RB-31: Playing God

Do <alt> J to enter the interface for the mod and make sure all Alerts are turned on. Very helpful for me as it alerts to things like unhealthy or unhappy in one turn. Gives me a chance to make corrections before the city just craps out.

Here's to Ruff's mod! :beer:
 
Do <alt> J to enter the interface for the mod and make sure all Alerts are turned on.
I'll have to try that, I never knew there were any interface options.
Here's to Ruff's mod! :beer:

I heartily agree! :hatsoff: :clap: :beer: :rockon:

You can tell I just have to let loose with the smilies every once in a while! ;) ;)
 
Got it, probably done tomorrow. So does everyone think oracle in Tyre? I'll be finishing stonehenge in Jerusalem and should have Oracle started. I like the idea of farming just about everything in Jerusalem (once we get some infrastructure up to allow some specialists) and running first priest specialists, and once we get our Great Prophets we can switch. After finishing stonehenge, I think I'll put Jerusalem on a settler to make sure we grab some land and don't get boxed in, then worker (with a lot of farms, it would make a good settler/worker farm too). Any thoughts?
 
Don't forget archers, and of course we need to be thinking about making sure our cities are Jewish.
 
Since it appears we are running Organized Religion, we need to get Tyre to convert ASAP to Judaism to get the bonus in building The Oracle and also justify using the expensive civic so early in the game. ;)
 
I agree, next build after stonehenge will be a missionary, then we need another settler, a few workers, and an archer or two for defense. Tyre will probably try to slip in a worker before Oracle (between marble and a 25&#37; bonus for judaism, it should build pretty fast), unless someone thinks this is too much of a risk. Longterm (meaning later then my turns), we'll probably need some infrastructure in jerusalem to get some specialists running, but we can mess with that when we get there. My turnset should be up within 24 hours (10-12 if I can swing it, depends on workload).
 
When it's my turn, give me some guidance on the use of specialists. I never really learned how to use them properly.

And I might pick up Ruff Hi's mod as I'm a bit forgetful in nature. Don't want to be the one who messes up :blush:
 
I agree with getting a settler out to get some more of the land. It will start getting crowded out there (Hatty is already moving in from the North).

@berrie - an SE is new to me also. I just keep reading about it and have been trying it out in some single games. Looks like a really good way to keep up tech-wise in the higher difficulty games.
 
It sounds like the advantage of a specialist economy is that you can pump out great people along with your research and commerce.
 
When it's my turn, give me some guidance on the use of specialists. I never really learned how to use them properly.

It sounds like the advantage of a specialist economy is that you can pump out great people along with your research and commerce.

Specialists not only help create great people. They can also give your city and civ special advantages each turn.

1. Running scientist specialist gives you more science beakers per turn -- want to discover that tech before anybody else, but you're a few turns away? Run scientist specialists and decrease the time it will take to get that tech.

2. Artist specialists produce tons of extra culture -- a great way to hog a lot of land if your city happens to be close to a rival civ's city and you're both fighting for space. Run some artists and your city will expand faster.

3. Priest and Engineer specialists give you extra hammers (production) per turn -- a helpful way to build something in your city a little faster.

4. Commerce specialists can help your civ produce more money per turn. Really helps when running a major deficit economy and you need some extra moolah to keep from going bankrupt.

Being philosophical means we need to exploit the use of specialists as much as we can. We should try and build as many cities that are big food producers as we can so we can employ lots of them.

Some Wonders we should build to maximize the use of our specialists: The Sistine Chapel which gives each specialist +2 culure per turn :D . And The Parthenon, which will increase our growth of great people by 50&#37;. This would be a great thing to build in Tyre, since you'll build it faster with marble! :D

A great civic would be mercantalism, which gives us a free specialist in each city.

Keep in mind that each city needs have built a certain building in order to use a specialist. For example: To employ an artist requires a theater, a priest requires a temple, etc.


Hope this helps! :goodjob:
 
Alright, I played, some good stuff happening, priorities were to get stonehenge and get started on oracle, then to start on a settler to get us some land.

pregame check- somehow we were off by a few turns, so i'll play a few less to even them out, I like the proposed city site, will shoot for it.

Turn 53 was the Inherited Turn, looks pretty good, press enter
56- pottery comes in, start bronze working for slavery and to see copper (due in 5), meet louis:



58- finish stonehenge in jerusalem, start a jewish missionary to convert tyre, moses due in 24 turns.



61- bronze working comes in, start priesthood for oracle, nearest copper is a ways away (under russian control)... lets hope for iron, see pic for how far away it is:



IBT- barbarian warrior attacks our warrior:

AND WINS! grr... that barb warrior was combat 1... definitely a bummer, probably my :weed: for not keeping the warrior in a forest.

62-finish jewish missionary, begin archer to accompany our next settler
63- judaism spread to tyre by missionary, recently built archer heads to next city site
64- finished priesthood, detour to fishing for crabs, start oracle in jerusalem, due in 12 turns (before marble is hooked up) switched tyre from archer to settler.
65- fishing comes in, begin iron working, due in 10 (we could really use iron, as we don't have copper...)
67, our scout pops back into our territory (german border expansion), so I send him east to scout.

I'll post more later, here's a map overview:

 
Okay, looking at the save, I notice one major problem. The crabs aren't hooked up. Tyre's growth is severely stunted without the food resource and without any farms. Prioritize that next round.

Also, Jerusalem is about to grow into unhealthiness, and soon after, unhappiness. Let's get a library or a temple in there so we can start running specialists.
 
I would say yes to the city location. But don't build the settler in Tyre, build it in Jerusalem. That will hold Jerusalem's growth back a bit and give Tyre a chance to grow.
 
I see it.

Will try to play this evening (European time) because I have a busy weekend.

Priorities:
- growth in Tyre
- combat unhappiness and unhealthiness in Jerusalem
- settle third city
- a bit defense
- wonders: oracle and Parthenon?

Do we already have writing (library) or Priesthood (oracle and temple)?
 
Could have sworn I played just the 20 turns. Not sure how I managed to screw that up. :(

That city site was just selected as a possibility. Forgot to mention it for further discussion, but it does move us outward and hook up some cows, corn and wine. All goodies any day.

Good work getting the religion spread. I was hoping it would spread automatically, but :crazyeye: .

Just loaded the save and noticed how Peter has moved our way. We'll need to get another city up near the gold and rice soon before Hatty moves down some more.

Tech wise we need Writing to get Open Borders and some religion spread to others. Need to get on the track to Theology or are we expecting to lightbulb that with a GP?
 
Tech wise we need Writing to get Open Borders and some religion spread to others. Need to get on the track to Theology or are we expecting to lightbulb that with a GP?

Clovis -- Once we discover writing, should we hold off on granting open borders with anybody until we covert to Christianity? I believe we're not supposed to spread Judaism....:hmm:
 
Just loaded the save and noticed how Peter has moved our way. We'll need to get another city up near the gold and rice soon before Hatty moves down some more.
Too late! :(

Clovis -- Once we discover writing, should we hold off on granting open borders with anybody until we covert to Christianity? I believe we're not supposed to spread Judaism....:hmm:
Religion also spreads without open borders (you will see :mischief: ). I did sign open borders, so sorry if that was against the variant rules.

I played and I'm now beginning with the write-up
 
Berrir -- how did you attach the link for PLaying God on your signature? I can't figure it out; every time I try it, I show the HTML address instead.
 
Lots of things happened during my turns and I made some progress.

- 1200 BC: Inherited turn

I make one change. In Tyre I replace the production of a settler with a workboat. Tyre isn't growing and the settler is due in 13 turns! Change things around to produce work boat in 5 turns.

I also notice we are a bit thin on defence. Will try to change that.

- 1160 BC: There is not much room left to expand. Peter grabbed a juicy spot near the rice.
RB 31 - 1160 BC.JPG

- 1120 BC: Oracle completed!
RB 31 - oracle.JPG
I decide to grab Metal Casting as the free tech. It needs the most beakers and forges are great for production.

Borders of Jerusalem expand.

I start a settler in Jerusalem (7 turns)

Moses will be born in 5 turns!

- 1080 BC: :coffee:

- 1040 BC: Peter demands open borders. I accept for the extra trade routes and income. Also the relations boost is nice.

- 1000 BC: Work boat in Tyre finished. Place fishing nets on the crabs. I start an archer as there is only a warrior as city defense.

- 975 BC: We discover Iron working. I start on writing as it is a prerequisite for Theology (and nice for the libraries)

We have iron near Jerusalem!!!

- 950 BC: A great prophet of the word of Jahweh stands up in Jerusalem. His words inspire the faithful people of Jerusalem to erect the Temple of Solomon. The temple attracts lots of believers to Jerusalem, bringing more gold to the treasury.
RB 31 - Build Temple of Solomon.JPG

- 925 BC: Cyrus demands open borders. I agree.

Settler in Jerusalem. I start on a Jewish temple.

The heathen Cyrus converts to Buddhism.

Judaism spreads to Berlin!!!

Switch to 100% science.


- 900 BC: Frederick sees the light and converts to Judaism.

Jericho founded on the proposed spot!!! I start a worker.

Switch back to 90% science


- 875 BC: We discover writing. I let the sages start to work on Animal Husbandry (to hook up the cows)

We can discover Theology in 22 turns, but we will get aonther GP in 17 turns (to lightbulb the tech)!


- 850 BC: Frederick asks for open borders. Sure, why not. (Note: he has clams he is willing to trade)

Jewish temple in Jerusalem finishes. I start on an archer.

Archer in Tyre. I will now let the production on the settler finish.


- 825 BC: A case of :smoke: I switch Tyre to work on a temple to let the city grow first.


- 800 BC: We now know how domestication of animals works. I switch to monarchy for the wines and heriditary rule.

We have horses near Jerusalem!!!

Archer in Jerusalem finishes. I send him to a possible spot for another city (see sign in last screenshot). I start on the Parthenon. This is highly debatable, I know, but it was only 14 turns and the builder in me couldn't resist. Besides, it will be a very handy wonder.


- 775 BC: The Pyramids are BAFL

Tyre grows: I now let the settler finish.


- 750 BC: Hatty adopts heriditary rule.

Switch back to 100% science (breaking even).

-----------------------​

I played 15 turns. Monarchy is due in 8 turns, while the GP will pop in 7 turns and we don't have discovered meditation yet ( :smoke: ). So pick up Meditation as fast as possible!!

The world in 750 BC:
RB 31 - World in 750 BC.JPG

And the save:
View attachment RB31- Playing God BC-0750.Civ4SavedGame
 
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