ct3 - Chieftain Training Day (for newbies only)

edited quotes of Padma for mcdan's reply:

Originally posted by Padma


I didn't see any real :smoke: jumping out at me, other than Hamadan. Why is it rioting, still? They want entertainment, give them an entertainer! Just make sure it is a one-food-producing citizen you convert. (Once you have a harbor, you should be able to use luxes, etc. for happiness.) But way out here on the fringe of our "Empire", an entertainer doesn't hurt much.


I didn't know that - makes since of course - was trying to have all the non-existent workers make then happy - but just think when you go to an island to relax :love2:- yes there are always entertainers ;)

and speaking of entertainers, why does Tarsus have one? It doesn't need one at all.

I didn't realize that Tarsus has one - my own :smoke: - could have hauld his *** to Hamadan to entertain :)
 
Originally posted by Padma
Hmm, I wouldn't want to be a Roman citizen right now. Wake up one morning soon and find Persians all over the place. :D


mcdan responds with questions:

I wondered about that - how soon to approach with the many caravels - we are lucky so far with only sea tiles and no ocean - but I approached stacked (except for one- maybe two who are on their way.) Should they be stacked or should we be selecting more than one city to attack at a time :hmm: - we've got the power??? And more to give. :ninja:

What is our actual attack plan :soldier: and do any team members want to voice out - this will be our first attack since back when Barker (hope you are still checking us out BTW) attacked and won Babylon successfully. Then we went for Zulu.

Would LOVE to have these next ten turns - can't wait to see what you do archer! :cool:


Turn order:

archer_007 >>> UP NOW
 
Yeah these next turns should be quite entertaining. Good luck!
 
Oh, and post screenshots.
By the way, how do you edit posts so you don't spam out more?

edit: typo :D
 
Originally posted by BoBtheBUILDER
I think you can research Nav and hold off on Magnetism. Nav isn't required but it does allow passage over ocean tiles and it also opens up Magellan's Voyage, which is the natural successor to the Great Lighthouse. :)

BoB

let's go with Magnetism - we don't know all the tiles and will need that ocean! I need to check on the # of turns but we are working on Mag's Voy as is - wil check and report back in the a.m.

Checked back - In Sula at 9 growth - Mag Voy is set to be completed in 24 turns. But that's slow for our team.

Mag. Voy will increase the rate of our boats by one pt.

mcdan
 
Navigation will also allow you to cross ocean safely, not just magnetism.
 
Originally posted by stwils
Hi Hydro,

I have not checked with all your latest turn, but don't you all think we will need a gallion to get all of our military over the ocean to the others? And for that we have to have Magnetism which make our beloved Lighthouse obsolete.

Not sure right now. Just asking.

stwils:)

Well, I see you point - galleons have a 1/2/4 movement and 6 transportation. Yes - the required Magnetism is needed. (Our caravels have 1/2/3 and transport 4 (FYI to anyone interested...)

Now will look at next idea (don't know how to change them on the same page) :mischief:
 
1- Looks like Magnetism will get us to frigates and privateerers and the Galleon - all great for us - it also opens the ocean tiles.

2- But it becomes a hard choice Navigation - if we expect naval battles (and do we ???? at this point) then we need Mag's Voyage to give this to use vs. our opp.

Susa is a 10 size city - but I know we cannot rush a wonder - 24 more turns for Mag. Voy. with a 9 growth city unless the city growth increases.

If anyone has more ideas - it would be interesting to read! :hmm:

Best of luck :crazyeye:
 
Originally posted by Hygro
Oh, and post screenshots.
By the way, how do you edit posts soy ou don't spam out more?

Re: Spam : no idea

Re: Screenshots: I am the last on the team who should answer this!!! BUT... :cringe:

Will tell you that if you scroll back to I think pg 8 - Padma and Bob the Builder give excellent detailed instructions on the screenshots. I keep trying but I either get giant -let's hang it over the fireplace size shots - or these tiny shots with large white mattes. This only reflects on my computer skills and me.

- they gave great advice :goodjob: - scroll back and see if you can find it. It is also on the "beginner" forum - but with the search down that will be hard to find. If you can't find it let me know - I printed it out and can find pg. #.

Hey team - one day I will suprise you all with a perfect screenshot :lol: - hopefully not filled with :smoke: :D

mcdan
 
Originally posted by Padma
Thanks for letting us know, archer. Hope you get your problems fixed quickly.

That means stwils is UP NOW.

:D

Truly archer - nothing worse than computer problems - and since you mentioned school - you must have exams etc coming up - hope your school, Dell or someone can help you out. :grad:

-----------------------------------

Meanwhile stwils - :lol: :lol: :lol: You must stop the cooking and the relaxing -IT'S YOUR TURN :)

stwills - 3 games at once??? :wallbash:

We all know how you like to record those worker movements. :)

Do try and use wordpad this time - just save it each turn - the game is still long to record due to all the cities (and the need to entertain that island) but this will help I think. Let the team know if you like or hate it !

mcdan
 
Originally posted by mcdan
Originally posted by Hygro
By the way, how do you edit posts soy ou don't spam out more?
Re: Spam : no idea
Yet you've done it with several posts, mcdan! :D

@Hygro: just look at your post. At the top, is a bar with buttons for "profile", "email", etc. At the right of that bar is a button for "Edit Post". Just click it, and (if it is your post) you can edit it to add, delete, or modify comments.

Screenshots: I keep meaning to add some, but by the time I get around to critiquing, it is late at night, (well, late for me, anyway. :D ) and the added "bother" of screenshots is sometimes more than I care to deal with. :( I will try to get something up again, soon.

:D
 
I'm looking over where we are and I have a few questions.

Why are going after Rome and not Greece? Just asking.

I see,thanks to mcdan, we have several stacked caravels full of military units (also stacked) near the Romans now. How many do we need to take a city? Do we need to be continually building them and shipping them over? Because there are lots of Roman cities...

What is our plan?

Should we wait to first attack after we get more ships full of units and perhaps cannons and catapults? Or should we start the process with my turn?

In case you haven't noticed, I'm getting cold feet here. :eek:

stwils
 
Originally posted by stwils
I'm looking over where we are and I have a few questions.

Why are we going after Rome and not Greece? Just asking.


Can't do Greece because we have about 10 turns left (I think) on a RofP that happened - cannot violate that

I see,thanks to mcdan, we have several stacked caravels full of military units (also stacked) near the Romans now. How many do we need to take a city? Do we need to be continually building them and shipping them over? Because there are lots of Roman cities...

I still am not sure if I should have all the caravels stacked. I keep reading diff. threads discussing going after one city at a time vs. a full attack on many. If you do attack I think destroying some of their roads would be good so they will be slowed down to help each other.

What is our plan?

Should we wait to first attack after we get more ships full of units and perhaps cannons and catapults? Or should we start the process with my turn?

In case you haven't noticed, I'm getting cold feet here. :eek:

stwils

I have cold feet everytime I sit down with this game - then suddenly once I am into the game it just seems to flow - so I understand that. ;)

I didn't send any cannons - those are fun :) catapults too - but I just like them - after the stealth bomber of course. You might recheck and compare defense/attack # etc of the cannon and catapult. Also check in preturn to see if anyone could be upgraded - I don't think there is anyone but it might be worth a check.

I think you can take out Rome on your turns - but a little extra building never hurt and you could start the attack on maybe turn 5 or 6.

Working right now so cannot really look at game - so am going on memory. :(

Good luck!
 
Thoughts before Pre Turn

My hope is to build up our knights/musketmen and load them on caravels (hopefully being built simultaneously) and send them over to the Romans. And keep producing militia and send the empty caravels back to pick them up.

I think we have five cities at growth in 9999 turns. What would you do about them?

In all honesty, I cringe at having to manage all those workers.

If anyone has any suggestions, please let me know. Some of you may be in the middle of this storm and not have power. So far we are all right here.

Soon I hope we can begin to nibble away at the enemy.

stwils

:flamedevi
 
Originally posted by stwils
Thoughts before Pre Turn

My hope is to build up our knights/musketmen and load them on caravels (hopefully being built simultaneously) and send them over to the Romans. And keep producing militia and send the empty caravels back to pick them up.
Sound thinking. :goodjob:
I think we have five cities at growth in 9999 turns. What would you do about them?
Well, they can't grow until we get hospitals. We seem to have sufficient workers. :) If we end up autorazing any cities on the other continent, we may want to build a few Settlers to ship over to fill in the gaps. (Domination Victory requires actual *control* of the tiles, not just removing someone else from them.) Meanwhile, make sure the citizens are producing the most shields possible without starvation. If there is still way to much food, consider making a taxman or two. May as well put them to work. (But consider how much gold they are producing on the tile first - why give up 3 gold to produce 1?)
In all honesty, I cringe at having to manage all those workers.
Well, once all the usable tiles are worked, we can always stash the excess workers out of the way, on a *sentry* command or something. ;) Or, they can be added back to cities that are growing slowly. But we will probably need to ship some of them over to the "New World" to work our new cities there.
If anyone has any suggestions, please let me know. Some of you may be in the middle of this storm and not have power. So far we are all right here.
Ah, I'd forgotten about that. We got the Deep Freeze, but the moisture was all sucked away by the southern storm system, so no problems here in Nebraska.
Soon I hope we can begin to nibble away at the enemy.

stwils

:flamedevi

Looking forward to it! :evil: :D
 
Pre Turn 1265ad

Hamaden - made an entertainer to put out smoke
Ergili - changed citizen to produce more shields
Also changed production to caravel from barracks as
they already have a barracks
Bapedi - moved citizen for more commerce

Science is at 30%

Babylon - after cathedral in 5 turns, I will set it to produce a settler to "send over."
Zimbabwe - after university next turn may build settler also
(Both these cities are at 9999 turns for growth)

I'm sure there is more tweaking I could do, but I want to get started playing and telling all those workers what to do.;)

stwils
 
Xerxes 1315ad

Pre Turn 1265ad

Hamaden - made an entertainer to put out smoke
Ergili - changed citizen to produce more shields
Also changed production to caravel from barracks as
they already have a barracks
Bapedi - moved citizen for more commerce

Science is at 30%

Babylon - after cathedral in 5 turns, I will set it to produce a settler to "send over."
Zimbabwe - after university next turn may build settler also
(Both these cities are at 9999 turns for growth)

I'm sure there is more tweaking I could do, but I want to get started playing and telling all those workers what to do.


Enter*
Persepolis produces Knight/ set to Musketman
Zim gets University/ set to settler
Tarsus produces caravel/ set to caravel

Turn 1 1270 ad
Order is restored in Hamaden
Moved 5 stacked workers to Tarsus to go on north west to clear jungle
Moved caravel in Tarsus to pick up militia nearby in Ergeli
2 workers above Tarsus road in jungle
3 workers above Susa road forest
2 workers clear
Knight in Persepolis moves to Tyre and fortifies
4 workers near Bapedi road in forest/jungle
caravel south of Bapedi moves southeast toward Greece/Rome
Worker in Ghulaman mines
Worker in Pricesylvania mines

Enter*
Arbela gets Knight/set to knight
Antioch produces Courthouse/set to University
Sidon produces Temple/ set to aquaduct

Turn#2 1275ad
Loaded 3 knights onto caravel near Ergili and sailed
5 workers move north of Tarsus to jungle
worker above Susa clears forest
2 worker irrigates there
several workers move west to coast below Persepolis
Unfortunately in my excitement, a Knight in Arbela
mistakenly also moved westward
Moved same Knight eastward to Bactra and fortified
Caravel loaded with Musketmen move through waters near Knossos

Enter*

Zim produces Settler/set to knight
Bactra produces Harbor/ set to caravel

Turn#3 1280ad
Cheers arise. Not sure where from
Settler is produced in Zim. He is fortified until we decide which boat he gets on
5 workers above Tarsus move west to jungle
worker above/below ? Susa moves
another one moves sw to clear
workers on coast irrigate and then road
fortify knight in Bactra (waiting for boat)
4 workers e of Gordium ? clear
workers near Bapedi road, and move to spices
loaded caravel moves near Veil
Other caravel moves not far behind
2 workers near Susa finish and move near Tyre (to get on a boat to help out somewhere else)

Enter*
The Egyptians request an audience. (Oh dear. I had not thought about this.)
Cleo offers Monarchy for Feudalism. We don't want that, do we?
We suggest alliances against the Romans. She says not now.
We get Physics/ set to Magnetism
Ulundi produced University/ set to Musketman
Bapedi produces caravel/ set to immortal

Turn#4 1285ad
4 workers east of Zim road
other workers nearby road and clear jungle
workers e of Gordium mine and move
worker south of Bapedi roads on spices
other workers mine
caravel in Bapedi fortifies
Guliman worker roads
workers sw of Persepolis road
two other workers move south eyeing jungle
workers move to Tyre and fortify to catch a boat to somewhere later
one caravel moves nearer Veil
other caravel moves near Veil and fortifies
worker roads on spices s of Bapedi

Enter*
Greeks want to exchange ROP with us
We say no. Propose alliances against Rome. They say no.
Persepolis produces Musketman/ set to university
Babs produce Cathedral/ set to musketman
Pasagardae gets Cathedral/ set to Knight
Gordium gets Musketman/ set to Knight

Turn#5 1290ad
5 workers clear jungle96
3 or 4 workers move to jungle in Bapedi
2 workers road
Gordium musketman moves toward Bapedi
2 workers near Susa move to jungle
another worker moves south to jungle (I don't know why I am moving them all to the jungle. I hate the jungle. But there are not many places they haven't already improved. And after we clear the jungle and road it, what then? Must get out the manual ASAP)
Persepolis musketman moves to Tyre to get on boat.
Fortifyl worker in Tyre (Tyre is the place we're all getting on the boat!)
Caravel moves nearer Romans

Enter*
Romans tell us to move. (We aren't ready to attack yet so I think I will back off a bit)
The people admire me. (Always good news) and our palace expands.

Turn#6 1295ad
two workers clear jungle
all sorts of workers near Bapedi road and clear and wear me out
Musketman moves to ...oops, I can't remember. Anyway it is on the coast and he is fortified waiting for a boat. (This alt-tab is driving me nuts. As are these workers...)
two workers move back to jungle
another worker from Susa moves to jungle.
(I don't know why they don't all have some hideous disease clearing and going on.)
Musketman moves to Tyre and fortifies
Move worker in Ghulaman to bonus grass
Caravel moves near Veil (we have 4 "over there.")

Enter*
Zim produces Knight/set for another
Ulundi produces Musketman/set for another
Arbela produces Knight/ set for another
Tarsus produces caravel/ set to caravel

Turn#7 1300ad
TARSUS! ^%$#^% I'd forgotten my plan to have the caravels there pick up all the stacked goodies in Ergili.
(Spent all my energy and thought on workers comings and goings and recording it all.)
So now I am behind with my plan but will try to go forward.
(By the way, don't expect another peep out of me about any worker. At least until I get some important things focused on.)
Tarsus' caravel moves to Erbili
Knight moves from Zim to Tarsus and fortifies
Arbela knight to Bactra and fortifies
I said I wouldn't mention workers, but we did build a colony over spices near Bapedi.
But THAT'S IT! as far as my talking about the workers this game.
Caravel fortifies off shore Romans

Enter*
Sardis produces Caravel/set to catapult

Turn#8 1305ad
(I can't believe I lost my focus. More caravels should have been loaded. )
Caravel loaded at Ergili moves out to sea.
Musketman moves south to Ergili and fortifies waiting for boat to be ready.
Caravel at Sardis moves south to pick up militia in Bactra
Workers did things but I am not thinking about it or talking about it.

Enter*
Rome is mad but polite. Wants us to get the H*** away
We pretend to move for now
Babylon gets Musketman/ set to Colosseum

Turn#9 1310ad
We load some good militia on caravel in Bactra and set sail
musketman moves to Bactra for next boat
our loaded caravel moves
we fortify a caravel a little away from Roman borders

Enter*

Pasagadae produces Knight/set to University
Ulundi produces Musketman/ set to Knight
Antioch produces University/set to Knight
Bactra gets caravel/ set to Temple
Ghulaman gets Worker/ set to spearman

Turn#10 1315ad
fortify knight in Pasargadae (should have been producing a caravel in Tyre instead of University, so all these good militia could have the boat come for them.)
I fortify another musketman in Tyre. Damn. Should have built the caravel instead of University.)
Loaded Caravel passes by Knosses
fortify knight in ....Pasagadae I think
Move Musketman near Ergili
Finally - a caravel in Bactra. Load a knight on it
Move other fully loaded caravel toward our target
Get 2nd worker in Ghulaman
Worker in Pricesylvania builds colony on horse (Yes. A worker. These workers do a lot of good but they been my undoing this afternoon.)
load musketmen on caravel near Bactra and set sail



So my ten turns have come and gone. I had other plans. About loading good militia on boats and sending them over and kicking some Roman a**. But I got all into the workers and their problems and shenanigans and lost sight of the bigger picture.

Anyway, whoever is next will have fun. Lots of boats loaded and more to come.

stwils
 
It is not often I laugh out loud during someone's post - repeatedly. :lol:

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 see all of them working the jungles! Busy bees - and you are right no disease. ;)

(I think only cities get this actually)

I will now get serious and study your post - and play your game. Looks like - as you said- lots of caravels loaded and more on the way. It seems you were right to move back from the Roman border as you build up caravels.

You have set us up - the attack begins! :ripper:
 
Back
Top Bottom