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Adventure 42: Prince of Priests

Hey, this is my first report for a RBCiv adventure. I've played quite a few but haven't ever really documented a game well enough to post it up. Hope you enjoy it, all comments are welcomed smile

So, we start this game with a seven-headed hydra. I've always wanted one just to see how it goes, but to be honest I always seem to have more pressing things to do than research religions. If I pick one up that's fine, but I'm not one to go chasing the dragon so to speak.

Anyway it seems a good idea to try out the priest Economy this game, it's pretty much custom made for it! I've not tried it before really so it should be interesting.

So as I see the major steps...

1) Found and spread religion(s)
2) Build a number of Priest wonders, particularly the UoS, Apostolic Palace and Spiral Minaret. Make sure you are in the correct state religion when you finish these.
3) Built temples, monasteries and profit. (aside: I'm sure plenty of people will make the prophet/profit gag)
4) Build Wall street in the shrine city and use prophets to shrine religions.
5) Swim in pools of cash.

Ok, well step one is already taken care of, sweet! With the number of religions I've got I think it'll make sense to shrine at least 2 or 3, maybe more. So I'll want great prophets, which means that Angkor Wat is pretty handy to pick up too. Getting priests early means I want Pacifism, and both of those come straight from Philosophy. So Let's try and pick that up with a slingshot. The Oracle also provides Priest Points so that's some extra synergy there too. Philosophy from the Oracle isn't any harder than Civil Service so should be easily doable on Prince difficulty. Let's get to it!

Looking at the start I realise we have no food. We lack fishing and there's only seafood in sight. So, what to build? I think the correct play here is to slave out a worker once Bronze Working is in, then chop out a couple of workboats, another worker and a settler. I don't like building a warrior first, so that leaves... Stonehenge. Also free prophet points and the free border pops come in handy too. Full growth ahead!

By turn 22 I realise I'd made a grave error. Workers are a two pop whip and not one like I thought smoke. I lose five turns here as I slow build the worker enough to whip him out. Whoops!

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On the brighter side I meet some of our fellow friends, I meet both Sitting Bull and Washington in successive turns. And Hatty, Lizzy and Louis turned up later. I didn't meet Augustus for a long time this game. I think he went the long way.

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By the time I finally plant Mecca near the rice I'm setting full steam for the Philosophy slingshot. With a handful of turns left on Stonehenge I think I won't be needing to chop out a monument as it'll get finished soon enough. I turn out to be correct, unfortunately someone else finishes it before me! Guess I was sandbagging for too long.

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At least the failure cash will help me along my research path. I switch Mecca over to a monument as it now needs one, I chop and whips it into a settler for my next city. I spy Stone in them thar hills! I settle on the stone as there's probably not enough food in the region to feed them. It does give me a sweet 3 hammer city tile, which ended up making Holy Hill my military city for much of the game.

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The Oracle turned out to be the long pole of the Slingshot, but a couple of chops helped that. I land the Philosophy Slingshot on turn 80. jive I switch to Pacifism to speed up my first prophet, and I switch to Taoism as that's what's spread to Mecca. I consider switching to Caste Systems but I'm not interested in early scientists really, I want me them priests. So I stick to Slavery. whip

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By turn 94 both Hatty and Islam are firmly Islamic, and come knocking at my dooring begging me to repent. Since I'm only using religion to generate GPP and I only have GPP in my capital it doesn't make any difference which religion I choose. I join the crowd and we rejoice with our brothers and sisters of the faith. I use the religious goodwill to kick off a few trades and a few turns later even Washington switches to the one true faith bow. Oh and Washington already circumnavigated! yikes Must have been on foot.

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I'm not sure exactly when my first prophet popped but since the shrine income seemed low I used him to pop this beauty.

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In hindsight I think the shrine first was probably a better move, I didn't use Theocracy until much later I didn't have time to build the apostolic Palace until much later too. At least I hooked up stone though. Everything is running pretty smoothly, until turn 124, when I get my first disastrous event of the game. I lose 4 farms around Mecca along with my monument and the freshly finished Madrassa. Boo! and here I am without enough workers! I call it a day after that.

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By the end of the first session, my major concern is my economy. I've got basically 0 cottages. The severe lack of food is really crimping my play style. Every whip hurts at the moment. However other than my two early screw ups (Miscalculating the worker whip and missing out on Stonehenge) everything seems to be flowing pretty well, just slow. Even Angkor Wat is well on it's way. However I need more workers! and I need more land! I've blocked off Hatty in my direction, but Sitting Bull has had a free rein down south. I know where I want to build, but what has he left for me down there?

I've also started laying monsteries down in a few towns, one for each religion. I'm holding off spreading the true faith to new cities until they get a religion naturally. I may as well take what freebies I can.
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Once angkor wat is in, I start starving the North Pole down to get another Great Prophet, 10 turns. In the meantime I start on a Lighthouse to reduce the food deficit.

More spy activity prevents my archer from completing in Holy Hill.

Turn 135: Holy shrine of Islam built. Nets me 10gpt.

Turn148: Here he comes to save the day! Augustus Caesar turns up offering us Currency for Monarchy! Good deal.

Research set to Civil Service, Bureaucracy will pull us out of this faster than the UoS I think.

Turn 151: Turns out I'm the most cultured civ of all. Nice. I also complete the Apostolic Palace. I think that's the first time I've ever actually built it myself. I also manage to nab the horses from Elizabeth, I should thank her for hooking them up for me smile Unfortunately civ has locked up taking print screens, not sure why.

Turn 155: The Parthenon completes in Medina after heavy chopping. It's all starting to come together. North Pole now has two full time priests which in addition to the parthenon and the other wonders gives us around 19GPP per turn. Chichen Itza is only a 9 turn build so I'm working on that at the moment, more GPP can't hurt.

Turn 160: Kong Miao Created to help with ailing finances. I think the next priest will go for divine right.

Turn 162: Chichen Itza built, the defences aren't very useful but extra GPP is extra GPP. Also I think Elizabeth will be a bit upset with me after I try and get everyone to stop trading with her.

Turn 175: I lose the Apostolic Palace reisdency to Hatshepsut. Will this be trouble down the road?

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turn 177: Next Great Prophet finishes off Divine Right for me, start construction of the Spiral Minaret in our capital.

Trade around Civil Service to pick up a few techs: Music, Feudalism, Machinery. Good Value.

Turn 184: I pick up the Spiral Minaret and move stright onto the University of Sankore. Washington asks me to convert to confucianism. I ask him if he's out of his mind?

Turn 189: Hatshepsut wins the apostolic Palace elections for the second time, I think I'll need to canvass my neighbours for more votes, and by canvass I mean forcibly acquire and by neighbours I mean Sitting Bull. Knights are just around the corner.

Sitting Bull has 6 cities just waiting for my forces to come and occupy, and a bunch of smaller fishing villages which I'm not interested in. Maybe another 40 turns to build up and move out. Maybe much less. I can whip a treb from each city, so that's 8 trebs. Then I can get a few more knights (edit: Camel Archers!) to add to the maces which I've been producing from Holy Hill. I should have a decent enough stack in 10 turns.

Turn 192: University of Sankore in, Guilds in and Hatty wants to trade Engineering for Divine Right. Looks like all my stars have aligned, let's get an army together.

Washington agrees to giving me compass, literature and Calendar along with his world map and chump change for Divine Right. I go and buy a couple of world maps just to see the whole picture, what a bleak landscape. There's so much ice that domination will be a real pain. Good thing I don't need to do it smile I thik I'll settle for claiming Sitting Bulls, Hatty's and Elizabeths lands (or the bulk of them anyhow) which should be enough for me to focus on prophet spamming. With that trade in hand I have a nice little tech lead for the moment.

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Progress: Pretty much what I wanted, I only missed out on Stonehenge and that may have been a blessing in disguise, it'll be hard to know. The failure cash kept me in the tech game for long enough. Now my economy is rocking along thanks to superpowered temples. I'll have to keep building them as I conquer from here on. I've pretty much reached the end of my pre-game plan. Check out the North Pole, it's really humming along now smile

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Next step is to vassalize Sitting bull, that should make me big enough to regain Apostolic Palace powers. Then I need to go for Elizabeth and Hatty. I think Elizabeth will be first to prevent her getting to Redcoats, But both she and hatty need to go. I'll keep whatever cities look nice and then vassalize them. Hopefully I can achieve all that by around the 1700s giving me plenty of time to missionary spam. I'll want railroads by the end to spread the word (and my guns) and cannons are pretty nice too. On the otherhand drafting would be handy once sitting bulls' out of the way, so maybe nationhood then rifling? Decisions, Decisions...

Sitting Bull's land (soon to be mine shhh)
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When we last left we were at the point of getting camel archers for laying the smack down on Sitting Bull.

A turn or two to finish the remaining buildings then we switch civics to Vassalage and Theocracy. Research will take a hit once we're out of Bureacracy, but we'll have lots of exp even in the cities without barracks/stables.

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Turn 196: Great Prophet popped, I'll save him for bulbing Printing Press, my economy is fully recovered, even running 100% science I'm only got a 9gp deficit. That means we can afford more cities.

Turn 197: Banking establishments are more dangerous than standing armies... well, Mr Jefferson, I just got a mounted army, how do they compare?

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Five completed CAs this turn and two upgraded HAs gives me a nice little mini stack. I'll pull my maces together too and we'll go knocking on Moundville's door. I think the plan of attack will run from Moundville through to Snaketown and across from there. If my reinforcements get timed right I can have another ministack come from the north and take out Mound city and Chaco Canyon, They're low on defenders but high in city defence. Most of Sitting Bulls Longbows are CG3. Good thing I can get high retreat odds on my CAs.

Turn 201: Time to move. But first some pre turn business. Demand hatty's world map, to enfore a 10 turn peace treaty. I'd do the same with eliabeth but she refuses to talk. No one else is close enough to be trouble.

Spend my two missionaries which have been keeping tabs on the city garrisons, move all my workers away from the battle's edge. Spend Great prophet to almost complete Printing Press, then reduce research to provide emergency upgrade money in case I need it. 66gpt may not sound like much but... yeah it's not much.

Ok I might be moving a little early, but if I can take most of his forces inside Moundville then he should be a pushover. I will need to leave a garrison behind though since he's got a fishing village due south. Let's dial him up and say hello.

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My treb bombards his defences then I send in the amazing retreating camel archers. I get a bit lucky with one retreat after significant damage to a CG3 longbow and one victory v same(10% odds)! For the record 45% chance of retreat means I'm pretty happy sending these guys to their death smile There's no such thing as a suicide mission!

The glorious forces of Us:

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The Evil forces of Them:
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Moundville taken with the loss of two CAs (a couple of maces got lucky). But I've redlined 4 or 5. Half my army then. So looks like I'll need a turn or two to rest up, meanwhile reinforcements are streaming to my town of Filler ready for the next engagement.

Turn 202: Louis declares on me, which I presume is at the bidding of Sitting Bull, I don't expect to see any of his troops for quite some time though. A chariot or two appear out of the fog, but none threaten my workers happily.

Turn 203: I do some more bombarding at Snaketown, but the cultural borders have gone all wacky. oh and two more farms were destroyed by enemy spies. I think I've had more improvements destroyed in this single game than I have in all my other games of civ combined, I'm not sure what the problem is... Sitting Bull loves to poison water I know, but I've not seen so many random tile destructions before.

In the mean time it looks like Washington is running away with the game, he's already 4 turns from Liberalism.

Turn 208: I destory Louis' Stack of a sword and an axe, then dial him up to see if he's had enough. He has. One world map and 80g later, I've got a brand new peace treaty with him.
Research dialed up to deal with Washington's recent storm. He just picked up Gunpowder with Liberalism.

I just avoided a bullet, with Hatty calling a diplo victory I have enough votes to block. That should mean I'm safe from Religious Loss for the rest of the game.

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Turn 215: Great Prophet sprung, I build the Kashi Vishwanath, for another 10ish gold. It'll only increase. The battle of Chaco Canyon ended up eating most of my trebuchet but I've still got a stack of CAs. I really need cannons.

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Turn 219: I finally capture enough of Sitting bulls' territory that I'm happy to let him capitulate. I need to rebuild the city of Mound City before he rushes a settler there though.

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Turn 221 : Gunpowder being research, and Nationalism in, so we're heading for rifles. Elizabeth has been making more and more demands lately so I think we'll need to take her down a notch. Most of her core cities already have three religions, so I probably won't need too spread much more religion here. I really do hope to be done with her by around 1700AD, then maybe a quick war with Hatty or maybe just pure missionary spam, we'll see. In any case it's time for a pure infra build. Aquaducts going up and I'll get myself a few banks too to prepare for wall street. So far I'm skipping Education, as I don't think I really need it, but maybe it's worth picking up.

Turn 235: Washington Declares on Louis, Good for me as it slows him down some. I'll be slowing down too once we hit Rifling. Eta is 8 turns.

Grr.. Emanicipation anger is starting to hit since Hatty has adopted Emancipation. Annoying since I was hoping to head straight for cannons and Railroads.

Turn 239: Back in business. We've back in charge of the Apostolic Palace coutesy of Louis' 80 votes. Nice to know the only guy who declared war on me really likes me deep down smile I technically have enough votes on my own to win it, but I think Hatty and her cronies still have slightly more votes than me on my lonesome.

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Turn 243: Revolution with Rifling, Time for drafted rifles. Elizabeth still lacks gunpowder, so this should be essentially a cakewalk.

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Hi Liz smile

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Turn 248: War declared v Elizabeth.

Canterbury falls on the first turn to massed Camel Archers, whilst Coventry is sieged with my Rifle stack, The CAs will take advantage of the roads along the Egyptian border to strike at the top cities, whilst the 1-mover stack will proceed along the south. I'll be capturing cities so I'll need to leave units behind as I move forward. Hopefully the reinforcements can keep up with the pace of the front.

Camel Archers:
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One-Movers:
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Turn 250: Hastings Falls to the CA army. The CA army has taken some losses but is still strong enough for border towns (60% or less not on hills, 3-4 units) The Rifles heal for a turn in coventry then move onto Nottingham. In other news it is now 1700AD, which was my "deadline" for military aggression, I guess we'll take a few more turns to clean up this mess then finish our missionaries.

End of turnset.

Progress: I think it's going ok, I wish the war against Sitting bull had gone better and/or faster. I severely underestimated how difficult dislodging CG3 longbows is, and how long it takes to bombard defences down once a wall and/or castle is in place. In hindsight more CAs and less siege might have been faster as the retreat odds are pretty good and they move much faster. I would have still needed siege for a couple of attacks, but spies can probably take their place if it's only once or twice they're needed. CAs have great survivability, it would have been much much slower without them.

Elizabeth is crumbling as easily as I thought she would, but it took me longer to do the research than I wanted, lacking education might have been the problem (or it might have been the length of the war v sitting Bull.

Religion wise, I should have 4 or 5 cities spamming missionaries in the next 10 or so turns. That should be enough to get me a highish score, at least I think so. We'll see. To save my sanity I've turned on automation for prophets and executives. I won't have control over where they go, but I won't have to direct 5 units per turn to foreign cities, I think it's a fair trade.

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Techwise: I'm starting to fall behind both America and Egypt pretty seriously, too many wars and not enough universities. Washington and Hatty are both pretty sizeable, although Hatty probably has no military to speak of. Being big has slowed my research, but that's the way we're playing this one. I'll need to get Democracy pretty quick though to avoid Emancipation anger. frown

Victory: I'm thinking that I should try for a religious victory, it certainly fits the profile of the game. I'm not sure I'll have enough votes though, so I might have to build the UN. Provided my opponent is Washington I should get Hatty's vote. That should be enough along with my vassals to push me over the edge. Otherwise a cultural victory perhaps? I'll sleep on it.
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Ok, so some thouht about how to actually win this game in the end resulted in my changing around and heading for culture. I have several cities which have plenty of cultural buildings thanks to having all seven religions. so I need to build off the last ones in two more cities and then get some cathedrals up in them. I still need both Democracy and Railroads by the 1900 deadline though since I want to railroad my emprie to speed the travel times for my missionaries. Democracy will eliminate emancipation anger (although once I turn up the slider that's hopefully a non-issue) and also allow me to buy cathedrals. Civics wise I'll want liberalism to enable free speech which doubles my culture output. So I'm aiming for a cultural victory around 1901 smile I suspect I've left it a bit late, but it's a nice goal to aim for.

I'm hoping to get democracy from elizabeth by vassalising her and I'll trade Military tradition to Washington for Liberalism in two turns.

But first I'm still got 10 or so turns of war v lizzy. Hi lizzy!

Turn 251: Rampant unhappyness necessitates a 30% cultural slider! I have to get this war over with.

Turn 253: I get an interesting event. I choose the academy for 155 gold and 2 unhappyness. Norht Pole is the happiest places on earth at the moment. It's also my major science city. Or will be once I get back to Bureaucracy (If I ever do...)

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Turn 255: I accept Elizabeths Capitulation after the battle of Nottingham. She's started fielding cuirassiers which negates my CA army. I would have liked London, but it's time for a civics change anyway.

We're trying Representation, Free Speech, Slavery, Mercantilism and Organised Religion. I'm back to missionary/temple spamming.

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We're still at 30% cultural slider to combat unhappyness (it's a combination of draft anger and Emancipation anger). I need democracy soon.

Turn 256: Hatty is happy to trade democracy, giving up rifling sucks, but I need it for the unhappyness.

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Turn 261: I go on a massive whipping spree because I can, then I switch to Emancipation. Finally.

turn 270: It's 1800AD, only 100 years to go to the deadline! I've just completed Wall Street and now I have the situation where I make money no matter how I arrange my spending! I'll stick with research for the moment, but I'll switch over to pure culture soon.

Turn 276: Railroads in, Research = off. Or as off as I can manage with the University of Sankore smile Revolt to Universal Suffrage for rush buying cathedrals.

Trigger a golden age with the latest popped prophet, hopefully that'll rush a few more missionaries around.

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Turn 279: Native American revolt in Cahokia. Annoying, but not fatal. I move some old trebs over there to provide city garrison and reduce revolt chance.

Turn 280: Switch to full culture production.

turn 288: My problem at the moment is that Taoist Shout my last great city is lagging around 30 turns behind my capital and Cong-Fu, even having built the Hermitage. There's just no enough base culture to speed it up significantly. The other two should hit in around 60 turns, which should be around 1930 I think. But if I have to wait for Taoist shout I'll be significantly delayed. I don't think I can get any more great artists, given the number of prophet and now merchant points being generated at my capital. Once I finish making religious buildings I might try a switch to free religion or pacifism.

Actually upon rethought I might just switch to Caste Systems soon and run a crazy number of artists there, I don't actually care if it starves if it makes it to legendary status.

Turn 294: I've only got a monument to build in Taoist Shout before switching to culture, it should be abe to build it in a turn even without Organized religion, so I pull another civics change. I move to Caste Systems and Pacifism, I'm running artists from here on out. This may mean I can't build certain missionaries in certain towns, but I think I've got enough coverage of the monasteries to cover my bases.

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By running 7 artists I can get it down to 61(-1 food) turns in Taoist shout, less once I finish the monument and start building culture. Since Cong-Fu is at 55 turns, a single great artist should cover the difference. 4 artists in Cong-Fu reduce it to 51 turns (sustainable).

Turn 296: Ugh, Volcano strike at Cong-Fu kills two towns and my rice field. I may have to run this at a food deficit now.

Turn 300: A number of poison water attacks this turn, 3 in total. One hits Taoist Shout which is annoying. I'm going to position spies in my three legendary cities to make this less likely.

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Turn 306: Great Person is a prophet. Blah. I had decent odds on an artist. Well I should get two more Great People before the end. Hopefully they're both artists. Oh and Hatty and Washington both declares on Louis this turn. Bad Luck Louis smile

turn 310: Get the great ballad event, but unfortunately not in a legendary city.

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Turn 315: Great Artist Popped!, Sweet only want two more of these guys smile Spend a bit of time readjusting the other two legendary cities to get great artists ASAP. I can get one out of Taoist shout in 6 turns and setup North Pole to give me one in 7. But actually since the target will move after the first one it'll probably be around 10 turns.

Turn 320: Great Artist pops from Cahokia? Weird I was only watching my next legendary which should have popped next turn. Oh well, Anyway it's 1900AD so time for the score count. We'll break here but there's not too many turns left to go. At least I can stop missionary spamming now.
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Ok with 1900AD overwith it's on to victory now, with a mere 35 turns till Taoist Shout reaches legendary. That'll get cut down though once we've got one more great artist. I'm picturing two great works in Taoist Shout and one in Cong-Fu. I've got two on ice now, so I'm looking for one more.

At current configuration I have a 60% chance for one in Taoist Shout in 3 turns and a similar chance in North Pole a few turns after that. That's around a 16% chance that I fail to get one more. But at worst it delays victory by around 6 turns. Not a huge issue this game. Let's go to Cruise Control.

Turn 323: 1903AD

Great Artist pops in Taoist Shout. I'll run two Great Works now since I've got enough Great Artists, then I'll look at reconfiguring.

After running all three great works, I've still got a three turn gap between my cities hitting legendary. AS a final thought I try switching out of Islam, to try and pick up a few more cultural points from religion. Not too many civs are still running religions (not important civs anyway) so it's not a big hit diplomatically.

It changes the numbers marginally, but really only by a turn or two. Perhaps a golden age at the end will speed it up?

Turn 325: 1905AD

Great Prophet. Oh well. That's two GReat Prophets I've got no real use for. I guess I'll just shrine two more shrines. If I hadn't settled 4 other prophets I'd have the complete set smile

Turn 326: 1906AD

I play my last card, Military Tradition has come in and my saved up Great General builds a Military academy in Taoist Shout for an extra 3culture per turn. (pre multipliers of course).

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Turn 335: 1915AD

I get North Pole to Legendary culture, pretty much without doing anything special. Most people should reach this pretty similarly I expect (or beat it if that's they're goal for some reason). I think I only build the Islamic Cathedral here, it's pretty much sans multipliers.

I micro both remaining cities to within 4/5 turns. I think I can slice a turn off by starving on the final turn, but it depends a bit on when the starving occurs (after culture is applied or before) and whether the govenor chooses to starve a citizen or an artist.

Turn 338: 1918AD IBT

Louis dials me up volunteering to be my vassal. I see no reason why I shouldn't let him it might even kick me over domination limits smile I highly doubt that, there's too much ice on this map.

A religious motion comes up and I try for a religious victory. With Louis as my vassal does he have to vote for me (even over himself?) Let's see...

I can't quite get Taoist Shout to Legendary in one turn, but Cong-Fu will go next turn, if I starve it now. I see no real reason not to, so I do.

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Turn 339: 1919AD

I guess vassals don't have to vote for me. My other two loyal vassals did, but Louis voted for himself the selfish lout. Notice that pretty much everyone else abstained. Not even remotely close enough to the 740 odd votes needed smile

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Turn 340: 1920AD

Cultural Victory! Sweet! Only 19 turns late smile

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End of Game.

Thoughts: I think I did ok with the whole religious spread, Setting missionaries on autospread may not have been the most efficient way to play the game, but I can't imagine doing the micro myself. Whether the auto spread maximised my score I guess I'll never really know, but it seemed pretty efficient. I centainly used a brute force approach when it came to missionaries though, the build screen shows missionaries as 7 of the top 8 unit builds!

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In hind sight I'm quite surprised by the number of cities with 7 religions in them, I thought I would only end up with three pretty much and the rest would live with only 3/4 religions each. As it stands, by the games end I had all 7 religions in all of my cities! The AI cities didn't fare so well, there is a significant difference in the missionary success rate for home v away.

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Major problems: My biggest problem I think was the lack of progress made in the early game. All the religious techs didn't end up earning me very much money at all for a long long time, although once they did start paying off they paid off in spades.

Otherwise the two other major problems with my play were firstly the lack of siege weapons brought to the party v sitting bull, he was a much harder nut to crack than I expected. Check out the drop in his power graph v that in Lizzy's. she had an almost instantaneous drop, whilst he has a similar size drop but spread over a much longer period of time.

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The final probelm was not prioritising rail links through the other AIs during the final missionary push. I got plenty of rails through my own terriotry but didn't think about building them through the AI territory until I started having issues building missionaries due to the 3 per civ limit. Otherwise I was pretty satisfied with this game. I probably should have planned out my VC a bit better, but 19 turns isn't too big an overshoot, and I'm not sure I could have done much better (as hitting it too early would have reduced scoring opportunities, so I would have likely erred on the side of caution. It can be difficult to *STOP* earning culture when you need to). Here's a look at how my final three ended up. Check out the coinage being earned by the North Pole. It's crazy good!

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Two more pics I think are interesting (last two, I promise lol)

Check out the Espionage graph, I thought Sitting Bull was behind all of those water poisonings and destroyed farms, but maybe it was someone else...

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And finally, despite running 100% culture and basically doing everything I can to keep my people happy, I am still only no. 3 in Approval rate! What is the AI doing to get it's people so happy? Isn't there a better use for it's citizens? I'm not sure if this is due to the AI not growing it's cities enough or whether it's just crazy about getting some boosts to it's happy cap. Weirdness.bang

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Anyway hope you enjoyed reading this, I certainly enjoyed playing it!

For the record, I record me score at somewhere around 577. I may have miscounted, but that should be in the ballpark. If anyone wants to check crazyeye the savefile from 1900 is attached along with my scrap of notes. (Gripe: It is annoying you can't determine the number of cities a vassal has).

My final thought (for this game, not permanently smile ) My cities stayed pretty small due to the lack of food and resources on the map. Someone who clustered cities better would have more cities to spread religions too, would that lead to a better high score? We'll see.
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Thanks for the report - it was a great read and very well done and congrats on your victory!
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Great report and nice finish. Wish I knew about the automated missionaries prior to this duh - darn it took ages to figure out where to move them. smoke
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