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(I made a mistake, maybe we'll pass that 1W1SW cottage over to Tief Blau). Otherwise, these are the planned tiles. This calls for workshopping the flat tiles 1NW and 1NW1N of the city, as well as watermilling those two riverside cottages . That okay with you?
This will give us base 52 hammers. Not bad!
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Stick, you'll probably play this turn. I won't be free for ages.
Again, start laying down watermills and workshops, switch Thrush Lake and Stardust Bay to Unis. Castle Rock to Theatre. Turn up science to 80%, that will be enough to complete it, but we might need to build wealth or run some merchants (probably in our National Epic city).
T139, start Uni in Castle Rock.
T141 or so, whip Levee and these 3 Unis.
T142 start Oxford in Utopia.
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A whole lot of nothing happened. Queued up Universities, paved over watermills. Building Settler to start building filler cities, dirt cheap with SP.
Commodore kicked off a Golden Age... while at war?
AT doesn't have Democracy, so I'm half-hoping we won't have to use the Great Engineer on the statue. On the Espionage front, AT's in Mercantilism, so no trade route reduction from him, so we'll have to leech whatever off of dazed. Problem is, I don't think he has anything except Steel, and we can't afford waiting the ~6 turns to wait for the Spy to devalue and steal it (railroads). I think we should just direct all our EPs at Commodore. Still should be worth the missionaries in dazedland just for the shrine income, though.
Demos:
More people have been to Berlin than I have.
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Please tell me paved over tiles with watermills.
But yeah, you're right that we might not bother stealing Steel from Dazed. Maybe not even from Commodore, as we'd still need to get units in position. In that case, let's steal Astronomy from Dazed. His tech rate isn't half bad with that tiny cottaged-up FIN empire.
I made a mistake with the earlier instructions, we should have slotted in a cheap Jewish Temple in Castle Rock before the University.
And I'm pretty sure it's not trade routes that cheapen EP costs, but Open Borders.
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So where do we build the SoL?
We want somewhere with a decent base size. We also want it in somewhere with decent number of base hammers, so we can whack it out asap.
I propose we build it in Soul Stream. If we switch it to max hammers, we can get 25 base hpt.
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Duh, with watermills. Definitely Soul Stream for Statue, Utopia's tied up with science and Fort Matthew doesn't have Forge/Religion. And each extra pop only gives +20 hammers on the Great Engineer, not enough to worry too much about.
More people have been to Berlin than I have.
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Whew, the grammar was sorta off. "Paved over" sounds like you replaced tiles that were previously watermills with something else.
Dazed just logged into gchat, we should have the save soon. I'll be logged in, poke me there.
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AT's been militarising his borders which means he is unlikely to invade us. Otherwise he'd be hiding his troops.
Commodore's trying to pull shenanigans on Dazed, as usual.
Got vision on Commodore's doomstack that has retreated to lick its wounds.
And cctually, whipping Castle Rock this turn for a Uni wasn't a bad idea, as it synced up with unis completing in other cities. Start Oxford next turn!
3 turn Oxford! And wow, thats alot of production that suddenly opened up. Well, we're going to run 100% science next turn to finish up Steel, then 2 more of 100% wealth, and then go back into science for the binary research booster. At least that's the plan until we have a better idea of how much Railroads will cost.
A few notes from this screenshot. I'm going to start chopping that forest on T141, and then borders of Port Alice will expand on EoT141. We also had the luck of another forest growing this turn as well, sweet, free +20h! Finally, I spent some EPs on AT, and he's going to win Physics. Oh well.
We're about set to run away with the game
A biiig power spike by AT, looks like a metric ton of drafts. 2 turns ago, we were 31% of world pop to AT's 30%. This turn, we're 33% to 29%. And we didn't even grow that much recently!
Finally, Stick brought this up in chat, but does anyone know if having a trade connection, open borders, but no trade routes thanks to Mercantilism affects tech stealing costs? I thought EP costs were only affected by open borders.
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Hotkeys and you! A guide to Civ4's keyboard shortcuts.
r = Road/railways
t = Cottage
m = Mine
i = Farm (a throwback to Civ3's irrigate?)
k = Workshop
alt-c = Chop forest/jungle
shift-p = Plantation
shift-w = Watermill/Windmill/Winery (context dependent)
ctrl-F = Fort
I tend to use these to tag tiles that have experienced so and so turns of tile improvement. So a tile saying 2t means I've put 2 turns of cottaging on it. Or 3k means 3 turns of workshopping. Or 1W means I've put one turn of watermilling into a riverside tile.
Naturally, the actual completion of a tile's improvement depends on things like game speed, steam power, Hagia Sophia, serfdom, etc. But it's a nice shorthand to mark what I intend to do with a tile.
This is how I remember what I want to do with a tile. It's quite handy and powerful once you get used to it.
June 29th, 2013, 11:15
(This post was last modified: June 29th, 2013, 11:15 by thestick.)
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Mercantilism/Open Borders/Trade doesn't reduce espionage costs. Base stealing Hunting was 48 EP, stayed the same when editing in a trade route, dropped to 32 EP when I opened borders, then went back up to 48 EP when the AI swapped to Mercantilism (WBed him Banking, swapped on his own accord).
It looks like we'll have to leech off dazed until AT picks up Communism.
More people have been to Berlin than I have.
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