PH06: One is the Loneliest Number!

You're right Furrie I forgot that it's on attack only. Still getting used to warlords where chariots have that bonus. We can build them pretty quick in Rome but be happier if we had those praets however they suck against axes too.
 
I totally forgot about those cheap libraries ~ another great wedge for Cumae to start pumping culture into more of Greece. btw, what's north of us...i don't think i've seen an overview map lately . . . Are we in the far east and eeryone is west??
 
For Cumae I was thinking about a library but would still take 34 turns since only 1 pop and momument like 17 so started that instead. Once we get some pop there we can start a lib. I do think we need archers at some point I don't trust Alex.

Are you referring north of Antium as upon a close look I notice something too. We are east and everybody appears to be west.
 
@ Cosmic ~ i see what i was looking for now. In my first set, i thought the land continued northward in our little peninsula. I now see that the Rice to the NE of our new cities is pretty much the end of the line for land at this end.
 
@ Frank, got save?

Roster:
Fox >
Furrie >
Karr >
Cosmic > just played
Frank > UP NOW
Pholk > on deck
 
I wake to the sound of a radio playing in another room. Who did that song? Three Dog Night? I sit on the side of my bed, wiping the sleep from my eyes, wondering why that song would wake me up. One is the loneliest number is my life. How many years has it been without someone good in my life. Too long. I'm so lonely, I even asked Cosmichail liked candy, for goodness sakes.

The pain is driving me crazy. How lonely can a man feel? I hate those happy couples I see, holding hands. They don't know what loneliness is. I hear voices. They tell me to hate them. I hate them all. I'm glad I decided to make them feel my pain. I can't take it anymore. I'll fix them. Yes, they'll know what loneliness feels like. I'll teach them.

So I throw on a clean tunic, pause for a moment in the toilet, and walk across the courtyard to my command center. It's time to make more detailed plans to implement my decision. Details like who will be the first couple to learn about loneliness?

Alexander and Wang Kon are very happy together, although they hardly seem compatible. Alex's capital city shares a border with my empire. Yes, he'll do fine. Wang Kon will know my pain. He'll be one and alone.

Inherited turn (865 BC): Our next important step is to establish another city. A site south of Cumae looks very promising. We will complete the training of a settler in our capitol next turn. We'll need an escort and garrison for him but I'm not sure where that will come from just yet. Our forces are quite tied up with a barbarian axeman just north of Rome. We'll have to resolve that difficulty before hoping to get our settler safe on his journey. Time will tell.

IBT: Whoa! Asoka did us a huge favor. His warrior killed the barbarian Axeman. The road is clear for our settler. At least the early portion of the road. And there really isn't a road there, I just used that phrase ... er ... you know.

Turn 1 (850 BC): We finished researching Iron WOrking and started on Iron Working ... PRAETORIANS! That's what our plan requires. Praetorians and Chariots will teach Wang about loneliness!

Note to self: Pray for Iron. (do we know how to pray yet?)

Our settler is completely trained now. Work begins on a Chariot(3). He'll try to catch up with the settler and garrison the new city for now.

IBT: Look what the cat dragged in:
one01.jpg



I'd like to wipe that haughty sneer off her face. Or maybe we'll just kill her partner, Hannibal. Then he'd let her down. That's the ticket. The voices agree.

Turn 2 (835 BC): Antium trains a Worker and I direct the builders there to start work on a Library. We have excellent plans for libraries that permit us to build them cheaply. Now that our people can write, let's construct buildings filled with books! The worker moves directly to the gold deposits on the Greek border in order to dig a mine.

IBT: The cat has returned:
one02.jpg


A silly smile that will eventually turn to sorrow like mine.

Turn 3 (820 BC): Rome trains a Chariot and starts another(2).

. . .

Turn 6 (790 BC): Rome trains a Chariot and starts on a Trireme(9). We'll not be needing galleys until after we finish off Alex. But Triremes can help preserve seafood from pillaging.

Turn 7 (775 BC): Ooops, I've let Rome grow unhappy. I whip the Trireme there, but it'll be 24 turns before the citizens forget about it. So I shut off population growth and add 2 more hammers to production.

I have moved our fogbusting warrior to a more northern hill. He takes up fortification there where he can see to the northern coast. Our settler has almost reached his destination and there are no Greek settlers in site. This might work after all.

Turn 8 (760 BC): Rome trained the Trireme and began work on a Library(5).

Turn 9 (745 BC): Our Settler arrives at the new city site selected by our planners, but he reports back that there is perhaps a better site just a little further:
one03.jpg


(This is embarrassing -- I just noticed the score table shows the couples. I've been jumping back to Post #1 to look them up)

I tend to agree. It will avoid any overlap with Cumae and it may have access to an additional sea resource hidden in the fog. The downside is that the new city will not have a hill defensive bonus. Another tough decision to be made all on my own. So I consult with my consorts for several hours. They cannot ease my pain, but help me decide to direct the settler onward to found Neapolis on the plains tile:
one04.jpg


YES! We got whale! Uhh ... is that good?

Meanwhile, I direct one of our workers at Rome to begin a road to our western cities.

IBT: Hatty is led into my command center:
one05.jpg


His Holiness? Are you here just to rub it in, lady? Oh, I'll show you lonely. You'll learn very soon. I ask that she be escorted out of the building.

. . .

Turn 12 (715 BC): One of our chariots kills a barbarian warrior west of Rome, earning a Combat I promotion. He'll move on to Cumae to heal and bolster the defenses there.

. . .

Turn 14 (685 BC): Rome constructs their Library, begins work on a Granary(9) to aid the future whippings. I start population growth again there; it has one extra happiness now. Cumae constructs a Monument, starts work on a Barracks(17).

Turn 15 (670 BC): It was a good day at the office. We built some military and some infrastructure. Our scientists will discover Iron Working in two more turns. I think we need to learn Archery soon -- our cities are not defended. I marked some potential city sites on our northern coast. That gives us 3 excellent city sites and our economy is still in good shape. Perhaps more settlers?

It's late. Too late for any more decisions. It's time for me to try to sleep again. I remember to turn off the radio on my way to my bedchambers as I summon my consorts.


Here's The Save. Have fun.
 
frankcor said:
We finished researching Iron WOrking and started on Iron Working ...
Huh? There is a difference between WOrking and Working???

:crazyeye:

Other than that, good turns. I agree that the city down south is slightly better with whales ... it's good, with extra hammers and commerce. But what we need in that city is actually food ... :crazyeye:

--
 
it'll make a small, commerce city w/the deer and coast. Good turns and report, Frankcor!

Roster:
Fox > on deck
Furrie >
Karr >
Cosmic >
Frank > just played
Pholk > UP NOW
 
GreyFox said:
Huh? There is a difference between WOrking and Working???
:crazyeye:
Yes, one is a typo and the other is not, silly.

Actually, Iron WOrking is equivalent to Writing. Sorry 'bout that.

Neapolis will also provide an irrigation source for Cumae which is even more desperate for food.
 
I don't know Robo I noticed it is "Orca" the psychotic whale. He'll jump out of the water and eat you like a lollipop. Although great cure for the loneliness.

EDIT: Notice that Hatty got that "what you talking about" look. Reminds me of Gary Coleman for some reason. Pholk when we take the partners let's go for the guys so we can keep the women for ourselves. I like Hatty I think she's hot too. I mixed it up and thought Alex was hooked up with Mansa. Wang though is much funnier of course.
 
@ Cosmic, i thought it would be funnier to take whoever was weakest, and then just justify it through our reports ~ as in, why would Augustus kill off Hatty, and leave HC...for himself? :lol:

Okay, i loaded up the game, and MM'ed Rome a bit to grow faster. When it grew later in 2 or 3 turns, I :whipped: it for 2pop. Iron Working really comes in this time, and we have some near Frank's Town:
civ4screenshot0030rk2.jpg

There's also another one just a few tiles north of Rome's border. I've got a settler finishing up there, and a sign if we want to save on maintenance and get a 2nd, more secure, source of iron.

Later, Izzy shows up:
civ4screenshot0031lh5.jpg

Yes, let's open everything right up ;) :cool:

we also get some religion:
civ4screenshot0032il9.jpg

I didn't swap yet, i figure we can wait a bit until we need to.

and here's an overview shot:
civ4screenshot0033xd2.jpg

I played less than 10 (7 or 8) turns to even up the turn count for us. I picked Metal Casting but now i have no idea why; clearly heading for cats and construction is better, i think.

i the near-term, we need to start w/the smashy-smashy :hammer: I think get a 1/2-dozen Praets and start whuppin' ass.

Roster:
Fox > UP NOW but is on auto-skip if Furrie can play soon
Furrie > on deck
Karr >
Cosmic >
Frank >
Pholk > just played

The Save
 
Played, nothing much to report, except a whip of pholk ... must keep him on his toes ... :mischief:

Go figure what went wrong with this:

lonely-BC0550-city.jpg


And, why are we chopping a forest within the BFC of Rome when (a) there is a forest just outside the BFC, and (b) we actually can't afford more cities?

I cancelled the chop, and figured that by the time he reach the forest outside BFC, the settler will be built, I instead task him to help out in roading.

As such, the settler was not rushed, so it reach the next best site at end of my 10 turns:

lonely-BC0400-settler.jpg


I suggest delay settling ... we can't afford it now (alread at break even @60%). Wait a few more turns for roads to connect the cities (generate trade) before settling new city.

The world as we know of:

lonely-BC0400-world.jpg


As you can see, an entirely broing and lonely turnset. Feel free to play 15 turns, Furrie, I played 10 only because I am actually going to sleep now ;)

We need to hook on the iron, and set up some cottages, then whip an army of praets from Rome.

>>> The Save at 400BC <<<
 
Played my pretty much boring turns.
important facts:
1. barb like to spawn on 1 stupid fog spot :crazyeye:
2. Iron hooked up :D

Turnlog:

T5:


I select Archery as our next tech, seeing Alex quite a big amount of Chariots running around

T6: Kill a barbarian Warrior @ 65.5% odds.

T10:


I select Meditation as our next tech

kill another barbarian Warrior at the same spot
OB agreement with Hatty
Rome: Barracks -> *drumrolls* Praetorian ! :goodjob:
Cumae: Library -> Praetorian

Dont forget we still have that fortified Settler in the North of our Empire
Time to kill something :scan: ALEX !
 
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