View Full Version : Succesion LK8 - France - Space Challenge
LKendter Jan 09, 2002, 07:49 PM Worker automate is not fair is sucession games - please do not use it
Playing -
LKendter
Carbon_Copy (currently playing)
Thiazi (on deck)
The only victory condition allowed is space race
I would like to see one game end this way;)
Civs = 12
World = Standard, Wet, Warm, 5 Billion, large continents.
Difficulty = Regent
Barbarians = Roaming
24 hours to verify you can play your turn, 48 hours to play.
Your choice, up to 20 turns. You can always play less.
I played 40 turns to get us going. I will post once I get some signups. This is a game for Development players.
gonzo_for_civ Jan 09, 2002, 07:55 PM Go ahead and sign me up. I am in mountain time so you can take that into consideration for turn order. :)
Carbon_Copy Jan 09, 2002, 08:13 PM To Infinity...and Beyond!
:alien:
LKendter Jan 09, 2002, 08:47 PM You 2 are signed up.
Looking for one more player.
I think these games work best with a small # of players.
You don't want to wait to long between turns.
gonzo_for_civ Jan 09, 2002, 08:50 PM I won't be able to play for a few hours. Maybe I can still take my turn when the game is uploaded so don't skip me. There is a big work problem!!:mad: :mad: :mad:
Ohwell Jan 09, 2002, 08:52 PM Sign me up Lee! Development players... thats me! I like space race.
Thiazi Jan 09, 2002, 09:10 PM If you need any more players then I will gladly sign up for this game.
gonzo_for_civ Jan 09, 2002, 09:17 PM This is the last time i can post in maybe 1 1/2 hours because I am almost out the door right now heading for work where we have an emergency but I would suggest taking Thiazi since me and him both are on AZ time and our turns would pass quickly.
LKendter Jan 09, 2002, 09:35 PM 4000 BC - Hmmm.... Where shall we start?
3950 BC - Paris formed in a major flood plain area. Begin research into Masonary.
3650 BC - Warrior #1 built in Paris. We have such absurd growth, starting settler.
3600 BC - I see the goody hut near Paris, but do I dare risk leaving Paris wide open?
3500 BC - The cultural borders expand, and absord the hut. We can pottery from the Jute tribe.
3250 BC - Our first settler begins to look for a home. A scout is ordered - wierd, I thought ONLY expanonist tribe could get them.
3200 BC - Incense connected to Paris. We already have luxuries.
3100 BC - Paris begins worker #2
3050 BC - Wondertown build in a kick-butt production spot. A warrior is ordered. I kick science up to 100%, saving a lot of time from Masonry.
3000 BC - We get a palace expansion already. We haven't found any one yet, so I am happy with #4 for the most advanced nations. The bad news with the list - Persia is in the game.
2950 BC - I love irragated wheat - flood plains. Paris completes worker. Settler #3 is ordered.
2850 BC - Worker #2 begins the road to Wondertown. With six double production squares, I very much want to get that city up and running. Wondertown begins a place holder.
2550 BC - Paris continues to pump out settlers. Order up a scout - we have a lot of land to explore.
2430 BC - Bronze working will take a bit longer, but the sooner we start production VETERAN spearman, the better.
2390 BC - Scout is completed. Order another settler.
2310 - The scout spots Gems! We have luxury #2 to get under control.
2270 - Make that 2 gems. We have a new city target. Gold town is formed - What to guess what type of square it started on? Science is upped to 80%, and we still have positive cash flow.
Summary -
Paris - Workers and settlers ONLY With an irraggated wheat at 5 food, and 2 forest - it grows quickly, and can pump out settlers like mad.
Wondertown - This will be a hugh production town. It should be able to snag multiple wonders. It doesn't need to build settlers. Keep improving this area! Pyramids will start flying out. With a large world, this wonder is the biggie!
The rest of the cities don't matter to much. Those 2 cities are core for us. Mass settler building, and wonder overload (I hope).
Up next - Carbon_Copy
NOT ACCEPTING ANY MORE PLAYERS
Stressing again - 48 hours turn around game.
Carbon_Copy Jan 09, 2002, 09:50 PM I've been waiting for an hour or two for you to post the game! :p
Should see some results in a few. Good results? We shall see. Oh, yes, we shall see...
[Edit] Actually, I'm still waiting for the game to be posted. Is the game linked somewhere that I'm not seeing, or did it not get attached?
gonzo_for_civ Jan 09, 2002, 09:54 PM Well, I'm back at my house from work. They sent me home as soon as I got there and told me that all I needed to do was give them my office key. :) Hopefully we can get this game started soon. I get home at 4:00 AZ time so If our timezones work out i can play then. If not, move me back in the order so we can work out the most efficient order hopefully.
LKendter Jan 09, 2002, 10:06 PM Repost of game.
Don't know where the file went the first time :confused: :confused:
Carbon_Copy Jan 09, 2002, 11:37 PM Okay, here's what happened during my reign (boring dates where nothing happened but movement omitted)
2110 BC
-Moved warrior north of paris to intercept the barbarian before it pillages the road, barb dies on the warrior
-Scout discovers angry barbs in the "goodie" hut, gets killed :mad:
2070 BC
-Started settler down to settle between Gold Town and Paris
1990
-Orleans founded, production to warrior
science turned down to 50% to convserve gold (try to remember to do this when we get down below 5 or so!!)
-2 barbs seen headed for wondertown, i move warrior up so they don't disturb the worker, first one dies
-palace gets taller
1950
-We learn Ceremonial Burial from a goodie hut
-Second barb by Wonder Town dies, though it almost got the warrior
-Learn Bronze Working, start on Alphabet (12 turns)
-road to Wonder Town complete, start worker on another mine
1870
-More barb smashing by Wonder Town. If I had a military unit to spare, I'd send it out to disperse the pesky buggers, but I don't so I can't.:mad:
1830
-Road to Orleans completed, started irrigating it
1790
-Another barb spotted, this one by Gold Town. I try to move warrior back (sent GT's first on its way to paris/wonder town, was almost to Orleans), but it will arrive 1 turn too late to save Gold Town from some pillaging
1700
-Barb pillages gold town, takes it down to size 1
1675
-Orleans makes warrior, sends it to paris, starts on Temple
1650
-Settler built, started on its way to gem site with Warrior escort
1575
-Alphabet learned, started on Writing
-The barb camp near Gold Town dispersed for 25g
1500 (last turn)
-Flood plains disease message in Paris
-Spearman finished in Goldtown, started on Barracks, Spearman moved in Wonder Town's direction
-Mysticism from Goodie Hut
Comments:
-The settler needs to move to where the warrior currently is before you settle. That way, upon the first cultural expansion (build a temple!), you'll get both the second gem AND the moo cow to the south within city limits, with fewer jungle squares to clear right away. Also, units won't have to cross two rivers to reach the town (important if it becomes a staging ground for a war)
-Wonder Town will riot when it grows next (19 turns), so either 1) raise the lux rate (will have to lower science to 70), or 2) garrison an extra unit in it. I don't think that a road to the gems will make it in time to otherwise stop Wonder Town from rioting, so do one of those things first.
-When milking paris of workers and settlers, make sure you're using the right squares to produce. I think the game automatically allocates the right two first squares, but pay attention when it grows to size 3 or beyond.
-I'm currently researching towards Literature in hopes we can grab the Great Library in Wonder Town after we're done with the Pyramids. I THINK we'll just be able to start that once the Pyramids are done and hopefully the AIs will all switch off to the Oracle or maybe the Hanging Gardens or the Lighthouse. If we meet neighbors, try not to give them Alphabet or Writing until we've got a good head start on the Library.
Ohwell Jan 10, 2002, 02:00 PM Alright, it is coming:D
Ohwell Jan 10, 2002, 02:57 PM Here goes my reign!
1450- HammerVille founded near the Gems!
1250- Babylonians found. They are annoyed:rolleyes:
1225- writing discovered, embassy with Babylon in place
- DON'T trade any tech with Babylon for now.
- I had to decrease the tech rate to 80%, we were losing 2g/ turn.
Wow, alot happened in 15 turns:rolleyes: . Yeah right.
Thiazi Jan 10, 2002, 02:59 PM I'm taking my turns right now and hopefully, I can have a seemless transiton with Gonzo. I like the pace this game is going at and I will try to keep it up
Thiazi Jan 10, 2002, 04:00 PM 1100: Gold Town produces a worker and begins production of a group of settlers.
1175-1150: The emperor foolishly moves the warrior garrisoned at Hammerville to explore a nearby goody hut. This unfortunately led to two separate raids on this infant settlement.
1025: Horrible news! The people of Wonder Town demand entertainment and threaten to halt production of the Pyramids until we do so. The Emperor is forced to raise the luxury rate to 20% and we are now operating at a loss of 2 gold per turn.
975: Lyons founded on a warrior. Lyons is almost immediately attacked by a barbarian horseman but our valiant warriors thwart these primitive peoples.
925: Paris and Orleans both produce settlers and both towns begin their next groups of settlers.
900: Gold Town produces a settler and begins production of another settler.
875: Our scholars have discovered literature and will now focus their attention on polytheism. We have made contact with a distant people who call themselves Indians. We trade them contact with the Babylonians for warrior code and 40 gold. /** I should have tried this offer to Babylon but I was too focused on dealing with India. **/
825: The Babylonians have begun their failed attempt at constructing the Pyramids. We have made contact with another distant people known as the Iroquois.
800: The city of Rheims is founded on a hill west of Paris; they start production of a warrior.
775: Wonder Town completes the Pyramids, which has triggered a golden age for our civilization! They are now well on their way to completing the Great Library.
750: We have made contact with the English. We purchase iron working from the English for 87 gold. /** I tried to get it cheaper from elsewhere but I still felt it was better than wasting turns researching an already discovered technology. **/
730: Terrible news! An unescorted group of settlers heading towards the Three Cow peninsula have been murdered. We have sent a group of warriors to capture these fiends and dispense swift and brutal justice. Orleans and Hammersiville both complete settlers and begin production of more settlers. The city of Rheims completes a group of warrior and now starts on spearmen.
710: We have made contact with a civilization that calls themselves the Persians. The Emperor has decided to lower the luxury rate to 10%, so that we can operate at a profit. The city of Tours is founded to secure two sources of incense very near the Babylonian border. It is critical at this point in the game that we secure all known resources. Paris completes its group of settlers and starts yet another group. Lyons produces a spearman and starts putting together its own group of settler.
690: We trade alphabet to the Indians for horseback riding and one gold. We could have waited for the Great Library to give us this tech but it seemed prudent to locate the sources of horses early one.
670-650: A relatively uneventful time in our history.
630: Gold Town produces a settler and starts yet another settler. Tours completes its warrior and begins production of a spearman.
610: The successor to Emperor Thiazi is born!
590: Rose science to 90%, so that we can get polytheism in two turns. It will cost us two turns but every turn saved could be critical in this game.
During my reign, I managed to add about 3 or 4 new cities to the empire and I have three settlers who can be used by the next leader. We need to connect a rode the iron source near Paris and we should start focusing more on cultural improvements and building a military. We should continue our expansion but we are getting to a point where we can afford to slow down a little. We are pretty much competing with Babylon for a lot of the land and as of yet they have shown little to no interest in it. I should have tried to do more culturally but I just fell in love with how quickly we could produce settlers.
LKendter Jan 10, 2002, 04:23 PM Up next - gonzo_for_civ
Well by my turn, I promise some military ;)
I can't believe I might play again in 24 hours!
gonzo_for_civ Jan 10, 2002, 04:26 PM downloading, will post in 2-4 hours due to time constraints. :)
gonzo_for_civ Jan 10, 2002, 08:02 PM Here's the game. Details soon to follow. Oh yeah, lkendter, it's a perfect time to start some military, as you promised.:D
gonzo_for_civ Jan 10, 2002, 08:04 PM oops. forgot the game!
gonzo_for_civ Jan 10, 2002, 08:24 PM Ok here it is.
590 BC - Thiazi has died:( Gonzo I looks out at his rightful kingdom. Gonzo would like to remind other leaders that GOTO is almost like automating workers, it should not be used ;)
Gonzo decides on a simple plan of action.
1. Get some money from other civs to make up for per turn loss.
2. Build the infastructure.
3. Expand our borders.
4. Build some cities.
5. Kill the barbarians.
570 BC - Dispersed Kazhak encampment.
550 BC - Warriors ordered to help fight against and defend against barbarians. Polytheism discovered and Horseback riding started. Road will be started to horses. Marseilles founded.
530 BC - Founded Chartres in plains for iron road and incense after border expansion.
510 BC - Discovered that settlers are being built in undefended cities.
490 BC - Barbarians are so bad that they have started a empire-wide game of hide and seek with our settlers.
470 BC - Horseback Riding discovered, map making started. Magyar encampment 2 spaces from Chartres dispersed. Forestville founded.
450 BC - Persians got the Oracle. Barbarians discovered in a prime city location.
430 BC - Founded Avignon and Besancon. Most inland fog - of - war is now gone to help keep barbarians away.
410 BC - Continued to hunt barbs and build infastructure.
390 BC - Contd. to hunt and build infastructure.
370 BC - Dispersed a bulgar encampment
350 BC - Golden age ended
330 BC - Founded Grenoble and Dijon. Traded w/map to Persia for their territory map and 69 gold to help with budget probs.
310 BC - Killed some barbarians.
290 BC - Looking to kill some more barbarians.
270 BC - Dispersed a Sarbadar encampment for 25 gold.
250 BC - Founded our first true border city, Amiens.
230 BC - Philosophy discovered and Code of Laws started.
210 BC - Got Mathematics, 114 gold, and a territory map from Indians for Literature.
190 BC - Nada.
Notes to future ruler: Build us a small military. Amiens should have it's temple rushed ASAP!!! Roads should be continued. Continue with operation: Enduring Freedom to rid us of barbarians. Infastructure! Good luck! :)
LKendter Jan 10, 2002, 11:57 PM Lee the whip maniac comes to power.:crazyeyes :crazyeyes
Massive switch of building. Stop all of the regular spearman under construction. Switch to barracks and whip out multiple barracks. Whip out a couple of temples. Establish embassies with everyone. Sell territory map to the world, we pick a few dollars and know what the Iroqious territory looks like.
110 BC - Something happens - Kill a barb camp.
70 BC - Wondertown lives up to it's name. We build the Great Library. It continues to live up to its name, and begins the Colosus.
50 BC - Cherbourg is founded. Since the Great Library is completed, we sell literature to the world. We have a large cash reserve now. This is something we can't do to often in a space race game!
10 AD - Sire, something is wrong! The dates are going in the incorrect order. Oh, the Angle tribe teaches us construction. Getting to explore the mystery area pays off:) Kendtertown is started.
30 AD - Persia demands Code of Laws. We refused, but then give him a free territory map and $15. We can't afford a war yet.
70 AD - We find village - empty :cry:
210 AD - The celt tribe teachs us Monarchy. A revolution for a new king. Lee runs out of town. The people search for a new king and find ... Carbon_Copy
Summary -
The harbor is being built sea based trades. We have a ton of incense to trade some day.
The switch to Monarchy is good at this point. I hit my limit of what I could crack the whip for.
edit - Old attachment deleted to conserve space
Carbon_Copy Jan 11, 2002, 12:22 AM really, I've got it. :p
Carbon_Copy Jan 11, 2002, 02:39 AM Here's my 20 turns. I meant to only take 19 so we started on an even century for a while, but it seems I didn't. Here's the good stuff
210 AD - The Persians are seen crossing our borders in huge numbers. This freaks me out, but there's not much I can do about it for now. Turns out they're after the unsettled land to the southwest of us.
270 AD - After seeing the Indians, English, Iroquois and Babs going for it, too, I decide that I can't stop it, so I might as well profit from the situation. I sell our world map to every Civ, nearly bankrupting all of them.
-We also come out of disorder in this turn. We pick Monarchy, but why did we even bother researching this? We don't need Polytheism OR Monarchy to advance to the Middle Ages, the Great Library would have given it to us for free, anyhow and we could have spent our research on Construction, Currency and Republic, which would be a better choices. Not going to make this a total wash of a tech, so I switch Wonder Town to the Hanging Gardens.
Somewhere in there, I also found Ville de Carbon on the hill just NW of the iron outside our borders. Once we get one culture bump, we'll have our territory go coast to coast. And with that, we can charge exorbinantly for...
290
-Sold Rights of Passage to every civ except for the Babs (who were still bankrupt from the map deal). Between this map brokering and RoPs, we have almost all the wealth on the continent.
-With this newfound wealth, I push science up to 80%, losing only 9 gold per turn out of over 1000. With new military units, this approaches 15 gold for a while.
-Rush bought the temple in Amiens (really should have been whipped, as should have two temples in our uttermost south)
320
-Le Dernier (The Last) founded. We shouldn't build any more settlers after this one. Let Persia and England pay us big bucks for the privelege to fight over that corrupt peninsula down there. It also has the effect of preventing them from trading techs amongst themselves.
330
-Currency discovered, Middle Ages starts, I start us on a beeline for Astronomy, to snag Copernicus. Palace gets bigger, Persians start the Great Wall. (which most civs seem to be going for by the end of my turn)
My vision for our tech tree climb is to beeline for Astronomy, even though we'll obsolete the GL possibly w/o picking up any tech from it. Then we research to Democracy, then buy our way up to tech parity on the bottom tree and race for Theory of Gravity. We might want to insert a pit stop to economics so we can get more research bucks with Adam Smith's and banks. This will probably only become an issue starting with the next time around since climbing the middle age trees is much more difficult.
We really don't need feudalism or Chivalry yet, as nobody in the world is really keen on fighting us (for one thing, they don't have the money, and secondly, they need our RoP to make it efficiently to the land grab zone), so much as fighting the other participants in the Great Peninsula Land Grab. After having seen the movements of the English and Persian stacks of units, England's about to declare war on Persia, and by no means must we get involved with this fighting.
340
-The peninsula is starting to run out for our intrepid warrior (who is now elite, BTW), so I sell another round of WMs
360
-I decide to see what the Babs can offer me for a RoP now, they offer all their paltry treasury, but then I notice that we now have a "land route" to Babylon through Amiens. So I hitch spices for incense onto the deal and send it through. With Babylonian Spices now in our possession, I drop the lux rate to 10%, reducing our per-turn gold expenditure without anybody rioting.
380
-Hanging Gardens Complete. I'm not sure what wonder to start next in Wonder Town, so I go for the Lighthouse. Feel Free to change this, but remember if we have the Lighthouse, we'll be the first to sail overseas and make contact with the other civs, and thus be the ones to broker all of the relations and maps (and tech if they're sufficiently far behind to find tech they don't have yet on the AIs on this continent. In which case we shouldn't try to stop the inevitable, we should profit from it, instead.
-World Maps sold for a third time, though not for much this time.
410- Last turn, not much happening. The AI civs have already founded several towns to our southwest, the roots of a greatly balkanized region are exposed.
War between the AIs is going to be inevitable. So don't get mad, get rich :D. With our nearly coast-to-coast coverage, they will all need our Right Of Passage to get there, and we should make sure that we are exploiting them sufficiently for this privelege.
LKendter Jan 11, 2002, 05:42 AM Originally posted by Carbon_Copy
-We also come out of disorder in this turn. We pick Monarchy, but why did we even bother researching this?
We didn't - check out my report.
210 AD - The celt tribe teachs us Monarchy. This was a gift tech from being the first to explore the area to the west :)
Carbon_Copy Jan 11, 2002, 01:07 PM ...I do know that we DID research Polytheism. I had forgotten that Monarchy popped out of a goody hut, though. :confused:
LKendter Jan 12, 2002, 08:55 AM Waiting on - Ohwell
28 hours and waiting
Ohwell Jan 12, 2002, 02:02 PM Tis coming!
Ohwell Jan 12, 2002, 02:16 PM No time for uptade:( Only played 4 turns.
LKendter Jan 12, 2002, 03:31 PM Up next - Thazi
Thiazi Jan 12, 2002, 04:13 PM Playing
Thiazi Jan 12, 2002, 05:29 PM Gonzo for Civ is next but he did say that he was too busy to play his turns in the Babylonian game. I don't know if that will transfer over to this game but I figured that I should give the rest of you a tad of an advanced warning.
460: A settler is sent to secure the source of incense north of Amiens. Our scholars have discovered monotheism and have focused their attention on theology (14 turns). The Aztecs, who we have yet to meet, have completed the Colossus. /** Something tells me that the new world will not be very advanced. **/
470-490: Various military and infrastructures improvements made. /** We need to make sure that we maintain good relations with our neighbors because if we get into an offensive war, we could be in for some early trouble. **/
500: The settler from Paris is sent north towards Persia. We buy a Persian worker for 27 gold.
510: A period of relative peace and quite.
520: I mistakenly felt that Wonder Town’s production had halted so I rose the luxury rate to 20% and lowered the science rate to 70%.
530: Persia tries to get currency from us; we give them a territory map.
540: We love the Saint Day throughout the nation.
550: Toulouse founded to secure the “northern” spices. I again mistake Wonder Town as frozen and lower science to 60%, while raising the luxury rate to 30%. The Persians have completed the Great Wall.
560: The luxury rate is lowered to 20% and the science rate is raised to 70%, I finally realize how much of a putz I have been.
570: England tries to get monarchy; we give them a territory map. The right of passage agreement with Persia is renewed. We give them the right to use our roads, incense and 15 gold and we in turn have free passage throughout their domain and wines.
580: The city of Bayonne is founded near Persia. It could be used as a staging point for any future invasions but I founded it more because I had an extra settler and it gave us more of a buffer from Persia.
590: India tries to get currency and we give them our territory map.
600: Our scholars have discovered theology and will now focus their attention on education.
610: The science rate remains at 70% but now with our own source of incense online, I lower our luxury rate to 10%.
620-650: In 640, we added a fourth level to our palace, other than that all was quiet.
Advice for the next leader:
1) We will soon need to extend the right of passage agreements, so be prepared for that.
2) We have a ship ready to head east once we have the lighthouse completed, of course you could switch it to a different wonder but we could profit greatly from contacting the other civilizations first.
3) We have around 550 gold and have been operating at a loss for a long time, now may be the time to sell one of our techs but if you do sell a tech make sure that you choose only one tech and sell it to everyone who does not have it and is willing to pay a fair price. This could be a risky endeavor, so make sure that you give them the most useless and unimportant tech available.
4) Our military is rather weak, so we may want to build up some more horsemen and spearmen. I wouldn’t go for the swordsmen because they will eventually become outdated and I don’t see war as an immediate issue but it wouldn’t hurt to put ourselves in a position of both cultural and militaristic dominance.
5) Mess around with the research rates and see if we can maybe speed up research or balance it so we are researching at a good clip but not eating away at our cash researces.
LKendter Jan 12, 2002, 05:58 PM Up next - Gonzo for Civ ?
If I don't hear something by tommorrow morning I will take my turn based on the comment from Thiazi .
UPDATE - I am playing now.
LKendter Jan 13, 2002, 11:40 AM Pre-turn. - I cancel several worker projects. I hate mined plains / deserts. Micro-manage multiple cities for more production. Why did we start education? I can't afford to throw away several turns of research, but we need feudalism NOW!
I try trading maps, but no real money. I start looking for money making trades and get:
Currency, then Monarchy to India for $200 each taking almost all cash.
Incense to England for $79 taking all cash.
Nothing to Iroqoius, I won't give up gems / Monarchy for $1.
Nothing to Persia, I won't give up Monarchy for $15.
We have sucky cities! Outside of wondertown, I can't find any good production. :(
660 AD - ARGGGH! I missed regular spearman being built in tours. Immmediately disband spearman, rush barracks, and start over.
670 AD - Good news - We get the Lighthouse. Sistine chappel is ordered - nobody even has Monotheism right now, and I refused to trade it. Forbidden palace is begun in Le Dernier - we need a bigger production base. The palace expands. We are still running a small deficit (-3), which I cover by trading world maps. Our cash base is still lousy since I rushed some production.
680 AD - The palace expands again - I must be doing something right :) Remind me to thank Persia, it looks like they will eventually build a few road segments for us. The civs are really broke - 3 have no money. Persia only gives us $3 for ROP, with nothing per turn.
690 AD to 700 AD - Lee takes a nap as more workers are produced.
710 AD - Strasbourg is formed - There were several unused spaces next to Paris including forrest with game.
720 AD to 750 AD - Nap time again.
760 AD - We have to give an order, and Feudalism is next in the science queue.
770 AD - The work by Le Dernier is paying off, it is know producing 4 usable shields, saving a lot of time for FP.
780 AD - Make that 5 usable shields for Le Dernier :), further saving time for FP. Less for ROP from Babylon, no longer getting cash per turn. We can't continue to trade wines for incense without us giving up cash. We have enough cash flow problems with giving up money.
790 AD - Science to 50% to slow down the cash loss.
800 AD to 820 AD - The king really does sleep a lot.
830 AD - Finally, some money in Babylon. $1 / turn for incense isn't much, we have a ton of it doing us no good.
850 AD - The palace expands again, but the king can't be found. A call for a new king goes through out the land.
Summary -
My emphasis was improving our land - I build a lot of workers. Paris can pump out a new worker every two turns.
We still have major cash flow problems - I have sold world map every few turns for some cash, but we may have to drop the science rate again soon.
Keep building the Forbidden palace. I picked Le Dernier as it is at the edge of our empire - for now. I can't help but wonder if some of the cities there will flip to us.
The galley has been trying to find signs of land - 2 spaces into ocean and back - so far no luck. Remember 1.16 doesn't allows galleys to the Ocean. Keep exploring with the galley, the AI knows if our map is better then theirs, so we can trade maps for a few bucks after spotting some ocean.
Orleans has the potential for high production, concentrate on clearing forest there. The palace in Orleans is to get Sun Tzu - switch to Sun Tzu when Feudalism is completed .
We are the French, and want size 7 cities to get the production bonus. That extra shield helps.
We should send a thank you card to Persia - they have build a lot of road segments from Bayonne to Rouen, and are building roads in OUR territory :lol
Up next - Carbon_Copy
edit - Old attachment deleted to conserve space
Carbon_Copy Jan 13, 2002, 09:43 PM Won't be able to play until tomorrow, though. Expect post some time in the early evening.
Why did we start Education? So we could get Copernicus's when we researched Astronomy. Plus Astronomy lets us build caravels (IIRC, or is that Navigation?), but mostly it's about pushing out the beakers. If we don't exactly NEED to have Copernicus, it's gonna be a hell of a lot easier with it (and Newton's), but I am not sure why we NEED Feudalism at this stage.
We are on very good terms with all other known civs, they're all broke, and we have (or at least, we SHOULD have, by now) given up our desire to aquire new territory unless we are without critical resources. I'll bet anything that we can out-build any single AI to any available wonder from scratch, so we probably could have waited for one of the AIs to research it (you didn't mention that they have done so yet) if aquiring Sun Tzu's was the objective. It also would have made the tech easier to research by ourselves if it came to that, but I also have a feeling that we could have traded for it pretty easily once the first AI reached it. It would have been a gambit, but I have a feeling that it would have paid off for us.
Also, once we reach feudalism, what are we going to do? If we don't have enough cash to keep science above 50 for much longer, we're not going to have enough to outfit lots of spearmen to pikes or build pikes w/o disbanding the original spearmen.
I don't want to sound like I'm complaining, far from it. I probably would have held off on Feudalism for a while yet, but I'll go through with it on my upcoming turn, at the very least to save the beakers and dollars we've spent on it already. We're still the dominant civ in the game tech-wise and that's exactly where we want to be for a space race game. However, I would appreciate knowing why we so desperately need it right now when our ultimate hope of financial solvency comes from Banking and Democracy.
Like I said before, writeup to come sometime next evening.
gonzo_for_civ Jan 13, 2002, 10:20 PM Usually I don't cheer when the weekend ends but this time, I am forced to make an exception. This was the busiest weekend for me in a long time. It's too bad I got here to late. I will take my regular spot after Thiazi this time around. Sorry to miss on you guys! ;)
Can't wait to play!!!!!
LKendter Jan 13, 2002, 10:37 PM “Won't be able to play until tomorrow, though. Expect post some time in the early evening. “
>> Sounds good by me :) Considering I started asking for players 4 days ago, and we are already at 850 AD.
“I am not sure why we NEED Feudalism at this stage. “
>> I am not sure it is a “need”. I am to use to going for it on autopilot. I love that wonder. This game will still benefit from the free barracks helping our cash flow. You opened my eyes to a new thought about the middle ages – exactly what a succession game is good for! Now that I understand the reasoning, I am not sure if I would have picked it next.
“We are on very good terms with all other known civs, they're all broke, and we have (or at least, we SHOULD have, by now) given up our desire to acquire new territory unless we are without critical resources. “
>>I agree – I built just one city, since I saw dead squares next to Paris. It still generates money, and a good source for getting military. I am shocked of the lack of wars so far. The only cities I wouldn't mind - a few culture flips near the future FP.
The biggest challenge is cash flow. I agree on your comments about not wasting beakers on Feudalism, it is the same reason I kept education going.
The good news -
When FP comes on line - cash flow improvements.
When STWA comes on line - cash flow improvments.
Fuedalism is just 4 turns away, then you can push for Astronomy / banking.
CC, expect 20 turns of land improvment. I gave you a lot of workers to help with that. Some of the cities are starting to get decent production.
Carbon_Copy Jan 14, 2002, 08:21 PM Despite the title, we actually got a lot done in the infrastructure. Lots and lots of roads were built, bitter warfare against the jungle continues to meet with slow but steady progress (at last count there were 16 workers beating about the bush between Hammerville and Kendtertown).
Other highlights include finishing feudalism on the exact same turn as the English (hope that palace started in Orleans helps us get that one, as every civ on our continent is working towards it right now, the good news is that wonder town is 3 turns off of the Sistine Chapel so they likely won't have a backup wonder to cascade to once someone finishes Sun Tzu), and gaining Navigation (and caravels) on my very last turn. Here's the breakdown by interesting years:
860
-Switched aquaduct to temple in Poitiers, as that border town needs some culture. 1 shield is "wasted"
870
-Palace gets bigger after finishing a few units and starting cultural buildings or marketplaces after. I plant a lawn.
880
-Feudalism researched, we switch Orleans to Sun Tzu
-English start Sun Tzu
-I play with the spending sliders, decide that we can drop lux to zero w/o riots
890
-Wonder Town riots because I can't count, so I garrison a third unit in WT to take advantage of the Military Police bonus under monarchy. Lose 1 turn on Sistine. All other towns escape rioting under zero lux, though not so many French people Love The Saint anymore.
910
-Economic finagling comes to fruition as we break even w/o lowering science below 50%
940
-Dijon finishes an aqueduct, but it's so overlapped with the town north of it that it's still stuck at size 6 until workers can improve it.
-Rush a Temple in Toulouse since it really needs some frick'n culture sitting two squares from a Bab town. cost was less than 60 bucks at this point to rush it from 15 turns out.
-Persians start Sun Tzu
980
-Paris takes a break from spamming workers, builds a university. The border between size 6 and 7 is actually the optimal spot to pump workers, anyhow, since the city will automatically regrow to 7 with a granary due to difference in food box sizes.
1000
-French people can no longer party like it's 999
-Babs start STAW
1010
-Drop sci to 40%. This takes us from 3 turns left till Nav to 4, but we're gaining upward of 25 gold per turn, so I decide I'd rather have the 100 gold than have it arrive 1 turn earlier.
1030
-Now that I have a bit of a gold cushion, I rush the temple in Bayonne
1050
-Marseilles grows to size 11, riots because I didn't turn the 11th person into a specialist. It will go back to normal once the next person starts their turn, no need to deal with it.
-We learn astronomy. Gold Town is building our first caravel, due in 4 turns.
-I queue up Copernicus in Hammerville to go after its University is complete in 6 turns. The better part of the workers currently up there should try to clear jungle squares by Hammerville first, and make sure all squares in production are improved (I think it will be all mines, it's surrounded on all sides with grassland or grassland forest once the jungle is cleared).
-Bumped science back to 50%, our economy is now rolling at -1 per turn, which we can tolerate for a while yet. banking is currently researching and we should try to get 5 banks going ASAP after that's done so we can build Wall Street and say goodbye to debt. :) Wonder Town will have a lull in available wonders, which it should take advantage of to build happy face improvements (temple, marketplace, collisseum, cathedral) so we can take out the last entertainer and make sure it doesn't riot when we go Democracy, which we should get right after Banking and Printing Press and BEFORE Chivalry/Engineering unless you can trade for those.
Other words of advice:
-Of the military units I built, I tried to get at least one pikeman in every border town lest the AI perceive us as weak enough to attack. While we don't want to start many, if any, wars this game, we need enough troops along our border so we don't look like pushovers.
-I also built a bunch of catapaults and fortified almost all of them in Amiens and Le Dernier
-Not only are the Persians building roads for us, but the English are, too.
-I noticed in lots of the towns to our southwest that the AI military units would relelentlessly march across their own puny borders on every turn. Perhaps this prevents those squares from being taken over in another civ's cultural expansion? Maybe, at least it would explain what the hell they were doing for all that time.
Here's hoping the next King has as much fun as I did ;)
Carbon_Copy Jan 14, 2002, 08:40 PM According to the lore floating around here, supposedly garrisoning 1 more unit in a border town than it has population makes it immune to cultural flipping. So, if convenient, try to make sure the towns that are deep into otherwise Bab territory (I'm thinking about Toulouse and Bayonne specificially) have at least that many should they happen to grow (probably not on the next player's turn, as they're still almost all jungle right now, but someday).
And also, the reason why Hammerville has Copernicus queued instead of Wonder Town is mostly because wondertown's science output blows, 5 beakers as opposed to hammer's 15 (and that's w/o a university, it gets a University in 6 turns). When we start building Newton's and/or SETI, we should make sure that it goes into that town, too, for the greatest effect. This also gives us a chance to build civic improvements in Wonder Town that it sorely lacks (the happy face generators, most notably) without taking away from a currently building wonder.
With our lopsided tech tree research, I think we shouldn't even bother going for Leo's, let the AIs get it and go for Adam Smith's instead. Sure, upgrade costs are halved with Leo's but with Smith's we'll have more money, period. It's a decision that doesn't have to be made often, so I'd like to hear some other people's reccomendations while we still have some research time left before making the choice.
Ohwell Jan 14, 2002, 09:09 PM I got it! I can play around 6 or so GMT today, which is in a while, 12 hours. I can't dl now either.
LKendter Jan 14, 2002, 09:27 PM Ohwell already knows he is up! He realized he turn before I even did. :lol:
Good luck, 2 key wonders on the way.
I agree on the choice of HammerVille for Copernicus. With both gems on-line the commerce value is great. The big danger with University, is Copernicus's Observatory is 40 turns! I played with some Micro-management, and we can save a few turns! Follow Carbon_Copy lead and concentrate on improving Copernicus.
With the Space Race everything thing comes down to
1 - tech lead
2 - production
3 - cash flow to help tech lead.
Leo's workshops doesn't help with any of these. After banking, I say Economics, then Democracy. Start a palace to queue up for Smith's when getting closer. After that Navigation? The first to find the rest of the world would be nice.
The nice things - 14 turns to FP. Finally, some good cash flow.
RENOGIATE TRADE WITH BABYLON! Incense price from $1 to $5 a turn, plus $50. That helps with the short turn cash flow problems.
I can't wait to see what happens with OhWell's turn ;)
Carbon_Copy Jan 14, 2002, 09:45 PM I didn't check too closely, but I don't think any of the other civs even have monotheism yet. And when they do climb that branch of the tree, I think they tend to skip navigation in favor of Music Theory (don't forget to research that soon so we can get J.S. Bach! Perhaps after Democracy...it'll be a race, but probably one we can win if we have a placeholder going in a low-corruption town) They may still be 40+ turns away from just researching the requisite tech for Copernicus, but that, of course, doesn't mean that we shouldn't shave off a few if we can do it.
Ohwell Jan 15, 2002, 02:22 PM The great turns and accomplishments you all spoke about never happened.
In short, my turns were nothing but filler to help the next person.
Here it goes-
1060- Some jungle being cleared
1070- Hammerville completed its university, and is building Copernicus Observatory.
1080- Sistine Chapel in Wondertown completed, a galley was sunk near france.
1090- Caravel built, sent east
1100- More pilkemen built
1110- Our brave caravel found a border! (Greek color)
1120- When sending our caravel to investigate, it sunk before seeing anybody.
Carbon- That was ALOT of catapults! :eek:
- I did build aloty of marketplaces and Librarys, as well as get 5 g a turn from babylon.
Thiazi Jan 15, 2002, 02:54 PM (Now Playing)
LKendter Jan 15, 2002, 04:24 PM Micro Management request -
1 - HammerVille is using the Gems mountiain, please mine it!
2 - We have cleared 2 shield grass areas - please kill the xxxxx squares and switch to the other spaces.
Thiazi Jan 15, 2002, 04:29 PM Ike, I started playing before I saw your micromanagement requests; sorry for not doing those.
Accomplishments:
1) Researched/Acquired: Banking, Economics, Engineering and Republic. I could have also gotten the Printing Press and Chivalry but that would have required trading communications, so I will leave this up to the next leader but none of the old and new civilizations besides us have contact with each other.
2) Completed: Art of War and Forbidden Palace.
3) Met: Aztecs, Zulu, Chinese, Romans and Greeks.
4) Fixed Economy: We are now making 98 gold per turn but we should look into adjusting our science and luxury rates.
Failures:
1) I was not sure about our research order so I probably researched some techs that were not vital to getting us to the next age.
2) I should have messed around with our science rates and seen if we could have gotten some techs faster. We have a 3-4 tech lead over most, if not all-remaining civilizations but we could have squeezed in an extra tech or two.
3) We lost one city to a culture flip but hopefully the forbidden palace will flip some cities into our favor.
4) I did not acquire Chivalry and the Printing Press; both can be had for selling communications to the new civilizations.
5) I did not change to a newer form of government.
1150: Purchased an Iroquois worker for 27 gold. Hurried a caravel in Avignon for 32 gold.
1160: The Egyptians have been destroyed. Bayonne pledges allegiance to the Persians. /** This was my fault, for placing the city so close to the Persian homeland. **/
1170: We swap territory maps with the Persians. Our scholars have discovered banking and have focused their attention on economics.
1180: One of our caravels sinks just off the eastern shore. India offers us Republic for Theology but I respectfully decline. We then sell our world map to India for their world map and 2 gold. Orleans has completed Sun Tzu’s Art of War and Le Dernier has completed the Forbidden Palace.
1190: The people have expanded our palace (added pyres)!
1200 – 1255: The people have once again expanded our palace (added trees in 1210)!
1260: Our scholars have completed Economics and have started Engineering.
1265 – 1270: Le Dernier starts Smiths Trading Co. (1270).
1275 – 1285 (Everything happened in 1285): We have found the Aztecs and we sell them our world map for contact with the Zulu and their territory map. We sell monotheism to the Zulu for contact with China, Engineering, the Republic and their territory map. /** I know we do not normally sell techs but it was too good of a deal to pass up. **/ We purchase contact with Rome from China for 40 gold. We sell our world map to Rime for their world map and contact with the Greeks. We sell our world map to India for 30 gold and 19 gold per turn. We sell our world map to England for 19 gold and 19 gold per turn. We sell monotheism to China for their world map, 10 gold per turn and 60 gold. /** The Zulu’s could have easily sold monotheism to them, so I felt we should at least profit from it. **/
1290 – 1295 (Everything happened in 1295): We established embassies in China (120 gold), Rome (52 gold), Greece (73 gold), Zululand (105 gold) and with the Aztecs for (79 gold). We bought a Persian worker for 27 gold. We sell our world map to Persia for their world map, 30 gold and 15 gold per turn. /** We are now making 98 gold per turn and we can make even more after selling communications. **/
LKendter Jan 15, 2002, 05:57 PM Up next - Gonzo for Civ
I would still like to see the changes for HammerVille
Carbon_Copy Jan 15, 2002, 10:22 PM Ohwell: Think of them as an investment. If/when we get involved in an industrial or modern war, we'll really want lots and lots of artillery (which cats can be upgraded to, via cannons, IIRC) to bombard the hell out of defending towns, and in defending towns to take the teeth out of attackers. Check out the RBD1 succession game, India just slaughtered most of Persia in the early Industrial with huge stacks of cannons and cavalry. At any rate, it will make the AI think twice before attacking Amiens or Le Dernier. If we make more cats, though, they should probably go to Ville de Carbon as that city has the most foreign exposure of any of our towns.
To next leader, Gonzo or Lee if Gonzo can't play: Time is ripe for a revolution, next in the research queue should be printing press followed by democracy. Don't forget to sell rights of passage to all the off-continent civs, they should net us a ton unless some of them are more expansive than we are (if one of the civs over there is wiped out, this is a possibility). The corruption scale from Democracy is such that we should see a marked reduction in gold and shields lost to corruption, especially in the Amiens/Toulose region and to our uttermost southern areas. Cities laying on the border, more so than any of our other cities, should build courthouses! Courthouses will go a long way towards flipping other peoples' towns and does a lot to prevent yours from flipping to theirs. They also lower corruption, IIRC. So build them.
When we sell contact, we should make sure that we fleece everybody as thoroughly as possible. When I played my turns, England and Babylon were starting to hold onto their gold, so perhaps we should sell contact between England and the other continent through England, and maybe the same for babylon, then switch around and sell contact with everyone except for babylon and england to the new civs. Or whatever way is perceived as the most profitable (start with the richest civ and work your way down the poorest). Picking up Invention, Chivalry, Printing Press, Music Theory, and/or possibly even Invention would also be as good as or better than money in the bank. Good job guys, we're still on course to launch that rocket. :goodjob:
LKendter Jan 16, 2002, 10:12 PM Waiting - Gonzo for Civ
> 24 hours
LKendter Jan 17, 2002, 04:27 PM Gonzo for civ - OVER 48 hours.
SKIPPING.
I will play and post later tonight.
Ohwell Jan 17, 2002, 04:33 PM Originally posted by Carbon_Copy
Ohwell: Think of them as an investment. If/when we get involved in an industrial or modern war, we'll really want lots and lots of artillery (which cats can be upgraded to, via cannons, IIRC) to bombard the hell out of defending towns, and in defending towns to take the teeth out of attackers
Oh I sure know that! You should see MY artillery! Oh, I have maybe, thirty or so, with only 11 cities! I always have 4 per border cities, and the remaining are in Inner cities ready to roll out for an assault or as reinforcements for a heavily attacked city. I love artillery... :love: It makes me so happy! I don't really use catapults or cannons though, but I build them, just so I can upgrade.
gonzo_for_civ Jan 17, 2002, 06:55 PM AAAAAAAAAAAHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!:cry: :cry:
I didn't get an auto e-mail. Oh well, I'll be here for my next turn in a few days. :(
LKendter Jan 17, 2002, 07:19 PM Pre-turn.
Micro-manage HammerVille, and save 2 turns on Copernicus's Observatory. It is nice to have cash flow :)
Trading:
Persia - all communications for Chivalry and $4.
Babylon - Comm with China for $20 and $3/turn. Got all I can from Babylon.
India - Comm with China for $30 and $3/turn. Comm with Aztecs for $7 and $2/turn. Comm with Zulu for $3/turn. Comm with Greeks for $2/turn. Got all I can from India.
England - Engineering and contact with Zulu for Printing Press - Democracy is closer.
Iroquois - Are broke. Even republic gets declined offer of $4.
China - Comm with the Iroquois for $13.
Rome - Comm with Babylon for $2/turn.
Greek - Comm with Babylon for $10.
Zulu - Comm with Iroq for $3 / world map - OK these a getting crappy, but I would rather that WE get the crappy money.
Aztec - Are broke.
After all of this, I up science to 70%. We are still gaining +41 a turn.
1300 AD - The palace expands.
1310 AD - My first difficult decision, the next tech. We will probably NOT get Bach's cathedral, but I go for Democracy.
1315 AD - Another round of trading.
England - Comm with Rome for $14. Comm with Atzec for $20
Aztec - Comm wtih Babylon for $7 and world map.
Also, picked up a few bucks for world map.
1325 AD - Palace expands again.
1330 AD - The Iroquois open their pockets. Sell gems for $4/turn to them. Our people want to build Wall street!
1340 AD - Brest if formed - I caught a block of 6 or 7 dead squares near Paris. Yet another round of trading, got a few bucks for world map. Since Wall Street has been ordered - I want to hit $1000. Copernicus's Observatory completed - Hammerville really producing beakers.
1345 AD - Democracy is completed - Music Theory ordered.
1350 AD - REVOLUTION! 6 frelling turns of Anarchy. Well, I hope I didn't cost us a wonder. I can't remember the last time I saw it that bad. :( :( :( :(
1355 AD - GACK - Quite a few cities taking a beating on this revolution. 5 more turns of this.
1380 AD - It is over - France is a Democracy. To celebrate another round of map selling. All larger cities reviewed for happy ratio's and production. Babylon declares war on Persia - I think this is the first one of the game!
1390 AD - Science rate drops to 50%. We are starting to lose all that nice per turn income. Our work forces is appreciating Democracy. I don't think the war will spill over to us, so Navigation is next to set up overseas trading. You can't upgrade Pikeman to Musketeers - so not as big of a benifit.
1395 AD - Well someone got screwed - we discover a new iron source.
Summary -
Wall street on it's way - keep cash above $1000 - IF we get the workshop we can begin upgrading our troops.
When Navigation is complete - trading luxuries overseas.
Next tech path --> Get to theory of Gravity for Newton in HammerVille - We will really get some science output then.
The next 30 to 40 turns are real interesting - We have Bach, Leo, Smith, and Wall street due.
Up next - Carbon_Copy
edit - Old attachment deleted to conserve space
Carbon_Copy Jan 17, 2002, 10:04 PM Finally, on to the interesting stuff :)! Won't have time to play till tomorrow, though.
And when was the last time you had anarchy that bad? When you stuck me with 6 turns of anarchy before we went Monarchy :p.
And advice to other players: don't trust auto email. Just look at the forum list every day or so. If it's near the top, then somebody just posted, if it's not, then they haven't. Easy ;).
Carbon_Copy Jan 19, 2002, 02:14 AM Couldnt' sit down to play till after midnight EST and those turns took a fricking long time compared to the last time I played. In fact, I hardly recognized the world as I inherited it, it had changed so much. Not going to break things down by the year, because nothing terribly important happened in any one particular year except on the last turn, when we got Physics and Leo's.
What I basically did all my turn was build infrastructure. Just about every town that didn't have a bank, now has a bank. I think libraries are in every town, and universities in most. And most towns are in the process of building courthouses, marketplaces, or cathedrals.
I've cleared most of the jungle from around Toulouse (even while Persia and Babylon were fighting wars literally in the next square over), and most of the cities have most of their squares improved. Heck, even sad Tours got some irrigation (from the Bab town to its north) and is now about to grow to size 4. And I built craploads of mines, especially in that northern grasslands area reclaimed from the jungle.
We have two saltpeter sources, one near the Persian towns that Ville de Carbon and Tours surround, and one near our center. I went ahead and connected both since both squares were needed for usage by their respective cities.
Persia and Babylon continued their pointless (to me) war. Persia builds up a wave of knights and takes over Ellipi, Samarra, and/or Uruk, then loses all its units when the city flips back to Babylon, and the Babs are almost completely unable to counter-attack. One thing bothers me: Why is Persia using SWORDSMEN? And why are we using MUSKETMEN? Did you disable the unique units, Lee? I wanted to play with Musketeers :(.
In international trade, I traded Rights of Passage to all the nations on the new continent smaller than we were (Greece, Azteca, and Rome)...at the time I did it, the revenue from these trades was signficant, but after we discovered Navigation...
The next three techs were relatively easy to research, either due to our growing ability to make money, or due to the fact that almost all the AIs had researched down this tree before us. I was able to get them between 4 and 6 turns while running surpluses of over 100 and closer to 200 by the end. I used the extra cash to rush-buy civic improvements in outlying towns (Toulouse and Grenoble, mostly, though some in others), while keeping the treasury above 1000 for when Wall Street comes in about 10 turns. When we get Wall Street and Adam Smith going...we're going to make such HUGE stacks of money, I don't know what we're going to do with it all.
After selling rights of passage, I sold our huge stockpiles of incense to a lot of the eastern nations, getting even more gold per turn from them. Before I did this, though, Shaka threatened me out of an incense...wait for it...WHILE HE WAS STILL UNABLE TO CROSS THE OCEAN! :spank: What a dumbass I am. I was later able to trade 150 gold and our extra spice to the Zulus for furs, so we have an extra lux for a while, at least.
After we got Leo's, almost everyone jumped to JS Bach, which is only 3 turns away for us in VdC, except the English started on Magellan, as well. Adam Smith is still 10 turns away in Wonder Town, and that's the only coastal city with decent production, so we might miss out on it :(. Not like we're all that interested in what's on the other side of the ocean, anyhow.
The places that still need infrastructure improvement should be obvious by now. Rouen, Tours, Toulouse, and Grenoble are the ones in need of it, mostly. I had Paris crank out a few more workers in anticipation for the upcoming railroad building, as well as to help with the current projects. The next president should be able to clear out the remaining bits of jungle for good, and almost finish out on our road network and pre-rail square improvements.
One issue left is that we might want to cut the number of turns per player to 15 or 10 in the near future. They're starting to take a lot longer, and the world is going to change a LOT in between turns. Maybe once we go Industrial Age? I took the full 20 mostly because I wanted to see at least ONE of our big buildings finished (in this case, Leo's) on my turn (on my 20th turn, to be exact). If that weren't the case, I would have quit after 15 or right after we started Physics.
One more thing, Hammerville is building a palace as a placeholder for Newton's (make sure we don't build a palace there :p). Once we get ToG, Hammerville should have a lock on Newton's, I think the other AIs are researching down the Metallurgy/Military Tradition branch or to Magnetism. We should get Magnetism next even though it'll obsolete our Lighthouse to get to the Industrial Age faster (unless Mil. Tradition is required for Industrial? I've never done Magnetism first, to be honest, so I can't tell you. I do know that you can't get to the Industrial Age without it. I tried). I don't have any suggestions for what's next after that, I've not really planned out a good route through the Industrial tech tree.
As long as we don't get our asses kicked, we should coast to a victory from this point. We have an enormous tech lead right now, and tons of cash, and tons of infrastructure. India and Persia are still picking the lice out of each others' hair in the jungle and only England besides us can cross ocean squares (maybe China can, too. Maybe more military will be called for next turn).
LKendter Jan 19, 2002, 08:59 AM Originally posted by Carbon_Copy
One thing bothers me: Why is Persia using SWORDSMEN? And why are we using MUSKETMEN? Did you disable the unique units, Lee? I wanted to play with Musketeers :(.
When we get Wall Street and Adam Smith going...we're going to make such HUGE stacks of money, I don't know what we're going to do with it all.
One issue left is that we might want to cut the number of turns per player to 15 or 10 in the near future.
One more thing, Hammerville is building a palace as a placeholder for Newton's (make sure we don't build a palace there :p).
I don't have any suggestions for what's next after that, I've not really planned out a good route through the Industrial tech tree.
I wonder if I disabled unique units by mistake :mad: I wonder if I checked off to many boxes when starting the game.
What to do with all of our money - Upgrade units! That alone will require 1000s of dollars even with Leo.
I agree - don't screw up and build a palace in HammerVille. I wonder how much science will be cranking out there.
As for tech - Hmmm.... Hard to call. I agree on Physics. The optionals are Military Tradition and Free Artistry. The thearte doesn't help much - bag it. If we wind up in a war, I am sure somebody will trade us Military Tradition - bag it. Hugh tech lead will let us get it some how.
What I see in order -
1) Metalurgy - so that we have to option to upgrade the catapults to cannon.
2) Magnetism - To finish out the middle ages.
3) Steam Power - We are playing for space race. The faster we have our cities are full production the better. Concentrate the work by the wonder building cities.
4) Industrialization - Again space race.
5) The path to Scientific method - Insure our hugh tech lead.
The # of turns is up to you. 20 is simply the max. Anyone can play less turns.
The players -
LKendter
Carbon_Copy
Ohwell Currently playing - Lots of wonders for you :)
Thiazi
gonzo_for_civ
Ohwell Jan 19, 2002, 10:12 AM Alright, I got it! :D I'm going to play 10 or 15 turns, so something will happen that is interesting or exciting. I can play in a few hours.
Ohwell Jan 19, 2002, 11:32 AM I actually had a quite succesful reign!
1500- Persian Vanguard is steadily pressing into Babylonian Territory, capturing 2 cities. The science rate of the Empire was raised 10%, and our antiquated horsemen were upgraded.
1510- JS Bach's Cathedral Was completed in Ville De Carbon! Noticing that Our SSC, HammerVille, was largely undefended, a pikemen unit was relocated to it.
1515- Amiens build a new city center, named Wall Street, in which our richer citizens can buy "shares" in our great companies and invest in our future. Unfortunatley, Adam Smiths Trading Company was built in England, two turns before we would have completed it! Construction on it was changed to Magellans Voyage.
1520- Magellans Voyage Built in Wondertown. Theory of Gravity thought of by our scientists, and they now strive for Magnetism. HammerVille now creating Issac Newtons College.
1525- Science rate increased another 10%
1540- Magnetism discovered, and our wise men are trying to learn the secrets of Alchemists, and call their research "Mettalurgy".
- Goals reached-
Our science rate raised 20%, still making money
Wall street, JS Bach, and Magellan built.
Few jobs for our workers left
Future Goals-
Increase our military just in case Persia wants to extend its power to us, I suggest we help Babylon against them, Persia is a threat to us because they are Scientific and Industrious, so they can get wonders before us, as well as tech, and we don't want the to get any bigger. So I suggest if Babylon is being beaten really bad, that we help them.
Thiazi Jan 19, 2002, 12:11 PM (Now Playing)
I will post my turns in 2 to 4 hours dependant upon whether I get lunch or not.
Thiazi Jan 19, 2002, 01:30 PM I am going to take a break for lunch but a lot has already happened in my turns. We are making a lot more gold per turn, we have already gained two techs, one or two luxuries and the English have declared war on us. We have already captured two cities and are on our way to taking a third. We currently have the Iroquouis fighting on our side but I have been reluctant to side with anyone else. If you have any suggestions, then I would love to hear them. ANyway, I will check back before I resume my turns and will be back in about 30 to 45 minutes.
Edit: BTW, the English army is pathetic and I have already slaughtered all of their units within our borders. I canprbably get Babylon on our side and wage war with the Persians as well but it will take me a few turns to get our offensive production set to attack two nations.
Ohwell Jan 19, 2002, 01:40 PM If you are going to war with persia, send a bunch of defense to Hammerville, it is on the border. And keep it building Newtons.
I would suggest not going to war with Persia until England is at peace. Also, don't attack Persia unless they are beating Babylon bad, or they have a tech lead.
Thiazi Jan 19, 2002, 01:45 PM Babylon is starting to fight back now and Persia isn't be too much of a problem, I could send them after the English, which would limit their abillity to hurt Babylon
(Now Playing)
Thiazi Jan 19, 2002, 04:49 PM My writeup will take a while to finish, so in case the next person wants to start soon, I will give you a brief overview of my reign. We gained somewhere around 6 to 7 techs and are now researching replaceable parts, so that we can get infantry to guard our cities. We have around 2500 gold and we are making over 100 gold per turn with science at 70% and luxury at 20%. We had a massive war with Enlgand, losing maybe 6 knights and a few workers in the process but we claimed somewhere around 6 to 10 English cities and we have effectively eliminated them from being a competitor. We are currently building two wonders and we should be able to get the Theory of Evolution at Paris or another city that is not Hammerville or Wondertown, since a lot oour towns can pump wonders out out. As it stands medecine and nationalism would be the two techs we would receive for the Theory of Evolution so we may want to see if one of the other civ's will eventually get those techs before we finish the Theory of Evolution. Anyway, we are crusing in this game and if we want to attack Persia or anyone else, then we have a huge millitary, mostly in the newly acquired English cities. I would have organized the troops better but these turns took quite a lot of time, since I needed to handle a ton of militray movement, bargaining and strategy. Good luck to the next leader!
gonzo_for_civ Jan 19, 2002, 05:00 PM I'll download now and post tomorrow. I'm looking forward to the write-up:)
Thiazi Jan 19, 2002, 05:52 PM Pre-Turn:
- Purchased metallurgy from the English for their 397 gold and our world map, admittedly that was steep price but it saves us three turns of research, which in a space race game is critical.
- We are now researching steam power, which should be ready in seven turns.
- We swap world maps with Rome.
- We sold education to the Iroquois, Greeks and Zulus for a total of 120 gold and 39 gold per turn.
- We upgrade all but one of our warriors to swordsmen.
- We purchase England’s world map, since they have a new island colony that is not contained within our map, for our world map and 60 gold. We then proceed to sell the world map around the world for a total of 198 gold and 7 gold per turn.
- We sold incense to the Zulu for 16 gold per turn, the total was 21 gold per turn but they had offered 6 gold per turn alone for the world map.
1545:
- The English declare war on us and there are minor scuffles near our western towns. Luckily, the English, who are our closest tech competitors, have a primitive military and attack us with spearmen, warriors and a few scattered horsemen. They capture a few workers but I am not too concerned.
- The people have decided to expand our palace! I add a hallway.
- We upgraded 13 of our spearmen to musket men.
- We attack and capture the English city of Reading!
1550 - 1155:
- We are now making around 113 gold per turn.
- The people have once again decided to expand our palace! Once again, I choose to add another hallway.
1560:
- We have lost our supply of furs! We sell our world map, 157 gold, spices and gems (our only available source, I wasn’t thinking) to the Zulu for silks and furs.
1565:
- We attack and capture the British coastal town of Birmingham!
- We give saltpeter to the Iroquois so that they join our fight against the English aggressors.
- Our palace is expanded once again! I thinking I added a second story hallway.
1570:
- We give our world map to the Iroquois; they are now gracious.
- We sold education to the Aztecs for their world map, 4 gold per turn and 30 gold.
- We upgrade 12 spearmen to musket men.
- We lower science to 30% for one turn, which nets us 440 gold.
1575:
- Our scientists have discovered steam power and will now focus their attention on industrialization. The Hanging Gardens are now obsolete.
- We raise science back up to 60% and our making 104 gold per turn.
- We upgraded 6 spearmen and 6 pikemen to musket men.
1580-1585:
- We begin our siege of Brighton.
1590-1595:
- We capture Brighton. We give 50 gold and our world map to the Iroquois to maintain their gracious status.
1600:
- We attack the English city of Hastings.
- Hammerville has completed Newton’s University.
1605:
- We capture Hastings and its 4 wines!
- We sold our world map to Babylon for their world map, 1 gold per turn and 20 gold.
- We give our world map to the Iroquois.
- We sold Astronomy to Persia for 40 gold and 18 gold per turn.
- We sold wines to Greece, Zululand and to the Aztecs for 80 gold, 48 gold per turn and the Zulu’s world map.
- England requests peace but our eyes are set on London and we decline.
- England’s army has Calvary but luckily our horde of knights is greater then their three Calvary.
- Our scientists have researched industrialization and will now focus their attention on electricity.
1610:
- We attack Newcastle.
- We start the construction of Universal Suffrage in Wonder Town.
- We trade the Theory of Gravity to the India for military tradition; free artistry, their world map, 32 gold per turn and 220 gold. I didn’t want to give up any of our newer techs but this was the only way we could get military tradition at reasonable price.
1615:
- We upgraded 10 knights to Calvary. After this we upgraded a few knights per turn.
- We sold economics to Babylon for 22 gold per turn and 60 gold.
- We sold monotheism to Rome 8 gold and 2 gold per turn.
- We sold democracy to Greece for 30 gold and 19 gold per turn.
- We sold democracy to the Zulu for 30 gold and 3 gold per turn.
- We raise our science rate to 70%, we could have gone to 80% but we did not gain any turns.
1620:
- We capture Newcastle!
- We start Shakespeare’s Theatre in Hammerville, if we do not get this, then we have huge head start for theory of evolution.
1625:
- We Attack and capture the city of Nottingham; take that Robin Hood!
- We attack and capture Warwick.
1630:
- We attack and capture London and more importantly Smith’s Trading co. and 3 more sources of wine!
- We capture an English settler, which yields 2 workers.
1635:
- Our scientists have discovered electricity and have begun research on replaceable parts.
- We attack and the capture York.
- We make peace with England for Exeter, Richmond, Cambridge, 26 gold, their world map and their territory map. I tried to get more out of them but that is all they would give up. We may want to offer some of the more corrupt cities as gifts but I was just happy to take the cities from England.
1640:
- Since, we have reached peace with England before our military pact with the Iroquois has run out, I give them our world map as a gift.
- We trade world maps with Greece.
- We trade wines to India for 23 gold per turn.
- We upgrade 7 pikemen to musket men, we upgrade 2 knights to Calvary and we upgrade 12 catapults to cannons.
My reign was a very productive one. We gained 6 new techs and have buried most civilizations deep down in the tech tree, the Indians are the second most advanced society but we are even pulling away from them. The English are no longer a power and if we are so incline, we can regroup our forces and wipe them off of the map. Our economy, which was doing fine before, is now the strongest in the world and we have a surplus of over 2500 gold. We are even making over 100 gold per turn with science set at 70% and luxury set at 20%. I got a little happy trading techs and aside from trading Theory of Gravity to the Indians, which was necessary so that we could get Calvary to defeat the English, I don’t think I gave up any key techs. I need to not be as trade happy but it is hard to turn down per turn gold for antiquated techs. Good luck to the next leader and you might want to keep a close eye on Persia and India. Persia is hammering the Babylonians and India is the second most advanced civilization.
Ohwell Jan 19, 2002, 06:02 PM Great Job Thiazi! Now we are doing great! 100g a turn, at 70 science and 20 lux, wow! I agree, keep a watch on Persia, they seem to be getting quite powerful. I wouldn't worry about india, they arent much compared to our Monolith Nation! We have a sizeable military I presume. Maybe sometime we should trash Persia and kill them, they aren't ever nice to me in my games... They backstab.
:goodjob: Good Job!
Carbon_Copy Jan 19, 2002, 06:17 PM Nice job smashing those steenking English pig-dogs :soldier: . But I'm curious, do you know what prompted them to declare war on us? I will have to load up the game to see the new world map. Good job especially on grabbing Adam Smith's in London before negotiating peace.
How did Persia ever get off their lazy butts and actually make headway versus the Babs? On my turn all they would do is send 4 or 5 knights to the border towns, capture them, then have the cities flip back two or three turns later. Rinse. Repeat.
Did you upgrade any of our catapults to cannons? How is China doing compared to us? Who else can cross ocean squares?
Also, now that we've gained a lot of new territory, we need to renegotiate all of our current RoPs when they come up. More territory = more compensation. If we managed to get bigger than China or Zululand, we might be able to get them to pay us for a RoP now.
Inquiring minds want to know!
Thiazi Jan 19, 2002, 06:35 PM Thanks, Ohwell and Carbon_Copy, I was due for a good set of turns and I am happy that I have finally contributed to one of these games. I'm still not sure what prompted the English to declare war on us. I know that I had just purchases metallurgy and their world map from them. I then proceeded to sell their map to every other nation in the world. So either they didn't like that I profited from their world map or were afraid of us building up too big of a tech lead.
As for our military, we have 12 cannons, 68 musketmen, 30+ calvary (I think) and maybe 6 to 8 swordsmen. Our advisor says that we have a strong military but I have noticed that Persia seems to have a lot of troops but I haven't seen any Calvary from them yet. We could easily take their western cities and maybe after bringing some defensive units to the new formerly English cities, we could attack them from both the west and the north. We could probably persuade the Iroqouis to join our effort, so that they can help keep the war away from our homeland. You may want to wait a little while before attacling, since we are still profiting substantially from them, I might wait a whole cycle of turns but otherwise, take about 5 to 10 turns to organize and build new military units and attack them from 4 or 5 spots in different regions of the world. I guarantee you that they will not know what hit them.
China is quite a few techs behind us but like the Zulu's they have quite a bit of land. I am not sure if we have passed them in land area yet but I imagine after some Persian and maybe even more English conquests, we could probably take the territory lead as well.
Edit: I checked to see how much of a tech lead we have and all I can say is that, we have at least a 5, probably more, tech lead on the Indians and the Indians are the second most advanced civilization in the game.
LKendter Jan 19, 2002, 06:56 PM Two comments -
1) - We get Smith's trading company :goodjob: :goodjob: :goodjob:
Now please starve London down to size 1! A culture flip would screw us big time. We have an HIGH risk of flip. I am praying it doesn't flip on us.
2) - Now that we have a large cash surplus - Lock out tech trading except for critical situations . The key to space race is tech lead above all.
Another big one here - Reading, very low corruption. With the location of some of the English cities we got - we might get most of that area with flips in the future.
The challenge - get those English cities on our railnet.
Carbon_Copy Jan 19, 2002, 10:06 PM 1) I think we're almost going to HAVE to finish england off. Even without the English citizens there, that city is almost ripe for the re-picking being surrounded on all sides by English cities and right next to England's new capital, Oxford. It was a shrewd move to gain all those extra towns in the peace process, but now we have to get ruthless or we'll lose Smith's plus a lot of units in a London culture flip.
2) We need to re-prioritize our railroad construction. While Hammerville and Wonder Town arguably should be filled with rails ASAP, we're railroading unclaimed squares in our east-to-west fill before we're connecting lines to our southwest. We really want rails in that area, especially if we want to fight a three (!) front war to rid ourselves of Persia.
3) DON'T worry about the Persians. They're expending all their effort recapturing the same three towns every five turns or so. They'll fall behind in tech soon enough. Once we get factories online and most of our land covered in rails, they'll be so far behind in production that they won't be a threat. And we might as well wait for them to capture lots of Babylonian cities before we attack, then we can get a nice wide contiguous connection to our English holdings without ticking off the Babylonians. We'll want to wait for more extensive rails before we sweep Persia off the map, anyhow. If there's anyone we need to be fearing, I think it would be the Chinese, if the computer didn't suck so badly at naval-based conquest.
But the biggie is: Don't suffer the English to live. There's almost no way to avoid a culture flip in London unless we conquer the English. If we have gone this far with them, we might as well finish them off.
Thiazi Jan 19, 2002, 10:26 PM I actually played a few turns after my allotted twenty and I noticed a lot of the same things with the formerly English cities being at a high risk to flip back. I had agreed to the peace at the time, not because it was near the end of my turns but because the English soldiers were in a position to retake London and maybe one or two of the other cities. So I decided to consolidate my gains and let the next leader finish of the English. As for the now looming war with the English, I would first rush temples or defensive units in the English cities, we have enough money to do so and it will free up more of our Calvary to go on offense. We should also try to pull Persia into this war. They right in the thick of things and if we can get them to divert some of their resources towards England they could do some of the work for us. We have a lot of offensive units in the north and I guess we will need to use them. London is definitely prone to flipping but they other cities are also very high risk. The English are weakened but they do have a few Calvary around, so be persistent but don't try to take everything at once.
Also, I am sorry about the rail roads, I started at Wonder Town and started spreading out from there and as for the roads in the south, I just wanted to get them into the system so that we could attacking the Persians more easily in that area.
After writing this post, I went back and checked the game. We have about 6 healthy Calvary in the north and the other 8 or so Calvary up there are injured. I had moved a lot of Calvary to the south to prepare for a war with the Persians, so before we can attack the English, we should move ALL of our Calvary to the north. They had more cities than I thought they did and if we run right back into fighting it could get ugly quick. Also, we have a lot of resistors in the new cities, so once we can reduce the resistance we should rush temples or maybe even send up some of our workers and have them join the cities. Starving them could work too but I am not sure how to do that.
Edit: I need to proofread more often.
Edit 2: Move Calvary from the south up to the English cities.
gonzo_for_civ Jan 20, 2002, 03:35 PM I will now finally get a chance to play
I will try to rush-build courthouses in the border cities so that they won't flip. Then I'll build temples to combat unhappiness and get a little culture.
Can't wait to play. I'm not sure on how long this turn will take but I'll try to get it done swiftly. :cooool: :sheep: :cringe: :splat: :whipped:
Those are new smilies!!!
gonzo_for_civ Jan 20, 2002, 03:36 PM Sorry for dounble-posting but here are the other new smilies:
:shottie: phaser :nya: :nono: :scout: :nya2: :mwaha: :die!:
Those are cool!
LKendter Jan 21, 2002, 01:07 PM Waiting for gonzo_for_civ
A little under 24 hours. Heading on the road, so warning early.
LKendter Jan 21, 2002, 01:10 PM Originally posted by Thiazi
Starving them could work too but I am not sure how to do that.
Starving is easier.
Click on the cities. Turn a lot of workers into tax / science / enterainment. See the word shortage in food. City will drop in size.
NOTE: The computer resets a city after starving, so you have to repeat until city is size one.
gonzo_for_civ Jan 21, 2002, 02:52 PM Wow, I haven't even gotten a chance to start yet. Go ahead and play if you're going out of town LK. I am going to quit one of my succ. games so that I'll have time to actually play this game in the future.
gonzo_for_civ Jan 21, 2002, 06:24 PM My CD-ROM has broken so skip me until further notice. Looks like I am gonna get to play some Civ I tonight......
Carbon_Copy Jan 21, 2002, 08:37 PM LK's on the road, Gonzo's broken down, I'm the next in line...should I play now, or should I wait for Lee to come back?
Now that I've thought about it, I'm really glad that Unique Units were disabled in this game. Musketeers are more of a nuisance in the long run, breaking up the upgrade chain, and obsolete so soon after they're available. Plus with Persia as our neighbor, we were probably spared war by the fact that there were no Immortals for them to throw at us.
We still need to finish off those damn dirty English, though. Every time I replay the next few turns after Thiazi, London flips before I can even starve it down below size 7, and you can't rush build when there are resistors. Maybe we should just evac our troops, let it flip, then retake it a few turns later when we redeclare war. Razing the remaining English towns might be the best course of action, as Adam Smith is all we really want, and the Iroquois can amuse themselves with the rest of it as long as the greater London area is ours. We should bring a few settlers up north to fill in the towns after we raze them.
Now after the English are done, what do we do then? I really don't think Persia is a serious threat. They're buried in the tech game, they haven't even cleared away most of their jungle, and they don't even have Immortals. I don't want to fight them until they at least clear out some jungle in their lands, as I don't want us to have to do it ourselves if it comes to war (I'm lazy, and there's better things for our workers to do besides clean up Persia when the Persians should have done it themselves). The Babylonians, on the other hand, are in entirely cleared land and wouldn't be too difficult to integrate into our empire, while giving us a robust strip of territory between the homeland and England. If we want to fight an aggressive war, we might as well fight the Babylonians with the Persians as our allies. But we really don't want to be fighting ANY sort of war for a round or so after the English are finished off. Even with Universal Suffrage, I don't think we can keep up continuous war under Democracy much longer, and shifting back to Monarchy, Communism, or Despotism, is simply NOT an option in a space game.
Thiazi Jan 21, 2002, 08:52 PM I think you should be fine taking your turns, if anyone you skipped decides that they want their turns back they can always play after you. We are at a critical point in this game and I am going nuts waiting to see what happens next. So, if I were you, I would just take your turns. Good luck and remember to bring the calvary up from the south.
Carbon_Copy Jan 21, 2002, 09:01 PM I don't have time tonight, but if Lee doesn't post saying he's got it tomorrow morning, I'm taking those turns and he can go after me this round.
Sorry about the CD-ROM, Gonzo :(
Thiazi Jan 21, 2002, 09:16 PM This is probably obvious advice but if you need a cheap CD-Rom drive you could try going to the Fry's by Arizona Mills, they seem to carry a lot of good CD and DVD drives for cheap.
LKendter Jan 21, 2002, 10:09 PM Well that is the last time I ***EV ER*** mention I am going on the road.
Don't I even get the 48 hour turn around rule?
I will see how many turns I can complete tommorrow.
Carbon_Copy Jan 21, 2002, 10:28 PM hopefully it will be the last time you mention going out on the road without also mentioning the general timeframe of your return.:splat:
You were making a big fuss about finishing your business before "going on the road", so what were we supposed to think? I wanted to keep the ball rolling on this game, and with gonzo out of commision and you "on the road", Thiazi, Ohwell, and I could be sitting twiddling our thumbs for an indefinite time period while you were out. But you came back, and all is well.
LKendter Jan 21, 2002, 10:43 PM Actually, I am still on the road.
However, I have a laptop and dial in.
Of course, the dial in from this hotel SUCKS:mad:
I will be changing hotels on Wed to a place the includes free DSL :goodjob: :goodjob:
Grey Fox Jan 22, 2002, 01:22 AM Thiazi, your up next in the Babylon Game, becuase of Gonzos CD-Rom problems...
LKendter Jan 23, 2002, 06:05 PM Well now that I can post again -
Pre-turn
Why did we build an explorer :confused:
Switch Wondertown to Factory, then sufferage. I am not sure how much has been invested into replacable parts, so I keep the research going. With the space race, I want scientific method.
1645 AD - Shifting large amounts of troops toward England. The culture flips begin already - Brighton jumps ship.
1650 AD - Lee takes a nap.
1655 AD - Lee continues to sleep while our workers continue to conect the rail net to Forestville and Le Dernier. He mumbles Hammervile factory, and it is done. I really couldn't care less about the thearter. The culture crap continues - good bye warwick. I sense another war soon. :flamedevi:
1660 AD - The terrible leader of England still refuses my demands for a city. The council worried, for Lee continues to sing - War, uhh, what is good for. Lots of English cities. War, what is is good for... :rocket: :die: England takes London as expected.
1665 AD - Our **ONLY** source of coal goes away :( So much for our large cash surplus, funny how upgrading almost all units to Infantry uses up cash.
Brighton, Warwick, Liverpool, Conventry, Dover, and London are captured. My oh my, England still won't talk to us.
I really hate to do it, but I can't afford to lose 2 luxuries right know. I get furs and silks from Zulu for Wines, Free Artistry, $42 / turn.
1670AD - The coal panic act was passed, and we actually build a colony in England to get coal NOW!. Oxford falls.
1675 AD - Cantenbury and Leeds fall. BITE ME! Dover joins the English bozos, and doubles the size of there empire :lol:
1680 AD - Dover is recaptured. Norwich falls.
:confused: Why isn't England dead? :confused:
Summary -
1 - Try to figure out why England is still alive. They won't talk, and we are stuck in a war with what?
2 - Complete our rail net - I have workers heading toward Richmond to get those remote cites. Rail net is up to Hastings - connect the rest of Ex England.
3 - I thought I would play longer, so you have a lot on Cannon with goto orders for Paris.
4 - The ancient units that are in goto mode to Richmond, are to be disbanded to speed production.
5 - Get our military based in a more central location.
6 - The theartere in Hammerville is a place holder for ToE.
edit - Old attachment deleted to conserve space
gonzo_for_civ Jan 23, 2002, 07:23 PM Well, I fixed the problem for now so as soon as my next turn comes up I'll play. I would dload and play now but I wouldn't be posting for two more days with the game the way things have been going.
Carbon_Copy Jan 23, 2002, 09:18 PM Expect a writeup sometime tomorrow evening, I've got to work in a turn on RBD3, early school, and work tomorrow (and the whole forums down thing didn't help me out all that much).
Is it possible for a civ to still continue to exist if they have a settler somewhere but no cities? They might have shipped one off on a boat for some foreign land. Other than that, maybe they found an island that is not on our world map. I'll have to get to the bottom of this!
gonzo_for_civ Jan 24, 2002, 07:32 PM Is it possible for a civ to still continue to exist if they have a settler somewhere but no cities? They might have shipped one off on a boat for some foreign land.
Not only is it possible, it's extremely likely. It happens extremely often in the games I play so you end up having to search out for their boat. Usually, they never even land the settler. :rolleyes:
Carbon_Copy Jan 24, 2002, 11:45 PM The turn-by-turn account is incredibly dreary, I'll skip it. Here's the summation of the turn in prose:
I built railroads. Lots and lots and lots of railroads. Every single French city on the mainland is now connected to the rail net except for Leeds, and that will be connected on the next turn.
On turn zero, I noticed a LOT of fireworks going off for a country mired in a very long war. So I zoom the cities and I find legions of entertainers, often when entertainers don't make a whit of difference (WLTK day is a pretty useless state to be in, especially for centrally-located cities). I set them to work in the fields and the mountains. People didn't love the Saint quite so much during my reign, but they actually get stuff built (biggest difference: useless entertainer in Wonder Town converted to laborer and shaved 3 turns off of Universal Suffrage, numerous towns got factories 2-3 turns sooner than they would have). I also found one or two cities with the governor still turned on. If anyone turned the governor on during their last turn, please *don't* do it again. It's like worker automation, but harder to catch.
I began redistributing our armed forces after our faux conquest of the English. Units in England (which had no cities connected to the central rail net) were sent to Hastings or Norwich to be fortified. Now that the rails reach every town, these troops may want to be repositioned. I also began the lengthy process of upgrading cannons to artillery. At 40 a pop, we should only upgrade 2 or 3 per turn, since if we spend ourselves to bankruptcy, we get less from Wall Street.
Over the course of my turn, the Persians finally turned the tide of the war in their favor and started taking cities for keeps, even razing Babylon (new Bab capital is now Akkad). I don't think we should jump to Babylon's aid, at least not until we can finish off the English.
Which brings us to the big issue: finishing off the English. I saw an English galley off the western coast of England during my first turn, but there was no way of reaching it, and it eventually went into the ocean. I have some town or another making boats, if we keep making them we'll eventually find those stinking British cowards and sink them. We may also want to enlist the help of some of the other civs, Rome in particular is an easy buy for an alliance versus England (wines and saltpeter, IIRC are what it requires), but I decided to try hunting them myself, first. No luck. If we can sink that ship, we should finally be able to finish off this phony war and get out of weariness (and English towns will stop their *****ing).
Scientific Method was researched, Hammerville is currently about 5 turns out from Theory of Evolution. I never know what to be researching when you've got a lock for ToE, so I went forward to Atomic Theory so we're closer to the Hoover Dam (with our free techs being Nationalism and Sanitation). On my last turn I started Orleans on the theater as a possible placeholder for Hoover, or we may even be able to finish it outright.
I also marketed our new wines on the market, getting about 50g/turn overall. I forget who I sold to, though.
During the fighting, the Persians razed the Babylonian town on the southern end of the peninsula by Richmond, so I sent a settler down there and founded Bordeaux. Those four cities now have contiguous borders with each other.
An English Longbowman captured one of my workers at one point, which took me completely by surprise, as he came from Babylonian territory. I took the longbow out with an artillery and an infantry, then sent the infantry looking around Babylon. He found an English cannon deserted near Samarra, and he is currently fortified outside Akkad to watch the Persians sack it.
And the big news: We got a persian town to flip to us, Zohak (the one between Ville de Carbon and Tours). Almost immediately it rioted about the war, and it's currently starving for being such a bunch of whiny punks. I stopped starving England and just let them riot, but that's probably not the best course of action.
Science is throttled back to 40%, apparently some deals that I couldn't identify expired and I either didn't know what to renew or I can't renew them anymore. Someone who is in on who is getting what from us might want to right our financial course a bit. going 40% also means over 100 surplus per turn, once we finish upgrading artillery, we should let this surplus grow till it's over 1000. anyhow, 40% science means we're on a 14 turn course to Atomic Theory.
Our first pollution outbreak coincided with our first finished coal factory. I now have Paris making a few new workers to combat future pollution and to finish the infrastructure work. Our highest productivity towns now produce almost 50 shields per turn. Hammerville and Wonder Town need to get coal plants placed in their queues, and maybe place wonder production in the hands of Le Dernier or Forestville. And of course, once we get Hospitals available to build, we should build them.
So the goals for Ohwell:
-Find the English and sink them
-(with above) get England to stop rioting.
-More infrastructure, esp. in England.
-Finish Theory of Evolution and Universal Suffrage, and maybe even Shakespeare's if you can. Get factories and/or coal plants and/or hospitals built in Wonder Town and Hammerville
-Watch the Babylonians crumble until they have to move their capital to distant Nimrud on a god-forsaken rock in the north.
-Upgrade our cannons to artillery.
LKendter Jan 25, 2002, 05:37 AM LKendter
Carbon_Copy
Ohwell (currently playing)
Thiazi (on deck)
gonzo_for_civ
Get The Calvary out of Norwhich and Hastings A city could still flip to England! We have a good railnet, so get them to our core cities near the capital!
Ohwell Jan 25, 2002, 09:30 AM Give me until tomarrow... have some "stuff" to do. ;)
Carbon_Copy Jan 25, 2002, 11:07 AM England doesn't have a city and all the resistance has been quelled. They're not going to flip to England. If they're going to flip to anyone, it might be to Persia or the Iroquois, but there isn't much cultural overlap and the sum of our culture is the highest in the world. If England manages to raise a city in the vicinity of those cities, of course there's a good chance that they flip back to them, but if that happens, those troops aren't going to stay fortified in those towns, either. Now that rails go to all the cities, of course, it would be the best option to fortify them in a central location, anyhow.
Ohwell Jan 25, 2002, 07:49 PM F***ing dammit!
My laptop fell, and broke! My other computyer is a mac, so I can;t play.
gonzo_for_civ Jan 25, 2002, 07:56 PM sorry about the laptop. Next time, refrain from kicking off your monitor. :)
Thiazi is up...
LKendter Jan 25, 2002, 10:02 PM LKendter
Carbon_Copy
Ohwell
Thiazi (currently playing)
gonzo_for_civ (on deck)
Sorry about the PC. Seems like a lot of people have been getting nailed with problems.
Ohwell Jan 26, 2002, 08:56 AM My comp is still under warranty, but It may take a few weeks to be fixed, so, drop me.:( I can't play on my mac.
Best wishes to france
LKendter Jan 26, 2002, 09:08 AM The new set dropping Ohwell.
LKendter
Carbon_Copy
Thiazi (currently playing)
gonzo_for_civ (on deck)
I am NOT looking for a replacement. This is getting slow between turns, so we don't need player #5.
Thiazi Jan 27, 2002, 05:40 PM I would have played sooner but as for the 31 hour forum outage, you'll have to excuse my lateness. I'll have the turns posted in a couple hours.
(Now Playing)
Thiazi Jan 27, 2002, 08:03 PM 1730: I purchased a Babylonian worker for a territory map. I then proceeded to sell our territory map across the board and received a total of 79 gold, 1 gold per turn and world or territory maps from India, Persia, Iroquois Nation, China, Rome, Greece and Zululand. I also sold our world map to the Aztecs for 30 gold and salt peter to the Romans for 28 gold per turn. The Babylonian capital of Akkad falls.
1735: I lower our luxury rate to 30%, at the time I assumed it would have no ill effect but the former English cities didn’t like it. This at least got us very near to 1,000 gold again. I spotted an English galley and attacked it with a caravel; the English won this battle near the Aztec coast. I decide to bring the Aztecs into the war at the cost of physics, free artistry, 280 gold (bargained down from 390) and our world map. They ended up not doing much if anything to help us but at the time the English ship was far from our coast and I just wanted them to die already.
1740: Swap right of passage agreements with the Aztecs. Spotted an English caravel near Coventry. The Indians have completed Shakespeare’s Theatre.
1745: Swap territory maps with the Babylonians and Romans. Persia demands physics but I decline and they back down. Complete the Theory of Evolution in Hammerville and gain Communism and Nationalism. We should look into selling Communism since it is a dead end tech and the Chinese are willing to pay us upwards of 176 gold per turn and the Indians will offer us 330 gold and decent amount per turn. I wouldn’t mind bankrupting our enemies so that they have to slow their research and we can speed ours up. Forestville switches from Shakespeare’s Theatre to a police station; I built many police stations in a hope to reduce corruption.
1750: Destroy the English galley with one of our iron clads.
1752: Universal Suffrage is complete in Wonder Town.
1754: Persia and Babylon agree to a truce.
1756: The English city of Gloucester is founded on former Babylonian soil. The city of Nottingham reverts to English rule. I decided to make a temporary peace with the English, in the deal I receive Nottingham, 54 gold, their world and territory maps. It may have been a bit of a reputation hit but I wanted to make sure that they did not have any more cities left. The luxury rate is raised back up to 40% in an effort to prevent any further flips.
1758: Our wines and furs deal with the Zulu’s ends but I could not agree to there new terms. The war with England is back on and their capital Gloucester is razed, signaling the end of the pathetic English “Empire.”
1760: I decided to sell our world map and received 274 gold, 4 gold per turn and maps from Babylon, India, China and Greece. I struck a deal with China in which we received dyes for wines and 40 gold. I then lower our luxury rate to 20%, since we no longer need to worry about cities flipping back to the English. I upgraded our last 5 cannons to artillery and our palace was expanded.
1762: I lowered our science rate to 30% for 1 turn, netting us a considerable amount of gold. The research of the atomic theory is complete and I then start on electronics, so that we can build the Hoover Dam.
1764 – 1770: Infrastructure improvements.
My 40-year (15-turn) reign ended up being a fairly important yet anticlimactic time. We have finally eliminated the English and we no longer need to worry about are cities falling into their feeble hands. We researched Nationalism, Communism and the Atomic Theory. We completed Universal Suffrage and the Theory of Evolution but we did miss out on Shakespeare’s Theatre. We also cleared much of the jungle within our borders and we have made even more progress on our rail network, finishing several key sectors. For the next leader, I would look into selling communism to the Chinese and Indians, normally selling a tech this late in the game would be detrimental but it is a dead end tech and the Chinese alone are willing to offer us at least 176 gold per turn and the Indians will offer us 330 gold plus a very sizeable per turn amount. This would be enough for us to raise our research rates and also allow us to modernize our massive standing army when the time comes. It may or may not be a good idea but it seems like the benefit for us and the harm to them would far outweigh the loosening of our tech buffer. Also, the Persians seems like they may soon become a problem, so I would increase our defensive presence on the border cities. I doubt they will attack but then again the English went after us for no apparent reason. Also, I did panic when I had made the alliance with the Aztecs but I saw it as an opportunity to get rid of the Aztecs, so I took a chance and it backfired. Good luck to the next leader.
gonzo_for_civ Jan 27, 2002, 09:02 PM Good job Thiazi! :goodjob:
I will try to play soon. I'm gonna play 10 turns and will post as soon as I am done. I'm thinking about starving the former English cities down so that we can replace the citizens with French citizens. Let me know what you guys think about starving the cities down. It'll take care of the unhappiness and it'll be really fun!!:D:D:D:lol: :lol:
LKendter Jan 27, 2002, 09:13 PM I generally dislike selling tech, but at that absurd of a price ....
A large cash reserver could prove usefull.
#1 goal - Hoover Dam! CANCEL the coal plants now. Hyrdo plants from Hoover. Change a city to palace to queue for Hoover. In a space race, the extra production is hugh.
Hammerville or Wondertown should start queuing up shield with a Palace.
Ohwell Jan 27, 2002, 09:23 PM Hi Guys!
Sorry I Can't Play...
I agree, you should aim high for the Hoover Dam. It is a lifesaqver, especially in the pollution dept.
If you haven't sold communism to the high bidders, sell it. Communism is a dead end tech, so sell it. It will even hurt them because they will be stupid enough to switch to it, hindering their science capability.
Upgrade to riflemen!
Have a good game gentlemen...
Thiazi Jan 27, 2002, 09:37 PM If you do a bit of bargaining you can squeeze out 210 gold per turn (from China) and a world map ;) for communism.
gonzo_for_civ Jan 28, 2002, 06:34 PM im not gonna get to play this round. My boss wants me to send him a 35 mB report through aolim right now and he is using dialup. We aremoving at about 2kb/sec so it should be done in about 5 hours. Then, I am going to dinner. If someone else wants to play then download the file. If not, i will check in later and post a message that I'm playing. If anyone wants to take their turn go ahead.
LKendter Jan 28, 2002, 07:02 PM Well I am downloaded right now.
LKendter Jan 28, 2002, 09:57 PM Pre-turn
I switch Hammerville to Palace to build up toward Hoover's Dam. In a space race, the production bonus is hugh. Builder Lee goes through a very long, painfull process of reviewing all cities. Net result is
1 - All artillery in Paris
2 - All calvary in Strasbourg
3 - Most excessive infantry in Orleans, though I left extra in our border towns.
4 - All coal plant building cancelled.
5 - Increase in production / gold as a turn of enterainers left over from the war.
6 - Sold the existing coal plants - Hyrdo plants do the same.
7 - Several cities that were maxed out, are growing again.
8 - I am greedy, and sell the foolish China Communism for a fortune (over 200 a turn). Get some money from India. Even the Zulu give us 51/turn.
We have some losers out there! Greece doesn't even have steam power, yet we have almost completed our rail net! The Aztecs are still in the Middle ages - needing Magnetism. :lol:
Note even worth a turn by turn. Lee the Boring could very easily be my title.
Completed research on Electronics. Sanitation in 4 turns with a 500/turn surplus. Espionage in 4 turns with $450/turn surplus. The Corporation is 4 turns with a $300/turn surplus. Steel in 4 turns with a minor loss. Refining in 4 turns with a small surplus.
Begin a mass program of hospital building.
Form the city of Rennes in a large dead zone of French territory.
We add the safety of a second and third coal square.
Intelligence agency complete - I didn't risk placing any spies at this time.
Battlefield medicine is started.
Hoover Dam is completed.
I know late game tech trading is dangerous, but $630 + $125/turn from India for espionage?
Our final turn and trading - Communism to Iroqoius for $65/turn. SaltPeter for $28/turn. Communism to Greece for $48/turn. Communism to Aztecs for $13/turn.
Summary - Provided we don't get in a losing war, off to space it is :)
Our squares are so good, I am spending time to have a double rail line toward London, and Richmond.
We should be able to keep a high science rate for awhile.
Research - Don't bother with Amphib war and Advanced flight. We want the modern age.
edit - Old attachment deleted to conserve space
Carbon_Copy Jan 28, 2002, 10:09 PM (Now Playing)
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