Turn 50-59

DaveShack

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Turn 50 was uneventful, continuing along the path towards Loco's position (it is loco, right? :crazyeye: )

Turn 51 was also uneventful. The warrior to the N looks to not be able to detect anything to the NE, so will work towards the undiscovered land to the NW.

BW is due in single digit turns, did not commit to memory. Work boat is due in 1 turn (the one after the coming one, it decrements right before we send to the next team).

Next build, archer? The capitol is undefended, sent its garrison to the 2nd city site.

Next tech, pottery? Or do we adjust by getting IW if we don't have copper?
 
check if copper is available

next build: archer
 
I agree with dutchfire, archer in capital and research pottery if there's copper nearby, else go for iron working.
 
Work boat completed, started warrior.
Worker finished road connection, started irrigating a floodplain (can't cottage yet and don't know where copper is, if we get any).
Exploring warrior #1 seems to have found the end of the land bridge.

Screenshots taken but too late at night and have an early appointment tomorrow. Will upload tomorrow night, maybe. ;)
 
Bronze working completes, and because we're last in the turn order we can see that copper is available next to Ploughland! Border expansion is in 8 turns.

civ4screenshot0116uc8.jpg


This means we don't need to make our next tech military related, the choices are wide open.

Hunting (3)
Sailing (7)
Pottery (5)
Meditation (5)
Masonry (5)
Iron Working (15)

civ4screenshot0117bn4.jpg


Our warrior shows 1 turn which really means end of next turn. Time to decide what to build next in Wheelville.

Settler - 12
Barracks - 10
Worker - 7
 
Hunting (3)- gives defensive units (spearman, and later on archer)
Sailing (7)- gives us lighthouse=extra food, but don't we have enough food already?
Pottery (5)- economy
Meditation (5)-buddhism founded already? Needed anyway to spread hinduism.
Masonry (5)- To Monotheism
Iron Working (15)- Leads to nothing, not needed atm.
 
I say we go for pottery to get cottages and a settler in our capital to expand.
 
pottery-writing-alphabet?

agree on the settler.
 
Pottery-writing-alphabet sounds viable but it's usefullness depends on whether we meet more opponents any time soon (that is, before astronomy at least). How many turns would these three techs take to research?
 
In my solo games I often go towards CoL at this point.

The map looks a lot like an archipeligo or continents with added land bridges. It may (probably will) be faster to find the other civs by sea instead of by land. I think we should consider building a galley and plopping a warrior or scout on it.

Having a religion, we should spread it to our other cities. We get extra happy people, and extra gold if we use a great prophet to build the shrine.

Long term, our finances would also be helped by courthouses after we build a couple more cities, and markets.

So, if we want to explore by sea go for pottery-sailing. If we want to expand our religion then pottery followed by the religious techs. Consider CoL as a medium term goal.

Additionally, do the rules let us discuss what to research with Loco? It might be good to get them talking, if only to find out what they suggest we should research.
 
Pottery for sure, then talk to Loco.
 
Selected pottery as new tech. Our warrior will finish in the capitol, next turn will select a settler if it will finish in 7 turns or more. The warrior being built in Ploughland can go as an escort.

Next key decisions:

Research after pottery, in 5 turns.
Location to settle, didn't check how many turns.
Discussions with Loco.
 
Dave hasn't posted anything yet, and 24 hours is reaching, so I'll play.
 
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Turn 56

set capitol to warrior (2 turns)

pottery in 4

What do you think about building Stonehenge?
 
I don't think building Stonehenge is a good idea because:
-our capital is relatively low on production.
-we are facing two industrious opponents who likely already have begun building it.
-The culture from stonehenge is less useful, as we already have a religoin to expand borders in new cities.

I think concentrating on settlers and warriors (or archers when available) is our main priority at the moment.
 
Sorry for my long spells of being absent gents. I'm a bit detached from the game, but how many workers do we have? Getting our cities up should be a top priority as well. If this is handled then please ignore...lol
 
I'm so used to no activity that I played it without noticing that it was already played. :lol:

I would have started a settler. Actually, did start a settler but it doesn't count. The settler would have finished in 11 turns and the warrior in the other city finishes in 6 to provide an escort.

We have plenty of improved tiles in the capitol (can work 2f 2g water tiles), but would benefit from a 2nd worker at the 2nd city to get those floodplains cottaged faster. Pottery wasn't available yet so we've started on one irrigated floodplain to grow hyper fast. It can always be converted to a cottage later.
 
I'm suprised there is so much empty space, I would have expected to find an enemy border by now. Since we can't make any military plans yet I think the capitol should make a settler (8 turns) then another worker (5 turns).

I'd like to suggest researching sailing next. A couple galleys can go exploring and maybe even bring those two warriors back home some day.
 
Got it, playing.

Not much to report. It looks like the capitol garrison was being moved N to defend the worker, so moved it on up there. Next warrior due next turn. Explorers explored, nothing important, end of turn.
 
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