Experiment 626
Prince
From conquer_dude:
Ew, I read that post above me... Diplomatic when makes me sick. Its so hard not to late temtation grab you and make you go to war with all the civs and CRUSH them together. and start a World War.
You don't get along and play well with others, do you?
From Smart:
I don't think that DC could be a settler factory, because you need at least 2 extra food for 6-turner. But it could pump a settler sometimes, so granary might be usefull to speed up growth.
From Marsden:
Just make sure you use that wheat near DC, its not the "optimal" settler factory but expansion is very important, which means settlers are extremely important.
How many turns do you think that it will take D.C. (on average) to produce a Settler?
From Marsden:
But, I also agree with Smart. But in this early phase your army doesn't need to be veteran.
I currently have 3 cities. How big should my army be?
Now, don't do that, because you'll have happiness problems, but the extra pop is good for settlers, and the more trade you generate in the capital, the more straight income you'll have.
Should I have my Workers road each and every tile in D.C.'s radius? More roads means more trade, right?
Also, if your population gets high and rowdy, chose something you want, like a marketplace and Whip 'em and Whip 'em good.
(answers phone) 'Hello? Yes, he's here. Hold on, please. Um . . . Marsden? Devo's lawyers are on the phone, and they'd like a word with you!'
In NYC, make sure you move your worker from the forrest to the irrigated flood plain, when the new citizen grows in he'll be automatically put on the forrest, that's fine but a settler factory needs to emphasize food. Also, get a worker over there irrigate and road the next flood plain.
Will do.
Also, instead of using DC as a settler factory, you could use it as a worker factory, not as desirable, but workers are Important and one of your goals from post 1 is learning your worker utilization.
Sounds feasible.
You have at least 4 forrests around Boston ( More than a Feeling...) you can chop, it would actually save some time if you chop the forrest south of Grumpy, then road the grassland hooking up your silk, Mmmm..... silky, and using that 10 shields toward an archer or other troop or even a barracks.
Boston is built right on top of the Silk, so it's already hooked up.
The military advisor and you AI opponents respect offensive strength much more than defensive. If you have an intimidating army you might not have as much trouble with the others, because they will fear you.
Puss in Boot's voice from Shrek 2: Fear me!
It is often better to build all offensive units for that reason, but try not to overdo the archers unless you have no chance for iron because they are not that good, and don't upgrade to much IMHO.
Iron has finally appeared on my map, but none of it is even remotely close to my territory.
Horsemen while not better attackers have a better upgrade path, but they are expensive to upgrade, 150 gold apeice.
150 apiece per upgrade? Cripes, that's robbery!
From Smart:
At the early stage of game every citizen matter, I'd say never whip unless there is very important improvement that should be done fast, like Walls in the border cities in Always War games.
The House rules forbid me from building City Walls. See the first couple of posts in this thread for details.
@Experiment 626: I don't have time to read the whole turnlog now, I will give some advices later...
Cool!
This set of turns would have gone a heck of a lot better had NYC not been stricken TWICE by disease. Once, O.K., it's part of the game, but twice on successive turns, makes me paranoid.