View Full Version : B06 - Bella gets jealous, Team B
Beorn-eL-Feared Dec 29, 2005, 01:41 PM Isabella, after seeing that her will was enough for 2 handfuls of contenders (and she knows the meaning of "2 handfuls"), decided that some of the contenders had to be put to the test. At one point, enough is enough, and getting rid of one of them sounded like a brilliant idea. Namely, Whomp and Tubs. But to please the lady, there had to be some sort of challenge to test their virtue ...
Winning conditions TBD for the teams, although it's pretty obvious it'll be some sort of fastest conquest or 20K.
C3C 1.22 Patch
Level: Emp
Variant: Always War :hammer:
Map Type: 'Pelago 70%
Size: Small
Civilization: Spain
Age: Rocky
Temperature: Med
Climate: Med
Barbarians: Restless
Rivals: Random
AI Aggression: Medium
Victory Condition:All enabled
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
It will be a relaxed OCC, ie: if the opportunity presents itself, we may hold 3 cities for a turn and build an army.
Please be a DG+ player to sign in. I will honor my invitations and former partners first, but otherwise the roster is re-opened. Please take a minute to read the rules; if you're unsure about any exploit, ask, or better even, refrain.
Roster, Team B:
Beorner
Smarter
Soul Warrier
Whomper
Stolen from Handy, with some shame but great reverence:
No looking at techs, cities, resources, etc in deals unless we have a spy planted with that civ.
Always War Boilerplate as we play it.
You may only trade when you first meet a civilization, and must declare war on the same turn after trading is complete. If you see a new AI unit, you must make contact & declare war that turn. Absolutely no GPT trades allowed. If you see a new face on F4, you are obligated to declare war that turn (after trading). Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever. You may check F4 as often as you like to spy on the AI's tech, resources, luxuries & city count.
Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, we’ll follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, you ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle. This is considered an exploit in RBCiv rules, but is okay in our AW games. In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it. We may keep or raze cities, and can keep slaves. You may whip at will, including captured cities or cities where all citizens are unhappy.
SG Stuff
You have 24 hours for an "I got it" and 72 to play. If you need a one day extension, then mention this before the 72 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 72 total, switch places or ask for a skip. [10 turns each always.]
Lucky candle to light the way.
http://www.civfanatics.net/uploads7/HNDY02_luckycandle.gif
Link to the starts (http://forums.civfanatics.com/showpost.php?p=3504691&postcount=2)
Beorn-eL-Feared Dec 29, 2005, 02:55 PM And the castle was built, and warriors were called forth. More cattle and spices for the lady's kitchen. She shall be pleased.
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-1.jpg
First thing up in the morning of 3650 BC, Bella sees an ugly stormcrow.
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-2.jpg
"Look at me" it said, "look and learn about bronze and pots". Bella also learned that there were worst fates than to be a beatiful woman leading a country. Not being a beautiful woman and leading a country was one of them.
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-3.jpg
However, she figured that teaching the ugly faced woman to read and to pray wouldn't help her to face Spain in battle, so the trade was in. And spears were built in the castle.
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-4.jpg
Insulted by Bella's reaction, Catherine sent her men towards the castle - some of them which weren't even her own soldiers. What kind of a leader sends conscripts barbarians to besiege a castle?!
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-5.jpg
And the spears which made the pride of Russia were the sole survivors to the spears which now make the pride of Spain.
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-6.jpg
IW is close-by, and Bella now wonders: Can my doomguards hold the fort while the merer workers build me a giant bronze figure to honor my new hair color ? Or should they erect a temple to worship my divine smile ?
At any rate, I suggest not to build a barrack right away. The gpt cost is just not worth it for now. A temple's gpt can be offset by the happy face, and it puts us one step closer to 20K, if thus is our wish. There are no chops in, so we can start building the colossus right now.
My personnal choice would be temple-worker-spear(1 or 2)-colossus, with a chop for the spear.
Roster, Team B:
Beorner - Started the ballgame
Smarter - UP
Soul Warrier - On Deck
Whomper - Gloves off !!
Smart Dec 29, 2005, 03:22 PM Nice story :)
Are we going to 20k victory? I think it's impossible or very hard without prebuild and trading (AW).
Conquest is the best variant in AW game :rolleyes:
Whomp Dec 29, 2005, 04:31 PM Good stuff Beorn. The Colossus is pretty gigantic in any OCC but AW in combo I am not experienced with. I'd learn towards conquest as well but tiny 1 tile islands on archs could be a problem. Could 20K be faster?
Beorn-eL-Feared Dec 29, 2005, 04:39 PM I've done OCC AWM continents and the colossus was worth every shield. I thought I'd leave 20K open because it was possible, but I strongly lean towards conquest as well. That being said, I'd go for an early happy gas chamber, a worker, a spear, and then I see nothing that'd prevent us from going colossus then.
Beorn-eL-Feared Dec 29, 2005, 07:09 PM Mathias pointed out a problem: AI respawn on. I've re-generated the starts and will replay my set. Please hold it for 15 minutes Smart ...
Ok, save is re-played, re-posted, everything should go normally now. I've had a slightly different outcome: Russia contacted me on the same turn, but from another location, and had (apperently) gotten WC from a hut. I lost a spear during her attack, rather than gotten one promoted, but one was re-built. All in all it's still on square 1.
Smart has that hot potatoe in his hands, let's hope he wears oven gloves when he plays. Irrigation finishes next turn so you can switch from BG to river plain next turn and we gain a commerce point :)
We have 2 chops ahead of us, so what's everyone's stand on the order: granary (yes/no), worker, spears (how many), colossus ? IMHO colossus is invaluable and we must have it. Wether we build a granary before or after can tilt the cards though, and 2 chops could also be used later/elsewhere. Also, one forest is over grasslands, so that's another point for a granary: perhaps we have a 2nd BG.
Smart Dec 31, 2005, 03:10 AM Got it, but i can play only tomorrow in the evening...
Whomp Dec 31, 2005, 10:38 AM Should SW or I grab it so we keep things moving? I can probably play this afternnoon.
Beorn-eL-Feared Dec 31, 2005, 11:08 AM Sure, Whomp.
Roster:
Beorner -
Whomper - UP
Smarter - On Deck
Soul Warrier -
Whomp Dec 31, 2005, 06:16 PM OK I decided to go the gran route. Getting big is important.
2950 zzz
2900 Move to chop the grassland. Switch the tiles for commerce.
2850 Start the chop as the temple finishes. Turn off lux and science upped to 100%.
2800 zzz
2750 A French warrior appears. The best Joannie offers is masonry and 10g for Pot and CB. OK done. Declare.
2710 Warrior fortifies.
2670 Chop finishes. No bg but start a mine. Turn down science to 60% for IW next.
2630 IW finishes and start writing in 25 since we won't be adding any new military techs with Colossus coming soon.
2590 Gran finishes and start a worker.
2550 Two Russian archer appear. The good news is they'll be attacking over a river. With 3 spears in I don't think we need to do anything. When the worker finishes we should start the Colossus and move the worker to the BG for a mine.
I wasn't sure if we should go writing vs. WC but since we'll be going Colossus I didn't see a lot of archers or cats being built.
soul_warrior Jan 01, 2006, 03:32 AM howdie guys :wavey:
Smart Jan 01, 2006, 12:18 PM Got it....
Beorn-eL-Feared Jan 01, 2006, 06:45 PM With 2 civs met atm, I think it'd be far from an overkill to go and build an extra spear after this one. 1 warrior 4 spears will obviously hold one assault, very probably 2, but we might get a 3rd or 4th during a colossus build.
Smart Jan 01, 2006, 07:09 PM On the way to 20k victory most important Wonder is GL, because of 6cpt (12 after 1000 years!). If we will build now the Colossus, we may lose the city to stacks of free AI's units, or fail to build the GL if we will build spears for defence. Much better is build military now, and then start on GLib.
My suggestion on research order:
Writing => WC => Philo => Lit (free tech) => Math
Build order:
Spear=> rax => spears (until we got WC) => Archers (we may raze few AI cities before GL) => GLib.
Beorn-eL-Feared Jan 01, 2006, 09:57 PM The power of the Colossus, underestimate it you must not. AI free units on EMP are accessory, no more than a handful of warriors, perhaps an archer or 2. This being a small archipelago, we are very unlikely to meet any more fellows in our royal court. I wholely disagree with doing anything but going straight for the colossus after a spear or 2, and no barracks. A granary is a gamble that will be likely pay off, but it doesn't even start to compare to the colossus. We can start a barrack when we're about to make military units, but we're in no position to increase our unit cost now.
Whomp Jan 01, 2006, 10:16 PM We've finished the gran so growth is unlimited for Colossus. The only question is whether to make another spear after the worker or go straight to the Colossus after the worker. We do have the benefit of 3 spears, the river and eventually size of our city getting to 6 for defense.
Why not see what happens with the archers then switch to a spear if we lose a spear? I'm inclined to go straight to Colossus but I'd understand if Smart wants another spear for protection.
soul_warrior Jan 02, 2006, 01:23 AM i say
"we want a big black guy to protect us"
small guy with big pointy stick is oookkkeeee,
but biggus dickus be DA MAN"
Smart Jan 02, 2006, 06:11 AM Turn 1
Worker>spear
Move new worker to BG.
MM in Castle. Lux to zero.
IT
2 Archers were died [2-0]
Turn 2
Castle grows, lux to 10% again
Worker mines BG
IT
Spear>Colossus
Turn 5
Castle grows, lux to 20%
Turn 6
Move worker to build road on irrigated plain.
IT
Kill 2 french warriors, got elite spear [4-0]
Turn 8
Castle grows, lux to 30%
First worker builds road on mined BG.
Turn 10
Move 2nd worker to plain for irrigation.
http://www.civfanatics.net/uploads10/B06b_2150BC.JPG
soul_warrior Jan 02, 2006, 07:13 AM da worrier has 'is turn.
how shall we fare? is life fair? NO! it is NOT!
so ill just sulk and go play this soon :D
soul_warrior Jan 02, 2006, 11:20 AM BO6 SW
0- MM the castle to finish the BBG (Big Black Guy) in 9 instead of 11, slowing growth a bit.
IBT - superman kill 2 french warrior with mild scratches. the russkies are moving in. (2-0)
1- workers move to road forests.
IBT - russia wants to give us peace, if we give her a PIECE. i decline, and will give her a piece soon.
2- nada
IBT - superman kills off 2 russian archers, the spears runs for mommy.(4-0)
3- nada.
IBT-
4- nada.
IBT -
5- still nada.
IBT - a french warrior appears from the north.
6- we expanded, so worker stops his pavement bashing and goes out to the corner to by some :smoke:
IBT- more bogies coming in.
7- BBG is in da house.
http://i10.photobucket.com/albums/a113/soul_warrior/BO6_BBG.jpg
we throw a wild party, and as a consequence all are sent to the brig. (start a rax)
as a result we all feel much happier. lux down and sci up. we get some change (+1gpt) and shave a turn of writing.
IBT-
8- lose a couple of turns (nothing happened)
rax and growth in 2.
we have a single russian archer waiting to die on the castle gates.
a french warrior is only slightly smarter and is fortified of a hill to the north.
writing is due in 3, or 2 if you want to lose some m,oney (we have a huge bank of 2 gp.
http://i10.photobucket.com/albums/a113/soul_warrior/BO6_sw_223.jpg
Beorn-eL-Feared Jan 02, 2006, 11:45 AM So, after writing, WC > Philo > Literature? Think we've got a shot at philo right now, after WC? I certainly do, but you know, I'd rather ask. I'll send a pair of guys to explore and see where our mighty archers must fare to slay the evil french and rowsks
Whomp Jan 02, 2006, 11:50 AM I don't think we're ready to pound either the French or Russians at this point so I'm inclined to head straight to philo and backfill the cheaper techs. Spears are fine for now IMO.
Beorn-eL-Feared Jan 02, 2006, 12:15 PM Waiting for better units than archers is a neat idea as well. Should we start boatsies and go gear the other AI's into warmode while we wait for iron and horses? I'd go ahead.
Beorn-eL-Feared Jan 02, 2006, 09:34 PM Pre-Turn: little tuning, big grin :D
T2.
Writing >> Philo
Barracks >> Spear
Spices connected, start working on irrigations.
B the Barber starts unveiling fog
T3.
Spear >> Spear (chop)
IT: Russia learns MM, so it's about time we get philo now.
T4.
Spear >> Curragh
T5.
Curragh >> Pyramids pre-build
T10.
Superman is still on his guards. Viet-nam veterans guard the worked tiles while he and Bella's Doomguard gaze upon the forests to the east where russian hobos gather slowly.
B the Barber has sent his regards, some beard trims and 25 from a camp to the N, so we can start doing deficit research again. Philo should be pretty safe - if we keep up with full research.
Food has been optimized during my turns and we will grow to size 9 on the IBT. Monarchy is a good trek ahead but we'll get there eventually.
Philo in 6, 28g -4gpt, 1 food until size 9. 52 shields in for the Pyramids, ETA 27 turns, although it'll be more like 19-20.
Roster:
Beorner -
Whomper - UP
Smarter - On Deck
Soul Warrier -
Beorn-eL-Feared Jan 02, 2006, 09:57 PM I just realized that I had asked for zero intel AW, but my CA2 wasn't tuned and I saw (+logged) "Russia learns MM". For this I will send myself a formal reprimand and will be prohibited to touch the save for the next 30 turns.
Smart Jan 03, 2006, 05:10 AM Will you post a save? ;)
I just realized that I had asked for zero intel AW
So CA2 is prohibited? I've used it in my turnset too :blush:
soul_warrior Jan 03, 2006, 05:40 AM I just realized that I had asked for zero intel AW, but my CA2 wasn't tuned and I saw (+logged) "Russia learns MM". For this I will send myself a formal reprimand and will be prohibited to touch the save for the next 30 turns.
good thing i didnt even think about using it.
with just the one city, MM souldnt be much of a problem, right?
lets just say that you saw a russian "fishing: boat of the shores of the castle.
and rumour says that we already have a win.
not that id know anything about it :mischief:
Whomp Jan 03, 2006, 09:18 AM and rumour says that we already have a win.
not that id know anything about it :mischief:
Haha! They lost already. Tubby's gauntlet was a spaghetti noodle. OK I got it and will hit it tonight.
On the free tech I'd think we want lit and switch to the Glib. Then we can get boats out and build military.
soul_warrior Jan 03, 2006, 09:59 AM agreeing to a wise saying while spamming my way to the 2500 mark never felt better. :dance:
Beorn-eL-Feared Jan 03, 2006, 03:55 PM Lmao for the save. Here it is. I think it's a given that we want Lit free and TGL along. And yeah, Tubs isn't heavyweight-dumb enough for the idiots in here I'm afraid :lol:
Whomp Jan 03, 2006, 08:35 PM Pre-turn: Move one spear to block the barb warrior.
IT Our warrior B won't spawn defends vs. attacking barb. (1-0) Russian archer outside the border.
1475 Worker irrigates SW of BC and our spear fortifies on top. Turn up philo to 60% and get it down to 6. Gold at 26 (-4gpt)
IT more barbs!
1450 Beorn the spawn kills a barb (2-0) and sees iron on a mountain. Philo in 4. Turn it up to 80% and get it down to 3. Move Bella's Doom guy to the worker with the other spear.
IT Russian archers at the doorstep. Hi fellas. Need a wodka or something?
1425 Curragh sees coast across the continent. Fortify Bella's Doom guy Move El Salsa into Bella's Castle for an extra defender.
IT Viet promotes to elite and Bella's Doom to vet after defending vs. Russian archers. (4-0)
1400 Science to 60% with philo due next. Gold at 7 (-3gpt) Viet moves into BC to heal. 1976 Flyer Dman goes to help with the worker. Ohoh...send curragh across and lands on sea tiles.
IT Yeah! We get philo and lit.
1375 Double yeah! Our curragh makes it! I guess we'll go WC just so we have it for sure. Switch build to GLib in 22. MM to get growth in 2 as irrigation finishes.
IT Hahahahah...Joanie's got issues. :smoke:
http://www.civfanatics.net/uploads10/joanpeace.JPG
A few more Russian archers are coming. Maybe wodka again?
1350 Beorn the impaling spawner warrior guy sees a hut. Good we may need the cash.
IT Russians converge. French warrior looking for some vino. Our carpenters add some bedrooms on a 2nd level.
1325 Grow to 10!
IT Convergence...
1300 Sack the camp and pick us some cash-ola. (5-0). Bella's doom dude moves to protect a worker. Work finishes road just in time to hunker down in the city.
IT Superman? Well he's super vs. French archer who woke up from his snooze (5-0). However, 1976 protecting our worker is flawless taking one russian archer but loses with only 1 hp loss to the 2nd archer. (7-1)
1275 Road finishes NW and both workers start some irrigation. Weeewhoooie! I see an orange border.
IT just stuff moving. WC done.
1250 Start with this...
http://www.civfanatics.net/uploads10/liz.JPG
Then I ask her on a date....she says no...I declare.
We have horsies! Move to set up a square dance with a russian spear/settler.
http://www.civfanatics.net/uploads10/beorn.JPG
SUMMARY
I would try to dance with the settler spear to see if we can send it the other way. There's 3 barbs helping set up a blocking manuever. After the IT I'd move the spear on the workers.
Should we run to monarchy by researching poly or turn off research?
Beorn-eL-Feared Jan 03, 2006, 08:51 PM Well, the flyers defensive was tough but those guys must be 60 by now. No wonder they eventually passed :confused: Nice stuff all around :)
I think (it is my wild bet) that Poly will safely come with TGL sometime earlier than it would have through full research. As for monarchy ... when we snatch poly, it all depends on how many turns we actually need for it. The more turns the more inclined I'd be to just wait, those are EMP AI's after all, they can cook a soup alright, and I think they can learn monarchy in a respectable fashion. I'd sit on my castly behind from now on to the later times of Astronomy.
That puts Smart up and SW on deck.
Whomp Jan 03, 2006, 08:55 PM Bah they couldn't hang with Keith Magnuson and Cliff Korroll (though they may be in their late 60's) .
Sounds good B. Smart you should turn off research this turn.
Smart Jan 04, 2006, 02:04 PM Since we have won the competition, maybe both teams should start the next game from the different starting location?
Got it. If we will continue this game, i will play tonight
Beorn-eL-Feared Jan 04, 2006, 03:18 PM We sure will keep this up. Even if it has to become a 1 or 2 person SG, it will be kept hot in the oven. What happens to the other team now is entirely their concern, although I probably will open a 'C' thread if they move to a second start, whatever that might be.
Whomp Jan 04, 2006, 03:23 PM We sure will keep this up. Even if it has to become a 1 or 2 person SG, it will be kept hot in the oven. What happens to the other team now is entirely their concern, although I probably will open a 'C' thread if they move to a second start, whatever that might be.
And we'll still beat them down again. :D
Smart Jan 06, 2006, 06:15 AM Sorry, but I should skip, because I'm up in other SG's... If somebody is still interested, he can grab save.
Btw, there is an open slot in another OCC SG - Math09
Beorn-eL-Feared Jan 06, 2006, 11:12 AM SW's up, then. Dance that settler around and whomp the bastards :D
Ansar Jan 06, 2006, 03:21 PM Signing up as a Team B lurker.:snowcool:
Whomp Jan 06, 2006, 03:30 PM Where should the two workers go after they finish the road?
I can't really see anything particularly safe and Bella's Castle needs MP....
1N of where they are now requires lots of protection.
Chops are zero benefit.
The hill 1NW-W for now?
Welcome Ansar the official Team B lurker. :D
Beorn-eL-Feared Jan 06, 2006, 06:45 PM IIRC I counted we could work several hills/forests/mined plains while in monarchy, and by several I mean a real lot of them. I think if we chop we need to mine back again, and the hill of course needs to be done one day or the other.
Mathias Jan 06, 2006, 08:10 PM ...and by several I mean a real lot of them.
Indeed. Size 12, zero growth, 25 spt, with only one tile irrigated.
Beorn-eL-Feared Jan 06, 2006, 09:08 PM And a GA makes it 37 (36 working the fish). Sounds awesome.
Mathias Jan 07, 2006, 10:40 AM Actually, GA makes 37 either way. With the fish, you'll have 25+12; without the fish, you'll have 24+13.
Beorn-eL-Feared Jan 07, 2006, 12:07 PM Right, fish + mountain = 4 food 4 shields, same as 2 irrigated plains. I still had in mind the 2 food of harbor-less despot
soul_warrior Jan 08, 2006, 01:50 AM i have it then.
will try and play tonight.
soul_warrior Jan 08, 2006, 10:08 AM 0- nada. settler group goes SE. more incoming bogies.
1- workers to a far away hill. spear to cow.
2- road hill. some barbs die to brown arrowheads.
3- a barb appear next to homer and his gang. superman to the rescue.
the barbs are no more. see yellow borders. no new contact.
4- LONDON just got a view into the future (oracle) it bodes dark.
Bella's doom guard goes E on a russian archer.
up lux doe to growing pains.
those borders were egyptian. math+HBR for philo. war.
5- russians "offer" peace for myst and 100g. :rotfl:
mine that hill, fortify and wait for a lone spear to charge uphill :D
met ugly. only has poly. declare.
6- :mad: ugly and lizzie are at it.
that spear just dodges the ball and runs at our ONLY lux!!!
move close by with another spear. cant afford to attack just yet.
7- lose our spices :cry: no effect on happiness due to lux slider overkill.
8- said spear attacks a barb, getting off our sacred spices.
superman and his 2 sidekicks walk in.
9- lose a spear to an archer trying to defend a cow.
repaving the spice road.
10- cleo wants MoMs.
we find a goodyhut with our brave warrior scout.
library in 4. losing 1 gpt.
http://i10.photobucket.com/albums/a113/soul_warrior/bo6_sw_1000bc.jpg
Whomp Jan 08, 2006, 10:17 AM Good stuff SW.
The only thing is we talked about turning off research with the GLib coming online. The discussion was on the previous page and may not have been very clear. Shouldn't be too harmful since we can't cash rush anything soon.
Beorn do we have to take a city to get a new city? Getting archers then horses is next order of business IMO.
Beorn-eL-Feared Jan 08, 2006, 01:35 PM I really would rather we take them, anyways we don't want to hurt our citizen count in the castle. All good SW, they might be retarded enough that we need to research anyways - but research stops nigh.
Roster:
Beorner - Has it
Whomper -
Smarter -
Soul Warrier -
Beorn-eL-Feared Jan 08, 2006, 02:26 PM Pre-Turn: TGL in 4 regardless of MM, so I go growth.
Move salsa gringos to the cow to protect vs the archer there
IT: salsa gringo kills the archer flawless.
T1.
OMG this will be a long trek home:
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-11.jpg
And I manage a turn off TGL (probably just a few shields missing)
T2.
We start getting invaded rather badly, it's about time TGL finishes so we can pull archers and send them fight...
T3.
:cringe::ar15::mad: TGL is short 1 SHIELD because of enemy passage.
IT: We get attacked and kill 4 attackers at the cost of salsa gringos.
T4.
Making archers now. Sorry I forgot to snapshot TGL, but hell we all know what it looks like.
T5.
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-12.jpg
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-13.jpg
Monarchy would take us 47 turns so it's a no-go.
T6.
Archer >> ARCHER
Prepare an ambush on a french settler pair heading NW with the new archer, next one will stay home for defense, and then we'll be talking.
T7.
Watch stuff happen, somehow they don't stay in to say hello and pillage, they all just run around. Good stuff.
T8.
Pound 2 russian archers. Now it's starting to feel alright.
T10.
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-14.jpg
I don't revolt yet because we need the archers badly. Now size 12, and we could do 20spt for 1-turn archers, but then again we'd need those tiles worked, and it's more like no-man's land out there.
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-15.jpg
I've assigned tiles where we're sure not to get marched on, so that there's no bad surprise. Archers have taken forwarded positions to greet the russians upon their arrival.
However, if you judge it so, we're REL and it could be a good time to take a turn off. We'll need 2 safe forests or mined plains to reach 20spt, so I've started mining a safe spot. I think revolting after the next archer, in time for the mined plain, would be a wise move.
Beorn-eL-Feared Jan 08, 2006, 02:28 PM Roster:
Beorn -
Whomp - UP
Smart - On Deck
Soul Warri -
Whomp Jan 08, 2006, 03:09 PM OK I got it. This should be fun! :D
Beorn-eL-Feared Jan 08, 2006, 04:01 PM Just a note: there's been an overhaul of russian workers heading south during my turns, there's probably a ressource there. I wouldn't be surprised to find iron, and it would most likely not hurt to pillage that road ASAP.
Whomp Jan 08, 2006, 08:12 PM Pre-turn: Look and hit enter
IT Russian settler/spear
730 Take the barb camp out west for 25g but we redline. (1-0). Whack a russian archer though William Tell redlines too(2-0). Move another archer into the Castle.
IT Superman spears a russian archer but we lose our warrior/settler on a mountain to a barb horse (3-1). Tell goes home.
710 Start our anarchy. Hold and fortify all units in and around the Castle for protection.
IT Lose elite Viet Vet and a archer pillages our NW plain. Learn CoL and Chartres is planted to our west.
690 Anarchy..
IT Superman impales a warrior. (4-2) Change to monarchy.
670 Take 3 french archers since I can build in 1. (7-2)
IT Russian archer attacks and Superman well he's super. (8-2) archer --> spear
650 Take another Russian archer
IT spear -->archer
630
IT Russian pyramids, Mongols Hanging Gardens. Archer -->archer
610 Whack a russian archer (10-2). See some rubble near Egypt but a barb galley is there.
IT Lose our little curragh (10-3) An archer almost takes out Superman who is redlined and a 2nd knocks out a archer (11-4) archer --> cat
590
IT cat --> cat
570 Pling a spear and kill it. (12-4)
IT Pling archer and whack it then hit a archer on a hill and take it too. Lucky. (14-4). Pillage the Russian road with our spear.
Here's the state of affairs around the Castle. I tried to get the archers out but we probably need more. Cats and archer then a lib (for culture?) I'd think.
http://www.civfanatics.net/uploads10/b3.JPG
Ansar Jan 08, 2006, 08:41 PM what will you do if one of you gets a MGL? :mischief:
Beorn-eL-Feared Jan 08, 2006, 10:50 PM Ansar, TF changed your name? And if we get a MGL, it'll either be used for a bank/univ or something like that, or we will try and manage to capture 3 towns in a single turn and burn the MGL, then burn the towns. This was specified in post #1 ;)
Nice going, Whomp. Road pillaged, more and more units on both sides, but we all know they can only handle so much pressure from us :)
Roster:
Beorn -
Whomp -
Smart - UP
Soul Warri - On Deck
soul_warrior Jan 09, 2006, 01:30 AM gosh, the snowball is rolling fast :D
i hope this hits me again b4 thursday (hint, hint, nodge, nodge) ;)
just to make sure, as i am unclear as always,
are we going for 20k or conquest? or is it space - the final frontier?
Whomp Jan 09, 2006, 09:14 AM As you can see from my picture we will probably have to move the workers before they finish the road. It's either that or move Superman in the direction but that would mean the other spear would have to go into the Castle and leave an uncovered archer on the cow.
Maybe switch the cat build to a spear build would help.
Beorn-eL-Feared Jan 09, 2006, 01:06 PM I'd like to point out that it isn't Superman but SupeArman, like spearman + u.
And for the workers, if you think we can hold the tile, leazve the archer uncovered, but if the tile is to be pillaged, no point in roading it.
Whomp Jan 09, 2006, 01:37 PM IIRC the French move first. They will move to the untiled plain in front of the city (both spears, an archer and settler IIRC). The Russians would then move behind them onto the eastern forested tile or towards the workers.
The cats can pling either the archers or spears depending on their behavior.
The advantage of producing the spear this turn would be we ultimately need coverage for the workers, city and routes of passage west.
I may have been a little hasty in pillaging that road.
So it seems likely the workers will need to move unless we are willing to leave an archer exposed.
Smart Jan 09, 2006, 03:14 PM Got it.
Smart Jan 10, 2006, 06:34 PM Pre-turn
Check all things, and hit enter.
IT
Russian archer kills spear on the coast [0-1]
Turn 1
Bombard french spearman and kill it with archer.
Kill two russian archers on forest, and french archer on plain.
Bombard archer on forest, because I should attack it crossing river. Archer dies attacking it :blush: [4-2]
IT
Two redlined archers were killed... [4-4]
Turn 3
Egypt builds MoM.
Castle is building library.
Archer kills french redlined archer. William defeat barb horse. Keith goes to him and to protect him from
russian forces [6-4]
Turn 4
Kill russian archer with elite archer. Bombard russian settler pair and kill it. Thanks for the slaves :)
Russian workers irrigates in place. [8-4]
IT
Marseilles flips to us!
Three french horses are in our territory
Turn 5
Since it's "relaxed" OCC, I took the city for one turn, and used the free spearman to capture two slaves.
Marseilles was burned to the ground!
Move units to use them in the next turn, up lux to 30% for one turn.
IT
French got the slaves back...
Turn 6
Cash-rush library and switch it to colosseum, else we will waste many shields because of moving troops
One archer let horse to retreat, other dies attacking him.
Kill russian settler pair. [9-5]
Turn 7
Move two workers and newbie spear to Spices
Turn 8
Kill 2 archer and horse, lose archer [11-6]
IT
We lose spear and two archers [11-9]
Russia brings archer from galley
Turn 9
Bombard that archer
IT
Kill one horse, other pillages irrigated plain. [12-9]
Turn 10
Cash-rush ten shields in the Castle
Move spear to cover worker. The chop will be used for the library
http://www.civfanatics.net/uploads11/B06_Culture_Score.JPG
http://www.civfanatics.net/uploads11/B06_350BC.JPG
Situation isn't good now. :mischief: I made few mistakes - I had to cash-rush 10 shields before working on library, switching to colosseum took two turns; after culture flip I don't disbanded french workers, and they were captured back. Also, we don't need many slaves, and I had to kill enemy archers instead of settler pairs...
Maybe next player will recover the game :rolleyes:
Save: B06_350_BC.SAV (http://www.civfanatics.net/uploads11/B06_350_BC.SAV)
Beorn-eL-Feared Jan 10, 2006, 07:15 PM Well, that means pressure, SW ;)
I'm sure I'll have something to play on in 10 though :D We're just that good :lol::rotfl:
Whomp Jan 10, 2006, 07:23 PM Tough RNG Smart. Archers under spears can be a pretty powerful tandem with the bombard. SW some defense may be in order. It seems like a cultural could be our VC since we can't seem to bust out from this little mess.
soul_warrior Jan 11, 2006, 02:31 AM agree with both your assesments, whomp.
20k is the way, and we sure need more defence.
i have it and will play over lunch (good thing i have [c3c] installed on my office pc :devil:
soul_warrior Jan 11, 2006, 10:07 AM BO6 SW times of trouble
0- OUCH!!!! 3 spears and a cat? Is that all we have left :eek:
1- spear in. another please. Kill a horsie (1-0)
2- frogs want ToA. Kill a horse and archer (3-0)
3- spear in. archer. Move Agenou to the wheat. Worker goes for some R&R.
4- Agneou lost to a horse, but got a archer first. (4-1)
5- Archer > archer. Were pillaged BIGTIME. Archie kills a Russian comerade (5-1)
6- The people love us? Add a pair of spires to the castle. Archie dies. Slaves run to the castle. (5-2)
7- Karakorum get the ToA. Archer > archer. Lose it to a sprear (5-3)
8- London got the Great Bulb. Pinged a pair of archers (7-3)
9- Pling a copuple of horses but no kills kill one with the new guy (8-3)
10- Kill another archer, but the castle riots due to overwhelming bogies.
Troops include and are LIMITED to: 1 archer, 3 spear and 3 worker\slaves at the castle.
NooB is holding out on guts and HOLY SMOKE! Whats that?
I suggest a complete set of archer builds and then attack.
No swords seen yet, which is MIGHTY suspicious!!!!
http://i10.photobucket.com/albums/a113/soul_warrior/BO6_1.jpg
Whomp Jan 11, 2006, 10:28 AM Ikes. We could really use some help militarily. I thought we had 2 cats? :hmm:
Well the good news is our culture expansion has cutoff the capability for the Russians to connect their cities. If we can cash rush a lib in there somewhere we could really use it for more culture. 2g per shield after 1 turn.
Beorn-eL-Feared Jan 11, 2006, 06:57 PM Oh well, I still have something to play on, at all ...
I'll make a roll call for a rematch or a RaR XCC AWE methinks. What is youthinks? This should be played by the week-end btw.
soul_warrior Jan 12, 2006, 01:32 AM a rematch.
atleast we won by points, if not by K.O.
i dont really see how we can salvage this :(
Whomp Jan 12, 2006, 09:13 AM If we have 10 turns of spears and cats we can't win? It seemed that we were cruising on the culture front but...I will go with what the team thinks.
Beorn-eL-Feared Jan 12, 2006, 09:41 AM ATM the team thinks about showering and tossing dwarves. I still haven't had input on the next game though, preferences, opinions, reluctance? (so far no answer kinda means the latter ...)
I must say 2 landmass opponents wasn't exactly what I had in mind.
Whomp Jan 12, 2006, 09:57 AM I would be up for another semi OCC. These babies move fast. Maybe we could say that the semi equals cities that are on another landmass. Those would be very difficult to hold but at least give us a chance at getting a leader.
Mathias Jan 12, 2006, 11:14 AM I'm in for another as well.
Beorn-eL-Feared Jan 12, 2006, 11:12 PM Pre-Turn: enter
T1.
Take out the spear for our catapult (which btw took an offensive hit on us, I'm impressed)
Change to Harbor so we stop starving eveer.
IT: We enter the MA and I totally uber abuse the big picture trick, it's not even funny.
T2.
Harbor > archer
Currency >> Engineering at 0%
T3.
Another glance up: Chartres flips :cooool:
So we gain a reg spear.
T4.
Workers are back on the field
T5.
Short-rush a market
T6.
1turn archers back online, english galley at our doorstep. Barb uprising occured in the south, fights were visible. Russian settler pair looks like it just waits to be ganged on.
T7.
Taking risks here, I put spears forward on forests so as to not lose the troop build rate to surprises. Mining the cow for that as well. That's something I do solo, but never dared in SG. Let's hope we make it for a few turns.
Oh, and I capture a russian settler while I'm at it.
T9.
The french like the baiot and attack a forted spear on a forest. He is renamed Hoax.
IT: The english are no more brilliant and attack nOOb with a 4/5 horse, no wound.
T10.
Russia Has MA and Engineering, Mongols have MA and Feudalism.
Cow mine is due IBT and worker cancel is OFF, so I'm 100% positive we'll get whatever unit you like by the end of the turn. Unless you make a settler, genius ;)
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-16.jpg
So, Isabella had a bad week, but the bleeding is over now, her servants can keep treating this as a normal game ;)
I suggest building a considerable force, 5-8 cats, 15+ archers, 3+ spears, and going south in 20 turns. We can wipe those jerks and start ruling as we should.
Beorn-eL-Feared Jan 12, 2006, 11:14 PM Roster:
Whomp UP,
Smart on deck.
SW
B
It may be that I got lucky, but I went 7-0 or something. If troubles come back, I might have to twist Math's arm yet again.
Whomp Jan 13, 2006, 10:58 AM Fine work B! I will attempt this tonight depending on whether I get clearance from the tower (Holly). If not I will play it tomorrow for sure.
It may be time to turn up science again for a beeline to our UU (isn't it metallurgy?) and cavs. Should we turn it on at invention or gunpowder?
We need to make a charge towards linking up the horses soon. Should we attack south or hook up horses first?
Beorn-eL-Feared Jan 13, 2006, 01:12 PM Our UU is at Astronomy. I disagree on turning research on because we'll need ressources to take advantage of it anyways, and we're better off with more money in the bank IMIO.
Whomp Jan 13, 2006, 11:21 PM Pre-turn: Most a tile to get cat in 1.
IT Brits drop a horse off and start Sun Tzu. French have sword and russian appear with horses. Cat--> archer
70 Bomb horse 2/3 archers slays him. (1-0)
Bomb an archer 3/4 our archer takes him (2-0)
IT Now 3 swords. We learn Feud. Archer --> lib
90 Move cats towards the swords
IT Learn Mono and Mongols get Soz.
110 Cats go 2 for 3 on both swords. Archer takes one out (3-0) Another archer retreats a horse. Hurry the lib for 240g. Culture at 1353
IT Sword attacks our spear and loses. (4-0)
redlined Russian horse attacks our archer who promotes (5-0)
Archer and spear are attacked by horses who redline but we lose both(5-2)
Lib --> archer
130 Pling a sword 2/3 but there's no protection so I wait.
ITAll the swords fortify on a hill Archer --> spear
150 cuture 1411 29cpt
IT spear-->cat
170 archer is flawless vs russian (6-2)
IT cat --> archer
190 Pling the sword at BC 2/3. Throw more rocks at swords by Avignon on flat ground. Archer attacks flawless and a 2nd promotes taking the other. (8-2)
IT Whoa. Swords turn around and head back towards France.
Horse attacks a spear and retreats.
2nd horse kills the spear (8-3)
Archer --> cathedral
210 Kill a spear attacking Avignon (9-3) Pling the returning swords on the mountiain and they go 1/3 and 2/3 now. Retreat a horse with a archer.
IT Sword pops out of Avignon and loses to our fortified spear on a hill. (10-3)
230 Time to blast Avignon!
Archer promotes taking the remaining spear (11-3) and raze it!
Throw more rocks at the swords and redline the other.
Take one out with an archer (12-3)
Lose an archer and promote the 2nd. (12-4) Throw more rocks at him and he redlines.
Next archer is flawless taking him out. (13-4)
Hurry the cathedral for 232g.
IT cathedral --> archer
250 Redline a archer approaching our cats on horse hill.
Elite takes him out (14-4)
Throw more rocks out west at an archer and take him with an elite (15-4)
Culture at 1559
Summary
We're in good shape but I'd bring some forces back to consolidate our gains and get the horses hooked up. By moving to that hill for defense will be mean the swords will have to get hit by cats first. It would be helpful to find some iron but one thing at a time. There are two units that need to be moved still. I'm inclined to bring the elite spear back home unless you think we can keep that many troops out in the field.
Here's the current view
http://www.civfanatics.net/uploads11/beorn_closeup.JPG
Here's the skycam view
http://www.civfanatics.net/uploads11/beornsat.JPG
Beorn-eL-Feared Jan 13, 2006, 11:55 PM Progress :D:D
Roster:
B
Whomp
Smart - UP
SW - On Deck
soul_warrior Jan 14, 2006, 12:12 PM ok.
i stand corrected. we can still salvage it.
another 1cc of thorazin is ok. and a city / landmass is ok too, when we win this.
Smart Jan 14, 2006, 05:24 PM Got it, I will play tomorrow...
Smart Jan 15, 2006, 06:41 PM I'm going to drop from this SG too... Sorry for that, good luck, team.
Beorn-eL-Feared Jan 15, 2006, 10:30 PM Roster:
B - On Deck
Whomp
SW - UP
If anyone from the other team is lurking, feel free to hop along.
Mathias Jan 15, 2006, 11:59 PM :hop:
Hmm...
:bounce:
Close enough?
soul_warrior Jan 16, 2006, 02:21 AM ahem. fast and furious :spank: :D
i cant take it till tomorrow at the earliest.
anyone want it b4 that?
Tubby Rower Jan 16, 2006, 06:55 AM I'll play... I'll have to read up on what's happened so far.
Whomp Jan 16, 2006, 09:06 AM Tubs I have the day off. :yipee: Want me to play it in front of you?
Tubby Rower Jan 16, 2006, 09:14 AM Sure, I was going to suggest that I be put at the end of the line
Whomp Jan 16, 2006, 09:20 AM OK I got it. I will try to be explicit in my log for Tubs and Mathias. Good to have you guys aboard. :salute:
Beorn-eL-Feared Jan 16, 2006, 12:26 PM Roster:
B - :salute:
Whomp - UP
SW - On Deck
Math - :bounce:
Tubs - :dance:
What's happened so far is we've had english drops from up north, we've met everyone now, and are starting to plan for the offensive against the southern russian towns. After that, we'll head towards either Russia or France, and then the other.
Many AI troops were sent south a few turns ago for the MA barb uprisings. This has allowed us to consolidate a bit. We can do 20spt but we need to defend 2spt tiles in order to do so, since the AI likes to send horses over on the forests.
Our city has TGL and Colossus, market and lib. We run 0 science until Education.
IroquoisPlisken Jan 16, 2006, 04:56 PM If you're still looking for a 6th person, I'd be happy to join. I never even got a chance to play our game. ;)
Whomp Jan 16, 2006, 06:01 PM OK I ended up playing 20 turns since I didn't want to leave a mess for the next player. I took two huge risks that paid off. One was attacking Vladivostok. I lost 2 archers in the process but razed the city and expanded the borders. The 2nd was I went for Knights Templar after I did this. The problem was the French showed up with MI and swords this time. The good news is we got KT and our GA just started. The French backed off after getting hit with cats!! Phew. I can't wait to get the crusaders!
Here's the story...
Pre-turn: Move a spear and archer to a mountain.
IT French settler/spear!! A russian archer crosses the river. Death move. Mongols finish the Great Wall and Pyramids. They are the runaway methinks. :eek: archer -- spear
260 Bomb a Russian archer and take it with an archer (1-0) We need more slaves so I attack the reg. spear and lose an archer but redline the spear. Our elite take out the spear and we gain 2 slaves. (2-1).
IT A russian horse appears from the south. Always from the south. A cascade starts as the Russians and English switch their Sun Tzu build. Spear – archer
270 archer redlines but takes out the horse (3-1)
IT English drop a horse. A Russian archer mistakenly attacks our flawless spear. (4-1). Archer – archer
280 Archer retreats the English horse and the 2nd archer mops up. (5-1)
IT lose a spear to a horse. (5-2) archer – spear
English start Sistines in Coventry Siberia….lookee here
http://www.civfanatics.net/uploads11/beorncoventry.JPG
290 Bomb an archer to send him home. There’s no coverage so I’d prefer not to risk a archer to a horse. Take the first risk and send 4 archers and a cat to Vladisvostock.
IT We learn Theo and chivalry Spear – archer
Ugly and Uglier ask for peace.
http://www.civfanatics.net/uploads11/beornugly2.JPG
http://www.civfanatics.net/uploads11/beornugly.JPG
300 Change the archer to KT! Ikes. Huge risk #2 but it’s the only way we can combat knights and MI. Neither of which we will get. The other thing is we will activate our GA. Cross the fingers.
IT English start KT.Russian horse and archer approach the Castle. We have horses hooked up!! Ho Nelly.
http://www.civfanatics.net/uploads11/beornhorse.JPG
310 Redline the horse and knock the archer to 2/3 Kill the horsey (6-2)
And Vladivostock. Cat misses. 1st archer loses to elite spear. 2nd takes it out. 3rd loses to a regular spear and 4th takes him out and promotes. (8-4) That could be costly. Raze the city.
http://www.civfanatics.net/uploads11/beorn_vlad.JPG
IT the recently promoted archer loses to a horse (8-5) I don’t like it. French start Sun Tzu.
320 Consolidate
IT Mongols drop 2 archers and the English 2 horses. Uhoh.
330 Bomb both Horses since they can do damage. Take both out with archers. (10-5)
IT Ohoh…here comes a French MI and sword! Still far enough away where my spears are fortified on horse hill. Russian archer walks over the river. Bad idea Mister.
340 Russian archer pays the price vs elite archer (11-5). Pling the Mongol archers and redline one and take it out. (12-5)
IT Mongols drop off a horse and the French turn around? What up with that? I wonder if they are at war with the Mongols or something. Mongol archer runs for Russia.
350 Kill the silly horse after bombing with rocks. (13-5). Pling a few more archers. I’m throwing rocks and letting them go home to conserve our units pre KT.
Whomp Jan 16, 2006, 06:10 PM Since I put us in this mess I decide to play on. I’ll take the hit if we lose
IT Coast is clear.
360 Manuever and bomb.
IT Here come the sword and MI again.
370 Manuever and less bomb. Roads are to the west.
IT The MI and Sword on the border.
380 Manuever
IT MI and sword next to Horse Hill.
390 They get the full onslaught on flat ground. Archer attacks 2/3 MI and wins. (14-5) sword is redlined but I don’t have units to knock him out with a bunch of Russian archers coming.
IT Two Russian archers move into danger zone and some others are coming.
400 Take them out after rock barrage. (16-5)
IT a whole pile of units appear. With a English archer, 2 russians and a Russian spear
410 Weewho I love rocks. Kill both Russian archers, the English archer and the spear after being redlined is toast. (20-5)
IT Learn engineering and education obsoletes the Glib. :sad:
420 Crank up research to 90% on invention. LB’s are mighty nice upgrades for our vet archers.
IT MI and sword return outside Horse hill.
430 Bomb the sword 2/3. Others miss. Uhoh. I have two elite spears fortified.
IT Ikes…oh my….what’s he doing? The sword goes back across the border and the MI pillages the hill which is actually ok by me. Slower access.
Then this…
http://www.civfanatics.net/uploads11/beorn_kt.JPG
Yipee and our GA begins!! England moves Sun Tzu and drops off a horse. I’d like one horse before I start on the U of BC. We can switch the Uni to Sistines (6cpt) and even if we lose out we’ll only lose three turns of shields. I think we can still win that race.
440 I don’t have archers that I’m willing to risk on the MI but he’ll turn around and go home. The English horse is knocked out by an elite (21-5)
IT a Russian horse comes from the south and another Russian archer from the west crosses the river and a couple other are in the danger zone. Bad idea. Horse -- uni
450 Take out the mongol archer, another Russian and the river crossing Russian archer. Decide to use our new tech engineering and ride the horse into the horse and win. (25-5)
The coast is completely clear but the French will be healed soon.
Summary
If we were going to blow this game I wanted it to be on me. It turned out I had some good luck but now we can really force the issue with Crusaders popping every 5 turns till steam power. Sistines would be huge and since we’re in our GA I think we have a really good shot. We would lose 3 turns max of production if we get beat. If we do get beat we can switch to a uni so I think it’s really worthwhile. What do you guys think?
http://www.civfanatics.net/uploads11/beorn_castle.JPG
Beorn-eL-Feared Jan 16, 2006, 07:28 PM Roster:
B -
Whomp -
SW - UP
Math - On Deck
Tubs -
IP -
I'll get around to reading that log and comment after, bu it looks mighty nice Mr Whomper, Trebs + Crusaders = :ar15:
Beorn-eL-Feared Jan 16, 2006, 07:57 PM I’d like one horse before I start on the U of BC.I heard students who try to organize social activities in Vancouver's UBC are frowned upon for being out-of-the-line of 'studentship', so I'd like it re-named 'MIT': Madame Bella's Institute of Tearing apart.
Sistines would be huge and since we’re in our GA I think we have a really good shot. We would lose 3 turns max of production if we get beat. If we do get beat we can switch to a uni so I think it’s really worthwhile. What do you guys think?I think since we can only make 1-turn on horses, not trebs or LB's, we can risk it. It might be hard holding up; you're the one best placed to answer that question, though. I'm eager to start marching on, but right now our best course is to wait for more crusaders to show up and send an infantry SOD with a handfuil of pikes and trebs to raze stuff out. Until that time, holding the fort is good enough I guess.
Tech choice is good. Perhaps we could go 0 science for a while afterwards for upgrades and a university short-rush, and then start researching again.
Whomp Jan 16, 2006, 08:14 PM We have 1000g in the bank so we can rush MIT easy. I would upgrade the vet archers and cats too.
Unis are great culture so I think that would be a good plan. We are getting 37spt currently.
The biggest risk right now IMO is if the cats miss the MI and sword. When we hit them they retreat. The two fortified elite spears on a hill will be pretty stout on any attack but we can't let them bust through.
Pikes and muskets are still not in the cards since we need to hook up some iron but Crusaders are nasty at 5-3(can't they build forts too? :lol: ). Use the terrain to our advantage and cover the arrow guys after they attack.
Iron would be good but more important is saltpeter(pre cavs). This should be a short term goal.
Beorn-eL-Feared Jan 16, 2006, 11:40 PM Sounds like a plan. Gold rush what can be, work on Sistine, stack up before punching with LB's.
soul_warrior Jan 17, 2006, 12:55 AM MIT is :coool:
LB are :spank: good
KT ? :worship: the whomper :D
hole up for the chapel o' love and then break loose.
Ohh, and i have it, feeding frenzy mode too :dance:
soul_warrior Jan 18, 2006, 12:23 PM im playing on the girlfriend's pc.
its just a piece of junk, :mad:
0- change build to a treb, to many bogeys.
1- treb > spear.
we have no defence in the castle?
shuffle around.
pink the pinks. no hits :cry:
kill a horse, redlining an Ea. (1-0)
2- spear > spear
ugly lands 2 ACs right on the balcony.
pink pong fails. we have a spear, an archer and a cat to frnd of 2 MDIs a spear and a bow.
hole up.
pray.
kill an AC, lose an archer in the IBT (2-1)
3- mongols want cops.
kill a pony, lose an archer and kill a pink sword with an archer (4-2)
in the ibt lose an archer to AC (4-3)
4- archer > archer
get a crusader :dance:
crusader kills AC (5-3)
archer kills archer (6-3)
retake spicehill killing an arhcer, run a spear over there to hole up. (7-3)
FORTIFY SLAVES AT CASTLE till things cool off
bombads finally work, frogs retreat.
change build to uni
5- hurry UNI for 652g.
redline then kill AC (8-4)
6- uni > archer
AI fall back if wounded or right on top of us (if healthy)
ping and kill a bow (10-5)
upgrade a cat.
7- archer > horse
8- horse > archer
move more troops to french front.
we have there: 3 stoners, 1 crusader, 1 horse, 1 archer and 2 spears.
9- archer > sistines in 18
get 2nd crudsader.
upgrade another cat.
bomb 2 french crabs.
kill MDI with fresh crustatian 11-5
horse kills another 12-5
our crusader nicks a couple o' russian girls from a spear for the royal harem. 13-5
10- ping some.no hits.
invention in 1
125g in bag.
http://forums.civfanatics.com/attachment.php?attachmentid=112225&stc=1&d=1137608591
Mathias Jan 18, 2006, 12:54 PM Got it... playing now.
Mathias Jan 18, 2006, 03:34 PM 550 AD (0)
MM for max shields at -2 fpt
Sci to 10% for Invention this turn. (Mongols have discovered it, and we have already overpaid)
IT: Russian archers run around
Invention >> Gunpowder
Mongols begin Leo's
560 AD (1)
Ping a Russian archer.
Ping a Mongol archer twice. Our horse redlines, but kills the archer (1-0)
IT: Mongols land reg Archer, vet MI
England lands 2 reg horses
France has a settler at NE border
570 AD (2)
Ping the MI red
Archer kills horse. Second horse retreats, then dies to third archer (3-0)
Crusaders kill archer and MI (5-0)
IT: France build Rouen on ruins of previous city
Russian archer continue their attempt to get around our spears
580 AD (3)
Ping a lone archer twice, kill it with and archer of our own (6-0)
Throw stones at two more archers, hitting one.
IT: Wounded archer retreats, two others enter kill zone
French vet sword and reg MI appear near Horse Hill
We get another crusader
590 AD (4)
Ping the sword twice and the MI once (3 for 4)
Two vet archers flawless against reg archers (8-0)
Horse kills the fleeing archer (9-0)
Move slaves to prevent French landing (is this ok?)
IT: Wounded French units retreat, replaced by spearman
France unloads an MI north of the mountain
600 AD (5)
Ping MI (1 for 3) and spear (1 for 2)
Crusaders kill both (11-0)
IT: More Russian archers, and a settler pair
England completes Sistine in London
Mongols cascade onto Leo's
610 AD (6)
Switch to Leo's
Ping an archer, kill it with our horse (12-0)
Crusaders prepare for an attack on Rouen
IT: French sword and MI leave the safety of Rouen for the dangerously open plains
620 AD (7)
Ping sword twice, MI once, kill both with crusaders (14-0)
Ping another archer, then promote our horse (15-0)
Russia has a horse that we cant hit, so let them move first
IT: As expected, Russia advances on our city without attacking
630 AD (8)
Bombard Rouen (2 for 4) revealing 2 pikes
Kill both with crusaders, destroy Rouen and take 1 gold. (17-0)
Lose our newly-elite horse attacking Russian horse (17-1)
Three archers kill the horse and two archers (20-1)
IT: Mongols land a keshik
Our GA ends, and we get another crusader
640 AD (9)
New crusader runs off without his battle gear, and promotes Russian spearman to veteran (20-2)
Spearman was 3/3, now 3/4. I think that kind of result is about 1 in 20.
Ping and kill the keshik, promoting a second crusader to elite (21-2)
IT: Russian archers approach again from the NE
Settler pair changes direction
650 AD (10)
Ping the spear, kill with an archer, capture the settler (22-2)
Worker and slaves move out to connect road to France.
Crusaders are ready to march
Leo's in 8 turns at 26 spt with only 1 shield overrun. If Russian units disrupt our production, the wonder will be delayed.
Whomp Jan 18, 2006, 03:43 PM Awesome numbers Mathias! I'm kind of bummed we didn't get Sistines at 6cpt but there was nothing you could do about that.
It seems time to reverse the course and press the French and Russians.
Beorn-eL-Feared Jan 18, 2006, 05:31 PM Splendid. I'm not so shamed about not getting Sistine, after all, we're more and more likely to get a conquest over this it seems. Best benefit IMO would have been the happy gas - haven't checked the lux slider situation in a while.
What would you guys think of starting to build a navy? We could fortify a caravel on the fish and make sure we never lose the tile - or we could wait for Frigates before going control freaks about it. For now, I find it good enough that every set we march further north. Before long we'll be taking hits at the frenchs and russians.
Do you know how many frenchs it takes to defend Paris ? [/bad joke]
Roster:
B -
Whomp -
SW -
Math -
Tubs - UP
IP - On Deck (http://forums.civfanatics.com/forumdisplay.php?f=161)
subliminal to IP: join the DG (http://forums.civfanatics.com/showthread.php?t=132266&page=12), we need to overrun the polls ... (http://forums.civfanatics.com/profile.php?do=editusergroups)
IroquoisPlisken Jan 20, 2006, 03:15 PM Guys...I have something to tell ya.
On my way home, I kinda...joined the DemoGame. Wait, hear me out! They give some great benefits! :)
Whomp Jan 20, 2006, 03:22 PM Holy Cripes B that's good. Extremely effective move.
Can you teach that to Own? He has been required to recruit by our fearless idiot AK.
:bump: Tubs you out there-ear-ear-ear? hello-oh-oh-oh...anybody out there-ear-ear-ear?
Admiral Kutzov Jan 20, 2006, 06:02 PM :rotfl: you are all evil
Tubby Rower Jan 20, 2006, 06:20 PM crap... I suck
I'm playing now
Tubby Rower Jan 20, 2006, 07:28 PM Oh this is prolly why our team lost :(
I stopped 5 turns early because I suck
t0 - press enter
t1 - move treb and ping a reg archer for 1 hp
kil vet archer with elite archer in west (1-0-0)
move spear to cover archer
t2 - I re-buff the Russian envoy for peace
Mongols complete Leo's :gripe: -> switch to Longbow
then they drop off a keshik and AC
a couple Russian horses and archers show up
pling russian horse for a HP
3/4 archer forces horse to retreat (1-0-1)
vet Crusader kills pike in Lyons losing 3 hp but promotes (2-0-1)
t3 - Mongol AC attacks horse spear and retreats doing 1 hp damage (2-0-2)
Mongol Keshik attacks and kills spear (2-1-2)
French MDI attacks and dies upon our crusader (3-1-2)
Russian horse kills 3/4 archer (3-2-2)
knock a hp off of Keshik with trebs (1 for 2)
cats are ineffective against spear in Lyons
longbow forces keshik to retreat (3-2-3)
start a fort on horse hill
t4 - English horse is dropped off
two archers advance across river
English are building Copers
crusader is built
crusader dies outside of Lyons while trying to attack a pike did no dmage :( (3-3-3)
archer kills English horse losing 1 hp (4-3-3)
elite archer dies to reg russian archer :( (4-4-3)
vet crusader kills russian archer (5-4-3)
t5 - Crap I'm dying here
Guns comes in -> start Chem.
another AC & Keshik is dropped off.
Russians advance with archers and horses
http://img6.imageshack.us/img6/3504/b06b7009bi.jpg (http://imageshack.us)
Beorn-eL-Feared Jan 20, 2006, 07:29 PM Well Whomp, it's my former job eh ;)
X-post: so what's the problem? RNG strikes somewhat, but I see no reason to blush out. You may want to post a save and IP could take it from there. Last time I said it it worked, so I'll try again:I'm sure I'll have something to play on in 10 though :D We're just that good :lol:
Tubby Rower Jan 21, 2006, 11:55 AM crap I thought that I did upload it. I'm losing my mind. I'm at work now so it'll have to wait until tonight.
IroquoisPlisken Jan 21, 2006, 06:09 PM Take your time. I won't get to this until Monday afternoon anyway.
Tubby Rower Jan 21, 2006, 07:21 PM <<SAVE>> (http://www.civfanatics.net/uploads11/B06b_700AD.SAV)
Good luck
Whomp Jan 23, 2006, 07:28 PM Gentlemen I'm going to need a skip until I get a new power cord for the other PC. I can't even get the civ3 disk out. :sad:
Tubby Rower Jan 23, 2006, 07:31 PM @ whomp, there is a small hole that you can put an unwound paperclip in to open the cd drive to get your disk out. If you care too.
Beorn-eL-Feared Jan 23, 2006, 07:41 PM How about taking the screen's power cord? Or anything at all? Just trying to be helpful. IP is up, I'm on deck, you have your time.
soul_warrior Jan 24, 2006, 07:01 AM you can also use the power cord of an electric kettle
(atleast you can in europe. not sure about the US standard)
Whomp Jan 25, 2006, 02:48 PM Thanks guys. I will have the install disks tomorrow for the other PC.
Beorn-eL-Feared Jan 25, 2006, 08:38 PM IP up, your favorite frog on deck.
IroquoisPlisken Jan 26, 2006, 07:23 PM Sorry I'm taking so long, I'll definitely have it up tomorrow.
IroquoisPlisken Jan 27, 2006, 08:52 AM Uhh...for some reason, Civ 3 won't start for me. I click the icon, it gets to a dark screen, then stops responding.
I haven't played Civ 3 since I've gotten Civ 4 and my new graphics card. Is there a setting I need to change or something? :confused:
I guess I'll have to skip this turn and drop out of the game unless I can fix it. :( I really wanted to play these turns, too.
Beorn-eL-Feared Jan 27, 2006, 01:45 PM I'm in a rather bad shape atm, this will be played by tomorrow evening by either of us though. First to post a got it. GL fixing it, I'll back your 6 up in any case.
Mathias Jan 29, 2006, 06:56 AM :bump:
Roster:
B - UP
Whomp -
SW -
Math -
Tubs -
IP - Reinstall?
Most recent save. (http://www.civfanatics.net/uploads11/B06b_700AD.SAV)
soul_warrior Jan 29, 2006, 07:10 AM out of commission till the start of march.
will lurk, but cant play till then.
sorry mates.
Beorn-eL-Feared Jan 29, 2006, 11:26 AM Getting there ;)
IroquoisPlisken Jan 29, 2006, 12:29 PM I tried Vanilla Civ 3 and that doesn't work either...strange. :confused:
I guess I'll try reinstalling. I'll need to back up all my saves and graphics mods and scenarios, though, right? :cry:
Beorn-eL-Feared Jan 29, 2006, 02:43 PM Right, misfortunately. Keep the installers, re-downloading RaR and such is a pain.
Beorn-eL-Feared Jan 29, 2006, 05:10 PM Pre-Turn: Clean the landscape, one russian horse retreats.
Launching an attack with 2 catapults and 1 crusader might be dangerous at this point, so I retreat the pack.
Chemistry fastened, we have saltpeter close-by in russian territory: cavalries might really be life-saving.
T1.[4-0]
IT: AC, Keshik, warrior, archer land in
T2.[8-0]
Gather troops, prepare catapults to be upgraded.
IT:
T3.
Set up an ambush for russian LB's
T4.
2 french MDI wave hello
T5.
hmmmmm me big ogre, me eat settlers for breakfast
IT: OMG the MDI's are taking the flatland route to our cities: the route that avoids mountains, hills and lets us bombard them deaf and arrow them down.
T6.[9-0]
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-17.jpg
Not sure about the turn though, I inserted the image post-mortem, but you get the idea.
T8.
Lose a LB attacking a LB. Falls within my margin for acceptable losses.
Spot a barb camp underway to Lyons.
4 crusaders, 1 LB, 1 spear, 7 trebs headed North to France. Hopefully they'll be able to burn some hay.
T9.[14-1]
IT:Mongols give us a drop
T10.[19-1] if I include barbs
I've kept the MM optimized for gold, what shields we lose beyond the 40/LB or 20/spear is useless anyways.
I've used 120g for 2 cats and 1 archer to get renewed high-tech gear. Rest is business as usual.
http://archimede.mat.ulaval.ca/~fbolduc/B/B06-18.jpg
Beorn-eL-Feared Jan 29, 2006, 05:13 PM You have 2 extra units waiting at Lyons' doorstep, don't go attacking without them, they might prove invaluable. And I'd always keep a 5/5 elite crusader for defense, they have MDI's running around.
Roster:
B -
Whomp - UP France's bottom side
SW - Out 'til march
Math - On Deck
Tubs -
IP - show signs of life when you can :)
Whomp Jan 30, 2006, 04:42 PM OK I got it! Pound, pound, pound.
SimpleMonkey Jan 30, 2006, 08:55 PM lurker comment: That radar artillery should make taking Lyons much easier. :lol:
Whomp Jan 31, 2006, 03:02 PM Some positive things happen during the reign of Bella's right hand man Whomp. Here's the story...
Pre-turn: Adjust a few tiles to get the LB in 2. Culture stands at 3569 on turn 195 and is running 40cpt. Our Lib will double in 1110, cathedral in 1230, colosseum in 1390 and uni in 1500. That will add 12cpt from 1500 AD on at 52cpt. I'll let Beorn, since he's culture minister ;) , calculate some polynomials to figure out whether 20K is possible.
IT English drop a horse/LB. Elite LB is taken out by French MI who takes no damage (0-1)
810 Time to get busy! Start with buchets at Lyons. Boom! 4 for 6 redlining a pike and spear there. Vet and elite crusaders taken them out and say good night Irene. (2-1) Lyons is razed! :dance:
Use the extra buchet to bomb the attacking MI and our vet crusader is flawless. (3-1).
Our 3/4 crusader takes the english horse and a 3/4 LB finishes the english LB. (5-1)
A russian LB is whacked for overstepping his bounds by our LB (6-1)
IT All's quiet on all fronts.
820 Head for the mountains of Paris.
IT French MI attacks our mountainous crusader who promotes 4/5 (7-1)
830 There's a spear protecting the french iron colony. Bombs away. (8-1)
IT Russian cat attempts a rock at our spear and misses. English start Bachs. Good I'm glad they are so musically inclined in this war.
840 Our LB takes the russian spear covering the cat. Thanks for the extra rocks (9-1)
The cat turns around and bombs a Russian LB to 2/3 and our LB takes him out. (10-1)
Another LB takes a russian wandering LB and another LB takes a archer and promotes. (12-1)
IT Eh? The russians think they can send a spear/settler across Bella's lands. A French archer goes awol from Paris.
850 Of course our LB makes the spear pay the price and we have 2 new slaves. (13-1) It's nice to have a full range of mountains to head right up to Paris. :D
IT The silly french archer attacks our spear on a mountain. Flawless.(14-1)
860 It's time for the Parisians to pay the price of their centuries of annoyance.
Buchets go 3 for 7.
Vet crusader takes the 1st pike (15-1)
Elite crusader takes the 2nd pike (16-1)
Elite crusander takes the last pike (17-1)
Paris is razed!
http://img455.imageshack.us/img455/9634/paris9uf1.jpg
Finished? Au contrear mon ami gabi no idea what I just said.....we are not done.
A French MI is taken by another elite crusader (18-1)
Then at Tours...
Crusader takes a pike (19-1)
LB promotes taking a spear (20-1)
Whack a couple more Russian LB's with LB's (22-1) but lose a crusader to a reg spear attacking Novograd (22-2)
IT Dang. Lose an injured crusader that razed Paris against an archer (22-3)
870 Our crusader avenges his brethern and whacks the archer (23-3)
Elite LB redlines at Tours taking a MI but razes Tours!! (24-3)
http://img455.imageshack.us/img455/7286/tours5go.jpg
Change Bella's Castle to a court since we'll have iron hooked up with one of the Paris slaves. Shift some tiles to get to 24spt so it will finish in 2.
IT French archer and Russian LB are seen to the west. No threat.
880 Iron is hooked up. :dance: Change Bella oto a knight next turn.
At Novograd the russian cat bombs the city and reveals 2 spears. Our elite LB knocks out the first and our 2nd promotes taking out the 2/3 spear. (26-3) Raze Novograd!!
http://img455.imageshack.us/img455/6554/novograd8rq.jpg
A slave plants on the saltpeter at Novograd and we have saltpeter! :dance:
At Orleans now. Buchets are off this day going 2 for 7 but still enough. Elite crusader takes a 2/3 pike and a vet takes the other. (28-3) Raze Orleans!!
http://img491.imageshack.us/img491/1403/orleans2es.jpg
IT the silly western French archer attacks our fortified spear on the spices and promotes him. (29-3) then we get a Russian LB pop out of the darkness to the west of Novograd attack one of our LB's on a mountain. The bombard from another LB helps and luckily our LB promotes. (30-3)
Get another crusader and a newly minted Knight.
890 A barb camp appears in old France. Decide to whack one with our newly minted knight elite farming. (31-3) Lots of healing for the remaining French city.
IT 2 keshiks are dropped off NE of Bella.
900 Knight 2/4 taking out the 1st keshik (32-3) Then a crusader comes back from his excursion towards Old Novograd and retreats the 2nd Keshik. Our elite LB redlines but finishes him off (33-3). Two Russian LB's need attention since they're bothering our slaves who are building roads.
1st one is taken by our LB and the 2nd by a crusader. (35-3)
Summary
Looking good. We now have iron and salt. Chemistry finishes next. Our UU comes with astro and could be valuable for speed but having cavs is mighty enticing. I think we'll need to do something about the Mongols since they have 50% of the population and on the power chart like pretty mighty. We can finish off the Russians while we're stockpiling boats. We need to consider when we'll start the Mongol incursion and a leader would be jamongous. We should also figure out whether we have a shot at 20K. I'm not good with polynomials and all soo....
Our new kingdom.
http://img471.imageshack.us/img471/7646/beo6im.jpg
Beorn-eL-Feared Jan 31, 2006, 05:34 PM Now that's what I'm talking about !!!
I'll leave that pleasure (calculating polynomials) to CA2, mathematicians all forget how to count sometime before their sophomore year.
Math UP, Tubs on deck.
Mathias Jan 31, 2006, 10:10 PM Very nice. My turn? Oh yeah, very nice indeed. (Got it.)
@B: CAII cannot take into account yet-to-be-built culture. I can.
Beorn-eL-Feared Jan 31, 2006, 11:04 PM About the mongols: how do we proceed? Try and invade from another civ's land and hope they all get into a huge war, or make a big navy and teach them how girls use coast tiles to bombard shizzle ...
soul_warrior Feb 01, 2006, 01:48 AM great balls o' fire, whomp :worship:
how about an alliance with a mongol neighbour, while using boats and cats to harass UGLY?
that way we dont need so many active boats, and the bulk of the troops will have the aid of our friendly neighbourhood spider.
Whomp Feb 01, 2006, 08:45 AM First of all we can't make any friends since we're at war with everyone. :p
The best way I can think to get to the Mongols is getting astro but that means a delay on cavs. So my thinking is keep pounding the Russians and make headway towards our west. By the time we finish off metal and MT we should be in a good spot to start on astro.
There are a few points on our continent that could act as a rallying point for our units and boats. Drop off and pick up...rinse and repeat.
Without seeing the terrain...
1. The best to me seems like our far west. The advantage of this is we can get some luxs hooked up for a possible WLTQD and the distance to Mongolia is reasonablly short. Then the boats can rally to the NW to pick up our conquering units that have destroyed the west coast and take the short trip to eastern Mongolia.
2. Through the south to Russia. This would give the benefit of controlling our continent without incursions. The disadvantage is our boats would have a long travel time and the English would be our first target not Mongolia.
3. To our far east. We've already conquered France and though there's a good rally point we've been there and done that so it seems a waste to not keep pressing the issue with everyone else.
Mathias Feb 01, 2006, 08:33 PM 900 AD (0)
IT: Chemistry >> Metallurgy
910 AD (1)
Advance on Rheims
Clear barb camp (1); sci 70%, (-18 gpt)
IT: Knight >> Knight
920 AD (2)
At Rheims: trebs 3/7, cat 1/1 (2 spears red, archer defends first)
Crusaders kill all three, we have destroyed Rheims (3-0)
Slaves on NE peninsula flee from nearby barb camp (non-military units do not suppress barbs)
IT: Mongols unload pike/keshik/settler next to ruins of Rheims, AC near Bella's Castle
England unloads 2 LB
930 AD (3)
Cat knocks a point off AC; 2 elite LB take down the LBs, knight flawless vs AC (6-0)
trebs 4/7 on Mongol settler group, crusaders capture the settler (8-0)
LB drops a Russian LB (9-0)
sci 60% (-10 gpt)
IT: Russian LB retreats our knight (9-0-1)
KT gives us another Crusader
940 AD (4)
Knight clears camp (2), promotes
IT: Mongols unload AC, MI
Knight >> Knight
950 AD (5)
Newest crusader tears up the AC and promotes, vet LB tackles the MI (11-0-1)
Elite LB kills Russian LB, vet LB kills another (13-0-1)
LB kills barb, 2nd clears camp (3)
Find and clear camp (4); sci 70% (-20 gpt)
IT: Mongols unload AC, LB, keshik
English LB approaches from W
960 AD (6)
Knight dies to AC, LB kills keshik
Crusader redlines, but kills AC
2/4 vet LB flawless vs LB, promotes (16-1-1)
clear camp (5); sci 80% (-28 gpt)
IT: Workers complete fortress on saltpeter colony
Supearman, fortified on a hill, dies to Russian reg LB (16-2-1)
Mongols unload LB and keshik
970 AD (7)
Vet knight kills the damned LB (17-2-1)
Cat hits keshik, LBs kill it and the LB (19-2-1)
IT: Mongols unload 2 keshiks, 1 LB
English vet LB, attacking across the river, kills elite spear fortified in Spice Forest (19-3-1)
Knight >> Knight
980 AD (8)
Trebs 4/7, cats 1/2 on Mongol landing party, leaving keshiks 2/4 and 1/4
LB retreats 1st keshik, LB kills LB, knight kills 2nd keshik (21-3-2)
LB kills English LB (22-3-2)
clear camp (6) and find camp (7)
clear 2 forests for 20 shields, 25 spt for next knight in 2 turns
IT: Wounded keshik retreats
KT gives us another Crusader
990 AD (9)
LB kills keshik (23-3-2)
clear camp (7)
IT: English boats approach, Russia wants to talk :lol:
1000 AD (10)
Not much. Several units have not yet moved.
I have reworked the plains around Bella's Castle in order to get maximum commerce at 24 spt (with zero growth), and to allow us to reach 30 spt (-6 fpt) for 1-turn trebs or 2-turn muskets. We can trade a coin for +1 food at 24 spt, and we can trade the 2 extra shields for another food for one turn with each knight we build. If we irrigate two of the unused plains, we will be able to run +4 fpt with 20 spt, which will come in handy later. Only two of them, though, we need the other two for the 30 spt potential.
Edit: As for our culture, if the game runs long enough, we will reach 20K in 2037. Our chances of building new culture in order to reach 20K sooner are slim to none.
Beorn-eL-Feared Feb 01, 2006, 09:40 PM Holy crap, 2037. That's called saved by the bell. Nice micro too.
This is looking way, way, way up. Up enough that we'll let Tubs take it for 10 :lol: - just remember, patience is key, and we can hardly afford missed offensives, so wait until the troops are ripe to conquer. Beyond that, anyone here can do a perfectly sweet job out of this game.
IP, please confirm you're Civ-able. You're on deck but I'll grab it if I don't have a shout from you, just so this doesn't stall.
IroquoisPlisken Feb 02, 2006, 02:34 PM I haven't had time to reinstall it yet. I'll let you know my Civ status tomorrow. You can take it for now, Beorn.
Beorn-eL-Feared Feb 02, 2006, 06:19 PM Alright, Tubs UP, B on deck, you're up whenever you get 'back'.
Mathias Feb 04, 2006, 09:58 AM :bump:
I guess it's on you, B
IroquoisPlisken Feb 04, 2006, 01:50 PM Well...I reinstalled Civ 3, and started it up...then the screen went blank, and said it was "Out of Frequency" or something, and I had to restart... :confused:
Beorn-eL-Feared Feb 04, 2006, 04:56 PM Sucks :confused:
Haven't had news from Tubs in the SGOTM either IIRC, but he's alive on some other threads, oh well. Will play this before the week-end's over.
soul_warrior Feb 05, 2006, 02:55 AM things are looking good on the move front.
i just might be back in biz 'round the 18th.
ill make up for my absence then.
Beorn-eL-Feared Feb 05, 2006, 09:36 AM Cool news that :D
Playing.
Beorn-eL-Feared Feb 05, 2006, 10:59 AM Pre-Turn: Figure I could send 2 stacks, one south one to the heart of Russia.
T1.
Mongol dropping, Russian LB
T2.[5-0]
March on St-Pet
English LB drop
T3.
First 4 trebs go 4/4, 2 redlined spears in St-Pet, which each take 2HP off our units.
Mongol usual keshik-AC drop
T4.[8-0]
1 retreat, one LB lost on the mongols
Yekaterinburg gives artillery 1/2 and falls without taking a HP off our elite crusaders.
6 new slaves on that single turn.
IT: we lose a 2/5 knight to a 1/4 keshik...
T5.[15-2-1]
Size 6 Moscow is under siege
I put a fortified galley on our fish. Hopefully their transports will not attack it; we can use those 4 gold.
IT: :lol: the galley is sunk on its first turn at sea, but takes a caravel with it.
Russia sends a LB to die on our siegeing stack.
[b]T6.
3/7 artillery, 2 vet 1 reg @Moscow. 3 LB's ram it down, 2HP lost total.
T7.[18-2-1]
Rostov attacked, we go 2/2 but a settler still guards the stronghold.
http://archimede.mat.ulaval.ca/~fbolduc/B/B6b-1.jpg
Yaroslavl under doomsday siege, another russian town which I can't spell off-hand is razed.
T8.[24-2-1]
Smolensk falls
We lose a 4/4 crusader to a 1/4 spear at Yaroslavl.
T9.[29-2-1]
The landmass E of the Castle is clear, Military Tradition in 23. We start having more and more barbs, which is awesome for the tresury.
IT: We get 6 units of drop
T10.[35-2-1]
I don't have enough troops in the NE to take out the LB's so I just leave them be. You have more than enough to take care of them next turn.
I started a Naval fortress, it costs no income and might be useful.
We start to seriously plan going overseas. This continent can wait for now, the 2 civs that pested us have fallen. By the time they grow up enough to send any kind of troops, we'll be way way up the tech tree.
I spent 1 turn on Military Tradition, then it's Astronomy for sure.
After that: Banking, Navigation, ToG, magnetism?? ToG if anyone thinks we have a shot at Newton's, Magnetism if we need the Privateer support, Navigation if we're good to go and just need more speed, Banking... eventually. MGL-bank would be nice.
http://archimede.mat.ulaval.ca/~fbolduc/B/B6b-2.jpg
Beorn-eL-Feared Feb 05, 2006, 11:10 AM Roster:
B -
Whomp - UP
SW - Out for at least 2 weeks now
Math - On Deck
Tubs -
IP - Take it whenever and it's yours
We need to brake a bit and plan ahead now. Tech order and landing site will be important. My .02 is that we'll need to invade the mongols first before they go rifles and cavs on us. That means attacking their weak link, the chicken-finger looking spike of land to the east.
We could delay getting MT (1 turn wasted on it is no disaster), build a fleet up and take advantage of the time to conquer more land westwards. We establish a liftoff site at the E end of former Russia and send our outgoing troops there when we have enough boats.
http://archimede.mat.ulaval.ca/~fbolduc/B/B6b-3.jpg
There's a spot 9 tiles away from the castle, due east, with a good position to take their counter-attacks.
By the time they react to our being on their continent, we could have a hill/mountain fortress there already and wait for them with a handful of muskets.
Whomp Feb 05, 2006, 11:47 AM Good stuff B!! Fantastic ratios kid!!
It seems like that landing area is perfect with the terrain benefits. What are the chances we could upgrade our spears to muskets? I think a couple "4" defenders on mountains would be huge for the offensive.
I agree I think we should get astro first since I think we can pound pretty good without cavs. We need the capabilty to transport 8-12 units across the ocean asap.
Beorn-eL-Feared Feb 05, 2006, 01:12 PM Thanks :)
Having caravels will also ensure we can keep working the fish, and we need that food and gold. Galleys didn't quite make it.
Mongols are still landing keshik/AC's, which strongly suggest they aren't at metallurgy yet. They send caravels, which means no magnetism either. They are the runaway AI, but not so badly ahead. Let's hope they don't have muskets, or we'll need much much more cannons.
Whomp Feb 05, 2006, 01:20 PM OK well I'm going to go ahead and play before the Super Bowl so any last suggestions?
Whomp Feb 05, 2006, 09:15 PM My objective this turn was to try and create some elites where possible and make a bunch of boats.
Pre-turn: Switch the research to Astro.
IT Coastal Fort --> galley the rest of my turns
1110 Take out 2 english LB's with knights (one promotes) (2-0)
1120 Move on Krasnayarsk. Move buchets towards our northern coast to bomb some caravels.
1130Bomb the elite spear there. Take him with a vet knight and redline the 2nd vs. a reg spear. (4-0) Gain a worker and raze the city.
Kill two barbs and get 25g.
1140Buchets go 4 for 7 on the two caravels redlining one.
IT caravels run away. LB pops out and kills a knight on a mountain. (4-1)
1150Bomb another solo caravel that appears to redline. Sink this one with a galley which promotes elite (5-1) . Vet crusader hits the LB on the mountain. (6-1)
1160 Grab another encampment for 25g. Bomb another caravel and sink it (7-1)
IT get careless and a LB runs out and hits a crusader (7-2)
1170 Uhoh I see a Mongol galleon. There's two spears at Orenburg that are taken out with a vet knight and crusaser. Raze the city. (9-2) Take anothe LB with vet crusader, (10-2) Redline an egyptian galley but another is close. No sinkings.
IT see a 2nd mongol galleon but they're headed the other way
1180 Redline a vet knight at Beasacon but take a spear (11-2) Take another spear at Norwich with a elite knight (12-2)
1190 Take another spear at Norwich. (13-2)
1200 knight takes a random archer redline another galley. Take a spear and LB at Norwich (16-2) and raze the city.
Summary
There are a bunch of galleys ready to roll. Astro is due next so maybe turn off research for the upgrades. My hopes was to make a colony on the dyes out west for the potential for WLTQD. Feel free to bring units back once galleys have been upgraded (maybe some spears to muskets too). I found a route from our iron colony that looks even shorter for troops so we can probably continue to press the west. There were literally no drop offs due to the buchets bombing the incoming ships. I have a few units randomly working the darkness to find barbs. They are helping our research immensely.
Here's the route I think we should take. It's 3 turns pick up drop off pick up.
http://img134.imageshack.us/img134/6858/beorn0si.jpg
conquer_dude Feb 05, 2006, 09:48 PM Wow, just one city and you guys are stompin em'. Good work. :D Hope you dont mind Ill be lurking...
Mathias Feb 06, 2006, 04:10 PM My turn!!
Mathias Feb 06, 2006, 08:11 PM 1200 AD (0)
IT: Mongol Caravel fails to sink our Elite Galley (1-0)
Barbarian Horseman doesn't fair any better against our Longbowman
Astronomy >> Military Tradition
Caravel >> Caravel
1210 AD (1)
Three Galleys become Caravels for 30 gold each
Switch production to Musketman @ 20 spt
Knight retreats from Spear in Besancon
IT: Egypt wants to talk
Mongols complete Newton's University
1220 AD (2)
Two crusaders, Longbow kill three Spearmen in Besancon. (3-0)
Raze the city. We have destroyed the French!
Kill barbs, get 25 gold
Upgrade Elite Galley to Caravel
1230 AD (3)
Trebs 3/3 on Egyptian Galley, Caravel sinks it (4-0)
IT: Musket >> Musket
Get another Crusader
1240 AD (4)
Trebs 3/3 on Mongol Galley, Caravel sinks it and promotes (5-0)
1250 AD (5)
Trebs red-line Mongol Galleon, Caravel red-lines, but sinks it (6-0)
Crusader kills Archer near El-Amarna (7-0)
Knights kill two Spearmen in El-Amarna, raze the city (9-0)
Crusader kills Spearman in Byblos (10-0)
Two camps cleared for 50 gold, science increased to 70%
1255 AD (6)
Trebs hit, Caravel sinks Russian Galley (11-0)
Crusader kills Egyptian archer wandering away from the relative safety of Byblos (12-0)
Crusader kills another Spearman in Byblos, captures 3 workers and destroys the city (13-0)
Two more camps for another 50 gold
IT: England wants to talk
Musket >> Caravel
English and Mongols are building Smith's
1260 AD (7)
Kill a Longbow outside of Khabarovsk (14-0)
Knight fails to kill Spear in Khabarovsk (14-1)
IT: English Caravel fails to sink our Caravel
Barbs sneak out and smash 3 trebuchets!!! :cry:
1265 AD (8)
Bombard an English caravel
Crusaders kill Longbow near and Speaman in Khabarovsk (16-1)
Clear a camp for 25 gold
IT: England unloads 3 longbowmen onto our cattle
Egypt unloads Settler/Spear near Spices out west
Caravel >> Caravel
Add one Crusader
1270 AD (9)
Crusader kills one of the longbowmen (17-1)
Bombard another English caravel and a Mongol Galleon
Sink two English boats, losing one of ours on the second (19-2)
Crusaders 1-1 on last two Russian spears (20-3)
Unload 2 muskets and a knight near Brighton
Clear camp for 25 gold
IT: Muskets kill one, retreat two Keshik (21-3)
Knight kills English Longbow (22-3)
English longbow kills our longbow near Bella's Castle (22-4) (our longbow was supposed to be in the castle)
Other longbow pillages cattle tile (big surprise)
1275 AD (10)
Dispatch the Longbows near the Castle, and greet the Egyptian settler pair out west (25-4)
Lose another Crusader at Khabarovsk, kill the spear with a longbow (26-5)
Raze the city. We have destroyed the Russians!
Retrieve units wounded near Brighton
Four of the boats we sank were certainly not empty. They may have contained as many as 11 units in total.
This world was nearly a single super-continent:
http://www.civfanatics.net/uploads11/B06b_1275AD.jpg
Beorn-eL-Feared Feb 06, 2006, 08:43 PM Call that a clean-up :cooool:
No more Russians, no more Frenchies (them francophone bastards :gripe: ).
I guess with barbs out, we'll need to keep our stacks well covered. Trebs and LB's are all too prone to fall against bHorses.
Roster:
B -
Whomp -
SW - Will it be done before he's back ?
Math - :thumbsup:
Tubs - UP
IP - On deck?
Smart Feb 07, 2006, 04:46 AM Are you going for conquest now, instead of 20k? :)
Tubby Rower Feb 07, 2006, 06:07 AM I'll try not to screw it up this time. I'll try to get this tonight or tomorrow.
What are the goals of my turnset??? build more culture? go kill people? defend the castle? Last time I tried #2 and it almost ended up as #2 :).
Whomp Feb 07, 2006, 08:40 AM Culture won't do us any good unless we could get a bunch of Wonders. Mathias calculated 2037 for a culture win.
That's not happening so I would prepare a launch of 5-6 caravels to the nearest tile on the English or Mongolian border. There are a number of options for this launch but I'd say the shortest distance for our boats is the key. The land units have roads to get wherever they need to go so the boats can be empty until they get to the rally point. Load onto mountains and if needed put the injured back on caravels to heal.
Carefully, I'd try to upgrade some trebs to cannons. They've been very useful bombing naval units headed for the Castle so bombing the ships is more important. Injured naval units won't attack our ships so sinking them is mpt so important versus getting the caravels on the way.
Get some workers back the the castle to hook up the cow again.
Beorn-eL-Feared Feb 07, 2006, 02:35 PM Securing a passage Eastwards sounds like a top order priority to me. Once we have the passageway online, go towards cavalries and establish a foothold over the mountains somewhere. Either passes look good to me, although the one Whomp gave is closer thus better for caravels who can go across 5 tiles.
Clearing what cities are left on our continent is a low priority IMHO. Make sure LB's and cannons are covered because Bhorses can whack 'em. Keep it rolling and give the mongols a run for their money over the hills.
Upgrading troops sound necessary, making cannons and muskets too, but weigh with what you think will be needed to set foot over there once only and for all.
Tubby Rower Feb 08, 2006, 07:45 PM t0 - move a couple of units
MM to get a caravel next turn
t1 - Caravel -> caravel
take out a barb camp in former French territority
bomb an English Caravel with the trebs down to 1/4.
4/4 caravel kills English boat losing 2 hp [1-0]
we need another luxury
workers move toward dyes
t2 - kill barb moving in on our borders
take knight on a successful barb camp hunt
move next to Egyptian city in NW
t3 - caravel -> knight
t4 - BC produces a Crusader
trebs go 1 for 4 vs Mongol Galley
English Caravel right behind it
Crusader kills Egyptian archer flawlessly in the jungle [2-0]
kill barb horse on eastern border of BC
Crusader kills Egyptian archer losing 1 hp but promoting to elite N of jungle [3-0]
Knight kills longbow in Egypt by Buto [4-0]
build colony for dyes
t5 - Mongols leave
we get Military Tradidition
trebs go 3 for 4 and redline English caravel
caravel kills English caravel losing 2 hp [5-0]
try to take out a longbow in English territory but fail :( redlined the longbow though [5-1]
Stop here. We have MT and a Mongol galleon headed to our shores. There are 3 fully healed caravels and one healing in BC. Dyes are hooked up.
Not as bad as last time I played. but I couldn't play too long.
Beorn-eL-Feared Feb 08, 2006, 08:13 PM 2 luxes will certainly help :) If you feel like giving a few more turns feel free Tubs.
I take it we're still clearing the west-island, I'm not sure how urgent it is though, considering we'll need as many men as we can find on the other side of the sea. Slow and safe slaughter, the three S's.
Roster:
B - Playing Friday, IP or not
Whomp - On deck
SW -
Math -
Tubs -
IP - UP, if you can
Whomp Feb 08, 2006, 10:01 PM I agree B. The only need out west was the lux. Time to get the caravels over to Ugly's house.
Beorn-eL-Feared Feb 08, 2006, 10:11 PM Of course, the lux :crazyeye:
Tubby Rower Feb 09, 2006, 05:32 AM Well there are gems way to the north and west, but that's it. BC could have 3 MP's and we could run 0% lux. I just had other things to do with the units.
I won't be able to take this again until Friday, so 5 was enough unless it hasn't been taken by Friday nite.
Mathias Feb 13, 2006, 08:42 PM Um... it's Monday... anyone out there?
Beorn-eL-Feared Feb 13, 2006, 10:35 PM Well I forgot to play on that aforementionned friday :suicide:
So, Whomp just went silent on me over msn (not that I'm one to talk about that :lol: ) - take it anytime sir.
My books will hate me but I'll go soon too ;)
Whomp Feb 13, 2006, 11:13 PM OK OK B....I was so excited about getting a leader in SM01 I couldn't answer. I won't be able to play till Wed...:love: and all so anyone who want to grab it tonight or tomorrow, please do.
Beorn-eL-Feared Feb 15, 2006, 08:16 PM I played a few, mongols have a city in France and they have muskets around. Industrial uprisings have kept me busy. We have a MGL, I'll save him for a bank unless someone wants a factory, but I think we have plenty of time to make a factory by ourselves. Tubs' idea of a chop-per-turn is neat and I'll have it up by next turn. This will make for 3 turns cavalries.
I retired the musket from off-shore, singular musket because the second one died at the end of several long fights.
I'll prepare more cavalries for now, to clear the barbs and evil ugly mongols, but we'll need a ton of muskets to take the other continent. If anyone has ideas they're welcome. I'm not really feeling wonderful so I'll stop before osmosing some foulness in this game, since it's looking too good to spoil it.
Mathias Feb 15, 2006, 10:21 PM Tubs' idea of a chop-per-turn is neat and I'll have it up by next turn.
Huh? What do you mean? :confused:
Tubby Rower Feb 16, 2006, 05:20 AM I'm pretty clueless too... (on top of the normal cluelessness)
Ansar Feb 16, 2006, 06:23 AM You have to use the cluelessness smilie.:hammer2:
Tubby Rower Feb 16, 2006, 06:29 AM :stupid: :agree: yup I should have used that one
Beorn-eL-Feared Feb 16, 2006, 07:39 PM Well, you had a pile of workers set to chop the remaining forest, so I figured you meant for it to be a 10 shields candy, so I filled it up to 26 slaves and it gives us 10 spt.
But in the whole, cluelessness is really what comes to mind when I play this one, it's just too much in the middle of something else.
Beorn-eL-Feared Feb 16, 2006, 08:25 PM Pre-Turn: Ladies and gentlemen, please fasten your seatbelts, we are comfortably cruising at an altitude of 15 feet (I just played too much warcraft, had to say that).
MM a tiny bit for 20spt still but a few additionnal coins.
My plan for this set is to send a handful of muskets over to England ever now and then, regroup forces, road, colonize and fortify the gems.
If that isn't enough for 10, new troops are to be headed East.
Knights could be retired as barb killers until we need them elsewhere or can afford to upgrade them, I dunno.
IT: Industrial barb uprising ...
Muskets go 3/3, 2 ships go as well
T1.[5-0]
1 Galleon dies, 2 boats flee
IT:Muskets are 3/3 again but are starting to feel the damage, we lose a caravel
T2.[8-1]
The mongols have rifles ...
IT: Barbs kill a crusader
T3.
Barb count IS about 25-1 and there's plenty more.
Get a nice surprise with the last egyptian settler shipped in: MGL :D
IT: Lose 2 caravels
** interlude **
OK so I grabbed my save and played the end of my set tonight, but didn't really bother with the log ... rather boring, to say the least.
DO's: I've dismantled the IA barb uprising and razed a mongol city in France.
1 chop per turn is a reality now, but for some reason it doesn't seem to want to be implemented: we lost a turn on a cavalry because it didn't cash in the 10 shields. Request assistance. Suggest we try chopping 2-3 tiles in alternance, perhaps it's 1 chop/tile/unit or something.
The worker crew has been busy roading northwards, and its escort busy whacking barbs and egyptians.
DON'T's: I retired the troops from Mongolia because they were too vulnerable, and we don't have the firepower to press on. I think we will need to really consider making 4-5 muskets in a row sometime soon to plant a beachhead - and most of all, clear one of the cities so we can heal. Healing is the key here: 5 muskets can hold that spot all game long IF they can heal.
UP and coming: destruction of the northern egyptian settlements, build-up of a homeland whack-a-barb crew (good income these days), construction of an overseas-able fortification force.
Ideally, if we get a 2nd MGL, plan ahead and capture 3 egyptian cities, they shouldn't offer too much resistance. Current MGL should work a bank up IMIO.
Overseas destruction force will have to be built once we have a secured, heal-friendly spot to pass it over. Having workers free from the gems job will be a plus for that.
Roster:
B - Would like a "I'm with stupid" left-pointing smiley :)
Whomp - UP
SW -
Math - On Deck
Tubs -
IP - whenever
Whomp Feb 16, 2006, 08:41 PM B would the MGL be better suited going on a Musket pillaging mission to wreck the Mongolian economy and slow their pace? I got it but maybe we should discuss this.
Mathias Feb 16, 2006, 09:05 PM Forest harvesting is one chop per tile per game.
Beorn-eL-Feared Feb 16, 2006, 10:05 PM Are you really positive about that? I'm convinced we got the 10 shields more than once, but then again, that's just me and you can/should disregard this comment.
A musket army would be mighty nice indeed. Much more than a bank. *repeates request for a left-arrowed I'm with stupid smiley*
Tubby Rower Feb 17, 2006, 05:33 AM Mathias is correct. If the tile already has been chopped for 10 shields that's it for that entire game.
I think that I planted that forest just for a park since it wasn't being worked anyway.
Beorn-eL-Feared Feb 17, 2006, 08:46 AM Hey what about a cav army rather than a musket one? A musket army would be better if we could found a town, because then they would attack it, but as it stands it isn't in our plans. So I suggest a cav army, which will serve better ass-kicking, pillaging and troop covering pusposes with the 2 extra moves.
Whomp Feb 17, 2006, 09:04 AM OK a cav army it is. We need to slow down the beast and really the barbs camps "are" our bank. :D
Whomp Feb 18, 2006, 11:52 AM I stopped here because I'm confused. I took three cities (4 total) on the same turn to keep in the variant but get the army started and it won't let me. The only reason I can think of is the cities I took don't have roads connecting the capital. Anyone have any ideas why this happened?
Tubby Rower Feb 18, 2006, 01:09 PM don't we already have an army?
You can only have 1 per 4 cities.
If we have a spear army disband it in BC so that we can recover the shields.
Beorn-eL-Feared Feb 18, 2006, 01:28 PM We don't have an army already and I have no idea why it won't let you build it. Quick questions forum? This is definitely odd.
Perhaps the computer has noticed we were doing an OCC and he tries to hold us to it :mischief: :shake:
Mathias Feb 18, 2006, 01:33 PM Post the save.
Whomp Feb 18, 2006, 02:08 PM Here's the save....
Whomp Feb 18, 2006, 02:15 PM Tubby explained to me that the Leader needs to be in the capital. :blush:
I could've sworn I've built them outside of a city. My bad.
Well I can either play on and forget the army, replay 1375 or keep the cities for a turn.
Now that I see this I'll move the leader back into the city. :blush:
It will be a relaxed OCC, ie: if the opportunity presents itself, we may hold 3 cities for a turn and build an army.
Beorn-eL-Feared Feb 18, 2006, 02:58 PM Just re-play it if you want, I don't mind, no biggie. A few turns won't decide the game, they'll just make it more convenient to play ;)
Whomp Feb 18, 2006, 04:52 PM OK not much to report. I moved the MGL back to the city and loaded the cavs there and abandoned the cities the next turn. The army is on the Mongol continent with some other units and has started pillaging. I only loaded 2 cavs into the army since Karkatoum is on a choke and we may need to reload the army to make another landing.
Here's the real bad news....they have infantry. :( We really need to pillage everything in sight against these guys or we could be in trouble. I loaded valuable units on the redlined caravel and protected with the full health caravel. It may even be worthwhile putting some conquistadors out there to get some quicker speed units.
Sorry for the bad log and no pictures but there were lots of distractions around here today.
Beorn-eL-Feared Feb 18, 2006, 06:11 PM Roster:
B -
Whomp -
SW -
Math - UP
Tubs - On deck
IP -
Mathias Feb 19, 2006, 12:36 PM I will play tomorrow evening.
gmaharriet Feb 19, 2006, 02:53 PM Tubby explained to me that the Leader needs to be in the capital.
I could've sworn I've built them outside of a city. My bad.
I'm almost positive I've built an army in a city that was not my capital. Definitely need a city though. Maybe a rax is needed??? I'd be interested in more info on this.
Whomp Feb 20, 2006, 12:26 PM @Gram-- Since we only have one city I took it out and put it near our launch spot. I was under the impression I could load the army without being in a city. My mistake. :blush: I ran the leader back to the capital and loaded the following turn. It took two turns off our landing but I don't think that would matter too much since we're facing infantry now. :(
We have a big job ahead since the Mongols are the runaway and seem to be cruising on the tech front. Pillaging will be the key to slowing them down and hopefully bankrupting them so they can't continue. Egypt and England are not a threat at this point.
Mathias Feb 20, 2006, 04:51 PM You can load the army outside of the city. The restriction is that the leader must be in a city in order to build the army. Once the army is built, it can be moved before being loaded.
Whomp Feb 20, 2006, 04:58 PM You can load the army outside of the city. The restriction is that the leader must be in a city in order to build the army. Once the army is built, it can be moved before being loaded.
That's why I messed up. I'd made an army once before and loaded afterwards where having enough cities was not an issue. Thanks everyone for helping the idiot.:crazyeye:
Mathias Feb 20, 2006, 05:21 PM 1400 AD (0)
lux to 0%, 4-4-4 is good
IT:
Mongol Infantry attacks, Army down to 5/8
Keshik attacks, retreats, Musket down to 2/5
Guerilla attacks, Cavalry retreats
Keshik kills our wounded Cav
Granada sinks 3 enemy boats, now elite, but 1/5
We can save the units on the boats, but neither boat is likely to return to port. Our Army is stranded - 4 guerillas to the south, and at least a half dozen various units in Batshireet. This looks seriously bad.
soul_warrior Feb 21, 2006, 02:05 AM indeed, looking tough.
will try and look at it.
i might even be back in it in a few days.
Beorn-eL-Feared Feb 21, 2006, 09:28 AM Oh well, we'll have to find a way around for the mongols, or have really long and boring sets of move-the-ironclad to contain their drops before 20k...
If the army can't survive in the fields out there, it's close to what we could call GG.
But that's good news SW :D
How's the jive talker been?
soul_warrior Feb 22, 2006, 01:18 AM i've been, and still am over-worked and basically exausted.
forgot how tiring moving can be.
hopefully ill be finished with the unpacking this weekend and can spend some serious leisure with my mistress, 'dorable DORA ;)
internet connection should be up tomorrow :dance:
Beorn-eL-Feared Feb 25, 2006, 02:34 PM How's the progress Math ? Worth finishing those 10 turns ?
Mathias Feb 26, 2006, 11:21 AM I'm sorry, I didn't realize you expected me to continue.
I played a few turns, stopped at 1425 AD to do some math:
Bella's Castle ~ 62 turns from 20K
London ~ 68 turns from 20K
Mongol Empire ~ 68 turns from 100K
That's far too close for comfort, but it may just be enough.
Casualty report:
Our Army and all accompanying units were killed in 1405 AD
We lost 3 Crusaders and a Knight, killing 3 Mongolian Riflemen in the jungles.
Much against odds, Grenada sank not one, but two more Mongolian Galleons.
Our red-lined ships will arrive home in 1430 AD.
Egypt planted a city not far from our Gem colony. We have since been unable to safely bring the gems to our people. Our citizens are unhappy.
A Mongolian Infantry was recently seen in the jungles near Ulaangom.
The only thing we can do at this point is defend our city and hope to trigger the cultural victory.
Whomp Feb 26, 2006, 11:28 AM My fault on the army. Sorry everyone. Can we win a 20K if London is so close?
This is going to be a tight one folks. I would suggest plenty of artillery in the captial. If we can skirmish with cavs and cannons by damaging infantry and guerillas they stop to heal. All we need to do is hold on it sounds.
Beorn-eL-Feared Feb 26, 2006, 12:05 PM If london is 68 turns from cultural, that makes our victory impossible: it'll be way way way above 50% of 20K, so we would've needed to raze it. It would have been a bizzich to do with an army; without, I'm ready to call it a loss. Great game though, Bella is proud.
[EDIT]: :stupid:
That being said, how many of you aren't hooked up on CIV too much to perpetuate this game series? I was thinking along the lines of XCC AAC for the next one. Perhaps (a) 8CC, 2 armies would be good. Or (b) we could re-match AWE with a more friendly civ, like a "Dora's got something to prove" challenge.
So everyone (lurkers included), A, B, whichever or no thanks?
[EDIT2]: math, plz answer the question :p
Mathias Feb 26, 2006, 02:24 PM 20K victory is not dependant on 2x rival culture. We can win via 20K if we get there first, even if London is over 19K. That said, I'm not really interested in playing it out.
Beorn-eL-Feared Feb 26, 2006, 03:40 PM I just took the save and dude, we're a handful of turns from 10K, not 20K. London is gathering culture faster than we are, too, so this is definitely a loss. GG everyone. I'm eager for the new game comments though, even the "no thanks" ones ;)
Ansar Feb 26, 2006, 06:17 PM I'd be interested to join an SG.:)
EDIT:I guess I have some idiocy sometimes.:hammer2:
Whomp Feb 26, 2006, 06:25 PM I'm going to hold off for now. I have a vacation coming up.
Ansar Feb 26, 2006, 06:37 PM So...is this thread done for?http://images.fok.nl/s/nopompom.gif
Tubby Rower Feb 26, 2006, 07:22 PM I'm trying to wean myself from civ. My wife said that I have until the baby comes to play and then she'll go ballistic if she catches me playing. She just needs about 6 weeks to get over it. Then she said I can resume my playtime. I'll be able to contribute while at work at least until the crazy IT department finds out I spend most of my bandwidth on CFC
soul_warrior Feb 27, 2006, 12:28 AM not really hooked up to [civ4].
probably due to me not having had my machine hooked up for the last few eons.
im game for whatever you throw our way, B.
just sniffing out here, would anyone be interested in a:
Emperor Wonder Victory :eek:
Beorn-eL-Feared Feb 27, 2006, 12:33 PM Well it certainly would be different wouldn't it?
Btw, has anyone ever tried 'captiure the princess' ?
I most likely will start something mid-march, kindof strapped atm. Along those lines.
SimpleMonkey Feb 27, 2006, 12:44 PM This one was fun to watch. Sorry it ran aground. :(
BTW, I'd be interested in a defiant game, if anyone's up for that.
Mathias Feb 27, 2006, 03:59 PM I just took the save and dude, we're a handful of turns from 10K, not 20K.
Oh... um... lemme see... yup, I looked at the difference in culture between 1400 and 1425, but forgot that I needed to divide that by 5...
Beorn-eL-Feared Feb 27, 2006, 09:08 PM You were correct, to a constant factor, which is good enough when you're talking to a mathematician :D
I'm starting to have very very weird ideas about what the next game is going to be, boys. Dangerously weird. Something of the same order of whackiness as the conquistador one. ETA March 21st, after the post spring break exams' rush.
Whomp Feb 27, 2006, 10:25 PM I might be able to do that one B! :D
soul_warrior Feb 28, 2006, 12:40 AM I'm starting to have very very weird ideas about what the next game is going to be, boys. Dangerously weird. Something of the same order of whackiness as the conquistador one.
Robin' Da Hood? where we will be the hyperactive bully of the kindergarden (aka Shaka), with us obsessed about out precieved intel (trying for space), but also VERY much into the ladies (capture the princess)
ETA March 21st, after the post spring break exams' rush.
great timing too :D
it'll be 2 days into my new schooling (signed up for a MCSA 2003 + MCSE 2003)
maybe someday ill become smart too :D
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