(0) 1250 - Catta is due to riot. I would have to up lux taxes to 50% to counteract it. That's too high, so Catta needs something. The warrior nearby protecting the worker can be spared. I move him back in to Catt to keep the peace.
(I) Sala completes archer, begins worker. Our worker force is getting small. St. Regis builds warrior and begins a catapult -- it can't grow much until we get irrigation there from NF. And since artillery weapons don't have regular/veteran/elite status, they're good to build in no-barracks cities.
(1) 1225 - One warrior from St. Regis moves south to hopefully become a sword, once iron is connected. Sala archer headed for A for MP purposes. Worker by GR roads. Warrior in Catt fortifies. Worker there roads. Scout hangs on to block Russia.
Philosophy still looks too expensive to buy. I hold off again. I don't think I can get full value from whoring it around to other civs.
(2) 1200 - Worker by NF north to more floodplain, looking to road/irrigate NW. Worker by T moves to hills to west, OK location and improves reinforcement move times (probably should've gone to the other plains in T's radius -- whoops). Scout hangs on. N warrior moving around trying to minimize fog density.
(I) Sala worker completes, granary started.
(3) 1175 - Archer reaches A and is done. A couple of workers road. The new Sala worker moves SW to help the other worker along.
Nothing done on diplo front.
(I) OS completes barracks and begins granary.
(4) 1150 - Worker by Catt to bonus grass to mine/road. Rest pretty easy to do. NF citizen moved from desert to floodplain with road/irrigation. Will need to watch carefully that the granary completes before the population grows.
(5) 1125 - Worker by A moves to bonus grass W of the city. Workers by Sala both road. Warrior continues down towards OS.
(6) 1100 - I resolve to check diplo first, as I've been lax the last couple turns. Everybody has philosophy -- I probably could've done better earlier. Oh well. I buy it from last-place China for WM and 50 gold.
I move one NF citizen from the flood plain to the desert for one turn, to slow down growth so the granary completes before the growth happens. This saves a whole-person's worth of food -- a big savings. Sala also gets one shot of hill instead of grass, to encourage building before growing.
(I) China demands TM and 34 gold. Hmm...I still want a bit of peace, as we still have no good units. I cave.
Russia picks a really annoying spot for a city and Egypt starts the Pyramids.
(7) 1075 - NF citizen stays on desert, as it would still grow too fast otherwise. Sala citizen back to the grasslands.
Workers by Sala split, one west to hill on way to GR, one SW to grass. Scout moves out of new Russian city's cultural range.
Diplo was uneventful.
(I) Egypt wants WM + 5 gold for their WM. I agree, more to keep the peace than to see their new WM. We do learn a few squares of stuff.
A finishes granary and begins a barracks. Catt riots, because I forgot to check it. Stupid Arathorn. They're given a taxman.
(8) 1050 - Both workers by Sala road.
Not much to say. NF citizen put back on floodplain from desert.
(I) India cancels RoP, which is cool, because we might be able to use that to get a bit more cash in our next deal. NF completes granary and begins settler. St. R completes catapult and starts a temple.
(9) 1025 - Catapult moves south towards front. Scout begins operation "Russia block" with a settler pair moving through our territory. Worker by T back to plains to irrigate/road another one.
NF citizen put onto desert, as growth will be overwhelming next turn anyway.
(I) Sala completes granary, begins warrior. Catt builds temple, starts courthouse. Chinese begin Pyramids. Russian settler pair retreats.
(10) 1000 - Worker by NF heads NW to desert to irrigate and hopefully pass between the mountains to get to St. R.
I do a full diplo check and see nothing exciting.
I move an NF citizen to a floodplain for growth in 2, slightly slowing the settler but getting more population faster.
Arathorn
Not one of my best sets of turns. I was in a bit of a hurry and wasn't concentrating fully. Don't hold these turns up as an example of play.
Save game at http://www.civfanatics.net/uploads/lotr3-shadow-Arathorn-1000bc.zip
(I) Sala completes archer, begins worker. Our worker force is getting small. St. Regis builds warrior and begins a catapult -- it can't grow much until we get irrigation there from NF. And since artillery weapons don't have regular/veteran/elite status, they're good to build in no-barracks cities.
(1) 1225 - One warrior from St. Regis moves south to hopefully become a sword, once iron is connected. Sala archer headed for A for MP purposes. Worker by GR roads. Warrior in Catt fortifies. Worker there roads. Scout hangs on to block Russia.
Philosophy still looks too expensive to buy. I hold off again. I don't think I can get full value from whoring it around to other civs.
(2) 1200 - Worker by NF north to more floodplain, looking to road/irrigate NW. Worker by T moves to hills to west, OK location and improves reinforcement move times (probably should've gone to the other plains in T's radius -- whoops). Scout hangs on. N warrior moving around trying to minimize fog density.
(I) Sala worker completes, granary started.
(3) 1175 - Archer reaches A and is done. A couple of workers road. The new Sala worker moves SW to help the other worker along.
Nothing done on diplo front.
(I) OS completes barracks and begins granary.
(4) 1150 - Worker by Catt to bonus grass to mine/road. Rest pretty easy to do. NF citizen moved from desert to floodplain with road/irrigation. Will need to watch carefully that the granary completes before the population grows.
(5) 1125 - Worker by A moves to bonus grass W of the city. Workers by Sala both road. Warrior continues down towards OS.
(6) 1100 - I resolve to check diplo first, as I've been lax the last couple turns. Everybody has philosophy -- I probably could've done better earlier. Oh well. I buy it from last-place China for WM and 50 gold.
I move one NF citizen from the flood plain to the desert for one turn, to slow down growth so the granary completes before the growth happens. This saves a whole-person's worth of food -- a big savings. Sala also gets one shot of hill instead of grass, to encourage building before growing.
(I) China demands TM and 34 gold. Hmm...I still want a bit of peace, as we still have no good units. I cave.
Russia picks a really annoying spot for a city and Egypt starts the Pyramids.
(7) 1075 - NF citizen stays on desert, as it would still grow too fast otherwise. Sala citizen back to the grasslands.
Workers by Sala split, one west to hill on way to GR, one SW to grass. Scout moves out of new Russian city's cultural range.
Diplo was uneventful.
(I) Egypt wants WM + 5 gold for their WM. I agree, more to keep the peace than to see their new WM. We do learn a few squares of stuff.
A finishes granary and begins a barracks. Catt riots, because I forgot to check it. Stupid Arathorn. They're given a taxman.
(8) 1050 - Both workers by Sala road.
Not much to say. NF citizen put back on floodplain from desert.
(I) India cancels RoP, which is cool, because we might be able to use that to get a bit more cash in our next deal. NF completes granary and begins settler. St. R completes catapult and starts a temple.
(9) 1025 - Catapult moves south towards front. Scout begins operation "Russia block" with a settler pair moving through our territory. Worker by T back to plains to irrigate/road another one.
NF citizen put onto desert, as growth will be overwhelming next turn anyway.
(I) Sala completes granary, begins warrior. Catt builds temple, starts courthouse. Chinese begin Pyramids. Russian settler pair retreats.
(10) 1000 - Worker by NF heads NW to desert to irrigate and hopefully pass between the mountains to get to St. R.
I do a full diplo check and see nothing exciting.
I move an NF citizen to a floodplain for growth in 2, slightly slowing the settler but getting more population faster.
Arathorn
Not one of my best sets of turns. I was in a bit of a hurry and wasn't concentrating fully. Don't hold these turns up as an example of play.
Save game at http://www.civfanatics.net/uploads/lotr3-shadow-Arathorn-1000bc.zip
sighting. Maybe the extra citizen at work doesnt add any shields (I think working the forest might add one), but he would definitely add to the food. One beaker/turn is highly unlikely to get us Monarchy, but two extra food/turn can get Catt larger, which can only be a good thing, as weve discussed before. Growth is extremely important in the early game (as opposed to mid- and late- game, where its only very important).
for solving that problem in an eloquent way. If the worker were to die (highly unlikely now that the Russians have formed a nearly-no-fog zone), it would be a bad loss, but the chance for continued growth is more important. Good call.
basically, i saw that Sala was going to grow with extra food AND that i would waste 3 shields on the next unit there if i left everything alone. I saw that the mine was there and decided to use that -- not wasting any food and completing the unit without wastage.
