Experiment 626's Solo TDG

@AutomatedTeller: Hurrumph! (Remember the governor in Blazing Saddles?)

I agree with AutomatedTeller, basically. 4 horsemen could kill themselves trying to take just one of those cities if they have spearmen. If only warriors are defending they have a chance, but the various moods of rng will cause many strange things to happen. A horseman could kill a fortified spearman in a town without injury or a horseman could die without injuring a fortified warrior. These are unusual extremes but they do happen. I hate using archers and horsemen on assaults because of this, but swordsmen can do it too.

Overall, the plan looks great on "paper", but somebody said "No plan survives contact with the enemy." I think it was Napoleon, but I'm really not sure where I heard this one.
 
I know that I posted that I would go to War on Turn 121, but I wasn’t in position, so no war is waged during this Set of Turns.

*****

Once again, if you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.

If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.

If you see WSH = pop 8, that means that WSH has grown to pop 8.

To keep everybody up to date on City’s abbreviations, here they are going into Turn 121:

WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, and TRE=Trenton

As always, when a new city is added, I give you the abbreviation.

Also, if a Worker or Military Unit only moves in a turn, I won’t mention it, unless it’s important.

*****


IBT:

I change WSH’s production from Library to SWORDSMAN.

ATL = pop 2.
BAL = pop 5.

Cultural Advisor: ‘Arabia is building The Great Library.’



Turn 121 (130 B.C.)

The Four Horsemen split from the Main Attack Force to form ALPHA FACTION. They head towards the SW border. Their orders are to capture (or raze) P’yongsong, Manp’o, and Pusan.

The rest of the Main Attack Force moves into the proper position.

I spend 64 Gold to Investigate P’yongyang. It looks like they have 2 SPEARMEN guarding the city. P’yongyang’s Cultural Border will expand in 29 turns. It will be mine before then.

Grumpy + Sneezy = Irrigation (2T). Cruella = Irrigation (8T). Doc + Sleepy = Irrigate (2T). Bambi + Thumper = Irrigate (2T)

Micro-Management: I lower the SCI slider to 10% to get a positive cash flow.

We will learn Feudalism in 25 turns.


IBT:

NYC = SWORDSMAN -> SPEARMAN.
CHA, CON, and SAL are about to grow.



Turn 122 (110 B.C.)

The new SWORDSMAN is named ‘BEASTMASTER’

Scar = Road in Forest (12T). Lady + The Tramp = Irrigation (2T). Donald + Daisy = Clear Marsh (6T). Bashful + Happy = Road (1T). .

We will learn Feudalism in 24 turns.


IBT:

WSH = SWORDSMAN -> Wealth. PHI = SPEARMAN -> Wealth. ATC = Scout -> Galley. CAM = Settler -> Settler. ATL = Worker -> Wealth.

CHA = pop 5. CON = pop 2. SAL = pop 5.

NYC and RCH are about to grow.



Turn 123 (90 B.C.)

The new SWORDSMAN is named ‘FAFHARD’.

Snow White + Dopey = Irrigation (2T). Goofy + Pluto = Irrigation (2T).

We will learn Feudalism in 31 turns.


IBT:

NYC = pop 8. RCH = pop 5.

WSH is about to grow.



Turn 124 (70 B.C.)

Four SWORDSMEN (ATHOS, PORTHOS, ATHOS, and D’ARTAGNAN), 3 CATAPULTS, and 2 SPEARMEN split from the Main Attack Force to form BETA FACTION. They move into position. Their orders are to capture (or raze) Namp’o, and then rendezvous with GAMMA FACTION at the SPICES.

GAMMA FACTION will capture (or raze) P’yongyang to alleviate the threat of a Culture Flip by SAL. They will then rendezvous with BETA FACTION at the SPICES for an all-out assault on Seoul.

Mickey + Minnie = Road (1T). Lady + The Tramp = Irrigation (2T). Doc + Sleepy = Clear Marsh (6T). Bambi + Thumper = Clear Marsh (6T). Bashful + Happy = Road in Hills (2T).

The Settler founds Providence (PRO). A SPEARMAN is ordered.

We will learn Feudalism in 24 turns.


IBT:

The Nina is lost in treacherous waters!

SAL = SPEARMAN -> SWORDSMAN.

WSH and TRE are about to grow.



Turn 125 (50 B.C.)

Grumpy + Sneezy = Road in Forest (2T). Ariel = Road in Hills (4T). Mickey + Minnie = Irrigation (2T). Snow White + Dopey = Irrigation (2T)

We will learn Feudalism in 23 turns.


IBT:

Korea has HORSEMEN!

NYC = SPEARMAN -> Settler. CON = Worker -> Worker. TRE = SPEARMAN -> Wealth.

WSH = pop 9. TRE = pop 3.



Turn 126 (30 B.C.)

The SPEARMAN garrisons in TRE.

The new Worker is named ‘Dewey’.

I spend 48 Gold to rush the Settler in CAM.

Goofy + Pluto = Clear Marsh (6T). Bashful + Happy = Mine (4T). Huey = Clear Marsh (11T).

We will learn Feudalism in 22 turns.


IBT:

CAM = Settler -> Wealth.

ATL and CAM are about to grow.



Turn 127 (10 B.C.)

Cinderella = Road in Mountain (6T). Lady + The Tramp = Road (1T). Dewey helps Huey Clear the Marsh (5T).

We will learn Feudalism in 21 turns.


IBT:

CHA = Settler -> Settler. BAL = SWORDSMAN -> Settler.

CAM = pop 3. ATL = pop 2.




Turn 128 (10 A.D.)

Grumpy + Sneezy = Road in Mountain (3T). Lilo + Stitch = Clear Marsh (6T). Mickey + Minnie help Lilo + Stitch (3T). Dopey + Snow White = Road (1T).

We will learn Feudalism in 20 turns.


IBT:

Nothing.



Turn 129 (30 A.D.)

The Settler founds Miami (MIA).

Cruella = Road (6T). Lady + The Tramp = Clear Marsh (6T). Donald + Daisy = Clear Marsh (6T).

We will learn Feudalism in 19 turns.


IBT:

Dom Adv: ‘P’yongyang (Korea) has completed The Mausoleum of Mausollos’.
Cul Adv: ‘Maya is building the Colossus’.

BAL, CHA, and PRO are about to grow.



Turn 130 (50 A.D.)

The Settler founds Lynchberg (LYN).

Snow White + Dopey = Road (1T). Ariel = Road (2T).

We will learn Feudalism in 18 turns.


End of Set of Turns

50 A.D., 162 Gold, -2 per turn.


I'm just going to post pics of my territory and Korea's territory.


My territory:

TDGPic014A.jpg



Korea:

Korea50AD.jpg



Here's the savegame:

View attachment Lincoln of the Americans, 50 AD.SAV


On to your posts:

Originally posted by AutomatedTeller:

I like the plan! I think it may be too ambitious - for instance, I dunno that 4 horse are a good bet to take a town with 2 spears in it, if any of those do have 2 spears. The retreat capability of the horse means that sometimes you need more to take a town than you would, say, archers - though more of them will survive.

I noticed that as well. I've diverted some of the SWORDSMEN that were heading for GAMMA FACTION to become part of ALPHA FACTION.

And you have towns on wealth - is that because you need the money because of unit costs? If you don't *need* the money to stay alive, I would change them to military, infrastrucutre or settlers, because you *will* be taking losses. Your core should almost never be building wealth, and certainly not this early. Maybe fringe cities, but not the core.

I'm running out of money FAST. The Unit Maintenance cost-per-turn is hideous. The Dom Adv tells me to build more cities. I built 3 cities during this set of turns.


Originally posted by Marsden:

@AutomatedTeller: Hurrumph! (Remember the governor in Blazing Saddles?)

(pointing @ AutomatedTeller): I didn't get a Hurrumph from that guy! Give the governor a Hurrumph! :lol:


Well, that's the latest Game Journal Entry.

I wonder if my people just weren't ready for The Republic. My Scientific Research has pretty much grounded to a halt, and I'm constantly going from town to town to keep them from rioting. :(

As always, your advice is greatly appreciated. :worship:
 
Post deleted. I was having trouble getting the Journal Entry submitted, and it turns out that it posted twice.

Sorry about that.
 
conquer_dude said:
I say you move out that army you ahve waiting there pretty soon!

Yeah, you really need to either fight with these forces or scrap the battle plans and cut back on the millitary.

Waiting too long to get into battle can cost you a ton of gold and you run the risk of your oppenet upgrading their forces.

It is now or never for the battle!
 
Originally posted by Eltrai:

Yeah, you really need to either fight with these forces or scrap the battle plans and cut back on the millitary.

Waiting too long to get into battle can cost you a ton of gold and you run the risk of your oppenet upgrading their forces.

It is now or never for the battle!

Is that a polite way of saying, 'Either 'go', or get off the pot!'? :lol:

Once again, it looks like that it will be Tuesday (or Monday, if I'm not too tired) before I get to play the next 10 turns.

Other than going to war :ar15: :aargh: , is there anything else that I should take care of in the next set of turns?

Much thanks! :worship: I'm going to :sleep: now.
 
Better get rid of those Mayans...even though you have Color Blind Help on, its confusing...:crazyeye:


Make a MA with Korea and destroy the Mayans.:devil:
 
Experiment 626 said:
Is that a polite way of saying, 'Either 'go', or get off the pot!'? :lol:


Go!! $$%@^%$ Go already.
 
The next 10 turns are played, and the pics are ready to be uploaded.

All I have to do is to write up the:

WAR JOURNAL!


That's right! I said WAR JOURNAL!

I hope to get everything done, uploaded, and posted by tomorrow night at the latest.

OPERATION: CERBERUS was a success, but I didn't achieve everything that I had hoped to.

This war was bloody to say the least on both sides. . . :(
 
Blood! Blood!! Blood!!!

Yessss! Kill! Kill! Kill!
 
*****

To Recap:

If you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.

If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.

If you see WSH = pop 8, that means that WSH has grown to pop 8.

To keep everybody up to date on City’s abbreviations, here they are going into Turn 131:

WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, TRE=Trenton, PRO=Providence, MIA=Miami, and LYN=Lynchburg.

As always, when a new city is added, I give you the abbreviation.

Also, if a Worker or Military Unit only moves in a turn, I won’t mention it, unless it’s important.

As this is the first Journal Entry in which combat takes place, if you see CONAN (2/4), that means that CONAN has only 2 of his 4 Hit Points remaining.

Also, from now on, I will only inform you if an AI Civ has completed a GREAT or SMALL WONDER, not who’s building one.

*****


IBT

NYC = Settler -> Settler.
ATC = Galley -> Worker.

BAL = pop 6. CHA = pop 4. PRO = pop 2.

Korea has entered the Middle Ages. I can buy
Monotheism from them if I want.


Turn 131 (70 A.D.)

I DECLARE WAR ON KOREA!​

DeclarationofWar.jpg



MILITARY ACTIONS


ALPHA FACTION

DEATH kills a Horseman! DEATH is promoted to ELITE. DEATH (3/5).

Worker Actions​

Grumpy + Sneezy = Mine in Mountains (6T). Bambi + Thumper = Clear Marsh (6T).
Snow White + Dopey = Mine (2T). Bashful + Happy = Road (1T).

We will learn Feudalism in 16 turns.



IBT

CAM, CON, and TRE are about to grow.




Turn 132 (90 A.D.)


MILITARY ACTIONS​


ALPHA FACTION

FAFHARD kills a Warrior. FAFHARD (2/4).
FAMINE attacks Manp’o, and is killed by a SPEARMAN!
DEATH kills the last SPEARMAN in Manp’o. DEATH (3/5).

WE HAVE CAPTURED MANP’O! (1 Resistor)


BETA FACTION​

FIRE 01, FIRE 02, and FIRE 03 each fire at Namp’o, but all miss the target.
ARAMIS kills the lone SPEARMAN defending Namp’o! ARAMIS is unscathed.

WE HAVE CAPTURED NAMP’O! (3 Resistors)


GAMMA FACTION​

FIRE 04, FIRE 05, and FIRE 07 each miss with their attack on P’yongyang.
FIRE 06 fires and damages a SPEARMAN!
BEATRIX KIDDO kills a SPEARMAN, and is unscathed.
CONAN kills a SPEARMAN. CONAN (2/4).
EL ZORRO kills the last SPEARMAN, and is promoted to ELITE! EL ZORRO (5/5).

WE HAVE CAPTURED P’YONGYANG! (5 Resistors)

And this is what I see:

PyongyangCaptured.jpg



That’s right, ladies and gentlemen, I have gained control of my first GREAT WONDER!

We also capture 3 Korean Workers.


Worker Actions​

Goofy + Pluto = Road (1T). Mickey + Minnie = Clear Marsh (6T).
Lilo + Stitch = Clear Marsh (6T). Huey + Dewey = Road (1T).
Bashful + Happy = Irrigation (2T).

We will learn Feudalism in 15 turns.



IBT

1 Resistor quelled in both P’yongyang and Namp’o.

Tikal (Maya) has completed The Colossus.

SAL = SWORDSMAN -> HORSEMAN

CAM = pop 4. TRE = pop 4.

MIA is about to grow.




Turn 133 (110 A.D.)


MILITARY ACTIONS​

ALPHA FACTION​

BEASTMASTER attacks a HORSEMAN, who promptly runs away.
WAR kills that same HORSEMAN. WAR (4/4).


Worker Actions​

The 3 captured Korean Workers = Road (2T). Ariel = Road (2T). Doc + Sleepy = Clear Marsh (6T).

We will learn Feudalism in 14 turns.



IBT

THE RESISTANCE IN MANP’O HAS ENDED!
THE RESISTANCE IN NAMP’O HAS ENDED!


2 Resistors quelled in P’yongyang.

A Korean HORSEMAN kills WAR!

ATC = Worker -> Worker.
CON = Worker -> SPEARMAN.

MIA = pop 2.

ATL and NYC are about to grow.




Turn 134 (130 A.D.)


MILITARY ACTIONS​

The new SWORDMAN = PERSEUS.

ALPHA FACTION​

DEATH kills a HORSEMAN. DEATH (1/5).


Worker Actions​

The 2 new Workers are named ‘Louie’ and ‘Launchpad McQuack’.

Huey + Dewey = Clear Marsh (6T). Snow White + Dopey = Road (1T).

A Settler founds MEMPHIS (MEM).

We will learn Feudalism in 13 turns.



IBT

Korea has requested an audience. Wang Kon wants peace. He refuses to give anything (read: tech) for peace. Just the peace treaty. I don’t think so, and the war continues.

THE RESISTANCE IN P’YONGYANG HAS ENDED!

BEATRIX KIDDO kills an attacking ARCHER. BEATRIX KIDDO (4/4).
PERSEUS kills an attacking ARCHER. PERSEUS (4/4).

CHA = Settler -> Settler.

ATL = pop 3. NYC = pop 7.

PRO is about to grow.




Turn 135 (150 A.D.)


MILITARY ACTIONS​

GAMMA FACTION​

FIRE 04, FIRE 05, and FIRE 06 each hit their target.
FIRE 07 misses.
EL ZORRO kills an ARCHER. El ZORRO (5/5).
CONAN kills the WARRIOR. CONAN (2/4).

PERSEUS foolishly tries to capture Pusan by himself, and is killed.

We will learn Feudalism in 12 turns.

I’m forgetting something major that happened this turn . . . oh yeah! I remember!

AN AMERICAN SCOUT HAS SET FOOT ON THE OTHER CONTINENT!



IBT

PESTILENCE kills an attacking ARCHER. PESTILENCE (4/4).

NYC = Settler -> HORSEMAN.

PRO = pop 3.

ATC and LYN are about to grow.




Turn 136 (170 A.D.)


MILITARY ACTIONS​

ALPHA FACTION​

BEASTMASTER kills a defending SPEARMAN in P’yongsong, and is unscathed.
ULYSSEUS attacks P’yongsong and dies!

GAMMA FACTION​

FIRE 04 and FIRE 05 hit an ARCHER.
EL ZORRO finishes the ARCHER off. EL ZORRO (4/5).


Worker Actions​

The Korean Workers help Cinderella = Road (1T).
Snow White + Dopey = Road (1T).
Lady + The Tramp = Clear Marsh (6T).
Louie helps Huey + Dewey = Clear Marsh (3T).
Bashful + Happy = Road (1T).

We will learn Feudalism in 11 turns.



IBT

ATC = Worker -> Settler.

LYN = pop 2.

CAM is about to grow.




Turn 137 (190 A.D.)

MILITARY ACTIONS​

ALPHA FACTION​

BEASTMASTER kills the last SPEARMAN GUARDING P’yongsong. BEASTMASTER (4/4).

WE HAVE CAPTURED P’YONGSONG! (3 Resistors)


Worker Actions​

The new Worker= ‘Darkwing Duck’.
Cruella = Road (6T).
Donald + Daisy = Road (1T).

We will learn Feudalism in 10 turns.



IBT

P’yongyang is renamed ‘Toronto’ (TOR).

TOR = Worker -> Worker.
BAL = Settler -> Wealth.

CAM = pop 5.

NYC is about to grow.




Turn 138 (210 A.D.)

No Military actions this turn.​


Worker Actions​

Launchpad = Road (2T).
Cinderella + A Korean Worker = Road (1T).
Grumpy + Sneezy = Road (1T).
Cruella = Irrigation (8T).
Snow White + Dopey = Road in Forest (2T).
Bashful + Happy = Road (1T).
Bambi + Thumper = Clear Marsh (6T).

We will learn Feudalism in 9 turns.



IBT

Medina (Arabia) has completed The Statue of Zeus.

NYC = pop 6.




Turn 139 (230 A.D.)


MILITARY ACTIONS​

BETA FACTION and GAMMA FACTION join together at the Spices like originally planned. Since ALPHA FACTION is basically babysitting P’yongsong, I’ll just ‘remove’ them from the Attack Force.

ARAMIS attacks an ARCHER, and dies!
ROBIN HOOD kills the ARCHER. ROBIN HOOD (3/4).
FIRE 01 and FIRE 02 hit an ARCHER in the Mountains.
FIRE 06 and FIRE 07 fire at Seoul, but miss.
ATHOS kills the ARCHER in the Mountains. ATHOS (3/4).
FIRE 04 fires at an ARCHER, but misses.
FIRE 05 fires at an ARCHER, and hits.
MOE kills an ARCHER, and is upgraded to Regular status.

As INIGO MONTOYA moves to attack Seoul, Seoul’s CATAPULT fires, and injures INIGO who then kills a SPEARMAN.

XENA, CONAN, and D’ARTAGNAN each attack Seoul, and die horribly.


Worker Actions​

Donald + Daisy = Clear Marsh (6T).
Grumpy + Sneezy = Irrigation (1T).
Doc + Sleepy = Road (1T).
Lilo + Stitch = Clear Marsh (6T).
Huey, Dewey, + Louie = Mine (2T).
Ariel = Road in Forest (4T).

A Settler founds MACON (MAC). A SPEARMAN is ordered.

We will learn Feudalism in 5 turns.



IBT

Namp’o is renamed CALGARY (CAL).

Maya has entered the Middle Ages.

CHA and MIA are about to grow.




Turn 140 (250 A.D.)

I negotiate with Korea for peace. Wang Kon is unwilling to give me anything but the Peace Treaty. I agree to Peace to give me time to build my Attack Force back up. The war ends with a whimper not a bang.

Worker Actions​

Grumpy + Sneezy = Mine (2T).
Snow White + Dopey = Mine (2T).
Doc + Sleepy = Irrigation (2T).
Mickey + Minnie = Clear Marsh (6T).
Bashful + Happy = Road in Mountain (3T).

We will learn Feudalism in 4 turns.



End of Set of Turns

250 A.D., 164 Gold (+7 per turn).


First American-Korean War Stats

We captured 4 Korean cities and 3 Korean Workers.
We lost no cities and no Workers.

Korea lost 8 ARCHERS, 8 SPEARMEN, 3 HORSEMEN, and 2 WARRIORS.

We lost 2 HORSEMEN (FAMINE and WAR), and 6 SWORDSMEN (ARAMIS, CONAN, D’ARTAGNAN, PERSEUS, ULYSSES, and XENA).


BODY COUNT SCORECARD

3 Kills: DEATH and EL ZORRO.
2 Kills: BEASTMASTER, BEATRIX KIDDO, and CONAN.
1 Kill: ARAMIS, ATHOS, FAFHARD, INIGO MONTOYA, MOE, PERSEUS, PESTILENCE, ROBIN HOOD, and WAR.


RANGE WEAPON ACCURACY

FIRE 01: 1 for 2, 50%
FIRE 02: 1 for 2, 50%
FIRE 03: 0 for 1, 0%
FIRE 04: 2 for 4, 50%
FIRE 05: 3 for 4, 75%
FIRE 06: 2 for 3, 66%
FIRE 07: 0 for 3, 0%

Total: 9 for 19, 47.3% Not bad for the horribly inaccurate CATAPULTS, don’t you think?


I think that the war went fine until the bloodbath on Turn 139. I probably should have taken Korea’s first peace offer on Turn 134. Attacking Seoul was like :wallbash: .


Here is my territory:

TDGPic015A.jpg




Here is Korea at 250 A.D.:

Korea250.jpg



Here is the save game:

View attachment Lincoln of the Americans, 250 AD.SAV


As always, your advice, suggestions, and comments are greatly appreciated. :worship:
 
woohoo!! Successful war!! Seoul didn't work, which is disappointing, but you were aggressive, and that is always a good idea. Not getting anything in a peace treaty is ok - it means that you can declare war again without messing up your rep.

I have some suggestions, based on the save, that I'll give later. But that was successful war!! Now, the question is, do you go after korea again, or the mayans...
 
A couple of other things:

Your infrastructure in your core cities is lacking. They need markets and libraries - with markets, you will be able to take those cities off of wealth.

you have a bunch of citizens as entertainers - you should up the happiness slider so those guys are set to working - that will help the economy, too, as well as helping with production. Worst case, they should be taxmen, but I'm not sure that your groundrules allow you to change them manually or not.

To the southwest, you have a 3 luxes you don't have - furs, gems and spices. You might not be able to get to the furs before the mayans,but you should be able to get to at least some of the gems.

and, again - I think attacking seoul was ok. It just didn't work.

Not sure why you are clearing so much marsh that isn't even in your cultural boundarie. Those guys might be better off connecting your new conquests to your empire!
 
Hurray! You beat up on someone. And don't call it a wimper, call it a strategic cease-fire.

Your attack on Seoul was NOT a mistake! Just because it didn't work doesn't mean it was a bad idea. There are some things you can do to cut down on RNG, but it rules the game with an iron fist. Now do you see what I mean about sending them to their deaths? I wasn't kidding, even successful attacks have causulties. I didn't study the exact composition of your strike force hitting Seoul, but I recomend replacing the hitters(swordsmen) and going again when the treaty expires. Not sure about the rep hit if you redeclare before 20 turns.

Here is something to keep in mind. You're close to Feudalism which will give you better attacking midieval infantry to repace your swordsmen, and my guess is someone else has feudalism too(notice how you went from 9 turns left to 5, that usually happens when someone else discovers the tech and it gets "cheaper"). Korea may or may not know feudalism, but it is irrelevant because they have NO IRON. Your MI vs their spearmen (with bronze spearheads) will have a harder time turning you back, although I've gone through many a time I get my first few brand new MIs and a spearman kills one, only to die by one of my old swordsmen following up. RNG. Basically, you are in a good position to win this, hands down. Just try to "bulk up" your troops before you attack, and do it all in ONE turn. Never, ever, ever use one here and one there. Line em up and smack'em all at once before they can heal in between. I think you see what I mean.


On another topic, sorry about the guys I named after you. Wow. bad luck. Really. I wasn't doing it intentionally, just when I use and elite unit to attack to get another leader, it sometimes leaves them exposed to counterattack. If I name another one after you I promise to send him back to the capital and use him as an honor guard, away from all combat. Yeah, then someone would probably nuke my capital. D'oh.

edit: I forgot, I do have one complaint. Man, do not make wealth in your capital! This is wasteful in the extreme! And this is the place with your barracks. You should be starting a swordsman ready to turn into a MI as soon as you discover feud. Or a marketplace would be a good idea, too. Something. Wealth is very wasteful, but especially in the ancient age before the discovery of economics. Maybe in a far out corrupt place like Jamestown, but not the core cities and Never the captial.
 
Originally posted by Automated Teller:

I have some suggestions, based on the save, that I'll give later. But that was successful war!! Now, the question is, do you go after korea again, or the mayans...

As Maya is on the other side of the continent, I'll finish Korea off first hopefully.


Your infrastructure in your core cities is lacking. They need markets and libraries - with markets, you will be able to take those cities off of wealth.

That should help immensely. :goodjob:


you have a bunch of citizens as entertainers - you should up the happiness slider so those guys are set to working - that will help the economy, too, as well as helping with production. Worst case, they should be taxmen, but I'm not sure that your groundrules allow you to change them manually or not.

(checking the house rules) There's nothing in the house rules about entertainers, scientists, or taxmen.


To the southwest, you have a 3 luxes you don't have - furs, gems and spices. You might not be able to get to the furs before the mayans,but you should be able to get to at least some of the gems.

I will try to get there.


Not sure why you are clearing so much marsh that isn't even in your cultural boundarie. Those guys might be better off connecting your new conquests to your empire!

I'm clearing the marsh to build more cities.


Originally posted by Marsden:

Never, ever, ever use one here and one there. Line em up and smack'em all at once before they can heal in between. I think you see what I mean.

Yup, now I do.


On another topic, sorry about the guys I named after you. Wow. bad luck. Really. I wasn't doing it intentionally, just when I use and elite unit to attack to get another leader, it sometimes leaves them exposed to counterattack. If I name another one after you I promise to send him back to the capital and use him as an honor guard, away from all combat. Yeah, then someone would probably nuke my capital. D'oh.

I can't wait to see that. :evil:


edit: I forgot, I do have one complaint. Man, do not make wealth in your capital! This is wasteful in the extreme! And this is the place with your barracks. You should be starting a swordsman ready to turn into a MI as soon as you discover feud. Or a marketplace would be a good idea, too. Something. Wealth is very wasteful, but especially in the ancient age before the discovery of economics. Maybe in a far out corrupt place like Jamestown, but not the core cities and Never the captial.

I'll do some Micro-management before turn 141. Hopefully, I can get all of my cities off 'WEALTH'.


Thanks for the comments and suggestion, folks. I will once again play the next set of turns on Tuesday. I've got to get to work. See ya!
 
Are you going to invite the Mayans to the next little tea party?
 
taxmen are a much better way to handle a deficit than building wealth in core cities. Using taxmen in the core is not so great, but ok in a crunch, but in further flung cities it can really help, especially before you get courthouses built.

I highly recommend

A) setting all specialists to work tiles
B) move the lux slider until all your core cities won't riot - probably 20-30%
C) go through your non-core cities and if you have ones that are going to riot, set citizens to taxmen.
D) If you *still* are running to high a deficit, then setting outlying towns to wealth is ok.
 
Originally posted by Automated Teller:

I believe you have a fairly decent gold surplus - it may be worthwhile to run a deficit for a few turns until you get some markets up.

Maybe, but 164 Gold won't last too long.



Originally posted by Marsden:

Are you going to invite the Mayans to the next little tea party?

I really don't know if I can. During the first American-Korean War, I noticed a few Mayan units walking free as a bird through Korean territory. Korea and Maya may have an R.O.P. agreement.



Originally posted by AutomatedTeller:
taxmen are a much better way to handle a deficit than building wealth in core cities. Using taxmen in the core is not so great, but ok in a crunch, but in further flung cities it can really help, especially before you get courthouses built.

I highly recommend

A) setting all specialists to work tiles
B) move the lux slider until all your core cities won't riot - probably 20-30%
C) go through your non-core cities and if you have ones that are going to riot, set citizens to taxmen.
D) If you *still* are running to high a deficit, then setting outlying towns to wealth is ok.

I have written those 4 suggestions down, and will implement them before Turn 141.

It's time to play the next set of turns. Gonna turn some Metallica on, and get started.

Later! (And thanks for the advice. :worship: )



Edit:

I BALANCED THE BUDGET!


You read that right, sports fans! Utilizing AutomatedTeller's excellent suggestions :goodjob: , I'm no longer losing Gold faster than my sanity :crazyeye:.


Firstly, I put ALL citizens to work. No Entertainers, Scientists, or Taxmen.
Secondly, I took ALL cities off WEALTH.

This caused a Budget Deficit of -29 PER TURN. I'd be bankrupt in 6 turns. I'd best fix this.​


Firstly, I adjusted the sliders. Now it's 50% TAX, 20% SCI, and 30% LUX.

This caused the Deficit to climb (or is it fall?) to -17 PER TURN. Not bad.​


Secondly, the following changes were made in the cities:

In RCH, I made 2 Taxmen, and set Production to WEALTH. This caused the Deficit to fall (or climb) from -17 GPT to -14 GPT.

In TRE, I made 2 Taxmen, and set production to WEALTH. This caused the Deficit to fall (or climb) from -14 GPT to -11 GPT.

In CAM, I made 2 Taxmen, and set production to WEALTH. This caused the Deficit to fall (or climb) from -11 GPT to -8 GPT.

In PRO, I made 1 Taxmen, and set production to WEALTH. This caused the Deficit to fall (or climb) from -8 GPT to -6 GPT.

In BAL, I made 1 Taxmen, and set production to WEALTH. This caused the Deficit to fall (or climb) from -6 GPT to -3 GPT.

In ATL, I made 1 Taxmen, and set production to WEALTH. This caused the Deficit to fall (or climb) from -3 GPT to 0 GPT.

In JAM, I changed production to WEALTH. This caused the Deficit to climb from 0 GPT to +1 GPT.​


It's so nice to make money for a change (at least, until I create another Unit). The Corruption cost and the Unit cost are quite prohibitive, to say the least. Almost 200 GPT! :eek: 102 for Corruption, and 92 for Units. Maybe I should have switched to Monarchy instead of The Republic.

NOW I'm ready to start Turn 141. :D

Later! Oh, and AutomatedTeller? Thanks for the suggestions! You get a round of applause! :clap: :clap: :clap: :clap:


Edit #2:

The next 10 turns are done. All I need to do is write (type) the Journal Entry, upload the pics, and I'll be ready to post it. Hopefully, by tomorrow night, you'll be able to read it.

There are Korean military Units buzzing around my borders like bees, and Maya has sent a Javelin Thrower near my SW border.
 
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