Sirian
Designer, Mohawk Games
2470BC: I can't fault you for heading for the dyes. On Emperor or Deity, pulling a lux online right away allows all connected cities to grow a size larger, and that's a very big deal. It also helps with the early scoring if scoring is at all part of your goal.
At the same time, there are barely enough good tiles to go around, and if London is allowed to grow to size 3 at any point, there would not be enough. If you check out my turn, you also see that I sent a worker to the dyes, but near the end of my turn, after first bringing another good tile online and fully upgraded at York.
Remember, what can wait, should wait. Judging what can wait vs what can benefit you more now, is pretty much the point of the game, in fact.
You also sent two workers toward Nottingham, instead of one. That's OK, but what are you doing with them over there? Connecting the horses? Planning to build a chariot or horseman this early? Maybe not a bad idea, with all the barbarians popping up starting about now, but warriors or spearmen or even archers could fend them off for the time being. Your worker actions (even including the mining of the cattle -- I'd definitely go irrigation there, but the most important thing is to improve all the best tiles so that one way or the other, the cities are getting the biggest bang for their population)... Your worker actions are solid, but there is a certain lack of priority on focusing on maximizing the tiles in use. Were you one of the ones who sent a worker to mine the iron immediately in an earlier shadow? Anyway, this is something to think about, as taking time to connect resources before first improving enough good tiles around the cities is not the best move UNLESS you find some immediate need or use for those resources. If you don't plan to build a horse unit quickly, that definitely should wait.
I opened up your save at this point and saw one more thing. You moved both workers across that grassland, moving toward Nottingham, without having either one stop to build a road? That is spending worker turns moving, which you have to do, but it also spent another worker turn for later, having to move back into the tile you passed over to build a road there. Generally I hate to do that, since while it may speed a key improvement on a good tile by a couple of turns, it also ultimately delays ALL later improvements from that worker by a turn. There are rare exceptions, but I have found it to be a good rule of thumb not to move workers out of a tile that has no roads. Leave at least one to work on the road, or rather, plan always to build a road in each tile you enter. You may irrigate, mine, chop down first, but get the road in there before you vacate even if other projects are delayed slightly. In the long run, it's almost always better.
2390BC: I lost a scout too. It happens. There are things you can do to minimize it, and you dont want to waste scouts, but there are some luck factors in exploring. This is one of the few benefits to exploring with warriors as opposed to scouts.
2270BC: Good location for the next town: it's on fresh water, pulls in a major food bonus tile, and is situated to minimize waste as well as overlap with the tiles.
2190BC: Heading right for Monarchy could mean a major delay on finding the iron. Monarchy vs Republic is largely a matter of units. If you run a lot of units for MP duty (have fex luxuries available) and/or run a lot of units total, Republic can be too topheavy. This is more true on higher difficulty levels, though, where MP is more urgent and the AI's pose more of a threat more quickly, pushing you to build more and more units.
If you're planning to broker Polytheism for profit, that's one thing. If you're planning to try to trade for Iron Working, that's one thing. If you end up going all the way to Monarchy before finding where the iron deposits are, while you're on a big settler push, that could be bad. On higher difficulty, though, you won't have to worry. The AI's will contact one another quickly, their pace of research and trade will simply FLY BY, and on lower difficulty you can get away with it, so either way it's mostly moot in practice, but still something to consider in your theory and game plan. At least you are picking some goals to shoot for, though, and have reasons why you are going there, and that's a good start.
15 gold for Masonry is too cheap. In some senses, it's better than nothing, but then again maybe it's not. The AI's may SEEM to give one another everything, but in fact they don't. If another AI can't meet the market price, including cash, gpt, maps, contacts, etc etc, then they won't sell. Masonry is a big deal tech. They start the Pyramids soon after they get it. Delaying them at all may be worth 15 gold and then some. There's such a thing as playing it safe, and such a thing as being suckered. It's important to consider what you are giving up, and why, in these trades.
You could have done what I did, establish the embassy with them then sell them RoP for 20 turns for the 15 cash, to pull the cash out of their hands without giving away a major tech.
Trading communications invariably leads to AI's speeding their research and trade, and cuts you out of many deals. These AI's on Regent are especially sad at exploration, enjoying no bonuses and thus making contact much more slowly. It's simply unheard of in any game I've played for neighbors this close not to have contact yet. But keep in mind, it's in your interest to delay contact when possible. Unless you have reason to believe contact is imminent anyway, hold off as long as you can.
Overall Grade: B-
count: One. (Hastings Location)
count: None.
- Sirian
At the same time, there are barely enough good tiles to go around, and if London is allowed to grow to size 3 at any point, there would not be enough. If you check out my turn, you also see that I sent a worker to the dyes, but near the end of my turn, after first bringing another good tile online and fully upgraded at York.
Remember, what can wait, should wait. Judging what can wait vs what can benefit you more now, is pretty much the point of the game, in fact.
You also sent two workers toward Nottingham, instead of one. That's OK, but what are you doing with them over there? Connecting the horses? Planning to build a chariot or horseman this early? Maybe not a bad idea, with all the barbarians popping up starting about now, but warriors or spearmen or even archers could fend them off for the time being. Your worker actions (even including the mining of the cattle -- I'd definitely go irrigation there, but the most important thing is to improve all the best tiles so that one way or the other, the cities are getting the biggest bang for their population)... Your worker actions are solid, but there is a certain lack of priority on focusing on maximizing the tiles in use. Were you one of the ones who sent a worker to mine the iron immediately in an earlier shadow? Anyway, this is something to think about, as taking time to connect resources before first improving enough good tiles around the cities is not the best move UNLESS you find some immediate need or use for those resources. If you don't plan to build a horse unit quickly, that definitely should wait.
I opened up your save at this point and saw one more thing. You moved both workers across that grassland, moving toward Nottingham, without having either one stop to build a road? That is spending worker turns moving, which you have to do, but it also spent another worker turn for later, having to move back into the tile you passed over to build a road there. Generally I hate to do that, since while it may speed a key improvement on a good tile by a couple of turns, it also ultimately delays ALL later improvements from that worker by a turn. There are rare exceptions, but I have found it to be a good rule of thumb not to move workers out of a tile that has no roads. Leave at least one to work on the road, or rather, plan always to build a road in each tile you enter. You may irrigate, mine, chop down first, but get the road in there before you vacate even if other projects are delayed slightly. In the long run, it's almost always better.
2390BC: I lost a scout too. It happens. There are things you can do to minimize it, and you dont want to waste scouts, but there are some luck factors in exploring. This is one of the few benefits to exploring with warriors as opposed to scouts.
2270BC: Good location for the next town: it's on fresh water, pulls in a major food bonus tile, and is situated to minimize waste as well as overlap with the tiles.

2190BC: Heading right for Monarchy could mean a major delay on finding the iron. Monarchy vs Republic is largely a matter of units. If you run a lot of units for MP duty (have fex luxuries available) and/or run a lot of units total, Republic can be too topheavy. This is more true on higher difficulty levels, though, where MP is more urgent and the AI's pose more of a threat more quickly, pushing you to build more and more units.
If you're planning to broker Polytheism for profit, that's one thing. If you're planning to try to trade for Iron Working, that's one thing. If you end up going all the way to Monarchy before finding where the iron deposits are, while you're on a big settler push, that could be bad. On higher difficulty, though, you won't have to worry. The AI's will contact one another quickly, their pace of research and trade will simply FLY BY, and on lower difficulty you can get away with it, so either way it's mostly moot in practice, but still something to consider in your theory and game plan. At least you are picking some goals to shoot for, though, and have reasons why you are going there, and that's a good start.
15 gold for Masonry is too cheap. In some senses, it's better than nothing, but then again maybe it's not. The AI's may SEEM to give one another everything, but in fact they don't. If another AI can't meet the market price, including cash, gpt, maps, contacts, etc etc, then they won't sell. Masonry is a big deal tech. They start the Pyramids soon after they get it. Delaying them at all may be worth 15 gold and then some. There's such a thing as playing it safe, and such a thing as being suckered. It's important to consider what you are giving up, and why, in these trades.
You could have done what I did, establish the embassy with them then sell them RoP for 20 turns for the 15 cash, to pull the cash out of their hands without giving away a major tech.
Trading communications invariably leads to AI's speeding their research and trade, and cuts you out of many deals. These AI's on Regent are especially sad at exploration, enjoying no bonuses and thus making contact much more slowly. It's simply unheard of in any game I've played for neighbors this close not to have contact yet. But keep in mind, it's in your interest to delay contact when possible. Unless you have reason to believe contact is imminent anyway, hold off as long as you can.
Overall Grade: B-


- Sirian