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Saladin No cottages Immortal

Discussion in 'Civ4 - Succession Games' started by Mutineer, Jul 22, 2006.

  1. Mutineer

    Mutineer Chieftain

    Joined:
    Feb 20, 2006
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    3,715
    Well, Turn 0.
    Open border federick Traded fish for wines from Asoka.
    Switch research to granary.
    Granary is what needed for whiping, it is primarry needed technology.
    In addition it make writing cheaper.

    Turn 1 some one found confusianism and federic converted to it.

    Turn 8?
    We got GL, open border to asoka for more trade opportunities.
    WE now not doing to bad in GNP cathegory. I would advice to whipe granary in our second sity and fix it by producing worker. We need more worker and I think setler should go to Cooper/fish/dear site.
     

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  2. uberfish

    uberfish Immortal

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    625 BC (0) - we're on a weird year number, will try to even things out.

    Open borders with Cyrus (again increasing chances of religion spread.)

    We have a minor problem and that is GP race condition caused by the GM points from the lighthouse in Mecca. We don't really want a merchant before we get a scientist and priest, but I'm not sure we can do much about it.


    600 BC (1) - writing -> Alpha. Whip granary in Medina, it's working crap tiles.


    575 BC (2) - Pyramids built, by Asoka (boo). Chariot from medina goes to scout for our 4th city site


    550 BC (3) - Asoka goes into Universal Suffrage (lol.)


    500 BC (5) - Mecca gets its settler out and proceeds to library. We will need a second worker down here when we get calendar and monarchy. But no hurry. Our first worker only has to do one city at a time, it goes to chop forest at the 4th city site. Hinduism spreads to another German city.


    475 BC (6) - Medina whips library (double unhappy, but doesn't matter right now as it's whipped down to 2 and the first whip wears off in 5 turns) Medina now builds a chariot, as a barbarian archer is moving near Damascus.


    450 BC (7) - The horns of war sound!

    Oh wait, it's only Toku declaring war on Cyrus. Not our problem.

    Whip granary in Damascus (1 pop) to follow up with library. Our chariot we already have there kills the offending barbarian archer on the pigs.


    425 BC (8) - Mecca whips library too. Start another worker now. Medina will biuld a workboat for Baghdad to use later.


    400 BC (9) - Our opening borders with Fred pays off as he converts to Hinduism.


    375 BC (10) - Qin builds the Big Chicken


    350 BC (11) - Accidentally clicked the slavery button in Mecca (oops) and reloaded to the last turn's auto save. Stop here to get it back on a relatively even number.

    Here's Baghdad, we have almost perfect fog coverage of our peninsula now as you can see. The AI owns lots of nice fertile land while we are stuck with all the desert and tundra :) It's a shame we have no seafood on the west and south coasts.



    I think this is the best position for the city. It gets deer + fish in the 2nd ring and bronze immediately, and claims fur in the 3rd ring so we don't have to found a crappy city down there.

    Alphabet is due in 3 turns. Asoka just got it himself.

    The current GP situation is: We definitely want to get philosophy and Taoism. This would get us a useful civic, a 2nd religion to build temples with for Prophet generation, and some very good trade bait. We have 2 scientists hired in Medina and one in Mecca. With this setup Alphabet is due in 3 and Drama, which we need to lightbulb philosophy would take 13 turns after that. (We also need Maths and Meditation but we can trade for those easily.) We can play this two ways:

    1) allow Mecca to outrace Medina to the first GP (probably a merchant) and we would get a 2nd scientist in 15 turns from Medina to pop philosophy.

    2) Fire scientist in Mecca for 7 turns, allowing Medina to pop the first GP, then re-hire. This makes sure our first GP is a scientist. However we probably wouldn't actually get to drama any faster.

    Our future peaceful expansion options:



    The only worthwhile sites seem to be Red cross (stone/cow), blue cross (uber fish island and GP farm) or the barb city near Damascus.

    Save: http://www.civfanatics.net/uploads12/Mutineer_NC3_BC-0350.Civ4SavedGame

    Win condition: Still unknown! Diplo maybe?
     
  3. angeleyes

    angeleyes mood indigo

    Joined:
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    Location:
    The Netherlands
    "you've discovered a source of iron in enemy territory!" (3 east of Medina)



     
  4. Mutineer

    Mutineer Chieftain

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    Yes, I noticed that at the end of my turns :)
     
  5. ThERat

    ThERat Chieftain

    Joined:
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    Location:
    City of one angel
    save

    Pre-Turn
    I think I prefer option 1 from uberfish

    1. 325BC
    zzz

    2. 300BC
    get a second worker, go for a rax so we can take out that barb city

    3. 275BC
    we get alphabet, go for drama
    get a few minor techs from Qin, so that we can use them to trade with Cyrus
    get iron from Cyrus as well for alpha
    finally get maths + 50 gold from Fred

    adopt organized religion for faster builds

    4. 250BC
    as expected we get a GM

    5. 225BC
    Medina's borders expand and we can connect the deer
    sell Fred mono for 150gold
    increase science to 100%

    6. 200BC
    get 100gold from Qin for deficit research

    7. 175BC
    our merchant heads to Cyurs and explores the land

    8.150BC
    zzz

    9. 125BC
    zzz

    10. 100BC
    we get drama next turn, shall we head for literature?
    the GS is due in 5 turns to pop philo

    Mecca could whip the settler if we fear for the red dot, else it would be done in 4 turns
    and don't forget the GM in Persia, it can net us 900gold


     
  6. Mutineer

    Mutineer Chieftain

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    I think everything is going nicelly. 900gp is a bit low for merchant.
    We better explore some more and may be find bigger more remote city for more gp.
     
  7. uberfish

    uberfish Immortal

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    Apr 4, 2006
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    Yeah, I didn't realise we would be getting gold from the AIs in trade already so it seems option 2 would have been slightly better after all. Hope we do get taoism, although we will still have trade value if we don't.

    Asoka has lit already, with our lousy production and no marble I don't think we will beat him to GL. Maybe try for music if it researches in reasonable time? If not we could have a go at lit/GL anyway if we have nothing better to research to kill time before we trade for COL. I think we want to go up the CS -> paper -> education -> liberalism line soon, though.

    We should get some missionaries out, and also discuss how we plan to win this game. If we can keep the other Hindu AIs Hindu, my vote is for diplo with a mid-game war against infidels in Spain to get more territory and Spaceship as the backup victory plan (not sure we could pull off a cultural win on this pile.)
     
  8. Qwack

    Qwack The Poopman

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    I agree here, our half price universities leading to a quicker oxford will be helpful, along with bearacracy running. I dont think we can pull off a cultural or spaceship win. Diplomatic seems to be the most viable approach here. No cottages will be too much to get all the tech's for spaceship fast enough, beelinig to mass media seems easier at the moment. Mid-game war against one of the non-hindu AI's makes sense, we should try to spread hinduism to all hindu AI's cities to prevent them from switching out.

    Got it, ill have this played in 24 hours.
     
  9. Qwack

    Qwack The Poopman

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    ok Turns completed. I dont think I played a good turnset but meh..

    Starting off, we get unlucky, as qin converts to confusionism. He only has 2 cities with it so far but since he founded the religion he was more likely to convert. Asoka researched music just as I start it, so I switch research to literature instead. We will probably backfill all the other tech's with philsophy so only literature seems worthwile.

    I ask Qin for open borders to get our workboat to Baghdad. Also our merchant explores a bit more but still only gets 900 gold. So anyways, our scientist pops in 25 AD and I immedietely take philosophy with him. We dont get the religion since Qin got philosophy first, but its very good for trading.

    Heres all the trades I made:
    Isabella demands drama, I decide to give it to her
    90 gold for drama to frederick (Bad idea since I end up not trading philosophy to fred anyways) sorry about this one...
    Preisthood, drama and 180 gold for currency to cyrus
    Then I use our merchant so we can continue running 100% science
    Philosophy to Asoka for monarchy, Code of laws and 60 gold
    code of laws and 240 gold to frederick for construction

    So anyways, here is the situation now techwise:


    The situation is as follows: I think the only way right now to get Qin to switch back to hinduism is by running his fav civic(beauracracy) and then bribing him. All his cities except 1 have hinduism in them, so he might also switch to it by himself if our next missionary is sent over there.

    Next player, keep checking the situation in barbarian city in Gual. Qin has a axeman and swordsman right next to it attempting to take that city, if we loses 1 of those battles, we can steal that city with our chariot. There is a good chance he will lose one of those. :lol:

    Red dot was founded, and I started lighthouse in it. We should probably whip that as soon as its possible, since we need the 2 f/2g coast tiles. I would probably also found another city south of our capital to get our production up. I have adopted pacifism since our army is very small.

    Overall, I think this 10 turns was not so good. I forgot to bring one more of our chariots which would have guaranteed us the barb city, and I made some bad trades. But hopefully this isnt too much of problem.

    The save:
     
  10. Mutineer

    Mutineer Chieftain

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    About winning conditions.
    Quin is founder of Confusion. He will want to go there and migth be dificult to keep in our camp. In addition he is not very predictable one.

    Our land is poor, I do not think we can sustain tech pace on this land. May be the best cource of action is to go after construction and Take on Quin with Elephant/cats/axes/swords combo?

    Our production ability is poor, but we can whipe a bit of army in harry if needed.
     
  11. Mutineer

    Mutineer Chieftain

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    I decided not to play untill I hear some comments.
    I look on save and we do have construction. I am very mach in favor of Do mass whipping of the army and go and take on Quin.

    He is a founder of confusion and Taoism, has very good land. If we can take him on we should be in a good position.
    Question: Can we take him on?
     
  12. uberfish

    uberfish Immortal

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    I think we are probably going to have to do some fighting now, trouble is the whipping is going to wreck our research, we will have to try and keep up with great scientists and tech trading.

    But if we don't fight now, the production situation with Maces and later units is going to be even worse. (unless we want to wait until draft rifles...)
     
  13. angeleyes

    angeleyes mood indigo

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    You have a 9/10 XP chariot, make him 10 with use of the barbs and build HE.
     
  14. Mutineer

    Mutineer Chieftain

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    Not sure rigth or wroing, but I am committed as for attack on Quin, but I live execution for next person. We need to attack next turn, as he will get LB any moment now.
    He build a city inside our land and has one more setler in our space.

    Turn 0
    Traded Calendar from Cyrus for Literature + col
    Turn 0-10 whiped army
    Turn 3 revolted to orgonised religion/monarchy, as I fired all specialists and did build a few buildings.

    I would advice to contunie army whipping, as culture slider can provide additional happiness.

    Edit: Poos, Now with correct save.
     

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  15. uberfish

    uberfish Immortal

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    Looks like the wrong save there.
     
  16. Tatran

    Tatran Chieftain

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    Too much :beer: again, Mutineer ?
     
  17. Qwack

    Qwack The Poopman

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    I believe HE requires a level 5 unit, not level 4. So we would need 17 xp. I might as well be wrong though, dont really remember.

    Good turns mutineer, I think taking out qin is a good choice, since it will be hard to get him to convert and our land sucks.
     
  18. uberfish

    uberfish Immortal

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    It's level 4 - level 5 is with warlords enabled.

    How do you know they are good turns Qwack! We don't even have the save!
     
  19. Mutineer

    Mutineer Chieftain

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    Soorry folk, now save is correct.
     
  20. Qwack

    Qwack The Poopman

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    Turn 0-10 whiped army

    Hey.. isnt that enough ;)
     

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