HN02-B The Jihadist Power of Religion

well, i pulled up the save and guess what i found. long story short, it's from 700bc. same as frankor's save. will play tomorrow after correct save is posted. :)

have a good night/day.
 
Sorry about that codeman but the correct save is there now. They were so close together time and date wise I got them confused.

save
 
1. barb axe destroyed mine NE of mecca

2. worker mine hill NW of mecca.
axe on hill NW of mecca moves SE to intercept barb axe

3. barb axe attacks axe in the forested silk N of mecca, our men stand strong. Set axe to heal

4. have worker (#2) outside medina go to hill NW of mecca

5. :coffee:

6. Parthenon has been built in far away land
have worker #2 assist in mine construction

7. have healed axe move to the hill NW of mecca with archer and 2 workers.
first worker now done with mine, set to build road
change citizen from forested silk to newly finished mine. Settler went from complete in 17 to 14 turns

8. have second worker assist in building the road on the hill.
axe has prom avail. will wait until see we need to promote to. Go ahead and fortify him on the hill.

9. road finished. Send both workers to cottage N of mecca to build road. Also to avoid accidental unhappiness in mecca turned on avoid growth.

10. barb warrior appears in forest NW of medina. Don’t want to lose copper mine, but only have one archer defending medina, so I leave it for now.
road on cottage finished. Send workers to hill NE of mecca.

11. set workers to mine the hill.
have lone archer in medina attack barb warrior (97% odds) now on copper mine. We win. Return archer to medina and fortify.
barb axe approaching from east of mecca. will explore ‘cause may be a new barb city there. Promote axe on hill NW of mecca to shock and move to silk E of mecca

12. move axe to hill E of mecca, one tile from barb axe.

13. barb axe attacks our axe. Our axe, on hill, destroys barb. set to heal.
according to lord mccauley we are number seven on the most advance list.
Civ4ScreenShot0075.jpg


14. medina finished settler>axe
settler to go to mecca and await exploring results to the east as I think this is probably best location for next city.

15. axe two thirds healed. Goahead and move E to explore the fog or bust the fog.
workers on hill NE of mecca done with mine>road
settler now in mecca move 1 tile E of mecca in prep for possible new city E of mecca.

16. send settler to hill E of mecca
axe moved 1 tile E, found archer so he fortified.

17. barb archer attacked fortified axe, we won. move axe 1 tile NE. no barbs.
send settler to tile W of pigs to the E of mecca.
workers to 1 tile SE and build road to connect future city.

18. axe is 1 tile N of pigs. fortify in place, it will be new city site.
move settler one tile NE to join axe and build Damascus. set production to archer.
Civ4ScreenShot0076.jpg


19. writing>theology (last discussion was to try for DR so need theology)
axe fortified in forest outside jute kills an attacking archer unit
workers finished road, move SE (one tile E of hill to the E of mecca) and build raod
Civ4ScreenShot0077.jpg


20. barb archer approaching medina. still one tile NW of forest/culture border


barbs now coming from fog W NW of medina. one fog buster could stop this and limit all barb activity to jute. speaking of jute, it now has 4 archers and one worker inside. We still have one axe fortified outside it. I think we should get some more axes and raze this city so we can progress with colonization.

Currently things look like…
Civ4ScreenShot0078.jpg

Civ4ScreenShot0079.jpg
 
Got it. As predicted more games to play, so it'll certainly be tomorrow before I play and post, maybe Friday morning.
 
A fairly uneventful set of turns. I changed research to AH at the start to exploit the pigs thinking they may be useful for regrowth after whipping.

145bc. Change research to AH, change build in damascus to obelisk.

130bc. zzz

115bc. Medina archer survives barb archer. Mecca builds settler, starts settler.

100bc zzz

85bc Baghdad founded north of Mecca on grassland tile to access wheat and pigs. Baghdad starts obelisk. Check out maintenance costs, change settler in Mecca to library.

70bc zzz

55bc Medina builds axe, starts worker.

40bc zzz

25bc Pyramids BIDL zzz

10bc Whip obelisk in Damascus, start archer.

5ad zzz

20ad zzz

35ad zzz

50ad Discover AH, start Priesthood thinking CoL for courthouses; not convinced this is best path but at current state of economy/research nothing is obvious best path.

65ad-125ad zzz

140ad Whip library in Mecca (2 pop, but will grow to pop 3 in 2 turns)

155ad Whip obelisk in Baghdad.

I've been moving various units around. Barb activity very low. I've pulled most units back within borders to cut costs and give barbs time to urbanise or just attack to build up our axemen's XP for city raiding.
I checked out demographics.Grim reading. Firmly 7th in everything. This is going to be a challenging game.

A thumbnail sketch of the Promised Land
 
Roster

Xtream Rockstar --> skip --> Death Knight -- all that he touches dies
Frankcor --> UP --> Abdul Haqq - the Servant of the Truth
Cosmichail --> on deck -- >Salah Al Din - Righteousness of the Faith
Codeman --> --> Sayf Al Din -- The Sword of the Faith
Adamlan -- --> he's back but won't be playing for another week
Pigswill -- just played--> Member of Parliament has diplomatic immunity -- Sir Quentin == The Twilight Knight
 
I played 20 turns and not much happened at all.

Oh, I did sorta kinda used up our army taking Jute. It had 3 archers in its garrison on top of the hill and it took 4 Axemen to wear them down. As it turns out, our medic archer ended up killing 2 archers in the two-turn battle for Jute. I razed the city and then marked Green Dot and Pink Dot, two pretty good locations for future cities.

I stopped building the Settler in the capital for a couple of turns to permit the population to grow to size 3. I put those turns into an Axeman and then returned to the settler which is now due in 7 turns. Mecca can grow to size 4 without hitting its current happiness limit.

I whipped a Library and a Granary in Medina. It'll grow nicely now with plenty of food and the granary and we should be able to whip there every 15 turns now.

I whipped a Barracks in Baghdad. It's size 2 and at its happiness limit right now and it's working on a Granary (9 turns) now.

Finally, I whipped a Library in Damascus, our newest city. It's at size 2 and at its happiness limit.

Spoiler Gory Details :
Inherited turn Turn (155 AD)
Baghdad finishes: Obelisk

Turn 1 (170 AD)
Baghdad begins: Barracks
Tech learned: Priesthood

Turn 2 (185 AD)
Research begun: Code of Laws

Turn 3 (200 AD)

Turn 4 (215 AD)
Damascus's borders expand

Turn 5 (230 AD)

IBT: An Archer appears outside of Jute.

Turn 6 (245 AD)
Damascus finishes: Archer
Baghdad grows: 2
I start moving Axemen to greet the barbarian archer.

Turn 7 (260 AD)
Damascus begins: Library

Turn 8 (275 AD)
While attacking, Axeman defeats (4.30/5): Barbarian Archer
Mecca begins: Axeman
I set Mecca to grow.

Turn 9 (290 AD)

IBT:
Christianity founded in a distant land

Turn 10 (305 AD)
Axeman promoted: City Raider I

Turn 11 (320 AD)
Mecca grows: 3

Turn 12 (335 AD)
Mecca begins: Settler
Damascus grows: 3

Turn 13 (350 AD)
Medina finishes: Library :whip:
Baghdad grows: 3

Turn 14 (365 AD)
Medina begins: Granary
Baghdad finishes: Barracks :whip:

Turn 15 (380 AD)
Baghdad begins: Granary
Baghdad's borders expand

Turn 16 (395 AD)

Turn 17 (410 AD)

Turn 18 (425 AD)
At Jute:
While attacking, Axeman defeats (1.85/5): Barbarian Archer
While attacking, Axeman loses to: Barbarian Archer (2.46/3)
While attacking, Axeman loses to: Barbarian Archer (1.38/3)
While attacking, Axeman loses to: Barbarian Archer (0.30/3)
While attacking, Archer defeats (3.00/3): Barbarian Archer

Turn 19 (440 AD)
Axeman promoted: City Raider II
While attacking, Axeman loses to: Barbarian Archer (0.81/3)
Archer promoted: Combat II
While attacking, Archer defeats (2.34/3): Barbarian Archer
Captured Jute (Barbarian)
Razed Jute
Damascus grows: 4 Oops, it grew unhappy on me.


Turn 20 (455 AD)
I break out the :whip: for a granary in Medina and Library in Damascus.


I used binary research and we now have 117 gold, losing 12/turn at 100% research. Code of Laws is around 33 turns away, probably less when Damascus' library completes next turn.

We should probably replace our Axemen soon. Damascus and Medina can start them next turn.
 
This is "I got it" and just wondering why COL????
Wouldn't monarchy be more what we need considering our happiness limit. I know COL for courthouses and religion but we can't found this one even though not likely. I didn't notice it till now so what's done is done but I think we need to grow to get going. And Frankcor I know you were just following suggestion here so again I should have caught it earlier. It's a good trading tech though but wonder if the barbs will trade. LOL

Will play later on and post.....might change to monarchy too to get our cities growing. Frankcor you master of whip a true Jihadist.....
 
Cosmichael; you're right about CoL vs monarchy; my mistake. Guess I wasn't thinking.
 
T1

Damascus --> granary
After some thought I realize that COL won't do us a bit of good right now considering our maintenance is low per city like -1 or -2 tops. So I switch immediately to Monarchy for happiness. We can garrison units to keep the cities happy and grow but will cost us in military.

T2

Barbies running about again but are stopped.

T3

Worker start mine, barb sword approaching, Medina whips axe to protect copper.

T4

Sword/axe/archer appear

T5

Barb archer attacks archer on hill and looses.
Sword threatening copper move Axe there to protect.

T6

Axe kills sword. Medina finishes granary start axe.

T7

Usual barb activity

T8

Warrior attacks archer looses
Archer attacks archer looses

T9

Baghdad --> granary --> Library
After looking closely how many tiles will be worked I settle Najran on blue spot for maximum tile affect.

T10

We need a scientist but everybody is unhappy argh!!!!

T11

zzzzzzz

T12

zzzzzzz

T13

Add scientist to Mecca which slows down production but we need the science and GS later on.

T14

zzzzz

T15

Medina --> ax --> settler

T16

Sword appears again. (getting some fogbusters to stop that)

T17

Worker threatened by sword near Najran so move him.

T18

zzzzz

T19

Axe looses to sword (argh) archer ends up taking him out.

T20

zzzzz

Suggestions:

Garrison at least 2 units for +2 happy after Monarchy.

tech --> happiness

so sailing-->mathmatics --> Calender for silk +1 happy (right now GS will likely discover mathmatics for us, which shouldn't be too far off.

Next tech path thereafter???

Metal casting --> Iron working --> compass --> optics but we might not need to worry about compass/optics since the other civs will likely find us first.

So a consideration for an alternate:

Finish COL --> alphabet --> drama for happy (only at 10% culture which I didn't realize until I came across in another game so they really don't help unless you have dyes.) Good for culture but not much else so I think for science beefing we need to get to Paper --> education build universities everywhere so Oxford can be built in Mecca or Najran since it will be the GP farm once we get our pop limit up somewhat.

It's a toss up between using the first GS for tech or academy. Perhaps the more detailed types can elaborate what is the better path. I would go for the tech as we will be really behind but an academy early can really help too.

This game isn't going to be easy to win and I hate to say it, almost impossible unless we really put on our thinking caps and ask this question:

What do we need now more than anything????

1. Getting pop up
2. Getting science a humming with at least 2 in Mecca and 3 in Najran eventually and more whereever they can be put. With universities/oxford our science will catapult.

Once we are found by whomever we should be careful about what religion we accept should it spread to us. Personally I wouldn't make the first one that comes around the state religion as the civ that finds us might not be that religion and not want to trade anything.

Next important consideration with the tech race once we find some civs. Getting the techs the AI doesn't go for usually that quick which I have found are:

Drama/paper/liberalism/military tradition. So we need to have at least one tech that is tradeable with 3 or 4 civs. Once we do that a couple of times we will get caught up and pop more GS's as we grow. It will be a real balance act keeping those cities happy as they will grow fast since we are food rich except for Medina.



Here is the save...(Codeman you're up)
 
Roster

Xtream Rockstar --> skip --> Death Knight -- all that he touches dies
Frankcor --> --> Abdul Haqq - the Servant of the Truth -- The resident whipper
Cosmichail --> just played -- >Salah Al Din - Righteousness of the Faith
Codeman --> UP --> Sayf Al Din -- The Sword of the Faith
Adamlan -- ???? --> he's back but won't be playing for another week
Pigswill -- --> Member of Parliament has diplomatic immunity -- Sir Quentin == The Twilight Knight
 
recent developments have forced a delay in previous plans.

another words, will play in the morning instead of tonight. sorry for the delay team. and we were moving along so well.
 
adamlan you're on deck so you follow Codeman when he's finished.
 
Codeman, just thought I'd mention that linking to VQ Red might not be wise. If someone clicks on it and forget they can't look then they are out of the game. It probably wouldn't happen but just in case I wouldn't link to that site.

Personally before the SGOTM2 I lurked like crazy on SGOTM1 and still find myself tempted to look. It's hard breaking old habits.
 
whatz up im back from the dead (vacation) so im readdy to play when its my turn
 
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