for our 4th City is currently located, as it will pick up Cow, some nice Hills, some Grassland River Forests that our capital location missed, is close to our capital for City Distance Maintenance costs, and can be very quickly connected to our Trade Network.

However, someone has the freedom to send that Settler anywhere, if they so choose, such as to the Gold Resource.

I also left the Copper unhooked-up, so as to be able to build Warriors for Military Police (some Warrior are currently acting as spawn-busters but can be retired to City garrison duty later), but there is a Worker standing on the Copper now with his movement points remaining and only 1 turn left to go on the Road, so Copper can be connected immediately.

The capital will complete our 4th Worker in 1 turn, after which, since it already has a Barracks, it could feasibly start to build Axemen. It could also build another Settler (for either the Rice to the west or the Gold to the east, assuming that you settle City 4 where the Settler is currently located instead of by the Gold), or it could keep building a couple of more Workers, so that 5 or 6 Workers could be used to chop out an army from 4 different Cities.

We have a Monument in City #2 and are 1 turn away from completing a monument in City #3, so our Cities will soon have their fat crosses and will be nice little production powerhouses or Commerce powerhouses, based on whether you choose to chop and improve the Hills-based squares with Mines or the Grassland-River-based squares with Cottages.

City #2 managed to pick up the "Fail Fish" that people who settled on the NW + N Plains Hills square missed out on and will be able to net the second Fish in 10 turns (or is it 9 turns?), when our Cultural borders expand.

What's good with how this City placement worked out is that the Food Resources have been nicely split across multiple Cities, so we aren't "wasting" any of the Food-based Resources yet by not working them in favour of working Plains Hills squares. It also means that more Cities can share in the Grassland River Cottage squares--it's unlikely that we'll have Size 10 Cities anytime soon, so distributing the Cottages across Cities can be quite helpful.


We have Buddhism in our lands and Trade Routes between our Cities, so this Religion has the potential to spread quickly throughout our empire. To that end, I'd like to leave Justinian alone until he builds us a Buddhist Holy Shrine, so that we won't have to waste our first Great Person on building a Holy Shrine.

It is also nice to have the option of being able to have all Happy citizens at Size 6, should we choose to switch into Buddhism for that Happiness bonus. Without any Happiness Resources in sight, this boost is even better than in an average game. The same holds true for the Gold Resource that popped up in Alex's fat cross in drlake's game (not in my game--I pillaged the same Mine for 16 Gold in my game).

Justinian is one of the AIs that really favours a Shared Religion highly, and we've already begun trading a Resource with him, so until he builds us a Shrine, we can be really good friends with him, both to discourage him from attacking us and to potentially even get him up to Friendly status for monopoly-tech tech-trading deals, with a bit of a concerted effort.
 
here's mine to t50


Spoiler :


I was tempted to worker steal from Alex but wasn't timely enough. Things look pretty compact here as far as neighbors.

I settle where Fleme suggested. Although we don't get the river itself for health/levee, it is actually a nice spot with fish and sheep too, plus plenty of riverside grassland for farms or cottages.

Cap is improved nicely. I have 3 workers. I've settle a 2nd city near copper and cows. I chose to settle near copper and pop to cows due compactness of empire and crappy land in the east.

2nd settler is built and moving to silk/wine spot - actually plan to settle blue circle - allowing the city to steal cow to grow initially. Of course, folks can change this.

I think this save is setup for spamming settlers or spamming axe/chariots for an attack.


 

Attachments

@ Dhoomstriker

Thanks for taking the time to comment on everyone's game.

Spoiler :


My plan was to move the chariot's out for Athens the next turn but I think it's nice to give other players the option to attack who they want.

The road is for my next city. I'm going to post a screen of the next few turns to show you where I was planning on going with my game.

Civ4ScreenShot0066.jpg


EDIT: noticed I started a rax in the 2nd city, definitely a mistake, a worker would be better, also i really should move my warriors to better spawnbusting locations lol
 
@Dhoomstriker
Spoiler :
- Could your Worker afford to build your capital a Mine by chopping one of the Forested Hills squares, so that it doesn't have to work an unimproved square?
- Your capital will also soon need a Military Police unit for its 5th population point. What is your plan there--garrison a Chariot? Build a Warrior to act as the City garrison?

My plan was to go chariot -> settler -> chariot -> settler -> garrison unit (probably chariot). The reason the worker is still chopping is that I have laid my eyes on that gold hill and want to get that settler out asap. It may be a little too ambitious but greed got the better of me. :mischief:


BTW, I see some of you are playing the save in BUG-Mod, how can I do that?
 
convict - there's two ways to install BUG - as a stand-alone mod or in custom assets. The customassets option ("single-player" option on install) installs BUG into your custom assets folder. This allows you to load up any forum game that has not been created using a mod. With the CA options BUG will load up every time you start CIV. However, note that this can conflict with other mods that you use, if you use other mods. What I do is save off a null CA folder and a BUG installed CA folder, then switch between them as needed. (I also install Blue Marble and BULL into the BUG CA folder)
 
@Dhoomstriker, comments on my game and question for your game

Spoiler :

I went a bit crazy with building Stonehenge instead of chariots and now I'm bogged down in the war against Justinian. My plan is to switch to slavery, whip a settler and then produce more chariots to send west. I'm thinking of taking a cease fire or even a 10 turn peace treaty (not sure which is better, maybe I can get open borders after getting Writing) and then kill Justinian. The workers are going to build roads to the west as you suggested.

What are you plans with Greece in your game? You are about to settle your 4th city and planning to take Athens as 5th city?
 
@Dhoom, others interested in my choices:

Spoiler :


First, thank you for the compliments. It's always nice to read something positive :)

- You have three Cities that are each working one unimproved square. Certainly, building another Worker or two soon could be seen as a bit of a priority, perhaps even building another one in your capital before building your next Axeman.

Coming from marathon this is something I struggle with. Here I felt I had to make a choice between rushing and improving empire and since the rush is still in a set-up phase and I'm heavily leaning on Babylon to pull it through, I neglected basic infrastructure. Additionally, the roading process obviously took away from improving tiles to be worked. Furthermore, Akkad has nothing that would be worth working even if improved. Going for the copper right away meant that it wouldn't have any improvable resources in the initial square so I thought what the heck, let's just have it build a barracks and pump out axes. That was the function I set for the city - it really is not in a state that it could be improved much.

- It is certainly a bit intriguing that you went for a Coastal capital while ignoring Fishing, thus being unable to build a Work Boat. I would think that if you weren't going to hope for Seafood (that could actually be worked by our capital by way of Researching Fishing) that you wouldn't move to the Coast. But what do I know?

Revealed sheep meant that I wouldn't need to rely on the fish for food so I opted for just AH and in the current happy situation that's just fine. My initial intuition to move was because of seafood but seeing that sheep just made me rethink. Obviously fishing is a necessary tech here but I didn't feel I needed it that much.



Questions for you:
Where would you have settled the Copper City if Copper wasn't located to the SE of our capital? I mean, would you have tried to settle wherever the Copper was or would you have still tried to settle a City close to our capital?

If copper was something like 10+ tiles off I probably would've changed my strategy to a chariot rush. Reasoning behind my strategy relied heavily on the idea that I feel that Hammurabi lends himself perfectly for an early axe rush with his traits perfect for both the punch and the recovery. I probably would've went for a city near the capital if the terrain was any better. Dur-Kurigalzu is fine but anything due east and south is just crap.

If both of the Coastal Plains Hills squares were not Hills but were just Plains squares, would you have stuck with settling in-place?

I would've settled in place had there not been plans hills.

 
@dhoomstriker
Spoiler :

Also, isn't this instance one of the cauldron calling the kettle black? Didn't you also steal a Worker from Alex? Did you manage to get away cleanly with the Worker without having to fight an Archer? If yes, do you have any tips on how to go about doing so?

Dude, having horses and copper while he does not, you go for peaceful expansion after pissing him. On this map worker stealing and early rush is a no brainer. But worker stealing and peaceful expansion?
Scouting around Athens shows that it's not on hill and got no horses/copper, so rush is obvious. After that worker stealing was obvious move worth of risk losing that warrior. I'm used to consider my first warrior as kamikaze and am happy if he is still alive after 20 turns.
What tips? In 90% of games dumb AI will keep its 3 archers in capital and not chase your warrior+worker. Would be interesting to know what kod says though. Btw my first post regarding GLH on Pangaea was a joke. :D
 
Fish, fishing and others

Spoiler :
Having fish without Fishing starting tech always was pain for me.

What should be tech/build order? :hmm:
Usually instead of worker first I would do something like warrior while teching fishing and switch to work boat when fishing is in.

Grashopa advised me to go worker/AH and ignore fish completely.
No! No way I going to lose that lovely coastal fish! Still decided on hybrid path: worker/fishing-AH->work boat-etc.

And that was a mistake: overall Babylon worked fish tile for like 2-3 turns and will not work it any soon due to happy limit:

Babylon2000BC.jpg


Means I just delayed my settler for like 5 turns and Bronse Working for like 6 turns for nothing. So I would settle Akkad ~5 turns earlier, connect copper ~5 turns earlier, have now 4-5 axes instead of 2, rush Alex 5 turns earlier etc etc etc.

Lesson learned: listen to deity guys :lol:

Btw it could be different if we had some happy resource. That makes that gold between Alex and ZY more tempting. Personally, if I was playing from the save that goes to rush Alex, I would try settle that gold while rushing him.

Goldsite.jpg


Incredible city even without these bananas.


 
@oppy
Spoiler :
My plan was to move the chariot's out for Athens the next turn but I think it's nice to give other players the option to attack who they want.

The road is for my next city. I'm going to post a screen of the next few turns to show you where I was planning on going with my game.
Okay, yes, all of that makes sense. I'm not sure that you're supposed to play forwards like that (I guess that many of us will copy you if we go forwards with your save!), but at least your point about the Road usage has been communicated.


EDIT: noticed I started a rax in the 2nd city, definitely a mistake, a worker would be better, also i really should move my warriors to better spawnbusting locations lol
I'd seriously want to see a Worker out of the capital first.

I mean, yes, you're improving the Copper so that you can get Axemen. But, you're also working the Cow with your second City. So, really, you should have a Worker improving the Cow ASAP, which probably means having a second Worker there helping out. I'd say pump out a Worker in your capital right before you whipped whatever it is that you whipped (a Granary?), if at all possible.



@CivConVict
Spoiler :
My plan was to go chariot -> settler -> chariot -> settler -> garrison unit (probably chariot). The reason the worker is still chopping is that I have laid my eyes on that gold hill and want to get that settler out asap. It may be a little too ambitious but greed got the better of me. :mischief:
Okay, I see, you want to start building the Settler before your City grows beyond its Happiness cap.

Still, a lack of building Workers (as appears to be your plan going forwards), who could help you to build Road-based Trade Routes between your Cities, is going to continue to hurt your economy the longer that you delay doing so. A Gold Resource is only good if you have sufficient Workers to be able to build a Mine on it. ;)

My point about chopping a Forest on one of the Hills squares instead of on the Grassland River square was that it would take your Worker the same number of turns to do, but that you could then you follow-up that Forest-chop action by immediately building a Mine on the Hills square to increase your capital's Hammer output.



What I do is save off a null CA folder and a BUG installed CA folder, then switch between them as needed. (I also install Blue Marble and BULL into the BUG CA folder)
Okay, so just to make sure that I understand what you are saying, a "null" Folder is a directory that does not have any files inside of it? Essentially, you are removing all files from the Custom Assets folder every time that you want to run a different Mod, such as the BUFFY Mod for the Sucession GOTM, right?


@Fierabras
Spoiler :
My plan is to switch to slavery, whip a settler and then produce more chariots to send west.
Okay, whipping a Settler makes sense. That approach will deal with both of your Happiness and Healthiness issues for now. I can see you justifying building the Road towards the Copper ASAP, since you'll probably whip the Settler as soon as it has sufficient Hammers invested into it to be able to whip for 3 of your 6 population points.

Still, don't forget to hook up a Health Resource or two in the near future, so that you can avoid growing into Unhealthiness the next time that your City grows.


I'm thinking of taking a cease fire or even a 10 turn peace treaty (not sure which is better, maybe I can get open borders after getting Writing) and then kill Justinian.
From my understanding, before you or your war target learns Alphabet or Currency, there isn't much that can be traded in a Peace deal. For example, techs cannot be exchanged, lump sums of Gold cannot be exchanged, and Gold per Turn cannot be exchanged. It's also will not be possible to exchange a World Map (neither we nor the AI knows Paper), it's unlikely that you both have the same Religion at this point and that the AI is not already running it (so you can't ask them to convert Religions), and the choices for asking them to switch Civics will be limited (into Slavery, if they haven't already switched into it).

The AI might ask YOU to give them a City, but the opposite is not going to happen this early in the game.

So, unless you for some reason want to take the offer of "please switch into Slavery, Justinian" (which might not even be an option if he is already running that Civic) as part of your Peace deal, then there isn't going to be anything that you can ask for in the Peace deal.

Also, there is no Diplomatic penalty or bonus based on picking a Cease Fire vs a Peace Treaty.

Thus, you are better off chosing the Cease Fire, since the only real difference between the two options is that a Cease Fire gives you the strategic option of declaring war sometime within the next 10 turns, while a Peace Treaty will prevent you from doing so. That's probably going to be the only difference, but it can prove to be a crucial one if it convinces the AI to move a Settler Party out of its capital within those first 10 turns after ending the war, as then you can start up another war and sack the AI's capital while it is relatively sparsely defended.



@Fleme
Spoiler :
Revealed sheep meant that I wouldn't need to rely on the fish for food so I opted for just AH and in the current happy situation that's just fine. My initial intuition to move was because of seafood but seeing that sheep just made me rethink. Obviously fishing is a necessary tech here but I didn't feel I needed it that much.
And that's a pretty good call to have made, since many players who improved all of the Sheep, Fish, Cow, and Wheat for the NW + N Plains Hills settling location have stopped working some of the Food-based Resources.

If you're not going to use the Fish for very long, why improve it now? Makes sense to me.

In my game, the Sheep wasn't available in the capital, so it made sense to improve the Fish Resource and I have continued to work the Fish every turn since it was improved. It is a strong square to work--but it is only valuable if you plan to work it.



@GKey
Spoiler :

Dude, having horses and copper while he does not, you go for peaceful expansion after pissing him.
It is Alex that we are talking about here. One of the Insane with a capital letter "i" Leaders. He will be Pissed off at us at just about any point in the game--unless we get him to Friendly Status, and we'll only stay there if we keep joining in on his requests to go to war.

Angering him really will have no major effect on his regular insanity.


On this map worker stealing and early rush is a no brainer. But worker stealing and peaceful expansion?
Why not expand? From your perspective, settling NW + N has created a Fail Fish and has removed a potentially good Settling location, so there aren't as many great City locations nearby.

However, by settling NW + NW, a second Seafood-based City was made available. Since we were going to research Fishing ANYWAY, by grabbing two Fish, the investment in the Fishing tech pays off even better.

With 4 Cities, three of them being built on Plains Hills squares, and with an Alex who has been harassed by a Woodsman II Warrior (I actually stole 2 of Alex's Workers, not just 1), he's still going to be hurting for quite some time.

So, our multiple Cities will allow us to still be able to take Alex down effectively, since an army can be raised in a shorter period of time. Having multiple Cities also secures us more Cities that can work Grassland River Cottages, helps us to better fog-bust for Barbs, and gives us staging points to be able to go after multiple AIs.


The Organized Trait is just as well suited to rapid expansion via Settlers as it is to expansion through conquest.


After that worker stealing was obvious move worth of risk losing that warrior.

What tips? In 90% of games dumb AI will keep its 3 archers in capital and not chase your warrior+worker. Would be interesting to know what kod says though.
Okay, but if you capture the Worker and then an Archer attacks and wins the next turn, that AI will get their Worker back. I was asking if you had any specific methods of avoiding such a scenario.

Fierabras demonstrated one such idea--which was to grab the Worker from next to a City that had only 1 Archer inside of the City.


Btw my first post regarding GLH on Pangaea was a joke. :D
I was pseudo-joking, too, with my comment about building a "ring of Cities" along the Coast, surrounding all of the AIs.

That said, it's still likely going to be a Wonder that we could self-build, should we choose to do so. Even with only 3 or 4 Coastal Cities, the investment in building it will quickly pay off. Still, that doesn't mean that I have plans to build it anytime soon--it just means that we can likely build it pretty late into the game at a point when building it won't really interrupt our war plans.


Scouting around Athens shows that it's not on hill and got no horses/copper, so rush is obvious.
As I said, our Woodsman II Warrior has been effectively harassing Alex, so I had the opportunity to expand before building a stack of Military Units.

Capturing an AI City is nice, but after you do so, then what? Does your capital just keep pumping Military Units? When will you have time to fit in Settlers or Workers? If you do fit them in, won't the stream of Military Units stop flowing? Maybe that stop in the flow of Military Units won't matter if you win all of your battles, but as troops die and need replacing in the field, you could end up being "stuck" in the war where you have to wait to attack the next City for fear of losing your smaller-sized stack entirely.

By setting up a power base of a few Cities, one could feasibly build Military Units out of most of them continuously, while another one of them helps with building Workers, etc, so that the flow of Military Units will never have to stop.


Continued harassment of Alex while we expand and build up a stronger base to work from seems to be just as reasonable of a choice as early rushing is, if you ask me.
 
Okay, so just to make sure that I understand what you are saying, a "null" Folder is a directory that does not have any files inside of it? Essentially, you are removing all files from the Custom Assets folder every time that you want to run a different Mod, such as the BUFFY Mod for the Sucession GOTM, right?

Sorry for the confusion, Dhoom. By Null, I mean a CA folder "null" of mods or vanilla. This would be the CA folder created...say...if you deleted the CA folder and loaded CIV with no mods. Here's how I set things up:

1) I save a copy of the null or vanilla CA
2) I install Blue Marble into a copy of the vanilla CA and save that off. This is the version I use for most mods other than BUG, like BUFFY.
3) I install BUG single player into a copy of the Blue Marble CA and save that off. I switch to this CA folder for most forum games.
4) Ruff_Hi created a little utility called a customassets quick change that allows you to quickly switch CA folders based on a naming convention for the CA copies. Great little tool you can find in the Utilities sub-forum in the MOds forum.

By the way, I use the "null" version of CA for mods like BAT or other big modpacks with their own graphical improvements already installed.

The only thing a little annoying is having to switch to the vanilla and BULL DLL in the Assets folder. I wish there was a utility for that one too.
 
(I also install Blue Marble and BULL into the BUG CA folder)
I'm still trying to figure out what I should be downloading (just BUG or other things as well). Let's just say that I am used to playing all of my games with either the BUFFY Mod or the Hall of Fame Mod (for Vanilla and Warlords games) whenever I am not playing a different Mod, so I'm new to this idea of playing the game without a Mod but with files in the Custom Assets folder.

In regards to BULL, I ran into the following on the related FAQ:
Note: BULL contains the Unofficial 3.19 Patch. Take this into consideration when using it as some may consider this to be altered gameplay.
I'm not really sure what the unofficial patch includes, but could the existence of this potentially "altered" gameplay affect our games when someone continues from a game that used BULL when they aren't using BULL themselves, and vice versa?


BAT stands for BTS Artistic Tweaks and adds beautiful graphics for the terrain, units, and buildings to BUG and BULL, both of which are packaged with BAT so you don't have to install them separately.
So, would I equally be able to install BAT, since it seems to already contain BAT and BULL, or would BAT not work with the saves that we are playing with?


If you use BUG's Single-Player install, you need to tell BAT to ignore the CustomAssets folder. Modify BAT's INI file by changing NoCustomAssets from 0 to 1:
; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1
This info seems to imply two things:
1. I probably can't use BAT with these saved games (but confirmation would be appreciated if someone knows for sure)
2. You could probably feasibly edit an .ini file for each of your Mods, so that you wouldn't have to replace the files in your Custom Assets Folder every time that you wanted to play a Mod which should ignore the BUG files installed in Custom Assets.
 
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