Experiment 626's Solo TDG

[c3c]

From Marsden:

Hey, don't forget I'm on that list, too! Just down quite a bit.

Sorry! I meant no offense. :blush: I am grateful for your help.


I think you could be a HoFer too.

What's that old Groucho Marx quote? 'I refuse to be a member of any club that would have me as a member!' :lol: :lol: :lol: :lol: :lol:


When you've finished this game just check out the rules and play by them.

I definitely will! :D


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.

At the very beginning, I was a bit intimidated by the task before me. I had never played any game higher than Chieftain level (with the exception of one attempt at Warlord where I got my head handed to me on a silver platter). I was worried that one of the 2 random AI Civs would be Militaristic (probably Germany), and conquer me, so I turned off most of the Victory conditions.


BTW, did you decide on the Victory you are going for ??????

From Page 2, Post #31 (by me):

I think that I'll try for the SpaceShip win this time


From Mirc:

It's great to be happy!

Isn't it, though? :D
 
Experiment 626 said:
[c3c]

Sorry! I meant no offense. :blush: I am grateful for your help.


Don't worry about it a bit, I don't think there will be offending going on here.
This is all a friendly discussion. And, I'm not sure how long I'll be on there. They might knock me off, because I'm not that good.

If you like you can ask Superslug, he's the guy who runs the HoF.
 
Gahrhhh! Lots of spare land it hurts me eyes! :ack:

Even though its like 1200 BC. :)
 
[c3c]

Well, the weekend is here again, and, once again, I will be working all day everyday Fri-Sun, and 700AM-400PM on Monday. It's enough to drive one :crazyeye: .

I'll probably play the next 10 turns on Tuesday like usual.

I know that I should make a beeline for Republic. Is there anything else that I should concentrate on? Hopefully, Moonsinger will stop by, and take a peek, and let me know what she thinks.

I'm off to bed now. :sleep:
 
[c3c]

Whew! I worked almost 50 hours Fri to Mon, but at least the weekend is done. :twitch:

I will play the next 10 turns tomorrow. I'll get my Scientific Research going, and hopefully, will be out of Despotism before turn 100.
 
Sorry for the double post, but I'm really not sure on how to proceed.


First, take a look at Salem, the new city that I settled NW of Washington, D.C. :


Salem.jpg



As you can see, Salem is right near Korea's border. My first instinct is to have Salem build a Spearman for protection, but the Spearman wouldn't be a Veteran. If you look closely, Washington, D.C. (the only city that has a Barracks) will produce a HORSEMAN next turn. My second instinct is to have D.C. produce a Spearman for each and every city near an enemy's border after producing the HORSEMAN.

Any thoughts on my instincts, or am I missing something entirely? :confused:



The other thing that I have a question about is one of the 'pages' of CivAssistII.

Check this out:

C.jpg


Under the Rank column, is that the level of Corruption for each city? I'm referring to things that I've read here at the CFC forums. Something about Ring City Placement. The closer a city is to the Capital, the lower level of corruption. If that's the case, no wonder Jametown isn't producing anything on a timely basis.

I will wait for your input before proceeding. Thanks in advance. :goodjob:
 
Marsden said:
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.

This is what I was talking about, corruption is much lower near the capital. Once Salem is up and running it will be a good production site. Jamestown is the farthest away and therefore the most corrupt.

Don't worry about the spearman being regular. It's better if their veteran, but a regular spearman that is there defends a lot better than a veteran 3 turns after the city is gone. Don't overbuild defenders, but some are important. Also consider swordsmen defent as well as spearmen and you have iron. Just because you have only one barracks doesn't mean you have to build all of your units in that city.

Just make sure you have a unit in your border cities. The AI can't resist taking an undefended city.


Because you are building the spaceship, I think you would be safe to KILL all of the Koreans and Mayas and just claim you manifest destiny and keep the whole continent to your self. You can deal with the other unknown civs if you want, just kill those two now while there small. Build more troops, you need much more troops. Do you sense a theme to my posts? More troops, and mostly swordsmen now. Four horsemen should be enough, plus about six spearmen and 25 Swordsmen.
 
That was odd. I was beginning to post a reply to your post, and was quoting something from said post, when I noticed a whole new paragraph at the end that wasn't there 30 seconds prior.



This is what I was talking about, corruption is much lower near the capital. Once Salem is up and running it will be a good production site. Jamestown is the farthest away and therefore the most corrupt.

Well then, why does Salem already have 14% Corruption? It's actually closer to D.C. than Philadelphia, but it has higher corruption.

I was actually thinking about (someday) moving my Capital so it's more centrally located. Now that my Scientific Research is off and running, maybe I'll get lucky and get a Scientific Leader. A guy can dream, can't he?


Don't worry about the spearman being regular. It's better if their veteran, but a regular spearman that is there defends a lot better than a veteran 3 turns after the city is gone.

True. For some reason, all that I could think about was that a Veteran Spearman can last 1 more 'round' of combat than a regular one.


Also consider swordsmen defent as well as spearmen and you have iron. Just because you have only one barracks doesn't mean you have to build all of your units in that city.

O.K. It's time to build some Swordsmen. :evil:


Just make sure you have a unit in your border cities. The AI can't resist taking an undefended city.

That sounds like very sound and sage advice. You just never know what Korea and Maya are up to. They're a couple of pesky neighbors, aren't they?


Because you are building the spaceship, I think you would be safe to KILL all of the Koreans and Mayas and just claim you manifest destiny and keep the whole continent to your self.

AND, if they're both wiped out, I can concentrate on Research, (and trying to contact the other 2 Civs), and not worry about what my 'good neighbors' are doing.


Build more troops, you need much more troops. Do you sense a theme to my posts? More troops, and mostly swordsmen now. Four horsemen should be enough, plus about six spearmen and 25 Swordsmen.

Do I sense a theme to your posts? I'd have to say, 'Yes, I do' to that. :mischief:

O.K., so I need 4 Horseman (of the Apocolypse, no less), 6 Spearmen, and 25 Swordsman. Does that number include the Spearmen that are defending my border cities?

Also, while I'm thinking about it, what should I do with my Scouts now that the entire continent (or close enough, anyways) is revealed? Should I recall them to one of my coastal cities, and make one of them board a Curragh in case I get lucky and manage to reach another landmass?

I'll resume playing the 10 turns later tonight. I had today off, but I work tomorrow, so I'm not planning on staying up too late.

Anyhoo . . . Thanks for your quick advice. :worship: :goodjob:

Edit (14 Mar 2006, 11:44PM): Well, I never got back to playing the turns. Hopefully, I will finish the set tomorrow. As for me, I'm heading to bed. Good night. :sleep:

Edit #2 (14 Mar 2006, 11:49PM): While I started to shut my comp down, something dawned on me. A quick check of CivAssistII shows me that I could build a Barracks in New York City in just 7 turns. Imagine the Veteran Army flowing out of NYC, and drowning my enemies in a pit of despair! It may be something to consider doing at some point, no? :evil: :D
 
I'm sorry those numbers were estimates. You don't need exactly that many troops, but they are the proportions I think you should build. About six spearman and maybe a few more swordsmen for defence and a core of at least ten swords and some horsemen as an attack force. The swordsmen are slower but have a good attack. The horsemen are weaker attackers but they are good to accompany the attackers and pick off targets of opportunity, like enemy workers (slave labor is very helpful). Also, once you reach the Middle Ages, you can upgrade your Swords to Morning Stars and increase the attack even more.

Early targets of opportunity are iron and other resources. I see the Korean city nearest you has horses in the radius. They don't appear conected, but that will change soon. Deprive your opponent of horses an they can't have horsemen or knights. Take away their iron and the best defender they can muster are spearmen (until Gunpowder). Can you give me a screen shot of the Korean and Mayan territories? We can discuss battle plans. Mmwwaaahhhaaaa!!
 
From Marsden:

Early targets of opportunity are iron and other resources. I see the Korean city nearest you has horses in the radius. They don't appear conected, but that will change soon.

Cut off their resources, and it'll be easier to cut off their heads?!! I like it! :evil: :lol:


Deprive your opponent of horses an they can't have horsemen or knights. Take away their iron and the best defender they can muster are spearmen (until Gunpowder).

What a brilliant strategy! I can't wait to try it out. :evil: :lol:


Can you give me a screen shot of the Korean and Mayan territories? We can discuss battle plans. Mmwwaaahhhaaaa!!

I will have to do that after work. Unfortunately, I can't stay home and play today. :( RL really sucks sometimes, doesn't it? :sad:


Also, I received a PM from the Goddess, Moonsinger. She stopped by, and read a little bit of the thread, but says that she's a bit too busy to read through the entire thread. However, she did say that if I have a specific problem or strategy that I wanted to discuss with her, she would be more than happy to help and share her wisdom.

What do you think, Marsden? Is there anything specific that should I ask the Goddess about?

Time to get ready for work. See you later.
 
To be perfectly honest I was waiting to hear the advice myself, she is waaaay better than me. Anything she might say must be good.

Don't rush on the screen shots. I don't know if you've notice a pattern to the times and days I post, but I only post from work. I'm night shift (4pm to 2am) and Mon. thru Fri. So no weekends. But I don't want you to slavishly follow anyone's plans. Your the leader, were just advisors.
 
From Marsden:

But I don't want you to slavishly follow anyone's plans. Your the leader, were just advisors.

If I'm the Leader, then we're all in very serious trouble! :lol:


Here are the pics you asked for:

Korea:

Korea.jpg



Maya:

Maya.jpg



Well, I'm going to try to finish this set of turns tonight. Here goes nothing! :crazyeye:
 
Important note: you are going to have to build the army BEFORE you attack, so you won't be doing this soon.

I think the Koreans would be a good first target.

Hit P'yongyang first, take away their ponies. Move your stack on to the hill outside of the city to see whats there before you commit.

Then move toward the unexplored area which contains the capital and the spices. If you keep Seoul then make sure you have a road conecting it ASAP. If you raze it then follow up with a settler and road again ASAP.


By this point it will be just a mop up of the remaining towns.
 

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For this one you want to go after Copan and get the incense. follow up with a road crew to get the luxury conected ASAP. Then hit the capital in the black area. The other two arrows show next targets. Bonmapak has the horses and you just don't want Yaxchilian in your rear area. These guys don't have much culture so I think you should keep the cities. Once you take the above listed cities just push toward the sea. Once you kill them all there won't be a chance of them flipping back.
 

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I've finished Turns 81-90. I'm just dropping a quick post to let you know that I may or may not get the Journal Entry done tonight. It's 9:20PM now, and I'm feeling a bit peckish (Monty Python reference. Perhaps I should find a Cheese shop? :lol: ). The pics are done, and ready to be uploaded. I just gotta type this humungous Journal Entry.

From Marsden:

Important note: you are going to have to build the army BEFORE you attack, so you won't be doing this soon.

Nah! I thought that I'd build my Army AFTER I attack! :D


I think the Koreans would be a good first target.

:yup: My thoughts exactly, but they are bigger than the Maya.


Hit P'yongyang first, take away their ponies. Move your stack on to the hill outside of the city to see whats there before you commit.

Then move toward the unexplored area which contains the capital and the spices.

Not to spoil anything coming in the Journal Entry, but I already know what's there. :evil: :lol:


If you keep Seoul then make sure you have a road conecting it ASAP. If you raze it then follow up with a settler and road again ASAP.

Will do. :thumbsup:


By this point it will be just a mop up of the remaining towns.

I'm really considering building a Barracks in New York City, and just start pumping out Swordsmen. What do you think?
 
Sorry for the double post.

*****

In order to make this and all future Journal Entries a bit easier for me to type, I will be using the following format. If a city grows in population, I’ll let you know. I will also be renaming my Workers so that they all have Disney names. It’ll make things a wee bit easier for me to remember.

Also, to make things even easier for me, I will be abbreviating city names thusly: WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore.

As I posted a new city’s radius, I’ll give the abbreviation.

*****

IBT: Now that it’s 1000 B.C., I can now start researching techs on my own. To this end, I went to the Domestic Advisor, and adjusted the sliders to: 50% Sci, 30% Lux, and 20% Taxes. Writing will now be learned in 9 turns. My Gold per turn drops from +24 per turn to +2 per turn.

I then went to my Science Advisor, and set my Research queue to: Writing (9 turns), Philosophy, Code of Laws, and Republic.

As I checked with my Military Advisor, he warns me that some barbarians known as the Anasazi Tribe are near JAM. I will have to send one of my HORSEMAN to investigate.



Turn 81 (975 B.C.): Lisa moves to Irrigate a Plains square for the new city. Bart moves to build a road to the next city. The two Settlers continue on their respective ways. The Edmund Fitzgerald continues on its way. Homer moves to mine a Grassland. Bashful builds a road (2T). Happy helps Bashful, and together, they finish the road. Marge begins Mining (4T). Grumpy moves, and begins to clear a Forest (3T). FAMINE rides to JAM to deal with the Barbarian threat.


City Summary:

Curragh: ATC (1T), JAM (13T)
Granary: CAM (17T), PHI (23T)
HORSEMAN: WSH (3T)
Settler: NYC (6T), BOS (9T)
Worker: BAL (4T), CHA (6T)


IBT: ATC has produced a Curragh. I order a Granary.


Turn 82 (950 B.C.): The new Curragh (christened ‘Titanic’) sets sail from ATC. Dopey (noticing that there are no Grasslands around BAL) moves to Mine a Mountain. Doc and Sleepy move to build a road to the next city site. The Settlers continue on their respective ways. The Edmund Fitzgerald continues on its way. Bart build a road (2T). Homer begins a mine (4T). Bashful moves to mine a Grassland near the new city. Happy moves to road Bashful’s tile. Mr. Slave builds a mine (12T). The Settler (the one NW of WSH) founds Salem (SAL). (This is where I stopped, and posted my questions. Marsden, you advocated me building a Spearman for defense, but when I looked at it, it would take SAL 10 turns to produce a regular Spearman, while WSH would only take 3 turns to produce a Veteran Spearman, leaving 7 turns for it to travel 3 tiles. I opted for the Veteran.) I ordered SAL to begin producing a Granary. Lisa begins Irrigating a Plains square near SAL (3T). FAMINE continues on his way.


SALEM (abb.: SAL)

SalemC.jpg




City Summary:

Curragh: JAM (12T)
Granary: CAM (16T), ATC (20T), PHI (22T), SAL (30T)
HORSEMAN: WSH (1T)
Settler: NYC (5T), BOS (8T)
Worker: BAL (3T), CHA (5T)


IBT: WSH has produced a HORSEMAN. I order a SPEARMAN next. My people want me to build the Forbidden Palace. It looks like the Optimal City Number for this map is 20 cities. I am then informed that the Koreans are building ‘The Temple of Artemis’. Good for them, I think. I am then told that ‘The Korean city of Seoul has completed a great project, The Oracle’. Again, good for them. I am further informed that the Maya are building ‘The Temple of Artemis’. Whoopee. I’ll bake a cake.


Turn 83 (925 B.C.): The new HORSEMAN (hereafter referred to as . . . (wait for it) . . . DEATH) moves to guard the American/Korean border. The Titanic begins its heroic charge across the sea. Godspeed, Titanic. Dopey begins mining a Mountain (12T). Maggie moves to help Dopey. Doc and Sleepy build a road (1T). The Settler (the one that is now SE of BAL) arrives at its destination. The Edmund Fitzgerald arrives at its crossing point. Bashful builds a road (2T). Happy begins mining the same tile (4T). The Settler (the one that is now SW of CAM) founds Concord (CON). I order a Worker. FAMINE continues to JAM.


CONCORD (abb. CON)

Concord.jpg



City Summary:

Curragh: JAM (11T)
Granary: CAM (15T), ATC (19T), PHI (21T), SAL (29T)
Settler: NYC (4T), BOS (7T)
SPEARMAN: WSH (3T)
Worker: BAL (2T), CHA (4T), CON (10T)

CivAssistII tells me that WSH, NYC, and PHI are about to grow.


IBT: Disease strikes NYC AGAIN! Thanks to Grumpy chopping down the forest, JAM has produced the Curragh well ahead of schedule. I order another one. ‘The Titanic was lost in treacherous waters’. RATS!

WSH grows to Pop 6, NYC grows to Pop 4, but that pop point is lost to the Disease, so it is still 3, PHI grows to Pop 3.



Turn 84 (900 B.C.): Maggie helps Dopey mine the Mountain (6T). Doc and Sleepy move to build the connecting road to the new city. The Settler founds Richmond (RCH). I order a Worker, and move on. The Edmund Fitzgerald begins its perilous journey across the vicious sea. Bart moves to continue the road to the next city site. Grumpy begins a mine (4T). The new Curragh (hereafter referred to ‘Lusitania’) sets sail from JAM. Sneezy begins a mine (8T). FAMINE arrives at Jamestown, but everything is quiet. Maybe too quiet . . . He decides to go hunting next turn.


RICHMOND (abb. RCH)

Richmond.jpg



City Summary:

Curragh: JAM (15T)
Granary: PHI (13T), CAM (14T), ATC (18T), SAL (28T)
Settler: NYC (3T), BOS (6T)
SPEARMAN: WSH (2T)
Worker: BAL (1T), CHA (3T), CON (9T), RCH (10T)

CivAssistII tells me that BOS and BAL are about to grow in population.


IBT: DISEASE STRIKES NYC AGAIN! BAL has produced a Worker. I order a Granary next. BOS has grown to pop 4. BAL has grown to pop 2.

Turn 85 (875 B.C.): The new Worker (hereafter referred to as ‘Stitch’) moves to chop down a forest. Doc and Sleepy build the connecting road to RCH (1T). Bart builds a road (2T). Marge moves to clear a Jungle. Bashful help Happy with the mine (1T). Lisa builds a road (2T). The Edmund Fitzgerald (after thanking the RNG gods for not sinking their ship last turn) head NE. They see a coastline! They see a light purple border! They see . . . that they ended their turn on a sea square! Will their luck hold?

City Summary:

Curragh: JAM (14T)
Granary: PHI (12T), CAM (13T), ATC (17T), SAL (27T), BAL (60T)
Settler: NYC (4T), BOS (4T)
SPEARMAN: WSH (1T)
Worker: CHA (2T), CON (8T), RCH (9T)


IBT: WSH has produced a SPEARMAN. I order another one. ‘The Edmund Fitzgerald was lost in treacherous waters.’ In the immortal words of Charlie Brown: ‘AAAAAAAAAAAAAUUUUUUUUUUUUUGGGGGGGGGGHHHHHHHHH!’ The RNG gods sure can be cruel, can't they? :cry:


Turn 86 (850 B.C.): Doc and Sleepy move into RCH. Stitch begins clearing a Forest (3T). Cartman Irrigates a Plains (8T). The SPEARMAN moves to defend SAL. Homer builds a Road (2T). Bashful moves to clear a Jungle. Happy moves to clear a different Jungle. Marge begins clearing her Jungle (16T). FAMINE continue hunting, but no luck thus far.

CivAssistII tells me that CAM, CHA, and NYC are about to grow. NYC is running on deficit (-1) because of the Granary.

City Summary:

Curragh: JAM (13T)
Granary: PHI (11T), CAM (12T), ATC (18T), SAL (26T), BAL (59T)
Settler: NYC (3T), BOS (6T)
SPEARMAN: WSH (3T)
Worker: CHA (1T), CON (7T), RCH (8T)


IBT: CHA has produced a Worker. I order a (Regular) SPEARMAN next.
NYC has grown to pop 3. CAM has grown to pop 3.



Turn 87 (825 B.C.): The new Worker (hereafter referred to as ‘Lilo’) moves to Irrigate a Flood Plains. Doc and Sleepy move to road the Cattle. Bart moves to continue the road. Bashful and Happy begin clearing their respective Jungles (16T ea.). FAMINE continues the hunt. Lisa (renamed ‘Cinderella’) moves and begins to mine the Grassland (4T). The SPEARMAN arrives and fortifies in SAL. DEATH (bored with standing around) moves to a Mountaintop, and sees that Pyongyang (Korea) is guarded by a SPEARMAN.

City Summary:

Curragh: JAM (12T)
Granary: CAM (8T), PHI (10T), ATC (23T), SAL (25T), BAL (58T)
Settler: NYC (1T), BOS (2T)
SPEARMAN: WSH (3T), CHA (10T)
Worker: CON (6T), RCH (7T)

CivAssistII tells me that WSH is about to grow. The discovery of Writing will overrun by a significant number of beakers. I adjust the SCI down to 40% to make the most Gold that I can and still learn Writing this turn.


IBT: We have learned WRITING! I re-adjust the SCI slider to 50%, so I’ll learn Philosophy in 6 turns. Apu (Whoops! I mean, the Foreign Advisor) tells me that now that we know Writing, we can establish Embassies with our neighbors. What a good idea! I establish an Embassy in Seoul (Korea) for 47 Gold, and in Chichen Itza (Maya) for 39 Gold. A quick perusal of their respective territories, and I move on.

WSH has grown to pop 7, and produced a SPEARMAN. I order another.
NYC has produced a Settler (NYC is now pop 1: Growth in 2). I order a SPEARMAN.


Turn 88 (800 B.C.): Lilo begins Irrigating a Flood Plains (3T). The Settler starts moving towards his destination. The new SPEARMAN moves to defend PHI. DEATH moves back inside our territory. Doc and Sleepy build a road on the Cattle tile. I change ATC’s production from a Granary to a Curragh. (It’s a waste of 1 shield. No biggie.) Bart begins to Irrigate a Plains Square (3T). Homer (renamed ‘Tramp’) moves to road another tile. Grumpy moves to road another square.

City Summary:

Curragh: ATC (1T), JAM (11T)
Granary: CAM (7T), PHI (9T), SAL (24T), BAL (57T)
Settler: BOS (1T)
SPEARMAN: WSH (2T), CHA (9T), NYC (20T)
Worker: CON (5T), RCH (6T)

CivAssistII tells me that JAM is about to grow. It also tells me that I can sell WRITING to the Koreans. Let’s not, and say we did!


IBT: JAM has grown to pop 2. BOS has produced a Settler. I order a SPEARMAN next. ATC has produced a Curragh. I order another one.


Turn 89 (775 B.C.): The new Curragh (christened ‘Flying Dutchman’) sets sail to retrace the ill-fated course of the Edmund Fitzgerald. Doc moves to mine a Grassland. Sleepy moves to road Doc’s square. The new Settler (from BOS) moves towards its destination. The SPEARMAN arrives and fortifies in PHI. Tramp builds a road (4T). Grumpy builds a road (2T).

City Summary:

Curragh: ATC (8T), JAM (10T)
Granary: CAM (6T), PHI (8T), SAL (23T), BAL (56T)
SPEARMAN: WSH (1T), CHA (8T), BOS (10T), NYC (19T)
Worker: RCH (1T), CON (4T)

CivAssistII tells me that BOS and NYC are about to grow.


IBT: WSH has produced a SPEARMAN. I order a SWORDSMAN next.
BOS has grown to pop 3.
NYC has grown to pop 2.



Turn 90 (750 B.C.): Moe finally arrives in WSH. WAR moves back inside our territory. FAMINE finds a barbarian camp! Surveying the landscape, he notices that if he attacks from his current location, it would be across a river. He decides to move into the Forest, and notices another barbarian camp to the East. Dopey builds a road in the Mountains (6T). Maggie (renamed ‘Lady’) helps Dopey (3T). The Flying Dutchman continues down the coast. Stitch begins Irrigating a Plains (3T). Doc begins Mining a Grassland (4T). Sleepy begins roading Doc’s square (2T). The Settler (from NYC) moves, and arrives at his destination.

City Summary:

Curragh: ATC (8T), JAM (10T)
Granary: CAM (6T), PHI (8T), SAL (23T), BAL (56T)
SPEARMAN: WSH (1T), CHA (8T), BOS (10T), NYC (19T)
Worker: RCH (1T), CON (4T)

CivAssistII tells me that PHI and RCH are about to grow. We will learn Philosophy in 4 turns.


End of Set of Turns: 260 Gold, (-1 per turn) (I don’t mind for 4 turns)

According to the Military Advisor, we now have an average military compared to both the Koreans and the Mayans.

I need to learn 4 more required techs (and I will learn 2 optional techs) in order to move on to the Middle Ages. The required techs are Philosophy, Code of Laws, Map Making, and Construction. The optional techs are Republic (Duh!) and Literature.

Though I can see the border of another civ on the other landmass, I can’t contact them, so I don’t know who they are.


Here is the Playing View:

TDGPic010A.jpg



Here is our Place in the World:

TDGPic010B.jpg



Here is the Information Screen:

TDGPic010C.jpg



Here is the savegame:

View attachment Lincoln of the Americans, 750 BC.SAV


And for your viewing pleasure, not to mention creating the Attack Plans:

Here is Korea (750 B.C.):

Korea750.jpg



And here is Maya:

Maya750.jpg



As always, any and all suggestions and advice is greatly appreciated. :worship:
 
Just some thoughts on the last posts and warfare.

Warfare
I agree with Marsden. Take out Korea first. They are bigger but with proper planning that is not an issue.

If you attack Maya first, well, you have your border with Korea to keep strong as you send forces westward. The border you have with Maya does not exist. The Koreans serve as a buffer zone. If you want to attack the Maya you have to go through Korea. Easier to deal with Korea first.

Marsden's plan is a good one. Deny them horses and then capture their best city. Then just grind down the rest.

Once Korea is gone, where are your units? Why, just a few turns from the Mayas. By now you should have some elites and could go leader-fishing.

Other Things
I may have missed it, but what is the unit breakdown?

How many barracks and where?

Workers
At this point in a game, I think it is wise to begin combining workers to finish tasks more quickly.

Consider Doc and Sleepy, both in the same place. Doc will finish the mine in 4T, Sleepy the road in 2T.

That means it will be four turns before you can use the mine that Doc is building and two turns before you can take advantage of the commerce from Sleepy's road. Instead, if Doc and Sleepy both built the road, it would be finished in one turn. Next turn you could use its commerce. If Doc and Sleepy built the mine together, it would be done in two turns and producing shields in three. If two other workers were available, they could use the road to join Doc and Sleepy and finish the mine in one turn.

Used properly this can greatly increase the speed of land improvements. Some worker turns are lost by moving more than one worker into an unimproved tile. The gain is that the improvement you want is built faster and can be used sooner. At times, this makes roads a bit more important than the improvement. When I get to this point, with a pretty good size empire, I focus a bit more on connecting cities than mining/irrigating. A bit more, not a great deal more. Too much depends on the tile in question, etc.
 
From CommandoBob:

I agree with Marsden. Take out Korea first. They are bigger but with proper planning that is not an issue.

Sounds like a plan. :thumbsup:


If you attack Maya first, well, you have your border with Korea to keep strong as you send forces westward. The border you have with Maya does not exist. The Koreans serve as a buffer zone. If you want to attack the Maya you have to go through Korea. Easier to deal with Korea first.

A few games ago, I was trying for my first Conquest victory. I was going to be the terror of the World, and, up to 1950 or so, I was. I had my entire continent not only conquered, but settled. I couldn't put another city on that continent if I wanted to. That left the other continent with the Portugese (sp?) and the Dutch. There was a spot on the southern part of their continent wide open, so I settled a city there. I quickly built an Airport to be connected to the trade network, and to be able to Airlift troops to the new continent. Well, long story short (I know, too late!), I picked the wrong civ to conquer. It was just me and the Dutch remaining, but I was surrounded. Every time, I declared war, I had to defend two borders, and that never works. (Just ask Germany in WWII).


Marsden's plan is a good one. Deny them horses and then capture their best city. Then just grind down the rest.

(making notes) Take away their Horsies, and grind them to dust. :thumbsup:


Other Things
I may have missed it, but what is the unit breakdown?

I guess that I didn't include that in the Journal Entry, so here goes:

2 Settlers
17 Workers
4 Scouts (not doing much of anything as the landmass is completely revealed)
1 Conscript Warrior (who will be upgraded to Swordsman next turn)
3 Spearmen (1 fortified in WSH, PHI, and SAL)
4 Horsemen (of the Apocalypse, no less)


How many barracks and where?

Right now, there is only one Barracks, and it's located in WSH. I've been thinking of selling the Granary in NYC, and building a Barracks there instead. What do you think?



Your observations humble your lowly grasshopper, Sensei. I never even thought about that.

Btw, CB, I love your sig! Ain't that the truth? :lol:

Edit: I just noticed that my humble little thread just hit the 100 Post mark. :band: :woohoo: :thanx:

Edit #2 (Monday, 20 Mar 2006, 7:56 PM): I will play the next 10 turns tomorrow after I run some errands. As always, I'll stop by here first to see if there is any last-minute advice.
 
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