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[Civ 4] Game 4 - Team B

Forum Index > General Games
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Fen
Profile Blog Joined June 2006
Australia1848 Posts
July 18 2010 15:13 GMT
#1
[image loading]

Team B
Ok, this will be the thread for team B, please post your turns in this thread, so we do not get confused with the other team. You may post as much as you like in either thread, but its important we keep the games seperate so there is no confusion.

The rules of this game are identical to the ones posted in the other thread. http://www.teamliquid.net/forum/viewmessage.php?topic_id=134970 If you are unsure of them. There will be no rules made against using information from the other team's game as they are impossible to enforce.

Before taking your turn, please double check a few things.
  • That you are on Team B - Your name should appear on the roster below. If it does not, do not just go ahead and play, contact me, or look at the other roster to see if you are there instead
  • That you are in the right thread - Its very important to keep this clean
  • That you are playing as the correct Civ. Remember that you have to select the civ you are supposed to be playing as when you start the game. Team B is England, and therefore you should be playing as England. We don't want to see someone posting as the wrong team.
  • That when you PM the next person, you get the right person on your team


Hopefully this will go smoothly, so good luck team B

Roster
Biochemist
nosliw
Lunaticman
Zyphen[p]
Qatol
Dobrev
Lexpar
Keilah
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2010-07-18 15:36:21
July 18 2010 15:25 GMT
#2
So once again, it is the dawn of time, and the mighty Teamliquid is ready to build an empire that will go down in the history books as the greatest civilization ever. However this time, they are split. A cruel act of god has seperated teamliquid into different groups, with each group picking up their own banner. How will this change affect the mighty teamliquidians? Will the course of history play out the same way, or will the butterfly effect result in drastic changes? Only time will tell.

[image loading]

The second group of teamliquidians rally under the banner of the English, they turn to their first great leader, to begin their journey to glory. This great leader's name, is Biochemist.

http://www.sendspace.com/file/6rrh9d

(Note: Save files cannot be opened in single player mode, you must open in multiplayer mode or by just double clicking the save file and letting civ load it all up for you)
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
July 18 2010 15:37 GMT
#3
Got it, will play soon.
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
July 18 2010 16:33 GMT
#4
Assuming command of the not-so-vast English host, I decided to settle in place at the start so we could get both the gems and the ivory. I recruited a scout from a nearby native village, and discovered a second batch of gems! Looks like we might be able to get an early tech advantage.

[image loading]

A few turns later a second village gives us a map, which reveals even more gems to the southwest. Lots of jungle there though, so perhaps a better third city than second.

[image loading]

JulyZerg drops by for some afternoon tea, and the roots of a promising friendship are formed. The centuries roll by, but generally not much else happens.

[image loading]

Our brave warriors discover the edge of the Korean border, and discover that they will soon have a monopoly on gold. My greedy British colonialist/imperialist superiority complex kicks in and I decide we probably won't be good friends after all.

[image loading]

The world as we know it in 3500 BC.

[image loading]

Not much happened... worker almost finished, bronze working almost done. I figure we can make a gem mine and then chop the next worker/settler out while getting agriculture for the corn. No fish in range so fishing isn't going to help us at the moment, but there are plenty of options for the next city, although we should wait until copper pops before deciding on a spot. If we take the koreans out with an axe rush, we'll have this whole nice little strip of land to ourselves. Also renamed London to Victoria in honor of our fat founder.

Save:
http://www.megafileupload.com/en/file/251788/TLB-BC-3500-CivBeyondSwordSave.html

PM'd nosliw
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 18 2010 16:43 GMT
#5
Wow, good start for us (grassland gems imba?), but that double gold start for Wang Kon (who's FIN) could be really bad news. It's hard to judge from the screenshot, but if we could take him out somewhat early before he consolidates a tech lead, that'd probably be good.

Not a bad leader draw, either.
Without music, life would be a mistake.
Nokarot
Profile Blog Joined April 2010
United States1410 Posts
July 18 2010 16:45 GMT
#6
Should have renamed the city Gemtopolis, for real. Shame there's no rivers around you, but with financial+gems and [seemingly] owning the end of a peninsula, looks like Team B is off to the right start.
beep beep boop
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-18 16:57:35
July 18 2010 16:47 GMT
#7
We absolutely should not be axe rushing Wang. We have double gems and more gems nearby. We even got a peninsula. Just block him from expanding in our direction and then we can fill up our peninsula nicely. An axe rush would just slow down our expansion and get rid of someone who would be a nice trading partner, boosting our tech through the early game. Plus, protective archers are a little bit of a pain. I think we should be settling near those mountains relatively soon to try and keep Wang from taking too much land in our direction. After that, we need to secure those other gems so we can get our tech up and running nicely.

Also, this is a bit of a side tip, but players shouldn't get in the habit of axe rushing too much. It is a bad practice and simply doesn't work on the higher difficulty levels. Even on the lower difficulty levels, it is a huge waste of hammers which need to be put into workers, settlers, libraries, and maybe an early wonder depending on the situation.
Uff Da
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
July 18 2010 16:56 GMT
#8
On July 19 2010 01:47 Qatol wrote:
We absolutely should not be axe rushing Wang. We have double gems and more gems nearby. We even got a peninsula. Just block him from expanding in our direction and then we can fill up our peninsula nicely. An axe rush would just slow down our expansion and get rid of someone who would be a nice trading partner, boosting our tech through the early game. I think we should be settling near those mountains relatively soon to try and keep Wang from taking too much land in our direction. After that, we need to secure those other gems so we can get our tech up and running nicely.


These exact thoughts were going through my head, too. Settling quickly in his direction doesn't give us a very nice city right now though, since there's a lot of calendar resources there that are buried in jungle. Maybe there's something nice hidden in that strip of black. Where do you think the best city spot is?
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-18 17:12:03
July 18 2010 16:59 GMT
#9
On July 19 2010 01:56 Biochemist wrote:
Show nested quote +
On July 19 2010 01:47 Qatol wrote:
We absolutely should not be axe rushing Wang. We have double gems and more gems nearby. We even got a peninsula. Just block him from expanding in our direction and then we can fill up our peninsula nicely. An axe rush would just slow down our expansion and get rid of someone who would be a nice trading partner, boosting our tech through the early game. I think we should be settling near those mountains relatively soon to try and keep Wang from taking too much land in our direction. After that, we need to secure those other gems so we can get our tech up and running nicely.


These exact thoughts were going through my head, too. Settling quickly in his direction doesn't give us a very nice city right now though, since there's a lot of calendar resources there that are buried in jungle. Maybe there's something nice hidden in that strip of black. Where do you think the best city spot is?

I'm eyeing that rice personally. On the other side, I like the river squares, since that will give us a little health boost to let that city grow some. Since we're already almost done with BW, I guess we could get up a relatively quick IW and uncover some of that green though. I guess the spots I'd settle in right now are 1SE of the spices (near the mountain), which should get us that rice, and 1E of the dye, on the river, which should also give us the sugar (which gives 3 food before plantation). Obviously, that is subject to change based on what is in the black on the east side of the mountains.

Worst case, we wind up with a city which isn't very good for a while, but will secure a lot of land for us. Not the end of the world, especially with our start.

Either way, there is absolutely no need for an axe rush, and I think it will likely wind up hurting us, even if we win.
Uff Da
nosliw
Profile Blog Joined December 2008
United States2716 Posts
July 18 2010 17:43 GMT
#10
hmm quick question. Do I need to be connected to the Internet to play in multiplayer? I got the save, will play today if it doesn't require Internet connection.
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
Last Edited: 2010-07-18 18:03:24
July 18 2010 18:03 GMT
#11
Shouldn't need to. If you just double click the save file it should open up and everything's good to go.
Nokarot
Profile Blog Joined April 2010
United States1410 Posts
July 18 2010 18:36 GMT
#12
Don't need internet to play, but you'll need internet to re-upload the save and write a report, of course.

And yeah, you guys have so many gems, rushing for those gold won't really be worth it. If you want the happiness you can always trade him for it, but expanding and gaining the early financial advantage will be better than rushing and having to use your financial cities to catch up.
beep beep boop
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 18 2010 20:01 GMT
#13
Should have gone agriculture first so you could grow with a decent food resource.

BW first means you can't grow efficiently, so you'll have to rely on chopping out the worker worker settler build, make sure your 1st warrior comes back in time to guard the second city location, and expand really fast.

On the plus side, you can axe rush if you find bronze, and Wang Kon is in a decent position to axe rush. The biggest reason not to rush a close opponent is that there's another AI on the other side of you who's going to suck up the land you would have expanded had you rapid expanded. You can always settle the northwest at your leisure, and wang kon's double gold will further fund breakneck expansion.

http://forums.civfanatics.com/showthread.php?t=352842 is the best technical axe/chariot rush guide on the site.
You get a 3rd worker with an axe rush, though, and you're usually better off getting the second worker in the capital while the second city grows to a bit.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-18 20:22:22
July 18 2010 20:18 GMT
#14
On July 19 2010 05:01 igotmyown wrote:
Should have gone agriculture first so you could grow with a decent food resource.

BW first means you can't grow efficiently, so you'll have to rely on chopping out the worker worker settler build, make sure your 1st warrior comes back in time to guard the second city location, and expand really fast.

On the plus side, you can axe rush if you find bronze, and Wang Kon is in a decent position to axe rush. The biggest reason not to rush a close opponent is that there's another AI on the other side of you who's going to suck up the land you would have expanded had you rapid expanded. You can always settle the northwest at your leisure, and wang kon's double gold will further fund breakneck expansion.

http://forums.civfanatics.com/showthread.php?t=352842 is the best technical axe/chariot rush guide on the site.
You get a 3rd worker with an axe rush, though, and you're usually better off getting the second worker in the capital while the second city grows to a bit.

Again I'll say it. An axe rush would be a terrible idea from this position. A chariot rush is even worse (they would have to go through all that jungle and are weaker than axemen when it comes to attacking). We have enough high commerce resources in our area as it is. We should be focusing on blocking Wang from expanding towards us and then we can take the high commerce squares and get our tech going. Heck, even our leader's traits are better suited to expanding rather than rushing. And we will get left behind the civs on other continents if we don't have a trading partner in the early parts of the game. We haven't found anyone other than Wang so far, and he's a pretty good trading partner, especially with early gold. We can take Wang out later in the game when we actually need to take his land. Right now we don't need it and our economy couldn't support the land if we were to take it. An axe rush WILL hurt us a lot more than it helps.

I fully agree that we should have gotten Agriculture first though so we can work the corn. I thought we had done that. Nothing we can do about that now though. What we CAN do is get it up next and chop a forest after we get at the very least that grassland gem mined. Just don't chop out a warrior. If we're chopping, it needs to be a second worker to help us develop our area a bit more.
Uff Da
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
July 18 2010 20:49 GMT
#15
It's hard to decided what to do at least for me since we have to much black on the map but an axe rush needs bronze and unless we find it in a good position we shouldn't consider it (not yet anyway).

I like the advice on trying to expand until there is no more room and use Wang as a trading partner. Depending on if we can discover other civilizations and especially important what religion will be spread/used on our continent we should make war/peace.

It is still a bit to early to look for a victory condition even though it is good to set them early (are we going for a cultural/space race etc.?) but finding a good second and third spot for our cities are key to better understanding our long term goals.

That's it for now keep going guys!

PS: Should we find some form of theme for our cities name? I suggest Progamers!
Failure is not an option
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 18 2010 21:08 GMT
#16
On July 19 2010 05:49 Lunaticman wrote:
It's hard to decided what to do at least for me since we have to much black on the map but an axe rush needs bronze and unless we find it in a good position we shouldn't consider it (not yet anyway).

I like the advice on trying to expand until there is no more room and use Wang as a trading partner. Depending on if we can discover other civilizations and especially important what religion will be spread/used on our continent we should make war/peace.

It is still a bit to early to look for a victory condition even though it is good to set them early (are we going for a cultural/space race etc.?) but finding a good second and third spot for our cities are key to better understanding our long term goals.

That's it for now keep going guys!

PS: Should we find some form of theme for our cities name? I suggest Progamers!

I think the priority has to be exploring that black area and figuring out the best place for a blocking city on that side. Axe rushes are almost always a bad idea unless they are in your face (like their borders are 2 squares from yours at the start) and you have nowhere to expand, or they are really close and their city is absolutely amazing (like 4 grassland gems + food amazing). I will also point out that Wang is Protective, which is usually a pretty bad trait, but provides a boost against axe rushes.

I think it is pretty safe to say that we probably shouldn't be thinking about cultural too much. We have a lot of good land and will want to settle more than is optimal for culture.
Uff Da
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
Last Edited: 2010-07-19 00:51:42
July 19 2010 00:47 GMT
#17
On July 19 2010 05:18 Qatol wrote:
Show nested quote +
On July 19 2010 05:01 igotmyown wrote:
Should have gone agriculture first so you could grow with a decent food resource.

BW first means you can't grow efficiently, so you'll have to rely on chopping out the worker worker settler build, make sure your 1st warrior comes back in time to guard the second city location, and expand really fast.

On the plus side, you can axe rush if you find bronze, and Wang Kon is in a decent position to axe rush. The biggest reason not to rush a close opponent is that there's another AI on the other side of you who's going to suck up the land you would have expanded had you rapid expanded. You can always settle the northwest at your leisure, and wang kon's double gold will further fund breakneck expansion.

http://forums.civfanatics.com/showthread.php?t=352842 is the best technical axe/chariot rush guide on the site.
You get a 3rd worker with an axe rush, though, and you're usually better off getting the second worker in the capital while the second city grows to a bit.

Again I'll say it. An axe rush would be a terrible idea from this position. A chariot rush is even worse (they would have to go through all that jungle and are weaker than axemen when it comes to attacking). We have enough high commerce resources in our area as it is. We should be focusing on blocking Wang from expanding towards us and then we can take the high commerce squares and get our tech going. Heck, even our leader's traits are better suited to expanding rather than rushing. And we will get left behind the civs on other continents if we don't have a trading partner in the early parts of the game. We haven't found anyone other than Wang so far, and he's a pretty good trading partner, especially with early gold. We can take Wang out later in the game when we actually need to take his land. Right now we don't need it and our economy couldn't support the land if we were to take it. An axe rush WILL hurt us a lot more than it helps.

I fully agree that we should have gotten Agriculture first though so we can work the corn. I thought we had done that. Nothing we can do about that now though. What we CAN do is get it up next and chop a forest after we get at the very least that grassland gem mined. Just don't chop out a warrior. If we're chopping, it needs to be a second worker to help us develop our area a bit more.


Uh huh

+ Show Spoiler [rush shadow] +

Second city
[image loading]

Just teched alphabet + declared on Wang Kon

[image loading]

10 axe rush

[image loading]

Useful trade

[image loading]

Have just enough to win...

[image loading]

In 2 rounds

[image loading]

Teching's pretty easy when you have 2 financial gold and 2 financial gems.

Warning: shadow round, do not look at it if you're going to play in the next few rounds, and don't reply with spoiler information.

Although I wouldn't recommend axe rushing protective leaders with gold (fast iron working for double chances at metal) unless you've got the build order down.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-19 01:16:51
July 19 2010 01:01 GMT
#18
Warning: shadow round, do not look at it if you're going to play in the next few rounds, and don't reply with spoiler information.
+ Show Spoiler [shadow stuff] +

On July 19 2010 09:47 igotmyown wrote:
Show nested quote +
On July 19 2010 05:18 Qatol wrote:
On July 19 2010 05:01 igotmyown wrote:
Should have gone agriculture first so you could grow with a decent food resource.

BW first means you can't grow efficiently, so you'll have to rely on chopping out the worker worker settler build, make sure your 1st warrior comes back in time to guard the second city location, and expand really fast.

On the plus side, you can axe rush if you find bronze, and Wang Kon is in a decent position to axe rush. The biggest reason not to rush a close opponent is that there's another AI on the other side of you who's going to suck up the land you would have expanded had you rapid expanded. You can always settle the northwest at your leisure, and wang kon's double gold will further fund breakneck expansion.

http://forums.civfanatics.com/showthread.php?t=352842 is the best technical axe/chariot rush guide on the site.
You get a 3rd worker with an axe rush, though, and you're usually better off getting the second worker in the capital while the second city grows to a bit.

Again I'll say it. An axe rush would be a terrible idea from this position. A chariot rush is even worse (they would have to go through all that jungle and are weaker than axemen when it comes to attacking). We have enough high commerce resources in our area as it is. We should be focusing on blocking Wang from expanding towards us and then we can take the high commerce squares and get our tech going. Heck, even our leader's traits are better suited to expanding rather than rushing. And we will get left behind the civs on other continents if we don't have a trading partner in the early parts of the game. We haven't found anyone other than Wang so far, and he's a pretty good trading partner, especially with early gold. We can take Wang out later in the game when we actually need to take his land. Right now we don't need it and our economy couldn't support the land if we were to take it. An axe rush WILL hurt us a lot more than it helps.

I fully agree that we should have gotten Agriculture first though so we can work the corn. I thought we had done that. Nothing we can do about that now though. What we CAN do is get it up next and chop a forest after we get at the very least that grassland gem mined. Just don't chop out a warrior. If we're chopping, it needs to be a second worker to help us develop our area a bit more.


Uh huh

+ Show Spoiler [rush shadow] +

Second city
[image loading]

Just teched alphabet + declared on Wang Kon

[image loading]

10 axe rush

[image loading]

Useful trade

[image loading]

Have just enough to win...

[image loading]

In 2 rounds

[image loading]

Teching's pretty easy when you have 2 financial gold and 2 financial gems.

Warning: shadow round, do not look at it if you're going to play in the next few rounds, and don't reply with spoiler information.

Although I wouldn't recommend axe rushing protective leaders with gold (fast iron working for double chances at metal) unless you've got the build order down.

On July 19 2010 01:47 Qatol wrote:
We absolutely should not be axe rushing Wang. We have double gems and more gems nearby. We even got a peninsula. Just block him from expanding in our direction and then we can fill up our peninsula nicely. An axe rush would just slow down our expansion and get rid of someone who would be a nice trading partner, boosting our tech through the early game. Plus, protective archers are a little bit of a pain. I think we should be settling near those mountains relatively soon to try and keep Wang from taking too much land in our direction. After that, we need to secure those other gems so we can get our tech up and running nicely.

Also, this is a bit of a side tip, but players shouldn't get in the habit of axe rushing too much. It is a bad practice and simply doesn't work on the higher difficulty levels. Even on the lower difficulty levels, it is a huge waste of hammers which need to be put into workers, settlers, libraries, and maybe an early wonder depending on the situation.

I didn't say you couldn't do it. I just said that it wasn't as good as leaving him alive and expanding.

Also, does this rush work on higher difficulty levels? I have basically given up axe rushing on Immortal and Deity because I flat out lose (either because the rush just dies or I'm so far behind in tech after the rush I can't catch up to the other AIs). I'd be interested to hear if you have a rush build that doesn't put you really far behind for those difficulty levels. I usually wind up having to go into FE/HE or a SSE into a rifle/cav push.
Uff Da
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 19 2010 02:34 GMT
#19
Since this is just general information, a well built axe/chariot rush is a pretty sure thing on immortal (normal speed), except in certain situations (skirmishers, they start with copper). You have to learn the window and not waste worker turns/production/build wasteful stuff. If you attack too early, you won't be able to overwhelm their free archers. If you attack too late, they've hooked up iron too long and pumped multiple axes. So the target attack size is about 10 axes/14 chariots vs 3 to 4 archers/axes, max of one axe, as fast as possible, chopping as much as you need to. You can also choose to whip the last round and even skip the barracks in the second city if your window looks too tight.

If you go writing right after bw/ah, then wheel, you can tech about halfway to alphabet/aesthetics, then use conquest gold to get the rest of the way (or save and go binary research after a library), and you've regained tech parity.

It will work in certain situations in deity, although you won't always be able to kill them outright.
Nokarot
Profile Blog Joined April 2010
United States1410 Posts
July 19 2010 02:43 GMT
#20
I don't think anyone is talking about whether or not its possible to axe rush, but whether or not its the best option. I'm not on ya'lls team but you guys have prime expanding territory and so long as you can cut Wang off from it, you've got yourself an amazing tech advantage- something only boosted by making friends with Wang (before eventually destroying him, perhaps, but still.)
beep beep boop
Keilah
Profile Joined May 2010
731 Posts
July 19 2010 03:34 GMT
#21
OMG, if you guys axe rush I will seriously declare war on every single civ we meet. Axe rushing would be amazingly bad.

Looking at our land, even though we have more than we need, this looks like a super-easy cultural victory for us. Take the cow/elephant site for a decent second city. Capital + land to southwest of capital for cottages and gems that will pump tech --> culture, and take the cow/rice/fish in the northwest for a GP farm. EDIT: loaded the save and in 2 turns we're about to discover a plains hill with 2 fish and banana to the east of the cow/elephant city, THAT is the GP farm. Plenty of other land to settle some auxiliary cities to make temples and stuff.

Some of you are making strategy mistakes that come from single-mindedness. 'I must control the expansion opportunities of my opponents. Destroying an opponent early is good'. NOPE. Look at our land! We're at the end of a peninsula with a protective, easy-ish to get along with civ as our barrier to the outside world. Don't settle anywhere NEAR him, we don't need close borders sparking tensions or giving him ideas about backstabbing us. Be ultra-friendly with him, and he will accelerate our tech without ever being a threat. Nobody is going to invade us this entire game, and we're not going to invade anyone else, either. Cultural victory pre-1500 AD, guaranteed.


Even IF you wanted to beat Wang Kon 1v1 style, the way would be to wait for elephants and catapults, instead of blocking his early expansion ability by taking crappy jungle land that only prevents us from immediately taking the awesome land being handed to us on a platter.

Also, please don't steal his worker, he will likely make us his worst enemy, not worth it at all.
Nokarot
Profile Blog Joined April 2010
United States1410 Posts
July 19 2010 03:49 GMT
#22
While I agree with you Keliah, the attitude of "I'm going to declare war on every civ" isnt really cool Also, maybe it's just me but I don't see the point in playing a succession game over the course of a month if the goal is just an easy hand-holding cultural victory.

Yes, if I were on your team, I'd want to expand and get some crazy good tech and be peaceful, but to spice things up I'd wage war with Wang after taking over the entire peninsula. But I'm not on your team so it doesn't matter.
beep beep boop
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-19 04:27:17
July 19 2010 04:23 GMT
#23
On July 19 2010 11:34 igotmyown wrote:
Since this is just general information, a well built axe/chariot rush is a pretty sure thing on immortal (normal speed), except in certain situations (skirmishers, they start with copper). You have to learn the window and not waste worker turns/production/build wasteful stuff. If you attack too early, you won't be able to overwhelm their free archers. If you attack too late, they've hooked up iron too long and pumped multiple axes. So the target attack size is about 10 axes/14 chariots vs 3 to 4 archers/axes, max of one axe, as fast as possible, chopping as much as you need to. You can also choose to whip the last round and even skip the barracks in the second city if your window looks too tight.

If you go writing right after bw/ah, then wheel, you can tech about halfway to alphabet/aesthetics, then use conquest gold to get the rest of the way (or save and go binary research after a library), and you've regained tech parity.

It will work in certain situations in deity, although you won't always be able to kill them outright.

I would love to see some screenshots of you pulling off an axe/chariot rush on immortal normal speed without you getting too far behind on tech. What about deity? I was under the impression that even War Chariot rushes on deity are pretty much not going to work unless the AI doesn't have iron, copper, or horse in any of their first 3 towns.

On July 19 2010 12:34 Keilah wrote:
OMG, if you guys axe rush I will seriously declare war on every single civ we meet. Axe rushing would be amazingly bad.

Looking at our land, even though we have more than we need, this looks like a super-easy cultural victory for us. Take the cow/elephant site for a decent second city. Capital + land to southwest of capital for cottages and gems that will pump tech --> culture, and take the cow/rice/fish in the northwest for a GP farm. EDIT: loaded the save and in 2 turns we're about to discover a plains hill with 2 fish and banana to the east of the cow/elephant city, THAT is the GP farm. Plenty of other land to settle some auxiliary cities to make temples and stuff.

Some of you are making strategy mistakes that come from single-mindedness. 'I must control the expansion opportunities of my opponents. Destroying an opponent early is good'. NOPE. Look at our land! We're at the end of a peninsula with a protective, easy-ish to get along with civ as our barrier to the outside world. Don't settle anywhere NEAR him, we don't need close borders sparking tensions or giving him ideas about backstabbing us. Be ultra-friendly with him, and he will accelerate our tech without ever being a threat. Nobody is going to invade us this entire game, and we're not going to invade anyone else, either. Cultural victory pre-1500 AD, guaranteed.


Even IF you wanted to beat Wang Kon 1v1 style, the way would be to wait for elephants and catapults, instead of blocking his early expansion ability by taking crappy jungle land that only prevents us from immediately taking the awesome land being handed to us on a platter.

Also, please don't steal his worker, he will likely make us his worst enemy, not worth it at all.

Well I agree with some of what you are saying, but not all.

We do not need to worry about pissing off Wang Kon with borders. As long as we trade with him and take his religion (if he gets one), he will be happy with us. Wang isn't a warlike leader. He isn't going to rush us unless we do something stupid like steal his worker or declare war.

I agree I might have been a bit overzealous when I recommended settling in that jungle belt. However, if there is any land we want in that direction, we need to take it sooner rather than later, especially if the land is close to Wang. The jungle belt isn't exactly far from us. However, we also need to think hard about getting a GP farm and that double gem to the west up and running. The order depends on how quickly we can get up writing.

I agree that elephants and catapults would make a lot more sense than axemen for a rush. I also agree that we shouldn't bother.

I'm personally not a huge fan of culture wins. I think they leave you rather vulnerable to attacks if you aren't careful. Either way, we don't have to worry about that quite yet. We should at least figure out who the other civs in the area are and see how the early religions shake out before we go too far in deciding on a strategy.
Uff Da
Lexpar
Profile Blog Joined March 2009
1813 Posts
July 19 2010 04:54 GMT
#24
OMG, if you seriously declare war on every civ we meet then we will seriously not play from your save game.

In other news I disagree (I'm a total noob) with doing the axe rush. We can just sit back and live off the fat of the land for an easy cultural victory, so why not?
Keilah
Profile Joined May 2010
731 Posts
July 19 2010 05:50 GMT
#25
OK, the 'declare war' statement was a little out of line. Just trying to get my point across =p

PS: you guys are fast, was in the midst of typing this and pressed ctrl+c, went back to page 1 to check the map, and another post against it. Whew!

Another option for city placement would be to use the far west gems (any good land in the blackness south of them?) as a third cottage city for the culture win. We could also use both of the sites I suggested for GP farms, regardless of if one of them becomes a legendary culture city or not.

How to win a culture victory: http://forums.civfanatics.com/showthread.php?t=298093

To be completely honest, I think our start is such a guaranteed easy cultural win, that we should consider banning ourselves from using that victory condition. It would be an informative, but easy and boring game. If we decide to go anti-culture, worker-stealing becomes an option but axe rushing is still awful.
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
July 19 2010 08:26 GMT
#26
We should play to win as soon as possible to show how dominating we can win.

Since we are actually playing against ourselfs our goal is to try and be more efficient every game.

PS: I don't know when my turn starts but I would love an tutorial about uploading screen shoots before my turn.
Failure is not an option
Zyphen[p]
Profile Joined May 2010
United States91 Posts
Last Edited: 2010-07-19 08:31:26
July 19 2010 08:31 GMT
#27
Lunaticman, just hit Print Screen in-game and it'll show up in your MyDocs / My Games / beyond the sword folder. (I think that's the right dir path, anyway.)

Edit: Screencapping doesn't work in window mode for some reason. :/
Without music, life would be a mistake.
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
July 19 2010 12:45 GMT
#28
I wouldn't mind doing culture. I've never won a culture victory before, and we've already done conquest/space
nosliw
Profile Blog Joined December 2008
United States2716 Posts
July 19 2010 13:16 GMT
#29
Hey guys, I tried opening the file, but it gave me "network socket error" "Network socket could not be created". I guess I can't play it w/o internet?
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
July 19 2010 13:17 GMT
#30
I don't know, nosliw.

Either way we should go for what will win.
Failure is not an option
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-19 13:47:53
July 19 2010 13:26 GMT
#31
Never mind. It doesn't work without internet because it was created as a multiplayer game with 2 players.
Uff Da
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-07-19 13:46:16
July 19 2010 13:38 GMT
#32
try selecting the different MP modes? I assume you already tried double clicking the file
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 19 2010 13:44 GMT
#33
On July 19 2010 22:38 Keilah wrote:
try opening the game, selecting hot seat, and loading the game from there. I assume you already tried double clicking the file

This doesn't work because he would have to do Teamliquid A's turns as well.
Uff Da
Fen
Profile Blog Joined June 2006
Australia1848 Posts
July 19 2010 14:48 GMT
#34
The game was created using a LAN with two computers. Maybe check to see if there is a firewall or something?
Ver
Profile Joined October 2008
United States2186 Posts
July 19 2010 14:49 GMT
#35
Civ is like a card game where you are dealt a hand (starting position) and have to base your strategy around that hand. Trying to do an axe rush or praet rush (like last game) regardless of position is nonsensical because most of the time there will be better options. Yes it is Monarch and the start position is very good, meaning you can do anything and win, but there's no reason to justify a poor strategy because of that. If this position was the same, just on Deity, Axe rushing would be completely moronic and would certainly fail.

Wang Kon is hardly going to declare war on you unless you totally bungle diplomacy, so there's no need to be afraid. This looks to be a good position to use the most 'core' Civ strategy: Liberalism rush through bulbing -> Renaissance War (Rifles/Cav). As this is a huge map you will need 8 cities to get Oxford/Globe access; that means blocking off Wang with the initial cities somewhere near the visible resources between you and any available fresh water in the fog. There are plenty of commerce resources, with some food, and very little fresh water/no rivers. Later on the terrain is great for a hammer economy, while for now it seems hybrid is best.
Liquipedia
nosliw
Profile Blog Joined December 2008
United States2716 Posts
July 19 2010 15:46 GMT
#36
I'll try again tonight by bringing my laptop to a free wireless hotspot.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 19 2010 22:17 GMT
#37
On July 19 2010 23:49 Ver wrote:
Civ is like a card game where you are dealt a hand (starting position) and have to base your strategy around that hand. Trying to do an axe rush or praet rush (like last game) regardless of position is nonsensical because most of the time there will be better options. Yes it is Monarch and the start position is very good, meaning you can do anything and win, but there's no reason to justify a poor strategy because of that. If this position was the same, just on Deity, Axe rushing would be completely moronic and would certainly fail.

Wang Kon is hardly going to declare war on you unless you totally bungle diplomacy, so there's no need to be afraid. This looks to be a good position to use the most 'core' Civ strategy: Liberalism rush through bulbing -> Renaissance War (Rifles/Cav). As this is a huge map you will need 8 cities to get Oxford/Globe access; that means blocking off Wang with the initial cities somewhere near the visible resources between you and any available fresh water in the fog. There are plenty of commerce resources, with some food, and very little fresh water/no rivers. Later on the terrain is great for a hammer economy, while for now it seems hybrid is best.


Your situational analysis is missing one of the most important elements: you're in semi-isolation, so you're zero sum with Wang Kon. Any land that he has, you will have to spend even more to take later. People do elephant catapult wars because it works and it gets land, not because it's cheap or transitions well techwise.
All the rest of the land is uncontested.
This is how it breaks down: I rush WK and gain the land around him and to the west via settling afterwards.
Or I do not rush WK, and gain the land to the west, and part of the land around WK.

The downfall of rushing isn't jungles or a capital a little over 10 tiles away on a large map. It is, like on the Julius Caesar attempt, the n-2 AIs sucking up the land you would have settled to. The AI could be 6 tiles away, but rushing would be a bad idea if you're land centered on a pangea map surrounded by land hungry AI. If there were an AI to the west, rushing would be a terrible idea because of the aforementioned reason.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 19 2010 23:04 GMT
#38
On July 20 2010 07:17 igotmyown wrote:
Show nested quote +
On July 19 2010 23:49 Ver wrote:
Civ is like a card game where you are dealt a hand (starting position) and have to base your strategy around that hand. Trying to do an axe rush or praet rush (like last game) regardless of position is nonsensical because most of the time there will be better options. Yes it is Monarch and the start position is very good, meaning you can do anything and win, but there's no reason to justify a poor strategy because of that. If this position was the same, just on Deity, Axe rushing would be completely moronic and would certainly fail.

Wang Kon is hardly going to declare war on you unless you totally bungle diplomacy, so there's no need to be afraid. This looks to be a good position to use the most 'core' Civ strategy: Liberalism rush through bulbing -> Renaissance War (Rifles/Cav). As this is a huge map you will need 8 cities to get Oxford/Globe access; that means blocking off Wang with the initial cities somewhere near the visible resources between you and any available fresh water in the fog. There are plenty of commerce resources, with some food, and very little fresh water/no rivers. Later on the terrain is great for a hammer economy, while for now it seems hybrid is best.


Your situational analysis is missing one of the most important elements: you're in semi-isolation, so you're zero sum with Wang Kon. Any land that he has, you will have to spend even more to take later. People do elephant catapult wars because it works and it gets land, not because it's cheap or transitions well techwise.
All the rest of the land is uncontested.
This is how it breaks down: I rush WK and gain the land around him and to the west via settling afterwards.
Or I do not rush WK, and gain the land to the west, and part of the land around WK.

The downfall of rushing isn't jungles or a capital a little over 10 tiles away on a large map. It is, like on the Julius Caesar attempt, the n-2 AIs sucking up the land you would have settled to. The AI could be 6 tiles away, but rushing would be a bad idea if you're land centered on a pangea map surrounded by land hungry AI. If there were an AI to the west, rushing would be a terrible idea because of the aforementioned reason.

And you're neglecting the most important reason NOT to rush. You said it yourself, we are in semi-isolation. At this point, we have not found anyone other than Wang. With this map type (fractal), we may not find anyone other than Wang before Astronomy.

You linked to civfanatics, so I assume you have read that forum a bit. Do you know why the top players hate isolated starts? It is really hard to compete when you don't have trading partners to help backfill your tech. Do you know why the top players there don't like playing Mansa as much as someone like Darius, Elizabeth, Pacal, or Huayna? A big reason (though not the only reason) is because he is the best AI techer in the game, and isn't stingy about trading, so they like to have a chance to have him in the game and trade.

You're advocating killing off someone who not only is unlikely to attack us, but is also a decent techer and the only AI we have found, which could basically turn our start into an isolated start. Bad idea.
Uff Da
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 20 2010 01:02 GMT
#39
On July 20 2010 08:04 Qatol wrote:
Show nested quote +
On July 20 2010 07:17 igotmyown wrote:
On July 19 2010 23:49 Ver wrote:
Civ is like a card game where you are dealt a hand (starting position) and have to base your strategy around that hand. Trying to do an axe rush or praet rush (like last game) regardless of position is nonsensical because most of the time there will be better options. Yes it is Monarch and the start position is very good, meaning you can do anything and win, but there's no reason to justify a poor strategy because of that. If this position was the same, just on Deity, Axe rushing would be completely moronic and would certainly fail.

Wang Kon is hardly going to declare war on you unless you totally bungle diplomacy, so there's no need to be afraid. This looks to be a good position to use the most 'core' Civ strategy: Liberalism rush through bulbing -> Renaissance War (Rifles/Cav). As this is a huge map you will need 8 cities to get Oxford/Globe access; that means blocking off Wang with the initial cities somewhere near the visible resources between you and any available fresh water in the fog. There are plenty of commerce resources, with some food, and very little fresh water/no rivers. Later on the terrain is great for a hammer economy, while for now it seems hybrid is best.


Your situational analysis is missing one of the most important elements: you're in semi-isolation, so you're zero sum with Wang Kon. Any land that he has, you will have to spend even more to take later. People do elephant catapult wars because it works and it gets land, not because it's cheap or transitions well techwise.
All the rest of the land is uncontested.
This is how it breaks down: I rush WK and gain the land around him and to the west via settling afterwards.
Or I do not rush WK, and gain the land to the west, and part of the land around WK.

The downfall of rushing isn't jungles or a capital a little over 10 tiles away on a large map. It is, like on the Julius Caesar attempt, the n-2 AIs sucking up the land you would have settled to. The AI could be 6 tiles away, but rushing would be a bad idea if you're land centered on a pangea map surrounded by land hungry AI. If there were an AI to the west, rushing would be a terrible idea because of the aforementioned reason.

And you're neglecting the most important reason NOT to rush. You said it yourself, we are in semi-isolation. At this point, we have not found anyone other than Wang. With this map type (fractal), we may not find anyone other than Wang before Astronomy.

You linked to civfanatics, so I assume you have read that forum a bit. Do you know why the top players hate isolated starts? It is really hard to compete when you don't have trading partners to help backfill your tech. Do you know why the top players there don't like playing Mansa as much as someone like Darius, Elizabeth, Pacal, or Huayna? A big reason (though not the only reason) is because he is the best AI techer in the game, and isn't stingy about trading, so they like to have a chance to have him in the game and trade.

You're advocating killing off someone who not only is unlikely to attack us, but is also a decent techer and the only AI we have found, which could basically turn our start into an isolated start. Bad idea.

The AI will not trade with you if you're their only contact unless they hit friendly. One AI has the same problems as isolation only less land and more competition. You keep them alive if there are 2 AIs, in which case they will trade.

If it is indeed one on one in isolation, you're far better off killing them if possible so you don't have to aggressively block off high distance cities, or as someone put it, "expand at your leisure".

Some basic searches will confirm this. People dislike semi-isolated starts just as much as isolated starts, unless you can kill them and get double the usual land.

You can get WK to friendly if you adopt his religion, caste system, and gift him a city, I believe. Just religion and caste will still be a random event/demand crap shoot.
Keilah
Profile Joined May 2010
731 Posts
July 20 2010 01:45 GMT
#40
Any ideas on victory conditions if we don't do culture? I've actually never won a diplomatic/religious victory, could be interesting. Domination and conquest are not going to happen, unless people enjoy massive intercontinental wars on huge maps. Other than that it's culture or space race.

BTW, I endorse building a work boat to go explore. If it can't go anywhere, we're going to need it fairly soon for fish anyways.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-20 02:08:07
July 20 2010 01:51 GMT
#41
On July 20 2010 10:02 igotmyown wrote:
Show nested quote +
On July 20 2010 08:04 Qatol wrote:
On July 20 2010 07:17 igotmyown wrote:
On July 19 2010 23:49 Ver wrote:
Civ is like a card game where you are dealt a hand (starting position) and have to base your strategy around that hand. Trying to do an axe rush or praet rush (like last game) regardless of position is nonsensical because most of the time there will be better options. Yes it is Monarch and the start position is very good, meaning you can do anything and win, but there's no reason to justify a poor strategy because of that. If this position was the same, just on Deity, Axe rushing would be completely moronic and would certainly fail.

Wang Kon is hardly going to declare war on you unless you totally bungle diplomacy, so there's no need to be afraid. This looks to be a good position to use the most 'core' Civ strategy: Liberalism rush through bulbing -> Renaissance War (Rifles/Cav). As this is a huge map you will need 8 cities to get Oxford/Globe access; that means blocking off Wang with the initial cities somewhere near the visible resources between you and any available fresh water in the fog. There are plenty of commerce resources, with some food, and very little fresh water/no rivers. Later on the terrain is great for a hammer economy, while for now it seems hybrid is best.


Your situational analysis is missing one of the most important elements: you're in semi-isolation, so you're zero sum with Wang Kon. Any land that he has, you will have to spend even more to take later. People do elephant catapult wars because it works and it gets land, not because it's cheap or transitions well techwise.
All the rest of the land is uncontested.
This is how it breaks down: I rush WK and gain the land around him and to the west via settling afterwards.
Or I do not rush WK, and gain the land to the west, and part of the land around WK.

The downfall of rushing isn't jungles or a capital a little over 10 tiles away on a large map. It is, like on the Julius Caesar attempt, the n-2 AIs sucking up the land you would have settled to. The AI could be 6 tiles away, but rushing would be a bad idea if you're land centered on a pangea map surrounded by land hungry AI. If there were an AI to the west, rushing would be a terrible idea because of the aforementioned reason.

And you're neglecting the most important reason NOT to rush. You said it yourself, we are in semi-isolation. At this point, we have not found anyone other than Wang. With this map type (fractal), we may not find anyone other than Wang before Astronomy.

You linked to civfanatics, so I assume you have read that forum a bit. Do you know why the top players hate isolated starts? It is really hard to compete when you don't have trading partners to help backfill your tech. Do you know why the top players there don't like playing Mansa as much as someone like Darius, Elizabeth, Pacal, or Huayna? A big reason (though not the only reason) is because he is the best AI techer in the game, and isn't stingy about trading, so they like to have a chance to have him in the game and trade.

You're advocating killing off someone who not only is unlikely to attack us, but is also a decent techer and the only AI we have found, which could basically turn our start into an isolated start. Bad idea.

The AI will not trade with you if you're their only contact unless they hit friendly. One AI has the same problems as isolation only less land and more competition. You keep them alive if there are 2 AIs, in which case they will trade.

If it is indeed one on one in isolation, you're far better off killing them if possible so you don't have to aggressively block off high distance cities, or as someone put it, "expand at your leisure".

Some basic searches will confirm this. People dislike semi-isolated starts just as much as isolated starts, unless you can kill them and get double the usual land.

You can get WK to friendly if you adopt his religion, caste system, and gift him a city, I believe. Just religion and caste will still be a random event/demand crap shoot.

http://forums.civfanatics.com/showthread.php?t=362050
if a tech does not enable any military or sea-exploration units, any non-religious buildings or any unbuilt wonders or projects, there will never be any monopoly whine, no matter the # of rivals that know the tech or the AI personality, even in semi-isolation.


I personally like trading for Alphabet, religion tech, and Monarchy, but maybe that's just me. Either way, I'm through arguing about this. It is obvious we aren't persuading each other anyways. You are the only one advocating an axe rush at this point, and you aren't even playing in this game. If you want to continue this discussion, PM me so we don't clutter the thread any more.

On July 20 2010 10:45 Keilah wrote:
Any ideas on victory conditions if we don't do culture? I've actually never won a diplomatic/religious victory, could be interesting. Domination and conquest are not going to happen, unless people enjoy massive intercontinental wars on huge maps. Other than that it's culture or space race.

BTW, I endorse building a work boat to go explore. If it can't go anywhere, we're going to need it fairly soon for fish anyways.

Diplomatic sounds interesting. With this difficulty level, and this start, space would be trivially easy. I agree that domination would be a pain. The map is just too big.
Uff Da
Lachrymose
Profile Joined February 2008
Australia1928 Posts
July 20 2010 06:29 GMT
#42
On July 20 2010 10:51 Qatol wrote:I personally like trading for Alphabet, religion tech, and Monarchy, but maybe that's just me. Either way, I'm through arguing about this. It is obvious we aren't persuading each other anyways. You are the only one advocating an axe rush at this point, and you aren't even playing in this game. If you want to continue this discussion, PM me so we don't clutter the thread any more.


wut? or you could keep debating it in this thread where people who aren't that good at the game can continue to learn the pros and cons of a semi isolated axe rush from different perspectives.

if people don't find this kind of thing interesting i struggle to imagine what they're reading this thread for and even then they can simply skip it and move on to the next report.
~
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 20 2010 06:49 GMT
#43
On July 20 2010 15:29 Lachrymose wrote:
Show nested quote +
On July 20 2010 10:51 Qatol wrote:I personally like trading for Alphabet, religion tech, and Monarchy, but maybe that's just me. Either way, I'm through arguing about this. It is obvious we aren't persuading each other anyways. You are the only one advocating an axe rush at this point, and you aren't even playing in this game. If you want to continue this discussion, PM me so we don't clutter the thread any more.


wut? or you could keep debating it in this thread where people who aren't that good at the game can continue to learn the pros and cons of a semi isolated axe rush from different perspectives.

if people don't find this kind of thing interesting i struggle to imagine what they're reading this thread for and even then they can simply skip it and move on to the next report.


Thanks for validating my efforts!

To be honest, a large part of my motivation is people saying "axe rushing is impossible/stupid", when it's a perfectly valid strategy in this situation, as opposed to an expectation that people will actually axe rush. I'm hoping my exhortations sound more like "this is the strategical breakdown of an axe rush" than "axe rush or else", and that it provides useful information.

Civilizaton IV is a deep game, and overly simplifying it will take away surprisingly effective ways of winning.

And semi-isolation trading, the problem is you won't be able to trade for aesthetics, literature, mathematics, calendar, code of laws, metal casting, philosophy, that is most of the beeline tech. And one of you has to tech alphabet to trade, and you certainly can't rely on the lone AI to do it in a timely fashion, so the main useful trade will be alphabet for monarchy.
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-07-20 07:01:05
July 20 2010 06:59 GMT
#44
Pros:
-We will have more land than we can use before 1000AD (not actually a pro, lol)
-We will have another city in a good location, from their capital (gold, etc)
-We will get some pillage/city capture gold

Cons:
-We lose our (only?) trading partner
-We piss off his friends if he has any
-We spend a ton of resources on units that will do nothing for us after the war, because either we're isolated or they'll soon be obselete
-We will have distant cities in dubious locations (AI is bad at placement) costing us lots in maintenance and preventing us from expanding to nearer, better locations
-If we do anything other than completely crush him, we're going to lose to people on other continents
-We will not have developed any cottages because we'll be busy working food+hammer
-We will be low-tech because we've been busy working food+hammer
-We just eliminated someone, at great cost to ourselves, who we could have befriended and used to our advantage, at virtually no cost to ourselves
-We cripple our economy to take him out early, when he is strongest because of his protective trait, when we could let him develop cities, build wonders, etc for us, then take him out later when it's easier and less costly to do so


not sure if I missed anything, probably did.

Basically only axe rush if they are very close, it will be easy, and their land is better than ours.
Keilah
Profile Joined May 2010
731 Posts
July 20 2010 07:03 GMT
#45

And semi-isolation trading, the problem is you won't be able to trade for aesthetics, literature, mathematics, calendar, code of laws, metal casting, philosophy, that is most of the beeline tech. And one of you has to tech alphabet to trade, and you certainly can't rely on the lone AI to do it in a timely fashion, so the main useful trade will be alphabet for monarchy.


if you get alphabet, you can trade writing/fishing whatever to backfill your other techs, which is very helpful.
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
July 20 2010 11:23 GMT
#46
I'm kind of a newbie at civ 4. I usually win when playing noble and usually end up in the middle of the scoreboard when playing on prince. I was wondering what a good solid opening in civ 4 is. I usually just start out with building a warrior or something similar so that my starting town grows to size ~3 before I start building a settler so that the settler doesn't take too long to build. Once I have two cities up I invest in 2-3 workers then expand twice again.

Is it better to build a worker or settler first of before letting your city grow?

Which is best to build first? A workers or a settler? If this depends on you having found a good new site for a city yet or if the area around your first city has lots of resources that make building a worker important, what should I look for most when deciding this?

Should I focus on buildings like Granary/Lighthouse/Obelisk/Temple early on or should I wait with buildings like that until I have a couple of cities up and running (5-6?). I often build a granary as the first thing in a new city but I wonder if this is a good idea or not.
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 20 2010 12:01 GMT
#47
I'm a noob too (Noble is cruise control, Prince can be a challenge but usually kind of easy; haven't really tried Monarch), but generally it's Worker first -> Warriors until size 3 -> Settler. There are some other openers I've heard of like Worker -> Warrior until 2 -> Settler and Worker -> Worker -> Settler with chopping, but that's the standard.

I usually make a Monument as first build if not Creative (for outer resources), and Granary if I am. Lighthouse is situational, I guess, but you probably shouldn't be building Temples first; you're not going to hit the happy cap that soon.

I aim for 6-10 cities by 1AD, depending on neighbor locations, terrain, blah. I usually don't ever build Workers, I just 2-pop whip them (grow to 4 or more, build a Worker for one turn, whip). I try to keep around an equal number of workers to cities, but I've heard worker count = 1.5 * city count is optimal.

Don't forget to scout well.
Without music, life would be a mistake.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-21 00:02:33
July 20 2010 13:35 GMT
#48
On July 20 2010 15:49 igotmyown wrote:
Show nested quote +
On July 20 2010 15:29 Lachrymose wrote:
On July 20 2010 10:51 Qatol wrote:I personally like trading for Alphabet, religion tech, and Monarchy, but maybe that's just me. Either way, I'm through arguing about this. It is obvious we aren't persuading each other anyways. You are the only one advocating an axe rush at this point, and you aren't even playing in this game. If you want to continue this discussion, PM me so we don't clutter the thread any more.


wut? or you could keep debating it in this thread where people who aren't that good at the game can continue to learn the pros and cons of a semi isolated axe rush from different perspectives.

if people don't find this kind of thing interesting i struggle to imagine what they're reading this thread for and even then they can simply skip it and move on to the next report.


Thanks for validating my efforts!

To be honest, a large part of my motivation is people saying "axe rushing is impossible/stupid", when it's a perfectly valid strategy in this situation, as opposed to an expectation that people will actually axe rush. I'm hoping my exhortations sound more like "this is the strategical breakdown of an axe rush" than "axe rush or else", and that it provides useful information.

Civilizaton IV is a deep game, and overly simplifying it will take away surprisingly effective ways of winning.

And semi-isolation trading, the problem is you won't be able to trade for aesthetics, literature, mathematics, calendar, code of laws, metal casting, philosophy, that is most of the beeline tech. And one of you has to tech alphabet to trade, and you certainly can't rely on the lone AI to do it in a timely fashion, so the main useful trade will be alphabet for monarchy.

By popular demand, I will continue then! I just figured this was getting to the level of useless spam for everyone else.

I'm still not entirely convinced that your rush will work in the higher difficulty levels, particularly Immortal and especially Deity, so I'm antsy about recommending it as a strategy when I think it is a bad habit to get into. If you have the time, could you worldbuilder this map up to that level and show that it works without putting you too far behind? I'm just thinking about posts like these:
http://forums.civfanatics.com/showthread.php?p=6668482&highlight=axes#post6668482
(Very good player talking about its viability)
http://forums.civfanatics.com/showthread.php?p=7061381&highlight=axes#post7061381
(That same player BARELY pulling it off but starting MUCH closer to his opponent with a stronger start than what we have + Hannibal's army left.)
http://forums.civfanatics.com/showthread.php?p=7482071&highlight=axes#post7482071
(Another player commenting on its viability.)

Tech trading wise, I know part of this is just playing on higher levels than this (where the AIs pick up techs much faster), but you definitely can rely on the AI to tech alphabet relatively early, at least a techer like Wang. If it was someone like Genghis, not so much. Unless the tech pattern changes in semi-isolation which I don't believe is the case? I'm not 100% certain though.

I thought the point of beeline tech was to try to get it as fast as possible? At the very least, it is unlikely that you would wind up trading for many of the techs you mentioned anyways. The ones you mentioned which stand out in particular are aesthetics, literature, and philosophy.

Aesthetics is rarely researched by the AIs but they place a high trade value on it. It is the most popular trading chip in the game and is a solid beeline tech in most situations. You are rarely, if ever, going to trade for Aesthetics early. If you aren't shooting for the Great Library or Music (for the free Great Artist), there is no need to be picking up Aesthetics and especially Literature until you get other techs like Civil Service (at the very least), and usually something like Education at which point, you may be able to trade for them anyways because all of the wonders are gone. You will rarely be going for one of the other Aesthetics wonders and NOT getting the Great Library. The Parthenon boosts the Great Library a lot, Paya is just worthless because those civics all come early anyways, and Zeus is VERY situational, and probably not necessary in a semi-isolated start. As far as the other Literature wonders go, National Epic is better with the Library again. Heroic Epic isn't particularly useful because of the semi-isolation. It will be better later.

Philosophy is rarely traded for because it is a very strong bulb target for your second great scientist (first becoming an academy, usually in the capital). It gives a nice civic for getting out an extra Great Scientist to help bulb again (probably education) on your way to Liberalism, you need it for Liberalism anyways, and you may be able to pick up a religion. Not a bad use of a bulb at all.

As far as Math goes, generally you have at least 1 AI trying to beeline the Hanging Gardens anyways. They just love that wonder. You may have to research it with an unlucky draw, but if you're beelining Great Library or Music, the Gardens are likely to go before you need to trade for Math anyways. Losing the boost to chopping sucks, but you may not want to wait and trade for math if you're that heavily forested anyways. Math is a decent beeline tech in some situations. In our situation, we don't have enough forests outside of the capital to really justify a beeline.

Metal Casting is again a beeline tech because the AIs don't like to research it too early. However, in semi-isolation, we can't trade for it ever (because it gives a naval exploration unit). Only a problem if we can't fogbust our ocean properly and wind up with barbarian galleys killing all of our fishing boats at a point after when the AIs will be getting the tech and we have something that we could have traded for it.

Calendar is a nice backfilling tech that we will miss not being able to trade for. No argument here on this one, especially considering our terrain. I guess we'll have to research it ourselves or hope the Mausoleum goes quickly?

Code of Laws can be very hit or miss as far as others getting it before us goes. A lot of that depends on what the AI does with the Oracle tech. You usually can't rely on trading for this one in a standard game anyways.

Side note: you or Keilah wouldn't happen to be aka vicawoo, would you?
On July 20 2010 20:23 DrainX wrote:
I'm kind of a newbie at civ 4. I usually win when playing noble and usually end up in the middle of the scoreboard when playing on prince. I was wondering what a good solid opening in civ 4 is. I usually just start out with building a warrior or something similar so that my starting town grows to size ~3 before I start building a settler so that the settler doesn't take too long to build. Once I have two cities up I invest in 2-3 workers then expand twice again.

Is it better to build a worker or settler first of before letting your city grow?

Which is best to build first? A workers or a settler? If this depends on you having found a good new site for a city yet or if the area around your first city has lots of resources that make building a worker important, what should I look for most when deciding this?

Should I focus on buildings like Granary/Lighthouse/Obelisk/Temple early on or should I wait with buildings like that until I have a couple of cities up and running (5-6?). I often build a granary as the first thing in a new city but I wonder if this is a good idea or not.

Disclaimer: a lot of this is just my opinions or what I've seen from my experience. Also, because of the generality of the question, much of this is very general. I tried to cover all of the win conditions, but I admit I'm not as familiar with culture and diplomatic victories as I am with domination or space. If anyone has something they want to add, or they disagree on certain points, feel free to mention it.

First of all, don't worry horribly much about the scoreboard. It is a useful metric for seeing how you are doing, but it won't reflect the situation perfectly. Their score may be higher than yours, but you may have more appropriate technology for the situation. Or they may have a ton of land, but it's all ice and tundra and the cities don't actually pay for themselves. The AI will do silly things, like settle in the ice for a city that has 2 tundra fur and an iron. However, the scoreboard will give them points for land and population regardless of how good it is. Also, the scoreboard gives points for wonders, even the ones which aren't very good like Shwegdagon Paya or Chichen Itza. I'd rather have a little more infrastructure and be set up better for the late game personally.

The timing for the first settler is more situational than that. If you have enough high food squares that you can get up to your happy cap relatively quickly, it is quite handy to just grow to happy cap and alternate settlers and workers out of that town for a while. You want the warriors out to A. guard your towns B. explore the surrounding area C. give you vision of the surrounding area (barbarians will not spawn in squares that you can see, and are a bit less likely to spawn far away from you, so if you can put warriors or archers on hills around your city, you can really cut down on barbarian pressure), and D. kill the barbarians that do show up. I generally recommend that you focus on growing your city early and let the warriors come out while you are working those food tiles.

You usually want a worker or a work boat first. Working your special tiles gives a really big boost to your early production.

Generally, the first thing you want to look for when settling a city is how it will feed itself. Does it have food resources? Great! Does it have a river and some grassland? That will work too. Is it all hills and desert? Probably not the best location unless you absolutely need a resource in the area (like if it has a source of Iron and you don't have any other Iron/Bronze in the area at all plus it will take too long to get your borders over that land/ the land is in danger of being taken by someone else). Remember that Grasslands will not help nor hurt your growth at all. Plains will hurt your growth because they give only 1 food. Rivers can add +1 per square if you farm the tiles around them. Hills give -1 from whatever food production they would have given if that square was not a hill.

The next thing you want to look at is how you will pay for a city. Settling cities is expensive. You have to pay increasing upkeep for each city that you settle. If you settle too quickly, your tech rate will generally stagnate because all your commerce is going into paying for your cities instead of funding your research. In our situation, we can settle a little more freely/quickly than is standard because we have 2 gems in our starting town. However, I still think we should be settling near the double gems to the southwest relatively quickly to further boost our tech.

The third thing you should look for is your water situation. The limiting factor on city growth after you reach monarchy is generally health, not happiness. Settling next to a river or a fresh water lake can help this. It also helps your food situation because you can farm next to fresh water. This also means you should look at your situation with respect to coasts. You can only build a lighthouse if you are adjacent to a coastal square. Fresh water lakes do not count. However, if you have a lighthouse (you are on a coast and have lakes in your BFC), fresh water lakes will give you 3 food instead of 2. Coastal squares are generally bad to have if your city is not actually on a coast. Even if you are on the coast, you usually want land over water squares except in the city where you plan to make the Moai Statues, so try not to overdo it on the water squares. However, there are still situations where having ocean is okay in your BFC without being on the coast. Look at the conversation in Team A's thread for an example (gold + food > a few coast and desert).

The fourth thing you look for is how settling in that spot will affect the map with respect to other civilizations. If your borders go from coast to coast, the AI will not go through your borders and settle on the other side. This gives rise to the idea of "blocking the AI." You can block them away from wide swaths of land if you strategically place a few cities. This is more important on higher difficulty levels where the AI settles much more quickly (on deity they start with 2 settlers and will generally have 4-6 cities before you get your second).

The fifth thing you look at is hammers. How productive will this city be? Will you need to use Slavery to build anything useful in this town? In your cottage farm, it may not matter. However, it is good to have a production town or 2 to pump units so the AIs don't decide you are too weak and attack you. You usually want a few hills in your town's BFC. A small corollary to this: if you settle on a plains hill, your town's main square gives 2 hammers instead of 1. It provides a nice boost in the town's infancy.

Finally, you should look at how defensible your town is. Usually settling on hills provides cities that are more easily defended than settling on flat ground. Settling next to a bunch of hill forests may result in enemy units that are hard to dislodge (chopping said forests will make this easier, but it still isn't fun to dislodge units- especially celts- from hills). This only matters if you are settling near someone you expect to attack you at some point.

Either way, don't worry about every little square in your BFC. It is okay to have some desert if your town also has 2 corn and 2 gold or whatever. It isn't the end of the world if your cities overlap a little bit, especially if you were planning to use one of those cities to run specialists anyways. Make sure you have cities which can: settler/worker pump, provide research, provide great people, make units, give you money. And don't try to do it all in the same city.

I assume you are playing non-BTS or are playing as Egypt? Otherwise the Obelisk is called the Monument. In general, unless I am a creative leader or need a unit to protect this city (I usually have the unit to protect the town already made), or don't need the extra tiles, the first thing I make in a new town is a Monument. It builds relatively quickly, can be chopped out with 1 forest, and gives you access to all of the workable tiles in your city. After that, it often depends on what the city will be doing. Is growth really important in this city (because I am slaving or because this city is a little light on the food)? Granary is important. Does this city have a lot of food so I can run some scientists? Library might be nice. Does this city give me a lot of commerce? Library might be nice there too. Do I need a few more units to deal with the barbarians or a neighbor + this town has hammers? Units might be good. Just be careful not to overproduce units if you don't need them. They cost money to support and you could be using those hammers on something else, like building wealth or research. Granary first is usually not a terrible choice, especially as the Incas, but you should think about what the city will be doing for you and what you need at the moment.

You generally want some infrastructure before you settle beyond 3 cities. 5-6 cities quick will usually tank your economy. Getting the balance of expanding right just takes practice though. I'd say you should look to be able to keep your economy stable at 50% research most of the time. (Other people who know about this - is this number accurate? I'm so used to doing binary research I don't even look at numbers other than 0% or 100% any more except to finish a tech.) You usually should be going Settler -> Worker -> Worker -> Settler -> Worker -> Worker. Double expanding usually means you won't have enough workers.

On July 20 2010 21:01 Zyphen[p] wrote:
I'm a noob too (Noble is cruise control, Prince can be a challenge but usually kind of easy; haven't really tried Monarch), but generally it's Worker first -> Warriors until size 3 -> Settler. There are some other openers I've heard of like Worker -> Warrior until 2 -> Settler and Worker -> Worker -> Settler with chopping, but that's the standard.

I usually make a Monument as first build if not Creative (for outer resources), and Granary if I am. Lighthouse is situational, I guess, but you probably shouldn't be building Temples first; you're not going to hit the happy cap that soon.

I aim for 6-10 cities by 1AD, depending on neighbor locations, terrain, blah. I usually don't ever build Workers, I just 2-pop whip them (grow to 4 or more, build a Worker for one turn, whip). I try to keep around an equal number of workers to cities, but I've heard worker count = 1.5 * city count is optimal.

Don't forget to scout well.

While a start like this will get your second town out quickly (which is good in some situations), it will slow your 3rd and 4th towns pretty dramatically. Think about that before you pump out your second settler with 2-3 population. I prefer to be a little heavier on the workers than that (or at least I'm supposed to be - sometimes I skimp on workers more than I should). Also, while whipping is very efficient, be careful about always whipping. Sometimes that population can be better used on other things, libraries in particular come to mind. Agreed on temples. Heck, I don't even get them all over when I AM happy capped a lot of the time because Monarchy is so close after Priesthood. (Exception: you need temples for Cathedrals, which are crucial for winning culture. Also, Temples give you priests. While Great Prophets are usually the worst of the Great People, the first one is nice if you got a religion. Also, Priests are quite strong if you happened to get Angkor Wat. Finally, Prophets can be nice for Great Person diversity for getting one of the later Golden Ages.)
Uff Da
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-20 14:34:35
July 20 2010 14:34 GMT
#49
Oops double post. My bad.
Uff Da
nosliw
Profile Blog Joined December 2008
United States2716 Posts
July 20 2010 15:31 GMT
#50
I still can't get it to work with public wireless. I'll have to skip my turns
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
Last Edited: 2010-07-20 16:09:36
July 20 2010 16:08 GMT
#51
On July 20 2010 22:35 Qatol wrote:
Show nested quote +
On July 20 2010 20:23 DrainX wrote:
I'm kind of a newbie at civ 4. I usually win when playing noble and usually end up in the middle of the scoreboard when playing on prince. I was wondering what a good solid opening in civ 4 is. I usually just start out with building a warrior or something similar so that my starting town grows to size ~3 before I start building a settler so that the settler doesn't take too long to build. Once I have two cities up I invest in 2-3 workers then expand twice again.

Is it better to build a worker or settler first of before letting your city grow?

Which is best to build first? A workers or a settler? If this depends on you having found a good new site for a city yet or if the area around your first city has lots of resources that make building a worker important, what should I look for most when deciding this?

Should I focus on buildings like Granary/Lighthouse/Obelisk/Temple early on or should I wait with buildings like that until I have a couple of cities up and running (5-6?). I often build a granary as the first thing in a new city but I wonder if this is a good idea or not.

Disclaimer: a lot of this is just my opinions or what I've seen from my experience. Also, because of the generality of the question, much of this is very general. I tried to cover all of the win conditions, but I admit I'm not as familiar with culture and diplomatic victories as I am with domination or space. If anyone has something they want to add, or they disagree on certain points, feel free to mention it.

First of all, don't worry horribly much about the scoreboard. It is a useful metric for seeing how you are doing, but it won't reflect the situation perfectly. Their score may be higher than yours, but you may have more appropriate technology for the situation. Or they may have a ton of land, but it's all ice and tundra and the cities don't actually pay for themselves. The AI will do silly things, like settle in the ice for a city that has 2 tundra fur and an iron. However, the scoreboard will give them points for land and population regardless of how good it is. Also, the scoreboard gives points for wonders, even the ones which aren't very good like Shwegdagon Paya or Chichen Itza. I'd rather have a little more infrastructure and be set up better for the late game personally.

The timing for the first settler is more situational than that. If you have enough high food squares that you can get up to your happy cap relatively quickly, it is quite handy to just grow to happy cap and alternate settlers and workers out of that town for a while. You want the warriors out to A. guard your towns B. explore the surrounding area C. give you vision of the surrounding area (barbarians will not spawn in squares that you can see, and are a bit less likely to spawn far away from you, so if you can put warriors or archers on hills around your city, you can really cut down on barbarian pressure), and D. kill the barbarians that do show up. I generally recommend that you focus on growing your city early and let the warriors come out while you are working those food tiles.

You usually want a worker or a work boat first. Working your special tiles gives a really big boost to your early production.

Generally, the first thing you want to look for when settling a city is how it will feed itself. Does it have food resources? Great! Does it have a river and some grassland? That will work too. Is it all hills and desert? Probably not the best location unless you absolutely need a resource in the area (like if it has a source of Iron and you don't have any other Iron/Bronze in the area at all plus it will take too long to get your borders over that land/ the land is in danger of being taken by someone else). Remember that Grasslands will not help nor hurt your growth at all. Plains will hurt your growth because they give only 1 food. Rivers can add +1 per square if you farm the tiles around them. Hills give -1 from whatever food production they would have given if that square was not a hill.

The next thing you want to look at is how you will pay for a city. Settling cities is expensive. You have to pay increasing upkeep for each city that you settle. If you settle too quickly, your tech rate will generally stagnate because all your commerce is going into paying for your cities instead of funding your research. In our situation, we can settle a little more freely/quickly than is standard because we have 2 gems in our starting town. However, I still think we should be settling near the double gems to the southwest relatively quickly to further boost our tech.

The third thing you should look for is your water situation. The limiting factor on city growth after you reach monarchy is generally health, not happiness. Settling next to a river or a fresh water lake can help this. It also helps your food situation because you can farm next to fresh water. This also means you should look at your situation with respect to coasts. You can only build a lighthouse if you are adjacent to a coastal square. Fresh water lakes do not count. However, if you have a lighthouse (you are on a coast and have lakes in your BFC), fresh water lakes will give you 3 food instead of 2. Coastal squares are generally bad to have if your city is not actually on a coast. Even if you are on the coast, you usually want land over water squares except in the city where you plan to make the Moai Statues, so try not to overdo it on the water squares. However, there are still situations where having ocean is okay in your BFC without being on the coast. Look at the conversation in Team A's thread for an example (gold + food > a few coast and desert).

The fourth thing you look for is how settling in that spot will affect the map with respect to other civilizations. If your borders go from coast to coast, the AI will not go through your borders and settle on the other side. This gives rise to the idea of "blocking the AI." You can block them away from wide swaths of land if you strategically place a few cities. This is more important on higher difficulty levels where the AI settles much more quickly (on deity they start with 2 settlers and will generally have 4-6 cities before you get your second).

The fifth thing you look at is hammers. How productive will this city be? Will you need to use Slavery to build anything useful in this town? In your cottage farm, it may not matter. However, it is good to have a production town or 2 to pump units so the AIs don't decide you are too weak and attack you. You usually want a few hills in your town's BFC. A small corollary to this: if you settle on a plains hill, your town's main square gives 2 hammers instead of 1. It provides a nice boost in the town's infancy.

Finally, you should look at how defensible your town is. Usually settling on hills provides cities that are more easily defended than settling on flat ground. Settling next to a bunch of hill forests may result in enemy units that are hard to dislodge (chopping said forests will make this easier, but it still isn't fun to dislodge units- especially celts- from hills). This only matters if you are settling near someone you expect to attack you at some point.

Either way, don't worry about every little square in your BFC. It is okay to have some desert if your town also has 2 corn and 2 gold or whatever. It isn't the end of the world if your cities overlap a little bit, especially if you were planning to use one of those cities to run specialists anyways. Make sure you have cities which can: settler/worker pump, provide research, provide great people, make units, give you money. And don't try to do it all in the same city.

I assume you are playing non-BTS or are playing as Egypt? Otherwise the Obelisk is called the Monument. In general, unless I am a creative leader or need a unit to protect this city (I usually have the unit to protect the town already made), or don't need the extra tiles, the first thing I make in a new town is a Monument. It builds relatively quickly, can be chopped out with 1 forest, and gives you access to all of the workable tiles in your city. After that, it often depends on what the city will be doing. Is growth really important in this city (because I am slaving or because this city is a little light on the food)? Granary is important. Does this city have a lot of food so I can run some scientists? Library might be nice. Does this city give me a lot of commerce? Library might be nice there too. Do I need a few more units to deal with the barbarians or a neighbor + this town has hammers? Units might be good. Just be careful not to overproduce units if you don't need them. They cost money to support and you could be using those hammers on something else, like building wealth or research. Granary first is usually not a terrible choice, especially as the Incas, but you should think about what the city will be doing for you and what you need at the moment.

You generally want some infrastructure before you settle beyond 3 cities. 5-6 cities quick will usually tank your economy. Getting the balance of expanding right just takes practice though. I'd say you should look to be able to keep your economy stable at 50% research most of the time. (Other people who know about this - is this number accurate? I'm so used to doing binary research I don't even look at numbers other than 0% or 100% any more except to finish a tech.) You usually should be going Settler -> Worker -> Worker -> Settler -> Worker -> Worker. Double expanding usually means you won't have enough workers.

Thanks for the answers. I am a BTS player I just forgot the name of monument. I don't know what I did right this time but I just got a big lead playing on prince. Have twice the territory and population of any other civ at 1900AD. Pumping out a large tank/artillery army to take over the world I think, in order to improve more now, ill have to focus more on specializing my cities correctly and try to remember a few of the things you said, some of which I should already know but that are easy to forget.
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
July 20 2010 21:50 GMT
#52
I am really busy this week, I'm also going to pass my first turn (just put me at the back of the list or something!).

Sending PM to the next person.
Failure is not an option
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
Last Edited: 2010-07-21 00:52:48
July 21 2010 00:20 GMT
#53
On July 20 2010 15:59 Keilah wrote:
Pros:
-We will have more land than we can use before 1000AD (not actually a pro, lol)
-We will have another city in a good location, from their capital (gold, etc)
-We will get some pillage/city capture gold

Cons:
-We lose our (only?) trading partner
-We piss off his friends if he has any
-We spend a ton of resources on units that will do nothing for us after the war, because either we're isolated or they'll soon be obselete
-We will have distant cities in dubious locations (AI is bad at placement) costing us lots in maintenance and preventing us from expanding to nearer, better locations
-If we do anything other than completely crush him, we're going to lose to people on other continents
-We will not have developed any cottages because we'll be busy working food+hammer
-We will be low-tech because we've been busy working food+hammer
-We just eliminated someone, at great cost to ourselves, who we could have befriended and used to our advantage, at virtually no cost to ourselves
-We cripple our economy to take him out early, when he is strongest because of his protective trait, when we could let him develop cities, build wonders, etc for us, then take him out later when it's easier and less costly to do so


not sure if I missed anything, probably did.

Basically only axe rush if they are very close, it will be easy, and their land is better than ours.


I'll try to address both con-axe rush posts.

Tech trading/diplomacy considerations: see my previous post about uncooperative trading AIs.
To add on to that, if there's 2 AI, you probably shouldn't kill him off completely and leave him with a crippled second city. If there's more than 2 AI, then you'll have plenty of trading partners.

Distance/maintenance:
see previous post, AI geography trumps a few extra squares of rushing distance, and he's really not that far. Most axe rushes have you roading to the AI, so your rush is delayed by 1 or 2 turns more than normal (a capital 8 to 10 tiles away).
Furthermore, his capital has double gold mines, worth 16 commerce. He'd have to be, approximately, 16 / 3.5 x 0.85 / 1.25 = 82 tiles away before this city is a net negative commerce-wise (and maintenance gets capped for before that anyway).
The actual distance maintenance is 12 / 3.5 x 0.9 / some large map multiplier, which i approximate to be 1.25, so it will be < 3 gold per turn, with marginal increases with population size.
Whatever his second city is, if it's in a poor location, you can raze. The capital is obviously in a good enough location.

Economy/empire:
You should easily be able to settle almost all the land by around 250 AD, let alone 500 AD.
You have double gems and later two gold, and you're paying almost no maintenance up and until you take the city itself. See the previous post about axe rush-classical tech parity economy;you certainly should not be behind tech-wise after an axe rush. Axe rushes transition to say liberalism much better than catapult/elephant wars.
Killing an enemy doesn't take the capital, it secures all nearby land for expansion without having to spend hammers later.

Now vs later:
the AI won't give you its land for free later; you're going to have to spend thousands of hammers as opposed to hundreds. It's much more efficient hammerwise and economically to take him out earlier. The only real question is the opportunity cost of rapid expanding earlier (which will result in a worse early economy), as opposed to expanding later (after he's dead).

Viability on immortal:
particularly if you chop all your forests and whip out the last round, you can definitely take his capital with say 12 axes. You may run out of steam before his second or 3rd city if they're on hills/you can't cut metal in his 2nd.

Viability on deity:
Deity's much different from immortal. Let's note the arguments: first the AI has too many cities. If you've ever tried a deity axe rush, this is a real concern. Chariot rushes in particular run out of steam after you fall behind in numbers (that is, you've taken 1 or 2 cities), axe rushes somewhat less so. Axes vs 0-20% archers have good odds, so once you take out their capital, usually the city with the greatest defensive bonuses/production, and cut off their iron, you can outmuscle the AI. Speed is of the essence, so ideally, you'll declare from a good diagonal, and you can attack in 3 turns.
However, on deity, the AI will have 4+ cities before you attack. The problem is that it will tend to surround the capital with cities, so once you declare, you'll have to walk through say 4 or 5 extra squares of unroaded territory. And the AI instead of building 1 extra emergency unit will build 3 or so in its capital alone, which is will take 5 more axes than usual. If you take out a border city, you'll still use up 3-5 axes, which leaves you a little short. This isn't a big problem on immortal, not because of the slightly lower AI discount, but simple geography.
But it's still doable, though you might have to luck on a good angle, take out half his cities on the first declaration, peace, then wipe out the rest. I think it's most important to note that Snaaty, who wrote up the easymode deity win guide and is no Moonsinger in terms of aggressive play, tried to axe rush anyway, even though all the peaceful land grab/tech trade arguments might apply. If you want to be a really good civ player, you have to have rush builds in your toolbox. After that you can assess the cost on various levels and decide whether it's worth the payoff.
And Rusten, who was talking about sword/cats/elephants wars, is also a deity player.

Final note: (semi)Isolation tech path. You can either bulb astronomy or get it through liberalism. Since you can't spare beakers, your first few classical tech matter a lot, which is why a timely trade can be vital.
Monarchy is happiness = more cottages/pop/specialists, simple enough. Calendar is a happiness substitute and provides good commerce with the appropriate resources, but waiting for the monopoly to end on mathematics/calendar may delay your economic growth for a crucial several hundred years.
Aesthetics/code of laws (allowing philosophy bulb) are for quick bulbing astronomy/liberalism, but again, you won't be able to trade for them.
Metal casting/compass don't really help your economy, currency not as much as the other choices in isolation. You'll tend to go low on production cities and high on commerce cities, so your slider will end up at a high percentage and the wealth to library/academy multiplier is minimized.
In summary, alphabet->monarchy would your only crucial non-monopoly early trade in semi-isolation.
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 21 2010 03:17 GMT
#54
Got the PM, will play as soon as possible.
Without music, life would be a mistake.
Keilah
Profile Joined May 2010
731 Posts
July 21 2010 05:25 GMT
#55
not advocating culture anymore because it will be too easy, but FWIW, you need very few techs when doing a culture win and it would be easy to self-research all of them. Culture victory takes longer with less religions but if we get just 1 or 2 we can still do it easily.
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
July 21 2010 10:49 GMT
#56
Keliah if you think the easiest way for us to win is going to be cultural I am all for it, because I want to learn how to actually win as fast as possible with different strategies.

Personally I haven't managed getting a cultural win yet.
Failure is not an option
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
July 21 2010 12:15 GMT
#57
I think we should go for culture. I'd like to see how it works, and don't really care if it gets "boring" towards the end when we're just farming great artists.
Zyphen[p]
Profile Joined May 2010
United States91 Posts
Last Edited: 2010-07-22 14:55:33
July 22 2010 10:36 GMT
#58
Alright, here goes nothing!

First few turns are uneventful, while waiting for London to finish building a Worker and Bronze Working to finish.

Anyway, London finishes a Worker and begins work on a Warrior; BW finishes, and we catch another lucky break:
[image loading]
Yes, we have Copper in our capital BFC! Will be nice to have some actual defenders soon.

In 3300BC, we make first contact with the French led by their aesthetically-displeasing tentacle-faced monarch:
[image loading]
We sign a mutual "let's not poke each other for the time being" agreement and part ways.

The rest of the 20 turns passes by uneventfully; Agriculture finishes and our Worker begins to farm our Corn resource nearby. Our scientists begin researching the art of round objects thereafter. London finishes its first Warrior on turn 40; it's fortified in the capital for the time being. Here's a screenshot of the capital area on turn 40:
[image loading]

The world as we know it in 3000BC:
[image loading]
France is the tiny dark blue Sugar speck in the very bottom right.

Goal(s) for the forseeable future:

At least for now, we need to decide on a second city location. We've already got a strategic resource locked down, so that simplifies our choices a tad.

Here's the save. Good luck!
http://www.mediafire.com/?224bmedz526hkby
Without music, life would be a mistake.
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
July 22 2010 11:57 GMT
#59
Wow just wow, we got bronze in our capital.

I suddenly got the urge to try for an one city axe rush, just for the heck of it. I mean how often does that option present itself?

On another note, it seems we are not alone, it looks like a rather big continent. Hopefully we can kill our close friend and just expand like crazy, or go the more peaceful route and try to pick really good city and expand locations.

PS: send PM to the next person.
Failure is not an option
Lexpar
Profile Blog Joined March 2009
1813 Posts
July 22 2010 13:03 GMT
#60
Are we sure Louis XIV is really Chinese? That clashes with pretty much everything I've ever known.
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
July 22 2010 13:09 GMT
#61
lol at 5 dyes in a giant clump.
Zyphen[p]
Profile Joined May 2010
United States91 Posts
Last Edited: 2010-07-22 14:55:13
July 22 2010 14:55 GMT
#62
Haha, Lexpar... I dunno, I guess I was tired when making that post. Not really sure how I put Chinese there. Time to go edit...
Without music, life would be a mistake.
briann
Profile Joined December 2009
United States121 Posts
Last Edited: 2010-07-22 15:58:14
July 22 2010 15:53 GMT
#63
sry to post here but just started playing the game and it seems really intimidating with all the options is there a good tutorial somewhere, i did not see a beginner tutorial mission
( bought a pack of all the civ 4 stuff so i assume beyond the sword is what i should be using.)
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 22 2010 16:00 GMT
#64
What options in particular are intimidating? Map setup?

And there's still some vanilla players out there, but most play BtS, I think (balance issues resolved in BtS that're present in vanilla, or something to that effect).
Without music, life would be a mistake.
briann
Profile Joined December 2009
United States121 Posts
July 22 2010 16:33 GMT
#65
well i guess i just need to adapt to the huge build time of units. Like vs the computer i lost because i did not have the 20 or so turns it takes to build a warrior and my original one was out exploring
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 22 2010 16:39 GMT
#66
How did you get in a war that early? o_O Misclicked on the first contact window? I've lost games that way from overzealous spacebar pressing...

What speed are you playing?
Without music, life would be a mistake.
briann
Profile Joined December 2009
United States121 Posts
July 22 2010 17:01 GMT
#67
normal, basically what i did was built my city then told my warriors to auto explore, researched a bunch of stuff and at the same time my workers ( 1st unit i built ) were done i found enemy and dec war. then they attacked and instantly killed my city because there was nobody to defend ( my troops were a bit too slow and were like 2 turns behind.

vs ai easiest mode.
duel size map .
normal speed.
MTF
Profile Blog Joined January 2005
United States1739 Posts
July 22 2010 17:14 GMT
#68
On July 23 2010 02:01 briann wrote:
normal, basically what i did was built my city then told my warriors to auto explore, researched a bunch of stuff and at the same time my workers ( 1st unit i built ) were done i found enemy and dec war. then they attacked and instantly killed my city because there was nobody to defend ( my troops were a bit too slow and were like 2 turns behind.

vs ai easiest mode.
duel size map .
normal speed.


Don't declare war on somebody when you have nothing to defend yourself with, especially on such a small map size and that quick a speed. War also has other consequences, such as creating unhappiness (which causes your population to stop working tiles) in your cities over time. So, I'd advise against randomly declaring war on everyone you meet in the future. :p

I mostly learned Civ by playing, though I picked up tips from reading the forums at Civ Fanatics and from watching a few playthroughs by TheMeInTeam. Good luck, have fun!
Think. :)
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-23 03:15:56
July 23 2010 02:17 GMT
#69
I didn't get a PM, but I got the save anyways. Glad to see we aren't actually semi-isolated. I'll play my turns either tonight or tomorrow. Either way, I should have my post up tomorrow.

A few questions:

Why are we getting the wheel so early? I mean, it isn't a TERRIBLE choice, but I would rather either get Writing faster or Sailing. Either way, getting out the first Great Scientist will give us a nice boost to tech, especially with the capital we have.

Why wasn't the corn farmed the second agriculture was done? It is less important for us to get the mine up on the copper than it is for us to get that food up and running as quickly as possible.

Why was the second warrior fortified in the city? Barbarians won't enter your borders until there are 2*N cities on the continent, where N is the number of civilizations on the continent. This means that our second warrior should be out fogbusting for us. We can use a later warrior to fortify in the city.


On July 23 2010 02:14 MTF wrote:
Show nested quote +
On July 23 2010 02:01 briann wrote:
normal, basically what i did was built my city then told my warriors to auto explore, researched a bunch of stuff and at the same time my workers ( 1st unit i built ) were done i found enemy and dec war. then they attacked and instantly killed my city because there was nobody to defend ( my troops were a bit too slow and were like 2 turns behind.

vs ai easiest mode.
duel size map .
normal speed.


Don't declare war on somebody when you have nothing to defend yourself with, especially on such a small map size and that quick a speed. War also has other consequences, such as creating unhappiness (which causes your population to stop working tiles) in your cities over time. So, I'd advise against randomly declaring war on everyone you meet in the future. :p

I mostly learned Civ by playing, though I picked up tips from reading the forums at Civ Fanatics and from watching a few playthroughs by TheMeInTeam. Good luck, have fun!

MTF has the right idea. A few other players you might be interested in reading tips from are Kossin and Unconquered Sun (search for them on the civ fanatics site). You can really learn a lot if you read their games carefully. Also, the guides they have on the site here should give you a good idea of the basics of the game.
Uff Da
Keilah
Profile Joined May 2010
731 Posts
July 23 2010 03:00 GMT
#70
I think this game will be so easy, that I'm going to stop posting advice. GL everyone =]
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-23 03:16:18
July 23 2010 03:05 GMT
#71
On July 23 2010 12:00 Keilah wrote:
I think this game will be so easy, that I'm going to stop posting advice. GL everyone =]

Please don't. It is a good learning experience for everyone. It is still productive to make the win a little more efficient + teach people.
Uff Da
USn
Profile Joined March 2010
United States376 Posts
July 23 2010 03:33 GMT
#72
On July 23 2010 00:53 briann wrote:
sry to post here but just started playing the game and it seems really intimidating with all the options is there a good tutorial somewhere, i did not see a beginner tutorial mission
( bought a pack of all the civ 4 stuff so i assume beyond the sword is what i should be using.)


to tell the truth, I've been wondering the same thing. I've played civ 2 and 3 but this game is straight up more complicated.
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 23 2010 03:45 GMT
#73
On July 23 2010 11:17 Qatol wrote:
I didn't get a PM, but I got the save anyways. Glad to see we aren't actually semi-isolated. I'll play my turns either tonight or tomorrow. Either way, I should have my post up tomorrow.

Sorry, forgot to pass on the PM. Good to know you got the save, though.

A few questions:

Why are we getting the wheel so early? I mean, it isn't a TERRIBLE choice, but I would rather either get Writing faster or Sailing. Either way, getting out the first Great Scientist will give us a nice boost to tech, especially with the capital we have.

Writing was my other consideration, but I was thinking of hooking up the Copper first.

Why wasn't the corn farmed the second agriculture was done? It is less important for us to get the mine up on the copper than it is for us to get that food up and running as quickly as possible.

Pretty sure I did do that. If not, I think we lost what, two turns?

Why was the second warrior fortified in the city? Barbarians won't enter your borders until there are 2*N cities on the continent, where N is the number of civilizations on the continent. This means that our second warrior should be out fogbusting for us. We can use a later warrior to fortify in the city.

If you read my post, the Warrior finished on my last turn, and fortifying it was a placeholder for the next player.
Without music, life would be a mistake.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 23 2010 04:25 GMT
#74
On July 23 2010 12:45 Zyphen[p] wrote:
Show nested quote +
On July 23 2010 11:17 Qatol wrote:
I didn't get a PM, but I got the save anyways. Glad to see we aren't actually semi-isolated. I'll play my turns either tonight or tomorrow. Either way, I should have my post up tomorrow.

Sorry, forgot to pass on the PM. Good to know you got the save, though.

Show nested quote +
A few questions:

Why are we getting the wheel so early? I mean, it isn't a TERRIBLE choice, but I would rather either get Writing faster or Sailing. Either way, getting out the first Great Scientist will give us a nice boost to tech, especially with the capital we have.

Writing was my other consideration, but I was thinking of hooking up the Copper first.

Show nested quote +
Why wasn't the corn farmed the second agriculture was done? It is less important for us to get the mine up on the copper than it is for us to get that food up and running as quickly as possible.

Pretty sure I did do that. If not, I think we lost what, two turns?

Show nested quote +
Why was the second warrior fortified in the city? Barbarians won't enter your borders until there are 2*N cities on the continent, where N is the number of civilizations on the continent. This means that our second warrior should be out fogbusting for us. We can use a later warrior to fortify in the city.

If you read my post, the Warrior finished on my last turn, and fortifying it was a placeholder for the next player.

Ah okay, just trying to figure out the logic behind the wheel. I guess the axes will make barbs a non-factor. The corn thing is more important though. Heck, I'm not even sure I want the copper before the second gems. We need to be focusing on city growth right now. Our town is far too small. I read the post but must have missed the warrior thing. Sorry!
Uff Da
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 23 2010 05:15 GMT
#75
Ah, no problem. And yeah, I agree with you that we need to focus on growth - really needed that Corn up earlier, but what can yeh do. Just wondering, why Sailing? Writing / GS I understand, but is it just for seaside trade routes?

I remember making a mental note to interrupt the copper mine to farm the Corn, but we all know how those work ("whoops, I let that failgold wonder complete....")
Without music, life would be a mistake.
Keilah
Profile Joined May 2010
731 Posts
July 23 2010 08:36 GMT
#76
ok then, at request...

until our city grows beyond size 3, the tiles we want to work, in order, are: Wheat, Grassland Gems, Grassland Hills Gems. But we should be whipping frequently in the earliest turns, so we won't grow past size 3 for a while. The only reason to mine the copper is so we can build an axe to defend vs barbs, which is not a priority yet.

Therefore, mining copper quickly = waste of worker turns and slowing down our tech + growth.

I think the wheel is a fine tech, I advise rushing the alphabet so we can tech broker everything before anyone else gets alphabet. We also want to be laying down cottages early. The only other tech route I could see being good is iron working so we can clear out the jungles asap, but I think alphabet would be better.
Dobrev
Profile Joined February 2010
Bulgaria30 Posts
July 23 2010 13:28 GMT
#77
I don't like the idea of two teams compeating each other so I am dropping out. Have fun.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-23 20:23:28
July 23 2010 20:22 GMT
#78
On July 23 2010 14:15 Zyphen[p] wrote:
Ah, no problem. And yeah, I agree with you that we need to focus on growth - really needed that Corn up earlier, but what can yeh do. Just wondering, why Sailing? Writing / GS I understand, but is it just for seaside trade routes?

I remember making a mental note to interrupt the copper mine to farm the Corn, but we all know how those work ("whoops, I let that failgold wonder complete....")

Sailing also allows lighthouses, which give extra food for lakes. I'm eyeing that GP farm town as the second town location, so a lighthouse would make sense because there is a lot of jungle there. Also, lighthouse + fish is nice. Finally, the trade route is just icing.

On July 23 2010 22:28 Dobrev wrote:
I don't like the idea of two teams compeating each other so I am dropping out. Have fun.

We aren't competing with anyone. We are just playing on the same map as group A. No competition at all.
Uff Da
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
Last Edited: 2010-07-23 22:39:39
July 23 2010 22:39 GMT
#79
Whipping is mathematically inferior to building workers/settlers straight up, especially without a granary. Whipping with a granary still only generates about 1.5-2 hammers per turn on average.

Example: you grow from size 2 to 3 (12 x 2 = 24 food), taking 5 turns, then start a worker and whip. Those 5 turns of growth, you could generate 7 food+hammers with corn/gems, 7 x 5 = 35 > 30, 10 food+hammers with corn/copper, 10 x 5 = 50 > 30.
As the hammer:food ratio increases, whipping and regrowing gets worse and worse for pure worker/settler production.
If you look up vocum insineratio for whipping, it concludes whipping special tiles and grassland mines is counterproductive, while whipping plains hills is good.

Early copper is far superior to gems for expansion attempts.


Except for organized, lighthouses are not very cost effective early on. The almost guaranteed foreign trade routes are a much bigger deal when you have a fair number of cities(you can connect to nearby neighbors by road, but if they're not connected to their next neighbor by road, you get nothing). The problem with lighthouses is coastal tiles aren't that good if you have alternatives, and the opportunity cost of building granaries (a worker, granary, 2/3 of a library or 3/5 of a settler) are much better. Once you've built enough of the above, then they become a good choice.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-23 23:30:43
July 23 2010 23:27 GMT
#80
The reason I mention the early lighthouse in this case is we only have 1 food tile in our BFC. Food-wise, a tile with 3 food and 3 commerce (lake + lighthouse) is the second best tile in our BFC (behind the corn). I don't like the idea of building a lighthouse to develop just 1 tile, but sailing will also help the fish squares in the second town. Either way, I'm probably going to have to chop + farm a grassland forest next to the lake very soon so we can get up a 3 food square in the BFC just to keep city growth high.

And it's a bit of a moot point because we are getting the wheel right now. This makes sailing a bit of an unnecessary delay until at least after writing, and probably until after we get alphabet.
Uff Da
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-24 01:29:43
July 24 2010 00:42 GMT
#81
So I started my turns to find that we are still generally in good shape other than our capital needs more food.

I sent the warrior which had just finished in our town out to fogbust and started on another warrior.
Unfortunately, there are a lot of panthers in the area.
[image loading]

The southern panther attacked our warrior, the western panther decided it was a bad idea.
A few turns later, our warrior is in danger to another animal.
[image loading]

4 turns after that, our warrior has finished in the town and is sent out to fogbust. He dodges the panther which had decided not to attack us earlier, only to run into another animal instead.
[image loading]

He actually manages to win that fight, but then this happens on the next turn from a square I couldn't even see
[image loading]

Meanwhile, over in our town, the corn's farm is up and I am desperately trying to secure another source of decent food for our town. I chopped one of the forests next to the lake, putting the chop into our first settler before switching back to another warrior to continue growth.
[image loading]

Finally, I manage to get our warrior who had been down south up to near Korea so we can scout out Wang's area a bit better. I was hoping to get around his borders and scout behind him, but sadly... Note that the lion is not actually threatening us yet. That screenshot was taken on the last turn. The warrior still has a move.
[image loading]

And that is where my turns came to an end.

Tech-wise, we have finished The Wheel and Pottery. We are now working on Writing.
[image loading]

Our capital now has 4 people, a warrior fortified for happiness/defense, and a farm set to finish in 2 or 3 turns on the grassland near the lake. Our capital is working on a work boat to help us scout a little more easily.

I didn't manage to scout much more than what we already knew. The warrior I sent to the west died quickly to the bear + panther, and the warrior to the south was blocked by Louis' borders, so he made the trek back to Wang.
[image loading]

For our next steps, I recommend that we finish writing and open borders with Wang relatively quickly. I want to see who (if anyone) is behind him. We can finish our settler once population reaches 5. We also need roads to the copper and the gems in relatively short order. Once we get the road to the gems, we should grow up to happy cap again and start pumping settlers and workers.

Finally, the save: http://www.mediafire.com/?w2gwd0viw6w33nw
Lexpar has been PMed
Uff Da
Keilah
Profile Joined May 2010
731 Posts
July 24 2010 02:35 GMT
#82
On July 24 2010 07:39 igotmyown wrote:
Whipping is mathematically inferior to building workers/settlers straight up, especially without a granary. Whipping with a granary still only generates about 1.5-2 hammers per turn on average.

Example: you grow from size 2 to 3 (12 x 2 = 24 food), taking 5 turns, then start a worker and whip. Those 5 turns of growth, you could generate 7 food+hammers with corn/gems, 7 x 5 = 35 > 30, 10 food+hammers with corn/copper, 10 x 5 = 50 > 30.
As the hammer:food ratio increases, whipping and regrowing gets worse and worse for pure worker/settler production.
If you look up vocum insineratio for whipping, it concludes whipping special tiles and grassland mines is counterproductive, while whipping plains hills is good.

Early copper is far superior to gems for expansion attempts.


A little confusing... for example, where does 12 x 2 come from? In our epic game, growth takes 33 food for 1 -> 2, and 36 for 2 -> 3. I guess the 24 in normal speed = 36 epic, but I still don't understand 12 x 2.

Doesn't change much, but I believe gems + corn = 8 food+hammers, not 7?

Not sure how to calculate this, but don't forget that we can be putting our hammers into something else while growing, then trade some population for an instant worker.

Anyways, without doing the math myself, I suspect working high yield tiles like corn and copper will be more efficient than whipping, but what I would do is allow the city to grow while working our best tiles, perhaps building a granary in the meantime, and then whipping once we get a population point working an inferior tile/being unhappy.

Definitely agree that copper > gems for getting an expansion out fast, but we're in no rush and I think the commerce from the gems would be superior.


@ the guy who just played: In one screenshot I can see you building a settler/worker while working the lake instead of the copper. Definitely not optimal.
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-07-26 01:08:14
July 24 2010 03:28 GMT
#83
read the article, didn't see anything that said manual building > whipping, but did see him recommend whipping your first worker.

Interesting note, because we are imperialistic we get +50% hammers into settlers, but not +50% food. So a)better to work high hammer than high food tiles when building settlers, and
b)whipping gives hammers and the bonus applies, so at epic speed we get 67.5 (rounding down) hammers/pop when whipping settlers.

*deleted section for incorrectness*
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-24 03:37:03
July 24 2010 03:34 GMT
#84
On July 24 2010 11:35 Keilah wrote:
Show nested quote +
On July 24 2010 07:39 igotmyown wrote:
Whipping is mathematically inferior to building workers/settlers straight up, especially without a granary. Whipping with a granary still only generates about 1.5-2 hammers per turn on average.

Example: you grow from size 2 to 3 (12 x 2 = 24 food), taking 5 turns, then start a worker and whip. Those 5 turns of growth, you could generate 7 food+hammers with corn/gems, 7 x 5 = 35 > 30, 10 food+hammers with corn/copper, 10 x 5 = 50 > 30.
As the hammer:food ratio increases, whipping and regrowing gets worse and worse for pure worker/settler production.
If you look up vocum insineratio for whipping, it concludes whipping special tiles and grassland mines is counterproductive, while whipping plains hills is good.

Early copper is far superior to gems for expansion attempts.


A little confusing... for example, where does 12 x 2 come from? In our epic game, growth takes 33 food for 1 -> 2, and 36 for 2 -> 3. I guess the 24 in normal speed = 36 epic, but I still don't understand 12 x 2.

Doesn't change much, but I believe gems + corn = 8 food+hammers, not 7?

Not sure how to calculate this, but don't forget that we can be putting our hammers into something else while growing, then trade some population for an instant worker.

Anyways, without doing the math myself, I suspect working high yield tiles like corn and copper will be more efficient than whipping, but what I would do is allow the city to grow while working our best tiles, perhaps building a granary in the meantime, and then whipping once we get a population point working an inferior tile/being unhappy.

Definitely agree that copper > gems for getting an expansion out fast, but we're in no rush and I think the commerce from the gems would be superior.


@ the guy who just played: In one screenshot I can see you building a settler/worker while working the lake instead of the copper. Definitely not optimal.

Yes. My mistake. I totally forgot to switch over to the copper that turn. However, I only made the settler for a turn to use the chop hammers more productively. So not the end of the world.
Uff Da
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-07-26 01:07:34
July 24 2010 05:04 GMT
#85
deleted epic post because it was incorrect and will waste people's time
Keilah
Profile Joined May 2010
731 Posts
July 24 2010 15:14 GMT
#86
ohhhh, sadface. Just tested it, and while the overflow LOOKS huge on the turn that you whip, you actually don't get the doubled overflow for whipping your halfprice buildings. The result is that whipping doesn't actually do incredible things for certain buildings - the civ just gets them at half price as intended. siiiiiiigh....
Lexpar
Profile Blog Joined March 2009
1813 Posts
Last Edited: 2010-07-25 22:01:36
July 24 2010 22:17 GMT
#87
Got it! Will be taking the turn.

Edit: sorry for the wait taking the turn tonight.
Lexpar
Profile Blog Joined March 2009
1813 Posts
Last Edited: 2010-07-26 04:20:27
July 26 2010 00:15 GMT
#88
Although the English people mourned the loss of the great leader Qatol, they found surprising comfort in the hands of his heir Lexpar. This young, somewhat arrogant man, had little experience in leading a nation, yet in his early years of rule he managed to make a series of easy, or lucky, decisions. Unfortunately, history would remember him as a drastically indecisive ruler, preferring safety to risk in most situations.
[image loading]
Almost immediately Lexpar's ability to lead an army was called into service. A stalwart group of his finest warriors found themselves under attack by a massive pride of "fur"ocious lions. These lions, later found to be bred by the evil tyrant Wang for the express purpose of waging a discreet war against the English empire, more resembled creatures of myth than any true creature of Earth. Their muscles where wound taught over steely bones and their coats splattered with the blood of English farmers. Each had fangs longer than a mans arm, primed to rip through the nearest willing flesh. The battle raged for hours, and many warriors found themselves forgotten in muddy trenches, slowly succumbing to the lion's potent venom. As the last lion retreated up towards the mountains upon it's leathery wings, only one warrior still stood. As a token of appreciation Lexpar promoted the unit, increasing it's general strength by 10%. He then commanded a turn of rest upon the newly reinforced men, before moving them closer to Korean borders.
[image loading]
These early years also served as a time for Lexpar to experiment in the fields of economic growth and infrastructure. He commanded his workers to begin joining the English Empire by great roads, assured that each brick layed upon the ground was a step towards a better tomorrow for the growing Empire. The paths stretched out like a spiders web, and soon the great city of Victoria had immediate access to precious gems, fresh food and sturdy copper. Indeed, Lexpar was shaping up to be a great and powerful leader.

And then, his first (and only) great accomplishment: under his rule the mighty people of the English Empire developed their own system of writing. Though the Emperor himself would never learn this art, his advisors assured him that it was all very important and not to worry about it. Within weeks his fine diplomats had assured open border policies with the French and Korean Empires. At the same time, a first work boat was completed in the city of Victoria. Although it's sails where coarse, it's hull leaked, and it annoyingly veered to the left, the people thought it a grand accomplishment. The ship immediately set sail south along the English borders, intent on discovering new lands past the borders of the French.
[image loading]

Lexpar's great warriors made quick work of scouting Korean territory. The harsh discovery of the Koreans small spit of land put strong political pressure on the development of a settler to secure a border to the south. Unfortunately, this time proved to be the beginning of the end of Lexpar's great rule. Though the queen would never confirm or deny rumors, tales spread of the great leaders impotency in the marital bed. His greatest apothecaries scoured the lands for herbs that could harden his resolve and steel his will, but none could be found. Quickly the once arrogant and pompous man became a disheveled wreck, refusing to make important decisions for the better of his Empire. He commanded his scouts to the south in order to prod French borders, but upon the completion of his Settler he refused to make a decision. A great man reduced to nothingness, his confidence reduced to shreds. Upon the anniversary of his 14th year in command, he looked in the mirror and found he could not call himself a man. It had been months since he shared a bed with his queen, his self confidence and been shattered by his weakness, and his enemies openly mocked him. He ended his life later that month. In his will, he asked that his great advisor Keilah take up his legacy,

(that last paragraph was about me not wanting to chose where to put a new city. Sorry for ending my turn early! Someone else can pick up the slack -_-)
[image loading]
The world as we know it.

[url blocked]

Pm'd Keilah
ShloobeR
Profile Blog Joined April 2008
Korea (South)3809 Posts
July 26 2010 00:27 GMT
#89
kind of sad that people (I'm sure you're not the only one) are unwilling to place a new city in this game because they feel like the more experienced players will complain at them : /

but I enjoyed reading it : )
: o )
Lexpar
Profile Blog Joined March 2009
1813 Posts
July 26 2010 00:30 GMT
#90
Yeah thats exactly why.
Keilah
Profile Joined May 2010
731 Posts
July 26 2010 01:02 GMT
#91
Why does the land look so much more pretty on Lexpar's system than anyone else's, including my own? I thought I had the graphics settings turned all the way up. What's your secret Lex?

Place the 2nd city 1 SW of the elephants, it steals land from the capital but it won't ever become an issue. 2S of the elephants could also be good, it loses coastal but it gains spices and maybe dyes? I wasn't too sure when looking at the map.
Keilah
Profile Joined May 2010
731 Posts
July 26 2010 01:06 GMT
#92
oh, i'm next. Downloading the save now. Great writing Lexpar!
MTF
Profile Blog Joined January 2005
United States1739 Posts
Last Edited: 2010-07-26 01:07:35
July 26 2010 01:06 GMT
#93
On July 26 2010 10:02 Keilah wrote:
Why does the land look so much more pretty on Lexpar's system than anyone else's, including my own? I thought I had the graphics settings turned all the way up. What's your secret Lex?

Place the 2nd city 1 SW of the elephants, it steals land from the capital but it won't ever become an issue. 2S of the elephants could also be good, it loses coastal but it gains spices and maybe dyes? I wasn't too sure when looking at the map.


It looks like he's using the Blue Marble mod. It modifies the graphics to look less cartoony.
Think. :)
JustAnotherKnave
Profile Joined May 2010
United States67 Posts
Last Edited: 2010-07-26 01:14:19
July 26 2010 01:12 GMT
#94
Lexpar,

whatever, it was a good turn-report at least ^^
i like your mother
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 26 2010 02:07 GMT
#95
On July 26 2010 10:02 Keilah wrote:
Why does the land look so much more pretty on Lexpar's system than anyone else's, including my own? I thought I had the graphics settings turned all the way up. What's your secret Lex?

Place the 2nd city 1 SW of the elephants, it steals land from the capital but it won't ever become an issue. 2S of the elephants could also be good, it loses coastal but it gains spices and maybe dyes? I wasn't too sure when looking at the map.

No dyes for 2S. One of my screenshots shows that area decently well. Why not aim for a spot which helps block a bit better, has fresh water, or start the GP farm? Your spots don't seem to be as good as the GP farm or have much in the way of blocking power. Personally, I'd start up the GP farm.
Uff Da
miseiler
Profile Blog Joined October 2008
United States1389 Posts
July 26 2010 02:14 GMT
#96
That is a seriously awesome writeup, Lexpar. Especially the bit at the end.
"Jinro soo manly wearing only a T-Shirt while the Koreans freeze in their jackets" -- Double_O
"He's from Sweden, man. We have to fight polar bears on our way to school." -- Yusername
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-07-26 03:44:12
July 26 2010 03:31 GMT
#97
Ah, the throne. A chance for Keilah to get things done. Well then, let's get to it! First thing's first, tell those uneducated peasant workers to stop making a road and get mining those gems, real snappy-like! Wouldn't want access to copper yet anyways... those complaining army types always expect the best equipment available, and frankly, they don't need it. Don't they know spears are expensive!?!? Clubs will do just fine for now.
Next, it's time to decide on where the settlers will... well, settle. The obvious choice is to settle near the steak and hamburgers, and I think the extra spices in the south more than make up for the loss of being coastal, so I settle to the east of the cows.
[image loading]

For the next several decades, things are simple. The wise men are seeking the secrets of something called 'alfabet' while our productive citizens build a worker, a warrior, a settler, a granary, and another worker. It's time to set about growing and expanding our glorious empire! In the meantime, our borders are approached by strangers in a small ship, hailing from... the north?!!?!? Very interesting... we should build another workboat in a bit, and send it north.
[image loading]

In short order, our scouting workboat makes contact with Arabia, Inca, Japan, and, just as the glorious but aging ruler known as Keilah is about to kick the bucket, Carthage! This is a great result for having sent out just one workboat. Carthage in particular is excellent, as we see that they are relatively weak but willing to trade to us the one tech we REALLY need and can't get anywhere else... iron working! We gave them writing in exchange for archery, enabling us to give them alphabet for iron working. Overly generous trades on our part, but they greatly boosted our relations and besides, we really wanted iron working ASAP. We also traded writing and fishing to the Babylonians for animal husbandry and mysticism, not a bad trade.
[image loading]

Oh yeah, a new city was planted in the middle of the jungle to the southwest. It sucks now, but it'll be great later! We'll need plenty of workers to clear out all the jungles in our grand empire. Screw the environment, we want cottages.

Well, Keilah got some crazy STDs from bangin' all of Lex's unsatisfied womenfolk and died. But hey, these things happen! He had about 700 children, so he's good with it. Anyways, before death, he advised that the next king should be a bright youth by the name of BioChemist, and left recommendations that he 'whip out a granary' (whatever that means!) and work as quickly as possible towards the discovery of a Code of Laws, to ensure another religion for our eventual Cathedral-fueled cultural win. We can't count on having too many religions spread to us from our neighbors, because really, only Korea is very close to us.

The new lands discovered by our hardworking work boat:
[image loading]

And the save:
+ Show Spoiler +
http://www.megaupload.com/?d=1HAKB6IA
Lexpar
Profile Blog Joined March 2009
1813 Posts
Last Edited: 2010-07-26 03:49:48
July 26 2010 03:33 GMT
#98
Retry with the pics buddy

Good turn. I was pretty sure if I moved out the settler he would get eaten by cannibalistic barbarians. Luckily you've seemed to have avoided that.
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-07-26 04:19:04
July 26 2010 03:39 GMT
#99
On July 26 2010 11:07 Qatol wrote:
Show nested quote +
On July 26 2010 10:02 Keilah wrote:
Why does the land look so much more pretty on Lexpar's system than anyone else's, including my own? I thought I had the graphics settings turned all the way up. What's your secret Lex?

Place the 2nd city 1 SW of the elephants, it steals land from the capital but it won't ever become an issue. 2S of the elephants could also be good, it loses coastal but it gains spices and maybe dyes? I wasn't too sure when looking at the map.

No dyes for 2S. One of my screenshots shows that area decently well. Why not aim for a spot which helps block a bit better, has fresh water, or start the GP farm? Your spots don't seem to be as good as the GP farm or have much in the way of blocking power. Personally, I'd start up the GP farm.


Because it's too far away and we didn't have enough workers, a way to pop borders, or iron working yet. Better to start up a nearby city that can be improved, then spread out. We also don't care about fresh water except in our three best cities, and unfortunately there's not much to be found. We'll just have to trade for health resources, which is fine because we're planning to be friendly.
Also I think the spot 2S of the elephants is the only reasonable choice for Korea-blocking, since they aren't going to spread so far as to take our GP farm land just yet. Note: d'oh on missing the horses, but I didn't know they were there until after the city was settled. Oh well.

Note to future leaders: Give in to EVERY demand of every civ, except the ones that cause bad relations with other civs (don't stop trading or declare war just because someone demands it). As long as we aren't killed by a hostile military, nobody is a threat to us because we're going to reach victory hundreds of turns before they come close. So wussified diplomacy is the name of the game. We're going to need more workers than usual (jungles), and less defenders than usual (peacemongering). Remember that we're going to be running pacifism fairly soon. Fogbusting to prevent barbarians >>> having enough units that we completely don't fear barbarians.
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 26 2010 04:05 GMT
#100
Wow, I was just about to post about little activity in this thread, but what do I know ;o

Great writeup Lexpar! And great writeup Keliah! Truly we have a hero work boat on our hands. Even if it veers to the left.

Lexpar, it's "discreet," not "discrete" - something to point out, those words are pretty frequently confused :X

I didn't understand the placement 1E of cows at first, but I suppose I can agree with the justification. You mentioned that you founded a city in the jungle, but you didn't screen it, so I guess it was just a blocking city?
Without music, life would be a mistake.
Keilah
Profile Joined May 2010
731 Posts
July 26 2010 04:18 GMT
#101
ah right, it's not easy to see. If you look at the minimap in my screens, you can see that the new city is to the southwest of the capital. When it pops borders, it will have access to pigs, corn, 2 gems, and a whole lot of grassland, making it the perfect cottage city to be used for legendary culture city #2. #1 and #3 are of course the capital and the GP farm to the East.
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 26 2010 04:35 GMT
#102
Ahh, okay, that sounds great, actually. I just thought it was in the middle of the jungle with nothing else around, so I was pretty skeptical at first
Without music, life would be a mistake.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-26 05:20:09
July 26 2010 05:19 GMT
#103
On July 26 2010 12:39 Keilah wrote:
Show nested quote +
On July 26 2010 11:07 Qatol wrote:
On July 26 2010 10:02 Keilah wrote:
Why does the land look so much more pretty on Lexpar's system than anyone else's, including my own? I thought I had the graphics settings turned all the way up. What's your secret Lex?

Place the 2nd city 1 SW of the elephants, it steals land from the capital but it won't ever become an issue. 2S of the elephants could also be good, it loses coastal but it gains spices and maybe dyes? I wasn't too sure when looking at the map.

No dyes for 2S. One of my screenshots shows that area decently well. Why not aim for a spot which helps block a bit better, has fresh water, or start the GP farm? Your spots don't seem to be as good as the GP farm or have much in the way of blocking power. Personally, I'd start up the GP farm.


Because it's too far away and we didn't have enough workers, a way to pop borders, or iron working yet. Better to start up a nearby city that can be improved, then spread out. We also don't care about fresh water except in our three best cities, and unfortunately there's not much to be found. We'll just have to trade for health resources, which is fine because we're planning to be friendly.
Also I think the spot 2S of the elephants is the only reasonable choice for Korea-blocking, since they aren't going to spread so far as to take our GP farm land just yet. Note: d'oh on missing the horses, but I didn't know they were there until after the city was settled. Oh well.

Note to future leaders: Give in to EVERY demand of every civ, except the ones that cause bad relations with other civs (don't stop trading or declare war just because someone demands it). As long as we aren't killed by a hostile military, nobody is a threat to us because we're going to reach victory hundreds of turns before they come close. So wussified diplomacy is the name of the game. We're going to need more workers than usual (jungles), and less defenders than usual (peacemongering). Remember that we're going to be running pacifism fairly soon. Fogbusting to prevent barbarians >>> having enough units that we completely don't fear barbarians.

Oh so we are going culture. I wasn't sure we had decided on that. Okay that city makes a bit more sense now. Hammer city which also gives us a few extra resources and blocks a little land.
Uff Da
Keilah
Profile Joined May 2010
731 Posts
July 26 2010 05:36 GMT
#104
Poll: Culture or Diplo?

Culture victory (12)
 
67%

Diplomatic victory (6)
 
33%

18 total votes

Your vote: Culture or Diplo?

(Vote): Culture victory
(Vote): Diplomatic victory




OK, time for a quick vote. I think everyone wants culture for the education value, so I was going with that, but TBH I'd rather do diplo because I never have and I know 100% culture will be a breeze. No other victory is likely in this start except the even-more-boring-and-certain space race.
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
July 26 2010 07:04 GMT
#105
I have never managed a cultural myself (or a diplomatic) but I would be more intrested in the execution of a cultural then a diplomatic victory because I have tried it myself and failed.
Failure is not an option
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
July 26 2010 19:19 GMT
#106
Got it. Will play as soon as I can.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 27 2010 00:53 GMT
#107
Since a lot of people have been leaning towards expanding with all the good land, people might want to expand more aggressively and take the land. Needs more settlers, fogbusters, workers.
Tech is very nice and all, but if you're way out-teching what you will use (for example, we have writing, but our capital would be better off building another settler than a granary/library), there's no advantage versus having a lower tech rate.

And if you have cows, you want to tech to pasture them immediately.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 27 2010 02:04 GMT
#108
On July 27 2010 09:53 igotmyown wrote:
Since a lot of people have been leaning towards expanding with all the good land, people might want to expand more aggressively and take the land. Needs more settlers, fogbusters, workers.
Tech is very nice and all, but if you're way out-teching what you will use (for example, we have writing, but our capital would be better off building another settler than a granary/library), there's no advantage versus having a lower tech rate.

And if you have cows, you want to tech to pasture them immediately.

Getting out that first GS early is pretty important too...... But I'm not particularly good at culture wins, so I guess I will defer to Keliah on this.
Uff Da
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
July 27 2010 02:26 GMT
#109
Determined not to be remembered as the last in a line of impotent old men after his father and grandfather, Biochemist began his rule with grand plans and ambitions. Producing several workers, he mapped out his vision of the future and then began issuing orders for the accomplishment of his vision and the betterment of the great confederation of tribes known as England.

One of the first things that drew his attention was the stagnant and diseased village of York. Surrounded by Jungle and plagued by an unknown bug-borne wasting sickness, the villagers were dying almost as fast as they could be born. Knowing that a supply of corn might provide an alternative food source and alleviate some of their burden, Biochemist dispatched a group of villagers to clear a path to a nearby cornfield.

Meanwhile, other villagers began chopping the nearby forests for use as building materials to be used in Biochemist's grand plan.

[image loading]

Pigeons returning from the men on the two-thousand-year work boat voyage indicated that the edge of the known world had been found and they were now returning back from a more southerly direction. A few sailors on a trip ashore to gather produce and kidnap female natives for use in creating the next generation of sailors were ambushed by violent barbarians and killed. Undaunted, the work boat continued on...

[image loading]

A fourth group of hardy villagers was set to work on the forests around Victoria on the same year that the ideas of Priesthood began to take hold among the people of England. Setting to work on the pre-chopped forests in a perfectly coordinated display of foresight and vision, the Oracle was completed in only a few short years!
+ Show Spoiler +
[image loading]
.

[image loading]

After years of petty quibbling over trade prices, border policies, and criminal extradition laws, the Babylonians were finally convinced to bring a fair deal to the table. Much ethanol was consumed and many women were had over the course of the completely barbaric feast following this monumental occasion.[image loading]

Unfortunately during the aforementioned feast, Biochemist allegedly hit on his cousin's sister (dont' ask). His cousin, quite infuriated over the whole matter, liquidated his entire portfolio (As currency was being researched, a few various economic options were being experimented with in local markets) and spent the next several years funding a harmful propaganda campaign directed at England's unfortunate leader. Despite all he had accomplished over the preceeding years, the people began to view him as a rash, selfish man who did not have the best interests of the English confederation at heart. A few artist's renditions of the environmental devastation left in the wake of Biochemist's oracle-building campaign were circulated, and it was the last straw for the once-esteemed chieftain.

[image loading]

From that point a violent coup was only a matter of time, and it was only a few weeks until Biochemist's cousin nosliw assumed power at the head of an angry mob wearing Peta, NoVax, and Greenpeace t-shirts.

+ Show Spoiler +

http://www.mediafire.com/?ww6op56bx6rovr7

nosliw PM'd
+ Show Spoiler +
the bastard

Keilah
Profile Joined May 2010
731 Posts
July 27 2010 04:26 GMT
#110
On July 27 2010 09:53 igotmyown wrote:
Since a lot of people have been leaning towards expanding with all the good land, people might want to expand more aggressively and take the land. Needs more settlers, fogbusters, workers.
Tech is very nice and all, but if you're way out-teching what you will use (for example, we have writing, but our capital would be better off building another settler than a granary/library), there's no advantage versus having a lower tech rate.

And if you have cows, you want to tech to pasture them immediately.



agreed, however we needed iron working before we could expand because of the jungles, and we used alphabet to get both iron working and animal husbandry. Now it's time to expand, but I see no reason to stop working the gems and that's all we need for a massive economy. Getting confucianism will be a nice help.
Keilah
Profile Joined May 2010
731 Posts
July 27 2010 05:37 GMT
#111
ugh, it's nice that you got the oracle i suppose, but if any great prophets are generated, it's bad for us overall. If one does pop, i think we should save him for a golden age later on, and make sure that the capital will never give birth to another great person. In case anyone gets the urge, please do NOT get a great scientist for an academy... unless it's to replace a great prophet I suppose.

In a culture win, you should be building only the wonders that produce great artists. We also want to save the forests as much as possible for the few wonders we DO want, as well as the big cathedrals. Remember that we want to be working cottages as much as humanly possible, so our main 3 cities won't be generating many hammers. (the GP farm getting food and artists, of course).

I posted this link earlier, but if people want to know how to do this, here it is again:

http://forums.civfanatics.com/showthread.php?t=298093
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-07-27 05:43:46
July 27 2010 05:39 GMT
#112
OMG, is that a library building in London? NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO that is massive fail. That is a hammer city. It has no need of a library whatsoever. We get libraries in Victoria and York only.


Sorry for triple post ^^

Guys, if we're going for culture win, which it looks like we are, PLEASE read the page I linked to. We don't need another disorganized, unfocused fail game like the last one.
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
July 27 2010 05:57 GMT
#113
Hmm. I can re-do my turns if you guys want!
Keilah
Profile Joined May 2010
731 Posts
July 27 2010 06:00 GMT
#114
if you want to shoot for efficient winning, then go ahead and re-do. If you want to stick with the spirit of relaxed fun, then forget it =]

We're still going to win and it was a good writeup, so I say never mind. But if you want to do better it's up to you =]
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
July 27 2010 06:14 GMT
#115
Let's just go with it then. Perhaps the damage caused by getting a prophet or two instead of a great artist can be offset by having two holy cities (we can get philosophy first very easily) for the extra income? Or are holy cities bad too?
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 27 2010 06:25 GMT
#116
Keilah, what would be the problem with using the Oracle's GP to drop a shrine in our Conf. holy city? Not convinced it'll spread enough to be worthwhile?
Without music, life would be a mistake.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 27 2010 06:35 GMT
#117
Libraries are fine in a double gem capital as long as you're not sacrificing expansion. There's a lot of different tech targets for cultural victories, such as free speech, printing press, democracy, sushi
If you're going for pyramids to rush buy cathedrals, it might be a little late for that.

Other great people can be used for a golden age tech switch to caste/pacifism.
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 27 2010 06:56 GMT
#118
igotmyown, London isn't the capital of England, Victoria is. :X It makes perfect sense in the double gem city, just not in London where there's no real prospects for commerce.
Without music, life would be a mistake.
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-07-27 07:25:33
July 27 2010 07:18 GMT
#119
well, a great artist gives minimum 4,000 culture in normal speed, 6,000 at epic, and can give more if settled early in a city with good multipliers. If the shrine will give more gold than that BEFORE we finish teching, then it's worthwhile. If not, then setting the hammer cities to producing gold and selling all our happiness resources should allow us to run 100% culture anyways, making any extra gold completely worthless.

Igotmyown, we do not need printing press (but can get it, seems like a breakeven deal), democracy, or the sushi corp (especially since we have hardly any seafood!).
We need the drama-music-etc techs up top, the basics (which we already have), and we need liberalism. That's it.

EDIT: oh yeah, and nationalism for the hermitage
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
Last Edited: 2010-07-27 07:32:37
July 27 2010 07:31 GMT
#120
I assume you build the hermitage in the worst of your three culture cities?

Also, I played another hundred turns for fun, and it was interesting to see how we could maintain a tech advantage over the AI even with hardly any trading. 4 gem start is hax
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 27 2010 07:31 GMT
#121
Ahh, yeah. Sorry, really not used to the culture victory - "gold = beakers" kinda gets stuck in your head after a while. In that case I agree with using the GP for a GA when we can get the most use out of it.

Why not take Printing Press; aren't we cottaging up to get the culture victory?
Without music, life would be a mistake.
Keilah
Profile Joined May 2010
731 Posts
July 27 2010 07:56 GMT
#122
no, you build it in the best culture city to get the most out of the +100%. Great artists are used in the worst culture city (mostly).

Not to be a dick, but are you going to read the page I posted or what? It will answer all your questions and make everything clear.
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 27 2010 08:05 GMT
#123
"Not to be a dick," but I did read that page, and I recall that it recommended use of the culture slider over specialists or wonders, which is why I was asking if we were "cottaging up."

What the hell is "it?" A cottage?
Without music, life would be a mistake.
Keilah
Profile Joined May 2010
731 Posts
July 27 2010 08:06 GMT
#124
We can get printing press; whether or not it's worthwhile will depend on the individual game. Basically, we're going to be running aboooouuut 25 towns (count in each game) between the 2 cities, for around 100 turns (that is a pure guess, could be from 50-300 lol) of pure culture production. That means 2500 base culture total, with multipliers, so probably around 6000 culture (again, needs to be calculated in each unique game). If printing press costs more than 6000 beakers, it's not worth getting. If it costs less, then we get it.

If there's some easier way to get it, such as from a friend/rival, then that's obviously a good thing.
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-07-27 08:08:26
July 27 2010 08:07 GMT
#125
On July 27 2010 17:05 Zyphen[p] wrote:
"Not to be a dick," but I did read that page, and I recall that it recommended use of the culture slider over specialists or wonders, which is why I was asking if we were "cottaging up."

What the hell is "it?" A cottage?


not you zyphen, I meant biochemist. You ninja posted your question while I was replying to him. =]

And then you did it again while I was replying to you^^
Zyphen[p]
Profile Joined May 2010
United States91 Posts
July 27 2010 08:11 GMT
#126
Oh, totally my bad. No wonder that post made no sense. Excuse my manners~
Without music, life would be a mistake.
Keilah
Profile Joined May 2010
731 Posts
July 27 2010 08:22 GMT
#127
Without mistakes, life would not be music.
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
July 27 2010 11:12 GMT
#128
I will be very intrested to see how this "GP farm" works. Also we stop researching after music? How will we compete with the other neighbours in coat of arms?

I mean they will steamroll us with their armies unless we can keep them happy, and how do we intend to do that if we don't have any tech to bargain with?
Failure is not an option
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-27 13:02:10
July 27 2010 12:51 GMT
#129
On July 27 2010 14:37 Keilah wrote:
ugh, it's nice that you got the oracle i suppose, but if any great prophets are generated, it's bad for us overall. If one does pop, i think we should save him for a golden age later on, and make sure that the capital will never give birth to another great person. In case anyone gets the urge, please do NOT get a great scientist for an academy... unless it's to replace a great prophet I suppose.

In a culture win, you should be building only the wonders that produce great artists. We also want to save the forests as much as possible for the few wonders we DO want, as well as the big cathedrals. Remember that we want to be working cottages as much as humanly possible, so our main 3 cities won't be generating many hammers. (the GP farm getting food and artists, of course).

I posted this link earlier, but if people want to know how to do this, here it is again:

http://forums.civfanatics.com/showthread.php?t=298093

On July 27 2010 14:39 Keilah wrote:
OMG, is that a library building in London? NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO that is massive fail. That is a hammer city. It has no need of a library whatsoever. We get libraries in Victoria and York only.


Sorry for triple post ^^

Guys, if we're going for culture win, which it looks like we are, PLEASE read the page I linked to. We don't need another disorganized, unfocused fail game like the last one.

In the BC the capital will be pumping Settlers and Workers. It will probably build an early library and immediately hire 2 scientists for an Academy. A capital with Bureaucracy, Library and Academy accounts for half of the research your civ has to do all game long.

The guide you linked to seems to indicate the exact opposite of what you are saying. Not only does it say we should get Great Scientists, it says we should emphasize them, which makes sense to me if we are trying to win the race to Liberalism (which your guide also says we should be doing). We won't get there first if we don't get any Great Scientists. Well, maybe we will because of the difficulty level, but not on higher ones. So I am a bit confused about your comments now. Please clarify.

On July 27 2010 20:12 Lunaticman wrote:
I will be very intrested to see how this "GP farm" works. Also we stop researching after music? How will we compete with the other neighbours in coat of arms?

I mean they will steamroll us with their armies unless we can keep them happy, and how do we intend to do that if we don't have any tech to bargain with?

Generally you race up to to Liberalism at least. A free tech and Free Speech are pretty nice perks for teching a bit more. Free Religion can be a good safety blanket if necessary (but only switch to it as a last resort. Pacifism is way better if you aren't getting religion pressure from multiple civs). Also, it gives you a few nice tech trades if you're lucky.
Uff Da
Keilah
Profile Joined May 2010
731 Posts
July 27 2010 12:59 GMT
#130
On July 27 2010 20:12 Lunaticman wrote:
I will be very intrested to see how this "GP farm" works. Also we stop researching after music? How will we compete with the other neighbours in coat of arms?

I mean they will steamroll us with their armies unless we can keep them happy, and how do we intend to do that if we don't have any tech to bargain with?


Not exactly... The target techs are Drama, Music, Liberalism, Nationalism, and probably Printing Press. Music can be the first or last one to get, but will probably come early in the list since we want the free great artist.

The GP farm works like this: Work food resources. Build some farms as well. Grow until we are working all the 4+ food tiles, some 3 food tiles, and we are about to enter unhealth. Then pull as many off of the 3 food tiles as possible, and have them all be artist specialists. In the end it will be only high food tiles, and artists being worked. Oh and, from time to time we will work the hills to build worthwhile buildings such as the national epic. Most of the time we will be working on temples at 2 hammers/turn (because the city will be founded on a plains hill).

Nobody is going to steamroll us because everybody is going to be our friend. There comes a point, after we've adopted their religion, given them so many techs, given in to all their demands and played nice for hundreds of years, that they just aren't ever going to start disliking us. We reach that point long before we stop teching.

I think you need to look up the definition of 'coat of arms' =]
Keilah
Profile Joined May 2010
731 Posts
July 27 2010 13:07 GMT
#131
On July 27 2010 21:51 Qatol wrote:

Show nested quote +
In the BC the capital will be pumping Settlers and Workers. It will probably build an early library and immediately hire 2 scientists for an Academy. A capital with Bureaucracy, Library and Academy accounts for half of the research your civ has to do all game long.

The guide you linked to seems to indicate the exact opposite of what you are saying. Please clarify.


See the word 'probably'. In our case, we will be getting plenty of research from our secondary cottage city, which also has gems, so we don't really need the academy. It's still not terrible and I wouldn't fuss if anyone did it, except... we're generating great prophet points. We really want the minimum of non-artist great people. So, if we got the scientist INSTEAD of the prophet, it'd be OK. But getting a scientist AS WELL as a prophet would, I think, be a mistake.

Even if we get lucky and birth a GS instead of a GP, the GP farm may not be up in time to prevent the oracle from spawning a useless Great Prophet, which would be suboptimal.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 27 2010 13:12 GMT
#132
On July 27 2010 22:07 Keilah wrote:
Show nested quote +
On July 27 2010 21:51 Qatol wrote:

In the BC the capital will be pumping Settlers and Workers. It will probably build an early library and immediately hire 2 scientists for an Academy. A capital with Bureaucracy, Library and Academy accounts for half of the research your civ has to do all game long.

The guide you linked to seems to indicate the exact opposite of what you are saying. Please clarify.


See the word 'probably'. In our case, we will be getting plenty of research from our secondary cottage city, which also has gems, so we don't really need the academy. It's still not terrible and I wouldn't fuss if anyone did it, except... we're generating great prophet points. We really want the minimum of non-artist great people. So, if we got the scientist INSTEAD of the prophet, it'd be OK. But getting a scientist AS WELL as a prophet would, I think, be a mistake.

Even if we get lucky and birth a GS instead of a GP, the GP farm may not be up in time to prevent the oracle from spawning a useless Great Prophet, which would be suboptimal.

But don't we need more than one GS ordinarily to get Liberalism first? Usually you need at least 3 - Academy, Philosophy bulb, and Education bulb. I agree that the GP points are a bit of a hassle. We will just have to minimize the chances of those prophets and hope to not pop too many of them. I guess a holy city wonder isn't the end of the world for when we switch to 100% culture so we don't have to spend as much time accumulating wealth though?
Uff Da
Keilah
Profile Joined May 2010
731 Posts
July 27 2010 14:00 GMT
#133
Have you seen our land? We are going to beat the next closest AI to liberalism by three techs.

We aren't going to need to spend any time at all accumulating wealth. Trading all our happiness resources for gold per turn, and setting our hammer cities to producing wealth, will allow us to run at 100% culture.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 27 2010 14:18 GMT
#134
On July 27 2010 23:00 Keilah wrote:
Have you seen our land? We are going to beat the next closest AI to liberalism by three techs.

We aren't going to need to spend any time at all accumulating wealth. Trading all our happiness resources for gold per turn, and setting our hammer cities to producing wealth, will allow us to run at 100% culture.

Only because it is Monarch. I've lost the race to liberalism with better land than this (starting BFC of 3 grassland gems, 4 dyes, and 2 river corns) and a beeline tech on higher difficulties because I got cocky and decided I didn't need to bulb.

Good point on the wealth though. I don't know why I didn't think of that.
Uff Da
Keilah
Profile Joined May 2010
731 Posts
July 27 2010 16:33 GMT
#135
using 2 great people on tech gets us around 4k beakers, plus a free guaranteed ~4k beaker tech (in our epic game) but costs us 12k culture points in lost great artists, meaning an overall 4k loss. Us being able to manual tech and still win the race to liberalism means an 8k loss.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-07-27 18:03:42
July 27 2010 17:58 GMT
#136
On July 28 2010 01:33 Keilah wrote:
using 2 great people on tech gets us around 4k beakers, plus a free guaranteed ~4k beaker tech (in our epic game) but costs us 12k culture points in lost great artists, meaning an overall 4k loss. Us being able to manual tech and still win the race to liberalism means an 8k loss.

It isn't possible to manual tech and win liberalism at higher difficulty levels. What you are proposing gives people bad habits. Also, bulbing Philosophy gets it faster, which lets you get GP points faster = more Great Artists = more culture. Bulbing up to Liberalism gets you Free Speech/ free tech (Printing Press?) faster, which also mitigates the culture point loss.

EDIT: Also, why are you saying 4K for Great Artists? Aren't they worth more than that if you settle them relatively early in the game?
Uff Da
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-07-27 18:35:29
July 27 2010 18:33 GMT
#137
On July 28 2010 02:58 Qatol wrote:
Show nested quote +
On July 28 2010 01:33 Keilah wrote:
using 2 great people on tech gets us around 4k beakers, plus a free guaranteed ~4k beaker tech (in our epic game) but costs us 12k culture points in lost great artists, meaning an overall 4k loss. Us being able to manual tech and still win the race to liberalism means an 8k loss.

It isn't possible to manual tech and win liberalism at higher difficulty levels. What you are proposing gives people bad habits. Also, bulbing Philosophy gets it faster, which lets you get GP points faster = more Great Artists = more culture. Bulbing up to Liberalism gets you Free Speech/ free tech (Printing Press?) faster, which also mitigates the culture point loss.

EDIT: Also, why are you saying 4K for Great Artists? Aren't they worth more than that if you settle them relatively early in the game?


oh yeah, meant to write in 'at least 6k per artist (epic speed)' but didn't phrase it right. It's more if you settle them early of course.

The math could be done but I'm almost certain that the few extra turns of pacifism and free speech won't add up to 4k culture, let alone 8k and beyond.

And it's possible to manually win the race to liberalism, I've done it up to immortal. To be fair, I DID build an academy.

It doesn't matter THAT much if we win the liberalism race or not. In fact, if we were to somehow lose it, that would mean someone was ahead of us in tech and might actually trade us something we want instead of just backfilling for us.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 27 2010 18:59 GMT
#138
You can "accidentally" get legendary culture in 1-2 cities on emperor and below by hogging wonders. The old deity guide advocates academies in your cities if you can spare it, which makes sense since you'll be getting 8 culture per turn from them later on.

BTS people get sistine chapel more often
+2 culture per specialist in all cities

+5 culture from all State Religion buildings
crate
Profile Blog Joined May 2009
United States2474 Posts
July 28 2010 00:02 GMT
#139
On July 28 2010 03:59 igotmyown wrote:
You can "accidentally" get legendary culture in 1-2 cities on emperor and below by hogging wonders. The old deity guide advocates academies in your cities if you can spare it, which makes sense since you'll be getting 8 culture per turn from them later on.

I thought Academies were a special case that didn't double culture after 1000 years.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
nosliw
Profile Blog Joined December 2008
United States2716 Posts
July 28 2010 22:55 GMT
#140
hmm I won't have internet until the 29th. Should I skip my turn?
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
Last Edited: 2010-07-29 16:57:38
July 29 2010 16:57 GMT
#141
Do you mean until today?
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
July 29 2010 19:58 GMT
#142
Go play, doesn't matter.
Failure is not an option
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 29 2010 20:57 GMT
#143
On July 28 2010 09:02 crate wrote:
Show nested quote +
On July 28 2010 03:59 igotmyown wrote:
You can "accidentally" get legendary culture in 1-2 cities on emperor and below by hogging wonders. The old deity guide advocates academies in your cities if you can spare it, which makes sense since you'll be getting 8 culture per turn from them later on.

I thought Academies were a special case that didn't double culture after 1000 years.

Hmmm, strange but true. And somehow, other GP buildings (shrines) don't.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 29 2010 21:16 GMT
#144
On July 30 2010 05:57 igotmyown wrote:
Show nested quote +
On July 28 2010 09:02 crate wrote:
On July 28 2010 03:59 igotmyown wrote:
You can "accidentally" get legendary culture in 1-2 cities on emperor and below by hogging wonders. The old deity guide advocates academies in your cities if you can spare it, which makes sense since you'll be getting 8 culture per turn from them later on.

I thought Academies were a special case that didn't double culture after 1000 years.

Hmmm, strange but true. And somehow, other GP buildings (shrines) don't.

What about military academies? I must learn random trivia about this game!
Uff Da
Manit0u
Profile Blog Joined August 2004
Poland17247 Posts
Last Edited: 2010-07-30 00:52:22
July 30 2010 00:50 GMT
#145
Sorry for the noob question, but wouldn't it be a good idea to turn the great prophet into a super specialist? It's one of the best ss out there with +2 production and +5 gold (at least that's what I usually do with them, it's even better than creating the shrine in holy city sometimes).
And you'll probably want to unlock unlimited specialists anyway.
Time is precious. Waste it wisely.
nosliw
Profile Blog Joined December 2008
United States2716 Posts
July 31 2010 03:59 GMT
#146
I finally got internet!!
God has blessed His selected leader by granting York additional commerce in the city tile
[image loading]
After obtaining the knowledge of currency, the peace-loving and cultured England decided to pursue the art of aesthetics. But behold! The heathen nations who does not appreciate art has made ridiculous demands one after another.
First comes Hannibal, the panther killing barbarian
[image loading]
I rejected his demand because he is too far away to be of any threat to us.
But then, our archrival Teamliquid A also made an outrageous demand
[image loading]
There is no way I am giving our archrival a military tech.

After two refusals, I feel my reign has come to an end. But before I leave, I founded our GPfarm#1 city.
[image loading]
The empire as of now.

The capital can hire scientists, so if we really don't want a great prophet, we can 2 scientists and have a 6:2 sci to proph ratio
Save file:
[url blocked]
Manit0u
Profile Blog Joined August 2004
Poland17247 Posts
July 31 2010 19:12 GMT
#147
Yay! 3 overlapping tiles (I hate overlapping tiles)!
Time is precious. Waste it wisely.
DatTheMighty
Profile Joined March 2009
Vietnam122 Posts
July 31 2010 20:18 GMT
#148
Oh man i've been practicing a lot of civ 4 lately, i think i am ready to play with you guys next time this come around. i am like between prince and monarch now, i suck at waging war though, only good at space and culture victory =D anyways good luck guys.
Manit0u
Profile Blog Joined August 2004
Poland17247 Posts
August 01 2010 04:09 GMT
#149
On August 01 2010 05:18 DatTheMighty wrote:
Oh man i've been practicing a lot of civ 4 lately, i think i am ready to play with you guys next time this come around. i am like between prince and monarch now, i suck at waging war though, only good at space and culture victory =D anyways good luck guys.


If you want to practive military, then start the easy way:
1. Pick Catherine (expansive lets you settle early towns faster and creative makes sure you don't need this monuments that bad, if at all, and you gain land faster)
2. Focus on just expanding/getting rich early on
3. When cossacks kick in, you rule the world, this guy own everything before infantry, and even when inf shows up, they're still great for running around and stirring some chaos
Time is precious. Waste it wisely.
Keilah
Profile Joined May 2010
731 Posts
August 01 2010 09:23 GMT
#150
why would you possibly say no to either, let alone both, of those demands? I guess I could see denying the incas for shitz n giggles since they're 'the enemy' but :/
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
August 01 2010 15:37 GMT
#151
Suddenly around the year 110BC our great Kingdom was overthrown into chaos and a new leader emerged from within the chaos. Nobody had heard of him before he was slick and cool, not even the great god's of Flashius and Jaedongius could catch him they said. His only name except for incognito was Lunaticman.
And under his guidance a new era began in the Imperium of England. I shall now iterate his reign.

The first order set by our new King was to mine the gems and build a workboat in our Glorius capital. Our great King had to refuse a stupid demand from the inferior Incans.

After much haggeling we finally agreed upon a trade which gave us the wisdom of Monarchy and Polytheism for the knowledge of Alphabet and Iron working.

http://i230.photobucket.com/albums/ee94/thesnigel/Teamliquid/Civ4ScreenShot0000.jpg

Our great King also decided we should work extra hard to complete our market even though complaints were raised they were mere whisperes.


Our Imperium came face to face with a new species of mankind they called themself the Chinese, their great leader had named himself after the great god Jaedongius which could only strenghten our relasionship.

http://i230.photobucket.com/albums/ee94/thesnigel/Teamliquid/Civ4ScreenShot0001.jpg

For good or for worse Hinduism spread in our capital, we tried to eliminate them but they were a bigger plauge then anticipated and we had our slaves build missionaries from our own religion to counter this threat.

After Astetics finished we could finally trade with the vile Wang kon with subtile tactics we finally settled our trade with Math and Mansory for Astetics and Priesthood.

http://i230.photobucket.com/albums/ee94/thesnigel/Teamliquid/Civ4ScreenShot0002.jpg

The gods mocked us with their laughter as they struck our capital for worshiping false gods, Flahius struck us with a Hurricane which destroyed our market and Granary.
Desperate to repair the damage we would have to bring in many slaves from outside the Empire.

http://i230.photobucket.com/albums/ee94/thesnigel/Teamliquid/Civ4ScreenShot0003.jpg

We also whiped our slaves to build a library in York.

Halfway trueought the reign of Lunaticman we finally discovered Litteratur and with it our leader was struck by a crazy idea of trading Montoheism for Alphabet with the great and foolish leader of Hammurabi. Some though he was crazy or doing this but knowing Hammburabis civilization was so far behind and England would gain by making him stronger he agreed to the trade.

http://i230.photobucket.com/albums/ee94/thesnigel/Teamliquid/Civ4ScreenShot0004.jpg

Shortly after our civilization fell into Anarchy as new ways was implemented the art of religion was taught to hasten construction and militiary presence would bring peace and order into our Lands.

Slaves were told to construct a Granary in one of our cities.

I refused a foolish threat by the vile Wang Kon

http://i230.photobucket.com/albums/ee94/thesnigel/Teamliquid/Civ4ScreenShot0005.jpg

A workboat was used to start fishing bringing new wares to our Empire.

After 3/4 of Lunaticmans life the great Nation of England came face to face with Cathrine of the russians

http://i230.photobucket.com/albums/ee94/thesnigel/Teamliquid/Civ4ScreenShot0006.jpg

The year's passed without much happening except one great tradgic accident. The Russians settled in our lands!

They will have to pay dearly for this, unless we can sway them to our culture...

http://i230.photobucket.com/albums/ee94/thesnigel/Teamliquid/Civ4ScreenShot0007.jpg

The last years of Lunaticmans life passed without inccident he was threatend by the Incans and hannibal but thought nothing of the issue.

As Lunaticman lay on his deathbead he could only ask for one thing. To spread their state religion far and wide so the gods would assume their favor of the Imperium before it was to late and they all would fall into ruin.

That's it, I don't know a good way of uploading the save file though. Anyone got a good site I can use?
Failure is not an option
Keilah
Profile Joined May 2010
731 Posts
August 01 2010 16:21 GMT
#152
... so, this guy just refused two more demands as well? And from Wang Kon, the one guy we REALLY REALLY REALLY need to like us? Do people realize accepting a demand grants +1 relations and costs us virtually nothing?
crate
Profile Blog Joined May 2009
United States2474 Posts
August 01 2010 18:31 GMT
#153
I agree that turning down Hannibal's demand for gems makes no sense (it likely doesn't even help him if you give in, since you obviously cancel it in 10 turns), but I'm not sure that getting buddy-buddy with Wang Kon looks like a good move at this point. Notice that he's the worst enemy of 3 civs--trading with him a lot is a pretty big international diplomatic hit. If I were playing at this point I'd probably abandon the idea of keeping Wang as a trading partner and look toward getting good relations with someone else (Louis looks nice--same religion and sandwiches Wang in if you want to take him out).

But then I've never tried for a cultural victory so I dunno how this meshes with that plan.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
nosliw
Profile Blog Joined December 2008
United States2716 Posts
August 01 2010 19:34 GMT
#154
Oops, did not know you can cancel the deal 10 turns after....
Qatol
Profile Blog Joined November 2006
United States3165 Posts
August 01 2010 19:38 GMT
#155
None of the decisions to turn down demands seem like good ones. Why are we worried about allowing the Incans to wage war better when they're that far away from us? Just give them Iron Working and let them cause trouble on the other side of the world.

The Wang threat is just obnoxious because you're going to get a -1 from SOMEONE for that demand and you don't gain any relations boost for accepting it. It is one of the main reasons you shouldn't open borders with too many civs at the same time. However, we need Wang to like us a LOT more than Hannibal, so I also don't like that move. We might consider peacefully closing borders with Wang if that many people don't like him though. That way we don't take a relations hit for closing and we won't get any more demands to stop trading.

On August 02 2010 03:31 crate wrote:
turning down Hannibal's demand for gems makes no sense (it likely doesn't even help him if you give in, since you obviously cancel it in 10 turns)
I really don't have much to add to this on Hannibal's demand.

In general, unless they're asking for your best tech or a city, you usually give in to most demands (with the exception of the "stop trading" demand which takes more thought). Good relations are very important and giving in to demands really helps that.
Uff Da
Keilah
Profile Joined May 2010
731 Posts
August 02 2010 01:46 GMT
#156
On August 02 2010 03:31 crate wrote:
I agree that turning down Hannibal's demand for gems makes no sense (it likely doesn't even help him if you give in, since you obviously cancel it in 10 turns), but I'm not sure that getting buddy-buddy with Wang Kon looks like a good move at this point. Notice that he's the worst enemy of 3 civs--trading with him a lot is a pretty big international diplomatic hit. If I were playing at this point I'd probably abandon the idea of keeping Wang as a trading partner and look toward getting good relations with someone else (Louis looks nice--same religion and sandwiches Wang in if you want to take him out).

But then I've never tried for a cultural victory so I dunno how this meshes with that plan.



Making an enemy of Wang forces us to build a military, which we don't want to do ever. We're running pacifism, working cottages, and building missionaries and temples, not military.

If we really don't want to piss off other civs by being too nice to Wang, we can close borders and pray that's enough, but really, if we start giving in to all demands and being overly generous with trades, everyone will like us so much that a few denied 'stop trading' demands won't hurt.

But really, Wang's the only one who can attack us non-amphibiously.
Keilah
Profile Joined May 2010
731 Posts
August 02 2010 04:39 GMT
#157
build a spy, get some EPs against wang kon, spread confucianism to him, use spy to convert him to confucianism. Diplomacy problems solved.
Keilah
Profile Joined May 2010
731 Posts
August 02 2010 07:10 GMT
#158
asdfsafsadfsadfsadf

Jesus, a barracks is going up in the culture city #2?

I'm out guys, I can only tolerate so much stupidity.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
August 02 2010 08:06 GMT
#159
On August 02 2010 16:10 Keilah wrote:
asdfsafsadfsadfsadf

Jesus, a barracks is going up in the culture city #2?

I'm out guys, I can only tolerate so much stupidity.


I'm going to have to call Keilah out on his continual rudeness, lack of respect for other people's opinions, and general immaturity.

Kudos to him/her for reaching emperor level play without in depth research into the findings and conclusions of the contributors of civfanatics. But I feel he too strongly believes in his/her own game experience, and tries to hard to impress them upon other people, even when they are wrong and inefficient.

I know it's pretty hard to argue on the internet, but it helps nobody when your debate tactics are primarily to shout louder than the opposition, and then to lash out when people are not following this quasi-consensus. I'm under the assumption these are fun/learning games, and if you don't commit a lot of time explaining why, you're just trying to make people do what you say.

I'm concluding he/she clearly want to/are better off just play(ing) the whole game yourself, so I have to ask, why bother participating in the succession format when you can shadow it to your satisfaction yourself?
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2010-08-02 09:47:50
August 02 2010 09:42 GMT
#160
On August 02 2010 17:06 igotmyown wrote:
Show nested quote +
On August 02 2010 16:10 Keilah wrote:
asdfsafsadfsadfsadf

Jesus, a barracks is going up in the culture city #2?

I'm out guys, I can only tolerate so much stupidity.


I'm going to have to call Keilah out on his continual rudeness, lack of respect for other people's opinions, and general immaturity.

Kudos to him/her for reaching emperor level play without in depth research into the findings and conclusions of the contributors of civfanatics. But I feel he too strongly believes in his/her own game experience, and tries to hard to impress them upon other people, even when they are wrong and inefficient.

I know it's pretty hard to argue on the internet, but it helps nobody when your debate tactics are primarily to shout louder than the opposition, and then to lash out when people are not following this quasi-consensus. I'm under the assumption these are fun/learning games, and if you don't commit a lot of time explaining why, you're just trying to make people do what you say.

I'm concluding he/she clearly want to/are better off just play(ing) the whole game yourself, so I have to ask, why bother participating in the succession format when you can shadow it to your satisfaction yourself?


agreed, hence quitting.

but please point out to me even ONE time I have been wrong and inefficient? (suggesting not getting an academy could have been the one time, come to think, but iirc I wasn't adamant about it).

Maybe I should have explained the why of things more clearly, but really, all anyone needed to do (this game) was look at the guide I suggested and we'd all be on the same page. All I've seen from most of the players is a stunning inability to adapt to unusual circumstances. To be clear, here are the relevant unusual circumstances in this game:

-we have amazingly good commerce land, but quite poor production land.
-we are going for a peaceful culture win, which leads to:
-assisting our opponents doesn't actually increase their chance of winning, it only increases the chance and speed of us winning
-we don't need any military beyond one unit/city to reduce unhappiness.

Here are the things that show a lack of adaptation, and instead suggest that people are thinking along the lines of 'oh well this is usually good, I'll do this'.

-We have/had our production city making a library
-We (almost) rushed to connect ourselves to copper
-We considered axe rushing Wang Kon, but this one might not count as we didn't eventually do it
-We have our commerce city making a barracks
-We continually refused demands that could have been used to increase our relations
-We chopped out the Oracle, which is not THAT terrible since it guaranteed us a religion, but isn't really in line with the victory condition
-We used the free missionary (apparently, this could be incorrect) in one of our cities, which should instead have been used on Wang Kon, allowing us to share a religion later on and also freeing up another of our cities to 'catch' a different religion

This is the number one thing that gets me:
-People are clearly of the mindset that we are in a competition with our neighbors. To clarify, this is incorrect this game because: a)we already have all the land we need for our victory condition. b)if played correctly, we will win this culture victory hundreds of turns before the computer can reach any of the other victory conditions with the exception of religious victory. Luckily, good diplomacy can help us with that. c)if one of the other civs, who should be our FRIENDS, gets technologically advanced, it just means that they have better stuff to trade with us, which makes us win even faster. It's not like they're going to beat us to the win or, if we're friends, attack us with technologically superior units.
In fact, the only way we can possibly lose this game is by failing to make friends with our neighbors.

I do apologize for being rude, I mean I should have been more diplomatic, but it's frustrating for me when people fail to grasp and act on concepts that I consider extremely simple. It's been a failing of mine since childhood. Before I joined the games, I wasn't aware that this would happen so often, but now that I know, I'm out. Me being here doesn't help anyone, least of all me.

GL and HF guys.
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
August 02 2010 13:22 GMT
#161
I used the free missionary on Wang Kon, FYI
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
August 03 2010 13:33 GMT
#162
I still would like to know a good way of uploading the save file.
Failure is not an option
Manit0u
Profile Blog Joined August 2004
Poland17247 Posts
August 04 2010 01:12 GMT
#163
On August 03 2010 22:33 Lunaticman wrote:
I still would like to know a good way of uploading the save file.


Megaupload.
Time is precious. Waste it wisely.
HolydaKing
Profile Joined February 2010
21254 Posts
August 07 2010 16:24 GMT
#164
Is this game still running?
Qatol
Profile Blog Joined November 2006
United States3165 Posts
August 07 2010 17:35 GMT
#165
Well I'm willing to take my turns. But I think we're waiting on a save file? He can use any of the sites anyone else has already used. Also I don't know if Zyphen is still around.
Uff Da
catabowl
Profile Joined November 2009
United States815 Posts
August 09 2010 02:55 GMT
#166
Seems Game A "fell" apart too.

Maybe splitting was a bad idea.
Jung! Myung! Hoooooooooooooooooon! #TeamPolt
Alventenie
Profile Joined July 2007
United States2147 Posts
August 09 2010 03:04 GMT
#167
I think SC2 coming out had a larger impact on the games than anticipated?
Zyphen[p]
Profile Joined May 2010
United States91 Posts
August 09 2010 06:17 GMT
#168
I'm still around, been checking the thread daily. I'm just waiting on Lunaticman's save - and I agree that splitting was probably a bad idea. :|
Without music, life would be a mistake.
Lunaticman
Profile Joined November 2007
Sweden1097 Posts
August 09 2010 07:52 GMT
#169
I tried, uploading but I'm having difficulty with megaupload.

I'll give it another try then if I can't get it to work just skip my turns.
Failure is not an option
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
August 09 2010 09:41 GMT
#170
On August 09 2010 16:52 Lunaticman wrote:
I tried, uploading but I'm having difficulty with megaupload.

I'll give it another try then if I can't get it to work just skip my turns.

Just host it on a civfanatics account.
Lexpar
Profile Blog Joined March 2009
1813 Posts
August 14 2010 06:55 GMT
#171
According to rules Lunaticman's turn time is up. Go for it Zyphen[p]
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
August 16 2010 18:33 GMT
#172
Just google free file hosting or something. There's tons that are simple and easy.
Lexpar
Profile Blog Joined March 2009
1813 Posts
August 16 2010 18:52 GMT
#173
Simple and easy.
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
August 16 2010 19:20 GMT
#174
indeed
Zyphen[p]
Profile Joined May 2010
United States91 Posts
August 18 2010 12:07 GMT
#175
Alright, I'll try my best to resuscitate this thread. Will take my turns soon.
Without music, life would be a mistake.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
August 27 2010 00:12 GMT
#176
What happened to this? Is it still going on?
Uff Da
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