GOTM 18 First Spoiler

This game capitol and other cities can grow fast and big because of plenty food bonus. When you research monarchy (not very difficult) you can get wine luxery and can make capitol as big as you want. Not really need Pyramids for that.
As I wrote (see end of my summary, first post to this thread), I found happiness very much the chokepoint on my city growth, I had tons of health resources plus of course Genghis' +3 health bonus, and the fact he can build granaries and harbors at half price. I found unhappiness an issue even though I did get Pyramids, and went immediately to Representation for the +2 happiness bonus. I certainly could not make the capital "as big as I wanted" in the early game, even with frequent whipping holding pop growth back !!! Not sure I understand why you didn't have same or even more intense experience of happiness being an issue ...
 
I found unhappiness an issue even though I did get Pyramids, and went immediately to Representation for the +2 happiness bonus. I certainly could not make the capital "as big as I wanted" in the early game, even with frequent whipping holding pop growth back !!! Not sure I understand why you didn't have same or even more intense experience of happiness being an issue ...

I think the point was to use hereditary rule [as well as wine] for +x happy with lots and lots of archers defending your capitol. God knows I spammed about 6 defenders into my capitol as soon as I got monarchy for the happy happy and cottaged every tile I could to grow my capitol and have more research through cottages than I could with specialists.
 
The way I saw the health bonus/health resource combo was:
(1) Hereditary Rule = Extremely useful now, since the health cap is essentially removed.
(2) Cottage and chop like mad since I don't have to worry about keeping those forests around for late-game health.

So I kept Hereditary Rule, planning to skip Representation entirely -- the Representation +:) is only really "perfect" when the health cap is only slightly above the happy cap. That's how I thought about it in the early game, anyway. I skipped the pyramids because of this.

Another way to say it: The only limit on the awesomeness of Hereditary Rule is the health cap -- so if your cities are swimming in health, HR is swimming in awesomeness. :lol:
 
Very interesting :)

Actually "geld" is the dutch word for money, and land in dutch is land in english (though not pronounced the same way). So it looks like land of money.

But to my knowledge Gelderland was the land of the duke of Gelre, so Gelreland which became gelderland. The dukes of Gelre were quite powerful at the end of the MA. But in the 15th and 16th century their power declined and the rich merchants from Holland, Zeeland and Vlaanderen became dominant.

I don't know about those yellow mountains.


I keep telling people that CIV is educational !! :D
 
I’m still a ‘noob’ and this is my second GOTM [contender class].

I started by settling one square SE in 396o B.C. I took a little different approach perhaps, by researching fishing first, emphasizing coins for beakers until I had finished while building on a worker. I then changed to Animal Husb while I built the workboat. This allowed me to grow to size 2 while building a workboat instead of a warrior. I think I then alternated warrior/worker to finish the first worker and grow to size 3.

Decisions, decisions … the Keshik question was finally resolved by a campfire vote of my military leaders that the HBRiding path would require just too many early research beakers. So, I went Mining>BW>Pottery>Writing>Alpha. I had second thoughts when my ‘what to my wandering’ Scout’s eyes did appear?, but more cows, copper and eight tiny reindeer … oh wait, those are horses … and they weren’t there a few moments ago when my scout was through … (finished AH research in 3280 BC).

Like my post last month, I have a few questions along the way that I hope someone will help me with about the game this month [thanks again to Mighty Dwaarf for your help with my April GOTM questions].

Firstly, did it make sense to start with fishing to build a workboat while I grew? [I think Ronnie1 did something like this above in his post].

Second question concerns early {and later} fogbusting. How much was too much on this map? As I came to realize on this continent, there would be times I would feel lonely… and if it weren’t for my enemies the Barbs, I might go days without human contact. One thing I did early-on in the SE of the map from my capital and south of the stone site, was to manually move my scout between two peaks which allowed him to “see” quite a few squares over a two move period. Question #3 is does this manual movement actually reduce barb fog or am I kidding myself and wasting time? It seemed to work here until I whisked my scout away on a Galley for world exploration.

I had finished BW around 2680 and had several good sites picked out. My real contenders were the horses, Cows and now copper, or the gold that appeared to the West. I decided to go west and founded Beshbalik circa 2o8o on the forest sq S of {two!} gold hills, which come to find out gave us two seafood resources as well! It would help my economy earlier. I revolted to Slavery ca. 224o.

That made founding my third city, Turfan, 1NE of the copper my next objective achieved circa 1500 (i.e., also 1SW of horses, 1NW of cows). Now with city maintenance AND unit supply away cost, I re-evaluated my fogbusting warriors around and still don’t know if it is cost effective to have them out there. The experience that they gain would be useless to my empire unless I paid to upgrade them later, and for a long time I would just be happy to have them as “portable happiness warriors” once I revolted to Monarchy (not achieved until 150 AD). Aside: Several mentioned losing scouts. Maybe I was just lucky, or maybe… I have a method I have used with Scouts which I haven’t seen mentioned anywhere. I simply try to move them one square on clear terrain, look for Barbs, and either stop in their tracks-“wasting” their second move factor, if not sure, or back up even, if there are barbs. Since they can outrun most barbs (not panthers, maybe), this makes them {at least} equivalent to Warriors in speed of exploration, and they can often move two squares safely. Wouldn’t work in the jungle to the north or woods all the time, but sometimes there is a ‘clearing’ or ‘meadow’ allowing some leeway. Except, even with Warriors, and the woodsman II promotion allowing surplus woods/jungle movement factor, this can also work sometimes. Take my chances very early, then slow down. Panthers are the worst coming out of nowhere with the two square movement. As another aside, I sometimes team a Scout with a warrior and explore similarly. But, when I actually stack them, it seems that the Barbs start sending out pairs too? Luckily not in this game. The Barbs are like the Borg in Star Trek, they adapt quickly. Borg and Barb, both starting with a “B”, both having the third letter “r”, coincidence? I think not !

After Alpha for trading ( I still hadn’t met any neighbors) I researched MC for those forges (happy faces are here again!). I think it was circa 725 BC before I actually knew for certain Washington was on my continent (or anyone) and that I wouldn’t be expanding here indefinitely … into the void. I planned my first attack on America and found Philadelphia first. It looked like a good place to raze … er, ahh, I meant “raise” the kids. As a noob I almost forgot to check resources around Philly, but did, and found it had Iron, so I changed the plan along the route and kept it. I got a cease fire (Wash poss hadn’t met anyone else, and at any rate wouldn’t give me anything for a peace treaty. Question #4: I think it is correct that AI civs will not trade with you until they have met at least one other civ; I assume that would also apply to peace treaty negotiations – that they could not give you a tech for peace? )

Ca. 275BC my scout scouted … {deleted reference to something that happened in ‘a far away land’} Question #5: Is it wrong to trade with the first civ you can – I had no idea of the lay-of-the-land diplomatically, and would later find out he was, of course, someone’s worst enemy – hey, aren’t we all? I figured by way of rationalization (and since I had been deprived of social company all game) that if I waited, s/he might research them himself and deprive me of the opportunity. S/He nor Wash neither had alphabet at that time.

I hit half a million population for the Mongols about 225 BC., and captured Philly ca. 150 BC. Learning he already had horse archers was a blow; I did make accidental use of a technique I have seen quoted in threads somewhere. I captured a worker, and accidentally moved him to the wrong square. The horse archer came bolting out of Philly to capture him right back, which allowed my attack to succeed that turn! I remembered the thread, and when I captured the worker back in Philly, I sac’d him again, leaving him exposed out from Philly to decoy that horse archer one turn, since otherwise, it would have been very easy for Wash to counterattack and take Philly right back the following turn. Either way, whether that second worker sac was necessary or not, it allowed me to consolidate Philly’s defenses that move, and wait for a cease fire. Thought you might like those tactics …

I tried to “chop” out almost all barracks and granaries, saving forests for said cause. It just seems that I was getting ‘double’ for my chops on the unique buildings for Genghis, isn’t that correct?

My armament in the first war was was primarily axemen with a variety of promotions along with a 3rd level Spearman with two medic promotions after the initial combat I (one from barracks and one from battle). I also threw in a chariot or two. Now, for my next performance, I started adding to my Spearmen (for the HArcher’s), and would hook-up iron for Swordsmen (as well as much-needed jungle clearing). And I finished researching Construction for those wonderful Catapults (too late for first war but I’d have a bevy of them in my arsenal next time around).

Now I would begin on Monarchy research. Question # 6: When you get that early unhappiness in oldest cities, before forges and Monarchy for HR, say …, and there’s no good way to deploy workers to limit growth, does anyone recommend turning off growth via “avoid growth” button? As a noob, I didn’t realize that unhappy citizens didn’t just hang out on the corner and cause no problems; they also eat food resources resulting in things like… well, ah.. gulp… starvation and such.

I met more neighbors in about 125 AD {deleted reference to something that happened ‘in a far away land’ } and traded my new friend, to get Poly & Cal, in exchange for Priesthd & Med, I think my notes say …

Scientists… GP’s … Question # 7: when did the rest of you start dedicating (or when should we) a scientist in your cities? I built no wonders … I didn’t found my stone city until late, and it is going after ‘low-hanging fruit’ of the “Hanging Gardens” – pun intended … so I haven’t generated ANY GP yet by 500AD. If you have a cottage that isn’t being worked, do you forego at some early point working the cottage and put a scientist to work, or do you try to build population to work max available ‘good’ tiles first?

Last ah, that’s next-to-last question, #8: As I prepare for war with Wash again, I am looking for things about war efforts and in particular, War Weariness (how many turns does it take it to dissipate between cease fire/peace treaty and the next war? Or does it just pick up wherever you left off – e.g., it wasn’t a problem in the first war, but …. I have seen it in other games become quite troublesome), and that foolhardy notion of some conquered peoples [“Don’t they know when they’ve been conquered” from Gladiator] of “We yearn to join the mother-home-world-land”. Question #7: I assume the way to deal with that “yearnest-ness” will be to add culture generating buildings, or religion, etc. Is that what eliminates that yearning, or is it automatic with the passing of time, or do you just have to pick out a couple of rebel-rousing malcontents and execute them to get the populace’s attention? [after the proper trial and judicial proceedings, of course … via coverage by CNN, et. al. ]

I have trailed in score and demographics ever since such data has been available. Narrowed the edge some, but still trailing.

Well, I got started on time, nearly, this month, and am looking forward to finding time to finish this GOTM before too long. Last month, the month almost ended for me before the GOTM ended, because I started so late.

Thanks in advance to anyone answering my ‘noob’ questions and I enjoyed everyone’s post immensely as my learning curve is still enormous.

Best to all,
Adama, Military Leader of the last remnant of the Human Race
 
I really loved this map. Kudos to whoever made it by giving us some tough choices early on. I went for the "military resource" city as #2 and the "stone" city as #3, with the two "money" cities coming after my war(s) with Washington (I wanted early production not money? I'm not sure whether I was smart though). It looks like everyone took different paths.
Firstly, did it make sense to start with fishing to build a workboat while I grew?
I did that too.
Is it wrong to trade with the first civ you can
I did that too -- I find that the "you traded with our worst enemies" goes away pretty quickly, so I don't worry about it until I know more civs and then pick a side. But I'm hardly an expert!

I look forward to more "expert" answers to your other questions. As for the War Weariness ones, this article talks about it in detail. It looks to me like once the war is over, War Weariness goes down every turn and a little more during peace. The formula listed isn't too complex, but it is hard to distill into a "bullet point." An example...

If your size 10 city has 2 sad faces, then you must have 40 "WW". That goes down by 1 every turn, and multiplied by 99% every peace turn rounded down. With low levels of WW, this really means it goes down by 2 every peace turn -- so you need 20 turns of peace for it to be totally gone.
 
I made Goldfinger my second city and Iron Horse my third city. Stone land was about my 10th city because I was so paranoid about expanding towards the enemy rather than away.
 
Firstly, did it make sense to start with fishing to build a workboat while I grew? [I think Ronnie1 did something like this above in his post].
Now I would begin on Monarchy research. Question # 6: When you get that early unhappiness in oldest cities, before forges and Monarchy for HR, say …, and there’s no good way to deploy workers to limit growth, does anyone recommend turning off growth via “avoid growth” button? As a noob, I didn’t realize that unhappy citizens didn’t just hang out on the corner and cause no problems; they also eat food resources resulting in things like… well, ah.. gulp… starvation and such.
I like the WB early for the Food and the Coin, and it also helps solve the starvation issue later. I need fast regrowth to recover from the whipping I put on my cities. On an Epic speed game I try to pop rush something every 15 turns if I'm at the happy cap and can recover before I hit it again.
Second question concerns early {and later} fogbusting. How much was too much on this map? As I came to realize on this continent, there would be times I would feel lonely… and if it weren’t for my enemies the Barbs, I might go days without human contact. One thing I did early-on in the SE of the map from my capital and south of the stone site, was to manually move my scout between two peaks which allowed him to “see” quite a few squares over a two move period. Question #3 is does this manual movement actually reduce barb fog or am I kidding myself and wasting time? It seemed to work here until I whisked my scout away on a Galley for world exploration.
I figured barbs could be a problem on this map with all of the jungle, so I prioritized fogbusting pretty high. I researched Archery very early for this reason. On Q#3, Barbs spawn based on the number of non-busted squares per turn, so I don't think moving the scout clears any more tiles, but it might give a heads up sooner if one were to appear.
Scientists… GP’s … Question # 7: when did the rest of you start dedicating (or when should we) a scientist in your cities? I built no wonders … I didn’t found my stone city until late, and it is going after ‘low-hanging fruit’ of the “Hanging Gardens” – pun intended … so I haven’t generated ANY GP yet by 500AD. If you have a cottage that isn’t being worked, do you forego at some early point working the cottage and put a scientist to work, or do you try to build population to work max available ‘good’ tiles first?
I try to start working some Scientists early, as soon as I have a city with excess food that can continue to grow (and/or recover from the whip) while supporting them.

You were wise in getting your water explorer out early, it was the single biggest mistake I made in my game even though I've vowed in the past to always get something out early. I did not meet any of the others till post 500AD.
 
Some really weak notes .. playing a pretty poor game here.
Cities:
Settled South East mainly because I was planning to do some warring early on. Built second city to get horses
Third city gets gold (land)
Fourth city gets gems (land)
Fifth city gets cows and iron (coast)

Techs:
Not exactly sure... filled in a fair a number of the worker techs then went horseback riding... then discovered that archery is needed for keshiks soo tech that...then get sailing and and ironworking (which i had just realized i need for my gold city to do anything and for my gems to be mined). Currently enroute to construction for cats

Events/Diplomacy:
From the outset my goal was war... beacuse i felt like it. So looked eagerly for horses and a rival. Found both! Plus i found some nice jungles to seperate me from america (which my keshiks could fly through). Build keshiks.. kill some barbs to level up.. declare war. first two american cities fall easily others will need cats... ran around pillaging resources and stuff waiting for construction....

Incase you haven't figured it out my economy blows so thats a priority.. no religion is really hurting and i noticed early game that i could have founded one easily... so hopefully i can take out america (who already has catapults) and catch up with the rest of hte world (last in gnp by a long shot)
 
Firstly, did it make sense to start with fishing to build a workboat while I grew? [I think Ronnie1 did something like this above in his post].

I didn't start out with fishing, but I stuck it in after BW and AH in order to enable Karakorum to work a great tile in terms of producing settlers and workers.

Second question concerns early {and later} fogbusting. How much was too much on this map?

More fogbusting would definitely have changed the entire game for me. If I hadn't lost my early fogbusters to bad RNGs, I never would have had enough barbs spawning around me to take out two of my cities. With this much jungle, it definitely would be a good idea to try to overlap enough fogbusters atop hills to prevent barbs from spawning within 3 moves of your cities.

Question #3 is does this manual movement actually reduce barb fog or am I kidding myself and wasting time?

It doesn't reduce their chances of spawning, since their chances are based on how many unclaimed tiles there are in the world, but it might reduce the chances of them spawning there...they can only spawn in fog, and they only need a single turn of fog on a tile to spawn there. Changing which tiles are in fog doesn't do anything mathematically, but it does make sure you pay attention to your borders, rather than assuming that since you have no warnings, there isn't anything there.

Question #4: I think it is correct that AI civs will not trade with you until they have met at least one other civ; I assume that would also apply to peace treaty negotiations – that they could not give you a tech for peace? )

I think they are less likely to give you a teach for peace, but they still will be willing to sometimes. But yes, most AIs will never trade techs in isolation because they believe they have a monopoly on that tech, although some AIs will trade them. Mansa is one...others will sometimes if they are friendly with you.

Question #5: Is it wrong to trade with the first civ you can – I had no idea of the lay-of-the-land diplomatically, and would later find out he was, of course, someone’s worst enemy – hey, aren’t we all?

I always trade with civs, if it benefits me, as soon as I meet them. .Any negatives accumulated for initial trades(I've heard somewhere that any trades at the initial meeting don't count as far as diplo modifiers are concerned) are small enough and quickly enough forgotten that they are worth the benefits.

It just seems that I was getting ‘double’ for my chops on the unique buildings for Genghis, isn’t that correct?

It is correct. You also get bonuses on the chops if you have a forge in that city, and for bureaucracy if you are chopping in your capital while running it.

Question # 6: When you get that early unhappiness in oldest cities, before forges and Monarchy for HR, say …, and there’s no good way to deploy workers to limit growth, does anyone recommend turning off growth via “avoid growth” button?

I wouldn't, I'd rather let it grow to unhappiness and whip the city for more than 1 population. Before you get Forges and HR, you don't need to worry about excess upkeep from your cities being too big, so might as well let them grow.

Question # 7: when did the rest of you start dedicating (or when should we) a scientist in your cities? I built no wonders … I didn’t found my stone city until late, and it is going after ‘low-hanging fruit’ of the “Hanging Gardens” – pun intended … so I haven’t generated ANY GP yet by 500AD. If you have a cottage that isn’t being worked, do you forego at some early point working the cottage and put a scientist to work, or do you try to build population to work max available ‘good’ tiles first?

For my first Great Person, I nearly always try to make it a Scientist. I do this by building a library ASAP in my capital, and using 1 or 2 population, whichever I can afford considering the foreign affairs of the time, as Scientist Specialists until I get a GS, then I go back to running my cottages and such.

#8: As I prepare for war with Wash again, I am looking for things about war efforts and in particular, War Weariness (how many turns does it take it to dissipate between cease fire/peace treaty and the next war?

Someone else already addressed this better than I could...all I know is it takes a long time if you've got enough war weariness that it was ever a problem in the first place.

Question #7: I assume the way to deal with that “yearnest-ness” will be to add culture generating buildings, or religion, etc. Is that what eliminates that yearning, or is it automatic with the passing of time, or do you just have to pick out a couple of rebel-rousing malcontents and execute them to get the populace’s attention? [after the proper trial and judicial proceedings, of course … via coverage by CNN, et. al. ]

It is indeed, as far as I'm aware...increasing your culture, and the rate of increase of your culture will reduce the % of your opponent's nationality within the city, thus reducing that desire. I'm not sure that executing your citizens, I assume via UN Humane Council approved methods, helps since I would think it would reduce your citizens in proportion to their nationalities.
 
Well, this was a complete disaster. So bad, I gave up on the game and started again (I won't be submitting it)

So, this is the details of the disaster game.

I figured that as GK, I wanted to get the UU up as soon as I could and try some early wars. Never tried that before. Having jungle all up there wouldn't be a problem for the Keshsiks.

So,I moved E and settled next to the lake.
The first tech was fishing and started a setler Started sending the scout north.
Found the gems, rice and cows that would make a good city location once we have IW

Moved the scout round the east.
Once Karakorum's borders popped and I got fishing, I moved onto the fish, and started on a work boat

Found stones and cows to teh east. Maybe a good 2nd city location ?

3560bc. It's looking like we're on the southern end of a continent, with some nice resources around. Just noticed some gold in the west too. I think I've diversified my capitol too much now, I should have got a settler out before I grew. I think city 2 will go out by the stone but I'm trying to figure out if I'll want sea access of not for a later navy. It has to be right next to the stone, cos it's going to take a while to get some culture in there.

3320. Karakorum grows to size 2, I get Animal Husbandry. go back to working on the settler now we're on #2
Next turn I find the horses and George. So, may be city2 can go there, and city 3 for stone.

3380BC, I get archery and start work on horse riding. I may regret not having mysticism to get stone henge.

2640bc: MY woodsmanII scout has just been eaten by panthers.

2440bc. Build my settler, but figure out I've no escorts for him !. I stop karakorum growing to produce a warior in 5 turns, then back to the workboat.

2000bc, I've established beshbalik next to the horses, and started a worker. Then got horseback riding. Then realise I've no worker to hook up the horses. Humm. More planning would have helped I think.

, eventually start on bronse working. I really should have got this sooner to leverage whipping !


1480 get two workers, start on some archers for defence. and set beshbalik to a barracks.

three turns later, I figure I've started my defence too late. There a barb 4 turns away from karakorum which is undefended now. I set karakorm to starving to get the archer in in 4 turns.

more barbs turn up near beshbalik. I move the warior out to defend the worker.

Disaster. My warrior in the north gets it by two barbs, leaving my city undefended and no worker. I get teh archer from karakorum out in time to get there to defied karakorum.

But, it's too late for beshbalik. It falls to the barbarian hord. I should have withdrew my worker/warrior into the city when the barbs first appeared, and not tried to defend against them on the pastures. I should have got archers into place sooner too. Looks like this game is toast, but lets see how it plays out.

1040bc So, Beshbalik has copper there. We've somehow got to retake this with warriors and archers. I think I'll chop a barracks, and send out a bunch of city raider warriors and see what happens.

700bc, I've 5 xp2 warriors and manage to take back Beshbalik. However, I think I'm about 30 turns behind.

I play on to around 475ad, but it's clear I won't recover well enough to compeet in this game. So, I start again to try to correct my mistakes and learn. End of GOTM for this month.

lessons learned ? At this level, barbs come early, and fast. Get some defenders out sooner rather than later.
get bronsworking sooner to leaverage chopping. That probably slowd me down too much relying on natural growth.
Don't defend on the plains when you've only got an archer, loosing a few turns on building a pasture is better than loosing a city !

Getting the Keshsik fast is quite difficult ! I tried it a couple of times, and with the distance etc, GW was up to maceman / pikemen by the time any decent mongle hords got there !
 
Firstly, did it make sense to start with fishing to build a workboat while I grew?

I did this too so, sure! Although in all honesty building a Worker while researching Mining or Animal Husbandry, and then going for Fishing after that, might have had a somewhat better payoff. But Fishing and a Work Boat is definitely a solid move.

Question #4: I think it is correct that AI civs will not trade with you until they have met at least one other civ; I assume that would also apply to peace treaty negotiations – that they could not give you a tech for peace? )

Each civ behaves somewhat differently when it comes to tech trading. Many will not trade techs with you at all if you're the only civ they know. I've heard varying explanations for this. Sometimes if you get very good relations they will change their mind. I've never looked into the mechanics of demanding techs in peace deals but I assume that it's somewhat similar in that some civs will agree to this uder these circumstances while others will not.

Question #5: Is it wrong to trade with the first civ you can – I had no idea of the lay-of-the-land diplomatically, and would later find out he was, of course, someone’s worst enemy – hey, aren’t we all? I figured by way of rationalization (and since I had been deprived of social company all game) that if I waited, s/he might research them himself and deprive me of the opportunity. S/He nor Wash neither had alphabet at that time.

Personally, if I've just reached some new area and have encountered a foreign civ for the first time I try to resist the temptation to trade with them for at least a few turns while I look for additional foreign civs. Partly this is for diplomacy, but mostly it is because I want to maximize the values of my trades. If I make an immediate trade with the first civ I meet, for all I know he'll turn around and trade the tech I gave him to two or three other civs just moments before I was going to meet them. Also, the more civs I know the easier it is to set up chains to trades, where I trade tech A to get tech B that I can then trade to someone else for tech C.

Now I would begin on Monarchy research. Question # 6: When you get that early unhappiness in oldest cities, before forges and Monarchy for HR, say …, and there’s no good way to deploy workers to limit growth, does anyone recommend turning off growth via “avoid growth” button? As a noob, I didn’t realize that unhappy citizens didn’t just hang out on the corner and cause no problems; they also eat food resources resulting in things like… well, ah.. gulp… starvation and such.

Unhappy citizens are what Slavery is for. You don't necessarily have to micromanage Slavery whipping to get the maximum possible hammers out of it, but by all means use it to rush things when you have unhappy citizens anyway.

Scientists… GP’s … Question # 7: when did the rest of you start dedicating (or when should we) a scientist in your cities? I built no wonders … I didn’t found my stone city until late, and it is going after ‘low-hanging fruit’ of the “Hanging Gardens” – pun intended … so I haven’t generated ANY GP yet by 500AD. If you have a cottage that isn’t being worked, do you forego at some early point working the cottage and put a scientist to work, or do you try to build population to work max available ‘good’ tiles first?

Getting some Great People is definitely worth forgoing a cottage or two. Especially if you're looking to get a Great Scientist, since the Scientists spcialists are going to boost your research anyway and the earlier you get a Great Scientist and build an Academy the greater its long-term benefits. I ran two Scientist specialists in my second city as soon as it had a Library built.
 
Question # 6: When you get that early unhappiness in oldest cities, before forges and Monarchy for HR, say …, and there’s no good way to deploy workers to limit growth, does anyone recommend turning off growth via “avoid growth” button? As a noob, I didn’t realize that unhappy citizens didn’t just hang out on the corner and cause no problems; they also eat food resources resulting in things like… well, ah.. gulp… starvation and such.

As has been posted above, you can use the excess pop to whip something useful. Or you can build a settler or worker when a city is close to grow unhappy. One thing that you need to be aware of is that the game "helps" you when your happiness level decrease (due to war weariness, losing happiness resources, or other reasons). The game will normally remove the citizens from the tiles with the least food. So, when you have a sudden increase of unhappiness, you will notice that both your production and commerce drops drastically. If you predict that the unhappiness will stay high for several turns, it's better to manually remove the food tiles and starve. I've had cities running at -10 food per turn just to keep production and commerce at high levels.
 
In regards to Simon:
I think a lot of your barb problems could have been solved with more scouting at the outset. I didn't really see barbs coming my way in any substantial number until almost the ad years. If you were planning to go military get some of those units out early so they can run around and level up on barb kills and maybe even get you a free city!

and heres my question:
Should you raze the cities you take from america. I did because i didn't want to pay for them but in retrospect i'm thinking that they might have made my war a lot more succesful. I'm going to keep boston and the capital for sure but the iron city and a useless one he built i just raised. Thoughts?
 
Thanks very much to everyone. This is a great community to learn from, and everyone has been so very helpful (and knowledgeable).

Thanks, again!
Adama
 
Capital founded on starting square. Rationale: I liked the move to 1E trading ocean squares for the extra grassland and plains hill and tried several sample games that way. I found that, unless there were a variety of happiness resources available, I only really used 5 or 6 of the intially visible squares so the extra long-term benefits were not worth the early lost turn of production, growth and research. Since the only reliable happy resources were the two wines, which could not be developed before the middle ages, I felt the risk was good. If there turned out to be an abundance of happiness, I would just have to take advantage of it with subsequent city placement.

My build order was worker, worker, settler, with a little time allocated to barracks between the second worker and the settler to allow the pop to reach 2. If I worked this out properly, I could avoid building warriors altogether, focusing instead on Archers, Axemen and later Keshiks.

I researched Animal Husbandry, Mining then Bronze working. This would allow my aggressive civ to build Axes and Keshiks at the earliest possible time. My initial goal was to get bronze working before the settler popped so I could found the second city near copper and/or horses if possible. I should have re-evaluated this when I found the stone to the E, but I am so used to not bothering to build the Pyramids that I didn’t think about it. I did get Stonehenge, partly through chopping, which saves the need to build culture and allows Genghis to focus on doing what he does best – breaking things and killing people.

Early on I lost my scout to a couple of panthers so I had to interrupt the above strategy to build a new exploring unit. Since it was about time for barbs to start appearing, I made this one a warrior. Promoted him to medic after his first battles since I knew I wouldn’t be using him in conquests. A topless nurse in a loin cloth, gotta love it! (Well except for the hairy arms.) But this delay put me a bit behind in my exploring and I didn’t find Washington until almost the end of the BC era.

Founded the second city NE near the copper, horses and cows. When the border expanded, this would seal off the bottom of the continent from other settlers. Third city (belatedly) took advantage of the stone, flood plains and crabs. Fourth city near gems, rice and cows. Fifth city on the gold peninsula.

I hadn’t counted on the possibility that my nearest neighbor would be so far away and through such a large jungle. My strategy was to fight an early war with Keshiks and Axes in BC, then build until the middle ages. Didn’t work out that way and then I compounded the problem by trying to mass an army on Washington’s borders before declaring.

I also foolishly tried to convert to Confucianism (which he had founded) in order to tempt him to trade with me but I should have known better. The thing that irks me is that I have made precisely the same mistakes with Washington before, although admittedly with a less warlike civ. The only way to keep him from teching through the roof is to hit him early with whatever is available and pillage the hell out of his cottages before they can mature. Well I got this war started in early AD and it doesn’t look like stopping before 1000.

Another error was that I accidentally removed Archery from my research queue, so when I went to build Keshiks they weren't available. This wouldn't have been a major problem but I had researched some non-essential techs before I discovered this, so my military buildup was more skewed toward slower Axes than I would have liked. Also, it delayed my research of Construction so I had to start the war without cats.:hammer2: I did build a road through the jungle to facilitate the footsoldiers, but I had intended on having a roving band of Keshiks pillaging while the infantry slogged up to the border before striking the first city.

Another irritating thing that I forgot to take into account is the ability of the AI (especially the financials) to instantly upgrade their units. When I declared, GW had a couple of Archers in Chicago. The next turn, it was Longbows. Ouch. Fortunately he stupidly tried to send out a settler defended by the horse and one of the bows and the horse, so I razed that city with minimal casualties. Next stop the Confucian holy city of Philadelphia and several decisions, but they all happened after AD 500.

Sorry for the lack of detail. I was going to go back and fill in some of the numbers but I wound up playing Just One More Turn (tm). :mischief:
 
Firstly, did it make sense to start with fishing to build a workboat while I grew?
Generally this would be a good idea, but not in this map. Getting an early food resource is a great idea since it helps grow your city and converts into production for workers and settlers. If your only food resource is some form of seafood then by all means research Fishing and grab it. But in this case you had cows so a better option would have been to go for Animal Husbandry and wait on the fish resource until after the first settler popped or at least until you had a worker. The reason is that the workboat is consumed when improving a seafood resource while the worker for the pasture can be used for other things. Specifially, it can be used (after Bronze Working) to chop forests which speeds production of that first settler or whatever else you may be building.
 
This is my first GOTM. First at Monarch. I usually play a couple or three down from here, but figured "what the heck"...

Settled in place and set about to expanding my universe. I built a warrior or two and then went for Stonehenge. I was able to attain that. Numerous posts recommend getting that, but I'm still not convinced of what exactly the benefit is of that.

Had trouble with Barbs for SOME time and lost a few warriors to them.

Went for Bronze working, found copper and commenced to building Axemen.

Washington took a long time to show up and it finally dawned on me that I was on a continent with only him and me. I thought for a time that I was the only one on the continent.

Continued expansion for some time. By then, we each had about 1/2 the continent, but I had run into economic trouble. Research ende up down around 20%. I'd pacified the barbs, had (too) many cities and Washington was entrenched and WAY ahead of me on most everything.

Of course, I can't restart and submit it, but I am thinking about where I went wrong... On other games (and at a lower level), I would start by building a Settler, it took 25 turns, but it seemed like a good idea. I'd send that one off, settle and build another settler. This approach met with some success, but I suspect that I was lucky in that the barbs didn't (a) get the settler or (b) take the town. They DID sometimes, but I did not see it as fatal and it was not. I won a few times with this approach. I also tried to settle fairly nearby, so they'd be "connected".

I think it Pope that said something along the lines of "a little knowlege is a dangerous thing." Now that I've read a little about how things should be working, I think I'm overthinking things. I'd like to keep it simple and real.

So, if I had it to do over again, I'd try a couple of things differently.

(1) I'd settle on the hill - maybe a couple more points would have helped.
(2) I'd still going for bronze working.
(3) Unless someone can present a compelling argument, I would not build stonehenge.
(4) I'd going to build a couple more warriors early (for protection) and go for a settler SOON. Probably something like warrior-worker-warrior-settler. and then Barracks.
(5) Since I know GW is a ways off, I'd going to try and cut him off by moving my settler east and a little north and settle on the coast somewhere around there, planning on the next city in an area NE of there to try and block him form entering my area of the continent. And leave the rest of "my" side for later development

Any thoughts??

It's interesting to read what other folks have done, but perhaps for my edification, it would be nice to know WHY someone did what they did. Like The JackofClubs post...
 
Settled in place and set about to expanding my universe. I built a warrior or two and then went for Stonehenge. I was able to attain that. Numerous posts recommend getting that, but I'm still not convinced of what exactly the benefit is of that.

Hmm, I would not recommend building a Stonehenge at all. If you build a city next to a resource, you may find it helpful to just build next to it (or on top of it for stone). If you really need to settle 2 tiles away, that's fine, just build monuments. They are pretty cheap and you can build it while your new city grows.

Had trouble with Barbs for SOME time and lost a few warriors to them.

That's pretty unforunate. It will help you somewhat if you put your scout/warrior on a hill or forest. Maybe you already know this, but the first couple promotions I get for my units that defeat barbarians in the early stage is woodsman 1 and 2. Not only you get def bonus, but your unit can travel twice as fast in forest/jungles w/ woodsman 2. Not bad for the first scout.

Continued expansion for some time. By then, we each had about 1/2 the continent, but I had run into economic trouble. Research ende up down around 20%. I'd pacified the barbs, had (too) many cities and Washington was entrenched and WAY ahead of me on most everything.

Overexpansion is very problematic in the beginning. Instead of building those settlers (matching Washington's number of cities) I would build city improvements, and especially military. Even if your army is slightly outdate comparing to him, you can win with sheer numbers. (My army of axeman, elepants, catapults defeat his army of mace, bow, knight)
(Off topic: but didnt Ghengis Khan win battles with his massive hordes and tactics?)
 
So, if I had it to do over again, I'd try a couple of things differently.
. . .
(1) I'd settle on the hill - maybe a couple more points would have helped.
. . .

I agree. Either 1 tile E or 1 to the SE look like stronger starts than the original tile. And a strong start really does change the whole game!

(2) I'd still going for bronze working.

Definitely. Not just for the axey-guys, but because of being able to chop forests.

(3) Unless someone can present a compelling argument, I would not build stonehenge.
. . .

Well, I'm not presenting this as a compelling argument exactly, but just saying that the culture expansion aspect is not the only reason for building the Henge.

I built it in this game as part of a strategy to get Civil Service early, which involved building Stonehenge and Oracle in the same city. The benefit of this was a +4 Gt People Points and a massive likelihood for a Gt Prophet.

If you arrange your tech advances correctly, you can get Code of Laws or Metal Casting from the Oracle, and then Civil Service from your Prophet.

(On the downside, I'm not sure that strategy did any great things for my game - but that's probably got more to do with my mistakes than anything wrong with the strategy.)
 
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