Well, I've wanted to write one of these for a long time, I might as well do it now.
First of all, here's my settings (took them a few turns in, but it doesn't matter). What the setting screen doesn't reveal though, is that I set up custom continents. I don't remember the precise settings now but I believe it's 12 civs (whatever the default is for 12 civs), 4 continents, and random placement. The map shape is torodial. The save file is attached at the end incase anyone wants to try it out (assuming it's even compatible with 3.19, I seem to remember a patch in the past invalidated all saves).
Oh, and I should mention since I had just recently reinstalled civ 4 (this is my second game after ~10 months off), I forgot to patch meaning I'm running 3.01 without any mods. Though, I did make a couple of small edits to the defines file
Anyways, here's the settings.
So, I start out like you see in the screenshot, on top of a plains hill with 6 spices, clam, fish, and crab in the fat cross and unknown territory to the east. I decide to move one square east. From what I can see, I have more of a need for hills than for another high commerce tile so it seems like a smart play. Once my city is founded I work on fishing so that I can get those food tiles in play. My thinking behind this is that I have raging barbs turned on so it's better to work some sea tiles that I don't need to put a premium on defending as my hammer supply seems a bit limited.
My initial play in the city is to work the plains hill preventing growth, and to pump out as many warriors as I can until fishing is researched. My starting warrior is sent to the east for the hut. I get a little gold from it but discover something more important. I have a natural choke point. Jungle covered, 1 tile wide thanks to the peak, and on a hill. This combined with the bowman gives me confidence that I'm virtually immune to barbs from the east for a long time.
My Warrior continues to scout and I discover that I have not one but two choke points and a third semi choke (you can see the third peak on the right hand side). The second one doesn't have a hill, but that's going to be some good useful terrain when it comes time to expand.
Then I meet my neighbor. I don't interact with Suleiman much so I'm not really sure how he treats people, meaning I'm not sure if I should treat him like I would treat Monty, Alexander, Justinian, or Gandhi. I decide to go for peace with him. I found his scout coming from the east so with 18 turns and my exploration pattern I can guess he's somewhere between 36 and 54 moves away from my city depending on how rough his terrain is. Besides, there's no benefit to declaring war right this moment.
I continue on my way, and two turns later run into this
I can only conclude that scout I saw just met his untimely demise. Well, free exp for my warrior. While this happened, I made two warriors and explored west. It turns out there's a peninsula that way, which should be very easy to fog bust. I set my first warrior to do just that and keep my second warrior in town for happiness. Upon going back and looking at this, I realize I could have had the second warrior out since my population is still one. Oh well.
I figure I've got time for one more non military tech given my extraordinarily strong defensive terrain and start pottery. My city continues to work the plains hill to speed construction of a workboat. I don't see the point in working food tiles right now, when a faster boat will bring me more food for a fairly small investment.
In 3580 BC Buddhism is founded. It's been awhile so I'm not sure, but 28 turns seems awfully late for Buddhism against an Immortal AI. I must not have any of the hardcore religious nuts out there. Maybe not even any with mysticism, but I'm not sure on that.
In 3520 BC (turn 32) I get the War Chariot quest. My scouting Warrior is still doing well, he now has two kills under his belt and earns woodsman 1. I'm still scared of bears, but other animals don't have much of a chance against me in heavily forested/jungled terrain such as what I'm discovering.
In 3490 BC (turn 34) Hinduism is founded. So atleast two civs out there were going for early religions. Going by my own tech speed I'm judging 34 turns to be mysticism+monotheism/polytheism. If I remembered AI traits of each civ better, I could probably use this information to make a good guess as to what civs are out there. In other news, my warrior popped a hut and got me 52 gold bringing my treasury to 98. That should be useful.
One aspect of my playstyle that I've found helpful is to map out my eventual city borders. It's not that big of a deal in the early game, but when my civ gets bigger, it's nice to have city borders drawn out so I can easily tell which cities to give what tiles to as a way to aid with specialization. I also place signs in my city spots. These are subject to change, especially this early, but it's a habit I developed.
As you can see in my screenshot, I realized I could move my second warrior out to my choke and did so. This way I've got the fortify bonus when barbs can start appearing. My other warrior was clearing the fog on that western coast tile to check for more possible food. I figured now would be the time to do this since I should be safe from barbs for a little longer, and it would be an important factor in city #3.
In 3415 BC (turn 39) my work boat finishes and goes to the clams that turn. I begin working on a warrior. I had to make a choice here between clams and fish. The fish are ocean so can't be pillaged for a long time but are one commerce less and one turn longer to get the boat to. I decide to go with the clams, by the time barbarian boats are an issue I'll have the fish anyways.
As you can see here, while exploring my warrior picked up woodsman 2 and found mysticism for me. I'm further behind Suleiman than I would prefer at this point, but it's to be expected with just one city.
Two turns later I finally begin hunting with the intention of teching to archery. It's getting time for barbarians.
Here you can see that my worker finished. I started on another work boat figuring I should get some more food hooked up while I still can. My goal at this point is to grow my city as fast as possible. The worker is building a cottage on the spices, and Babylon is working the clams until it hits size two. Once it hits 2, my plan is to work the forested hill and alternate a grass forest and the plains hill.
Contact with the barbarians is made. Surprisngly it's an archer, not a warrior. I guess they've been out for awhile.
After my cottage finished I began building roads. I do know agriculture, but I cottaged the only place I could put a farm seeing as how I can't cut wood yet so I figure I might as well get my road network up now so that I can quickly go through the hills/forests later. I'm a little nervous with my western warrior. I don't remember AI behavior well enough, so I think that he'll be bait for any barbs that spawn west of him, but I can't be certain. I figure though that if something does pass by I should be able to run through the forests/jungle and make it back to my city with one turn to spare, and another turn to earn a 5% fortify bonus should my cottage be pillaged.
Here's a view of Babylon starving to get the work boat out. Seeing those 2 and 3 commerce tiles go unworked is making me cringe, but the payoff is worth the risk as long as my two warriors can hold out slightly longer.
I notice here that I can see Suleiman's tech. I assume this means he's splitting his espionage points towards me and another civ, but I forget that I can hover over his name to check this theory so that I can figure out how much of his 4 points/turn I'm getting.
Let this be a lesson as to why you should never set units to move two spaces through barb infested territory. Had my warrior been moving one per turn I would have stopped on that jungle hill that's across a river. Instead I went one more turn and really hurt my position. The warrior at this point is up to woodsman 3 so he has a chance, albeit not much of one. As it turns out though, he lives with 1.1/2 strength, and I get to start taking advantage of my custom setting for exp as the warrior is now at 12/17.
Once archery completes, I set the research path to iron working. I don't normally like IW this early in the game, but given all this jungle I see my choices as IW or being limited to two cities.
In 2460 BC (turn 104) I realize I can hover over Suleiman's name to check his espionage spending. He's at 336/344. In hindsight after having played to 1 AD I think this makes sense. There were 4 points the turn he found me, and then 8 points ahead during my turn, 4 points during his turn. I do wonder though. As of now I still haven't found his territory... or anyone elses.
You can see here that I built another work boat. I debate using this one for the fish or for scouting. I choose to have it scout. I also start getting a military out, I ended up delaying that Bowman for so long because I haven't run into any barbarian troubles yet. I think I'm way past pushing my luck at this point though. In any other game I know I would be dead right now (of course, in any other game I wouldn't have delayed like this either).
Judiasm was founded in 2190 BC (turn 131). In other news, you can see how my warrior has been making use of my promotion rules. Combat 1 for being aggressive, the entire woodsman line, and cover. Archers are still more risky than I would prefer, but this guy has had a nice lifespan. I would like to keep him around for awhile.
You can also see my -1 gold per turn. That work boat explorer knocked me out of free supply.
Well well well, what do we have here? It looks like I found Suleiman's territory finally. He was far to the south. On top of that, he seems to be struggling with the barbarians seeing as how Edirne is the second Ottoman city. I have mixed feelings about this. I had concerns about him possibly being a contender for the land grab but I don't want him dead either. My warrior is too far away to help him, if I decided to so I can't do anything either way, but I'm suspecting it's only him and I on this continent. From my exploration so far it looks to be a pretty good sized chunk of land too. With him falling, I'm not only going to be the sole barbarian target, but my only viable trading partner is also gone. I do see though that he's working masonry, and I think he went for slavery. Maybe he can whip out some walls and live. To be honest though, I'm skeptical. Even Gandhi is enough of a fighter to usually survive raging barbs. With Suleiman losing a city I don't think he's capable of protecting himself.
Free commerce. I'm back to breaking even. I'm also all the more confused by my lack of barbarians given the rest of the continent.
Nothing much happened for awhile. You can see on my map that I continued to explore, and moved my warrior south to check on the Ottomans. They're still alive so that's good. In 1770 BC (turn 173) I finally got my second city built. I also found an island chain with my work boat and follow it north hoping to run into another civ.
My warrior made it south and took a few units off of Suleiman. Unfortunately, we don't have open borders right now (no writing for either of us) so I need to be careful. Despite having strong promotions, he's not invincible and just fought one hell of a battle so there's nothing I can do about that warrior other than to run. I may want Suleiman around, but not badly enough to vainly sacrifice that unit.
In 1540 BC (turn 196) Suleiman dies. I had hoped I could save him, but it seems I just prolonged his suffering.
In more cheery news, in 1420 BC (turn 208) I begin my second city is coming along nicely, a while back I discovered IW, my anti barbarian choke is well established, I have some towns, production is beginning on a third settler (I'll switch for one turn to grow babylon for a 2 pop whip when the settler is at 120/300) and I'm taking a shot at metal casting to get The Colossus. You'll notice I have one tile of fog there. Because of the jungle, I can't see far enough. It came down to a financial decision of one tile fog vs an additional point of upkeep. I chose the more economic decision confident that if it came down to it, I could fight off any barb that may spawn.
There is one bit of bad news about IW however, it turns out I don't have Iron, or copper for that matter since I didn't mention it before. It's a good thing I have an archery UU... I'm going to need it.
You can see my third city here, with it's territory mapped out. I debated for a long time whether to found this city where I did or on the grass hill. It basically came down to 2 coast vs 1 hill. I went with the hill following the logic that while the extra coast would eventually provide more commerce by founding on the grass I leave the hill available to make more buildings like markets, banks, grocers, and so on, and that it would take virtually the entire game (if not longer) for the hill founding to pay off. Plus, this saves me a little more maintence.
You can also see that my work boat continues to explore. So far nothing of worth has been found. Some tundra, ice, and glacier (I didn't think torodial maps had those... maybe I didn't pick that setting), and a few resources. I also found a few more island chains.
This all changes in 1170 BC (turn 233) when I find Alexander. His city isn't coastal so I can't see it, but with a score only 50% higher than me and a religion he didn't found I'm hoping someone already beat him up a bit and that I can use him as a trading partner. Though this is unlikely unless he lacks both metals, like me.
Exploring some more I find this, he has atleast three cities at this point and phalanx. My hopes of Alex being a wounded trading partner are destroyed. I was able to get open borders to explore though, maybe I can get some religion spread.
Another civ found. This time it's Justinian. I'm rather glad to see him, and to learn he founded a religon. I don't really understand Justinian's AI, but my experiences with him in the past have always been that he puts up a good early game, but always winds up licking someones boot later on because although he's willing to fight wars, he's not able to do it well. Being a different religon than Alexander is a good thing too. Alex isn't going anywhere with his Phalanx, and Justinian is strong enough at this point of the game. I may be able to stay religion neutral and use both for trading partners, while each of them keeps the other down. Aside from the upkeep cost and research times I have to say, this doesn't feel like an Immortal game. It's all been way too easy so far.
Around this point (a few turns before) I started to prechop my forests for the colossus but I forgot I need a forge first. So I simply prechoped, built up to whip the forge, and then went for it.
First of all, here's my settings (took them a few turns in, but it doesn't matter). What the setting screen doesn't reveal though, is that I set up custom continents. I don't remember the precise settings now but I believe it's 12 civs (whatever the default is for 12 civs), 4 continents, and random placement. The map shape is torodial. The save file is attached at the end incase anyone wants to try it out (assuming it's even compatible with 3.19, I seem to remember a patch in the past invalidated all saves).
Oh, and I should mention since I had just recently reinstalled civ 4 (this is my second game after ~10 months off), I forgot to patch meaning I'm running 3.01 without any mods. Though, I did make a couple of small edits to the defines file
- I removed the chance of global warming occurring since I find it extremely unfun to see my land turn to desert with no way to stop/reverse it, for no reason other than an AI goes overboard with nuclear power plants.
- I removed the max exp cap on barbarians (but left the animal cap at 5). This is my first time ever making this change, and I'm curious to see how it turns out. I justify this because I like not wasting exp, and I'm hoping it gets not just me some super units to watch out for (AI warlords are almost always lost before becoming real beasts) but the AI gets some strong units as well.
- I removed the max exp cap for promoting units. The reason for this one is that I never found forcing my units back down to 10 exp to be all that fun. I also feel it's justified as the AI generally makes more use of promotions than I do, especially on a higher level when it can generate more coin than me. So, this hopefully not only lets me play with my promoted units more, but the AI will as well.
Anyways, here's the settings.
Spoiler:
Spoiler:
So, I start out like you see in the screenshot, on top of a plains hill with 6 spices, clam, fish, and crab in the fat cross and unknown territory to the east. I decide to move one square east. From what I can see, I have more of a need for hills than for another high commerce tile so it seems like a smart play. Once my city is founded I work on fishing so that I can get those food tiles in play. My thinking behind this is that I have raging barbs turned on so it's better to work some sea tiles that I don't need to put a premium on defending as my hammer supply seems a bit limited.
Spoiler:
My initial play in the city is to work the plains hill preventing growth, and to pump out as many warriors as I can until fishing is researched. My starting warrior is sent to the east for the hut. I get a little gold from it but discover something more important. I have a natural choke point. Jungle covered, 1 tile wide thanks to the peak, and on a hill. This combined with the bowman gives me confidence that I'm virtually immune to barbs from the east for a long time.
My Warrior continues to scout and I discover that I have not one but two choke points and a third semi choke (you can see the third peak on the right hand side). The second one doesn't have a hill, but that's going to be some good useful terrain when it comes time to expand.
Spoiler:
Then I meet my neighbor. I don't interact with Suleiman much so I'm not really sure how he treats people, meaning I'm not sure if I should treat him like I would treat Monty, Alexander, Justinian, or Gandhi. I decide to go for peace with him. I found his scout coming from the east so with 18 turns and my exploration pattern I can guess he's somewhere between 36 and 54 moves away from my city depending on how rough his terrain is. Besides, there's no benefit to declaring war right this moment.
I continue on my way, and two turns later run into this
Spoiler:
I can only conclude that scout I saw just met his untimely demise. Well, free exp for my warrior. While this happened, I made two warriors and explored west. It turns out there's a peninsula that way, which should be very easy to fog bust. I set my first warrior to do just that and keep my second warrior in town for happiness. Upon going back and looking at this, I realize I could have had the second warrior out since my population is still one. Oh well.
I figure I've got time for one more non military tech given my extraordinarily strong defensive terrain and start pottery. My city continues to work the plains hill to speed construction of a workboat. I don't see the point in working food tiles right now, when a faster boat will bring me more food for a fairly small investment.
Spoiler:
In 3580 BC Buddhism is founded. It's been awhile so I'm not sure, but 28 turns seems awfully late for Buddhism against an Immortal AI. I must not have any of the hardcore religious nuts out there. Maybe not even any with mysticism, but I'm not sure on that.
In 3520 BC (turn 32) I get the War Chariot quest. My scouting Warrior is still doing well, he now has two kills under his belt and earns woodsman 1. I'm still scared of bears, but other animals don't have much of a chance against me in heavily forested/jungled terrain such as what I'm discovering.
In 3490 BC (turn 34) Hinduism is founded. So atleast two civs out there were going for early religions. Going by my own tech speed I'm judging 34 turns to be mysticism+monotheism/polytheism. If I remembered AI traits of each civ better, I could probably use this information to make a good guess as to what civs are out there. In other news, my warrior popped a hut and got me 52 gold bringing my treasury to 98. That should be useful.
Spoiler:
One aspect of my playstyle that I've found helpful is to map out my eventual city borders. It's not that big of a deal in the early game, but when my civ gets bigger, it's nice to have city borders drawn out so I can easily tell which cities to give what tiles to as a way to aid with specialization. I also place signs in my city spots. These are subject to change, especially this early, but it's a habit I developed.
As you can see in my screenshot, I realized I could move my second warrior out to my choke and did so. This way I've got the fortify bonus when barbs can start appearing. My other warrior was clearing the fog on that western coast tile to check for more possible food. I figured now would be the time to do this since I should be safe from barbs for a little longer, and it would be an important factor in city #3.
In 3415 BC (turn 39) my work boat finishes and goes to the clams that turn. I begin working on a warrior. I had to make a choice here between clams and fish. The fish are ocean so can't be pillaged for a long time but are one commerce less and one turn longer to get the boat to. I decide to go with the clams, by the time barbarian boats are an issue I'll have the fish anyways.
Spoiler:
As you can see here, while exploring my warrior picked up woodsman 2 and found mysticism for me. I'm further behind Suleiman than I would prefer at this point, but it's to be expected with just one city.
Two turns later I finally begin hunting with the intention of teching to archery. It's getting time for barbarians.
Spoiler:
Here you can see that my worker finished. I started on another work boat figuring I should get some more food hooked up while I still can. My goal at this point is to grow my city as fast as possible. The worker is building a cottage on the spices, and Babylon is working the clams until it hits size two. Once it hits 2, my plan is to work the forested hill and alternate a grass forest and the plains hill.
Spoiler:
Contact with the barbarians is made. Surprisngly it's an archer, not a warrior. I guess they've been out for awhile.
Spoiler:
After my cottage finished I began building roads. I do know agriculture, but I cottaged the only place I could put a farm seeing as how I can't cut wood yet so I figure I might as well get my road network up now so that I can quickly go through the hills/forests later. I'm a little nervous with my western warrior. I don't remember AI behavior well enough, so I think that he'll be bait for any barbs that spawn west of him, but I can't be certain. I figure though that if something does pass by I should be able to run through the forests/jungle and make it back to my city with one turn to spare, and another turn to earn a 5% fortify bonus should my cottage be pillaged.
Spoiler:
Here's a view of Babylon starving to get the work boat out. Seeing those 2 and 3 commerce tiles go unworked is making me cringe, but the payoff is worth the risk as long as my two warriors can hold out slightly longer.
Spoiler:
I notice here that I can see Suleiman's tech. I assume this means he's splitting his espionage points towards me and another civ, but I forget that I can hover over his name to check this theory so that I can figure out how much of his 4 points/turn I'm getting.
Spoiler:
Let this be a lesson as to why you should never set units to move two spaces through barb infested territory. Had my warrior been moving one per turn I would have stopped on that jungle hill that's across a river. Instead I went one more turn and really hurt my position. The warrior at this point is up to woodsman 3 so he has a chance, albeit not much of one. As it turns out though, he lives with 1.1/2 strength, and I get to start taking advantage of my custom setting for exp as the warrior is now at 12/17.
Once archery completes, I set the research path to iron working. I don't normally like IW this early in the game, but given all this jungle I see my choices as IW or being limited to two cities.
In 2460 BC (turn 104) I realize I can hover over Suleiman's name to check his espionage spending. He's at 336/344. In hindsight after having played to 1 AD I think this makes sense. There were 4 points the turn he found me, and then 8 points ahead during my turn, 4 points during his turn. I do wonder though. As of now I still haven't found his territory... or anyone elses.
Spoiler:
You can see here that I built another work boat. I debate using this one for the fish or for scouting. I choose to have it scout. I also start getting a military out, I ended up delaying that Bowman for so long because I haven't run into any barbarian troubles yet. I think I'm way past pushing my luck at this point though. In any other game I know I would be dead right now (of course, in any other game I wouldn't have delayed like this either).
Spoiler:
Judiasm was founded in 2190 BC (turn 131). In other news, you can see how my warrior has been making use of my promotion rules. Combat 1 for being aggressive, the entire woodsman line, and cover. Archers are still more risky than I would prefer, but this guy has had a nice lifespan. I would like to keep him around for awhile.
You can also see my -1 gold per turn. That work boat explorer knocked me out of free supply.
Spoiler:
Well well well, what do we have here? It looks like I found Suleiman's territory finally. He was far to the south. On top of that, he seems to be struggling with the barbarians seeing as how Edirne is the second Ottoman city. I have mixed feelings about this. I had concerns about him possibly being a contender for the land grab but I don't want him dead either. My warrior is too far away to help him, if I decided to so I can't do anything either way, but I'm suspecting it's only him and I on this continent. From my exploration so far it looks to be a pretty good sized chunk of land too. With him falling, I'm not only going to be the sole barbarian target, but my only viable trading partner is also gone. I do see though that he's working masonry, and I think he went for slavery. Maybe he can whip out some walls and live. To be honest though, I'm skeptical. Even Gandhi is enough of a fighter to usually survive raging barbs. With Suleiman losing a city I don't think he's capable of protecting himself.
Spoiler:
Free commerce. I'm back to breaking even. I'm also all the more confused by my lack of barbarians given the rest of the continent.
Spoiler:
Nothing much happened for awhile. You can see on my map that I continued to explore, and moved my warrior south to check on the Ottomans. They're still alive so that's good. In 1770 BC (turn 173) I finally got my second city built. I also found an island chain with my work boat and follow it north hoping to run into another civ.
Spoiler:
My warrior made it south and took a few units off of Suleiman. Unfortunately, we don't have open borders right now (no writing for either of us) so I need to be careful. Despite having strong promotions, he's not invincible and just fought one hell of a battle so there's nothing I can do about that warrior other than to run. I may want Suleiman around, but not badly enough to vainly sacrifice that unit.
Spoiler:
In 1540 BC (turn 196) Suleiman dies. I had hoped I could save him, but it seems I just prolonged his suffering.
Spoiler:
In more cheery news, in 1420 BC (turn 208) I begin my second city is coming along nicely, a while back I discovered IW, my anti barbarian choke is well established, I have some towns, production is beginning on a third settler (I'll switch for one turn to grow babylon for a 2 pop whip when the settler is at 120/300) and I'm taking a shot at metal casting to get The Colossus. You'll notice I have one tile of fog there. Because of the jungle, I can't see far enough. It came down to a financial decision of one tile fog vs an additional point of upkeep. I chose the more economic decision confident that if it came down to it, I could fight off any barb that may spawn.
There is one bit of bad news about IW however, it turns out I don't have Iron, or copper for that matter since I didn't mention it before. It's a good thing I have an archery UU... I'm going to need it.
Spoiler:
You can see my third city here, with it's territory mapped out. I debated for a long time whether to found this city where I did or on the grass hill. It basically came down to 2 coast vs 1 hill. I went with the hill following the logic that while the extra coast would eventually provide more commerce by founding on the grass I leave the hill available to make more buildings like markets, banks, grocers, and so on, and that it would take virtually the entire game (if not longer) for the hill founding to pay off. Plus, this saves me a little more maintence.
You can also see that my work boat continues to explore. So far nothing of worth has been found. Some tundra, ice, and glacier (I didn't think torodial maps had those... maybe I didn't pick that setting), and a few resources. I also found a few more island chains.
Spoiler:
This all changes in 1170 BC (turn 233) when I find Alexander. His city isn't coastal so I can't see it, but with a score only 50% higher than me and a religion he didn't found I'm hoping someone already beat him up a bit and that I can use him as a trading partner. Though this is unlikely unless he lacks both metals, like me.
Spoiler:
Exploring some more I find this, he has atleast three cities at this point and phalanx. My hopes of Alex being a wounded trading partner are destroyed. I was able to get open borders to explore though, maybe I can get some religion spread.
Spoiler:
Another civ found. This time it's Justinian. I'm rather glad to see him, and to learn he founded a religon. I don't really understand Justinian's AI, but my experiences with him in the past have always been that he puts up a good early game, but always winds up licking someones boot later on because although he's willing to fight wars, he's not able to do it well. Being a different religon than Alexander is a good thing too. Alex isn't going anywhere with his Phalanx, and Justinian is strong enough at this point of the game. I may be able to stay religion neutral and use both for trading partners, while each of them keeps the other down. Aside from the upkeep cost and research times I have to say, this doesn't feel like an Immortal game. It's all been way too easy so far.
Around this point (a few turns before) I started to prechop my forests for the colossus but I forgot I need a forge first. So I simply prechoped, built up to whip the forge, and then went for it.
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