The Devil is Six

That should help out a bit I suppose. Cap them early and try to make use of them (it also helps in keeping the number of garrison units down).
 
We definitely want a tech superiority before engaging into a war. Otherwise we'll just run out of troops that we can't replace.
However, I'm not saying we shouldn't start our first war in BC's. We need to find a unit that has a high survival chance. Our UU seems like a crap for this due to 1 less base strength. Jumbos might do. Not sure it all depends on the map.
FIN is a great trait for us imo. CHAR too has an appeal as we'll be able to get well-promoted troops quicker. And well-promoted troops = higher survival rates. Civics like Theo and Vassalage might also be worth our while when pumping out our sixes.
GGs might be very interesting in this game. Attaching them to a unit seems like a best option.
And so on...
If we can't have quantity (which is the way I normally wage wars :D), we shall have quality.
 
So, I went ahead and rolled a start. I got this:

TDIS_0_Civ4ScreenShot0374.jpg


Admittedly I did regenerate a number of times as I wanted at least a decent start, although didn't necessarily have this in mind. Maybe too nice for your liking? :) If it is, I can roll a bit more. On the other hand, with all the upgrading we'll have to do some money cushion is kinda nice. :p

Went for pangaea in the end, normal sea level. I did figure boats and especially work boats may be a bit too much of a pain on fractal. High sea level seemed to give really too few land, so normal it was.

We start with fishing and mining by the way.
 

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A little bit of starting position analysis.
Blue lines indicate how the rivers flow.
Red arrow is where I would move the warrior.

Civ4ScreenShot0214.jpg


The start offers many possibilities.
We have a wet Corn and some Sugar for fast growing.
We have double riverside Gems which are food neutral and thus don't delay our growth.
We have 4 Grassland hills. All of them are forested unfortunately.
We have 1 unforested riverside grassland tile + 3 forested riverside grassland tiles. This means total of 4 riverside cottage if we choose to cottage them. Moving 1E would raise the number of them to 6.
We have a lake, although it's not that appealing since riverside grassland Gems have the exact same yield.

Gonna do some work around the house now. When I'm back I'll try to do some maths.
 
Ororo said:
Moving 1W would raise the number of them to 6.
You mean 1E I presume? :)

I'd personally settle in place, not any major reason to lose a turn (and possibly a hill) with moving. Obviously worker first and Agriculture first. With all the forest around I guess BW next is logical. Worker would farm the corn first and then mine the gems. Sugar could be farmed too. Would this be a good case of 2 workers of the bat? Or worker-warrior-worker at size 2? Mmm, mining a second gem won't make sense actually if we're not size 3 yet, so maybe first worker can chop second worker.

On another note, Cam requested to be skipped, so I'll move him down the roster, which now looks like this:

nocho - Up
Ororo - On deck
Sengir
FlyingSwan
shyuhe
Cam
 
Civics like Theo and Vassalage might also be worth our while when pumping out our sixes.
GGs might be very interesting in this game. Attaching them to a unit seems like a best option.
And so on...
If we can't have quantity (which is the way I normally wage wars :D), we shall have quality.

I agree with this.Ive been working on a strategy after reading Marigoldrans thread on GG ele-pulting in the S&T.The idea bieng to get into Theocracy asap to get 2 promotion cats.Ive been doing this by bulbing Theology about turn 75(this was with Monty though-oracle+temple got me that time).With this start I would consider oracling Feudalism,but thats hypothetical till the lands been scouted out.
 
One thing about slingshots: We don't want to tech too fast. We always want to build 6 of a kind first. So no spears before we build 6 warriors etc. It's true that we can trade away our metal but imo that makes things more complicated...
 
You can pillage your metal resource to re-allow warriors. It's not that hard.

I'd settle in place unless a warrior move shows otherwise. I'd move the warrior 1NW if people are serious about settling 1E since that will show us the tiles we'd give up to the west for moving.
 
Also, it occurred to me that we're going to have a very large standing army so markets and courthouses may be more useful than normal. Same with vassalage.
 
If we move the warrior 1NW we will just see 2 grass forests, if Ororo is right... So if we wanna move the settler, warrior 1E at least shows what we'd gain by moving. Still I'm for SIP.

We can indeed disconnect metals, but a feudalism slingshot would obsolete ordinary archers (I suppose). Finally a game here where I'm actually quite willing to research archery. ;) With the gems we obviously have some more room in the research department anyway.

Vassalage with our standing army size does sound interesting. And being CHA that should mean 2 promos of the bat. Then again this cap would be pretty good with bureau. Well, we'll see.

Yes to markets and courthouses, but of course we can only have six if the AI don't build them for us. I'd leave at least 1 CH unused for the FP in some AI capital.
 
Based on Ororo's fog gazing, thought it better to move east than west. Zooming in the tile 2E of settler indeed seemed a hill and the one south of it grass, so decided to move SE with the warrior as both these tile should be uncovered.

TDIS_0_Civ4ScreenShot0375.jpg


So we have an extra sugar in the BFC if we SIP. Moving 1E or 1SE gives more river cottages, but I'm not sure if that's worth the move lost. In any case, any objection to a tech path agri-BW, worker-warrior?
 
Agri->BW and Worker->Warrior is fine by me. Otherwise I agree with SiP. We keep 4 Hills, we keep both sugar tiles, we don't waste a turn by moving, we can improve corn right after worker is finished. It's a shame that we won't be able to build Levee though...
 
This is an amazing start if we SiP,potentially 4 riverside cottages(although the tile 1NE of the settler looks a bit stategic resourcy)and with CHA and gems we can grow to size 7 to work all of them off the bat.
 
Okay, enough votes for SIP, so went ahead and played. We seem to have quite decent land around as well.

TDIS_1_Civ4ScreenShot0382.jpg


Note stone and rice in the south. We met all AIs but Justinian, on t4 we met Izzy already from the SE, on t5 Saladin from the SW, so neither can't be too far. I'm at least happy to see our north, which looks like decent land to settle into.

Researched Agri and BW, no bronze in sight though. Tentatively queued AH. Worker farmed the corn and mined the first gem, has 1 turn done of mining the 2nd gem. We just grew to size 3 and our 2nd warrior can be online next turn. Our scouting warrior is still alive and met 2 animals that gave him woody1, still had to heal for some turns though (he's 1.9 strength).

Ororo is up, Sengir on deck. However, Sengir won't be available till Thursday he said in another SG, so if Ororo is relatively quick, FlyingSwan can take it after him. No hurries whatsoever, though!
 

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Got it! I'll check the save tomorrow as it's really late here. Feel free to make any suggestions in the meantime.
 
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