View Full Version : Math09: RaR, OCC, Space - take two


Mathias
Dec 19, 2005, 05:32 PM
On our first attempt, we were about 15 turns from victory when we lost due to rival culture. So, we'll try again.

Roster:
Mathias
Beorn-eL-Feared
Smart
DaveShack

Mathias
Dec 19, 2005, 05:36 PM
I have rolled some starts as Tibet on an archipelago map. They aren't spectacular, but just getting fresh water on archipelago maps can be difficult.

Smart
Dec 19, 2005, 05:48 PM
I'll join. Never played in RaR :crazyeye:
I'd like to play at 3rd start - many shields, 2 bonuce resources ;)

Mathias
Dec 19, 2005, 08:21 PM
You'll need to install RaR 1.04b... Methos can give you the links.

Of those, I like the third one as well. The food bonuses will be most helpful early on.

Smart
Dec 19, 2005, 08:25 PM
I have RaR 1.02.
I need link to patch only :)

Mathias
Dec 20, 2005, 02:48 PM
We're using the 1.04 preBeta (http://www.civfanatics.net/uploads9/RaR104pre_beta.zip) version designed by DocT. You'll also need the How to Install (http://forums.civfanatics.com/showpost.php?p=2687194&postcount=65) notes.

(Ten Char)

Beorn-eL-Feared
Dec 20, 2005, 03:34 PM
Well, all 3 look much better than the starts I rolled. If only those hills could be closer to the shore in #1 ...
#3 is a no brainer anyways, with 2 food bonus, and God knows how much you need those for AA in RaR.

Smart
Dec 20, 2005, 03:35 PM
Thanks for links, Mathias.
Will you play first 20 turns from the 3rd start? :whipped:

-- Edit --
Is it an Emperor game? If it seems to be very easy, you can reroll 3rd start using World seed, but in DG difficulty

Methos
Dec 20, 2005, 04:34 PM
I'd have to agree on three too. Nice thing is we have fresh water.

Smart
Dec 20, 2005, 04:46 PM
Just have installed patch 1.04b and got this error when i started game from Civ-content:
http://www.civfanatics.net/uploads10/RaR_Error.JPG
RaR 1.02 work fine. How can I fix it?

Methos
Dec 20, 2005, 05:03 PM
@Smart: Did you check out the "How to Install" (http://forums.civfanatics.com/showpost.php?p=2687194&postcount=65) section? It's been a while but as I recall there were several certain things you had to do in order for it to install properly.

Smart
Dec 20, 2005, 05:14 PM
Yes i checked it ;)
I copy those files to \\RaR\Art\Units directory. But in error screen you can see that missing file is in \\RaR\Art\tech chooser\ dirrectory.
What is wrong? :blush:

Mathias
Dec 20, 2005, 05:29 PM
Start #3 is a no-go. Not coastal, just on a large lake. I'll roll some more starts to hopefully get a decent, food-strong but not shield-poor location.

@Smart - Did you do Inconvenience #1? You'll need to move/copy all files from the zip to their corresponding locations manually.

Mathias
Dec 20, 2005, 05:49 PM
Started on coast next to river with cereals, three BG and three hills. Within 15 turns, it is evident that we are isolated. The archipelago idea isn't going to work. We'll have to stick with continents, because a runaway AI can get even bigger on pangaea. Not only that, but coastal locations can be hard to come by.

Smart
Dec 20, 2005, 06:13 PM
@Mathias: Try this Utility (http://forums.civfanatics.com/showthread.php?t=75992)

Smart
Dec 20, 2005, 06:49 PM
Yes! I have reinstalled RaR, and it works now! :smoke:
You can add me to the roster.

Beorn-eL-Feared
Dec 20, 2005, 06:52 PM
@Smart: not sure it'll work with RaR, I'd have to check it up.

In my personnal experience, it is easier to "even out" the forces on a pangea than on a continents, and runaway AI's don't get sooo runaway because when a civ goes down, there are several munching it, not just one. And picking Greece should allow for an automatic coastal, even on pang.

Anyways, how about start #1? Not quite shield heaven or a miraculous AA start, but it should get us somewhere. I'd like the saves anyways, just to try them, if you may give them to us.

Beorn-eL-Feared
Dec 20, 2005, 07:03 PM
Here's what I came up with:
#4: Greece, large 60% archipelago, barbs off, random opponents, std aggressivity, normal climate IIRC
http://archimede.mat.ulaval.ca/~fbolduc/B/GreeceArch60.jpg

#5: Tibet, large 80% pangea, everything idem
http://archimede.mat.ulaval.ca/~fbolduc/B/TibetPang80.jpg

4 has diversified tiles and I like it for that. 5 is coastal and has ariver, which is the 2nd best I've got in my 50 attempts.

Beorn-eL-Feared
Dec 20, 2005, 07:12 PM
What if we move S-SE on #3, would that be the ocean ? We keep all the goodies from bonus and mountains too.

Mathias
Dec 20, 2005, 07:23 PM
I found a promising location, and played to 3000 BC.

Built two scouts, wiseman, now building TG. Met the Mongols, they have domestication and warfare, and later discover cultivation. We researched writing, and are now two turns from pottery. Hopefully, we'll be able to trade for both cultivation and warfare then, so we can go directly to caste system.

The research plan is pretty straightforward. Beeline dynasticism, then get code of laws before philosophy, so we can get democracy as our free tech.

As far as production goes, we'll need a granary, shrine and worker housing. As in Math06, we'll build palace gardens for tourism. I'd like to build the Great Lighthouse as soon as possible, too.

First round, 15 turns each. Then 10 turns each thereafter.

@Beorn - I don't like Greece. Sure seafaring is nice, but the Mausoleum alone will trigger a golden age. I also don't want a large map. The increased tech cost makes OCC considerably more difficult.

Beorn-eL-Feared
Dec 20, 2005, 10:25 PM
Looks promising indeed. Might I ask why you settled on that spot rather than 1 SW, though? An extra hill/mountain pair would've been good for production, since it'll be rather low as is.

Mathias
Dec 20, 2005, 11:09 PM
Lol... you might ask. If you did, my response would probably be
"d'oh!" Then again, the extra water tiles will provide more science...

I didn't mention it, but the actual start location was 2W of the BG.

Beorn-eL-Feared
Dec 20, 2005, 11:59 PM
lol :)
We can always forest/mine a few grasses when the modern times show up and we need the shields - but then again, more science = more SGL's ...

Beorn-eL-Feared
Dec 21, 2005, 10:36 PM
If we're still on the same Roster:
Mathias
Methos - UP
Beorn-eL-Feared - Diggin' the hole
Smart
Open

Methos
Dec 22, 2005, 08:00 AM
Whoops, forgot what the roster was. Got it.

DaveShack
Dec 22, 2005, 09:55 PM
Am I still in?

Beorn-eL-Feared
Dec 22, 2005, 11:34 PM
Can't see why not :blush:

Methos
Dec 22, 2005, 11:37 PM
Great to have you back Dave. I was curious if you wanted to give it another shot.

Mathias
Dec 23, 2005, 09:38 AM
Let's rock this one.

Roster:
Mathias
Methos
Beorn-eL-Feared
DaveShack
Smart

Methos
Dec 23, 2005, 01:40 PM
You might as well skip me this one. Too many things to do and after tonight I won't be available to play until sometime on Sunday. We have several family Christmas dinners [her parents, my parents, grandparents]. Sorry.

Beorn-eL-Feared
Dec 23, 2005, 02:23 PM
Will post again later, not sure I can take it before this week-end.

Methos
Dec 23, 2005, 02:34 PM
There's a possibility I might be able to play tomorrow morning. Might is the key word. If no one has grabbed it by than I'll take it. For now, if someone can play a few it's yours.

Mathias
Dec 23, 2005, 05:28 PM
If anyone has time, post a got it and play 15 turns. If not, well, I guess I can forgive you for thinking Christmas with your family is more important than Civ.

Who am I kidding? I won't even see my computer on Sunday.

Beorn-eL-Feared
Dec 23, 2005, 06:50 PM
Got it, xcl

Beorn-eL-Feared
Dec 23, 2005, 07:24 PM
Pre-flight: Cultivation+32g for Alpha+ritualism, and we get spices up north from our position.

T2.
Pottery >> Masonry [6]

T5.
TG >> Granary (MM to grow after it)

T7.
MM back on max food (+1)
Masonry >> Urbanization

T8.
Trade Pots+60g for Warfare, we have no elephants.

T10.
Meet Celts !
Boat building + domestication + 16g for Alpha+pots
Boat building is worth 78g for Temujin.

Both scouts have pretty much gone to the far west side of the world, now the S one was headed E-SE, the north one NE. Since the celtic warrior is where he is, though, we might want to take that route.
For what it's worth, the mongols have a gorgeous starting location: cereals, horses, elephants, games ... :cringe:

I didn't bother building a worker housing because the only way to get 4 shields atm would be to turn growth off, and I'm not so sure it'd make 3 shields into 4.

Beorn-eL-Feared
Dec 23, 2005, 07:29 PM
If it interests anyone, right now we are bound to either one of:
Size 3
3 shields 1 food OR 5 shields 0 food
Size 4
3 shields 0 food

I definitely think we should make it to size 4 and stay there for monarchy. Workers will be easier to make afterwards. Not that I want to sound grumpy or anything (and this will be the last time I mention it :)) but a RaR hill start gives +1 shield on the core, which would give us 4 spt, 5 with WH on size 3 :p

Now just forget the small piece of friendly rant and have a merry christmas everyone :xmas:[party]

Smart
Dec 26, 2005, 02:18 PM
:bump: Will DaveShack play next turnset? I'll swap with him tomorrow, if he will not post anything

Mathias
Dec 26, 2005, 03:03 PM
Man, I hate making stupid mistakes, and settling on the wrong tile has to be the worst of them. *sigh*

Anyway, I agree that it is best to continue growth. If we delay growth by more than one turn, we'll need an extra turn to research Dynasticism. Once we are at size 4, we'll have the option of running -1 food for a short time.

Just so we're on the same page, after Dynasticism, we want Code of Laws before Philosophy(Democracy as free tech), followed by Classical Education.

AA wonders that we want:
Slave Trade (increased commerce, exp with optional tech)
Colossus (increased commerce, exp with Navigation)
Oracle (Two free tech, GA part 1)
Great Lighthouse (Allows metro - we'll need irrigation to grow above 16)
Mausoleum of Mausollos (GA part 2 - happiness irrelevant)

Since Methos was skipped, I'll revert back to setting the roster order on the fly. Since Beorn played only 10 turns, I prefer to continue with 10-turn turnsets, rather than the 15-turn turnsets that I normally use for the first round. If you can play tonight, post a 'got it' and go for it.

Smart
Dec 26, 2005, 03:17 PM
Ok, got it

Smart
Dec 26, 2005, 03:56 PM
Turn 4
Urbanization>Caste system
Sell Urbanization and Writing to Mongols for Scrape mining.

Turn 5
See celtic capital.

Turn 7
Granary>Forge.

Turn 8
Buy worker and 33 gold for Scrape mining from Celts

Math09_2150 BC.SAV (http://www.civfanatics.net/uploads10/Math09_2150 BC.SAV)

DaveShack
Dec 27, 2005, 02:31 AM
Note to self, Christmas break is over so start checking subscribed threads. :mischief:

Don't have it, will check back and see if someone else went ahead and grabbed it.

Mathias
Dec 27, 2005, 04:08 PM
Fix for broken link:
Math09_2150_BC.SAV (http://www.civfanatics.net/uploads10/Math09_2150_BC.SAV)

So far, so good. The Mongols have Caste System already, and we can get it for 15 gold. I think it's worth it to save a turn of research. Also, we should build Worker Housing before Forge.

Oh, yeah... embassies. I don't see any reason not to.

Smart
Dec 28, 2005, 12:45 PM
IIRC Working housing will be obsolete soon. Fogre never expire :rolleyes:

Beorn-eL-Feared
Dec 28, 2005, 01:08 PM
WH lasts until Feudalism, which is good enough for me ;)

Mathias
Dec 29, 2005, 06:36 AM
:bump:
Dave? Methos?

Beorn-eL-Feared
Dec 29, 2005, 11:00 AM
Attempt at following the Roster:
Mathias - started
**
Beorn-eL-Feared - played 2nd
Smart - went 3rd
DaveShack - has yet to go
Methos - ** got skipped, on deck

If we forget the original roster and try to live a normal SG from that point on, Dave would be up and Methos on deck. If Dave doesn't have the time, Methos would be up. If both are unavailable, Mathias is up (and Methos might want to go back to his spot after mine).

Methos
Dec 29, 2005, 02:05 PM
I believe it would be best for me if I withdrew from this game. My apologies everyone but I have lost all interest in CivIII. I am finding that I have to force myself to play my turnset for any CivIII SG I’m in. It appears I have fallen victim to CivIV!

My apologies, and good luck!

Beorn-eL-Feared
Dec 29, 2005, 02:36 PM
Been nice playing with you Methos :hatsoff:
I see no need to apologize, I don't think I'd feel differently if I had (or just could run) CIV. Cya around, :newyear:

Mathias
Dec 29, 2005, 03:59 PM
No sweat, Methos. Good luck in you CIV ventures.

Dave is up.

Mathias
Dec 31, 2005, 06:48 PM
It appears that Dave has been busy with CivIV as well.

If anyone wishes to join us, pick up the save an play ten turns.

Mathias
Jan 02, 2006, 10:35 AM
I guess it's just the three of us for now.

2150 BC (0)
15 gold to Mongols for Caste System
Production changed to Worker Housing

2070 BC (2)
Lhasa has grown. New citizen moved to hill for 5 spt, -1 fpt
Lux 10%

2030 BC (3)
IT: French warrior appears in north

1990 BC (4)
Ritualism to France for 62 gold
IT: Worker Housing >> Forge

1870 BC (7)
IT: Mongols extort 31 gold

1790 BC (9)
IT: Dynasticism >> Code of Laws; Revolt and riot
Mongols also go into anarchy

1750 BC (10)
Workers are not roading anywhere in particular, just nothing else to do right now.

Beorn-eL-Feared
Jan 02, 2006, 11:33 AM
While that happens we might be good to start roading northwards to the spices. Got it.

Mathias
Jan 02, 2006, 12:38 PM
Luxuries are quite unneccesary. Once our city is large, we will not likely be able to aquire enough luxuries to run 0% lux. Not only that, but we won't be able to put that extra 10% to science until the industrial ages.

Beorn-eL-Feared
Jan 02, 2006, 05:30 PM
Turnlog will be brief because those turns were uneventful, to say the least.

Revolt >> CoL >> Philo
Revolt >> Forge >> Harbor

No further MP built because Demo is 1MP max. I'm building a harbor for the extra commerce we'll have upon working coast tiles, and the eventual synergy of 2-food sea tiles with the rest of the city. I've micro'ed completely for food growth during my turns; only the last one wasn't a 5fpt deal: not enough grasses, need sea. If I haven't removed it, queued are palace gardens, for the tourism. The earlier the better so I figured we'd get it before building academies and such. We'll get the harbor on growth.

We can trade The Wheel in, IIRC mongols are the best deal for it because they miss Dynasticism; France is backwards Urbanization+Writing

http://archimede.mat.ulaval.ca/~fbolduc/B/Math09-1.jpg

Beorn-eL-Feared
Jan 02, 2006, 05:31 PM
Roster:
Math - On Deck
B -
Smart - UP
Dave - ...

Smart
Jan 03, 2006, 08:35 AM
Got it, playing now

Smart
Jan 03, 2006, 10:04 AM
Pre-turn
Trade CoL for The Whell and 128 gold to Mongols

Turn 1
Harbor > Shrine
Lhasa grows, lux to 30%

Turn 4
Shrine > TG
Lux to 20%

Turn 5
Buy Mysticism from Celts for CoL.

Turn 7
Take from Philosophy Demo for free, and revolt
We got a Scientific Leader! For what wonder we will use him?
Working on Math. Buy BW from mongols for philo and 38 gold.

Turn 9
TG > Academy
Lux to 10%

Turn 10
Math > Trade
Sell Math and Demo to Mongols for Sailing, Construction, and 94 gold.

http://www.civfanatics.net/uploads10/Math09_SM_1250BC.JPG

SAVE: Math09_SM_1250_BC.SAV (http://www.civfanatics.net/uploads10/Math09_SM_1250_BC.SAV)

Beorn-eL-Feared
Jan 03, 2006, 04:02 PM
I'll have to double-check RaR wonders to answer you well about that, Smart, but whatever we make of it, it is very good news :D

Roster:
Math - On Deck
B -
Smart -
Dave - ... I can't speak for Mathias, but you don't have much more than 24h ;)

DaveShack
Jan 03, 2006, 04:20 PM
I'm still here. Interesting things were happening in the Civ4 DG and I got distracted. :blush: Also had family pressure to not disappear into the office while everyone was there for holidays.

Mathias
Jan 03, 2006, 05:20 PM
SGL - Colossus is probably best at this point. The Great Lighthouse is another option, but won't be very useful until we can irrigate.

Science - We don't need Trade yet. I would rather pick up Fermentation and Weaving for SGL chances, then head for Literature. Of course, if we find Silks nearby, then we should research Trade.

Colony on the incense? OK, but only if we don't need that worker for a Silks colony. I don't see much value in it, but it will allow us to build a monastery sooner.

Smart
Jan 05, 2006, 11:08 AM
@DaveShack: Is it a "Got it" post? If no, Mathias can swap with you, since 24h are elapsed...

DaveShack
Jan 05, 2006, 07:42 PM
There wasn't any bold UP there so didn't realize it was on me. Yes, I've got it, and I still remember where the C3C disk is. ;)

Mathias
Jan 07, 2006, 10:49 AM
Dave, I certainly understand that you are more interested in the DGs, but and OCC SG isn't much of a commitment. Please don't post a 'got it' if you don't intend to play.

I've got it now.

Mathias
Jan 07, 2006, 11:54 AM
1250 BC (0)
Change research to Weaving

IT: Weaving >> Fermentation

1225 BC (1)
We have wool, further emphasizing my misplacement of our city.
Colonize Incense, send TG back to Lhasa. No need to defend colony.

IT: Fermentation >> Classical Education

1200 BC (2)
Sell Fermentation and Weaving to Mongols for 175 gold.

1175 BC (3)
IT: Academy >> Colossus

1150 BC (4)
Rush Colossus

IT: Colossus >> (Slave Market)

1125 BC (5)

1100 BC (6)
IT: Slavery >> Mythology Iron Working
Slave Market >> Slave Trade

1075 BC (7)
Mythology costs 61 beakers. Our current max is 60 bpt, so opt for IW first. We'll grow in two turns, then Mythology will require only one turn of research.

1050 BC (8)
Mongols have Civil Engineering

IT: Iron Working >> Mythology

1025 BC (9)
Lux 20%

IT: Mythology >> Poetry

1000 BC (10)
We have 42 shields in Slave Trade. Although it is a must-have wonder, we don't necessarily need it asap. Other production options include Palace Gardens, or Water Mill if we trade for Civil Engineering.

Beorn-eL-Feared
Jan 07, 2006, 12:03 PM
I think I'll go for ASAP water mill (trade-dependant), the gardens and slave trade 3rd. Playing.

edit - omg wool :lol:

Beorn-eL-Feared
Jan 07, 2006, 01:19 PM
Pre-Turn: Fiddle with Lhasa a bit, find out that we can run 12-12-17-17 shields and get PG's in 4 turns at 0 shields waste. That's the plan.
Will trade civ eng when I get the chance.

Fiddle with Genghis and find this out:

http://archimede.mat.ulaval.ca/~fbolduc/B/Math09-2.jpg

So scratch PG and re-write WM.

T1.
Scouts get dedicated to unveiling sea routes for eventual trades.

T2.
We learn Poetry, Mongols learn Aristocracy. I don't think we'll need a FP anytime soon though.
Beeline to literature goes Drama in 3.

T3.
I misunderestimated our jewel of a city, and it now makes a clear 19spt (forgot slave mart and al.)

T4.
Get Water mill on growth, PG due in 4 with some MM.

T7.
I gift France Dynasticism. We'll need continental powers to oppose the mongols, and she's not exactly got a head start.

T8.

http://archimede.mat.ulaval.ca/~fbolduc/B/Math09-3.jpg

We get literature, Mongols get something (can't remember)
Start beelining for monasticism, Polytheism due in 2.

Slave trade due in 10, 220 shields at 22spt. We could increase rate to 30spt, get it in 8, but reduce growth and research. I'll take 16 food rather than 2 more turns of slave trade. However, it is still changeable: just work the hill and nothing is lost, 8 turns slave trade. We'll even get 8 extra shields on growth, so it's possibly just as good to switch to max shields by then, it'd take it 8 turns, but with a smaller city.

Get trade for Poetry + 65g from Mongols.

T10.
Polytheism - monotheism (2)
Mongols learn naval warfare.

Sorry for the big uploads, we were due for embassies. And looking here, no wonder Joan ... well ... blows.

http://archimede.mat.ulaval.ca/~fbolduc/B/Math09-4.jpg
http://archimede.mat.ulaval.ca/~fbolduc/B/Math09-5.jpg
http://archimede.mat.ulaval.ca/~fbolduc/B/Math09-6.jpg

http://archimede.mat.ulaval.ca/~fbolduc/B/Math09-7.jpg

btw, when you hit the save, take a look at Orleans: possibly the best OCC location I've ever seen.

Mathias
Jan 07, 2006, 02:47 PM
Looks good, but why is that TG back on the colony? There are no barbarians, so defending the colony is pointless. If the Mongols declare war on us for any reason, I'd rather defend our city than a nearly useless colony.

Beorn-eL-Feared
Jan 07, 2006, 03:03 PM
They had too many warrior scouts around it, and since we're really close to monasticism, I figured we should make sure to keep it safe a little 10-15 turns. You're probably right though.

Smart UP
DaveShack on deck

Mathias
Jan 07, 2006, 05:50 PM
I have never seen an AI declare war by attacking a colony. If we're concerned about possibly not having Incense, which I'm not, then we should build Temple while we can. Monestary requires Temple, but not Incense.

Beorn-eL-Feared
Jan 07, 2006, 06:22 PM
Ok, I guess we're really really not in a hurry, then. I don't really play OCC much, so I'm not used to building colonies anyways.

On a side note, I just noticed that both Mongols and Celts have a settler at home waiting for an escort to get out, and a single defender in both cases. Weaker military in RaR?

DaveShack
Jan 07, 2006, 11:19 PM
Sorry, I did play just not fast enough. I'm also a Stargate SG-1 / Atlantis fan -- opened the game, watched TV, forgot, went to bed... :blush: Guess it's a good thing I refreshed the page before posting a log and save. :(

Comparatively my play wasn't all that good anyway. :blush:

Beorn-eL-Feared
Jan 08, 2006, 04:59 AM
SG-1 is just that good :D
Smart plays fast usually, so you're probably best not to go too far away ;)

Mathias
Jan 10, 2006, 06:27 PM
Smart plays fast usually

Smart, you're up.

Smart
Jan 10, 2006, 06:51 PM
Smart plays fast usually
It's true when I have only one SG to play, but not currently :blush:
I will play tomorrow, but if you can play now, do it :)

Smart
Jan 11, 2006, 04:23 PM
Pre-turn
MM to get Slave Trade in 6 turns.
Lower science slider to 60%, Monotheism is still in 3 turns
Trade with Mongols: Aristocracy + Naval Warfare + 3gpt for IW and Polytheism.

Turn 3
Buy Riding and 12 gpt for Monotheism, drama, and 87 gold

Turn 6
Monasticism > Currency
S.Trade > Library
Lower lux to 10%
Upgrade TG to Spearman for 30 gold

Turn 7
Lhasa grows, lux to 20%

Turn 8
Currency > Military Training
Lib > Temple

IT
Mongols demanded Monasticism, I give...

Turn 10
We are in the new Era! Researching Warrior Code.
Temple > Monastery. Lux slider down to 10%.
Worker roads forest, next player can choise what he will do. Maybe colony on Spices?

Beorn-eL-Feared
Jan 11, 2006, 07:02 PM
Dave UP
Math on deck

New era :)

Mathias
Jan 11, 2006, 08:58 PM
Preferred research is Naval Spirit, then head for Clockworks.

Monastery is 110 shields, School of Scribes is 50, and Philosopher's School is 40. All of them have the same effect, so we should build the latter two first. (Monastery does not require incense.)

Colony on spices is out of the question. It would be completely useless.

DaveShack
Jan 11, 2006, 10:06 PM
550 BC Turn 0
Switch to Naval Spirit (2) and Philosopher's School (2)

530 BC Turn 1
Research to 70%

510 BC Turn 2
Naval Spirit->Invention (2 @ 80%)
Philosophers School->School of Scribes

490 BC Turn 3
Mongols start hanging gardens
Research to 40%

470 BC Turn 4
Invention->Milling (2 @ 60%)

450 BC Turn 5
School of Scribes -> Voyage of Discovery
Not sure on this one, surmised it was the reason to do Naval Spirit?
I'm no expert on RaR..

Sci 50%

430 BC Turn 6
Milling->Clockworks (2 @ 80%)
Celts start building Stonehenge

410 BC Turn 7
Mongols have elephant training, like we can use it...

390 BC Turn 8
Clockworks->Scientific Method (2 @ 80%)

370 BC Turn 9
Nada

350 BC Turn 10
Scientific Method->Athletics (for SGL chance, next player may change)

Voyage of Discovery (2) can convert to Town Clock(1) with no shield loss, or
several other possible items, or be completed.

Closed the game without hitting prtscreen first. :smoke:
And I'm dead tired, sorry...

Beorn-eL-Feared
Jan 12, 2006, 09:54 AM
I'm really unsure why we'd want VoD ... Safe sea travel? Have we got ships?

Math up - he'll know what to do with it :)
B on deck - will have it clear by then

Mathias
Jan 12, 2006, 11:25 AM
Naval Spirit = Longboat = Can enter ocean
VoD does help, but isn't necessary. I'll decide whether to build it or not when I play... which will be very soon.

Mathias
Jan 12, 2006, 01:02 PM
350 BC (0)
Research Barding first, although it probably doesn't matter.
Opt to complete VoD

IT: Barding >> Athletics

330 BC (1)
Lux to 20%

IT: Athletics >> Horse Breeding
Voyage of Discovery >> Longboat

310 BC (2)
IT: Mongols build a city next to the Incense.
Horse Breeding >> Mounted Archery

290 BC (3)
Athletics + Barding to Mongols for Seafaring + 15 gpt + 12 g
Horse Breeding to Mongols for 9 gpt + 43 g

IT: Mounted Archery >> Lateen Sail
Longboat >> Longboat

270 BC (4)
Scout on boat, boat heads north

IT: Lateen Sail >> Warrior Code

250 BC (5)
IT: Longboat >> Wind Mill

230 BC (6)
Scout on boat, boat heads south

IT: Warrior Code >> Engineering

210 BC (7)
IT: Siam completes Sphinx, Korea completes Mausoleum

190 BC (8)
IT: Engineering >> Vassalage

170 BC (9)
IT: Wind Mill >> Longboat

150 BC (10)

We should try to get the Oracle soon. Third longboat, if we build it, should dodge east.

Beorn-eL-Feared
Jan 12, 2006, 03:21 PM
Before my set I'll try and map a few improvements/wonders we want, and look around at what techs we need ASAP vs what techs we want to grab for the sheer SGL chance.

Might only play this week-end

jb1964
Jan 12, 2006, 03:31 PM
May I join?

My SGoTM team is dragging their collective butts and I need a more regular fix and.... oh :mischief: , umm, hiya BeF, nice to see you here. Wassup!? :D

Anyway, this game sounds impossible so I'm sure I can learn a thing or two. I'm hibernating for the winter and am using the radiation from my computer screen to keep me warm. I might as well stay entertained at the same time.

Beorn-eL-Feared
Jan 13, 2006, 01:22 PM
:wavey: jb :)

You'll see that SG's have cycles, the amount of activity in them goes up and down and up and ... if it was entertainingly tough enough, it survives to the end. SGoTM's have a hard time with this because some teams could beat every game on Sid and others keep just afloat on Monarch, which makes for impossible and too-easy games, depending on where you stand.

I know you like to read, so you might want to take a look at Math06 (http://forums.civfanatics.com/showthread.php?t=128818): the previous attempt, which really almost made it, if it weren't for the lack of control over our dominating culture opponent, we had it bagged.

Btw this will be played when I get home around 5pm EST

jb1964
Jan 13, 2006, 03:45 PM
:) Hiya BeF.

You're right, I do like to read the threads and I already read thru Math06. Man, killer game.

Beorn-eL-Feared
Jan 13, 2006, 05:20 PM
When we started that game I did my own, as Siam (AGR/SEA). It worked really nice, but I had to struggle against a dominating force there too, feeding every tech useful to one civ and trying to suck the juice off of another one. This has got to be one of the toughest part of OCSC: managing opponents.
On a side note, that game was played on a 70% archipelago, which turned out to look very much like an archipelago but was in fact 100% connected, with 4-5 1-tile chokes :lol:

Beorn-eL-Feared
Jan 13, 2006, 06:38 PM
Pre-Turn: Match plan is Town Clock, Longboat, Monastery, Oracle (might start, not sure if the others will take 10 or 11)

Beeline for irrigations, then head for cheap sci buildings techs and/or SGL chance techs.

Trade Worker+6g to France for Riding

MM Lhasa for the beakers, sounds like we just missed a 1-turn Vassalage

T1.
Vassalage > Theology

T2.
Theology > Feudalism (costs 244, we produce 210 max, 136 now)

IT: S longboat sent W to explore

T3.
And 108 then.

T4.
Feudalism > Crop Rotation (2)

IT: We lose a longboat to the ocean

T5.
Lateen Sail for Coffee + Tropical fruits + 6g from the Celts. For some reason, 2 happy faces did only make 1 person happy. Lux stays at 20 :hmm:

Wool to Celts for 59g.

T6.
Crop Rotation > Scholasticism

T8.
Scholasticism > heraldry

T10.
Heraldry > Guilds

Monastery > Oracle

We need a greater beaker production, right now there's a bunch of 611 beakers techs that are unknown, 3 turns each, but after that 4 turns/tech will be painful. After the Oracle I'd go School, Guild and Academy (w/e order).

I've stalled the production where it is, we will get Oracle in 6. I suggest picking 2 "cheap" 2-turn techs, and head for more costy ones for our freebies (see picture for beaker costs).

Stalled 15 pop stats:
-commerce: 82 * 0.8 * 4 = 264, add 33 per 50% improvement, 66 (not 67) per 100%. this means 611 beakers in 2 turns isn't far away. We can do it now, but it wouldn't be useful.
-production: 21 * 2.5 (with guild) is 52. We can't do it atm because it requires more food to compensate the sea tiles, but eventually we'll get there. it's 42 atm.

Beorn-eL-Feared
Jan 13, 2006, 06:41 PM
Btw, the continent was reached Eastwards, the S-most Westwards boat sunk, the other one is alive and sailing its scout on...

Roster:
Math -
B -
Smart - UP
Dave - On Deck
jb - ?

Mathias
Jan 13, 2006, 08:46 PM
Guild Hall requires gold, so we won't be building that for a while.

If we get an SGL, we need to save it to rush International Port on first turn of GA, which we will probably trigger with Cop's. If we are lucky enough to get two SGLs, then we can rush Leo's followed by IP.

jb is welcome to join.

Smart
Jan 14, 2006, 04:52 PM
Pre-turn
My plan is to get two 733-breakers techs for free from Oracle.
Set research queue to Alchemy (2) >> Gunpower (2) >> Matchlock (3)
Move citizen from hill to grassland to get Oracle one turn later, after researching Matchlock.
Researching Alchemy.

Turn 1
Contact with Coreans. Nothing to trade...

IT
Mongols demands Naval Spirit.
Longboat with scout sinks in ocean.
Alchemy > Gunpower.

Turn 2
Meet Egypt.
Trade to mongols Wool for Dyes and 139 gold. Move lux slider to 10%

Turn 3
Zzz

IT
Celts complete stonehedge.
Gunpower > Matchlock.


Turn 4
Meet Siam

Turn 5
Zzzz

Turn 6
Zzzzz

IT
Took Metallurgy and Theory of Warfare from Oracle (both 733-breaker techs)
Researching Guilds.

Turn 7
We must increase scientific research and we can build School(4), Lab(4), and The Academy (5). I started working on Academy, because it increase science by 100%

Turn 8
Build embassy in all civs on our continent to make them Polite.

IT
Guilds > Education

Turn 9
Our land is fully improved, what workers should do now? I upgraded them for free to Peasants

Turn 10
:sleep:

Beorn-eL-Feared
Jan 14, 2006, 10:37 PM
Celts having Stonehenge makes them a more likely potential ally against the mongol hordes. I think we'll need to buff them up to keep them in-game with the mongols. It'd be awful to get run over by the mongols, and awesome to balance powers in here.

Roster:
Math -
B -
Smart -
Dave - UP
jb - On Deck

Mathias
Jan 15, 2006, 11:54 AM
I agree with helping the Celts so that the Mongols don't become too powerful. I would not be opposed to giving them all ancient techs, just to be sure the Mongols cannot sell them anything. It may also be in our best interest to sell tech to the Mongols for their available gpt.

I suggest that have our workers build a road to and fortress+barracade on the iron. For as long as those Mongols cities don't expand, we will be able to build a colony. However, we should not colonize the iron until we are ready to build military. Military alliances require Political Philosophy.

DaveShack
Jan 15, 2006, 12:06 PM
Got it, have 2 SG's and a DG setup session for today, but don't have to drive the family around town.

Mathias
Jan 16, 2006, 08:55 PM
:bump: :confused:

jb1964
Jan 17, 2006, 09:30 AM
Thanks for letting me join. I'm still around.

Smart
Jan 17, 2006, 09:42 AM
DaveShack :shakehead again...
jb1964, you can play now ;)

DaveShack
Jan 18, 2006, 01:51 AM
I don't want to hold y'all up, so guess I'll change my style to "play now or skip" instead of trying to fit it in my next available play time (which is a lot less right now than it had been before).

BTW, I never say I've got it if I know for sure I won't be able to play it -- it's not a good month for interruptions. :sad:

jb1964
Jan 18, 2006, 04:09 PM
I can play this evening but am comfortable letting Dave go forward here. Being that this is my first set of turns I will be very cautious (read slow) about these ten turns.

jb1964
Jan 18, 2006, 04:13 PM
As is usually the case w/ me I'm having a bit of a problem w/ the mod. Will post when it seems to be working.

Mathias
Jan 18, 2006, 04:19 PM
We're using the 1.04 preBeta (http://www.civfanatics.net/uploads9/RaR104pre_beta.zip) version designed by DocT. You'll also need the How to Install (http://forums.civfanatics.com/showpost.php?p=2687194&postcount=65) notes.

If you don't get this in tonight, I'll play in the morning.

Beorn-eL-Feared
Jan 18, 2006, 05:25 PM
When you get it up, jb, you might want to shadow a few of the prior turns and see how it goes from there. Like a tutorial-with-textbook thingy.

DaveShack
Jan 19, 2006, 09:21 PM
I have 5 turns played, should I keep going?

Beorn-eL-Feared
Jan 19, 2006, 10:24 PM
By all means, Dave :)

DaveShack
Jan 20, 2006, 01:28 AM
Before the next cycle comes around it would be helpful to have some advice on trading in this environment. The Mongols have a lot of cash, but I wasn't sure which things are ok to trade to them and which we need to hold on to.

Sorry about the delay. I played some yesterday before looking and seeing what looked like I was skipped, then saw today that the next set hadn't been played, so went ahead and finished it off. If Mathias or jb was playing at the same time, their choice of either superceding mine or doing the next ones.

Turn 0, 250 AD
Adjust sci to 70%, Educ in 1, -8gpt
fortify peasant

Turn 1, 260 AD
Education->Astronomy
French city of Paris completes Hanging gardens
Koreans building silk road

Turn 2, 270 AD
The Academy->University
Mongols are building the great wall
Celts are building Shangri La

Turn 3, 280 AD
Astronomy->Physics
Zulu city of Zimbabwe completes Great Wall
Sci 80%, Physics in 2 at -16gpt
Change Uni to Copernicus

I notice Siam has 2055g and are down a boatload of tech.
Want to take that gold off the market, so sell
classical education, currency, military training, monasticism, poetry, lateen sail
get 1450g in return

Turn 4, 290 AD
sci 70%, -8gpt

Turn 5, 300 AD
Physics->castle building (SGL chance)
Volcano active (effects??)
Lost supply of coffee
Lost supply of tropical fruit
(did we have any before? didn't think so)

Turn 6, 310 AD
Castle building->usury (2@50%)
Lhasa riots (didn't expect that)
Mongol city of Karakorum finishes Shangri La

Turn 7, 320 AD
Lhasa back at 20% lux. No lux available to buy.
Sell athletics to Siam for 215g
Sci to 40%

Turn 8, 330 AD
Zulu offer elephant training for classical education. Negotiate them to add 15g
and accept deal to keep relations good.
Usury->Banking (2 turns @60%)

Turn 9, 340 AD
exploring

Turn 10, 350 AD
Zulu suggest we should remove our boat, but of course
Banking->Navigation(2 @80%)
Siamese building Sun Tzu's

Beorn-eL-Feared
Jan 20, 2006, 10:29 AM
An active volcano just means it 'could' erupt.

I haven't checked the trade situation, but IMO as long as we don't need the coins, no passes with the mongols.

DaveShack
Jan 22, 2006, 01:22 PM
Roster:
Math - ON DECK, or up if jb doesn't want to grab it yet
B -
Smart -
Dave - just played (2 days ago)
jb - UP? Still checking out RaR? let us know if you're ready :)

jb1964
Jan 23, 2006, 06:37 AM
I give it another shot this evening when I'm home from work.

No swim meets, meetings, or other RL activities. And all my clothes are off the bedroom floor so I'm good to go. :)

DaveShack
Jan 27, 2006, 02:11 PM
:bump: Any progress?

Mathias
Jan 27, 2006, 02:59 PM
I guess I didn't miss anything here. B can take it for a swap, I'll play sometime Sunday.

Beorn-eL-Feared
Jan 27, 2006, 05:34 PM
Good, got it.

Beorn-eL-Feared
Jan 27, 2006, 07:01 PM
Pre-Turn: Çhange build to GLH, waste 14 shields. This will allow for growth, money, and power in general with the food tiles.
Get rid of shrine (oracle is built), worker housing(obsolete) and temple(monastery built).
At some point I established all embassies, which revealed Egypt has not connected its silks, Korea has only one source, and the Siamese have an ICS 1st ringer :wow:

Not that we won't have to get there eventually, but I'll research everything I can before hopping onto Navigation: it obsoletes the colossus, which means 16gpt, ~85 beakers/turn.

Production, rushing science: GLH - Lab - School - University - Bazaar (all were short-rushed on 2nd turn) - Coper's

Techs, all the ones before Navigation: Siege Warfare - Architecture - Perspective - Music Theory (SGL :)) - Political Philosophy - Printing Press

T6: Wool to Celts for Worker²+some gold.
Some unimportant trades with France, among which luxes.

http://archimede.mat.ulaval.ca/~fbolduc/B/math09-9.jpg

If you can trade silks off of either Egypt or Korea, do so and snatch Silk Road. Otherwise, there ain't much to do but build a mega science bomb.

Lhasa has grown from 15 to nearly 18, keep it up ;) I suggest MM'ing the food waste to max shields 2 turns before growth, so that the "on growth" turn catches the extra shields.

Save the SGL for IP? That's what I'd do. I rushed a bazaar to keep the masses opiated; if you feel the need to build a marketplace, wait for after IP is in and use an arena short-rush :thumbsup:

Beorn-eL-Feared
Jan 27, 2006, 07:09 PM
I didn't bother posting the embassy pictures but I have them, I'll post if asked to, but haven't found a thing of interest on them.

Math up.

Mathias
Jan 29, 2006, 07:00 AM
Got it.

Mathias
Jan 29, 2006, 08:40 PM
450 AD
Switch to Courthouse - we need it in order to build Prison

Drama + H.Breed to Siam for 29 gpt
Literature for another 7 gpt and all their gold
Six techs to Mongols for 89 gpt and 1550 gpt
Guilds and Seige Warfare for another 1116 gold

IT: Printing Press >> Navigation

470 AD
Literature to Celts for a worker, upgrade to peasant (0 gold)

IT: Navigation >> Map Making

480 AD
Warrior Code to Celts for another worker, upgrade to peasant

490 AD
IT: Map Making >> Absolutism

500 AD
IT: Cleo wants, and gets, Republic
France wants to trade maps. Oh... hold that thought.

510 AD
Buy World Maps:
-Egypt's for 33 gold
-Korea's for 20 gold
-Zulu's for 50 gold
-France's for 13 gold
-Celts' for 3 gold
-Mongols' for 8 gold

Sell World Map:
to Siam for WM, 12 gpt and 64 gold
to Mongols for Dyes and 143 gold
to everyone else for a total of 153 gold

IT: Entremont gets blasted by Volcano!
Absolutism >> Leadership

520 AD
Vassalage to Celts for yet another worker, upgrade to laborer (60 gold)
Upgrade 7 peasants to laborers for 420 gold

IT: Korea wants, and gets, Horse Breeding

540 AD
IT: Leadership >> Juris Prudence

Research is queued for Magnetism and Newtonian Synthesis.
Siam has extra gold, buy it when we get Magnetism.
After the Observatory is complete, rush IP then rush Guild Hall and Prison before other wonders.

Beorn-eL-Feared
Jan 29, 2006, 10:34 PM
Roster:
Math -
B -
Smart - UP
Dave - On Deck
jb -

Mathias
Jan 29, 2006, 11:01 PM
Research priority in Industrial Ages is City Planning. We can plant and mine four forest to turn our +12 fpt into 30 or 40 spt.

Smart
Jan 30, 2006, 07:21 AM
Got it.

.

Beorn-eL-Feared
Jan 30, 2006, 09:25 AM
Just a second, butterfly. I think the amount of gold created by working an extra tile is not to be neglected. If we can go size 20 with forests all over, I'm all for it, but IMHO there should be a dual-goal here:
1- work 20 tiles
2- optimize shields
and in that order. If I counted correctly (I really went off-hand from the picture) we can plant 3 forests when we have IP, 2 more when we have fisheries.
If we don't have forests by the time we get to railroads, IMO all the better since it's faster railed.

Smart
Jan 30, 2006, 03:56 PM
Pre-turn
Looks good

Turn 2
IBT
Mongols declared war on celts.
JP >> Magnetism (2 turns). Sci to 70%.

Turn 4
Lhasa have grown, Coper's project droped to 3 turns.
IBT
Magnetism >> Newton's (2 turns @ 80% sci)

Turn 6
IBT
Newton's >> Merchantilism
Copernicus Observatory has meen built, we are in Golden Age!

Turn 7
SGL-rush IP.
IBT
Siam declared war on Koreans.

Turn 8
We have completed IP, producing 110 gpt now.
Started Leo's, hire one Engineer and we will get 999 shields in 9 turns. Next player should hire one more engineer at the last turn to complete Leo's.
IBT
Merchantilism >> Economics

http://www.civfanatics.net/uploads11/Math09_650BC.JPG

Save: Math09_650_AD.SAV (http://www.civfanatics.net/uploads11/Math09_650_AD.SAV)

Mathias
Jan 30, 2006, 04:54 PM
@Beorn: As you can no doubt see, we have +12 fpt at size 20. We can plant 4 forests to put us at zero growth. Without planting forests, rails will add 4 to our shield base. Without rails, planting forests will add 12 to our shield base. What good is it to build rails faster when there is no benefit?

@Smart: The use of an engineer is a good idea. Still, I wish you had rushed the production boosts first. With both Guild Hall and Prison, we'll get 134 spt. That's enough to build Leo's in 8 turns.

Now that I'm thinking about it, we're actually better off building Newton's University first. We'll get another science boost sooner, and more expensive techs from Leo's later.

Beorn-eL-Feared
Jan 30, 2006, 08:15 PM
Yeah, the day has been longer than expected :mischief:

Roster:
Math -
B -
Smart -
Dave - GA turns !
jb - on deck

DaveShack
Jan 31, 2006, 01:47 AM
I saw this way too late to do anything about it tonight, expect to be able to get to it tomorrow night. That's a probably maybe sorta kinda got it for those keeping score. :crazyeye: After the big delay after my last set, I don't think I'll be getting quite so worried about the 48 hours. :p

Thanks a bunch for all the educational materials. I'll probably switch the build order around as suggested, if we're not so many shields into the current build that there would be waste.

DaveShack
Feb 02, 2006, 02:10 AM
Summary: Switched to Newtons, finished it, started Leo's again.
Researched Economics, Cavalry Tactics, Flintlock, Nationalism, Steam
Received Scientific Method (? or is it ToE in this mod?) as free tech

We could build Theory of Evolution or National gallery, both are 100% sci
and ToE gives another 2 free techs.

650 AD Turn 0
Put engineer back to work
Switch to Newton's so that we can reach the industrial before taking free tech from Leo's

660 AD Turn 1
Economics -> Cavalry Tactics(2)
Mongol city of Kazan completes Knights Templar

670 AD Turn 2
Zulu start Angkor Wat

680 AD Turn 3
Cavalry Tactics -> Flintlock(2)

690 AD Turn 4
Celts demand wool. Not knowing if we can safely decline, I give him what he wants.

700 AD Turn 5
Flintlock done, Enter new age, look at big picture. Select Nationalism
Newton's complete, start Leo's (10)

710 AD Turn 6
Game reports lost source of Dyes (?)

720 AD Turn 7
Zulu declare war on Korea
Nationalism-> Steam Power (2)
People want to build National Monument

730 AD Turn 8
nada

740 AD Turn 9
Steam Power -> Constitutionalism (2) [national gallery]

750 AD Turn 10
nada

Mathias
Feb 02, 2006, 08:33 AM
Guild Hall? Prison? I know it doesn't matter much in the long run, but each of these improvements will increase our GA shield production by 12 spt.

As for ToE, it doesn't increase our science output, so we should build it as late as possible for the greatest effect.

Just looked at the save and, *gasp*, why are our laborers not cleaning up the pollution? Oh, I see, it wasn't there on the previous turn. That's OK, I'll crack the whip.

Good news! The Mongols have two sources of coal, so we will eventually be able to trade for it.

I'll play today, after my turns in SM2.

Mathias
Feb 02, 2006, 08:40 PM
750 AD (0)
Feudalism and Castle Building to France for Fundamentalism, World Map and 5 gold
Naval Spirit to Zululand for Stirrup, World Map and 10 gold
Naval Spirit, Heraldry and Usury to Siam for World Map, 43 gpt and 290 gold
Naval Spirit, Heraldry and Usury to Korea for World Map, 23 gpt and 155 gold
Heraldry, Siege Warfare and Stirrup to Celts for World Map, 2 gpt and 519 gold
Wool to Siam for Gold

IT: Constitutionalism >> Medicine

760 AD (1)
Switch to National Gallery

IT: Mongols demand, and get, Navigation

770 AD (2)
IT: Medicine >> Industrialization
National Gallery >> Guild Hall

780 AD (3)
Rush 10 shields for 120 gold, 90 more for 540 gold

IT: Zulu wants MPP/ROP... Not a chance.
Guild Hall >> Hospital

790 AD (4)
Rush 180 shields for 1140 gold

IT: Industrialization >> Sanitation

800 AD (5)
IT: Hospital >> Prison

810 AD (6)
Rush 130 shields for 840 gold

820 AD (7)
IT: Sanitation >> Steel
Prison >> Leonardo's Workshop

830 AD (8)
840 AD (9)
850 AD (10)
Steel due this turn. Research queued for Replaceable Parts and City Planning as freebies from Leo's. After Leo's is complete, we will have 1 turn remaining in GA. As long as we don't have pollution, we should be able to pick up Federalism on that turn. After that, we'll need Marxism, Refining, Compulsory Education and Theory of Relativity, not necessarily in that order.

On turn 7 or 8, I realized that I hadn't sold anything to the Mongols. This wasn't intentional. Since we will need to buy his extra coal, I think we should continue to sell. At this point, I would trade Theory of Warfare and Political Philosophy for all of his available gold and gpt.

Beorn-eL-Feared
Feb 02, 2006, 10:10 PM
So that's me up. Busy day tomorrow, will try and get to it swiftly.

Mathias
Feb 03, 2006, 03:42 PM
:mischief:

Beorn-eL-Feared
Feb 03, 2006, 04:39 PM
Nice !!! Deity ... I wonder how doable that is on C3C... certainly much much much tougher.

Playing.

Beorn-eL-Feared
Feb 03, 2006, 05:08 PM
T2: trade Architecture, Music Theory and PP to the mongols for 1709g + 18gpt
trade Banking to France for Olive Oil, wines and 64g.
T3: I renew the wool-coffee deal with Brennus
T9: Perspective to Temujin for his gpt and spices/dyes.

Leo's Workshop (due in 5) >> Port (1) >> Commercial Port (1, longboat+sewer short-rush) >> Park (2) >> Gutenberg's (Public School pre-build).

Steel (due) >> Steam engine (2) >> Electricity (2) >> High Explosives (free) >> City Planning (free) >> Thermo (2) >> Compulsory Education (3, due).

I say we go run after every tech we can that's cheap and wait until we make more beakers to plunge into techs that would otherwise take us 3-4 turns. Statue of Liberty will also make for a huge boost, so after public school and Gutenberg, I'd lean for those 1400 well invested shields.

Beorn-eL-Feared
Feb 03, 2006, 05:35 PM
I've kept Temujin stripped of gold and gpt for useless MA techs, worked quite fine. Right now the research path is the biggest thing that we need to discuss IMHO, the rest flows rather well.

As I said, I'd be for stalling: grabbing 1- and 2-turns techs before going for SoL, Guntenberg's and Edison's; and going up front the tech tree from there.

Roster:
Math -
B -
Smart - GA's over :(
Dave - on deck
jb -

Mathias
Feb 03, 2006, 05:38 PM
My epic OCC on Emperor (http://forums.civfanatics.com/showthread.php?t=126593)
microbe's games on Monarch (http://forums.civfanatics.com/showthread.php?t=82799) and Emperor (http://forums.civfanatics.com/showthread.php?t=106304)
metalhead's OCC on Deity (http://forums.civfanatics.com/showthread.php?t=127546)

As for RaR, I dismissed Greece early. I underestimated the strength of the seafaring trait. The curragh's four-tiles-per-turn movement is only surpassed by its ability to cross oceans. Making contact with the other continent early and trading dual monopolies before the middle ages puts you in a very powerful position.

Mathias
Feb 03, 2006, 06:14 PM
The most important thing right now is to get Federalism and switch from Democracy to Federal Republic. If I have counted it correctly, Federalism will be a 1-turn tech after we have built our Public School and Museum. Social Darwinism and Marxism are 2-turn techs already, so I think we should go that route first, using prebuild and 'big picture' to complete the museum on the turn we discover Marxism. Note: Public School will be complete this turn, be sure to use 'big picture' to change the build.

Beorn-eL-Feared
Feb 03, 2006, 06:37 PM
Metalhead's OCCD is a work of art.

Mathias
Feb 03, 2006, 09:13 PM
Check out Oil Springs in that deity game (http://forums.civfanatics.com/attachment.php?attachmentid=114830&d=1139002937) I posted...

Smart
Feb 05, 2006, 05:37 AM
Nice game :thumbsup:
Does somebody have won on new DocT level? It will be crazy variant - OCC DocT pangaea, space race :crazyeye: :crazyeye:

Got it.

Smart
Feb 05, 2006, 08:29 AM
I learned those techs: Social Darwinism (1) => Marxism (2) => Corporation (2) => Refrigiration (2) => Federalism (1).
I decided to build Monastery for 50% research boost. I bought Incense from Mongols and built temple, just to see that I can't build it. Why? :eek:
Revolt at the turn 10, got 1 turn of anarchy (we are religious).
I have planted 3 forests, we can plant one more, on cow. Will it dissapear if we will plant forest?
Build order: Public School => Museum => Temple => Matket => Fishery => Guttenberg's.
Siamese have destroyed Egypt, French have built the GLib.

Save: Math09_1050AD.SAV (http://www.civfanatics.net/uploads11/Math09_1050AD.SAV)

Mathias
Feb 05, 2006, 09:18 AM
If you look real close, you might see that we already have a Monastery. Beorn sold our first temple.

Will the cow disappear? That's a noobie question. How long have you been playing? :)
(No, resources do not disappear when you plant/clear forests or clear jungles/marshes.)

Smart
Feb 05, 2006, 09:24 AM
How long have you been playing?
I've playing for a long time, but I haven't a situation when I must plant forest on resource. I've cleared forest/jungle/marches many times, but never planted it on cow :mischief:

DaveShack
Feb 06, 2006, 02:11 AM
See it but can't get to it until at least Monday night.

Beorn-eL-Feared
Feb 06, 2006, 05:04 PM
Isn't today Monday? And I mean the today of your post date ? ;)

Mathias
Feb 07, 2006, 10:58 PM
I'm not in a hurry here, but I'd like to keep this moving. I'll take this tomorrow if Dave doesn't post a confirmed 'got it'.


Now then, I'll wager that this is possible on Sid. Of course, you'll need at least a little bit of luck to pull it off. Certainly not the kind I had on my first attempt. I missed Slave Trade by one turn, and had to settle for the Colossus. Sure, I can live with that, but just when I was about to play my trump card, I missed another wonder by just one turn:

http://i11.photobucket.com/albums/a190/DMathias/gypped.jpg

Beorn-eL-Feared
Feb 07, 2006, 11:16 PM
Yuck. About time that bastard Hammurabi the SGL came on board eh =/

DaveShack
Feb 08, 2006, 01:10 AM
RL slam, go ahead and skip me please.

Mathias
Feb 08, 2006, 06:00 PM
1050 AD (0)
IT: We become a Federal Republic

1060 AD (1)
Party's over, everybody back to work.
Refining in 2 turns @ 90%

IT: Siam declared war on the Koreans
Some deals expire

1070 AD (2)
Scientific Method to Celts for Chivalry, WM and 1 gold
Astronomy and Matchlock to Siam for WM and 1252 gold
Astronomy and Matchlock to Zulu for WM, 21 gpt and 40 gold
Chivalry to Korea for 2 gpt and 19 gold
WM to France for WM and 11 gold
WM to Mongols for 19 gold

IT: Refining >> Screw Propeller
France complete Temple of Zeus

1080 AD (3)

1090 AD (4)
IT: Mongols want contact with Siam... sure, whatever.
Screw Propeller >> Replaceable Parts

1100 AD (5)
IT: Zulu wants contact with France... Yeah, yeah.
Pollution... bleah

1110 AD (6)
IT: Replaceable Parts >> Internal Combustion (2 turns @ 90% with Gutenberg's)
Gutenberg's Bible >> Statue of Liberty

1120 AD (7)

1130 AD (8)
IT: Internal Combustion >> Grand Strategy
Another deal expires

1140 AD (9)
Flintlock, Contact w/Zulu & Korea to Mongols for WM, 83 gpt and 150 gold

IT: Grand Strategy >> Repeating Rifle
More pollution

1150 AD (10)
At this point, I'd rather not bother with the optional techs for SGL chance. Given the nearly 50 required techs left to research, we can expect to get two SGLs without hitting optionals.

As for build order of wonders, SoL >> Einstein's >> Edison's >> ToE will give us the most from the free techs. Of course, if the AI get a chance to build ToE, we should keep an eye on them to ensure that we build it.

One other thing - I generally avoid receiving resources with gpt deals. If the resource becomes unavailable, often due to war, then the entire deal is void and we don't get the gold.

Beorn-eL-Feared
Feb 08, 2006, 06:28 PM
I'm up, got it.

Mathias
Feb 11, 2006, 11:26 AM
:bump:

B?

Beorn-eL-Feared
Feb 11, 2006, 11:45 AM
Yuck, playing.

Beorn-eL-Feared
Feb 11, 2006, 12:15 PM
Good move on the governor, I wasn't sure it'd do what it did but it did what it was supposed to do: an extra turn's worth of production on pollution-cleared tiles.

The french have completed Chitzen Itza, the mongols have Sistine's.

The mongols finally have connected both of their sources of coal as per turn 8. I haven't done so already but we now can colonize our iron and trade for their extra coal. I would do this immediately.

Research went beelining for Einstein's, and now it's onwards to aviation.
Production is simple: SoL.

This is turn 8, but I think it's a good time to pass the save in case we wouldn't, for one reason or another, trade the mongols into the new age.

I suggest giving france parity to the mongols for that matter.

DaveShack
Feb 11, 2006, 12:31 PM
NM, was going to comment on the governor comment, but then realized we might not have enough workers to clear pollution and manually move citizens the same turn...

Mathias
Feb 12, 2006, 09:44 AM
Roster:
Mathias
Beorn-eL-Feared
Smart - UP
DaveShack

Smart
Feb 12, 2006, 09:54 AM
Got it .

Smart
Feb 12, 2006, 12:15 PM
Since nobody was against, I traded Mongols into new Age.
Cavalry Tactics, Economics, Newton's for 140 gpt, 121 gold and Incense.
Steam Power for Naval Cannon and WM.
313 gold for Coal! :dance:
Gift France into IA too, they have nothing to offer for exchange. They are Gracious now.
We were making 238 gpt at the start of turnset. I researched techs every 2 turns except Tank Warfare.
Our native worker colonized Iron, it saved 4 gpt of unit support. When Erdenet will get cultural expancion and eat our colony, we will buy Iron from Siam.
Mongols declared war on Celts at turn 3. Zulu destroyed Koreans at turn 6. Probably we should gift Celts into the IA too and give them Nationalism, or they will be destroyed soon...
I have researched techs requiered for Aviation. Einstein's will be done in 2 turns.

Math09_1300_AD.SAV (http://www.civfanatics.net/uploads11/Math09_1300_AD.SAV)

DaveShack
Feb 12, 2006, 12:48 PM
I'm buried at work ATM, and need a skip.

Mathias
Feb 12, 2006, 01:44 PM
OK, I got it.

Beorn-eL-Feared
Feb 12, 2006, 02:09 PM
Gifting celts nationalism will only slow down their unit production IMO. The thing I'd be most willing to do right now is to consider allying the french against the celts so that they can grab some land as well.

Mathias
Feb 12, 2006, 03:32 PM
I played 15 turns, as there is so little to do. Continue with 15 turns each.

Researched:
Machine Tools
Realpolitik
Unionization
Total War
Aviation (SGL!)
Quantum Physics
Totalitarianism

Built:
Einstein's Lab
Factory (2220 gold)
Coal Plant (960 gold)
Spirit of St Louis

We are now researching Communism for Steel Foundry, which will increase our production by another 100%.

Trades in 1340 AD:
20 gpt to Mongols for Coal
Medicine and Nationalism to Mongols for 192 gpt and 141 gold
Grand Strategy to France for Ship Building

The Celts have been reduced to three isolated cities.

Mathias
Feb 16, 2006, 03:58 PM
Well, you all seem to be quite busy. If you have a chance to come up for air, let me know you're still alive.

DaveShack
Feb 16, 2006, 05:34 PM
Alive -- buried alive. :crazyeye:

Beorn-eL-Feared
Feb 16, 2006, 07:37 PM
Oho, I'm up. Playing after I clean up B06.

-- playing.

Beorn-eL-Feared
Feb 16, 2006, 08:41 PM
Techs are in no particular order, once commie finished I cleared the IA and went on with it.

However, I chose to finish both the foundry and the union first and wait for Edison's, reason being that the longer we wait, the more expensive the techs, the more we save. Turns won by gaining more expensive tehcs way overweigh the possible turns lost on techs before its completion because of another 100% increased research.

Mathias
Feb 16, 2006, 09:00 PM
Did you forget something?

Beorn-eL-Feared
Feb 16, 2006, 10:08 PM
Oops, I hit send before being done.

Modern techs went Pesticides (first of all just to fit with Edison's really) >> Radio >> free Electronics + Miniaturisation

We have another tech up before ToE cashes in, which is any 3-turner around, and computers looks most useful short-term. After that we get rocketry/satellites free, which aren't too bad, really.

Production went down the road steady: Foundry, Union, Edison, ToE (1 in, due in 4).

I tried something stupid and it didn't work: trading luxuries in and re-selling to the zulu/siamese. we lost 313g that way IIRC.

Smart UP, Dave on deck.

Mathias
Feb 20, 2006, 04:57 PM
:bump: (again)
Is this game becoming dull? If so, is it too early to claim victory?

Beorn-eL-Feared
Feb 20, 2006, 07:18 PM
I don't think it's too early. The mongols are primitive monkeys and the only thing standing between us and the victory screen is the chance they would eventually come about and smash our haven.

If you want, we could play long (20+ turns) sets whenever we're available, stopping wherever decisions might be needed, and see how it goes.

Smart
Feb 21, 2006, 02:52 PM
Is Dave still here? Later I will have two free days - 23th and 24th...

If so, is it too early to claim victory?
Do you mean diplomacy? I think we can wait for SS...

Beorn-eL-Feared
Feb 21, 2006, 07:30 PM
I think he meant a SS victory, sometimes you don't need to see the loading screen to just resolve yourself to claim a win ...

DaveShack
Feb 22, 2006, 12:58 AM
Still toiling under the yoke of my kinda self-imposed oppression. :crazyeye:

the pile at work got deeper instead of shorter, so another skip please.

Mathias
Feb 22, 2006, 05:16 PM
When I said "claim victory," I meant just that. As Beorn said, the only thing that could prevent us from launching is a war with the Mongols, and that is something we can prepare for. We don't necessarily need to play the last 100 turns to say we were successful. I abandoned most of my solo attempts when I reached this point.

Beorn-eL-Feared
Feb 22, 2006, 08:30 PM
GG everyone, someone with a few spare hours should 'eventually' pick it up and claim the victory his ;)