Nero04: Skipping some levels? It's training day

It's been 2.5 days since Commando got the save.
Have you played yet?
Let's pick up the pace.
 
Hawk Chieftain said:
It's been 2.5 days since Commando got the save.
Have you played yet?
Let's pick up the pace.
Sorry, Real Life has taken up more time than I expected. Playing shortly.
 
End of Prior Turnset Stats:

Science: Code of Laws 2 turns
Treasury: 158 gold, 3gpt; 0.5.5
Trade: -
Cities:
  • Madrid (6): grows in 2 turns, settler in 4 turns, culture expansion in 443 turns.
  • Barcelona (5): grows in 10, swordsman in 4 turns, 0 culture.
  • Seville (2): grows in 6, granary in 15, 0 culture.
  • Toledo (3): grows in 2, swordsman in 7, 0 culture.
  • Ivory City (2): grows in 5, swordsman in 7, 0 culture.
  • Salamanca (2): grows in 9, swordsman in 9, 0 culture.
  • Murcia (1): grows in 7, barracks in 7, 0 culture.
  • Zaragoza (1): grows in 10, barracks in 40, 0 culture.
  • Valencia (1): grows in 17, barracks in 37, 0 culture.
Military:
  • 03 Archers, 0 in production
  • 02 Swordsman, 4 in production
  • 09 Warriors, 0 in production
  • 08 Workers, 0 in production
  • 01 Settlers, 1 in production
  • 02 Slaves

Vikings: 478 gold, 8 cities, up Mysticism, Map Making and Horseback Riding
English: 91 gold, 8 cities, up Mysticism and Map Making

New Cities
In an earlier post I had a dot map of city sites to the south of Madrid. With the maps that Hawk Chieftain got I felt this needed to be revised. The closest Viking city is Birka, south of Murcia. It is also on the 3 ring of RCP4 from Madrid, so it is a keeper. So here is the revised dot map and city building plans:

Spain and Spain-to-be
750BC_LakeBarcelonaTrimmedDotted.jpg


Red Dot stays the same from before. It is a desert tile but it surrounded by plains and fresh water.

Blue Dot moves west to either the desert tile next to Lake Barcelona (and its fresh water supply) or to the plains tile nearby. I think the desert tile is just a little bit better, due to the water supply, but I am not sold on that idea either.

Purple Dot also moves west to a hill on the east side of a river. This gives is a grassland tile and a flood plain in its initial nine tiles, good for growth.

These three cities move us closer to the Vikings and make it more difficult for them to settle in our way. As we are building these cities, probably from Madrid made settlers, we keep making swords and send them to these new cities, because of ‘restless natives’.

I think that I would settle these in this order: Red, Blue and Purple.

City Builds

We already have two barracks, (Barcelona and Toledo), I do not think we need three more. We do need roads to our new cities. I would like to change Murcia, Zaragoza and Valencia from barracks to workers, and then after the workers are made, switch to swords. This will give us eleven Spanish workers for twelve Spanish cities.

Valencia
750BC_IncenseCityTrimmed.jpg


Valencia is not on a ring. Should it be abandoned and rebuilt on the Incense tile?
 
I founded Valencia where it is b/c I thought there would be some kind of penalty for having a city on a luxury resource. It wouldn't be a big deal if we abandoned it, and moved it on the ring.
I chose to start building Barracks on those other cities as a pre-build. Changing them to workers would work.
 
Hawk Chieftain said:
I founded Valencia where it is b/c I thought there would be some kind of penalty for having a city on a luxury resource. It wouldn't be a big deal if we abandoned it, and moved it on the ring.
AFAIK, the 'city penalty' is that a city tile, no matter what the terrain is, only produces so much food and shields. I forget the exact amount; I think we discussed it earlier, but I could be wrong. If we found a city on a bonus grassland, we do not get the bonus shield (general rule) because of the 'city production limit'.

However, for resources and luxuries, this does not apply. We can build a city on a resource (oil) and still have access to that resouce. The same is true for luxuries, also.

My problem with building a city on a resouce is that I keep forgetting that the city IS on a resource! So I resort to exotic names like 'Ivory City' and 'Iron City' to keep me up to date.

I chose to start building Barracks on those other cities as a pre-build. Changing them to workers would work.
Thank you. I did not want to make a lot of (any!) changes to your build orders; knowing it is OK makes the changing easier to bear (less guilt).
 
nerovats said:
I wouldn't disband the city, to expesive. Being on 3th ring it will be corrupted anyway.
But would it be too corrupted?

I need to take a peek at the save through CivAssist to get my numbers right, but here is what I think is happening.

Madrid, at ring 0, has 0 corruption.

On ring 1 (Barcelona, Toledo, Seville, etc) the corruption is around 9 to 10 %.

On ring 2 (Mercia and Zaragoza) the corruption rate is over 20%, perhaps as high as 25%.

On ring 3 (could be Valencia), the corruption rate is probably close to 50%, which is certainly not very good.

On ring 4 (and beyond), I would expect the corruption rate to be over 75%, which means that the city's production is worthless except for specialists.

And I am assumming that the corruption rate is the same rate in different games with the same RCP, which could be very wrong.

So I guess my general question is this: When do we discard RCP due to corruption?
 
Third ring will be well over 50% I think, more like 70-90%, but do not know for sure. I don't calculate stuf as then it would become just a calculus war, which is not why I play these games. Disbanding the city will waste 2 pop and 30 shields. Resettling will take some time and we need the lux asap.
 
nerovats said:
Disbanding the city will waste 2 pop and 30 shields.
Oh, I see. I had thought that when a city was abandoned it converted into a settler, but I was wrong. I have never abandoned a city; if I had I would have known.

Third ring will be well over 50% I think, more like 70-90%, but do not know for sure. I don't calculate stuf as then it would become just a calculus war, which is not why I play these games.
Calculus wars I do not want. I have had enough of differential equations and calculating areas under a curve.

A city with over 50% corruption is a production waste land, in my opinion. Their improvements have to be bought to be completed in a decent time frame. They do expand the borders, which is good, and provide specialists, which we will need. But productive? Not hardly. Not without a lot of help.

But for now, the city stays and needs to be connected with the rest of Spain. And we need swords to eradicate the Purple and the Orange. I will play tonight.
 
Finished two turns and got Code of Laws. Ragnar traded Philosophy (which he had just learned) and Mysticism for CoL. England traded World Map (useless) and 90 gold for Philosophy. Valued it higher than CoL.

I thought Republic would be due in 7 to 12, maybe 15 turns or so. Turns out that at 50% science we get Republic in 33 turns! Aghh! My first thought is that 33 turns is far too long for 50%. We would be better off at 10% science, get it in 40 turns and build up our cash.

Below is the screenshot of the Science Advisor at the end of 710 BC, where I saved the game. Pink boxes are techs we just got by trade. Blue numbers are how long it would take to research that tech at our current levels (0.5.5).

Science Advisor @ 710 BC
710BC_ScienceAdvisorTrimmedDotted2.jpg


What is our best course on science at this point?

Ragnar still has HBR and Map Making; Elizabeth has Map Making.

Some options
1. We get HBR in 6 and maybe trade it to England for MM. If we did, we could try for Poly or Math, whichever one we thought that Ragnar was not learning. In about 20 turns we could possibly pick up 4 techs.

2. We go all out for Poly and head to Monarchy, trading as we go. Once we get Monarchy, switch governments and learn Republic. With more monies coming in we could spend more on science and trim down the 33 turns to get Republic.

3. We learn Math and then Construction and try to buyout the lower techs.

4. We learn Republic at 10% science and 40 turns.

5. We learn Poly or Math, whichever one we think Ragnar is not learning, trade it around and start on Republic.

Whichever route we take (and this list is not all the choices we have) Ragnar is one turn ahead of us in research. If he is learning Poly, I think we could beat him to it. We have another city due soon (next turn or so) and that will help our income and science. This means we could get a monopoly on Poly (maybe) and Monarchy (probably).

And that means we spend a lot of time to get a tech we do not really want.

Option 1 is a lot of fun, we get many techs, but we still lack Repubic.

Option 2 depends on how expensive Monarchy is after we learn Poly.

Option 3 looks respectable, but will still lack Republic.

Option 4 is very safe. And very slow.

Option 5 lets us learn a tech to trade and then we plan to get Republic.

We need Republic to get a better economy. With a better economy, we can have more beakers go to science at the same rate we have now.

I think the thing to do is go for Republic at 10% science and 40 turns (Option 4).

Any other ideas?
 
Where you not able to get Map Making?

Option 6: Why are we at 0.5.5, get us at 70% science and we get republic in 20 or so.
 
nerovats said:
Where you not able to get Map Making?
Map Making was available from England for almost all our gold. Since we are running at -gpt, I did not take the deal. As I remember, Ragnar would not trade for it all.

Option 6: Why are we at 0.5.5, get us at 70% science and we get republic in 20 or so.
I had not thought of that.
Just opened the game to play with the sliders.

Option 7: Research Republic at a higher science.
Option 7a: 0.6.4, -3gpt, 30 turns.
Option 7b: 0.7.3, -3gpt, 25 turns.
Option 7c: 0.8.2, -3gpt, 24 turns.
Option 7d: 0.9.1, -3gpt, 20 turns.
 
I'm thinking that Option 7b will be our best bet. Heavy on science and have to pay attention to unhappiness; tricky, but doable. To get Republic in 20 we will have to buy clowns in some cities, which will reduce our production.

I plan to finish my turns tonight, beginning after 9pm, GMT -6.
 
Played turns, built 2 new cities. Will post turn log and screenshots later today (Tuesday).
 
End of Prior Turnset Stats:

Science: Code of Laws 2 turns
Treasury: 158 gold, 3gpt; 0.5.5
Trade: -
Cities:
  • Madrid (6): grows in 2 turns, settler in 4 turns, culture expansion in 443 turns.
  • Barcelona (5): grows in 10, swordsman in 4 turns, 0 culture.
  • Seville (2): grows in 6, granary in 15, 0 culture.
  • Toledo (3): grows in 2, swordsman in 7, 0 culture.
  • Ivory City (2): grows in 5, swordsman in 7, 0 culture.
  • Salamanca (2): grows in 9, swordsman in 9, 0 culture.
  • Murcia (1): grows in 7, barracks in 7, 0 culture.
  • Zaragoza (1): grows in 10, barracks in 40, 0 culture.
  • Valencia (1): grows in 175, barracks in 37, 0 culture.
Military:
  • 03 Archers, 0 in production
  • 02 Swordsman, 4 in production
  • 09 Warriors, 0 in production
  • 08 Workers, 0 in production
  • 01 Settlers, 1 in production
  • 02 Slaves

Vikings: 478 gold, 8 cities, up Mysticism, Map Making and Horseback Riding
English: 91 gold, 8 cities, up Mysticism and Map Making

Have two barracks, (Barcelona and Toledo), do not need three more.

TO DO LIST:

Zaragoza, Valencia and Murcia from Barracks to workers

New city SE, SE and S of Murcia

Workers to connect Valencia.

Learn Republic
[MM]
Murcia (1), too close to completing the barracks 26 of 40, no change, due in 7.
Valencia (1), 17 turns to grow, barracks to warrior in 7, change to worker in 10.
Zaragoza (1), Barracks to worker, due in 10.
[IBT]

Purple, Orange and White move around Zaragoza.

1 730 BC

Begin last part of road to Murcia.
Begin road in middle tile between Seville and Salamanca, to connect to Iron (?).
Archer south of Madrid to Seville to garrison.
Warrior, and two workers E then S. Plan to move Archer from Seville to do guard duty of workers and move Warrior back to Seville.
Settler and Vet Sword SW to forest.
Nearby Archer SW to head to Red Dot as garrison.
FirstEnglishWorker and a worker NE to mine the Iron for Ivory City.

Trading
Ragnar learned Philosophy! Just what we need: angry people with axes arguing over existentialism.
[IBT]
We learn Code of Law, but need Philosophy to get to Republic. Select Philo, due in 7, and will try to trade for it.

2 710 BC

Workers begin road SE, SE of Seville.
Guard Warrior N to go back to Seville.
Archer from Seville begins guard duty.
In Salamanca, a worker is chopping wood and will be done in 6 turns. The sword is due in 7 turns, but with the 10 shields from the chop will be done in 6 and we waste about 7 shields.
Change Salamanca to Archer, due in 4, and will return to Sword after the Archer to get the full use of the chop.
Settler and Vet Sword both S to Western Blue Dot.
Archer near Zaragoza too far away from Barb, and Barb has an Orange Warrior to his west, so move Archer SW to mountain, looking for Barb camp.
Worker NW of Salamanca auto move to Seville to help in the road to Valencia and incense. Arrives in 3 turns.

Trading
Ragnar will trade Philosophy and Mysticism for Code of Laws. Done.
Elizabeth wants Philosophy for World Map and 90 gold, will not offer as much gold for CoL. Done.
English World Map is the pits.

Switch for Map Making to Republic. Due in 33!

[IBT] Punt. Save game and ask for help.
Republic 0.7.3, due in 25 turns.
Orange Warrior kills White Barbarian.

3 690 BC

Settler found Pamplona on plains.
Pamplona worker in 10, grows in 10.
Archer near Pamplona, SW.
Worker near Ivory City completes mine, begins road.
Archer near Zaragoza sees Barbarian, goes hunting. S.
Archer with workers near Seville just guards.
Warrior gets to Seville, fortifies.
New Settler (Madrid) W, W and S, heading to Red Dot.
Madrid drops to size 5, Republic now in 26 turns.


Trading
Nothing.
[IBT] England wants to swap world maps. Last world map from England was a bust, so we pass on this.
Barbarian near Zaragoza attacks Vikings and dies.

4 670 BC

Workers near Seville complete road, move SE onto mountain.
SecondEnglishWorker and Worker near Murcia move to plain to build road to Red Dot.
Archer near Pamplona W.
New Settler SW SW.
Vet Sword from Barcelona S, plan to guard workers.
Worker between Seville and Salamanca, S, then W to irrigate flood plain.
Archer near Zaragoza sees Barb Camp 3 SW and heads towards it.

Trading
Nothing.


5 650 BC

Workers on mountain start road.
Worker on Auto move arrived in Seville. Move to join workers on mountain.
Worker now between Madrid and Seville irrigate flood plain.
SecondEnglishWorker and Worker make road to Red Dot.
Vet Sword from Barcelona SW.
New Settler S (now with workers).

Archer now by Birka (Viking) NW.
Archer near Zaragoza, SW into forest, next to Barb Camp.

Trading
Nothing.
[IBT] Vikings take out Barb Camp SW of Zaragoza.

6 630 BC

Salamanca Archer -> Swordsman, due in 10.
Newest worker on mountain helps build road.
Vet Sword from Barcelona moves onto road workers to protect.
New Settler S.
Archer near Birka NW.
Named worker near Ivory City 'WorkerToToledo' and auto move to Toledo, 3 turns. Will build road to Pamplona.
Archer (Salamanca), auto move to Toledo, 3 turns.

Trading
Nothing.
[IBT] Murcia Barracks -> Worker, due in 5.
Valencia Warrior -> Worker, due in 10.
Ivory City Swordsman -> Swordsman, due in 8.
Toledo Swordsman (vet) -> Swordsman, due in 15.

7 610 BC

SecondEnglishWorker irrigate.
Worker S to make road.
Vet Sword S with worker.
New Settler SW to desert (Red Dot)
Archer W, Barb hunting.
Warrior (Valencia) S to mountain to keep an eye on Orange Warrior.
Swordsman (Ivory City), NW, NW; no Barb Camps NW of Ivory City.

Trading
Nothing.
0.7.3, -4gpt, Republic in 19 turns.

8 590 BC

Madrid Settler (LatestSettler) -> Settler, due in 6.
Worker makes road to Red Dot.
New Settler founds Vitoria on Red Dot, Worker in 10, grows in 10.
Archer sees Barbs in mountain. Attacks. Wins. Advances. Barb Camp to the west.
Worker near Salamanca, finished chop, irrigates.
LatestSettler (Madrid) SW to Purple Dot.
Swordsman near Ivory City, S, mountain to mountain, Barb looking.
WorkerToToledo and Archer S.

Trading
England now know HBR. She will sell for 90 gold; Ragnar for 100 gold. Both want gold and World Map.
England has worker for sale, 110 gold and World Map. Nope.
I think we can wait a few turns to buy HBR. By then it should be cheaper.
[IBT] Barcelona Vet Swordsman -> Vet Swordsman, due in 5.

9 570 BC

LatestSettler S, S and S.
Worker between Madrid and Seville; makes road on irrigated flood plain.
Mountain road to Valencia completed. All 3 workers and 1 Archer move E.
WorkerToToledo makes road. Archer guards.
Vet Swordsman (Toledo), to accompany LatestSettler.
Archer attacks Barb Camp. Wins. Advances. 25 gold.
Warrior near Valencia SW to mountain, Barb looking.
Vet Swordsman (Barcelona) named to "SwordsmanToPurpleDot", moves E.
Swordsman near Ivory City, S, to hill and road.
SecondEnglishWorker improving tile no city can use. Activate and move S.
FirstEnglishWorker and Worker finish the mine on Iron. Move both NE to make road on hill to Ivory City. Only one road connects Ivory City to rest of empire and that road is all valley. This gives a second road from the capital to the Ivory.

Trading
Ragnar has learned Math. But he will not share that or Map Making. The price for HBR is still the same and so is England's price.

10 550 BC

Road workers to Valencia, all three make road; road made.
FirstEnglishWorker and Worker make road in hill.
SwordsmanToPurpleDot arrives in Toledo.
Zaragoza Worker -> Warrior, due in 10, but no real reason.
Worker (Zaragoza) NW to road.
SecondEnglishWorker irrigates.
Swordsman near Ivory City SE, S and S, heading to Pamplona and Purple Dot.

Trading
Nothing

End of Turnset Stats:

Science: Republic 16 turns
Treasury: 240 gold, -4gpt; 0.7.3
Trade: -
Cities:
  • Madrid (6): grows in 2 turn, settler in 4 turns, culture expansion in 410 turns.
  • Barcelona (6): grows in 10, swordsman inn 4 turns, 0 culture.
  • Seville (3): grows in 6, granary in 5, 0 culture.
  • Toledo (4): grows in 2, swordsman in 2, 0 culture.
  • Ivory City (3): grows in 5, swordsman in 5, 0 culture.
  • Salamanca (3): grows in 9, swordsman in 3, 0 culture.
  • Murcia (2): grows in 17, worker in 2, 0 culture.
  • Valencia (1): grows in 7, worker in 7, 0 culture.
  • Zaragoza (1): grows in 10, warrior in 10, 0 culture.
  • Pamplona (1): grows in 7, worker in 7, 0 culture.
  • Vitoria (1): grows in 8, worker in 8, 0 culture.
Military:
  • 06 Swordsman, 4 in production
  • 04 Archers, 0 in production
  • 10 Warriors, 1 in production
  • 09 Workers, 4 in production
  • 01 Settlers, 1 in production
  • 02 Slaves

Total units 30; Allowed units 44.

The Spanish Empire at 550 BC:
550BC_SpainTrimmed.jpg


The save is here.
 
Overall

The cost to get Republic was a shock. Generally, I have ignored the cost of techs in the Ancient Age. Usually, I just bought them. Cannot do that now!

Except for Republic, this was an easy turnset. No conflicts, no barbarians attacking our workers, no diseases reducing our population. In a word, it was a breeze.

Some uneasiness

I was not comfortable with some of my worker orders. The workers that I moved from the Iron to build a second road into Ivory City on turn 9 are a good example of what I mean by uncomfortable. In a one move distance this seemed to be the best improvement they could do. I had three road building teams in action already, to Valencia, to Pamplona and to Vitoria. I did not want to have all our workers building roads and neglecting our interior. Plus, to get to a place to build a road to Zaragoza, the only remaining city without a road being built to it, would have required several turns of movement. And Zaragoza had a worker due next turn.

By building roads quickly we can move our Swordsman quickly to Viking land. And take advantage of our Ivory, and soon to be Incense, in keeping our people happy.

Plans and Builds

Spain built two settlers and two cities this turnset. One settler is in production and one is available for use. Madrid is a 6 turn settler factory and it works all by itself. Which means next turnset should see two more settlers and maybe two more cities.

Spain is building four workers in the five newest cities. This may not be the best thing to do. It was my best guess. If these builds are changed that is fine with me.

Spain is also building four Swordsman, but only two are veterans (Barcelona and Toledo). Barcelona is building about twice as fast as Toledo.
If we want to upgrade our warriors to swordsman, we need to shuffle units around to get the warriors to either Barcelona or Toledo to upgrade. We have some time to do this. I cannot see us going to war with Vikings until we get Republic and they swap their treasury and/or techs to get it. Only after we get all we can from the Vikings do we declare war. About twenty turns away.

I renamed some units so I could keep them sorted in my mind. Feel free to rename them if you want.

New Cities

Possible city sites 550 BC:
550BC_RCP4TrimmedDotted.jpg


LatestSettler and a sword are heading to the Purple Dot, posted earlier. This dot is on a hill, like Madrid. Unlike Madrid, this hill has Iron and I want to keep the Vikings away from Iron. No Iron and no Viking swords.

We may want to consider putting a settler on the Light Blue Dot. This would give place Birka between two Spanish cities. Once we took Birka, it would be supported by these two cities. This would give us three cities the Vikings could attack and waste units on.

If we build Light Blue Dot, we may want to consider building Black Dot. It does not do much for us, except give us another city on the 3 ring.
 
That's a lot of reading. Will have to do that at home.
Quick insights Madrid is a 6 turn unworked SF, but can be a 4 turner when worked.
Map Making was highest priority, things became a lot more difficult when we didn't get it. Now the AI will probably contact the other AI's first, and trade all they can leaving us even further behind. Will write more later on.

Will compare again with my progress tonight again. Make sure your sitting down before reading that post :mischief: .
 
nerovats said:
That's a lot of reading. Will have to do that at home... Make sure your sitting down before reading that post :mischief: .
I just wish it were exciting reading, like a novel or something. Instead, it is about as much fun as reading directions on how to program your VCR. :cry:

In this game, because it is a training game, I tend to view each turnset as an essay exam. Which means include everything, because it may be important to the instructor, even if you think it is worthless. And it could also serve as an example, good or bad, to the other students. So I tend to include everything.

Or maybe I am just enthralled with my words being online! :)
 
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