ct3 - Chieftain Training Day (for newbies only)

"Got It"

Will study Bob's turn one more time tonight and then play. B the B's turn was excellent - details etc. (and of course our ships :) )

I have read Padma's critque (Thank you for your insight :)) and will get myself geared up tonight for my 10. :soldier:
 
PRETURN:
No surprise here that we rank as the #1 city - 83% approval and hold the top 5 spots in city ranking - 3 size 12 cities , Persepolis (11) and Antioch (8). Almost 50% literacy and only a 5% disease rating. We are #1 in everything except military service (3rd rank - for 5 yrs) and famliy size - (4th rank with families filled with "only" children)
Persia is just a gaint blue screen on the historgraph - world ranking is 286 - the next closest comes Greece with only 91. Rome follows with 83.
Except for Greece having the HG - we have got the wonders covered - even though the Great Wall is now obsolete it remains in our list of accomplishments . I won't list all the wonders we have - we know what we've got.

Advisors:
Science Adviosr: wants us to increase research spending and we are technologically advanced. We are on military transtion at the moment in 6 turns. This will be great to pull out the cavalry and get the Military Academy at some point - I doubt we may go that route - armies are expensive and we prob. will not need any armies to win this. The cost is too high. I like Battlefield Medicine but if we have enough SoD's that should not be an issue.
Cultural Advisor wants Cathedrals, Libraries and Colusseums. Also the University. I don't think we have that but maybe in Zim. Will check - yes we do.
Culture Continued: Egypt and Rome are in awe of our culture
Foreign Advisor: Greeks and Romans are in awe of culture. Romans have the Legionary and are furious with us. Egypt is polite. Greece is gracious.

1. Egypt has 14 gold, I extra Ivory Luxury.
2.Rome - unknown gold and luxuries
(Our forces outnumber the Romans, scientist in rome not very advances, they fear our knight and sat we are tech. advanced . We are disdainful of their cultural advances.)
3. Greece- 17 g, 2 extra dyes , 0 extra silks. They say we are tech.a dvance and fear our knight. Our forces outnumber theirs and their scientists are not very advanced. We are disdainful of their cult. Achievments. They have the swordsman.

Miltary Advisor: Our army cost 122 g pt with total units being 122. Advisor wants more knights and acknowleges we are stronger than other civs.
Viewing our cities - we have garrisoned military in all cities from 1 - 5 except Tarsus where we have no protection.

Trade Advisor: Unconnected cities include Dariush Kabir (where BtB has started a harbor), Veii and Neapolis - our two newly acquired city and town, respectively. Both are building temples. Veii has access to resources. We arenot trading with any other civ. We need another source for gems says the Trade Ad.

Domestic Advisor: Happy: Tyre, Sardis, Bapedi, etc. Not Growing: Tarsus, Darish Kabir etc. Won't list all this - we can see it on the map easily enough. We ahve 82 Gold with 31 gpt and we are growing with 6 turns to Mil. Tradition. I play with science slider -Not much results here - could go for 90 gpt if I move sc. slider from 30 % to 20% - but then Milt. Trad. is postponed. So I will wait and lower slider on turn 5 (right before we get M.T.) if it still seems like a good move.


Cities:
Zim- OK - we have P23/ F24/ C 70 and no growth -but as a size 12 city we are not going to grow right now - cannot hurry production of knight - over 100 gpt and we only have 81 g. I think we want shields for this city - not any more food so I will leave as is and knight will be in 3 turns. I could move a 2nd ring citizen to a diff. second ring tile to get growth in 20 but it would increase the food and decrease the shields. So I leave as is.

Parsargadae- I move citizens from one 2nd ring tile to a 2nd ring irrigating tile to increase shield production by 1. It decreases food from 26 to 24 causing growth to go from 8 to zero. Again, this seems OK since the city is at 12 and we need sanitation before we begin to grow again - why have too much growth and unhappy citizens - let's gain that extra shield and we still get knight in 2 turns. Cannot hurry production - as is over 100 g.

Susa - Cannot rush gallon - 480 g required! No changes needed in citizen placement. Can gain a shield but that would result in a shortage. Stay at zero growth for above reasons stated for other size 12 cities. Gallon in 4 turns.

Ulundi- No way to improve citizen location to increase production. Looks good. P26/F24/C49 with knight in 2 turns. As with our other above cities - zero growth.

Arbela- Gain one shield by moving citizen in 2nd ring to a mined tile. Commerce is reduced from 55 to 52, Food remains the same. Knight in 3 turns.

Bapedi- At it's maximum shield production with marketplace in one turn, growth in one turn.

Antioch- Production at its current best with knight in 1 turn and growth in 3. No need to move citizens.

Tarsus- Cannot improve shields and cannot reduce food. Leave as is with galleon in 2.

Gordium- same as above with knight in 3.

Bactra, Sideon, Tyre, Samaria, Ergili, Dariush Kabir and Ghulaman stay the same.

Hamadan- cannot rush temple yet - 200+ g. Temple in 51 turns with growth in 1 turn. Move citizen to improve food and commerce but shields stay the same. P5/F12/C12 to 5/ 12/15 pt.

Persepolis- city in shortage so move 2nd rind worker to NE tile to improve growth since city is at szie 11 and can grow. Changes to growth in 18 turns with knight still to complete in 3 turns. I does reduce the shield production so I will watch this during my turns. (from 21 to 19).

Pricesylvania - hurry temple production for 24g

Neopolis-Am going to follow previous turns and keeps citizens happy with entertainers until temple is build - then begin food again - I played around with the tiles and citizens but seems best to avoid any kind of outbreak because I want to do things in one less turn. So Neopolis stays the same. Temple in one turn.

Veii - see above except temple in over 50 turns - cannot rush yet -will watch as see when I can do this.

OK - onto our battle positions

- I see our plan for "Operation Closed Fist" and "Open Palm." I do want to add more knights and catpults before attacking just in case. Will reassess this after the next few moves. I am not sure of each ship's name - wish it were PTW were they could remained named throughout game! (Bob- if you have time and want to - perhaps you could download a print of your last turn with the ships labeled - not sure if your programs lets you do that. If it does - I will correctly ID ships throughout my 10 turns. Just handwritten - or perhaps diff. colored dots over each ship to correlate with a name.)

From E to W begining with stacked ships at coast near Veii:

Stacked: Caravel and Galleon- for galleon complements assigned are 4 knights, 4 musketmen and 2 catapults

Following the map N to W we see two galleons returning to mainland empty

1 single carvavel and 5 stacked veteran and regular caravels empty

3 Veteran and 3 regular caravels near the mainland - ready to reload.

SoD:
3 knights stacked by Rome, 4 IM and 2 Knights stacked near Dephi, 2 knights - veteran and elite below Delphi. Below Rome in stack: 2 Veteran Musketmen, 1 Reg Musketman, 2 Veteran knights, and 3 veteran immortals. In Neopolis we have 1 Knight, 3 Musket, and 1 Spearman. In Veii - 3 immortals, 1 musket, and 1 spearman (they need to stay here to prevent revolt), The Immortals stacked outside of Veii, Three Knights stacked outside of Veii.

We do look ready to contiue attack but I do want some more knights first - and catapults. Will send over ASAP and continue to set up game. Hard to not just start attacking - but a little caution since we are so far ahead and have planned these attacks so well.

Am revisiting the slider one more time since I spent 24 g to rush temple. Perhaps will move slider up for one turn to get addition 60 g ( at 89 gpt) and then return to 30 % for 31 gpt until moving slider again as M.TR. approaches one turn (sometimes you can get more g for your turn then without losing momentum.)

***Finally - any suggestions or corrections before I begin my turns? Looking forward to hearing from anyone - will play turns late this afternoon. ***

(Sorry for delay - I always seem to get the "got it" over the weekend. Hey, can play this game at work ;) - but at home during holiday weekends - no chance! Atlanta is filled with too many family activities - Festival of Trees, Atl. Sym Children's Concert this weekend and of course the test of all parents - the endurance :eek: of "The Nutcracker" at the Fox Theatre. Just when you cannot take the Nutcracker anymore - you turn and see your little girl transfixed - holding her overpriced Nutcracker in her arms - and you decide - perhaps a few minutes more...then it is over and hundreds of children stampede to the exit :) )
 
Originally posted by mcdan

- I see our plan for "Operation Closed Fist" and "Open Palm." I do want to add more knights and catpults before attacking just in case. Will reassess this after the next few moves. I am not sure of each ship's name - wish it were PTW were they could remained named throughout game! (Bob- if you have time and want to - perhaps you could download a print of your last turn with the ships labeled - not sure if your programs lets you do that. If it does - I will correctly ID ships throughout my 10 turns. Just handwritten - or perhaps diff. colored dots over each ship to correlate with a name.)


FYI - in case anyone missed this note in the preturn. I did try and get the correct names - but gave up with the stacked ships -any advice?
 
:) Don't worry about the ship names. I just did it to keep things straight when I was trying to figure out what troops went where (I managed to screw that up anyway). Since I was using numbers I figured I'd give them names too. I long ago gave up any hope of keeping them straight after I unloaded all the troops.

As far as advice goes, I would be sure to attack with numbers you are comfortable with. If you don't think that there are enough troops in your stack before you go. The worse development for us would be to not take a city because we wind up with a bunch of promoted units that'll be even harder to get rid of. :(

BoB
 
In PtW, as already stated by BoB, you can rename units with a button. However, the manual stated all those buttons were things you could do with a keyboard in vanilla civ3 (most of them, anyway).

Try shift+n or ctrl+n to rename a unit... it *might* work.
 
Just an advance apology from me for a slowdown in my critiques. Real Life is kicking in big time for me with the holiday season. I will do my best to keep up with critiques, but do not be surprised at delays of 48 - 96 hrs. :(

I can read the forums at work, and reply to posted questions, etc., but I cannot put the game on this machine. (I make way too much money here to put my job in jeopardy with such a flagrant violation of rules. I sometimes worry about keeping a browser window open to CFC all day, but since I only browse "while my program is compiling", I'm probably okay there. ;) )

In any case, if I need to look at the save closely, it will have to wait until I get home, and I don't think I've put in more than about an hour total on the computer there over the last 4 days.

Just bear with me, and we can keep this game going. :D
 
Intraturn - 1365 AD

One of our veteran IM's is attacked outside of Rome by three Romans. He kills two and becomes Elite. Third Roman and two others run to fortify Rome.
Two Greek fighters moves towards our location outside of Rome, but stay in their territory.
WE LOVE... somewhere in the far NW - hooray for us - but went too fast to see which city
Veii is starving
Bapedi completes marketplace. I set it to University to be completed in 10 turns. As our advisor suggested Univ's are needed. I think esp. now that we need to increase our science output. Advances are costly and this will help.
Gold is moved up to 146 at 93 pt. Maybe one more turn at this rate to get that gold so we can rush some temples,etc. Then I need to return slider to higher level to get Mil. Tradition.
Antioch produced a knight. Set it to build a cannon in 3 turns.
Neapolis is starving.
Neapolis has completed a temple. Hit the wrong button and it is set for harbor in 80 turns. I think we need a worker to help with making use of the tiles and help with starvation but will have to wait for actual turn 1 to correct that.
Now that temple is complete we can work on the starvation. I move one citizen to wheat tile and another to a grassland bonus tile. Increases food from 0 to 8.
Priceslvania has completed a temple. Begin Granary for city growth.


TURN ONE: 1370 AD

146 gold/ MT in 8 turns
From galleon (one of our mighty CVN P.S. S..'s) unload 2 catapults, 1musketman, 1 knight. galleon begins it return to load up again.
Three stacked knights move closer to Rome but remain on our tiles.
Three IM's near Veii join the stacked knights.
Elite injured Knight fortifies outside of Rome
Upgrade Caravel to Galleon as it arrives at Ergili for 20 g
Caravel off coast of Veii moves back to rally point to reload
Operation "Closed Fist" continues to ready for attack as a stack of 4 IMs and 2 Knights move closer to Rome and join another SoD. This SoD fortifies at Rome - total in stack is 4 knights and 3 IM's - how can that be - I just added to stack??? Will watch this tile and see - there was defiantly more than 1 knight on that tile. (Will look at 1635 Preturn after game and check and report.)
Fortify SoD at Antium - several musketmen as defense - want to add a little to defense before going ahead here.
Stacked workers mine land near Bapedi
Knight moves to rally pt and loads onto Caravel
7 caravels and 2 galleon move to towards rally pt
workers complete work in NW and move up towards a Tyre - about 7 workers - I will have 2 join the city for growth, 3 will move N, and 2 will work tiles.
Knights and musketmen are loaded into 2 Caravels and 1 Galleon at rally pt.
Check domestic slider - will keep at 91 gpt one more turn so we can get some upgrades.

Intraturn-
218 g/ MT in 7
Two Romans attack our fortified but injured knight (I think he had already lost 3hp) Knight defeats one Roman, then the second Roman attacks and our knight dies.
The Greecian SoD (3 swordsmen and 1 warrior) moves another tile closer but still not crossing our borders but have entered Roman territory.
Greece and Rome are at war - thought I checked this in the preturn and they were not. Perhaps it just happened when Greece crossed the border. I check with Greece - they thank us for assistance in their war against Rome. They have 39 g in treasury. They are gracious towards us. Am not sure what to do here - We want to conquer them too - so I make not agreements with them and we leave in harmony.
Babylon produces a knight, set to build a cannon in 3 turns
Pasargadae completes knight, set to build another knight in 5 turns
Starvation still at Veii
Ulundi produces Knight, Set for cannon in 2
Tarsus produces galleon, set for University
Neopolis citizens not happy - give them entertainment to prevent riots. Now they are content but not growing.

TURN TWO - 1375
2 Catapults move towards Rome
Upgrade 6 Caravels to 6 Galleons for 20 g each
Move 4 Caravels to rally pt and 2 galleons NE towards r.p.
Our IM moves over mountain to attack a Roman - he kills and becomes and Elite IM and moves onto Wheat tile in Rome. SoD's join him on this tile.
Rome has moved up to a 9 city - last turn it was at 8.
Stacked workers build some final roads outside of Bapedi
Tiles around Rome of SoD's are fortified and wait for next ship arrival before attack begins.
MMOW - three join Tyre to grow city from 6 to 9, others build roads or move to Rally Pt.
Another galleon upgrade for 20 g
Knights move to Rally pt

Intraturn-

Romans request an audience. What can it hurt - sure. They want peace - we say good-bye after offering to accept 3 of their cities as a gift to us - no way of course - just messin' with 'em
Greece requests audience. Wants to trade world maps. They need it more than us so I offer it in addition to 20 g from them. They say they are sad we would ask for that. I say good-bye
Greece SoD attacks Roman military SW of Rome - right by our SoDs. Three Greek swordsmen are killed. N other action.
Persepolis has knight, set to build settler in 2 to move to rally pt.
Zimbabwe has produced knight, set to build cannon for rally pt.
Arbela has produced knight, set for knight
Gordium has produced knight, set for courthouse. For the first time Gordium has 1 unhappy citizen. The city is at 12 and cannot grow anymore for a while. Try to slow growth but cannot.
SoD's continue to stack

Turn THREE: 1380 AD

Our knight defeats roman military near mountain W of Rome. (The weakened milt. caused by Greece attack)
Legionary on wheat tile ready to attack us - Legionary is 3/3/1 to our IM at 4/2/1
We attack Legionary and defeat him.
Upgrade to Cannon from catapult for 20 g
MMOW - roads, mines, and clearing forest on island, 1 joins city of Tyre to grow to size 12, some move to rally pt others to the N
Knights move to rally pt, load onto caravals
check sc. slider - move 10% to get 149 g next turn - then will go up to 30%.
checked other advisors - all is still the same

Intraturn
Poor Greece - they attack Rome with a single warrior - obviously he is defeated.
Then the Romans attack us on our SoD wheat tile - we kill their Legionary with one IM
Susa has galleon, set to build library in 3
Ulundi has cannon, set to build Palace in 38
Antioch has cannon, set to build knight - not many choices here
Tyre has knight, set to build marketplace in 12, the city has grown to size 12

TURN FOUR - 1385
282 g, MT in 10
Check Veii to see if can rush temple yet - still not enough g
SoD move closer or fortify around Rome
We attack on longbowman (or someone like that) in 1st ring of Rome - killed by our IM
MMOW - mines, roads, clear jungle for road, join caravals, fortify in N
Caravels and Galleons move across ocean and sea tiles - carrying military or returning to load
Sc. Slider back to 30% with MT in 4

Intraturn
Persepolis has settler, set to build colosseum in 8
Babylon has cannon, set to build University in 6
Zimbabwe has cannon, set to build knight in 4
WE LOVE somewhere in NE on mainland
Priceslvania grows and expands

TURN FIVE 1390:
Knight attacks Rome - kills immediately a Legionary then retreats to heal
MMOW - jungle clearing still, 3 join Sardis, one gets on caravel, others move stack
Caravels and Galleons move across ocean and sea tiles - loading and carrying miliary or returning to load

Intraturn:
10 g harvested via forest
Romans attack us - kill one of our knights- many Romans move around so quickly I cannot record.
Greece reappears on scene - ready to attack Rome again - from the opp. side we are on. We have not fully surrounded Rome.
Sardis in civil disorder - perhaps I added too many workers to quickly - thought we had enough production for that. Give them an entertainer and move one citizen to get one more shield per turn. Zero growth. Will watch this.
 
TURN SIX: 1395
353 g at 35 pt with MT in 2 turns
Launch attack on Rome - kill 3, lose one - I know this should be more decriptive but it happened so quickly. I was surprised by the lost knight - had 3 hp vs. the Longbowman who was in the red with 1 hp left.
Unload knights onto land near Veii
Knight attacks city against Legionary - legionary is defeated

WOOHOO - We Take Rome!
11 gold from Rome
3 risisters
time to garrison city
Rome set to build temple to help with resisters but it will take forever - 60 turns so mostly will have to rush this or change it. But all choices were in the "high turn count"
Move Roman workers to work unworked tile in first tier - mine and build road, 3 stacked.

In Operation Open Palm - We attack Antioch - lose one knight, they lose one Legionary. Then lost one musketman while a second musketman takes down a longbowman. IM moves in at kills Legionary and becomes Elite. IM then kills a warrior.
Antioch is left with warriors defending city

Fortify Rome with IMs and Knights. Cannot move in Musketmen yet (already moved)
Begin to press on with Operation Closed Fist moving Knights SE of city towards Cumae. Surprised by a lone Greecian Hoplite blocking my way. I do not want war with Greece - YET - so I fortify my troops one tile from Hoplite and primarily two tiles from Cumae.

City checks - try to rush productions in some- but too costly, check citizen locations, etc. Minor changes, Aqueduct still 85 turns away in Samaria and too costly to rush at the moment. Sidon still has one unhappy laborer and is not grown. Aqueduct there is 8 turns. Tyre is 50/50 happy vs unhappy - citing peace and overpopulation as problems. If I give them an entertainer will lose 3 shields per turn. Instead move citizen to 2nd tier tile and create one content laborer out of the 6 unhappy laborers vs the 6 happy lab's. This slows shields only by one.

Intraturn
Roman milt. attackes Greecian Hoplite - Greece wins.
Greece moves to stack together with Hoplite
In Rome we have quelled one resistor - now we only have two
But, Rom needs entertainment - not being productive. Give them an entertainer
Pasargadae has produced a knight, gets Coluseum to maintain happiness in a city with rapid growth, size 12
Susa gets Library, set to build Knight
Arbela gets Knight, set to build Cathedral
Bactra produces knight, set to build Library
Order restored in Sardis
Demographics check - we are still naturally the top 5 cities but our approval rating has slipped to #2. All else seems the same.
World Ranking : Persia 299 with the rest at a distance - Greece second with 95
Happiness -99.2 %

TURN SEVEN - 1400

Move Military towards Cumae
Give Rome lots of entertainment for the moment as we wait for last two resistors to relinquish the fight.
Unload 3 knights from Galleon for Open Palm
MMOW - clearing forests mainly
Knights and cannons move towards rally pt
Fortify Sods outside of Antioch - not strong enough yet - none have complete hp. - except one IM who becomes Elite - he attackes Antioch and kills Legionary
Well, Then I attack again because I see Antioch is down to spearman. Our injured IM can take him on - and does. Kills Spearman to become Elite IM.
OK - now I am feeling bold - They are now down to warriors!
Attack with injured IM and defeat warrior.

WOO HOO - We take Antioch
No gold - 2 resisters
Fortify one IM (I think) and then move the five workers to mine and build roads.
Veii - can finally rush production on temple - do so at the tune of 204 g
As I look at map , am glad we have some settlers on the way - lots of tiles unprotected

Intraturn-
Greece continues to move and stack outside of Cumae
Roman milt. run to Cumae - 2 I think - they go quickly
We complete Military Tradition. Was enjoying taking Antioch - should have checked sc. sl. last turn - could have earned us some g
Science Ad says - Banking or Theory of Gravity. Time to check manual before proceeding. Will go with Banking - we can aviod tax collectors and help increase our cash with this - will lead to Wall St. Sm. Wonder. (Th of Gra. will lead to Newton's Univ. We are miltary oriented but I don't see a threat of the other civs building this before us.)
Resistance in Rome has ended.
Veii has produced a Temple, Set for Barracks. Remove entertainer and move to irrigated cattle tile to increase production, food and commerce - with a content laborer
Antioch has quelled a resistor - one down, one to go
Ergili produces galleon, set for aqueduct
Move science slider down one to 30% for one turn to get 60 more gold (93 g) - slows banking by two turns and will move up on next turn.

TURN EIGHT - 1205 AD

131 g at 93 pt, Banking in 8 turns

A Pompeii archer is beyond his city - he looks to be aiming for the Roman workers we now have - we attack with an injured knight - who takes him down a notch - then runs to heal. The second knight kills him.
We move into position for Open Palm and Closed Fist last two cities - Cumae has grown to a size 10.
Galleon and Caravals move across sea and ocean tiles

Am going against my sc.slider plan - we need to hurry the temple in Antioch and two other cities - need that gold. Lower slider to 10% for 140+ gold.

Intraturn:

Forest harvested for 10 g on mainland
Rome in Disorder again - increase food production and add more entertainers. Have one unhappy laborer now instead of 2 resisters - moved onto more productive tiles.
Zimbabwe has produced Cavalry
Samaria grown and expands

Upgrade twelve knights to Cavalry - 10 g each for 120 g total

Load Caravel and send off from Ergili
Load Galleon in Tarsus - a secondary rally pt for the N
 
(computer shut down here – but I checked and I see no changes, had just saved before turn nine so all is OK)

TURN NINE: 1410

Move Caravel towards Romans - fully loaded with cannons and musketmen
Upgrade a caravel to galleon at Tarsus
Load 4 cavalry onto Galleon
Load and move 2 galleons with Calvary from Ergili
MMOW - mining and road
SoD stacked and fortified by two Roman cities in the two campaigns

intraturn:

Greece is on the move - I Hoplite in Pompeii, 2 swordsmen outside of Cumae
Antioch completes Cavalry, starts another cavalry
saltpeter is used up but then another source is found on mainland
move slider to 30% for banking in 5 turns at 37 gpt

TURN TEN:1415

Take a Roman Legionary at Cumae (it was by mistake was trying to fortify catapult - not sure what happened - had planned on just stacking on the last two turns to set up for next player.)
So here we go against my plan – Let’s attack Pompeii-
WOO HOO - Another win for us - we take Pompeii and gain 8 g - we lose one knight but the rest of the stack remains. We have one resister.
Rush Temple in Antium - ready to go in 1420 at 228+ g
Set for Temple in Pompeii
Upgrade 2 Catapults to 2 Cannons in Ergili - ready to load - caravel is waiting in Ergili


So - There it is - Thanks for the great set up - so I could take those cities down :) - Sorry it took 3 posts - was worried about length vs. # of words allowed per posting - then computer shut down. Interesting turns - let me know what you all think???

Here is the save:
 
Originally posted by Padma
Just an advance apology from me for a slowdown in my critiques. Real Life is kicking in big time for me with the holiday season.

I think we will all be feeling that way during this time of year - so delays are completely understandable - for all of us. The game will continue - I know Archer wants a crack at the Roman's city of Cumae and then we will decide about the Greeks. We will all just slow down a bit during this time of year.

Aside from not playing at work (no need for job loss :) ) - how many relatives will understand the need to play a computer game for hours while the ham and turkey sit unattended! :D

Padma - to quote - Dr. Suess - I like your hat :lol: \

Happy Holidays to all,

mcdan
 
Looks good here... one city left and Rome's but is ours... :)

Elephantine will probably flip to our glorious culture too. :) Well, maybe not. We'll probably just have to take it anyway, it's not like anyone is in a position to stop us...

How many more tiles you all think we'll need for domination?

BoB
 
Originally posted by Bob the Builder How many more tiles you all think we'll need for domination?


Originally posted by Padma
That one I can answer quickly: 116 more tiles - land and/or coastal.

(MapStat is a nice utility. :D )

Tile counting for domination. :confused: I know you need 66% of the land mass to call this one - plus we already know how many square miles we possess - but am not sure how to go about this (without MapStat :)) - it reminds me of counting pips in Backgammon before doubling. Any suggestions - also I saw in the manual that we have to wait for the UN to elect us Sec-Gen before declaring this victory. Is that correct - or is it just the percentage?

(BTW - In my report sometimes I called a Roman soldier a Legionary - I think that was ususally the case - sometimes they died before I could tell - esp. when they were garrisioned in a city - so not 100% certain on the rank of some of those fallen soldiers.) :scan:

mcdan
 
You have to wait for the UN if you want to go the Diplomatic route, which is really unnecessary for us.

Domination requires 2/3 of the available tiles under your civ's control and 2/3 of the entire world population in your civilization. With that many tiles left outstanding we're probably going to need to finish off the Egyptians and start a fight with the Greeks. We could just pursue a conquest victory (defeat all other civs) and if we stumble upon domination along the way, more the better! :)

BoB
 
If the Romans got swords and big shields, they are Legionaries. If anything else, they are not Roman special units but whatever they are.
 
:lol: This game is soooo over! :lol:

The histograph is so incredibly ours it is laughable. All we need to do now is play mop-up.

The last Roman city should easily fall to our forces outside of it. Just remember to use the full-strength Knights first. We have six of those, and that should be plenty. You might need to use a unit or two with an already-missing HP, though, if they have more defenders than I expect, and/or they get a "lucky streak" with the RNG.

Be sure to build Libraries/Temples ASAP in the former Roman cities to get the culture border expansion. We also want to be sure to get a barracks or two in for upgrades and healing during the next war.

Speaking of the next war, we have a choice of Greece or Egypt. We have no per-turn deals with either, so we can attack at will. Cleo will be a push-over. A couple SODs of Cavalry, Muskets, and Cannon, and they're gone. Greece will be a little tougher. They have Saltpeter, while we have none on that continent, so we cannot upgrade/build Cavs or Muskets there - they have to be ferried over from home. There is a solution, however. :evil: Attack due west, and take their Saltpeter for ourselves!

Whoever we attack next, make sure our Roman cities have at least a couple of Muskets each for defense, and build a SOD or two of Cavalry (& Knights until we can upgrade them). And by SOD I mean at least 8 - 10 attackers in it. Keep the stack intact - do not split it up attacking targets of opportunity. Also build a small stack of Cannon (with some Muskets for defense) and drag it along to help besiege cities.

Remember: Bombard first, to weaken the defenders, then attack with Cavs/Knights.

BTW, we can probably turn off scientific research, and just collect the gold for upgrades and rushing. We should not have to worry about Greece getting "ahead" of us, and we are going for Domination/Conquest anyway, so more research really isn't necessary.

Turn order:

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

(mcdan, I think you have probably taken your last turn in this game. :D )
 
If we turn down research should we turn up luxes? Though I guess we'll need the cash for upgrades, but more luxes mean more :) which means more points, right? Course, I guess we're not really in a competition here either.

BoB
 
Yeah, if we were looking to "rate" the game based on score, we would need more happy people. If that were the case, I would be advocating cathedrals and such in our larger cities, some of which are precariously balanced: 6 happy, 6 unhappy, growth in 9999. Actually, it might be a good idea to bump the Lux tax, and/or build some cathedrals, just in case we get some war weariness.

But most SGs are played to "win", never mind the score, so our only real concern is to avoid riots (and associated production loss) due to war weariness here.

:D
 
Originally posted by mcdan
Padma - to quote - Dr. Suess - I like your hat :lol: \
Just wearing my holiday finery! :D

A lot of us with custom avatars (especially in Off Topic and Site Feedback) have put together "Holiday versions" of them. Grey Fox made mine because I haven't had time to sit down and do it myself. :)

:santa: :goodjob:
 
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