Keek-01

Ok, here goes.

It took a few rounds of testing before I got autologger working, but before I did, here are my notes:

(Turn 13) Started moving settlers toward corn area and warrior over to help protect. The wolf also moved closer, but my settler will be able to outrun him
(Turn 14) Moved further. Wolf disappeared into the shadows.
(Turn 15) Moved further. Still no sign of wolf.

Turn 16 (3360 BC)
Texas founded
Civ4ScreenShot0001.jpg

Texas begins: Worker
User comment: Settled Texas and immediately started on a Worker
User comment: Panther appeared to the north

Turn 17 (3320 BC)
User comment: Since there is no threat of an animal taking my city, I'm going to use the warrior to continue to explore east

Turn 18 (3280 BC)
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User comment: Bear :( I'm running away

Turn 19 (3240 BC)
Contact made: Portuguese Empire
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User comment: No war yet, obviously. He seems to be coming from the northwest

Turn 20 (3200 BC)

Turn 21 (3160 BC)
Research begun: Masonry
User comment: Started research on Masonry since our short-term goal is Pyramids

Turn 22 (3120 BC)
Tribal village results: map

The map opened up a little bit of the east:
Civ4ScreenShot0004.jpg


(Excuse the taskbar, I didn't realize it was doing that. I'll put in on hide for next time)
 
Nice work! I can't open the save right now but I'll play in a few hours. Way to not get our settler killed!!! :lol:

One note on reporting - when taking screenshots, please remember to turn resources on (Ctrl-R) - otherwise it can be hard to tell where things are. We sure have some nice green land.

If Joao is to our NW, we may want to start settling that way, especially to try and pick up that gold. Still a bit early to figure out - we want to see what (and who!) else is around us
 
Okay first off I am vetoing Masonry. Yes we do need it, but we need a few things even more. Specifically I'm thinking Pottery (for granaries), Writing (libraries) and Math (so our chops count for more). Then we can come back to Masonry (and the beakers we've invested should still be there - they do decay after a certain number of turns but we should be okay)

Not sure if worker in Texas was right or not. It is stuck on size 1, but having only 1 worker for 2 cities is obviously not going to cut it. In any case it's halfway done so it's not worth swapping it out.

Hmm no copper anywhere near, though we do have horses but there a way's away.

Hit enter and start T23. Worker born in Ohio - move on to a warrior as we discussed. The game automatically reassigns the worker from the plains forested hil (0/3/0) to the wheat (2/1/1). I set our warrior to heal (5t to heal).

T24 - I have a choice between improving the cows (3/3/1) and the wheat (4/1/1). Tough cal but I pick the cows.
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T26 - Warrior built -> Warrior. Send the warrior along the coast to the north.

T28 - Worker done on the pastures, move him to the wheat. Warrior A is healed and he continues exploring east.

T30 - big turn. Warrior A kills a lion which gives him a 2nd XP, enough to promote. I pick Woodsman 1. I always like to give my exploring units woodsman promotions hoping to get 5xp to get woodsman 2, which allows double movement in forests and jungles, which is huge for an explorer. We also meet Pericles, who is the founder of Buddhism. His scout is to the west of Ohio. Also Pottery->Writing

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T31 - Warrior->Granary in Ohio, and Worker->Warrior in Texas. Texas worker (who I decide to name Steven F. Austin) farms the corn.

So here we are

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I stopped us at T35. Now that we've got some improved tiles up and running, watch our cities start growing like a weed. I think we get them to the happy cap and start busting out settlers and warriors. I've got 2 warirors out exploring west and one to the east. We need to figure out where (and how close) our neighbors are. We also need to figure out what we're going to do for defense. We're at prince but barbs are still going to be a factor and warirors aren't going to cut it for a whole lot longer. So that means either Hunting-> Archery, settling near either the bronze or horses, or going to Iron Working (currently an 18t tech at current levels).

Ohio should go right on to a library after a granary, and maybe Texas too? We need to get its borders expanded. Maybe IW is the right move with all the jungle we have. I think we do want Math first though but man the horses and copper are awful far...

So... You're playing as the Ottomans, and your cities are Ohio and Texas. What is this craziness?

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We're not the Ottomans, we're the County Counters!!! Visiting every county in Ohio in a mere 23 and a half hours!!!
 

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Not sure if worker in Texas was right or not. It is stuck on size 1, but having only 1 worker for 2 cities is obviously not going to cut it. In any case it's halfway done so it's not worth swapping it out.

What would you have started?

So that means either Hunting-> Archery, settling near either the bronze or horses, or going to Iron Working (currently an 18t tech at current levels).

I get why Archery (for defensive units), but can you go into more detail why bronze/horses are so desireable?

Ohio should go right on to a library after a granary, and maybe Texas too? We need to get its borders expanded.

Does library expand borders? I thought it helped research.

Maybe IW is the right move with all the jungle we have. I think we do want Math first though but man the horses and copper are awful far...

What is IW and what does Math have to do with horses and copper? (Edit: Iron Working, got it)
 
What would you have started?

The other alternative would be a warrior but I think worker probably was right.



I get why Archery (for defensive units), but can you go into more detail why bronze/horses are so desireable?

Bronze (or iron) are required to build axemen (strength 5) and horses for chariots (strength 4). Either of those are sufficient to handle anything we need to. At this point though I think I'd just pray for iron unless we see closer copper and horses. Both of the ones we can see are WAAAAY out there.


Does library expand borders? I thought it helped research.
It does both. It gives 25% to research but also gives +2 culture


What is IW and what does Math have to do with horses and copper? (Edit: Iron Working, got it)

It has to do with the fact that we can only research one tech (first anyways), either Math or IW. Math would be my preference, but delaying IW means we either roll the dice with warriors, or research Archery (2 dead end techs) or settle very far away for horses / copper. If it were a SP game I'd probably just roll the dice
 
Hoping for Iron seems like the best idea for me. I'll see about getting moves in at lunch.

I don't think I'm going to see it on my turn, but how big will the cities grow before unhappiness? When is the best time to start a new settler?
 
Take a look at the pic of Ohio from the first page, which I've reproduced below

civ4screenshot0128c.jpg


It will currently grow to size 5 and still be happy (see the 5 happy face). Generally 1 population = 1 unhappy, though there are a few other things that can contribute to it. The most common early ones are no military unit in the city will give you unhappiness starting at I think size 4, and if you "whip" something with Slavery civic, you'll get 1 unhappy for 10 turns.

So if neither of those things happen we can get to size 5. That includes 1 happy for having the palace, so Texas' happy cap will be size 4.

We have no immediate sources of happiness looming unless we get that gold or get iron working for the gems. Or a religion which is probably not in the cards just yet.

The downside is that we probably want to create our settlers (and workers) mostly via whip, since you get 30 hammers for 1 pop, or in the case of us and settlers, we get 45. That is better than building them normally because food that is produced towards a settler does not get the 50% bonus (only hammers, whether normally built or via the whip)
 
Well I got halfway through my turn and it crashed. If I load the game I saved right before it crashed and end the turn, it crashes again. I even disabled the autologger and rebooted and it didn't help. Any other ideas? Reinstall the program maybe?
 
Finally! Here we go:

Lots of animal action...

Due to technical difficulties, I don't have detailed descriptions of what I did until Turn 40. I remember exploring, being attacked by lions a

lot and starting Library in Ohio and Ironworking

Turn 35 (2600 BC)
Warrior defeats (1.44/2): Barbarian Lion

Turn 36 (2560 BC)
User Comment: Found more bears I'm going to avoid
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Warrior defeats (1.32/2): Barbarian Panther
Ohio grows: 3
Texas grows: 2

Turn 37 (2520 BC)
Warrior promoted: Woodsman I
Ohio finishes: Granary

Turn 38 (2480 BC)
User Comment: Found greenie
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Ohio begins: Warrior
Ohio finishes: Warrior
Warrior defeats (0.72/2): Barbarian Lion

Turn 39 (2440 BC)
Research begun: Iron Working
Ohio begins: Library

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Turn 40 (2400 BC)
Ohio grows: 4
Texas grows: 3
User Comment: Explored. Found that Joao already has copper under his influence

Turn 41 (2360 BC)
User Comment: Game asks me if I want to build a settler next, I tell it to shut up.
User Comment: Looks like we'll grow and be at our max for happiness, so Settler should be next. Sorry I yelled at you, game.
User Comment: Texas is growing slowly because we're unhealthy. Not sure what to do about that.
User Comment: New warrior found new Panthers
User Comment: Ohio looks like it's going to be able to spit out the library before we need to start settlers
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User Comment: Texas is woefully short on hammers!
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Turn 42 (2320 BC)
Texas finishes: Warrior
User Comment: Panthers disappeared. Moved south, found then again.
User Comment: Moses Cleveland finished building the cottage, posisioned him to build a mine next turn.
Warrior defeats (0.12/2): Barbarian Panther
Warrior defeats (2.00/2): Barbarian Panther

Turn 43 (2280 BC)
User Comment: Dudes in the southeast got attacked again, this time by panthers.
Texas begins: Granary
User Comment: Started Granary in Texas, since we're having trouble with health. Library was 60 turns so it seemed a bad idea.
User Comment: Stephen Austin finished the farm. Going to send him to build a mine since we only have 1 hammer.
User Comment: New warrior in Texas is now stationed in Texas.
User Comment: Warrior that was attacked again is now Woodsman II! Promotion helped with health a little.
Warrior promoted: Woodsman II
Contact made: Korean Empire
User Comment: Moved a little east and found Wang Kong
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Here are a few images to the world as we see it now:

Northwest:
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Central:
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Southeast:
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First of all, great report!!! :thumbsup:

But now I'm going to introduce to that favorite of SG smilies, the "weed" smiley :smoke:. This smiley is used to denote uh... "sub-optimal" play. I don't want to call you out as having "bad" play, because you've only played a few games, and so I'll take it easy on you. But there were a few things I noticed.

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Citizen specialists = :smoke:

Pretty much never ever ever ever ever hire citizen specialists. (Ever). I understand that you saw that we were unhealthy and wanted to limit growth. But unhealthiness is not that bad. I also figure you saw that we were low on hammers and wanted to get some. But a citizen specialist is bad and should never ever ever ever ever be hired (ever). I'll show you the "good" way to get production out of high food low hammer cities in my report.

Okay actually that was the only :smoke: I saw. The rest looked good :thumbsup:!

Nice job exploring and keeping an exploring unit alive to get Woodsman 2. We'll want to keep an eye on our neighbors but hopefully they won't do anything too terribly silly.
 
Okay preflight check.

Ohio - looking good. We will finish the library in 5 turns at the happy cap and move right on to a settler.

Texas - also looking good. We will "convince" the citizens to stop being unhealthy and finish that granary right quick (more on that later).

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But we have worker troubles (in blue)! Southern worker has wasted a turn moving to the top of a hill that he can't do anything on (Because we don't have iron working to chop that jungle). Should have built another farm (or cottage). Moses Cleaveland is mining that hill which is okay, but plains hills aren't that great (grass hills are better)

Turn 44: I revolt to Slavery, and sign open borders with Joao (so our warrior can use his roads)

Turn 46: I kill a bear, and meet Sitting Bull to the far SW. He also does not have a 2nd city (Pericles is the only AI that does)

Turn 47: After mining that hill, I road it. Reason is that we need a road going this way anyways, and if I leave the hill now, I have to waste another worker turn going back up it to road it. Plus, it only costs me one turn because the road will connect me to the city center, which means I can move to the tile S of the city in just 1 turn (instead of 2). Though actually I really want to move to the unforested hill SE of the city center, which will take me 3 turns regardless if I start now, or start after building the road and hey, free road! :lol:

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Turn 48: Now THIS is how you build stuff in high food low hammer towns! Library queued up next.

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Turn 49; Library finishes in Ohio and I queue up a 1 turn warrior, even though we will grow into unhappiness at size 6.

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Turn 50: I meet Lincoln in the SE. And then I configure Ohio like this

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Kinda weird, right? First of all the scientists - we do want to be running scientists. We're Philosophical, so we get double Great Person points (GPP). But normally you don't run them often when you're building workers or settlers, because you want to minimize the amount of time that you are not growing. But I wanted to make sure that we put in 9 or fewer hammers into the settler on the first turn. Because...

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Because when you whip, you get 1 unhappy for 10 turns, it's not something you can overdo. But the beauty of it is that you only get 1 unhappy no matter how many population you whip. Normally you get 30 hammers per population, but because we're whipping a settler while Imperialistic (50% bonus), we get 45 hammers per pop. A settler costs 100 hammers, so if you have 10/100, then you have 90 to go and it would be a 2-pop whip. But I configured it to only have 9/100, so 91 to go, which means it costs 3 pop, which is 135 hammers. So that will put a LOT of overflow into our next build (probably a worker).

I also signed OB with Sitting Bull so I could explore his territory. He's Hindu, so we'll want to be careful with that, since Pericles is Buddhist. They'll probably end up hating each other so we'll want to pick sides at some point.

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Turn 52: Settler->Worker in Ohio. As you can see, we got 42 overflow hammers (plus 11 from base production), so almost enough to complete another worker right off the bat. We could have actually completed a barracks in 1t, but a worker is much more valuable. Triple whipping settlers is usually a good early strategy.

I tried to configure the tiles to squeeze out the extra beakers to get Iron Working this turn (so we'd know if we need to settle it, but I'm sending our settler out to the west). We're actually being somewhat risky by only sending it with one warrior. But probably not an issue on Prince.

Turn 53: I put a worker in the queue at Texas, since it's unhappy due to our whipping :whip: You can see it will be unhappy for 5 more turns. Then we can figure out if we want to whip the worker or let it complete naturally. We're also going to be able to get those gems online before too long (though we need the library to pop our borders)

civ4screenshot0139.jpg


Turn 54: IW comes in and..... we have 2 irons nearby, neither of them particularly convenient.

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We could settle by the gold / iron which are 2 great resources, but there are no (visible) food resources over there. Lot of grassland and river, which is good, but not sure. It also moves towards Portugal, which is good strategy. Or we could settle the northern iron where there are pigs. There's also an iron to the SE of Texas - the warrior down there just nearly lost a fight to a barb and needs to heal, but he found some good stuff down there.

In any case, on to you! I have queued up Mathematics next, but we may want to consider detouring to Mysticism so we can build monuments as a cheaper way to pop borders. Actually a WAY better idea is to go Mysticism and build Stonehenge! in the capital. It's a cheap wonder anyways, we have stone, and a massive production capital - it shouldn't take more than 5 or 6 turns. Though actually I think we need Masonry before we get the stone pre-req. Still, we should go Mysticism first, because it's an optional pre-req of Masonry (check the tech tree) so if we know both Mining and Mysticism when researching Masonry, we will get an additional 20% towards our research. So I'd go Myst->Masonry->Math, and start Stonehenge about when we finish Masonry.

Aaaaaaand I typed all that jibber jabber about Stonehenge and then checked and saw that it was already built by Korea :smoke:
 

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