SCH0001 - Learning FFH

Wooo, and it begins!

Summary:

Techs:
Teched thru Calendar
Popped AH from a hut
Started Crafting (Due in 7)

Built:
Worker-Started scout.

Turns:

Turn 0

I move the scout 1N to see if there's anything, but it only reveals a silk.
Spoiler :
Sugar.jpg


I settle A-t-M(I have no idea what it really is called) in place, and it turns out we also have a mana in the BFC.I dial up a worker.
Spoiler :
Worker.jpg


I nab the goody hut with the warrior and it reveals a map.
Spoiler :
Map.jpg



Turn 1
I start Calendar.

Turn 2
I meet the first of our fun neighbors, Decius! (Anybody know why he's a leader for three civs?)
Spoiler :
Civ4ScreenShot0000-2.jpg



Turns 3-5
Exploration

Turn 6
I find Decius' land.
Spoiler :
Civ4ScreenShot0001-2.jpg



Turn 7
I meet Neighbor no. 2, Tebryn Arbandi!
Spoiler :
Civ4ScreenShot0002-2.jpg



Turn 8
I nab a goody hut and get lucky, popping a tech...
Spoiler :

Civ4ScreenShot0003-2.jpg


Animal husbandry!

Turn 9-10
Exploration

Turn 11
I get one of those events where you need to have a certain religion/alignment, but we can't pick one.

Turn 12
Exploration

Turn 13
Our Scout is killed by a spider :(

Turn 14-18
Exploration

Turn 19
Our worker comes in, and I dial up a scout, seeing as ours was lost.
The worker goes to work on the corn.

Turns 20-23
Exploration

Turn 24

Calendar comes in, and the Worker is done the farm. I switch to Agrarianism, and send off the worker to Plantation the Dyes. I also start Crafting.
Spoiler :

Civ4ScreenShot0000-3.jpg

Civ4ScreenShot0001-3.jpg




Turn 25-27
Exploration

Turn 28
I find Tebryn's lands.
Spoiler :
Civ4ScreenShot0003-3.jpg



Turn 29
Exploration

Turn 30
With the plantation done, I send the worker to the Reagents to farm them. He'll get there next turn.

A-t-M
Spoiler :
Civ4ScreenShot0002-3.jpg


The land:
Spoiler :
Civ4ScreenShot0004-2.jpg
 

Attachments

Good job on popping AH. :D

My thoughts on possible city sites:

1N 4W (or 2N 4W, if we want to work the cow immediately but is inferior in the long run) looks like a good commerce site with good food (cow/banana) and an extra dye tile. We can cottage along the river there.

3SE is a possible production site with cow and four hills. (I'd love to have more hills but unfortunately there do not seem to be much hills in the vicinity :( ) But yet again, that site doesn't have food in its first ring and is thus slow to get up.

3S 3W or 4S 3W might make for another possible production site with horses and a few hills and floodplains. We can't see what's in the dark tiles there, though.

4N 1E might also make for good commerce with the silk (and FP up north) but should get less priority, because we can always settle that one later on without any stress to beat our competitors there.

On the opponents: with these two in the vicinity we might want production sites rather than commerce to rush one of them down. I don't trust Evil factions.

Techwise, we still need to head for BW. Sanitation will be needed in the future as well, to settle those jungles.
 
Haha I got pretty lucky. I think your city sites sound pretty solid, too bad the scout died; we'd have been able to see more.
 
If the last person is still open I'd like to join. I wouldn't say I am an expert but I know some of the lines of the techs and a little something about evil liking the armageddon counter. Which I'd suggest not trying to increase the counter as long as you don't have the evil techs.

For one small improvement on cities why not go with 2SE 1S. You Get the cows, which are easier to make produce more food and a little more production than the bananas, immediately and then expand into the bananas and rice.

A religion I suggest getting is Runes of Kilomorph as its temples provide gold. It helps with army maintenance and also allows more a bigger empire. Also if a religion is founded already you still get a missionary for researching the religion so all you will miss is the holy city. Runes needs mining if I remember correctly, and myticism and ancient chants, so you should already be on your way towards by the time you are done with BW.

I hope that helped you out some. If I do play know that I am new to SG but I understand the concept so it shouldn't be too big a deal.

Edit: Also after getting the next big priority after BW I'd suggest looking at hunting if you like your scouts to survive with the barbarians out and about. You get hunters from hunting, 4 strength tough guys who can stand up to most early and mid game barbarians.
 
The problem with 3SE 1S is you're 1 tile from the coast, giving us a bunch of useless tiles.
 
Okay Chesiremythos, I added you. Here is the full roster:

Krick19 -> Just Played
Schwartz -> Up
Quotey -> On Deck
Groogaroo ->
PaulusIII ->
Cheshiremythos ->

This is also my got it. I can play it tomorrow night.
 
I like most of Paulus' cities, a couple other options would be 2W of the marble for a hybrid production/commerce city and 6E1N (NE of rice) to settle towards Decius.
I don't think we shouldn't be diverting towards Runes of Kilmorph. Heading straight to the mounted techs is, IMO, a better idea.
 
Well played Krick, its great popping Animal Husbandry puts us that bit closer to Horse Back Riding, which should be a priority after Bronze. I can't wait to get our mounted units up and running.

Paulus cities sites seem fine to me.
 
Ag, Paulus, dotmap it. I'll see how it is tommorow or later today because ain't got no time right now. But don't pause play for me, I trust ya.
 
untitled.jpg


That's a map of some of the spots we've discussed. The numbers are only for identifying; we can decide on the order later.

A city we could consider is 1SW of the Horse. it'll grab Marble and leave space for a jungle city to the west with Rice, Cows, and sugar.
 
I think site 3 should be moved 2W. It would be a lot easier to get the city up there because you can work some of AtM's tiles instead of being stuck with only 2F tiles until the first border pop. Plus you get less unworkable jungle tiles.

Religion should not take that much priority. While Runes of Kilmorph is certainly a nice asset because of all the extra gold, basic infrastructure and military are more important. If it's still available after the basic techs and HBR a religion is a possibility. Another tech we need to fit in somewhere is Sanitation, to get rid of all those jungles.
 
Well Paulus, site 3 is to get a serviceable city up that expands toward Decius. Moving it west would defeat its purpose.
 
I guess I made it sound like the religion should be put before HBR, not what I was going for. It is a good asset to have after the really needed stuff is down. And again you can always just get a missionary from the tech if it is already founded by that time.

Site 3 looks good as it is since it is meant to be a front for Decius. I would also suggest building it first. If the AIs are unopposed by you or the barbs they seem to expand rather quickly. Or maybe I just lose track of them, not sure on that one.
 
First city #3 for sure but I think 2nd city should be the city krick mentioned as a possibility (2SW of horse) which would be expanding directly towards our other opponent. Farmed floodplains will provide 5 food while were in Agranarianism (or whatever its called). We could use this city to just pump out Horsemen once HBR is in.
 
Or 1SW, 1S could be a good city.

EDIT: Nvm, I just saw the calendar resources. 2SW is probably best.
 
Lucker comment (and not to be taken to seriously)

I'd consider moving 1 1SW then you can have a city working the rice/marble/horses without to much overlap - possibly 1N of the marble. This leaves a decent flood plain city csite to the S.
 
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