Time for some bullying (or not)

I have the save, and should be able to take my turn this afternoon or evening (within 8 hours or so).
 
Ackkk did we whip our slow growth capital??? I dont get the barracks at all as the objective is to be peaceful. We would of been better off growing capital to 4 as this would of outweighed the whip given the high production in capital and our traits. I would of chopped out granary instead of the whip/barracks on settler.

Not sure why we settled west city first as the Ai are moving in on the other side. That could of been back filled. All the desert is a shame. NE would of given lots of grassland to cottage with fp growth too.
 
Thanks for letting me join everyone. This is my first SG also. I am rereading up on thread to get idea of where were heading.

Mike
 
I have a couple of comments, and a question before starting my set.

First off, I wanted to appologize for the poor planning in my dotmap. :blush: I didn't really anticipate that we would actually follow it. I was hoping to hear the thought process of the more experienced people.

As Gumbolt mentions, settling east to grab contested lands made more sense to me as well, but it didn't seem like there were very appealing spots up there. Again, sorry for the misdirection.

A couple people have commented about where Teotihuacan is. I can agree it's not a great site. At the time I was thinking that I didn't want it to overlap too much with the (proposed) city to the northeast. However, I can see the error of my ways -- it does no good to have desert in a city's BFC. May as well overlap (plus we get to have useful tiles in the meantime, and it may never reach the point where the overlap is a problem).

Sorry for pointing us in the wrong way.

One thing I am hoping someone can clarify: what should we research now? We are currently set to iron working, which seems appealing to get jaguars. Is there something else pressing?
(I just noticed Kossin suggesting 0% research for a bit. That seems fine to me, as there is nothing pressing we need for a few turns.)
 
Don't worry, it's supposed to be fun and a learning experience :)

Overlapping can be a good thing at times, you can use a food resource to grow two cities by sharing it, you can use one city to grow cottages for the other (used mostly in a Bureau capital). It's definitively better than having useless tiles though ;)

I'd research Alphabet which can then be traded around for IW and more techs. We should get it before the Mansas and it will allow us to start making demands/build spies for demerits.
Run 0% until a library is built in the Capital and then 100%. The end result is more research this way.
 
1360 - picked up

Made changes to Teot and Teno per Kossin's suggestions. Also set research to 0%.
Began moving NW warrior to explore the rest of the coast.

Looks like we need a few more workers. (We currently have 3 workers, and about to found fourth city). Switched Teno to worker.

1320
Whip monument in Teot.
Founded new city. It wants to name the city "Tlatelolco." I think I will drop the Tlate (leaving Lolco). ;)

1280
Workers working, found the southern edge of the world!
Spoiler :
SouthernEdge.jpg


1240
Finished mapping the northwest
Spoiler :
Northwest.jpg


Cow-misser again size 3. Continuing to work high-food tiles.

Lolco defender takes a short walk to a nearby hill.

1200

Great Wall BIDL

Lolco defender enjoys the view
Spoiler :
lolco_hill.jpg


Worker near Teno finishes rice.

1160
Meet black mansa musa
Spoiler :
black_mansa_musa.jpg


1120

Worker done in teno. We have no more improved tiles to work there, so starting another worker (rather than building something else to let it grow).

Start to chop/make mine near cow-misser.

1080

Peach Mansu offers
ag_for_fish.jpg


I accept.

1040

Peach Mansu offers open borders. I decline. Should we begin to accept such things? We probably need to come to a collective agreement about who to bully and who to cozy up to.

Barbarian archer and warrior approaching cow-misser. I switch to chariot and heavy production.

1000

Chop near cow-misser comes in, completing chariot, one turn before barbarian archer arrives. Chariot rolls out, kills archer, and rides home victorious.

975

Promote warrior in Cow-misser to medic, which will get chariot healed in 1 turn. Just in time for incoming barbarian warrior.

Stopping for now. Cow-misser (pop 4) is eligible to 2-pop whip library if we want. I think that makes sense, but didn't have the courage of my convictions. The alternative (in my view) is to work the two idle mines (losing some food/turn). That would complete library in 4 turns. The advantage is we would have enough population to immediately employ 2 scientists. I suppose a third route is to 1-pop whip, which would be available in 2 turns, I *think*. I don't really know -- maybe someone could enlighten me on the formula. (Currently lib is at 31/90 and building 17 per turn if we work both mines).

End of turn info screenies:

Spoiler :
info_975.jpg

demo_975.jpg

glance_975.jpg
 

Attachments

Don't worry, it's supposed to be fun and a learning experience :)

Overlapping can be a good thing at times, you can use a food resource to grow two cities by sharing it, you can use one city to grow cottages for the other (used mostly in a Bureau capital). It's definitively better than having useless tiles though ;)

Thanks for the advice and patience!

I'd research Alphabet which can then be traded around for IW and more techs. We should get it before the Mansas and it will allow us to start making demands/build spies for demerits.

Rats, wish I had seen that before playing. Still, I did manage to get the binary research thing right. :lol:


My chief regret about my turn is not chopping enough. In particular, I feel I should have chopped near the new city. However, that regret is somewhat a symptom of a lack of workers. (The other half is probably poor choices of what to do with some of the workers we have.) ;)
 
There's a few :confused: things however. I'm sorry if it sounds harsh but it is not meant to be, I'm just trying to show you the thought process that should be done.

Tenochtitlan is working some very weird tiles: non riverside grassland and a plains grass? Why did you build a mine while we have no :food: to feed it? A riverside farm or a chop would have been better and taken as much time. It also does not need a Barracks now, is it going to build any units soon? Make a worker next (or a chariot as barbs could start really showing up soon I think but it can always be whipped), our land is really under-improved. Switch to the rice and mine.

Teotihuacan needs a Monument now. Put 1 turn in it and then whip it. Once borders pop, it will be connected to the Capital for 1 more :commerce: It's not your fault but building it where it is now is very suboptimal: we're getting 5 unusable desert tiles and losing 1 fp. A better location would have been NE on the desert hill. You still get all the resource, gain 1 fp and lose 5 deserts.

Thank you kossin, I did not take this to be harsh but rather as constructive criticism, and I appreciate the learning experience. I can see from your comments what I should have been paying attention to that I missed this time around, and I am sorry. I should probably have waited for more comments on city placement before playing my set. As to the barracks build, I did not think our objective was to be peaceful, I had the understanding that our objective was to be an irritant, trying to bully the Mansas into DOW on us since we are not allowed to DOW on them. Was this wrong? Bullying someone else into declaring war on our empire does not seem peaceful, and does give me the impression that barracks would still be a useful build. :dunno:
 
I can't say too much because I'm working *WITHOUT* civ... and I can only talk based on your screenies.

First of all, we are lacking on military, workers and commerce. So I'd put the Weird Named Town Of The West to work on workers (after assuring it can work all the floodplains). Then send 2 teams of 2 workers each to cottage spam around the Weird Named Town Of The East as Cow-misser pumps out chariots and axemen.

That shall fix some of our actual problems, on the other side, I'd hurry a settler (somewhere) to settle 3 SE of Lolco, and send a Galley to find trade routes (Nav required, however)

As weird as it might sound, I'd research to archery now (Nav -> Archery). Or meditation. My point here is that Peach Mansa is witing for us to bully him for alphabet, and Orange Mansa will discover IW for us (his lands are jungle heavy).

Does we have hooked horses? well, another point to go Arch -> Horseback Riding (perhaps bullying for the second) it would be great to get an early pillage economy (is it viable without towns?) or at least to maximize the benefits from an early war (Orange is the best bet here, the new city I've proposed is going to spark border tensions, plus getting any other religion but Hindduism and some bully...)

Please, when doing the reports, add more geographical data (far screenies as cripp7's one, and more standard view like 1240 AD's, over our cities and around the borders of the known world) for those of us that can't take a look at the save right now
 
I can't say too much because I'm working *WITHOUT* civ... and I can only talk based on your screenies.
Please, when doing the reports, add more geographical data (far screenies as cripp7's one, and more standard view like 1240 AD's, over our cities and around the borders of the known world) for those of us that can't take a look at the save right now

Doh! Sorry about that.

Here's the best 1-pic view I can give.

wholeworld.jpg
 
First, nice set Meerk :goodjob:

We do need more workers as you pointed out. Don't worry about IW, since the slider was at 0% there's not much harm done.
Once the library is up, I see ourselves going HBR next and using that to trade for Alphabet after 1~2 turns of research. We'll need it for Elephants anyway. HAs for pillaging would be nice also.

I'm not too sure why Cow Misser has 8 improvements though, we'll only be able to work 5 for a good while, and will only be working 3 for a while once we start running Scientists. Stop the farm and go improve other cities. No need to road to our western city just yet, it will be connected by the river in 2 turns (border pop).
You can see our current network. I wasn't sure it worked but it connected Lolco to our empire by the lay of the rivers :)
kosSG0000-1.jpg


For Cow misser, I don't like the idea of wasting food again. We can time the library to be completed the same turn the city grows to size 5. (ivory/cows/copper/fp in 5 turns)
Then assign 2 scientists, work fp+cows+copper and build settler/worker/chariot, whatever's needed.

Tenochtitlan should grow to size 4 after the worker and then pump out some more workers.

Teotihuacan needs to grow to size 4. At that point, it will start a worker.
The granary will be at 39/60:hammers: so whipping is it inefficient. OTOH, whipping the worker and dumping the overflow in the granary will 1 turn-complete it making it regrow faster to get out more workers/settlers

We do need friends at this point. The good part is Mansa will trade monopoly techs so we don't need many friends. Any preferences on this?
Get your colors picked and we'll see ;)

Thanks for the advice and patience!
Rats, wish I had seen that before playing. Still, I did manage to get the binary research thing right. :lol:

My chief regret about my turn is not chopping enough. In particular, I feel I should have chopped near the new city. However, that regret is somewhat a symptom of a lack of workers. (The other half is probably poor choices of what to do with some of the workers we have.) ;)

The important part is participation, so you're doing great!

Thank you kossin, I did not take this to be harsh but rather as constructive criticism, and I appreciate the learning experience. I can see from your comments what I should have been paying attention to that I missed this time around, and I am sorry. I should probably have waited for more comments on city placement before playing my set. As to the barracks build, I did not think our objective was to be peaceful, I had the understanding that our objective was to be an irritant, trying to bully the Mansas into DOW on us since we are not allowed to DOW on them. Was this wrong? Bullying someone else into declaring war on our empire does not seem peaceful, and does give me the impression that barracks would still be a useful build. :dunno:

We do want war, but we can't afford war right now. There'll be plenty of time to build a barracks later when we do need it. At that moment, the city was not going to build anything other than infrastructure/workers so it was not a good use of 25:hammers: (aggressive). I'm afraid we still have a few more sets to go before we can start. Although... there are 2 Mansa's with Alphabet already (but they are Pleased so no minuses from requests). The next person can try and extort a few techs from them if they want. Sailing would be nice for easier trade routes - explore the coast south of Lolco as it has a river connection to it. If that doesn't work then we need to make a road to Orange Mansa for FOREIGN trade routes, worth 2:commerce: each rather than just 1.

I can't say too much because I'm working *WITHOUT* civ... and I can only talk based on your screenies.

First of all, we are lacking on military, workers and commerce. So I'd put the Weird Named Town Of The West to work on workers (after assuring it can work all the floodplains). Then send 2 teams of 2 workers each to cottage spam around the Weird Named Town Of The East as Cow-misser pumps out chariots and axemen.

That shall fix some of our actual problems, on the other side, I'd hurry a settler (somewhere) to settle 3 SE of Lolco, and send a Galley to find trade routes (Nav required, however)

As weird as it might sound, I'd research to archery now (Nav -> Archery). Or meditation. My point here is that Peach Mansa is witing for us to bully him for alphabet, and Orange Mansa will discover IW for us (his lands are jungle heavy).

Does we have hooked horses? well, another point to go Arch -> Horseback Riding (perhaps bullying for the second) it would be great to get an early pillage economy (is it viable without towns?) or at least to maximize the benefits from an early war (Orange is the best bet here, the new city I've proposed is going to spark border tensions, plus getting any other religion but Hindduism and some bully...)

Please, when doing the reports, add more geographical data (far screenies as cripp7's one, and more standard view like 1240 AD's, over our cities and around the borders of the known world) for those of us that can't take a look at the save right now

Archery isn't needed now. I think military is OK for now as barbs will only be a minor nuisance from the layout of the land. Plus it lets us hope to get a 10xp unit.
Your proposed city unfortunately will be a drain on the economy, being that far and having no useful tiles to work right then. Like the HBR idea though, but Archery can be traded for. Remember Mansa is a techwhore and will trade anything, we don't have to shy away from the WFYABTA limit :)
I would also agree... a few more screenshots are always welcome!

Edit: forgot to mention, but we need to finish scouting the north as it will be important for the dotmap (3 or 4 cities?)

1. Slibluhr
2. cripp7
3. Gumbolt
4. mlinneak
5. Meerk - Just played
6. mjg5591 - UP!
7. kossin - On deck
 
I'm not too sure why Cow Misser has 8 improvements though, we'll only be able to work 5 for a good while, and will only be working 3 for a while once we start running Scientists.

Thanks. That's a great insight. :D I think I over-produce workers in my games, and tend to wastefully over-develop cities tiles. Clearly it is more efficient to plan out how many tiles will be needed in the near future and make sure the most valuable ones are improved.

Also, I like the picture of our trade network. How did you make it?
 
Go to globe view, F11 I think, or just zoom out. It helps if you remove the fog which I forgot.

Anyway, click the gold pieces icon between the religion and culture ones. Another great trick brought to you by DanF.
 
Ok got the save will check it out and post my thoughts. Sorry for missing out on some of the discussions. I should have time to play tonight. But I will wait on some feedback.
 
In terms of lolco. Should this of been made a coastal city? It seems such a waste to build 1 tile away from the coast as it wastes sea tiles due to no light house.
 
Ok just to get on same page as group. HBR next tech?

Do we have any cities specialized yet. So i know what improvemnts to make. And what building to build. I also plan on roading to a mansa for trade routes.

About cow misser Happy cap is 6, so after I run 2 scientists, do you want me to still grow to happy cap? I would think so. Also there is a barb city to the north. Looks like it's on tundra hill.

Looks like on my turn set I will not settle city although I'll prolly start a settler in the west city. I'll pump out about 2-3 more workers from the SE city. We have 4 workers atm and 1 in building in SE city.

As for Lolco coastal prolly better but I think it was settled to claim the cow.

I will also try to scout up north and some south taht I can. Are we openiong borders with any mansa's so I know what to do. Yes seems like alot in about 15-20 turns but I'll do my best.

I'll wait for some feedback before I play my round.
 
1 useless tile is OK for Lolco, cows would have been hard to get otherwise.

I forgot happy cap is 6, so yes, keep growing it I think. The barb city can rot for a while more as we have more pressing needs.

Open Borders with Mansas you have a trade network connection only (I think Orange Mansa will be enough to get our 4 foreign trade routes).

Try begging Sailing if you can, it would ease trade routes a lot.
 
Infrastructure on cowmisser? it only needs a library and a cotage in 3 grasslands tiles... + 2 scientist and FP farm

However you are right regarding Arch... I'm even more convinced to settle a coastal city + Nav now. All our cities are eligible for sea trade routes ("Quetzalcoatl bless our rivers") just explore the coast!
 
Ok Played until HBR was researched,

Started off by switching to HBR. Also changed capital tiles as kossin suggested. Also whipped granary in Lolco.

950BC Start Monument in Lolco. Tried begging sailing from peach and yellow mansa. Neither gave us it.

925BC Ten.(I'm abrievating the names) Worker done start on war to grow to size 4.

900BC zzz

875BC Yellow adopts Judasim. Ten war done start chariot when completes will be size 4.

850BC Library done in capital, start working 2 scientists. Start working Chariot having barbs issues. Teo switches to worker to whip overfloe into granary like kossin suggested.Turn Slider to 100% HBR due in 9 turns.

825BC zzz

800BC Barb pillages copper in capital. Chariot was healing from other barb kills.Peach mansa converts to Judasim. Conf FIDL. Kill the barb on copper with Chariot, we have 10exp unit.

775BC Camp destroyed in capital. Chariot done in Ten. start on worker. I open borders with Orange to complete roads for trade routes. Also sent War and scout to scout his lands. Monument done in Lolco, start on library as I see nothing else to build atm.

750BC Switch Lolco to war as a barb spear pops in fog to west. Teo Granary completes and starts on War for the barb spear worries.

725BC Finish roads to orange mansa. Peach mansa settles city close to ten.

700BC Chariot fininshes in capital. Start on War to take us to happy cap. Settler would have taken 17 turns while runing the scientists. Seemed to long. Whip War in Teo as spearmen is right next to city. Only 1 war defender.

675BC Barb spear pillages horses in teo. Start on another War in teo, due in 1 turn, for barb protection. 3 units closing in now 2 spear 1 war. Send our 10exp chariot over there also for the barb war.

650BC War dies in Teo defending against spear. I then kill it with the other war. Another Barb city pops up NW. Start another war in teo.

625BC HBR is in. Start on Alpha( no beakers into it as i stopped here.)Worker done in Ten and I start on settler, this has a chop into it as worker just got dsone chopping forest. 9 turns settler due. Switch some tiles and settler now due in 7 turns.Cow misser grows to 6 happy cap. We have a hindu missonary right outside of cow misser. Orange mansa sending in the missionaries.

Right now we have 7 workers for 4 cities. The mansa's are starting to tech away.

Can prolly delete a few warriors soon also to save maintenance. Althoguh I started having Barb problems.

Screenshots.

SGlandsn0000.jpg

SGlandss0000.jpg

SGtech0000.jpg

SGFA0000.jpg

SGStats0000.jpg

SGdemo0000.jpg

SGinfo0000.jpg
 
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