PROD Shadow - Sirian's TDG "Alternate Timelines"

Sorry this is so late, I spent too much time in a losing effort on RB Epic1. Those damn English pulled an exploit that we were not allowed to use: ROP surprise attack.:cry:

Anyway here is my report:

0)1250BC - Able to adjust science down to 80% to gain 2 gold per turn, and not lose turns toward Code of Laws! Otherwise things look good.

Between Turns - London finishes a settler and starts a library, so that London does not go back to size 1. We can do a settler after that. Warwick finishes worker and starts a temple to push against Akkad. The temple will take forever (60 turns).

1)1225BC - Warwick's worker moves to mine the grassland with a shield. Nottingham's spear fortifies to handle MP duty until the temple is built. London's settler heads toward Oxford, to grab the gems. None of our fellow rulers, has anything to trade.

2)1200BC - Worker near York finishes irrigating and moves SW of London to clear jungle.

Between Turns - Hasting finishes worker and starts another.

3)1175BC - Misc Movement. Take Joanie's 4 gold for introducing her to Mao.

Between Turns - York finishes spearman and starts a settler, which will finish before York expands, but it looks like the spearman is needed for MP duty. Newcastle finishes a worker and starts temple. With being close to the Russian front, I think it would be good to at least solidify our cultural border. Nottingham can send a spear when the temple is done for defense.

4)1150BC - Worker from Newcastle moves west to chop down trees to help build the temple.

Between Turns - Nottingham finishes temple and starts settler.

5)1125BC - York's extra spearman heads to mountain next to iron just outside German border for border patrol. Extra Nottingham spear heads to Newcastle, so that Newcastle will have a spear for defense.

6)1100BC - Now that Newcastle has a spear the warrior will patrol Russian front. Adjust science to still get Code of Laws next turn and also get an extra 8 gold.

Bewteen Turns - Witness barb die while attacking Babylonian warrior. We discover Code of Laws. Start Philosophy so that we get research Replublic next. We can get it in 5 turns while losing 2 per turn at 90% science. Hasting finishes another worker and starts a settler. This needs to be watched closely. We may need to switch to a worker again to prevent problems, but that switch would have to be done before it causes us to waste shields.

7)1075BC - Hasting work mines hill SE of Hastings toward Oxford, so that we can eventually connect to Oxford.

Between turns - We witness more barb vs Babylonian warrior conflict, but the camp that he found is not yet finished off.

8)1050BC - Settled Liverpool on only grassland that does not have shields, since the townsquare will give us one anyway. IT is also a good spot to grab gems and the iron NE of Nineveh. Starts a warrior for defense. Probably should have sent one with this settler, but I do not remember there being one available at the time. Adjust science down to 80% and luxuries up to 10% so that Nottingham does not riot. Thankfully, we will still get Philosophy in the 4 turns. Hammi has 3 gold, but I will wait until next turn, when he hopefully will have an extra 25 from cleanup barbs.

Between turns - It looks like Babylonian warrior retreats after taking a couple swings...odd. York finishes settler starts spearman. Nottingham's borders expand. Our cultural advisor tells us that the Babylonians are building The Pyramids.

9)1025BC - Adjust Nottingham's tiles to take advantage of the expanded borders. Send York's settler NE to the floodplains.

Between Turns - Babylonian warrior dies trying to cleanup barb camp...not good. But there is another warrior close by that Hammi might use. French warrior walks up to Newcastle.

10)1000BC - Misc Movement.

prod-shadow-zot-1000bc.zip
 
1250BC 8IT): Only 1 Setler under construction :eek: but nothing i can do about it. Switching Nottingham woulfd waste 9 shields and Hastings needs a Worker so i don't change anything and hit enter

London fin Settler starts Catapult;
Warwick fin Worker starts Temple;

1225BC (1): Settler sent to hill 6SE of London (on a river next some grassland and the rest of the Gems;Warwicks worker moves to bg and starts mining/roading;

1200BC (2): Worker between London and York moves 1S to irrigate/road a plain; MM York to get the Spear next turn else 7 shields would be wasted;

York fin Spear starts Settler;
Hastings fin Worker starts Settler;

1175BC (3): New Worker in Hastings joins the jungle clearing party; Road to Newcastle continued; Worker outside Notingham moves 1N to road to a soon to be town;

Newcastle fin Worker starts Temple;


1150BC (4): A quick diplo-check shows we are ahead techwise (none knows Lit and Mathe); French and China don't know each other, Only France has some gold(4gold) all other are broke so no deal done;
Newcastle worker moves 1W to clear forest(shields for the temple);

London fin Cata starts Settler;
Nottingham fin Temple starts Settler;

1125BC (5): Nothing;

1100BC (6): Turning the Sciencewheel gives 8 gold and still CodeOfLaw in the next turn;

Law learned Philo started due in 5 with -2gpt(Science up again);

1075BC (7): Liverpool founded Warrior ordered (just in time a Bab Settler/Warrior- pair was heading this way)

York fin Settler starts Spear;

1050BC (8): Settler sent to the wellknown spot north of Nottingham (the one on the lake next to the hill);He is accompanied by a Spear;

Babylon starts the Pyramids;

1025BC (9): MM Nottingham to finish Settler next turn (to avoid Shieldwastage);

London fin Settler starts catapult;
Nottingham fin Settler starts Courthouse;

1000BC (10): London Settler sent south to settle 3W of Coventry; Nottingham Settler sent to the Incense(with spearescort);
Both are reactions to the new Babylonian and Chinese settlements;

The Settlers are on goto;

Game as soon i am home;


Rowain
 
Since it has been stated that nation focus of which town specialization is one part, is to be a guiding principle, I set out to focus each town's production as follows:

London, Nottingham - Settlers. York, Hastings - Spearmen. Remainder - Temples.

Quite simple, really.

On to the prelims. Not WANTING to second-guess Sirian's prior turn, I felt obliged anyway ;) The only change I made was to bump Science to 100% knocking one turn (6 vs. 7) off of research, seeing how we have gold to burn. On the diplomatic front, no other nations had anything worth trading for at this time.

-- London finishes Settler, starts Spearman. Warwick finishes Worker, starts Temple.
1225 BC (1) The Settler heads off with a Warrior escort. At Hastings, a Worker is added to the task of jungle clearing. One Nottingham Spearman is moved to York.

1200 BC (2) The Settler pair continues on. At Warwick, a Worker mines a grass/shield. At York and Newcastle, the roads are completed. Following the changing of the guard, a York Spearman heads to London.

-- Hastings finishes Worker, starts Spearman.
1175 BC (3) The Settler pair stays on course. At Nottingham, the road is completed and a mine started. At York, Worker irrigates plains. At Newcastle, Worker mines grass/shield. Luxuries increased to 10% as Nottingham has grown. York releases shared tile and chooses plains. Nottingham swaps a forest for a grass.

-- York finishes Spear, starts Spear. Newcastle finished Worker, starts Temple.
1150 BC (4) The Settler pair just keeps on going. At London, road completed. At Hastings, start clearing forest. The new York (new york?) Spear heads to Hastings (it's a WONDERFUL town) :p

-- The barbarians take to the seas; a Burgundian galley floats by. London finishes Spear, starts Settler. Nottingham finishes Temple :cooool: starts Settler. Nottingham swaps back to forest from grass.
1125 BC (5) The Settler pair hasn't stopped yet. At Newcastle, road grass/shield. At Canterbury, road plains. London Spear takes the scenic route (passing near Canterbury) to Nottingham. Luxuries 0%, Science 60% gives +8gpt with completion in 2.

1100 BC (6) The Settler pair finally arrives! Our Scout sees a Cuman warrior. The Scout at the French isthmus is relieved by a fellow Scout and is free to explore France taking advantage of our ROP.

-- A nearby Babylonian warrior defeats the Cuman. Code of Laws is learned, Science to 100% (back to a -5 gpt deficit) with Philosophy due in 5. A forlorn Babylonian settler+warrior is seen, us having arrived first at the prime town site in the area.

1075 BC (7) Liverpool founded on a hill, on the river, in position to claim remaining gems and a few grass/shield tiles. Liverpool starts a Worker. The escort fortifies in town, naturally. At York, irrigation done, road begun.

-- Partly off-screen, a Babylonian warrior sacks a barbarian camp. York finishes Spear, starts Spear.
1050 BC 8) York Spear moves to London. Warwick mine done, starts road. Newcastle road done. Hastings Warrior now relieved, heads to Oxford. Luxuries bumped to 10% to cover for Nottingham.

-- London finishes Settler, starts Spear. Nottingham's borders expand :D The Babylonians start in on The Oracle.
1025BC 9) The new Settler starts out with a Spear in tow. Nottingham mine done. Newcastle mine done; the other Worker starts clearing forest. Luxuries back to 0%, Science to 100%, research complete in 2.

-- Nottingham finishes Settler, starts Settler. Hastings finishes Spear, starts Barracks (the completion of the forest clearing will help this along).
1000BC 10) First Settler pair moves toward coast. Second Settler (from Nottingham) heads out with an accompanying Spear. Hastings Veteran Spear heads to the Babylon border and newly founded Liverpool. At Nottingham, mine grass/shield. York road done. At Newcastle, one Worker can't tell the forest for the trees and moves to join his partner (I wanted to clear a second forest tile, but mistook a jungle :rolleyes: ) Changing Science at this point has no effect on research speed (due in 1).

To conclude this chapter, we turn to the parley amongst nations. Russia has accomplished nothing in 250 years; France founded 1 city and picked up Iron Working; Germany founded 1 city; Babylon founded 1 city and acquired Writing; China also acquired Writing (probably in trade with Babylon) and founded 2 cities. We remain for the most part (way) ahead in military, technology and culture.

With all others destitute, I choose to renegotiate our Peace Treaty with Babylon -- we gain 20g as a result. The Hammer :hammer: is still OK.

Be seeing you...

---> TBC (Things Beyond Civilization)

(with apologies to the Realms crew :D )


TBC's Shadow - 1000 BC


P.S. In the following image, the red and blue X's mark my target settlement sites.

TBC-0613.jpg
 
Sorry for being late, here. This was a slow round and when time came that most players had posted, I hit a busy period and it took me a few days to make time.


1225BC: Warwick trains worker, starts temple. Worker NW to bg tile for mining and road. London trains settler, starts another, settler heads south with warrior.

1200BC: York worker S onto next plains tile. Nottingham worker to mine wheat tile.

1175BC: Hastings trains worker, starts another. Worker E to forest. Nottingham worker starts mining bg tile. Swapped York to granary.

1150BC: Newcastle trains worker, starts temple. Worker E to bg tile. MM tile swapping at several core cities.

1125BC: Nottinham finishes temple, starts settler.

1100BC: London finishes settler, starts spearman. Settler W, S. Other settler moves into position 6 SE of London. Science to 60% for one turn.

1075BC: Code of Laws discovered, start Philosophy. Science to 100%, due in 4 turns. Liverpool founded on purple dot, starts worker. MM at Nottingham, settler to come in 3 turns.

1050BC: Hastings trains worker, starts settler. Worker W to jungle. Newcastle workers mine bg tile. Bab settler pair spotted near Liverpool, Babs will grab spot SE of there, most likely.

1025BC: Wake scout at Liverpool, heads south. Wake spearman at Canterbury, heads south to meet with settler heading toward lake. MM at Nottingham to get settler in one turn.

1000BC: York build granary, starts spearman. Nottingham builds settler, starts another. Settler and one spear nead N NW toward incense/horse area. France has aggressively moved its warrior next to Nottingham, may be about to attack. On the (small) chance that unblocking the choke would affect their decision, I move the scout (for one round, can move him back next round). Not likely to matter, but if France does attack, that scout at the choke isn't going to stop anything anyway. I hate to hand off a turn with that kind of threat hanging over the civ, but sometimes that happens in SG's. I would be surprised if France does attack, but if this were Emperor level I'd be surprised, after that move, if they did NOT attack. For what that's worth.


Sirian's Shadow - 1000BC


- Sirian
 
You forgot to include a link to your file. :nono:

1225BC: Nottingham is the one in need of MP help. You might do well to swap a spear to the frontier and bring the warrior back for MP duty, but Nottingham is the one in need of the extra unit.

Judging from the results on my own turn, by not sending the first settler south, you will lose control of the second iron, at the purple dot location, and lose control of a whole section of land near the capital (a big oucher). As it was, on my shadow, going there first barely beat the Babs to the punch.

1175BC: See? You moved a unit OUT of the city that needed the MP help, and now you're running 10% lux. Not the worst thing in the world, but could have been avoided. As far as wider use of entertainers, it all depends on the scale. If you get to where you have entertainers in several cities, where good tile are going to waste, the income from putting those tiles to use would pay for the lux taxes, in most cases. Luxury resources are the best way to control unhappiness. Lux taxes are next-best, if there's enough demand. Entertainers are good for corrupt cities or in minor cases of small-time problems. A little foresight can head off some of these issues, though. Pay attention, don't run high food when all that will do is lead to entertainers being need. Swap to high shields at that point, or train more workers/settlers to bleed off the excess.

1125BC: Your Liverpool location is interesting. I don't think it was worth giving up the fresh water, but it may help ensure securing the iron instead of letting Germany get there first. I don't have thumbs up or down on this move. It's good on use of land and it beats that hill everyone was fond of earlier, but... it's not the move I would make there. Good job coordinating your worker to work the good tile quickly for this new city.

1050BC: What disorder? Disorder coming up? Or disorder taking place? I didn't have either on my turn, so either way, this could be improved upon.

1000BC: You made a grab toward Germany this round, at cost of pushing toward the Babs. Only one city location "lost", and that COULD be coming at the benefit of gaining locations near Germany that might be lost, but the ground lost in the south was probably worth more than potential ground at stake in the north. Best if things can be balanced not to lose any of the ground. That remains to be seen if that will be possible, so there are potential ups to your choices. I'm going to call losing purple dot a weedy move on your turn, though. The main reason I swapped York out to granary on my turn was to let London take care of the two big gaps left in the south and have the north wait a little bit longer, with York to temporarily join the party with at least one, if not two settlers to help out up there.


Overall Grade: B-

:goodjob: count: Two. (Workers, Project Coordination).
:smoke: count: One. (Lost control of land near London).


- Sirian
 
1250BC: The MM on science rate is misplaced. Later in the game you can do this, but right now with lots of workers and settlers in production, the number of beakers will fluctuate. Better to keep things on a high pace, then MM the last turn or two to squeeze off any remainder that would go to waste. You have a good idea there, but you could actually lose research turns that way at this stage, with population rising and falling all over the place.

1225BC: London settler not moving toward purple dot? Does not sound good. I better open your save file and have a look-see.

...

Ah. Well, the good news is, you did NOT lose control of that land. The bad news is, your settlement location down there is a low-yield choice.

Take a look at Hotrod's game. His Liverpool choice was not where I thought the best choice in that region would be, BUT it was not a bad choice because the city still has a lot of potential. Your choice here IS a bad choice because it so severely limits max food and thus city size and city power.

Let me show you the difference between your site and the purple dot. I've marked off tiles here in four colors. When comparing your site to the hill tile just west of there that I've been recommending for the last couple of rounds, here is the difference in the tiles available.

Green marks tiles your site gained free and clear with the change. Yellow marks overlap tiles with Oxford you gained access to. Purple marks tiles you had access to at the other spot but gave up to move to your spot. Red marks overlap tiles with Ninevah that you gave up.

prod-zot-liverpool.jpg


Just counting green vs purple, you traded: 3 jungles, 2 lake (1 w/fish), 1 grassland FOR 1 jungle, 1 lake, 2 hills, 1 mountain.

Food potential for each jungle is FOUR per tile (clear tile to grass, irrigate, rails, 4 food). Each lake is TWO per tile +2 for fish. Each hill is 1 food. Mountains are zero food.

That's 22 food potential (could support ELEVEN population) for 8 food. 22-8=14, or SEVEN population lost off the max city size.

Looking at the overlap tiles also, you traded two jungle for two mountains and one jungle. Presuming the city could take control of the overlap tiles in both cases, that's four more net food potential lost.


In most cases, city sites can be nonoptimal or patterns can differ with little real change or loss of potential. When it comes to areas of thick mountains, hills, or tundra, where many tiles have less than the required potential of 2 food per tile, you have to take into consideration the food potential, above all else, or your cities in these situations will be crippled. (Smegged had a big run-in with this phenomenon in RBD16).

Deserts, which cannot get to 2 food per tile without railroads, are another region you have to watch out for. Yet... an all desert city can, with enough time and help, get to size 21 with all irrigation and rails on every tile.

The max food potential of your chosen site is 22, counting the two from your center tile. That's a max city size of 11. Your site has 13 mountains in range, at least 9 of which will lie forever dormant and unused, because there won't be food to support them.

The max food potential of the hill site I preferred is 40, which would allow for a max city size of 20, which could just barely (with hospital and full irrigation/rails) put every tile in range to use. Those otherwise "useless" mountain tiles could be mined and railed for a big, big boost in shields. It would take a little more worker attention, but that's half a city's worth of difference in potential.

And yet... this is going to sound. And yet, even though you only have a half-city in the area because of your tile choice, you at least have the half-city. In Hotrod's game, the Babs have control of that land. Your choice is not good in itself, but it does leave room to squeeze another mini-city in there due south of London, next to the fish. So just getting any city out there, in that region, has some benefits.

...

1200BC: Worker at London to clear jungle?? [pimp] You make this nice library move (which I liked) and let the city grow, but don't take the time to improve those easy plains tiles?? Instead you are going to tie up the lone worker in the area for the next millenium clearing jungles, while London is already running short on food?? :smoke: The jungle could wait. There are cleared, yet unimproved, tiles just lying around begging for worker attention.

1100BC: Might be able to shave a turn off that Philosophy to run science at 100%. With a fat treasury, you could afford it. The sooner you get to Republic, the sooner you can revolt and improve civ-wide income and production with lower corruption, getting rid of despotism penalty, and extra trade! (Main downside will be losing MP ability, but we can run lux, we'll have a ton of extra money). Point being, the treasury is not yet earning any interest, no sense accumulating cash: spend a little to speed research for a governmental change!

1000BC: Your Nottingham settler missed production this turn by a single shield. One shield! I know that I got mine out, so you lost a city-turn here for the new city, delaying all its future progress by one turn from here out to infinity.


Overall Grade: C

:goodjob: count: None. (Lots of good stuff, but nothing stood out as exceptional)
:smoke: count: Two. (Liverpool location, London jungle move)


- Sirian
 
1250BC: Increasing science rate?? Good job. :) As for the specialization deal, you're on the right track. One problem, though. Part of the process is not just assigning roles to different cities, but matching those up to the city's own strengths in terms of tiles: food, shields, commerce, bonuses. Hastings is a high food, low shields site at the moment, and with lots of jungle in the area, both there and southward, a few more workers or another settler would not hurt. I found on my turn, that the need for more settlers was so severe after the previous round of infrastructure push that I took even York off military production to slip a granary and a settler or two in there.

1175BC: At York, a worker irrigates. What about London?? You neglected London this round. That's not all bad, but York's need for more tiles is currently less pressing than at London. Not quite weedy, since you were still on to working higher priority tiles somewhere, but... it would force the hand of the next player to make up the gap, and if they don't, London suffers.

In any SG, you have to rely on and trust your teammates. On the other hand, it doesn't pay to tempt fate by assuming they'll correct for your excesses. Sometimes they don't and some urgent need goes wanting.

Also, this round you too got stuck with lack of MP unit at Nottingham. I SENT one there for you in the last official round, and you shipped him right back out of there. Heh. :)

1125BC: Your science MM didn't manage to pull out an extra research turn after all (you're no further ahead than I got) but there was no harm incurred in trying. :)

1050BC: Hastings warrior relieved? Once again, you'll hit MP problems in Hastings over this. I saw you were about to hit a road bump there when I scanned your save file.

1000BC: I forgot to mention in my turn report that I redid the Bab peace treaty for 20g. Funny thing, that carried Hammi from cautious to polite, even though I extorted 20g out of him for a peace treaty we already had running. Good job on this front.


Overall Grade: A-

:goodjob: count: Three. (Liverpool location, Coordinated Projects, Diplomacy).
:smoke: count: One. (London neglect).


- Sirian
 
Either in on this one if there is space or in the next one. I'm not a bad player but I wonder where my weakness lies. Let me know what you think.
 
ChrTh's Shadow Turn 1000 BC -- 750 BC

Turn 0 -- 1000 BC
I did such a great job, I don't feel the need to review ;)
I do decide that I want the Settler to grab the Incense, so I head him that way.

This is weird, in two of my other games I've been beating up the British...I'm tempted to attack myself.

Turn 1 -- 975 BC
York completes Spearman, orders up Spearman
Hastings produces Worker, orders up Settler. Worker set to go help other Workers with Jungle clearing
Some movement, nothing of note (I'm going to limit Worker discussion at this point, unless it's something significant)

Turn 2 -- 950 BC
We get Philosophy, I order up Republic -- due in 24 turns
Workers clear Jungle W of Hastings, and complete road. I'm going to think outside the Box here; instead of heading them NW and chop down more Jungle, I'm going to send them due West, and chop down two forests.

Turn 3 -- 925 BC
Nottingham completes Worker, begins Settler
Coventry completes Temple, begins Worker
Dover is built...hrmm, it's undefended...there's a Bab warrior nearby, and perhaps that'll be too much temptation for him to start a War (I've seen a bit of that lately). I move my Spearman from Coventry over and start a Warrior there (hopefully this will work)

Hrmm...Russians have Map Making, but no one else does. I don't trade with them.

Turn 4 -- 900 BC
York produces Spearman, begins Spearman.
The Bab Warrior seems to be respecting our border.

Turn 5 -- 875 BC
I build Brighton...it can't grow past 1! I order up a Temple, but its purpose is to hold the Incense.
I screwed up :smoke: ... I should've built the City one tile South. I was paying too much attention to the Warrior. Doh! Oh well.

Turn 6 -- 850 BC
ZzzZzz

Turn 7 -- 825 BC
York produces Spearman, begins Spearman
Coventry finishes Warrior, begins Worker
I begin a LONG Irrigation trail to Brighton.

Turn 8 -- 800 BC
Settlers are about to grab the spot North of York and down South by the Furs.
Oxford is on the road net. Gems to follow after Mine is built.

Turn 9 -- 775 BC
Hrmm, both Settlers have veered. (Frankfurt is built next turn N of York, but plenty of space for our city)
Nottingham produces Settler, begins Worker
The Babylonians are building the Great Library.

Turn 10 -- 750 BC
London completes Library, begins Settler
York completes Spearman, begins Spearman. I send him to Desert spot N of Lake (where Settler is heading).
A square finishes Irrigating for York, so I switch to it; York grows in 5 and will probably riot at that point, so I switch York to Settler (which will be built in 5) (once Gems and Incense are online we can let York grow more).

Ok, not that great of a turn (lousy city placement), but servicable. Settler will build on its spot next turn, Spearman goes to that spot. Once workers finish Mine outside of Oxford, get Gems online (clear Jungle first?)

Still building Settlers, but we're soon to run out of space, at which point we need lots and lots and lots of Workers. More soldiers too (York is pretty much the only builder at this point).

Here's the Save:
http://www.civfanatics.net/uploads/prod-shadow-chrth-750bc.zip
 
Melanic Sheep: Sure, welcome aboard. Please read through the entire pair of threads (and study to whatever degree you may need) so as to lighten the load on your trainer (that's me) in regard to material already covered. Then pick up on the current round (to 750BC) and follow the listed procedures. I'll set you at the end of the roster and if you're still with us when your turn on the official go comes around... we'll count your results that round.

- Sirian
 
0)1000BC - Checked what the other's have/need. Hammi and Mao need Math, Laws, and Literature, Cathy, Joan, and Bizzi need those three techs and also need Horseback Riding. Joan has only 4 gold but Hammi has 34 gold. ROP will only get 13 of Hammi's gold. I don't want to give him any techs that he cannot get elsewhere, so I am not going to drain his treasury that way. Maybe after the settler gives us more land, the ROP will be worth more than 13. But, then I remember that Sirian had renegotiated peace with Hammi in his last shadow turn. It is not something I usually do. The only things I ususally try to renegotiate are trades that are costing me gold per turn. So I try, and get 20 gold out of Hammi! Then I drain 13 of his remaining 14 gold for ROP. It also causes him to be polite!

Micromanage Nottingham to grassland rather than forest. Worker will still finish in three, but city expansion will be in 2, and we get one more gold. Take one of York's spearmen to Nottingham, who sends one of its extra spearmen to accompany the settler in the North. Nottingham is not unhappy, York is not too unhappy (1 happy balances 1 unhappy) and will also complete its spearman this turn.

Between Turns - York finishes spearman, starts settler. Hastings finishes worker and starts one more worker. After that I think a settler will be in order.

1)975BC - Hastings worker helps build road to Oxford and will eventually get the gems online. Misc Movement. The settler and his spearman heads to the spice location. This will help solidify our nw front. The settler due from York in 5 will head nw to be the one to grab the Iron near Berlin, or maybe head ne to the floodplain.

Between Turns - Finish researching philosophy, starts Republic so that we can change governments. Adjust science to 100%.

2)950BC - Both workers between Newcastle and Nottingham split so that one heads to Newcastle and will chop down trees to help build Newcastle's temple, while the other worker heads north paving his way toward the spices and a future city. Misc Movement.

Between Turns - Nottingham finishes worker, starts a settler. Coventry finishes a temple, starts a spearman.

3)925BC - Dover is founded north of Warwick, opposite the pond from the dyes. A worker is started, and will finish in ten turns when the city grows in size. Cathy is the only one who has mapmaking. She wants more than ROP and horseriding (which is the only tech that some other civs have). We'll see what happens when others have it.

4)900BC - Brighton is founded on the spices. This will salvage the one desert tile and allow Brighton to have access to some grassland after culture expansion. A temple is started to start the expansion. Spearman from Coventry is sent to Dover to make sure the a Babylon warrior does not cause problems, which is ok, since Coventry is working on a spear. Unfortunately, the spearman is slated to take 6 turns. The spearman should be able to be in range to help both cities, unless Babylon sends another troublemaker.

Between Turns - York finishes settler and start a spearman. The grassland tile shared with London is changed to London.

5)875BC - York settler takes a spearman with him, while heading to the floodplains. This leaves Notttingham's future settler to fill in the spot south of Berlin. The spearman between Dover and Coventry is in position to get to either city before the warrior. Hopefully Babylon does not send another troublemaker.

Between Turns - Hastings finishes a worker, starts another, which will goto Oxford to help, and may go onto Liverpool.

6)850BC - Misc Movement.

Between Turns - It appears that the Babylon warrior is just heading North thru our lands. He does not appear to interested in either city. Coventry's influence expands.

7)825BC - Misc Movement.

Between Turns - Cathy wants to trade world maps. We trade. York's cultural infuence expands. Germans start building the Oracle. Germans have moved a settler/spearman pair toward the spot I wanted Nottingham's settler to go to. Russia has moved a settler/warrior pair into the area between Smolensk and Warwick.

8)800BC - Misc Movement.

Between Turns - German settler/spearman head further east than I thought they would. If they build a city right where they are, there should still be room for Nottingham's settler to build a city, unfortunately it will not be able to contend for the iron. York finishs spearman, starts another. Nottingham finishes settler, starts a worker.

9)775BC - Spearman finally gets to Dover, after closely following Babylon warrior. Norwich is founded North of Hastings in all the floodplain, and starts a temple. Nottingham's settler takes a spearman and heads North and eventually NE. Yorks send extra spear to Nottingham so that Nottingham will have an extra, since York will finish a spear in 4 turns.

Between Turns - German settler builds Frankfurt right next to the iron. Russian settler is heading SW of the furs. London finishes library, starts a barracks so that London can produce veteran troops for the Babyon border. It will only take 5 turns. Coventry finishes spearman, starts worker.

10)750BC - Misc Movement. Cathy wants way too much for Map Making. The only way I could get her to take less than two techs required renegotiating peace, ROP, Math, World Map, and 46 gold. Mao, Joan, & Bizzi have nothing to trade for. Joan and Bizzi. Hammi has 54 gold, but we just recently renogotiated peace, and I don't want to give him anything.

The settler/spearman pair should go one more tile NE or East. East would overlap with York by 2 tiles and Frankfurt (fully expanded) by 5 tiles. NE would not overlap York and would overlap Frankfurt 4. We are quickly running out of expansion room on this continent, so we need to think carefully about where future expansion happens. Also, what this means is that our neighbors will start to get restless. I want us to be prepared for a jihad, should someone think to mess with us. Since we are not going to be the instigator, as per Sirian's rules, I want us to be able to defend what we have against all comers, and then be able to take the violence right back at them. Question for Sirian: what can we do when our neighbors fight each other? Can we get involved on one side after they have already (without our influence) started fighting? What about MPPs? Should we not get ourselves entangled in MPPs? What about encouraging violence by using military alliances or should we just play the peacenick to the fullest?

prod-shadow-zot-750bc.zip
 
1000 BC (0): Check out Diplo nothing of note , NO gold to be had and the only thing to watch is France and China Communications with the Frence so close to the southern boarder of China. Will try to sell before the make contact. Right now all they have between them is 4 gold. :lol:

975 BC (1): York spear, sent to future new city site to the North, start granary
Hastings: finish worker start temple, worker sent to chop forest :smoke: released soon after that should be sent with the 2 other worker to work their way back to London. 3 stacked workers seem to chop jungle and build roads well.
Change Nottingham to a settler MM to grow in 2 settler in 7, Settler S of Cantebury continues to spot on the lake, Move N settler to my fav. city spot btwn hills and mountains. Yes I know you were indifferent to the location but I think getting the Iron away from Bizz may be important, also is it on a river or not. Is there a way to tell before growing to 6?
Warwick worker to forest clearing to help speed up temple by 10 shields.

950 BC (2): Philo learned start republic, set research to 100%. -5 gpt but treasury is heavy at 220+ gold. will learn in 19 turns.
MM Nottingham to grow in 1 settler in 5.
Workers (*2) sent back to NewCastle for forest clearing.
Mining at Hastings, continue road on to Oxford.
Sell conact with China to France for 4 gold. :lol:

925 BC (3): Conventry finished temple Start Library. Maybe too soon, concerned about the culture but really need some workers here, grows too slowly to make their own here will send one or two down shortly.
Found Dover on the lake side, start warrior, city is unprotected but don't think Babs will attack. Or rather hope babs won't attack.
Found Brighton on my spot to the North of York and South of Germany, start Temple, spear is close by for MP duty.
London and York trade tiles again.

900 BC (4): MM Nottingham to grow in 2 settler in 2. Nothing to report, most cities set to build temples or libs.

875 BC (5): Renegociated ROP for 38 of his 46 gold.

850 BC (6): Nottingham builds settler starts Library, settler moving to incense / horse location , move Warrior from the HIlls to meet up , many other civ warriors around to kill and barbs.

825 BC (7): Hastings worker finish mines and start to clear more forest to the west.

800 BC (8): Oxford is connected start mines.

775 BC (9): York builds granary start worker to send south. Irrigation continues around LOndon.
Mao wants Philo for Maps, NO way, He wants 100 gold for Maps, NO way. Trade Terriorty maps with china.

750 BC (10): Library finished at London start settler
Road dyes at cantebury
Irrigate Cattle at Dover
Trade Germany World Map for Map Making. :lol: pretty cheep I think
Trade Hammi. WM for WM &3 gold
Trade France TM for WM.
Russia: Renegociate peace for 34 gold, Trade WM, for WM and 17 gold.

Hotrod Shadow 750 BC
 
"also is it on a river or not. Is there a way to tell before growing to 6?"

Right-click on target tile and look at terrain info. If Gold=1, then a river runs through it (assuming a road doesn't, or there's a resource present)
 
Still getting used to writing everything down.

Preturn 1000 BC:Everything looks good, moving right along.

975 BC (1)
York produces Spearman and I start a settler, Its getting too big.
Hastings produces worker and starts another, we need more workers.
Worker from Hastings goes to help the road building toward the Gems.
Moveing spearman from York down to London. Move settler about Nottingham towards Chengdu, so we can get the incense, horse and possibly win a culture
battle netting us 3 more incense.

950 BC (2)
Finish researching philosophy start on currency. Score map-making off the Russians for philosophy, 87 gold and a ROP. (2nd civ price) I picked philosophy
because it has no immediate bonus effect, its just hard research time. German world map->10 gold, Babylonian world map and 40 gold for our world map,
French world map and all 4 gold pieces for a renewal of our ROP, Chinese world map for another ROP renewal and 6 of our gold.

925 BC (3)
Nottingham finishes worker and starts another. Coventry finishes temple and I start a library, we have shields here but it would take too long to regenerate after
producing a worker. Culture is another issue here, the Babs ooze culture. Continue moving settlers, nothing much else this turn.

900 BC (4)
Workers finish clearing jungle near hastings, decide to move them west and try to get Hastings and Oxford connected. We're gonna have gems soon.
Setter is in position north of Newcastle, We're gonna want a temple here ASAP. Culture killer.

875 BC (5)
York finishes settler (starts spearman), I have a spot north of York picked out just for it. Dover founded just north of Newcastle and I order up a temple,
may need to take measures to ensure it stays ours. Settler movement down south. Have a team of three workers heading for dover, we want the incense and
a group of three finishes a section of road in one turn. Oxford is hooked up to the capital, next turn I'll start a road to the gems.

850 BC (6)
Nottingham finishes worker starts another, Hastings finishes worker and starts a spearman to replace its warrior. Start road to gems.
settler movement down south. settler will be in place north of york next turn.

825 BC (7)
Coventry's cultural borders expand! Nothing finishes production this turn. Settler moves into place above York just in time, the Germans will be denied the easy iron.

800 BC (8)
Brighton founded north of York, right beside the German settling party. During enemy movement some russians moved into view in the south, we can forget about furs.
Pick a new city site, curse, move on.

775 BC (9) Russia wants to trade world maps, I tell her off. York finishes spearman starts settler. Nottingham finishes worker and starts spearman.
Decide to fill in that gaping hole in the jungle before the Babylonians do. Settler that was going to be for the furs moves in for that. send the new spear from York
towards there for the same reason.

750 BC (10) Incense online, we now have another luxury, how long will it last? End of turn.
 
From 1000Bc onward to 750BC

1000BC (IT): Switching Nottingham and Hasting to Settler

York finish Spear starts Worker

975BC (1): Spear sent to soon to be city north of Nottingham;
Worker near Warwick moves 1SW to chop wood; Worker near London joins jugleclearing next to Canterbury; Settler moves one to reach the place north of a lake near a Hill north of Nottingham; Second sent to settle 3West of Coventry;

Philo learned - Currency started

950BC (2): Dover founded Temple started; 1 Worker sw of Nottingham sent to the Cattle between Dover and York;
Second Worker moves to forest west of Newcastle;

York fin Worker starts Spear;
Coventry fin Temple starts Worker;

925BC (3): Brighton founded (3 West of Coventry); Warrior ordered;

900BC (4): worker near London moves 1S to irrigat and road another plain;

875BC (5): nothing

Nottingham fin Settler starts Granary;

850BC (6): Settler sent to Incense

York fin Spear starts new;
Coventry fin Worker starts another;

825BC (7): Spear sent to Incense; Worker set to jungle clearing 1NW of coventry; Lux up one notch to prevent Unrest in Hastings (for one turn till Settler completes)

The AI start some expansion Settler/Spear- pair from Russia, China, and Germany seen
Hasting fin Settler starts next;

800BC (8): Settler sent to settle 4NO 1O from York;

Babylon demands Philosophy i decline and nothing happens; but Bablon starts Great Library;

775BC (9): this reminds me to do some diplocheck: They have closed the gap Russia has Mapmaking all other lack Philosophie so trade Philo around:
to Russia for MapMaking TM and all their 8 gold;
to Babylon for TM and all their 30 gold;
to France for WM and 8gold (they have no more)
to China for TM and all their 22 gold
Germany is totally broke so they stay out;


London fin Library and starts Settler;

750BC (10): Norwich founded on the Incense beat a Chinese Settler to the spot Move the nearby Warrior in to prevent some Accident with the Chinese Warrior next to it. Temple ordered;
:o Finally i remind myself to lower the Lux-rate this gives Currency one turn sooner (4turns by 0 gold);

Franc lacks Mathe and Code of Law; Germany is 5 techs behind all other are even.

The File:
http://www.civfanatics.net/uploads/prod-shadow-rowain-750BC.zip


Rowain
 
950BC: Thinking outside the box is good, but don't wander off too far! That forest two tiles west of Hastings is dead space. Chopping the forest there will gain you no shield bonus, because it is not within the 21 radius of any city. Better just to build a road and move on. I decided to avoid that tile and take my road through the hills to the south. As come closer to government swap, all those hills tiles can increase in value, as they will stop being penalized by despotism.

875BC: Ouch. What were you smoking? :smoke: That really is a sad city site. Considering that you didn't even wait to go grab the incense, and didn't face down a Chinese settler pair as on my turn, I have no idea what happened here. You didn't analyze the situation in advance, that's for sure. The main reason for dotmapping is to prevent this kind of "oops" moment. And no, one tile south was not the ideal spot, although it would have been much better. At least your site claims the incense, so it's not all bad, but the city itself is just a territory marker.

775BC: Not sure how your Babs got Literature. Perhaps you left them too much gold? I got a RoP with them in my game and drained their cash, also renegotiated peace at the start. At the end of my turn, no AI's had possession of either Lit or Philosophy, and we had mapmaking and the world map. You dropped the ball diplomatically on this turn.

750BC: Yeah, York probably will riot unless it's shrunk or some luxuries are run. Of course, the incense could be brought online to delay that by one more pop unit, and... is there any reason why the incense won't be brought online? Or rather, any reason why it shouldn't be?

Your worker actions this turn overlooked a number of priorities that should not wait. One was finishing the irrigation at London, and even irrigating that single plains for Canterbury. Then you cleared that forest that gained you nothing. Your workers over at Oxford are behind the curve a bit (compare to my game).

Also, part of successfully coordinating your projects is not overdoing the specialization. You are going to need barracks and granaries in every core town eventually. This was a ripe time to get the granary at York, when the military urgency was at a bit of a lull. Also, you are about to shrink Nottingham back down all the way to size 2! Size 2! With that many good tiles improved, that's almost unforgivable. You ran too much shields and not enough food there and are still doing so. Population is power, and as you have good tiles online, you want to keep your cities running food as appropriate. In a city like Nottingham, with three high food tiles, you almost have to micromanage it every turn to keep the high food going but not waste shields along the way. I don't think more than two turns passed on my round where I did not adjust the tiles in that city. It got almost as much attention as the rest of the civ combined. Hastings got a good bit, too. You end up with less shields anyway, for having less population to work tiles. Running as much city growth as you can in core cities is almost invariably best. You could even afford to run 10% lux for stretches if you overspill, or to do so on a permanent basis if several key cities are overgrowing. The extra population IF there are good tiles to work will pay for the luxuries anyway. York is going to suffer now by making a settler it's ill prepared to train for waiting too long on the granary, and you don't have the flexibility to peel off a worker or settler there without setting the city back for long stretches.

Rough turn for you this time. Well, you win some, you lose some. As we get farther into the game, each particular item means less and less to the overall civ, so there's more room to allow for mistakes, while at the same time there are more and more decisions to be made, making more room to make mistakes. We are coming toward the end of the ancient age and the game opening. Effective project coordination is going to become the main focus, but this means more than specialization. It also means making the most of your resources, which means balance. You have to find time in there somewhere to take each city off its specialized task to catch up on crucial infrastructure it's been missing, or it falls behind and can't continue its appointed tasks anyway. That falls back to the idea of "what can wait, should wait". You have to figure out when more workers or settlers can wait, and grab that temple or barracks. Figure out when more military can wait, and grab that granary or library. And so on.


Overall Grade: D+

:goodjob: count: Two. (Dover, Norwich locations)
:smoke: count: Three. (Workers, Diplomacy, Uncoordinated Projects)
[pimp] count: One. (Brighton Location)


- Sirian
 
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