S-04 HC's worst nightmare

I settle on the spot. It reveals another floodplains incense :eek:! This time it's your regular desert floodplains.



I started Meditation, not Polytheism because it is 4 turns shorter (12 vs 16 turns). Unless Izzy has her own oasis I don't think she'll beat us. Start a quechua too.

We popped fishing from a hut in the north, then started to dream about Catherine in the north east of our mindmap. Though on this toriod, north is also south and east is west.



Quechua finishes, start another. We're now size 2 and work the incence floodplains.

In 3610 BC we dreamt about all things Buddhist.



Set research onto Hunting.

We meet Louis and suffer flashbacks from when he beat us up with musketeers and catapults (remember that blid?).



Next turn we popped another technology from a hut: Sailing.

In 3460 BC we met Montezuma, and remember that time we were in the jungle with him. It wasn't much fun.



Hunting finishes, start mining. Quechua -> Worker (size 3).

We get 42 gold from a hut, but the brave quechua that ventured into the open to pop it died to a lion.

In 3280 we dreamt about that scary lady Victoria.



Mining came in and we started bronze working.

Finally in 3100 BC, my 30th and last turn, Hinduism is FIDL. What was Izzy playing at? We could have has the hydra by now if we tried for it. I'm guessing Monty and Izzy both went for Buddhism and we beat them by a few turns. Louis and Hatty normally go for religions too, so this date is very late.

Our capital:



We've got a few decent locations for future cities:



So we need a plan! Do we build one of the early wonders? We have both stone and marble on hand for our second city. One of the prophet wonders would be nice for our shrine. Or we could go and annoy someone with quechuas. Let's have your thoughts. Working three 3-commerce tiles means our science rate is amazing.
 
Looks like Cosmichail is up. I suggest a quecha rush on Catherine. We already have trade routes linked via the river apparently so all of the resources at her capital will be available right away for ours.

The worker should build a fur camp for the happy, a hammer and some more much needed commerce - this is immortal after all, then probably build a mine along the river.

The only problem with a quecha rush is that the AI will have BW pretty darn early.
 
Got it and will play tomorrow sometime.

Thanks for the ideas Mike. I like that Quechua rush and hopefully the AI won't have any copper in their fatcross.
 
Lurker comment:

Although you probably know this already, I was just gonna point out my understanding of the quechua rush: you get there before they get a chance to hook up their copper. So just go on ahead and get that quechua in there. :) The downside is that she'll start pumping out archers, and you might not have many quechuas yet. The upside is that they will only be archers, which you should be able to whomp on pretty good. (Try to steal the worker on the first attack, too...) Um. This is not well-written, but hopefully you'll appreciate the attempt to post something helpful.
 
A pacifist interjection: no wait, I can't think of one.

Even the builder in me says it is easier to capture cities than settle them on immortal. Hopefully take a couple Russian towns, a couple workers, and then when the war is wrapping up go for a religious wonder.

Although with all the commerce we have, heading for Writing for an Academy in the Capital and delaying the prophet seems tempting. (Again, after the quecha rush -- I can't think of a reason NOT to quecha rush right now.)
 
sooooo - Just Played
Cosmichail - UP for 20 turns
mike p - On Deck
Qwack
pindicator
blid

OK, I'm agreeing with the quechua rush. Since we're not building a settler yet, if we don't have copper at Cuzco then I suggest archery next so as not to get reamed by barb axemen. Then probably The Wheel.

The worker should chop+mine the grass hill and also camp the beavers to increase the happy limit. Not necessarily in that order. A mine on that ice hill would be useful too (a 0-3-0 tile if I'm not mistaken). We can leave the deer for now IMO. We are at the happy limit (3), but that will increase to 4 once we get a garisson and to 5 once the beavers are camped
 
Until around size 8, that capital is an absolute monster, but after that.. well :lol: I agree with quecha rush, Cathy is only 7 turns away, cant pass up a quecha rush when they are so close.. I think she may found another city before we get enough quecha's up there though, as this is immortal level, and she will also probably get her second border expansion before we get enough quecha's up there, so to be safe, I would go with a pure 2 to 1 ratio of quecha's to archers. 6-8 should be enough.
 
Sounds like a Quechua rush. Tried to play tonight but had to work late so will do first thing tomorrow morning since I'm off.
 
Turn 1

Quech attacked by lion and prevails

Turn 2 thru Turn 4

zzzzzzz

Turn 5

Finish worker and start Quech move worker to Beavers
(can’t do mine as we haven’t discovered BW yet)

Turn 6

Lion attacks Quech and looses
Worker starts camp (can’t road it but should be available being on a river)

Turn 7

Lion attacks Quech and looses

Quech move to hut and hut pop us a tech – Animal Husbandry
(no horses in fatcross)

Civ4ScreenShot0503.jpg


Turn 8

zzzzzz

Turn 9

We discover BW and there is no copper in fatcross but just on edge of borders.
The copper is in a jungle so we will need IW to work it.

Civ4ScreenShot0504.jpg


Turn 10

Move Scouting Quechs

Turn 11

Move Scouting Quechs


Turn 12

Move Scouting Quechs

Turn 13

Cuzco finishes Quech start another
Move Scouting Quechs
(Was thinking of starting barracks for experienced units but will wait until we chop for it to speed it up)

Turn 14

Worker starting mine on Grass hill
Discover Archery and start wheel
We also meet Hatty (oh Baby)

Civ4ScreenShot0507.jpg


Civ4ScreenShot0508.jpg


Turn 15

Quech attacked by barb archer in forest and prevails

Turn 16

Move scouting Quech

Turn 17

Move scouting Quech

Turn 18

zzzzzzzz

Turn 19

Finish wheel start Iron Working
Finish Quech start barracks
Let chop go into barracks to get more experienced units.
Our happy limit is 5 now. Did not revolt to Slavery just yet but maybe in the next turn.

Turn 20

zzzzzzzzz
 
The bronze looks like it's 2 border pops away, so unless we want to wait to build a settler we're probably going to be bronze-less for our early rush on Cathy.

Since we are on Epic speed, I would go ahead and revolt to slavery as soon as possible.
 
sooooo
Cosmichail - Just Played
mike p - UP for 20 turns
Qwack - On Deck (15 turns from here onwards)
pindicator
blid

Cosmichail cannot post or upload saves so he emailed it to me.

I've noticed that we have a quechua that can steal a russian worker in any of the next 7 turns. We should probably do that.
 
Hi guys I'm back and everything is set straight. Thanks Sooooo for your help.
 
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