Team Python- Monarch Training!

Rest of 2590BC - Moved Settler and Conscript Warrior south from Karakorum.
Upped Luxury Tax to 10%
Moved Barb Scout south
Moved Northeast scout north to block Arab settlers

IBT - barb comes south after our scout

2550BC - Moved settler/warrior south
Move barb scout south west, to lead barb away from the unprotected Karakorum
Move north scout further up the penninsula
move northeast scout to the mountains to spy on Arabia.

SAVE:
http://www.civfanatics.net/uploads5/TGPython2550BC.sav
 
Originally posted by amirsan
Okay JimmyDean! Pretty good, overall, I think you played on Monarch quite a few times before, (did you?). Nothin wrong in your last two turns, I dont have access to the game right now to take the save. Right now its KotatsuNeku.

I've never actually played a Monarch game before, but so far, it's not too different from Regent.

I did grab the Emperor save from the TGMonty game, and played that to the early ADs. I'll be interested in seeing what is different from my playing of it, and the way the sg goes.
 
I haven't been playing it that long, but I'm playing more now that I've started the sg game. I've been trying to put in an hour or two a night playing civ3, so that I can practice more, and get better.

Reading through some of the emperor/diety sg games has helped as well, as I've picked up a few techniques that should help me.
 
Okay, got it. My turn already? Wow.

I'm not so good at the micromanaging of worked tiles and sliders, so we may not go at 100% efficiency here...
 
Pre-Turn: Nothing to report here... Arab situation unchanged, though it comes as no surprise they've already hooked up their dyes.

1. Karakorum grows to 4, and set to grow in 3; Settler is also due in 3. Too many unhappy people; luxury slider goes to 30%, which brings us down to 5gpt.
Worker starts road.
Settler/warrior head to the choke point.
Scouts scout. Was southern scout brought back north to see if the settler would have a clear path?

2. Kazan builds Warrior, which I send to Karakorum for MP/defense. Starts new Warrior, due in 5.
Barb scout finds the barb again and tries to lure him SW.

3. North scout finds a tundra/mountain dead end; northern area pretty much fully scouted. Quick check with the Arabs...

I'll stop here and find out whether this is a good trade; they've gotten The Wheel, and are willing to sell it to us for our entire treasury (149 gold) and a 3 gpt deal. Should we take it? Mysticism is still in progress, due in 7 turns.
 
The southern scout was brought north to hold the chokepoint, as there is an Arab scout down southwest of Karakorum somewhere.

As for the trade, go for it. We'll never get a good deal on them, as all we know are the Arabs. Knowing where horses are lets us plan city sites better. We likely have some near our cities, as IIRC, they end up on plains and hills, and plains is something we have lots of.

We'll need more workers soon as well. Without Industrious workers, we need 50% more to do the same work. It takes 3 turns to make a road, so with the current 1 worker, it'll take a long time to road our country.

Also, in case you didn't spot it, the worker chopping the forest will complete the turn after the barracks finish. You may want to switch to a warrior after the barracks, which while it'll waste two shields, will allow us to get a badly needed warrior out the door quickly.
 
Rats. I missed the point where you mentioned that. Well, the scout hasn't seen the Arabs yet, so hopefully no harm done... I did notice the thing about chopping the forest, though.

I managed to haggle them down to 140 gold and 2pt, and closed the deal. Checking the map, there are only two horses in the known world: WAAAAAAY the heck to the northwest at the mouth of the river, and a full screenwidth south of the choke point. Neither of these will be convenient to get early on. On the bright side, the Arabs don't have any either.

...WAHAHAH! I just dodged the bullet. The south scout reached the choke point, and met the Arab scout on the north side of it. Whew! We laugh at him and throw rocks. I was worried; I didn't realize his purpose at first, and had him explore a turn before sending him back north.

IBT: Arab scout storms off NW in a huff.

4. Karakorum builds Settler, set to make a new settler in 5. Since I know there's a barb still wandering to our NW and since we really should build up our city defense, I elect to send it to the orange dot in Amirsan's latest map. With the Warrior arriving and acting as MP, I lower luxuries to 0% and get 7gpt.
Worker finishes road, continues toward Ta-Tu.

IBT: Arab scout heads east, Barb appears north of Kazan.

5. Worker starts road
South scout moves north to hold the desired choke point for the settler. Barb scout sees another barb near the camp.

IBT: That Barb seems to be heading straight for our scout watching the Arabs.

6. Bringing the north scout back down. Both of our settlers are now in place to make new cities next turn. Southern scout returns to scouting; our third new friend is bound to be to the SE of the choke point.

IBT: Yep, that Barb shows up next to our spy. Run away!

7. Kazan makes a Warrior; still not enough food coming in to make a worker (worker builds in 5, city grows in 10), so another Warrior (due in 5). I send the new one to Karakorum for MP/defense/escort duty.
Karakorum grows and is unhappy again; lux to 10%. Oh, yeah... micromanaging. Moving from BG to flood plains gives us two more gold and growth timed with the settler completion in 2 turns.
Spy-scout heads NE to try to lure the barb closer to Arab territory.
Almarikh built SE of Karakorum. Yuck... this close to the capital, and already wasted production? That's rough. Start on Warrior, due in 5.
Tabriz built on the choke point, starts Warrior (due in 10).
Southern scout comes across a newly-popped barb camp on the hill south of Tabriz. Only one barb right now. Can extra barbs move on the same turn they appear? If so, getting the scout past may be tricky...

IBT: No sign of the barb. Hmm...

8. Ta-Tu finishes Barracks, switching to Warrior (5).
Road to Ta-Tu finished; move worker to dyes.
Barb scout loses track of his new friend; he may be up near the dyes.
Another check with the Arabs, and another pause for confirmation. I haggled them as much as I could; they've got a worker for sale that we can buy for 37 gold and 4gpt. I'm thinking we should probably take it, though that *will* limit our options for a while, as we'll be giving them 6gpt for about 15 turns. Should I?
 
nicely done so far. Now that the town is settled in the chokepoint, you may want to keep exploring the east half of the southern penninsula. There could be a hut or resources down there.

I tend to purchase workers, because it helps us and hurts the ai. Plus, in our situation, we only have 2 workers, so the more the merrier.
 
Ok, KotatsuNeku, your turns.

PreTurn- ...

1. Ok, here is a small problem with the settler production, I specifically said we need to get our city in a higher pop! Getting it back to size 3 will certainly not help us in gold and production. We need to get it to size six and make it build the settler when it grows to size seven, then it will bring it back down to size 5, we put more food and make it go to size 6. If it is not done before my turns the I will show you guys. Ok, I see your cautious with the luxury slider, good.

2. Nothing bad here, warrior production from there is doing good, maybe we can get a swordsmen rush for the Arabs. :D

3. Ok, this deal, I would not have tooken. We have Mysticm in seven turns, by then they probably wouldn't have it, if they did then the price for the Wheel would still go down. We have no contestant for land in this part of the game so wherever the horses may be, we would be able to get it without hassle. The scout was also supposed to be in the chokepoint, not moved so the Arab scout wouldn't go more south.

4. We actually needed another productive city but the placement is fine for now.

5. Good move on holding the chokepoint.

6. Ok, this is Raging Barbs, remember. We are going to have to put a stop to this, right now I would have changed production in the Capitol to build offensive units, sinse we also need more population and growth.

7. Good MMing, its good you remember that. I like your spy action, lol, its pretty cool, I never heard of doing that. Almarik, how close did you put it? Ok, great we have the chokepoint out of our minds, good.

8. Good, we started on Dyes, we absolutely needed that, ;). Buy worker? NO. This is an exploit. Buying a worker from a nation this early cripples them alot, so for the sake of this game, do not buy it. And its not worth 4gpt.
 
Okay, then... I'm assuming I should go ahead and change Karakorum's build, since it'll grow and make a Settler next round, in order to get it to build up its size. What should I do with the production? I can make Archers, Spearmen or Barracks, though all of those would involve a 5-shield loss. Sorry 'bout that...
 
Originally posted by amirsan
Buy worker? NO. This is an exploit. Buying a worker from a nation this early cripples them alot, so for the sake of this game, do not buy it. And its not worth 4gpt.


I've noticed that in some sg games, they allow you to buy workers, and in others they don't. I think that buying it in this case would hurt us as much as it hurts the Arabs. We'll be paying them 4gpt for 20 turns, which is quite a bit this early. They'll have lost a worker, which hurts them. We need the worker, and it hurts both of us about equally. I'd say in this case, it's not an exploit. Perhaps if we had 300g in the bank, and we paid for it outright, it'd be an exploit, but what we're doing is putting our future research and economy on hold, while we upgrade our infrastructre now.
 
I usualy dont bother with Worker Exchange.
 
Still, lets keep the rules solid, no workers. Though jimmy, I know your point, pretty good one though I realy dont want to twist a point. In my personal games, I take the deal right away, but as Speaker said "this game is to learn, not to win" :). We will learn this game without "free" advantages (except goodie hut advantages).

Kotatsu, continue the settler, wasteing 5 shields isn't worth it. Though when its done, place the tiles to mostley food tiles to make it gro (ie. Grassland as opposed to Forests). Lets get it up to around pop 5 and let it overlap to size 6 to finish the settler. This may sound confusing but read closely and you'll find what I'm talking about. I would start building what you think we need the most (ie. Hapiness, defense, money etc.). I think you'll do fine in the last two turns :).

@CivGeneral- Talk more! I'm starting to feel you're not even paying attantion to the game? :) Anyways, get ready to take the save :).

@Amirsan- Get ready to be ondeck. ;)
 
Okalee dokalee... I'll send it toward the black dot, near the elephants to the SW, with a Warrior escort.

IBT: The barb near the Arab zone shows up north of Ta-Tu, as does a new one north of Kazan.

9. Karakorum finishes Settler, starts Warrior (2). Lux to 0%.
Ta-tu finishes Warrior, starts Warrior (10). Warrior moves N to intercept barb.
Both workers start road.

IBT - Barb near Ta-Tu attacks Warrior; we take 1 damage and are promoted to Elite. RRRAAARRR! Other barb moves next to Kazan, on hills.

10. Mysticism finished! Iron Working begun, but since it's my last turn this can be easily vetoed if there's a better choice.
Sending our new Elite toward Kazan, to help against futher barb incursions.

Finish: There's still an Arab scout SW of Karakorum, but he's nothing to worry about. The barb next to Kazan may attack after this turn, but PTW barbs aren't all that predictable. Arabs are willing to pay over 100 gold for Mysticism, and still aren't using their worker. Keep an eye on the barb camp south of Tabriz. Also, I think planting that settler one square NW of the ivory would be good; decent grassland coverage, and immediate access to the 'phants. Every city's currently working on Warriors, which may not be the best use of our time, but I'm not sure what else to do at this point.

I don't have Photoshop, so no pretty pictures. Just a file from me: http://www.civfanatics.net/uploads5/TGPython2150BC.zip
 
Ok, great!

9. I was hopeing you'll pick a warrior (or at least an offensive unit). We are at 0% lux, good.

10. Great victory! :D I would make the deal with the Arabs, we can't loose anything, unless we are going for the Oracle, which I hope we're not. I would have started something to get a government fast, or Map Making which is even more valubale now (we need to find more civs). Iron Working is fine though I could predict the Arabs getting it first, and we will agin have no competition to get it, if the Arabs get it, we can still kill them with some archers in that small little peninsula. Anyways, you have a good overall performance, some little mistakes but nothing VERY serious, :goodjob:. :)
 
Well, you can switch to Polytheism or Alphabet if you want; I'm more accustomed to resource-grabbing in the easier difficulties. Everything's still at 40 turns, so no research will be lost...
 
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