Ucel1 - Noble Atheist

I wonder why there is so luch overlap with this city placement...

Since you have the whole continent, why don't you try to avoid overlapping? #7 is an abberation to my eyes (overlapping + desert). I would put it 2/3W...

well that's your game
 
Preflight check 1000BC
-Swap St. Pete to work 2 caostal, 1 floodplain, 1 fish for growth in 5, 9 beakers, lighthouse in 30. I'd rather have the growth & cash immediately - I'll rearrange after growth due to happiness limits

Civ4ScreenShot0040.jpg


-Swap Novgorod to Pyramids . . .this place is going to be a production powerhouse
*Moscow can't really grow due to health/happy limitations so wrokers/settlers and a unit or two are good there

= wake scout hiding in Novgorod and send him to the NE
= send Lucky SE

. . .and GO!

T1 975BC Well here's a surprise . . .Some guy named Alexander popped up to say howdy. Thermopolae lies on the other side of our SE mountain just below our iron . . .

I stack 2 workers on pasture to finish it up . . .I like stacks :)

T2 950BC
*Wee kan rite . . .learning to add in 10
= worker stack roads pigs instantly
= worker farms Novgorod floodplains
- wake warrior @ St Pete & send to Moscow for escort

T3 925BC
= worker stack sent to hill S of Novgorod
+ Lucky Guy finds a barb city in the Southland

T4 900BC
* After much consideration due to recent developments, I send Settler S (by spot #5) to claim Iron and start pressuring Thermopolae - I'd actually rather push West to get that stone up, but don't want to leave the South open.
= worker stack set to mine/clear forest in 4
- Moscow orders worker in 4

T5 875BC
- St Pete grows to 5 - I set them to 4 water tiles and 1 river plains for 12 beakers. they're at happines limit :(
- Novgorod grows to 3 - pyramids started at 225 turns 4 turns ago . . .now down to 48 and growing again in 6 :)
* Oh and our scout has found the spot for the Ultimate Fishing Villiage (TM) . . .more later although New City will have to move or something . . .

****Random commentary . . . we are now working pigs, fish, deer, and horses but nobody's gaining benefit from them because they aren't roaded. Roads = good. We're losing food in our capitol when we shouldn't be

T6 850BC

We're needing more workers so Moscow should stay busy. I'm swapping St Pete over to Settler in 10

T7 825 BC
= send lone worker towards Moscow
* make last-minute decision on city placement

T8 800BC
Alex wants open borders . . . I don't think so.

*Rostov founded -> scout in 8 - Lucky Guy serving guard duty for a bit
- Moscow worker done -> worker in 4

T9 775BC
blah

T10 750BC

Novgorod is connected to capitol! Copper & pigs hooked. St. Pete next turn . . .
Northern sout pops hut for $52 . . .weird place for corn . . .

BTW . . .Alex has both horses and elephant

T11 725BC
blah . . .

T12 700BC
= worker #5 done in Moscow -> worker in 4
. . .building roads . . .

T13 675BC
* Math learned . . .let's figure out what to do with these horses we got (10)

T14 650BC
blah

T15 625BC
Barbs spotted attempting to molest our Novgorod workers! This is unacceptable. Guard moved to defend workers . . .

T16 600BC
Barbs take the bait and attack our warrior on a hill. They die of course, but another appears to replace it. . .

- Rostov scout done -> archer in 12
-St Pete settler done -> chariot in 3
-Moscow worker done -> barracks (3) . . .we need barb defense so might as well
Our Novgorod warrior is at 1/2 . . .we could lose him and the workers to the awaiting barb so . . .

Civ4ScreenShot0041.jpg


We now have a 2.5/5 axer fortified over them :) The workers do, however have to skip this turn as I can't move them to the next hill.

T17 575BC
*Dumb barbs attack new axer and die without scratching him . . . $85 to save 3 units

T18 550BC
*** Stonehenge built in a far away land***
+ This barb has got us in a bad situation. Novgorod is empty but I have scout & Axe 1 move away - barbs are 2 moves. They will probably take out our copper mine before I can get to them. Archer is on his way as well in 2. I had to pull the workers out of the way and move them to safety towards Rostov . . .

Civ4ScreenShot0042.jpg


T19 525BC
- Moscow barracks -> chariot (2)
- St Pete chariot -> lighthouse (7)
* barb lands on copper . . .axe & scout land in Novgorod . . .chariot & archer on the way . . .
* 'nother barb incoming . . .

T20 500BC
* rather than pillaging copper, barbs attack city & die quickly . . .didn't expect that, but great :D
*** Yaroslavl' founded west of Moscow to claim sheep. 1 more city west will claim stone, Iron2 & furs . . .we badly need a lux or we can't grow. St Pete & Novgorod are both stalled at 5

We got a problem though . . . Yaroslavl' is currently being guarded by a scout and there's a barb incoming in 3. Moscow's chariot builds next turn and can get there in 3, but I think the barb would get to attack the city (presuming they do), 1/2 a turn before the chariot gets there. Now, the scout has 2 moves left and could get to the hill with a 75% defense bonus combined with his 20% woodsman bonus. If my math is correct, that makes it just about a coinflip, but would leave the city totally open should he lose. Sorry . . . the scout JUST came from there and it was all clear

Civ4ScreenShot0043.jpg


***Final notes to next leader
1) Sorry . . .it's a bit of a mess
2) Barb incoming to Novgorod . . .Axe, chariot, & archer there to take care of him
3) Worker stack S of Novgorod should mine hill SW of city to finish Pyramids fairly quickly
4) There're some really good city sites up north, one down south by sugar & horse and one west by stone/iron/fur
5) Novgorod & St Pete can go to settler production after their builds probably

Here's what I see for cities . . .dunno what to do with the E/NE without waste/overlap . . .
Civ4ScreenShot0044.jpg
 
It seems to be my turn now. I'll take a look and will play in few hours.
 
Any ideas about our NE corner?

A city 1S of deer will get deer, clam, fish, & whale, but then putting anything in range of E corn or horses will have serious overlap.

And one city in the direct North (1 N of corn) can get fish & corn, but we'll have a couple wasted tundra squares. Not a big deal at all. Getting both north fish is going to cause severe overlap.

I think cities west of Yaroslavl' & Rostov should be priority, but of course that will be up to y'all ;)
 
Too late. I just finished my turns an post the game in several minutes :). But I have built no cities.
 
0) Precheck:
St. Pete - moved production from plains to forest. Lighthouse due 7
Novogrod - ordered scout to go to Yaroslav - should reach it before barb
IBT : Oracle has been built in fara away land.
1) 475 BC - Moscow Finished Chariot, Settler due 6. Chariot will reach Yaroslaw in 3 turns, till this time scouts must defend it. We need roads! Ordered workers to build road to Yaroslaw.
Chariot by Novogrod destroyed a warrior, 1XP, unfortunately down to 0.9, ordered him to heal. Moved Archer cak to the city. Move production in Novogrod from the hill to forest. We are down 1g, but up 1f. City is growing again. Moved workers to mine the hill, then I move the production again.
2) 450 BC - Horseback Riding ready, Alphabet due 11. After that we can buy some religion based techs (we can't develop them). Yaroslavl is now defended by two scouts, barb is lurking from the hill. Help comes next turn.
Mine by Rostov ready, Workers start to build Cottage NW from the city
IBT: scout won!
ScoutWon.jpg

And someone found Confusomething.
3) 425 BC - Rostov finished Archer, Barracks due 10
4) 400 BC - Mine finished, Pyramids due 8. Cottage finished, I splitted the workes to chop jungle near Rostov. I'll scout with the chariot north of Yaroslavl.
5) 375 BC - Yaroslavl expanded.
IBT: After Lord McCauley we are the fourth most cultured civ. Alex is 5th.
6) 350 BC - Production is good, but first people need food. Building farm by Novogrod.
7) 325 BC - Moscow finished settler. Ooops... I forgot about military. Archer will be ready in 2 turns, till this time I have to leave city undefended :(. Settler is going to build Ultimate Fishing Villiage (TM).
St.Pete finished LH, Work boat is queued. Oh, and St. Pete expanded as well.
Ouch, the people in Moscow are rioting because of military :(. I had to put the city on starvation for these two turns.
Chariot by Novogrod is healthy again and ready for scouting south.
8) 300 BC - zzzzz
9) 275 BC - Archer in Moscow ready, started Worker (4). Jungle chopped, ordered Workers to build cottage and mine respectively. Farm by Novogrod ready, the road is under construction (we will expand this direction later.
We have sheeps now! Workers will build the road to Stone City.
10) 250BC - Nothing interesting...

Our situation:
In three turns we have Alph, in 2 Pyramids. We are already on the deficit: 70% gives us +1! and we're going to build more cities.
Have you noticed that we have no luxuries at all?
Alex has horses, but neither iron nor copper. And he doesn't like us and won't sell ivory. Maybe Open Borders would help?
This is our empire. Note that we already have corn in the borders, but I don't think it's our priority at the moment. We have already +4H from resources.
Empire.jpg


West is rich in resources. If we build the Stone City on the white dot we would have access to iron, stone and pig. And we need at least on tundra city to get some furs...
RichWest.jpg


South is poor, but we should not underestimate that our only second lux - sugar is there. Idea: Constr, build some cats and swords and capture Anasazi.
PoorSouth.jpg


And this is the save:
 
I'm sure it would work presuming we are able to use that civic.

Don't remember the cost/benefit offhand though. Is that the unit experience or +25% buildrate one? Seems the benefit would be lost and we'd be paying for nothing, wouldn't we?
 
Being atheist and having our oun continent (for now) there's no reason to have open borders. I already told those Greek to stuff it like their dolmades :D
 
Got it, will play later.

I'm not so happy about the decision to build the pyramids, without any discussion about that topic.
On big decisions like that one I'd prefer to get everyone's opinion on them.
 
Why? This is the only way for us to get Her Rule, since we can't develop religion based techs. And this way achieving theocracy will be very difficult - we must buy it.
And Panth: Theocracy is +2XP for units with high upkeep. +25% for buildings is Org. Religion.
 
I'm not talking about the usefulness of the Pyramids - even that isn't such a no-brainer to me - but more about the fact that there was absolutely ZERO discussion on the subject. It's not like we're running out of things to build or have such a huge amount of cities, plus it's one of the more expensive wonders!

(0) I have no clue what that settler is doing up there in the north...those are two health resources we really don't need now, in a pretty bad position. Oh well, if you prefer 1 fish 1 deer over corn+horses+fish, there you go, I'll build it.

(1) Move workers from Novgorod to St. Peter, lots of unimproved tiles over there. Also found Yekaterinburg where the settler was.

(2) Set St. Peter to no growth (would only produce unhappy citizens). Pyramids completed, next turn (after completion of Alphabet), switch to Representation. Note that I should have placed Yekaterinburg on the deer, there's another fish up north. Sorry about that. St. Peter finishes work boat (up to Yekaterinburg), starts on a library. Yaroslavl gets to work a floodplain for growth, then a settler at size 3.

(3) Alphabet finished, next research will be Calendar (for sugar plantations mostly). Revolt to Representation. There's a new barb city east of Yaroslavl, on a hill defended by 2 archers. Will be tough to take. Dunno what to do with the new worker in Moscow, send him to build road to the fishing village. Alex has Meditation, but doesn't want to trade it.

(4) ordered up granaries in all the major cities. When finished, grow! Happiness limit is now at 8 (for the 5 big cities). Our chariot (combat I) parks next to that barb city to maybe lure out an archer.

(5) again I don't know what to do with the workers...oh well, better than too few of them ;) Archers don't attack the chariot. We now got clam, health is really no problem. If only Alex would trade some of his ivory!

(6) nothing notable.

(7) ...

(8) some worker actions.

(9) Moscow and Novgorod finish their granaries. Time for some growth!

(10) Not much going on. Moscow now grows EVERY TURN! Don't let it get higher than 9 though. Could also use some more improvements on floodplains, maybe cottages, since we're out of happiness.


On open borders and religion: I haven't signed anything with Alex, but he seems quite reluctant to trade. Since (a) he doesn't have a state religion and (b) there is no land route where he could send missionaries, it would hardly make a difference in terms of religion to agree to open borders (only if he ships missionaries). Besides, he has got no state religion himself (!), which makes me suspect that he may also not have any religions in his cities. Imo, by signing open borders, we might get him to be a bit friendlier towards us, and maybe trade for some techs.

No screenshots today, the map basically looks just like 10 turns ago. Am I really the only one who thinks this an extremely loose city structure???
 
What do you mean as "extremely loose city structure"?
I agree we can make Open Borders wit Alex, but should close them as soon he gets any religion .
 
ucel said:
What do you mean as "extremely loose city structure"?

Like, built very far apart. We have very little overlap, and actually several tiles between our cities that can never be worked. Of course we have lots of land, but even though I think if left on my own I'd place the cities tighter.
 
We can build some additional cities later. Remember, that in Civ4 you pay for each city. And each costs you more :(. Our primary task is to cover tha island. I have set 3 continents. We and Alex share one, rest 6 civs must share another 2, so we could end up with the bigger civ, even without any war.
 
I know yarsloavl leaves 3 spaces empty between it and moscow, but 1 is desert and the grass can be taken by another north city if need be. What is a "wasted" square, anyway unless it's a resource? If a city has a full block of workable squares, I don't see the problem.

And I guess I'm sorry about the pyramids. I didn't realize it would be a problem.
 
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