Myth01- Training Day- Regent

lurker's comment: Not only did the archers not kill the spear, they didn't even injure it, assuming I interpret what he said correctly.

Which, by the way, has a chance of approximately 0.0001%- 1 in 10000. It's slightly higher, but not by much.
 
Ideas:
Archer production will be changed into swordmen production.

Nanking warrior upgraded to sword, archer into Nanking.

Bangalore will be captured (fat-x means culture).

We need workers and atleast 2 settlers.

1. grapes!
2. Horsies
3. Area above grapes, near hill of Lahore, (mined hill will give production for floodplain town)
4.area left of grapes.

I don't think I have time (turns) to get enough big stack o'doom to race towards Zulus, we need atleast 4 swordman(men??) to cover our archer and to be the main attackers.

I'd prefer to play today (in next 12 hours) or on/around Tuesday.
 
Good turns, Yahya!

Below are my impressions of your turns. Overall I thought you did well. I have some minor issues concerning the placement of Hangchow, some nitpicking on some things of even less importance than that and some thoughts regarding our current situation and suggestions on how to deal with some of them in the next turnset.

It is a long, rather rambling post.

First Impressions

Looks like is going to be harder than I thought. One highly motivated, steroid-crazed Indian Spear impales and decimates 4 Archers! Two cities are captured, but auto-raze. And the Zulus are getting nosy and problematic.

This is gonna be fun! :trouble:

Hangchow
This is a good place for a city but I think it is too early for Hangchow to be built where it is. The river is nice and it has lots of green around it. What it lacks are 1) roads connecting it to the other cities and 2) nearby cities that could send help in one turn if it were attacked. Granted, I don't expect it to be attacked anytime soon but if it is we cannot send help quickly.

Examine the map; Hangchow needs a road through one forest and one grassland to connect to Beijing. Our closest workers are making a mine. We only have 6 workers and 2 slaves. It will be many turns before we get a road to Hangchow.

With our map that will not be a problem. Just remember, that if you build a city 'off the grid' make sure to get it onto the grid as quick as you can.

Wines
We do have a road that connects to the Wines but we get no benefit from being connected. Why? The Wine is outside of our borders. Once we get a city near the Wines we will have two luxuries connected, which will help us be more productive. So while it looks like we have Wines connected, they are only half connected. I just wanted to point that out, in case someone might have examined a city and expected to see two luxuries connected to that city.

Earlier I mentioned building our Wine city on the ruins of the Indian city. We don't want to do that. Those ruins are on a BG and the Wine is also a BG. The tile S of Wines is a BG and so is the tile to the SE. Nice! If we build on a BG we waste it, since a city tile (IIRC) acts like a BG. Instead, let's build to the NE of the Wines. That tile is just a grassland, but it is next to a river, so we can grow to 12 without an aqueduct. We will have several BGs to use right when we build the city and once we get a library in place we will be able to work the city ruins also (after the culture expansion).

We do have a settler on the way to build this. It will take either three or four tuns of walking to get there and then one more to make the city.

City Naming
I don't always use the suggested city name when I build a new city. If the city is connecting to something special, like a resource or luxury, I tend to include the name of whatever it is I'm connecting to and use it in the city name. Sometimes these names are dull (Iron Hill and Saltpeter City come to mine) and sometimes they are somewhat cute (Tie Dye City, Dye Dee Dye, Fur Fury and Saki City (playing as Japan in SGOTM 13)). This helps me remember where the things are.

Negative GPT and Research
If we have enough gold to cover the expense, feel free to run at a negative GPT. Right now we can learn Currency in 7 turns at 80% science and a gpt of -7. We have 157 gold in the bank, so we won't go broke. Or we could drop science to 70% and learn it in 8 turns and -2 gpt. Something to consider.

Since we are still in Despotism, we cannot use gold to rush any of our builds. We can us gold to buy techs. And if we are weak enough, the AI will bully us for our gold.

In Republic and Democracy, I find it harder to have negative GPT learning, since I may want/need to spend gold to rush a build. In those governments, the amount in the bank is more critical than it is here, since gold can do more in those governments than this one.

In our case, with just one turn of difference, I think I would go at 70%. We would lose 16 gold compared to 49 gold at 80%.

Zulus
I agree with TheOverseer714. The Zulus look like they are ready to pounce on Nanking. They have two warriors on the mountains nearby and we have one warrior in the city.

Nanking builds an Archer this IBT, after the Zulu move.

We cannot get another unit into Nanking this turn.

Not good. If the Zulus sneak attack then Nanking goes down. One rWarrior vs. one rWarrior and one vWarrior. Plus, we lose our only luxury, Silks.

So, we play dirty.

We want the Zulu to not attack Nanking. We cannot defend Nanking any better on this turn. Next turn, yes, but not now.

We need to give the Zulu another target of opportunity. A close by undefended city. Hangchow.

For one turn we need to move the two defenders in Hangchow out of the city. The Zulu will sense an unprotected city (ESP?). If they do plan to harm us, they should move towards Hangchow on the IBT, while we complete the Archer in Nanking. Next turn we move the units back into Hangchow and the immediate danger is over.

The AI loves an unprotected city or undefended worker. We can (and will) exploit that. :evil:

The Zulus might be peaceful. Doubtful, but possible. In that case we have just 'proven' Zulu peacfulness by offering them a gift they did not accept. But I think they will 'accept' the (temporary) gift we offer of an undefended city.

The Chokepoint
We need to close the gap in the mountains near our Iron. We can let the three Zulu intruders go home, but we don't want any more company. So, I think we should take the Archer protecting the workers that are south of Chengdu and the Spear in Chengdu and put them on the mountains around Chengdu. If the Zulus look like they are heading home, we will move out of their way. The next vArcher from Beijing (due in 2) can go north and defend Chengdu.

Also, please note that the Zulus could 'chokepoint' us also. They have a city 7N of Chengdu; it's borders are visible next to the fog.

Canton and Shanghai
Canton is too small to make another settler anytime soon. I started this settler but did not really think it through. Canton grows in 6 turns to size 3 and 2 or 3 turns after that spawns a settler, which drops it down to size 1. Ouch. Have Canton make a vArcher instead.

Shanghai is going to be in trouble rather soon. This size 6 city has 3 Happy and 3 Unhappy citizens. It grows in 7, so maybe the Wines will help it out. But, we need more cities in Old India. So, let Shanghai build on the Archer this turn. Shanghai produces 5 shields per turn; after this turn it will have 10 shields invested in a 20 shield Archer. Next turn change the build to a settler. It will need 20 shields to complete the build. Pop rush the settler, which will cost 1 citizen (1 citizen = 20 shields) and bring the size down to 5. Completing the settler will reduce the size to 3.

I must admit this seems a bit contradictory. Don't build a settler in one place but pop-rush one in another city. But Shanghai can grow back faster than Canton. And we do need more cities.

Bangalore
Normally I think that 3 vArchers and 1 eArcher would be enough to take out a size 1 city. But India has not been 'normal', so I think we need 2 more Archers attacking Bangalore from the east side. However, they have to cross two tiles in Indian territory. And so will our units on the west side of Bangalore, unless they want to attack across a river (I had forgotten about that!).

East of Bangalore we have 2 Archers and some workers. One Archer is wounded. We can swap him for the eArcher in Delhi.

Don't know what the Indian Spears and the Barbarian Warrior are going to do. The Barbarian could attack (not smart, but likely) but I don't expect the Spears to attack. I do expect them to move onto a road and pillage it. I really don't want to attack these two Spears. I would rather just try to block them from doing anything nasty until Bangalore and Lahore are captured or razed; then they should just disappear.

Lahore
The units that destroyed Jaipur will need two turn to heal and another four turns to walk to Lahore. Maybe, just maybe, Lahore will be size 2 when we attack. Then it should not autoraze. If it is size 1, too bad.

Spy
We have a unit on a mountain near the middle of Old India. He has been ignored for too long, at least three turnsets, including my last one. Let's do something with him.

Government
We need to change governments. Right now is not good, not while we are at war with India. We still need to able to produce units. After India is gone, or even slightly before, would be a good time.

Unit support will change in the next government. In Despotism we have 4 units of free support for each city we have. The size of the city does not matter. We currently have 37 units and 9 cities, so we have 36 units that get free support. We pay 1 gpt on the excess unit.

Other governments allow for more productive use of terrain and structure the free unit support a bit differently. Both need to be considered when discussing our next government.

We haven't discussed which government (but we should).
 
I forgot we can't money rush when in despotism. :'(

ZULU
Are you sure that the undefended city trick works? I've Never-ever used it.

What if they declare anyway, should I go after them, or focus stacks to chokepoint?

Thing I noticed is that compared to Zulus we have 'strong' military. That might mean that they are not targeting us, but india, fat chance, but still! Compared to India, Zulus should be strong.

Should we not produce swordmen instead of archers???

Is it OK, to leave archer or two, to take care of barbarians, 25gc for village + experience is not bad??

Zulus have horses connected but no iron... There is possibility that they do not have iron and only iron they could get is above chengdu.

That means their best stack could be horses+impis or 2/2/2...
And impi victory would give them GA, while we *could* keep them around til we get our UU, that'd give us awsome GA, that'd be on right time (libraries, marketplaces HERE WE COME!).

LAHORE
Stack south-east?(left) I'd leave 2/4 archer where he is and rest 1 turn, instead of 2 turns... that 2/4 archer, would be left behind to find any popping up barbarian village.

Bangalore

Stacks moving towards it have 2+3 +-1(going to use one veteran archer, for elite promotion attempt on barbarian.) Stacks would reach into attacking range at the same time. Also, town should not be strongly defended due it has 2 less spears. I'd say max 2 spears in town.

Government
Republic, we are on continent, we have HUGE free area, we have rivers, we have semi-good core (IMO). Problem is that we have no contacts, so science has to be self studied... We ain't going to have long wars (exept Zulus?)

TRADING
We have ignored all trading possibilities, so far. I'd want to do some trading with Zulus,

For literature and philosophy and 81 gold coins:
I'd get horsie riding, map making and mysticism.
Mysticism is rather useless.

for Literature and philo I'd get map making and horsie riding and 36 gold.

We'll need map making, IMO. but giving them literature might be dangerous too. Map making for suicide galleys

IMO we can't keep literature only for useselves for long... I've always heavly traded in my games, first catching up, then getting tech lead and then even more lead, til victory. But I don't see expert players to trade often (in stories forum).

I understand you trade for GPT, but if you got extra science, why not trade it. Selling same sciense to best buyers first, later trading it for cheap, is a good strategy... It will give you tech lead, or catch up with others and will wreck smaller nations gc producing power (if gpt/gold) or trading chances...

Anyone care to explain?
 
lurker's comment: Not only did the archers not kill the spear, they didn't even injure it, assuming I interpret what he said correctly.

Which, by the way, has a chance of approximately 0.0001%- 1 in 10000. It's slightly higher, but not by much.

That might be true. If I recall correctly, he only lost one HP during the whole affair. It was really saddening to watch. :cry:
 
Hangchow
This is a good place for a city but I think it is too early for Hangchow to be built where it is. The river is nice and it has lots of green around it. What it lacks are 1) roads connecting it to the other cities and 2) nearby cities that could send help in one turn if it were attacked. Granted, I don't expect it to be attacked anytime soon but if it is we cannot send help quickly.

Examine the map; Hangchow needs a road through one forest and one grassland to connect to Beijing. Our closest workers are making a mine. We only have 6 workers and 2 slaves. It will be many turns before we get a road to Hangchow.

With our map that will not be a problem. Just remember, that if you build a city 'off the grid' make sure to get it onto the grid as quick as you can.

Yes, this is all very true. I was going to place the city three SW of Chengdu, which is one NE of the mine outside Beijing, but I doubted myself. The other cities are all spaced three apart, and I didn't like the spot. If I had moved it, it would have been only one space from Chengdu, and I didn't like that.

Then I saw that other iron, and got bamboozled by it. It didn't occur to me until right now that we don't need that iron, though it will be handy if Chengdu is lost to the Zulu later.

I wasn't sure where to place the city, but I wanted to finish that set, so we could get this game rolling again, and I put Hangchow down where it is.

Given your analysis, I agree it was hardly the best move. But the good thing is that making mistakes is how we learn. :)

Thanks, CBob!
 
lurker's comment: @Yahya - Ouch. The RNG really poked you in the eye, didn't it? Aside from the bad RNG luck, I thought your turnset looked pretty good. Saving the eArcher after losing so many others was a good move.

. . . .It is a long, rather rambling post. . . . .
A long, rambling post from you, CBob? Whoda thought that? ;) (Which I say, knowing that I'm about to post a whopper myself . . .:mischief: )

. . . .
Since we are still in Despotism, we cannot use gold to rush any of our builds. We can us gold to buy techs. And if we are weak enough, the AI will bully us for our gold. . . . .
This is one good reason not to leave too much gold in the kitty. The AI won't demand more than you've got. Better it be burned in research than handed over to the AI.

. . . .So, we play dirty.

We want the Zulu to not attack Nanking. We cannot defend Nanking any better on this turn. Next turn, yes, but not now.

We need to give the Zulu another target of opportunity. A close by undefended city. Hangchow.

For one turn we need to move the two defenders in Hangchow out of the city. The Zulu will sense an unprotected city (ESP?). If they do plan to harm us, they should move towards Hangchow on the IBT, while we complete the Archer in Nanking. Next turn we move the units back into Hangchow and the immediate danger is over.

The AI loves an unprotected city or undefended worker. We can (and will) exploit that. :evil:
Very clever. :hatsoff: I've never (intentionally) used an undefended city as bait, but I've heard of it being used. Looking forward to seeing if it works.

. . . . Should we not produce swordmen instead of archers???
I think that you should. They're 10 extra shields, but worth every shield, IMO. Go ahead and keep the full-court press on India. They're on their last legs and need to be put down. Once you get a decent stack of swords built, keep the eArcher and one or two in the main stack for leader-fishing and the defensive bombard. Otherwise, build swords & lots of them. After India is gone, you'll have to deal with the Zulu and their core is a long way to the north. Walking time for your swords is building time for Shaka.

. . . .Is it OK, to leave archer or two, to take care of barbarians, 25gc for village + experience is not bad??
I think this is a good idea. Keep a few archers at home to deal with barbs.

. . . . TRADING
We have ignored all trading possibilities, so far. I'd want to do some trading with Zulus,

For literature and philosophy and 81 gold coins:
I'd get horsie riding, map making and mysticism.
Mysticism is rather useless.

for Literature and philo I'd get map making and horsie riding and 36 gold.

We'll need map making, IMO. but giving them literature might be dangerous too. Map making for suicide galleys

IMO we can't keep literature only for useselves for long... I've always heavly traded in my games, first catching up, then getting tech lead and then even more lead, til victory. But I don't see expert players to trade often (in stories forum).

I understand you trade for GPT, but if you got extra science, why not trade it. Selling same sciense to best buyers first, later trading it for cheap, is a good strategy... It will give you tech lead, or catch up with others and will wreck smaller nations gc producing power (if gpt/gold) or trading chances...

Anyone care to explain?
I'm not exactly the strongest trader around, but I've gone through enough TDGs to know that trading opportunities boil down to an analysis of opportunity cost:
1) Do you need it?
2) Can you afford it?
3) What are you giving up by trading?

To use this trade as an example:
. . . . For literature and philosophy and 81 gold coins:
I'd get horsie riding, map making and mysticism.
Mysticism is rather useless. . . . .
1) Do you need it?
HBR, yes. You're going to want to build Horsemen and it's not an optional tech.
Mapmaking, yes. As NW pointed out, suicide galleys & it's not optional.
Mysticism, technically, yes, though I would agree that, with the exception of the fact that it's a non-optional, it's not very useful for a military game. In theory, it could come in handy for trade bait, but the Zulus appear to be your only company on this continent and by the time you get galleys to the other side, they'll likely have Myst.

2) Can you afford it?
Apparently, you can. It doesn't look like you're having to mortgage the economy to do it, either. I can't think of any right now, but I know that I've read some great games in which the player turned down sliders in order to afford a tech, then turned around and sold it to everyone, coming out ahead in the deal.

3) What are you giving up by trading?
You said that giving up Lit could be dangerous? Why? Because the Zulu will then be able to build libraries? What's the harm there? If you make them a trading partner, they'll just help you research.

Because they'll build the GLib? So? It will never give them anything better than tech parity with the rest of the world, and the AI doesn't use suicide galleys. Besides, if they build it, just capture it before you learn Education and you'll get the GLib's benefits.

Also, don't forget that the AI's got a terrible case of Wonder Addiction. Let Shaka invest 600 shields building the GLib if he wants. That's 600 shields not invested in troops or settlers. And if you go ahead and trade Philosophy, that gives him another wonder to work on. CBob may remember from CBob01 (was that the one? The Russian All-War?) in which the Arabs started Great Wonders in 2 of their 3 remaining cities. . .

Before I made the trade, see what the Zulu will offer just for philosophy. Then compare the two trades and see which one benefits you most, or maybe helps the Zulu least.

Sorry for the long and rambling post. I think I need to quit poking fun at CBob. ;)
 
Then I saw that other iron, and got bamboozled by it.
That I can understand. I tend to get tunnelvision with luxuries and over-focus on them at times. Balance is the key. But sometimes the balance is hard to see and understand.

I do think that connecting a second Iron source was (and is) a very good idea. Resources vanish. Not often, but if we have only one supply of a resource and it disappears we could be in big trouble. So insuring a backup supply is just a smart thing to do.

So let me chase a rabbit here (ramble on about this subject).

Uses of Multiple Sources

Luxuries
Connecting two Silks will not make any citizen twice as happy. Connecting Silks and Wines will make more people happy than just Silks or Wines alone will. Luxuries don't deplete; they haven't on me anyway. Multiple sources of a luxury does allow it to be traded. We can even trade it if we have only one source, but then we don't recieve the advantages of it.

Which means we could trade Silks to Zulu. Rarely does anyone trade their only source of a luxury, but it is allowed.

The most obvious use of multiple luxuries is in trading. The more we of one luxury we have, the more potential deals we can make. But even this has some restrictions.

Some Trading Pitfalls

First and Foremost, if we cannot trade with another civ, making a special effort to connect a second or third source of a luxury doesn't make sense. The map and ingame situation are big factors in this, also. We don't have a land route to connect to the Zulu capital. We have a harbor, so a sea route is possible, if risky (a barbarian galley could block our sea route and then we would take the rep hit). Given this situation, it makes no sense for us to build a long road to connect to the second Silks in hopes of making some trade deal. If that second Silk were just outside of Delhi, sure, we'd connect it right away, as we improved around Delhi.

But with only 6 workers and 2 slaves, we have more important things for them to do (connect cities and improve tiles that are being worked, mostly).

In time we will connect the second silk but only a matter of normal expansion.

Second, is the risk of the trade route being broken. We might be able to trade, but if we have only one route that connects to the capital of our trading partner, we are taking a chance. If we have only one harbor and that harbor is blocked by an AI/Barb, our trade routes are closed and we cannot send that luxury on that turn. And we are considered guilty of breaking the trade agreement. It wasn't our fault but we held responsible. Not fair, but that is how the game plays.

Trading by sea is also limited by our technical know-how. If only coastal waters are safe for our ships (no risk of sinking on the IBT) then our trade routes stay in coastal waters too. If the coast is one tile wide at any place between our harbor and their harbor, one misplaced boat (usually a Barbarian galley, but it could belong to any civ hostile to us or our trading partner) in that tile at the end of the IBT cuts the trade route. And we are again judged to be guilty of breaking our word.

Most of our trading will be done by us. That is, we will contact the civ and offer to sell them something. On the IBT the AI will contact us and try to bargain. I ignore most of those attempts since they are designed to benefit the AI and not us. But I do try to remember the deals and if I'm interested I will contact them during the turn to get the best deal, after I've had a chance to examine the deal.

Strategic Resources
I have seen Oil and Iron sources be depleted during a game. Having multiple sources of these things is like insurance; we have it if we need it.

I don't trade Resources as much as Luxuires. Unless a civ is an ally in a war against another civ, I don't want their military to be too strong or too advanced. Spears do kill Tanks, but more often the Tanks destroy the Spears. I like that.

In our game, I would not suggest trading Iron to the Zulus. We'll be fighting them soon enough. We want Swords to fight Archers and Spears, not other Swords.
 
I was talking about Iron source above our chokepoint/iron town, if that is only source of Iron to the Zulus, let it be thatway.

I often trade iron to smallest nation, they pay heavy price, or the nation who is under attack by more than 1 AI, that is a great hit to AIs. I never trade resource that is needed for musketmen (can't type the name of it).

I will try to take a look at save today.
 
Ok, I've run into a 'minor' problem. CBob, your empty city as bait, failed.

Spoiler read why :
Due, Zulus ignored our towns and moved towards either one of our India near cities or towards Indian cities, Also an Imp(i) jumped onto a mountain near chokepoint


I do not want them to have Golden age and Zulu units moving in our territory will prove huge threat if india gets destroyed.

I will continue playing, tho.
 
lurker's comment: Resident meddler, once again reporting for duty!

. . . .I don't trade Resources as much as Luxuires. Unless a civ is an ally in a war against another civ, I don't want their military to be too strong or too advanced. Spears do kill Tanks, but more often the Tanks destroy the Spears. I like that. . . . .
As always, CommandoBob makes a good point. But I tend to do just the opposite. I'm quicker to trade Resources than Luxuries. Obviously, the question is situation-dependent, but the AI likes clowns. I don't like selling them the means to put those clowns back to work. Yes, their military will be more advanced, but more advanced units cost more shields, too. For me, one question is: How large of a jump will the resource allow them to make? If they're building pikes (Def 3), saltpeter will allow them muskets (Def 4). That may be OK. OTOH, if they're building rifles (Def 6), selling them rubber will allow them to build infantry (Def 10). No thank you.

Just my 2¢.
 
Ok, I've run into a 'minor' problem. CBob, your empty city as bait, failed.

I do not want them to have Golden age and Zulu units moving in our territory will prove huge threat if india gets destroyed.

I will continue playing, tho.

Are there any settlers with those troops that I missed?
 
No, Just troops moving, but I think they are going for Indian city of Lahore and if that gets taken by our force, there will be a problem of zulus trolling in our borders, Should I close the chokepoint or not?
 
Hmm. If it were me, I would stop and save until I got more input. I'm not sure what to do.

If Shaka's intention is to take Indian cities only, closing off that chokepoint will force his hand, and he would likely declare war to get what he wants.

If he wants to attack China, closing the chokepoint will give him an excuse.

If he is just looking around, then it doesn't really matter...yet.

It seems he is after India, however, from your description, and the fact that he ignored an empty city right next to his guys.

If we take Lahore and Bangalore quickly, he might get freaked out and just explore around. He only has two warriors in there, so we could build up swords, declare war, kill those two, and close the chokepoint. But it will take many turns to get swords up to the northern mountains.

Of course, all this could change if we see another Impi. :eek:
 
So the Zulus are just being pests instead of a threat? That's nice of them. :D

It has been a while since the Zulus took a look-see in our part of the world. They have heard we are beating up on India. These units are just news reporters (in so many ways).

They are just Warriors, so they lack the fast move of the Impi. They don't get our road bonus, so we should be able to keep track of them rather easily. Let them roam, but from now on keep our cities garrisoned. If they move next to any workers, protect the workers. Either send a unit out for defense or abandon the project and move the workers away. We can restart a project. If we lose workers we have to make new workers and then restart the project.

I would close the chokepoint. If the Impi attacks, it attacks and we get some War Happiness due to them attacking us. We don't want Impis in our interior; they would be too hard to track down and kill. Warriors are easy and should fall to our Archers; attack 2 vs. defense 1. Impis defend with 2 and can retreat if they are getting beat. Lets keep them outside our borders if we can.

Once we do start the Zulu war we will probably trigger their Golden Age. That means a lot of Impis, but no more than one per city per turn. We'll need Horses to kill the wounded Impis. We fight them on terrain that helps us, hills and mountains mostly. Swords would be good to use since they will kill or retreat Impis and then our Horses can pick off the stragglers.
 
OK, I'll try to continue today, but I yesterday only played 2 turns in 30 minutes (at 23:00/ 11pm) - I usually wake up at 5 am (I live in countryside). And my gametime (winning or histographic victory is usually 8 hours, 10 for monarch(That one game I came third).

A small things that happend:

*ETA of attack on Bangalore next turn (6 archers whom 2 are elite)
*Tryed to do some micromanagement, costing us -3 gpt for 1 less turn per science... I don't even know if it is a good choise, but we had huge amount of gc.
*We got 3 swords, one of 'em is regular(I realy thought we needed one, incase of REALY bad RNG.
*Zulus are moving around in our borders, and Impi that 'parked' himself onto a mountain, is not coming thru cap, unless he attacks and Zulu declares. One archer is playing 300 with him. Too bad for him that they have to do their stunts and no fake weapons/blood or computers have been discovered yet.

And that is only 2 turns! Well, I hope I am not ruining everything again.

And thx Aabraxan for giving advice here.
 
*ETA of attack on Bangalore next turn (6 archers whom 2 are elite)
That should be enough to make Banglaore Chinese. Good luck!
*Tryed to do some micromanagement, costing us -3 gpt for 1 less turn per science... I don't even know if it is a good choise, but we had huge amount of gc.
Depends on our cash situation and how many turns we'll be running at -3 gpt.
*We got 3 swords, one of 'em is regular(I realy thought we needed one, incase of REALY bad RNG.
With the Zulus acting like they are ready for war we may need that rSword.
*Zulus are moving around in our borders, and Impi that 'parked' himself onto a mountain, is not coming thru cap, unless he attacks and Zulu declares. One archer is playing 300 with him. Too bad for him that they have to do their stunts and no fake weapons/blood or computers have been discovered yet.
We need to garrison Chengdu, if we haven't already. After India is gone we'll want to add more units to the blockade. More units will help our defense and already be in place when we start our offense.
 
CommandoBob
About the income, I've never understood, why are people saving money, when they could use it. I'll stop running negative gpt, but now we have around 60 Gold left from 150 :)

AI, would just demand that gold.
 
CommandoBob
About the income, I've never understood, why are people saving money, when they could use it. I'll stop running negative gpt, but now we have around 60 Gold left from 150 :)

AI, would just demand that gold.
I don't quite understand it myself, either. :crazyeye:

I know that if we got down to as little as 15 gold in the treasury we would be fine. Yet planning to go from say 300 gold to 15 gold is a little bit frightening.

I know that we can afford -3gpt for many turns. But planning to run at -3gpt appears risky.

It is the difference between knowing something and doing something. (I know I can sing/dance/act and getting out on a stage in front of people and singing/dancing/acting. Knowing vs. doing.)

In real life I don't spend money easily; in-game I spend more freely. I mean, it is not 'real' money! :lol:

Once I get into a cash run government I don't cash rush very much. While it is valid to cash rush a library in order to get the science multiplier, often it is just too much work to scroll through the cities looking for places to rush. Sad, but too true.

Gold in this game is a tool and I think most people want to have a lot of it so they can buy their way out of in-game troubles. But they (me included) also like to see the gold add up and be the richest civ in the game. That is not my primary goal in a game, but it is sorta nice to know.
 
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