D'Artagnan01: Low-level Training Day

Bede said:
Your approach to handling the barbarians was so alien to my way of thinking that I have to climb out of the box for a look around.
lurker's comment: Now that was a backhanded compliment if I ever saw one. :)
 
Yes, you are- I think the correct turn should be 350 BC (:eek:), as based on the number of turns played, this should be turn 120, which is 350 BC. Why you are so off? Bahzell and Bede's sets. Bahzell's started on 1450 BC, and Bede's ended on 550 BC. Something has been f***ed up.
 
Tribute said:
And also, I don't think that going out of the box to understand whatever I did is a good thing.... Does this either mean I'm insane/exploiting or have potential?
I think the barb-handling got a bit confused by conflicting advice. I'd suggested trying to move the settler away from the barb camp. Then it was suggested by someone else to just settle in place and let the barbs pillage the new town after getting rid of the gold in the Treasury. I think I suggested buying embassies. Then...

bede said:
You can clear the board of all known knowledge by trading Literature and the cash hoard. Start with Hiawatha and see how much he will give for Literature. Then see what Lizzie will give it, just make sure to get rid of the cash pile.
vmxa said:
They won't be able to do any damage as nothing will have been done in the newly found town, that is why I suggest it. Otherwise you are correct, you will lose any production in the box and structures. Good news is, you will have neither.
In addition, Bede suggested using "settler abandon" on the other island.

So, I think we ALL confused you thoroughly.

It's my understanding (might be wrong though) that after the barbs pillage, they just disappear, so it probably would have been best to just settle the town, make the trade for lit and cash as bede suggested, and get rid of the barbs by letting them pillage. I hope I'm making some sense in summarizing what seems to have happened. :hmm:
 
The good news:

Paris is righteously set up to produce a settler every four turns. :thumbsup:

Though I would not have handled the trading session the same way (trading away Literature instead of Republic) the way Tribute did it worked better as Republic was not a monopoly any longer. I usually prefer to hang on to Republic as bait for end of AA or beginning MA techs but I think Tribute got full value for it the way it was played. And we still hold the Literature monopoly for later trading, and will soon hold Currency as well. :goodjob:

The not so good news: too much of the wrong kind of military in all the wrong places. We are going to need settler escorts for the island settlers but everybody is hanging out in the north. And our military towns are equipping settlers when they should be training archer/spear pairs and even the odd horsemen or two, yet the towns without barracks are training warriors.....

What really has my cassock in a canker, however, is the barbarian situation (now that I have had time to consider it). There is still a remaining clot of barb horsemen that are going to hurt something before they are done. The least they are going to do is kill that wounded Elite archer....and we can't roll over and play possum because we have too much cash in the treasury if they threaten a town. Had Tribute built Poitiers, then moved the archer away that clot of horsemen would have not been there. And it looks like the Iro took care of the barbarian camp to the north. So :thumbsdown: on the barbarian thing. Made for good reading but still left us with some hoodlums to worry about. And we wasted a settler!!!

The last thing I will comment on is the continued existence of Amiens. That town should be consigned to the dustbin of history. It is worse than worthless where it is as it represents a drain on the economy and will never be able to get past that status. So, whoever is next, settler abandon and move to the coast.

We need to consider the options and develop a plan to implement the chosen one.

I have injected my assessment of our situation into previous commentary but perhaps a review is on order. Our long term objective is Alpha C. To reach that objective we need a strong economy, both commerce and manufacturing and a large population base both inside and outside the core towns of Paris, Orleans, Rheims, Lyons and Chartres.

Our challenge is that outside that core of towns the terrain is not very favorable. And right now we lack strategic resources like iron (though we have horses) Our biggest lack is luxuries to support growth past six or seven in the core and maintain a high rate of research spending.

So, as I say more than once in every game - focus. Population and commerce and production, each in its place. What buildings will help us get there, what trades, what research path?

Let the discussions begin!

<A brief aside>
@choxorn, please moderate your commentary. The turn count is only off by one. For the record my turnset started on T80 and ended on T100 (20 turns) The Gascon pressed enter one too many times, it happens. And all that needs to happen to even it out is for someone to take one less.

@Tribute - you and all the other members of the team show promise as skilled players. What everyone of us needs to do now is focus on the objective and the shortest way to get there.
 
And it looks like the Iro took care of the barbarian camp to the north.

I actually cleared it myself. I said so somewhere.

Well, I thought Poltiers would be a pretty bad sight, so I abandoned the town. And the settler would've died other wise, so I think I kind of did well and kind of badly.

And wait, Amiens isn't on the coast?! I didn't even notice that. Oh, wow. That's pretty bad. As for entirely useless, I don't really think so. Isn't it pretty close to Paris and Lyons (Palace and future FP)?

And as for the objective, ... right. I forgot about that again....

A side note, don't we need iron for both factories and rails? Oh dear.... This'll slow research.
 
Roster...

C_D- Up!
CommandoBob- On Deck!
Bucephalus
Chuchui Husky
AnsarTheKing
Bahzell
D'Artagnan59
Tribute
- just played.:)

IIRC, C_D has been absent for quite a while, but that may have changed. If C_D doesent respond in the next 32 hours, he will be skipped.:scan:
 
Anybody have any ideas on how to get us on the way to Alpha C?

This is not the best starting position for that kind of victory, in fact it is tough for almost any kind of victory. It isn't going to be easy without some serious planning on how to get the money and productivity.

Just to start the discussion: do we revolt to Republic now that the wines appear more or less safe?
 
IMO I think we should hold off till we make sure the wines are actually safe and not probably safe. That means getting troops up there to keep the Barbs from making camps.
 
Havent looked at the save, but I say it depends on certain things...
  1. Are there still roaming barbs in our territory?
  2. How many units do we have?
  3. Is it enough to not make our economy fall through?

Republic is always good, IMO.:D
 
Our biggest risk right now is not the barbarians up there....
 
I've had trouble reading the names of the saved games we have used in this thread. To keep the file name readable I suggest this format:
General file name
underscore
four digit year
underscore
BC or AD as needed.


Compare
Dart01_0130_BC.SAV
with
D'Artagnan01130BC.SAV
 
Ansar_the_King said:
Is it the Iroquis expanding southward and trapping us? :scan:

Let's just say they have a large collection of swords in the neighborhood. One of tha advantages of Republic is troops can be sent where needed rather than held at home.

Their move south is one of the reasons that Tribute's assessment of the city sites is going to cause problems. That camp full of barbarian horsemen was sitting on a horse resource and I don't think the Iro have any. They are trending to that corner.
 
Ansar_the_King said:
Republic is always good, IMO.:D
Well, I don't know about other people, but I have never seen republic being good. Can someone explain to me how to make it work better than Monarchy?
 
[IBT 0130 BC]

End of Turnset 07 Stats:
Currency 1 turns; 111 gold +16 gpt (4.5.1)

Cities:
  1. Paris (4) grows in 2, settler in 5, looks like the start of a settler pump
  2. Orleans (6) grows in 3, settler in 3, NOT a settler pump
  3. Lyons (7) grows in 8, Forbidden Palace in 5
  4. Rheims (3) grows in 7, settler in 10 (? grow a vSettler?)
  5. Tours (4) grows in 6, rSpear in 3
  6. Marseilles (4) grows in 15, rSpear in 3
  7. Chartres (4) grows in 5, library in 6
  8. Avignon (2) grows in 4, worker in 4
  9. Besancon (4) grows in 6, library in 7
  10. Rouen (1) grows in 2, rSpear in 2
  11. Grenoble (2) grows in 18, galley in 14
  12. Dijon (3) grows in 10, settler in 14
  13. Ameins (2) zero growth, rWarrior in 9999 (in revolt)
  14. Cherbourg (2) grows in 9, walls in 15
  15. Toulouse (1) grows in 4, rWarrior in 4
  16. Bayonne (1) grows in 8, rWarrior in 3

Miltary:
  • settlers 002, 4 in production
  • workers 013, 1 in production
  • warriors 019, 2 in production
  • archers 011
  • spears 002, 2 in production
  • galley 003, 1 in production
Total Units: 50 Total Allowed Units: 64

City build summary:
  • Settler [4] (Paris, Orleans, Rheims and Dijon)
  • Forbidden Palace [1] (Lyons)
  • rSpear [3] (Tours, Marseilles and Rouen)
  • Library [2] (Chartres and Besancon)
  • Worker [1] (Avignon)
  • Galley [1] (Grenoble)
  • Revolt [1] (Ameins)
  • Walls [1] (Cherbourg)
  • rWarrior [2] (Toulouse and Bayonne)

We have barracks in Orleans and Rheims and they are building settlers, not veteran fighters?

Unit support in Republic, per city:
  • Paris (4): 1
  • Orleans (6): 3
  • Lyons (7): 3
  • Rheims (3): 1
  • Tours (4): 1
  • Marseilles (4): 1
  • Chartres (4): 1
  • Avignon (2): 1
  • Besancon (4): 1
  • Rouen (1): 1
  • Grenoble (2): 1
  • Dijon (3): 1
  • Ameins (2): 1
  • Cherbourg (2): 1
  • Toulouse (1): 1
  • Bayonne (1): 1
Total units with free support in Republic: 20
30 units at 2 gpt = 60 gpt for unit support
At current (despotic) income levels, we go from +16 gpt to -44 gpt.
Open up CivAssit II and examine the Economy tab.

Economy - Despot 130 BC
130BC_CAII_Econ_Despot.jpg



Economy - Republic 130 BC
130BC_CAII_Econ_Republic.jpg


Until our cities grow some and reduce our unit support cost, we are better of in Despotism.

Only two luxuries, wine and silk.

Settler in Paris and Rheims. They go where?

Save game is at the start, not end, of a turn.

No iron! Not nice.

Iroquois have iron connected to Centrali??? (sword in the way) and to Allegheny, but these cities do not appear to be connected to any other cities; both are isolated.

Ivory south of Nottingham.

Only three luxuries on this land mass?
 
choxorn said:
Well, I don't know about other people, but I have never seen republic being good. Can someone explain to me how to make it work better than Monarchy?

Follow this game and you will find out.

Has much to do with the objective and level and situation of the game. If you are going to war at Demi-god and above and lack luxuries then the Monarchy to Communism route is probably better. If, like this game, we are looking for a fast spaceship at Emperor, then Republic is a better choice for the higher commerce yields. Republic delivers as much as 100% more commerce which means more money available for science and entertainment. I have even played a warmonger's game staying in Republic the entire time but I had all possible luxuries.

In general Republic is the overwhelming favorite of the best players for almost all victory conditions because of the enhanced commerce. You need some skill and a good knowledge of the game mechanics to make it work, however. Take a look at some the GOTM spoilers to find out how it is done.
 
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