View Full Version : Clive1 - Monarch (Training ?) game


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Sir Clive
Jul 10, 2004, 03:10 AM
I have been playing civ for some time now, and although I can comfortably win at Chieftan / Warlord, I struggle at Regent / Monarch.

When I discovered this site I found reading the succession game forum extremely useful in improving my game but despite being helped by lot of the tactics used by LKendter, Ted Jackson, Greebley, Aggie and others ( I am in awe of all of you !!) I can't seem to win consistently at Monarch.

I tend to be more of a builder than a warmonger. I have got a bit better at micro management and trading recently but my battle tactics still leave a lot to be desired.

I therefore thought it might be time to play in my first succession game.

Are there are any others out there who are at the same level as me who would be interested in playing a game at Monarch level, and are there any experts who would be willing to offer their advice / opinions once we get going ?

I normally play Wet / Warm / 5m years and random everything else but I am welcome to suggestions of a map that would help me improve my warmongering skills if this gets off the ground.


level - Monarch
civ - Hittites
land mass - pangaea
climate - Wet / Warm / 5m
world size - large
barbs - random

Players -

Admiral Kutzov
mtgfreak
Sir Clive
Bede
Viper275
MSTK

Reserves

Chester02
Chunky Kong

We will start when we have 5 players
but am happy to play with 6 if anyone else wants to join later

Admiral Kutzov
Jul 10, 2004, 07:18 AM
I'm in if you can find a few more players. I usually play at regent level. I normally play standard size maps (arid, warm, 5M years), continents. I like to think my military skills are above average, but I need help with trading/building. I've done well with Mongols and Romans playing a warmonger style.

Sir Clive
Jul 10, 2004, 01:38 PM
I'm in if you can find a few more players. I usually play at regent level. I normally play standard size maps (arid, warm, 5M years), continents. I like to think my military skills are above average, but I need help with trading/building. I've done well with Mongols and Romans playing a warmonger style.


Nice to have you aboard Admiral (assuming we get this game off the ground) Now just waiting for another 2/3 players .....

mtgfreak
Jul 10, 2004, 01:55 PM
i would play this, although im a solid monarch player

im best at warmongering

Sir Clive
Jul 10, 2004, 04:08 PM
If you want to play mtgfreak you would be welcome. I am looking for a few experienced players to teach me (and others hopefully) the art of warmongering.
So if you wouldn't be too bored at Monarch level it would be great to have you in !

@admiral kutzov & mtgfreak - Any suggestions for civ or map or should I just go with random on both and see what turns up ?

mtgfreak
Jul 10, 2004, 10:26 PM
it really depends on what you are going for
if you want to become a warmonger, choose pangea or maybe contenients, cause fighting an overseas war is seriously hard
have the map size no bigger than large, and ill let you choose the civ

Sir Clive
Jul 11, 2004, 04:19 AM
it really depends on what you are going for
if you want to become a warmonger, choose pangea or maybe contenients, cause fighting an overseas war is seriously hard
have the map size no bigger than large, and ill let you choose the civ
OK - I'm up for that . I don't neccesarily WANT to be a warmonger, I just want to be able to fight battles better when they come around :( I think I will leave the civ as random unless anyone has any objections) . Will go for a stanndard size map + pangaea. Startup thread has been updated with these details.

Tarkeel
Jul 11, 2004, 05:38 AM
/delurk

If you want a civ that is strong in both early warfare and building, have a look at the Iroquois. A fabulous early UU, agricultural for a powerful start and commercial for powerful when expanded.

Good idea starting this game, as there are (as always) far too many deity+ games here it seems. Not signing up, but will be lurking and try to come with some tips :)

Sir Clive
Jul 11, 2004, 05:42 AM
/delurk

If you want a civ that is strong in both early warfare and building, have a look at the Iroquois. A fabulous early UU, agricultural for a powerful start and commercial for powerful when expanded.

Good idea starting this game, as there are (as always) far too many deity+ games here it seems. Not signing up, but will be lurking and try to come with some tips :)


Thanks Tarkeel - have noticed some of your posts on this board in the past and it will be good to have your input once we get started .

Iroquois sounds like a good suggestion - we will have a vote on the civ once we have the 5 players required.

I'm still undecided whether to go for standard or large size map.

Bede
Jul 11, 2004, 08:03 AM
Would appreciate the opportunity to join your crew.

Pretty good at trading and city management, not so good at urban planning and warmongering.

Greeks are an excellent choice for Panagea maps.

Doc Tsiolkovski
Jul 11, 2004, 08:09 AM
/Delurk:
While I definetely agree with the Iroquois and Dutch being the strongest and best Civs to step up one or more levels, I'd suggest something completely different:

You want as much input from lurkers as possible. I don't think many veterans will join you, since a Monarch level game is somewhat boring for Deity level players (no offense, we all started at Regent!), so lurkers will help you along.
However, to attract them, you should pick one of those Civs that aren't nearly always choosen for SGs (some of them are picked for no particular reason, but over and over again - Korea :confused: ). That especially means no Ottomans, Vikings, Persia, Germany, Iroquois, Korea, Dutch.
So what about 2 Civs that are pretty rarely played in SGs, Hittites orIndia?
Hittites are a c3c Civ anyway, and India's UU got a serious boost.

Just my 5c :)
/delurk

Tarkeel
Jul 11, 2004, 08:23 AM
Doc, I think the reason Korea gets picked is the reason you just stated: Nobody would play them on their own :lol:

mtgfreak
Jul 11, 2004, 12:37 PM
i do, but probably for the extra challenge :lol:

india would probly be my choice

viper275
Jul 11, 2004, 01:59 PM
I'll try this. I win about 90% of the time on Regent and 25-50% on Monarch. I don't know which civ to use, although it sounds good to use a civ that isn't used often and that most people don't have a lot of experience with.

Sir Clive
Jul 11, 2004, 02:44 PM
OK Bede and Viper - you are both in !.

Now all we have to decide is the civ and the map size.

We have 5 players now so if you could all (admiral kutzov, mtgfreak, Bede, viper275 ) confirm your preferred civ + map size and I will generate a start based on the majority.

Admira and Bede are in the US, I am in UK , don't know where mtgfreak and viper are , but if there are any other europeans might make sense if we group together.

For the moment I will suggest the following order

Admiral Kutzov
Mtgfreak
Sir Clive
Bede
Viper275

20 turns for the first player then 10 turns each. If Admiral doesn't particularly want to start off or someone else does please let me know and I will change the order.

A couple of people have suggested India - I would be quite happy to go along with this as I don't think I have ever played India before.

Do we want standard map or large - I can't make up my mind !

MSTK
Jul 11, 2004, 03:39 PM
Can I join in? I am looking for a "training" succession game.

Though I am still in my first regent game :(
But I've read most of the War Academy articles and I know about micromanagement and all the like. I usually know how to get the most production, wealth, or growth at a city, and I usually know which city needs what.

I don't build wonders much, because I think that one article got me unhooked.

But my war tactics need refining - But i'm a peaceful builder, and I expand a bit too fast.

So...can I join?

(large map?)

Bede
Jul 11, 2004, 03:42 PM
Personally prefer standard map.

Per DocT's suggestion India or Hittites would make a good choice. Of the two, I like Hittites.

Sir Clive
Jul 11, 2004, 03:57 PM
Personally prefer standard map.

Per DocT's suggestion India or Hittites would make a good choice. Of the two, I like Hittites.

I wouldn't mind Hittites although I just played them in COTM 01 so that is why I was inclined to go with India.

MSTK - you are our 6th and final player - welcome !

Irrespective of who has replied , I will post a start before midnight UK time tomorrow.

I have somewhat naively assumed that we are all playing Conquests v1.22 - is that OK with everyone ?

Rules - I not too bothered about strict time constraints but it would be nice if we could try to keep to the succession games standard which appears to be a 24 hr 'got it' and a 48hr-72 hr play. Since this game is (hopefully) going to help us all move onwards and upwards from Regent / Monarch it would obviously be nice for us to all have a bit of discussion before each set of turns.

I'm not too great on deciding what are exploits and what is legit so I propose we go with LKEndter's rules which seem to be sensible and well respected - i.e

--------------------------------------------------------------------------
following tactics are PROHIBITED:

RoP Rape - if you have to ask...

RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.

Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.

False Peace Treaties (must wait for the 20 years to end).

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.


Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases during the first 50 turns to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals. This includes nonsense spying simply to force a war. Stealing techs is fine.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.


-------------------------------------------------------------------------

Thanks LK !

MSTK
Jul 11, 2004, 06:23 PM
THE HITTIE EMPIRE

The Hittie Empire was founded by Sir Clive the Great with Hattusas at 4000 BC, but left to Despot line of M. T. G. to rule over.
At 3250 BC, the empire of Japan was found to be a neighbor.
Later, the First Dynasty was overthrown, and the descendants of Sir Clive reigned, believing it their destiny. Under their rule, barbarians joined their tribes by offering warriors and even cities. In 2750, the civilization of India was found.

viper275
Jul 11, 2004, 10:16 PM
Sounds great, I'm in the western USA, meaning an 8 hour time difference from Clive, so the times here could get confusing. To confirm, I am playing with C3C 1.22 patch.

I like the idea of India or Hittites. Since I didn't play COTM 01 I don't mind the Hittites (never played as them), but India is okay too, my preference being the Hittites. I'm thinking Standard map, but large is fine too. For rules, you could use the GOTM regulations (http://www.civfanatics.com/civ3cheats.shtml) (the current rules were fine, I'm just giving an idea.) So I vote Standard, Hittites.

As far as my skills go, I tend to be a warmonger and need work on peaceful tactics. I am all for discussion before turns, it gives everyone a time to give suggestions to the current player.

My 100th post :king: :goodjob:

mtgfreak
Jul 11, 2004, 10:16 PM
i live in the US

MSTK
Jul 11, 2004, 11:23 PM
I live in California.

SesnOfWthr
Jul 12, 2004, 12:26 AM
Would appreciate the opportunity to join your crew.

Pretty good at trading and city management, not so good at urban planning and warmongering.


Ahhh, the humble monk strikes again!!

I think I'll lurk a bit on this one and see where it goes....

Sir Clive
Jul 12, 2004, 12:54 PM
OK - it looks as if the general consensus is for the following -

Level - Monarch
Civ - Hittites - Expansionist and commercial , start with pottery and alphabet - UU Three man chariot instead of chariot
World size - Large
Map - Pangaea, warm , wet , 5 million
AI Aggresion - normal
Barbs - random
All victory conditions except Wonder enabled , everything else (culturally linked / respawn AI ) switched off.

I normally just go with what I get given unless it is absolutely terrible so I will generate a map and we will start with the first one I get ( unless we are stuck in the middle of a desert :( )

(BTW - I currently get my broadband through my cable TV. I am switching from cable to satellite on Sunday 25th so I may be without broadband for 2 or 3 days round about that time . I should still be able to read this thread from work , but may be unable to post very much until I get a new ISP sorted out)

Sir Clive
Jul 12, 2004, 01:15 PM
Here's the start - Not too bad - we are on a river, we have a wheat and there are a few hills around. Not sure whether that is river or sea over to the east. No bonus gold or luxuries in view unfortunately :(

Save game file (http://www.civfanatics.net/uploads7/Clive1_Hittites_4000_BC.sav)

Screen shot of starting position (http://www.civfanatics.net/uploads7/clive1.jpg)


Hmm - I can't see why these links aren't working. The files are in the uploads7 folder . Can anyone help me out here ?

Also , how do I post a screenie directly into th thread rather than via a link ?

Thanks

Tarkeel
Jul 12, 2004, 01:59 PM
use [ img]http://www.civfanatics.net/uploads7/clive1.JPG[ /img] to show it as image. Note that you used caps for JPG.

SesnOfWthr
Jul 12, 2004, 02:05 PM
The easiest way is to simply right click on the file once it is uploaded, then click the little icon that looks like mountains in the "post reply" screen. When the box pops up, just paste in the filename and it will add the IMG tags for you.

HTH



http://www.civfanatics.net/uploads7/clive1.JPG

EDIT: It would seem that you inserted the screenshot as a link, rather than an image. :)

MSTK
Jul 12, 2004, 02:07 PM
EDIT: Nice starting loc...we could use that Bonus Resource. And with the few grasslands we might get a decent Settler Factory.

EDIT AGAIN: Whos turn is it?

scoutsout
Jul 12, 2004, 02:15 PM
/delurk

Nice looking start! Just a quick post so I can follow this one. Good luck! :thumbsup:

/relurk

MSTK
Jul 12, 2004, 02:24 PM
Again, I ask, "Who's turn is it?"

And, scoutsout, what you did is a "tag".


This topic seems nice. Tag.


That is the way of the LUE :D

Sir Clive
Jul 12, 2004, 02:55 PM
I decide to go in the order in which people registered with me in the middle - ie

Admiral Kutzov
mtgfreak
Sir Clive
Bede
Viper275
MSTK

Although I don't mind swapping round if someone particularly wants to go first.

I suggest 20 turns for the first player and then 10 turns each.

However I guess we should have a quick discussion about the opening strategy.

I guess 1 tile NE or 1 tile SE look best - send the scout E to have a look , or worker E and scout to the hills to the north to see a few more tiles ?
I presume we want to settle on the river so we don't have to build an aqueduct. Not sure whether that is coast to the east of the wheat ?

What to research ? If I am expansionist I normally go for writing first but I don't often play pangaea so I don't know whether that would be the right move here. I have normally tended at regent / monarch to set research as high as possible at the start of the game but switch it down and trade for techs once I have met a few of the other civs. All opponent civs are random so we don't yet know how many other scientific civs there are. I normally wait until we get the 3000BC list to find out who the other civs are rather than looking at the spaceship screen - I'm not sure whether that is seen as an exploit or not.

Remeber that as expansionist we cannot get barbs from huts so they are safe to pop !

Victory condition - I'd like to go for conquest / domination since I'm quite keen to improve my warmongering but I guess we need to wait and see how the early stages pan out before we decide what to go for. As long as we win I don't really mind how we do it :)

MSTK
Jul 12, 2004, 03:13 PM
I think I'd go with settling where we are, but we might want to send the scout norteast first. There is a coastal tile there (you can see it under the fog), and it is either a lake or a coast.

If it's a coast, then we can have a coastal and river base in one move, and still keep the wheat.

As for research, I'm not too sure myself. Writing sounds like a good choice, but we may want to go for the Great Library, because it's a Pangea with Expansionist and we will get the most of it.

Unless we want the Free Tech, which we will have to go for Philosophy...

viper275
Jul 12, 2004, 03:24 PM
I'd love a conquest/domination victory. If that's what we want, we could try to get our unique unit soon (1 tech away!) and conquer whoever we meet early.

That's a nice-looking starting location there. Irrigating those plains will help us out, as well as the wheat. We're on a river (yay!) and there are forests next to us that give shields, and grassland for food. From fog-gazing, it looks like there's a coast square to the east, a few forest squares to the south, some hills/mountains to the north, and a little assortment of grassland, desert, and plains squares to the west. Since this is pangaea, I doubt that the coastal square will be an ocean, but it's a possibility.

So for first moves, the place that the settler is at right now looks good, I suggest building the city before doing anything else unless there's something wrong with the starting location (which I don't think there is, but that's just my opinion) and it'll show some tiles surrounding, then decide from there. We could move the settler east to get a coastal city, but I think it's a small lake (and even if it was a large body of water, the ocean won't help too much on pangaea unless we decide to immediately built curraghs and explore that way, and we'd know the shape of the entire landmass and a few neighbors pretty early in the game, but I think that sending an army of scouts would let us explore faster.) Assuming that we don't move, the worker could irrigate the plains, and I'm thinking that the scout could go west because going north or south would slow us down (however, I do see a few squares that might be grassland to the south, and what looks like a plains square if you move north, then northwest) and we're slightly to the east so we could probably explore that way more (or it could move once east for a few turns to see what that water is, then go on whatever will let us explore fastest.)

EDIT: For what to build, I'm thinking a scout then a warrior to protect the capital(or if we're on the coast a curragh first, one of those in 3500 BC could give is an edge, especially if we got a scout into it, sailed far, far away, and dropped off the scout there.) From there we'd need to work on the building of a great settler factory (which looks like the capital to me.)

My $0.02

Sir Clive
Jul 12, 2004, 03:28 PM
If it's a coast, then we can have a coastal and river base in one move, and still keep the wheat.

As for research, I'm not too sure myself. Writing sounds like a good choice, but we may want to go for the Great Library, because it's a Pangea with Expansionist and we will get the most of it.

Unless we want the Free Tech, which we will have to go for Philosophy...

I normally go for Great Library and normally manage to get there. However this will be the equal highest level I have played at and since we aren't scientific I guess someone else might get there first.

MSTK
Jul 12, 2004, 03:30 PM
So for first moves, the place that the settler is at right now looks good, I suggest building the city before doing anything else unless there's something wrong with the starting location (which I don't think there is, but that's just my opinion) and it'll show some tiles surrounding, then decide from there. We could move the settler east to get a coastal city, but I think it's a small lake (and even if it was a large body of water, the ocean won't help too much on pangaea unless we decide to immediately built curraghs and explore that way, and we'd know the shape of the entire landmass and a few neighbors pretty early in the game, but I think that sending an army of scouts would let us explore faster.)

I think that if we move the scout towards the coast first, we will see what is there. Then, we can choose weather we settle or not.

I think it's better than using your town to see everything, when it's already too late to change the location.

Tarkeel
Jul 12, 2004, 03:37 PM
Viper, Curraghs don't have transport capacity.

viper275
Jul 12, 2004, 03:42 PM
I think that if we move the scout towards the coast first, we will see what is there. Then, we can choose weather we settle or not.

I think it's better than using your town to see everything, when it's already too late to change the location.
Good point, especially if we planned to explore there first.

On the GL, although you're chances of getting it are lower than on Regent, they're not significantly lower and we could probably get it, especially if we pre-build it (maybe in our second city) and get Literature as one of our early techs, then keep the AI away from it. We should still have a plan though, because it's definitely possible for the AI to get it. If that did happen, we could probably get techs from our wars in exchange for peace, then trade and sell those techs and we would have caught up then.

EDIT: Oh, yeah... I forgot (only owned and played conquests for a few days.) The transportation strategy still could work with galleys, which we'll be getting soon if we research Writing as one of our first techs.

Sir Clive
Jul 12, 2004, 03:46 PM
I'd love a conquest/domination victory. If that's what we want, we could try to get our unique unit soon (1 tech away!) and conquer whoever we meet early.



Good point - I guess it would be sensible to research the Wheel so that we can build the three man chariot ASAP , although I suppose we should be able to trade for it if we meet the other civs soon enough. Seeing as it is a large map there must surely be another civ out there who has it as a starting tech. Just have to hope we are lucky !

MSTK
Jul 12, 2004, 04:21 PM
mtgfreak is online, but Kutzov is not. But if mtg hasn't posted here yet, he probably isn't watching.

Bede
Jul 12, 2004, 04:50 PM
Bede adds his tuppence worth:

Move the scout west first just to check out the neighborhood, and move the worker to the wheat. If the scout shows something intersting you could consoder moving the settler, but whatever you do, don't move so that the wheat is not immediately accessible.. Irrigate, then road the wheat, the irrigate the plains tiles along the river. As there are no bonus grass available we are going to have to depend on the forests for our two shield production for a while.

First build in the capitol should be a scout, then maybe another one, and a fourth, depending on what the two scouts uncover, after that I would need to see how the terrain develops, whether to build a granary or a settler, or a warrior. Scouts should be boxing the compass just as fast as their little legs can carry them. Exploration pattern should be due east/west or due north/south as that uncovers the most area.


Research at max to writing, the wheel is a cheap tech, writing is far more valuable, and will net more in the long run, then you can choose where to go from there, whether a max run at Philosophy...A lot depends on the trading opportunities.

IIRC, even with the expansionist trait, once you train the first unit with attack/defense >1, you run the risk of popping barbarians from goody huts, though it is less for an expansionist nation. So long as the neighbors are not in our face I would delay building any military.

Brief note on trading strategies: the optimum strategy requires two counterparties, not just one. So, instead of making a trade immediately on encountering another nation wait for the scouts in the other quadrants to report in.

Sir Clive
Jul 12, 2004, 05:07 PM
mtgfreak is online, but Kutzov is not. But if mtg hasn't posted here yet, he probably isn't watching.

OK - I'll PM mtgfreak and see if he can issue a 'Got it' in the next 24hrs . If not , we'll move on

Roster -


Admiral Kutzov - waiting for 'got it' - first 20 turns
mtgfreak - on deck - next 10 turns
Sir Clive
Bede
Viper275
MSTK

Chunky Kong
Jul 12, 2004, 05:14 PM
Can I still join?

Sir Clive
Jul 12, 2004, 05:32 PM
Can I still join?

I didn't really want to have more than 6 Chunky Kong - it gets a bit confusing otherwise especially as this is my first succesion game. However I'll stick your name on the reserve list in the first post and if we have any drop outs you're welcome to join us.

MSTK
Jul 12, 2004, 06:35 PM
Everyone is flaky...I think mtg has signed off...not sure.

I think we can just go with the list right now. If we change anything, it'll get too complciated.

Admiral Kutzov
Jul 12, 2004, 06:52 PM
take it mtg. i'll go last. I've got business for about the day or so.

Admiral Kutzov
Jul 12, 2004, 07:04 PM
Bede adds his tuppence worth:

Move the scout west first just to check out the neighborhood, and move the worker to the wheat. If the scout shows something intersting you could consoder moving the settler, but whatever you do, don't move so that the wheat is not immediately accessible.. Irrigate, then road the wheat, the irrigate the plains tiles along the river. As there are no bonus grass available we are going to have to depend on the forests for our two shield production for a while.

First build in the capitol should be a scout, then maybe another one, and a fourth, depending on what the two scouts uncover, after that I would need to see how the terrain develops, whether to build a granary or a settler, or a warrior. Scouts should be boxing the compass just as fast as their little legs can carry them. Exploration pattern should be due east/west or due north/south as that uncovers the most area.


Research at max to writing, the wheel is a cheap tech, writing is far more valuable, and will net more in the long run, then you can choose where to go from there, whether a max run at Philosophy...A lot depends on the trading opportunities.

IIRC, even with the expansionist trait, once you train the first unit with attack/defense >1, you run the risk of popping barbarians from goody huts, though it is less for an expansionist nation. So long as the neighbors are not in our face I would delay building any military.

Brief note on trading strategies: the optimum strategy requires two counterparties, not just one. So, instead of making a trade immediately on encountering another nation wait for the scouts in the other quadrants to report in.

My suggestion is to go with the above and make a run at Philosophy, Literature and GL.

MSTK
Jul 13, 2004, 12:16 AM
Wait...this is Conquests 1.22, right?

mtgfreak
Jul 13, 2004, 12:47 AM
yea it is

and no i havent signed off

will play in the morning

dont take the "online" button to mean that im actually here

Sir Clive
Jul 13, 2004, 01:35 AM
yea it is

and no i havent signed off

will play in the morning

dont take the "online" button to mean that im actually here

OK mtgfreak - you go with it. If you do have a problem with the link to the .sav (I couldn't get it to work :( ) go to the upload file at the bottom of the page, goto the uploads7 directory, and the file is Clive1_Hittites_4000_BC.sav

Good luck all !

Sir Clive
Jul 13, 2004, 01:37 AM
mtgfreak - up - first 20 turns
Admiral Kutzov - on deck - next 10 turns
Sir Clive
Bede
Viper275
MSTK

Good luck all !

Tarkeel
Jul 13, 2004, 01:42 AM
IIRC, even with the expansionist trait, once you train the first unit with attack/defense >1, you run the risk of popping barbarians from goody huts, though it is less for an expansionist nation. So long as the neighbors are not in our face I would delay building any military.

Nope, expansionist never pops barbs. All others never pop barbs as long as they don't have any military (unit with more then 1 attack or defence, even coating ships).

Also, Japan is the only civ that starts with the wheel, so researching this at max is likely to get you a tech that nobody else has. (although the writing-philosophy gambit might pay off more)

Doc Tsiolkovski
Jul 13, 2004, 05:14 AM
1) One maybe critical problem - "Random Barbarians"? With an EXP Civ? IMHO, if you don't spot any huts soon, restart ;)

2) EXP never gets Barbs. Plopping a City never gets Barbs. And, ATAR units never get Barbs.

3) Research: While Writing is always a good choice, I would never do it full speed. Do a minimum run, save cash, and rush to Philosophy at 100%.
However, this strategy is a questionable choice if you want to get max benefit from the EXP trait: A hut always give the cheapest Tech available. Thus, since you start with Pottery, set research to CB at minimum. That means, you'll get BW from a hut. Trade for CB ASAP, set research to WC. Thus, you get the Wheel next, then Masonry, or, if you happen to trade for it (what tells F10?), a second tier tech.

4) Great Library? With an EXP/COM Civ, in a Monarch game that should help your playing skills? :nono: to me.... You will build it if you want it, unless someone gets a SGL, but what's the point of it?

mtgfreak
Jul 13, 2004, 10:11 AM
Here goes:

Turn 1: Move worker onto wheat, find another wheat in borders of Hattusas
move scout NW then West to find desert close by.
Found Hattusas on original starting spot, will get 2 wheat, a game and a spices
Set reasearch to Ceremonial Burial min run, gaining +3gpt

IBT: Nothing

Turn 2: Worker builds road to eastern wheats

IBT: nothing

Turn 3: Get a free warrior from goody hut, move warrior onto mountain and see a cattle on grass

IBT: Nothing

Turn 4: exploring

Turn 5: 25 gold from another hut, see a second cattle close to the first one, worker starts irrigating wheat

Turn 6: exploring

Turn 7: exploring

Turn 8: exploring

Turn 9: got another warrior from hut, hattusas: warrior -> settler, worker finishes irrigation, moves to other wheats

Turn 10: hattusas border expands, exploring

Turn 11: exploring

Turn 12: exploring

Turn 13: exploring

IBT: Volcano erupts, get to see fireworks show

Turn 14: hattusas in disorder cause i forgot to change lux slider :blush:, settler due in 3 though, find green borders

Turn 15: goody hut pops yet another warrior, get the wheel from Japan for alphabet +20g, no horses on map though,

Turn 16: exploring

Turn 17: hattusas settler ->settler, move settler SE to coastal spot with wheat, tobacco, fishes, and 3 bg

Turn 18: find horses in bad location southwest of desert

Turn 19: exploring

Turn 20: exploring

After 20 turns, we know where 4 luxs are, we have met the japs, and somehow have a unit upkeep cost of 3gpt

if someone else could get a screenshot of this cause i dont have a paint program on my comp

here is the save file

viper275
Jul 13, 2004, 11:42 AM
Here you go:
http://www.civfanatics.net/uploads7/screenshot.jpg
Yay! We have Japan nearby!

mtgfreak
Jul 13, 2004, 12:14 PM
i wonder if we can make hattusas into a settler factory

scoutsout
Jul 13, 2004, 12:24 PM
i wonder if we can make hattusas into a settler factoryI'm sure you guys can turn it into some kind of settler pump. Whether it'll be the classic 4-turn variety is another question.

To make a settler factory you need a granary, 5 surplus food per turn, and the ability to make 30 shields in 4 turns.

Some questions:

Is that a game on the tile S-SW of the city center?

How much food is the Irrigated wheat on the plains getting you, compared to the one on grass?

How are you guys on dotmaps?

Tarkeel
Jul 13, 2004, 01:02 PM
That looks like a classic size 4-6, 4 turn settler factory. You could have made it even with the second wheat on plains, by doing size 5-7.

The grassland wheat will give you 2 surplus food, the plains wheat will give 1 surplus food and 1 production. With 2 production from the game, you just need 1 other square with 1 production, and you actually have one that gives 2 (Mined BG).

Sir Clive
Jul 13, 2004, 02:02 PM
take it mtg. i'll go last. I've got business for about the day or so.

OK Admiral - I'll move you to the end which means I am up next.

mtgfreak - Just played
Sir Clive - Got it ! will play next 10 turns
Bede - on deck
Viper275 -
MSTK -
Admiral Kutzov -

Seeing as I am in UK and would like some input before I play my turns I will plan to play Wed night . However I am out until fairly late Wed so possibly may not have time to finish and may not post the save / turnlog until Thu evening London time

Sir Clive
Jul 13, 2004, 02:13 PM
I have learnt quite a bit already from your turns. Normally I wouldn't have the nerve to only build 1 warrior, even as expansionist (since I am a bit of a coward re getting behind on military) but the scouts worked really well and we don't look as if we are in danger of a mass invasion from our opponents.

Good work getting the wheel . I hadn't noticed (as Tarkeel pointed out) that the Japanes are the only one's who start with it so I guess we got a bit of luck there.

As Tarkeel points out, our capital looks like a classic settler factory - I guess we out to start thinking about where we will put the next couple of settlements.

mtgfreak
Jul 13, 2004, 02:17 PM
Is that a game on the tile S-SW of the city center?

yea it is

i think the irrigated wheat is getting 4fpt vs grassland 2fpt

@Sir Clive, normally i wouldnt build just one warrior either, but the huts were giving us a lot, and i didnt want to lose too much from the unit costs

Sir Clive
Jul 13, 2004, 02:36 PM
Some questions:

Is that a game on the tile S-SW of the city center?

How much food is the Irrigated wheat on the plains getting you, compared to the one on grass?

How are you guys on dotmaps?


Re S-SW - Yes it is game !
Re wheat - plains 3/2/1 - grassland 4/2/0
Dotmaps - I am rubbish - I have never done one before (this is my first SG !)

I've never used RCP. I've normally tended to try to build my cities as close as possible to the resources / land that I want without caring too much about the distance between them . I do appreciate the point of having no more than 3 tiles between centres so that troops can move quickly but I only tend to do that on smaller maps.

One thing that slightly concerns me is that there look like quite a few places which will be excellent for quick population growth but not too many which have big shield potential. We're going to need to start pumping out some military at some stage and I'm not sure where we should build the town which will have our first barracks.

How do you guys feel about worker numbers ? I tend to normally have at least 2 per town. Although we don't have too much jungle / forest to deal with I think we are going to need to mine a few grasslands early on and we're going to need to road out to the horse ASAP. If we're going out that way early we may be able to grab the 3 incense .

I'll now try for my first dot map (might take me some time !!)

scoutsout
Jul 13, 2004, 02:53 PM
Re S-SW - Yes it is game !
Re wheat - plains 3/2/1 - grassland 4/2/0
Dotmaps - I am rubbish - I have never done one before (this is my first SG !)If you're getting 4 food from the grass/wheat (+2 surplus) and 3 from the plains/wheat (+1 surplus) then you've got your +5fpt surplus for the settler pump (+2 from city center). I've never used RCP. <snip> Forget about RCP. This is conquests, right? RCP is out. Make your city site selections based on terrain, and how you want to use it.
One thing that slightly concerns me is that there look like quite a few places which will be excellent for quick population growth but not too many which have big shield potential. I disagree... I don't see a lot of floodplains...
How do you guys feel about worker numbers ?You're going to need some more workers, true. Setting up a worker factory is something worth considering with all the land up for grabs... but you need more cites first. IMO, a more pressing matter is figuring out how you're going to develop the capitol from this point.

I'd be glad to have a look if you'd like me to... it'd help if someone would zoom in on the capitol, take a screencap, and crop everything but the city itself.

viper275
Jul 13, 2004, 02:56 PM
I did the math for the settler factory and here's what I got:

We need 5 fpt plus 2 for each citizen. We also need 8 spt. Spt is shields per turn and fpt is food per turn. I'm not counting gold per turn here since it's fpt and spt we worry about with the settler factory.

The capital alone produces 2 fpt and 1 spt, so it can support the first citizen and give 1 shield. That citizen works on the irrigated plains square with wheat (3 fpt and 1 spt.) So now we need 2 more fpt plus 2 for each citizen, and 7 more spt. The second citizen works on the irrigated grassland with wheat, which gives 4 fpt and 0 spt. So now we need no more fpt as long as we have 2 for each citizen and 7 spt. Now the third citizen works on the Game square with the forest, generating 2 fpt and 2 spt. Now we need 5 more spt. The fourth citizen can work the bonus grassland, which when mined gives us 2 spt and 2 fpt. 3 spt left. My thought from here is to irrigate the sugar, so it gives 3 fpt and 1 spt. That's 1 additional fpt to support the sixth and final citizen working a forest square.

The only problem with this is that we'd have to get around unhappiness. Since luxuries are raised, does that mean that one of our citizens born content is happy (that's my assumtion, but it's not that the citizen happy doesn't take the content citizen.) So a temple makes the third citizen content, then 2 units for martial law make citizens content, and the 1 unhappy citizen is balanced out by the happy one (and by then, the 10% luxuries would make more than just 1 citizen happy, right?) So this should work unless we switch to Republic, and by then we could have Colosseums.

Tarkeel
Jul 13, 2004, 03:02 PM
Viper, irrigating the sugar will only give 2 food in despotism. You also don't need 8 shields, you need 6-6-7-7 with a forest each time you grow, turning it into 6-8-7-9. Scroll back to my previous post on how your current location is a settler factory :)

Luxury works in turning a certain % of the gold the city produces into happines, the same way it turns gold into gpt and research beakers. 1 gold from luxury = 1 happy person. It will try to make content people happy first, and if there are no contents, it makes an unhappy citizen content. You'll most likely be running 30% lux (I sometimes run 50% lux in the start), but gold isn't as important as food and population is, atleast in the start.

SesnOfWthr
Jul 13, 2004, 03:06 PM
Here is how you would set up your factory:

irrigated wheat on plains: 3f, 1s
irrigated wheat on grass: 4f, 0s
Mined BG tile: 2f, 2s
Mined Sugar on plains: 2f, 2s
City center square: 2f,1s

For a total of 13f and 6s. For size 4, you need 8f, leaving a surplus of 5f.

For turn one : work the above, getting 6s
For turn two: Same as above, but the new citizen gets added to the forest, givinga free 2s, for a total of 14.
For turn three: move citizen from forestto mined grass, get 7s for a total of 21
For turn four: Same as above, second new citizen gets added to forest to get 2 free shields, total of 30.

Note: You must have the governor set to "emphasize production for this to work. You also have to move the citizen on every turn two.

scoutsout
Jul 13, 2004, 03:28 PM
@team:Tarkeel and Sesn are on it. Don't overlook the game/forest tile, 2fpt/2spt, and don't overlook the fact that you can't grow 2 citizens in 4 turns without a granary.

Somebody posted something about temples... it's a little early for that. Bede'll probably say that's another one of my understatements.

Also - if that's a settler to the southeast near that wheat tile, you might have found your worker pump... (though you need to be careful where you plant him)

Re: Dotmaps. I find it helpful to take screencaps with gridlines one, and outline the nine tiles surrounding possible city centers. It helps paint a clear picture of how you are utilizing the terrain. Some prefer to sketch out 21, but I like to work with 9 because it tells me what that city will get to use immediately.

Once you have a settling plan roughed in, it makes it a lot easier to manage the expansion phase.

Just my free advice. I hope it's worth the price. :)

Sir Clive
Jul 13, 2004, 03:35 PM
I'd be glad to have a look if you'd like me to... it'd help if someone would zoom in on the capitol, take a screencap, and crop everything but the city itself.

Here's the city shot (although I think pretty much a full description has been posted by now :)

http://www.civfanatics.net/uploads7/Hattusas_3000BC.JPG

(hope I got it right this time :) )

SesnOfWthr
Jul 13, 2004, 03:36 PM
Just my free advice. I hope it's worth the price. :)

I think I want my money back -- with interest!! :lol:

Admiral Kutzov
Jul 13, 2004, 03:38 PM
suggest we put next settlement to west, directly between the cow and the lone mountain. Events are interesting so far (i've never used the lux slider this early in the game). I usually like to start a barracks somewhere after we've built the 4th city - thoughts?

MSTK
Jul 13, 2004, 03:38 PM
Sir Clive - you can upload sav fies as an attachment.

Also, can you move me near the bototm? I have no connection to the internet until Thursday.

Sir Clive
Jul 13, 2004, 03:49 PM
Sir Clive - you can upload sav fies as an attachment.

Also, can you move me near the bototm? I have no connection to the internet until Thursday.

This is the current roster MSTK -

mtgfreak - Just played
Sir Clive - Got it ! will play next 10 turns
Bede - on deck
Viper275 -
MSTK -
Admiral Kutzov -

I will be playing tomorrow night (London time) so you are unlikely to be up before the weekend

Sir Clive
Jul 13, 2004, 04:46 PM
OK - I will be playing tomorrow evening so here are my initial thoughts

Research is at 8/1/1 we have 79G and are at +1G PT
We have
1 settler, 1 worker , 1 scout, 4 warriors (units allowed 4 - cost 3 gpt)

Hattusas is builder Settler , due in 9

We are researching CB - due in 31

General plan -

1) Micromanage Hattusas to become settler factory as per lurkers / players recommendations.

2) Settle second city. Would like to do this ASAP - would 1 tile SE of where he currently is be any good ? We would have fish + BG + coast and then 2bg tobacco and wheat after expansion.

3) Hattusas Settler when built ) to head south west towards cattle / horses / silks

4) Second city to start producing a couple of workers initially , then barracks / military ,(or can we afford to wait for third city to do that ? ). We are going to need some MP sooner or later unless we want to keep lux tax at a ridiculously high level.

5) We are going to need to hook up some lux soon or increase luxury tax - don't think I will be able to get the wines to the north or the spices to the west hooked up in my 10 turns but I think we need to try to head out West to secure the horses .

6) Keep moving scouts North and see what we find .

7) Research - we are currently researching CB due in 31 and Japan already has this - should we switch ?

Sorry I haven't managed a dot map yet :(

Sir Clive
Jul 13, 2004, 05:25 PM
http://www.civfanatics.net/uploads7/Clive_3000_dotmap.jpg.JPG

I do agree with Admiral that the second town is probably best to the west but since the settler is already headed south and we have another on the way soon I think we would waste too many turns turning him around.

I'd like to get the horses hooked up earlier but I can't really see any way of doing it without leaving huge gaps.

Iron would be useful at some stage and most of the land around us is fairly flat so that's why I have gone for D , but we we might need to swap D and E around

Chunky Kong
Jul 13, 2004, 05:29 PM
Oh, dang. Hittites? Don't have C3C...people should REALLY put what version of Civ 3 they're doing...

Sir Clive
Jul 13, 2004, 05:32 PM
Oh, dang. Hittites? Don't have C3C...people should REALLY put what version of Civ 3 they're doing...


Really sorry Chunky - It's my first ever succession game so I'm not very good at this yet :( I will update the opening post to make it clear

scoutsout
Jul 13, 2004, 05:36 PM
Let's try this dotmap thing again... something got nerfed up here... Is this your dotmap, Sir Clive?

http://www.civfanatics.net/uploads7/Clive_3000_dotmap.jpg.JPG

scoutsout
Jul 13, 2004, 06:00 PM
mtgfreak:
Turn 17: hattusas settler ->settler, move settler SE to coastal spot with wheat, tobacco, fishes, and 3 bg

While I like mtgfreak's thinking here, I'm not sure we need to grab all that with one city....

Admiral_Kutzov
suggest we put next settlement to west, directly between the cow and the lone mountain.

I like a couple of spots in that area too...for a number of reasons. Don't be surprised if that spot shows up on "another" dotmap. :mischief:

The more I look at Clive's "Site A", the more I like it... I hadn't noticed the whale down there. In time, that one could become a coastal powerhouse.

I'm going to play with this and see if I can't come up with something for the team to chew on....

Sir Clive
Jul 13, 2004, 06:00 PM
[QUOTE=scoutsout]Let's try this dotmap thing again... something got nerfed up here... Is this your dotmap, Sir Clive?

Yes it is - I think I've fixed the link now . Sorry - for some reason it ended up as a XXX.jpg.jpg - I think I have fixed it now.

That'll teach me to start posting stuff late at night after a long day at work :(

Thanks a lot scoutsout !

Bede
Jul 13, 2004, 06:51 PM
Somebody posted something about temples... it's a little early for that. Bede'll probably say that's another one of my understatements.


Temples...temples...priests are prevaricating parasites who pillage the body politic.

You want culture, build libraries. You get something back from the investment.

You want content citizens, build marketplaces, trade for luxuries, build towns for luxuries, build colonies for luxuries.

If happiness is a problem in a settler or worker farm, it is a self-limiting problem. Raise the luxury tax, hire an MP, you only need to make the expenditure for a couple of turns. Temples are with you forever and are a permanent drag on the economy.

Understatement...bah!

scoutsout
Jul 13, 2004, 06:56 PM
This is probably a little tighter build-out pattern than some of you guys are used to. The idea here is that claiming terrain is nice, but in order for the terrain to do you any good, you've got to have citizens working tiles. You don't have much in the way of rivers here. A lot of these towns will be stuck at size 6 without aquecucts; better to use the best 6 of 9 tiles than the best 6 of 20 or so... Forget everything you ever read about Optimal City Placement. Wecome to the levels in which the AI enjoy production and research discounts over the human. :D

Just my opinion. Take it with a grain of salt.

Dotmap notes:

1) This looks like a decent place to pump workers, and you're there already.
2) If you're going to have a second settler pump, it'll be here. This will also be the only site you have besides your capitol that won't need an aqueduct.
3) Beating Japan to the Silks will be tough.
4) Instant road connection to horse town
4a) Beating Japan to the horses will also be tough.

The pink-ish line is a priority road project. Don't neglect improvements in the capitol to build this road, but building it quickly should help expansion efforts.

My thoughts:

Try to get a second settler pump going at Site 2...or at least a site capable of producing enough settlers to help with expansion. If you could get 4 settlers out of this city to settle the 4 sites to the south, it will take a lot of pressure off the primary settler pump.

To the north of the northernmost site (wines) lies another river... and some jungle. You'll need to get there if you can - for coal and rubber. There is also some incense to the northwest... but you'll probably have to take that from somebody else.

Beating Japan to the horses and Silks will be tough; you should probably start mulling over war-plans for for Japan in the back of your mind. And no, I'm not kidding about that. ;)

Going back to lurk mode for a while...

http://www.civfanatics.net/uploads7/scouts_dotmap-for_clive.jpg

Bede
Jul 13, 2004, 07:09 PM
Another masterpiece of urban planning, Master Builder scoutsout.

You have nailed down 11 really productive sites.

One thing I am concerned about is the lack of hills. That is going to hurt once we get to needing shields, although mined plains will make up for some of it.

Anyone want to play for a 20K cultural victory?

scoutsout
Jul 13, 2004, 07:16 PM
One thing I am concerned about is the lack of hills. That is going to hurt once we get to needing shields, although mined plains will make up for some of it.You guys all need to take stock in the amount of bonus grass you've got.

The Silk site is hard to tell, because all the grass is forested. The southwest site (2 whales after a Library) has no BG, but has a game/forest. The site S-S-SW of #2 has THREE BGs in 9 tiles, while the site SW of #2 has a pair,and should claim that other cow. The site next to the Tobacco has 2 BGs in 9 tiles. The SE site that can claim a whale with a library has a BG. The southernmost site has a BG.

... you get the picture...

Edit: Unit Factory, S-S-SW of #2. THREE BGs in nine tiles... grow it to size 6 and you should get 10 spt before corruption... I project 4-turn 3-Man Chariots, or Archers in 3. You should be able to put citizen #6 to work as a tax collector/scientist without slowing down unit builds...

Sir Clive
Jul 13, 2004, 07:17 PM
Some very informative points scoutsout - thank you very much.

I now realise why I am still only a Regent / Monarch level player at best :)

I am worried about our lack of military and I agree that we are probably going to have to go to war against Japan at some stage in the near future so I will bear that in mind when playing my turns.

I will go for a worker pump with the next city (SE in either my suggested A position or scoutsout's suggested position)
Settle 3rd city somewhere west of the capital and start on Barracks / Military,

A couple of other things that haven't been discussed -

1) When should we plan to build granary in our capital / 2nd town?

2) What is our attitdude if the AI ask for a 'tribute' ? I normally tend to cave in and on the odd occasion I have stood up to them they have almost inevitably declared war . I can usually cope with that at regent but I have absolutely no desire to go to war in the next ten turns seeing as we only have 4 warriors and no horses / iron :).

I am therefore inclined to give the AI anything they ask for in my next 10 turns :(

scoutsout
Jul 13, 2004, 07:25 PM
@SirClive: Among all those sites I plotted out, the only one I feel strongly about is #2. The power of a city founded on a river is tremendous, and that's the best option I see for putting a city on a river. (You've only got a couple other options...)

On tribute: Best to give in until you're prepared to have them declare war. I'll let Bede tell you what can happen when you don't. :rolleyes:

See the edit in my previous post regarding units. You've got a nice potential unit factory due south of Site #2...

Sir Clive
Jul 13, 2004, 07:36 PM
Anyone want to play for a 20K cultural victory?

I wouldn't mind trying for that (althouhg I am trying to improve my warmongering, my primary concern is to win :) )

I assume that means we will have to target some early wonders and we are going to have to get some high production cities going to do that ?

We are also going to need to get CB as quickly as possible and the Japanese already have it (and they are the only civ we know at the moment) so that will mean we have to discard the plan of going to war with them I suppose.

I prefer the peaceful / trading / diplomatic game, but since we have only met the Japanese so far I am inclined to think we may have to go to war with them fairly early if we are to take control of our land area which will make it difficult to keep content (and get cultural growth) until we get out of Despotism

Sir Clive
Jul 13, 2004, 07:52 PM
@SirClive: Among all those sites I plotted out, the only one I feel strongly about is #2. The power of a city founded on a river is tremendous, and that's the best option I see for putting a city on a river. (You've only got a couple other options...)


I thought #2 was on a river scoutsout - if it was I would definitely go for it . However it is one of those nasty ones where the bend of the river barely enters the square. I don't think it is on the river - if someone could confirm / deny I would be greatful !!


http://www.civfanatics.net/uploads7/river.JPG

Bede
Jul 13, 2004, 08:00 PM
[QUOTE=scoutsout
On tribute: Best to give in until you're prepared to have them declare war. I'll let Bede tell you what can happen when you don't. :rolleyes:
[/QUOTE]

Just go see The Rising Sun Bede02. I think we have been at war since 3950BC and it was not planned as an AW game. All the other nations are an age ahead of us and we are hanging on by our toe-nails.

As for 20K being peaceful builder games I commend the LK67 thread to your attention. War started there at the end of the MA and lasted until the end of the Modern Era....

Sir Clive
Jul 13, 2004, 08:06 PM
[QUOTE=Sir Clive]I thought #2 was on a river scoutsout - if it was I would definitely go for it . However it is one of those nasty ones where the bend of the river barely enters the square. I don't think it is on the river - if someone could confirm / deny I would be greatful !!


Just realised that if it is plains but getting 1 gold it must be on the river. Is this a reliable way to tell ? The square to the east is also showing F1, G1, S1 bat seems to be well away from the river radius and is also a plains with no improvements ???

SesnOfWthr
Jul 13, 2004, 09:19 PM
Just go see The Rising Sun Bede02. I think we have been at war since 3950BC and it was not planned as an AW game. All the other nations are an age ahead of us and we are hanging on by our toe-nails.

Come now, Bede, our toenails? We have at least scraped back to our toes, right?

Sir clive, that is a reliable way to tell if a tile is considered on a river or not. A river tile always produces one more commerce than normal. Similarly, you can tell if water is fresh if it automatically produces two food instead of one. (useful before the map is revealed)

MSTK
Jul 13, 2004, 10:10 PM
Wow! I just got my internet connection back up, so I don't have to be on the bottom anymore.

scoutsout
Jul 13, 2004, 10:32 PM
Come now, Bede, our toenails? We have at least scraped back to our toes, right?I could've sworn I got at least a fingernail into Henry's eye when I sacked the bartender... and I know I at least gave Mao the finger... but we digress... badly...

Sir clive, that is a reliable way to tell if a tile is considered on a river or not. A river tile always produces one more commerce than normal. Similarly, you can tell if water is fresh if it automatically produces two food instead of one. (useful before the map is revealed)Sesn's right here. If it's vacant land, and showing +1gpt, then it's on the river.

Major Edit:

@Bede: 20k Culture?!?!?! I mean...

kul-cher!?!?

Aw c'mon, Brother Bede, where's the training value in that?!?!? :p

MSTK
Jul 13, 2004, 11:25 PM
Yeah! War! Forever! We better have Japan eliminated by 1000 AD!

Doc Tsiolkovski
Jul 14, 2004, 04:17 AM
My 5c on the dotmaps:
I for one don't see the need for the cramped version of scoutsout. I for one want core cities that can work at least 12, and some of them should have all 20. And there are a lot of nice spots, though they need aquaducts (but since I prefer SEA Civs anyway, I'm used to that :rolleyes: ).

Thus, my proposal:
Scoutsout dot #2, no question.
Then, send a Settler with escort out to the Horses - your UU isn't lasting long, you should head for a better Gov, and immediately strike.
Otherwise, I'd go with Sir Clives site A, a coastal city SE of the hill, and the 2 coastal spots from scoutsout around the Wheat and the Whales. By that time, you should know more about the area N from your capital, and especially where Iron is.
And I see no need to hurry to any Luxuries, but Horses are REALLY crucial; remember, you're wasting your UU otherwise.

Sir Clive
Jul 14, 2004, 01:35 PM
Thus, my proposal:
Scoutsout dot #2, no question.
Then, send a Settler with escort out to the Horses - your UU isn't lasting long, you should head for a better Gov, and immediately strike.
Otherwise, I'd go with Sir Clives site A, a coastal city SE of the hill, and the 2 coastal spots from scoutsout around the Wheat and the Whales. By that time, you should know more about the area N from your capital, and especially where Iron is.
And I see no need to hurry to any Luxuries, but Horses are REALLY crucial; remember, you're wasting your UU otherwise.


I'm just about to play - I agree with your verdict on dot #2 and the horses but it will wast several turns turning the existing settler around and getting there . Since our capital is tied up building a settler for most of my turn I'm going to settle the southern city first so we can pump some workers out to get the capital as a fully functioning settler factory .

I'm no longer going out tonight so I should be able to get all my turns done and posted before all you US folks get home from work / school /wherever :)


My broad plan will be (in no particular order)


1) settle town 1 tile south of where settler currently is (pos A on my dotmap )2) MM Capital to become a settler factory
3) Continue scouting - hopefully make some more contacts.
4) Build some MP - our capital is going to get unhappier as it gets bigger and
I don't think I will get to hook up any lux this turn
5) Try not to mess up too much :)

I'm still not quite sure about the research - I'll just leave it as it us unless we manage to get CB off someone via a trade.

scoutsout
Jul 14, 2004, 02:44 PM
I think your plan is sound, Sir Clive. I would probably build a worker in the town you're about to build. I wouldn't sweat the MPs... pull that conscript warrior that you guys popped out of the goody hut, and bring him back to the capitol.... Conscript warriors aren't much good against barbs...and you've got scouts to pop huts with.

Sir Clive
Jul 14, 2004, 03:44 PM
OK - finished my turns - here is the summary.

Detailed turnlog , map and save will follow shortly.

Didn't turn out too bad in the end - the towns are very slow in development and only managed to build 2 units - the settler that was already started and a worker from the second town. The settler factory is still a way off being completed .

However trading and hut popping went reasonably well (I think ) and we are well ahead in gold out of the 3 known civs and up in techs.

Hittites 191g +5gpt, Japan 19 in treasury, India 0 in treasury

We are up Mysticism on India and up Masonry and Mysticism on Japan.

Map and turnlog to come (my first ever succession game - hence my first ever turnlog. Hope it doesnt stink too much :( )

Sir Clive
Jul 14, 2004, 03:47 PM
http://www.civfanatics.net/uploads7/Clive_2550BC.JPG

Sir Clive
Jul 14, 2004, 03:50 PM
Preturn check - Sliders are at 8/1/1 researching CB due in 31
1 settler, 1 worker , 1 scout, 4 warrior = 7gpt (Allowed 4) = -3gpt
Hattusas growth in 5 , Settler due in 9.

To get settler factory we need (Thanks SensOfWthr !)

irrigated wheat on plains: 3f, 1s
irrigated wheat on grass: 4f, 0s
Mined BG tile: 2f, 2s
Mined Sugar on plains: 2f, 2s
City center square: 2f,1s

For a total of 13f and 6s. For size 4, you need 8f, leaving a surplus of 5f.

For turn one : work the above, getting 6s
For turn two: Same as above, but the new citizen gets added to the forest, givinga free 2s, for a total of 14.
For turn three: move citizen from forestto mined grass, get 7s for a total of 21
For turn four: Same as above, second new citizen gets added to forest to get 2 free shields, total of 30.

Note: You must have the governor set to "emphasize production for this to work. You also have to move the citizen on every turn two.
so set governor to emphasise production, and I am going to need to mine the BG tile
and the sugar tile.

Everything else I leave as it is

2950 (1) - set governor in Hattasus to emphasis production
move worker to BG
move settler to SE
move warriors and workers - find nothing new
Japanese will not trade us either BW or CB
2900 (2) - worker starts mining BG
settle Tarsus - start building worker
move warriors and scout - find nothing new
we are now at 81G +5 gpt
Japanese will trade us either BW or CB for 81G + 4gpt
Seeing as we are going to be building workers / settlers for the next few turns
I will wait a bit and see if the price comes down . Hope this wasn't :(
2850 (3) - wandering warrior finds another horse alongside a river in the NW
wandering warrior finds a hut
another north wandering warrior uncovers a hut and 2 spices close to 2 cattle
and a lake.
We have 91G + 5gpt
Japanese will no longer trade us BW - will let us have CB for 75g + 3gpt
I might go for this if we had someone else to trade it to but I decide to
keep our cash.
2800 (4) - Warrior pops hut and gets another warrior
Warrior pops hut and gets warrior code. Also uncovers another spice.
Looks like a plethora of resources up here !
Japanese will let us have either BW or CB + 61G for warrior code
Accept and research switches automatically to Bronze working (50 turns). Leave it
there - next player can change if they want to !
2750 (5) - Warrior moves north and spots purple borders of India
Uncover more map with scout / warriors but nothing much of note
Contact India and get Bronze working + 10 g for Warrior code.
We are now up the Wheel on India (they have no cash to give us) and equal
on techs with Japan.
We have 167g + 6gpt
Score Hittites 81, Japan 72, India 72.
2700 (6) - Encroach Gandhi's borders by mistake and he asks us to leave (whoops)
Settler completes in Hattusas - switch to settler due in 30 since Hattusas is
now size 1. We need workers to get the settler factory functioning, but Tarsus isn't
pumping them out yet :(
2670 (7) - Get Masonry from India for the Wheel . Japan does not have masonry and only
has 19g so I'll try and wit until they have a tech to trade (although I guess
India will probably sell it to them anyway :( )
Move warriors , scout - get Mysticism from a hut.
I'm a little worried about our settler heading west from the capital - he
really should have some protection but all our military is out scouting. Think
I may have to switch Tarsus to a military unit next but I don't really like
building mil without barracks - some advice please !!
We're at 183g + 4pt
2630 (8) - Worker completes mine on BG near Hattusas. Settler moves West
Start moving 2 of the warriors back towards the capital (but they have a
long way to go :( )
2590 (9) - Settler continues to move West . No trades for tech available. One of the
north bound warriors spys the edge of what looks like an orange border.

2550 (10) - Scout pops a hut and an advanced Libyan village joins us !! We now
have Ugarit but it is right next door to an unknown Indian town :( Change production
to temple (due in 60 :) ) . Scout spots another hut .

Sir Clive
Jul 14, 2004, 04:03 PM
Save game (http://www.civfanatics.net/uploads7/Clive1_Hittites_2550_BC.SAV)

Sir Clive
Jul 14, 2004, 04:07 PM
mtgfreak -
Sir Clive - Just played
Bede - Up next - please post a 'got it' when you have !
Viper275 - In the wings
MSTK -
Admiral Kutzov -

SesnOfWthr
Jul 14, 2004, 04:17 PM
After the first city or two, you should always escort your settlers. You'd hate to have a barb come running out of the fog and take him. Even a conscript warrior is better than nothing.

You should probably switch hattusas off of a settler. As noted, you'll need to be at size 4 to start churning settlers, and building settlers will never get you to size 4. Do you have a granary there yet? Maybe switch to that and get a helpful forest chop?

Admiral Kutzov
Jul 14, 2004, 04:40 PM
1. someone please send me instructions on how to make a dotmap
2.. I like scout's thoughts on city placement if we are not going to go for wonders (around the time of Leonardo);
If we are going to go for late wonders without moving our palace, then I suggest we have our core cities able to grow as large as possible (optimal city placement). If the later, I suggest next city in Scout's #2 and the one after that SW, S, S, S of Hatusas (for barracks and unit factory)
3. I concur with previous posts that we need to RUN to horses ASAP.
4. FYI, I'm intuitive, I don't usually crunch numbers like y'all and I like to gamble. Barbs haven't been much of a problem to date. we can risk running settlers to desired location w/o escorts. if barbs hit the cities and take gold, so what?

Sir Clive
Jul 14, 2004, 04:42 PM
You should probably switch hattusas off of a settler. As noted, you'll need to be at size 4 to start churning settlers, and building settlers will never get you to size 4. Do you have a granary there yet? Maybe switch to that and get a helpful forest chop?

Thanks SensOfWthr - I got a bit confused since I have never tried for a settler factory before. I do normally go for granary and growth ASAP in my central towns before building units when I am playing individual games and had forgotten that constant churning of settlers / workers at size 2/3 will mean we never grow big enough to hit optimum settler factory size . I would therefore agree that build granary and then get to size 4/5/6 before churning out the settlers / workers is very sound advice .

Unfortunately we don't have enough workers to start chopping forests yet but I guess things should pick up a bit once we get our 3rd town founded.

scoutsout
Jul 14, 2004, 04:43 PM
FYI, I'm intuitive, I don't usually crunch numbers like y'all and I like to gamble. Barbs haven't been much of a problem to date. we can risk running settlers to desired location w/o escorts. if barbs hit the cities and take gold, so what?The risk is not barbarians stealing gold from your cities, the risk is that the barbs will pop your settler flatfooted, and you won't get the city build in the first place.

SesnOfWthr
Jul 14, 2004, 04:46 PM
I would not care about a barb sacking the city so much as I would care about them taking your settlers.....
EDIT: Scout beat me to it

Here's how I make a dotmap:
-Center the screen on whatever view of the game you want to make a dotmap of (I find it easier to leave the gridlines on, but personal pref)
-Press the "print screen" key on your keyboard (also PrtSc)
-Then I open up Paint
-Press ctrl-v to paste in the screen image
-I generally use the spray can thingie to make my dots
-Save the file, but make sure you save as a jpg or gif (mine always defaults to a bmp)
-Post on the forums (let me know if you don't know how to do that)

Bede
Jul 14, 2004, 05:33 PM
Bede's got it.

Priorities:
1) Build a granary and a barracks.
2) Pull conscripts back for MP duty
3) Get workers devoted to developing capitol
4) Set up the new town to grow to size 2 then abandon for a free settler and move him back closer to the core.
5) Make more friends.

scoutsout
Jul 14, 2004, 11:03 PM
@ Bede: What is this abandon/free settler business, and why do you want to abandon a town?

SesnOfWthr
Jul 14, 2004, 11:50 PM
i think they want to get rid of Ugarit, the town they popped from the hut.

It's far to the NW, and a big flip risk being on the (Iroquois? Vikings?) purple border. Abandoning it this way allows them to move it to a more productive/closer location.

MSTK
Jul 14, 2004, 11:57 PM
Whenever I abandon a city I get a Ruins. Am I doing something wrong?

SesnOfWthr
Jul 15, 2004, 12:04 AM
Yes and No.

That's the normal way to abandon it, just right-click and select "abandon city".

Another way to do it is to get your town to pop 2, and give it no extra food. Then when you build the settler, you'll get a popup giving you the choice of waiting until there is food available in the city, or abandoning the city an building the settler. That way, when it is early in the game like this, you don't really lose the city, you just kind of "move" it.

HTH

scoutsout
Jul 15, 2004, 12:05 AM
Whenever I abandon a city I get a Ruins. Am I doing something wrong?I don't think so... I'm not sure where Brother Bede is going with the abandon city/instant settler thing.. perhaps he'll set the queue to settler, and abandon it after it makes a settler...

@Bede: Did you note that Sir Clive got Mysticism?

We probably ought to have a discussion here on minimum research gambits... a Polytheism gambit might work well here...

@Sir Clive: You did pretty good with the tech part. There are probably some "finer points" that could be discussed, but you played that part of soundly.

A "general rule"...invest your research in second- and third-tier techs. Trade for the first tier techs.

On Masonry: I love to get this one into the AI's hands ASAP, so they plow lots of shields into the Pyramids.

Doc Tsiolkovski
Jul 15, 2004, 03:42 AM
I wouldn't abandon Ugarit unless it's really horribly indefendable. From my experience, advanced towns are always next to future resources.
Maybe that is complete nonsense, though ;)... never saw any analysis here.

Bede
Jul 15, 2004, 07:11 AM
Sorry for the lack of analysis on the "town abandon".

And DocT is right, now that I have had a chance to sleep on it. Just when I looked at the picture Ugarit appeared to be sooo far from the homeland, and I didn't think about the resource thing, then I remembered the 3MWC....and now it doesn't look so far after all. I sometimes have a hard time seeing beyond the end of my Irish nose!!! :D

On the Polytheism gambit: it's a good one but it will mean a trade off for the upper tier, but may put more money in our pocket than chasing Philosophy. The other thing to think about is do we have any elephants in the savanna? If we do then Philosophy in hopes of getting Map Making free, followed by Math for the SofZ, then Currency, might make sense too.

Won't play until tonight so all help given will be useful

Bede
Jul 15, 2004, 06:32 PM
-2550
First steps, shut off lux as we have only one citizen in all our towns, so no unhappiness problems.

Play with the map controls to get a better view and realize we are at the outer edge of a shield and food paradise.

Now for a ittle analysis of the neighbors:
Japan is religious and militaristic with a MA UU requiring only one resource (iron).
India is commercial and religious with a MA UU requiring no resources.

And if I remember correctly both UU's are upgrades from horses!

So, both neighbors will put a premium on cultural knowledge, India will value things like Math and Currency higher, while Japan will put a value on the Military knowledge. So we have lots of choices as to a research path. Neither are scientific..All of this tempts me to pursue the Writing to Philosphy gambit, thinking to trade Writing for Iron Working and Polytheism and taking Monarchy as the Philsophy benefit (assuming we get there before any other nation).

In between all this musing switch the temple build at Ugarit to a worker, and swap citizens around at the home towns to boost output and protect growth (moving the citizen at Hasttusas to the mined tile and the citizen at Tarsus to the wheat) start a granary in Hattusas, and let Tarsus finish its worker.

Set research to Writing at 20% (50turns).

1-2510
Foound Riverbend at...riverbend. Start barracks. Worker moves to road the game tile. Scout and warriors start boxing the compass. Conscript in the far north finds another village. With the extra commerce form the new town crank up the research to 100%, Writing now due in 26. Hattusas grows and the new citizen gets assigned to the irrigated plains. This is going to take some fiddling to get the granary on growth matched up. Grnary in 14, growth in seven

Tarsus builds it workers and it too starts a granary

2-2470BC Northern warrior greets the friendly Bantu who donate maps. His next moce will be due east to the coast and then homeward. Worker from Tarsus heads to the forest for a little lumberjacking. I was smoking wacky tabaccy when I assigned the worker at Hattusas to roading. He should be chopping trees too,

3-2430
Meet a Ghizz conscript in the near north. Warrior heads south towards home.

Meet a Russian (scientific and expansionist with a late MA UU that is an stone killer reqioring saltpeeter and horses) on a vector towards Ugarit and India. Hope Catherine is disposed to be friendly as her warrior is four turns closer to Ugarit than the warrior I have inbound. She has gold but no knowledge to trade. I don't like trading away Alphabet and Masonry yet but will have to soon.

And her warior moves away from Ugarit and the Indian town, which appears to be the only one. The Ghuzz barbarian moves northward away from the scouting warrior.

4-2390
Continue exploring north, west and east.

5-2350
Contiue exploring and find the Russian border in the really far west, with a warrior settler pair ready to move east.

6-2310
Explore some more

7-2270
Exploring. Forest chop puts ten shields toward the granary at Tarsus and reveals a BG. Worker starts a mine.

Russians pop a hut and learn Masonry.



8-2230

We do the same in the north and collect more gold...

Tarsus grows and the lux tax goes to 10% but the new citizen pulls in enough gold to offset the increase. New citizen is put to work on the game forest and growth will now come in seven and the granary in 5. Worker at Hattusas finshes road and moves to forest outside Tarsus.

9-2190
Japan has learned Mysticism.

10-2150
The scout in the north has found a yellow border to his east. The warrior in the west is tracing the Russian border. The warriors north of the homeland are scoping the coast and heading home.

Riverbend will grow in one just as an MP arrives.

Granary at Tarsus will finish in ~10 turns with some help from growth, lumberjacking and a mine. Fiddle with the citizen assignments so that the growth happens after the granary build. Hattusas is on course to complete its granary in 3 and grow in five. When the granaries finish at both cities, train a worker at each, then set Hattusas to producing a settler. Time the worker to the population growth. The worker at Hattusas should start the needed development towards a settler farm. The workers at Tarsus should start improving the ground to support five productive citizens. The sixth can go fishing. As we get closer to writing try adjusting the science budget downwards so as not to waste gold. Also the lux slider will have to go up as Tarsus and Hattusas grow so the waste of gold is self-limiting. And the production of a worker first will relieve the upward pressure on the lux tax.

The objectives of the worker team should be to develop terrain as citizens become available to work it, don't bother to develop terrain before a citizen is available to work it.

The Russian settler team planted Novgorod due east of the Russian borders.

A note on trading: don't be too eager. If the deal isn't rich enough let it go. Only make a trade when you have something to trade for it down the line, in other words if you need gold to close a deal for knowledge find another party to make a deal with to acquire the gold, then do the deal, then move on the third, and the fourth, trading tech for tech, try not to trade knowledge only for gold. Don't sweat it if we are third to learn something, we know enough people that the others don't that trading at fourth and fifth will be very profitable. To get an approximation of tech value you can crank the science budget up to 100%, then multiply the science expense in the F1 screen by the turns required. This will give you a starting point for negotiation, but you will always pay more than that for a monopoly technology. (I forget what the factor is at Monarch just that it is more.) Rememeber the other guys won't call you if they have something to sell, if they run into you in the forest they might put something on offer but it is usually not to your advantage, so check in every turn. Persistence pays.

Bede
Jul 15, 2004, 06:42 PM
0-2550
First steps, shut off lux as we have only one citizen in all our towns, so no unhappiness problems.

Play with the map controls to get a better view and realize we are at the outer edge of a shield and food paradise.

Now for a little analysis of the neighbors:
Japan is religious and militaristic with a MA UU requiring only one resource (iron).
India is commercial and religious with a MA UU requiring no resources.

And if I remember correctly both UU's are upgrades from horses!

So, both neighbors will put a premium on cultural knowledge, India will value things like Math and Currency higher, while Japan will put a value on the Military knowledge. So we have lots of choices as to a research path. Neither are scientific..All of this tempts me to pursue the Writing to Philosphy gambit, thinking to trade Writing for Iron Working and Polytheism and taking Monarchy as the Philsophy benefit (assuming we get there before any other nation).

In between all this musing switch the temple build at Ugarit to a worker, and swap citizens around at the home towns to boost output and protect growth (moving the citizen at Hasttusas to the mined tile and the citizen at Tarsus to the wheat) start a granary in Hattusas, and let Tarsus finish its worker.

Set research to Writing at 20% (50turns).

1-2510
Found Riverbend at...riverbend. Start barracks. Worker moves to road the game tile. Scout and warriors start boxing the compass. Conscript in the far north finds another village. With the extra commerce from the new town crank up the research to 100%, Writing now due in 26. Hattusas grows and the new citizen gets assigned to the irrigated plains. This is going to take some fiddling to get the granary on growth to match up. Granary in 14, growth in seven.

Tarsus builds it worker and it too starts a granary

2-2470BC Northern warrior greets the friendly Bantu who donate maps. His next move will be due east to the coast and then homeward. Worker from Tarsus heads to the forest for a little lumberjacking. I was smoking wacky tabaccy when I assigned the worker at Hattusas to roading. He should be chopping trees too.

3-2430
Meet a Ghuzz conscript in the near north. Warrior heads south towards home.

Meet a Russian (scientific and expansionist with a late MA UU that is a stone killer requiring saltpeter and horses) on a vector towards Ugarit and India. Hope Catherine is disposed to be friendly as her warrior is four turns closer to Ugarit than the warrior I have inbound. She has gold but no knowledge to trade. I don't like trading away Alphabet and Masonry yet but may have to soon as the Russians will meet the Indians.

And her warior moves away from Ugarit and the Indian town, which appears to be the only one. The Ghuzz barbarian moves northward away from the scouting warrior.

4-2390
Continue exploring north, west and east.

5-2350
Continue exploring and find the Russian border in the really far west, with a warrior settler pair ready to move east.

6-2310
Explore some more

7-2270
Exploring. Forest chop puts ten shields toward the granary at Tarsus and reveals a BG. Worker starts a mine.

Russians pop a hut and learn Masonry.

8-2230

We do the same in the north and collect more gold...

Tarsus grows and the lux tax goes to 10% but the new citizen pulls in enough gold to offset the increase. New citizen is put to work on the game forest and growth will now come in seven and the granary in 5. Worker at Hattusas finshes road and moves to forest outside Tarsus.

9-2190
Japan has learned Mysticism.

10-2150
The scout in the north has found a yellow border to his east. The warrior in the west is tracing the Russian border. The warriors north of the homeland are scoping the coast and heading home.

Riverbend will grow in one just as an MP arrives.

Granary at Tarsus will finish in ~10 turns with some help from growth, lumberjacking and a mine. Fiddle with the citizen assignments so that the growth happens after the granary build. Hattusas is on course to complete its granary in 3 and grow in five. When the granaries finish at both cities, train a worker at each, then set Hattusas to producing a settler. Time the worker to the population growth. The worker at Hattusas should start the needed development towards a settler farm. The workers at Tarsus should start improving the ground to support five productive citizens. The sixth can go fishing. As we get closer to writing try adjusting the science budget downwards so as not to waste gold. Also the lux slider will have to go up as Tarsus and Hattusas grow so the waste of gold is self-limiting. And the production of a worker first will relieve the upward pressure on the lux tax.

The objectives of the worker team should be to develop terrain as citizens become available to work it, don't bother to develop terrain before a citizen is available to work it.

The Russian settler team planted Novgorod due east of the Russian borders.

A note on trading: don't be too eager. If the deal isn't rich enough let it go. Only make a trade when you have something to trade for it down the line, in other words if you need gold to close a deal for knowledge find another party to make a deal with to acquire the gold, then do the deal, then move on the third, and the fourth, trading tech for tech, try not to trade knowledge only for gold. Don't sweat it if we are third to learn something, we know enough people that the others don't that trading at fourth and fifth will be very profitable. To get an approximation of tech value you can crank the science budget up to 100%, then multiply the science expense in the F1 screen by the turns required. This will give you a starting point for negotiation, but you will always pay more than that for a monopoly technology. (I forget what the factor is at Monarch just that it is more.) Remember the other guys won't call you if they have something to sell, if they run into you in the forest they might put something on offer but it is usually not to your advantage, so check in every turn. Persistence pays.


http://www.civfanatics.net/uploads7/CLive1_2150.png

MSTK
Jul 15, 2004, 10:04 PM
EDIT: nevermind

SesnOfWthr
Jul 15, 2004, 10:19 PM
You know, there's an easier way Bede.

Something I found recently that I have found immensely helpful is a neat little tool Grey Fox calls his TechCalc. (http://forums.civfanatics.com/showthread.php?t=38631)

viper275
Jul 15, 2004, 11:01 PM
Got it. I'll probably play tomorrow. I'll need some suggestions in the meantime :) .

Bede
Jul 16, 2004, 12:08 AM
@Sesn,

Right you are, and I use it occasionally. But I'm so used to running numbers in my head and I'm looking at the F1 screen all the time anyway....and I can auto minimize while TechCalc doesn't. :D

@viper,
Explore, make more friends, prevent disorder (use the lux slider), keep the citizens working improved terrain. Riverbend needs improvements, roads and irrigation, irrigate the wheat at Tarsus and mine the bonus grass.

Check for trade opportunities every turn, but don't give give anything away and don't buy a monopoly tech unless it is something we really need and have trading opportunities.

When the warriors get back home put them to MP duty.

Tarsus and Hattusas don't need more than six tiles improved each as they should be on worker/settler duty. At Riverbend, irrigate the wheat, mine the sugar, irrigate one plains and mine one, assign citizens to riverside terrain first.

@Sesn,
Can you do a worker farm table for Tarsus like the settler farm table you did for Hattusas. I can never get those things right....

SesnOfWthr
Jul 16, 2004, 12:48 AM
You got it, Bede.

In order to get a 2 turn worker factory, you'll need both a harbor and granary.

To get a 2 turn factory, you'll need 5f and 5s surplus per turn.

Irrigated wheat - 4f
Fish w/harbor - 3f
Mined BG (x2) - 4f, 4s
City center - 2f, 1s

You would need 13f and 5 shield per turn to get your surplus of 5 each.


I also messed around with this to see what could be done to avoid the harbor for now.

You could do as well as a three turn worker factory at size 2. You will still need the granary.

Irrigated wheat - 4f
Mined BG - 2f, 2s
City square - 2f, 1s

Totals of 8f and 3s each turn. Your two citizens eat 4 food per turn.
Surplus of four food per turn = 3 turns to growth. (two extra)
Surplus of 3s per turn for three turns = 9s PLUS the two you get on growth fpr the citizen that will be placed in the forest.

Either way, once it starts, just queue up a half dozen workers and forget about it. No citizens will have to be moved.

For the current situation, I would recommend the second version. That way you can also build a settler(or two) to shrink it down once the granary comes in. The first way will take you what - 20+ turns to build the harbor?

Sir Clive
Jul 16, 2004, 01:50 AM
NIce set of turns Bede .

I am learning more all the time (which was the point of starting this .
thread :) )

Got back too late to read all this in detail last night and am just about to leave for work but will hopefully be able to absorb all the info tonight.

Given only a quick glance at the posts it looks like we are in pretty goodd shape :)

Tarkeel
Jul 16, 2004, 05:24 AM
You just need 4 shields for worker factory, as long as the 2 from working a forest isn't corrupted. Much safer to go with 5 though :)

Bede
Jul 16, 2004, 07:22 AM
Three turn workers in about 10 turns is better than 2 turn workers in 30+. Version 2 it should be.

viper275
Jul 16, 2004, 12:22 PM
Well, I played my turns.
Turn 1 2110 BC
I meet Egypt, the yellow border to the north. We're up Masonry, Alphabet, Mysticism, and The Wheel. I don't trade, they only have 10 gold. Warriors are returning home, exploration continues.
Turn 2 2070 BC
Nothing special happened here, I keep exploring and warriors return home.
Turn 3 2030 BC
Workers finish old improvements, begin new ones. Explore, bring home warriors for MP.
Turn 4 1990 BC
A warrior to the northwest comes across an Arabic scout. We have a tech lead of Masonry, Mysticism, Alphabet, and The Wheel. They're broke, probably from trading with other AIs.
Turn 5 1950 BC
Hattusas is now size 4, begin Settler factory routine. More worker action. Warriors are basically home now.
Turn 6 1910 BC
Nothing new, just a little exploration.
Turn 7 1870 BC
Just about every warrior that should be home is home. Not much else happened.
Turn 8 1830 BC
Hattusas into civil disorder, I should have kept the happiness a bit better there... Sorry! Turned science down to 70% because of the maintnence of the Granary at Tarsus and Riverbend's barracks.
Turn 9 1790 BC
Order restored in Hattusas, kept exploring.
Turn 10 1750 BC
Settler built in Hattusas. Kept exploring, traded Mysticism, Alphabet, and 2 gold for Iron Working with Egypt.

I'm amazed how much I'm learning from this SG. There's just something different from reading about it and doing it.

MSTK
Jul 16, 2004, 02:36 PM
I got it. I'll play it soon, so I can have any tips necessary :D

I just realized how much my warmongering skills improved since I signed up. In my story, I just eliminated a civ that was the same size as me just to prepare myself.

SesnOfWthr
Jul 16, 2004, 02:51 PM
Viper - you didn't note where the sources of iron were available, if at all.

Also, it's much easier for us lurkers (especially lurkers at work ;) ) to keep up if you post screenies...

Edit: also, to keep order in Hattusas, you need five content faces. The first two citizens are born content, add two MP's, and put luxury at 10%. If you have a luxury connected, you won't even need the 10%.

viper275
Jul 16, 2004, 04:01 PM
Oh, I forgot about the good part: there is Iron right next to Riverbend and one just outside of the borders of Hattusas.

Screenshot:
http://www.civfanatics.net/uploads7/clive1screenshot1750bc.jpg

MSTK
Jul 16, 2004, 04:31 PM
Riverbend has cattle and iron...and a river!

EDIT: And it also has sugar in its workable tiles.

SesnOfWthr
Jul 16, 2004, 04:41 PM
You know, you get a library and granary built in Riverbend, you can have a second settler factory. Although you wouldn't have any units to defend the settlers with...

Bede
Jul 16, 2004, 05:11 PM
Well done on the trade for Iron Working. Is there anybody else we can pass it on to?

Note on trading strategy: Try to trade when you have at least one another trade available, either technology or cash, preferably technology. Patience and persistence pays. If at least two somebodies beat you to a key tech it makes it cheaper to buy. Then you can pass it on down the chain. Pioneers are the guys with the arrows in their chests. The forty-niners who found the gold were not the ones who prospered, most died drunk and broke, or drunk, or broke. The guys who made the real money sold them the shovels and the whiskey.

Notes on cash flow: don't worry about mantaining positve cash flow when you have enough in the bank to cover the period of time remaining on the research project. That is also another self-limiting problem at this stage of the game. As Riverbend grows and its terrain gets improved the cash flow willl rise. Besides we don't have anything to spend it on, given that we have the lead in technology and I don't see a massive warrior to sword upgrade in our near future. Were that necessary I would just turn off science completely till we had the force needed then turn the Bunsen burners up.

@Sesn,
With the fish at Tarsus do we still need to irrigate the wheat?

@MSTK,
Paste a copy of Sesn's settler/worker farm tables on your monitor and follow them. Stay in contact with every nation we know, with a sharp eye for increases/decreases in cash or new knowledge. If somebody learns something we could use, look for a third party to broker it off to. Keep a sharp eye out for Polytheism as we will need it for the Philosophy to Moanrchy gambit to work, but you don't have to buy it at monopoly prices.

The settler on the move should pick up an escort at Riverbend and move to the westernmost dot in scout's map to claim the silks. The next should move to the dot that claims the horses. Keep the worker from Ugarit roading south.

If somebody makes a demand, pay him/her. And we do have at least one militaristic nation on our borders.

Lastly, if you encounter a troubling situation, post a save bring it back to the team. There are three really good advisors (Sesn, scout and Doc) who monitor the thread and give good advice.

Have fun!!

Bede
Jul 16, 2004, 05:16 PM
You know, you get a library and granary built in Riverbend, you can have a second settler factory. Although you wouldn't have any units to defend the settlers with...

:lol: You as bad as I am. Good thing you and scout are advising and not playing. We would end up with a warmongering culture monster!!!

Sesn, we could try a farmer's gambit, though with the Japanese and Russians to our west...(one expansionist, the other militaristic).

Sir Clive
Jul 16, 2004, 05:20 PM
mtgfreak -
Sir Clive -
Bede -
Viper275 - Just Played
MSTK - Posted got it
Admiral Kutzov - In the wings

Sir Clive
Jul 16, 2004, 05:39 PM
Great to see you got the iron and we have plentiful iron nearby.

Any idea where our next city should go team ? I suppose it would make sense to get the horses hooked up soon.

Given that we have the iron and horses I can't see too much need to go to war early. Presumably we can afford to wait until we have switched governments then we can avoid triggering a despotic GA with our UU.

I presume we will just build military out of Riverbend, settlers out of Hattusus and workers out of Tarsus .We're going to need a few MP if we want to get the luxury slider down.

Looks like we should be up for a few turns of trying to grap as much land as possible and keep the AI happy so they don't declare.

As we are way ahead in tech I suppose we could get the Great LIbrary if we wanted it but as we are so ahead there may not be much point

Admiral Kutzov
Jul 16, 2004, 06:02 PM
For discussion:
1. colony to 1 (silks)
2. city (2nd barracks?)
3. city - work towards spices to NW?

Are we better off going warriors to swords now that we have nearby iron? Taking out Japanese should be quick? Are we still going to chariots (to later upgrade?)

After taking out Japanese, we could build city near silks without fear of invasion.

Note: first try at dotmap. thanks to sesn

if we go to swords to attack Japan, we avoid GA due to UU

Sir Clive
Jul 16, 2004, 06:18 PM
3. city - work towards spices to NW?

Are we better off going warriors to swords now that we have nearby iron? Taking out Japanese should be quick? Are we still going to chariots (to later upgrade?)

if we go to swords to attack Japan, we avoid GA due to UU

Re 3 - presume you mean the incense , not spices ?

We should be able to finish off Japan with swords or archers (In my last game I produced a stack of about 6 archers which managed to capture 4 or 5 towns early on in the game.

Admiral Kutzov
Jul 16, 2004, 06:20 PM
you're correct. i always mix them up

SesnOfWthr
Jul 16, 2004, 06:29 PM
@Sesn,
With the fish at Tarsus do we still need to irrigate the wheat?


The problem with the fish is that it's little better than grassland w/o a harbor. Fish give two bonus food, minus the despot penalty, brings you back to two. (Coast gives one food and two commerce) The only benefit is the extra gold.

MSTK
Jul 16, 2004, 08:00 PM
Well, I'm going to play now.
Last-minute tips?

Bede
Jul 16, 2004, 08:26 PM
"The settler on the move should pick up an escort at Riverbend and move to the westernmost dot in scout's map to claim the silks. The next should move to the dot that claims the horses. Keep the worker from Ugarit roading south."

http://www.civfanatics.net/uploads7/scouts_dotmap-for_clive.jpg

Those are locations 3 and 4a on scout's map.

The coastal regions can be filled at our leisure but we need to settle out toward the NW soonest for the silk and the ponies as Bede wants to ride in a chariot in silk pajamas hurling curses and javelins at the Japanese and Russians.

MSTK
Jul 16, 2004, 11:23 PM
(I think I did horrible. I was so undecided on many things, and I was never thinking ahead more than twenty turns :()

Pre-Turn
AI Statistics
The Russians have 68 Gold and are down Alphabet and Iron Working. Japan has 44 and are down Masonry and Iron Working. Egypt has only 12 gold, but is down only by The Wheel (they have Iron Working, and may trade it to other civs). IIRC, if they get the Wheel, then they can build their UU. India has no Gold, and are down Iron Working and Mysticism. We have every known tech.
Everyone but Egypt is down Iron Working, so we may have to give them something in order to prevent Egypt from getting thier gold. But Iron Working is very valuable, so Egypt may hesitate.
However, each of them are down either Alphabet, Mysticism, the Wheel, and Masonry. I'm not sure what to say about this, other than all of the AI can trade for simple techs easily, because if they don't have it, three other AIs do.
City Statistics
All cities but Hattusas are "Conent", with Hattusas having 1 happy. Ugarit looks strange, so far out there and with a solid civ in between it and the capital. Hattasus will expand culturally in 10 turns, but it doesn't really matter.


TURN 1 (1725 BC)
IBT
- Gandhi researches Iron Working! Or maybe he got it from Egypt. This seems likely, because India is the closest civ to Egypt.
Turn
- Assign Ugarit worker to start building road towards our main cities.
- Northwest scout sees Arab Warrior (scouting?). Arabs are down Masonry, Alphabet, The Wheel, and Iron Working. They have 2 Gold. No trades made. Continue sending warrior north to find Arab borders.
- Western Warrior moves along coast
- Settler sent towards Location 3
- Ack! Can't find Bonus Grassland to mine at Hattusas! Send worker to build roard to Riverbend, then Iron.
- East Warrior goes home for MP
- Scout proceeds and finds far eastern coastline. Looks like we are on a horseshoe continent.

TURN 2 (1725 BC)
IBT
- Arabs have 27 Gold! A bit strange considering that they had 2 Gold last turn. They are probably conducting deals with someone we do not know, because all other treasuries are constant.
Turn
- Tarsus Worker -> Settler. Move laborer from wheat (being roaded) to roaded bonus grassland to maximize production. Worker goes to bring freshwater to irrigate the wheat near Tarsus.
- Re-arrange laborers in Riverbend to create Spearmen soon enough to coincide with Settler.
- Add entertainer to Hattusas to prevent disorder.

TURN 2 (1675 BC)
IBT
Nothing
Turn
- Worker roading Wheat finishes. Goes to build road to Iron and Cattle
- Southeast Warrior finds Goody Hut, who teachs us Horseback Riding.

TURN 3 (16?? BC) (Forgot to write down)
IBT
- Gandhi gets mad at Worker in his territoty. He still remains at Cautious.
Turn
- As predicted, Riverbend creats Spearman -> Granary just in time to escort Settler. Rearranged laborers to normal.


TURN 4 (1625 BC)
IBT
- Russian Scout found far north. Suspect they have contact with Arabs.
- Surprised Russia has not researched anything yet. They haven't gained any gold, so they probably have a high science budget. Will trade on Turn 5.
- Meh. Barbarians are squatting on our silk. Make no move to stop them, as they are not a bonus resource, but a luxury. They will move soon, and if they attack our Spearman, they will most likely loose.
Turn
- Hattusas Settler -> Spearman (for MP...that means Garrison, right?). Settler sent with Warrior to 4a, with Horses. Will arrive in eight turns. Seems a little too long.

TURN 5 (1600 BC)
IBT
- As expected, silk barbarian attacks Spearman. At least we can road the Silk, now.
- Discovered Writing -> Philosophy (hopefully for free tecdh). We are half an era above everyone else.
- Japanese warrior comes too close for comfort, but out of barriers.
- Egypt has 135 Gold! :wow: It's quite an accomplishment, because they had 12 Gold earlier. They have no new techs, though. Considering trading with them.
- India has 25 Gold! Before, they had 0. He is now Polite with us.
- Russia still has 68 Gold. Back off on trading techs. If they research another one, we can still take all their gold anyways.
Turn
- Arabic borders found.

TURN 6 (Forgot year)
IBT
- Egypt researches The Wheel! Give them Writing, because their treasury of 135 doesn't seem to get any higher. We are still up Horseback Riding.
- Russi