Sirian
Designer, Mohawk Games
1000BC: Good job draining Bab treasury. Also great work at Nottingham. If you keep that up all turn, you may get the gold star this round. 
950BC: That's incense, btw.
900BC: The tile one SW of your Brighton location would swap overlap with our to-be city to the east, for more overlap with the Chinese city, and more access to food. You site is good, though, so I won't complain.
825BC: That world map trade could be iffy. Once any AI has a tech or a bit of map info, they are liable to trade them all around and all of them get them. The question then is whether or not you give up value by making such a trade, since you lose the chance to trade the same thing to every AI on the same turn. Even if you GIVE AWAY stuff to the poorest nations, you get diplomatic credit for doing that, and deny another civ the benefit of the trade. I won't say this was a bad deal, because it may not be, but you should at least pause to consider this sort of thing when the AI's offer you a deal on THEIR turn, when they have control and can swap the goods all around and cut you out of other deals. On the other hand, when the AI's offer a deal, it is occasionally a "good" deal and won't be available at that price through regular negotiations, but... with our scouts, and widely known explorations, I suspect you gave up a good bit here. It probably could have waited.
750BC: MPP's are a long way off. We should remain neutral until that time, and by then the game will be won on this difficulty level with this edge on civ size and productivity. The AI's are not our main opponents in this Training exercise. Our own decisions and thinking processes, and awareness of the variables involved in making effective decisions, are the main opponents. It's possible to "train" for any difficulty in terms of building, here on Regent. It is not really possible to train militarily for higher difficulty from down here. In fact, it would be counterproductive in many aspects, since militarily you have to make your plans much more based on the AI capability.
You neglected the irrigations at London, which are top worker priority. You did well with the rest of your work force, though, on the whole. I snuck the granary in before the York settler, which is an opportunity you missed. Your Nottingham micromanaging slacked off at some point, as the food box was short one food on your final turn, and that shouldn't have happened. At least you were paying some attention there, though.
One more point. You passed up the chance to whip partial progress on the temple down at Warwick. You can only whip partial progress at certain points in time, when you have a target to whip toward. Check my timing in my report for details. The once-mighty forced-labor whip has been nerfed almost to uselessness, but almost is not the same as entirely. The whip memory fades quickly enough, especially when used this early to speed the first cultural improvement. Getting that temple online a good bit faster may be urgent to maintaining cultural control in that area. Will probably also be necessary to pay to rushbuy library once the government swap is made. I will be surprised if any of you players make this move, so I'm not singling you out. ChrTh had a rough turn and I didn't want to pile this one on him, too, when I knew I could tack it on to a different critique.
Overall Grade: B
count: Three. (Dover Norwich locations, Inherited Turn)
count: None.
- Sirian

950BC: That's incense, btw.
900BC: The tile one SW of your Brighton location would swap overlap with our to-be city to the east, for more overlap with the Chinese city, and more access to food. You site is good, though, so I won't complain.
825BC: That world map trade could be iffy. Once any AI has a tech or a bit of map info, they are liable to trade them all around and all of them get them. The question then is whether or not you give up value by making such a trade, since you lose the chance to trade the same thing to every AI on the same turn. Even if you GIVE AWAY stuff to the poorest nations, you get diplomatic credit for doing that, and deny another civ the benefit of the trade. I won't say this was a bad deal, because it may not be, but you should at least pause to consider this sort of thing when the AI's offer you a deal on THEIR turn, when they have control and can swap the goods all around and cut you out of other deals. On the other hand, when the AI's offer a deal, it is occasionally a "good" deal and won't be available at that price through regular negotiations, but... with our scouts, and widely known explorations, I suspect you gave up a good bit here. It probably could have waited.
750BC: MPP's are a long way off. We should remain neutral until that time, and by then the game will be won on this difficulty level with this edge on civ size and productivity. The AI's are not our main opponents in this Training exercise. Our own decisions and thinking processes, and awareness of the variables involved in making effective decisions, are the main opponents. It's possible to "train" for any difficulty in terms of building, here on Regent. It is not really possible to train militarily for higher difficulty from down here. In fact, it would be counterproductive in many aspects, since militarily you have to make your plans much more based on the AI capability.
You neglected the irrigations at London, which are top worker priority. You did well with the rest of your work force, though, on the whole. I snuck the granary in before the York settler, which is an opportunity you missed. Your Nottingham micromanaging slacked off at some point, as the food box was short one food on your final turn, and that shouldn't have happened. At least you were paying some attention there, though.
One more point. You passed up the chance to whip partial progress on the temple down at Warwick. You can only whip partial progress at certain points in time, when you have a target to whip toward. Check my timing in my report for details. The once-mighty forced-labor whip has been nerfed almost to uselessness, but almost is not the same as entirely. The whip memory fades quickly enough, especially when used this early to speed the first cultural improvement. Getting that temple online a good bit faster may be urgent to maintaining cultural control in that area. Will probably also be necessary to pay to rushbuy library once the government swap is made. I will be surprised if any of you players make this move, so I'm not singling you out. ChrTh had a rough turn and I didn't want to pile this one on him, too, when I knew I could tack it on to a different critique.

Overall Grade: B


- Sirian