ct3 - Chieftain Training Day (for newbies only)

Chieftess, thank you for your critique of my game and for your help.

I will try to answer some of your questions.

The citizens I moved to more productive locations were all moved to increase shield production. It just was too tedious to describe which square I moved them to.

As for the spearmen, I didn't think about their not being good attackers. I just went ahead and used them because they were available from the previous game and I wanted to get moving south to get the Zulus.

I had a hard time being specific about exactly what all those workers were doing each turn. I would click on them to go somewhere or to act on an order, and before I could write it down (I took notes in pencil) the screen would jump to the next active unit and I had to play cat and mouse to go back and try to find the worker I had just moved or ordered so I could write it down. (ALL that jungle was dense and so much of it looked alike.)

When I attacked Zimbabwe, I think I just used one immortal. He killed the first unit and then the next turn he killed the last unit. He was damaged so I fortified him.

I didn't stack any units. I was rushing every thing I had down to those 3 cities, because I wanted to destroy them during my 10 turns. :) It was a miracle I got those last two cities during my 10th turn. Perhaps I should not have been so driven to do it while I was playing my turn and plan it better.

I didn't know what to do about triggering an early the GA. But I wanted to use the immortals.

And you are right. Zimbabwe should have been building a temple.
I was just so glad to take it over that I didn't think about what they were building. :)

Lots to learn! And playing in this TD game is making me think.

stwils
 
Originally posted by stwils

I didn't know what to do about triggering an early the GA. But I wanted to use the immortals.

stwils [/B]

I understand it is best to delay GA.

Having had the advantage of playing Stwils game serveral times after Stwils' post- just to try diff. scenarios using his writeout - it does seem that unless we want the Zulus to grow larger that attack had to be made about the time Stwils did it. :confused:

If our goal is to wipe out Shaka quickly - GA begins. If we let the Zulu'z grow - at least in the games I played - they grow quickly and expand- but then GA is delayed.

Appreciated Stwil's detailed write up and Chieftess' detailed critique - I may learn this game yet
:goodjob:
 
Originally posted by stwils

I didn't know what to do about triggering an early the GA. But I wanted to use the immortals.

stwils [/B]

I understand it is best to delay GA.

I had the advantage of playing Stwils game serveral times after Stwils' post- just to try diff. scenarios using his writeout - it does seem that unless we want the Zulus to grow larger that attack had to be made about the time Stwils did it.

If our goal is to wipe out Shaka quickly - GA begins. If we let the Zulu'z grow - at least in the games I played - they grow quickly and expand.

I appreciated Stwil's detailed write up and Chieftess' detailed critique - I may learn this game yet
:goodjob:
 
A later GA is often better. But in this instance, we needed to take the Zulus out now. So one weighs the variables: early GA vs letting the Zulus live. Stwils did a sensible thing and took out the Zulus. (Or tried to. Darn respawn. ;) ) Since we are now in a GA, we need to try to maximize everything we can: gold & production both.
 
In reading Chieftess' critique of my game I noticed she said in response to my saying "worker in Arbela stops mining and goes to assist other worker irrigating land" - Chieftess says "Which land? I hope it's wheat/cattle or plains/desert."

I know we irrigate to produce food for pop growth. But which terrain squares and with which resources on them? Since in despotism any thing we produce above 2 food (ie 3) will be reduced back to 2.

Here is a chart I made and would appreciate some help. (I hope I got it right.)

Flood Plains 3 +1 (irrigated) would be 4. So we would lose 1, wouldn't we?

Flood Plains with Wheat 3 +1 (irrigated)+ 2 (wheat) = 5. We lose 1.

Plains 1 + 1 (irrigated) = 2

Plains with Cattle or Wheat 1 + 1 (irrigated) + 2 (cows/wheat) = 4 We lose 1

Grassland 2 + 1 (irrigated) = 3 We lose 1

Grassland with Cow or Wheat 2 + 1 (irrigated) +2 (cows/wheat) = 5 We lose 1.

What are our best squares to irrigate?

My question about mining will come later.

Thanks,
stwils
 
Sorry... haven't been online since I put the dot map up. I'll get the download tonight and play. :)
 
Sorry if I shouldn't ask this here, but how often do Chieftain training day games start? I'd like to join the next one that comes up. Thanks.
 
Originally posted by rwprice
Sorry if I shouldn't ask this here, but how often do Chieftain training day games start? I'd like to join the next one that comes up. Thanks.
Welcome to the Forums, rwprice! :D

This is a fine place to ask. Unfortunately, the question isn't as easy to answer as it seems on its face. Training Day games are started at the whim of the "trainer". This is the first Chieftain level TDG I have seen. Most have been on Regent level or above.

Unless and until one of our current roster of players drops, you are still welcome to follow along, and ask questions and input your thoughts.
 
Originally posted by stwils
In reading Chieftess' critique of my game I noticed she said in response to my saying "worker in Arbela stops mining and goes to assist other worker irrigating land" - Chieftess says "Which land? I hope it's wheat/cattle or plains/desert."

I know we irrigate to produce food for pop growth. But which terrain squares and with which resources on them? Since in despotism any thing we produce above 2 food (ie 3) will be reduced back to 2.

Here is a chart I made and would appreciate some help. (I hope I got it right.)

Flood Plains 3 +1 (irrigated) would be 4. So we would lose 1, wouldn't we?

Flood Plains with Wheat 3 +1 (irrigated)+ 2 (wheat) = 5. We lose 1.

Plains 1 + 1 (irrigated) = 2

Plains with Cattle or Wheat 1 + 1 (irrigated) + 2 (cows/wheat) = 4 We lose 1

Grassland 2 + 1 (irrigated) = 3 We lose 1

Grassland with Cow or Wheat 2 + 1 (irrigated) +2 (cows/wheat) = 5 We lose 1.

What are our best squares to irrigate?

My question about mining will come later.

Thanks,
stwils
Well, you got the chart right (I think), so I'm not sure about your earlier sentence that "any thing we produce above 2 food (ie 3) will be reduced back to 2." As your chart indicates, we just lose one of the food produced (above 2) while in despotism.

Floodplains should be irrigated. There's nothing else you can do with them anyway. Floodplains + wheat must be irrigated, ASAP! :D

Actually, any tile with a Wheat is probably best irrigated, if possible. Simply for the increase in food. Cattle are also usually best when irrigated, but when that is impossible, they are also excellent candidates for mining.
 
So if we irrigate cow on grasslands - 2+1+2=5 in despotism we would only be reduced back by 1 to equal 4.

I'm going to put my chart in front of me when I play. :)

Thanks Padma,

stwils
 
You're welcome, stwils. :D

That is why many "old hands" say you shouldn't bother irrigating grassland while in despotism: 2 + 1 (irrigated) - 1 (despotism) = 2 = status quo.

There has been an on-going debate between two camps as regards cattle. Some say it should always be irrigated, others say mine it in despotism, at least. Most people usually figure out after playing a few games that the correct answer is: it depends. If you have mostly grassland, with some floodplain/wheats on one side, and a grassland/cattle on the other, mine the cattle! It may be your best shield tile available! If you have hills/mountains/desert, but with a grassland/cattle in radius, irrigate it! You need the food!
 
Well, I won't keep posting about this, but after my last game with trying to manage all those workers in the jungle, I have become aware that it is imperative to learn how to manage workers effectively. Chieftess had suggested earlier putting two on a job. That helped.

But I see your whole economy is going to depend on them. And you've got to have things connected by roads and you need to know what is the most urgent job - mine/irrigate/clear/ etc.

I will spend a few days with the manual and study up, and if any of you in this game knows of any good threads or articles here on CivFanatics on how to get the most out of your workers, please let me know. I'm talking about when to clear a jungle, when and what to mine, and all the rest.

This is one need (of several) this training day game is pointing out to me. :crazyeye:

stwils
 
Fire Emperor or rwprice can take my spot if they wish.

I am currenty busy trying to beat my first emperor game :)
 
Sorry to see you leave us, Barker. You were an awesome player.

Padma, I do think rwprice was the one who wanted to be in a Chieftain Training Day game. Maybe he is still available so that we can have five.

stwils
 
Barker- :grad:

Beat that Emperor game

:D

Sorry to see you go - Check us out as we keep playing - give comments :)

McDan
 
Preturn (775 BC):
Notice that with science at 50% we make 9gpt and can research Map Making in 13 turns. I bump the slider up to 70% to get Map Making in 10 turns and still make 5gpt.
City check:
Ulundi still requires an entertainer to keep civil disorder at bay.
Babylon has no garrison but switching production from Temple to Spearman will cost us 16 shields, so I keep it on Temple and load a Spearman into the queue.
Pasargadae is switched over to training a Spearman (complete in 4 turns).
Susa's production could be boosted by working the forest tile with a road SE of town, but then it doesn't grow. It won't grow for another 16 turns at this rate anyway, but I am considering switching it once the Immortal training there is complete.
Arbela is switched over to training a Spearman from Immortal. Three shields are lost in the process but I figure it's worth it to get a garrison in town.
Otherwise I couldn't see any room for tweaking things in the cities.
Diplomcacy:
I urge Shaka to give peace a chance just to see what I can get out of him before the final push to get them off the planet. I don't think they respawned, they must have had a free settler. He's still furious with us and wasn't up to discussing offering something for peace.
Units:
I wake up the Immortal standing N of Zimbabwe and move him across the river. I also take one of our 2? spearmen in Persepolis and start moving him to Zimbabwe - his first turn takes him 2 tiles N of Susa.
I wake the spearman fortified in the forest two tiles E of Zimbabwe and move him E so that he can fortifiy Ulundi and allow us to start working tiles (he will give a happy face and allow us to use the entertainer to do something useful).
Demos:
We're tops in everything except disease (3rd), family size (3rd), and military service (5th).

1 (750 BC):
Susa finishes training an Immortal. I decide to start on a granary so that it can start to grow more quickly. I also shift the citizen working the tile directly N of Susa to the tile SE of Susa so that the Granary will be done in 12 turns instead of 20.
Arbela finishes training their Spearman. I fortify him and switch production to a temple so that the borders will expand and they can start working the bonus grassland in the second ring NE of Arbela.
I move the spearman N of Ulundi E to march on Bapedi.
I move the spearman NW of Ulundi into Ulundi but am not able to work any tiles becuase the citizen remains unhappy without entertainment. I shift production to a temple to improve attitude in town.. opinion is split between ending war against the Zulus and our horrible oppression against the citizens as to why they are unhappy.
I move the Immortal SE of Ulundi NE to attack Bapedi.
I move the Immortal NE of Zimbabwe to the hills NW of Ulundi to attack Bapedi.
The worker ESE of Susa completes his road on the hill with gold and moves S to complete road to Zimbabwe.
I move the Immortal in Susa along the roads to the tile S of Pasargadae to attack Bapedi (the computer indicated it was quicker to use the roads than take a direct route).
I move the Spearman N of Susa to the tile ENE of Susa to eventually fortify Zimbabwe.
I move the Immortal ESE of Persepolis along road to Pasargadae to attack Bapedi.
Worker completes mines N of Babylon. I move hims to wheat tile WSW of Babylon to complete road to Ulundi.
I move Immortal along south coast NE to eventually move to Ulundi to help as military police.
Shaka still doesn't want to talk peace. C'est la vie.

2 (730 BC):
Worker stack (2) finishes harvesting forest E of Arbela. Starts mining the tile (grassland/furs).
Move worker N of Arbela to Arbela to complete road to Bapedi.
Move immortal in Pasargadae 2 tiles W to attack Bapedi.
Move immortal S of Pasargadae to same point 2 tiles W of Pasargadae to attack Bapedi.
Move spearman S of Pasargadae to hill tile 2 tiles NE of Zimbabwe to eventually garrison Zimbabwe.
Worker begins road two tiles NE of Zimbabwe to complete road to Zimbabwe.
Immortal S of Zimbabwe moves N to use road network to move to and attack Bapedi.
Immortal NW of Ulundi moves E to attack Bapedi.
Immortal E of Ulundi moves NE to attack Bapedi.
Spearman N of Ulundi moves E to attack Bapedi.
Ulundi's citizens still demand entertainment.

3 (710 BC):
Our spearman E of Ulundi observes a Zulu archer in the mountains to the E. He moves to take a defenseive position in the mountains to the SE.
Move immortal to mountains E to attack Zulu archer.
Move immortal NE of Ulundi E to attack Bapedi
Worker completes road SE of Bapedi. I move him to tile NW of Ulundi to complete road.
Move worker in Arbela SE to help complete road to Ulundi.
Move immortal stack (2) E of Pasargadae along road to tile NE of Arbela to attack Bapedi.
Worker stack (2) completes clearing jungle NE of Pasargadae.
It is at this point that I realize we're getting bonus production due to Golden Age... am wondering how our happiness in cities will change when it ends.
Move worker stack NE of Pasargadae SE to mine bonus grassland tile.
Move spearman 2 tiles NW of Zimbabwe SE to garrison Zimbabwe.
Move immortal S of Zimbabwe along road to tile NE of Zimbabwe to attack Bapedi.

4 (690 BC):
ZULUS FOUND HLOBANE ON TILE SE OF WHEAT ALONG COAST
Zulu archer moves NW off mountains
Pasargadae completes training spearman and changes production to granary (complete in 15).
Spearman in Pasargadae fortifies.
Worker SE of Arbela moves S to help with road to Ulundi.
Immortal stack (2) NE of Arbela to 2 tiles E of Arbela to attack Hlobane.
Worker starts road in hills NW of Ulundi to connect it to trade network.
Immortal E of Ulundi moves NE to attack Bapedi.
Immortal/Spearman stack (1/1) moves north to attack Zulu archer (Immortal attacks, spearman moves after attack). Immortal loses 1hp during attack.
Immortal NE of Zimbabwe moves along road to hills NW of Ulundi to attack Bapedi.
Spearman NW of Zimbabwe moves into Zimbabwe to garrison city.
Zimbabwe changes production to Temple (complete in 22 turns).
Sid says we're technologoically advanced.
Bapedi makes it back on to the top 5 cities list.
We move to second in Disease and fourth in Family Size on the demos.

5 (670 BC):
Persepolis finishes it's Temple. I change production to a worker (complete in 1 turn).
Worker completes road to Zimbabwe. Moves E to begin mining horses tile.
Spearman in Zimbabwe fortifies. Both citizens in Zimbabwe are happy.
Immortal NW of Ulundi moves E to attack Bapedi.
Immortal NE of Ulundi joins Imm/Spear stack (1/1).
Imm/Spear stack fortifies so that Immortal can heal.
Immortal stack E of Arbela moves E to attack Hlobane and block use of wheat tile.
Worker stack (2) E of Arbela moves SW to build road to Ulundi
Worker SSE of Arbela moves S to help with road to Ulundi.
Worker stack E of Pasargadae completes mine and moves NW to mine gem tile.

6 (650 BC):
Persepolis completes worker and begins building Settler.
Babylon completes Temple and begins training Spearman.
Immortal NE of Arbela moves E to attack Bapedi
Worker 2 tiles NW of Ulundi moves SE to help with road to Bapedi.
Worker stack (2) SE of Arbela begins road.
Immortal stack (2) attack Hlobane - city is defended by 1 Impi, attacker loses no hp and we destroy town and pick up 23 gp.
Imm/Spear (2/1) stack moves E to attack Bapedi.
Worker in Persepolis begins mine SE of Persepolis.

7 (630 BC):
Antioch completes spearman, begins training worker.
Spearman in Antioch fortifies.
Worker stack (2) NE of Pasargadae completes mine and begins mining tile S of Pasargadae.
Worker NW of Ulundi begins helping with road to Ulundi.
Immortal E of Ulundi moves W to help garrison Ulundi.
Imm/Spear (2/1) stack moves E to attack Bapedi.
Immortal stack (2) moves E to attack Bapedi.
By sliding science back to 50% we still get Map Making in 3 turns but get 7gpt in the process, so I make that change.
We are now 4th in Military Service and 3rd in Family Size.

8 (610 BC):
Worker stack (2) SE of Arbela completes road and begins mine.
Worker N of Zimbabwe completes mine on horses, moves SW to begin road.
Immortal NE of Ulundi moves SW to garrison Ulundi.
Ulundi will now allow a tile to be worked. I select the flood plain so that it will grow in ten turns. Temple still will not complete for 51 turns.
Immortal stack (2) moves E to attack Bapedi
Imm/Spear stack (2/1) attacks Bapedi - first Immortal loses to Zulu Impi. Second Immortal knocks Zulu Impi down 2 hp. Spearman fortifies. There are 2 Impi in Bapedi, one Elite and one Regular.
We drop back to 5th in Military Service

9 (590 BC):
Well, Shaka approaches us for a deal, so I take him for everything he's got. 71gp lump sum, Horseback Riding, Polytheism, and a worker. This should buy time to get some more offense in place to finish off Shaka.
Worker stack (2) completes road to Ulundi. Moves SE to flood plain to begin irrigation.
Immortal in Ulundi moves E to attack Bapedi
Worker NW of Zimbabwe begins mine.
Worker stack (2) S of Pasargadae completes mine, moves NW to start mine.
Worker SE of Persepolis completes mine, moves N to build road to game SE of Antioch.
Worker in Persepolis moves N to build road to game SE of Antioch.
Immortal stack NW of Bapedi holds for a turn to gague Shaka's reaction.

10 (570 BC):
Shaka gets mad about our troops in his territory and orders us to make them leave, which we agree to.
They are still making no money and have nothing of interest to trade for (as if they would).
Our scientists discover Map Making. I'm not sure which route to go from here because we really didn't discuss it. I guess if you guys don't like it you can change it and we won't take a major hit. I decide to go for Code of Laws so we can start working on the corruption (and move toward Republic, my government of choice).
Persepolis completes a settler and begins training an Immortal.
Babylon completes a spearman and begins training an Immortal.
Babylon's cultural influence expands.
Antioch completes worker and begins producing a Granary.
I move the science slider back up to 70% to give us CoL in 9 turns with 3gpt.
Here's something interesting... with a garrison of one military unit in each city, everyone in the civ is happy! Pretty wild. I checked the demos and our approval rating is at 100%. See attached pic:
happy_people.jpg


Move all workers near Antioch to game tile to begin road.
Move settler in Persepolis E to tile 2 tiles N of Susa to settle tile SW of Zimbabwe.
Spearman in Babylon fortifies.
Immortal E of Ulund moves NE to attack Bapedi.
Bapedi's borders expanded so our units are still in Shaka's territory. I move the Spearman SW to mountains and the Immortal stack (2) SW to remain within one tile of Bapedi.

Post-turn:
I'm bummed that I miscalculated on the force required to subdue Bapedi, but I really wanted to get Ulundi growing and I needed that extra military unit to do that. It's not all bad, we got a lot of coin and two advances out of the deal. Now we just need to build back up some military and finish them off. :)

Here's the map:
ct3_570BC.jpg


Here's the file:
Xeres of the Persians, 570 BC
 
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