ah, thanks for telling me - I thought I could just change the 'postcount=' but I was wrong
However, I think it's a pretty important point so let's discuss it.
Hey people, I'm interested in joining this game if it's at all possible. It looks like a good setup, and the comparison/analysis you're doing seems good for learning the game (I've only been playing Civ4 for three weeks, and mostly RFC). If you agree to let me join, I'll wait until we have a common save to play from before starting. In other words, I'll wait for after the first vote. It seems you are all continuing individually for now. I've read all the spoilers, so I probably shouldn't play from the initial start save.
If you would rather not have another player join mid-game, I'll understand and won't mind at all. In any event, I have a few questions.
1) If you use Solver's patch, do you need to constantly update your dll? It seems there are fixes pretty much every day.
2) It would be nice to include civic choices in the results table. It's not marked explicitly, but some of you researched bronze working and others did not, so some are running slavery and others are not. This represents a hidden advantage in being able to chop/whip if necessary. Other things to add would be science rate, next tech being researched, and time to completion. (None of this is meant as a knock. I appreciate the amount of effort made in compiling the results.)
Iron is good, but not essential. Axemen+catas (or macemen+catas) eat Prince AIs for breakfast. We need ca 15 units to form a beachhead (5 axes + 3 sword/axe + 2 spearmen + 5 catas) and ca 3-5 extra units per city we take after that. (Perhaps add 5 extra catas to the total since Qin in protective).If we're going to attack China, when depends on where any Iron is found (which with Pawelo's techs we're likely to know soonish), right?
Definitely no wonders! We have no stone/marble and are not industrious.Given that we're limited in wonder production, we can't hope for Great Library or Oracle to help us compete technology-wise.
Lurker's comment
What do you mean,"limited in wonder production?" YOu have great wonder production! let the industrious Qin build some wonder, then take then using the Axes you built instead of the wonder
Land is Power. Land is Tech. Land is Victory.If we do focus on a fairly early assault on China, then we really can't afford do this at the expense of Writing and Libraries. It's always my fear that I'll end up like Monty.
Here's a suggestion for a dotmap, based on the assumption that our second city is the SW Pig City that Pawelo built (I'm going from his save, since I like it best). It doesn't contain many essential changes from Pawelo's suggestions, some cities in the south have been shifted to cover more grassland tiles, and the Green City to the SE has been moved since it was wasting a plains tile:
Suggested dotmap
View attachment 158460
As far as strategy goes, I'm guessing Beijing is near that huge pile of seafood resources. I think we should invade China. I know they are protective, and we have no offensive UU, however we are Aggressive so I'm pretty sure we can pull of a classical (swordsmen+catapults+spearmen) or early medieval (macemen+spearmen+catapults). It would be very important to attack China before their Cho-Ko-Nus come online (those things are nasty).
Iron is good, but not essential. Axemen+catas (or macemen+catas) eat Prince AIs for breakfast. We need ca 15 units to form a beachhead (5 axes + 3 sword/axe + 2 spearmen + 5 catas) and ca 3-5 extra units per city we take after that. (Perhaps add 5 extra catas to the total since Qin in protective).
Definitely no wonders! We have no stone/marble and are not industrious.
Oracle 150 = 2 spearmen + 2 catapults
Pyramids 450 = 6 axemen + 6 catapults (!!)
Great Library 350 = 6 axemen + 3 catapults
TOTAL: 2 spearmen + 12 axemen + 11 catapults = Our invasion army
Land is Power. Land is Tech. Land is Victory.
Thanks If you have Paintshop Pro v5.0 or higher I can send you the files I used. It uses 13 layers (for each city and text) with some transparency.HOW IN THE WORLD DID YOU DO THE MARVELOUS DOTMAP?! WOW!
Good thinking with the Moai Statues. This is a good option . However in that case I suggest scrapping Cyan City and leaving ClamFish where it is. The reason I don't want to move ClamFish is that it is our best bet for an Early GP farm (2 seafood!) and it needs the copper for production of a lighthouse+library+market (so we can run specialists)Here's my two cents on the placement:
- Floodplain City:
-- since it is not on the coast, we can't build a lighthouse here,
and therefore we can pretty much forget the three beach tiles in the west
-- I would agree not to build on the floodplain tile itself
-- wouldn't it make more sense to build this city 1 tile NW of the spice,
which would give us: ocean access -> lighthouse, lots of beach tiles
(including from the other side of the channel), and reduces pressure
on the 'Cyan City'.
-- I could imagine building the Maori wonder here and gain an insane
number of hammers
The danger is compounded if Qin gets the Oracle->Metalcasting slingshot and ends up one tech from machinery. So we should get going soonTotally agree with this and the fear of the Cho-Ko-Nus was with me from the moment I saw who our 1st neighbor is. Since then I waking up at night imagining that our next neighbors might as well be Julius and Shaka...
Yep. I'm thinking 4 galleys and 3 triremes. The triremes guard the galleys (I've heard a lot about AI trireme spam in BtS, and it would be terrible to lose loaded galleys) and then procede to pillage Qins fisheries. If we go really grand, we could dispatch an additional two galleys+1 trireme to do a coastal raid/raze against a less guarded city (of course, this would cost an extra 250 or so). Anything to reduce his whipping potential as quickly as possible. I've heard the BtS AI whips like crazy.Yes, I see your point. So what about the boats to carry them? This will be about 4 Galleys to land half of the beaching party, and then the other half. They can then pillage some clams/fish if the cities are big enough, to stop massive unit production.
With the dotmap I gave it would be last because it has such poor growth (no irrigation, no seafood) and few tiles. I am open to moving around the northern cities, as long as we keep as many tiles as possible covered, don't settle on the floodplains, and manage to keep ClamFish city as it is (we need a GP farm).About the cyan city, why should that be last? I agree that Pawel's city is quite good, but shouldn't the yellow city be NW from the current placement? That was what I was thinking initially. Then a slight reshuffle could optimise it. Are you able to export that as a GIMP file? Or could you maybe PM it to me please? Maybe the GIMP can open it...
Yep. I'm thinking 4 galleys and 3 triremes. The triremes guard the galleys (I've heard a lot about AI trireme spam in BtS, and it would be terrible to lose loaded galleys) and then procede to pillage Qins fisheries. If we go really grand, we could dispatch an additional two galleys+1 trireme to do a coastal raid/raze against a less guarded city (of course, this would cost an extra 250 or so). Anything to reduce his whipping potential as quickly as possible. I've heard the BtS AI whips like crazy.
We are looking at an expensive invasion. Due to the fact that we need a lot of troops against a Protective BtS AI (more unit-happy than Warlords) and thus more galleys to ship them, and therefore more trireme guards (against the AI trireme spam). Of course, naval invasions are always ca 150% more expensive in hammers invested, which is why I hate isolated starts
With the dotmap I gave it would be last because it has such poor growth (no irrigation, no seafood) and few tiles. I am open to moving around the northern cities, as long as we keep as many tiles as possible covered, don't settle on the floodplains, and manage to keep ClamFish city as it is (we need a GP farm).
If the GIMP can open .psp files then it should work. Unfortunately PSP can't export to the GIMP format (AFAIK), so the only other way would be to send it as a .bmp, but that would lose the layering.
We have pigs and seafood. Unfortunately we have no pre-calendar happiness, which really sucks. We have to start whipping early so the doesn't ruin us (better 5 whips over 50 turns than no whips in 40 turns then 5 in 10, if you know what I mean.. the decay is your friend).Some thoughts about the (future) war. How many cities do we plan on building before going to war? That's a pretty big army outlined above. To build it quickly we would need more production centers.
but I'm sure there is more land out there on other islands, which might be more worth our time and resources than an expensive war. Maybe we should leave this war until the middle stages of the game, until we are developed enough to build units without heavily penalising our development. By then we could have colonised several islands and be quite large anyway.
Yes. I agree with you both. We should not rush into war. We should scout more first. Getting sailing is a priority. We need scout triremes out ASAP.I can see that Beijing is a prime spot, but it will take a lot of time and money to get geared up to take it. To me, it seems like this is commiting to war too early. Our continent is big enough for quite a few cities, we could fill it up and go from there.
If war really is on the table, a priority should be scouting the Chinese city that is controlling all that seafood. We need to see if it is built on hill, if there are walls, how many defenders, and if there are any suitable landing sites next to it.
Yep. But his pavilions (+35%) will make life hell in that small captured city unless we quickly resume the war afterward (I'm assuming he'll have drama at that time).[Alternatively, we could go with a smaller army and take only the seafood (one city) in a sneak attack, then use the army to defend our holdings until peace can be made.
Thanks If you have Paintshop Pro v5.0 or higher I can send you the files I used. It uses 13 layers (for each city and text) with some transparency.
Yes, yes, and YES!
frob2900 said:Yep. But his pavilions (+35%) will make life hell in that small captured city unless we quickly resume the war afterward (I'm assuming he'll have drama at that time).
(as you may have noticed, after further consideration I found that my choice of Floodplain City was poorer than settling on the spice).
The biggest point of debate is the floodplains. Settling on a floodplain is a great mistake, imho. If settled, it loses the 3 food property, and it cannot be cottaged. So I am against this, but I am open to any suggestions on moving around the cities on the dotmap. (I've fixed the map as layers in Paintshop so that all BFCs and texts can easily be moved around if we decide to change).