Team Python- Monarch Training!

I tend to be the builder type, and rarely declare war. In fact, 80% or so of the wars I'm in are where an AI broke ROP or deals of some type, and attacked me.

I tend to build culture, but recently I've been doing less of that. A typical Ancient Age build for a new town would be temple/library (whichever is cheaper), worker, possibly a barracks and then either some spearmen/horsemen or a marketplace. Eventually, every town will have every improvement, with the possible exception of granaries, walls, coastal fortresses and colloseums.

Like many, Ancient Era wars are a weak point for me, and I tend to avoid them anyway I can. The AI will often take care of that for me though :(


As for game type, I think we should do something that our civ bonuses would make easier. Domination, Space and 20k would be the easiest I think, with 100k and Diplo more difficult.

With Expansionist, we can likely get an early tech lead, and using our early granary, put settlers where they can do the most good. With some luck, we can keep that tech lead, leading to a space ship victory.

With Militaristic, we get cheap barracks, and quick upgrades to Elite. With a number of Elite units, getting Great Leaders should be easier, leading to more wonders in one city (20k), or lots of armies to rule the world (Domination).

100k won't be that easy, as we pay full price for every cultural improvement, so it will take quite a bit of time to collect enough.

Diplomatic will also be tough if we use the Militaristic trait like it's meant to be used. After you've gone to war with half the world, the other half tends to view you rather unfavorably, even if you were completely honorable the entire time. It could be done, but would be a challenge.

I'm open for any. I've managed to win every way, although only once by 20k. I tend to end up with either Diplomatic or Domination victories, but as I said, anything will work for me.
 
I am in the same boat as Jimmydean. Sounds alot like how I play.
I try to be a real warmonger but end up being a builder.
I build alot of barracks,temple,library,marketplace,bank,
I am not much for building more than 2 granaries or even getting the pyramids.
Yes,the ai ends up all ganging up on me at some point.
 
Originally posted by amirsan
Ok, where's CivGeneral? Ok, Im starting the 20 turns. I hope you guys are as enthusiastic about this game as I am. LETS START!

woot woot!

I've been watching this thread every few hours :D I played along with the Emperor thread, but things didn't work out too well :/ Here's hoping this one goes better :goodjob:
 
Team Python Traning Game! Here We Go!

Turn 1- The Mongols look for a place to live and prosper. The worker is moved left to sea the suspicous land to th east, and it is the ocean, very interestng. Karakorum is built were it the settler stands and finds more food to the north, wheat, this will go great for our food loveing people. When pooping the hut we get Ceremonial Burial! Start production on scout for more land information and more goodies. Start research on Mysticsm sinse its a second level tech.

Turn 2- I start irrigating the cattle for more food. By population 3 we will net 5 shieds and 4fpt. Move scout to find Ivory below us and desert above. My prediction of water was wrong. Though we have a floodpain in our suuroundings for more food bonus. Getting your city as pop. high as possible before the settler is created makes a great Settler factory.

Turn 3- ...

Turn 4- Karakorum; Scout > Scout. Finished scout and started another. Scout is moving up to investigate more food bonuses from where the wheat came from. We pop another goodie hut giving us a look of thier surroundings.

Turn 5- Worker finished irrigation and started road. Roads are one of the most important improvements in the game. The supply your main source of gold in the early game.

Turn 6- Wow! We find 5 ivories to the north west, we need those, they may help us alot in the future.

Turn 7- Move scouts and find 2 goodie huts in sight, which to take?

Turn 8- We finished our second scout! Now sinse we're exansionist, we start a Granary to get the maximum beninfits from our food bonuses. It will be done in 12 turns and we will grow in 7, perfect. I moved the scout and picked the nearest goodie hut and we got a CITY! Wow, thats one of the best you can get this early in the game, its TaTu. It grabs some dyes while its there. Worker finished road and moved to the wheat to irrigate too. BTW, Ta-Tu started a warrior for garrison of both the capitol and itself.

Turn 9- Capitol expands its borders. We still haven't found anyone. Popped another goodie hut and got a warrior, its moving back to the capitol for garrison. Worker started irrigation.

Turn 10- Popped another goodie and got Bronze Working.

Turn 11- TaTu finished warrior and started another, its growing pretty slow. We have a pretty big chunk of land if you ask me.

Turn 12- Ahhhh! Yes! Arabian scout stepped outside of TaTu's Borders! This is good, I contact. They are annoyed and have 10g and Masonry over us. I gave them Warrior Code and 50g for Masonry. Irraigation in Wheat is finished and started road. We come to find out that the Arabian capitol is close to ours in the north, right next to a beautiful city location, will they taake it?

Turn 13- Capitol Grows to 3. I have a nice Idea for defense againse the Arabs in the future, I think it might work.

Turn 14- This is a pretty archipelago map, we find a strategic isthmus to the south.

Turn 15- Worker finished road in Wheat and moved to Floodplain.

Turn 16- We enter thier territory, they ask us to move, we agree. Warrior finished in Tatu. Started a scout to explore some unknown terriotory to he NW.

Turn 17- Granary is finished in Capitol! Starts Settler.

Turn 18- ...

Turn 19- Capitol Grows to 4 and setter finished right after it grows to 5, perfect! Raised lux. to 10%.

Turn 20- We are the second most powerful! We will have a great settler factory after the worker is done, but don't forget, food workers first then move to the game for shields. It looks like we are alone with Arabia, dotmap below.

Turn 21- Accidently took another turn as it says on the year.

Ok, I looked at Nad's Game and I'll do the same if you guys want to, its optional, you can take the 4000BC save and play it and post your similars and differences in the game.
 
Originally posted by amirsan
The Save! Dont take until trail turns are over!



TGPython2950BC.sav

So do you want us to get the 4000BC save and follow along, or what?
 
I started playing along with the save, but my scouts found some nifty stuff that, since my version isn't exactly the same as our real game, it feels sorta like cheating to act upon. I'd rather just stick with the turn-by-turn critique.

BTW, I would've thought that picking The Wheel as a first project instead of Mysticism might have been better; in case we don't get iron (though with that mountain range to the west, we're probably in good shape), knowing where the horses are will be pretty important. Also, for my own information, what's the best way to handle tech-trades? I personally would have refused a 50gp+tech demand for Masonry so early... is that actually a good swap?
 
I made the bargain, but by the looks of it, they wouldn't have offered better now sinse it would have been the same 2nd civ price. They would've gotten my tech hrough goodies u kno, s its better to get then to stay suck behind. Taking the save was optional, its ok if you dont want to finish it.

We still have to wait untill GI JOE atleast checks in.
 
Originally posted by Speaker
This lurker would recommend disbanding the free city. This is not a normal occurance and will not give the trainees a true impression of the Monarch level.
I tend to think that its a key part of the expansionist trait (which I think is questionable for a training game because it makes the opening stage different from most games, but that is a different topic) to get nice things from huts (at least if you are not totally unlucky).
Now you have to decide: Do you want to play Monarch+ bei disbanding the city (and giving away part of your exp. trait) or Monarch- by keeping it.
Either way, I would not worry too much about it. In most games, some luck in one stage is compensated by some bad luck in another.
 
Just got home from work (~12:30am local time), so I won't have a chance to play through the first 20 turns, but I can do it tomorrow night when I get home.
 
As another lurker/supporter, I don't see any reason why you should disband the free city. Surely that's the value of being expansionist? I mean, it's a weak enough trait as it is, surely breaks like this should not be sneezed at?

I understand Speaker's concern and respect that view, but getting a free city/settler is no different perhaps, to getting a great leader: it's simply a stroke of good luck from the RNG. Such things tend to balance out: you might get a really bad RNG streak in combat, for example, that may cost you a city....I see getting a free city as part of the possible benefit of being expansionist.
 
I see your point Speaker but it is part of what you get as an Expansionist, if we do then what was the point of having an expansionist trait. We might as well give away the free techs and gold! :)

We are going to keep the city, but Nad, I disagee, the exansionist trait is a pretty powerful trait. Its not tha best but it has its advatages. ;)
 
Originally posted by amirsan
Ok, where's CivGeneral? Ok, Im starting the 20 turns. I hope you guys are as enthusiastic about this game as I am. LETS START!

Im still here. I just had some Internet troubles in the past few days. Yester day was the most sever one Ive had, Could not connect.
 
checking in but unfortunately I am having computer problems that I posted earlier. I will have to reinsatll windows and reload all my stuff. I think it's best that I bow out now before getting going.
Really stinks as I was really really looking forward to the game.
I don't want to have you all waiting on me to redo my computer.
Really sorry for the incovenience. I will hopefully be back and lurking big time to see how you all do the turns.
Sorry.
 
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