Multiple Personality Disorder - FFH2 Style (Succesion Game)

What SG ideas are you interested in?


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Switch to agrarianism, new tech mining, scored a prophet...and I haven't played a full turn yet! Anyone got ideas on the prophet? Burn him for the temple, add him to the town for :hammers: and :gold:, or save him for religion?
 
OK, so scoring the prophet changed my thinking slightly for this set.

Tech: mining, ancient chants, mysticism, lets use the prophet to get RoK!

I would like to settle between the copper and rice. It doesn't give us a big of a push against Elohim as we would like, but it does let us use flood plains and a river plains hill right away. The square between the rice and copper actually will help us have our cake and eat it too...the only downside is we lose coastal bonuses and 1 square to water.

Short and long term, I think the area between the copper and rice is our best bet and settle there. While it needs to push culture, we shouldn't have problems holding on to our rice. The 3 mountain squares and the water tile are a bummer, but the other 16 provide everything we need. I tell it to work the flood plains and set it to a monument. Our golems are working hard to improve the area already.

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At the production pace we are going, I think we can pump out 2 more settlers without too much strain on our economy before switching off of Lurchip.

I did build a settler to pop a nearby hut...I got some :gold: and then promptly stomped by a lion. :(

6 turns to Myst, and our free religion! Our next tech should be education, after that exploration/CoL. Not sure if its worthwhile to convert to God King before getting access to Aristocracy?

Yes I mined the mana node. Its not doing anything else right now. :p

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Oh sorry, need to add on a military report:

We have 2 warriors in each town, and we are getting attacked by the occasional goblin from the East. 1 warrior is almost done.
 
I really REALLY hate that city placement, can you post the T59 autosave to give us a chance to change?
More importantly, we need exploration before Myst/RoK, let alone education!
Seriously, its not THAT big a rush.

Heres the dotmap I proposed earlier, which I still think works better:
civ4screenshot0080c.jpg
 
Why I dislike that city:
It can only share one (pre-farmed) FP compared to two in a or b.
It means we can only fit in one city there (which was the disadvantage of "b" as well)
Its a single hammer plant
It wastes a grassland
Its too far away from the capital
The rice isn't needed as the city (at "B') could stagnate on a bunch of mines


ON another note, I think you've overbuilt warriors.
Elohim won't attack (we're both good) so the only avenue is the east, which is apparently only spitting a couple of goblins at us.
I'd feel safe on 3 warriors, and I think we should be building mud golems/settlers.
On another another note: we don't need a monument ASAP in City2, Elohim will take ages popping their 4th borders, so we can wait a bit (like 20turns) and I'd say push out a Mud golem while growing and switch to a settler in City1
 
Not sure I agree. A will get swallowed in culture and will take time to grow, B will grow fast, but will have to fight for the rice. When I get back to the PC I will look for the save.

Myst is going to be done soon, we can do exploration next.
 
That rice is 4th ring for the elohim cap - there's no way there'll get it any time soon (if they build no culture buildings, it wont be popped till T125).
Thats another 6 turns, plus say 8 turns for exploration - thats 14 turns (minimum) from city founded to city connected.
If we bulb RoK thats 2gpt (oh and it will be founded in our second city, so no need to build monument :P) for 8T - 16g.
If we go Exp first then thats 2cpt for 6T - 12c.
At this stage in the game, I think the two are equal, which puts exploration over the top because of the increased micro possibilities.


By the way I mean the closer "a" spot to be founded before the further one, so it will grow fast by the time its founded.
 
Oh, Q (and everyone else, though I'm not suer if any of you guys have RB accounts), I don't check this forum everyday, so when you want me to edit the WB save (and roll new civs?), you'll probably catch me most quickly by sending me a PM on RB.
 
Yeah thats what I'll going to do.
 
For the purpose of moving the game forward, i'll concede to moving to the "b" square, save attached. "B site" gets access to 2 FP, rice and 4 hills, 5 if you count the incense. I recommend making the monument anyways to maximize our culture, turn 125 is not that far away.

Not sure why you say "too many warriors"? 2 defend against Elohim and the Western unknown, 1 defends the capital, and 2 escort a new settler East. Also, we had a event that I failed to report where we lost 1 pop, so I was letting the capital grow.
 

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I'm not trying to overrule you, I just thought the idea was to discuss it especially when we'd never proposed a site before.

I guess I just run light on warriors, so its just a difference in playstyle (in the set we lost I had only one warrior with 1 city, a settler and two mud golems, so yeah maybe I'm too far down that end of the spectrum :lol:)
 
Have it.

Ok looking at the save I think we have three priorities:

1) Explore North and East.

North looks like really lush territory, giving us a lot of river grasslands with good food boni. But we really don't know what is up there. I already see one really strong city location (marked) above the W-E mountain range north of us, and there is a second site just east of the gap above our border with the Elohim begging for exploration too. I don't think East is such a priority, but it does need exploring too.

Spoiler :
Civ4ScreenShot0000-9.jpg


2) Techs.

I'm not too pushed about early religions, the only one I really like is Orders from the Deep, and as we're Luichirp I'd much rather go for early Wood Golems, which'd be really powerful support units to have down the line. Hence I propose:
Spoiler :
Civ4ScreenShot0001-11.jpg

keeping Mysticism as it has already started. This plan will commit us beyond me, so if we wish to go elsewhere speak up.

3) Build plans:
Spoiler :
Civ4ScreenShot0002-9.jpg


Cap gets this configuration, the current warrior to finish and explore, mud golem should be before second warrior (clicking error), and the second warrior to escort the settler down to the Southern spot.

As city 2 is only a new plant there isn't much we'll be doing there, but I propose buidling an EC there when Myst comes in and running a scientist for whom we can build an academy.

Long term I'd like to go for AV, seeing as we're playing an overpowered game anyways and just burn the world.

I intend to play the game tomorrow evening, so please make suggestions.
 
I don't think we will be the Lurchip long enough to build any wood golems, we might score Braxnus if we really wanted to. Exploration should be next for sure. I would like to get masonry sometime before our first "round" is over to take advantage of the worldspell, but if construction is useless to us, its not an immediate priority for me. That being the case, exploration/education/code of laws sounds more appropriate.

I agree that OO rocks, but I think the bulb priority goes to Way of the Earthmother automatically after you learn mining. At least we get the jump on founding a religion super early!

Be careful exploring out there. We have already lost at least 2 scouts and a warrior. Not sure how we are going to settle on that side of the mountain range for quite a while, however...

Please try to focus on expanding. I think we can get to 4 cities before having to switch Civs.

(Edit: oops, I couldn't see all of the graphics from my phone)
 
I don't think founding cities on that side of the range is feasible, elohim will cut us off with their plant.
I also think that construction is unnecessary and don't see the advantage in WG anyway - I think myst/exploration->education->masonry is probably all we can fit in this set.
I also think that the second warrior/mud golem aren't needed - the warrior because we'll be pushing warriors out of the new city, and we already have a wealth of improvements so no need for a third mud golem until after the third settler.
The idea of an academy is a good one, but I worry with only 40 turns left that we can't get it out before the switch (remember that GPP are reset each set), and that we should instead try to get a GE out via the WS before the set finishes.
Oh and I'm pretty sure that the holy city will be in the second city, so don't build a monument unless we get unlucky.
 
Oh and I'm pretty sure that the holy city will be in the second city, so don't build a monument unless we get unlucky.

Monument was in the queue, and I generally tend not to change builds inherited, unless I have compelling reason to, although in this case few hammers are invested so it's not a big loss.

Mud Golem is because I always try to push workers early (but don't always succeed), but he can be dropped.

@Kiech, don't worry on expansion, in most of my games my cap is on settler duty until 9 or 10 cities (won't be this extreme here) or I get a better site running.

One question, how many turns have I, 10 or 15?
 
Q is right on the mud golem. You can make a settler before making a 3rd worker.

Are we aborting Akatosh's turn altogether or just giving him extra time to re-install EitB? If not, that means 60 turns left as the Lurchip, right? (30/30/20/20/20?)

If you don't want a monument, then make the elder council first, no hammers are invested right now.

@Kiech, don't worry on expansion, in most of my games my cap is on settler duty until 9 or 10 cities (won't be this extreme here) or I get a better site running.

One question, how many turns have I, 10 or 15?

We only have 40-60 turns to push out as many cities as possible before using (or losing) our world spell.

You get 20, Brian. Happy hunting!
 
I was thinking we'd go to T100 with luchuirp, then switch every 50 after that - so 20 for Brian, and either 20 for me or 10 each for me and akatosh.
 
Will play in a few hours, was shopping today. Quick report at least tonight, and if I can't get a full one up, it'll come tomorrow.
 
Turns played.

Good news: Orthus appeared on our doorstep.
Bad news: An insane inventor named Dr. Emmet Brown Bareke appeared in a contraption he calls a DeLorean.

Turn 61: Get the AV happy event. Haven't AV so take the gold and run. Get an almost perfect 49/50!
Spoiler :
49gold.jpg


Turn 65:The aforementioned Doc Brown shows up, screenshot failed.

Turn 68: Mysticism>Exploration. Not going to God King.

Turn 72: Decide to bulb WotE and found Kilimorph. Mutanbo is stagnated, because of happy limit.

Turn 73: Refuse a 3 pop for 31 beakers deal, if it were at the start of something big, yes but not to shave three turns of exploration:
Spoiler :
Refusethis.jpg


Turn 75: Settler comes out of Ithralia, Kili is spread there, so revolt to the religion.
Mutanbo gets a scientist (may have forgot to de-stagnate it check) as it also builds an EC.

Turn 77 (or 76 I'm not sure): Exploration>Education
Found Tiar'an on the fish site, it's the strongest.
In other news:
Spoiler :
SearchforHolyGrail.jpg


Turn 78: Ithralia finishes a warrior, starts another. Lets give Orthus a proper reception.

Turn 80: Meet Valledia, and she's pleased (must be something in my pocket). She doesn't know the other chick on our borders.
Pick settler in Ithralia.

Finally graphs, our seen land, and city list. Someone has a size 11! Must have founded on top of Yggadrassil.

Land:
Spoiler :
East-1.jpg
SouthWest.jpg


And the graphs/cities:
Spoiler :
Scoregraph.jpg
Cities-1.jpg


EDIT: Qgqqqq: You're up
Scutarii: You're scrubbing the deck
 

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Why the temple/ECs instead of MG/warriors?
Also firing the scientist - as I mentioned earlier the GPP will be lost in the next set (so no GS).
I'm changing to Masonry - I think we can still get a GE this set if we hurry (I'd forgotten about Normal speed :duh:)
 
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