Myth01- Training Day- Regent

lurker's comment: IIRC, 50/50 is what the game starts out with. I will either go at 100% if I'm going for a first tier tech(i.e. pottery), or 20%-30% if I'm shooting for a 2nd tier tech(writing). I think with the Iroquois, go at 100% for the wheel so you know where the horses are, then decide whats next. A swarm of Mounted Warriors early can really go after weak civ's nearby. Or, you could get on the Republic slingshot right away while doing an aggressive Rapid Early eXpansion phase. At Regent, you can afford some tech detours and still get the Republic Slingshot.
 
Hello!

Personally, I would prefer a brand new start. Unfortunately, I feel like this start has been compromised with advanced knowledge.

I haven't played SG before, but isn't a link to the start posted, the players play, and then discuss what they did ?

Someone please correct me if I'm wrong.

:)
 
I haven't played SG before, but isn't a link to the start posted, the players play, and then discuss what they did ?
There are a couple of ways that SGs get started. One is where all players take the save, play X amount of turns (usually 10 or 20), discuss, then pick one. From that point, it goes down the roster, with each playing a set, ordinarily consisting of 10 turns before posting a turnlog and passing the save to the next player. The other way of starting is that the first player plays a set, then passes it along, no comparative playing. Then the game just proceeds through the roster. I think the second method is more common for standard SGs, but the first isn't uncommon for TDGs.
 
So, we're gonna do a new start? I'll start it up, now that I've gotten the no-corruption thing out.
 
go ahead!
if You want some suggestions post a screenshot.
good luck!
 
Shall we each take the start and play 20 turns, post our save and then decide which one to use?
 
Civ 3 Conquests version 1.22
Roaming barbarians, 5 billion years old, temperate, normal climate, and 70% continents is what I prefer.
Difficulty: Regent
Selected Civ: Random
Other Civs: Random
Map Size: Standard
Victory Conditions: All on (Conquest, Domination, Space, Culture, UN, Historgraph).

We prefer to win by Conquest (I think), but we also need to be able to beat the AIs at their own game. And we will.

I don't have time to generate a start right now (I'm at church) but I can when I get home.

I have easier access to a PC than what mythmonster2 does, which is why I am willing to do this.
 
All right, I'm generating the start now. Here it is:
The_New_Start.PNG

I think we should move SE to avoid wasting a BG. Also, should we have Preserve Random Seed on or off? I have it off, but if it's supposed to be on, I could just do play last world and check it.
 
Yes, Random Seed should be ON.

The Random Seed is used in military conflicts.

When turned ON, it means that if a turnset has to be replayed, the same random events will occur.

When turned OFF, the random events could be different.

Sounds sorta messy, but it works like this:

Your Elite Tank dies to a Conscript Spear. You don't like that, so you reload the game to replay that event.

With Random Seed ON you still lose.

With Random Seed OFF you win (996 chances out of 1000).

In most SGs Random Seed is ON. We'll take whatever the game dishes out and live with it.
 
Below are my initial twenty turns, wrapped in Spoiler Tags.

Initial 20 Turns:
Spoiler :


0 4000 BC

We are on a Bonus Grassland (BG) tile, so we don't want to settle here. If we do, we lose the bonus.
A city tile will produce two food and one shield, regardless of terrain, so a better place for us right now is a plains tile or a hill.

We are also at the bend of a river and three BGs are across the river, and one where we are standing. While I don't expect trouble for a while, the river does give a defensive bonus.

The real choice is where to move the settler: SW or NW. Moving W means giving up the ability to grow to size 12 without an aqueduct.

It looks like more open land to the NW, so I move the settler NW. And see a lot more water, like a coastline, but I cannot tell if is salt or fresh water.

Worker01 begins a mine; finish in 6, and will then road that mine.
[IBT]

1 3950 BC

Where we are at will include 3BGs in the inital 9 city tiles and the first cultural expansion will give us at least one more.

So we build our capital city of Skeeve, and wow! Two more BGs are revealed! And a fish and a wheat tile, too.

Skeeve will grow in ten turns and complete an rWarrior in 5 turns.
On science, we know Warrior Code and Masonry. For the Republic Slingshot (which I assume we will try for) we need to learn Alphabet (tier 1 and Curraghs), Writing, Code of Laws and then Philosophy and pick up Republic as our free tech. We should be able to trade Alphabet and Writing for other techs, once we meet other people.

We learn Alphabet in 50 turns at 50% science. As we get more commerce (more and larger cities) this number will drop.

I set the science slider to 100% and we get Alphabet in 30 turns.


We can check F10 to see who else is around, but I prefer not too. No real reason not to check; I would just rather find out as the game unfolds. This is a personal preference issue for me. I don't consider using F10 to a cheat or hack or anything like that. It is just an option I don't like to use.

Two words of explanation.

One: I named the capital Skeeve in reference to the works of Robert L. Aspirin and his Myth series of books, which begin with 'Another Fine Myth'. Since this game is Myth01 and the thread starter is mythmonster, it seemed to fit.

Two: I normally name units early in the game, but by the time we get to 1000 BC it isn't needed as much. The early turns are so critical and the worker turns so important, it helps discussion to name them.


[IBT]

2 3900 BC

Worker01: mine in 4.
Skeeve: rWarrior in 4.
[IBT]

3 3850 BC

Worker01: mine in 3.
Skeeve: rWarrior in 3.
[IBT]

4 3800 BC

Worker01: mine is done! I forgot about our Industrious trait, which speeds up worker tasks. Mined completed, we begin a road, finish in 2.
Skeeve: rWarrior in 2.
[IBT]

5 3750 BC

Worker01: road in 1.
Skeeve: rWarrior in 1.
[IBT]

6 3700 BC

rWarrior completes on the IBT but no pop up to change the build. Opened up Preferences and checked/selected the box 'Ask for Build Orders after Unit Construction'.
Also select 'Show Food and Shields on Map'. Other preferences look okay.
Open up the city screen. Our first citizen had been working the BG NE of the city, but the one that is mined is SE of the city. Moved the citizen to work that tile. Production increass from 2 to 3 and commerce increases from 4 to 5.
Open the city governor screen for Skeeve. Change 'Emphasize Production' from No to Yes and change 'This City' to 'All Cities'. Check the box 'Default Setting for New Cities'.

Skeeve: rArcher -> rWarrior in 4.

Warrior01 (new in Skeeve): not needed for crowd control, so let's go exploring. We'll move Warrior01 first to do some fogbusting, which will help us make a better decision on what to do with Worker01. Move Warrior01 SE (along the road) and then E across the river onto a BG. Some fog is lifted, but no luxuries in sight.
Worker01: E across the river, to mine and to road.
[IBT]

7 3650 BC

Skeeve: rWarrior in 3.

Worker01: mine in 4.
Warrior01: E into forest.
[IBT]

8 3600 BC

Skeeve: rWarrior in 2.

Worker01: mine in 3.
Warrior01: S onto mountain. Sees a sugar tile and Silks, 2S of this mountain.
[IBT]

9 3550 BC

Skeeve: rWarrior in 1.

Worker01: mine in 2.
Warrior01: S, from mountain into plains.
[IBT]
Skeeve: rWarrior (02) -> rWarrior in 4.

10 3500 BC

Skeeve: rWarrior in 4.

Worker01: mine in 1.
Warrior01: S, plains into Silky forest.
Warrior02 (new in Skeeve): SE (along road) and E across the river. Where Warrior01 turned S, Warrior02 will go N.
[IBT]
Culture expansion and the tile that Worker01 and Warrior02 share is now Chinese territory.

11 3450 BC

Skeeve: rWarrior in 2 (not 3, since the new citizen is working the newly mined BG).
Skeeve is now producing 5spt.

Worker01: road in 2.
Warrior01: S from Silky forest onto mountain; sees a goody hut and volcano.
Warrior02: E into forest.
[IBT]

12 3400 BC

Skeeve: rWarrior in 1.

Worker01: mine in 1.
Warrior01: SW to goody hut. We wake 3 angry guys in white underwear.
Warrior02: N onto hill.
[IBT]
One barbarian heads north, towards Skeeve. Second attacks Warrior01 and dies, but promotes Warror01 to veteran. Third warrior dies attacking Warrior01.

Skeeve: rWarrior (03) -> rWarrior in 2.

13 3350 BC

Skeeve: rWarrior in 2.

Worker01: S, making a road towards the Silks.
Warrior01: W, forest onto mountain.
Warrior02: N, hill to mountain.
Warrior03: SE and E, will protect Worker01 from the wandering Barbarian, and then explore.
[IBT]

14 3300 BC

Skeeve: rWarrior in 1.

Worker01: road in 2.
Warrior01: S, mountian to mountain, sees another Silk.
Warrior02: N, mountain to mountain.
Warrior03: S and joins Worker01.
[IBT]
Skeeve: rWarrior (04) -> settler in 6.
We have money problems. Too many units.

15 3250 BC

Skeeve: settler in 6.

Worker01: mine in 1.
Warrior01: S, mountian to hill.
Warrior02: N, mountain to mountain.
Warrior03: fortify.
Warrior04: fortify.
[IBT]

16 3200 BC

Skeeve: settler in 5.

Worker01: S.
Warrior01: W, hill to mountain.
Warrior02: N, mountain to hill.
Warrior03: wake, S with Worker01.
Warrior04 (in Skeeve):.
[IBT]

17 3150 BC

Skeeve: settler in 4.

Worker01: road in 2.
Warrior01: NW, mountain onto plains, hoping to draw the attack of the last barbarian.
Warrior02: N, hill into forest.
Warrior03: fortify.
Warrior04 (in Skeeve):.
[IBT]
Barbarian fortifies.

18 3100 BC

Skeeve: settler in 3.

Worker01: road in 1.
Warrior01: attacks fortified Barbarian cWarrior, and wins.
Warrior02: N, forest into plains (sugar).
Warrior03: disbanded in the field.
Warrior04 (in Skeeve):.

We have five units (one worker and four warriors). City support is despotism is 4 units per city, regardless of size. Any excess cost 1 gpt for support. We have had 5 units for 3 turns, due mostly to the wandering Barbarian, which Warrior01 just killed.

So to get our money back to an even keel, I disband Warrior03. His need is over. Warriors 01 and 02 can continue to explore. I could have have disbanded Warrior04, still in Skeeve, but didn't. That could needlessly complicate the settler build. Plus, we do need some protection in our capitol.

If we do not disband one unit, we will have three more turns of negative gpt, bringing us to 4 gold in our treasury when Skeeve builds the settler. Then we have -2 gpt for unit support. It will take three turns to move the settler to the Silks and build a city. After 2 turns we have no gold and then units furtherest from the capital are disbanded until balance is reached. Which would mean our explorers would die.

Disbanding Warrior03 now prevents that from happening. We stay at 7 gold for three more turns, then we lose only 1gpt for three turns until our second city is built. Then our city support increases to 8 and we are fine.
[IBT]

19 3050 BC

Skeeve: settler in 2.

Worker01: road completed, SE onto grass.
Warrior01: W, desert to desert.
Warrior02: N, plains to plains.
Warrior04 (in Skeeve):.
[IBT]

20 3000 BC

Skeeve: settler in 1.

Worker01: SE, grass to Silky forest, to road for second city.
Warrior01: W, desert to mountain.
Warrior02: N, plains to hill, sees Wine (but very far away from Skeeve).
Warrior04 (in Skeeve):.
[IBT]

What Warrior02 Has Found 3000 BC
3000_Warrior02.jpg



The Greater China Empire 3000 BC
3000_GreaterChina.jpg


And the save is >>HERE<<.



Handoff and Notes:
Spoiler :


Handoff and Notes

Early City Planning 3000 BC
3000_GreaterChinaDotted.jpg


We have a settler ready to pop in Skeeve next turn. It is planned follow the road and build on the Blue Dot N of the Silky forest (where Worker01 is right now).
Worker01 will build a road in the Silky forest next turn, taking 4 turns to complete. By then our second city will founded. When the road is completed, then we have Silks connected to our capital, which means happier citizens.
There is a goody hut 2N of Warrior01. I think we should ignore it for now and let Warrior01 continue exploring Westward.
Warrior02 can either continue heading due North or swing towards the East.

We learn Alphabet in 2.

In Skeeve, the city will grow before production is completed. Which means that Skeeve will grow to size 3, finish the settler and become size 1.

Our third or fourth city should be on the coast, so that we can send our curraghs to explore.

Skeeve and Blue Dot City are rather far apart. This is because I was luxury hunting. Ideally, at this stage of the game, cities need to be within walking distance of each other. City-road-road-City (CxxC). We will be much further apart than that. We would need our third city to be about halfway between the two. The Red Dot is a good place, but may not be the best.

 
lurker's comment: I am looking forward to watching this game and I expect to learn a good bit from it. Cbob does have a way with us beginners. :)
 
Spoiler :
Turn 0: Moved the worker north, did not see much and founded in place.
Turn 1: Worker starts road. Warrior put in production. Set research to Pottery and 100%.
Turn 3: Worker starts mine.
Turn 5: Warrior complete, start another warrior.
Turn 8: Worker starts road on another BG.
Turn 9: Warrior complete, start another warrior.
Turn 10: Worker starts mine. Exploring warrior pops a goody hut and gets a Settler. The Settler founds in place to take advantage of the river. I thought about moving, but there is a flood plain for food, a BG once the city or capital expands and good proximity to the capital in addition to the connected river. The new city starts a warrior.
Turn 11: Pottery completes, Alphabet underway.
Turn 12: Warrior complete, Settler underway.
Turn 14: We meet a Zulu scout and trade Masonry for Ceremonial Burial.
Turn 16: We pop a goody hut and get Bronze Working.
Turn 18: The Settler is growing too quickly, I switch to a Granary to waste a couple shields and time the Settler with growth to size 3.
Turn 20: Beijing completes Settler and begins Granary. Shanghai completes Warrior and begins Worker.
 

Attachments

So everybody has to play to first 20 turns?

If so I'll have my set up tommorow.:D

Pin
 
I would like to stick with a normal succession game format each of us only playing our designated turn set, but it seemed good to have us all play the start for the learning experience. Playing the whole game in parallel is a little more than I wanted to take on.

I would recommend going with Myth's save. If we play "best ball" it gives us an unfair advantage. In my game I had extremely good fortune with goody huts.
 
lurker's comment: "Best ball" is fine for a TD game, as it is an opportunity to discuss the merits of a save vs the other saves. You never know, Pinman might have better luck than you when he plays his 20 turns. The more discussion, the more learning is done.
 
lurker's comment: Could you post a screenie, ngraner? They make discussion easier, since lurkers like me who can't download the save can throw in thier two cents, and you can put dots or words into the screenie to help show something.
 
lucky one with that settler!

here's mine fast turnset :

Spoiler :


4000 BC - t00
moved settler SE... we shall see
worker started to build a mine

IBT....

3950 BC - t01
Bejing founded and started work on warrior.
minimum run for aplha

IBT....

3900 BC - t02
nothing

IBT....

3850 BC - t03
nothing

IBT....

3800 BC - t04
worker completed mine --> road

IBT....

3750 BC - t05
nothing

IBT....

3700 BC - t06
Bejing warrior --> warrior
worker moved to mine/road another BG.
warrior moved S

IBT....

3650 BC - t07
warrior climbed one of a mountains and spotted silks further south.
worker started mining.

IBT....

3600 BC - t08
warrior to another mountain

IBT....

3550 BC - t09
warrior moved south

IBT

3500 BC - t10
second warrior(02) built in Bejing, moved west.
first move S onto the silks.

IBT
cultural borders expanded and unveiled wheat on plains two tiles W from starting position.

3450 BC - t11
worker - mine --> road.
warrior02 : W
warrior : S
both climbed mountais, showing fish, oasis and possibly some FP to the west of Bejing.
there was also hut to the south.

IBT....

3400 BC - t12
warrior03 built in our capital... there really wasn't much choice.
CB learned from the hut.

IBT....

3350 BC - t13
worker moved NW - to continue with BGs.
warriors kept on exploring.
Bejing switched to rax - we will need them anyway.

IBT....

3300 BC - t14
nothing...

IBT....

3250 BC - t15
hut spotted SW from Bejing, between mountains.

IBT....

3200 BC - t16
Bejing : rax --> settler.
contacted Zulu's scout, didn't make any trades, we shall see who is on our west side.

IBT....

3150 BC - t17
not bad, POT learned from the hut.

IBT....

3100 BC - t18
worker : mine -> road.
it looks like we might have some fertile land on our west side.

IBT....

3050 BC - t19
just some more exploring.

IBT....

3000 BC - t20
settler is due two turns


screen :
Spoiler :

myth01_01.jpg




save :
http://forums.civfanatics.com/uploads/92288/Myth01-1st_turnset.SAV

let's choose one and get it started?
 
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