LK143, emperor, perciles, rainforest

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Cow, forest, and fur looks good for city #2. The trouble is it won't work well until iron working and mysticism. If we want to run any specialists we really need to get to writing for libraries.

The fur and cows are accessable without IW (no jungle). And do we need mysticism for the culture? We are creative.
 
The fur and cows are accessible without IW (no jungle). And do we need mysticism for the culture? We are creative.
:blush: :sad:

OK, I spaced out there forgetting our traits. With the cows and fur ready in a few turns I vote to settle the city quickly. We will need more workers as most cities will need roads to connect them and that will take time.
 
Not quite as much progress as I anticipated: 15 turns on Epic at this stage is steady rather than spectacular. A quick word on the IHT: we have a road at Athens on the wrong side of the river (so no movement bonus until a second tile is roaded) and we're working an unimproved tile. It would have been better to have been farming, not roading.

Civ4ScreenShot0922.jpg


That sums up the set: Pottery in, Granary whipped, worker trained, and we now have an MP warrior timed to complete with the next growth (though the worker should stop chopping for a turn, so that the chop can go fully into a Settler).

Met The Witch:

Civ4ScreenShot0920.jpg



What no religions? Do we have Spain-on-a-lake, and/or Oasis-Capac?

Our archers are busting fog by red dot, the SE warrior is healing and the other is by Justinian. We have the southwest corner to ourselves. IW will complete in 8, then AH is a given. With so much space for barbs to spawn, the Great Wall would be nice, but not easy given our lack of hammers.
 

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Got it for tomorrow. But I have to turn off BUG mod, LK? Do you know how? I already looked once before (thought not that hard) but didn't spot it.

Swiss Pauli said:
That sums up the set: Pottery in, Granary whipped, worker trained, and we now have an MP warrior timed to complete with the next growth (though the worker should stop chopping for a turn, so that the chop can go fully into a Settler).
Just a detail: I don't like to waste worker turns early on. So I'll complete the chop and change to a settler for one turn and switch back again. Or if the tile needs a road soon, I'll preroad.
 
Got it for tomorrow. But I have to turn off BUG mod, LK? Do you know how? I already looked once before (thought not that hard) but didn't spot it.

lurker's comment:
Re-name your Custom Assets folder (generally under c:\Documents and Settings\username\My Documents\My Games\Sid Meier's ... ) to something like Custom Assets.bug

All of the BUG content is contained in that folder. When Civ4 starts after the re-name, it will generate a new Custom Assets folder, without the BUG content.

When you start a private game and want to use BUG, simply re-name the Custom Assets.bug folder back to Custom Assets. (Just un-do what you did in the first step.)
 
Got it for tomorrow. But I have to turn off BUG mod, LK? Do you know how? I already looked once before (thought not that hard) but didn't spot it.

Yes, the BUG mod is prohibited by the LK house rules. I got tired of having Civ crash to desktop simply because I tried to look at the log.

I don't use the BUG mod, so I can't offer any help. Try T_McC's idea listed after your post.
 
T_McC said:
Re-name your Custom Assets folder (generally under c:\Documents and Settings\username\My Documents\My Games\Sid Meier's ... ) to something like Custom Assets.bug
Thank you, I'll try that.

The only thing left to decide is where to settle (I hope to get that settler finished with the chop in my set). I didn't have time to look at the save and can't now (at school..). Is there any obvious spot or a spot desired by anyone? You've got about 9hrs to post.. :goodjob:
 
New Updates
I can't look at the game right now, so no updates for the moment.


Roster
LKendter (on deck)
Sooooo
MyOtherCar
Swiss Pauli
Mystyfly (currently playing)

Remember 15 peace (including phony wars) / 10 heavy war turns per round. STRICT 24 hours got it, total 48 hours to complete.

Win target: Open

Planned wars - None
 
Inherited Turn (75) - 2125 BC
I change nothing. It looks quite good.

(1) 2100 BC
Chop finishes. I switch to settler for one turn.

(2) 2075 BC
As the cottage will finish at exactly the same turn as Athenes grows, the other worker (who chopped the first forest) starts chopping another forest.

(4) 2025 BC
Athenes grows to 5.
Warrior finishes (fortified now).

(7) 1950 BC
IW > AH (due in 7)
Seems we moved the settler :rolleyes: (also note that barb city in the north):
Civ4ScreenShot0014.jpg


With our 2/2/1 city tile and the second chop in, the settler is due in 5.

(10) 1875 BC
IBT, our Warrior (near Byzantine) survives a barb Archer.

(12) 1825 BC
Athenes: Settler > Archer

(14) 1775 BC
AH > Writing (9)

(15) 1750 BC
Sparta is founded. A barb warrior came near the tile where I founded Sparta but an Archer is currently defending the city.
Civ4ScreenShot0015.jpg


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One worker is currently roading towards Sparta (only 1-2 tiles left) and the other will soon finish the 2nd or 3rd cottage in Athenes (which has enought nice tiles to work until (our soon to be extended) happy cap is reached. I was just wondering why this farm on the plains tile was built.. It is just like a forest/grassland with +1 C...
We should build 1-2 archers to be @ happy cap and to have some defenders, then go Worker > Settler to get some more land.
We met no new neighbour and no-one founded any religion during my set (and no wonder was completed).
Also our scouting warrior is fortified as a barb archer moved next to him (on turn 14). The archer didn't attack but stayed where he was (well, where he is :rolleyes:). I think he'll attack as soon as LK hits enter, so I recommend letting him as he is atm.

Have fun!

The Roster:
LKendter (up now)
Sooooo (on deck)
MyOtherCar
Swiss Pauli
Mystyfly (just played)

The save:
View attachment LK143 BC-1750.CivBeyondSwordSave
 
@Sooooo - if you can play before Sunday night (my earliest possible), then let us swap.
 
IIRC at least two religions have been founded. I saw the messages during my turn. These are so common that I didn't bother reporting them. I don't know who is hiding on the other side of the map, but we got a religious hog.
 
MyOtherCar:

mystyfly said:
Seems we moved the settler (also note that barb city in the north):
this is what I wrote above that shows our capital ON iron (you see the ressource bubble).

LKendter said:
IIRC at least two religions have been founded. I saw the messages during my turn. These are so common that I didn't bother reporting them. I don't know who is hiding on the other side of the map, but we got a religious hog.
I think judaism must've gone too. Otherwise, Justinian surely would have it. But now, I'm too lazy/tired to lock at the save... :rolleyes:
I also think that it is somewhat strange that we didn't find any civ with religions. Also, we've met only 3 civs so far. I never played this map; there are no continents, are there?
 
Right, we need troops to defend againt barbs, and pronto.

Turn 3 - Archer completes. Start a phalanx and immediately whip it for 2 pop. With only 1 grass hill at our capital we need to use the whip to get a bit of production going.

Turn 4 - Phalanx completes, put overflow into a worker. Since we're only 1 turn from growing, I'll change that next turn.

Turn 5 - Switch production to a second phalanx in order to grow back to size 5.

Turn 6 - Oh dear, a slave revolt :cry:



Turn 7 - Out of revolt, switch back to a worker. Only now we're size 4 so working 1 less cottage while making the worker.

We meet the remaining AIs on the next few turns:



Turn 14 - Worker done, start another phalanx. These barbs are getting annoying. I wouldn't feel comfortable sending out a settler with the defenders currently available.

Hockay, here's a dotmap:



Due to the barb problems (don't underestimate these!) I think the next 2 cities should be close by, so I reccommend red and blue cities. Both have 2 hills so should provide a bit of produciton. There is a nice GP farm-looking city have there in the west. 3 pigs and 2 rice may possibly be too much food!
 

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Due to flight cancelation over 2 lousy inches of snow, I will be playing Sat.
 
I'd settle blue dot followed by purple dot. It definitely looks nice and should start running scientists asap.

sooooo said:
Turn 3 - Archer completes. Start a phalanx and immediately whip it for 2 pop. With only 1 grass hill at our capital we need to use the whip to get a bit of production going.
Don't whip before the build has any hammers invested, as you then whip with a 50% penalty. We'll also need more workers :rolleyes:

Is there any AI border in sight close to our borders?
 
No, there are no AI borders nearby.

Don't whip before the build has any hammers invested, as you then whip with a 50% penalty
Crap, yerright, sorry. For some reason I'd got it into my head that the best way to whip axes is to do it on the turn you start them in order to make them into 2-pop whips. But, thinking about it, if the total overflow from the last build added to the hammers from your 1 turn delay (mm to decrease this) is less than 7 on epic speed (52 for the axe/phalanx minus 45 for a whip) then you can still do a 2-pop whip if you delay it a turn.

EDIT: I actually prefer red dot before either blue or purple. Because: there is plenty of food to run 2 sciensists at both cities (we are not going to be in caste system yet so can't hire more) and red is much more defendable. There were real barb problems in my set and I don't want to be overstretched.
 
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