aCK-1 Behaving Ourselves

PREFLIGHT
Nothing really to do. Check the cities and they all seem to be doing worthwhile stuff.
IBT
Forest near Novgorod (N NW of the city across the river)
Frederick adopts hereditary rule

(158) 230 BC
Move settler to black dot.
Boris is trapped one turn from our borders between ramses and wang. 
Barbarian archer S-SW of magenta.
Trotsky moves out of Novgorod to punk the barb warrior ASAP
IBT
DeGaulle founds Tours (new city)

(159) 215 BC
Novgorod grows to 3.
Moscow: axeman -> worker
Rostov: granary -> courthouse
Hindu spreads to Rostov, it asks if I want to convert, no way.
Convert to Hereditary Rule
Trotsky punks a warrior flawlessly. 9/10 xp with an archer to kill soon
Found Yekaterinburg on black dot. Slot a granary
IBT
Judaism spreads to Yekaterinburg.

(160) 200 BC
Start building both wineries this turn. One worker is chopping the other jungle over silks until calendar comes in, then he’s going to put up plantations

(161) 185 BC
Trotsky kills a barb archer and is up to 10/10 xp. Got pretty hurt though so he’ll be coming back to heal next turn

(162) 170 BC
Worker finishes farming wheat outside yekatinburg, begins a road on it. Will road the hill NE of the city to connect it to the trade route when that’s done.

(163) 155 BC

Wang wants OB… no

Spoiler :
wangob0000.jpg


Wang has a starving city and we can help him... Hmm… stall growth in our soon to be scientist city one turn from growth to get + dip with wang… don’t really see the need to help him so I keep our food.
Spoiler :
koreanstarving0000.jpg


Pete finishes a worker, goes back to making a Confused monastery. I let it. Send the worker to help farm the floods near orange.
Road connects yaroslav to the trade network, yay! Now to farm those floods…

(164) 140 BC
Hooray, great prophet, err, profit! Use it to found the kung pow meow in pete.
Spoiler :
kungpowmeow0000.jpg


(165) 125 BC
Yaroslav pops culture
Rostov grows to 2
Ramses comes a callin’. I say no
Spoiler :
monotheism-monarchy0000.jpg

Moscow finishes a worker. I slot a settler for sally dot, then will hit up another worker.
Remember to fire the priest in pete to work a flood plain. May work the wine when the winery is done
Hire a scientist in Novgorod

(166) 110 BC
Swap Moscow from settler to a worker. Begin chopping the forest W of Moscow so I can put up a plantation when calendar comes in. the worker will finish just before the chop comes in so it should be multiplied into the settler for industrious, I think. Not quite sure how that works or if that was the right thing to do, but Moscow isn’t working the tile, there’s a resource there, and there’s another hill to mine if Moscow needs more production
IBT
Boudica founds camulodunum
Freddy wants to give us gold for alphabet… not sure so I say no.
Spoiler :
alphabettrade0000.jpg


(167) 95 BC
Calendar comes in, slot metal casting.
Pete confused monastery -> confused missionary
We have the shrine and a few cities without it, takes 7 turns but it seems like a good thing to spread it for more gold (or is it commerce?)
Wang adopts organized religion and hereditary rule
Wineries done, will start the roads to them next turn.
IBT
Wang wants to trade monotheism and some gold for currency. We have 20 more turns at 100% slider so I say no. not taking these trades… not sure if it’s the right thing or not but I’d rather keep our tech advantage.

Spoiler :
monocurrency0000.jpg


(168) 80 BC
MM Rostov to work it’s mine. Slows growth from 3 to 4 turns but halves the courthouse time.
IBT
Freddy founds Frankfurt

(169) 65 BC
Yekaterinburg and Yaroslavl grow to pop 2

(170) 50 BC
Novgorod grows to size 5
Yaroslavl gets confused (leaves 2 cities without it)
Begin mining the silver, will road to it after the mine’s up (in case we want to work it in the mean time)

(171) 35 BC
Pete grows to 5
Moscow finishes the worker, settler will finish this turn with overflow from the chop

(172) 20 BC
DeGaulle founds Marseilles
Burger king wants OB, no.
Spoiler :
burgerkingborders0000.jpg


Rostov grows to 4
Moscow settler-> settler
The one that just came out is going to sally dot, the one being built is for magenta. Sally dot should close off all our backfill dots.
Wang had a mining accident near seoul


(173) 5 BC
Barb axes in the south and more barbs up north, moving our axes around to punk/fogbust

(174) 10 AD
Pete missionary -> missionary
Ramses adopts hereditary rule
IBT
Ramses founds elephantine
Sally gets attacked by a barb warrior. More xp

(175) 25 AD
Wang founds pusan

(176) 40 AD
Yawn

(177) 55 AD
MC comes in, slot construction
Spoiler :
MC0000.jpg


Moscow settler-> forge so it can grow
IBT
Degaulle demands meditation, sod off
Spoiler :
degaulledemand0000.jpg


(178) 70 AD
Lots of barbarians south of Yekaterinburg. Since we’re not really looking to settle the tundra and they can’t come in our borders I leave them alone for now.
Yakutsk founded on sally dot. Use missionary to confuse it, slot granary

Spoiler :
sallydot0000.jpg


(179) 85 AD
Yawn

(180) 100 AD
Pete missionary -> forge
Didn’t know what else to do here and it gives us happy.
Found Vladivostok on magenta and slot a granary.
Spoiler :
magenta0000.jpg


Freddy founds essen
We get horses

(181) 115 AD
Yawn

(182) 130 AD
Borris is back in our culture somehow! He survived!
Construction in 1, slider to 50% and we’re at +1 gpt. 7 gold in the bank. Wanted to get construction fast.
Rostov gets confused
There’s a barb city to our NE near the iron…

(183) 145 AD
Construction comes in, slot machinery but feel free to change it
Pete and Rostov set to grow next turn.

So it's time to recover the economy a bit. we're at +1 gpt at 50% slider. Good news is we've got enought pop in a pete to run a few scientists if we want and we've got a courthouse or two coming online soon. should be able to recover the economy in the next set. got the major cities founded and got a few techs. got sugar, silk, wine, and silver connected for happy. so i think growth is the name of the game now, plenty of happy caps. might actually hit health caps soon (but we can build aqueducts for that)
 

Attachments

excellent turns though should have stopped at mc mate :)

Thanks for a few things actually that a Liq felt you did especially well.

1. The clearing of moscow's silk forest and timing it to dump into a settler for the imperial bonus was :goodjob: that's exactly where a chop was best used.

2. Popping off a few missionaries to spread the faith.. The reason we call them Great Profits btw is because the shrine = cash. Rostov especially needed a forced confusion since Hinduism found the town first and we were never going to get a free spread.


Ok, the bad hehe.
Before going to a tech that the SG hasn;t covered yet , that's a good place to stop. While construction helps us with a few things were there better tech choices available at the time? Why exactly construction before machinery you slotted next why either tech at all? Explaining the benefits and why you chose a tech is as important as actually researching the tech.

Mass towns needed to be whipped long ago. Orange dot is already size 4 and is still slow building a granary, whip that stuff!

OMG the workers need NAMES!!!!!!!!

Other wise good turns mate!

DE is out this week so I'll grap teh save to name workers and wghip the living crap out of everyone except Moscow.

Cheers!
-Liq
 
Preturn:145 AD
DE is out for a week so I'll run off 15 turns to whip the living crap out of these new towns.

Pete needs to grow before getting it's forge whipped.

Orange dot has its granary whipped and slot in a forge in 45 turns uh uh.
Blackdot as well

Nova whips it's temple, half done so what the heck. Forge next.

Rostov whips it's courthouse, yup forge next

Sally and magenta too new to whip yet hehe.

Name the effing workers.
discomposure, agitation, abashment join the crowd!

[1]160 AD
baud founds a new town and France gains new remedies from that herbal event.
A ton of whips finish and a ton of forges start =p

Whip pete's forge. market next

Moscow finishes its forge so slot in a 4 turn worker since iron isn;t quite hooked up yet.

silver finally is hooked up. YAY.

[2]175 AD
Pete finishes it's forge onto a market.

Machinery keeps losing turns hehe.

[3]190 AD
Wang founds a new turn and a hurricane hits burger king. Poor chap.

Seems Gus the newly CR1 axe has 63 % odds against one of those barb archers.. well if he cannot take it out he didn;t deserve a name now did he?, goes from 3 to 6 exp and is down to 1.4 strength. Guess am not going to need swords for this... good.

Workers converge on novagrad's floodplains to mass kill off those floodz plainz cottages.

[4]205 AD
Gus limps back to Russian culture and call Anton over from rostov to back him up for next go maybe.

[5]220 AD
Defeasance is born in Moscow, hmm grow or more workers... workerz winz!

Can move science to 60% at even gold.

[6]235 AD
Ramesses founds another town and boris is in the south to spot new wang borders. Nothing past purple haze..


[7]250 AD
Barb uprising against someone! *hides behind wall*

Can 1 pop whip magenta dot's workboat so I do just that. a chop is about to come in for it's granary as well.

[8]265 AD
Wang gets a great merchant and Vienna loses all it's food.
3 pop whip Rostov's Forge and it's all set to kill off 22 turns of whip anger building a barracks.

[9]280 AD
Vanquishment pops out of Moscow and hmm, worker or growth... worker sounds good!
Chop at magenta finishes and get to mining that hill. Clams are now netted and uh not worked yet at population 1 hehe.

[10]295 AD
nada..

[11]310 AD
Was about to two pop whip the market in petes and realize only 7 turns to finish half the job. Have enough hammers here now to just deal with it the standard way.


[12]325 AD
Ok the only really fun thing to see here and it's honestly, jsut the same old axe beating down a hapless archer....
Times up for the pos barb town, Anton has 61% odds so do or die...
325ADpowned.jpg

Yup barb sure died. 3 exp gained for Anton and 35 gold was collected.

Yup that was super exciting... oh wait, look! A town starting with effing Y of V needs whipping!

Whip the granary in sally, slot in a forge,
Stay the whip in nova as it has more cottages to work.
Whip the forge in orange, slot in a courthouse.

[13]340 AD
Demoralization pops in Moscow, hmm growth or a 5 turn settler for cyan dot? Settler wins!

Man so hard to grow Moscow.

So those last whips finish and auto queue.

[14]355 AD
Burger king comes to trade whatever for whatever,, eff off. Wang has a monopoly on machinery no one else has crap to trade.

[15]370 AD
Baud comes looking for a free code of laws... eff off.

Finally safe to open borders with wang, baud and rammy so I do so as they are no one's enemy and like each other.

Trade relations are looking up =p

So boring effing turns other than WHIP WHIP WHIP

have two settlers in the works from Moscow upon which you can go full food mode in order to grow. Forest green and Cyan this round.

Nova is a special case here as it now has all 5 floods cottage cheesed and is no longer worth whipping. Chop is going into it's forge and then just slowly grow to work the last cottage and wine.

Yek (Blackdot) can whip it's Forge in 2 turns so do that.

Vlad (that's magenta) is almost done with it's granary but whip the light house when able.

Yak (sally dot) is rather helpless hehe try and play it to see if it can realistically whip its forge.

Yar (orange dot) will eventually be able to 2 pop whip it's Courthouse so keep an eye on it.

Silver needs to map out his plans for Rostov and let me assure you they require machinery. it's about to finish a Barracks and then a 7ish turn galley to scout the crap islands north of us.

We are up to 11 workers which should be enough for now.

Need to spam Confusion to the remaining towns so once Pete's market is finished start spamming them.

Went from 20 turns to 6 turns on machinery in 15 hehe. 1ish turns stalled on account of the flurry of whipping going on but then we have 126 gold saved so all told we held our ground.

Once machinery comes in Rostov and Moscow should be replacing all city garrisons with x bows and can start deleting the warriors.

Have boris scout the newly open borders.

Just to spam in big red letters...

We have OPEN BORDERS with Baud, Wang, Rammy :rolleyes:

Good money those trade routes.

Next tech is Civil Service a Liq thinks! mmm maces..

Dip scene is about the same as always...no we have too much WTH on whatever.

Man how come baud isn;t attacking people???



Cheers!
-Liq
 

Attachments

1. S.ilver
2. goblinmarine
3. Diamondeye -> out of the loop (liq swapped in)
4. sturick ->(up tho he has to play his pete sg first)
5. Liquidated -> (Lurker wanna play?)
6. PeteyP

So if Loki or arl or uh another lurker who has posted wants to take slot 5 for this round let a liq know.. If not Liq has no issue whoring more boring Turns!

About how we are going...
1st in GNP (185 to rival best 157/average 117)
1st in Production (65 to rival best 50/average 32)
1st in land (206k to rival best 143K/average 78k)
2nd in Food (110 to rival best 115/average 74)

Considering how food poor our land is, 2nd place by 5 isn;t bad and Cyan Dot is a lot of food yet to go.

To give an idea on how we need to set towns up so they are contributing the fastest...

Pete and Rostov are all done with their Courthouse/Granary/Forge and are productive working on their core missions. Pete finishing market/Spreading Confusion, Rostov building a barracks for troops and a galley while waiting for xbows to come in.

Nova is already pushing a 4th of our total beakers so needs to grow more slowly and chop those plains hills to finish it's forge. Afterwords should go onto slow market which might be best chopped as well.

The new dots all need to finish their core buildings of Granary->Forge->Courthouse. Forge before courthouse here since almost all of our dots are close to Moscow like black, orange, forest green, and sally are.

Magenta *mercilessly whip this fine town* is special as it's far away and is working clams for major whip loving food...
Granary-> lighthouse -> Courthouse -> Forge :whipped:

Cyan is also special and needs to get those fishies going on it's own so..
Workboat-> Granary -> lighthouse -> forge -> Courthouse :whipped:


About the tech path...

Overall goal here is liberalism to take Astronomy so as to blitz the new world.

The path that's needed...

Bulb philo

Civil Service -> Paper -> Education -> Liberalism

To line up Astronomy

Machinery-> Compass -> Optics

Crap to speed this process up, aes + lit for the Glib in nova not to mention the parth elsewhere. Since the national wonders are both here as well, not a bad diversion.

Now tech rate really depends on game difficulty as (if you'll care to notice) the other effing civs aren;t researching very fast at prince level hehe.

The higher the difficulty level the game is, the faster the AI techs meaning if you beeline key techs via measured beakers and great scientist bulbs, you can trade for most of the techs and not research them.

To wit, (Civ God) Snatty can routinely snag liberalism around 400 AD as a philo leader since he is masterfully trading off techs the AI tends to skip and bulbing the rest of the path. There's simply no legit way to nail liberalism that early on prince level because the AI isn;t funding over half your research hehe.

Now to look at our tech choices in this game since a great scientist is due for philo in about 38 turns.

Machinery is a critical tech in many ways hehe. For us, Xbows for defense is key and it also empowers Civil service's maces (and opens the Engineering tech for pikes). Also, Machinery allows us to build watermills(!) for Rostov. Tech wise Machinery is required for optics (we'll want soonish) and engineering (skipping this round which is why going for construction was questionable)

After Machinery finishes have some choices.

Civil allows for irrigation (uh useful but man we need so much other crap done) and the bureaucracy civic where we have a capital that can actually stand to use it. It also opens maces since we'll have machinery but we don;t need maces for defense.

Compass is poor since our coastal towns are largely un founded and we can stall a bit on optics.

Aes + Lit is only 13 turns of beakers and allows us to wonder whore a bit! The SP is amplified by the gold resource so getting Moscow to dump some hammers into that thing for the coins is not a bad idea.. don;t actually want to finish it though. The Parth is a great wonder for uh not sure who can build it as those great artist points are poison. And the amazing Great Library which needs to be chopped from Nova.

So really.. Aes -> Lit -> Civil -> Compass -> Optics sounds fine to liq!

Edit: but then Silver is saying NO no no!!!! Tune in!!!


Cheers!
-Liq
 
I could play, but... Didn't you just play? Bit confused! :lol:
 
1. S.ilver
2. goblinmarine
3. Diamondeye -> out of the loop (liq swapped in)
4. sturick ->(up tho he has to play his pete sg first)
5. Liquidated -> (Lurker wanna play?)
6. PeteyP


Let struick get next play then slot in after him sound ok arl?

Cheers!
-Liq'd
 
sturick is up in Petey, so hopefully I have tomorrow to spam up some commentary. I was planning on doing a tile min/maxing piece.

@ goblinmarine

A good turnset overall. You're "big picture" micromanagement (that sounds ridiculous doesn't it?) is definitely coming along, with some great coordination of worker actions, city builds, and spec hiring.

One thing we'll need to add in is the :whipped:. Whipping creates an amazing amount of hammers early game and gets you things FASTER. When I first started I was pretty averse to whipping myself, only really as a panic button in case Mansa showed up with War Elephants :rolleyes:. What's not to be underestimated though, is the extra speed you can get things out. I already covered the turns saved and worker turns gained in that ugly worker schpiel somewhere up in this thread.


Anyways, going to mark up some city screens...
 
I might be able to play my Petey set tonight after I'm done watching my niece...so I should know in a couple of hours...if so I will play my Petey set tonight and this set tomorrow morning.

If that doesn't work out...for me or for you guys then I was planning on playing Saturday morning anyways so that works just as well. We have had two sets in the last 24 hours so our pace is pretty fast.

Let me know what you all think and we will take it from there.
 
Yeah tomorrow sounds good Struick. Gob and Liq nailed all the easy improvements so from here on out the map is an open ended ocean of worker pain. Need to cover city roles etc (it's silvers turn to write a book :p) before tacking how to abuse the workers next set.

This is a won game btw but *how* to win it can stand to use a few more books. :D

Oh tech wise, machinery -> aes -> lit -> compass-> optics is good. Surely we can trade for feudalism by then to cheapen civil.

Glib in Nova is going to require mass chops of those forests hehe so get that forge done with chops and get the hills mined post haste.


Cheers!
-Liq
 
Well it turns out I won't be able to play Petey tonight...I will try to play both sets tomorrow but with me being new to the SG game it still takes me a while to crank out a quality report.

I would rather take my time and get it right (even if this is a won game) so I imagine it is more likely that I will be playing Saturday morning but you never know. At the very least I will put together a gameplan for the crew to look over. This will give Silver time to dissect the last two sets.
 
yeah... about that whipping i missed. i saw the "don't whip me" in moscow and i guess stopped thinking about whipping altogether. doesn't take much like that to get me totally derailed.
as for the specs... i'd actually written myself a note to remember and still forgot for a few turns. probably ended up ok with the timing but i was a little peaved at myself over it for a bit.
 
The only reason Moscow had a no whip sign was assuming everything else was getting whipped mercilessly :D

And yeah specs are so easy to forget, add to that nightmare the auto governor Just absolutely LOVES to assign spy specs randomly. That little trick ends up for us getting the .00001 % great spy when we wanted the 99.99999% great merchant.:eek:

Anyway the real issue was teching construction since I would have been spamming watermills during my turn set if machinery and get pete's and rostov going. No sweat.:)

Cheers!
-Liq
 
Yeah, i almost slotted machinery. No idea why i didn't as we'd mentioned it too. Oh well, that's what happens when you're recovering from a boxing injury and working on your master's thesis at the same time, you get a bit :crazyeye: Won't happen again.
 
OK, I iwll wait for sturick and then play! Just don't expect a peferct micromanager! I am great micromanaging my cultural wins, but not in much else! :mischief:

I will try my hardest though.
 
Alright so this is an official got it for playing on Saturday morning.
Gameplan forthcoming.

It still took me about an hour and a half to play and post my Petey set.
Sad thing is...that is alot quicker than my previous set.
Is that normal?

How long does it take the rest of you guys to play and post an entire set?
 
well allow silver to post his modified save etc as we are at a serious (micro) xroads when it comes to WTH to do with all these marginal towns hehe.

Keep in mind when Liq says marginal, it's really about how resource poor that map is and not the dots themselves. What is meant is that if you have say a jungle town that has 2 good food sources (uh Banana's + rice as an example) and gems all in a 100% grassland sans river area that doesn;t contain many hills, the dot SCREAMS at you "COTTAGE MEEEEE".

Other towns that contain prominent food like say 1x corn or pigs but a ton of plain hills, /That town should be screaming "HAMMERSSSS"

The main problem with this map is that the jungle band is the extreme north of the continent (jungled areas own once you remove the plantlife:D) and lacking prominent "look at me" resources in which to angle your towns to encompass. That said, there's no clear difference between say orange sally and forest green dots to easily distinguish them from each other...

Really, most of our towns are Tabla Rasa which are dependent on generic improvements such as mills, farms and workshops which is really the reason why Machinery is so important to us.

What really needs to happen is to designate these sorts of flexible towns as what role they need to concentrate on in relation to each other and hence what improvements to push where.

This just ain't your daddy's clump of land!:cool:

Cheers!
-Liq
 
Sounds like I get a micromanaging challenge for my set huh?
No prob...I await the modified save and further instructions.

I have never been good at working with mills and workshops in my prior games...can someone maybe explain the benefits of those improvements for me as it sounds like I will be building them during my upcoming set. It just seems like they are more useful later in the game when they get the technology boosts so I don't build them as it is hard for me to tear down an existing improvement.
 
Actually no, other than WHIP WHIP WHIP in all those V/Y towns, it's more about paint by the numbers for lazy workers.

The real micro is to mess around with nova as it's a great person deal.

On one side you have Moscow cooking a super slow spy and Nova intermittently running 2x scientists for the early philo bulb (on account free tao is always nice). Ideally we want the scientist before the spy but moving one scientist to work the last floods speeds up growth.

On a side note, moscow wants an eventual courthouse for after the GS pops so it can run a spy spec and force the great spook. Before then though need to spam those settlers and a few x bows.

Cheers!
-Liq
 
Vague gameplan for my set tomorrow:

Tech: Finish Machinery>Aes>Lit That sounds like about 20 turns so I will probably stop there.

City builds:

Moscow will keep spitting out settlers until it can "build" the SP.

Pete: Finish the market and spit out missionaries..."Too much confusion...I can't get no relief" Sorry...excited for the Battlestar finale tonight!!! :D

Tricky Nova: Slow build the forge with chops while I build mines and move on to a market before the Glib. Does a monastery make sense here since it is the science capital? One is two coins and the other is 2 beakers...maybe a monastery after the GLib.

Rostov: Finish Barracks>Galley>Xbows for garrison. With the food growth and lack of improved tiles I think I will be whipping here frequently. Do I dare send Boris on the galley or do we save him for the New World exploration?

Yaro: Finish courthouse (whip) > barracks. This seems to be a hammer town with the hills so that makes sense I think.

Yek: Finish Forge (whip) > courthouse

Yak: Same deal

Vlad (magenta): gran>lighthouse>court>forge as described by Liq

Settlers will be placed into Cyan then Forest Green then Izzy in that order.

Workers will work...its what they do!
 
No izzy dot hehehe. Last three towns we want are purple love in the far south, uh WTH color dot in SE (sheep) and well "town" in the far far north EAST island near the dye solely to suck up trade relations hehe. Going to be a bit before we want those.

Boris on the galley sounds like a great idea. He's goofing off around pete's.

Moscow should push the 2 settlers in it's queue then SP for the gold + allow the town to grow. Growing is the hard part because Moscow is just a Happy size 7.

Rostov can be whipped sure but send a few workers over to clear the jungles and lay down whatever silver mentions. That town is like a weed that is growing faster than it can deal with whip anger hehe.

We need a few more workers but hmmm... no idea who makes them!! Moscow needs to grow, rostov needs to pop out a new garrison, Nova needs to finish it's forge and chop out it's Great library, pete needs to spam confusion... yay, one of the new dots gets to make workers eventually.

Cheers!
-Liq
 
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