UNGY7 We'll do it by ourself

Yes sorry, I knew there was something I had forgotten to do this weekend :(.

Lit -> alpha with culture just as a fallback plan sounds fine i guess.

Where to settle the GG? In paris for the extra beakers or somewhere else for extra XP ships / troops once we build HE?

In Orleans grow to size 5 and run scientists or 2 pop whip a settler and run scientists while growing back (starting with 2 scientists and fish and +1 food)? Guess we minimize the time to Aesthetics then turn to 0% until we get up academy.

What to do with lincholn / barbs? Raze the barb city for the gold and harass lincholn for more free workers?
 
barring in mind I didn't load the game since I"ve posted:

- I'd settle the gg in washington - seemed to have a decent prod. base;
- lit - alpha sounds right to me;
- I'd kill lincoln when he gets out with the settler.
 
Killing lincholn and losing free IW or sailing doesn't seem best, that last city we gain isn't worth that much...

Do we want to fog bust to prevent barb spawn of do we want to let barbs continue to spawn to be able to raze cities?
 
Just took a look at the save:

I'd set slider to 0% waiting for academy, maybe finish aest first as you say Oyzar it's not far anymore and sooner we start on those wonders the better also since we don't have very interesting items to.build right now

Don't need more axes but more workers are welcome so i'd change the axe in capital to worker or begin a worker after this axe.

There's no need to settle the GG directly, of course it reaps 3 science under rep so if i'd settle i'd settle in capital for maximum multipliers. If we're going to kill some ais later a medic III would be best so not that easy.

I'd try parthenon and GL. Don't think MoM is feasible since we won't research Calendar early

Washington is stagnated atm while 1 under happy cap (4 with rep) we should grow the city now.

I'd revolt to rep this turn

No need to kill Lin directly but he mustn't be allowed to build more cities

I'd let the barbs spawn, they can't do much harm and if they built some cities money can be earned and maybe settlers saved

Lit->Alpha seems ok to me. Music is to costly without the ability to trade music around and no guarantee on the GA.
 
Building workers right about when we are going to grow all cities 3 pop might not be best, but I agree that building workers might be better than the alternatives.

What do you think about the barb city, keep or raze? It does capture fur, but other than that it doesn't do any good. I would think raze...
 
After rep we can grow the cities to decent sizes.We should build workers when cities are at cap i think. Work as much food as is possible minimizing production in the meantime, once the choice is between a mine and a scientist choose the scientist as it doesn't really halt growth in that case.

Current barb city should be razed i think.
 
Oyzar you are UP!
If you don't respond by tomorrow we'll skip and move on
 
Sorry, I'll play now.
 
Didn't play very far.

Turn 93
Move a worker and revolt to rep, move units towards the barb city and the spear back towards washington.
Turn 94
Settle the GG in Paris, assign scientists in Orleans until we get to Aesthics.
Turn 95
Not much happening growing the cities
Turn 96
Getting closer to the barb city, it is a tiny bit risky as Lincholn have an archer on guard on the ruins on the copper, but hopefully he won't be able to get another settler out until after the axes are done with their task. Have to turn up the slider a tiny bit to get aestics next turn.
Turn 97
Finish Aestics start on parthenon in new york(rearange tiles to steal mines and horses from washington) discover little of interest to the south. 1 more turn and we can whip orleans.
civ4screenshot0614.jpg

Turn 98
Wash gets a worker, my hands are getting ichy, I guess getting it on the way back from the barb city is not impossible. Workboat discovers clams near the island to the south.
Turn 99
Paris is size 11, unhealthy and begins a worker. Orleans starts a workboat while growing back. Start to attack the barb city but don't risk ~50% odds to take the city(70% for CR2 0.7^2=0.49), will take it next turn.
Turn 100
Lincholn finishes a settler. I decide to abandon taking the barb city to stop the settler. Looks like there is iron in boston(2N1W), stupid me for missing it before, at least he didn't build any axes yet...
Turn 101
Boston borders pops robbing me of most of the visibility, a GS is born in New york. Will build academy in Paris next turn.
Turn 102
Builds academy, turns up research.
Turn 103
the settler is on the move, start on great library in capital?
civ4screenshot0615.jpg


The axe on the south western corner of lincholn can get woodie2, so can the spearman, maybe they can help with snagging another worker?
 

Attachments

Sorry, I'll play now.
it's never a problem if you're busy--we can just swap you in when you're free.
Now it is just a game and we want this to be fun but when we get a big lag often that tends to kill interest in the game.


Good set--I guess we're at a decision point about whether to play a "conventional" game or to go cultural.

OK--I've got it for Monday.

A few observations: theo hasn't been founded and GLH hasn't been built. Since we're indu it's conceivable we could build the AP--and could head the religious route.

We should probably get sailing and settle the island city-that'll be a freebie with the trade routes.

Should we let Lincoln settle? I'm inclined to go another cycle of war and peace. We won't be ready to steal tech for a while, and it seems a shame to waste the EP's. So I would lean to whacking the settler if we can get him in the open--then take peace and steal IW. Although all things considered it might be better to finish him off--we can get the city working (and free up some tiles, happy).


I'd be inclined to go for a conventional game--we'll have 9 cities (or even up to 11 if we settle the marginal ones). With the 'mids, Glib, parth we'll tech pretty well and have reasonable options once we get out there.

Tech path?

We need sailing to settle the island, alpha to spy. In a "normal" isolated game I'd say going the lower tech path and lightbulbing astro is generally stronger than the lib path.
Here I'd go for CS-lib.

Probably sailing-alpha-math-curr-priest-Col-CS.
Unless we want to try an AP gambit? We wouldn't lose too much since we need priesthood anyway and we'd of course binary research. I guess it's probably too much of a longshot.
 
We can steal sailing. Though we can steal IW instead I guess...
 
I'd snag the worker and the settler and pillage the iron mine.

wouldn't go theo - we don't have stone, so UoS/SM aren't too appealing, we ain't spiritual so temples ain't cheap. I'm a fan of RE, but here it seems pretty dubious.

but I'd snag music.

anyway, seems we'll meet only warmongers judging after the dates; hopefully noone caps everyone around...
 
Any other input?

So music --the gain is basically the artist and some denial benefit--the other benefits are pretty small.
the cost we delay CS and presumably wait on alpha hence delaying stealing/getting rid of linc. Alternatively we could research alpha first although that puts music at risk.
 
I wouldn't go Music here.Unless we're going cultural this tech is worth nothing since other ais'll have it once we meet them (Edit: and we can't trade :lol:) . I don't think a GA is worth the cost in beakers and we might even miss the GA. Music is good if you know everyone since you'll trade it around profitably (often for CS) and get the ga as a bonus.

Not in favor of trying for an AP religious win. We have quite a bit of land so a ap/uos/sp combo would make sense more so since the ais won't be helping much so we need some goodies of our own. I'm not strictly against something like that, it delays other important things like astro though which is not as important as in a normal game though. As Snow said we don't have the resources but we are industrious. It's a lot of hammers but what else are we going to do with the hammers. CS should be researched before theo.

I think a try for lib is best here, it's seems likely that the other ais aren't superfast techers since the wonders are built so late. Lib in itself is not that valuable since we could as well have researched the tech we'll get from lib ourselves if that tech's not much more expensive than lib. Getting lib only has denial value in this case.

However for developing the empire education/oxford is very important.
 
OK getting going. It ends up being a very quiet set.

I'm also not that wild about music--it's a big detour and it's not certain we get it.

set research to sailing--plan to settle the island for the trade routes.

sailing-alpha

I don't attack Linc on the hill--I can't quite figure out where he's going--he settles:

Civ4ScreenShot0552.jpg






surely there must be iron there.


Anyway back to war--the RNG smiles on us and we don't lose any units.

175bc Christianity founded--so we won't be going that route.

150 iron+road pillaged--Liinc can have cease fire.

100 parth in.

75 Glib in, alpha in. I'll pass it off here.

Still no GLH built.
We can steal Linc's worker once he builds another mine for us to pillage.
Deer will come on line next turn.

Techwise I'm thinking math-currency-col-CS.


We're about to pop a GS--what do we want to do with it (and the others that will be streaming in)?
 
Don't know, it looks pretty straight forward so this set doesn't have to take much time. I can play it monday next week but i can't guarantee i can take it sooner. Let's hear from Rusten first.
 
Because it doesn't help us so much before astro i think. And after you'll get about the same results with astro. But it would have helped a little and even now we can start it somewhere for cash or we may even get it.
 
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