View Full Version : AG15 - I dream of Dromons again - deity variant
Aggie Feb 18, 2005, 03:11 PM I like to try the theme of my first SG again (AG1 - I dream of dromons (deity) (http://forums.civfanatics.com/showthread.php?t=79125)).
That game ended in the modern age and was big fun. However, the intention of the game was to win it before Magnetism. So I want to play this again with that goal in mind.
VARIANT RULES:
- We must build a massive fleet of naval units (starting with curraghs).
- We must get the Great Lighthouse. If we don't succeed in building it ourselves, we have to declare war on the civ that has it and capture it ASAP. But we are NOT allowed to break ongoing deals with a civ to achieve this.
- We have to go for Map Making (Writing is our first tech to research). A Philosophy detour is allowed, but then the free tech must be Map Making (if we don't have it by then via trade and can't get it in the turn we get Philo).
- We must constantly be in a genuine war (real fighting) with at least one civ in the Dromon era. So as soon as we have one Dromon we have to declare war on someone and stay at war with at least one civ until the end of the game. We may make peace with one civ, but have to declare war on another civ the same turn, unless we are already at war with more than one at that point (EDIT: I added the comment that this is meant for the Dromon era).
- We must use the bombardment-ability of our Dromon units while attacking coastal cities. The naval Dromons have to redline the forces inside a city before our ground forces are allowed to attack. The top defender must be redlined.
- We may not upgrade our Dromons.
- Our goal is Domination or Conquest.
- We are not allowed to learn the tech Magnetism.
SETTINGS:
-Deity
-Standard sized archipelago map, 80% water
-We start on our own island
-No barbarians (they were a terrible pain in the previous game)
BANNED TACTICS
These tactics are banned in my SG's. I got my inspiration from RBCiv, with a few slight differences:
"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs, cities or money.
"Palace Jump"; Jumping the palace by disbanding the capital. Rushing a palace or building it brick by brick is OK.
"Mass troop jumping": When you give away a city to another tribe, all the troops from that city are transported to your capital. This can be exploited. Especialy in scenarios where you need to take an important city (for example a possible 20K city) and after that want to get your troops home safely. It is OK to give away a city with up to two defenders in it.
"RoP Rape": Using Right of Passage to move whole armies into attack position.
"Throwaway Cities": It is possible to go everywhere by settling, moving a setter one tile further in, abandoning the old city, founding a new one, etc...etc... A city shouldn't be abandoned in the same turn as it is settled.
"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.
"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.
"Negative cash research": The penalty of negative cash is only one unit. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.
"Great Library slingshot": When you capture the Great Library city before you have Education and keep it one turn, you will get ALL the technologies known by at least two other tribes. You can get from the Middle Ages into the Modern Age with this tactic. The Great Library slingshot is not a valid tactic in my SG's. You are allowed to capture the Great Library city as one of a number of cities to weaken the owner. But it can't be a campaign to capture this city alone, hold it for a turn and then abandon it. THIS IS A BIGGIE IN THIS GAME!
Other tactics:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.
PLAYERS
-Aggie
-CarlosMM
-Gaythaar
-grs
-bed_head7
-6thgentexan
24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns. I will start with 25 turns. Next up can take 15/20 turns, and the next leader 10/15, then 10 each turn after that.
Anyone interested? I'm thinking about playing this one with a team of 6.
LKendter Feb 18, 2005, 03:14 PM SETTINGS:
-Deity
The game is lost when we fail to win before the Industrial Age.
You always said you like insane variants. A deity win by the end of the Middle Ages? To crazy for my taste.
Is this the AI enteres the IA, or YOU enter the IA.
Aggie Feb 18, 2005, 03:18 PM Thanks Lee, I changed it. We have to win before we enter the IA.
Greebley Feb 18, 2005, 04:07 PM My schedule is too busy to play this, otherwise I would have. The previous game was fun.
I think a better way to state "you lose if you enter the IA" would be "You cannot research the final tech that puts you into the IA. I think the two are equivalent, since you don't want to lose you would turn research off at that point anyway.
Other possibilities might include:
You cannot research Magnetism (if you want to disallow frigates).
You cannot research Theory of Gravity (if you want to allow frigates).
You cannot research any IA tech (allows you to get that last tech to go IA and gives a free IA tech (IIRC, Byz is scientific?), but you can go no further and have to survive with what you have.
Have you considered trying it at demigod first to see how it goes and if it goes well, then go to deity? Straight to deity sounds hard.
Tomoyo Feb 18, 2005, 04:08 PM Thanks Lee, I changed it. We have to win before we enter the GA.Then how are you going to use yorur dromons? :crazyeye:
Aggie Feb 18, 2005, 04:09 PM Then how are you going to use yorur dromons? :crazyeye:
Typo! :blush:
microbe Feb 18, 2005, 04:13 PM Then how are you going to use yorur dromons? :crazyeye:
Only use it for bombardment. :D
Aggie Feb 18, 2005, 04:13 PM My schedule is too busy to play this, otherwise I would have. The previous game was fun.
I think a better way to state "you lose if you enter the IA" would be "You cannot research the final tech that puts you into the IA. I think the two are equivalent, since you don't want to lose you would turn research off at that point anyway.
Other possibilities might include:
You cannot research Magnetism (if you want to disallow frigates).
You cannot research Theory of Gravity (if you want to allow frigates).
You cannot research any IA tech (allows you to get that last tech to go IA and gives a free IA tech (IIRC, Byz is scientific?), but you can go no further and have to survive with what you have.
Have you considered trying it at demigod first to see how it goes and if it goes well, then go to deity? Straight to deity sounds hard.
Those are great suggestions. I will see what I will do with them.
I like to try on deity. If we fail, too bad. But I have a feeling that we can win this. Otoh if the team wants to go for demigod first, I will not hesitate to change it.
bed_head7 Feb 18, 2005, 04:16 PM I would like to play. I will be missing a few days coming up, though (2/28-3/4).
Edit: Lethal bombardment by dromons will also cause a golden age. I don't know if microbe was discounting that when he said just bombard.
Aggie Feb 18, 2005, 04:44 PM Welcome bed_head7! I will start the game now...
Aggie Feb 18, 2005, 05:33 PM The start:
http://www.civfanatics.net/uploads9/AG15-start.jpg
We have a river and wheat. I settle on the spot. We are close to the north pole. I start a curragh and go min science (10%) towards Writing.
Turn 1-5 (3950-3750 BC) I start irrigating/roading the wheat.
Turn 6 (3700 BC) Constantinople is size 2, lux to 10%.
Turn 7-9 (3650-3550BC) :sleep:
IT: curragh->curragh. Borders expand.
Turn 10 (3500 BC) Curragh goes SE.
Turn 11 (3450 BC) Constantinople is size 3, lux to 30%.
Turn 12-14 (3400-3300 BC) Curragh goes east, then north and doesn't find a route away from our island yet.
IT: curragh->warrior.
Turn 15 (3250 BC) 2nd curragh goes south.
Turn 16 (3200 BC) Constantinople is size 4, lux tax to 40%.
IT: warrior->settler.
Turn 17 (3150 BC) Warrior goes west.
Turn 18 (3100 BC) Warrior climbs a mountain. WOW!! We have nice lands to the west!
Turn 19 (3050 BC) Lux tax can get back to 30%.
Turn 20 (3000 BC) Curraghs meet each other in the west. We see green borders.
IT: We play vs the Zulu, Maya, Persians, Inca, Celts, Americans, Arabs.
Turn 21 (2950 BC) Warrior is back in Constantinople, which just grew to size 5 and now doesn't need more lux tax.
We meet the Celts, who have CB and Pottery. We have Alphabet over them. I decide not to trade yet. We might meet more tribes.
Turn 22 (2900 BC) The curragh again go their seperate ways. We see purple borders with our soutern curragh.
Turn 23 (2850 BC) We meet the Inca. They have Masonry, Pottery, CB and WC. Celts now have Pottery, CB and WC.
I buy Masonry from the Inca for Alphabet and 35 gold.
I buy Pottery, WC and CB from the Celts for Masonry, Alphabet and 54 gold.
IT: settler->granary(?)
Turn 24 (2800 BC) Settler goes west to a spot with 3 wheat. Lux to 10%.
Turn 25 (2750 BC) Settler is on the spot to settle. At least that's my choice.
Our island:
http://www.civfanatics.net/uploads9/AG15-2750BCmap.jpg
A curragh:
http://www.civfanatics.net/uploads9/AG15-2750BCcurraghs.jpg
2750 BC save (http://www.civfanatics.net/uploads9/AG15-2750BC.SAV)
Aggie Feb 18, 2005, 05:35 PM I've not created a roster yet. I will create a fixed roster after my 2nd turn at the lteast. However wants to take it, just post a 'got it'.
PLAYERS:
Aggie (just played)
CarlosMM
Gaythaar
grs
bed_head7
6thgentexan
6thGenTexan Feb 18, 2005, 10:02 PM I'll take the open spot but not the game at the moment.
6gntxn
Aggie Feb 19, 2005, 12:25 AM Welcome 6thgentexan.
Aggie Feb 19, 2005, 12:59 AM I will create a roster tonight if we still have no player for the next set by then.
grs Feb 19, 2005, 04:52 AM Signing in. I will finish AG14 today, if I this is still lying around after that, I will grab in late night CET.
Aggie Feb 19, 2005, 08:34 AM Looks like you 'got it' grs :) No need to rush things.
Aggie Feb 19, 2005, 11:17 AM I changed the rule 'We have to win before we enter the IA' into 'We are not allowed to learn the tech Magnetism'. This means the same thing. Our technological development stops at the end of the Middle Ages.
To be perfectly clear: I mixed up GA with IA a few posts ago and Tomoyo commented on it. I corrected that error in that post. We are allowed to use dromons anyway we want!
grs Feb 20, 2005, 05:12 AM Pre: --
IBT: --
2710BC: Adrianople founded - warrior. Lux to 20%
IBT: --
2670BC: Contact the Arabs. They miss Alphabet - no trade.
IBT: --
2630BC: --
IBT: --
2590BC: --
IBT: --
2550BC: Chop forest for granary in Constantinople. Arabs and Inca now know Mysticism - no trade.
IBT: Adrianople warrior - worker.
2510BC: Lux to 30%.
IBT: --
2470BC: --
IBT: --
2430BC: Contact Persia. They know The Wheel and miss Alphabet, Ceremonial Burial and Pottery. We will check if Xerxes has any neighbours before trading.
IBT: Constantinople granary - settler.
2390BC: --
IBT: --
2350BC: --
IBT: The Celts attack Machu Pichu and take it after 6 battles (4 Celtic and 2 Incan losses). Go Brennus Go!
2310BC: --
IBT: --
2270BC: --
IBT: --
2230BC: --
IBT: Constantinople settler - settler
2190BC: --
IBT: --
2150BC: --
IBT: Adrianople warrior - worker. Arabs complete The Colossus.
2110BC: Xerxes is alone on his isle. Sell him Alphabet and Ceremonial Burial for The Wheel + 10g. We have 2 horses. Sell The Wheel for Mysticism and 84g to Brennus. Sell Mysticism and Pottery for Horseback Riding to Xerxes. The Inca have Iron Working, but won't trade it for The Wheel yet - we will have to watch this deal.
IBT: --
2070BC: --
IBT: Constantinople settler - settler
2030BC: Caesarea founded - worker. Lux down to 10%.
IBT: --
1990BC: --
IBT: --
1950BC: Lux to 20%. Caesarea is switched to The Pyramids to direct the forest chop to Adrianople for a granary. I would switch Caesarea back to worker after the chop.
Our core:
http://www.civfanatics.net/uploads9/1950BC.jpg
Dotmap (excluding some tundra cities to grab the game and with prio on coastal towns - we are seafaring afterall):
http://www.civfanatics.net/uploads9/dotmap.jpg
Is this a joke of the mapgenerator?
http://www.civfanatics.net/uploads9/joke.jpg
Aggie Feb 20, 2005, 05:28 AM That dotmap looks fine grs.
Here's a suggestion for the roster...
ROSTER:
Aggie
grs (just played
Gyathaar (up)
bed_head7 (on deck)
6thgentexan
CarlosMM
Gyathaar Feb 20, 2005, 11:06 AM Put me further down on list please, been busy with work today and still need to finish LK87 turn
Aggie Feb 20, 2005, 11:12 AM No problem. Any takers? Bed_head7? CarlosMM? 6thgentexan?
Greebley Feb 20, 2005, 02:01 PM For a 3 land tile island, that is one of the best I have seen.
I also noticed your dot map misses one city. The Northmost wheat can support working several forest tiles. You should also build a city in the tundra that uses it.
Aggie Feb 20, 2005, 02:08 PM Thanks Greebley. You are right. We should settle N of that wheat!
bed_head7 Feb 20, 2005, 02:11 PM I can take it later today (maybe eight hours from now). If anyone else wants to slip in before me, fine. If not, I'll play then.
Aggie Feb 20, 2005, 02:16 PM bed_head7: sounds ok to me. you're UP :)
ROSTER:
Aggie
grs (just played)
bed_head7 (up)
6thgentexan (on deck)
Gyathaar
CarlosMM
bed_head7 Feb 20, 2005, 11:13 PM I just opened up the save, then decided to check all the variant rules one more time before doing anything. Why aren't we at war with anyone yet? Because we can't reach anyone and actually fight? I have some other things I'd like to take care of, so I am going to put this off until I hear back from someone.
Aggie Feb 20, 2005, 11:50 PM bed_head7: you are right. I forgot to mention that we should be at war with at least one civ in the Dromon era. So as soon as we have one Dromon we have to declare on someone and stay at war with at least one civ until the end of the game.
Sorry for the confusion...
bed_head7 Feb 20, 2005, 11:59 PM Okay. I'll open it back up again in a few minutes.
bed_head7 Feb 21, 2005, 02:24 AM 1870 BC (2) - Found Nicaea. Finished settler heads for spices spot.
1750 BC (5) - The settler factory in Constantinople is pretty inefficient as I ran it. I do not think there is anything that I could have done better, though. We get writing, establish embassies everywhere for 175g.
http://www.civfanatics.net/uploads9/Ag15_1750BC_dipscreen.jpg
1700 BC (7) - Arabs pick up Math. Don't trade for it yet.
1600 BC (11) - Better trades to do now. Arabs give Math and 40g for Horseback Riding. Then get Iron Working and 8g for Mathematics. Unsurprisingly, considering our terrain, no iron on the island. However, there is some in Celtic borders and on the empty tundra iron.
1500 BC (15) - Very suicidal galley finds the Americans. They have 66g and are down Alphabet and Horseback Riding. I didn't make any trades.
http://www.civfanatics.net/uploads9/ag15_america.jpg
Once the curraghs had finished mapping the reachable lands, I didn't know what to do with them, so I sent both of them towards a promising spot south of Persia.
http://www.civfanatics.net/uploads9/ag15_suicidepath.jpg
Of course, shortly after a saw another spot near the Arabs that might lead towards more land, but the curragh is quite a ways from it.
http://www.civfanatics.net/uploads9/ag15_suicidepath_1.jpg
We are up in techs on all, and have four turns left on philo. The granary build is prebuild for the Great Lighthouse, the temple build is a prebuild for a harbor, and the curragh could also go to harbor first.
Settler can found in place, and use both the wheat and the game up there. I considered a spot one SE, and still think that that would be okay, but I wanted it to have more than one tile that could do more than 1fpt. Later on, though, it won't be the best spot.
This is our empire, with more city out of view to the east.
http://www.civfanatics.net/uploads9/ag15_1500BC.jpg
Attached images are embassies.
Aggie Feb 21, 2005, 02:45 AM Very steady progress! We will soon build our first Dromons (our free tech must be Map Making). This means that we will be at war as from then and trigger our despot GA. All according to plan and looking a lot better than the first try. The fact that we have no iron is an issue. But at least we have horses.
I vote to attack Persia. They are big, mean and we need to cripple them. We can start with bombarding their infra near the coasts.
Let's continue full research and hunt for SGL's.
ROSTER:
Aggie
grs
bed_head7 (just played)
6thgentexan (up)
Gyathaar (on deck)
CarlosMM
bed_head7 Feb 21, 2005, 02:47 AM By the way, the barracks in Adrianople could be turned into a granary, though it would be awful big before the granary finished. I had it on worker, then realized that the forest chop would go there so just changed it to a more expensive build to get the shields.
grs Feb 21, 2005, 03:37 AM Once the curraghs had finished mapping the reachable lands, I didn't know what to do with them, so I sent both of them towards a promising spot south of Persia. We are seafaring. Suicide the curraghs to get contacts. Sometimes they even survive 3 or 4 turns in ocean.
Wouldn't it be best to get a settler from Adria now? As I read it you did not build the granary with the chop as suggested, but it seems to grow fast enough to build a settler nonetheless.
bed_head7 Feb 21, 2005, 03:52 AM Oh, sorry, I seem to have missed that. In retrospect, that probably would have been the better thing to do with Adianople. I had planned to go worker -> worker -> settler, but ended up having to change during the second worker and for some reason didn't go settler.
6thGenTexan Feb 21, 2005, 06:10 PM It looks like I get to build the first Dromans. I'm up but not able to play until tomorrow.
6gntxn
Aggie Feb 21, 2005, 11:37 PM That's OK!
carlosMM Feb 22, 2005, 08:48 AM reporting in!
(sorry, I missed the thread!)
6thGenTexan Feb 23, 2005, 06:40 PM Change Constantinople to temple to be build before the Great Lighthouse. We will not be able to afford the lux needed to keep up production. I'll let the Barrack complete in Adrianople to build some vets somewhere.
IBT Arabs ask for help against the Inca....decline.
1475BC-1 Adrianople Barrack-->warrior Heraclea founded in tundra on spot and starts a granary.
IBT Lose the curragh between Persia and Home.
1450BC-2
1425BC-3 Varna curragh-->settler Perisa has MM now, one turn before Philo comes in. We cannot afford it now. Will have to take CoL and see If I can trade next turn. Curragh heading to launch point due south.
IBT America starts Temple of Artemis.
1400BC-4 Philo and CoL arrive, start min on Republic. Adrianolpe warrior-->warrior Nicaea worker-->temple Warrior heads to Constantinople. Math, Philo and 68g for MM. Give Abe HBR and Alphabet and 15GPT for Poly+1g. Lose four shields in Caesarea but we will have our first Dromon. Smyrna will have the 2nd in 5.
IBT Mayans complete the Temple of Artemis. Persians move to the Mausoleum. and Great Lighthouse. With the head start, we will have to capture it.
1375BC-5 Caesaread Dromon-->Dromon
IBT The Celts need our help against the Inca, declined.
1350BC-6 Constantinople temple-->harbor 30+ turns for the lighthouse. I think the persions will beat that.
1325BC-7 Adrianople warrior-->warrior
IBT Persia demands CoL and declares war. Our Droman sinks on the way to Persia. :mad:
1300BC-8
1275BC-9 Adrianople warrior-->temple Smyrna Droman-->harbor Meet the Maya on the same island as the Americans. Down Alphabet and HBR.
1250BC-10 Constantinople harbor-->Dromon First Dromon reaches Persian coast.
I'd keep Constantinople on Dromons for a while. When Adrianople catches up on MP's, we need some horses/archers to attack Persia. Feel free to change any build orders. Not sure what we need first.
The Game (http://www.civfanatics.net/uploads9/Ag15_1250BC.SAV)
ROSTER:
Aggie
grs
bed_head7
6thgentexan (just played)
Gyathaar (up)
CarlosMM (on deck)
Aggie Feb 24, 2005, 12:45 AM Oh no :( Will we lose the race again? We might want to try to raze that city...
EDIT: Of course we can't raze the city when it has the Lighthouse... But maybe before??
Aggie Feb 26, 2005, 01:13 AM Gyathaar? Your 24hrs are up! Please post a 'got it' soon. Otherwise you will be skipped.
Aggie Feb 26, 2005, 04:29 AM Gyathaar is skipped.
ROSTER:
Aggie (on deck)
grs
bed_head7
6thgentexan
Gyathaar (skipped)
CarlosMM (up)
carlosMM Feb 26, 2005, 04:33 AM and I gots it!
I *may* need to wait until Sunday night to play, so if you want to switch with me, aggie, please do so. I will not begin playing before this evening.
Aggie Feb 26, 2005, 04:35 AM No problem, you have 48 hours to report. Seems like you will be able to do that.
Gyathaar Feb 26, 2005, 07:44 AM Oops, totally missed that i was up here. Sorry about that
carlosMM Feb 27, 2005, 02:38 PM I'll get to this later tonight (am fixing my Dad's PC atm :rolleyes: ). Played seceral turns already yesterday - is ther anything in the rules that prohibits us from having more cities? I can't believe we are atm preparing to invite Ais to settle on our home island!
will go anc check post 1 for rules now.....
Aggie Feb 27, 2005, 02:46 PM Sure we can have more cities. But we have a war on our hands now and the same guys are stealing OUR Lighthouse atm... I think those are the more pressing issues right now.
carlosMM Feb 27, 2005, 03:06 PM aggie: true - but before I run 50% lux tax for one city I pop a settler and grab some land! :p
carlosMM Feb 28, 2005, 03:23 AM and here we go:
preturn: looks good, but please do NOT use auto-cancel settings for workers!
1 - I am tempted to trade Wri to Arabs for 98 - they would get it soon anyaways. But as they should not known anyone who has it I desist.
2 - Lux to 20% for Nicea and some MMing. Const was on 9spt, not good for a 30 shield build!
3 - Inca are dead! Persia has connected iron - i'll see what our dromon can do about that! :evil: Indeed it hits and disconnects the iron again :evil:
I find a very good spot to annoy the Maya with roadcuttin', if needs be :)
4 - Persia ships troops from Sidon. Two Immos have entered the town and two spears and another immo are on the way there, so I uess they are shipping troops, not a settler. Well, the dromon is in palce.....
Curragh ready for suicide run from Arabia. Const is on 10spt without taking any inportant tiles from other towns. A new Dromon goes south and east to help stopping Persian ships.
5 - MoM in Perse. Hurt Persian Galley does a runner home :( Bombarding Dyes now - want to linger near Sidon as the healed Galley will try again....
Change Nicea to settler. I see no reason to have to worry about happines there (or rush a temple now) when there's a cow in the 21 that can be made accessible with settling a town at the coast, plus the to-be-town being worthwhile.
6 - Persians reconnect iron, some untis go south from Sidon. They seem to have a southern town on galleys, too. More food for the fishes. Suicide curragh has survived, again at risk now showing an island with no owner visible. Iron bombard misses.
7 - our green firend is afloat again - bombard misses. settler from Varna goes west-ih, worker ordered. Suicid curragh save at a 3-tile island, more land to see already!
8 - Adrianople has Temple now, set it for Palace, as any build there will take longer than my remaining turns. Decide against a warrior for happiness as this would be wastefull.
Persian Galley now takes a hit. Suicide Curragh find what looks like another small island and one that may or may not stretch SE and be bigger.^
I can't resist: Maths to Abe for 230 Gold :) 62 of that is spent on an embassy in Mayaland,
http://www.civfanatics.net/uploads9/ag15-maya.jpg
and another 414 on a cautious steel. Revolt now or later?????? :groucho:
I draw 6 turns, not too shabby!
If anyone disagrees with Monarchy I will be quite mad and type a lengthy angry post as to why I think it a good idea when it comes cheap and early.
9 - Definately more land in sight now near the suicide curragh!
I decide I am an idiot and reverse my decision for the varna settler - we will colonize that one tile island!
The Persian Galley has made it into Sardis but goes down to 1 HP by bombard.
10 - not much to report here - anarchy is boooooooooring!
where are we... a settler is soon due in Nicae and we can buil dromons like crazy. Mon will help with prod and happiness due to Mil police, too.
the save (http://www.civfanatics.net/uploads9/Ag15_1000BC.SAV)
Aggie Feb 28, 2005, 07:34 AM Meanwhile the Lighthouse in Persia is almost a certainty. I'm very pessimistic about this game atm...
ROSTER:
Aggie (up)
grs (on deck)
bed_head7
6thgentexan
Gyathaar
CarlosMM (just played)
carlosMM Feb 28, 2005, 07:40 AM aggie: we must then take the lighthouse - no other way, and outracing the Persian prod was impossible....
Aggie Mar 01, 2005, 01:15 AM IHT: So we sold Persia Alphabet and the next thing you know (20 turns later) they are building the Lighthouse. A crushing blow, as I said earlier.
Tbh I don't see us winning this game anymore with these strict rules.. This might be the flue talking though (probably not...). Our dromons are too vunerable if not at sea. I also am surprised about Monarchy, but I guess it isn't bad, since we need units and will probably be in a long war with Persia. I also find it strange that we are settling on a one tile island, ignoring two cows and a wheat close to home. Persia has iron reconnected and I see what I can do about that.
IT: Maya start HG.
Turn 1 (975 BC) Anarchy. I settle Trebizond, which is larady under cultural pressure of the capital of the Aztecs...
Turn 2 (950 BC) Anarchy. I redline a Persian galley with a Dromon.
IT: America starts HG.
Turn 3 (925 BC) Anarchy. I fail to disconnect the iron from Persia.
IT: We turn into a Monarchy. Persia start the Great Wall.
Turn 4 (900 BC) I again fail to disconnect the iron. I set Adrianople to settler. And go min science Literature.
IT: America and Maya make peace.
Turn 5 (875 BC) I again fail to disconnect the iron.
IT: Arabs start the great wall.
Turn 6 (850 BC) Again our Dromon can't disconnect the iron!!
IT: Constnatinople: Dromon->Dromon, Adrianople: settler->granary.
Turn 7 (825 BC) A Persian immortal is standing on the iron. I am able to take 2 HP's of it.
IT: Nicaea: settler->worker, Varna: worker->worker, Smyrna: harbor->dromon. Persia builds Lighthouse in Arbela :(.
Turn 8 (800 BC) Philo and Poly gives us Construction and 125 gold from Arabia.
Turn 9 (775 BC) The iron spot is now permanently guarded by an immortal. I'm going to look for a ship to sink now and get a GA... Two of our Dromons end in the ocean. We have to cross it to reach Persia.
IT: The Celts and Persians MA us. Both Dromons sink :aargh:
Turn 10 (750 BC) I settle Chaldecon and Sardica.
I see no other option than to go after Persia with all our might. We just lost two dromons in the sea. This will be one of the biggest isseus... Let us settle our own island. If we don't it will be very difficult to get rid of the foreign places, redlining them with dromons and only then attacking.
We still need to find that last civ.
Aggie Mar 01, 2005, 01:16 AM ROSTER:
Aggie
grs (autoskip)
bed_head7 (back on march4th or 5th)
6thgentexan (up)?
Gyathaar
CarlosMM
carlosMM Mar 01, 2005, 01:46 AM aggie: you can go to persia westwards, along the aztec coast!
I ignored the cows as a second settler is soon due. the island can be an excellent safe harbour for dromons who pick on approaching persian ships. I know about the culture pressure :(
Aggie Mar 02, 2005, 12:20 AM grs, you are up!
TimBentley Mar 02, 2005, 09:02 AM From the out of pocket thread:
Please put me on autoskip in all my SG until further notice. :(
Aggie Mar 02, 2005, 09:07 AM Thanks, I'm not thinking straight with this flue. I believe that bed_head7 is also out. So if 6thgentexan could take it...
6thGenTexan Mar 02, 2005, 05:53 PM I've got it.
6thGenTexan Mar 04, 2005, 03:43 PM Change Caesarea to harbor. Change Varna to settler. Change Sardica and Chalcedon to Harbor.
IBT Statue of Zeus completed in Washington.
730BC-1 Constaninople Dromon-->Dromon Bombard a galley off the coast of Sidon. Increase science to 80% because we can afford it.
IBT Two greek galley approach from the West.
710BC-2 Bombard a second galley off of Sidon. Send two galleys across the gap to the east. Shift our warriors to the west.
690BC-3 Adrianople granary-->spear Nicea worker-->barrack Droman misses galley from the west.
Celtic galley approachesTrebizond. Why did we not settle with a warrior?
670BC-4 Take one and two hp off the two western galleys. Bombard the galley leaving Sidon again. Miss breaking the Iron road.
IBT Abe demands Writing and we are at war with them also.
650BC-5 Constantinople Dromon-->Dromon Sdrianople spearman-->spearman Sink a galley to start our GA. Bombard another galley leaving Sidon. Take to hp from a galley heading ot Sidon.
Adrianople will be making a spear a turn for a while in our GA. Constantinople will be popping Dromons every other turn.
IBT Galleys by Sidon reach safety. Celts are poaching some of our land.
630BC-6 Adrianople spears Caesarea harbor-->Dromon. Sink the second galley from the west. Drop off a warrior in Trebizond. Take two hp off the Celtic galley.
IBT Galley trapped in attacks us and we win promoting to a 2hp vet.
610BC-7 Constantinople Dromons Smyrna Dromon-->temple Chase down Celtic galley and promote another Droman to vet.
IBT Celts and Arabs stop fighting. (Celts won.)
590BC-8 Literature-->Currency Adrianople spears. Bomb two galleys leaving Sidon and break the Iron road.
570BC-9 Constantinople Dromons Adrianople spears. Disconnect Celtic Iron. Load two spears on a Droman heading west.
IBT Persians complete the great wall in Persepolis.
550BC-10 Adrianople spears. Heraclea granary-->settler. Send a curragh due south of the islands west of America. The other is exploring an island chain to a spot SE of America.
The game is looking good if it weren't for one little problem. We do not have the Great Lighthouse. I have 5 Dromon, including the two spears, on our west side closer the the Celts than the Persians. It might be better to fill them all with units and risk the turn in the ocean.
We have a nice stack of cash and the tech lead. We are eight turns from the Middle ages (Currency). I'd alternate the other cities, outside of Constantinople and Adrianople, between unit and building during the GA.
ROSTER:
Aggie
grs
bed_head7
6thgentexan (just played)
Gyathaar (up)
CarlosMM (on deck)
6thGenTexan Mar 04, 2005, 03:45 PM Having trouble attaching the file so here is the address:
http://www.civfanatics.net/uploads9/AG15-550BC.zip
6gntxn
Aggie Mar 04, 2005, 05:10 PM Sadly CarlossMM and grs are on indefinite skip. So we are only 4.
Bummer that Persia has the Great Wall. That makes taking cities very difficult. We only need to hold the Lighthouse city though. We are in for a big challenge.
Aggie Mar 06, 2005, 04:58 AM Gyathaar, you are up! If this comes to me than the earliest I can play is at Wednesday...
Gyathaar Mar 06, 2005, 06:55 AM Sorry, Got it
Gyathaar Mar 08, 2005, 02:35 PM Being sick, plus lots og work pileing up has delayed most of my civ3 playing lately, but looking at this now, and I notice the rules says nothing about ship chaining as being banned. I assume you dont like this, but it would solve our biggest problem untill we can capture lighthouse...
How soon is ASAP for capturing lighthouse? Can we take out celts first for their iron(s)?
Aggie Mar 08, 2005, 03:53 PM I deliberately haven't mentioned ship chaining in my rules. I don't see them as an exploit, because you have to set up this chain, which requires quite a lot of ships and you don't get anything for free.
If we don't capture the lighthouse soon, we won't be able to win before the IA imho. But one city to grab iron before that isn't an issue.
Gyathaar Mar 08, 2005, 03:57 PM With shipchaining we can send 2-3 empty dromons first out on suicide.. then next turn we see how many survive, then send same amount of loaded dromons, move those units to the boats that survived, and then land those safely.. in other words will loose same amount of dromons as if we send them over normally, but we will loose no units.
Aggie Mar 08, 2005, 04:07 PM That's true Gyathaar. But I don't want to be too strict in my rules. The things I named can all be major exploits. You need A LOT of ships to get a good force to Persia.
6thGenTexan Mar 08, 2005, 06:33 PM We have a growing supply of Dromons. What we lack is offensive troops.
If my memory is correct, there is an iron source near the border between the Celts and the Arabs where they were fighting. Taking the town here would also deny the Iron to the Arabs.
Gyathaar Mar 09, 2005, 04:41 PM 550BC, turn 0:
Decide to switch Trebizond to library.. it doesnt need temple for anything else than cultre.. and library is better for that. Rush it.
Switch Smyrra and Adripole to library too.
We are up in techs to everyone, and there is still one unmet civ.
All the ais seem to be stuck on smaller islands than we started on, and cant go very far untill astronomy.
Looking around I spot an iron on the island NW of Celtic island, so we dont need to take iron from the celts.
Switch around a few tile to grow faster.
IBT:
Constantinople: dromon -> dromon
Caesarea: dromon -> dromon
Nicaea: rax -> horse
Trebizond: Library -> harbor
Sardica: harbor -> dromon
530BC, turn 1:
Fully healed dromon attacks celt galley, and dies after doing just 1 damage, and the calley promotes (I think I saw celts load a settler into it IBT)
The 3 dromons at Persia bombards 2 persian galleys that sailed up.
IBT:
The hurt persian galleys sail away
Adrianople: Library -> spear
Varna: Settler -> library
510BC, turn 2:
4/4 dromon kills 4/4 celt galley, promotes to 4/5
Make a scientist in Constantinople since it grew to size 10, it still makes 16spt
rush harbor in Trebizond so it can grow
IBT:
Celts bombard dromon with a cath.
Persian galley comes into view from the east.. forgot they can cross that way with lighthouse
Constantinople: dromon -> dromon
Adrianople: spear -> spear
Trebozond: Harbor -> dromon
490BC, turn 3:
America will talk peace
redline celt dromon, and kill it with 3/4 domon.. promotes to 4/5
load settler and a worker into dromons and send towards the iron.
disconnect Persian iron
move the new spear into Constantinople and can fire the scientist.
IBT:
Chalcedon: Harbor -> dromon
Adriople: spear -> spear
470BC, turn 4:
Bombard and sink elite Celt galley
Fully healed dromon sinks without even hurting yellowlines persian galley :(
Curragh meets zulus after spending 4 turns in ocean. They are many techs behind us.
I sell them philosophy for 141 gold
IBT:
Another Persian galley sails into view
COnstantinople: dromon -> dromon
Adrianople: spear -> spear
Smyrna: library -> dromon
Heraclea: settler -> settler
America complete HG
450BC, turn 5:
lower sci to 50%, currency in 2 turns
dromon kills the newly arrived persian galley
IBT:
3 more persian galleys sail into view :(
Adriople: spear -> archer
Caesarea: dromon-> dromon
Nicaea: horse -> horse
loose a suicide curragh
430BC, turn 6:
unload settler by iron, worker will get onto iron next turn
make peace with Celts for 40gold since iron is secure already, and then we can consentrate on persians
lower sci to 40%
bombard 2 of the 3 newly arrived persion galleys
IBT:
The first persian galley that slipped by, unloads a horse and an immortal
The 2 pinged galleys turn around
We enter MA, since Persia is the only other scientific civ, gifting them into MA for their free tech is not an option. We get monotheism
Start research on Feudalism
Constantinople: dromon -> dromon
Adrianople: archer -> archer
Nicaea: horse -> horse
Sardica: dromon -> dromon
410BC, turn 7:
No dromons can reach the 2 units that was drop off to bombard them.. 3 dropns are all one move too far away :(
Found Naissus by the iron -> harbor
I have 2 horses that can attack the 2 landed units.. cross fingers
first horse dies to immortal, drops the immortal to 3/4
2nd horse loose 1 hp, but kills the immortal
I realize the 4/4 warrior in Sardica can attack too..
4/4 warrior flawlessly kills 4/4 horse
kill a persian galley with bombarding, and it suddenly strikes me I had totally forgotten dromons has lethal sea bombard :(
hire scientist in Nicaea
IBT:
Adrioanopl: archer -> Market
390BC, turn 8:
sink persian galley by bombarding
IBT:
Constantinople: dromon -> dromon
370BC, turn 9:
sink persian galley by bombard
IBT:
Chalcedon: dromon -> dromon
Caesarea: dromon -> dromon
Smyrna: dromon -> dromon
350BC, turn 10:
There is a settler on west end of island.. can either found where it is, or move one north to settle on a tundra tile instead
It appears I more or less wiped out the Persian navy, havent seen any of their boats lately.
Would have lost no dromons had I remembered they had lethal bombard instead of attacking with them :(
We will have iron connected in 7 turns.. so may want to build some warriors for upgrading
The Save (http://www.civfanatics.net/uploads9/AG15-350BC.SAV)
Aggie Mar 10, 2005, 12:13 AM I MAY be able to play on Saturday. Otherwise I really don't know when I have time for this.
ROSTER:
Aggie (up)
grs (indefenite skip)
bed_head7 (on deck)
6thgentexan
Gyathaar (just played)
CarlosMM (indefenite skip)
bed_head7 Mar 10, 2005, 12:15 AM Sure is a good thing that I managed to finish off AG16, or your SG load would be unmanageable.
If I can take it before Saturday, would you like me to?
Aggie Mar 10, 2005, 12:19 AM That's OK bed_head7.
Aggie Mar 14, 2005, 02:13 AM bed_head7, I thought you'd pick it up. I have been away from a computer since Saturday morning, so I couldn't check earlier.
I will be able to play tonight and Wednesday night. Shall I take it today (in 12 hours)?
bed_head7 Mar 14, 2005, 02:17 AM Yes, certainly. I did not mean to give the impression that there was any certainty in it. I simply meant to ask whether or not I could take it before you if I had extra time. I did not, so I did not pick it up. Sorry for the confusion.
Aggie Mar 14, 2005, 02:24 AM I indeed was confused, but this is probably due to my state of mind at the moment. I had the time Saturday but didn't know whether you would take it or not and took the time zones into consideration... But forgot to ask!!
But no problem, I 'got it' and will play today.
bed_head7 Mar 14, 2005, 02:26 AM I am in GMT-8. Don't tell anyone though, because I am awful secretive here. Amsterdam is +1, correct?
Aggie Mar 14, 2005, 02:33 AM That's correct...
ThERat Mar 14, 2005, 02:47 AM I am in GMT-8hey bedhead, you're in Australasia? that's interesting
edit: oh no, i messed up + and -, ok you;re at the other end of the world then
bed_head7 Mar 14, 2005, 02:54 AM Nope I am in boring old western Canada/western US/Baja California/assorted islands in the Pacific off the coast of South America/any other area in the time zone I may be forgetting. Of course, you know from bed_04 that I cannot speak Spanish, which sort of eliminates some of the listed options.
Aggie Mar 14, 2005, 11:45 AM It's truely sad, but we have an emergency at work. I won't be able to play before at least Wednesday.
Aggie Mar 15, 2005, 12:18 AM bed_head7: It would be very nice if you could take it...
I'm sorry people. I'm definately having to deal with more than I can handle at the moment. I have almost no time left to play and right now that precious time is being swallowed by my work.
bed_head7 Mar 15, 2005, 12:33 AM I will try. But if you can play and I haven't posted anything here, go ahead and play.
Aggie Mar 16, 2005, 02:11 PM I'm sorry, but I can't commit to this game at all. My life has changed drastically since two weeks and this means virtually no time for civ. I will finish AG14, but this one is too much for me. I'm sorry that I let you down. It's the first time that I end a SG prematurely :(
grs Mar 31, 2005, 12:18 PM Hmm, it seems this is dead, sorry for being away that long.
bed_head7 Mar 31, 2005, 11:24 PM Well, it wasn't just you. We lost two, and then Aggie ran out of time, leaving only three. And in that stretch, I was barely keeping up with SGs and school and some other issues, and could never skip. I still feel bad about not ever playing.
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