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[Spoiler] Any volunteers for a human sacrifice? Brennus of the Aztecs, by Krill

Turn 120 - Delayed Reactions

So, ignoring the fact that I should have posted this about 24 hours ago...it was a good turn.

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Nazul had already played their turn, so I looked to be safe to settle the Aggressive city site on T122. I had lucked out and got another free religion spread, but to Commodore this time, so hopefully he spreads it to a few cities as well, or even revolts to Buddhism and gets Cyneheard to have extra unhappiness due to fighting someone with his religion.

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Pingo have moved out their axe from Coneheads, but are defending with only 2 spears in their capital and "island" city.

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And this is why I feel justified in not attacking azza. He has an extra spear on the corn. This would have been seriously painful to attack into and I do not think I would come out ahead, even if I managed to take the city. Sometimes playing safe is not a bad call...

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Slight change of plan. I looked at SMS, and because I would not have spread religion in time, I would still have had 3 missionaries around and so could not build another one once SMS finished it is monastery. Therefore I have turned Crapital onto a worker, and it will finish this missionary the turn that SMS finishes its monastery. This will stop me from having the missionary hanging around costing gold. This missionary will be used to convert the settler from GNAP; GNAP will not get a religion spread for a while. Instead Crapital will start pumping out the workers, which last turn I said it would build a bit later on. With IW researched though, having hte workers out a few turns earlier is no bad thing, they can chop jungle already.

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Just keep swimming, just keep swimming...

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Hard decision this. I could have built any of a jag, chariot or archer, to build up overflow. Which one makes the most sense though? A 6XP chariot to get sentry to let me scout better? A jag to sit on jungles and provide better utility to attack spears with? An archer to sit on a hill somewhere?
Ultimately I do not think any of hte units are that useful, though if I could have built a standard sword I would have done that. This is because a 6 strength sword will actually have reasonable odds on a spear, but a jaguar will barely be over 60% and just does not seem worth it. So I built hte archer to get maximum overflow to build 1 turn HA from T122 onwards.

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This settler will be the one used to claim ivory, whether it is used to replace azzas northern isthmus city or not will be decided later on.

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Moai would be due T133 if I managed to get stone and built it immediately after this settler.

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Might pump a worker from here...

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Jungle needs to be chopped asap, as this is going to be a war zone in less than 15 turns.

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I have really not done much with this city.

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I need 2 missionaries from this city, one for the settler from SC, and one for DP. It should probably through down a granary after that, before the foodbox is half full at size 3. Not sure if that means mine the grass hill or chop the banana first.

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WLTKD, how I love thy for saving me gold.

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Find yuris, get OB, tech Currency, solve GNP problem. Get Calendar, solve CY problem. MFG problem? The CY solution works for that.

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Seems like I have a good amount of this continent under my control already. I think if I could take out azza and one of Pingo or Nazul I would have a good chance of getting the game called, although I do not think my position would actually be a winning one. Get the whole continent though and I think it would be.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Thx for the continued updates. I really need ot make time to read everything so I can not suck more at civ. smile
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Turn 121 - Calm before the Storm

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Looks like people are starting to get Academies up...although that is Cyneheards second GS, so I wonder if he plans to bulb, settle, or use for a golden age due to his war with Commodore. Also note the odds of the warrior attackinf Magyar.



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15% odds, but I would be able to capture two workers and raze a size 4 city, forcing Nazul to build a settler. The cost of losing though...I would lose a W3 warrior. That is not a huge cost, I already have the SoZ and HE built, and I can promote the jags I have already built to W3 right now. The only reason I do not want to attack is because I want to keep a cheap, disposable scout for the jungle area. But the chariots I have at the Aggressive city will beeline over here to raze the city, hopefully Nazul are slow to take it. I think I can attack on T126 with a 0XP chariot, and will have the warrior as backup.



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Pingo seem to be trying to settle a good chunk of that continent. Good luck to them, but it might be that they leave themselves too weak to defend their original holding. If I get to Cats and WE, I will have to consider attacking Pingo with the aim of taking over the entire west of my continent.



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I have to give kudos to azza for the naming scheme. I have to wonder if he is going to try and settle for this iron and split his defences even further. Part of me hopes he does. You can see the workers chopping out the jungle, but azza has not spread religion to Saffron so it is starting to look like I am going to have a straight forward attack path to the city. I will have to consider the use of siege for this battle, with up to four forests to chop, they could potentially go into cats, making 3 total with the basic hammers the city makes.



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Need to finish this missionary this turn, and then send it along to the clam city location, then back onto the worker. The first 2 workers this city makes are probably going to run down to the iron near SC to hook it up, probably via the clam city, and then onto the jungle area to chop. With the forests that are about to be chopped here as well, Crapital will drop into unhealthiness. I will only have to put up with this until I have the clams hooked, by T134, so about 12 turns of potentially losing food. If I really feel it is necessary, I can always build an aqueduct once I have Maths.



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Not long now. Library next still seems like the best choice.



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Maximum overflow, and a sentry chariot. Enough hammers to make 1turn HA from T122 until T128. I will likely go to FR the turn I make the academy, and make max food for 5-6 turns depending on how long I can tech at 100%. I might be able to make it to size 13, and at that point I will grow slowly at 1fpt. Size 13 with 1 workshop is enough for 1 turn HA ad infinitum. But MC is not on the cards for a while.



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4 turns to border pop.



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This settle should be able to settle for the clams on T124. That means I need a work boat built eot T129. That means I will have 7 turns to build the work boat, so depending on the stone trade with Nazul, I can either go max hammers and try to get as much of Moai built as possible, and build the wb in 3 turns, or slow build the work boat and grow, maybe taking the cottage from Crapital and giving the plains hill over to it to speed up a missionary for GNAP.



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Still boring.



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After this monastery, I am likely to try and grow Opportunism in preparation of building a few units to help take down Saffron, so move onto the farm and sugar. I can probably get it to size 7, maybe size 8 by the time I reach Calendar, if I can chop the jungle on all of the sugars. The problem with that though, is that I will not have any mined hills beyond the plains hill to work. Well, with three of hte hills being forested, I want to time the mines to come in the turn after I research Maths, and I will likely move the worker up at SMS down here to help out with the mines. This is another situation that shows a lack of workers.



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Still boring. Really needs a border pop and two dedicated workers



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Ready to start building those missionaries next turn? The worker is chopping the banana right now, but will I work it to grow to size 3? I'm not certain, but without a good tile to work at size 3 I don't see the point, compared to spreading religion and getting the extra gold through the shrine.



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Need to compare this to F2 next turn when I've settled Aggressive city.



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Scooty are revolting civics, but what to? I can't see them revolting to OR alone, but that could be one of them. They are using Representation, so that realistically leaves Caste and Bureaucracy, but they have already popped a GE and a GP. I'm not sure if they would revolt to caste or not, but I am not surprised at all if they have just revolted to Bureaucracy.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Turn 122 - Your fan needs cleaning

So, I played turn 122 turn this morning, and I made a fairly important mistake. I forgot to cancel a worker on turn 121, and on this turn, so that has delayed the SoZ until eot T124. This is annoying, as it means I will have one less 3 promo HA than I should do.

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I need to do two things with this warrior. I need to scout out the edge of the continent, and I need to try and draw the workers out of hte city so I can capture them with the warrior. Basically, I am trying to limit what Nazul can get from attacking this area. Next turn I am going to move to warrior 7 and then see what the workers have done, and then reassess.

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3 more turns to meeting yuris, and then I need to assess whether I want to try and meet Cyneheard or scout out the islands yuris can expand to.

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Commodore has spices, but more importantly, where is his horse? I do not think he is trading it to anyone, so I offered him horse for his world map. It would be nice to get an update on his war front, and anything else would be a bonus.

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Looks like I have gotten the city. I wonder what Nazul are going to try and do now. Maybe get Feud and use LB for defence? It does not matter, so long as I can push culture here I have got a good border. If they stay back for the next 20 turns though...

Note, the chariot stacked with the settler has moved over towards the barb city. I am going to keep 3 archers, 2 jags and a chariot over here. There is also a nice little route to 2 move the city of Archaide, stack of HA and chariots 6 of NS, which gets roaded. On the turn of the attack, road the plains 96 of NS, and move the entire stack onto the grass hill 44 of Archaide.

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I should have cancelled the worker on the flood plain last turn and this turn moved it to the plains forest. Cost is I delayed the SoZ 1 turn.

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7 overflow hammers, 17hpt, 15 hammer invested. Once forest to chop, the silk, but I want to save that for when I have Maths. Pretty much got to build a market here the turn I get Currency. Got to fund that tech somehow. Note that with the beakers from the GL, I will be able to one turn Maths once the Academy is in place. That means T131 Maths, T133 Currency, and then either Music in 3 turns, or Construction and Calendar in 3 turns. I might be able to stretch to Feudalism in 3...

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Yes, I am an idiot etc etc, but shrine drops in later today smile I should question whether I continue to work the priest or not, to continue to build up prophet points so I can be certain of what GP I will pop later on in the game. It is generally a good idea to have one city that you know you can pop a great prophet to make it easier to manage the golden age timings, but I am SPI so I do not really care s much for hte golden ages.

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General rule: the less food you have in an empire the less you can rely on emergency whipping to build an army because regrowth is too slow. Thisincreases the strength of an early HE to just constantly pump units. I learnt my lessons from PB3. Grow early.

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3 turns to border pop. I definitely will not have the workers in place to road and mine that iron, so I will have to use one of hte workers to mine the copper up north instead to enable spears and axes. I'm probably going to just continue to build settlers here, for the jungle area. I figure I'll want at least another 4 settlers, and probably up to 8 if I do go to war. SC can't do all of this alone, which is why I want to get Opportunism up and running.

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FINALLY! A light house. Once I can give up two tiles to DF I can dump RVC onto the coast. I'm building the archer for happiness, it should get 2XP from Theo, but I'll move it to DF and move the warrior north once the archer is in place. I'm more likely to be attacked at DF than at RVC after all. I considered building research, or a wonder with the marble multiplier, but I've actually offered marble to Nazul for stone, so there doesn't see much point in the wonder builds. And the resource trade is sneaky, they would not see my new city until after they had accepted, if they do. And stones doubles the build speed for walls...

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Starting to run out of those tiles to work, but with the incoming forest chop at Crapital into the SoZ in DF, that opens up one tile for Crapital to work when saving gold, thus freeing up another tile for GNAP. Turn by turn micromanagement. Still, it beats the level of MM that we had to do in civilization 3, where any overflow food or hammers were lost completely. We'll wait and see on the stone trade before i figure out what I'm doing with the city, but as I said in the last turn report, I have to work around the need for the work boat at the clams city. I'll also want to consider triremes because Nazul are probably getting to the point where they could build them.

Oh, and another way the map is trolling me. My only sea food resources are in front line cities. Awesome.

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Definitely working hte grass forest next turn, and i will not be chopped, so probably another 4 turns until the lighthouse is finished. I might actually build a worker from here after that...

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azza still has not spread religion to Saffron, so things are looking good for a war in this area.

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And a religion spread, at last. I also need to consider another cottage on the tile 47 of the city, to work at size 3. Alas, that lack of workers...

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Missionary for DP, but I need to consider another archer for when Theo is in use.

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Next turn can move to chop two tiles, but will more likely double stack the workers on the rice to get that in use, so I can use a 1 pop slave if I have to.

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Unit costs and supply costs dropped a fair bit, but city maintenance went up by about double. Still, worth it to screw over Nazul, who are growing vertically atm. It feels nice to punish them for not claiming the jungle.

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Watch the GNP, it that goes really high in a few turns, then I think scooty just revolted to Bureaucracy. Also that second place in CY is Nazul.

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As a bonus, this is how azza moved during his turn. If he roads towards me to settle a new city, well, he will have 4 different cities I can attack with a large stack of HA and chariots. I can guarantee he will not enjoy it.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Turn 123 - Just Another Brick in the Wall

So, third update today, and tbh I am getting a bit knackered so this one is not going to be huge.



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Commodore lost his GG, and I got a free religion spread of Judaism into DP, boo. And Pingo lost a city improvement. And the workers have not moved out of the city. Not much good news atm.



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Yay, I found yuris a couple of turns ahead of schedule. I promptly offered him OB, and saw that the reason Commodore has no horses is he offer a horse for horse trade with yuris.



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yuris has OB with azzaman, but I am not sure yuris is benefiting from it.



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azza, are you trying to settle forward again? You are just going to force me to deal with you...



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I chopped the forest for the SP and ate the unhealthiness this turn. I think the risk is worth taking, as it means I can cottage the tile one turn earlier, and then move to mine the copper one turn earlier as well. I did not get the stone trade, so Crapital can continue to work the plains hill.



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Finally got the Shrine, and SP is due eot T124 because of my screw up, but I'm going to keep working hte maximum number of cottage tiles.



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More HA...just keep on building them, 9HA will be a pretty reasonable force if backed up with some disposable chariots. A 15 unit stack is not impossible to have in position by T135.



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More settlers, and screw the city maintenance. I need to get the jungle area set up and cottaged.



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With the lack of stone, I will just try to slow build the work boat. I'll likely swap the grass hill onto a plains cottage for whilst saving gold and let Crapital focus on the hammers. Actually, I'll go do that right now...



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The light house will finish in 3 turns no matter what I do.



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If azza is going to try and settle another city forward, I need to focus on making this city defensible and try to draw azza into positioning his units away from his northern entrance to his core. Then I smash him and break as much as I can, and consider the stack completely disposable. If the war takes ten turns, then WTF? will have made a further 460 hammers.



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Walls>Granary is probably the most sense. Culture isn't going to do an awful lot here.



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I need to move 1 worker onto the tile 47 of SMS, and chop that jungle, with reasonable defensive units. The turn after the chop has finished, I want to use 4 workers to road the tiles 47 and 444, and the stack of HA and chariots in SMS moves 7411 and threatens the northern entrance. I cover the HA and chariots (one of which is the 6XP chariot I just built, promoted to sentry) with the units covering the worker, most likely a jag I build somewhere (SC actually makes a lot of sense for that), as a jag and HA defends OK-ish against a spear and axe. A W2 jag would actually be able to attack the city through the jungle as well. Then hit the city, raze it, and scare the living day lights out of azza by settling that area for myself.



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I moved both workers to the rice to chop then irrigate it.



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The shrine is making 12 gpt, 9 from my cities, and I can see where 2 of the other cities that have Buddhism are, so that leaves one somewhere in the FoW that has the religion.



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13K soldier points down from top power, but still not enough to go hurt azza...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Turn 124 - More Workers Please

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Um, interesting question. Do I want to give my main competitor maps or my lands so he can see that I am weak navally and 4 galleys would give me a minor headache. What do I get out of it? Knowledge of a few back line cities? I actually know where all of his cities are due to culture anyway. The only thing that I really want is the world map from scooty and Mick, but I am not willing to trade my map for that, to anyone.

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Oh bollocks. I will take the 15% chance now...

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*cry*

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Oh well. I still have the chariot that can go scout out the area. I do not think I would get odds on the sword, so I am not going to threaten the city. I will slip the chariot by along the southern coast.

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So, interesting point. Where do I stack my HA to provide cover for the entire area? The banana at SMS is my first though, but it takes 4 turns to reach PD because of the crappy road network. I need a road on the tile 41 of NS, and preferably 1 of NS as well. I could have both of those roads in position by T130, the road on the jungle by T128, so this seems like a reasonable choice for the immediate future. HOwever, there seems to be a safe option, that requires a major addition to the road network. I want a road straight NE/SW from the tile 69 of Opportunism for 4 tiles. That means I will be able to stack my fast movers 69 of Opportunism and I will be able to defend all of my front cities except DP, but with 1 turned units constantly flowing down from WTF? that is not a concern.

Looking at this area, I think I have reached the point where I need to push out another half a dozen workers, and it is gone from "soon" to "right now" level of need. I do not have the workers to both chop the jungle at the front cities, get the roads in place, get the mines at Opportunism and be able to road the tiles towards azza when I want to attack.

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yuris accepted the OB, so now I have a choice between scouting out the islands that yuris will expand to, and finding Cyneheard. I think I will stick with my previous decision to not find Cyneheard, so he ca not put EP against me or see the lengths I will go to to prop Commodore up.

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This is just a little bit of weird MM. Last turn I should have worked 2 scientists, if I wanted to get the GS eot T131, but I decided to delay the GS by a single turn because I felt that I needed the hammers. because I am going to be saving gold for an additional turn and taking advantage of the Academy afterwards, there is not much of a cost beyond a 1 turn delay to Maths, and maybe to Currency. The GS needs 14 specialist turns, that is, it has to work 2 specialists for 7 turns (7*2=14) in the next 8 turns to get the GS in 8 turns, any less delays the GS further. That means I can work 1 specialist for 2 turns, and 2 specialists for the other 6, or 2 specialists for 7 turns and on one turn not work any scientists. However, here is the production MM for the next few turns:

  • T124, 12 hammers overflow, 14 base hpt, build missionary,
  • T125, 26/40, 14 hpt, missionary finished,
  • T126, 0 hammers overflow, 14 base hpt, build worker,
  • T127, 14/60, 14 hpt
  • T128, 32/60, 18 hpt, move from scientist to plains hill
  • T129, 46/60, 14 hpt, move from plains hill to scientist, finish worker

This then gives me a bit of flexibility with what to build after the worker but before the GS completes. I can swap around the plains cottages that have been split off to GNAP. FWIW, I have 21 food stored so Crapital is safe from starvation.

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*Grumble, grumble* should have finished this last turn. I am going to grow DF one more pop point and focus on growing the cottage for the capital. It is going to be difficult to stagnate growth at size 12 at DF, but with Calendar happiness (sugar, silk) I could grow DF a little bit larger if I really wanted to. I would MM the northern cottages between RVC and DF so that both cities can grow a bit faster, the cottages are worked wherever when multipliers are not in use and DF could arguably use the coast with a light house.

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I am building a jag here to build up a bit more overflow for when I am in Theocracy and pumping out those 3 promotion HA. I want the jag to act as cover for an assault on azza, as I only have 2 jags at present and both are going over to the Nazul front. WTF? can pump HA for the next 8 turns before it needs to 1 turn a different unit.

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After this settler I will build a 3 turn jag here, it will benefit from Theocracy so will come out with 5XP, enough for 2 promotions like the jag that is built this turn from WTF? and will also provide cover next to azza.

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3hpt is enough for the work boat to finish on the turn I need it to finish, to hook the clams asap. With Crapital building a missionary next, I expect borders to pop eot T136. The problem with this though, is GNAP does not have another tile to work until borders pop, as Crapital is going to take over all of the cottages once the Academy is in place. So I am likely to swap off the work boat and coast onto a plains hill before growing and dump the hammers into another item, and that is probably going to be a worker.

Basically, growing it to within 1 food of size 9, then swap to mines, get the work boat to within 1 turn of completion, then build a worker, and work the tiles Crapital does not want to work. That iss easiest to work out on a turn by turn basis.

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After this light house DP going to build 2 workers, the second with a forest chop from the first, and this takes something like the next 10, 11 turns to complete. Then the workers are going to go sort out the jungle area.

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This is where things start getting a bit trickier. I need to chop the last sugar to be able to grow straight to size 8, and to remove a straightforward path for any slow movers azza tries to throw at Opportunism. That takes up the next 5 turns of a single worker. It takes a minimum of 8 turns to move to and mine a forest hill, 10 with a road which I need for unit movement purposes, so I need to bring the worker from SMS down here to road one of the western forest hills and to use the other worker to road the second hill. I need the G2 archer I have around here to hold the southern jungle hill as well, and ideally I want to swap the G1 archer I have as sentry with the G2 archer. I want to use the worker that chops the last sugar to them road the southern jungle hill so the two workers that mine the forest hills can move straight there and chop that hill as well, but by the time I get to that point I also want to plantation at least one of the sugars. 2 forest chops could be another worker, but I would like to consider the catapult as well but I might not have Construction by that point. And I only need Opportunism at size 9 to work all of the hills!

If I had perfect worker MM, it would take total of 63 worker turns to move to, road, and mine all of the hills, chop the jungle on the hills and sugar, and plantation the sugar. That is quite a long time, I need to consider building a worker in this area and using it to prepare the eastern hills to mines. Opportunism can already make a 6 turns worker...is it worth building the worker now and growing on plantation sugars? This is something I am going to have to think about.

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So much to do, so little time. There will shortly be a G2 archer in this city, and if I needed the walls I can just work the jungle hill or a citizen to speed it up enough that the walls will be complete before Nazul can even reach the city.

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OK, what to build after this missionary? Do I build another missionary, for the settler from SC? I do not think that is a great idea, as I am not certain when I am going to use that settler. Do I build military? I doubt a 2XP unit is that useful. I think I am going to build a worker here, but is it worth growing to size 3? The missionary can be finished in 4 turns by working the horse for 2 turns, and the banana for 2 turns, to finish at size 3 with zero food or hammer overflow. Working the banana means SMS will make 11 production, which just means that the worker is one turn slower than building it at size 2. But if I mine the grass hill, then the worker takes 5 turns and so I come out about 6 food ahead, but I am down a bunch of worker turns as the worker that did the mine is not at Opportunism mining the forest hills. But there is an extra worker around, and I can always make yet another worker at SMS if I feel the need.

I am pretty sure the grass mine is worth it, so I am going to go ahead with that and then send the workers down south to help out.

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I think that with the chop then farm on the rice, I can will then be able to chop the forest about a turn or two after Maths is researched, so that will give me walls around the time that borders expand. With the two jags about to be acting as sentries along Nazuls borders I feel quite safe doing all of this.

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Not a huge amount of change, but unit costs are increasing. The sooner I can increase population the better.

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large drop in MFG as I move the jungle cities onto different tiles to grow, and 21K below top power. Just can not keep up with all that slaving, but I am only building units from a single city...but promotions are not taken into account in power, and mine are more highly promoted.

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Nazul power is increasing. I wonder if I poked a wasps nest? They are fairly far behind, and their current power is based on swords and axes which I have no reason to fear.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Turn 125 - Smug Mode

This is how I feel atm about Realms Beyond (Ed: this was written on 11/06/12):

http://youtu.be/JD9d0ZrBnLE

And with that, on with the turn

Well, this turn is interesting, if only for the fact that we can see just how much the twelfth city cost. The answer is surprisingly, not much.

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Here we have yuris with a good defensive force in his city, and this is a really nice city location to screw over Pingo, holding onto a fish in the inner ring and a grass cow in the outer ring. And with the gems, it's definitely worth building a library for both the culture and the science boost.

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Why do Pingo have a galley over here? Are they trying to settle islands?

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I got SP, so it is time to revolt to Theo, but I also got a religion spread to another of Commodores cities. I am not going to turn down another 1gpt...and Nazul got the barb city frown

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Sentry chariot on the hill.

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Keep on scouting...

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I moved both workers to the pig, to pasture that. I will use worker Eleven that I built last turn in Crapital to hook up BL to the road network, then I will use all three workers to improve BL and the iron. Need to decide between a farm or cottage on the flood plain, but frankly without whips (and I'm not in slavery) I don't see how to make BL productive short of working a billion specialists in caste. Whatever, get the granary first, and then a monastery. Lighthouse can wait.

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Two turn missionary for GNAP, then another worker.

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Shrine is pulling in a pretty 15 gpt. Library next, should get it done by the time Currency is in and I can start DF on the market.

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Spam the HA, hurt azza, get ivory, spam WE...and a few CR3 cats. The next time I need to build a cheap unit for overflow I will build an archer to garrison "Bad Luck".

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Gotta give respect to SC for just throwing out the settlers, whilst all the other core cities have built wonders and grown.

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Well, this is uncomfortable. I new that Crapital was about to expand borders, but I did not work out that it would open up two new tiles for GNAP. It alleviates the immediate need for the missionary, but I want to get it now in case I change civics to OR.

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Workers workers, workers.

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To build a worker or not...I have one worker on the grass hill 69, and one on the jungle sugar. I can't mine the hill as that completes the mine before Maths is researched. I'm thinking of roading that hill, then moving 122 to road/chop the jungle hill, and using the worker built at SMS (plus the one already there) to improve the western hills. I think that I'm going to get a worker around T132 whatever I do, though, so probably best to just grow.

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no more camping next to NS in the jungle. Now the worker is probably going to road that jungle tile I need to move the HA to a more central location yet still defend properly.

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I'm going to build that worker at size 3 for sure, and the hill is being mined. With a worker from the north chopping the forest, I think I will get the granary afterwards, not sure yet though if I can get a worker down here in time. Though I might actually get to use the worker built here for hte chop...

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So much jungle to chop...

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Two workers improve the pig, one worker roads to the city, then farm the fp? Then with the clams netted on T135...what, exactly? Am I going to be forced to use slavery and risk the slave revolt in just about all of my other cities?

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It's starting to look like I might make more than 260 base beakers with the Academy and FR. A lot more, and then there are the extra trade routes from Currency...I think I might be able to get Maths, Currency, Music and Calendar in 7 turns, with a bit of tweaking.

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Looks like there was a battle last turn, as I'm now #1 in power. Starting to push again in crop yield, and the MFG figure isn't horrendous for a growth phase. But I'm thinking scooty already have Bureaucracy. The game is in an interesting place right now, scooty really need to capitalise on their current advantages, but so do I...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Hey, Krill, I find it hard to post in the blog and I didn't find the explanation anywhere: what did you do with the artist? Aren't you going to bomb the city? Did you choose another city or a GA instead?
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I'm not planning on using it for anything at all as yet. I'm currently playing T146 and writing the report for T145, which should be up in an hour or so. T146 report should be up tonight as well, I'll explain it in the latter report.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Turn 126 - Vita Brevis

Onwards and downwards.

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An exploring warrior, so defend my worker with a chariot...next turn move the G1 archer that is forward as sentry back along the hills, and the northern archer moves 33 and takes up the sentry position.

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Keep on trucking...

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Bunch of islands down here, and I wonder who has maps of the area.

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Nothing new here...

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Ditto...

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Azza's power is levelling off so these HA have a good chance of being very productive.

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Jag>settler I think.

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For Qgqqqqq...

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...Is this city ever going to build Moai?

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Yay workers.

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Yay food.

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Yay...something?

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Aim to grow this city vertically, it can work 4 cottages for the major cottage city in this area...size 9 is the aim, and that isn't difficult to get to with granary and Calendar...

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Getting there. Once this city hits 10 culture I think it'll be strong enough to hold against Nazul for a while.

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Pasture next turn...

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Inflation rose, along with civic upkeep, city maintenance and unit cost...only 1gpt for each but it adds up.

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I'm paying through the nose for 12 cities, and no Currency, which is worth a further 32 commerce per turn, and I'm still second in GNP. Thank you for useless culture inflating that number (64 culture per turn...).
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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