Raliuven SG3.5 Regent

Due to personal reasons, I won't have it ready until Sunday when I get back from a skiing trip.
 
Actually, ignore that, I just realised I have time to play today before we leave.

EDIT: Scratch that, for some reason the forums have been down for me most of the day so I couldn't get the save. Leaving now, will be back Sunday to take my turn.
 
Toxicman007 are you down for the count on this one too?
 
Actually, ignore that, I just realised I have time to play today before we leave.

EDIT: Scratch that, for some reason the forums have been down for me most of the day so I couldn't get the save. Leaving now, will be back Sunday to take my turn.
I saw the original post but an EDIT does not register as a new post, so I did not see that he was gone over the weekend.
 
Yeah, count me out for this one too. Stupid viruses.
Ouch. That's bad.

Looks like I'm UP.

I'll try to get a Strategy post up this evening.
 
Despotism
000% Tax
100% Science
000% Luxury

10 gold, +0 gpt

Alphabet in 17 turns.

City Builds
  1. Babylon (2) settler in 2, grows in 2. (undefended)

00 Settlers
01 Workers
02 Warriors

Current Units: 03
Allowed Units: 04
Support Costs: 0 gpt

Compared to everybody we know we are Weak.
Compared to everybody we know we are Strong.

We know nobody and can thus be both optimistic and pessimistic at the same time. :D


Long Range Plans
We will conquer the world.
We will enjoy it.
We will have fun.


Medium Range Plans
Learn Republic/Monarchy to get out of Despotism.
Begin to build veteran units (barracks).
Build more cities.


Short Range Plans (this turnset)
Pop the goody hut to the west next turn.

Next city. Hmm.

First spot for me is between the two cows and to the east of them. This is four tiles away from the capital, which translates into two turns of road movement to go from the capital to this city. Not ideal but okay at Regent. We are also not on the coast.

Second spot would be on the hill to the SE of the southernmost cow. But that means will need culture expansion to get to use the other cow, so that is no good.

Third spot is between the cows but to the west of them. Both are still accessible in the initial nine tiles of the new city. It is CxxC from the captital, but due to the river, that distance will still take two turns to walk. And it is on the coast, for an early curragh and some exploring.

I like the third spot best. New city starts on a Worker?

After the settler Babylon will drop back down to size 1. It will then need 10 turns to grow back to size 2 and it will produce 2 spt. Barracks next? Or maybe granary?

A second city will help our science quite a bit, to the point where we might learn Alphabet in the next 10 turns. Go for Writing (Republic Slingshot) or something else?

Worker will irrigate towards both cows. Two turns still to go on this first irrigation project, then a connector grassland (4 more turns) and finally able to move onto the cow and begin to irrigate it. It won't be completely watered on these turns, however.

Warriors continue to explore. Perhaps we should have them begin to loop around the capital. Or we could build another rWarrior in Babylon after the settler and plan to send it due south.
 
Sounding good. I don't normally like CxxC, as I like to use the full potential of my cities, so I would be more inclined to the first spot, but the lack of coast hurts that. New city->Worker sounds fine.

If we're planning on warmongering, then I would suggest heading for Monarchy and building a barracks in Babylon.
 
If this were an always war scenario I would agree on Monarchy. Otherwise Republic is almost always the better choice of the two. With a pangaea we will be able to fight oscillating wars to manage happiness. The only concerning thing for me is the total lack of luxuries so far but on Regent we've got some wiggle room on the happiness issue.

I usually settle CxxxC but that is not to say it is the smart thing to do. I am a builder at heart and it is hard for me to crowd my cities. At regent we’ve got leeway here, but at higher levels and particularly if we are warmongering then CxxC is probably the better structure.

Another consideration for me is the size of the map and the fact that we haven’t found anyone yet; though that can change very fast.
 
City Placement
I tend to build my core at CxxC for quicker reinforcements when the bad guys show up. That would let me shuffle units by road from one city to the next to bolster defenses in the outer cities. Here, by being next to a river, that won't work, at least not in the Ancient Times. Any city site north of the river will take an extra turn of movement for Spears, Archers and other slow moving units.

Building on the hill is another AW reflex I have, but I don't think we need it here. So we either build east or west of the two cows.

West gives us a coastal city, which, if this is a pangea land mass, is sorta useful. Two curraghs will eventually map the coastline. If this is a continents land mass (and I thought it was) we need suicide curraghs to find the New World for better trading.

East of the cows we allow both cities some room to grow beyond size 12, if we want them larger. But at least they would not have to swap tiles between them. We could put our third city due north of the capital, where it would be on the coast and next to a river.

Or, we could build 1NE of the northern cow. That would put us on the coast and the borders may expand to include both cows. That is CxxxxC and three walking turns from the capital, so that is a bit riskier than the other two locations.

I'm open to any of the three: west of the cows, east of the cows or 1NE of the northern cow.

Governments
Republic is my default government unless I'm in an Always War mood or playing CCM. Not having to worry about war weariness is very, very nice. But it can be a crutch. The key to wars in Republic is to keep them short, do not lose a city of ours and not to have too many losses. Retreats are okay, but losing units adds to the WW factoring. Plus, having a lot of units inside enemy borders during the IBT. Other than that, having a Republican war is loads of fun!

Next Build in Babylon
Sometine soon we need a barracks somewhere. Babylon, City #2, City #3 really doesn't matter. But we do need veteran units. That extra hit point helps.

Should barracks be next...that I don't know. Another settler or worker won't work. The worker will be finished in 5 turns but the capital will still be at size 1, so we have another 5 turns of just wasted shields until the city grows to size 2. Similar issue with a settler. An rWarrior may or may not be a good idea if all we need him for is to explore. Either a barracks (for veteran units) or a granary (for faster growth) seems to be in order. Both will take some tilme to build, which will let the captial grow back in size before we produce another settler. For me, it is 49% barracks and 51% granary. But I would like input, too.
 
I updated the OP so that the map stats are a bit more available. We are on a pangaea, which in no way actually assures that we are on one solid landmass. :crazyeye:

This is my thought on city placement. It places all of the cities on water except for the two that I believe would be the SF/WF cities (light blue and purple); we wouldn't be looking to grow them past size 6 for a long time anyway and then we can invest in aquas.

RSG353050BCdotmap.jpg


We could place the red city in either #1 or #2 locations; #1 would give more spacing. The only wasted square so far would be the one hill to the northeast of Babylon.

But this is very wide placement.
 
0 3050 BC
[IBT]

1 3000 BC

The goody hut gives us a map.
[IBT]
Babylon: settler -> barracks in 20.

2 2950 BC

Worker moves 1N, to irrigate.
[IBT]

3 2900 BC

Settler moves onto southern cow.
[IBT]

4 2850 BC

Settler moves onto northern tile.
Eastern Snooper finds another goody hut.
[IBT]

5 2800 BC

Settler moves onto the Blue Dot on the coast.
Warrior wakes some angry guys in white shorts, the Bantus.
[IBT]
Two Bantus run away, one attacks and dies.

6 2750 BC

Worker moves onto southern cow to irrigate and road.
Wounded warrior#2 moves onto a hill and sights some purplish/pinkish borders. No units are visible, so no contact yet.
Red Bulls is founded on the Blue dot. (Cows implies bulls, right?) Both cows are workable.

Red Bulls grows in 7, nets 2 spt. We start an rWarrior until we grow bigger.
[IBT]
Palace Expansion #1; we add some sidewalks and sod some grass.

7 2710 BC

Warrior#2 heals.
Worker irrigates the southern cow.
Western warrior is 7W of Babylon and 2N, on the coast. We send him further west.
[IBT]

8 2670 BC

Warrior#2 finds Bergen (1) of the Vikings. They have 10 gold, two cities (Bergen is their second city) and they know Alphabet and Warrior Code.

We can sell Ceremonial Burial for Alphabet and all 10 Viking gold. We learn Alphabet in 5, so this deal is not real good.
We cannot buy Warrior Code this turn, but maybe we can buy it on the turn we learn Alphabet, when we drop the science slider down and gain some cash.
[IBT]

9 2630 BC

Western warrior finds a goody hut, too.
Warrior#2 begins to map the Viking border.
[IBT]

10 2590 BC

Miskey Warrior#2 into Viking territory. We'll get a preboot this IBT.
Western Warrior disturbs a tribe of Kardashins. And maybe finds the western end of the continent.
[IBT]
We get the expected preboot from Ragnar Lodbrok.

One guy attacks and dies, the other two scamper away.

Red Bulls: rWarrior -> worker in 5 (city grows to size 3 in 2 turns).

11 2550 BC

Worker begins to road the now irrigated cow.

MM Red Bulls to work the better cow.

Move the new Warrior (Warrior#3) to protect our lone worker.
Wines are next to Bergen. Great. Drunk Vikings. Singing songs about spam, no doubt.
[IBT]

And the save is attached.
 
Babylonian Empire 2550 BC
tCore_2550_BC.jpg



The dots are from Raliuven's earlier dot map. The White dot replaces the Gray one, and the Light Blue replaces Black but only because they show up better. The Red Square is Raliuven's #2 Red city site.

Played 11 turns to put us on Turn 30.

Science is at 100%, Alphabet in 2.
We have 10 gold in the bank and 0 gpt.

We can get Alphabet from the Vikings but since we learn it in two turns it seems pointless to get it. We might be able to buy Warrior Code when we lower our science rate on the last turn of learning Alphabet. Maybe.

Babylon grows to size 2 this IBT, barracks in 11 turns.
Red Bulls has just started on a worker.
Warrior#2, in the east, is scouting out the Vikings.
Warrior#3 is going to protect our lone worker, but just because I am a little bit nervous about losing this worker.
Worker will finish the road next turn.

Bergen is 9E-3SE of Babylon.

Other Warrior is 10 W and 1NW of Babylon.
 
I believe I am up next, and here is my got it. I'll try and take a look tonight and give my thoughts on plans for the next 10 turns, then wait for feedback before playing.
 
Totally ripping this from you, CommandoBob. It's a good idea.

Despotism
000% Tax
100% Science
000% Luxury

10 gold, +0 gpt

Alphabet in 2 turns.

City Builds
Babylon (1) barracks in 11, grows in 1. (undefended)
Red Bulls (1) worker in 5, grows in 2. (undefended)

00 Settlers
01 Workers
03 Warriors

Current Units: 04
Allowed Units: 08
Support Costs: 0 gpt

Compared to everybody we know we are Average.

Long Range Plans
We will conquer the world.
We will enjoy it.
We will have fun.


Medium Range Plans
Learn Republic/Monarchy to get out of Despotism.
Begin to build veteran units (barracks).
Build more cities.


Short Range Plans (this turnset)
Move the western warrior south, warrior near the Vikes east, and warrior near Red Bulls north around the coast, unless we want it protecting the worker.

Learn Alphabet, move onto Writing. Drop science slider? How much?

My 10 turns won't allow me to select the next build in Babylon, but I will have to make a decision about Red Bulls. After the Worker, we'll be back down to 1 population after 3 turns of 2 pop. We have the options of going for another Barracks for some Vet units, a granary (which I'm not sure if necessary atm due to the two cows), or a temple, which I don't think we're interested in. Also, we will learn Alpha, which will allow us to build Curraghs. We could do that and go for some early sea exploration, and perhaps find some new civs who have nice things with which to trade us.

The first worker will take 3 more turns to road the tile that it is, then I will move it to the other cow for irrigation and a road to connect Red Bulls to Babylon.

Anything I missed? I'll wait for some feedback before playing my 10 turns. And my apologies about taking a few days to get back with this, school has had me concentrating for the past few days.
 
Granary in Red Bulls, I'd say. Your worker plan sounds good.

I like max science, but lots of people recommend going minimum science for Writing. Can someone else weigh in?
 
Totally ripping this from you, CommandoBob. It's a good idea.
Steal away...:D And feel free to modify it to work for you.

I use this format because it helps me to focus on the game at hand. It forces me to study the game before doing anything. And it prevents me from just winging-it, which is not a pretty sight to behold.


City Builds
Babylon (1) barracks in 11, grows in 1. (undefended)
My 10 turns won't allow me to select the next build in Babylon,...
Actually, you will get that chance. Babylon will grow this IBT and begin to bring in 3 shields per turn. Right now we need 22 more sheilds to finish the barracks (11 turns @ 2 spt). On the IBT the city will grow to size 2, the new citizen will be put to work on one of the unimproved BGs (which is done before city production is calculated), so we will need only 8 more turns to finish the barracks (8 turns @ 3 spt = 24 shields; we need 22).

One thing you want to do before you take your turn is to open up Babylon's city screen, click on Contact Govenor button and in the new pop-up window make sure that three boxes are set to 'Yes'; Emphasize Production, Never Build Wonders and Never Build Small Wonders. Each of these needs to be set for All Cities in the right hand drop down box. The check the box at the botton, 'Default Setting for New Cities'. Leave everything as No.

Setting 'Emphasize Production' to Yes means that when a new citizen is born, they will make some shields for us on the very first turn they are born. They will be placed on the tile that produces the most shields and is not currently worked.

Setting the other two to Yes simply stops the governors from building 600 shield Great Wonders whenever they feel like it. And they feel like it alot!

Learn Alphabet, move onto Writing. Drop science slider? How much?
Just drop the science slider low enough to where we still learn Alphabet that turn. Sometimes the science slider cannot be dropped any; other times it can be dropped to 20%, 10% and maybe even 0%. You just have to play around with it.
 
Granary in Red Bulls, I'd say. Your worker plan sounds good.

I like max science, but lots of people recommend going minimum science for Writing. Can someone else weigh in?


lurker's comment: On Regent I wouldnt do a min run on writing, even on a huge map.

I would max writing, COL then Philo
 
Ah, you're right, CommandoBob. I think I'll stay maxed on Writing as well, and I'll make those Governor changes.

I have to go outside and do some yard work, but I should be able to play 10 turns sometime today.
 
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