Experiment 626's Solo TDG

Experiment 626 said:
[c3c]

Firstly, I'd contact Maya, and politely ask him to move his troops from my territory. :)

Secondly, if the first idea doesn't work, I'd demand that he remove his troops from my territory. :mad:

Ok, part two. You ask them to leave and they immediately declare war...

What is your answer.


I'm only stressing this because the AI prey on weak opponents, human or otherwise. Just wait, it's a little early yet, but there will be war. And I think the Maya are on the agressive end of the scale, so reasoning with them won't really help. To paraphrase a quote from one of my favorite characters "Playing with the Maya with out an army is like making nice with a rattlesnake, sooner or later it's going get you."

I would just hate to see like 3 units from the AI just wipe out half of your kingdom because you couldn't stop them with your total lack of troops. Even if you brought one of those stooges back to the capital it would help some, not much. The enemy show no mercy.

Here's another, "Men don't talk peace unless they're ready to back it up with war." This an obscure character, but a great quote.
 
From Sima Qian:

Iron won't help you get pikemen, you can't build them until feudalism. You won't need the iron for spearmen either.

Since it looks like you have plenty of gold, I'd suggest you're better off building warriors (very cheap shield-wise) and waiting a bit before connecting the iron, then you can upgrade them to swordsmen (has to be done in a city with barracks though, so you'll have to move them into DC if you build them in another city).

Sounds like a plan.


As for offering techs to appease the AI, I've never found that it works. I'd rather offer gpt, which will still help them get techs faster, but if they decide to attack me anyway I get all my gold back.

Again, sound advice.


Just a few random thoughts, I'm still quite a noob myself so take any advice I give with a grain of salt.

Any and all advice from other players (noob or guru) is quite welcome and greatly appreciated. Thanks. :goodjob:


From CommandoBob:

Those are some excellent restrictions! They will force you to be a better player by making be more active early in the game, where expansion and people are so critical to winnng the later game.

I've learned quite a bit from this game already, especially how to use the trade window to get the very best deal that I can.


(BTW, is Rule #7 true for the whole game or just until 1000 BC?)

You know . . . I'm not sure. I guess I'll just play that by ear after 1000 B.C..


I don't have C3C, only PTW, so I cannot do much more than lurk and try to sound like I know what I'm talking about.

You should be able to pick up c3c fairly cheaply now. You should check it out sometimes. You won't regret it. :D


City Details
By the time you get to 10 cities, you may want to rethink your habit of posting city details each turn. Early on, and especially now, inside the first 100 turns, you do want to watch each city like a hawk. By the time you reach 10 cities, the effort to log that information may not be worth the effort.

What I did, as one example, was to post the city details at the start and end of my turns. As the civ grew, I still gathered the details, but what I posted was a list of cities (with a count of the cities) that were producing/making/building each thing, and then list the cities with what item. It looked something like this:

library [3] (Rome, London and Ur)
temple [2] (Nottingham and Mecca)

I might consider that once my Empire gets huge.


Turn Logging
Since this is your own training game you almost have to log everything. You have done a good job on this. The real key, I think, is in detailing how and why you are using your workers. Exploring the map, while important, only shows you the map. Using workers is all about how you use the map and improve on what the map has given you. And you can hardly ever have too many workers.

Again a valid point. I'll start posting what my Workers are doing with the next Journal Entry.


I like the re-naming of units. Your names are more creative than mine. Yours are real names (Moe, Larry, Peter, etc). I tend to use labels (Worker01, Sword26 and Celt01). Functional, yes, but not as neat. :D

Thanks! I had to rename them, because I was getting confused exactly who was who. Give it a try sometimes! :D


From Marsden:

Ok, part two. You ask them to leave and they immediately declare war...

What is your answer.

At that point, there is no answer. They take my cities. I'll begin building troops ASAP.


I'm only stressing this because the AI prey on weak opponents, human or otherwise. Just wait, it's a little early yet, but there will be war. And I think the Maya are on the agressive end of the scale, so reasoning with them won't really help. To paraphrase a quote from one of my favorite characters "Playing with the Maya with out an army is like making nice with a rattlesnake, sooner or later it's going get you."

I would just hate to see like 3 units from the AI just wipe out half of your kingdom because you couldn't stop them with your total lack of troops. Even if you brought one of those stooges back to the capital it would help some, not much. The enemy show no mercy.

Here's another, "Men don't talk peace unless they're ready to back it up with war." This an obscure character, but a great quote.

I like those quotes. Again, I will begin building my army immediately.

Thanks for the advice and the help. :worship:
 
Do you know the characters, or are you not interested? I don't mind just wondering if you were curious.
 
From Marsden:

Do you know the characters, or are you not interested? I don't mind just wondering if you were curious.

I don't know the characters, and I am interested.

Your humble Grasshopper wishes to be enlightened, Sensei! :crazyeye: :lol:

Edit: I'll probably play the next 10 turns tomorrow (Tuesday). I hope NYC doesn't get stricken with disease again. Hope springs eternal, I guess!
 
[c3c]

Sorry for the double post.


It’s been suggested that I post what my Workers are doing, so, going into Turn 61, here’s a breakdown of what my Workers are up to: Grumpy, Bashful, and Mr. Slave are building Roads. Doc and Dopey are Irrigating. Sleepy and Happy are Mining. Unless otherwise noted in the turns that follow, the Workers are continuing with their respective assignments.

IBT: A Barbarian attacks Curly! Curly shows the business end of his axe to the barbarian, and dispatches him post-haste. Curly is promoted to a Regular Warrior for his bravery!

The Domestic Advisor pops up, and tells me that Washington, D.C. has produced a Settler. I order them to build a Horseman next. Our cultural influence around Washington, D.C. has grown.


Turn 61 (1475 B.C.): The new Settler moves down the road to Cambridge en route to the new City site. Mr. Slave finishes building the road, and moves to build a road in the next tile over. Grumpy finishes his road, and moves toward Cambridge. Bashful finishes his road, and moves towards Cambridge. He and Grumpy will build the road to the new city. The S.S. Minnow continues down the coast towards the Easternmost point of our continent. That is where they’ll attempt to cross the unknown ocean. Curly attacks the Barbarian settlement, and is killed in battle.

Washington, D.C.: Pop 2: Growth in 3. HORSEMAN in 8.
New York City: Pop 3: Growth in 2. Settler in 5.
Boston: Pop 2: Growth in 4. Granary in 14.
Philadelphia: Pop 1: Growth in 2. Granary in 55.
Atlantic City: Pop 1: Growth in 3. Worker in 7.
Cambridge: Pop 1: Growth in 5. Worker in 8.

IBT: CivAssistII pops up, and tells me that Korea has Workers for sale. I contact Wang Kon, and buy the Korean Worker for 102 Gold (lump sum).

Turn 62 (1450 B.C.): The Korean Worker (hereafter referred to as ‘Cartman’) moves down the road, heading for Philadelphia to help improve that city. Mr. Slave begins building a road (12 turns). Doc finishes Irrigating, and begins to build a road (2 turns). Bashful and Grumpy continue their journey to Cambridge. Happy finishes mining, and joins Grumpy and Bashful to build the road to the next city site. The Settler continues on his journey.

Washington, D.C.: Pop 2: Growth in 2. HORSEMAN in 7.
New York City: Pop 3: Growth next turn. Settler in 4.
Boston: Pop 2: Growth in 3. Granary in 13.
Philadelphia: Pop 1: Growth next turn. Granary in 54.
Atlantic City: Pop 1: Growth in 2. Worker in 6.
Cambridge: Pop 1: Growth in 4. Worker in 7.

IBT: Uh-oh! Wang Kon (Korea, Polite) pops up, and says, ‘Serve the Korean people with this courtesy, or risk angering them.’ (Looks like you were right, Marsden, but you picked the wrong AI civ.) Anyway, they want Polytheism. I give it to them. Wang Kon (Korea, Polite) says, ‘You honor me, and thus, live just a little while longer.’ We say good-bye. I am now officially nervous, and can’t wait for the Horseman to be produced.

The Domestic Advisor says that both New York City and Philadelphia have grown in population (NYC: 4, Phi to 2).


Turn 63 (1425 B.C.): The Settler continues down the road towards Cambridge. Bashful arrives in Cambridge. Grumpy and happy await Bashful on the cattle tile. Dopey finishes Irrigating, and moves to the Sugar tile. The S.S. Minnow continues towards its destination.

Washington, D.C.: Pop 2: Growth next turn. HORSEMAN in 6.
New York City: Pop 4: Growth in 4. Settler in 2.
Boston: Pop 2: Growth in 2. Granary in 12.
Philadelphia: Pop 2: Growth in 7. Granary in 26.
Atlantic City: Pop 1: Growth next turn. Worker in 5.
Cambridge: Pop 1: Growth in 3. Worker in 6.

IBT: The Domestic Advisor pops in, and tells me that both Washington D.C. and Atlantic City have grown in population (D.C.:3, A.C.: 2).

Turn 64 (1400 B.C.): Grumpy begins the road, and Happy pitches in to finish the road this turn. Bashful joins the group. The Settler arrives in Cambridge. Doc finishes the road, and moves towards Atlantic City. Sleepy finishes the mine, and moves to a Plains square. Cartman moves to a Plains square. Dopey begins to Irrigate the Sugar (3 turns).

Washington, D.C.: Pop 3: Growth in 4. HORSEMAN in 3.
New York City: Pop 4: Growth in 3. Settler next turn.
Boston: Pop 2: Growth next turn. Granary in 11.
Philadelphia: Pop 2: Growth in 6. Change production to Worker (ready next turn).
Atlantic City: Pop 2: Growth in 10. Worker in 2.
Cambridge: Pop 1: Growth in 2. Worker in 5.

IBT: The Domestic Advisor pops in, and tells me that Boston has grown in population to 3. New York City has produced a Settler. I order another Settler. Philadelphia has produced a Worker. I order another one.

Turn 65 (1375 B.C.): Sleepy and Cartman begin ‘Roading’ their respective squares. The new Worker (hereafter referred to as . . . (wait for it) . . .’Sneezy’) moves to road the forest. Doc arrives in Atlantic City. The new Settler (from New York City) moves SE towards the Oasis. The Settler (in Cambridge) moves towards the new city site. Grumpy, Happy, and Bashful move to continue building the road. The S.S. Minnow arrives at the Easternmost point of the continent. It will attempt to cross the sea next turn.

Washington, D.C.: Pop 3: Growth in 3. HORSEMAN in 2.
New York City: Pop 2: Growth next turn. Settler in 15.
Boston: Pop 3: Growth in 10. Granary in 7.
Philadelphia: Pop 1: Growth in 5. Worker in 10.
Atlantic City: Pop 2: Growth in 9. Worker next turn.
Cambridge: Pop 1: Growth next turn. Worker in 4.

IBT: The Domestic Advisor pops in, and tells me that Atlantic City has produced a Worker. I order another Curragh (just in case). She also tells me that New York City and Cambridge have grown in population (NYC: 3, Cambridge: 2).

Turn 66 (1350 B.C.): CivAssistII pops up, and tells me that Korea has a new tech (Currency) for me to buy. I contact Wang Kon (Korea, Polite), and ask him what he wants for Currency. He wants 702 Gold (lump sum, all I have), and 2 GPT. I haggle, and get Currency for 669 Gold (lump sum) OUCH! Doc moves to build the road that will connect the new city SE of New York City to the rest of the cities. The new Worker (hereafter referred to as ‘Bart’) moves to road the forest. Sneezy begins roading the forest (4 turns). The S.S. Minnow begins its suicide run across uncharted waters. Larry, seeking to avenge Curly’s death, attacks the Barbarian settlement. He too falls to the Barbarians. (Tough little monkeys, aren’t they?) :gripe:

Washington, D.C.: Pop 3: Growth in 2. HORSEMAN next turn.
New York City: Pop 3: Growth in 4. Settler in 7.
Boston: Pop 3: Growth in 9. Granary in 6.
Philadelphia: Pop 1: Growth in 4. Worker in 9.
Atlantic City: Pop 1: Growth in 8. Curragh in 15.
Cambridge: Pop 2: Growth in 7. Worker next turn.

IBT: The Domestic Advisor pops in, and tells me that Washington, D.C. has produced a Horseman. I immediately order another one. Cambridge has produced a Worker. I order another one. The S.S. Minnow was lost in treacherous waters! Rats!

Turn 67 (1325 B.C.): The Settler (SE of New York City) founds Charlotte. A Worker is ordered. Doc begins to build the road that will connect Charlotte to the rest of the Empire (2 turns). Bart begins building a road (4 turns). Dopey finishes Irrigating the Sugar, and begins to build a road (2 turns). Sleepy finishes the road, and moves to bring Irrigation to Philadelphia. The HORSEMAN (hereafter referred to as ‘WAR’) moves to our border to the NW. I thought about sending WAR down, and obliterating the Barbarian settlement once and for all, but it’s at the Southernmost tip of the continent, and would take a long time to get there. The new Worker (in Cambridge) (hereafter referred to as ‘Homer’) moves to Mine the Grassland.

Charlotte

Charlotte.jpg


(It should be noted that the Flood Plains w/Wheat is the same one in NYC's radius.)

Washington, D.C.: Pop 3: Growth next turn. HORSEMAN in 5.
New York City: Pop 3: Growth in 3. Settler in 6.
Boston: Pop 3: Growth in 8. Granary in 5.
Philadelphia: Pop 1: Growth in 3. Worker in 8.
Atlantic City: Pop 1: Growth in 7. Curragh in 14.
Cambridge: Pop 1: Growth in 6. Worker in 10.
Charlotte: Pop 1: Growth in 10. Worker in 10.

IBT: The Domestic Advisor pops in, and tells me that Washington, D.C. has grown in population to 4.

Turn 68 (1300 B.C.): Sleepy begins Irrigating (3 turns). Homer begins to build a road (2 turns).

Washington, D.C.: Pop 4: Growth in 4. HORSEMAN in 4.
New York City: Pop 3: Growth in 2. Settler in 5.
Boston: Pop 3: Growth in 7. Granary in 4.
Philadelphia: Pop 1: Growth in 2. Worker in 7.
Atlantic City: Pop 1: Growth in 6. Curragh in 13.
Cambridge: Pop 1: Growth in 5. Worker in 9.
Charlotte: Pop 1: Growth in 9. Worker in 9.

IBT: Nothing.

Turn 69 (1275 B.C.): The Settler founds Jamestown. It has Iron in its radius! Doc finishes the road, and begins to Irrigate. Dopey finishes the road on the Sugar, and moves to road another tile.

Jamestown

Jamestown.jpg


Washington, D.C.: Pop 4: Growth in 3. HORSEMAN in 3.
New York City: Pop 3: Growth next turn. Settler in 4.
Boston: Pop 3: Growth in 6. Granary in 3.
Philadelphia: Pop 1: Growth next turn. Worker in 6.
Atlantic City: Pop 1: Growth in 5. Curragh in 12.
Cambridge: Pop 1: Growth in 4. Worker in 8.
Charlotte: Pop 1: Growth in 8. Worker in 8.
Jamestown: Pop 1: Growth in 10. Worker in 10.

IBT: The Domestic Advisor pops in, and tells me that both New York City and Philadelphia have grown in population (NYC: 4, PHI: 2).

Turn 70 (1250 B.C.): Homer finishes the road, and begins mining (4 turns). Bashful and Happy move through Jamestown to the Iron square. Dopey begins a road (2 turns). Sneezy finishes the road, and moves to road another square.

Washington, D.C.: Pop 4: Growth in 2. HORSEMAN in 2.
New York City: Pop 4: Growth in 4. Settler in 2.
Boston: Pop 3: Growth in 5. Granary in 2.
Philadelphia: Pop 2: Growth in 10. Worker next turn.
Atlantic City: Pop 1: Growth in 4. Curragh in 11.
Cambridge: Pop 1: Growth in 3. Worker in 7.
Charlotte: Pop 1: Growth in 7. Worker in 7.
Jamestown: Pop 1: Growth in 9. Worker in 9.

End of Set of Turns: 103 Gold, +22 per turn.


Here is the Playing View:

TDGPic008A.jpg



Here is Our Place in the World:

TDGPic008B.jpg



Here is the Information Screen:

TDGPic008C.jpg


And here is the savegame:

View attachment Lincoln of the Americans, 1250 BC.SAV

As always, any and all advice is greatly appreciated. :worship:
 
Hey Hey!! Sorry I didn't get back to you sooner. Looks good again. I think you did the right thing coughing up the tech to the Koreans. You could check, it might be too late, but right after that happened you could contact Mayas and sell the same tech for as much as you can get, or maybe even give it to him just to keep Wang Kon from getting any cash out of it, but you have to do it immediately. Also, when buying currency, maybe you could have cut the cost by throwing in a tech, but that's a judgement call, you certainly didn't do anything wrong that I can see.

Congratulations on getting iron, I expect to hear of the many swordsmen you will be getting soon :goodjob: Maybe the next time someone threatens you, you can rattle the saber and shut em up. Last time you didn't have a saber to rattle. Also Congratulations on your new army. War is a nice name, by the time you get to Famine I would send him on down south to kill the guys that got Larry and Curly. Man, 2/3 of your standing forces lost to barbarians :mad: Things don't always go how we'd like do they.






The rattlesnake quote was from Captain John Sheridan from Babylon 5. The top quote in my sig is from the Shadow leader to Sheridan at the climax of the Shadow-Vorlon war.
The peace and war quote was from Colonel Green, a minor one time character on Star Trek. They are my favorite shows, both of them.

And I'm not a wizard or a guru, I just play too much and have seen things before. If you want some heavy hitters ask (nicely!) of Tone, sanabas, and Moonsinger, although they are probably busy they are the best I've seen.
 
I just composed a post in reply to your post, but when I tried to preview it, it vanished into the internet ether. I'll try to remember what I typed, and try again.


From Marsden:

Hey Hey!! Sorry I didn't get back to you sooner.

It's O.K. I figured that real life was keeping you busy. Lord knows that it keeps me busy from time to time.


Looks good again.

Why, thank you again.


I think you did the right thing coughing up the tech to the Koreans.

Yeah, the last thing that I want right now is a war. Like I said in a previous post, I don't mind being a doormat for now.


You could check, it might be too late, but right after that happened you could contact Mayas and sell the same tech for as much as you can get, or maybe even give it to him just to keep Wang Kon from getting any cash out of it, but you have to do it immediately.

D'OH! I guess that I still have a lot to learn. That didn't even occur to me.



Also, when buying currency, maybe you could have cut the cost by throwing in a tech, but that's a judgement call, you certainly didn't do anything wrong that I can see.

According to CivAssistII, I didn't have any techs that he didn't. That's why I ended up paying through the nose for it. 669 Gold for Currency? OUCH! :cringe:


Congratulations on getting iron

Technically, it's just in my territory. Bashful and Happy still need to build the road (on a mountain, no less) to connect it to the cities. Grumpy will join them as soon as he finishes mining the Grassland.


I expect to hear of the many swordsmen you will be getting soon :goodjob: Maybe the next time someone threatens you, you can rattle the saber and shut em up. Last time you didn't have a saber to rattle.

I need to do some research to find names of famous Swordsmen (real or fictional). Off the top of my head, I can only think of 3, and I plan on having a lot more than 3. :evil:


Also Congratulations on your new army. War is a nice name, by the time you get to Famine I would send him on down south to kill the guys that got Larry and Curly.

IIRC, first it's WAR, then FAMINE, then PESTILENCE, and then DEATH. Do I have the order right?

As I mentioned earlier, the barb's camp is WAAAAAAAAAAAY down on the southernmost tip of the continent. I'll get revenge for Larry and Curly eventually.


Man, 2/3 of your standing forces lost to barbarians :mad: Things don't always go how we'd like do they.

The RNG gods are always right, aren't they? :(


The rattlesnake quote was from Captain John Sheridan from Babylon 5. The top quote in my sig is from the Shadow leader to Sheridan at the climax of the Shadow-Vorlon war.

I watched Babylon 5 early in its run, but it kept hopping around the schedule too much for me to follow it. I did enjoy it very much though. :cool:

I know where the bottom quote in your sig comes from. :D


The peace and war quote was from Colonel Green, a minor one time character on Star Trek. They are my favorite shows, both of them.

I remember that episode. It had Abe Lincoln, et al. As much of a fan I am of ST: TNG, I'll always have a soft spot in my heart for the original series. :cool:


And I'm not a wizard or a guru, I just play too much and have seen things before.

I appreciate all of the help that you've given me. :goodjob: Is it actually possible to play TOO much? :lol:


If you want some heavy hitters ask (nicely!) of Tone, sanabas, and Moonsinger, although they are probably busy they are the best I've seen.

I'd be a bit too intimidated to ask them :undecide: , but maybe I'll PM one of them, and very politely ask if they'll take a look. Like you said, though, they're probably too busy. Especially to help out a nOOb like me.


Is there anything that I need to concentrate on for the next set of turns?

All of your advice is greatly appreciated. :worship:
 
Experiment 626 said:
According to CivAssistII, I didn't have any techs that he didn't. That's why I ended up paying through the nose for it. 669 Gold for Currency? OUCH! :cringe:
Sorry, didn't realize you didn't have any other techs. One of the things it took me longest to learn to do is part with techs. It seems counter to common sense, but selling or even giving the techs can be better than trying to hoard them.
be careful currency is one of the last techs before the next age, they might be moving up soon. Korea will get a free tech as they are scientific. Monotheisim isn't too much, but Engineering gives trebuckets, and Feudalism gives a lot, especially morning star weilding infantry and pikemen. both need iron but the are good units. beware of your opponents militaries. one guy on a horse can only do so much. Keep your expansion going, it looks good. and try to claim as many other resources as possible, like another luxury for the peasants might be good. I didn't see any more on the screenies though.
 
Sorry, didn't realize you didn't have any other techs. One of the things it took me longest to learn to do is part with techs. It seems counter to common sense, but selling or even giving the techs can be better than trying to hoard them.

It DOES seem to go against the grain. You try to get a tech advantage, but you give or sell techs to someone.


be careful currency is one of the last techs before the next age, they might be moving up soon. Korea will get a free tech as they are scientific. Monotheisim isn't too much, but Engineering gives trebuckets, and Feudalism gives a lot, especially morning star weilding infantry and pikemen. both need iron but the are good units.

I have a sinking feeling that this game is a looooooong way from being over. The tension is mounting . . . I love it! :D


beware of your opponents militaries. one guy on a horse can only do so much.

Hopefully, he won't be alone for long.


Keep your expansion going, it looks good. and try to claim as many other resources as possible, like another luxury for the peasants might be good. I didn't see any more on the screenies though.

There are other luxuries around. I'll try to hook one or two more up soon.

Edit: I just checked the savegame. The only other Luxury Resource even remotely close to my territory is a Spice (Ginger, Posh, Baby, Sporty, or Scary) in the middle of Korea's territory. RATS!

Edit #2 (Monday, March 6, 2006, 11:30PM): I will play the next 10 turns tomorrow after I get home from work. I'll check in here first to see if there is any last minute advice.

Edit #3 (Tuesday, March 7, 2006, 3:30PM): I am off (ain't that the truth! :crazyeye: ) to play the next 10 turns. Wish me luck!
 
[c3c]

Sorry for the double post.

The saga continues . . .

IBT: I micro-managed a bit. The citizen in Atlantic City was moved to Forested Plain. The Curragh will now be ready in 6 turns, instead of 11.

The Domestic Advisor tells me that Philadelphia has produced a Worker. I order a Granary next to boost population.

Turn 71 (1225 B.C.): The new Worker (hereafter referred to as ‘Lisa’) moves NE to the roaded Plain, and begins Irrigation (3 turns). Sneezy begins a road the Plains (2 turns). Cartman (purchased Korean Worker) begins Irrigating the roaded Plains (8 turns). Sleepy moves towards Washington, D.C.. Bart moves S to road the Forest. Bashful begins to build a road on the Iron (6 turns). Happy helps Bashful. Now the road will be finished in 3 turns.

Washington, D.C.: Pop 4: Growth next turn. HORSEMAN next.
New York City: Pop 4: Growth in 3. Settler next turn.
Boston: Pop 3: Growth in 4. Granary next turn.
Philadelphia: Pop 1: Growth in 6. Granary in 60.
Atlantic City: Pop 1: Growth in 7. Curragh in 5.
Cambridge: Pop 1: Growth in 2. Worker in 6.
Charlotte: Pop 1: Growth in 6. Worker in 6.
Jamestown: Pop 1: Growth in 8. Worker in 8.

IBT: The Domestic Advisor tells me that Washington, D.C. has grown to pop 5. Washington D.C. has produced a HORSEMAN. I order another one. Boston has produced a Granary. I order a Settler. A far-off Volcano has erupted! Doc has finished Irrigating.

Turn 72 (1200 B.C.): Doc moves towards the Oasis. Dopey begins Irrigating the Roaded Plains (3 turns). Bart begins to build a road (4 turns). The Settler moves toward the new coastal city site. The new HORSEMAN (hereafter referred to as ‘FAMINE’) moves to join ‘WAR’.

Washington, D.C.: Pop 5: Growth in 4. HORSEMAN in 4.
New York City: Pop 2: Growth next turn. Settler in 15.
Boston: Pop 3: Growth in 3. Settler in 10.
Philadelphia: Pop 1: Growth in 5. Granary in 59.
Atlantic City: Pop 1: Growth in 6. Curragh in 4.
Cambridge: Pop 1: Growth next turn. Worker in 5.
Charlotte: Pop 1: Growth in 5. Worker in 5.
Jamestown: Pop 1: Growth in 7. Worker in 7.

IBT: The Domestic Advisor tells me that New York City has grown to pop 3. She also tells me that Cambridge has grown to pop 2. Sneezy finishes his road. Grumpy finishes his Mine.

Turn 73 (1175 B.C.): Sneezy moves NE to road a Plains square. Sleepy (who was heading to Washington, D.C.) is ordered to head towards the new coastal city site. Doc moves to the Oasis.

Washington, D.C.: Pop 5: Growth in 3. HORSEMAN in 3.
New York City: Pop 3: Growth in 4. Settler in 7.
Boston: Pop 3: Growth in 2. Settler in 9.
Philadelphia: Pop 1: Growth in 4. Granary in 58.
Atlantic City: Pop 1: Growth in 5. Curragh in 3.
Cambridge: Pop 2: Growth in 7. Worker in 2.
Charlotte: Pop 1: Growth in 4. Worker in 4.
Jamestown: Pop 1: Growth in 6. Worker in 6.

IBT: Lisa finishes Irrigation. Mr. Slave finishes his road. Homer finishes his Mine. Bashful and Happy finish their road in the Mountain connecting the Iron to the rest of the Empire. The Trade Advisor congratulates me on connecting Iron to the Capital.

Turn 74 (1150 B.C.): Doc begins to build a Road on the Oasis (2 turns). Lisa moves to and begins to Irrigate the Roaded Plains (3 turns). Sneezy begins to build a Road on a Plains square (2 turns). Mr. Slave (purchased from Maya) begins chopping down the Forest (8 turns). Homer moves to a Grassland. Bashful moves to road a Forest. Happy moves to road a (different) Forest. The Settler arrives at the new coastal city site.

Washington, D.C.: Pop 5: Growth in 2. HORSEMAN in 2.
New York City: Pop 3: Growth in 3. Settler in 6.
Boston: Pop 3: Growth next turn. Settler in 8.
Philadelphia: Pop 1: Growth in 3. Granary in 57.
Atlantic City: Pop 1: Growth in 4. Curragh in 2.
Cambridge: Pop 2: Growth in 6. Worker next turn.
Charlotte: Pop 1: Growth in 3. Worker in 3.
Jamestown: Pop 1: Growth in 5. Worker in 5.

IBT: The Domestic Advisor pops in, and tells me that Boston has grown to pop 4. Cambridge has produced a Worker. I order a Granary to boost pop. Dopey finishes Irrigating.

Turn 75 (1125 B.C.): Homer begins mining a Grassland (4 turns). The new Worker (hereafter referred to as ‘Marge’) moves and begins to build a Mine on the Cattle tile (4 turns). Happy begins to Road a Forest (4 turns). Bashful begins to road his Forest (4 turns). Grumpy begins to Mine a Grassland (4 turns). Dopey moves to help Sleepy build a Road. Sleepy begins to Road a Forest (4 turns). The Settler founds Baltimore. A Worker is ordered. Moe begins the long trek to Washington, D.C. to be upgraded to a Swordsman. WAR and FAMINE move to block a pesky Korean Warrior who’s been strolling around our border.


Baltimore

Baltimore.jpg



Washington, D.C.: Pop 5: Growth next turn. HORSEMAN next turn.
New York City: Pop 3: Growth in 2. Settler in 5.
Boston: Pop 4: Growth in 5. Settler in 5.
Philadelphia: Pop 1: Growth in 2. Granary in 56.
Atlantic City: Pop 1: Growth in 3. Curragh next turn.
Cambridge: Pop 1: Growth in 5. Granary in 60.
Charlotte: Pop 1: Growth in 2. Worker in 2.
Jamestown: Pop 1: Growth in 4. Worker in 4.
Baltimore: Pop 1: Growth in 10. Worker in 10.

IBT: The Domestic Advisor pops up, and tells me that Washington, D.C. has grown to pop 6, and produced a HORSEMAN. I order a Settler next. Atlantic City has produced a Curragh. I order another one. The Korean Warrior retreats. Doc finishes the road. Bart finishes his road. Sneezy finishes his Road.

Turn 76 (1100 B.C.): Dopey begins to road a Forest (2 turns). Doc moves to build the Road that will connect Baltimore to the rest of the Empire. Bart moves to Charlotte. Sneezy begins Irrigating the Roaded Plains (3 turns). The new HORSEMAN (hereafter referred to as ‘PESTILENCE’) moves to guard our border. The new Curragh (hereafter referred to as ‘Edmund Fitzgerald’) sets sail.

Washington, D.C.: Pop 6: Growth in 4. Settler in 4.
New York City: Pop 3: Growth next turn. Settler in 4.
Boston: Pop 4: Growth in 4. Settler in 4.
Philadelphia: Pop 1: Growth next turn. Granary in 55.
Atlantic City: Pop 1: Growth in 2. Curragh in 8.
Cambridge: Pop 1: Growth in 4. Granary in 59.
Charlotte: Pop 1: Growth next turn. Worker next turn.
Jamestown: Pop 1: Growth in 3. Worker in 3.
Baltimore: Pop 1: Growth in 9. Worker in 9.

IBT: The Domestic Advisor pops up, and tells me that New York City has grown to pop 4, while Philadelphia has grown to pop 2. Charlotte has grown to pop 2, and produced a Worker. I order another one. Lisa finishes Irrigating.

Turn 77 (1075 B.C.): Doc begins building a Road (2 turns). Bart begins Mining the Roaded Oasis (4 turns). The new Worker (hereafter referred to as ‘Maggie’) moves to a Plains square outside of Baltimore. Lisa moves to build a road to a new city site.

Washington, D.C.: Pop 6: Growth in 3. Settler in 3.
New York City: Pop 4: Growth in 4. Settler in 2.
Boston: Pop 4: Growth in 3. Settler in 3.
Philadelphia: Pop 2: Growth in 7. Granary in 27.
Atlantic City: Pop 1: Growth next turn. Curragh in 7.
Cambridge: Pop 1: Growth in 3. Granary in 58.
Charlotte: Pop 1: Growth in 10. Worker in 10.
Jamestown: Pop 1: Growth in 2. Worker in 2.
Baltimore: Pop 1: Growth in 8. Worker in 8.

IBT: The Domestic Advisor pops up, and tells me that Atlantic City has grown to pop 2. Dopey and Sleepy finish their road.

Turn 78 (1050 B.C.): Lisa begins to build a road (2 turns). Maggie begins to Irrigate the Plains (3 turns).

Washington, D.C.: Pop 6: Growth in 2. Settler in 2.
New York City: Pop 4: Growth in 3. Settler next turn.
Boston: Pop 4: Growth in 2. Settler in 2.
Philadelphia: Pop 2: Growth in 6. Granary in 26.
Atlantic City: Pop 2: Growth in 20. Curragh in 4.
Cambridge: Pop 1: Growth in 2. Granary in 57.
Charlotte: Pop 1: Growth in 9. Worker in 9.
Jamestown: Pop 1: Growth next turn. Worker next turn.
Baltimore: Pop 1: Growth in 7. Worker in 7.

IBT: The Domestic Advisor pops up, and tells me that New York City has produced a Settler. I order another one. Jamestown has produced a Worker. I order a Curragh. Grumpy finishes Mining. Bashful finishes his road. Happy finishes his road. Marge finishes Mining. Homer finishes Mining. Cartman (purchased Korean Worker) finishes Irrigating. Sneezy finishes Irrigating.

Turn 79 (1025 B.C.): Grumpy begins a Road (2 turns). The new Worker (hereafter referred to as ‘Ned Flanders’) moves to and begins Mining the Iron (12 turns). Bashful moves to Cambridge, as does Happy. Marge moves to Boston. Homer begins to Road the Grassland (2 turns). Dopey begins to Irrigate the Flood Plain (3 turns). Doc and Sleepy through Baltimore to the Forest. The Settler moves toward the new city site. Cartman moves to Atlantic City. Sneezy moves to the Hills.

Washington, D.C.: Pop 6: Growth next turn. Settler next turn.
New York City: Pop 2: Growth next turn. Settler in 15.
Boston: Pop 4: Growth next turn. Settler next turn.
Philadelphia: Pop 2: Growth in 5. Granary in 25.
Atlantic City: Pop 2: Growth in 19. Curragh in 3.
Cambridge: Pop 1: Growth next turn. Granary in 28.
Charlotte: Pop 1: Growth in 8. Worker in 8.
Jamestown: Pop 1: Growth in 10. Curragh in 15.
Baltimore: Pop 1: Growth in 6. Worker in 6.

IBT: The Domestic Advisor pops up, and tells me that Washington, D.C. has grown to pop 7, New York City has grown to pop 3, Boston has grown to pop 5, and Cambridge has grown to pop 2. Washington, D.C. has produced a Settler. I order a HORSEMAN next. Boston has produced a Settler. I order another one. Lisa finishes the road.

Turn 80 (1000 B.C.): The Settler (from Boston) moves towards a new city site. Marge moves to build a road to the new city. Happy joins Marge. Bashful joins them. The Settler (from New York City) continues on his way. Doc starts a Road (4 turns). Sleepy helps Doc (now finishes in 2 turns). Cartman builds a Road (6 turns). Sneezy begins to build a Road on the Hills (4 turns). Lisa moves to road the new city site.

Washington, D.C.: Pop 5: Growth in 4. HORSEMAN in 4.
New York City: Pop 3: Growth in 4. Settler in 7.
Boston: Pop 3: Growth in 5. Settler in 10.
Philadelphia: Pop 2: Growth in 4. Granary in 24.
Atlantic City: Pop 2: Growth in 18. Curragh in 2.
Cambridge: Pop 2: Growth in 7. Granary in 18.
Charlotte: Pop 1: Growth in 7. Worker in 7.
Jamestown: Pop 1: Growth in 9. Curragh in 14.
Baltimore: Pop 1: Growth in 5. Worker in 5.

End of Set of Turns: 1000 B.C., 325 Gold (+24 per turn). Korea and Maya still have no techs for me to sell or trade for.


Here is the Playing View:

TDGPic009A.jpg



Here is Our Place in the World:

TDGPic009B.jpg



Here is the Information Screen:

TDGPic009C.jpg



CivAssistII tells me that Korea, Maya, and I are all still in the Ancient Era. My score is 183. My Culture is 138 (+2 Culture per turn). I have 325 Gold, which is good enough for second place (1. Korea: 782 Gold, 3. Maya: 39 Gold).

I am first in number of cities with 9 (2. Korea has 7, 3. Maya has 6)
I am first in land squares with 105 (2. Korea has 85, 3. Maya has 72)
I am first in population with 20 (2. Maya has 11, 3. Korea has 7)
I have 27 Units (15 Workers, 4 Scouts, 3 Settlers, 3 HORSEMEN, 1 Warrior, and 1 Curragh).

A very interesting thing that I’ve noticed. Korea has 7 cities and a total of 7 population. Should I consider amassing a military force, and dispatching them for their land and Luxury resources?

The Scientific Research blackout is now over! :cool:

As always, any and all advice is greatly appreciated. :worship: :worship: :worship: :worship: :worship:
 
Looks good, :goodjob: I have no complaints.

A few suggestions, however. Now that your no research rule is over, you might want to get out of despotism. You could now research Monarchy, which is so so, or you could go to Republic, which is better, but you need about 3 more techs to start that.

The army is starting to grow, one thing you haven't posted is how your Military Advisor says you stand against the others, that could be helpful. How the military advisor views strength and weakness is how the AIs do and can give you an indication of how they will react. If you show strong, they should get out of your way, if you show weak, well you already experienced that. And use that iron. Swordsmen are good attackers and the high attack rating commands more respect than the mobile horsemen.

Your not taking advantage of your core area around your capital. You have no cities to the west of it especially. The cities closest to the capital have the lowest corruption and waste. Put at least one or two more around DC to take advantage of the corruption reduction. But keep expanding you need to dominate in civ or you won't succeed.

So, to sum up, build more swords and get out of despotism.

One last piece of advice. When dealing with the AI be ruthless--show no pity or mercy, they will give none. I'm not saying break deals, just don't be afraid to take what you want by force. Don't worry about sensibilities, if one of them gets in your---way take em down!
 
Experiment 626 said:
I need to do some research to find names of famous Swordsmen (real or fictional). Off the top of my head, I can only think of 3, and I plan on having a lot more than 3.
With D'Artagnan, you'd have four, no?
 
Sima Qian said:
names of American swordsmen though...
Conan, Beastmaster, Xena, SCA-dudes (an awesome UU waiting to happen, I assure you), and arguably Stephen Decatur. And I understand that when called upon to do so, Benedict Arnold could swing a mean blade.
 
[c3c]

WOW! :eek: Lots of posts for me to reply to. Awesome! :D


From Marsden:

A few suggestions, however. Now that your no research rule is over, you might want to get out of despotism. You could now research Monarchy, which is so so, or you could go to Republic, which is better, but you need about 3 more techs to start that.

Trust me! I plan on getting out of Despotism as soon as possible. I checked my tech tree, and I need 4 techs to get Republic (Writing -> Philosophy -> Code of Laws -> Republic).


The army is starting to grow, one thing you haven't posted is how your Military Advisor says you stand against the others, that could be helpful. How the military advisor views strength and weakness is how the AIs do and can give you an indication of how they will react.

A quick check of the savegame: My Military Advisor tells me that "Compared to these guys, our military is weak!" He says that for both Korea and Maya. :(


Your not taking advantage of your core area around your capital. You have no cities to the west of it especially. The cities closest to the capital have the lowest corruption and waste. Put at least one or two more around DC to take advantage of the corruption reduction. But keep expanding you need to dominate in civ or you won't succeed.

I have a Settler right now who is going to settle NW of Washington, D.C.


So, to sum up, build more swords and get out of despotism.

Will do. :goodjob:


One last piece of advice. When dealing with the AI be ruthless--show no pity or mercy, they will give none. I'm not saying break deals, just don't be afraid to take what you want by force. Don't worry about sensibilities, if one of them gets in your---way take em down!

THAT really sounds like a plan! :evil: :lol:


From BuckyRea:

With D'Artagnan, you'd have four, no?

Actually, I didn't even THINK of the Musketeers until after I posted that.


Conan, Beastmaster, Xena, SCA-dudes (an awesome UU waiting to happen, I assure you), and arguably Stephen Decatur. And I understand that when called upon to do so, Benedict Arnold could swing a mean blade.

All good ones that I hadn't thought of. I'm making a list. :D


From Siam Qian:

I'd be hard-pressed to find names of American swordsmen though...

True, but I have come up a NORTH American Swordman, though . . . :mischief:


But Conan is a barbarian! You have to pop him out of a hut and upgrade him!

And then, he'd only be a Conscript. Pity.

@Marsden: I PMed Moonsinger like you suggested, and she (I'm assuming that she's a woman. Her title is Goddess) replied that she is currently busy with a project, but, if her schedule clears up around the weekend, she'll take a look.

Great stuff, guys (and gals)! :goodjob:

Your advice is, as always, greatly appreciated! :worship:
 
Aside from Porthos, Athos and Aramis, and of course, D'Artagnan, the only other swordsman I can think of are Inigo Montoya and Westley ("The Princess Bride"). Edmond Dantes was an excellent pistol shot, but not recorded as having used a sword. I can think of several knights, but they had more armor than the swordsmen, plus we will have knights later.

Hmm, Andre-Louis Moreau ("Scaramouche") comes to mind. Zorro?

But these are fancy swordsman, using rapiers and epees, and came along many years after swords were invented.

Some other suggestions are Maximus ("Gladiator"), Spartacus (historical person), John Carter (Edgar Rice Burroughs creation), Luke Skywalker (a light-sabre is a form of a sword) and Damocles (who had a sword named after him, somewhat.)
 
[c3c]

From Marsden:

BTW, if your not sure about how good Moonsinger is

Wow! I could be getting advice from a bonafide Hall-of-Famer?!! I'm not worthy! :worship:


Originally posted by me:

True, but I have come up a NORTH American Swordman, though . . . :mischief:

From CommandoBob:


Give that man a kewpie doll! :goodjob:

I like your list of names, :goodjob: but I probably won't use any Star Wars name, unless I get to research Future techs, then all bets are off!

the only other swordsman I can think of are Inigo Montoya

Wow! I always thought that the character's name was Diego Montoya, but a quick Google search of "The Princess Bride" set me straight.


Well, here we are at Turn 80. It's time to check how I did and what I accomplished thus far.


As you recall from the first post, here are the rules (and if I accomplished the task or not):

1. I am not allowed to Research any techs before 1000 BC. This will improve my trading skills. Check!

2. My first 2 builds in the Capital city must be Scouts to practice exploration, contacts, and trading skills. Check!

3. I am not allowed to build any Ancient Age Wonders. Check!

4. I cannot build any Military unit until horsemen and/or swordsmen are available. (Though, there’s a bit of discussion going on between denyd and TruePurple about this). Check!

5. I must always have at least one Worker for each city and I am forbidden from Automating them. They must be used to Irrigate brown, Mine Green, and connect the cities with Roads. Roads = Commerce and Commerce = Gold and Gold = Research, so the more the better. With the exception of one Irrigated Grassland (in order to Irrigate a Wheated Plains square), Check!

6. I am to concentrate on expansion, improving my lands and contacting everyone else on my landmass. Check! I am also to use galleys to try to reach other landmasses and meet all of the AIs in the game. Well, I tried to reach another landmass, but no luck! Failed!

7. I am not allowed to build more than 2 barracks, libraries, harbors or markets. I am forbidden from building temples, colosseums and city walls. I have 1 Barracks, no libraries, no harbors, no marketplaces, no temples, no colosseums, and no city walls. Check!

8. I am to try to claim at least 1 Luxury resource, and either Iron or Horses (both would be best) by 1000 B.C. 1 Silk, 1 Iron, and 1 Horses. Check!

So, I accomplished 7.5 of a possible 8 objectives. Not too shabby for my first Regent game. I'm a happy camper right now! :D
 
Hey, don't forget I'm on that list, too! Just down quite a bit. She is waaaay out of my league. I don't know how she does it. But she is very nice, too. I think you could be a HoFer too. When you've finished this game just check out the rules and play by them. If you want to put certain restrictions on your playstyle that would be fine. The only thing that would stop you from submitting this game would be you turned off most of the victory conditions.

BTW, did you decide on the Victory you are going for ?????? I know it's early, but you really should decide. Actually, you really should decide before you start, but that's a whole other topic unto itself.
 
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