View Full Version : Turn 4: 3880
To do:
Pop the hut, end turn.
When the save get's here, I'll work on how much we're producing and maybe set up a sim...
fingers crossed for a good tech from the hut everyone :)
PJayTycy
May 4, 2006, 12:47
Don't forget to save before hitting end turn. I don't know how the random generator in civ4 works, but we might get different pop results on our pc's.
No, what I mean is that I'll use the save to make an exact copy in the WorldBuilder for us to use to test strategies out... I won't touch the save, since it's against the rules for us to open it twice and do different things in each one.
-SafaN-
May 5, 2006, 02:32
okay, i did the turn:
popped the hut, its a tech, but not the best one we could get :
-SafaN-
May 5, 2006, 02:39
We are now first in score, so others will have to think about what we did :)
here's the end-turn
will send the save on directly
-SafaN-
May 5, 2006, 02:47
For next turn theres not much to decide, I'd rather not follow coast since that means less pophuts. Also i normally work in a circling way around the capital.
With the tech mayb a scout is within the possibilities?
6 turns to the wheel
10 turns to worker
i also noticed there is a team with 12 bnp (we have 10)
what team did found their capital last?
sorry whats bnp?
I prefer following the coast (or at least keeping it in sight) so we know how big our land mass is. I realise my suggestions have not been especially useful so far so don't worry about ignoring me :)
ForesterSOF
May 5, 2006, 05:48
Coast is safe but we have to explore where the people will be to get stuff and grow.
PJayTycy
May 5, 2006, 05:53
Hunting is a good tech, I like scouts :)
screenshot of our exploration so far:
http://img135.imageshack.us/img135/7030/turn4exploring9tg.th.jpg (http://img135.imageshack.us/my.php?image=turn4exploring9tg.jpg)
The arrows show what I consider the most usefull directions for exploring.
Right side : moving our warrior.
Left side : culture borders will expand in 3 turns, so we'll have more info there.
Probably we should start building a scout after our worker is complete to do more exploring before building a second city.
Yeah, I say we move 6 then 9. And building a scout after the worker is definitely a good idea.
ForesterSOF
May 5, 2006, 07:36
I would scout NW of city.
NE of scount I think I see the end of a cost inlet.
And I agree the Hunting Tech should help.
my preference: 6-9 first, then maybe circle, or just northeast. build a scout after the worker for the nortwestern direction
Yeah, the scout should head NW, while the warrior continues eastish...
Hi everyone,
It is nice to see the game going.
My laptop got hurt by playing civ4 - overheating graphics chip. So I do not have the game installed any more, but I can participate as observer. I have some experience from a few games.
Impaler[WrG]
May 6, 2006, 17:43
Hunting puts us closer to archery which I consider key for protecting the first wave of expantion cities. I agree with the scout after worker plan and for the new scout to head NW from the capital. But I would recomend that the scout travel as far outward as possible rather then try to map the imediate surroundings (the warrior should do imediate surroundings and loop back for defence of an expantion). By getting scouts out their very far they can often get a lot of contacts with other Civs and you can explore terrain that will later be in their cultural borders might be inacessable later.
vBulletin® v3.8.2, Copyright ©2000-2010, Jelsoft Enterprises Ltd.