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Originally posted by Krill
Irrigate the wheat and the game, and make a nice 4 turn settler pump and a 2 turn worker pump. That alone should win you this game.
I think this is an interesting start because it allows for a strong non-standard build queue: rather than do the usual Warrior/Worker-Granary-Settlers, I would go for a Settler first here. One can be built one pretty quick by exploiting the Game tile to the fullest. I would then place this early second city E-NE of the capital, on the Desert tile. Thus by irrigating the adjacent Flood Plains tile, I can get fresh water through to all the high Food tiles within the capital's radius. All this Food allows for additional Workers, which will eventually make up for the slow start, Shield-wise (I would not build any Warriors for quite a while).
Optimal? Who knows. But different.
Just felt like sharing that.And her eyes have all the seeming of a demon's that is dreaming...
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It is interesting, you're right, but I would still go with the early worker, since there are four forests that can be chopped, speeding the granary. That would also allow the early production of a 4turn pump, whereas you would need to build another worker ASAP to take advatage of the extra tiles that the new pop would use anyway, loosing more time.
Personally, I would have gone with a wroker, then a prebuild for a granary. It is a four turn settler pump, with irrigation, and I would use it as such until I could irrigate the wheats and game tiles, to create a new worker pump.
Your strat allows early exploration, and maybe a couple of early workers, so yours allows you to start manipulating the AI sooner. While that is not really needed at this level, it is still one of the game breakers, giving you greater control over the strategy that this game would follow.
But, yeah, warriors would be way behind pretty much everything but wonders on my list. (Except if I got an SGL).
PB, can you post the 4000BC save, please?You just wasted six ... no, seven ... seconds of your life reading this sentence.
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Originally posted by Krill
It is interesting, you're right, but I would still go with the early worker, since there are four forests that can be chopped, speeding the granary. That would also allow the early production of a 4turn pump, whereas you would need to build another worker ASAP to take advatage of the extra tiles that the new pop would use anyway, loosing more time.
1. Getting fresh water to your Wheat and Game tiles sooner is not, IMO, an example of "wasting time".
2. The problem with doing a lot of Forest Chops early on is that you end up behind in permanent tile improvements. Even with two Workers (here, non-Industrious), it's not easy to keep up 100% with the tile improvement required for a pump city or two.
3. Two cities with high Food ouput outgrow one city with a Granary.And her eyes have all the seeming of a demon's that is dreaming...
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Well before i play my turns i have a few questions i want to ask so taht i do not mess the game up. First thing that caught my eye on the screeny ar ethe two goody huts outside our city radius, and was wondering why you had not popped them...any particular reason? or is it because your warrior is on the otehr side? should i head there and pop them or keep the warrior exploring to the E?
I also have a question about the city placement...the next city you mentioned it would be a good idea to set it up next to river in range of the insence so that we could take advantage of it..i get that...sounds good..however, how far along the river should i make the new city? As i looked at the screeny i was thinking of placing it where that hittie warrior is...or should i go a further tile to the NE..which would be NW of the second insence.
Another question that always bugs my games, after creating second city...what is priority of building at the new city? i believe i always built a warrior while my city grew enough to creat something else (most always a granary). And one more, I believe that after the granary i should make the new settler, or at least start on it (since it will take 8 more turns for granary), should i send the worker to make a road to where the new city will lay, so that settler can get there right away..or should i keep him back improving city tiles?
Sorry for these questions...i understand that they may seem kind of noobish to you guys, i just dont want to screw up the game.
Javier
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Looks like a nice start. My comments unfortunately are all based on the screenshot...I kept getting "DataIO operation System Error: LEAD" and "Error reading file..."??? This is with the AU mod installed, C3C, etc.
Anyway,
1. I'm curious about the goody huts too? Shouldn't we beeline to these before the hittites, provided we can block him from our capital?
2. Tech: learned something already...I would really not have gone for pottery but would have waited to trade for it. I guess it's that important.
3. 50 turn pace: is the AI really willing enough to trade to keep us in it? Hopefully pb you'll explain more about this 50 turn scheme as we go on.
4. Cost of research: you mentioned that pottery is cheaper since the hittites grabbed it. did the research turns actually decrease after you met them (at 4000 bc it was 11 turns, but we definitely had it by turn 10 [or was this constantinople expanding?])
5. 2nd city placement: On mon/emp and above, is it cxxc or what? I assume not "optimal". If it were me alone, I would have went for 6999 from constantinople. This has the advantage of getting us a free aqueduct in a city that is going to boom w/ all the flood plains. Dominae (I think) suggested 6699, which improves a desert tile for free for us.
6. Worker action: seems that we could a. improve wheat around capital or b. road out to city #2. Obviously permanent improvements will be a great help. OTOH, since capital is 10 turns from growth, and then shortly after that will -2 pop w/ settler, I think roading to our second city site makes sense since capital will not be able to get much out of permanent improvements on wheat, etc in very short term.
7. Pop rushes: how important to exploit on mon/emp and above? sometimes I forget to fully use this, though I always try to do it when 20 sh away from temples, barracks, etc. What do you guys think?
8. Longer term govt? More curious, but is our strategy for rep or monarchy?
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General question: I wanted to play a massive pangaea game recently and all I wanted was to be plopped down in the middle of land as far as I could see. unfortunately, I started and restarted and every game was on the coast (no seafaring civ either). when civ patched the game to fix the bug about not starting seafaring civs near coasts, did they botch it and make it so every civ starts near the coast?
hopefully you guys can tell me how to fix that game loading error, and I look forward to Javier's turns and my turns.
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Originally posted by Krill
Irrigate the wheat and the game, and make a nice 4 turn settler pump and a 2 turn worker pump. That alone should win you this game."I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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Originally posted by Dominae
The trick is getting fresh water to those tiles. There are slower and faster ways of doing this.
I think this is an interesting start because it allows for a strong non-standard build queue: rather than do the usual Warrior/Worker-Granary-Settlers, I would go for a Settler first here. One can be built one pretty quick by exploiting the Game tile to the fullest. I would then place this early second city E-NE of the capital, on the Desert tile. Thus by irrigating the adjacent Flood Plains tile, I can get fresh water through to all the high Food tiles within the capital's radius. All this Food allows for additional Workers, which will eventually make up for the slow start, Shield-wise (I would not build any Warriors for quite a while).
Optimal? Who knows. But different.
Just felt like sharing that."I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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Originally posted by Krill
It is interesting, you're right, but I would still go with the early worker, since there are four forests that can be chopped, speeding the granary. That would also allow the early production of a 4turn pump, whereas you would need to build another worker ASAP to take advatage of the extra tiles that the new pop would use anyway, loosing more time.
PB, can you post the 4000BC save, please?Attached Files"I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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Originally posted by Dominae
3. Two cities with high Food ouput outgrow one city with a Granary."I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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Originally posted by JavierLQ
Well before i play my turns i have a few questions i want to ask so taht i do not mess the game up.This is a learning game. I won't be mad if we lose. I will answer your questions, but I would prefer you generally make your own decisions; following my orders wouldn't be much better than me simply playing the gmae myself and writing reports for you. If you make your own 'miatakes' (not that there's really such a thing in civ, just 'better' and 'not as good'
)
First thing that caught my eye on the screeny ar ethe two goody huts outside our city radius, and was wondering why you had not popped them...any particular reason? or is it because your warrior is on the otehr side? should i head there and pop them or keep the warrior exploring to the E?
I also have a question about the city placement...the next city you mentioned it would be a good idea to set it up next to river in range of the insence so that we could take advantage of it..i get that...sounds good..however, how far along the river should i make the new city? As i looked at the screeny i was thinking of placing it where that hittie warrior is...or should i go a further tile to the NE..which would be NW of the second insence.
Another question that always bugs my games, after creating second city...what is priority of building at the new city? i believe i always built a warrior while my city grew enough to creat something else (most always a granary).
And one more, I believe that after the granary i should make the new settler, or at least start on it (since it will take 8 more turns for granary), should i send the worker to make a road to where the new city will lay, so that settler can get there right away..or should i keep him back improving city tiles?
Sorry for these questions...i understand that they may seem kind of noobish to you guys, i just dont want to screw up the game."I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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Originally posted by dmd175
Looks like a nice start. My comments unfortunately are all based on the screenshot...I kept getting "DataIO operation System Error: LEAD" and "Error reading file..."??? This is with the AU mod installed, C3C, etc.
1. I'm curious about the goody huts too? Shouldn't we beeline to these before the hittites, provided we can block him from our capital?
2. Tech: learned something already...I would really not have gone for pottery but would have waited to trade for it. I guess it's that important.
3. 50 turn pace: is the AI really willing enough to trade to keep us in it? Hopefully pb you'll explain more about this 50 turn scheme as we go on.
4. Cost of research: you mentioned that pottery is cheaper since the hittites grabbed it. did the research turns actually decrease after you met them (at 4000 bc it was 11 turns, but we definitely had it by turn 10 [or was this constantinople expanding?])
5. 2nd city placement: On mon/emp and above, is it cxxc or what? I assume not "optimal". If it were me alone, I would have went for 6999 from constantinople. This has the advantage of getting us a free aqueduct in a city that is going to boom w/ all the flood plains. Dominae (I think) suggested 6699, which improves a desert tile for free for us.), but cxxc is generally stronger. cxcxc (AKA ICS) is een stronger, but I don't like it; it's too powerful and ends up with a lot of MM, plus I consider it to be exploitative (the AI will never place its cities that close together).
6. Worker action: seems that we could a. improve wheat around capital or b. road out to city #2. Obviously permanent improvements will be a great help. OTOH, since capital is 10 turns from growth, and then shortly after that will -2 pop w/ settler, I think roading to our second city site makes sense since capital will not be able to get much out of permanent improvements on wheat, etc in very short term.
7. Pop rushes: how important to exploit on mon/emp and above? sometimes I forget to fully use this, though I always try to do it when 20 sh away from temples, barracks, etc. What do you guys think?. I usually only use it to rush a temple in a one shield/two food city that seems like it has a high likelihood of flipping.
8. Longer term govt? More curious, but is our strategy for rep or monarchy?
---
General question: I wanted to play a massive pangaea game recently and all I wanted was to be plopped down in the middle of land as far as I could see. unfortunately, I started and restarted and every game was on the coast (no seafaring civ either). when civ patched the game to fix the bug about not starting seafaring civs near coasts, did they botch it and make it so every civ starts near the coast?"I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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pb, thanks for responses.
the error occurred immediately after I installed c3c 1.22. It sort of messed up my c3c main menu, changing the first items to "barricade" and "build barricade" instead of "new game". I uninst and reinst and same errors during both (?)
fyi, I won't be home to play until sunday AM.
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