RB2c - Mali - Noble - Just Win Baby!

"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.
 
2360 B.C. (turn 13): moving around the southern edge of the Roman Empire reveals more rivers, I must now choose to move west to scout's the edges of the Roman Empire, or to move south and probably used to see if this river system is indeed connected to our own. While considering this, I realize that we show a trade route link to Frederick, but not to anyone else. Also, both Frederick and Genghis Khan have now moved ahead of us in the score. This may simply mean that their borders expanded, or they may have placed a second settler. From this, I suspect Frederick has established a second city, and at that city is along the river. However, are you not remember looking to see if those a trade route before, so I may be wrong. Another potential explanation is that their workers have completed a road to a tile along this river, and that connected the two empires. If this latter is true, it suggests that not only can cities in the same trade network be linked by separate methods (see a along the river to city the city be along a road to city sees) but that our route and change from one type of connection (i.e. roads) to another (I use a coastline) without going through a city. I decide it may become very important to know what is to ourselves, particularly to know if we're going to get squeezed out along this river, so the scout turns south and east. On another note, the second warrior has nearly returned from the north. I had originally intended to leave him along northern river, potentially marching my suggested city site, but now I decide to bring him all the way back to Timbuktu. He can either escort the new settler or stay there for defense of Timbuktu and allow our skirmisher to escort a settler. Man do I find a lot to talk about on turns where, in reality, not much happens!

While attempting to avoid Frederick the great scout that's also sell from the Roman Empire, I ended up having to move one space to the west. This ended up being fortunate, as when I moved southwest to get around that scout (a direction I was not originally intending to go, I discovered the western coastline! It looks like the point I discovered would be a BAY, as the land and coastline moves Northwest and Southwest from my position, but it may mean room does not have much room to expand.

Additionally, because of this move I met Napoleon, the Little Corporal of France (don't tell him I referred to him in that way, he said I would kill me if I did!) More specifically, my scout met his scout south of the Roman Empire. Napoleon is not sure what he thinks about Julius Caesar, but thinks Frederick is a petty criminal masquerading as a world leader!!!!



2320 B.C. (turn 14): not much, the mine is started, and I discover that the river passes through mountains south of the Roman Empire, so our scout will have to divert further west and south in an attempt to find a route back to the east.

2280 B.C. (turn 15): Polytheism is discovered! We begin Monotheism, which will unfortunately take 8 turns. My side route to Fishing and did nothing but add 3 turns to our eventual acquisition of Monotheism, as I never ended up using the light. On the plus side, the farm that we improved did seem to shave two turns off the acquisition of Monotheism (originally it would take 10 turns), so the farm was not as much of a loss as I thought.

2240 B.C. (turn 16): Scout scouts, warrior moves, worker continues to mine.

2200 B.C. (turn 17): See turn 16. The scout has made around the southern edge of the mountain chain, and is moving backup to the northeast, towards Timbuktu. It may be that if we place that second city where I won it, the combination of the city and the mountain chain will largely block off Caesar from our western and southwestern territory. This would only allow him to directly compete a few moves around the change of the North. Under the idea that, in Civ4, one should adapt to the hand we are dealt, I now believe that there is simply no other city spot as important as the one to our west. Additionally, a French warrior appears along the southern border of Timbuktu, moving from west to east. Between this and the scout siding, and led to believe the French Empire is South by Southwest from Timbuktu. Note that I have not yet confirmed this.

2160 B.C. (turn 18): the warrior that was cowed into the North finally returns to Timbuktu. Additionally, the mine completes, and moving around our citizens shaved one turn off our settler. Monotheism is due in five turns, the settler in six. I move worker to the planes just east of the city, intending to build a cottage (under the idea that the cottage can start developing, and become us very valuable commerce source later). I realize I am unable to start the cottage, as we do not yet have pottery! In another thread, someone asked if the religions were that important and said they saw very little disadvantage in chasing them (almost arguing acquisition of the religions should be a major goal as it was the most powerful thing to do in the early stages). Yet my turns have shown me the choices involved. We are spiritual civilization, so on one hand having a religion would be very useful. On the other hand, we could easily lose the race to monotheism in the next few turns. And that, coupled with the inability for a worker to perform several tasks, could put us in a seriously disadvantaged starting position. Remember, if I had not sidetracked to fishing, or fighting continued to work the lake and delayed the presumption of our settler, we would have monotheism before my turns that ends. As it is, it'll be the next dynasty that finds out if we win the race, or come in a close but agonizing second. Lacking anything else immediately productive to do, I move the worker to the west of the city, intending to start the road towards my intended 2nd city site. That will be needed. The scout, while moving around southern edge of the mountain chain, discovers there is a large desert almost due south of us. Conjure to the north, coastline to the east, desert to the cells, and a mountain chain to the west and a helpless to find clear borders to our empire. There is some possibility that Frederick to the southeast can squeeze in between the desert and the coast, and as I said room could either go around the chain to the N or Rome (or presumably France) could come through the desert from the South/Southeast. Nevertheless, the area encompassed by these natural territorial boundaries is quite large. Something to think about.

2120 B.C. (turn 19): the worker begins the road. The scout confirms that the river by Roman river by us or separate rivers, and reveals more of the desert by moving to a hilltop. Unfortunately, this move also reveals an adjacent barbarian with two combat promotions! Ozymandous left me a military force of five units, one of which was a recon unit. It looks like I'm going to leave my successor with merely 3, all of which will be located our home city, and which does not include a recon unit. I will, however, have less my successor with many choices because Monotheism and the settler will both be completed in the early parts of your turn. With trepidation in my heart, I end the turn.

2080 B.C. (turn 20): (what an odd year for the 20th turn, I assume either Ozymandous or I must have miscounted. As expected, the barbarian warrior gained more experience at the expense of our scouts, despite the hilltop advantage! The only surprise to me was that in the animated combat, our scouts actually killed 1 of the 3 warriors that were part of the barbarian warrior unit! Do not, I repeat do not, send out that settler and escorted. The loss of the both the scout and warrior earlier proved the outside world does not like us (yeah, it can't be anything like my own incompetence).

In short, I failed at three of my four goals. Although I did produce a worker, I did not use him as well as I could. I did not produce monotheism because of my diversion to fishing, followed by my inability to use the inland lake because of the need to hurry the settler production. Speaking of the settler, I did not even produce it, much less found our second city. I completed the scouting of the Northern River but both the scout in the warrior who were killed died during their scouting of the southern River. There is an area due south of us that he still unexplored.

The Ragnoff dynasty, before being thrown out of the palace by an angry crowd, quickly it tends to destroy all records of it (mis)rule.

That you were able to read this report proves that they failed even at this! :p



Here is the save:
 
Wow, those images are huge!!!! I did not see a wat to reduce then aside from cropping them (I am image illiterate, this si the first time I have ever used the.)

Anyone knwo fo a program that is free or included in Windows EP that will allow me to shrink them yet retain the detail?
 
(See it and will pick it up tomorrow when I'm not exhausted from playing my solo game AND an MP game all day)

Images... Windows XP comes with Paint, which should be good enough to do whatever you need it to do, namely shrinking screenshots. (Go to the Image menu, Stretch/Skew, and fiddle around until it looks ok)

For most of yours, it probably would've been enough to zoom out a bit, take the screenshot, and then crop it so it just the interesting bits show up. (Use the dotted square Select tool, drag over the bit you want, Copy, make a new image, Paste)

Should do what you need. I don't particularly use Paint, so.

Further comments when I wake up.

Oh yeah. How do you do that thing with the signs? I've been trying to figure it out all day.
 
Hi,

Ragnoff said:
Anyone knwo fo a program that is free or included in Windows EP that will allow me to shrink them yet retain the detail?

A great and free program I use is Irfanview, an image viewer with some basic editing capabilities. It can crop images (just select an area, then select "crop" in the image menu), and it can save the image in jpg format with varying degrees of compression. It also can shrink pictures, either to specific sizes, or by specifying a percentage, and its shrink algorithm is quite good for preserving image quality,

-Kylearan
 
Anyone knwo fo a program that is free or included in Windows EP that will allow me to shrink them yet retain the detail?
I am guessing you mean windows XP.

I use paintbrush all the time to and decrease the total width.
It also has an option to increase or decrease the picture size.
The report above required me to constantly scroll left and right as the images were to large to show at my current screen resolution.
 
OK, I went back and edited the imagies, should be easier to read now
 
I won't be able to play for a while, so in the meantime, I'll throw up a tentative dotmap for discussion.



In general, the blue and green dots are "We want these now rather than later" cities, the purple dots are "Get these when we can get there" cities, and the red dots are "When we get around to it" cities.

The southern green dot will be a City of Greatness with proper farming and mining. This should be either city 1 or city 2.

The southern blue dot will, likewise, be a decent city someday, and also helps block off Germany from expanding.

North green dot and north blue dot aren't fantastic, but help block off Rome and Germany (emphasis should be on north blue dot to keep Germany out of our backfield)

Purple dots will be nice to have at some point, once we deal with immediate concerns. North purple in particular has some good stuff. Yes, I left the furs out of range. Either we can put a crap city up there, or just wait on a border expansion.

The eastern red dots are kind of funny, and I really kind of want them where the arrows point, so as to hit the crab, but I chose not to do it that way. We'll see when we get there. I'm not too worried about them right now.

We have a settler due in 4. I'll be sending him to south blue dot unless somebody gives me a good reason not to.
 
well, my choice for a first city would not be any of the places you placed dots. In civ 4, I just do not see the point in slavishly attempting perfect city spacing.my choice for first city would be one that can be immediately productive with minimal worker effort, as our capital city is not.if you placed your first city basically where you have the line between the two green cities, specifically on that desert hill space, it woulf do a few things. First,it begins to block off the gap in the two mountain ranges, making it highly unlikely Rome wants to come in this direction. With a little bit of growth, it will block those off, and we have a shot at getting a religion to spur that growth. second, it transforms a fairly useless tile into a very useful one.left alone, the desert hill was barely worth mining, as there are more productive hills around it. With the city on it, it will produce 2/1/1 and get the defensive benefitsof a hill for the unit stationed there. Finally, you'll have access to both the cow pasture and the corn. Working those two titles (as the animal husbandry should be our next tech to pursue)will make that a strong early grower, and working the marble to the south will both give us access to marble for quicker wonder production but will also be a nice tile in its own right.

I could see a strong argument for making the two blue dot cities 2 & 3 as you are right, that will block off Frederick. But as both of those city sites require significant work or action, in clearing jungles and they like, to become really productive, I do not think they should be our second city.

I'm not going to even discuss the northern sight at this point, as I think we all agree those can wait until the southern three cities are settled. Rome's actions and other choices may alter what we do up in that direction. Although I would say, my initial suggestion would be getting the clam is more important in preventing overlap on the northern red cities. Clams will add one health to every city we have.
 
Counterargument thusly:

1. I'm not going for perfect city placement (though what I came up with does fit together remarkably well), as I am trying to make each city Be All It Can Be, catch all the resources I can, and then fill some space.

2. Which is where my green dot cities come in. I put them where I did because A) once South Green Dot comes online, and there's a lot less jungle clearing there than you think there is, with all those hills and farm/watermill space, it has the potential to be a monster of a city - maybe our highest producer. Also we get that ivory; B) North Green Dot isn't so hot, but it's ok, and blocks that mountain range ok.

3. As for the blue dot cities, I put them second (I'd probably go for south green dot first to make sure we get it) because if we're going to block off Fred that close to his capitol, we need to do that RIGHT NOW, and not later, or there won't be a later. Concerns such as "Will this be an awesome city" are secondary to that concern in this case.

4. With a further nod towards improvement time in the jungle, if we go straight for iron working (which we'll want in any case), it's something like 18 turns of research, plus tile clearing time. In the meantime, South Green Dot has plenty of grassland and hill open to do whatever with, so it's not exactly crippled. South Blue Dot IS, but that's really too bad, as I've explained.

It's Stone there, btw, for whatever that's worth, which considering how much I love Stonehenge, is probably a lot.

I see where you're coming from with your city placement, but I think putting South Green Dot where it is will make an even better city, what with all the hills, and the grasslands, and the river to work with. Its northern neighbor, well, not so good, but it could be worse.

5. I'm not particularly satisfied with those northern red dots myself. I'm not entirely sure what to do about it, either. One thought may be to move Northeast Red Dot to 1s of where my arrow is pointing, move both purple dot cities 1e of where they are now, and leave Northwest Red Dot where it is, and then stick in another city somewhere up north. Will look at it. If that other city could somehow catch the furs, that would be fantastic, even if it otherwise sucks.

I wish you could dotmap directly in the game. That would've been just about the best feature ever. Alas.
 
Hmmm, I had not considered eventually watermilling the tiles allong the river, ad I have not gotten much beyong the classical age, but i see your point.

Ok, I am convonvinced about south green dot, but I would still do that before the blue dots. although I definately thin s blue dot should be the 3rd city if we are going to do it.
 
I agree with Ragnoff. We need to get that wet corn up and running fast if we are to have any chance of settling our lands in a reasonable amount of time. Rome may grab the rice to the west, but it's dry.

We should try to build our settlers and workers from this city, because the corn farm will produce one loaf. Once the cows are online, it's going to be a very good factory.

The good news is that neither of our neighbors founded the first two religions. If we can get Judaism, we have a shot of converting them, since Christianity is a ways down the tech tree. We should try to get that also, if only for denial purposes. We can then pit Rome against Germany or vice versa, by playing the religion card. For example, with Rome Jewish, and Germany Christian, we could have them fighting. Our "trading with our enemy" minus would be offset by our "brothers and sisters of the faith" plus in diplomacy. Or we could have peace while we boom to the north (and as much to the south as possible) by converting them to the same religion. If all three of us are different religions, diplomacy will be problematic, at best, and the pointy stick looms large.

Sorry, but i just dont see what South Green Dot does for us right now. Settling that far from the capital will push maintenance costs up. It's a good city site, but it should not be our second city.
 
[0] 2080 BC - Settler comes in in 4. No scouts to be had, but we're more or less fine for exploration. I'm still a big fan of South Green Dot, but I seem to be the only one, so we'll go with Ragnoff's spot and see where that gets us.

[2] 2000 BC - Road completes, move the worker west into the forest with the idea of roading through there and the corn to our next city site.

IBT - Pliny lists the most cultured civilizations. 2 civs we don't know are #1 and #2, Fred's #3, we're #4, followed by Caesar, Nappy, and Khan.

[3] 1960 BC - Monotheism comes in, and we found Judaism! I go right ahead and make it the state religion. We need a new tech, and...hrm. We need Writing for Calender, but Bronze Working could be useful with all the trees, and I think we'll go with that.

[4] 1920 BC - Settler comes in. Rather than keep going on the rax, Timbuktu switches to a skirm. We could also be going for Stonehenge, but we'll do it this way for now.

[6] 1840 BC - The game really liked that hill, too, it seems. Djenne founded. Start a skirm, for lack of a better idea.

[7] 1800 BC - And the road to Djenne completes.

[8] 1760 BC - Skirm completes in Timbuktu. We'll work on the rax for a bit, though somebody should feel free to swap that out for a settler or something. I am utterly unconvinced of the utility of a rax this early, personally, but I just played a solo game where I was swapping out warrior garrisons with mech inf, so.

[10] 1680 BC - Bronze Working comes in. Start on Pottery, though this can be changed. Swap to Slavery because we can. There is copper NE of Timbuktu in the hills, among other places.


Thoughts:

1. Switch Timbuktu to something that isn't a rax. I favor either another settler, or Stonehenge.

2. In a few turns, Djenne will grow. It might be worthwhile to swap to a worker or settler at that point, rather than keep on with the skirm.

3. I went with Pottery for lack of a better idea. Feel free to switch that.
 
I think I left teh rax when i was waiting for Timbuktu to grow in 2 turns (if I remember right it was queued up hen I started). I don't know how fast we decay though, so that may have been a mistake.

I would not be at all opposed to going for stonhenge, especially when that stone is hooked up! Not sure if we waited too long though.

There is so many possibilites that I think the "one right move" syndrom of civ3 is gone!

Although i must say stonehenge seems VERY popular in teh SG threads, maybe sullla or sirian will comment on if they think it is ever worth passing on it?

BTW, VERY glad we still got Monotheism and founded a relegion, I was kicking myself about that and if we missed by 2 turns I would have felt that i had :smoke: it up!
 
I'd second Stonehenge. It'll guarantee us a religious great person down the line, enabling us to nab the Jewish shrine as soon as possible to get some good gold flowing in our empire. It'd also allow us time to get those food resources up and running and allow time for the capital city to grow before we start settler production in earnest.
 
Keep in mind that you can chop to get a wonder sped up. And later in the game, u can "buy" a wonder. In a test game i played, Hollywood cost me 5.6 K gold. :D

Even if you build a farm, cottage or workshop, the forest will still go towards the wonder.

Am I up?
 
Kylearan said:
Hi,



A great and free program I use is Irfanview, an image viewer with some basic editing capabilities. It can crop images (just select an area, then select "crop" in the image menu), and it can save the image in jpg format with varying degrees of compression. It also can shrink pictures, either to specific sizes, or by specifying a percentage, and its shrink algorithm is quite good for preserving image quality,

-Kylearan

I use that as well Kylearan. :) Irfanview is a good app, and it's free. :)
 
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