View Full Version : TCIT Sunday Apr 26 0900 AZ 1600 UTC


DaveShack
Apr 25, 2009, 10:14 AM
This is the instruction thread for the play session on

Sunday April 26 9:00 AM Arizona time (-7)
1600 UTC.

Starting save (http://forums.civfanatics.com/attachment.php?attachmentid=211723&d=1240386043)

DaveShack
Apr 25, 2009, 10:46 AM
Adjust luxury level to keep the citizens happy without using specialists.

After currency is learned, if Trade & Tech sets a research goal then adjust science level to zero until 100 gold or more in reserve. Then alternate max and zero research to keep a positive balance while maximizing the benefit of libraries and markets. Lower as needed to avoid overruns on projects.

If trade & tech does not set a research goal, leave science level at zero and hoard gold.

Make sure the courthouses are changed to markets when available, unless city instructions say otherwise. Markets would be a good choice for cities that don't have instructions, but build settlers and units as needed.

CommandoBob
Apr 25, 2009, 11:15 AM
Tech
Tech Research Order: Currency at full speed, Construction as fast as we can, Horseback Riding at one geek, expecting to get Map Making and HBR via the Great Library. In the Middle Ages, Engineering first, followed by Feudalism.

Tech Suggestions: Change current library builds to markets and then rebuild libraries.

Trade
Trade Recommendations: No trades at this time.

EDIT:
Cross post with the President.

Construction as fast as we can
That certainly includes stockpiling 100 gold.

Bowsling
Apr 25, 2009, 11:47 AM
Defense: Remove all units guarding resources and send them either exploring north or in cities needing military police or guarding from barbarians.

Falcon02
Apr 25, 2009, 04:18 PM
http://img135.imageshack.us/img135/7734/rhiannon450bc.th.png (http://img135.imageshack.us/my.php?image=rhiannon450bc.png)

Build queue

1.) Temple of Zeus
2.) Library
3.) Settler
4.) Catapult (Marketplace if available)
5.) Catapult

Re-distribute workers as shown in image, Temple of Zeus should be finished in 13 turns

TheOverseer714
Apr 25, 2009, 05:46 PM
When Currency finishes, switch the Library to a Marketplace. After the Marketplace is done, build the Library. MM looks fine.

DaveShack
Apr 26, 2009, 10:50 AM
Instructions:

Adjust luxury level to keep the citizens happy without using specialists.

After currency is learned, if Trade & Tech sets a research goal then adjust science level to zero until 100 gold or more in reserve. Then alternate max and zero research to keep a positive balance while maximizing the benefit of libraries and markets. Lower as needed to avoid overruns on projects.

If trade & tech does not set a research goal, leave science level at zero and hoard gold.

Make sure the courthouses are changed to markets when available, unless city instructions say otherwise. Markets would be a good choice for cities that don't have instructions, but build settlers and units as needed.

Tech
Tech Research Order: Currency at full speed, Construction as fast as we can, Horseback Riding at one geek, expecting to get Map Making and HBR via the Great Library. In the Middle Ages, Engineering first, followed by Feudalism.

Tech Suggestions: Change current library builds to markets and then rebuild libraries.

Trade
Trade Recommendations: No trades at this time.

EDIT:
Cross post with the President.

That certainly includes stockpiling 100 gold.

Defense: Remove all units guarding resources and send them either exploring north or in cities needing military police or guarding from barbarians.

http://img135.imageshack.us/img135/7734/rhiannon450bc.th.png (http://img135.imageshack.us/my.php?image=rhiannon450bc.png)

Build queue

1.) Temple of Zeus
2.) Library
3.) Settler
4.) Catapult (Marketplace if available)
5.) Catapult

Re-distribute workers as shown in image, Temple of Zeus should be finished in 13 turns

When Currency finishes, switch the Library to a Marketplace. After the Marketplace is done, build the Library. MM looks fine.

DaveShack
Apr 26, 2009, 12:09 PM
Summary

Discovered dyes on tundra to N of Fomorach.
SoZ due in 2
Currency finished, construction soon
Massive barb uprising, 16 horsemen near Rhiannon :(


Session Start: Sun Apr 26 08:51:39 2009
Session Ident: #turnchat
03[08:51] * Now talking in #turnchat
03[08:51] * Topic is 'Civ3 DG Revival - Next chat Saturday April 4, 1600 UTC'
03[08:51] * Set by DaveShack on Sat Apr 04 08:57:55
03[08:51] * ChanServ sets mode: +ao DaveShack DaveShack
03[08:51] * Chieftess sets mode: +v DaveShack
03[09:03] * Bowsling (18ebb434@d0a9903.6b45bb2.mibbit.com) has joined #turnchat
03[09:03] * Chieftess sets mode: +v Bowsling
01[09:04] <!DaveShack> hi
[09:04] <+Bowsling> hey
[09:04] <+Bowsling> a little empty for the nominations this term. even worse than last term.
[09:05] <+Bowsling> no elections, and three positions for civplayah to appoint citizens to.
01[09:06] <!DaveShack> yup, depressing
01[09:09] <!DaveShack> I'm getting the game loaded
01[09:11] <!DaveShack> switched Rhiannon to SoZ and MM'd
01[09:12] <!DaveShack> 30% sci, 20% lux to allow 6 citizens to work
01[09:19] <!DaveShack> don't see anything else to MM
01[09:19] <!DaveShack> end of preturn, 450BC 29g -13gpt, currency in 3
01[09:22] <!DaveShack> Turn 1
01[09:22] <!DaveShack> resource guards shift to fogbusting
01[09:23] <!DaveShack> exploring the darkness S of Aerona and to the NW
01[09:23] <!DaveShack> end of turn 1, 430 BC, 16g -13gpt, currency in 2
01[09:24] <!DaveShack> turn 2
01[09:24] <!DaveShack> lower science to 20%, currency still in 2
01[09:25] <!DaveShack> would empty treasury otherwise
01[09:28] <!DaveShack> our northwestern explorer (spear) finds 2 barb horses
01[09:28] <!DaveShack> northeastern patrol finds a barb galley
01[09:29] <!DaveShack> end of turn 2, 410 BC, 3g -1gpt, currency in 2
01[09:30] <!DaveShack> IBT spearman defeats 2 barb horses and promotes to elite 4/5, 3rd in view
01[09:30] <!DaveShack> Byzantines are starting SoZ
01[09:30] <!DaveShack> science to 10%, currency still in 1
01[09:32] <!DaveShack> We can sell CoL to Ottomans, and Byzantines are in anarchy
01[09:33] <!DaveShack> an exploring Gallic Sword finds a barb camp
01[09:34] <!DaveShack> end of turn 3, 390 BC, 2g +9gpt, currency in 1
[09:34] <+Bowsling> destroy the barb camp. no questions asked
01[09:35] <!DaveShack> IBT spear defeats barb horse 3/5
01[09:35] <!DaveShack> Currency done, start construction (i think)
01[09:35] <!DaveShack> We learn monarchy from the GLib
01[09:35] <!DaveShack> and decline to change governments
01[09:36] <!DaveShack> Turn 4
01[09:37] <!DaveShack> GS takes on the barbs and just barely wins, 1/4. 25g plundered
[09:39] <+Bowsling> I have to go. DG website's almost done, but the screenshot gallery and city pages will be blank for some time.
02[09:39] * +Bowsling (18ebb434@d0a9903.6b45bb2.mibbit.com) Quit (Quit: http://www.mibbit.com ajax IRC Client)
01[09:39] <!DaveShack> byzantines have 484g, wonder if that means they traded map making to someone
01[09:40] <!DaveShack> byzantines also have horseback riding
01[09:43] <!DaveShack> switched courthouses to markets
01[09:43] <!DaveShack> switch maeve to market
01[09:57] <!DaveShack> end of turn 4, 370 BC, 36g +9gpt, construction in 49
01[10:01] <!DaveShack> turn 5
01[10:01] <!DaveShack> explorers discover some more dyes north, might be able to snatch one up there
01[10:01] <!DaveShack> northwest...
01[10:02] <!DaveShack> Molly changed to market, will give more benefit than a library at low sci%
01[10:02] <!DaveShack> end of turn 5, 350 BC, 46g +11gpt, construction in 44
01[10:02] <!DaveShack> saving
01[10:05] <!DaveShack> turn 6
01[10:05] <!DaveShack> exploration & roading
01[10:05] <!DaveShack> end of turn 6, 330BC 57g +12gpt, construction in 40
01[10:06] <!DaveShack> turn 7
01[10:06] <!DaveShack> Maeve market->library
01[10:06] <!DaveShack> Caitlyn granary->market
01[10:07] <!DaveShack> Breyr temple->barracks (front line vs Fomorach
01[10:07] <!DaveShack> Siobhan temple->market
01[10:08] <!DaveShack> ack, Molly had grown and moved the citizen off the gold. moved it back
01[10:10] <!DaveShack> northwest explorer finds a Phonecian village on a mountain
01[10:10] <!DaveShack> way too much for a spearman to take on
01[10:11] <!DaveShack> end of turn 7, 310 BC, 69g +23gpt, Construction in 39
06[10:11] * !DaveShack goes for breakfast
03[10:19] * Sven (Sven@h48n3c1.bredband.skanova.com) has joined #turnchat
03[10:19] * Chieftess sets mode: +v Sven
03[10:36] * +Sven (Sven@h48n3c1.bredband.skanova.com) has left #turnchat
06[10:37] * !DaveShack back
01[10:38] <!DaveShack> Turn 8
01[10:38] <!DaveShack> Tara market->settler
01[10:38] <!DaveShack> Molly market->library
01[10:39] <!DaveShack> Fomorach are builing hanging gardens
01[10:42] <!DaveShack> end of turn 8, 290 BC, 93g +33gpt, construction in 38
01[10:43] <!DaveShack> reports of a massive uprising near Rhiannon
01[10:45] <!DaveShack> Tara switches to gallic sword for barb threat
01[10:45] <!DaveShack> shift fogbusting pickets to the west
01[10:46] <!DaveShack> science to 40%
01[10:46] <!DaveShack> end of turn 9, 270 BC, 126g -10gpt, construction in 10
01[10:47] <!DaveShack> Turn 10
01[10:47] <!DaveShack> Moira market->gallic
01[10:48] <!DaveShack> Ottomans finish hanging gardens
01[10:49] <!DaveShack> 16 barb horses N of Rhiannon
01[10:49] <!DaveShack> 16 horses S of Siobhan
01[10:49] <!DaveShack> I know it says restless, but this sure feels like raging :(
01[10:51] <!DaveShack> 16 barbs N of Fomorach
01[10:51] <!DaveShack> with any kind of decent luck, the barbs S of Siobhan will take on the Byzantine settler south of them and not us
01[10:54] <!DaveShack> stopping on turn 10, 119g +2gpt, construction in 8, some movement remaining
01[10:55] <!DaveShack> SoZ in 2
01[10:55] <!DaveShack> Our spear that discovered those Phoenicians was overrun in the IBT

Falcon02
Apr 26, 2009, 01:37 PM
Ack... don't like making things easy do they?

Cyc
Apr 26, 2009, 11:18 PM
Sorry I missed giving Instructions. I thought Sundy was Saturday. Worked both days. That made making the T/C pretty much impossible.

I get 16 Barb Horsemen for every Tribe whenever I play Monarch, roaming Barbs. This is not unusual for my games.

Bowsling
Apr 27, 2009, 03:36 PM
"Where do they all come from?"
from Spider Man 3

TheOverseer714
Apr 27, 2009, 03:59 PM
I'd say the other continent may have hit the midde ages, since any 2 civs hitting the MA triggers barbarian uprisings which are larger than regular. If the barbs were at raging, we'd be facing 2 tribes with 32 horses or more apiece. In that case, we'd need to get rid of our cash and plant a barbarian party town that sucks all of them in.