Well, this was bound to happen…
I finished this game a few weeks ago, but didn’t post right away. My screencaps are gone.😦 Boo-urns!
I can recap however:
After 1500 A.D., I had to deal with a couple of foreign infestations in the New World…namely a colony of India and a colony of Russia. This wasn’t a problem militarily, as my English were technologically advanced (Redcoats vs. Longbowmen) and I had a large army. It was a problem diplomatically, however, as my painstaking efforts to get them to like me (and vote for me in the UN elections) went down the tubes after I declared my petty little wars. Nevertheless, I pressed on with my victory strategy, and basically went 100% growth in all my cities in order to vote myself the Grand Pupa of Civland. This required a lot of tedium, a lot of farms, windmills, granaries, lighthouses, and temples. Most of which were cash-rushed in Universal Suffrage with the money slider at 100% (I didn’t need any techs beyond Biology + Mass Media if I wasn’t going into space).
The tedium paid off in 1848 AD with a Diplomatic Victory. Huzzah! I controlled every piece of land outside of the starting continent, thanks to a bunch of mostly useless island cities up north. I did have four artists working in Nottingham to control a cultural border (and was also transforming my hammers into culture), and thankfully that border kicked over to the good guys four turns before I won the game. Here are a couple of end game pics:
So now what?
When I left off last time, the year was 1000 AD, and my English were wondering why they never got to fight anyone. The soccer hooligans want to be unleashed! Patience, my drunk friends, patience…
Non-violent things are happening at a quick pace in jolly old England. In 1040, I discover printing press (which boosts finances a bit) and then two turns later, a somewhat unlikely great engineer (Archimedes) is born in London. I used him to pop another high-culture wonder in York: the Parthenon. In 1070 AD! That’s crazy late, for those keeping track. I’m still continuing down the line towards rifling. In retrospect, I probably should have built a bunch of macemen 2000 years ago and used them to seek out new tribes, but I wanted England’s special unit. Silliness, really.
In 1110, my first prophet finally emerges in York (Zoraoster). Yay money! I’ve been spreading Confucianism to every city I can, but Isabella just won’t convert, despite actually having more Confucian cities than Hindu. My wandering Galleons meet up a couple turns later, giving me the circumnavigation bonus (+1 sea movement), and then in 1070 I achieve the pinnacle of English military technology…Rifling. In 1210, I get another Great Engineer (Heron), and in 1220 I discover Economics, grabbing the free Great Merchant there (Harkuf). Harkuf joins Nottingham, which is destined to become my Wall Street economic city and is a little food short. Two birds, one stone. Meanwhile, Heron sits on his hands for a couple of turns, in order to build this:
Golden age! The perfect time to make a bunch of redcoats. Immediately afterwards, I get a Great Scientist in London, who merges with that city (home of Oxford University, strangely). Liberalism is finally researched in 1290 AD, and I grab Constitution with it. I’m now setting up a bee-line to biology in order to grow my population. Given the goal of this game, I think the easiest victory condition to meet will be through convincing my Cockney hordes to install me as the world leader (UN voting victory). Population is the key to doing so.
In 1350, my golden age ends, so I swap civics to Representation and Free Speech.
I would culture bomb Minoan with my lazy yet long-lived Great Artist from BC times. There were only three barbarian cities on the continent, and I lost only one rifleman taking them all in the name of stiff upper lips. After taking the third city, I noticed an Indian caravel! They have optics! This is a good time to go settler crazy and take the rest of the dirt piles sticking out of the ocean. Not much interesting is happening at this point in the game, I’m just making settlers, redcoats (garrisons), and missionaries to send to various islands around the world. The bee-line to biology finishes at 1490, and I set up what I hope will be the final bee-line of the game -> towards mass media.
This brings me to 1500, and a good time to pause.
Let’s start with a view of my civilization at 25 AD:
I am working on the Oracle at York (at 25 AD! This is a gentle adventure for sure.), the Great Library in London, a Confucian missionary in Nottingham (did I mention that I founded Confucianism? Well I did. I haven’t switched to it yet to avoid conflict with Isabella.), forges and libraries. My immediate goals are to settle the two small islands just off the ‘home’ continent before anyone else’s culture makes them verboten to me. You can’t see in the above screenshot, but there’s an island off the north coast that my ancient exploring chariot uncovered for me. Civil Service will come in soon, allowing chain irrigation for Hastings which is a little food-starved.
When I switch to bureaucracy after discovering civil service, I will also switch to caste system. I anticipate that my new island cities will need culture immediately in order to pop and hold their borders. I will hire artists right away in most of my new cities to make this happen. This also means that mercantilism will be a strong civic, as mercanilism gives each city a free specialist, so I won’t have to starve new cities to hire the artist. Luckily, banking is on the road to rifling, which is my next immediate research goal after astronomy. I’ll probably grab philosophy on the way, too, because the combination of caste system-mercantilism-pacifism works pretty well, and great people never hurt the cause. I’d like to grab constitution at some point, too, just to add republic to the mix of civics above. That’s not really on any of my immediate bee-line goals now, though. I really should have built the pyramids earlier, given my opponents lack of wonder interest. Oh well, too late now.
On to the play:
In 125 AD, I finished the Oracle and used it to grab Astronomy, nullifying the Colossus. It was a cheap wonder anyway, but probably a waste of hammers, had I thought about it a bit longer. I’m now building a galleon in York and a settler in Nottingham. Let the colonization begin!
Civil Service comes in at 150 AD, and I duly switch civics to bureaucracy-caste system. I’m now setting up a bee-line to liberalism, but I will hold off researching liberalism itself until I can grab something expensive with it (Constitution?). I’ve been careless with my micromanagement and allowed London to grow into unhappiness/unhealthiness. It’s only a temporary problem, as I’ll have furs hooked up in a couple of turns and have switched London to an aqueduct, but it was a little careless.
In 200 AD, Xi Ling Shi is born in London (a great scientist). I use him for an academy. In ~400 AD, my first overseas settlers complete in Nottingham along with my first galleon in York. York has reached it’s health cap, so I’m working a priest there in the hopes of eventually generating a prophet, because I want the Confucian shrine (and profit! See what I did there?).
This is probably very late, but I still beat all the AI civs to this little island. I also won the race to the other nearby island at 660 AD. They were both reachable by galleys…there’s no way I would’ve been able to claim them this late at any difficulty level higher than warlord.
I finished the Great Library in 780, and set towards making muskets, more settlers, and more galleons in my mature cities while the less mature ones were building infrastructure. In 820, Imhotep (a great engineer) was born in London. I made the bizarre decision to use him to build Angkor Wat in York, for two reasons. First off, I needed a wonder in York to battle Madrid’s holy city culture. Secondly, I still want a great prophet, and Angkor Wat allows it’s home city to work three priests, as well as making all priest better than engineers (priests produce 2 hammers and 1 gold while Angkor is still active).
In 920, I finish researching banking (which is on the line to rifling, strangely), and double swap civics to pacifism and mercantilism. I also received a nice surprise:
Yay! Happiness reigns! I think my core cities can now get up to size 15-16 at this point. On another note, my wandering first galleon has discovered six more island city sites further north that really want to be settled, even though they are resource-poor. I will get crabs out of one of them, for more health. I’ve never heard of crabs making anyone healthier before, but that’s neither here nor there.
So this is where I sit at 1000 AD. I have two island colonies, with room for ~6 in the north islands. None of my AI opponents have astronomy yet, though, so I can leave those islands alone for a bit. I need to find the other main continent and kick the
peaceful natives warlike barbarians out of their homes. I will have rifling very soon, and in the interest of historical accuracy (apart from being a few centuries early), my colonists will be comprised of Redcoats, workers, and maybe a Great Artist or two. Go team red!
…also known as “The first 4000 years are the easiest!”.
Alrighty. I start this game with a worker. Luxurious! Unfortunately, I don’t have any usable worker technologies to start aside from the wheel, so I set the worker to building a few roads while researching agriculture. Civilization is a game of micro-management, and I begin on turn 1, setting the city of London to work the 2f/3g lake tile (3g because Victoria is financial) in order to research agriculture that much quicker (5 turns instead of 7 turns).
I don’t want my free worker sitting idle for those extra 2 turns, as a farmed wheat square with access to water is worth six resources per turn.
My immediate neighbours are really close! I meet Isabella in 3920 BC, Peter in 3800, and Frederick in 3760. Peter is just across the water from me, which sucks because he has the Creative trait. Wresting control of those clams near London will be nigh impossible without taking Moscow.
Isabella founded the first religion (Buddhism) in 3640 BC. Being the religion hog that she is, she’d also found Hinduism and Judaism. Better that she research those than military techs, given her typical demeanor. She is so close that I’ll probably get all of those religions to leak into my borders, which helps immensely with happiness issues down the road.
Alrighty, so what’s happening with England? Well, I finished with animal husbandry in 3320 BC, and started on bronze working in order to chop down some trees and uncover some of those hammeriffic hills near London. Bronze working finally came in in 3160 BC, but I chose to wait before changing civics to slavery…the Settler was due next turn and I didn’t want to lose a turn of production on him to anarchy.
Don’t worry. I revolted the next turn in order to prepare for a whipping of the worker that followed. I couldn’t let the lovely production from that wheat and cow go to waste! I researched pottery right after bronze working so that the whip overflow could go into a half-price granary. How awesome are one-turn granaries in a whip-i-licious game, I ask?
Now that my first settler is done, it’s time for a famous dot-map:
Blue dot, for reference, is the starting city of London. Pink dot is where I’d like to put city number 2, directly on the horses, and within range of the wine. This is to ensure that I don’t lose the horses to Isabella’s massive holy city culture pouring out of Madrid, and also so that I can start making chariots immediately. Warriors suck. City number 3 will be on cyan dot, grabbing copper, sheep, and deer. Red dot will serve as a bulwark against Russia (if I beat him to that spot), and purple is a sad tundra filler that only serves to grab fur.
All of my planned cities are coastal, which means that the Great Lighthouse and the Colossus will be amongst the most important wonders. Luckily, the techs that open those wonders are on the road to Astronomy (which obsoletes the Colossus, but what can you do?). Also note that there is impassable ice south of London. Coastal cities in other locations are vital if I’m to reach and
colonize conquer the New World.
In short order, pottery, writing, and the alphabet came in, turning on tech trading, and putting the English into the Classical age in the year 2080 BC. Let’s see how we’re faring on the tech front:
I traded hunting to Isabella for the wheel. Pottery went to Frederick for archery and to Gandhi for meditation. I think Peter got pottery for masonry, and then Gandhi offered up polytheism for writing. Around this time, hinduism snuck into my borders (thanks to a road I built to Madrid) and I became a hindu. Isabella gets very very angry if you don’t follow her religion, and I don’t want to deal with her crankiness just yet.
My beeline to astronomy is suffering a little, as I want to grab monarchy to work the wines east of my second city, and I want currency for the extra trade revenue and to be able to
trade extort gold in future dealings.
Quite a nice random event in 1120 BC as I pop a gold resource! Yay happy! Also, in 725 BC I produced my first great person (a scientist) after building the library in London. I used him to bulb compass, both for the 1/2 price harbours and because it’s on the beeline. 650 BC was a good year for money/science; I completed construction on the Great Lighthouse of London, discovered currency, and built my first harbour. In 450 BC, metal casting came in, so I switched all of my cities to forges. I also sidelined through literacy to music to gain the free great artist there (which I got in 250 BC). I will save him to culture bomb my first conquest in the New World.
That brings me to the calendar change at 25 AD, and this:
As you can see, I’m researching civil service and will have macemen soon (iron was discovered just outside London). I’m going to build a bunch of them with some cats and load ’em all up onto my soon-to-exist Galleons for some overseas exploration, if you know what I mean. Muahaha.
Here’s the state of my world in 25 BC:
London and Nottingham are at their happy caps, and are working 3 specialists each. Hastings is halfway there, and Coventry and Canterbury are both fairly new. The AI is very slow to expand on Warlord setting! There’s an entire peninsula northeast of Madrid that’s begging for settlers, and a lot of empty space left between the three western civs. I’m going to change my tactics a bit to build some settlers and galleys to get at what looks like islands north of Gandhi, given the goal of this game (control as much land as possible off the starting continent). No sense in lallygagging!
Welcome to Post 1 for A Brave New World. This is the first of the Realms Beyond Civ IV adventures. The specific rules of this game are viewable in the link, but in a nutshell the idea is this:
We are playing on a Terra map, which places all of the competing civilizations on one large continent (The Old World) and leaves all other landmasses unoccupied, to eventually be taken over by barbarians. Racist? Yes. Oh well, no points for etiquette on this one. The goal of this adventure (besides winning) is to be the most imperialist of the old world powers (i.e. control more of the new world than anyone else). This goal will be met in two ways: 1) be the first old world power to reach and conquer barbarian cities in the New World, and 2) wage war on those who dare to set up their own footholds on my land.
We are playing this adventure as Victoria, who is Expansive and Financial. Expansive = +2 health per city and double speed production of granaries (more health, quicker city growth) and harbours (yet more health, more monies from trade routes). Financial = +1 gold on any tile that produces 2 or more gold and double speed banks. The gold boost doesn’t really kick in early unless the player starts on a river or builds cottages ASAP, but it really helps with the research once it does kick in.
The English special unit is the Redcoat, who replaces the Rifleman. The Redcoat is great against Musketmen and other Riflemen, as it gets an inherent 25% bonus against other gunpowder units. Needless to say, it cuts like a knife through butter on pre-gunpowder units (as do most other post-gunpowder units). I don’t know what era most of the fighting will take place in during this game…I’ll have to wait and see.
So what’s the plan? Considering the goal of this scenario, I probably should try to research Optics and Astronomy as quickly as possible in order to build Caravels and Galleons. That will require a number of prerequisites and a decent early science rate, which will be delivered through pottery (cottages) and writing (libraries). I’m not certain how important early military techs will be, but I will want to leverage the woods around London and the nice population boosts given by the wheat and the pigs. So the early research will be agriculture (wheat) -> animal husbandry (pigs) -> bronze working (chopping + the whip!) -> pottery -> writing (libraries). After that, the beeline to Astronomy? We’ll see.
I spend too much time playing Sid Meier’s Civilization IV. Far too much. An unbelievable amount. This blog, believe it or not, is an attempt to cut down. How will I do this? Let me explain:
I am going to play the Realms Beyond forums adventures (and maybe the epics), and document my play as I go along. It is my hope that being focused on one game at a time, and displaying my successes and failures in a semi-public forum such as this, will cause me to play smarter, not longer. To borrow and mangle a soulless MBA’s catchphrase. So here’s the plan:
1) I will begin by downloading the save file for RB’s Adventure 1, aptly titled A Brave New World. This particular adventure was set up way back in 2006, when Sid Meier’s Civilization IV was a new game.
2) I will open the save file in the game, and play according to the special ruleset listed by the Realm’s Beyond sponsor (in this case, Sirian).
3) I will take screenies and post a play-along or let’s play kind of log on this site as I progress.
4) Something magical will happen, and I will play less Civilization.
…maybe this isn’t my best plan, but hey, at least it’s a plan. Let’s see how it goes.