LK30 - Regent, city placement training.

1- Warrior pops a hut, we get math. Abe doesn't have anything to trade for it so we keep it.
2-We spot Russia's border across the ocean to the East of Hamburg.
3-
4-Settler built in Berlin, moves towards the red dot. Berlin starts a spearman.
5-
6-
7- We are losing 1 gpt, but setting our science back 10% will cause a 3 turn delay, we can afford the 1 gpt deficit for now.
8-Liepzig builds another worker, starts a temple
9-Berlin builds a spearman, starts another settler.
10-Warrior exploring the western deserts is killed by a barb warrior, settler arrives at the red dot and can build next turn.



Glad we worked this out, sorry for the confusion :)
 
Berlin is building the Settler to early. Berlin hits size 2 in 1 turn, size 3 in 11.
The settler finishes in 9 turns before gaining the size 2 shields.
Berlin should either build spearman for escort, or granary for long term growth first.

The -1 turn deficit can be easily solved, change Hamburg to use blue dot and gain +1 commerce.
LAK-148.jpg



Take a look at the dotmap from hotrod0823
LAK-149.jpg

Red dot should start with using the wheat and building a worker.
As a general rule, building a worker before anything else in a city is a good guideline, provided it doesn't waste turns.
If we develope the tiles in 1,2,3,4 (road only) order, then we can have a connection to purple dot close to the time the settler will appear. Then the yellow dots can be worked. Blue dot is NOT a great city, but it is a key communication line to the northern part of the map.

Our next effort should focus mainly toward America. There are spices, iron, and silks to grab down south. The wheat spot was good, but not in the area of the main competition.

:goodjob: to robehans. Leipzig is becoming productive faster then I thought it would. The trainer learned something new.

===========================

robehans
Nick014
cgannon64 (currently playing)
da_greatest (on deck)
hotrod0823

10 turns per player - 24 hours for got it, 48 hours total time from last turn posted

Always play the full 10 turns. We may not build perfect cities, but the wait for my comments in the middle of the turn format is NOT working.
 
Yes, I was contemplating building down south, but I thought it would be better to have another fast-growing city for pumping out settlers. Maybe could hurry 4 warriors down south and block off that choke point and hope America expands to their south first? If we could pullit off that'd practically guaruntee us that jungle area
 
Here are my ten:

(1) Konigsburg built. Various worker production. Switch Berlin to Granary, from Settler, because building a Settler will waste 4 turns of production. Trade Math for Writing with America. I just realized the mistake I made there; wasted all the research we just did. Dang. Too bad---sorry for the slipup, I didn't notice the number of turns left with Writing.

(2) Nothing but troop movement.

(3) Granary finished, start on Spearman, either for defense or escort.

(4) Nothing but troop movement.

(5) Nothing but troop movement. America has contact with the Romans, but won't deal. The fact that they have contacts confuses me. We seem to have found the ends of our island, so where are the Romans? Americans don't have Map Making, so the Romans can't be offshore...I'll have to send warriors to the ends of the continent, maybe somewhere we thought was the end is really a peninsula.

(6) Nothing but troop movement. However, I seem to have found the peninsula, but I'll have to explore further.

(7) Nothing but troop movement.

(8) Nothing but troop movement. What I thought to be a peninsula ends up being a barb camp. And, to top it off, a horseman flies out and kills my warrior. Dang. That is very annoying.

(9) Worker built in Konigsburg; send him to mine the wheat so we can double our production there. Lincoln offers contact with Romans for 1gpt and 190 gold. I'll let the next person decide if Casear is worth that cost. I don't think so.

(10) Nothing but troop movement and worker building. Well, this was my 10. Not much happened.

And the save:
 
[dance] 2 turns in one day [dance]

Konigsberg - Glad to see the new workers from this city. 3 turns to size 2. 7 more to size 3. Settler should be a safe build, as either shield #2 or #3 will be lost to corruption.

We seem to have found the ends of our island, so where are the Romans?
LAK-150.jpg

Look very carefully between the yellow lines. Send a warrior this way. The Americans must have had a unit sitting on the red dot when a Roman unit walked by. If we send the warrior by Philadelphia southwest, we can probably make contact without paying Abe. We will probably need an embassy and RoP with America to get by without being kicked out the wrong way.

LAK-151.jpg

:smoke: The basic cost to build a road is 6 worker turns. Multiply that by movement cost of jungle = 18 worker turns.
The base cost to clear jungle is 16 worker turns, then build the road = 22 total turns. Instead by building the road first, we lost 12 worker turns. Yellow dot IS under Leipzig control, and could have been developed before blue dot. Wasted worker turns add up quickly and hurt the growth curve.

Time for southern settler push with ESCORT, as a known barb camp is out there.
===========================

robehans
Nick014
cgannon64
da_greatest (currently playing)
hotrod0823 (on deck)

10 turns per player - 24 hours for got it, 48 hours total time from last turn posted

Always play the full 10 turns. We may not build perfect cities, but the wait for my comments in the middle of the turn format is NOT working.
 
Sorry about that worker thing, and that tech slip-up: shows you what happens when you play while you're sleepy. I was planning to send a settler south, but none came under my watch.

CG
 
I decided to get a ROP to find Rome. I got it for 1gpt and 25 gold. Rome has a lot of cities but is way behind in tech.
After Berlin built the granary I built a spearman to be an escort and to deal with barbarians.
The settler that was built in Hamburg was sent south to build a city near the chokepoint.
Mapmaking was just discovered. The next person to play can feel free to change the research because 0 turns have been researched so far.
 
:confused: Why haven't we traded maps with Rome and America. They will pay us!

At first I couldn't figure out why the galley, until I saw the sliver of a border near Hamburg - good catch!
Early contact is always good.


Originally posted by da_greatest The settler that was built in Hamburg was sent south to build a city near

the chokepoint.

There really isn't a choke point on this map. City should be build for productivity.
A choke point city should be exactly one square wide.


:smoke: We have known barb camps - but we have an unescorted settler, and a settler in 2 turns with no escort.
Bring the spear in the desert back for one escort. The other settler needs to build inside our city ring!

Worker by Konisberg should build a mine, before the road. That city is taking forever to build the settler.


===========================

robehans (on deck)
Nick014
cgannon64
da_greatest
hotrod0823 (currently playing)

10 turns per player - 24 hours for got it, 48 hours total time from last turn posted

Always play the full 10 turns. We may not build perfect cities, but the wait for my comments in the middle of the turn

format did not work.
 
LK30 from 710BC

710 BC (0): Trade Rome WM for WM and his 28 gold. Trade Abe WM for WM and 17 gold. Establish embassy with rome for 52 gold. Change research to literature, cheap libraries for our civ is cheap cultural growth. AT 70% breaking even and get lit in 20 turns.

690 BC (1): Decided to turn warrior around and send back to tak out the barb camp. :smoke: maybe, the new galley can grab him soon for more exploring past the americans. Send settler North to the mountains city location, should be safe without an escort. Sending spear back to hookup with the new settler out of Berlin. Romans and
Americans are now polite.

670 BC (2): Settler complete at Berlin, start another, will start an escort at Leipzig or Hamburg.
Jungle cleared at Leipzig, start and finish roads.

650 BC (3):Leipzig completes temple and start barracks, it is going to be a productive city with little corruption and could then produce vet troops. Increase research to 80%, running -3 gold but we have 129 in the bank. Found Frankfurt in the mountains on the coast with gold and spice in the 21 tile radius, start worker.

630 BC (4):Found Munich in the hills north of Berlin, start warrior. Spear catches settler in the West. Lit now in 13 with +0 gold at 70%. Send workers to my [pimp] momement to "fix" the irrigation at Leipzig.

610 BC (5):Spear settler pair to the west heading to gold/silk town.

590 BC (6):Disperse camp with vet warrior and get +25 gold. Will have warrior patrol the jungle for more barbs. Settler/spear reach new city spot in the west.

570 BC (7):Hamburg completes galley and start Great Lighthouse. Trade tiles with Berlin to get GL in 50 turns. Found Heidelburg in the West btwn silk and gold. Start temple, not enough food to get a worker yet. Conact the Russians to the East, they have Code of Law and have contact with the Japanese. Decide to establish an embassy before any trading. And they will get the pyramids in moscow in 3 turns. Sell Cathy WM and contact with the backwards and broke romans for contact with Japan, 40 gold and there WM. Establish embassy in Japan for 46 gold. Sell our maps to Japan for 50 gold and there maps. He is now polite They lack Map Making and are broke. Sell Abe contact with the Japanese for 102 gold, all he's got. Cathy wants too much for Code of Laws.

550 BC (8): Leipzig builds barracks and starts spearman. Konigsberg revolts, missed it, :smoke:. Hire an entertainer. Romans start pyramids.:lol:. Barbs approach from the North of Konisberg. A warrior/settler american pair head north from Boston. Maps all around, get about 20 gold. There is the Egyptian to the NE of Japan, no one has contact yet but I see the cultural boarder. There is also an island to the East between us and Russia.

530 BC (9): Berlin completes settler, start another. Munich build a reg warrior but needs to start another for protection to the north. Sending settler to the East coast, will hook up with spear out of Lepzig.

510 BC (10): Russians start Oracle and complete the pyramids. France completes the Oracle. Settler arrives in Leipzig to wait for vet spear escort. Recommend going to the jungle southern coast the american party is heading to the spices :(. Not sure if there was any way to stop them. Kept hoping the would turn around. Cascade will happen next turn. There is only one city that can switch to the Great Lighthouse and Osaka is in the jungle.

Russians are still the only ones with the Code of Laws but won't trade. we should have Lit first and can trade later. The settler from Leipzig should head south either to the coast or to the spices if the americans don't turn back. They will get to the spice first but will be cut off and could probably be flipped later on.

Will try to get a dot map later. The Yanks just started :).

Here is the save:



LK30 510BC
 
I will review once I see that dotmap.
 
I think pink dot is an easy spot but the yellow or the green will workout. Both are on the river and are heavy jungle cities requiring many workers. This all may be for nothing because of that settler I foolishly let by :smoke:. That city site may determine where the next city should be put. We could build right on top of them and use a culture drive to flip it eventually. After looking at the map more closely tonight I think 1 tile south would have been better for Frankfurt. It would have closed the gap more, eventhough the americans may still have passed through it.

Not to be counted out is the uncharted Island to the East, it is not too far and looks like nice grasslands.

Hotrod
 
The Great Lighthouse is a waste of time on this map. We can reach the other main landmass without it. We can even trade with the other landmass. CANCEL the Lighthouse, as we gain no benefit. We know the area of one of the remaining civs borders, so there is very little left to find.


It would have closed the gap more, even though the Americans may still have passed through it.
:confused: The AI would walk right past the city. I don’t understand this comment. The only thing that will stop the AI is a 1-city choke point, or a wall of units. The first will get bypassed with galleys. The second comes with the risk of war and would still get bypassed with galleys. The location for Frankfurt was very poor due to this logic. Take a look below, at what could have been done.
LAK-159.jpg

Give me a choice of jungle city, or jungle city with river - there is no debate - I want the extra river commerce and free aqueduct.

I won’t comment on your green / yellow dot. The AI city is too much of an influencing factor.


LAK-158.jpg

Take a look at the above picture. Look at all the black dots! This is wasted future grassland. We can’t avoid the ones by Hamburg. However, if Frankfurt location was better, we could have avoided the ones near Leipzig. Within the current limitations, pink dot is the best choice.



===========================

robehans (currently playing)
Nick014 (on deck)
cgannon64
da_greatest
hotrod0823

10 turns per player - 24 hours for got it, 48 hours total time from last turn posted
 
Yep I see the black as waste but can they be reclaimed with small cities of size 3 or 4 later in the game?

Got caught up trying to stop the American progress and didn't see a dotmap before my turn started.

Hotrod
 
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