Help me beat warlord!

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xBlackWolfx

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Jan 8, 2009
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Someone suggested I do this, so here I am. Anyway, hoping I can do this image thing right. Oh, and I have the steam version, so I think its up-to-date. Its not telling me there's updates for it. And to my knowledge, steam auto-updates things anyway. It does with terraria anyway.

Spoiler :

First up, my set up. I did it as they said, and I chose my civilization as random, as I've been doing to prevent me from playing the same 2 or 3 civs over and over like I used to. And besides, I don't know if there's really any strategic difference between them anyway since the gameplay is pretty much the same no matter which you pick. Also, the thing asked me to set the shoreline or something. They didn't give me a suggestion, and this being my first game after installing BtS, I had no idea what the options did anyway, so I set it to random too.

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Anyway, here's the civ I got:

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And finally, my start. Actually looks like a shockingly good start. 3 clams, my scout is sitting ontop of a cow, and 3 hills nearby. This looks like a rare instance where putting your first city right where the settler starts wouldn't be that bad of an idea. Though I think it would be better to move it to the left one space, so I could have access to those hills over there.

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Anyway, that's my start. And I'm uploading my save too. I kinda fail to see the point in posting these screen shots, since well the save itself would offer even more information than any screenshot. But I guess people really just dislike the hassle of installing someone else's save.
 

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Plz install the BUG mod first, playing CIV properly without it is basically impossible or just 10 times more work and we cannot see much of the good information that it displays. I think BUG-mod might only work with the Steam beta-version because the normal version has a Steam-only patch that makes it different from the CD-version. You may want to install BULL aswell, it's also a great mod but it modifies a game-file so then it's not completely unaltered play anymore. The information that it displays is great though and everybody here uses those two mods. Choose the custom-assets install so your games stay compatible with everybody and can be opened also without having those two mods.

Before you do this discussion and giving good advice is severely hampered.
 
You could've told me that before I even started the game....

I don't really feel inclined to mod a game I haven't even played yet, and I don't see why I should start a whole new game with a start like this.
 
3 Ocean tiles is no good. Suggest move settler 1NW to have a peek before settling either there or the tile below. The 3rd clam may be worked later by a helper city.
 
Yeah I was just thinking that, ocean tiles can't be upgraded. Though they do give a nice source of income early on, in the long run they quickly fall behind the cottages. And looking at the image, there's a lot of prairie to the left it looks like, and I'm going to have a lot of forest to hack down before I can use all those tiles optimally. There does appear to be a river there for me to build a farm, but with at least 2 clams and a cow, I probably won't need it. I have thought about actually doing the math to see just how much farm I would need to work every tile, since in this instance I may be able to accomplish that with few or ideally no farms, allowing me to surround the city with cottages and have all of them be worked.

edit: and yeah, exploring up there was a good idea, there's a dye and a hill with gems up there. Goes to show that you shouldn't be too hasty.

Spoiler :

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edit 2: decided to do the math. I can't see all of my tiles (assuming I built the city right where my settler is standing now), but with what I have, once I built a light house and put all the necessary improvements on all the resources, my city will produce 39 food from what I can see alone. I should have more than enough food to work every single tile, and possibly have a few left over for specialists. I need no farms, which means, cottages everywhere! This is looking to be a very powerful city. I'm going to need to make sure to keep it well defended. I don't want to lose another major city like last game. I mean, last game the AI razed a pop 22 city, seriously. Of course, looking at this, my city won't have much for production once I level all the forests. Besides that gem mine and one hill, it may not even be able to produce 10 hammers. But with all that commerce, I imagine it'll make a great science city. I wonder though, does having a holy city add to the city's commerce, or does it just add to your wealth?
 
Holy Cities add wealth only.

Settle there must be fine. Dont mix ocean tiles with coastal.

You really want Keshiks. Suggest AH to find horses and work cows. Start building worker.
 
You've made no mention of what to do with the scout. Yeah, I know it probably doesn't matter which way I move him since well you can't see what he's going to reveal anyway. I'm thinking either to the south or SW. Either way, he'll only be able to move 1 space because of the forests. The hill to the south may reveal a larger area, but I think that doesn't happen if the hill is covered in forest or jungle?

And yeah, I've noticed the game treats ocean and 'coastal' tiles differently. But all the tiles in range of the city appear to be coastal, so I'm good I think. Honestly with that in mind, my original location may not have been as great as I thought. But hey, I got lots of grassland, more forest than I do what to do with for the time being (guess I can hack them down for production until my population gets high enough to start whipping?), and I suspect the area further south will make a decent city too eventually. At the very least it can have those 3 hills that'll be just out of range of my capital.
 
Move scout diagonally. Reavel more. Early chopping and whipping is good. And expand.

Good luck!
 
Moved my scout, found nothing interesting. However, founding the city did reveal a huge area. My city's also in range of some wheat apparently, and it also revealed two tribes to the west. Not sure if I should have my scout crack those or not though. I know full well that those things can spawn warriors in warlord.

Spoiler :

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Anyway, that's the end of my first turn. I'm guessing there's no point in uploading the save? Oh well, I'll do it anyway.

I'm guessing my next step is to just explore with the scout until my worker is done? If it matters, I think I'll move my scout over to that hill to the west, the one dead south of the lower tribe.
 

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Did that, luckily it only contained 24 gold.

There appears to be freshwater lake to the west, though I can only see one corner of it. I'm guessing my next move is to move my scout north to take the other tribe?

And I decided to look at my city to make sure it was working an optimal tile for making a worker (maximum number of food+hammers). I didn't change it because it was already set to the best.

Spoiler :

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And if I was to guess the path my scout should take northwards, I would send him into the wheatfield then nw in one turn. Next, onto the hill for the vantage point, then next turn it appears I can move straight onto the tribe.
 
I do have a question: can you minimize this game without anything going wrong? I might need to do that if a civ pops up asking me to trade or pay tribute or something.
 
You could've told me that before I even started the game....

I don't really feel inclined to mod a game I haven't even played yet, and I don't see why I should start a whole new game with a start like this.
You can still install BUG and continue the same game with the mod (or play without it if you don't like it). BUG is an interface improvement which doesn't change gameplay, only changes the way information is displayed to you. Lots of info that otherwise would be hard to find by digging through menus will be right there in front of you on the main screen. Not only does this help you, but it also helps those who are trying to help you by looking at screenshots.

This is what your game looks like with BUG mod:

Spoiler :
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The main difference at this stage that you can see is the Great General progress bar and the Great People progress bar on the sides of your research bar. This helps you keep track of when your next Great General will be born and when&where your next Great Person will be born (it will show city, turns left and percentages for different kind of Great People once you start producing GP points). Later on you will also see a lot more info on the score board, like the amount of cities every AI has, if they are planning to start a war and so on. That info is also available through the trading screen but it's quite tedious to look through the trading screens every turn to find out about it.

As you can see in the image, I changed research to AG. You should get that first, because having Agriculture gives you a research bonus on Animal Husbandry. For every tech that you have which has an arrow pointing to the tech you are researching on the tech tree, you get 20% bonus on the beakers you invest. You will have both AG and AH before the worker can improve the cows in any case.
 
I've already invested a few turns into animal husbandry. I know I won't lose the progress, I've switched techs before, but is it really worth it at this stage?

And I guess I'll look into installing the mod, though honestly it looks kinda like cheating, mostly the fact that it shows you how many cities your opponents have, and especially the fact that it warns you when they're about to declare war on you. That feels kinda game-breaking. I know of no way to do that in-game. Every time someone declares war on me, I never expect it. Well, I do often expect it from civs that hate me, but I have no way of predicting when it'll happen.
 
The risk with gems is jungle will spread there. So you will want mining at some point. A road on the gems would likely stop that.

Agree about Ag offering Ah discount. You will also want mining/BW at some point. Fishing will be useful later to get the sea resources.

On higher levels it is normally better to select no tech for first 5 turns. Reason is you get discounts when you meet the Ai. Also you can select techs based on land you have explored.

For me I would be beeling horse back riding ASAP. So food techs. Mining/BW. Then consider HBR after pottery. Assuming you can find horse. On warlord chariot rushes should be quite effective against warriors.

Just go all out war once you have 2-3 cities.

Edit. Just finish off AH. Could you skip agriculture??
 
When you move worker to work the cows. Remember to road 1 turn 1 south of capital. Avoid wasted worker turn.
 
From my math, my city has no need for farms, I can achieve over 40 food with just a lighthouse and the resources around me, so yeah I wouldn't use agriculture right away anyway. Besides, people seem to think I use too many farms.

And yeah, seeing that my UU replaces the horse archer, I'm guessing that I'm going to be getting into an early war this game. And my unique building just so happens to replace the stables too. I suspect I'm going to be using a lot of mounted units.
 
From my math, my city has no need for farms, I can achieve over 40 food with just a lighthouse and the resources around me, so yeah I wouldn't use agriculture right away anyway. Besides, people seem to think I use too many farms.

And yeah, seeing that my UU replaces the horse archer, I'm guessing that I'm going to be getting into an early war this game. And my unique building just so happens to replace the stables too. I suspect I'm going to be using a lot of mounted units.

Don't forget that once the AI researches Hunting it will be able to build spearmen if it has copper or iron (and if your opponent is the Mayans, they don't need these resources to build their UU, The Holkan, which replaces spears), and spearmen get a 100% bonus against mounted units. So make sure you include a few axes in your stack to support your mounted troops if you see an enemy has copper.
 
Got tired of waiting for a response on what to do with my scout, so I went and took the other camp, and it gave me, a settler! Didn't expect that on warlord. There's also two dyes and one spice up north of my city. Oh, and a corn. That might be a decent place for a second city, I don't know.

Spoiler :

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I'll probably send my scout east to those other mountains. Not quite sure what I'm going to do with this settler...

And as we can see, I decided to continue research animal husbandry.
 
Once you've moved past Warlord, the huts will stop giving you settlers and workers.

As far as what to do with that settler, follow the food. In this case, you want that corn 2N1E of his current position on your city's inner ring (you're nor CRE, so you'll need to build a monument or other culture building in that town before the borders will pop). It would be better if you had unfogged more of the area to the north, but...

Make a save when you think you've got a good position for the settler (corn on inner ring!). That way, if something nice is revealed when the fog clears from the city area and you can relocate to pick it up (without moving away from the corn), you can.
 
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