Alright then. I think we should change the way we play this a bitHow about you tell me what you intend to do this turn (without actually making any changes) and we discuss the whys and whens? (This will slow down the game even more but I think now you are familiar with the basics and you can always learn faster by puzzling out things yourself).
So let's do this systematically. First cycle through your cities and try to decide...
1. whether a city build needs to be changed (for whatever reason)
2. whether a city should be whipped
3. whether a city needs urgent tile improvements
And let's try to make a plan for unit moves as well. Let's also check if we can make a trade. And since we're about to declare war, let's decide it it's safe to attack Ragnar or not.
EDIT: btw moving our whole stack onto the road you just built was a mistake. This will lose us commerce and is totally unnecessary given that the stack could have moved 2 tiles from inside our culture and could have landed 1NE of Birka next turn in any case. This is why I insisted on building that road. On Noble this mistake is not crucial but it might cost you the game on the higher levels.
It seems like this shadow game has grown stale, so I guess it’s time for me to move on.
I believe that given this start, I can definitely win a Conquest Victory. I was trying to get a Space Race win only so I can see how that kind of victory can be achieved so early in the game.
This particular game, and how it has progressed, shows me how much I still don’t know about the nuances of playing CIV IV. The way the cities were established and the way the tiles are worked are a thing of beauty. I tried to play a few turns beyond my last save on my own, but I don’t remember a lot of the actions taken that got me to this point in the game. Consequently, I reverted to my own style of playing, which is far from optimal. After all the games I’ve played, and all I’ve been taught here, I still don’t remember why certain actions are taken and for what reasons.
Even so, I took some of the lessons learned here and I’ve won all but one game played on Prince difficulty. But I couldn’t have gotten to this point without help from this website- especially the time and patience devoted to me by Lymond and Unforced Error. I can’t thank you enough.
I may actually take a stab at Monarch difficulty. This is amazing to me because I was all ready to move down in difficulty or give up on CIV IV altogether a couple of months ago.
Anyway, I would just like to thank you for all the help that has been graciously given to me these past months in order for me to improve my gameplay.
(I’m sure I’ll be coming back to this forum with the same questions and frustrations I had when I started.)
Explaining in words what you intend to do and why is a good way to get better at the game, Joe, and basically the only way one can learn from his mistakes, so I don't think it's that useless.
Some immediate thoughts and questions:
Ulundi: assign two scientists when building wealth instead of two mines.
Nobamba: Whip the courthouse.
Bulawayo: if you want to grow the city before finishing the settler, use the pig.
kwaDukuza: whip missionary (whip away a coast tile and a plains cottage, not the scientists).
Nongoma: this is something you don't want to do: put 20OF into a missionary in a city with poor natural
. In these cases you either want to save the OF until later (you can do this by building wealth) or put it into something that won't become a one pop whip after capturing the OF. Let's build the missionary somewhere else.
Beshbalik: yes, I remember the monastery. Totally unnecessary, but since it will finish in 1T anyway...
Karakorum: What's the purpose of the Confu temple here?
Berlin: use mine instead of unimproved river grass.
Alright, now let's practice determining worker actions: which improvements do you think are urgent?
Yes but Karakorum is size 3, has a current cap of 10 and will be whipped regularly.What I don't get:
Ulundi: Isn't wealth based on hammers?
Yes. But a rep scientist gives you morethan the
you'd get from a mine.
kwaDukuza: Why whip? Don't I need the commerce?
We also need the missionary which will also translate into commerce and hammers.
Nongoma: Why not whip here if I'm whipping in kwaDukuza?
Because Nongoma's missionary is a 1-pop whip while kwaDukuza's is 2.
Beshbalik: Doesn't it help research?
Beshbalik makes exactly 3C natural commerce. You will get +0C from the monastery even at 100% research.
Karakorum: Doesn't it boost happiness cap?
So? Any ideas about worker actions?