PH07: The School of Athens

im still sticking to my guns about the move to the WEST for the hills.

off topic here. with out the hof mod how do you get the turns to show up? or how do you load that save with the hof mod

ARGH, i mean West
 
However, i've moved into the Dye-site Camp, and so that makes the vote 3-2. In any case, though, i'll make the moves and post a new save for Zophos so taht we don't need to wait all day.

Fair enough. If you have time right now, do you want to swap w/me and finish the first 30? I definitely won't be able to play until tonight sometime - perhaps late.

And I'm not unhappy with going to the west site - I'll be glad to be proved wrong on this (since it means I learn something :)).
 
off topic here. with out the hof mod how do you get the turns to show up? or how do you load that save with the hof mod

You can't load it with the HOF mod - that's just how mods work. However, you can use Ruff_Hi's excellent SG interface mod, which gives you much better reporting screens, a turn logger, and, yes, the turncount in your clock. Just drop the files into your CustomAssets folder, and use Alt-J in-game to set your preferences.
 
yes, since my days as a guinea pig for mr ruff, i've found his mod to be a tremendous boon and highly recommend it :goodjob:

@ Zophos ~ i actually won't have time at all today to play, so you go ahead.
 
Yay me! So, the in-game circles have moved away from the dye city back to the original city site - interesting.

Yeah, but we're playing with the dumb AI in this game, so the circles are an indifferent guide at best.

Oh...and I'll likely be playing in an hour or so. :D
 
thank you for reminding me ~ i'll need to take out that file before I play my turns.

i think ruff is trying to take credit for the in-game ciricle movement, though I would think it's more a function of blake's AI improvements, no?
 
i think ruff is trying to take credit for the in-game ciricle movement, though I would think it's more a function of blake's AI improvements, no?
No - just an interesting GAME RELATED comment. I think fox did a big study on circles and hidden resources (if anyone cares to turn that up).
 
Well...the RNGod was not kind to me in our first turns. Let's see what His Randomness had in store for me:

Founding of the School

As Dean Pholk had instructed, I moved over onto the southern Dye tile, and founded our first city school, Princeton.



This was seen by the faculty as a good thing, and an academic committee was quickly formed to begin construction of a contraption called a Work Boat. We will have some grad students go catch fish in it when it is done.

One of the associate professors suggested that we learn how to build mines, so that we could send some of the TAs out to, well, mine things. This was also met with approval, and, after his grant had been approved, we soon discovered our first technology.



The faculty immediately realized that Slavery would be necessary to insure a continual supply of grad students and TAs, so they set off to learn that next.

However, reality had intruded on the ivory tower. The RNGod saw what we had built, and took a giant dump on our plans.



Yes, the jungle grew on the one and only hill we could mine pre-IW. *sigh* I no longer see a good reason to build a Worker right away.

I went ahead and played through the beginning of turn 33, so that we could get BW in and see where the copper lies.



I've queued Archery (to allow us some defense), but IW has to be a serious priority for us - for jungle clearance, if nothing else.

See below in the summary section for maps showing the copper (and other resources).

The Saga of Doofus, the World's Stupidest Scout

Our initial scout appears to have been a lightning rod for the RNGod's wrath.

First, I sent him south to get the lay of the land. He quickly stumbled upon a native village, and went to investigate.



I picture him standing there with a blank piece of paper, labelled "Ocean". Stupid scout.

His next village was a reasonable success, netting us 35 gold. Having explored a bit to the south, and established that there was a peninsula or isthmus in that direction, he went on a sweep to our west and north. A few turns later, we met our first opponent.



You don't know the half of it, Shaka. Doofus here was our only unit.

Shaka, BTW, has been a busy little researcher, too.



Now Doofus did finally get to the north, where he discovered a larger land mass. And Shaka's borders. He also learned that A1 steak sauce is a poor choice of cologne when exploring.



Badly wounded, he limped to a nearby forested hill to recover. Unfortunately, he did NOT learn his lesson about the steak sauce, and he ran into more lions after he healed up.



Wounded again, and with the second lion in close pursuit, he ran northeast, hoping for safety. However, he discovered that bears like steak, too.



Doofus is now fertilizing part of the forest.

Meanwhile, back at the ranch, the Committee on Exploratory Geography had insisted that we prepare another Scout after the Workboat was done. Since a Worker seemed pointless, and we still had time to make a Warrior or two before the barbs came calling, I complied.



He is currently two tiles north of Princeton. I've suggested the route marked below (basically back to where Doofus died) to explore around the gold & copper site to our northeast. If the RNGod likes Pholk better than me, we might even get that hut that Doofus spotted.



Summary

Here is the current state of Princeton:



Note that we do NOT, in fact, get any bonus commerce on the center tile for having founded on a Dye resource.

And some overview maps. North of town:



And south of town:



We should be able to do some halfway-decent dotmapping, but Doofus' scouting leaves a lot to be desired (since he spent a fair bit of time either healing or being dead). We have NO defense ATM, so I would recommend two or three Warriors/Archers, followed by a Settler (or a Worker, if we learn any techs that would give him something to do...)

As for tech path, Archery seems like a pretty good idea. No copper nearby, we don't even have the pre-req's for AH, and IW is 30+ turns away at best (though it could be a bit faster if we work the lakes rather than forests). And the barbs will be a'coming, sooner or later. That said, IW is a must-have, and soon, or we're in deep trouble.

Also, please note that I have not revolted into Slavery yet. I literally just pressed Enter on turn 32 so that BW would come in and I could take screenies showing copper.

Sorry for the crappy results. It's your baby, now, Pholk.

Spoiler turn log :
Logging by Ruff's Cobbled Mod Pack v2.0.4 (Warlords v2.08) - New Log Entries
----------------------------------------------------------------------------
Turn 1/660 (3970 BC) [16-May-2007 21:02:31]
Athens founded
Princeton begins: Work Boat (23 turns)
Research begun: Mining (12 Turns)

IBT:

Turn 2/660 (3940 BC) [16-May-2007 21:08:18]
Tribal village results: map

IBT:

Turn 3/660 (3910 BC) [16-May-2007 21:08:59]

IBT:

Turn 4/660 (3880 BC) [16-May-2007 21:09:17]

IBT:

Turn 5/660 (3850 BC) [16-May-2007 21:09:36]
Tribal village results: a little gold

IBT:

Turn 6/660 (3820 BC) [16-May-2007 21:10:56]

IBT:

Turn 7/660 (3790 BC) [16-May-2007 21:11:07]

IBT:

Turn 8/660 (3760 BC) [16-May-2007 21:11:17]
Princeton's borders expand

IBT:

Turn 9/660 (3730 BC) [16-May-2007 21:11:31]

IBT:

Turn 10/660 (3700 BC) [16-May-2007 21:13:38]
Contact made: Zulu Empire

IBT:

Turn 11/660 (3670 BC) [16-May-2007 21:14:30]

IBT:

Turn 12/660 (3640 BC) [16-May-2007 21:15:09]
Tech learned: Mining

IBT:

Turn 13/660 (3610 BC) [16-May-2007 21:15:31]
Research begun: Bronze Working (22 Turns)

IBT:
While defending in the wild near Ulundi, Scout defeats (0.43/1): Barbarian Lion (Prob Victory: 67.8%)

Turn 14/660 (3580 BC) [16-May-2007 21:16:30]
Princeton grows: 2

IBT:

Turn 15/660 (3550 BC) [16-May-2007 21:17:00]

IBT:

Turn 16/660 (3520 BC) [16-May-2007 21:18:31]

IBT:

Turn 17/660 (3490 BC) [16-May-2007 21:18:38]

IBT:

Turn 18/660 (3460 BC) [16-May-2007 21:18:41]

IBT:

Turn 19/660 (3430 BC) [16-May-2007 21:18:47]

IBT:
Buddhism founded in a distant land

Turn 20/660 (3400 BC) [16-May-2007 21:18:51]

IBT:
State Religion Change: Shaka(Zululand) from 'no State Religion' to 'Buddhism'

Turn 21/660 (3370 BC) [16-May-2007 21:18:55]

IBT:

Turn 22/660 (3340 BC) [16-May-2007 21:18:59]
Princeton finishes: Work Boat

IBT:

Turn 23/660 (3310 BC) [16-May-2007 21:19:25]
Princeton begins: Scout (8 turns)

IBT:
While defending in the wild, Scout defeats (0.46/1): Barbarian Lion (Prob Victory: 73.8%)

Turn 24/660 (3280 BC) [16-May-2007 21:20:27]
Scout promoted: Woodsman I
A Fishing Boats was built near Princeton

IBT:
While defending in the wild, Scout loses to: Barbarian Bear (1.29/3) (Prob Victory: 13.9%)

Turn 25/660 (3250 BC) [16-May-2007 21:21:58]

IBT:

Turn 26/660 (3220 BC) [16-May-2007 21:22:56]

IBT:

Turn 27/660 (3190 BC) [16-May-2007 21:23:00]
Princeton grows: 3

IBT:

Turn 28/660 (3160 BC) [16-May-2007 21:23:05]

IBT:

Turn 29/660 (3130 BC) [16-May-2007 21:23:44]

IBT:

Turn 30/660 (3100 BC) [16-May-2007 21:24:07]

IBT:

Turn 31/660 (3070 BC) [16-May-2007 21:24:16]
Princeton finishes: Scout

IBT:

Turn 32/660 (3040 BC) [16-May-2007 21:25:42]
Princeton begins: Warrior (8 turns)
Tech learned: Bronze Working

IBT:

Turn 33/660 (3010 BC) [16-May-2007 21:27:54]
Research begun: Archery (10 Turns)


THE SAVE
 
However, reality had intruded on the ivory tower. The RNGod saw what we had built, and took a giant dump on our plans.
BELLY LAUGH :D I am surprised that no one mentioned the possibility of this occurring.
 
it is sad... :( we should have known this would happen... murphy's law...

off topic @ ruff---downloaded your mod last weekend and love it. thanks for the work and time you put in it.
 
phew ~ talk about crummy ~ :( I guess I'll have to see what I can do with this mess. Archery seems like a good play, while we whip out a settler or two. After that, though, I think Agr > AH might be good.

I'll play later on today so hopefully we'll get some other responses by then.

I've also included tentative pre-Iron dotmaps.
 

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i agree (assuming you're talking about the dark blue one in the South map), though i think Red Dot should be first.

also, i wonder if the yellow dot should 1E? will be playing in a couple hours.
 
dark blue then Red sounds good.

about tech path, if archery and agr are good (no cooper), iron working is still (and i would say even more) a priority. so either arc->agr->IW or arc->IW->agr. work as many coins tiles as possible

And if we took quite a setback, it is only temporary, and in the long term our capital is still much better that it would have been at initial location.

We will need though loads of worker, so i think it is better to stop at 3 cities till our economy can afford more

I would not found yellow at all but a city 1E of the peak 2SE of yellow. share some with blue but imho much better

isn't light blue a bit food short for now ?
 
I already played before I saw your post Lukep, but i settled Red (well, in the area of Red) first since Dark Blue was so far, and would be a larger drain on our finances, and didn't have any ability to work commerce tiles to speed up IW.

But, to the report ~

I followed the advice of the good professor Zophos, and sent our scout towards that goody hut, though I'd like to explore that eastern little nub of land near the crabs ~ perhaps a city could go there, too.

A lion came up, and tried to take a tasty bite from our new scout,
2980scoutwinsib5.jpg

though he's much tougher than the other one.

He continued onward and found that hut still unclaimed. Unfortunately for us:
2920maphutbi5.jpg

A map. Not *too* bad, but not that great either

We also met Winston as his archer was strolling from the north ~ perhaps he's up there with Shaka:
2890churchillgs5.jpg


The one warrior finished. I sent him south a bit to explore down that way, while I put another warrior in the queue.

He found these cows right near by:
2770cowcs6.jpg


Unfortunately, our scout ended his turn next to a bear, and the forest didn't hide him well enough. After his lion attack, he was playing cat-and-mouse games with a lion and that bear trying to heal up, while not being vulnerable to either. I didn't turn out so well:
2770bearwx3.jpg


In 2710 Archery came in, and I started heading for Animal Husbandry. Without bronze, I don't want to wait 40+ turns for something good for defense against barb axes, plus since I'm going to go west, we'll need it for the cows. [ed note: though we'll need a border pop now since I moved the city to be able to work that tile so I think IW would've been a better move.]

2680 bc and our 2nd warrior is done. I start on a settler, aiming to whip him to completion. Hinduism is also FIDL and I revolted to Slavery.

Meanwhile, after 40 years of wondering in the South, our warrior meets an untimely end thanks to the wrath of the RNGod.
2620deadwarriorna8.jpg


I decided that I'm going to take a gamble (though not really since there's no barb warriors about yet), and leave Princeton undefended to send our warrio NW to RedDot to garrison our new town. And in 2350, I :whipped: the settler it for 2 pop at the last possible turn to get maximum overflow so that we're not without a garrison for too long. We were able to finish up our Archer in one turn.

After that archer was done, I started on another scout to replace our lost explorers and to check out the south a bit.

On my last turn, Animal Husbandry came in:
2230aher8.jpg


and i founded Athens (perhaps we should change it to Oxford?) 1 NW of the red dot to grab in a forested, plains hill. You can see the new town here:
2230cultureru0.jpg

It also avoids overlap with my original proposed Yellow dot at the rice.

and here's an overview pic of the nearby resources. Notice the lack of horses as well!
2230overviewuu0.jpg


I would say the next steps will be to explore more to the south, whip that workboat in Athens at pop2, and have Athens build another archer and settler pair to found city3 (we can discuss where exactly to found it. Dark blue sounds good to me, but I think we need to find metal first).

Codeman, I would focus on commerce in Athens when possible to speed up IW, and play until it comes in so we can see where teh Iron is and discuss ~

Zophos >>
Pholkhero >> just played
Codeman >> UP NOW until IW comes due
Warpoo >> on deck for 20 turns
Lukep >> on double-deck for 20 turns
 

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Note to self: Stop building tasty units.

Good turns, Pholk. I'm glad you managed to make something useful out of the steaming pile I left behind. The dotmap looks good, and I heartily approve of settling Red Dot first.

I'd really like for our next settler to get us some metal. If we don't have iron nearby, the only achievable source is the copper in the far NE - is it even reasonable to think about trying to claim it? I hate trying to stretch that far with a third city, but I'd hate facing barb Axes with Warriors even more (they'd pillage us to death, even if Archers could hold the cities).

Well...here's hoping we have iron. If so, Dark Blue looks like a great third city cite, and later backfill Yellow and Green.
 
mm'd to get max :commerce: in princeton to gain iron faster. it's at max happy and health so should probably whip this turn. saved as soon as IW came in, so next player should finish turn. picked ag tentively.

whipped workboat in athens and started archer.

judaism FIDL...

Civ4ScreenShot0020-1.jpg



met a few new rivals...

Civ4ScreenShot0021-1.jpg


Civ4ScreenShot0023-1.jpg



and a new border in the south-southwest...

Civ4ScreenShot0024-1.jpg



saw our first barb...

Civ4ScreenShot0022-1.jpg



he disappeared back in to the fog.


IW is in...

Civ4ScreenShot0026-1.jpg



and here is the world with iron...

horses in the south also...

Civ4ScreenShot0027-1.jpg


Civ4ScreenShot0028-1.jpg


Civ4ScreenShot0029-1.jpg


Civ4ScreenShot0030-1.jpg



our scout died in the last of my turns. i tried to end the second move on hills and/or forests for better deffense, but the 3 barb archer he saw finally ambushed him. he did a great job of avoiding the others...:)

we are by far the weakest on the block...:(
 

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