Io1

We'll definitely be wanting GL in Miner's Rest. We're not looking to do too much chopping at Haven.
 
OK. Here we go.

Turn 0: 200 BC

check around. Remember what map we're on. Who we are etc.... :crazyeye:
Set CH to run a priest specialist. GP in 34 turns.
Set research to Poly to get Glib

As per suggestion, I send a couple of skirmishers to join the party on Angle. It leaves me nervous though having only 1 skirmisher in the cities to defend against barbs.... Not that we've seen many though. Must be fog busting OK.

Turn 1: 175BC

We get a free religion spread to Twin Peaks. :-) I send the worker from FM down to Twin Peaks to start improving land.
After the :crazyeyes: moves last time with workers, I'm not sure what to do with our new on now. I send the new one to coral harbor to improve the land there. At least to farm the flood plain or maybe to chop out a lighthouse ?


Turn 2: 150BC
1.jpg


Polly in. Set to literature.


Turn 3: 125BC:

Take a look at angle.
2.jpg



Two archers snooping around, and three wariors. Hopefully we can encourage the archers to stay out of the city. :devil:

turn 4: 100BC
Workers near Miners Rest double up to finish the mine for when the Glib can be built. Start on Library now courthouse has finished there.

turn 5: 75BC
A barb archer from Angle suicides on our skirmisher.
3.jpg


Our troops get ready to take over Angle.
CH set to monastery for the 10%science boost. then probably back to settler. Must remember to check back here with 2 pop to go and :whip:

turn 6: 50BC
4.jpg


Literature in. Set to Music. Due in 10.

Turn 7: 25BC.
Zzzz

Turn 8: 1ad.
Another archer pops up out of angle and dies on our Axe.
[missed the pic]

Turn 9: 25AD.
5.jpg


Angle falls, giving us a free worker. Strange, we only killed 2 wariors. I guess one of them decided he'd rather plough fields than push up daises.

turn 10: 50AD.

CH set to build a settler. I screwed up and it went unhappy :-(
So, whip the settler for 2 :pop: and that should sort it out.

There's an axe on the way to Twin Peaks for garrison. The worker there is road-ing until the border pop, when he can then get the corn on the same turn.

The worker in the middle of nowhere was on the way down to angle, but we got a freebe there. I was going to have him road back up to MR, or he could chop to boost the Glib.

The Glib is due in 22 turns, and the GP in 24 turns. Music due in 5.

I guess the GS from the Glib will be due in 33 turns after it finishes, or more if we add a 3rd scientest.

EDIT
Doh. I guess you'd be wanting the game too.

http://forums.civfanatics.com/uploads/111964/Io1_AD-0050.Civ4SavedGame


Roster
IdiotsOpposite (UP!)
S.ilver (On deck)
Hackapell
Simon_c (just plaied.)
 
You want me to keep playing?

All right, if I'm up, then I'm up.

Looks pretty easy about what I have to do...
 
I think we need to get a work boat and/or a galley out to explore too. And we'll need more settlers to fill up our island. I'm not sure when we need to fit masonry in either, to hook up that stone.
 
If we want to bulb CS with the Great Prophet we're cultivating, we can't grab Masonry until after we've dealt with that. I'm not sure it's a huge deal if we bulb it anymore though. It figures to only take 13 turns if we straight research it, so it's not as big of a deal as getting the artist to bulb Nationalism.

IIRC, we need work boats out there to net some of those sea resources. For exploring, we might want to just wait for caravels, since it doesn't appear that we'll be able to reach other civs without them (they haven't found us yet). Grab some galleys to move the settlers we're building off onto those other little pieces of land.

We will, however, want to get a city up by the silver because we're hitting our happy ceiling again.
 
Hummm. Still no movement on this, and nothing from IO. He said in PM that he'd plaid but couldn't post that day, but it was about a week ago.

What's the etiquette in this situation ?

I'm still up for continuing this SG if others are, as long as we don't stall too much again. I don't want to start another one, then have to fit in playing two or three SGs. :crazyeye:
 
Well, sorry I haven't been able to post. I was going to do it at school, but I actually haven't had time. Anyway, I'm posting the turns now. Just a minute.
 
Well, postin the turns and save.

Turn 1 - 75 AD: Nothing here really, just moving workers around.

Turn 2 - 100 AD: Angle is back in commission!
Angle_is_good.JPG


I set it to work on an obelisk, because I'm too lazy to send a missionary over there. :lol:

IBT: A barb archer near angle attacks a skirmisher I moved over there, and dies:
Skirmisher_Win.JPG


Turn 3 - 125 AD: FM trains an axeman, and starts a confucian temple.

Turn 4 - 150 AD: Coral Harbor finishes a lighthouse, and starts a work boat. Oh, one more thing:
Million_Souls.JPG


The mighty nation of Mali has a million people! Let us celebrate the birth of the millionth person, and make him a king!

Oh, there was also this:
Moses.JPG


Turn 5 - 175 AD: We can not get medieval on peoples asses!
Medieval.JPG


And here's why!
Music.JPG


We did happen to be the first to Music, and it shows:
Thespis.JPG


Also, Twin Peaks finishes a granary and starts a lighthouse, and we start on metal casting.

Turn 6 - 200 AD: Commerce Heaven trains a settler, and begins another settler! The temple to Confusion is finished in Fixed Mistake, and it begins a Library of Confusion.

IBT: A barbarian archer that I didn't see has attacked our northwest warrior, and died.

Turn 7 - 225 AD: Just this:
Pyramids.JPG


Yep.

Turn 8 - 250 AD: Two things. First, a guy was born somewhere. I don't know how we know, or why we care about just a baby, but we do know:
Xi_Ling_Shi.JPG


Also, a forest has grown near Fixed Mistake.

Turn 9 - 275 AD: Coral Harbor finishes a work boat, and starts a library. Barbarian warriors to the east were killed. Taoism was founded:
Taoism.JPG
And so was a new city, Painted Cows:
Painted_Cows.JPG


I started it on a lighthouse.

Turn 10 - 300 AD: Well, two things again:
Christianity.JPG


Mahavira.JPG


That concludes my turns, and here is an overview of our expanding empire:
Overview.JPG


Also, since you might want a save, let's put that in too. So, how were the turns?
 
I got it. I'll play the turns in 24 hours, midterm tomorrow morning :: sigh ::

I see unhappy at Haven AND Miner's Rest now... And with the advent of Taoism and Christianity far away, that means we're probably not going to be as well teched as we were hoping.

You guys can dump some ideas here for me before I play it...

Also, anyone know how to get rid of those irritating signs? We've already put cities on most of them.
 
I see unhappy at Haven AND Miner's Rest now... And with the advent of Taoism and Christianity far away, that means we're probably not going to be as well teched as we were hoping.
Yeh, I noticed that too. Probably time to :whip: some away.

You guys can dump some ideas here for me before I play it...

I think we're trying to follow this plan
http://forums.civfanatics.com/showpost.php?p=6400590&postcount=122

So, we've got the GA, and should have a priest running somewhere to get the GP.

We may have to MM the GP points to get the priest and then the GSc from the GLib

When do we want to explore too ? We probably want some tech trades, but we have to be careful not to mess up the slingshot tech path.


Also, anyone know how to get rid of those irritating signs? We've already put cities on most of them.
Zoom out the the stratagy layer, and it's one of the options where you normally select show yields, resources etc. Then delete the signs.
 
300AD (0): Preflight check. Let's deal with the unhappy people first.

At Miner's Rest, move the citizens working the floodplain farms to the forests for 4 extra hammers for 5 turns until the city starves down one.

Haven simply gets the whip, losing two pop. We're going to be doing at least one more settler, so no huge loss.

Notice that Painted Cows has no improvements around it, and that other improvements are progressing slowly too. Hit F5 and notice we have 5 workers to our 7 cities (about to be 8 cities). On second thought, let's deal with the worker problem before more settlers.

325AD (1): CH- Settler->Worker
Angle - Obelisk->Courthouse (4gpt upkeep ugh)

Change the name to "Right Angle" :P

Mouseover of the GA shows that it will sling Monarchy... which means we have to research it sometime before we go for nationalism. Just a thought.

Settler moving to the stone city site.

Financial adviser says we are paying 2 gold for unit cost. Uh, why? We're isolated on an island. Methinks we built too many units at some point. Cut costs by disbanding Miner's Rest's Warrior and the 1exp warrior standing in the Northwest. Send Twin Peak's Warrior to take his place (3exp).

Workers moving around and building roads (ugh).

350AD (2):
Metalcasting.gif

Metal Casting comes in, that means forges. Calendar is up next, so let's do that...

375AD (3): Library done in Mistake. Probably not the best course of action because the city is only making a base of 8 commerce, but sure. Notice the forge will give us an extra happy for the gold, and since we are not seriously hurting for healthy, let's do that. This is one of our production cities...

Lighthouse done in Twin Peaks, on to courts because it has a 3gpt upkeep and is growing fast.

Border pop at Mistake... exciting.

Garrison is FINALLY at Painted Cows.

400AD (4):
barbs.gif

Scary barbs have come to look at our city site.

Found Eastend on that site, the axes will keep the barbs out. Set it to work... uh... a granary.

425AD (5): Worker done in Haven, time for another worker.

Barb moved into Eastend's city radius. Soo...

barbsowned.gif


A perfect kill.

450AD (6): Research down to 60%, due to cash hemorrhaging. Haven's borders pop again.

475AD (7):
calendar.gif

Calendar comes in. We're in the North Eastern corner of the map.

The plan says sling Philo and then Nationalism, however, we don't have Monarchy, and we don't have CS yet. Our tech rate is outdoing our GP rate. So we'll set research on Compass (need that anyways).

Damnit. Screwed up. I realize that when I whipped Haven, it killed the priest O.o. Lamely attempt to make up for that by setting another one.

500AD (8): Precious little to do. Workers doing their thing. Realize that roads were never built down to Coral Harbor, so it needs to be hooked up.

520AD (9): Wonderful, the turn increments changed. This is going to be real messed up.

Worker done in Haven. Set on Settler to make the iron city. This particular worker is going to tend to Coral Harbor's roads.

540AD (10):
greatlib.gif

Start Miner's Rest on a Forge. Doesn't have the health to take advantage of the extra happy, but more production at Miner's Rest is always welcome.

map.gif


Ok, thoughts... :smoke: I may have screwed over the GP bubbling at Haven by whipping it. However, it was going to be for Civil anyways, which isn't that hard to research. If it did indeed kill the prophet, not a huge deal, but somewhat annoying.

Courthouses! We'll be needing lots everywhere soon. I've already got a couple going in our outlying cities that have some production (120 hammers is a lot to work at 1 hammer per turn O.o). Our road network is nice and complete, so hopefully that means we won't be needing as many military units. Another 2 cities (possibly 3, depending on what's in the tundra north of Haven), will fill us decently.

We're starting to reach the health cap at Miner's Rest. This is not necessarily a bad thing, because all it does is eat our food, which we have mountains of there anyways.
 

Attachments

Well, if it won't take that much for civil service, just use the great prophet for another tech we need along the way, and if we don't need one, don't make one. It'll make the scientist come faster anyways.
 
Good turn set S.ilver. Never mind about the GP. I think our tech rate is good enough even at 60%.

so, who's up next Hackapell or me ? We've not heard from Hackpell for a while, but Friday night is not a good time for me to play. If I don't here fro Hackapell, I'll play Saturday night. (30hours ish from now)
 
I think we can assume Hackapell is MIA, since we skipped his turnset last time, and he still hasn't dropped by.
 
OK. Here goes...

0: 540AD
GP due in 15 turns at capitol, and 12 in FM. I guess we need to add an extra specialist to hurry the capitol to 11 turns, and keep our fingers crossed we get the profit....

Set miners rest to grow a little quicker. When we get the forge, we really want to grow it to it's new happy cap, so lets get up to the current happy cap asap.
Set coral harbour to work the 2nd fish.

I also think we're a little light on troops. There's no spare escorts and I'd really like to see our outlying cities to have an axe and skirmisher. Maybe I'm paranoid :-) And we need a couple of missionaries for our new cities. It's a much better hammer investment than a obelisk


Do we want to put a Colossus here. Would really add to the coastal economy. ?

Turn 1: 560AD I'm going to get us setup for the Colossus in Coral Harbour. I've set the worker to pre-chop (there's loads of desert to get through to road up, and we're connected through the coast anyway, so we only need the road for mobility). I'm going to build the forge, try to do a 2 pop whip fox max overflow, then chop fell the pre-chopped trees. (should give 37 :hammers: per tree.) That will then give all our coastal tiles 4 :commerce: If we get it.

Set right angle to work the 3:hammers: hill. And set the settler to chop the tree there. We need to courthouse and we can get start a workboat there.

Turn 2: 580AD
Get the forge in FM. Start on missionary. Set the worker there to chop a forest next to the city. We need one more farm around that area to work the mine we've just built. Doh, we don't have civil services, I guess not then. I'll send him down to Twin Peaks to built a cottage there.

Turn 3: 600AD.
library in coral harbor. Set to forge. Build mine on hill near Right Angle.

Turn 4: 620AD
Get compass.
pic1.jpg


Checking with the plan, next is monarchy to hopefully sling
Twin peaks gets it's courthouse. Set to library. I'm guessing this is going to be a commerce city, and the library will get there berfore we grow again, so we can hire a scientist to avoid going :(
Courthouse in Right Angle too. Set to work boat to get the fish.

Turn 5: 640AD
Missionary in FM, set to build another. Send this one to painted cow to get the borders growing to get the fish.
Fire the scientist in Commerce Heaven, I think we've pulled far enough away from the Glib in Miners Rest.

pinc2.jpg


Great lighthouse has been built in a far away land, I think by a GE (if Nabu-rimanni was one)

Set a worker near right angle to start chopping away at the jungle to hook up the dies.

Turn 6: 660AD
Send 2nd worker to help with the jungle/dies.
Set FM to build an Axeman for the new city.
Right Angle to finishes work boat, set to lighthouse
And the other way round in Painted Cows.

Turn 7: 680AD.
I set the worker near twin peaks to start building the road north. I know it's not a great move, but I'm not sure what else to do, and it will need building when we settle the silver north.

Turn 8: 700AD:

We get monarchy.
pic3.jpg


The GP from Commerce Heaven is due next turn. Set sci to Machinary on a temp basis until next turn is done.

Turn 9: 720AD:
We get our settler out, swith to market for the :) and the :gold:
FM builds an axe escort, and set to missionary for the new city. I'm sending a worker and axe down to the gold city.


Turn 10: 740AD:
Miners rest has finished it's forge. I've set it to an explorer with the idea to load it onto the first gally we build, but there's no hammers in that, so we can change our minds.

Twin Peaks finishes it's library. I hire a scientist and set it to build a galley
Eastend finishes it's granary, set it to courthouse.

Commerse Heaven produces a GSc ;-(
I could have moved it over to 1 specialist one turn earlier it may have made a difference.
Oh well. It does meen we need another religious building/wonder in CH to get a profit for our shrine though. Set research on to CS the hard way.

pic5.jpg


pic6.jpg


the GA wants to pop HBR. After a bit of research, we need to get CS before we can pop nationalism. Phew.

The next scientist from the Glib should be allong in another 14/15 turns or so.

I could do 3 :whip: at coral harbor for the forge. That should give an overflow of 26 hammers, multiplied by the new forge, which is a good start on the colossus. But, I've just realized that our plan is early cavs, and astronomy. Which will obsolete the colossus. So maybe we don't want to build it. Either way, there's a decision to make.
:whip, get 40 hammers next turn for someone to decide what to do with and 4 pre-chopped forests, or not.


OK. The settler is on goto to golden wheat, there's a worker on goto to the wheat there, and an axe near Commerce Heaven I was planning to send down there, but he's still 5 turns away, so I've cancelled it. There's a missionary on goto 1 turn away from east end too.


So, up for discussion,
City sites in the west ? I'd say 1NE of the cows. Gets silver and cows, and provides a cut through for our navies.

Colossus or something else ?

Medium term build plans. Some galleys for easy upgrading ? or focus on infrastructure for :science:

EDIT: What civics do we want to be in ? We can switch to HR and Pacifism. Could be good to do cos we're isolated and don't need the troops. it would hurry the GPs for popping the techs.

Edit2: I forgot that right angle is stagnating. I forgot to change that a few turns ago :smoke:

Here's the roster:
Roster
IdiotsOpposite (UP!)
S.ilver (On deck)
Hackapell (MIA)
Simon_c (just plaied.)


Here's the save.
http://forums.civfanatics.com/uploads/111964/Io1_AD-0740.Civ4SavedGame
 
Nah, don't worry about the colossus. There are always better things to do with our time than to build a wonder that we are aiming to obsolete. What would be the point?

If we get Feudalism and Theology sometime along the way, we could switch to Vassalage and Theocracy. Really, switching to Pacifism might not be a good idea, as we don't exactly need the great people points (everything's progressing right on time), the support costs for military units will be a bad thing once we go for wartime, so all we really get is the no upkeep.

Also, if we want to storm the world with 500-year early cav, we'll need horseback riding evantually. Don't waste the GA on it, but why not, after CS is done, research it?

EDIT: Woops, forgot to post a "got it".

Got it.
 
Four days later, I'm starting to wonder if this SG is still running. If IO is MIA then there doesn't seem to be much point running with 2 people.
 
I'm starting to agree with you S.ilver. This is just to stop-start for me to really enjoy.

IO: How often can you commit to playing ?
 
I think IO is MIA too.
I'm treating this as a dead game now.

If IO *and* Hackapell make a re-appearence, then I'll try to find time to continue playing.
 
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