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SG4-Immortality Scares Me

Gold Ergo Sum Wrote:Any suggested modifications to the path I laid out earlier based on the hut pop?

I am almost tempted not to play any further until I hear some updated ideas.

Um.

Why are you researching the Wheel?
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I shouldn't be. I clicked on Agriculture I thought.

Good catch. I just changed it. I blame the alcohol.
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I say just play on for the set and see what happens.
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Gold Ergo Sum Wrote:Good catch. I just changed it. I blame the alcohol.

DrunkCiv is always fun (though it does up the difficulty level a bit) thumbsup
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T7 overview:

[Image: Civ4ScreenShot0354.jpg]

[Image: Civ4ScreenShot0355.jpg]

Trying to decide whether to keep going towards the south or turn around? Typically I would turn around and scout around the capital, but it looks like coast in the east and tundra in the NW, so I am tempted to just keep going south. Am I risking our capital getting that far away on Immortal with barbs on?
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I think you're fine - keep on going. You haven't even seen any animals yet, so you've got some buffer still.
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*trying not to sound like a broken record*

You would do well to come up with a micro plan that gets you the GLH before 1200 bc. wink
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As said before, I popped BW on T0.

Agriculture is done. Fishing is done.

Warrior was due in 3 turns. Swapped to WB.

Corn farm is finished. Capital grows next turn.

Not sure where to go from here tech wise, so I stopped.

Our warrior found a barb in the south.

[Image: Civ4ScreenShot0367.jpg]

[Image: Civ4ScreenShot0363.jpg]

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[Image: Civ4ScreenShot0365.jpg]

I agree with Thoth that TGLH is likely to be disgusting on this map.

I went ahead and named our capital Maker's Mark, since that is what I am drinking.

Nakor is technically next on the turn list, but if someone is awake and wants to pull it down to get us off to a quick start, I don't see a problem with that. I played through T17. So maybe next turn play through T30 and then go to 10 turns afterwards.
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Wow, turn zero bronze working? remind me never to play poker with you, GES.

It looks like the land ends to the east. It might end quickly to the west, also. So all we'd need is 1 or 2 warriors, and barbs would be eliminated.

I agree that the GLH is the strongest move here. Maybe even too easy, here...

The real question is whether it's worth founding another city before building the GLH. That plains hill to the west stilll looks good (copper to the east doesn't change much). But we'd have to research animal husbandry too.

Someone should check the tech times, but I think we'd have time to get that western city + another worker, and still get the GLH. I don't want to do that right now because... well... +1 for drunk civ smile
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On immortal, you almost always have enough time for a second city before the GLH. But be sure you found it relatively close to the capital (as you are now) since you'll want to have 1 warrior that can cover both the capital and the second city in quick succession.
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