ct3 - Chieftain Training Day (for newbies only)

... who's up?
 
Padma is, I think! ;) We need to get his critique. :)

BoB
 
Sorry about that. :)

It has been a very busy weekend, starting with the sewer backing up Friday. I don't have a basement, and the house has a very slight slope to it, so when it backs up the floor drain in the laundry room, it runs "downhill" through the kitchen and dining room. Lots of mopping and cleaning this weekend. :(

I'll try to critique this sometime today.
 
Padma,

Of all the "house problems" that exist, plumbing problems are the WORST.

I don't know which is worse: stopped up plumbing or no water at all. In July of '94 we had a flood here and were without water for 18 days. We had to take buckets to neighbors' swimming pools, fill them, drag them home, and then dump them into the toilet to make it flush. It was a long nightmare, but put me more in touch with my own humanity. :)

stwils
 
Sorry about the plumbing Padma. :(

And thanks for the commentary stwils - may never be able to swim in a pool again without that thought.

off to "try" and have lunch now :lol:

Looking forward to critique whenever you have a chance Padma - it is hard to catch back up on everything when your weekend is "ruined."- have a few questions but will hold off until then.
 
Originally posted by mcdan
Stwils, I think you have earned the right (even though we are learning about workers in Chieftain) to begin to say MMOW. Which for you would be "MASSIVE Movement of Workers" instead of More MOW. :D
I concur! ;)

As you noted, stwils, there is not a lot left for the workers to do. I want to open up the save and see for myself what they've been up to, though. :mischief:
I see all of them working the jungles! Busy bees - and you are right no disease. ;)

(I think only cities get this actually)
Actually, units who stand around in the jungles will occasionally die of disease, also. In an early game, I fortified a stack of horsemen in a jungle. After a while, they started dying off! :eek:
Originally posted by stwils
We suggest alliances against the Romans. She says not now.

Propose alliances against Rome. They say no.
The AI will not accept an alliance against another civ unless you are already at war. They don't want to agree, and declare war, and then have you renege on the deal, leaving them holding the bag. (That would be a serious exploit!)

I want to open the save to see just what we have stacked up for the atack on Rome. Remember, Knights are great on the attack, Musketmen are best for defense. We should probably have a mix. If we had cannon, I would say we should send them, too. "Artillery" of any sort can be of great benefit in attacking defended cities!
 
Okay, things I wanted to check:

1) Workers. Most of that jungle they are clearing is outside of any city's radius. Which means that the clearing operations are just busy work - they have no real effect on us. If you really run out of useful things for them to do, fortify them in a city somewhere, or join some to smaller slow-growing cities. Just remember that if the game lasts long enough to get Steam Power, you want a lot of workers to Railroad your empire. After RR, you just need a few stacks on "Pollution Watch", the rest can be absorbed into cities again.

Colonies are rarely useful. The colony on the Spice near Bapedi could have been a Settler to fill the land with culture. Remember, Domination requires *control* of the land. A Colony controls one tile. A city controls at least nine.

The Colony on the Horses near Pricesylvania will also go away as soon as the temple is done and the borders expand. If we needed the horses there now, it would have made sense. As it is, it earns a :smoke:

BTW, don't forget that as a Republic we can rush things like Temples, Harbors, etc. with $$, and incur no happiness penalties. ;)

2) Invasion Troops. I think I counted 9 Knights, 7 Immortals, 6 Musketmen, and 2 Spearmen(?!) on Caravels. (Why were the Spearmen not upgraded to Musketmen before boarding? :confused: ) That force should be sufficient to wreak serious havoc.

Oh, yeah, and good thinking about staying outside Rome's borders until we are ready to war. We don't need any more implicit RoP Rapes. ;)

Turn order:

archer_007
stwils
BoBtheBUILDER >>> UP NOW
mcdan >>> On Deck
 
Phew.. this is gonna be something else, eh? Looking forward to some military campaigning. Hopefully I'll coordinate well and giftwrap the romans for our next player! :) First things first though!

0 - 1315 AD

Advisor checks:
Nothing really impressive here. We need hospitals for some of our cities to grow, doesn't look like anyone's all that upset though. We still can't trade with our peeps across the seas, I think because none have harbors, but that's just a guess. We have a strong military compared to pretty much everyone else on the planet, so that shouldn't be an issue. I'll go into more detail on military planning when I do my unit checks. Nothing else looks terribly fishy. We are running away with the score and we've got about 2/3 of the culture on the histrograph, so that's good, though it doesn't mean much as we're gonna kick some butt.

City checks:
Zimbabwe - I move the citizens on the 1st ring NE tile out to the 2nd ring SW tile. It slows growth from 4 to 8 turns but boosts production a shield. Since we don't really have anywhere to go with growth once we're up to 12 until we get Sanitation for hospitals I figure this isn't a big deal of a move.
Pasargadae - Everything seems to be in order here, though I'm not sure why there's still a jungle tile within this city's borders. If there are workers clearing jungle that are outside of usable borders, why didn't they clear this tile first?
Susa - I moved one of the citizens working a coast tile to working the mined hills with horses to the ENE of town. Boosts production for Magellan's Voyage and still nets growth in 9 turns.
Ulundi - I moved one citizen from working an irrigated flood plain to working a mined grassland off the river and another citizen working a mined grassland not on the river to a mined desert tile. Now we aren't producing excess food and have slightly boosted production.
Arbela - Doesn't look like I can do much until that saltpeter tile is mined, then I can switch a citizen working a regular hill over to that tile and pick up some extra commerce.
Bapedi - We could actually have a happiness issue here with our next growth in five turns. Doh, never mind! This city can't grow! It's at 12 already. No clear way to boost production and slow growth, though moving a citizen off the irrigated grassland in the 1st Ring NW to the lake in the 1st Ring SW slowed growth from 5 to 7 turns and boosted commerce by one.
Antioch - Not much to do to improve things here. There is an unimproved plains tile that could use irrigation though.
Tarsus - We should be popping workers or settlers out of here left and right. I try to curb food production here but it's just impossible. I put the entertainer to work on the hills east of town and make one of the coastal tiles an entertainer.
Gordium - I moved one citizen from an irrigated grassland on a river to a mined grassland on a river and moved one citizen from an irrigated grassland off a river to a coastal tile. Slight boost and commerce and production as a result.
Bactra - Not much I can do here either.
Sidon - This town is getting along okay.
Tyre - I move one citizen from an irrigated desert tile to a coastal tile to start growth. I change production from University to Aqueduct so that city will grow when the food basket is full (currently size 6).
Sardis - I change production from catapult to harbor and hurry production for 288gp.
Samaria - Hurry production of harbor for 200gp.
Hamadan - Hurry production of harbor for 240gp. Move citizen from forest to mined grassland to allow citiy to grow to size 6.
Ergili - Leave citizens as they are. Hurry production of Caravel for 32gp.
Pricesylvania - Leave citizens as they are.
Dariush Kabir - Leave things as they are. May rush harbor here too eventually.
Ghulaman - Change production from Spearman to Temple.
Persepolis - Move citizen from an irrigated plains tile to an irrigated desert tile so that Tyre can use the plains tile. City still growing.

Unit checks:
I discover a sleeping Caravel in Bapedi. I christen this Caravel the P.S.S. Archer (CVN-001) and load the resident Immortal into this ship. There's a Knight that will be ready to go in Gordium next turn, but it will be too far away to be able to load onto the ship right away. I decide that it should head around to the rally point to pick up our catapults and sundry units down by Ergili so that we'll have reinforcements for our inital shock troops. I order up hurried production of the Caravel in Tarsus as well for 76gp. P.S.S. Archer recieves its orders and begins voyage to rally point.

Now I take stock of our naval units that will be ready to engage soon. The P.S.S. Builder (CVN-002) carries a compliment of a Knight, an Immortal and a Spearman. This ship is furthest from the action and is expected to be ready to be in striking distance of Roman territory in five turns. The P.S.S. Stwils (CVN-003) is a bit closer to the action and carries a compliment of 2 Knights and an Immortal. On the scene just off the Roman coast are the P.S.S. Padma (CVN-004), Task Force Alpha; consisting of the P.S.S. Price (CVN-005), P.S.S. Mcdan (CVN-006), P.S.S. Persepolis (CVN-007), P.S.S. Chieftess (CVN-008), and the P.S.S. Barker (CVN-009). Also nearby is the P.S.S. Gunning (CVN-010). Their compliments are as follows:

Designation Name Compliment
CVN-004 Padma 3 Musketeers
CVN-005 Price 2 Musketeers
CVN-006 Mcdan 3 Knights
CVN-007 Persepolis 3 Immortals
CVN-008 Chieftess 2 Knights, 1 Immortal
CVN-009 Barker 2 Knights, 1 Immortal
CVN-010 Gunning 1 Immortal, 1 Spearman

Our other naval unit is the P.S.S. Hygro, currently leaving the Bay of Bactra and carrying a Knight and 2 Musketmen.

I decide the best approach would be to have two waves of attack with five knights in each group. The stronger group will hit the northern cities in the Roman realm (Veii, Rome, Cumae) while the smaller group will take on the southern towns (Neapolis, Antium, and Pompeii) The ships will be given the following orders:

1. One immortal unit will transfer duty from the P.S.S. Persepolis (CVN-007) to the P.S.S. Gunning (CVN-010).
2. Operation "Closed Fist" will attack the northern cities of the Roman lands and will have the following ship compliments assigned to it (5 Knights, 5 Immortals, 3 Musketmen and 1 Spearman):
CVN-002 P.S.S. Builder
CVN-003 P.S.S. Stwils
CVN-004 P.S.S. Padma
CVN-007 P.S.S. Persepolis
CVN-008 P.S.S. Chieftess
3. Operation "Open Palm" will attack the southern cities of the Roman lands and will have the following ship compliments assigned to it (5 Knights, 3 Immortals, 2 Musketmen and 1 Spearman):
CVN-005 P.S.S. Price
CVN-006 P.S.S. Mcdan
CVN-009 P.S.S. Barker
CVN-010 P.S.S. Gunning
4. The P.S.S. Hygro (CVN-011) is assigned to relieve Operation "Open Palm" pending the outcome of the two campaigns.
5. The P.S.S. Archer (CVN-001) and the ships under construction will relieve Operation "Closed Fist" pending the outcome of the two campaigns.

Now, to check on what our homeland defense looks like...

Antioch and Tyre have large garrisons with an excess amount of units. I relieve the Knight and 2 Musketmen in Tyre and the Knight in Antioch and order them to the rally point to relieve our troops overseas. Otherwise our homeland defense seems sensible. I send one jungle clearing worker toward Antioch to irrigate that unimproved plains tile. I wake up two Immortals units that were fortified SW of Arbela and order them to the rally point. I order the workers that were working in the jungles between Bapedi and Gordium to move toward Bapedi to clear the additional jungle tile. I order the extra Knight in Goridum to the Rally Point.

Well, think that's it for the preturn... :)

Intraturn
Nothing.

1 - 1320 AD
Persepolis completes University, begins Knight.
Zimbabwe completes Knight, begins Knight
Arbela completes Knight, begins Knight
Bapedi completes Knight, begins Marketplace (to manage happiness situation mentioned above).
Tarsus completes Caravel, begins Caravel
Gordium completes Knight, begins Knight
Sardis completes Harbor, begins Marketplace
Samaria completes Harbor, begins Aqueduct
Hamadan completes Harbor, begins Temple
Ergili completes Caravel, begins Caravel
The P.S.S. Thunderfall (CVN-012) is commissioned and sails from Ergili to the Rally Point for troops to relive troops engaged in Operation "Closed Fist". The P.S.S. Thunderfall loads 2 Knights and an Immortal from the Rally point and sails for Rome.
Knight in Zimbabwe heads to rally point.
All workers in jungles west of Zimbabwe head north to clear jungle near Pasargadae.
Musketman in Bactra fortifies.
Knight in Goridum heads to Rally Point.
Workers NW of Bapedi complete clearing jungle and begin mine.
Musketman in Bapedi fortifies.
Knight in Arbela heads to Rally Point.
The P.S.S. Fanatica (CVN-013) is commissioned and sails from Tarsus to the Rally POint for troops to relieve troops engaged in Operation "Closed Fist". The P.S.S. Fanatica loads 2 Knights and an Immortal from the Rally Point and sails for Rome.

No cities grew that I can see so I'm not going to check for citizen management. No one appears to be revolting. Egypt lacks all sorts of good stuff. We're up Monotheism, Feudalism and Engineering on them, they have Monarchy on us. They have 60 gp in their treasury and we have 290gp in ours. They are Polite to us and are in awe of our culture. Alex lacks Engineering, Theology and Chivalry and has Monarchy over us. He has 59gp in the bank and is in awe of our culture. We don't have any current deals with Alex. We're up Monotheism and Engineering on Caesar and he's up Monarchy on us. He has 16gp in the bank, is polite and is in awe of our culture.

Intraturn
Nothing.

2 - 1325 AD
Our Alchemists discover Magnetism and begin to research Banking.
The Great Lighthouse is now obselete.
Sardis' cultural borders expand.
Workers NW of Bapedi complete mine and move NE to help clear jungle.
Cleo made 12gp last turn, no advances.
Alex made 5gp last turn, no advances.
Caesar made 2gp last turn, no advance.
I change our research from Banking to Metallurgy so that we can move on to Military Tradition (and Cavalry... that'll cinch things for us).

Intraturn
Nothing.

3 - 1330 AD
Ulundi completes Knight, begins Knight
I move citizen from SSE 2nd Ring irrigated grassland to NW 2nd Ring mined grassland on a river.
No reports of unhappy citizens.
Cleo picked up Monotheism and paid at least 72gp for it, because she's broke now.
Alex picked up Engineering and made 6pg last turn.
Caesar picked up Engineering as well and made 4gp plus the 72gp from Cleo for a total gain of 76gp.

Intraturn
Nothing.

4 - 1335 AD
The P.S.S. Archer (CVN-001) upgrades to Galleon class for 20gp in Ergili Naval Shipyard (ENSY). Its new designation is GVN-001.
Workers outside Ghulman begin roads.
Two additional Immortals units and a Knight unit join the compliment of the P.S.S. Archer (CVN-001) as it is upgraded.
Persepolis' growth did not adversely affect happiness. Only tiles available to work are irrigated desert tiles or coastal tiles. I leave the citizen on the desert tile the AI assigned it to.
I move citizen from mined plains tile NW of Antioch to Hills tile NNW of Antioch (same food, more production).
Nothing interesting to report on the adviser screens.
Cleo made 2gp last turn (2).
Alex made 7gp last turn (78).
Not sure what he spent it on, but Caesar lost 78gp last turn (12). His techs remain the same.

Intraturn
Alex complains about our Galley passing through his waters. I tell him that they'll be gone presently. He's bummed we're leaving but he lets us go without too much hassle.

5 - 1340 AD
Persepolis completes Knight, begins Knight.
Zimbabwe completes Knight, begins Knight.
Arbela completes Knight, begins Knight.
Sidon completes Musketman, begins Aqueduct. I change citizen from working coast tile to a hill tile so that food production is not wasted until Sidon completes its Aqueduct.
Tyre completes Aqueduct, begins Knight.
The people expand our place! :)
I hurry production of the Galleons in Tarsus and Ergili for a total cost of 272gp.
The P.S.S. Archer (GVN-001) sails from ENSY to provide relief for troops engaged in Operation "Closed Fist".
Knight in Zimbabwe heads to rally point.
Workers complete clearing jungle SSE of Pasargadae and begin mine and road.
Worker stack (3) heads to mine irrigated desert outside of Persepolis.
Worker stack (2) heads to mine saltpeter hill outside of Arbela.
Knight in Persepolis heads to Rally Point.
Musketman in Sidon fortifies.
Knight in Arbela heads to Rally Point.
Workers complete clearing jungle NNW of Bapedi and begin mine and roads.
I move citizen working mined grassland not on a river NE of Bapedi to mined grassland on a river NNW of Bapedi.
Worker stack (3) moves toward Bactra to build road through forest.
Worker heads to clear jungle near Gordium.
Cleo picked up 2gp last turn (4).
Alex picked up 8gp last turn (86) and Theology.
Caesar picked up 2gp last turn (14).
Since Alex is gonna sell it anyway, I shop Theology to Caesar for Monarchy, his world map and 14gp.

Intraturn
Nothing.
 
6 - 1345 AD
Ulundi produces Knight, starts Knight.
Antioch produces Knight, starts Knight.
Tarsus produces Galleon, starts Galleon
Ergili produces Galleon, starts Galleon.
Knight in Ulundi moves to Rally Point.
Worker stack (5) moves to mountains SW of Pasargade to build mine.
Knight in Antioch moves toward Rally Point.
Worker W of Antioch moves NE to irrigate mined plains tile.
The P.S.S. Sullla (GVN-013) sails from the Tarsus Naval Shipyards (TNSY) to the Rally Point and loads 2 Catapults and 2 Knights.
The P.S.S. Matrix (GVN-014) sails from ENSY with a full compliment of 4 Knights from the Rally Point.
I declare war and all ships unload their compliments. All Caravels begin return to port to pick up fresh troops.
I offer Alex an alliance against the Romans (so he won't attack our units) and he agrees for a copy of our World Map and 9gpt.
I put Ergili's new citizen to work on a gold hill.
Tyre put its new citizen to work on a mined desert tile, which I agree with.
Pricesylvania put its new citizen to work on the only other improved tile available. Once it completes its temple the citizens will have to be remanaged.

Intraturn
Only noticible movement is a Greek ship sails from Corinth toward our ships near Rome.

7 - 1350 AD
Babylon completes Colosseum, begins Knight.
Pasargadae completes University, begins Knight.
Gordium completes Knight, begins Knight.
The people expand our palace again! :)
I move our fast troops with Operation "Closed Fist" to the Hills SE of Veii. I move the slower troops to the plains tile with horses W of Veii.
First Knight attack on Neapolis against Legionaire results in us dying and him losing 2hp.
Second Knight attack on Neapolis against Spearman results in him dying and us losing 3hp.
Third Knight attack on Neapolis against Spearman results in us dying and him losing 1hp (promotes to Vet).
Fourth Knight attack on Neapolis against Spearman results in him dying and us losing 0hp.
Fifth Knight attack on Neapolis against injured Legionaire results in him dying, us losing 3hp and us taking Neapolis (2 resisters).
I change production in Neapolis to Temple.
I move all units into Neapolis to quell resisters.
Knight in Gordium moves toward Rally Point.
Greece is now Gracious with us and Caesar doesn't want to chat. Cleo is still Polite but I don't think we need to bribe her to keep her from harassing us.

Intraturn
A legionaire attacks one of the Knights outside of Veii. The knight loses 1hp, the legionaire dies.

8 - 1355 AD
The resistance in Neapolis has ended but everyone's unhappy and the city is still in disorder. I switch everyone over to entertainers in town.
Bactra produces Temple, begins Knight.
Someone starts a WLKD, I think it's Babylon... it scrolled by too fast.
I move Zimbabwe's citizen on the irrigated grassland on the river across the river to the mined grassland to prevent wasted food production.
I move worker NW of Antioch NE and fortify for future railroad construciton.
First Knight attack on Veii against Pikeman results in us dying and him losing 0hp.
Second Knight attack on Veii against Pikeman results in him dying and us losing 1hp.
Third Knight attack on Veii against Legionaire results in him dying and us losing 2hp.
Fourth Knight attack on Veii against Legionaire results in him dying and us losing 2hp andus taking Veii (2 resisters).
I change production in Veii to Temple and change all nonresisting citizens to entertainers.
Not much changes on the diplomatic front.

Intraturn
Some random troop movements, most of it consisting of Greek and Roman troops moving away from Veii
The Greek Galley is now just outside of Neapolis.

9 - 1360 AD
We discover Metallurgy and begin researching Military Tradition.
Metallurgy renders the Great Wall obselete.
Persepolis produces Knight and begins Knight.
Zimbabwe produces Knight and begins Knight.
The resistance in Veii has ended. I set all citizens to entertainers.
Ulundi produces Knight, begins Knight.
Arbela produces Knight, begins Knight.
Order restored in Neapolis, I rush temple.
I wake healed Knights, Immortals and a few Musketmen in Neapolis and begin march to Antium.
Knight in Zimbabwe moves to Rally Point.
I move Arbela citizen from mined hill off river to mined hill on river with saltpeter.
I move workers SW of Arbela N to mine mountain.
Knight in Arbela moves toward Rally Point.
Workers WNW of Bactra move to mountain SSW of Sardis to mine.
Knight in Persepolis moves toward Rally Point.
Knight in Ulundi moves to Rally Point.

Intraturn
Legionaire outside of Antium kills one of our Knights.
Greeks advance on Roman positions.

10 - 1365 AD
We complete Magellan's Voyage in Susa, begin Galleon.
Order restored in Veii.
The people want to expand our palace again.
One knight attacks Roman Warrior W of Veii and wins, losing 1hp
One knight attacks Roman Legion WSW of Rome and dyes, taking 2hp off Legion.
One knight attacks Roman Legion WSW of Rome and dyes, taking 1hp off Legion.
One knight attacks Roman Legion WSW of Rome and wins, losing 3hp and promoting to Elite
The rest of the Knights in Veii and some of the Immortals move out on Rome.
Operation "Open Palm" fortifies on the hills NW of Antium in preparation of our attack.

Notes: Remember to rush the temple in Veii as soon as possible. Also, once the temple is done in Neapolis you should be able to use citizens to start producing food again without going into a revolt.

Hope I did okay here. On to the next warmonger! :)

BoB

Here's the save:
Xeres of the Persians, 1365 A.D.
 
Operation "Open Palm" and "Closed Fist" - charge ahead!

I'll have to reread your turns and get to studying now.

Great Job Bob :goodjob: - I'll wait for Padma's critique before forging ahead.
 
No comment on the grand names of the Persian fleet? ;)
 
I did screw up... one of my ships got lost so the troop compliments got screwed up. I would suggest that more Knights to to hold the southern course, but I think either way we're in good shape.

BoB
 
The CVN - 006 P.S.S. McDan - never thought I would have a ship named after me - great names! :rotfl:

Wish I had been there for the christening and the launch. ;)
 
This would have been great if I had PTW (and we were playing with it) since you can actually name your units there. I think that would help a lot when planning miliatary campaigns.

BoB
 
All that write-up, and I don't really have much to say, here. :)

This first phase was very well-executed. The two attack plans seem pretty good, but at the moment actually seem a little light on attackers, in my mind. Maybe I just like bringing unbeatable force on the attack. Don't forget that Rome is a true City now, so its defenders will have a wall-like boost to their defense.Keep ferrying those Knights over, and be sure to bring along those catapults. (They aren't cannon, but they're better than nothing.)

Next player might want to hold off on the attack until more Knights are at the front lines. Or not. Me, I am risk-averse. But if you attack, and we get hit with unlucky rolls, you may need to back off for a couple turns.

BTW, you did notice that Persepolis was starving, didn't you? Just Irrigate the wheat south of town. It will cost a a shield in production, but it will break even on food.

Turn order:

archer_007 >>>On Deck
stwils
BoBtheBUILDER
mcdan >>> UP NOW

"Lead on, MacDuff, and damned be he that first cries, 'Hold! Enough!"
 
Wow, that was a GREAT write-up. I would never have thought that I would have a ship named after me! Thanks! :D
 
Hi guys, just checking in to see how things are going. Looks like Padma is doing a good job standing in for me. Thanks.
 
Good to hear from you, Chieftess.

Yes, Padma is doing a great job for us. And we're still going strong.:) :) :)

stwils
 
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