z0wb13
undead
- Joined
- Feb 9, 2009
- Messages
- 657
if anybody wants to follow along... [bug mod 4.1 build 3.1.9.0 (128100)]
i never finish these games, especially because i'm having to retype this due to crashes. but here is an immortal attempt w/ lots of pics.
i never finish these games, especially because i'm having to retype this due to crashes. but here is an immortal attempt w/ lots of pics.
Spoiler :
settings: immortal/shuffle/random/standard/normal/random_events&huts:ON
something is messed up on my sevopedia, but i think that i get:
camel archer (UU): resource-less knight.
madrassa (UB): +2 prophet & +2 scientist specialists. also, +4
spiritual is a great trait, as long as i take advantage of continuous civics changes. in turn, this requires more micromanagement. protective gives free gunpowder promos, lending itself to a nationhood-powered musket draft. a massive draft also dovetails nicely with spiritual, allowing me to take advantage of vassalage and theocracy.
starting techs: mysticism & the wheel; not a lot to say until we see the map.
==============================================================
i think that i will move settler 1 S and save that blue circle for my next city. after inadvertently learning how to pause the game (pause_break) here's the settlement.
decide to research agri>pottery, although this doesn't feel quite right. anyways, it's close whatever optimum production is.
after a few turn, i meet lincoln to the SE. he's close enough to rush, but my research path doesn't favor it. at least he is easy enough to get along with.
i think that i might need to lean toward iron works if i don't want to get stomped during REXing. i have to remember that i'm playing arid/high sea levels. so there is a premium on good land. luckily, i think that i got some of it. so i play a few more turns.
turn 27:
a slight setback. however, it looks like i'm basically isolated. this means no tech trading until astronomy. so a slow tech game. i should lay off founding religions; hopefully this will promote an ai war.
and even though i played shuffle, this looks like a 2-3 continents game.
now lincoln looks like a good target, especially as he won't do anything as a trading partner. at least i know that i will have access to knight equivalents. and he offers clams for ivory, not a great trade right now.
i have built worker/warrior/warrior, then scout/settler/warrior/worker next. it might be worth it to whip the worker.
research hunting>animal_husbandry>mining>bronze-working>writing. so i'm going to miss the oracle, stonehenge, and great wall, which is a shame because this place is lousy with barbarians. likely will also miss colossus and great lighthouse, although my next city might be seaside. i think that i should focus on REXing, now that i have lincoln sort of blocked:
===============================================================
turn_46:
after looking at this screenie, i think that i'm going to go archery>writing. too many barbs; i have lost 3 warriors and my scout.
if i can nab 1 N of stone then i've got lincoln in a pickle.
==============================================================
turn_76:
pumped out some archers and workers, and settled 1 N of stone. maybe shoot for a pyramids run... but i lose that race in 1000bc. whipped some madrassas in mecca and medina. trade my extra ivory for clams.
==============================================================
turn_86: get unlucky with my
and end up with a settled prophet. i think that i'll just keep expanding. and as a bonus, it seems that ai lincoln will tech trade.
my research is sort of meandering, though. i will research alphabet until i can trade, then i'm not sure what to go for. thanks for any comments.
i've got to get a religion spread somehow as a priority. what are my options? i'm sort of hoping for a lucky bulb, and plan to keep REXing. camel archers are unlikely to play much of a role in this game, but the extra
from the madrassa is going to help push lincoln into the sea.
something is messed up on my sevopedia, but i think that i get:
camel archer (UU): resource-less knight.
madrassa (UB): +2 prophet & +2 scientist specialists. also, +4

spiritual is a great trait, as long as i take advantage of continuous civics changes. in turn, this requires more micromanagement. protective gives free gunpowder promos, lending itself to a nationhood-powered musket draft. a massive draft also dovetails nicely with spiritual, allowing me to take advantage of vassalage and theocracy.
starting techs: mysticism & the wheel; not a lot to say until we see the map.
==============================================================
decide to research agri>pottery, although this doesn't feel quite right. anyways, it's close whatever optimum production is.
after a few turn, i meet lincoln to the SE. he's close enough to rush, but my research path doesn't favor it. at least he is easy enough to get along with.
i think that i might need to lean toward iron works if i don't want to get stomped during REXing. i have to remember that i'm playing arid/high sea levels. so there is a premium on good land. luckily, i think that i got some of it. so i play a few more turns.
turn 27:
and even though i played shuffle, this looks like a 2-3 continents game.
now lincoln looks like a good target, especially as he won't do anything as a trading partner. at least i know that i will have access to knight equivalents. and he offers clams for ivory, not a great trade right now.
i have built worker/warrior/warrior, then scout/settler/warrior/worker next. it might be worth it to whip the worker.
research hunting>animal_husbandry>mining>bronze-working>writing. so i'm going to miss the oracle, stonehenge, and great wall, which is a shame because this place is lousy with barbarians. likely will also miss colossus and great lighthouse, although my next city might be seaside. i think that i should focus on REXing, now that i have lincoln sort of blocked:
===============================================================
turn_46:
after looking at this screenie, i think that i'm going to go archery>writing. too many barbs; i have lost 3 warriors and my scout.
if i can nab 1 N of stone then i've got lincoln in a pickle.
==============================================================
turn_76:
pumped out some archers and workers, and settled 1 N of stone. maybe shoot for a pyramids run... but i lose that race in 1000bc. whipped some madrassas in mecca and medina. trade my extra ivory for clams.
==============================================================
turn_86: get unlucky with my
and end up with a settled prophet. i think that i'll just keep expanding. and as a bonus, it seems that ai lincoln will tech trade. my research is sort of meandering, though. i will research alphabet until i can trade, then i'm not sure what to go for. thanks for any comments.
i've got to get a religion spread somehow as a priority. what are my options? i'm sort of hoping for a lucky bulb, and plan to keep REXing. camel archers are unlikely to play much of a role in this game, but the extra
from the madrassa is going to help push lincoln into the sea.
looked like a fun start, good luck anyway!
. Why not work the scientists and priest in some other place?
per turn at turn 86, what's that about?
for priest).