Rod1- Something Enjoyable

Oh yeah... that is at the top of my list of Things to do Today.

I'll take a look tomorrow and post some thoughts then. I didn't know it would be back to me ... oops!
 
Rod-01 Darski- turn log 3

Rod01-3…pre-turn

Research: Maths in 7
Economy: 44 gold, -4 gpt
Government: Despotism


City Builds: 6 cities...

Trondheim (3): settler in 3, grows in 3.
Bergen (1): archer in 9 grows in 9-changed to settler
Twofer Town (3): V-archer in 2 grows in 9
Champion city(1): worker in 10 grows in 4
Nice Brown City(1): R-archer in 18, grows in 2(change this to barracks in 18)
Sugar Hill(1) R-warrior in 3 grows in 8


Military:
Workers 06
Warrior 06
Archers 06
Spears 01
Curragh 01

Military Expenses:

Allowed Units:24
Total Units:20
Unit Support: 0 gpt

Available leader: None

Resources connected to Trondheim:
None


Wonder Races:

Pyramids in India and Babylon
Temple of Artemis by Ottoman Empire

Long Term Goals:
Take over the world - same as we do every night.


Mid Range Goals:
Discover the locations of Civs in our world
Build at least 10 strong cities in our core area.
Develop an offensive force.


Short Range Goals: My turns

Build at least 2 cities - connect IRON asap
Start on a navy -5 galleys for transport(?)
Continue road system to connect all cities
Safe exploration of nearby land to discover resources.
Clear Barbs as they appear.

Pre-turn notes
Change Bergen from archer to settler(in 6 grows in 9)
Start moving some warriors for Barb clearing.

Will post turn log and save in next frame. Pics will follow later
 
Rod-01 Darski- turn log 3

1000BC -
Move two workers *towards* Iron Hill for roading Aggie goes back to help w/ irrigation.
Champion city worker moves to sq W of CC for roading
Curragh continues exploring coast no one new spotted on my turns

IBT :zzz: some barbs move -some heading towards Sugar Hill in a hundred years maybe :lol:

OK I miss these for the rest but nothing much happened either ...some barbs moving is all


950 BC-
Move Aeron out of Twofer for barb control

Twofer-- Archer finishes. Set up queue with warrior in 5 and settler in 15 can be changed of course. It might be worth building a quick galley for some careful research of nearby land after the settler but it could be very dangerous as well as Carthage could own right up to that tip of land we see..

Vet archer takes barb camp on tundra and promotes losing 1 hp - now Elite name him Fishy for obvious reasons.
move other free soldiers for barb searches

925 BC -
barb moves towards worker near Bergen. Aeron takes him out.
barb attacks Fishy - dies. Fishy will heal in place.

Send settler to iron source/ Aeron will join for trip

Trond with finished settler, starts Galley in 6- I moved the galley into the water but did not go far. i was thinking we should keep it and all galleys in port to fill them as needed.

(Trond is our only useful Port city for a while.. we will have to consider our production wisely until we get more cities in production)

900 BC - Rush barracks in N.B.C. We want to get some barb busters out there and we can make warriors that will upgrade.

Move workers onto hill to road to iron. I plan to found city on the Iron source so it cannot be pillaged while it lasts :lol:
Two workers continue irrigation behind road crew all workers will road hill next to iron for quicker completion

875 BC
2 barbs attack Sam after he finally catches them - promotes to elite with no loss.

Tried to lower science for last turn - can't be done... sigh.
Send little Sam to scout barbs near tobacco - next city location
Notice that Carthage’s borders are expanding towards the chokepoint mountain.

850 BC
Settler finishes in Bergen - start warrior with iron soon to be online. Settler will head to tobacco on coast

Barb camp 3E-1N of Sugar Hill

Math completes... switch to Poly in 14 w/ science at 80% and no loss of gpt. We have two cities coming on line in 3 turns so that can change

Champion City finishes worker and has no Rax so starts Cat (in 20).

825 BC
Poly in 12 but -2 gpt. (((sigh)))
Algernon takes out barb camp (is yellow)- 25G makes science easier to bear.

800 BC rush Rax in Sugar Hill. Barbs are becoming a common event and this area is getting dark again.

Our Northern Territory is in darkness, we have to clear fog before we can send settlers to that area.

Hooray! founded on Iron source. r-spear moves in to defend, Production set at Rax in 20 - grow in 20 but that is just what came up and I left it there as that will be a target city for the AI. feel free to change it - a harbour might be nice somewhere here.

775 BC
take a chance with workers near Champion city and move them to square for roading next to fog - ok... can breathe now- no barbs.
Fishy finds another barb camp. :eek:

Take out barb camp near S.H. -now @ 89 gold /no loss per turn with Poly in 9

Found Bus Stop with tobacco nearby (if you have ever been to a bus stop you know the connection :lol:)

This shows as turn 89 Do I stop here or do I play to turn 90?

brain engaged... CAII is always a turn behind.. how do we keep track – easily? For the brain-dead for example ? does someone have a list of start and stop dates for these games… just a rough guess even? I can't see how many turns I have played in notepad. ok I'll create a chart and try to use it... (((sigh)))

When 4 workers were freed from ‘road to iron’ two are back at irrigating on road and two are starting road back to Trond with the expectation that cities will be founded on the hills along the coast.

Depending on our city builds there is water not too far away from Hooray. if I had settled on the hill on the right-> beside the iron, we could have transferred the irrigation but I thought the security of our iron was more important and other cities can pick up the slack for water.

Wrap up:
We are getting near completing our AA techs so we should be expecting others – with more trading ability - to be finishing soon. I am thinking of Barb Uprisings that may result from that :eek: especially with how that tundra is spawning camps. fishy was only 2 tiles away from the new camp when he finished the last barb there. He moved away for a couple of turns to bring light to the darkness but I sent him to check that tip again and there it was... deja vu all over again.

With only 10 turns and no iron for most of them it was rather difficult to start any serious conflict with India. We have lots of Rax now, we have iron, so we can start pumping out galleys and fill them with some swords, spears and cats... it about 50 turns.:cry:


Government: Despo

Economy: 89 gold - no loss at this date

Science: Poly in 8 @ 8 with no loss of gpt... raising it to 100% cuts one turnand will cost a ton of gold.

Cities: we have 8 cities

Bergen Warrior in 1
Bus Stop r-warrior in 5 (then worker in 5 I believe with growth in 10
Champion City Cat
Hooray! Rax in 20
Nice Brown City Warrior in 5
Sugar Hill V-warrior in 5
Trondheim* Vspear in 3 with settler to follow(?)
Twofer Town Settler in 13 - has warrior escort in town.

Shouldn't the warriors auto upgrade to swords with the iron online?

Military:
Workers - 7
warriors - 8
archers - 7
Spear(r) - 1
Galley - 1
Curragh - 1

Military Expenses:

Allowed units: 32. current units: 25 support/turn = 0

I find it very hard to see docs in little bits and pieces as it is here in this window and also in my notpad stuff. of course I thought of a million more things to say after I saved it in Word.doc if this is out of order or strange, I'll try to do better but I am seriously spatially challenged and this is it.
 

Attachments

This shows as turn 89 Do I stop here or do I play to turn 90?

brain engaged... CAII is always a turn behind.. how do we keep track – easily? For the brain-dead for example ? does someone have a list of start and stop dates for these games… just a rough guess even? I can't see how many turns I have played in notepad. ok I'll create a chart and try to use it... (((sigh))).

lurker's comment:

If you check the 'victory' screen it will tell you (among other things) which turn you are on.
 
lurker's comment:

If you check the 'victory' screen it will tell you (among other things) which turn you are on.


Oh ok. Thank you! ... Um... I'm rather new to that screen forgot about that. :lol:
 
This shows what we know of the world and the state of our armed forces (well even workers have arms to wield a shovel)

We got the names of missing Civs from one of the reports so at least we know what we don't know.

worldmap-army.jpg




I found this very interesting. I had taken the earlier pic where we were in 2nd place in our known world for the 2 settings and then I went back to CAII to check the final results. it is interesting what 10 little turns can do this early in the game.

Last is on top, earlier is below:

CAcompare.jpg
 
with the change in the game's direction, I guess we need to rethink our city planning.

Pics deleted to that purpose
 
Lurker:
darski, if you want to know who is in the game, you can use F10. Some do not allow this though.
 
I got the names from the lists of richest, happiest, strongest that are posted on occasion.

I try to keep track of that stuff. ...with my handy dandy FSSscreen, I can get a pic and save my old memory cells. I never thought of the f10. I have seen it mentioned and forbidden in other games but I figure if Pliny wants you to know something, you should pay attention...
:lol: :lol: :lol:
 
Lurker:

Well to me it only mattes at the very start of the game. It does not even matter then, IF you are not allowed to trade. IOW I want to know who is in the game and what the starting techs are, so I can see if I may trade for something and not research it.

The info pop ups do not tell about nations, if they are not in the top 8. If you are playing with more than 8 nations, that is a problem.
 
We are only playing a standard map so 8 is enough. I agree with what you said and that is what (all) I got from the notice - who is in the game :lol:
 
That means i am UP now. Turnset coming up in an hour or so
 
Here goes

Turn 0- Looks OK. Champion City and Twofer town will take care of expansion while Bergen Produces archers and trondheim gets to Galley production with a sword here and there

Turn 1- Upgrade an warrior to Swordsman. Whack a Barb. Easy as Toast :lol:

Turn 2- Twofer Riots :confused: I also see that that city is very poorly improved.

Whack a barb and get 25 gold

turn 3- Crap Darski your whipping is causing me lots of problems. sugar hills revolts now. :(

Turn 4- Twofer Revolts :mad: :blush: . Playing real bad tonight.

Sword produced in Trondheim.

Turn 5- some city makes a Warrior.

turn 6- Sugar hills makes Warrior. starts worker.

Turn 7- Algernon is Back on the road Network. Poly in 1 turn. 20 gpt to be gained.

Turn 8- Bergen makes Archer. Trondheim makes Galley. Operation Indian Spices Begins ;) the First wave contains Bloodbath, Ferguson, Aeron and Andrew :lol: the Crew should be there on turn 10.

IT- Our Lone Curragh bravely kills a Galley (barb of course) Mayans complete Pyramids, i have the feeling they are with us on the continent

Turn 9- Nothing much

Turn 10- Our 4 man force lands near Bombay. Bus town makes Worker, starts warrior. Trondheim switches to Galley, the Other Continent is larger, as reported by VMS Galkill ( thats our Curragh, and VMS is Viking Marauding Ship :lol: )

Did not found any towns, because of constant revolts, but 3-4 are due next turnset. the Next player also has the responsibility of Leading our attack against India.
 

Attachments

Triple Posting is not what i like, but heres the Roster-

1)Darski- Sleeping

2) Rodent- Just played

3) CommandoBob- Busy until further notice, But UP!

4) Yahya- Busy

5)CivRulesall- Busy until further notice

6) Overseer- Could use him here :) !
 
arrgh! now it seems that I can't even read and copy info correctly. Ok so we have Mayans instead of Sumerians. :(

One thing we will want to consider if we are stepping up this war... do we want to send settlers to take the land when/if cities are destroyed? We are still struggling to settle our own land but I would have to have to re-take land over and over again in the war zone.
 
One thing we will want to consider if we are stepping up this war... do we want to send settlers to take the land when/if cities are destroyed? We are still struggling to settle our own land but I would have to have to re-take land over and over again in the war zone.
I haven't had a chance to look at the save, but that little fact won't stop me from commenting! :crazyeye:

I think this early in the game we might be better off razing any captured cities. We have a lot of roads to build and the slaves we get from razing a city will help with that. Unless a city has a wonder we want or need, I would be inclined to raze it also.

Later in the game, when we have Cavalry, I think we would want to keep the cities in order to allow the Cavalry more moves. Our culture won't be very good and the AI's will be. If we raze the city we may still find ourselves inside the cultural borders of the AI. This will probably happen to us right now, but most of our units are slow movers, and the slowdown is not as obvious as with the faster units.

I'm not too worried about the us having to retake land we've already been through. We should be able to spot the AI's settler pairs in time to capture them before they build a new city. And if the AI wants to build a 30 shield settler instead of a 30 shield sword, who am I to argue?
 
No cavalry in this one. We only do 1 move units. I think we should build cities right now, get a decent infrastructure up, and then go hog wild with Berserks. Sure, do some small raids now, but save the majority of the warring for when we can hold what we grab. As boring as it is, lets mostly build right now.
 
BTW, Rodent, I noticed you had some happiness issues during your turns. Do you use any helper programs? CivAssist 2 can help spot towns that are about to go into disorder. It can't tell you which towns will riot on growth, but it will tell you what towns are about to grow, and you can check them manually. An example is a town with 5 citizens 1 happy, 3 content, and 1 unhappy. If it grows, that next citizen will be unhappy, and the town will riot. Assigning a specialist might delay the growth, but that town won't go into disorder. That's the best feature of CivAssist 2, being able to prevent riots.
 
Lurker:

At this stage, just looking at the F1 before you end your turn should be enough to see problems with happiness.
 
BTW, Rodent, I noticed you had some happiness issues during your turns. Do you use any helper programs? CivAssist 2 can help spot towns that are about to go into disorder. It can't tell you which towns will riot on growth, but it will tell you what towns are about to grow, and you can check them manually. An example is a town with 5 citizens 1 happy, 3 content, and 1 unhappy. If it grows, that next citizen will be unhappy, and the town will riot. Assigning a specialist might delay the growth, but that town won't go into disorder. That's the best feature of CivAssist 2, being able to prevent riots.

That may have been because I rushed Rax. When I did that I checked and the cities were fine at the time. of course I didn't keep re-checking; MM is yet another of my weaknesses.

I have to announce this... I have fixed the iron problem in my game by raising the number to 500... ok fine. I just played to MT in a game I was playing and thought I would upgrade my Trebs - there is exactly 1 Saltpeter source on the entire planet (small map).


I am going to do a full uninstall - reinstall with a manual uninstall in the middle.

I will just have to live without Empress Wu... as much as I dislike any acknowledgment of Mao anywhere on earth.
 
Back
Top Bottom