To all: I apologize for the length of this post - I simply got to rambling...
Originally posted by tmarze
I will have to set this out I will try to learn by reading what you all do. If you all dont mind if I ask a lot of questions durring this. <snip>
That's what we're
all here for man! The questions I ask may be different from yours, but we're all in this to get better at the game. Here's your best question:
How do you turn a city that is on a floodplain into something useful...
That's one a
lot of players are working on - including me.
I have a G.E.D only <snip>
You can read - and that counts. If you can read then you can learn through this forum. The abbreviations and other stuff will come. Some of us have been on this site a while, and that's why we're a bit ahead on the acronyms.
and all of these numbers and abbrevations throws me off...
Okay - from this part of your post I can tell you're still learning some of the basics of the game (which is cool - this is a complicated game - so even the basic stuff is complicated at first).
Terrain basics - any tile on the map will produce something if a citizen is "placed" on it. (Food, shields, gold, perhaps some of all 3). If you hover your mouse pointer over a city, you'll see a menu; click "zoom to city". You'll see the "city view" with the city's center in the middle. You'll see some food, shields, and gold in the city center - those are being produced by the city itself. Each city will have at least one citizen. Among the tiles surrounding the city, you'll see some more symbols of food/sheilds/gold. That's a tile being worked by a citizen. If you click on that symbol, the citizen will change to an "entertainer". (We'll discuss these later...). Click on a square in the city's radius, and the citizen becomes a "worker" again, and produces some combination of food, shields, and gold.
Take a game you've got saved an open up one of your cities, and play with moving the citizens around. You'll see that different squares produce different combinations of f/s/g.
I'm not going to try and duplicate information that's written elsewhere, but I will discuss two basic terrain types:
Grassland and Plains. A basic grassland square will produce 2 food. If it's near a river, you get 1 gold. Put a road on it, and you get another gold. Mine it, and you get a shield. A basic Plains square will get you 1 food, and 1 shield. Irrigate it, and you get 2 food. Same river/road rules apply for gold.
This improvement tactic for these 2 terrain types works well through Regent level, and are the basis of the mantra
"Mine Green, Irrigate Brown". These terrain types can be mined
or irrigated. Mining green and irrigating brown (and adding roads) makes these squares produce some food, some shields, and some gold, from all squares improved this way. (Bonus Grassland works like grassland, only you get an extra shield). With most other terrain types you don't get the choice of mining or irrigating. You can't irrigate a hill or mine a floodplain...(corrected...)
numbers and units
Every unit has a string of numbers. Setting "bombard" units aside, you'll have 3 numbers: Attack, Defend, Move. In the ancient age, the move number will be between 1 and 2 for land units. More on "fast" units in a minute.
Let's take 2 basic units: The archer (2/1/1) and the spearman (1/2/1). The archer is an offensive unit while the spearman is a defensive one. If an archer and a spearman meet in open terrain, and the archer attacks, each would win about half the time. (The archer's attack power equals the spearman's defensive power.) The problem is - these two units almost never meet on open terrain. Combat nearly always favors the defender. If the defender is "fortified", he gets a bonus. Fortified in a city, more bonus. High ground (hill, mountain) another bonus. Forest, jungle, also a defensive bonus. If the attacker is attacking from across a river.... you guessed it - a bonus for the defender.
Sooo... if you send an archer across a river to attack a spearman, fortified in a city that was built on a hill... you better have some more archers!
Now - fast units. Our archer can move 1 tile on unimproved terrain, 3 tiles if they've got roads (unless you cross a river, which end his move...until you've got Engineering... did I mention this is a complicated game?) On unimproved,
open ground, our horseman can move 2 squares. That's kinda nice. Better, in an attack, our horseman can
retreat if he's losing a battle, and live to fight another day. Unfortunately, he won't retreat if he's fighting another fast unit. If he's attacking and the defender is down to one hit point, he won't retreat. Sometimes, he simply won't retreat at all... for no apparrent reason.... BUT - on average, if you attack a city with 10 archers, at the end of the attack you'll either have the city and 1 or more archers, or you won't have any archers at all. With 10 horsemen, you'll generally have
something after the attack...even if it's a handful of redlined horsemen...
Here's my advice to you: Download the game. Play your 10 turns. If you hose 'em up completely, it's cool. It's only 10 turns, and it's only a game! Seriously, play your 10 turns and compare your moves to the 10 turns made by us (your classmates) and
"the destructors" (who will be "taking us all to school") and we'll all learn.