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Soda I - Jumping to Monarch

Discussion in 'Civ4 - Succession Games' started by SpriteSODA, Aug 5, 2006.

  1. aquar

    aquar Chieftain

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    There is copper 4 tiles away from our cultural border to the NW. And there is copper 6 tiles away from our borders to the SE beyond the marble.

    So that is best how to use the slavery option. Already I'm starting to learn this game better. Thank you.

    Next player may want to take retro V's advisement and have the worker stop chopping the forest. At least it will only take 2 more turns to finish that chop in the future.
     
  2. retro V

    retro V Prince

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    It might make the capital a bit unproductive for a while. It's hard to keep citizens happy this early in the game. But having a new city outweighs that by far.

    And as for the copper:
     
  3. SpriteSODA

    SpriteSODA Musketeer

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    Crap. I think we should settle the hourses SW.
     
  4. AdamW81

    AdamW81 Chieftain

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    I'll play my turns in a couple hours. Will settle the horses to the SW and get them hooked up.
     
  5. AdamW81

    AdamW81 Chieftain

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    something has come up, I won't be able to play until late tonight at the earliest (gmt -6). If someone else wants to take this turn go ahead.
     
  6. rrau

    rrau Emperor

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    I got it, then :)
     
  7. rrau

    rrau Emperor

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    2140bc (3) Explore, start settler, worker starts road towards cow.
    2110bc (4) explore
    2080bc (5) explore
    2050bc (6) explore, whip settler, worker starts roading the cow pasture.
    2020bc (7) explore, start settler to horse city, start another warrior in the capital to take the place of the escort for the settler.
    1990bc (8) explore, settler travelling.
    IBT: cow hooked up
    1960bc (9) explore, settler travelling, worker starting road to elephants
    IBT: barb archer moves next to settler pair
    1930bc (10) Fortify warrior on hill and retreat settler
    IBT: warrior loses
    1900bc (11) retreat settler back towards capital
    1870bc (12) move settler out with 2 warriors as escort
    IBT: one warrior wins against barb archer, Judaism founded
    1840bc (13) Move settler with 2 warriors next to wounded archer that killed our other warrior
    1810bc (14) Promote warrior to deal better with archers and start healing. Keep settler and other escort in place as there's another barb archer approaching.
    IBT: Hashetput adopts Organized Religion and barb archer moves aay
    1780bc (15) Move settler and escort
    1750bc (16) Move settler and escort
    1720bc (17) Move settler and escort
    1690bc (18) Move settler and escort and see that Monty has already got the horses. :mad: :cry: Start another settler. End turns here for group discussion about further plans.



     
  8. AdamW81

    AdamW81 Chieftain

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    Ok I think we can still get horses. I can't tell where Monty's city is but if we settle one square away from horses we should be able to get them with the first border pop. If we are lucky maybe he'll even road and pasture it for us:lol:

    We should go for Monty first anyway as he wil attack us sooner or later, and better to do it earlier before he gets iron.

    Only bad thing is that we will have to settle off the river so no health bonus.

    I can play tonight if we decide what the plan is.
     
  9. AdamW81

    AdamW81 Chieftain

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    I would settle 1 tile SE of the horses, we lose rice but also lose a desert tile and 3 mountain tiles, we can still get the stone and a couple floodplain.

    I'll probably play my turn in an hour or two.
     
  10. aquar

    aquar Chieftain

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    I looked at the game. First of all, I apologize for not knowing how to whip. I should have whipped the barracks and I appreciate being able to learn with you guys. Let's see if we can all overcome this. ;)

    AdamW81, I like your plan to get the horses. I've been playing a lot lately with persia on a pangea map to try to catch up with you guys. Plus if we get the stone....:lol:

    Look forward to seeing the next set of turns.
    Great work rrau coming off of my mistake. Hopefully I give you a better leave next time. :crazyeye:
     
  11. retro V

    retro V Prince

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    That's OK aquar, 3 strikes and you're out. J/K :D You haven't messed anything up, at all, that's the beauty of succession games; one person's neglect is the next person's target, in most cases. And if you had whipped the barracks (which is in no way the most essential thing to have done), then rrau's turn would have had very different circumstances, good or bad impossible to tell.

    Don't beat yourself up over it :goodjob: Likewise, don't blame me if something I do goes horribly wrong. At the end of the day, all any of us will do is play our turns our own way, following the team's outlined goal, and hope for the best :cool:


    I'm guessing with 90% certainty that that green city that nicked our horses is pretty new, and with the 2-tile-distance restriction we could settle away from the horses and wait for the borders to pop. However, when their city's borders pop, they'd take precedence over the adjoining tiles because they were there first. Not knowing what Monty is like, I don't know how long that would be until that happens. Having said all that, if that desert tile directly south of our settler pair has fresh water, I'd plonk my butt there. Then with the new settler, I'd go and get the copper to the SE in order to have a backup if/when we lose the horses, and if/when we need something to get the horses back.

    If it's not worth the risk, then send the new settler off for the other horses NE, and divert the dissappointed old settler off to a copper site (I'm assuming the bottom one is closest to where he is now).


    Just to point something else out; Jaguars (Monty's UU) require Iron Working but don't require any Iron resources to actually build. It's a resourceless axeman, basically (5 att, 35 hammers), although it's bonus is the same as swordsman iirc, rather than the axes' melee bonus. In other words, don't worry about them. Immortals > Monty :lol:
     
  12. SpriteSODA

    SpriteSODA Musketeer

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    Thank lord we're creative so we will get those hourses.
     
  13. AdamW81

    AdamW81 Chieftain

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    Alright interesting turn set, I'll post details shortly...we need to attack someone quickly we are falling behind...but monty may not be the best choice since he has spearman already. We need to decide who to attack and do it quick..the next 20 turns are going to be very interesting. Monty is still probably the best target, we need to pillage his copper quickly though.

    We didn't discuss 3rd city placement..so I went for the only spot that gave copper, cows, and gold.


    Pasagardae got the horses and stone.
     
  14. pholkhero

    pholkhero Deviant Mind

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    lurker comment
    I think MOnty should be your first target. With his two cities, he's going to be ornery pretty early on! 10 or 12 axes will make 'em say uncle!! :hammer:

    edit: forgot you were Persia ~ half axes, half immortals (gotta love them!) will do nicely!! :D also, a nice city will fit right on that forested hill north of parsagadae
     
  15. AdamW81

    AdamW81 Chieftain

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    Turn log:

    IT: enter
    1: Move settler to new city spot...the desert and plains did NOT have fresh water so I went directly SE of horses...this will hopefully insure we get them.

    2:Warrior beats archer barb that was following our settler. I found Pasagardae (was not within two tiles of Monty's city so he must already have a border pop). Start barracks in Pasa, nothing else really to build except warriors. Switch capital to worker to whip next turn for faster road.

    3:Ivory hook up finished, worker begins road to Pasagardae, I whip a second worker.

    4: building road...

    5: building road...Catherin adopts slavery.

    6:Discover writing begin pottery (for granary, plus its 40 turns to Alpha!). Barbs have created a city near NE horses.

    7: Germany finds us...we sign open borders.

    8: Open borders with Mansa

    9: Pasagardae's borders pop...we get horses and stone and a cottage Monty built (he started on horses, 3 turns instead of 4 to build pasture)! Sign open borders with Monty..he has axes and spearman...copper right next to his capital.

    10: England founds city near NE horses

    11: Settler in capital done...I move to get copper and gold to the north. Start warrior in capital.

    12: Open borders with Romans.

    13: A barb warrior and archer approach the capital from the south...we should really get a fog buster down there.

    14: Capital and Pasa connected, start on pasture.

    15: Settle Susa...begin warrior

    16: Horses hooked up; I take a warrior from capital to attack the barb warrior who is now on our cow pasture...and win (archer still next to them though). Switch to Immortal in capital.

    17: Archer kills our warrior and takes no damage:mad: We only have 1 warrior in capital and 7 turns for immortal to complete...so I whip the immortal..no since losing the capital to save a citizen.

    18: Archer pillages our cows...immortal is done and kills Archer. I give immortal the combat 1 promotion and kill archer.

    19: Hatty founds Judaism. Warrior finishes in capital (was almost done when switched to immortal). Start another immortal. Our immortal who beat the archer has another promotion...I leave the decision to the next person...dunno if it would be better to take shock or cover.

    20: Enter. I have sent one worker towards Susa..we should hook up copper and gold asap. I had sent a warrior from Pasa back towards Capital in case immortal lost..he is returning to Pasa. Worker is building a farm on the floodplain by Pasa for faster growth.

    Hmm...forgot to write it down, we finished pottery in the last few turns and I started on alphabet.
     
  16. retro V

    retro V Prince

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    Jeez, you must have an awesome PC. What resolution do you play in, 1600x1200? My monitor doesn't even stretch that far :eek: Good thing I didn't have to scroll around in bloody circles to read the turnset details, or I don't know if I would have bothered :lol:

    Loving the 2 new cities. We can build up an army now. The AI spearmen are not that big a thing, there will only be one of them in each city, thereabouts. I reckon a mix of 2/3 immortal to soften up the defenders, 1/3 axes to clean up the axes and spears.

    Just need some high-yielding gold tiles, and mostly production-intensive cities to keep the troops rolling out. Alphabet has been started. That's good because we can revert to pointy-stick research, where increased maintenance and supply costs won't leave us with much spare commerce.
     
  17. AdamW81

    AdamW81 Chieftain

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    haha ya 1920x1200, sorry I tried to scale it down, I realized when I got to work it was still huge though:D

    Ya we just need to get copper hooked up so we can put an axeman defender in each city, Monty has axeman wondering about, don't want to get Susa or the capital taken from not paying attention. If we can get out 4 or 5 immortals as we get copper hooked up then 3 axemen (in addition to defender in each city) we are good to go. I would consider choppin some trees to get a small army out quickly before he gets his UU.
     
  18. SpriteSODA

    SpriteSODA Musketeer

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    I lost count, all the players have played? am I next?

    BTW very nices turns everyone, our cities are at good locations and I agree that we should go for Monty.
    Im sorry for my lack of replies, the war is finaly over here in Israel and I was on the roads back home.
     
  19. VeryApe

    VeryApe Chieftain

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    I haven't played. Sorry for my lack of replys, I haven't been able to :( I just looked at the game and read your turn reports and can probably be finnished in a couple of hours. If you already have started I could skip my turn the first round and jump in in the second :) Sorry about this, but now I should be able to play anytime.
     
  20. SpriteSODA

    SpriteSODA Musketeer

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    Play, ape, I just asked.
     

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