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SG4-Immortality Scares Me

Assessment: One more forest to chop for TGLH. Get bottom continent explored and then fogbust. Get silver for happy and then chop a workboat.

Changed "name me!" to Blanton's, sticking with my home state's finest export--bourbon.

T50: Moved worker to start chopping last forest at Maker's Mark.

T52: Warrior complete at Ssal. Onto FW. After that, Will grow up to happy cap and whip once pig is done I guess?

T53: Silver in, getting rid of unhappy face at capital. FW moves to chop out the work boat for the fish.

T54: Found end of SE peninsula. Barb warrior attacks and dies. Does only .3 damage.

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T55: Forest chopped into TGLH. Due in 3 turns. FW to cottage our only river tile at MM.

T56: Killed the injured barb scooter found previously and killed it with no damage. Moving our warrior to fogbust. Met Ragnar. Not my first choice for an initial find. Hostile, good on water maps, and not great tech traders.

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T57: WB chopped at Blantons. FW finishes at Ssal.

T58: We got TGLH! Immediately cuts the turns on AH down from 5 to 2. Capital will build 1 turn warrior for happiness. Blanton's steals the wheat for one turn to grow one turn sooner. Blantons begins Lighthouse because the only useable tiles other than the silver are water tiles. Cottage done at capital. FW moves to help speed up pig pasture.

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T59: Fish is boated at Blantons. Warrior finishes at the capital raising the happy cap to 6 there. I swapped some tiles around allowing MM to grow next turn to size 6, which will let us two pop whip a granary next turn or 3-pop whip a settler. Also gave Ssal back its wheat since Blantons is a crap city and has its own fish now. Northern warrior arrives on proper hill to fogbust.


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Plan:

Move southern most warrior onto hill tile NW and leave it there to fogbust. Then barbs can only spawn on one tile on that long land bridge.

Swap clams back to Ssal for growth there.

Decide what to do with the capital. We could 3-pop whip a settler, but that seems like of a waste because we would have to give up working a 0/4/1 mine or a 0/5/0 mine, which means the whip isn't really ideal for production. We could put a couple turns into a settler and 2-pop whip it, using the granary to regrow. We also need to get two more work boats out of the capital.

AH will come in next turn and we need to immediately pasture the pigs. We have two workers nearby to do it, and then the one can return to cottaging the tile south of Ssal.

As soon as possible, we should settle some off-shore islands for IC-TRs.

SAVE: http://dl.dropbox.com/u/25875988/SG4-Imm...dSwordSave
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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Gold Ergo Sum Wrote:[Image: civ4screenshot0014.jpg]

Ha, Ragnar has a good spy system already!
How appropriate! lol
Thanks for reporting. Nice read.
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Sounds like we'll need a workboat out quickly, to find a trade route connection to Ragnar, and scout out potential island city sites.
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Nice job on TGLH. thumbsup

Note that Ragnar isn't the Jewish founder---> he isn't isolated.

GLH may turn out to be even better than originally thought.

That cottage was probably a mistake. GP farms want to be working food specials and specialists, not cottages. A farm on that tile would instantly irrigate the Corn once Civil Service is in and provide extra food for growing up to your caps.

I agree with luddite that you'll want at least one wb out soon to get some trade route scouting done. A galley to ferry settlers to islands would also be handy.

You'll also want another city asap to get your 3rd trade route (your next city will actually increase your GNP). The Copper-fish site t4E-1S of your cap wouldn't require any extra defenses and is handy close for quick settling/low distance maintenance.
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Thoth Wrote:Nice job on TGLH. thumbsup

Note that Ragnar isn't the Jewish founder---> he isn't isolated.

GLH may turn out to be even better than originally thought.

That cottage was probably a mistake. GP farms want to be working food specials and specialists, not cottages. A farm on that tile would instantly irrigate the Corn once Civil Service is in and provide extra food for growing up to your caps.

I agree with luddite that you'll want at least one wb out soon to get some trade route scouting done. A galley to ferry settlers to islands would also be handy.

You'll also want another city asap to get your 3rd trade route (your next city will actually increase your GNP). The Copper-fish site t4E-1S of your cap wouldn't require any extra defenses and is handy close for quick settling/low distance maintenance.

What if we settle a city on the desert to the east, in range of copper and fish, and let that city work the cottage? We can still irrigate the corn from the lake in the west.
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luddite Wrote:What if we settle a city on the desert to the east, in range of copper and fish, and let that city work the cottage? We can still irrigate the corn from the lake in the west.

smile That works.

The fish/copper city won't be a powerhouse (there don't seem to be (m)any powerhouse sites on this map), but it's got 2 strong tiles all to it's self and can borrow the marble if needed.

Weakish land + a GP farm capital + GLH favours a decentralised economy with coastal city spam as opposed to the standard cottage spammed Bureaucracy-Oxford capital centralised economy model.

Moving the palace to another location is possible, but I don't see any sites that would be worth the cost.

Farms, mines, and workshops for the land tiles with GLH + coast tiles for commerce looks to be the way to go on this map.
Water maps in general tend to be hammer poor. On the plus side, you can get away with fewer workers than normal.
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Got it!
I'll play in about 8 hours, so feel free to give the more ideas!
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Nakor, I put my suggestions in my prior post.

I say build a settler until it can be 2-pop whipped at the capital and found the fish/copper city on the desert tile.

Getting a scouting WB is suggested, and a galley to get Settlers over to the nearby islands. One might need to come out of the fish/silver city and we might need another for the north coast eventually too, although will Ssal serve as a canal between north/south? If so, one will do for now.

We need at least one more warrior ASAP before Ssal grows into unhappiness and another for each city.

How soon do we need a copper mine to start getting Axes up? I would think VERY soon.

Also, you might want to chop a WB at the fish/copper city once the pigs are pastured.

luddite Wrote:What if we settle a city on the desert to the east, in range of copper and fish, and let that city work the cottage? We can still irrigate the corn from the lake in the west.

If the goal is max food, that probably makes sense, since we would farm those tiles anyway.

Thoth Wrote:On the plus side, you can get away with fewer workers than normal.

That is a helluva "plus" side when your UU is a worker. bang
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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Photobucket down, so no pictures this time...

T60 sees us finish AH, so the pigs pasture is underway. Go to Writing next to get 2 scientist in our capital. Bad news is a barb archer and warrior in the south, so getting copper connected is a mayor item now. Decide to get a scouting WB before the lighthouse in tundra city since we need that more.

T61 sees our southern warrior killed and the ToA build in a foreign land. Archer disappears in the fog.

T62 sees that archer re-appear and 2 workers move to connect the copper. Third will go and help.

T63, archer moves past our warrior, but we'll have axes to deal with him... I hope... 2-pop whip the settler in MM.

T64 sees the settler completed, overflow into Granary, and the workboat completed, lighthouse next. Archer keep moving towards us... going to whip 3 axes once the copper is connected...

T65 this is getting tricky... to bad there are no pictures...

T66 Writing is done, decide to go Math next but feel free to change that. Archer moves from it's path to pillage the pigs. Our lone southern warrior kills a wounded barb warrior. Bacardi founded, copper mine done. No road yet...

T67 copper connected, Axes ordered in 3 cities. Another archer in the south. Great fun, this game@

T68 Pigs pillaged, whipping an Axe in SS.

T69 Axe finishes off the Axe, but I order one more in SS to send this one south scouting. 2 more axes whipped. WB done in Bacardi, going to build a Galley there.

T70 our miltary doubles and the next player is up!
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Photobucket was down for me, so I created an Imageshack account last night. Took like 30 seconds. Imageshack blows.

I fear a barb city or two down in the south. Getting our island settled quickly will be very helpful to prevent barb spawn (and get trade routes).

Luddite is up.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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