LK28 - Regent training.

@Juliennew - Playing the game at 4:30 AM :crazyeye: I think France is GMT +1 if I remember correctly.

Sparta location choice - hard to say. The spot to get the river loses the cows and causes a large overlap.

Settler build in Athen - Wrong. Click enter once - Settler in 2, growth in 5. Three turns of shields wasted
This is the classic AI building mistake - one off the human advantages is to avoid that mistake. 15 shields are invested -

the best choices are Temple or Barracks. I lean toward Barracks - if the next settler times isn't good - you can pop a vet

hoplite out.

Sparta timing of worker is going - a 2nd worker doesn't hurt - it seems like you can never have enough of these guys ;)

Unsure - the dealing of the barb - I would have to see every turn to comment. I just get a sense the moves may not have been

optimal.

:goodjob: I see the word micromanage. At some point it starts become to hard to do, but I think it is mandatory in BC to

get the steam roller going.

I am not sure if an extra warrior exploring is a mistake. If you find a goody hut first, contact the AI sooner, etc it is

worth it.

Looked pretty good except mistake on settler timing - the trick here - you have to consider additional shields added with city growth.


hotrod0823 -
Trickey -
Juliennew -
curufinwe - Playing - 10 turns
Chieftess - (on deck) - 10 turns
SIXTH SLOT STILL OPEN

Remember - wait for my commentary before moving - not much of a training day without that.
 
One suggestion on the city placement. That's one thing I used to do, until I started learning from some of the pros. I think this is a situation were we should tightbuild. There's not much space to expand, except to the west, which equals high corruption. With tight build (2 tiles in between cities), not only do you reduce corruption, you use more tiles (cities only go up to size 6 before acquaducts, and hospitals are a long way off), and have a quicker defense. I tried a test once, a 4 tile island, and the "mainland" (actually another island). The tightbuild won out (by getting to the island) by 1 turn, but was also ahead in tech and gold.
 
@LkTender
I'm too addicted at this great game :crazyeye:
Yes, it's GMT +1 here.
For Sparta, we have the cow and didn't overlap if my reminds are good.
 
For the research, I suggest Litterature after writing discovered. If we don't meet anyone, we will be far away in tech research. We should put our efforts in it. For the moment, we are "Moderately advanced".
 
Of course Juliennew, I'm always one for literature, love those libraries, which are cheap due to our scientific attribute.
 
A few comments here...

A tight-build will always be more powerful than a normal build that allocates 21 tiles or close to it for each city. For that reason, I don't use the ICS tight building style. Why? Because it turns Civ3 from a game into a calculator formula, where cities are laid out in a perfect grid and you have more cities than you know what to do with. Playing this way is just not much fun IMO - take a look at the monstrosity that RBD13 has become if you don't understand what I mean. More cities = more power, but also less enjoyment of the game in the long run.

As for your civ being moderately advanced: your status on the science advisor screen is determined solely by the progress of the other civs in relation to you. At this point, you have met no other civs and thus have nothing to compare yourselves with. So Sid is always going to call you "moderately advanced" until you meet someone else. It's not something you can go by at this point in the game. :)
 
Alas Civilization is not working for my computer, therefore skip me, I should be able to next time.
 
hotrod0823 -
Trickey -
Juliennew -
curufinwe -
Chieftess - Playing - 10 turns
SIXTH SLOT STILL OPEN (on deck)
 
Ok, got it. I'll play/post within 24 hours or so. I've got work tomorrow (half day), and the demogame here later this evening, but I should find some time for 10 turns during the afternoon.
 
Sulla: about F6 advisor info, that is not correct. Playing RBD7 Isolationists, and meeting no civs at all until almost 1000AD, the F6 advisor was noted to go from calling us advanced, to moderate, to backward.

There's all kinds of subtle information available through the F# key menus. I don't talk about that much, but I do know where to look when I have need or use for certain bits. F11 can be the most helpful, but the only one I find useless is F9, which is the Palace display. Every other one has some kind of special info available nowhere else.


- Sirian
 
guys, sorry about my stupid moves, im not usually that bad i promise. i have to admit i did not think of moving up th luxery rate. Ill do better next time.
 
@Trickey - this is what training games a for - to think of different answers.


@Chieftess - OVERDUE - Need moves now
 
I was hoping to play earlier, but my family wanted to use the computer. I'm playing my turns now.
 
LK, I'll take the 6th spot. I haven't ever done a succession game before though. Also, I won't lie, I lack in some faucets of the game, mostly the micromanagement, poor city placement sometimes, and sometimes too much of a builder and let down on military, that could be why I went for the diplomatic win in GOTM8 :D
 
Turn 0 - 2150 BC

Assessment
Athens - Settler in 5, Size 1 (granary), 1 to size 2, 5 to size 3. -1 turn waste for the settler. Micromanage at turn 5.

Sparta - Building a worker, done in 5 turns. Growth in 5.

Lowered Science to 10% and still get writing in 29 turns. (net gain of +4, for +5 gpt total). (micromanagement tatic learned from the Demogame)

Turn 1 - 2110 BC

Athens grows! Moved the worked tile (settler in 2) to one by the river, towards Sparta (settler in 3). Road started on worked-Athenian tile (I know I could mine it, but that would mess up the settler build...) (+6 gpt)

Turn 2 - 2070 BC

Just scouting and working

Turn 3 - 2030 BC

Just scouting and working

Turn 4 - 1990 BC

Worker produced in Sparta. Goes to the worked tile (1 SE).

Turn 5 - 1950 BC

Settler in Athens! Places Athens on settler. Current settler is going 4 tiles NE of Athens. I like the early tight build now, since it gives a boost in commerce without as much corruption. One worker (S of Sparta) starts building roads (good for quick troop movement), and the other starts mining. The scout (warrior) spots a border! The other warrior finds a map of the region in the goody hut.

Turn 6 - 1910 BC

Scouting and working the terrain.

Turn 7 - 1870

Settler is at its' city site. Getting closer to that other city over the border, and it's.....

Turn 8 - 1830

ZULU!!!!! Contact is made, and Shaka is polite.

We decide to trade...

Their iron working for Alphabet and 76 gold. We lower that gold to 55 gold! They have 3 cities (I looked at their city list). Thermopyle is built. There's iron 2 tiles to the SE. There is no more iron until the mountains to the north-north-west!! Thermopyle on temple.

Turn 9 - 1790 BC

Scouting and working the terrain

Turn 10 - 1750 BC

The mines by Sparta are done, and both workers start building roads. Athens grows to size 2, and is micromanaged to have growth and settler in 5 turns. (before, it was a settler in 3)
 
I think that city of my should've been in a tile... But, it looks like a long continent, so gallies would REALLY help for troop movement. It's a tradeoff, I guess. Also, Since it looks like we'll have more than 7 cities, I suggest building (or prebuilding for) the pyramids.
 
Here's a map of our iron resources, and other resources. It looks like a lot of expanding to do. That might mean settlers on gallies to claim those northern resources. I would suggest NOT giving the Zulus our map...
 

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Reading the summary - perfect move on the switch to temple to secure the iron.
It is never too early to lock resources - don't believe it - take a look at ARS01 - British Open.

I am glad to see you haggled the price on Iron Working. The only thing NOT worth haggling is wm - usually ZERO playroom on price.

TURN 10 - A mistake was made! If you have to slow down growth in Sparta to get the next settler - timing for food / shields - then the settler was started to soon. NEVER slow city growth in highly productive city - Slow growth / entertainers should be reserved for hopelessly corrupt cities.

Sparta should find ANYTHING ELSE TO BUILD to get food higher and not have to play this game. You could move the warrior from Sparta to Therm, build another warrior, then start settler. Instead 2 turns of Sparta time is WASTED - the MM is meaningless - 2 turns are still WASTED.

UNSURE - Report doesn't tell either way - are we checking the Zulu for possible workers to buy?
Grabbing a worker this early would be a huge bonus.

City location for Therm... - Large tile overlap, but in this weird shaped landmass I don't know I could propose any better.

Science - 10% correct call - additional science gains nothing on writing research. In addition, the Zulu have at least one tech to buy, and you need cash to buy it.

MM - Sparta is using the tile the workers are at :goodjob:


OVERALL game progress problem - First round has seen BAD food management with Sparta.


hotrod0823 - on deck
Trickey -
Juliennew -
curufinwe -
Chieftess -
rangers85 - Playing


Remember - wait for my commentary before moving - not much of a training day without that.
 
(0) 1750 BC - Not much needs a changin'

(1) 1725 BC - Barb peaks out from fog south of Athens. Continue scouting north and northwest, head southern warrior towards barb camp, then will take eastward scouting. Nothing new from Zulu to trade for.

(2) 1700 BC - Works finish road by Sparta. Begin road to connect Therm. Continue searching north.

(3) 1675 BC - Phrygian Barb attacks Athens and we win. The People Love Me and offer to upgrade the palace, we decide the steps would help us exercise. Zulus begin Pyramids. Settler 1 turn away in Athens, Sparta grows. Our warrior attacks a Parthian Barb Camp and wins. Continue scouting. Goody Hut revealed.

(4) 1650 BC - Settler finished in Athens, Warrior began for Therm. Settler sent towards west coast. Popped Goody Hut and the Gaul village is deserted.

(5) 1625 BC - Scouting, not much happened

(6) 1600 BC - Scouting, warrior sights a yellow Egyptian border. Will wait to buy Mysticism till we get Egyptian contact for cheaper rate.

(7) 1575 BC - Settler in place, will found next turn, Zulus get Horseback Riding.

(8) 1550 BC - Road to Therm completed, begin a mine by Therm to speed up Temple. Corinth founded and begin work on Warrior. We make contact with Egyptians, they don't have Alphabet yet, but have Horseback Riding and Mysticism like Zulus. We offer Egyptians Alphabet, 3 gold for Horseback Riding and they accept. We now offer Zulus 46 gold for Mysticism and they accept. This is a savings of 51 gold from before Egyptian contact, almost the price of an embassy.

(9) 1525 BC - Warrior completed in Athens, begin on Settler. Send warrior south to find barb camp. Continue scouting in North. Zulus learn Mathmatics, they want 8 gpt, 84 gold, we reject for now.

(10) 1500 BC - Egyptians begin Pyramids. Keep Scouting the North. Switch Athens to Pyramids, 79 turns to go.

Final Thoughts:
It's up to the next player to continue Pyramids or not.
No workers became available during my turns, otherwise would have bought one.
We have 4 cities as do Zulus, Egypt has 6.
8 turns till Writing.


I'm sure I probably did something wrong, so lay into me now :D
 
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