Clive1 - Monarch (Training ?) game

Bede said:
Search the forum for Bede01 if you want to see all the toys in action. I think the only ones we missed were Aegis cruisers, nukes, and SDI. Took the last big city with an Ancient Cavalry army from the Statue of Zeus, first wonder built in Rome (that project had a three shield overrrun).
:rotfl: :rotfl:

Hey - I apologized for that overrun! :blush:

...and I think we cheated Sir Bugsy out of a chance to play with Stealth something-or-others at emperor level...

...but do YOU remember "Arnhem", Brother Bede? :devil2:
Oliver Twist, again...."Please sir, I wnat some more", greedy little beggars :mischief:
...If I had a rocket launcher... :D
 
scoutsout said:
:rotfl: :rotfl:

Hey - I apologized for that overrun! :blush:

...and I think we cheated Sir Bugsy out of a chance to play with Stealth something-or-others at emperor level...

...but do YOU remember "Arnhem", Brother Bede? :devil2: ...If I had a rocket launcher... :D

And all I wanted to do was be the first Italian Communist in space, launched from the city of Togliatti, but scout had to play....
 
Bede said:
And all I wanted to do was be the first Italian Communist in space, launched from the city of Togliatti, but scout had to play....
Now, before you give these guys the wrong idea 'bout me bein' some kind of warmongering fool... let's take a moment to set this straight...

I spent my first turns of "combat" playing whack-a-barb in the jungle with A/C because SOMEBODY set the barb level to "insane".

Then I play a nice set of 'builder turns'... somebody meets Japan, and the next time I get the game back, Japan is GONE!

notmyfault_I_didn'tdoit. :p
 
Edit: post deleted.
 
I think the roster is now

Sir Clive - On deck
Admiral Kutzov -
Bede - Just played
mtgfreak - Cant play until 25 Aug
Viper275 - up
MSTK - Request skip

Is this right ? Can you post a 'got it' Viper ?

Looks like Bede and Admiral played 5/6 turns instead of 10 . Seems sensible now that there is so much to manage ! I will probably only have time to do 5 when it comes around to me (of course if you want to do 10 be my guest !!)

mtgfreak - do you want to swap with viper275 (ie play after he has finished)
or do you want to wait until your next turn.

I'll try and have a look at the save tonight and maybe post a few comments / questions.
 
Oops! Yes, I'm up. Sorry!!! Got it. Can't play today though. 5 turns from now on sounds good.
 
I need a skip, up in every SG I'm in and will be tied up today and tomorrow for the most part.
 
@ - clive - ...bombers, tanks and money (apologies to Jackson Browne, I think). Kill the witch, kill the witch...
 
Sorry - hadn't been able to check in for a day or so - looks like I am
up.

Got it !!

Sir Clive - Up
Admiral Kutzov - On deck
Bede - Just played
mtgfreak - Cant play until 25 Aug
Viper275 - skipped
MSTK - Request skip


Don't think I will get 5 turns done tonight but will get the save now and hopefully post again tonight.
 
OK - I have played 3 out of my 5 turns - we are at 65 % popultaion according
to the Victory status screen . I think 66% gives us a win ?

Here's the turnlog

Pre turn check -

Egypt have 3 cities left - Buto , Edfu and Giza. Priority 1 is to finish them off.
If we do this during my turn I will probably then remain in peace until we decide who
to go for next.

We are currently researching at 0 % - Gold at +1316 per turn.

Would like to get Mass prod so that we can then get Motorized transport.

We can do
7 turns (50 % sci , +408 gpt)
6 turns (60 % sci , +274 gpt)
5 turns (70 % sci , +82 gpt)

Decide to go for Mass Prod in 6 so set science to 60%

Karhayuk , Kanesh and Oasisland are all at 48 spt - will see if I can get them
to 50 spt so we can build 100s units in 2 turns instead of 3.

Manage to get a couple up to 50spt.

Hattusha, Orenburg, Grassy Beach and Tarsus are all at 32 spt -- will see if I can get
them to 34 spt so we can get 100s units in 3 turns instead of 4. Unfortunately
almost almost available tiles are being used and can't do much here


Don't think I have ever played with quite so many units before - we have at
the moment

97 Infantry
64 worker
27 artillery
13 Cav
11 Med Inf
7 Armies
7 TMC
3 Bombers

and a few other bits and pieces . Hopefully we will have a few more bombers soon, and
we will be able to build tanks in about 10 turns.

I guess I will be using Armies, infantry + arty to destroy the last Egyptian cities


Make a few minor alterations to build orders and get ready to go .....


IT - Wow - it's a long IT - loads of rebuilds to organise. I'm not too used to
getting to this late in the game in a superior position but I seem to remember from
reading other succession games that bombers are pretty cool and admiral seems to
be favour of them so I switch to
bombers in some, airports in others and elsewhere try to build units that won't waste shields


Finally -

1762 (1) - We get going. Troops move around, workers work. Arty and Bombers bombard Giza
and reduce population by a couple of points..
Doesn't look as if it is going to be as easy as I thought to kill off Egypt. Mongols
have a lot of troops surrounding Buto and a lot more blocking off the attack path on Giza.

Attack Giza with the close by armies and capture relatively easy. Not sure here wheter
to raze or capture but it is against my nature to raze so I capture :)
Would like to use settler between Asyut and Giza but all the tiles are occupied by Arabs !


IT - Nothing much. A lot of build order changes. Try to make sure shields aren't wasted ,
ie cities with 30 spt build 90 shield units, cities with 50 spt build 100 spt units etc.
Should be a few bombers built in 2-3 turns time if we decide to start attacking the Arabs
or the Mongols.
Arabs look favourites to be next to me !

1764 (2) - Bombers from Asyut start bombing Edfu .Settler moves into a free space between
Asyut and Giza to hopefully settle next turn. Arty move towards Edfu. There is a stack of
30 Mongol Keshik between Elephantine and Edfu.

IT - A load of Arab troops attack Buto . They still don't capture. We have a bunch
of Infantry parked outside so may be abke to take advantage next turn. We need to start
building some settlers to fill in these gaps !

1766 (3) - Sci down to 50 % still means Mass prod due in 3 . Decide to send bombers from
Asyut towards Buto rather than Edfu (we have armies to take Edfu)
Just realised from the Victory status screen we have 65% of world population !!
Found Tobacco town between Asyut and Giza. Army captures Edfu. Egyptians now just have
1 town left.
 
Clive1_1766.JPG


Save game 1766
 
Nice set of turns! Egypt should be destroyed in a couple more turns. 66% population and 66% land is required for Domination victory, something that seems like it could happen any time soon. Bombers are definitely good units. I find them to be units where sometimes you can't live without them, other times they aren't quite as helpful. We are also close to tanks. Not sure how close the other civs are (haven't looked at the save yet) but if we get tanks first we have a huge advantage over everyone else, perhaps we should start thinking about who to destroy next :devil2: . Arabs?
 
lurker's comment: One would think that the Arabs could be steamrolled pretty easily right now. They seem to be lacking rubber, indicated by the large numbers of rifles. With tanks, you could probably assimilate them in what - 10 turns? Maybe less if they have rails
 
Sir Clive said:
OK - I have played 3 out of my 5 turns - we are at 65 % popultaion according
to the Victory status screen . I think 66% gives us a win ?

Need 66% of territory too

Here's the turnlog

Pre turn check -

Egypt have 3 cities left - Buto , Edfu and Giza. Priority 1 is to finish them off.
If we do this during my turn I will probably then remain in peace until we decide who
to go for next.

We are currently researching at 0 % - Gold at +1316 per turn.

Would like to get Mass prod so that we can then get Motorized transport.

We can do
7 turns (50 % sci , +408 gpt)
6 turns (60 % sci , +274 gpt)
5 turns (70 % sci , +82 gpt)

Decide to go for Mass Prod in 6 so set science to 60%

With all the money we have in the bank crank science up to 100%, then rarchet down from there. It costs the same no matter how you do it and 100% science piles up the beakers faster, so if you have to go to zero for any reason the beaker bank is bigger when you resume research. If you need cash and don't want to run a deficit then hire a bunch of scientists in the outlying corrupt towns with food supluses. It takes a certain amount of fiddling to get it right but it works.

Karhayuk , Kanesh and Oasisland are all at 48 spt - will see if I can get them
to 50 spt so we can build 100s units in 2 turns instead of 3.


Manage to get a couple up to 50spt.

Good call


Hattusha, Orenburg, Grassy Beach and Tarsus are all at 32 spt -- will see if I can get
them to 34 spt so we can get 100s units in 3 turns instead of 4. Unfortunately
almost almost available tiles are being used and can't do much here

Don't sweat it. With the number of towns we have at 50 we will have more bomber and tanks then anybody would need. Infantry in three is a good balance.


Don't think I have ever played with quite so many units before - we have at
the moment

97 Infantry
64 worker
27 artillery
13 Cav
11 Med Inf
7 Armies
7 TMC
3 Bombers

and a few other bits and pieces . Hopefully we will have a few more bombers soon, and
we will be able to build tanks in about 10 turns.

I guess I will be using Armies, infantry + arty to destroy the last Egyptian cities


Make a few minor alterations to build orders and get ready to go .....


IT - Wow - it's a long IT - loads of rebuilds to organise. I'm not too used to
getting to this late in the game in a superior position but I seem to remember from
reading other succession games that bombers are pretty cool and admiral seems to
be favour of them so I switch to
bombers in some, airports in others and elsewhere try to build units that won't waste shields


Finally -

1762 (1) - We get going. Troops move around, workers work. Arty and Bombers bombard Giza
and reduce population by a couple of points..
Doesn't look as if it is going to be as easy as I thought to kill off Egypt. Mongols
have a lot of troops surrounding Buto and a lot more blocking off the attack path on Giza.

Attack Giza with the close by armies and capture relatively easy. Not sure here wheter
to raze or capture but it is against my nature to raze so I capture :)
Would like to use settler between Asyut and Giza but all the tiles are occupied by Arabs !


IT - Nothing much. A lot of build order changes. Try to make sure shields aren't wasted ,
ie cities with 30 spt build 90 shield units, cities with 50 spt build 100 spt units etc.
Should be a few bombers built in 2-3 turns time if we decide to start attacking the Arabs
or the Mongols.
Arabs look favourites to be next to me !

1764 (2) - Bombers from Asyut start bombing Edfu .Settler moves into a free space between
Asyut and Giza to hopefully settle next turn. Arty move towards Edfu. There is a stack of
30 Mongol Keshik between Elephantine and Edfu.

IT - A load of Arab troops attack Buto . They still don't capture. We have a bunch
of Infantry parked outside so may be abke to take advantage next turn. We need to start
building some settlers to fill in these gaps !

1766 (3) - Sci down to 50 % still means Mass prod due in 3 . Decide to send bombers from
Asyut towards Buto rather than Edfu (we have armies to take Edfu)
Just realised from the Victory status screen we have 65% of world population !!
Found Tobacco town between Asyut and Giza. Army captures Edfu. Egyptians now just have
1 town left.

Check F4 for the alliance schedule. If there are MA's still in force you have a choice: let the Mongols or Arabs have that last town or blockade it until the MA's expire. Don't hit it with bombers or artillery to soften it up for the other guys. If you eliminate the Egyptians before the alliances expire then you have broken the alliance and will have a hard time doing any kind of per turn deal. They can still be done, but will be much riskier.

:goodjob: Overall a nice set of turns. Two cities captured and no losses and good attention to detail on the homefront.:cool:

I might have reversed the order of city capture, taking Giza, then trying to nail Buto before the Arabs and Mongols took Edfu but without being on the ground I won't presume as it's not possible for me to make the judgement as well as you could .
 
SesnOfWthr said:
lurker's comment: One would think that the Arabs could be steamrolled pretty easily right now. They seem to be lacking rubber, indicated by the large numbers of rifles. With tanks, you could probably assimilate them in what - 10 turns? Maybe less if they have rails

IIRC Arabs don't have the tech for infantry and may be as many as two away. They do have rails....:drool:
 
What the consensus on mass tranportation? :confused: Should I get the cities cranking/

@clive :goodjob:

(Ac/Dc)We're on the highway to ... tanks :) They'll be thunderstruck. (BOC) Go go Godzilla :lol:

:bounce: :bounce: :bounce: :spear: :spear: :bounce: :bounce
 
1725

CLive1_1725.jpg


1760

CLive1_1760.jpg


Civic management is an area that benefits from close attention to detail. You will find those details conveniently arrayed in the Domestic Advisor screen. (I use the featured popheads to make it even easier Place in the Smallheads folder in your Conquests art directory. Rename popHeads.pcx

The upper section is an income and expense statement and contains the research and luxury sliders. There is at least one important thing about the numbers that is not self-evident (there may be more but I haven't figured them out)


The number next to the beaker represents beakers generated, not gold spent. The amount next to the beaker is modified by the library and university multiplier and the number of scientists employed. Try an experiment: turn the sliders to zero, then push the research slider to 100%. The amount shown next to the beaker will be some percentage lower or higher than the absolute change in the Net Gain number​

The lower two thirds of the DA screen lists your cities and towns. You can sort this list by the column headers to make it easier to find the information you want, e.g. if I am trying to balance the food supply I sort by the bread slices; if I am trying to balance production I sort by the shields, and so on. The hammer icon represents maintenance costs.

So what to do with all this information?

In this instance I started with the food column as the previous player had built hospitals. Hospitals allow a population expansion but increase the management burden as you need to find a sustainable population number for each city and manage to it. This requires rearrangement of the worked fields and swapping fields among neighboring cities to get to a sustainable growth rate, or even in some cases stopping the growth.

I looked at Riverbend and its neighbors and rearranged the field assignments to get each city to an even numbered food supply and a surplus of at least two, or a surplus of 1 and an unused 1 food field. As Riverbend is the most productive city and will benefit the most from population growth (which I will employ as policemen first, scinetists next and tax colllectors last) I came up with the configuration shown in the 1760 screen. Greenland is going to need a touch of micromanagement to get its food surplus to an even number. (A little trick I use is removing the rails on a field in the cities first ring to balance the food supply to the correct surplus amount.) As you can tell from the 1760 screen I also employed a number of specialists (cops and scientists). This tactic allowed me to balance the food supply and also helped ensure the overall happiness of the population in each town. (Specialist employment is another entire topic so I won't go into detail here but save that discussion for another time.)

Once satisfied with the food supply I turned attention to the production of shields. My targets were 30spt 45spt and 50spt (infantry, bombers and tanks). As there were no prebuilds for wonders, or wonders in queue that I could foresee I reduced the shield count at Riverbend and boosted it in the surrounding towns. There is still significant shield waste but there is not much I could do about that if the citizens were going to eat. I didn't have the workers available to make terrain changes to get to the "magic number". At this stage of the game it is very useful to have a bunch of worker gangs available to work the fields surrounding the most productive towns so you can make immediate alterations, and if the terrain change doesn't achieve your objective, change it right back.

Field swapping (tile-swapping to some) becomes ever more important at this point. First you need to ensure a stable food supply, then manage the core cities to efficient production. I consider 5 turns the maximum for miltary builds, so to build infantry you need a minimum of 18 uncorrupted shields, the next target is 30 for infantry in three, then 45 for infantry in two. Bombers and tanks are 100 shields so the magic numbers are 20, 25 and 50.

As you get further from the productive core the city management focuses on food. With food in surplus you can employ the powerful specialists or make use of mined hills and mountains for shields. The marginal shield gained from mining a grassland is most often lost to waste so everything flat should be irrigated and the tilted ground mined. I usually don't train military in these towns unless I can do it in five turns or I have enough cash on hand to short rush, for by the time they finish either the war is over or the unit is obsolete.

A note on multiplier buildings and specialists: Multiplier buildings are libraries, markets, banks, universities, factories, stock exchanges. Multiplier buildings affect the choice of specialist used. Civil engineers are useful almost everywhere when you are building infrastructure, but remember they do cost gold, so you are trading gold for shields when you use them and they have little impact in towns that have factories. Tax collectors are most useful in towns that do not have gold mulitplying buildings in place; scientists where you do not have research infrastructure; cops reduce both waste and corruption until you have police stations built then you are often better off using engineers otr tax collectors (depends on the town); clowns are good if you need to kick off WLTKD (reduces corruption) or you have a handful of towns with unhappy citizens and raising the luxury tax puts too much of a burden on the budget.


(At this point in the homily the congregation began to leave)
 
Some excellent stuff here Bede. Some of it I knew , some of it I had forgotten about and some of it is new. Extremely useful !!

One thing I still don't understand about the beakers is how you work out how many beakers a Tech costs ?

If I am building a unit I know how many shields it will take the town to build the unit and how many shields the town is producing . It is therefore easy to work out whether (say) changing an irrigated tile to a mined tile will bring the number of turns down.

However for science although I know how many beakers I am producing I don't know how many beakers a tech requires (unless I have missed something) . I therefore don't know how many taxmen I woud need to turn into scientists to bring the research down by a turn (other than by trial and error).

Can anyone help ?


Anyway - off now to play my remaining 2 turns :)
 
Only read a bit of that so far Bede, but I didn't realize you could sort the screen by different columns. :rolleyes:

Look forward to reading the rest tonight when i get home. :)

@Clive - in the C&C forum, search for the TechCalc, by Grey Fox. Wondeful tool. If you haven't found it when i get home, I'll post it for you.

EDIT: nevermind, already found a link. :)
TechCalc
 
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