Im a He also known as Indianajones in other games .
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Ok not too bad a start. I figure the game is already won, given this location and start.
I will place the next city between the wheat and the incense. That is why I have the roads laid that lead to that spot.
The second city was an advance tribe from the hut and I had no choice in its location, but that locks the game up and lets me ease back on my rex plan.
This is why I switched it off and built a temple in Lisbon. Now I can start the Colossus as it will pay lots of cash. I do not need to worry about getting my share of the land with this map as I will have more land than I can handle anyway. Let the AI go nuts.
I am going with a spear here as I can't remember the way restless barbs behave. I normally use roaming and have been using no barbs for most of my Sid games lately. Since this is Monarch, we still have an edge over them and spears forted should be able to handle defense until we get uprisings.
With only 7 civs that would normally be quite some time. This may not be the case with a few expansionist civs as they may get enough tech from huts to push us into the middle ages sooner, not sure.
Anyway I have contact with two civs so far and have writing done and Philosophy is around 16 turns.Attached Files
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I have a big need for workers here to get Lisbon tiles up, but I just had too much to do. I did not trade any techs at this time as I want to get more contacts and I do not want to give up alphabet or writing yet.
With two scouts and a warrior out we should get a few more huts. I have a curraugh out and it has covered a lot of the homeland.
I would suggest we go for another 40 turns and them see what we have. I think things are much the same in the early turns, but ground work laid now will soon show value.
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Now what I see in yours. No contacts. A spear out scouting? You have scouts you can build that are 2 movers.
No irrigation of cows, but at least they are roaded. Two workers moved over unimproved tiles and did nothing, hence 2 worker turns lost. Not to mention you will need a road there to connect the cap.
No mines yet, but I only have one (2 workers is all I have)
I like the city site where the cow is and the city can be founded next to a river. This give growth and commerce.
Anyway lets see what the next round brings.
You have 10 units, 4 conscripts, 3 workers, 1 reg warrior, 1 spear, 1 scout.
I have 12 out of 12 allowed: 2 scouts, 7 warriors, 2 workers, curraugh.
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Let me start off with an apologize. I was very lazy with this game, to the point of not even looking at the civs traits.
I only realized they were expansions, because I started with a scout. I did not even look up what the UU is and I am not sure as I write this. That caused me to trigger my GA way too early. This was done via the Colossus. I knew a Seafaring civ, god do that, but I was not thinking. I have not played on a level that allowed me to build the Colossus for some time and just forgot.
Once the hut popped the advance tribe I knew the game was won and stop thinking, if I ever did. This is still true as I see there is no way to lose this game.
I have build the Colossus and the Lighthouse, don't know when the last time I did that was, have the GL started as well as MoM.
No civ has the tech for any of these wonders yet. I have already gotten almost all the first three levels of ancient techs. I am doing Code of Laws at a lesiurely pace of 50%.
Arabia demanded Philosophy and I said no, so war it is. I have switched a few builds to archers just in case they show up with some troops.
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I have gotten contact with all but one civ now. I traded Alpha and writing around to get all the techs they knew and all their cash.
I have three techs that none have so far. I have one lux hooked up and a second near my latest city. I have seen Ivory off in the distnce and will move to get it added soon as I can.
If I get it and the SoZ, it will just not be fair. No one has Math yet, so I have time to get a town down and research it.
I can surely build it faster than the AI as I have a size 12 capitol now with all tiles improved. The AI will have probably cranked out settlers and kept its cities down in size, so even if they start the SoZ first, I will get it.
It is not even funny what AC's in the hands of a human will do to the AI at this level. It is like stealing. Boom an elite, boom an MGL and then an Army, ouch.
I have logs of most of the moves and I have stopped at 1000BC or 80 turns.Attached Files
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I could not resist doing a few turns to see if I got the GL and MoM and I did. Have a city down next to the ivory, so it won't be long before I have three lux and SoZ.
I check in often, so I will see any post soon after. We should probably do a check at the 1000BC to see what the next phase should be and if it is worth while to post details of the actions and so forth.
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Well it now 1000BC for the Henrys lol.
The tribe I went to investigate on turn 41 was a settlement so a free city yay. Ive also gone for the horses to get the horseman. There are many lux around so ive got the silk, incens and furs will come shortly because ive decided to start spreading my citys toward the city I got free cos is so far away, they said there feeling lonley.
Ive nearly built the colossus and may start another wonder in another city soon, was going for the orical but the zulus built it first so im in contact and there looking a bit dodgy my armies will connect with the zulus when ive built it and I will try and take the city they have made the wondr in cos I want it.
Greedy me lol, think its going well so far lots of citys and more coming just workers not enough I think may be spreading to fast.
Should I concentrate on military after I build the colossus, oh and to get more money in when a research is coming close if like it is most of the time set to 90% and lets say it 7 turns when I put it down a bit to lets say 70% and it stays the same I keep going down the % until it changes to like 8 then I put it to the nearest % but now more money comes in.
Money is coming in for once lolAttached Files
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Ok I would suggest you study the 1000BC I posted and see the difference. Now understand this was not any great job by me, I was lazy and careless and did not play optimally.
My goal here was to have you play as you normally do and I would play as what I percieved a builder may play.
Then we could see if anything was worth learning as we step along. Not to make any heroic micromanagement efforts as I figure most players will not do that even if they were taught how todo it. Anyway if that is the goal, you can find many games by master MM players here such as Dom/Nathan/Alexman and many others.
I hope to just nudge you a bit to see what just a few decent choices can be worth.
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Your game has a city from a hut (Lagos) way out in no mans land. That is a tough choice and I am not sure what I would do if it came up.
My choices would be to abandon it or use it to pump workers with no improvements at all, execpt maybe road out with the workers as they head to the heartland.
This city will be too far away to be incorporated in the ancient era, unless you are willing to expend lots of production to do it.
It will then be subject to invasion and barbs.
Anyway it is a hard one to call. I just would not be improving tiles with irrigation and mines to be pillaged or captured or defended.
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I am breaking this up for easier ready (I hope).
You have learned BW Alp Pottery Wheel WC CB Myst HBR & Iron, with Mason in 4 turns
I have all of those plus Mason Writing Philosophy Lit & Map, working on Code Of Laws.
This is due to contacts and a better economy and the GL. I skipped the early junk knowing I would either get it from a hut or the GL. I knew I did not need the tech right away.
Lisbon:
You have 10 shields Temple Colossus in 6 turns.
I have 17 shields Temple Granary 2 wonders and GL under way and will grow to size 12 in 2 turns.
You have 8 cities, I have 6.
Five of yours are not connected, one of mine is not.
You have most with no structures in them. One of mine has none, the rest have at least a temple and many have granary.
You have three size 1 unconnected cities building a barracks. This is fine if they are place holders, but otherwise they will just cost maint.
I have contact with all but one civ and you have only one. Lost trade opportunities and research. Note I am not a big one on trading, but I will make some and I did two rounds in this game so far (beyond 1000bc).
Empire numbers:
38 gold -18 Sci -7 corruption -2 ? +11 (247 in bank)
51 gold -26 Sci -10 entertain -3 corruption -8 maint +4 (419 banked)
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So if you see some advantage to the position I am in as compared to yours, lets see what happened.
Without a log of what you did, I can only guess. I cannot put a value on my getting the advance tribe in a not too bad location.
But I think that the other things can be adressed. Let me say right off that given that this is a pangea map on huge with only 7 civs, I do not see why you went with Henry. Was this just random or did you want to give Seafaring a shot?
On a huge map you really want to have Commerce IMO. This give an increased OCN, much needed on a huge map.
The Seafaring is not going to be worth anything in this game, except to get the curragh around a bit faster. Once you do go with Sea, you really need to make a ship and send it out ASAP.
I would probably not even make another ship in this game, I just don't need them in a pangea.
Many other traits would be useful here such as Ag and Ind to get all those towns built and improved.
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