Myth01- Training Day- Regent

They're called "Conscript", not "Skilled". "Skilled" Is just what you get when you pop one from a hut.


Ah, thanks choxorn. Is conscript the default-strength unit (3 HP), that is built without a barracks? I was going for that with "regular".

By "skilled", I was referring to those you get from a hut - the ones with 2 HP.


Do I have that right?
 
lurker's comment:
Conscript: 2 hp. These are popped from huts or drafted.
Regular: 3hp. These are built in cities without barracks, or upgraded from Conscripts.
Veteran: 4hp. These are built in cities with barracks, or upgraded from Regulars.
Elite: 5 hp. These are upgraded from Veterans.
Elite*: 5 hp, has Generated an MGL.
 
lurker's comment:
lurker's comment:
Conscript: 2 hp. These are popped from huts or drafted.
Regular: 3hp. These are built in cities without barracks, or upgraded from Conscripts.
Veteran: 4hp. These are built in cities with barracks, or upgraded from Regulars.
Elite: 5 hp. These are upgraded from Veterans.
Elite*: 5 hp, has Generated an MGL.
To add a little someting for future reference, when you upgrade units:
Conscript: Remains a conscript.
Regular: Remains a regular.
Veteran: Remains a veteran.
Elite: Becomes veteran.
Elite*: Becomes veteran.

The offshoot of this is: be careful not to "upgrade" elites. An eSword, upgraded to MDI, becomes a vMDI, no longer capable of generating an MGL until it promotes to elite. OTOH, an elite* Sword, upgraded to MDI, also becomes a vMDI. The latter can also promote again, for another shot at an MGL.
 
Okay, here we go. I will first give my immediately planned actions, followed by my general aim for these ten turns.

I'd like to first clear up some terminology with which I am unfamiliar. CommandoBob has been referring to vArchers, presumably because they are veterans. If so, then it logically follows that we can also have sX, rX, and eX, for skilled, regular, and elite versions of unit 'X'. Is that right? (I will refer to them thusly in this post, but will correct later if I am wrong).

Yes, vArcher, vCavalry, eKnight, stand for veteran archer, veteran cavalry and elite Knight. rWarrior stands for regular warrior(3hp).

I view the next ten turns as war preparation. We will have Philosophy in 6 turns, which will give us Republic immediately. Though, unless I am mistaken, we are far too small to support a large military, so without more (and larger) cities, it won't make sense to switch. At least, until we have more resources and income.

Yes, revolution would only worser our situation.

I intend to immediately move the rWarrior from Beijing to the northern mountain, and once he arrives there (or very nearly there), I will move that vArcher back to Beijing (or even to Shanghai or Tsingtao, but time will tell).

-If you move warrior from Beijing, it will have 1 more unhappy peasant in it, do not, call the archer back instead... It has fat chance winning against Impi anyway and if it fails zulus will have golden age (if they have not had it already).

I also intend to move one of the vArchers south one square from Shanghai, to battle the Barb warrior. Once he is victorious, I will move him back to Shanghai.

Not bad, we got ~1.2 def unit against 2 offense unit, might even get elite unit!

There is one worker making his way toward Tsingtao. I wil use him to finish the road network to Tsingtao, and then to add a road to Shanghai and one toward Calcutta.

Just follow the scheme CommandoBob posted ;)


Shanghai will be changed back to Archers - I agree that a spearman is not needed.

-Agreed?

I will also start moving archers toward Tsingtao. Need to be ready over there, I think.

-Move the archer that won battle against barbarian towards tsingtao.

I will take the Pink E and the Pink Clover and move them around the continent, meeting on the far side. That is the extent of our exploration possibility by sea, unless we find a narrow strait that we can traverse, opening up the eastern hemisphere.

-Continue to explore coast.

Lastly, I will probably keep an eye on technology, and see what we can trade. We are in pretty good shape technologically, and we can trade some non-military techs for the gold that Gandhi and Shaka have.

-Trading, umm maybe good maybe bad.


Beijing has one happy and one unhappy citizen. If we fight the barbarian, does that add to unhappiness? If so, that will cause a problem in Beijing, and we can't afford that.

-Beijing should not have any Extra unhappines if we don't take one unit out of of it (one unit makes one unhappy citizen content), later we will need lux slider to calm the 6th citizen anyway.

We are desperately short of happy resources, and it doesn't look like we can get any more for a while. We do have another area of silk to the southeast, and there are grapes near Bombay, and on the other side of the northeastern mountains. It will take time to add happiness in that way, so we might be forced to use the slider.

-Yes, I think we are forced to use slider in YOUR 10 turns, as beijing will grow and so does shanghai - what will be left without archer(s) defense soon enough, as it has archer units.

Calcutta has only one citizen, and no improved tiles around the city. This means that it can't grow for at least 1 turn, and at most 10 turns. And, it could be at size 1 indefinitely, if producing workers. That is a problem if we sack the city.

-We don't know what is around calcutta, we don't see in FoW. And even if it would be size 2 we have chance to destroy it as I assume it has no culture.

Lastly, there is an exceptional amount of fog to the south of India, and I don't like that. I might consider sending an rWarrior down there to park on the mountains between Calcutta and the city to the southeast, to be able to see what is going on down there.

NO, return warrior home for people calming duties.

Also do not forget the turn log, at this low level it is not hard to keep one.
 
If you move warrior from Beijing, it will have 1 more unhappy peasant in it, do not, call the archer back instead... It has fat chance winning against Impi anyway and if it fails zulus will have golden age (if they have not had it already).

Ah, I forgot about that. Is there a cap on how many soldiers reduce unhappiness? I have "2" in my mind for some reason.

Just follow the scheme CommandoBob posted ;)

Will do. That is my plan.

Trading, umm maybe good maybe bad.

Concur.

We don't know what is around calcutta, we don't see in FoW. And even if it would be size 2 we have chance to destroy it as I assume it has no culture.

True, but I believe the plan was to take Calcutta, rather than raze it, if we can help it. Not that I will have to worry about it on these turns, but I am looking ahead.

NO, return warrior home for people calming duties.

I'll do that if all/most agree.

Also do not forget the turn log, at this low level it is not hard to keep one.

Understood. I intend to pattern after CommandoBob's log. I think that one is pretty good.

Just looking for some other inputs, and I will play my turns tonight.
 
lurker's comment:
Ah, I forgot about that. Is there a cap on how many soldiers reduce unhappiness? I have "2" in my mind for some reason.
Yes. I believe it's 2 for despotism, but look in the civilopedia under governments. Check the Military Police limit. Also, if you have any cities with a few MPs standing around, look in on them. Only those units reducing unhappiness will have smiley faces next to them in the city view.
 
Spoiler :
[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<<.



You mean this one? Quite accurate for early turns, compared some of games i've checked...

Also remember you have all the time in the world :P Micromanaging is the key. - I'll have to repeat it to myself every turn. (if My turn comes).
 
Yes. I like that one very much. It is a lot of detail, but that is what I am looking for. It will force me to notice all types of things I usually ignore. :lol:

CommandoBob is conspicuously absent, so I suspect something more pressing is occupying his time. :D

If we don't hear from him by tonight, I will just play it out and see what happens.
 
Yes. I like that one very much. It is a lot of detail, but that is what I am looking for. It will force me to notice all types of things I usually ignore. :lol:

CommandoBob is conspicuously absent, so I suspect something more pressing is occupying his time. :D

If we don't hear from him by tonight, I will just play it out and see what happens.
My son and his fiance have shown up for this week, so my Civing time has taken a great drop. They go to school together in Kentucky and we live in Texas, so we don't get to see much of her.

But, I'll take a deep look at this game later this evening.
 
CommandoBob said:
My son and his fiance have shown up for this week, so my Civing time has taken a great drop. They go to school together in Kentucky and we live in Texas, so we don't get to see much of her.

But, I'll take a deep look at this game later this evening.

I understand completely. Such things are more important.

But, I intend to start on my turns now.

But, one clarification on turn log. I intend to do a current situation, then an IBT as you did, then Turn 1, and what I did, and so on.

Once I get to the results of the IBT at turn 10, I should save and post, correct?
 
This is a rehash of what I already wrote, based on further discussions I have had with Northen Wolf. The collective ten turns will be in one following post.

We are learning Philosophy at 100%, and we learn it in 6 turns at &#8211;5 gpt. We can reduce to 90% and still learn it in 6 turns at &#8211;3 gpt. I am open to suggestions there.

We have WorkerB, WorkerC, and Worker (I will rename him WorkerD when it won&#8217;t disturb his work) building mines around Beijing, each complete in 4 turns per the advisor (though I think that Worker and WorkerB will finish in two, as they are working on the same square).

Moving vArcher northeast of Beijing back into Beijing to keep happiness balance. Once he gets there, I will move rWarrior from Beijing to the mountains for observation purposes. I intend to avoid a battle with Zulu at all costs, to prevent early Zulu GA.

WorkerA will keep making road toward Tsingtao, and one more square toward Calcutta.

Will move one vArcher south one square from Shanghai to battle the Barb cWarrior to the southwest of city.

I will also change production in Shanghai from vSpearman back to vArcher.

Lastly, Pink Clover and Pink E will keep exploring the coast tiles around the continent.

 
I am at the end of turn 5, and I am seeing an Indian settler moving northward toward the peninsula. He is escorted by an rWarrior, and can reach a point to start a border on the peninsula in two or three turns. Maybe four.

Shall we keep going as planned, or alter course?
 
Once I get to the results of the IBT at turn 10, I should save and post, correct?
No, once you finish your moves on Turn 10, save the game and post the save. Don't hit Enter/Spacebar.

This allows the next player to examine what has gone on and make any changes, if any, before the next turn happens. Changes could be how the citizens are working their tiles, city build orders, waking up fortified units for some special task, make any trades, etc.

You will play through 10 turns. When you got the game you should have needed to press Spacebar/Enter to go the next turn. You want to save the game at that same point.

We have WorkerB, WorkerC, and Worker (I will rename him WorkerD when it won’t disturb his work) building mines around Beijing, each complete in 4 turns per the advisor (though I think that Worker and WorkerB will finish in two, as they are working on the same square).
I'm not sure, but unless all the workers in a tile start the same task at the same time, I think the Advisor reports their time separately.

I am at the end of turn 5, and I am seeing an Indian settler moving northward toward the peninsula. He is escorted by an rWarrior, and can reach a point to start a border on the peninsula in two or three turns. Maybe four.
If you mean NW from the Indian core towards that choke point, well, ignore it. One more puny city won't help India all that much and actually helps us. If India is building settlers, India is not building Warriors/Archers. If this settler pair is moving towards us, that is different, since it will force us to change our plans.

Can you post a screenshot of where those units are at and which direction you think they are moving? That would really help a lot.
 
Thanks for that information.

Here is a screenshot of the current conditions at 1375BC. I have indicated the settler's and warrior's current path and estimated settlement. At least, that is where I would build if it were me.

Spoiler :
Indians.jpg
 
That is not going to be dangerous. One town on size 1 don't do any good to them. BTW, our plan is to destroy india or just disable? If disable we can ask new town as in exchange of peace.....
 
I think we ought to destroy India if we can. We are between two civs, and that won't be good later on. Of course, that doesn't mean that we can't go to war, settle for cities, reorganize, and go to war again.
 
Turn 0
  • Changed Shanghai production from vSpearman to vArcher. Production in 4 turns.
  • Moved vArcher in Shanghai one tile south to fight cWarrior outside of town.
  • Change science slider to 90%. We learn Philosophy in 6 turns at –3gpt. I will keep a close eye on this.
  • Hit Enter.
IBT
  • Barb cWarrior attacked vArcher and was defeated in two rounds.
Turn 1
  • Move vArcher to Tsingtao. Arrival in 3 turns.
  • Moved vArcher northeast of Beijing back toward Beijing for MP duty. Arrival in 7 turns.
  • Worker activated, though I am certain I never clicked him. Renamed him WorkerD and ordered him to build mine on same square as WorkerB.
  • WorkerA finished road. Moved one square toward Tsingtao. This will be the last square to connect Tsingtao to the empire.
  • Skipped turn for rWarrior to the west of Calcutta.
  • Exploring with the “Pinks”.
  • Hit Enter.
IBT
  • Barb cWarrior moved within 2 squares of Canton to the west. We have one eWarrior there.
  • vArcher produced in Beijing. Next vArcher produced in 3 turns.
Turn 2
  • New vArcher in Beijing needs to move toward Tsingtao. I am uncomfortable with the idea of the cWarrior near Canton (though he is only a conscript) and we have time, so I am moving that vArcher through Canton to provide support.
  • WorkerA ordered to build road to Tsingtao. Complete in 2 turns.
  • Skip turn on rWarrior west of Calcutta. This will continue through the end of my turns.
  • Hit Enter.
IBT
  • See two Indian Settler / rWarrior pairs heading north northwest around Bombay. Approaching our rWarrior on the mountain.
  • Nanking produced vArcher. Next vArcher in 5.
  • cWarrior west of Canton fortifies.
Turn 3
  • Philosophy in 3. Still at –3gpt. Change in slider nets no positive results, so it is left at 90%.
  • Move vArcher from Nanking to Tsingtao. Arrives in 4.
  • vArcher arrives in Canton. Move him onto the hill west of town to face the cWarrior.
  • WorkerB and WorkerD finish mine. Move both one square north to mine and road (in that order) the BG square there.
  • WorkerC finishes mine. Move him one square northwest to irrigate Plains square.
  • Skip turn with west rWarrior, and explore with both Curraghs.
IBT
  • Indian Settler / rWarrior pair move north by Bombay.
  • Shanghai produces vArcher.
  • WorkerA finishes road to Tsingtao.
Turn 4
  • Philosophy in 2. Still at –3gpt.
  • Shanghai to produce vArcher. Complete in 10.
  • Move vArcher from Shanghai to Tsingtao. Arrives in 3.
  • Attack cWarrior with vArcher outside Canton. We win in two rounds.
  • Garrison vArcher at Tsingtao.
  • WorkerA moved to square northwest of Shanghai.
  • WorkerC ordered to irrigate.
  • WorkerB and WorkerD ordered to mine.
  • Skip turn for rWarrior, and explore with Curraghs. In the north, I find Zululand borders and a settler. In the far west, I see a goody hut out on the peninsula.
  • Hit Enter.
IBT
  • Philosophy in 1 at –3gpt.
  • Indian settler group still moving north. I think these guys are heading toward the peninsula. This will be a problem if true.
  • Beijing produced vArcher. Not building same unit. Need to check preferences (and production queue), though I am sure they are always build previous.
  • Canton produced vArcher. This is set to build vArcher.
  • Zululand scout arrives southwest of vArcher to the west of Canton.
Turn 5
  • Move vArchers from Beijing and Canton to Tsingtao. Arriving in 3 turns each.
  • Move vArcher west of Canton to Tsingtao. Arriving in 4.
  • Order WorkerA to build road to Shanghai. Complete in 2.
  • We have two unhappy citizens and one happy citizen in Beijing. Adjusted luxury slider to 10%. Now learn Philosophy in 1 turn, at –5gpt. This gives us two happy and two unhappy citizens in Beijing. We are, of course, quite well-off in all other cities.
IBT
  • Indian settler moves north one square. Almost to peninsula now.
  • Zululand scout moves toward Tsingtao.
  • We learn Philosophy.
  • First unhappy citizen in Shanghai. We have two happy citizens there.
Turn 6
  • Take Republic slingshot.
  • We learn Republic. Not sure what to learn now. I am torn between Construction, Horseback Riding, and Mathematics. Set to Mathematics for now, for bombard capability. We learn this in 8 turns at –3gpt, but we have 48 gold now. Reduce to 70% science, and learn Math in 10 turns.
  • Decline invitation to revolt. We don’t want Republic just yet.
  • WorkerB and WorkerD complete mine. Ordered to build road, complete in 1. Beijing now producing 11 spt.
  • Garrison two vArchers at Tsingtao. We now have three vArchers and one rWarrior there.
IBT
  • Indian Settler moves north. He is in position to settle on the peninsula.
  • Beijing produces vArcher. Now producing vArcher every 2 turns.
  • We are now at 21 units, with 20 allowed. We are studying Mathematics at 70%, learning in 8 turns. Happiness slider is at 10%, keeping Beijing level. But, it will grow in three turns, making an extra unhappy citizen.
Turn 7
  • Move Beijing vArcher to Tsingtao.
  • WorkerC completes irrigation. Ordered to build road. Complete in 2.
  • WorkerB and WorkerD complete road. Move one tile northwest to build another mine.
  • WorkerA completes road to Shanghai. Move him toward Canton to build road network and shorten vArcher delivery time.
  • Garrison two more vArchers at Tsingtao. We have 5 there now.
  • Curraghs explore. Find one cGalley. Will probably fight him on the IBT.
  • Move rWarrior north to see what Gandhi is doing on our peninsula.
IBT
  • Zululand scout moving around north of Tsingtao.
  • cGalley attacks Pink Clover. We win in two rounds.
  • Nanking and Beijing produce vArcher.
  • Indian settler founds Lahore 5 squares northwest of Calcutta.
Turn 8
  • Move vArchers from Beijing and Nanking to Tsingtao. Arrive in 3.
  • Order WorkerA to build road. Complete in 2.
  • Order WorkerB and WorkerD to build mine. Complete in 2.
  • Explore with Curraghs. Pink Clover spots two cWarriors guarding Dyes.
  • Move rWarrior back to mountain square. Better vantage point there.
  • We are at –1gpt now, do to unit support.
IBT
  • Zululand scout moves toward Lahore.
  • Beijing produces vArcher. Next in 2.
Turn 9
  • Move vArcher from Beijing to Tsingtao. Arrive in 3.
  • Garrison two more vArchers in Tsingtao. We are up to 7 vArchers there now.
  • WorkerC completes road. Move to square southeast of Canton to complete road network. Arrive in 2.
  • Skip turn for rWarrior, and explore with Curraghs.
  • We are now at –2gpt, with 48 gold in our coffers. Not too worried about that presently.
IBT
  • Gandhi demands Philosophy. I deny him, and he pouts a little bit.
  • Zulu begin the Oracle.
Turn 10
  • WorkerB and WorkerD finish mine. Order to build road. Complete in 1.
  • WorkerA finishes road. Move one tile north to complete shortcut road from Canton to Tsingtao.
  • Skip turn rWarrior, explore with Curraghs. Pink Clover finds some more of Zululand borders on northwestern edge of continent.
  • 2 more vArchers arrive in Tsingtao. There are 9 of them garrisoned there now.
  • Beijing now at size 7 (I maybe should have prevented that, in retrospect), with three unhappy to 2 happy citizens. Producing 14 spt, 2 surplus food (but now requires 40 food to grow. Producing 14 commerce per turn.
  • We are at 70% science and 10% luxury. We are at –2 gpt, with a 2:3 ratio of happy to unhappy in Beijing. We learn Math in 5 turns. With luxury slider at 20%, Beijing goes to 4:3 happy/unhappy, and Shanghai goes to 3:1. Our treasury goes to –6 gpt. We are at 46 gold. Reduction to 60% science puts us back at –2 gpt, with Math in 6 turns.
  • Tsingtao produces barracks in 7, so some work around there to improve shield output would be time well spent.
  • Finally, both Shaka and Gandhi are willing to trade Mysticism and Horseback Riding for Philosophy and Code of Laws. Shaka adds 10 gold to the offer as well. I traded nothing on my turns.
Below are pictures of China in 1250 BC.

Spoiler :


ChineseEmpire.jpg


BorderwithIndia.jpg


 
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