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

Correct for the GA.
Great wonder for Archipelago maps, but here... I mean, how many Galleys can we loose, compared to the shields we sink into the wonder?
And the Sea trade - we cannot even trade with the Civs on our territory so far, I'd guess we know Astro before a Monarch AI connects spare resources.
 
I've got the impression the other continent is more advanced then we are only by a few techs. So if we could establish a link first (as for our continent) we would be in a strong position. It would be very difficult to keep up all by ourselves if our fellow continent inhabitants a allways a couple of techs behind. I'm not sure what we would need. Is a single harbor enough. Is there any ocean trade possible in our era????

But we shouldn't forget to connect to our neighbors as well for lux exchange.

Mid-term
Our continent will be full relatively soon. War is inevitable, if not started by us, the others will do so. I don't mind claiming the Aztec land before long, would also be a nice expansion to the north and a good spot for the FP. Having war with the Romans would lengthen our frontline considerable. So it would be nice if the Iroqouis and the romans would fight each other and we can focus on the Aztecs.

I'm not sure about techs. (Which is also where I need the most learning) I don't know the tech tree and I don't have my civ-compu here. The comments made in earlier post sound resonable. It would be nice to have our GA soon, our UU is the jet fighter, right, and that's a long way from now.
 
* Contacting the other landmass is a no brainer; the question is if we can get a Sea route there (Sea trade is enabled by either the Lighthouse or Astronomy).
* Agree, our expansion is directed towards Aztecs. I'd just prefer a short war against Rome, and take the Furs and the capital. This should considerably shorten our border. And, for a war against Aztecs we should have fast units (Knights most likely), while the ROmans are right next door.
* Unless we somehow grab one of the Ancient IND wonders (Pyr/Wall/HG), we won't have a GA before Universal Suffrage, or more likely Hoover. Not a bad time. Mediaval GAs are extremely useful whe you're behind, but we hardly need that...
 
Michelangelo said:
OK looks good,

Who's next?

Well, that depends. If bedhead's actually involved, then we've skipped him twice. Otherwise, it's back to Doc.

The original play order was as follows:

Doc
tmarcl
geonny
bigfoot
Michaelangelo
Bedhead

From the looks of it, we've done:

1

Doc
tmarcl
geonny
Bigfoot
Michael


2

Doc
tmarcl
Bigfoot
Michael
geonny

Someone else might want to double check who's played so far, but I think that's pretty accurate.
 
I was fine with skipping because we had seven. Your count doesn't show that we have seven anymore, so I can get in if you want. But I was happy with watching too, and I didn't think anyone missed me.
 
bed_head7 said:
I was fine with skipping because we had seven. Your count doesn't show that we have seven anymore, so I can get in if you want. But I was happy with watching too, and I didn't think anyone missed me.

We did have seven, because Eldar was going to play, and then dropped out. I personally have no problem with you jumping in, since you were part of the original group. We can slide you in now, and then continue with the original order.
 
Why don't you just go ahead in the order without me. I am certainly not needed, five is generally the number played with, though six is acceptable of course, as it gives everyone else more playtime.
 
Since you all are relentless, I'll play a turnset. But I think I may know someone interested in playing who wants some SG experience.
 
150 BC (0) - Checking things out, our military does look a little weak for an assualt during my turns on Rome. I certainly can prepare us, though. Rome's territory doesn't look particularly appealing to me though, so perhaps we our FP will be placed in the north. I am not sure if that was the consensus in the thread, so maybe I am just repeating what everyone already thinks. But we ought to get a leader for rushing the FP. Even though we are industrious, we are badly in need of workers. Marketplaces are nice and all, but in size 2 and 3 towns working unimproved tiles, the build should be a worker, not a marketplace. And towns with low to moderate shield production that are losing most of it to corruption, meaning 50 or 100 turn markets, a courthouse is probably more valuable to start with. Luxury could also be dropped all the way down to 20% with one citizen in Buffalo (unconnected to trade route) turned into scientist. That means upping our research on Fuedalism by 15 turns and maintaing our gpt.

130 BC (1) - Not too much to report. A worker and settler are completed more will be built. Our galley goes out in to great mostly unknown to see if we can't contact more than the Maya.

IT - Our galley sinks, unfortunately.

110 BC (2) - I should also note that forest chops, especially with an abundant number of forests and industrious workers, are a nice way of speeding up 80 or 100 shield improvements in fairly unproductive places. I don't know if that has been used much, because I still see a lot of forest.

90 BC (3) - I think I have underestimated our unit production abilites. The Roman empire will be on its way down by the time the next player gets the game.

70 BC (4) - Move units in preparation for attack.

50 BC (5) - I go over the pre-war checklist, which includes making sure there are no active deals and no units in their territory. We pass both, and we declare on Rome. Unfortunately, Antium had just completed a settler, so it autorazed, but we do get a couple slaves. We also lose a horseman in killing two spearmen.

30 BC (6) - Movement towards Rome.

10 BC (7) - Awful luck this turn. One spearman retreats two horsies without losing a single hp, and then kills a horseman and promotes. Then, a spearman-settler pair wandering through our territory, on flatland, kills a veteran sword. Some turns are just like that, I guess. On a brighter note, New Orleans founded at the green dot.

10 AD (8) - Rome captured with no losses.

30 AD (9) - Luck swings back, and two vet horsemen fail to beat a regular spearman.

50 AD (10) - Not much on my final turn.
 
Yes, Rome was pathetic all the time, I was expectng we won't need a lot more troops than we had anyway. Do we have any elites, for leader fishing? If not, could as well make peace; we have the Furs, and the capital spot which most likely will have a future resource, and can settle our Tundra coastline witout haste.

The FP - I think the best spot would be somewhere in the Aztec Marshlands, with a few Hill/ Mountain tiles. Not that great, but I simply see no better place.

Since this is meant to be a Training SG, not bed_head, bigfoot and me just making decisions,I'd really like to encourage more gameplay discussion from now on. (Admittedly, there was not that much need for it early). That especially means:

Scholars, please d/l any save, have a look at it, and comment.

(btw, bed_head, isn't something missing ;) ? )
 
With how many units did you start the attack on the roman empire? Usually I play it more safely and try to get my defenses up before starting a war. It seems that that's not necessary. I also like to have at least 6 units to attack with, but as I discovered in my turn, 4 was more than enough to take two Aztec cities. I did this bc the AI gets a defender when it founds a city (at this level) so it should have a big defense advantage earlier on.

I'll comment as soon as I find that something you're talking about DocT. ;)
 
Spot on, Bedhead! I was looking at this last night and came to very similar conclusions.

We will get Feudalism soon, and with MDIs and ACs we should have no trouble securing the rest of our landmass. We really don't need knights to do the job, although we may want to go that route if the team wants to go for conquest or dom. victory. Otherwise it could be fun to research the upper part of the tech tree and get JS Bachs, Coprrnicus (Expansionist wonder -- Hoovers would then trigger our GA), and Adam Smiths. I don't generally use OCP in the core, so it would be fun to see some of those cities become production beasts for a change! Of course, some of you are itching to 'open a can of whoop-ass' on the AI, so I can play it that way too if you like.

As to the FP, it would be nice if we could build it far enough north to get a productive city by the cow and forest/game site for a new settler factory. Of course we would need to generate a GL in our coming wars to rush the FP, otherwise it is too slow. Like Doc said, we should get some galleys with settler pairs into the northern lands soon to claim that prime real estate before the Mayas find it. We also need more suicide galleys to look for the other civs. (we have had bad luck with them so far, but eventually one will make it across).

Our current setup has more Temple builds (a drain on gpt) and a more defensive posture than is really needed IMHO. In my games my interior cities usually do not have garrisons at all (maybe a fast-mover in every 3rd city or so). Also, I rarely build defensive units unless a point is especially vulnerable (or if I am playing at a high level and the AI is waiting to hand me my lunch -- not the case here). Of course that is just my play style, it is not completely without risks. But it frees up more units for offensive operations, meaning you can attain your objectives that much sooner. Although the IA is sometimes lured into a 'sneak attack' against a weak point, that can actually work to your advantage because the AI declares first (no WW).
 
Guess quite a number of Temples were needed due to the biggest weakness of OCP, the need to get culture expansions to work all 20.
I do agree on MDI/Trebs (or even Cats)/AC being enough to capture anything in the vicinity we want. Not that I dislike Knights, usually you can trade for Chivalry quite easily once it is no longer a monopoly, but there simply is no need to wait for Knights when you have enough cities and MDI. Especially for an IND Civ, which can lay down roads in no time.
I fully agree with size 3 towns not needing Markets; Workers or Granaries first, Markets aren't that useful before city size IMHO.
However, we do need to get up about 2 cities that keep pumping out dozens of Settlers; we have a whole coastline to fill.

I know I'm up btw, however....;)
 
Now what could it be that I forgot?

We have two elite AC. AC are probably one of the best leader fishing units since they are so damned hard to kill and elite AC almost always have the odds in their favor on the attack unless you are being reckless. The attack began with two AC and four horsies, split up evenly into two groups. I like the skipping Chivalry plan. AC are almost as good with the extra hp.
 
I'm sorry for the lack of discussion participation, especially considering that I'm the one who started the thread. I've had limited time between work and my family. I've got some time now, however.

#1 What is our over all plan, and how soon should we be deciding on one? Obviously we want to take control of this continent as quickly as possible, but what is our overall victory plan?

#2 Why are people building what they're building where they're building them? I understand the temples and the aqueduct in San Francisco, but how many marketplaces are we going to build, how many units, etc?

#3 How many cities are we planning on building, and what makes that decision? At some point, our cities will be killed by corruption, and we still have another continent to deal with. Are we going to limit our expansion here and then concentrate on the other one? I guess this sort of ties into #1 a bit.
 
tmarcl said:
I'm sorry for the lack of discussion participation, especially considering that I'm the one who started the thread. I've had limited time between work and my family. I've got some time now, however.

#1 What is our over all plan, and how soon should we be deciding on one? Obviously we want to take control of this continent as quickly as possible, but what is our overall victory plan?
I like the idea of conquering our continent, probably we would have about 50% of the tiles by then and should only require a small area of the other continent for domination. As we are industrious we could work the tiles well to feed all the needed citizens to also have more than 50% pop.

#2 Why are people building what they're building where they're building them? I understand the temples and the aqueduct in San Francisco, but how many marketplaces are we going to build, how many units, etc?
I also didn't understand why we were building marketplaces that take over 30 turns to build. Normally I use this as a rule. We however do need money to pay for our military, but I think bigger cities do a better job than small cities with marketplaces.

Question: How does the mood of the citizen affect production? Is there less corruption and waste in a happy city (without WLTK-day)

#3 How many cities are we planning on building, and what makes that decision? At some point, our cities will be killed by corruption, and we still have another continent to deal with. Are we going to limit our expansion here and then concentrate on the other one? I guess this sort of ties into #1 a bit.

Probably we would need a lot of close packed cities to claim the continent, or use OCP and rush temples(probably better)

Question: Does a large number of cities affect production at the core much?

DocT, As you are the next player, maybe you could try a suicide galley from the coast of Buffalo or New Orleans. When looking at the global map, the other continent has to be somewhere, and probably the same size as ours. So it couldn't be that far from our continent, unless we are really unlucky. It would be worth a shot, as it wouldn't take ages to go to the discovered possible route.

I would build a lot of attack units to conquer the continent asap. The new (captured) cities can provide for the unit support and we would need workers to bridge the missing pieces of road. Attack order: Aztecs - Romans - Iroquois. Maybe you can take another city from the romans, I like Pisae for this, and then negotiate peace and get yet another city.

M.
 
General plan:
That's up to you; I won any possible Victory on Deity already ;). What I'd suggest is to try to get as many victory conditions as possible. That may be a bit tedious, but at least Dom/Diplo/Conquest may be doable.
Mid-term plan is to get anything interesting on our continent (I like to keep smaller Civs around, and be it for leader-fishing).
What I consider absolutely boring is to outresearch and outgrow opponents and finish them off with superior weapons. Many of you asked for ancient/ early MA wars, and I agree we should just fight now. Just would be helpful if we could get the AI to declare.

What to build:
Any cityshould get a Market. 1 Worker / city. Anything possible needs to get become a city, to help with unit support under Republic. Once the FP is up, there is no upper limit for cities outside the core. Even if they are 100% corrupt, the still provide unit support, 1gpt/1spt and can host Specialists. And, don't underestimate how useful 'Fishing Towns' are.
(No, Markets don't fight corruption/waste, but with several Luxes they ofcourse are more effective for happiness than Cathedrals)
 
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