MrB2-rewriting history....again

forgot to mention:
SWITCH TO THEOCRACY FOR 25% FASTER BUILDING RATE !!
 
The bad news: On my laptop, the food-only bug remains, "merde"
on my high-end workstation, the program sometimes crashes, this is a huge problem.

Preturn Check:

Tiwanaku is alread unhappy, no way we are going to wait 20 turns for a forge,
changed to temple, as Sirian says: happines first!

575BC: Machu Picchu finishes lighthouse, starts forge.

550BC: We get CodeofLaw and our 3rd religion, in Machu Picchu.
We adopt Caste System and Organized Religion in the same turn.
Max science in Cuzco.
Research Mathematics, we need the aqueducts for health.

400BC: Our first Great Person is born in Cuzco, the great scientist
M.Ptha, he forms the famous academy of Cuzco :D
Forge built in the capital, changed to granary cause of the health-problem.

300BC: Cuzco finishes granary, starts axeman/settler pair
We want axemen, they have 50% melee bonus which should be handy against the barbs.
Tiwanaku finishes temple, starts granary.

250BC: We get Maths, start Theology.
Machu builds forge, I ignore the health for now and max production for
colossus, hopefully 18 turns is quick enough.

150BC: Cuzco settler, set to a quick worker, then more infrastructure
(temple, granary)

125BC: someone got Taoism, the AI keeps up in science.

In 100BC, after 20 turns, I save for MrBlond.
We are 1 turn away from our 4th religion (Christ.)
The settler is already on the correct tile, yes, 2 tiles overlap with
the capital but the commerce, the river, the distance and 2! health-res. will
compensate this. 2 workers will be up shortly, I would say go on with infrastructure and make that health-ressources (fish, clam, rice) a priority.
If our state religion (Hindu) doesn't spread quickly, we will have to push it
by missionairs.

Onwards to the middle ages... :D

Belisar
 
Thanks for playing, belisar. Will play tomorrow.

One question: does the barbarian city in the N still exist? -> Another city next to this spot would include wheat and furs as resources! Sugar and Spices exist in the jungle, they should be within cultural borders soon, I think a city there is waste.

Have you explored S, there may be a second barbarian city.

Research: going directly for optics?
 
The barb city still exists, will have to look if it is on a good place.
Research: I had to throw in Maths and Theology, Currency would be nice too,
but as stated, optics is a priority for us.
You are right, we want only productive cities at the moment, we will build in the south when we have enough workers to clear that jungle.
North (fur, wheat) is the next spot.
 
Belisar: I somehow miss you mention a Colossus build- wasn´t this our priority in the west coast city? Is it better to finish forge first ? 4 commerce from water tiles would be nice- imagine the money output from our fish - crab city- can grow relatively big with the two water resources and can grab ~8 water tiles

EDIT: Sorry, must have missed the colossus build when skipping through your log- btw, forges bring us + 1 happy face with gold, when I´m correct; we also should consider our next city to grab either furs or the sugar - and we should also check for barb city in the south
 
batteryacid said:
Is it better to finish forge first ?
we also should consider our next city to grab either furs or the sugar - and we should also check for barb city in the south

A Forge is necessary to build the colossus, the lib was necessary for
the cultural expansion, but the lighthouse wasn't a priority, it should
have been built after the wonder, hopefully no AI has copper online yet.

For the next city: As MrB stated, the sugar will be in our fish-clam city,
so I vote for the northern site after razing the barb-city,
1 tile east from the wheat, with the last flood-plain and the furs in the second ring.
 
Forge AND Lighthouse are needed for the Colossus ;)

However, next city after the fish/ clam city should be built in the NW to get the furs. Perhaps we can get the sugar and spices only with cultural border expansions.
Concerning the slowly growing city: plan was to let the foodstorage fill closely to growing and then stop it until the happiness problem is solved, so we don´t loose turns for growing.
 
Mr. Blonde said:
Forge AND Lighthouse are needed for the Colossus ;)
Unless this is a new bug, a lighthouse is not required for the colossus.
I know this because in my first monarch game, I had copper online early and
my second city was on the coast, so I decided to try out the colossus.
 
Played right now

to the colossus issue: will check in my next game

However, here comes my log:

We found christianity. 4 religions now, the Islam would still be free :) Research currency, then go for machinery
Set new city on Library as well.
Cuzo finishes worker starts temple, east coast city finishes worker and starts library
Turn 6: game crahes:rolleyes: , load and redo my previous turns
build missionary in cuzo after temple, convert 2nd city to Hinduism, set to build 2 axemen to cleanse the northern barb city and found our own city there 1 tile SW on the hill, set worker to build way up there. This city will give us wheat and furs!
.
.
.
Turn 15: colossus is in :goodjob:

To discuss: capital finishes 2nd axe and is on hapiness limit: settler, then temple and more missionaries (or Axes) are my suggestion
2nd city: when forge is done temple and let it grow (or settler here first).
Sisitine and Citizen Icha are no priority, imo.

research: when machinery finishes we have guilds (grocers), optics (for making contact) or calendar (sugar plantation for happy face) as choice
We might need hunting for the furs in between, monarchy->feudalism for civics? up to the next player
Imo, we have 1-2 workers too much!

Btw, we are 1st in population and production :D

Belisar is up (you switched with batteryacid last time as I recall)

our continent
statistics
The Save
 
Seems like a good set of turns, the game is evolving very well, should have notched up the diff.level, :mischief: Hehe...

Agreed on not wasting production on wonders like Sistine and C_Icha,
but we have marble and should take a shot on the GLib, boosting great people.

Otherwise, with beeing financial AND the colossus, we have practically full developed TOWNs on every ocean-tile, nice :D

Btw, you can NEVER have too much workers, we will start clearing the jungle south of the capital,
2 very productive cities are possible there.
 
We must not forget our self-imosed city limit of 10.

5 cities built, 1 planned near the furs, 1 very sweet spot south of the jungle (near the lake). 2 in the jungle 1 maybe on the East coast, makes already 10.

What I want: I want to see at least 1 naval invasion with pillaging/ razing. We should anyhow be prepared to do this if space race gets close or a computer is aiming at culture or domination (veeeery unlikely, though).

Timing: to decide, but we should have at least frigates.
 
My suggestion is building only 9 on our landmass and capturing a real good site at another landmass (maybe for ressources), securing it by a great-artist-cultur-bomb
 
Hmm, we will stop after 9 cities and decide after we know our opponents. To pull this off we should have 1 great artist, so our second city should start producind GPP by setting artist(s). GL brings 2 free scientists - build in capital.

To decide: do we use our next GS to settle down (even more GPP) or for another scientist workshop?

Edit: do we go pacifistic if possible and pull even more GP?
 
4 Religions already and possible 5:eek: - we really compete with Sulla and Sirian :lol:

With our current setup we could also call our SG "The greedy gold grabbers"

Cultural bomb seems a good idea- For the next cities:
I would say we build fur city (cow, wheat and 2 furs possible), sugar city (2 sugars one rice in the southeast, coastal and loss of one sugar better placement imho) and the city in the south grabbing cow iron and fish- makes one more on our continent- either a second fur city in the northeast or a second coastal rice-sugar city in the southwest

made a small dotmap based on the screenie, we have to check for fish ressources with our first ship !

This should get us nice cities, with a LOT of commerce as most cites will have nice 2-4 sea tiles - so we can switch nicely between commerce and production when necessary


That makes one more to go for the other continent.
 
playing tonight...
 
Preturn Check: Everything looks good, start playing.

(1)
225AD: Cuzco finishes axe, set to temple, Tiwanaku forge, set to aqueduct,
I increase food for growth.
Send units north to clear the barb city

(2)
250AD: Ollantay on the east coast builds lib, starts more infrastructure
(granary, temple and lighthouse are needed first, state religion to speed this
would be nice)

(3)
275AD: We get machinery, research optics.
Homer is born in Cuzco, I let him discover Literature instantly, 2 nice buildings,
GLib( 2 free scientists) and National Epic (+100% great people birth rate) are now
possible. The heroic (military) epic is also possible as we already have a level-4 unit,
we will have to decide where we want our (primary) militaistic city.

(5)
325AD: Cuzco finishes 2nd temple, I set it to the GLib, thanks to marble only
in 10 turns.

(6)
350AD: We clear the barb city in the north, both of our units promote to level 2
(the important 5th experience point). The good thing, we get 50 gold and a
free worker - MUST HAVE MORE WORKERS.... :D

(8)
400AD: Machu and Ollantay start a temple.

(10)
450AD: We get Optics and I start on calendar for sugar-plantations

(12)
500AD: A barbarian axeman is spotted in the south, we need more military soon.
I start improving the soon-to-be furs town in the north, roads and
the pasture on the cow are already possible.
I also start clearing the jungle in the south because this is a long-term project.
In CivIII, you just planted a city and cleared the jungle afterwards.
Now with maintainance for additional cities and the health problem you have to
start clearing this mess before settling, at least part of it.

(13)
520AD; Barb axeman dies attacking our level 2 (combat1,shock) axeman in woods,
I like this promotion system, was the same unit but had practically no chance.
The fish/clam city starts workboat.

(14)
540AD: We get Calendar and Machu finishes temple, starts a Caravel for
searching the other civs.
If there are no objections I would say we go Monarchy -> Feudalism -> Guilds
(throw in 1-turn hunting when the furs-town gets the expansion)

(15, last turn)
560AD: The furs city in the north is settled, the cow already improved,
wheat is next (wasn`t in our cultur-radius)
A lib is ordered for the important boarder expansion.
Ollantay on the east coast finishes temple, starts lighthouse, after this
one is finished it can begin working coast-tiles as well.


The Future: The GLib finishes in Cuzco next turn, it needs another temple, an aqueduct
and then I would vote for missionars next, spreading state religion for faster buildings.
A second Caravel in Ollantay after the lighthouse to speed up contacts would be nice.
Don't forget the National Epic, maybe in Tiwanaku, (double speed with marble again).
If we get to guilds, grocers are important.
The worker south should continue jungle-clearing in the sugar-rice area, at least 2 more
are necessary.
The 3 cities in the south: Two inland-cities SW and SE of Cuzco, both with access
to 1 rice and plenty of hills, we want two productive powerhouses.
The 9th and last one on this continent as proposed by MrB on the lake south, iron and cow.


Ressources: Next turn, the fish city gets the expansion, so fish and clam are next.
The sugar plantation is already under construction, but because of the jungle it
takes additional turns. Wheat and furs in the north, Batter's turns will be the
"ressource-mongering" time, I think ;)

GS: we need academies (at least in the gold-cities and the cities at the coast)

Good luck Batter,
Belisar
 
That game seems to develop nicely :D

I will play today at night-

Do we want really two inland cities in the jungle? Belisar: Isn´t it better to get a lot of commerce and start cashrushing? What are the statistics for it ? I mean we get 2 4 from sea tiles; isn´t that enough to be equal to a plain/hill mixture ? I vote for one inland city one tile southeast from the western rice and for a second coastal city which grabs cow and rice or sugar and rice at the east coast- we need to check for fish in the eastern sea first.

I will check today the landscape of the jungle for better placement discussion

resource mongering barely a compensation for lacking war mongering :cry:

Question: do we get shields from clearing the jungle ?
 
No shields form chopping jungle, only from forests.

We need those inland cities (mined hills) for middle/late-game production.
(Depending on our victory-goal, space or military)
A city on the coast is great for commerce, but will always have production problems. We need specialised cities and with the two inland in the south we will have 5 on the coast and 4 inland, that's a good mixture.
Just clear jungle at one site for the moment, then build the first, then repeat on the other site.
Meanwhile we can settle the ressource rich southern city on the lake, IF we have enough military cover and enough spare workers.
 
So
Here is a small log of my turns :

1-WE GET THE GREAT LIBRARY - perfect! Start national epic in Tiawanku. HEROIC EPIC NEEDS BARRACKS!! - So the barracks in Cuzco pay finally of Belisar :D , even more when considering that we need experienced axemen as I FIND ANOTHER BARB CITY ON THE PROPOSED DOT AT THE LAKE IN THE SOUTH

zzzz

4- Workboat -> workboat

5 found continent in the west- Peter greet us - he is up Meditation, Hunting, Horseback, we are up Code of Laws, Polytheism, Metal Casting. He has 7 cities but NO RELIGION-
I trade open borders with him (perehaps he will get infected with one of our religion soon- we should get some prophets for our shrines

6 scientist appears, founds academy in Tiawanku, National Epic is on the way

HEROIC AND NATIONAL EPIC FINISHED
zz

9 ) workboat

zz
zz
zz

16) we meet Alexander the great on a continent in the east
Techs: We: Poly; Feud, Civil Service, Optics
He: Meditation, Hunting, Horseback, Construction
make open borders as well

Big Question; which techs shopuld we trade? Both are 1/3 points behind us, so they don´t seem to be a danger, but we don´t know their neighbours. I vote for trading one expensive "safe" tech (lack a bit feeling for tech worthiness in CIV 4 so I´m glad for proposals from more experienced players)for construction and hunting.

Our Cities: most of them can grow now 3-4 or more as sugar, fish, wheat crab are there, should even be more with the furs. the 2 newest cities lack our state religion, the others are already missionaried and happy lambs.

Tech: Music or theater perehaps no bad idea ? Are very cheap. I found civil , feud and mon; Guilds are on the way.

Cities and Citie placement:
Barb City is going to fall soon as 3 axes and one Quechua (+100 vs. Archer!)are already in position - the barb has 3 Archers; jungle around Sugar-rice citie is on the way of being removed, so a settler is to be built asap

I found a little continent in the south with INCENSE and iron, so we should perehaps consider to place something there - we should transfer one axe there anyhow as I saw 2 free huts

our two ships should meet asap to grab magellans voyage

here is a screen of the southern region

here is the save
 
On the tech-issue:
Trading for construction seems to be an option as we need it, but the other things they have (they seem to be behind, sounds good) like hunting (a 1-turn research), I would only take as a bonus during the construction-deal,
don't give them our monopols.

City-placement: maintainance is a big deal for cities far away, so unless there is a really good (and I mean GOOD!) site, I would not settle more than our 10th city on another continent.

Our own research: I think we should go directly for Liberalism/Democracy, as those will enable the real powerful civics (Can you say 8-gold-per-town, Hehe) with low upkeep as well.
 
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