LK23 - Regent, America

@plux - Bad attachment!
Your attachment is the BEGINNING our your turn please repost.

but switching to Colossus now (ready in 9 turns) means we can pop a few settlers out of our capitol quickly, and settle this continent for good.

We need a city for the lighthouse when available - if we pop out settlers from Washington - that slows down the city chances build the lighthouse. Since we are trapped by ourselves - control of the ligthouse is the most important thing for the game.


I am not going to attempt any other comments until I can see the current game
 
Something I wanted to clarify for the training games:

"I get the impression that ChrTh's idea is to let the rookies muddle their way through without a lot of up-front advice (so the vet doesn't dominate the decision making process) and then simply provide constructive feedback on what choices were made. So, I'm not going to post my own dotmap once we start the game -- I'll let you guys take care of that yourselves. "

Well, I expect some guidance at the end of your turn; for example what we need to concentrate on, where we should be building towards. The one thing I want to avoid is mid-turn discussion; I'd rather let the Rookie make a mistake on turn 4 when he gets a GL (rushes the Colossus instead of forming an army, for example) or suddenly gets a demand from Catherine for some gold. I do want extensive discussion both pre-turn and post-turn. My fear is only that the rookies will get paralyzed in their turn if they keep looking for help (making the game run forever).
 
Originally posted by LKendter
@plux - Bad attachment!
Your attachment is the BEGINNING our your turn please repost.
Oops!!! Excuse me! :)

Here is the right one...
We need a city for the lighthouse when available - if we pop out settlers from Washington - that slows down the city chances build the lighthouse. Since we are trapped by ourselves - control of the ligthouse is the most important thing for the game.
I'm not sure what you mean. You say that Pyramids is being built as a stand-in for the Great Lighthouse? I agree that the Lighthouse is very important in this continental game, but being able to build that is at least 20/30 turns away. That means Washington may not finish the Pyramids before that, which could get tricky, I'm not sure.

I again propose finishing the Colossus in 9 turns, then pop at least one settler for further local development, then some intermediate production (spearman/worker/temple/another settler) or start building for that Lighthouse immediately (on Pyramids or smth).
 
The larger a city - the faster is can build wonders.

If you strip Washington to build settler, then you slow down the ability to build wonders in that city.

Since Washington is the ONLY city that can expand beyond six - it is our best wonder city by far.

As for the Colossus - I generally dislike that wonder.
It expires before game and, the benefit isn't that strong.

If you do choice Colossus, then have Washington build barracks and spearman. Whatever you do, don't kill the growth of Washington if you want to get future wonders - settlers will do that.

A size one Washington would take much longer to build the lighthouse then a size six Washington.
 
I think having the colossus so early in the game certainly can make a difference, as is popping one settler for quick local development. Because of the wheat Washington will be back on a good size in no-time.

If no settler is built, than certainly Washington must build a temple, otherwise the plus for production by high city-size is zero because we need entertainers taken from the extra tiles. (Or we have to adjust luxury-rate which will give a crappy tech-development)

my 2 gp...
 
Well if we are going to build a wonder I would vote for the pyramids over the colossus. If we are lucky enough to be able to switch it to something more useful later that would be great too. Circumstances may change after all. :egypt:
 
Preturn -

Decided to switch to colosses. Figured we can use the extra production then switch to barracks and get a couple vet units settled in.

1) 1750 BC - The Zesty Americans decide to get midevil and call upon satan for help. Satan, thinking this is a joke sends him another joke in return, Pagan. Pagan takes rain in his metallica t-shirt, which a smoke and beer in hand to lay out his master plan... stuck warrior in pluxity for now. With all the barbs roaming, I'm not going to use him to explore until we have some back up.

2) 1725 BC - doh, Washington is going mad, the people call for a revolt as one of the guards was caught making love to a chicken. :eek: Threw an entertainer at them until I get back ups. worker done at washington to mine a hill. I'm gunna road it then connect pluxity up.

3) 1700 BC - zzz, just messing around scouting for barb camps.

4) 1675 BC - zzz, more scouting

5) 1650BC - Spearman created in Rain, decide to make a warrior to MP washington. Worker done, moving towards plexity. Scout notices bug and squishes causing catastrophic changes in evolution! :eek:

6) 1625BC - Worker starts road, scout scouts, writing in 3, WOO HOO I'll complete scriblings.

7) 1600 BC - Scout spots barb. :( Warrior says I had enough of this crap and takes off after him. Scout throws elephant dung at the barb.

8) 1575 bc - scout falls off mountain but uninjured.

9) 1550BC - Writing complete, start on map making. Rain makes the warrior and decides to go with a settler for their next project. Colossus complete in washington, decide to switch to barracks. Barbs spotted to the north. Pluxity makes a spearman and decides its time to work on a settler, next guy can change this if he wants.

10)1525BC - warrior moves to take out barb. other MP warrior forties in washington until spears are created.

That's it for me. A barb is about to attack you in the west and one approaches in the north. 19 turns until map making and our little worker is connecting our unconnected city for now. I'm not sure how y'all play, but I try to expland islands fast then inf up until I can create boats.
 
I got it.

I will play my last 10 per the game plan.

The question - why does everyone like Collusses?

I think it is one of the worst wonders in the game.
 
LK: The Colossus, if built in the capital or a very nearby city, can steadily add an extra 20-30g/turn for almost the entire game; it's like having another "Nara" city all by itself. The RBD23c team was able to recoup their generally poorer economic development compared to us by having the Colossus pump out 75g/turn in Kyoto. That's a big difference.

But on this map I agree with you. I would have kept Washington on Pyramids then switched to Lighthouse when Mapmaking was developed. Getting off the island is #1 priority at the moment. Pyramids is a waste on an island where only some 10 cities will get the benefit.

My two cents. :)
 
thats what I was thinking too sullla, which is why I felt the col was the 2nd best choice. I guess the pyramids could have been a place holder for the light house. I figured if we do need to attack someone early, it's good to get up a barracks in washington to get our vet units while the other cities can galley and infrustructure. But you do provide a very good point lk.
 
Comments - The current road is going through forrest is ok, since we aren't using the square.
However, if a jungle / forest is within the range of a city -
it is better to clear first, then road -
total # of workers turns is less.
The exceptions - hook up luxury, city to road net, game (before rails).

Location of Pluxity - I propose the snow site - to get 2 food, 1 shied out of Tunda.

Don't put scouts to sleep - keep looking around until continent is settled - They can help create no barb zones - barbs can't form we you see - They may spot another Civ galley before enough cities.


The entertainer is Washington is to soon - happiness will hold until size 6 - production / income

was wasted.

1525 BC - Barb warrior dies attacking us.
1500 BC - Zzzzzzzzz
1475 BC - Again - Barb warrior dies attacking us.
Since we have the Ivory, send the worker to connect a road to Pluxity.
Kill barb next to Washington.
1450 BC -
1425 BC -

1400 BC -
1375 BC - The worker begins clearing the silks forest -
Pluxity has very little grassland.
We don't need luxury #2 that quickly.
1350 BC - Finally - a barb camp is spotted.
Washington starts a spearman - we really need military - this can be the sourcec of settler escorts.
1325 BC - We disperse a barb camp - warrior promoted to vet.
1300 BC - Warrior rests


Summary - We need another worker.
This is my last official turn.
Since there are barbs - ESCORT SETTLERS


http://www.civfanatics.net/uploads/LK23-3050BC.zip


LKendter (now a commentator)
Rain (currently playing)
Plux (on deck)
Pagan


Hmmmm - Colussus, food for though.
Of course, you can also build a wonder as a DEFENSE to keep other civs from getting it.

The other island issue - we will fall behind in the tech race.
We need to ALSO work on the Great Library ASAP - I will jumpstart us to the current tech level once we meet to civs.
 
k, good looking out.

I believe the that's the german boarder. And they usually don't get many techs in the beginning from my experience. Lets just hope they don't get lit before us, and if anyone is to the south of us, lets hope they don't either.
 
Got the correct file ~ thanks Chr:egypt:
 
Rain II assumes leadership of the Americans

1275 MW Washington is micromanaged to grow 1 turn earlier without affecting production.
Rain micromanaged to get a settler sooner. Scout keeps eye on barb camp.

1250 Settler produced in Pluxity. Spearman in Washington which is set to Pyramids as holder for future wonder. Settler heads west with escort. warrior moved from Washinton to Pluxity.

1225 Rain produces settler.

1200 MW

1175 MW

1150 MW

1125 Sea to Sky founded at site #4 and set to a temple so we can expand over the fish and whales.

1100 Map Making is discovered. We start work on making use of iron bearing rocks. Juan Da Fuca is founded near the proposed site 3. but where it can make use of 4 grassland tiles once a temple is in place
and no overlap with cap. Pluxity is switched to a Galley.

1075 A barb horseman appears ne of washington. Our scout develops the marathon.

1050 Forest chopdown reduces galley to 5 turns and Pluxity is about go pop so that should make it about 2-3 turns. Patrolling the Western peninsula has kept it barb free for this reign. So our next ruler will be our first mariner. Washington is on the Great Lighthouse (26 turns). 5 turns to Iron working.
:egypt:
 
Snapshot ~ excuse my messy art program :lol: :egypt:
 

Attachments

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"1075 A barb horseman appears ne of washington. Our scout develops the marathon"

:lol:
 
Originally posted by Rain
Rain II assumes leadership of the Americans

1275 MW Washington is micromanaged to grow 1 turn earlier without affecting production.
Rain micromanaged to get a settler sooner. Scout keeps eye on barb camp.

:egypt:

OK - I see you have a good regent concept down.:goodjob:
Really becomes important if you try to get to Monarchy, and mandatory above that.

Game forest destruction -
I generally DON'T do that in the early game. Forest with game is 2 food, 2 shields, as good as you can get in depostism.
With off the other forest around - I would have a least hit those first.


Attachment: lk23-1050bc.zip :goodjob:
For people playing in multiple games - You don't simply want to see Japan game. I had 3 Japan games at once recent, some close in years.


Don't leave that barb camp up north around to long!
Massive barb uprising occurs from a camp that has been around for to long.

Correct choice of temple for Sea to Sky - Whale / fish will be a big part of that city. MM tip, the shield from the hill is wasted - if you use the sea +1 beaker, when doing mm, look at corruption effects.
 
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