sc:01 Moddern war

I think the site 1N of the northern horses looks very good. Marble, corn, sugar fish and horses. And I'm guessing it will support some nice workshops once we get chemistry. It's also nearer Bill and presumably anyone else on this lump of rock.

Another question with our tech planning. Do we want to try an oracle slingshot of something? We've got marble (I think it's marble. not loaded the save yet)....
We're low on raw commerce to try any fancy high powered slingshots, but even a simple CoL sling stops the AI from getting it. Or will there be no room for that if we're going for a war-chariot rush of willum. ?

Lots of phants up there too. I'd like it if we can kick willum out of there before he gets construction....

Current roster is
1: Simon_c
2: S.ilver
3: Madtown <-- Juts Played
4: playshogi ** Up now **
5: tiberion02 <-- Up on deck.

[optional slots if someone joins before we're finished the first round]
6: [empty]
 
I could probably use some help in my modern-age war fighting skills, since my games typically end right around when I start seeing tanks and infantry, and not very many of the more advanced units.

My only restriction is that my job requires me to be away from my computer for 3 days at a time. I'm actually headed out to work tomorrow, so I won't be back until 4 March. If that is ok with you all, then I'll gladly join the game. I should also have the rest of my March schedule by the time I get back.

Thanks
 
North Horse city site is both obvious and amazing for us. Corn(w/irrigation) Sugar Fish Horse Marble, very sexy. Our culture extends across the island too, so the south 3 sites should be ours for a while (and can close borders if needed).
 
Great set of turns and nice screenshots.

I went into options and checked 1st turn as turn 1. I'm up for 10 turns, but I'll play until turn 60.

I agree with 1N Horse for the 2nd city. I got the save. I temporarily put production on barracks, so we can grow to size 5 in 3 turns, then I'll switch to settler followed by worker. We'll need to build a pasture and 5 road tiles to hook up horses to both cities. I suppose plans could change in 4 turns when we locate copper.
 
I think we should be able to whip the settler once BW comes in. We can move the nearest warroir over to the plains hill 1W of site to fogbust and clear for settler. Let's hope Willem doesn't screw things up. Even if he does, I say he's perfect for a war chariot rush. Plus what we can see of his capital looks gravy.

Probaly will want to finish pottery after BW, then... I don't know.

We could go for oracle/COL to out-REX Alex after the war and pick up a religion. We'll need workers to hook up the marble though, and it's in a vulnerable position to boot. Otherwise, we could make a run for ToA and and build obelisks to set groundwork for a hybrid preist economy. Later lightbulb theology in preparation for destroying Alex. Heck, maybe we could build both, though I think that would probably stunt any war effort considerably.

Interesting that we haven't met any other civs yet... :scan:
 
That northern horse site is simply excellent. I won't say anything more about it though, because that would just be repetitive. Marble makes a COL sling somewhat feasible. The only foreseeable problem might be that it looks like we're going to need quite a few more workers, while the plan calls for chariots.

Willem's elephants are somewhat disturbing, so that pretty much screams "first target" before he gets construction. We haven't found Alex yet, and since he made first contact with a scout, we can assume he's too far for a chariot rush.
 
IBT - We got our first random event: The Herbalist. I chose the 3rd option and it was successful. We get +2:health: in all cities (including new ones), for the cost of 2:mad: and loss of 1 pop. Kind of an overpowered event because it's like getting the expansive trait for free.

Civ4ScreenShot0077-1.jpg


Turn 52 - BW in. We have no copper. The only known source is in Willem's territory. I revolt to slavery. I start research on mysticism. The unhappiness from the random event is going to take a long time to wear off.

Turn 54 - I pop rush the settler and start a worker. A new city of Willem is discovered. He is expanding in our direction.

Turn 58 - Memphis is founded. Our research rate drops to 80%.

Civ4ScreenShot0078.jpg


Turn 60 - We have a lot of room to expand peacefully, but I still favor massive building of war chariots and destroy Willem. Our capital is down to size 2, but is at max. happiness because of the settler whip and random event. Mysticism completes this turn. Lots of choices for the next tech. I still think Masonry-Poly-Monotheism is best to found the 3rd religion. Alternatively, Masonry-Meditation-Priesthood to try the oracle slingshot to get Code of Laws and confucianism. Alex and Willem are not religion founders, so we can't capture a holy city and if anyone else were on this continent we should have met them by now. Fishing would be nice, but it does not advance the cause of war and we already have the tech to farm the corn to provide early food for Memphis. With 2 workers, the next player should be able to build the road to Memphis and complete the pasture and start cranking out chariots.

Note to next player: there is a lion lurking nearby the warrior east of Thebes.
 

Attachments

Good turns shogi.

Wow, there are a lot of elephants out there!

Not sure how keen I am on mono, as I don't see much benefit other than a religion. Since we haven't met any other AI and neither of our neighbors founded a religion yet, it's a moderately safe bet that they won't tech mono first either. If that's the case, then I think we could hold off on a religion grab until COL (oracle?) or theo (lightbulb?).

Do we want to try to settle another city before the rush? Would we benefit much from doing so?

IMO, if we want to build any early wonder AND rush we will need to have a third city. This delays things some, but at least Willem's copper is relatively easy to pillage. Let's try to keep our chariots away from his borders (the majority, at least), in the hopes that he'll build mostly archers or axemen. Without metals ourself, spearmen will spell near doom.

Or, we can go chariot crazy ASAP, and hope hat there are some wonders still left after the dust settles on van Orange's cold corpse. :devil:

I'm not too familiar with AI wonder build times on monarch.

Alternatively, considering we have plenty of coastline, the colossus might be a good idea also. what are the chances that Willem's capital is coastal? If it is, we could try to set up a rush and take MC from oracle, then build colossus in Willem's capital.

For techs next turnset, I agree with masonry followed by either poly or meditation, depending on the gameplan.
 
I wouldn't wait too long for getting a religion, (there are 9 other civilizations). We are spiritual (cheap temples). Ideally, we get a religion, build our UB and run 2 priests. The 1st GP founds the shrine, the 2nd pops theology. Then build apostolic palace, so our cheap temples get 2 free hammers. We need a big military and to finance expansion, we need a shrine.

Let's not waste time with another city or wonders. Let's build, chop, rush 10 chariots and attack Willem's capital. He won't know what hit him. It's not 'aggressive AI' so there should be fewer units to defeat. We need to conquer our continent ASAP then build our economy for our scenario of modern war.
 
Great turns playshogi.

I wouldn't wait too long for getting a religion, (there are 9 other civilizations). We are spiritual (cheap temples). Ideally, we get a religion, build our UB and run 2 priests. The 1st GP founds the shrine, the 2nd pops theology. Then build apostolic palace, so our cheap temples get 2 free hammers. We need a big military and to finance expansion, we need a shrine.

Or, we can go chariot crazy ASAP, and hope hat there are some wonders still left after the dust settles on van Orange's cold corpse. :devil:

sounds like a plan :devil:

I think we need to finish off pottery at some time, but I guess if our worker is chopping out chariots, he won't have time to build any cottages.

We won't need a road all the way from the horses. If we get fishing the cost will link the cities won't it ?

So, we get myst, build an obolisk, grow until we can run a priest or two. And somewhere build enough horses and tech the other two techs before theo.

And, we should only try to found one religion. We want the AIs to get the others.
 
Played my 10 relatively uneventful turns.


61: Mysticism is in. Beginning Masonry (both 3rd religion and Oracle would need that Marble/Masonry hookup).

62: Barb Warrior spotted on near Corn SE of Memphis

63: Worker in Thebes finishes.

64: Eastern War loses 50/50 to barb War :thumbsdown:

65: Hinduism is founded in a distant land. :thumbsdown: (No Monotheism for us)

67: Begin work on Horse Pasture.

69: Thebes regrows to 3, @happy cap again. Worker @4 turns

70: Horse Pasture finished. Road yet to be completed.



Civ4BeyondSword2008-03-0103-03-18-0.jpg



well... its not always exciting.
Only Religious option for us now is Oracle. Even with Marble, it would still be a tough get on Monarch. Next player can finish the road in 1-2 turns and begin cranking out :egypt: Warchariots!

1: Simon_c ** Up now **
2: S.ilver <-- Up on deck.
3: Madtown
4: playshogi
5: tiberion02 <-- Juts Played

http://forums.civfanatics.com/uploads/134195/sc01_BC-2250.CivBeyondSwordSave

edit:forgot the save.
 
I could probably use some help in my modern-age war fighting skills, since my games typically end right around when I start seeing tanks and infantry, and not very many of the more advanced units.

My only restriction is that my job requires me to be away from my computer for 3 days at a time. I'm actually headed out to work tomorrow, so I won't be back until 4 March. If that is ok with you all, then I'll gladly join the game. I should also have the rest of my March schedule by the time I get back.

Thanks

I'm a little reluctant to say yes, but I guess it depends on a) how responsive you can be to requesting skips in plenty of time, and b) what everyone else thinks.

Thoughts guys ? Is there space for one more ?
 
I'm a little reluctant to say yes, but I guess it depends on a) how responsive you can be to requesting skips in plenty of time, and b) what everyone else thinks.

Thoughts guys ? Is there space for one more ?

As long as he posts a shedule so that we can quickly and easily skip him when absent, I have no problem with it.
 
I'm against it because it's not just a matter of skips. He won't be able to participate in the discussion and it will be hard to for him to 'catch up' with 3 days of posts.
 
OK. Here goes.

71: preflight check.

Looks like we still have the two :( for another 24 turns.
Still, a nice boost. Would have been a real PITA if hadn't have got to it but still had the :(

All looks OK. Not sure why we're still building warior in memphis though. I'd have put hammers into barracks or something. Oh well.

Humm. our tech rate it really poor. Still down at 10 :science: a turn. We have to slot pottery in before getting the religious techs. I think any kind of oracle slingshot it off now too. There's no way we can get the base stuff researched in time. 27 turns before completing priesthood. then another 30 to get writing. If we go for war against the dutch, we'll be well down in tech against Alex. Unless we can keep him out of metals, which I doubt. So, we'll probably then have a period of rebuilding our economy and not be able to take alex until at least cats, maybe macemen.

Anyway, back to the game.

72: 2225BC
Road the horses, we can build chariots now.
I guess we'll chop them out of the trees we have close to memphis and thebes.


73: 2200BC
Sent one worker into the forests near memphis to chop, and the other off to the corn so we can work corn + horses.

74: 2175BC
[chop]
[dig]

75: 2150BC
mm thebes so that we work the mine. Growth in 11, we'll need to keep an eye on it. Send the new worker to mine the hill. 1N

Spoiler :
pic1.jpg


Ooo. There's a barbarian uprising somewhere. I really hope they are nowhere near us...

76: 2125BC
[dig dig]

77: 2100BC.
Looks like our target has got writing now.

Spoiler :
pic2.jpg


So, signing open boarders and sending our first chariot out there to explore may be a good idea.

78: 2075BC
Zzzz

79: 2050BC
First war chariot is out. And, there's a barb on the way in just the one though.

Spoiler :
Civ4ScreenShot0003.jpg


I'm going to sign open boarders with Willem. We'll only be bound by it for 10 turns and we'll gain some intel. Hope that's not a :smoke:

Spoiler :
Civ4ScreenShot0004.jpg


I sent the worker over to the marble to hook that up.

80: 2025BC
Chariot #2 out now. It can go an deal with that incoming barb. Oh, it's gone back to the fog. I'll send the chariot north up the road then.
We're only at +1 :sad: for cruel oppression now, so I MM thebes to grow in 3. I didn't know the 2:sad: would go in parts, or we'd be aimed to grow this turn. Check back here to make sure it works the mine


81: 2000BC
Farm built, but no need to road it yet. We're no where near the health cap. The road to Willem will be helpful though. The road should probably go 1NW of the lake though, because then it skips the jungle , but I'll leave that to someone else to decide.
There's a barb hanging around to the east now too. Still a long way away.
When we do take Willem's land, the phants will help the economy I think.

Well, that about wraps it up Not too many pics, sorry. not much happened. .

Some thoughts. If we hadn't signed open borders, we could grab two workers now. Doh.
The coper is easy to disconnect it we want to, so we should put a chariot over there.

I didn't think I'd set snaky continents, but it looks quite snaky... If we get the chance to chop out the oracle, then metal casting could be an option for colossus, but I tend to only do that on financial.

Just some thoughts.

Roster

1: Simon_c <-- Juts Played
2: S.ilver ** Up now **
3: Madtown <-- Up on deck.
4: playshogi
5: tiberion02


Save
http://forums.civfanatics.com/uploads/111964/sc01_BC-2000.CivBeyondSwordSave
 
Got it. Will wait for discussion because I'm looking to decrease the amount of :smoke: that happens during my turn :D .

Looks like Pottery will finally be finished on my turn >.<

I think the OB was a good idea, as it'll be useful to stake Willem out before we attack, and we won't have enough War Chariots until after it expires anyways. And if Willem is dumb enough to want to take a settler team through our land to settle the south well... :lol:

Opening the save to take a look...

Um... one question... and perhaps I'm missing something in the rush strategy, but why do we not have a barracks in Memphis (which is building our Chariots)? Also, War Chariot is in front of barracks in the build queue at Thebes...

Tech advice is much appreciated to avoid :smoke:
 
I suppose starting barracks in both cities wouldn't be a bad idea. The reason I built a 2nd warrior in Memphis is that if I put the hammers into barracks, a barb archer would show up. As long as we got pottery, let's build a cottage on that floodplain. The 3rd worker can build a road into Utrecht. Maybe, we need writing and take time out to build a cheap library in Thebes. Otherwise, researching the religious techs will nearly 60 turns.
 
Yeah, I think we'll definitely need to finish pottery next. Even one cottage on one of the capital Fp's will help immensely.

After pottery, I say writing.


Sorry, I got nothing else right now. Just got back from a party and I'm a bit [party] :run: :yuck:
 
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