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  • 3350 Bc

    Moved the expeditions onward. TEG went west, Madrid went north, Magyar went South West.

    We discovered a source of fish, as Senor PlagueRat predicted. We also discovered that we are on the eastern most edge of a continent, as our Madrid team is learning. Next turn we will begin to fully explore the bounds of El Valle de los Torros. TEG should be on alert for other civilizations.

    Our slaves have moved south. They will begin next turn with a road on the hills NW of Madrid.

    Also note, Madrid grows in 2 turns.

    Settlers out in 5 turns.

    We get Bronze Working in 8 turns.

    3350 Spain

    --Togas
    Greatest Moments in ISDG chat:"(12/02/2003) <notyoueither> the moon is blue. hell is cold. quote me, but i agree with ET. "
    Member of the Mercenary Team in the Civ 4 Team Democracy Game.
    Former Consul for the Apolyton C3C Intersite Tournament Team.
    Heir to the lost throne of Spain of the Roleplay Team in the PTW Democracy Multiplayer Team Game.

  • #2
    I just hope the road to the Wheatfields gets built quickly. Maybe we can get more wheat over the hill and the price of the bread that the Winter family sells will go down.

    María Pikesfan
    who does the shopping for
    The Esmeralda Pikesfan School of Etiquette

    Comment


    • #3
      Perhaps we need to keep one of the warriors close enough to Madrid to protect it from another tribe's warrior wandering between 2 of ours and just happening to show up on our doorstep?

      Just an idea.
      Long-time poster on Apolyton and WePlayCiv
      Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
      7th President of Apolyton in the 1st Civ3 Democracy Game

      Comment


      • #4
        What's slated to be built after the Settler? If possible, we need to have another Warrior, just to stay at home. Currently, it would take 6 turns for the SW Warrior to get home, 4 turns for the NE one and 8 turns for the NW one.

        We need to start looking at the Mil Advisor screen every turn, to see if there are any reports of Barbarians.

        E_T
        Come and see me at WePlayCiv
        Worship the Comic here!
        Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game

        Comment


        • #5
          Originally posted by E_T
          What's slated to be built after the Settler? If possible, we need to have another Warrior, just to stay at home. Currently, it would take 6 turns for the SW Warrior to get home, 4 turns for the NE one and 8 turns for the NW one.

          We need to start looking at the Mil Advisor screen every turn, to see if there are any reports of Barbarians.

          E_T
          I believe the intention is for the NE one (Madrid Expedition) to return home after a small loop to expose the area north of Madrid. Not sure how many turns that will be though. Togas came up with the idea, and Crousto leads the expedition - we should ask them what the plan is.

          Comment


          • #6
            Madrid grows in 2 turns, then the settler will be completed in 2 turns, then a warrior will take 5 turns to be produced. Do we leave Madrid unprotected for so long (9 turns) or do we call back now the Madrid Expedition?
            Statistical anomaly.
            The only thing necessary for the triumph of evil is for good men to do nothing.

            Comment


            • #7
              Originally posted by DAVOUT
              Madrid grows in 2 turns, then the settler will be completed in 2 turns, then a warrior will take 5 turns to be produced. Do we leave Madrid unprotected for so long (9 turns) or do we call back now the Madrid Expedition?
              This is not so clear. The settler will pop out 1 turn after Madrid grows because we get a 2-shield bonus to the queue for growth.

              Afterwards, a warrior could take 5 turns but only if we micromanage. The tile the computer chooses to continue to work will probably be the wheat bonus, and if so, our production will fall to 1 shield/turn for 4 turns. Then we get the 1 shield +2 shield bonus when we grow on turn 5 and back to 3/turn after that, so a warrior would take a minimum of 6 turns. It would be best to let the city get back to size 2 quickly if there is only a 1 turn difference between the finished products.

              There is also the possibility that the next unit could be a spearman if we were willing to wait that long. It would take about 10 turns; right about the time Madrid hits size 3.
              "The dogmas of the quiet past are inadequate to the stormy present. The occasion is piled high with difficulty, and we must rise with the occasion. As our case is new, so we must think anew and act anew. We must disenthrall ourselves, and then we shall save our country." -- Abraham Lincoln

              "Generations to come will scarce believe that such a one as this ever, in flesh and blood, walked upon this earth." -- Albert Einstein, in regards to Mohandis Gandhi

              Comment


              • #8
                You are right, I agree that it would be best to let the city grow to size 2. But if we choose to build a spearman, it is just more necessary not to let the city without defence so long. So we should call back the Madrid Expedition.
                Statistical anomaly.
                The only thing necessary for the triumph of evil is for good men to do nothing.

                Comment


                • #9
                  Originally posted by DAVOUT
                  You are right, I agree that it would be best to let the city grow to size 2. But if we choose to build a spearman, it is just more necessary not to let the city without defence so long. So we should call back the Madrid Expedition.
                  well, we could try for a spearman at 10 turns (I think) after our first settlers. If a threat presents itself, micromanage the city to 3/shields per turn and switch the queue to spit out a warrior quickly.

                  Its a risk, but we need to lay it on the line to get up and running. Another question is what is gonna happen with the settlers when they are built? They will not have an escort, but we still need to get city #2 up and running.
                  "The dogmas of the quiet past are inadequate to the stormy present. The occasion is piled high with difficulty, and we must rise with the occasion. As our case is new, so we must think anew and act anew. We must disenthrall ourselves, and then we shall save our country." -- Abraham Lincoln

                  "Generations to come will scarce believe that such a one as this ever, in flesh and blood, walked upon this earth." -- Albert Einstein, in regards to Mohandis Gandhi

                  Comment


                  • #10
                    Originally posted by ruby_maser


                    Another question is what is gonna happen with the settlers when they are built? They will not have an escort, but we still need to get city #2 up and running.
                    This is another good reason to have the Madrid Expedition recalled right now. Then build warrior/spearman, worker, spearman, settler.
                    Statistical anomaly.
                    The only thing necessary for the triumph of evil is for good men to do nothing.

                    Comment


                    • #11
                      ooc: micromanagement

                      Finish the setter and work on the Warrior. Let the Pop Grow, but you might be able to get that extra turn by switching to the higher production tile after only a couple of turns with the wheat. Without the game in front of me, I can't say for sure.

                      Micromanaging: THere have often been times that I have been faced with a complex build situation that appeared to yeild 2 solutions. Get the Item a bit quicker or have faster growth but the item takes longet to build. Often times, through micromanagement, there is a third solution that will present it's self and sometimes there isn't. THe variables are way different but lets try this. Dusting off my trusty WorkForce Grid....



                      Case #1 (Grows in 4 turns, builds in 6) - WF Combo #A for turn 0 (WF#A @ T0), WF#A @ T1, WF#A @ T2, WF#A @ T3, (grows, WF combo B) - WF#B @ T4, WF#B @ T5, Item built.on T6.

                      Case #2 (Builds in 5 turns, grows in 6 ) - WF#C @ T0, WF#C @ T1, WF#C @ T2, WF#C @ T3, WF#C @ T4, Item built on turn 5, city grows next turn.

                      Sometimes there is a solution that has the city grow not quite as fast, but you can still minimize the build time, using the above combos

                      Case #3 (grows in 5 turns, builds in 5) - WF#A @ T0, WF#A @ T1, WF#A @ T2, WF#C @ T3, WF#C @ T4, Item built & the City Grows on turn 5.

                      How you go and Micromanage your build also depends on several factors:
                      1) what you plan to built next and not only next but what ever right after that. I.E., the next two items.

                      2) how fast you want the city to grow and if you have a granery present. See partly #4 on this one...

                      3) what your plans for the city will be, not just for this build, but further down the road, i.e. Mil Units, worker/settler farm, etc.

                      4) if you plan to do any pop rushing.

                      5) timeing of PW infrastucture Improvements during a build, that will effect the food production or build times (or even trade output).

                      6) changing build to something else.

                      and a few other things, too. Micromanaging can be a tedious job, but if you are trying to squeeze a turn or 2 out of your builds now, you can be ahead of the game 20 to 30 turns down the road. Trust me, I know.

                      Now, it comes dow to do we want to do that? Do we want to deal with the gawd off full detail and headache of Micromanaging the Cities?

                      First things, your not sitting at the computer playing the game like normally in the past (or even in the SPDG), this is a situation where you have days between turns to mess with the details of Micromanagement. Nor is it like the SPDG, where you have to give the orders for 5 or more turns and have to figure all of this stuff out several days ahead of time. And then pick up where it was left off after the turnchat is done.

                      Playing this in the PBEM fashion leaves a more relaxed atmosphere to take the time to do any micromanaging that is needed.

                      Anyway, I say that we need to have a 2 deep Queue (and yes, they can be changed), but try to keep whatever the current build is that is being built, the same but still be flexable about it.

                      And we should build the warrior next and keep up the exporation. We just need to keep aware of the Barbarian possibility. Have the new Warrior be 1/2 between the 2 cities until we have built more defenses.

                      E_T
                      Come and see me at WePlayCiv
                      Worship the Comic here!
                      Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game

                      Comment


                      • #12
                        Re: ooc: micromanagement

                        Originally posted by E_T
                        Case #1 (Grows in 4 turns, builds in 6) - WF Combo #A for turn 0 (WF#A @ T0), WF#A @ T1, WF#A @ T2, WF#A @ T3, (grows, WF combo B) - WF#B @ T4, WF#B @ T5, Item built.on T6.

                        Case #2 (Builds in 5 turns, grows in 6 ) - WF#C @ T0, WF#C @ T1, WF#C @ T2, WF#C @ T3, WF#C @ T4, Item built on turn 5, city grows next turn.

                        Sometimes there is a solution that has the city grow not quite as fast, but you can still minimize the build time, using the above combos

                        Case #3 (grows in 5 turns, builds in 5) - WF#A @ T0, WF#A @ T1, WF#A @ T2, WF#C @ T3, WF#C @ T4, Item built & the City Grows on turn 5.


                        I am for micromanaging (and I am even for limited pop-rushing and/or short-rushing) even if I don't have a clue what you mean by the above.

                        Whose job does this become, though? The Governor's? And could there be some sort of team oversight of the decisions made?
                        "The dogmas of the quiet past are inadequate to the stormy present. The occasion is piled high with difficulty, and we must rise with the occasion. As our case is new, so we must think anew and act anew. We must disenthrall ourselves, and then we shall save our country." -- Abraham Lincoln

                        "Generations to come will scarce believe that such a one as this ever, in flesh and blood, walked upon this earth." -- Albert Einstein, in regards to Mohandis Gandhi

                        Comment


                        • #13
                          The Governor makes such decisions for the city, however, Roberto Ninot has become old and senile and Decedro Togas is currently trying to determine who should replace the old man ... but without being too disrespectful about it.

                          Roberto Ninot is, perhaps, the oldest living Spaniard.

                          Once the settler is built, a defensive unit will be built in Madrid. As for if we should return the Madrid group to Madrid, I'd like to see what the view is from those mountains to the north-west prior to returning them ... if we decide to return them.

                          --Togas
                          Greatest Moments in ISDG chat:"(12/02/2003) <notyoueither> the moon is blue. hell is cold. quote me, but i agree with ET. "
                          Member of the Mercenary Team in the Civ 4 Team Democracy Game.
                          Former Consul for the Apolyton C3C Intersite Tournament Team.
                          Heir to the lost throne of Spain of the Roleplay Team in the PTW Democracy Multiplayer Team Game.

                          Comment


                          • #14
                            We are wondering how to defend ourselves - wonder also about what we will do if we encounter another civ with our warriors. What will we do if we encounter an undefended settler? I say we take it, no matter whos it is. Sure, it is war at an early stage - but it will hurt them so much at this level, and we get two new slaves from it.....

                            Think about this. Think hard. What would you do? Spend turn 1 trading, then once complete, grab two new slaves and effectively tripple our work force while crippling their production for the next 50 turns. Then we sick lux invictica or GOW on the unlucky SOB for a tech once we have a second contact.....

                            Oh, the machivalian institute would be proud of this.....
                            If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

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                            • #15
                              I prefer to just build defensive unit next after the settler. Actually, though we would have cue a warrior first, I say we drag that out to coincide with the discovery of brinze working and make the warrior a spearman.

                              Based on what we have thus far, I think we can wait the ten turns.
                              Note: the Law Offices of jdjdjd are temporarily closed.
                              "Next time I say something like 'lets go to Bolivia', lets go to Bolivia"

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