Myth01- Training Day- Regent

Mid Range Goals
Learn Astronomy (Monotheism -> Theology -> Education -> Astronomy)
Learn Navigation after Navigation to get overseas faster (and trade overseas, too).
Otherwise, we need to learn Chemistry, Physics and then learn Magnetism in order to spend the IBT on ocean tiles.
Tech trading and buying may change this plan, however.
Learn Navigation after Astronomy is what I meant to say. :crazyeye:
 
lurker's comment: I took a CA2 look at Yahya's last save. I'll try to actually load the save and take a look in the next couple of days, but we'll see if I can actually find time. For what they're worth, here are my comments:

Your continent is cleared & two civs dead by 700 AD. You have ~3-4x the cities and land of your nearest competitor, and more than double the population. Now that you own your continent, defending the empire becomes much, much simpler. Even if the AI does invade, I'd be surprised if they landed more than 4 units at any one time.

There are two techs available to buy & two to sell, so you are in good shape in terms of tech. One or two sly trades and you'll have tech parity with everyone.

Forty-four cities and forty-three workers, including 10 slaves, and several cities building workers now. You've still got lots of land to improve, but that's a good start. If you keep up on the "newbie needs help" threads, one consistent problem (that you've avoided here) is that those new players don't have enough workers soon enough. Watch for opportunities to buy slaves from the other civs. I buy lots of slaves and the going price is usually somewhere between 100-120 gold. You cannot have too many slaves.

Y'all have really done a fine job in this game. :goodjob:

Anyone given any thought to your Golden Age? Unless I'm mistaken (always a real possibility), you haven't had it yet.

I assume the courthouse at Beijing is a prebuild? If so, what's the plan there? As it's due to finish in 2, it's time to figure out what it's going to be.

Northen Wolf, hope you're recovering well.
 
lurker's comment:
I assume the courthouse at Beijing is a prebuild? If so, what's the plan there? As it's due to finish in 2, it's time to figure out what it's going to be.
Beijing doesn't have a library yet, so my first thought was just to switch it over to that.

The most obvious prebuild would be for Sun Tzu's Art of War, but everybody else is building it. Before we started on aiming for that wonder, I would want to investigate the other cities building to see how good our chances are on grabbing it. Then I pause and think that the benefit of Sun Tzu's is limited to one continent and we control ours. If we let someone else build (like Greece) then we could capture it (Greece looks like our next target, but that is up in the air) and have an automatic barracks in every city we capture. That would allow our wounded units heal in newly captured cities.

Other than that, I haven't given much thought about Great Wonders and we've been so focused on the Zulus that we haven't even started our Forbidden Palace.

Magellan's Voyage (Navigation) might be nice since it would let our boats sail further, but we could get along without it.
 
[Start of Preflight]
Cycle Through the Cities

Beijing courthouse -> library in 2; hire geek; library in 3; work an unroaded forest instead of irrigate/roaded plain; library in 2 at -1 fpt. Need to fix once the library is built.
Zimbabwe can't build the worker for three more turns, but has no better builds. Walls will complete in 1 turn, but then we start over on the new worker. The best bad option is to just wait on the worker.
Shanghai has a happiness problem and hires a geek to overcome it and shuffles the remaining tiles to support the geek. Market in 7, not 6, but the city stays productive.
Watery hires a one turn geek, since the market will complete this IBT.
Soduku City hires two more geeks, making a total of 4. Two citizens support this size 6 city.
Canton aqueduct -> market in 4. One more citizen working will bring in more shields to build the aqueduct faster.
Nanking courthouse -> library in 9, but at zero growth.
Bangalore, we work an irrigated grass instead of a forest and grow to size 5 in 1 turn, not 3; settler still in 24.
Jutlandville courthouse -> worker in 10.
Isandhlwana's worker has to wait 5 turns until the city grows before it can be built; builds walls instead.
Tatung works an irrigated grass instead of a mined hill, goes from +3 fpt to +5 and the settler will still take 20 turns.
Irony is at zero growth so a market is not needed anytime soon. Begin Forbidden Palace instead, 17 turns; make the lone fisherman into a miner and the FP is reduced to 14 turns.
Hangchow's courthouse will probably not be needed once the Forbidden Palace is done. Starts on a Granary, due in 13. Lots of good shields but not enough people.
Intombe fires the geek and that citizen is content; courthouse changes to worker.
In Xinjian I first fire the geeks and the city makes 4 red shields and 3 blue shields; a courthouse could help this city, even after the Forbidden Palace is built. We work the mined BG and the mined hill; 5 red shields, 4 blue shields, courthouse in 11. Citizen on an irrigated grassland becomes a geek to keep the city in good order.
Swazi does the same as Intombe; fire the geek and start a worker.
Grapeville is too productive right now to keep making settlers. Market in 20. Like Xinjian, this city has 5 red shields and 4 blue shields (and it has a courthouse).
Macao, now size 3, makes 3 red shields and 2 blue ones; the courthouse is a good build here.
Anyang fires a geek; 5 red/4 blue; library -> courthouse in 14; has two BGs that need to be mined.
Forestville has 2 red/4 blue; courthouse not really needed just now; granary in 15.
Desert River works an irrigated grass instead of the desert; grows in 3, not 7.
Spacious Meadows works an irrigate grass instead of the forest; grows in 4, not 6.
Sea works an irrigated grass instead of mined BG (the city is too corrupt for a mined BG to do any good); grows in 3, not 4.
Great View fires the geek and grows in 1, not 2.
ShoreLeave moves around citizens and grows in 3, not 4.
Ibabanago makes a worker in 1 but grows to size 2 in 7 more turns. We build a wall instead.
Riverside makes 4 red shields and 3 blue shields at size 7; courthouse is good build.
Nana-Na-Nana makes a vGalley instead of a courthouse.
Plainsville courthouse -> worker in 3.
West Coast Point changes from rPike to settler.
Camp de Grass does the same.
Jaipur II doesn't need walls, makes settler instead.
Green Tea starts a worker instead of a courthouse.
Hidden Harbor does the same.

Worker Tasks
I'll start in the Southwest and move to the Northeast.

Stop the miners South of Camp de Grass. Roads and irrigation will let us grow faster, the shields from mining this far from Beijing will just be wasted.
Nine workers, 4 pair and one single, from Spacious Meadows to West Coast Point, have already moved.
Worker S of Jaipur II is irrigating; good!
Two slaves are making a mine W of ShoreLeave; stop them. The two nearest cities, ShoreLeave and Delhi, net only one shield per turn.
Two workers making a mine S-SW of Anyang are questionable, but Anyang could be more productive with the courthouse and Forbidden Palace, so the workers keep mining.
Two workers N-NW of Grapeville continue with their mine, for the same reasons as at Anyang.
Two workers SW of Green Tea also continue with their mining, though I'm not so sure about this one.
Worker SE of Green Tea irrigates in one.
Worker NE of Tatung irrigates in two.
Slave NW of Watery irrigates in four.
Four workers S of Jutlandville are ready to clear the marsh.
Settler N of Jutlandville is looking for a home on the hill to the NW.
Worker NW of Beijing will play with water for 2 more turns.
Settler N and S of Macao are looking for good, green Zulu land to build on.
Two workers E of Old Zulu City are making a mine, stop them, they will focus on connecting roads.
Slave N of Old Zulu City is busy making a road.
Slave 2NW of Old Zulu City will complete a road this IBT.
Worker 3N of Mountain View is irrigating a Wheat + Grass in the middle of nowhere, which is really quite smart.
Worker was building a road SE of Sugarville until I misclicked it; now it has to start the road all over again.
W-NE of Zimbabawe are four slaves, one is currently building a road and I think the other three are present to help next turn.
One slave SE of Intombe is irrigating, has 5 turns to go.
Worker S of Ibabanago is irrigating; three turns to go.

Military
Again, I'll start in the Southwest and move to the Northeast.

vArcher E of Spacious Meadows disbands in Spacious Meadows for 5 shields; settler now in 9, not 14.
Wake Archer and Worker in Nana-Na-Nana and move them onto the remaining two tiles of the island and fortify them, just to keep others from landing.
vArcher in Desert Landing disbands for 5 shields, library in 2, not 4.
vSpear in Desert Landing moves to Jutlandville (and beyond).
vSpear in Barbarian Outpost I also moves to Jutlandville.
vHorse in Jutlandville moves to the hill as lookout.
vMace in Hangchow disbands for 10 shields, granary in 11, not 13.
Wake the Army in Plainsville and send south to the core.
We have plenty of forces in Old Zulu but need some fast movers in the south. But those moves will have to wait until next turn.


Monotheism in 4
257 gold, +5 gpt
[End of Preflight]
 
CommandoBob said:
Worker 3N of Mountain View is irrigating a Wheat + Grass in the middle of nowhere, which is really quite smart.

Thanks. It's been a few days, but I am pretty sure that was intentional. :lol:

It seemed like a good, natural next spot for expansion up there. Moves us toward the center of that peninsula, on a good spot, and gives us easy road connection to many other tiles up there. Kind of a hub. It was also around the original Zulu capital, if I recall correctly.
 
Hit Enter.

[IBT 700 AD]
Watery market -> aqueduct in 20, fire geek and grow in 20 turns also.
Isandhlwana walls -> worker in 10 (grows in 4).
Ibabanago walls -> worker in 10 (grows in 6).

1 0710 AD

Workers
Slaves E of ShoreLeave start a road, finish in 3.
Worker SE of Green Tea starts a road, finish in 3.
Two workers SE of West Coast Point move N onto forest, to chop, irrigate and road.
Worker in Hidden Harbor moves NE to road.
Two workers S of Hidden Harbor split up, moving SW and NW, to road.
Two workers W of Spacious Meadows move NE, and irrigate a mined grass tile, finish in 2.
Two workers S of Spacious Meadows move NW, and irrigate a mined grass tile, finish in 2.
Two workers S of Camp de Grass irrigate, finish in 2.
Worker in Green Tea begins to mine the BG 2NW of Anyang, finsih in 6.
Four workers begin to drain the marsh S of Jutlandville, finish in 3 (we need only 11 worker-turns to drain the swamp, not the normal 16).
Two workers E of Old Zulu City move SE and irrigate a grass tile, finish in 2.
Slave 2SE of Swazi moves E to join another slave in making a road.
Three slaves help with a road to connect Intombe to Beijing, finish on the IBT.
Worker E of Sugarville starts a road, finish in 2.

Settlers
One moves onto the hill NW of Jutlandville.
Settlers around Macao move north.
Settler near Beijing moves northward.

Naval
Galley on shore sails around Houston.
Troop Transport, carrying a Settler and Worker, sails toward the lone Horse south of Old Zulu City and Plainsville. Settler and Worker are unloaded onto that Horse.
Unnamed galley east of Ibabanago sails around the cape.

Military
Spears move toward Jutlandville.
Wounded Horse N of Jutlandville heals.
vSword takes out the barbarian camp in north Zulu, but does not promote.
Army heads south.
Try to send all Elites to gather around Beijing.
Use Horses to un-gray some of Old Zulu.
Wake units in northern cities and send them south.

GreatView is cranky; we hire a geek for one turn (settler).
[IBT]
Beijing library -> Heroic Epic in 14.
Sugarville worker -> settler in 30.
Desert Marsh library -> market in 25 (market or aqueduct, both 25 turns; opted for more happy people).
Desert River settler -> settler in 30.
Great View settler -> settler in 30.


2 0720 AD

Workers
Four slaves NW of Zimbabwe irrigate a mined grass, finish in 2.
New worker in Sugarville moves W, to irrigate and road.
Worker NW of Beijing stands in water and begins to road that plains tile.
Worker NE of Tatung does the same.
Two workers start and finish a road NW of Delhi.
Workers SE of Green Tea start/finish a road.
Workers E of Jaipur II start/finish a road.
Worker S of Jaipur II starts a road.
Workers NE of West Point City chop the forest.
Single workers start roads.
Slave joins slave N of Old Zulu City; road this IBT.

Settlers
Generally move North.
Little Round Top is built NW of Jutlandville; worker in 10, grows in 10.
Boones Farm is founded near the Wines of Old Zulu; worker in 10, grows in 10.

Naval
Galley on shore sails SW past Houston.
Troop Transport sails south.
Unnamed galley NE of Ibabanago sails NW-ish.

Military
Wounded units heal in place.
We take out another Barb camp, but the vHorse does not promote.
Send units south, but try to give Veterans a chance to fight barbarians.
[IBT]
Wandering Barb attacks and promotes a vHorse to Elite.

????
720_IBT_MonoTurns.jpg


The box in the corner says we have two turns left to learn Monotheism but somehow we learn it now.

Monotheism -> Monarchy (suggested). We go to "The Big Picture" and see what trade deals we can do.
Iroquois have Monarchy, Theology and Chivalry; 57 gold.
Egypt has Monarchy and 0 gold; we have Monotheism and Engineering.
America has Monarchy and 5 gold; we have Engineering.
Spain has Monarchy, Theology and Chivalry; 24 gold. we have Invention.
Greece has Monarchy and Chivalry; 26 gold. we have Invention.

Not a lot of cash, but three techs are available: Monarchy, Theology and Chivalry. The only one we need is Theology, the others are tech dead ends.

Trade with Spain
720_IBT_SpainTrade.jpg



Sell Invention to Spain for Theology and 24 of 24 gold.

What chatting with Greece I accidently gift him Invention when I was trying to bargin with it. Ouch!

Trade with Greece
720_IBT_GreekTrade.jpg



We sell Theology to Greece for Chivalry and 26 of 26 gold.

We try to bully Monarchy from Egypt but she doesn't give in.

Trade with America
720_IBT_AmericaTrade.jpg


We sell Chivalry to America for Monarchy and 5 of 5 gold. Maybe America will build some Knights and beat up on the neighbors before we get there.

Now that we know Monarchy, we default to learning Education in 9.


Delhi settler -> settler in 30.
Zimbabwe worker -> worker in 10.
Plainsville worker -> settler in 30.

Palace Expansion; we build the third story.

3 0730 AD

Now Education is in 8 turns.

Workers
We begin to irrigate the BG W of Delhi.
Worker SE of Green Tea moves E and helps finish a mine for Anyang.
Two workers SW of Green Tea start mine another BG for Anyang.
Workers E of Jaipur II move NW onto grass; irrigate and road.
Workers SW of Spacious Meadows move SW and irrigate; finish in 2.
Workers NW of Spacious Meadows split up to road some grasses; one goes 2SW, the other 2S.
Workers SE of Camp de Grass start/finish a road.
Worker E of Boones Farm starts a Wine Road.
Two workers W of Plainsville move NW and irrigate.
Worker in Plainsville moves NE-N onto grass, to road.
Worker on Wheat, irrigation complete, starts a road.
Worker W of Sugarville irrigates.
Worker E of Sugarville moves SE of Bapedi and starts a chop, which will help Bapedi's settler build.
Worker in Zimbabwe moves NE and E, to irrigate the grass.
Worker S of Ibabanago moves S and irrigates a mined Wheat + Grass.
Two slaves N of Old Zulu City move N, to road.

Settlers
Most move north, two move to city sites that expand Old India.

Naval
Galley on shore finds Atlanta.
Troop Transport sails south.
Unnamed galley continues up the coast, unloads settler on a hill generally east of Intombe, up on the far north part of Zulu.

Military
Generally head south.

Beijing's geek becomes a clown to keep the city happy (now at zero growth).

Spain managed to learn Education over the IBT, but won't sell it to us. It won't be a monopoly tech for long.
Hire two more geeks in ShoreLeave; settler builds this IBT.
[IBT]
Canton market -> aqueduct in 13 (fire the geek to help build the aqueduct).
ShoreLeave settler -> settler in 30.

Greeks are building Sistine Chapel (Theology).

4 0740 AD

Workers
Worker irrigate grass E-NE of Zimbabwe.
Four slaves move SW of Zimbabwe, to irrigate and road.
Worker begins to road Northish of Plainsville.
Slaves road northish of Old Zulu City.
Worker NW of Beijing moves W, to irrigate and road.
Marsh cleared by four workers, 2 make a road, 2 other move north to make a road.
Slave NW of Watery begins a road.
Worker NE of Tatung moves south a irrigates a mined Horse tile.
Slaves W of ShoreLeave irrigate.
In Old India, workers either irrigate, road or get ready to irrigate and road.


Settlers
North Bridge is built in north Zulu, on a coastal hill; grows in 10, worker in 10.
South Padre is built between Bangalore and ShoreLeave; grows in 7, worker in 10.


Naval
Galley on shore explores.
Troop Transport sails south.
Unnamed galley continues up the coast, greyfogbusting and looking for barbarians.

Military
Generally head south.
[IBT]
Old Zulu City worker -> worker in 10.
Barbarian Outpost I settler -> library in 27.

5 0750 AD

Workers
We build a road between Jutlandville and Little Round Top.
Road completed at Boones Farm, worker moves NE onto more Wines.
Gang of four slaves SE of Zimbabwe begin to irrigate.
Worker on Wheat + Grass, now irrigated, moves SE and will help build a road next turn.
Two workers E of Old Zulu City begin to irrigate from Old Zulu City to Swazi.
New worker in Old Zulu City moves 2N, looking for work.
Slave SE of Intombe, irrigation done, moves NE to irrigate a mine.
Worker irrigates a plain for Canton.
Two workers move E of Green Tea and irrigate some grass.
Two workers N of Camp de Grass move SW onto virgin grassland, to irrigate and road.
Two workers S of Camp de Grass start chopping a forest, which should help Ice Camp's settler complete in 2 turns.


Settlers
Grassy Wheaties is built on the ruins of some forgotten Zulu city 3NE of Plainsville; grows in 4, worker in 10.

Naval
Galley on shore finds Seattle.
Troop Transport sails south and picks up a Settler.
Unnamed galley gets a silly name and sails towards Intombe.

Military
Some Horses are approachin Old India; ground-pounders are clumped around Irony.

The BGs near Anyang are mined and only serve to show the need for the courthouse; 7 red and 4 blue shields. Both new shields are corrupted.
Bangalore is cranky; hire a geek; grows in 4, settler in 19.
Hire a 2nd geek in Spacious Meadows; city is size 6 and cannot grow; settler in 4.
[IBT]
Hiawatha wants 39 gold to stay nicey-nice. Guess again.
And they did and go away, still Cautious.

America is building Sistine Chapel (Theology).

6 0760 AD

Workers
We build a road NE of Little Round Top.
We begin a road to connect Boones Farm to Beijing.
We start/finish a road W of Sugarville.
Bapedi's chop is done, settler next turn, worker irrigates.
Worker E of Isandhlwana has replaced one mine with irrigation, moves SW to do it again.

Settlers
Fifty City, our 50th city, generally NE of Swazi; grows in 5, worker in 10.
Delta Vee is built on a delta south of Bangalore; grows in 10, worker in 10.


Naval
Galley on shore finds Miami.
Troop Transport sails West.
Unnamed galley sails West

Military
vMaces fortify outside Beijing.

Delhi and Grapeville are cranky.
Hire a geek in Delhi; grows in 3, settler in 27.
Grapeville also hires a geek; grows in 10, market in 20.

Spain and Iroquois have Education.
We can buy it from the Iroquois for 4 gpt and 414 of 414 gold.
We can learn it on our own in 4 turns. And we will.
Iroquois know Gunpowder also.
[IBT]
Shanghai market -> library in 14, fire geek, library in 12.
Bapedi settler -> settler in 30.
Ice Camp settler -> settler in 30.

7 0770 AD

Workers
More of the same.

Settlers
The Cornfield is built NE of Little Round Top, grows in 10, worker in 10.
Black Oak is placed 2N of Anyang; grows in 7, library in 80.

Naval
Galley on shore finds Spain.
Troop Transport sails north, past Little Round Top and Jutlandville.
Unnamed galley sees a barb camp at far north Zulu.

Military
Spears, Swords and Maces fortify East of Beijing.
2 Horses are near Delhi.
Elite units, all of them, will fortify West of Beijing.

Desert Marsh hires a geek.
[IBT]
Spain wants us to move our motorboat. We agree.
Some advisor complains about some cities needing aqueducts. We ignore them.
Palace Expansion; we build some fancy steps.

America is building Knights Templar (Chivalry).

8 0780 AD

Workers
More of the same.
Boones Farm is now connected to Beijing.

Settlers
South Hillsdale is built SW of Zimbabwe; grows in 5, worker in 10.
Square Peg is built between Bapedi, Zimbabwe, Tugela and Islandlhwana; grows in 10, worker in 10.
Mean Green is built between Bangalore and Spacious Meadows; grows in 7, worker in 10.

Naval
Galley on shore finds Santiago.
Troop Transport sails south.
Unnamed galley sails around.

Tatung hires a geek.
ShoreLeave hires a geek.

Education in 2.

We could up the science slider and learn Education in 1, at -22 gpt. I don't think we need to. We should soon be able to out research the AIs. I expect us to be the first to learn Astronomy. So I am not very worried about an extra turn to get to Education, especailly when it gives us a chance to make some more cash.
[IBT]
Nanking library -> market in 13.
Intombe worker -> worker in 10 (grows in 5).
Swazi worker -> worker in 10 (grows in 5).
Mountain View settler -> settler in 30.
Spacious Meadows settler -> settler in 30.

9 0790 AD

More of the same, irrigate, chop, road.
Rush the settler in Sea for 32 gold.
Drop science to 10%, Education in 1, +121 gold.

Delhi, Bangalore and Great View all hire geeks.
[IBT]
We learn Education and start on Astronomy, due in 19 at 10% geekishness.

Jutlandville worker -> worker in 10.
Tugela trebuchet -> trebuchet in 30.
Sea settler -> settler in 30.
Green Tea worker -> worker in 10.
Hidden Harbor worker -> worker in 10.

Sun Tzu's Art of War is built in Salamanca, Iroquois.
Americans are building Sistine Chapel (Theology) again.
And Knights Templar (Chivalry).
Greeks are building Sistine Chapel.
Spainards are building Sistine Chapel.
And Knights Templar.
And Leonardo's Workshop.

10 0800 AD

East West Coast is built NE of The Cornfield; grows in 10, worker in 10.
Up science to 40%; Astronomy in 10, +45 gpt.
At 50%, Astronomy in 7, -14 gpt.
Stay at 50%.
 
Military:
03 Settlers
42 Workers
10 Slaves
01 Warrior
05 Archers
08 Spears
14 Swords
18 Horse
03 Galleys
01 Army
14 Mace
04 Trebuchet

Allowed Units: 65 (+15 from 700 AD)
Current Units: 113 (+4 from 700 AD)
Cost per turn: 96 gpt (-12 from 700 AD)


Astronomy in 7
603 gold, -14 gpt
Republic
50% tax
50% science
00% luxury


Big Builds:
Forbidden Palace in 4 in Irony.
Heroic Epic in 6 in Beijing.

Units near Beijing:
05 Elites (Warrior, 2 Archers, Mace and Sword)
03 Spears
03 Swords
12 Maces
01 Trebuchet

Riders
We can build Riders, our UU, but I have not started any. We do have 18 Horses that could upgrade to Riders, at 120 gold each. We could upgrade only 5 right now. Of those 18 Horses, 5 are Elite and would not be upgraded, since we can leader-fish with them.

The New World
800_NewWorld.jpg


Long coastline and some cities.



Acquiring Sun Tzu's Art of War
800_Salamanca.jpg


We can't do this until we get better boats; galleys don't have enough cargo capacity. And the goal is to get Sun Tzu's for ourselves. Then, every city we capture in the New World will have a barracks that we don't have to build and it can heal our wounded units very fast.

So, the plan, so far, works like this, and is shown in the map above.

We load up our boats with one settler and several Pikes for defense and a few Horses/Riders for offense. We sail to the east water borders of Iroquoisdom, close to Egypt. While still at sea (the Blue Dot) we declare war on Iroquois. Then we land our units at the Light Blue dot and survive any IBT attacks.

On Turn 2 of the war we build a city on Light Blue Dot, which will make 3 Iroquois Gems Chinese. That doesn't help us right away but at least they are ours and not our enemies. If we can safely sail the ocean tiles, we can rush a harbor in Light Blue Dot and then the Gems will be connected to Beijing and will make our markets more effective. That means fewer unhappy citizens, so we could fire some specialists and work more tiles in our core cities.

The next goal, after building Light Blue Dot, would be to capture Centralia. It may or may not already have a harbor and even if it does, it may or may not survive being captured.

After Centralia is captured, we need to build Pink Dot. This gives us another coastal city, so we could land a settler/defender group onto the tile or walk it in from Centralia. I'm not sure which is best; it will depend on how many boats we have and our unit mix at the time.

From Pink Dot, our Riders and Horses, along with some Maces and Pikes, can slowly advance to Salamanca. They will want to attack from the hill SE of the city, since the Iroqouis will attack them before we can attack the city.

We could just land at Pink Dot, and avoid Centralia altogether. That makes our supply line longer when we send reinforcements and we don't any benefit from the Gems.

This is not a perfect plan, and a lot of details are left out (what kind of boats, do we have Cannons or Trebuchets, did we build Magellan's Voyage and get an extra movement for our boats, etc).

But it is a way to think about how to get Sun Tzu's for us.
 
Roster:
CommandoBob - just played
Yahya - UP!
Northen Wolf - on deck
honored lurker/CommandoBob - warming up
 
LOL.

I am out of town, without my disc. I'll have to pick this up on Monday, if I can get to it then. In any case, I should be done by Wednesday or Thursday. If you would like to skip me, I won't be offended. Otherwise, I'd be happy if you'd wait. :D
 
1-man game :D
 
I am out of town, without my disc. I'll have to pick this up on Monday, if I can get to it then. In any case, I should be done by Wednesday or Thursday. If you would like to skip me, I won't be offended. Otherwise, I'd be happy if you'd wait. :D
We can wait. Due to other SGs I'm in, I wouldn't be able to get back to this game before then anyway.
 
You don't have play 1, 2 player game. I think I can manage a round of SG, regent is not so hard as other SG I am part of.

My plan is to build more cities and manage existing ones?
 
Uuh, Yahya's turn still ? (Just wondering).
 
Notes before starting:

*Mid Range goal*
(1) *Get ready for invasion to other continent

*Short Range Goals*
(1) *Get farms up and Running
(2) *Colonize "Old Zulu"
(3) *Get Infra. built in core
(4) *Improve surrounding lands.


DEFENCE

Oka, Iro city, is in bad position - We have no defense near there - Move 2nd 'Guardian Angel' army there to defend in case of an attack.

Old India area has 2 horses as defenders, I'd say we need 4 horses there.

There are 3 vSwords near Beijing, I'd make them into M.I. instead.

I'd move (once I can) Spear in Zimbabwe to Square Peg so It'd cover 5 towns (incase of an Ai landing) I'd also move 1 or 2 horse(s) there.

WONDERS
Copernicus' Observatory - 2 Suitable locations are Beijing and Hangchow. Would we be interested in Super Science City?


Settle(ing)
Unnamed galley could get settler+ horse/defender and settle isle east of Isandhlwana.


I'd Switch Macao courthouse into settler and settle hill near iron, near it - to cover spot w/ resource - More reason for AI to land there.

East-West coast Are we keepin' barbs there, so we'd have elite units? Elite fishing??
East-West Coast is also quite badly supplied with settlers

MM
Beijing - Move one irrigated plain tile (tile that has stack of med. inf.) by one tile, nearer to river, will give us 2 more breakers.
Tugela - May I ask, why is Tugela optimized on max production, even if all is wasted?

Canton citizen is working on 1spt mountain tile, we'd be better off if it would work irrigated plain tiles instead.

Nanking is making 0 fpt, it could grow in 14 and produce marketplace in 14, making more citizens happy, I'd sell barracks also.

Watery - I can get Aqua 3 turns sooner(in 8 turns), with -1 fpt(no pop loss), Watery is not growing w.o. aqua.

Riverside - Change one scientist into entertainer and put other one working, so Town would grow faster, I'd be semi-productive town. atm around 55% corruption, but with courthouse, less. Courthouse in 6. MM'ing would give 5 breakers per turn atm town is making 7 breakers per turn.

Anyang - 11 out of 18 commerce is wasted, is it worth to build courthouse there?

Desert River - I'd rush settler.
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FARMS

I've done like this: Grow farm size 7, then MM so it would have 0 fpt and max scientist it can support

--In Delhi atm, have 5 fpt, delhi is size 7 w 2 happy, 2 neutral, 2 unhappy and 2 scientist. I'd remove citizen from cow and make him into scientist, that'd give 3 scientist and 0 fpt. Then again, Delhi is building settler, do we need settlers so deep in our Great Empire?

Once I get Railroads I usually redo farms.

Also, I'd switch governor from Emphasize production to Emp. Food, for all new cities and switch farms governors onto max food too. - Lot of work :cry:


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Still-under-construction Farms:

Grassy Wheaties, Fifty City, South Hillsdale, Zimbabwe - Producing worker, I'd rush(for gold) settlers there instead, Old Zulu need to be 'colonized' faster. After area has been colonized, workers can be amassed after that.

GrapeVille is building Market, it has high corruption 6 out of 9 shields are wasted thats 2/3rd of production or 67%.
From 17 commerce 12 is wasted =70.5% of corruption(I don't have CA2) and Switching production to heroic epic, then switch beijing build into Copernicus' Obs. I'm thinking of selling courthouse(after building is built)

Macao has 0 growth, switching one forest tile onto irrigated plains would give +1fpt and +1 gpt, rest shields are wasted anyways.

Nana-na-Nana could grow faster and make +1 gpt if 2 citizens would fish and we'd loan one grass, irrigated tile from great view.

Ice camp is building settler, do we need settler so far away from free spots? I'd switch it to aqua.

Camp de Grass - Settler building, far away, do we need settlers so far away? I don't think so. Again switch to aqua

Sea, West Coast Point, Jaipur II - Are building settlers - aqua would be better IMO.

Hidden Harbor, west Coast Point - Switch to money - they have fresh water.



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Finished Farms:

Bangalore - Could Support one more specialist but is making settler, do we need settlers so far from Empty spots?

Great View - I'd change production from Settler to Aqua. or Gold, town is not going to grow bigger (size 6)

ShoreLeave - Building settler but is size 6, no fresh water or aqua, I'd MM for max sci and then change production onto aqua or gold.
 
Good review and planning.

:goodjob:

But it has been so long since I played those turns I don't remember what I was doing. Give me a chance to look at the save and reply in detail.

Too many settlers from Old India? Guilty as charged. Why? I'll have to remember! :crazyeye:
 
Should I start playing or do you have any special plans to offer, besides notes I made (infra, settle etc.)
 
Should I start playing or do you have any special plans to offer, besides notes I made (infra, settle etc.)
Let me get onto this when I get home; I'll post tonight before I go to bed.
 
Notes before starting:

*Mid Range goal*
(1) *Get ready for invasion to other continent

*Short Range Goals*
(1) *Get farms up and Running
(2) *Colonize "Old Zulu"
(3) *Get Infra. built in core
(4) *Improve surrounding lands.


DEFENCE

Oka, Iro city, is in bad position - We have no defense near there - Move 2nd 'Guardian Angel' army there to defend in case of an attack.

Old India area has 2 horses as defenders, I'd say we need 4 horses there.

There are 3 vSwords near Beijing, I'd make them into M.I. instead.

I'd move (once I can) Spear in Zimbabwe to Square Peg so It'd cover 5 towns (incase of an Ai landing) I'd also move 1 or 2 horse(s) there.
Looks good to me. I'm not too worried about Oka but it would be prudent to have some forces in the area. We don't really have space to plant another city and try to crowd them out. Maybe the volcano will do us a favor!
WONDERS
Copernicus' Observatory - 2 Suitable locations are Beijing and Hangchow. Would we be interested in Super Science City?
Maybe. But once we get our science farms up and learning it may not have that great an effect. I don't normally build it.

As a prebuild for another Wonder (if we have one in mind for a tech we haven't learned yet, which I don't think we've discussed) it makes good sense. If we get really bold, both of these cities could begin on prebuilds for some later Wonders.

For right now (before any builds are changed) I would favor building in Beijing over Hangchow. Hangchow can then prebuild a palace for something, if we decide to do that. Should we build Copernicus' in Hangchow, we can't start a palace prebuild in Beijing, since it already has the palace.
Settle(ing)
Unnamed galley could get settler+ horse/defender and settle isle east of Isandhlwana.
On the four tile island? Good catch.
I'd Switch Macao courthouse into settler and settle hill near iron, near it - to cover spot w/ resource - More reason for AI to land there.
Macao really needs rails to grow more than +2 fpt. It can be a good production city and the courthouse will help that. That Iron does need to be settled and we have plenty of settlers being born in Old India. Until one of them can arrive, one or two military units should be enough to discourage unwanted AI activity.
East-West coast Are we keepin' barbs there, so we'd have elite units? Elite fishing??
Yes and no. I didn't wipe them out so we could get some elites. The same is true up north in Old Zulu. But they (barbarians) are a pest, so once we can build cities and un-gray the land, we should. The idea is get rid of the barbarians slowly, but get rid of them for good.
East-West Coast is also quite badly supplied with settlers
Yeah, all the settler making cities are in the far south and the places that need them are in the north.
MM
Beijing - Move one irrigated plain tile (tile that has stack of med. inf.) by one tile, nearer to river, will give us 2 more breakers.
This was hard for me to see but I finally did. We move the citizen from the stack of Elites that are 1W of Beijing to the tile 1NW of Beijing. Commerce goes from 38 to 40; beakers goes from 19 to 21. Very good indeed.
Tugela - May I ask, why is Tugela optimized on max production, even if all is wasted?
Brain Freeze.
Canton citizen is working on 1spt mountain tile, we'd be better off if it would work irrigated plain tiles instead.
I know I looked at Canton several times but I never saw that this increased beakers from 6 to 7.
Nanking is making 0 fpt, it could grow in 14 and produce marketplace in 14, making more citizens happy, I'd sell barracks also.
Currently the market will finish in 12, but 14 with growth is good, too. I wouldn't sell the barracks. If we are going to Conquer the world, Nanking will producing a lot of units. It is a very productive city.
Watery - I can get Aqua 3 turns sooner(in 8 turns), with -1 fpt(no pop loss), Watery is not growing w.o. aqua.
This is the flip side of Nanking. Watery completes the aqueduct in 11 and grows in 11 or Watery completes the aqueduct in 8 and grows in 27. If we can get some plains irrigated around Watery before the aqueduct completes this is a good plan; the city will grow back faster.
Riverside - Change one scientist into entertainer and put other one working, so Town would grow faster, I'd be semi-productive town. atm around 55% corruption, but with courthouse, less. Courthouse in 6. MM'ing would give 5 breakers per turn atm town is making 7 breakers per turn.
Fire one geek and work the forest for two more shields and change the remaining geek to a clown. City grows in 19, not 37, courthouse in 5, not 6, still at 50% corrupt.
Anyang - 11 out of 18 commerce is wasted, is it worth to build courthouse there?
Hard to say. I'm hoping that the courthouse will reduce corruption to around 50%; right now we have 4 blue and 7 red shields.
Desert River - I'd rush settler.
Next turn.
FARMS

I've done like this: Grow farm size 7, then MM so it would have 0 fpt and max scientist it can support

--In Delhi atm, have 5 fpt, delhi is size 7 w 2 happy, 2 neutral, 2 unhappy and 2 scientist. I'd remove citizen from cow and make him into scientist, that'd give 3 scientist and 0 fpt. Then again, Delhi is building settler, do we need settlers so deep in our Great Empire?
I favor natural growth in a city like Delhi. Let it grow to size 12 and we might 4 or 5 geeks out of it.

On settlers, lets build them until the land is fully settled and we can't squeeze in any more. Then build a few extra for overseas adventures. :D
Once I get Railroads I usually redo farms.
Extra food and commerce, oh yes!
Also, I'd switch governor from Emphasize production to Emp. Food, for all new cities and switch farms governors onto max food too. - Lot of work :cry:
Yes, it is a lot of effort to scroll through all the cities and assign citizens. And I don't trust the game enough to keep straight which cities are new cities (food emphasis) and which are not (production emphasis).
Still-under-construction Farms:

Grassy Wheaties, Fifty City, South Hillsdale, Zimbabwe - Producing worker, I'd rush(for gold) settlers there instead, Old Zulu need to be 'colonized' faster. After area has been colonized, workers can be amassed after that.
We've only 600 gold; some of those rushes could be expensive. We may need gold to upgrade units, too.
GrapeVille is building Market, it has high corruption 6 out of 9 shields are wasted thats 2/3rd of production or 67%.
From 17 commerce 12 is wasted =70.5% of corruption(I don't have CA2) and Switching production to heroic epic, then switch beijing build into Copernicus' Obs. I'm thinking of selling courthouse(after building is built)
GrapeVille will be semiproductive city, not a science farm. So here a market will give us more happy people to work the mines and forests in the area. I wouldn't sell the courthouse just yet.
Macao has 0 growth, switching one forest tile onto irrigated plains would give +1fpt and +1 gpt, rest shields are wasted anyways.
I didn't see this, but it is the right thing to do. What I did see is that for Macao to grow we need to irrigate the sugar tile.
Nana-na-Nana could grow faster and make +1 gpt if 2 citizens would fish and we'd loan one grass, irrigated tile from great view.
Fast or slow, this town was built to keep others from claiming it. We can't irrigate this island until we learn Electricity.
Ice camp is building settler, do we need settler so far away from free spots? I'd switch it to aqua.

Camp de Grass - Settler building, far away, do we need settlers so far away? I don't think so. Again switch to aqua

Sea, West Coast Point, Jaipur II - Are building settlers - aqua would be better IMO.

Hidden Harbor, west Coast Point - Switch to money - they have fresh water.
We may have to build aqueducts in these cities. We can't put in more cities between them and we have plenty of irrigate grasslands. Aqueducts take a long time to build, so we would end up rushing them. But I don't see anyother way to maximize the use of our land in Old India.
Finished Farms:

Bangalore - Could Support one more specialist but is making settler, do we need settlers so far from Empty spots?

Great View - I'd change production from Settler to Aqua. or Gold, town is not going to grow bigger (size 6)

ShoreLeave - Building settler but is size 6, no fresh water or aqua, I'd MM for max sci and then change production onto aqua or gold.
Let's crank out settlers for now, exapnd as needed, and then keep a few extra around (three to five). Then focus on cash flow.

You caught some things I missed, which is always good. We disagreed on somethings, which is to be expected.

Overall, I think you have a good plan. Have fun turning the plan into action!
 
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