NCSG IV - The Return of the Mummy!

Sorry bout the lack of pictures, but there wasn't anything too interesting.

You'll be in trouble with Grandad... He likes his pictures :p


Okay, just checked the save,

The worker will be done in memphis in 2 turns so its safe to start running 2 priests there once the the workers done.

EDIT - actually we could get away with running 2 priests right now, only slows the workers down by a turn.

We could probably do with a library in Memphis soonish to fight off the cultural pressure from Gilgamesh & Peter.

Thebes will grow in one turn, so we should probably go for a settler next. Allthough I'd really like the horse city we need to settle cities towards Peter/Gilga asap, mind you Cyrus is starting to creep towards our #3 spot. We could possibly be really hemmed in here! :sad:


The Roster

Groogaroo
schwartz - No longer with us
Krick19 - Just Played
S.ilver - Up Now
grandad1982 - On deck
GatlingGun
Bleys
 
I've got it, although I may need the full 48 hours, as I just got back from a field lab, and I've got a full day ahead of me tomorrow.

I have to admit that I'm feeling slightly lost due to the variant, and would appreciate a general action plan in the espionage area. The dry state of our lands is pretty lousy, other than the floods, so I get the feeling I'll be getting to know the whip a lot better in this game.
 
Field lab? Sounds interesting. What kind of thing are you doing S.ilver?

On the espionage front the plan is (I would have guessed) to settle the first GSpy and then use the second to build Scottland Yard (after we get the GPriest of course). After that we try to get more GSpys and we settle them all turning Thebes into an espionage centre (it gets all espionage building and runs spy specs). Of course as we're planning on running a religious economy as well we may need to run the espionage slider rather than count on GSpys.

The Espionage isn't the main focus of the exercise. Its just away of enhancing are tech rate with some well timed stealing whilst we kill off everyone else!

For this to work we need to identify the best nearby techer and consentrate our EP on them. We should also not forget that we can hinder our enermies using poision here (Flood rich = health poor), not to mention the benifits it brings in war time.

The main economy is going to be a food/priest rich hybrid I would have guessed.

So to recap.
1. Farm some Gspies
2. Settle them in Thebes (the palaces EPs make it the best choice)
3. Concentrate EPs against the best techer (will have to wait till Alphabet to decide)
4. Steal tech to stay in the game while focous on millitary matters
5. Win another glorious victory for team NCSG!

Unless people have other ideas of course.

EDIT

What do people think of converting to Christianity? Remember we can go a fast swap when we build the AP so we have garenteed control of it.

If we convert we can start to put together our RE.
 
What do people think of converting to Christianity? Remember we can go a fast swap when we build the AP so we have garenteed control of it.

If we convert we can start to put together our RE.

Well... Are you saying switch religions now?

Zara will hate while we do this and he looks like he will be one of the dominant AIs... We already get +50% production on the Mids and then another +100 when stone is hooked up... +25 more for Org Religion is OK, but not much of a boost considering the other modifiers... +1 happy is also welcome, but Zara will come begging for techs, resources and money the whole time... especially if we are weaker than he is.

I think whatever we do, the main priority in the short term is finishing the Mids and grabbing land / resources without bankrupting ourselves.
 
1. Farm some Gspies
2. Settle them in Thebes (the palaces EPs make it the best choice)
3. Concentrate EPs against the best techer (will have to wait till Alphabet to decide)
4. Steal tech to stay in the game while focous on millitary matters
5. Win another glorious victory for team NCSG!

General plan, I think Grandad's got it covered there.

I think whatever we do, the main priority in the short term is finishing the Mids and grabbing land / resources without bankrupting ourselves.

Short term plan I agree with GatlinGgun we need to grab as much good land as we can before we get completley boxed in by our imperialistic/creative neighbours. So, the horse city, #3, the Gold/Silver city and possibly a Gilgamesh blocking city would be nice (Not sure what the priority is here now as weve already lost the planned Gilga-blocking spot). Obviously we have a couple of spots we can backfill at our lesuire.

With regards to switching to Christianity I'm inclined to hold off on religion until we have our own, hopefully we may still be able to covert pericles or gilgamesh or both to our faith so were not atleast totally hated!
 
I would say my number 4 city is a good one to found soon as its a great military site and stops to much incursion from the east. also is there a good site by the sheep?
 
750BC (130):

Preflight check. Gilgamesh dominates the power graph, so there is some concern from the east. We cannot see how Peter is doing due to lack of EPs, so that's another concern.

I therefore feel that is imperative that we get some cities up in the east to head off further AI expansion into our territory. A large problem though is that we lack copper, and horses are in the other direction. I am hoping our dry lands hold some iron at least, so we aren't completely defenseless against the AI hordes.

I concur with grandad that site 4 looks like a good secondary production site to get online, as we need to shorten the distance to Memphis.

Dialing science up to 70% runs us break even for a turn saved on Poly, so I do that.

Thebes is doing Pyramids in 69 turns. I assume that we are basically whipping production overflow into this (although that isn't my specialty), especially since we don't have stone hooked up yet. Seeing as Thebes will grow into unhappiness next turn, I dial up a settler in 13 turns. Will whip for 2 pop when able (if my counting skills don't fail me before then).

Memphis has zero production and too much food. We need a granary here to be whipped to make better use of that food. Let the worker finish first. I recall we want to pop a GP here as well, but I don't see a reliable way of cutting off the food and getting decent production.

Helio is also growing too fast, and we are working on a WB with 1 hammer, taking far too long. I will let this city grow until I can 2 pop whip a granary, as we desperately need to leverage slavery.

Oh, and I just noticed we don't have a granary in Thebes either >.<. But I must stall there because of unproductive growth.

725BC (131):

Cyrus wants open borders, and there is not much we can do to block him anyways, so I accept.

I notice the archer was rudely left on goto, and now I have both the archer AND the warrior heading for the desert hill overlooking Cyrus' town. Of course, I realize now that I can just WALK to his town... due to OB.

700BC (132):

Pericles wants OB too. Fine. Best to have peace with one side of the continent, seeing as we're in the middle.

The worker is done in Memphis, and I send him to help finish the road ASAP. I dial a granary while hiring two priests.

I notice OB with Greece helped, as we are pulling in foreign trade routes with him, netting us +2 commerce instead of +1 in each city. Minor, but every little bit helps. For good measure, I sign OB with Zara as well.

675BC (133):

Peter adopts OR, boo.

The stone is now connected so we have stone in Thebes. Yay.

Whip anger at Thebes has faded, so we have some leeway. I switch in a granary to whip next turn, as we want the food to be saved up ASAP.

650BC (134):

Poly comes in yay. Next up on the list is either Priesthood or Mono. Neither help us at all for the moment, except in setting up the prereqs for the bulb. 9 + 4 is 13 turns. The GP is due in 24 at the moment, but that's before some aggressive whipping takes place. GS in 14 so we have to wait at least that long, and most likely double the time.

With that in mind, I dial up IW in 13 for the classical age advance, and to uncover the metal, which, if it's not there, we're screwed. So we're better off knowing earlier.

Thebes grew this turn, and is at the happy cap again, to grow in 9 turns, so I whip the granary for 2 pop.

Memphis also gets its granary whipped. In retrospect, I probably should've whipped it last turn. Missed that small Micromanagement detail... :smoke:

Our Thebes worker is done the mine, so I send him to Helio to help out that area.

625BC (135):

The whipped granary overflows 10 hammers into the Mids, plus the 5 production for this turn. That makes 37 hammers with bonuses applied. Probably could've done better, but granaries are CRITICAL.

Memphis' granary is also done, so dial up a library as I read that we need one here for some culture wars.

The gold mine at Helio is done this turn, giving us extra happiness leeway. I can't afford to work it yet though, not until we have a granary up in this city.

600BC (136):

Helio growth in 1 so I switch to a granary so we can whip next turn for the fastest possible granary.

I stick an archer into the queue at Thebes to soak up some hammers while we regrow some pop. We need the military anyways.

I start a farm near Helio so we can support the gold mine later.

575BC (137):

Nothing of note this turn, some tile MM to ensure best growth. I do note that Cyrus already has swords, and therefore IW.

Spoiler :
set2cyrussword.jpg


In fact, his iron must be here, on the flatland mine. No other explanation.

Spoiler :
set2cyrusiron.jpg


Oh yeah, I remember to whip Helio's granary.

550BC (138):

We finish the granary at Helio and get back to the boat.

525BC (139):

Islam was founded in Susa. I REALLY hope that was due to CoL and not Theo.

We grew in Thebes, and we have 3 more turns for another growth. I debate, but slot the settler back in, as we NEED to expand. Like yesterday.

500BC (140):

An uneventful turn. Stuff building, nothing can be whipped just yet. Oh, and it appears that a barb city appeared next to our horses.

Spoiler :
set2barbcity-1.jpg


Will recall the exploring warriors to investigate.

485BC (141):

Ah hell...

Spoiler :
set2pacal.jpg


Note the worst enemy of Zara.

Pericles becomes Buddhist, so we might want to line up with these guys.

470BC (142):

Ok, Peter settled another city north of Memphis it seems. We also grow to 4 pop again here, so dialing 2 priests.

455BC (143):

A bore... Oh, one thing.

Spoiler :
set2cyrusaxe.jpg


I notice this Axe from Cyrus has not moved in many turns. And he's not healing. Staking a spot?

440BC (144):

Nothing except some MM, now that a farm is done at Memphis.

Wow, ok a quick check of the Foreign relations shows that Zara is first to Alpha. And we have nothing he wants.

Spoiler :
set2zarawithalpha.jpg


425BC (145):

Nothing much at all happening.

410BC (146):

Helio grows and I work the gold mine. No contest. IW next turn. Dial science to 80% as it is break even.

395BC (147):

We enter the classical era with IW, and pass Pacal in points. We are now only third last :p.

Oh yeah, there is iron all around us.

Spoiler :
set2nearbyiron.jpg


I dial priesthood in 3.

380BC (148):

Claude Dansey is born in Thebes, and I settle him.

Spoiler :
set2greatspy.jpg


Our EP quadruples lol. The 3 extra BP gets us Priesthood next turn too.

365BC (149):

Priesthood in, Mono in 6.

The settler is done, and heading for site 4, where a warrior is already fog busting. We default back to the archer, which we should let finish as we hurt for military.

350BC (150):

Pacal wants OB, but is Zara's worst enemy, so I refuse.

The WB at Helio is done, so I net the clams and work them. I tentatively dial a lighthouse to help this effort. But we need many things, and a lighthouse is probably not a high priority, so feel free to switch it. More military is good, but we lack a barracks anywhere and would need to invest in one. Lighthouse is cheap at 90 hammers though, and can probably be 2 pop whipped for some good overflow when the city grows in 4 turns.

Settler is at site 4, ready to found the city next turn. If, for some reason, we want to do something else with him, he can obviously still be moved.

Zara has a Bud missionary standing next to Helio, so we'll get Bud next turn, if that is of any interest. Peter is sending a Christian Missionary to Gilgamesh as well, so religious blocs are about to firm up.



ROSTER
Groogaroo
schwartz - No longer with us
Krick19
S.ilver <-- Just Played --
grandad1982 >> Up Now <<
GatlingGun <-- On Deck --
Bleys
 

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Good report S.ilver...

I fully agree on the point made about Cyrus' axeman... in fact, we have two of those concerns and I'm actually a bit more worried about Gilgamesh...

T350_1.jpg


The AI will only settle behind our borders (if we can call ourselves having that now) after they run out of land... but the fact he is staking it here is a bad sign and I'd say we grab that gold quickly, after site 4... this is really a hard choice... I almost see us having to choose between either the mids and getting that horse city... I'm counting two settlers + axes we need pumped out ASAP. But if we keep delaying the Mids, I'm sure we will loose them on Monarch.

We won't get access to iron until site 4 pops borders... that's quite some time away yet... probably after my turn, assuming grandad settles site 4.

If Grandad waits three turns for Thebes to grow, we can whip that archer for 1 pop and get most of the 45-hammer overflow (plus stone / industrious bonuses) applied to the Mids. The downside: this is the whip-before-settler blunder, but I'm not sure what is worse... that or lack of 'Mids progress here in 350BC.

Thoughts?
 
Ok got it. Will play on thursday.

That barb city is dangerous. Some AI will take ita nd our nags. Can't do anything about it though at this time.

Will settle 4 or maybe 1S (will look more closely when I get the save up).

Ok my priorities will be getting 2 settlers out ASAP.
Will settle the gold city by Gilgas Archer - maybe 1N of the gold as it captures silver to? Would have 1 usless coastal tile though. I hate that mountain by the river.
Will probably settle a blocking city on 3 or 3?

My tech target is going to be Alpha. Want to see who has what and then we can start to think about stealing some techs.

Will carry on the whip. This could be a good game to get the whip dialed. Will make a decision on whipping the archer after I do some food counting etc.

I'm getting worried about the mids too. If we lose them thats a serious blow, and not just from the loss of the wonder. Those hammers could have been units if we lose them.

Any more thoughts?


On the AI settling behind our lines thing. I just got biten by this in an offline game as Pacal (I hate him as an AI (really annoys me for some reason) but love his trait combo and UU). I had nearly finished securing my borbers barring a border pop from 2 new cities and then the AIs marched in and banged down a couple of cities behind my lines and 1 tile off where I wanted to found cities. I thought they were ment to do this less now (compared to CIV3). So annoying esspecially as we're all in an Islamic love fest and they love each other more than me!!!
 
OK, I worked up another dotmap proposal given our current challenges...

Dotmap_2.jpg


The cities were mostly chosen remembering that food / rivers are our most essential resources; the cities are marked as follows:

AA - Settle here first and doubles to block land off from Gilgamesh and it sits on a hill. One border pop will essentially block our southern land, but we might not ever get the dyes.

BB - Next to be settled... infill to prevent those toads from squeezing a city in on us. This one is crucial.

CC - Close the western door... and perhaps we have to close borders for a while till we can settle the rest of the cities.

DD - Silver / Crab city... won't be good for much else... we might loose this one to either Gilgamesh or Peter... but we can only do so much.

EE - Pretty obvious why... Industrious + Marble... say hello to Mr Parthenon and the Great Library.

FF - Another iron source, but I kindof doubt we will get access to the fish before another AI creeps it's borders in.

Thoughts?
 
Good set S.ilver

I like your dotmap GatlingGun & order of settling. I did re-draw it up with city borders, I can't visualize BFC's very well :crazyeye:, and I like drawing pretty colourful pictures. :)

Dotmap_3.jpg


My only change would be to move CC either 1 East as pictured, overlaps 2 tiles with capital but gets rid of 3x 1 food coastal tiles.
 
Pretty colours..... nice.

Also nice dotting. I'm inclined to move CC 1 east as well so we lose the usless coast tiles.

My concerne with moving AA (4) 1S is that it becomes food poor even with all the reasons you have given (and there very good reasons). With it at AA rather than 4 pre biology we can run 3 plainshill mines or 2 and the iron with an odd food count. 1N we can run all the mines plus the iron and only lose 1 flood from BB. I think. Please double check for me!

I recognice the importance of the iron ASAP and the closed borders but I think we get a stronger city in the long run and a much better military city.
 
The original spot for city #4 was a better city but I think the reason AA moved one south was, A) completely block Gilgamesh & B) Allows us to settle a city at BB. If AA is moved one North (where 4 was) BB is only 1 tile distance away and therefore cannot be settled unless moved 1 east or something.

To many A's & B's... :crazyeye:

So its a case of weighing up whats more important to us?
 
BTW, I think we are missing the marble/fish city (originally 1E of the Marble on my proposal) on the fancy diagram... was that intentional?
 
Didn't notice the AA BB 1 tile thing. I think I'll settle on the hill to be honest as after my offline Pacal game I don't want the bloody AI settling in annoying places behind our lines.
 
As you can tell this isn't a good news post.

Straight in.

PFT

Nothing to do


1

Civ4ScreenShot0000.jpg


Bud spreads to us.


2

Found Elphantine
Civ4ScreenShot0002.jpg



3

....


4

No.
Civ4ScreenShot0003.jpg


Gilga converts to Christianity.

Thebes, Archer> Settler


5

No. With some reservations.
Civ4ScreenShot0004.jpg



6

Theres a settler ready here.
Civ4ScreenShot0005.jpg



7

Peter has a settler heading towards us.
Civ4ScreenShot0007.jpg


Zara has Theo :(
Civ4ScreenShot0008.jpg


8

....


9

I whip the Lib in Memphis by mistake :mad:


10

Peter has a second settler hot on the heals of the last one :cry:
Civ4ScreenShot0009.jpg


I whip our settler but its to little to late.

I converted to Bud too but that was almost an after thought. Probably a stupid one too but I wanted some friends against the east.

I stop here.

Is this a lost cause now? I guess we could try to beef our military and hit Peter and Gilga but I doubt very much it will work.

I guess that the arid map meant land was at a premium so the AI are REXing like crazy. The wonder buildiing turns out to be a bad idea. Sorry guys.

What do you reckon?
 
Lots of smoke in that set but also some real game breaking issues. Play on or not guys?

I'm inclined to roll a new map and ditch the espionage aspect.
 
Hmmmm.... I guess I'm up now.

Loosing site A to Peter would be rather annoying and given we are on Monarch, I am not sure we will catch up.

I'll go ahead and play mine out while we wait for other opinions... are you still thinking of another Arid map?
 
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