PDA

View Full Version : Turn 1


N35t0r
April 23, 2006, 02:18
The Horde has been sent the save.

Whenever the save arrives, it should be put up here...

Whoever plays the turn should move the warrior 9 and post a screenshot.

We'll then do a quick poll to see if we move the settler 2-1, or something else, and then move it and send the save on.


Questions are:

Who is the oficcial turnplayer?

Should any of us able/willing to do so move and post the screenshot ASAP, or should we wait for the turnplayer?

SebP
April 23, 2006, 06:18
we received the turn. i'll post it... there
i'd say, first taker plays for now. i won't...

Skanky Burns
April 23, 2006, 07:07
Anyone who can, should.

Snoddasmannen
April 23, 2006, 11:08
I tried opening 'er up, I get this jolly message:

http://apolyton.net/forums/showthread.php?s=&threadid=151007

... which seems to be a very bad sign.

I don't get to enter the password or anything though, and since PJ says the password doesn't work I'm guessing he's gotten further than me.

PJayTycy
April 23, 2006, 11:18
snoddasmannen:

a) check if you don't have a double directory under your civ4 mods:
good = <civ4>/Mods/C4DG Colours/Assets
bad = <civ4>/Mods/C4DG Colours/C4DG Colours/Assets

b) check if you have any mods installed in your custom assets folder (these are loaded regardless of the mod you try to load, and the demogame-save notices changed assets).
this folder should contain only folders, no files:
My Games/<civ4>/Custom Assets
The easiest way to check: right-click on the folder, choose properties and the size should be 0.

PJayTycy
April 23, 2006, 12:35
OK.

Bananas, Merc and Vox build their city on the first turn.

Moved the warrior NE (majority vote in the poll).
Nothing interesting to see there, except for probably a patch of tundra at the northern horizon.

Didn't move the setler yet.

http://img177.imageshack.us/img177/7529/warriormoved00006xh.th.jpg (http://img177.imageshack.us/my.php?image=warriormoved00006xh.jpg)

Snoddasmannen
April 23, 2006, 13:16
Thanks for the tips! I actually discovered that I had tampered with one of the python files myself. Anybody have a copy of the original CvCamerasomething.py they might send to me?

Anyway, no new bonuses ... I was hoping for stone or marble :( Maybe we're even so unlucky that Snoopy would discard an opening where we (or any other industrious civ) is very close to marble or stone.

SebP
April 23, 2006, 14:15
i'd stick with south-southwest for the settler

N35t0r
April 23, 2006, 16:18
We'll have some nice production city sites up there :b:

I say move settler 2-1, and settle next turn.

-SafaN-
April 24, 2006, 02:02
agreed with last two

Lacero
April 24, 2006, 05:38
agreed.

Maniac
April 24, 2006, 11:03
:b:

-SafaN-
April 24, 2006, 11:48
finished the turn and wil send it on

Maniac
April 24, 2006, 12:17
A great city location! :b:
All the other terrain doesn't look very promising though...

Impaler[WrG]
April 24, 2006, 17:14
BOOYA RICE!

Maniac
April 25, 2006, 11:08
Is there an endturn?

PJayTycy
April 25, 2006, 13:35
If there is forest on that rice tile, we need bronze working before we can farm it.

PJayTycy
April 25, 2006, 14:20
I rebuilt the tiles in the world builder. Below is a transcript of possible first actions. I went for bronze working and chopping a settler, although I could try again with pottery as first goal and building cottages after the farm.

3960 : city founded
Worker (12 turns) Bronze working (15 turns)
3520 : worker finished, start warrior to grow, build farm on rice
Warrior (8 turns) Bronze working (2 turns)
3440 : bronze working researched, b-line to pottery
Warrior (6 turns) The wheel (8 turns)
3360 : farm finished, move to forest to chop
Warrior (4 turns) The wheel (6 turns)
3280 : city grows to size 2
Warrior (1 turns) The wheel (4 turns)
3240 : warrior ready, start settler
Settler (13 turns) The wheel (2 turns)
3280 : forest chop finished : +20 hammers, start road to next city location or mine a hill (until pottery is researched)
Settler (9 turns) The wheel (1 turn)
2840 : settler born, start warrior (to guard 2nd city), move worker to floodplains to start cottages
Warrior (4 turns) Pottery (1 turn)

Maniac
April 27, 2006, 11:44
Huh, you want to build cottages on flood plains? In my limited experience, 3+ nut tiles are a rare blessing in Civ4 and should be exploited to the fullest. Even if we build cottages around most of our cities, we still need some high food surplus bases to get some great people, or to be able to work mines for wonder production.

So I'd suggest we farm all possible tiles around our river.

ForesterSOF
April 27, 2006, 11:53
Yes; becoming a food exporter will help politically/diplomaticly and economicly along with general ppl wanting to come to us.

SebP
April 27, 2006, 12:16
i don't know about this. we are financial. i would consider a cottaged capital as playing to our strengths. and because of the flood plains we would STILL have some excess food for important gps like an early scientist, or a great engineer for machinery, when not working mines

Maniac
April 27, 2006, 12:44
Originally posted by SebP
i don't know about this. we are financial. i would consider a cottaged capital as playing to our strengths. and because of the flood plains we would STILL have some excess food for important gps like an early scientist, or a great engineer for machinery, when not working mines

But when not working mines, we are not using our second trait to the fullest: Industrious: better wonder building and cheaper forges!

This is the problem I noted when testplaying China. Our leader's traits don't really fit together... Regarding our terraforming strategy they create a contradiction instead of synergy. :(

To make the best of both, we could perhaps use the probably few cities with lots of food and hills as production bases with a farm/mine combos, and build cottages everywhere else?

Senethro
April 27, 2006, 12:49
I've never been very impressed with the results of farm/mine cities. I've always preferred cottage spam +1 mine.

The point seems moot anyway. We can cottage spam everything in that city location, have 2 mines and still have surplus food. I'd be opposed to doing anything else. Financial is the broken trait in this game and we should play around it.

N35t0r
April 27, 2006, 13:53
Senethro is right. With the city square + rice + 2 cottage floodplains we've got enough surplus to work a couple of mines, and eventually replacing some of the mines with windmills will enable us to fill the cross.

As for the floodplains, we could irrigate one now to get an extra food, but it eventually will have to be cottaged. Basically we want to avoid on doing anything but cottaging any tile adjacent to a river (windmill it if it's on a hill). The reason: we automatically gain the extra gold. Cottage-river = 3 trade, while cottage-non-river + irrigation - river = 2 trade.

we should build a couple of production-heavy cities to pump out all the units and wonders, but even on a regular city we should be able to get a wonder if it's got a couple of forests to chop...