PROD - Sirian's Training Day Game

I think that YOU are the one mistaken this time, Sirian. I can't invoke the specific post, but it has been demonstrated at some point on the general discussion board that connection to the capital is a 10% corruption reduction

Oh, I did have a 4000 BC save from my 1.17f testing game with the two settlers early on. it turns out I didn't get that second settler by founding Thebes after all

Vindicated and villified in the same post. :)

OK, I'll go with the idea of the connection reducing corruption slightly. That probably would not help York at this point in the TDG, though, and is one of those Jarulf-like finer points you might never notice in general observer. I'm certain it's better at this early stage to get a definite +1 shield from a mine over a possible + 10% in a city with distinctly less than 10 of anything. What it might do of some actual use, is down the road to help out in distant colony management, where every little bit of corruption management makes a big difference, to put some priority on a harbor for cross-water connections, or to build roads to colonies that are growing large enough for the 10% to matter.

On the other hand, this new data about your 4000BC settler supports my notion that you can't get a settler from a hut by way of founding a city. Or... at least it stops disagreeing with that notion.


- Sirian
 
Hey! I can't be :smoke: on the Dotmap...I say in the same post that the Red Dot is wrong! I had put it in the wrong spot, and then when I posted it, I realized.... :cry:

My reasoning for the Warrior was this: in his current location, he could move two squares in two turns. Any Barbarian that showed up in the 'viewfinder' would be two turns away from the city or the worker. Therefore, I would have enough time to get the Warrior back to the threatened city. Am I wrong on the two square detection?
 
Originally posted by Sirian

PS: the next round is now open. Play and post as appropriate, and Mardoc can skip the 3000BC shadow turn, as he did not get his game in on time for this round. Hope you all are having fun and learning useful bits. The game marches on!

Yes i have fun and enjoy it and I'm learning a lot especially those little thinks like the order the game runs every turn (first food then shields etc.) Thanks for your work :goodjob:


btw who is up now :confused:

Rowain
 
ROSTER:

Sirian
ChrTh
Black Cursor <<<< UP NOW
Rowain deWolf << On Deck
Zot
Hotrod0823
Mardoc


The Black Cursor is up now. May his reign be neither black nor cursed. :)
 
Originally posted by ChrTh
My reasoning for the Warrior was this: in his current location, he could move two squares in two turns. Any Barbarian that showed up in the 'viewfinder' would be two turns away from the city or the worker. Therefore, I would have enough time to get the Warrior back to the threatened city. Am I wrong on the two square detection?

I realized the flaw in my logic: Horsemen. Yes, I can see them two squares away--but they can reach the cities in 1 turn (as they move 2)...so, yep, definitely :smoke:

:D
 
<thread hijack>Road connections "do" help corruption. They decrease maximum corruption, so they are nearly useless for a close city. Normally, a city can have a maximum of 95% corruption, so 21 shields you will have 2 production. A city connected to the capital has a max of 85% corruption. I think that was all. Sorry for disturbing your game.
 
Just a quick note -- I've played my turn already; expect my report tomorrow. Teaser: the next player Up gets a gift from me :D

Be seeing you...

---> TBC (tiny bit crazy)
 
It is said that madness has its moments. It is said that folly has its place. That inspiration comes from delusion, no doubt. In the true-telling, all manner of strange tales are handed down from generation to generation – it is wisdom to see these for what they are… :smoke: One must be e’er vigilant, one must set goals, one must get on with it… :splat:

My goals for this round were as follows:

1. Micromanage cities effectively :hammer:
2. Get Settler and locate next town site [dance]
3. Get Worker for next town
4. Scout immediate area around capital :scan:
5. Get more troops :soldier:
6. Contact other civs and trade :king:

Let’s see how I did…

3000 BC (0): London swaps tiles to hills on river for growth in 2, Granary in 1. 1 shield is wasted, 1 less gold earned. [1]

Talking to the neighbors [6], Russia has picked up Alphabet, Germany has not. Rather than let Russia trade with Germany, I choose to pick up The Wheel from Germany for Alphabet + 5 gold. I will make up this gold before long. Bonus effect, Bismark was annoyed, now he’s cautious. Horses are seen on a nearby hill.

Touching all units, I see they all have moved including one errant worker ;)

London finishes Granary, builds Settler. I swap tiles to grassland/shield (a.k.a. bg) on river. Growth in 1, Settler in 6, 1 food wasted, 1 more gold [1]

2950 BC (1): Worker mines bg. Our Warrior stops collecting road tolls and heads S to garrison London. Scout 1 moves NW, NW pops hut. The Burgandians only have maps to give, but the Scout locates the Chinese border. Scout 2 moves W, W and locates the Babylonian border. Scout 3 moves S, E to mountain. This last Scout will shortly head back towards London [4]. Our treasury is losing 1 gpt but this is OK.

2900 BC (2): York relinquishes shared bg to London and swaps to forest on river. With one unhappy laborer in London, our Warrior moving SE, arrives just in time and fortifies [1]. Scout 1 moves NE, E. Scout 2 moves W and contact with Babylon is made. Hamurabi definitely has not been reading his journals. We sell him Pottery for 10 g draining his meager treasury [6].

Scout 2 continues N and sees a lake. Scout 3 moves SE, NE finding a German settler. Now we would have liked to move through Germany on our way back to our lands [4], but the Settler had other plans, claiming the tile I wished to finish on. York finishes Worker, builds Worker. This next worker can speed York’s improvements or help with the next town [3].

2850 BC (3): York Worker moves SW to bg. Scout 1 moves E, E into China. Scout 2 moves E, sees hut, N pops hut, and Huns give us a Warrior [5]. This is actually quite good, as I wouldn’t then be hobbling a scout in the mountainous terrain around our lands. Thus, the Conscript moves N to mountains. Scout 3 move NW, then S [4].

China is as ignorant as Babylon and we find we can make the identical trade: we get 10 g for Pottery. Mao, once cautious is now polite – this won’t last due to our trespassing. Mao (Cautious – see) does ask us to am-scray, and we comply.

2800 BC (4): Scout 1 moves SE out of China. Scout 2 moves S, glares at the Babylonian warrior occupying his “spot” then moves SW. Scout 3 now moves SE, E through Germany. York Worker mines bg. Conscript moves N to hills.

2750 BC (5): Scout 1 moves S, E. Scout 2 moves W, W. Scout 3 moves E, S. Conscript moves N to mountains and sees fish, gems [4].

London finishes Settler, builds Settler [2]. London’s production works as advertised here, even better in turns to come.

2710 BC (6): Settler moves NW, W. Warrior moves NW, NW to uncover more fogged land. Conscript moves N to mountains. Scout 1 moves E, SE. Scout 2 moves SW, W to mountains, sees Russian scout [4]. For some reason, the Hammer is now annoyed, but with not a penny to his name, we can’t do anything about it now – trading Alphabet was an option as Russia and Germany would do so if they could. Scout 3 move S, S.

2670 BC (7): London grows to size 2, with Settler due in 5(!) [1] Warrior moves NW. Settler move W, more ground is covered this way. With mine complete, Worker builds road. Conscript moves N. Scout 1 moves E, SE to hills. Scout 2 moves N to mountains. Scout 3 moves E, S to hills, sees lake.

2630 BC (8): York cannot grow this turn and finish Worker. Warrior moves, NW sees cattle. Settler moves NW [2]. Conscript moves N to hills. Scout 1 moves NE, E to hills. Scout 2 moves NW, NW. Scout 3 moves SE, E.

York now finishes Worker, builds Temple. I base this choice on our lack of culture and relative military parity as told by our advisors, the next ruler may have other priorities.

2590 BC (9): York Worker moves SE to bg. Warrior moves N. Settler moves NW to horsie heights filling in the final piece of the land-survey [2]. Conscript moves N to hills. Scout 1 moves N, N. Scout 2 moves NE to mountains. Scout 3 moves E, N see whales. Our treasury is now losing 2 gpt but this is OK, thanks to the extra gold from Babylon and China.

2550 BC (10): Warrior moves N to cattle. Settler moves N to town site and what a town site it is: cattle, game, wheat, bg a-plenty, fresh-water, and on and on! Such a pity that I would not get the chance to put down roots on my watch– I leave this gift :bday: [party] to my successor [2]. Conscript moves N to hills/gold. Worker moves N to mined bg, and lends a hand on the road building. Scout 1 moves E, NE to mountains. Scout 2 moves E to mountains. Scout 3 moves N, N. We now have a much clearer picture of the borderlands of London and York [4].

Chatting up the locals yields the following nuggets:

Russia with 10g, does not have The Wheel
Germany with 15g, does not have Masonry
Babylon (0g) does not have Alphabet, The Wheel
Poor China (0g) does not have Alphabet, The Wheel, Ceremonial Burial

We are the most advanced and the wealthiest in the immediate area.

Actively micromanaging London and York clearly demonstrated Sirian’s earlier points of tile use and improvement, the value of the Granary, etc – Settlers are now quickly produced, indeed! With no immediate threat, I gave the nod to an extra worker. With an extra troop and careful Scout movement, the all-important ring around the capital is almost revealed now. I made contact with two more nations and with some clever trading, put us on a strong tech and treasury footing.

Be seeing you…

--> TBC (Temple bears consideration)

http://www.civfanatics.net/uploads/prod-english-2550bc.zip
 
3000BC: Inherited turn diplomacy and deal! [party]

2900BC: York had to give up that tile. Good job. Only... if you had seen that two turns ago, could have shaved a turn off that worker at no cost. :) Everybody missed this one, though.

Selling Pottery is a good move. The other civs already have it. I opted not to, but as to when to sell it is a judgement call, and postponing could mean missing out on the deal, so your move is the safe path there.

2630BC: This is a very interesting choice at York. Normally, wasting shields even for one turn is undesirable, but getting a third worker out there is good! If you can see by the way I handled this on my turn, I also got a third worker out and I squeezed a warrior in there, too, so you could have done this slightly differently and come out ahead, but your result is a stronger York result than any of the other players produced, and I'm happy we'll have three workers out there in the official game to start the next round.

2590BC: Starting the temple for York about now is good timing, and is the choice I made as well.

2550BC: I like your settler spot. It's a hugely strong location with a cattle and game in immediate range for food bonus, and will serve us well. The spot due north of the lake would make another good dot, being on fresh water and minimal overlap, even though a lot of its lands would be in the desert. I definitely wouldn't move from there to the spot I chose, especially wasting two turns compared to my game to do so!

Your scouting pattern has been to stay closer to home, and while this will have some deliterious long range consequences, it is much stronger for the short term. The settler due out of London could actually head south! We need to be concerned about more than just the Germans, and there's a nice hill tile on a river next to the game tile, south of London, that might make for the next city site. Or... some other push southward, there are other sites on fresh water in the region, and there are all those gems. Your settler site in the north would make that possible, and thus might even be better than the one I chose, all things considered, because its short term strengths may well outweigh the long term problems. If its tiles were improved: the cattle irrigated, the game forest chopped down and mined or at least get a road through it, some mines on the bg tiles, it could serve to crank settlers for the north side while London sends its settlers southward, to claim land, resources, whatever, and push our front in both directions.

I also like your reporting style! And your result is Most Improved of the players compared to your previous turn.


Overall Grade: A

:goodjob: count: Six! (Diplomacy, Trade, Scouting, Workers, Settlers, Style/Tone/Depth of Report)
:smoke: count: None.


Mardoc: you're still with us, but it would serve you to play and post your shadow for the next round rather than this round, as this round is now closed.

Let the new round begin! Rowain is Up, Zot on deck.


- Sirian
 
Report for 2550 BC till 2150 BC

2550 BC: Doing a quick Diplo-roundNoone has a tech we don't have and Bab+China are broke.

2510 BC: the not working Worker moves 1 Tile west the other two continue. Nottingham founded on the spot (thanks to TBC :) )
using the Cattle-field starts a Warrior.Conscript-Warrior moves 1N EastScout 1NW,1N spots Wheat; SouthernScout 1W, WestWarrior 1S Northern Scout 1NW,1W;

2470 BC: London fin Settler starts Spear; SS: 1NW; ES: 2N spots another Wheat; NS: 1NW; Conscript 1E; WestWarrior 1S, Settler sent to the hill next to Wheated Floodplain NE from London;Worker moves to cattle;Mining oad finished one moves 1W between York and Nottinhgham 1to york to get to the Dyes to road them and bring in Luxury;

2430 BC: Worker starts irrigating Cattle; SS: 1NW; ES: 1N; WS: 1N spots Goodiehut; both Warrior move 1 South;2.Worker starts Road between York and Nottingham; 3 reaches Dyes;

2390 BC: Road in the Jungle to bring in Dyes started; WW moves 1S; Conscript moves 1SE; WS pops Goodiehut and we get Mysticism :D; SS: 1NW; and now the big surprise : Suddenly there is a Barbcamp next to our third Scout and a ready warrior within too :eek: Scout turns and run 1W,1SW to flee; A short diplocheck shows nothing new by the AI none has Mysticism.

2350 BC: ES: 2S (running for his live; WS: 1N; SS: 1NW;
Conscript 1S; WW 1S;

2310 BC: Hastings founded ; Conscript Warrior take his duty in it; Worker ordered; Worker finishes road moves back to start woodchucking south of York: Warrior one south; EastScout 1S, 1SE; Southern Scout 1 SW; and our Scout in the West find himself next to a Bulgar-camp with ready warrior in it . He flees 2 East;

2270 BC: SS: 1S; Warrior 1S; Es: 1S; WS: 2S; Irrigating the cattle finished road started.

2230 BC: London finish Spear starts Settler: Since a Barb suddenly appears next to our Dyes the Spear marches up to York the Dye-roading worker is moved back to york. A Goth-warrior appears next to Hastings; the Southern Scout moves 1S and spots a Barbcamp our Warrior moves 1S; and our fleeing (1S 1SW)Eastern Scout spots another BarbCamp :eek: (the Angle-tribe)
Turning the Science-wheel gives us 4 gold and still writing in the next turn .

2190 BC: Writing discovered; Horseback riding started (in 9 turns by 0gpt) Embassy in Russia opened; Nottingham finishes Warrior starts a new one for Barb fighting. Spear reaches York; Warrior 1SW; SS. 1NE towards the Warrior; WS: 1S; ES: 1W, 1SW;WORKER IN York joins the woodchucking

Inbetween: York gets attacked but our Spear wins ; Hastings get attacked too and our Conscript wins and gets promoted; the Palace gets a nice lawn :)

2150 BC: Changing used tiles in London so that the city growth and and Settlerprodoction occur both in 4 turns; Worker moves to Nottingham ; ES: 1S; WS: 2S; Warrior 1SW Scout meets him;
A short Diplocheck shows no real changes by the AI ; Germany and China know nobody but us; Russia knows Babylon;



Good Luck for the next player :)

Rowain
 
2510BC: Lost a worker turn here. See the shadow thread for details.

2470BC: That was the first tile that came to mind for me, when I decided not to send settler south. It's a good tile. I ultimately decided on the alternative, one to NW, as did two of the other players, but your choice should work out OK, too. The differences are minor, in this case.

2190BC: Your luck with the barbarians showing up close to home was the worst out of anybody. York under attack? Sheesh. These things are out of your control, though. You protected the worker, protected the cities, and overall things are OK, although we're going to have to send troops out in the next round to clean up the barb trash lying around. Your worker actions overall are good, although a wee bit short of a full thumbs up.

2150BC: :smoke: [pimp] :smoke: SLOWING FOOD PRODUCTION??? Why? Thank goodness this is on the to-be-inherited turn and, like the growing-before-granary problem from earlier, can be corrected in between rounds.

What is the point of slowing food production? Never, ever do this in the capital. Run 10%, 20%, 30% luxury tax if you have to, but keep that capital growing at the maximum rate at all times, as long as there are good tiles to be working (and this should be always, since you make sure your workers improve enough tiles at the most important city in your empire: the capital. This applies to every game you will play. Other cities far from home, you don't want to slow their food growth either unless they are too far away or your civ has grown too large to make increasing the lux taxes just for them a bad trade. There are times when you slow food and increase shields to keep the max possible shield rate going (with entertainers taking away from that, compared to swapping to forests and mines). But that doesn't apply here. Here, you want to take borrowed tiles away from York if need be, whatever it takes to keep London's food growth rate, and thus the rate of fastest settler production, going full speed.

Yes the city would go into unrest at size 3 if nothing is done about it. No you won't let it go into unrest. 10% lux tax should cover it long enough for the settler or next mp unit to finish. You don't run entertainers in the capital and you don't slow the food, you increase the lux taxes temporarily, at least at this stage of the game.

Population is power. One of the worst moves made in RBD23B in the entire game, which really badly hurt our team, was somebody in the rotation slowing food growth at our capital for no good reason and this being allowed to go on and on and on and on across about thirty or forty turns before I inherited the game to straighten it out. I wouldn't say we lost the contest over this, but it definitely hurt us big. This is the sort of growth-slowing decision that marks the line between success and mediocrity or failure on higher difficulty.

When there is some trade-off, where you give up something to get something else, that's a judgement call. If you give up something to get nothing, that's a problem. :)


One embassy established, no RoP's. Moving in the right direction with that, but not enough to get the gold star.


Overall Grade: B-

:goodjob: count: Two. (Hastings Location, Homeland Defense).
:smoke: count: None.
[pimp] count: One. (Head banging on desk over the food slowing deal)

You get the first [pimp] handed out, but for all of that, your total result was not bad under these circumstances, and you graded higher than some despite that Maalox Moment at the tail end.


The next round is now open!


Sirian
ChrTh
Black Cursor
Rowain deWolf
Zot <<<<<<< UP NOW
Hotrod0823 < On Deck
Mardoc



- Sirian
 
Originally posted by Sirian

2150BC: :smoke: [pimp] :smoke: SLOWING FOOD PRODUCTION??? Why?
- Sirian

Uhm if only i know why. Somewhere there the 'don't finish Settler before city reaches size 3'- rule gets abit confused and turns out to be don't reach size3 before the Settler. reading about it now makes me wonder what i thought about it. Just a plain [pimp]move you are absolutly right. Hope your head don't hurt too much from the Head banging ;)

Rowain
 
Got it. Should finish tonight (Monday) or Tommarrow night.
 
Just a quick note: The Realms Beyond has finally assembled the Civ3 tournament we've been mulling over months, and the first game opens today. Those of you who've been enjoying the RBD SG threads, as participants, observers, or lurkers, are welcome to come on over and have a look, and join in if you like.

Click Here to Visit the RB Civilization Epics Homepage

- Sirian
 
0)2150BC - Change London back to full food. When the population expands we can deal with unhappiness (before they revolt, of course) Cathy won't give us gpt but will give use 10 gold for ROP, so I do it. No one else has anything.

Between Turns - Hastings warrior defends against barbarians. The warrior loses only one hp, but gets it back before my turn starts.

1)2110BC - York has to give up the shared tile so that London can use it next turn when London's population expands. Hastings expanded and the two best tiles for them to work are either the forest tile(1food=pop growth in 7 ,1shield+1waste=worker in 2,0 gold) or the pond(2food=pop growth in 5,0 shields=worker in 4,2gold). I decide that since we are already getting extra food from the wheat and Hasting needs a lot of tile improvement, that getting the worker sooner is more important, so I choose the forest. I send both York's spearman and Hasting warrior North to deal with the barbarians. The southern warrior takes a step toward the barbarians, while the scout heads SE toward the Babylonians. North scout retreats toward the approaching spear and warrior, to draw the barbarians south. West Scout heads south to explore near Russia. Nottingham worker goes SW to work the one grassland tile that touches the river and get +1 gold. The warrior in Nottingham heads west to eventually help a scout bust fog. With the way barbs are showing up, there might just be an opportunity the see some action. Also, there is another warrior due in Nottingham in two turns for MP duty. Bizzy is the only one with anything, and he only has 15 gold, which is not worth writing or masonry.

2)2070BC - London expanded to size three, which makes one person unhappy because three is just too crowded. I cannot wait to get that dye NE of York online so this does not happen at size three. Put lux upto 10% to take care of this until the settler pops in 2 turns. Note: London will waste a lot of shields (needs 8, getting 7 per turn), but I cannot come up with any way around this that does not also take away food. South warrior defeats barb and gets 25 gold from the Cuman encampment. I use this money to establish an embassy with Babylon. I see that they have a cattle, which they mined and they will be done with another setter in 1 turn. They have what looks like a spearman in the babylon garrison. Hammi has no money, so I don't see a point in doing a ROP.

Between Turns - Nottingham finishes a warrior, and starts on a settler. Due to expansion to size 3, I can either work the forest (settler in 6, pop expansion in 7) or the grassland tile that our worker is improving (settler in 10, pop expansion in 5). I know that we are not suppose to slow down growth, but I don't want to expand to size 4, so I use the forest to complete the settler quicker. Hastings finishes the worker and starts on a settler.

3)2030BC - Our treasury is running dangerously low, because of the embassy and a -1 due to lux. I bump science down to 80%, which only adds 1 turn to horseback riding and +2 gold per turn. West warrior finds barb encampment with one barb warrior in fog 4 tiles from Nottingham. South scout turns to swing toward Russia from the south, while south scout goes south to see what is west and south of Babylon. Hastings worker moves to the wheat to irrigate it. The spearman north of York will sit still and let the barb warrior attack between turns. He is only there to defend against the barbs, because his defense is stronger than his attack, and he is between the barb and York, and since he is right next to a barb he does not need to move. The barb will probably attack between turns.

Between Turns - Spearman defends against the barb and does not lose a single HP. Unfortunatly, he does not get promoted. London finishes a settler an starts another settler. Adjust luxuries down to 0%, but leave science at 80% so that we don't lose money.

4)1990BC - Workers finished chopping the forest by York, just in time to make it so that the temple will be done next turn. Since there are two workers, one will mine while the other builds a road. West warrior defeats Vandal barb and cleans up the encampment for 25 gold. NE warrior steps next to the Angle encampment, which will be dealt with next turn. Worker starts irrigating the wheat outside Hastings. Spearman heads back to York for defense. Settler in London heads West to eventually settle south of Nottingham near the fish and dye. Probably the hill, since it would allow immediate access to the fish. Use the barb money to establish an embassy with Germany. Berlin has one population and no buildings (other than palace), a settler, warrior, worker and what looks like a spearman. We get Bizzy's treasury of 15 gold and a worker for ROP. The new german worker goes west (on top of hill) to build a road to the village-to-be that the settler will build. He will help with all the jungle clearing. Cathy and Bizzy are polite. Mao and Hammi are cautious. Nobody has anything, so I cannot trade to make Mao or Hammi polite.

Between Turns - York finishes temple, starts settler. Also adjust to work shared tile with London who does not need it currently. This did not need to be done last turn, because the shields would have been wasted anyway. Pop growth in 5, Settler in 8.

5)1950BC - North warrior cleans up the Angle encampment for 25 gold. East scout continues going south toward the east side of Babylon. South scout finds 4 cattle and a whale west of Babylon. South warrior busts fog West of Babylon toward Russia. West scout and warrior bust fog east of Russia. Warrior stays in Nottingham to make sure everyone is happy. Spearman makes it back to York for MP duty. Using the gold from barb cleanup we build an embassy with China to have embassies with all four civs that we have contact with. Beijing has pop 1, no buildings (other than palace), a settler, and a warrior. Adjust the science down to 80% which still gets horse riding in 3 turns, gets +2 gold for the treasury.

6)1910BC - Misc Movement. No one has anything to trade.

7)1870BC - Worker finishes paving near York, heads to the dye NE of York to bring it online. A luxury will allow the connected cities to not riot at size 3 without someone pulling MP duty. Misc Movement. East scout spots a barb near the gems, but is two tiles away so he should be safe. The barb is too close to Hastings for comfort, so I send York's spear to Hastings. London's settler will finish one turn before it expands. I switch to a spearman, which will be ready in 2 turns. Should start a settler after.

Between Turns: Horseback riding is discovered. Bump science to 100%. Options:
-Mathematics(12). We can get currency next, so we can build marketplaces to earn more money.
-Iron working (which is the cheapest-9), but I think we can trade for it soon.
-Philosophy(9)->code of laws(15)->republic for the new government.
-Literature(15) for libraries, but we are already leading science so it can possibly wait.
-Polytheism(17)->monarchy for the new government.
I choose math. Weed? Hard for me to say, but I'm sure Sirian will have something to say about it.

8)1830BC - Nottingham worker finishes mining starts paving. Settler will finish setter in 1 and expand in 2. Worker near Hastings finishes irrigating the wheat, starts paving. Misc movement. East scout stays close, but not too close to barb. Debate exactly where to build the next town. Currently the settler is on a jungle tile, that has a corner on the water, but it will overlap two tiles with Nottingham (not neccessarily bad). NW is a hill on a river, but will overlap Nottingham badly, SW is a hill next to a fish, but no river. S is another jungle tile that is the same as the current one, but will not overlap at all. I decide to stay put and build Canterbury. I leave it on a warrior for defense. But the next player can choose to change it if it is needed. Bump science to 80% so that we don't lose money, and get math in 12. Mao is the only one with anything to mention - Iron working, but we will wait to see if the price will come down.

Between turns - London builds spear, starts settler. York's cultural border expands.

9)1790BC - Worker NE of York starts paving the dyes. Misc Movement. West scout reveals two Hun barbs South of Moscow, when he climbs a mountain. Luckily, they are a safe distance away. The spear in London stays, since London's population will expand to size 3 in 3 turns.

Between turns - Hun warrior attacks a russian city. He must have won, because he is still around afterward. But so is the town...go figure. Nottingham finishes a settler, and starts another settler.

10)1750BC - Worker south of York finishes mining, moves to and mines the grassland that is now available to York after York's expansion. I debate taking the settler in Nottingham either west of Nottingham, or NNE of Nottingham (and NW of York), or SE of Canterbury (and SW of London). The settler heads SE toward the jungle tile between the dye and the game. Science at 90% gets math in 9 with no gain or lose to treasury.

prod-english-1750bc.zip
 
2110BC: Great job with the rationale at Nottingham!

1990BC: London starting another settler is too soon. Several players made this mistake. I hope you catch it before the end of the turn as this is some :smoke: here.

Settler from London heading WEST? To ground that Nottingham's settlers can cover? When there are borders to establish to the south or gems to be grabbed to the southeast? And this is the official turn? Oh boy. :)

York has improved tiles but we're going to drop it back to size 1 without a granary or any food bonuses? Not the worst plan, but not the best either. Most of the other players, including myself, opted for a barracks here next, so this city could stay large and provide better military while the other three cities, all with food bonus or granary, kept going with workers and settlers. We'll see how this turns out.

Worker AND 15 gold for the RoP, that was just brilliant! :goodjob:

1950BC: Embassies! :goodjob:

1870BC: Ah! I'm very glad you caught the London mistake. Good work!

Techwise: hard really to make a bad choice here. Maps is probably the worst in that harbor/ships are the least valuable to our massive lands and situation. Math is fine. On Deity, by this point, I'm done with research and saving gold to buy techs, which is cheaper, so I'd follow wherever the AI's lead. Here on Regent, the AI's are going to be sluggish so Literature needs to be a high priority and libraries to speed our tech lead will make a big difference. Math would open the way to Construction, which is great if being harasses by barbarians or close militaristic neighbors (build the Great Wall). Markets are awesome but take too long to build at this early stage, first need to get temples and granaries going, and on Regent, libraries too, so those could wait a bit more.

1830BC: Good location for Canterbury. You can see, however, by sending your Nottingham settler south, that it should have settled the Canterbury spot and the London settler gone further south. We'll be all right, but this is the only major decision you made that I didn't like. Showed lack of planning in which areas to cover with settlers from which cities. :)

1750BC: Good science micromanagement all the way through, and great job with all of these workers. Why didn't you trade contact and/or RoP to China for iron working? Can this still be done next round? Guess we'll all find out.


Overall Grade: A-

:goodjob: count: Four. (German deal, Embassies, Homeland defense, Workers)
:smoke: count: One. (Canterbury good location but bad settler coordination)


The next round is now open. Good luck.


- Sirian
 
Originally posted by Sirian
Why didn't you trade contact and/or RoP to China for iron working? Can this still be done next round? Guess we'll all find out.
- Sirian

It seemed that China wanted too much for iron working. I thought that we could wait and get it for cheaper later. I forget what Mao wanted, but ROP was not enough. I do not remember trying contact with ROP, though.
 
1750 BC (0) : Change York from settler to Barracks to supply Vet units to cities. Most other cities ar producing Settlers and they will need MPs with all the barb around.
Check with military advisor to see current unit locations. Locate scouts and warrior and in the next turns will move scouts to lands south of Russia and move warrior to land NE of Germany

Trade with China: We give, ROP & contact with the Russians for IW. Iron deposits located on hill just W of London. By shear luck we are already building roads to that hill ;)

1725 BC (1): Scout continues to bust the fog SE of Russia, Nottingham worker completes roads and move to game square to start cutting forest next turn. Because the mine is on line the game square can be cut to give 10 shields and then be irrigated to give 4 food. Hastings worker moves to the hills for future mines and roads. Misc, warrior / scout movement.

1700 (2) : Return London the tiles from York, York will work the forest to complete Baracks in 2 turns Grow to 4 in 16.

1675 (3): Cantibury finishes warrior starts spearman, not enough growth for a worker but one is surely needed to clear that jungle and build some improvements. Cant. warrior joins Nottingham settler as protection on the movement south.

1650 (4): London builds settler, starts warrior, York builds barracks starts spearman, Take a Hun camp near Ismuth (sp?) south of Russia.

Southern Scout Locates a Nation called France. They are underdeveloped with only 3 cities, and lacking in , Pottery, Wheel, CB, IW, Writing and have only 10 gold.

MM Hastings to build settler in 4 grow in 4.

1625 (5) : Scout continues look into France, Nottingham warrior defeats barbs, had to set Lux to 20% because Nottingham warrior had to leave his post. Babs want contact with French, Refuse his demands calmly, no reprisals , they are still cautious.

1600 (6) : Settlers from Nottingham and London continue to move south, Nottingham with an escort. Disperse barb camp NE of Germany +25 gold. Warrior sees another barb camp NW of Nottingham. York worker #2 sent toward Cantebury via Nottingham for much needed work in the jungle, this only after completing the mines.

Establish embassy with France for 47 gold and sell ROP for 10. Not great but all possible embassies are set.

Sell Contact with the French to Bizzy for 25 gold. Nether is very advanced and nether has contact with russia, china or babs. Road to Iron is completed starts Mines.

1575 (7): London completes warrior starts settler.

MM Nottingham to complete settler and grow in 3 turns.

1550 (8) Hastings Finished settler moves on road East x2 but will eventually end up SE near the coast and the gems :D
Hastings starts a warrior, many barbs coming from the North. York finishes spear, starts another, send spear to Nottingham for MP duty. Finish road to dyes, start to clear the jungle. Disperse camp NW of Nottingham for 25 gold.
After dyes are online reduce Lux to 0% and set research to 50% to finish Math in 1 turn with a modest gain in gold.

1525 (9) : Finish Math start LIT for the Libraries. Southern warrior protecting the settler is promoted to Vet. Set research to 100% for Lit in 11 and -3 gpt. Not a problem!

1500 (10): Nottingham builds settler and heads west to newly safe area near horses and incense. Start a new spear. Found Conventry with London settler near game on a river inthe Mountainds.

3 other settler are out, the Southern settler is in Position if the next ruler sees fit. The other 2 one E of Hastings should head south and the Nottingham settler should continue W to the warrior.

NO other issues of note remain. WE are ahead in tech and gold on all civs and no ones has anthing to offer. My only concern would be the proximity to the Babs. Good Luck ALL!!!

Hotrod
McProd 1500BC
 
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