"Ragnoff the Curious waited for a dissenting voice, but none was heard. Therefore, Ragnoff the Curious set out the following goals for his dynasty:
First, trick enough people into becoming workers and we can begin to grow more food!
Second, establish a second city, probably WSW of Timbuktu, perhaps on the desert hill. Third, attempt to establish monotheism in an attempt to it sounds the religion of Judaism. Fourth, continue scouting both rivers, as the rivers provide immediate trade access to all cities on their banks. Locate sites along these to propose to the following dynasty for the further establishment of our cities. If the third city can be founded, so much the better.
Ragnoff the Suddenly Less Curious tells his advisers to shut their miles, for all the chatter is given him a headache. After 1200 years, the Ragnoff dynasty finally had the chance, and by goodness it's time to do something impressive!"
2880 (preturn): there is nothing to set and everything looks ready, masonry is in progress as is the worker in Timbuktu.
2840 B.C. (turn 1): the scout in warrior to the north continued north, confirming that they've reached the line of tundra, and the scout crosses the river. Fir, from beavers, is found up here. The warrior to the south almost invades German territory! Last night, when looking at this screen, I was thinking what a great location for a city this was, but I did not notice the very faint white line (below) that represented the cultural border of Germany. Okay, we do want to get a city to the south here before Frederick expands too far, but for now there are more important concerns.
2800 B.C. (turn 2): Bears and bears and bears, oh my! The scout moves to a hill in the north, only to find bears on the other side. The warrior to the south, by Frederick, moved southwest, and the newly revealed squares to the Northwest and Southeast to him both contain bears!!!!
Now this warrior has the woodsman special ability, and is in the jungle, I'm almost afraid to push the end turn button, because the Bears might reduce our military forces by 40%!
Interturn: (Q: is this what we call the time between the end of one turn in the beginning of the next?) While the bare to the north decided he wasn't hungry for Scout, the first of the two bear from the self completely wiped out our experienced warriors in the jungle. (Animal psychics were able to determine that the bearers sent “thank you’s.” See what happens when you let your people learn mysticism). Apparently the following maxim does not hold true:
(Civ4's motto): Sometimes it's better to be neither lucky nor good. J at Sullla and Sirian
2760 B.C. (turn 3): I believe Frederick the Great paid off those bears! He no longer wanted our one warrior in that area to menace him! Deciding that ‘do not feed the bears’ might be good advice, the scout hurries south. The other northern warrior also turned south and east. A German scout has passed between Timbuktu the coast to the east, and our warrior wants to quickly determine if there are any city sites along the coast we should aggressively consider. Masonry is due next turn.
2720 B.C. (turn 4): Ragnoff the Not Quite As Curious is somewhat surprised, the ideas of tiling the not quite as pretty rocks on top of one another to form solid buildings proves to be sound, and masonry is discovered!
Following the plan of the dynasty founder, Ragnoff the curious, this Ragnoff immediately orders a wise men to pursue knowledge of fishing (due in three turns) in order to hurry or acquisition of monotheism. “Wait,” you cry, “fishing is not a prerequisite for monotheism.” The thought process here is that the inland lake will and can read Gould to a research effort per turn. As Polytheism, at the current research rates, will take 8 turns and monotheism 10, I believe shifting to fishing and making use of that lake will speed, or at least not delay, our understanding of Monotheism. The worker is due in four more turns.
2680 B.C. (turn 5): these fellows appear off the northern border of Timbuktu, and Julius Caesar says hi!
I tell him there will be peace in our time, because there is no way my dynasty will be prepared to fight a war! It is yet to be seen whether Rome will acknowledge the greatness of the Milanese Empire of the Ping Teammates.
The Warriors scouting to the northeast finds the coastline, pretty much confirming that there is no empire to our Norse (although both the Romans and the Germans are scouting that way). I see this as a good thing! We should start our empire along the northern and southern rivers, but the northern area should be ours for the taking as long as we do not drag our feet about it.
2640 B.C. (turn 6): nothing much happens, the northern warrior is one or two moves away from confirming the cotton and to the north the stars, and the scout is moving south along the western edge of the revealed territory. Fishing next turn, the worker the following turn.
2600 B.C. (turn 7): Fishing is discovered, and we begin research on Polytheism. I discover by checking Timbuktu that while switching a worker to the inland lake this turn does indeed reduce the time into polytheism is discovered to seven turns, it also delays are worker by one turn! So I will finish the worker next turn and then switch. I see another Roman scout to the west, and a German scout as well. However, I do not know if the German scout is the same one we viewed originally passing to art used, the Roman scout is certainly a new scout.
2560 B.C. (turn 8): Our worker finally arrives! , These fools, I mean hard-working souls, are now prepared to do the right thing and try to improve the living conditions around Timbuktu. Ozymandous had a barracks in the queue after the worker, which initially I leave alone, although that changes later (see below).
Checking Timbuktu reveals that the citizen AI has moved all three citizens to the Grassland Forest tiles, which gives us a total of 8 food, 4 hammers, and 3 coins. With this scenario, polytheism is still listed as is taking eight turns to complete. This is because they work or that was previously working the forested plains on the river (generating an extra coin) is now in the grassland claims which are not adjacent rivers. If I move one of the workers to the inland lake, we generate 8 food, 3 hammers and 6 coins! Leaving the citizen AI on, but emphasizing commerce, changes the workers again so that we generate 8 food, 2 hammers, and 7 coins. Unfortunately, this does not result in a further reduction of the time to research Polytheism, so I leave the AI off and take the middle route, 8/3/6. Generally, I believe that we do not need to tightly micromanage every city, for simply emphasizing what is desired usually works, and in fact times the AI does a good job of looking at the best citizen placement. However, while we have one city and are trying to speed research without sacrificing too much production, I'm willing to micromanage a little. Note that all of the configurations have only eight food, which means will be 11 more turns before Timbuktu grows. I decide this unacceptable, and move the worker N to the grasslands to establish farms.
The warrior to the N confirms that there is nothing there but tundra, and begins the long journey back to Timbuktu. I will probably stop them somewhere along the route we wish to place the city. A far greater concern, the scout has finely drawn level with Timbuktu (along the north-south axis) and standing on the Hill sees the cultural border of the Roman Empire. It is almost directly west, and a tiny bit south, of Timbuktu. My propose city site on the desert hill lies almost exactly between the two empires!!!!! Reevaluating our production situation, I realize that the farmers that the worker can build will hurry production of a settler, and insert a settler in the queue before the barracks. It will take 20 turns to produce a settler if I utilize the lake to improve our commerce and research, or 17 turns if we emphasize production, although since both food and hammers count towards production, we can still use some tiles on a river to do this. In that case, polytheism will arrive in seven turns, which means the three-turn diversion to fishing was a complete loss!!! I originally was going to let work on the barracks proceed (assuming we can always add a subtle or to the queue after Timbuktu has grown) but now the one skirmisher we have will have to serve to protect the new city.
We cannot lose the city site, Rome is too close. If we do not get polytheism, and we missed it by three turns, later dynasties can say it is ALL MY FAULT!
2520 B.C. (turn nine): I order the scout to begin exploring the edges of the Roman Empire, hoping to get a clue as to which way Caesar might jump. Research and city production are both on long-term projects, unless the worker can hurry the summer production far more than I expect, I doubt that I will be the one who makes the final choices as to the location of new city. The next several turns will go both way to quickly in way too slowly!
2480 B.C. (turn 10): I noticed that the Roman Empire includes a river, it seems like it might be the same river that, over in the East, enters the German lands. This means that our three empires may be connected in an international trade network (using the river) allowing religion to spread more quickly. Slightly alarmed by this I look and realize that none of the three empires we have contact with are the founders of the two religions currently in existence.
2440 B.C. (turn 11): more scouting.
2400 B.C. (turn 12): the farm completes, and I excitedly check the number of turns remaining for a settler and discover it is still 13! I nearly take myself as I realize that they grasslands with a farm (three food) is just as good as they grasslands the forests (to food and hammer) for the purposes of creating a settler!!! The only reason this was not a complete waste of time is that none of the grassland forests were on the river (which confirms the touching a river upon a corner is NOT enough to do use a river bonus, as the tile being worked did have one corner touching a river). The river must actually lie along one sides of the tile, this means that Timbuktu is not actually connected to the southern river, since it only touches the origination point of that river on a corner. Trying to figure out a way to improve our production, I think to myself, "you idiot, do a forest chop.” Then I realized that we do not yet know bronze working, so none of our tools are sufficient to clear a forest! This is the price of changing direction midstream, I was setting us up for religion rush in our research, diverted for fishing, was unable to take advantage of that because of the location of the Roman Empire, and then basically wasted worker actions! Well, not a complete waste, but not the most advantageous use. In doing this close examination, I discover something I cannot explain. A plain style with a forest should generate one food and two hammers, with the addition of a coin if it is along the river. Still coming in some improve state, is also supposed to add plus 1 coin. Therefore, the tile due south of Timbuktu, been any planes for us adjacent to the river with silk, should generate one food, to hammers, and two coins (which because of our financial characteristic would become three coins). However, it's generated only one coin. Is this a bug, or did I miss something obvious?
I determine that the only tile I can improve which will actually increase the speed that you can use a settler is the unforested grassland hill along the river to our east. Mining this hill will add two hammers. Several tiles could be brought from two combined food and hammers to three combined food and hammers, but we already have that. The worker did not finish the farm until this turn, so we cannot yet move him, but I will move him over to the hill next turn and then begin mining.
First, trick enough people into becoming workers and we can begin to grow more food!
Second, establish a second city, probably WSW of Timbuktu, perhaps on the desert hill. Third, attempt to establish monotheism in an attempt to it sounds the religion of Judaism. Fourth, continue scouting both rivers, as the rivers provide immediate trade access to all cities on their banks. Locate sites along these to propose to the following dynasty for the further establishment of our cities. If the third city can be founded, so much the better.
Ragnoff the Suddenly Less Curious tells his advisers to shut their miles, for all the chatter is given him a headache. After 1200 years, the Ragnoff dynasty finally had the chance, and by goodness it's time to do something impressive!"
2880 (preturn): there is nothing to set and everything looks ready, masonry is in progress as is the worker in Timbuktu.
2840 B.C. (turn 1): the scout in warrior to the north continued north, confirming that they've reached the line of tundra, and the scout crosses the river. Fir, from beavers, is found up here. The warrior to the south almost invades German territory! Last night, when looking at this screen, I was thinking what a great location for a city this was, but I did not notice the very faint white line (below) that represented the cultural border of Germany. Okay, we do want to get a city to the south here before Frederick expands too far, but for now there are more important concerns.
2800 B.C. (turn 2): Bears and bears and bears, oh my! The scout moves to a hill in the north, only to find bears on the other side. The warrior to the south, by Frederick, moved southwest, and the newly revealed squares to the Northwest and Southeast to him both contain bears!!!!
Now this warrior has the woodsman special ability, and is in the jungle, I'm almost afraid to push the end turn button, because the Bears might reduce our military forces by 40%!
Interturn: (Q: is this what we call the time between the end of one turn in the beginning of the next?) While the bare to the north decided he wasn't hungry for Scout, the first of the two bear from the self completely wiped out our experienced warriors in the jungle. (Animal psychics were able to determine that the bearers sent “thank you’s.” See what happens when you let your people learn mysticism). Apparently the following maxim does not hold true:
(Civ4's motto): Sometimes it's better to be neither lucky nor good. J at Sullla and Sirian
2760 B.C. (turn 3): I believe Frederick the Great paid off those bears! He no longer wanted our one warrior in that area to menace him! Deciding that ‘do not feed the bears’ might be good advice, the scout hurries south. The other northern warrior also turned south and east. A German scout has passed between Timbuktu the coast to the east, and our warrior wants to quickly determine if there are any city sites along the coast we should aggressively consider. Masonry is due next turn.
2720 B.C. (turn 4): Ragnoff the Not Quite As Curious is somewhat surprised, the ideas of tiling the not quite as pretty rocks on top of one another to form solid buildings proves to be sound, and masonry is discovered!
Following the plan of the dynasty founder, Ragnoff the curious, this Ragnoff immediately orders a wise men to pursue knowledge of fishing (due in three turns) in order to hurry or acquisition of monotheism. “Wait,” you cry, “fishing is not a prerequisite for monotheism.” The thought process here is that the inland lake will and can read Gould to a research effort per turn. As Polytheism, at the current research rates, will take 8 turns and monotheism 10, I believe shifting to fishing and making use of that lake will speed, or at least not delay, our understanding of Monotheism. The worker is due in four more turns.
2680 B.C. (turn 5): these fellows appear off the northern border of Timbuktu, and Julius Caesar says hi!
I tell him there will be peace in our time, because there is no way my dynasty will be prepared to fight a war! It is yet to be seen whether Rome will acknowledge the greatness of the Milanese Empire of the Ping Teammates.
The Warriors scouting to the northeast finds the coastline, pretty much confirming that there is no empire to our Norse (although both the Romans and the Germans are scouting that way). I see this as a good thing! We should start our empire along the northern and southern rivers, but the northern area should be ours for the taking as long as we do not drag our feet about it.
2640 B.C. (turn 6): nothing much happens, the northern warrior is one or two moves away from confirming the cotton and to the north the stars, and the scout is moving south along the western edge of the revealed territory. Fishing next turn, the worker the following turn.
2600 B.C. (turn 7): Fishing is discovered, and we begin research on Polytheism. I discover by checking Timbuktu that while switching a worker to the inland lake this turn does indeed reduce the time into polytheism is discovered to seven turns, it also delays are worker by one turn! So I will finish the worker next turn and then switch. I see another Roman scout to the west, and a German scout as well. However, I do not know if the German scout is the same one we viewed originally passing to art used, the Roman scout is certainly a new scout.
2560 B.C. (turn 8): Our worker finally arrives! , These fools, I mean hard-working souls, are now prepared to do the right thing and try to improve the living conditions around Timbuktu. Ozymandous had a barracks in the queue after the worker, which initially I leave alone, although that changes later (see below).
Checking Timbuktu reveals that the citizen AI has moved all three citizens to the Grassland Forest tiles, which gives us a total of 8 food, 4 hammers, and 3 coins. With this scenario, polytheism is still listed as is taking eight turns to complete. This is because they work or that was previously working the forested plains on the river (generating an extra coin) is now in the grassland claims which are not adjacent rivers. If I move one of the workers to the inland lake, we generate 8 food, 3 hammers and 6 coins! Leaving the citizen AI on, but emphasizing commerce, changes the workers again so that we generate 8 food, 2 hammers, and 7 coins. Unfortunately, this does not result in a further reduction of the time to research Polytheism, so I leave the AI off and take the middle route, 8/3/6. Generally, I believe that we do not need to tightly micromanage every city, for simply emphasizing what is desired usually works, and in fact times the AI does a good job of looking at the best citizen placement. However, while we have one city and are trying to speed research without sacrificing too much production, I'm willing to micromanage a little. Note that all of the configurations have only eight food, which means will be 11 more turns before Timbuktu grows. I decide this unacceptable, and move the worker N to the grasslands to establish farms.
The warrior to the N confirms that there is nothing there but tundra, and begins the long journey back to Timbuktu. I will probably stop them somewhere along the route we wish to place the city. A far greater concern, the scout has finely drawn level with Timbuktu (along the north-south axis) and standing on the Hill sees the cultural border of the Roman Empire. It is almost directly west, and a tiny bit south, of Timbuktu. My propose city site on the desert hill lies almost exactly between the two empires!!!!! Reevaluating our production situation, I realize that the farmers that the worker can build will hurry production of a settler, and insert a settler in the queue before the barracks. It will take 20 turns to produce a settler if I utilize the lake to improve our commerce and research, or 17 turns if we emphasize production, although since both food and hammers count towards production, we can still use some tiles on a river to do this. In that case, polytheism will arrive in seven turns, which means the three-turn diversion to fishing was a complete loss!!! I originally was going to let work on the barracks proceed (assuming we can always add a subtle or to the queue after Timbuktu has grown) but now the one skirmisher we have will have to serve to protect the new city.
We cannot lose the city site, Rome is too close. If we do not get polytheism, and we missed it by three turns, later dynasties can say it is ALL MY FAULT!
2520 B.C. (turn nine): I order the scout to begin exploring the edges of the Roman Empire, hoping to get a clue as to which way Caesar might jump. Research and city production are both on long-term projects, unless the worker can hurry the summer production far more than I expect, I doubt that I will be the one who makes the final choices as to the location of new city. The next several turns will go both way to quickly in way too slowly!
2480 B.C. (turn 10): I noticed that the Roman Empire includes a river, it seems like it might be the same river that, over in the East, enters the German lands. This means that our three empires may be connected in an international trade network (using the river) allowing religion to spread more quickly. Slightly alarmed by this I look and realize that none of the three empires we have contact with are the founders of the two religions currently in existence.
2440 B.C. (turn 11): more scouting.
2400 B.C. (turn 12): the farm completes, and I excitedly check the number of turns remaining for a settler and discover it is still 13! I nearly take myself as I realize that they grasslands with a farm (three food) is just as good as they grasslands the forests (to food and hammer) for the purposes of creating a settler!!! The only reason this was not a complete waste of time is that none of the grassland forests were on the river (which confirms the touching a river upon a corner is NOT enough to do use a river bonus, as the tile being worked did have one corner touching a river). The river must actually lie along one sides of the tile, this means that Timbuktu is not actually connected to the southern river, since it only touches the origination point of that river on a corner. Trying to figure out a way to improve our production, I think to myself, "you idiot, do a forest chop.” Then I realized that we do not yet know bronze working, so none of our tools are sufficient to clear a forest! This is the price of changing direction midstream, I was setting us up for religion rush in our research, diverted for fishing, was unable to take advantage of that because of the location of the Roman Empire, and then basically wasted worker actions! Well, not a complete waste, but not the most advantageous use. In doing this close examination, I discover something I cannot explain. A plain style with a forest should generate one food and two hammers, with the addition of a coin if it is along the river. Still coming in some improve state, is also supposed to add plus 1 coin. Therefore, the tile due south of Timbuktu, been any planes for us adjacent to the river with silk, should generate one food, to hammers, and two coins (which because of our financial characteristic would become three coins). However, it's generated only one coin. Is this a bug, or did I miss something obvious?
I determine that the only tile I can improve which will actually increase the speed that you can use a settler is the unforested grassland hill along the river to our east. Mining this hill will add two hammers. Several tiles could be brought from two combined food and hammers to three combined food and hammers, but we already have that. The worker did not finish the farm until this turn, so we cannot yet move him, but I will move him over to the hill next turn and then begin mining.