Single Player Multiplayer Practice: An ALC-Style Journey w/o Tech Trading

Round 3: Turns 31-45

Turn 31

I start the round by talking to Surya of Khmer, who warns me of his worst enemy, Hammurabi.

We set up Open Borders, allowing my scout to explore.

I notice Nidaros is 1 turn from growth so I whip the Axeman, taking it from 16/23 to 36/23, with spillover going into another Axeman.

Turn 32

Gems are now hooked up.

My scout sees Khmer's capital, Yasodunspellable, defended by a warrior.

Civ4ScreenShot0106.jpg


I leave my newly created Axeman unpromoted for now, since I want to see what's inside Boudica's city before promoting. I also set a worker to chopping, since I want to get these Axes out ASAP; the other worker starts building a road towards Boudica.

Turn 33

Another axeman appears.

Turn 34

Production/scouting turn.

Turn 35

Nidaros is once again 1 turn from growth so I whip an Axe again.

Turn 36

The Axe builds.

My scout locates a copper source just outside Khmer's borders -- it'll be good to keep an eye on this after we're done with Boudica.

Turn 37

Another Axe builds, bringing us to 4 -- we'll go with 5.

My scout encounters an emissary from Paleface himself, I mean Justinian -- the last civ we have to face.

My chopper worker sets to chopping the forested hill SE of Nidaros.

Turn 38

With Nidaros once again 1 turn from growth, I whip another axe.

Turn 39

Mathematics is discovered; I queue Masonry->Construction. The fifth axe is produced and the axes set off towards Celtic lands.

Civ4ScreenShot0112.jpg


Turn 40

With the road now reaching to the edge of my cultural borders, I'm tell my worker to chop the patch of forest just outside -- I figure there's no point building a road in that patch of neutral land since the river crossing will remove any benefit of taking the road.

The army marches forth -- it looks like Khmer has founded two more cities, Angkor Thom on the copper we found west of earlier, and an unknown city perhaps NE of pigs, judging by the cultural borders.

Civ4ScreenShot0113.jpg


Turn 41

War with Boudica!

Turn 42

Hammurabi comes asking for Open Borders, but I ask to negotiate then take it off the table. I think OB is considered 'trading' and Khmer considers Hammurabi his worst enemy... I negotiated/took it off the table b/c that supposedly doesn't piss them off as much as 'it ain't happening.'

The army continues to march, sticking to hills/forests as much as possible.

Turn 43

Looks like two archers in Bib.

Civ4ScreenShot0119.jpg


Some quick math to figure out which promotion would be better...

Civ4ScreenShot0120.jpg


Clicking on my axes and holding down alt tells me the archers are 6.45 strong (modified). This means that since all Boudica has is archers, we should go with anti-archery promotion, since that's 25% reduction to the defender in this case, more than the 20% from City Raider. Also, in MP games most stack battles do not take place at cities, so City Raider is less useful.

I promote Archery (Cover):
Civ4ScreenShot0121.jpg


Now we see we have 5.5 v. 5.7 and I'm now confused, since 6.45/(1.25) = 5.16...

Taking a moment to re-read the Combat Mechanics thread....

Ah yes, I forgot in Civ, nothing is multiplicative -- everything is additive.

So that archer is really 6.45 = 3 * (1+0.5+0.4+0.25) by itself, but our anti-archery promotion makes the archer only 3 * (1 + 0.5 + 0.4 + 0.25 - 0.25).

What's our R ratio? A/D -- 5.5/5.7 = 0.964912281. A higher R ratio is better.

Note: we can check that a str promotion wouldn't have been better, as it would have been (5 * (1 + 0.1 + 0.1)) / 6.45, an R of 0.80620155. And city raider is clearly inferior because 20% is less than 25%.

Normally I wouldn't want to do all this math in MP, but I only recently really grasped the combat system in Civ4 and thus am doing this illustrate stuff that I hope will become second nature.

Turn 44

There are still only two archers.

Is it wise to attack with our stack of axemen?

I stumbled across this tip in a thread (though I don't remember which one):
a) Take note of how many men are defending the city you mean to take.

b) Assume one additional defender to the number you presently see, and
make him of the best type of defender you presently see.

c) Add +1 to each unit's attack strength. Add an additional +1 if the
city is on a hill, or if it has walls.

d) Sum these numbers together, then double them.

That's how much strength you need to bring with you to attack yonder city.

Example: Assume a city is guarded by two archers. Archers are strength
3. Under the paradigm above, treat the city as though it has 3 archers
in it, each with +1 to their strength. That gives you 3+1, 3+1, 3+1 =
12. Doubled = 24. If you're using archers, you'll need 24/3 = 8. Bring
8 Archers to the party, and the city is yours.

I'm not sure how this was derived, and I'd prefer to figure out how to get a good stack v. stack estimate from the modified strengths, but this will do for now.

So we have 24 strength against us, and we're bringing 5 strength axemen = this means we need 24/5 ~= 5 axemen to take the city. So we should feel safe in attacking.

The moment of truth:

Civ4ScreenShot0124.jpg


We've got it! The first two axemen died, but the city fell.

There's a second Celtic city out there, to the north -- by the bronze.

Civ4ScreenShot0126.jpg


But fortunately it won't have time to hook it up.

I tell newly conquered Bibracte to produce a rax.

Turn 45

Back at home, I set my worker to cottage a grassland river tile, since Nidaros will hit size 6 in 5 turns. Once my other worker finishes chopping, I'll have him hook up Elephants which just got grabbed into my cultural borders.

Here's the battle front -- 1 warrior in Vienne, and an archer+warrior NW of it. Also a random worker building a road -- might be able to snag him next turn if he stays in range of my Axe.

Civ4ScreenShot0134.jpg


Nidaros:

Civ4ScreenShot0133.jpg


Bibracte:

Civ4ScreenShot0129.jpg


And a high level view of the world. Of particular note is that Khmer founded Angkor Thom on Bronze, which is something we want to deny them when we're done with the Celts.

Civ4ScreenShot0130.jpg


Diplomacy, which may be good to keep in mind -- of note, Monty is -1 already... and he's -4 with Justinian (we are upset you have fallen under the sway of a heathen religion)...

Civ4ScreenShot0131.jpg


And something I noticed when I went in to get the Diplo ss... Hammurabi has decided to settle a city on the rice not far south...

Civ4ScreenShot0132.jpg

--

That ends this round.

Comments/complaints/critiques/suggestions are all welcome :)

I must say, playing the game slowly like this and thinking through turns and discussing them is improving my game play quite a bit. Thank you to all the contributors thus far!

Some questions I have:
- Raze Vienne?
- Angkor Thom or Yasodunspellable first? Angkor does have bronze, which could be a problem.
- Any production changes? We'll have catas in 8 turns -- which makes me think we should get some catapults for Yasodunspellable, since it's cultural defense will be getting pretty high.
- Was my whipping appropriate? Was there anything I could have done better?
- Ivory will be hooked up soon as well -- worth detouring to HBR (horseback riding) for 'phants (elephants)?

Attached please find the save file.
 

Attachments

That ends this round.

Comments/complaints/critiques/suggestions are all welcome :)

Something just occurred to me looking at this: why isn't this game always war? Given what you are trying to achieve?

Two unmined grassland hills? Nor have the elephants been bagged, so you are running a size small right now....

Raze Vienne?

Think about your plan? How does preserving Vienne play to your plan? Question: should you be ignoring Vienne?

Angkor Thom or Yasodunspellable first? Angkor does have bronze, which could be a problem.

If you can only have one?

Seriously - don't invent worries.


- Any production changes? We'll have catas in 8 turns -- which makes me think we should get some catapults for Yasodunspellable, since it's cultural defense will be getting pretty high.

- Ivory will be hooked up soon as well -- worth detouring to HBR (horseback riding) for 'phants (elephants)?


Think about the plan....
 
dont need hbr for phants... only if you want stables. Allways war might be a good idea and it is certanly workable at noble.
 
dont need hbr for phants... only if you want stables. Allways war might be a good idea and it is certanly workable at noble.

<UnitInfo>
<Class>UNITCLASS_WAR_ELEPHANT</Class>
<Type>UNIT_WAR_ELEPHANT</Type>
...
<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
<TechTypes>
<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>BONUS_IVORY</BonusType>
 
Something just occurred to me looking at this: why isn't this game always war? Given what you are trying to achieve?

I tried always war in an offline game, but I didn't set Permanent War or Peace -- so they all had peace with each other and war me with me... I held off valiantly, but finally succumbed to a four way attack from Boudica, Shaka, Genghis and Alexander (I had picked all the aggressive civs :). Always war with Perm War or Peace I think would have the AIs at war with each other, which I think might be saner -- I don't think I could win just Always War with my current skill level.

Two unmined grassland hills? Nor have the elephants been bagged, so you are running a size small right now....

One thing to keep in mind: I whipped Axes twice, thus reducing my pop by 2. I also chopped trees to get axes out faster... My rationale was that the city had some good squares to work already and hadn't grown that big, since I had whipped twice.

Think about your plan? How does preserving Vienne play to your plan? Question: should you be ignoring Vienne?

Well, the original plan was for Bib was city 2 (and the Celts to be destroyed) and Yasod was city 3, so I guess that'd mean Vienne is going to be razed...

If you can only have one?

Then I'd prefer Yasod. I just am terrified of seeing whipped axes appearing inside Yasod as I move towards it, before I can cut off the bronze road.

Sadly, I'm not entirely clear on the plan I'm pursuing any more -- I achieved the first step -- take Bibracte, but now I'm not entirely sure how to proceed, and/or what my objectives should be and why.
 
Sadly, I'm not entirely clear on the plan I'm pursuing any more -- I achieved the first step -- take Bibracte, but now I'm not entirely sure how to proceed, and/or what my objectives should be and why.

Excellent!

I think you are exactly correct. This can happen for a number of reasons - some plans just end when you achieve the objective, sometimes you fail to recognize the adjustments you need to make. Assumptions about the pace of the game outside of your immediate attention don't hold up.

So throw away the old plan. The past is nothing. You are now on turn zero.

1) What are your assets?
2) What are your liabilities?
3) What are your opportunities?
 
Always War won't do it, but I think you can set Always War or Peace, then save a Worldbuilder file, then use a text editor to edit war declaration lines into the file so that everyone is at war with everyone. If you're careful you can do it without seeing the map. You'll have to look at another Worldbuilder file to see what the war declaration lines need to look like. That's closer to MP. Since the AIs will still be much more on autopilot in their actions and much less smart about choking you or countering your choking of them, I'd kick up the difficulty level as high as you can stand.
 
Excellent!

I think you are exactly correct. This can happen for a number of reasons - some plans just end when you achieve the objective, sometimes you fail to recognize the adjustments you need to make. Assumptions about the pace of the game outside of your immediate attention don't hold up.

Heh, so admitting being lost is the first step to finding out where you are!

So throw away the old plan. The past is nothing. You are now on turn zero.

1) What are your assets?

I have two excellently placed cities, Nidaros and Bibracte; both are situated in prime real estate, thanks to being capitals (which as I understand, the map generator favors).

I have a sizable military, capable of defending for several turns, as well as razing the last Celtic city, eliminating them from the map.

2) What are your liabilities?

My economy is severely underdeveloped as consequence of my military expansion. Proceeding immediately into a war with Khmer could break it -- I think I have 1 cottage under development and just that gem mine, which is not sustainable.

Hammurabi is expanding in the south; Khmer has made a large land grab north.

3) What are your opportunities?

I can take or raze Vienne next turn; I think it would be wiser to raze it because:
- it's not ideally placed (it looks like a city the AI just crammed in b/c it had a settler and no where better to go)
- it's far from my capital, is a subprime city location and thus won't pay for its costs for a while (higher city maintenance rate and higher distance costs)

I have a military production edge which affords me time to focus a little more economically and secure a tech advantage -- my axes can hold both my cities for several turns while I build up my economy before switching to war footing again.

I think, upon this reflection inspired by your excellent questions, the first plan that comes to mind is:
- Raze Vienne
- Call back Axes to defend Bibracte and Nidaros
- Produce 2-3 more workers for economic development
- Finish Construction, obtain Code of Laws, Currency, Metal Casting, Machinery and Civil Service, followed by Engineering.
- Build a Berserker/Catapult/Treb Army and take out Khmer.

Alternatively, a smaller scale development:
- Raze Vienne
- Defend with axes
- Produce 2-3 more workers
- Get Construction, Iron Worker and build Swords/Catapults
- Once sword/catapults are in place, attack Khmer, hitting Yasod first and then razing the other cities unless they are exceptionally well placed -- Angkor Thom would be razed.

I like the 2nd plan a bit more because it gives Khmer less time to leverage their larger land area before I take it from them.

How does that sound?
 
I'm no where near as good as VoU ;) but something occurred to me, what exactly do you gain by razing Vienna?

Khmer is expanding to the North which is just (Blah!) as far as real estate goes and Vienna is blocking him in in conjunction with your cities, another option may be to leave Vienna, keep Boudica from trading with Khmer and plop a city down to the NW of Nidaros which would effectively stop Khmers expansion until your ready to deal with him?

It would also allow you to bully around Boudica for whatever she has left, you have effectively rendered here inept, just keep an eye on her stats and she will be a nice piece of digital eye candy for the next 1000 years, giving into your every demand :lol:

Sorry, couldn't help myself.
 
Rawr.

I played this round RAGNAR STYLE. :viking:

Round 4: Turns 46-60 (600 BC)

Turn 46

For some reason Boudica didn't move her other units into Vienne...

Civ4ScreenShot0137.jpg


I decide not to raze it, seeing that my upkeep is not quite that high and I may be able to plunder from a new source soon...

She paid. Note also Hariharalya only has a warrior defending.

Civ4ScreenShot0139.jpg


Scouting revealed that Yasod only had 3 archers and hadn't gotten his bronze hooked up yet...

Civ4ScreenShot0138.jpg


I made a snap decision that this was the time to strike -- I had a significant military advantage that needed to be pressed now, before Surya could hook up bronze and get bronze-supplied troops. Plus, I need the plunder to keep my empire afloat until I can get Courthouses up.

So...

Civ4ScreenShot0140.jpg


Warmongering it up, I am.

Turn 47

Troops advance into Khmer land:
Civ4ScreenShot0141.jpg


Turn 48

Hariharalya fell.

Turn 49

I left an Axe defending Hariharalaya and turned my view north.

Civ4ScreenShot0142.jpg


Turn 50

The northern advance continues.

Turn 51

My western front has a convenient forested hill. I've also taken out an enemy Warrior and Archer in in the course of my advances north.

Civ4ScreenShot0145.jpg


Note also we're at -10 at 100% research, with 212 gold remaining. Nothing to worry about yet, but good to keep an eye on so we don't get STRIKE!

Turn 52

I manage to reduce the Angkor Thom garrison from 2 axemen to just one:
Civ4ScreenShot0146.jpg


I also queue up two new techs, since I've discovered Construction.

Civ4ScreenShot0147.jpg


My reasoning is that Currency gives me the Market, which will be nice for gold once I am no longer at 100% research, and it also serves at the prereq to Code of Laws, which will allow me to build Courthouses, significantly lowering the cost of my cities, something I'll need to do as I'm up to -13/Turn at 100%.

Now that I know Construction, I queue up a Catapult or two in Nidaros -- unsure whether Angkor Thom will be recalcitrant in its defence, or whether I'll need to Bombard down Yasod's 40% defense if my troops can't break through.

Civ4ScreenShot0148.jpg


Also note that Nidaros is producing 24 science a turn -- it'll be good to get a Library in there.

My worker builds the camp on the Ivory:

Civ4ScreenShot0149.jpg


Turn 53

I move forces into position and don't attack yet, since I want to have enough forces to take out a city when I do.

Turn 54

I now have 4 axes surrounding the two archers in Yasod. I decide that's it's worth a shot, since I have troops near Angkor I can redirect if necessary.

The first axemen has grim odds of only 15%:

Civ4ScreenShot0150.jpg


He recklessly charges into battle, invoking the warcry of Viking warriors throughout the ages...

Civ4ScreenShot0151.jpg


Heroically, he survives with 0.1 health remaining -- and is now at 10 XP.

The other 3 axemen attack...

Two fall, but the last one takes the cake, taking Yasod and with it, some valuable gold to finance my economy:

Civ4ScreenShot0152.jpg


Turn 55

I now have 3 axemen outside Angkor Thom:

Civ4ScreenShot0153.jpg


I also promote our 0.1 health hero and move him into Yasod to serve as its defender, and send the other axeman at Angkor Thom:

Civ4ScreenShot0154.jpg


Turn 56

I attack Angkor Thom:

Civ4ScreenShot0155.jpg


Turn 57

And capture it:

Civ4ScreenShot0156.jpg


I immediately switch all cities to civilian production, with priority on Barracks, Granary and Library. I don't have Mysticism nor plan to get it soon, so I figure I'll just get libraries instead of monuments.

Turn 58 and 59

I regroup my forces to get defenders to all my cities, and send my main force back to Nidaros, where it can rest until I contemplate my next target. I also whip buildings in various cities to get them built faster.

Turn 60

Justinian had earlier asked me for Open Borders, but I had declined as I was in the midst of a war at the time. I now go back and set them up with him, since he's west of me -- and -3 with Montezuma (and the crazy fool has -1 to me) -- also, he founded Buddhism so perhaps he can be kind enough to spread it to me.

Civ4ScreenShot0159.jpg


--

That ends this round; a state of the world post will follow, along with a potential plan on how to proceed...
 
Mapses precious, time for mapses.

The Beaver-filled Northwest:
Civ4ScreenShot0161.jpg


The Northeast:
Civ4ScreenShot0162.jpg


The East:
Civ4ScreenShot0163.jpg


The West:
Civ4ScreenShot0164.jpg


The Far South (The Harad of Hammurabi, if you'll indulge my importing of Tolkien's IP into Civ):

Civ4ScreenShot0165.jpg


Nidaros:
Civ4ScreenShot0166.jpg


Bibracte:
Civ4ScreenShot0167.jpg


Vienne:
Civ4ScreenShot0168.jpg



Yasod:
Civ4ScreenShot0170.jpg


Hara:
Civ4ScreenShot0169.jpg


Angkor Thom (hrm, maybe I should have razed this one looking at it now :sad: ):
Civ4ScreenShot0171.jpg


Also, my EP have now allowed me to see Hammurabi on the demographics screen, so:

GNP Graph:
Civ4ScreenShot0172.jpg


Power:
Civ4ScreenShot0175.jpg


Whoa, Hammy has spiked up a bit, hasn't he? Hrm.

Episonage:
Civ4ScreenShot0177.jpg


He seems to be spying quite a bit. That's fine, it'll set him back tech-wise.

Demographics itself:
Civ4ScreenShot0178.jpg


Hrm, 3rd in Soliders... Aggressive AI is at work, I see. We know Hammurabi is above me, and the top guy is probably Monty.

And wonders/cities:
Civ4ScreenShot0179.jpg


--

My plan right now is to consolidate my gains, get Courthouses in my cities, grow my cities a bit, build enough military for security and as a Monty-marching-cross-the-map-deterrent (3 axes/city?), get forges in my cities and then tech to Macemen and Trebuchets and pay Hammurabi a visit while maintaining good relations with Justinian (my Monty buffer :love:).

As always, your comments, thoughts, insights, critiques, complaints, suggestions, etc. are most appreciated.
 
Nice game so far. Made the mistake that this is a small map so indeed why build a settler if there are juicy capitals present :) Axe rush reigns still supreme. Quick build up of civ buildings as you are doing (lib, grans, barracks). Get iron working and kick more butt I would say.
 
Round 5

Turn 61

Not much to report, I whip the Library to completion in Nidaros and the Granary in Hari. I also switch the worked tile in Bibracte to be the lake, since I want to grow the city and then whip it.

Turn 62

I currently only have 5 workers for 6 cities, so I queue two more workers in Nidaros, which has finished its Library.

Turns 63-65

Workers building, cities building. Calm and quiet.

Turn 66

Founded Confucianism in Vienne upon discovering Code of Laws. I may want to try to convert Hammurabi since he's religion-less. In any case, I get Open Borders with him and send my free missionary towards him as a scout :P

I don't switch to Confucianism as my state religion yet.

All cities (aside from the capital) now queue Courthouses as well.

Metal Casting (for forges) is up next.

Turn 67

I have Nidaros produce more Axemen, since it has most necessary improvements taken care of.

I whip a Granary in Vienne and a Library in Hari.

Turn 68

Nothing much.

Turn 69

Here's Constantinople:

Civ4ScreenShot0184.jpg


I'm forced to reduce science to 50% to avoid going into the red. I queue a Market in Nidaros, since it's now making 13 GPT.

Turn 70

I try for OB with Monty, but he declines. I've scouted most of Justinian's land.

Turn 71

There's Babylon:

Civ4ScreenShot0186.jpg


Turn 72

I learn Metal Casting and Queue Civil Service.

Turn 73

I whip a Courthouse in Yasod and Hari; I whip a Granary in Angkor.

Turn 74

I queue forges in Yasod and Hari.

Turn 75

I up my tech rate to 60% and whip a Market in Nidaros and Forge in Yasod.

That's it for this round. Pretty quick and quiet.

Here's Justinian's land -- Monty is to his SW.

Civ4ScreenShot0188.jpg


and Hammurabi's:

Civ4ScreenShot0187.jpg


1s of my missionary looks like it could be a good spot for a city -- should I try to get a settler down there? Or should I let Hammurabi found it for me and then take it by force?

--

Planning wise, I think I'll spread Confucianism to Hammurabi and convert it to myself -- the other two have founded religions of their own so they'll likely not want to convert.

Attached is the save.

As for who my next target should be, I am not sure of that yet -- but have a little bit more to decide as I won't have the army built to take them out until probably the end of the next round.
 

Attachments

alcaras,
Nice play and useful posts!
What's behind your decision to run Science at 100% 'til you have to drop it precipitously, rather than run it at say 70% for longer--I've see the latter argued to be more efficient....
I'd be very tempted to take out Hammurabi next--he looks weak in military techs--better to take him out now, before he gets those horses hooked up or otherwise gets his hands on strategic resources.
 
To be quite honest, i think you made a mistake in attacking yasunspellable with only 4 axemen, as you noticed after the first axeman miraculously succeeded 2 of them died attacking that single archer which means that if you hadnt been lucky with the roll on the first attack you would have had one injured axeman left vs one injured archer in the city(and possibly another full hp whipped archer) on the next turn.

Though it did turn out ok, so its all good :)
 
alcaras,
Nice play and useful posts!
What's behind your decision to run Science at 100% 'til you have to drop it precipitously, rather than run it at say 70% for longer--I've see the latter argued to be more efficient....
I'd be very tempted to take out Hammurabi next--he looks weak in military techs--better to take him out now, before he gets those horses hooked up or otherwise gets his hands on strategic resources.
I cant see why it would matter if you run 100% and then dropping to say, 40% compared to running 70% science for double the time and then dropping to 40% since the amount of beakers you get total is the same but running 100% will get you the beakers faster.

The only reason i can see for dropping lower is if you are afraid that you will run out of cash and thus risk a strike(thus prolonging the strike giving you time to work cottages or whatnot).

Unless theres something fundamental that is going straight over my head here.
 
Nice game - I would like to play this as a shadow game from 4000BC - do you still have the save? I would like to try more razing.
 
Nice game - I would like to play this as a shadow game from 4000BC - do you still have the save? I would like to try more razing.

Sorry, I don't have the original save.

I've also decided to stop updating this thread, as the idea was to try to approximate MP games -- but MP games are such a different beast that a SP approximation is too far off the mark to be useful. Thus it's harder for me to justify the time spent in updating this thread.

I have, however, gained a newfound respect for the time and effort Sisiutil has put into his amazing ALC series -- when you think about how much time it takes to play and then post in threads... wow.
 
You seem cool but you seriously need to only post a few turns at a time.. there's like 8 pages of screen shots, it literally takes a few minutes just to scroll down the entire thing using my wheel..

..and clean up the strategic lines, make a real dotmap with paint or something.

Sorry, I love you ;)
 
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