Aabra01: Training for Mid-level Micromanagers

lurker's comment:

With such a mediocre start, I'd have thought that acquiring WC relatively early might be desirable. If you've started near to an AA aggressor like Shaka or Monty, Archers could make all the difference.
 
Bede said
It would be really optimal if someone would research Code of Laws for us, and we trade Philosophy for it the instant we learn Philosophy. To make that work someone else in the world will have to know how to write.

How can one learn Philo then trade it for CoL before the screen prompting one to chose it's next tech? When the screen prompts us to chose a tech Rep won't be an option as we don't know CoL yet.

I've seen reference to being able to open F sceens while looking a trade option or one of your advisors but I don't know how to do it, just pressing F anything doesn't override a screen for me.

Another thing that happens to me when trying fot Rep sligshot on Emp is if I'm near an aggressive civ, they'll demand CoL then beat me to Philo. Although more often than not a civ on another continent knows it before anyone on my own. I'm not strongly against going for the slingshot it's just that when I miss it on Emp I find myself stuck behind until the Late MA or even early IA.
 
Guide to trading Philo for CoL, then getting Rep as free tech:
1. When you get Philo, hit "What's the big picture?"
2. Go to F4 screen.
3. You can contact an AI by clicking repeatedly on their picture (e.g., if I wanted to contact Temujin of the Mongols, I could click on his picture a few times- 2 or 3- and I would contact him.)
4. Do this until you find an AI that has CoL.
5. Trade to get CoL.
6. Go back to F6 screen and select Republic.
7. Voila! The game gives you Republic as your free tech.
That's how it works.
 
lurker's comment: Good luck finding an AI who researches CoL first boys ! That's the tricky part about the CoL trade prouesse.
 
Wow . . . Given that exactly zero turns have been played, there's an awful lot to digest here.

Are we ready to kick this off?

Ready when you are. How about an order of go and then away we go!

lurker's comment: Good luck finding an AI who researches CoL first boys ! That's the tricky part about the CoL trade prouesse.

Certainement, but not impossible.
 
:lol: :lol: :lol: :lol: :lol: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
 
lurker's comment: Regarding the CoL issue when going for the Philo slingshot to Republic: even if you can't hit on an AI who's got CoL and is also willing to trade it on that interturn, you can still pick up something like maths that will hand you Currency or Construction, also techs with a high trade value. Not as nice, admittedly, but still enough to quite possibly boot you out of the AA and on to glory.

I don't know that Bede will concur with this, but my rule of thumb regarding trades (in addition to asking the three questions) is to never trade with the first civ I meet. Better to wait until at least one other neighbor is nearby, for obvious reasons.

Oh, and yeah, I will be interested to see this game actually start. :lol:
 
So, is it like my game where only the first person plays?

Or others where everyone plays the set?

I'm familiar with both.
 
lurker's comment: . . . .
Oh, and yeah, I will be interested to see this game actually start. :lol:

So, is it like my game where only the first person plays?

Or others where everyone plays the set?

First person plays the start and I'm playing it now. Just checking in to review Bede's posts before the first pop growth.
 
@Elephantium: Here's what Bede initially said:

@Aabraxan - 20 turns for the first player and ten after that are pretty standard. Too much can happen in twenty turns for a trainer to keep up with, especially since everyone's play style is unfamiliar to me.

Mr_2_You said the same thing about everyone playing the first 20, but I don't think Bede ever responded. Either way is fine with me, but reviewing 20 turns from each of 6 players might be a bit much. Let's let TGOM weigh in, eh?

Bede?
 
I believe this to be the roster:
Current Roster:
Trainer: Bede

The Rest of Us:
Aabraxan (UP, Playing)
Mr_2_You (On deck)
Elephantium
Phaedo
D'Artagnan59
Cyllus

Holding for open slots:
CoolioVonHoolio
SimpleMonkey
 
Well, I played through the first 20 turns already. I'll post results after Aabraxan updates again - I chanced to meet two rival civs, and I don't want to be tossing out spoilers if we started exploring in a different direction.
 
Reviewing all those turn sets will give me a headache, especially as the opening moves have been pretty well nailed down, so I wouldn't expect a hap'worth o' difference among them.

And I concur with the SimpleMonk(ey), as an honorary TGOMonk(ey) on not trading on the first meet.
 
Just to make sure, but does your plan account for the shield on the production phase ("emphasize production" in the governor screen and the newly hatched citizen will work the forest for the inter-turn production phase) when we grow to three? If it does, good, you don't training wheels when it comes to micromanagement, if it doesn't then there is the shield you were looking for.
lurker's comment: I'm pretty sure the governor would choose a 2 food/0 shield tile over a 1 food/2 shield tile when there's a 2f surplus, even when emphasize production is on (I think my notes from when I was trying to figure out exactly how the governor worked confirms it, although I gave up because he wasn't being consistent. My best guess is that food, shields, and gold are given a value, with food>shields>gold, and emphasizing increases those values (while keeping the same hierarchy), with any food beyond 5fpt (not counting the new citizen's consumption I think) or food when the city can't grow (i.e. lacks aqueduct/river or hospital/Shakespeare's) not being counted.).

By the way, the interturn order is gold, happiness, food, shields, culture.

Bede said:
Just ran a little test - when you start with one "content" citizen in the growth phase the governor makes a clown out of the second citizen regardless of the governor settings. If you set the slider to 10% lux one turn prior you still get a clown and if you set it to 20% you get a new content citizen assigned to a high food high production square again regardless of the governor settings and you will lose beakers. If you leave the science alone and manually reassign the citizens to the lake and the now mined/roaded bonus grass you will keep up the pace of beaker collection.
Actually the new citizen worked a tile and got the shields and gold (check the shields before and after), then the city's borders expanded, so the governor reallocated the citizens. (2fpt I assume, so that growth and culture expansion occurred on the same turn)
 
lurker's comment: Thanks for the turn order Mr. Bentley :hatsoff::thanx:
I think the governor has a thing against 1fpt growth, so it will try to stay away from it whatever the emphasis is on, but on the other hand if you have a 2+ fpt growth from the tiles it will work on the best shield or commerce tile, accordingly.
 
Mr_2_You, would you mind trading slots with me for this rotation? I'm leaving for vacation this Friday morning, so the alternative would be to skip me for the first round.

Oh, I'll be back on the 20th, so I can join in on the fun again that night :D
 
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