Clive1 - Monarch (Training ?) game

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 :)
 
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 :)
 
Three turn workers in about 10 turns is better than 2 turn workers in 30+. Version 2 it should be.
 
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.
 
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%.
 
Oh, I forgot about the good part: there is Iron right next to Riverbend and one just outside of the borders of Hattusas.

Screenshot:
clive1screenshot1750bc.jpg
 
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...
 
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!!
 
SesnOfWthr said:
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).
 
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
 
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
 
Admiral Kutzov said:
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.
 
@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.
 
"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."

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.
 
(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.
- Russia still has only 68 Gold and no new techs. Russia also has a Worker in capital. Trade Alphabet for a Worker and 56 Gold (as high as they'll go). We are still up Horseback Riding.
Turn
- Silk Forests founded. Reveals Barbarian Camp. Start on Warrior to get rid of it.
- Southeast Warrior pops a Goody Hut for 50 Gold.
- Russian Worker sent to road Riverbend to Silk Forests, and hopefully the Silk.

TURN 7 (1550 BC)
IBT
- Accidentally leave troops in Arab borders. They are annoyed at us.
- Japan now has 56 Gold this turn and have moved up from 44. No deals made. I'm not sure when (I probably skiped over it), but they now have Masonry.
- Arabs lost 10 Gold and are now at 17.
- India gains 10 Gold and are now at 35. I'm guessing they traded with Arabs.
- Russia researches Horseback Riding.
- Japan tries to clear Barbarians near our borders for us. How nice. There is still 1 warrior and 1 horsemen there.
Turn
- Hattusas creates Spearman -> Barracks.
- Road continues to Riverbend.
- Can finally irrigate wheat near Tarsus
- Scout finds blue-ish borders. I'm colorblind, so I cannot tell.
- Warrior Scout arrives at Hattuasas. Moved to escort Tarsus's almost-complete Settler to Wines at location L.
- Add Entertainer to Hattusas to prevent Disorder.

TURN 8 (1525 BC)
IBT
Nothing
Turn
- Start irrigating Wheat near Tarsus
- Tarsus goes into Disorder! Oops...
- Blue-ish borders are Mayans. We are up Horseback Riding, Iron Working, and Alphabet. They have 12 Gold and 5 cities. No deals were made.

TURN 9 (1500 BC)
IBT
- Japan forces die while attacking Barbarian Horseman.
- Scout in Mayan Territory prompts removal.
- Mayans research Iron Working. It wasn't worth 12 Gold, anyways.
- Egypt jumped back from 0 all the way to 15.
Turn
- Ugarit Worker -> Settler to settle on Dyes. Worker sent to help build road south.
- Road to River Bend continues

TURN 10 (1475 BC)
IBT
Nothing
Turn
- Road to Sugar completed. Start irrigating.
- River Bend goes into Disorder. Again, oops.
- Tarsus Settler -> Worker. Sent Settler to different point by accident. It was too far away from L, anyways.

End-Dynasty Analysis
Japan: 56 Gold (Down Iron Working and Writing)
India: 35 Gold (Down Writing and Horseback Riding
Egypt: 25 Gold (Down Horseback Riding)
Arabia: 17 Gold (Down Alphabet, The Wheel, and Iron Working)
Maya: 12 Gold (Down Alphabet and Horseback Riding)
Russia: 0 Gold (Down Writing)
Workers are working on roads to Iron and Riverbend. Wheat will be irrigated soon, so both Hattusas and Tarsus have potentials to be Worker Factories.
Granary is a "prebuild" if anyone wants to change it.
 
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