Pmod01 - A lightly modded SG

Inheritance: drop research to 0%. Save up some cash, then push back when more infra is up. Also whip a courthouse in mound city, and micro the tiles between Cahokia and Chaco.

Turn 1: Notice that "GP Farm" is working a bunch of "cottages" which is "dumb". Whip its courthouse (1 spy slot), with plans to whip up a market (money, merchant slots).

Think about settler that pops at Nottingham. Think for a long time, actually. Eventually head to whale/crab city. This city is on a river with trees, which means it can quickly chop infra, and then cottage river tiles for good econ, which is exactly what we need.

Micro a bunch of cities to merchants. 0% research: +49 cash/turn. Woot.

Turn 2: Very little excitement. A little mor emicro, that's about it...

Turn 3: Begin optics push. 100% science is -61 cash/turn, meaning we can only run it for 5 turns off our 327 money. Optics? 4 turns.

Part of the magic here is that Nottingham, our heavy production town, is producing wealth. This is key. On the other hand, it has nothing else to build, so...

Send some workers to join the settler -- a plan that involves chopping/cottages isn't much good without, well, chopping. And cottages.

Turn 4: London goes forge -> harbor. Health is good, and foreign trade routes will start being a thing soon-ish...

Our army makes it back to our territory. It fortifies there, for lack of anything better to do.

York goes settler -> aqueduct. Running low on health, and growing. And it will be a good commerce city, so we want it to grow.

Great prophet shows up for us, and great general...elsewhere. New settler heads to the "Whale city?" which is kinda mediocre, but near our cap (low cost). GP sent to Nottingham (AKA "wall-street-itania"). Settling the whale/crab spot costs 12 cash/turn (bad!), but we'll make optics without slowdown (good!).

Turn 5: Optics in one. A bit more micro, but that's about it.

Turn 6: Optics -> Civil Service. Calendar was another choice, but I want chain irrigation, and better tech paths (paper!). The Paya is built elsewhere. Cut research back to 0, and fire our specialists -- time to grow some cities a bit. Well, except the GP farm.

Cahokia finally gets started on that Forbidden Palace. That'll help our economy, too.

Turn 7: Building wealth in a couple cities now, due to lack of anything better. Plus side: soon can hit 100% research for civil service.

Turn 8: London harbor -> caravel. There are other things I want here, but caravels are obviously priority.

Granary up in Coventry (aka whale/clam city). Chops are good stuff. Work boats are next.

Max out research. We won't make Civil Service...at this rate. Time to change that. Barb sword shows up in the south. What annoying timing...

Turn 9: Barb sword heads for Coventry. Crap. Get workers out of there; send reinforcements. Whip courthouse in Chaco.

Turn 10: Lose chariot + spear before axeman finishes sword. Grrr. The good news is that we're now VERY close to being able to keep our tech pace up through civil service. Also, caravel in 2 in London. I think after CS we should start building settlers in the cities currently building wealth for our research rate.

I believe this puts Silk up...
 

Attachments

Got it. Should be able to play tomorrow, but there is a small chance I wont be able to until Wednesday evening.

I'm not convinced that the forbidden palace on our current continent is really worth it at this point. The continent we are on is not big - so while it'll help maint a little bit, things will be worse when we expand to another continent.

We can get around that by moving the main capital to the other continent - since we wont be able to move the forbidden palace.
 
I'm not convinced that the forbidden palace on our current continent is really worth it at this point. The continent we are on is not big - so while it'll help maint a little bit, things will be worse when we expand to another continent.

There's still Versailles to help with that. And the AI is pretty late building this wonder..
 
Preflight:
- CS in 4 turns, but will break the bank. Move slider to 80% - still gets us CS in 4 turns, but with some cash left over.
- remove spy specialist in canterbury, move to mined hill to speed production. No need to keep growth stagnated - it can grow a few more pop.

Turn 189
zzz - just some worker movement in prep for chopping

Turn 190
london: caravel > caravel
canterbury: lighthouse > forge

Turn 191
york: aquaduct > forge
mound city: forge > aquaduct
coventry: work boat > courthouse

Turn 192:
CS in

switch to bureacracy civic
tech calendar so we can build plantations

Turn 193:
reduce slider to 70%, calendar in 3 turns.

Turn 194:
london: caravel > lighthouse
cahokia: forbidden palace (puts us at +8 :gold:/turn) > settler
chaco canyon: trireme > forge
warwick: work boat > granary

bad event: rats gotten into the grain stores in York. Can either lose 100% of stores, or pay 26 :gold:. Pay 26 :gold: to have grain replaced (york isn't a fast growing city)


Turn 195:
zzz

Turn 196:
calendar in, start teching alphabet

london: lighthouse > courthouse

Turn 197:
nottingham: wealth > settler
reduce slider to 60%

Turn 198:
cahokia: settler > market

Turn 199:
alphabet in, tech astronomy

settle newcastle, 1 NE of clams. Build workboat


Current status:
- caravels are exploring in both directions - no AI found yet.
- slider currently at 60% and losing 12/turn. Set to 50% to stop loss of :gold:
- switch nottingham from settler to wealth when settler is finished. It'll be the second settler in quick succession, we need to let economy recover a bit
- selected astro as next tech, but I was debating between that and going the paper > printing press route. If we stay with astro, then paper > pp should be next, I think.
 

Attachments

Preflight:
- remove spy specialist in canterbury, move to mined hill to speed

Is Canterbury the city marked "Great People Farm" north-east of our capital? I was running as many specialists as possible there to generate GPP points -- additional pop is 100% worthless (will work 2f/2c water tiles, producing...nothing), anyway. If it's another city...then nevermind.
 
Yeah, canterbury is the GP farm. But it's production was abysmal, and it was generating GP points for a great spy. If anything, at this point we should be creating GP points for a great scientist, as a spy isn't very useful to us at the moment.
 
Yeah, canterbury is the GP farm. But it's production was abysmal, and it was generating GP points for a great spy. If anything, at this point we should be creating GP points for a great scientist, as a spy isn't very useful to us at the moment.

Its production was abysmal...which isn't really relevant, I think. It's not a production city. And while spies product GSpy GPP, they produce GPP -- if it's still 90% scientist (or whatever) you still get a scientist (most likely) and you get it earlier. Plus, hey, spy points!
 
OK got it.

Threet things:
Why the hell did you settle newcaste 1 NE of the clams and not 2N1E of the clams?? :eek: Right now we'll overlap with the rice/cow location in the south although we didn't need to..

Techwise I'd rather start on the liberalism race or go directly to banking. As long as we don't discover another AI I don't see any reason in discovering astro.. And we're not finished with settling our continent and would therefore loose the early culture..

And does the team agree to the Whale/sheep location in the south for our next city?
 
OK got it.

Threet things:
Why the hell did you settle newcaste 1 NE of the clams and not 2N1E of the clams?? :eek: Right now we'll overlap with the rice/cow location in the south although we didn't need to..

When I read your post 99 discussing that city location, I initially read it as 'settle 1 NE' of the clams. Rereading it, :smoke: on my part, because I initially didn't spend enough time digesting it and looking at the map - just got 'settle 1 NE of the clams' in my head.

No argument from me for switching from astro to some sort of economic route.
 
Played my set so far.. I'll post the save right now and will provide the report later on..

Just the main important things:
Build up our infra and teched paper as well as Philo.. Changed to Education to go straight towards lib..
We met 4 other opponents: Toku, Charly, Mao and "Obsolete"..
Settled the wale/sheep site and a settler is waiting at the rice/cow site for settling another city..
And we're at phony war with toku.. Obsolete came asking to join the war and as we'll never get good relations with toku (He's buddist) and he's crippling last in tech I decided to declare on him for the diplo plus to Obsolete..

Here the complete uncensored truth:

PRE:
I changed tech to paper as I want to win this lib race.. In chaco I switched from forge to a lib (we don't have enough hammers that a forge would make sense and we do have enough happieness.. But for sure we're lacking health..), Newcastle changed from WB to a Gran 'cause there is already a net for the clams and I set Hasting to stagnant 'cause we're already "loosing" a food due to health..

1400 AD:
London finished his court and starts on a monasty.

1410 AD:
In York we went on with wealth after we finished the forge, Mound City finished it's aquedukt and went on with a harbor, Nottingham changed to an aquedukt as well after finishing the settler.
And here we go with some other opponents:
Spoiler :

Screen12.jpg

Screen13.jpg



1420 AD:
London finished the monasty and went on with an aquedukt, and we signed OB with Charly.

1430 AD:
We settled the whales/sheep spot:
Spoiler :

Screen14.jpg


The court in Coventry got whipped and a third guy crossed our way:
Spoiler :

Screen15.jpg



1440 AD:
Paper is in and we started on philo.. Right here I noticed, that Taoism hbfidl as well as sankaore.. :eek: Ok next time I should read the eventlog before starting my set.. But nonetheless to get to lib first we do need philo..
A marked was build in Cahokia and we started on a monasty, and after finishing the court Coventry started on a lighthouse.

1450 AD:
Nottingham finished it's aquedukt and started on another settler.

1460 AD:
In London we finished our aquedukt and started on building a few missionaries to spread our faith a bit more (should have noticed the lack of spreading before but why the hell did we forgot about that???)
And we finally found sombody REALLY new.. Look at his beautiful face:
Spoiler :

Screen16.jpg


Welcome Mr. Obsolete!! And as you may see he does like Toke the way Toku needs to be loved!! :lol:

1470 AD:
As the settler in Nottingham and the monaty in Cahokia got finished we've got two more cities producing wealth. So our science rate went up to 80%!

1480 AD:
We signed OB with Obsolete.
A forge was build in Canterbury and we started on the harbour. In mound City the harbour was finished and a lib got started.

1490 AD The final turn:
Philo came in and I started on Education!
And (as mentioned before) We back to war:
Spoiler :

Screen17.jpg


And for sure this was the best stopping point possible:

For cripp:You're up right NOW :lol:

I think the next turnset should go on with settling the rest of our continent while keeping the econ running.. And we should start on making some descent winning plan.. Diplo seems to be out of range as the other continent shares one religion. So do we want a peaceful space victory or rather killing (or vasselizing) the rest of the world??

Roster:
silk1976
thy_spellcraft --> just played
cripp7 --> up now
pnaxighn --> on deck
 

Attachments

Played my set so far.. I'll post the save right now and will provide the report later on..

Just the main important things:
Build up our infra and teched paper as well as Philo.. Changed to Education to go straight towards lib..
We met 4 other opponents: Toku, Charly, Mao and "Obsolete"..
Settled the wale/sheep site and a settler is waiting at the rice/cow site for settling another city..
And we're at phony war with toku.. Obsolete came asking to join the war and as we'll never get good relations with toku (He's buddist) and he's crippling last in tech I decided to declare on him for the diplo plus to Obsolete..

The rest will come later today..

...and here's where things get interesting.

I look forward to the diplo screenshots :yup:
 
Blast! He should have a leader head, not just a purple background! Boooo :(

No shock that Sankore was built, though...
 
Thy_SpellCraft said:
For cripp:You're up right NOW

really?:p hehe, ok will play today. What tech are we taking from Lib?

edit: gameplay
Pregame
Chaco Canyon :whipped: library for 2pop
Hire 2 scientists in London

Turn 210
Warwick granary>lighthouse
Toku made peace with Obsolete
Settled Liverpool >granary
Spoiler :
Civ4ScreenShot0000-5.jpg

Both caravels fight off barb galleys

Turn 211
London mission>mission
Mound City :whipped: library for 2pop

Turn 212
Mound City library>market

Turn 213
London mission>mission
Farm built in Chaco Canyon? switch to cottage

Turn 214
Lost caravel to Jap galley

Turn 215
London mission>caraval
Conentry lighthouse>forge

Turn 216
Canterbury harbor>monastery

Turn 217
zzz

Turn 218
Education done queue up Liberalism(missed screen)
London caravel>mission load missionary onto boat and sent west for a long journey at sea
We have a lot of workers on "auto trade network", pair up a few to fast build improvements
Slider at 0%(+127) to build some :gold:
Toku still won't talk
Looking at the tech screen, Mao has Astro! A GS was born IFAL, must have bulbed it
Start universities in all cities building wealth
Make a trade with Mao
Spoiler :
Civ4ScreenShot0002-2.jpg

Can now see their continent, also OB with'm
Spoiler :
Civ4ScreenShot0007-1.jpg
Civ4ScreenShot0006-1.jpg

Not going to trade Education until close to Liberalism

Turn 219
Maps proved the world is round!
Spoiler :
Civ4ScreenShot0008.jpg

slider up to 50%(-13)173:gold: Lib 9t
Mound City :whipped: library 2pop

Turn 220
London mission>university
Mound City market>caravel
Newcastle granary>court
Make peace with Toku
Spoiler :
Civ4ScreenShot0009.jpg


Turn 221
Canterbury monastery>caravel

Turn 222
Oxford granary>wb

Turn 223
Obsolete offers a trade
Spoiler :
http://i409.photobucket.com/albums/pp175/cripp777/pmod01/Civ4ScreenShot0010.jpg[/IMG[/SPOILER]
Renegotiate
[SPOILER][IMG]http://i409.photobucket.com/albums/pp175/cripp777/pmod01/Civ4ScreenShot0011.jpg

Don't revolt to OR
Mound City caravel>university

Turn 224
Gold pops near Hastings
Spoiler :
Civ4ScreenShot0012.jpg

Slider to 60%(-34)116:gold:

Turn 225
Nottingham university>settler
Chaco Canyon forge>harbor
Do some map trades with Obsolete/Mao
Spoiler :
Civ4ScreenShot0013.jpg

Civ4ScreenShot0014.jpg


Turn 226
GS born in Canterbury
Spoiler :
Civ4ScreenShot0015.jpg

Academy in London?

London university>caravel hire scientists
Canterbury caravel>market
Oxford wb>court
Liberalism in 1t stop here

Tech situation
Spoiler :
Civ4ScreenShot0016.jpg


Charlie is 1t from gunpowder, Toku 1t from banking
Should revolt to FS once Lib is done
 
Graaaah. Obsolete should be a giant, freakish smiley everywhere he shows up...not purple screens somewhere and Genghis Khan (:eek:) other places :cry:

Clearly, this modding thing is more complex than I thought :sad:

In other news:

what's with that edu trade? We got a bunch of crap techs we don't need for one of the most important techs in the game? I also note that he's now ahead of us on tech, at least until liberalism, and we have to be aggressive since he can research it, too...
 
Pnax -

Sounds like your test bed for mods should be another machine that hasn't been used to create the mod. :)
Does it show up correctly on your machine?

My guess is that the idea with trading education was to achieve diplo bonus, plus the main purpose of education (being the path to lib) was already achieved since we were only a few turns away from lib at the time. So we don't have to be too aggressive because education wasn't traded until we were well ahead of him in the liberalism race.
 
what's with that edu trade? We got a bunch of crap techs we don't need for one of the most important techs in the game? I also note that he's now ahead of us on tech, at least until liberalism, and we have to be aggressive since he can research it, too...

:eek:my bad, something I'm still trying to get better at. shouldn't have made that trade, take Nationalism with Lib since Mao already has Astro.
 
Pnax -

Sounds like your test bed for mods should be another machine that hasn't been used to create the mod. :)
There's no doubt this is true. Will you be delivering it by hand, or just mailing it to me? :lol:
Does it show up correctly on your machine?
Duh. I don't ship buggy code...as far as I know :rolleyes:
My guess is that the idea with trading education was to achieve diplo bonus, plus the main purpose of education (being the path to lib) was already achieved since we were only a few turns away from lib at the time. So we don't have to be too aggressive because education wasn't traded until we were well ahead of him in the liberalism race.

Sure, but why not get good value for it? Especially, in this case, trading with the tech leader?

:eek:my bad, something I'm still trying to get better at. shouldn't have made that trade, take Nationalism with Lib since Mao already has Astro.

Nat is good enough, I guess, as much as I'd like more. The issue with that trade wasn't that we didn't get a ton of stuff -- it's just that that stuff isn't really useful. Especially the wondertechs (aesthetics/literature), since the wonders are all built.

The key isn't to "get a good deal", it's to get a deal that makes you more likely to win.

Anyway, what's done is done, and I think I'm up, so got it for this weekend. Hopefully we can start moving on a plan to retake the tech lead. Lib will certainly help.
 
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