GK1- The Wrath of Khan!!

Yep 10 turns. Good luck with the goody huts.
 
Thanks for the solid start Mighty Khan and Noble Bugsy.

2590 - Preflight:
Berlin grows in 1. IW in 11.
44g +3gpt
Citizens content.

1) 2550
Liz's warriors approach from W.
Move worker SW to hook up incense hill.
Move W Warrior north. Move N Warrior north towards coast.

2) 2510
Worker starts road in forest towards incense.
W Warrior moves NW.
N Warrior move N.
Two more of Liz's troops approach from west.
Warrior finishes start spear.
With two MP at berlin move lux back to zero

3) 2470
Liz loses one warrior. Has stack of 3 at Berlin (2 conscripts, 1 regular)
Scouting warriors continue north from respective places.
Lux back to ten to cover possible loss of warrior in next attack.

4) 2430
Liz attacks twice. Loses one wins one.
W Warrior turns west.
N Warrior scontinues north.
Liz's 1/2 strength warrior turns back to neutral territory. Conscript fortifies.
Growth in 1 lux stays at 10%

5) 2390
W Warrior moves W
N Warrior continues north
Worker builds road
Liz's conscript builds fortified camp on unused tile
Spear pops, fortify, start bow
Growth in 1
Lux at 10%

6) 2350
W Warrior moves west
N Warrrior moves NE along coast.
Worker builds road
Liz's conscript washes underwear.

7)2310
W Warrior moves west
N Warrior moves east.

8) 2270
Liz moves vet towrads Berlin
Archer pops, fortified, start spear.
Move citizen to roaded forest. Increase spt to ten and gpt to 3.
Lux stays at 10%
W Warrior move NW, spots barb on hill.
North Warrior moves south

9) 2230
Liz attacks. loses vet warrior
W Warrior moves N
N warrior moves south
Worker starts road on incense hill
Lux at 10%
Bow takes out last warrior.
Change spear to warrior.

10) Start spear tpwards western city location
Fortify archer.
Move N Warrior south
W warior has barb to SE and Liz warrior to west. Move N, let 'em chase me.

Sit rep-
IW due in 1
71 gold-2gpt-10spt
1 happy 4 content 1 unhappy
Lux at 10%
Warrior due in 1
Worker will finish incense road in 5
Growth in 4

Could some kind soul pull screen shot? The monastery's manuscript illuminator's are on strike for higher pay and better working conditions. Can you imagine, they want more and bigger candles! The nerve! Let 'em work in the dark

I hope this leads you all to the save.

http://www.civfanatics.net/uploads5/GK1_2190BC

Bede, the humble monk, working in the dark.
 
Don't know why that isn't letting me load it. Here's the Save. Don't know whats up with that, it's loaded in the uploads folder just fine.

Good set of turns. I would post a screenie but I'm as in the dark as you. I'll send you a couple candles if I can spare the gold.;)
 
Originally posted by Bede

3) 2470
Liz loses one warrior. Has stack of 3 at Berlin (2 conscripts, 1 regular)
Scouting warriors continue north from respective places.
Lux back to ten to cover possible loss of warrior in next attack.

Oops! You don't need to be pro-active with unhappiness! I think that is a CIV I & II thingy! It's not a big deal, but we should be careful with these unneeded actions. I expect this game to be tough!

On our troop building: A few spears and one (or maybe, very maybe, two) archer is fine, but we should make a choice between either horsies, or swords, I think.

Since we will have iron in Gorm's first turn, swords seem logical. My usual tactic is to build 20 warriors and upgrade them in one turn to swords. We do not need to hook up the iron immediatly.

On the city placement: I really can't tell yet.... It is very important! A bit moreland recovery would be nice!
 
I would vote for swords for the following reasons.

1) Iron is revealed in my next turn.
2) We have no UU in Chivalry so the advantage of knights is not as distinct.
3) The cost of upgrading to swords is 40 while upgrade from horse to knights is in the range of 80!! (Not sure the actual cost, I only know upgrade from horse to rider is 80).
4) We have lots of jungles and hills in the west and south and that's the direction Lizzy is on. Advantage of mobility of horsemen are lost.

I think a screenshot at this point is worth a thousand words. "Hint, hint."
 
Actually, in this specific instance, you DO have to be pro-active with happiness. After the human's main turn, the AI takes its main turn. If it kills one of your MP units during its turn, you will not have an opportunity to deal with the happiness loss before the city riots (unless it's a later city and you can use scroll-ahead). It's rare that one needs to be pro-active in Civ3 about happiness (YAY!), but it does happen. Spending one or two gold as insurance in this case is a very wise move.

Arathorn
 
Originally posted by Arathorn
Actually, in this specific instance, you DO have to be pro-active with happiness. After the human's main turn, the AI takes its main turn. If it kills one of your MP units during its turn, you will not have an opportunity to deal with the happiness loss before the city riots (unless it's a later city and you can use scroll-ahead). It's rare that one needs to be pro-active in Civ3 about happiness (YAY!), but it does happen. Spending one or two gold as insurance in this case is a very wise move.

Arathorn

Yes, it does happen, but I am pretty sure not in this case.

If the city was unhappy, but not rioting in the turn before, a pro-active move is very wise. But in this example, this wasn't he case, I think.
 
You'd be wrong, but you're welcome to believe that. Loss of MPP is one of the ways that happiness can change after a player's main turn and before production. Since check for rioting is the first thing done in the "city production" phase, you're SOL.

Arathorn
 
GK1_-_2190_BC_-_West_Map.jpg

GK1_-_2190_BC_-_East_Map.jpg


BTW - I think Arathorn is correct. If you have two MPs and a balanced city happiness-wise. Then lose one of your MPs due to an AI attack, at the start of your turn the computer will detect an unhappy city because you now only have one MP => riot.
 
Can someone explain the logic of letting Berlin grow so big? We have MP issues to tackle + we are really losing out on production and $$$. It has been 40turns without a settler.

Based on what I see from the screenshots,

I will vote to settle NW of the Northern cattle 1st.

My reasons
(1) it's away from Lizzy.
(2) it has a cattle in the immediate vicinity.
(3) it is only 1 square away from road connection with Berlin.
(4) most of the squares are plains, which require 2 turns for irrigation as opposed to 3 turns for mining. Therefore, I think this is the fastest city to grow to decent production state.


I think we have delayed city production for way too long (my opinion). I am probably going to quick build 2 settlers in a row to make up for losses. Lizzy war is pretty much out for a while due to the huge jungle between us (I am assuming Lizzy is in the south). I think it is better to start building a production base. The merit of having a big city as a settler factory is really lose in view that we only need 4 cities. It's better to have more cities to start growing and start productions. My 2cents.
 
Originally posted by Arathorn
You'd be wrong, but you're welcome to believe that. Loss of MPP is one of the ways that happiness can change after a player's main turn and before production. Since check for rioting is the first thing done in the "city production" phase, you're SOL.

Arathorn

I am doubting now!

I dont' think I have ever let it happen then! Will check!
 
I was thinking that we might build our northern city one tile west of the wheat. That would grab the wheat, the fish, four hills and a BG. It could have some serious production. The long term gains in shield production would out weigh the short term improvement gains.

Edit - And I think Berlin is at the right size to finally start pumping our four settlers. We can probably get four or five turns per settler. Grow to six, drop to 4 or 5 depending on where the food box is. We're in good shape in Berlin. Plus we're at war. We've needed the military units.
 
Sounds good Gorm, settling NE of the cattle. I think N could be better, as we will cover more land tiles. But once again, we need to explore more!
 
@ Bugsy

I agree with your choice of location, but we are really running behind in production, and I would like a quick start city soon. The other comment I have on that spot is no sea access and is abit far from our capital. Strategically, we will be at a disadvantage. What about SW of wheat instead of W?

Edit - We have no bonus squares. There is no way we can get 4 or 5 turn settlers. Looks like a 10 turn settler cycle to me. (we produce 2 extra food a turn, with granary, we need 20food to grow 2 citizens). Therefore, having a large population doesn't help since the growth still needs to catch up with production.

@Stapel

Actually after a 2nd look, I was wondering about N of cattle myself. It gets 1 more hill, retains sea access and more land. I think it would be a good choice as well.
 
Our lack of exploration is my fault. I diverted our warrior in the NE to check out the lay of the land to the north. I felt that knowledge of the local terrain was more important than far away exploration to the east of Paris. We lost about eight turns of exploration because of that move. I still think it was a good idea, since we are now discussing where to place our northern city.
 
gorm, I think a good quick start location would be the cyan dot location due east of Berlin. It has some plains for easy irrigation, it is away from Liz, our worker has a road completed part of the way there, and it is on a river for more commerce.

I agree with your site one north of the cow. It would only have three sea tiles, would grab a gold mountain, and would have some good shield production. Plus we could use it to build some workers which we will need a few more of soon. Once we get some slaves we could merge the workers back into our cities.
 
I think we have pretty good exploration, I wouldn't settle any where further than what we can see now. I think what makes or breaks our choices is where the resources (horse and iron) lies.
 
Well, we'll know about iron as soon as you hit enter.

What should we research next? Should we count on the AI researching the wheel and go for math, or should we go for the wheel at a pretty quick pace and find out where the horses are?

I'd say go for Math.
 
I say go for Maths, the lose in horses is not so drastic if we have cats and our cities are close by. Furthermore, we are plagued with jungles and hills so horseman are pretty useless.

In a related topic on exploration, I personally think the recon is sufficient and am toying with the idea of using the forward scouts to look for other AIs. If anyone has any objection to that, let me know where you want more recon and I will do so b4 hunting for the rest of the gang.
 
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