LK28 - Regent training.

Originally posted by alexander dumas
How are we doing for war weariness?

We are doing extremely well, considering we have been in fairly constant war. All of the unhappy people that I checked are only unhappy because of population, none because of war yet. Hopefully this will keep like this for a while longer.

Lee: I didn't know you could still try to plant spies while you were at war with someone, I thought you had to have the embassy functioning for it to be available. I didn't check because all the other Civ's are in Communist governments and it is almost impossible to plant a spy into a communist civ.
 
Originally posted by Tiamat

Lee: I didn't know you could still try to plant spies while you were at war with someone, I thought you had to have the embassy functioning for it to be available. I didn't check because all the other Civ's are in Communist governments and it is almost impossible to plant a spy into a communist civ.


This is what training day games are for ;)
To learn some new things about the game.


Planting spy and failing can be an effective way to get into a war. War weariness is less if THEY declare war - plus less of a hit on your rep.

Don't trying spies in furious civs unless you want war.
 
Sorry about being late. Here it is.

Turn 0: I really like Succession Games. It's like I get to start a new scenario every time it's my turn. Mostly everything was done this turn. I decreased lux to 0%. Ramped up research to 80%. Tweaked another 12 gpt and 48 science from the cities.

Turn 1: Not much. A few more units. Bombarded a german city. Moving some troops. It's hard to figure out what I have to work with. Founded Miletos as a canal space by that rubber. I reduced science to 70%, still getting mass production in one. I really want to get tanks my turn.

Turn 2: Researching tanks at 60% with +127gpt. Still no weariness. India captures the German city I softened. More units and a couple of buildings. We have another army. I build Infantry in Thess. 1 per turn. I've loaded some of the infantry we had on the border of Egypt onto transports heading for Germany. I traded refining to india for spices. I started building a couple of universities which should help keep our tech lead and push for MI and MA. So far our spies are terrible in penetrating Germany. They ARE Communist.

Turn 3: We build several more infantry, start same, a couple of more artillery. We capture Bangalore and secure three silks for now with two more after an expansion. We had to accept another peace treaty with England. We also captured three German workers which will help with the military rail net. We're going to need lots of transports. I'm building some more. Thess is now putting out 122 shields. We should probably top out around 150 before manufacturing plant. I haven't had any pollution on my turns.

Turn 4: India and Egypt ally with eachother against England and Germany. They all declare war on each other. Axis and Allies. Produce a bunch more military guys. Keep doing that. Pick up another 100 gpt by tweaking the slider. Tanks in two. Germany offers peace. I pee in Bismark's hat and tell him my people are loving this! I'd like to raze a couple of cities and capture an oil he has before letting him off the hook. Workers clean up. Spies still get nada. Is it even worth it at 100 gold a try?

Turn 5: More military. More transports. Razed a little German city. Moving on one of the four German outposts near England.

Turn 6: TANKS!!!!! Start researching Flight in 4 at a deficit (-42gpt), but since we tweaked 300 gold out of the last tech, we can probably do the same here. We take two German cities near England and I'm happy to report that we now own Magellan's Voyage and the Great Lighthouse.

Turn 7: We almost lose an army to a regular rifleman. We capture Punjab and secure another source of coal. We also capture seven workers. We now have a spy in Germany. They only have one cav, 39 infantry, 6 rifle. We have 15 cav, 96 infantry, 9 tanks. We still have no weariness in our mother country, but a German citizen in a captured city has 42% weariness. I don't know what that means.

Turn 8: Akkad and Ur fall to our Tanks, with two tanks becoming Elite. We control another source of Oil. Flight in 2 with +135 gpt. I investigate Bonn. Germany has no iron and no oil. That'll only last a while though because they have both on an island with a harbor. Once they build a harbor on the mainland they will have both. I trade dyes to India for 7gpt. Give to lux to Egypt. They are now only annoyed with us. Three lux go to England for 47 gpt. I rushed two libraries.

Turn 9: India and Germany sign a peace treaty. We build more war making things. We capture Bonn and kill about 5 German forces on their way to attack us. No losses.

Turn 10: Radio in 4 with +6 gpt. Traded two lux and 150 gold for one with Egypt. Razed Macao. Marching to Cologne and a couple of little outposts.

Overall, sorry about the messy state of the units. I didn't have a lot of time for the last couple of turns. Germany will quickly fold. Egypt doesn't have coal. I'm a little nervous about flips, but that's it.
 
I am only going to comment Bapedi to try and drive the point home.

LAK-119.jpg


Count the food - 16 excess food.
Look at the unused yellow squares - all are gaining more food.
Look at the pathetic shields - 18 BEFORE corruption.
Check out the workers in blue.
????They are irragating?????

This has been the #1 running theme this game - Poor worker actions
That desert hex should be MINED to get more shields from the city.
More squares around the city should be mined.

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Second :smoke: A university before FACTORY?
The main situations for delaying a factory
1) The city has severe corruption > 50% - courthouse first
2) Verge of rioting - needs marketplace to boost luxury value or happy building (cathedral)
3) City has to few shields to bother (a 3 shield city is a waste for a factory)
None of the above apply.

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hotrod0823 - Playing
Juliennew - on deck
Tiamat -
Trickey -
alexander dumas -
10 turns per player
24 hours for got it, 48 hours total time

Remember - wait for my commentary before moving - not much of a training day without that.
 
I have the game and will try to play a few turns tonight. My last ten took forever so bare with me if I don't get it posted until Sunday evening with the holiday week and all I will be pretty busy.

Hotrod
 
LK28 - 1745

1745 AD (0): Change Intombe from University to Factory.Change Hanchow from Temple to courthouse. Change Mpondo from hospital to factory. Hurry courthouse in Tientsin for 200 gold. Indavertantly used the spy to get troup position in Germany, for 540 gold. An accident but it worked.:).

1750 AD (1): Moved bunches o'tanks and troups. Cologne will fall next turn.

1752 AD (2): Took Cologne with 2 tanks and arrtilary, 4 resistors. Took Dacca easily, Moving on Frankfurt, Bengal and Stutgart.

1754 AD (3): Took Bengal and Stuttgart easily, Frankfurt shall easily be razed next turn.

1756 AD (4): Left some tanks on mainland for future wars with Egypt. India and Egypt sign MPP and are fighting with England. Many tanks are heading towards Germany. Raze Frankfurt, loosing 2 tanks. Radio next turn +574 gold. Start a couple airports on the mainland. May be useful later for airdroping troops. Tanks arive near Munich.

1758 AD (5): Learn Radio and Start Fission for UN, will use Hero. Free tech is Ecology. Munich falls, moving on Berlin, Hamburg and Hannover. Fission in 6 with +28gpt. War Weariness is at 21 %.

1760 AD (6): Continue moving on Berlin, Hannover and Hamburg.

1762 AD (7): Hannover, Konigsberg, Hamburg and Nuremburg all fall. Berlin is ours next turn. War Weariness causes unrest in a few cities use entertainers for now. Should only be at war a few more turns.

1764 AD (8); Berlin Falls, Lipzeig will fall next turn as will Heidelburg, leaving only 2 cities on remote islands.

1766 AD (9): Nuremberg flips to Germany with 3 units, even after I destroyed Berlin :(. Just have to take it back. England wants to up the ROP, I refuse but sell silk for 20 GPT.

1768 AD (10):Lipzeig, Nuremberg and Heidelburg all fall, only 2 cities remain. Fission in 2 turns with +686 gold. Some settlers should be built to fill the gaps in old Germany. Many tanks are at home for a future attack from Egypt, they have moved in and out of our territory the entire round. I was afraid of getting pulled into war so I just let her be. Weariness is getting higher but with only 2 small cities remaining it will be over soon.


Egypt and England will give up all there gold for combustion or electronics, 1000+, and 55 or 99 gpt respectively. Didn't make the trade but can be done by the next player.

Germany is gone within 2 or 3 turns. Whos next??

Here is the save:LK28 1766 AD

save is correct but the date in the title is incorrect. It was really late when I finished the ten turns. 4 hours for 10 tens is a long time.
 
Egpyt I think is our next target. We can build 5 or 6 tanks or more every 1-2 turns. They will be swept up pretty easily I think. We should let the war with Germany end and allow time to make more bombers, tanks and infantry. Let war weariness go down, and possibly get computers and Mech infantry. If we take Egypt theres is a good shot at Domination or if we choose we can get a space victory very easily.

Don't forget to use the leader for the UN. We have a few more new elite tanks on the German continent.

I don't expect to get another turn.:).

Hotrod
 
The save game is really 1766 at the START of the turn.
How about the end of 1768?


I notice with a quick look -
:smoke: VERY major :smoke:
Why are we building solar plants?
At 1766 Mycenae produces 60 shields.
I rushed the solar plant to prove my test.
At 1768 Mycenae produces 60 shields.

A city can have a hydro, solar or coal plant - All boast production 50%. A 2nd building of this type is a total waste.

A nuke plant is the ONLY one worth it, as that give a 100% boast.
 
1768 AD (10):Lipzeig...

OK, can you explain the above? Did you lose turns 9 and ten?
Is 1766 AD at the start the best save you have?
 
Okay I guess my log is incorrect I only played 9 turns I guess. Thats what I get for playing until 3:30. Sorry for the confusion. 1766 AD is the correct date for the game. Turn 10 was not lost, just never played.

Hotrod.
 
I am reviewing from 1776 AD, BEGINNING of turn.

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Add 1 more reason to delay a factory - you need a harbor to avoid starving a city.
Isipezi should be building a harbor.

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The is a lot of blank space near Germany - where are the settlers to fill the gaps?
I can see a least 3 more cities, which would give 21 move squares to domination after a culture building.

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Egpyt I think is our next target. We can build 5 or 6 tanks or more every 1-2 turns. They will be swept up pretty easily I

think. We should let the war with Germany end and allow time to make more bombers, tanks and infantry. Let war weariness go

down, and possibly get computers and Mech infantry. If we take Egypt theres is a good shot at Domination or if we choose we

can get a space victory very easily.
War weariness is driven by a complex formula, but the general driving factor is how long you have been fighting the SAME civ.
You get war weariness per civ. When Germany is destroyed - ww goes to ZERO for that country - instant end to weariness.
A good gauge is your approval rating - ours isn't great at 76%

Tiles to limit - 609.
Egypt owns 470 tiles - This leaves around 140 tiles - take the 2 German cities, and fill the the gaps.
Conquer Egypt and we are close.

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Overall, a good turn - outside of the turn 10 situation.
Not much I can offer this round.

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hotrod0823 -
Juliennew - Playing
Tiamat - on deck
Trickey -
alexander dumas -
10 turns per player
24 hours for got it, 48 hours total time

Remember - wait for my commentary before moving - not much of a training day without that.
 
The game looks great, I would really appreciate it if someone wants to post a pic where it is posible to see the mini map that shows where the other civilizations are.
 
Hey, everybody.

Unfortunately, I was just informed by work that I have to go out of town for the next 3-4 weeks :(. I won't have Internet access so I won't be able to continue with this SG. Sorry for having to drop out, but I was not expecting to be going out of town on such short notice.

Thanks for all your assistance Lee, I have learned a lot about playing on Regent.

I will check back and see how things went when I get back in late September, early October.
 
@Tiamat - Sorry to see you go.
However, at this point you probably just missed one round.


Important thing to remember: You didn't improve regent play, you improved Civ play. The fundamental difference as you move up from Chieftan to Emperor / Diety is the tolerance for sloppy play goes away. Chieftan you can make a ton of mistakes, while at Diety one mistake could cost the game. MM become more critical going up the levels, and starting with Monarchy tech trading becomes important.
 
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