HN02-B The Jihadist Power of Religion

Cosmichail

Dark Lord of The Sith
Joined
Apr 26, 2006
Messages
2,419
Location
Korriban
The Game

Leader: Saladin, Philosophical, Spiritual


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Team Jihadist

1. Space Race, Cultural, Diplomatic, and Conquest will be enabled but they may only achieve a Conquest victory
2. They must acquire or convert to at least one of the following religions: Judaism/Christianity/Islam
3. They kill when it suits their purposes so slavery and the razing of an enemy city is permissible
4. They may never choose Pacifism or Free Religion
5. They engage in wars when it suits their purpose. Machiavellianism is alive and well in their empire.
6. They choose sides in a war based on their own interests. Friends are used as pawns.
7. They may only build world wonders that provide Great Prophet points.
8. National wonders may be built but not in a holy city. Holy cities must be purely Great Prophet GP points.

Ultimate Goal: Wipe the earth of all heathen religions and leave only the True Faiths

Start A

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Start B

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Start C

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Updated Roster:

Cosmichail
Frankcor
Codeman
Xtream Rockstar
Adamlan

We have a choice of three starts and remember we are on raging barbs. So once we get the roster lined up for each team we can then decide which start we will use and what strategy we will start with. I choose Saladin because of the "Jihad" angle. I hope Codeman if you come to this side it will be ok.
 
So this is what I think will be the anticipated roster for this SG:

Cosmichail (Jihadist team leader)
Frankcor (expressed that he must follow the holy ones - Jihadist)
Codeman (confirmed Jihadist)
Xtream Rockstar
Adamlan (asked to be Jihadist)

Chunky is the only that hasn't confirmed yet and that leaves exactly 5 each side which is ok with me. We could take 2 more players for both SG's in the event of skips and the usual. I have chosen Salah al-Din which is Arabic for "The Righteousness of the Faith". Others can also find an Arabic name if they wish or Xtream could be still Death Knight. It's just for fun and hope to hear from some players regarding the starts and strategy.
 
i like the luk of start C as there is plenty of forests 4 chopping military units plus theres only 2 floodplains so there wont be much of a health problem there
 
I was leaning towards B because of gold and clams for early commerce which means fast science. But I do like C too so I am still up in the air. What bugs me about B is that the gold and clams can't be worked by the same city.
 
I shal follow the Holy connquest.

i'm thinking B or C as well. we do have a couple expensive techs we have to race for while we defend against raging barbs.
 
B is good for commerce early science boost, and some production two grassland hills and cows for food/production/plains forest but on monarch can only grow to 5 I think. So happiness resources are important. The gold in B is on the shore so the next city would have to be close but we have to see what is beyond north of us. C has good production 2 plains/1 grassland but equates almost to the same as B. (3h+3h+1h-cowsPF+2h = 9h) C (4+4+3=11) which is actually much better than B. Only problem though C can't work it all right away and B would grow fast and work it all. On B our defensive position is stronger being at the end of peninsula or something and with another city nearby (maybe someoverlapping) we would have strong defensive situation. The more I look at B the more I am inclined to go with that mainly because of clams early science boost. Second city would have another decent boost with gold. I could be wrong about peninsula but it looks like it right now.

EDIT: C has the advantage on being on a river which once we get pottery will give us great commerce. My reason for wanting early commerce is to get to archery quick for raging barbs and BW asap. BW is more likely to show up nearby in C. So again I am still hee haw and humming on the choices. B or C and wait for some more input.
 
I can work with being a lurker. I'm busy with other things, and it'll help free up some time for a speed run I'm hoping to do on a game of mine.
 
Ok team we just have to decide which start we want and then let the games begin. We shall start at 20 turns since in the beginning it is hitting enter a lot. Chunky lurk away and if you decide at some point you want to fill in for skips or OOP you are more than welcome.
 
i think b...

but c does look good. like the idea of second city being down river. instantly conected...
 
I like C for the river commerce and connectability for the second city. I also like the food potential for lots of whipping.

My friends call me Frankcor. Our enemies will come to know me as:

Abdul-Haqq - Servant of the Truth
 
The more I look and considering consensus C it is. B is good short term but long term C is much better and there may be more land to work with. B is on a peninsula by the looks of it.

I will start and post soon.......

Frankcor I like that name: Abdul-Haqq - Servant of The Truth...
 
Turn 0

Ok we settle the Holy City of Mecca and felt on spot was good. Start warrior. We have in our BFC stone so Stonehenge is worth considering.

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Turn 1

Start with mining. Might want to go with hunting-->Archery or BW and go for axes but that’s if we have copper nearby. We are in the south as tundra just south of us.

Turn 2

Move warrior reveals not the greatest land but we are Arabs and love the desert.

Turn 3

Move warrior

Turn 4

Move warrior

Turn 5

Move warrior no huts so far

Turn 6

Move warrior and see a hut

Turn 7

Warrior pops huts and we get 46 gold

Turn 8

Move warrior

Turn 9

Move warrior

Turn 10

Move warrior

Turn 11

We discover mining, no one founded Buddhism/Hinduism yet.
Go for hunting to get to archery in the event the barbs come a knocking

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Turn 12

Move warrior see lion in the distance.

Turn 13

Buddhism has been founded – Move warrior.

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Turn 14

Move warrior

Turn 15

Warrior sees another huts and give us a scout nice – move scout.

Turn 16

Mecca finishes warrior start another as we are on raging barbs. Move warrior/scout

Turn 17

Move Warrior/scout and scout sees another hut

Turn 18

Scout attacked by lion and wins. We discover hunting.
Start polytheism to open door to Mono but we have to make sure Hindu is founded before we complete. (taking a bit of a risk here but would like to get Judaism) Tech path is open to archery when we need it.

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Turn 19

Scout pops a hut and gets us Animal Husbandry. So far no other civs I think we are alone. (what’s up with that I keep getting isolated starts lately with Civ 4)

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Turn 20

Start moving warrior back to Mecca for extra defense once the barbs start showing up and use him for some fogbusting nearby. Scout now healing on hill.

Options:

1. Another civ out there is working Polytheism and some one will likely go to Monotheism after that. So we might loose out at this stage.

2. Get a second settler happening and build Stonehenge in capital and let GP get us Christianity but we would need to clear path of Meditation/Polytheism/Monotheism before we use him for that.

3. Change to Archery and build at least one archer to accompany settler.

Tech path: 1: Polytheism (make sure it founded first) and then Monotheism

Or Archery/and BW for whipping/Copper/axes – and then Meditation/polytheism/Mono to clear path for GP once Stonehenge is built or get Priesthood and use Oracle for that.

We need to get out a settlement soon as barbs will show up in droves soon.





Cosmichail-->just played
Frankcor-->UP
Codeman-->on deck
Xtream Rockstar
Adamlan
 
Excellent Adamlan. It seems we isolated on an island. This is like the third start in a week that is isolated. DOH......

Does give us room to grow but I like having other civs around to trade with and beat up. It is likely though that we may find ourselves able to traverse with galley/WB and scout out other civs on nearby islands.
 
Adamlam go ahead and take 20 turns for the first turnset.
 
if we are alone on an island we can grow pretty quick if we keep barbs at bay. means a lot of fogbusters...
 
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