5CC Regent Training Game

I got the save.
After researching Lit, should I go for The Great Library or not?
What tech should I research next?
 
Personally, I don't think the GLib is worth the shields. We're almost done with the AA anway. By the time we get it, it'll only be a few techs to Education, and we only have one contact right now, meaning it's useless until we meet another.

Instead, keep exploration up so we can do some trading with it.
 
Just to point out...

Hanging Gardens: May cause Golden Age for Industrious...
Great Library: May cause Golden Age for Scientific...

Says the Civilopedia. And we are Scientific/Industrious, right?

So, do you want a probably too early golden age?

Go kick Abu's @$$!!!
 
The situation:

We could

A- Switch to monarchy immediately (Might not get the wonders)
B- switch after the wonders, with the downside that if we get the HG and
a GA, it'd be sucky in despotism, and we couldn't switch for another 20 turns.

Thoughts?

Edit: Maybe research Currency-AI's neglect it.
 
Turn 0- 1000 BC Barb moves towards horse

Turn 1- 975 BC Move swords N towards canal
Decrease science to 60%, Currency in 6 turns

IBT- Arabian horse moves toward our Warrior Edrine-Sword<Horse (2 turns)
Bursa- Court<Horse (3 turns)
Uskudar- Temple<Barracks (4 turns)

Turn 2- 950 BC Move horse away from pursuing barbs
Workers mine near Edrine

IBT- Arabian horse kills our Warrior

Turn 3- 925 BC Kill 1 Barb Horse
Move worker near river NE of Iznik

IBT- Edrine- Horse<Horse (2 turns)
Aztecs have completed The Great Library
English have completed The Hanging Gardens

Turn 4- 900 BC Switch Istanbul to The Great Lighthouse (5 turns)
Worker irrigated river near Iznik

IBT- Bursa- Horse<Horse (3 turns)

Turn 5- 875 BC Worker start cut on forest near Istanbul
Horse kills barb horse

IBT- Sword kills barb horse
Barb warrior comes from old Babylonia
Edrine- Horse<Horse (2 turns)
Uskudar- Barracks<Horse (3 turns)
Palace expands

Turn 6- 850 BC Move Horses up to canal
Move Science to 20%, Currency in 1 turn

IBT- Barb comes from N of Istanbul
Currency<Construction (9 turns)

Turn 7- 825 BC Science moved to 50%
Horse killed barb horse
Horse killed barb horse, took village & 25 gold

IBT- Horse kills 2 barb horses, promotes to Elite
Edrine- Horse<Market (6 turns)
Bursa- Horse<Market (8 turns)

Turn 8-800 BC Moved horses near barb village

IBT- The Great Lighthouse is completed in Istanbul, start Market (5 turns)
The Colossus is completed in Iznik, start Market (8 turns)
Uskudar- Horse<Market (8 turns)
Massive barb uprising near Edrine

Turn 9- 775 BC Horse kills Barb Warrior
Horses kill barb warrior & horse

IBT- Massive barbs come out of north, south, & SE

Turn 10- 750 BC Horse kills barb horse in south, promotes to Elite
Horse kills barb horse north of Istanbul
Send sword out of Istanbul to kill barb warrior

144 Gold, +2gpt
Construction in 6 turns

Hawk01_750_BC.JPG
 

Attachments

  • Hawk01_750 BC North.JPG
    Hawk01_750 BC North.JPG
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Save the revolution for after we build the wonders, why waste the shields already invested? We should have a short anarchy, but why risk losing the 2 wonders that might win the game?' We need happiness that has no upkeep costs, and the Hanging Gardens gets us that. Other wonders I'd like to build would be Sun Tzu's (free barracks), JS Bachs (happiness not dependent on upkeep), Shakespeares Theatre(happiness and growth in one city), and Smiths(free upkeep on cash multiplier buildings).
 
You should probably deal with the huge barbarian Horse issue before revolting, or they'll destroy you in a long anarchy. At the very least, keep a bunch of units around to kill Barb Horses.
 
Good point, Choxorn.

Roster:
Hawk--Just played
Tasslehoff--UP
killerkid--On deck
Overseer--Warming Up
Choxorn--Indefinite skip.

This is my got it, will play tomorrow or saturday.

EDIT: This isn't my got it. The save isn't on here :crazyeye:
 
Here it is.
 

Attachments

choxorn was right, the massive barbarian horses were horrible. I've had to disperse 4 barbarian encampments by the end of my set, and I had to build so many swords and horses to keep my cities alive. Unfortunately, that meant I was unable to keep track of all the builds. Basically, if I don't mention a build, I was building horses, swords, or spears.

Also, the barbarians could be a big issue (I think they're on raging). They don't pop up when we're actively watching an area, so I think the best idea is to put either units or outposts watching areas around the cities, to make it harder for the barbs to uprise. My final screenie has a dotmap of spots to place such watchers.

I didn't get around to the revolution, but it looks like there is only one nearby encampment, which is about to be dispersed. If the group agrees, killerkid might want to start the revolution before the next turn. I gave up on writing down all the promotions, but almost all the non-fortified units are elite now.

And now, the turnset:

Spoiler Turnset :

0-750BC, look at everything, get scared by all the nasty barbs :eek:
IBT-Lots of barbs attack, 3 swords promote, palace expands, large horde appears at East border, and a 17-horse horde comes in from the South!
1-730BC- Switch a three cities to swords. Disperse an encampment in the north.
IBT-More fights, more promotions, Bursa has masses of barbs on the wine, as well as more masses on the East border. The barbs get in position to attack workers in the south.
2-710 BC- Sword stack starts heading home to defend. Swords in the South maneuver to protect our workers.
IBT- Two horses lost, our first casualties of the Barbarian War. Wines are pillaged, and the rest of the Western horde by Bursa... runs away? :confused: . One horse of the seventeen pillages, then fortifies. The rest move to a new spot. Stupid barbs don't realize they only need 1 horse to pillage a square, not 17 :lol:
3-690 BC- more fights, lux-10% to combat loss of wines. More maneuvering to protect workers.
IBT: Lose a worker on the East frontier, who was going to re-road the wines :sad: .
4-670 BC- more fights, nothing particularly interesting.
IBT- The stack pillages the Gold Hill by Edrine.
5-650 BC- Istanbul Market-Horse. more slaughter :ar15: .
IBT- The South Horde kills themselves attacking Edrine, but kill an elite sword, and leave the other redlined. We get Construction (a turn late. Civ said we would get it in 1 turn last turn. I think it must be the barbs), and reach the MA! Engineering for free, Feudalism in 11 @ 60%.
6-630BC- lots of builds->swords. Palace expands.
IBT- MORE barbs kill themselves on our swords :ar15: .
7-610BC- wines reconnect. My attackers find 3 different encampments, but can't reach any this turn. Edrine, Bursa->Libraries. It looks like the worst has passed.
8-590BC- Mauryan encampment killed in the South. Hurrians killed in the East. Iznik, Istanbul- Libraries.
IBT- Fights, but there are very few barbs outside the jungle.
9-570BC-Istanbul is size 11, 8 turns to 12, and on the very verge of revolting. Library->Colosseum for happiness.
IBT-Another encampment (Nubians) appear :angry: but there aren't any horses.
10-550 BC- Send worker to create an outpost in the East, All immediate threats are gone. :dance: , swords, horses start healing or moving to create a stack, except for the one killing the nubians, and the ones heading Northwest to fight other barbs.


Final screenie with Outpost dotmap:
Spoiler :
550BC_Outposts.jpg


And the save:
http://forums.civfanatics.com/uploads/117283/Hawk01Tas_550BC.SAV

EDIT: I think I might be wrong about the barbs not appearing while you watch an area. Does somebody have better info?
 
lurker's comment: Sun Tzu's is a waste in a 5CC game, IMO; the cost of building the wonder far outstrips the benefit of not paying 5 gpt to maintain a barracks in each city.
 
This is my got it. Will try and finish today. I am going to make the switch to Monarchy immediately.
 
Are you going to try the Outpost thing, killerkid? I think our land is pretty much completely developed, and the only use I can find for the workers is:
A) Outposts,
B) Colonies
C) Perhaps a road through the jungle to strengthen Arab-attacking forests, although such a road would take a long time.

I agree with Elephantium about Sun Tzu's. The same might go for Smith's, too.
 
Elephantium's right. You could build 3 barracks in all 5 cities with the shields you need for Sun Tzu.
 
Using 3 workers and 2 units for outposts. Still playing.
 
I'm done. This turnset is certainly better than my last one, but it isn't outstanding.

The set:

Spoiler :
Turn 0- 550 BC - Overview the situation. Decide to make the switch to monarchy now,as we seem to
have enough swords for barb control. Decide that I will go with Tasslehoffs outpost idea.
Maybe 2 worker (foreign) and 3 unit outposts. 3 turn anarchy!! :)

IBT- Barbs moving. Barb horse decides to attack elite sword instead of 1 HP sword.
HUh???

Turn 1-530 BC- Take out the "last" encampment. Move units towards Arabia.

IBT- Barbs move.

Turn 2-510 BC- Find the encampment way north where the barbs are coming from, 6 barbs total.
Move units.

IBT- Elite sword injured, kills 2 barbs. Get into Monarchy.

Turn 3- 490 BC- After putting our entertainers back to work, we are getting feudalism in 4 turns with -4 gold.
0% lux rate, 2 specialists. Move units. Retreat injured swordsman.

IBT- Edrine- Library> Colosseum, Iznik- Library> Market. barbs retreat.

Turn 4- 470 BC- Move units. Kill a barb warrior. Stumble upon 7 more. :(

IBT- Kill a barb. Bursa library>market. Barb comes out of the SE.

Turn 5- 450 BC- Sack 2 barb tribes, send 2 workers for outpost. Drop science to 50%. Feudalism still coming in 2.

IBT- Kill 3 barbs. Uskadar Market>Library.

Turn 6- 430 BC- Build outpost A, move units.

IBT- Oh, no! Remember that barb SE? I killed it, but a horsey friend of its ransacked my colony while its guard was killing the other barb.
All cities except Iznik riot. No need to worry, another colony coming in the turn after this.
We get Feudalism, research Monotheism, coming in 6 turns.

Turn 7-410 BC- Kill 2 barbs. Will kill SE encampment next turn.

IBT- Order restored.

Turn 8-390 BC- Kill SE encampment. Build new fur colony, MM cities. Discover that a barb camp has spawned just next to a worker for an outpost.
Move worker away, bring sword down. Kill the last two northern barbs. Form a neat stack of our swords

IBT- Iznik Market>Colosseum, Istanbul COlosseum>Med Inf, Uskadar Library>Colosseum. An ARAB horse
comes from the shadows and kills mine.

Turn 9-370 BC- Kill a barb.

IBT- Arab horse moves closer to us. Edrine Colosseum>Med Inf

Turn 10-350 BC- Realize I'd forgotten to upgrade spears, upgrade our 3 for 90 gold. Sack 2 barb camps.
Kill Arab horse. Find another one. Kill a barb. Have two workers doing outposts next turn.


The top half screenie:

Spoiler :
Top.JPG





The bottom half screenie with outpost map:

Spoiler :
Bottom.JPG



Pink dot is outpost 1, green is 2, yellow is 3, red is 4, blue is 5.

Good luck to whoevers next, kick some Arab butt!! :goodjob:






The SAVE:

http://forums.civfanatics.com/uploads/62562/Hawk01-Killerkid_350_BC.SAV
 
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