Monarch SG, looking for trainers and trainees

@ formula 51 - why waste shields on a temple? i would rather raise lux for a while, or build a warrior MP - much cheaper.
and a confession - im very much anti-temple building. we will build lib's later on (both sci and culture bonous) so expansion is not really a prob.

@ all - cant wait to kick inca but, will wait a bit more :(

@ scoutsout - my bad about those irrigated tiles :blush: rookie mistake. will not happen again, but thanx for remarks.
 
No no no, its definately not for happiness, I'm saying that one of the cows, which we need, is outside the borders of Veii, but we can't afford to wait for libs.

Oh, and having more offensive units than defensive units is a really bad idea. Spears are cheap, and good for defending our archers against other archers. Rome can alternate between the two. Once we get math, our best spt city without barracks should produce catapults. (except for Veii)
 
Formula51 said:
No no no, its definately not for happiness, I'm saying that one of the cows, which we need, is outside the borders of Veii, but we can't afford to wait for libs.
lurker's comment: Cities work nicely to expand borders.
 
Ah, yes. #1 on soul's map could be moved 1 SW and still expand borders for Veii.

I just didn't think there were many preferable city spots down there, though
 
Site 1 should indeed be 1SW of its current position, partly because of the cow but mainly because it is next to a volcano. Moving it will eliminate the possiblity of it being destroyed by an eruption.

Site 2 should be 1SE as this would remove the volcano from the 21 tile radius. It would also bring 3 plains tiles into range instead of mountains.

Site 3 is a possibility, but I would also like a town either 1SW or 1S of the wheat which would also secure a horse resource.

For the iron colony to the N of soul's image, I would prefer to use towns to secure it. One town 3N of Rome, then another 1S of the iron.

I agree with you on colony 2. If site 1 is settled 1SW, then we only need a road in the desert tile and the colony could be built the next turn.

Regarding spearmen - they are only needed in border towns. The others can be safely defended by warriors.

EDIT: Having looked at the save again, I believe the suggestion by scoutsout in post 97 is a good one. The grassland tile should be swapped to the forest for 4 turns, then swapped back when the granary is finished.
 
Preflight - Better leave everything as is. press enter.

IBT - Incans shuffling around.

1725 BC - Attack barb camp w/ my warrior in the mountains. We get 25 gold. Found Antium where settler is, good defensive bonuses. Starts warrior. Warrior moves to mountain south of macchu pichu. Exploring.

IBT - Discover writing, start philo @ 90% sci in 13. We get a palace expansion.

1700 BC - Find babs, they're on the same continent as the hittites. More Exploring, wounded warrior fortifies in hills.

IBT - Babs ask me for 40 + alpha for myst, glancing at mapstat, I say yes. I then trade Myst for all of hittites 95gp.

1675 BC - Exploring

IBT - babs ask me to leave, I comply, as my curragh is just passing by.

1650 BC - I unfortify the now healthy warrior and continue exploring.

IBT - Worker finishes mine, barb moves next to antium.

1625 BC - move worker to road the forest near veii.

IBT - rome finishes granary, begin worker (need more!). antium finishes warrior, begins barracks. another palace expansion.

1600 BC - decide I'm going to chop it to get granary @ veii in 4.

IBT - not much

1575 BC - rome grows to size 4, raise lux to 10%, worker in 1.

IBT - not much

1550 BC - curragh finds french, nothing up, no gold to give me, so no trading.

IBT - Two barbs appear near Veii. Worker in rome finishes, roads over mountains towards antium. begin spear in rome.

1525 BC - Tranfering rome warrior to protect worker.

IBT - one barb gets killed.

1500 BC - cover worker with warrior.

Thoughts - chop's in 1, Veii's granary finishes. once it is done, move both warrior and worker into city. Look for a writing-HBR trade, as we could get about 200gp when we give it to america + babs. I don't think any of the civs know each other. Also, to save money, get the gems hooked up. Improve the terrain around antium.

EDIT: save and scrennie up in a sec.
 
Rome1550.JPG
 
Some random thoughts:

In the map, the dot on the floodplain should go 1 NE to avoid the volcano.

Workers should get grassland mined around Veii and Rome.

Rome should work a grass tile, not the forest. It needs to grow quicker.

Veii should build a worker after the granary.

Antium should build a wall at some point.

The GH should be popped next turn.

Why are we researching Philosophy, I thought we wanted the Republic slingshot? It is too late to change so we will have to take MM or Lit as the free tech.
 
Zakharov said:
Why are we researching Philosophy, I thought we wanted the Republic slingshot? It is too late to change so we will have to take MM or Lit as the free tech.
Hmm, I thought someone said philo slingshot? :(
We're 6 turns away, so changing would be a big mistake.

Zakharov said:
Antium should build a wall at some point.
I think there's enough shields in the barracks that we could switch to a wall.

Zakharov said:
Veii should build a worker after the granary.
And I agree that we need alot more workers. ;)

Zakharov said:
Rome should work a grass tile, not the forest. It needs to grow quicker.
I needed a spear fast, because Rome is empty, and I saw some barbs north of rome.

Zakharov said:
The GH should be popped next turn.
Agreed.

Zakharov said:
Workers should get grassland mined around Veii and Rome.
Yeah, the spt is kinda low, we need more workers though.

Zakharov said:
In the map, the dot on the floodplain should go 1 NE to avoid the volcano.
I've never seen a city destroyed by a volcano? :confused:

Anyway, thanks for the comments, I noticed some of them after you posted :)
Since this is a 'pelago (or lotsa continents, I think MM would be the best free tech.
 
Formula51 said:
I've never seen a city destroyed by a volcano?
I have, on several occasions. It is very annoying when it happens. I can cope with losing some tile improvements but not a whole city.

It's a gamble as I've seen volcanoes go a whole game without erupting, but others have erupted twice within 10 turns. I prefer not to tempt fate by settling next to one.
 
Ah, ok. :)
 
I have a few questions: if you change tech, do u lose turns? (never noticed this)
Something completely different: what does the sentry button do?
Also, i don't quite understand the city map of formula51 : why the city far SE in the midst of hills? Why the coastal city near Veii (it's hills, there's 2 volcano's and the borders are gonna crash in Rome.
Also, a worker should colonize the iron ore, or not? (even if we build the city close by, we still need a library to expand). Legionnaires make excellent attackers and defenders.
Another off topic question: i downloaded CRPsuite and trade assist, opened them, but i see nothing on my map...
 
@doc, Research cannot be carried over from one tech to another. If you are mid-way through one tech then select another, the new tech starts from scratch. You can change back to the original tech on the same turn with no penalty, but as soon as you press end turn all research is lost. Therefore switching techs should be avoided unless you are for example only a turn into one tech when an AI civ discovers it, as you could then research another to trade for the first one.

Sentry button - places a unit in fortified mode, but if a unit moves into a square next to it then it will activate. This is useful if , say, you have an offensive unit (archer) defending a hill and a barbarian wanders past. With the archer's attack strength you want it to attack, so the sentry command will wake it up.

The iron ore will indeed require a colony, as a city on the hill would have to expand twice to cover the iron. It looks like there are too many mountains to build a city on the other side to stretch the borders.

As for the map - I think the dot in the SE hills should move 1NE or 1E as there is a horse resource just out of the picture that needs securing.

The coastal city near Veii is intended to be a fishing village, ie. It doesn't produce many shields but it does work the coast tiles for a commerce boost. It is also to extend the border in that direction. I don't understand what you mean by 'the borders are gonna crash in Rome,' please explain.

CRpSuite and trade assist - they do not alter anything in the game; they monitor the autosave folder to see what changes each turn. Let me know if you are having trouble setting them up or if you don't understand what information they are giving you.
 
@Zakharov: the borders are gonna cross into Rome territory and taking away some of the tiles of Rome
I donwloaded trade assist and CPRsuite, opened them, but the zip icon remains on my desktop. what does it do exactly. f.i.does it warn when your neighbour discovers a new tech, or what? How does it work and what does it do exactly and how does one notice that?what are the exact advantages?
I do agree we should secure the horse, but i don't see why, except for the inca's not to have it.
BTW Are we going for the great library?
 
@doc, Are we both looking at Formula51's image in post 108? Which red dot are you referring to? The one on the left of the screen will share a cattle and a plain with Veii, whilst the one at the top of the screen will share a hill and a mountain with Rome. It doesn't matter if some cities overlap as they will not be growing very large.

Having said that, I now think the top red dot should move 1NE onto the hill. This would allow it to use the grass tile the red dot is on now for extra food.

Which trade assist do you have? Is it by ainwood? If so, you should instead get his new program CivAssist as it is much better.

CRpSuite needs to be installed. It will create a folder called CivReplay with several utilities in it. The main one is CRpMapStat, which monitors autosaves each turn for information such as what techs the AI has to trade. As an example, here is an image of our latest save:
 
Yeah, MapStat really helps with tech brokering.

I think we should settle the dot nearest to the incas, as there are a few bonus resources near it. I agree with you, Zak, about where to move the dots.

Off Topic, you have a J: drive?

Thats certainly alot of drives!
 
Formula51 said:
Off Topic, you have a J: drive?

Thats certainly alot of drives!
I only have two hard drives, but the bigger one is split into 7 partitions. For some reason the biggest partition is the last one, so thats where my games are.

Re: MapStat, I find the biggest help is the warning it gives you when a city grows. I rarely have a city go into disorder anymore.

@doc, MapStat and CivAssist basically do the same job. I prefer the layout of MapStat, but I do use CivAssist if I am playing a 20K game.
 
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