ROTQM13: Rolling Over The Quintet's Magic

Personally I tend to wait as you said but when I start building settlers I pop several new cities all in quick succession so I go from 1 to 3-4 rapidly. But that's just me.
 
Hey sorry for being a day later than I said I would be, got dragged into a pub quiz last minute lol.
The second reign of Fish-Capria started with the immediate reorganisation of the citizens of Torrolerial to educate a great sage hopefully within the next 50 turns, this came at the cost of delaying the settler by a few turns but I thought this would be worth it because we'll probably save many more turns than that bulbing for ironworking or something by then. We discovered mining and there are some copper deposits in the lands we've already scouted but they're both in fairly marginal land. I then ordered the workers to clear a forest by the river on route to digging a mine in the forested hills to the north and our warriors saw off some orcish and goblin attacks in the hills and western tundras respectively with little difficulty, asides from that not much happened and I ended the reign with the construction of the settler and with a few turns of beakers going into bronzeworking. I included a screenshot of some places I might found the next city but that's up for the group to decide.
 

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oh my god. can we not let Oz roll the next map.

sheesh.

1 NW of that Cow in 09 might not be terrible to get copper. Have access to fresh water, hills, can possible block an east-west corridor. but its far.
 
Maintenance is going to be a killer. So is reinforcing that place against barbarians. At this rate I say forget copper and rush for archers.
 
I still think bronzeworking makes sense for the next tech, since we'll still be able to make axemen, we should probably start working towards orders from heaven, education and code of laws along the way will help grow the economy
 
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And a roster

Ozbenno >> On Deck
King Bulrush
pholkhero
Tinadafish >> just played
PPQ Purple >> UP NOW

I'm not overly sold on capturing the copper now. Another city or two grabbing the resources we see might be better.

Research wise, maybe Archery is better than Bronze Working at the moment (if we don't have copper) and heading towards Orders From Heaven is a good idea (Education to plant some cottages will help the research).
 
Just checking what I need to do (finally caught up the free time).
  • Download and install this: https://forums.civfanatics.com/resources/more-naval-ai-ffh-mod.14499/ (done)
  • Make a copy of my fully patched FFH folder and rename it to: More Naval AI (done)
  • Extract the zip and copy stuff over to that folder overwriting as I go (done)
  • Run the MNAI mod to make sure it works (done and it works fine)
  • Load the save I just downloaded....
  • ...
  • ...
so much for that.png
 
That makes sense. Ok, shall do.
In the meantime I would suggest you skip me over this turn round while I get things working. And I'll join you next turn because it's already sunday afternoon.
 
UPDATE: I got the save to load, finally. So I guess I'll be taking the turn after all.

Given that we have a settler however I think it would be vise for us to make a common decision on where to put him. If it was up to me alone I'd do the following order (note numbers):
Civ4ScreenShot0003.JPG

And I am not too wild about #3 as there is far, far too much overlap in there for my liking. I would personally skip that one entirely in favor of scouting out a potentially better position up next to standing stones.

So my preference is either 1-2-4-5-6 or 1-2-4-6-5, skipping #3.

I would also consider going for a rapid burst of expansion at some point. Potentially right after we finish rushing order. So like, we settle this one now and than we rush order and go for all the other spots in rapid sequence so we go from 3 to 7 cities all at once.

This is the part of the game where I would ordinarily just do the rapid expansion sequence right now but that temporarily tanks research and might end with us loosing Order which would be less than ideal.

As far as research is concerned I don't think copper is a priority because axemen are ultimately offensive units and we've yet to meet anyone who we can offend. That might change if we encounter anyone. But until we do I just don't really see it as a super high priority. Definitively not enough to risk delaying order by a long while. I definitively agree with rushing for order. And I also think that when it comes to expanding past 3-4 cities we need to pick up the tech for courthouses.

Either way, I'll hold off until we can get a common decision on the city placement and go from there.

PS. What's the number of turns per player again?
 
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I like 1 as the first place we go, so that's two votes there.

as far as turn count, about 15 is where we're at i think.

the other thing is that if we don't have axes, we'll need a fair few archers in case we're discovered accidentally by an AI; we don't want to be a tiny eggshell empire in case an SoD decides we're an easy target
 
So my preference is either 1-2-4-5-6 or 1-2-4-6-5, skipping #3.

I would also consider going for a rapid burst of expansion at some point. Potentially right after we finish rushing order. So like, we settle this one now and than we rush order and go for all the other spots in rapid sequence so we go from 3 to 7 cities all at once.

This is the part of the game where I would ordinarily just do the rapid expansion sequence right now but that temporarily tanks research and might end with us loosing Order which would be less than ideal.
I agree with your city building order. Skip 3 for now (maybe in the long run we could find another alternate spot for it a bit further north).

As for military research, maybe we should prioritize archers over axemen as they can bolster our defenses in case of an unexpected attack. Also that tech will also allow us to get more production from forests.
 
I'll play my turn later today. So stay tuned.
 
And it's done. Sorry for the delay but things are kind of hectic due to stuff beyond my control.

Excuses aside here is the story of the 15 years of Purple. As in the color.
No, I am serious. Like they literally put the color Purple in charge.
It's times like these that I question my faith.

Given the questionable quality of leadership things started off fine. The first year ended uneventfully with nerily a splotch of inappropriately coordinated color in sight. Alas, it didn't take long before that changed.
Spoiler :
bild0.JPG

Purple, the color being what it was quite naturally chose to follow the artistically inclined impulses of the artful adviser. "It must, and I say must" it decried "be part of Junils great plan."

So... yay culture?

I am sure future generations will get a good laugh out of it at least.

Purple cows aside the year went by mostly uneventfully. Something which in this day and age frankly is blessing enough. And as the year turned around the empire celebrated the founding of its third city originally named Trinity.

Spoiler Nobody could have seen that name coming. :
bild1.JPG


Unfortunately it would seem that the filthy savages living outside civilization simply could not appreciate the clever ideas of our gloriously saturated leader.

Spoiler Well either that or they wanted pie. We didn't really ask before smiting them. :
bild2.JPG


In related news the city of Vallus finished its monument. And there was much rejoicing. Well, speeches. There were many speeches. This is the Bannor after all. We don't do drinks and parties and all that "fun" stuff that the magic using savages do.

No, we have our eleders hold speeches until deep into the night and strait through to next morning. All praising Junil and his emissary the color Purple of course.

In the aftermath of the festivities the people of Vallus wholeheartedly agreed to begin construction of a basement council chamber in order to contain honor the old cooks venerable elders.
Spoiler Ignore the barbarian horde bearing down on the city :
bild3.JPG


All in all, as we repaint the halls in a more sensible color things are much as they always were. A new city down south is just being connected by roads. And in the north the hordes of evil. Just another week in the world of Erebus.

Hopefully next time things won't take this long.
 

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The winds of war blow not at all over our desolate corner of Erebus.

As we're running a scientist, I switch to Pacifism for the bonus GP points.

Bronze Working comes in. I think about Calendar but Education seems a better choice at the moment (we have no Calendar resources).

I leave it the turn we get the Great Scientist. Best use is an Academy I think but let's see what others think. If we stop employing a scientist, switch back out of Pacifism.

ibPDZrs.png


We had an incursion of barbarians. I couldn't risk attacking at 50% odds, so we got pillaged before they died on the walls of the capital. Will need to get sheep back.

I built a training ground to get some axes out. We should get one in every city and a couple more to fog bust.
 

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I played my turns quickly as I was busy these days and I don't know when I would have the time to play next.
Nobody said anything else about the scientist so I built the Academy as suggested. I would say that the next scientist should be settled as this gives us a small production bonus too (but whe still have a long time to wait until he pops up).
Still no contact with the AI. The only newsworthy event from the rest of the world was on turn 168 - Acheron has awoken.
I fought a couple more skirmishes with the barbarians with no losses.
I also built the brewery small wonder in our capital so now we can grow our cities a bit more. I also started building another axeman but I would suggest focusing on increasing our wealth so that we can afford to upgrade our warriors instead of building new units.
Education finished researching so we can start to build cottages for extra income (and we should). As for the next research, I choose to start on hunting. It's a bit expensive and time consuming but I feel we need to get hunters if we want to explore further, as they are better than axemen. (Also, we do have one hunting resource in our terittory that we can exploit, and also the furs nearby).
As for Hunters, they are good for exploring (especially when combined with Hawks - accept no substitute if you want fogbusting!) Also, promoted hunters can capture animals and we do have all those bears roaming around. Captured bears can be ordered to dance in our cities for extra happyness and culture or they can be used to patrol our borders (at strength 5 they are a threat even to a low level axeman).
Besides, when we get the necessary tech we might upgrade one of our high level hunters to an assasin to try and get the Aeron's choosen promotion.
Speaking of animals, I also saw an Elephant roaming around. Note to less experienced players: DO NOT attack it with anything else than a hunter wit the subdue animal skill. Elephants can not attack, even in the wilderness, so they are no threat and can be ignored even when going otside our borders to explore. But once captured they can be upgraded to the more powerfull war elephant. I want it captured alive!
I hope I made my case for hunting, but if you disagree, the research started only a few turns ago so it's not too late to switch to something else.

Also, we might want to start thinkig about building our next settler.
 

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