ZF1 - Zed's Training Day Game

Turn 5 -- 1375 BC
Shanghai produces Spearman, I order up Settler.

Hence my comment about allowing it to grow. Is that a misprint? No, I see from the pic that you really do have it on settler. That's not the best plan for Shangahi. You did mention a granary plan earlier... I suppose since we'd waste shields if we swapped back to a spear, we could switch it to granary now. However, the reason for the early focus on granary in Sirian's PROD game is because there are no bonus tiles around, so he has no cities with a good growth curve. In our case, we have lots of cities around capable of a good growth curve building settlers and workers already; what we don't have is defense. The "if we don't need it yet, then we shouldn't be building it yet" rule does come into consideration here -- just how much defense do we need right now? Certainly enough for barbs, though probably not too much more than that just yet -- and there are barbs out there, there's even one on the map right now. A couple more spears before the granary would have done the trick and would have helped us stay strong in the eyes of the AI, though the Iros aren't that aggressive to begin with. It's important not to appear too weak, though, or the AI will try to snag some of our resources/lux away from us. A granary is not a bad plan, so long as we get back to building a number of spears quickly... but a settler is definately not the way to go.

We do have an alternative, though; we could build the Pyramids. The Pyramids are by far the best ancient wonder for the kind of map we appear to be on, and will help our overall growth enormously. If you're concerned about coming to rely on wonders as some kind of crutch, don't be. The only time wonders become problematic is if you're playing at the hardest difficulty levels, and I'm not going to try to teach you how to play on Emperor or Deity in a Regent-level game; if I wanted to do that I'd start an Emperor-level game. :) The only problem with building Pyramids right now is that we are kind of relying on Shanghai for our military at the moment (which it's not doing anyway) and Pyramids would tie Shanghai up for a good long while. Perhaps we should swap Shanghai to a spear (or a sword if we'd be wasting shields,) build another spear or two so we won't need more from Shanghai for a while, then start on Pyramids.

Whoever's up next can decide if they want to go for a granary now and spears later, or more spears now and start Pyramids a bit later. I'd vote for the latter.

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Beijing is building a settler, when it's only size 3 and set to grow in 5? Probably not the best plan; we want Beijing to keep a reasonable pop base going so it can build stuff in good time. Beijing has enough good food-producing tiles available that it can grow all the way to size 6 and still maintain that healthy growth rate, so we should take advantage of that! Bigger cities = more income and faster production; we just need to keep an eye on micromanaging its citizens since we don't want them working that forest and taking growth away from the city. We should probably hold off on that settler for the moment; again, though, we'll be wasting shields if we swap to something cheap. We could build a temple since we're almost halfway there and since we're already starting to fall behind on culture -- if we slip too much we'll have lots of trouble with our cities flipping to other nations. Alternatively, we could build a sword and restart the settler right away. Having one sword around is good for AI intimidation -- the AI considers the number of units you have as well as the best unit you have when calculating relative strength.

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Canton: A barracks is a reasonable idea, it will give us a chance to build more vet spears in between our settlers and workers.

Nanking: Not sure how corrupt we are here, probably moderately so. A worker is a reasonable idea, but we probably don't want to build more than one since food is a bit scarce up there, so I'd say military after the worker is a good bet.

Tuscany Bay: A temple here will help extend the good lands not only here but at Blue dot and Shanghai for access to more bonus grassland. It will also ensure that we don't lose city squares to Niagra Falls, unless he builds a temple first. So, temple has my vote as the first build item.

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Blue dot city: Remember, anything that can wait, should wait? Blue dot can wait. Of course the settler's there now, so it should go ahead and found the city, but the location was perfectly safe from incursion by the Iros until mapmaking, so there would have been no danger in letting it sit vacant a while longer. If we're going to stake a claim to any of that jungle, we need to start getting some (preferably escorted) settlers up there SOON before the AI starts making inroads into it. It looks like Japan already has a couple cities up there -- we need to start establishing our "borders" a couple city lengths away from there (and by the Iroquois) so we can mark off that territory as ours. It also wouldn't hurt to grab those lux up there so we can eventually connect them into our road net. We do NOT want to send workers up there just yet, though, at least not until we pick a spot for and found an FP city.

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Workers: a bit harder to tell what's going on here since you could have some stacked, but I'll assume not. What happened to the worker at Dockonda Bay? Dockonda still needs more mined grassland tiles in radius, as it is still short on good production tiles. Same goes for Beijing, there is a bonus grassland in range that is begging to be worked. We don't need more than one worker improving Canton right now -- it's still only size 1 and can only use that wheat tile! The worker at Shanghai should be concentrating on improving tiles that are in the city's radius NOW, not that will be in range someday. I see we already have a couple workers out by Nanking and Tuskany Bay, probably there to connect up our Iron and start improving those cities. One or two out there (plus whatever they build on their own) are probably enough, we should NOT send any more out there when there are still lots of improvements needed at our core cities. Remember the cities closest to the capital should get the best of everything -- the best city placement, the most attention from workers, and the best lands to work -- because they are the least corrupt cities.

BTW, one option to consider when you have a single source of a resource like Iron that can deplete, is leaving it unconnected until you need it. An unconnected resource never depletes, but a connected resource can deplete even if you aren't using it. One thing we might want to do once we have a horse connected up and inside our borders is to pillage that iron square until we get Chivalry -- we'd prefer to build horses to swordsmen anyway, since horses can be upgraded to Riders.
:hammer:

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Code of Laws vs. Philosophy -- the price will be proportionally lowered for both when we discover more civs, ASSUMING they already have researched them, which they probably haven't, since this is Regent. If we're the first civ to research it, contact won't help us research any faster; nobody can tell us anything about something they don't know themselves! Getting Philosophy done sooner doesn't help unless we are looking to trade it away (which we probably aren't) as we can't do anything with it. Courthouses, OTOH, were already very useful in 1.17, and are even more useful now.

We're getting to the point where we soon are going to want to start considering whether we want to turn down science and save up cash, buying in at latter-civ rates, or go for a tech lead. We need to make contact with more civs before we make that decision, though. More cash in a Republic means more ability to rush-build, more ability to upgrade (e.g. horses to Riders...), more ability to deal for maps/tech/lux/etc., so it's very handy. The problem is, on Regent, the AI still doesn't research stuff all that fast, so we may be stuck in ancient times a while yet. We don't need to make any decisions yet, but my guess is we want to stay on a high-science track until at least Republic, and we'll see after that. Probably we'll want to drop to min-science or no-science for a while so we can get some really respectable income coming in.

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Diplomacy: Contacting AI civs vs. exploring to find them -- this is a judgement call based on how likely you are to be able to contact them. Can you get around Japan to the civs on the other side(s) without violating their borders? If so, then it's worth a shot. Otherwise, getting it over and done with is a good plan -- the savings in beakers on already researched tech might well be worth the cost. Plus, we can now establish embassies to get a rough idea of where they are, and soon we ought to be able to start swapping maps around.

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Can someone please post a zoomed out map of the northern jungle lands so we can get an idea of what a likely FP placement plan would be, and where we need to found some cities to establish borders? (If someone discovers mapmaking, trade territory maps with everyone, so we can get that information for consideration too. Territory maps are cheap relative to world maps -- and we might even be able to turn a profit since we have so many cities.)
 
The ancestor of Mysterious I ascends the throne. Taking a look around, WOW!, we have a lot
lux and resources in our area. With the help of Zed, we should build a mighty empire.

Tuskany BAy and Canton building barracks. I leave Canton alone for now but change Tuskany
Bay to a temple. Hmmm...not sure if that is the right choice, but one of our cities needs
to grow culturally to take in a horse. Actually, I think it's important for all cities to at
least get a temple and grow its borders. However, with the new 20 shield whip, I'm not sure
about the corrupt cities. What's your call on that Zed? Is it still worth the whip? Or
will we use this game as an exercise to find out? As of now, we have no Temples!

1225 B.C.
Change Tuskany Bay to Temple with the thought of riding horses into battle.
Settler built in Beijing heading due North to pink dot.
Worker near Nanking retreats into city to avoid barb. Could've moved the spear out to cover
the worker but I had no stomach for the AI dice roll that would kill our spear and the worker.

1200 B.C.
Shanghai builds Settler-set to build Temple next. More on this later.
Tsingtao founded-set to Temple.
Warrior defeats barb near Nanking.

1175 B.C.
Persia found North near Japan (already annoyed with us).
Will trade Horseback Riding for 50g (I take it).
Iroquois want World Map for contact with English but I decline. Would like to settle our
territory before I tell everyone about it.
Map Making well known except by us.

1150 B.C.
Science slider set to 70% to pick up a few gold with no turn effect on Philosophy.

Question. What is MMOW? Many folks on the forum use this to describe a turn with nothing
major happening, something that I think happened to me here but I'd like to make sure.

1125 B.C.
Philosophy done, switch to something called the Code of Laws. Apparently we would like some
lawyers already. Where are the techies? Shoot. Have to wait a few more centuries.
Nanking builds a worker and switches to Temple.
Xinjian founded North of Beijing. Set to Temple.
Chengdu founded North of Shanghai. Set to Temple.
Lots of warrior movement.
Some barbs in the area lately so I have two warriors in search mode. We have at least three
warriors searching the world.

1100 B.C.
Warrior defeats barb.
Forbidden Palace wanted...
Canton micromanaged for growth. City Governor likes to work the forest tile but I switch to
the mined grass tile.

Between turns Iroquois wants Philosophy for its world map. I decide not to so that I can
trade with everyone on my turn...

1075 B.C.
Trading day!
Japan will trade Map Making for Philosophy.
Persia takes Philo and 10g for contact with Babylon.
Babylon takes Philo for contact with English.
English take Philo for territory map and 19g.
Iroquois take Philo for territory map and 16g.
Holy Toledo! Iroquois territory consists of 4 cities! All small. Hmmmm...I smell a war
possibility. Is now a good time to colonize a horse tile, whip a horse in every possible
town and take the Iroquois? Zed, how do you make a decision like this? War is my weak point.
Science slider set back to 80%. Code in 9.

1050 B.C.
Dockanda builds settler, set to Temple.
Warrior finds and defeats Northern barb camp.
Worker near Nanking clearing Forest to help get Temple (only 5 turns with industrious civ).
We have virtually no city defense and we're getting pretty big...we might be ripe for an
invasion ourselves with Persia and Japan nearby.
Because Shanghai isn't quick enough right now due to its size, I'm setting Beijing to pump out
a few spearman.

1025 B.C.
Everyone exploring and working.

1000 B.C.
Workers near Shanghai planning road to Chengdu.
Hangchow built, workers mining near Hangchow and Tsingtao.
canton city governor is working the forest square again. I hate this. Reset to grass mine.
Iroquois have Polytheism but are in no mood to trade.
We now have map making so some harbors and boats aren't a bad idea either. Lots of Ocean to
our East.

So the dilemma. Mobilize for war and get rid of the Iroquois. Mobilize for exploring the
high seas and maybe settling some island territory. Probably can't do both at this time and
also settle the rest of our territory.

Almost all cities building a Temple. This is quite easy to change, but we should try to get
a couple temples online to begin filling in our territory. Right now we cannot produce
Horsemen unless we waste a worker on a colony.

So endith the reign of Mysterious II...
 
Well Zed, we posted at the same time...though I played last night and was just too tired to put up a proper story.

It appears that we are headed mostly in the right direction per your post. I allowed Shanghai and Beijing to finish their settlers since they were needed to the North. I've started them toward the diamonds and, being so close to the capital, should be very good cities.

I'm sorry, but I don't have the Civ 3 disc at work with me (too dangerous) so I can't post a map right now. If someone else can pull my save file and do it that would be great. Otherwise I'll post a map tonight.

I have Temples going everywhere. They can be easily switched in most cases to military or wonder building.
 
A couple explanations (I think, sometimes I forget why I do stuff):

Canton has multiple workers because it just finished building one...I was getting ready to move two out of its area.

The reason for Blue Dot was because I thought we'd be better served by the extra 5 or so turns saved by building it rather than having him travel up north. I had planned on using DB to settle the 'safe' dots (Blue, then Yellow, then Green) while sending the settlers being built in Shanghai and Beijing N to get the Jungle Dots settled.

You're right on Shanghai...but remember, I'm learning :) I think part of my reasoning was that we were near the 'max supported units' level...but I don't remember.

Of course, it's all moot since Mystery13 just went... :)
 
MMOW=Much Movement of Workers (I think... :smoke: )

Great job trading Philosophy! See, that was my plan from the beginning... ;)
 
... to your questions. Analysis later!

Whipping -- haven't tried it post 1.21 patch, but my impression is it's much less useful than before. Previously it might have been worthwhile to whip once or maybe twice even in cities reasonably close to your capital. Now? Probably not. So, whipping is relegated to fringe 1/1 tragic cities that can't get anything done except by whipping anyway, or if you expect to lose the city due to lack of defenders in an ancient war anyway. If you can come up with 40 shields in a reasonable amount of time without whipping, you can come up with 20 more. The same could not be said of building 20 and whipping 40. A better use of the pop is to build more workers to improve more tiles to improve your production to the point where you can build that temple or courthouse in a reasonable timeframe to begin with -- plus the worker will stick around after you're done, and not cause unhappiness to boot.

MMOW - much movement of workers. Typical comment in larger games, or once we hit the Industrial age. In the latter case, cities that have been waiting for hospitals throughout most of the middle ages will typically skim off a worker every now and then to keep growing -- those workers are then used en masse in big stacks to build a rail net once steam power kicks in. This results in you moving large stacks of workers around every turn railing everything in sight; hence, MMOW. An equivalent expression later in the Industrial Age (or even in the Middle Ages if you're going for and can pull off an early conquest win) would be MMOT, for much movement of troops, especially if you're shuttling forces from one theater of war to another.

Ancient War -- Well, I'm no warmonger either. The better percentage is in peaceful expansion, if the option is available. What can wait, should wait; if the Iros only number 4 cities, then we can take them out anytime. Why take a hit on our land-grab machine just to wipe out an insignificant neighbor, when there's lots of other land available for exploitation? :) If they were blocking us in, that would be another matter -- check out Germany in RBD23.
:hammer:
 
Some thoughts on Mystery13's turn...

first off, I think you should've waited for Zed-F to sound off on my turn before you went...I know we get eager to play, but in the case of the Training Day games, slower is definitely better...but this is Zed-F's game to manage, so I won't chastise you :)

I think the Philosophy v. Code of Laws debate took an interesting turn there...I'm joking above when I say it was my plan from the beginning...but I'm wondering if it should be everybody's plan? If we had gone for Code of Laws first, it would've been a few turns later before we could make those trades...and those turns may make a difference later in the game. What do you all think?

On war: I'm against it at this point. The Iroquois only have 4 cities (I think I spelled it right that time)...and with all that jungle, it'll be really tough for them to expand--especially since we grabbed the grey dot area first. To be honest, I'm more frightened of the Persians than anybody (and I will be until we're into the Middle Ages--at which point I'll be scared of the Japanese)...but I'm hoping they fight the Japanese since they're close to one another. In any case, I don't want to expend energy taking down a weak sister neighbor only to suddenly face a horde of Immortals or Samurai.

On exploration:
We have met:
Iroquois
Japanese
Persians
Babylonians
English

Is that it? Or are we short a Civ? I know we started with Standard minus one Civ, but I never know if standard is 7 or 8 (I have an idea--I'll check...hold on)...<hold music>...(ok, Info Center says '8', but I think that includes us, so 7-1=6) means there's one more Civ out there...who is probably on their own island. Ouch...they're going to have troubles, and I bet the AI is set to have them explore...so we're more likely to run into them then them into us. (EDIT: What? :smoke: I meant, they're more likely to find us than we are to find them)
I think that we should build a galley just to poke around in our SE sea and see if there are any islands that would be low on corruption...otherwise I don't see exploration as a priority.
 
Now that Mystery's posted, we actually need 2 maps, one of our territory and one of our "expansion pack". :)
 
Ok, ok...so patience is not one of my virtues. It will have to become a learned trait since I've now gone too quick twice. Perhaps Zed could give us the "all clear" call when he is done
analyzing the previous player moves.:)
 
Ok, here is another attempt at picture upload...
Zed_1000_homeland.jpg
 
It looks like I've figured it out. Only 2 failed attempts. Not bad.
The first image is of our homeland. The second image is of most of the territory between us, Japan and the Iroquois. Not much really good land. Later on, the Iroquois territory will provide us with some decent terrain.
Zed_1000_unsettled.jpg
 
Thanx for the maps, but I just got home and it's already bedtime. So, analysis will have to wait till tomorrow at the earliest.
 
Some thoughts:

We're looking good my people :goodjob:

What we should concentrate on: let's keep building those temples. Let's build some defenders (two per city, three in the 'outskirt' cities I'm about to talk about).
Build some outskirt cities to grab incense and dyes. Yes, the cities will be mostly unproductive, but that doesn't matter; all that matters is that we get those luxuries. City should be built SE of Incense and S of dyes...set them to Temple...they'll expand...eventually. Colonies won't work in this case, as the Japs and Iroqs will build nearby and eventually take the colony.
Gems city will probably be more productive.
We should get a couple more workers going, now would be a great time to build up our infrastructure.

Tech: We should be able to maintain a lead all the way until we hit the Scientific Method, at which point we should launch far ahead of everyone. Head for the Republic...once we get our revolution, we'll be producing like bandits.

Forbidden Palace: Perfect spot is on the map: two spaces W from our northernmost Warrior (one spot SW of cow, NE of Susa/NW of Hastings)...there's only one catch: we'd have to be at war with Persia, Japan (actually, they'd probably be conquered by then), and England to make it worthwhile... :) That makes it a late game Forbidden Palace. If we're not going to be that patient, then Salamanca is a good choice :hammer:
 
Starting analysis this afternoon, so I should hopefully be able to post something by tonight.

ChrTh -- If you want to build an FP all the way up by our northernmost warrior, you're going to need a Great Leader or 200 turns to do it. I had something a little more practical in mind. :)

Let's not get too far ahead of ourselves here. Yes, we want some temples, and we need some more defense, but we're still in RAPID GROWTH land-grab mode. We should still be concentrating on settlers and workers, with military and temples in selected locations where they will provide the most benefit, or where they will fit inbetween settlers.
 
Originally posted by Zed-F

ChrTh -- If you want to build an FP all the way up by our northernmost warrior, you're going to need a Great Leader or 200 turns to do it. I had something a little more practical in mind. :)

I said it was the perfect spot...I didn't say it was realistic :)
(it also presumes that you don't raze all those cities)
 
I definitely agree that the temples are not realistic in all of the cities right now. We do need a few strategic ones to encompass resources and bring in highly productive terrain. I think that the temples in Shanghai, Dockanda Bay, Tuskany Bay and Nanking should be of relatively high priority. We should also get one in our capital just out of politeness.
 
Some of the comments I made for ChrTh's turn are not moot, it appears, since the same mistakes were made again in Mysterious's turn. :p

However, there were some good moves too. :) Them first. Not trading our World map to try and keep people out of our expansion room is a good enough idea. However, trading our territory map doesn't pose that problem, so it's often valuable to try to leverage it to get whatever you can out of other civs -- principally, their territory maps. This reduces the cost on purchasing their world maps; it's always nice to see in what direction the AI is expanding and how big/productive their cities are. Note that you don't need to get an opponent civ's territory map just to find out how many cities they have, you could instead go to the diplomacy screen and see what cities they have up for trade (everything except the capital will show up, so count 'em and add 1.) You can also get useful information about what governments enemy civs are in bu checking the military advisor.

Not trading on the AI turn -- exactly right! We always want to trade on our turn so as to control what gets traded to who, and to ensure we can maximize our benefit from whatever we trade away.

Now for the not-so-good moves... :)

- Settler out of Shanghai: You had the opportunity to veto, and did not. Now Shanghai is back down to size 3 and continuing to grow slowly; it could have been size 5 and a real production center for us. Remember, rapid growth is our main goal, but it's not the only thing we need to do; we have several cities suited to pumping out settlers/workers quickly, but those that are not so suited should be addressing our civ's other needs, like defense and wonder-building (if there are any wonders we want.)

- Hangchow: If building Tsingtao at Blue dot could wait, then Hangchow at Yellow dot could wait twice as long again. Hangchow is a little half-city that we only wanted to grab some extra coastline! It was NOT a priority city to found by any stretch -- that settler would have been far better sent NW to help stake our claim in the jungle.

- Micromanagement: Watch what tiles your cities are using. I saw you noticed once when Canton was working a forest rather than a grassland, so I know you're trying, but it pays to be as vigilant as possible, especially when a city grows/shrinks in size. Beijing is using a forest instead of a mined grassland or irrigated plains, lowering its growth rate. Tuscany Bay is poaching a bonus grassland from Shanghai, and is getting ZERO benefit out of it since the extra shield is just going to waste anyway. It's helpful to check your cities every so often and make sure the least corrupt cities are getting the best tiles. Remember, the least corrupt cities get the best of everything!

- Workers: We're up to 10 cities now but we've only got 7 workers. Our number of workers should at least keep pace with our number of cities, especially when our lands are this food rich such that settlers vs. workers is not a big priority call. Beijing still needs that bonus grassland mined... since I first mentioned it, that's 20 shields we could have had -- an extra spearman -- just from that ONE tile. That should illustrate the importance of improving the best tiles inside the borders of our least corrupt cities first! Our best cities, Canton, Dockonda Bay, Shanghai, and Beijing, and out of them, only Shanghai has any worker(s) nearby, and I bet they were moved where they are so they could build a road to Chengdu, hmm?

- Temple obsession: Ok, I'll be the first to say temples are a good thing to build; but, we don't need them EVERYWHERE just yet. Our main goal with temples right now is to seal our borders internally so we can start working good tiles and taking advantage of resources that are not in our borders just yet. But, remember that the game will AUTOMATICALLY extend your borders if there is only a 1-tile gap between the borders of 2 adjacent cities! So, in most cases where there is a culture gap between our cities, we only need a temple on one side to acheive the desired result. Going on a temple-building frenzy will paralyze almost our whole empire while we wait for all these temples to complete; better to only build temples in those cities where we must, and try to keep settlers/workers/military being built elsewhere. Also, we need to do something about our lack of granaries right away since we now have quite a few cities that need them to grow at a decent pace -- which either means we need to devote Shanghai to Pyramids starting NOW, or we need to start thinking about which cities are going to start building granaries when. We have 10 cities right now and are planning to build more; 10 granaries is 600 shields, some in cities with lousy production due to corruption, whereas the Pyramids is 400 shields, all in our best city besides our capital. I would build temples in Tuscany Bay and Tsingtao, since those two cities can benefit both themselves and their neighbors the most; however, temples can definately wait elsewhere, especially Shanghai (Pyramids), Dockonda Bay (settlers/military), and Chengdu (workers to improve Chengdu, Xinjian, and dots further north -- Chengdu can be high-growth with flood plain irrigation). Culture-wise, we have to accept that we're not a culture-oriented civ, so don't expect to beat the Babs at their own game for instance unless they're a lot smaller than us; vis-a-vis the other civs, though, our plan should be to have a lot of cities that make up a slow start accumulating culture through sheer numbers. It's unlikely that we will be going for a culture win anyway; with China conquest or domination is almost always in the cards, except perhaps on an archipelago map, so we don't really need to achieve more than culture parity, though we should be able to eventually do better than that.

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I expect this will be the last dotmap I do for you guys. From now on, do your own! :)



ZF1-dotmap-1000bc.jpg




The only 4 high-priority sites remaining to grab are Purple dot for gems, Yellow dot for Dyes, Navy dot for spice and more horses, and Brown dot as a not-too-corrupt 2nd ring producer (equivalent to Nanking in terms of distance to capital.) Pink and Blue dots are low priority sites like Green Dot (fishing village down by Canton) for the moment that are just there to pick up a bit of extra 3rd-ring land that is tragic right now but could be valuable with a better government and a courthouse. The orange circle area is even worse off; we should grab it if we can but don't expect it to be useful for anything for a good long while.

We have 2 routes we could go with our FP -- early FP or wait until we can conquer to get some room for it. We could start our FP fairly quickly in Yellow dot (in which case Brown dot should move SE one tile so as not to crowd Yellow dot) and thereby greatly boost the value of Blue and Pink dots as well as the Orange circle region and the no-mans land between Japan, the Iros, and us. If we're quick and the Japs and Iros are slow to colonize this area we could get a pretty good 1st-ring set of cities around Yellow dot. From that point, we could later expand into Japanese territory. The value of an early FP is not to be underestimated! Take a look through the back pages of the forum at RBD2 or RBD3 if you want an example -- in both games an early FP made for a cakewalk victory. However, we've already given up some of the initiative by settling Tsingtao and Hangchow rather than ensuring the potential FP region is firmly under our control. Moreover, that area might be hard to secure from a military standpoint, especially if the Japs and Iros start to crowd in on it, since we don't have a lot of troops or troop-building potential just yet, and it's pretty far away from our main core. This was my original plan (along with getting Chengdu settled) when I said that Tsingtao was not a priority city site to settle, and I still think this is a viable course of action if we're fast, and make this our main goal from this point forward until we've secured the region and have gotten a good start on our FP city.

The alternative is to wait until we're strong enough to take a fight to at least one other civ and carve our FP territory out of their lands. If we're in conquer mode, it stands to reason we'd have enough troops to secure the FP region. :) If we go this route we'll either need a leader to rush it, or we will have to build it close enough to our territory that, with a courthouse, the corruption isn't so bad that construction will take forever. In the latter instance, Navy dot or something in the vicinity would be appropriate. We will probably not be ready to go a-conquerin' for a fair while, however, since we will need to go through a fairly lengthy consolidation phase before we will be ready to seriously start building military. Again, it would be a different story if we were really boxed in without enough land around our capital, but... we're not. So, we'd be trading an early start on an FP for (hopefully) better lands in which to build it or more nearby land that can take advantage of it. In the case of a non-rushed FP, the lands around Navy dot are not really better than around Yellow dot, though there is a little bit more land in the area, as Yellow has a big inland sea right next to it as well as the coast not too far away, and you can't build cities on water. To really make this option compare with the early FP option in terms of total benefit over time, we'd almost have to leader-rush the FP in someone else's (conquered) lands, and have a lot of cash to rush-build infrastructure in the surrounding (conquered) cities very quickly. The one advantage of this approach is it reduces the urgency of settling everything around Yellow Dot ASAP and lets us move out of the expansion and into the consolidation phase of the game more quickly.

I'll let you guys choose which path to pursue.

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Next part in next post -- 15000 char limit strikes again...
 
Strategy notes: Game phases.

So far, we've been in the expansion phase of our game, and we will still be in it at least until we have our 4 top-priority remaining city sites settled, depending on our FP plan. Here, the idea is to sacrifice as much as you can for the land-grab effort, while not completely ignoring other aspects of the empire like military. Unless you're religious, temples are probably not a big focus, but happiness comes from lux resources, lux tax, and MP. None of your cities are likely to get terribly big anyway. Your goal here is to make sure that everything within spitting distance of your capital (distance dependent on map size) and any available resources/lux, as well as your FP site and surrounding area if you're going for an early FP, is settled with your colours, and has enough defense to not be a complete pushover relative to neighbouring civs. Anything that is required to make that happen, up to and including war if you're boxed in, you do.

Once you've gotten your core region and any priority outlying areas settled, such that all that's left are lower-priority sites that AI civs aren't likely to be able to/interested in getting to that you can settle at your leisure, and tragic sites well beyond your core that are only valuable for the potential resources that might be there and to deny the land to the AI, you're ready to move to the consolidation phase. Here, you want to build up infrastructure in your core cities, especially those on fresh water, and turn them into production and commercial powerhouses as fast as possible. This will give you the necessary oomph to build and upgrade to Middle-Ages era units, and to research Middle-Ages era techs. Your secondary cities at this point are ready to take up the burden of building military and settling any remaining outlying areas that need to be settled. This is usually the first place where the AI civs stumble as they often don't place enough emphasis on infrastructure in their core cities -- being too busy engaging in meaningless wars. Once your core cities are sufficiently built up, they swap roles with the secondary cities, and take care of military production and wonders while secondary cities upgrade their infrastructure. Oftentimes, depending on circumstances, you'll find yourself upgrading some of your core cities and some of your secondary cities, while the remainder wait their turn; this is somewhat normal, as there are other factors to consider as well, such as which parts of your empire are more vulnerable or more threatened than others. Generally, though, as with the expansion phase, the goal is to have the cities with the least corruption upgrade first as much as possible.

How long you stay in consolidation mode and what follows afterwards depends on your goal for the game. If you are going for a peaceful victory, you may never leave the consolidation phase, except perhaps to secure an FP site, or if some AI civ declares war on you (pity the fool if he waited until you're well into the consolidation phase to do so.) :) If you're not, then at some point you will need to declare war... but again, if you've spent sufficient time and effort on the consolidation phase, you'll be well-prepared -- it's entirely possible to leave a large percentage of your cities on infrastructure even when at war with more than one enemy civ, providing you've got enough production going in the cities you do devote to military builds. Or, if you don't need more infrastructure much of anywhere, you could turn your entire civilization into a gigantic war machine, which can be an awesome thing to behold. Once you hit the Industrial Age and start building rails all over the place, you've effectively won the game, as the AI can't handle the human player's ability to mass an entire army at one point anywhere in their empire, and can't defend against the human player's ability to use the AI's own (captured) rail net to effectively follow up a successful attack on one city with attacks on the ones behind.
:hammer:

This is an idealistic game plan, however; if the AI allows you to pick and choose when you want to fight, it makes for easy victories. It's when the AI starts out with significant advantages over you in terms of land amount/quality and/or difficulty bonuses, or sees you as weak and attacks early on before you're done your expansion or consolidation phases, that things get interesting. That's when your ability to juggle different priorities gets put to the test, as well as your ability to take risks, follow up on the successes, and recover from the failures. If you want to push yourself, one good way is to deliberately rush your game plan, and attack before you feel you're really ready. Another way is simpler -- move up to the next difficulty level. :) At higher difficulty levels, the game punishes you more for every mistake or sub-optimal move you make, since mistakes limit your potential power over time; in contrast, the AI civs are potentially much more powerful, as everything is faster/easier for them and they can easily outpace you in expansion and infrastructure builds, so anything you give up in power over time just makes for a deeper hole you have to climb out of. On the hardest difficulty level, it's often not even worth trying to build wonders, for instance, since the AI will under many circumstances win the race anyway.

Anyway, the point of that ramble was to describe where we are in the game and where we should be thinking of going next. If we're going for an early FP, we're still firmly in the expansion phase, and growth should still be our primary goal for a while. In that case, we should be concentrating on settlers and workers for our new cities, with military and temples where possible without conflicting with our goal of rapid growth. If we're going for a FP later once we've conquered some more territory, then in our core cities, we'll only need another 10-15 turns to build a last batch or two of settlers before we start turning them more-or-less wholly over to building the infrastructure they need to grow to 12 -- temples, courthouses, marketplaces, cathedrals, in some cases aqueducts, in some cases harbours, granaries if we don't build the Pyramids, and libraries if we want to do our own research or need the culture bonus. At the same time, we'll continue the growth-oriented regimen of workers, settlers, and defensive military in our secondary cities.
 
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