Looking for people to join Monarch Trainer (I need training)

Got it. I agree with some of the earlier comments about fostering more team discussion and decision making. Let me look it over tonight, and I will post any observations and/or questions I have for the team prior to playing my 10.
 
IMHO until now we had already decided which path we will follow

CoL->Philo gambit (lost)
OCP type build +MoM (let's see if it works out well, my fault otherwise)

I agree however that we need to expand more on why we make smaller choices.

I'll have a look at the game; IMHO we could easily start a war against Monty with 2 Swords and about 5 Horses at hand. Definitely before revolting, due to the WW as well as Republic with only one Lux is a bad idea. Aside from the Ivory town, we also should try to find a suitable place for the FP; Aztekia looks crappy, but after clearing all those Swamps, it'll be a nice area.
 
Agreed Doc, it's time to get the ivory for ourselves. We have 6 horses and 11 Was available and are rated strong versus the Aztecs. I think our military objectives should remain fairly limited though. Once Currency comes in I want to prioritize building MPs in our high commerce cities.

A couple of build changes I would recommend: 1) switch Phil. from spear to galley; we still need to contact the other civs, and our tiny fleet is at the bottom of Davy Jones Locker. I don't think the Aztecs can mount much of a threat in that quarter, and with roads and horses we can respond quickly if they do. 2) Rax in Houston will take ages to complete, and the city is 50% corrupt and won't be a good source of units for some time. I would build cats. there for now, then build a courthouse once Republic comes in (we can chop the 2 forests to speed that build). The cats. will come in handy when we face off against Roman Legions.

I notice that with M of M built we can move the luxury slider to 0% and boost our gpt from +4 to +7. Alternatively, we could get Currency in 4 turns instead of 5 at +0 gpt. My preference is to keep the extra gold, since Wash. won't have enough shields for Mkt. Place for another 6 turns anyway.

One question, what is the reason for hooking up the second iron? Also, does the team have any thoughts about what type of victory we want to achieve in this game?
 
I'm a builder by nature (read...suck at pre-industrial warfare) so I wouldn't mind bucking nature a bit by going for the domination/conquest or at least a thorough butt whompin until we got us our own continent (before industrial era) and then goin’ out nice and peaceful like.

I guess my vote, for at least the immediate game, would be to kick some tail in the eras I don’t normally kick tail (the first two) until we have fulfilled “manifest destiny” and then decide if said destiny applies to the entire world.
 
I just wanted to clarify on something I am not positive about. Doc said to do the fighting before we get to republic so we don't get hit by WW. I am not abbsolutely sure, so correct me if I am wrong, but WW would carry over to republic if we were to make the government switch before making peace. No one was suggesting that we would do that, but it is a useful bit of info if I am right. If I am wrong, it would be good to know that too.
 
delurk

bigfoot's comments are on the money. IMO, your target is Monte. If you wait too long to hook up the ivory, SoZ won't help. On the other hand, If you get the ivory soon, AC will be a nice force mulitplier to go after Rome. AC v. Legionaries should be very entertaining for us lurkers.

Disclaimer - all comments should be taken with grain of salt. Defer to DocT when there's a question.
 
AK - :lol:

* Sure, WW will be carried over. But then we'll have 2 Luxes, and can simply make peace when WW hurts.
* Victory condition: Undecided; but be aware we can only get a Golden Age before Hoover/ USuffrage if we capture the Pyramids or build the Great Wall/ HGs (don't like them, btw) and get one of the EXP wonders. A IA GA is a nice thing, and I'd really like to see F-15 (never used them ever) :D. But then, we can really pick any VC except UN.
* ACavs: Sure, we want them soon.
* Roman Legions? What Roman Legions? AFAIK, poor Caesar has no Iron :lol:
 
I would like to vote for trying to secure our continent ASAP. I tend to be to carefull in early warfare, and find myself continuously updating older units, and when I think I have enough, a newer allready appears. If we go the early war route I could gain some confidence in when attack should be possible. As the final vc all except UN, which I find very unrewarding are fine with me. Usually I go for a millitary one, so it would be nice to try for space ship or a cultural one.

Probably the War For Continent won't be limited to Aztecs and Romans, as others will probably land in the northwest before we can build that far. So there will be other wars on this. We can decide later if they're worth it.

@bigfoot:
I like your idea for the switches in production. Build cats (no hitpoint units) in cities wo barracs. We can build them up gradually and have a large stock when nescessary. Question though, do they also need upkeep?

As for the tech slider I would research Cur in 4, as fast as possible.

I think you should start, or try to lure the Aztecs in starting themselves the War on Ivory. I'm not sure right now, no screenshot, if it would be necessary to keep going to get the capital in to let it jump further away and deminish the chance of a flip. Any how station a good number of units there (You can use the MapStat utility for this, I believe)

Good luck with your 10.
 
Michelangelo said:
I think you should start, or try to lure the Aztecs in starting themselves the War on Ivory.

Is this anything like the War on Drugs or the War on Terrorism?
;)

Just kidding, man. I know what you mean. :)
 
Sorry, but I played my 10 last night before seeing some of the additional comments. Ivory trinkets are now all the rage in Washington!

Pre-Turn Status Check

- 11 cities, 445 gold, +3 gpt; Currency due in 5 turns.

- Military: 6 horses, 11 Wa., 2 Sp., 1 scout, 7 workers (strong vs. other civs).

- Aztecs are up Constr. but down Phil.; Rome is down Phil.; Iro. is down Math, Phil. and COL.

- Phil. change spear build to galley (we really need to make contact with the rest of the world); MM Phil. to grow in 5 instead of 7 (extra shield from forest was being lost to corruption).

- Houston change build from rax. to cat.

- Boston is not growing; finishes Temple in 2, will MM after it is done (3 turns).

- Upgrade 2 Wa. in Atlanta to swords; mobilize horses and a couple of supporting Was. for coming fight against Monte.

- Move lux. to 0%, gpt now +6.

<Hit enter>

1) 730 BC

- Wk. by Wash. finishes mining hill, starts road.

- Wk. mines BG by Atlanta.

- Wk. mines Gr. by Wash.

- Move workers to build road from NY to San. Fran.

- Move lux. slider back to 10% to prevent riots in NY.

- MM Miami to grow in 4 instead of 5 (galley due next turn).

- No trades.

<Interturn: Miami galley -> Temple; Zulu builds Colossus in Zimbabwe.>

2) 710 BC

- Galley moves out to explore towards Roman coastline.

- Horses, swords and hangers-on move towards Aztec front.

- Road to Teo. is complete, move worker out of Aztec borders.

- Adj. slider to 60% science, still get Curr. in 3, we make +7 gpt.

- No trades.

<Interturn: NY horse -> horse; Boston -> Temple -> CH (prebuild for MP); volcano is now active!>

3) 690 BC

- Not much different happening.

4) 670 BC

- Military forces continue moving to front; one horse remains in Wash. as a strategic reserve, while a second patrols the plains N. of San. Fran. Everyone else is dedicated to getting the ivory.

- Galley and Fred exploring.

- No trades.

- Currency comes in next turn, move slider to 4-5-1 (+8 gpt).

<Interturn: Curr. -> Republic; Phil. galley -> rax.>

5) 650 BC

- Wash. changes build to MP (due next turn); now size 9 (17 spt).

- Boston change CH build to MP.

- We declare war on Monte honorably.

Siege of Teo.
- Horse dies attacking spear; redlines him but spear promotes.
- Horse dies attacking spear; redlines him,.
- Horse kills first spear (loses 2 HP).
- Horse kills 2nd spear (loses 2 HP).
- Teo. is now ours! Hire a taxman and begin building spear.
- Horse capture wk., then another one (sweet!)

- Workers work; Fred and galleys move.

- No trades.

<Interturn: Wash. build MP, begins Zeus (due in 12); Atl. horse -> MP; Chi. wk -> wk; Salamanca builds Oracle.>

6) 630 BC

- Move swords towards Tenoch.; horses are resting outside of Teo. No counter-attack from Monte.

- With ivory hooked up, move lux. back to 0%; we make +3 gpt with Repub. due in 18; Zeus is due in 12 turn.

<Interturn: Iro. warns Fred about trespassing; Aztecs are building GW :D ; volcano erupts!>

7) 610 BC

- Swords advancing on Tenoch.

- Galleys, Fred explore.

- Workers begin chops near Boston and Atl. to build MP faster.

- No trades.

- Slider now at 2-8-0; Rep. due in 16, we make +3 gpt.

- Cool looking volcanic eruption :cool:

<Interturn: Buff. Wa -> Wk.>

8) 590 BC

- Swords move onto hill next to Tench., along with 1 fresh horse.

- Horse moves onto mtn. by Tlatelalco for recon.

<Interturn: Caesar warns us about galley; Aztec archers attacks horse by Tlatelolco, archer dies but horse is redlined; NY horse -> horse; Seattle Temple -> MP; S. Fran. granery -> settler.>

9) 570 BC

Siege of Tenoch.
- Sw. kills spear flawlessly.
- Sw. kills spear but is redlined.
- Tenoch. is ours; hires taxmen and starts Temple. (Aztec capital jumps to Tlatelolco).

- I check with Monte he will give us Calix. for peace but not Constr.; no deal.

- Still no trades.

<Interturn: forest chops in Boston and Atl. complete; new BG near Boston.>

10) 550 BC

- Sw. rests in Tenoch.

- Move horses onto mtn. by Calix. for attack next turn.

- Redlined horse moves to San Fran. for some well-deserved R&R.

- Fresh horse moves N. from NY to relieve him.

- Move workers to start road from Chi. toward Calix.

- Worker crew around Wash. continue laboring; Wash. is now size 10 and makes 18 spt -- it will make a nice round 20 spt with the next growth.

- Workers complete road from NY to San Fran.

After-Turn Report

- We have 13 cities, 378 gold, +1 gpt; Repub. is due in 12 turns.

- Military: 7 horse, 2 swords, 10 Wa., 2 Sp., 1 scout, 11 workers, 2 galleys. We are strong vs. Aztec and Iro., average vs. Rome (looks like they have Legions now).

- S of Z is due in 8 turns; it should be fun squaring off against Legions with ACs.

- San Fran. completes a settler in 9 turns; I put a red dot on the map for a suggested city site, although we may need it instead to replace razed (or abandoned) Aztec cities.

- We have 4 horses positioned to take Calix. next turn. Monte is weak, I would not make peace with him for less than Constr. and all of his gold.

- I intended to use the galley on the east coast to try and find the other continent (a suicide galley). However, there is land at the extreme N. of our landmass that has not been explored yet, so I leave that decision to the next player. As to the other galley, we should continue mapping the Roman coastline; don't worry about ending a turn in their territory, they won't give the 'move or declare' ultimatum unless it is loaded with military unit.

- Letting the swords rest in Tenoch. was a mistake on my part; I suggest either moving them and bringing up a regular Wa. for garrison, or just abandon the city. I was reluctant to abandon the captured cities because we no longer have a settler pump, and we are quite strong in culture.

*Please do not put units on automated commands that will last beyond your set of turns.*
 
Great progress. I think I'm up next.

So : GOT IT!

I can play tonight or tommorrow, depending on feedback from you guy's

My 10-turn plan

- In the Aztec war we'll continue to take 3 more cities, east and north of Tenoch, horses already in place. This will considerable shorten the Aztec frontline. After that make peace for tech. (Not sure this will be accomplished this turn though). Besides the cultural advantage, the Aztec pop should be quickly in minority so rebellion is even less likely)

- We will lose some military, so production should focus on replacements.

- Maybe, with some growth we could get Rep by the end of the turns. I think we should wait with the switch until the Aztec war is over so we have production during the war.

I also like the red dot and think we should also claim the island north west of philly.


Looking forward for your comments.

M.
 
I don't think we can capture any more Aztec cities, they are all size 1 and have no culture. Once they hand over Construction and cities, I'd make peace. But how to fight that war is up to you.
We want to expand N of Aztekia very soon, I'd like to have a Galley or 2 with Settler combos at hand before revolting (and before resettling near our core)- they can travel during Anarchy.
Why? Spices and Furs.

Now back to cthe lassroom:
I have a couple of questions, based on the situation before the small war.

1) Anyone not aware how to get a Settler Factory running? What food surplus and production do you need for a 4-turn factory like Washington? (bigfoot, bed_head and anyone who surely knows that don't have to answer here)

2) Based on the situation around 1100BC (Houston just founded), what do you think is the percentage of our income/research Washington at size 6 (representative for a 5->7 pump) contributes? Make a guess.

3) You all will have read the recent Monarch TG by Sir Clive (Hittites). They picked a completely different strategy, using the capital as pump throughout all of the game, denser build, maximum expansion. Name at least 3 reasons why that was the superior choice for them, but not for us.

Will post my solutions in a couple of hours :)
 
Doc Tsiolkovski said:
Now back to the classroom:
I have a couple of questions, based on the situation before the small war.

1) Anyone not aware how to get a Settler Factory running? What food surplus and production do you need for a 4-turn factory like Washington? (bigfoot, bed_head and anyone who surely knows that don't have to answer here)

2) Based on the situation around 1100BC (Houston just founded), what do you think is the percentage of our income/research Washington at size 6 (representative for a 5->7 pump) contributes? Make a guess.

3) You all will have read the recent Monarch TG by Sir Clive (Hittites). They picked a completely different strategy, using the capital as pump throughout all of the game, denser build, maximum expansion. Name at least 3 reasons why that was the superior choice for them, but not for us.

Will post my solutions in a couple of hours :)

1. 4 Food and 30 shields in 3 turns, I think.


2. I couldn't even guess.

3. I started on it, but haven't read much. I imagine the denser build is because they're on a pangea map (the remaining civs are all on the same land mass, meaning less room to grow). Denser building gives them more cities. In our case, not only did we need to expand towards the coast and the spread out resources quickly, we are playing on continents, which means fewer civs per land mass, and thus more room to grow.
 
Doc Tsiolkovski said:
1) Anyone not aware how to get a Settler Factory running? What food surplus and production do you need for a 4-turn factory like Washington? (bigfoot, bed_head and anyone who surely knows that don't have to answer here)
Would this be the infamous 5 food per turn I keep hearing about. I don't know about anybody else, but the biggest thing I learned is to have a pop of 6-7 BEFORE starting a proper settler factory. I used to start my settler factories around pops of 3 or 4, resulting in a factory that could produce 2 or 3 settlers before having to wait for population to grow once again. At 6-7 the population will be more self-sustaining.
Doc Tsiolkovski said:
2) Based on the situation around 1100BC (Houston just founded), what do you think is the percentage of our income/research Washington at size 6 (representative for a 5->7 pump) contributes? Make a guess.
Umm, a lot? Over 60%.
Doc Tsiolkovski said:
3) You all will have read the recent Monarch TG by Sir Clive (Hittites). They picked a completely different strategy, using the capital as pump throughout all of the game, denser build, maximum expansion. Name at least 3 reasons why that was the superior choice for them, but not for us.
Could I get the link for this thread? I can't seem to find it.

Thanks.
 
Q1: Washington had granary so only half of the food is required to gain a pop point. You lose two pop for a settler. In a town (smaller than 6) you need 2x10 = 20 food , so a 5 food surplus and a total of 30 shields, and 8 shilelds on average (including the gained pop point at half time (actually 7.5 on average) but not more than 10 otherwise you lose one. When the town becomes a city, the food required doubles, which should be impossible to create in 4 turns.

Q2: Just guessing here. Wash is about 1/3 of total pop. The rest has corruption so that's in favor of Wash, so somewhere around half of the production

Q3: Haven't read it, but I think our continent is good for quickly growing cities, and thus for large cities, bc of graslands. They need space so OCP is called for. So probably the other game had lots of mountains w/o food and couldn't have large cities quickly.

BTW, I'll start my 10 now.
 
I can tell that a couple of you are a little unclear on settler factories still. I'll give a quick rundown, but the best way to learn is by seeing one in action (which we have) and reading Bamspeedy's Tutorial: Babylon's Deity Settlers.

Michelangelo's explanation was pretty good. 5 fpt is the gneral goal. In GOTM35, I have been alternating between 4fpt and 6fpt, which still ensures growth every two turns, and with the alternation another city can use the wheat every other turn. But that can get complicated with MM. But basically, you need 10 food every two turns.

To match the two pop points that are gained every four turns, you need 30 shields every four turns. Depending on how shield rich the start is, you may need to be size 5 to make it work. But in my first solo emperor game, I was lucky enough to get two cows, one plains and one grass, and three BG. After a scout popped a settler in 3950 BC (played as Inca), I built a granary right away in Cuzco and had a 3-5 factory up and running by 2950 BC. So being big isn't always necessary.

I could try to explain the system used for when food and shields are added, and I did try for awhile before realizing Bamspeedy does a much better job. So check out the link.
 
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