The last challenge -- Team game -- Deity trial

I started playing but had to pause after two turns.

T0: disband warriors, start moving archers west. Adjust builds as per plan. Set research to aesthetics.

T1: Saxon pops its borders blocking Toku's settler. I whip the settler anyways since we want to gift sooner rather than later. I also notice that Toku/Joao teched aesthetics this turn :(

Sooooooo, what now? Back to alpha or continue with aesthetics and hope for a trade with Churchill/Willem (who will trade if we adopt NSR). I also haven't swapped religions yet - probably should to NSR though...

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Remember to switch out of Hindu immediately.

Also several problems were found in your save

1. Why Angel still work at Monument, granary then lib is clearly better.
2. You need to connect the wheat to the empire, the worker is overimproving a plain cottage while he should build road.
3. You need to send elite swordmans to the barbarian cities, but not let them stay in the city.
4. We won't do much whipping in Delhi, so focus on one building at a time.
5. Worker near the copper city should build cottage, while it build road on the copper, which is a waste.
 
The swords are stuck for military police duty (there's anger in that city from barbarian culture).

The worker near copper city is roading towards Toku.

I'll make the other changes.
 
Duckweed, we need road to Toku's gift city to connect willem's. perhaps improve the tile next to the city when founded (or prior to)
 
@Bestsss
We don't need road to Toku's gift city at least for now since it takes time for either Joao to be friendly or Toku to be pleased to Willems to enable OB.

@ Shyuhe
What the gifted city site you have in mind, I don't like the site near the copper city, better to be a site in southern edge.

BTW, isn't the copper tile in copper city better than a FP cottage tile to work? Angel does not need police units for quite a while, connecting the 2 captured barbarian cities to mainland also frees some police units from Kushans.
 
Hmm, I don't like how the order of some of these tile improvements are going. For example, our city down south has a worker off building a cottage on a tile, when there is already an idle cottage that won't be able to be worked in many turns as it is. And even then, we don't even have any happiness to even grow to that point regardless. Even MORE problematic, is we haven't expanded borders yet, because we have no culture buildings, yet we have trees all around for chopping but our silly fast-worker is off building useless improvements. The whole advantage to the FW is that it can move AND chop in the same turn. We are throwing our UU advantages right out the window here.

I also don't understand why there is STILL no garrison in my Resource City. Again.. if any barb pops out, that city is toast as there is no way we can get help there in time. Did I miss something? Are barbs not allowed to pop 2 tiles away from culture, or is that only of other units? Even if this were true, there are still plenty areas for barbs to spawn to and that city is falling. This is looking like some HoF kid is playing with Barbs on for the first time and not knowing what the hell to expect. But unlike HoF kiddies, I don't really like to re-roll half a dozen times. I try to win, f*ck going for points.

Anyhow... we did get ONE lucky break up north with Toku blocked from our Fish-Fant spot. This was very fortunate but we can still lose it. Ragnar sees it just as well as Toku, and who knows when he will build a settler in his city near it. I think next turn when our cottage city can work its copper tile again, shift build que to settler. Keep in mind we don't have to SETTLE that city, but we need to have a unit on stand-by read to claim it when the time comes. Also, we could certainly use those fants NOW. Even better, we could try trading it for another happy resource (or many), including gold. So beelining that one actually isn't bad either.

I'd settle the plains/hill next to the fant. This puts the fant, fish, oasis in it's BFC, while having hills bonuses. And this leaves another nice spot open to squeeze in another city to the horses with 3 river-side floodplains for all the cottage kiddies.

Bad news down south though, Monte is already attacking those barb cities I see. We may lose at least one unless we get lucky again.

BTW, if we could somehow get to trading status with Monte's team soon, then we wouldn't have to tech ALL of Aesthetics. We could throw in meditation as part of the deal. But I guess by that time you never know when med will be off their WANT board.
 
duckweed, we dont need open borders for trade network.
for instance we can sell copper to Churchill immediately, if we have the trade route going, that's 8-9 gold per turn.
 
duckweed, we dont need open borders for trade network.
for instance we can sell copper to Churchill immediately, if we have the trade route going, that's 8-9 gold per turn.
We will have a spare wheat which can net some good gold too. Same w/ the elephants, if we claim them.
Even if we don't open borders w/ Willem it's still good, plus Buddhism can spread w/o OB anyways.

The barb cottage city connect it to the mainland, perhaps via resource city since we need roads over there anyways, incl. the deers and the horses. Like methionine that will solve the happiness issues.

Monty has only one axe near the west barb cities, he was annoying me w/ that (another too but popped north of us) and that's why worker was near the lake. I think we have time to claim them, 2 swords, 1 axe and 2-3 archers from the main garrison near the capital should be able to handle them.

Joao had a swordsman near the resource city, so it should be more or less safe from barbs.
 
Totally uninspired set :( I don't see how this is a winnable game...

Continuing on, re-assign worker assignments and re-route some troops and change builds.

We found Toku's gifting city and immediately give it to him:
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Toku is pleased now, but Joao is still cautious. A few turns later though, Joao becomes pleased and we get OB. The road also completes and we get ~20 coins in trade now.

I also get some horrific bad luck:
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Thankfully there's a spear nearby and we defend with the loss of an archer and an irrigated floodplain. Not too bad.

I have much better luck with the barbs:
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I kept both as they're both good cities (albeit not optimally placed). I didn't think we'd have the resources to raze and re-settle.

I stop at 1AD, there's a GS right outside of Delhi. I think we had agreed on an academy but he's sitting there right now in case we decide otherwise. I've also been trying to build some more workers since we have lots of land to improve.

PS. Willem came with this offer:
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But I rejected it for now. We only have OB with Toku's team.

This message is also mildly disturbing:
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First things first, trade our copper to Monte for 7g per/turn and all his resources. Also, trade our extra wheat to Ragnar for his 4 gpt.

Also note, Churchill doesn't have Aesthetics yet. We can get it in just 3 turns of full tech spending. I suggest we do that RIGHT NOW. We'd get alpha for almost free (unless they almost have aesthetics researched by then). But it looks like they ignored that tech line for now.

One thing that pains me, why do we STILL have no settler on stand-by for the elephant city? Our cottage city is off building a stupid temple, for a lousy +1happy all the while that elephant could be giving us the same +1happy but in EVERY CITY of ours.

Furthermore, it absolutely pains me to see that city having an IRRIGATED RICE tile sitting idle! Arggghhhhhh.........
 
shyuhe, eh. you forgot to change to alphabet.
So now we research alphabet and then aesthetics w/ extra build research. Hopefully Churchill will keep the war and not take peace for aesthetics, then we can trade aesthetics for currency.
 
I took another look and.. w/ the war going and since it was dogpile (I think) it's fairly easier to sign peace... for aesthetics. That would suck since we could get the currency for it.

The remark about Churchill 'winning' the game implies he has got the most land/power.

Anyways, I do think the game has not bad winning odds w/ the new feud between Churchill and the nuts. Once we get currency and 2 academies (need a second academy in the copper city to help w/ the culture), get open boders w/ Willem (I'd definitely do so) we'd have like 200 (or more) beakers w/ building gold.
We have space for 12 at least cities and Gandhi.
Unless we get declared by Toku I think we'd score the game.
 
So now we research alphabet and then aesthetics w/ extra build research.

No no no no!!!

Going alphabet and THEN Aestheics is a half-ass gamble just waiting for dissaster. We are guaranteed to get Aesthetics in just 3 turns if we do things properly and go after it NOW. By delaying it trying to get fancy with some non-game-breaking currency deal, you are just asking to lose out on such a great trade deal. You'll find a very good chance Churchill will have Aesthetics from either trading with someone else or other procedures.

Also, where the hell is our elephant city settler?! We need that pronto. In fact, forget about elephants for ourself, we may have to gift fants to Monte IMMEDIATELY just to give them a hope of surviving. Get that settler out now!! In fact, get some fast workers there immediately to try and get that elephant tile improved the same turn the settler lands.

I don't give a sh*t how much unhappy we will get from whipping settler & workers, do it as fast as possible, or we can sit on our ass for the rest of the game watching churchill own a new vassal team, instead of our unhappy decay.
 
I think we are in a pretty good position now, much better than the situation of AW game in same era.

@ Bestsss
When I hover the mouse over either Monty/Ragnar or Willem/Churchill upon Joao/Toku DOW list, the information is "We couldn't betray our close friends". Could you explain this?

Dirk is UP.
 
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