Nero04: Skipping some levels? It's training day

In my game, I settled where Nero did. I figured that city would still have the protection of the river, and get access to the sea (can build harbors later), and grow beyond size 6 without an aquaduct.
 
@nerovats: looking at Hawk Chieftain and BeefBayford's sigs, we all have two things in common: This is our first Emperor game AND our first Succession games.

You've got a batch of double-n00bies! :eek:
 
000 4000 BC
Found our capital "01 Mighty Madrid"
MM: instead of the flood plain with wheat, work the tile NW of it.
Gives Warrior in 5 turns, not 10. Do not want to die early like Hawk Chieftain.
Once the warrior is finished, then will work the good tile.

Rename worker to "PeonUno". No game reason to do that, just like to name units.
PeonUno SW to flood plain + wheat.

Research Writing, 40 turns.

Science to 20%.

8.2.0, +3 gpt​
001 3950 BC
PeonUno irrigates.​

002 3900 BC - Nothing

003 3850 BC - Nothing

004 3800 BC - Nothing

005 3750 BC
Mighty Madrid Warrior -> Warrior, 10 turns.
MM: work the flood plain + wheat instead of plains tile.

PeonUno builds road.

Warrior01 E to mountain. Sees terrain that cannot be used very soon. Well the flood plain can be, but the other terrain is hills and mountains and desert. But there is a coastline to the east and the river seems to be flowing in that direction. Could it be a lake and not an ocean? That could be very good.​

006 3700 BC
Warrior01 N to mountain. Warrior01 sees something that has been considered a myth and legend, a place of riches that no one believed ever existed: The Lost Ivory Fields of BeefBayford! (NE-N-N of Mighty Madrid on a plain.)​
007 3650 BC
Warrior01 W to mountain. And sees more of the Lost Ivory Fields of BeefBayford. (N-N-NE of Mighty Madrid on a plain.)​

008 3600 BC
PeonUno has finished the road to the Wheat and looks around for his next task. He knows that the culture of his home city will soon expand and would like to build a road to a place where a new city could be built by his glorious Spanish people. But that is too risky to do right now.
So he goes NW across the river to the plains, where he will again irrigate and make roads.

Warrior01 NW to mountain. Sees hills and mountains, nothing very friendly.​

[IBT]
Mighty Madrid doubles in population and everyone forgets how to be nice to each other.​

009 3550 BC
Adjust Luxury slider to make Mighty Madrid productive again. Takes 30% to get that one Unhappy person Content.

PeonUno irrigates.

Warrior01 decides to make a wide circle around Mighty Madrid and see what is around it.
W from mountain to hilltop. Sees a river in the distance in the west.​
010 3500 BC
Mighty Madrid's culture expands and more of the world becomes visible. Two things are of special interest. To the SW is a body of water, hopefully a lake. To the SE is a goody hut.

Warrior01 is on auto move back to Mighty Madrid. That will take three turns. In two turns Mighty Madrid will produce a warrior. That warrior will go investigate the goody hut. This way we explore but protect our capital.​
011 3450 BC
Warrior01 auto moves.​

012 3400 BC
Mighty Madrid Warrior -> Warrior, 5 turns.

Warrior02 S.

Warrior01 auto moves.​

013 3350 BC
Warrior01 has arrived in Mighty Madrid. Snarls at the people to keep them in order.

PeonUno begins the roads.

Warrior02 S, adjacent to goody hut.

Mighty Madrid will grow from 2 to 3 next turn.​

014 3300 BC
Warrior02 checks out the goody hut. The friendly Magyar tribe gives Warrior02 a map of their region. More of the river, a lake in the distance, several mountains and hills.

Warrior01 stays put.

Mighty Madrid has two happy and one unhappy people. It should not riot next turn. The presence of Warrior01 has made one Content person Happy. The snarling worked.​

015 3250 BC
Warrior02 is going to investigate the lake that the Magyars told us about; E.

Warrior01 stays in Mighty Madrid.​

016 3200 BC
Mighty Madrid Warrior -> Warrior.

Warrior01 stays.

Warrior03 is going to explore the land to the north of the Lost Ivory Fields of BeefBayford. N to mountain.

PeonUno needs directions. By instinct he would move an adjacent tile and irrigate it. But the lure of the Lost Ivory Fields of BeefBayford is too strong. He goes east into Mighty Madrid and then NE. Here he will again irrigate and make roads.

Warrior02 E to mountain. The water area is getting larger but even now Warrior02 cannot tell if this body of water is big enough to contain salt water.​
017 3150 BC
Warrior02 SE to grassland, next turn SE to mountain.

PeonUno begins to play with water.

Warrior01 stays.

Warrior03 N to plains.​

018 3100 BC
Warrior01 stays.

Warrior03 N sees grassland and coastline.

Warrior02 SE to mountain. Sees goody hut two tiles to the east.

Mighty Madrid grows next turn.​
019 3050 BC
Mighty Madrid Warrior -> Warrior, 3 turns.
This is a pre-build. We may want to switch this to worker or settler.

Warrior04 and Warrior01 both stay in Mighty Madrid and make Content people Happy.

Warrior03 NW to mountain. Learns that he near the northern tip of the Spanish continent. Sees a lot of the coast line to the NE and a hint of a coast to the NW,

Warrior02 E to visit the goody hut. Sees a mountain range behind the goody hut.

Mighty Madrid has three Happy and one Unhappy people.

Experiment with the Science slider. Even at 100%, Writing still takes 21 turns. We do not have enough people to affect our science right now. Reduce science to 10%, which still leaves us with 1 unit of something (gold or beakers, I am not sure which) being used to research Writing.​
020 3000 BC
Warrior04 and Warrior01 keep the natives friendly and happy.

Warrior03 W mountain to mountain. Yes, this is the north most part of our continent.

Warrior02 enters the goody hut. And good news? A friendly Magyar tribe wants to join our empire as a Settler.

MagyarSettler thinks that it is ready to move, but Isabella's High Council, headed by Lord Nerovats of the Netherlands, will have to decide where they can best serve the Spanish interests.​
End of Turn Log Stats:

Despotism (6.1.3) 79 gold, +3 gpt
Science: Writing (20 turns)
Cities: 01 Mighty Madrid (4), grows in 6, warrior in 2 (pre-build, can change) and culture expansion in 80 turns.

End of Turn Log Impressions

I got very lucky with both goody huts, especially the second one. Having a settler at no cost is great. I just wish that it were closer to Mighty Madrid. Even if we move it to get the incense, it is a long way back to the capital, through rugged terrain that will take our worker longer to road. Plus, that worker will need to be protected.

I think we need to consider if the next thing that Mighty Madrid builds should be a settler or not. I think we need to build a settler soon and place it near the ivory. I think we will not have a problem doing that. To me, it looks like the unknown land to the east of the ivory is a coastline. That is a guess based on how the land looks; I do not know for sure.

We may have this land to ourselves. That can be good and bad. Easy to build; hard to trade.

Below is a map of the Spanish Empire:
SpanishEmpire3000BCTrimmedNoted.jpg


Below is a map of where the MaygarSettler is located:
MagyarSettler3000BCTrimmedNoted.jpg


Below is a map of the land between the Spanish Empire and the MaygarSettler:
SEOf01MightyMadrid3000BCTrimmed.jpg
 
Getting a settler this early is a great advantage. It's a bit far from the captiol but still. You don't have to keep you log this exact, but it's more fun to read when changing names. More people do that, also just to rember locations of functions of cities. When you hadn't gotten the settler, do you see how far behind you would have been? Your city has 1 more citizen then mine, but as I build a settler actually mine would have 1 more then yours. It's very seldom that you'll need this many warriors from the start. When you'r afraid the AI is gona attack give them 1 or 2 gpt and most of the time you'll be save.

@Beefbayford, you city location is fine, will make a good worker farm. I'm still playing conquest in my mind, in which case we would be able to send out curaghs from the coastal city, was a bit of a disapointment there are no curghs in PTW:coffee:

What are your comments on the start? Azzaman said he would play too, but we could start commenting. Most of us did more or less the same worker turns. Altough BeefBayford mined the plain in stead of irrigating, which is costing growth. Scouting was different, contacting new civ should be a priority. To trade but also just to know where the are to plan further cities and build orders.

Where do we go from here? where to settle. Could someone (or all) come up with a dotmap?
 
Here is my minimal dotmap since I haven't explored too much yet, although a couple more dots could maybe go onto this:

Nero04_DotMap01.JPG

So just to clarify is it often better to irrigate the first few tiles to boost growth rather than mining which can be saved for slightly later?
 
Depends on map a bit, but growth usually is more important then shields. Here it was easy to get 5 fpt, to get growth every 4 turns which is very powerfull. The shields will come later, might even popsrush stuff, to turn 20 food into 20 shields.
 
One difference between PTW and C3C is how corruption is handled. In PTW it is possible to plant your cities in a manner that can take advantage of the corruption calculation. That cannot happen in C3C. This thread Ring City Placement describes what I am talking about.

Below is a map of my world with a Ring City Placement (RCP) number of 3. That is, tiles that are '3' away from the capital (and multiples of 3) are shown below. I am not sure of how a tile is determined to be 3 away from the capital. I leave that to CivAssist II.
RCP3_3000BC_AllMapTrimmed.jpg


This is really over simplifying what RCP does, but here goes. All cities placed on a '1' will have the same corruption. All cities placed on a '2' will have the same corruption. It will be greater than a '1', but it will be the same.

Below is a map of my world with a RCP number of 4. The inner ring is a bit further out from the capital, which is good and bad.
RCP4_3000BC_AllMapTrimmed.jpg


I used a '3' since that is a far as most ground units can move on roads in one turn.

This is a tool we can use as a guide on where to place our cities.
 
As people requested a science game we should not build to thight, as this game will last long. I think 4 is better. Distances are calculated like this: moving NE, SE, NW, SW count as 1; N,E,S,W, are counted as 1,5. Sums are rounded down.
We also must take the terrain into account. Just completint the rings might not always be the best idea. Could you all post a dotmap with the firsth 5 or so cities? I´ll post one tonight.
 
Found my disk and played the save.

4000 BC
Build Madrid on Spot, move worker to floodplain + wheat, start research on Bronze Working at 100%
3950BC
Start irrigating Fp + Wheat
3900BC
---
3850BC
---
3800BC
---
3750BC
Irrigation finished -> road started. Madrid grows to Size 2. Change citizen 2 to a scientist. Bronze in 14.
3700BC
---
3650BC
---
3600BC
Road finished, move worker 1 NW.
3550BC
Start mining plain. Warrior built and used for MP. Started another warrior.
3500BC
Borders expand and i see ivory
3450BC
Grows to size 3, labourer becomes scientist
3400BC
---
3350BC
---
3300BC
Warrior built, moves toward goody hut south of madrid. Change scientist to an entertainer, and send other warrior north to the ivory.
3250BC
---
3200BC
pop some angry Khazak warriors. Lower sci slider to 50%, gget Bronze in 1, and get 3 gold.
IBT
Souther Warrior loses to a barb. Another bar starts moving toward Madrid
3150BC
Ivory warrior starts moving back to madrid for saftey reasons. Researching Iron in 30.
IBT
Barb warroir is still threatening Madrid
3100BC
Worker moves 1 NE, preparing to mine plain.
IBT
Barb warrior is next to Madrid.
3050BC
Move warrior back into Madrid, start irrigating plain
3000BC
Barb Warrior fortifies outside Madrid, and another one starts moving toward madrid.
Madrid grows in 1, Iron in 23, settler in 4.

3000bctrainingmap3ry.jpg
 

Attachments

Azzaman why did you go for BW and why did you use specialists? As BW is a starting tech for a lot of civs we´re bound to meet someone who alrteady knows it, and should be able to trade. A clown is a very expensive way to make a citizen happy. Adjusting the lux slider is a beter option. On emperor you hardly get a bonus against barbs, so running into a hut that close might not be a good idea unless there´s some more protection.
 
Also to keep science up, and lose a couple of gpt. Or upgrade units. On emperor it´s very doable to out research the ai, especially with all those rivers and being commercial. That way we could sell our techs to the ai for gpt. Then they won´t be able to research as fast anymore and will have to buy our tech. gpt we use to get an even lager tech lead, or spend on a large army.
 
Now that everyone has gotten a feel for this game, let's start!
Do we have a starting plan?
I think we should settle where we start, send the worker to the Wheat, irrigate the Wheat, build a Warrior, and begin researching Writing at 10%.
How about the rest of you?
 
Yeah I agree with you Hawk, if that is what you did in your save then post up the 3000BC Save and we'll set up a roster and continue playing. We still need some more dotmaps though.
 
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