LK23 - Regent, America

Re the forest i realized that right after i started but by then i would lose as much time changing as building the mine. :( (BTW that game square is yielding 3 food now, so its not all bad i guess)
 
A couple questions:

Do you really need the Lighthouse? It looks like there's a Civ across coastal waters to your East and land across coastal waters to the South...or is your concern more the extra movement point?

LK, can you clarify something for me? It sounded like earlier you were recommending cutting down forests/jungles first, then building roads, rather than the reverse (fewer turns)...but then later you're saying we shouldn't cut down forests early in the game. Is that an absolute rule? Is it only forests w/ game we should leave alone? What are the advantages of lumberjacking versus not lumberjacking?
 
No rule is absolute.

I prefer chop Jungle / Forest first.
But there are exceptions -
1 - Game forest is so good, I only road it - until rails are available.
2 - Connecting a luxury sooner
3 - Connecting a city to the road net - lets the city use luxuries, also being on the road net reduces corruption.
 
Another point -- early in the game, you may have some cities where the only good shield tiles are forests. In that case, it's wise to keep 2-3 around for when you need extra shields rather than max food.
 
Originally posted by ChrTh
A couple questions:

Do you really need the Lighthouse? It looks like there's a Civ across coastal waters to your East and land across coastal waters to the South...or is your concern more the extra movement point?

The Great Lighthouse is a good wonder in any game with a lot of coast. Your vessels get the extra movement point which is very useful for ferrying armies and settlers around quickly.

In this particular game judging by the size of our island and the fact that we have spotted 2 or 3 other land masses incline one thing to think there are likely several of them and not all of them may be a square or so apart though thats never a known factor til the full map is available.

Sometimes you have to make some educated guesses based on what you know.

The options tho would be to the pyramids at this point which as has been mentioned will have limited utility because our continent is small. The next likely wonder would be the GLib but its of limited utility at lower levels of play due to slow ai research.
The Glib is really helpful on emp/mon level if you can somehow manage to build it, but it declines in usefulness as you move downward.

With the Lighthouse the extra movment point and the ocean square ability are very useful. The ai will never risk suicide galleys so its the one place where you can gain a definite advantage. It increases your own expansion options and denies the ai as well.

On the forest hacking issue it partially depends on your civ i would think. With the Ind civs a forest is choppable in 5 turns which nets you ten shields. I like to use them strategically for cutting down the build times of key items i want produced.
 
Originally posted by Rain


The Great Lighthouse is a good wonder in any game with a lot of coast. Your vessels get the extra movement point which is very useful for ferrying armies and settlers around quickly.

In this particular game judging by the size of our island and the fact that we have spotted 2 or 3 other land masses incline one thing to think there are likely several of them and not all of them may be a square or so apart though thats never a known factor til the full map is available.

The options tho would be to the pyramids at this point which as has been mentioned will have limited utility because our continent is small. The next likely wonder would be the GLib but its of limited utility at lower levels of play due to slow ai research.
The Glib is really helpful on emp/mon level if you can somehow manage to build it, but it declines in usefulness as you move downward.


Consider this - those 2 land masses could turn out to be small islands. We don't know if they are meaningfull land.

??? Looking at the map - what sign of another civ ???


Actually, Glib can be very usefull at regent - go to very low science - get a hugh block of cash.

On a island like us - Glib is VERY powerful. If 4 or 5 civs have been trading like crazy before we meet them, they will have a hugh lead in tech. We can jump start in no time.


Can't D/L right now, but do we really have just 1 worker?
To little for 4 cities.
 
"??? Looking at the map - what sign of another civ ??? "

There's a border in the east...possibly German (one of the players mentioned it above)
 
I think we only had 1 worker because everything, at least when I played, wasn't ready. I debated on either tossing out a settler or worker, and I figured a settler, which is why I sort of said build whatever you want because I was 50/50.
 
1050BC Plux II takes reign over the American people. First he changes the building of a warrior in Juan da Fuca into another worker. Let's hook JdF up to our empire!

1025BC The barbarian horseman closes in on our beloved capital, and another one appears at the horizon! We need to get rid of that tundracamp of them. A scout is sent to Pluxity to enter the galley that will be ready in two turns.

1000BC: Washington spearman defeats barb.

975BC: Galley is finished and sets sail to the southern island carrying one scout. The other will follow soon but is hold up in the western mountains. Pluxity is set to build a settler for colonization of the western part of North America.

950BC: As Washington grows size 7 the people ask for more entertainment. A citizen is taken from a non-shield grassland tile and goes to the Mata Hari acting school.

925BC: Our Mystics have learnt about the noble act of Iron Working, and our now told to study Literacy, which will be due in 11 turns. It appears we won't have to worry about Iron on this continent. There's one between Washington and Rain, one in the tundra to the north of Washington, and one in the western mountains! Our scout lands on the southern isle and discovers some grasslands and plains. Lookin' good..! Our worker is set to connect Sea to Sky to the empire, the other one (is being built in JdF) will further develop the eastern parts.

900BC: Plux II notices the treasury slowly slinking. The galley is directed to Rain, where a settler will be available soon. This will be taken to what is to be South America.

875BC: South America is looking very plain(s).

850BC: Rain finishes settler, and will now build another warrior to deal with barbs. JdF finishes worker and build a spearman for it's defense. Another barb appears in the west, but we have a warrior waiting for it. Our second scout boards the galley, together with Rain's settler. Plux decides to first send the settler to South America, then head east to meet what will probably be the Germans.

825BC: Warrior in the west defeats the barb, as more barb horsemen approach Washington. Let's hope they keep attacking immediately and will leave the improvements intact. Our scout sees the southern coast of South America, which appears to be a very long an thin island. At least good for three, maybe four settlements.

800BC: Our veteran spearman in Washington nearly gets killed in barb-combat, but thanks to the barracks recovers quickly. Those barbs are getting nasty! Our scout was wrong and South America seems to continue further south, and he can just see some borderlines of what looks like the Aztec empire. Let's hope they keep their irritating jaguar warriors away from us.

Plux II begins the settlement of the new land with Hoop (dutch for hope), but a tentpole falls down on him and he dies.. the Americans lose another leader.

The galley was sent south to pickup the scout first, and then head towards the German Empire. Now it looks though like our scout in SA will be busy exploring the Aztec empire, so the galley can return to the east immediately. The warrior being built in Rain is to take care of those nasty barbs above Washington. Another option is to switch Rain to something else (another galley maybe?), and wait for the workers to exploit the iron. Then we can send swordsmen to the barbs, and take them out for certain!

I've put the warrior in the west on what I see is the tile where the settler due in Pluxity should found a city. Below the red dots are what I see as good city spots. The JdF worker can get to the iron after finishing it's road.
 

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BTW: It could be that there is some ocean between South America and the Aztecs. Better first move scout next turn and then the galley.

The save:
 
I also recommend whipping the temple in StS, or it literally could take ages to finish. I'm also not too sure about the lowest red dot in my map. Could put that city one tile north, to not waste any squares and make room for another city under it, but that all depends on how the Aztecs are positioned down under..

I also just saw that I've been f**king up a bit, by not placing Hoop a tile SE, but I don't think it's desastrous for southern city development.

/edit: OK, I got things all mixed up.. Due to my mistake in placing Hoop, I got the rest of the city plans all screwed up. The best thing to do is moving the second city on the island one tile SW, and leaving the last dot in place. Then there is no tile-wasting I guess..
 
950BC: As Washington grows size 7 the people ask for more entertainment. A citizen is taken from a non-shield grassland tile and goes to the Mata Hari acting school.

An entertainer? I have a feeling LK will mention this soon anyway, but since I'm here first I'll say it. A better choice would have been to bump the luxuries to 10%, which the extra tile worked would pay for itself. Generally speaking, using entertainers should be the LAST resort in any unhappy city. :)
 
I will only hire entertainers under certain conditions -

1/1 cities - no loss in hireing them.

Newly captured cities - to lock growth until the civ I am attacking is dead. Maybe even stareving the city - though I prefer taxman to grab a few bucks during the process.

To force a WLTKD - If I am forced to build the FP without a leader as an example. In once case - I saved 15 turns by hiring the entertainer and the corruption reduction from WLTKD.

However, I **NEVER** hire them in a city that is good enough to build wonders.


First he changes the building of a warrior in Juan da Fuca into another worker. Let's hook JdF up to our empire!
This is a good move - the city was in a spot of ZERO barb attack danger - and we are short of workers.

Priorities - escort the settler for iron - barbs are around.

Destroy the barb camp.
 
is it too early for a GLib holder? I think rain would be a good spot since we have 8 turns to lit and it has lots of shield with all the forest.

Or should I just wait until the lighthouse is complete and make it in washington?
 
Hmm was jsut staring at the map and it occurred to me that you may have the wrong idea about the name Juan da Fuca (pronounced wan-da-Fewka, not wan-da-****). :egypt:
 
Preturn-
Decided to switch JDS to warrior to escort settler and get barb camp.

1) 775 BC - Barb horse attacks washington and dies. Spearman trips on untied shoelace and stabs his own shoulder. Sending the Galley back to talk to the germans, see how bad we are behind. Scout sees that south america is not a small island, but a tad larger. Boosted entertainment 10% to get washing at full production. only loose 1 turn on lit.

2) 750 BC- Finally meet the aztecs. They have no contacts but have warrior code, the wheel, and mysticism. Decided to trade alphabet for warrior code and 30 gp. This way we can stay high on tech research for a while. Dirty dog wants writing for world map. Considering he's by himself, I think not.

3)730 BC - Settler produced in Pluxity, warrior in rain. west warrior takes out barb camp. moving back up to escort settler.

4)710 BC -road complete from JDF to Washington. I'm going to develop washing to get faster wonder production. West Warrior almost back. Rain warrior moving north to hill to get barb camp. 2 jag warriors moving north to our unprotected city.

5) 690 BC - Meet the Germans. They are annoyed like always with America. They have contacts with the Zulu's and French. :( They also have The wheel Mysticism Philosophy in their hands. We trade them contact with aztecs for their world map. Since they don't have lit, it's fine and we should rake in more techs if we hurry GL. Moving Galley back to our turf to prepare for settler. We also get Lit, now working on code of laws hoping to get the other techs from GLib.

6) 670 BC - Grrr, settler progress to left area halted as the barbs snuck a camp in. Warrior almost ready to take out.

7) 650 BC- Sea to sky can't whip out temple, pop stopped at 2. (hurry production right guys?) Damn aztecs have most of south america colonized. We'll have to work fast. If they get more we can sneak in the middle land.

8) 630 BC -Rain makes warrior, switches to settler. JDF makes warrior, gunna send it to hoop once galley gets in. Switch to worker.

9) 610 BC- ugg I should have brought back ups for the north barb camp. Our brave warrior dies trying to take it out. Warrior west forifies to get some health back. Scout was going to run thru aztec territory but it looks like they are cultured too far before we are booted. So instead we trade our world map for their territory and 21 gp.

10) 590 BC - pretty much zzzzz


The barb camp is still in the north and theres one in the west that has a warrior forified next to until he gets health. I figured washington is being developed for wonders ATM so let the lighthouse get built, then switch to GL because none of our other land is being utilizied to it's fullest. The germans hate us but it appears they don't have galley's yet. Once we get another galley I say we just walk our butts and introduce ourselves. We need to get cities in south america fast before the land is gone.
 
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