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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:35
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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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Creator
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Ile do it as soon as possible, been at a friends house just got back. I love minor tribes who give free tec lol
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Creator
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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 lol
Attachment: henry1000bc.zip
This has been downloaded 2 time(s).
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:35
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Not exactly. I am saying that in this game I could see that it was a huge map and only 7 players on a large land mass or a pangea.
This let me know I could get away with no military to speak of for a long time. I did not know the barbs setting for a long time, but I knew I only had to worry about uprisings and they would be after I got all ancient techs.
I knew no one was close to me from my scouts and so even if they declared war it would not be a problem. They did and it took many turns before a few warriors came a calling. Archers could handle them.
Yes it was possible that something could go wrong, but not likely.
If this was a game at a higher level or I had closer neighbors, I would have done things differently.
The only games I always aim for the GL is at Deity or Sid. I need it at those levels. At monarch it is just a denial thing as I would normally do all my own research.
As to military, again it was the map. With a huge map and only 6 rivials, I do not expect much conflict for a long time. There is lots of land to keep the AI busy. It may and did try to extort me a bit, but it will not send serious forces that early. Archers and spears can handle them. Remember I have a strong empire and can crank out vets fast if need be and since I have roads and the cities are near to each other, I can get help quickly.
If I was a bit worried I would have made cats, but I was sure that was not needed. Plus I had the tech very soon and could hook up horses in a pinch and make them.
In the next 40 turns or so I started making more troops in prep for barbs and riviasl. I have gotten all the ancient wonders except two. Oracle and Pyramids. I never build the oracle and seldom get the pyramids. I just don't see any value to the oracle at lower levels and at high ones, I can't get it. The pyramids, is a bit more useful, but I just won't commit to it.
I only care about growth in the first 5 or 6 cities, after that it is not an issue.
Last edited by vmxa1 on 08-05-2004 at 04:44
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:35
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One more thing I should mention about the settings in this game.
If this was not a huge map, pangea and had the standard number of civs you would not have so many huts popped.
This would mean your tech would be much farther behind and even though you may have a few more contacts, the trades would be less likely. This is because the AI would have swapped the starting techs before you met them and you would have little to offer.
Conflicts will come sooner and the AI will do much better in tech with 15 civs to increase the tempo.
So I would prefer to see players use normal settings until they are well versed in the mechanics of beating the AI at Regent or Monarch. Then they could change things for fun or to make it easier or harder as they choose.
In fact I think it is best to use std size maps with 8 civs until those levels are no contest. More land and less civs distorts things a great deal and is best used for Sid or HoF games.
I think getting off to a great start is what will propel you to play the game to a conclusion or at least till you see you cannot lose.
Last edited by vmxa1 on 08-05-2004 at 05:43
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:35
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quote: Originally posted by Creator
U have helped me but I think I dont proper understand the worker part many a time u have said about worker turns wasted.
What do u do to stop workers wasting turns do u like finish a square then move only 1 and start on that raod building no matter where u are heading and not send them over the map distances therefore wasting turns?
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What I am talking about is having a worker do a task on one tile and then move to another tile, not adjacent, and do another task.
So what we want to do is to not have workers move any more than they have to over unimproved tiles. So if you want to chop a forrest, fine, then when it is done build a road before moving on to the next task.
Best is to look at your tiles and see what needs to be done and plan the path so they do not have to keep moving back and forth.
Sooner or later you will need to waste some turns as a task becomes a priority, but you strive to minimize it.
Another thing that is common is to check your research to adjust the percentage down as you are close to getting a break through.
You can do at least the easy thing, which is to check before the break through to lower it, if possible. You maybe able to add more to the effort when at 2 turns to go to get it to one turn by shuffling a worker or two.
These efforts in the first 160 turns will make an impact. Placing your cities is more important though. You need to take advantage of any locations that have bonus food. Not getting a city down by the cow on a river is going to slow you down. Instant irrigated cow is very nice. You also get the extra commerce and the city will not need an aqua.
This is why I suggested you maybe take the 2190 save and play it out for 40 turns. First do it however you think you should, without regard to what I did. Then look at it and the next one I posted to see how they compare.
If you are more less the same, you are off and running. This is how you can see if you have picked up any new tactics.
Some say this game is all about food and it is, but really it is the workers that make the food. If you have looked at many of the games posted in this forum, you will generally see the better players will have more workers early and better infrastructure than the rest of the players.
Everyone that post about struggling at Monarch or lower have in common the lack of infrastructure and workers. That IMO is the issue. Most of the rest of the game is not so important until you get in the very tough layouts or in contest or MP game.
The map was so strong that I did not employ any true pumps. I did use a few cities to more or less crank out workers and settlers, but they also build structures.
BTW I played out till I finished Sun Tsu and Kights Templar and have the Epic going as a prebuild to Sistines. I got an MGL from the long war with the Mongold. They sent about 30 horses to a frontier town in groups of 2 to 7. They did not attack the town as I had two pikes and Sun's gave me a barracks. I use AC and LB mostly to chop them up. I have upgrade to Knights, but they got peace before they faced them.
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