Team Python- Monarch Training!

On the dotmap: I personally would sit the wine settler on the hill that has a wine on it. We lose a little production, but it ensures that we corner the world supply of wines. If you settle off of it a little, there is the possibility of Russia sneaking a settler in there, and yanking two of them.
 
Actually, much the same possibility occurs if settling on either of the two hills; the only way to be absolutely sure of getting all five wines is by settling in the middle of them, one square NW of my orange dot. That way all of them will be in our initial radius.

I think my location is pretty safe, though; the Russians would have to place a city near my dark blue dot to claim that last wine, and it should be easy for us to beat them to it. Even if we don't, it looks like that city would be closer to our capital than to theirs, so culture flipping would be a possibility.
 
Good point. Anyways, go ahead and play, I'm sure it'll work out :D

As for war with the Arabs, it's a possibility, but you probably want to build some more warriors first, as the iron will be online in the next 5 turns or so. You could take a stack of 6-8 swordsmen, and probably take 2-3 cities from them, but unless you don't lose a single one, I'd hold off on trying to wipe them out.
 
Oh yeah, and as for Tabriz, I put it on a temple so that we could get the fish into use, and to expand our culture down south. Feel free to move to a worker if you feel it needs it though, as at 1spt, it'll take forever to get that temple built.
 
Inherited Turn: Traded Polytheism to the Russians for Writing+93 gold; we're now equal in techs, and Map Making is due in 12. Changed Tabriz to Worker (6).

IBT: Barb shows up north of our northmost warrior.

1 (1200 BC) - Start workers near Ta-Tu clearing forest; should be done in 5.
Worker near Ulaanbaatar finishes mining BG, moves to normal GL and mines.
Hovd worker finishes road, moves SE to connect with network.
Moving the south settler toward my orange dot reveals a Russian warrior (elite) standing on the southmost wines. No sign of settlers, though; he's probably out barb-hunting.
The warrior near Russian territory moves back, in order to set up an early barricade against Russian settlers.

IBT: Arabian warrior appears at the SE end of our wall; the Russian warrior attacks what's likely a Barb camp south of his position, and wins but is forced back. The barb warrior north of Kazan moves SE.

2 (1175 BC) - Karakorum finishes Settler, begins Settler (4). Ta-Tu finishes Warrior, begins Warrior (10).
Moved new Warrior to take the Scout's place on the wall.
Sending Settler and one Warrior from Karakorum to southern area, to settle before the Russians.
MMed Karakorum to grow in 2.
Irrigation near Almarikh finished; road started. Other worker moves NW to connect roads.
Warrior N of Kazan attacks barb (which is at my planned city location) and dies. Ack. Had to make a quick decision, and went ahead and planted the Settler where it stood, two squares SE of the dyes. Moved the fortified warrior into Dalandzadgad (Mongol names are almost as bad as Aztec names, I think). Dalan started Warrior (10).
Moved south Settler and one escort SW, ready to found city. Barb camp spotted; they've got horsemen! Only one, though, so no danger of attacking us this round. Other warrior heads SE to form blockade.

IBT - Russians attack barb camp and win; barb near Dalan attacks and dies, we take 1 damage and no promotion. Arabian warrior wanders off.

3 (1150 BC) - Hovd finishes Warrior, starts Granary (60).
Mandalgovi planted on wines; starts Warrior (10).
Slider turned to 90% sci, shaving 2 turns off MM and going to -2 gpt. Currently no unit costs; we can support 6 more before having to pay.
Arabia has Horseback Riding! Nothing else, though, so for the time being I hold off on trading them Writing for it.

IBT: Horseman rides out of the NW camp, dies against our mountain Warrior. Another horseman appears north of Dalan; due to the forest, it'll take him two turns to get to the city. Russian warrior fortified.

4 (1125 BC) - Road near Almalikh finished; sending workers south of the city.
Warriors move toward various objectives.
Argh! I stupidly failed to monitor Karakorum's happiness after its growth. Civil Disorder...
Workers south of Alma begin irrigation; worker near Hovd moves back to start irrigating flood plains. At this point I realize that a granary in Hovd won't be too useful, and change it to a Warrior.
Warrior SE of Mandalgovi moves south, finds barb camp.
Warrior arrives in Dalan to help defend against barb attack.

IBT - Russians begin Colossus. Dalan horseman attacks and is killed; Warrior promoted. Another barb warrior appears near the south camp.

5 (1100 BC) - Iron road completed!
Ta-Tu finishes Warrior, begins Swordsman. Same with Kazan. Tabriz finishes worker, begins Temple. Ulaan finishes Granary, begins Temple for lack of any better ideas.
Road south of Karakorum finished; worker Irrigates.
With iron road done, sending worker to build road to Dalan.
Workers near Ta-Tu irrigate. New Ta-Tu Warrior upgrades.
Our warrior attacks south barb camp and dies; am I doing something wrong here?

IBT - Horseman appears in north; we're getting closer to their camp.

6 (1075 BC) - Karakorum finishes Settler, begins Settler (4). Karakorum MMed. Not sure where to send settler, so it goes to coastal hill west of Ulaan.
Ulaan mine finished, sending worker to irrigate plains for Darhan.
Start worker clearing jungle north of Tabriz.
Workers south of Alma finish irrigation, begin road.
Swordsman heads north from Ta-Tu to take Scout's place on wall.
Our vet warrior attacks north horseman, takes 1 damage and wins! Yay.
Russia-border warrior spots settler/spearman within their territory. Will do best to slow them down.

IBT - Russian settler moves north; it occurs to me that they have two separate one-square paths they can take. If we move our warrior between these two, we can stall them indefinitely.

7/8 (1025 BC) - ...okay, apparently I completely zoned out, because judging from the date, at some point I lost a turn. Oh, well. Nothing terribly interesting happens this turn; the warrior that killed the horseman climbs the nearby mountain, and does not see a camp; they're in the far north arm. Our Warrior moves into position to attack the NW barb camp next turn.

IBT: Russian settler starts to detour.

9 (1000 BC) - Move Alma workers south to put road on hill.
Warrior attacks camp, takes 2 damage and kills barb Warrior. Horseman still there.
Barb camp spotted in mountain to the north.

IBT - Barb approaches Mandalgovi, Russian settlers move toward second choke point.

10 (975 BC) - Alma finishes worker, starts Temple to get whales. Worker sent to irrigate river-plains.
Settler near Ulaan spots barb! Not good... in retrospect, should have kept that area under surveillance. Bah. Thankfully, it's too far away to kill the settler before we can move it again.
Fortify wounded warriors near barb camps.
Moved south warrior to second choke point. They'll have to detour around again...

Here's the save, and here's a picture of that choke point I was talking about. If we move our warrior between these two spots every couple of turns, the Russians won't be able to get past until they send some more units.
 
Geeze, someone should post up a list or "So and so is next". I am teribly sorry for the lateness of my responce :o .

Ive got it

And again, sorry for the lateness. A side note, I tend to check my PMs often. Would it be possible if someone could PM me that I am up. Thanks.
 
While I am at it. Ill post the Roster in its separate post.

The Roster:
Amirsan <-- On Deck
GI Joe
Jimmy Dean
KotatsuNeko <-- Finished
CivGeneral <-- Playing

Hopefully this list wouth the stat rundown would help people (especialy me ;) )
 
Originally posted by CivGeneral
Geeze, someone should post up a list or "So and so is next". I am teribly sorry for the lateness of my responce :o .

Ive got it

And again, sorry for the lateness. A side note, I tend to check my PMs often. Would it be possible if someone could PM me that I am up. Thanks.

If you subscribe to the thread, you'll recieve an email when the thread is updated. That way you can keep on top of whats going on.
 
Originally posted by jimmydean


If you subscribe to the thread, you'll recieve an email when the thread is updated. That way you can keep on top of whats going on.

True, though im afraid that it will get lost in the clutter of spam that I get. Ugh, I hate Spammy mail :cringe:.
 
Actually, the way TGs work is that we should wait until Amirsan posts his critique of the previous turn before grabbing the save.
 
Originally posted by amirsan
Yes, CG wait...

Sorry, but I have had a bad experiance when I had missed my turn to play my 10 turns and have been skiped.

It happened in one SG where I was skiped and then I rushed my turns to get it in, the result was disastorus and was kicked out of that particular SG.
 
Preturn- Ok, not bad here, at least we are at tech Parity. Map Making was an excellent choice, just as wanted.
1. I dont know why we are wasteing worker turns to clear a forest that will bring nothing but plains, which there are plenty of.

2. Ok, we are at the 4-per turn settler, good, we are keeping it done well. The barb attack was no good, but what to do? We need roads, good.

3. Ok, we need a granary, 60 turns alot but again, its a low population so we cant do nothing about it, it will jump back to 30 though. I wouldn't higher the tech rate to lose 2gpt for 2 turns, no good. Arabia has HBR, do they have horses?

4. NO NO NO NO NO! WE CANT HAVE CIVLI DISORDERS! CHECK EACH TURN IN F1. I dont think changing the granary is a good idea, warriors are definatly not needed, this is a no no.

5. Good iron conected! Now for some Arabian Butt Kicking! Maybe the barb loss is you luck like mine :). Temples are good choices, culture and hapiness is nothing bad at all.

Ok this is all the time I have, tmmorrow will finish rest, need sleep for scool, bye.
 
6. Ok, nothing wrond here. Good action to start slowing them down, nothing wrong with that.

7. Fine, nothing to say bad here. Great move to stop them, congrats!

8. Lost a turn I guess...

9. ...

10. We are supposed to be protecting our settlers, not leave them alone in the dust. WE ARE PLAYING ON RAGING BARBS, NOT ROAMING! We need to keep these little things together...

Overall: Pretty good. Some errors here and there but nothing toooo much. I need more info when u MM, like what u moved and where. Great job, and just practice remembering those small things like Disorder and keeping settlers protected. :goodjob:


CG, go ahead and start the save. I promise I will be faster now. Try to finish the save before the weekend is over so I can get the critique done before school starts again. :) Good Luck! And remember that MMing!
 
<delurking>CG, a word of advice, when you micromanage, ask yourself:

1. Will there be any shields left over if I build XYZ unit? (i.e., a warrior in a 7spt city, those 2 shields can go for something else temporarily).

2. Can a less corrupt inner city use a tile that an outer city is using? (i.e., the outer city is using a tile, but that shield is wasted to corruption, but the inner city can use it with no corruption effects).

3. Will there be a waste of food? (similar to shields - i.e., need 4 food for growth, and you're making 3fpt. Try to get an extra food, or, if you can't, see if you can "trade in" that 1fpt for a shield, or commerce). This goes for cities at size 6, or size 12. If a city is making +3fpt and is at size 12, you might want to swap irragation for mines (if applicable). Although, if you planned ahead enough, you would catch it well before hand.

4. What tiles are the laborers in the cities working on? Will any be working on them within the next 5 turns or so? (that's the approx. time for worker actions - i.e., a road, and getting to that tile).

5. Are any citizens unhappy? If so, are there more unhappy citizens than happy?

6. Do you have enough excess food to support extra hills and mountains? (This is *IMPORTANT* when you've got a city stuck at size 6 or 12. The extra 2+ food can be used on hills, and mountains). By this, I mean:

- Outside of despotism, irragation gives +1 per tile. On grassland, this allows you to grow, and mine 1 extra hill until "base 2 food". With a railroad, that's 1 mountain, or 2 hills. 2 irragated grassland tiles = 1 mountain support. Watch what happens if you place a grassland tile (if you have +2 surplus food) on a mountain. The growth stops. Place it on unworked plains, and it's +1. On growth, it still has that deficit of 1, so if there's another plains (or a hill), it's +0.

7. What does the AI have for sale? Is XYZ known by more than one civ? By any civ? (i.e., you have it and they don't - PREMIUM trading tool!). World Maps can be surprisingly valuable. Make a chart of who has what. Can you solve the jigsaw puzzle of who's trading what to whom? If that is known, you can possibly cripple the world economy.

8. Are there any wars you can start to prevent the AI from trading? If the AI will accept a flat out trade deal (i.e., alliance for an alliance, or an ROP for an ROP), can you get anything else from them?

9. If you're going to war, what's the quickest route through their cities? Remember that when you capture a city, you're almost always (there are a few exceptions) garunteed 9 tiles. Can any of those tiles be used as a launching pad for your next attack? If you expand via culture, will any tiles be gained? (you CAN tell which ones will be gained if you play enough. Basically, the culture level takes precidence - i.e., a level 2 city would have the full 21 tiles, and you'd need a level 3 city to start overtaking their borders). This is part of what's known as the Culture War.

10. Are your cities maxing out their production? Go to F1, and click on the shield icons. You cities should have multiples of 5 and 10 spt (sometimes 1spt and 2spt is fine for worker factories). Suppose you have 5 cities at 12-14spt. Try to get those cities up to 15spt. Why? A sword every 2 turns in this example. At 12-14spt, that's a sword every 3 turns. With a sword every 2 turns, you get 25 swordsmen, vs. 15 swordsmen in 10 turns.
</delurk>
 
Originally posted by amirsan
CG, go ahead and start the save. I promise I will be faster now. Try to finish the save before the weekend is over so I can get the critique done before school starts again. :) Good Luck! And remember that MMing!

Hopefully I can finish this after I am done with my College Homework and such :)

Now Ive Got it

Hmm, I knew Chieftess would be lurking and posting :hmm:.
 
Also, when are we going to patch up th 1.27? Just wondering so I dont have to keep back patching to 1.21.
 
The Emperor's Hand's 10 turns

PT - Checked on happyness. Karakorum has a ratio of 1:1 Happyness to Unhappy people. Since the settler is going to be built in the next turn, I see no problems in happyness. Adjusted science to 50%. The reason is to get more GPT out. in the 50% I have gotten +8 gpt while keeping Map Making at 1 turn away. Tried to MM Hovd to get a Warrior out in 1 turn, but I need an irrigated desert tile in order to do this without starving the city.

1 - The Arabs would like to see us. I have managed to find out that we can get Horseback Riding in exchange with contact to the Russians, but I was too hesitent to give it to them since it would open a door for the Russians to get the Iron Working. Then I asked Chieftess for some Trading Advice (Since I am a Compleate Newbie on the Trade Department). I dont want to give them both, since it could realy jeprodise things with the Arab Russian trade.

We Discovered Map Making and now on our way to research Horseback Riding :D.

I had to move the Settler closer to Ulaanbaatar and move a Warrior to it to defend the Settler due to a wandering barb.

I am slowly Upgrading Warriors into Swords

Raised the Science to 70%

Fortified the Settler in the captial so it can have an escourt

Played a bit of "Blocking the Russian Settler/Spear Combi" game at the Choke point.

2 - Daland is building a Harbor at the moment

Vet Warrior vs Barb Horse
Result: Warrior won

Played a bit of "Blocking the Russian Settler/Spear Combi" game at the Choke point. (Not to worry, that unit is not going past our warrior)

3 - Swaped a Vet Warrior with a Vet Sword in the Line
Upgraded Warrior to Sword

Played a bit of "Blocking the Russian Settler/Spear Combi" game at the Choke point.

Would it be possible to get a New updated Dot map for settler placement

Lowered Science to 50% while maintianing the 2 turns till HBR

4 - The Ottomans have built the Oracle

I had to stop here to head to bed. I will finish where I left off in the Morning :).
 
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