View Full Version : Smegged's shadow training game thread
smegged Nov 19, 2002, 02:05 AM This is the Shadow Thread for Smegged's Training Day Game
* We're going to have some blurred results because of players finding out things in their versions of the game when they explore in different directions and do different things. This will lead to foreknowledge of some game data that would not be accessible in a normal game. This is unavoidable here, but I ask that players give thought to this and make whatever effort they deem appropriate to base their decisions on what is known in the Official Game. Don't bend over backward, just... pay attention. We are aiming here more at learning than winning, but you don't want to get used to having bonus information.
* We're going to have lots of confusion about this, and also more "contamination" from "alternate timelines" if I try to run everything in one thread. Therefore, I have concluded that I should run ONLY the Official Game in the original thread, and open a shadow thread for everything else.
* The original thread is for the Official Game. What shall be posted there is the reports and results of the player who is Up on each turn, along with my critique and any questions and answers players have in regard to those results.
* This thread will handle everything else, including the turn reports of all players not Up on that turn, all critiques of these reports, and even my own reports from my shadow turns.
* Players who are UP should avoid reading any further in the shadow thread once others start posting shadow reports from the same turn. IE, it's OK to refer back to the shadow thread as a reference, but I ask that you not do so when you're Up, especially in regard to finding out what others have done on the turn you're about to play, so that your official turn results will be as "pure" as you can manage under these conditions.
Everybody is shadowing the game but not part of the Roster, or who in on the Roster but NOT currently "Up", should post their turn reports here. This will include me, when I am not Up.
As for how to post files with your reports, there are a few simple steps.
1) Please identify your savegames. This is ESSENTIAL, so that nobody ever gets files confused. That could waste a lot of time and cause major hassles. Please adopt the follow convention:
Official Turns: no need to do anything special. Just "Elizabeth of the English, ###year" is OK. For OFFICIAL TURNS ONLY.
Shadow Turns: Name them "Smegged, Shadow MyName, ###year.sav"
Examples:
Smegged, Shadow Smegged, 2550BC.sav
Smegged, Shadow Borealis, 750BC.sav
Smegged, Shadow Voodoocat, 50BC.sav
Smegged, Shadow ObserverXYZ, 1000AD.sav
IMPORTANT: if your savegame doesn't observe the naming protocol and you post a shadow turn with "Elizabeth of the English" I will NOT deal with that file, and you will not get any feedback on that turn. No second chances, so do what is appropriate to remind yourself. This is important to SAVE TIME and preserve our energies for the game instead of wasting them on sorting files that are inadequately labeled.
2) Please identify all files related to this game in the following formats:
For Official Turns: gamename-civ-date.extension
Examples:
smegged-english-4000bc.zip
smegged-english-3500bc.zip
smegged-english-50ad.zip
For Shadow Turns: gamename-shadow-yourname-date.extension
smegged-shadow-smegged-3000bc.zip
smegged-shadow-borealis-500ad.zip
smegged-shadow-shdwlord-850ad.zip
3) Currently there is some problem at the CivFanatics file server regarding CAPS for file extensions (.ZIP .JPG etc). So please make sure your files have their extensions in lower case. This issue may have been resolved, I am currently unsure.
4) When you go to upload a file, you have to click Reply to one of the threads, then scroll down to the bottom of the forum reply page. On the far right at the bottom is an Upload Files option. Click that, it opens a mini-window, you can upload up to three files at a time.
5) Once the files are on the server, you have to include a link to them in your post, where appropriate. You can link to images with the IMG vb Code button above the body of your reply message, and can link to zip files with the HTTP:// button.
I keep a shortcut for use in pasting the URL in a text file on my desktop, so I don't have to remember the URL and don't have to type it over and over. Here's a copy:
http://www.civfanatics.net/uploads/
Just add your filename to that in the IMG and HTTP:// buttons.
The game is under way. You'll find the 4000BC save file and more information in the official thread.
- Smegged
Edit: thanks to Sirian for the format and much of the content of this post :)
Borealis Nov 19, 2002, 05:38 AM Here's my shadow of smegged's first 30 turns. (By the way, smegged, the proper pronoun to use with me is "she.") As I haven't seen smegged's report yet, I'm trying to log this as I would a QSC- I'll switch to smegged's official style once the official thread starts up. Blank spaces means nothing interesting happened other than scouts exploring and me hitting the end of turn button.
4000 BC (1) London founded after scout and worker reveal good enough land nearby to start.
London starts warrior; science goes to 100%, and research is started on Bronze Working.
3950 BC (2) Worker M cow SE
3900 BC (3)
3850 BC (4)
3800 BC (5)
3750 BC (6) London builds Warrior; starts Scout. Warrior fortifies for MP and defense.
3700 BC (7) Scout notices Zulu warrior SE of London. We buy Warrior Code +10 gold from Shaka for Alphabet.
3650 BC (8) Worker R.
3600 BC (9) London builds scout; starts settler. Scout gets Ceremonial Burial from hut near Zulu city.
3550 BC (10)
3500 BC (11) London's cultural boundaries expand.
3450 BC (12) Worker M other cattle square NW of London.
3400 BC (13)
3350 BC (14)
3300 BC (15) London builds Settler; starts Archer prebuild for Spear. Settler is sent to hills just above the dyes. Science rate dropped to 80% to avoid deficit.
3250 BC (16)
3200 BC (17)
3150 BC (18) York founded and starts archer prebuild for Spear. I trade Shaka Ceremonial Burial for Bronze Working. Production in London and York switched to Spearmen. Research switched to Masonry. Science to 90%.
3100 BC (19)
3050 BC (20)
3000 BC (21) London builds Spearman, and starts Settler. Worker ordered to build a road to the grass+ square near York.
2950 BC (22)
2900 BC (23)
2850 BC (24) Contact with China via his wandering warrior. Mao trades me Masonry + 10 gold for Alphabet and Pottery, becoming Polite. Research started on Writing.
2800 BC (25)
2750 BC (26)
2710 BC (27) London builds Settler and starts Spear. Settler sent to coastal tile that will grab the nearby grass+ squares without overlapping London and York.
2670 BC (28) York builds Spear, which fortifies for MP and police duties, and starts Settler. Hut in jungle to the SW gives us maps. The scout to the SE notices a barb camp, and runs away.
2630 BC (29) Worker M grass+ square near York.
2590 BC (30) Nothing happens aside from our Scout running away from the barb warrior that's chasing it... unless the AI interposes a unit, it should escape.
http://www.civfanatics.net/uploads2/smegged-shadow-borealis-2950bc.sav
http://www.civfanatics.net/uploads2/smshabor2950bc.gif
smegged Nov 19, 2002, 07:01 AM Originally posted by Borealis
(By the way, smegged, the proper pronoun to use with me is "she.")
Fixed :)
I'll critique your turn after I post my turn tomorrow. I have played it.
As an aside, I have actually gone ahead and played to 2550 BC. Out of habbit I counted the first turn as an inherited turn :smoke: . First point of weed goes to me. We will be playing from this point, so if the shadow turns wish to go to that point, then that is fine. If you want to play one less turn, that is fine too :).
LKendter Nov 19, 2002, 07:18 AM @smegged - You may want to use this utility to announce the expected end of turn - it is helping my training day game.
Originally posted by ControlFreak
LKendter -
BTW, SirPleb posted this utility (http://www.civfanatics.net/uploads2/civ3datescorecalcs.zip) under the Mods/Utilities Forum. I uploaded it. Hopefully you can use it to set the end date of the next turn correctly. ;) :lol:
smegged Nov 19, 2002, 07:32 AM Thanks LK, it's pretty useful :). But it still doesn't help on the first turn (since the "current" turn counts as turn 0 in the calculator and 4000 BC is really turn 1), but it's a useful utility nonetheless. Thank you for bringing it up.
infoman Nov 19, 2002, 12:11 PM I will send write up later. Had to get back to work. Attached is my save.
voodoocat Nov 19, 2002, 03:39 PM Ummmm. I tried downloading the 4000BC save and the zip file was empty
voodoocat Nov 19, 2002, 06:23 PM Nevermind, I tried using winzip and it worked
smegged Nov 19, 2002, 06:29 PM I just tried downloading the zip file myself, and the save was there. As two other people have already played the game, I don't think there is anything wrong with the zip. Please try it again.
Fixed? Good :).
voodoocat Nov 19, 2002, 07:08 PM Yeah. I was using the zip utility built into Win XP and it showed as empty. Stupid MS
smegged Nov 20, 2002, 02:30 AM First a couple of minor points.
What is a QSC?
Please zip all of your save files up. This makes them slightly smaller, and reduces the probability that they will be corrupt.
To the actual game critique...
You make a good start here. You scouted to make sure the original start was in a good spot. You also remembered to start research in 4000 BC, which means we get one turn of research more than we would if you had waited until the popup.
I will make some comments about where you founded. The starting spot was, in my opinion, the second best place to found the capital. It pulls in all three bonus food tiles, but it is not on the coast. It aslo has less hills/mountains in range than one tile due west. This means that in the end game you will have lower production. Other than those few points, it wasn't a bad spot.
Building a warrior first was :smoke: however, since THIS early in the game you are fairly safe from being invaded. A scout (if available) is almost ALWAYS a better choice. There are exceptions though (like if you are in a super-cramped position (like in the horse feathers epic hosted by realmsbeyond)). In that situation a second scout would not have been necessary. You can always increase the lux tax if you are going to go into disorder.
One advantage to the original start position was that you got tile improvements faster than I did.
On tech trading. This early in the game it is almost always not a good thing to trade tech. Unless you know that your opponent has less contacts than you do, you will probably get ripped off. Alphabet is the most expensive of the first tier techs. Warrior code also happens to be the second cheapest tech. If you look at my tech trading, you will note that I started research on the cheapest tech (ceremonial burial), and pulled warrior code for FREE out of one of the goody huts (I got three goody huts due to the early second scout, two of which were productive).
So as a good rule of thumb, get more than one contact before you start tech trading. Also, you want to be trading as much as possible between two civs that don't know each other. There is almost no compelling reason ever to buy a tech @ 2nd civ pricing UNLESS you have a guaranteed buyer (again, look at my game).
Trading ceremonial burial for bronze working was not a good idea. You had already gotten at least half way to bronze working, and instead of researching it, you traded for it. It would have been best to finish research on it and either let shaka research ceremonial himself, or use ceremonial to trade for his next tech.
Overall grading: B-
:smoke: count: 2, warrior before scout, and tech trading.
:goodjob: 3, initial scouting, 2nd city placement, worker useage
smegged Nov 20, 2002, 09:30 AM Just a reminder to all that you still have around 18 hours to post your turns.
voodoocat Nov 20, 2002, 02:28 PM http://www.voodoocat.com/SG/voodoocat2510%20Scrnshot.jpg
4000 BC (01) - Move settler west to settle next to the coast. Start working on bronze working
3950 BC (02) - Change production to scout. Science set at 90%
3900 BC (03)
3850 BC (04)
3800 BC (05) - Scout built, working building road towards next city location
3700 BC (06)
3650 BC (07)
3600 BC (08)
3550 BC (09)
3500 BC (10)
3450 BC (11) - Warrior built, changed to settler
3400 BC (12) - Goody hut with Ceremonial Burial found
3350 BC (13)
3300 BC (14)
3250 BC (15)
3200 BC (16)
3150 BC (17) - Masonry and Warrior code traded to the Chinese for Alphabet and Pottery
3100 BC (18) - Built Settler
3050 BC (19)
3000 BC (20) - York founded
2950 BC (21) - Goody hut with map of the region
2900 BC (22)
2850 BC (23)
2800 BC (24) - York builds warrior
2750 BC (25)
2700 BC (26) - London builds settler
2650 BC (27)
2600 BC (28) - worker starts road to bring silks to London
2550 BC (29)
2510 BC (30) - Nottingham founded
Somewhere in there I discovered Bronze working.
I'm going to play my shadow of the 2nd turn and also my real turn tonight after work.
smegged Nov 21, 2002, 08:32 AM Shdwlord are you still playing this game? Since you signed up I haven't heard a peep from you.
As for the rest of you. Borealis seems to be progressing along at lightning pace :). Unfortunately I'd like to critique everybodies first move before moving onto the official second move. Please don't play the third round yet.
Infoman, I'm still awaiting a report. What went on in your game and what were the reasons for your decisions?
Finally, voodoocat, I will get around to your critique tomorrow afternoon/night. I ran out of time today. I apologise for the lateness. A couple of your moves appeared very good, while others appeared.... not so good. But I'll get to that tomorrow.
-Smegged
infoman Nov 21, 2002, 12:30 PM Smegged, sorry for the delay. RL was taking up a lot of time.
4000BC (1) Moved scout one square N to see if any other resources are available. Decide to move Settler to same square since it is hill and will have incense and cow in immediate radius and another cow after growth. Move worker 1 square west to cow.
3950BC (2) Settle London on hill, starts warrior. Start research on ceremonial burial. Move scout south. Worker mines cow.
3900BC (3) Scout moves south & worker mines.
3850BC (4) Scout find dyes south of us and worker continues mining cow.
3800BC (5) Scout continues south and west.
3750BC (6) Meet Shaka. Trade Alaphabet for Warrior Code.
3700BC (7) London builds warrior starts another. Warrior moves SW.
3650BC (8) Warrior & scout move. Worker starts road to cow.
3600BC (9) see above.
3550BC (10) see above.
I lost track of turns here.
3200BC (17) Scout get Bronze working from GH. London Builds settler, starts second scout.
3150BC (18) Incense connected to London, mine started. Settler moves SW to new city site.
3100BC (19) Settler & scout move.
3050BC (20)
3000BC (21) London builds scout start spearman. York founded, starts spear.
2950BC (22) Scout moves.
2900BC (23) Scout moves. Meet Mao & trade alphabet & Bronze working for masonry + 10g.
2850BC (24) Scout moves.
280BC (25) Discoer Ceremonial burial. Start Mysticism. (to try and get Oracle first.) Scout moves.
2750BC (26) London builds spear starts settler. Warrior in London awakes & moves south for next city site.
2700BC (27) Scout & warrior move.
2650BC (28)see above
2600BC (29) Worker starts road between London and York. Trade CB to Shaka for 60G (All he had).
2550BC (30) York builds spear starts settler. Scout moves & finds southern zulu border.
2510bC (31) London builds settler, starts spear. Settler heads south to get dyes.
2470BC (32) Warrior, scout & worker move.
2430BC (33) see above.
Sorry I went over. I lost count of turns. I checked diplo each turn and reported if anything happenned. Shaka gennerally either did not have anything to trade or I could not get him to lower his price. I am trying to get to where I can build the Oracle first that is why I am going that tech route.
shdwlord Nov 21, 2002, 01:35 PM 4000 BC: Hmmm, looking at the minimap I see that we are in the NW corner, and I see coast to the east, giving us one direction to expand, south. I move the scout NE, then NW, ending up on the hill directly north of his starting position, to expore the coasta bit before deciding where to found London. I was tempted to move the settler NE, but decide to move N to bring the incence online faster, to move onto the coast, to keep both cows in range, and since we are at the top of the map and there is probably not any inhabitable land to the north, it seems like the best chance for not wasting potential land. Worker moves NW to mine the cow, and with F6 I select ceremonial burial.
3950 BC: London founded, scout started. Scout moves SW, then W onto the mountain. Worker begins to mine the cow. Science to 100%, CB in 18 turns.
3950-3850 Scout follows west coast.
3800 Scout has hills 1 square SW and S, so goes SE 1, then SW onto the hill.
3750 Scout heads SW onto the next hill.
3700 London finishes scout, heads 2 S. Will explore to the north with the culture border expanding. Other scout heads south onto a plain, and east onto a hill. London has started a third scout.
3650 Worker finishes the mine, begins a road. Scout near london heads 2 SE onto a hill on the coast. SW scout moves S, looking for a clear tile to get out of the forest, and spots a Zulu warrior across a river on a hill, 2 away.
Zulu scout approaches our scout just S of London.
3600 exploring
3550 third scout done, London MMed to max food, growth to 3 in 6 turns, settler in 10.
3500 worker completes road, moves onto incense.
3300 London grows to size 3, lux raised to 20%
3200 London completes settler, begins granary. Settler heads for hill 4 away, to the SSE. SW most scout discovers Warrior Code from the Alemanni tribe.
3150 Ceremonial Burial learned, Bronze Working began. Worker finishes road to incense, heads south/southeast to build a road on the bonus grassland, planning on moving to cow and mining/roading it after road here is complete, and come back to this square later, after the better ones are.
3000 York founded on the hill. begins a barracks, London can produce settlers, and york will supply veteran militia. Normally I play on huge maps, so I am not used to starting this close to someone, not sure if I should build the barracks first or not.
We are the third largest, behind the Iroquois and the Aztecs.
2950 Road finished, worker moves over to the second cow.
2710 Chinese warrior found by a scout.
Zulu warrior/scout heading SE of their capital, going for a large supply of ivory.
2630 Cow is mined, begin a road.
2590 Chinese border and unescorted settler found with our scout. If it was a warrior, I would try to attack, since china is so far away.
2550 London completes granary, begins a settler.
smegged-shadow-shdwlord-2550BC.zip (http://www.civfanatics.net/uploads2/smegged-shadow-shdwlord-2550BC.zip)
smegged Nov 22, 2002, 07:57 AM I'm not usually this slow, but time slipped away from me tonight after a very busy day at work. I promise I'll have your critiques up by tomorrow this time. In the meantime, pick up my save, and play the next 10 turns. And Borealis, go read a book or something :lol: (j/k).
smegged Nov 23, 2002, 02:11 AM Your initial move was a good one. And while your reasons weren't as detailed and explained as mine, your reasoning was very sound :goodjob:. You also remembered to start bronze working on the first turn (but if I read it correctly, you didn't switch to full science until the turn after, which, while not completely :smoke: was pretty close).
Producing a scout to start with was also a very good idea. Another thumbs up. Your build order was pretty good (2 scouts then a warrior). If I play as an expansionist civ, I usually use this order myself. I'll make general comments on the settler in another post.
However, major [pimp] on the worker actions. I can only really think of one situation where you WOULD build a road directly towards future settlement locations. And that is when the land-grab phase is nearly over. That is NOT the case here. You are wasting valueable early game worker turns that could be spent improving your capital (for more settlers faster, or more military between settlers, or more population, or all three). I almost think that my initial worker turns were wasted on the road. Almost.
When did you make contact with the zulu and the Chinese? I cannot really make any comments on your tech trading without this knowledge. However, in the early game, it is best to make sure to get full miser prices on tech. Recently, I've noticed that the difference between a good player and a great player is their tech trading game. By the industrial ages you should be trading tech later. But more on that later.
I liked both of your city locations as well. These would have been my choices. Nottingham is stealing a good 1st ring location from the Zulu as well.
All in all an above average turn. Though the major worker weed drops you down a bit.
Overall: B
:goodjob: 2 - Good city locations (all of em), good build order
:smoke: 0 (no minor weed)
[pimp] 1 - early worker turns
smegged Nov 23, 2002, 03:56 AM I believe that your initial scout move cost you greatly here. When you make the decision to move your capital, you have to really think things through. There are usually a few factors that come into play. Things like coastline, freshwater, food bonuses long term potential and to a lesser extent resources dictate whether you should move or not. And of those, the most important are fresh water and food bonuses, generally in that order. If you start as expansionist, you get a scout which will generally be used to provide you with as much information about the location as possible. Hills and mountains provide the most information. Also, it is a good idea to NEVER FORGET that your scout has a movement rate of 2. EVERY busted tile of fog is valueable, especially in the early game. Another idea is to never forget that coastline reveals a lot of information. In this start you could see that there was coastline to the west. You could also see a mountain. This was what got me to send my scout east first. And by doing so, I picked up a much better site.
"Why is it a much better site?" you ask. Well there are several reasons. Three food bonuses is one of them. Both locations (yours and mine) are on the coast. Yours has better defense, and slightly higher long term sheild potential. In the long term, your site would have more potential, but for a capital, food and growth rate is EVERYTHING. You need enough sheilds to build the settlers and granary fast enough, but other than those handful of sheilds needed for that, FOOD is everything. And for that reason your site was not as good as mine.
Food = population, and population = power. Sirian himself told me this in my first succession game, and I have never forgotten since. No more scenic mountain villages for me :). Now mine are scenic production powerhouses, or scenic mountain fishing cities. Your move wasn't too bad, but missing out on the cattle is big. It's the subtleties that make the difference in civ III.
You started on a warrior first. This was not the best idea IMO. I always try to have two scouts going first. You are not going to have an AI attack you in the first couple of turns. Scouting is is important for any civ, especially an expansionist one. Expansionist and commercial together can produce the STRONGEST civs in the long term. If an expansionist civ can pick up an early settler, they are laughing. If they pick up early techs, that's vital early turns saved, or money that does not go into enemy civs pockets.
For some good news, going for the cow first was a very good idea IMO. Always improve your strongest tiles first. In the very early game mines are usually more important than roads as well. Connecting the lux so early was a soso move. It was good, as it means you can reduce lux tax earlier, but it also means that you are neglecting improvement of your better tiles.
You probably traded our tech away a little too cheaply. I would have held onto the techs, or only traded away one of them. Not major, but still important to think about.
However, on the upside, your second and third city placements were very good in relation to your capital.
Overall: C+
:goodjob: count: 2 - good worker useage, good second and third city placements
:smoke: count: 1 - initial scouting and first city placement
Oh, and as a note, when I said the only wonders we would go for are the oracle....etc. it was meant only as a guide. The idea was that we would not bend our civ towards getting wonders.
smegged Nov 23, 2002, 04:52 AM I liked your initial reasoning for your starting moves. However, read my response to Voodoocat for my thoughts on the actual cities. Your reasoning was more thorough though, and deserves extra marks, even if it was the least optimal location. You also remembered to set our research. That was a good move IMO.
You built more scouts than anyone else. Including myself. However, as can be seen by looking at the save files, the differences between fog revealed probably weren't worth sacrificing the early warrior (which are good for military police).
Normally I play on huge maps
Ah ok. The lager the map the more powerful that the expansionist trait actually is. Getting 3, sometimes 4 or 5 scouts is a very good move on most huge maps. On smaller maps, you can make do with slightly less. We are playing a standard size map, with standard land.
Don't get so comfortable with farmers gambits that you neglect early military. One day you will get burned. I refer you to my report on Epic Eight
http://www.network54.com/Hide/Forum/message?forumid=189557&messageid=1029139905 Sure, the loss was my fault, but it was my fault because I built no military. I would personally never opt to build a 40 sheild barracks before building any military. Never. Even if I do it after a single warrior. You don't want to be paying maintainance on a barracks that early in the game if you can avoid it. Military in the early game is free, and so should not be ignored. It also provides valueable military police.
Overall it was a good turn, and you were the only other player to build a granary, even though it was after your initial settler.
Chinese border and unescorted settler found with our scout. If it was a warrior, I would try to attack, since china is so far away.
This again would have been a debatable move. It will cost you in the long run. Especially on higher difficulty. You can forget all about it on deity. Not so much for the war factor, but for the reputation factor. A large part of a successful players repetiour is the ability to trade well. This is hampered by ancient era wars like this. The other civs don't like you for doing it. They see you as an agressor and are likely to target you more often in the future.
Overall it was a good set of turns. I also note that you were the only player to build a granary.
Overall mark: B+
:smoke: count: 1 - NO MILITARY!!
:goodjob: count: 2 - good reasoning for initial city placement, granary!
smegged Nov 23, 2002, 05:27 AM Ok all, here's something I noticed with every single players' report. None of you built a granary first :lol:. In higher difficulty, there are very few situations where you should NOT build a granary before you build your first settler. A granary fully DOUBLES your growth rate, and growth rate is so very very important in Civ III. In fact, it's the most important factor to having a successful expansion phase (normally).
Having food bonuses DOUBLES a granaries effectiveness. Especially with multiple tiles, and ESPECIALLY if you start on fresh water (we did not in this situation).
The granary was the sole reason why some of you didn't earn higher marks, and in fact why all of you missed out on the A marks. Take a look at my early game. I am the ONLY player here NOT to have a city settled. But I have set us up to have a very successful land grab. We have enough sheilds and growth to provide us with a settler/spear combo from our capital very very quickly. With a little micromanagement, we WILL out expand our enemy (barring any early wars), and reach a dominant position in the game.
Observe:
http://forums.civfanatics.com/showthread.php?s=&threadid=31407&perpage=20&display=&pagenumber=2
Even in the most hopeless situation that some of the best diety level players that I know of have faced, a granary was the first thing built after 30 sheilds worth of military. That was deity level, with our first-ring lands being taken by a deity opponent. And we built a granary first.
Granary first is so very very important. The only high level game where in fact I haven't built a granary first is in Horse Feathers. Read my report here:
http://www.network54.com/Hide/Forum/message?forumid=189557&messageid=1030373709
Have I stressed the importance of a granary enough yet??? If I have then good :).
On trading. Trading is what seperates the top players from the rest. Making early contacts is very very important. Being able to trade between two civs that don't know each other offers a tremendous boost to your economy. Almost all of you did a great job on this front. Most got all 6 ancient techs from tier 1 (except for a tech noone got). Someone even ended up with over 100 gold as well as the techs. So congratulations to all on this point.
infoman Nov 25, 2002, 12:10 PM Preturn: Check London & advisor screens and don't change anything.
2510BC (1) London Builds spearman, starts settler. Spear moves S. Warroir/Settler pair move one space south. (it is on hill, has 2 gold resources & one dye in radius after growth and on river) Move scouts and other warrior. Nothing on diplo side.
2470BC (2) York founded, starts barracks. Warrior fortifies for MP duty. Spear moves toward York. Scouts & warrior move. Nothing on diplo side.
2430BC (3) London revolts, raise lux to 40% at no change in gpt. Move worker to start road to York. (Need more workers). Spear moves to York. Warrior & scouts move. Nothing diplo still, Mao has 0 gold & Shaka has 11 and nothing else to trade.
2390BC (4) Worker starts road to York. Spear, warrior 7 scouts move. Nothing on Diplo side.
2350BC (5) London build settler, starts spear. Settler moves S towards York. Spear, warrior & scouts move. Nothing on diplo side.
2310BC (6) nothing important. diplo = 0.
2270BC (7) Mao asks scout to leave I say ok but don't mover him. London builds spear, starts settler. Barb appears near York. Spear fortifies. Spear & settler move towards york. Settler & scout move. Scout in chinese territory scoots around Beijing to E.
Nothing diplo.
2230BC (8) Spear attacked by barb & wins. No advance for spear (darn). Warrioe moves west. Spear then moves SW. Spear/settler pair move. scout moves. Scout in Chinese territory moves S. Looks like China is on peninsula by themselves w/ only 2 cities. Nothing diplo.
2190BC (9) units move. Beijing just popped a settler, went from size 3 to 1. Nothing diplo.
2150BC (10) London build settler, starts spear. Settler moves S towards York. other units move. Shaka now knows Iron working, but will not trade it. Mao has nothing.
Currently, at +2gpt, Writing in 18 turns. London is pumping out settlers spears for new cities. York is building barracks, ready in around 14 turns. Current 2 settlers I am sending sw & s of York to cut off Shaka from North and try and get land around river SW of Ulundi.
Here is Save.
infoman Nov 25, 2002, 12:12 PM I have started using the granary first policy on my other games I play and I see how well it works. I have a regent game where I am stuck on an island with Germany and I have the best half of the island settled and Germany is stuck with mainly jungle.
Thanks for that tip.
smegged Nov 26, 2002, 01:50 AM critique coming soon infoman.
Does nobody else want any critiquing? I gave you guys all weekend to get the game played and reports written, which should have been plenty of time. Is it that some of you aren't interested, or has it just been a very inconvenient time?
Borealis Nov 26, 2002, 02:51 PM I'm still waiting for the critique of my official turn. I figure you might be holding off on it until the others post their reports, but I'd like to see it. ;)
smegged Nov 26, 2002, 10:54 PM Inherited turn - rearranged the tiles in London for max trade without sacrificing growth (I put the forest pop on the sea tile, and the road/grassland pop on the other sea tile). This takes our trade to 5/1/3 from 2/1/2.
2510 - york founded, granary started. London completes spearman, changed to settler. London changes one sea tile worker back to forest.
2470 - London grows and gets 10 sheilds per turn. This means the settler completes in 2 more turns.
2430 - nothing much, check diplomacy.
2390 - settler completes, I send it off with a spearman to the south-east.
2350 - move scouts and settler/spear combo. I'm heading to the grassland tile that won't overlap zimbabwe. I rearrange London again (forest -> sea, wheat -> sea (since it will grow in 1 turn anyway)).
2310 - move settler closer to target, work on moving my scout past china. Thanks to my micro from the last turn, the spearman will complete with no wasted sheilds, and we gained the most trade possible.
2270 - I rearrange London so that it will grow in 2 turns, and produce a settler in 4.
2230 - I discover that China is on the very bottom tip of the continent. They have nowhere to expand but north. I rearrange London so that it produces 9 sheilds per turn (will go up to 11 when it grows next turn). This will finish our settler in 2 turns.
2190 - Nottingham founded. Starts worker.
2150 - Settler completed, sent south-west.
http://www.civfanatics.net/uploads2/smegged-shadow-2150BC.jpg
http://www.civfanatics.net/uploads2/smegged-smegged-shadow2150bc.zip
smegged Nov 26, 2002, 10:59 PM I'm going out in a couple of minutes, but you'll get your critiques in a few hours :). If anyone else could hurry their report in I'll critique that as well.
voodoocat Nov 26, 2002, 11:44 PM I've been mega busy lately. I have some time after work to play though. I should be able to post in a couple of hours.
smegged Nov 27, 2002, 02:17 AM You made a good start here infoman. Whenever you are in a succession game, it is ALWAYS good to check the situation that your civ is in before you press next turn. It gives you an indication of any possible happiness problems, any deals that may be about to expire etc...
However, after I left specific instructions on where to plant our second city, I'm a little bit surprised that you moved the settler/warrior combo. What was the logic behind this? The location I suggested fit snuggly with our capital, leaving no wasted tiles, was on fresh water and a hill, had more grassland in range and would allow faster irrigation of our capital. Moving one south leaves many wasted tiles that will either have to be claimed by a small half city that will corrupt our bigger cities, and it acheived no benefits. It will also always be fighting a culture war with Ulundi. Which is NOT a good idea when you are the English :). Normally, I'd give this a :smoke: mark, but since I specifically mentioned where to settle, I'll upgrade that to a [pimp] mark.
A barracks at York is an interesting idea, but being a dry location, a granary is a better choice. ESPECIALLY in the spot you moved york to. In your location, without worker improvements, it will only ever reach size 2. A warrior then a worker would have been the best order for this site. What can wait should wait. A barracks can wait. It isn't like york has enough sheilds to start cranking millitary anyway.
London revolts
This is a phonomenally bad idea. Especially in the early game. A city that revolts is a city that is being unproductive. It isn't too hard to check each city (using f1) before you click "end turn". The only reason a city should result is if you have an unexpected loss of a luxury, or war weariness hits. Anything else is sloppy and costs turns. And in a turn based game, you can't afford a whole turn without production. It'd be like playing warcraft and stopping all your gold miners for a minute. From reading your report, the reason that this did happen was because you moved the spear out of London. Why you did this I have no idea. Could I have some clarification please?
You did identify a problem. We do need more workers. But we need land before workers. We can train some more workers out of future cities. For the moment we need land more than we need workers. But :goodjob: on noticing :).
You also seem intent on getting all of our cities connected immediately. Now I would agree with that if we were industrious, or were in a war and needed a specific resource, but while our worker is building roads in neutral territory, our bonus grassland goes untouched back at London. Better to train workers elsewhere to build roads.
Good work on moving the scout past China. If there was more land to the south, or a bridge to another continent, this could have been a game winning move (well, not quite that drastic, but still a very good move).
I am shocked to see not one, but TWO settlers unescorted when there are barbs and zulu about. I remember a game on Monarch difficulty when I first started playing in which the zulu declared war and murdered an unescorted settler. It is not a great idea to do this ok :). We have all the map info we need to make effective city placements, so we don't need to keep moving our spears around aimlessly.
Overall: C
:goodjob: count: 2, scout movement, identifying a worker problem
:smoke: count: 4, barracks at york, unescorted settlers, London revolting, worker movements.
[pimp] count: 1, York placement
I realise this may seem a little harsh, but you will improve. It just takes some time and practice :).
smegged Nov 27, 2002, 02:47 AM Hey, what's a succession game without a dotmap!! I'd very much like it if everyone could pick up Borealis' last save and make one.
To make a dotmap, you simply turn grid on (ctrl+g), zoom out to the wider picture (z), press the "printscrn" button, alt+tab out to ms pain (which you already have opened), press ctrl+v (which will paste the screenshot). Save the screenshot, and then use the ms paint tools to draw pretty little circles where you think cities should go :).
voodoocat Nov 27, 2002, 02:47 AM Here is my move. As with the first 20 turns on my last go around, I settled York in the same spot. I debated and figured that while we may lose the production of two mined gold hills, this was still the best choice for a city. Tried messing with the Tax settings and ended up with the same thing it was already set to. We got no boost in science (given the limited # of cities) and at least we will make money for now. I checked diplomacy with Zulu to find out he wanted two techs and 120 gp for Iron Working. It'll get cheaper.
2510 BC (01) - London builds spearman. Changed production to Settler. York founded. Production set to warrior.
2470 BC (02)
2430 BC (03) - Moved London production tile to bonus grassland.
2390 BC (04) - Worker starts road on bonus grassland
2350 BC (05) - London builds Settler. Production changed to spearman
2310 BC (06) - York builds warrior
2270 BC (07) - Worker finishes road, starts on road to york. Warrior loses battle to barbarian.
2230 BC (08)
2190 BC (09) - Barbarian warrior attacks york but loses.
2150 BC (10) - Addition to throne room. Found Nottingham, production switched to warrior.
smegged Nov 27, 2002, 03:17 AM A very solid turn here. I could not find any fault in it at all. Perhaps a little more intensive micromanagement would have helped, but I'm damn impressed.
Overall grade: A
:goodjob: count: 3, city locations, slider management, micromanagement
:smoke: count: .5, your worker useage could have been a tiny bit better.
infoman Nov 27, 2002, 09:55 AM Smegged,
Thanks for the info. I moved York south one square to make sure I got at least one dye that would be in one of our city radius after growth, but I see it messed up York's growth like you said. I started barracks first because of proximity to Ulundi and wanted vet military against potental Zulu troops. I sent the settlers unprotected to grab land, but there are 2 spear close which will be fortified in the cities they would create. London revolting is a problem I am having even on regent level games I am playing. My capital which is pumping out spear/settler combo starts revolting before the settler is finished. I have raised luxes and that has helped for the earlier stes I build but sometimes on the later ones either I have to raise luxes again for hire an entertainer.
When it comes to land grabbing, I gues Iam a little aggressive when I see other civs close by. I will remember to have escorts in the future.
Like I said when I signed up, this is my firat monarch level game. i have been playing regent and warlord level before now and I realize Iam going to have to change my playing style for the increased difficulty.
:D
smegged Nov 27, 2002, 05:28 PM I'm glad you are enjoying the critiquing infoman.
Some advice on how to not let your cities go into disorder. At the end of each movement phase, it is a good idea to press f1 and look at all of your cities. Usually a glance will tell if they are going to fall into revolt. If they are, and the city going into revolt is your capital, or one of your core cities, it is almost always beneficial to raise your lux tax. The only time there should be a specialist/entertainer in your capital is if you have already grown past size 20. Remember the key to city revolts is Prevention is Better Than Cure. It requires the same amount of effort to prevent a city revolting as it does to fix a city revolting.
Infoman: When I first started playing Civ II, I could not play above cheiftan difficulty. I slowly worked my way up the difficulty ranks, and eventually was able to beat king difficulty easily. Then I basically got Civ III. I found regent level too easy, and Monarch difficulty about where I was at. Since then, I have grown to master both Monarch and Emperor difficulty, and have beaten Deity more than once. I believe that I will be stepping up to only deity games soon.
Don't worry, you will get there eventually :).
voodoocat Dec 03, 2002, 12:52 AM If anyone here wants to chat it up. Send me a message on AIM: voodoocat8 or ICQ: 43997444. It'd be nice to talk with other Civers.
shdwlord Dec 03, 2002, 05:07 AM ICQ: 43997444 :eek: that has too many numbers, mine is 302561
smegged Dec 03, 2002, 06:46 AM Hmmm, I was absolutely sure that I asked everyone to post dotmaps, but the server must have screwed up or something. Could I get everyone to post dotmaps please. Use Borealis' official turn.
I did not mean to pause the game for so long. And I'm really cut that my message didn't go through, even though I specifically remember posting it.
voodoocat Dec 03, 2002, 11:41 AM It's not too long... I've had it for 4 years now, I'll bet they're way longer now.
Borealis Dec 03, 2002, 02:50 PM Here's the dotmap from the end of my turn, with color coding as follows:
Orange= To be settled either immediately (with settler nearby), or with the next two settlers. We need to stop Shaka from blocking us from the main continent, and these sites are good city sites as well (coastal, river or luxury). One tile overlap with Ulundi for the incense city isn't bad, considering that Shaka isn't religious.
Pink= Our dream next wave of cities, whatever Shaka doesn't steal. He'll probably get the other Ivory city on the East coast, but at least one of the other two should be obtainable.
Blue= Overlap city once we have the others, to prevent Zulu expansion into our territory as well as take advantage of the plains/forests nearby.
Green= Once our land-grab competition with Shaka has slowed down, we can consider getting this city. The incense will automatically be assimilated into our boundaries by cultural expansion, and for a tundra fishing village, the food from the game forest is more valuable than incense on a hill. As London will be building settlers for a while, it'll have time for its borders to expand before it starts growing for good and needs the incense badly.
Everything after this phase is too far away to predict with the Zulu and Chinese presence on this continent. Unless we want to go to war with Shaka and raze some of his cities to make our replacements fit better, we're essentially stuck with leftovers due to Ulundi's position.
http://www.civfanatics.net/uploads2/stgdotmap2150bc.png
Borealis Dec 07, 2002, 04:16 PM Has this died? I'll post my shadow of voodoocat's turns as soon as smegged verifies that this SG is still going, and is ready for us to do so...
smegged Dec 07, 2002, 11:45 PM No it hasn't died Borealis. However I've been too sick to think recently, and nobody else seems interested. I'm still interested in running this game, but nobody except for you seems all that interested in playing.
Borealis Dec 08, 2002, 04:37 AM Ouch... I hope you feel better. I know what it's like to be incapacitated by illness, and Civ3 has to take a backseat to RL concerns when you have to catch up from something like that.
If the others don't show signs of interest, I'll play and post a shadow of voodoocat's turn and stop there. I'm in a few other SGs, including a QSC, and I'll have something to do while I wait for any critiques- after all, I can always read a book. ;)
voodoocat Dec 08, 2002, 12:09 PM hey smegged don't forget about me. I've been waiting around as well... I took this turn and posted a dotmap. Not much I can post about beyond that.
smegged Dec 10, 2002, 01:56 AM Still no word from shdwlord or infoman. Sorry for not including you voodoocat, but my brain was not into gear when I posted.:crazyeye:
If I don't hear word from shdwlord or infoman I'll assume they have dropped, and we'll play with 3. You two should have a good learning experience at least.
Dominix Dec 10, 2002, 02:12 AM I have exams till Friday, but afterwards I have winter break till the second week of January. Monarch is just my level, if you guys don't mind I'll start shadowing along with Borealis and voodoocat.
smegged Dec 10, 2002, 04:21 PM No problem Dominix. If I don't hear any word from the other two, we'll include you in the lineup.
Audacia Dec 10, 2002, 08:47 PM I'm sorry to hear that you've been ill, smegged. :( I dearly hope that you're feeling much better now, and will be continuing the game; this thread has been incredibly informative already.
Everybody is shadowing the game but not part of the Roster, or who in on the Roster but NOT currently "Up", should post their turn reports here. This will include me, when I am not Up.
Am I correct in taking this to mean that you'd critique any turn reports I submitted, even though I'm not rostered? I'd love the feedback, despite the inevitable humiliation (Monarch is a little beyond my current playing ability, plus I'm a brand newbie here * gestures at her user info * and liable to breach ettiquette and stuff up my submissions until I come up to speed).
Even if I've miscontrued, and should just shut up and stay in the shadows, I want to register my interest in this game in the hope of keeping it moving.
Looking forward to more,
A
voodoocat Dec 10, 2002, 11:55 PM Audacia I think 2 folks here haven't responded here in quite some time. Maybe yourself and Dominix can be added to the official roster. I think we have a great mixture of players here. At the time this started I was playing on Monarch and winning if I was in the right situation. After spending countless hours reading Sirians site, and all the RBCiv SG's on this site, I've used learned strategies to walk all over Emporer level. I'm hoping to start tackling Deity soon.
Between a couple of vets (smegged and myself) and those of you who are new to monarch we should have a very interesting game.
Edit: I didn't mean I was at smeggeds level labeling myself a veteran. I did make the weed move of building settler before granary in our capital in my shadow turn :smoke: . I still have a long way to go when it comes to fighting a good efficient war.
smegged Dec 11, 2002, 02:54 AM Ok, so the new adjusted lineup is this:
Smegged
Borealis
voodoocat
Dominix
Audacia
I'd like it if all players could post a dotmap within the next 24 hours (well those who haven't already posted one). I'll get to critiquing that and we can get on with the game.
Sirian Dec 11, 2002, 03:17 AM Haha! The "dot map" lives on! As does "what was he smoking", both from the first two rounds of RBD SG1. :) Amazing how much culture that "first temple" accumulates, isn't it? :lol:
- Sirian
Dominix Dec 11, 2002, 04:00 AM Originally posted by smegged
Ok, so the new adjusted lineup is this:
Smegged
Borealis
voodoocat
Dominix
Audacia
I'd like it if all players could post a dotmap within the next 24 hours (well those who haven't already posted one). I'll get to critiquing that and we can get on with the game.
I really can't do anything till Friday, my exams are taking up all my time, sigh... If everyone manages to get a dotmap in, it looks like it'll be my turn next. Skip me if isn't Friday yet...
Btw, how do you 'zoom out' in this game (so I can make just one dotmap instead of several)?
voodoocat Dec 11, 2002, 12:10 PM Press the z key.
Hey Sirian, thanks for all of the excellent reports on your games. It has helped me very much. Still looking forward to part 3 of your "Till the bitter end" game. I just started my own "Till the bitter end" game on deity.
Audacia Dec 12, 2002, 02:51 AM That's sure outed me from my lurking in a hurry! :eek:
Well, nothing ventured.... Here's my dot map.
http://www.civfanatics.net/uploads3/smegged-shadow-audacia-2150bc.JPG
My objectives were:
1. To open up a corridor along the western seaboard before the Zulu cut us off from the rest of the continent;
2. To give preference to river and/or coast sites;
3. To snag as many resources as possible;
4. To try to utilize as much of the available land as possible, while minimizing overlap in the coverage of adjacent cites.
EDIT:
Ack! :blush: Can you tell I'm a Civ II vet who hasn't played enough Civ III yet? So I didn't realize that in III a city gets 2 food from the square it's sited on, regardless of terrain. So the city placement on the wheat was major :smoke:. I might try to post an updated map to take this into account since smegged seems most busy at the moment.
(Sorry to hear about the work situation smegged :().
Cheers
A
Dominix Dec 12, 2002, 04:34 AM Woohoo, turns out I only have one exam on friday, so I managed to sneak in some time to at least draw up a dotmap. Actually I'm a little confused. I drew a dotmap off of voodoocat's last turn (since that is where we'll be playing off of), is that right??
Anyways:
Red dot: Good coastal city once we chop down some of those forests.
Blue dot: That spot looks like it's coastal, grabs the wheat and some more spices, probably needs to rush a temple first though.
Green dot: Overlaps with London quite a bit, but I think this is a pretty good spot for now for a small city that can pump out either workers or spearmen at a continuous rate.
Also, how long before London's border expands? I'm itching to hook up the spices and horses nearby...
http://www.civfanatics.net/uploads3/doteng01.jpg
voodoocat Dec 12, 2002, 12:24 PM I was going to say that Hastings and Nottingham both need Temples quickly. If we can get a Temple built in Hastings before Ulundi we will at least keep our city. I'm sensing the hostilities between us and the Zulu is going to flare up once the expansion phase is over though. I think they're on territory that should be ours :D
Also, how long before London's border expands? I'm itching to hook up the spices and horses nearby...
10 turns
smegged Dec 12, 2002, 04:22 PM I'll critique when I get home from work.
Oh, and thanks for dropping by Sirian :).
Dominix Dec 12, 2002, 09:50 PM Woohoo! Exams are over!!!!!!!
Anyways, I think it's my turn next, once we get the go ahead. I was wondering about what to do the next turn, and I wanna run it by you guys first. Personally I think we've expanded enough for now, and any more expansion should be done with the Zulus out of the way. They really are taking up some good spots and it'd be annoying to try to go around them. Looking at the map, I'm hoping that none of those hills in Zimbabwe or Ulundi contain iron. If so, the best they can throw at us are archers. We on the other hand can build horsemen (once we get horseback riding) and potentially swordsmen too.
So, maybe build one more city on the green dot (my map) to pump out some workers/spearmen. I think Hastings is still safe from flipping (until Ulundi gets a temple), but Nottingham should get a temple. Switch York to barracks and start building some chariots/warriors that can be upgraded later. Have London pump out one more settler and then have it also get some barracks too. If these two cities start getting to big for the lux rate to handle (highly doubt it if we can connect up the spices and dyes), we can always build a worker inbetween to slow it down. We seem to be seriously lacking in workers anyway.
voodoocat Dec 12, 2002, 10:04 PM I would rather get a cultural lead at Hastings than play catchup when Ulundi does build a Temple. Besides at higher levels a cultural lead is very important in dealing with the AI.
I would personally like to see a city founded that will do nothing but pump out workers for a while. That is a strategy I like to use in most of my games.
smegged Dec 14, 2002, 02:19 AM I thought I'd have the energy to critique, but I've just had the worst day I've ever had at work, and am completely depressed at the thought of having to work tomorrow (Sun), Monday and Tuesday still. Christmastime SUCKS.
smegged Dec 19, 2002, 05:29 AM Well I think I'll have to place this game on hold until after the new year. I'm just too busy and too sick to do anything about it at the moment.
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