RB1 - Cuban Isolationists

Alright so this one keeps confusing me... Earlier in the game you guys kept saying you couldn't travel outside your own borders with a boat... is that a limitation you put on yourselves as the Cuban Isolationists? I've played several games, and boats have always been my method of determining just how big my continent is (and making contact with other civs farther away...) So i'm confused a little on this point :blush:
 
Rayanth said:
Alright so this one keeps confusing me... Earlier in the game you guys kept saying you couldn't travel outside your own borders with a boat... is that a limitation you put on yourselves as the Cuban Isolationists? I've played several games, and boats have always been my method of determining just how big my continent is (and making contact with other civs farther away...) So i'm confused a little on this point :blush:

Welcome to the wonderful world of Variants. :)

Variants are games where the players voluntarily add extra limitations/rules to vary the gameplay. Variant rules for this game are listed in the very first post.

For more info on the variant culture, visit Realms Beyond. (Linked in my sig).


- Sirian
 
While we're waiting on Sulla to finish his latest MP game :joke: I might as well provide a peek in to my current SP game.

This is on Monarch, Great Plains, Kublai Khan, and I've been training a LOT of troops all game long. My economy is totally in the drink, but gold from captured cities is fueling deficit research, and I recently completed a wave of Courthouses. No religion worth mentioning. (Who needs religion? We don' need no STEEKING religion, m'kay?)

I put my boot to the heel of my two closest neighbors. Ripped up half of Japan, but they turtled in the capital with like EIGHT units :eek: and would not come out, so I pillaged half their remaining lands and made peace, turning my attention to France, who was getting out of hand. I took one major French city (at 40% defense bonus! :eek: Without any Catapults for me!) and I'm marching on the capital. Paris would fall to me three turns later. :D

:ninja:


- Sirian
 

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What is this, are we going to a 12-hour SG rule here? :lol: We're flying through this game, going to be the first SG to finish in the new forum (barring disaster from one of the other teams, perhaps!) And while it may be YOUR job to play Civ4 all the time, I'm not working as a Firaxis contractor and have to focus on my real work. :p Anyway, I'll go ahead and play now, since the football game I was watching just ended.

By the way... on a couple of earlier occasions, I had to wait for Sirian to remember to email me the save game. :mischief: Not this time though. :)
 
Sirian said:
Welcome to the wonderful world of Variants. :)

Variants are games where the players voluntarily add extra limitations/rules to vary the gameplay. Variant rules for this game are listed in the very first post.

For more info on the variant culture, visit Realms Beyond. (Linked in my sig).


- Sirian

Somehow, I knew this was a variant game, but had either forgotten or never read the variants in the first post :crazyeye:
 
Sullla said:
What is this, are we going to a 12-hour SG rule here? :lol:

Absolutely! :whipped:

(DISCLAIMER: Any interpretation of the word "absolutely" as also pertaining to the user of the term shall heretofore be considered NULL and VOID. Also, persons over age 35 are exempt, as well as SG hosts and tournament organizers. In addition, anybody whose given name begins with an R is granted an exception, but said exception shall not extend to persons whose given name begins with M. Thank you, please drive through!)



Sullla said:
And while it may be YOUR job to play Civ4 all the time, I'm not working as a Firaxis contractor and have to focus on my real work. :p

Excuses, excuses. You can get away with blaming me on the-- What? 80% of instances? --when I've failed to deliver the saved game promptly, but the rest of the time is your sole responsibility. :lol:


...the football game I was watching just ended.

Ravens? :)


- Sirian
 
Yes, although I wish it hadn't been (not a very good season so far...)

OK, before I even start here, I should mention that I although I'm sometimes too cavalier about defense (see my humiliating loss in Civ3 Epic 17 - err, when I get that part of my website back up again!), but Sirian is a chronic worrier when it comes to the military. ;) Memories of that game in testing where you had Qin come after you despite sharing the same religion? OK, it's true that our coastal cities, and especially in the east, are still running light on defense. But the AI civs can't even REACH us with ships until they get to Astronomy, and they won't be there yet for another 20-30 turns at the very least. I say we boost our economy first, then build troops later when the AI civs can actually build ships that will reach us. The notion that an AI civ would 1) declare war 2) invade with a substantial force (using galleons!) and 3) manage to take a city from us is a bit far-fetched at the moment, methinks. We'll need to worry about that eventually, but not - quite - yet.

(0) 1450AD OK, first of all we're going to need some more workers now that we have Civil Service (or will have it next turn, close enough). I plan to train two more for use in the west of our territory to spread irrigation. Secondly, I'm going to swap our civics around slightly since I don't plan on training a ton of military on my turn. We'll go to Bureaucracy next turn and see how much difference that plus a bank can make in Havana. (Should be a lot).

RB1-moneymoney1.jpg


Those are the finances I inherit on the initial turn. Let's see how much they change.

(1) 1460AD Civil Service finishes, Sirian has Nationalism queued up next, and then Constitution after that. I'll go with Nationalism for now, but I think we may then want to head for Liberalism, and take Constitution with our free tech. Havana finishes bank, goes to work on a monastery (let's boost science further!) Santiago builds settler, goes to worker. Saint Bob finishes a settler, goes to more Jewish missionaries (now that we've obsoleted Stonehenge, we need to spread our state religion into our new cities for them to get free culture expansions). Hinduism spreads on its own to Rio de Oro. Huayna Capac says hi and asks for Open Borders (did we know him before?! ok, I see the note) which we of course have to decline. Swap to Bureaucracy, and look at our finances now!

RB1-moneymoney2.jpg


Up almost 50 gold/turn from last turn! Behold the power of shrines, banks, and Bureaucracy! :goodjob: Since we are up to +47 gold/turn at 60% science, I can up the science rate at least temporarily to 80% science, at which we are losing 14/turn. That can be improved further with the development of the monk economy.

(2) 1470AD Huayna Capac pops up and demands Civil Service.

RB1-huaynacivil.jpg


Sorry bud, we like you and all, but that's just too pricey of a tech to be giving away for free. Matanzas finishes a longbow, starts a worker (it needs some irrigation badly). Hydrata, one of our few cities with Buddhism besides Havana, starts a Buddhist monastery and then plans on spreading that religion. We're about to finish the Buddhist shrine too! Los Cangrejos founded by the crabs.

(3) 1480AD Settler finishes in Madrid - and I don't think we need another one! I actually want to hold off founding any more cities. Sirian, that spot you marked out in the ice in the south ("black dot") is SUCH a poor site, I don't think we should found it. It would be a pure fishing city, not a single worthwhile tile not in the sea, and tons of ice everywhere. 10 water tiles and EVERY other tile ice? Is that city really good enough to justify increasing our maintenance costs across the board? I don't think so.

RB1-icyspot.jpg


A pic of that site. I'm all in favor of having lots of cities, but that's too poor for my tastes. I'd be fine with it if we had like 5 cities and wanted to squeeze in a few more, but with close to 20 cities already? You're going to have to convince me of the value of this one. :)

(4) 1490AD More stuff completing (it's tough to keep track of it all now!) Porto Principe finishes its granary thanks to a forest chop and starts on a lighthouse. Santa Rosa is at work on a Confucian missionary to try and convert Havana (I want to build additional temples and monasteries in there!) Missionaries out of Saint Bob convert some more of the new cities, no doubt enlightening them with tales of Ember and Sci-Fi daring deeds. :D

(5) 1500AD Lots of stuff completes, most important of which being another monastery in Havana. I have it go to work on a courthouse now, because with one more courthouse we can start building the Forbidden Palace! Oh and guess what? Popped another one!

RB1-gems.jpg


Those gems are a BIG deal - +2 happy faces in every city with a forge. Just what the doctor ordered! Cities should be able to grow very large now.
 
(6) 1505AD More stuff completing, can't keep track of everything. To put it shortly, I order up more missionaries. More, more, more! We needs lots of religious spread to keep powering our economy. Great Prophet born in Havana - the hydra is complete! :)

RB1-mahabodi.jpg


Fear her three heads, each adorned with a glittering shrine! (Time to start aggressively spreading Buddhism - and Hinduism too, for that matter!) Finances continue to look up, Buddhist shrine increases income by a good amount. Point Este founded in the southeast corner of the continent. Only one more spot on the continent that we need to claim, and settler is en route as we speak!

(7) 1510AD We get a pop-up message that Tokugawa has become the first to circumnavigate the globe. Now there's one goal that we weren't chasing too hard! :lol: Our Confucian missionary successfully spreads the faith to Havana, allowing us to build more temples and monasteries there. Havana's going to finish its courthouse first though... More religion spreading in our territory. Only a couple of cities lacking Judaism by now. Saint Bob has been working hard, and it hasn't even started on Hinduism or Buddhism yet!

(8) 1515AD Umm.. this comes as a surprise...

RB1-caesarwar.jpg


Caesar declares war on us! :eek: WTH?! Our relations have been nothing but positive all along. I have no clue what he is thinking. There's a Roman galley in range of Santa Rosa, but it appears to be empty... Only city in danger appears to be El Rojo, at least from what I can see initially. Going to move some more units over there, make sure nothing crazy happens. I *THINK* this is a phony war, but we can't afford to take any chances. Naturally I swap back to Vassalage, as we'll be training units now.

Did I say that Sirian is a chronic worrier? Uh, I meant to say that Sirian is a GENIUS of great vision and foresight! Yeah, that's what I meant to say... :mischief:

RB1-archerspy.jpg


Our archer on the Roman isle can move into their territory and grab us that view before he gets taken out, at the very least. Don't know what got into Caesar's head here! :confused:

(9) 1520AD Caesar's galley pillages our clams near Santa Rosa (ooh, scary). Our one galley moves into range to defense, hopefully we'll win the battle that takes place between turns (almost total coinflip). Last city founded in the south, called Icy Whales (I don't have time to look up the Spanish right now!) Our core cities go over to military builds to ensure that nothing silly happens. Nationalism discovered, Paper up next en route to a Liberalism beeline. I drop science to 0% for one turn to give us money for upgrades.

RB1-workerkill.jpg


Our archer who is stuck permanently on Roman island gains us a measure of revenge by grabbing that worker. I got between it and the city, and the AI doesn't understand what to do in that situation. The worker is in the process of being ferried back to our homeland (for some reason, the Roman galley didn't attack ours - it must be on a pillaging mission.)

(10) 1525AD That's about all, nothing too important takes place on the last turn.

WATCH OUT for Victoria pulling a fast one and declaring on us too. Caesar is running a completely phoney war, as he's still a ways off from Astronomy and can't reach us as a result, but Vicky could legitimately attack us. There's one stack running around in her territory that isn't a huge threat, but could cause trouble. I'm leaving you with a fair amount of money to make upgrades as needed. I don't think we're in bad shape here by any means, but take care. Ferry a couple of units over to Rojo and we'll be fine. Hopefully Caesar will come to his senses soon and we'll be able to get peace with him.

I was expecting a war declaration from someone at some point, but not with Caesar who's sharing our state religion! :crazyeye:
 
lurker's comment: Sullla, I'm :confused: by this comment:
"Caesar is running a completely phoney war, as he's still a ways off from Astronomy and can't reach us as a result"

Can't he reach you via the Roman island, or were you just referring to mounting a large-scale attack from the homeland?

 
ChrTh said:
lurker's comment: Sullla, I'm :confused: by this comment:
"Caesar is running a completely phoney war, as he's still a ways off from Astronomy and can't reach us as a result"

Can't he reach you via the Roman island, or were you just referring to mounting a large-scale attack from the homeland?


You're right, ChrTh. By definition he can reach us, since he reached that island. There's a coastal path from the west, it seems.


Sullla said:
Did I say that Sirian is a chronic worrier? Uh, I meant to say that Sirian is a GENIUS of great vision and foresight! Yeah, that's what I meant to say... :mischief:

:lol: :lol: :lol:

Caesar has chosen unwisely. :hammer:


- Sirian
 
1525AD: Alexander is willing to trade us Engineering, and he lacks Guilds. These are equal priced techs, so we will have to sweeten the deal. I turn science down to ZERO for one turn, and also change tacks back on course for Constitution.

Sulla's plan to pursue Liberalism is the beaten path. I think he is getting too comfy with his gameplay patterns. :) We are four techs away from that, and it's a risk, and there is nothing in those four techs that we need short term, so if the gambit fails, we're really up the creek. Meanwhile, Constitution holds our dream government for Isolationists: Representation! We might still get to Liberalism first, or if it falls before we start on it, we may be able to divert to Economics and Corporation and pick up one or both Great Merchants, which are each worth about as much as a free tech anyway. And if all of these are kaput, we can "Advance Directly to Democracy, do not pass Liberalism, do not collect the free technology, but DO build Statue of Liberty sooner and then buy hotels for Boardwalk and Park Place. :lol: )

rb1-97.jpg


Rome attacks our galley with the stolen worker on board. Ships get a 10% defense bonus in Coastal waters -- which is THE pivotal tactical element in early-game naval combat. Never forget this element! It is usually decisive.


1530AD: Guilds and 380g to Alexander for Engineering. Ripoff prices, but better that we should trade at a disadvantage than let him trade with somebody else. Now our units can advance toward the front more quickly along our roads!

1535AD: I am training several Caravels for coastal defense. We are not going to let them simply walk all over our fishing nets, nor bring galley-loads of troops to our shores unchallenged.

JC's Caravel seems to be going for our Fishing Nets, but...

rb1-98.jpg


In fact, he ignored the nets, left the region, and was not heard from again. (Has any AI gotten the circumnav bonus yet? If not, this ship may be on a mission to do that. Otherwise I don't know WTH it is doing!)

1540AD: Five turns have passed since our last Civics change, so I swap us to Theocracy for the extra XPs on our new units.

rb1-99.jpg


The next government swap will come early in Sulla's turn, a big change to Representation, Bureaucracy, and Organized Religion, most likely. And by then we might have JC on the ropes on that island. We'll see.

1550AD: Our first troops are landing on Roman soil.

rb1-100.jpg


1560AD: Our foreward Catapult begins to bombard their city defenses.

rb1-101.jpg


rb1-102.jpg
 
1565AD: Sulla vetoed my Barracks at Santiago and we NEVER got back around to building it again? :eek: Oh man. And I trained a unit there. :smoke: It just didn't occur to me that a Barracks might not be there! :lol:

rb1-103.jpg


That unit should have 8XP not 4XP. Oh well. :crazyeye:

All of our current round of military training is done. I start Havana on the Taj Mahal. We lack Marble, but that's no reason to let the AIs have this crucial wonder! The only other civ who has Nationalism yet is England, and she does not have marble, either, so I think it is worth a shot. We can swap to Bureaucracy early in Sulla's round and even run max shields by moving some of the coastal plots to forests and changing the Merchant to a Priest.

rb1-104.jpg


A golden age may help us big time in this era of the game!


1565AD: I spotted a KNIGHT on Roman Isle. Ugh. I did not build any Pikes yet. Arrgh.

This forces me to spend some of our unit promotions on defensive options, which will only further slow the assault on the cities, but what can you do? It's even worse yet if the Knights attack and we have no units promoted defensively. I simply don't have enough assets in place to make the assault as yet. Not sure what Sulla should do, either. If we spend the whole stack and fail, that's a HUGE setback. Hopefully Sulla can manage to be successful over there, now that our army is taking shape, finally.

I move an archer out as decoy, hoping to lure the Knight in to attacking.

rb1-105.jpg


Oh, crud, there's a second one! :eek:

Well at least the decoy thing worked.

rb1-106.jpg


Late in the round I started us back on some Missionaries. Sulla will have to change back out of Theocracy to use them, but that is due next turn, with the big change in Civics, away from the war-time economy.

I hope Sulla will take a "before and after" set of pics on the big Civics swap. :cooool:


Oh One More Thing(TM)... Someone else now has Divine Right. Not sure what the best plan is on potentially trading it away, but if we're going to nab Versailles, we may have to start on it very very soon. (Maybe at Saint Bob?)


- Sirian
 
Ooh, Sirian is going to give me lots of military toys to play with, very nice! :D (Not afraid of those knights, by the way - we've got several spears that can be upgraded to pikes and then shrug off any knight attacks. Just a matter of logistics of getting them in the right place at the right time.)

Taj Mahal in Havana, Versailles in San Roberto sounds like a plan (plus Forbidden Palace in Santa Rosa! I'll start on it as soon as the war ends.) I would *KILL* for some marble right about now though! :lol: If we can nab those extra palaces for our civ, our maintenance costs might actually get under control. And with us preparing to swap to some cheap civics in the next 30 or so turns (Hereditary Rule -> Representation, Caste System -> Emancipation, Organized Religion -> Free Religion), we will soon be ROLLING in the cash! Just you wait and see! :)
 
We can't scout via Free Religion. I'm not sure that one's a no brainer. Emancipation isn't automatically a no-brainer, either, unless we have built enough buildings that our cities can handle two non-Citizen specialists each without blinking. It's not like we have a ton of Cottages.

Should be some interesting choices to make. :)

Saint Bob looks like the Iron Works site. Rosa for Oxford.


- Sirian
 
Emancipation would be good to grab not just for the cottages (and we DO have a fair amount of them maturing in our inner cities), but also because it's "No" upkeep cost and would save us a ton of money. With our cheap temples, even our fishing colonies should be able to run some Priest specialists if we work at it. Maybe we wouldn't want to swap right away, but I still think Emancipation would be better. And have you seen our civ? We're like the DEFINITION of a civ that should be running Free Religion! Once we do a little scouting first, of course.

Anyway, as far as my report here goes, I tried playing in Windowed mode today, which was great - except that the screenshots in windowed mode for no apparent reason were back to doing that idiotic "no interface" thing that we experienced during testing. Argh! :mad: I thought this was dead and buried when we shipped, and now here's it's back again. As a result, any screenshot involving anything on the interface is ruined, and some of the screenshots simply refuse to take AT ALL for no apparent reason. If I run the game in Windowed mode again, guess I have to manually cut and paste every screenshot by hand...

(0) 1575AD OK, the news is that we're at war with Rome, and we're going to make Caesar pay by taking away his cities on Northwest Island. Here's a view of the battlefield at the start of my turn:

RB1-battlefield.jpg


We've got a nice stack of units on hand there, and Sirian has even left some of the units unpromoted so that I can use them as I see fit! Also - note that El Rojo is one turn away from a castle. Ain't nobody going to be breaking in there now! At least not until they start bringing gunpowder weapons, that is. I think that the best time to attack will be in 2 turns, when our next set of reinforcements arrives outside Ravenna but before Caesar (hopefully) has time to build more units. One can hope, anyway! (Also note the silliness of our variant rules situation. Our boats CANNOT leave our cultural borders, so our units have to walk the long way up to Ravenna instead of being ferried there by ships. Gotta love those variants!)

OK, there *WOULD* have been a picture of our finances here, but it totally failed to take. Stupid game! (I swear, every game promises improved automation, and you always have to end up doing everything by hand or having to settle for subpar results. Why we could never get the screenshots right is just beyond me.)

(1) 1580AD Constitution finishes, start work on Paper. Depending on how far the AI civs are on the tree, I'll go for Printing Press or Education next. Santa Rosa finishes its temple, starts work on Forbidden Palace (that will help out a lot!) due in 10 turns. San Roberto finishes a missionary, Versailles ordered next! It's listed as 26 turns now, but that will drop if we can get some workers over there to finish improving it (god, I wish we had some marble right now!) Big civics swap to Representation, Bureaucracy, and Organized Religion, and here are our finances now:

RB1-stupidgame.jpg


Wow, that's not our fiancial screen there, is it? :) Thanks a lot, silly game. Here's what I typed when I assumed that I'd actually be taking a picture of what was on the screen!

Not a huge difference in the costs, but MUCH increased research output, not to mention the fact that Organized Religion cut several turns off our wonder builds in Havana (14 turns), Santa Rosa (8 turns), and San Roberto (21 turns)! Troops are moving into position for the big assault next turn outside Ravenna.

(2) 1585AD Get this - between turns, BOTH Roman knights attacked our forces, and BOTH of them lost!!! :crazyeye:

(Too bad we lost the picture of this happening...)

Sometimes it's better to be lucky than good. But you can give luck a hand by sticking a Woodsman II Maceman in the forest too! :cool: By the way, our Woodsman Maceman is at 7.1 out of 8 health! Yeah, so promotions don't do anything, right? (as I've heard in the General Forum a couple of times)

We have 3 maces, 3 cats, and a longbow, crossbow, archer, and spear outside Ravenna. Inside the city are 2 longbows (one with City Garrison I, the other with nothing) and an unpromoted Maceman. I turn our unpromoted cat into a suicide bomber (Barrage I and II) and send him in first. Banzai! He dies of course, but that softens them up a bit for our newly promoted City Raider II maceman to attack... and also die. Hmpf. Well, Combat II Maceman is there to mop up, and with all the defenders now seriously injured, it's gravy from there. We take the city of Ravenna!

RB1-ravennacapture.jpg


Those three defenders cost us two maces and a cat. If we hadn't had enough forces on hand, the defenders would have promoted and it would have been an utter disaster. Be VERY careful when attacking cities in Civ4! A failed attempt is worse than no attempt at all! I turn down the science rate so that we can upgrade some of our units (like the spears) now that we have a city on the Roman island.

(3) 1590AD Paper discovered, checking what other civs have... Vicky has Education, so it's almost a sure bet that she'll be the first one to Liberalism. We probably could have gotten there first, but we went after Nationalism and Constutition instead. Not that that was a bad decision - it wasn't - but just pointing out that there are multiple possible paths to take. With that in mind, I send us after Printing Press en route to Democracy. We will be the first ones to start the Statue of Liberty, and with copper on hand (popped another one!), NO ONE will beat us to it. And that wonder is a very big deal indeed.

Arretium only has two defenders. I expect that I'll be able to take it before more turn is up. Not going to rush anything though!

(4) 1595AD A surprisingly uneventful turn for a civ at war...

(5) 1600AD More buildings complete. Bombarding of Arretium begins. We should be ready to attack there in another turn or two. Havana is pulling in well over 100 gold/turn even at only 30% wealth, which is nothing short of ridiculous. Once we get Wall Street in there too... :eek:
 
(6) 1605AD There are now 10 million Cubans! Fidel would be proud. (We had a screenshot of this too at one point, but the interface didn't take in the pic.) Alex converts to Buddhism - we must have some converts we don't know about out there! (At some point, we will want to do some religious scouting just to find out where in the world the Greeks are!) Also in the news (a busy turn for that!) is that Vicky is the first one to discover Liberalism, as I predicted. I'm glad I went for Printing Press and didn't head after Education a couple turn ago. War weariness is starting to creep into our cities, but we'll only be at war for 1 more turn.

(7) 1610AD Printing Press discovered, Democracy here we come! :) We get a message saying Victoria's Golden Age has begun. Since she did not build Taj Mahal (thankfully!) and there was a message last turn saying "Hanno has been born in a distant land", I think we can safely assume that Vicky took Economic with her free tech and pulled a Great Merchant, then used that to trigger a Golden Age. Hey, who says that the AI can't pull some nice moves in this game? ;)

The defenders at Arretium are totally outmatched (we have a City Raider III Maceman up there!), and the city falls easily:

(Well - I *DID* have a picture of this, but you know what happened to it by now... :rolleyes: )

The only loss was our City Raider III mace (odds were 8.0 for us versus 7.5 for them, since city happened to be on a hill giving their longbow a big bonus). Dial up Caesar and see if we can get anything for peace - yep, we can! He pays us 200 gold for peace! And we are instantly back to Pleased again on relations, just like that. This game can be a little silly sometimes...

RB1-whalingboats.jpg


Now there's something you don't see too often. I rarely get the chance to build Whaling Boats. We Cubans must take advantage of whatever we can get though.

(8) 1615AD Ravenna comes out of resistance this turn. Here's a little trick you can do if you're running Caste System (also why it's one of my favorite civics: )

RB1-useless.jpg


Ha! And there's the most useless picture of a city you'll ever see. :lol: I tell you, I was pulling my hair out when we kept running into this during testing. Somehow it made it into the game when you're running Windowed mode. What follows below is the explanation of what I did, setting an Artist as the specialist in Ravenna:

We simply run an Artist for 3 turns, and pop! Out go the cultural borders on an expansion. Since we're also running Mercantlism, it doesn't even cost us a pop point to do this, and we get 3 extra beakers from Representation to boot! You can do some fun stuff once you get familiar with the civics.

(9) 1620AD Forbidden Palace completes in Santa Rosa! Our income leaps up by a good bit, and this despite having to support even more new cities in the west. We've managed to tame the maintenance costs pretty well, all things considered.

Saint Augustine born in Havana! Well, you know what this means, right?

RB1-nativity.jpg


With the completion of the Church of the Nativity (trust me, that's what's going on here...), we have 4 shrines down and 2 shrines to go (although I'm not sure how much use an Islamic shrine would be, since there's only 1 city in the whole world with Islam in it!) We can now spread Christianity around for more income too - except that we've already got our hands full spreading Hinduism and Buddhism!

(10) 1625AD Alex pops up and "demands" that we swap to Buddhism. That's so hilarious, it's almost hard to tell him no. I do though since at the moment we're reaping major economic benefits from Judaism.

And that's more or less where things stand. We've made a furious comeback on GDP (now up to 4th, and keep in mind we're losing out on an enormous amount of commerce due to our isolationism), and we're KILLING the AI in production and population. Someone else has more land than us though (huh?), though I don't know how that's possible. Must have started alone on a continent or something.

I left our forces on Northwest Island. Feel free to move them back home if desired or leave some of them up there to deter future aggression. Up to you. Several of the civs have Astronomy by now, so feel free to use some of the cash we got from Caesar to upgrade our backline defenses with upgrades. They mostly headed down the bottom of the tree while we're all alone on the top part of it - Statue of Liberty is all but guaranteed. Taj Mahal and Versailles should complete on your next turn, barring some kind of horrible accident. Of all civs, Victoria seems to be the AI tech leader, and is about even with us in tech. Financial civs really do well on these water maps, it seems! Your call on what tech to head for next, both Education and Replaceable Parts would be useful.
 
If I seem frustrated, it's because it's tough to lose the screenshots you spend a lot of time writing about and setting up. 10 turns in this game usually take about 2-3 hours to play, when you factor in doing these reports! But enough of my whining, let me give you a large map of the Cuban Worker's Paradise in all its glory: :)

RB1-1625AD.jpg
 
Speaker said:
To anyone who says it's impossible to run large empires in Civ4 (ahem *cough* General Discussion *cough* ahem). :rolleyes:

It's impossible til it has been done!
 
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