Haj01 - World Domination?

All right, I'll see what I can do.
Looking at game...

What do you guys think about research right now? if i was playing solo, i'd cut science funding to 0 and go all-out building the GL, counting on picking up the rest of the ancient age techs from the GL. Even if we don't get the GL, we'll be able to afford deficit-spending research with the money buildup.
Also, i'm not 100% sure we should pump TOOO many more settlers, unless we're going to do ICS (which I don't care for). Maybe 2 or 3, because it seems to me like we're surrounded by enemies, and might do better going for some early conquests. Anyway, I'll start the turns after school tomorrow (2 pm eastern) as I have early classes tomorrow.
 
I can take the turns now, and he can finish the round tomorrow if that's cool with everyone else? No point in delaying it if there's no need, I mean that's the point of this trial turn-system, no?
 
Sour: Yeah, it is.

IMO, we need TGlib no matter what the cost.

That's the entire point of the early game - mainly, to reach an AA-specific goal.

Zak: Settlers can go to artificially building up pop in the city that produces TGLib, which increases production.

Plus it acts as population control, and we can grow any city we want if we have excess settlers by accident. Even if we don't, however, we can always fit more cities in without ICS as it is. I can see space for a good 8+ cities from the last screen shot. And that's using loose spacing.

Furthermore, expansion does NOT conflict with warmongering. In fact, done properly, warmongering can help expansion. You have to remember, guys, we are only devoting -one- city to Settlers/Workers. The rest are all military or whatever our need-of-the-day is. One city, realistically, doesn't make an enormous difference for us war-wise.
 
2150 BC - Made some adjustments prior to taking turn: Moved warrior west from Ellipi, to scout for the neighboring settler; changed production in Eridu from Barracks to Worker; changed research from Construction to Currency; changed production in Akkad from Barracks to Worker; changed production in Eulbar from Warrior to Barracks; Micro-managed cities.

2110 BC - Barracks completed in Babylon, set production to Settler. Worker spawned in Akkad, set production to Worker. Redirected Settler North to grab Tropical Fruit. Redirected Settler South to block Scandinavian settlements.

2070 BC - Spearman spawned in Ashur, production set to Worker. Contacted Spain.

2030 BC - Settler spawned in Babylon and sent South, production set to Settler. Barracks completed in Uruk, set production to Worker. Worker spawned in Samarra, production set to Barracks.

1990 BC - Worker spawned in Ashur, production set to Settler. Barracks completed in Ellipi, set production to Spearman.

1950 BC - Worker spawned in Eridu, production set to Barracks. Iroquois begin building Great Library!

1910 BC - Settler spawned in Babylon and sent North, production set to Settler. Worker spawned in Uruk, production set to Spearman. Vikings begin building Great Library! Nippur founded, production set to Worker.

1870 BC - Settler spawned in Ashur sent South, production set to Spearman. Shuruppak founded, production set to Worker.

1830 BC - Currency researched, set research to Polytheism. Spearman spawned in Ellipi, production set to Worker.

1790 BC - Settler spawned in Babylon sent North, production set to Spearman.

1750 BC - Worker spawned in Ellipi, production set to Spearman.

Additional Notes: No Barbarian Camps had movement, but the loner outside Babylon was killed. Contact made with Spain, no trades - though many potentials (Code of Laws, Construction, Map Making - should discuss for next turn sequence). Many Wonders being constructed, but only 2 on the Great Library. Also, Great Library city management was altered on my last turn, as I was going to join a settler into the city - so ETA will be around 16 turns when joined (currently 24). I made some suggestions on the below graphic according to intended movement of settlers.

Haj01.jpg

Sorry it's blurry, forum rules say 800 max width on pics. I should have cropped better first, then resized. Live & learn.

Saved Game for ProvostZakharov
 
For game speed, it's great. It also keeps interest high, since moves are almost always taking place. I think it would be best for a regular game, however I think a set order would be better for a training game. The reason is, you don't want your best players to play back to back, only to have a war start with all your new players, since the difficulty is higher then they are used to. It would be better to have a veteran play every two or three turns, just to make sure the game doesn't slip too much.

Also, something tells me ProvostZakharov hasn't checked the boards yet, assuming he was next to go - and thus he may be playing the same turns I finished last night.
 
Sour: True.

For a regular game, this would be excellent.

However, I'm unsure about training games. I myself have learned a few tricks from this game - including how to improve my MM slightly by using the governer.

As well, I don't really think we have "best players" in this game. From what I've read on you, Sour, it sounds like you are more experienced than I ;). And the way this is going, we -are- getting a veteran (If I can be called that...ick) every 2-3 turns. In the worst case situation, a veteran goes 4 turns after the other.

As well, since players are taking time to pause and get advice, it ends up resulting in some pretty damn good turns.

I wouldn't have believed a simple training game would have turned out this well - in all honesty, I didn't expect to make the AA goal at all, much less have this great of an early start wrt cities.

On a good note, we will end up with the Bowman UU - I personally love it as it is a great AA defender, and it'll give us a good shot at warring early on.
 
All seems well to me. I thought we were gonna put a settler on the west coast to stop further expansion by the vikings? I have a feeling we're not gonna get the Glib :(

Sour's ideas for the next few cities look good! Also, there looks like a goody hut by the iron resourcenorth of eulbar. We should probably send someone that way to pop it, we can then clear those barbs and get the iron connected. I would then suggest we start building swords on mass!! I would also like to propose we send them the vikings way! The quicker we can stunt their growth the better, i dont want to have to deal with their beserkers in the MA when the best we can hope to defend with is muskets (and thats if we are lucky enough to get saltpeter). What does everyone else think in respect to battle plans?
 
Stoo: I was referring to using Bowman similarly to Spearmen for attacking stacks.

Sorry ;) I should be more clear.

Defensive bombardment + doubling as a Spearman def-wise is a great deal for 20 shields, especially when two or three will provide all the protection you need for a stack of your troops.
 
Hajime said:
I myself have learned a few tricks from this game - including how to improve my MM slightly by using the governer.

As well, I don't really think we have "best players" in this game. From what I've read on you, Sour, it sounds like you are more experienced than I ;).
Well, I confess - I tend to get Monarch & Emperor mixed up, and I thought this was the harder of the two. I also flinched when I saw you hosting it, and later recalled some conversations in other areas of these forums where I got the impression I was teaching you a concept. Of course, I'm sure you know things I don't too, and that's why I'm here. Everything's a learning experience - heck, I'm not a warmongerer, I'm a pacifist - so that alone is a lesson you can teach.

Also, I'm not really sure where I fit in terms of difficulty level, because I mainly play mods/scenarios. I played GOTM a bit last year and won on Monarch & Emperor, but wrote it off - since the maps were custom made, and there is discussion in the forum each Age. I already have the impression that maybe Monarch is at least a 'comfortable' level for me. I may have to play an Emperor game on the side just to see where I fit in.

Hajime said:
I wouldn't have believed a simple training game would have turned out this well - in all honesty, I didn't expect to make the AA goal at all, much less have this great of an early start wrt cities.

On a good note, we will end up with the Bowman UU - I personally love it as it is a great AA defender, and it'll give us a good shot at warring early on.
I'm thinking we're going to lose out on the Great Library. 'ProZak' (if I can call him that :thumbsup: ) will have a critical next 10 turns, but as long as he can keep us in the race, your following turns will decide its fate - so maybe that'll be a blessing. Otherwise, yeah, impressive start. You don't see too many of these - too bad it didn't come in a deity game ;)

I agree Bowman is nice. Anything that can be used offensively, but also have a bombard in a defensive stack is nice. That way you can have a higher % of offensive units in your stack, as your defensive ones will have a greater advantage.

I think Stoo is right on with the Viking campaign. There's a bottleneck to the North, which means we can stack defenses in what looks to be 2 cities - thus opening up more offensive units for an assault. The Celts are also North of us, and you don't want a war with them right now (Gallic Swordsmen rock). If this is a Continent-style map, the Vikings will be our flank. Even if it's a Pangea, it would be wise to take them out. They are Militaristic & Expansionist (and likely to attack us first), and their UU is hardcore - but they don't get it until the start of the next Age.
 
Sour: I'm new to the mechanics of the forum and a few basic concepts, whereas I currently play at Deity-level in solo games. Playing at Sid currently for solo training, actually.

ProZak (if no objections to that nick): Do anything you can to get the glib, max out lux, whatever. If we -don't- get the glib, I suggest regearing our military for either a goal of resource/lux-removal from the Vikings and promptly negotiating peace - then using the gained lux's/resources to negotiate trades for techs/etc. - or regearing our military solely for an attempt to take the Glib.

Overall: My recommendation is to cripple the vikings with the former idea. Hit them hard, but only take down their resource/lux cities, as well as any major producers you see. Whether they live or not is pretty irrelevant if we cripple them quick.
 
How long do games like this usually go? We have 5 people, so does that mean 5-7 days per round?
 
That's what I was referring to. I actually tried PBEM games for a while, but there was always someone holding things up, and thus they never were completed. That was my biggest fear in joining this game, as slow moves result in less interest. I'm all for a 24 hour rule. In games like this, moves are all documented and everything is explained anyway - so who actually makes the moves really isn't important. It's still a learning tool.
 
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