RR2- No Worker Paradise


Whoa, easy there! We should consider only one phallic symbol at a time. (Although, noble. :mischief:)

What should we do wrt the copper? Should we just count on archers for barb defence and found the three cities along the coast before killing someone with phants?
 
For some reason I can't open the save right now, but I'll get it tomorrow.

Things to do:

Build the big stone thingy.

Start research towards construction.

Sound about right?

Settle.

Settle.

Settle.

Alright, so it's obvious. Still, I'm especially anxious about getting cities down in this game, because all our early cities are going to suck, especially hammer-wise (no +hammer water resources), and we're eyeing 'phants.
 
Things built: WB, Stonehenge.

Techs researched: Hunting, archery, the wheel, pottery. AH next before writing.

Revolutions: One for slavery.

That's pretty much it. The woodsman explored a little bit more and found Joao in the far southeast. He's now heading to the jumbo site for fogbusting.

Next builds: Archer-> settler (whip 2pop)-> WB-> archer-> settler?

Libraries will be good for research as we can run two scientists in every city.
 

Attachments

Got it. I'll look at the save before making a final decision, but should the next city be on the Jumbos? After that, one on Copper?
Tech path pending
 
First city on jumbos, second one on the silk. I don't think we need the copper, what with archers now and phants later.
 
First city on jumbos, second one on the silk. I don't think we need the copper, what with archers now and phants later.

Just about sums it up, phants and cats should be all we need for now and will give the AI a chance to make some nice cities for us to takeover
 
I played 15 turns, researching AH and Writing. We have a trade route with Willem, so I signed OB with him.

On the last turn, I founded this:



I think we should send London's WB to York, and whip a Granary for 2pop when the WB is done. After that, I think we should build another WB for London's fish, whip a Lighthouse and start putting whip overflow (e.g. from the next Settler) into the GLH.

I picked Mathematics (no beakers invested) as it leads to Construction for Phants, but this needs to be changed to Masonry, I think.

---------------------------------------------------------------
pnaxign is UP NEXT
r_rolo1 is ON DECK
 

Attachments

Got it.

Was going to wait for discussion, but now that I've looked at the save a bit I think my turns are pretty straightforward. Going with a slightly different plan than Z suggested: I want to get London's WB and lighthouse up earlier since we'll want them eventually, and they'll make whipping better (at 3 pop, London will be +12 (TWELVE!) food).
 
I played 16 turns. Lots of decisions for the next fellow.

Before pressing enter: I notice Justinian has a new city, settling towards us. Flagged where I think it is. Switched research from math to masonry for GLH.
IBT: Justinian asks for OB. We have no scouts near him, so I decline. Good to know he has writing, however.
61: Nothing exciting.
62: Nothing exciting.
IBT: Masonry in, back to math for now.
63: Barb warrior south of London is heading north. Cut him off with double-woodsman warrior on a jungle hill. See if he's interested in that. London has grown: it now works both cows.
64: WB completes, heads to fish. Scouting keeps tabs on barb warrior.
65: Whip London's lighthouse for 2 pop, dropping it to 2, but it will grow back next turn. Next up is WB for York.
66: Barb warrior heads south, so I start the scout back towards Justinian (to confirm his city is where I think it is).
IBT: Joao has writing, too. Decline this one, too. We should offer these ourselves once we're in position to scout people's territory.
67: Scout continues towards Justinian.
68: Scout meets up with one of Justinian's axemen. Apparently, Justinian has axemen.
69: Confirm the placement of Justinian's city. Hope he cottages that bad boy! London's back up to 4 pop.
70: Unexciting.
IBT: Judaism FIDL.
71: London hits 5 pop.
72: Justinian switches to OR...and Judaism. Agree to open borders with him, as our scout has arrived at his land.
73: London hits 6. Scout starts looking around in Justinian's land.
74: More scouting. Justinian has copper and 'phants hooked up, and horses just outside his borders. Bummer.
75: More scouting. Justinian's axeman is now scouting out London. York's borders pop.
76: Math comes in->Construction (no bulbs invested yet, though, and it may take York a bit to get up to speed). WB finished in London (for York)->Archer (no hammers invested). York grows; might want to whip the granary. London grows to 7, one off of happy cap (whip anger is gone).

State of the union:
Spoiler :




My focus on London instead of York has cost York a little bit of growth (12 food, if my math is right) but I think it was worth it.

Comments on play/report both welcome.

The save:
View attachment No Worker Paradise BC-0975.CivBeyondSwordSave

r_rolo1 is up
mystyfly is on deck
 
I'm having issues with my pc and don't have bts installed. I can give you a brief description of my problem if someone has a solution, please raise your hand :p

Otherwise I'll need to be skipped until further notice...

Anyway:

I reformatted my complete hd and repartitionned it. I have a 2gb partition for win xp and the rest for data/programs/games. Now, I installed civ vanilla on the other partition without any issues but bts wouldn't install as there is "too few memory" which is true, at least for the system partition (where vanilla is NOT installed). I think I'd just have to set another install path. Does someone know how? Worst case, I'd have to reformat AGAIN and make the system partition bigger...
 
I reformatted my complete hd and repartitionned it. I have a 2gb partition for win xp and the rest for data/programs/games. Now, I installed civ vanilla on the other partition without any issues but bts wouldn't install as there is "too few memory" which is true, at least for the system partition (where vanilla is NOT installed). I think I'd just have to set another install path. Does someone know how? Worst case, I'd have to reformat AGAIN and make the system partition bigger...

Run regedit, and go to HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4\

On my machine, I have a key called INSTALLDIR whose value is "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword".

This seems promising. Try modifying that.
 
Exactly what I was going to propose..... but be careful messing with regedit.

Got it, btw. Will give more comments when I see the save ( probably not today.... I'm taking care of other Civ IV gaming stuff now ).
 
I must say that playing a game without workers, has a big plus: it is very relaxing :D No worries about which improvements to do , in which order, of if we chop or not.....

Some news:
Spoiler :
Civ4ScreenShot0223.jpg


Civ4ScreenShot0223.jpg

I noticed a barb city to the west..... as soon as i could let a unit go, I had gone exploring:
Spoiler :
Civ4ScreenShot0225.jpg

And Willem has started improving our land for us :D
Spoiler :
Civ4ScreenShot0226.jpg

I decided to stop here for one reason:
Spoiler :
Civ4ScreenShot0227.jpg

We can whip a lib for 3 pop and overflow some hammers to a wonder...... Which one? As you can see I queued GLH, but just because it is the cheaper wonder of the avaliable ones .

As mysty haven't said anything about his status, I'll contact RRR to play in his place atleast for this turnset.
 

Attachments

Hmm. I'm not convinced on the library in York. When York is finished growing, it will produce 3 commerce, 10 hammers, and be our only city that can build our only military unit ('phants). I think a barracks might be a better bet.

Now, if we want to build libraries, that silk city we've been planning would be a good place. Unfortunately, it seems like we have neither the garrison nor the settler to build it. Perhaps a settler whip to go with the library whip while overflowing to the GLH in London? We could build the archer in York after a barracks. It won't be able to build phants yet, since we need HBR.

I was curious what London had built, so I opened the game log. Well, sorta. I pressed "shift-tab" which I *thought* was 'open game log', but seems to be 'make Civ crash.'

So that's not the greatest.

I also notice that our eastern scout-warrior is no longer in Justinian's borders, yet Justinian is very much in ours. Unless we have diplomatic reasons, I'd suggest we close borders with him ASAP.

As to the barbarian city -- it looks kinda crap sans workers. Might be worth conquering, but only to make the barbarians go away.

All that said: my vote is to 3whip library (overflow to GLH) -> 2whip settler (overflow to GLH) -> GLH in London, whip barracks -> archer in York, and settle the silk. After that, either start building catapults while researching HBR, or start settling more coastal cities while heading for feudalism (longbows) or gunpowder. We can't afford to wait too long to conquer our first AI and get a real set of resources up 'n' running, but it's hard to build an elephant/catapult SoD with 3 cities and no resources. I'm not sure where the tipping point is on that.
 
Hi guys :)

got it for the next turnset...
Builds suggested by Pnaxighn sound fine... will settle the silk city... Note there is another clam in the west of London (north of the useless barb city).
I don't get why we should close borders with Justinian though... he created Judaism and will probably soon convert us for higher diplo and happiness... i didn't notice any WHEOOH so I think it's safe (+ :lol: at noble AI's military). We might OB with Joao as well as it fits nicely with the GLH. Tech will be Construction-> HBR...
Thoughts?

Cheers
Raskolnikov
 
Lurker Comment:

I was curious what London had built, so I opened the game log. Well, sorta. I pressed "shift-tab" which I *thought* was 'open game log', but seems to be 'make Civ crash.'

So that's not the greatest.
Some naughty person probably played a turnset with the SimCutie color file in use. ;)

You can view the log on the attached one.
 

Attachments

Back
Top Bottom