"Jumping to Prince" SG

I'm going sailing/Metal Casting... We don't need land superiority...ocean superiority will see us through. I want to expand to cover the island and try and find another island to settle...get those trade routes up. I do not want any AI finding a nice sized island before we do. THE SEAS ARE OURS.

If, like I suspect, we're the civ that got stuck on the island continent and the rest are on the main continent, with one or two decent islands in between, we're at a disadvanatage. But they can't wage war on us, and controlling the seas is to our advantage (what use are 50 tanks when we sink all your transports.)
 
arrgh...has anyone checked the Top 5 cities screen?? who are we against??
 
pholkhero said:
arrgh...has anyone checked the Top 5 cities screen?? who are we against??

I did check. Unless, I am remembering a recent solo game, India, Germany and Japan were on the list.
 
Lobsterboy said:
I did check. Unless, I am remembering a recent solo game, India, Germany and Japan were on the list.
doh!!! :( Oracle should be out then (of course, we all know it won't be built until WAY later now :) )
 
Turn 97 (860 BC)

Turn 98 (840 BC)
User comment: Everything else looks good. I am going to do something nifty with Orleans soon.
Paris finishes: Granary

Turn 99 (820 BC)
Paris begins: Warrior
User comment: I think one more fogbuster will do it..then I will whip a library. We do not need a barracks right now..who would we fight?
Orleans finishes: Work Boat

Turn 100 (800 BC)
Orleans begins: Granary
Tech learned: Sailing
Paris finishes: Warrior

Turn 101 (780 BC)
Research begun: Iron Working
Paris begins: Library
Paris begins: Lighthouse
User comment: We're running representation with no specialists?
Orleans grows: 4

Turn 102 (760 BC)

Turn 103 (740 BC)
Paris grows: 5
Warrior defeats (2.00/2): Barbarian Warrior

Turn 104 (720 BC)

Turn 105 (700 BC)

Turn 106 (680 BC)
Paris grows: 4
Paris finishes: Lighthouse

Turn 107 (660 BC)
Paris begins: Settler
Paris begins: The Great Lighthouse
User comment: ON second thought, orleans can build a settler, and paris is working on the GL. Let paris grow to 5, work the forest for more shields, nad then whip the GL when we can
Orleans grows: 3
Orleans finishes: Granary

Turn 108 (640 BC)
Orleans begins: Settler

GOD I LOVE AUTOLOGGER!
 

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Alright...here we go...

1: Lobsterboy
2: SpriteSODA
3: JerichoHill --> just played
4: SkunkDoctor --> UP NOW
5. Pholkhero --> on deck
 
you got it! ~ let us know when you're back...i re-arrange the roster to accommadate...

SkunkDoctor >> UP NOW
Pholkhero >> on deck
LobsterBoy
JerichoHill >> just played
 
IT: All is well in france. I feel like some wine and a nap, but I hit enter instead.

1 (840 BC): MM Paris for granary in 1.

2 (820 BC): Granary in Paris start Library. We need them specialists with Rep.

3 (800 BC): Work boat in Orleans, debate library/granary. Decide we will use the whip for a hammer and our citizens as the anvil, so granary.

4 (780 BC): According to Machiavelli, we are the 4th most cultured civ and are "mediocre". Whatever Mack, we'll remember that. Get your facts straight next time. The other civs are obviously unknown.
Sailing is in, MC is a whopping 46 turns :eek: . Until we get some specialists running, I opt for IW. It leads to compass and allows us to improve all those jungles. Due in 20.

5 (760 BC) Switch Paris to Lighthouse. Great lighthouse is very tempting. Let's whip the library later.

6 (740 BC): Barb war appears to west. We are fortified on a jungle hill across the river from him. Do you feel lucky, punk?
IBT: Apparently he felt lucky. Wrong time to push it all in bud, we are completely unharmed as we club him to death.

7 (720 BC): Whip Granary in Orleans. 71 hammers for 2 pop? Thank you, come again. Notice we could get 74 hammers for 2 pop in Paris, but they are still pissed about some sort of "oppression". Come on guys, lighten up. That was like 200 years ago. If you put 30 hammers in without whipping, I wouldnt have to do it, now would I? The whippings will continue, just as soon as morale improves :lol: .

8 (700 BC): My god 70 turns for a lighthouse in orleans. Hammer overflow gives a war in 1, though. Convenient.

9 (680 BC):War sent east to fog, should he be going west? I decided east cuz there's only 1 buster there. If he gets unlucky we'd have to leave our city undefended to deal with a barb pop. Que up Lighthouse in Orleans, now 80+ turns. figured I'd put a lone hammer into it and can be switched when we grow next turn.

10 (660 BC): Lighthouse in Orleans drops to 20 some turns, which is a little more reasonable. Interesting here though, we could switch to a settler, which Sid recommended. It would be done in 13 turns, which is the same turn IW comes in, so he'd be ready to go settle there. I will leave it for next player to decide.

Ideally, there will be Iron over by the gems and the goody hut. That would be a sneaky way to pop it (with the settler). On second thought, does it even pop if its guarded? Anyone know?

The save
 
JERICHO--

you posted the old save ~ Skunk did the same turn set you did!

:lol:
 
haha thats funny. Yes very similar turns. I like your rationale:lol: :goodjob: .
Ok I will take my turnset in my other SG today. See you guys tomorrow.

Oh, and after that short story, could you tell me how to get/install/work autologger? That turnset was pretty straightforward, and even that write up exhausted me.
 
Anyone know if a guarded goody hut will pop if a settler builds near it? And if it will, what happens to the barb?
 
SkunkDoctor said:
Anyone know if a guarded goody hut will pop if a settler builds near it? And if it will, what happens to the barb?

Yes! The hut will pop, and the Warrior will come looking for the bloke that disturbed his slumber!
 
Wow, a boring set. Actually glad I played yours too Jerhico.

IT: enter
1 (620 BC) Stonehenge BIFAW, Enemy is spotted near Orleans :lol:
2-4 (600 -560 BC) zzzzzzzzz. Oh and the enemy is spotted near orleans.
5 (540 BC) Barb appears way NW near our fogbuster.
6-7 (520-500 BC) zzzz. This barb is not as dumb as the last one. He crosses the river without attacking and is now in a better position. I sit tight.
IBT: barb dies attacking our buster.
8 (480 BC) zzzzz
9 (460 BC) IW in, Classical era begins. MC is 37 turns, compass is 33. I sigh and choose MC.

er ok I screwed up my turns, only played 9. Seems like a good place to stop though. Next player can change MC with no wasted turn. Also, I chopped a forest near Paris. Dunno if we want to chop the other one, so I left worker action open. Settler is due next turn, a few sources of Iron on our island. One, conveniently, is located by those gems and the goody hut. How friggin sweet would it be to pop MC from that hut?
The save and a screenie
 

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And another screenie.

Production powerhouse here we come.
 

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