TR02 - Losers move up to Emporer

@ Mach, I'd say use the slaves as a roading crew. A-K is right. The ancient roman roads are still in Italy, and they were vital to troop & supply movement. Buy extra slaves if they become available. I wouldn't go broke with it though. We'll probably need some excess cash when we go max towards Phil.

Thing to remember about workers irrigate brown/ mine green. do not, i repeat DO NOT irrigate grasslands or bgs in despostism. Also don't hook up more than one of any type of lux or resource just yet. It could be the target of a demand too and puts us at risk for a war that we are unprepared for.

I'd agree with you on rejecting any demands from writing. demands for cash is up to you but I'd tell them to demand tribute in one hand and crap in the other and see which fills up quicker.

@A-K. You're right on as far as I can tell except for the legions ;) I'm with dman on the horse thing on this map.
 
@ everyone, How do you guys like playing a game where you know very little about the map (ie random temp, age, landform, barbs)? I think that this gives you more of a generic play style and makes you well-rounded like a big cinnamon bun
 
Around Rome and Veii, we should mine everything that can be mined - the Flood Plains will more than make up any food shortfall.
 
eldar said:
Around Rome and Veii, we should mine everything that can be mined - the Flood Plains will more than make up any food shortfall.
true. .. I didn't think about that. We can't mine FP, correct? Also do not cut forests. They are a high shield tile and need some shields right now.
 
No, you can't mine FPs (unless you're my wife, who modded the game to allow her to do so?!)
 
Same mining rule will apply to pink dot with it's flood plains.
 
@ tubby - I usually random the civ and set the map. :lol:

The land around Veii is probably the exception to the mine green, irrigate brown rule. We'll probably want to mine some brown around there.
 
First, read through 3 pages of posts. :coffee: Ok done.

Preflight -- Buy Chinese workers for 216g.
MM looks ok to me.
(I) -- Barb pops out of fog near western warrior.

T1 (2070BC) -- MM Rome for growth, granary still in 2.
Western warrior rests, Wally south, workers road.
(I) -- Veii grows.

T2 (2030BC) -- Wally se, western warrior nw. (Maybe I can lure that barb into annoying the Russkies.)
Work fp for growth in Veii. (It is about to get irrigated, so we should get +5 food this turn.)
(I) -- Barb pops out of the fog nw of Veii.
Celtic warrior arrives w of Rome, they are up Myst & IW.
Aztec warrior also arrives w of Rome, they are up Myst, IW, & HBR.
Rome granary --> warrior

T3 (1990BC) -- MM Veii, move citizen from fp to forest. (FPWheat will finish irrigating this turn, for +4 food.)
Move Veii worker onto forest.
Western warrior nw, Wally s.
Rome roading team moves ne of rome.
We can get IW from Celts for Alpha+58g...I pull the trigger. The only iron in sight is w of us, closer to the Russians than to us. :(
(I) -- various movements. Darn western barb is following me!

T4 (1950BC) -- Veii warrior attacks barb...& wins, losing 2hp, & promotes to elite! :dance:
Various workers road.
Western warrior nw on to mountain, Wally sw.
Lux to 20% for Veii.
(I) -- Various movements.
The Celts are building the pyramids.
Rome warrior --> settler

T5 (1910BC) -- Veii warrior back into city. Lux to 0%!
Western warrior rests on mountain, Wally s.
MM rome for shields, still grow in 2.
(I) -- Veii warrior --> granary
Barb attacks western warrior, we win, lost 1hp.

T6 (1870BC) -- Roading teams shuffle around.
Western warrior rests on mountain, Wally s.
(I) -- Various movements. Both veii & Rome grow.

T7 (1830BC) -- Western warrior rests, Wally s.
Lux back to 10% (Rome)
MM Rome to get settler in 2.
(I) -- Horse road done.

T8 (1790BC) -- Western warrior sw, Wally s.
Worker movements.
(I) -- We are the first to writing! :dance:
Rome settler --> archer

T9 (1750BC) -- Settler/warrior pair heads toward pink dot.
Lux to 0%, sci to 100%. Philo in 18 at -4gpt.
Western warrior se, Wally se.
Trade writing to China for myst & HBR...nah, j/k. :p
(I) -- Various movements.

T10 (1925BC) -- Settler/warrior pair w.
Western warrior w, Wally s. Wally sees Chinese border.

I'll stop here. There is still a worker to be moved. The archer build in Rome can be changed. We still have our monopoly on writing! Settler/warrior pair is moving toward pink dot. There's a worker pair roading toward pink dot, too. Unfortunately I didn't get much exploring done, what with tangling with barbs, and Wally started my turns at Land's End.

Early in my turns the military adviser was reporting a barb camp near Veii, and now he's reporting a barb camp near Rome. So there are barbs about, be careful.

Sorry if my turnlog is too long, I'm still learning so I figured more detail is better than less.

The Save

Our Home (not much has changed).
TR02_2110_home.JPG


And Egypt. You can barely see China's borders there in the south.
TR02_2110_egypt.JPG
 
Good set of turns Mach!
looks like we are going to have quite annoying barb problems.
We might want to switch Rome to warrior to get a faster build and switch to settler.... Next city near the cow and i suggest to make it a dedicated military factory. May be couple of archers out of there to scare barbs and then chariots/horses only.
Pink dot city may produce a worker before switching to barracks. If we think we have enough workers then directly to barracks (or warrior first to defend against barbs in that direction).

Other than that next player should keep going with expansion phase and hopefully we are the 1st to get philosophy.
Try to buy/trade mathematics before we research philo.
That will help us to get most expensive AA techs (construction/currency) as freebies.
Good luck and have fun.
Captain will put some roster together.

Oh, one more thing.
Do want to switch Veii to settler to get another city for military build faster?

Oh, yet another thing.... Check f4 screen every single turn, as soon as 1st AI comes up with writing trade ours for techs/cash with whoever possible, otherwise AIs will trade it between each other and we will be left with nothing.

Looks like we have best chunk of land... Egypt has wetlands, Russian north pole and china hopefully in the middle of jungle...
Rome has nice floodplains, BGs and hills... too bad not many luxes are around.
I reckon our first war will be for possesion of extra luxuries to support young Roman republic to be.
 
Switch Rome to warrior? Agreed. We get it faster, plus warriors upgrade to leigons.

Switch Veii to settler? Also yes. Gets our mil. factory up faster. Also, IIRC, if we keep going with the granary, we'll have to increase lux rate. If we do settler than granary, by the time Veii gets big again, we'll have those dyes hooked up.

Oh and..thanks dman! :)
 
Another proven advice....
never use workers in pairs at this stage of the game.
Cities are growing slow and it is waste of worker/turns to pair them together... (you can pair 2 slaves - essentially makes 1 worker).

Most of the situations require only a single worker on a tile.
Don't improve hills (unless we need a road to connect cities) and no mountains for a while. We have despotic penalties on those. Roaded forests work better same 1f2s and much faster to road forest than mine-road hill...
 
Oh, the only pairing I did was a worker/slave pair that roads grassland in (I think) exactly 2 turns. I dedicated this pair to roading toward pink dot. Is that ok?

My intention was...
1.) Worker/slave pair roads to pink dot.
2.) Other slave works Rome a bit.
3.) Once Rome slave is done, send him over to pink dot.
4.) Split up Pink Dot City's workers into a)worker and b)two slaves, and have a&b work Pink Dot separately.
 
it is certainly
1. not end of the world
2. we have enough workers at a moment
3. we have a priority to connect dyes.

So you made a good decision.

But in general it is not a good idea..
There is an article somewhere around here.. I will find it and add a link.

I found it:
http://forums.civfanatics.com/showthread.php?t=111598

Very helpful article that shows how bad worker pairing is. (or, how good it is in certain situations)
 
Trade writing to China for myst & HBR
heart attack then :rotfl:

Early in my turns the military adviser was reporting a barb camp near Veii, and now he's reporting a barb camp near Rome. So there are barbs about, be careful.
I almost never use the military advisor, so I never knew stuff like this was reported. :cool:

I'm still learning so I figured more detail is better than less.
Me too

:goodjob:

Keep your eyes on the trades. If one AI gets writing, trade it to the others (where it makes sense)
Oh, yet another thing.... Check f4 screen every single turn, as soon as 1st AI comes up with writing trade ours for techs/cash with whoever possible, otherwise AIs will trade it between each other and we will be left with nothing.
whoops, just moved on to d-man and saw this. @d-man, you may wish to consult a psychiatrist if you continue to think like me for longer than 4 hours... :crazyeye: Seriously, mapstat really takes the tedium out of checking the trades.

If we get some iron hooked up, we can upgrade a few warriors to barb hunt without having to worry about GA.

Keep those settlers and workers escorted. The barbs seem to be having a fertility festival. Don't forget to launch boats from dye city.
 
my personal pref for slaves is use them for nothing but roads since they are so slow to do anything. I save the workers for improving the terrain. haven't read the article yet but I tend to stack slaves until they can road in one turn (provided we have enough)
 
lurker's comment I never understood this about wasting worker turns. In the early game, it is much more important to get terrain improved.
 
re the workers, IIRC 3 of our workers will road & mine a BG in three turns. One roads, the other 2 mine and they finish the same turn. Irrigation takes 4 for a lone worker. 2 workers cuts that to 2 turns. Roading takes 3 for lone worker. 3 workers do roads in one turn. 2 workers take 2 turns to road. Mining takes 6 turns for a single, 2 cuts it to 3, 3 cuts it to 2. The gist is don't waste worker moves such as 2 workers roading. Too tired to think about chops. D-man's link made my brain explode (don't worry, this is nothing new). I'm an idiot, we don't do higher math than this. Need to focus on what we need so mach was right to go for the dyes. Mixed stacks of workers and slaves complicate this. Going to sleep see y'all tomorrow.
 
DBear said:
lurker's comment I never understood this about wasting worker turns. In the early game, it is much more important to get terrain improved.

Exactly my point... Generally, If you don't stack workers you will have terrain improved faster than if you stack them. (exceptions like jungle chop apply)
Read link i have above.
 
Admiral Kutzov said:
Trade writing to China for myst & HBR
heart attack then :rotfl:
Me too. You got us good MAch!!!

How many people have Alpha. Can we trade it for HBR? Probably not though....

Good job on the turns Mach.

Roster:
Admiral Kutzov
eldar
dman
Mach - just played
Tubby Rower - up
Minute Man - On deck
 
I think that I might have an idea why this seems like a large or huge map. If the world was 3 byo and wet then we'd have a lot of jungles and mountains which would slow down those scout from the expansionist civs.

What are my goals for the next 10 turns?

continued development & scouting. connect dyes go for burgundy dot with next settler?
 
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