NC CLXXXI - Suleiman - Ottoman Empire

Immortal, No huts no events, to turn 32:

Spoiler :

Turn 0:



Zooming in on the settler it's pretty clear that the three tiles at the bottom of the fat cross are all forested -- so no food there. Is that necessarily true? In standard games can deer be on forested tiles? We do look pretty far south. :confused:. Anybody know?



The warrior makes the only obvious move available and reveals -- as foretold by prophecy (also Nate) -- a plains cow. *Blergh.

The warrior also reveals coast to our East. And it look like a pretty long coast stretching from at least three tiles north of us to two tiles south. We can potentially block off this land. This also means that, barring either a weird map or isolation, that AIs will be found to our west. Something to keep in mind.

I did consider SIP, but I had a good idea of the tiles I would be losing if I moved to the plains hill 1NW -- and none of those tiles is particularly attractive. The new tiles at 1NW though, would almost surely be riverside. And maybe we'd get lucky and find a grain.



No such luck, but a pretty decent regardless. It'll be a little slow at the beginning of the game due to the 7 turn farms and the lack of a 6F tile. But once we get it to a reasonable size it'll be great. I think I'll farm three or maybe four flood plains depending on the health resources. The other tiles will be cottaged. Something along those lines anyway. Farming over everything and then working a ton of mines is also possible. But I like the cottages in the capital, even when going heavy specialists.

Turn 1:

The warrior took another move to the coast and found crabs -- so that's some more health already. Nice. It looks like there's a one tile island down there. Settling that will be a low priority though.



Assuming we are on the east of the landmass my settling will be to the west to both share cottages with the capital and settle enemyward.

Tech choice is mining. I'll farm two flood plains to get growth going and then mine the golds. The second choice is interesting. Pottery for cottages or BW for chopping (and whipping, to a lesser extent). I'll think on it. Let's see what the warrior finds. The warrior will head north east as I'm pretty sure we're on the south of the map.


Turn 6:



I meet Hammy. Let's consult Kaitzilla. I still use this very helpful guide all the time. And to those you interested. Kait just played a game that broke 11,000,000 in score. :crazyeye:

I'm still not sure where Hammy is other than, as expected, westward.



Border popping has revealed that I also have likely access to clams. Excellent. Not as good as grains for health, but useful nonetheless. Hopefully this land to my south and east isn't super contested. It's not particularly good, but I'm already feeling protective of it.

I'm still thinking that settling along the river for the flood plains second is the best play. I like the idea of settling a city that can work the southern gold. But it'll really have to be a super site to get me to settle in the wrong direction.

Turn 7:



:cooool:. Look at that resource there. Super nice. Cheap Oxford for my early education. And maybe cheap pyramids. I'll build them late, if I do. I view oracle and Code of Laws bulb as more imporant. But maybe that's wrong? Regardless, I think I get both. I might even be able to wait for math on most of the chops. Will I build them in my capital? Or somewhere else? Depends on forest availabaility and timing.

Turn 9:



My warrior finds gems under jungle. Not worth adjusting any settling plans for, but would be nice to get eventually.



Have to pick a next tech now. I think the two best choices are pottery and bronze working. Does the order matter or can I just tech one and then the other? Let's look at upcoming worker turns.

Turn 13 - 19: farm 1E (I'll put cottages on the west side for sharing)
Turn 20 - 26: farm 1NE
Turn 27: Move to 1N
Turn 28 - 31: mine 1N

BW would finish on turn ~22/23. And then pottery on turn 30 or so.

So If I went with BW first, I could interrupt the farm 1NE to chop 2N, but I don't think that gets me anything. Builds are going to be warrior after this worker and then a settler at size 3. Or, I might go warrior to size 4, then settler. Chops into the settler, then revolt to slavery while the settler is moving. Then 2-pop whip a second worker in the capital. Then grow and chop more. I know I'm going to need more workers than normal because of all these flood plains.

So it doesn't look like I need pottery in the next ten turns. Although, I'll want it right after BW. I think it's kind of a toss-up which to research next. But BW reveals copper.


Turn 10:

Hinduism found in a distant land. So somebody started with Mysticism. Got to keep my eye out for Stonehenge and decide if trying to Oracle is feasible.

Turn 11:



And grassland cows! This is looking like a useful early city spot. A city 1 NE of the cows gets a lot of great stuff. Farmed FP, cows, gems, stone, grassland hill, coastal, 3 forests to chop, and everything important in its first ring. Nice.

Turn 13:



The worker comes out and I put him to work on his first farm.



The warrior reveals so many flood plains. Lots of early specialists looking possible. Each flood plain supports 1 specialist. So at size 8 we can be working 4 scientists, 4 flood plains, and still be growing (very slowly)! How many cities can we fit along this river?

Turn 14:



Son of a biscuit. Fortify and plan to move up towards the forest. Gonna have to play some hide and seek the next few turns.

Turn 15:



Run away!

Turn 17:



Hammurabi's scout took a hit for me and got attacked by the lion. He survived, which is too bad, but it means I feel safe moving along the coast.

I'd rather move back south and check out the flood plains area. But with that bear still down around there that's just aksing for trouble.

Turn 19:



The farm is finished and Istanbul will grow to size 2 next turn. I'd planned to make a second farm, but maybe I should be mining the gold instead. What are my growth plans exactly?

The benefits of the mine are the quicker research early and that I can get it online 2 turns fast (1 turn to move + 4 turns to mine). The cost is that I'm slower growing. I'd still work two flood plains until the mine is done. Which gets me to size 3 on turn:

turn 19 (1): (18/22) + 4
turn 20 (2): (0/24) + 5, move to mine, [working farm and flood plain]
turn 21 (2): (5/24) + 5, start on mine (1/4)
turn 22 (2): (10/24) + 5, mine (2/4)
turn 23 (2): (15/24) + 5, mine (3/4)
turn 24 (2): (20/24) + 2, mine finished, [working farm and mine]
turn 25 (2): (22/24) + 2, move to 1W start farming (1/7)
turn 26 (3): (0/26) + 3, farm (2/7), [working farm + FP + mine]
turn 27 (3): (3/26) + 3, farm (3/7)
turn 28 (3): (6/26) + 3, farm (4/7)
turn 29 (3): (9/26) + 3, farm (5/7)
turn 30 (3): (12/26) + 3, farm (6/7)
turn 31 (3): (15/26) + 4, farm finished, [working farm, farm, mine]
turn 32 (3): (19/26) + 4, move 1NW of Istanbul cottage (1/5)
turn 33 (3): (23/26) + 4, cottage (2/5)

So with mine first, as of turn 33 I'm at size 3 and 23/26 in the bin. And I've worked the gold for 10 turns for about 80 commerce. If I build the farm first:

turn 19 (1): (18/22) + 4
turn 20 (2): (0/24) + 5, move to FP 1 north and farm (1/7), [working farm and flood plain]
turn 21 (2): (5/24) + 5, farm (2/7)
turn 22 (2): (10/24) + 5, farm (3/7)
turn 23 (2): (15/24) + 5, farm (4/7)
turn 24 (2): (20/24) + 5, farm (5/7)
turn 25 (3): (1/26) + 6, farm (6/7), [working farm, flood plain, flood plain]
turn 26 (3): (7/26) + 7, farm finished, [working farm, farm, flood plain]
turn 27 (3): (14/26) + 7, move to mine,
turn 28 (3): (21/26) + 7, mine (1/4)
turn 29 (4): (2/28) + 8, mine (2/4), [working 2x farm, 2x flood plain]
turn 30 (4): (10/28) + 8, mine (3/4)
turn 31 (4): (18/28) + 4, mine finished, [working 2x farm, flood plain, mine]
turn 32 (4): (22/28) + 4, move 1NW of Istanbul cottage (1/5)
turn 33 (4): (26/28) + 4, cottage (2/5)

With farm first we're an entire population point higher, but have been working the gold for only 3 turns. So we're about 55 commerce short. Is a population point worth this much gold? If it gets out the first settler and warriors and another worker out much faster then I think it is.

If we go with the faster settler do we have enough workers to support this growth.

Are we more likely to be beaten to the Oracle or beaten to good city sites? So far it looks like Oracle. Nobody nearby yet except Hammurabi. But we've already seen Hinduism and Buddhism get founded. But I think an early, nearby on the flood plains, second city will make up for it.

So after all that waffling I'm going to build the farm first -> faster second city.

Turn 21:

I'm still planning to build the second city in the flood plains to the northwest. But because of the gold down south I'm going to take a quick peak and see if there's something really good down there. And to verify that I am for sure at the edge of the landmass and I'm not going to get surprised by some landbridge or something.

Turn 22:



I can finish BW this turn. Do I want to? Nah, I think I'm going to wait and revolt until after the settler is out -- missing my Hatty spirtuality right now.

Turn 23:



My southern warrior uncovers dry corn. Interesting. Settling 1N of the corn for a second city is not unreasonable by any means. It will take a few turns to set up trade routes. But being able to work the second gold right away is super useful. As a size two city it could work the corn and gold and build workers and settlers. And then when masonry is in and stone is hooked up it could chop out the pyramids. No reason it can't be a third or fourth city and still do all that though. Especially since it looks pretty obvious we can backfill that land.

Turn 28:



My northwestern warrior survives a fight with a lion and is healing. I've moved the worker to the gold and started mining. After he finishes the mine he's going to head to the forest 2N of Istanbul and chop out the settler the city will start on the next turn.

Turn 32:



Pottery has finished and I'm thinking something like this. Writing -> Priesthood -> Oracle Code of Laws. Another option is to first self-tech math for better chops and then Oracle -> Currency. It'll probably depend on how confident I'm feeling about the oracle. It's turn 32 and still no stonehenge, so that's a good sign.



I've got some early spawnbusting going and I've found Hamm. He's close, but I imagine that's the border of his second city, so he's not too close.

A preliminary dotmap looking something like this:



I'll settle white city first. It'll be able to work some cottages from the BFC of Istanbul. And eventually can work mostly farms and still have enough hills to be useful.

It might be better to try and squeeze in more cities on the river. Each flood plain is a rep specialist. So I really want to be working all of them asap, which is easier with more cities. Hmmmm.

Blue and Red cities are both for blocking. The red city also claims a happy and a healthy resource. So, even though it's short on food, it'll be handy to get fairly early. Purple city up north is for the stone. I can settle that one fairly late. I'll wait until the roads are mostly in place and the forests are mostly pre-chopped. There's no rush. I should have plenty of time to get the pyramids.

I'll be pleased if I get all five of the cities, but I think it's realistic. Then I can back fill two cities along the east coast -- one on the corn and the other on the cows and crabs. I'll farm one of the tiles on the west of Istanbul and can that way irrigate all the way to the corn. And a few other green tiles along the east coast. 7 cities will be plenty.

For micro: the worker currently on the gold is moving to the forest 2N of Istanbul. He'll chop that forest which will finish the settler. Istanbul will then immediately start on a worker. While the settler is moving I'll revolt in to slavery. The worker will then get a ton of overflow hammers the next turn. But I'll micro to make sure it stays under 30 hammers. Then the next turn I'll two-pop whip Istanbul to finish the worker. A ton of overflow will then go in to the next worker. I'll bump that worker down the queue, and build a few more warriors. Eventually I'll finish the worker with a chop.

And this is why it's good to stop and take stock. I forgot about IMP, so I should be working the forested PH, not the flood plain. Sheesh. Fixed.

 
@Benginal: What the...I've seen people write reports of entire games shorter than your first 32 turns. Great job giving valuable insights!


Deity, 850BC:

Spoiler :
After losing Oracle I used the failgold to get to Aesthetics and Metal Casting through basic research.

Hammy auto-spread Buddhism to me and we became best friends (until Trebs that is). Met Gandhi after thinking this map would be semi-isolation. But nobody has Alphabet yet...

First Great Scientist created and stored safely away for Machinery bulb. Second coming up in 13 turns.

4 cities, 2 of which are not doing many useful things without their seafood. I would have liked the Stone + Cows + Gems city up north as well but a barbarian city formed nearby, and Hammy took it out really fast so he controls the area up there. He has 8 cities and still room to expand (while also getting a shrine + some other wonders). Hope I can chop out a big enough army for him.


...and to 475BC:

Spoiler :
Hammy is up to 12 cities. I have 4. David against Goliath? And like David, I can sling stones at him (although I use Trebuchets)!

Gandhi finally got Alphabet so I was able to trade for Alphabet + Maths, allowing me to bulb Machinery and a bit later Engineering (everyone had Construction but as usual nobody would trade it early enough). Engineering in 475BC. My cities are small and don't have enough food for whipping but I have some forests around. Also, big thanks to nate for actually allowing me to have Iron.
 
Immortal, normal, to turn 75:

Spoiler :


Turn 35:



The settler will finish next turn and I'm considering this settling pattern instead. Settling lavender first. The upside is I can fit another city around the flood plains, but unhealth will be such a problem in lavender I'm not sure it's worth it. I'd really like to settle over further west on the flood plain 2E1S of the cows, but production in that city would just be so bad. How bad is this?

What will city 2 actually need. A granary, a library, a barracks. Is that it? I think yes. I can just whip that out real fast before revolting to Caste. And the cows will provide 3 passive hammers so I can slow build a forge, aquaduct, temple, or whatever else might be useful. Then later in the game I can workshop the plains and feed them with the flood plain farms. I think maybe I'll actually do that instead. It still has nice overlap with the capital. But frees up a little room for another city along the river. And it gets the cows. Also it's slightly closer to Hammy -- couldn't hurt.



Yeah, I think I like that better. Allows for five total cities along the river as well. Production is a bit slow. But early whipping of key infra is really all that's needed. Health will be an issue. But the aquatic foodstuffs will help. And maybe I can get that rice up north in the jungle. Still haven't met any other AI, but I know they're there because Hammy's espionage points are lagging.

Turn 36:



Warriors check to make sure the area is safe. The settling party heads West. I start on a worker and revolt in to slavery. Next turn I'll put ~22 hammers or something in to the worker and then the turn after that I'll two-pop whip it out. I think I'll actulaly put the overflow into a warrior. I can spawnbust this whole area and not have to worry about barbs at will, which will be nice. I really do need more workers though... We'll see what it looks like when I get there.

Turn 37:



Edirne is settled as planned. The worker is working on a cottage there. The next work will be out in two turns to help him finish it. And then they'll immediately build another one 1W of Istanbul.

I've got to think about balancing expansion with getting the Oracle. I think I can safely put down the teal city further NW and not crash the economy. Gold and early cottages will carry me just fine. I also want to mine that souther gold at some point. I'll need the hammers for the Oracle.

Turn 38:



Meet Ragnar. Ugh. 2-pop whip the worker. I'll put all the overflow into two warriors. It'll slow expansion. But not having to worry about barbs is worth it.

Turn 41:



Well that's annoying. I can still settle the clam. But it'll be hard to get the fur now. I also met Gandhi, so that's good news.

Turn 42:



Writing in. I'm behind on infrastructure. I need granaries and libraries, quickly. Hammy settling there has also made me a little nervous. I'd really like to more cities -- at orange and teal, sooner rather than later. No dillydally on the tech path. Stonehenge still hasn't been built. And I'm quite close to Priesthood now. I'll get the gold back next turn and not lose it for the rest of the game. It probably would have been better to wait a little bit longer on the first settler so as to not miss the gold for so long. Ah well. Warriors are now almost in place and should have the entire surroundings free of barbs.

Turn 44:

I have a chop all ready to go. What should I chop? Options.

Granary: super useful building, especially in this food poor climate. I don't want to do too much more whipping. But with the granary, I can conceivably whip a few more times without too much damage. Still need to lay some more cottages to grow on to.

Worker: I really need worker turns. I need a few more cottages for the capital. A gold mine, two mines on the grassland hills (one coming shortly), chops for workers and settlers, prechops for the pyramids. Farms for cities 2 and 3 (teal). The yellow city is far better. But by placing teal I can block it.

Settlers: cheap to build with IMP, so can get out a few and rex. It may have been better to skip the Oracle all together and just REX. Ah well, I'm invested now. And I think I can still get the clams down south. And apparently I was never going to get them anyway since I wouldn't have settled down there until city 4 anyway.

Library: I'll need this eventually, but I can put it off for now. Don't need to run any scientists and I'm getting to priesthood fast enough. The Great Wall just went. So hopefully the pyramids are still viable. Time will tell.

I'm putting the chop in to the granary. I'll continue to then slow build a library. Then switch to the oracle and put some chops in to it. The keep growing and 2-pop whip either a worker or a settler (yay IMP)

Edirne is slow building a granary until size 2. Once it gets to size 2 I'll have it build and then whip a worker. Since I'm IMP it's better to use my hammers, which are in the capital, for settlers.

Turn 45:



I'm going to get greedy and go through Polytheism instead of Meditation for the Oracle. Poly is slightly more usefu and it opens up Monotheism trades.

I'm keeping all borders closed for now. I don't have the worker turns to spare for trade routes. And only Ghandi has a religion that could get to me. I'll wait and see if I meet anybody else and what the diplo ramifications will be before opening borders.


Turn 47:



I've got workers. What should they do now? I need more cottages in between Edirne and Istanbul. I need the gold mined I need a road to Hammurabi. I need to get chops ready for the Oracle. I'll be getting another worker from Edirne in 5 turns (4 more turns gets it to 30/60). Then whip on the turn, pops out turn after. So here's what I'll do. I'm going to send both workers to the gold. Mine in two turns. Then one will go 1W to chop that forest and the other will go 1NE to chop that fores. The westard worker can then keep going west while the east can chop a forest or two into a worker and then get started on pre-chopping for the pyramids. Worker 3 that comes out of Edirne can build a road to Hammy and then double back to help on cottages.

Turn 51:



Alright, lot going on here. Both workers have moved and can start chopping. They'll chop on turn 3 and I want to make sure those chops go in to the Oracle, so I need to get priesthood in 2 turns. I mean I could just road under the forests for one turn. So it wouldn't be the end of the world. The worker is ready to whip in Edirne. But if I whip now I whip away a cottage. Checking the micro confirms this slows Priesthood by a turn. I'm going to wait until PH is in, and then whip the Edirne worker. More overflow is fine. Will go in to the granary.

Hammy just asked to open borders and I went ahead and said yes since I'll be roading to him in two turns. Growth is so slow in Istanbul. I need another farm. I'll farm 2W of Istanbul. Spawnbusting going fine. The area is covered, but there are still two warriors wandering around.

Looking at diplo it looks like Ragnar hates Roosevelt, who I haven't met yet. Roose is kind of a pushover. As is Gandhi, so that's good news. Ragnar builds a ton of units. Will be annoying -- bring trebs.


Turn 53:



And with those chops we've got unhealthiness in Istanbul. I'm going to put two more chops in to the Oracle.

I'm self-teching mathematics. Masonry is up next. I'm going to chop the pyramids in a city to the south -- I've used up too many forests in the capital already. But that's fine. It's useful to split up the GPP points. This way I can have a pure GE city if I ever need it.

Turn 62:



Oracle in, and I select Code of Laws. Mathematics is almost finished. After which I'll go to Masonry and try and chop out the pyramids.



I'll use the free unit to explore a little bit before infecting, probably Hammurabi. If I can pit Hammy and Ragnar against each other that would be lovely. I should have enough early monopoly techs that starting some wars will be feasible.

I'm pretty confident -- perhaps too confident in the pyramids. Since I'm not planning on sailing or having an all water route in my culutral border I'll need to get some sort of a road up to that stone. I think what I'll do is something like this:



I toyed around with the idea of moving the teal city so that I could then road to a river in the cultural borders. But I don't want to move the city. And roading on flood plains and hills slows me down anyway. So I'll road in the most direct way.

I'm going to REX a little bit first. With the cottages and gold set up I can afford quite a few more cities than I have. I have all the techs I need, so even if we stall it won't be the end of the world. But I'm planning on going to Currency after Maths anyway. So our economy should be fine.

What cities do I want. I want teal, and grey for stone. And then somewhere to actually build the pyramids.

Hmmmm... I could skip the whole road shenanigans and just build the pryamids up there. If I take a quick trip to get AH, I'll have hammers from the stone and the cows. Three chops... Nope, not enough, I don't think. I'll stick with the original plan of building them in the south. So I need three cities, sharpish. Grey, South, Teal in that order. If I miss teal to Hammy I can still move it over to the East on the river bend there. Hopefully it won't come to that.

Turn 64:



Lol, okay, yeah I guess that was optimistic. Looks like I'm getting a bit boxed in. Cost of going for the Oracle I suppose. We'll see if it was worth it.

Turn 65:



Whoa, we are both stuck out here together. No wonder I haven't been meeting people. And he's about to box me in. I'll have to get out an explore and make sure this doesn't mean there's an AI with a whole ton of space to expand in to. Not that there's really much I can do about it.

Early war with Hammurabi is possible. After Math I could go for catapults. Catapults and warriors? *hahaha. Hopefully I'll have horses or iron. But I don't even know if I need to. Hammy doesn't declare at pleased. And that should be easy to do if we share a religion.

Turn 66:



Where is he going? Is he going to settle on that hill? Is he heading for my stone?



I'm not sure, but on the off chance he does something stupid I can potentially settle a blocker city and send him away. It would slow down the stone site, but probably be worthwhile.

Turn 67:



What a little snot. He manages to get in the way of every city I was planning on putting on that river. :mad:. Maybe I should have worked in a third settler and tried to do a better job blocking. Had I had a city on the Teal site that would have blocked off that whole area. :(. Probably a mistake there on my part.

Turn 75:

:lol:. Okay so my whole plan for this game has worked approximately not at all. At least ten turns away from actually getting it myself. Hadn't even started yet. It's not so bad though. Well, yes it is. It was a huge part of my gameplan -- which is why I oracled Code of Laws instead of going to Currency. But no worries.



So here's the empire. I've got three cities. A settler slow building in Istanbul, which I don't want to whip -- luckily it's not that slow because of IMP. Edirne is going to start on another settler at size 4, which will happen quickly now that tiles are actually improved and granaries built.

It looks like Hammy and I have a ton of land to ourselves. There's a natural sort of choke point up at the jungle. But it'll be way better if it's my land, I think. So here's the plan -- since I still have a ton of forests.

I'm going to research iron working first and hope like heck I've got iron. Then I'll research construction. If I do have iron, swords + axes + catapults to take out Hammurabi. If I don't, horses archers + catapults to less efficiently take out Hammy. Missing the pyramids is annoying. But this is why it's good to have some cottages laid as backup.

The real reason Hammy has to go is because of the truly obnoxious placement of Borsippa. There's so much excellent land up there!

So I'm gonna go all out for IW and construction. I'll settle clams + horses on the teal and gold + corn + cows on the yellow. These cities will be chopped to the ground. Edirne will be whipped. Istanbul I'll let grow a bit. It's got enough hammers that it can be useful slow building + chopping the distant forests.

I imagine this war wrapping up around 1AD or so. That'll give me my 5 cities + his that I keep + the 3 I can replace Borsippa with. And maybe a few up in the choke point area. Plenty to race to gunpowder with. Then Janisaarries + catapults/trebs.

I've got an exploring warrior trying to go meet the rest of the AI. I know at least Roosevelt is out there. Then I hope to be able to trade CoL + whatever for alphabet. Although we'll see how that goes.
 
@Benginal: What the...I've seen people write reports of entire games shorter than your first 32 turns. Great job giving valuable insights!

:lol:, thanks! I really enjoy doing the write-ups. Makes the games more fun for me to play. I'm excited to go see how everybody else is getting on now that I'm up to turn 75 myself.
 
@Benginal:

Spoiler :
Pretty ambitious to get Oracle + Pyramids + early cottages. I know I couldn't even get Oracle (built in 2120BC) without the other things.

I considered Catapults as well, but Hammy's UU made me reconsider. It would still have worked because, well, siege, but it would have taken a decent number of Catapults more than I would have needed otherwise. Maybe better than to wait for Trebs though.

Do you rate Code of Laws that high? I find its best use early on is to get you to fast Civil Service but you are not aiming for that.
 
@georgjorge

Spoiler :
:p, probably too ambitious. I'll finish this game and maybe try again. I think it's possible to do it. I probably should have swapped the cottages for farms. Whipped more early and forgot about the second gold. Tech was not the constraint here. Settlers was. Which is ironic because IMP.

I definitely don't love code of laws that much. I should have focused on the pyramids and only the pyramids. I was just a bit overconfident. I saw the stone and a ton of forests and just though it would be easy. It feels like turn 73 is a bit early for pyramids. Notice I'm playing immortal this time -- wanted to make sure I had fun with Janissaries.

Your game sounds tough. Trebs will help. And the fact that Hammy's main production cities are so close to us means you can cripple him early in the war. Head straight, or almost straight for his capital and you should be okay. I bet at least half of his cities are fairly useless up in the jungle and on the coast -- not enough production for him to counter.

Also, taking a break is probably a good idea. Build up a sufficient force to take his capital and maybe one or two other cities. Cease fire (or peace if he's offering techs) and then regroup and do it again.

I think I'll be fine with cats. I'm too far from engineering. Hammy won't have enough units. It's one of the biggest differences I notice between immortal and deity. I think 8 cats + 12 swords + 2 axes plus backup cats during the war will be more than sufficient. And with five cities whipping I can build that force up in ~18 turns or so.

We'll find out soon enough!
 
@benigal... I can't see your screenshots. Do they show up for other people?

edit: weird. I can see them in chrome, but not in firefox. Guess i'll switch to chrome...
 
@benigal
Spoiler :

You need to build more settlers with imper trait! With imper, settlers are almost as cheap as workers, so building settlers shouldn't be delayed. They give a great return on investment.

With imper your first thought should be "how can i settler spam this map"

And yeah. cats vs hammy should work fine. I don't think you need to self tech iron working though. Thats easily traded for and besides, you've got horses. Cats + chariots are all you need. (edit: and maybe an archer or two for stack defense, but i think if you can pillage the copper you won't need those either.)
 
Immortal, Normal, to turn 119:

Spoiler :

Turn 76:



Fast growth here in Edirne means that I can grow quickly, then whip a settler, and then continue to grow back.

Turn 84:



Got those 5 cities settled. Bursa is skipping a granary for now. All gonna be about the chops in that city. Konya has a food resource so will be able to whip so gets a granary. Ankara already has its granary and is now getting a barracks. I need more workers. They're on the way. Wipping from 4 to 2 again in Edirne. And going to start one next turn in Istanbul.

Also, we've got iron! We'll get a mine on that double quick and start on the units!

Turn 86:



Great Prophet born and gets settled in Istanbul. Ragnar declares on Gandhi. Come onnnnnn Gandhi!

Turn 87:

Gandhi gets alphabet and we work ourselves out a deal.



I'm developing the land just a bit -- improving the specials. And then we're gonna start the war prep in earnest.

Turn 92:



Still war prep. I didn't build a workboat for Bursa assuming that Hammy will pillage it as soon as the war starts. Gems online up north which means more happy. Hammams will be nice to have eventually.

Turn 103 (turn 1 of war):

Been building units. Very quiet on the diplo front with the rest of the world. Still no open borders. Charlie hates me for trading with Gandhi. He also recently got a fist. It's possible I'm the target. But that's cool because I've got a little stack going!



Going to DOW this turn and attack Dur. I really need more catapults, but there are a few on the way. This should be enough to get started and there are more troops on the way.

Turn 104 (turn 2 of war):

Two catapults built without barracks bombarded down to 4% defense. The first catapult attacked at 12% odds and got a lucky withdrawal. The second went in with 45% but died. Then I went in sword, sword, sword -- three city raiders and three victories. Going to woit one turn for the catapults and then go straight for Babylon.



Just to be obnoxious. I upgrade to C1 and take the worker. Babylon has three units in it, but has some population to whip. Let's get it!

Turn 105 (turn 3 of war):



Moved all the troops to Dur. They'll get just this one turn of healing.

Turn 106 (turn 4 of war):



Hammy has his chariots hooked up. I'll build a few spears for stack defense but probably it's too little too late for Hammy. I'm on his doorstep.



I've got another army forming that will be in charge of reclaiming the flood plain land to our North.

Turn 107 (turn 5 of war):



The army is in place to begin bombardment.

Turn 108-109 (turns 6 and 7 of war)

The secondary force builds up in Edirne.



The main army begins bombarding.



Traded with Charlie so I could improve the wine.

Tip: whip instead of starving in captured cities.



Tip: micro is important move from the cows to the cottage. I'll two pop whip this spear next turn. Always be doing stuff like this.



Turn 110 (turn 8 of the war):



Catapults cause collateral damage. Units take the city. Easy peasy.



The secondary stack heads north.



Switching builds back to economic stuff. I've got enough troops.



Tip: Sell old techs for cash.

Turn 112 (turn 10 of the war):

bombard + bombard + cat + cat + units.



Turn 114 (turn 12 of the war):



Rinse and repeat.

Turn 118 (turn 16 of the war):



Firaxis heard that TMIT had been seen on the forums so sent out a barb galley in welcome.

Turn 119 (turn 17 of the war):



The last city on our peninsula has been claimed. Ragnar is also at war with Hammy.



Hammy will take peace. But I don't want any lingering unhappiness. I'll finish him off and earn some diplo in the process. I think I need a few more troops -- I'll build some chariots as they're fast.

Plan: Bulb to gunpowder. Finish the game. Something like that.
 
Ahhhh, I want to play this game too! But i made the map, so it feels like cheating...

I might post a playthrough after you guys are all done :p
 
Immortal marathon 1ad.
Spoiler :
Quiet round after rushing Babylon earlier. Went for music, Gandhi beat me to it :sad:. Now 7 turns from CS. No-one's got philosophy yet. Got a couple of blocking cities to north west, now backfilling. Nine founded, should get other three cities fairly soon. Ragnar is pretty big but friendly (religion and civics). Roosevelt is teching like crazy. Chuck's annoyed with me and has the biggest army. No idea how I'm going to win this one, cuir rush appears obvious.
 
Deity, to 475AD:

Spoiler :
I should have had no chance - Hammy with 13 cities against my 4 with not even enough food to support continous whipping cycles.

But support came in the form of Charlemagne, who finally had enough of his heathen neighbour and attacked him five turns before I was ready for my attack, nicely tying his troops up north.

My initial attack force was tiny: 7 Trebs 6 Crossbows 1 Pike. But it has managed to take three cities so far (including the Buddhist shrine and his capital with four wonders). I lost two Trebs + two other units and have killed fourty of his so far. He still has twice my power rating :cry: If Charlemagne makes peace I can't progress.

Gandhi is holding his own but losing cities to Ragnar already. I'm slowly closing in on Gunpowder and ready to bulb Chemistry after that. The goal would be to cap Hammy and still have enough time to attack Ragnar before he gets to Rifles.
 
Great map! The NC is my absolute favorite civ 4 experience!

Had a go at Immortal, and had a dream game!

Spoiler :
Like a lot of others here.. I saw more FP to the west.. and moved to the plains hills! Settled for alot of flood plains! Eventually it would be a great cap

Managed to get a woodsman II warrior.. and scouted hammurabi soon after.
Then something spectacular happened.. I moved my warrior to a open grassland. which unfortunately was next to a angry bear!

But behold! :D

Hammurabi and his super bowman + a settler came to my rescue.. they moved before the bear.. and right ON my warrior. The bear attacked and severely wounded the bowman.. and left my (woodsman II) warrior. So the next turn.. since i was next to a forrest. I could move from settler.. declare war, kill the bowman and steal his rushed settler! :clap::whipped:

Must be the single best start I ever had. 2 workers (which was really helpful on this map) really early and a crippled neighbor.

Since philo I got a fast library, bulbed math while teching HA. rushed hammi. Then I somhow managed to grab all the good marble wonders.. and was set up for a insane curissair rush.

Which I got lazy with.. and kind of halfassed into charlemang. Lost half my initial stack.. then the other half.. and yeah... could have built it up again.. but, kind of know how the snowball war would had went. Estimate a 1400 AD conquest.

Could possibly had a record game on my hand.. but kind of attacked to early with a to small stack.. (10-15 curissairs) I guess I overestimated my tech advantage...
Got tired.. and quit. So from amazing to meh... but that was only my own fault... :rolleyes:



Hopefully there will be a new NC game up again soon! Really enjoy to play civ4 in the ways of "this week its this hero and this start.. find a way to win!" and alongside other civfanatics people!
 
@Benginal

I was trying to only read your write up to the point of my own game but I couldn't help myself. Getting to see a turn by turn write up like that is very cool and really helpful for someone like me. It's certainly revealed to me that the area of my game that needs most improvement is micro and game pace. In my rush to get as far as I can in the time I have to play I end up wasting worker turns, missing whips, and mismanaging tiles.

A couple specific thoughts about your write up
Spoiler :
The only thing you did in your game that I'd disagree with was your choice to go for the oracle. I think what happened was you had already committed to the oracle before you became aware that you were in a situation where you and Hammy were going to have to fight it out sooner than later. Other than letting hammy get that annoying little desert hill city and causing uncertainty for the pyramids it doesn't seem to have slowed you down though, and ofc was useful for trades.



In my game I was caught between two plans
Plan A, rush
Spoiler :

I knew I had horses, but I didn't know if Hammy had copper. I also know that it doesn't really matter if Hammy has copper and I hit him early enough and can take his capital right away, but I don't know how early that is, and considering this isn't a great whip environment I have to assume a 3 city rush isn't going to be the smartest play here. It was hard to talk myself out of though

Plan B
Rex and attack post siege weapons
Spoiler :
I think this is the best thing I can do at emp. I should be able to grab up a minimum of 6 cities, potentially 8 while teching my way towards construction. If I can grow some cities on those FPs and only have to whip key infrastructure and workers I think I can give myself quite the early advantage.

The only good city location that Hammy can really contest if rex is the priority is the fur and clams. Whether he gets that city or not after the fps / stone is sealed off by two cities and there's a city near those clams he has no choice but to start settling that northern jungle area while we can backfill 4 more cities south, east, and north.


And a quick question about general tech strategy
Spoiler :
While this rarely happens if everything went according to plan on this start you would need almost all the basic techs. If you grab the fur spot we need hunting, we definitely need fishing, possibly myst for border pops but I think you can skip those for libs in this game, AH for cows / horse reveal and IW to look for iron.

I was just thinking if the tech path was something like mining, bw, pottery, writing, alpha we could possibly trade for fishing, hunting, ah and myst instead of self teching them and then tech masonry, maths, construction, hopefully trade for IW, then of course self tech currency.

Teching alpha seems like a big delay. Going for it that early probably takes 15-19 turns but if I'm going to expand and need all of these easy to trade for techs that would take just as much time as alpha anyway why not? It's more risky because its contingent that I can make trades but the odds of me having a monopoly on alpha for a bit are pretty high and the upside potential feels worth it.

The workers are going to be spending most of their time farming, cottaging, pre chopping, and roading. It won't hurt us to wait for pastures, the pyramids should still be within reach on emp. We won't need a fish resource until at least our 4th city, We're not sure if we will actually need hunting. Taking alpha here only seems to really delay math / masonry by slowing down the mids, but the time it saves by trading for all those other techs should mean you can still get construction when you need it.

Any holes in that thinking?


edited: to cover a spoiler
 
@bdubbs. Alphabet also allows you to build research.
 
@pigswill Running research isn't something I can say I've ever done much. But I could be see where it would be useful in a city with lots of passive hammers pre currency. I dont think it would be a big factor here but I could see it coming in handy

Spoiler :
I'd rather settle the plethora of FPs first, to do that you probably have very low passive hammers in the BFC of the second and third cities. However once the infrastructure is whipped it can let those cities bump their research contribution a hair until another build is needed.
 
So I'm at 1160 BC Turn 71 and I feel like I'm lagging.

Spoiler :

To try and keep it brief farmed 1 FP, finished gold mine the turn I grew size 3 and churned out a 9 turn settler. Settled Erdine on the same spot as Benginal because its a blocker city, worked on a granary. Grew to size 4 in Istanbul, whipped settler #2 with max overflow to granary.

Settled that city 2N1E of the cows near Erdine on a riverside plains tile as my second blocker. When I grew to size 2 in Erdine I whipped my second worker. My workers built a couple cottages and then farms in the new cities. I started another settler in Istanbul at size 3 with 1 chop. using overflow to finish my granary.

That settler ended up around the fur / clams. I whipped a granary in my 3rd city, used OF to go for a 4 turn worker, and whipped another worker in my second city which was size 3 and growing slow because unhealth. I whipped one more settler in Istanbul and settled a city next to the stone the turn masonry came in. I had a worker waiting to start improving the stone, and another worker is starting the road from Istanbul.

So in 71 turns I managed to build 4 settlers, 3 workers, 2 granaries, 2 warriors. How could I have done it faster? :confused::crazyeye:
 
@bdubbs

Spoiler :
I like plan B. Having siege is so much easier than not having siege.

Alphabet is good early tech, especially on maps where you know more than ~4 AI. Even on Deity, racing to Alphabet and then using it to backfill techs isn't necessarily terrible. The trick, as you've pointed out, is figuring out what you need and don't need. The city in the south is going to cost you two techs -- fishing and hunting. Do you really need the clams that badly? Or the fur that badly? You've got gold and gems, so it's not like it's your only happiness spot. It might be worth delaying that city -- to see if you can trade alphabet for the requisite techs -- and then settling it. Or just wait a few dozen turns and take it from Hammy. But your thinking is basically spot on.

Taking alpha here only seems to really delay math / masonry by slowing down the mids,

Maybe as a compromise self-tech masonry. Something the AI don't like to trade. And delay IW, Maths, myst+poly+medi+PH, fishing for trade? That could work.

That seems okay for turn 71. It's a slow start -- the lack of a 6F tile really hurts.

My workers built a couple cottages and then farms in the new cities.

Probably switch this order up. Farms then cottages. Or if this is cottages in the capital and then farms in the new city that's maybe okay. Don't whip to hard in your capital. Big cities are clutch.
 
I played the first 55 turns :p even though i made the map. Won't play any further til you guys are done.

To 1800 bc:
Spoiler :

A typical imperailistic rex start.... i just wanted to build a ton of stuff fast... I went AH first cause of the nice cow and because i want to know if i have horses (actually... i already knew that i had horses, since i made the damn map!! )

Unlike everyone else i settled 1NE because i wanted to work the plains cow...



build order:

1. Worker first. Improve cow.
2. Settler next. Forget growing to size 2.
3. Worker again in cap... then grow out while working the cows...
4. Second city does settler --> worker --> settler --> settler while working gold mine and chopping like crazy. halfway done with another settler.
5. I don't care about blocking cities this game because i'm going to rush hammi anyway, and if he settles near me i'll just take his cities with chariots and catapults.

tech order: AH --> mining --> BW --> Pottery --> Writing --> gonna stop teching till i get the library done in cap.

haven't seen any barbs in a while... Hammy has had that archer roaming around SW forever. I haven't whipped anything yet, either. Will probably whip a worker in konya.

I'm building 3 libraries for some reason... actually, i don't know what i'm doing!!! You're supposed to spam libraries on philosophical, right? I don't play philo much, lol. Maybe i should have built pyramids but that stone is in such an awful position. I don't have fishing yet so i guess i can bulb a bunch of nice stuff once i'm done catapult rushing hammurabi.

But i'll have 6 cities pretty soon and the horses up and running, so once i'm done with these libraries gonna start building chariots in all cities, then chop/whip some catapults and we're good to go. I think i'm not going to bother with granaries this game. Will build one barracks in cap since it has the most forests i can use to chop cats in.
 
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