MadV2.1- Warmongering 101

I like the bluye dot city where it is. It's coastal and has gold, cows and clams. If you move it one to the west, it loses the gold. Keep blue where it is and move green south one or east one. On Sulla's walkthrough website (http://civ4info.com/Sullla/civ4_walk_1.html), it calls settling one tile from the coast a big mistake.
 
I took twenty turns because they were twenty boring turns. I hit enter a lot.
I also screwed up the profile name. Does it change the profile name to your personal one when you open the game from teh save file? I tried to create a MadV2 profile and change it back, but had no luck.

Here are the highlights. No, these aren't highlights. This is literally everything that happened.

2) 2920BC - Learn Misticism. I go the route of boats and click Sailing.

9) 2640BC - Settler finishes; train worker. Settler and our woodsman II scout (best defender against animals we have) head towards the purplish dot. Is that dot mauve? I want to say mauve.

11) 2560BC- Found Sparta on the Mauve dot. Set to Obelisk so we can get a culture expansion and pick up the wheat and fish. Trying to figure which is best, and end up deciding to work the forested hill (+0food, +3hammers) first. It gets the Obelisk up in 8 turns; after which I will switch back to the only 2 food tile. Sparta's cultural growth then comes up right before it needs to grow to size two. I'm usually wary of halting growth, but in this case I think its best.

13) 2480BC - Learn Sailing. I decide on Masonry next. My reasoning is it gives more options open for the next turnset. We can try for a run at Judaism (unlikely). Also keep an eye on The Great Lighthouse. With +2 trade for coastal cities, we may want to build this.

19) 2240BC - Obelisk finishes in Sparta. Warrior is next, as an animal just popped up south of Athens. I put Sparta back on the +2 food, +1 hammer tile so it will grow one turn after its border expands now.

I think we should build The Great Lighthouse. There is no double-production resource for it, so we should be at least competitive. I think Athens should grow at least one more pop before we go for another settler. Also, Sparta could possibly be set for a worker boat instead of the current warrior; this will allow the fish to be worked earlier. The current warrior build only has one turn of production under its belt anyway.
 

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I kinda had to play this quick. I don't have much time tonight, and I'm not sure if I will have Internet access this weekend.

This kinda sucks, this is a warmongling game, but there is no one in sight. At least we don't need to focus on military right away.

IBT: Discovered Masonery. Looks like I spoke too soon. Two barbs appear on the map, one to the north and one to the west. This kinda scares me into researching archery.
Athens: Worker to Warrior. Pesky barbs, forcing us to build military!

1. Worker starts a pasture on the cows.

IBT: Barbs come closer

2. Nothing

IBT: Barbs are within two tiles of Athens with the warrior due in two.

3. Nothing.

IBT: Barbs surround Athens from the north and the south.

4. Worker is forced to retreat into Athens

IBT: The warrior kills both barbs defending. I guess I got worried for nothing. I got overran by barbs in another game of mine.
Athens Warrior to Settler. Though about a lighthouse or Stonehenge, but I want to have 2 other cities set up before trying for a wonder.

5. Warrior fortifies, send worker to finish pasture. I love how improvments don't lose the work you put into them if you have to suspend a project.

IBT: Sparta Warrior to Barracks. I though about a galley, but since we can’t trade anything and don’t have any offensive unit, I decided to hold off.

6. Warrior fortifies in Sparta. Worker completes Pasture. Hmm, what to have him to do? We can’t grow plants or dig holes yet, so I have him build a road.

IBT: Archery -> Agricultural. Can’t have our people starve! Plus, we can hook up the Wheat. Some strange voo-doo called Judaism has been founded in a far away land.

7. Nothing

8. Worker completes road. Well, might as well let him connect our cities.

9. Worker starts on a road. Sparta expands.

10. Nada

My thoughts: After agricultural comes up, we should get our Phlaxas online as soon as possible. As for Athens, we can either try for a wonder after the settler, go galleys, or barracks/offensive units.
 
1800 BC To sum it up :cry: , we have 3! warriors and 2! scouts and we are on a tiny! island. :sad:

I order sparta to build us a galley (was on barracks), change athens (settler) to build a work boat for sparta (finished in 6, city will grow in 5) because Sparta has better food and wants to use corn AND fish ASAP and hit enter.

1760 MM Sparta from forest to sea -> agriculture in 2. We don't know mining (5 turns) and we we have 12 turns for Bronze working. We cannot farm, we cannot mine, we cannot chop trees. Worker tells me to road the wheat, which I promptly do.

1720 Worker finishes road, and starts a farm on wheat all by himself. His brother just finished his studies in agriculture and is now interested in how to build a mine

1680, 1640, 1600 nothing

1560 (turn7) work boat finishes

1520, 1480, 1440, 1400, 1360, 1320 nothing much: worker starts building roads towards the wheat south of Athens (I couldn't do anything about it), Warrior is getting towards next city spot, work boats starts fishing, and the research starts on bronze working

1280 Settler finishes! As it is turn 14 I will save the game here and leave it to the next player to found our 3rd city. There's a warrior in the south who guards my favoured spot. The worker is building a wheat farm (not a road) for the city that is to be founded on that spot. The settler hasn't moved yet though. So if you want to have some precious marble or some pygmy pony, go for it!

In Sparta the galley is about to finish. There is a barracks still in the queue, but I don't think it has very high priority without bronze/iron and/or anyone to fight on this island...;)

Have fun!

parachute
 
IHT: Check everything. Looks ok, but I am puzzled why we need galleys. As Athens hasn't put in any work yet, I switch it to a worker. Send the settler to the Green spot, where our warrior is waiting for him.

2 - 1200BC: Galley finishes in Sparta. Continue back on the barracks. It starts a "round the island" tour with a scout loaded.

3 - 1160BC: We see Ice. Found Thermopylae on the green spot. Starts on barracks. I contemplated building a lighthouse, a warrior or even a settler, but chose a barracks. We go to -2 gpt.

4 - 1120BC: Bronze working is learned. Iron working next. We can revolt to Slavery but I don't want to. I see no Copper appearing :(
Sparta will grow soon, gaining an unhappy citizen. Change to more shields and delayed growth. It can produce settlers later.

6 - 1040BC: Athens finishes worker, starts on archer.

7 - 1000BC: Sparta finishes barracks, starts on settler.

9 - 950BC: Enemy spotted. Barbs in the north.
galley meets 1 tile island. Scout sees borders.

11 - 900BC: Archer ready in Athens. He'll go to fight barbs. Barbs have pillaged a farm in the north.
:( Galley can't make contact because there is ocean there.

cant_reach.JPG


12 - 875BC: Archer kills barbs.

13 - 850 BC: Archer can be promoted, but I don't do that. It's not clear what would be best. Stonehenge build in a far away land.

14 - 825BC: Thermo builds rax, starts on worker.

15 - 800BC: 2nd archer finishes in Athens. Starts on lighthouse. I'll leave the archer where he is so the next player can decide.

.,<< The save - 800 BC >>,.
 
madviking said:
Settings:
Prince
Greeks

Islands, some small islands
random opponants, standard map
random climatology

We want galleys because we're on an island. Building galleys is like building scouts, I think...

Caravels don't carry troops. And its a long way to go until galleons.
Or am I mistaken?
 
parachute4u said:
We want galleys because we're on an island. Building galleys is like building scouts, I think...

Caravels don't carry troops. And its a long way to go until galleons.
Or am I mistaken?
Caravel 3 3 60 Naval Optics None Cargo space 1 (can transport missionaries, scouts, explorers, spies, great people), can explore rival territory
;)
 
Rik Meleet said:
Caravel 3 3 60 Naval Optics None Cargo space 1 (can transport missionaries, scouts, explorers, spies, great people), can explore rival territory
;)

I still don't understand... Are we going to carry missionaries or great people?!? :confused:

I wish we had a target, err, contact, btw
 
if anything, explorers and missionaries. But i think the point being made was that we won't be able to transport anything except in galleys until we get to galleons. Caravels will be able to explore more, but not move our war-making troops.
 
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