View Full Version : bed_07 - Monarch One City Space Race
bed_head7 Apr 02, 2005, 11:44 PM Title says it all. I tried this and lost in Ank13, but it was a lot of fun and I wanted to give it another go. In that game, we played using vanilla v1.29f, and if there was enough interested in that, I though I'd give it a go in vanilla again. At least that way, we can use MGLs to rush wonders. All settings are up to discussion other than level and variant.
Roster:
Tomoyo
hookmonkey
Kaiser_Berger
General Mayhem
dl123654
bed_head7
bed_head7 Apr 03, 2005, 03:31 AM I really want to try this as Portugal, as it should be a nice additional challenge, and they are so neglected in SGs. I played two starts through 2750BC, just to get some interest. Here are the screenshots of the games:
http://www.civfanatics.net/uploads9/bed07_2750BC_wheat.jpg
http://www.civfanatics.net/uploads9/bed07_2750BC_furs.jpg
And attached are the saves, if you're interested. By the way, both cities are rather big because I popped settlers and then joined them in both games. Each game has other strengths that make me itch to try them both, which I will describe if anyone else shows interest in them.
Pentium Apr 03, 2005, 08:31 AM As far as I remember, there's no Portugal in Vanilla. If you added them, I'd like to join (played there too, just a couple of turns).
Edit: Why did you spend shields on settlers?
Kaiser_Berger Apr 03, 2005, 10:10 AM These OCC games are quite addicting. I'll bite on this one too. I'd take the first start. It has the potential to be an absolute powerhouse later on. No lux, but lux is dirt cheap to buy when you have one city.
microbe Apr 03, 2005, 01:06 PM Colossus triggers GA for you.
bed_head7 Apr 03, 2005, 01:07 PM Pentium, I was suggesting that if some of the players from the first game were interested in giving this a go again in vanilla, that that would be an option. Of course, I should have specified when I posted my starts that they were in conquests. While I still would be open to vanilla, my preference would be C3C and the Portuguese, so I guess I will edit the first post to reflect that. Also, I popped settlers from huts and then joined them to the one city; I did not build them.
Kaiser_Berger, OCC certainly is addicting, which is why I opened up two last night in frustration. No one else has started one in about a month, so I figured I needed to step in and do it myself.
Roster:
Kaiser_Berger
open
open
open
open
bed_head7
bed_head7 Apr 03, 2005, 01:08 PM Colossus triggers GA for you.
Damn, I forgot about that. That would make Portugal a less than fantastic choice, though on Monarch I can think of a few ways around that.
Pentium Apr 03, 2005, 01:27 PM Oh, right then. I only have Vanilla, so I vote for if. Of course, if you go in C3C, I'll be out :(.
bed_head7 Apr 03, 2005, 01:28 PM Do you know vanilla much more likely to be chosen? Starting a game, and playing until 2750BC to give a feel for the map, and the surrounding resources/luxuries. More than anything else, I am just looking for a start where we have a decent shot at surviving to MA and being able to keep up with the tech pace.
Tomoyo Apr 03, 2005, 02:15 PM Hi, can I join? OCCs should give me a break from those two 100K games. :)
hookmonkey Apr 03, 2005, 02:31 PM Hello, I would like to join this game if it's allright. I can win most games on emperor and COTM's but I have never played an OCC before.
This is Conquest 1.22 right?
Pentium Apr 03, 2005, 02:33 PM Do you know vanilla much more likely to be chosen?
What exactly do you mean? Are you asking or telling that we'll probably choose vanilla?
bed_head7 Apr 03, 2005, 03:17 PM What exactly do you mean? Are you asking or telling that we'll probably choose vanilla?
Oops, that was supposed to read "Do you know what would make vanilla much more likely to be chosen?"
Sorry, I should have just made up my mind in the original post. I guess we'll just go with C3Cv1.22, as I don't see anyone really wanting to go for vanilla. Sorry, Pentium.
Roster:
Kaiser_Berger
Tomoyo
hookmonkey
open
open
bed_head7
bed_head7 Apr 03, 2005, 11:45 PM Does anyone have any suggestions or ideas for other civs to play, or settings? Since no one posted any strong opinions concerning civ, I am inclined to just play one of the ones I posted.
Both games are on Continents maps. The hope is that we are able to control tech trade through the Middle Ages, as on a Pangaea and Archipelago map, everyone has contact by Map Making. On Continents, it is possible that contact is delayed until Navigation or Magnetism. With the carrack, or early suicide galleys (suicide galleys are my preference if at all possible, but it depends on what we need to produce in our capital.
The first start has great production capabilites, minimal coast, and we do have the ivory within reach of the capital. We have contact with three others and should have no problem as far as I can see getting the Great Library. With the hills, we even have a decent shot at getting iron.
The second start also has lots of production. Luxury monopoly, as far as I can tell, which can be of huge value. Less chance of iron. We are alone on an island with the Romans, which has me most excited. We change to a barracks, pump archers at one every other turn for 20 turns, and we take out the Romans. Leaving us with a sizable continent to ourselves, plus slaves from razed cities, to colonize multiple luxuries and any resource. Of course, no tech trading partner, which is where a more radical plan comes in. While eliminating Rome, we research Writing, CoL, Philo, hopefully take Republic, then get Literature, Mathematics, and Currency, at which point we turn off research. We build Colossus, Great Library, MoM, SoZ, and a marketplace. Then we do nothing for awhile except make some money. When the time comes to make contact, the AI will find us, and we may find ourselves in the late MA if we get lucky, and plenty of gold. We miss out on Copernicus, usually difficult to get anyway, and build Newton's University. I don't know, maybe that is improbable.
bed_head7 Apr 04, 2005, 12:49 AM Actually, I forgot about microbe's comments, which make both of my starts less appealing. We'll need to research full speed to Writing, which we can probably get around turn 30, hope to pop CoL from a hut (meaning we probably will want three scouts as opposed to the two I had in each) and go Philo full speed. Take Republic, revolt around 1500 BC and finish Colossus as soon after that as possible. I have done this up to Regent, so it should not be too much more difficult on Monarch.
MeteorPunch Apr 04, 2005, 12:51 AM wouldn't it be easier to use conquests, scientific civ, and sgl's instead of mgl's?
bed_head7 Apr 04, 2005, 01:26 AM Well, we are now using Conquests. MGLs are more easily generated than SGLs in most cases, unless the game is set up for that. In a game with random opponents, the only likely SGLs in the Ancient Age are at Writing, Code of Laws, Philosophy, and Republic. Even with a scientific civ, the odds of an SGL are a little less than 1/5. Since we are playing OCC, we won't be researching too many techs first for the rest of the game. Maybe 5-10 if we are lucky. So an SGL is by no means a sure thing.
However, there is a much better argument for Conquests: the tourism bonus. 14gpt from Colossus and the Great Library will be huge by the end of the game, especially with science boosters.
hookmonkey Apr 04, 2005, 03:17 AM Portugal is allright for me.. it's not the best civ but a challenge is never bad. I think we should go for start #1 with the ivory nearby we can build Statue of Zeus and it has a few hills for shields which we're gonna need.
The plan is to expand by getting much culture but not winning the game with 20k?
I see this is my 100rd post!
/me makes dance
Tomoyo Apr 04, 2005, 05:16 AM Hmmm... start one has the quick growth and the potential ivory...as long as we get it first... I'd have to go with start one, although start two is a shields powerhouse.
(The plan is to not do too much culture so we don't win by 20K, right?)
Here's a list of wonders we should consider:
Colossus*
MoM*
TGLibrary*
TGLight
HG (?)
SoZ*
Sistine's (prolly not)
Copernicus'*
Shake's*
Newton's*
Magellan's
ToE*
UN*
SETI*
*I think we should really try for these.
General Mayhem Apr 04, 2005, 05:25 AM If there's an open slot I'm interested, especially if its farther down the roster, starts are not my strong point.
Pentium Apr 04, 2005, 05:40 AM Ok, nevermind then. I'll still lurk it, it seems interesting.
Kaiser_Berger Apr 04, 2005, 08:28 AM I agree with the list of wonders for the most part. The Great Library isn't paramount though, because with a good anough start we will have enough commerce to make research feasible all the way into the Industrial Age. Depending on how things go, we'll probably be wanting to push towards Astronomy ASAP to get started on Copernicus, which would take us straight through Education. If we have nothing better to build than TGL though, its not a bad thing to have. We might pick up one fo the bottom tier techs out of it.
Also, I've tried a few Monarch OCC space races myself before with the powerhouse Byzantines. I found out that the tech pace can really die on you if you don't push it yourself a bit. Running out of time can become a real threat. Actually having an AI or two researching the more expensive techs is nice compared to researching them at a 20 turn pace yourself.
hookmonkey Apr 04, 2005, 10:16 AM If we're gonna do some research ourselves we might want to take a civ thats scientific.. or would that be to easy for experts like yourselves ;)
bed_head7 Apr 04, 2005, 03:24 PM I wanted to avoid scientific. Being scientific does nothing for our research capabilities. Making libraries cheaper won't mean we can build any more of them. So the only benefit would be the beginning of age tech, which I admit is huge. But I'd like to try to do without.
Kaiser_Berger, do you want to play start #1? 15 turns, as this is only one city, and I see no reason to play less than 15 the whole game unless we end up in a serious war, which seems unlikely.
Edit: Check to see if upping research on Writing will do any good. If there is any possible way that we can get ourselves into Republic before building Colossus, that would be huge. We would need to switch from building it for the time. Maybe build a few more workers and another scout if there is anything to scout (I can't remember at the moment) to get everything done really fast. We can afford negative spending for awhile. With a bit of hut popping luck we can get CoL before finishing Philosophy, and then take Republic and immediately revolt.
Kaiser_Berger Apr 04, 2005, 04:56 PM Alrighty, will add this to my queue.
Tomoyo Apr 04, 2005, 05:08 PM Aye, scouts, scouts, and workers... then hope we don't get beaten to the Colossus. If we do, we're screwed. Hope to trade for all the cheap techs to increase our chances of getting Code of Laws... especially Warrior Code, the Wheel, and HBR because those are essentially dead-end techs and will stymie our popping of CoL.
bed_head7 Apr 04, 2005, 08:39 PM Test played a game, and it looks like it will be exceedingly difficult to make it to Republic before Colossus unless we put off the Colossus for awhile.
Tomoyo Apr 04, 2005, 08:52 PM So do we want to play a different start with another civ? Hmm... I wonder what would happen with Carthage...
EDIT: Nah, not Carthage, I'm playing another SG with them.
Kaiser_Berger Apr 04, 2005, 09:18 PM Well, I won't be getting to this one for a bit yet due to the Sid monster, so if you want to change things up feel free.
bed_head7 Apr 04, 2005, 09:21 PM Well, I have an irrational desire to play as the Portuguese. And to be honest, I am not worried a bit about being beaten. We can probably just put it off until we get Republic without a problem. The problem which we are presented is that we have nothing really to build. If build much, we get killed with unit support costs which make research difficult.
I have also run into the rather odd problem that I pop too many settlers from huts, instead of techs. I have all second level except math and working on philo, and then I pop a settler. Then another. I popped four settlers in one game, two early enough and close enough to join, but two that were thirty something moves from the capital, adding to unit support costs.
bed_head7 Apr 04, 2005, 09:24 PM I am going to look for a better start with Portugal. Anyone else who wants to start a game up with the civ of their choice, feel free. We can do start by commitee.
Tomoyo Apr 04, 2005, 09:39 PM Portugal sounds pretty good... can we manage a pre-build and then a switch to MoM while waiting for Colossus? (Oops, MoM requires Philo, but can we still make it work?)
Hmm... maybe the Oracle for the tourism? :hmm:
General Mayhem Apr 04, 2005, 09:42 PM If I'm allowed in I would stick with Portugal, though a better start (more food?) might be in order
bed_head7 Apr 04, 2005, 09:47 PM I am sorry General Mayhem. I completely missed your original post.
Roster:
Kaiser_Berger
Tomoyo
hookmonkey
General Mayhem
open
bed_head7
dl123654 Apr 04, 2005, 10:36 PM With 3 sid games going right now this would be a nice break, join me up.
bed_head7 Apr 04, 2005, 10:42 PM Okay, cool, roster is full. Any alternative ideas for civs, or is Portugal okay for you? I can't spend any more time looking for starts, so I guess as long as everyone is fine with #1 we'll go with that. We'll just have to hold off on Colossus I guess, and try to time it as well as we can.
hookmonkey Apr 05, 2005, 03:15 AM I'm all good with Portugal and start #1, game on ;)
BTW, are you all from the USA?
Tomoyo Apr 05, 2005, 05:13 AM Okay, start one.
(And I'm from the US)
General Mayhem Apr 05, 2005, 06:49 AM Yes, GMT -5
And start 1 looks good, the mountain and hills will give us some nice shields, while the ivory gives us a chance at AC.
hookmonkey Apr 05, 2005, 07:02 AM About the early golden age,
Collosus doesnt give us a GA because it only completes one of our traits.. right?
bed_head7 Apr 05, 2005, 11:29 AM I live in the US as well, GMT-8.
Tomoyo, were you saying that you wanted to start #1? Kaiser_Berger said he would like to move back, and the order posted as a roster was just the in order in which you signed up.
How about
Tomoyo
hookmonkey
Kaiser_Berger
General Mayhem
dl123654
bed_head7
grahamiam Apr 05, 2005, 11:34 AM forget it :lol:
Kaiser_Berger Apr 05, 2005, 12:42 PM I'm at GMT-6 myself.
bed_head7 Apr 05, 2005, 01:08 PM grahamiam, I could always make an exception for you if your post was intended as a signup before seeing we're full. Though seven is probably excessive for a game with one city.
grahamiam Apr 05, 2005, 01:13 PM no, bed, I somehow posted in the wrong thread :lol: good luck though!
bed_head7 Apr 05, 2005, 01:18 PM How'd you post in the wrong thread? Nevermind...
Tomoyo Apr 05, 2005, 01:29 PM Yeah, start one or re-roll. Don't really care. Colossus will give us GA -- it's Sea, Com, Exp, and something else.
EDIT: I'm in GMT-5.
bed_head7 Apr 05, 2005, 01:35 PM Well, Tomoyo, you are first up, so you can start #1. I need to get some work done, and I feel guilty even visiting here when I stayed home from school sick. Not that I am not sick, but, I don't know. The point was I am not rerolling any starts for at least a few hours.
If you care to try it out, my settings were wet, warm, 5 bil (though I was considering 4 bil to get some more hills), 70% continents (hoping to get a few techs past education if the other continent is more advanced). You may decide you don't like those and try something else, but I got quite a few good maps with these settings.
bed_head7 Apr 07, 2005, 12:41 AM Um, Tomoyo? Well, his signature is off a couple days, so I guess he hasn't been around much. Anyone can take it.
Edit: Just to clarify, if someone does pick it up and play, the plan (in my mind) is to switch Colossus over to barracks and make a few units. Maybe build a couple more workers. Suicide curraghs would be good as well. Try to get us to Republic as soon as possible so that we can get ourselves a decent GA. Putting research on full for Writing will be necessary, even if it means some negative spending.
hookmonkey Apr 07, 2005, 09:26 AM I'm next in line but I'd rather have a more experienced (sp?) OCC player take it. If no one posts a got it in the next +/- 12 hours I'll play my 10 turns.. allright ?
bed_head7 Apr 07, 2005, 02:44 PM Go for 15, unless you really feel the need to check in.
As for play, this is OCC. Just make careful decisions, pay close attention to our one city, and grab any advantage we can get. Player experience becomes less important when there are fewer cities.
hookmonkey Apr 08, 2005, 02:34 AM Okey Got It...
hookmonkey Apr 08, 2005, 03:07 AM TURNLOG
Pre-turn:
Switch colossus > temple
1.
Mine the BG tiles.
2.
Exploring..
3.
Exploring..
4.
Exploring, Lisbon grows to 7, increase lux.
5. -
6. -
7. -
8. A friendly hun settler wants to join our tribe! I say to him: Sorry friendly little settler we're an one city tribe, we shall enslave you allright?! Send him to Lisbon, next player can decide what he wants to do with it.
9. Lisbon builds curragh, start barracks
10. Contact Iroquis: Trade the wheel + 10 gp for warrior code.
11. Exploring.. mining
12. Suicide galley lost in treacherous waters on his first try :( Lisbon builds barracks start the colossus
13. -
14. Korea discovers Iron working, won't trade though.
15. Mine BG on river west of Lisbon , Lisbon grew in between turns (size 8). Colossus due in 15 turns, writing in 10 turns.
Didn't build a barrack first but a temple since we're gonna need a lot of culture to get luxuries in our borders and we didn't need military at the moment IMHO. Did build the barrack a few turns later.
Started working on the colossus again, because I wasn't sure if I'd start it to late or something. It's only +/- 3 turns of shields so can be easily switched by the next player.
Our situation at the moment:
http://www.civfanatics.net/uploads9/bed072150bc.jpg
!
Tomoyo Apr 08, 2005, 05:32 AM Got it, but it's early in the morning, can't find the save. :crazyeye:
Tomoyo Apr 09, 2005, 06:25 AM Still can't find the save.... where is it?
LKendter Apr 09, 2005, 08:54 AM Still can't find the save.... where is it?
hookmonkey never posted one. I think the request is that hookmonkey post the save...
bed_head7 Apr 09, 2005, 10:44 AM It doesn't seem to be in the upload folder (though I imagined you'd already checked, I thought I'd give it a shot), so I guess we'll have to wait for hookmonkey.
hookmonkey Apr 09, 2005, 11:00 AM Oops !! sorry I'll post it in this post
here it is:
http://www.civfanatics.net/uploads9/bed07_2150BC.SAV
General Mayhem Apr 10, 2005, 01:32 PM So who's up now?
bed_head7 Apr 10, 2005, 01:39 PM Well, Tomoyo was going to take it, but doesn't seem to have taken it. Since we don't have a set roster, you can take it, General Mayhem. Let me check out the save though and I'll report back in about 15 minutes.
bed_head7 Apr 10, 2005, 02:03 PM I would really like to avert despotic GA if at all possible. Maybe we can switch over to a spear for a few shields waste, and build another for two MP and some defense (emphasize commerce in the capital, as we only need 10spt for a spear). Then, a worker or two, since the pop loss will easily be made up with the settler join. Once we can pull 15spt, build 3-4 curraghs. Send a couple to that spot in the NE where we can see some sea across the ocean, and send out another 1-2 anywhere you like.
Disband the scout by the Zulu immediately, and disband the northern one once the hut has been popped to the north. Wait until we have Writing to pop it, so that there is a chance of popping CoL. Disband the warrior now if you want, or when it has finished its job escorting the settler.
General Mayhem Apr 10, 2005, 03:56 PM Ok, got it, will do.
General Mayhem Apr 10, 2005, 06:27 PM Turnlog:
Turn 0 (2150 B.C.) -
Change Colussus to a spear wasting 3 shields.
Turn 1 (2110 B.C.) -
Start a spear, disband scout by Zulu and conscript warrior.
Turn 2 (2070 B.C.) -
Drop lux to 30%.
Turn 3 (2030 B.C.) -
Lisbon finishes the second spear, drop lux to 20%, start worker.
Turn 4 (1990 B.C.) -
Build worker, drop lux to 10%.
Turn 5 (1950 B.C.) -
Build worker. Iroquois will trade masonary for cerimonial burial, and the Koreans have iron working, so trade cerimonial burial to Iroquois, then trade masonary, 235 gold and 1gpt to Korea for iron working. No iron in our immediate vicinity, and I think a war with the zulu will end up happening if we want to keep a colony. Our existing curragh sent to the west has spotted sea, hopefully it survives.
IBT - Rats, curragh sinks, but borders expand.
Turn 6 (1910 B.C.) -
ZZZZ.
Turn 7 (1870 B.C.) -
Lisbon completes curragh, starts another. Join settler to city, have to increase lux back to 30%. Also discover that a Zulu warrior beat us to the hut, so disband the scout.
Turn 8 (1830 B.C.) -
Lisbon completes curragh, starts another.
Turn 9 (1790 B.C.) -
Lisbon completes curragh, starts another.
Turn 10 (1750 B.C.) -
Lisbon completes curragh, switch to wealth. Writing came in, so switch to Philosophy and increase science to 40%. Philosophy due in 23 at break even.
Turn 11 (1725 B.C.) -
Both Zulu and Korea have writing, and both also have mysticism.
Turn 12 (1700 B.C.) -
ZZZZ.
Turn 13 (1675 B.C.) -
Finish a road on the hills, which with a little MM'ing allows us to be making 1 gpt again.
Turn 14 (1650 B.C.) -
Build a colony on the ivory to the southeast. Drop Lux to 20% and increase science to 50%. Philosophy now due in 12 at 1 gpt.
Turn 15 (1625 B.C.) -
Discover that the sea to the northeast had no land attached to it, if the curragh is moved to the north there might be something there, but I doubt it. I meant to hit ctrl + s to save at this point, but I somehow fat fingered it and ended the turn. I have left everything untouched, but we lost our curragh to the NE during the IBT. Next player will need to increase lux as Lisbon grew during the IBT. The 3 curragh's to the south east are headed around the island to where our original curragh found sea before it sank, I'm guessing that's where we are most likely to find land. Philosophy comes in in 10, I think we will get it first.
http://www.civfanatics.net/uploads9/bed07_1600_BC.SAV
General Mayhem Apr 10, 2005, 06:33 PM Here is the iron that is closest to us:
http://www.civfanatics.net/uploads9/closest_iron.JPG
Unfortunately, that iron is much closer to the Zulu:
http://www.civfanatics.net/uploads9/same_iron_near_zulu.JPG
This is where the curragh's are headed, hopefully 1 of the 3 will make it to the sea:
http://www.civfanatics.net/uploads9/possible_other_continent.JPG
bed_head7 Apr 10, 2005, 06:50 PM Okay, all sounds good. Next player will want to give Writing to Iroquois and hope someone researches CoL for us. We can slow down Philo in order to make this happen. On the turn we learn Philo, look at the big picture and trade for CoL, using Philo to help buy it, and then take Republic and revolt immediately. At the point where we cannot delay Philo any longer realistically or someone gets CoL, start Colossus (or a few turns before that). We can get Colossus really fast with the huge shield potential in the capital.
We are still working on getting a roster worked out. So far we have:
bed_head7
hookmonkey
General Mayhem
And in no particular order,
Tomoyo
Kaiser_Berger
dl123654
General Mayhem Apr 10, 2005, 07:53 PM One thing I forgot to add is why do we have a granary? We don't need it for settlers, and its costing us 1 gpt in maintenance. I would be in favor of getting rid of it once we hit size 12.
bed_head7 Apr 10, 2005, 08:09 PM Sure thing. But it has defintely been worth the 1gpt and more in getting us bigger faster. Recovery from workers has happened much faster with a granary, as well as getting bigger faster to be working more tiles giving commerce.
hookmonkey Apr 11, 2005, 12:55 AM How are we gonna get the iron in our possesion? It's too far away to be in our borders so I guess we have to trade it. I played a small world 3CC with Portugal (+/- 1700AD right now) and that was hard to get the necessary resources and I imagine a 1CC will be even harder. Let's hope we have someone on our continent that has 2 sources of iron and if not we might have to give it to him by force? What do you do in this case?
bed_head7 Apr 11, 2005, 12:56 AM That isn't a real concern at the moment for me. We don't really need iron until railroads if we trade well and give the AI reason to keep us alive.
hookmonkey Apr 11, 2005, 12:59 AM That isn't a real concern at the moment for me. We don't really need iron until railroads if we trade well and give the AI reason to keep us alive.
Give the AI reason to keep us alive?? I tought they always pick on weak civs no matter what.. and with one city we won't be the strongest. What is this great strategy. And shouldn't you be going to bed, bed_head ;) (no pun intended hehe) I just woke up preparing to goto work.
bed_head7 Apr 11, 2005, 01:14 AM Eh, I tend to go to sleep late, wake up late tired and with messy hair. I get my bed head by staying up late.
Giving the AI reason to keep us alive is sometimes difficult, and by no means foolproof. We definitely want to make friends with our neighbors who can protect us from farther away civs. Getting a hold of a luxury and then trading it away for an AI luxury and some gpt is one way. We don't get much, but we are providing them with a luxury. We can buy their luxes for gpt, which is another reason for them to keep us alive. Signing RoPs and establishing embassies improves their attitude, as well as our being weaker. AI tend to actually attack the more powerful opponent than the weaker one, though there are certainly exceptions.
General Mayhem Apr 11, 2005, 07:52 AM We should have no problems getting ahold of 2 luxes, I've got a worker headed for the incense as well, and if we wanted to we could possibly get a second source of ivory, but would probably lose it to the Koreans.
hookmonkey Apr 12, 2005, 10:14 AM Eh, I tend to go to sleep late, wake up late tired and with messy hair. I get my bed head by staying up late.
Giving the AI reason to keep us alive is sometimes difficult, and by no means foolproof. We definitely want to make friends with our neighbors who can protect us from farther away civs. Getting a hold of a luxury and then trading it away for an AI luxury and some gpt is one way. We don't get much, but we are providing them with a luxury. We can buy their luxes for gpt, which is another reason for them to keep us alive. Signing RoPs and establishing embassies improves their attitude, as well as our being weaker. AI tend to actually attack the more powerful opponent than the weaker one, though there are certainly exceptions.
Ahh never taught of it that way, though I do sometimes sign RoP just for the sake of getting them to like me. With SG's you learn something everyday ;)
So... anyone gonna take it?
bed_head7 Apr 12, 2005, 10:18 AM One of youse is up. This game has gotten off to a bumpy start, for which I apologize. I try to be accomodating but usually I am just useless as a host.
Tomoyo
Kaiser_Berger
dl123654
dl123654 Apr 12, 2005, 01:12 PM I can play now so I got it
dl123654 Apr 12, 2005, 01:43 PM Save (http://www.civfanatics.net/uploads9/Henry_of_the_Portuguese,_1375_BC.SAV)
No preturn
Turn 1 1600BC:
Going for Republic, 10 turns on Philo
Lisbon is about to riot, lux to 30
Turn 3 1550BC:
Curragh meets Spain, will be safe next turn
Spain has a monopoly on Math and Mysticism
Will trade Math for Writing,1gpt&9gold, will wait to find anyone else
Turn 4 1525BC:
Curragh sinks
IBT:
Korea building Oracle
Turn 5 1500BC:
1 Curragh is safe near Spain
Turn 6 1475BC:
The other made it also
Incense colony made, lux to 20
Turn 8 1425BC:
See Orange boarders
Spain gets HBR
Turn 9 1400BC:
Make contact with Ottomans, all techs Spain has
Writing will now buy Math and HBR, Ottomans buy all their techs for Writing&24gold&1gpt
IBT:
Korea makes an embassy
Turn 10 1375BC:
No one has CoL yet and Philo is in 1 turn, was going to play 15 but decide to stop here
Lisbon is at 19spt, 20, when the mine is done in 3
The new world:
http://www.civfanatics.net/uploads9/New_Friends.JPG
bed_head7 Apr 12, 2005, 08:06 PM Ugh. We can lower science and put Lisbon on Colossus, I guess. At this point I am wondering if all the hassle in averting a despotic GA is really worth it. Oh well. Nice trading, hopefully someone will come up with Code of Loaws in the next couple of turns, or we're going to have to take CoL as our free tech and then self research Republic, taking a despotic GA.
General Mayhem Apr 12, 2005, 08:14 PM If we do end up with a despotic GA at least the research on Republic "should" speed up.
General Mayhem Apr 14, 2005, 10:08 AM :bump:
Does Kaiser_berger or Tomyo even remember that this game exists?
hookmonkey Apr 14, 2005, 03:03 PM Heh I sure hope so!
Well maybe they're busy. I see them in a lot of SGs.
Good thing we're keeping this post alive ;)
Tomoyo Apr 14, 2005, 03:06 PM Got it. I was busy playing WH1 and Bede05, as well as keeping up with a Go game (yay I won now Reno has to use Tomoyo avatars for a week) and an RPG game. Having to do a lot of homeworker doesn't help things either.
Tomoyo Apr 14, 2005, 03:34 PM Pre-flight: Switch production to SoZ...
IT: Philosophy --> Code of Laws --> Republic
1350BC (1): At max Republic comes in at 42 turns. :(
Trade HBR to Korea for 160 gold to pay for deficit research.
I hire a scientist even though Lisbon was fully cooly. Republic in 36.
1300BC (3): Meet India.
1200BC (7): Meet the Celts.
Math to Korea for Map Making.
1125BC (10): SoZ --> Harbour
The Republican GA dream still exists...
http://www.civfanatics.net/uploads9/bed07_1125BC.SAV
bed_head7 Apr 14, 2005, 10:01 PM Kaiser_Berger, your turn. Sorry to those who play in fewer SGs for the pace of this one. I generally play 1-2 a night, so if a game slows down for whatever reason I can easily forget about it for a couple of days before thinking "Huh, what happened to suchandsuch game."
Kaiser_Berger Apr 14, 2005, 10:17 PM I've got it.
hookmonkey Apr 15, 2005, 09:52 AM For me it's no problem waiting for the next set of turns, I understand it's not all about this SG.
Are we gonna get the collosus in Republic? We should watch out that another civ builds it. I've seen the collosus get build before anyone reached the republic, but I do play all my games on emperor, maybe that's why.
bed_head7 Apr 15, 2005, 09:56 AM For me it's no problem waiting for the next set of turns, I understand it's not all about this SG.
Are we gonna get the collosus in Republic? We should watch out that another civ builds it. I've seen the collosus get build before anyone reached the republic, but I do play all my games on emperor, maybe that's why.
No one has reported seeing a message that the Colossus is in progress anywhere, so I still feel like we are in okay position to get it.
dl123654 Apr 15, 2005, 10:12 AM When I played the only wonder being built was Oracle.
Personally I rather have a despo GA then miss out on Collosus and the +12gpt that goes along with it.
General Mayhem Apr 15, 2005, 11:18 AM Basically as soon as a Colussus message pops up we need to start it no matter if it triggers a despotism GA or not. If we don't get it we are screwed because we won't have enough commerce to stay active in the tech trading market.
Kaiser_Berger Apr 16, 2005, 12:15 AM Preturn- We look alright.
T3 1050
Korea has started Colossus. It is being built in Pyonyang, which cannot have the same production potential as Lisbon. We can hold off a bit.
Summary
Ten boring turns. I slowed production in Lisbon and now have us set up so Colossus will come in a turn after Republic. I think we'll get it just fine. We have two AC now, we might want to use them to smack someone around a bit in the future.
dl123654 Apr 16, 2005, 12:46 AM It might be worth the money to spy to see if we can get it after our revolution.
bed_head7 Apr 16, 2005, 12:51 AM Got it. I don't remember if I mentioned this, but with only one city, 15 turns is preferable.
microbe Apr 16, 2005, 01:03 AM I don't know why you hold off Colossus. It brings extra commerce which is the same as GA. You are also wasting shields on not really useful wonders such as Zeus, so any shield wastage on despotic GA is more irrelevant.
bed_head7 Apr 16, 2005, 01:11 AM I admit, holding off the GA is somewhat nonsensical. However, with mostly river tiles, Colossus bonus would have minimal effect in despotism, as 2 (base) + 1 (Colossus) - 1 (despotism penalty) is right back to the base 2gpt. We have eight bonus grass, so again, very little effect in the GA. The big hurt is not getting to Republic, as that bonus is much more noticeable. SoZ is most certainly NOT useless. As an OCC, free units is great. Besides, what else are we going to use our shields on other than wealth.
microbe Apr 16, 2005, 01:28 AM 2 (base) + 1 (Colossus) - 1 (despotism penalty) is right back to the base 2gpt.
Plus the GA it would be 3gpt, so the commerce is not wasted during a despotic GA.
SoZ is most certainly NOT useless. As an OCC, free units is great.
It's a 2-side sword. You are going to pay gold upkeep for more units than you need.
Besides, what else are we going to use our shields on other than wealth.
There are MoM and Great Lighthouse to build, both much better than Zeus.
bed_head7 Apr 16, 2005, 01:53 AM Oops, you are right about the commerce. Of course, that still leaves the shields wasted. Half a GA is not quite the same as a whole one. If we desperately needed the money now, building the Colossus earlier makes more sense. But tech is slow - why should we drive the pace? We have complete control over tech brokering, and I suppose getting some cash in the bank would be nice, but it is small compared to what we will be bringing in soon enough. As it is, we only really lose out on tourism.
SoZ has quite a few uses in this game. When saying that, I saw) them as potential toys when demands came, we declined, and suddenly we find ourselves at war. War happiness is nice, trimming the AI is nice, and unit support costs won't be awful. They can be used to speed builds though disband as well if costs are building up.
MoM should have come first, of course, but it isn't critically important. Once we hit our GA, we can build it in five turns with a bit of starvation (of course that is a republic GA - in despot GA, the best we could do is seven turns). So, five turns of building something and then wealth (or units, as we are at war).
The Great Lighthouse is pretty useless, considering that we already have met all the world.
Now, the log.
775 BC (4) - Iroquois demand something. No. They declare. We get happy, and lower lux.
750 BC (5) - Philo and Map Making for Polythiesm and 78g from Ottomans. CoL to Zulus for 23g and a worker. Then give Philo to Korea for a worker.
Somewhere in here, lose an AC in killing a couple spears, a couple warriors and an archer. Once we get into Republic, only one turn until we get Colossus.
For the next player, consider building a few units after MoM and then taking out a couple of Iroquois cities. Then do wealth I guess, or prebuild for the Great Library (oops - change our tech to Literature)
Oh shoot, I just copied this over and lost the screenie. Sorry. It'll have to wait for the next fifteen turns, I guess. I didn't really have much to show though either, so no big deal.
bed_head7 Apr 16, 2005, 01:54 AM bed_head7
hookmonkey <- up
General Mayhem <- on deck
dl123654
Tomoyo
Kaiser_Berger
PS: microbe, delete some old PMs. (edit: it has nothing to do with this game, but I know you are following it)
General Mayhem Apr 16, 2005, 10:23 AM If we can raze a couple decent sized Iroquois cities that would be nice, then we would hopefully have enough slaves that we won't need to pay unit upkeep on our native workers anymore. We might want to be careful about going wonder crazy if we don't want to win by 20k.
bed_head7 Apr 16, 2005, 11:07 AM We'll be okay on wonders, don't worry.
LKendter Apr 16, 2005, 11:24 AM We'll be okay on wonders, don't worry.
This is always a potential problem in OCC games. Don't forget if it get bad you can sell doubled buildings such as temple and library.
Also, you avoid sistine, bachs and the other high culture ones where possible.
microbe Apr 16, 2005, 11:46 AM But tech is slow - why should we drive the pace?
Because it's a space race?
bed_head7 Apr 16, 2005, 02:17 PM LK, very aware of that, but thanks. We need a few high culture wonders, namely Newton's, Shakespeare's, and Copernicus', in addition to Colossus, MoM, and SoZ which we have now. Add library and uni, and Great Library if we so desire. That is base of 41cpt, and by the end with double that will be 82cpt. We'll sell the temple when it becomes unnecessary, but for the cpt it generates while active, make it 84cpt. We probably will have a cathedral, so 87cpt. This shouldn't be a problem unless the game goes on forever.
microbe, this is monarch, not chieftan. Space race will come into play. The later it does, the better for us. Have you ever seen a game above Regent not make it to space unless the human player wins before then or cripples the AI? We aren't crippling the AI, we are just not pushing it forward all that quickly. The danger of slow tech pace is 20k if we let it become an issue, but I doubt it will be. We have two scientific civs, one of which we can protect if it becomes an issue.
hookmonkey Apr 17, 2005, 03:30 AM Okey, I got it.
hookmonkey Apr 17, 2005, 09:24 AM 1 IBT: Zulu's demand Polytheism. I give in to their demands.
Kill 1 iroquis warrior
2 IBT: We become a Republic.
Collosus in 1 turn. Start research on currency.
3 IBT: Collosus build. We're in a Golden Age.
Start MoM (6 turns)
6 IBT: Korea steals our Elephant with city!
9 IBT: We complete MoM.
11 IBT: Ottomans demand code of laws. Tell them to go away. They declare war.
12 IBT: we discover currency
Switch lisbon to marketplace, waste 12 shields.
Build embassy with Spain.
13
Trade with Spain, construction for currency. India pays 30 g for writing.
14
Lisbon finishes catapult, start on Lighthouse (libary pre-build?)
Make peace with Iroquis for philosophy. Lisbon has 1 unhappy citizen. Put lux on 10% .
15
Literature in 6 turns. Lighthouse in 7 turns.
http://www.civfanatics.net/uploads9/bede07250bc.jpg
I think the next player should attack the Koreans to get our elephant back. We won't produce any Ancient Cavalry without it, so this is essential. The Lighthouse was originally intended as a libary prebuild, but being in a golden age is so productive it would be a lot of waste if we switch when we get to literature. We can also research Middle Ages techs I realize while writing this.
THE SAVE:
General Mayhem Apr 17, 2005, 10:11 AM Got it, but I want to hear team consensus before starting in on the Koreans. Also, The Great Library costs more shields than The Great Lighthouse, so I don't think there will be any wastage there and the lighthouse doesn't do us much good since we've met the whole world already.
hookmonkey Apr 17, 2005, 10:26 AM Got it, but I want to hear team consensus before starting in on the Koreans. Also, The Great Library costs more shields than The Great Lighthouse, so I don't think there will be any wastage there and the lighthouse doesn't do us much good since we've met the whole world already.
This is exactly why I didn't attack the Koreans. I vote to attack them, but haven't really checked their military strenght. The Lighthouse was a prebuild, you can switch it to whatever you or the team thinks is best. I remeber a list of wonders we should try to get on page 1.
General Mayhem Apr 17, 2005, 10:32 AM I think a quick blitz with AC could take out their 2 cities closest to us, and then as long as we get the ivory reconnected quickly we shouldn't have a problem holding out.
Tomoyo Apr 17, 2005, 10:34 AM I think a hit-and-run with ACs on Pyongsong would work... We need the ivory.
bed_head7 Apr 17, 2005, 11:42 AM Take 'em out. I am a little disappointed that the Iroquois went untouched, but oh well.
hookmonkey Apr 17, 2005, 11:44 AM I killed about 6 / 7 iroquis units, but couldn't take a city because they kept sending units to our incense colony.
General Mayhem Apr 17, 2005, 11:58 AM Ok, will do. Turn log coming soon.
soul_warrior Apr 17, 2005, 12:26 PM nice game all, will be watching closely
General Mayhem Apr 17, 2005, 12:59 PM Turn log:
Turn 0 (250 B.C.)
Build embassy with Zulu, he has 88 turns to go on The Great Wall. Build emabssy with Iroquois. Move AC around to get ready for invasion of Korea.
Turn 1 (230 B.C.)
More unit moving
Turn 2 (210 B.C.)
Declare war on Korea. Veteran AC takes out spearman at Pyonghang and it autorazes. Kill 2 Korean warriors, then take out a spear at Ulsan, razing it and generating 2 slaves.
Turn 3 (190 B.C.)
Capture 3 Korean workers, use 1 of them to rebuild the ivory colony but still can't drop lux.
Turn 4 (170 B.C.)
Build embassy with Celts, he'll have TOA done in 10 turns. Disband both of our native workers, we now have enough slaves that we don't need native workers anymore and it saves us 2gpt on unit support.
Turn 5 (150 B.C.)
Kill a Korean warrior, then take out a Korean spear which was escorting a settler, getting us 2 more slaves.
IBT
Iroquois start great wall, Zulu poach our incense with a city, Lit comes in.
Turn 6 (130 B.C.)
Switch production to The Great Library, due in 4. Move our other spear out of Zulu territory, take out a wandering Korean spear. Start on Engineering, due in 21 at 70% :(
Turn 7 (110 B.C.)
Take out a spear in Inchon, autorazing it and sinking a galley with it.
IBT
Our GA has ended :( Engineering now due in 28 at 60%, GL now due in 3.
Turn 8 (90 B.C.)
Kill 2 Korean warriors, a Korean horseman, 2 Korean spearmen, and capture a settler for 2 more slaves.
Turn 9 (70 B.C.)
Build an embassy with India. He'll lose the race to TOA by about 40 turns :D Use one of the newly captured Korean workers to build an incense colony on the ruins of Inchon.
Turn 10 (50 B.C.)
Korea will talk peace, so I agree to not wipe them off the face of the earth in exchange for 8 gold and 2 gpt (could have taken Wonsan instead of the 2 gpt, but I'm not sure how strict of an OCC variant this is, so I passed it up) Start establishing a line of AC on the choke point between us and Korea so he can't poach our incense or ivory until he builds more boats.
Total for the Korean war: 0 units lost, 14 units killed, 9 slaves captured.
IBT
GL comes in, start on a library
Turn 11 (30 B.C.)
Moving AC around to (almost) finish up the choke point blocks.
Turn 12 (10 B.C.)
Finish up the chokepoint blocks (see picture below)
IBT
Osman drags Brennus in against us, I'm Sooooo scared :D Monarchy comes in via TGL
Turn 13 (10 A.D.)
ZZZZZ
Turn 14 (30 A.D.)
Osman will now talk peace, and trades us Engineering, 77 gold, and 3 gpt in
exchange for Republic. Build an embassy with Ottomans and discover that he's either in civil disorder in his capitol or he's in anarchy. Feudalism due in 27 at 60%. Hook up our incense colony, but still can't drop lux :(
IBT
Very busy here, Iroquois demanded Lit, I told them to shove off and they declared. India built Hanging Gardens, and Korea built The Great Lighthouse. Lisbon completes library, starts on Colosseum which is due in 5.
Turn 15 (50 A.D.)
No Iroquois units in sight, so ZZZZZ.
Notes to next player: If at all possible keep my chokepoint blocking AC in place including the ones by the Zulu. This should let us keep incense and ivory for as long a possible, but if the units are needed to stop an Iroquois invasion then so be it. We now have an embassy with every civ in the world, but are at war with Celts and Iroquois, but Celts is going to be a phony war.
The save: http://www.civfanatics.net/uploads9/bed_07_50AD.SAV
General Mayhem Apr 17, 2005, 01:02 PM Chokepoint blocking AC:
http://www.civfanatics.net/uploads9/chokeblocks.JPG
World at the end of my turnset:
http://www.civfanatics.net/uploads9/world50AD.JPG
bed_head7 Apr 17, 2005, 01:08 PM Nicely done, General. I would have been fine with taking the city and abandoning in terms of the variant, but as far as the game goes I think it is best that Korea keeps it. We want them to survive. We want everyone to survive. More partners with which to trade. Let's turn off research and accumulate gold, as we now have the Great Library and we ought to take advantage of it. Oh, and unless Colosseum will allow us to lower the luxury rate, I don't think we need it at the moment.
bed_head7
hookmonkey
General Mayhem
dl123654 <- up
Tomoyo <- on deck
Kaiser_Berger
General Mayhem Apr 17, 2005, 01:26 PM I'm thinking that it will, the extra 2 content faces "should" make the difference between 10% and 0%. It just started, so it doesn't have any shields sunk into it if we want to change it. It was either build it or build more units, which I guess we could use a few archers in case of Iroquois attacks. Korea was totally gassed when I decided to make peace with them, I think with the 7 AC I had I could have taken them out, but like you said we need them around as a trading partner.
bed_head7 Apr 17, 2005, 01:33 PM My preference is to trim back all of the foes on our continent equally, and create some breathing room for ourselves. We can hopefully rely more on the other continent for research, and then we can let the civs with which we are at peace on our continent pay us for what we get from the other continent. It is very important that we don't let any of our neighbors become superpowers, which is always a danger since our only having one city leaves more land for the taking, and often one civ has the advantage in taking the leftovers.
General Mayhem Apr 17, 2005, 01:37 PM In that case we might want to seriously consider a war with Zulu within the next 2 players turnsets, they are beginning to get quite sizeable. Whatever we do we don't want to drag them in against the Iroquois since they are already the biggest civ on our continent and that would just make them bigger.
dl123654 Apr 17, 2005, 03:21 PM I got it, stop research, defend line, check Zulu power.
dl123654 Apr 17, 2005, 04:36 PM Save (http://www.civfanatics.net/uploads9/Henry_of_the_Portuguese,_300_AD.SAV)
Preturn 50AD:
f8 says that Zulu and Iro are about the same score and power
Currently making 56gpt
Colosseum will save us 8gpt (6 including upkeep) so start it, will be done in 5
Turn 2 90AD:
Culture expands, palace expands
Turn 4 130AD:
See an Iro reg warrior, Korea breaks the blockade with a boat
Block off the settler pair, wait for Iro to get off the mountain
Turn 5 150AD:
Colosseum->Archer (Change production to get more money)
See a Iro MW
Kill both Iro
Blocking of Korea continues
Turn 6 170AD:
Archer->Spear
Turn 7 190AD:
Spear->Treb in 2
Korea approches from west
See Iro archer
Turn 8 210AD:
Annoy Korea so much they found on spot, will take our incense with a boarder expansion
See stack of 4 Iro (2 archer, 2 MW) and 2 more behind them
Korea walks further towards us
kill an archer
Turn 9 230AD:
Treb->Archer
Looks like Korea is going to attack
Clear all threating Iro
IBT:
Spain demands CoL, declares
Korea warrior walks by
Lost an Archer on a mountain
Turn 10 250AD:
Archer->Archer
Turn 11 260AD:
Archer->Spear
Do some leader hunting, get nothing
IBT:
Celts want 240 gold for peace
Turn 12 270AD:
Iro land archer off a boat
More units invade
Archer->Treb
IBT:
Forgot to reinforce an archer on a mountain, takes two with him
Turn 15 300AD:
Cleared all Iro
Notes:
We can have the Iro paying us for peace, almost can get a cheap city for it
Tripled our army (not sure if thats good or bad)
If we want to attack Zululand we can easily raze 3 cities and might be able to continue
Was not able to hold the blockade, besides they were using boats anyway
Haven't lost our incense yet, it will be gone next turn if Korea settles where they are now
When its gone lux can still be at 0% because of war happyness and collosseum but after WW takes over we might need 10%
Currently making 48gpt and have 900 gold
Killed 25+ Iro lost 2 archers, couldn't get any leaders (can you get leaders with AC?) currently have it so they have to walk through a bottleneck onto a hill, that is where I attack
bed_head7 Apr 17, 2005, 05:22 PM AC deinitely give leaders, just no leader luck I guess. Let's go ahead and trim back the Zulu.
bed_head7
hookmonkey
General Mayhem
dl123654
Tomoyo <- up
Kaiser_Berger <- on deck
Tomoyo Apr 17, 2005, 05:51 PM Got it....
Tomoyo Apr 17, 2005, 06:36 PM 300AD (0): Stop the workers on the mountain. They can be used as blockaders. Sign a RoP with Shaka for 120 gold.
Send some ACs north.
IT: Ottomans declare war on the Spanish.
The Koreans call for repeace. Repeace granted.
Koreans do not settle.
Lisbon: Archer --> Archer
310AD (1): ...
IT: Lisbon: Archer --> Spear
320AD (2): Spot a MW.
IT: Lisbon: Spearman --> Wealth
330AD (3): Kill a random archer and a MW.
IT: Northward bound stack gets attacked by MWs. Iros land an archer at Lisbon. AC is produced.
340AD (4): Blockade is up.
IT: Osman renews peace. Ottos are building Sun Tzu's.
350AD (5): Our devastated Expeditionary force razes some unpronunciable Iro city.
360AD (6): Our injured ACavs in the north are called into battle.
370AD (7): More skirmishing.
380AD (8): No skirmishing.
IT: We get Feudalism and a shiny Acav.
390AD (9): Much killing of Mounted Archer people.
400AD (10): Surround Mauch Chunk.
Integer (http://www.civfanatics.net/uploads9/bed07_400AD.SAV)
bed_head7 Apr 17, 2005, 10:16 PM Why doesn't anyone want to play 15?
Roster:
bed_head7 <- on deck
hookmonkey
General Mayhem
dl123654
Tomoyo
Kaiser_Berger <- up
dl123654 Apr 17, 2005, 10:22 PM Why doesn't anyone want to play 15?
I played the 15 turns, I think just about everyone has played 15 except for Tomoyo on this turnset.
Good job on the turnset except for the RoP with Zulu, but I guess the war will have to wait 10 more turns.
Kaiser_Berger Apr 17, 2005, 10:59 PM Got it, 15 turns.
Tomoyo Apr 18, 2005, 05:23 AM Why doesn't anyone want to play 15?
Roster:
bed_head7 <- on deck
hookmonkey
General Mayhem
dl123654
Tomoyo
Kaiser_Berger <- upI was tired...
Kaiser_Berger Apr 18, 2005, 11:24 PM Preturn- This is much different than my OCC space attempts. I typically remember driving the tech pace, not sitting back with the GL and letting the AI do the work. Hmm.
T1 410
I raze Mauch Chunk and make peace, getting three cities which are abandoned. We need to stop killing the AI or we'll never get ahead in this game if we're going to use the GL.
T4 440
I sell Litearture around to help the AI catch up a bit.
T11 510
We get an MGL killing a dropped off Gallic Sword. If we do a quick war with the Zulu we could grab three of their cities and build an army.
T15 550
This tech pace is SLOW. We need help.
Summary
I think we've gone astray in this game. The SoZ has corrupted us and turned this game into a war mongering delight. Now the tech pace is wretched and we're going to have real problems getting it moving. Hopefully my gift of literature will help. Once the GL expires, we'll need to dump a good deal of the AC and start our own research, first towards Copernicus.
bed_head7 Apr 18, 2005, 11:26 PM Eh, fine, microbe was right, as usual.
Tomoyo Apr 19, 2005, 05:23 AM Oops... I was actually driven by the tourism bonus of SoZ.
Kaiser_Berger Apr 19, 2005, 11:10 AM Don't get me wrong, building the SoZ for the tourism and for denail purposes is good. I just think we should have kept around maybe 5 AC for defense purposes, and just disband the rest as they are created.
bed_head7 Apr 20, 2005, 12:01 AM 550 AD (0) - We need to trim back the Zulu. Declare war, raze a couple cities (we really don't need an army). Make peace with the civs on the other continent. Those wars serve no real purpose. We want them all busy researching, not warring.
580 AD (3) - Pick up Invention from the Great Library.
610 AD (6) - We have WW now, not enough to affect lux (which had to go up when we lost war happiness from the other wars), so I decide to make peace. The Zulu have Gunpowder. We can't get Gunpowder for a reasonable rate, but we do get 46g and 19gpt, which should hopefully slow them a bit. The war was successful in weakening the Zulu, and it lowered our unit support a tad.
http://www.civfanatics.net/uploads9/bed07_610AD.jpg
660 AD (11) - We get Monotheism and Gunpowder. Start Chemistry at 80%, due in 21. I considered waiting until we get Theology and then going all out for Free Artistry (Shakespeare's is the biggest non-science booster we can get).
General Mayhem Apr 21, 2005, 12:36 PM Hookmonkey are you around?
hookmonkey Apr 21, 2005, 03:33 PM Yes. I had to work today, but I'm free tomorrow. Will play then, unless the next player wants to switch.
bed_head7 Apr 22, 2005, 03:43 PM bed_head7
hookmonkey <- still up
General Mayhem <- on deck
dl123654
Tomoyo
Kaiser_Berger
hookmonkey Apr 23, 2005, 07:24 AM I am sorry, but real life has been taking up all my time.. please skip or switch me with another player.
General Mayhem Apr 23, 2005, 10:18 AM Ok, I've got it then.
General Mayhem Apr 23, 2005, 01:15 PM Turn Log:
Turn 0 (700 A.D.)
Nothing to do, but wake up a worker to see about re-establishing our incense
colony.
Turn 1 (710 A.D.)
Move worker
Turn 2 (720 A.D.)
Rebuild incense colony. Drop lux to 0%, raise science to 90%. This takes 2 turns off Chemistry, its now due in 12. Zulu now have Chemistry, but won't trade since they are the only one with it.
Turn 3 (730 A.D.)
ZZZZZZZZZZZZ
Turn 4 (740 A.D.)
ZZZZZZZZZZZZ
Turn 5 (750 A.D.)
ZZZZZZZZZZZZ
Turn 6 (760 A.D.)
Iroquois start Leonardo's. Both they and the Zulu have Chemistry and Chivalry, so I start research on Theology, due in 12.
Turn 7 (770 A.D.)
Get Chivalry and Chemistry via The Great Library. Renew peace treaty with spain, now only making 3 gpt. Celts and Iroquois building Knights Templar.
Turn 8 (780 A.D.)
Zulu start Knights Templar.
Turn 9 (790 A.D.)
Indians start Sun Tzu's.
Turn 10 (800 A.D.)
Dyes deal with Iroquois runs out. Buy them back for 70 gold :D
Turn 11 (810 A.D.)
Spain starts Sun Tzu's. 3 civ's know Theology, so switch research to Metallurgy, due in 19.
Turn 12 (820 A.D.)
Peace treaty with Zulu expires :( Have to cut science to 80% and get rid of 9 AC and an archer in order to keep the budget in the positive. Metallurgy now due in 20. Korea finished Leonardo's, which started a cascade in which everyone and their dog is now building either Sistene's or Knights Templar.
Turn 13 (830 A.D.)
ZZZZZZZZZ
Turn 14 (840 A.D.)
ZZZZZZZZZ
Turn 15 (850 A.D.)
ZZZZZZZZZ
Notes to next player:
Our budget is quite fragile right now, keep disbanding the AC's as fast as they are produced. I'm researching Metalurgy for us since its a required tech for the next age and the AI rarely research before they get most of the top of the tech tree, so it should make good trade bait after The Great Library expires. Education will probably show up within the next 15 turns, at which point even more drastic cuts to our military will be required. I've already gotten rid of almost all of the uneccesary blockade units in order to keep science at 80%. Whatever you do, don't get rid of the leader though, he's a quick bank :)
The Save (http://www.civfanatics.net/uploads9/bed_07_850AD.SAV)
General Mayhem Apr 23, 2005, 01:18 PM World at the end of my turnset:
http://www.civfanatics.net/uploads9/world850AD.JPG
bed_head7 Apr 23, 2005, 02:16 PM Too bad Chemistry didn't work out. I was not expecting it to be researched before Theology. I am a little disappointed that you went for Theology before Metallurgy, as getting Metallurgy through the GL is extremely rare, but no big deal.
bed_head7
hookmonkey
General Mayhem
dl123654 <- up
Tomoyo <- on deck
Kaiser_Berger
General Mayhem Apr 23, 2005, 02:24 PM I went for Theology because you kind of have to get Chemistry in order to get Metalurgy, and I thought we had a shot at getting Theology before the AI and didn't want to waste the turn of science that I would have had to before Chemistry came in via The Great Library. Hindsight being 20-20, I should have wasted it and then started on Metalury though.
dl123654 Apr 23, 2005, 04:10 PM I got it, will play now.
dl123654 Apr 23, 2005, 04:37 PM Save (http://www.civfanatics.net/uploads9/Henry_of_the_Portuguese,_1000_AD.SAV)
Preturn 850AD:
IBT:
Korea asks us to leave
Turn 4 890AD:
AC build, disbands, a deal ended lowers science to 70 to keep money in positive
IBT:
Celts want 100gold, he backs down
Turn 7 920AD:
We learn Printing Press from GL :confused:
We learn Education from GL :sad:
We learn Metallurgy from GL :confused: :confused:
Zulu completes Sun Tzu
Ottomans complete Knights Templar
Start Banking
Turn 10 950AD:
Celts complete Sistine
Turn 15 1000AD:
Buy our Dyes back for 63gold
Notes:
Went for Banking because the AI usually goes for Astro, Banking in 10 with +8gpt or in 9 with -3gpt
AI had a few boarder expansions so our blockade had to be moved a little
bed_head7 Apr 25, 2005, 04:43 PM bed_head7
hookmonkey
General Mayhem
dl123654
Tomoyo <- up
Kaiser_Berger <- on deck
bed_head7 Apr 26, 2005, 10:51 AM Well, Tomoyo hasn't popped his head in yet. Kaiser_Berger, can you take it? And then maybe Tomoyo will drop by and he can play his turns.
Tomoyo Apr 26, 2005, 01:37 PM *pops head in*
Sorry.
bed_head7 Apr 26, 2005, 01:42 PM No big deal. It happens. I just want to keep the game moving, since no turns have been played for a few days. I should have posted the roster sooner. For some reason, I always assume that everyone has the roster memorized just because I do.
[That was a got it, correct?]
Tomoyo Apr 26, 2005, 02:37 PM Yeah, got it and I'm gonna play now.
Tomoyo Apr 26, 2005, 02:41 PM Is it okay if I rush a Uni with the leader?
Tomoyo Apr 26, 2005, 03:08 PM 1000AD (0): We're doing a SOCCMR and we can build a Uni but we're not nyo? Switch to one.
Hurry it with the leader.
IT: Uni --> Cathedral (Pre-build for Cop's)
1010AD (1): Astronomy is out, and the AIs are building Cop's. I can't disband any shields into the Cathedral because that corrupts the pre-build, though.
1020AD (2): Some AIs have Military Tradition! :eek: Buy MT for 1400 gold, then sell it for Astronomy and chump change.
Cop's in 18.
Some tweaking gets it down to 15 (no starvation).
1030AD (3): Investigation of Niagara Falls tells us we will win the Cop race if no one else potent joins in.
IT: WTF Lison riots? It was fine last turn, nothing changed, we didn't have lux tax so moving the citizens did nothing.
1040AD (4): Oh, we lost a luxury. Get it back from the Celts (gems) for Metallurgy and get iron and horses and some gold in the deal.
1050AD (5): :wallbash: Ack, I discover the REAL reason, Zulu border expanded to kill our 'cense colony!
1070AD (7): Ottos and Zulus sign peace.
IT: Banking --> Physics (16 turns)
1090AD (9): Celts are building Cop's in the fog.
IT: Korea demands 83 gold. Give.
1120AD (12): Damn, Physics is out.
http://www.civfanatics.net/uploads9/bed07_1150AD.SAV
dl123654 Apr 28, 2005, 01:36 PM :bump:
Think Kaiser_Berger is up
Kaiser_Berger Apr 28, 2005, 07:05 PM Ahhh yes, my apologies. Got it.
Mathias Apr 29, 2005, 03:30 PM Lurking...
I do like this variant and, having never played an SG before, would like to get into one soon. I just read this entire thread to get a feel for how things go here. I don't want to be overly critical of your game, so I'll simply say that this is definitely not the approach I take in this kind of game. I prefer to be tech leader as long as possible, selling techs for as much gpt as the AI can afford, building a massive treasury with which I will buy modern techs as needed.
Kaiser_Berger Apr 29, 2005, 11:32 PM Mathias- I agree with your choice of strategy for this type of game. My solo attempts have played out much like that. We have gotten a bit off track in this one, but it is looking up now.
Preturn- Alright, we look ok.
T3 1180
We get the critical Copernicus.
T4 1190
We learn Physics, start on ToG for Newton's, due in 9 turns at 100% science.
T7 1220
Lison gets a bank, starts Cathedral as prebuild for Newtons.
T10 1250
ToG is out as the Celts start Newtons. Our prebuild should save us though, as long as there are no cascades.
T11 1255
We learn ToG, start Magetism, 10 turns. Swap over our prebuild, Newtons in 12 turns.
T13 1265
Sell Physics to India for some gold and a little bit of gpt.
T14 1270
Three civs have Magnetism and are Industrial.
Summary
Newtons due in 8 turns, Magnetism in 4 turns. Heading for Electricity next would seem good, as the AI usually neglects it. We stand a chance of Monopolizing it.
bed_head7 Apr 30, 2005, 12:37 AM You mean Medicine, correct? Got it.
Tomoyo Apr 30, 2005, 09:08 AM Lurking...
I do like this variant and, having never played an SG before, would like to get into one soon. I just read this entire thread to get a feel for how things go here. I don't want to be overly critical of your game, so I'll simply say that this is definitely not the approach I take in this kind of game. I prefer to be tech leader as long as possible, selling techs for as much gpt as the AI can afford, building a massive treasury with which I will buy modern techs as needed.Well, that was kinda what we were thinking, but... I think we got corrupted with the SoZ, which I had originally built for the tourism bonus... (MoM wasn't available yet)
Kaiser_Berger Apr 30, 2005, 08:51 PM Ahh yes, naturally I meant medicine. I've gotten so hooked on doing HOF space runs that I rarely have to research those first tier techs and it seems I've forgotten about them altogether :lol:
bed_head7 May 01, 2005, 01:19 AM 1280 AD (1) - Theory of Navigation to the Ottomans for Navigation, 36g, WM.
1310 AD (7) - http://www.civfanatics.net/uploads9/bed07_1310AD.jpg
1315 AD (8) - Pick up Silks, 49g, 4gpt, and WM from India for Magnetism.
1355 AD (16) - Oops, extra turn. I was focusing on Medicine countdown. Anyway, get Steam Power, Democracy and some money from the Koreans. Give 400g, Steam, and Medicine to the Celts for Nationalism. Get Free Artistry, Horses and Iron and a little money from the Zulu. Then get 68gpt from the Iroquois, which is pretty decent.
Our culture situation is pretty good, so I started a Cathedral. Having it will keep us from needing a fourth lux while at size 12. Which won't be long at all, but it should also help at size 20. I started Electricity at max, but we may consider Sanitation as hospitals are huge for us. Unfortunately, Sanitation has low trade value most the time. We may want to wait until we have researched Scientific Method, and Sanitation can be the tech we time to finish with ToE before taking Atomic Theory and Electronics.
By the way, all the big researches have no surplus gpt at the moment, as any trade offer gets "never accept this deal."
dl123654 May 01, 2005, 03:30 AM Maybe we should consider Shakesphere, free hospital (no sanitation), can sell the temple and not build the cathedral to maintain the culture (8cpt for Shakesphere vs 4cpt for temple and 3cpt for cathedral).
bed_head7 May 01, 2005, 12:08 PM Oh, sorry, forgot to mention that Shakespeare's was taken as part of the Newton's cascade. I had been hoping to get Shakespeare's, but is was built much too quickly, and we didn't even have the required techs at the time.
bed_head7 May 01, 2005, 05:31 PM bed_head7
hookmonkey <- up
General Mayhem <- on deck
dl123654
Tomoyo
Kaiser_Berger
hookmonkey May 02, 2005, 09:18 AM Okey I got it, will play tonight.
hookmonkey May 02, 2005, 12:57 PM 1365AD
Buy coal from Iroquis for 120g + WM.
Can't use all workers because they're needed for preventing a city being build.
1380AD
India buys Free Artistery for 5gpt + 40g + WM.
1395AD
Celts and Ottoman sing a mutual protection pact.
1405AD
Build knight.
1415AD
Buys silks from India for 65 g. + RoP + WM (They're polite now)
Stop here. Next player: We discovered Electricty this turn. All the big traders still have 8 turns on the old deals (including iron and horses from zulus I believe) wasn't sure what's the best to do, wait 8 turns till we can trade the resources again and get the big money or trade now, so I will leave this to you/the team. Also the courthouse is prebuild.. too bad we can only build an unit with it.
http://www.civfanatics.net/uploads9/bed071415ad.jpg
General Mayhem May 02, 2005, 01:56 PM I've got it. I am of the opinion that we should wait for the deals to run out so that we can make some decent cash off of our monopoly tech, but I'll wait a few hours to let more people put in their input.
bed_head7 May 02, 2005, 03:17 PM It looks like we can only get Communism and Fascism for Electricity, neither of which we need. Hold onto Electricity until they research a useful tech like Industrialization, and in the meantime get going on Scientific Method.
General Mayhem May 02, 2005, 04:26 PM Turnlog:
Turn 0 (1415 A.D.)
Switch courthouse to rifle (best option there was) Move the treb into the city, I'll disband it at some point to get a few extra shields right before we start Theory of Evolution.
Turn 1 (1420 A.D.)
Lisbon builds rifle, switch to wealth since there's no point in prebuilding and we don't need more units.
Turn 2 (1425 A.D.)
ZZZZZZZZZZZZZ
Turn 3 (1430 A.D.)
Iroquois and Celts now have Industrialization. Get it, Commie, WM, TM, 97 gold, and 20gpt from the Iroquois. Then sell it to the Celts for 75 gpt, WM and TM. Sign ROP with Iroquois for 100 gold, sign ROP with celts (now polite) for 50 gold and WM, sign ROP with the Zulu for WM, TM and 200 gold, sign ROP with the Ottomans (now gracious) for wM, sign ROP with Spain for WM (now cautious), sign ROP with Korea for WM, TM, and 100 gold.
This was the point where I suffered a massive brain fart :wallbash: and didn't start a factory, and didn't catch it for a couple turns, so I apologise, it won't affect us getting TOE, but it will slow us down on getting a hospital by 2-3 turns.
Turn 4 (1435 A.D.)
Iroquois and Celts are building Universal Sufferage.
Turn 5 (1440 A.D.)
ZZZZZZZZZZZZZ
Turn 6 (1445 A.D.)
ZZZZZZZZZZZZZ
Turn 7 (1450 A.D.)
Ottomans and Celts declare war on Spain.
Turn 8 (1455 A.D.)
Our Iron and Horses deal with the Zulu expired, they have no GPT avaliable, but we need the iron to finish railroading. However, the Indians have an extra source avaliable that they will sell to us along with 25gpt for steam power, so I make that deal. Cash rush a factory in Lisbon so that it will be done before Scientific method comes in.
Turn 9 (1460 A.D.)
We get Scientific method, start on sanitation for another good (hopefully) monopoly tech due in 8 at max. TOE due in 12.
Turn 10 (1465 A.D.)
Iroquois declare war on the Zulu. They also have sanitation. Trade them
Scientific method for Sanitation, coal, and 80 gpt. Start research on Atomic
Theory, due in 16. India decides to trade us Facism, WM, TM, and 3 gold for
Electricity, so I make the deal (might as well not let an AI get the profit from
them...)
IBT
Hiawatha demands WM and 100 gold, and since this is a small price for our continued survival I cave. Zulu wants an alliance vs the Iroquois, but he won't give us all his cities, all his luxuries, and all his resources for it, so I tell him no.
Turn 11 (1470 A.D.)
ZZZZZZZZZZZZZZZZZZ
Turn 12 (1475 A.D.)
Koreans start Universal Sufferage
Turn 13 (1480 A.D.)
Get workers started on the last tiles of the railroad net.
Turn 14 (1485 A.D.)
Indians start Univeral Sufferage and declare war on the Zulu. Iroquois and Celts both have the corporation, I can buy it from the Celts for 2420 gold, but I pass for now. Hopefully we can get it along with some other goodies when Atomic theory comes in.
Turn 15 (1490 A.D.)
Ottomans and Spain sign a peace treaty. Spain wants a MPP, but I don't think that's too wise considering they only have 2 cities. TOE due in 6, Atomic Theory due in 11.
Notes to next player:
Not much to do, probably should build a hospital after TOE. All the rails are started with the exception of 2 tiles that we can't work, so the coal and iron deals can be allowed to die when they expire. The workers are spread out to ensure that the rails got started on every tile before the deals ran out. We might want to consider becoming a democracy, though I can't think of any really pressing arguments to change.
The save: http://www.civfanatics.net/uploads9/bed07_1490AD.SAV
bed_head7 May 02, 2005, 04:47 PM Researching Atomic Theory gets us nothing. I guess we need to slow down the ToE build to match. If we build ToE in six, we'll just skip the last five turns on AT, wasting all of the invested beakers, something we certainly cannot afford to do. The next player may consider investing money investigating cities to make sure that if we wait until turn eleven, we'll still get ToE.
bed_head7 May 02, 2005, 04:47 PM bed_head7
hookmonkey
General Mayhem
dl123654 <- up
Tomoyo <- on deck
Kaiser_Berger
Mathias May 02, 2005, 05:39 PM Lurker's comment: Atomic Theory is the most expensive industrial age tech. As bed_head mention, it was a mistake to research it.
Why did you delay Sanitation?
Tomoyo May 02, 2005, 06:22 PM Actually, I think Electronics and Flight are more expensive, but that's besides the point. I though we were getting AT with ToE?
EDIT: My choice would have been the cheap Sanitation.
LKendter May 02, 2005, 06:32 PM I think the issue is the failure to time the researcht to match the completion of ToE.
General Mayhem May 02, 2005, 06:48 PM Again, I apologise. If you want me to replay I will, I'm not sure what in the world I was thinking there. :smoke:
dl123654 May 02, 2005, 07:22 PM Save (http://www.civfanatics.net/uploads9/Henry_of_the_Portuguese,_1550_AD.SAV)
Preturn 1490AD:
Check wonders, no one is building ToE, 4 are building US, investigated all, best will be done in 25 turns followed by 28
Decide that we have wasted to many turns researching to stop now, change around production so that we finish ToE in 11 also
Turn 2 1500AD:
IBT:
Celts destroy Spanish
Celts building ToE
Turn 3 1505AD:
Investigate, they will finish in 13 turns
Turn 5 1515AD:
Lose silks, don't need them anyway
Turn 6 1520AD:
Trade Zulu Sci Method for 73gpt, 91gold, WM
Trade Korea Sci Method and 61gold for Corp
See that Refining will be the most expensive tech, it will take 14 turns to research
IBT:
Korea starts to build ToE in the tundra, 30+ turns, we need 4
Turn 7 1525AD:
IBT:
Zulu India peace
Turn 8 1530AD:
Lots of deals end
250+gpt to 100+gpt
IBT:
Zulu declares on Korea
Turn 9 1535AD:
Turn 10 1540AD:
Science to 60
Turn 11 1545AD:
We learn AT, we learn Electronics and Refining from ToE
ToE->Hospital in 4
Reserach back to 100
Few civ was researching Refining because they finished it this turn, they didn't have it when I got Refining because of the cost
Use AT to get RP, WM, 252gpt and 783gold from Celts
Get another 173gpt out of Zulus for AT
Everyone else is broke
Turn 12 1550AD:
Its now turn 300, stopping here to even out the turns
Notes:
Currently making 561gpt and have 5000+ gold
10 turns on Steel
3 turns on hospital
We should consider building Hoover just so the AI doesn't have it
Save Flight for last so that we can get the full effect of Colossus
Mathias May 02, 2005, 08:35 PM Actually, I think Electronics and Flight are more expensive, but that's besides the point.
Indeed it is, but for reference:
Atomic Theory: 200
Electronics: 180
Flight: 180
Advanced Flight: 180
Combustion: 160
Refining: 160
hookmonkey May 03, 2005, 01:18 PM Well done with ToE dl123
Tomoyo May 03, 2005, 01:21 PM I guess I'm up. Got it.
Tomoyo May 03, 2005, 07:03 PM 1550AD (0): Nothing.
IT: Iro and Zulu sign peace. We lose our iron.
1555AD (1): Trade Refining to India for 31gpt, Silks, Iron, and WM.
1565AD (3): Lose our coal, Hospital --> Hydro Plant.
IT: Otto and Zulu sign against Korea.
1570AD (4): Join two workers
IT: Agedincum completes US.
1585AD (7): Hydro Plant --> Wealth
IT: Celts and Zulu sign against Korea.
1595AD (9): Zulu and Celts sign a MPP. Then...
Zululand attacks us!!! :eek:
Electronics to Celts for 91 gpt, 620 gold, and horses.
Atomic Theory to Korea for Espionage, 19 gpt, 60 gold.
100 gold to Celts for Steel.
Start combustion.
IT: Lose a precious Rifleman and three ACavs, but kill four Zulu cavs.
1600AD (10): Kill two Zulu Cavs.
I'll hand off here. Pollution just struck, too. I think we should think.
http://www.civfanatics.net/uploads9/bed07_1600AD.SAV
General Mayhem May 03, 2005, 07:29 PM This Zulu attack is going to hurt A LOT, but from looking at our military/production capability I think that as long as the next player has made the appropriate sacrifices to the RNG gods lately we "should" be able to survive this. If not then:
http://www.civfanatics.net/uploads9/fatlady.jpg
bed_head7 May 03, 2005, 07:34 PM Next player can keep up the war as long as it is comfortable. This is monarch, I doubt there will be much of a problem.
bed_head7 <- on deck
hookmonkey
General Mayhem
dl123654
Tomoyo
Kaiser_Berger <- up
Kaiser_Berger May 03, 2005, 08:07 PM I may have burned up my RnG luck as of late with a HOF space race game with three SGL, one coming at the very convieniant time of 2550 BC for the Pyramids. Well, I doubt I'll bury us, we should be just fine. Got it.
Kaiser_Berger May 03, 2005, 10:31 PM Preturn- Whoa, infantry. Switch our rifle to arty. Arty is the OCC's best friend to repel invasions. Wake a few workers to clear pollution.
Also, a small rant, as I see we have joined foreign workers to our city. I really don't think thats a great idea until a civ is dead. We don't have to worry about flip risk here, but we do have to content with some extra unhappiness. Nothing major though.
T2 1610
Crap, Korea makes peace with Zulu, we get hit by several cavs that redirected towards us. I draft a rifle and swith production back to rifle.
T3 1615
I draft another rifle and rush another arty. Zulu won't talk yet.
T4 1620
We suffer some more losses. I ding more Zulu, rush a guerilla.
T5 1625
We lose a rifle and an AC. We gain a guerilla, short rush another.
T6 1630
I just notice we haven't built Civil Defense :blush: It is short rushed.
T7 1635
We now have Civil Defense, and we can breath a bit easier. With three guerillas behind that, we should be able to hold out.
T8 1640
Zulu bring in India against us.
T9 1645
Watching zulu cavalry get mowed down is very amusing. However, we can now get peace so I'll take it. We pull it off for 400g.
T12 1660
We learn Combustion, start on Mass Production.
Summary
The war was a bit tense, but nothing too close. We're 8 turns from Mass Production. We have 4 turns until Hoovers, building it for denial purposes of course. If we're beat to it, we can build CIA instead.
bed_head7 May 03, 2005, 11:20 PM Well, you all moved much too fast for me, so I have to skip myself.
bed_head7
hookmonkey <- up
General Mayhem <- on deck
dl123654
Tomoyo
Kaiser_Berger
hookmonkey May 04, 2005, 01:00 PM Whoa this SG is going fast :) Good thing we're at peace with the Zulus again.
Will play tomorrow (GMT +1) unless someone else wants to pick it up? Tonight it's Champions League time (those who never heard about: it it's the european soccer cup for clubs.)
General Mayhem May 04, 2005, 01:29 PM Go ahead, I'm up in another SG anyway.
hookmonkey May 05, 2005, 08:13 AM 1680AD IBT: Renew Gem deal with Celts. We pay 1 gpt less ;)
1685AD IBT: Celts complete Hoover DamN! Switch Lisbon to CIA, wasting 264 shields. Oh well. Let it be so...
1690AD Finish CIA start Stock Exchange Woman Exchange. Peace with Indians for Steel, they add 20gpt.
1705AD Celts demand 100g. Allright
1710AD Zulus & Ottomans declare on Koreans. We complete Mass Production > Motorized Transport (11turns)
1715AD Start Rifleman
1720AD Celts declare on koreans.
1725AD Sell Mass Production:
51gpt 1130g iron coal WM to Zulu
Celts for 711 gold + horses.
Koreans 20gpt + 84 g
1730AD Sell Combustion to Indians: 33 gold per turn + 130 gold
1735AD Iroquis & Korea make peace
Zulu & India sign alliance VS Korea.
Grrr.. Make up your mind ! Iroquis declare war on Korea again.
Build Battleship accidently > Wealth.
General Mayhem May 05, 2005, 10:48 AM Ok, I've got it. I'll see if I can't avoid making :smoke: moves this time.
General Mayhem May 05, 2005, 02:55 PM Turn Log:
Turn 0 (1750 A.D.)
Everything looks good, I just put the workers on building more barricades.
Turn 1 (1752 A.D.)
ZZZZZZZZZZZ
Turn 2 (1754 A.D.)
Nothing much, just sitting here watching Iroquois and Zulu infantry walk around in our territory for no apparent reason.
Turn 3 (1756 A.D.)
Motorized Transportation comes in. Korea and Zulu just signed a peace treaty, so I get to watch the Zulu parade go by headed back home. Korea doesn't have Motorized Transportation, but does have flight. Get flight for MT, WM, TM, and 800 gold. Give India MT for 15 gpt and 24 gold. Both Ottoman and Korea have fission, but neither will sell for less than 10,000 gold, so I pass. Start research on rocketry, due in 20. I really wish we would have kept another lux or 2 since we have to run 10% lux to keep people happy, and if we didn't have to we could cut 2 turns off of rocketry.
Turn 4 (1758 A.D.)
Korea and Ottomans sign a peace treaty. Ottomans start both UN and Manhattan. Fission now available from 3 civs, but the price still hasn't gone down much. However, since Otto has started the UN (due in 113 turns :p ) I bite the bullet and buy it from Celts for 10,750 gold. Start the UN, due in 12.
Turn 5 (1760 A.D.)
Korea and Celts both start the UN
Turn 6 (1762 A.D.)
Zulu declare on Iroquois. Celts declare on Zulu.
Turn 7 (1764 A.D.)
Renew our gems deal with Celts.
Turn 8 (1766 A.D.)
ZZZZZZZZZZZZZZZZZZZ
Turn 9 (1768 A.D.)
Renew our peace treaty with India. Celts sign Otto in against Zulu. Otto also delcares on the Indians out of his own free will. Watch New Zimbabwe change hands twice. Celts start Manhattan, and everyone and his dog now has amphibious war (like we really need it...)
Turn 10 (1770 A.D.)
All our territory now is covered with barricades.
Turn 11 (1772 A.D.)
Korea and India get peace.
Turn 12 (1774 A.D.)
Catch Korea trying to plant a spy.
Turn 13 (1776 A.D.)
Rocketry now avaliable from Celts and Ottomans, but we'll have it done on our own in 7, so no point in feeding either of them any more.
Turn 14 (1778 A.D.)
ZZZZZZZZZZZZZZZZZZZ
Turn 15 (1780 A.D.)
Korea and Iroquois sign a peace treaty. We build the UN. No, I most certaintly do not want to hold elections. Lisbon starts a commercial dock, it will finish in 1 turn. Rocketry due in 5.
Notes to team: Lisbon is capable of either 98 or 90 spt dependant on whether we work the mountain or a coastal tile, now that the UN is done I'm working a coastal tile for growth. A deal just expired, so we lost iron, coal, horses and 65 gpt, but we are still making 4 gpt at 90% science, 10% lux. I would suggest trading motorized transportation to Iroquois to even their war out (Zulu tanks are kicking their butt) and generate us some much needed cash. We still have ~4000 gold, but that's not enough to buy another tech when it becomes avaliable.
The save: http://www.civfanatics.net/uploads9/bed07_1780AD.SAV
microbe May 05, 2005, 03:11 PM Weird that you went for Rocketry first. Computers is usually the first to get since it provides Research Labs AND SETI.
I also wouldn't have bought Fission for such price unless there is real danger for UN loss.
hookmonkey May 05, 2005, 04:03 PM Rocketry? Have you been smoking again ! ;) I agree with microbe, it's no problem but SETI is really important for an OCC. Oh well ! When we research it we should nuke everyone HeHe! :evil: just kidding.
http://debian.fmi.uni-sofia.bg/~emill/nnuclear.gif
General Mayhem May 05, 2005, 04:47 PM Sorry, I went for rocketry because I've found I can usually get it as a monopoly tech, but evidently one of the SCI civ's got it as their freebie. I think we still have pretty good shot at computers anyway, none of the AI have anything beyond rocketry/fission.
dl123654 May 05, 2005, 08:15 PM I got it now, have a 10 page paper due tomorrow which I should start (still have 14 hours left :mischief: ). I might play tonight but if not tomorrow.
bed_head7 May 05, 2005, 11:01 PM I really wish there had been some consultation over spending 10,000g like that. We want to get at least a few techs for that kind of money. No matter.
dl, I think you may be worse than me.
hookmonkey May 06, 2005, 02:42 AM I got it now, have a 10 page paper due tomorrow which I should start (still have 14 hours left :mischief: ). I might play tonight but if not tomorrow.
:lol:
Isit just this time or do you always do things the last moment? I graduated from school doing everything the day before even my exams! :lol
Gonna play COTM: Arabia now, I'm almost in the industrial age, so far so good.
dl123654 May 06, 2005, 10:57 AM Save (http://www.civfanatics.net/uploads9/Henry_of_the_Portuguese,_1810_AD.SAV)
Preturn 1780AD:
Turn 1 1782AD:
Com Dock->Wealth
Turn 2 1784AD:
IBT:
Ottoman & Celts vs Korea
Turn 4 1788AD:
Polution, cleaned
Science to 10
IBT:
India & Zulu vs Iro
India & Zulu vs Celts
Turn 5 1790AD:
Rocket->Computers in 21
No Aluminum
Celts 2
Iro 2 at least
Korea 2
Ottoman 0
Zulu 0
India Don't see any
Ottomans and Celts have Rockets
Trade Zulu and Korea Rockets
Zulu:Salt,Iron,AW,WM,72gpt,286gold,Coal,Dyes,Ivory
Korea:AW,WM,103gpt,486gold
Change production to a Mobile SAM
IBT:
India Ottomans peace
Turn 6 1792AD:
Zulu capture an Aluminum from Iro
IBT:
Iro Celts MMP
Iro declare on Korea
Turn 7 1794AD:
SAM->Wealth
Turn 9 1798AD:
Entremont(Celt) finishes Manhattan Project
Iro get to modern age and now have some money
Trade Rocket for WM, 60gpt and 675gold
Turn 10 1800AD:
IBT:
Zulu and Celts want 100gold and TM, ok
Turn 11 1802AD:
No elections
Ottomans pick up Space Flight
Iro get their Aluminum back
IBT:
Celts want 1 more gpt for Gems
Turn 14 1808AD:
IBT:
Korea Celts peace
Notes:
Ottomans and Celts have Space Flight and Ecology
10 turns until Computers
Iro have 70gpt and are down Fisson
Now if you excuse me I have to study for my exam tomorrow (on Saturday).
And yes hookmonkey I always say I'm going to start early but always end up doing it the night before.
Tomoyo May 06, 2005, 01:28 PM Got it.
Tomoyo May 06, 2005, 02:13 PM 1810AD (0): Stuff is looking fairly good.
1812AD (1): A source of Aluminum appears one tile from our border.
IT: The Celts declare war on the Koreans.
1814AD (2): ...
IT: India and Iroquois sign peace.
1816AD (3): Pollution pops up on a hill, but no text message comes up. :confused:
IT: India and Celts sign peace. :rolleyes: Celts and Zululand sign peace. Celts declare war on the Zulus.
1818AD (4): Lisbon grows.
1822AD (6): Pollution strike a grassland. This time there is a text message.
1824AD (7): No I would not like to hold elections for UN Secretary-General.
1826AD (8-IT): Korea and Ottomans sign peace.
1828AD (9): Computers in 1, lower science to 60%.
1830AD (10): We get Computers. We also lose a whole bunch of resources.
Computers to Ottomans for Space Flight, WM, 270 gold, 3 gpt, Oil, Horses, and Spices.
Space Flight to Zulus for Saltpeter, Iron, WM, 87gpt, 270 gold, ivory, and coal.
Computers, WM, and 1500 gold to Celts for Ecology.
WM and 900 gold to Celts for Rubber, Aluminum, and Silks.
Ecology to Korea for 1395 gold and 60 gpt.
Fission to Iroquois for WM, 730 gold, and a worker. I know that's dirt cheap, but...
WM and 230 gold to Iroquois for Uranium. I want to secure this trade.
I want to join the worker and turn him into a Civil Engineer, but I don't.
Set research on Nuclear Power, due in 21 turns. Should go down when SETI and Research Lab is finished. SETI is due in 11 turns.
IT: The Celts are building SETI... in Alesia. A size 30 metropolis. We may be in trouble.
I calculate that Alesia is making at the moment at most 20 raw shields. A factory and a plant would make that 40. There's a slight Monarch bonus, but Lisbon is producing 98 spt. :)
1834AD (12): Ottomans have Satellites.
1840AD (15): SETI due in 6, Nuclear Power due in 16.
SAVE (http://www.civfanatics.net/uploads9/bed07_1840AD.SAV)
bed_head7 May 06, 2005, 04:23 PM Nice trading. I am glad everything worked out okay.
bed_head7 <- on deck
hookmonkey
General Mayhem
dl123654
Tomoyo
Kaiser_Berger <- up
Kaiser_Berger May 06, 2005, 07:15 PM I've got it.
dl123654 May 07, 2005, 10:16 AM 1812AD (1): A source of Aluminum appears one tile from our border.
Would we be able to get that source if we razed a city?
Tomoyo May 07, 2005, 01:56 PM Would we be able to get that source if we razed a city?Probably not - We'd need to raze two.
Kaiser_Berger May 09, 2005, 12:37 AM Preturn- Alright, we look pretty good. I'm going to work on upgrading a few guerilla to TOW just to have some insurance.
T6 1852
We complete SETI. I short rush a research lab. Zulu are being eaten alive.
T7 1854
Research Lab complete, Start Apollo, due in 5.
T10 1860
I buy dyes from the Iroquois and we can kill the lux tax.
T12 1864
We complete Apollo. Start SS Engine.
T13 1866
We get Nuclear Power. It goes to Ottomans for Synthetic Fibers and a good some of gpt. Nuclear Power and 200g goes to Celts for Satellites. I set us towards Miniturization, due in 15. I switch our production to a Nuclear Plant so we can get max production.
T14 1868
A great turn. We are now up to 122spt. In addition, The Iroquois advance has allowed us to envelope the nearby aluminum :clap:
T5 1870
A lot of deals expire, I get back our luxes and the Uranium. Celts have Miniturization.
Summary
Our little city is really chugging along now. We make nearly 600 science and 122spt. As long as we can keep our resources and are not declared on, we should be fine.
We are at 15559 culture and increasing at a rate of 78cpt. We can't afford to dilly dally too long. With our friends research along with us, we should finish in time though.
bed_head7 May 09, 2005, 12:58 AM Toss temple if possible while keeping lux at 0%. If not, toss temple, colosseum and cathedral and raise to 10%. No reason to cut it too close.
Wait, why am I saying this. I will pick it up on other computer.
bed_head7 May 11, 2005, 12:28 AM Um, I decided to play out until the end. We lost the race by one turn. We're remembered as the worthless Portuguese. Sorry all. It was 1930 AD, we had one turn left, and the Ottomans launched. I don't really think there was anything we could do here. I tried four times to plant a spy with the Ottomans, and never once succeeded, so I never even got the chance to sabotage production or anything. I failed twice against the Celts, and they declared war. Worst run of spy luck I've ever had, easily.
Thanks everyone for playing. Now that I am 0 for 2 on MOSR, I might need to give it one more go. And this time try out driving research, which seems much more feasible in Conquests than it was in vanilla.
Gee, three SGs of mine ended today, and all were losses.
Kaiser_Berger May 11, 2005, 12:40 AM Ouch, that hurts. I'm up for a redux.
Mathias May 11, 2005, 03:50 AM Check out my game, if you haven't already. If you're going to try again, I'd love to join you.
Tomoyo May 11, 2005, 05:14 AM Agh. I'm 0-2 in MOSR. :(
I'm up for a reredux.
hookmonkey May 11, 2005, 11:39 AM Whoa a sudden end to this game.
If all of you are in I have to be in too. Same civ again?
General Mayhem May 11, 2005, 12:06 PM Ouch. Losing by just 1 hurts. I don't think I'll be up for another one, RL is getting busy.
bed_head7 May 11, 2005, 05:38 PM I don't think I can play another game at the moment. Good luck if you all try this again.
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