Myth01- Training Day- Regent

We learn Writing in 1 turn and we are losing money. Talk to the Domestic Advisor, F1, and drop science from 100% to 60% and we now are making +5 gpt and we still learn Writing in 1 turn. At 50% we made more money but learned Writing in 2 turns instead of 1.

Zulu and India are both near broke (10 gold each) and dumb.

City Builds
Beijing (3) settler in 2, grows in 5. Beijing will drop down to size 1 once the settler in made. Beijing has 5BGs in it's city radius but only two are mined. Need to change that. After the settler I favor building a barracks. I'm not real comfortable with the Zulus so close around. We'll need some Vetaran units to help protect us from the Impi Scout. But Beijing can also produced settlers quite well, too, so we might want to alternate military and settler builds.

Shanghai (2) granary in 24, grows in 2. Once the new citizen is born, the granary will only take another 7 turns to complete. A barracks would only take 3 or 4 turns to complete, and then we could have vArchers and vSpears shortly to defend us from the Zulu attack.

Canton (1) granary in 23, grows in 3. I think a Curragh would be a better investment than Granary. With a Curragh (which we can make in 1 turn), we can make more contacts with other civs. In turn, that means more chances to sell and trade techs. Each new civ we meet reduces the cost of learning a new tech.

Our new City should go 1N of the Silks East of Shanghai. This will ensure that it gets the river bonus.

Worker Moves
The two workers irrigating 1W of Beijing will complete their irrigation this turn. They will move 1S onto the forest on Turn 1. On Turn 2, they will chop this forest, which will complete on Turn 3. 10 shields will go to either Beijing or Shanghai. Once the forest chop is done, they will irrigate the tile (Turn 4 and 5), road the tile (Turn 6 and 7), move south (Turn 8) and irrigate the plains 1N of Shanghai (Turn 9 and 10).

The other worker is building a road for our settler to use to get to the Silks faster. He is S-SE of Beijing and will complete the road on the IBT. On Turn 1 he moves SE onto grass; that grass is roaded on Turns 2, 3 and 4. On Turn 5, after the new city is built, this worker will move onto the Silk forest and spend the next six turns building a forest road.

Settler Moves
The settler will be built on Turn 2. On that turn it will move SW on the road and then S on the road, crossing a river and stopping. On Turn 3 it will move east along the road (currently under construction) and then SE onto the grassland. On Turn 4 it will move 1E onto plains and will become a city on Turn 5. It will probably being to train a warrior.

Next Tech
I favor Code of Laws over Philosphy. I think we have a good shot at the Philosphy to Republic slingshot. In any case, we need to get to Republic as quick as we can. The beaker cost for Republic is greater than the combined cost of Philosophy and Code of Laws combined, according to CivAssist II.

India
We have two cites in the middle of plains. Not good. India has lots of green around it and we need it. I don't think we would need more than 10 vArchers to remove India from the game. With two barracks up and running, we could have that many units built in about 20 turns or so.

Zulus
They are close, which I don't like because they are unpredictable and they have a good early Ancient Age UU that can be a real pest. We can focus on them after India is gone.

Overall Changes
The only change already made is reducing the Science slider down to 60%. Everything else is up for discussion.
 
lurker's comment:
. . . .
Worker Moves
The two workers irrigating 1W of Beijing will complete their irrigation this turn. They will move 1S onto the forest on Turn 1. On Turn 2, they will chop this forest, which will complete on Turn 3. 10 shields will go to either Beijing or Shanghai.
Do you know how to determine to which city those 10 shields will go? I've seen a diagram and I think I kept a copy. I can probably dig it up if anyone is interested.
 
lurker's comment:
Do you know how to determine to which city those 10 shields will go? I've seen a diagram and I think I kept a copy. I can probably dig it up if anyone is interested.

There's always the way to "direct" shields in a case like that: Temporarily change the build in the city you don't want to get the shields into a Wonder (the Palace will do, if possible!) and the chop won't go there, because you can't rush Wonder builds by any means - and this includes chopping forests.
 
lurker's comment: The shields go east unless there is a city closer. IIRC, if they have an incompatibility, they just disappear. They have to be within range of a city to go into a build. It doesn't have to be in the first 9, but it does have to be within the 21 tiles that town would have after the first culture expansion. I have just started using shield forests, so I can't guarantee this totally, but it does jibe with my current experience.
 
lurker's comment: Here's the picture that I've got. At the moment, I don't recall exactly who I got this from, but I find it much easier if I can see the tiles that the game will check. IIUC, the game starts at #1 and checks tiles for an "eligible" city for the shields and continues until if finds one. I think eldar is right in that, if more than one city is in the radius, you can swap builds around to get the shields to go where you want them.
Forest_Shields.JPG
 
[End of Preflight]
Change Canton from Granary in 12 to Curragh in 1.
Change Shanghai from Granary in 12 to Barracks in 4.
Hit Enter.

[IBT]
Writing -> Code of Laws in 27.
With Writing we can establish embassies.

1 2110 BC

Name our Curragh Pink Clover.
Pink Clover will sail counter-clockwise around our land, since our warriors will soon find the limits of the land to the west.
The pair of workers finish their irrigation and move 1S onto forest.
The lone worker finishes the road and moves SE onto grassland.
Increase Science to 100%; we learn Code of Laws in 16 turns, -1 gpt. We have 39 gold.
We can build an embassy with India for 34 of 39 gold. Way too expensive.
An embassy with Zulu will cost 48 gold, which we cannot afford.
[IBT]
We build a settler in Beijing, the city drops to size 1.


Oops!
2110_PreferencesTweaked.jpg


Preference Alert. In an SG, the player needs to select the city build for each city after every build. This didn't happend last turn or this turn. Fixed. Screenshot shows the fix in place.
The rule of thumb on this: don't trust the game to think like you do.



2 2070 BC

Canton rSpear -> barracks in 9.
Beijing settler -> barracks in 7.
Settler SW and S.
WorkerA and WorkerB, chop forest, due in 2.
WorkerC, begins a road, finish in 2. (I forget that China is Industrious).

Since we lost 2 population points, Code of Laws now completes in 18 turns, not 15 as we might expect.
[IBT]
India sends out a settler pair.

We could attack this settler pair but we really aren't ready for war at this point. Besides, the more cities India builds the fewer we will have to build on our own.

3 2030 BC

Settller E and SE
[IBT]
The forest chop sends 10 shields to Beijing.

Shanghai barracks -> vArcher in 10.

4 1990 BC

WorkerC cannot irrigate this tile, so moves SE.
Settler moves E onto plains, now ready to build a city next turn.
WorkerA and B both irrigate, finish in 2.

I thought that the land to our west ended on a peninsula but that is not the case. One of our warriors is able to cross a landbridge and continue exploring northwards.

Change Canton from barracks to curragh, completes in 3. This one will explore to the west.
[IBT]
Beijing barracks -> vArcher in 4.

Barbarians appear in the east.

5 1950 BC

The barbarian threatens both Beijing and the new city we will build this turn.
Wake warrior in Shanghai and move to our new city (as yet unbuilt).
This action creates one unhappy citizen in Shanghai.
We need all the production we can get this early in the game, so I raise the luxury slider from 0% to 10%. This drops the science slider from 100% to 90% and causes CoL to learned in 15 turns instead of 13.

We build Nanking just north of the Forest of Silks. The Warrior from Shanghai will arrive there next turn.
Nanking grows in 10, barracks in 10.

Founding Nanking drops Code of Laws from 15 turns down to 12 turns.

WorkerC makes a road, finish in 2.
[IBT]
Barbarian warrior fortifies in the far forest east of Beijing.

6 1910 BC

Drat! Miskey the warrior to Nanking and move him onto the mountain NW of Nanking.
WorkerA and B make road, start and finish this turn.

Pink Clover sees Wines to the Northeast.
[IBT]
Canton curragh -> barracks in 7.

7 1870 BC

Newest curragh, the Pink E sails westward.
WorkerA and B move South.
Warrior moves into Nanking.
WorkerC moves onto Silk Forest.
India has another settler pair, this one heading northwards.

Pink Clover spots another Wine.
[IBT]

8 1830 BC

WorkerA and B irrigate.
WorkerC roads the Silk Forest, finish in 4.
Warrior fortifies in Nanking.
[IBT]
Beijing vArcher -> vArcher in 4.

9 1790 BC

Archer in Beijing heads to Shanghai for crowd control; moves SW, S and S.
[IBT]

10 1750 BC

vArcher arrives in Shanghai.
WorkersA and B start and complete road 1N of Shanghai.
With a unit in Shanghai to keep the masses in line, we don't need to spend any commerce on happiness. Increase the luxury slider from 90% to 100%; we still learn Code of Laws in 6 turns at -3 gpt; we have 19 gold in the bank.
[IBT]
And the save is >>HERE<<.
 
China 1750 BC
1750_ChinaTweaked.jpg


I did not check for any trades until the last turn, and I'll leave that discussion up to the team.

We have a negative gpt as we learn Code of Laws. We lose 3 gpt, have six turns to learn Code of Laws and 19 gold in the bank. We have 12 units and we can support 16, so unit support costs are not an issue.

I am not really worried about our cash flow at the moment. On our last turn to learn CoL we can drop the science slider down from 100% to something less and make some gold on that turn.

Or, we can trade with India or Zulu to get some gold to cover our researching costs. India is rather rich with 35 gold while Zulu has only 10.

Here are our trading options:

India and Writing
1750_IndiaTradingTweaked.jpg



India and Masonry
1750_IndiaTrading2Tweaked.jpg



Zulus and Writing
1750_ZuluTradingTweaked.jpg



Other Items

Pink Clover and Wines
1750_PinkCloverTweaked.jpg



PinkE and a Goody Hut
1750_PinkETweaked.jpg



I wanted to explore a little bit more before I popped the goody hut, but did not get back to it in time. Someone else will get that honor.

India and China
1750_IndiaAndChinaTweaked.jpg


India is growing very rapidly. We need to get our forces together, about 10 vArchers or so, and go conquer India. If we take India's gold through trade, we can help offset the cost of supporting our military. Even four or five vArchers should be enough to take Calcutta, which would increase our free unit support by four units. In fact, maybe an initial assualt force of just 4 or 5 vArchers might be enough, as long as we keep making vArchers to continue the assualt on India. We can road the five tiles from Shanghai to Calcuatta rather quickly, in just ten turns, which will help our reinforcements arrive that much faster.

The brown line shows the four of the five tiles needed to road to Calcutta. The brown dots are supposed to be in the center of the tile(s). With two workers each tile would take two turns to road. First turn, both workers enter the tile; second turn they both area assigned to build a road and working together the road is started and finished in one turn. Repeat as needed.

We have 1 vArcher already, and maybe three more will complete in the next ten turns. So maybe in 15 turns we could begin that war. Which gives us plenty of time to road to Calcutta.

I don't recall seeing any luxuries as we scouted around India. Since we will soon have one connected, if we roaded to Calcutta, that would help us in keeping the cities in good order once we conquered any Indian cities and subdued the restless and resisting natives.
 
lurker's comment: Another reason to go after India, they have lots of cows(should we be surprised?) and lots of nice green tiles.
 
Who is up next?

If nobody else is around i'll take it but this isn't the Pinman Training game is it?:lol:
 
lurker's comment: I think Mythmonster is up.
 
He dropped out didn't he?
 
lurker's comment: His last roster post he had himself as "on deck".
 
AAAAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHH! I HATE MY DAD! He's limiting my computer time to 10 minutes per day!!!!! I don't think that's enough to play a SG. Sorry, but I don't think I can play this. However, I still want at least someone else to be able to learn Regent, so just skip me permanently until I can convince my dad to give me more time on the computer.
 
lurker's comment: What made him do that?
 
Yeah, Dads can be picky like that at times. They do get focused on schoolwork and studying. Hanging out and having fun are just not high on a Dad's Great-Virtues-of-Life-O-Meter.

(The thing to do is to prove your Dad wrong. I bet if you had Straight A's in school he wouldn't have a problem with your computer time!)

Anyway, since mythmonster2 is now Honored First Lurker, here is what the roster looks like:

CommandoBob - just played
pol1 - UP!
Pinman - on deck
ngraner43 - warming up

And it looks like we have slots for one or two more to join in.
 
lurker's comment: mythmonster2, free advice is worth what you pay for it, but here's my two cents: The important thing about TDGs is the discussions, not the result. If you've only got 10 min/day of computer time, print off the thread and read the hard copy. . . . after, of course, doing homework so as to get straight As so that you can begin to earn your computer time back.
 
Yeah, the reason was because I got a 75 in Algebra, because linear systems I am not exactly good at. But now we're doing exponents and I hoe to bring home Bs or As this time.
 
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