MadV1

lurker's comment: See the lurker's comment? Me a lurker. :D
 
So you want the mini? Here it is
MV1MINI.jpg
 
@ MV, i'm an idiot, I can't keep things sorted. thanks for the mini. Helps understand your strategical thinking. :)
 
madviking said:
Turn 10- Copan riots :(

Important safety tip: Get in the habit of checking F1 at the end of every turn to make sure all you have at least as many happy citizens as unhappy. They'll thank you in the morning. ;)
 
I'll tell you what was going on. You chopped. It rioted. But the chop was enough to finish the job. You really shouldn't do that. :)

Oh and my game works and it is upgraded too and Charles's head is gone and the startup page is right! It's back to normal, to my normal at least. I must learn to love to restart my computer. :)
 
OK, you suggested that you wanted this to be a training game. I'm no Bede, but I see a few problems nonetheless. Please let me know if I am being heavy handed with my criticisms.

1. Don't believe AK, he likes to pawn himself off as an idiot, but I'm not buying it.
2. There should be no reason to help settlers along with chops.
3. I'd rather leave the lux on 10 or 20% rather than have repeated riots, personally
4. I don't really agree with Palenque's placement, and it should not be building a granary regardless. I would have preferred 1 tile NW.
5. For that matter, I think that Tikal was an unecessary city at this time, the gems are ours regardless, and even now we can't have them hooked up before 30+ turns.
5. Why is CI building settler, it should be our military pump.
6. Volacnoes can obliterate anything w/in two squares, Tikal is in the "danger zone". It should have been settled on the horses. You recieve no penalty for settling on a tile that give a commerce bonus, IIRC.
7. Portugal has both iron and IW. They need to be dealt with sooner rather than later.
8. I will post a dotmap shortly for future cities.
9. We need a standarized turnset. I took the first 20, as requested, then Nero took ten, as is custom. then MV took 15, which seemed odd. If we are going with sets of 15, thats fine, but we all need to be on the same page.
10. We need to build towards Henry and box him off.
11. Since we have iron so close, I'd like to see a sword army for Henry, and not use a JT so we can save our GA for a more fortuitous time.
12. After alpha, Hopefully we can still crank the science and get up to philo first.
13. I'm curious as to why we are chopping near Palenque?
14. All of these lurkers have offered valuable tidbits thus far, don't disregard them because they aren't actually playing in this game.

[rant]
OK, no offense intended, but I don't know how to put this nicely. The settler factory has been pooched quite nicely. Because of the unnecessary second chop, we can no longer make it work appropriatelt. Copan needs to be switched to a temple to pop the borders so we can have more tiles to work with. Copan is currently set at ZERO growth. This absolutely will not do. I tried to ask nicely if everyone understood the concept of the settler factory. There is a wonderful tutorial HERE. If anyone has any other questions, I would be glad to answer them, especially as it pertains to our current game. We need to get the factory back to a nice status, ASAP. The first step is the temple. The second is to get another grassland mined. I would even recommend the BG E-SE of Copan, as we should then be able to make it work without touching it. We will also need a second MP there, and may have to run 10% lux until we get the gems hooked up. From the little I've seen, the Mailman is quite good with numbers, and I have no doubt he'll have it fixed in no time. [/rant]

Again, I'm sorry if I went overboard with my criticisms, but the biggest benefit of an Sg is to have other people let you know when you do something that is less than optimal. I expect no less thanm equal treatment. I know it has been a while since I have played, and therefore will forget some basic things (like checking F10 for opponents, not fixing lux rate, etc). The ultimate goals are to have fun, and to get better, in that order.
 
The "e's" are for existing cities, and are merely to help me visualize.
The "X's" are of reduced importance, and should be settled later.
Otherwise, the numbers are the order I feel should be followed.
As always, let me know if you disagree with my placement.
This is a little looser than I might build otherwise, but Regent gives us this freedom.
MV1_DM.JPG
 
@MadV, why did you change copan to settler, now it doesn't have a granary, we need a granary for a SF.
I don't agree with the dot map. I suggest creating so productive sities around CI so we can build a swords army (was hoping on iron and we did). By this I mean site 5 and the X to the northwest of CI and to the south east. Portugal wil go for site 1-3 too. So let them build those for us. Give them a little time and they might do something realy usefull like building the piramids. When attacking Portugal send a couple of units towards the iron and take it out, without it they're no treth.
 
madviking said:
Turn 4- Copan riots… and makes a settler.

Turn 5- CI riots :(

Turn 10- Copan riots :(

iron.jpg

IRON!!! SWORDDUDES!!! :D

new_city.jpg

The new cities of Palenque and Tikal :clap:
I can play my turns (15?) this weekend no problem, but I would rather connect them horses and build "HORSEDUDES" :D than build swordnerds :cry:

Also 3 riots, bad!! Do you use CivAssist or mapstat or something? 9 out of 10 riots can be prefented using either of them AND paying attention to them.

Each turn Rioted is production and commerce (thus research) lost.
 
lurker's comment: Gold (and thus research) is not lost.
 
@ SesnOfWthr. There should be no reason to help settlers along with chops.

But there is no reason to waste the shields from the chop. Since it completed the same turn it rioted. The chop produced 10 or less shields to the job. Thus, if the city hadn't rioted, 1 or more shields would have been contributed. Because of that, even more shields would have been wasted by the chop.

That is why I complained.

@ SesnOfWthr. Volacnoes can obliterate anything w/in two squares, Tikal is in the "danger zone". It should have been settled on the horses. You recieve no penalty for settling on a tile that give a commerce bonus, IIRC.

This is simply untrue. It's only 1 tile.

@ SesnOfWthr. I'm curious as to why we are chopping near Palenque?

I think some people are automating. This is just bad.

Palenque is fine where it is. Also, we need to standardize the number of turns, like SesnOfWthr said. And who chops a forest tile on a perfect city? :cry: Please no automation or bad worker moves!

But no temple for Copan. We could turn it into a worker factory and let
CI build the settlers but right now the settler should be switched to something else since we are NOT wasting two turns of production.

In fact, CI IS a settler factory. Chop forest with game and irrigate. Instant 5 fpt. And in this city there has not been many chops. Didn't anyone see this? :p yes of course we could make it 5 turns. How you say?

Irrigated game + BG mined = 4 shields
Grow Irrigated game +BG mined + forest = 10 shields
same = 16 shields
same = 22 shields
grow (wasting 2 food, which we could if we tried hard enough, find a use for :rolleyes: )+ irrigated game + bg mined + 2 forest = 30 shields -> settler
 
I have not had the pleasure of looking at the saves yet... Thus did not find anything about the build order/chops/worker movements....

I will d/l this weekend and see whats going on....
What city(s) should be settler factorys? CI cannot be Mil & Set pump one or the other. It has barracks (IIRC) mil it is?

How many turns?
 
SesnOfWthr said:
From the little I've seen, the Mailman is quite good with numbers, and I have no doubt he'll have it fixed in no time.
Dont put me up to high Sesn, I am but a starting Monarch player. Average at most....

Hope to hear more on how many turns and such...
 
CI does indeed have the capability to be the pump, but it had a greater production potential, which is why I wanted to use Copan for it. At any rate, we now have 100 shields invested in this setup, which I am loath to waste.

Copan can be redeemed if we mine the hill, and we also need another grass mined too. It'll cost us 20 (I think) worker turns, which I still think is better than the 100 shields. 5 shields per worker turn, what do you think?

@Tribute - CI can be a 4 turn pump, from sizes 4 - 6. Also, are you sure about the volcanoes? I've been wrong before, but I would have sworn a volcano can reach two tiles.

@Mailman - I made no comment about your skill level, merely that you seem to be good at crunching the numbers, which is what the factory is all about, of course. :p
 
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