Rat 09 - going for conquest

Oh about the courthouses... I think you need a couple of them before you can build a Forbidden Palace, didn't really check the maint. costs of the city when I was building them to be honest ;-). Not that we need a FP right now, but just thinking ahead :).
Yeah I loaded the worker in the galley with the idea to ship it back to the mainland...that's when I discovered we couldn't go there... was in my last turn so couldn't unload it.
 
I'm not sure if the FP needs some courthouses, but it certainly requires a certain number of cities, which very likely we don't have yet.
After the forges are done, I think some (3 or 4 maybe) more settlers for our mainland might be useful.

I did patch the game...didn't really think about it causing problems then. Is there a problem with everyone getting the patch?
 
I just patched the game as well, since we need it now anyway, performance seems ok.
So everyone better patch to play.

By the way, FP needs a court in that perticular place, not a number of courts. It's different for Oxford uni that needs 6 unis.
 
ThERat said:
I just patched the game as well, since we need it now anyway, performance seems ok.
So everyone better patch to play.

By the way, FP needs a court in that perticular place, not a number of courts. It's different for Oxford uni that needs 6 unis.

Ah that's it then, I knew there was something about courthouse and forbidden palace but was too lazy to check the civilopedia :lol:

Yeah I patched the game as well, save games seems to be loading fine.
 
I patched the game.. got a 1706 error that told me the source was invalid. I clicked okay.. and it kept patching anyway. It looks like the changes made it through (like not revealing horses until animal husbandry), and I can load the old saves.. yet it tells me that my version doesn't match the host's when I enter a LAN game with some friends.

weird..
 
1)

a - Our praetorians in Alexandria fended off the Egyptian attackers without much trouble.

b - Peter cancels open border deal with us... I wonder if the Egyptians had anything to do with this :p

c - Egyptian chariot pillages our cows. He paid for it with his life.

2)

a - Peter demands Metal Casting.. I told him to buzz off.

b - Rome finished Monastery, had aqueduct in queue.

3)

a - Hatty offered us peace without offering us tribute, so naturally, I refused :D

b - Border expanded at Alexandria, expedition force sent out. I left 2 praetorians at home to defend, and one incoming from the galley.

4)

a - Currency research done, changed to Literature. GL, and the two national wonders are both nice to have, especially the Heroic epic. We shouldn't have much trouble getting the unit required for the Heroic epic :p

b - Cumae: Monastery -> Praetorian.

c - our expedition force spots 2 stacks of Egyptian attackers heading towards our city. I keep the expedition force on the forest square and observe.

d - Our galley w/ worker runs into an egytian galley down south. Odds are with us if they attack.

5)

a - Egyptian galley defies the odds and sinks our galley :( darn luck goddess favors spiritual civs, I tell ya.

b - Our expedition force fends off a few attackers.

6)

a - more combat.. no units lost

b - Cumae: Praet -> Praet

c - Moved the Praet fortified at Cumae out east to deal with some barbarian problems.

7)

a - Rome: Courthouse -> Hanging Gardens. (18 turns)

b - Antium: Courthouse -> Collosus. (15 turns)

c - more battles.. still no units lost. We did get a lvl 3 unit, though.

8)

a - We actually lost two full strength combat 1 upgraded praet in the city to two axemen.. Maybe I'm unlucky :(

b - Literature -> Music. I think Notre Dame would be really helpful as all our cities are closing in on happiness issues. Free great artist may be useful to use in Alexandria (or just save it, up to you guys).

c - Doing some chopping near Rome.

d - Still more forces incoming.. moving expedition forces back into city. Not gonna happen just yet :p

e - Cumae - Praet -> Heroic Epic. This looks like a good mass production city with all those hills nearby.. and the horse.. and the cow.

9)

a - Neapolis - Barracks -> Praet

10)

a - Alexandria grew to 5 and became unhappy.. whip! This is like the perfect whipping city with the 2 5-food tiles.

11)

a - Alexandria - Courthouse -> Granary

12)

nada

13)

a - Expedition force / scouting team, take 2.

b - Did some whipping in Pisae to hurry up the forge.

c - Did some city micromanagement in half the cities.

14)

a - Peter wants Silk for Spice, that would be a hell yes.

b - Cumae: Heroic Epic -> Praet

c - Pisae: Forge -> Rax

d - Expedition party spots a stack of 7 (chariots, swords, spears).. and a galley up north lands 4 units right next to Alexandria. Eesh, they really want this city back. Good thing I stayed on forests.

15)

a - Cumae: Praet -> Praet (3 turns per 2 praets now it seems)

b - Neapolis: Praet -> Praet

c - We lost 1 praet, but won the rest. Their entire raiding party is destroyed but our units are quite wounded. Hatty comes and offers us Monotheism and Peace.. I decide to reject for the time being and picked off that swordsmen outisde our city that won the fight. I also moved our expeidtion force (heavily wounded) back into our cultural borders.. If we don't sign peace with Hatty, make sure you promote a few ASAP in case they somehow manage to attack it next turn with chariots.

Summary -

HG done in 3 turns, Colossus in 5 (faster if you decide to whip or do a quick chop. we have 7 praets at/near alexandria.. with a bunch of promotions to do for whoever's next. We have an option to take monotheism with the peace treaty (just ask hatty, she willl agree.. I'm pretty sure she'll give us the 1 measely gold a turn she has to offer too :p She won't give us monarchy though.. I tried). I think we could use a 10 turn peace treaty to heal/reinforce then head in for the kill. We do get a free tech (albeit cheap) outta it anyway. Regarding promotions, I suggest giving a few praets with combat 1 already the shock promotion. Will come in handy against those axemen.

As for building/tech plan. I totally forgot about cats.. and probably should get that as soon as we're done with music.

Should probably get 2 more settlers as Thrar suggested (either Pisae or Antium after colossus), and Rome looks like an ideal site for the GL.

Good luck to whoever's next. Hope my combat luck doesn't carry over :p
 
Roster:
ThERat - up
Dimy - on deck
Greebley - away until 28th Nov
Thrar -
Xarathas

I think a 10 turn peace makes good sense, would like to have opne borders as well to get galleys sailing around to find more people. In any case, heading for caravels might be good to get the circumnavigation.
We should build up more pretorians and cats and then strike again.
 
save

Pre-Turn
maybe it's better to make peace now, get mono + 1gpt
also get open borders so we can explore a little
change to organized religion and revolt

1. 1010AD
anarchy is over, try to MM cities for the coming growth via HG
Ravenna will be a commerce powerhouse in the future

2. 1020AD
Ravenna gets a courthouse, start a settler in Cumae
Alexandria really grows too fast, will whip a citizen to rush granary next turn, employ 2 scientists there

a barb axe attack our pretorian hiding in a forrest and loses :)
rat091150a.jpg


3. 1030AD
cities have grown by pop 1, need to MM again
Rome goes for Great Library (national epic is a must in this city as well)

IT we get music, we need construction for catapults, go for that
rat091150b.jpg


4. 1040AD
Antium will now go for a few galley since we have only 1 left, set it to grow as well, using the 3gold sea tiles
well, we didn't get the Great Artist, that means we are not the first to discover it
no trades possible as usual, trading is so hard in Civ4

5. 1050AD
nothing much is going on, these are quiet turns preparing us slowly for another war

6. 1060AD
easter pretorian barely beats another barb

7. 1070AD
:mad: we get the message that the Great Library has been built in another country
we get a settler and some units
what I don't understand is why we aren't told yet that the GL can't be built

we get construction, go for compass

8. 1080AD
Rome is changed to National Epic, we get 188gold for the GL, this way we can keep research at 90%
trade for HBR is now possible but on very bad conditions, no need for that

9. 1090AD
found Arretium in the west, will go for a work boat for the clams

10. 1100AD
we have now 3 galleys, catapults are coming online slowly as well

our peace treaty with Egypt is cancelled, but aren't ready yet

11. 1110AD
we are lucky since we get a Great Engineer, not prophet
what to do with him
since happiness is a big issue on our Island, swap Rome to Notre Dame and rush it

IT get compass, machinery next in 7

rat091150c.jpg


12. 1120AD
we need one more court for the FP, Pisae is going for that

13. 1130AD
we have another settler that goes east this time

14. 1140AD
2 more pretorians arrive overseas

Rome gets the national epic

15. 325BC
we have one missioary to convert Pisae so we can build faster as well as get some border expansion
found Arpinum in the west

unit costs are very high already, next player should try and attack Egypt again
we do have 9 pretorians overseas, 4 catapults, 3 pretorian and 1 spear to be sent over
there is also an Egyptian galley on the way to claim more of our land, we should let it land or cancel open borders
we also make 20GP points a turn in Rome and will have another GP in 13 turns

our land, north and south
rat091150d.jpg
 
Ooph.. tough break on the GL... I probably should've prioritized that before the HG when Literature came in.. ahh, well. Could've easily lost either wonder at this point I suppose.
 
A rather uneventful set of turns for me this round, here's a wrap-up:

Turn 0 - 1150 AD:
Some micromanagement in Rome, Pisae and Cumae, remove specialist in each city to put on a tile with food, these cities can all grow without causing unhappiness, so rather have them grow sooner than later.

Turn 1 - 1160 AD:
Confucanism spreads in two of our cities! That's good...saves us from sending missionaries. I start the production of a settler in Cumae and Spearman in Ravenna to build a whaling station in the northern Tundra, we will soon discover Optics and could use the extra happiness from the whales.

Turn 2 - 1170 AD:
Whip 2 pop to rush Harbor in Alexandria.

Turn 3 - 1180 AD:
Sell Literature to Peter for 230 Gold, this money will help us keeping science at 80% for a while longer. Trade Silk to Hatshepsut for 5 Gold/turn.

Turn 6 - 1210 AD:
Strange event...Hatshepsut cancels Open Borders with us, cutting her own Galley with Settler/Longbowman off:

image023.jpg


I had a Praetorian ready there to intercept them when they would land..was hoping for another free worker, but now she has nowhere to go with the Galley.

Cumae finishes Settler, send settler up north to build Whaling Station:

image024.jpg


Turn 7 - 1220 AD:
We meet Victoria of the English... she was sailing with a Caravel outside Alexandria! :eek: I sign Open Borders with her and find out she is far ahead of us in tech! She has 7 or 8 techs we don't have yet. There's nothing we can trade with her.

Turn 8 - 1230 AD:
Whaling Station found, start construction Courthouse to reduce upkeep.

image025.jpg


Turn 9 - 1240 AD:
Finished moving around Catapults to Alexandria...ready to declare on Hatshepsut again. Declare war and move our 8 Praetorians and 5 Cats towards Thebes. Whipped 3 pop in Alexandria to rush Forge... excellent whipping City indeed! :goodjob:

Turn 10 - 1250 AD:
Egyptian Settler Galley moves north again... follow her with the Praetorian. We spot 2 Galleys outside Thebes, probably going for Alexandria. On board are 2 Swordsmen, a Longbowman and a War Chariot. I started building Walls in Alexandria, but couldn't whip it yet. Please try to whip this asap, there's 2 Praetorians and a Spearman in Alexandria defending it at the moment.

image026.jpg
 
Dimy said:
P.S. Does anybody know a site to host pictures? I reached the limit on my current webhost and don't want to delete files there.

Thanks to ImageShack for Free Image Hosting
 
Roster:
ThERat
Dimy
Greebley - away until 28th Nov
Thrar - up
Xarathas - on deck

get at the Egytpians now, we are lacking behind the rest of world already anyway :(
Don't forget to raze every city we take

10 turns from this round onwards
 
Dimy said:
I reached the limit on my current webhost and don't want to delete files there.


Shillen said:
Am I missing something? Is there a reason not to use the civfanatics upload feature?
Ready the comment about not deleting files. As far as I know Image Shack never deletes files. Civfanatics *will* delete them at some point.
 
got it.
Objectives next 10 turns:
- raze/resettle 1 or 2 egyptian cities
- catch up in tech with England
- probably settle another city on our home continent

anything else?
 
that's sounds like the plan. I would also try and get a caravel out, more contacts could help us to get the techs through trading. Also, we need to know where are the next targets.
Sicne Alexandria grows so fast, it should be our settler pump for the game
 
(0) I dunno what that galley in the south is doing there, just sitting around, I tell them to go keep exploring.
Switch Alexandria to settler. We need to resettle the egyptian lands, or the russians take them! Rome to settler as well.
What does Pisae need a harbor for? Switch to library.
Same question for Antium. Doesn't need health nor does the trade income help. I leave it for now, it's only 2 turns left. Turn on governor for a lot (like 50%) faster build, only 1 turn now.
Why market in Ravenna? Switch to library.
Courthouse in Arpinum...ok, I understand, but BEFORE lighthouse? Anyway, it's almost done now. A lighthouse would actually mean more money for us, thanks to the big commerce from sea tiles; courthouse is only 2 gpt.
Whaling Station: Courthouse->Lighthouse. Same reasoning.
Cumae: turn growth back on.
Arretium: some micro to get lighthouse faster => in the end faster growth as well.
Turn on governor in Neapolis for some more production, at equal rest.

One note...please, be a bit more careful about city management. We have 10 cities, and I just switched production and/or tiles in *every single one* of them!! When you don't use the governors, you have to pay attention whenever the city grows, or something else influences its tile outcome.

Every religion in the world is already founded. There are some civs out there badly ahead of us! Victoria has every single tech available to us now, ahead at least 8, likely more. However, her score is low. With some more growth (both bigger cities and more cities), we should be able to get a lot more research going. We're 2nd in land area, only 4th in population, and 7th in GNP! I know the AI likes cottages a lot, but still, we need to use the lands we have!!
On the positive side, we have twice the average production, and 50% more in food. Should be able to catch up.
Alexandria is only at 5 commerce before courthouse effect, so it looks very bearable to settle more cities on the other continent. Later we can build the FP somewhere there, centrally. Even the few tiles we can see now offer no less than 4 resources we don't have yet, it would be a terrible waste to let this fall to Russia because of not bringing settlers. For now that means: I won't take/raze anything before we have some of those around!

Phew, I think I've never written so much about a turn 0. ;)
Finally: I end the turn!

(1) Optics finished, next is Monarchy. Eventually for knights.
That egyptian galley next to our continent is about to pillage some of our fish. Can't help it, but we need to be careful about the longbow.
Antium and Pisae build caravels; both to circumnavigate and to protect our water resources.
We're running a deficit of 25, but I guess Hatty will pay that for us.
Peter now has Engineering, doesn't want to give it to us though. :(

(2) Lose 1 praetorian while killing a stack of egyptians near Alexandria. One sword is left for them. They didn't pillage our fishing though. :)
Bombardment of Thebes starts.

(3) We get a great Prophet. Use him on Theology. No previously invisible techs appear for Victoria, we're down only 6 now!
The fun at Thebes starts. Bombed to 0, Praetorians charge, kill 2 longbow, 1 axer, 2 archer, 1 horse archer. There is one spearman left only, and we have one more praetorian, who happens to have shock promotion. Now what do we do...I leave the spearman alone. Without a settler, taking Thebes doesn't do much good.
Notice that there's a forced scientist in Alexandria, slowing down our settler. Turn him off, but it's too late now to save a turn.

(4) Monarchy comes in. Next will be Feudalism. Theology (from last turn's prophet) + Music to Peter for Engineering + 20g.
Rush settler in Alexandria (saves 1 turn).
That galley finally dropped the longbow, it kills our charging Praetorian, at 0.2 health.
2 of Thebes' praetorians promoted to Medic I, the whole stack rests for 1 turn to wait for the settler. Thebes just got a great Merchant, but it won't help them any more. Maybe they get a tech from it, doesn't really matter.

(5) Victoria just circumnavigated.
There's a new war chariot in Thebes, slays our city raider III against overwhelming odds, hardly taking a scratch.
Thebes goes down, we get a load of money (around 200), and the egyptian borders barely change.

thebes%20down.jpg


I like the location of Thebes, the settler goes there. Giza on the west coast will be the next target, but probably not in my turns.

(6) Kill the intruding longbow and raze the city Hatty just founded.
After all the egyptian borders did move back, cost us 1 turn of settler movement though. But we cannot found in egyptian territory anyway.
Memphis will be tough to take, it's on a hill, with tons of longbows.

next%20target.jpg


(7) troop movement. Antium starts on a settler for our home continent. There are 2 settlers on egyptian soil now, waiting for the raze of Giza.

(8) Giza down to 12%. Upon razing it we could immediately found 2 cities, and we have overwhelming forces there. No need to wait - charge!
Lose a city raider III to a longbow - bad luck. City raider II takes out the next, then one with shock kills a spearman. Finally take the city against the badly injured longbow with a freshman. One note on promotions I chose: I tried not to mix city raider with other promotions, to get specialized forces. The CR will go to CR3 (or die) before anything else, the combat I take shock or medic I, possibly other things, but no CR.
Found Circei on the former Thebes location. Found Setia on the Giza spot.

new%20cities.jpg


Since we now have spices on our own, I cancel the deal with Peter. I sell him a fish though.
"Give a man a fish, and you feed him for one day. Teach him how to fish and he won't pay you 4gpt any more!"
Memphis has huge borders, that one should definitely go down before peace. We need to pillage their ivory near former Thebes, it's still in their borders and we won't get it any time soon. We got some happiness problems at home.

(9) Rome builds settler, goes to settle on our own continent. The one Antium's building should be shipped over later.
Ivory pillaged. There are some russians walking through the now empty terrain, dunno what they want. No settler though. Troops moving towards Memphis.

(10) egyptian galley sinks our caravel. No comment.
There was one thing I was worried about in Memphis: they had a Barrage II catapult. Now it's standing unguarded right BETWEEN our two incoming stacks of praetorians. Not that I mind... A combat I (freshman) was supposed to take it out, but apparently commited suicide at the sight. I can't imagine any other reason for this result. Next freshman kills it flawlessly.

military%201360AD.jpg


Memphis will probably fall in 3-4 turns. We should get the settler from Antium over as soon as it's done, resettle somewhere in the area of Memphis if the egyptian borders permit it, and one city in the triangle between Memphis, Novgorod and Circei (ex-Thebes).
Our forces approaching Memphis are so far 8 praetorians, with 1 more further away, plus 5 catapults. Memphis has 4 longbows (several with city garrison) and an axer. A suicide catapult might be necessary, to avoid waiting any longer before peace.
To avoid war weariness and also because of the border situation, I suggest to fight Russia for a while afterwards.
Victoria now considers us her worst enemy. I guess she was rather fond of Hatty...oh well, that's life. No trades for us though.
Feudalism is due in 2 turns, I queued Guilds, feel free to change that if you want.

Hmm...it's 1360AD. I must've missed a turn somewhere...dunno where. Strange. Sorry about that.
Can someone reset the player name back to Rat09? I don't know how, and we're called Dimy at the moment.


Xarathas, this is for you!
 
very very good turnset, Thrar and a good analysis as well.

I had a look at the save beforehand and also wondered about the city set up a little.
Anyway, things improved a lot, guilds seem the logical step to research now.

I agree taking down Memphis and going for peace. Since we can't abandon cities in civ4, taking cities for peace won't be allowed in this game. (anyway have not seen the AI so far giving away cities anyway)

Roster:
ThERat - on deck
Dimy
Greebley
Thrar
Xarathas - up
 
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