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Author Topic: Let's Play: Civilization 4. Community-Style!  (Read 25694 times)

Myroc

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #135 on: January 12, 2011, 05:17:20 pm »

Problem is, most warrior rushes (the ones I've tried atleast) don't end up being especially fast. Most of the time it ends up with me having at all points one single more warrior than they have yet it doesn't make a difference because the defense bonus from the city they're guarding is too high. My plan was waiting until we have atleast freaking bronze working.

Then again, you are in charge of scientifical progression, so you have a better idea than I do when we get BW or not. If it's not for a while, then I'll start contemplating a warrior rush.

I really need to learn to read more closely. Very well, as per advice of Royal Alchemist Kamina, I hereby change my order to the production of a worker, followed by warriors (and axemen once we finally have access to bronze).

Edit: (I probably don't have a say in the matter anyway, since I'm not that brilliant at military efforts. Luckily we have a Chief for that.)
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Jamini

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #136 on: January 13, 2011, 08:40:50 pm »

Reviewing orders for the next turn now.

Just a heads-up. I'll be out of town for the next four days on a trip.
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Jamini

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #137 on: January 13, 2011, 10:23:30 pm »

Round 9

Current Orders:

Chief  - Explore
Keeper - Worker -> Warrior -> Axemen
Alchemist - Bronze -> Iron
Bard - Wants Espionage Chart


Turn 103

Boatmurdered Finishes Work Boat, Begins Warrior (Sorry about this, but I saw we were close to size 4 and opted to get that before doing another worker.)


106
We meet Charlemenge of the Holy Roman Empire



Boatmurdered grows to size4. Swapped production to Worker.

116
Our second Worker is produced at Boatmurdered. Like his predecessor, he is idle.

117
Boatmurdered produces a warrior.  At Current Production we can make a Warrior every five turns.

120
We meet Ghandhi. Wouldn't his head look so good on a pole? It's so shiny....




Espionage Charts:


These values all vary depending on how many Espionage Points our rivals put into us. But its a good baseline comparison.

This Turn's Scouting:


Boatmurdered


Since we finish Bronze Working in two turns, and I'm assuming you are planning to chop-rush a settler, I made up a quick dotmap for you all. It includes our nearest copper resource.



For our first city, since it looks like we are planning an axe rush, we need to put our first city near the copper. The three sites I've surveyed for that are Blue (on the copper), RED (1S) and Green (1SE).

Red is the best long-term city site of the three, giving us three floodplain tiles, three hills, a mine, and grassland to the west.

Blue has the benefit of immediately giving our city access to copper, meaning it will be able to produces Axes straight away. Additionally it has a cows resource to the north (a shitty food resource is still a food resource) It's also on a hill, which would be very beneficial for defense should it be attacked.

Green sacrifices one FP tile and a handful of grassland for a Wheat tile.

For second and third cities I have marked Orange, Cyan, and Yellow (The southmost dot)

Cyan would be only-slightly crappy production city, using Cows, Stone, and Horse to give it a lot of resources and moderate production. No matter what a city at that site would be small. If we take RED, I would still suggest it.

Orange gives us Horses, Deer, Stone, and a little coast. It will still never be a great city, but it would be bigger than Cyan and has good synergy with Blue.

Yellow Otoh, would make a good Great Person city. Two FP tile (4f) + Pigs (5f) + wheat (4f) is enough for four specialists, and if we farm the grassland tile to the ESE in the second ring we could have a stable stagnent population as well.


With what we have, I'm thinking Blue -> Yellow -> Orange would be a great bet, especially since we are rushing. However, it is in Myroc's hands.


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Myroc

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #138 on: January 14, 2011, 11:02:55 am »

Hm, this is a tough decision. The long-term perfectionist inside of me wants to settle the red spot, since it's the most ideal, but the short-term paranoiac* wants me to settle the blue spot for the instantaneous copper, as well as the healthy cow resource.

In the end, I think I will have to prioritize the blue spot, because:

A: An extra health-providing food resource.
B: Faster access to copper.
C: This will in turn make it much easier for us to conquer the Incan Capital, which is situated in a suberb location and will most likely provide a much more significant economic boost than any city we could settle at the moment. Hell, the only thing I have against that city's spot is that if it would have been a square beneath it, it could also make use of the rice and marble.

*According to Firefox this is actually a word.
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Miggy

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #139 on: January 14, 2011, 01:38:32 pm »

Just a casual observer providing input. I haven't played Civ 4, but I did like Civ 3 very much.

If the Incas are going to be wonder spamming, is time of the essence? Wouldn't it be ideal to rush them just as they finished their first wonder?
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USEC_OFFICER

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #140 on: January 14, 2011, 01:41:58 pm »

If the Incas are going to be wonder spamming, is time of the essence? Wouldn't it be ideal to rush them just as they finished their first wonder?

What makes you think that they'll be wonder spamming?
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Miggy

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #141 on: January 14, 2011, 01:44:46 pm »

If the Incas are going to be wonder spamming, is time of the essence? Wouldn't it be ideal to rush them just as they finished their first wonder?

What makes you think that they'll be wonder spamming?

The AI is also way easier to rush than to fight.  They will probably only have a few units, since they didn't have time to go into war mode, and this leader in particular will probably start wonder spamming, that is, not building units.
It's really not that hard to whip/chop out 10+ Jags, it really isn't.
Seriously, can you find one spot that would make a good city?

Kamina made me. :P
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USEC_OFFICER

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #142 on: January 14, 2011, 03:12:00 pm »

Didn't see it. Sorry about that.
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Myroc

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #143 on: January 14, 2011, 03:31:40 pm »

Regardless, it is fully possible that they are not wonder spamming. Better safe than sorry, right?
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KaminaSquirtle

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #144 on: January 14, 2011, 04:07:24 pm »

Short answer: not worth it.
Long answer: still not worth it.  It's not a rush if we don't do it as fast as possible.  The possibility of a few wonders is not worth the chance of failure taken by slowing down.  Even if we defeat them, we would have delayed our progress overall, weakening us.
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Since we finish Bronze Working in two turns, and I'm assuming you are planning to chop-rush a settler
No.  We need every tree to build our Jags.  For each one we chop, we have one less to chop when we rush.  I would rather build another worker while we wait for IW.
Wait, we do have early copper.  It might be faster to axe rush than Jag rush.
Yes, let's do that.  Stop researching IW.  Give me a bit to decide what we should research next.
I vote red.  The copper will still be in our initial borders, and the extra production we would get from mining it instead of settling on it would help the rush.  It shouldn't take too much longer this way, and it will pay off.
For our build order I suggest settler(chopped)->worker->worker->warriors(until copper connected)->Axe spam gooooooo.
I suggest this for our improvement order: copper->road copper to capital->one worker builds two floodplain farms->others chop rush axes.
A note on the yellow site: I see no reason not to settle both red and yellow.  Overlap isn't nearly as bad as you think.  Seriously, how big a population would you need to run out of plots?  Add in specialists, and it's really a nonissue.  I suggest settling yellow as well, though at a later time.
Now let me check about that tech.

Edit: Could I please get a screenshot of our tech tree, for reference?
« Last Edit: January 14, 2011, 04:34:14 pm by KaminaSquirtle »
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Myroc

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #145 on: January 14, 2011, 04:54:40 pm »

...remind me, Kamina, why are you not Keeper, Alchemist, Chief, and Bard all in one, again? :P
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Frajic

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #146 on: January 14, 2011, 04:57:42 pm »

Because this is a community play, not a let's play. But yeah; she has a lot of influence, what with the wall-ish text and experience.
« Last Edit: January 15, 2011, 10:42:35 am by Dwarf Midget »
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KaminaSquirtle

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #147 on: January 14, 2011, 04:59:54 pm »

...remind me, Kamina, why are you not Keeper, Alchemist, Chief, and Bard all in one, again? :P
Because that would be no fun.  I'm sure this'll get much more interesting once we have a few cities, and the tribal chiefs start having their fun.
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Myroc

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #148 on: January 14, 2011, 05:01:50 pm »

Regardless, as much as I dislike this slight feeling of being bossed around, Kamina speaks perfect sense, and I will in this case have to alter my decision to a settling of the red spot.
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KaminaSquirtle

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Re: Let's Play: Civilization 4. Community-Style!
« Reply #149 on: January 14, 2011, 05:03:50 pm »

Because this is a community play, not a let's play. But yeah; she has a lot of influence, what with the wall-ish text and experience.
...what.
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