LK28 - Regent training.

I'm sorry but due to an unexpected turn of events I shall be unable to keep up with training days, for civ Democracy game alone exhausts my free time.
 
hotrod0823 -
Trickey - in limbo - needs to confirm interest or dropped - 24 hours to dropped.
Juliennew -
Chieftess - Playing
rangers85 - on deck

With the above notice -
NEW PLAYER **NEEDED**
 
ok, grabbing the game and playing...
 
Turn 0 - 1000BC

Assessing: Ahh!! Even *I* wouldn't place my cities like that! :)
Atleast 2 spaces that won't be used... (and we've got the agressive Zulus to the north. Oh dear...)

Making contact - Shaka is polite. Math for 100 (haggled to 87) - won't trade poly (gasp! 'Poly! :D). Cleo will give math to us for 84 (again, haggled), but won't give us poly. We take math from Egypt for 84 gold.

We're gonna need galleys to compensate for our lack of roads. 3 moves per turn sure beats the settler using up 3 turns in itself! Should have gone for mapmaking first... We are scientific, so libraries will help us, and be cheaper. Putting mapmaking in the science queue.

Athens switched to settler. Settler in 4, growth in 5. MM'd the mined worked tile to another shield grassland tile by the river. A lost of 1 shield (for 5 turns), but also a loss of 1 commerce for 1 turn. (doesn't effect overall income).

Sparta switched from temple to settler. (I know, loss of 2 shields, but we're in expansion mode)...

Turn 1 - 975 BC

Settler built in Sparta. Attempting to use Optimal City Placement (as that's what LKtender (sp?) seems to like to use). I don't like disbanding and rebuilding - seems to take too long... Diplo. check for new trades/willingness to trade. None.

Turn 2 - 950 BC

Switched Thermo to settler. Nothing to trade. Workers connecting cities, as we need the settlers to move, and FAST!

Turn 3 - 925 BC

Continuing to work the roads, and move settlers (we really need gallies...). Diplo check - no new trades.

Turn 4 - 900 BC

We were in Egypt's territory via exploring. Not sure if we should sign an ROP. We do have unused land to the SE, and are on opposite ends of the continent... decided against it. Moved a worked Corinthian tile to one where the worker is building a road. (same tile type).

Turn 5 - 875 BC

Athens builds a settler, starting a hoplite for protection. Diplo check - no new trades.

Turn 6 - 850 BC

Thermo builds a settler, and starts another. Instead, decides we need another worker, and starts that instead. Diplo check - none. Delphi MM'd to put one worked tile onto a tile with roads.

Turn 7 - 825 BC

1 GPT turn deficit noticed. Adjusted science to 50%, and we still get lit. in 2, and +1 gpt. Diplo check - none again.

Turn 8 - 800 BC

Workers working. Diplo check - none again.

Turn 9 - 775 BC

Literature is learned and we start map making (in 24 turns). Several settlers and a worker are built. Building hoplites. Knossos founed on the dyes. Our warrior dies fighting barbarians! Egypt will now trade Polytheism for Literature and WM. Zulus want the same. Polytheism goes towards the Monarchy track. I'll take it from the Egyptians. Reason: I just don't trust the Zulus when they have room to expand. ;) Zulus will give 5 gold and a territory map for lit. Not worth it.

Turn 10 - 750 BC

Corinth completes the temple. We now have 5 settlers moving to the north. I suggest one city 5 spaces NE from Knossos (so their city radii touch, but don't overlap). Diplo check - Egypt has mapmaking but won't trade! grr. Zulus have it too, and want literature, 60 gold (all of our gold), and WM. I think it's worth the adjustment in science. We can get our settlers to places quicker. Set science to 40%. Monarchy in 40, and we're now making 6 GPT.
 
I should have the review done within 12 hours.

I actually load the game during the review process -
Since I can't PLAY Civ at work...
 
I could write a book on the problems with this turn.

I will concentrate on 3.

1) Science - :smoke: Monarchy in 40 turn with 40% science.
I cranked to 80% and get 39 turns.
If you can't get much less then 40 turns - drop science to 10%.
This nets $5 more a turn. Over 40 turns = $200.


2) City Placement - GACK!!!!!!!!!!!!!!
You need to follow you previous players lead.
Julienew built Pharalos in anticipation of the abandonment in Delphi. You have 2 cities with HORRID overlap. Rangers85 should switch that city to settler and get RID OF IT.
Disbanding and rebuilding does take long - but there are times to conceded a city is a screw-up and put it out of it misery.


3) Balance - There was none. 100% settlers, then 100% military units.
You must vary your builds based on cities strength.
You must read the previous reports.

City production
Rule #1 - Use the cities strenghts - for example
Heavy food = settlers / workers
Heavy shields = barracks, and military
Heavy income = lots of gold, marketplace, library, etc - avoid settlers, military, etc.


An **EXCELENT** military plan was arrived on - Therm = hoplite factory.

Therm - This is the ONLY city with a barracks to produce veteran units.
This city produced a settler, and is building a worker.
SWITCH TO HOPLITE.

Knossos - This city has at least 75% corruption, and may be 1/1 city.
High corruption cities should NOT BUILD MILITARY unless you can afford to rush it.
This city is good for skim 1 worker, then start temple.

Corinth is highly productive - It would only take 10 turns for a barracks -
either build barracks, then military or granary to speed city growth.

Sparta - Has a granary. You should have built less settlers at once, and build more from Sparta.

Athens - Zero corrution - library if you plan to research yourself.
Settler - you have a granary.
3 double shield grasslands + capitial is 7 shields, with barracks = hoplite every other turn.

I could write a book on this turn and lack of balance.

You need a city production game plan - your building was pure CHAOS.
Forget advancing to Monarch to you have a clear city use plan.


-------------------------

@Chieftess - Did you rush this turn just to get it done.
If so, it would be better to skip.



hotrod0823 - on deck
Juliennew -
Chieftess -
rangers85 - Playing
OPEN SLOT - SIGN UP


Remember - wait for my commentary before moving - not much of a training day without that.
 
No, that's how I usually play.... :)

I'm lousy at city management (where to place cities, what to build, where/when/what to build, etc.).

I spent 2 hours on it... (Is that enough for 10 turns? Or should it be more?) Plus, you said we were in expansion mode, so I was assuming that we would build lots of settlers... I didn't even know about the city rule of mil for high shields, settlers for high food, etc. Maybe that's one reason I've been stuck in Chieftain/Warlord (the former more than the later) for 11 years!

Yes, chieftain mode was a challenge then for me. :crazyeye:
(and still can be at times...)
*wonders how people could finish at 10 AD or less....*

And yes, a book may be helpful. Something like "Antiquity Age Setup - The First 100 Turns". :D
 
There is no magic formula for how long a turn should take.

That is the begining of the cities rules.
Sometimes subtle things help much - if you are building artillery and infantry - some cities will take the same time for both, some will build artillery one turn sooner. Guess which cities I build artillery in?

Build cost are based on multiples of 10 - best thing to do, get your cities to multiples of 10. Building a spearman in a 9 shield city = 9+9+9 for 27 shields, 7 wasted shields! Tricks like this become very important at the higher levels.
 
hotrod0823 -
Juliennew -
Chieftess -
rangers85 - Playing
rctmasta - NEW PLAYER (on deck)
 
Originally posted by LKendter
There is no magic formula for how long a turn should take.

That is the begining of the cities rules.
Sometimes subtle things help much - if you are building artillery and infantry - some cities will take the same time for both, some will build artillery one turn sooner. Guess which cities I build artillery in?

Umm.. The inner cities? (Really, I don't know..)
I always thought a unit was just a unit... I had one game where I thought I built up enough units to take a city (one city) - in GOTM6 - where Babylon and Persia were on the same continent). I had built up 90 infantry and cavalry, and they ALL LOST to infantry, riflemen, immortals and swordsmen!!! I also rarely build arties, since they rarely seem effective... Also, it seems when ever I build up a force, the AI is always matching me! (makes for some impressive battles sometimes...) That's why I've been more of a builder than a warmonger...

[/b]
Build cost are based on multiples of 10 - best thing to do, get your cities to multiples of 10. Building a spearman in a 9 shield city = 9+9+9 for 27 shields, 7 wasted shields! Tricks like this become very important at the higher levels. [/B]

What about when you can't change it? For example, if the only other tile reduces one shield, but the amount still goes over?

My other question. City placement. :)

I can not for the life of me, tell how a city will grow (end up) in the modern era (with rails, irragation, and mining). So, I end up buildig whereever a spot looks with with as little overlap as possible. I can never seem to scout quick enough when my 2nd settler arrives... (at the start of the game). Some games, I'll even look at the game date (might be 1500 BC), next thing I know, I'm just getting into the middle ages, and it's 1950 AD! :)
 
OK - I guess Rheotorical (sp?) question didn't work.

If the city builds infantry 3 turns, artillery 2 turns - build artillery.
If the city builds infantry 4 turns, artillery 4 turns - build infantry.
 
If I'm this lousy, maybe I should hope for a Chieftain Training Day game...! ;)

(any takers?)
Might be a tutorial anyway, for "old newbies".

I do have a suggestion... (atleast maybe in the next training day game, or if you have the patience. :)) Explain each step (i.e., why you chose to put a worked tile on such and such tile in turn 1). Don't take it for granted that newbies, (and people like me, who *still* haven't gotten the hang of city management, and MM..) will know what they're doing. It might even become a book. :)
(with detailed pictures)
 
I would be in a "chieftain" training day game! Or "warlord." It would be wonderful if someone could lead us and explain each step.

Yes, indeed. It might even become a tutorial book!

stwils
 
(0) 750 BC
Switch sciences to 10%, gain 5 gpt, 11 gpt. Will help with buying any new sciences available. We have 5 settlers heading north. Mapped out where to put next 5 cities.

(1) 730 BC
Egypt asks us to leave, we do not wanting a war yet. Athens finishes Hoplite, begins Settler in 6, growth to 3 in 4 turns. Begin worker on road to connect Pharsalos to Knossos and in process connect dyes to network, while allowing settlers to be dispatched quicker. Send settlers to desired spots to fit OCP. Send completed Hoplite to Pharsalos for now.

(2) 710 BC
Therm completes Worker, begins Hoplite. Send worker to help connect the north. Egypt has construction, Egypt says "It can't be done", Zulu also has construction, but same reply.

(3) 690 BC
Corinth connected. Settlers continue moving to their spots. 1 reaches will found next turn. Continue exploring Egypt. Neither civ is willing to part with Construction yet. Nothing really interesting.

(4) 670 BC
Egypt demands us leave again. Corinth's borders expand. Argos founded 5 NE of Knossos, begins warrior. Hoplite reaches Pharsalos, fortifies. Zulus are willing to trade Construction for WM, 12 gpt, 42 gold, we respectfully decline, too expensive for my tastes. Cleo wants the same except 11 gpt instead of 12 gpt.

(5) 650 BC
Forbidden Palace now available. Corinth finishes Hoplite. Begins Barracks in 10 to have another military city, never can have too much military. Start sending Hoplite towards Argos. Having a worker begin road to Argos.

(6) 630 BC
Sparta finishes Hoplite. Begins settler in 8. Sends hoplite towards Knossos. Mycenae founded 3 north, 1 NW of Knossos. Captures another horse denying it from the Zulu. Begins on Hoplite in 20 (Already has a warrior that was tagging along. Construction still too expensive. Making 15 gold per turn. Still can't gain any turns on Monarchy within running at a deficit. 1 turn till Settler in Athens.

(7) 610 BC
Settler finished in Athens, begins Hoplite. Settler sent north some to allow next person to decide where to put it. My suggestions will follow. Construction still expensive, but treasury is still building up and I prefer paying cash rather than gpt, so 9 gpt is a lot. According to military advisor, we have an average army compared to Zulu & Egypt.

(8) 590 BC
Knossos 1 road away from being hooked up. Roading the Dyes now and that will be hooked up to almost all our cities soon. 1 settler 1 spot from destination, will be founded last turn of my turns.

(9) 570 BC
Therm completes Hoplite, begins another. Delphi finishes Hoplite, begins Settler. Knossos finishes Warrior, begins Hoplite. Sending completed Hoplites north to help defend some. Herakleia founded 3 north, 1 NW of Argos, begins Warrior.

(10) 550 BC
Egypt demands us leave, we do. Continue sending Hoplites north.

Current state of Greece
10 cities (3 created this turn)
123 gold
17 gpt
Monarchy in 30
Science 10%
Luxery 10%
Tax 80%

Military
3 Settlers
5 Workers
8 Warriors
6 Hoplites

Foreign
Egypt has 10 cities, military forces outnumber us
Zulu has 8 cities, military forces about the same size

Zulus didn't seem to really grow this turn. I don't think they even built a city, Egypt built 1, maybe 2 cities this turn.

The Orange and Pink are the two suggested city sites. The Pink claims the two incense giving us a second lux. The Orange creates a better buffer zone and puts us bordering Zulus to the north. We could add a third city between the borders of Hlobane & Isandhlwana to put some pressure. Also, not sure but the Orange & Pink cities could be moved 1 SW for both, if so, it'd get rid of the wasted square between the orange city and Mycenae, but overlaps 2 squares between Herakleia and the pink.


Also, sorry about missing the thing about Delphi.
 

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Here's the save.

Also, sorry for the pic looking a little weird pasted over my pre-turn picture that I'd mapped out my cities on.

Although, you can see how much we expanded and yes, Zulu built 1 city.
 
Balance - settlers, military - 1 barracks. NO infrastructure.
To narrow of a focus.


City MM - No obvious mistakes, except using undeveloped tiles due to lack of workers.


City Placement -
Also, sorry about missing the thing about Delphi.
Why mistakes are much worse in succession games. Getting them fixed can take forever.
Worse the city is GROWING! - Go to Delphi, create a taxman.

I like seeing the dot map, and the fact you mentioned creating one before placing the cities.
I have played 50+ games, and I still on occasion need to do it.

I didn't realize until now, but Knossos was placed wrong.
This slight misplacement hurt during rangers85 round.
With Knossos up 1 north, we could have placed cities better.

Within the current city layout - move the incense city 2 squares se (hill on ocean).
We still get instant incense, but we snag the cattle square.
The location of the fp is unknown, so work with the idea that any city could become the fp city.


City production -
Corrupt 1/1 city - Build workers, and critical buildings (1 culture building, harbor, etc).
Herakleia should switch to a TEMPLE - Iron goes away, and we should insure the 2nd source get inside our border.
Mycenae is small and corrupt - also a TEMPLE to lock borders - the city has a defender.

Diplomacy -
treasury is still building up and I prefer paying cash rather than gpt
[party] - Only pay gpt for something critical
500 shields toward wonder and nothing to switch to (good to buy a wonder related tech)
War and buying improved military such as - knights, cavalry, rifleman, etc.
If broke, I would buy workers gpt as they won't be available next turn.
Luxuries / Resources - Cash may be cheaper, but if possible war gpt is better.


Forbidden palace - Are we going to war soon? If yes, we the decision can wait hoping for a leader.
If NO, we should talk about the FP once out of despotism.


Infrastructure - We have none except for a couple of temples and barracks.


Military - SUCKS.
8 warriors - this unit is a dead-end, stopping at swordsman. Worse, we are building more and all regular.
Concentrate on building units the will upgrade through time. Hoplites go all the way to Mech Infantry.
Except in a critical war situation, it is better to build vet units. In addition - concentrate 2, maybe 3 cities on military production. Early on barracks are too expensive to have in a lot of cities.
We have mapmaking, but ZERO galleys? We should have at least one galley exploring. We could be the first to find a good island. I had a junk 4 square ice island be my ONLY oil source. You want to beat the AI to these islands.
:confused: Therm builds a worker? Please reread my post about using city strengths.

Science - Good job.


Settlers - We are approaching the limit of manageable sites. Sparta is only city on settler - fine - we still have the 2 southern spots to build. Mapmaking is out - the AI **WILL** land troops there to snag those spots. At this point it makes sense to build the cities south of Athens.


Summary - No arguments here.


Workers - 10 cities, 3 more on the way. 5 workers and none being built. CRITICALLY LOW.
1st ring, Low corruption Cornith as is using undeveloped tiles. Workers should improve cities close to the capital first.


hotrod0823 - on deck
Juliennew -
Chieftess -
rangers85 -
rctmasta - Playing


Remember - wait for my commentary before moving - not much of a training day without that.
 
Well im used to playing Industrious Civs so I planned on getting more done but...

Pre-Turn: Looked around at city production and need for workers. Noticed a warrior near Egypt which ill keep exploring. Changed a few cities to workers.

Turn 1-530 BC: Completed workers in Athens and Pharsalos, Started Athens on a library and Pharsalos on a galley. Built the city of Ephesus and started them on a hoplite.

Turn 2-510 BC: Sparta finished a settler and Thermopylae made a worker. Started Sparta on a hoplite and Thermopylae on a galley (15 turns faster then Pharsalos), Switched Pharsalos to hoplite, moved a settler down to the ice covered tip. Founded Thessalonica where we can get more iron. Egypt and Zulu are asking for all our gold, our map, and gold per turn so no trades.

Turn 3-490 BC: Started Rhodes where we can get 2 incense and started them on a worker. Moved some various units around and did some city improving.

Turn 4-470 BC: Corinth finished barracks and started hoplite. Delphi finished worker and started barracks. Argos finished warrior and started worker.

Turn 5-450 BC: Get the settler into position and... a barbarian attacks, taking it. Other then that nothing really happened everyone and every city was in the middle of something. Just checked up on things.

Turn 6-430 BC: Move warrior to attack barbarian camp and extra barbarian. Quiet time like last turn.

Turn 7-410 BC: Kill a barbarian and have another quiet time. With everyone working theres nothing to do. Check up on Zulu and Egypt but nothing.

Turn 8-390 BC: Corinth finishes hoplite and starts library.

Turn 9-370 BC: Thermopylae finishes hoplite and starts another one. Egypt finishes pyramids. Destroy the barbarian camp.

Turn 10-350 BC: Athens finishes library and starts barracks. Sparta finishes galley and starts library.

Nothing very important happened. We should get faster technology now, at least a little faster. City improvements will be better, so faster production. And a galley was made to explore.
 
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