Team Python- Monarch Training!

We're at a point where we should decide what our research path will be. Do we want to make a beeline to Monarchy (2 techs & 80 turns away), or do we go for Writing (at least 60 turns), and then go for Literature (try to get the GL and let the AI research the Ancient Era for us), or Map Making (Contact the world, and get reduced trading rates). Then there is Iron Working, which would hopefully give us a powerful 3/2/1 unit with which to bash in the Arabian heads with.

What kind of game were we going for again? If we're doing Domination, there is no better time to start than now. Start working on Archers, and using 8-10 with 3-4 Spearmen, we should be able to take the Arabs. Of course, 8-10 Archers and 3-4 Spearmen adds up to 250 or so shields, which will take some time to complete. Another option is to merely take Medina, and then sue for peace, and take whatever they give us. They'll be hurting, and we'll be in a better spot, with a good site from which to launch further assaults.

Just hoping to stir up some discussion here.
 
Originally posted by amirsan
It will be up to CivGeneral to what he thinks is the best situation for the best tech :). I will try to let you guys to make alot of the desicions on your own, I will only moderate the mistakes and give small input of big desicions. :)

True, Eventhough I was the Science Leader in Demogame #2. Though at that time the Science rate was stagnant and slow.
Since it would be my desision for the best Tech. I am wondering, what goal are we shoting for. Are we planning to build a wonder (Road to The Great Library), Massing an advanced army (Road to Iron Working)? Im just asking these questions to find out what our goal should be in the anceant age (Besides getting out of the age ;) )
 
Originally posted by amirsan
Do you have the save CG? I realy dnt want to skip anyone on the first round...

Oh shot, I almost missed it. Ive Got it. We are playing with 1.21f Right?
 
The Emperor's Hand's Turns

Well here is another round of 10 turns by the Jaded Civer. I hope I dont create to much :smoke: move. I know they are banned in this thread but you would never know if a Lurker might be slaping them on

Preturn - Revewed on what is going on. Left the Slider at 10% (To early to muck with it to get the optimal turns/GPT ratio ). Since the warrior is going to be done in the next turn. Im planning to switch it to Settlers. Also, Im planning to head for iron Working, since we all have decided not to fiddle with Literacy

Turn 1 - A Barbarian Rading party has been faltered. Though our Defending Warrion now has 1 hp left. Warrior has been built in Karakorum. Let me look at the Dot Map

Turn 2 - Send 2 Warriors to Fortity on a Mountan to look out for any Barbarians. Moved a couple of Scouts around. Just to my supprise, I ran into a Barbarian Warrior to the south, what My luck :(. I can see it now, "Why did you moved that scout by that Barbarian Warrior?!" well, here is my reply. The scout used up its Movement Points when it revealed that the Warrior was right in that tile next ti him.

Turn 3 - The Warrior and Settler Stack are right above the place where the Dot map says it should be. I also manevered some Warriors to better efficently see all the lands from the mountans for Barbarian Defense. MMed The Capital City, bare with me, Im still learning how to MM since in the past I dont usualy bother with them since to me they were a tedious chore to do.

Turn 4 - Ulaanbaatar has been founded. The Warriors are in place watching from the Mountans.

Turn 5 - Recived a message from Russia. They would give us Iron Working in exchange for The Wheel and 80g. Hmm, Ill see what I can take from Russia, I have gotten it down to 77g (Please bear with me, Im not a Trading expert). We now have Iron 2 tiles to the NE of Kazan. I think that Kazan should beguin building a temple to expand its borders to suround the iron. I have set the Sci to go for Alphabet so that we can get Mathmatics. I contacted the Arabs and Decided to take there 110g in exchange for Mysticism. (I realy wanted to give them Iron Working but On the map, they have Iron so it would be a big mistake to give them Iron Working)

Turn 6 - Karakorum has built a Settler. Ill be sending that Settler and a Warrior to the second dot location on the map. Hmm, Time to start poping out workers.

Turn 7 - Nothing much happining in here

Turn 8 - Same, Nothing new happening

Turn 9 - Zzzzzzzzzzzzzzzzzzzzzzzzz

Turn 10 - Well, the Settler and Warrior Combi are ontop of the Hill. I swiched Karako's Queue back to making Warriors.

The Save

Also, if Chieftess is watching. The :smoke: smilie is not allowed in this thread ;).
 
Originally posted by jimmydean
Where did contact from the Russians come from? Did they send a galley over, or walk a scout by our towns?

I am guessing that a Russian scout has been spoted before our southern scout was picked off by a Barbarian.
 
Ok, CG, I dont know if Chieftess is watching but I hope anyways you didnt do muc mistakes :). Ok, to begin with...

*cough* *cough* ;)

PreTurn- Ok, I guess IW is satisfactory to start with, 10% is good.

Turn 1- Ok, I dont know what faltered is but I'm guessing that you beat them. 1 hp is close, wwhhhew! Looks like you started Settler, lack of details disallows me to see if that was good move, we need settlers anyways.

Turn 2- Ok, moveing the warriors was a good defensive move. When moveing scouts, try to get them to Mountains and hills as soon as possible so you can see these things, ike barb camps and barbs before you hit them on a dead end. ;)

Turn 3- Ok, again good warrior movement. You need to tell me what you moved, I have no way to see if you did good or bad in it, please tell me next time like if you moved from the BG to the Wheat and so on... BTW, yes, MM is hard to get the hang of it though practice makes perfect and this TDG will surely teach you how :), I'll make sure of it!

Turn 4- Ok, nothing wrong here.

Turn 5- Yeah, this is suspicous, where are they? Did Russia have Mysticm?? I think we would have saved our money by trading Mysticm for it also, and maybe restrained from giving them The Wheel. This level is where we have to start 3-Way Trading to perpare for Emperor, thats where it all happens, 3-Way all the way! I dont know about starting Alphabet either, everyone else will surely have it before us, Poly would have been the best after getting Mysticm (which is what you should've traded Russia for IW). Good thinking on not giving the Arabs IW, that would have been definetky smoky.

Turn 6- Looks like the settler finished in 5-turns, we want 4 no? What population is it now??? Workers should be build independantly from each city, no workers from the Captol unless its needed for population purpases ;).

Turn 7- ...

Turn 8- ...

Turn 9- ...

Turn 10- Ok, you got some cities built, good. Warriors from Karako, no problemo, I'll check if its the best when I take the save.

Overall- Not enough details I needed to check whats right and whats wrong. We have to work on 2 things with you; Save Trading and Micro-Managing. Most of everything else is fine, your military movement is fine, (no wonder you always get voted as Military Defense in the DG, :)). Ima take the save later, I'll see your Micro Managigingand fix it if anything's wrong.
 
Originally posted by amirsan
We have to work on 2 things with you; Save Trading and Micro-Managing.

Hmm, could we also add in Terrain Improvements along with it? :).
So how shall we work on Save Trading and MM?

Not enough details I needed to check whats right and whats wrong

Well, its been a while since I have been in a SG and I am still kind of rusty making my Summary detailed.
 
Originally posted by amirsan
When moveing scouts, try to get them to Mountains and hills as soon as possible so you can see these things, ike barb camps and barbs before you hit them on a dead end.
This comment seems deceiving, amirsan.

If you first move a scout onto a mountain/hill, you waste his 2 movement points. You should move on a plains/grass square first, hopefully seeing the barb then and being able to retreat. The second move, you can go anywhere since your movement will be done anyway, so it's the second move that you should climb the hill/mountain. You still run the risk of ending up next to a barb but that's the price you pay for being speedy.

Another note, barbs can not appear in unexposed parts of the map. That means, if you run into a barb, someone has explored that area of the map. If you haven't then there was an AI that walked through that area. It would be a good idea to send a warrior that way, not just to kill the barb but because there must have been another civ there to begin with.

Also, I think you should point out that you should NEVER trade with a civ that contacts you. Trading with them on their turn allows them to take whatever you sold them (Russia takes the wheel in this case) and resell it before you get the chance. I usually won't even trade TM's. People say this is an attitude hit but it's not. Just escape out of the dialog and be sure to contact them when it's your turn.

I've been chiming in regularly in Nad's team. Let me know if you mind my intrusions, and I'll go away.;)
 
GO AWAY CF:)
Jus jokin ;)

I agree on your point, I did make a mistake, believe or not I mostly dont play with barbs but I hand in with them when I need to, so I realy didn't know about that unexplored= no barbs part.

About the Trading with AI that just contact you, yes, I forgot to mention that, I guess I wasn't reading carefully enough, lol. Trading with them first gives them the advantage, thats why you must reverse it and trade with them so you can take the advantage of a three way or so.

@CG- Worker jobs too no problemo, If you want to learn MMing and Trade, just gve me more details when you post your reports and ask question before big trades, I will do the rest ;).
 
Another note, barbs can not appear in unexposed parts of the map. That means, if you run into a barb, someone has explored that area of the map. If you haven't then there was an AI that walked through that area. It would be a good idea to send a warrior that way, not just to kill the barb but because there must have been another civ there to begin with.

Not true. Checkout inf2. There was an entire unexplored island that exploded with barbs, most barbs I have ever seen. :eek:

Barbs will show up under the fog even if it is unexplored. The only way to not have barbs is to have the entire land mass out from under the fog (including the fog of war).

IIRC: Scouts/settlers/workers have vision but will not stop barbs from appearing. Look out warrior on hills and mountains do this the best.
 
Originally posted by amirsan
@CG- Worker jobs too no problemo, If you want to learn MMing and Trade, just gve me more details when you post your reports and ask question before big trades, I will do the rest ;).

Hmm, how do I provide more details in my reports? I have Notepad up when I play.
 
Originally posted by CivGeneral


Hmm, how do I provide more details in my reports? I have Notepad up when I play.

I try to just list everything I did, and why I did it. I try and error on the side of verbosity, so it might be longer, but it explains exactly what I did.

Like you said, I keep notepad open, and just alt-tab betwen the game and notepad. As I move something, I mark it in my turn list. I then posted that file exactly as it was onto the forum. I will be keeping a seperate file for each of my playing times, so that I can tell which one was which.
 
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