This is my boomstick!!!!

Cam, take away the first set to get the show on the road. Do what you think is best. Unless the others come up with another plan (Cree and Woop) really soon. I would say lets give them a day and then play the first turnset.

About the draft. Yes we will get some angries. But if you draft repeatedly you will loose more pop and some of the angries will dissapear. This might be on of the first games to stay in monarchy and free religion and pray for as much religion spread as possible. After the drafting we will get our happy resources by FORCE MWUHAHAHAHAHAHAHAHAHA :evil:
 
Oh - I'd prefer it if CreeDakota did the first set as I thought was originally the case if that's OK - 'real life' getting in the way again across the next day or two.
 
Of course is that ok. And RL has always preference above the game. Good luck. Cree, you are up.
 
About the draft. Yes we will get some angries. But if you draft repeatedly you will loose more pop and some of the angries will dissapear. This might be on of the first games to stay in monarchy and free religion and pray for as much religion spread as possible. After the drafting we will get our happy resources by FORCE MWUHAHAHAHAHAHAHAHAHA :evil:

each draft is -3 happy for 10 turns and can not draft smaller than size 6 (I think) and since draft only loose 1 unit untill infantry, the unhappy build up very fast......I guess this is when the whipping start. :lol: Since 100 unhappy faces can not do a damn thing in a size -1-2 city. :D
 
Hmm, shows that I still have little experience with drafting. Good, learning time!!

Cree and Woop, input on start? Cree, you're up.
 
each draft is -3 happy for 10 turns and can not draft smaller than size 6 (I think) and since draft only loose 1 unit untill infantry, the unhappy build up very fast......I guess this is when the whipping start. :lol: Since 100 unhappy faces can not do a damn thing in a size -1-2 city. :D

... and at least 10% of your own culture

that said I tried your save and can't comment on it anymore in the near future. I think I will not spoil anything (since this knowledge is basically gained right after teching those 4 techs and clicking rifling)

you will need to think about how you improve your land without BW. i really think this was a mistake by game maker not to allow teching BW and banning slavery.

I would like to see some progress of your game though! it's like 2-3 weeks without playing a turn?
 
I would like to see some progress of your game though! it's like 2-3 weeks without playing a turn?

Yes - it's terribly exciting, isn't it? ;)

If everyone wants to SIP, that's fine by me. I'd personally 'go west' for the extra Floodplains, but I don't want to be the one responsible for us moving away from a currently invisible Copper or whatever.
 
@Vransam: I thought long about that. With BW we get a whole different ball game. That is why this is on monarch :) I put up some very harsh restrictions but in the test games it worked.

Right now we have Woop who was in favor of settling in place, Cam for 1W. Lets wait for Cree what he wants and decide from there.
 
I don't think invisible copper will be something to worry about (not that there won't be copper, but apparently the chances of getting BW early are very slim). Still, I'd SIP. It gets of to a great start and it is highly likely that you'll be able to settle another city to get the other FP's.

About the draft/happy-issues: I can see a couple of ways to prevent too many unhappies from arising:
- Build 21 cities (1 high-food globe city): you can draft in 3 cities each turn, it takes 10 turns for the anger to fade away, meaning that if you want to rotate the cities you draft, you need 30 cities or 20 + a globecity where you can draft every turn
- Build lots of small cities: keep the cities at +/- size 6; a city needs to be size 6 before you can draft from it, so if a city is at size 6 you can draft it, the slow down the regrowth to make it happen as the anger wears of.
- Get to infantry asap: as it drafts 2 citizens, it give you more time to grow back. MechInf takes 3 IIRC.
 
ok sorry I have been absent. I will try and get this started ASAP. Should I move and respost to discuss settlement or just play through agriculture?
 
The Warrior is highly unlikely to reveal any tiles on Turn 0 that will influence the decision on whether to SIP or go 1W, but nonetheless I'd send him somewhere that reveals some tile or other that's under fog nonetheless ... you never know.

Really - your call on SIP or not as far as I'm concerned. As previously stated, I'd head west to pick up two more Floodplains at the loss of some non-riverside Grasslands and Plains, but others have stated their preference for SIP.

I'm not sure if we're even agreed on a tech' pathway, but it boils down to whether working Cottages is considered to be of higher priority than finding Horses. I am 'fine' with either way.

Best of luck. :)
 
Moved the warrior to reveal the hill to our north. It has gold.

I vote SIP.
 

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AS I understand the rules once we complete TW, Agri, Pottery, and AH we must put research onto Rifling and not move it. For Reference our initail tech path will likley look like this:

1)Agri
2)TW?
3)Pot?
4) AH?
5)Hunting
6)writing
7)Masonry
8)Myst
9)Poly
10)Monotheism
11)Theology
12)Paper
13)Education
14)Gunpowder
15)Math
16)Currency
17)Feudalism
18)Bronze
19)Iron

and on and on.

So this points out to me:

A) We may be stuck with only warriors for along time. The only other units we will unlock via our own research are chariots, scouts, spearmen, and finally muskets.
b) We will not self tech alphabet for along time, we may have to trade for it.
c) We are likley to get to Theology first, we may found a religion and we may have a chance at the AP. This tech seems like a decent shot to trade for Alphabet. That or Paper.
d) We will basically beeline writing. Should we plan a strategy around having early scientists?
e) We also will go for masonry early so we do have a shot at Mids or TGWALL. I like the idea of the Wall if we are stuck with warriors only.
f) We may not be able to chop for ALONG time.
 
Bummer, I got people on my team who are too smart :) Yes I am looking at you Cree.

Get the show on the road. Lets SIP and use the other FPs for a second city.

And since the cat is out of the bag about the techs:
1) The great wall would be great if we can snatch it but it will come in pretty late. Our capitol is a production monster house so we could make it. I don't mind the try for it. At emperor I have been beaten by barbs solely. Incredible annoying to defend cities against hordes of archers and axemen with warriors and chariots.
2) The reason why I put AH a little higher then pottery is because of the chariots. I just hope there are horsies close. We will need them soon enough unless we can get the great wall.
3) Great scientist farming that can bulb good techs are really needed but it is too soon to know if we have a good GP farm.
 
Well, in light of CreeDakota's list of tech's by research order, here's my understanding on the basis of a test game with Great People tech preferences and their changes as tech's are acquired:
Spoiler :
The Wheel / Pottery / Agriculture / Animal Husbandry
Writing : On discovering Writing: Grt Sci (bulbs Mathematics), Grt Eng (Masonry), Grt Merch (Alphabet), Grt Prpt (Mysticism)
Masonry : Grt Eng (Bronze Working)
Mysticism : Grt Prpht (Meditation)
Polytheism
Monotheism
Theology
Paper
Education
Gunpowder
Mathematics: On discovering Mathematics: Grt Sci (Alphabet), Grt Eng (Construction), Grt Merch (Currency)
Currency : Grt Merch (Code of Laws)
Monarchy : Grt Eng (Feudalism)
Feudalism : Grt Eng (Construction)
Bronze Working : Grt Eng (Metal Casting), Grt Merch (Metal Casting)
Metal Casting : Grt Eng (Machinery), Grt Merch (Code of Laws)
Machinery: Grt Eng (Iron Working)
Guilds: Grt Merch (Banking)
Banking : Grt Merch (Economics)
Alphabet : Grt Sci (Printing Press)
Printing Press : Great Sci (Aesthetics)
Replaceable Parts
Rifling
... as such, if we are going to aim to spam Great Scientists with the view to bulbing Education, we should be prepared to trade for Mathematics as a priority. Alphabet will be the bulbable tech' until Education becomes available. Printing Press is another bulbable tech' for a Great Scientist should we want to keep one 'up our sleeve' for that.

(Let's hope we hit leaders on our continent with good WFYABTA tolerance - I think good trading will be a key).
 
Good trading and diplomacy will be key in this game. Not only in keeping the AI away from us and our warriors/chariots but also in getting the happy resources and the so much needed techs. We can trade for alpha though, but it will take a long time.

I think we should really cross our fingers that we pop BW from a hut hahahahaha.
 
very short turnset...which is all my life can afford for Civ right now.

SIP, Tech Agriculture, poped 3 huts for 2 maps and a Scout. Good land around us. I found both the East and West coasts. Looks like we are situated in the Southern Hemisphere temperate zone.

I set research to Wheel but no turns in.

Our Scout is very wounded..10 turns to heal.

NO AI met yet.
 

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