Liq-01 Flaming Barbies on the Grill.

I'm about to play it, so what's the verdict? I'd really like to take a look in that hut. Do barbarians still pop out of huts? If they do, I'd better have some defence.

I am guessing that an archer would be more effective for disposing of the lion, assuming it doesn't move.
 
Barbs do pop out of huts, but I think using a scout will greatly increase the chances of getting a goodie out of the hut.

It would be almost funny if the free tech given was mining, so maybe finish that last turn of research on mining before popping the hut. Maybe it will be a warrior, map, or cash. Even a map would be a prize at this stage.

Some of us have said we wouldn't have a problem with it, Liq is online right now, maybe he'll post his opinion and make you feel better about your options.
 
ok free scout movement. I fear hard rules for this reason. Just want to use the scouts for scouting, not sentry.

We need to see what's going on.

hehe sorry!
I pine for muf's INSANE dot maps!

oh and Lake Muf is a good name.

Cheers!
-Liq
 
Lake Muffin is good? Ok. Unfort, I waited too long for a reply, and will have to wait approximately 18 hours to play this. Sorry. I promise to bring a decent save!

Edit: Oh yeah. When we make a new town on the shores of the land to the north, it should be called "Liq's Landing" :p
 
seriously renamed that godawful capitol name to Raxville :lol:

Was at work before and well I can see like 4 characters across on that terminal so missed the reply.

scouts workboats and caverals are fine for scouting... trying to make them as toothless as possible.

Try and limit scouts to keep in the spirit.

Cheers!
-Liq
 
ok to call this a bad week for me is pretty much an understatement for various non civ reasons.

So Liq bjorked this one with the no scouting as we need it

we need to at least know our lands.

So I offer the following...

We can start scouting now starting with silver.

We can start over again as well we know NOTHING so far about this map really :rotfl:

Can start over by regenning the map

Can restart completely.

Whichever, I have no issues with any of the plans.:)

default is just let silver play and continue to make fun of merzbow's turn set:D

Just that 30 turns of no scouting makes for short lived scouts and I really do not want real military units running about.

I personally vote to start over same map and do same turn set except move scout about.

Actually I'll just do that now, the more I think of it the more it makes sense.

Cheers!
-Liq
 
Okay, sure.
Once again I make a perfectly good map, and almost had a good idea, and it bites the dust to make way for a restart. :mad:
Hey, I'm not bitter or anything. Mounting your avatar on my dartboard doesn't mean anything, liq. We're all good. If you ever recieve email from menintightpants.com, it wasn't me who gave them your addy.

Just teasing! (I like, totally had you going there, didn't I?) :lol:

So we (as in you) are restarting same map, open with the same turn but this time doing some recon.
(May I suggest the scout moves to bishop 4? Classical opening. Go for checkmate.)

I also think that having 15 turns each for the first turnset is fine. Things move so slowly in the dark ages, it may allow a player to actually accomplish something other than left clicking their mouse. We are on Epic speed, right? So even with seven players, maybe 15 ain't such a big number for the first turn set. (Merz may even have to wake up during his turn that way too)
Plus, if Sir Toma has 15 turns of barbarians all over him, that would be funny. Not for me though, I hope the barbs understand that I am a muffin that shouldn't be messed with.
 
ok so Idea here just play with free scout movement.

I'll abide by my barracks first rule just this time scouting oh hmm that's right, I had to reinstall civ to try and get it past that no cheat toggle... no old game saves!

eww ok new game =/

man Liq sucks!

Ok sorry about all this people!!!! feel like blackluck.

reset as first 10 turns find 2 of the 3 other civs... man WTH.

[1]4000 BC
ok no tundra! the computer suggested spot is insane. one tile off cows? so going to waste turn one moving to the east one in the woods keeping fresh water. oo that's coast to the east as well. good deal. costal start as well as fresh water.

liq-01take2.jpg


[2]3960 BC
Found Rexberg east of start. see a goodie hut but well... ok ill go for it.
liq-01plop.jpg

start barracks and hmmm archery in 9

[3]3920 BC
there's a clear path to the goodie hut. yay.

[4]3880 BC
oooo stone! and tundra.

[5]3840 BC
hmm looks like a promising city site down there for the stone.

[6]3800 BC
47 gold from the hut and the tundra is south. muf gonna have a field day with this map.

NW.jpg

Culture bounce.

[7]3760 BC
ugly land all around.

[8]3720 BC
Goodie hut in the south!

[9]3680 BC
map from hut which is a good thing here, this is slow going. see no huts.

[10]3640 BC
nada.

[11]3600 BC
lions to the SW

[12]3560 BC
Archery comes in hard choice. no point trying to grab religion yet, tough call but go for animal husbandry since we have cows and want to find horses.

[13]3560 BC
There's buddhism lol ok so that's a spiritual civ for sure.

[14]3520 BC
man the land south is just plain weird.

[15]3480 BC
Spot another hut in the south.

[16]3440 BC
ayyyyyy a wolf comes out of nowhere to maul our scout to .1 health. grabs some gold from the hut and heals.

[17]3400 BC
very interesting map.
S.jpg


[18]3360 BC
healing gonna take a long time.

[19]3320 BC
zzz

[20]3280 BC
size 2 in rexburg...

Got a ton of map revealed with space for more than 2 solid towns
bigE.jpg



Rax in 4, archers good to go.

Techs that look good are fishing to get some commerce, mining+ BW to locate metal and chop forests. agril to get more food.

um whatever for merz's beloved oracle. hahaha.

with the scout healing for the next 7 turns lotta zz from merz, go 20 turns merz, I feel so sorry for your last go lol.

So many options to go from here don;t listen to liq.
Then 15 starting with silver as muf was saying. let me get some detailed maps of our land, muf loves to drool over those.

Don;t bother to even out turns til we get to AD. As always, the turn limit is suggested, if important business is going feel free to take a few more turns or drop a few. We are all good friends here and well we each respect eachothers' abilities to make fun of one another! erm play this game! yeah that's it!

Editing in the screens.



Cheers!
-Liq
 
Freaking first two starts had me on top of one or two civs... no idea WTH is going on, I'm like an opposing civ magnet.

first go we were next to cathy

second within 10 turns I met nappy and hatty.


the effing map is not that small!!!!:eek:

Anyway, a better start in that we are not as protected from barbs this time. Strange map, very strange. This will prolly be my favorite one of the initial bunch.:crazyeye:

to recap 20 for merz then 15 from there on out. if 15 is too many yell at muff!

Cheers!
-Liq
 
Yay! Let the games begin!


*Thwack!* "Ouch" *Crunch* "Aw man..." *Ka-chunk!* "Get off!" *Crumpf* "Now you've gone and done it!"

*while dot maps have been made, it is still premature to speculate on a firm plan. Rather than plant ideas in peoples heads, I will hold off until we get closer to building our first settler. Personally, my #1 choice is to grab as much tundra as we can before anyone else takes it. Heh heh.
 
Wow. That is some nicely scouted out land Liq. It looks almost... natural or something :eek:. Good call moving the capital though (Rexburg lol). Now we'll be able to move our ships in between the bodies of water. This'll make for less wasted ships later on, as they'll get better use.

Most likely want agri next, so we can work that wheat and build some farms on the plains, food doesn't look as plentiful here, although perhaps fishing first is better (fresh water is good).
 
Wow, 20 turns. I may actually have time to finish a single archer and half of another one... :D
 
The east does look normal.

The mix of lakes ice tundra mountains sheep wheat and plains in the south is just bizzare.

where metal and horses are would dictate alot here.

Also keep in mind settlers need to go for the closest viable landing spot to keep with the spirit. No purposely traveling all over to get to the dream spot.

Another scout would be keen as well, know nothing about the north and west.

Cheers!
-Liq
 
Good dotmap. I think red before yellow. Red is great for the stone, but yellow could be nabbing a bit more tundra and desert than is optimal... I'll try to scout north a bit to find superior spots.
 
if there's no food resource north and east of red dot, it's going to be food starved. Not much choice mind you! If it has food, it'll be a monster.

yellow dot could stand to be tweaked a bit but depends more on what's to the south of the wheat... that's where scout is healing btw.

Red dot looks like a stong first place regardless.

need more scouts really. Just too much slow going and the huts never gave us another scout.

solid merz-01 win btw... was 'easy' *stabs* mao in the back one more time.


Cheers!
-Liq
 
I also reckon red before yellow and then followed by one even further south near the wheat and sheep. I would make my own dotmap but i don't want to pissof muf even more and i still have to play a few turns from SG Lurkers so i'll just go and wait for someone to declare war on me so i can loot their empire (it's the next best thing to killing barbs:lol: )
 
I think I agree with y'all.
Red looks like it might be able to grow into something worthwhile.
Yellow is a wasteland, but gets a lot of coast tiles to feed it. Still icky though, could even be moved a tile or two east, but you lose out on the ocean tiles. A city south of our capital may be able to use the coastal tiles, but I would be guessing then. I had nice maps, but like I said, information is still limited. Only so much Liq could do in his turn set, but was a nice start. (East of RedDot there is a lot of grassland!)

I am really intersted in the SW, looks like hills down there, instead of mountains. If there is a decent resouce, we may settle red dot, have another city to our north and one southwest. Just about anything would take priority over yellow, but I mainly used it for spacing, and to see how the sheep and wheat would look like. If we want a city to grab both sheep and wheat, it looks like we may have to build a city on some chilly terrain.

As for Sir Toma...
bdsm6zn.gif

Heh heh. :D
 
Pre-turn (642 left):

Heh, our capital is completely undefended. No worries though, animals can't capture cities...

This time I don't micro for growth. Not worth cutting our pathetic production by a third when barbs are about to start spilling over everywhere.

Rexburg? What kind of plain-jane name is that?

I have to disagree with Animal Husbandry here, but we're far enough into it that I'm not gonna change. All it nets us is the one cows. Whereas BW would just let us turn on the growth spigot via chopping, and we could get farther before the barbs start getting serious.

Turn 1 (641 left):

We meet Gandhi's warrior in the south:

CaptureWiz064.jpg


Turn 2 (640 left):

Zzz.

Turn 3 (639 left):

Zzz.

Turn 4 (638 left):

Rax -> Archer (of course)

Turn 5 (637 left):

Zzz.

Turn 6 (636 left):

Our scout FINALLY heals. I send him scouting.

Turn 7 (635 left):

Hinduism founded by Gandhi (now there's a surprise).

Turn 8 (634 left):

I get to move only one tile before being attacked by a wolf. Promote hill defense and he's almost fully healed; move another square and end up next to a lion, but on a forested hill and across a river. Let's see.

Turn 9 (633 left):

Scout eats the lion. Gonna be 4 turns to heal now.

Turn 10 (632 left):

Animal Husbandry -> Mining.

Meet Alex's warrior in the south:

CaptureWiz065.jpg


Turn 11 (631 left):

Zzz.

Turn 12 (630 left):

Zzz.

Turn 13 (629 left):

Scout is healed AGAIN, start moving.

Turn 14 (628 left):

Archer -> archer.

Archer is fortified, unpromoted.

Turn 15 (627 left):

Zzz.

Turn 16 (626 left):

Zzz.

Turn 17 (625 left):

Zzz.

Turn 18 (624 left):

Zzz.

Turn 19 (623 left):

Mining -> BW

Turn 20 (622 left):

Meet Izzy, who's Buddhist (of course). May she be our first target!

CaptureWiz066.jpg


To next player:

Well, I didn't get much more scouting done because of attacks by animals, but it's looking likely that we want to avoid the frozen south. Instead, go north, east, and west.

CaptureWiz069.jpg


CaptureWiz070.jpg


I suggest a worker after this archer finishes, Use the archer to escort the worker, and chain-chop workers, settlers, and archers (but not too fast due to da ragin' cajun barbs, who should be on us like Ted Kennedy on a liquor store before too long):

TedKennedy.jpg

Feed me! Grog! Glub glub...

http://nryan.com/Civ4/Liq01/Turn01Again/Liq-01_BC-2480.Civ4SavedGame
 
(0)2480BC: Preflight check. Setup at Rexburg looks good, optimized between growth and production. No better way to do it at the moment.

An interestingly chaotic map at the moment. In full agreement with some work force and military. However, we don't have argiculture, and we won't be able to mine those hills until we can chop the trees. Probably looking at pasturing those cows, as a worker would only be able to do that, other than build roads to connect the cows.

(1)2440BC: Border expands again. Go Kublai! Otherwise... can't do anything :P.

(2)2400BC: Moving scout. Otherwise... zzz...

(3)2360BC: zzz... Eh? Scout sees a lion in the forest some ways away from the hill we are standing on. Since when did lions like forests?

(4)2320BC: Lions took off, I assume over the mountains. They must be mountain lions!

(5)2280BC: Archer done. Start on worker... 13 turns??? Seeing as there is no other square that produces more than 3 hammers and food combined, I leave Rexburg working as it is. I give the new archer a position over the hill where I have to build a road to get to the cows.

Scouts see a coastline to the north. Where the heck are the other civs located?

(6)2240BC: Lions inbound from the east. Not sure if they will actually attack us, and I'm in no mood to chase after them. They aren't in our borders anyways.

Find more lions to the north. The coastline is a lake. Fun. These lakes will be great for irrigration.

(7)2200BC: Lions moving uncomfortably close to our scouts. Lets get them on those hills so they can use their defence bonus.

(8)2160BC: The lions take off. I guess they can calculate the odds.

(9)2120BC: Alex adopts slavery. You know what that means. He has a tech we're looking for :P. Lions reappear on the other side of the mountain range. What's with the mountain lions?

(10)2080BC: This worker isn't going to be done during my turn. I just noticed that. Otherwise nothing remarkable this turn.

(11)2040BC: Alex's scouts coming from the north. It appears that Izzy has passed Alex in score. We have a slight lead on Ghandi.

(12)2000BC: I take that back; Alex's scouts coming from the North and the South. It seems I have no idea where these guys are coming from...

(13)1975BC: Lord McCauley declares us the least advanced civilization in the world! Wait. That's not good. Izzy is first, followed by Alex, and Ghandi rounds up the rear before us.

Horses to our direct north by a freshwater lake. We may want to reprioritize.

(14)1950BC: I found an unpoped hut! That means I can pop it next turn!

(15)1925BC: The villagers give me! A map... That really shows us nothing much else. Well... I give it some credit. To the east of our scout is another goody hut that was hidden behind a mountain range, beside some pigs. If we can slog through the trees, maybe we can get to it first.

Turn synopsis. Worker ETA 3 turns. Map exploration has been to the north mostly, when confronted with lions in the west. There's lakes almost everywhere, so it's difficult to go hungry, as we can just farm over an area.

Bronze working comes in 4. While I recognize the need for bronze working, our capital harvests 1 gold per turn, besides the 8 from the palace, and this has taken a long time.

Oh, I forgot to mention we're in last place.

Civ4ScreenShot0115.jpg
 
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