1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

King of the World #15: Ragnar

Discussion in 'Civ4 - Strategy & Tips' started by Neal, Nov 19, 2009.

  1. Neal

    Neal King of the World

    Joined:
    Jun 17, 2007
    Messages:
    976
    Round 0: It Begins... (18,000 B.C.)
    Round 1: A Savage Land (18,000-16,900 B.C.)

    A pale sun rises over snow-capped hills. A frigid new day dawns. The howls of Wolves echo through the forests. Ragnar Lodbrok gathers his people. He orders his men to build a defensive outpost, and his women to knit breeches that can stand up to the biting wind. The long winter approaches.

    In the King of the World series, we play on Earth maps, sacrificing exploration for familiarity. This one is a little different, taking place on the Earth Ice Age map (Vanilla version). Basic land masses should be recognizable, but this is a harsher land than we're used to, full of glaciers and tundra. In addition, our placement, as well as that of our rivals, is random, so we can't count on having any given resources close at hand. That said, ice means a lowered sea level, which should mean land bridges connecting the New World to the Old, and perhaps even a route to Australia. I hope you'll join me for our Winter Spectacular :)

    I made only a few changes to the stock scenario:



    As you can see, I clicked on Choose Religions (always a good option, if you can take it) and Raging Barbarians (after all, what is an icy wasteland without barbarian hordes?). I also bumped up the number of Civs from the usual 12 to the Earth-standard 18 (though, other than us, they're all random). Hopefully the Nationless Ones will cull the ranks a bit before we run out of land.

    Speaking of land...



    Not exactly a tropical paradise, though the Deer should give an early Worker something to do, and who knows what edible fish might swim in those southeastern waters? The mystery of this scenario makes Scout movement and all that worth arguing over. I think it's a safe bet that we're in the North, but that's all I know. Does the Blue Circle look promising enough? Or should we trudge on, seeking a better home?

    Here's the save:
     
  2. mfie

    mfie Warlord

    Joined:
    Jun 13, 2009
    Messages:
    254
    Lol, I first voted on the poll, then I saw an other topic, so I voted there, and then you opened this topic :p
    I would move the scout to the hill 2E
     
  3. kossin

    kossin Deity

    Joined:
    Dec 4, 2008
    Messages:
    9,572
    Location:
    Canada
    Pretty sure you'll want to move, the question is where?

    Move the scout either 1NW and then [W or SW] or have a look at the coast for seafood (stone).
     
  4. Fleme

    Fleme Obey the Kitty!

    Joined:
    Oct 15, 2003
    Messages:
    1,205
    I'm glad you didn't go with the empty old world scenario. Would've been too easy.

    Edit: And I would settle 1SE. Coastal + Vikings = How it's meant to be. Stone in the BFC looks intriguing.

    Edit2: That stone will come in handy for the Great Wall, considering the raging barbs and all.
     
  5. KeloGBites

    KeloGBites Warlord

    Joined:
    Oct 15, 2009
    Messages:
    274
    If I'm not mistaken..this looks like North America maybe? Yes on moving to the Blue Circle, it's on the coast and since you are only 1 off now...might as well. Looks like you have stone in them hills as well, decent start.
     
  6. Fleme

    Fleme Obey the Kitty!

    Joined:
    Oct 15, 2003
    Messages:
    1,205
    Haha. Spoiler about the map.

    Spoiler :
    The map screws the 6 additional AI's so badly. I mean SO badly.

    Worst is Izzy who starts at the tip of South America with nothing but ice, tundra and foodless water in her BFC :D There are others who are almost as bad, but... just wow.

    All the extra AI's start without a food source in their BFC so it's just a matter of time before the raging barbs cull them.
     
  7. KeloGBites

    KeloGBites Warlord

    Joined:
    Oct 15, 2009
    Messages:
    274
    Since it's Raging Barbs, I totally advocate not building the Great Wall so the AI has a chance :p
     
  8. UWHabs

    UWHabs Deity

    Joined:
    Oct 10, 2008
    Messages:
    3,999
    Location:
    Toronto
    I'd move the scout to the stone, and see where you are. Trying to get the stone online for the great wall might be an option, or, in viking fashion, hope there's an industrious civ next to you with stone...

    Otherwise, not sure on this map if BFC non-forest tile means resource or not. Given the harsh climate, it would suck to settle 1SE and end up losing out on working a beautiful grassland riverside iron/copper/horses.
     
  9. KeloGBites

    KeloGBites Warlord

    Joined:
    Oct 15, 2009
    Messages:
    274
    Then again moving 1 SE adds 1 forests grassland tile (you can tell from the tree type/border) which can be chopped and have a farm put on it. Cottages on a Tundra-type map is waste honestly, you will never have enough grassland to make them worthwhile, better to run Specialists or use the Build Research/Wealth to it's full capacity.
     
  10. champ82

    champ82 Immortal Ruler

    Joined:
    Nov 30, 2007
    Messages:
    517
    Location:
    South Korea
    Settle in place or 1 SE. Leaning towards settling in place. Food, stone, trees to chop, and lots of rivers. This is good land, all things considered. So what if we don’t get the UB in our cap? I vote for trying to win over role playing or show casing. I’m at a point where immortal is never easy. I’ve never played an ice age map or with raging barbs but this looks like a great bureaucracy capital, especially with FIN. Cottage, I say, cottage. Great Wall it too – screw the AI, we’re the ones dealing with the Immortal handicaps. Plus, all the civs are starting in different locations, it’s an alternate history, we don’t have to act like Vikings. We can act Chinese, but you know, with the whole wall thing working out.

    Hmmmm….to play or not to play?
     
  11. KeloGBites

    KeloGBites Warlord

    Joined:
    Oct 15, 2009
    Messages:
    274
    Immortal with Raging Barbs+Having the Great Wall+Great start for Ice Age map is like playing on Monarch, the AI will be completely screwed.
     
  12. champ82

    champ82 Immortal Ruler

    Joined:
    Nov 30, 2007
    Messages:
    517
    Location:
    South Korea
    Point taken but personally I don’t enjoy not going for the gold.
     
  13. KeloGBites

    KeloGBites Warlord

    Joined:
    Oct 15, 2009
    Messages:
    274
    Oh definitely, over-riding a sensible strategy to provide more challenge is..actually insane when playing a strategy game heh. But my last experience with the GW-Raging Barbs was just, underwhelming from the AIs side, I was able to get a Infantry vs. Longbows war going against a certain TechWhore (It was on a Boreal Map script, Financial Civs are kinda screwed on it).
     
  14. champ82

    champ82 Immortal Ruler

    Joined:
    Nov 30, 2007
    Messages:
    517
    Location:
    South Korea
    I’ve never played with raging barbs…no, I did once and quickly got sick of it. I can see GW just being a total broken game changer with it. In other words, you sold me.

    To me, normal immortal feels like raging barbs. I played and gave up two separate games last night…including one where an unpromoted barb warrior took over my 2nd city that was guarded by an unpromoted archer. Barbs are a big equalizer on Immortal. If you start too close to other civs you get squished, sometimes absurdly so, especially on fractal maps with IMP neighbors. And then if there is lots of room between you and the other civs, then it’s barbs galore. It’s a lose/lose conundrum. I am getting better with fog busting, which really improves my game, but last night I was having terrible luck, fortified-in-woods warriors were getting killed by their barb counterparts.
     
  15. Taray

    Taray Chieftain

    Joined:
    Oct 10, 2009
    Messages:
    6
    18000 BC start! Do the turns just take up more years, or does it end earlier? Or is it ridiculously long?
     
  16. madscientist

    madscientist RPC Supergenius

    Joined:
    Oct 6, 2006
    Messages:
    6,954
    Location:
    New York City
    I say move the scout 1 SE to see if the blue circle is a coast tile which I think it will be.
     
  17. Abegweit

    Abegweit Anarchist trader

    Joined:
    Aug 6, 2003
    Messages:
    4,829
    Location:
    One step ahead of the authorities
    I'm pretty sure I recognize this. I believe it's Europe and the waters to the se are the shore of the Black Sea. We shall see.

    In any case, scout se.
     
  18. Raizer

    Raizer Chieftain

    Joined:
    Nov 17, 2009
    Messages:
    29
    It ends earlier; if you look in the "Time Victory" the game ends around 11000 BC.

    Spoiler :
    Yeah, if I'm not mistaken, you're starting in Europe, probably one of the better starts in my opinion. There is another civ directly to your south, in North Africa. (continents are connected in Ice Age)
     
  19. Airefuego

    Airefuego King

    Joined:
    Aug 16, 2007
    Messages:
    704
    Location:
    Australia / Chile
    Looking forward to this one.

    Settling in place looks good, and if we don't settle in place, we'll need to head our settler south-ish.

    So either way, we can safely start by moving the SETTLER FIRST - just one move onto the blue circle. We can then take stock further of whether we want to move the scout 2E, or 1SW, before we complete the settler's move by founding Nidaros, or keeping moving.
     
  20. BakingTheArt

    BakingTheArt His Evening Coat

    Joined:
    Jun 9, 2008
    Messages:
    845
    Location:
    A two-story box
    Spoiler :
    Looking through the save, this will be the easiest game ever. The start locations, man. The start locations (lol at Izzy's start.). I give it 40 turns before the AIs start dropping like flies.
     

Share This Page