Non-Incan Deity BC Space

If you select one GP and click start GA then this GP will be used along with someone else. Whether it is random or there is some algorithm behind it I don't know.
I've always been under the impression it should pick the closest GPs to the one you have selected. Don't recall where or when I got that info. Anyway, having them all in the same tile is always safe.
 
Since Rome is rather weak it makes sense to found corporations in Ironworks city. Actually, I always wanted to do it, the problem is to build IW in time. Lisbon is currently size 8 with 57/108 food in the bin. Courthouse is preapared for 1-pop whip with 90+ overflow. Ironworks on Marathon costs 2100:hammers:, or 1680 base hammers with forge. Unfortunately, my GP plan does not allow using Organized Religion for IW. My plan for Stasis Chamber requires 3 forests at the very least, so I can chop 8 of the 11 forests. That and overflow reduces the cost to 1680-90-90*8=870:hammers:.

If I beeline Steel after Nationalism, there may be up to 20 turns until Mining is founded. Lisbon will need at least 870/20=43.5 natural hammers per turn, and it has to last for 20 turns - can't afford huge food deficit.

I think I can squeez Nationalism in 4 turns, then whip courthouse in Lisbon. At size 7 there will be 97/102 in the bin. Food required to grow to size 8 is 5, then 54:food: to size 9, 57:food: to size 10, 60:food: to size 11. I expect Steel around t260 or a bit sooner, so Lisbon has 15 turn to make 5+54+57+60=176:food: and grow to size 11. 12:food: surplus will do it.

At size 11 Lisbon can work: cow, 2 FP farms, 2FP workshops, stone, ivory, PH mine, 3 grassland workshops and free engineer, for 0:food: surplus and 48:hammers: per turn. This is nearly enough to build IW in 18 turns:thumbsup:

Now I can plan Mining spread assuming that it is founded in Lisbon.
Spoiler :
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Stole 499:gold: from Mansa, securing 245 Nationalism.

Initial spreading plan. Once I have Kremlin it will be easy, but first spreads have to be carefully planned. Berlin can't build executive without a whip, so I will need slavery from T+2. Kremlin may be finished around T+7, then I can whip ~30 cities, preparing overflow, and switch to caste again. This is only a concept, the details are very unclear yet.
Spoiler :
Red cities are dead ends, although with Mining they will be able to prepare sufficient overflow for a 1-turn executive. This is more easily done when whips are 135:hammers:
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The Hague and another city of Willem's (marked with "Bismarck 21") still have 4 and 6 forests respectively, allowing alternative route to Rome in 3 jumps. This route does not require slavery too early. Might be T+3 or T+4 if I want it.
Spoiler :
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Whipping and chopping plan for 245-250 slavery window and some of the early executives.
Persepolis
3 chops into Taj (OR).
Tarsus
3 chops into Taj
Pasargadae
2-pop whip courthouse, build Forbidden Palace with 5 chops (OR bonus)
Susa
Build Taj Mahal with 10 or 11 chops (OR)
Lisbon
Build or 1-pop whip courthouse. I think just build it, 1 pop is about the same :hammers: for IW as whip overflow.
Oporto
2-pop whip courthouse with ~50:hammers: overflow. Build executive with overflow and a chop.
Coimbra
3-pop whip settler with ~100:hammers: overflow. Build one executive with overflow and a chop, another with 2 chops.
Utrecht
2-pop whip courthouse with ~50:hammers: overflow. Build execurive with overflow and a chop.
Amsterdam
3-pop whip forge with 100:hammers: overflow (OR)
Maastricht
2-pop whip courthouse. Chop into Taj or save more for executives. Depends on what I do with new Dutch cities.
Berlin
2-pop whip barracks, finish HE with overflow and 3 chops. Keep 2 forests for executives or 3-pop whip forge with 1 chop.
Dusseldorf
2-pop whip worker, build lighthouse with overflow.
Nottingham
2-pop whip settler.
Canterbury
2-pop whip settler.
Coventry
2-pop whip settler.
London
2-pop whip settler with ~100:hammers: overflow (forge)
Hastings
2-pop whip settler.
Paris
2-pop whip settler. May be, 2 settlers? (forge)
Orleans
2-pop whip settler.
Gao
2-pop whip settler and 2 chops into Taj (OR).
Kumbi Saleh
2-pop whip settler.
Walata
3 chops into Taj (OR)
Adrianople
2-pop whip courthouse with ~100:hammers: overflow (forge). Build 1 executive with overflow, cold-whip second one.
Constantinople

2-pop whip settler.
Thessalonica
2-pop whip settler.
San Francisco
5 chops into Taj (OR), 2 chops for executive.
Chicago
2-pop whip courthouse with ~60:hammers: overflow, build executive with overflow and a chop.
Boston
2-pop whip settler.
Washington
overflow from granary and 1 chop into Taj. Thought I would whip a settler with 100:hammers: overflow, but decided to grow to size 14.
Moscow
2-pop whip two settlers.
St Petersburg
2-pop whip settler.
Arpinum
2-pop whip settler.
Arretium
2 chops into Taj.
Atlanta
3-pop whip settler with ~100:hammers: overflow and use it later to whip a forge with ~100:hammers: for executive. Or may be, just 2-pop settler?
Los Angeles
2-pop whip settler.
Philadelphia
overflow and 2 chops into Taj.
Seattle, Niani, Guimares
1-pop whip worker.

All in all 65 population whipped away, building 19 settlers and 3 workers. Probably, should 1-pop whip a few more workers. It is astounding, but even with Organized I'm going to build only about a dozen courthouses.
 
T245 Nationalism
Why so few courthouses? Most of my cities have only 10-14:gold: maintenance. Even though a courhouse costs only 2 pop it saves only about 6:gold: and 3:gold: per pop. This population has better uses, simlpy keeping it is better than building courtouses. I thought they might be important for corporations during eraly stage of spreading but... I just had a look at finances before changing civics and realised that if I move from working :commerce: to :hammers: and scientists my :commerce: output would drop several hundred and well below expenses. In strike I could be teching a few hundred :science: per turn faster right now! The only only problem is that I can't get into strike yet, there is too much work to be done. Once I have corporations, courthouses or not, the maintenace will become unmanagable very quickly. I will have to go into strike as soon as I can generate enough gold to keep spreading.
Spoiler :

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T246
DoW on Willem. Capture Delft and two workers.
T247
I take Rotterdam and make ceasefire. Willem has a sizable stack in The Hague, but the two other cities are poorly protected.
Spoiler :
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T248
Welcome, Napoleon! Vermin have gotten into the granary in Hasting:rolleyes: If I ever try it again, I will certainly play without random events.

T249
Timbuktu grows to size 14! It provides a few 3:commerce: traderoutes. Forbidden Palace is finished, distance maintenance goes down about 130:gold:

Settling Mining resources. Cremona will become a new residence of Pacal, I don't want to keep paying colonial expenses.
Spoiler :
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T250
Pacal capitulated. Final whips and switching civics, bpt goes up 269:science:. Not in a hurry to tech, though. Waiting for a GS for Chemistry.
 
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T251
War with Willem recommences, while an army of workers is improving Lisbon.
Pray for a Great Scientist next turn:please: With my luck nothing short of divine intervention can help me get this GS at only 94%.
Spoiler :
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T252 Gunpowder
Tycho Brahe has been born in Hamburg! He was a Danish astronomer, but in this game he is rather a chemist, contibuting a whopping 7173:science: towards Chemistry.

T253 Chemistry
Saladin joins the game. It was probably unwise to use Monty to create vassals, he is so hard to cap I will probably have to kill him once I'm done with the original AI's.

Willem destroyed my ministack of a GG maceman, Praetorian and catapult. I thought that maceman on hill ought to be safe. Then I lost two catapults and another Praetorian to take The Hague. I have never had such terrible casualties:cry:

T254
I found Darius. It is not visible yet, but the tile 2S1W from the galley is coast!
Spoiler :
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It is clear now that Mining will come later than t275 and I will certainly use Caste after a series of whips right after Kremlin is built. York will have a few more turns in Caste to complete its GM for Sushi while teching Medicine. It means that I can relax my GP plan a bit and grow Persepolis to size 14.
 
T255
Taj Mahal has been built in Susa with 4620 failgold. Only 550:gold: arrived on this turn, though.

Still need at least 10 more Mining resources. Found another iron and one of Suleiman's island cities. AI's behavior is inexplicable. Why do they have to settle so far away? Once the whole mainland is mine I will have to come all the way here, and Victoria's last cities are even farther west:cringe:
Spoiler :
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T256
There is also a hut on that island! Suleiman's worker could get there anytime he wanted but he had not done it. May be he is keeping it for Astronomy?

Building research everywhere, 2661:science: at -1086:gold:.

T257
Al-Kindi has been born in Mediolanum. He will give the Romans Education. But not yet, wait until Paper.

Found a nice 4-food island. If only I could have access to the west coast sooner. I really ought to have done more scouting sooner.
Spoiler :
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T258 Steel
Hi, Ramesses! Goodbye, Willem. Domination limit is now 60%.

I found another island with two (or more) metals!
Spoiler :
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T260 Paper
Hello, Mao! Land area is 53.65/62%.

Persepolis has reached size 14, providing a few more 3:commerce: traderoutes.

Darius has got Theology. It leaves only Drama to research if I want to try for free Astro.

Bulb Education for 7785:science:. That's 612:science: more than the Chemistry bulb:eek2: Why? Because I am up from 297 population on t252 to 365 population on t260. May be, I should have kept these bulbs for later use? If I bulb Printing Press too there will be only 2 GS for Scientific Method and Biology. I think that getting Mining a couple of turns sooner is more important than winning a thousand beakers after it is founded. I'm not even sure that those latish bulbs will be bigger, as there will be a lot of whipping.

T261 Education
Ernest Rutherford has been born in Ravenna. Bulb PP for 7866:science:.

Diplomatic relations are getting a bit tense. BTW, beaker output passed 1800:science:!
Spoiler :
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T262 Printing Press
I'd like to squeeze Replaceable Parts in two turns. Starve a bit? No, it is time to steal some gold from Alex! Nice culture bonus:cool:
Spoiler :
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T263
As war preparations are nearly done I give three cities to Darius.

About to finish off Victoria. There is another hut there on this island. Three huts found so far.
Spoiler :
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T264 Replaceable Parts
Welcome, Stalin! Victoria is gone and land is 55.58/64%. It may seem that I'm doing it faster than necessary, but I have to get the limit to 76% before strike, if I don't want to make life difficult for myself.

Suleiman has nearly half of my power, but where is it coming from? This longbow will cause some trouble, of course, but on the whole...
Spoiler :
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T265
Expelling Persian swordmen. I do not want to bother with defences, so I settle a city and the rogue swords are teleported to an island.
Spoiler :
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First war with Suleiman (t265-267). In a nutshell: I'm 3 cities and 4 workers up, no losses. This is just the kind of war I like.
Spoiler :
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T267
DoW on Darius. He has two cities left. One, which I could see before DoW, is protected by a longbow and an axe, another by just an axe... And this is what I brought a CR2 cannon for:blush:

T268
Charles Darwin has been born in Timbuktu. He will part bulb Scientific Method or Biology. Very fitting! Right now it is worth 8316:science:. Now Timbuktu can grow a bit more, to size 15 at least. May be, even 16? Probably, not. There will be very little time to benefit from better traderoutes before strike begins.
 
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T269
Welcome, Ragnar! He is a very important person. As Roosevelt's vassal he has Compass. I had to give 5 cities to Roosevelt to get there, because 3 of them used to be his and would not stay in revolt.

Guerilla 2 longbow left Istanbul! I can't DoW Suleiman yet, that would make Persepolis unhappy. It can't afford to be unhappy, it has to keep 10 scientists.

Almost forgot about Ford. He has been hanging around in Paris for 1500 years, but he must go to Lisbon, better do it now before I forgot aboit it again.

T270
Eliminated Darius. Stalin capitulates and gives me Theology and a map. It shows the only Mining resource in the area. And now I can declare war on Suleiman.
Spoiler :
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T271 Steam Power
Found 11 coal resources on the mainland and one of them is already mined and roaded! There is also one on an island.
Counting resources iron+copper+gold+silver+coal
Mainland: 8+9+10+1+11=39.
Islands: 11+3+0+5+1=20.
Island coal will require a city and a mine and road. It will take some time. And there is one iron that can't be collected without popping a hut, so it will probably have to wait too.

Thus, I can have 39+18=57 Mining resources when Mining inc is founded (lets call it turn M). That would be 57*0.75=42.75:hammers:. Corporation output is rounded up, so we are looking at 43:hammers:, on turn M, and 45:hammers: a few turns after that. I remember WatinTime talking about giving away some resources to cut expenses. I don't think I'll be doing anything of the sort. Nah, I'll just plunge into strike right away, on M+3, may be M+4. I think it is doable, as the military phase of the game will be over by this time and I will be able to just let my whole army disband without a fuss.

Taking Suleman's silver city. Still protected by a lone spear. CR3 Combat 1 Cover and Shock Praetorian vs spearman is like :spear:

Finished off Roosevelt. This city is very important because with a border pop it will give me quick access to the island in the east, which houses 2 Mining resources.
Spoiler :
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This thread is just epic!

Thanks! But since WastinTime got there first and I am trudging some 10 turns behind it is apparently epic failure. I don't think that Inca is any better for the job, its just that I'm doing it very poorly.

As of late I've been having difficulties with worker management. On one hand, I hardly need any improvements other than mines and workshops (and soon railroads). On the other hand, how to decide where to build them? The largest cities are obvious candidates. Then there are cities that will build spaceship; they will need 18-20 workshops/mines each (except Life Support). This is a lot of worker turns! Picking cities for spaceship parts is also important for Mining spread plan - I need to know what forests I can chop into executives.

Stasis Chamber - Lisbon (IW, 3 forests)
Life Support - to be settled (7 forests, need only 4; 5 to be safe)
Docking Bay - Adrianople (4 forests)
Engine 1 - Paris (3 forests)
Engine 2 - Timbuktu (1 forest, need palace)
Cockpit - almost anywhere.
Casing 1 - Maastricht (4 forests)
Casing 2 - Philadelphia (4 forests)
Casing 3 - Hastings (2 forests)
Casing 4 - Coimbra (3 foretsts)
Casing 5 - Middleburg (6 forests). I don't like this one because of the jungle, but there is not much choice.
Thrusters - any cities with at least 120 hpt; 100hpt with some preparations.

It is not all about forests, the amount of riverside matters too. Lisbon has 20/21 river, thats +20:hammers: from levee. The number of workshopable/minable tiles obiously is very important too. And, of course, colour - the more brown the better. It may seem odd, but when you have Sushi priorities change. This is why Rome is unfit for spaceship building - it is all green, thus lacking 9:hammers: compared to Lisbon. Rome also has 1 peak and only 13 river. Gems are also horrible for production, at least flat one can be workshopped. In the end Rome has potentially about 25:hammers: lower cap:thumbsdown:.
 
Making gold for spreading while in STRIKE

There are several sources of gold that does not vanish at the start of a turn. I will use mostly overflow gold - all hammers above possible overflow turn into gold (multiplied by universal factors: forge, bureau etc). It means that cities with good multipliers, such as IW or bureau capital are the best for this job.

Rome can reach about 95:hammers: by the time I need overflow gold; a scout costs 18:hammers: with forge and Bureau bonus and overflow is limited by base production - 95:hammers:. With 80:hammers: overflow from forge we have 95h+80of-18h-95of=62:hammers: or 108:gold: and 95:hammers: overflow for the next scout. With that we have 95h+95of-18h-95of=77:hammers:=134:gold: and so on, as long as scouts are available (until Biology). This is more than half of 250:gold: for five spreads per turn. Although scouts are useless, they make cheap strike sacrifices to keep my workers and executives alive, and there is perfect sacrificial altar for them on the south cape. I can settle a city 2N of the fur and as long as it does not have Sushi the fur will be outside my culture.
Spoiler :
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Another good unit for overflow gold is workboats. Great thing about them is that they are useful. I will actually need about 50 just to collect Sushi resources. Berlin - HE city - is the best for this job, as workboats are considered military units. With forge worboat is 27:hammers:. Berlin will have about 80:hammers: with Mining, hence a boat will have to be prepared at 59/60 beforehand.

Whipping a boat will make 80h+26prep+90whip-27h-80of=89:hammers:=111:gold:. Not bad for a start. With 108:gold: from Rome it makes 219:gold:. With 80:hammers: overflow from the first boat the next one will make 80h+80of-27h-80of=53:hammers:=66:gold:. This is not much. Of course, I can use cold whip ocasionally for extra 60:hammers: and 75:gold: for a total of 141:gold:.

What about scouts in Berlin? Base cost is 14 hammers or 13 less than a workboat, resulting in 13 more hammers and ~15 more gold. Might be worth it if I'm a little short on gold.

Ordinary cities can't do much until they have Mining, so there will be little choice until Mining is widespread. Still, a workboat whipped at 59/60 to 149/60 yields amount of gold = 29 + base production. A size 6 city, whipped to 5, working 5 workshops can make 29+(2+4*5+1)=52:gold:. I could do it first turn into strike along with gold from Rome and Berlin to get over 250:gold:. But it is best done in cities that do have Mining, adding over 40hpt for potential 90+:gold: for one boat, 80:gold: in weak cities. Even size 2 city can make more than 70:gold: once.
 
Scouts will not be available for ever, but then I will have Kremlin! It makes whips 44:hammers: bigger allowing, say, 60h+134whip+59prep-60h-60of=133:hammers:=133:gold: without even forge.

The problem with workboats is that you have to dump overflow into, for instance, settler or worker before you can prepare another boat. The alternative is cold whip - about 90:gold: with Kremlin and 60:gold: without it.

This is all very straightforward. The tricky part is to prepare for ~10 turns of Caste after Kremlin is built. That is, I need enough hammer overflow and overflow gold prepared to keep spreading at 5 per turn.
 
T273
Laurent Lavoisier has been born in Persepolis, worth 8559:science:.

Suleiman got another Guerilla2 longbow:mad: He killed first CR3 Praetorian witout a scratch, but the next one got him (at 9%).Wild stuff by RNG as usual. Istanbul has 11 pop, lighthouse, aqueduct and even forum, but neither granary nor forge. I don't care for granary - no growth until Sushi - but forge would be great. Cease fire, trade banana for 2 gpt.

Gaius Marius has been born in Washington. Damn its awkward. At least it reminds me that Washington needs a border pop to get copper.

Making 2432:science:, 1122:food: with 444 population. I have 234:food: surplus - still growing a bit.
Spoiler :
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T274 Liberalism, Railroad.
Bad news: I had second crash in this game when I was about to click next turn. When I tried to replay from autosave I did not get the free tech, so I had to replay from t273 save (and lucky had it). For those unfamiliar with HoF rules, it means that this game cannot be accepted in HoF. On the bright side, I don't care for crashes any longer and can play Civ on my new PC, works smoother and does not slow dowm that much after visiting 100 cities to adjust tiles and specialists. I had to go to task manager twice on t271 while I was experimenting, trying to figure out how many bpt I could squeeze. And I can keep the game running, rather than make tonnes of screenshots, constantly afraid to spend more time in game than absolutely necessary.

Not a loss, really. This game is still good enough for turn ~340 (100BC) launch and 370 landing (200AD), but it would be only second after 90AD landing.

T276 Economics
Enrico Fermi has been born in Hamburg. York will produce GM for Sushi and after that there will be no relevant GP. May be, a very latish GS for Computers. Now I have GM and GS for another Golden Age (with Communism GSpy), one GM for bulbing and two GS for bulbing. Either double bulb Scientific Method or use one on SM and another on Biology.

T277
Enrico Dandolo lightbulbing Constitution for 5916:science:. Not bad for a merchant, GS bulbs are getting near 9000:science:.

Domination limit is 72%. I have to remove Suleiman - the last of the starting AIs - and make two new civs.

Making 2674:science: and 1051:food: with 475 population.

T278 Constitution

Lisbon is about finish Ironworks, apparently with 58:hammers: overflow. Don't be fooled, though. Actually, due to weird overflow mechanics it will be 58*1.25/2.25=32:hammers:. Same thing happens with palace - switch to something else when you finish it if you care for overflow.
Spoiler :
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It only just occured to me that I do not really need Pacifism. Check if I can have GM in time for Sushi. Yes, switch to Free Religion. I should have done it a few turns sooner.

Time to tighten belts - literally, because food supply is getting shorter. Making 3246:science:, 989:food: with 491 population.
 
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Final (almost) Mining spread plan.
Turns are counted from t280, when Mining is founded. On turn M+5 corporation maintenance will go over 1200:gold: and this is when I swap build wealth for build research, minimize :commerce: and maximize :hammers: and :science:. Only 11 cities have courthouses, of which only 6 receive spreads within first 5 turns.

Black - building executive this turn, spreading next turn.
Blue - delayed executive, usually it means that the city in question uses Mining hammers to build a settler or forge with ~140:hammers: overflow.
Red - dead end. May be, not quite dead.
Spoiler :

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T280 Corporation
I capture Bursa (iron city) and Ankara. Suleiman's stack of three galleys and a trireme is so irksome. Another cease fire, perhaps?
Spoiler :
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A couple of new cities are founded, bringing Mining resources count to 57.

In 700 BC Henry Ford founded Mining inc. revolutionizing Roman industry. Good news: Mining is already 43:hammers:. Bad news: about 1/4 of the map is unavailable without Astronomy, thus limiting Mining to 45:hammers:.
Spoiler :
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I have a dilemma: double bulb Scientific Method or keep 1 GS for Biology? Of course, getting SM sooner means sooner Communism and Kremlin, but SM is only 13104:science: (10920 base :science:), while Biology is 19656:science: (16380). GS bulb is 9027:science: (a bit more after I recapture cities which I gave to Gandhi, but it does not matter). Second bulb to SM would be very small 13104-9027=4077:science: - thats nearly 5000:science: wasted! Get Kremlin 1 or 2 turns faster and Sushi 1 or 2 turns later? I don't like delaying Kremlin; it means more weak 90-hammer whips and it delays switching back to Caste and Free Religion.

Just how soon can I get Communism with a single bulb? The remainder of SM + Communism is (4077+15288)/1.2=16138 base:science:. There is roughly 1200:science: overflow from Corporation -> 15000:science: left. I'm currently making 3405:science: at -252:gold:. Lets be optimistic and try to do it in 6 turns. At current rate we have 3150*6=18900:science:. With 1% inflation each spread costs 51:gold:. Hence 22 spreads by M+6 cost 51*22=1122:gold:; 18900-1122=17778:science:. Mining will bring (1+2+4+8+13+18)*43=1978:hammers:; 17778+1978=19756:science:. Corporate maintenance will be about 1500:gold: -> 18256:science:. Quite a few hammers will be spent on building executives, settlers, boats and scouts. This is difficult to estimate because there is a lot of already prepared overflow involved plus chops. Besides, much of production will come from whips. Oh, and I will be in Slavery+OR from t283 till Kremlin, thats another hit to research rate.

Edit: to make it more difficult, one turn of research (M+5) is done in strike mode.
 
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The loss of Caste has significant impact as all scientists will have to find new job. One free specialist in every of 100+ cities will have no choice but become an ordinary citizen, producing 1:hammers: and 3:science: (or just 4:science:). Thats 2:science: lost per city, more than 200 in total. Bureaucracy and Organized Religion will cost about 50:gold: each, because Bureau bonus does not fully compensate increased maintenance and OR costs more than extra military maintenance with Pacifism. Free Religion is another ~200:science: lost. So, its 200+50+50+200=500bpt reduction after changing civics on t283 and 1500:science: over 3 turns -> 18256-1500=16756:science:.

Deduct Mining hammers plus some natural hammers (say 10:hammers:) in cities building executives (1+2+4+5+5+5)*(43+10)=1166:hammers:; 16756-946=15590:science:. This is already less than I need, not even considering some of the expenses I will have. T287 Communism is alright, can't change civics until t288, anyway. I will get Communism t287 and finish Kremlin on t288, make whips and switch to Caste. Then I will have a GS to bulb Biology for nearly 9000 of 19656:science:.
 
Lisbon with Ironworks and 96 base hammers is simply building executives (89 base hammers), slowly accumulating overflow. Once it has reached 96:hammers:, Lisbon will produce some overflow gold.

First to receive Mining spread is The Hague. It has forests, but how to use them? Easy way is to build 2 executives with 4 chops. Could use 3 chops with 2*200-3*90-2*43=44:hammers:. Need 22 base hammers. Centre is 3:hammers:, iron mine is 6:hammers:. There is a green hill with a railroad, that could be 5:hammers: mine. Still need 8 hammers. Could work plains workshop for 6:hammers: and a riverside PH (3:hammers:2:commerce: once forest is gone). Count worker turns: 8 for mine, 11 - workshop and 9 to finish chopping. Need 14 workers to get it done next turn. It is possible but why spend so many workerturns? The Hague probably will not work many tiles, as I will whip a settler there with overflow into another executive. If I chop all four forest there will be 4*90+2*(43+3)-2*200=52:hammers: overflow, then 52+43+3=98:hammers: into settler. Thats 98/200 base hammers - set for a 2-pop whip with ~130:hammers: overflow. This is not good enough, with 2 mines The Hague can have 3+6+5+43=57 base production. Need at least 143:hammers: overflow. Working iron mine for 1 turn and green mine for another will add 11:hammers: preparing settler at 109/200. Then whip and work both mines: 109+2*90+57-200=146:hammers: overflow.

This is all before Kremlin. Will I need 3rd executive from The Hague within 7-8 turns? May be, its good to have a back up anyway. The plan is: t281 exec, work food and scientists, 2 chops; t282 exec, work iron, green mine and scientists, 2 chops; t283 put overflow into settler, work green mine and scientists (?). I will be in Slavery at this point, meaning no scientists. I can just build research and keep overflow until it is needed.

Next stop is Maastricht. It already has 196:hammers: overflow. I want 2 executives with this overflow and 1 chop; 3 forests are kept for Casing and the 2 forests marked 'A' Adrianople will need for Docking Bay. Maastricht need 200*2-196-90-2*43=28:hammers: over 2 turns. Two workshops will do it, 5+11 workerturns and has to be finished on t282.

Oporto already has 153:hammers: for its first executive. With 7 population, a mine, ivory and 2 workshops it is well equipped for another exec with settler overflow and does not require worker attention.

Three new cities build executives on t283.
Adrianople has 99:hammers: overflow and forge. It will need 160-99-43=18 base hammers. There is a workshop and horses. Could work a couple of forests if I fail to find workerturns for another workshop.

Middleburg already has two forests chopped for one executive and thats it. The rest of its forests I will keep for a Casing.

Coimbra has 186:hammers: prepared. It will build an executive with 186+43+(5+4+3+2)-200=43:hammers: overflow. Could use to prepare a settler for overflow into another executive. I have no specific plans for it - just another back up.
Spoiler :
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T281 Scientific Method
Inflation is 1%, spreading costs 50*1.01 and apparently rounded down to 50:gold:. No courthouse in The Hague, so its 81:gold: per turn corporate payments there.

Gandhi did not make a colony, apparently because one of the three cities had only 1 turn of revolt left. Not a big surprise since I made him create 3 colonies using the same 3 cities. Well, I'll just give them to Suleiman, I need two turns to prepare for the final onslaught, anyway.

Making 3062:science: at -36:gold:. Lucky I developed a habit of checking bpt on the end of every turn, or I have forgotten to adjust slider and there would not be enough gold for spreading next turn.

T282
DoW on Suleiman.
Making 2602:science: at +186:gold:.

T283
Captured Konya, Suleiman has only one city. There is third longbow:( Good thing there a lot of reinforcements on the way, even though I was sure I would not need them. There is an island north of Bursa! May be, I was wrong and there are some more Mining resources available before Astronony?
Spoiler :
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Just as I was almost convinced that his three galleys were empty, it turned out that they actually carried 6 units all this time! I can't draft in Istanbul - not enough culture. But it is time to change civics! I adopt Bureau/Slavery/OR and bpt drops from 2622 to 1275:eek2:.
On the other hand, I gain over 400:food:. I managed to gain more than 300:science: but thats it, most cities do not have sufficient hammer-heavy tiles to make much difference. And I also cold-whip a pikeman in Istanbul. Civ fight calculator shows 1000 wins in 1000 simulations, with average defenders losses of 0.169.
Spoiler :
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