Greetings fellow civ 4 players. After shadowing a couple of games on here and learning how the basics of the game works, i've since moved up to Monarch. I feel reasonably comfortable at this difficulty level, and I can usually tell when I can win 90% of my games. Ideally, i'd like to get to the level where I can manage to get consistent victories before the industrial era.
I am but a novice and aspects of my play are no doubt sloppy and maybe suboptimal, so i'd like to take the opportunity to do a playthrough posting updates every once in a while highlighting the decision making processes I go through. It'll also help me as well, since i'd have an incentive to think things through and play a bit more slowly.
We'll be playing Emperor difficulty on Pangaea (a personal favorite maptype of mine, allows for nice and fast warring). Everything else is standard fare (6 opponents, no huts/events, normal speed).
I think i'll throw a wrench into the machine for variety and roll the RNG for our starting leader on unrestricted leaders (a first for me), and we'll see what we can get. We might end up with either an very amazing or very mediocre set leader/civ, but the same goes for the AI, so it's fair game.
Let's see what we get...
Pacal of the Ottomans!
Techs: wheel, agriculture. Nice and solid.
Traits: expansive, financial. Faster settlers, more commerce.
Janissary. Eh. If we're getting a musketman UU, i'd rather have musketeers, since at least they can keep up with cuirs. Civopedia tells me janissaries get +25% vs. archery, melee, and mounted units, but I don't wee why we can't simply get a pikes/knights/maces stack. Oh well, at least our immortal leader shall not lack for a decorative guard.
Hammam might be decent. +2 happiness basically means two more tiles worked/more whip potential, or 2 garrisons freed up for other purposes under hereditary rule. We do get this a tech earlier than the ball court. Unfortunately, unlike the ball court, it gives 1 less happiness, comes at a +20 hammer cost, and doesn't get happy multipliers from culture. I rarely build aqueducts anyway, except as a prerequisite for the hanging gardens, at least not until the industrial era, so the comparison between the two buildings is debatable. I'd honestly rather have the Baray for an aqueduct, since it has good synergy with a hammer rich but food lacking capital, while happiness can always be acquired through other means.
Our start.
Of course, the catch the RNG gods have not blessed us with any resources to farm!
Looks like we have to manually tech AH. Normally, i'd hate having that many water tiles in the BFC, but as financial, this may actually be a good thing as we may leverage this for a few turns shaved off our early research. I count 4 grass hills (including a sheep hill), which is very nice. A nice bonus with all these lakes is that we can farm all those adjacent tiles pre-civil service. Of course, we also end up with fresh water lake tiles which would give an equivalent amount of 3
plus 3
with a lighthouse, so we may not need to farm those. A caveat is we get no river and thus no instant 3
cottages, and no late game levee. Pottery (and early finiancial cottages) is probably deprioritized here (although we will want it eventually), unless we can find a nice riverside 2nd city spot soon, in favor of fishing. Sailing is an attractive option to take, since Moai would give us 4 1
3
3
and 2 1
2
3
tiles with a lighthouse, for 0 worker turns in lieu of a 60 (LH) + 250 (MS, without stone) hammer investment (in an already hammer heavy capital). Of course, we start with no fishing, so we have to actually commit to that tech path...
This is assuming we SIP, which I think is the most attractive option here.
I think i'll work on a worker (15t) while teching fishing (6t). This will allow us to work a 2
3
tile early. At the 7t mark, i'll switch from working either of the unimproved sheep, which will delay our worker a bit, to a lake tile whilst we finish AH (it takes 12t, I think?). I think a slightly delayed worker in favor of more commerce might be a good tradeoff, since we will probably want sailing eventually anyway. Plus, if we go fishing first, our worker would have nothing to do but build roads since it will finish well before AH. Of course, unless any seafood is revealed after settling, fishing doesn't give us any opportunities for early food, so this is one shortcoming...
Of course, this could all be
and it might be better to simply tech AH outright.
Future immediate tech path is probably M > BW.
Warrior moves 1E to the hill. I think this would reveal the most tiles.
I am but a novice and aspects of my play are no doubt sloppy and maybe suboptimal, so i'd like to take the opportunity to do a playthrough posting updates every once in a while highlighting the decision making processes I go through. It'll also help me as well, since i'd have an incentive to think things through and play a bit more slowly.
We'll be playing Emperor difficulty on Pangaea (a personal favorite maptype of mine, allows for nice and fast warring). Everything else is standard fare (6 opponents, no huts/events, normal speed).
I think i'll throw a wrench into the machine for variety and roll the RNG for our starting leader on unrestricted leaders (a first for me), and we'll see what we can get. We might end up with either an very amazing or very mediocre set leader/civ, but the same goes for the AI, so it's fair game.
Let's see what we get...
Spoiler :
Pacal of the Ottomans!
Techs: wheel, agriculture. Nice and solid.
Traits: expansive, financial. Faster settlers, more commerce.
Janissary. Eh. If we're getting a musketman UU, i'd rather have musketeers, since at least they can keep up with cuirs. Civopedia tells me janissaries get +25% vs. archery, melee, and mounted units, but I don't wee why we can't simply get a pikes/knights/maces stack. Oh well, at least our immortal leader shall not lack for a decorative guard.
Hammam might be decent. +2 happiness basically means two more tiles worked/more whip potential, or 2 garrisons freed up for other purposes under hereditary rule. We do get this a tech earlier than the ball court. Unfortunately, unlike the ball court, it gives 1 less happiness, comes at a +20 hammer cost, and doesn't get happy multipliers from culture. I rarely build aqueducts anyway, except as a prerequisite for the hanging gardens, at least not until the industrial era, so the comparison between the two buildings is debatable. I'd honestly rather have the Baray for an aqueduct, since it has good synergy with a hammer rich but food lacking capital, while happiness can always be acquired through other means.
Our start.
Spoiler :
Of course, the catch the RNG gods have not blessed us with any resources to farm!
Looks like we have to manually tech AH. Normally, i'd hate having that many water tiles in the BFC, but as financial, this may actually be a good thing as we may leverage this for a few turns shaved off our early research. I count 4 grass hills (including a sheep hill), which is very nice. A nice bonus with all these lakes is that we can farm all those adjacent tiles pre-civil service. Of course, we also end up with fresh water lake tiles which would give an equivalent amount of 3
plus 3
with a lighthouse, so we may not need to farm those. A caveat is we get no river and thus no instant 3
cottages, and no late game levee. Pottery (and early finiancial cottages) is probably deprioritized here (although we will want it eventually), unless we can find a nice riverside 2nd city spot soon, in favor of fishing. Sailing is an attractive option to take, since Moai would give us 4 1
3
3
and 2 1
2
3
tiles with a lighthouse, for 0 worker turns in lieu of a 60 (LH) + 250 (MS, without stone) hammer investment (in an already hammer heavy capital). Of course, we start with no fishing, so we have to actually commit to that tech path...This is assuming we SIP, which I think is the most attractive option here.
I think i'll work on a worker (15t) while teching fishing (6t). This will allow us to work a 2
3
tile early. At the 7t mark, i'll switch from working either of the unimproved sheep, which will delay our worker a bit, to a lake tile whilst we finish AH (it takes 12t, I think?). I think a slightly delayed worker in favor of more commerce might be a good tradeoff, since we will probably want sailing eventually anyway. Plus, if we go fishing first, our worker would have nothing to do but build roads since it will finish well before AH. Of course, unless any seafood is revealed after settling, fishing doesn't give us any opportunities for early food, so this is one shortcoming...Of course, this could all be
and it might be better to simply tech AH outright. Future immediate tech path is probably M > BW.
Warrior moves 1E to the hill. I think this would reveal the most tiles.
. I also can't work all those floodplains early, since we are limited by our happiness (and we already will get mining soon, while we will need to detour to pottery to get cottages up. But second city is already pretty decent with 4 foodplains, a grass hill, gold hill, and plains cows... (yes, I omitted the rice from consideration, because all those floodplains really highlight how crappy it is). First city gains 2 more floodplains, wine in bfc, and 1 more grass hill. But we can't really work all those floodplains early anyway, and gold hill > grass hill at this point. So I guess second city it is.
