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[SPOILERS] Welcome to the Kuro Corporation! (Kuro and BaII)

(June 17th, 2013, 21:21)BaII Wrote: He could have potentially made a chariot from what it looks like, so be careful with the scouting axe. Now William might think we made axes to choke him rather than to protect us :P

Good thing HUnting gives us Spearmen to defend with, eh?
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Playing the turn. The Great Lighthouse should be able to be whipped next turn (3T until it is done normally). I am thinking we should do it because 1. We need not to get beaten to it and 2. It gives us +6 commerce 2 turns earlier, which essentially means we get 2 turns of a Town on T62 in exchange for 2-pop. Anger isn't too much of an issue: The capital loses an unhappy face in 2T and it's next build is going to be a Settler anyway I think (We need to not fall behind in the city bellcurve too much!)

Next post: Turn report.
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Lots of interesting things to start off the turn!

[Image: Civ4ScreenShot0524_zpsd42f6e95.jpg]

First off: We can see WilliamLP's research. It is Polytheism. He will get Hinduism next turn, then. This puts a damper on getting a religion (Will discuss this further)

Secondly: Barbarian Warriors! Lots of them! My axe whacked the one in the first and got broguth down to 3.8 HP: I'll either attack the other Warrior next turn (Still have 99.8% odds) or will defend in the forest if it attacks this turn. Axe will then promote to heal faster.

Thirdly: I need to get rid of all those "Pre-Chopped" signs! XD I did so.

Fourthly:

[Image: Civ4ScreenShot0525_zps67f3310e.jpg]

WilliamLP got out his fourth city, I imagine other civs are doing so as well. We'll be doing the same as soon as The Great Lighthouse finishes and should be able to start pumping them out after: We've got +2 commerce (+4 when/if we get foreign/overseas TRs!) per city to help us, after all! Well, not quite "per city", but we do not have a single city yet planned to not be on the coast...

[Image: Civ4ScreenShot0526_zpsaf5bf8cf.jpg]

As an aside, given what we explored of the area to our right, this is probably an island (Possibly one tile) of some kind. We should try to find time for a Galley (I'm thinking, after the capital builds a Settler, building up a Galley, 2-pop whipping it and overflowing into a Worker/Settler) to explore it and settle it: If it IS an island, it'll give us overseas TRs with it, which is great for The Great Lighthouse!

Walton completes it's Axe next turn. It will then go into it's Worker: After that, I am thinking Granary, either whipped or chopped. Thoughts? We could also 2-pop whip a Settler out of it and mosey the Axe on over to the cow city spot to settle...

Before getting into Graphs/Demos, I want to discuss the biggest subject at hand, What do we research next?

ALL of our options, viable or not, are:

Metal Casting: Too expensive!

Iron Working: Don't need it.

Writing: Writing is an interesting choice: It gives us Open Borders, which is of course important with The Great Lighthouse, and Libraries, which would allow us to start on a Scientist if we want or just in general boost our science. Does not provide any resources or easy culture, though (Libraries are 90H, too much for most early cities to go for it culture first!). It is also the most expensive tech we'd realistically research.

Archery: I think, with Spears/Axes, we're pretty safe so far. Since our copper is on a settled city, it'd be hard for him to get rid of it.

Mysticism: My personal choice, even if we do not decide to go religious, is Mysticism, due to the fact that our future cities (And even Walton, to an extent) would either greatly benefit or require Mysticism to properly function: The spread of some of our ice cities means they're absolute junk unless the food is second ring. John Dodge needs it to grab the Wheat, as well. Walton needs it to grab the coast/Grassland Hill. Finally, while I imagine this could be "poor play" and I can be talked out of it, I want to see if we can nab Monotheism: We don't need AH(The cows are our ONLY AH resource!) quite yet and I feel Writing can be delayed until after the religious techs (in part due to TGL's commerce boost). We also are probably the only one w/ Masonry, giving us equal chances with WilliamLP (If they decide to go Masonry -> Monotheism) and probably most others, if not better. Finally, the religion would allow us to spread culture to cities without the cities needing to build them, which would be VERY nice for the ice cities w/ second ring food who will struggle with doing so! Plus, happiness! (We only have 3 happiness resources: Furs, the contested Silk near WilliamLP, and Silver way over by the fish that is like 30T away by foot)

Animal Husbandry: A bit of an iche option, but it unveils Horses (Would allow us to better plant cities/possibly boost a city up), lets us work the Cows in the Cows/Clams city (Which are a nice tile) and gives us a 20% discount on Writing, which is a nice and prime reason to target it after Hunting. Hunting also discounts Animal Husbandry.

My personal preference, in order:

Mysticism
Animal Husbandry (So we get the Writing discount)
Writing

...With the possibility of directly going Mysticism -> AH -> Writing if we decide not to go Mysticism -> Polytheism -> Monotheism.

BaII, and for that matter Lurkers, I would greatly like your help/opinion here: What tech would you research next (and, if you would, why?)

Leaving aside all of that...

GRAPHS! :D (BaII, do you want me to continue posting every graph due to C&D or just notable ones/with regular updates?)

Score:

[Image: Civ4ScreenShot0527_zps91c9aa9f.jpg]

GNP:

[Image: Civ4ScreenShot0528_zps156b9417.jpg]

Production:

[Image: Civ4ScreenShot0528_zps156b9417.jpg]

Crop Yield:

[Image: Civ4ScreenShot0530_zps24fb2f4b.jpg]

Power:

[Image: Civ4ScreenShot0532_zpsc5a3d373.jpg]

And, for kicks, the Culture graph, because something amusing:

[Image: Civ4ScreenShot0533_zps6d9fe143.jpg]

See that little uptick? The one way, way on the top right? WilliamLP has built a culture building, almost certainly a Monument! Ah-ha! C&D MIGHT! *Fistbump*

[Image: Civ4ScreenShot0534_zps9e07e07f.jpg]

Demographics and some Worker thoughts:

After Worker #1 at Standard Oil finishes it's cottage, it'll go Camp the Grassland Deers, allowing John Dodge to get off the ground with feet running. Worker #2 is going to go up to David Buick to cottage it's two Grassland tiles, allowing Buick to run 3 food lake, 2 grassland cottages and coast for eternity, being a weak but still semi-useful fishing village. Anything past that is too far away to say ATM. What the Worker out of Walton will do depends on if we go Granary there and if we chop it or whip it. (I am considering a suggestion to 2-pop whip a Settler there, put any overflow into a Granary and chop it out...).
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AH. Where the horses at yo!
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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I kinda of agree with Lewwyn at this. I would like to know where the horses are at, although if we can time our settler to be complete right when discover AH we can tell where the horses are. So we might be able to squeeze out mysticism before we complete AH. Also I am skeptical that we can get a religion from Monotheism, but sure we can go for it. Graph's post up noticeable changes in them. (you have GNP graph when it should be the production graph) :P

EDIT: farm 2 grassland in John Dodge for Faster growth then raze them for cotttages.
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
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Oh whoops, it looks like I accidentally took a pic of the GNP graph a second time, so I don't have last turn's Production graph...I will snap one this turn. I'll do the grassland thing although I presume you meant David Buick and not John Dodge (Since Buick is the one needing food). Good thinking on that.

We can get Mysticism in 4T and AH in 6T: We aren't likely getting a Settler out until then, so I will go for Mysticism 1st and then see the state of Monotheism before going to AH? It should also be noted our next city is John Dodge, which is unlikely to be moved even if horses pop up.
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NVM we're really boned.

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We chopped eveything we could (Even chopping the forested deer would not have helped: We would be 6 hammers short of a coinflip) and pretty much beelined it but I guess we just didn't have enough forests to do it.

This makes me wanna go for Monotheism more, because we need an edge and waiting for the cities to build Monuments without +2 TRs will be a lot more painful.

BaII, I could use your input on what you think we should do. I don't think warfare is an option we can really do as ancient age warfare has basically passed. I'm thinking REX into the ice, hope we get a religion, maybe bust out into the islands? I'm going to whip a Galley in our capital next turn to explore that island we saw and see if there are any resources there. FYI score means it pretty much had to be Retep who got it, he must have done it faster because Organized Lighthouse (Plus no 1T of Slavery anarchy)...
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Other notes of the turn: Axe killed that Warrior and since WilliamLP can't wardec yet I moved my Axe here.

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Still playing the turn, waiting on BaII's input before continuing.
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Also, this is more of a question than anything else: Does The Great Lighthouse usually fall before the Oracle? I think usually the Oracle falls first, doesn't it? I guess Organized does help w/ Lighthouse, though...
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Why doesn't Organized help with the lighthouse?
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