ct3 - Chieftain Training Day (for newbies only)

No one happened to mention the horsies that were discovered south of Persepolis. It may have been good to mention that and the horsies to the north, though it doesn't look like our immediate neighbors are going to need horses. :(
 
ok, I looked at the save (most of the stuff had to do with not having the turn log. :)), and the other part I already mentioned (diplomacy, Persepolis being on wealth instead of producing another spearman and then a settler).

So, feel free to go ahead and play. :)
 
Below is the save 2150bc.

Turn record will follow as soon as I can type them up from my handwritten notes.

stwils
 
Preturn 2550bc Set Science to 90% to get Iron Working sooner.
Changed Wealth to Settler in Persepolis
In Pasargadae set citizen on 2 shield/1 food tile rather than 2 food.
Observed warrior stuck over in East by Babs. Another stuck under Zulus. (Question:what to do with them?)

Turn 1 2510bc Moved worker in Persepolis toward horse below
Moved warrior in East to try to get out of Bab
Moved South warrior east.
Hammurabi appeared - annoyed. I agree to leave

Turn2 2470bc South warrior moves east again
Worker builds road toward horse
East warrior in a mess trying not to step on Bab's border, moves SE

Turn 3 2430bc East warrior delicately moves South, avoiding Bab
South warrior moves east.

Turn 4 2390bc South warrior moves NE
Worker in Pers. moves to horse
E. warrior tries again to get away from Bab

Turn 5 2350bc East warrior moves moves S
S. warrior moves E noticing the river and good future city site he leaves
Worker in Pers. in dilemma. Colonize on horse and die, or connect road to it and go back home? Decides on road as worker is too valuable and hopefully soon culture will help Pers. border expand to include horse. Or send settler down (soon) to build another city.
Waked fortified warrior near horse and moved him nearer horse.

Turn 6 2310bc Fortified warrior 1 tile from horse to protect it.
Warrior near Babs moves S.
Warrior near Zulu moves E again.

Turn 7 2270bc Same warrior moves E. Other warrior moves S.

Turn 8 2230bc Worker completes road to horse and moves back into Pers. to work.
warrior in E moves E not far from other warrior.
Other warrior moves SE.

Turn 9 2190bc Parsarg. creates Spearman
Set Pasarg. to create worker
Fortified spearman in Pasarg.

Turn 10 2150bc
Worker starts new road in city
E warrior moves E.
Other warrior moves E.
Settler is built in Pers.!!!!
Set Pers. to build archer.


(My thoughts on the above. It seems I spent all my time moving those ^%$#^$#^ warriors east.
We still don't have Iron Working tho Science is set to 90%
I did nothing for diplomacy except try to get out of Hammurabi's way.
We do have a new settler and spearman. And hopefully soon Persepolis' border will grow to include horse which is already roaded to city.)

stwils
 
Would it be okay if I went ahead of mcdan in the rotation?

I'm going to be away on business from the afternoon of the 20th to the evening of the 23rd and fear that I'm not going to be around for my turn. :confused: Just let me know if this is out of line and I'll just skip my turn this time if it falls after I'll be gone. :)

Thanks,
BoB
 
normally if you just tell people what times you are not going to be there they can work your turns round into a time that you will be there
 
That's fine. I just have to post the writeup.
 
Remember newb's, tiles next to a river give +1 commerce, never irrigate a grassland in despotism and don't leav workers unatended when working at the borders. Another thing: never leave a city without a defender or military police. Always defend with atleast 2-3 defending units.

Hope that helps :)
 
Actually, there ARE cases to irrigate grassland in despotism:
1) To get irragation to plains that needs it. Sometimes you have to chain the irrgation to terrain that needs it.
2) If a cattle or wheat resource - always irragate for the growth. This makes a great city for workers / settlers
3) Monarch or Republic is close - anticipated the growth from grasslands.
 
Writeup:

Preturn - The settler took 6 turns, growth was in 10. Did you waste 4 turns by not building the settler? :smoke: A spearman could have been built in that time, or even 2 warriors (future Immortals).

The worker is building a road in Persepolis's borders (desert). :smoke: First, there's plains that offer more food. Second, it's best to connect the other city. A road should have been built east of the wheat. (3 total tiles).


Good choice on not using the worker as a conlony. Culture borders will eventually absorb it. It's also best to have 2 workers build roads on the same tile (complete in 1 turn on grasslands, plains, desert, tundra).

Micromanagement - I'd like to see more on this (what you did in the game). For instance, "Persepolis grew to size 3, placed worked tile from desert to roaded plains).

Turn 10 - Persepolis set to build archer.
:smoke:

Our Ultimate Unit is the Immortal. We should be building warriors, as they upgrade to Immortals. We also need to be building barracks once we have 6-8 cities - not to mention workers). I also suggest building a granary in Persepolis.
 
Slot1: archer_007
Slot2: stwils
Slot3: mcdan Playing
Slot4: BoBtheBUILDER On Deck (pending)
Slot5: Barker
 
there are times when you dont need defenders in cities e.g. if it is in the middle of a group of cities
 
Chieftess, in my Pre turn I changed producing Wealth to produce Settler.

Why did it take 10 turns?

And any thoughts on what I have should have been doing with those warriors in the east? I took more time moving them around than anything. And it didn't seem to do anything.

So building an archer was not good? Ooops. Didn't realize only warriors upgraded to Immortals.

stwils
 
Chieftess, just a reminder that BobtheBuilder and I have switched places since he will be out of town on business on the 20th - so Bob's "got it" if that is still OK with you. If I don't hear from you or Bob by the end of the day I will go ahead and play so I don't hold up the game. :eek:

I too would have done Stwil's premove of building a settler but after your coments see the need for a second worker to connect the cities first. Perhaps one worker and one spearman? Using the second worker to work in tandem with the first to make the roads go more quickly? When I review Stwil's move of 6 moves to get a settler - why did it take 10 for me as well? Where are the missing 4 moves? :crazyeye:

Thanks, McDan :)
 
have you made contact with anyone yet if so youcan normally buy workers of them and they are normally valued pretty low by the AI also they cost no upkeep for yourselfs
 
Originally posted by mcdan
I too would have done Stwil's premove of building a settler but after your coments see the need for a second worker to connect the cities first. Perhaps one worker and one spearman? Using the second worker to work in tandem with the first to make the roads go more quickly? When I review Stwil's move of 6 moves to get a settler - why did it take 10 for me as well? Where are the missing 4 moves? :crazyeye:
The settler only needed 6 turns to complete. But the city wasn't big enough to produce a settler (size 3) until 10 turns had passed. So the 4 turns were simply "wasted". The settler was "done", but couldn't actually be produced for 4 more turns. Thus all production in the city was thrown away for those turns.

This is why chieftess said you should build a spearman first, or even a couple of warriors. Then you would have not wasted the production, and gotten 2 (or 3) units in about the same amount of time.

One should always check the rate of growth against the time required to build a settler or worker. If the unit will be done before the city is big enough to support it, build something else first!
 
Back
Top Bottom