As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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[SPOILERS] There Can Only Be One Suttree - French Fredrick - LOL, Sut?

OK so here's the plan - Stonehenge, then Oracle slingshot CS, then great prophet for one of three capitol shrines. That works in MP right?

[Image: Ybpxe3z.jpg]
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OK, gotta get in the habit of spending a little time on this game each day - so here's the thing:

I am..... Frederick of France:
[Image: eWBZj6l.jpg]

My traits are Organized and Philosophical
This means I pay half in civic upkeep and earn double GPP. I get discounts on the Lighthouse, Courthouse, and University.

My UU is the Musketeer, a 2-move musketman:
[Image: 8l1k7Rh.jpg]

My UB, the Salon, is not worth mentioning. It replaces the Observatory and gives one free artist.
[Image: vlZ8dxH.jpg]

I start with Agriculture and The Wheel

My catchphrase is FFFFFFFFFFU! where the F's stand for Fredrick and France and the U stands for UNCHAINED because I am like a wild amnimal.

While I rank this combo rather low compared to others in the game, I'm not at all disappointed - I just need to stay out of trouble in the short term. My worst enemy will be a civ with early game advantages that sees me as an easy target.
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Here are my team rankings. Yes, I know I'm completely new at this - BUT THIS IS HOW I LEARN! twirl

1. Joao (Exp,Imp) of Portugal (Carrack,Fetoria) (Fish,Min)

Joao is THE YOGA KING in my book 'cause he's so darn flexible. As a builder Joao/Portugal can REX like no other, and cheap infrastructure through Exp allows or deters early war. Fetoria is too expensive to be useful, but the Carrack should be great given my read on the map settings. Starting techs work well on a wide range of maps = more flexibility.

2. Hannibal (Fin,Cha) of Persia (Immortal,Apothecary) (Agr,Hunt)

Again, balance. Earlygame: a nice vertical Fin/Cha cap and solid skirmishers in Cha Immortals. Longterm: FINANCIAL. Let's hope Hannibal loses a couple turns with a start unsuited to his initial techs.

3. Huayana Capac (Fin,Ind) of Russia (Cossak,Laboratory) (Hunt,Min)

Builder setup all the way, but a great builder setup. If Huayana wants a wonder, he's gonna get it: first to tech, first to build. Sucks to be DeGaulle in this game. My sincere hope is that Russia starts next to Kublai.

4. Mehmed (Org,Exp) of Arabia (Camel Archer,Madrassa) (Whe,Myst)

Crap starting techs, but great leader and decent unique unit/building. I think the traits win out with rapid expansion and access to early infra (Granary, Lighthouse). ORG gives staying power.

5. Asoka (Spi,Org) of England (Redcoat,Stock Exchange) (Fish,Min)
6. Gandhi (Spi,Phi) of Netherlands (Indiaman,Dike) (Fish,Agr)

I rank these two pretty close together, Spi complements both ORG and PHI - Asoka wins out because of better starting techs and diminishing returns on PHI. Both civs will play the long game unless forced to play otherwise.

7. Fredrick (Org,Phi) of France (Musketeer,Salon) (Whe,Agr)

That's me! As noted, I'm not displeased but I really hope to start near other mid tier builder civs (ie Asoka, Gandhi, DeGaulle)

8. Augustus (Ind,Imp) of China (Cho-ko-nu,Pavilion) (Agr,Min)

Great starting techs, but IND and IMP are at odds here. I'm not sure how I would play this civ.

9. Kublai Khan (Agg,Cre) of Rome (Praetorian,Forum) (Fish,Min)

The bully of the game - settle up with CRE and beat down/deter with Praets. This is actually a pretty strong setup, but my low ranking reflects my hope that Rome (A) doesn't start next to me (B) screws up the early game. We're all newbs here, and playing early aggressive against human opponents seems hard. With a experienced player this would be ranked higher.

10. DeGaulle (Ind,Cha) of Byzantium (Cataphract,Hippodrome) (Whe,Myst)

Great UU/UB but everything else is bad. Here's hoping DeGaulle starts near me, goes for every wonder (Stonehenge!), stagnates, but screws over the other two IND teams in the game.
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Here's your start, anything might change, etc, etc.
[Image: Civ4ScreenShot0128.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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In today's installment I waste time by over-analyzing a single screen shot.

Here's my best attempt at fog-gazing:
[Image: ZBKWv9C.jpg]
The flash of tundra/ice suggests I am in the southern hemisphere.

I figure I have two choices for the scout:

1) Go West to the plains hill (1-7). I would need to find another deer or a +5 Agr tile to make settling west worthwhile.
2) Go East towards the river (6-9). The hope would be to find a riverside Agr tile and build something other than a settler/worker pump.

If I win the lottery west, I cut two turns off my start. I lose 10b and waste one of the crab.
If I win the lottery east, I gain a commerce cap and some flexibility in my initial research. In a perfect world, I would settle my second city at my current start.

I suspect I will SIP. I will move the scout east because of the river. If I SIP, my micro would be WORKER, WARRIOR, SETTLER. Research would be HUNTING,ANIMAL HUSBANDRY,MINING. The settler would finish t32.

Code:
PARIS
t0,1   3f/t   1h/t   10b/t   0f(22)   0h(WORKER-60)             0b(Hunting-64)
t7,1   3f/t   1h/t   14b/t   0f       28h                       0b(AH-161-8=153)   HUNTING
t15,1  2f/t   2h/t   14b/t   0f       0h(WARRIOR-15)            112b               WORKER    
t18,1  4f/t   2h/t   10b/t   6f       6h                        0b(Min-79-1=78)    DEER,AH    
t22,2  5f/t   2h/t   10b/t   0f(24)   14h                                          GROW
t23,2  6f/t   5h/t   10b/t   5f       0h(SETTLER-100-1=99)      50b                COW,WARRIOR
t26,2  6f/t   5h/t   ?b/t    5f       33h                       0b(BW or Fishing)  MINING
t32,2  6f/t   5h/t   ?b/t    5f                                                    SETTLER
First worker will build a mine or road directly to the second city.

Worker movement would look like this:
[Image: ZUmsZPm.jpg]

That's it for today!
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Tuned in by phone - thought today I might read past game threads for some of the less green players, but things are weird... Still looking forward to game start, but I'll probably wait off on posting 'til a sub joins up. I was hoping the game would be up by next week frown

Been reading Xenu, in PB8 - seems self aware as a sometimes emotional player. Best strategy? Since gut feel might result in slower growth - wait for economic advantage and attack first only for complete kill. If another player attacks, take advantage of Xenu willingness to spite the other player.
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Yay! Game back on.

Read Brick today in PB8 - seems like a great partner for Xenu. Very calm and reflective in his thread. He doesn't really communicate why his tech was so backward - bad land? Doesn't bode well for DeGaulle of Byzantium - weak economy.
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Read Boldly in PBEM44 yesterday for civ game time - I'd rather not fight a war against this team. I imagine all the teams have a decent amount of civ SP experience, but probably no substitute for MP when it comes to war. Here's hoping someone else gets to make sure they never make it to Cataphracts.
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GAME ON!

I had a very happy surprise when I started the game - my deer is now a forest deer!

[Image: BIJ0v5z.jpg]

This prevented me from settling east, but dramatically improved my start. The extra hammer made me consider fishing before AH, but I still think WORKER - WARRIOR - SETTLER is best. Settler comes in t29 and will definitely be going east. 6-9-6 or 6-9-9 look promising.

New micro plan:

Code:
CLINGMAN'S DOME
t0,1   2f/t   3h/t   10b/t   0f(22)   0h(Worker-60)          0b(Hunting-64)
t7,1   2f/t   3h/t   14b/t   0f       35h                    0b(AH-161-8=153)   HUNTING
t12,1  3f/t   1h/t   14b/t   0f       0h(Warrior-15)         70b                WORKER
t14,1  2f/t   3h/t   14b/t   6f       2h                     98b                
t16,1  4f/t   3h/t   14b/t   10f      8h                     126b               DEER
t18,1  4f/t   3h/t   10b/t   18f      14h                    0b(Fish-64-1=63)   AH,ROAD
t19,2  5f/t   3h/t   10b/t   0f       0h(Settler-100-2=98)   10b                GROW,WARRIOR
t22,2  6f/t   5h/t   10b/t   0f       24h                    40b                COW
t25,2  6f/t   5h/t   10b/t   0f       57h                    0b(Min-79-7=72)    FISHING
t29,2  6f/t   5h/t   10b/t   0f       0h(WB-30-3=27)         40b                SETTLER
t32,2  6f/t   5h/t           18f      15h                                              
t33,3  4f/t   8h/t           0f       20h                    0b(BW-193)         GROW,MINING
t34,3  8f/t   5h/t           4f       0h(WB-30-1=29)                            WORKBOAT
t37,4  6f/t   8h/t           2f       15h                                       GROW
t39,4  6f/t   8h/t           14f      0h(WARRIOR-15-2=13)                       WORKBOAT
t40,4  10f/t  5h/t           20f      8h
t41,5  10f/t  5h/t           2f       0h(WORKER-60=60)                          WARRIOR
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Awesome!
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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