EVIE1 - 1 on 1 TDG

Originally posted by Superevie


I think this will help a lot. Thanks for the suggestion, since you brought it up first! :)

And yet I'm excluded!! NOOOOOOOOOOO!! :cry: Now off to find a corner to sob like a schoolgirl in.
 
Originally posted by Superevie
Oh, and yes, I'm a very naughty girl and reload if I screw up. And I love doing it. :D
:lol:

I admit I'm a "purist" - I personally prefer to play "Iron Man", i.e., *NEVER* reload, even if I make a mistake. Also, most *normal* Succession Games (and especially training games) are played with a "no-reload" rule in place. If you get a bad result from the RNG - c'est la vie!

However, I also INSIST that in an individual's personal, SP games, that they play with whatever options they want. The main idea of the game is to have FUN! :D

Gengis: at least you're allowed to watch! :)
Somehow, that came out sounding dirty .... :hmm:
 
I'm liberal on reloading. If I lose an entire stack of units to a crazy-go-nuts defender, I reload and use the stack to pillage something. I'm not fond of freaky RNG rolls. But that's not on-topic. :)
 
Okay, I did my first 10 turns and here's my log:

4000BC - turn 1

Built Moscow. Khasak tribe taught us Ceremonial Burial. Production set to warrior. Moved worker NW. Moved Scout 2 spaces E.

3950BC - turn 2

Worker starts mine. Scout 2 E.

3900BC – turn 3

Scout find goody hut. We learned Mysticism! Then move NE 1.

3850BC - turn 4

Scout moves N 1.

3800BC - turn 5

Scout NW 1, N 1

3750BC - turn 6

Warrior complete. Start spearman. Sent warrior out to discover W, which is a mountain. Scout moves N 1 NE 1. Can see red borders!

3700BC - turn 7

Moved Warrior N. Goody hut in sight! Scout moved N 1 to hill.

3650BC - turn 8

Mine completed. Starting road in same spot. (heading towards Ivory) Warrior pops hut. We know masonry now! Moved Scout N 1 to mountain. Can see the capital of Rome.

3600BC - turn 9

Moved warrior W to mountain. Moved scout N 1 to mountain. Contacted Caeser. Traded him ceremonial burial for 25 gold and a worker. Sent slave to go to square with ivory. Takes two turns, so he can’t do anything to turn 11.

3550BC - turn 10

Warrior to SW mountain. Moved scout to NE hill.

Thanks! Tell me what you think!

Superevie :queen:
 
Originally posted by Gengis Khan


And yet I'm excluded!! NOOOOOOOOOOO!! :cry: Now off to find a corner to sob like a schoolgirl in.

You can play if you want! It's up to you! I if I was excluding you, I'd let you know, dude. :D
 
Evie could you post a picture of the current map. That would make the analysis alot easier.

Thanks

:beer:
 
A couple of tips to start with:

1. Save the settler move for last, that way you can have more information about the surrounding terrain before starting the city. You might find a single move can get a bonus, lux or resource into the city's immediate area, also a river (fresh water) might be near by and would allow growth to size 12 without an aquaduct.

2. It's normally a good idea to move off of the bonus grass (BG), so as not to waste the valuable production square. The square a city is founded on always gets 2 found and 1 shield. There's no need to waste the shield on the opening square.

3. When possible with a scout try to get the full 2 moves. So if you want to climb a mountain / hill or enter woods / jungle and you can make that the second move and expose more terrain do that. Example: Having the scout go 2 N or 2 S would unveil more than a single move E or W.
 
Hi Evie,

Seems like you have a fan club :)

I'm glad you don't mind reloading.....`coz I am going to ask you to reload the 4000BC save. :D

The reason for this is that I want to discuss with you how you are going to play each set of turns before you do so. So before you play again just take a deep breath and have a go at answering the three questions I put to you in the first set of posts in the thread.

My idea was to walk you through the game concepts described in two articles in the war academy as you played.

The first article is crackers opening plays. You will find it <<here>>.

You need to read it all eventually, but for now please read the first 3 sections. Basic terrain values, assessing your most powerful tiles, and understanding your position in the world.

This will give you enough information for you to be able to critque your own first move. ;)

So, as I already said, I admire your enthusiasm, it's great. But please slow down. Answer my questions, I'll give you a few tips and get you to read a bit, and then you and I will both play the same set of turns seperately and we can look at the difference.

Playing aggresively is great, and fun. Playing quickly is a mugs game Evie. Don't do it.
 
Originally posted by mad-bax
Hi Evie,

Seems like you have a fan club :)

I'm glad you don't mind reloading.....`coz I am going to ask you to reload the 4000BC save. :D

The reason for this is that I want to discuss with you how you are going to play each set of turns before you do so. So before you play again just take a deep breath and have a go at answering the three questions I put to you in the first set of posts in the thread.

My idea was to walk you through the game concepts described in two articles in the war academy as you played.

The first article is crackers opening plays. You will find it <<here>>.

You need to read it all eventually, but for now please read the first 3 sections. Basic terrain values, assessing your most powerful tiles, and understanding your position in the world.

This will give you enough information for you to be able to critque your own first move. ;)

So, as I already said, I admire your enthusiasm, it's great. But please slow down. Answer my questions, I'll give you a few tips and get you to read a bit, and then you and I will both play the same set of turns seperately and we can look at the difference.

Playing aggresively is great, and fun. Playing quickly is a mugs game Evie. Don't do it.

Actually, I've read that article multiple times. (Believe it or not! :))

I guess I'll answer those questions...

1. We are playing as Russia. What makes Russia special? What are our traits, what is our unique unit and what techs do we start with?

Russia is expansionist and scientific. With expansionistic, you get a free scout and goody huts never contain barbs. With being scientific, you get a free tech at the beginning of every new age. Our unique unit is the cossack and requires horses. We start with bronze working and pottery.

2. How do we decide on the best place to put the first city?

You decide the best place to put the first city by what's around you. You don't what to be too close to jungles or floodplains. Then you can get disease. It is also good to be near resources and/or luxuries.

3. What should we research first, and how fast?

I think we should research warrior code first so we can have archers. The science advisor suggests it anyway. :) You should jack up the science bar as far as it will go while you're still making at least +1 gold per turn.

What do you want me to do next?

Thanks!

Superevie :queen:
 
Originally posted by Superevie


Actually, I've read that article multiple times. (Believe it or not! :))


Great :thumbsup:
So lets discuss the start position.

The answer to question 1 is that Russia is scientific and expansionist. This means we start the game with bronze working and pottery. Our unique unit is the Cossack which is a fancy cavalry unit with a stronger defence. Being scientific means we will eventually be able to build cheap libraries and universities, and we will get a free tech every time we enter a new era. Being expansionist means we start the game with an extra unit, the scout, and we can build more of them too. It also means that huts will be kinder to us. You will not get barbs from them.


My answer to question 2 is errm.... dont know. When you start the game you cant see very far, and you don't have to take the decision about where to found the first city first. You can do a couple of things first to help.
Although the settler is blinking and active, you don't have to use him first. You can use the scout or you can use the worker first. Doing this will let you explore the map a bit so you can make better decisions.
Normally the worker will go to the most powerful tile you can see, but since you have a scout, if you move him first you will get to see more tiles. So then you will be able to decide better where to send the worker too.

So, because we're Russian we should move the scout first, then worker, then settler.

Where shall we move the scout? Well we are right down in the south of the map. We are going to use the scout to do 3 types of the same thing - exploring. We explore to find goody huts, sure. But we also explore to find good sites to settle other cities and most importantly of all to find the other civs. So our scout should go in a generally northern direction. Personally though, I would pop the hut with him first to see what kind of tile the goody hut is on. It may be that goody huts are never on bonus grassland tiles, I don't know.

Before the scout move, the worker is actually on the most powerful tile you can see. Sure there are other bonus grass (BG) tiles around, but this one is the most powerful, because it is on a river, AND you are already on it. You don't have to spend a movement turn to get to it. There is another BG on a river that you can get to too.

It's getting late here, so I am going to take a break. Why don't you just move the scout onto the hut and post a screenshot. Just doing that will open the floodgates of ideas from your fanclub ;)

Then we can finish the discussion tomorrow.

Remember, old chinese proverb ... slowly slowly catchy monkey
 
We cross posted. Sorry about that. We'll talk about techs tomorrow. It's half one in the morning here and I'm getting old and doddery. I need my beauty sleep :rolleyes:
 
OK. Just to pick up where I left off last night.

If you moved the scout onto the hut you will notice that there is a cattle bonus nearby. I put it there. I did this to give you the chance to build a settler factory. You can find out how to build a settler factory <<here>>.

So, now you can go ahead and play the first ten turns.
In these turns I would like you to concentrate on three things.

1. Decide if it is a good idea to move the settler before building Moscow, and if it is then do it.

2. Start building the settler factory as efficiently as you can, following the technique described in Bamspeedys article, and using the information on how to do it efficintly in crackers article.

3. Explore as much of the map as you can, and tray to find as many of the other civs as you can.


The other decision you will have to make is what to research.
In my view you have a choice of two techs, either alphabet or the wheel.

If you press F11 you will be able to see what other civs are in the game. Some people think this is cheating. I don't care.
If you do this you will see that Japan is not in the game. This is important because Japan is the only civ that starts with the wheel. Therefore if you start researching the wheel there is a good chance that you will be the first to get it and therefore it will make a good bargaining chip.

The alphabet is a good choice too because it is the most expensive first tier tech, but more importantly it allows you to research writing - mapmaking - literature and then Republic. This is nearly always a good research path.

It is up to you what you research, but bear in mind that you will get all of the first tier tech easily through huts and trading for zero cost. So if you choose warrior code you have to accept the consequences of that decision.

The speed at which you trade is another decision for you to make.

You can research flat out, and on regent level you will be able to research faster than the AI. But you can research very slowly if you pick the right techs. For instance, if you get alphabet quickly you could research writing at 10% for 40 turns with a high chance of being first ot get it. If you first to it then you are laughing. But you may not be, which is why this method is called a 40 turn gambit.

Again, which you choose to do is up to you.

So, play your first 10 turns, and I'll play mine and we'll talk about what happened.
 
Okay, I started again. Here's my log, mad-bax. What'd you do?

Turn 1: Moved scout 2W. Moved worker SW. Found Moscow where I was. Popped hut and got ceremonial burial. Started warrior. Started researching alphabet. Pushed science slider to 70% to have +1 gpt.

Turn 2: Worker starts mine. Moved scout N 1 to mountain.

Turn 3: Popped goody hut with scout and got mysticisim. Moved scout NE 1.

Turn 4: Moved scout NE 1.

Turn 5: Moved scout NE 1.

Turn 6: Warrior complete. Starting spearman. Sending warrior to explore, moved W 1. Scout goes NE 1.

Turn 7: Scout goes E 1. Moved warrior W 1.

Turn 8: Mine completed. Starting road in same sqaure. Warrior S 1. Scout E 1.

Turn 9: Scout pops goody hut SE 1. Then goes E 1. Warrior S 1, pops hust. Gets 25 gold.

Turn 10: Warrior SW 1. Scout N 1.

Is this any good? If my turns are too vague, I posted my save for viewing. :)
 
So far so good Evie(IMHO).

The only changes I would have made was I would have gone with a scout instead of warrior, then another scout instead of the spear. Then I would have started a granery to turn it into a settler factory. This would have left my city undefended but I wouldn't worry to much about it unless some barbs showed up, and I would make my 2nd city the MU factory.

[edit] Also I would have started on the wheel or warrior code(cheaper) & hoped to pop alphabet(the most expensive 1st tier tech) from a hut.
 
Originally posted by Gengis Khan
So far so good Evie(IMHO).

The only changes I would have made was I would have gone with a scout instead of warrior, then another scout instead of the spear. Then I would have started a granery to turn it into a settler factory. This would have left my city undefended but I wouldn't worry to much about it unless some barbs showed up, and I would make my 2nd city the MU factory.

[edit] Also I would have started on the wheel or warrior code(cheaper) & hoped to pop alphabet(the most expensive 1st tier tech) from a hut.

Wow... That's a cool idea. I've never thought of it that way before. What level do you usually play at anyway? You're good! :)
 
Gengis is right. Pumping out two or three scouts right away is almost always a must with Expansionist civs.

Also, push the science slider higher to 80% or 90%. That 1gpt isn't worth waiting a few more turns to learn the tech.

BTW, on turn 9, you didn't say what the scout got from the goody hut.
 
Originally posted by Superevie


Wow... That's a cool idea. I've never thought of it that way before. What level do you usually play at anyway? You're good! :)

:blush: Aww, now I'm turning all red.;)

Normally I play monarch or emporer, sometimes regent depending on what varient I'm playing. Actually I'm fairly a newbie myself(I just got the game 3-4 months ago & never played a Civ game before that. There's some people here that make me look like a rookie. *Looks around for Zwingli, Charis, Moonsinger & Bamspeedy among others*
 
4000BC:
Move scout onto hut for Ceremonial Burial, then NE to Gold mountain.
Decide to move settler SE. Worker will go to cattle directly.

3950BC:
Found Moscow - Scout
Research alphabet at 100% (25 turns)
Worker onto cattle.
Scout goes 2N revealing ivory, which will not be in the capitals radius.

3900BC:
Worker irrigates cattle.
Scout goes NE then N to avoid forrest. This is so I get 2 tile movement.

3850BC:
Scout goes NE then N Revealing Floodplain with lots of wheat. A good potential city site.

3800BC:
Scout moves 2N revealing lots of Gems.

3750BC:
Scout moves N then NW.

IBT:
Moscow Scout - Scout

3700BC:
Scout 2 moves SW onto mountain, revealing another wheat.
Worker roads tile.
Scout 1 pops hut for Masonry
Scout 2 2E

3650BC:
Scout 2 E
Scout 1 NE

3600BC:
Scout 1 NE
Scout 2 pops hut for 25g then N

3550BC:
Worker W
Scout 1 NE
Scout 2 pops hut for 25g

The map so far.

evieb.jpg
 
First of all, an explanation of what I did.

4000BC:
The scout move reveals a cattle, and this means the start location is suitable for a settler factory. So, because I have read Bamspeedys article I have a plan already.

The settler move may be criticised by the gallery. Generally, moving the settler is a bad thing to do. Crackers article will tell you all you need to know about whether or not you should move the settler. I moved it for three reasons.

1. To show you that it could be done.

2. To move off the Bonus grassland. Whether I settle on a grass or bonus grass I will only get 1 shield from the tile. Once the city gets to size 7, then if I settled on the BG I would get the extra shield. But.... I have already decided that this city is going to be a settler factory, and if you have read Bamspeedys guide, you will now know that letting a settler factory get to size 7 is a bad idea.

3. Also by moving the settler I get 2 more BGs in the city radius, which will be useful a bit later.

So, what do you think? Was I right to move the settler or not?

eviea.jpg


Having moved the settler I could now mine and road the tile the worker is on. Quick rule of thumb - In despotism mine everything that gives 2 food, irrigate everything that is one food.

However, my most powerful tile now is the cattle tile. That tile will be worked every turn until the end of the game. So I send the worker there, wasting 2 worker turns.
So, another compromise, and again I would like you to try to decide whether it was the right move or not.

3950BC:
I had a choice of 2 grass tiles to settle on. The one I chose was the best as far as I could tell at the time as it brought 2 BG tiles to the east into the 21 tile fat X.

I chose Alphabet to research, same as you. Researching the wheel would actually have been a better choice in my view.
You can't get the tech you are researching from a hut for a start, also getting the wheel allows you to see horses, this is important because you'll want them quite soon, and knowing where they are will help you put cities in the right place. Not much in it though.
I decided to put all my money into research. I already had a tech from a hut, so by the time I make contacts I will already have techs to trade, I won't need money to buy them. Anyway, the regent AI is so bad at research I know I can just out-research them.

So after what seems like an age my worker finally gets to the cow, and from this moment I start to win the game. This is purely because I am going to make the most important choice of the game that I am likely to make, which is to irrigate the cow.

This gives me 4 surplus food per turn. This means that Moscow will now grow every 5 turns. With a granary it will grow every 3 turns. And that means I can build a settler ( and therefore a city) every 6 turns. All I need to be able to do now it generate 30 shields, every 6 turns in moscow. With all those BG's around that will be easy.

eviec.jpg


The AI just can't match that. Whenever I see a cattle owned by the AI it is always mined.

So if you automate your workers you get exactly what the AI gets.
You will never be able to build a settler factory, that's for sure.

As for the rest of what I did, most of it is not very important.
I built scouts rather than warriors. I am not scared of the AI yet or the barbs. Once the third scout completes I would have build a warrior just for happiness and barb purposes, then a granary. Once the granary was done then Moscow would not build anything but settlers until I ran out of room to place cities.

The gallery will probably tell me that with proper micromanagement etc. I could problably squeeze a few units out of Moscow too. But that kind of detail is not required for you to stuff the AI at regent level Evie.
 
My thoughts on your moves.
Turn 1. Nothing wrong with that turn. You moved scout, then worker then settler which is good. You explored West, and I'm pretty sure thats because you know there was ivory and a hut there. All the action is going to be up North so I'd get my butt up there as soon as if I were you.
Your research choice could have been made by any of the top players, it was certainly better than WC. Your research rate was neither high nor low. 1gpt is neither here nor there. At regent level that extra 1gpt could save you 4 or 5 turns research and be the deciding factor as to whether or not you get the great library for instance (if that is the choice you decide to make).

Turn 2. You mined first. That's good. As a bieginner I always roaded first as it only takes 3 turns, but right now you want food and shields. Mining the BG before hiking all the way over to the cow is not necesssarily bad as it allows you to build your initial units faster. Will it get you a granary quicker though? (Tough question).

Turn 6:
Well, this is a fairly typical newbie move (no offence ;) ). The spear is a poor choice. You really need to get out and about and explore the lands. The spear is expensive and will have nothing to do, probably ever. Either a scout here, or possibly a granary. because its a somall continents map you could probably get away with 2 explorers. So personally I would have built a scout, brought the warrior home, and then built a granary. My personal preference is to have a warrior fortified in the city so that a barb attack doesn't destroy the granary that's being built.

Thanks for posting a save. I need that because that is what I am playing my next ten turns from :)

Now all I need to be able to get you to do is post a screen shot.
Pretty please? :)

Now. Don't play your next ten turns today. Just decide what you are going to set out to do over the next ten turns, and put it all in a post. I'll make a few comments, then you can play.

I know you're itching to see how the game ends, but one of the most important things you will get out of this SG process is patience. (I hope :mischief: )
 
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