Liq-01 Flaming Barbies on the Grill.

better to get barracks out now and be done with it.. innate medics own because once the barbs start they do not stop to let you rest.

Capitol might not be under threat but anything else will be.

Hooking the fish up is good though.

after that we need bronze for cutting trees and animal husbandry for the cows and find where the horses are.

Cheers!
-Liq
 
This could either be great defense for our Capital city, or really put our second city at great risk! Unless we want to plop a settler near the SW (tundra), we may have to send him with a galley across the water. This makes resupplying him with two units per galley load very exciting if all the barbs in the world come gunning for us with blood in their eye.

Since we can't look outside our boundaries, it is a guessing game now where to even put our next city! We see one other resource (pigs), and a river delta across the water to the west. Hmmm. I can't even make a decent dotmap, because the world is a dark, forbidding mystery. Just assume that wherever you think is a swell place for a city, that I would be smart enough to agree with you. (When in doubt, nod your head up and down.)

*Edit: I bet that is the largest sea on our world though. Things just got a whole lot more interesting. Barracks are a given, we need troops who know which end of the club is for whacking people with.
 
I'm thinking of plopping the next settler on the southern coast there. Man this would really be ironic if we were on an island given our variant (kind of disappointing too). Any objections to going for Oracle? I like to do it in every game since it's so cheap. If so, what should be our free tech? Metal Casting, Theology, or CoL? I think CoL since if we don't found a religion it'll be a long while before we get one I bet and because CoL opens up a lot of other techs while Theology is a dead-end.
 
To explain the barracks thing which is debatable..

we are playing prince level... that means the enemy civs are not the issue here, the barbs are.

Barracks + aggressive warriors are so very strong and are so cheap... both in hammers and beakers. Beef up the military first then we can expect to defend the improvements we invest in later.

Only point I can see is going work boat first to hook up crabs but those 2 food 1 hammer forests are nice as we need to build a lot so far, not race the techs.

Get the barracks done now. Then pump out a few cheap defenders and hook up crabs... in some order, we have breathing room. Either way, techs are not so crucial here as what we need is very low tech.

Use the half price barracks agressive gets before we invest in a military.

Not saying I'm right, just saying that's my line of thinking. :)


As for oracle, set up the military first. we can rely on warriors and archers for a long time.

Cheers!
-Liq
 
Liq, you misunderstand me. I heartily agree that the first thing that we need is a military up and running, which includes that barracks. However, with that in mind, we need to recognize that our economy isn't going to be in the greatest of shape, and we need to choose wisely how we proceed up the tech tree.

The fish gives us a bit more gold which is good for research. Now that we've plopped down on what seems to be either an island or a penninsula (situation seem familiar? :P), it's even more imperative that we get a navy up to help us transport around the area.

But we have to consider that our start location is choked thick with forests, which could be beneficial if chopped. Such chopping requires bronze, which is on the other side of the tech tree.

So you see, we need to choose the direction we want to go. If we want heavy expansion abroad, we may sacrifice the development of the capital.
 
Great start liq.
Just one suggestion.
I think our settler should move up north and settle near the pigs as there isn't much south of us and north seems slightly richer in terms of land.
About the techs i think that fishing is the best one as barbarians can't pillage the fishing nets early on. After that bronze working to get rid of our little tree problem.

Well now that i've put up my 2 cents i think i'll go back to sharpening that tooth pick and practicing my barb killing:D .
Did you really have to put me at the time when the chaos starts?:lol:
I believe this certain screenie will show the others what i'm talking about.
attachment.php

For my first ever SG i had to fight through 20 turns of this^:crazyeye:
 
true enough silver..

Ok well if we go workboat before worker, may want to get sailing for at least the lighthouse option since our only real commerce will be from water tiles as well as the galley. Might as well make the water livable.

Going BW means we are better of making a worker before a workboat but research will suffer true and we'll need more military to protect it.

Going towards the water makes more sense really in that it's not going to get overrun with pillagers and our expansion looks better going north.

Half the reason I went only 20 turns is so people have time to voice their opinion on where we should be heading.

really hope this is not an island.


btw I wasn't responding to your posts in that rant back there silver. I just wanted to explain my reasoning on my start so when we get our faces kicked in I'll have to defend a bit less!!! =)

Cheers!
-Liq
 
Until our first galley wets her hull in the sea (or maybe even our first proud fishing boat) we have no way of knowing exactly where our settler will be heading.
*Thinking mainly about the direction towards pigs. As soon as the galley leaves our borders, we will have a lot more information to work with. I am not even going to try to run through any scenarios until I learn a little more. Watching our next few turns with avid interest.

But we do know this; Our capital is in the deep southeast of the map. That means we will be growing west and north. In either direction, sailing is the quickest route to anywhere, especially when roads are built around our capital. One turn to move from capital onto boat, another turn to cross sea and unload. Way faster than walking southwest, around at least one mountain, and then heading north again. Sailing is our ace, Barbs won't be intercepting our workers or units while aboard ship.

Nice reminder, Sir Toma. That cause you any flashbacks? :)
 
Liquidated said:
btw I wasn't responding to your posts in that rant back there silver. I just wanted to explain my reasoning on my start so when we get our faces kicked in I'll have to defend a bit less!!! =)

Liq, what makes you say we're going to get our faces kicked in? :p Didn't we all sign up for this show in advance? Heh... I'm pretty sure everyone here knows what we're up against (with the exception of me, who's never faced off against raging barbs). Rax was the way to go, we'll have McCoy's brigade up and fighting again. :D
 
How many turns are we playing? I'll assume 15 for now since that's what we're doing in Merz01.
 
Scratch that I'll play 10 seeing as we have 7 players - 10 is probaby more logical to spread da love.
 
Pre-turn (641 left):

Oh dear... we're clearly right up against the right-side of the map. The south sucks, even if it's open it's all tundra. I conclude we need Sailing before Mining and BW, so I switch (we only had like 1 turn on Mining). We want to settle right across that straight.

Turn 1 (640 left):

:sleep:

Turn 2 (639 left):

Rax -> Archer.

I micro for faster growth.

Turn 3 (638 left):

:sleep:

Turn 4 (637 left):

:sleep:

Turn 5 (636 left):

:sleep:

Turn 6 (635 left):

:sleep:

Turn 7 (634 left):

:sleep:

Turn 8 (633 left):

:sleep:

Turn 9 (632 left):

:sleep:

Turn 10 (631 left):

:sleep:

To next player:

What a mind-blowingly exciting 10 turns I had there. Here is our magnificent empire:

CaptureWiz051.jpg


Say hi to the lions gazing woefully at us from across the sea.

http://nryan.com/Civ4/Liq01/Turn01/Liq-01BC-2840.Civ4SavedGame
 
Wow! What a turn! :eek:
I really liked how you went from :sleep: on turn 7, and followed it up with a another :sleep:
Quick thinking like that saves lives folks. :crazyeye:
Heh heh.

Those lions will be fattening up on pigs for a while. We ain't anywhere close to building a galley/settler/archer combo to sail across that sea.
Why are they looking in our general direction? Wonder what is going through their furry little minds.
 
Luv_Muffin said:
Wow! What a turn! :eek:
I really liked how you went from :sleep: on turn 7, and followed it up with a another :sleep:
Quick thinking like that saves lives folks. :crazyeye:
Heh heh.

Those lions will be fattening up on pigs for a while. We ain't anywhere close to building a galley/settler/archer combo to sail across that sea.
Why are they looking in our general direction? Wonder what is going through their furry little minds.

Must...eat...muffin...:mischief:
 
temmage said:
Must...eat...muffin...:mischief:

Ha ha ha. Nobody eats the Muffinator! :lol:
***********

Once we get a galley in the water, and are waiting for our settler/archer combo to be produced, we can do some more scouting. Well, scouting if we don't actually leave our borders.
liqstart1up.jpg

*Ack, just read a spelling error. I mean, that was intentionally put there because I have a wacky sense of humor. Funny, huh?

As shown, once the galley is in the water, line of sight and a little more range may allow us to reveal more tiles to the north and west.
I am especially interested in what is near the river delta to the west.
However, the pig and lion resource (*snicker*) still looks like our best bet, but with a few more tiles revealed we will know a little more.

Who knows what the line of sight range for a galley is? Would it be any better if we put our scout inside the ship as it sailed around our waters?

* Since we can now name landmarks, should we name this body of water we are going to be living with?
My vote would be for "Great Slave Lake", or "The Barbarous Sea", "The Wild Sea", "Feral Waters", "Lake Savage", "The Cruel Sea".
These are just ideas, thinking out loud, and may be debated within our SG. If we name this landmark, we may all want to choose something we can all agree with. (I think it would be awesome to name it Lake Muffin, but not everybody may agree with that, lol). If you have any ideas, I am sure we would like to hear them as well.
This idea is just that, and really has no bearing on the SG other than adding some flavor to our map and game.
 
Actually S.ilver is right, all these rules about culture boundaries are kind of tedious with exceptions cropping up so often, perhaps we should just play following the spirit of the variant and not get hung up. (I.e. not violate the variant unless a real good reason comes up, but it's up to the current player what real good reason means and we'll be cool with it).
 
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