Myth01- Training Day- Regent

lurker's comment: It's only for the first turn, ngraner. ;)
 
I'm ready to go if i'm getting the go ahead here.

Pinman
 
My save is fine. I actually had great luck getting a Setter from a goody hut. I was just hoping to play this game in a traditional succession game format rather than playing every set from the best save.
Generally, in a Training Day Game, everyone plays 20 turns from the starting save and then compares their results. But that is only on the first turnset. After that, one save is picked as 'The One' and play continues from that save.

Some of LKender games (now on the CIV forums) did feature everyone playing every set of turns and he (LKender) would select the best one each time. I found that going through the archives; I haven't seen anything like since I've been here.

Rating the Saves
Of the three saves I think yours is the best. I fumbled on mine with having too many units (instructional, yes; good playing, no). You got lucky with a settler-in-a-hut (:goodjob:) and met the Zulus and got Masonry from them and Bronze Working from another goody hut.

So your save is two techs ahead of the other two saves.

(But, I like my city names better than yours!)
 
Maybe we should take a save with more normal luck to get a more realistic view of the level.
Let Pinman decide which one to use?
 
I'll take ngraners save and it'll be up by saturday night.

Shall I play 10 turns?

Pinman
 
I'm playing it now.

Who is getting it after me?
 
Here is my turnset:

Spoiler :

Turn 1: I start off with Alphabet in 4 turns. I hold all builds as set.

Turn 2: Our warrior locates some silks in the south.

Turn 3: Canton founded on the shore. Alphabet in 1 turn. We discover grey borders in the west. (India)

Turn 4: India offers Alphabet for Warrior Code but I refuse. We get Alphabet and I start writing for 20 turns. Our worker moves north and starts a new road.

Turn 5: Shanghai builds a new worker which is sent north. I set it to another warrior in 10 turns. A hut in the south pops barbs.

Turn 6: 2 Barbs attack and die while the final barb is killed to promote our warrior to Elite. (3/5) Our two workers start a road to Shanghai.

Turn 7: Another Road complete. The workers keep moving. The southern Warrior is sent to explore the north.

Turn 8: Canton builds a warrior which is sent west. (2 warriors out west now) Canton starts a worker for 5 turns, growth there in 5.

Turn 9: The road to Shanghai is complete.

Turn 10: I decide to prepare for us to settle the silks to the south and send my workers to start a road in taht general direction before heading to Canton.

Thats my turnset! I was playing this quite late so I admit that I forgot to check every turn for trade options. I recognize that this could be a big setback for us....
02092008-214332.jpg



The Save

Pinman
 
I just realized, we still have an open Experienced Player slot! Anyone want to join?

EDIT:
Roster
Mythmonster2
pol1
Pinman: Just Played
Experienced Player Slot
ngraner42 :Next
Commando Bob : On board
 
I just realized, we still have an open Experienced Player slot! Anyone want to join?

EDIT:
Roster
Mythmonster2
pol1
Pinman: Just Played
Experienced Player Slot
ngraner42 :Next
Commando Bob : On board
If nganer42 can take, I would let him. The Experienced Player (if another one joins, not a sure thing this far into a thread) can follow after Pinman in the next round.

Uh, exactly how do you define an Experienced Player? :confused: That might help the lurkers know if they are qualified to be one.
 
Basically, anyone who has plays above Regent regularly and wins, and who can possibly provide the newbies with info about Regent.
 
lurker's comment: has the group given any decisions about where cities will go and for what purpose? This is an area where I feel challenged in my own games.

I have been following from afar for a tad so I am not up on your dotmaps or other discussions on this.
 
lurker's comment:
If I may offer a couple of pointers:
1. It looks like Shanghai is built on floodplains? I'd have put it 1 tile NE. It would then have 2 floodplains to use, giving it +4 food in Despotism, and +6 in any other government! It would also be less corrupt.
2. The worker from Shanghai should be improving land around Shanghai, starting with irrigating those floodplains. In the early game especially, Food=Power, and you want as much of it as you can get.
3. Have you learned Pottery yet? Because both Shanghai and Canton would benefit from Granaries (both can get +3fpt in Despotism, +4fpt out of it, so will make good Settler/Worker factories). At Regent, you can nearly always get away with self-research Pottery before going Alpha->Writing->CoL->Phil->Republic. I would consider doing that before CoL now, and using Palace/Pyramids as Granary pre-builds.
 
We have pottery and are working on a Granary in Beijing. I would finish the Granary and start work on another Settler. Shanghai could produce a Granary after the Warrior and Canton could do a Granary after the Worker. With Granaries in all 3 cities we could get busy with getting Settlers out; of course mixing in a few military units.

I like sending the worker to irrigate the flood plains and then go back to improve one more tile for Beijing. The new worker will hook up and irrigate the Wheat at Canton.

I marked some city location ideas on the attached screen shots. I would think settling toward the cows would be a priority to grab land. Should we be super aggressive and put a city near the neighbor to the south west right away?

I will go ahead and play tomorrow night.
 

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Followed the plan mentioned above. Since you can switch builds without penalty in Civ3, the next player can change the granaries if there is something better. Writing is in 1. The Indians are already expanding toward us and taking that good cow land.

Turn 2: Popped goody hut and got 3 barbarians. Popped another goody hut and learned the secrets of Wheel making.

Turn 3: Our warrior is attacked by one of the barbarians and survives. We move out of range to heal.

Turn 8: A barbarian attacks our healed warrior and we survive. We move aside to heal again.

Turn 9: We destroy a barbarian camp for 25 gp.

I am not sure of the turn count. How can you see what turn you are on.
 

Attachments

Civassist 2 can aid you.
Roster
Mythmonster2 --> on deck
pol1
Pinman
Experienced Player Slot
ngraner42--> Just Played
Commando Bob -->Up
 
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