LK28 - Regent training.

1050 AD (0): Many horseman in Troy can upgrade 10 to knights for 800 gold. Or buy gunpowder for 698 gold and WM from Cleo. Zulus want more. Decide on the Guns from Egypt and set research down to zero to get +142 gpt. in a few more turns I can buy astronomy from Cleo or upgrade and attack Zulus. I wake the galley start looking for the other continent, first contact may help with trades.

1060 AD (1): Thessalonica finished cathedral and starts library. Eretria finished University and starts Worker. Cleo spent her gold. Wants all the gold for Astronomy and thensome, it can wait for now. Sending workers to get the saltpeter on line.

1070 Ad (2): Pharsalos builds university starts galley for possible suicide runs. Knossos builds market starts university. Argos builds lib starts harbor for the extra food, it is stuck at 7. Eretia builds worker starts catapult, no baracks and war could be eninent. Troy builds lib, and starts marketplace. Galley survives the lone sea square and red boarder is spotted due East. It is the Babs :) :). Will lose the galley next turn but babs have connact with the other civs and have astronomy. Will trade for only 5 gold and contact with Egypt, wait for now.

1080 AD (3): Athens builds university starts longbowman. Sparta builds courthouse starts worker. Babs now have Printing press, astronomy, Banking, and chemistry. Trade contact with egypt for printing press and WM and 17 gold. Trade Egypt 417 gold, WM and Printing Press for Banking. Traded zulus printing press and banking for astronomy and WM and 28 gold. Babs also have economics and navigation :(. Embassy with Babs established for 67 gold. Turn research back on the techs available are expensive and babs lack democracy, research at 50% demo in 11 turns +1 gpt.

1090 AD (4): Babs ask us to leave, I ask for ROP they agree, that way we can find the others for ourselves. Sparta finished worker starts bank. Thessalonica finish lib, start university. Start Bank in Eretria. Find England and establish embassy before discussing trades. Trade Contact with zulus and WM for Economics. ROP for 3 gold with England. Trade Economics for Navigation and 20 gold to Egypt. Athens build longbowman and starts Adam Smith's.

1100 AD (5): Corinth builds longbow starts bank. Pharsalos builds caravel starts bank. Rhodes builds market starts library.

1110 AD (6): Moving some workers

1120 aD (7): Thermo builds courthouse, starts bank. Egyptians starts smiths, check and england already had it started before we made contact. Egypt and Zulus now have conact with all the others and won't be reasonable. Democracy in 4 turns now. Egpt already has it :(.

1130 aD (8): Marathon builds temple start lib., Delphi builds couthouse starts University.

1140 AD (9): Worker movement, ship movement.

1150 AD (10): Many trades available for Democracy, and contacts, can now trade lux with England and Babylon.

Trade Dyes with Babs for Contact with India, WM and 20 gold to India for Contact with China, Navigation to China for their WM and Contact with Germany.

Here is the Save:
LK28 - 1150AD
 
Basically decided on tech vs. war. Spent some gold ~900 of it but got, astronomy, gunpowder, economics, navigation, banking, and the printing press.

Also, found the others, got all the contacts and the world map. Democracy in due in 1 turn. Smith's finishes in 22 without a revolt but not sure if we should wait. Smiths will give a huge ecomomic boost with all the banks and markets for free upkeep. The gold will pour in at well over +140 gpt on 0% research it will be key in upgrading the troups.

After I completed the turns I was pretty confused as wether or not the trades were good or :smoke:. Pretty much :crazyeyes:. Workers got saltpeter online, many horseman can be upgraded to knights for a mere 80 gold and many hops to musketmen. Have we had a Golden Age yet? I don't believe so. Okay now for Lee to point out the error in my ways good luck!

Hotrod
 
I wouldn't mind jumping in to take the last slot, but I have a couple of questions, and I apologize if they are things that I really should already know.

First, do I need to download a mod to play this game? I haven't changed anything on my system.

Second, what sort of timeframe would I need to finish my turn in? I could probably do in two or two and a half days when it was my turn. Is that too long?

I also haven't ever been in a succession game. I've played Civ2 and now Civ3. I feel like I can win at Regent consistently and can also win at Monarch (1-1 there). Would you mind me being in the game? I feel like I'm not very efficient in playing.
 
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City Production - Wall street available and 5 banks on the way :goodjob:
We don't have a killer cash flow here and extra $50/turn looks good.

Rule #2 - In cities in culture conflict, culture building should take priority.
The odds are lower with the Zulu and there weak culture builders, but Troy should put a priority on CULTURE building.
This city is as risk of a flip. Who knows, more culture may give us a ZULU city!

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Diplomacy - Overall it went well, close to tech parity and complete knowledge of the other continent. However...

:smoke: China will offer $12 for wm. Zulu will offer $8 / wm.
You should check wm after massive first contact trading.
There are often AI civs with some piece missing. $20 is a big increase with $94.
Every little bit of cash in OUR hands helps.

:smoke: You did a good job of luxury trading, but we still have incense.
Never sit on luxury, unless the best offer is absurd like $1 / turn.
Incense to Babylon gains $110, Democracy (save part of a turn, worth up to $134).
$110 is > 5/turn, about all you can hope for this time.
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Military - :confused: Why did we build a longbowman. No upgrade path, while pikes and knights have upgrade paths.
The AI keep building military, so you should squeeze some military / unit upgrades in from time to time.
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Other - Why is our galley in a coastal square?
We have navigation, and can explore everywhere.
There is a potential to pick up a lot of cash with map brokering if we reveal the water first.
A second galley would be nice.
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Overall - The wall street plan is good, but we have $94 with + $26 / turn.
We really won't take advantage of Wall Street with that little of cash.
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Turn Overall - Smith's could be a MAJOR mistake.
The AI loves that wonder. 1.29 is better at picking good cities for wonder building.
You have NO idea how long Economics was out there.
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Workers - My #1 subject to discuss ;)
A bit more workers in the south, an improvement.

Argos keeps getting ignore - clearing 2 forest will let it grow with squares with shields.
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I can't find a lot to comment one - which is a good thing.
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hotrod0823 -
Juliennew - Playing
Tiamat - on deck
Trickey -
10 turns per player
OPEN SLOT - another player is needed


Remember - wait for my commentary before moving - not much of a training day without that.


@alexander dumas
NO mods are required.

The typical expected time to turn around is 24 hours for your intention to play. 48 hours TOTAL to complete the move.
This means I complete 12:00 PM Wed, you should finish by 12:00 pm Fri with minor play room.
 
Smiths is only being built by Germany and if I rememeber correctly Babs or England. Germany in Berlin if we get an embassy I think for around 120 gold we will see the turns remaining then we can decide. It is very early on the Smiths and there is still time to change. Babs did not have it any more than one turn before us.
 
As far as the longbow: From Sirian

" Also, one more thing to keep in mind. Upgradability is important but often overrated. The longbow unit is almost half the cost of a knight, but the same offensive punch. Longbows are much maligned, but I have found them to be very useful units to reduce losses among my knights, especially for defensive value or in large stacks of assaults on enemy territory."

Seemed like an okay idea in this case with the many horses ready to be knights and hops ready to be musketmen.

Hotrod
 
On Smith's - that is one of the things very hard to determine not being the one haveing played the turns. I was worried they had it 7 or 8 turns going already. With 1.29, that could be fatal.
 
I'd like to join. Before I'm up, could someone make a list of goals in this game? I'll download a recent game tonight and familiarize myself with what's going on. I've read through many of the posts and skimmed others. This should be fun.
 
If you need another player in the future, I'll keep my eye out. I'm an experienced civII player, but seem to be making the wrong moves in civIII and not doing all that well in the middle game.

Also, I'm several time zones away from you.
 
hotrod0823 -
Juliennew - voluntary skip
Tiamat - Playing
Trickey - on deck
alexander dumas
 
I have it. Will play and post later today.
 
LK28

1150 AD (0) - Switch Troy to Cathedral. Trade WM to China for 12G. Trade WM to Babylon for Democracy, WM & 110G. Trade WM to India for 8G. Trade WM to Zulu for 8G. Research set to Chemistry in 6 turns.

1160 AD (1) - Thessalonica completes University, starts Marketplace. Saltpeter near Mycenae exhausted, new source appears near Thermopylae.Upgrade 2 Horsemen to Knights. Exploring & working.

1170 AD (2) - Mycenae completes Marketplace, starts Cathedral. Maratho expands. Trade WM to Germany for WM & 4G. Exploring & working.

I - India is building Smith's Trading Company.

1180 AD (3) - Exploring & working.

1190 AD (4) - Herakleia completes Cathedral, starts Barracks. Egyptians building Shakespeare's Theatre. Upgrade 2 more Horsemen to Knights. Trade WM to Babylon for WM & 6G. Trade WM to England for 5G. Trade WM to Egype for 5G. Trade WM to Zulu for WM.

1200 AD (5) - Sparta completes Barracks, starts Knight. Knossos completes University, starts Harbor. Exploring & working.

I - Babylon declares war on Germany :eek: . Babylon building Shakespeare's Theatre.

1210 AD (6) - Chemistry is discovered, start researching Metallurgy (8 turns). Corinth completes Bank, starts Caravel. Delphi completes University, starts Musketman. Eretria completes Bank, starts Barracks. Marathon completes Library, starts Granary. Egypt has Free Artistry & Metallurgy. Won't trade Metallurgy, and wants 17gpt/110G/WM for Free Artistry. Decline as that would be all our gold and most of out gpt. Trade WM to Germany for WM & 9G.

I - Babylon & India sign Military Alliance against Germany. Chinese building Smith's.

1220 AD (7) - Working & exploring. Trade WM to Babylonia for WM & 8G.

1230 AD (8) - Corinth completes Caravel, starts Knight. Eretria completes Barracks, starts Musketman. Exploring & working. Trade WM to China for WM & 1G. China are the only ones behind us in tech. Zulu is even with us in Tech, trade WM for WM. Everybody else has Metallurgy and Free Artistry, and they all want 197G/12gpt/WM for either tech. Egypt, Babylon, & England all also have Physics. England & Egypt want 197G/40gpt/WM for it, Babylon wants 197G/41gpt/WM.

1250 AD (10) - Sparta produces Knight, starts Musketman. Working & exploring.

Summary: The only civ behind us in tech is China. The Zulus are even with us, and everyone else is 2 or 3 techs (min.) ahead. We still have an extra Dye but right now we could only trade it to China who is completely broke. Germany could also use some, and they have both Furs & Spices to trade, but they don't have any harbors, and are not connected via road network to any of the other civs on their continent.
 
Almost forgot, here is the save.
 
We are hitting the point where I am not sure how much my commentary can add.
Most games are won in the land grab phase. We have less cities then we should due to wasteage, I am not sure how much this is hurt us.
Rails should appear soon - at that point we can't lose.
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City Production - Ephesus is not growing due to Aqueduct. Growth is key - I would rather be at size 8 with a temporary entertainer, then size

6 and happy.
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Overall - $240 is a improvement, but I find it hard to believe we are a commerical civ.
We should be drowning in cash. Worse, most of our military should be upgraded soon.
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Turn Overall - No major errors.
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Workers -
Knossos is STUCK for growth - cities not growing should take priority for worker actions.

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I can't find a lot to comment on - which is a good thing.
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hotrod0823 -
Juliennew -
Tiamat -
Trickey - Playing
alexander dumas - on deck
10 turns per player

Remember - wait for my commentary before moving - not much of a training day without that.
I should be back to my normal quick response again.
 
I just downloaded the save and took a look at it so I'll have an idea about what the comments are saying, and to familiarize myself for my turn. I'd like to make a couple of comments.

We have too big a military. We are wasting like 25-26 gpt. We can help this by disbanding all of the warriors. They aren't going to do anything anyway, and saving one gpt is what you'd get if you put a ten-shield city on wealth. We have a settler sitting around and are worried about growth. We should consider building him into a city. We should go to war. That'll solve the military problem by killing some units and also getting us more cities to support units. I think it's time to destroy the Zulu. They have a weak military, aren't ahead in tech too badly, are our neighbors, and are a democracy so they'll have a hard time retaliating for a long period of time. I think once we get metallurgy, we should look to buy military tradition, switch to all cash, upgrade to calvary, then stomp Zulus.

Sorry about going on a rant, and I apologize if this is a building thread, but I think that we'll end up at war anyway because it's unlikely that we'll have all the resources in the modern era. (We're very small.) I suggest a war, then peaceful building.

By the way, what is our goal for victory?

Luigi Vampa
 
:scan:
Trickey - Playing?
24 hours are almost up for got it.
:scan:
 
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