View Full Version : SGOTM6 - Team CDZ


mad-bax
Feb 05, 2005, 02:17 PM
SGOTM6 - Celts. Team CDZ.

Welcome to your team thread for SGOTM06. I hope you enjoy the game.

http://www.civfanatics.net/uploads8/SGOTM6-START.jpg

Map Parameters
Playable Civ - Celts
World size - 100 wide by 130 high.
Difficulty Emperor (approximately)
Landform Contiguous Pangea

Here are a number of links you might find useful.

The Constitution (http://forums.civfanatics.com/showpost.php?p=1733966&postcount=61)
GOTM Reference Thread. (http://forums.civfanatics.com/showthread.php?t=71788)
Upload a Save. (http://gotm.civfanatics.net/submit/sgotm.php)
Download a save. (http://gotm.civfanatics.net/submit/sgotm_submission_list.php)
SGOTM06 Maintenance Thread. (http://forums.civfanatics.com/showthread.php?t=110909)

This Months' sponsored variant is Cultural Celtic Communists the rules for which are as follows.

1. The only allowed governments are despotism and communism.
2. You must win by 100K victory condition.

Your save has been uploaded to the server and will become available to you on the 7th February.

akots
Feb 05, 2005, 04:49 PM
If I may start discussion and suggest some sequence of play. I can also act as a replacement player in case the turns are overdue or the players have RL problems.

1. Kingreno
2. Meli
3. Anarres
4. col
5. akots
6. carlos (hope the ban will run out when he's due)

We also need to decide some overall strategy. Since it is Pangea, tech rate can be rather high apparently. Do we plan on Philo race? Do we stir some early phony wars to slow the tech rate? Do we build ToA and abstain from learning Education? Or the opposite - rush towards Education instead and switch to Communism ASAP?

Early research path seems rather obvious as well as builds. We have settler factory if we move 1 tile SW (game + agri trait make it for +5 fpt in the capital).

BW-IW might be the techs of choice and other AA techs might be traded/extorted from the AI. But we have to find where to put the cash. The only way seems for warrior-GS upgrades. That might work if there is iron around though. Which might be not the case. So, apparently, scouting-locating the iron and settling it might be the top priority.

Kingreno
Feb 06, 2005, 03:51 AM
Question first:

What did the ratings Meli posted at CDZ mean? Akots and anar got Sid, kiler deity ect ect?

The starting position is...awkward. With a cow in the city box when we expand but can we get there to irrigate it? Probably not. But does that justify moving the setler? I think not. With our second and third cities very likely near the Game and wheat we'd already have 2 setlerfactories, while moving the initial setler will make our capitol a SF, our second city a SF, but unsure about a third SF. I vote therefor to settle on the spot and build warriors for scouting.
Also, is that silks NW of the Gameforrest?

Melifluous
Feb 06, 2005, 04:42 AM
Question first:

What did the ratings Meli posted at CDZ mean? Akots and anar got Sid, kiler deity etc etc?


I saw this post in the discussion thread from Mad-Bax Some Curious Excel Sheet From MB (http://forums.civfanatics.com/showpost.php?p=2532183&postcount=102), thought it was an interesting read.

What MB says about it.
Players who feel comfortable at DemiGod are given Deity ranking. Sid players are those players that either say they are comfortable at Sid and I can't tell otherwise, or are players that are Clearly exceptional players. I don't pretend it's accurate, and have tried all sorts of maths based on GOTM ranking and Hof Results, but it's all rubbish, and we get half a dozen new players every game anyway. So I just make a judgement. One reason I have published them is to allow people to adjust their rank if they feel I think too much or too little of their standard of play

Silks I cant see, but I could be wrong. I can however see tundra under the forest sw of the cow. That answers where we are in the world I think :D

Other thoughts on this game.

I dont know much about settler factories and would need a fairly serious lesson in it to learn I'm afraid. Emperor. I have played many games as the Celts avoiding republic and the like. This shouldn't be so hard. Philo run works every time, even though we dont start with Alphabet, Agri + Religious. Rivers and Forests make nice 10-15 turn temples with reasonable growth. Most wars I've had in this game have started in the 500BC to 10AD era.

Anyway back to Philo run. After Philosophy, you get Literature as free tech and then trade around for the other important techs, BW and IW. By this time we have at least 5-10 cities with Temples, Barracks and the odd library. Then we get the Iron and go Gallics until the end of the game. Might consider a single scientist on Code of Laws. But we do not want Feud. Ever.

Money can be used for Embassies and rushing the odd veteran warrior, should we have any.

Can I just mention a few notes on Despotism that I'm sure you all know.
Dont mine hills (unless there is iron). Dont irrigate grassland. Quicker to road a forest than a hill, forests are your friend. Dont mine cows on plains.

Melifluous

mad-bax
Feb 06, 2005, 07:22 AM
Kingreno was ranked Emperor because I didn't know him and so I just gave him the middle value. By the end of the game I'll know enough, and even quicker if he tells me to rank him more accurately. ;)

col
Feb 06, 2005, 11:35 AM
Experiments with ICS from the start with Celts on emperor have been discouraging. Looks like A was right (as usual) . Powerhouse core , expand, exterminate then ICS in conquered land is the way to go.

I normally switch into Republic as soon as possible then stay there until the end of the game. Despot for a long time will be novel. Pop rushing will also be new for me. I think a run for lit and early libs will be good culturewise.

Much depends on whether we have easy access to iron. No 1 priority must be to discover this. I'd vote for BW/IW as soon as possible. I'd like to know how we stand.

akots
Feb 06, 2005, 01:15 PM
Regarding the start: we can move worker to the mountain to see what is the surrounding. But if we can get a SF in the capital ASAP, this would be a major expansion bonus for us well worth 1 turn of moving. On the other hand, building the second city 2 tiles NW of the start can get both wheat and cow in the radius for a very nice food bonus there. And capital with the cow will be having a decent growth as well even though the cow is not improved. IMO, we need to move the worker to make sure.

Not sure about the Philo gambit since it might be a close call. Unless we are able to trade for Alpha and rather soon.

And actually, we don't need Feudalism at all, we can research to Mono-Theology and then Education if needed. And also learn Engineering.

mad-bax
Feb 06, 2005, 01:32 PM
akots: Are your team up to date with the GOTM resources? A link to a description of them can be found in the first post of this thread "GOTM Reference Thread".

Kingreno
Feb 07, 2005, 04:08 AM
As I am up first, looking at the roster, can I "just" start playing now?

"just": because we need to decide on the opening. I have looked at the save and another option is to move the setler SW on the hill. This will guarantee a SF since the deer will come in the city radius. It also leaves the location for the second city, as indicated by akots, 2NE from our startloc, open. If we can reach the cow on the other land and irrigate it the wheat will be freed for SF 3. This has major advantages as it leaves the capitol and second city on the coast and has two guaranteed SF's in the first two cities. Both are naturally on fresh water. Please post here what you think as I will play a turn after that and post a screenie.

Meli: A setler factory is a city that has a granary and surplus 5 food, meaning growth in 2 turns. In 4 turns, this means two growth. If during these 4 turns enough shields are accumulated for the production of one setler it is known as a setlerfactory. Being agri, this means we need one irrigated foodbonus on grass (cattle, wheat, game) as that gives +4 food. the other +1 is from the capitol, going to total of +5. In our case there are more then enough Bonusgrasslands for the needed shields. In any case, there are several different ways to use a factory. If enough shields are there we can even go for setler + warrior in 4 turns. that means though there are at least 10 shields needed.
Last, a setler fac is also a 2 turn workerfactory. This can come in very handy as a WF needs only 4 shields and a forrest nearby to get the WF running. :)

anarres
Feb 07, 2005, 04:30 AM
I am unable to take part until I have my home internet connection re-established, and this includes getting enough time to analyse and post. :(

See you in a couple of days, try not to win or lose before then. ;)

Kingreno
Feb 07, 2005, 05:31 AM
Ok, understood I am up first. so "got it"

I will wait a few hours for people to voice their opionions on:

-move setler/worker
-techpath

thx, KR

carlosMM
Feb 07, 2005, 06:49 AM
made it!

:lol: unbanned (but who konws how long that will last)

carlosMM
Feb 07, 2005, 06:53 AM
EDIT: the following is bull-droppings and has been overtaken by event (a close examination of the screenshot). Please do NOT waste a worker move by going to the mountain!

KR: I'd say move the worker to the mountain and then we see where to go with the settler!

carlosMM
Feb 07, 2005, 06:59 AM
OK; I was taking melis post for the truth and thought we are NOT agri. As we ARE agri I'd say 1 SW and found!

Kingreno
Feb 07, 2005, 07:58 AM
moved setler SW! More rivers. Moved worker to BG on river. It will mine there okay? We can use the grass west of the soon founded cap as irrigation path to the game forrest. okay?

[I]Sorry guys but The image-uploading at CFC utterly annoys me to the point of severe frustration. :mad: :mad: :mad:

so, either we get a CDZ forum (where some briliant fella though of a simple paperclip icon near your post which allows uploading of pics EASILY. Oh, and also, it does not show a huge list wich contains the jpegs of other teams who now know that team CDZ posted a "movedthesetler.jpg". :sad:) or I am out (sorry about this threathening demeanor but I am having a terrible day)[I]

Anarres, I know you have no internet access at home but can you make a forum at CDZ from work?

mad-bax
Feb 07, 2005, 08:34 AM
Kingreno: Posting pictures here is reasonably safe. There is a rule against viewing other teams threads, and since the forum software has been upgraded it is possible to monitor thread traffic and identify lurkers (even to the point that we can compare IP adresses against different forum names or guests or people in invisible mode). People know that we know who is reading which threads, and so by and large they don't do it (with a couple of exceptions which will be dealt with).

The easiest way to upload a picture is to scroll right to the bottom of the web page and hit the "Upload file" link. pick your file and hit upload, hit the "uploads9" link to find your file. Right click on it and copy shortcut.

Back in your reply you can hit the "Go Advanced" button. Click the little icon for "attach image" and paste the shorcut in the pop up dialogue.

Sounds complicated, but the whole process takes about 15 seconds. :)

carlosMM
Feb 07, 2005, 08:49 AM
mad-bax: are you telling us that you monitor who DLs what picture from he list of files in the upload folder? That you have a positive list of all players and their IPs of all teams and constantly check nobody looks at any file he should not look at?

If not: it is easy as childs play to get to the list and DL all pics, then go hunting for those that interest you.

mad-bax
Feb 07, 2005, 08:58 AM
Yes you can do that of course. But it doesn't happen, and in any case if you use a name that doesn't contain your team name then it would be an incredible chore. There is one team that attaches all it's pictures as attachments in a password locked zip file. That is an alternative if you are that worried.

The threads themselves are fairly safe however. We get a couple of new players each game that try it on, but they learn fairly quickly.

carlosMM
Feb 07, 2005, 09:37 AM
Yes you can do that of course. But it doesn't happen, and in any case if you use a name that doesn't contain your team name then it would be an incredible chore. There is one team that attaches all it's pictures as attachments in a password locked zip file. That is an alternative if you are that worried.

The threads themselves are fairly safe however. We get a couple of new players each game that try it on, but they learn fairly quickly.

great to hear.

But especially now, a the start of the games, it is not such a chore to simply get a DL manager to DL all pics, then browse them quickly.....

anarres
Feb 07, 2005, 11:11 AM
If you want you can always upload at CDZ and link to them from this thread, I have no problem with that (and I'm sure PP wouldn't mind either). The filenames at CDZ are not public and can't easily be guessed, even from your starting filename.

I don't think a CDZ thread would be any better than this though (worse if anything, since CDZ doesn't have software to monitor the internet logs for IPs - this is significant work and it's impressive CFC has taken this task on!).

Of course CDZ *can* set up a hidden/pwd forum if it's really wanted, let me know...

akots
Feb 07, 2005, 11:39 AM
@Kingreno: You can attach one pic to each post. It is easy. But only one pic. For another pic, you need another post. And it is safe as well. But there is a certain limit of pics you can attache (about 20Mb iirc). Then, it is required to delete them. But the limit is huge considering the average size of the jpg is about 70-100K.

Have you finished with the turns? I'm really curious...

@Anarres: CDZ might be certainly worse: iirc, all competing team members have lurked and poster in the thread there. :sad:

Kingreno
Feb 07, 2005, 03:08 PM
4000BC, moved setler SW, Moved worker W.

3950BC, founded our Capitol, Paramaribo, and started a mine with the worker:

Of Course, as requested the research on alpha was started.



3900BC: enter

3850BC: enter

3800BC: enter

3750BC: enter

3700BC: we have produced a warrior! I send it to the mountain, revealing the expected silks!! I start another warrior in Paramaribo.

3650BC: worker finishes Mine, starts road. warrior to second mountain, will continue scouting along the coast.

3600BC: Paramaribo grows, luxslider to 20%.

3550BC: Paramaribo builds second warrior, designated warrior II. the first is renamed to warrior I, so it easier to talk about it. I senf it due west. Paramaribo starts a setler. I think we need a second city soon.

3500BC: Worker finishes road, moves to tile west of capitol to irrigate the grass, as preparation for the game tile to be irrigated as well
Warriors continue to scout.

3450BC: Our cultural borders expand meaning we now only need 99990 culture points to win the game!

Expansion puts the citizen in Paramaribo on the gameforrest giving us 5 spt, with already 8 shields invested we will produce a setler in 5 turns.

3400BC: War II finds a hut. I will not open as it easily poppable with founding a city, so we will not get barbs. Do not say we should ahve taken a gamble for a setler as that is disabled in this game![eek]

3350BC: In the interturn a barbarian warrior meets our WarII!!

I fortify on the mountain to lure in the attack. we should win at 2.25 defence.

3300BC: War II defeats the barb without losses.[:D]
Sending War II NW on the mountain the barb came from reveals the camp! This is great, we can keep putting regular warriors on the mountain and the barbs will keep attacking, getting us promotions.
As I want to keep our setler from any harm I move war I SW.

3250 BC: Paramaribo to size 3, setler in one, adjusted citizens in place. lux to 30%. worker finishes irrigation and moves to gameforrest to chop for a granary in Paramaribo.

3200BC: Paramaribo builds setler! worker begins chopping forrest, Paramaribo starts on granary. War I moves towrd our setler to rendezvous at building location I selected.
Also, lux back to O%, 100% science.

3150BC: Setler makes it to citylocation without barbs sighted, War I resumes scouting duty.

3100BC: the city of Eindhoven is founded! It uses a wheat for growth. Warrior ordered. Alphabet is now in 23 turns!



3050BC: A mongol scout is spotted:


They have Myst and WC, and 85 gold, and one city
Only one city is good news.

3000BC: last turn for me. Worker finishes chopping and starts irrigating.

war I still scouts.

Melifluous
Feb 07, 2005, 03:53 PM
OK Against my better judgement.

I got it!

Was gonna wait for at least another 12 hours to allow time for our discussion, but stuff it.

Lets get it on!!

Melifluous

carlosMM
Feb 08, 2005, 03:10 AM
One thing about those barbs: I have found that letting a few barbs live is a good way of meeting AIs - they will go on a hadsh to kill them and thus walk by us - often a lot sooner than if we'd go out and scout.

anarres
Feb 08, 2005, 06:06 AM
I'd really like to see the save and discuss it between each turn, especially in these early turns. :)

col
Feb 08, 2005, 07:57 AM
Youre just not saying that because its Meli up, are you? ;)

anarres
Feb 08, 2005, 10:04 AM
No, just because I can't have much input, and also because I missed the super-secret-don't-tell-anyone-about-it post.

Now I saw the rest I don't think I'll complain too much here. ;)

Melifluous
Feb 09, 2005, 05:53 AM
OK I've uploaded the save.

Will post the turnlog here shortly.

anarres is up now!

Melifluous

Melifluous
Feb 09, 2005, 05:57 AM
OK So I make one last move before hitting return.

3000BC - Part 2 - Notice the mongol scout is right next to our hut! That low down dirty expansionist scum is gonna take our hut on the inter-turn and I aint having none of that. The warrior there is thankfully fortified, so up ye get laddie. Hut popping for you sonny. We get 25 gold [:D].

Now for a quick check around.

Warrior II now shows some more coast to the north of the mountain he has climbed! This could get ugly.

Hit return

Turn 01 - 2950BC - Move Warrior II NW onto another mountain NE of the barb camp. I can now see that the coast I previously saw north of here is in fact a 1 tile inland sea [:D] There is also more huts west of barb camp. Warrior I moves west and spots more land over the north waters. Have a look at what the Mongols have [:o]

IT - Mongols scout moves onto the silks, Mongol warrior appears 1 west of the barb camp, 1 SW of the huts.

Turn 02 - 2900BC - I decide that Warrior II's time has come. Attack! He disperses the barb camp, 25 more gold for us. WII is now a 1hp reg warrior. Warrior I heads back for MP duty, he's 4 turns from Eindhoven. Cap hits size 2 again, lux slider up to 10%.

IT - The mongol warrior pops the hut, no sign of any extra units, so money, maps or tech. If it was tech it was one I cant see. In fact it wasn't tech, cos I think the cheapest tech for them would still be Alpha. Mongol scout moves 1 north from silks.

Turn 03 - 2850BC - Warrior II goes west on a mountain. The river in the far west near the goats kinks SE after heading SW. Eindhoven hits size 2 and working the forest can make worker next turn. I switch Wheat citizen to scientist, no need for growth when making workers. Moves Alpha from due in 18, to due in 13. Warrior I still heading back for Capital.

IT - Both Mongol units disappear into the fog. Mongols now have Alpha as well and an extra city. Cant see any borders, which is the only good thing about this.

Turn 04 - 2800BC - Eindhoven worker -> warrior. Worker I completes irrigation moves south to mine. Paramaribo switched to use Game tile plus Mined BG. Growth in 3 (with 1 wasted food) and Granary in 8. Worker II goes west onto hill getting ready to join Worker I. Spots the mongols scout on the mountain 2 NW of the silks. Warrior II continues west where he spots 2 mongols warriors (different tiles) 1 vet, 1 conscript. Was sure the last warrior was reg. [??] Just notice in time that the lux needs upping to 20%. Switching tiles away from river meant that 10% lux dont go as far as it used to.

IT - Mongols warriors appear to be moving north in the far west. Nice to see. Scout fogs out again. Wow, dunno who the Mongols met, but they made a killing. Last turn they had 0 gold, now they have 396 gold!

Turn 05 - 2750BC - Warrior II goes SW. Worker I starts mining. Worker II moves towards Worker I. Warrior I continues south. Consider switching Para to Mined BG and forest to get Gran in 4, growth in 5. But decide to go for the pop [;)]

Turn 06 - 2710BC - Warrior II moves north, convinced this is where contact was made by Mongols.

IT - Dark Red border appears in the East!! Check F10 space race, this should be Carthage or Japs? No contact as yet but a warrior in the east should touch borders.

Turn 07 - 2670BC - Warrior II goes NW. Para hits size 3. Move citizen to the tile workers are, well, working and now its Gran in 3, growth in 4 at 5fpt! Woohoo! Lux up to 30%, :cry:

Turn 08 - 2630BC - Worker II joins in with Mining. Warrior II continues north. Warrior I detours east to initiate contact.

Turn 09 - 2590BC - Eindhoven hits size 2, Warrior in 1, using forest and wheat. Warrior I continues east, contact next turn. Warrior II continues North.

Turn 10 - 2550BC - Paramaribo granary -> wealth (sounds odd, but I wanna get this SF working right) Needs to be switched to Settler on the next players FIRST turn, not the end of this turn! Eindhoven warrior -> warrior. Warrior III heads for Paramaribo! Workers complete mine! Now I think if I got this right, without any more mining Para will make 6 spt at size 4, and 7 spt at size 5. So does that mean 2x6 + 2 (for the expansion forest) and then 2x7 + 2 (also for forest) which would be 30 shields in 4 turns? Anyways I MM Eindhoven for max growth, will make size 3 and warrior in 5 turns. Please feel free to change this warrior should you need, but we need escorts for the second settler we get in 5 turns time [:D] Warrior I moves into talking to Reds range blocking the Mongol scout from doing the same, and its the Japs. Holy **** Batman. They have 5 cities plus their cap and are only Mysticism down on the Mongols. Mongols still only have Capital and 2 cities.

And thats that, next player should notice that both workers still have their moves left. Wanted to know if Para needs any more mining before doing anything with them. Also AFTER hitting return, please put Para on Settler duty.

Thats that really.

See ya.

Melifluous

anarres
Feb 09, 2005, 06:12 AM
I'm up but can't get to this before Friday at the earliest (and even that assumes they fix my home internet today).

Skip me or put me to the back of the rota if you can't wait.

akots
Feb 09, 2005, 09:17 AM
We can swap and you will then play after col. I got it and will try to play today.

anarres
Feb 09, 2005, 11:35 AM
akots - are you reading the CDZ theads?

col
Feb 09, 2005, 12:40 PM
@Anarres I'll play after Akots then and you can fix my mess assuming you get access from home by Friday.

akots
Feb 10, 2005, 01:09 AM
Preflight check results in setting up preferences and trading Alphabet from Japan for 47g+2gpt. Research set to Writing in 50 turns at 70%. One worker builds road on grassland but another moves back to game to build a road there. Better later than never.

[1] 2510BC. Luxuries up to 40% (!!).

[2] 2470BC. Pink border spotted to the north. Luxuries down to 30% since the warrior arrives in Para for MP duty.

[3] 2430BC. Luxuries back to 40% since Para grows to size 5.

[4] 2390BC. We meet Mao. Trade Alpha to him for BW+55g. This brings us one tech closer to Iron and Gallic guys. Gold enables us to run some deficit while racing towards Writing. But since the tech rate is for the large map, it might still be worth going there at minimal rate. But you never know... Luxuries down to 20% since the second MP warrior arrives to Para. I switch Eind to worker since the urge to irrigate the wheat is so huge, I cannot resist it. Looks like Japan has started with 2 settlers. Another nice surprise from the SGOTM staff.

[5] 2350BC. Settler-worker ready and first goes to hills to claim silks and the second goes to irrigate the wheat.

[6] 2310BC. Orenburg is founded (so much for the Suriname theme ;) ) and starts on warrior.

[7] 2270BC. All quiet, worker moved to silks to chop forest there.

[8] 2230BC. All Mongol gold has disappeared somewhere and no new techs appeared. Where did they hide this gold of theirs? May be their gold train has been robbed? :confused:

[9] 2190BC. Settler number two ready and he goes north to claim the game.

[10] 2150BC. Settler arrived to destination. Build right on the spot next turn apparently. Have not checked diplo - leaving it to col.

SF requires minimal maintenance, just switching from forest to bonus grass, don't even need to adjust the luxury rate. We can try for another SF in Eind apparently after whipping temple and border expansion which claims the second wheat. but the city has too few bonus grasslands in the radius, so the only way seems to irrigate the second wheat and work the forest. Not sure if this will help though since the forest better be chopped to speed up the granary build. We can let the AI build the cities for us and then happily conquer them and whip the foreigners to worship our Celtic Gods then.

I'm not sure about order of builds of the cities. Might be site A is OK since it gives wheat to Eind. But other sites... hard to tell. I'd go for C then and D1-D2 but we better scout the area with warrior which will be ready in Orenburgh next turn. Just in case there might be barbs or luxuries to claim a tile further to the south-west. There is also spices which we might want to claim rather soon apparently. Heavy whipping might need as many luxuries as possible.

col
Feb 10, 2005, 11:37 AM
Cols turn

Preliminary check reveals everything is OK. Lots of good lands to the northwest including more lux.
No trades available. Nothing about to grow or revolt so...press Enter

1-2110bc Send Orenberg warrior south to scout. Colopolis built by river. Curragh ordered.
Scout heads NE.

2-2070bc Orenburg builds a warrior. Set to build another. Worker set to connect up silks.

3-2030bc Settler built. Heading for C. Warriors explore.

4-1990bc Worker set to connect Orenberg. Explore. Lux to 30% as Endhoven grows.

5-1950bc Silks connected. Lux down to 10%. Research to 80% The Carthos arrive - and they have writing :(
Colville founded at C

6-1910bc Orenberg builds another warrior. Set to rax. Everyone is 5 tech ahead of us.

7-1870bc Settler built. Suggest heads for A. No barbs around. Clams sighted. Chowder anyone?

8-1830bc Curragh built and sent southeast. Eindhoven connected.

9-1790bc Japanese build an embassy with us. Carthos start Pyramids. Eindhoven builds worker.

10-1750bc Colville builds a warrior. Set to build another as place holder.

http://www.civfanatics.net/uploads9/cdzsgotmcol.JPG

http://gotm.civfanatics.net/saves/sgotm6/CDZ_SG006_BC1750_01.SAV

mad-bax
Feb 11, 2005, 11:00 AM
The Rule for playing in time is that "you must post a "Got It" within 24hrs of a new save being uploaded, and you must playe within 72hrs total unless you ask for an extension.

If your team captain feels that his team members need more time between turns, then that is OK.

anarres
Feb 11, 2005, 11:17 AM
Sorry, that's my bad.

I have been without internet at home for a week but it's back today, so I GOT IT.

:)


Edit: Still within the 24 hours ;), but it wouldn't have been without the prompt. :)

Melifluous
Feb 11, 2005, 11:34 AM
The Rule for playing in time is that "you must post a "Got It" within 24hrs of a new save being uploaded.

Is there an easy way to find out when this was?

As far as I can see your post was 23hours and 23 minutes after Cols post above.

And anarres made his "got it post" with 24 hours of Cols post (the only easy date/time I can see)

It was an issue we were following in our own threads at Our Own Site (http://www.civ3duelzone.com) and via MSN, but if there could be an easy way to see the time the save was uploaded that would be great!

Melifluous

mad-bax
Feb 11, 2005, 12:08 PM
This is not a bad idea in fact. I'll see if it is possible to add a column to the stats to show date and time. But really it is up to your captain to skip late players. I should only be involved if there is a dispute, or the captain goes missing.

akots
Feb 11, 2005, 10:46 PM
... I should only be involved if there is a dispute, or the captain goes missing.

There is no dispute at least for now, the "got it" have been posted within 24 hours (and even if late by a few hours it is still OK) and nobody is missing from the team, so everything looks splendid, not sure what the talk is about.

mad-bax
Feb 12, 2005, 04:17 AM
Sorry if I was not clear. No, there is no problem.

My post was just in response to a question put by Meli on CDZ forum. I just wanted to clarify that the team captain is responsible for skipping people who are late, and not me. The 24/72 hr rule is intended to allow captains to skip people without being criticised for being too harsh.

I have asked Alan to include a timestamp on saves so that it is clear how long a save has been on the server. Unfortunately he is busy fixing my latest screw up right now, and he is also working on improving the SGOTM security system, so it may have to wait a while.

anarres
Feb 13, 2005, 02:11 PM
Preturn (1750BC): tut tut, there are 2 cities that should be one 4 turn growth and instead have been allowed to be at 4 and 3 fpt. :(

col, it takes only 2 minutes each turn at this stage to mm the cities so they get enough food. Not mm'ing shields is one thing, but not mm'ing food on our 5 food-per-turn cities is really bad for our overall growth and power, especially so very early in the game...

Turn lux down from 10% to 0%. I can't help but feel we've missed a turn or two on writing as well (Sci was at 80% when lux was at 10%, so 10% wasted).

Maybe I'm expecting too much, but it really doesn't take long and it could mean missing Philosophy and a free tech.

On checking diplo Japan, Mongols and Carthage all have Writing, and China is lacking it and has cash and techs to spare. With 3 turns left on Writing we should have checked diplo for it to buy every turn...


Buy Writing from Carthage for 13 gold and 4 gpt.
Sell Writing to China for Iron Working and 30 gold. I think it's best to get Iron Working now and avoid roading any Iron we see. If we wait too long before getting IW we may find we've founded a city on an Iron tile and be stuck without warriors.

Excellent - we have 1 Iron source on our border, and on a mountain so not in the way.

At 100% Science (and after some mm), Philosophy is now in 10 turns. We will see if I can speed it up a little...



Turn 1 (1725BC): Colopolis build warrior -> curragh.


Turn 2 (1700BC): Paramaribo builds settler -> settler.

Found my first city, Bastard. I moved the settler 1 tile from where col left it because I can get another river city in like this (and also free up a BG for one of our 5 fpt cities).

I've managed to get Phil down to 7 turns now. We're -5 gpt and have 34 in the bank.



Turn 3 (1675BC): Eindhoven bilds worker -> worker. Colville builds warrior -> barracks.



Turn 4 (1650BC): Philosophy is now down to 4 turns, I've set 3 scientists in cities where it will gain at least 2 beakers per turn, and we are now getting 43 beakers per turn!


AI: Vikings complete the Colossus.



Turn 5 (1625BC): It's problaby worth mentioning I've been roading river tiles for the rush to Philosophy.



Turn 6 (1600BC): Colopolis builds curragh -> warrior.

Found my second city, Arse.


AI: We get booted from Chinas territory, but we got 2 warriors on mountains and good visibility now over their lands.



Turn 7 (1575BC): Paramaribo builds settler -> settler. Colopolis builds curragh -> warrior. Philosophy next turn.



Turn 8 (1550BC): Go to the "big picture" screen before choosing the next tech and check diplo.

Sell Philosophy to Japan for 498 gold. I could buy techs first, but I can get full value for Philosophy here (we leave Japan with 30 gold).
Give Philosophy and 88 gold to Carthage for Mysticism and Warrior Code.
Sell Mysticism (+1 gold) to China for Masonry.
Buy the Wheel for 223 gold from the Mongols (don't want to sell them Phil yet in case they have HBR).
They do have HBR but I can't get much of our cash back if I buy it, so I give the Mongols Phil for 226 gold.

The only tech we are down now is Horseback Riding, and they all have it so there is no urgent need to buy it.

I set our tech to Map Making but we have missed the Philosophy gambit. I can't but help think this is our own fault and we could have avoided it. :cry:

I check the map and we are missing horses. The nearest one I can see is in Chinese territory, not exactly the bit nearest us either.

Set science to Maths@max (10 turns).



Turn 9 (1525BC): Carthage has Maths now.


AI: China declares war on us! They attack Bastard with an Archer and lose.


Turn 10 (1500BC): I don't move anything apart from 1 warrior, because we are at war now and need to consider our next move carefully.



Suggestions for this war:

Build barracks then warriors in Colleville and Colopolis.
Orenburg just finished barracks and can go straight to warrior production.
Bartard and Arse can both just build warriors with no barracks (not enough shields per turn).
Para and Eindhoven can build workers (Para the odd settler, but mostly workers).
All new cities to build just warriors.

Set science to 0% and save cash for upgrades to Gallic Swords.

anarres
Feb 13, 2005, 02:13 PM
More at CDZ:

http://www.civ3duelzone.com/forum/topic.asp?TOPIC_ID=2372&whichpage=2

akots
Feb 13, 2005, 03:00 PM
I'm not sure saves are patched. Did you get the save from the server? Or from col?

Please in the future note that you MUST download save from the server. It is not possible to play the save which has not been downloaded/uploaded from the server!!!!!

The link has been broken, it was done intentionally by AlanH in order to patch the saves and correct the naval movement.

akots
Feb 13, 2005, 03:05 PM
@Anarres: It might be your inability to upload the save is due to two possibilities: first one, your name has been mistyped by m-b. Second, the checksum of the file failed since you were supposed to have the edited save submitted wheres it might be you played unedited one. Please check the maintenance thread or pm AlanH at to ask about it and wait for his reply.

@Carlos: Please do not play the game until we are told this can be done.

Edited: The save has been uploaded by impersonating myself as annares (instead of anarres). We now have to wait for AlanH to fix it and then we can continue with the game.

akots
Feb 13, 2005, 08:50 PM
@Carlos: You are UP. The save has been patched by AlanH. To get it, please download from the SGOTM page but by no means use the save which has been posted by Anarres.

Good luck!

carlosMM
Feb 15, 2005, 04:00 AM
oops, realized I should post a GOT IT here, too, not only at CDZ.

carlosMM
Feb 15, 2005, 05:38 AM
NOTE: I have a horrible reload count on this. Reasons: playing at work - if I Alt-Tab out of Civ it often crashes. I had 5 crashes playing these turns. Also, I couldn’t play in one sitting. (


preturn: some MMing, follow anarres suggestiuons but decide to skim the worker from Colville.
need 10% lux.
do not feel lucky and do not attack chinese archer, rather move (across river, onto mountain) our warrior into chiense lands.

(1) Klei mi am Mors founded
Writing gets us 29+HBR from iros.
move warrior deeper into chinese lands (trying to keep their forces there)
mining gets Eind off 3/3 worker cycle. We can do intermittent warriors there, too.

(2) nothing much. MMing, settler goes to Orenburg, our warrior keeps wandering.

(3) same same.

(4) warrior redlines but fights back archer. Orenburg is on 5spt, Para will (one mine needed) be a 2/2 worker factory. Massive MMing makes it 4/4 settler again any time. I want another settler for the Dyes. I decide that bastard gets barracks (cutting forest, then mining plains - it has enough growth to get the respectable size/prod fast).

(5) Para Mme to growth for settler.

seems I lost my turn count here somehow

(7) Colville has ‘racks and goes warriors in 2, Arse switched to ‘racks, too. I see no Chinese coming so we have time.

(8) Japan wants 58 Gold. We can war happiness.
We meet India. Writing+Myst gets us Maths+worker; they are at war (I see a 2HP archer); I guess with Japan. MM para to 2/2 for the settler

(9) marching into China again.

(10) Spice up your life! founded.


I leave most things unmoved.

We can begin thinking about roading the iron!

Kingreno
Feb 15, 2005, 10:34 AM
Ok got it.

I will play before Thursdayafternoon. Will try sooner. :blush:

Kingreno
Feb 16, 2005, 03:19 PM
1250BC:

Eindhoven switches to granary...that was supposed to be there a lot earlier.
Colopolis, Colville and Bastard also switch to granary.
Arse to temple fopr cultural expansion towards china.
2 warriors in Orenburg are idle. 2 move to future setlespots for barbcampprevention. 1 to arse to reinforce the frontline. 1 is mp.
Micromanage the new granary producing cities to get more shields to finish the grany before growth. The setler goes to the dies as I read somewhere that we wanted that.

IT: 4 chinese units (spear, 3 war) approach arse...

1225BC: Orenburg builds war, start another one. easternmost curragh spots purple border!

IT: Our regular fortified warrior on a hill defeats archer and warrior of china without even a scratch. he is promoted to veteran! 1 more spear gets towards arse. 3 warriors line up next to it, the chinese spear goes to a mountain.




1200BC: I now have 4 warriors in arse, 3 are fortified. I make no peace as we need one more turn of warhapiness. The purple border belongs to the Iroquois.
Setler goes to dyes, connected in one turn. MM all cities so it is all nice.[:D]

IT:
-Our vet warrior Loses from reg warrior in arse. -1 hp
-Our reg war defeats reg archer near Canton, promo to vet, -2h.
-Our vet war defeats reg war in arse, -2hp

1175BC: I make peace with Mao, and we gain the city of Tientsin in the process. Nice, since he will not do it for tientsin AND ONE gold. LOL. I take it since we are building setlers and temples so our mili will not be stronger to his next turn. [:D]

Mongols have Poly, Carthage has MM. I refuse to trade as prices are too high. Curraghs need to meet some one soon

As we lose warhapiness with China, the perfectly timed city of Cameltopolis is founded on the dyes, keeping tax at 100%.

IT: Chinese units leave our lands.

1150BC: paramaribo builds setler, more ordered.

I whipp in a temple in Klei Mi Am mors[whipped]

IT: ---

1125BC: Klei builds temple, to rax.

finaly some trades.

Give HBR and math to China for MM and 1 gold.
Mongols want 500 gold, Math and MM for Poly...combined other civs have 130 gold so I see no deal yet.

IT: Mongols and China move units towards Mountainious area, there will be barbs there. We shoudl investigate and see if we can snatch teh 25g.


1100BC: I Found the city Up Yours, 3 tiles NE of Paramaribo, the cow is now finaly used. I set to temple to flip Kago. or so.

Mongolds learned Math and MM. somehow. Japs wanna talk peace, for 2 gold. no thanx, togu, I'll keep the WH.



As can be seen most granaries are nearly finished. Also, I will whipp a temple in Spice as it has no grass to use now, and because we can in 3 turns.

IT: Rien...

1075 bc: Orenburg warrior, it is now size 5 and I decide a temple is okay now.

IT: a Jap galley comes out of Kagoshima, no units landed on our side, my guess is it will head to Spice, unless it has a setler.

1050 BC:
-Paramaribo setler, again.
-Colville Granary, setler
-Bastard Granary, setler

-Paris, France, builds the Pyramids.[:(]
-Orleans, France, builds the Oracle.[:o]
-Beijing, China, builds the MoM...................[aargh]

I move units arround. Decide no peace with Japs yet.

IT: Japanese galley lands no units.

1025BC:
-Colopolis Granary, harbour. we need one for trading some day, and colville is using the game anyways now.

I move units, mainly warriors to tactical positions if the Japs land. Workers are done near Colville and Colopolis and head to road towards the Spices. If we connect them before we make peace with Japan we should be able to maintain 100% tax.

IT: Damn, Japanese Swordsman lands near our Dyescity...gotta make peace this turn.

1000BC: Make peace with japan for 20 gold. better then lose a city on our only dyes...I feel I defended well since usually the AI lands a warrior, not a swordsman. I could have taken a warrior.[blush2]

I whipp in a temple at spice and found a city called Giant Hooters.

Lux to 10%.

All cities are timed very nicely for their builds! I suggest to take a very close look at the MM as this dense build has many, many possibilities. On important cities some info:

Paramaribo: setler fac. needs 16 shields for setler in 2. get 7 spt. will use forrest on growth for total of 16.
Eindhoven: Granary in one! after that setler/worker
Colopolis: Harbor in 6, has no growth now. since it is on a river and has a granary it will grow large fast. let it finish harbor and then grow.
Colville: Made it a 4-turn-setler fac! setler in 2 including shields from growth.[cool]
Orenburg: Temple in 2. I suggest we finish that. after that warriors.
Bastard. Let it finish the setler and after that it is a 2-turn worker fac at size 6![cool]
Arse: baracks and units.

Rest: whipp in temple, baracks when possible/desirable.

Workers, road towards the Spices! Then improve as needed.

Scouting: The curraghs are trying.

Sneaking thought: Build a galley and open the hut on the island in the south as soon as we can only get currence/construction as techs! we may get very lucky.[evil]



I will upload the save at CFC.

PS: for posts including great pics, go to CDZ! ;)

Melifluous
Feb 16, 2005, 04:11 PM
I gots tha save.

Melifluous!

akots
Feb 18, 2005, 12:47 PM
@Meli: It seems that you need a skip? If so, may be Anarres can take over the game.

Melifluous
Feb 18, 2005, 07:37 PM
Yeah sorry about this but my case is documented at CDZ

Next up please.

Meliluous

akots
Feb 19, 2005, 09:09 PM
I guess we wait for some time for Anarres but then apparently I will play if he does not show up tomorrow.

akots
Feb 21, 2005, 12:13 AM
Ok, seems that Anarres goes missing and Meli cannot make C3C work, so i got it and will try my best to play tomorrow. We are behind most of the teams in schedule, alas.

Melifluous
Feb 21, 2005, 05:04 AM
I now have got C3C to work on my new laptop! Woot!

Will talk with akots and see who wants to take the save.

Melifluous

Melifluous
Feb 21, 2005, 06:53 PM
Preflight check - Minor MM adjustments.

Turn 01 975BC - Eind Granary -> worker. SpiceUpYourLife Temple -> warrior. We are MM up on the Iroquois and MM, Philo and HBR up on the Indians. Nobody has the money to make trades worthwhile. Everyone else (except China) is Poly up on us. Would cost 560 gold. I dont think so. China cant afford (or wont make) GPT deals so not worth buying a tech they dont have yet.

Turn 02 950BC - Para Settler -> settler. Orenburg Temple -> warrior. Colville settler -> worker. Para settler sent to A, Colville settler to F.

Turn 03 925BC - Eind worker -> worker. Wander a curragh up a blind alley and meet the vikings! [:D] They are Lit, Poly and Construction up on us! Hmm 700 gold for Literature, 1418gold (all of it) and +45gpt for Construction... [:o] Up Yours! Whip the temple in Up Yours!

IT - Japs move that swordsman next to Giant Hooters. I'm hoping they are there for the view, but will wander an extra warrior there anyways.

Turn 04 900BC - Orenburg warrior -> warrior. Perfect timing. Colville worker -> worker. Bastard settler -> settler. Arse barracks -> warrior. Up Yours! Temple -> warrior. Eastern curragh spots Yellow borders [:D] NW curragh meets the Americans [:D] They are only Poly up on us. Price of Poly now drops to 487gold.

IT - Mongols move a settler and conscript warrior. Hmm maybe worth a war here? They only have 4 cities apart from their Capital? I have a 40% chance of winning, it would be in sodding mountains wouldn't it. Oh well I think I'll have a go. What they gonna do huh?

Turn 05 875BC - Eind worker -> worker. Spice cultural borders expand. Christ that was close, we lose the first 2 hps and then kill the conscript. Oh and btw I declared war before attacking, and yes we had no deals outstanding first. 2 New slaves for us! 1 less settler for the Mongols! [fdevil] Doh stupid me, Yellow borders in the East are of course the far west end of the Mongol empire. Well the war with the mongols will allow some nice close Military Pics to be taken without annoying them (OK so thats pointless, declaring war annoyed them enough I think [:p]) Found Broadmoor on Site A start on warrior. Northern Curragh spots Orange borders! Buy a worker from China for 108gold. I decide to spend a little cash here and see what the chinese are up to in their capital city. Also if this map is a contiguous landmass according to MB then maybe there's a landbridge NW of Beijing. And it only costs 34 gold. They have no resources, only the visible (near their cap) furs connected and 4 spears in here! Also using the ever so sneaky Right Click on the visible horses shows they've not been roaded yet. Also surrounded by mountains Canton is not yet connected to the Cap.

Turn 06 850BC - Para settler -> settler. Orenburg warrior -> warrior. Colopolis Harbour -> SoZ. Its got the best spt we have. Colville worker -> worker. Arse warrior -> warrior. Zmrde founded (anyone speak Czech?) starts on Barracks (can be changed). Finally meet the England. Ah finally some tech choices, they have Poly but are down Writing, Maths and HBR. Give them HBR and Writing for Poly. Sell Poly to the Chinese for 111gold (all they had). Change Colopolis to ToA. It can switch back to SoZ if we lose out in this race. ToA in 56 turns. Orenburg has now hit size 6 and can happily switch to zero growth and do 10spt net. 1 warrior a turn and it has a barracks!

Turn 07 825BC - Orenburg warrior -> warrior (this will get tedious). Unix founded at C. Warrior ordered. Wander a warrior into Mongol lands, he has 1hp. Finishes next to 2 reg warriors and a reg archer and spots a further 2 reg wars and a reg archer plus a vet warrior!! Will consider roading iron soon. We currently have 1572 gold and a total of 27 warriors. 27x60 = 1620gold. We do +50gpt. Next turn we have 1622 gold and 28 warriors [:p] Oh and the mongols have iron connected. Tiensin size 3. Still going for food. 6 gross shields still nets 1 shield [:(] Switch from temple to barracks. Will grow in 7 turns (and riot) can rush barracks in 6 [:D]. Road on iron completes in 3 turns.

IT - Mongols kill 1hp warrior for no loss. Forbidden Palace Pop-up appears! Chinese building ToA.

Turn 08 800BC. Eind worker -> worker. Orenburg warrior -> warrior. Arse warrior -> warrior. Cameltopolis temple -> warrior. Up Yours! Cultural influence expands. Another warrior moves in on supposed Mongol Capital looking to pillage. Buy worker from China for 108gold. China has CoL. Too expensive and not worth the effort.

Turn 09 775BC - Orenburg warrior -> warrior. Colville worker -> worker. Klei Barracks -> warrior. Spice warrior -> warrior. Up Yours! warrior -> barracks. Spices connected. Lux to 0%.

IT - Iron road completes. Reg Mongol warrior defeats our vet warrior for no loss [rolleyes]

Turn 10 750BC - Para settler -> settler. Eind worker -> worker. Orenburg warrior -> GS. 4 turns to complete. Bastard settler -> barracks. Arse warrior -> GS. Upgrade 12 warriors for 720 gold. Clam Chowder founded, starts warrior.

Wow.

i leave the end of turn trading to anarres.

There is a lot about and we have 835gold and +59gpt to trade.

Some civs have Construction (Carthage and Viking), Americans have Monarchy, China have Col. Viking have Lit. All other civs have the same as us except Iro, India and England who are behind various techs. England has a worker for sale.

There is too much for my feeble brain to take in and i gladly leave it to anarres.

We now have 17 cities, 13 GS's and 19 warriors.

Have fun [:D]

Melifluous

PS. You;re up anarres!!!

anarres
Feb 22, 2005, 03:41 AM
Got it! :)

blah blah blah

carlosMM
Feb 25, 2005, 04:49 AM
uhm, who's up?

anarres
Feb 25, 2005, 05:04 AM
Sorry, I played and somone else is up (don't know who!!!!)

carlosMM
Feb 25, 2005, 05:06 AM
Sorry, I played and somone else is up
that much was obvious even to me ;)
(don't know who!!!!)
well if it's me then I need a skip - am in slavery over the WE.

col
Feb 25, 2005, 07:15 AM
I can take it this weekend.

Can we have a up to date order ?? Is this about right?

KR
Meli
Anarres
Col
Akots
Killer

Melifluous
Feb 25, 2005, 10:30 AM
1. Kingreno
2. Meli
3. Anarres
4. col
5. akots
6. carlosMM


OK I'll just refer you to the second post in this thread :P

anarres did play correctly. He was in the wrong place due to his ongoing joy with NT(hel)L.

Next is Col as he wisely posted.

Then it will be our fearless leader akots!

I'll grab anarres' Turnlogs from CDZ and dump 'em here for other to read :lol:

Melifluous

Melifluous
Feb 25, 2005, 10:36 AM
Originally posted by anarres at CDZ but I copied here as he's busy bein admin there and stuff

Turn 1 (730BC): Meli did you realise you left our galley at sea? It had a 50% chance of being sunk, but becuase it wasn't we meet the French! No great news though, we are equal in tech. I establish an embassyI also pillage the iron this turn - GS's are no use to us until we get the FP online, and we have cash for upgrades...

The FP is being built in Klei mi am Mors, currently at 49 turns (I estimate somewhere from 15 to 25 turns).

2 cities on workers switch to warrior to allow them to grow. Now we are at war we can support size 6 cities with 2 mp (and mp units are plentiful).


AI: Japan declares on Carthage.

Send several warriors west to scout, they are well spread out and will see any attack approaching. Also every worker in the western part of our empire is heading west at full speed to road over towards the mongols and to prepare the FP city's tiles. The last thing we want is enemy units appearing before we have an effective road structure to get between our westernmost cities and beyond.


Turn 2 (710BC): Found Feck on our east coast. Our only way to expand now is west, and soon we will need to head north and take out China. No way are the Mongols our first target - they are simply too far away for their cities to be productive.


AI: Carthage and China sign MA against Japan.


Turn 3 (690BC): Sell Philosophy to India for 47 gold, just because they are so behind.

Carthage: Col Con 18g
China: Col Con 150g
Vikings: Lit Con
America: Mon

AI: China and the Mongols sign MA against Japan. Some mongol warriors appear from the west (about 4 or 5 tiles from out cities), but after they move they are attacked from another tile out of sight. I guess they are Japanese, but where from???

French complete SoZ.


Turn 4 (670BC): Get ready for the lame ass assault the mongols are about to go on us with. We are on talking terms but they won't give us much yet. Lets batter whatever comes at us and wait it out for a good deal.

Turn 5 (650BC):

AI: The Mongols appear to be retreating, and China is sending lots of units SW from it's territory (towards the Mongols I think). I suppose they could be going for Japan the long way round, but that is the whole width of the map!


Turn 6 (630BC): Rush barracks in Tientsin. Found a new city (Booze) to the SW of the FP city (on a river).

A trade opportunity has arisn:

Buy Literature from China for 309 gold.
Buy CoL from Carthage for Lit and 150 gold.
Buy Construction from France for Lit, CoL and 61 gold.
Sell Japan Lit for 81 gold.

I know I've just spent 439 gold but we now have 3 new techs and are up or level with everyone except America (who needs these 3 techs and has Monarchy to sell, but won't come close with all 3 + all our cash). We have only construction left and I set one of our specialists to scientist.

Wow!!! I just made peace with the mongols and got 57 gold and a city!!

AI: America completes ToA.


Turn 7 (610BC): We now have 74 units out of 80 allowed. Keeping up expansion in line with unit produciton will be an issue soon. When the FP is online we need to quickly attack China and take them over. Not a bad idea since they are quite powerful and our immediate neighbour.

AI: The Japanese cascade to and complete the Great Library. Not to far away to (relatively) easily steal later on if we need/want to. Carthage cascade to and complete the Great Wall. The Vikings cascade to and complete the Great Lighthouse (yeah, thanks! ).


Turn 8 (590BC): Sell CoL to Japan for 46 gold, 2 gpt and a worker.


Turn 9 (570BC): ...


Turn 10 (550BC): Found Don'tBuildSouthOfHere again in the west. We are maxed out in this area now and our 3 current settlers are all headed west, to go over the mountain range and to grab as much of the land before China and the mongols get it.

There is a 1 tile of fresh water 3 west from Don'tBuildSouthFromHere, with a horse nearby. It is essential we grab it, so there are a few warriors there to guard it from mongol settlers (none spotted yet). Out nearest settler is 6 turns from the forrest SW of the water, which is where I would settle.

The FP city needs a hill mined to get an extra shield, the workers on the forrest nearby was a mistake, they were destined for the hills but I forgot.

Please also no more cities on the tundra. They are bad for our empire because they produce few shields and increase the corruption in a lot of other cities. This will only get worse as our second core increases around our FP. It is much better to leave it empty, even if the AI comes and settles there (in fact that can be quite good for you ).

col
Feb 27, 2005, 01:49 PM
Usual preturn check.

Nothing much to do with sliders. Everything at zero. Nothing about to grow except Colville which is making workers.
We are at peace with everyone. Only America has any tech - Monarchy - and they arent interested.

Press return. Nothing dramatic happens. A few more warriors built.

1. 530bc There are a couple of settlers to move. Go west young man. There is still land to fill that can beproductive after the FP is finished.
Mongol settlers coming east.Looks like we need a mobile wall to bottle them up.

2. 510bc Why are we building non vet warriors? Rax ordered in Eindhoven. Moving wall is holing back Mongols. Something appropriate about that.
Galley ordered for settler transport - there is land to the east too and a base near Japan will be handy for later operations.

3. 490bc Everything cycling nicely. China will offers a worker for 120 gold. I dont think so. China is moving archers towards Mongolia. History does repeat.

4. 470bc China offers ROP and alliance v Japanese. Dont want alliance but I take the ROP if they throw in 50 gold too. It will help our settlers reach some land to the west.
The MOngol settler is heading for the horses. Chinese archers are moving to intercept.

5. 450bc Eindhoven grows to 7 and needs a taxman. Settlers heading west.Japan now has monarchy and will sell for exorbitant price. Noone has enough money for us to recoup the investment.

6. 430bc Colford built. Hiawatha will offer Currency for 500gold+Construction +CoL. Buy and sell it around for 700 gold before they do. Hmm - Feudalism may not be far away. Time for war??

7. 410bc The Vikings start Hanging Gardens.

8. 390bc Nothing happened.

9. 370bc Japan starts HG. Settler nearly ready to grab another lux. Markets started in our bigger cities.

10.350bc Colhill and Colmount founded. A settler is waiting for the ferry to arrive in Upyours to gain a foothold over the sea.
Another settler is heading for the gap in the Chinese empire. Quick check that everything okish to hand over and my indiscretions are suitably disguised...

A quiet spell of growth. War is coming rather quickly. FP still has 15 turns to go. We have another 13 turns of ROP with China who is our obvious target.

col
Feb 27, 2005, 01:50 PM
http://www.civfanatics.net/uploads9/colpic.JPG

akots
Feb 27, 2005, 03:43 PM
Got that, will try to avoid bloodshed but not sure, looks like most of the land is filled.

anarres
Feb 28, 2005, 05:43 AM
I would keep the gold flowing ready for upgrades, and make sure you have 3 workers near that mountain at all times - it will still take 3 turns to road it when needed.

I am unsure if we are ready to let all our worker factires reach size 7 (a la Eindhoven and Bastard), but at least Paramaribo and Colville can still pump them (although Paramaribo needs to grow a little!).

Other than that it's looking pretty good, I guess we attack China in 15 turns then?

akots
Mar 02, 2005, 12:02 AM
In 13 indeed it will be. For complete log and screenies please see the CDZ site. Here is just a brief summary and a single screenshot.

[1] All quiet.

[2] Uneventful, iron is being roaded again. Will start MP shuffling with reg warriors retreating from frontlines.

[3] Same old stuff, nothing exciting.

[4] Banzai founded in Japanese lands. The city increases our corruption in the core slightly but it will be fairly productive.

[5] A worker joined to Klei gaining 2 turns on FP build, iron online, 17 warriors upgraded to GS in Arse. We have 32 GS now and FP ready in 9 turns. Iron disconnected again. Traded worker from England for CoL.

[7] GS moving up to position themselves for attack on China. That would be on Killer’s turns though.

[9] MP shuffling started. I’m building cities almost inside Chinese territory. We can get them even without RoP rape in a few turns, just need may be 5-10 more GS. Somehow, I have a feeling that we are delaying a bit too much. Still no trace of Hammurabi.

[10] Leaving an unmoved settler and 3 galleys, may be next player will be able to find some use to them. There is no decent trading opportunities and 3 turns left in RoP deal with China as well as 4 turns on our FP build. We can get to 6 Chinese cities on a single turn with properly positioned troops. There is still some cash reserve left which can be used for a couple of connect-disconnect tries for our iron. Also, IMO, Japan better be taken care of ASAP. We certainly don’t want to battle the Samurai. Neither we want to capture TGL too soon on the other hand. But we can leave Kyoto alone or capture it and gift to somebody else before it gets us to Education. Tech pace seems to be considerably slower now but a few civs have Republic, so after they revolt, they will be tech leaders apparently. Mongols are also weak, but their land is poor in food as well as resources. IMO, we better start working on some culture.

akots
Mar 02, 2005, 12:03 AM
Carl is up then and war is due in 3 turns from now. Troops are mostly in position. We have considerable cultural advantage against China, so resistance should not be a problem.

carlosMM
Mar 02, 2005, 02:40 AM
has my name again been shortened? :p

anarres
Mar 02, 2005, 04:45 AM
Looks like you get to start the war Carlos. :)

carlosMM
Mar 02, 2005, 05:59 AM
indeed.


the first to accidently spell me with a K makes my ignore list :p

col
Mar 02, 2005, 06:54 AM
Go get em er ciller.

carlosMM
Mar 02, 2005, 06:58 AM
hehe, I *knew* someone'd say that, and I *knew* it'd be you :p

anarres
Mar 02, 2005, 07:45 AM
Karlos the cilller. Nice. :)

akots
Mar 02, 2005, 02:01 PM
If you'd explain the purpose of MM that would make your nick more understandable. ;)

Just make sure all GS are positioned for the mightly blow. Unfortunately, China seems to be backwards and still in Despotism so chances are a few cities will be autorazed. But just keeping the SF going would fill in the gaps shortly.

carlosMM
Mar 02, 2005, 02:04 PM
quick update: done an upgrade right away, another 5 GS ready. war will not commence today - I feel I am not up to it atm. Tomorrow morning.

carlosMM
Mar 03, 2005, 11:34 AM
grrrr, please skip me. I cannot get C3C to run. it did fine for my PBEMs, then crashed on loading the SGOTM and now refuses to run. DLL error.

Kingreno
Mar 03, 2005, 01:47 PM
Does that mean it is my turn again?

akots
Mar 03, 2005, 02:30 PM
Apparently yes.

Kingreno
Mar 03, 2005, 07:09 PM
Long log, many things happened :)

Take a look at trades first.

Buy Monarchy from the Mongols for Construction and Currency, they throw in 47 gold (all they have).
I switch Colopolis to the Hanging Gardens, MM it to be done in 3, we may get lucky. I decide to do this as I cannot see us getting any other wonder. We don't want feudalism.
I will trade Monarchy to China on the turn we attack, they will be in anarchy for the first 3 turns of the war.

Buy english vs the French for currency.

Declare war on the Iroquois

MA India vs France and Iro's, Ghandi pays US 11 gold
MA Japan vs Iro's, Togu pays US 28 gold

This will draw a serious ammount of Jap troops away from us.

MA the Vikings vs the French, we pay 71 gold.

Builds. I switch the libs back to markets. We need the happyness and the taxincome. Libs will come later. Some cities need a courthouse, decide on that later.

Why Does Up Yours need an Aquaduct???? It is on a river... clearly...

I switch some minor thingies.

moves. several warriors are ready for upgrades but are not near Rax! why? I immediately move them so we can attack China in 4 turns.

IT: Several Chines units move arround. Many japanese units leave their cities to head for Iroquois lands!
We reconnect the iron.

130 BC;

Orenburg-war-war
Tientsin-Spear-courthouse
Broadmoor-war-war
Cham showder-settler-rax
Colmount-temple-worker

China got Monarchy and the republic, they go to anarchy.
I make an embassy with the Mongols for 34 gold. they have horses but no iron. one lux (dyes), they are on 100% science, have zero gold in the vaults and are a Monarchy. The Cap is defended by 3 spears.
I MA the Mongols against the Iroquois as well, as they are close to some cities in the west.

I upgrade 10 warriors and pillage the iron. we now have 50 GS.

IT: Carthage wants a RoP (or units removed, I sign the RoP as I have 2 warriors in their lands) I should have signed it earlier...

110BC:

Orenburg-war-war
Spice-war-war
Giant Hooters-war-war

No trades possible. America has engineering has the only MA tech. we need to get Babylon!!

Schni Schna Schnappi founded in the west.

Move Units arround and MM the cities.

IT: Chinese units move a bit. Carthage is full of loose units from various civs.

90BC:

Para-settler-settler
Orenburg-war-war
Coloplois-HANGING GARDENS-war
Broadmoor-war-war
DBSoH-rax-war

GS move into attack positions! 7 cities targeted for first strke.

IT: Nothing happens! that also means all civs changed their Hanging gardens preb to colloseums/markets/setlers/whatever!

70BC:

Orenburg-war-war
Colville-set-set
Klei-FORBIDDEN PALACE-marketplace
Giant Hooters-war-war
hmm, I could ask the chinese to remove or declare war, and get them furiosu first, but I have no idea that is allowed. Since it is very much against my own spirit and against CDZ's as well, I simply declare myself :)

I begin the attack on Chinan.

GS are all vets unless mentioned otherwise.

GS defeats vet spear at chinan. -0 hp.

We enter a GA!

GS defeats reg spear at Chinan, -3hp,
We capture the city!

GS defeats vet spear at Chengdu, -2hp, protes to elite!
GS defeats vet spear at Chengdu, -2hp
GS retreats from reg spear at Chengdu, -1hp for the spear
GS defeats reg spear at Chengdu, -2hp
GS Loses from reg spear at chengdu, -2hp.
GS defeats reg (2/3) spear at Chengdu -3 hp
GS defeats reg (1/3) spear at Chengdu.
we capture the city!

GS defeats vet spear at Kaifeng, -1hp, promotion to elite!
GS defeats reg spear at Kaifeng, -2hp, promotion to elite!
We capture the city!

GS defeats vet spear at Tatung, promotion to elite!
GS loses from reg spear at Tatung, -2hp, promo to vet.
GS defeats vet (2/4) spear at Tatung, -1hp
We capture the city!

GS defeats vet spear at Nanking, -2hp
GS defeats vet spear at Nanking, -2hp
We capture the city!

GS loses from reg spear at Canton, -1hp
GS defeats reg spear at Canton, -1hp
GS defeats reg (2/3) spear at canton, promo to elite!
We capture the city!

GS defeats reg horseman near Canton.
GS defeats reg horseman near Tabriz.
I capture 5 Chinese workers.

5 more warriors upgraded, Iron pillaged.

I carefuly move units arround to prevent Chinese counterstrike, only one Horse can reach Kaifeng.

I switch some builds to Markets.

IT: Chinese reg horse Defeats GS at Kaifeng, -1hp...

50BC:

Orenburg-war-war
Colopolis-war-war
Up Yours-aquaduct-lib (to presure Kagoshima)

Elite GS defeats reg spear at Hangchow, -1hp
GS defeats reg spears at Hangchow, -2hp
GS Defeats reg archer at Hangchow.
We Capture the City!

GS Retreats from Archer near Tabriz, -1hp

GS Loses from reg warrior in Iroquois lands. ****!

Elite GS (4/5) defeats reg (2/3) horse near Kaifeng, -1hp
GS defeats Horse near Kaifeng, -2hp.
GS defeats Horse near Kaifeng, -1hp, promo to elite!

I capture 4 workers in various area's.

Builds: whipped a temple at deva.

IT: Japan and China sign Peace. like I care.
Chinese reg (2/3) archer loses to our GS (1/4)!

30BC:
Canton Riots (quelled resistors)
Orenburg-war-war
Colopils-war-war
Tabriz-temple-setler
Feck-rax-war
Deve-temple-worker

TPS founded on near jap land.

GS defeats reg Archer near Beijing, -1hp, promo to elite!

Elite GS defeats reg spear at Ningpo.
Elite GS (4/5) defeats reg spear at Ningpo, -3hp.
We have Captured the city!

GS defeats reg spear at Tsingtao, promo to elite!
GS defeats reg spear at Tsingtao, -2hp, catpured setler.
We Have autorazed the city!

IT: 2 chinese horses move in from the far west.

10BC:

Eindhoven-market-GS
Orenburg-war-war
Colopolis-war-war
Colville-setler-war
Bastard-market-war
Arse-market-war
DBSoH-war-war

GS defeats reg spear near DBSoH, -3hp

SoIBuildNorthOfHere is founded near the unused goats!

GS retreats versus reg spear, and cata at Shanghai.
GS retreats versus reg spear, and cata at Shanghai.
GS defeats reg spear at Shanghai, -2hp
GS loses from reg spear at Shanghai, -2hp, promo to vet
Elite GS retreats against reg spear at Shanghai, -1hp
GS defeats reg spear at Shanghai, -2hp
GS retreats versus reg (2/3) spear, at Shanghai.
GS Defeats reg (2/3) spear at Shanghai. -2hp
GS defeats vet (2/4) spear at Shanghai! -1hp
We have Captured the city!

GS defeats vet spear near Tiensin, -2hp

15 GS get near Beijing! it should fall next turn.

IT: Vikings and France sign peace. bleh.

10 AD;

Orenburg/colville/Bastard/Arse/Feck-war-war
Colopolis-war-settler
Colhill-rax-war

Elite GS defeats reg horse near Tabriz, -1hp

GS retreats from reg spear, and cata, at beijing, -1hp
GS defeats reg spear at beijing, -2hp
Elite GS defeats reg spear at beijing, -4hp
Elite GS defeats reg spear at beijing, -3hp
We Have captured the MOM in Beijing!

Elite GS defeats reg spear near beijing, -2hp
Furs-colony made near Beijing.

lelijke Heks Founded somewhere unimportant.

IT: nothing.

30 AD;

Orenburg/Colopolis/Bastaard/Arse-war-war
Booze-rax-war
Zmrde-setler-worker

Elite GS defeats reg horse near Tabriz, -2 hp.

Tasmania Founded, on an island. we beat a jap galley to it.

IT: barb loses to our warrior on Tasmania.
Iro's take an Indian town. blabla

50AD: Killer's turn!

Let's finish the Chinese on the mainland and try to get the far away city and the islandcity!
Incense is nearly connected, 5th lux!

Good Luck. :goodjob:

carlosMM
Mar 04, 2005, 04:31 AM
:cry: oh man, that would have been turns to my liking. :hammer:

well done :thumbsup:


C3C still doesn't work for me :(

anarres
Mar 04, 2005, 05:07 AM
Can we get soem pics please? :D


70BC:

Orenburg-war-war
Colville-set-set
Klei-FORBIDDEN PALACE-marketplace
Giant Hooters-war-war
hmm, I could ask the chinese to remove or declare war, and get them furiosu first, but I have no idea that is allowed. Since it is very much against my own spirit and against CDZ's as well, I simply declare myselfWell, even RBCiv rules allow you to demand they leave if they are tresspassing. I have trouble understnading why asking just once if they will leave is somehow "against your own spirit", please educate me!

Apart from that, a great set of turns. :) I jsut can't understand the motivation not to even try to get them to declare by asking once.

anarres
Mar 04, 2005, 05:08 AM
Killer - does this mean you can't play? I was unaware C3C wasn't working for you (or if I knew I forgot...)

carlosMM
Mar 04, 2005, 05:10 AM
Killer - does this mean you can't play? I was unaware C3C wasn't working for you (or if I knew I forgot...)


I only posted my problems here, not in our own thread @ CDZ.
grrrr, please skip me. I cannot get C3C to run. it did fine for my PBEMs, then crashed on loading the SGOTM and now refuses to run. DLL error.

Yes, C3C no work at all means no play - unless I play at home on my laptop, but that would delay us even further. so please keep skipping me until I post I cab play agin!

Melifluous
Mar 04, 2005, 08:46 AM
So...

I got it!!!

Woot

Melifluous

Kingreno
Mar 04, 2005, 10:25 AM
Can we get soem pics please? :D

Well, even RBCiv rules allow you to demand they leave if they are tresspassing. I have trouble understnading why asking just once if they will leave is somehow "against your own spirit", please educate me!

Apart from that, a great set of turns. :) I jsut can't understand the motivation not to even try to get them to declare by asking once.

1- pics at CDZ!

2-I'll explain. Asking once, without getting them furious first would have had a negative effect! Mao (cautious) would actually (very probably) remove 5 units from our lands. I simply prefered the units where they were as our GS could reach them. If I had demanded, 2 spears, for example, would have been sent to a mountain near the Mongols, where we had no units to speak of!
Hence, asking once to remove or declare is not against "my own spirit" at all, but simply was undesired from a tactical PoV.

anarres
Mar 04, 2005, 11:44 AM
Ah ok, that makes much more sense! :)

Melifluous
Mar 07, 2005, 06:17 AM
Nearly there. Posting and submitting shortly.

Melifluous

Melifluous
Mar 07, 2005, 07:37 AM
OK Looking around. Little to be upset about, we have a lot of land now.

Accidentally hit right arrow and our Vet GS attacks a reg spear near Xinjian, we win, lose 1 hp and promote to Elite!

There is still much to do on the end of this turn! We have a stack of unmoved GS next to Xinjian (9 of them). Attack say I!
1st - Vet GS vs Reg Spear, we win, -1hp, promote to Elite.
2nd - Vet GS vs Reg Spear, we win, -1hp and take the city plus 2 workers.

Attack on Macao commences.
1st - Vet GS vs Reg Spear, 1 dead GS, didn't touch the spear, instead spear promotes. [hmm]
2nd - Vet GS vs Vet Spear, we win, -2hp.
3rd - Vet GS vs Reg Spear, we retreat, -1hp on spear.
4th - Vet GS vs 2hp Reg Spear. We win, take their current capital and remove at least 1 galley.

Down south I attack a reg spear with a vet GS. We win. -1hp.
Also notice warrior II is now an Elite GS, rename to GS II.

Spot 8 cities building GS! Ouch. Oh I get it, GS were set if KR couldnt decide what to do next [:p] No shields in any of them. 2 cities switched to Markets (other 8 cities

have markets)

Check out our warrior surplus, upgrade as many as possible. 10 I think it was and then pillage the iron. Well I would but no troops can get there with any movement left

[lol] Stupid mountains and rivers.

Anyways, will do next turn. WTF cant workers pillage anyways?

Check out the F8 screen we already have almost a quarter of the worlds population and just over a tenth of the world area. Nearest rival is France with 7% world area and

14% world population. France'll gets theres anyway, they have the Pyramids and maybe Sun Tzus soon.

Damn that took a long time. About 1.5 hours in all [lol]

Turn 01 - 70AD - Para Market -> settler. Booze warrior - warrior. DBSoH warrior -> warrior. Colmount worker -> worker. Iron pillaged. All GS builds swapped to warriors.

Platos Republic founded in the far north of old Chinese lands. Starts temple. Whip a temple in shanghai for 2 pop and starve it some more.

IT - Watch the Mongols fighting the Iroquois in the west of Carthaginian lands. Also chinese wander a reasonable stack back outta Mongol lands. 7 reg archers and 2

warriors!

Turn 02 - 90AD - Shanghai Temple -> Settler. Eind warrior -> warrior. Bastard warrior -> warrior. Arse warrior -> warrior. Klei warrior -> warrior. Up Yours! Library ->

Market. Feck warrior -> warrior. Chinan temple -> barracks. Colpool warrior -> warrior. Schni worker -> temple. All warriors head for DBSoH. Melibourne founded near

Shanghai. Starts Temple.

IT - Oh joy. Elite Jap Sword pops out da fog near Iroquois lands in the far west. Kills Iroquois archer and they get a MGL! It heads back off into the fog.

Turn 03 - 110AD - Spice Harbour -> Warrior. Booze warrior -> warrior. Banzai! Harbour -> Temple.

IT - Iroquois MWs gallop into view in the far west. Dispatched by Jap swords. WLTKD in Para, Klei,

Turn 04 - 130AD - Chegdu temple -> barracks. Giant Hooters market -> temple. Broadmoor Galley -> Galley. feck warrior -> warrior. Kaifend worker -> worker. Colpool warrior

-> warrior. Colhill Spear -> temple. Whip temple in Beijing and Xinjian.

IT - French offer straight peace. They have Feudalism already. No Way man, you seen the MAs we have? Cinese hoard dissapear into the fog. Damn their RoP with de Mongols.

Turn 05 - 150AD - Beijing temple -> worker. Xinjian temple -> worker. Spice warrior -> warrior. Booze warrior -> warrior. DBSoH warrior -> warrior. Colford barracks ->

warrior. Deva worker -> worker.

IT - China and America sign MA vs France. India and Iroquois sign peace. Chinese want peace [lol]. Mongols want Alliance against Japs and RoP. Not now thanks.

Turn 06 - 170AD - Cameltopolis spear -> barracks. feck warrior -> warrior. Colpool warrior -> warrior. Pink Surprise (sounds like gay porn to me) worker -> temple. Whip

temple in Hangchow, Canton, Noviamagus, Nanking and Ningpo. Start reconnecting the iron.

Turn 07 - 190AD - Para Library -> barracks. Various temples complete. All chinese cities that complete start workers. Colville market -> temple. Spice warrior -> warrior.

Giant Hooters temple -> warrior. Broadmoor galley -> galley. Booze warrior -> warrior. Use some GS to wipe out some chinese units.

IT - Babylon and America sign MA against France. France really doesn't have any friends [lol] Iroquois and Japan sign peace, the buggers. China drops an archer next to

Chengdu.

Turn 08 - 210AD - Eind Library -> warrior. Orenburg market -> warrior. Klei library -> warrior. Giant Hooters warrior -> warrior. Unix harbor -> barracks. Clam barracks ->

warrior. Feck warrior -> warrior. Colpool warrior -> warrior. Colford warrior -> warrior. Kill archer next to Chengdu. Finally meet de Babylon. They are Feud, Engineering

and Republic up on us. Build an embassy for 103 gold. They are 26 turns off Sun Tzu and have 3 pikes defending. Whip temple in Banzai! and the Pink Surprise.

IT - Vikings and Babs gang up on the French!

Turn 09 - 230AD - Eind warrior -> warrior. Orenburg warrior -> warrior. Colopolis Market -> Temple. Bastard Library -> warrior. Arse Library -> warrior. Klei war -> war.

Spice war -> war. Giant Hooters War -> war. Zmrde worker -> worker. Booze war -> war. DBSoH war -> war. Colhill temple -> warrior. Banzai! temple -> Galley. Pink Surprise

temple -> barracks. Tasmania war -> harbour. Rush temple in Schni, Lezoux, SBNoH and Macao. Finish off final Chinese troops (had to wait for them to cross the mountains).

IT - Carthage are building Sun Tzu.

Turn 10 - 250AD - Para barracks -> settler. Eind warrior -> warrior. Orenburg warrior -> warrior. Colville temple -> warrior. Bastard warrior -> warrior. Arse warrior ->

warrior. Klei warrior -> warrior. Up Yours Market -> Harbour. giant hooters warrior -> warrior. Broadmoor Galley -> Galley. Macao temple -> worker. feck warrior -> warrior.

Colpool warrior -> warrior. Colford warrior -> warrior. Lezoux temple -> barracks. Schni temple -> worker. SBNoH temple -> worker.

I'll leave it there. Some GS have movement left.

Most MAs run out next turn. Some troops stationed down south to take the Mongols out. Warriors in DontBuildSouthOfHere ready for upgrade. Silly me realised that I was

mining the iron and not roadaing it [:p] So Iron reconnect in about 2 turns. We have 186 out of an allowed 192 units [:D].

This final turn of GA we do +220gpt and have 1822gold [:D]. Thats 30 warrior upgrades! [goodjob]

Melifluous

anarres
Mar 07, 2005, 07:10 PM
Got it and playing...

col
Mar 12, 2005, 01:18 PM
Ok - I've got it.

mad-bax
Mar 12, 2005, 01:56 PM
It would be nice if the turnlog was posted from anarres turns. :)

I would also be happy to see a screen shot for the lurkers. I doubt there is anything you can show that will hurt you since the other teams have all played further into the game and their strategies are pretty much set. This is not an instruction... just a request.

Melifluous
Mar 14, 2005, 05:53 AM
ok Sorry about this, looks like me posting here for anarres again. :p

Turn 1 (260AD): Cancel our MA against the Iros with the Mongols then declare war on them.

Kazan is taken for no loss, we lose 1 GS taking Ulaanbaatar.

Some more temples rushed in corrupt cities.


Turn 2 (270AD): Iron is reconnected, I upgrade some crazy number of warriors. Not sure quite how many but I spent several thousand and we have 103 GS's now.

Back to the Mongols: We autoraze Hovd and capture Darhan for no loss. 2 spears and an archer seem standard fare in all the mongol cities. Unfortunatly this well be slow at first, but soon we will be through them and on to Carthage.

AI: The mongols attack some exposed units (heading for the mongol capital) but fail to kill any.


Turn 3 (280AD): 2 settler pumps are back in action...

Take the mongol capital for no loss.

AI: France and England sign peace treaty. The mongols kill a couple of GS's on mountians...


Turn 4 (290AD): Cool, I get a leader taking out the mongol units that attacked us in the interturn.

There are 3 mongol ciites left I can see and they will fall in the next 2 turns. We have about 30 GS's on the Japanese side of the channel, next turn I will attack.

Turn 4 (290AD): (cont...)

Our GA has ended, but we are still 1st in everything important.


Turn 5 (300AD): The Mongol assault continues:

Almarikh and Ta-Tu are taken at the cost of 1 GS each. Dalandzadgad is auto-raised for no loss. I think that's all the Mongol cities - I can see 2 settlers so I guess there could be several more.

Found ICS 1

I declare war on Japan and start our attack:

Kagoshima and Nagasaki fall for 1 GS, Tokyo at no cost.

AI: Mongols declare war on Carthage.


Turn 5 (300AD): ...

Whoops, but I was really tired and fell asleep before finishing

Melifluous for anarres

akots
Mar 18, 2005, 05:17 AM
That was a very long set of turns, played total of 7 hours for 2 days in a row. It is a lot for 9.5 turns for me. The map is cruel and AI has been certainly heavily modded. The game is not played like a standard Civ3 epic and not like GOTM certainly. The variant is brutal and we are dead behind team Offa. Otherwise, we will win, sooner or later.

Preturn check. Actually not preturn since the game was inherited after 5 turns played by Anarres in the beginning of turn 6. We need Monotheism for Cathedrals and are building courthouses. This improvement useful it might be, brings us no culture and extra population growth. Alas, nobody has Monotheism. Flipping chances of Japanese cities are virtually zero but they were set to starve, so maxed on food for growth and subsequent whipping and set on governor to prevent riot. Capture Yangchow from Mao. Disbanded all assorted cats to help with building settlers. Army loaded, waiting for the signal to attack Carthage. Some warriors upgraded to GS. Iron left connected since we are not building units. That took over an hour.

[2] Nagoya and Satsuma captured. Mongols eliminated. Made peace with China in exchange for 2 remote cities. Still many veteran warriors to be upgraded and plenty of other things to build. Mostly great shortage of settlers since there is not enough of them even for a small resemblance to the ICS. Also, it is impossible to micromanage all cities even those which have grown according to MapStat, so I only observe general order around. Turn took 30 minutes. That is much better.

[3] A bunch of Mounties appeared coming from Iro lands towards Satsuma. Matsuyama captured. Japanese iron pillaged. Declare was to Hannibal, move in for a kill with many GS. Army wins, Orenburg set to build Heroic Epic. We lose a bunch of units IBT mostly to Mounties. This game sure plays more difficult than Emperor. More like Demi-God but close to Deity considering AI had starting advantage.

[4] Leptis Magna captured. Edo falls with all its ivory but the city is completely surrounded with Mounties and Japanese swords. Last iron pillaged and a few cities set to build warriors. These courthouses builds are messing a lot with everything but fortunately a few will be finished rather soon. I make alliance with Gandhi against Iro. Otherwise it might be a bit too tough against all these MWs. This was a long turn.

[5] Three more Carthaginian cities captured. America has Monotheism. Many units moving around.

[6] We captured another Carthaginian city and got the second leader. Due to the desperate military situation, he runs and forms the second army. Our position is not so bad, it is just that the advance is not going as fast as it could have been. The only cities I micromanage closely are settler factories. In the interturn lose 7 (!!!) GS to counterattacks from Japanese swords and 2 to MWs and also another two to Hannibal’s archers.

[7] Leptis Minor finally falls to our heroic army. Now all effort is concentrated on Carthage which has Great Wall. Some GOTM games are just a nightmare race. This is surely one of them but the feeling is fascinating indeed. What is most frustrating in this game is actually the lack of settlers and inability to rush them efficiently. I don’t think it can be finished very early, apparently we would have to go almost all the way to Communism. We are facing lots of defense 3 units and losses are pretty high. We are down to 84 GS now and advance against Japan is basically stalled. In the interturn we lose two last actively threatening GS in Japanese lands and Vikings complete STAW. There is a bunch of longbowmen running around as well. Now America and Vikings both have Monotheism but price is still very steep to buy. Well, having Engineering will not hurt as well.

Due to capture of a few Japanese cities, Don’t becomes utterly corrupt and there is no sense of building a courthouse there. I switch to library and whip it. Booze is still doing OK though. Don’t renamed to Youcanbuildsouthofhere. 16 GS are ready to storm Carthage next turn. Babylon completes Leo’s.

[9] Miraculously we capture Nara. After three GS retreat from a pike not taking a single hp, the pike is killed revealing spear. Spear then redlines another GS and is finally killed by a desperate attack of a redlined GS. Carthage finally captured. It was defended by 4 regular NMs but we lost 6 GS in the process. It was a very close call with 16 attacking units. Number of GS brought back to acceptable level of 95 by spending 1300 g for upgrades.

[10] It has been a long set of turns. Did not check if a deal with Mono is possible. We would also be able to get Engineering which is indeed a good tech because of many rivers and possibilities of forestry operations. Also, did not check if we can whip more temples this turn. There are 4 GS in ICS1 because Iro liked the name and landed 4 units there a couple of times, MWs and archers. But they already have MDI and longbowmen. If we go for Kyoto, we may roughly need about 25 GS to take it in a single turn or 15 plus an army. Japan does not have iron though, so it might be OK. Once we get Feudalism and will have only MDI, the only way to go is RoP rape, otherwise we are stuck. If might be worth to capture Kyoto and may be gift it to some civ with weak culture the very same turn just to cripple Japan. They are still strong and have many units. I have dearly underestimated their numbers and lost at least 2 dozen GS on the counterattacks. Guess Mad-bax have modded them to build more offensive units and less culture. Overall, this game plays completely differently compared to normal civ and it would have been nice to know the changes because standard Emperor-level tactics do not work very well with these modded AIs. Forestry may be a way to go with accelerating settler builds but it is extremely tedious even using E-man’s city naming. Otherwise, it is just a slow struggle.

Kingreno
Mar 18, 2005, 08:32 AM
preturn check.

Setler facs not opperating as they should...but I am a forgiving person (don't tell anarres though)

whipp temples in Leptis Minor, Carthage.

Change a dozen builds (minor ones)

check trades.
Vikings and America have Mono, eng, feud and rep. (and inv)
babs lack mono, as does england.

I can buy mono for 80 gpt and 200 cash, but decide to wait as many civs will get mono soon. we need the cash for upgrades, we have no time to sneak in cathedrals now.

I press end turn

we lose an archer to a LB near Kyoto. one GS retreats near Kyoto.

410 AD:

I sink a jap galley and kill a jap LB.
we capture Theveste with 7 workers in it!

whipp a temple in nara, a lib in feck, a CH in colford, a lib in colhill.

IT: Iro's land near ICS1
Japs move 14 units towards Goiguen. I anticipated that last turn and they will be annihilated by GS. I hope.
we lose no units.

420AD

we lose 3 GS killing 11 Japanese units near Kyoto, the RNG was not kind as I had far better odds.
We kill 3 MW and a MI of the Iro's near Edo.
WE destroy 2 Numercs.
We capture hippo, for one lost GS./

IT: a load of Iro units are spotted...

430AD

Capture Saporro, and 3 other cities

IT: Iro's mass near Edo...damn, many units, won;t be able to hold them.

440AD

nothing special, some whipping and founding of cities.

IT nothing

450 AD

get 23 GS ready for Kyoto
take out more of carthage, they are almost gone now.

460 AD

bye bye last chance. we fail to take Kyoto......
it is defended by 6 pikes and a longbow and we LOSE 12 GS leaving 3 ELITE redlined piks in the city. RNG major ****up, shown primarily by the fact we had 3 full health vics against 4hp pikemen, where 5 full health GS failed to scratch 1 hp of the elite pikes. we had extremely high chances of getting this city.

IT: Iro's move towards Ucking! 20+ units

470 AD: I regroup and prepare to destroy Carthage. Destroy a lot of Japs again, where do these clowns come from??? I founded Ucking behind a river and with walls in it I fortify 8 GS in it! that should tempt Hiawatha to strike, but should get him many casualties.

IT: The Masacre of Ucking, we lose zero units while 5 MW's 5 archers and 2 Longbows bite the dust. regular archers and a spear pass Ucking and will die this turn. Ooops Hiawatha.

480 AD: Take the Carth cap with teh loss of 2 GS. it was size 10...
annihilate 6 Iro units and again some Japs....

IT: Iro's retreat. Carthaginian last Counterattacks sees an archer kill itself.

490 AD Not much move to attack Carthaginian cap next turn. reposition so Kyoto is in 2 turns, hopefully
WE took the cultural lead!

IT: nothing

500AD: bleh, carthage has a setler on aboat somewhere...

I align 35 (THIRTY-FIVE) GS for Kyoto. we dare not fail...
gift the city to India once we take it.

Melifluous
Mar 18, 2005, 10:12 AM
I got it!

Melifluous

Melifluous
Mar 19, 2005, 11:05 AM
IT - France and America sign peace [:(] Not one of our units gets attacked. But I do see Indian and Carthage [:o] attacking Iro troops, carthage sink 2 Iro galleys!

Turn 01 - 510AD - Christ! Lots o'stuff completes, thanks KR [;)] Start scrapping near Allegheny. First Elite Win gives me a leader Caractacus, rename unit to FirstEliteWinEqualsLeaderHa. Will get more armies going. Lets see with 107 cities we can have nearly 27 armies [:P] Assault on Kyoto deserves proper coverage.

Lets go!
Vet GS 4hp vs Elite Pike 5hp = 2hp pike and dead GS.
Vet GS 4hp vs Elite Pike 5hp = 1hp pike and dead GS.
Vet GS 4hp vs Elite Pike 5hp = 4hp pike and retreat.
haha, now we get to continue on the injured [fdevil]
Vet GS 4hp vs Elite Pike 4hp = 2hp pike and retreat.
Vet GS 4hp vs Vet Spear 4hp = 2hp spear and retreat.
Vet GS 4hp vs Vet Spear 4hp = 2hp spear and dead GS.
Vet GS 4hp vs Vet Spear 4hp = Dead Spear for no loss and promoted GS. First Kill!
Vet GS 4hp vs vet Spear 4hp = 3hp spear and retreat.
Vet GS 4hp vs Vet Spear 3hp [groucho] = Dead spear and 1hp GS! Second Kill!
Vet GS 4hp vs Elite Pike 2hp = 1hp pike and dead GS.
Vet GS 4hp vs Elite Pike 2hp = 1hp pike and dead GS.
Vet GS 4hp vs Vet Spear 2hp = Dead spear and 2hp GS. Third Kill!
Elite GS 5hp vs Vet Spear 2hp = Dead spear and 3hp GS. Fourth Kill!
Vet GS 4hp vs Elite Pike 1hp = Dead pike, no loss. Fifth Kill!
Vet GS 4hp vs Elite Pike 1hp = Dead pike and 2hp GS. Sixth Kill!
Vet GS 4hp vs Elite Pike 1hp = Dead pike, no loss. Seventh Kill!

WE TAKE KYOTO, WE LOST 5 GS! THEY WILL PAY! WE WILL SLAUGHTER THEIR KITTENS AND SEW SALT INTO THEIR PILLOWS!!!11!! STUPID KING HILLS!!!!11!"2"!!

Sell the barracks in Kyoto (sheesh its all money right?) and gift to our Iro Killing friend Gandhi! "Please convey my thanks to the generous Celtic people!". Dont worry mate, we'll be back for it [fdevil]

Now there's a couple of galleys south of Mongol Lands that I have no <insert expletive here> idea what they're up to. So I send them randomly .... East towards the "GAP". Oooo mystery!

Strewth! Create ICSnext near USInvasionStartsHere and realise that we can now build the Pentagon in 510AD! Take 4 units into the army? Yes please! Now where to build it... Colville, Tennasee. Yee Haw! 29 turns [:(]

Whip up some temples!

Gosh first turn over and only an hour later! [:P]

IT - Japs retreat one of our GS. That was about it. India vs Iroquois was inspired KR as Monty seems to be recalling most of his troops to deal with India [:D] And With Kyoto in the hand of India we can make sure they aren't wiped out until we want them to be [:D] Joy! Vikings building Knight Templar. Chivalry is on the table.

Turn 02 - 520AD - Attack on Allegheny. The new army takes out a couple of LBs just outside Allegheny. The original Army here attacks a Vet Spear in size 9 city on plains. We kill the spear but lose 9 hps [:O] Accompanying Vet GS takes out the next reg spear for no loss [:P] I continue to attack remaining reg spear with 5hp army. We lose [:(] That was dumb. Stalled slightly here. I need more GS [:P]. Whip everything I can.

IT - Vikings give our curragh a boot [:D] Iro LB kills itself on one of our GS onna mountain. Another Jap LB retreats one of our GS. Iros build a welcome party for the Indians, 8 archers, 3 LB and 4 spears.

Turn 03 - 530AD - I do some thinking and looking on the Espionage screen find the Carthage capital, Caralis. Shift-L get the find city thingy and I find The Carthage City! Deep in Iroquois territory. NE of Salamanca. Gonna be hard to get to anytime soon and they have Engineering, question is should I wait for them to get Monotheism? Oh sod it, I make peace with them and get Engineering for 81gold.

Attack on Allegheny part 2.
Hmm that was lame. 12 hp army attacks and takes out the reg spear for 2 hp loss and we take the city.

Attack on Osaka.
Vet GS vs 4hp Vet Pike = 1hp pike and dead GS.
Vet GS vs 4hp vet Spear = 2hp spear and dead GS.
Vet GS vs 4hp vet Spear = 3hp spear and retreat.
Vet GS vs 2hp vet pike = Dead Pike and 2hp GS.
Vet GS vs 3hp vet Spear = Dead spear and 1hp GS.
Elite GS vs 2hp vet spear = Dead spear, no loss.
WE TAKE OSAKA!

Attack on Condote
Vet GS vs 3hp reg pike = 2hp Vet pike and dead GS.
Vet GS vs 3hp reg pike = Dead pike and 1hp GS.
Elite GS vs 2hp vet pike = 2hp vet pike and retreat.
Elite GS vs 2hp vet pike = dead pike and 4hp Elite.
WE TAKE CHONDOTE!

Attack on Akwesasne
Vet GS vs 3hp reg spear = 1hp spear, dead GS
Vet GS vs 3hp reg spear = dead spear and 4hp Elite GS!
Vet GS vs 3hp reg spear = dead spear and 3hp vet GS.
Elite 2hp GS vs 1hp reg spear = dead spear and 2hp Elite GS.
WE TAKE AKWESASNE!

IT - England and Scandinavia sign an MA against the French! Iros attack Akwesasne they lose 2LBs and 7 archers killing only 1 of our GS. French want a word. Peace? No thanks. Taking those 2 Jap cities connected the Ivory in Edo. Several GLTK days kick off [:P]

Turn 04 - 540AD -

Straight to fighting.

Attack on Mauch Chunk
Elite GS vs 3hp reg spear = Catapult! 2hp spear and dead GS.
Elite GS vs 3hp reg spear = Promoted 4hp spear and retreat.

Hmm spend 30 minutes buggering about with workers. Quiet turn.

IT - Iroquois lose about 4 LBs and 2 archers attacking Akwesasne, lol. Japan want peace but wont give Mono for it. Bastards. Bugger off.

Turn 05 - 550AD -

Next scrap.

Attack on Izumo
Vet GS vs 3hp reg pike = Catapult! dead Pike and 3hp Elite GS!
Vet GS vs 3hp reg pike = 2hp pike and retreat.
Elite GS vs 2hp reg pike = dead pike and 4hp GS.
WE TAKE IZUMO!

Elite win on a 1hp LB gives us a leader! Next army to be formed! The taking of Izumo nows joins our empire completely from East to West. Goodjob guys!

Hmm I move more to the front. And rush up some more temples.

Gonna leave the game for the next guy.

I have no more time this weekend. So after 5 turns I'll pass it on. Should be some fun. Armies converging in the southern Iro lands. We are about half way to Domination limit [:P] 3 Armies in the east. About 20-25 GS in the west near Akwesasne. Galleys all in Para. 9 Vet warriors to upgraded in Colville. All former warrior building cities on Colloseums whilst the iron is connected. Gonna be at least 3-4 turns till we disconnect it. Might as well keep the colosseums for the culture.

Oh Iroquois aint that scary because they no longer have horse or iron connected. No pikes here [:D]

A Map

http://www.civfanatics.net/uploads9/FarEast2.JPG

Laters!

Melifluous

col
Mar 24, 2005, 03:27 AM
Ok I got it. Playing today.

col
Mar 24, 2005, 05:21 AM
Phew 2 hours for 5 turns...

Preturn:

Bloody hell - that's a lot of cities and units (102GS + 3armies) to check out. **** 50 workers and a lot
of slaves. Will anyone notice if I shiftA? Better not. Got one bollocking from Anarres already:P
Hmm - is Japan being left alive for any particular reason? I guess the galley is on iits way to finish them off.
The babs have a settler/spear wandering through our land. They are down to 5 cities.
France has 7 cities. A cfew others with 7. Noone with more. Hmm...
Carthos and China down to 1 city. Are we preserving them?
Nice to see that San Francisco is English.

Press space

560ad: 1
India and Vikings ally against France. Goody. Go kill each other, guys.
Nothing else of interest. An iro archer shoots himself. Lots of settlers complete.

Army(no losses) kills spear in St Regis.
2nd army kills 2 spears and loses 2hp. We take St Regis.

Warriors in Colville upgraded. Need more dosh. Iron left connected until we can upgrade these.
Colleseums left to build.
GS dispatched to galleys. Sending them north.
Whip temples where possible.

570ad: 2
The Iros finish off carthage. ****. The Vikings have muskets. Dont want that knowledge spread around.
Time to start building horses? GS wont do much against muskets.

Army takes out 2 spears in Centralia but loses 6hp.
Army takes out 2 spears in Tonathingy but loses 7hp.
Regular GS takes a rock in the head from Trebuchet buts kills archer and takes Tonathingy.
Upgrade a few warriors and pillage the iron again
Vet GS kills spear in MChunk but redlines
2nd vet GS kills spear, relines and takes MChunk. :))
Whip some more temples

580ad: 3

Big battle for Grand River. 3 GS redline and retreat. One dies. Elites move in and pick off redlined defneders but no leaders.
5 spears, 1 archer killed and another rock thrower captured.
Salamanca is next.

590ad: 4
The indians and Iros smoke the peace pipe. An iro galley appears next to Cirta so I whip a warrior there.
The Japanese are no more as Yokohama falls for the loss of one gallant GS.
Centralia falls - one retreat no losses.
Lining up for Salamanca next turn

600ad : 5
Iros and Vikings ally against France.
Hehe - the Iros obligingly capture 2 cats and haul them next to Salamanca for me to recapture.So predictable.
Salamanca falls. Line up for Oil springs and Niagara. The iros have several galleys out there.
Whip whip whip.

Galleys heading to invadeusfromhere.

col
Mar 25, 2005, 07:36 AM
I'm assuming that we are now on 5 turn shifts givent the length of each turn. Whos up next?

akots
Mar 25, 2005, 12:53 PM
Anarres is due.

Kingreno
Mar 28, 2005, 06:12 AM
:bump: :(

anarres
Mar 29, 2005, 03:16 AM
Oh man I missed this. :(

If it's not too late I will take tonight. If somone can get to it and play in the next 9 hours they should do it so as not to hold the game up any longer.

akots
Mar 29, 2005, 04:19 AM
Please, play this one. It is never too late. :)

akots
Mar 31, 2005, 06:22 PM
Anarres has played and posted at CDZ. I'm UP and will try to play ASAP. Apparently tomorrow.

Can't copy his turnlog over here, too much editing to do before posting or we are risking global ban. Much arguing and other stuff, since we ain't doing that good in this game.

mad-bax
Apr 01, 2005, 01:00 AM
I thought you were just having a frank exchange of views. :mischief:

Would still like to see a map here. Please?

anarres
Apr 01, 2005, 03:26 AM
If no-one else gets to it before me I'll post one tonight. :)

akots
Apr 04, 2005, 06:06 PM
Anarres played and I played. But we cannot post the maps and such just because there may be problems. But anyone who wants to take a look, please come at CDZ.

Kingreno is UP.

Kingreno
Apr 07, 2005, 02:09 AM
got it. sorry forgot to post earlier...

Kingreno
Apr 07, 2005, 04:50 AM
750 AD:

All units have moved so I pressed enter.

IT:

Babs attack GS in the jungle. They have Knights and Muskets and I do not think we can hold them much longer.

760 AD:

The Fleet moves towards France as we agreed but there are Musketeers there. That means 5 defence vs our 3 offense, we will not be able to take Paris this way!

I move a SoD to Indians cap.

Vikings have Education now.

IT: Babs have a mighty army, at least 15 Knights spotted going our way.

770 AD:

We get Education from the Glib, obsoleting it, but not before we also get Metalurgy.

IT: 40 Bab units comming to several cities.

780 AD: I fortify 9 Knights and 20 GS in one city where walls were rushed, the city has a SoD of Babylon next to it. Let's hope they'll bite

Vikings have MilTrad

IT: they sort'a bite, we lose just 6 but they lose 14, 8 Bowmen pass teh city and go towards an empty city.

Babs land some units and move a load of Knights accross the Moutnains.

790AD: Kill a bit. RNG sucks, still no leader.

IT: Too many babs. make peace asap.

800AD: I make peace for a city and gold. better then nothing.

As our core is making culture we may have to halt wars and focus on culture, our land is already huge. Taking out the babs is simply not doable atm.

Melifluous
Apr 11, 2005, 10:21 AM
Long delay here sorry, been to Paris for my wedding anniversary.

Got it now.

Melifluous

Melifluous
Apr 13, 2005, 05:39 AM
PreTurn - Attack Paris!

Vet 4hp GS vs reg 3hp Musket = 2hp promoted musket and retreat.
Vet 4hp GS vs reg 3hp Musket = Dead musket, GS 1hp.
Vet 4hp GS vs reg 3hp Musket = Dead musket, GS 1hp.
Vet 4hp GS vs reg 3hp Musket = 2hp promoted musket and dead GS.
Vet 4hp GS vs reg 3hp Musket = no damage to musket and retreat.
Vet 4hp GS vs reg 3hp Musket = Dead musket, GS 1hp.
Vet 4hp GS vs reg 3hp Musket = Dead musket, GS 2hp.
Vet 4hp GS vs reg 3hp Musket = Dead musket, GS 1hp.
Vet 4hp GS vs reg 3hp Musket = 1hp promoted and dead GS.
Vet 4hp GS vs vet 2hp Musket = dead musket and 3hp promoted GS.
Vet 4hp GS vs vet 2hp Musket = dead musket and 2hp GS.
Vet 4hp GS vs vet 2hp Musket = 2hp musket and retreat.
Elite 5hp GS vs vet 2hp Musket = Dead musket, 1hp Elite GS and A GREAT LEADER!! W00t!!1!!ONE! Renamed unit Les Rosbiff!

Damn still reveals an AC and we are almost outta troops, a single 1hp Elite GS.

Who dies instantly, will have to wait til next turn and see what they manage to get in there.

Move leader back to an empty Yraif Maps. Damn just got the name [lol] Better if you could spell it [;)]
Create the army and move it back under the cover of 2 and 3 hp GS's. Will make an army from the survivors and see how we do.
Abandon Yraif Maps. I dont wanna lose the gold from it being sacked.

Sell Spices, Silks, Wool and 11gpt to Ragnar for Printing Press.

Whip the utter crap out of Leptis Magna. Goes from size 5 to size 1 to rush a library. Short rush pike -> longbow -> granary -> library.