Ucel1 - Noble Atheist

Looks like you're right MadDog . . . I was seeing it wrong from the above picture. In the end, either of the top two choices are fine. We've got so much land to play with here I don't think a square or two will destroy us :D

* Thrar, while I agree with your roadless building theory, roads would get the settlers moved around faster once they're done. I think the benefit of the food probably outweighs the benefit of the roads. It might be a tossup. It's picky math stuff and it's too late for that right now :crazyeye:
 
Got it, will play my 20 this evening. I've been swayed towards building on the hill, and since 3 of us have agreed to it that's where I'll put it. The defense on the hill behind a river will be great aswell (if the AI get that far :hammer: )
 
1) 2360BC
Warrior moves towards our new city plot to be a garrison. Worker Farms.
2)
Scout is visited by a lion! Oh dear! I'll move him into the cove and hopefully the lion will leave him alone... oh no, there's another one!

Ucel1_1.jpg


3)
Both lions miraculously move away! Scout is healed in 9.
4)
BW complete, begin on AniHusb. The lions hath returneth! :cry: Slavery is now available, but I haven't revolted because we don't need to whip citizens just yet.
5)-8)
Nothing much.
9)
Worker farms another FP square, Settler in 2.
10)-11)
Very little.
12)
AniHusb complete, begin researching Mysticism (we could use some Obelisks for a bit of culture right?). Settler is complete and moving towards hill target. Moscow begins Worker.
13)
Nothing
14)
St. Petersberg founded on hill, begins work boat but we need an obelisk first for our borders to expand.
15)
The scout is still alive!
16)
Myst complete, begin Iron Working. Prod in St. Pete changed to Obelisk.
17)
Worker starts another FP farm.
18)
Nada
19)
...Well it just occured to me that we don't need an Obelisk for culture... apologies for my stupidity! Work boat will be continued in St. Petes. Worker-> Settler in Moscow. New worker heads to hook up Horses.
20) 1680BC
Pasture on Horses, and that's about it!

Impressions

Things are going quite well, I like the Creative trait (this is the first time I've used a leader with Creative). It's clear we are alone on this continent so we don't have to rush too much towards the Stone resources because we'll grab them in time anyway.

Russia ca. 1680BC:

Ucel1_2.jpg


Here's the SAVE

Roster;
Ucel
Thrar
BeefBayford (Just played)
regoarrarr (UP!)
Panth (On deck)
 
Just a quick point whilst I remember... when you get round to linking up the two cities, all you should do is build a road between the two rivers which will connect the cities. You may already know this but it's just a reminder.
 
Two thinks / things
1) Where do we put our third city? Cover the pig?
2) I don't think making more than 4-5 cities at this moment would be good. Management will eat us :(.

I'll take a look on the save and put some more suggestions.
 
Research: I propose to finish IW, then Compas (+1 health from fish), then Wri (Library).
City: I propose the white dot. Resons: we secure pig (+1 health) and copper. And since we are alone, we will have guests (barbs) soon. Archers won't be enough!!!
Moscow: Build two workers after settler is ready, then some archers. Let's train them on lions!
 

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I just went into Top 5 cities. Four of our opponents are: Mali, Egypt, India, Rome. And we are first in land area!
 
1680(0) - Everything looks good

1640 (1) - Didn't notice our Scout was next to a lion. Not sure I could have done anything but hey it won!

1600 (2) - St. Pete grows to 2. Rather than work the flood plain, I work a forest, which chops 5 turns off the work boat, which will help us grow even faster.

1440 (6) - Settler in Moscow - goes to white dot. Look for guidance on what to build - go for worker. I don't really want to build much military here - it's food heavy and should build settlers.

1400 (7) - St. Pete Workboat->Warrior (MP for 3rd city). Might be :smoke: but I send St. Petes warrior to escort the settler - its warrior will build in 4 turns. The scout is over there too. Boat lands on the fish. I put the 2nd citizen back on the flood plain. Before it was +4 food 4 hammers. This will make it +6 food 2 hammers, for 2 turns when it will grow to 3 at which time I"ll put it back on the forest.

1320 (9) IW. We have Iron far to the NW of Moscow and far to the SE. I veto compass as it would take 25 turns ->Masonry. Mine finishes on Moscow's hill which adds another food/hammer for our worker.

1280 (10) - Novgord on the white dot starts on a barracks to build military. Moscow's worker finishes I put it back on the barracks, though it won't finish it. Moscow will grow to 6 in 3 turns at which point I will put it to settler.

1240 (11) - Judaism founded.

1200 (12) - St. Pete warrior->Archer.

1160 (13) - Masonry -> Writing

1120 (14) - Lucky guy kills a barb warrior. Moscow back to settler. It's unhappy by one but that will change when we hook up the pigs.

1000 (17) - I stop here. As much to even out years as to watch the Browns game :)

The workers are connecting Novgorod. Settler should be build in a turn or two. St Pete's archer finished and is building a barracks to pump military.

http://www.civfanatics.net/uploads10/Ucel1_BC-1000.Civ4SavedGame
 
lurker's comment: I like how you have that indicator where it shows the growth and production of the city in numbers instead of by the colored bars. Where can I get that?
 
Go into the options menu and check the box that says something like "show city details." I don't remember what it's called exactly.

This'll be my "Got it" though it's leat so I won't be playing til tomorow night.
 
Isn't it "show health bar" or "show city production"? I don't have a copy of the game at the moment...
 
First, about that option: it's on the "graphics" tab, called "detailed city info".

Now, some thoughts on further development, and a dotmap:

1. Scout the area NE of Moscow. Likely there'll only be tundra, but maybe some resources. And our scout has nothing else to do, does he?

2. Connect Moscow and St. Peter. Rivers do act as roads for connection, but the roads have to go to a tile adjacent to them ("fresh water"). Diagonal is not enough (and yes, I know it looks like the roads connect)! This also holds true for Novgorod, which won't be connected once we road the pigs.
By connecting St. Peter, we get another health for Moscow from the fish. I dunno if it's advisable to grow further, though.

3. Do we need barracks in St. Peter? I'd go for lighthouse and get big-time research there. Irrigate FP now for growth, later get cottages. This isn't a production center, but it can get huge amounts of commerce thanks to our trait bonus and the sea.

4. Probably not in the next 20 turns: get a galley around the southern peninsula (behind the peak), and if possible drop off a land unit to scout.


On more cities: I'm not concerned too much about maintenance cost. Thanks to our trait bonus, we should get enough money in (mostly from St. Peter). Also, at the moment we don't need research that bad - after all, we got a whole continent to fill! I'd probably stop expansion when we get to 50 or 60% research, but go on as long as possible!

With this in mind, here's the dotmap:
dotmap.jpg


Comments:
The other numbers are mostly in the order in which I thought of them; I think the 5th city should either be #5 or #7.

"next city" gets good production from forests and horses, I think that's best to complement what we have so far. Also I think it makes good use of the land up there, has enough food (horses, clam) and later two hills to mine (one under forest). Depending on what our scout finds in the north, this might need an archer or two for defense against barbs.

I'd prefer putting #6 where I placed the marker, since it'd be difficult to reach/improve the land south of the peak, but if that peninsula is really big (scout this with a galley first), we might want a channel there.
If #6 goes to the lower position, #5 might also go one further south to the plains tile; although the difference isn't so large I think (in one case #5 is stronger, in the other #6 is).

#7 is fresh water, but not wasting a floodplain, and can be another huge-growth city (with some production from two desert/hills).

#8 should probably be founded after #6 and #7 are in place. I wanted to have it on a river, and use the land south of #7, west of Novgorod, that's why I came up with this position. #10 would probably be between #6 and #8.

#9 is on the coast, gets both the iron and sheep, and has some decent tiles to work (while not wasting any where it's built). This one might also look good one further to the west, if we get another city (#11) north of Moscow.

My preferred order (subject to change on findings by galley in south, scout in north):
"next city"
#5 IF WE KNOW about the channel, either there (no channel) or one to the south (channel)
#7
#6 in the respective position
#9
#8


what are your thoughts?
 
"Next city" is eventually OK, but first we have to scout the coast. About city #5 - it is to close to our existing cities. We have the whole continent for us and don't need to put cities one by one. IMHO one S for #5 would be better.
About research: I propose not to research techs leading to religion at all - let's acquire them by trade :).
Maybe make some archer scouts to rescout the west part - we should have at least one barb city soon.
 
I'm fine with a veto of the barracks in St. Peter. My thinking was until Novgorod came up to speed (it's still size 1), we may need to build troops out of there to escort our Muscovite settlers.

I think making it a commerce powerhouse is a good idea too. If that's the case, we may want to build an aqueduct or granary before too long. Also, we're going to run into some happiness problems (I think we have 6 happy faces). Maybe MP (does that come with hereditary rule?) - which would be another good reason to build the barracks.
 
Regarding the placement schedule: I don't really agree with the city placements laid out there, but I can live if everybody else agrees. My thoughts on expansion are that since we have the place to ourselves, spread W 5 squares from each city roughly. It might leave a few squares unused in corners between cities, but fills up the map quicker with fewer cities and they can all have full workspaces. Of course there can be alterations by a bit if it's more strageic, or would miss an important resource.

On that note, I think Next City should be moved 1E to get sheep and crab/clam (can't tell which.) 7 & 8 would each move 2NW, 5 & 6 would each go 1 S.

Just my thoughts.
 
I agree. As I have written in #55 we have the whole continent. And even if an important resource won't fall into the city borders it should fall into our cultural borders.
 
"next city" gets the clam. After culture expansion, that is. And by moving east we lose the horses as a workable tile, which are very valuable.
 
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