Monarch SG, looking for trainers and trainees

Admiral Kutzov said:
@ jurimax - IMHO, in a trainer, you need to detail this:

This was just the recap, in the turnlog (in the same post) you can see that I gained these 6 techs thru trading.

Greetz Jurimax
 
pre turn thoughts

science:
finish philo.
we have 3 basic avenues open now:
1-get MM. not my favorite, as IMHO we have ample land here that needs taking, and it seems that our curraghs are doing just fine.
2-get CoL, go for republic. will be very nice for that good ol' treasury. but no unit support, and im into pointy sticking it to the incas.
3-get Poly, go Monarchy. my favorite war goverment.

all in all, im leaning toward option 3 myself.

regarding the idea for building the GLib, im totally against it. i think we could use those 400 sheilds better in a SoDtaking over Incaland. we might even take a wonder they build.

building plans:
Rome - now set for spear in 2. id like to change into an archer. after hes out keep them pumping out, heading to Antium. notice we still have 15 turns till growth, so we wont need any MP in rome, and even if we do we can get a warrior.
Antium - finish barracks. start on archers. when we get to size 4-5, sneak a worker in?
Veii - finish granary. settler.

units
- worker roading to Antium should go for gems also.
- warrior in north, pop GH, go west clearing that black cloud, then head back east.
- next settler should head for those horses.

 
I think Rome should build settler first, then archer, then settler again, etc,
Veii should build worker, archer,etc, untill we get hooked up with the iron.
We are on most agressive, so maybe it would be better to go for ICS
 
@ soul warrior: I mostly agree with your comments. Veii should be on settler/worker duty for the forseeable future.

Antium should build archers, but I think it should squeeze out a worker before it gets to size 4. We need more workers.

Rome should not be growing in 15. Switch the forest tile to a grassland tile. I agree on the archer build. but it also needs a warrior for defence and MP.

I agree that we don't need MM straight away. Our island still has plenty of room for expansion (so we don't need transport boats), and the other islands are within reach of curraghs (we don't need the GLight).

I think we need to concentrate on expansion before we worry about attacking the Incans, so I still think Republic would suit us better than Monarchy.

One last thing, we eventually need another road to Antium through the hills E of Veii. If the volcano erupts it could destroy the road and cut off our gem supply to Rome.
 
@ zakharov
- nice touch about that worker in antium. will do that.
- rome ill MM for optimal growth ofcourse.
- expansion-wise. i agree, so we'll go for republic then?

@ all
what are your prefered tech advances? as we are at a monentous and important place, i think u should all speak your mind. Rep or Mon?

i will be playing it tomorow morning (18 hours) so, please add your 0.02$
 
Republic, unless the preferred victory is domination or conquest.
 
I've been giving the government choice some more thought:

We are playing archipelago, so it is unlikely we will need to declare on more than one civ at a time. It will also take a relatively short time to achieve our goals on each island.

The AI cannot fight effective wars over water, so defending our territory will be easily managable.

We have plenty of room to expand on our starting island, meaning we can get a productive core going.

We don't need to attack the Incans straight away to give us breathing room.

The other civs are set to 'most aggressive,' so it will likely to be them declaring on us. This means that reverse WW will come into play, alleviating the pressure of WW under a representative government.

This all points towards a Republic government. We will be in a weak position when we first revolt, but the long term benefits will greatly outweigh the negatives. If this game was on a pangaea map then I may have seriously considered Monarchy, but with archipelago I'm sure that Republic will be the best option.
 
ok guys, so we are agreed on the Col for free, REP at max research slinger?

@ zakharov - you make a very convincing case, and as usuall, when thinking about it, you're right. im just rarely a republic in a warmongering game. u know - "for queen and country" :D
 
1500 bc - road to antium starts. mine tile S of Veii. warrior near horses goes SE along shore line (i want to see how long the lake is). MM Rome for growth in 7 and change production to archer. warrior in north pops hut - for maps.

1475 bc - north warrior goes toward barb hut (west)

1450 bc - zzz

1425 bc - archer continues S from Veii (that barb came from somewhere). set Veii warrior to sentry duty. warrior in N barb is killed off.

1400 bc - inca patrol finds lake to be very small. we will need to block it from there aswell.

1375 bc - get philosophy. get CoL for free. set research for REP @ 10%, as it doesnt matter - even at max it is 50 turns. now at +9gpt.
rome finishes archer, starts another one. archer stays as MP for a while.

1350 bc - trading spree. sell writing to hittites for horseback + 22g, babylon for 110g, america 133g, turn around and sell horse to babylon for reminder of cash (65g). incas are too greedy, they have MATH but want all of our cash for it. as they are still isolated, and down writing, i will wait.
trade summary: we are up 265g and HORSEBACK, for just writing. Inca still up MATH but down writing.

1325 bc - Veii. mine done, start road.

1300 bc - barb horse comes in from north. move archer in rome towards horse, move Antium warrior to protect worker. settler in Veii is done. start warrior. raise lux to 20% to avoid Rome riots.

@ zakharov - sorry, pressed spacebar and didnt notice. u still have 3/4 of a turn left. it is now 1275 bc.
 
I got it. :)

@soul warrior, why didn't you play til 1250? Did you forget that 1500 was turn 0 not turn 1?

@doc, I'm not sure what you mean by an exercise in city placement. There is probably an article somewhere in the strategy & tips forum. I've never used ICS and I only used OCP when I first got civ3 (using tactics from civ2).

Since then I've found it best to have some amount of overlap between cities as they will not grow past size 12 for such a long time. I usually place cities CxxxC apart.

If I'm playing vanilla/PTW then I will use RCP.
 
Some thoughts before I play:

We do not have enough workers or military units. I will switch production to warriors as we cannot leave cities undefended.

The Incans seem to be dealing with barbs to the S (elite warrior). We need to remove the camps to the N.

With the map revealed to the N, I see a horse resource near the iron. I think a city should be placed on the red dot, with another on the iron, as shown in this image:
 
@ zakharov
too much partying this weekend. was sure i over lapped your turn. consider it my gift to you ;)
about the defenders - i agree partially. warriors would be great defenders VS barbs, and cheap too. on the other hand, i can sense an eminent tribute demand from the Inca. are we ready for war now? i dont think so. how about a warrior, archer, warrior production?
about the city placement - both sites are good and im usually for a CxxxC placement aswell (by the time they will grow past size 12, it wont really matter anymore)
 
1275(0)- Some troop movement.

IBT- Barb horse attacks our warrior and dies.
Rome, Archer > Worker
America has Polytheism. I will wait.

1250(1)- Worker completes road and moves to gems.
Other worker mining grassland.

1225(2)- Worker begins roading gems.

IBT- Incan settler pair spotted to N near those horses.
Rome, Worker > Warrior
Veii, Warrior > Worker

1200(3)- zzz

1175(4)- Archer disperses barb camp for 25g.
Cumae founded next to wheat, allowing Antium to work the sugar.

IBT- Incan settler pair settle on hill. (On my red dot site [pissed]).
Rome, Warrior > Settler.

1150(5)- Luxuries down to 10%.

IBT- Veii, Worker > Warrior

1125(6)- Curragh spots dark green borders.

IBT- Antium, Archer > Worker

1100(7)- Curragh meets the Aztecs. They have Polytheism.

1075(8)- zzz

IBT- Barb galley attacks our curragh and dies.

1050(9)- zzz

IBT- Veii, Warrior > Settler

1025(10)- Luxuries to 20% as Rome has grown to size 5.
Archer in N dies attacking barb camp. :mad:

I decide to pull the trigger on a trade sequence I have been thinking of:
Send 309g to the Americans for Polytheism.
Sell HbR to them for 123g.
Go to the Incans and give Poly for Mathematics + 104g.
As France are the only civ w/o writing, I sell it to them for 28g.

Overall I have gained: Polytheism and Mathematics
I lost: 54g.
I also managed to keep our monopoly on CoL and Phil in the process. :)

IBT- Gems are connected!
Rome, Settler > Warrior.

1000(11)- Luxuries are now at 0% because of the gems.
Curragh spots blue borders. The Mayans? According to F10, that's everyone met.

Notes:
The Incans have built on the hill N of Rome. It is a flip possibility as Rome's borders are within its 21 tile radius. It should be the number 1 target when we go to war with them.

Veii's mined plains should have been irrigated. Food is more important than shields.

Treasury: 562g, +12gpt, Republic in 36 turns.

Units to the S are patrolling for barbs.

In the image I have ringed the settler pair from Rome in green. They should go to one of the two blue spots, with the settler from Veii going to the other spot.

Roster:

Doc Mabuse - up next
Jurimax - on deck
Formula51
Soul Warrior
Zakharov - just played
 
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