Next Turn - 780 AD

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MonkE

Primate Philosopher
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AD 660 (Continued) – Made recommended build and serf changes.

IPRB: Elysium $64, Neuma $2, LN $4, Viborg $4.

The Spanish hve nearly completed Sun Tzu’s. The Indians moved about a dozen units around.

BFL builds Salt van for Leo’s. Civv builds Beads for Leo’s. Mord builds settlers. Viborg celebrates.

Elysium builds Mkt, Univ started (160 s).

IPRB: LN $8, CJ $4, Upp $4.

Loaded Viking trireme seen N of Routsk. Barcelona completes SunTzu’s.

Receptive Persian emissary greets from Shah Xerxes. NUF is invited to gape in awe of the wonders of Republic.

AD 680 – Monk’s builds temple. MD builds Salt van, dip started.

Disorder in Uppsala !?? Elvis appears for special gig.

AD 700 – Khor builds settlers. Settler in 14 – must IPRB. Food box fills in 12. Uppsala celebrates.

RC Silk delivered to Delhi for 468 gold! Trade routes don’t change in RC.

York Downs (YD) founded, settler started.

IPRBs: CJ $4.

AD 720 – Invention discovered. Feudalism and Navigation offered. Navigation chosen because triremes will upgrade to Caravels.

PF builds dip, settlers started. Reneaux build Spice van demanded by Elysium (Hides not offered). Dellh builds settlers (takes 1 shield support), dip started.

IPRBs: CJ $4

AD 740 – Vikings units seen on new land NW of Routskilde. Diplomat finds Trondheim – it’s only size 4. Caravan lands near Kaupang.

IPRB: LC $4.

Vikings expel a diplomat in NW lands.

AD 760 – Disorder in New Octavia and Penguin Flats, Elvis hired again. Neuma builds settlers, Temple started.

RC builds dip, Leo’s started, Caravans fill shields box.

Jorvik discovered in NW lands W of Lindholm. Spanish catapult seen in NW lands N of Madras. Diplomat lands at Lindholm, they will revolt for 334 gold, FYI. Kaupang costs 1395 gold!

IPRBs: Lindow Moss $4, Khor $8.

Diplomat heading to Hladir is expelled by chariot from Trondheim, Lindholm horsemen expel the other diplomat.

AD 760 – Ebor commissions dip, Caravan started.

RC builds Leo’s Workshop! Chariots upgraded to Elephants. Dip started in RC.

Spanish city of Cadiz located. Elysium Salt delivered to Trondheim for 188 gold. Jorvik has Ivory and Whales (looks like a good candidate for revolt).

FA legion rehomed in Elysium. Ren and TF settlers charged.

President MonkE convenes the High Council for the last time and gives a farewell speech, predicting great things to come for NUF. With the end of term 4, he is ready for a good rest.

Vikings Map

Western Map

Northern Map

Southern Map

Eastern Map

Saved Game mr_a780.sav
 
I downloaded and checked the savegame. Odd how much all the AI:s seem to like us, I'm sure they must be up to something...

I also notice there's many non-improved squares being worked. That's a lot of extra food, trade and resources going to waste by simply not collecting it. I'm sure all our current settlers are doing their best to improve the land, but I think we need more settlers working on it. Especially if we are to switch to republic soon, then we will need more food and roads will become much better. And then there's the railroad coming. And we have Leonardo's so all the settlers will be automatically upgraded.

Other details:

Beast Flats: working two forests would probably be more useful

Thunderfalls: Next turn switcth grassland worker to forest

Elysium: Switch ocean to irrigated grassland, we want our SSC to grow, right?

Neuma: Switch to work a forest unless you plan to buy temple

Reneaux: Switch plains worker to river grassland

Routskilde: Fish -> Whale


Corruption is really bad in the "viking" cities, courthouse needed there in the near future.

Khorsabad won't need three settlers, but I'm sure you have already planned to ferry two of them somewhere else. As I said earlier our main continent ned improvement. There's also room for a city on the island to the north.

Going to war with the indians is a bad idea, at least until gunpowder, but the vikings seems easy enough to conquer. Maybe we should do that before switching to republic. Would cost us some resources that could be used on improving our economy, but could still be worth it if we can get some more cities quick enough.

We are building diplomats in some cities. Don't we have enough already?

That's all from me right now, hopefully I gave you some new ideas :)
 
Good turns:goodjob:
I haven't checked the saved game (I have civ2 on another computer), but maybe we should switch some of the diplomats to improvement settlers if it's true that we work unimproved squares. I notice we have roaded the tradegenerators in Elysium:)
Talar, I think we are currently trying to conquer the vikings, but will wait with the indians until metallurgy, since they have the GW.
 
780AD Status of the NUF Monarchy - 1128 gold

Very peaceful, sir. although our Diplomats were treated shabbily. New cities York Downs and PF - more productivity for NUF! Clearly we can IPRB smartly for Caravans and other needed units and improvements. I am jealous of the Persian Republic, but not concerned - it will slow them yet might yield useful science for us ... doubtful.

Leonardo's Workshop has only begun its useful life. Upgrading the Chariots was useful. The Navigation will upgrade our Triremes to a new unit, Caraval, claimed to be marvelous. It is a harsh world, and perhaps we need Feudalism. That concerns me greatly, to lose the option to IPRB up to 10 shields. We must begin to IPRB=10 at every opportunity. Perhaps let Explosives be our guide.

780 AD Status: 1,680,000 people in 31 cities. 1128 gold, 30,00,70% With download changes: 1.Scientist 4.Elvii, 4.Celebrations. F5 $48 -17, Sci 140 in 6 turns, needs RC Celebration. F11 Mfg=137, Family Size=5.0 NUF is crushing our enemies, again sweeping #1 in Population, Manufacturing, Land Area, Productivity and Family Size ! Cities ready to grow: Legendary City (Plains rather than Fish?), IWC (Fish?), Little Nemo (call Elvis), Lindow Moss (GLS or Peat?), York Downs.   Elysium grows in 8, Civvium grows in 7

660 AD Status: 1,470,000 people in 29! cities. 382 gold, 30,00,70% 2.Elvii, 3.Celebrations. F5 $44 -15, Sci 141 in 6 turns, an improvement. F11 Mfg=125, Family Size=5.4, much improved! NUF is pulling ahead of the AI, again sweeping #1 in Population, Manufacturing, Land Area, Productivity and Family Size ! And this will continue to improve. More cities grow shortly: Marl Downs, Octavia's Point, Eboracum, Reneaux, Uppsala, TFalls, Penguin Flats. Viborg faced a growth crisis, all 3.Blackdudes.

500 AD Status: 1,120,000 people in 24 cities. 290 gold, 30,00,70% One Scientist, 4.Elvii, 4.Celebrations. F5 $42 -15, Sci 133 in 6 turns. F11 Mfg=99, Family Size=4.6 NUF is again #1 in Manufacturing, Land Area and Productivity, only #2 in Population, slipped to #3 in Family Size.

Download Serf changes and ideas:
REGIA CIVITAS: Fish becomes Scientist, then resume Celebration!
Elysium: Serf to Irrigated Road, PRB $140!, University in 10
Civvium: Fish to GLS Road, Silver Caravan 30/50 in 3

TFalls: Grassland Road serf to ocean, reduce growth
Little Nemo: Call for an Elvis ASAP, needed next 4 turns!
F4: IPRB $13 recommended
Beast Flats: ocean to Forest, IPRB $11, $6, Caravan in 4
  Food Box=0 will be a Crisis if we face a Revolution
Marl Downs: Grassland serf to ocean, need Green Road
  OR, serf to Plains Road, Switch to Caravan in 5
York Downs: grows in 2, then new serf to forest
Mordhiemia: maybe slow growth?
Eboracum: Road serf to Forest. Or safe to grow???
Neuma: River serf to Plains Road, Temple 2/40 in 13
Khorsabad: IPRB=20 $16 and $more, Found Cities Now!

Reneaux: Plains serf to River GLS boosts growth, Caravan then Settler
Dellham: Dip 12/30 in 3? or switch to Settler? Give Mine to PF?
Monks Towne: a Caravan? perhaps Settler!? Reduce growth?
New PF: Dip 0/30 in 15?
Routskilde: Fish to Whale. Crusader 24/40 in 4, then Temple?
  Send None Legion North?
Banana Bay: keep serfs on Fruit and Whale to grow. Settler?
Lindow Moss: we want Grassland over Peat for growth. Then Temple?

Researching Navigation Caravels & Magellan :) (due in 2-3 turns), known: Alphabet, Astronomy, Bridge, Bronze, CBurial, CodeLaws, Construction, Currency, Engineering, HBR, Invention, Iron Working, Literacy, Map Making, Masonry, Mathematics, Monarchy, Monotheism, Mysticism, Philosophy, Polytheism, Pottery, Seafaring Harbors, Trade, University, WarriorCode, Wheel and Writing.

We could Bribe the Persian Catapult, but our Polar Dip is fortifying :crazyeye:

The profit from the Dehli Silk $468 is astonishing. The Elysium Salt, Trondheim paid 188. Better than nothing I suppose. Our Treasury seems full and we could allocate more IPRB to build even more Caravans and Settlers. On the other hand, the price demanded by these enemy cities is truly exorbitant! And they are so edgy, always expelling our Diplomats. Makes it difficult, I know, sir.

Delhi now demands Silk Hides and Wool, Madras Dye Copper Silver. They repeat, they want more Silk, a good omen. We have many silk factories: Bedfont Lakes, TFalls, Gabba Gabba seem convenient. The Marl Downs Salt we will surely deliver to Elysium, and RC Silk to Dehli again. That leaves only the undemanded Ren Spice. I am encouraged by 12 in production. Somehow we need allocate 3 more to build Marco Polo's Embassy.

Sadly, another BlackDude appeared in REGIA CIVITAS, and ended the Celebration - promote fishermen to Scientist. The problem in Uppsala is interesting. Apparently our Mike's Chapel is having progressive difficulty with the BlackDude element of our population. The 4 Elvii produce 4 Celebrations - perhaps we could use more Elvii like this, where growth is not desirable?

We have several cities that can build anything:
Regia Civitas: Dip? 0/30 in 4? Must plan Marco's
Civvium: Fish to GLS Road, Silver Caravan 30/50 in 3
TFalls: Gold Caravan 36/50 in 4, rehome and deliver to Reneaux!
Little Nemo: Settler 28/40 in 4, needs Elvis ASAP
Bedfont Lakes: Silk Caravan 25/50 in 5? IPRB $11 !?
Gabba Gabba: Wine Caravan 45/50 in 1
Octavia: Settler 37/40 in 1
Eboracum: Caravan? 0/50 in 10? 13?
Fort Anarchy: Wine Caravan 40/50 in 2
Castle Jayne: Dye Caravan 42/50 in 2, then Settler!?
Legendary City: Silk Caravan 44/50 in 1, grows in 2 ok?

Udal: Settler 29/40 in 4, very nice, Temple?
Uppsala: Crusader 30/40 in 2, rehome in Lindow Moss, Temple?
Viborg: Settler 28/40 in 4, very nice. Then Temple?

The workers of F4 hope our President will soon recognize them as ... Nemo Bay
Name IWC Indian Whale City: Cymru Straits, perhaps Chryshe PF will become Hipsheim.

-GaryNemo, self appointed WatchDog of Productivity.
 
Talar has posted in Current Science Goals that we do not really need Marco Polo. I tend to agree, for the same reasons:
"It would of course be nice to have, but the resources would be better used on other things like marketplaces, libraries, crusaders, etc" Well, my list is marketplaces caravans settlers and crusaders.

Marco was approved already, but I'd like to see another vote.
 
As I may be playing on Wednesday, could someone (GaryNemo, MonkE?) please post the destinations of the caravans. I've lost track a little!
 
Sure, it's in the midst of my post above:

The Marl Downs Salt is coming down river to deliver to Elysium demand (in 5 turns),
RC Silk to Dehli again (near CJ, needs ship, IWC?)
Caravan#3 is undemanded Ren Spice, head to Aonia.
Build Marco Polo or Magellan?

I'll check details and edit this post when I have the game loaded ...
 
I will Govern, a poll for Southern Chryshe shortly. If any member of the Governor Pool wants to be the Governor of Northern Chryshe and the Viking Situation, you have 3-4 hours.

Edit: I will also Govern Northern Chryshe.
 
Octavian, when are you playing? Your time and GMT, please.

It will be very nice to have Caravels. We are at peace with everyone at the moment. IF we were at war, should we sink any Trireme we can?
 
Assuming I'm still playing, I will start when Lucy has her nap tomorrow morning, sometime after 0930GMT. I will post here just before I start playing.

If I need to continue further turns, I can play next at about the same time on Monday morning, and will continue on Fridays and Mondays until Octavian can play.
 
I have posted a poll summary in Tax, Marco, Magellan, as well as comments in the three Province threads. Within hours I could provide a Detailed MicroManagement Plan.

Overview:
Explore the world with Caravals & Diplomats
Provide a huge revenue and beaker stream via Trade w India
Plan to build Magellan first, and Marco Polo shortly thereafter
Gather forces for an assault on Trondheim. Need Catapults?
Plan to secure a peninsula of India, and settle there
Irrigate and otherwise plan for a switch to Republic ASAP

Settle the world:
V3 : Plains Port W W of Uppsala
Hill Mine : NE of Fish
Lone Beast (Lone Bison? or Lone xxx) : 4SE of Udal
Boreum Wheat South and Wheat North
Khorsabad: 2 cities, we need a Dip Guard there
IP, Indian Plains Port, S of Whale.

Playing:
It seems Jayne will play early tomorrow.
  Please post the ending Treasury Gold Balance.
Hopefully, Civ1 can post the map from the save file.
  Please map cities V3 HM LB WS WN KS KN IP, perhaps others.
I will be gone until Wednesday afternoon.         Comments?
 
Detailed MicroManagement Plan - 780AD

We have always wanted an army of Crusaders. The current target is Trondheim. But we just found it, and it has city walls. It also has a nice approach road on Forest. We might be able to fortify there, and a Veteran Catapult just might make a difference.

Move units North of the Forest Border, Hladir. (A)
Generally, approve all IPRB plans for Caravans (A)
Generally, approve all IPRB plans for Settlers (A)

Immediate Changes:

REGIA CIVITAS: Fish becomes Scientist, then resume Celebration! (A)
  Build what? Caravan IPRB=10 $4.
Elysium: Serf to Irrigated Road, PRB $140!, University in 10 (A)
Civvium: Fish to GLS Road, Silver Caravan 30/50 in 3 (A)
  head to RC, perhaps rehome there for shipment to India

TFalls: Grassland Road serf to ocean, reduce growth
Little Nemo: Call for an Elvis ASAP, needed next 4 turns!
F4: IPRB $13 recommended, Silver Caravan.
Bedfont Lakes: IPRB $11 $11, Silk Caravan 25/50 in 3!

Khorsabad: IPRB=20 $16 and $more ... found Cities ASAP!
Beast Flats: Forest & IPRB $11, IPRB=30 $6, so Caravan in 4.
Penguin: IPRB=10 $11, Settler in 10

Marl Downs: Grassland serf to ocean (need Green Road)
  Diplomat 20/30 in 2, no longer recommended
  Deliver Salt Route to Elysium Demand in 5 turns.
For a military guard to Wheat Island City, let's change the Marl Downs Dip to Legion, rehome it in Mord (which has no War unit). That will be ready when the River Bridge Settler is done and ready to sail. And bring in one of the many expelled Aonia Dips to Boreum.

Neuma: River serf to Plains Road, Temple 2/40 in 13

Reneaux: Plains serf to River GLS boosts growth, Caravan then Settler
  Food Caravan 12/50 IPRB=20 $4 , so 6 turns.
Monks Towne: IPRB=20 $8 and switch to Settler in 5 (A)
  Reduce growth: 1 serf to Plains River
IWC: IPRB $13, Trireme in 4. Growth Serf onto Plains Road (A)
  The RC Silk (approaching CJ) will get to IWC in 4 turns.
  We plan to deliver the RC Silk to Dehli.

Routskilde: Fish to Whale. Crusader 24/40 in 4, then Temple (A)
  Unfortify (DH) Legion in Routskilde, ship North (A)
 
Changes after one or more turns - 780AD

York Downs: Settler 3/40 in 12, grows in 2, then new serf to forest.
Mordhiemia: Settler 20/40 in 5, maybe reduce growth?
Octavia: Settler 37/40 in 1, then another Settler?
Eboracum: IPRB=10 $13 while we still enjoy Warriors, Caravan
  Road serf to Forest? Or is it safe to grow???

Dellham: Dip 12/30 in 3, replace Hill Patrol (A).
  then Hides Caravan (IPRB "Rule of 18" $4)
  Seems a spare Archer here, ship to Vikings? (3 of 5 votes)
Fort Anarchy: Wine Caravan 40/50 in 2, then Caravan (A)
New PF: Dip 0/30 in 15? Caravan, IPRB $13
Legendary City: Silk Caravan 44/50 in 1, grows in 2 ok?
  Then another Caravan. New Serf onto Plains Road.
Castle Jayne: Dye Caravan 42/50 in 2, then Settler!? (A 6 of 7)

Udal: Settler 29/40 in 4, SW SW Irrigate, then Settler (A) Lone Bison?
Banana Bay: Settler 24/40 in 4, keep serfs on Fruit and Whale to grow.
  Then Caravan Dip or Settler? Settler SW Irrigate.
Uppsala: Crusader 30/40 in 2, rehome in Lindow Moss, start Temple (A)
Viborg: Settler 28/40 in 4, Road SE of Upps. Then Temple (A)
Lindow Moss: Settler 23/40 , grows onto Peat, Settler in 3
  Then it's Size=1, start another Settler (A)
  Settler NW Road, then Irrigate? Found V3? (W W of Upps)

Gabba Gabba: next caravan, IPRB=10 $11, same in Fort Anarchy.

Send Ren & TFalls Settlers Roading to Hill Mine. (A)

Trireme: dock inside Ebor. When River Bridge is complete, take Ebor Settler to Wheat Island. Also take a Dip guard. It would be prudent to take some other guard, a Legion or what? Found which city: N or S first? "D"=S?

We have two other nearby Triremes, which will soon convert to Caravels. Let's keep one as the MD Flats Ferry. Send the new Beast Trireme near MD, already with Dip Captain, into the wild East Ocean (A)

Trireme SSS to Routskilde, pickup Crusader #1 and Legion, carry E to Viborg? Then S to Udal to pickup Settler.
 
Real life is getting a bit in the way of playing now I'm afraid and I would like to thank Gary for his detailed analysis! Without him I would look very bad as domestic advisor... :(
Anyway, I heard your request for a city plan so here it is!

Few suggestions:
Settler coming from Lindow Moss connect LM to Uppsala via the road I've drawn in the map.
Concerning Hill Mine it is important to have 2 settlers for this job:
when they start together from Fort Anarchy let one settler go to the city site immediately and start mining that hill. The second settler is not in a hurry and can build a road to the city as drawn in the map. When arriving at the city site it will settle there upon the settler that is mining. When the settler has finished mining we will have a city-tile with 2 food and 3 shields instead of 2 food and 1 shield. :)
The mining will take 12 turns or something like that and the roading something like 2 turns per tile so the second settler won't come too late to settle, don't worry.
 

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On Khorsabad:
When disbanding the city the two settlers should have settled on the north and south otherwise they'll be lost.
After disbanding the city let the settler build a road on the tile it's standing on and then move one NW and settle.
 
Good luck Jayne:)
Originally posted by GaryNemoNeed Catapults?
I rather like to have an extra movement than the extra attack point. If we use catapults we'll need some defense for them and it will take longer to get them there. If we use crusaders it will go faster and we won't expose them to as much danger. A vet crusader will have 7 (or 7,5?) in attack and a vet phalanx will have a defence of 6 behind a wall, so the crusaders would take them. Just a thought:)
 
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