Myth01- Training Day- Regent

IIRC, an unconverted MGL gets 3 moves. Once it hits the road network, it can go a long way before it really needs to stop and build the HE. I rarely build any sort of wonder, great or small, near the front lines. I don't take the risk of having a city that contains a great or small wonder culture flip. That said, its location is not relevant, in terms of what it will do for the empire.

NW, as long as you don't have an unconverted MGL, I say go ahead and leader-fish. (FWIW, given that this isn't my game.) In my games, I try very hard not to miss an opportunity to draw an MGL. Just try not to leave any wounded elites exposed. If I have a leader on hand, I use that time to go for promotions.
 
IMO wasting leader for 200 shield investment is bad. 11 swordsmen do not compensate one army of 3 swordsmen.

BTW:
Spoiler BAD news :
zulusky8.jpg


At least our first leader took down city, 1 rArcher and rWarrior (not sure about kills in other turn set).

Sorry for bad editing of picture and non updated nod32 :) OMG I manage to typo my pictures :'(

Ah no typos, Zulus militarists can't write, simple!
 
Man, that sucks. That's my fault guys. I could have planned that better, and they wouldn't have died.

Though I must note, that is twice that an empty city has not tantalized Shaka. Maybe the empty city gambit is not so reliable, or are these just flukes?
 
Better target, easier, this time. And his troops started moving towards MView too. Ah, guess I have to get other leader.

Also Yahya, don't worry 'bout it, I was the one who broke trade reputation afterall, Now we learned something new (AI attacks weak armies).
 
I think I'll move slowly, expecting turnlog to be ready at umm Saturday midday.

(Moving on enemy grounds takes a lot of more time and planning, for me and as I can only do 10 turns, I want to do good turns.)
 
I think I'll move slowly, expecting turnlog to be ready at umm Saturday midday.

(Moving on enemy grounds takes a lot of more time and planning, for me and as I can only do 10 turns, I want to do good turns.)
You can always play less turns. When each turn takes a long time (and that time-length is different for each person), it can become very difficult to be very interested in completing all 10 turns.

Play as much as you want, but don't feel pressured into playing all 10 turns.

If it helps, feel free to post your save and game log at some point (even every turn) to allow the team to see what you see and offer tips and advice. I've done that many times.
 
lurker's comment: Wow. The AI actually pulled the smart move and attacked the army rather than the empty city it would take two turns to get to. I guess Shaka isn't such an idiot after all...
 
Ouch! Since that's too short to post, I'll say ouch! again.
 
You can always play less turns. When each turn takes a long time (and that time-length is different for each person), it can become very difficult to be very interested in completing all 10 turns.

Play as much as you want, but don't feel pressured into playing all 10 turns.

If it helps, feel free to post your save and game log at some point (even every turn) to allow the team to see what you see and offer tips and advice. I've done that many times.

I will post logs of battle here.
War does not get boring, rather than that, I'll try to plan moves, that is not boring but that takes alot of time. I am afraid that it takes too much time and you can't wait that long.
 
IMO wasting leader for 200 shield investment is bad. 11 swordsmen do not compensate one army of 3 swordsmen.

but the Heroic Epic's effects are continued throughout the game and you increase your chances of getting more Leaders that you can use for armies. I guess it comes down to whether you only want the army in hand or if you are willing to take a chance on getting a handful of Leaders.

With a Militaristic Civ, we should be expecting lots of MGL's over our war turns.

When I was playing with this as a "messing around game", I got 4 leaders in my Zulu war alone. (one of which I did use to rush the HE)
 
What do to now?


Spoiler turnlog :

Turn 0.

*Mountain View*
* Move citizen from forest onto irrigated plains.
earning 1 food more.

*Wake up all units in MV and move them by one square.
onto nearby road, forti. them.



*Macao*
*Wake up 3 out of 4 archers in it(1 is left just incase)
2 archers of 3 are elites. Move them under stack near MV.

*Beijing*
* Wake up fort. eWarrior and move it near canton, for
leader fishing purpose.


*Canton*
* Move citizen from mountain onto oasis earning 3 food and 2
commerce. settler in 2 growth in 2.

Tsingtao.
*Move citizen from forest to irrigated planes, for 1 extra commerce,
(1 more gold!), Settler in 1 growth in 1.

*Delhi*
*Horse production changed into worker.

*Renamed into Slavery and micromanaged for one turn
so it would produce worker in 2 and grow in 2.

*Spacious Meadows*
*Walls production changed into worker production(in 9).

Grapeville
*Library changed into courthouse(in 30) due library
not worth it atm.

*Press enter and hope that army does not get attacked*
-------------------------------
IBT 01

*We learn Polytheism. Research Map making(10).
*Barb warrior near Spacious Meadows attacks our archer
and archer loses 1 out of 4 Hp,s and earns promotion.

*Our people want heroic epic.

*Our army defeats 1 rArcher and 1rHorse, gets killed by rHorse.

BTW army earned promotion?, could anyone explain that phenomen?

*Zulu galley moves into Mpondo.

*Zulus move towards Mountain View.

Tsingtao
*Settler -> settler(in 8) growth in 20.

*MicroManaging for settler factory (yes SLOW one). So that means
oving one 2/1/2 plain tile back into forest.

Anyang
*Produced barracks -> Horsmen (in 15).

Just noticed: WHY are we using elite archers for settler guards?
--------------------


Turn 1

*Our freshly promoted archer attacks barb camp and earns us 25 gold
2 settlers move into position.

***"Watery" town built into desert(dunno why CBob suggested plains
but desert as under city tile is better than wasting plains for city tile.
(Found into desert area, down of shanghai.)

*Production set on barracks (in 10). Barb camp 2 squares left of vulcano.

*ForestVille archer moved near Tsingtao, for more area(3 towns) coverage.


MOUNTAIN VIEW:
*We move lone sword on road, over the river into stack of our troops.
*1 eArcher & 1 vSword also moved into stack.
*Other units moved (back) Into Mountain View.

*vSword attacks rImpi(2/3) in forest, near river bend, for strategic placement and defense bonus.
Impi redlined but retreats.

*vHorsman attacks Zulu "Army Killer" Horsman(2/3)
Prefect battle, Horseman moved back into forest.

*Other vHorsman, moves over river and attacks zulu rArcher(stack of 2 units, rArcher(3/3) and rImpi(1/3).)
Perfect victory, horsman promotes into elite.

CANTON
* eWarrior near canton Attacks zulu fort. vWarrior, no leader:(

DROP LUXURY TAX ONTO 0%. Science on 30%, map making in 10. +6gpt.

Everything looks OK, *press enter*



IBT 1.

*Zulu rArcher attacks our lone vSwordsman in forest (over river), Sword wins, promotes, but loses one out of 4(or 5) hp

*Zulu rArcher attacks our lone eSwordman in forest, takes out 2 hp, sword wins.

*Zulu rImpi (one on forest tile between MV and other town) moves and attacks sword, redlining it, but sword wins.

*Zulu rImpi, that retreated from our vSword(now eSword), retreats into zulu area.

*Zulu moves 1 rImpi into positsion where rarcher wounded rImpi were.

*Zulu moves rArcher down from its border.

*Slavery produced worker, MicroManaging so it would grow in 5 and produce worker in 5 (4+ fpt and 2 spt).

*Canton Produced settler -> Settler in 8, growth in 4.

*Massive barbarian uprising near watery. Oh crappppp...


BTW, I H.A.T.E. my ISP. I can't even upload 122kb picture of barbarian uprising :@, "Connection to server lost" and "Firefox can't find server at www.google.com". :@ Like 7 rhorseman near deserty, 2 left, 1 above of blown up volcano .
Problem is, they can reach Watery in 1 turn and only 1 (if any) archer could help in defense of Watery...


Spoiler war plan :
planli2.jpg
 
That is quite an IBT, Northen Wolf!

I have trouble keeping up with things on the IBT. How do people note everything that happens? If I had been playing on that last IBT, I would have missed half the stuff.

Any tips?
 
That is quite an IBT, Northen Wolf!

I have trouble keeping up with things on the IBT. How do people note everything that happens? If I had been playing on that last IBT, I would have missed half the stuff.

Any tips?

I have a pad next to me so I can note things I suspect I will not remember.
 
What do to now?
Hard to tell just from the image; a saved game is much better.

We've lost an army and the Zulus are behaving like Zulus (attacking anything not Zulu).

I would move the units into Mountain View and let the Zulu attack us, on a hill, inside a walled city.

They don't have enough units to take the city, so we'll be safe inside.

Since this will be our battlefront city, we might want to rush the barracks; should be about 72 gold. Of course, that depends on our bank account.

The Zulu are probably in their Golden Age right now, so we can expect to see a lot of Impis from the North. Even the worst Zulu city could spit out an Impi in five turns. I don't think our current forces in Mountian View are strong enough to push forward into Zulu territory and take and hold a city. So I think we should let the Zulus come to us and attack us on our ground.
 
***Above MV are vhorse , eArcher, 2x vSword,

That is quite an IBT, Northen Wolf!

I have trouble keeping up with things on the IBT. How do people note everything that happens? If I had been playing on that last IBT, I would have missed half the stuff.

Any tips?

If alot of thing happen: Save before end of turn, just reload and keep notepad (windows notepad) open durning game, (just press alt tab to get it up, on civilization game screen).

Save:
 

Attachments

Mountain View Area 90 AD
90_MountainView.jpg


With the save I can see that things are not so bad as I feared.

In defending Mountian View, which will be the main focus for the next few turns, we need to get the Zulu to attack from the big red X. I would leave the redlined vSword in place to allow it to heal. The eHorse to the SW and the small stack of Archer, Horses and Swords need to move into that same tile to give the wounded unit some protection. This also keeps this forest in our hands; Zulu units will not be able to move into it. Attack it, yes. Capture it, probably not.

The units in Mountain View stay put.

On the IBT the Zulu units may attack either our forest stack of 6 units or the city with four. Our Swords/Spear and our terrian give us good defensive bonuses. We should win that battle. Even if we don't, the attacker is sure to take some hit points and will be weaker on our turn. When it will die.

In order to keep our units together for better defense we have to be careful with who we attack and with what. We want to save our Horses and only attack solo units adjacent to our stack. The Horse can attack, win, advance in the contested tile and then move back into the stack. The AI loves to attack units in stacks of 1, so we don't want to give him that chance. We can use our Archers and Swords to attack units that are in stacks. If we win, our victorious unit stays in place with the rest of the units, where it is safer than being all alone. Once the enemy stack is down to one unit, then it becomes time to use Horses.

Those are the general rules on how to fight defensively. Get them to fight on your ground, attack in a stack and try to stay in a stack.

Also, wake up the blocking units around Irony and send them to Mountain View. Their job is done.

Barbarians 90 AD
90_Barbarians.jpg


These guys can be real pests. We'll need to keep the cities garrisoned with troops a little while longer because of these guys.

Protect the workers! If it is a choice of protecting workers or a city, let the Barbarians sack the city. We lose whatever we were producing and some gold, but we don't lose our workers. Generally speaking, workers are more important than any one city build because a worker makes things better each turn.
 
I am assuming that NW posted the save just for us to have a look-see and to make some decisions.

I am assuming that this is not a hand off. Just checking. I don't want to rush or be tardy for my turns.
 
Back
Top Bottom