Mayor problems for team Roadkill

I absolutely want the require all GP settled to stay.
 
I see three settlement options

1)SIP
tech hunting, mining, masonry, wheel, mystism
No plains forest in sight so worker first. Improve plains deer first
2)Settle on stone. Build settler first, Tech mystism first, Grow on Stonehedge, City Two builds workers. Earliest possible Great Person for a City Number 3.
3) Settle one south. I know it seems crazy but I have an insane dream that food is on that obscured grassland riverside to our SE. Lose three lake tiles, wash on some tundra and the riverside grassland tile. I know crazy.
 
lurker:

Nice cruel idea ;-).

you can generate a lot of war success with wiping enemy sods, I realized that in the SG Sury I run with some peops not so far ago where we capped strongest AI after wiping his 2 SoDs.

Good catch with the settled GG, that should open you more options. But generally vassaling everyone will be fine for Domination since if it is tie between Conquest and Domination, domination wins (or at least from my experience).

Not sure where Rolo aimed with getting cities from culture or AP, since I think it is not in the spirit of game.
AI's usually use GP's for settling, one useful trick here would be to motivate AI's for "constant" warfare between each other so they get GG's they so love to settle them.

As for the start...
I wouldn't move from the west deer and SIP looks like best from the start.
 
Ok Pholkhero and LKtender signing up. That is a lot of succession game experience (btw I love your succession games guys. You have done a lot of crazy stuff already). Welcome to the team, we will need you :p

About the game.
1) Yes spying will be incredible important as we need to find out which cities have settled GP in it. Those we can keep. That is why you got a great spy.
2) Yes, I gave us a stone start to get stonehenge and/or maybe the great wall. GW with imp will give us 5 or 6 GG extra so that is 6 cities. I think the great wall is the most important.
3) Yes, we can have vassals, so domination is a bit easier.
4) No, we cannot keep cities that flip without a GP, unless we can settle a GP there. If it happens we have to gift the city back or raze it (:cry:)
5) No, we cannot keep cities assigned by the AP without a GP in it, unless we settle one over there. If it happens we have to gift it back or raze it (:cry:)
6) Pyramids in this game is almost a must. We should focus on it. Hence the stone.
7) I may have made the restriction a bit harsh. I could insert a third GP to get our expansion going a bit. More settlers though is just too unbalancing.
8) This will also be a spy game. Early game we will be able to steal some techs so our focus might shift towards alphabet too. I would settle the GS in the capital though. We need the extra hammer and the extra beakers asap.
9) Conquest is almost impossible with the no razing cities that is why it is domination and I know it is crazy but we like the challenge right? One of the reasons I was thinking about a IND/PHI roman leader :p
10) WE NEED TO SETTLE EVERY GP or we will never get a domination win. So no bulbing/acadamy/shrines/etc....

Ps in a normal game with some war we will get about 4-5 GG, we can get 6 GP from techs (but this might be hard :p) and we can generate about 10-12 GP normally. Our capitol is quite strong and the AI is gimped a bit on this map (as long as one AI does not get a triple gem start). I do not know where the other AI is, who our advisaries are or where we are exactly on the map. I kept that knowledge as little as possible.
Btw grassland equals floodplains over here. The more I think about it, the more I think we need 1 more GP just to get the initial expansion going and the chance to build up a little empire. If everybody agrees on this I can insert a great general for our army city tomorrow night. I will be out of town untill then and can only check the forum.
 
Mwuhahahahha, I am evil :evil: Good one Cree.

But lets just use the chops to get wonders :)

Oops, I forgot, huts and events are on. We might get lucky with some extra GP :p
 
Alright. Domination, all GP settled, gift/raze cities from culture-flip AP palace resolutions.
Let's do it! :)

On the tech path, I would go hunting >> masonry >> then beeline AH >> writing >> alphabet.
And just skip too many worker techs. I know I know, that's wrong, but it is the way I would do it.

Get to Alpha ASAP to leverage its strength, either in tech trade than with espionage options.

@CreeDakota: good point on unit hammers cost. I personally would rather trow away few more hammers in units in order to get the double of GG points. Barracks might be a good building too.
But I might be wrong.

Welcome to pholkhero. I stand ready, who's up first? :)
 
AI's usually use GP's for settling, one useful trick here would be to motivate AI's for "constant" warfare between each other so they get GG's they so love to settle them.
Uhm... yep,this might actually be a viable option to gain few more "capturable" (<- yatta neologism meaning "allowed to be captured" :p) cities.

- yatta
 
I agree with Yatta on this one that we need to beeline writing asap. If we get a good GP farm with some deers we can milk GS over there using the library. But...... I would also insert mining and BW first. We cannot miss these in race for the wonders like the great wall and the pyramids. I would even dare to say to insert mysticism somewhere (remember we have a settled GS for a 6 extra beakers so teching is fine) so we can get some border pops. We want the few cities we get up and running as strong as possible asap. We also need wonders fast for the next GP.
 
I agree with Yatta on this one that we need to beeline writing asap. If we get a good GP farm with some deers we can milk GS over there using the library. But...... I would also insert mining and BW first. We cannot miss these in race for the wonders like the great wall and the pyramids. I would even dare to say to insert mysticism somewhere (remember we have a settled GS for a 6 extra beakers so teching is fine) so we can get some border pops. We want the few cities we get up and running as strong as possible asap. We also need wonders fast for the next GP.
Mining is needed for masonry (I would personally skip Mysticism, since GW and Mids are the wonders we aim at), while BW I simply forgot to mention it. I would personally go something like:

hunting >> mining >> masonry >> BW >> AH >> writing >> alpha.

Not sure about the order if better masonry >> BW or BW >> masonry.
I would probably pick the first option, but I might very well be wrong. :)

- yatta
 
I see three settlement options

1)SIP
tech hunting, mining, masonry, wheel, mystism
No plains forest in sight so worker first. Improve plains deer first
2)Settle on stone. Build settler first, Tech mystism first, Grow on Stonehedge, City Two builds workers. Earliest possible Great Person for a City Number 3.
3) Settle one south. I know it seems crazy but I have an insane dream that food is on that obscured grassland riverside to our SE. Lose three lake tiles, wash on some tundra and the riverside grassland tile. I know crazy.
One tile SE is the last option. It saves a forest to chop compared to one tile S.
Oh... yes, stone is not on river, so unless we settle on stone we need The Wheel too to connect the stone.
So I give my vote for settling on stone on T0 and skipping the research of The Wheel.

@All: remember that with a settled GS research Alpha won't take too long.

@All: worker first and explore with the GSpy, or settler first and get 2 cities ASAP?

- yatta
 
How about move the spy toward the settler 1 NE. Let us find out what the hidden tile is. I can't decide if settler on stone is worth it without seeing that tile.
 
Sorry. Moving the GSpy didn't show anything new in that tile you mentioned. :)

civ4screenshot0001d.jpg


The new save is attached here:
http://forums.civfanatics.com/attachment.php?attachmentid=309127&stc=1&d=1323871235
 
Not to burst your bubbles guys, but if you check the screenshot you will see that there is line of peaks to the right. Settling on the stone is not so good imho. And I will say it again, production is key so the plains hill is actually a very good tile. We get gems, stone, 2 deer, 1 plains hill, 2 tundra hills and 4 grassland if we settle in place. That is 11 good tiles which will make this an incredible good capitol. Even the lake tiles aren't that bad in this map.
 
78035068.jpg


I'm not sure I understood what you meant. However, I fear you would lose both stone and gems. Sorry about the bubbles off. :)

- yatta
 
A lot depends on how quickly we will found City #2 IMO.
If soon, IMO, then try to share that food one each; if not soon, IMO, then try to keep it all in the capital and build both a mine on PH and a quarry on stone. In this second case even SiP wouldn't be a bad option maybe. And in this second case we also need to research The Wheel, but with a GS settled, not a big deal after all.
Whatever is fine with me. :)

- yatta
 
I vote SiP - I was hoping to see another food tile, but without it I can't justify setter on stone.

However, I want to settle scientist first. We need to more fast on key wonders - especially to be able to get more GG points!
 
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