Turnplay Log

400 BC Bad news. :(

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We were about 4 turns away. We're 12 turns from MC so we'll be able to crank that up.

Move two workers finish a mine and move to a plains tile and start a cottage for Treacle Cottage. Our workboat moves to the spot. The galley with warrior aboard continues west while the barb warrior moves a tile closer to Hamburger. If it moves to the copper he'll need to die. Escort comes closer to home.
 
Crap :mad: Crap :gripe: Crap :aargh: Crap :cry:

So how much gold did we get?
 
We won't know till next turn. They finished this turn.
 
hmm.. that does kind of suck. What did you switch production to?
 
hmm.. that does kind of suck. What did you switch production to?
:blush: I didn't. I thought you had to play it out for the cash. Someone really needs to take these saves out of my hands. :lol:
 
if I could get a laptop at work to run [civ4] without the black terrain, then I could start taking them some. As it is right now, I don't have a lot of time to play at home and can't gaurantee that I would be able to take them when they come around
 
375 BC
Colossus brings cash and I start another axe. I think we need more military.
Plant the workboat on the spot for some fish. Crank research to 100% at -8gpt and MC in 10. Send out our axe since the barb is approach. Our galley continues west and the escort is back home. Here's a spaceshot.
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The save is in and I'd like some discussion before I play the save.
Our axeman was attacked and won (4.0 now) at Hamburger. We have another barb near Treacle and should decide this turn whether we want to upgrade one of our warriors. It could probably be done next turn for 80g.

Here's the save too.
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Turn 101-- 350 BC
Move the warrior SE of Balderdash over the worker. We'll have a axe ready next turn at Hamburger. What should we build next?

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Move the axe that was attacked by the barb back to Hamburger to alleviate happiness issues. We're due to grow in 4 there but will have happiness issues. Should we start a engineer specialist?

Our two workers finished the plains cottage and one helps finishes the grass cottage and the other starts a road.

The settler in Balderdash will finish its settler in 2. MM for commerce on a cottage and water tile. What next?

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Treacle Cottage continues its barracks. Continue?

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Brilliant grows
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Galley has to head south two tiles. The warrior is still aboard. Should we drop the warrior on top of the hut in a couple turns? We're 8 turns from MC.

We've been passed by The Leader in power.

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Whomp said:
We'll have a axe ready next turn at Hamburger. What should we build next?

Treacle Cottage continues its barracks. Continue?

Brilliant grows

Hamburger: I think we should build an Archer for each city's defense (2 in Brilliant). Although I'm not 100% sold on this idea. Anyone else have any thoughts?

Treacle Cottage: I really don't think the city needs a Barracks. Granary, maybe? Before deciding, what are our other choices?

Brialliant: :whipped: that Lighthouse the first chance you get. Then need to set the city to whip either a Granary or Library next. Probably Library. Anyone else have any thoughts?


When you get a chance, can you post an F5 (military) screenshot? Also, are we paying any unit/military support costs?

Also, what does the tech trade screen look like? Just wondering if they have picked up any new techs.
 
I agree to not needing barracks in Treacle Cottage: this town won't be pumping out much military in its lifetime. I would swap that to either a granary or an axe for barbs.
 
Agreed.. no need for a barracks in TC. Definately build a galley next, if not 2. The archers... well, if there is nothing else. They don't really hold up against axes, but they would free up our axes for more... active duty.
 
Can someone who has access post the save here. Conroe does not have access and I won't till 5 CST.
 
ask and you shall receive
 
Turn 102 - 325BC

We've got a barb Axeman outside of Hamburger's borders. Our wounded (1xp) Axeman will heal this turn and should be moved atop the copper mine hill next turn. Let the barb Axe come to him. The +25% hill defense bonus should bag him his 2nd xp point and make him eligible for promotion.

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As for the barb around TC, not sure what he is up to. Best time to kill him is now, but the odds are only so-so. Decide to move the warrior atop the gold mine just to make sure it doesn't get pillaged. But then that will probably ensure he is the target.

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Sent 2 Workers down to the corn at TC. The other 2 Workers will need to lay some cottages down in Balderdash in preparation for Beaucracy. The road to Brilliant can wait, as the city is already on the trade network. And if we are attacked, the city is toast, anyway.

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Our Great Merchant will be born in 2 turns. As noted earlier, we have no use for Machinery (due in 7 turns, now). We have two options on how to get to Code of Laws.
Meditation -> Priesthood -> Code of Laws = 14 turns
Mathematics -> Currency -> Code of Laws = 28 turns​
I'm undecided on the best way to get there. Unfortunately, no one else has any opinions on the subject. :sad: Since we are getting stomped in GNP at the moment, it is probably best to go the most expediant route. The Leader has Meditation, Polytheism, and Mathematics available for trade. We have Archery to offer. Switched us to Meditation and Priesthood.

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Balderdash -> Settler due in 1 turn. :whipped: Why? The food is being converted to hammers. I want to let the food overflow into the next build. Which is? The city still needs a Granary, Forge, Library, and Barracks. There is also Kickbooti's Galley, which could be built in 4 turns.

Hamburger -> Seems like I'm the only one that liked the Archer idea. :) But with barb axes showing up, we could probably use a couple more of our own. So, I queued up 2 more Axemen; we can reevalute our needs after that. Said no to the engineer. Let the city grow. Whip anger will wear off in 2 turns, while city grows in 3 turns. Continue to let it grow, we will whip again later.

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Treacle Cottage -> This city needs its food! Urg, no food until the border pops in 2 turns. We've got 2 turns to get at least 2 Workers down to the corn. The citizen working the cottage was hired as a scientist. When the borders pop, he should start working the corn. When the city hits size 3, hire back the scientist. At size 4, hire another scientist. Barracks isn't needed. Meant to start a Granary, but forgot. :blush: We will need to start this next turn followed by a forge for the happy face.

Brilliant -> Food uber alles! No changes this turn. This city will need to whip all of its infrastructure. It should be configured for max food (currently is) at all times. In 9 turns (or 18 hammers), we can :whipped: that Lighthouse. After that, it will need a Granary, Library, and Forge. All should be whipped!
 
Great update, Conroe. And don't worry about the granery. It could be worse...if I was running the turn somehow I know I would capitulate, and this is vanilla!
 
Great update, Conroe. And don't worry about the granery. It could be worse...
The problem with the mistake -- and it was a bonehead mistake -- is these are all critical turns at the moment.

We had the GNP lead at the start of the game. We lost it when Epsilon jumped into bureaucracy. We were ranked 2nd in GNP until Aloha built the Colossus. Now we are ranked 3rd and the tech leader is our neighbor.

If you will have a look at the Top 5 Cities screen, you will notice that 3 of the teams have a size 8 capital. Ours is only size 6. That does not forebode well for the future. If we had a religion, ours could be size 9!

However, it is possible to save this game. Killercane came up with the idea of using our GM to lightbulb Civil Service. :goodjob: In about 18 turns, we should be able to revolt to bureaucracy -- that will go along way to helping us maintain GNP parity. Especially if we can get some cottages laid down around Balderdash over the next 10 turns. We've also hired a scientist in TC to start work on a GS. If we manage it right, we should be able to lightbulb Philosophy in 22 turns. If we're lucky (really lucky ??) then Taoism will be founded by us.

If all this happens, we could easily grow to become the tech leader. We now have our research path in place, but we still need to get our infrastructure in place.

There is a second benefit (besides happiness) to founding a religion. If Epsilon's religion spreads to our cities, they will be able to "spy" on our cities and troop movements. Fortunately, we are not on the trade network with them, yet.
 
They're still looking for religion to spread: Our trade routes from the Great Lighthouse probably make them salivate at the thought of increased chances of religion coming our way. Have they built the Kong Miao? Or more aptly, have any messages for a Great Prophet shown up yet? It's only a matter of time since they built the Oracle.

Further, will opening borders help our tech rate more than it helps theirs? I would say that is the main consideration. Also, us being agreeable would surely help relations a little.
 
They're still looking for religion to spread: Our trade routes from the Great Lighthouse probably make them salivate at the thought of increased chances of religion coming our way.
Sorry, but I don't understand this. :confused: I'm not aware of open borders having an impact on religion spread (other than allowing missionaries to enter). I also don't understand the connection between trade routes and religion spread.

pindicator said:
Have they built the Kong Miao? Or more aptly, have any messages for a Great Prophet shown up yet? It's only a matter of time since they built the Oracle.
No to the shrine. Mahivira born in 400BC and Moses in 650BC. The Hindu shrine was built in 625BC, BTW.
 
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