PROD Shadow - Sirian's TDG "Alternate Timelines"

Very Nice job on the Chinese Front! And you have a settler almost ready to grab the claimed site, too. :goodjob:

270BC: Attacking with a spear is risky, rarely advisable. It can make more sense vs barbarians, against whom you get a combat bonus on any level except Deity, but that can falsely boost your confidence in this move otherwise. Leaving the town with one defender in the bargain, that's just not good. Worked out OK, but wounded AI units tend to retreat. If you had lost WITHOUT scoring damage, then a bad luck streak could cost you the town on the next round if the warrior attacks and wins again. Dicey at best.

230BC: Making peace with one enemy, good job, and very nice move in the southwest, claiming an extra city. I would have done the same, except the war goes on in my game and I also used that cash to save Dover's bacon. (More on that in a moment).

LOL @ China is revolting! :lol:

Your worker jobs were OK, but some important tasks went undone. Nothing but cricket chirps in the core, that's not good. No irrigation moving toward the dry northwestern cities.

You left London on Low Food :smoke: and you ran lux taxes for outlying cities, putting you behind my position, where I ran some entertainers. See my comments to Rowain and check my shadow results.


Overall Grade: B

:goodjob: count: Two. (Defense, Exeter)
:smoke: count: Two. (Kept London Small, Too Much Lux Tax)


- Sirian
 
330BC: Nice job getting that worker out of Cathy for peace. (I got a great leader out of her instead, but that's another story. :lol: It's good to make peace with one of these two and concentrate on the other).

You're mistaken about the tax collector/scientist. Those are independent of corruption (and often a good thing to be doing in corrupt cities). The entertainer in Liverpool is a good idea anyway, though, as the city can then grow one more size larger. Just that you could run him as taxman until then, with MM attention, to pull in a few coins. Or, as you did, train some workers (also something I did there).

EVERYONE NOTE: these cities needing help with happiness need that help because they aren't connected, aren't getting luxury imports. Priority needs to go to connecting them, and that may mean training more workers since others are busy on more urgent jobs (we hope they're more urgent!)


310BC: Nice.

250BC: Because of the old "Size 6" exploit, they have implemented a stiff penalty on food from cities being reduced in size back down to less than 7. ALL surplus food is wiped out in the process, so if you ARE training settlers with cities of this size, you want to be doing it early, with ten or so food in the box so that food doesn't go to waste. As only ten food will be preserved, max, when the city shrinks. In other words, York is NOT a good site to be training a settler here. Nottingham or almost any other city on the map would be better. (Nottingham has high food). You really took a nasty bite out of the economy here :smoke: AND you didn't even bother to run London on high food, with good tiles now going to waste at York (after the settler is produced).

190BC: Nice job at Chengdu. Lucky, but still nice. (Sometimes it's better to be lucky than good. Heh.)

170BC: Peace. Ah yes, peace. One good thing about WAR at this stage of the game is that it's like free luxury: people rally around the nation during wartime and complain less. One reason NOT to make peace is to keep costs low. Not that that's any reason to avoid peace, you did a good job here, killed the city, got a leader, settler coming to fill the gap. Just that you HAVE to run 10% lux now, as just too many cities suffering with no more war time happiness boost.

All in all, though, you did the best job so far on this round with managing happiness. You kept the lux rate lower and are less far behind in science (compared to my shadow) as your fellow players, this round.


About the leader: Can't pressure Berlin. Heh. Capitals never flip. An early FP is a good choice, but we still don't have that strong of a candidate. A better choice, IMO, in this situation, would be SunTzu. On a map like this, that's a barracks in every town, denies this wonder to the AI, and for a nonmilitaristic civ that's a big deal. Sistine is also a possibility, as would be an army (if you expect more war in the future) to get more leaders. There are several ways to go, each with different merits. The Pyramids, even, would be a great choice, if they weren't off limits in this scenerio. Higher difficulty, those wouldn't still be available at this point, though. SunTzu would be the target of choice for this game if this situation arose on Emperor.


Overall Grade: A-

:goodjob: count: Four. (Defense, Settler Push, Happiness Management, Diplomacy)
:smoke: count: Two. (York Reduction, London Neglect)

Also, great detail in your report, that helped enable me to critique your round more thoroughly and spot some of the good choices you made. You had some solid analysis this round, coordinating your projects.


- Sirian
 
150 BC (0): This is like deja vu. MM at London to grow in 2, from 4. Change Nineveh to worker to get down to 1 to grow back with English citizens.

130 BC (1): Hastings finish spear starts settler. Warwick goes into disorder but finishes rushed settler. Change to Library.
Settler was waiting at Hastings for the spear, group is heading North.

110 BC (2): Learn Feudalism, start Monotheism. London finish Horse start Pikeman, York finish swords, start pikeman. Cheaper in the long run to make new Pikeman or to upgrade?

BTWN: Paris completes Pyramids. Babs change to Oracle and completes in Babylon. start Great Wall.

90 BC (3): Norwich finishes temple starts, library. Leeds finishes temple starts courthouse, 50% corruption.

70 BC (4): Missed rioting in Liverpool. Hire 1 tax man. Canterbury finishes Library starts Harbor to help with food. Brighton finishes temple start courthouse. Birmingham riots, ooohhhh. Need to get these cities connected. Hire tax man. Found Exeter on the SW coast of the lake. Start warrior.

50 BC (5): York finishes Pike and starts another. Disorder in Richmond and Nottingham, raise Lux to 20% to see what happens. Decide the tax man is the way to go, will need a cathedral there or more luxuries to fire the tax collectors. Sending york Pike to Hastings.

30 BC (6): Hastings builds settler and starts Library. Coventry builds Library starts worker, ready in 3, grows in 3.

10 BC (7): Settler in Hastings waiting for Pike escort. Sending London Pike to the south. Warwick warrior fortify in Exeter change to temple.

10 AD (8): Nottingham finishes library starts Pike. Nineveh finishes worker starts temple. Found Cambridge on southern coast of Northern Lake, pretty large overlap but chinese settler was there first and didn't want to lose the spot by moving any more spaces. Hurry temple in Dover now for 84 gold, 54 gold remains in the bank.

30 AD (9): London finishes pike and starts another. This one remains in London. Coventry finishes worker and starts catapult. Without a barrack the rest of the units will only be regs but the cat doesn't have a distinction vet or not so 7 turns for some long range weapons may be a good thing for the next battles. Dover finishes temple starts worker, gotta get those cities connected.

BTWN: overthrown Chengdu, :). Change to temple.

50 AD (10): Nottingham finishes pike and starts settler, grows to 10 in 3, finishes settler in 3. One spot open to the North. change production at Exeter to worker.

Workers stressing connecting Southern and NE cities and Irrigation at London, Leeds and Norwich and Nottingham.
Monotheism in 2 turns with +7 gpt.

Bought a Russian worker for 27 gold. They still have Mono but not lit, rep. or feudalism. Trade ROP for 53 of her 68 gold.
France has only 1 gold and is 3 behind in tech, no trades.
Germany has 7 gold and is 4 listed plus, feudalism and republic. ReNegociated the ROp for his 7 gold.
China lacks Lit and poly and feudalism, negociated ROp for his 7 gold.
Babs lack feudalism and lit, negociated ROP for his 29 gold.
New bank balance of 140 gold, now looking for a place to spend it.

Here is the save:




Hotrod

Hotrod Shadow 50AD
 
@Sirian: You have posted the official turn but the others haven't completed the shadows yet. How long do you intend to wait for the other shadows? I would like to play the next round as soon as possible as I am not in too many other active games at the moment. But I would like to wait for the other's and the critiques before continuing.

Hotrod
 
150BC (0): Reading to Settler and rushed; Sword in York to Horse;

Bab-settler SW of Warwick;
Hasting fin Spear starts Market;
Reading fin Settler starts Temple;
Warwick falls in disorder but fin Settler;
Russia starts Pyramids and France starts the Oracle;

130BC (1): Settler from Reading and Hasting sent up north ; Spear in Hastings aaccompany his Settler; Warwick settler + Spear sent west;

Feudalism discovered Engineer started;
London fin Horse starts Market; York the same;
French finish Pyramids and start Great Wall; Bab cascade and finish Oracle start the Great Wall; Bab found a city on the ironhill west of Warwick;

110BC (2): Worker near Nott start road; next moves to wood 2SE of Nott: Workerpair near Oxford sent to hill torad;

Disorder in Liverpool Taxman hired; Norwich fin Temple starts Market; Leeds fin Temple starts Courthouse;

90BC (3):

Canterbury fin Lib starts Market;
Brighton fin Temple Starts Lib; Taxman in Birmingham and Richmond after riots;
Northern Wheat-place taken by Germany ;

70BC (4) :Entertainer in Nottingham cost 3 food and 1 gold( second gold was a curropted one)

50BC (5): Exeter founded Temple started Worker sent to wood between Warwick and Exeter

Coventry fin Lib starts Market; Taxman in Dover after riot;

30BC (6):

Nottingham fin Lib starts Market;

10BC (7): Cambridge founded starts Temple;

Russia starts Great Wall;
Dover connected Taxman kicked;

10AD; 30AD: Since coventry is near a riot i push Lux up one notch and kick all Taxman/Entertainer except those in Richmond and Reading;

50Ad Settler in the North arrives on position


Game:http://www.civfanatics.net/uploads/prod-shadow-rowain-50AD.zip


Rowain deWolf
 
0)150BC - I set Nineveh to a worker. The worker will be foreign, and therefore slower, but the worker will finish in 8 turns, while expansion (with full food from the lake) happens in 10. Why waste the population? After that we can do a temple. Looking thru our cities, Warwick has 3 content and 1 unhappy person, so it will riot. However, it will finish a settler this turn...I decide to sit the worker working the mines, since we don't need the shields and I am not sure if the riot will start before the settler is done or the other way around, better safe than sorry.

Between Turns: The Bab settler & bow move ontop of the iron hill on the SW coast. Hastings finishes spear and starts a library to help our scientists advance our civilization. After that a settler or worker might be in order. Warwick finishes settler and starts a spear. This may be changed if we can get more troops down here. The Russians are building the Pyramids. The French are building the Oracle.

1)130BC - MM. The settler in Hastings heads north to the wheat, bringing a warrior as escort. I left the spear, because there are too many foreign troops running around here. Warwick's Settler heads NW bringing a spear. I left the warrior because there are fewer foreign troops running aournd here and the settler is taking a spot next to Russia, who has already been proven to be untrustworthy. We need to get more troops down here. I bump science down to 30% and still get feudalism next turn and bank 21 gold.

Between Turns: We discover Feudalism and start Monotheism. It was cheaper than Engineering by two turns. Monotheism lets us go for Chivalry, which allows us to make Knights, which rule! I bump science back up to 40%. Any higher and it costs us money. I miss being able to set it to 80% or higher:( London finishes horseman (future knight) and starts a pikeman. We will shuffle spears around to upgrade them. York finishes sword and also starts a pike. The French are building the Great Wall. The French city of Paris completed the Pyramids. The Babylonians are building the Oracle and the Great Wall. The Babylonian city of Babylon completes the Oracle. The Bab settler has built Nippur on top of the iron hill on the SW coast west of Warwick.

2)110BC - MM. Horseman from London is headed to Warwick. York's sword is headed to Hastings and then either up to to Reading or maybe down to the SE border: Oxford/Liverpool/Nineveh, because there are some foreign warriors running around the areas. York and Nottingham upgrade their spears to pike for 20 gold each. Brighton keeps one spear and a sword and sends one of its spears toward Nottingham to be swapped with the upgraded pike, who will move toward Brighton next turn. Newcastle is just too close to potential conflict. Joanie has 31 gold from somewhere and she gives it to us with her world map for peace. Beyond that Cathy and Hammi both have Monotheism. Hammi wants too much. Cathy will accept a ROP along with Republic, which we had earlier traded to Hammi, so we take it while we can. It will help Cathy, who attacked us, but we just selected Monotheism this turn, so we wont lose anything. She would not take Literature, and Feudalism is too new, and we are the only ones who know it. This makes Cathy polite. This allows me to start chivalry, so we can have knights. I thought about theology then education or engineering then invention then gunpowder. But with the trouble that we have already had with our neighbors, I thought that knights would be a good idea. After chivalry we can decide which of the other choices to go after.

Between Turns: Norwich and Leeds both finish temples and start courthouses.

3)90BC - MM. The spear that was swapped from Brighton to Nottingham is upgraded to pike for swapping elsewhere. Exeter is founded NW of Warwick in the laster free space down there. It overlaps a bit here and there with every town around it, but it should not be a problem. Exeter starts a worker. The spear that escorted the settler fortifies. I renegotiate peace with Hammi to get his 20 gold. No one else has anything.

Between Turns: Canterbury finishes library and starts a worker to help pave roads and clear jungle. Brighton finishes temple and starts a courthouse. Heidelburg appears next to the wheat north of Birmingham.

4)70BC - MM. Brighton sends another spear to be trained in Nottingham and since no one is around at the moment Nottingham's pike Heads to Newcastle to start swapping with the spears there.

Between Turns: Russian settler approaches our western border. York finishes a pike and starts a worker. At this point any expansion will cause riots. The worker can help improve tiles to the NE. After that I want a marketplace. Nottingham's influence expands, but it does not push our borders because it is in the middle of our nation.

5)50BC - MM. York's pike moves to swap with Norwich spear. I renegotiate peace with Hammi and get 20 gold out it, which is enough to finance another pike upgrade! I like this. I have never renegotiated Peace or ROP before this game. This is a great way to make money for doing nothing! Its like they are paying the local Mafia family for protection! Godfather Zot, rules!

Between Turns: Hammi demands tribute in the form of Literature. I am not pleased. Is this a result of our renegotiation? I turn him down. He backs off. Russian settler moves into our territory near Newcastle. London finishes pike and starts a marketplace. York finishes worker and starts marketplace. Canterbury finishes a worker and starts marketplace. Coventry finishes library and starts worker.

6)30BC - MM. I move our warrior from Newcastle to block the Russian settler & bowman.

Between Turns: The Russian settler & bowman turn North. Nottingham finishes library and starts a settler. Tiles are adjusted so that the settler is done in 2 turns and expansion in 3. Otherwise, Nottingham probably would have rioted after expansion. The settler will head NE to settler near Brighton. Norwich & Leeds have cultural expansion.

7)10BC - MM. Hammi seems to be getting 10+ gold per turn, because he is now up to 22. Our ROP deal is negotiable, but I will wait a turn or two to see if I can get 33 or maybe 44 out of him. Should I play it safe, and pull the trigger now or wait and see how much he will have next turn and hope he does not use the money for anything. He is second in the game so I don't think anyone but us has anything to trade to him, so I think I'm safe.

Between Turns: A German settler and spear appear north of Richmond, where I had our settler headed. Nineveh finshes worker and starts temple. Brighton has cultural expansion.

8)10AD - MM. Hammi has 32 gold, which I get from him for a renegotiated ROP.

Between Turns: German settler keeps moving east. He must be headed toward the coast, which was the other possible spot for my settler. Babylon settler warrior pair enter our land near Coventry. Nottingham finishes settler and starts marketplace. There is a pike that was pulled from close by for an upgrade that can go with the settler. Coventry finishes a worker and starts a barracks so that vet troops can be trained for the southern border. The Chinese are building the Great Wall.

9)30AD - MM.

Between Turns: Barb galley is off shore near Birmingham. Coventry has cultural expansion, but unfortunately it does not push into Uruk's city limits.

10)50AD - MM. Settler and warrior pair are moved into position for a new city next turn, north or Richmond. It has access to cattle right away. It will evnetually overlap with Leipzig, which will already have some pressure from the Chinese city of Macao on its other side. Cathy has 18 gold after I take 3 for our map. Hammi has 18 gold. No one else has anything to trade for. Nineveh will soon be connected to the Babylon trade roads, so when it is also connected to ours, we can trade stuff with Hammi, like our extra dyes for soome of his extra ivory.

Sirian mentioned Sun Tzu's in critiquing my last turn. Can we start working on wonders now? Which ones are allowed? Also, when in this game and when in a normal game is a good time to work on wonders? I find that I either ignore wonders what seems to be too long or I start a wonder and because it takes so long it seems to hurt my civ to not have a productive city producing anything useful.
prod-shadow-zot-50ad.zip
 
110BC: As time has gone by, I have moved more and more in the direction of upgrading troops. Of course, my games tend to be strong on basic infrastructure, which improves the economy, leaving me with a shortage of shields (used to build the buildings) but a surplus of commerce. In those conditions, it makes sense to upgrade more often than not. Not always every unit, but certainly front line or critical units. You can see the amount and type of upgrading I did on the official turn.

Post-industrial, when there is nothing left to build and your cities are maxed out on infrastructure, with factories and Hoover Dam or power plants, shields become cheaper. You can crank a new cavalry or infantry unit in two turns at a number of cities, it doesn't make sense to keep upgrading. So even with upgrades, the rules remain: what can wait, should wait, and project coordination increases efficiency. Upgrade your border troops, but leave safe core cities manned by obsolete units, is a good rule of thumb for peaceful situations. War-time situations, you have to play to the situation.


70BC: Canterbury finishes library, starts harbor?? What about a granary? Your total and complete neglect of granaries on this round amounts to a serious bit of :smoke: It's not as if you made a choice or two to let a granary wait for another project. They weren't even on your screen at all, and that's very very bad for the future of your civ. Granaries can't wait, unless a courthouse or a culture building are even more urgent. You'll save much more food off the granary than you will gain from the harbor. The harbor would be for trade or vet ships, too, but this is an inland sea where those issues don't factor.

Your Exeter location abandons the furs to Russia!!! :smoke:

10AD: You shouldn't have made the settler wait for escort! :smoke: You could have picked up the escort from Reading as you moved past, and sent a replacement to Reading from York. You failed to coordinate your projects and troop deployments to keep those settlers moving at the fastest possible rate, and your city site in the northeast suffers badly for it. Badly. (Not on the coast, lots of overlap).

30AD: Gotta get those cities connected? Indeed! A little late on the effort, though. Check the official results from this round and see how much priority I put to the road networks, not just inside our borders but connecting roads to the other civs as well. At least you had the right thought, though, which is something positive. Just could have used a little more urgency to it. All those cities with entertainers or taxmen can fire them the moment they are connected to the rest of the empire.

Chengdu? That's two flips on your watch in two consecutive rounds. Sometimes it's better to be lucky than good. :p

Irrigation at London was a good job. Chopping that forest down up at Nottingham was :smoke: though. That city has high food, and it can stand to keep high shield tiles around, as it only has a couple of hills in range, but tons of grass and food bonuses. You made some good worker choices this round, but you made a few poor ones and were especially neglectful of roadbuilding to connect Liverpool.


Overall Grade: C-

:goodjob: count: Two. (Diplomacy, Troop Buildup)
:smoke: count: Four. (Settlements, Lack of Granary, Road Delays, Uncoordinated Projects)


- Sirian
 
150BC: The rushed settler at Reading is an interesting choice. If we were going to do that, it should have been done sooner, though. As you saw from your results, it was too late to grab the best lands on the far north coast. Might have been interesting to see if you managed to get anything of what's left, or got stuck with a pricey settler with no home, but we'll never know. :)

130BC: You did a good job with roads in the southeast. You could have put a little more priority on them in the southwest, though. Cities down there are suffering for lack of connection.

When I read your "London/York finish horse, start market" line, I thought "Yay!" Then I loaded up your game and see EVERY town in the empire on marketplaces. :smoke: Way WAY too much valuation of marketplaces. They make sense for core cities with granary, temple, library in place, and who don't need an early courthouse, but a blanket "everything to market" strategy is uncoordinated. You'll get more commerce out of some cities with courthouse than market, and also more with granary to raise the food and growth rates. More population means more commerce. Once all the towns are connected and we have our luxuries going to all the cities, and we build roads to other civs and start pulling in more lux through trade, then once cities have granary, courthouse, temple and aqueduct, THEN get the markets into production. Maybe even after libraries in many cases, since libraries bring culture, too, and are slightly cheaper to build. We ARE doing our own research here and will be for the whole game.

More so, the new patch is coming out with some big surprises. Firaxis made undocumented changes (as I knew they would) and some of those are very significant. One change alters the tech pace for everything BUT Regent level (slowing for higher difficulty, speeding up lower). Another change leads the AI's to be even stingier with selling techs, which decreases the relative value of markets and increases the value of libraries. What this means for Deity, I have not yet fully figured out, but what it means for Emperor and below is a much much greater need for libraries and a willingness to mix research with tech trade/purchase. I'll comment more on this after I have learned more about it, but the days of Riding Coattails and buying all your tech at low or last civ deflated prices may be coming to an end as the must-do always winning strategy. Running the tech lead is still difficult, but has definitely become much more attractive now. The change even appears to affect AI's trading with one another, so their bunching effect may be further halted, as well. The researching civs at the forefront of the curve are getting paid more, and the slower civs are paying out more now, and the whole thing adds up to a much, much slower tech progression, which only further seems to add weight to the research option for the player.

In any case, even under the old patch, down here on Regent level we're running the tech lead, and need more than just markets as the top priority.

Like Hotrod this round, you completely neglected granaries, and that qualifies as :smoke: in my view. Like... what are you guys smokin??? :lol: :)

30AD: Pushing the lux up to 20% is also :smoke: I realize it is complex and perhaps even difficult, but part of running an efficient empire is figuring out a city's current happiness limits and staying within it. There are several ways you can do so: one is train more workers, so the population stays lower and there are more units building roads to connect those unconnected cities. Another way is by running a high-shield configuration, with low or no food surplus coming in, at a population level right below where unhappiness would force specialists or lux increases. The luxury slider is the most important tool you have for growing your civ, but you mustn't let it slow you down by relying on it INSTEAD OF improving your city management skills to maximize city output without going to the level of needing federal support from the central government. A city like Nottingham, for example, has so much food that it's no big deal to run one entertainer. All you'd gain for lux increase is yet even MORE food, which isn't needed. On the other hand, if London and York were past their happy limits, then you'd simply have to increase luxury another notch, as it would probably also be indicative of even more cities needing help.

Again, the key thing here is paying attention to city happy caps, spotting the max supportable happy population size and when you run up against that limit, either swap to high shield config (to get more value out of the pop you have, and reduce waste going to specialists) or train some workers or even a spare settler. (At this stage of the game, it may be wise to have a spare settler or two around, to seize razed areas if AI wars break out, or to have ready to put onto ships if new lands are spotted). Don't be running cities on high food only to then put that food to waste with entertainers (except in a situation like Reading, where there is nothing available yet BUT food: might as well let it grow as large as it can, and bring worker support or a key rushbuy in later as resources allow).

50AD: I liked your Engineering tech choice, and made the same one myself. You didn't seem to try to wring a deal out of anyone for Monotheism, though. I've noticed over the last several rounds a general tendency in your results to go light on Diplomacy and trade. You're missing opportunities for doing so.

Your Exeter location surrenders the furs to Russia! :smoke:


Overall Grade: C+

:goodjob: count: Two. (Northeast Settlement, Core Markets)
:smoke: count: Three. (Lack of Granary, Fringe Markets Too Soon, Exeter Location)

Your reports have grown sparse to the point where you no longer talk about why you make any of your moves, and what your thinking is as you play. This lowers the ability for me to figure out what you're doing and why, and leaves me somewhat diminished in my opportunity to offer feedback. That's OK if that's how you want it, but I can only respond to what you write and what I find in the save game.


- Sirian
 
130BC: Of course Monotheism is cheaper than Engineering: some of the AI's possess it, meaning its cost to us is deflated both for purchase/trade and for self-research. The real question is, can we parley some of our other assets into a cheap tech purchase, such as Right of Passage, spare luxuries/resources, or even peace renegotiations? If we can use those options to lower the tech cost, we might buy this tech on the cheap (as I did in the official turn) while we are researching something else.

Sometimes the wisest thing you can possibly do is to follow the AI's up the tree with your own research, making them bear the heavy costs of 1st-civ research while you research at cheaper rates. On the other hand, those RoP and Peace assets are just going to waste because the AI's don't have the cash to pay for them at market value. Check out how I handled this whole tech scheme, including the one round of high research and the one round of no research, during the official turn. There are lots of ways to get successful tech results, but some moves and tricks are more subtle than others.

Also, you may miss being able to set research to 80%, but fact is, under this government we still have much more net research taking place. Libraries are boosting research while increasing costs, but they boost more than they cost. Units now cost money, but less than the increase we get from stronger commerce. You should ignore the percentage values of the slider and focus only on the REAL values, the totals, as the bottom line is what counts, not the form and appearance.

110BC: Aha. So you did figure out how to run a good tech trade here! Very well done on using Republic at low-civ prices to buy us into Monotheism. Chivalry's not a bad idea, although the sooner you get it, the sooner you need SEVENTY shields to built a unit instead of thirty. It's much cheaper to ugrade units than to rushbuy the later unit. That is, it takes 80 gold per horseman to upgrade to knight, but it takes 160 gold for the same number of shields difference to rushbuy. So if you are going to need to rushbuy ANY knights at any point, it's cheaper to build horses first, then upgrade them. You can get more out of it.

For the cost to build five knights from scratch (350 shields) you can train eleven horsemen. Eleven horsemen will upgrade to knights for 880 gold. So with 350 shields and 880 gold, you get yourself eleven vet knights. Compare to spending that 350 shields on training five knights from scratch, then divide 280 gold apiece (the cost to rush a knight with ONE shield or more in the box already), you can't even get four knights out of the gold. So if you compare, you see you get eleven knights one way, and only eight and a half knights the other way. So depending on just how many knights you plan to build, and how soon you want them (are you going to war right away??) it may pay off to delay Chivalry. Then look even beyond the math. You can train horsemen easily in between other projects, while training a knight is a large undertaking even for a core city.

Finally, just how much threat are we really under? What can wait, should wait. We can train horsemen as we go, and further our infrastructure, delaying the investment of shields into knights. If we maintain some cash surplus, we can upgrade to knights later when we need to.

Also, one more thing to keep in mind. Upgradability is important but often overrated. The longbow unit is almost half the cost of a knight, but the same offensive punch. Longbows are much maligned, but I have found them to be very useful units to reduce losses among my knights, especially for defensive value or in large stacks of assaults on enemy territory. In the always war variant, you can get two longbows almost for the cost of one knight, and that be a very good deal in many situations. Like the horse-to-knight upgrade, where you can increase your total force, so with longbows. And now that the new patch is SLOWING tech progression at higher difficulty, ancient and especially midieval warfare are going to come more to the fore.

If you just want a few knights for defensive value, going right to Chivalry makes sense. If you want to build a larger force of knights for an invasion, the horseman upgrade may make more sense, and ESPECIALLY if you have a prebuild going for Leo's Workshop and finish it soon after gaining Invention. The moment you finish it, a mass upgrade of horses at half price can have your hordes sweeping across the continent in a way far stronger than beelining to Chivalry. I know that's a lot to consider, but it's the type of resource management you may need to undertake to succeed consistently on high difficulty.


50BC: Lot of marketplaces starting. Well, that's three for three. Three shadow players, and not a single one of them built or started a single granary among the whole lot of them.

Why not? All that fancy new technology going to your heads? :) First things first. The most wasteful aspects of the game are lack of granaries (wasting half the food) and lack of courthouses (wasting shields and commerce at non-core cities, often MOST of the shields and commerce). A cultural building is important to claim territory, and that usually means a temple. Which order do you build these in? Depends on the land, the amount of corruption, and the priorities that allow or do not allow for support in the form of rushbuys. Any city wasting more than a third of its shields is badly corrupt. Anything wasting more than half desperately needs corruption relief. Anything wasting more than two thirds (like Warwick) is a "project", and only worth pouring cash into if it's in a key strategic location.

Without a granary, everything else is slowed a LOT. A lot. It's only when food is so much more abundant than shields (like where pulling in just one or two shields per turn) that the granary is a low priority (behind a courthouse).

Marketplaces are what you build AFTER you have basic infrastructure. The same applies to libraries. You need both population and corruption control before commerce boosters do you any good. You also need a cultural building. So the usual priority is temple, granary, courthouse, in some kind of order. A spot like Leeds, on the back lines, is not in a cultural fight and isn't missing out on good tiles for lack of border reach. In its case, courthouse, then granary, then temple, then other buildings, makes the most sense. A city like Warwick needs the courthouse first, OR it needs rushbuy help. One or the other. If you wait for it to build a temple, then do the courthouse, it will take so long, you can forget about it. Often at corrupt cities, the best buy is to get the courthouse first. You immediately pull in more commerce and shields, and the place can start to take care of itself after that. This presuming its not so badly corrupt that the courthouse makes too little difference. Even so, courthouse PLUS "we love the king day" can pull a half-decent number of shields out of even some pretty badly corrupt cities, in the latest patches (since 1.21).

What can wait, should wait. The order in which improvements are built makes a HUGE difference. You can't afford to spend your whole civ's treasury on "projects", distant and insecure colonies, but a key purchase here or there can make a big difference. If you expect a border to hold for a long time, as you have no plans to invade and can be strong enough to deter or repel invaders, then a rushed cultural building can make a big difference. If not, the courthouse is a better buy.

Market before granary is just something I never do at this stage of the game. Only post-railroad, where food supplies rise off the charts while shields remain in short supply due to distance and number of cities, and lack of cash to buy courthouses everywhere, then granaries become an afterthought. At this stage of the game, though, they are your lifeline to better times.

I specifically kept us away from the Pyramids to show you guys what it's like to build your own granaries. Coordinating projects and sacrificing growth curve at some cities to meet civ-wide demands (settlers, workers, military) is a necessary task. But don't lose sight of the importance of keeping cities growing and improving whenever they AREN'T needed for such jobs. Markets are appropriate in some cities, but definitely NOT in all.


30AD: Cultural control works in "levels". A city starts at level 1, then at ten culture moves to level 2, at a hundred it moves to 3, at 1000 it moves to level 4, and at 10000 it moves to level 5. One thing to keep in mind is that no city can impose its culture on another city at a lower level of control. The level 1 tiles right around a city can ONLY be overcome by settling two tiles away and then having the stronger culture in your city, and then you only pull away their level 1 tiles that fall under your level 1 range. The others you can't touch. If cities are three or more tiles apart, they will NEVER lose control of their level 1 tiles no matter how much culturer difference there is. Level 2 from your 18k culture city cannot overcome level 1 tiles from their 0 culture city. That's a fact. Nothing is ever going to impose on Uruk unless you build another city closer to it.

This is important to understand for managing city flips. If there is no level 1 or 2 overlap with YOUR city's level 2 tiles, you are 100% insulated from any chance of city flip (unless you have foreign nationals inside your city). This can be important for high difficulty levels in situating your border cities in a way where they will be safe from flipping, no matter how far behind you are in culture. Of course, then the AI cities are also safe from flipping to you. It's a two way street. Usually it's Range 2 tiles that overlap and lead to flip risks. The AI's are programmed not to settle within two tiles, so unless you force the issue, there won't ever BE any overlap of range1 tiles. Range3 hardly matters, except perhaps for control over some wasted tiles that may have resources on them. Still, there is only ever cultural pressure and clash over SAME-RANGE tiles. Range 3 vs Range 3, the city with more total culture will control the overlap.

For this reason, your city spot near Leipzig is a loser. You will NEVER gain control of the tiles in Leipzig's inner circle, and the city will suffer GREAT pressure from the Germans and may even flip to them. (Maybe not, down here on Regent, but it certainly would on Emperor unless you destroyed or captured Leipzig). That's a bad bad spot. Very bad. [pimp] One south of there would have been OK, but something along the coast would have been better.]

You did a good job on roads in the southwest, but neglected the southeast and any lines to other civs. Everyone had a mixed bag on workers this turn. You also neglected irrigations at London, which is running low food now. Bad, very bad. No irrigations in the northeast either.

And one more thing. Like all the others this round, your Exeter location surrenders all cultural claim to the furs. Not good. Three for three on opting out of the fur business, and three for three on avoiding all contact with granaries. And... I'm not sure why. I thought I did a better job of communicating their importance.


Overall Grade: C

:goodjob: count: Two. (Tech Trade, Diplomacy)
:smoke: count: Four. (Settlements, Workers, Lack of Granary, Fringe Markets Too Soon)


- Sirian
 
Originally posted by Sirian
If you just want a few knights for defensive value, going right to Chivalry makes sense. If you want to build a larger force of knights for an invasion, the horseman upgrade may make more sense, and ESPECIALLY if you have a prebuild going for Leo's Workshop and finish it soon after gaining Invention. The moment you finish it, a mass upgrade of horses at half price can have your hordes sweeping across the continent in a way far stronger than beelining to Chivalry. I know that's a lot to consider, but it's the type of resource management you may need to undertake to succeed consistently on high difficulty.
I was after the "few knights for defensive value". Our neighbors have already shown that they will attack us. I was shooting mostly to build the horsemen and then upgrade a few to have at the four corners of our empire (well maybe not the SE corner, but Hammi has a number of wandering red warriors out there).

Originally posted by Sirian
50BC: Lot of marketplaces starting. Well, that's three for three. Three shadow players, and not a single one of them built or started a single granary among the whole lot of them.

...

Without a granary, everything else is slowed a LOT. A lot. It's only when food is so much more abundant than shields (like where pulling in just one or two shields per turn) that the granary is a low priority (behind a courthouse).
My thoughts at the time, were that we have a number of cities that have grown too big and need entertainers. Now I realize that this is also because they are not connected yet. Since there is not a reason to build settlers from our cities anymore, workers are the only way to releave the rioting. I guess I was using population control to make this easier. Weed? Probably. It is just that it takes so long to build anything on these non-core cities that by the time the temple is done, we are near rioting already. Speeding up poplation only seems to speed this up. I was hopeing to use the marketplaces not as a money maker (although that is nice) I was looking more at effect it has on the luxury items. At three connected luxuries we get four happy faces with a marketplace.
I also believe I started a number of courthouses. I will have to check my save to be sure.

Originally posted by Sirian
And one more thing. Like all the others this round, your Exeter location surrenders all cultural claim to the furs. Not good. Three for three on opting out of the fur business, and three for three on avoiding all contact with granaries. And... I'm not sure why. I thought I did a better job of communicating their importance.
I will have to look at my save, but I believe Cathy settled next to the furs.
 
50 AD (0): Change Nottingham entertainer to taxman. Check diplo, Russia and Babs have gold but no trades yet.

70 AD (1): York completes worker, starts archer. Nottingham builds pike and starts marketplace, Will help with bringing on gold and improving effects of lux so the taxman/entertainers can be fired. Liverpool finishes granary, starts worker, for more jungle clearing. Brighton finishes walls starts courthouse.
Brighton worker starts to road the horse, get connected to China for lux trading before irrigation. Reading workers move to southern hill for future mines and roads to get NE cities connected. Irrigation at Norwich, Mines at Exeter, Move to lake for irrigation at liverpool.

90 AD (2): Irrigate some grass at London. Chop the trees shared by York and London. Irrigation at Norwich, Mines at Reading Hill, irrigation and roads to connect Coventry. Miltary is strong vs. all but China, we are only average.

110 AD (3): York builds archer, starts another, sending archer to NE. Hastings builds barracks and starts a pikeman, use Hastings to supply vet troups to Eastern cities. Cantebury builds granary starts library. Hastings worker moves toward gold hill to help connect NE cities. Nottingham is at 10 but still only needs 1 taxman to be happy. MM Cantebury to grow to 6 in 1 turn. MM Newcastle to grow in 2, courthouse in 4. MM liverpool to grow in 1 worker in 1.

130 AD (4): London builds pike, starts another. Liverpool worker completes starts Library. Roads to Exeter, Roads to Coventry completed move workers to connect Warwick and clear jungle by Dover. Reduces Research, Engineering in 1 with +28 gold. Mao will trade furs for , ROP Dyes and 25 gold or Dyes and Gems, I refuse all offers for now. Babs have ivory and that will be connected soon.

150 AD (5): Learn engineering, start on invention for eventually gunpowder. Thought about Theology for the path to education and university but decided on invention. York produced archer, start marketplace, once lux get trade want the bonuses in the larger cities. Birminham builds worker starts temple. Invention in 12 with +10 gpt.

170 AD (6): Pikeman at Hastings start another. Norwich builds courthouse, start granary. Leed builds galley start temple. Clear jungle at liverpool, irrigation at newcastle and Brighton, roads to Germany at Norwich. Galley is out exploring for new lands. Warwick revolts :(, hire taxman. Hire tax man at reading, gotta get the roads completed.

190 AD (7): London builds pikeman, starts another, sent to Dover. Newcastle courthouse is now in session start granary. Germans start Great Wall, and chinese are building Great Library. Roads to Exeter, Mines at Cambridge. Change taxman to entertainer at Nottingham.

210 AD (8): Oxford builds courthouse, start granary. New York completes Great Lighthouse. Hire taxman at Birminham. Roads at reading. Nottingham completes Marketplace, start pikeman. Back to taxman. Hastings pikeman, start archer. Russians starting Great Wall. French Great Library.

230 AD (9): Warwick and Exeter are connected, mines at Exeter irrigation at Dover. Fire taxman at Warwick

Sell Russia Lit for all her gold - 73 and WM. China and France have lit and wanted to get something for it from Russia.
France has virtually no gold and lacks many techs, they have 3 extra wine but we have no connecting roads.
Germany has nothing for trade.
Renegociate peace with babs for 38 gold.
Renegociate peace with China for 20 of there 23 gold.
Trade with China gems and 84 gold for furs.
Signed ROP with China for there 43 gold. They now have 52 gold, we have 270.
Trade 158 golda and dyes to Babs for Ivory.
Trade Lit and ROP for ROP and 125 Gold. Babs now have 33 gold. We have 237, new ROP with China and Babylon, "new" 20 turn peace treaties with each and 2 new luxuries.

250 AD (10): WLTTD in London :) :). Build pike start archer. Mine hills of Dover. Fire Taxman at Nottingham.
Reduce lux to 0% will lose the WTLKD but will gain Invention in 4 turns with +3 gpt.

NE cities will be "online" next turn. Nottingham and London suppling troops to the NW and SW respectively, Hastings to the SE and NE.
Hurry Temple at Exeter to get furs inside city limits after expansion.
Newcastle to finish granary and start on Aqueduct next.
York may riot next turn after growth but an entertainer or taxman will only be needed for 5 more turn when the market is built.

Russia has zero gold and lacks Feudalism and Engineering
France has 3 gold and lacks republic, monotheism, feudalism and engineering, ROP is up for renewal and peace is up in 2 turns.
Renew ROP with Germany for his 60 gold and 2 gpt, they lack feudalism and engineering.
Hammi lacks feudalism and engineering, will trade all his gold and wm for our 1 extra gems. Hold off for now.
China has no gold and lacks Feudalism and Engineering.

Here is the save:




Hotrod

Hotrod Shadow 250AD
 
0)50AD - Nottingham's entertainer is put to work on an irrigated grass, since we don't need shields to finish the pike this turn.

Between Turns: Exeter harvested trees. Babylonian galley sighted south of Oxford. York finishes worker and starts pike. Nottingham finishes pike and starts another. Liverpool finishes granary and starts a worker. I also adjsut tiles so that population can expand. It adds one more turn the worker, but we need more people, and now that its connected to the network it won't riot at this pop. Brighton finishes walls and starts a courthouse.

1)70AD - MM. Nottingham's pike heads south to eventually fortify our southern cities.

Between Turns: German sword moves next to Richmond. The people admire us so much that they add a third story to our palace.

2)90AD - MM. Workers finish paving road to Coventry from Dover. I renegotiate peace with Hammi, and I extort 40 gold him in the process. Nottingham needs to hire an entertainer (taxman or scientist does not seem to affect the numbers). Cathy has 77 gold, but I cannot figure out how to get it from without selling her tech. She needs Literature and Feudalism. Everyone else needs literature so I save it.

Between Turns: Russian sword approaches pike at border near Newcastle. German sword turns south. Hastings finishes barracks and starts a pike. Canterbury finishes a granary and starts a worker. I adjust tiles to speed up the population expansion to happen next turn without affecting the ETA of the worker in two turns.

3)110AD - MM. Cathy is now up to 87 gold. I trade maps with Bizzi, hoping to keep him (and his sword) polite. I set the science rate to 70%, which gets us Engineering next turn, but costs us 45 gold. If I run zero science next turn we should profit 51 gold (96-45) versus the 15 gpt we are currently running getting us 30. So we should profit 21 gold!

Between Turns: German sword turns back across border. Engineering is discovered and we start Invention, but I also dropping science to zero for this comming turn. London, York, and Nottingham finish pikes and starts another. Nineveh's cultural influence expands. Liverpool finishes worker and starts another. I adjust tiles so that there is more food, so that the pop expansion happens before the worker is finished. This delays the worker by only one turn, but will keep Liverpool at size 4. These workers will connect Nineveh and then probably work on jungle clearing.

4)130AD - With Nineveh's cultural expansion it now has access to a wheat on irrigated floodplain which gets us 6 food. this tile was irrigated and paved by Babylon! Our road to China (Chengdu) is complete. MM. Mao wants ROP, dyes, world map and 18 gold for furs. I go along with the deal. I think the fur is worth it at this point. I get a few gold here and there for our world map. The furs do not allow me to lower luxury rate from 10% to 0%, but I can put the entertainer in Nottingham to work...maybe it was not worth it.

Between Turns: 'We love the Trainer day' celebrated in London, so we at least get that from the furs. Canterbury finishes worker and starts a courthouse. Birmingham finshes a worker and starts a courthouse. The people want to build a front porch on the palace.

5)150AD - MM. Reset our science level to 40%. Hire an entertainer in Nottingham again. After the current pike we need to get workers to decrease population, since it is currently 11. Cathy is willing to part with her treasury of 106 gold, 1 gold per turn, and her world map for literature. She would be the only one besides us to have Literature, but she would have a difficult time selling it, since nobody else has anything. I pull the trigger on the deal.

Between Turns: French settler approaches our border at Newcastle. London's 'We love the Trainer day' has ended. Hastings finishes a pike and starts a courthouse. Newcastle finishes courthouse and starts an aquaduct. Liverpool finishes a worker and starts a courthouse. Norwich finishes a courthouse and starts granary. Leeds finishes galley and starts a granary. Tiles are adjusted to have a surplus food so it can grow. The Chinese are building the Great Library.

6)170AD - MM. The galley from Leeds moves so that is takes a step into the sea, but returns to a coast tile to end its turn. It moves in a generally southern direction. With the money I got from Cathy I rush the temple in Exeter. This should hopoefully allow us to win the culture race for the furs in the area. It uses a lot of money, but I felt that it was needed. I wish we had more money to rush the temple at Richmond as well, but I felt the need was more important at Exeter.

Between Turns: French settler enters our territory near Newcastle. London finishes a pike and starts another. York finishes a pike and starts courthouse. Nottingham finshes a pike and starts a worker. Exeter finishes the rushed temple and starts a courthouse. At some point I want the worker to chop down the trees to help build the courthouse. The Germans are building the Great Wall.

7)190AD - MM. Road is finished south of Dover to connect Exeter and Warwick to the trade network, allowing Warwick put an entertainer to work. Road connecting York to Reading, which connect Reading, Birmingham, Richmond, and Cambidge to the network, allowing us to put entertainers to work in Reading and Richmond. Nineveh is our only unconnected city and there is only a couple tiles left to be paved to connect even that out-of-the-way city. That will connect us to Babylon. Our workers are also one tile away from connecting us to Germany north of York and one tile away from connecting us to Russia west of Newcastle. This would leave France and all their wines as the only unconnected civ that we know.

Between Turns: The French settler continues to approach Newcastle. Nottingham finishes worker and starts another, since the worker and our population expansion ofset each other, leaving Nottingham still at a size 11. Oxford finishes courthouse and starts a granary. The Russians are building the Great Library. We have information that the American city of New York has completed a great project, The Great Lighthouse. I wonder where they are.

8)210AD - The road connecting us to Germany has been finished north York. Our swordsman from Newcastle, blocks the road infront of the French settler. I renegotiate peace with Cathy and I extort 60 gold out of her. Leaving her with 8. Unfortunately our connection to Germany cannot yeild anything, because Bizzi has nothing to trade. Not even a spare luxury.

Between Turns: Nottingham finishes worker and starts a library. The French and Babylonians are building the Great Library.

9)230AD - MM. Move pike near Nottingham to help block French settler. China has a sword right next to a stack of workers outside Brighton, so I move a pike from Brighton to protect the workers, just in case Mao gets any ideas.

Between Turns: The French settler finally backs turns back. London finishes pike and starts Sun Tzu's. I probably should have started this earlier.

10)250AD - MM. With a pike one tile away from Nineveh, I switch Nineveh to a granary. The road from Liverpool to Nineveh should be finished in two turns and will finally connect all of our cities into the trade network. It will also connect us to Babylon's trade network. In three turns the worker outside Newcastle will finish paving a road to Russia. I am contemplating rushing the temple in Richmond. We have 207 gold and it would cost us 148 gold. It would leave us with only 59 gold, but we are making 14 gold per turn, and the other civs have been kind enough to give us money, so that should not be a big deal. It would put cultural pressure on Frankfurt, which has some floodplains, and also has Germany's only iron. Would this be enough to cause Bizzi to go to war with us? I go thru with the rush buy. I shop our map around for a few gold here and there to get us up to 70.

prod-shadow-zot-250ad.zip
 
50AD (0): Negotiating ROP with Bab for 36gold and WM;
Change Nottingham to Market;

York fin Pike starts Market (finish when York grows again);
Liverpool fin Granary starts Library; Since Liv is connected now i set it to grow again;
Brighton fin Wall starts Courthouse; changed it several times to Aquäduct and back couse i was sure waths better guess it is now a courthouse;

70AD (1): Yorkworker sent to dessert N, NE of York to road towards Reading; ! Readingworker sent 1W to road towards York; second worker 1S to mine hills;

90AD(2):

Hastings fin Barracks starts a Horse;
Canterbury fin Granary starts Harbor;
Palace expands;

110AD(3): Canterbury worker sent to chop wood to a) speed Harborand b) make some usefull land ;
Hastings worker sent to gold to mine and road couse this tile is used;
Liverpool irrigate bonusgrass E,SE;

Russia wants TM for TM i accept;
London fin Pike starts Cathedral: Reason to be able to grow and produce Wonders without any Happinessproblems;
Niniveh expands;

130AD(4) MM NEwcastle to grow faster and still fin Courthouse in 3,; Mine Ironhill next to London (also for later wonderbuilding);
Reduce Science to get 33 gold;
Diplocheck: Russia -Lit,-Feud 99 gold;
France: -Lit ,Rep,Mono, Feud; 8 gold;
Germany: -Lit, Feud; 1 gold;
Babs: -Lit, Feud; 12 gold;
China: -Lit, Mono, Feud; 0 gold;

Engineering learned Theology started Why: Its on the route to Banking and Economics; Smith can trigger our Golden Age; As a bonus Education with Univerity is on the same route;

Birmingham fin Worker starts next;

150AD (5): Rush Temple in Exeter (we are at a culture war there),
Science reduced to 0 to gain 96 gold;

Hastings fin Horse starts Courthouse;
Warwick riots and gets a taxman;
Norwich fin Courthouse starts Library (for the culture germany is near);
Exeter fin Temple starts Lib (see above);
Chinese starts Great Wall;

170AD (6). Science back to 40% Theology in 11 by +15; reading gets an specialist to prevent riots;

Nottingham fin Market starts Lib
Newcastle fin Courthouse starts Lib (cultureborder);

Germany start the Great Wall;

190AD (7):

xford fin Courthouse start Aquäduct;
Leeds fin Galley start next;

NewYork fin Great Lighthouse;

210AD(8): A diplocheck shows that France and China have learned Lit; I think about selling Lit to the others but obstains couse we are in a culture war with them and any turn the get their cheep Libs later is a bigger advantage than the money we can get;
Since our income is increased i set science up theo now in 7 by -4

Russia starts Great Wall, France starts Great Lib;

230AD (9): As Reading is connected it celebrates a "We love the Trainer day" :)

Exeter expands and some furs are now in our border

250AD (10): diplocheck: Although Russia had +170 gold last time it doe not have any money now but still lacks Lit :D
None of the Scientific civs have Literature :lol:



Rowain

game: http://www.civfanatics.net/uploads/prod-shadow-rowain-250AD.zip
 
IT 50AD: Nothing changed.

70AD: Nottingham trains pike, starts library. York trains worker, starts marketplace. Worker NE N to desert, get the road connected from York to Reading. (Second road to Reading, but good for troop movements if those are needed). Liverpool is now connected, finishes granary, starts worker, put back on growth. Two of the three workers there move to irrigate the bg tile by the lake, the other returns back to Leeds to road the bg tile there. Brighton completes walls, starts courthouse. Drop science to zero, need to raise cash to rush Exeter temple and pull that contested furs into our borders and get the drop on all the territorial conflicts we have there. Shift regular spears southward, Nottingham to Canterbury, Canter to Dover.

90AD: German sword moves into our territory. Could be harmless, but if not Otto has chosen unwisely. Proceeds from map brokering allows Exeter temple to be rushed this turn. Science back to 40%.

110AD: Canterbury finishes granary, starts library. Exeter finishes temple, starts walls. Hastings finishes barracks, starts pikeman. Liverpool trains worker, starts barracks, set to high food. Worker moves S to iron. Workers at Dover join the jungle clearing activity to cut remaining time in half. Bab galley sails past Leeds, guess we got beat to the punch on that, but ship building is sustained.

130AD: London trains pike, starts worker (done in one turn, grow in one turn, so might as well). Old warriors sent south to Coventry. Road to China is online. It will probably take us about twenty turns or close to it to bring our own furs online, so I go ahead and trade Dyes and Gems to China for Furs. Entertainer in Nottingham is fired.

150AD: London trains worker, celebrates "We Love the Trainer Day"! [party] [dance] (And yes, you all do love the Trainer, right? ... Right? :lol: ). Starts catapult. Birmingham trains worker, starts another. Liverpool switches to worker. London worker, N E to forest for clearing (need more food). Science down to 30% for this turn.

170AD: Discover Engineering, start Invention. (Why? To press our tech lead along a line we KNOW the AI's can't be researching. Let them research Theology or Chivalry for us, and blunt the costs there, where while we press on in an area we'd have to go first-civ cost anyway). Also note, engineering brings bridges, which puts an end to movement penalty across rivers. China discovers Literature, starts Great Library, but they don't broker it. We sell to Cathy for full market price, her maps and 88g. Newcastle builds courthouse, starts worker. Liverpool trains worker, starts another. Norwich builds courthouse, starts granary. Hastings trains pikeman, starts another. Leeds builds galley unit, starts temple. Temple at Reading rushed with half left to go. The AI's are all now into the middle ages. Nottingham needs an entertainer again. :)

190AD: Frankfurt flips to us! Starts a temple.

prod-sirian-frankfurt.jpg


Reading finishes temple, starts courthouse. Road to Warwick and Exeter completed. London builds catapult, starts horseman. Nottingham builds library, starts horseman. Three workers from Liverpool move into jungle near Oxford to clear it, and get irrigation through to that city from the south. (You always have to keep an eye out for an irrigation path. Note that we'll have to irrigate over at least two mines to get to Exeter, and that's my doing. I didn't look far enough ahead, but then again, perhaps we've benefited from the mines, at Dover. It's OK to do temporary improvements and change them later, IF the benefit is worth the worker turns). Norwich food rate slowed to SAVE food (from the upcoming granary, swapped to higher shields and shave a turn off the granary also). Warrior sent on to Ninevah from Coventry. (Every unit in a flip-risk city lowers the risks).

210AD: Americans (??) complete the Lighthouse. Newcastle trains worker, starts granary. Birmingham rioted (oops, lost a shield). Oxford and Newcastle both build courthouse, start granary. Notice that Dover's corruption is less than a third, and that it's just under 60 shields, swap it back to temple.

230AD: Dover builds temple, starts granary. Liverpool trains worker, starts barracks. Nottingham trains horseman, starts market with 17 spt, due in just six! This city is now size 12, time to shift to max shield config. London at size 7 MM to max food. Hastings trains pikeman, starts library. Troop shuffle puts a vet pike into Oxford, reg spear into Leeds, reg warrior to Oxford, leaving vet pike and war in Hastings. Road to northeast finally completes, bringing all our cities online except for Ninevah, and workers are working on it. China got the last city in the northeast.

250AD: London trains horseman, starts cathedral. Troop swap at Norwich is complete, with pike fortifying there, spearman fortifying in Nottingham. I then go into the city screen and upgrade the spear to pike inside Nottingham (upgrading from the city screen allows the unit to remain fortified). I then examine our lands for FP evaluation, and my answer is Nottingham. It may not look like a great location, but a lot of the FP value comes in reducing corruption from number of cities, not just from having a second core. Looking around our empire now, a lot of cities, even ones with courthouse, are somewhat corrupt. We'd gain a lot of shields and commerce per turn to get the FP online sooner rather than later. Unless we go to war (which is not in the plan) there won't be any more territorial expansion in any particular direction. So the FP at Nottingham allows for the FP to be DONE in just eleven more turns (360AD) which is early enough to help out a lot. If we do expand westward or northward from war, we'll still get good benefit. Nottingham itself is a very strong city, not only completing the FP quickly but also being worth having it all along. And if we have a spare leader in the Industrial age for any reason, we can move the Palace from London to Hastings or Liverpool, to get the "barbell" effect more ideal for two cores. I just don't see a better candidate location, and if we wait and wait and wait for a better looking location, the total net benefit will be reduced anyway, because it will apply for fewer years, and not help improve our growth curve, either.

Diplomatically, nothing much to be doing, so I do nothing. All I got this turn was the Russian deal for Literature, and map brokering every few turns.

Sirian's Shadow - 250AD



- Sirian
 
Did Frankfurt flip because of your rush build in Reading? Or just because you are good :lol: and not just lucky like me? I didn't get any flips this turn :(. But then again I didn't rush the temple at Reading either :smoke:.

Hotrod
 
The flip had nothing to do with the temple in Reading, which did not have time to expand borders and add pressure. It was just a lucky roll. HOWEVER, Frankfurt did have SEVEN units of border pressure on its 21 tile radius, and that is being checked each turn for a flip, with the odds being increased by the ratio of our out total culture as compared to theirs. So... as for when or even if the city will flip, that's tied to luck, but only up to a certain point. Over time, the odds are actually pretty strong that a heavily pressured city like that will flip sooner or later (unless its borders expand, reducing the pressure, or they garrison lots of units in the city to suppress the odds, which the AI's rarely do).
 
You did a good job with the workers this round. You got some irrigation at Liverpool, which was good. Also at London, and clearing a forest there. There was some delay connecting the northeast (the mines could wait until the road was done). There was some delay connecting Exeter, delay on rushing its temple, and no concern for getting over to connect the one fur in range of the city, but a very strong round overall for workers. You got irrigation in the northwest, which helps a lot.

You beefed up the military situation. You kept going on the tech lead. Both solid. You had Newcastle in need of aqueduct to grow any further, yet were running it on high food, wasting some shields, but you did a good job overall micromanaging the cities.

One reason you may see entertainers in some cities where they could support a taxman is my tendency not to try to squeeze every last coin out of the big cities. Just one round of overlooking a reconfigure, and a large city revolting, wipes out more than you gain collectively from bothering in the first place. It's not a big deal if some corrupt settlement with one shield riots for a turn. It's another story if your core cities meltdown and you lose a turn of progress all the way down the line.

You did a superb job with the 230AD trading round, pulling all that value out of every available asset. Well done on trading for gold, then buying back the gold with other arrangements. It helps a lot to know how to do this, although some of these skills don't get as much play on Emperor or Deity, where the AI's are stronger and these kind of opportunities fewer. Still, that makes the few such opportunities even more precious, as trading effectively at that level is one of the keys to survival.


Overall Grade: A-

:goodjob: count: Three. (Military strength, Workers, Diplomacy)
:smoke: count: None.


- Sirian

:smoke:
 
110AD: You did a good job with the variation of the tech speed to save some gold. That helps. If you note in my shadow, I had turned research OFF for a round in this part of the round to get extra money to rush Exeter's temple. That's one of those situations where I deemed the cultural urgency to dominate in that region (and control that fur, and put the flip pressure on them as opposed to us) to be something that couldn't wait.

Not that you did anything wrong by passing up this chance (Hotrod did too, until the end of his round) to rush the Exeter temple. I see you did it a few turns later, anyway, so that was good. Does a few turns make any difference? Perhaps not. It would be a bigger deal if the temple was never rushed, though, as the Russian city has a head start and the Babs have cheap temples.

130AD: The only thing bad about the China deal was the RoP. China has already sneak-attacked us once this game, and it's generally not wise to trust a civ who's done that with Right of Passage. Once a civ goes ugly, they get no further penalty from being ugly with you again, and so the small profits you can get from RoP deals should be reserved for civs who pose less threat. (Especially good with someone like France, with whom you don't even share a border).

As for Canterbury starting a courthouse, at the moment it's not justified there. York and Canterbury, in that order, are the closest cities to the capital, thus the lowest corruption. Next are Hastings and then Coventry, then Nottingham and Dover.

In the two closest cities, the corruption is lowest. If the corruption is less than 15%, let the courthouse wait until after improvements like market and library, maybe more. Hastings is a better candidate for a courthouse, with 20% corruption, so that one was good. Yet note that in my shadow for the round, that upon noticing that Dover had less than 35% corruption, that I opted to delay its courthouse in favor of a temple.

It's a matter of what brings the most benefit. Cities with 50% or more corruption, and especially with 70% or more, really need to get that courthouse first, or their development will crawl. Dover can use it, but it might be able to wait for cultural building or a granary, or more workers to clear jungle.

So all of your courthouses were good except for York and Canterbury, whose corruption levels are too low at the moment to justify making marketplaces or even cathedrals wait. (Or use them to train military).

150AD: You don't want to decrease Nottingham's population! You can peel a worker off the top now and then when the food box fills AT size 12, but the real benefit is to get to size 12 and then swap to high shields configuration and crank production. The point of having lots of food is to GET TO max size quickly, because you get commerce from every roaded tile in operation, and you can support larger shield configurations. This is one of those situations where Nottingham can't afford to be doing workers all the time, because it's the only maxed city with fully improved tiles that we have at this point. THIS is the city to start a world wonder in, if you were going to (maxed out, can run high shields, and it can run Palace Placeholder to bridge across a cascade interruption if need be). Or get its stronger infrastructure buildings maxed out. You can END the need for entertainers here if you build a cathedral, but the city also needs a market and perhaps even a colesseum. It can also crank a pike or horse every other turn, with the right tile configuration.

The idea of making the most of the high food is not a bad idea. It fits well with everything we've been doing, but it's time to do something new with this city. It's time to Coordinate Projects, by having this city play its proper role in the scheme of the larger needs of the civ as a whole: with a wonder, with pushing its infrastructure to the max asap (to make the most of its high commerce and population), or with troop support while other cities catch up.

250AD: The rush job at Richmond won't increase pressure on Frankfurt. You can't override their range 1 tiles with range 2 tiles from one of your cities. It's not a bad buy anyway, but it won't help with Frankfurt. The temple in Reading if rushed would add two more pressure to Frankfurt, increasing from 7 tiles of their 21 controlled by us, to 9. Each such tile adds flip pressure, as does each foreign national inside a city.

Finally, your worker tasks were too light on irrigation in the south. In the west and along the east coast, but especially at Liverpool SURROUNDED by high-shield mountain tiles and barely able to get up toward size 20 in the future with max irrigation, you want to emphasize food, or at least have some high food tiles to speed growth. Note that the city core has 3 gold in it. It IS on the river there, even though I originally thought it was not. So it doesn't have to wait on an aqueduct (which would be one reason to mine instead of irrigate, if the food would be wasted anyway).


Overall Grade: B+

:goodjob: count: Three. (Roads. Exeter Temple. Overall push to lower Corruption)
:smoke: count: None.


- Sirian
 
You had a good round on coordinating and deciding on city projects. The only one I definitely would have vetoed was the aqueduct in Oxford, without a granary in place first.

Racing ahead on Theology is not a bad idea. The main reason I waited is that I expect the AI's are working on it already, and if we let one of them make the breakthrough, it will lower our costs while we push ahead on the other branch. This is a bit of Emperor level thinking, though. It's possible the AI's on Regent will be too slow and we'll have to research that anyway, but we did get Feudalism and Engineering since some of the AI's got to the middle age, got their free Monotheism tech, and started another research project. Even at MINIMUM research rate, it will take them twenty turns tops to pull in a tech, so the question becomes, can we afford to delay slightly on the upper branch to get a lower cost and push a bit on the lower branch. (The lower branch DOES bring benefits: longbows are a cheap, sturdy unit for this era, and gunpowder can render all the ancient units pretty much obsolete, as far as the AI's posing a threat with them).

You had a very light round on military, which is OK at this point. A judgement call as to whether troop building could wait. You did make a lot of headway on the cities.

You were slow with the road in the southeast though. Shouldn't those jungle clears WAIT until you have the vital road hooked up? You've made that choice before, too. You overcommit a bit to early jungle clears, at the cost of easier-to-complete jobs of higher priority. You can put the workers into the jungle after the road is finished. You've got entertainers in Warwick in the mean time, and that persisted through the whole round.

I'm surprised that the AI's didn't broker Literature around more. Don't count on that at higher difficulty. They'll have more assets, and they will trade more quickly. Once ONE of the AI's has a tech, it's on the block, and your window of opportunity to gain from trading that yourself is already closing. One of the best things you can do from a tech lead is (if the AI's have the cash) to anticipate when they are going to make a breakthrough and trade just BEFORE they do so.

There is a way to tell what the AI's are researching. They won't pay full price for a tech they are currently working on, but will only pay for the remainder they have left to go. So if the price is dropping round by round on what they will pay, WHILE they always have more cash or gpt available than they are offering, you can see they are getting closer to the breakthrough. If you have AI#1 working on a tech you have on Branch A, while AI#2 is working on a different tech on Branch B, and they are both getting close to a breakthrough, the best thing you can do is to sell BEFORE they make the breakthroughs, but not to the civ doing each research. You sell Tech A to AI#2 @2nd-civ cost for full price, then sell Tech B @2nd to AI#1, and maxmize your profits and their costs. This is less effective in current patches than some previous patches, but the principle of it is something important to understand if you are guarding a tech lead and your rivals have strong economies. The net effect is to have each one spend their time doing research @2nd, which costs almost double of the price @3rd, then you undercut them by selling @2nd to somebody else. They then instantly make the breakthrough, as they have already researched MORE THAN they need @3rd, and the overflow is wasted, but you still get the full price @2nd. So you have delayed them, caused them to waste research, but are still getting paid the top market value from a different civ.

That's the ideal of how to keep a tech lead. You have to sell at the right time. If you wait too long, they make a breakthrough and then THEY sell to the other AI's and you get nothing, and they are sped up. If you don't wait long enough, they catch up. It takes practice, and then you get a civ like Germany (in this game) in the mix, too poor ever to make any deals, and they can throw a wrench into the idea of using AI deals to fuel your own growth.

Still, my point here is that you shouldn't get cozy with the idea of postponing trades once one of the AI's has made the research breakthrough @2nd cost. You might delay a deal if you can keep all the civs broke, but on high difficulty they are adept at finding the gpt, often by turning down their own research rates to increase their budget. Once the cat's out of the bag, get what you can (as I did with Russia) and move on. You can't rely on the AI's failing to make deals: they tend to do so at the first chance.


Overall Grade: B+

:goodjob: count: Two. (Strong Infratructure Push, Exeter Temple)
:smoke: count: One. (Too much needless delay on the road in the southwest)


- Sirian
 
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