D'Artagnan01: Low-level Training Day

vmxa said:
Lurker:
yeah I did not use the tags. GMH if you can spend off your cash you could found a town with the settler and at least not lose it. The barbs will just sack the place.
lurker's comment: Yes, you're right. If nothing else, you can buy embassies to use up the gold. I learned the hard way that, if you don't leave some gold for the barbs, they are more likely to do damage to improvements or steal progress on whatever you're building.

If you are not using NoAIPatrol, you may be able to get on the proper diagional and they will ignore you. I can't recall what it is though.
I can't remember if Bede had everyone add NoAIPatrol=0 to their .ini files. It's usually standard for SG's, but a nuisance in this case. ;)
 
vmxa said:
Lurker:
yeah I did not use the tags. GMH if you can spend off your cash you could found a town with the settler and at least not lose it. The barbs will just sack the place.

If you are not using NoAIPatrol, you may be able to get on the proper diagional and they will ignore you. I can't recall what it is though.

Heehee. This is a great idea. I could just buy Mysticism for many gold points and then settle (moving away the archer of course.)

And I think we should use NoAIPatrol. But I don't want to. And I'm too lazy to make it so, right?
 
Some random comments on The Gascon's turn log:

D'Artagnan said:
470 BC:

Settler is on East Island.

This is really weird, I think I pointed out that the east island was barren ground other than some gold mines....we need luxuries and strategic resources before anything, and If you look at the screenshot I included there is no fresh water anywhere, so no irrigation is possible to support farming towns....

And then I gather from some later commentary that the town wasn't even founded on the coast? This is at best a waste of a settler.

The Gascon said:
430BC Ameins and Cherbourg founded. Workers starting a few random jobs. GLight started by Iroquois in Oil Springs.

Iroquois Extortion Squad demand 26 Gold. I say no and...

They don't declare!

Sometimes it is better to be lucky than good but you can't count on it. And for a measly 26 gold coins. Better, much better just to pay 'em off and than they will go away. You was cruisin' for a bruisin' from an opponent with access to horses and iron.

The Shortstop said:
330 BC:

ToA finishes in Trondheim. Massive barb uprising near newly founded Horse city, Poitiers. Someone is in the MA. Unfortunately, not us. Trade Republic to England for Mysticism, Horseback, 3 GPT, and 112 Gold.

Now the commentary I read later suggests that Republic is still open to trade to the English and that we don't have Mysticism :confused: :rolleyes:

Then I look at the screenshot posted by Harriet and note that Paris is out of phase again. And the placement of Amiens on the east island compounds the error of settling over there in the first place: it is not on the coast. It could have been built 1N1E and at least had two food resources and the gold from the coastal tiles once the harbor was built......

The best play there may be settler abandon. If anybody needs help on how to do that let me know.....

The good news is that the placement of Cherbourg is okay, there is a lot of marsh up there and I think you minimized the towns exposure to it. And building Courthouses in the central towns is a wise choice, if a little against the grain. If it recovers one or two gold pieces it will make the luxury slider that much more effective and will be a big help in holding the populace under control

I'll open the save and see what I can figure out to get Paris back into the proper frame.
 
Bede said:
Now the commentary I read later suggests that Republic is still open to trade to the English and that we don't have Mysticism
lurker's comment: Didn't he log that trade just before stopping to watch a game? He wouldn't be the first person to forget to save the game, come back later and think he'd already done something.

I seem to remember a certain DG game where a certain player conquered a city and got so excited that she forgot to save and posted the screenie...then had to go back and replay the turn. :mischief:
 
@Tribute

Dump the shields at Paris into a Warrior, then reassign the citizens for +5 food by taking the mined wheat away from Lyons. That will get growth to 4 and put the whole shebang back on schedule.

That creates a little bit of a MM challenge so you will have to work through the other towns to get things squared back away.

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.

I don't think Hiawatha will trade Republic to Lizzie for the gold we gave her, so you will still be up Republic and Maths on Virgin Queen.

A ton of worker effort has been wasted on the road building effort to the wine and now the core is suffering from unimproved growth. We need to get those guys back into home soonest.

And get thsoe galleys exploring, just sitting dead in the water isn't helping us make new friends.

Set Amiens to building a settler then fiddle with the citizen assignments so the town doesn't grow past two. Or if it threatens to grow to three and we haven't revolted to Republic, let it grow then whip the settler when it has only twenty shields left on the job. Or if we have revolted to Republic cash rush before the town grows to three.

Now I am going to push enter and watch the barbarian hordes explode from the camp.

Have fun.

And move some troops north, we are way over garrisoned at home.
 
gmaharriet said:
lurker's comment: Yes, you're right. If nothing else, you can buy embassies to use up the gold. I learned the hard way that, if you don't leave some gold for the barbs, they are more likely to do damage to improvements or steal progress on whatever you're building.



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.
 
gmaharriet said:
I thought d'Artagnan took a break after 4 turns and then finished.

You can find the other six a few posts earlier.
 
this is getting confusing. D'artagan, is it ten turns or twenty turns?? :confused: :confused:
 
choxorn: please stop posting spam, as far as I know, you are not part of the group, so keep the comments to yourself.:nono:

IIRC, its 10 turns, and if its not, it should.:p
 
lurker's comment: IT IS NOT SPAM!! IT DOES HAVE A PURPOSE!! [pissed] I just want to know stuff. Does using the delurk tags make it less spammy?
 
(1) It's crowded. Time to switch builds. Orleans, Lyons, and Paris switched around. Paris to warrior in 1 and growth in 1. Orleans Courthouse to library in 7. Rheims library to settler in 10. Avignon library to worker in 3. Amiens Spearman to worker in 4. Two archers in Rheims go north. Science to 40% +20gpt. Iro's want 133g for mysticism. English for 138g. We should trade now. Because our settler and archer pair are in danger. But first, is the city placement good? Not really 2 North is better. I wonder.... Well as we're going to waste a settler anyway, why not settle and then abandon?
I promptly do so. Poitiers is founded. However, why not be even crueler and 'gift' it to an AI who will lose tons of gold, which we will promptly declare on?
I stop myself. That would be going too far. Abandon Poitiers. I do not make the trade.
Workers road the forest outside of Cherbourg. 2 go to road the wines. The other 2 go to the cattle. Move an anti-barb camp spawning warrior north to do its job better. Another archer north.
Wake 3 fortified galleys. 2 go around the south to kill the offending barb pirates. 1 goes north around the Iro border for exploration and communication purposes. And a bit of spyin'.

Inter: Woops, all the barbs don't attack my fortified archer and just run off. ??? Iro's move an archer and sword down. Either they're gonna kill us or the barbs. Either way, it can be good for us.

(2) Math->Currency Paris Warrior-> Settler in 5 (Will be 4) Rouen Worker->Spear Iro's Start Great Lighthouse as do the English. Washington finishes the Hanging Gardens.
Wines and cattle roaded. Lower lux to 10% with no happiness problems. Raise science to 80% with Currency in 10 with +0gpt. Trading time:
Turns out they already have math. Myst from England for 138 gold. The Republic to England for 138 g HBr, and Poly. We got everything back after all. English Cautious->Annoyed. They must hate despots or somethin' as they fall into anarchy. Iro's have 140g. Hold off on breaking the monopoly of Literature.
Galleys explore. Archers move north. One discovers another barb horse filled camp. Archer exits Paris. New warrior fortifies.
Workers move to road. I'll send some from the north south. I hate wasting worker turns. :( See an unroaded mined Grass near Chartes. Will be fixed in 2 turns. Workers A,B,C, and D move south.

Inter: Orange galley spotted moving south. Silly English. Many horses approach. Ze' Oh Em Gee! There are 37 horses nearing Cherbourg. We really do need spears....

(3) Archers move out. Cherbourg will either lose its defenders and get pillaged, or we lose all the gold and construction. The second is slightly better. I think we can take a 190 gold loss. Set up embassies? You betcha. 73 gold for England's. We already have an Iro's one. They're pretty far on the Great Lighthouse. 7 citizens. But still in anarchy. It looks like the Iro's really wanna fight. 2 swords. 1 archer. All workers near Cherbourg move about 2S and finish a chop. The last moves 1 more south. The garrison leaves to the hill. Split A, B, C, and D workers for a bit.
2 galleys pursue our northern galley. No turns can be wasted exploring. Set Paris and all other cities to default production emphasis.

And now a short hiatus as I have a class. Don't worry, I'm not going to post it yet so incomplete.

Inter: English drop an unseen settler pair? Maybe. 12 of the horses go into Cherbourg. This will NOT happen again. I hope. 60g left.

(4) Avignon Worker->Worker
Archers go into Cherbourg. Join a worker to whip a spear. :( Take a barb camp. Back to 85g. I guess I still have NoAIPatrol. The archer that was next to a bunch of horses did not get attacked. Settle Toulouse. Warrior in 10.

Inter: Horses move north. Iro's go south with MANY swords.

(5) Amiens Worker->Warrior (nothing we can do but prevent barb camps) Cherbourg Spear->Walls (Iro's are a comin')
Notice Dijon being over fortified. Fortify archers for the attack. Just so if the spear gets hurt, it won't die. Worker movements.
Archer in Amiens south.

Inter: English galley turns back south. Maybe it got scared by the barb galleys? Iro's ask us to leave Oil Springs (galley).

(6) Paris Settler->Settler (I didn't even need to MM)! Tours Lib->Spear Marseilles Lib->Spear
There are about 10 Iro troops and 30 barbs to kill. I don't want to move out into the open so I'll only attack a few in a stack next to an archer warrior fortification in the marshes. Warrior D'Artagnan wins 2/3. Warrior Roland wins 2/3. An unnamed warrior wins 1/3. Both archers win 4/4. Lone archer moves north to heal. Amiens archer goes south. Move settler to the south area near Paris. We can still settle there....
Workers pick a partner and pair up again.

Inter: 2 Iro's kill 2 barbs. Barbs approach mainland France. 1 galley goes south. A whole stack of barbs are needed to take out 1 single Iro swordsman.

(7) No builds complete.
Two groups of fighters versus 2 stacks of barbs. A few barb galleys have yet to be destroyed. Dijon stack goes south to attack the horses that approach. As we approach we notice the English galley is now elite. So it was barbs after all.... Archer wins 4/4. Second wins 3/4. Archer in Tours goes in and 3/3. 4 horses and 4 warriors. Okay. Here's to hopin'! 3 warriors win. 2 are 1/3. 1 is 2/3. The last ... wins 3/3!!! But no promotions. Just my luck....
Galley explores and finds an Iro island! Archer runs back from barb stack.
Galley attack time! We win 1/4.
Workers road and stuff. Nothin' stupid of course.

Inter: English galley seems intent upon going to one of OUR islands. Hmph! Horsemen try to corner our archer. :( One solitary horse approaches Cherbourg.

(8) Orleans Lib->Settler
Warrior Nosey needs some training. And it dies. *laughs* An archer kills the horse 3/5. A promotion!!! Oka forces our warrior off the hill.
Bayonne founded -> Warrior in 5. Workers split to irrigate. In 3.

A short break to play a hand of hearts....

I don't remember if galleys can heal in cities without harbors. So I send the damaged galley back to Bescanon. Lower science to Currency in 3 when it was at 3 for +13gpt.

Inter: The English galley turns back??? And the random lone archer kills 4 horses to get to 2/5!

(9) Avignon Worker->Worker Grenoble Harbor->Galley (You know I would've stopped these stupid builds but they were already WAY too far along)
I suspect the English galley turned back because I moved a galley to slightly block their advance. So I space out the galley that I used. All the barbs are just about dead. 4 left I believe. Re-pair workers. Teehee!

Inter: 4 horses move towards damaged elite archer. Many Iro swords continue south with 2 settler pairs. English have 2 archers going south as well.

(10) Paris Settler->Settler Rheims Settler->Settler
Woops, the random colony of Amiens riots. It gets a taxman. OOOOH.
A settler will go north unescorted. Archer defense. The other (in Paris can approach the galley west) Beware! I have not moved them. Science down to 50% for Currency in 1 and +16gpt

Make sure that the west galley that is fortified STAYS. It blocks the English galley from coming. Stupid AI perfectionsists that use all movement when possible.

I settled Bayonne and Toulouse. And a very short-lived Poltiers. There will be room for about 3-4 towns in the north. 4 towns on the west isle. 1 or 2 on the small eastern isle. 6-7 more on the east big isle. And 1 if you want on the Iro isle.

Currency in 1. Another monopoly. We can pick one to sell. Especially if we meet someone else.

Iro's have 15 (+2) towns We have 16 (+2). The English have 7. There may be more settlers but who knows? And to the next players, good luck!

I await your criticism and comments on my Poltiers move and treatment of the AI barbs. We lead technology. Nothing to sell but for gold. We have all embassies. And should be technologically backwards compared to the other continent. We need to find either the other continent by suicide galley or by building the Great Lighthouse. I know Lyons could make it either in 15 or after the FP (which is now in 5).

The next guy can move units and stuff; the classic turn 0.
 

Attachments

Nice turn set there Tribute.

I'd like to request of the team, more pictures in the future please.
 
lurker's comment: Tribute, you only played 9 turns. :crazyeye:
 
What about the Pre-turn?
 
I did not get a pre-turn. It was already started on 310BC. Apparently, this means we're also off and about 6 turns off too.... (Someone was missing six turns.... Hint. Hint. Wink. Wink. Slap. Slap.)

And I was going to take a picture, but then I realized it takes me about 20 minutes to actually upload a picture with a reply. I'm sorry for my laziness, and I do know how helpful it would have been.

Please comment, old Grumpy Monk!
 
Trying to digest that interesting tale of audacity. 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.
 
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