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RB Pitboss #1 Spoiler -- Zara of the Holy Roman Empire

Time for a big update with pictures. Also this is to help Plako while running the civ during my absense

Here is Customs

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I should get to play this turn and maybe one more but the first worker will move east to farm the grass (already a worker there) That worker pair will follow the signs to chop and cottage the river tiles to the east.
Last 2 workers will go west to farm the last grass and road it then travel S to prep the city directly south of customs with roads there is a HA there waiting to guard.

Next builds are tricky Regoarrarr should be giveing us marble around T143 we promised stone on T141 so give it to him when he asks. City needs lighthouse 1t. I am thinking of building the Temple of Artimes for 100% trade route bonus it is a 4t build with marble and then the Heroic Epic 3t build. Then send some knights into production. If you are waiting for the marble build some missionarys and get them to the cities that dont have them.

Stock:

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I have a worker pair on the grass tile N of the wines farming and roading. I have mapped out thier movement. Do a missionary to grow then back to settler production.

Horse

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Horse should continue producing settlers until I can get a worker group over there to cottage everything. (even with the 4 workers out of customs I dont have enough.

Real Estate:

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This is Real Estate my commerce city. I have a worker pair chop,cottage,road tile se of the city. Follow the signs to improve the rest of the tiles.

After university I dont know what to build yet.

Bonds

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This is bonds another production city. Slow grower still building infrastructure. Build a stable after carvel. Worker group is going to mine the bare hill then move se to chop and farm then east follow the signs.

Stone:

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This is Stone my Maoi city. Keep working the hills to get infra in until the workers can get back to cottage the last two tiles.

Farm:

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This is Farm my futur National Park city so leave the forest alone. I have two workers up by Pawn that will swing back to mine that hill and then move east. Just going to slow build infra with forest until National Park.

Pawn:

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This is Pawn my forward defensive position. I have 4 workers here two ne chopping and two nw chopping. The western ones should chop and road then farm on thier way back. The eastern ones will chop then return to Farm when done.

Sheep:

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My newest city. Two workers on the Mined hill will move east to road to next city. Two workers from Capital farm will start cottaging.

That is the city views. More to come in next post.
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Here is a possible filler city site. Comments on which tile is better would be appriciated.

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Picture with worker signs

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More worker signs

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You guessed it more worker signs

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More signs HA is on site of a city site if one of the workers comes out of production.

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More worker signs City 5 will be one of the next two settled. Settler completes in 1 turn so I should have him on his way.

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Possible city site. Comments would be welcome Just not sure where to put it.

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A decent fishing village and later city plant.

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Any way questions and comments are welcome.
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City choices: Your first city choice, the one near the desert incense, I think should go into the northern of the two possible spots (so 3N of the incense). City 5 will get the incense at second-ring, so you don't need two incense sources immediately. You get 2 grassland forests instead of an empty plains and a desert incense.

The city that's 4E of City 5: What about moving it 3E and 1N of City 5? This lets you share the sheep if you want between the cities, it looks like it's on a hill for defense, and still has a nice collection of grassland tiles, and forests. The disadvantage is if you want this city to work coastal tiles, there would be a lot of overlap. Especially when drafting comes in to play, being able to swap the cities that you're growing is a nice thing to have. How far away is Nationalism + Gunpowder?
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Cyneheard Wrote:City choices: Your first city choice, the one near the desert incense, I think should go into the northern of the two possible spots (so 3N of the incense). City 5 will get the incense at second-ring, so you don't need two incense sources immediately. You get 2 grassland forests instead of an empty plains and a desert incense.

The city that's 4E of City 5: What about moving it 3E and 1N of City 5? This lets you share the sheep if you want between the cities, it looks like it's on a hill for defense, and still has a nice collection of grassland tiles, and forests. The disadvantage is if you want this city to work coastal tiles, there would be a lot of overlap. Especially when drafting comes in to play, being able to swap the cities that you're growing is a nice thing to have. How far away is Nationalism + Gunpowder?

Gunpowder is in 8, Nationalsim should be next turn I think. Elkad can see Kodi's research I am afraid they will sandbag Lib for something big so I may push for him to do Lib next at least to force them to pop it quick. PP is also due in the next 3 or 4 turns.

I think I agree on the city north of 5. The city east that also looks good but have to think about that one. Dont need the hill for defense only way it gets attacked is naval incursion. It is too far from my land borders. Also any naval force would be long spotted by Elkad or Lins or myself before it got there allowing me to move defenses that direction.

Thank you for the comments it helps me alot in this game as I dont always think of the most optimal ways of doing things.
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New turn

Elkad finished Nationhood.

Gunpowder in 7

Settlers sent to thier sites

Got a free buddist spread to sheep smile

Lins offered me 50gpt to tide my research over. Plako keep an eye on it and request more cash from them if needed. Currently at 13gpt at 100% yes that is plus 13gpt smile
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I sent this to the group.

Quote:DSP just got gunpowder so they can lib chem now. I think since Elkad just got Nat he should go for Lib especally if they can see his tech to force them to finish it. Otherwise they may try to bulb steel which would be bad.

I currently have gunpoweder in 7. If they pass it around may be abit quicker.
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Recieved this from Elkad looks like they are trying to sandbag Lib.

Wont be able to now smile

Quote:Nat is in, switched to Lib. 6t if you guys can keep me in cash. I started a GA to hurry that along.

Kodii is researching Nationalism, ETA 9t. We may want to hold off handing Nat around until they finish it so he doesn't get the bonus? If anyone is ready to swap civics I can give it out now of course.

I started Taj and Mausoleum both. Rego, I asked you for that marble, I need it to get Taj. I'd really like to keep them from getting it. 8t with the marble and chopping the one forest I have left. Mausoleum is a couple turns faster.
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Alright I think I'm ready. Good instructions. I hope I remember everything. Only 1 thing that came to my mind. Is ToA worth it? It obsoletes soonish and you've only 2 trade routes currently.
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plako Wrote:Alright I think I'm ready. Good instructions. I hope I remember everything. Only 1 thing that came to my mind. Is ToA worth it? It obsoletes soonish and you've only 2 trade routes currently.

Its there and its quick. Dosent expire till Scientific Method so why not smile

Elkad needs the marble first so maybe build some missionarys our workers or better yet university.
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I played. Couple of barb axes are around. One close to the new city you've sent to your settler. War Elephant auto moved before I noticed so it is in the city spot and axe might attack next trun, but WE has very favourable odds. Another barb axe is SE from your capital and probably moves fur tile next turn. I moved HA that was closeby so that it can attack. It had 1 promotion unused so I'll give him Shock unless you want me to attack with just Combat2 (favourable odds even without shock). I also noticed that you trust your northern cities are very lightly defended. You probably trust your neighbours quite a lot. Do you've NAP with everyone cabable of doing Naval invasion?
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