VQ-09 Alg Ore's Exploit

I agree that getting caravels sooner rather then later is a good thing. If we can get the circumnavigation bonus that will be big. After caravels... Astrononomy to help out our economy and invasion ability?
 
I dont think we have a "formal" roster yet...

- Bob - aka Alg ;)
- namliaM - The vq-est of them all (to pick up the first save)
- Greyfox - The spike(d) man just played
- Ozbenno - gungun lover UP
- Maquis - Newest member of VS ;) on deck
 
namliaM said:
I dont think we have a "formal" roster yet...

- Bob - aka Alg ;)
- namliaM - The vq-est of them all (to pick up the first save)
- Greyfox - The spike(d) man just played
- Ozbenno - gungun lover UP
- Maquis - Newest member of VS ;) on deck

I was before GreyFox so Maquis is UP.
 
Must have been to early this morning... sorry for the mixup :eek:

Revised:
- Bob - aka Alg ;) on deck
- namliaM - The vq-est of them all (to pick up the first save)
- Ozbenno - gungun lover
- Greyfox - The spike(d) man just played
- Maquis - Newest member of VS ;) UP
 
Pretty quiet turnset. Kinda sucks being alone on the island... We really need to do something about that!

Research:

Finished up Theology. Went on a beeline for Optics. First up Compass, which I completed, then chose Machinery. Once that is complete, Optics is next.

Cities:

Founded (some wierd name!) as city number 5, just as was marked on the sign. This city has a couple wines, marble, and copper. Should get us some decent production.

I finished off (via :whipped: ) some forges, and a lighthouse or two. Ulundi is working on the Colossus, and will be ready to be whipped in another turn or two.

I have Avoid Growth on in Nobamba! I even screwed up the whip here, so there is an angry citizen :\

Little else to report.... And the save:
 
I forgot we're in HR, so I wasn't building the happy inducing garrisons that I should have. Ah well - knocked some buildings out along with an extra worker, a work boat, and an explorer (for loading onto a caravel for any huts we encounter and to cross bigger islands). I've got one turn into the sistine chapel - more for the gold if we miss it. This could be changed to producing garrison units if we want to up our population count.

civ4screenshot0001qf1.jpg

We did capture the barb city (I kept it), but it cost us both swordsmen - we got a free worker out of it tho and the iron is already hooked up. Both Impi did get promoted out of it. Too bad one of them ended this last turn next to a barb sword. Fortunatly the impi is in a forest so we might get lucky.

No new techs this turnset. We're 4 turns out on Machinery. The pillage gold from taking the barb city is helping keep the research alive.

In my last year, Notre Damn was built somewhere. Also Taoism has been founded. Oh yeah... and I whipped out the Colosuss to make sure we got it. Still a bit of whipping unhappy out there, but it will fade away in Namliam's turns so we can grow some cities without extra garrison units.

I did build a monument to get our border pops faster - hold off on calendar until we at least get that first pop in our eastern cities. Faster to build the monument then the library.

No more barb cities that I can see, unless there's one up on that far northern outjut.

The Save:
 
Well all 7 turns of it... to round off to 1000 ad...

I turned on growing again in Nabamba and whipped it for 2 pop to get an Impi and Axe for MP of Nabamba. I suggest we repeat this a few times there ;)
Just be sure to not overdo it and let the whip wear off a little bit ... Put 1 turn into an Axe and crack the whip.

Impi survived the Sword and retreated after checking there was nothing up north.

Founded a new city on the West coast.

Kwadukuza (our 5th city) should I think be our new capitol... This will not make much difference in our finance right now, but we can fully fill the (Is)land and have manageble finances. There are some decent city spots left on that eastern side....
Kwadukuza is 1 turn away from popping its borders, suggest we fix up the Marble and Wine ASAP (2 workers are just roading some forrest to bide their time...

The save
 
I did write it down, but forgot to put it here.

Optics due in:
11 turns at 50% and +4gpt
09 turns at 60% and -4gpt

We have 22 gold in the bank. Suggest we run 0% science for a couple of turns so we can balance the budget a little...
 
I take NamaliaM's advice and go all binary on the research.

Very quiet turns. I wake up half way through with another Great Merchant. Will research Paper for us. Park him in Ulundi for the group to decide.

Trying to get Lighthouses and Harbours in our coastal cities (as we have Colossus and Great Lighthouse).

Hook up the wine (can't believe we hadn't done this :confused: ) and we get a free :)

Optics comes in and I go all Mathematical.

Caravels are started in gungun (due in 4) and Bulawayo (due in 7).

I built a workboat too (currently outside Bulawayo) for when the borders pop and we can hook up the whale.

I think we should burn the GM on paper (its on our list). Its a good trade tech and we're going to have caravels and hopefully trading partners soon. Although, if we research ourselves may open up a better burn (will try and check). In fact Feudalism, Maths and Paper are the only techs we CAN research currently.

The Save

http://forums.civfanatics.com/uploads/88650/VQ09_-_Alg_Ore_AD-1100.CivWarlordsSave
 
OK I did a bit of research into what techs the GM can give us. I pulled this list of techs from the War Academy (just the relevant first section there are plenty more).

Currency
Banking
Economics
Corporation
Metal Casting
Code of Laws
Mining
Constitution
Wheel
Pottery
Sailing
Paper
Railroad
Industrialism
Monarchy
Civil Service
Guilds
Fascism
Mass Media
Agriculture
Writing
Mathematics

Here's where it get tricky. Try to follow ;) . The beakers number I'm using is by highlighting the tech in F6.

The GM will currently give us Paper (966 beakers). If we research Paper now, the GM will then give us Mathematics (401 beakers). If we research Mathematics, then the GM will give us Currency (644 beakers).

In fact the first tech we can get from the GM with a higher beaker valus than Paper is Banking and we'll have to research Feudalism, Maths, Currency and Guilds to get there.

In closing, your honour, I say burn the damn GM.
 
Unless joining him as a super specialist would deliver more bang for the buck... Lots of income there.

My gut says take the tech tho. We're behind the curve since the other AIs will have been tech trading and expanding. Our GNP isn't first anymore, which means other nations are pure beaker out producing us as well.
 
Other nations don't have the benevolence of our forefather Alg Ore to lead them. If they wish to pool their knowledge, then so be it. This ain't no cake walk!
 
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