HC-03: The Ottomanation

D'OH! Thanks! off to do that right now: look down in this post for both.

EDIT: and here they are- southern half:
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and northern half:
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Signs are my personal picks atm for cities, but I can guarantee you that'll change.
And the save.
 
RE: Gunpowder Beeline

One benefit of going the "southern route" through Guilds is that you pick up Metal Casting/Forges. This is handy for the production cities, as Janissaries cost 120 hammers on Epic. The total beaker cost for Gunpowder is less on the southern route. The northern route, though, is easier to lightbulb by using Great Scientists, though, as you mentioned, and takes you through very useful techs like Code of Laws and Civil Service.

I'm still a fan of the Northern route, because we pick up the civics and probably Confucianism. Because we can grow big cities, we can throw a couple of scientists in Istanbul for a great scientist or two, without commiting to a full-on SE. When we get into Janissary production mode, we will obviously want to go back and research/trade for Metal Casting.
 
Pulled up the save. The land is not that good. :( Maybe I'm just used to BTS maps.

Hopefully there's some seafood, metal, and calendar resources around. Right now the most usable city site is the non-resourced river area to the north of Istanbul, with several hills and farmable land.
 
Hmm, our lands indeed kinda suck. The site with horsies and rice would be good.
Though I daresay that we should research myst for border pops. Building a library in a spot like that would take forever. More scouting is essential. I hate it when the first unit gets eaten or clobbered before he has discovered one or two city sites.

A janissary rush would be cool but it depends on there being anyone worth rushing around. Though if we take the northern route, we have plenty of time to explore since we would be going for Hammams anyway.
 
I'm ready to go, Hack. Sent a PM to mice, but no response. Just say when.

Don't say things like that. You make want to retreat to an undisclosed location deep underground, babble some odd foreign language, and plot world domination :D :lol:
Disclaimer: The view of this poster are liberal and thus may be construtued to offend two world leaders. Virtual high-five to whoever gusees them both. Rabid Fundamentalists should ignore this post.
 
Bit early to say the land sucks. Not many visible resources yet but we ain't explored much yet.

Need to check out copper before getting too fixed on city placements.

It will be interesting to see what Beijing is like. Maybe we'll get to practice an axe-rush (and maybe the only copper will be in Beijing's BFC).

Cottaging the flod plains is bound to be a good long term investment.
 
Spoiler :
Kept the warrior moving to scout the southern land. We get rice.

rice.jpg


I dont like the idea of settling in all that jungle.

Switch to Mysticism on Stuge's advice. Maybe next ironworking, to get iron, and make the jungle more viable.

In the mean time I'm going back up north with the warrior to see if we have better land there. The lads are building cottages.

Warrior gets some hard time.

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I back out of that which slows down the scouting a bit but we survive.

Settler arrives, but where to go? I wait and build another escort warrior while Istanbul grows to 4 .

BW in, copper here, far away. I took slavery because there's no downside to it in Warlords.

copper.jpg


Here's a possible production site. It has no resources but will become a reasonable production city if farmed. Getting the sheep wouldnt add more food I think.

possible_prod.jpg


Possible city, towards the Chinese , with good commerce potential.

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We need more scouting to the north.

I went writing to head to Hammams, but IW is a priority too.

We have no production for stonehenge as I see it.

Settler waiting to go. Escort is there for him. If it were me I'd go north to get some production going. City three in the jungle to the south after IW maybe.


The Roster:
Hackapell
mice -Just played
slobberinbear -UP
stuge
pigswill
 

Attachments

The production city seems good, but it's one tile from the coast and doesn't grab horses. Maybe one N to aviod that, put a city on a plains hill, and grab the horses? I think it's still on a river, but since there are no levees, it's not a big deal.
I agree with you on the commerce site: maybe Colossus somewhere?
Hang on, the circle nearby suggest something is afoot there. More scouting is needed there.
 
I may be wrong but I dont feel we are in a big hurry to settle sites. Three for now sounds good. I agree Hack about the prod site. There's really not much in it. We get horses anyway in a few turns from the capital, but they can be traded. I thought my site had more food, but I didn't actually count it.
 
The turn:

Spoiler :
I use the Blue Marble mod, by the way, if the screens and maps look a little different. It has zero effect on gameplay.

Turn 46: Moved settler and warrior north along road, to area for production city.

Turn 47: barb warrior and bear showed up. Moved scouting Warrior 1NW to keep looking around and hopefully lead barbs away. Cautiously advanced settler and warrior northwards.

Civ4ScreenShot0000.JPG

Turn 48: barb warrior gives chase, bear dissapears in fog of war. Scouting Warrior continues west, to the north of the sheep tile. Escorting warrior moves (alone) to rivers' edge, looking for bear. No bear, settler joins up with escort.

Turn 49: Scouting warrior finds west coast near sheep. Not a bad city location there: sheep, hills, coastal, on a (short river). What to do with settler and warrior?

Mice's original intended location seems good to me, though it misses horses. It has 7 grassland squares (after chopping), 4 of which are riverside. It also has 4 hills, 1 peak, one coastal, and the rest are plains or plains/forest. This location also is within OCP, as it is exactly 5 squares north of Istanbul.

The other location (6 tiles north of Istanbul), gets the horses and also has 7 grassland squares (after chopping), 5 of which are riverside. It gets just 3 hills, 1 peak, no coastal, and the rest is plains or plains/forest, plus a mystery square that is still undiscovered.

I am also hesitant to settle because I want to make sure we don't miss seafood, if any. There are some bits of coast in the fog that will take me a turn or two to uncover by scouting.

I decide to scout just a little more before settling.

Turn 50: Worker finishes second cottage on Istanbul floodplain. Set him to work the final floodplain for another cottage. Scouting reveals no new bonus tiles, rivers, etc. The two city sites previously discussed are the best options.

Turn 51: Bear shows up again. Settler and escort move away, towards original city location. Scouting warrior moving up northwest coast.

Turn 52: Warrior finishes in Instanbul; I fortify him there as the city is demanding a garrison. Start building another warrior for southern scouting. Moving escort to Mice's original city spot, barb warrior reappears. Settler moves away; nail-biting battle coming up.

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Victorious! Now we must settle Mice's spot and drive the bear away with our new city's culture.

Turn 53: Edirne founded! Bear avoided! Warrior healing inside, started on Monument for border pop. Scouting warrior heading northeast; western area scouted, perfect size for one city.

Turn 54: Scouting warrior attacked by wolves. Promoted to Woodsman I. Decide to name him Achmed, since he has a promotion. Scouting continues.

Turn 55: Instanbul hits size 5. Gotta love rice+pigs. Who needs a granary? :p Warrior will finish there before growth to size 6, planning on starting another settler to stagnate growth prior to unhappiness.

Turn 56: Achmed headed to area due north of Edirne. Coastal area approaching? Fish! We want fish!

Turn 57: Achmed reaches what looks like north shore of continent. And what do we have? Crabs! The eating kind, not the bad kind! :thumbsup: Early premonition to settle Edirne to the south pays off, as crabs and northern horse can make a good city locale!

Turn 58: Worker finishes last floodplain cottage. As we have 5 tiles worked for Instanbul, worker moved to build road connecting Istanbul with Edirne. Achmed scouts eastward.

Turn 59: Warrior finishes in Istanbul. Building Settler to (a) settle and (b) avoid growing over happy cap. Settler should probably be whipped to completion when possible to eliminate population. Leaving 2nd Warrior in Istanbul to escort settler. Achmed, intrepid northern explorer, presses on.

Turn 60: Achmed uncovers more territory that reveals northern horse/crab city also has pigs! "We have a winnah!" Achmed throws out his prayer rug, bows to the south, and marks the city location with a big green sign.

Civ4ScreenShot0005.JPG



Summary: we scouted the northern area, settled our first city, grew Istanbul to the happy cap, and nobody died. Woot!

The Roster:
Hackapell
mice -
slobberinbear -just played
stuge - up
pigswill - on deck
 

Attachments

Looks like we're up for a peaceful settle for a while. As Pigswill said it'll be good to get OB with Quinn and see the Chinese land.

Tech direction? Maybe IW.
 
Not a lot of happiness to be gained from our neighborhood so that's a challenge. (ok, our land sucks after all). Achmed-woz-here looks a decent site. We need something more substantial than warriors to fight the barbs.

Maybe archery? Its a bit of a wait to get chariots, copper is a distance away, could take a bit of a chance and go straight to IW and hope that iron is easily accessible. I'd be cautious and go archery first but then I'm probably over-cautious to the point of neurotic.
 
Lots of land and no happies. Looks like Mr. Bear's plan of going mathematics-currency-CoL suits us very well. Hammams will give us happies and
currency+cheap courthouses will help with REXing.

I'll see how long it'll take Istanbul to claim those horses and then decide whether we need archers.
 
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