NO-1: Tree huggers of the world unite

Can we build roads on forest?
Why not?
Can we build roads next to forest? (trade network issues here)
I don't know the exact formula, but it seems a road reduces the chances growing a forest. But when it's really necessary, we build a road.
If forest spreads next to our improvements do we self-pillage?
Yes we do.

I've played this strategy a bit as JC and food is very important to work enough tiles.
So an arid climate is maybe not a good idea. Green is the magic colour.
 
roads are ok, but no more than necessary. otherwise it wold be impossible to build a trade network.

it'll be really difficult if we have to pillage when the forest spreads, but hopefully it won't do that much until we get preservations up and running and hopefully we will have the game in the bag by then...
 
you could disregard this post... "i went with arid climate, this should actually provide our world with more moist and make it very green."
do you find something wrong about this statement? i have rolled a new start, just jump a post or two down.


Rolled a start, i went with arid climate, this should actually provide our world with more moist and make it very green. here is our start and i think we can regard us pretty lucky with a capital were we can improve most of the tiles! :D
Civ4ScreenShot0014.jpg


maybe we should settle 1N, hoping that we will be able to mine those two hills that are visible, otherwise we will be very low on production.

we will play a 24hour got it/48 hours to play
i'm not posting any rules, i assume everyone knows to behave themselves. I would prefer team-discussion to rapid playing.

I've only played one epic game, so maybe someone else could suggest how long our turnsets should be. I guess the first set of every player could be the double of what we run with later on to get the game going.

Roster:
NoChildren (Playing as soon as we are agreed on where to settle)
Tatran (On Deck)
Quechua
Refar

we would accept 1-2 more players if anyone is interested...
 
Good start.
Moving 1N is ok by me. Then we can use the FP we 'free in the south for anothr good city.
 
i just realized that arid means dry, don't know what i was thinking... i really feel that we should play temperate or tropical climate... i think i would prefer temperate. playing arid would be a bit like cheating with the lesser amount of forests.
i will roll a new start.

so sorry about that big mess up.
 
Why not?
I don't know the exact formula, but it seems a road reduces the chances growing a forest. But when it's really necessary, we build a road.
Yes we do.

I've played this strategy a bit as JC and food is very important to work enough tiles.
So an arid climate is maybe not a good idea. Green is the magic colour.

Roads cut the probability of forst spread in half. (Which makes it virtually 0...)

We cant self pillage roads (and it takes a custom dll to fix that :mad:), so self pillaging improvements, when a forest had spread near them is pointless, if the tile is also roaded.

Generally i am fine with self pillaging, but i suggest we are very careully with where we road then - only the bare minimum on roads that is needed for trade network connection should be done (and if possible allways on tiles that are "safe" - either not eligible for spread, or already have forest)

Then we self pillage only if it is unroaded.
 
Here you have it, the real save. with temperate climate, monarch difficulty, epic game speed and all!
Civ4ScreenShot0015-1.jpg

and suddenly it all looks a bit more difficult... i think we should settle in place, maybe send the warrior 1SW before we do so.

we will play a 24hour got it/48 hours to play
i'm not posting any rules, i assume everyone knows to behave themselves. I would prefer team-discussion to rapid playing.

I've only played one epic game, so maybe someone else could suggest how long our turnsets should be. I guess the first set of every player could be the double of what we run with later on to get the game going.

Roster:
NoChildren (Playing as soon as we are agreed on where to settle)
Tatran (On Deck)
Quechua
Refar

we would accept 1-2 more players if anyone is interested...
 
:lol:

Still a good start - 3 seafood, some FP, lots of food ro compensate the poor production tiles with some whips.
Nere "in place" seems like the obvious choice.
 
Nere "in place" seems like the obvious choice.

yeah, i will move warrior 1SW, unless anyone objects to that before i play. and pause before playing if i find anything interesting otherwise i will play my set.

i would like some input on how many turns are appropriate to play since i never play epic.
 
Most starting players play 30-40 turns.

We need a workboat and some more warriors (or scouts) to get a good overview of the map.
One of the flood plains needs a farm for the corn.

I'm tempted to build the Great Lighthouse.
 
ok, i will play 30-40 turns, until i come to a logic stopping point. build order will be workboat-->workboat-->worker-->warrior i think.
if the initial scouting reveals a lot of coast, i think the great lighthouse might be a good idea. with us being financial, those coastal tiles are perhaps one of our best sources of commerce.
 
Difficult? This is a great start.

I was thinking GL and colossus would be obvious priorities in this game (more so than a shrine), glad we're on the same page.

I might build a warrior to scout before an idle worker, but build order sounds good.

What are we teching? wheel-pottery? slavery? AH (maybe hunting pre)?
 
Shrine is guaranteed income on any map type, GL and Colossus only shine when there's a lot of water, which we don't know yet. Also shrine cost no hammers - we will not only be economically pressed - unimproved forest also does not give a lot of production.

Not that i object to GL / Colossus - good wonders - just wouldnt get to excited about them right yet.
 
Shrine costs hammers in terms of missionaries and the oracle, and it's a bonus to an economy not a foundation. I'd rather use the hammers expanding to more coastal commerce cities with cheap libraries.

But I'm not entirely set against the idea if we can make it work.
 
Any thoughts on the tech path guys? With the seafood and good deficit terrain, fishing is all we needed to jump start our production so we have some options. A myst-poly gamble may even be an option.
 
The worker can be delayed. With 3 clams we do not need the corn at the moment.
I'm not against an early religion, but it will delay other important techs.
We do not need any worker techs now, but I'd like to know the location of copper for the second city.
How about this idea :
Mysticism -> Hinduism -> Masonry -> Judaism
Let Amsterdam grow to 5 or 6 -> start or whip settler to claim copper.
 
Difficult? This is a great start.

I was thinking GL and colossus would be obvious priorities in this game (more so than a shrine), glad we're on the same page.

I might build a warrior to scout before an idle worker, but build order sounds good.

What are we teching? wheel-pottery? slavery? AH (maybe hunting pre)?

not as good as the FP cottage heaven i got when i picked arid climate, but i'm not at all complaining about this start.

as for tech, i would like to have AH when the worker is done. it would be nice to find copper somewhere around as that would give us some production as well as something to defend ourselves with. pottery doesn't seem that very urgent to me. there are only those two floodplains for us to cottage atm and we will work the clams, corn and cows before the FPs.

Shrine is guaranteed income on any map type, GL and Colossus only shine when there's a lot of water, which we don't know yet. Also shrine cost no hammers - we will not only be economically pressed - unimproved forest also does not give a lot of production.

Not that i object to GL / Colossus - good wonders - just wouldnt get to excited about them right yet.

i'm a bit worried about or lack of hammers as well, and we won't get an early production boom by chopping forests either. but at least amsterdam with it abundant food will make an excellent settler pump. hopefully we could build a second city that can grab some mineable hills.

i will get home from work in an hour or so, i will play then.
 
The worker can be delayed. With 3 clams we do not need the corn at the moment.
I'm not against an early religion, but it will delay other important techs.
We do not need any worker techs now, but I'd like to know the location of copper for the second city.
How about this idea :
Mysticism -> Hinduism -> Masonry -> Judaism
Let Amsterdam grow to 5 or 6 -> start or whip settler to claim copper.

ok, maybe we can delay the worker until after the settler. but the research path you are proposing doesn't include mining->BW
should that be done before going after judaism?
 
I would suggest Myst-poly while working seafood and give up and switch techs immediately if we miss it (no judaism!).

Either AH or Mining-BW then.
 
If you go for Hinduism you should go for Judaism too.
Both can be founded in Amsterdam.
The city can hire 2 priests (no wonders) for the first shrine. The next shrine will be in even faster with another 3 priests.
When only working commerce tiles, total of 26 commerce, it can be done.
 
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