ct3 - Chieftain Training Day (for newbies only)

Sorry to bother. Hopefully the above attachement worked. My zip seems to be faulty this evening - do not want to inconvenience the team - but had to try again with the (corrected) zip.
 
mcdan,

Instead of generating new posts, and attaching the save to each post, you would be better off going back and editing the original post.

In any case, he only problem I had with downloading the first one was the use of *spaces* in the filename. And to get around that, I simply saved it with a correct name (i.e., xerxes_of_the_persians_1500bc.sav) and went from there. :)

I'll critique it after a bit. Kind of busy at work right now.

Edit: And like gunning said, better to just upload it to the file server and link to it, rather than attach. (I know the save is pretty small, still, but these attachments add up over time, and have caused the forums to crash in the past.)
 
Overall, it looks to me like a very respectable turn. :goodjob:

Let's see, looking at your citizens & where they are working:

Persepolis looks okay. The three citizens are working the three improved tiles.

Pasargadae, could use a small tweak: Move the citizen from the forest to the mined/roaded hill beside it. Same food/shields, but it adds 1 gpt due to the road. The other good possiblity there would be to move the citizen to one of the grassland square by the city. Gives 2 food, resulting in growth in 2 turns. Remember, in Civ3, Population is Power!

Susa - move the citizen from the forest to the roaded grassland. Growth in 2 turns, and put the new citizen to work on the roaded Horse Hill! Right now we are losing 1 shield per turn to corruption here. Putting a citizen on the Horse gives the same shields used, and adds 2 gpt!

One thing to remember: Don't trust the city governor to put citizens to work in the best place. Especially after you make a change, i.e., build a road, mine a hill, whatever, check the placement of your citizens. You will probably want to move some of them. :)

Next, what we're building. Looks okay to me. :) Granary in Persepolis is a must. Almost done, and should switch to a settler next. (We have more iron and horses to our north, and we need to stake our claim there.) Barracks in Pasargadae - good. We are militaristic, so they are cheap, and I get the feeling you guys want to flex some muscle, anyway. ;) In that respect, the vet warrior building in Susa is also okay. Remember, the more warriors we have, the more immortals we can upgrade to.

Another positive note: we have 3 cities to Hammy's one and Shaka's two.

Research: Alphabet is right on the money. We need to get to map-making soon, if we're going to find the rest of the civs.

Good job of managing the money sliders. A few tweaks on citizen placement, and we could possibly be at 70%, 6 turns, and still be +2 gpt! (80% would still be 6 turns, and be only +1gpt.)

Like I said, a solid turn.
 
"Got It"

I assume that I should now play my turn, since analysis of previuos turn has been completed.
 
Note on start of turn: We need to make sure that the last player, after finishing their turn, does not initiate the next turn. This will allow the next player to assess the status of affairs, and then watch the end of turn sequence. It is not too important at this early stage of the game, but in the latter stages, I find this it vital to be able to watch the beginning of the turn for key developments.

1500 BC - moved 6 warriors doing happiness duty. I am moving them all to Pasargadeae. I am going to attempt the warrior gambit on Babylon. We will not upgrade to immortals yet. I don’t want to trigger too early of a GA.

1475 BC – Warriors are all stacked in Pasargadae. Will take 3 turns to reach Babylon. Cities are working grassland squares for population growth. (No use letting our ability to pop-rush go to waste)

1450 BC – Persepolis builds granary. We begin work on settler (5 turns) I plan to send this settler 5 tiles to the NE to gain access to 2 whales and 1 game resource. The next will go on the hills to the north, and will have access to whales, iron and horsies. I move worker to build road on spices south of Susa.

1425 BC – Babylon asks us to leave his territory. We declare WAR! We come across an undefended settler just 1 tile outside of Babylon. I predict this settler will hide in town, and allow us to split it for 2 workers.

1400 BC – We lose a warrior to an attack from Babylonian warrior. We defeat 2, with 1 of our own going to 1 red bar. We are now outside of Babylonian capital (on the south side of river to negate defensive bonus) with 2 (4/4) warriors, 1 (2/2) warrior, 1 (1/4) warrior, and 1 (3/3) spearman for defensive purposes.

1375 BC – Pasargadae builds barracks. We will begin building immortal. We attack Babylon with 1 warrior loss. We kill one bowman and capture Babylon. We split a settler in twain in the process! We gain 3 workers with this victory. This city has GREAT potential. The Babylonians have been eliminated from the game.

1350 BC – We will postpone settling the north for now, and focus on surrounding the Zulus. There is some great land to the south of Babylon. Our workers will begin some roads for our settlers to access our next city sites. Our palace has some nice new landscaping.

1325 BC – Persepolis builds a settler, and begins on a spearman. I choose the spearman, since the Zulus are unlikely to be a threat to us, and our spear will be able to upgrade all the way to mech infantry.

1300 BC – Spent turn moving warriors into position around Zimbabwe. We hurry a spearman in Susa for 1 citizen. (saved 18 turns) Our laborer is still happy. We will have alphabet in next turn.

1275 BC – Susa builds a spearman. We begin producing a worker. Shaka will give us 118 gold for Writing. I will leave it up to the next player whether we wish to sell our secrets or not.

Summary: I have taken some chances leaving some of our cities undefended. I have units out hunting for barb camps and the like. I suggest we mass for an assault on Zimbabwe. We should still be able to use the warrior gambit, since our good Zulu friends do not have any horses, and they are not connected to any iron deposits yet. Once we take care of them, we can settle our island at our leisure. I agree with the assessment that we need to get to map making quick to find the other civilizations. (to destroy them! )
:cool:

I suggest we build our next city on the green dot, then blue (horse hidden underneath,) and then magenta.
 

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Re: Note a start of turn: I knew something didn't seem right when I looked at the save. That is a very good point, Barker.

To all SG players! Do not hit <return> at the end of your 10th turn. Save the game as is!

I'll see if Chieftess is back to do a critique before I jump in. But one thing sticks out right now. Taking out Babylon quickly like that was very good. But be aware that, unless we take Zululand out before they meet any other civs, we will have a stain on our reputation. Without looking at the save, I am sure Shaka considers us to be RoP-breakers. No, we didn't have an explicit RoP with Hammy, but we did have an implicit one. We had troops in his territory when we declared war, and the AI considers this to be a form of "RoP rape".

There are many styles of play, and I encourage everyone to find their own style. However, you will find in many SGs that the "owner" of the game wants it to be "honorable". That means things like RoP rape are out. The "honorable" thing to do, in this case, was to mass our troops at the border, declare war, and then rush in.

I won't quibble about it much right now, because I don't think Chieftess specified that this would be an "honorable" game at the start.

(edit: spelling)
 
I'm sure that Shaka won' t be around when we meet the other civs :)

Point well taken, however. I never really concern myself with my reputation, since by the end of most games there is no-one left to be angry with me anymore. I will respect the wishes of my honourable compatriots and declare my intentions before I implement them.
 
Yes, agree about my pre game set up for Barker - Mcdan's issue- :crazyeye: When I arrived at 1575 I was greeted by 3 various "icons- i.e. celebrate the city etc" and could not save the game until I had agreed to them. Once I hit save - it went straight to 1500 - I was concerned about this - should I be saving the game each move so if I cannot provide the next player with my last play he could get the "next- to - the -last - play _ " and move forward? Sorry - newbie!!! This was a concern of mine - Thanks for noting it - any advice is appreciated when you cannot save during your final turn.

Good play Barker! :goodjob:

I appreciate your critique Padma- :)

Ready to see what Archer does! :D:
 
Actually, I think someone has played one turn short somewhere. :) That is part of what confused me. 1500bc is the correct point to be at.

Here is the way a turn sequence should work:
You open up the save game, and make any checks/changes you feel are appropriate. This is turn 0. Hit <return>.
Now play 10 more turns.
At the end of the tenth turn, when you have done everything you want/can, and before you hit return, save the game.

For those that need a more grahical picture:

Turn 0: ... <return>
Turn 1: ... <return>
Turn 2: ... <return
...
Turn 8: ... <return>
Turn 9: ... <return>
Turn 10: ... <save>

:D
 
I guess this betrays my "building" nature, but taking on Babylon this early would not have even entered my mind, and certainly not taking on the Zulu's. I think grabbing and holding the island early is good, I think the land has strong potential and locking it up before someone else can reach us will give us a good advantage.

I agree we need to work toward MapMaking soon. I'm anxious to find out where we are relative to the other civs.

again, good job Barker! :)
 
I was talking to Chieftess last night, and she said that her first reaction on reading about the Babylon War (and implicit RoP rape) was, "No!" But she admitted the war was handled well, with a successful conclusion.

(BTW, she and I are both "builders" by choice. :) )

Anyway, I saw the probablility of war with Babylon. I was just surprised a "newbie" would run with the warrior gambit so quickly! Now we just need to make sure Shaka is gone before either he or we meet any other civs, so our "perfidy" remains unknown. :D
 
Well, Barker, and all - forgive this question from a newbie if it seems dumb to you.

I have been trying to play your game out from mcdan's 1500bc using your log.

And at once I have questions. You say in 1500 "moved 6 warriors doing happiness duty. I am moving them all to Pasargadeae."

First of all, what do you mean by "happiness duty?"

And I could not figure out with the warriors I saw on the map and those that were fortified in their cities that I couldn't see, how you could move 6 of them in ONE turn to Pasargadae.

So I can't even play out your turn at 1475 until I know what this is all about. (And I see they are "all stacked in Pasargadae" in the next turn.)

stwils (trying to keep up) :sad:
 
Stwils: "happiness duty" = Military police.

I'm at work, so I don't have acces to my manual (or the Civilopedia for that matter), so I can't give exact numbers, but in Despotism (and some other governments), a military unit in a city makes a citizen content/happy? I think only 2 units can do this, but I may be forgetting something.
 
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