Myth01- Training Day- Regent

I know how that can happen, being involved in multiple SGs at once. In game 1 you're poundng the Persians and beating the Babylonians as Rome. In game 2, you are the Persians rushing Rome, who are beating the Babylonians. Game 3 you are being Babylonian and are allied with Rome and Persia hitting the Hittites. It can be confusing, even without alliteration;)
 
Well look at the bright side... at least you have a game to get confused over...

Whinge, whine, sob, boo hoo!

Def going Postal now!!!!

:ar15: :ar15::ar15::ar15::ar15:

I have been told to expect that it will take 2 weeks at least to get the game assuming that it is still 'in the mail' and not in someone's :satan: posession.
 
...
i hate to be a bother and keep pestering him about this so I am trying to be patient. i understand God likes patient people so I am hoping to gain brownie points all round... yeah, sure, right! :lol


You would lose brownie points!
 
Delhi courthouse -> settler in 5.
Xinjian courthouse -> settler in 8.
[IBT]
Nanking settler -> settler in 6.
Tsingtao vSword -> vHorse in 10.


1 0330 BC

Stack of 5 Archers and 1 Sword NE of Beijing moves N-NE-NE towards Irony.
vArcher West of Canton attacks a Babarian camp; we gain 25 gold.
The Superb Uber Strongest Archer, west of Tsingtao, heads to Tsingtao.

Forgot to make the Army!

Two workers and the covering Archer 1N of Delhi move 1N onto cow, to mine and road.
Send western Archers towards cities.
New vSword in Tsingtao heads towards Irony.
Worker and slave West of Shanghai move SW, to irrigate and road.
rSword between Canton and Tsingtao stays put, to watch the Zulu rWarrior to the NW.
Two forest workers North of Nanking head to Irony.
Worker W of Hangchow begins a road, to connect Hangchow to Beijing.
Pink Clover sails north to map out the Zulu coastline, looking for new cities.
vSword passes through Irony, heading to Light Blue Dot.
Worker SW of Nanking moves 2 NE to road and mine.
SettlerToPinkDot, new in Nanking, moves North onto mountain. It is quicker to move over the mountain and onto the forest road next turn than walking through Beijing. The Beijing route has two rivers for this settler to cross.

Wake up K'uang-yin and build an Army around him, K'uang-yin I.
[IBT]
Beijng settler -> settler in 3.

2 0310 BC

Our wounded eArcher moves into Beijing to heal.
Archers and Sword arrive in Irony and stop.
Worker and two slaves north of Xinjian cross the river and move into Xinjian.
Other worker mine, road or irrigate, as planned last turn.
Two workers arrive in Irony.
SettlerToPinkDot moves onto forest road.
Pink Clover scoots north.
SettlerToLightBlueDot, new in Beijing, moves NE across the river.
Army stays put, needs some Swords inside (at least one).
Exploring Sword moves North and sees no Zulu.

Save game (as always at the end of the turn.)
Hit Shift + G and we revolt.
And we descend into Anarchy.

According to our Domestic Advisor we have 5 turns of Anarchy. Not too bad.
[IBT]
Beijing (6) riots; everybody becomes geeks.
Shanghai (4) riots; everybody becomes geeks.

3 0290 BC

The SUSB eArcher* arrives in Tsingtao.
Archer arrives in Bangalore.
eArcher in Beijing heals.
Worker and slaves in Xinjian move west to mine the BG, then road.
SettlerToPinkDot and SettlerToLightBlueDot move towards Irony, both on roads.
vSword arrives in Beijing and is added to K'uang-yin I.
Workers in Irony move 1N.
Exploring Sword moves 1N, plains to forest, now at Light Blue Dot.
Other units in Irony stay put.
K'uang-yin I heads to Irony.
I don't think it means anything, but I increase science to 100%.

During theset turns of Anarchy we get no culture growth. The Zulus move ahead in culture, 208 to 204.
[IBT]
Beijing and Shanghai are now in good order (for anarchy) but need attention so that they do not starve.

4 0270 BC

Balance out Beijing, but it will riot next turn.
Shanghai dropped to size 3.

Archer arrives in GrapeVille.
Miskey SettlerToLightBlueDot onto the mountain SW of Irony!
SettlertoPinkDot arrives in Irony.
K'uang-yin I arrives in Irony, add another Sword to the Army.
Worker start a road N of Irony.
Exploring Sword 1N again, forest onto plains. Find some Zulu and a barb camp. rImpi and vHorse to the NE; 2 rArchers are N-NW on a hill (Pink Dot). Barb camp is E-NE.

Three turns of anarchy to go.
[IBT]
More Zulus show, current ones attack the Barb Camp.

Beijing shuts down, hire geeks.

5 0250 BC

eArcher in Beijing heads to Tsingtao.
Hangchow is connected; worker mines the grass.
SettlerToPinkDot 1N out of Irony, with a vSpear.
SettlerToLightBlueDot arrives in Irony.
Exploring Sword moves West onto a mountain. If the Zulus pull a sneak attack, only one unit can attack next turn.
[IBT]
Zulus head to the NW, going Barb hunting I hope.
Beijing quiets down and starves to size 5.

6 0230 BC

Pink and vSpear move 1N.
LightBlue and rSpear move 1N.
Exploring Sword stays put to watch the Zulus from a distance.
Grass roaded NE of Nanking, worker moves NE into forest.

One more turn of Anarchy.
Hire a geek in Delhi to prevent a riot on the IBT.
[IBT]

Good News
230BC_Governments.jpg


We become a Republic.

7 0210 BC

Construction in 3, -76 gpt, 299 gold in the bank.

Pink and Spear move 1N.
LightBlue and Spear move 1N.
Workers roading to LightBlue move 1N.
Disband 4 units; still -68 gpt.

Zulu have 127 gold and we need it.
We sell Code of Laws for Mysticism and 127 of 127 gold.
We gain almost 2 turns of unit support.

I forgot we are running at 100% science.

Zulus will give us Map Making and Construction in exchange for Republic. We learn Construction in 3 turns at 100%, so that is not so attractive.
No more trades right now.
Up luxury rate to 10%; drop Science down to 80%; Construction in 4 at -60 gpt.
[IBT]
Zulu leave Pink Dot.

Delhi settler -> settler in 15.
Canton worker -> vSword in 8.
Bangalore worker -> settler in 30.
GrapeVille worker -> library in 80.

8 0190 BC

Settler3NofDelhi, new in Delhi, N across the river.
vArcher in GrapeVille kills a Barbarian warrior, which allows the new worker to improve the BG to tne NE.
Disband vArcher left in GrapeVille, adds 5 shields to Library.

LightBlue, Pink and escorts advance 1N.
LightBlue is in position to build next turn.

Archer in Bangalore moves to Delhi to help with Settler.
Workers start and finish the road to LightBlue.
[IBT]
Pink Clover is inside Zulu waters and they are worried. We say words to make them happy.

Irony barracks -> vHorse in 6.
Xinjian settler -> settler in 15.

9 0170 BC

Archer arrives in Delhi, disbanded to help settler.
SettlerToLightBlueDot founds Macao, 3N of Irony; grows in 10, walls in 10.
SettlerToPinkDot and escort move 1N.
Settler3NofDelhi arrives at 3N of Delhi.
Units in Irony move to Macao.
Workers move through Macao to road to Pink Dot.
SettlerTo3SEofTsingtao, new in Xinjian, moves N across the river.
[IBT]

10 0150 BC

Settler3NofDelhi becomes Anyang, grows in 5, barracks in 10.
PinkDot and Spear arrive at PinkDot.
We start and finish the road 1N of Macao.
[IBT]
 
Irony Area
150BC_IronyArea.jpg


We are just about ready to build on Pink Dot; next turn is the big turn. The worker pair can move up one, start and finish the connecting road in one turn. On the following turn they can irrigate that tile, and then continue irrigating southwards through Macao and towards Irony.

Our new city will have some cultural pressure from the hidden Zulu city. I've drawn the standard box around Pink Dot to show the standard first nine tiles. Two of those tiles will end being Zulu tiles. Which could cause a culutre flip. However, Zulu culture is not much greater than ours, so the risk is very small.

South of the Core
150BC_SCore.jpg



We have some good city sites to make use of just south of our core. We have a settler almost in place, heading for the Red Dot. When the nearby workers finish their road, they need to connect this city.
Light Blue would be the next city I would build. The Cow and the BGs give it an edge over Blue Dot, which has the advantage of a river for fresh water.
Light Green is a rather poor location, on plains and next to desert tiles, but fills a gap in the area.

NorthWest of the Core
150BC_NWCore.jpg



We still have some barbarian activity here, in addition to good land. Red Box looks good; on a hill and on the coast, three flood plains, a river for growth and some grasslands.
Light Blue Box is positioned to grab some BGs.
Blue Box is mainly a gap filler.
The Light Green Boxes are roughly as good as each other. Plains and desert, needs water and an aqueduct to grow.

West Old India
150BC_WestOldIndia.jpg



Here is where we have the most unknown area, any of which could hide barbarians.
Red Target has a river, coast for boats and lots of grass.
Light Blue will need an aqueduct, but serves as a buffer for Delhi.
Blue Target makes use of some Indian mining and pushes back the fog.
Either Light Green Target pushes back the fog, but not as much as Blue.


Unit Support
150BC_Military.jpg



We do have a lot of units and until we build more cities or we grow our current cities past size 6, this will be a drag on our economy. The easiest disbands have already been done. The lone warrior is Elite and he really needs to be sent to Zulu instead of standing guard in Beijing. Once we get our borders pushed out from Old India we can disband those archers. Right now the barbarian risk is too high in that area to disband our only military units that are protecting our cities and workers. Once our borders reach the sea our need for defenders will be less.


Next Tech
Per CivAssist II, MapMaking costs 266 beakers and Polytheism costs 288.
Currently, at 30% science, we make 29 beakers per turn. so either one will take 10 turns at 30%. Those ten turns will cost us 130 in gold (-13 gpt); we have 241 gold; we won't go bankrupt. In fact, as we build more cities and as our current cities get larger, our negative gold per turn should decrease. Our economy should chug along fine for a while.

MapMaking is a known tech. We could get it right now from the Zulus. So it makes no sense to research it by ourselves.

Polytheism is unknown to either us or Zulu. We could just stockpile cash and wait for them to learn it for us, but that could take too long. Plus, they might research Currency first.

Even though we might be learning the same tech as the Zulu, we might be able to learn it faster. We have more cities and a better government for learning than the Zulus.


Nasty PreWar Trick
On the turn before we declare war on the Zulus we need to sell or gift Republic to them. Why? Because they will revolt to Republic on the IBT and descend into Anarchy for several turns. We attack the following turn and the Zulus won't be able to poprush units for extra defense due to their Anarchy. Makes our conquest a bit easier.
 
Roster:
CommandoBob - just played
ngraner42 - UP!
Yahya - on deck
Northen Wolf - warming up

Darski - waiting for disc
 
I find longbows to be very effective units so I am wondering why you would disband the archers? That is one upgrade that I find to be cost effective.

Further, they have a good chance of getting to elite with a war coming and thus getting some leaders. I admit to a fondness for longbows as they are the only ones who can be 'trusted' to take out infantry. :lol:
 
I find longbows to be very effective units so I am wondering why you would disband the archers? That is one upgrade that I find to be cost effective.
The Archers I disbanded were in Old India, where our immediate military needs are slight. We still have Archers down there because barbarians are still a threat. One Archer helped a library, the other added to a settler build. I may have disbanded other Archers right after we got out of Anarchy; I don't recall. I was trying to reduce our red ink and help our production with these disbands.

Once we fully settle that area the barbarian threat will go away. For now, we could use some Horses (once they are built) to help defend the area and release our Archers for the upcoming Zulu war.

The greatest threat with barbarians is that they kill workers. That is bad. I don't mind (too much) if they sack a city; we don't have that much money and we can always restart whatever we were building. Gold is cheap and cities that are attacked by the guys in white are not building game-critical (Wonders) items. But I don't want our workers at risk.

I wasn't looking ahead about upgrading Archers; that just wasn't in my thought processes. I don't normally upgrade anything except artillery units. By the time we fight the Zulu, Swords, Horses and Archers might be enough. We'll be in that war before they get to Feudalism.
 
Lurker:

darski you could just buy a copy and if you ever get the other one, it makes a nice backup.
 
Lurker:

darski you could just buy a copy and if you ever get the other one, it makes a nice backup.

In order to buy a copy, I would have to take a day to go to Toronto and find the bookstore where my son bought it. Now if you know anything about Canada, you know that the national pastime is to hate Toronto. (it fills the time when hockey is off-season :lol: )
 
The Archers I disbanded were in Old India, where our immediate military needs are slight. We still have Archers down there because barbarians are still a threat. One Archer helped a library, the other added to a settler build. I may have disbanded other Archers right after we got out of Anarchy; I don't recall. I was trying to reduce our red ink and help our production with these disbands.

Once we fully settle that area the barbarian threat will go away. For now, we could use some Horses (once they are built) to help defend the area and release our Archers for the upcoming Zulu war.

The greatest threat with barbarians is that they kill workers. That is bad. I don't mind (too much) if they sack a city; we don't have that much money and we can always restart whatever we were building. Gold is cheap and cities that are attacked by the guys in white are not building game-critical (Wonders) items. But I don't want our workers at risk.

I wasn't looking ahead about upgrading Archers; that just wasn't in my thought processes. I don't normally upgrade anything except artillery units. By the time we fight the Zulu, Swords, Horses and Archers might be enough. We'll be in that war before they get to Feudalism.

That makes sense. Invention is a long ways off and the pennies do count. Just wondering was all...
 
Our new city will have some cultural pressure from the hidden Zulu city. I've drawn the standard box around Pink Dot to show the standard first nine tiles. Two of those tiles will end being Zulu tiles. Which could cause a culutre flip. However, Zulu culture is not much greater than ours, so the risk is very small.

lurker's comment: When in doubt, build temples/libraries. :p

Nasty PreWar Trick
On the turn before we declare war on the Zulus we need to sell or gift Republic to them. Why? Because they will revolt to Republic on the IBT and descend into Anarchy for several turns. We attack the following turn and the Zulus won't be able to poprush units for extra defense due to their Anarchy. Makes our conquest a bit easier.

That's a bit evil, but use F3 to make sure they actually are in Anarchy before you declare war.

Evil Trick #2: If they have units in your territory, hit "Remove your forces or declare WAR!" and hope they choose the second option- it give you War Hapiness.
 
Alpha Centauri here we come!!!!

Just got the game and am going to load it right ... now!

TTYL
 
Back
Top Bottom