MLDR01 - Ga'day Gov'na

4000 BC (0)
It looks pretty good right here. I would have prefered the wheat on grassland but plains will do. I set research to Ceremonial Burial at max. For my one worker action, I send the worker to the wheat. We are set to build a warrior in 5. A set Governor's to manage moods in all cities and for this city right now set it to manage for food. A cow is spotted nearby, but not within the expanded borders.

3950 BC (1)
For my one worker action, I begin irrigating the wheat.

3900-3750 BC (2-5)
We have a warrior and start on another for scouting. My one worker action starts a road under the wheat.
(I)

3700-3650 BC (6-7)
Explore west to the coast and then south. Find goodie hut. We would need lux next turn when we grow so I set it now so the governor won't make a clown of our new citizen.

3600 BC (8)
The governer wisely decides that the new citizen should work the bonus grassland, so I will use my worker direction to send our worker there and mine and road it. The goodie hut gives us stinking maps.

3550 BC (9)
Our second warrior is now ready to start exploring to the east.
(I) Our brave galleys die at sea, but they take a frigate with them. India begins US. The Zulu do the same.

3500-3450 BC (10-11)
There seems to be a lot of furs around, looks like we will be coat salesmen.
Keep covering landing sites.

3400-3350 BC (11-12)
Our third warrior is built and we start a settler to go get the spot with the cow. After that we will go for a granary. We also see our first border, light blue.

3400-3350 BC (13-14)
We meet Lincoln and swap Warrior Code for Pottery and his completet treasury of 10g. Move lux up again as we will grow next turn and we want the governor to have easy choices.

3300-3250 BC (15-16)
We find some silks to the east.

3200-3150 BC (17-18)
We complete CB and start the wheel.

3100-3000 BC (19-21)
We get our first settler and start a granary. On the list of most powerful America is #2 we are #8.

2950-2800 BC (22-25)
Our second city, Leipzig is founded on a hill overlooking the cows and a nice lake. The governor is set to productionWe meet the Spanish but they have the same techs as the Germans.

2750-2500 BC (27-30)
Leipzig completes a warrior and starts a Rax.

It looks like America just got Mysticism and Spain doesn't ahve it yet. However a Spanish warrior is headed that way so we had best make any deal quickly. It looks like America is below us on the end of our landmass and Spain is to the north. Archer will work well with Lincoln I think.


Saved Game
 
Meldor
Bewareofgnomes (Playing)
Hotrod (On Deck)
Cartouche Bee
Skyfish
ToddMarshall

MLDR01_2500BC.JPG
 
(I) Our brave galleys die at sea, but they take a frigate with them. India begins US. The Zulu do the same.


And this in 3550bc :eek: we're toast !
:rotfl:
 
It looks like LK44 has infected this game.

Forget having any resources. :lol:
 
Yes, I copied over the text file for notes from LK44 and I guess I didn't get all of the interturn stuff deleted. Hopefully, we will have a resource or two.
 
BoG, don't worry, look at it this way : this is the ONE game where you will never get the :whipped: of the Micromanagement Gods ;)

:lol: :lol:
 
So, we would rename them as to the type of automation they were assigned? That might be a good way to do it, At least put a symbol or something to show it.

One other thing, I would think that we should be able to bring captured workers back into our culture borders before we automate them. What do you guys think?
 
Yes, we should be able to get our strayed citizens back into our beautiful country where our amazing Governor will instruct them on how to be most useful for our Great Nation.

:worshp: Praise the Governor :worshp:

ps : we should rename our country Texas so that we can all be fans of the Texas Guvnor ! Yeeha !
Ok Sorry I won't make political jokes here I might get into trouble... ;)
 
Good ideas all!

One other comment: We can stop the Auto worker from doing something stupid for that turns action correct?? That will constitute the 1 worker action per turn. I did some playing last night as I was up in no games - Borealis just finished HOT3, thankfully my last 1.14 game. I played as Germany and the auto worker decide to mine the wheat and the cattle I had on the starting city eventhoug irrigation was available. IF I read the rules correctly those actions could be stopped and that same worker must be reassigned next turn. That is to say we can't have idle worker.

With only a few workers we may want to time the worker tasks to complete on differnent turn thus never having idle workers or automatic workers at least for the start. It may become more trouble than its worth but should not waste the 1 worker action turn on just stopping a stupid move.

I am sure I am thinking too much about this and won't be an issue because our worker count will be higher shortly.

Hotrod

P.s. Feel free to dissmiss my ramblings as frivolous as it is a really slow day at work.
 
@Hotrod, first we only have to use "Shift=a", that gives you automation without modifying existing improvements. Do not fully automate them or they will undo the few worker actions we will be able to control. With non-industrious workers we should have ~3 workers working for us and the rest doing the AIs bidding all the time.
 
hotrod, yes that is a problem, but we would have to correct blunders like that with our 1 controlable worker rule, I think.

Problem with stopping the worker from doing somthing we don't like is that the worker will just start doing that again next turn or assign another worker to that exact same task.

We will get the most out of them by letting them get it right 60% of the time and fixing up the worst problems.

Any other ideas about this problem?
 
Yeah I realize shift a was the way to go and for early on your right we will have a few to play with. One thing I realized last night and you already picked up on in your turns is the governers pre dispostion to entertainers.

Growing and lux have to be monitored very closely as upping the lux to remove a entertainer is not possible you have to do it before the city grows or an entertainer will be assigned and can't be changed until the next turn when the new lux rate starts the turn. Things that people do to maintain the peace during turns, before revolution, the AI just does at the begining with entertainers, not even scientists.

Can the worker actions for a particular city be influenced by the governor? Also, can the use of scientists and taxmen be manipulated. If not will have zero 40 turn min science gambits.

[edit] CB your right it may be better to fix them after the fact. The other option is having 1 worker set to each city for the start and roamer or 2 that we control to make any changes or key improvements. The other thing that I noticed is the mining without roading before leaving the tile first this could also create problems. It adds another turn to make a change.
 
Ooops, my comment was based on the problems that you have when using Shift A. When the tile is undeveloped you may want to change it later based on what was done to it, with the lone manual worker.

Min science can only be done with 10% research slider, as far as I know, the way the specialists are controlled.


We need to make sure that we get a few workers working the trade network so that those roads get a little higher priority.


We might have our hands full, just getting the Gov'na to do what we want. Maybe 10 turns a go will be enough. :)
 
[/lurking] I think you guys are very brave to attempt this, I will follow you closely. Turning off governors and automations is the way out of Warlord, attempting a higher level (Emperor!) with these on will be something to watch :scan: [lurking]
 
just wondering, could anyone pop out a dot map. just something to guide the newb through his 10 turns.
 
ok, no need for dotmap.

Preturn - nada

Turn 1 - nada

IT - Boston Built

Turn 2 -nada

Turn 3 -see turns 0-2

Turn 4 -abe has 4 ore techs then us, but they are at monopoly prices (not for sale)

Turn 5 -nada

Turn 6 -nada

Turn 7 -

IT- Granary and rax finished. Set to settler and spear

Turn 8 -nada

Turn 9 -nada. We really need to find someone

Turn 10 -once again nada. Wheel in one. Mming yields breaking even.
 
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