Rat12 - Team Challenge AWN

4th Turn (2680BC)

My plans to get an early trade route with Monty require that we leave our capital temporarily undefended.

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Monty got cash from the hut. (I can’t believe I am cheering for this deranged freak. Sometimes when the diplomatic screen comes up all you see are is gums and really wide eyes until it finishes loading. Its really creepy.)

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5th Turn (2640BC):

The southern-moving warrior that was going to uncover our river trade route ran into a bear but was able to duck into a wooded hill so he should be alright.

So, the first chop came in. Here is a picture of our capital:
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You’ll notice that WE are running 100% science ‘cause we so bad.

The purple box has work put into a camp so will produce food quickly (I took him off the camp to get the chops in faster one turn before the bronze working earlier). The green box indicates an incense (?) forest tile which provides an extra commerce over other forests. I think we should not chop that until we need to or get calendar. It’s a good tile for now compared to the other undeveloped stuff and if we chop it we will end up using another lesser tile. The red X tiles can be chopped cleanly I think because they either waste commerce for being on a river or could be better served as a mine (or a windmill if Land gets to them).
 
6th Turn (2600BC):

IBT the warrior is attacked by the bear and reduced to 1.0 health. I decide to not wait to heal him and surge ahead for the trade route. He will stay in the woods while he does but Chancy (the warrior’s new name) likes to play it risky.

Also, I didn’t notice this but I guess Monty likes to enslave his people.

Lastly, don’t you wish that DUCK TAPE STEVE was an immortal for the easy worker?

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7th Turn (2560BC):
zzz
8th Turn(2520BC):
zzz (chop chop chop)

9th Turn (2480BC):
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CHA-CHING!!! An extra gold to both our ally and us at this stage in the game may have an effect (or it may not). Notice that Monty has built the first archer and went for another one right away.

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Our borders have expanded, providing us with marble within our borders. I'll leave that to others to figure out.
 
10th Turn (2440BC):
The gods of lumber love their pagan Persian followers. “CHOP US PLEASE. FEED THE SOIL CHINESE BLOOD!!!”


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11th Turn (2400BC):
Monty’s city. He is using mostly non-commercial tiles but I am not sure about one thing. How is it that he is only gaining 1 gold per turn. Shouldn’t he be getting two? One for the 10% money and one for the trade route? Someone please explain this if they know. EDIT: I figured it out. Its cause it applies before you divide according to %- its not cash coming in, its commerce. We are spending ours to focus our research. This (Monty using non-commercial tiles) also illustrates what i was saying about not cutting the spicy trees (or was that smelly trees?- anyway, not too important). You can’t see it in this picture but Monty has moved his warrior two tiles west of the capital. His archer remains in the capital.

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I think i am gonna try and fit a worker out before we finish the barracks. We have SO MUCH WOOD.
 
12th Turn (2360BC):
moving units. Settler finishes turn on new city site.

13th Turn (2320BC):

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I may had had a few too many hoots off the pipe :smoke: ‘cause I sort of left our capital undefended in an always war game. Chancy is heading back to town despite being wounded to rectify that situation. We are now at –2 gold/turn. I’m going to finish chopping out the new worker for Persopolis and go into a growing stage while we build barracks. This will involve finishing the camp on the game near our capital.


14th Turn (2280BC):
IBT: We get fishing.

Aztecs join us in researching animal handling.

Our new city is getting 1/3 of its commerce from trade routes. Excellent (rubs hands together). I am gonna throw one chop at the barracks before I start to mine the copper. We have seven turns left on animal husbandry.
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15th Turn (2240BC):
Monty is moving his warrior around and around and doesn’t seem to have left his cultural radius.

Buddhism! Probably Saladin- I can see everyone else’s capital and they don’t seem to have the symbol for it.
16th Turn (2200BC):
Monty is helping us with Animal Husbandry and DOESN’T seem to be making use of his fishing research (FREAK!). It also looks like he is building a settler before a worker.
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Saladin converts to Budhism :) .
 
17th Turn (2160BC):
I decide not to finish chopping the barracks and to move onto the piggies to provide greater food right away. This is only possible because we will be getting animal handling next turn thanks to the help of Monty. The barracks are not as important as growth (at least until such time as we have enemies nearby or access to horses or copper).

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Monty seems to be staking out his next city site- he has a warrior running fog bust ahead while his archer catches up. The settler has 6 turns left.

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18th Turn (2120BC):
Animal Handling comes in and I set us on a coarse for the wheel. We have horse very near. Here is a dotmap for our proposed third city (calendar happy resource, horses and marble).

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I think we have had a bit of luck with the map generator. I would like a city there right away but I want to finish setting up the camp first. I would use the capital’s worker to bust a new settler made from sawdust and love while the nothern worker sets down infrastructure for the 2nd city. Of course, Landmonitor will have the final decision, but that’s what I am thinking. Our third city would make a great commerce city (in my opinion). We could chop the great library into this place and run it alternatively as a GPP (scientist) farm (after we get a library in)/ research city by alternatively working food and cottage tiles. Just thinking out-loud mostly here.


19th Turn (2080):


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We finish the game camp in our capital. I would like to point out that this is a project that was begun under the rat but wasn’t completed until now. If I had to play this game again I would probably have let the worker build the camp and saved a LOT of production. Sorry team :blush: .


20th Turn (2040BC):
Last turn already? Oh well…
Here is the battlefield.
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Oh my GOD! I just found out what was making all that sound. It was two little mice. I was able to catch one in a facecloth (the other got away after some pushing and shoving and wiggling really fast) and I put it in my old spider cage (the spider is dead now). Anyway, that was fun.

So yeah, I am gonna let other people talk about our developments before we start talking about our future. I think we need a third city pretty quick but I think we probably need some military too. I have not built any military and we will need one very soon because if I remember correctly this is raging barbs and they will be coming soon. It would be nice if we could face them with axeman or immortals fresh from barracks training. Both Monty and us are researching the wheel. Except for the fishing thing, he has helped quite a bit.


Here is the save: View attachment 116729

Roster check: Rat (played ealier)
Immac (just played now)
Landmonitor (up now)
Greebly (after Landmonitor)
Tamalane

Good luck Landmonitor :p
 

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It makes it easier if you include the date in the name of the file. That way you know when a save file is without loading it.

On the Agri vs Pottery, you can do it either way, I sometimes like to grow fast at first so thus the Agri first. If I have flooplains, I don't bother with Agri as early. Also if max town size based on happiness is very small agri is less important.
 
I just read through the post. Things look good. If I meet anyone, I'll declare war immediately (as I understand to be correct). I think we should save at least 4 woods per city for health bonus and for lumbermills if we ever get there (probbaly on flat ground). Anyway, I'm going to put priority on getting that third city where Immaculate suggested, those are all good resources and it will grow nicely once we get calendar. I'm going to chop down all the forest on the rivers that I can and hopefully we soon have (mostly) cottages lining the river.
 
If I meet anyone, I'll declare war immediately
In an AW game war would be declared automatically, however we met both teams already and are at war with both teams.

We need to get some units up, raging barbs and the AI will come at us at one point of time, however this is only noble, so we don't have to be that scared.
 
I like your plan LandMonitor.

Note that we can keep 4 forests and chop outside the tiles we can work if we want more forest chops. You don't even need to chop inside your borders, though the wood you get is reduced, so we should be able to keep the 4 for a while at least.
 
Alright, here's a brief (especially in Immaculate terms!) rundown of what happened during the reign of Landmonitor I (often called Landmonitor the wise).

During this whole time Duct tape Steve headed South and then east. He killed some lions and some panthers. His most notable discovery was a floodplain square with corn (!!!) west of Berlin.

Turn 1: Renamed Workers to Glen Miller and Paul Simon. Generally, over my time here, Glen Miller chopped down two trees around Persepolis and built a bit of highway towards that quarry (after the first tree, but then returned to chop the second in response to a Chinese threat).

Paul Simon built a copper mine near Pasagarde and a road to said mine. He then chopped down a forest. I DONT THINK I BUILT A ROAD TO THE PIGS! Don't let this oversight plague future generations. Get it fixed! Just because our administration didn't doesn't mean it shouldn't be done!

Turn 5: Finished reseraching the Wheel. Moved on to Pottery. We need some suburbs!

Turn 8: Chopped out settler in Persepolis. He proceeded to the city site suggested by Immaculate. Those were some good civil planners running stuff back then.

Turn 11: Founded Landmonitorburg. Began building a barracks. Several turns later, changed mind and switched to worker. THIS PLACE WILL NEED A GARRISON or barbarians will overrun it. I would suggest building a worker (maybe David Gilmour?..), then the barracks (chop chop David), and during that period an archer from Persepolis could mosey over.

Turn 16: Barracks finished in Persepolis.

Turn 17: Uh oh! Two Chinese warriors near our border! This is where Glen Miller went back to Persepolis to chop.

Turn 18: Chinese do not march on Persepolis but head North towards hunting camp.

Turn 19: Pottery discovered, moving on to Agriculture (1 turn left). Three barbarian warriors heading towards Monty's new THREE CORN (!!!!!) city. Why do I never get this density of food resource on other games?! Judaism discovered, Mali adopts it and adopts organized religion.

Turn 20: Agriculture discovered. Archer built in Persepolis, Barracks built in Pasagarde. All in all, a very nice place to leave Greebly to take over. Good luck man.

Salient issues: We have 1x Warrior and 1x Archer in Persepolis, with 2x Chinese warrior (not sure about promotions) three turns from attacking Persepolis (if they choose). We have copper accessed to Pasagarde and Landmonitorburg, but not to Persepolis. I would keep chopping out soldiers (preferably along rivers and on hills, I think we should keep some forest for a +1 or +2 health bonus, but hey, that's just me, I CARE about the quality of life for the Persian people. Vote Landmonitor!

You get to choose what Pasagarde and Persepolis build (both with forest-chop surplus on first turn and both with barracks) and you also get to choose what to research next. I personally would go for writing at this point, but then I'm a library man.

I will now figure out how to attach a save...
 
Landmonitor said:
We have copper accessed to Pasagarde and Landmonitorburg, but not to Persepolis.

I think all three cities get copper. The greated forked rivers that provide us with trade to Monty also provide us with a domestic trade route. Our people are river barge traders.

Good stuff though. I like that you got our D ready while we await our border expansion so we can hook up our horses. May i suggest that we get our worker to road up to the horses such that the turn that we get a border expansion the horses already have a road heading to them and a worker sits atop the horses ready to start a pasture. Just my opinion so we can get immortals as fast as possible. The longer we wait the greater the % defense bonus the enemy capitals will get from their growing culture.
 
lurker's comment: Since you appear to havent realiazed it, and is puzzled by AI research choices...
You can call up your team mate and tell him what tech to research... (can also tell him what city to attack (I think))
If you are already researching a tech when its time for him to start researching a tech, he will always pick same as you.
 
Two questions: Immaculate, how do you rotate the map like you did in the "battleground" screenshot, you could do this on Pazner General 3, and I thought you couldn't on Civ IV, which was disappointing to say the least. Let me know!

ThERat: I'm seeing game and furs on grassland and I'm seeing Corn on floodplains... I haven't played too much Civ IV yet, but I've never seen that before. Is that normal for great plains or did you change the seed? Man, Corn on Floodplains. Wow! I just can't stop thinking about that... Lucky Germans.
 
@Landmonitor:
Hold down Ctrl then use the left and right arrows (to make it go back to how it was, do the reverse).

Also, did Monty get copper too when we got ours hooked up or do we need two resources, one for each civ to feed both our empires?


These e-mail updates are bad in a way because they tell you when to go check out the forums and sometimes i should be working on my thesis and i get a wee bit side-tracked :p .




Planning brain-storm:
issues we should discuss:
a) the fate of our third city. I think the two first cities are gonna be stuck in military production for awhile but Landmonitorsburg (sp?) could go with farms and mines and lumbermills and barracks and military OR it could go with library (or granary for now until we get writing) and cottages to provide a research engine. the downside would be less immortals right away (this could be REALLY bad) while the updside would be the effect upon our research.
b) tech path. Anyone got any ideas? If Landmonburg is gonna be research we should maybe go for an earlier library and research writing. Otherwise, what do we want to get? Remeber, there is NO WAY (i think) for us to back-fill our research tree except by doing our own research. We can't sue for peace and get techs and we cannot trade for techs.
c) war with china or saladin. Who do we target first (both should go if we can)? Also, maybe we could send a small raiding party to go screw with Mali's gold mine. Thats way too much commerce for one financial civ. This would be dependent upon our resources.
d) the marble. I am surprised that no one has mentioned the 'O' word (but happy about that). I think we should maybe discuss the potential use of the great library in our long-range plans. I don't think the parthenon (sp?) will be of use to us in this game (i could be wrong).
 
I agree that the oracle is not a good idea here, since it would mean heading down the religion path before we need to. On the other hand, we DO have marble and trees, and denying the other teams a free tech could be good (and catapult us to either alphabet or metal casting).

For my two cents on the city roles, Pasagarde is an ideal production city, while Landmonitorburg is perfect for a reasearch city (it needs to be completely cottaged). I'm not convinced this game calls for a great person farm. Also, the lack of immortals from using Landmonitorburg as a research city will probably be offset by hmmm... MORE RESEARCH! I don't think Immortals are going to take us to victory over both the other teams, so more research will be very important very soon.
 
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