It's time for a major update!
First off - I AM THE GREATEST!!
Thucydides said so, so who am I to argue?
I feel more confident about my civ now, actually, for a variety of ways.
City overview:
12 cities in various sizes, all of which have my state religion, so that's good.
if you take a look at my cap
I am in the process of converting this to a GP farm - get the GLib here, NE, maybe build in HG here, depending. Maybe it's a terrible GP farm, but there we go.
more importantly, my resources:
Iron
Copper
Horse
Marble
Missing only stone amongst early resources
Rice
Pig
Cow
Deer
Sheep
Fish
I will soon have crab and corn hooked up, so health isn't really an issue, and if it is, I can make my gardens.
Gold
Gem
Silver
Fur
Sugar
Dye
Spice
That's a damn fine happy cap, which means I don't need hereditary rule (for now, at least). I will research monarchy, though, cause the wines are good for commerce and food.
Watership Down (the new capitol)
I believe this is the first time I've ever moved my cap in a Civ IV game. I really didn't like my capitol as a bureau cap, mainly because you want riverside cottages for the extra bonuses, and this didn't really have many (just 3). This site, however, has lots and lots.
Redwall Abbey (HE city)
This is my main unit pump. I think this is a big advantage for me. It's currently pumping out a unit a turn. Bowmen when I need to build up overflow, HA/cats when I can.
Extra commerce cities:
These guys, along with WD, will be the main drivers of tech.
Coastal wonder/mil city:
Breakfast flock is a going to be a huge combo city for me - it's going to get colossus and maybe the great lighthouse if I choose to build it, plus Moai pretty soon. (I may not get Collosus, but I think I will).
It will also be a secondary unit pump. I don't much LIKE not cottaging so many river tiles, but you have to have production, too. And I can't outslave aztec. Fortunately, slavery sucks for wonder building.
My island city:
I honestly don't know if this was a good idea, or not. It gives me good commerce, itself, plus adds 1 commerce to every city (overseas trade routes), so that's helpful. But it took a useless galley (unless I build some forts and try to boat him) and a precious settler. Well, it gets me whales. So, i guess it was ok? In any case, it's long done.
Southern ice towns:
Picked up for 2 reasons: Silver and lakes. Mainly silver. It will act as a secondary unit city, mainly supporting:
Which picks up marble and crab, the marble being the more important. I wanted to build it further north, but off the hill seemed like a bad idea and settling on the marble meant I got it fast. So, there it is.
And, finally:
My Eastern bullwark against invasion and miltary city. I have walls, a bowman and a spear in there and will add another bowman at some point. It's basically save until construction and he's a long ways from that.
military:
The main thing I am running into is that I don't have enough workers - 10 fo 12 cities. That's gotta change.
It's a defensive force. And I have that useless galley - which isn't costing me anything, so I'll keep it.
I also have a GA from Music:
if you compare this to:
you can see that I am up:
Aesthetics
Literature
Music
Math
Sailing
Calendar
Construction
He is up
Alphabet
Monarchy
And, possibly, Feudalism. Not sure.
Demos:
I have a slight lead in soldiers and I think our militaries are pretty even:
I'm up HE, Math and Sailing (which is 16K) - he's up alpha and the GW, which is 14K, so our tech/wonder scores are similar. He probably has more barracks up than me - I have more walls (1!) than he does, though. I have a galley, he probably does not.
he might have Moai, i dunno.
That said, I need more - but that's why i have 2 military cities
Some turns ago, I was unclear whether I could win.
I feel a lot better about that now.
Things to think about:
1) Do I attack him? it would be from the west (my HE city) of course.
2) Use the GA from music to get a GA and switch to Bureau, or take the anarchy, build MoM and go from there?
3) Great Lighthouse? I figure I have 5 coastal cities right now, 1 of which is an island, so it's 12 commerce a turn. I make 207 commerce a turn now, so it's a 5% gain, which isn't nothing and it's only 200 hammers - less, since it's mulitiplied by 25% for OR.
4) Next city - for stone? Might be nice - get Moai, doublers on HG.
5) Tech path after CS - machinery->engineering? Maces/castles/fast movement? Drama? Monarchy->feudalism? Theology?
One thing I definitely forgot is an overview map: