JR-O1: Noble, New Players

The Roster as far as I can tell:

Japanrocks12
picardathon <--- Just Played
pholkhero/Munterpipe <--- pholk can't play, PM Munterpipe if he doesn't show up?.
lost_civantares <--- on deck?
princecharles
 
that's correct that i need a skip this time 'round. i sent Munter a msg, but i guess he's missed or doesn't ahve time to check in just now.
 
okay then, I'll play, but I won't be able to get to it till probably tomarrow night, today is rather busy for me.
 
Munter is OoP ~ i've got it and have time now to play
 
I MM Mecca a bit to work that cottage there for now;
875meccaxr5.jpg

it didn't change the worker timing a bit.

Cathy comes by and wants Open Borders:
825obtl9.jpg

I say fine.

Chopped this forest to speed along another worker.
825chopcw6.jpg


Boo!
825barbcityqg2.jpg

I found this as I was about to use that settler to found a city.

Monotheism comes in!
800iwsl1.jpg

The holy city is Medina; how bout that :) we certainly won't lose this culture war now!

I settle Damascus in 800 bc:
800damascussh7.jpg


I noticed this up north:
750cowssa9.jpg

How come this cow is hooked up when there was all that forest to chop? It's not in our BFC. Ahh well, but health is not a problem so i would've waited to pasturize them.

The barbs surrounding Damascus attack!!
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Phew! It was close but we survived and have a Com I/Shock warrior there.

Here's a some-what close-up of the empire:
600arabiabh9.jpg

I would keep those two workers near Medina together and quickly improve the area there, working together. Don't mine that Plains Forest Hill, though. After they're done, i'd send them to Damascus to help out there. We can use that extra warrior to stay w/them since we'll be so close to the barbs.

A settler will finish in Mecca soon, but i would wait for IW to come in before founding the next city ~ we need metal very soon!! We also need archers, too ~ perhaps after IW.

THe save:

600overviewtd7.jpg
 
Great job guys! :goodjob:

No hunting yet? that's strange. and the barb city should probably be razed, no question.
 
Not really, as a culture pop would get the marble and pigs, it has corn, its coastal, and has a lot of trees. I like that spot. However, we'd have to let it grow first, which allows more barbs to be created. With our current defences, that might not be a good idea...
 
10 characters
 
Hmm, well, I'm not so fond of chopping before math because I consider it a waste of production (afterwards I love chopping) so maybe a rush to math?
On the other hand, we have two holy cities and a guy who's fantastic at cultural victories, so maybe a rush to confucianism? Or maybe some creepy hybrid like.
Writing-Mathematics-Priesthood-Code of Laws.
What do you guys think?
 
Turn 1
Nothing major.

Turn 2
We enter the classical error and discover iron working. We are in serious need of defense from the barb archers and axemen comming soon, so I go for hunting (2 turns) so we can go for archery.

whatgc9.jpg


Unfortunatly, although we have 2 iron near us, one is next to the barb city, and another inside the radius of one of mansa's cities. It looks like we might have a little barb killing to do! :hammer:

whatge6.jpg


Turn 3
Nothing major.

Turn 4
Mansa wants open borders, I see no reason not to accept.

whatfa7.jpg


We get Hunting, start archery (2 turns).
whatbm8.jpg


Turn 5
We finish settler, I send him to Damacus, where we can send him on from there to where ever we want to have the next city.

Turn 6
We crush a barb warrior outside of Damascus, but other than that nothing much.

Turn 7

We get Archery, start writting (2 turns).

whatet1.jpg


Damascus finishes obilisk, I really wasn't sure what we needed to build there, a baracks would have been nice, but it would have taken over 30 turns, so I started an archer due to the barbs, but when we find something better to build we can put the archer on the back burner.

Turn 8
Nothing major.

Turn 9

Tokogawa is out to poach our city, so I have to rush the settler there hopeing he doesn't want overlap with tokyo, and so will move his settler north so ours will get there before he can settle.

whatxj7.jpg


Turn 10

Tokugawa's settler moves east onto the forest, so we look to be okay if he doesn't settler there. :)

The save:
 
Again, I got some nad news.
http://forums.civfanatics.com/attachment.php?attachmentid=136201&stc=1&d=1156042284

1: Tokugawa settled in the forest, had to withdraw the warrior and settler since I don't know which city site they should go to now. Also, we finished writing, so I start on Mathematics.

2: A barb axe appears to the north.Our worker starts building a road on the horses. (Turned out to be VERY important)

3:N/A

4: Got open boarder with frederick. Since I couldn't find a reason to say no, I said yes.
Oh, and the worker started pasturizing the horses.

5: Finished an archer in Medina.

6:Finished a jewish temple in Medina. The barb axe took out our cow pasture.

7: Catherine demanded we cancel our deals with Mansa, and after realizing that everyone was friends with catherine(except Mansa), Mansa only had us and Frederick(That might cause some chaos), and thus I accepted.
Update on the barb situation:
http://forums.civfanatics.com/attachment.php?attachmentid=136200&stc=1&d=1156042284

8:The barb kills our archer. But, our worker finaly finishes the pasture, and we now have Chairiots!
http://forums.civfanatics.com/attachment.php?attachmentid=136202&stc=1&d=1156042516

9: Our chairiot attacks, and gets killed, but it makes it so our archer kills the barb axe at 99.3% odds!

10:N/A

http://forums.civfanatics.com/attachment.php?attachmentid=136203&stc=1&d=1156042516

And the save:
http://forums.civfanatics.com/attachment.php?attachmentid=136204&stc=1&d=1156042573
 

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Some suggestions.
City placement: THe northeast tundra has multiple city spots to use (Put him in one of the cities and not the "How about here?" because the Fish in the eastern city spot allows all of the beavers to be worked, solving my original complaint) I may suggest that additional escort to be given due to wandering barbs and a possible barb city in the area.
Barbs: There's no need to panic. As can be seen the barb city technology isn't past warriors, and the little fog near us can easily be busted. Switch Damascus from Stupid and Useless Walls to a chariot that can destroy that city (Raze it). We could then build two more settlers to create a six city empire free of barbs.
Techs: Since confucianism was FIADL (Probably, iwht buddhism, on another continent) we should, after math, go for alphabet-literature-music, followed by, if christianity is unfounded, theology.
Alphabet: tech trading is fun, especially when you have religious buddies.
Literature: Damascus has marble in fat cross, all we need to do is burn taht barb city and hook it up!
Music: We use the artist to culture bomb Medina because it wont produce more than two culture a turn unless we convert to judaism (and we've pissed off the only known jew!)
Theology: Christianity, plus the sistine chapel, an excellent cultural building.
Diplomacy:Well, our neighbors are either pissed off and/or Tokugawa, so our only chance revolves around teaming up with another civ to declare war on one of our neighbors. It appears all of the religions of our continent are under our control, so Alex's conversion may well force us to choose whether we are Hindu or Jewish. Alex is already power leader and since he's next to Fredrick (A weak hindu on poor land) and Cathy (A hindu who might combine percieved opportunity with religious obligation to attack Alex) and Alex himself (a power hungry shark who usually only fights if he think he can win I.E. Freddy) That continent has a chance of becoming very interesting if Alex doesn't convert to hinduism. If he does, then we have a wonderful chance of unleashing him on Mansa or Toku in exchange for a tech (alphabet becomes an even better idea!). Of course, none of these hindus and possibel hindus are spiritual (Toku is ruled out as a possible hindu because he wouldn't accept open borders to save his life), Cathy is a known backstabber, Alex is a shark, Freddy is weak, and cathy or freddy might convert to Judaism, so basically all we can do is wait and adapt.
 
i agree on the barbs; i wouldn't be too concerned about them right now. once our warriors all return, we should be able to bust enough fog to take care of the north, and stick an archer next to the barb city to gain some XP.

Perhaps we can stick the new settler up north so that it would get the Iron in the BFC. Metal is needed fairly soon, as this is Vanilla civ and chariots won't rule the plains for very long at this point.

W/o metal, we'd need to beeline to Constuction and attack with archers and cats ~ doable, and highly entertaining, but something i'd like to not get to.

if ya'll want to raze the Barb city, then i would do it ASAP and get another settler ready to go for up there whilst the roaming one could go to the North and settle in whichever spot the group thinks is best. Getting the gold would be good, but also settling for Beavertown would get us some nice commerce ~ esp as teh cows are already pasturized for the city ;) [with the cows and beavers going, we should be able to make this a commerce city, w/production coming from whips.

long term, with either swords and cats, or cats and archers, we should take out Toku. With a strong enough army, we won't need to worry about sneak attacks, esp if Medina and Damascus have higher-than-avg defense (like 4 units or so).
 
All good points, except I would think we should wipe the barb city before we plant a city so close to it, and the quickest way to do that is with chariots.
Toku does indeed seem like a good target, but do we want some help from some of our hindu buddies? Frederick seems to be useless due to his position firmly under Alex's control, but Cathy might be able to help, and if we make a missionary we might be able to weave him through mansa's and Toku's cities to convert alex to hinduism. He appears to have gotten a strong start and tends to be a force, not to mention his first prey is so close.
 
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