ct3 - Chieftain Training Day (for newbies only)

mcdan,

The 48 hours from your "got it" are up. Will you be posting something soon?

I know you were also just up in the SUL5 competition, and it's also the weekend, so I will cut you a little slack here. Just let us know what's happening, okay?

:D
 
Thanks! :o (I didn't know how many plans my family had this weekend - I mean how many Pumpkin parties can children go to??? :) ) Anyway - am posting my preturn and after church this a.m. will play and post the 10 turns by noon. Sorry for the delay - I hate it when others do that and now here I am!) :eek:

PRETURN: 740 AD

Summary at this point: We have 1380 g (+15 pt) and will be getting Invention in 3 turns. Republic. In the top 5 cities we have 3: Persepolis, Babylon and Zimbabwe all size 6 and above. Also listed is Athens (Size 4) and Thebes (size 2). We rank #1 in the world as our world ranking is 167 (over 40 happy citizens) - Greece is a distant second with 63 and Zululand at 16. We have 5 of the Great Wonders and can see that Greece is working on the Great Libary. Tech-wise we are advanced but advisor asks that we increase science funding. Looks like Gunpowder will be the next logical choice after Invention. Cultural value is 2306 with Persepolis leading with a 13 rating.

Advisor recommends temple/ cathedrals in all cities and to build the Great Library, Colossus and the Sistine Chapel (what more to recommend??? ) and Greece is in awe of our culture. (Not sure why adv. is rec. the Colossus - we are past ancient times, it only affects one city, etc - it does provide cash - same question re: the Sistine Chapel - we don't have happiness issues yet, it only affects the cities we already have Cathedrals. I can see wanting all wonders but priorities lead to other wonders instead. We'll see as the game progresses.) Keeping the science slider at 60% with a net gain of +15.

Greece:
(1) We approach Greece and offer 80g for the World Map. (I start off low and we banter back and forth until this trade is resolved for 80g.) Finally - a world map! :) [party] [dance]

Curently our forces outnumber the Greeks, the are not advance culturally or scientifically. They do have the Horseman and they fear our Immortal.

(2) We establish an embassy in Athens for 45 gold. Here is a peek at Athens:
95 gold
Despotism
pop 118,000
culture is 2 pt expanding in 321 turns
2 strategic resources - Iron and Horses
NO improvements beyond Palace
Two garrisoned military - are they Hoplites- not sure
Working on Great Library in 56 turms with growth in 2 turns
Luxuries- 4 dyes and 1 silk
content citizens- 4
Close up view of city shows unworked bonus grassland and unworked bonus plains.

Contact Greece again - offer 120 g for contact with Egypt. Agreed. (After negotiations)
Contact Egypt - offer 80 g for contact with Rome. Agreed. (After negotiations)

Embassy established in Thebes. Approx. 40 Gold.

Here is Thebes Info:
80 g, republic, pop 39,000, culture is 2 pt expanding in 322 turns!, NO strategic resources, NO improvements beyond palace, one luxury- ivory, four military garrisoned, the Colossus will be complete in 92 turns with growth in 11 turns, 2 content citizens, production 4/ food 6/ commerce 11. All bonus tiles within city have been worked.

Embassy established in Rome. 46 Gold.

Here is Rome's Info:
24 g, Monarchy, pop 35,000; culture is 2 pt expanding in 326 turns, two strategic resources - iron and horses. NO improvements beyond palace, One luxury -Incense, garrisoned 4 units including one warrior, one swordsman and one legionary. The Hanging Gardens will be completed in 134 turns (!) with growth in 6 turns. Prod 4/ Food 9 / Comm 8. 2 Content Citizens. Rome has many unworked bonus tiles.

Now that I have spent some gold, have decided to move slider from 60% to 50% - netting us +40 g instead of +15 - and it only delays Invention by one turn.

City Check:
Ulundi - move citizens - Changes production from 17 to 18 pt and alters Great Wall completion from 7 to 6; but growth is horrid - needs help.

Zimbabwe-consider changing mining worker to irrigation but see that it is a bonus grassland tile - so the worker will stick with mining. Padma suggested that there needs to be irrigation with Zim and I will keep a watch on that during this game. Will mine in the hills around Zim and irrigate when I can.

______________________

Padma :D - you were right - World Map easy to get for under 100 g and the state of the other opponents! Wish I could post a screen of my preturn to show the team - will try to before I post my 10 turns - It was great to get the world map and finally see our opponents- after all that worrying about galleys and the Gr. Lighthouse.

Thanks Bob for setting this game up - and letting me have all the fun :) - I do have a question: Padma said re: your turn:

quote: Good move on delaying the diplomacy for the next player. When a major event like that happens at the end of your turn, that is usually the best bet. :end quote

Response by mcdan: Is this a plan so the next player can focus on diplomacy through out the 10 turns? Or is it courtesy? I don't think I could have resisted getting the world map :D... or would have know better to save it for the next player
 
Originally posted by Padma


Nice job of moving Irrigation up to the northwest. I wouldn't bother irrigating too many desert tiles. They are generally better mined. But ya gotta do some just to get the irrigation up there. Then irrigate some of those plains tiles.


This quote was a part of Padma's review of Bob the B's most recent 10 turn post

Padma, Quick Question. I am still on my preturn reviewing all the cities. Is the irrigation mentioned about re: Persepolis and Pasargade - I can see the need to give fresh water to Persepolis. So should I continue the irrigation to the city? (It does seem to be mainly desert tiles) Perse. is building an Aqueduct at the moment but cannot grow past 6 until Electricity - right?

Thanks, Mcdan
 
What a weekend! I have only had about an hour of computer time. So let me try to answer these before I go to bed.
Originally posted by mcdan
Is this a plan so the next player can focus on diplomacy through out the 10 turns? Or is it courtesy? I don't think I could have resisted getting the world map ... or would have know better to save it for the next player.
Mostly courtesy. Major diplomatic actions that could have serious impact on the next player are usually left for the next player to accomplish. It's not nice to leave your buddy with a tiger by the tail - at least, if he's not already expecting it.
Padma, Quick Question. I am still on my preturn reviewing all the cities. Is the irrigation mentioned about re: Persepolis and Pasargade - I can see the need to give fresh water to Persepolis. So should I continue the irrigation to the city? (It does seem to be mainly desert tiles) Perse. is building an Aqueduct at the moment but cannot grow past 6 until Electricity - right?
Yes, Persepolis is in need of irrigation. I know it's *mostly* desert around there, but if we irrigate some of the plains tiles, we can mine the desert and hills - get more production total, while still able to support population. And yes, it cannot grow beyond size 6 until Electricity unless it gets an aquaduct, and irrigation to give it the added food.

I'll look at stuff more closely tomorrow. I need to get some sleep. :D
 
Please see my preturn in earlier post - this is in additon and is still part of preturn - thanks:


Persepolis- Move one citizen to irrigation tile and increase production/ commerce - but sill city is at a zero growth. I see that irrigation has begun from Pasargadae in the desert on its way and Persepolis.

Sidon - move from zero growth to growth in one turn, increase procd/ commerce. Harbor remains at 31 turns to complete.

Antioch - move around on tiles - increase Cathdral completion from 5 to 4 turns; not able to increase growth which remains at zero.

Tyre - nothing to change. Growth in 6 turns with Temple in 19.

Persepolis - no change but there is zero growth and completed Cathdral in 6.

Susa - Move tiles to go from zero growth to growth in 5 turns and the temple in 8.

Pasargadea- move tiles to improve growth - up to 15 turns for growth and Libary remains at 2 turns.

Zimbabwe - move citizens - increase growth to 7 turns/ Colusseum in 2. There are still 2 unhappy laborers.

Tarsus- move citizens - increase growth to 2 turns/ Temple remains at 5.

Arabela - move citizen so get growth in 2 turns/ Aqueduct in 15

Gordium - move citizen to get growth in 4 turns/ Market place in 8

Bapedi - moves around citizens but remains the same - growth in 3/ Temple in 16

Bactra - tired to get aquduct in 3 turns but it remains at 4.

Babylon - no change

Sardis - change to increase growth by moving citizen - growth chaneged from 4 turns to 3 turns. Temple growth remained at 54 turns.

Hamadon - no change

Samaria - same-- no change

Worker in Ulundi - I have him mine the hill F1/Sh1/ G 2. I look around there are shields in the desert and a jungle to the N so decide to mine.

Notes: AM concerned about city growth for the following cities- Susa, Antioch, Persepolis,Bactra and Ulundi. All are at zero growth.

TURN ONE : 750 AD

Parargadae: "We love the Emperor Day" finished
Direct three stacked workers to clear jumgle near Zim - perhaps can irrigate land underneath once it is completed.
Move two stacked workers one tile to W near Persepolis to contiue irrigation to bring fresh water to capital.
One worker in two moves will irrigate desert with shield between Thebes and Persepolis. I know that desert will produce 1 good irrigated but that it is not worth much until RR's - which gives it two foods. But with the shield it seemed worth it currently just to keep improving all of our tiles.
Move our lone galley towards dark tiles above Corinth - looking for breadcrumbs.
Wonders: Currently The Colossus is still being worked by Egyptians at Thebes: the Great Library is being constructed by the Greeks in Athens and The Hanging Gardens in Rome. We are constructing the Great Wall and Sun Tzu's Art of War.

TURN TWO: 760 AD

Zimbabwe produces Colosseum.
Can now move science slider to 40% to get +71 and still get Invention in 2 turns. It was at 50% for +40 gold (moved up from +38)
Zimbabwe - what to produce? We only have 3 military garrisoned so could do Pikeman but the threat seems minimal at the moment; I know we need settlers to maximize our land. Decide on Settler in 3 turns with growth in 5 turns. Play with citizens who can complete Setler in 2 turns but cannot improve growth.
Move Zim Worker that has finished mine to grassland with 2 food. Searched for nearby place to irrigate - would that include tearing down a mine and replacing with irrigation? Decide not to do that. Know that I can mine in the hills to the W but this worker will work a road to E.
Stacked Babylon workers uncover bonus grassland beneath jungle. 2/1/2. Have them mine bonus grassland since it is a bonus land which will give us 2 shields once mined.
Fast Babyl. Workers complete mine and are waiting instruction. Build road to connect two mines and move towards Arbela.
Stacked Workers clear forest by Sardis - hoping to mine - assume and hope for bonus grassland underneath.
Irrigation continues by capital
galley still explores dark tiles - moves now eastward hoping for crumbs

TURN THREE: 780 AD

Zimbabwe celebrates "We Love the Emperor" day
Parsargadae had produced a Library
Now set Parsargadae to produce a settler in 4 turns with growth in 12. Move citizen for growth in 8.
Two workers stacked mine near Arbela
Four stacked workers near Arbela move one tile E to clear jungle and then hopefully irrigate unless it is grassland - then it is back to mining.
Bapedi worker moves near spices - not to connect though - we are already connected to two spice locations - this is just to clear the jungle and be ready when we do want to connect.
Worker mines by Zimbabwe - wanted to irrigate but again - it is a bonus grassland. Still need to do some irrigation.
Stack workers together to irrigate plains near

Let's upgrade some spearman to pikemen! Parsargadae , Persepolis, Zimbabwe, and Ulundi.

Bactra is one step away from aquaduct - hoping this will help growth of city since there is no fresh water - but there is irrigation. After aquaduct will build galley to load settler and worker on nearby isoland I think.

So little growth in these cities listed above - I moved the science slider down to 30% - we still get invention in one turn (just last turn I think I check and it would change to 2 turns - reminds me to always always check slider and advances.) I am not very confindent about using the Lux Tax but will raise it a bit to 30% and see if it helps - not disorder but definately some unhappy citizens and- hope it helps the lack of growth.

Move galley to E

Gordium - Move citizens to move from no growth to growth in 4 turns - plus increase in Prod/Food/Commerce. Still 3 unhappy citizens and corruption continues.

Bactra - move one citizen - get Growth in 9999 vs No growth - Well - what a choice! (After these turns I am going to try a learn more about what this means - how to deal better with corruption etc. Wish I could study it now - but time to move on with these turns...)

Persepolis - move citizen and increase prod/F/Commerce but city remains at zero growth.

Tyre- move citizen and increase commerce.

Antioch - move citizen and increase commerce

All 3 opponents are still polite with us - but there is nothing to trade with them unless we want to join in with a military alliance against someone .

TURN FOUR: 790 AD
We have Invention!
Moving on to Gunpowder - was tempted by Chivalry and future Knights but stayed with Gunpowder - 13 turns currently to get that.

"We Love" happens somewhere - cannot find it in time :(

More "We Love the Emperor" - Tarus and 2 more cities - this is costing us too much I fear.

Tarsus: Just completed a settler and now am building barracks - torn between barracks (5 turns) and library (5 turns) - a library would increase science I think but want to go for the Military Academy so need those barracks.

Bactra just completed aqueduct. I have set it to do Marketplace - reasoning that it will increase happiness and increase tax revenue - we have one unhappy citizen and corruption in city. It will take 17 turns but perhaps that can be shortened later in the game.

Another city completes something (Bapedi maybe) and begins to develop something (Temple?) - sorry - no clue! Child interference at home- along with Sopranos update re: time of HBO show vs. my game)

Workers near Arbela combine (stacked) to clear jungle

Settler from Zim moves south - that bit of unclaimed land - but it has a road to gold and another unused gold. I know if I found a city here it will incorporate the gold we have save but will do so to occupy land - will the AI try a land and settle here - I doubt it now but just in case - here I will settle.

All Pikemen are fortified in their cities

Galley looking for breadcrumbs - moves E

Workers near Persepolis mining and moving to irrigate

Am keeping the two sliders as they are for now. Will check again after next turn.

TURN FOUR: 800 AD

Forest harvested - 10 g to Sardis
Still getting +17 pt with gunpowder in 12 t, have total of 1081 g
Stacked Workers mines primo grassland tile in Sardis
Road developed by workers near Arbela (stacked)
Stacked Workers mine bonus grassland near Gordium
Settler continues to move S
Bapedi worker completes mine and is set to build road
Irrigation by workers by Persepolis - working on the clean water route from Pasargadae
Galley moves E - no breadcrumbs yet and no new islands etc

The Island where Hamadan is located - I change from a Temple in 50 plus moves to a worker in 1. Plan to start roads etc and then get a settler. Corruption has started in this town - perhaps because it is so far from the capital.

Greece approaches us - the galley went through their territory (it didn't seem to on the map - thought I avoided it) We say we will move away. All polite.

Great Wall completed in Ulundi :)

Pere

Ulundi building a worker in one turn - to help with S settler

Hamadan completes worker. Set to get settler -yikes in 30 turns - but all dev. is high - exept warrior but with our spearman. May change to worker - let's see how the next few moves go.

Worker Movement - clearing jungle and building mine on grassland near Babylon - to the W along with other worker movement near Ulundi and in the south - mainly road building.

Settler moves south- trying to get as few overlay tiles as possible when he settles

Galley still moving E - no sign of anything

Check on Histograph - we lead with 176 in ranking followed by Rome at 65 etc - the AI is not improving.
Our Cultural Value is 2708 and Persepolis and grown in rating to 16.

TURN 5: 810 BC

Pasargadae - move one citizen to improve commerce.
Parsag. - one settler completed. Decide to build a Horseman for defense although looks like there is no need

Suza has produced a Temple. Decide to build a galley to send out with settler and found city on an island.

Ulundi has produced a worker. Decide to build Colosseum for happiness although city looks good for now.

Roads built near Gordium and Ulundi, Clearing forest near Pasargadea

Galley to the E

Settler moves towards almost completed galley in Susa

Irrigation on Plains by Perespolis - but not fresh water - is this correct? This irrigation is not in link with the fresh water path created.

Bonus Grassland mined in Hamadan on island

Check Slider - keep as is

TURN 6: 810 AD

4 we love the emperor moments - 4 cities
Antioch completes Pikeman - goes to Aqueduct - still no growth in city
Tarsus- "cultural influence is expanding"
Gordium - marketplace is complete.Barracks in place to achieve Milt. Aca.
Workers clear jungle byu Gordium
Worker completes road to Ulundi
Ergili founded by settler in the S
Mining and roads near Arbela
Settler to Susa continues
Clearing foreset near Sardis

TURN 7: 820 AD
Gold is +22 pt
Gunpowder in 7 turns
Ulindi completes its "WE LOVE" celebration
Arbela has completed Aqueduct. Citizens move to create more growth. Producing courthouse next.
Tarsus produced Barracks. Library in 4 turns wtih 4 growth

Workers mining, clearing jungle, and one irrigation

TURN 8: 830 AD
G +23
Gunpowder in 6 turns
Susa produces galley
Our N galley lost in ocean - thought I was in a sea tile - augh augh augh !!! This is terrible.
Susa Galley set to sail with a settler and pikeman - off to found new city

TURN 9: 850 AD
G +31
Gunpowder in 5 turns
Cultural Infl is expanding and We love - both appear - wish I could freeze these - they just pop up and go away.

TURN 10: 850 AD
G +28
Gunpowder in 4 turns
Persepolis has produced courthouse.
Cult. Infl. Expands in Persepolis
Move citizen in Persepolis to create growth in 10 turns vs zero
Parargadae has produced horseman and celebrates "WE Love" - I move one citizen to increase growth.
Bapedi has produced Temple - set to build Library
Gorium produces Barracks.Set for Cathdral
People love us - add to palace
Workers get set to mine and build roads on next turn

Notes:

Strategy: Focus on Conquest Victory. As Bob said it is too late for Cultural V - and this will make Stwils happy since he said he loves the combat!

I never realized how important it was to study the Cultural Rating - at 50 points per turn (2306 total)- we will never get there by our deadline.

I am concerned about corruption - perhaps our team or Padma can suggest some forum links for me to study. The "Search" mode on forum is still down.
 
Thanks Padma - get some rest! Another week of gaming exists :) Really appreciate you taking the time to answer my questions - esp. with only one or two hours this weekend on line for you.

I am really learning in the Ch. TD but it seems the more I play Civ 3, the more I learn, and the less I know! I will be glad when some of this is second nature - hopefully!
 
Originally posted by mcdan
Thanks Padma - get some rest! Another week of gaming exists :) Really appreciate you taking the time to answer my questions - esp. with only one or two hours this weekend on line for you.
Not to worry! :D

When my online time is limited, I worry about the important things first - like this game. Of course, it's the even more important things that limit my online time. Some quality time with my wife coming at the top of the list. ;)

I am really learning in the Ch. TD but it seems the more I play Civ 3, the more I learn, and the less I know! I will be glad when some of this is second nature - hopefully!
I'm glad you're learning! :goodjob:

And don't worry, the more you play, the more some of this becomes second nature.

I'll try to make some initial comments on your turn today. I'm at work, so I can't look at the save right now, so I'll just pick on what you said. :D

BTW:
this will make Stwils happy since he said he loves the combat!
stwils is a she. ;)
 
Well, here are some initial observations:

All those city checks and manipulations during Pre-Turn -> :goodjob:

Every player should check the status of every city at least once during his/her round. Preferable during Pre-Turn, and then check specific cities when things change, like growing a new citizen, or building a settler/worker. The AI governors are not as smart as you are, and will reassign citizens to work tiles they think are best, which may not be in accordance with your actual desires.
Move Zim Worker that has finished mine to grassland with 2 food. Searched for nearby place to irrigate - would that include tearing down a mine and replacing with irrigation?
Yes, at some point we may replace mines on NON-bonus grassland with irrigation. Remember, Mining Bonus Grassland and Irrigating regular Grassland usually is the optimum mix.
Four stacked workers near Arbela move one tile E to clear jungle and then hopefully irrigate unless it is grassland - then it is back to mining.
Bapedi worker moves near spices - not to connect though - we are already connected to two spice locations - this is just to clear the jungle and be ready when we do want to connect.
I can't see the map right now, but I hope you are roading the tiles these workers are passing through. And don't worry about connecting the Spices; luxuries never deplete. So hook 'em up!

Upgrading Spearmen to Pikemen -> :goodjob:

It is usually cheaper to upgrade existing troops than to build the new units from scratch.
I am not very confindent about using the Lux Tax but will raise it a bit to 30% and see if it helps - not disorder but definately some unhappy citizens and- hope it helps the lack of growth.
Raising the Lux Tax moves Unhappy citizens to Content, and Content citizens to Happy. It has NO effect on growth. (Unless you are using specialists, in which case raising the Lux Tax lets you put one of them to work in the fields, producing more food.) Generally, the key with raising the Lux Tax is to keep the number of Unhappy citizens in each city from outnumbering the Happy ones - that's when riots occur.
Bactra - move one citizen - get Growth in 9999 vs No growth - Well - what a choice!
No growth means just that - there is no surplus food to allow you to grow. Growth in 9999 means you have surplus food, but you are at the current maximum size for that city. Adding an Aquaduct (or Hospital) will allow it to continue growing.
"We Love" happens somewhere ... this is costing us too much I fear.
Hmmm, can a good thing happen to often? :D We Love The <blank> days happen when there are NO Unhappy citizens in a city, and the Happy outnumber the Content (and the city is at east Size 6?). It results in an increase in Productivity, and a decrease in Corruption! The only problem is trying to balance Science with the Lux Tax that results in the WLTE Days.
Settler from Zim moves south - that bit of unclaimed land - but it has a road to gold and another unused gold. I know if I found a city here it will incorporate the gold we have save but will do so to occupy land - will the AI try a land and settle here - I doubt it now but just in case - here I will settle.
The AI will try to settle anywhere it can. ANY tile that is not within your cultural borders, and is not within 2 tiles of any of your cities, is fair game. And the AI is usually a settling fanatic!
The Island where Hamadan is located - I change from a Temple in 50 plus moves to a worker in 1. Plan to start roads etc and then get a settler. Corruption has started in this town - perhaps because it is so far from the capital.
Getting a worker here sounds like a good idea. Start improving the island for more efficient citizen use. Corruption is probably due to distance from capital, but I doubt it is really crippling in the long run. BTW, we are not in Despotism anymore, so if we want to Rush any projects (like Temples ;) )we just need to spend cash to do it. The only real caveat: do NOT rush build on the first turn something is started; it will cost twice as much as it will on the next turn.
Greece approaches us - the galley went through their territory (it didn't seem to on the map - thought I avoided it)
If they ask us to leave, it means we ended the turn in their territory. We could have asked for an RoP, here. It might have simplified things. Not a big deal, though.
Irrigation on Plains by Perespolis - but not fresh water - is this correct? This irrigation is not in link with the fresh water path created.
If the worker is allowed to irrigate, there IS a path to fresh water through the irrigation path. Did you remember that the city itself is auto-irrigated, if connected to an irrigation path?

General comment: Good work on watching/using that Science Slider! That attention to detail is essential to success on higher levels.
 
I still haven't had a chance to look at the save, and may not tonight either. :(

I think I hit the important things in my previous post, so in the interest of not slowing this down too much, let's press on. If I see something totally :smoke: when I review the save, I'll pop up here and talk about it, okay?

:D

Turn Order

archer_007 >>> On Deck
stwils
BoBtheBUILDER
mcdan
rwprice >>> UP NOW
 
Quote from Padma - BTW, stwils is a she

Originally posted by stwils


:queen:

Well you had me fooled :D :D :D

I admit I had my suspicions when a while back you began one of your posts with "Padma, you are a Godsend" - it just didn't seem like something - say Barker or Bob the Builder would say ... OTher than that you are a true warmongerer!

;) :)

Off to study Padma's critque-

mcdan
 
Hi RW Price - I know you are up next so wanted to talk about these comments (and I use quotes from Padma- see below) as an FYI - certainly not telling you what to do but pointing out what I missed :)

- I didn't replace some of the mines with irrigation @ Zim - just was unsure of how to play that but as you can see Padma says it is ok on the non- Bonus -Grassland. (Plus we have the hills to mine nearby) And I didn't hook up the spices - ack :ack: - was thinking of strategic resources not luxuries.

Originally posted by Padma

Yes, at some point we may replace mines on NON-bonus grassland with irrigation. Remember, Mining Bonus Grassland and Irrigating regular Grassland usually is the optimum mix.
I can't see the map right now, but I hope you are roading the tiles these workers are passing through. And don't worry about connecting the Spices; luxuries never deplete. So hook 'em up!

Start improving the island for more efficient citizen use.
Corruption is probably due to distance from capital, but I doubt it is really crippling in the long run. BTW, we are not in Despotism anymore, so if we want to Rush any projects (like Temples ;) )we just need to spend cash to do it. The only real caveat: do NOT rush build on the first turn something is started; it will cost twice as much as it will on the next turn.



mcdan response/ question:

So - once we are beyond Desp. that means we can rush items - I didn't know that - how many times can I read that manual/ forum and not remember things !!! :cry: I didn't know to wait a move either (although didn' t matter as I created worker)- we do have the gold so rushing some projects does seem a good idea. I have rarely rushed projects but that is due mainly to the fact that I was unsure of procedure. Will try that perhaps in my next "the ten turns" :rolleyes: if applicable. I would have liked to rush the temple on the island - plus get workers and settlers going.

Padma Quote:

If they ask us to leave, it means we ended the turn in their territory. We could have asked for an RoP, here. It might have simplified things. Not a big deal, though.

mcdan Question/ Response:

RoP - is this a good thing- Does the AI share our RoP with others (like they share techs? I guess not...) Even in the end when we want to conquer all - do we ask for this now ? Does it affect our embassy word of honor if we want to send in some spys - I know this is more in the future but am curious. :crazyeye:

Finally - thanks Padma for the critique - sounds like you are really busy now between work and home and I appreciate the help. :) Am going to study more about corruption today since we still have such little growth in some of our towns/cities - stwils emailed me this thread that might be of interest:

http://forums.civfanatics.com/showthread.phps=&threadid=19922

Good Luck RW - this game is getting more detailed isn't it - at least we are at Chieftain so we are here to learn (and play). :cool:
 
Originally posted by mcdan
So - once we are beyond Desp. that means we can rush items - I didn't know that - how many times can I read that manual/ forum and not remember things !!! :cry: I didn't know to wait a move either (although didn' t matter as I created worker)- we do have the gold so rushing some projects does seem a good idea. I have rarely rushed projects but that is due mainly to the fact that I was unsure of procedure. Will try that perhaps in my next "the ten turns" :rolleyes: if applicable. I would have liked to rush the temple on the island - plus get workers and settlers going.
Despostism and Communism use "the Whip" to rush projects. That is, they sacrifice people in order to get the job done quicker. The other governments us cash: they "pay the workers overtime" to get more out of them.

And the key about "waiting a turn" is to make sure there is at least one shield in the production box before rushing. If there are none (i.e., the turn you start to build), rushing costs twice the normal cost. As soon as some work has been put into the project, however, rushing costs are normal.
RoP - is this a good thing- Does the AI share our RoP with others (like they share techs? I guess not...) Even in the end when we want to conquer all - do we ask for this now ? Does it affect our embassy word of honor if we want to send in some spys - I know this is more in the future but am curious. :crazyeye:
An RoP does lock us in to 20 turns of "non-aggression" with that civ. This is offset by the ability to pass through that civ's borders unhindered, and use its roads. Of course, as we discussed earlier in the game, if you have any units within another civ's borders when you declare war on it, you are guilty of "RoP Rape", and your reputation is shot to pieces. To avoid this, just make sure your troops are *outside* his territory, and use the Diplomacy screen to cancel any outstanding RoP. Then declare war. :D

And no, RoPs cannot be traded. They are diplomatic agreements between those two civs.

Oh, and spies/espionage? If we are caught, our reputation is sullied, I think, but not to such a great extent. I also believe it lowers other civs attitudes toward us.
stwils emailed me this thread that might be of interest:
http://forums.civfanatics.com/showthread.php?s=&threadid=19922
An excellent article/thread! :goodjob: I was looking for it to give you guys but hadn't turned it up yet.

:D
 
I got the save file and hopefully will get through my turns in the next day or so. I haven't been receiving the email notifications for this thread, so I didn't check it in last day. It's weird how that sometimes just stops working.

mcdan, I'll read over your comments and see if I can continue your thoughts in the right direction. Thanks for the help.
 
Yes, I'm here. I owe you an apology for taking so long. I've been struggling to get time to finish my turns--it's that darned real life getting in the way! Anyway, I have 4 more turns to finish, along with my writeup, so I hope to get that done late tonight. Sorry everybody!
 
Back
Top Bottom