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Power of Rush Buy Mansa immortal

Discussion in 'Civ4 - Succession Games' started by Mutineer, Aug 21, 2007.

  1. Mutineer

    Mutineer Chieftain

    Joined:
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    So, immortal, Mansa, normal speed, continents, moderate climate and medium sea level.
    Variant:
    1) Slavery is only permitted until better civics are discovered. After that we have to adopt other civics.
    2) After entering Renaissance age Only 2 cities permitted to have mines/workshops/mills. HE city for military production and Iron work city for wander production. (Exception, we can always mine special resources). In all other cities the only permitted normal (Non special resources) improvements are farms, cottages and mill. Windmills can only be used on plain or tundra/ice hills, where cottages/farms can not be build. Mills can only build on tundra forest, where no any other improvements are possible.
    3) Nationalism is not permitted.

    Previous imperror game:
    http://forums.civfanatics.com/showthread.php?t=231658

    Roster:
    Mutineer still up
    ungy - contamplating
    Swiss Pauli -
    Jet -
    GrayFox -

    I moved warrior east, and there starting position, very strange one.
    It is allmost look like a small island, I even check that I did choise continnets.

    I am allways in favor to go no matter what start is rundomly drafted.
    So...

     
  2. GreyFox

    GreyFox Make it so ...

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    reporting in ... :salute:

    Geez ... continents and we are on an island??? :crazyeye:

    This would make the starting tech (Mining, Wheel) a bit useless.

    Barracks first and switched to workboat when fishing is in?
     
  3. Jet

    Jet No, no, please. Please.

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    Why do I have the feeling that we're going to be boxed in by Brennus and then eliminated by Saladin in 1725?
     
  4. Swiss Pauli

    Swiss Pauli Chieftain

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    Is it really an island? Looks like there might be a wooded isthmus due south...
     
  5. vra379971

    vra379971 Chieftain

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    You're expecting to survive till 1725?
     
  6. Mutineer

    Mutineer Chieftain

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    Well, founded in place, show that there hope south.
    Move warrior there, MM city to work Marble river so warrior 5 turns, fishing 6.
    Warrior, 1 turn barrack, fishing bronse working.
    Border expo show border eaast, look like Brenus.
    It is Brenus! Jet has power of a prophet!
    I set research on Bronse working.
    Subject of discussion, but I think we have 2 choises:

    Axe rush Brenus or Oracle from marble and then see if we can rush brenus after.
    Subject of cooper avalibility somewhere.

     
  7. Mutineer

    Mutineer Chieftain

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    Tech choice deserve some discussion.

    Bronze working is essential economically and military. With 2 sea resources and farms we will be food rich and food to shield conversion is necessary.
    Question only is: When we need slavery and can we attempt early religion form current position?

    Mysticism-(polytheism or meditation)-Bronze working as tech order?
    Our research will accelerate with coming boats. + 6 commerce from 2 sea resources.
    We can even work sea ties until other ties improved to get even more commerce.

    Other alternatives or situations.
    We find cooper some way of in tundra. Building long road in tundra is no go, so Bronze working-sailing become necessary for axe rush. So, do we need to know where bronze is very early so we can get sailing at time we send settler there?

    So, as I see we have 2 valid choices:
    Bronze working first
    Or Bronze working after attempting early religion.
     
  8. GreyFox

    GreyFox Make it so ...

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    Prophetic! :eek:

    I almost never go for early religion in Emperor+ levels, and bronze working is far too important to delay til (Mysticism > Polytheism). I see only one reason to go for Polytheism right now is the Oracle (with marbles ... is that marbles or gems? ... sorry too used to resource bubble ;)).

    I vote for BW first.
     
  9. Mutineer

    Mutineer Chieftain

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    I am actually apologies for a bit of sloppy play.
    My excuse is that I played early morning befor go to work, so I can continue turn set after work.

    Correct way of playing was to MM carefully between 2 food 1 shields 1 commerce tie and 1 food 2 shields 1 commerce tin and 3 shield tie to produce warrior the same turn fishing is discovered together with 3 shields overflow to fishing boat. So, 3 shields would have been in overflow, not in barrack.

    That would have speed up fishing boat production by a turn.
     
  10. ungy

    ungy Chieftain

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    wow.

    Not our start tho.
     
  11. Jet

    Jet No, no, please. Please.

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    Building long road in tundra is no go,
    Hmm... Maybe we could build a second Worker and keep them busy mining/chopping after building the road.

    Well, how about BW -> [IW] -> [Sailing?] -> Masonry -> Poly -> Pri for the safety of claiming a metal if possible. Ideally claim metal -> Oracle -> melee rush. Brennus might found a religion himself anyway.

    If there's neither Copper nor Iron, maybe skip the Oracle and rush with Skirmishers? The purpose would be to get a reliable breakout. There's a pretty good chance of Horses (if no Copper or Iron), but Skirmishers might be a little faster for a limited rush.
     
  12. ungy

    ungy Chieftain

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    I think definately bronze.

    I think oracle a mistake. I think we go bronze, if no bronze anywhere we can build UU and try and rush. UU is not so bad for rush--they are cheaper. If we build oracle I think we will drown in Brennus units when we rush. Rush must be early to have a chance and we may very well lose this game.

    I think Mutineer you should play until BW in.
     
  13. Swiss Pauli

    Swiss Pauli Chieftain

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    BW seems best here.
     
  14. Mutineer

    Mutineer Chieftain

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    Well, Played to bronse working.
    I was hoping we can sneak somewhere north of Brenus, but no Luck, we are truly blocked untill writing or sailing.

    In this little peace of avalible land we have no cooper.



    Here is capital:


    I set research to hunting and revolted to slavery. We are spiritual.

    So, do we set on Skirmishers rush? How we do it? There is different options with worker, overflow and whipe.

    I think I will spend some time estimationg number of turn to archery and how mach we can build in this turns.

    How many skirmirshers we need to take capital? We do not even know is it on hill or not.
     
  15. Mutineer

    Mutineer Chieftain

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    OK, I looked, we are about 11-12 tunrs from Archery. Based on 4 shield turn we can build barrack and grow to size 4 at that time.
    If we start whipe skirmirshers directly stright after we can get 6-7 skirmirshers

    in 5 1 pop whipes in about 10 turns after.
    So, we can move 6-7 barrack skirmirshers + 2 warriors we allready have out.

    Conserns - there are actually resonably long wolk to brenus. 9 turns from leaving capital to standing next to Brenus.

    Capital will be size 1 with happiness 0 -1 and can start producing worker.

    I think it is the best plan we can come up with.

    I played 21 turns yet and wont to claim executive previledge to play a bit more. :)
     
  16. GreyFox

    GreyFox Make it so ...

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    Is there any messages on Brennus revolting to slavery or founding a religion?
     
  17. Mutineer

    Mutineer Chieftain

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    No, no messages. Buddism was founded somewhere 3550 BC, other religions were not. Brenus did not revolted to slavery.
     
  18. Swiss Pauli

    Swiss Pauli Chieftain

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    Any value to be gained from whipping a worker pre-skirmishers to chop and build a bit of road towards Brennus?
     
  19. GreyFox

    GreyFox Make it so ...

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    Then I think a Skimishers rush might be viable. i am okay if you decide to go that path. There are little alternatives ... the longer we delay, the stronger the Immortal AIs become ...
     
  20. Mutineer

    Mutineer Chieftain

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    I consider that, but I am unsure.
    worker - 60 shields, on a bright side, worker can help to convert about 30+ food to shields by overflow. on other hand, worker will have max about 10-12 turns befor we should move army from capital. If it's only building roads on forested terran(3 turn road on first 2 ties, 4 turn road on follow.
    12 turns then max 4 roads, 2 turn faster move. But it is 60 shields = 2.5 skirmirshers.

    I do not think we can justify worker.
     

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