Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
SG4-Immortality Scares Me

Hunky dory. Just went to a HH with my wife Thursday night and then made an impromptu overnight trip last night. I am going to try to get it played right now before I go play golf this afternoon.

EDIT: Played. Turn report to follow tonight.
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
Reply

Okay, going to play in about 9 hours if the update is there and the save is.
Reply

Goal: Settle the best city site in the south and fogbust.

T80: Lighthouse finishes in Blanton. Onto granary.

T81: Barb city founded just south of where new city is going. Hopefully if I put a library there with Creative, maybe we can put some serious cultural pressure on it.

T82: Founded Knob Creek. Two FW hooked up for road and now chopping granary. Borders open with Ragnar. We now have IC-TRs.

[Image: Civ4ScreenShot0041.jpg]

T83: Founded Woodford. Moving FW to pasture sheep. Almost a disasterous combat result in the south. Our only Axe defending Knob Creek near the barb city was 98.6% to win and survived with .1 health.
Another Axe is on the way down and will be in the city before a barb can reach it. I will take the Archer promotion next turn.
[Image: Civ4ScreenShot0042.jpg]

T84: Need to get two more WBs up to net the clams and fish for max whip efficiency and efficiency building settlers and workers at Maker's Mark. Added some production to Bacardi to get galley and Axe faster.

[Image: Civ4ScreenShot0043.jpg]

T85: Whip LH at Ssal, put overflow onto granary. Axe started in Bacardi to get on the galley. All other axes sent south. Axe defeats barb archer.

T86: Scouting WB will check out this new island in the SW.

[Image: Civ4ScreenShot0044.jpg]

T87: Borders expand at Knob Creek, stealing a tile from barb city. If we put a library there, we might be able to auto-raize it from culture, especially if we add another border city for dual-pressure.
Net the fish at Knob Creek. Growing capital into unhappiness. At size 8, we can 3-pop whip a settler.

[Image: Civ4ScreenShot0045-1.jpg]

T88: Axe finishes at Bacardi. Ready to load galley for scouting. Onto a lighthouse there. Granary finishes at Ssal and start on FW because of unhappiness. Should probably 2-pop whip a Settler there next.

T89: Three-pop whipped Settler at Maker's Mark. Chopped out a granary at Knob Creek. Sheep pastured at Woodford and borders pop to defog the entire north. Move galley and offload Axe to pop a goody hut next turn. Good luck Nakor!

Overview of Empire:

[Image: Civ4ScreenShot0046.jpg]

[Image: Civ4ScreenShot0047.jpg]

[Image: Civ4ScreenShot0048.jpg]

[Image: Civ4ScreenShot0049.jpg]

[Image: Civ4ScreenShot0050.jpg]

Demos:

[Image: Civ4ScreenShot0051.jpg]

It looks like we might have a runaway AI, which is bad for us, because we may not be able to do anything about it for ages.

You will definitely need to readjust tiles at Maker's Mark after this turn.

Suggestions for Nakor?

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
Reply

Looking good. I guess it's time to start settling the island. Hopefully we can find Ragnar or someone else's land soon.
Reply

Just going to play and see what happens...

T90: Just hit enter

T91: Granary done in KC, Library next. Settler done in MM, WB next. 30 gold from the hut. Don't know where to settle next, but I decide to grab the horses first since we need to scout the northern islands a bit more. Will try to get a city there this turnset.

T92: WB done in MM, onto another one. FW done in ST, onto a Settler (2-pop whip later).

T93: Bacardi builds a lighthouse, another Galley next. Whip the Granary at Blanton and the Library at Knob Creek.

T94:
Blanton: Granary -> Library (gotta work the silver)
Knob Creek: Library -> Lighthouse
Woodford: Granary -> Galley

T95:
[Image: Civ4ScreenShot0043-2.jpg]

What next? CoL or going for Monarchy? Decide to go Meditation - Priesthood first for discount and get both options open.

2-pop whip settler in ST, there is a nice sheep-copper island we can settle east of Bacardi.

T96: Easiest turn so far. Axe kills barb warrior close to our next island site.

T97: Meditation in, Priesthood next. Galley done in Bacardi, Axe next. Sangria founded in the far west near horses. Started on a WB:

[Image: Civ4ScreenShot0044-2.jpg]

2-pop whip the settler in MM, whip the Library in Blanton.

T98: Blanton: Library -> FW, MM:Settler -> WB

T99: Priesthood done, set CoL as placeholder. Colossus build in a foreign land. Whip the Galley at Woodford. Here is the demo at 50% science:

[Image: Civ4ScreenShot0045-1.jpg]

Good luck, Luddite!

Here's the roster

Nakor - just player
Luddite - UP NOW!
TT - ready?
GES

scooter on the bench
Reply

As soon as you popped 30 gold, I was hoping you turned the slider up and got us Currency a couple turns faster. Oh well. Looks like we wouldn't have gotten to Colossus anyway.

We probably want to run some scientists in a library to get a GScientist or two.

Time to start settling other islands wholesale. Any thought to ferrying an axe or two and a settler/worker south of the barb city and just box it in with culture?
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
Reply

We've got a great merchant from the lighthouse coming up in 8 turns, and I'm not sure what to do with him. I'd like to use him for a trade mission with Ragnar, but getting him there will be tough. We could use him to bulb metal casting, but that won't be much use except to trade to Ragnar. Settling him in the capital seems weak, since there's so much food there already, but that might be the best option.
Reply

Luddite is up.

So should we hire two scientists at Makers Mark to speed up the merchant? And should we continue to work them after that?
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
Reply

I think we've been doing too much whipping. Blanton's even has 2 whip unhappiness, and it's preventing us from working a lot of good tiles. There's no need to rush because we're not fighting anyone for land, so we don't need to win a settler race anywhere.

T99: changed Knob creek to a settler, before it grew into unhappiness. MM will build a warrior for 1 turn, to let it grow. Bacardi can work a coast instead of the marble, to grow and finish an axe in 2 turns. Turned on avoid growth for Ssal.

If we can be more efficient with the workers, then we don't need to build many. I switched Blanton's from a fast worker to a settler.

T100:galley finished. I loaded the settler to send him down, and I'm sending down the warrior from Sangria too.

Hooch founded by the sheep.
[Image: dzzaj9.jpg]

We've got 3 galleys, so I guess I'll keep exploring to the northeast with that one.

T101: Bacardi finished an axe and grew to size 5, so I'm going to use it as a work boat production factory now.

T102: Unloaded a worker for Hooch. I then made contact with Ramesses of Japan in the extreme northwest. I went ahead and signed open borders with him immediately.
[Image: 10fqmf9.jpg]

T103: I was thinking about using our axe in Hooch to pop the nearby hut. However, we'll get better results by just waiting for the city borders to pop it. Maybe GES can get us astronomy or something...

I found Ragnar's borders down south
[Image: 2wodc77.jpg]

It looks like he's expanded into our island too! That may be trouble, down the line, but for now he'll be stuck chewing on jungle.

T106: Victory! Our galley in the east defeated a barb galley!
Clam juice founded in the south, with a work boat there to work the clams.

T107: Great Merchant born in MM. I'll hold onto him for now, since I just don't know what to do with him. Maybe it would be worth bulbing metal casting, if only so we'll have defense against barb galleys.

T108: With the whip anger wearing off, several cities have grown. MoonShine founded in the north.
[Image: 1rddfm.jpg]

I've left a workboat waiting by Clam juice. As soon as the borders expand, it can cross down and make the fish for the city that's going there.
Reply

Good turns. At this point, I guess we just spam cities and let IC-TRs save the day.

I think we should try to use the barb city in the south to farm a 10 XP unit for HE.

Scooter, are you back in play on this, or does TT need to grab the save?
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
Reply



Forum Jump: