whoknows01 - C3C Training on Monarch - Conq/Dom

Yah. I saw TCS posted a 'got it' in that other game...then asked for a skip. He hasn't responded to my pm yet. Anyway, I guess he's a skip. I guess you're next, predesad.
 
Sorry about that guys. Go ahead and skip because in the other one he was in he asked for a skip because of his sudden departure out of town. Admiral nice comment and I will make sure we get those gems to the sw.
 
alright, oh and just to let you guys know I'm not going to be playing from March 1-6 or 7(?)
 
Things went okay, but I see some problems, they can be rectified but the next few turns are going to take some real micromanagement. During my turn there might have been a war, read on for the details . . .

preturn - Bob goes S towards england; spots settler (English) on mountains unescorted, Bob has every intention of taking this settler if he can get to him in time, unfriendly terrain will restrict his movement (can't move 2 times) Bob realizes the English are weak in military to his own country and figures he can sue for peace in a few turns and maybe even get ironworking from england with no actual battles taking place and even net 2 slave workers; production orders in Techno changed from jag to archer

turn 1 - 2110: Bob chases settler, busts fog, Fred heads sw to bust fog; micromanaged citizens for commerce

- techno builds archer --> settler 5 turns, but really 3

turn 2 - 2070: Archer fortifies for MP; Fred sw; spear on goto orders arrives at Teo & fortifies for MP; Bob chases Settler, busts fog, sees blue borders in distance (Korea?); luxury reduced to 10% thanx to MP; micro citizens, techno to 9 shields + mine will be finished in 1 turn, teo granary still in 1 turn commerce increased due to mm

- teo builds granary --> worker

turn 3 - 2030: Fred busts fog; Bob chases Settler, busts fog; worker finishes mine, moves to BG; Teo mm for shields, worker in 2 turns; military advisor says there are barbs near techno

turn 4 - 1990: Fred busts fog, meets russian warrior; Bob abandons pursuit of settler and war is avoided, the english were really worried about my jag & theri settler, they moved warriors out and I could have taken the settler this turn, only their warriors would have then attacked me, if i lost, what good wouild come from capturing the settler, if i win, GA, Bob busts fog, spots goody hut; worker ordered to build mine on BG; Russia has masonry, ceremonial burial, and the wheel, we have nothing; mm citizens, techno has 6 citizens & extra unhappiness, instead of raising lux, i convert one citizen to a scientist, production is not hurt, settler in 1 turn, only 1 excess food, but with an average of +3 food with a granary this will not hurt growth either the city will still grow in 4 turns (settler built, pop down to 4 w/ +3 food) this nets +5 gold, writing 2 turns (4,5,1 - tax rates, science, tax, lux); micro teo for food / commerce, worker in 1 turn

-techno - settler built --> barracks; teo - worker built --> archer (note i went for an archer instead of a barracks here to keep maintenance costs from getting too high and hurting our economy, we are paying 3 in maintenance and can only research @ 70% to break even, a barracks here later may be in order i just did not think now was the best time)

turn 5 - 1950: settler/ spear combo to hills heading for purple dot site; Fred busts fog; teo worker to BG; Bob pops hut . . . gets a conscript warrior; Bob busts more fog; warrior renamed to lucky and also busts fog; tax rates (7,2,1) writing 1 turn, net 0 gold, note nobody has writing, decide to go for Republic slingshot

-writing discovered, research CoL (27 turns), philosophy would have been 16, decline offer to establish embassies (we're nearly broke)

turn 6 - 1910: settler / spear to other hills going after purple dot site; teo worker ordered to mine BG; Bob / Fred bust fog; Lucky goes towards home for future MP duty, long trip; refrain from trading writing to prevent other civs getting philosphy before we complete slingshot

turn 7 - 1870: settler to desert heading for purple dot site, no barbs in site so spear heads back to techno to arrive just as techno grows to 5 & needs another MP; Fred / Bob bust fog; lucky head home; nobody has writing

-China requests audience, they want to trade us ceremonial burial for writing, we laugh at Mao and decline, he remains polite to us so we laugh some more

-techno builds barracks --> settler (this was a mistake I should have went for an archer next (2 turns) then the settler in 3, this disrupts the previous build plans but we shold easily get back on track after settler (archer 3, archer 3, settler 4 ??)

turn 8 - 1830: settler arrives at purple dot site; spear returns to techno; Bob / Fred bust fog; lucky heads home; mm Techon & Teo, settler in 3, archer in 2, nobody has writing

turn 9 - 1790: spear fortifies in capitol for MP; found Tlatelolco on purple dot site, work flood plains wheat, build worker (10 turns, growth in 4) *see note below about potential happiness problems for this city; Fred / Bob bust fog; lucky heads home; CoL now in 24 turns +2gpt; Korea & Russia have writing, this could hurt if one goes for philosophy, but they will prolly go for techs like map making, CoL, math, polytheism first, I hope. Since these 2 civs have writing I immediately enter negotiations for trades, it was a rather complicated series of deals and took awhile to figure out the maximum I could get:

China: Masonry, Ceremonial Burial, Worker, 25 gold
England: Iron Working, 24 gold
Russia: Masonry, The Wheel, Ceremonial Burial
Korea: Masonry, The Wheel, Ceremonial Burial, 54 gold

trades: (they give - we give)
China: MAS + 25 gold for writing
England: IW + 5 gold for writing
Russia: Wheel for IW (note Korea & Russia have Horseback Riding
Korea: IW for HBR
China: we gift them the Wheel
China: CB for HBR (the reason for gifting the wheel)
England: 9 gold for CB

was upset I could not pry the worker from China and I left Korea with 45 gold, Korea and Russia also have Myst, more traddes can be had after CoL; we are even with China, up MAS & Wheel on England

this leaves us with 80 gold, up reaearch to 80% - CoL 17 turns -2 gpt

end of turn 9

-Teo builds archer --> archer

turn 10 - 1750: archer fortifies in Teo for temporary MP duty, though not needed right now will be soon; worker builds mine, ordered to build road; Fred / Bob / Lucky all hold for orders form next in line

Archer in Teo could be woken up and moved to Tlat for MP and then the archer that Teo next builds can be used for MP there, but Teo's unhappiness would increas before that archer is built, IIRC. I think we shold try to keep the research @ 80% to get the slingshot, this means luxury needs to hold @ 10 % since we are already running a deficit. Perhaps when Tlat grows the extra citizen should be converted to a scientist, this hepls our cause, then when worker is built it can connect incense to help unhappiness plus Teo can lend either the archer it currently has or the one it is building for MP.

It is going to take some skill and management to keep our military growing, get workers, expand, and grab rep slingshot. the incense connected will help all of this, plus maybe a couple settlers down the line those gems can be grabbed. next city i think goes in the red dot site from previous mentioned discussion.

my pic next turn shows the location of the resources visible to us, i don't think i missed any, except i did not specifically point out the incense we already claimed.

no other comments now, building up military somewhat, england or china needs to be attacked soon as we are capable, IMO, Tlat keeps building workers, IMO.

good luck Mach, I know you are capable.
 
I noted the general direction of the russians also, can be seen in minimap, plus fred is by russian borders, also there are spices in that general direction, for osme reason most of my text did not show up when I uploaded the pic so those are what those dashes mean in the upper left corner, the other dashes you can see what they are pointing at despite the missing labels.
 

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Ok, I see it, and I think can play tonight.

Looks like you're right on the ball on this one, pred. I agree with the scientist in Tlat if we need it, that's a good idea. And nice trading! :goodjob:

I would love to send the next settler down to claim those gems right now, I think it's the builder in me. If we did that, the trick would be to fill in the space between the capital & the gems. The problem is there are three! (count them!) three! volcanos between us and the gems! I don't trust any city (or road) we might place in that mess, so...the gems will have to wait a bit. I see those volcanos as defining our border for the time being...

So we monger war. :hammer: I think we should target the English first, as they have better lands, and they appear to have iron. The Chinese don't have iron, which will make them easy pickins later.

Anyways, I'll get red dot and northern grey dot up, and I'll continue building military. I'm thinking of having Techno build a worker or two, in place of it's next settler. We need workers; pretty soon we'll have five cities and three workers. I'll look at it closely before I decide that.

I'd like to get those horses hooked up sometime soon, so we can build horsemen instead of archers. There's a nice 'chute' between Tlat and London, just perfect for charging the English with horsies...
 
Mach, maybe go with workers from Teo instead of techno?? but we do need more of them, of course we also need more settlers. China is only a threat if they take our lands, they already stole our silks, it might be possible to quick hit them after dealing with English or towards the end of First English War, assuming we don't wipe them out. I partially agree with hitting English first, but I would also like to have CHina pretty well dealt with before they get to CHivalry and can trade for horses/iron unless they claim some of their own, we still have unexplored area up there and horses fall between China and us. But England has the ability to get strong pretty fast, their military has always been the weakest of all civs according to military advisor, often weak to us but i don't remember what it was last turn i had. So as I am thinking out loud, prolly shold go after them first, but beware Korea, they have had strongest military on the average, hope they don't aid england. It would be nice to hit them both at the same time, englaind & china, but the dircetion of our game does not appear to allow us to do that.

good luck in the next turn Mach, it could be a mm headache, of course, Tlat may get 2 citizens without disorder depending upon corruption because of the 10% lux which could get the worker out quicker so maybe not so bad
 
Hi,
I'm interested in joining. Is there still room in the roster?
 
Lullaby you can join. Mach, predesad, and TCS1 you guys agree?
 
Yes of course I agree. :wavey: Lullaby!

Here are my turns.

Read through pred's notes. :coffee: Ok, here we go.

Preflight -- Fred & Bob explore, Lucky heads home.
Military advisor says there are barb tribes near undefended Tlat.
MM Techno for gold, still growth in 2 & settler in 1
(I) Techno settler --> Archer

T1 (1725BC) -- Settler/archer pair head toward red dot.
Sci to 100%, CoL in 14 @ -3gpt.
Fred&Bob explore, Lucky heads home.
We find Moscow...and it's Korean! :eek:
(I) -- Volcano near Tlat is active.

T2 (1700BC) -- Settler/archer pair continues to red dot.
Lux to 10% (Techno)
Fred&Bob explore, Lucky heads home.
Bob and Lucky have both run into barbs. Lucky's gonna get attacked.
(I) -- Barb doesn't attack, just walks along hills. :hmm:
Tlat grows.

T3 (1675BC) -- Settler/archer pair continues to red dot.
Lucky heads n, Bob avoids barb & busts fog, Fred busts fog
Lucky descovers barb camp on hill. Can our conscript warrior beat a barb warrior on a hill? Um, no.
Tlat doesn't need a scientist...because we plopped it on the incense! :dance:
(I) -- Techno archer --> archer
Teo archer --> settler

T4 (1650BC) -- Settler/archer pair arrives at red dot
Tenoch archer forts.
Teo archer heads toward Tlat.
Science to 100%
Fred&Bob explore, Lucky heads home.
Fred sees red borders, and Bob has run into an Egyptian warrior.
I trade with Egypt IW & HBR for Myst & a worker. I hope this is ok...all these techs have gotten around, and I want the worker...)
(I) -- Various movements.

T5 (1625BC) -- Found Texoco, work the grassland, build a rax
Fred&Bob explore, Lucky heads home.
Fred meets the Byzantines, they are down HBR & have no gold. Nothing doing.
(I) -- Tlat worker --> granary
Byz discover Map Making

T6 (1600BC) -- Fred&Bob explore, Lucky heads home.
Map Making is very expensive...
Unfortunately, lux to 10% (Techno)
(I) -- Tenoch archer --> archer. I'm trying to get Techno to the 2 archer & settler in 8 turns track.

T7 (1575BC) -- Fred&Bob explore, Lucky is almost home.
Various military & worker shuffling.
(I) -- nothing, really

T8 (1550BC) -- Fred&Bob explore, Lucky is home. I'm sending him to Techno.
I trade England Masonry for a worker & 16 gold.
(I) -- Byzantines discover Philosophy, choose Math as their free tech. :twitch: :cry:
Techno archer --> archer
Teo settler --> rax

T9 (1525BC) -- Fred&Bob explore, various military & worker moves.
Settler/archer pair move toward northern grey dot.
(I) -- The english are building the pyramids, the egyptians are building the oracle
Techno grows.

T10 (1500BC) -- Settler/archer pair move toward northern grey dot.
Fred&Bob explore, various other moves.
Lux to 20%, sci to 70%, CoL in 3.

Pwshew! The bad news is we got beat to Philosophy. The good news is..
The incense will be hooked up next turn.
When Techno finishes it's archer, it can start a settler, and it will have entered the 8-turn archer-archer-settler factory state.
We're about to found our fifth city. We have 3 workers and 2 slaves. We definitely need more! We could build them out of Teo. But we're doing ok there.
The english are a bit backwards, and the chinese have bad cities.
In 3 turns we should have a CoL monopoly.
And finally...our home army consists of 6 archers, 2 spears, and 1 conscript warrior.

So for the next player...
  • Techno should build a settler after its archer.
  • Teo should alternate workers/units after the rax, until we have enough workers, then it can build settlers again.
  • Watch the MMing. Both Texoco & Teo will need some in 1 turn.
  • There is still 1 civ to meet.
  • Watch the sliders -- they are moved by Techno at the moment.
  • Lucky is heading to Tenoch for mp duty, to replace an archer...it's our least vulnerable city.
  • I'm massing our extra archers at Texoco. They could go on barb patrol, if you please.
The Save

...and Aztecland...
Who1_1500_home.JPG
 
Thx.
I'm lurking around in the forum for about a year, so I'm not really new here. Left the SG forum out for much too long, though.

I actually play on monarch level, so I should fit here quite well.

Any tips for someone new to SG's? Like, supporting software or such.
 
Just have the newer version of the Conquests patch. I believe I am up.

If TCS1 does not show up after my turn, I will add you right after me.
 
welcome lullaby :)

i am sick right now so my involvement will be a minimum. i cannot believe the Byz went for phil, that so rarely happens. good job on trades Mach. i guess the most glaring question is what to research next. u can be sure if the ai gets col & phil they will go for rep, should we make a run for it next & hope to get there first? other techs which maximize our chances of tech monopoly are literacy & currency, but i dont think anyone has math yet, IIRC.

also, if we have extra archers not used for mp could we try to find those barbs near us?

WARNING: if none of you go to war before i get turn, i prolly will.
 
The Byz got MM & philo pretty close together, so either they researched MM and popped philo from a hut, or they popped MM and researched philo. Or popped both. :eek:

War, eh? I was thinking about war. :mischief: I'm a bad warmonger, so I hope to learn something from you guys here. If who plays his cards right, I think we might be able to make a stack of ~6 archers by the end of his turns, or not too long after. {A thought: The next time through Techno's cycle, it can make 4 warriors instead of 2 archers, or maybe 2 warriors and 1 archer. The warrior mps should free up archers from the cities...} I don't think 6 archers is enough to send at england, but maybe they can start hitting the chinese? Do we need more? Also, shouldn't we shuffle our spears up to our cities near the enemy?

Also, I remember passing a scouting chinese warrior with a jag at one point. Whoever we go to war with, make sure to keep those jags away from the enemy! We don't want a despotic GA...
 
So here's my 2 cent worth on tha actual situation:

1. Sooner or later (propably sooner) we will be going to war. So we don't need Republic before we finish the first war. Getting Republic and trading it away while we cannot use it by ourselves because we are locked in a war and can't change government would give other civs quite a boost.

2. We could use CoL to bribe other civs, at least England, into the upcoming war. So I suggest going for republic at minimal research to get money needed for buying culture or fresh units in captured cities. We will also need money to upgrade warriors to swordsmen.

3. China would be my first choice as a target. This is simply because if we choose England we leave China with only one neighbour at a time when they get the feared rider. Having China with riders and a triggered GA in the back isn't really nice. We should take them out before the advent of knights.

4. Build warriors. This is really important. Once the iron is hooked up we can upgrade them and have a nice offensive power. Also warriors are the best mp you can get. Every warrior built allows one archer to go offensive and one spearman to escort the archers.

5. Hook up the iron and, even more important, horses. The second wave of attackers should consist of horsemen who are fast enough to show up in time. I can't see any really good city place close to the iron so we could build a temple in Tlatelolco to expand the borders. This can be delayed for granary + workers, but then we will need horses to get a fast attacking force.
 
Lullaby - I don't know how to say this nicely, but I disagree with almost everything you said :(

Lullaby said:
1. Sooner or later (propably sooner) we will be going to war. So we don't need Republic before we finish the first war. Getting Republic and trading it away while we cannot use it by ourselves because we are locked in a war and can't change government would give other civs quite a boost.

I understand what you are trying to say, but I imagine this first war to be a quick hit then sue for peace, we're not really all that ready to change gov't right now anyway and might not be when we first discover Rep, there is such a thing as changing gov't too early. We'll pick a good time between wars to change.


Lullaby said:
2. We could use CoL to bribe other civs, at least England, into the upcoming war. So I suggest going for republic at minimal research to get money needed for buying culture or fresh units in captured cities. We will also need money to upgrade warriors to swordsmen.

We don't have that many warriors (only 1 I conscript, IIRC) and I don't know if we were going to try building warriors then upgrading to swords, but rather go with archers for a quick hit early war then build swords later when we have the iron hooked up, of course another alternative is building horses instead, either are suitable for ancient age warmongering. As far as bribing other civs into a military alliance in our first war, I don't think I want to be locked into 20 turns of war and don't want to destroy our rep by agreeing to peace while an MA is in place.

Culture?? What culture? Captured cities I guess might need culture to prevent flips, but we might just raze them anyway, or slow build the culture after starving to prevent the flips. Of course, at this stage of the game the AI doesn't yet have the culture to flip their cities back to them. I would rather just station units outside the city to recapture in case of flips during the war.

As far as Rep @ min to raise the cash, I do not see that as an option. We need self research to keep up in the tech race, we do not want to fall behind and we cannot go min and keep up unless we buy tech. Buying tech would mean gpt deals and once we go with the gpt deals our self research is handicapped, at the Monarchy level self research is best because we can get ahead in the tech race if we want to, research may be halted completely at some point. The only time I reccomend min research is if we are very far behind, very far ahead, or our economy cannot support the tech we are researching & it will take ~50 turns @ max.


Lullaby said:
3. China would be my first choice as a target. This is simply because if we choose England we leave China with only one neighbour at a time when they get the feared rider. Having China with riders and a triggered GA in the back isn't really nice. We should take them out before the advent of knights.

I agree we should take care of China before the rider, but this could potentially be managed by denying them the resources through war if they do get to chivalry, they need to be knocked out, but England looks to be getting strong. This first war might just be a quick hit while we wait for a real war which will knock out China. But I definitely agree, China needs to be dealt with before the rider and we should keep this in mind.


Lullaby said:
4. Build warriors. This is really important. Once the iron is hooked up we can upgrade them and have a nice offensive power. Also warriors are the best mp you can get. Every warrior built allows one archer to go offensive and one spearman to escort the archers.

warriors are indeed the best mp, but we are contemplating a change to Republic which won't have any mps, of course we need the luxuries first. Mach had suggested going for warriors to free up soime of those archers / spears we already have and that is a good idea, but as far as building a lot of them to upgrade later we don't really have the gold to do much of that and again I don't want to go min research to get the gold. After we have enough warriors for mps I think it is just best to build whatever units we can for the war effort, be it horses, swords, or archers.

Lullaby said:
5. Hook up the iron and, even more important, horses. The second wave of attackers should consist of horsemen who are fast enough to show up in time. I can't see any really good city place close to the iron so we could build a temple in Tlatelolco to expand the borders. This can be delayed for granary + workers, but then we will need horses to get a fast attacking force.

I simply disagree about building the temple, Tlat needs to be a dedicated worker factory, that location was chosen for that purpose and we need the workers bad, to deviate to build a temple hurts our already worker poor nation. But at the same time, you are correct in that there are no real good city sites nearby. We could go for that hill next to the iron by the lake which is only 2 tiles from Tlat, we would have a flood plain avaliable to work and also a grassland, perhaps at some point it might be useful for something other than netting the iron. That is not necessarily the best solution so maybe someone else has another idea, I just do not want to interfere with the worker factory thing in Tlat, & I doubt we will be building temples anywhere soon. I 100% agree we need horses & iron ASAP.
 
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