Raliuven SG3.5 Regent

What do you mean by that? The game will go faster if we play at a higher level of skill -- we'll have a more powerful empire if we run it more efficiently.
 
Okay, I think that puts me at a Got It. I will try to do this tonight.

The Roster

Raliuven (Playing)
CommandoBob (on deck)
Verarde (just played on swap with Raliuven)
Elephantium (warming up)
Toxicman007

I haven't had the opportunity to look at the save yet so I will only make some general comments to the overall discussion.

This wasn't intended to be a training day game or anything however, part of playing an SG is to strategize with everyone. Everyone has their own style and methods however I think everyone has agreed (by being on the roster) that they will try to do their best.

In that spirit, CBob was suggesting ways to improve the game. IMO they are good suggestions and they aren't even over the top MM. (I love to MM, it’s a sickness, I know. :p) Also by being on the Roster we all agree that we are here to have fun and to learn from our mistakes - I learn from Elephantium (and others) on a daily basis and I consider myself a good player. We have an obligation to have an open mind and to criticize constructively (when critiquing) and to accept such criticism in the nature it was intended (when criticized). What we don't want are any hard feelings. It is all in the spirit of the game. This also opens the door for discussion as to why we thought doing ABC was better than XYZ.

There is nothing wrong with playing Regent. And though this is not a training day game, my hopes for this game were: 1) bring new players into the SG forum and; 2) help new players 'up' their game if they so desired.

One thing that immediately drew my attention was the creation of military units. I don't have a 100% aversion to making regular troops that I know are going to be used only as MPs or for scouting. But making spears when we could make archers? :cry:

The second is our time to CoL. The reason why it will take that long is because we don't have enough roads. :( We don't have roads because we don't have enough workers. :( The nice thing about Settler Factories is that they also make descent Worker Factories. :D

Rule of thumb: if your core citizens are working unimproved tiles you need more workers, not more settlers. (Or your workers are improving the wrong tiles.)
 
Sometimes it helps to have a goal.

In the Civ 3 Hall of Fame the current fastest win for Regent, Conquest, Large Map is 570 BC with Iroquois by Calis. The latest game in the tables is 1420 AD with China by zerksees.

What if we tried to beat what zerksees did? That is, conquer the world by 1415 AD. Would that be enough of a challenge to get us out of our comfort zone of just coasting through a Regent Level game?
 
Preflight –

Turn 68 [1300BC]


Civilian units:[/U]
Settler 2
Workers 3
Slaves 0

Military units:
Bowman 1
Spears 2
Warriors: 5

Unit Support:
Total Units: 13
Allowed Units: 20
Support Cost: 0 gpt

Enemies/Hit list:
Mongols=>Weak compared to
Scandinavia => Average compared to

Victory
Babylon % of World Area: 1
Babylon % of World Population: 9

Research: Code of Laws, 44 turns +2gpt, 15 in the bank.

First drop lux to 0% and push science to 80% for CoL in 27t @ +1gpt.

Following CommandoBob’s lead:

Swap Babylon from Granary to Worker due in 3t.
Swap Red Bulls from Settler to Worker due in 3t but will gain the worker in 2t. I think a few workers from here will do some good.
Swap There is no cow level from Granary to Barracks due in 8t. This one hurts because I would actually like a granary here eventually but we will use forest chops to help that along later.
Swap Mount Ellipi from Granary to Barracks due in 13t
Swap Seaside Shores to a curragh immediately. I will push the workers out of Red Bulls for a few turns and thus will let Seaside Shores grow. Build two curraghs here and then a barracks.

It pains me but I stop the worker on the hill+gold. Send him south to make a road – we don’t need any more improved tiles around Babylon for a while.

Send new settler towards southern hill & iron (blue-green dot).

Worker starts roading the cow. I hope that settling the blue-green dot will capture the cow between it and There is no cow level.

IBT - zzz

Turn 69 [1275BC]

Culture expansion at There is no cow level. This brings cows the radius of city. Must have missed that we put up a temple here.
Seaside Shores: Curragh=>Curragh

1st Curragh is named ‘Master and Commander’ and sent to the west.
Found Mr Ed by the horses on the white dot. Start a Barracks.
Southern warrior moves around barbs. Hopefully they will attack the Mongols.
Our western warrior moves south to explore those plains and FP.
Worker moves south of Babylon to start a road. Spear from Babylon moves to cover.
Important to note – Red Bulls will need to be MM for now to keep it at 5fpt. Upon growth the city wants to default to a forest tile instead of the BG. By working the BG we can push out workers every 2t at keep growth even (5spt, 5fpt)

I need to push lux up to 30% for Red Bulls. We are now at -3gpt. With the founding of Mr Ed we are now down to CoL in 24t.

IBT - zzz

Turn 70 [1250BC]

Red Bulls: Worker=>Worker
Lux back to 0%
Seaside Shores is connected via road.

Southern warrior meets the Ottomans. They have 5 cities to our 6. They have Myst and do not know writing. We’ve already let writing out. I decide to hold off on the deal. The Mongols must have traded everything with the Ottomans and robbed them blind.

Note that the Mongols now have Myst, Math & HBR and 177gp.

Send new worker from Red Bulls to BG to start improving & roading towards Mount Ellipi.

IBT - zzz

Turn 71 [1225BC]

Babylon: Worker=>Bowman
MM Red Bulls back to BG. Worker start mine.
New Worker from Babylon moves to make a road towards Mr. Ed.
Settler w/spear moves to hill (blue-green dot) and iron.
Worker on cow moves to BG to road and irrigate to get water to cow.
Master & Commander reveals a barb camp to the northwest of Seaside Shores.
Lux up to 20% for Red Bulls. CoL is down to 19t

IBT – Mongols are clean up all the barb camps. They take out the camp to the northwest of Seaside Shores, which is nice, but the Mongols have a lot of troops wandering around.

Turn 72 [1200BC]

Red Bulls: Worker=>Worker
Receive Treasury warning. Whatever.
Send new worker towards There is no cow level to start work there on a SF or WF. Change my mind and swap There is no cow level back to a granary due in 9t.
Found Iron Range on the blue-green dot. There is a Mongol warrior next to us. :( Start a barracks.
Southern warrior cleans out a barb camp flawlessly. There’s a field of gems in the jungle.
Lux back to 0%, science to 100%, CoL due in 13t @ -3gpt.

IBT – Mongol warrior retreats from Iron Range, which is a relief.

Turn 73 [1175BC]

Iron Range is connected. Worker starts mine.
Worker moves on forest next to There is no cow level and will chop to speed up Granary.
Consider giving Ottomans Writing for Myst. I wouldn’t normally do this but we’ve already traded writing away. Could then give Vikings Myst for 30gp and keep up research. Decide not to make trade.

IBT – Viking warrior starts moving towards Red Bulls. Need to keep an eye on that guy.


Turn 74 [1150BC]

Red Bulls: Worker=Settler
Move new worker to forest to chop for Red Bulls settler and to reveal tile and put down a mine.
Worker by There is no Cow starts forest chop.
Move bowman out of Mount Ellipi and send him back towards Red Bull. Can’t beat the warrior to Red Bull but bowman will be there next turn if necessary and can cover worker. Wariror #3 is already on MP duty at Mount Ellipi.
Lux back to 0%

IBT – Viking warrior moves way from Red Bull but towards Mt Ellipi.
Mongol warrior moves back towards Babylon but we have a bowman building in 3t. The bowman will build before the warrior can penetrate.

Turn 75 [1125BC]

Mr. Ed is connected. Worker moves into Mr. Ed to reach horses.
MM Red Bulls back to BG. Lux to 20%.

IBT – Mongols and Vikings move away.

Turn 76 [1100BC]

Seaside Shores: Curragh=>Barracks. (Next Player can veto if desired – need a military presence up here). We also need another MP in Red Bulls to keep lux under control.
New Curragh is The Far Side and is sent east.
Move worker at Mr Ed to horses.
Start irrigating towards cow.
Move Seaside Worker to BG. Not sure about this. I worry about barbs on that side and I have no military in the area.

IBT – Mongols & Vikings are gone from our borders.

Turn 77 [1075BC]

Need to push lux to 60% to keep Red Bulls functioning. Ouch!
Worker finishes mine by Red Bulls and start road.

IBT - zzz

Turn 78 [1050BC]

Forest Chops complete.
Babylon: Bowman=>Bowman
Red Bulls: Settler=>Settler. Forest is revealed as grass.
There is no cow level: Granary=>Settler. Forest is revealed as BG. I think that There is no cow level should be the SF and Red Bulls the WF.
Mount Ellipi: Barracks=>Bowman
Send new settler and bowman to our western border. I considered expanding towards the Vikings but I don’t want to spark a fight over the silks just yet. We need a little more muscle.
Lux to 0%, Science to 90% CoL in 6t @ -5gpt. Not sustainable.

IBT - zzz

Turn 79 [1025BC]

Find spices in the southern plains. :D
Lux back to 20%. :(

IBT - zzz

Turn 80 [1000BC]

Horses are connected.
Start mining the iron mountain. Move spear from Iron Range to mountain to cover worker as Mongol warrior walks by.


Civilian units:[/U]
Settler 1
Workers 7
Slaves 0

Military units:
Bowman 2
Spears 2
Warriors: 5
Curragh: 2

Unit Support:
Total Units: 19
Allowed Units: 28
Support Cost: 0 gpt

Enemies/Hit list:
Mongols=>Average compared to
Scandinavia => Strong compared to
Ottomans=> Average compared to

Victory
Babylon % of World Area: 2
Babylon % of World Population: 14

Research: Code of Laws, 7 turns -1gpt, 11 in the bank.


Note on trading. Osman has come into some gold. We can trade Writing for Myst & 59gp or just get all 122gp straight and forget Myst. However, if we take Myst we can turn around and give it to the Vikings for all 30gp in their treasury. So we will get Myst and 89gp with that trade. I think we’ll have plenty of opportunities to grab myst later, so it is worth the 33gp difference?

I decided to send our current settler towards the two fish in the Northwest. We can found the city and garrison it and that will protect both that city and Seaside shores. Not sure about that but I don’t want to provoke our neighbors though the power balance will start shifting pretty soon.

The worker on the cows by There is no cow level is irrigating. The luxury at Red Bulls is killing us every time we get to 5 citizens. I move an extra garrison into the city but it is still a killer.

I also moved the spear out of Iron Range to cover the worker on the mountain/iron. I am also worried about the worker that is mining the horses by Mr Ed just because they are so exposed. We have horse so we can build chariots if we want. :crazyeye: The terrain actually isn’t horrible for chariots but with CoL we can probably pick up HBR from the Mongols if we want.



The Roster

Raliuven (just played)
CommandoBob (Playing)
Verarde (just played on swap with Raliuven)
Elephantium (on deck)
Toxicman007 (warming up)
 

Attachments

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Despotism
020% Tax
060% Science
020% Luxury

11 gold, -1 gpt

Code of Laws in 7 turns.

City Builds
  1. Babylon (1) vBowman in 5, grows in 1.
  2. Red Bulls (4) settler in 3, grows in 1.
  3. There is no cow level (4) settler in 4, grows in 4.
  4. Mount Ellipi (2) vBowman in 7, grows in 1.
  5. Seaside Shores (2) barracks in 10, grows in 1.
  6. Mr Ed (2) barracks in 4, grows in 9.
  7. Iron Range (1) barracks in 12, grows in 2.

01 Settlers
07 Workers
05 Warriors
02 Spear
02 Bowman
02 Curragh

Current Units: 19
Allowed Units: 28
Support Costs: 0 gpt

Compared to Mongols (Despotism) we are Average.
Compared to Vikings (Despotism) we are Strong.
Compared to Ottomans (Despotism) we are Average.

Resources
01 Horses are connected.

Luxuries
None

City Count
07 Babylon (Ralivuen 3.5 people)
06 Mongols
06 Ottomans
06 Scandanavia

Wonder Races Report
  • The Pyramids
    • Trondheim (?), Vikings
  • The Oracle
    • Karakoum (5), Mongols
    • Istanbul (?), Ottomans


Plans
We will conquer the world by 1415 AD, just because we can.
We will enjoy it.
We will have fun.

Random Notes and Tasks and Just Thinking Out Loud
We have a worker ready to start connecting our iron at Iron Range.

We have a settler NW of Seaside Shores that plans to grab two fish. Place him 1N-3NW of Seaside Shores to grab the second fish after we build a library and not disturb the nearby BG.

When and how do we want to start our Golden Age? Our UU, the Bowman (2.2.1) is a better defender than an Archer (2.1.1), so when we go to war we are bound to win a battle with one of them. Anytime soon, and that means a Desptoic Golden Age.

If we don't use our Bowman to start our Golden Age, we'll need to use wonders to start it. If we go to Golden Age Triggers of Great Wonders, and since Babylon is REL and SCI then:

  • REL Wonders
    • Ancient Times
      • The Oracle (Mysticsm -> Theology, 300s)
      • The Pyramids (Masonry, 400s)
      • The Statue of Zeus (Mathematics -> Metallurgy, 200s)
      • The Temple of Artemis (Polythiesm -> Education, 500s)
    • Middle Ages
      • JS Bach's Cathedral (Music Theory, 600s)
      • Knights Templar (Chivalry -> Steam Power, 300s)
      • Sistine Chapel (Theology, 600s)
    • Industrial Ages
    • Modern Times
  • SCI Wonders
    • Ancient Times
      • The Great Library (Literature -> Education, 400s)
      • The Mausoleum of Mausollos (Philosophy, 200s)
    • Middle Ages
      • Newton's University (Theory of Gravity, 400s)
    • Industrial Ages
      • Theory of Evolution (Scientific Methods, 600s)
    • Modern Times
      • Cure for Cancer (Genetics, 1000s)
      • Longevity (Genetics, 1000s)
I would prefer to be in Republic when we have our Golden Age but we haven't discussed what government we want to use to conquer the world by 1415 AD. Monarchy might be better than Republic if we expect many long wars, since war weariness is not a factor in that goverment. We'll learn things slower in Monarchy than Republic. Republic or Monarchy is fine with me, but let's get into one of them before we kick off the GA.

If needed, we can try to keep our Bowman away from any front line duty.

Next tech: Code of Laws -> Philosophy (if we want Republic). Republic is great trade bait, even if it isn't the government type we want. If Monarchy is our government choice, we need to get Mystiicism from the Ottomans and then learn Polytheism -> Monarchy.

We can drop luxuries to 0% (no one will riot), raise science to 80%, learn Code of Laws in 6 turns and net +2 gpt.

Even though Horses are connected, we cannot build Horseman until we learn Horseback Riding. Bummer. We can build Chariots (1.1.2). One Chariot = 2 Warriors; I think I prefer Warriors.

We see Spices 2S-5SW of Mr Ed, Silks 5NE of Mount Ellipi and Wines in and around Bergen (4E-4SE of Mount Ellipi).

Need to send our eWarrior, out in the wild, scouting due south of us.

We have settlers due in 3 and 4 turns, but no units for escorts. We'll need to fix that.

I like the shape of our seven little red cities. Nice and clustered around the capital and no gaps for sneak attacks.

As mentioned earlier, we have a settler heading to gain us some fish to the NW.

Our next settler, due in 3 turns in Red Bulls, I want to send toward the Silks to the NE. The distance from Mount Ellipi to the Dyes in 5 tiles, a bit too far to go in one jump with Reykjavik only 3SE of the Dyes. We could send this settler to the tundra 1N of the Dyes, which would grab 2BGs also, and back-fill towards Mount Ellpi with the next settler out of Red Bulls. At the moment, a city on the Tobacco next to the river out of Mount Elippi looks promising. Then all the remains is connecting the two cities to get the happiness benefit of Dyes.

In much the same way we could head SW to the Spices with the settler due in 4 turns from There is no cow level. But that is a long way to walk. I think a better use of this settler is 3NW of Mr Ed, with grass, a river, a second source of Iron and 2 BGs.

Our military could be stronger, even if we don't plan to use Bowman to attack the AI (barbarians are always fair game; open season and no bag limit). We do need some Warriors for crowd control and Worker protection. And to garisson our cities, to keep the AIs away.

Mount Elippi: vBowman in 7 -> vWarrior in 2 (escort next settler from Red Bulls) -> granary in 27 (forest chop 1NW will make this shorter). Maybe...thinking on it at the momenet.
 
My thinking is to get the Republic slingshot, revolt, then start a war after we're in Republic for our GA. I don't think we'll have to worry about warfare before then.
 
I was thinking of a golden age republic as well. The Mongols and Viking have been sniffing around our borders but with only a warrior or two. They seem to wander back and forth, probably hunting barbs.
 
I'm back. Thanks for clearing up my mess. I'm game with the above suggestions.
 
Feedback: become a Republic and then trigger our GA.

0 1000 BC

Luxuries to 0%, science up to 80%, Code of Laws in 6, +2 gpt, 11 gold.

Mount Ellipi: vBowman in 7 -> vWarrior in 2.
[IBT]

1 0975 BC


Seaside Shores and Red Bulls have an unhappy citizen. Raise luxury to 20%, drop science to 70%, Code of Laws in 4, -4 gpt, 13 gold.

Renamed There is no cow level to There Is No Cow Level (capitalized all the words). In the original form it was just hard to read it as a city name.
Worker 1N of There Is No Cow Level: road finished, move 1E onto BG, to road and eventually connect with Mount Ellipi. At least we don't have to worry about invisible units grabbing our workers (a feature/concern in the CCM mod).

Settlers for Fish and escort: 1N
Worker 1NW of Mount Ellipi: forest chop.
[IBT]
Mount Ellipi: vWarrior -> granary in 20.

2 0950 BC

Settlers for Fish and escort: 1NW and are now home.
vWarrior in Mount Ellipi: 1N into forest.
Worker 2NE of There Is No Cow Level: road.
[IBT]
Red Bulls: settler -> settler in 8.
There Is No Cow Level: settler -> settler in 6.

3 0925 BC

Red Snappers is the name of our newest coastal city with nearby fish. We start a worker.
Worker 1NW of Seaside Shores: 1NW, to road to Red Snappers.

SettlerForSilks, new in Red Bulls, moves 2SE and 1E, to join the vWarrior 1N of Mount Ellipi.
SettlerForTheRoadToSilks, new in There Is No Cow Level, walks towards Red Bulls to save a turn walking in the wild.

Worker 2SE of There Is No Cow Level: moves 2N across a river to follow SettlerForTheRoadToSilks, to help connect this city.
[IBT]
Babylon: vBowman -> vBowman in 5.
Mr Ed: barracks -> vSpear in 7.

4 0900 BC

New Bowman heads to Seaside Shores for MP duty.
Worker begins to road 2NE of Seaside Shores. And I missed that the mine was not roaded! Blast.

Worker 2SE of Seaside Shores heads to help road our cities to be built in the east.

Settlers move.

We now have 3 workers in the western half of our empire and 4 in the eastern half.

Drop science to 40%, Code of Laws in 1, +5 gpt, 3 gold.
[IBT]
Forest chop completes at Mount Ellipi.
Code of Laws -> Philosophy in 15 turns at 40%.

5 0875 BC

Move Bowman into Seaside Shores. Drop luxury rate to 0%.

Settlers move.
Four workers around Mount Ellipi.
1W, in a forest, will start chopping next turn.
1NW, where a forest once was, ready to road.
1N, in a forest, will start chopping next turn.
1NE, on grass, ready to road.

Raise science to 80%, Philosophy in 8, +0 gpt, 8 gold.
[IBT]

6 0850 BC

Looks like everyone else added a city last turn.
Two workers road and two workers chop around Mount Ellipi.
Settlers move.
Boats explore.

Worker 1W of Mr Ed: to the forest 1S of Mr Ed, to chop.
Mr Ed: vSpear in 5 -> vWarrior in 2, so that the chop is not wasted.

Red Bulls has 1 unhappy. Hire a geek, not the usual course of action. The settler still completes in 2 turns and this knocks a turn off our research time for Philosophy, now down to 6 turns.

We check our trades.

For Code of Laws we can get Horseback Riding, Mysticism and 254 of 375 gold from the Mongols. We need cash for now and after we revolt to Republic and we can use Horsemen for our upcoming wars, so we make the trade.
We then sell Mysticism to the Vikings for all 30 of their gold.
We increase science to 100%, Philosophy in 5, -6 gpt, 292 gold.
[IBT]

7 0825 BC

Settlers move.

Start the forest chop at Mr Ed.
Worker moves 1N to be 1SE of Red Snappers; to road next turn.

The Far Side crosses into Viking waters; preboot expected.

Way to the south, on the farside of the Ottomans, we find an orange border. No units, just the border.
[IBT]
Viking preboot; we grovel.

Red Bulls: settler -> settler in 8.
Seaside Shores: barracks -> vHorse in 8.
Mr Ed: vWarrior -> granary in 20 (lots of trees around here to help with this).

8 0800 BC

Red Man Tobacco is founded on the tobacco tile on the north side of Mount Ellipi's river. Starts a worker.

SemiSpiceySettler, new in Red Bulls, heads SW towards Iron Range.
New vWarrior in Mr Ed heads to Iron Range, too.

Orange border has no units in it and does not indicates any culture growth.
[IBT]
Mount Ellipi is connected to Babylon.

Babylon: vBowman -> vBowman in 5.
There Is No Cow Level: settler -> settler in 6.
Iron Range: barracks -> vSpear in 7.

9 0775 BC

Blast! The Orange people are the English and they already know Philosophy. British Snotwads.

For Code of Laws we can get Philosophy, Mathematics and 61 of their 61 gold.
We grudingly make the trade. We let them keep Dr. Who and Space 1999.
They still know Polytheism.

At 100% science, Republic is 28 turns away. And -8 gpt at the moment, with 334 gold in the bank. Our largest city is at size 4, which doesn't help much.

Move two workers next to Red Man Tobacco.

VerySpiceySettler, new in There Is No Cow Level, heads towards Iron Range.

Iron is connected. Swords!

Silky Red Pajamas brings Silks inside our borders. Now we need to connect them and this city.

The Far Side exits Viking waters.

Our exploring warrior tresspasses into Monty Python Land.

New Bowman arrives at Iron Range.

Map Making and Polytheism are known to others but not us.

We sell Philosophy to the Mongols for Map Making and 20 of 121 gold.

And the bankrupt Brits won't sell us Polytheism for anything we have.
[IBT]
Two forest chops complete for Mount Ellipi.

The sensibilities of the Her Majesty Queen Elizabeth are offended by our trespassing vWarrior. We wash up and move on. We give them Justin Beiber.

10 0750 BC

Worker 1SW of Iron Range starts a road.

Both settlers arrive in Iron Range, along with the vWarrior.

We skeedadle out of England, never learning the name of the city we discovered. Hows that for hospitality?

Begin to road the last segment between There Is No Cow Level and Mount Ellipi.

Worker 1N of Mount Ellipi, forest chop done, roads that tile.

Leave the Bowman in Iron Range active.
[IBT]

And the save is attached.
 
Babylonian Empire 0750 BC
Spoiler :




We added three new cities, Red Snappers to the NW, Red Man Tobacco and Silky Red Pajamas. None of these are yet connected.

We used three forest chops to speed the granary in Mount Elllipi. It has two turns to go.

I started all three new cities on workers as their first build. For Red Snappers that is fine but the other two it was not the best thing go do, since we want to get them connected quickly for the Silks. The problem is the forests. To road a forest it takes 6 Worker Turns (WT). To chop a forest takes 4 WT and then to road that now open tile takes 3 WT for a total of 7WT. Maybe I am making too much of this, but I prefer to chop and then road instead of road the forest and chop later. At both Red Man Tobacco and Silky Red Pajamas we would need to change the builds to something besides Workers, like barracks or granaries, so that the chops could be fully used. If the worker in Red Man Tobacco were to begin a forest chop in the next few turns it would contribute some of the 10 shields from the chop to the worker build, the rest would just be lost to us.


Spice Area 0750 BC


We have two settlers in Iron Range, earmarked for the Spices. However, that is up to the next player. I have city site suggestions; Yellow Dot for the Sugars and then either the Pink Dot or Light Blue Circle (both have fresh water access). The biggest drawback is that we lack the workers to quickly get these cities connected to Babylon. We have one worker outside Iron Range busy building a road.

The vWarrior in Iron Range can protect that worker and let the Spear and Bowman escort the two settlers.

Something else to consider is building towards the lake to the SE of Iron Range, which is not shown in this screenshot. There is a lot of grass, several BGs, at least one Cow and Horse. If we own the lake and the Spices, we can slow down any settlement of the NW.

We have 10 cities. Everyone we know has only 7. We have two settlers in the field and two cities cranking out settlers. We should soon be twice as large as any civ we have met.

Random Stuff
We have learned these techs: Code of Laws. We traded for Horseback Riding, Mysticism, Philosophy, Mathematics and Map Making.

We met the British, who already knew Philosophy and thus made our job harder. Scurvy sea-dogs. And as you can plainly see, that has not bothered me at all. Tiny brained wipers of other peoples bottoms.

We are researching Republic at 100% science, 26 turns, -8 gpt, 346 gold. As our cities grow in size the time will decrease. Four cities will grow this turn, so that will help.

The road to Red Snappers is broken. I moved the worker off of the BG after the mine completed but before the road was built. That worker, now 1SE of Red Snapper, will finish that road this IBT and then needs to come back to finish the road to Seaside Shores.

With Red Bulls and There Is No cow Level spitting out settlers regularly, we need the military units to protect them to be produced as regularly. Right now we don't have that but it will be getting better. We have five barracks, in Babylon, Iron Range, Seaside Shores, Mr Ed and Mount Ellipi. The first three, though slowly growing in size, are currently training a Bowman, Spear and Horse. Mr Ed is 13 turns away from a granary; Mount Ellipi is only two turns away.

Iron Range and Red Man Tobacco do not have permanent (fortified) defenders.

Iron is connected at Iron Range.


Military


02 Settlers
07 Workers
07 Warriors +2
02 Spear
02 Bowman +2
02 Curragh

Current Units: 24
Allowed Units: 40
Support Costs: 0 gpt

Republic in 26 turns at 100% science, -8 gpt, 346 gold.
 
Ouch, missing the Republic slingshot is always disappointing, especially on Regent.

I'm also up in the other game, so it'll be a couple of days. I think a swap would be in order.
 
Verarde, now that you are back do you want a turn? Toxicman007? Whoever posts first gets a swap with Elephantium. Let's keep it going!


The Roster

Raliuven
CommandoBob (just played)
Verarde (Playing???)
Toxicman007 (Playing???)
Elephantium (Swap w/???)
 
Thoughts:

Okay, our empire actually looks kind of troubled. It's 750 BC, we have ten cities and only 7 workers, we're merely Average militarily to the Mongols, and Republic is set to take 25 turns at 100% research. Besides that, Babylon is only size 2 for some reason (it should be our largest city). Over half our cities have citizens working unimproved tiles

Pre-turn:

Switch There Is No Cow Level to Worker.
Sell the Temple.

Switch Mr Ed to Worker

IBT:

No Cow Level: Workers
Seaside Shores: Worker > Horse
Mr Ed: Worker > Horse

Portugal completes the Oracle.

Turn 1 (730 BC):

Lux to 10%.
Hire a geek in Mount Ellipi to stop a riot.

IBT:

Mount Ellipi: Granary > Bowman

Turn 2 (710 BC):

Meet Spain. She has 39 gold, 6 cities, and lacks Phil, CoL, and MM.

IBT:

Red Bulls: Settlers
Cow Level: Workers
Red Snappers: Workers

Turn 3 (690 BC):

Rebalance lux slider and worker assignments.

IBT:

Babylon: Bowmen

Turn 4 (670 BC):

Zzz...

IBT:

Iron Range: Bowmen

Turn 5 (650 BC):

Meet Korea. They're about as backwards as Spain, but they have 67 gold.

Build Shuruppak SW of Iron Range, between the sugar tiles.
Warrior gets 25 gold from a barb camp.

IBT:

Zzz...

Turn 6 (630 BC):

Move towards the Spices, set workers on new tasks.

IBT:

Zzz...

Turn 7 (610 BC):

Sippar built on the hill SE of Iron Range.

IBT:

Babylon: Bowmen
Red Bulls: Settler > Worker
Mt. Ellipi: Bowmen
Seaside Shores: Bowmen
Mr. Ed: Bowmen
Red Man Tobacco: Worker > Granary

Turn 8 (590 BC):

Indian Food built near the Spices.

IBT:

Cow Lvl: Settlers
Pajamas: Worker > Pyramids (so the Silks chop goes to RMT)

Turn 9 (570 BC):

Zzz...

IBT:

Red Bulls: Workers
Iron Range: Bowmen

Turn 10 (550 BC):

We meet Carthage. They're up Poly, and they have 25 gold + 9 cities.


Notes:

Have the Workers at Silky Red Pajamas chop the forest next turn, then build the roads.

The Settler near Cow Level is going for the regular grassland tile 2SE of its current position.

The Settler in Sippar was headed to the tile between the cow and the horse, either 3S or S-S-SE from the city.

I'd suggest building another half dozen Workers and then building Settlers and Workers in roughly even numbers from Cow Level and Red Bulls.

Oh, and watch Red Bulls closely - it gets cranky when it grows to size 5 (will happen on the next IBT).
 
Thoughts:

Okay, our empire actually looks kind of troubled. It's 750 BC, we have ten cities and only 7 workers, we're merely Average militarily to the Mongols, and Republic is set to take 25 turns at 100% research. Besides that, Babylon is only size 2 for some reason (it should be our largest city). Over half our cities have citizens working unimproved tiles
All I can figure is that we birthed a settler from Babylon at some point and that is why it is so small.

Citizens working unimproved tiles? Uh...must have been a braine freeze. :D

Red Snapppers
Red Snappers is in a bit of a quandry. It is still working the BG, but since it is now a mined BG, the city nets 2 sheilds per turn. The current worker will finish in one turn, but the city will still be at size 1 for three turns. Thus, the worker will not be born for three more turns, when the city finally reaches size 2.

We have 13 cities and 15 workers, and Red Bulls will pop out a worker in two more turns, so we have options in Red Snappers. We could switch to a harbor (26 turns) or granary (52 turns). Or work the fish instead of the mined BG, which will give us 2 beakers of science instead of 1 due to increased commerce and will also slow the worker so that it completes in 2 turns. The city will still grow in 3, no way to speed that up, but by slowing the worker build we don't waste sheilds.

England!
Stupid Limeys.

The got to Philosophy before us but did not take Republic for their free tech. All they know that we don't is Polytheism. I hope all their UU, the Man-O-War, loses every battle it fights, becoming a Wimp-O-War.

Trading
We can sell Code of Laws to Korea for all 92 gold. We can sell him Philosophy and Map Making later. We can better us of that gold that he can. Korea should not worry itself with money management issues; give to us and let us take care it.

Tech: Republic
We should learn this in the next turnset. As our cities grow they will generate more commerce and that will fuel our science work. Plus, we have a settler on the move, so one more city will help, too.

If we do learn Republic in ten turns or less, we don't want to revolt to Republic right away. That would mean handing the game over to the next player while we are still in anarchy, which is sorta messy. It just works out better for the anarchy to only hit one player.
 
Citizens were working unimproved tiles because we didn't have enough tiles improved.

Red Snappers is a bit of a quandry. What do the rest of you think we should do there?

If we do learn Republic in ten turns or less, we don't want to revolt to Republic right away. That would mean handing the game over to the next player while we are still in anarchy, which is sorta messy. It just works out better for the anarchy to only hit one player.
Or the player who sparks the Anarchy plays a few extra turns until it's over...
 
dont forget as religous you wont have long in anarchy
 
dont forget as religous you wont have long in anarchy
There you go, spoiling an excellent point with an inconvenient thing called a fact! :goodjob:

I forgot that Babylon was REL. :blush:
 
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