A Chieftain Tutorial - Tale of the Persians

Chieftess

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So, what's an emperor/deity player playing a chieftain game for?

This is both a story, AND a tutorial to give the newer players a feel for the game. I will post updates every 10 turns, with the main index being in this post. No, I'm not doing any crazy variants like no roads, but this is a tutorial/story from a moderator of the Civ3 Section. ;)

Game Specs:
Persia
Tiny - 3 oppenents
Pangaea (70% water)
wet, warm, 4billion years
sedentary barbs

Respawn is off. All others are the default.


Remember to set these preferences (CTRL-P):

"Always wait at End of Turn" - On
"Auto-save" - On
"Ask for build orders after construction" - On
"Show units over cities" - On
"Capital Governor is default for new cities" - Off

4000BC - 3500BC - Turns 0-10
3450BC - 3000BC - Turns 11-20
 
Game Saves

Turn 0 - 4000BC
Turn 0 - Settler moved
Turn 7 - 3650BC
Turn 9 - 3550BC
Turn 10 - 3500BC



4000 BC - I start off by a river, with the coast in view. If I were to settle in the spot I'm in, I would never be able to use the coast. Why? Because you need a harbor to increase the food in the coast and sea by 1. Since I'm inland, I can't build a harbor, so it would be wasted. I also notice 2 bonus tiles, and 1 cattle. Remember, cattles take priority, as they're 3 food.



I move the worker onto the cattle first, which is a good way to see surrounding terrain at the start - AND, it gives you a head start if you move. Look at what we just found! another cattle! Now, there's 2 possible places to move our settler - NW (northwest), or E (east). I choose east, as it gives us 2 cattle, a river, and a coastline! What more could you ask for? (maybe more hills or bonus tiles... but this is a desginated settler factory).

Now, let's see how this city would grow:

Note: f = food, s = shield

Cattle tile: 3f/1s/1g (by river)
Cattle tile: 3f/1s/0g (not by river)

Note how one cattle tile is missing 1 gold. That is becuse rivers add 1 commerce. Commerce is essential to science output and income.

Natural Growth - This is the accumulated food and shield if we do not manage the tiles using the first cattle by the river.


Turn 1 3f/2s
Turn 2 6f/4s
Turn 3 9f/6s
Turn 4 12f/8s
Turn 5 15f/10s
Turn 6 18f/12s
Turn 7 0f/14s

Note that the food is back to 0, and not 1. This is because the city size grew. If your food exceeds the needed amount for growth, it's wasted. The same goes for shields, and science (which is harder to micromanage)

The city now uses the 2nd cattle, and gets 4fpt (fpt = food per turn. spt = shields per turn.)

Turn 8 4f/17s
Turn 9 8f/20s
Turn 10 12f/23s
Turn 11 16f/26s
Turn 12 20f/29s (city grows, food is reset to 0)

Note that the city grows when it hits 20 food. This doesn't take into account what the city is building. A unit could be 10 shields, and 2 shields would be wasted on turn 10.

Turn 1 - 3950BC

Now back to the game. I start off with irragation. Normally, you wouldn't want to irragate grassland, however, this is a bonus food (cattle), which you can irragate. This will give us 4fpt from that tile.

Since I have a city, I can actually adjust my science slider and choose a tech. I press F6, and select pottery, as this phase is known as the Expansion Phase. (This is a common strategy used in most games where you claim as much good land as you can, building only settlers, workers and warriors (or spears). Warriors are quicker to build, and provide a deterant to the AI. Now I press F1 to move the science slider to 100%. This gets me pottery in 8 turns! (Had I been commercial, it might be even earlier).

Demographics Screen - F11. This is where you can see things like your productivity, land area, and other stats. Right now, I am first in productivity and manufactured goods. (There's more information on this in the Strategies & Tips forum) There's nothing more for me to do, so I press enter.

Turn 2 - 3900BC - Nothing of interest

Turn 3 - 3850BC

My worker is done, and builds a road.

Turn 4 - 3800BC - Nothing of interest

Turn 5 - 3750BC

My worker has completed the road. Instead of pottery being researched in 4 turns, it's now researched in 3. I move the worker 1 E to the cattle tile. My warrior is done in 1 turn, and requires 2 shields to be completed. I'm making 2spt, so there's no waste.

Turn 6 - 3700BC



Persepolis builds a warrior. Growth is in 1 turn. Now, if you were to go to the city screen, you'll see that it has 4fpt, and needs only 1. I move the citizen (or laborer) from the irragated cattle to the forest 1 south of the city. I still get growth in one, and I get an extra 1spt. However, I lose 1 turn on science. The city grows next turn, so it may make up for the lost turn in science. This is called micromanagement.

I also start the worker on a mine on the cattle tile. The warrior is moved 1 south of the city.

Turn 7 - 3650BC

My guess was correct. I will get pottery in 1 turn. Going to the F1 screen, I see if I can lower science. At 90%, I get pottery in 2, so I just barely have enough research to get it in 1 turn. I have no need for pottery right now, as I'm building my 2nd warrior.

So... I switch the tile onto the forest to the next cattle. Notice how one laborer is already working the irragated tile. This is how the game works (and why you should turn governors off), and why you need to micromanage.

Notice how I haven't touched the luxury slider yet. This is because in chieftain level, unhappiness doesn't strike early on. On higher levels, you'll need to watch this.

Now it's time to move the warrior again. I see hills to the south, so that's where I'll move my warrior. Why? So he can see more of the area. After moving the warrior, I see some smoke (the yellowish color). That's incense (one of the few resources that appear out of the fog). There are more hills, a mountain, and another river. Our river heads down that way. That's where our primary expansion will be - east and south.

Turn 8 - 3600BC

I continue the warrior south. To his SW, it looks like there might be desert, but all is not lost! There's a river. Rivers + desert = floodplains = more food. Floodplains are GREAT if it's surrounded by mountains. Infact, 2 irragated and railed floodplains with wheat can give you 7fpt! 2 is 14 total food, 12 of which are extra, and can support 6 mountains, or 12 hills.

Looks like our next warrior is done in 1 turn, and needs only 3 shields. Normally, this would be the end of the turn. However, there's still work to be done. This is why you must turn on "always wait at the end of the turn" in your preferences (shift-p). Now to check our city. We have 3spt, so we timed it perfectly. Our fpt is 5, and needs 15 to grow. Another perfectly timed growth which requires no micromanagement.

Now for pottery. We get it in 1 turn. I can lower my lux slider down to 10%. Note how Science stays the same.

Before

After



So, we now have 2 things - pottery and a warrior due next turn.

Turn 9 - 3550BC

Our warrior is built, and we now have pottery. What's next? We could research iron, but the AI generally researchs that first, anyway, so we'll go up the Alphabet --> Writing --> Literature path. Why Lit? Because having the scientific attribute, we get cheaper libraries (and science improvements). If we were religous, we'd get cheaper temples (and other religous improvements). Also, notice our science is back at 40 turns. This is the minimum time of research. On emperor and above (maybe even monarch in some cases - i.e., bad terrain), 0% is the way to go. For more on that strategy, read the Strategy Articles. We go back to F1 (Domestic), and raise the science slider to full speed (100%). 90% and 100% both get us research in 16 turns. This means that we have enough commerce to start funding science at a lower percentage, which means more gpt.

In other words, say this were an emperor game. We might get the Alphabet in 32 turns at 100% and 3gpt. At 90%, it's still 32 turns, but maybe 7gpt. At 80%, 32 turns, but maybe 11gpt. This is part of science micromanagement.

Now, for that southern warrior. He's next to a mountain, so we move him west onto the mountain. As I thought, there's floodplains, and wheat! However, theres what looks like a jungle tile to the south. Still, it's a potential area for a future city. We'll keep this one in mind. Our worker also finishes a mine and starts a road. We'll move the warrior that was finished to the east. In higher levels, we might want to build another warrior, as the AI gets more units to start off with.

It's the end of the turn, but let's see what we can build in the city. Our granary is in 15 turns. A settler is in 8. Normally, we would build a granary, but with 2 cattles, one isn't needed. So, we start on a settler. Notice: At this rate, our expansion may outrun our ability to build roads, even though we're industrious (faster workers).

Turn 10 - 3500BC

We move our eastern warrior east, and see a yellow border. Remember, this is chieftain level, so we may have a shot at eliminating a civ early. We send our southern warrior NW along the hills for extra sight. He will need to scout our immediate area to our west before the settler is built.

Below is how we should explore.

 
Turn 11 - 3450BC
Turn 16 - 3200BC
Turn 16 - 3150BC
Turn 20 - 3000BC

Turn 11 - 3450BC

We move our southern warrior to the west, onto the hill. It sees coast, wheat and 1 source of wines. Our east warrior sees more of the border, which appears to be a capital. There's also silks in the forest. I move the worker south, as we'll need to expand there soon.

Now that our turn is over, I press shift-d for diplomacy. It's the Zulus! They would give us Warrior Code and 10g for our masonry. I also take off masonry to see what we need to give them under the "What may I trade you...?" deal. They still want masonry. Later in the game, I'll show you how to adjust the deals. Right now, we accept.

Turn 12 - 3400BC

Our worker starts a road. Why? So it can get the settler out quicker. Our east warrior heads into the Zulu's city radius. If there's no units, we could take their city. Our western warrior heads towards a goody hut.


Turn 13 - 3350BC

Our warrior sees the Zulu capital, but it already has a warrior in it. The goody hut nets us a "skilled" warrior. To our west, we can now see coast.

Turn 14 - 3300BC



If I had enough warriors, I could try a warrior gambit, which is attacking an enemy capital with a couple of warriors. I only have 1, and there's a regular (3/3) warrior inside the capital, so it's too risky. You can see by the image where I'm exploring. Our settler is in one, so I move the worked tile from the forest (in the city screen) to the road 1 SE of the city (by the river). We still get the settler in 1.

Turn 15 - 3250BC

Shaka asks us to move, to which we comply. It puts us north of the city, and we still have our movement costs, so we move the warrior 1 north. There's more grasslands, and a cattle. Our settler is built and we move it SE. Our next city will be to the south.

Turn 16 - 3200BC

It looks like the land north of the Zulus ends. Our settler is also in place to be built next turn. It's close to the city, which will all units to move quickly in and out. This is called the "Tight Build strategy". A full fledged tight build would look like this:

Code:
C * * C * * C
* * * * * * *
C * * C * * C
* * * * * * *
C * * C * * C

Where C is the city, and * is the tile.

We're also losing 1gpt, and get alphabet in 6. On chieftain, you don't lose any improvements if you run a deficit below 0 gold. (i.e., you have 0 gold, and are losing 20gpt). This is a crutch that's only exists on this level. I will move the slider down to 90% to get the alphabet in 8 turns, but we break even in our income. If you noticed, I haven't been trading much. That's because at this level, you outpace the AI, and it takes forever for the AI to research a tech, much less trade it. This is why most players find themselves in the modern ages around 2000 AD or later. If the AI had a lot of wars, then you might get to the modern era later, like in 2200AD. Levels like emperor and deity will get to the modern era much sooner (500AD to 1000AD). It's possible to delay the AI even on deity by having lots of wars.

Also, if you notice, we added another settler into the queue for Persepolis.

Turn 17 - 3150BC

Our settler is ready. Pasargadae is founded, and starts a warrior. There's a shield tile that its' using, so we move the worker there to start a mine next turn. It could have a 2nd warrior built, then a worker. Our skilled warrior heads for one of our cities for a garrison.

Just so you know, I checked with the Zulus. They have nothing to trade.

Turn 18 - 3100BC

Our west warrior heads south into the hills. There's jungle to the south. It'll go back east to see if there's better land.

Turn 19 - 3050BC

There's actually not much to write about here, since units are still being built, and our warriors are still exploring. The west one (now in the south) continues east and sees more jungle.

Turn 20 - 3000BC

Move east, our "south warrior" sees more floodplains, and jungle, along with a hill to the SE. He'll move there next turn. Our north warrior continues south towards the Zulu border, and sees a hill, and a river.

 
Originally posted by Chieftess
So, what's an emperor/deity player playing a chieftain game for?

Since when have you been an Emperor/Deity player? :lol:



Though, a good looking tutorial, I'll give you that, if you are going to make the effort to do the job properly it may be worth you giving it a sticky ;)
 
I see one mistake. Or maybe it's not and you can explain it to me.

Why, at the beginning of the game did you not move up one space?

You would have eventually had whale, bonus grassland, connection to the coast, AND both cattle (after on cultural growth which would come automatically for the capital).

Seems to me like a better choice, but of course it's no big matter. Good idea of the tutorial/story and it's really nice so far.
 
You wouldn't start with the other cattle, but I think that would have been a better move.
 
I'm guessing she gave up on this one......................
 
Let's hope she finds the time to let us have some more... :band:
 
A very nice start. My favorites, the Persians. And such a different approach, why not ironworking, maybe you can trade for it, maybe not, but barracks, lots of warriors (lots is a relative term, can't afford more than about 4 per city) save money (40 turn research at 20% (10% won't budge the meter most of the time) and upgrade at $40 gold per warrior and instant veteran Immortals. Then go do some pointy stick research. You only need 5 or 6 to take most cities, three if you feel "lucky".

Am I stereo-typed as a warmonger? But why Persians if you don't want to use Immortals?

The "Where is the Iron" question makes oh so much difference. I don't think I could wait and research up to Literature before getting Iron. Persians start with bronze working, no-one else can get iron faster than they can, not on Chieftan.
 
Originally posted by aaminion00
I see one mistake. Or maybe it's not and you can explain it to me.

Why, at the beginning of the game did you not move up one space?

You would have eventually had whale, bonus grassland, connection to the coast, AND both cattle (after on cultural growth which would come automatically for the capital).

Seems to me like a better choice, but of course it's no big matter. Good idea of the tutorial/story and it's really nice so far.

I think it was out of instinct to not build directly on a bonus grassland tile. Once you get over size 6, you recover that shield, so it wouldn't have mattered, but she didn't really know that there would/wouldn't be any bonus grassland to the east (there was 1).

BTW-I hate using the 'show food and shield icons on map' preference, because that makes it so much harder to see the bonus grassland.

But, there is one mistake with the micromanaging aspect. If you only need 1 more food to grow, you shouldn't take the citizen off of a roaded river tile. When you gain a new citizen, you do get the shields from that new citizen (but not commerce or food). So you get the shields from that forest anyways, so you should keep that first citizen on the roaded tile (to get the commerce/science output).

You can sometimes can help the game prioritize putting that 'new' citizen on a forest if you tell the governor to 'emphasize production' (but not control moods). You just then need to take that new citizen off the forest every time you grow, so that you stay at +5 food and keep up the '4 turns/settler' pace (growth every 2 turns with a granary). As long as you are at +4 food or higher (maybe at +3?), the new citizen will choose the forest over a non-shield or 1 shield tile.
EDIT: One exception is if you gain a citizen and your culture borders expand on the same turn, then I don't think you get any extra shields.
 
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