PROD Shadow - Sirian's TDG "Alternate Timelines"

Well after reading last round's reports, I know I'd have a "D" if I'd been graded. I think I did better this time. At least, I did a lot of stuff, and I'm hoping it's good.

(0) 550 BC
- Switch a laborer at Hastings and Coventry to produce more food.
- Notice French by 2 cities, move scout off choke point.

(1) 530 BC
- Surprise! Russians declare war. Sorry, Cathy, but in this version of history Newcastle repels your puny 1 warrior attack.
- Joan moves off of our cities and sends a settler out towards the formerly blocked choke. Seems like it makes a difference, and I don't want another war right now.
- Maybe I get a bit too anxious at Newcastle. My spear moves to attack their veteran warrior, and does 2 damage before getting killed. Now, I have no choice but to attack with my warrior also. Luckily, my warrior wins against their weakened one.
- I'll need to send Brighton's spear down to Newcastle, but I'll also need to send some units to Brighton.
- I see barb camp to the far NE. I'd like to send the spearman ahead of the settlers to take care of it.
- Nottingham worker builds a mine on the horse.
- I know I didn't write down most of my worker actions this round, although in general I tried to move workers when possible towards my core. I don't think I can really spare a city to be even a part time worker factory at the moment, and my civ's core is essential.

(2) 510 BC
- Russians move out a regular warrior, near my scout and elite warrior. My elite warrior is in attack range, but I choose to move north onto a hill. I'm still next to them, but hopefully in a better spot.
- Ex-France scout heads up through the western area of Russia, while the scout near the elite warrior decides to spy on Russian troop movement Eastward (also, conveniently avoiding the warrior I can see).

(3) 490 BC
- Babylonians are building the Oracle.
- The Russian warrior moves north, scared of my elite war. So I attack. I defeat the Russian warrior, and this makes a great leader, Edward! I'm out of ideas for my warrior's special name, so I name him Prod This! I'm not sure what to do with my leader. I could break all rules and go for an ancient wonder, but that would be Bad. It might still be a little while before the middle ages, and with a war and all I could get another leader in that time. I could build an army, in fact that might be a nice way to combine my units if I'm to push forward into Russian territory. But, I think that where I'm the most needy right now is in my southern cities. I've revolted towards Republic and can no longer whip, and I'm in need of a little culture. Maybe Edward can inspire some people in Coventry or Liverpool! With my low shield production atm, a library would take almost as long as a wonder anyway. I send him that direction while I continue to think about the best place for him.
- Lux can safely go to 0%, though I'm not sure it matters now.

(4) 470 BC
- Scout sees Russian swordsman. That's not good.
- I switch to Republic and order is restored. On the downside, my advisors no longer refer to me as "revolutionary".
- I swap London to worker and Dover to settler. The 4 more turns it would take Dover to make a settler are made up for in travel time if I want to still settle something in the SW. London could use some tile improvement anyway, then maybe help build military and make Cathy regret her senseless aggression.
- Canterbury changed to swordsman. It might be nice to have a few of these guys, but I don't know much about them other than they seem really annoyingly slow.
- I rush temple in Liverpool for 152 gold.
- I rush temple in Warwick for 88 gold.
- I swap to horseman in York.
- I leave Nottingham on spearman to get a quick unit out to the front.
- I'll swap London to the shared square for now.
- York's tax collector moves to the newly irrigated square.
- Nottingham's entertainer is ordered to get a job, and begins working the horse square.
- Dover laborer switched to coast.
- Coventry laborer moved to gold.
- I run an entertainer at Liverpool and Warwick.
- Brighton worker moves towards Nottingham.
- North York worker moves to London/York forest tile.
- Warwick worker irrigates the grass.
- Scout moves East away from the Russian swordsman, and to a mountain.
- Other scout moves E to view Sverdlovsk -> Newcastle route.

(5) 450 BC
- Warwick makes temple, starts spear.
- Oxford makes temple, starts courthouse.
- Liverpool makes temple, and starts library.
- China veteran warrior by Reading. Why?
- Diplomacy check- we're now dismissive of the Babylonians' culture. :) Babs have construction, but they want the Republic for it. Sorry, Hammer, not today. Other civs have no gold to trade for it anyway.
- Birmingham founded and starts warrior. I give York the shared bg tile. London will finish a worker in 1.
- Liverpool and Warwick no longer need an entertainer.

(6) 430 BC
- London makes worker, and starts horseman.
- Worker moves to the jungle tile that's already being cleared. Might as well get that finished and free up both workers to do something else. :)
- I've made my decision about Edward. He'll rush the library in Liverpool that would otherwise take 80 turns. In the mean time, I'll try to squeeze out a worker from there.
- Chinese warrior moves after my settler. How annoying.
- Spear forward and sees Burgundian galley.
- Science to 50%; currency in 2. +4 gold per turn, only 56 in treasury now.

(7) 410 BC
- I see a Russian horseman. :(
- York makes horseman, and starts another.
- Nottingham makes spearman, and starts horseman.
- Chinese warrior heads out East towards Brighton? Mao, I'm not in the mood to play these games right now.
- Nottingham's spearman moves west, probably to Brighton but won't have to commit until next turn.
- York horseman west.
- Brighton workers to Nottingham's bg.
- East spearman moved onto settler. I can't risk losing the settler, even if it means moving a little more slowly to my next settling site.
- Hastings worker moves N, I accidentally forgot a road, but I can still road that N tile and be OK.
- I like to play my turns straight through but this particular round it's not in the cards. Time to save and return later.

(8) 390 BC
- 1 scout captured by Russians; I accidentally moved him by the swordsman who I'd lost track of (was moving to look for him, and I guess I *did* find him!).
- Currency discovered, go for construction.
- Chinese are building Pyramids.
- Russian horseman approaches Newcastle.
- Chinese warrior approaches Brighton.
- Veteran horseman to Newcastle.
- OK, I've been listening to you guys talk about renegotiating the peace, and I *finally* figured out how to do it. At least, I see where that part of the table is, but it does look like I'd have to commit to renegotiating right now if I want to try it, and I don't think I can risk failure. France has some money that I'd like to have, though.

(9) 370 BC
- Culture expands in Liverpool and Oxford, filling in the borders. :)
- France warrior to Frankfurt! Maybe at least they will leave me alone for a change. Bar galley goes towards Reading, which is at least better than towards Birmingham, still trying to make that first warrior.

(10) 350 BC
- York makes horseman, starts another.
- Canterbury makes swordsman, and starts another. As I move the first one out, I curse its slowness. Come on, just put it away and get a move on, we're at war!
- Russians approach Newcastle with a swordsman, a horseman, and a warrior. Bring it!
- Prod This! arrives in Warwick, and fortifies there. Did I mention that he's been down to only 1 hitpoint since the attack? I'm relieved to see him safely arrive.
- China follows my settler and spear, who once again move northwards. Hmm, maybe that's better than them messing with Birmingham.
- France now has construction. They'd trade it for Literature, but they'd just give it away, and I've been researching it.
- I've kept science at 50% to avoid running at a deficit while we have so many unit costs.
 
Wow! Last round, I felt like I was really on top of things. This round, I really don't. After the land grab phase, is it normal for the AI's to all come after you like this? Russia, I could take, but a swarm from all sides? I don't want to back down to these pesky AIs, I am Prod Shadow Griselda of the English, damn it all! There's also a ton of stuff to keep track of. I would always scroll through my domestic screen looking for unhappy faces, but twice I simply didn't notice a city was about to riot (and yes, I do see that we now have to scroll down :P). :( Anyway, here's my report:

(0) 350 BC
- Switch Richmond to temple.
- Nottingham to horseman.
- York to horseman (30 shields exactly now; swap some laborers to higher food)
- I leave London in barracks; certainly seems worth it to finish that up. I give it the shared bg tile from York, plus swap a worker off an irrigated grassland onto a hill. Barracks in 3 and that turn might make a difference.
- Canterbury to swordsman.
- Rush temple in Liverpool- 128 gold.
- Rush temple in Warwick- 64 gold.
- Swap Liverpool and Warwick to emphasize food this turn.

(1) 330 BC
- On their turn, our swordsman kills Russian archer.
- York makes horseman, starts horseman.
- Warwick makes temple, starts library.
- Liverpool does the same, surprise!
- Babylonians are building the Oracle.
- Oxford worker moves to the jungle with other workers. Better to get one cleared faster than two clears more slowly.
- Spearman to Birmingham.
- Horseman to Brighton.
- Swap Canterbury to horseman, I'll make swords, but I need fast units that can get to the front quickly.
- Chinese fortified by Reading?
- Worker at Nottingham finishes, and is sent to York.
- Scouts head home to disband.
- Warwick no longer needs an entertainer.

(2) 310 BC
- Complete Polytheism, and start Feudalism. Not sure how urgent; I'd like to stay ahead in tech but it's now expensive in Republic. I keep science at 50%.
- Canterbury made horseman, and starts swordsman.
- Palace gets a second floor.
- Move N. Nottingham workers to same square, and put the horseman on them. Chinese warrior is right there, and I need to protect them somehow.
- I decide to send the worker previously heading to York down to help with that London jungle tile.
- OK, in my last turn my elite warrior easily defeated a Russian warrior and was promoted. I was still in "take units" mode, and I put my warrior down next to 2 Russian swordsmen. :pimp:
- MM at Liverpool for shields, can't remember justification for taking it to 0 growth.

(3) 290 BC
- Elite warrior :suicide:
- London completes barracks, and starts horseman.
- France is by a London worker!
- Move London's unit out to worker, and swap to spear in London.
- Mine gems in Oxford.
- Move Nottingham spear towards horseman, switch Nottingham for swordsman. I think I enjoy the interchangeability of these guys a bit too much.
- Disband scout in Warwick.
- France much be about to attack me. I renegotiate Peace treaty for their 3 gold. I don't know if that makes them any less likely to attack, but at least I have their 3 gold.
- Unhappiness at Dover. Lux to 10%. I'll need to figure out some way to improve some tiles over there if I'm going to sort things out. Not much I can do at the moment, I don't think.
- Liverpool entertainer put to work.

(4) 270 BC
- Hammer wants to trade world map for world map. No thanks.
- Nottingham finishes swordsman, starts horseman.
- Hastings made temple, and starts spearman.
- Ack! Disorder at Reading! I did check for happiness last turn, I did! I make an entertainer there and leave lux at 10%. I switch to worker, which will be a quick fix as fast as lowering the population, plus a long term fix in that improved tiles will give me more flexibility.
- The French are building the colossus.
- Horseman to Norwich worker.
- Scout back to Liverpool.
- Disband scout at Warwick.
- Hastings worker to clear forest.

(5) 250 BC
- China declares war! At least I can now attack their pesky units.
- Norwich and Reading repel attack, and kill 3 Chinese warriors. Horseman promoted to Elite.
- York makes horse, starts horse.
- Warwick's culture expands.
- Order restored in Reading.
- Newcastle completes temple, starts swordsman.
- Reading makes worker, and moves back to temple.
- Birmingham makes worker and starts spearman.
- Birmingham worker to improve tiles at Richmond, which is more urgent, and Richmond can't make its own worker right now.
- Reading worker to hill.
- Irrigate Nottingham's grassland.

(6) 230 BC
- Newcastle repels Russian horseman, who retreats.
- London makes spear (whew!), and starts horseman.
- Disband scout in Liverpool.
- Oxford workers clear second gems.
- Send Nottingham swordsman to Brighton.

(7) 210 BC
- :smoke: Elite horseman is attacked by Elite warrior, and retreats before almost losing. Worker captured. Nottingham makes horse, starts horse.
- Hastings makes spear, starts horse.
- Rome completes Colossus.
- France moves warrior by Reading's worker.
- I send Hastings a veteran warrior, who moves 1 SE of threatened worker. This is in range of France's warrior, if they do choose to attack, which is the best I can do. Not much defensive capability over here in the East. I'll need to work on that.
- Horseman to Newcastle.
- My vet horse from Newcastle defeats China's elite warrior.
- Elite horse goes to Brighton.

(8) 190 BC
- Newcastle spear loses to Russian sword.
- Babylonians approach Oxford! That's BAD news! Those 3 workers have no protection whatsoever, plus just having Babylon on me right now is not good.
- Hastings culture expands.
- French start the Oracle.
- Send warrior-killing vet horse towards the SE area.
- Workers by London finish that jungle square :) I decide just to road it, then I'll move NW and bring down LOI.

(9) 170 BC
- Big losses at Newcastle. Only a horseman and a warrior left, and the Russians have 2 swordsmen and an archer in range.
- York finishes horseman, starts horseman.
- Newcastle gains culture.
- Richmond riots! How lame. Make an entertainer. Good thing I have a worker there now, starting some irrigation.
- Barbarian galley spotted on Eastern coast.
- Babylonians by Oxford workers.
- Brighton's workers surrounded by Chinese units. Spear to worker, warrior to city (didn't coordinate well with this next move)
- Brighton swordsman attacks Chinese spear and loses! Ack! The spear is down to 2/4, so I take Brighton's horseman, kill the spear, and head back to Brighton.
- Babylonian galley lands near Warwick. I curse the Hammer.

(10) 150 BC
- Russian archer takes Newcastle. :(
- London makes horse, starts sword.
- Nottingham makes horse, starts horse.
- Order is restored in Richmond.
- Canterbury worker finishes, and heads south. Dover needs me.
- Babylonians have a settler down there by Warwick.

Diplomacy:
- Babylon now has monotheism and 11 gold.
- At one point Russia was offering me Peace Treaty for Peace Treaty. I'm not sure if that offer still stands, but I'm certainly not letting her keep Newcastle! I'd like to take some of the offense to her, anyway.

Obviously, I can't take all the AIs at once. My instinct would be for me to stay at war with Russia, but make peace with China when it's offered for decent terms. I don't know how long I want to pursue Russia, but I want to feel like I've damaged them, and I wouldn't mind taking that city SW of Newcastle, although now I've gotta retake Newcastle, and Nottingham is somewhat at risk. :( It seems like the ROP deals are costing me a lot of resources right now, because I've had to use whatever units I have available to protect these workers from AI units that may or may not be hostile. They move around fairly quickly on my roads, and threaten many different workers with a single unit. When ROP with Babylon and France expires, I don't want to renew it. Is this a sensible game plan?
 
Ahh, the return to peacetime, and a chance to redeem myself after the previous round's fiasco. :) Also, finally the first round where I'm using the correct version of civ3. Having never played under 1.21f, I'm not quite sure what's different, but judging from comments I've heard, the AI's aren't quite as quick to trade techs to each other? What I noticed was that I seemed far less likely to pop a tech out of a goody hut; but that could just have been luck too.

I noticed that although some people mentioned concern over the foreign units in our borders, nobody else drove themselves mad trying to protect every single worker. Thus, they had a lot more units available for more meaningful work. I think I will take this to heart, and concentrate on strong cities and overall civ, and not worry quite so much about the workers. York and London are badly in need of additional improved tiles, and I'd like to get some roads and maybe marketplaces in to help ease corruption and unhappiness throughout the civ. It looks like we have two settlers coming, which should give us a city in the SW and the NE. Can I do all that and still get some nice military units into our frontier towns? Let's see. :)

(0) 150 BC
- Switch Nineveh to a worker- I might as well use the Babylonian citizen instead of starving him?
- Make a tax collector in Warwick. Question- the civlopedia says that tax collectors generate extra revenue, and scientists make extra beakers. But, I can never see the results on the city screen. Do they generate this as a percentage of the city's commerce, or at a flat rate per specialist?
- I notice something odd about Reading. If I take the city's tax collector and put him to work on a shielded square, there are no happy citizens. If I put him on a food square, one citizen is happy. Why? For the time being, it means I can't help speed the temple at all. With happiness already, do I want my tax collector working on a food tile, growing the city while I'm still locked into this temple build? I go for it, and send him to a flood plain.
- Notice lots of Babylonians and French units around with caution, but try not to panic.

(1) 130 BC
- Hastings makes spearman, and starts another.
- Warwick makes settler, and starts spearman.
- Russia starts the Pyramids.
- French start the Oracle.
- In the northeast, I'm looking to head north to the forest. In the southwest, I have my eye on a hill that would give me one of the furs.
- The Hastings settler gets a spearman escort, and Hastings can whip up another quickly. The SW settler must make do with a veteran warrior for now.
- Both laborers are now content in Nineveh- back to work!
- Science to 30%, feudalism in 1.

(2) 110 BC
- Learn Feudalism, start Monotheism.
- London finishes horse, starts another.
- York finishes sword, starts another.
- French start the Great Wall, and complete the Pyramids.
- Babs cascade to Oracle. They also start the Great Wall.
- I wonder what we're supposed to do with middle wonders? Sirian says not to discount Sun Tzu's for usefulness- and I note that we can build it but do not start it.
- York sword goes S to Coventry.
- London horse to Warwick.
- Call me paranoid. I don't expect an attack in my core, but there are a lot of units around. Maybe London could use a pikeman. Swap London to pike.
- Liverpool makes a taxman.
- Reading makes a taxman.
- Science to 40%, monotheism in 12.

(3) 90 BC
- Norwich completes temple and starts worker.
- Leeds completes temple and starts pikeman.
- Russian swordsman is wandering around in our lands.
- Babs build Nippur (or was that last turn?).
- Birmingham makes tax collector.

(4) 70 BC
- Canterbury completes a library and starts a barracks.
- Brighton completes temple. I see the Chengdu is still small culturally, so perhaps I can afford to grab a courthouse before a library here.
- Begin irrigating the plains by London with two workers. Then, they'll move back to the now-clear jungle with irrigation.
- Germans have settled by the wheat I was heading for in the NE. This changes things. I think maybe I'd be better off trying for the cattle N of Richmond.
- Richmond and Nottingham make tax collectors.

(5) 50 BC
- York finishes sword, starts worker.
- Nottingham culture grows.
- Warwick workers to Dover.
- Exeter founded 1E of furs, and starts temple.
- Sword to Norwich.
- Richmond irrigates the desert.
- Dover can make a tax collector without starving now. Plus, I have workers on their way that can help improve Dover's tiles and get it connected.

(6) 30 BC
- London makes pike, starts worker.
- York makes worker, starts marketplace.
- Hastings pike starts pike.
- Coventry makes library, starts barracks.
- Norwich makes worker, starts library.
- With all these temples and even spearman around, I don't know that I'll ever have money to upgrade these warriors, and I'm paying per turn for them when I can build new units in a couple turns. I disband a warrior in Hastings and Newcastle. Hastings pike fortifies there.

(7) 10 BC
- London makes worker and starts horseman.
- Nottingham makes sword, and starts another.
- Culture grows in Leeds and Norwich.
- Horse by Warwick sent exploring towards Exeter.
- Give London shared mine for now.
- Note Newcastle area will need workers.
- Bid farewell to the BC years.

(8) 10 AD
- Nineveh completes worker and starts temple.
- Culture grows at Brighton.
- Russians start Great Wall.
- Nineveh worker East to bg.
- Spear heading N sees Chinese settler. Hopefully they'll keep going E.

(9) 30 AD
- Chinese start great wall.
- Babylon enters our land with a settler? I call Hammy. I wonder if I should revoke their ROP or renegotiate it for their 20 gold? They are cautious, and revoking it might escalate things. I renegotiate it for their 24 gold, and they are now polite.
- Russia has 37 gold and lacks 3 techs.
- 1 turn left on France's ROP, they're behind 3 techs.
- I haven't seen any German units yet. I renegotiate ROP with Germans for their 4 gold. They're only 2 ancient techs behind us now.
- Nottingham workers bring line of irrigation towards Newcastle, Brighton.
- I start a road west of Richmond, but wonder if it's a bad idea to connect to the Germans?
- Chinese settler does go East. When I move my settler, I see German settler to my north! Looks like I'll have to fight to get anything!
- Coventry swaps to worker, and makes tax collector.
- Reading makes scientist.

(10) 50 AD
- Nottingham makes sword, and starts worker.
- Hastings makes pike, and starts worker.
- Canterbury makes barracks, and starts marketplace.
- Coventry makes worker and swaps back to barracks.
- Coventry grows culturally.
- I add a nice 3rd floor addition onto the palace.
- I see the new Chinese city of Anyang. I'd like to move my settler one more turn to secure the cattle, but if I wait, the Germans may settle and I'll be out of luck entirely. So, I build Cambridge right where my settler is. I'll need to rush a temple when I can if I'm to have any hope of getting that cattle, but at least I've got something built up there.
- Send Nottingham sword E. I could use more units in that area.
- Hastings pike N.
- We can afford to hurry a temple in Richmond now if we want to.
- Make scientist in Nottingham, but will only need him for this turn.
- Russia has 41 gold.
- France's ROP has expired, and they have nothing to offer for it. I revoke it- we can always renew later if they have something to offer or it I want to send my units on a Parisian vacation.
 
(0) 50 AD
- Poke around a bit and re-orient myself with this timeline. That was a nice tech trade last round, Sirian, btw. :)

(1) 70 AD
- York finishes worker, and starts pike, though I don't see the "magic" timing of this that I was supposed to see when the worker is done. Am I missing something?
- Nottingham finishes pike, starts pike.
- Liverpool finishes granary, starts worker.
- Brighton finishes walls, and starts courthouse.
- Nottingham pike to SW.
- York worker to forest. I'd like to connect Reading, but this guy must focus on core tile improvement.
- I'm still confused as to how much caution to use with my workers up north when there's AI units around. The Reading workers skip this turn (and the next few) until I can get some defense, with the net result that the NE is still not connected at the end of my turn. Was this :smoke: ?

(2) 90 AD
- Spot German swordsman by Richmond!
- Babylonian galley by Oxford.
- Irrigation continues west to Newcastle.
- Irrigation by London.
- Archer towards Richmond.
- Reading workers head south tentatively. Cambridge worker takes a chance and heads to the dyes.

(3) 110 AD
- Hastings completes its barracks and starts a pike. I'll need a courthouse there soon, but I'd like to get a few units up.
- Canterbury completes granary, and starts marketplace.
- The palace gets a third floor.
- Pike fortifies at Dover.
- Babylonians immediately move back to the Reading workers, who cower in Reading. :(

(4) 130 AD
- London completes pike, start another.
- York completes pike, starts marketplace.
- Nottingham completes pike, starts marketplace.
- Nineveh gets some culture.
- Liverpool completes a worker and starts a barracks.
- York pike moves E.
- London pike moves to Coventry.
- Nottingham pike S.
- New Liverpool worker west to irrigate the desert by Leeds.
- Mao could trade furs, but won't trade them for dyes or gems alone. I don't trade.
- Science to 30%- Engineering in 1.

(5) 150 AD
- Engineering discovered, choose chivalry. Yes, it's cheaper to upgrade horsemen, but I really don't want the AIs to get knights before I do.
- Birmingham completes worker, starts courthouse.
- Dover workers build road S of Coventry.
- Swap Nineveh to courthouse, though I debate granary instead. I'm thinking I could have both faster in the long run if I do the courthouse first.
- Warwick makes a tax collector.
- I'm not sure I really understand the science slider trick, and I wish I would have taken more careful notes here so that I could understand exactly what I was doing. Does it say anywhere exactly how many beakers are going to science, or just how much gold? Anyway, eyeballing it looks like I'd get about 20 gold over 2 turns if I run 80%, 0%, so I turn science to 80%.

(6) 170 AD
- Germans want TM for TM. No thanks.
- Yakutsk flips to us! Now, this one does look like a dog but I take it anyway. I wonder if it will flip back since it's so close to the Russian capitol. Cathy, when you neglected your culture that badly, you chose unwisely. I start a worker. At the very least I can get some roads in this area while I wait to see if the city will stick around.
- The Chinese start the great library.
- Babylonians move north onto our land with a settler. At least, I suppose, they're not interested in messing with my workers.
- Hastings builds pike and starts another.
- Newcastle finishes courthouse and starts granary.
- Norwich finishes courthouse and starts granary.
- Leeds finishes GALLEY and starts pike. I do wonder if I should build another galley, as they sink often, and I'd like to find those pesky Romans.
- Send Leeds galley north. Maybe I could see the other continent where the land juts east up there.
- Hastings pike north.
- Road to Exeter is complete. :) Worker begins mine (as if I could keep any of those mined shields).
- German swordsman has the audacity to move near York. I follow him with my pike.
- Reading workers move out.
- Science to 0%.
- Give York the extra mine square.
- Taxman in Reading.

(7) 190 AD
- Germans start the Great Wall.
- London completes pike, and starts horseman. I might as well build these while I can.
- French settler moves through by Newcastle.
- London pike moves towards Oxford.
- Note that my peace treaty with Russia will expire in 1 turn.
- Science to 80%, which is -76. 0% is +99 gold, so it *seems* profitable to swap like that?
- Birmingham taxman.
- Nottingham scientist.

(8) 210 AD
- Oxford makes courthouse and starts granary.
- Americans(!) complete Great Lighthouse. Well, if the Americans and the Romans also share a continent, at least maybe they haven't grown huge out there all by themselves?
- Renegotiate peace with Germany for their 7 gold and world map.
- Babylonian peace for their 31 gold and world map.
- Chinese peace for their 25 gold and my world map.
- Russia has 138 gold. I negotiate peace for their 69 gold and my world map.
- Now that I have money, should I rush a temple in Richmond or Exeter? I don't even have enough to do it in Yakutsk. I choose Exeter, because the furs are on the line down there. 144 gold.
- Science to 0%.
- Laborer at Nottingham is put to work.

(9) 230 AD
- Hastings completes pike. I was going to start a courthouse, but it's not *that* corrupted, so I start a marketplace instead.
- Exeter completes temple, and starts courthouse.
- French start Great Library.
- I see Chinese swordsman.
- With the gold from 0% science, I rush temple in Richmond for 152.
- Science to 40%, chivalry in 5.
- Pike fortifies in Leeds.
- Worker on dyes begins to clear forest to bring irrigation. I don't know why I'm willing to take chances with this guy being unprotected when this work isn't as critical as connecting to my core. At least now, both groups of workers are working, and marginally protected (Reading workers have their own pike).

(10) 250 AD
- London completes horseman and starts another.
- Richmond completes temple and starts courthouse.
- My galley continues its move north, and sinks a barb galley, losing 1 hp.
- Reading pike moves towards Cambridge.
- Pike to Oxford. Oxford sends its spear to Leeds.
- London horse moves out towards Yakutsk. Or, he could hang back and get upgraded when Chivalry comes in.
- Babylonians are building a road for me by Warwick. I guess they want to connect Nippur.
- Renegotiate ROP with Germany for their 24 gold.
- I could still trade China for furs, but now I'm expecting furs soon in Exeter, and they still won't take dyes or gems alone, so I don't.
 
(0) 250 AD
- I'm not sure what the best way to move the workers around now to increase irrigated tiles and get Nineveh connected. Looking back, I should have stopped the Babylonian worker here. I just forgot how slow he'd be at finishing what he was doing before I could move him!
- Science to 20% so we can rush Exeter temple next turn.
- Swap Nottingham to FP and put the entertainer to work.
- Note that one problem with the "alternate timeline" format is that, as we are thinking about middle age wonders, it may be hard to remember what other civs have started in order to investigate the proper civ as we think of building our own wonders. Maybe more of a note to myself to remember to check that *before* I start the game, since it's hard to drag myself away while I'm playing!

(1) 260 AD
- We defeat barbarian galley.
- Dover finishes courthouse, and starts granary.
- We Love the Trainer Day in Reading ends.
- Think about where I'd like the settler to go and agree that the area NW of Chengdu is attractive. That spot 1 SW of the wheat is my destination- the road is already built, it has wheat, and it's on the water. The overlap isn't' *too* bad there, but it will be a good distance away, even from the upcoming FP. I'm going to take advantage of that ROP finally and head right through China. I wake a pike at Brighton for an escort, and send the pike that was guarding the workers to Brighton.
- Pike from Reading to Leeds.
- Leeds worker up to desert to bring down irrigation.
- I can't see a trace of any other continents or islands by staying on the coast. I don't know of the official "correct" way to explore further, so I send suicide galley East to the ocean. The galley busts some fog, but sees nothing.
- Rush temple in Exeter for 132 gold.
- Science back to 40%.

(2) 270 AD
- Exeter completes temple, and starts courthouse.
- Paris completes Great Wall.
- Chinese start Great Library.
- Suicide galley sinks.
- Oxford swaps to Galley from Aqueduct.
- Birmingham workers to Richmond.
- Exeter workers by the furs.
- Nottingham makes taxman.

(3) 280 AD
- London completes pike and starts worker.
- Nineveh completes spear and starts courthouse.
- Norwich completes granary and starts marketplace.
- Russia starts the Great Library.
- Pikes arrive and fortify in Leeds and Liverpool. Nineveh's new spear fortifies there.
- London's pike towards Exeter.
- France is up to 9 gold.
- Babylon has ivory available for trade, but Hammer drives a tough bargain. I trade him peace + ROP + gems for his Ivory. I still can't turn Lux down, unfortunately, because that leads to unhappiness in York, and I can't run entertainers there without a food shortage. York really needs to get some more food tiles.

(4) 290 AD
- The continued 10% lux plus ivory does not go unnoticed, though. We Love the Trainer Day is celebrated in London.
- London completes worker and starts pike.
- Reading completes worker and starts courthouse.
- Oxford worker moves up to irrigate by Hastings.

(5) 300 AD
- Canterbury completes harbor and starts worker.
- Oxford completes Galley and moves back to aqueduct.
- Birmingham completes worker and starts courthouse.
- In perhaps a silly move, I have the worker clear the forest by Nottingham. Perhaps this is a silly idea, because I'll want the shields, but there *could* be a shield hiding in the grass.
- Galley moves S along the coast.
- Gloucester founded NW of Chengdu, and starts temple.
- Reading workers irrigate.
- York worker clears forest (this makes much more sense for York than for Nottingham, I'll admit).
- London workers move NE.
- Irrigation continues by Richmond and Birmingham.
- Science to 30%; invention still in 2.
- New taxman in Nottingham.

(6) 310 AD
- Canterbury completes worker and starts marketplace.
- Coventry completes granary and starts worker. Not only do I need to connect Nineveh, but it wouldn't hurt to have a road S from London and E-W across southern England.
- Liverpool completes library and starts worker.
- Exeter gains some culture, and the furs are ours!
- Canterbury workers irrigate by Dover.
- Exeter workers to furs tile.
- Irrigate Norwich, Richmond.
- Clear forest by London.
- Science to 20%; invention in 1.
- Renegotiate peace with Joan for 12 gold.
- Rush Richmond temple for 124 gold.

(7) 320 AD
- Learn invention, and go for gunpowder.
- London completes pike, and starts long bowman. Might as well get some offensive units online.
- Richmond completes temple and starts courthouse.
- Some Dover workers move E, while the rest finish the road.
- London pike to the NE.
- Pike fortifies in Exeter.
- Science back to 40%. We're low on gold now, but I think it's been gold well spent.

(8) 330 AD
- Hastings completes marketplace and starts long bowman.
- Coventry completes worker and starts marketplace.
- Liverpool completes worker and also starts a marketplace.
- Liverpool worker SW to mountain.
- Nineveh worker is *finally* done with his mine, and he moves NE to start road to Liverpool. That's the quickest way to get Nineveh connected, though I'd like a road N and NWish too. The Coventry worker starts on this by moving NE.

(9) 340 AD
- York completes marketplace and starts worker.
- We Love the Trainer Day, which has been ongoing in London, is also celebrated in Hastings. Enjoy it while you can, Hastings, because happiness is no longer an issue in York.
- Mine hill by Brighton, which seems to be more pressing than food in that flood plain city.
- Gems workers decide to irrigate over the mine that's by the lake. I need the food there.
- Irrigate by Leeds.
- Give Nottingham the mine tile from Norwich.
- Move to 0% Lux. :) This requires 2 entertainers in Nottingham, but FP will still be complete in 4, so not a big deal. I also hire a taxman in Norwich, which will still complete a market in 6.
- Science to 50%.

(10) 350 AD
- Bizzy wants to trade WM for WM. I make a counter-offer and also get 14 gold.
- WLTT day ends in London and Hastings.
- London completes long bowman and starts another.
- York completes worker and starts cathedral.
- Galley hasn't seen anything along the south coast either, and moves back northwards. If there were turns left, I'm guessing I'd head to a nice spot where to coast sticks out a bit and head east from there? London Longbow moves S.
- Furs are now connected. :)
- Ack, I should have paid more attention to diplomacy! Babs and Russians are behind only Engineering! I trade France Feudalism for wines + 9 gold.
- If we do move to 20% science this turn, we could rush a temple in Gloucester next turn.
 
(0) 350 AD
- MM Dover to grow in 5, and complete library in 10.
- Swap Richmond and Nineveh to courthouse.
- Lux to 0%, taxman in Norwich.
- Wow, the official treasury has money! Upgrade spear at Nottingham, warrior at London and Hastings.
- Science to 60%, +9 gold per turn.

(1) 360 AD
- London completes cathedral, starts worker.
- WLTT day ends.
- Newcastle completes aqueduct and starts granary.
- Liverpool + culture.
- Irrigate plains at Brighton and Norwich, irrigate grass at London.
- Send London sword towards the SW.
- Galley will be rowing around busting what fog it can. I've said it before- I really don't feel like I know how to use the galley effectively, but I would really like to find the Americans or the Romans. The deep waters guarantee galley loss, though, so I head around the continent. At least I'll get a feel for how or if the other civs on my continent are exploring the water.

(2) 370 AD
- Germany wants territory map for territory map. I got a lot of these types of offers this turn. I said no this time, but then I thought maybe the brownie points for agreeing wouldn't hurt, plus nobody was giving much money for maps these days anyway.
- London completes worker and starts pikeman.
- York completes horseman, starts pikeman.
- Norwich completes library, starts marketplace.
- Leeds completes granary, starts aqueduct.
- Send horseman to the SW also.
- New London worker begins clearing the forest north of the other workers.
- Road started on Exeter furs.

(3) 380 AD
- WLTT in London, even with the 0% lux. :)
- Canterbury completes courthouse, starts marketplace.
- Mine grass at Nottingham.

(4) 390 AD
- China asks for WM for WM, and I accept.
- Theology discovered, and I start education. Might as well rain on that Great Library parade.
- Hastings completes courthouse, and starts pike.
- Oxford + culture.
- Birmingham mines plains.
- Irrigate by Coventry.
- Exeter workers to Warwick to bring some water. I'll have to irrigate over some mines, but I think that's the only way to get any water to Exeter.
- Cathy has 53 gold, but I'm not sure what to trade her besides dyes. Looking back, I probably should have taken her up on that while I had the chance, and she had the gold.

(5) 400 AD
- London completes pike and starts the Sistine Chapel. I still want to run food and let London grow, but I think I have enough of a tech lead to accomplish both.
- York completes pike and starts Longbowman. I'm planning to start Sun Tzu's in Nottingham when the FP completes, so I'm not building barracks in other cities. So, York and Hastings are going to be my only cities available for veteran units for the time being.
- York pike to Leeds.
- Forest clearing at York.
- Mines at Birmingham.
- London pike fortifies there.
- Irrigate at Coventry and Dover. Then, 3 Coventry workers move E to work on roads with Liverpool and Nineveh. 2 workers stay behind to improve Coventry/Dover tiles.
- Sword arrives in Exeter, and the horse pokes around in that general area.
- Irrigate by Leeds.
- Pike to Newcastle worker, because I see a Russian swordsman.

(6) 410 AD
- Babylonians want WM for WM. I say OK, knowing they wouldn't pay much for it anyway, and I haven't found anything too interesting. Am I getting so many requests because I'm busting some of the sea fog?
- Hastings finished pike and starts longbowman.
- Oxford finishes aqueduct and starts granary.
- Irrigate at Brighton.
- Reading worker to desert.
- Begin irrigating over mines in Warwick, heading out to Exeter.
- That cash is burning a hole in my pocket, and Brighton is ready to grow. I rush aqueduct in Brighton for 56 gold.
- Hastings pike moves N.

(7) 420 AD
- Nottingham finishes forbidden palace and starts Sun Tzu's.
- Brighton completes aqueduct and starts granary.
- Chinese start Sun Tzu's. I'm assuming they're reacting to the news that I'm working on it?
- Mine desert by Reading.
- Pike arrives and fortifies in Leeds.
- Renegotiate peace with Germany for their 15 gold and WM.

(8) 430 AD
- York completes longbow, and starts another.
- Russians start Sun Tzu's.
- Babs start Sun Tzu's.
- Chinese start Hanging Gardens.
- York longbow moves S.
- Warwick workers continue irrigation.
- Science to 40%; education still in 2.

(9) 440 AD
- Hastings completes longbow, starts library.
- Newcastle completes granary, starts marketplace.
- Germans start Sun Tzu's. I wonder how worried I should be about this (not about the Germans in particular, but just about all the civs). I feel like nobody else has a 24 shield per turn city that they can use for it, so I'm just letting Nottingham build and supporting it by mining the rest of the available tiles. I note that I can pay 280 to rush a coliseum in Nottingham to use towards Sun Tzu's, but I decide that I could probably get it anyway without spending money on rushbuys. Is that a realistic thing to think?
- Pike arrives and fortifies in Cambridge.
- Science to 30%; education in 1.

(10) 450 AD
- Education learned, start astronomy. I want to make contact with the other two civs.
- Warwick + culture.
- Dover finishes library, starts granary.
- Norwich + culture.
- Germans and Babs start Great Library. Is that obsolete when anyone has education, or just when *they* get education?
- Irrigation w towards Exeter (did I note that enough times in here? :P)
- Swap Exeter to courthouse.
- Norwich workers towards York. York needs them more now.
- Continue mining in Nottingham.
- Science to 60%, astronomy in 6.
- 454 gold in treasury! Maybe rushing some Sun Tzu's would be a good move.
- Renegotiate peace with Russia for 26 gold, and France for 13 gold plus. ROP with Germany for 13 gold plus their maps. Cancel furs deal with China now that I have my own furs.
 
It's hard to believe that I'm finally caught up to the present day in this game, although admittedly things have slowed down here lately. I've played quite a bit in the past few days to catch up, and I dreamed about Sun Tzu's and worker irrigation last night. ;)

(0) 450 AD
- Wow, I never tried that F7 button before. It's great!
- Anybody else notice that Warwick is a women-only town?
- Many rush jobs to the south, followed by not so many the rest of the round. Rush library in Nineveh, 72 gold. Marketplace in Coventry, 84 gold. Library in Exeter, 120 gold. Granary in Warwick, 128 gold. I figure even the non-cultural improvements are important to rush because it still gets the cities onto their next projects, so it improves culture in the long term by allowing me to get to culture buildings sooner.

(1) 460 AD
- Nottingham completes library, starts Sun Tzu's (OK, after I actually get to 460 and can swap London to Sistene's). I figure Sun Tzu's has more competition at the moment, and Nottingham can do it faster. Either city could cascade to Leonardo's Workshop if I just miss.
- Nineveh completes library and starts university. Maybe I should start more cathedrals since I'm working on Sistene's, but uni's seem best for the time being.
- Hastings completes library and starts university.
- Coventry completes marketplace and starts university.
- Warwick completes granary and starts library.
- Norwich completes marketplace and starts worker (for Nottingham).
- Exeter completes library and starts courthouse.
- Palace gets a 3rd floor.
- Hastings workers split up- 2 sent to York's dyes, and 1 sent to worker by Leeds.
- Exeter workers move back to Warwick to bring in some water. I'll have to cover some mines, but I don't see another way to irrigate to Exeter at all otherwise.
- Nottingham given shared mine tile.
- Norwich entertainer put to work. I'm not sure whether there was originally an ent. here, or whether I made one by accident this turn.
- Mao and Cathy have theology! Mao also has 63 gold. Of the have-nots, only France has money, 41 gold. The Germans have 13 gold, which I suppose is a lot for them. I sell theology to Joan for 40 gold and 3 gpt. I ask the Hammer if he'll trade me anything for theology and he won't.
- Renew peace with Germany for their 13 gold.

(2) 470 AD
- York completes cathedral, and starts pike.
- Hastings + culture.
- Liverpool completes courthouse and starts cathedral (counting chickens?)
- Norwich completes worker and starts another (hey, why not, I'll grow in 1).
- Babs start Sistine. Jerks.
- Norwich worker to plain grassland at Nottingham.
- Irrigate grass at London.
- Chop forest at Leeds.
- WLTTD at Coventry, London, Hastings
- Laborer off hills at London (did it really take me that long to spot that? :( )
- Sell WM to Joan for 6 gold, to Germany for 4 gold + WM
- Those pesky babs, who had no money and wouldn't even offer a trade for theology now have it (obviously, since they're on Sistene's now), AND 2 gold!
- Sell peace to Mao for 20 gold.

(3) 480 AD
- Dover + culture
- Norwich completes worker and starts cathedral.
- Russians starts Sistine.
- Babs start Hanging Gardens.
- Irrigate over Liverpool mine to bring irrigation to Oxford.
- France is up to 18 gold. Joan must have made the gpt deal with Hammer for theology.

(4) 490 AD
- Newcastle + culture.
- The people put a grove of trees in at the Palace.
- Oops, I lost my supply of wines! Did I let that run out? I don't have anything I can really trade for it either! Something clearly has gone wrong. At least I still won't have to run lux. Accidentally renegotiate peace with Russia trying to figure out when dyes will be available. They only have 2 gold.
- Tax collector in Liverpool.
- Science to 40%, +112 per turn and gunpowder in 1.
- Rush library in Richmond for 136 gold.
- Renegotiate peace with Joan for 30 gold and 2 per turn.

(5) 500 AD
- Germans ask for WM for WM, and I agree.
- Learn gunpowder and start astronomy. 6 turns @ 60%.
- WLTTD ends when Englanders find themselves sober.
- York finishes pike and starts another.
- Oxford completes granary and starts library.
- Richmond completes library and starts courthouse. I need an aqueduct here also.
- French start Sun Tzu's.
- York pike heads towards Leeds.
- England has several saltpeter tiles- by Leeds, Coventry, and Exeter. Other civs mostly seem to have at least one.
- Two workers from Coventry go to hook up that saltpeter.
- China has 44 gold, but I don't have a good way to take it.
- MM London a bit.
- Note two Russian swords by Newcastle.

(6) 510 AD
- Palace gets roof.
- Russians start Hanging Gardens.
- Russians move in a spear by Newcastle as well.
- Irrigate dyes by York. I have too many workers for this, so some move off to a jungle, but then I realize I should send them to the jungle by the river, so they don't really save much.
- Workers by Oxford start connecting some more gems.
- China has 70 gold.

(7) 520 AD
- York produces pike and starts longbow.
- Canterbury completes market and starts worker.
- Russian units I'd been watching move north, presumably to mess with the Chinese.
- Nottingham workers south to unimproved grassland.
- York pike to Coventry.
- Pike arrives in Leeds and fortifies.
- Irrigate by Leeds, Exeter, Newcastle.
- Trade my WM for some gold.
- I could trade gems for 90 + 2 per turn to Mao, but I'd like to wait and use it towards a lux import.

(8) 530 AD
- Nineveh + culture
- Canterbury completes worker and starts library.
- Irrigate by Coventry.
- Nottingham workers to jungle (that tile I thought was a grassland turns out to be the sparsest forest I've ever seen)
- London workers to hills.
- York workers all E to jungle now.
- Galley passes Odessa.
- Babylon bowman by Nineveh worker, but stays in their borders.
- MM Newcastle.
- China's spent some of its gold- they now have 44.

(9) 540 AD
- WLTTD in Canterbury, and they're not even drunk!
- Newcastle completes marketplace, starts musketman.
- Palace gets a new wing.
- Mine at Norwich.
- Irrigate Canterbury.
- Finally uncover a bg tile between Dover and Coventry, and irrigate it.
- Astronomy in 1, science needs to stay the same though.

(10) 550 AD
- Astronomy discovered, and I go for navigation. I consider heading for printing press- democracy, but I do want to contact Rome and the Americans.
- London + culture.
- Brighton completes market and starts musketman.
- Palace gets yet another wing.
- Chinese completes Great Library. So, if another civ were to get education, the Chinese would automatically get it, and the GL would be obsolete, right? Anyway, I'm thinking that I can use it to my advantage for now. If I get a tech, I obviously won't trade it around unless another civ was about to get it. If another civ gets a tech, I'd rather have the cheaper 3rd civ prices once the tech gets shared once.
- Pike arrives in Coventry.
- Irrigate by Exeter.
- D'oh! Nineveh is starving! There are several workers in the area, but only that slow Babylonian one has been working Nineveh tiles! That worker will have another tile irrigated in 2, but things aren't looking good for the time being.
- Reading could maybe make a caravel in 1? I see some sea on the NE of the continent.
- Russians, French, and Chinese have Chivalry. Germany and the Babylonians are almost broke. It's still to expensive (IMO) to trade for Chivalry, so I wait.
 
Renegotiating Peace is not without its risks. You get locked into peace deals, and if by chance a civ is wiped out or a trade route breaks, you can get into serious trouble.

As tech prices rise, the value of renegotiating peace falls. That is to say, the commitment and risks increase, so you should not automatically make these deals for any old scraps the AI's may have lying around. As the game marches on, you have to adjust your valuation of economies to match the tech inflation and production increases. Try to think in terms of percentages of GDP. At one point in time, 13g was a lot. Now it's a pittance. Soon it will be entirely negligible.

You made two good deals with France early on. You landed good prices. Some of those other deals you sold out too cheaply. There are times when it's better to pass up a deal and get nothing, than make a deal in which you get essentially nothing anyway, but give up something of value to the AI's or shut down your options for the future. Just one time that you get caught by surprise and lose major value will erase all the scraps you pick up the rest of the time. Among other things, for Russia for instance, you sold peace for 5g. Waiting five or six turns, their economy might improve and they might have cash sitting around that you can't get at, because you spent your chance.

510AD - Reading actually needs a courthouse before a marketplace. It is almost at 50% corruption. The rest of your build orders looked OK.

520AD - Too much spending going on here. When running a tech lead, every gold piece spent is taken away from expanding your tech lead via faster research. You need to get solid value out of the expenditures -- enough that it's worth the cost to research. Running an empty treasury with a tech lead is a distinctly bad idea, especially in an SG, because it leaves no cushion for emergency needs. Some spending can be a worthwhile investment, paying off down the road, but there can be such a thing as overspending. Never forget, if it can wait, it should wait.

530AD - Music Theory should not be researched unless you specifically need that wonder, or have so many wonders under production and such a tech lead, you can grab them all. Just as the AI's researched chivalry for us, we can let them research Music Theory, too, and pick up the wonder later, if at all. With three wonders already on the table, but only two under production, what use the fourth one at this point? Getting to a more urgent tech could be more useful: Navigation, to find the rest of the civs and land-grab any uncharted lands; Banking, to get Wall Street online sooner and improve our economy; Democracy, if we are going to swap to that government; Military Tradition, if we are pursuing an offensive strategy. Music Theory could wait. Couldn't it? You didn't even switch to Bach's.



Overall Grade: B

:goodjob: count: Two. (City Management, Workers)
:smoke: count: Two. (Too much spending, Neglected food deficit at Ninevah).


- Sirian
 
I like that you have a tech strategy: that you are going somewhere for a reason. There are several possible strategies to choose, all with their own advantages. I chose the sea strategy, as the banks are a bit less urgent when there is no one to buy techs from. Any strategy is better than fumbling along without direction or purpose, though, and your plan fits well with our civ traits.


It's not the idea of resources drying up that I despise. It's the implementation. The entire mechanism is one simple dice roll: one RNG check per connected resource per turn. That's sloppy design. They should have put more into it than that. Also, the fact that the instant a resource disappears, it "moves" somewhere else. When a mine runs out of ore, a new deposit is guaranteed to be found somewhere else (or, heh, even in the same spot in some cases) -- how you can find that realistic is beyond me. :)

I just don't like having such a vital aspect of the game turn on a single roll of dice.


You missed some chances to put courthouses into corrupt cities.

The cancellation of the Great Library was unnecessary. The AI's will get the techs anyway, as soon as some of them have it. There is no net benefit to you, the player, to go out of your way to cancel an AI great library. Why? Because if they spend the money to buy from other AI's, money changes hands from one AI to another. Stopping that, or forcing it, brings little to no real benefit to you. You CERTAINLY don't want to speed the AI's along to Education some number of turns before they could possibly get there on their own. :smoke: You want the whole pack of them to sit back there and wait.

The only thing you have to be conscious of is that if you sell tech to an AI, the third AI with the Great Library will get it free, so you'd have to sell to them first.

Back before the tech deflation idea, the Great Library was a very big deal. Now... it's not as much as it appears, except on Deity, where the tech itself is inflated mightily. The player can benefit greatly from the GL by shutting off research, but the AI's don't appear to do so. Silly AI's.

See, giving up Education @2nd, and thus @3rd etc to all the rest of the AI's, is far far more than China would get in pulling techs @3rd or later, for free, from the library. This was not a good move.

I liked your worker moves better this round, and your handling of the economy, although you did not put any emphasis that I noticed on increasing population faster.


Overall Grade: B-

:goodjob: count: One. (Tech plan)
:smoke: count: Two. (Sold Education, Neglected food deficit at Ninevah)


- Sirian
 
490AD: Selling Engineering? :smoke: It was worth a lot more than that, and with no AI's showing any signs of discovering it soon. Also, rushing a worker for 80g? That's double the price, because you didn't wait a turn for a shield into the box. The food deficit was a major concern, but not THAT much of an emergency. The food already stored would be eaten at the deficit rate until the situation was corrected. Paying 8 gold per shield to rush a worker... was overreacting. Wait a turn, then pay 4 gold per shield for the last nine shields, or however many remain, or even do what I did, and build the worker without any rushing, in just three turns, with a little MM action.

540AD: The Great Library is not obsolete until the civ who owns it learns Education. In Civ 3, at least.

550AD: Another premature tech sale. You're giving away our very hard-earned @1st-civ prices tech lead here! :smoke:


You also prioritized shields over population growth, either systematically, or by letting the governors run things. I urge you to open up my shadow and compare the city management, the tiles I'm using, the irrigations I did at London, etc. When there are high food tiles available, grow quickly (especially when there are this many luxuries online), then once you get to max pop, THEN swap over to high shields, you get ahead that way.


Overall Grade: C-

:goodjob: count: One. (Sea Exploration)
:smoke: count: Four. (Slow pop growth, Sold Eduction, Sold Engineering, Bought a worker at double price)


- Sirian
 
Hey Gris. :)

Everything looked rather solid for this round. Probably could have skipped the extra worker at Norwich. A good idea to peel extra workers off size 12 cities sitting at max, if more workers would be useful in the area. Let the city regrow to size 12 the next turn, no commerce lost, only one round of production used. Taking a city down multiple levels should be avoided unless there is some urgent need, though. Or... if you are peeling a settler off instead of a worker. It does sometimes pay to have a couple of spare settlers around: to load up onto ships to go grab islands when Nav tech comes in, or to poach lands from AI's if they go to war and raze one another's cities. Also good to have around if you decide to make war yourself.

A couple of your worker stacks actually looked a little too large. You could be up to five percent wasteful with workers and suffer no noticeable effects, but the fewer worker turns wasted, the faster your cities improve, and the fewer workers you need to train to get the same jobs done.

For example, I saw one mining stack with four workers and one slave. Roads take six worker turns to build. Mines take twelve to dig, and you have 4.5 workers present. Now... how does that figure? If you put 1.5 workers onto the road, and 3 onto the mining, the hill will be done in four turns. Efficient? Yes, except that you spent three unnecessary worker turns moving the miners into place before the roads were done. And that's the best case for the stack. If you have them all doing road work, several will waste a turn. If you have them all mining, only the slave is wasted, but then you still have to build a road, and some more work would be wasted.

Cy would never fiddle with this. He automates everything he is allowed to, and still performs well, but... it doesn't take a lot of attention to form efficient stacks. Most governments, three to a stack is a good number. You can build a road in one turn, or two on a hill, three on a mountain. You can dig a mine in two turns, four on a hill, six on a mountain. You can clear a jungle in eight turns, then build the road the next turn with no waste. If in democracy, the stack size drops 50%: two workers there do the work of three under other governments.

What I tend to do is send a single worker to build the road, so that only one worker-turn is spent (wasted) moving into the tile. I'll have a stack of three workers, split them up to three tiles, each builds a road, then all three stack up for the mines, irrigation, or whatever, as once the roads are built, they can move tile to tile (short range) with no turns wasted. You had a good jungle-clearing stack at Hastings, which actually has gotten around to where it needs to have more jungle cleared for lack of food tiles, but you broke them up.

490AD: The wines deal expired and you let it go. Not a big deal in this case, as there was enough lux otherwise to prevent having to raise taxes. However, unless this deal is renewed, there will be increased need for cathedrals, which would delay being able to build university and bank in some cases. The money invested into renewing the deal should be worth it. Cost only goes up as your civ grows, too. You definitely DO NOT want to use peace deals to lower prices on luxuries. I got bit hard by that in Epic Nine, if you remember. However, the RoP could be used to lower the price, as could some of the gems we have. I found at the end of your round, I could buy wines from France for RoP, gems, and about 13gpt. 13gpt may sound like a lot, and it IS compared to getting 13 total gold from Otto for 20 turns of peace. As city sizes grow, corruption is reduced, and improvements magnify economic power, though, everything scales up in value. Gold deflates. One gold piece doesn't buy what it used to. :)

Keep the luxury spigots open as much as possible. In addition to what I already listed, you can pull some WLTKD in corrupt cities and reduce the need to be rushbuying, saving a whopping 4 gold per shield saved by the lower corruption. (Costs 4g per shield to rushbuy). So if you presume you would rushbuy some stuff on the frontier now and then, if you save just four shields per turn from WLTKD, that is the equivalent of saving 16gpt on rushbuys. That alone would pay for the luxury import! If that import made the difference on the WLTKD's. It may not, but you can't really micromanage it that finely, or even predict. Overall, you can never have too much luxury. Or... almost never. :)

500AD: As I said to some of the others, Richmond and Reading need courthouses FIRST. Their growth is slowed with other priorities. Too much corruption.

550AD: For whatever reason, your Ninevah was apparently running max food all along, and it has a lot more food in the box than mine did. You've got a goodly bit of cushion there to adjust the problem without having to peel off population to avoid starvation. That looks like plenty of time to get a worker stack to clear one jungle tile, or to let that one slave irrigate. So... did you run high food because you foresaw a future food shortage? Or is it sometimes better to be lucky than good? ;)

In general, you ran high food at a lot of cities, and that was really productive. You have some problems in the northeast, though, where cities hit the glass ceiling and are wasting shields by not running max shield layouts and/or WLTKD.

Your wonder analysis was spot on, and swapping SunTzu to Nottingham was very clever. Now after seeing how far you've come (it seems to have benefitted you to "live through" all those rounds, to take the info slowly and work through the lessons in game instead of cramming all the theory with no lab work), now I get to go back and review your earlier rounds. :) See what kind of stuff you were smoking when you started out. :lol:


Overall Grade: B+

:goodjob: count: Four. (Tech plan, Population Growth, Military Security Improved, Ninevah crisis avoided)
:smoke: count: One. (Failed to renew Luxury deal)


- Sirian
 
About the tech-choose: I think going to Astro to find the one civ that is still out there and has to do any research fo there own not that necessary. In addition the benefit of banks Wall-Street and Smith add easily up to ~150 gpt (and more) and thats a thing i want to have as soon as possible. The money is not necessarily used to buy techs but to rush improvements to upgrade Units if need arise and to increase research.


For the Resources: What i find realistic is the fact that Sources dry up and new one are discovered. The way Firaxis did it is to guaranty that there are always enough resources for all civs. It would be far worse if the resource would only disappear and not be newly discovered. If they had done this it would certainly be a game breaker. There is just one stupid point in this and thats the oil-problem. The fact that oil is discovered and can dry up before one is able to use it, is really weird and makes it mandatory to pillage until combustion is learned.


And the one dice-roll thing appears in several situations ;)

Rowain
 
Prod English - 550AD - 650 AD

550AD (0): Change Reading and Richmond from granary to courthouses. MM at Exter, granary in 6 growth in 8

IBTW: Russia starts Sistine Chapel, French start SunTzu and Hanging Gardens. Germans start Hanging Gardens. These were the cascades from the GL.

560AD (1): WLTD in Brighton. Jungle clearing at York and Newcastle

570AD (2): Diplo check, all still behind invention and astronomy. Sell maps for about 15 gold.

580AD (3): Disease at Live
rpool. Norwich completes cathedral and starts University. Set research to 60%, navigation in 1 with +78 gold. 2 civs want dyes, will focus on getting a new dye source online. Still ahead in tech by invention, guns, astronomy and soon navigaition. Change oxford to harbor for future vet ships and trade routes.

590AD (4): Disease at Liverpool again :(.Learn Navigation, start banking in 4 with +26 gold at 70%, Leed completed aqueduct and starts temple. Frence start sistine chapel.

600AD (5): Galley West of France heading for new lands. Decide to cancel ROP with Mao. Can use a ROP later for trades etc. Jungle clearing x3 at Dover dyes. Start university at Hastings. Tempted to start Cap's Universtity but concerned about the cascade from the Sun, Hanging gardens and Sistene's. Change research to get banking in 3 with +80gold.

610AD (6): Canterbury finishes library and starts cathedral. Brighton completes granary and starts library. Exeter builds granary and starts aqueduct. Buy a French worker for 23 gold. Cancel dyes deal with Russia to see what Babs or France will give us, not much go back to Russia to deal and get 39 gold, and 4 gpt.

620AD (7): Warwick finishes granary and starts cathedral. Library at Newcastle and starts cathedral. Banking in 1 with +125 gold.

630AD (8): Learn Banking and start Economics for the Smiths wonder. Being commercial will help for a future GA and will pay for all the banks/markets we are sure to have. Land HOOOOO to the West must be the Americans. Will learn economics in 4 with +81 gold. Decided that music theory is not necessary unless we really want to start bachs, should have a good shot at it even if we don't research it right now. Chemistry is not necessary yet, neither is printing press, democracy is not needed yet. Research is still very quick.

640AD (9): Dover completes granary and starts marketplace. Contact ABE! They are in the Dark ages, lack Currency, Monarchy and much more. They have spices and silks but we can not trade yet. Establish and embassy with Washington for 73 gold. Hurry harbor in Oxford for 64 gold.

650AD (10): Coventry completes cathedral and starts a bank, 2 golds in radius. Cant get the americans map without giving up a tech or communications, hold off for now. Can sell contact with americans to china or Russia for good amounts of gold but then America will most likely be pulled up to the Middle ages, decide to wait. Russia and china will not be finding them for a long time. Also, started Magellen's voyage at Oxford.

China and Russia have some gold and will be willing to trade for contact with Abe. All are way behind in tech and have no gold to trade for it. We continue to get new techs in the minimum four turns. Hopefully the AI will start doing some research on there own and we can buy the techs like Music Theory and Printing Press. I think Chemistry should be next. The only deal to keep an eye on is the wines with France again.


Here is the save:

Prod Shadow Hotrod 650AD
 
0)550AD - I micromanage here there and everywhere. Norwich's entertainer is put to work, not sure how long we have been wasting an entertainer here. Reading is changed from granary to courthouse. Richmond is changed from granary to aquaduct (note: I change so that we are not wasting food here, since we cannot grow past size 6 until the aquaduct is finished). Exeter's granary is changed to an aquaduct so that it can grow (note after the pop expansion in four turns, I will need to adjust for more shield to not waste food). I change Birmingham's courthouse to an aquaduct, and I buy it. It drops our treasury down to 54 gold, but we are currently running +23 gpt, so it should not be too big of an issue.

Between Turns: Birmingham's aquaduct is finished, and a courthouse is started. The Russians are building Sistine Chapel. The French are building Sun Tzu's Art of War and Sistine Chapel. The Germans are building the Hanging Gardens.

1)560AD - Misc Movement. Our boat follows some sea squares SW of Russia. Since we now have Astronomy, the boat will be safe.

Between Turns: Forest is harvested near Leeds.

2)570AD - Misc Movement. Our boat appears to have run into a deadend.

Between Turns: Brighton's cultural influence expands. Norwich finishes cathedral and starts a University.

3)580AD - Misc Movement.

Between Turns: Forest harvested near York. We finish researching Navigation, so now our boat can cross the ocean. We start researching Banking. Leeds finishes an aquaduct and starts temple, so that it can contribute to our civ's culture and help keep the people happy now that the city can get bigger than size 6. The French are building the Hanging Gardens.

4)590AD - Misc Movement. Start our boat heading west to try and find land and more civs. Bump our science down to 60% and still discover banking in 4 turns.

Between Turns: Hastings finishes its cathedral and starts a University. Newcastle, Reading, and Exeter expand their cultural influence. A new source of Iron is found NW of Brighton. It did not say we los a source, so I think someone else lost their supply. China, Russia, Germany, and France each have at least one source each. Babylon does not. Our source near Liverpool or one up in the north between Anyang and Shuruppak are Hammi's best chances, short of buying it.

5)600AD - Misc Movement. Now that we have enough money, I buy the aquaduct in Exeter, since they are stuck at 6.

Between Turns: Canterbury finishes a library and starts a cathedral. Warwick finishes a granary and starts a marketplace. Brighton finishes a granary and starts a library. Exeter finishes the rushed aquaduct and starts a granary.

6)610AD - Misc Movement. Our boat is no finding anything. Maybe I should turn it north where there is a bit more water.

Between Turns: Newcastle finishes a library and starts a cathedral. Richmond's cultural influence expands.

7)620AD - Misc Movement. The jungle is finally cleared under the gems near Oxford. I want to irrigate, but there is no source of water to irrigate from, but Hammi has couple workers that are using shovels, which I believe means that they are irrigating, so I will try to remember to return a worker to irrigate later.

Between Turns: Our scientists discover banking and starting researching chemistry, and I bump science up to 70% to get it in 4 turns. The Germans are building the Sistine Chapel.

8)630AD - Misc Movement. Our boat finds the Americans. Abe does not have much. He still needs Currency and Monarchy. And only has two gold. Maybe later he will be able to give us money. I do get his 2 gold and his world map for our map. He has 7 spices, 6 silks, one horse, and one saltpeter. He is the only one with spices and silks. He has filled his continent, but it looks like there is room on a possibly good sized island to the south. We should get some settlers and send them on a boat down there. I spend 73 gold to build an embassy with America. According to the f2 trade advisor screen, we need a sea route to trade. Since we don't have a harbor on the ocean, I believe that is what we need. Cathy gives us 7gpt & 70 gold for contact with Abe. Mao gives us 7gpt & 122 gold for contact. The others don't have anything to give us. I use the money(124 gold) to rush Reading's courthouse. They will work on a harbor next turn. York will finish its university in 3 turns, and can start working on settlers after that. I also spend 236 gold to rush Birmingham's courthouse. This takes us down to 31 gold, but we are profitting 42 gpt, so we will get back up shortly.

Between Turns: Coventry finishes a cathedral and starts settler. The settler will be done in 3 turns, while its population will expand in 2. Dover finishes a granary and starts a marketplace. Reading finishes the rushed courthouse and starts a harbor. Birmingham finishes the rushed courthouse and starts a temple.

9)640AD - Misc Movement. Sent a couple workers toward the East coast, that have finished their job near Newcastle. I decide to irrigate the mined furs down by Exeter, because Exeter needs some good food producing tiles, and this is the best way that I can see to get that to occur. I send our boat west toward our east coast, to pick up people who will try to meet there. I adjust science to 60% while still finishing chemistry in 3 turns. It now appears that we can trade with America. The only thing that I can think of is that one of the other civs having a harbor, allows the network to get to America. I negotiate peace and get spices from Abe for Monarchy, and contact with the civs that he does not have contact with yet (France, Germany, and Babylon).

Between Turns: The Americans are building the Hanging Gardens.

10)650AD - Misc Movement. I renegotiate peace with Russia. The only difference between the peace + 2gpt aggreement that we had before is that we get Cathy's 23 gold treasury.

prod-shadow-zot-650ad.zip
 
550AD 0) Notice that Nineveh is suffering from a food shortage. We are in no immediate risk of starvation (as Sirian pointed out), so I will continue to monitor its status -- the Babylonian worker should finish his irrigation before this becomes critical. Fire Norwich entertainer and MM Leeds, Reading, Birmingham and Richmond. Change Hastings to University, Richmond to Court, Exeter to 'Duct. Rush Leeds 'Duct for 104g and Birmingham Court for 120g. Note that Russia and China have comparable military (in numbers at least) so I will add some to our ranks this round. No trades are made with the other nations.

-- Leeds finishes 'Duct, MM, starts Temple. Birmingham finishes Court, MM, starts 'Duct. The Russians start The Sistine Chapel, the French start Sun Tzu's Art of War and The Sistine Chapel, and the Germans start The Hanging Gardens.

560AD 1) With Astronomy known, Galleys are obsolete. Leeds changes to Caravel to explore the seas off the northeast. Clear forest at Newcastle and York.

-- Forest cleared with shields to Leeds.

570AD 2) Our galley continues its exploration of the seas in the west. MM Richmond. Build road/clear jungle at York, road hills at Richmond, irrigate grass at Leeds, road bonus grass at Coventry. Irrigation complete at Nineveh averting the risk of starvation and the worker starts a road on this irrigated plains tile.

-- Forest cleared with shields to York. Norwich finishes Cathedral, starts Pike.

580AD 3) Our galley sails on. Science to 60% with research due in 1. Clear jungle at Canterbury, road hills at Coventry, build road/irrigate flood at Reading.

-- Navigation researched. Science to 70% with Banking due in 4. The French start The Hanging Gardens.

590AD 4) Navigation allows our galley to venture out on the ocean, so we do so, having not found anything of note in the western seas. I've always wondered about Galleys on oceans, but if Viking longboats could traverse the Atlantic, then who am I to second-guess here :rolleyes:. Clear jungle at York.

-- Norwich finishes Pike, starts Pike.

600AD 5) Galley continues sailing due west. MM Newcastle, Warwick and Richmond. Rush Richmond Court for 184g. Irrigate grass at Nineveh. Build road/irrigate grass at Coventry. Mine hills at Richmond. Renegotiate ROP with China, gaining 19g.

-- Canterbury finishes Library, starts Musket (having connected up one saltpeter source). Warwick finishes Granary, starts Worker (more improvement needed here). Brighton finishes Granary, starts Library. Richmond finishes Court, MM, starts 'Duct.

610AD 6) Galley further west into the unknown, sees the green shores of America! [dance] Irrigate flood at Reading. Science to 50% with research due in 2.

-- Newcastle finishes Library, MM, starts Cathedral. Norwich finishes Pike, starts Barracks.

620AD 7) MM Leeds and Birmingham. Science to 40% with research due in 1. Build road/mine bonus grass at Newcastle. Road jungle at London. Road flood at Reading. Clear forest and irrigate grass (replacing mine) at Oxford. Road grass at Nineveh. Our galley makes contact with the Americans who are quite backwards but have some much needed luxuries -- we will definitely need to talk in the future. Needing some immediate information, we trade Monarchy for Maps and 4g. Abe is now (Polite) and remains so after we establish our last embassy for 73g. Change Birmingham to Settler in anticipation of locating unclaimed lands in the new world.

-- Banking researched. Science to 70% with Printing Press due in 4 (to be followed by Democracy). Hastings finishes University, starts Bank #1 (of 5 needed for Wall Street). Warwick finishes Worker, MM, starts another. Leeds finishes Caravel, MM, starts Harbor for trade with America. The Germans start The Sistine Chapel.

630AD 8) Send our field Archer to Hastings and its Pike to Leeds, allowing a Leeds Pike to take ship. MM Norwich and Coventry. Rush Cambridge Court for 228g (we have a large surplus at this point). Road jungle at Oxford. Build road/clear jungle at Dover. Mine hills at Exeter. Mine grass at Warwick.

-- Dover finishes Granary, starts Market. Birmingham finishes Settler, MM, starts 'Duct. Cambridge finishes Court, MM, starts Worker.

640AD 9) Settler and Spear board the Caravel. MM Reading, Coventry, and Norwich. Change Norwich to Bank #2. Road jungle at Newcastle. Road flood at Reading. Road hills at Richmond. Irrigate grass/gems at Oxford. Road desert at Nineveh. Clear jungle at Dover.

-- Coventry finishes Cathedral, MM, starts Bank #3. The Amerians start The Hanging Gardens.

650AD 10) With some increased activity near the Russian border, our Pike guards the stack of Workers near Newcastle. Our Galley sees a hint of unclaimed territory and our Caravel heads in this direction. MM Oxford, Birmingham, and Reading. Change Canterbury to Bank #4. Science to 10% with research due in 2. Irrigate flood at Reading. Build road/mine grass at York. Road jungle at Nineveh. Well, it seems the Harbor isn't necessary (must be due to Navigation), so with the trade route open, I obtain from America ROP and Silks for ROP, Currency, 16gpt, and 23g, followed by Spices, Maps, and 25g for Engineering. Abe will still have to research Monotheism and Feudalism on his own to make any progress in the Middle Ages, so I figured the trades were worth it -- we now have ALL luxuries and look forward to nationwide outbreaks of WLTKD. [party] Renegotiate the ROP with Babylon, gaining 15g and their Maps. Renegotiate the ROP with Germany, gaining 9g and their Maps. Finally, renegotiate Peace with Russia, gaining 4gpt, 8g, and their Maps, and renegotiate Peace with France, gaining 1g and their Maps. Russia and China remain relatively strong militarily so more troops are needed in the immediate future.

Be seeing you...

---> TBC (Thoroughly Booming Cashflow -- and how!)


TBC's Shadow - 650AD
 
IT 550AD: Distant towns without courthouse swapped to courthouse. Workers near dover switched to irrigation at cost of two worker turns. MM in a few cities to higher shields.

560AD: Workers moved onto the mountain at York.

570AD: Starvation halted at Ninevah.

580AD: Disease hits Liverpool again. Norwich builds cathedral, starts uni, MM to max shields. Science to 60%.

590AD: Navigation discovered, start banking. Leeds builds aqueduct, starts worker, MM to max shields (5). Oxford changed to caravel.

600AD: Hastings builds cathedral, starts uni. Canterbury builds library, starts uni.

610AD: Oxford builds caravel, starts harbor. Brighton builds granary, start worker. Leeds trains worker, starts another. Exeter builds granary, starts worker.

620AD: Newcastle builds library, starts uni. Brighton builds worker, starts library.

630AD: Banking discovered, start Chemistry, science back to 70%. America contacted. Trade them Monarchy for their world map and 2g. There is unclaimed land on a large island, which they have begun to settle. Still plenty of room left for us to grab, however. Oxford swapped to settler. Ninevah hit by disease. Rome appears to have been jungle-locked and may never have had a chance over there. Brighton swapped to settler also. Might peel one off the top of York when it's done with its uni.

640AD: Liverpool builds courthouse, starts settler. Dover builds granary, starts settler. Leeds trains worker, starts settler. (Yeah, looks like that much land available down there).

650AD: Oxford builds settler, starts harbor. Birmingham builds courthouse, starts worker. Exeter trains worker, starts aqueduct. Science to 60%. Settler and pike loaded onto caravel near Oxford and sets sail. RoP with China cancelled. Dyes renegotiated to Russia for 6gpt. RoP with Germany cancelled. Establish embassy with America.

Sirian's Shadow - 650AD


- Sirian
 
You had a good turn here. I liked your inherited turn, although you did fail to put glass ceiling towns on max shields in some cases. Exeter is in good shape, but progress on courthouses in the northeast was lost running wasted food.

Not much comment on your city project choices. Solid overall. I opted to go with adding more workers, but I tend to be the biggest advocate there is for more and more workers, more and faster pop growth.

The one key mistake is postponing acquisition of map info from the Americans. That's one item that can't wait. As you realized, if America makes contact, they'll be all but instantly caught up with the rest of the AI's by buying everything @Last price. So think in those terms. That contact WILL come eventually, as the AI pack is only two techs short of navigation. The time to take advantage of the navigation monopoly is NOW. America lacks currency or monarchy. Well, that means they have Republic and are likely in republic. (You can check F3 to verify). What good is monarchy going to do them short term? Nothing, except perhaps to get them to waste shields on the hanging gardens, which they don't have a prayer to build. Monarchy is of next to no short term value to America, vs map info of extreme interest to us. On my turn, I considered trading America our territory map and cash, but they wanted too much cash, so the tech is what they got, and the info gained was immediately acted upon, and it also lowered the costs of an embassy, since we had the applicable map info already.

Rushing the harbor was a good idea, as was getting another dyes online soon. More gems could be brought online as well. Whatever you do, do not sell contacts, when you have monopoly on sea travel. Only sell as the AI's get the tech they need to cross the applicable waters. Delay contacts between AI's at any time you are certain you can do so.

Your worker tasks were a bit light on road building. Need to open up shorter routes in some parts of the empire in case we come under attack. You did a good job on dropping low-paying RoPs. The time to squeeze every penny has passed. AI's who can't or won't pay enough, can do without. More to the point, we can better afford to pass up a few pennies, compared to being locked into commitments with the AI's. If we are going to renew RoPs, it should be in tandem with trade deals, so that our interests are combined into fewer transactions.


Overall Grade: B


- Sirian
 
SOLD CONTACT??? [pimp] :smoke: [pimp]

Not good. :nono: Read my comments to Hotrod in regard to him choosing not to sell, for the details.

Too much spending. Rushing courthouses is good, but these distant cities will drain the entire economy without end unless you make them lower priority and let them fend for themselves a bit. Now that you have banking, you are five banks away from starting Wall Street, and when you get around to where you have to go no science to build the treasury, or else not (and lose interest income), is when you'll feel this spending on the tech pace. You'll also feel it when Leo's is done and we start upgrading pikes to musket and horse to knight. Even at half price, that cash is going to go fast, again slowing the tech pace. You have to think ahead, not just look and see "oh we have cash, let's spend it".

You did a good job maxing pop growth at Newcastle. You missed a chance to MM Nottingham, though, giving up a forest for a mined grass on the river, and giving the forest to Canterbury. Worker jobs very good. Also good on the thought to train settlers and grab some of the available island land. You also did good on watching the science slider, though it does look like you missed the chance to save 10% on the last turn of Nav research.


Overall Grade: C

:goodjob: count: Two. (Workers, City Management)
:smoke: count: One. (Too much spending)
[pimp] count: One. (Sold Contact!)


- Sirian
 
The trade route to America is going through a Chinese port. Staking our entire future reputation on the good word of the Chinese is not a prudent move. :smoke:

Some of your last-round diplo moves were good, securing worthwhile returns. Some were giveaways. If you are going to give stuff away, then just give it away and at least get the diplo benefits of gift-giving.

Like Zot, you spent way too much on rushbuys. That "booming" economy isn't going to seem like that much when we pay to upgrade a couple dozen pikes and spears to musket. Also, you wouldn't have this situation on higher difficulty, where the tech prices would be inflated for us a bit (or a lot, in the case of Deity games).

In business management in general, once your business starts to become affluent, with income on the rise, is precisely the time to buckle down and be the MOST prudent, so that you can ride that wave to the top of the curve and be able to maintain that high position. If you squander your advantage or overcommit on spending, you can undercut that growth curve. Think ahead. Every turn of railbuilding lost, every turn of delay on factories and hospitals... It's all right to spend if you get a solid enough return, but never ever ever spend just because you think your pockets are bulging and you can afford to waste some.

Your bank and Wall Street planning is very good. Workers looked good -- I liked the way you irrigated Oxford, something I didn't think to do, which I liked better than my own choice. You trained some new workers and got a settler out there as quickly as I did. The choice to pursue democracy quickly is also a good one, especially for the game plan we're following. That surplus from Printing Press research is a one-time benefit, though, and we'll be left short and in need of slowing research when Wall Street combined with troop upgrades hit.


Overall Grade: C+


- Sirian
 
from 650AD till 750AD

650AD (0): Diplocheck: all lack Invention, Banking, Astro; Germany needs still Education and Engineering; All are polite except France which is gracious;

Cities: York is Size12 with 5 food and London has only 1 food plus; So I give London thwe irrigated plain; L still finish Sun-Tzu in 6 but will grow in 4 instead of 8;
Niniveh rushes courthouse Reading too; Leeds switched to Temple;


IT: Peace prolonged with france; York fin University starts Bank; Niniveh (now +1gold, +1 beaker, +1 shield) starts Granary; Reading starts Market and gets an Entertainer;

660AD: nothing

IT: Printing Press learned Economics (I want Smith, the sooner our Markets Banks and Harbours are free the better); Russia starts Leo;

670AD: -----

IT: disease in Liverpool; Richmond finish Courthouse starts Market (no need for culture); Cambridge fin Worker starts Granary;

680AD: Worker fin Road at Mountain by Coventry since the Mountain is not used isend them to the golden Hills;

IT: disease the second part; Wine-deal expires;

690AD: ----

IT: Oxford fin Market starts Bank;
Norwich fin University and starts Copernicus (Norwich is quite high in beakers)

700AD: Sun-Tzu and Leo will finish next turn but I prefer Sistine to Sun-Tzu so London to Sistine;

IT: Sistine finished starts Bank; Leo finished starts Musket; Brighton fin Library starts Cathedral;

Russia starts Sun-Tzu(again), Bach and Hanging Gardens; Babs the same; China starts Bach; Moskau fin Sun-Tzu in 22 turns faster then any of our cities;

Rev in Leeds (uups)


710AD: Printing Press to France for Wine + WM + 20 gold;
Printing Press to China for 12 gpt + 40 gold;
All other are to poor; Upgrade 4 Pikes to Musket;

720AD: Science reduced Economics in 1 with +300 gold;
Spent 550 gold to rush Bank in London;

IT: Eco learned Chemistry started in 4 turns by +86 gold; Plan: rush to Mil Trad build Cavs and kick some butt( Hammurabi prefered);
London fin Bank starts Smith;
French fin Hanging Gardens start Bach;

730AD. ---

IT: Nottingham fin Musket starts Bank;

740AD:----

IT: Hasting fin Bank starts Uni;

750AD: cancel RoP with Russia; Dyes to France for 4 gpt + WM + 20; Gems to Mao for 140 gold + WM;



Game: Rowain's Shadow


Rowain
 
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