JR-O1: Noble, New Players

How about using the Oracle for Machinery?
It gives us a nice jump to guilds.
Then again, we might want to try the Pyramids, use the GE for machinery.
Just throwing out ideas.
 
Heres my report, though I have bad news.

1: Switched to slavery, whipped settler, but ALL of our warriors are at LEAST 17 moves away! Do we really need THAT MANY scouts?

2:Whipped warrior, and get one warrior, who can't explore anymore, to start the long journey back to the capital.

3: As we near the city site, I notice a very bad thing:

http://forums.civfanatics.com/attachment.php?attachmentid=134875&stc=1&d=1154837437

4: A warrior kills a barb at .8 health, he's healing.
Settled Medina, start on obelisk for culture, so we can out-culture Mansa, and either flip his city, or at least get the copper.

5:N/A

6:Warrior kills barb, healing now, and will finish healing on the next person's first turn. Go ahead and give him whatever promotion you like,but I'd recommened Forest I, as there are ALOT of forests and jungles.

7:N/A

8:N/A

9:Stonehedge BIADL

10: The barracks in the capital will finish in one. I had forgotten it was qued, and the whip on the warrior put extra hammers into it.

Oh, and until we get metals, we can't fight Mansa:

http://forums.civfanatics.com/attachment.php?attachmentid=134877&stc=1&d=1154837814

Since warriors, archers, and even horse archers are no match for skimershers in cities.

Lastly, the save:

http://forums.civfanatics.com/attachment.php?attachmentid=134878&stc=1&d=1154837942
 

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princecharles said:
Heres my report, though I have bad news.

1: Switched to slavery, whipped settler, but ALL of our warriors are at LEAST 17 moves away! Do we really need THAT MANY scouts?

2:Whipped warrior, and get one warrior, who can't explore anymore, to start the long journey back to the capital.

3: As we near the city site, I notice a very bad thing:

http://forums.civfanatics.com/attachment.php?attachmentid=134875&stc=1&d=1154837437

4: A warrior kills a barb at .8 health, he's healing.
Settled Medina, start on obelisk for culture, so we can out-culture Mansa, and either flip his city, or at least get the copper.

5:N/A

6:Warrior kills barb, healing now, and will finish healing on the next person's first turn. Go ahead and give him whatever promotion you like,but I'd recommened Forest I, as there are ALOT of forests and jungles.

7:N/A

8:N/A

9:Stonehedge BIADL

10: The barracks in the capital will finish in one. I had forgotten it was qued, and the whip on the warrior put extra hammers into it.

Oh, and until we get metals, we can't fight Mansa:

http://forums.civfanatics.com/attachment.php?attachmentid=134877&stc=1&d=1154837814

Since warriors, archers, and even horse archers are no match for skimershers in cities.

Lastly, the save:

http://forums.civfanatics.com/attachment.php?attachmentid=134878&stc=1&d=1154837942


"Got it" but can't play until tomorrow evening. Looks like you've put me in a tough situation. Should I go ahead and start another settler and try to settle the beaver city? Go west for the marble? train military? This is still an early point in the game and the options are still great.
 
Well, if bronze fails, then iron usually is the solution. If iron working is sooner then Metal casting, try that. Once we get axemen and swordsmen,(with a few horse archers for pillaging), we could declare war, or at least prevent Mansa from declareing on us. But I have a bad feeling about him. He's very notorious for gaining a tech lead, and likes getting our techs for free. After the Astronuat Ghandhi left the wasteland in "The Scorched lands", I hope it doesn't repeat here. But what do I know, I'm the newb, not the advisor.

One things for sure, please don't give me another turnset with no one in our cities. Please?:(
 
First, i'd start pulling back some of our scouts, maybe leaving one out there to continue exploration.

Second, i don't think we're in a HUGE danger to be attacked yet ~ this is Noble, and I don't think the AIs are that aggressive.

Thirds, re: no garrison @ Mecca ~ I was hoping that any overflow from teh settler would've been enough to net us a warrior in a turn. ah well. If most of our scouts are coming back, i would say start Emph Food to grow to pop4 and start another settler and whip that when able. perhaps we should stick one in the north, too, to fog-bust and prevent the barbs from spawning.

also, re: Medina: once Hinduism spreads, that'll grow the culture b/c it's our state religion. Plus, the Obelisk (almost wrote Monument) can be whipped, too, at Pop2, with overflow going to whatever. AFter that, go with a Monastery and a Temple there to quickly combat Mansa. We may not have the copper soon, but we'll have it eventually (we should research IW soonish, too, for that reason)

How come we're researching Metal Casting?? I thought we were going to try to have the oracle grab that? Or do we want to forgo the orcale now? personally, it might be a better learning experience without many wonders, but on noble it's hard b/c the Human is able to grab so many before the AI catches up in tech. Either way, though, do we have archery yet?? if not, maybe we should grab that sooner rather than later. Also, do we have all the worker techs we need??

re: our healing warrior ~ if he was promoted to Forest I before he started to heal it would a)take less time and b)you could stick him in a forest tile and he'll get the def bonus, too.

finally, if we can, we should try and spread hinduism to Mansa and let him become our ally . . . for now. He'll trade and trade with us until we surpass him in tech, adn then, perhaps after we take out Tokugawa (who is never a nice neighbor), we eliminate him. Then, we don't have to worry about him :D
 
Well, I DID whip a warrior, but he's in our new city. Its still possible, however, to move him to our capital, and the returning scout to our second city.
 
i think if we need to, we can whip one at Mecca. We've only seen one barb warrior so far right?? we could wait for the returning scouts.

we could also chop out another worker, too, while we grow ~ build something as we're growing and start chopping, then 2 turns (i do 2; some people do 1, but i can't time it right so . . .) before the chop's done, swap the build to a worker. Then after the chopped shields go into the worker, you swap back to the normal build. After the worker's done, you could use this trick for settlers too.
 
You might have a short waiting period, Mecca was at 2 pop after the warrior whip. Just in case that alters anything.
 
sorry guys, can't play tonight. but if the next player. um picard would like to play then you're welcome to.

tomorrow night, I think I can play.
 
Inherited Turn, 1200 BC: Switch from Metal Casting to Hunting. Upping the national defense will be one of my goals this turnset and archers are needed.
Switch Medina from Obelisk to Barracks. We don't need the one culture anyway when we've got Hinduism. I work the plains tile and now barracks time is cut in half.

1160 BC (1): Barracks finishes and I make a warrior, due in 2. I'm planning to settle the site with the marble so the oracle can be built. worker is set to chop rush in 3, perfect. after the warrior is built I'll order a settler and the warrior is an escort.
Promoted warrior gets woodsman 1.

1120 BC (2): ****! I misclick and have our warrior attack a barb warrior and lose :( One scouting warrrior is recalled for defense.

1080 BC (3): Hunting comes in and I order archery, naturally. Our chop finishes and saves us one turn on the settler.

1040 BC (4): Farm ordered on chopped plains forest tile.

1000 BC (5): Our warrior beats a barb warrior while exploring.

975 BC (6): Our recalled warrior dies :( to a barb warrior. He was on a hill.

950 BC (7): Archery --> Masonry

925 BC (8): Fortify warrior at future city site

900 BC (9): Mecca expands! Medina is connected to Mecca and hopefully religion will spread to Medina soon. Farm finishes. I order worker to road a cottage tile b/c I'm not sure what to do.
Scouting warrior is recalled.

875 BC (10): nothing. Masonry due in one, settler in two. screenshot of our lands is attached. picard, you're up!

 
princecharles said:
Why does it look like Mecca has no warriors?

I was planning on getting archers instead of warriors, so everything is set up for mecca to produce an archer after its settler.
 
1. You don't have the save posted
2. Once I have the save the placement of the settler deserves some discussion. Unfortunately I can't dotmap for beans.
 
yeah, I forgot about the save. I'll have it posted later tonight. I think our next city site should be the marble site just west of us. It'll allow us to block the AI off from the north part of the continent.
 
there may still be signs up from when I had the save (hopefully they're all in the right spots :)) i think settling for the marble would be good, and then settle to the NW to finish up JR's plan of sealing off the northern part of our continent

oh, and BTW, i will need a skip this week ~ if Munter's lurking perhaps he'll take it up. if not, i'll PM him in a bit
 
yeah um. about the save, I actually forgot to save on the last turn. :blush:

what should I do, replay the turns myself or just have another player play the turns?
 
sorry guys, I haven't been able to play for the last few days, and I think I might need a skip because I've been pretty busy for the past week or so. so next player can take it.
 
Well, that would be me, I guess I'll take a look at it.
 
Turn 1: First off I look at the suggested City spots and the only problem I have is in the tundra. I see that Pholkhero has placed two cites in the area, one of which (Beavertown, adjacent to three beavers) will not have sufficient food resources to work all of its beavers. Thus I placed a different city spot which takes six resources (3 beavers, corn, crab, and cow) and will be able to work all of its land too. This city misses out on a plains hill gold, so it might not be optimal, we can discuss.
Also, I notice that, although we have the hindu holy city, Medina is forced to build an obelisk. I would assume that we should make our cities grow by spreading religion, and obelisks tend to be rather expensive. Thus, for my turnset, I switch from metal casting to masonry, intending to research monotheism. (Missionaries w/out monasteries, Builiding bonus, second religion might come in handy)
Turn 2: Mecca: Barracks-Settler.
Turn 5: 2 warriors fight, win.
Turn 6: Masonry-Monotheism.
And that was about it. The settler wrapped in the first turn of the next players turnset, who is up.
 

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