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Jheronimus leader of Germany - for everyone SG

Discussion in 'Civ4 - Succession Games' started by Jheronimus, Feb 22, 2006.

  1. TCGTRF

    TCGTRF Warlord

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    That's ok, either 10 or 15 is fine with me, the standard is usually 10, I believe.

    Very nice setup, Wreck.

    Now, J, do you know what to do to use the slingshot? What you want to do is set up the Oracle to complete as soon after Code of Laws comes in as you can. With CoL finished, we have all of the prereqs for Civic Service, and therefore can get it as our free tech from the Oracle, it'd give us a boost like you would not believe.

    I would not let that archer wander too far away from our third city. It's getting a little late in the game for that.

    Khan is already ahead of us in power. They are too far away for an early war. We need to keep the barbs at bay, take barb cities when we can and just keep building. Civil Service would be lovely. I've never gotten the slingshot.

    Tom
     
  2. Jheronimus

    Jheronimus Warlord

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    Didn't read your previous post before I played, but all of that worked out just great (I had the same idea). So I've got it, I've got it, I've got it :dance: :dance:

    Okey I've completed my session quickly after Wreck's, because I'll have two nightshifts comming up tonight and tomorrow night. This won't improve my strategic insight, so here it is:

    Turn 0 1500BC: I've changed the production in Hamburg from worker to the Oracle straight away. It'll be complete in 12 turns as it looks for now. Waiting for hooking up marble will take to long making the risk to big to loose the oracle to an opponent, even though we build a city next to it, it still would take too long (building a settler). My plan is to get the free tech from the oracle, then I'll choose civil service. This'll give us a late tech in an very early game (that would have cost us 12 turns to research) enabling buraucracy giving us a boost in both cold=tech beakers and hammers. It'll also give us the ability to spread irrigation. cool The oracle will also give us +8 culture points, combined with the 2 existing ones from the library will give us +10 allowing to swallow the marble in a few turns. Last but not least it'll make us able to train maceman (ok we need machinery and iron first but still one step closer to having strong units).

    Turn 1 1450BC: Herodotus completed his greatest work, see pic below. I move archer Mark towards the spot, I think is ideal to build the next city wich will be a costal one (also important to have). I promote Archer Anton to Combat I and move him to the north to explore. I promote Rudy also to Combat I and move him back to Munich to protect the currently unprotected city.


    We'll catch up once we've got the oracle

    Turn 2 1400BC: Moving the units like said in the turn before. (but healing archer Anton)

    Turn 3 1350BC: Healing Mark at the spot of my new city target. I ordered worker Hans to build a cottage south of Berlin.

    Turn 4 1300BC: We've gained access to rice giving us one health point extra. Moving scout Hans south west to explore the unexplored. Man, this continent is huge! and we've settled on a quite good spot in the center of the continent allowing us to expand several directions, great I move worker Fritz next to Hamburg to cut away a forrest tile, to build a mine later and to speed up the completion of the oracle a bit.

    Turn 5 1250C: Archer Anton spots a tribal village while exploring in the northern region.

    Turn 6 1200BC: We've completed the libarary in Berlin :cool: work has now begun on barracks. The borders would now have swallowed the marble in 34 turns that's way to long, but it doesn't matter we will use the marble above Hamburg. Berlin has got one angry citizen due to it's size, we've got to get a religion fast, hope we're first with discovering code of laws giving us confucianism (this'll make us able to make a temple and state religion giving us happy faces). Munich produced a worker, named him Carl (got to give german names since we're Germany), moved him west to build a farm on the riverbank. Ordered worker Hans to construct a road between Berlin and Munich to be able to move forces faster to our frontier cities. Popped the hut with Anton the Archer, they gave us 47 gold...

    Turn 7 1150BC: Kublai Khan knocks on my door, he orders me to stop trading with his worst enemy the Indians :lol: , I rejected his order. Don't know if this was a smart choice, he's now annoyed with us, hmm maybe the prime target of our first assault? Worker fritz returnd 30 hammers to Hamburg and it's oracle :) next turn it'll be completed :D Scout Hans arrived at what seems to be the most western point of our continent, I go back with him and continue exploring to the north.

    Lucky turn
    Turn 8 1100BC: Brilliant we discovered Code of laws and we're the first ones!!!! We've found confucianism! The incarnations have begun, 1 turn of anarchy. I start on Iron working to reveal the iron we may be needing in the near future (for maceman for instance) The oracle has been build in Hamburg!! :dance: we where the first!!! I get a free tech and choose civil service, don't know if I'd been better off by choosing Philosophy, granting us a second religion, nahh I don't think so. I move worker Hans south to build a cottage. Confucianism spread in our smallest city Munich... :crazyeye: We've got a free missionary, I dicide to move him towards Berlin since someone's angry there, this'll make him happy again :goodjob:

    Turn 9 1050BC: Looks like Kublai and Osaka are batteling eachother already :lol: seeing their scores. I decide the time is right to change civics, I go from Tribalism to Slavery, because it's got no upkeep, saving us money in the near future, and I go from Barbarism to Buraucracy, medium upkeep (now costing us only 1 gold more minus the one (in the near future) we safe from slavery is none) but giving us +50% hammers and +50% gold=tech beakers, so this'll boost our science and production. Now it's anarchy again for only one turn.

    Turn 10 1000BC: The missionary arrived in Berlin and spread confucianism there, taking away the angry citizen, nice. Next I ordered worker fritz to walk to the north west of Hamburg to build a road towards the marble, because the marble will be swallowed in 3 turns from now by our boundries. We still have to invent masonry to build a quarry, but this'll only take us 1 turn.

    Next post will contain more and the savegame: (had to start it due to image limitations)
     
  3. Jheronimus

    Jheronimus Warlord

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    Our civics now

    I started at the beginning of this ten turns 23 gold being spend on science and ended with 53, great.

    See how we improved the amount of money going to science and still loosing the same amount of gold each turns:


    Our world now:


    Our stats:



    Nice!

    Downloadable savgame below, Tom's turn now, take your time:
     
  4. TCGTRF

    TCGTRF Warlord

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    Had the time to do it this afternoon, so I figured I would. Once I feel better, I figure I will be spending time catching up on my night-class work.

    Interturn BC 1000--Very nice slingshot. It looks like Berlin will be making most of our production stuff for a while. I am once again appalled that you would be building a settler in a city with only one military unit, especially as we approach the classical era. I am going to spend a couple turns building up the military a bit, start a beeline to Literature and chop a worker and a couple settlers from our third city. I will also make the road to the quarry.

    Turn 1--960BC

    Turn 2--920BC

    Turn 3--Ironworking pops. Surprise, there's iron close to the marble to the SW of Berlin. Set masonry. First two cities are at maximum population due to happiness.

    Turn 4--Masonry pops. Set to Monarchy

    Turn 5--Get new worker in third city. Start clearing away jungle. Road completed from Berlin. Need one from Hamburg to Berlin soon.

    Turn 6--760BC

    Turn 7--720BC Start quarry, Monarchy pops, set to HR

    Turn 8--680BC Anarchy

    Turn 9--640BC, start beeline for Literature for the Great Library. We are still weaker than I like militarily for a conquest game. I expect some barbarians before we have a chance to hook up that iron.

    Turn 10--600BC--Mark the Archer is attacked by barbarians, he survives, I move him to the top of the hill for a better view and more defense than he was getting on the ground.
     

    Attached Files:

  5. Wreck

    Wreck Prince

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    OK... back in the saddle.

    Hmm, clearly you're a lot more military-minded than I am. Well, that's why we trade off I guess. I'm the "develop the cities!" guy. I agree we'd like a bit more military, but right now an Axeman and two archers is more than enough. At least if my experience on small worlds matters, we'll typically see the barbs before getting seriously hit by them. And in this game, all three of our cities have the borders out to the 3rd ring, so, we get plenty of warning if a barb is coming in.

    That said, I cleared all the queues and put in stuff I wanted. In Munich, I found a library at the back of queue with 62/60 hammers in it! No point in waiting!

    I find the lack of workers in our other two towns the most disturbing thing right now, so I am working on that, including via pop-rushing. I love pop-rushing, and will use it to the max when I am in charge... only 6 turns of unhappiness, I guess due to the game speed or something. (Level? I am used to 10 turns.)

    For our next city, assuming no barb ones appear, I am thinking the coastal site you picked is OK... but depending on how long it takes to get a settler going, maybe a site due south of Munich. If we do it right, two more cities should suffice to block off the land access to the whole west of the continent.

    I also think that we might try to form our North/South city line one more city down the river from Munich. I've "spray painted" two lines on our map to show the two lines we should be considering. The one uses Munich, and fresh water south of it, probably two cities down there. The other is more aggressive, obviously, but also blocks off a lot more of the continent.
     
  6. Wreck

    Wreck Prince

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    600 BC: twiddle queues. Out w/ military, in w/ civvy!

    560 BC: pop rush in all three cities: workers in Berlin and Hamburg. Granary in Munich. Berlin just went unhappy anyway. Realized Tom is using scout as a sentry... nope, not for me. I want to know what's over there in all that black, so we can form a line. If the scout dies... he dies. Also want to scout with archers, but don't have enough for that yet. Later.

    520 BC: two barb warriors sighted near Munich. Hmm... guess I see where's Tom is at. Well, axe is in queue. If they both head in, will accelerate the build. New workers get to work.

    480 BC:New axe built in Berlin, heads towards Munich. One barb heads in. Workers scramble.

    440 BC:both barbs now incoming. No worries though - fortified archer should stop both by itself. And the barbs are on the side of town that is not developed, so they can't pillage anything except maybe a road. And axes are incoming, both from queue and the one coming over from Berlin.

    Settler built, in Hamburg. After thinking a while, I decide to head over towards the Munich with it. We don't need to explore the ocean yet - we've got far, far more space than we're going to fill up any time soon.

    400 BC (5): first barb next to Munich. Go on, make my day! (Me, with +25% fortified, +25% over a river, +40% culture, and +50% city defense.)

    360 BC: barb pillages road. Workers still can't do what I want (gold mine)... instead they just make semi-worthless roads. Other barb crosses river, is dispatched without even scratching the Axeman. Got literature, so, putting Great Library in queue... soon. First, want Monotheism to get the +25% building rate.

    320 BC:Barb attacks axeman. Bad call, buddy. (Still not scratched. Will move south to prepare for coming of settler.) Axe is about to finish in Munich, but totally don't need it now. So, it goes to back of queue while we work on a barracks. If more barbs attack while we're making the barracks, we can just move up the axeman. If not, well, then he'll get build right after the barracks finish, and he'll get the 4 exp he'd otherwise not get.

    Got Monotheism, so, revolution! Finished archer in Berlin, so, happiness should hold out for a few more turns there. Start on Great Library. Wow, could go for either Christianity or Taoism... looking at the other techs, I think we can afford the semi-sidetrack to Philosophy (we'll need it eventually any way). So, Philosophy here we come!


    280 BC: OK, interesting stuff here. Axeman scouting south towards the potential new city site sees... there's a barb city south of Munich, roughly where I was heading w/ the settler. Not exactly, but close enough. Hmm. OK, time to plan-B the settler. One option is to continue down the river towards the AIs. Another is the more conservative route, of settling on the site that Tom identified. Or, close to it, anyway. I think one square north is better. This will get us iron on the 3rd ring of the city, which will happen reasonably fast if we build a few culture buildings there.

    Gold mine and winery both complete this turn, so, our happiness limits jump in all cities. Nice. Room to grow. Current ETA on Great Library is 10-11 turns.

    I whip in Munich. Want to get things going on there, including that barracks, to get the axemen flowing towards that barb city.

    240 BC: Scout sees a native village just east of Berlin! More barbs appear from that general direction, leading me to believe there's a barb city up there too. If so, would be pretty handy for us, allowing us to grab that first line I marked without any new settlers at all!

    200 BC:I pop the hut... 34 gold. Oh well, was hoping for a tech.

    Definitely think there's a barb city northeast of Munich. The first barb axeman is seen out there. Our new axe moves to confront an incoming warrior.
     
  7. Wreck

    Wreck Prince

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    OK, situation is fairly self-evident. Next turn, assuming nothing is built there, take Circassian (the barb city in the south).

    The only other thing to mention is why I selected the city site I did, rather than what Tom had... his gets the crab in the fat cross, which is nice, whereas mine gets cows. Both lose 3 tiles to mountain/desert. Mine does slightly better in three ways:
    • it's on a hill. So, better defense, esp. w/ archers.
    • it's a plains hill, so, extra hammer for life of city
    • it gets three river-border tiles, so, 3 extra commerce when they get developed.
    But the main reason is this: one prime reason for this city is to get the Iron that is immediately east of it. My placement gets this resource on the 2nd border pop; Tom's requires waiting til the 3rd, which is considerably longer.

    Here's the file: View attachment 118214 .
     
  8. TCGTRF

    TCGTRF Warlord

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    Actually, that was J's suggested city, not mine.

    Your planned placement is fine.

    Sorry I missed that Library being almost finished--duh!

    My emphasis at this time on military was three-fold:

    First, I've found that the OpFors, particularly Aggressive ones (like 3 out of 4 of our opponents) are much more respectful if you're sitting in the top spots in power.

    Secondly, it's a lot cheaper to take barbarian cities than it is to make settlers. The downside of that is that they sometimes have less-than-perfect placement.

    Thirdly, for using as sentries to push back the fog of war and keep our improvement safe. Any axemen that we make now can be upgraded to macemen and used with knights in an early war.

    This is a large world, so the distances involved work against the idea of an early war with our enemies, but in favor of early anti-barbarian wars.

    I've never played a game on quick before. The 80% faster speed is making things happen a bit differently from what I expect--less barbarian action, for one thing, for a given tech level.

    Once we get the Great Library, we should consider whether or not we want to switch over to Caste System right away and using the Specialists rather than whipping excess population away. The cities are coming along nicely, you guys are great builders.

    In addition, we need to be thinking of the direction we want to go as far as techs go. Do we want to go up the Catherine Cottage Spam route through Music to Printing Press and Democracy, go up to Guilds and get knights and head for the folks on the rest of the continent, get another religion for money or hit the coast and head for Optics to find the other continent?

    It's a shame that Conquest is the victory condition set. We're in a perfect position for a very early Space Race victory--our Tech rate has been through the roof.

    A fast expansion now would be great. It might be a good idea to head for Currency to fuel it after Philosophy.

    Tom
     
  9. Jheronimus

    Jheronimus Warlord

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    Wow, you guys moved fast with your sessions, it's my turn again :D But, because I'm inbetween 2 nightshifts and need a lot of sleep during the day I don't have much time left this day, so I think I'll play my session tomorrow or maybe even the day after tomorrow if I'm to tired to make good decisions.

    My strategy for the next turn will probably be: We need money lots of money now that we're going to expand our empire, so I will porbably focus on researching > mathematics > currency to get more money comming in from the extra trade route in every city.

    question to Wreck (Tom's thoughts are also welcome): Why are we researching Philosophy? Why do we need that above all the other techs currently availible? Because of the civic nationhood or something?
     
  10. Wreck

    Wreck Prince

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    I agree that barb cities are cheaper, given that we have to make military units anyway. And we want the experience, in particular, to get a unit to 10 exp. And I agree about the placement thing; I'll raze a city if it's not decently place. In this case though, the placement is very good. I have the feeling we'll see a fair number of well-placed barb cities, since there is so much room on this map.

    As for sentry duty and FOW pushback... yes, I do that too. But mainly when I am weak. Once I have a decent military, I want barbs to wander over to me, so I can kill them to level up units, particular from 4->5 exp, but also trying to get them up towards 10.

    Right. I've never played any games other than "small", and normal speed, so this is somewhat of a learning experience for me.


    I prefer whipping, myself. Actually, I prefer using the pop to make the city static (i.e. on hills), but that's not always possible as is the case for Berlin. So there, we should just whip every so often. But caste system is costly by comparison to slavery, so, we don't want to run it unless it is really beneficial somehow. I rarely find that it is.

    As for specialists, well, we don't need caste system to run scientists as soon as we've got a library, and soon we can also run an engineer (once we get forges up). If a city has so much excess food that it still is growing after 3 specialists, well, then I might worry about caste system. But this is unlikely. And before building a library, the city should be growing.


    This is a good question. I'm always a bit lost after I make the Great Library, because there are so many options.

    The good news is, in this game we are teching very rapidly by comparison to what I am used to. Thus far, tech is outpacing building. So, whatever we do we are likely to end up teching far ahead of builds.

    Anyway, I am thinking we should go for Knights, simply because we need to scout out the continent still. Given all the barbs out there, scouts need to be strong enough to survive, and move 2 is efficient. Horse archers might also fill this bill, but when it comes to barb axemen I'd prefer the "sure thing" 10 vs 4.5 rather than 6 vs 4.5, which is very likely but not guaranteed.
     
  11. Wreck

    Wreck Prince

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    Jher, I went for Philosophy because Taoism (the religion it founds) is still there. I love founding religions, for reasons that I hope are obvious.

    Now, we could also found Christianity by going for Theology. And maybe we will. As for why Philosophy rather than Theology: because Theology is a dead end. You don't need it for anything later on, except Divine Right I think. Whereas Philo is necessary for many of the high-tech things. We will be getting it eventually anyway.
     
  12. TCGTRF

    TCGTRF Warlord

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    Well, Philosophy is a gateway Tech for both Liberalism and Nationalism--both great techs in their own rights. In addition, we would found Taoism, giving us a second religion--remember that the size of our cities will mostly be determined by our happiness, rather than health. Once we have a shrine of each religion and spread them, we'll have more money coming in, so we'll be able to support a larger empire. In addition, Philosophy opens up Pacifism. The combination of Caste System, Pacifism, and a large city or two in the mid-game will give you Great People every few turns.

    This means an Academy to go along with the Great Library and two Shrines pretty quickly.

    After Philosophy, we should back off a bit and get currency. Then we should see how big an empire we can afford to run. My guess is that we can get pretty huge.

    This is a great start. Capture some barbarian cities.

    Tom
     
  13. TCGTRF

    TCGTRF Warlord

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    Your city spot is just fine. It'll give us access to the sea and iron in two culture pops. We could actually drop another city in between it and Munich, five tiles due south of Berlin and pick up the marble and rice. We can get absolutely huge.

    We should be able to take that nice, sweet size 3 city to the south with no trouble whatsover. Nice find. There's a worker in it, too, so it'll be able to be improved from the start.

    I did some calculations, and with a side-track to pick up currency, guilds are 7 techs away. My guess is that we can pick up sailing for some second-string tech from one of our rivals on the continent.

    Looking forward to seeing your moves, J. No hurry, make sure you get enough sleep.

    Tom
     
  14. Jheronimus

    Jheronimus Warlord

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    Oke done my moves, detailed log follows, save game and pics in next post:

    Turn 1 160BC: I attacked the barb city Sircassian with Mark the Archer and Matthias the axeman. Mark just defeats a barb archer by 0.2/3. Before I attacked with Mattias I promoted him to city raider II, combat odds are 100% :), he wins the battle by blowing a little air against the barb, he wins the battle and comes out of it without a single scratch 5/5. We've pillaged Circassian for 82 gold, nice! We'll keep it ofcourse. We've got a slave worker like you already said. I named the worker 'Friday the slave' since it's friday and ofcourse because he was a real slave, wasn't he? I moved him to the north to connect the newly captured city with the rest of our growing empire, this way we can get some gold out of the money wasting city. 4 risisters, but they'll be history soon. Because the city is ours now and we don't want the people to think back of it's babarian origin, I decide to rename the city to "Tecklenbourg" after a nice medievil village in Germany. I attack a barb with Klaus the Axeman, he wins 2.3/5. I move scout Hans to the east to push back the fog. He spots a tribal village! And last but not least a source of wild horses!! These horses are realy close to our capital, there's a nice spot at the coast to build a next city, with the horses and some wheat in it's fat cross, lucky as we are.

    Turn 2 120BC: Wow, total expenses rise from 10 to 15! Something must have become more expensive here, probably city costs and/or civics. For the time being these cost won't effect our science budget, because of the savings. Hamburg trained an Axeman named him 'Heinz'. I start to train yet an other in Hamburg. I move Heinz south to the new city spot, he'll make a good defender in the near future. I popped the hut with scout Hans, they gave us 54 gold... I promote Klaus the Axeman to shock and head for a hill to recover there for 1 turn and then attack the other Axeman barb. I move Archer Mark into Tecklenbourg to defend it. Rushed the training of an axeman in Munich, because of the threat of babarians, population lowered to 4, doesn't matter it'll grow back to it's original size in only 1 turn because of it's enormous amount of redundant food.

    Turn 3 80BC: Axeman trained in Hamburg. I ordered Hamburg to construct the Parthenon, because it'll only take us 9 turns (since it's connected to marble), wich I will hurry a little by chopping some forrests. The Parthenon will give us a +50% greatpeople birthrate, this might come in handy :). Munich trained the rushed Axeman. A barb warrior pillaged a road near Munich, but he'll regret this soon. I started training yet an other axeman in Munich. I promote Jan the Archer to Combat I and attack the barb, he wins 4.3/5. Founded Cologne on the hill like we planned to do. I ordered the city to build a granary first, so it'll be able to grow a bit faster.

    Turn 4 40BC: Jan the axeman get's attacked by a barb axeman but he survives, 2.3/5. Hans the scout dies! He was ambushed in a forrest by a barb. Worker Bernhard chops away a forrest for 50 hammers, it's added to the Parthenon.

    Turn 5 1AD: Christ has been born in a far away land ;) Munich trained an Axeman. Kublai Khan converts to Heredity rule. I move out with Matthias the Axeman towards a barb Archer and kills it with his left pink, he comes out without a scratch 5/5.

    Turn 6 40AD: We finally discovered Philosphy, Taoism spread to Hamburg, great! We start researching mathematics (only 2 turns). We don't adopt pacifism, I don't see why this would help us, A it costs us money and B it'll take away the 25% faster building of Orginized riligion. We've got yet again a free missionary. I decide I want him to go towards the new city Tecklenbourg to spread his believe there. Promoted Matthias the Axeman to Cityraider III, we can now construct the Heroic epic! Great! Let's keep Matthias safe for a while. I moved Axeman Bart out of Munich to explore somewhat to the east.

    Turn 7 80AD: The Great library has been constructed!! I started to train a settler in Munich.

    Turn 8 120AD: We discovered Mathematics and I started to research currency (3 turns) next, this last tech will be important for our expansion (gold) like we already discussed. I finished the Parthenon in Hamburg (Greatppl. birthrate +50%)! I started to build on the heroic epic (4 turns) now in Hamburg since this is our best hammer producing city. Moved Axeman Herman out to face a barb warrior. Managed Berlin somewhat, employed 1 scientist, to boost the completion of a great scientist by 1 turn, I also switched some worker tiles within it's fatcross to make things ideal, so the city is still growing considerbly and Berlin has enough food anyway. I've moved Klaus the axeman out to kill a barb warrior in the turns to follow. Moved Matthias out also, he killed a barb Archer 3.2/5. The road between Tecklenbourg and Munich has been completed by our dedicated slave Friday :) Tecklenbourg has now got a traderoute (+1 gold). Atleast we earn something in Tecklenbourg, although we won't make any profit with this city for a while. I took a close a look at the demographics and saw we're still doing quite well, we're also 1st on soldiers now. With this in mind, I've arrogantly asked our weak neighbour Kublai Khan to pay me Sailing as a tribute. He didn't hasitate and gave us the tech :) Friendship comes in with a price my friend, or we'll crush your bones and make sure nothing will be left of you hehehe.

    Turn 9 160AD: Trained an Axeman in Berlin, started work on a Aquaduct now that we have discovered Mathematics. By doing so we'll eliminate the angry citizen, who's complaining abouth his health because it's to crowded in Berlin. I've promoted Franciscus to Combat I and moved him towards a barb Archer. I ordered Bernhard the worker to build a road between Hamburg and Cologne. I've promoted Axeman Jan to Shock.

    Turn 10 200AD: A mine has been destroyed by a barb Archer (near Berlin), I'll go after his blood personally!!! The Pyramids have been build in a far away land. I chopped a forrest near Munich, to build a farm on that fertile flood plain it gave 20 hammers to the Settler. Jan the Axeman killed a barb warrior. Franciscus killed a barb archer 3.3/5. Mahavira has been born in Hamburg! It's a great prophet. I decide to leave Mahavira unmoved, because I don't want to upset you by choosing the wrong option; He can either A) discover christianity directly, giving us a 3rd religion! B) construct the Kong Miao or Dai Miao, giving us gold. I think I would choose option B since we probably won't be getting much new Prophets in the future, while Berlin is the GPP-farm now and it's got a 100% prabability of getting a great scientist. So I would leave christianity and construct either the Dai Miao or the Kong miao. But I'll leave that up to you Tom, because you're next.

    By the way, we need to connect Hamburg and Berlin quickly now, by placing a road between them, it's redicules I, and also we didn't build one in between them yet.
     
  15. Jheronimus

    Jheronimus Warlord

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    Here are the pics and the savegame is attached below, Tom you're on deck again now;






    Tom you're on deck again now
     
  16. Wreck

    Wreck Prince

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    Nice play, Jeroen. I've never demanded tribute before.

    According to your notes, Christianity was founded, right? So it will not be worthwhile using the Prophet for that. In any case, I think I'd prefer a shrine. I think confucianism is our more well-spread religion, right?

    Note that an aqueduct won't affect happiness, just health. The two systems (health, and happiness) don't interact. If there's someone unhappy, either build a new military unit (w/ Monarchy), build a happiness building, or arrange a pop-rush in that city.

    It's hard for me to see these snaps for sure, but it looks like the barb city I had thought is out there to our east is not there. Or else, it's further east than I guessed.
     
  17. Jheronimus

    Jheronimus Warlord

    Joined:
    Feb 22, 2006
    Messages:
    182
    Location:
    Netherlands, Velp & Groningen
    No, it hasn't been founded by anyone yet. So we can found it if we want to, but I think we're in need of a shrine over the founding of yet an 3rd religion.

    I know that ofcourse, I probably wrote something wrong, didn't I. But I know that ofcourse.

    You're right, it's probably a little off your marker.
     
  18. Wreck

    Wreck Prince

    Joined:
    Jan 4, 2006
    Messages:
    331
    Ah, you were just making a "1AD" joke. Heh.
     
  19. Jheronimus

    Jheronimus Warlord

    Joined:
    Feb 22, 2006
    Messages:
    182
    Location:
    Netherlands, Velp & Groningen
    No comment :p :lol:
     
  20. TCGTRF

    TCGTRF Warlord

    Joined:
    Jan 3, 2006
    Messages:
    298
    Ok, opened the save and looked it over. The empire is in fine shape!!!

    I'm even satisfied with the level of defenders for once.

    I looked at the situation with the finances, and our break-even level is at 60% science! This combined with the fact that we get currency in one turn and already have Code of Laws means that we have absolutely no trouble at all with money short term and should be working on long-term concepts for financing the empire. We can also expand nearly as fast as we want to.

    Therefore, we're getting another religion. With the possibility of three temples per city plus the expansive trait, we ought to have the highest population by far in the game, possibly in any game of this size and level that I've seen. This is that many more specialists we can hire, that many more cottages we can work, it all turns into an upward spiral.

    As a matter of fact, I'd say that if you hadn't designated the conquest victory, (the hardest at this settling, speed and maptype), we could easily win this by space race or culture without ever having to go to war.

    So, my cunning plan, a plan so cunning you could put a tail on it and call it a weasel....

    Found Christianity. The settler goes to the north east of Berlin--not all the way to the seaside, that would add significantly to our distance without adding special to what we have already. I also want to see where the barb city is before putting a city out that far, we don't want overlap. The new city will go one tile north of the cow instead.

    We want big cities, (right?) so I'm going to build an aqueduct in Hamburg to give us the option of putting the Hanging Gardens there. It would produce engineer points, I believe. Perfect for those future must-have wonders like the Statue of Liberty or the Kremlin. The National Epic will trade off Artist Points with Science points in Berlin, but those artists can be darn useful. Since you cannot rescind a wonder decision once you've made it, I'll leave you guys the option as to whether or not you want the Hanging Gardens.

    I'm going to start another settler and look at the culture on new cities and see if I can get some borders on the way to popping.

    Fine, fine game.
     

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