View Full Version : gmaharriet01
Admiral Kutzov Jan 17, 2006, 09:53 PM this game is closed unless u know u who u are
http://www.civfanatics.net/uploads11/harriet01.JPG
let's rock and roll
http://www.civfanatics.net/uploads11/?M=D
Whomp Jan 17, 2006, 09:56 PM I am who I am and I think I am what I is. I'm in.
gmaharriet Jan 17, 2006, 09:57 PM I think the name of the game means I'm in. :lol:
Admiral Kutzov Jan 18, 2006, 03:30 PM Roster:
AK
Whomp
Gma (and her crew, from whom she is awaiting replies)
zerksees Jan 18, 2006, 03:43 PM No succession game thread would be complete without a lurker comment. This lurker wants to know what this game is about and game settings. Or I will just sit in the dark and wait and see what happens - wouldn't be the first time.
Thanks
Whomp Jan 18, 2006, 03:46 PM I heard that Mr. Ugly Khan desires a 100K VC but let's see what our other team members think.
The cards seemed stacked against us with his traits and that start...I like it. :D
Admiral Kutzov Jan 18, 2006, 04:18 PM I wonder if that there is fresh water to the SE? whomp, can you check the save and make sure the settings are correct? Been a long time since I started an SG.
BTW, this should be DG if I've done my work correctly. or maybe chieftan :crazyeye:
gmaharriet Jan 18, 2006, 05:39 PM I haven't had any confirmations from others yet. It just sorta evolved from some emails and an MSN chat, but I believe we decided 100k cultural Mongols at DG on continents with everything else random.
This should be, um, interesting to say the least. I usually play Monarch and I have one win each in an Emperor and a DG SG with extremely good team mates. I've never done a 100k and I've never played the Mongols. I hope the team is prepared for LOTS of questions. :p
Admiral Kutzov Jan 18, 2006, 06:02 PM forgetta bout it, I still can't set up a settler pump
Own Jan 18, 2006, 06:09 PM subscribed*
zerksees Jan 18, 2006, 06:23 PM Seems Mr. Khan will have to wipe out anyone who threatens the culture win then pile on the culture at the end once he is in control of the game - if that suits your style anyway.
Happy gaming.
Admiral Kutzov Jan 18, 2006, 06:28 PM Seems Mr. Khan will have to wipe out anyone who threatens the culture win then pile on the culture at the end once he is in control of the game - if that suits your style anyway.
Happy gaming that's wht I waS thinking. but we may change
madviking Jan 18, 2006, 06:30 PM *subscribed*
Admiral Kutzov Jan 18, 2006, 06:45 PM BTW - IP is too old to be Commandant of Cadets at the Academy. He is now a captain in the corps of idiots. Own, by virtue of your owness, u r now in charge of the idiot cadets. go find more of them. :lol:
Own Jan 18, 2006, 06:49 PM :salute: Yes sir. I will do my duty, if you will please tell me what a cadet it.
gmaharriet Jan 18, 2006, 08:11 PM I wonder if that there is fresh water to the SE? whomp, can you check the save and make sure the settings are correct? Been a long time since I started an SG.
BTW, this should be DG if I've done my work correctly. or maybe chieftan :crazyeye:
AK, I checked the settings. It's DG Continents, but did you know you have "respawn the AI" turned on???
fe3333au Jan 19, 2006, 12:20 AM Howdy partners :salute: ... reporting for the reporting :)
So tell me all about this succession thang
EDIT ... I will need e-mails of all players involved perhaps Whomp can organise this ;)
Admiral Kutzov Jan 19, 2006, 03:44 PM It's DG Continents, but did you know you have "respawn the AI" turned on???
No i didn't, shall we keep this save or shall I reroll?
Admiral Kutzov Jan 19, 2006, 03:45 PM Hi FE. The beauty of this is that you don't need to email. You just upload or DL the save to CFC's server. Whomp will explain
Ansar Jan 19, 2006, 05:51 PM Subscribed as a lurker.:p
Whomp Jan 19, 2006, 07:06 PM AK I'd prefer a reroll but I don't think it's absolutely necessary. I think the AI can only respawn in the AA though I'm not 100%.
OK Fe here's how a SG works. The first player takes 20 turns. In between we discuss plans and goals. From there we take turns playing 10 turns. Discuss and plan. Next player gets 10. Rinse and repeat.
Late game it might be 5 when reach the modern age.
What you'll do on your turn is post your results of the turn with a save, pics (lurkers really like pics :D )and a turnlog. My preference is to tell a story and important details rather than what each turns builds are (though I do report builds in the early game for the other players benefit)
Each person has their own style. You're a mighty fine writer so do what you're comfortable with.
Players are suggested to say "got it" within 24 hours after the person in front of them has played and "play it" in 48 hours. This helps to keep things moving but we're all reasonable and understand if RL kicks you in the teeth.
Of course there are times when you'll break after a few turns when there's a major team decision.
Shamelessly taken from LKendter here are some standard rules for SG's.
The following tactics are PROHIBITED:
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) Worker blockades are prohibited. This prevents things such as fortifying workers along the coast to stop invasions, blocking troops from going through your territory with workers, etc. Workers activity doing something along the coast is fine. The workers must be actively doing something.
3) You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our reputation is golden - please respect it.
6) Self-research is highly preferred, if it is viable. I would rather invest money in beakers toward science, then waste it on demands. Minimum research is discouraged unless we have no viable alternatives. This may happen at times such as going for republic early on, or late game to insure we get nationalism.
7) As you probably know barbs are screwed up in C3C. It is preferred that you add the following line to your Civ3 .ini file - noAIpatrol=0. Adding "noAIpatrol=0" to the .ini file turns the annoying patrolling back on for the AIs, but also restores movement to the barbarians.
IroquoisPlisken Jan 20, 2006, 02:55 PM :salute: Yes sir. I will do my duty, if you will please tell me what a cadet it.
Oh, it's pretty simple, really. So simple in fact, that I was able to perform my duties without even knowing I had any.
And good luck to this game. :)
fe3333au Jan 20, 2006, 11:04 PM OK Understend and will obey :salute:
What are the settings and who am i dear friends :love:
Mistfit Jan 21, 2006, 03:08 PM Ya know it is possible to subscribe to a thread with out spamming it. It is in the little buttons to the top right of the thread. spammy ain't I?
scoutsout Jan 21, 2006, 07:36 PM Ya know it is possible to subscribe to a thread with out spamming it. It is in the little buttons to the top right of the thread. spammy ain't I?Aw, c'mon... it's soooo much fun to spam up the thread. Besides, it gives the players an added incentive to post lotsa screenies if they know there are lots of lurkers... :D
gmaharriet Jan 21, 2006, 08:31 PM Idiot that I am, I'm confused. There were some offline conversations about doing a 100k culture game at Emperor with some specific government changes. Then more conversations about doing a "no research" game at DG level. Both/either were going to be the Mongols.
It looks like we're all here, so what's the team's pleasure? DG or Emperor? 100k or "no research"? The map posted above? or one with respawn turned off?
I've never done either one and not sure how. I'm willing to host (and maybe generate a choice of new maps) if we can decide what we're going to do. I've never hosted a game before, so I need some input here. :crazyeye:
Admiral Kutzov Jan 21, 2006, 09:10 PM let's all check in so we know who's playing.
i think the consensus is to reroll. who's gonna do that?
and finally, after we've all checked in, we will let harriet admin the game.
or did I just say what she did? :crazyeye:
scoutsout Jan 21, 2006, 09:17 PM ...a 100k culture game at Emperor...a "no research" game at DG level. Both/either were going to be the Mongols.Here's my $0.02: Re-roll the start. Roll it a couple-three times, and let the team vote for their favorite among 3 or so. (That's always good for some banter...) AI Respawn off. All usual victory conditions and culture flipping enabled. Mongols are fine by me. 100k culture as Mongols will be amusing. Demi-God should be interesting. (but this game at Emperor level still interests me.) 100k culture at Demi-God as Mongols...should be downright challenging. :D No-research as a variant sounds do-able...though tougher in the early going at Demi-God.If I may offer a suggestion for an additional variant... (I think I PM'd/e-mailed someone about this...)
I'd call this variant "One for the Lurkers". Here's how it'd work: We'll have the team roster, but with one semi-open slot that we could "reserve open". When that spot comes up in the rota, we could give one of the lurkers an opportunity to play a turnset. It might add some interest if we play it at Emperor level.... besides... there are some lurkers in this thread. :D
...and I'd be willing to play "clean up after the lurker" in case Mistfit posts a "got it" and gives one of our cities away in a "wrong SG flashback" (TM).
Edit: That's "one additional" slot...for the lurkers. <g>
Mistfit Jan 21, 2006, 09:25 PM If you add that slot in for the lurkers I would be interested in playing a turn set or 2... Thanks for thinking of me ;) (albeit in a negative way)
scoutsout Jan 21, 2006, 09:28 PM Thanks for thinking of me ;) (albeit in a negative way)Now, now... I would never think of you in a negative way. :p Creative... definitely. A little mad... crazy... perhaps. But then again... I've always thought sanity to be a tad over-rated. :crazyeye:
Admiral Kutzov Jan 21, 2006, 09:30 PM scout, with gma's approval, why don't u roll three "no research" starts with respawn off? I'll leave it to u to pick the level. I've never done no research above emp.
then we can all argue about which one.
I like the idea of an open spot. then the grumpy old venerable can show up to rant....
and this is just to silly to be true Mistfit posts a "got it" and gives one of our cities away in a "wrong SG flashback"
:rotfl: :salute: hi mist
Ansar Jan 21, 2006, 09:40 PM 100k culture with mongols? You wouldnt be thinking of using Feudalism as your government this game, would you? :p :D
scoutsout Jan 21, 2006, 09:40 PM and this is just to silly to be true Um...:blush: I don't know if you're aware of this or not... but that bit Mistfit posted about devising a plan for gifting away a fully improved industrial city... was quite true. It was SGOTM2 (team Scout)... and the variant was to win a UN victory without building the UN. We gave Russia a city fully improved with every non cultural thing available...right down to a factory and a coal plant. Although we won the Wooden Spoon with the effort, we did win the Variant. And the UN was built right on our doorstep, just like Mistfit planned it.
To this day I refer to that maneuver as "Mistfit's Gambit". Turns out that there was quite a bit of luck between PTW and C3C when it came to free techs, and we played that as a PTW game... but IMHO, it was far and away the most sylish way to win. :D
I'll shoot a note to harriet and roll us a couple of starts if it's okay with our hostess.
Whomp Jan 21, 2006, 09:52 PM I'm checking in again. I like the open lurker turns as long as they post pics. :D
Mongol 100K even DG works for me! I'm flexible.
Admiral Kutzov Jan 21, 2006, 10:02 PM I'll shoot a note to harriet and roll us a couple of starts if it's okay with our hostess.
sounds like a plan.
Now i've gotta hit the archives. Mist's gambit? :)
gmaharriet Jan 21, 2006, 10:26 PM Um, I've already re-rolled 6 starts at Emperor, 70% continents, wet, temperate, no respawn, roaming barbs, and they all have rivers. :p If someone else would rather, that's fine with me too. :)
scoutsout Jan 21, 2006, 10:38 PM All starts: Domination, Space, Diplomatic, Conquest, and Cultural victory conditions enabled. AI Respwan and Scientific Leaders OFF; Cultural Conversions and Preserve Random Seed ON.
World Size: Standard
Landmass: "Random". Each is different from the other. :mischief:
Barbarians: Bede (Raging)
Other Settings Random
The Emperor Level Starts
http://www.civfanatics.net/uploads11/GMA1_start1.jpg
http://www.civfanatics.net/uploads11/GMA_Start2.jpg
...and a Demi-God start... if you've got the gumption. :D
http://www.civfanatics.net/uploads11/gma1_start3.jpg
scoutsout Jan 21, 2006, 10:40 PM Um, I've already re-rolled 6 starts at Emperor, 70% continents, wet, temperate, no respawn, roaming barbs, and they all have rivers. :p If someone else would rather, that's fine with me too. :)AAAAAhhh.... : :lol: Talk about cross-posting!! :p
Let's see what you've got!
gmaharriet Jan 21, 2006, 10:51 PM AAAAAhhh.... : :lol: Talk about cross-posting!! :p
Let's see what you've got!
Oops! :blush: Ok, here goes. Maybe mine are too easy with the barbs only roaming. (Bede would be ashamed of me :mischief: ) Edit: All other victory conditions are the same as Scout's. Edit #2: Well, SGL's are on.
#1
http://img.villagephotos.com/p/2003-5/180352/Mongol1.JPG
#2
http://img.villagephotos.com/p/2003-5/180352/Mongol2.JPG
#3
http://img.villagephotos.com/p/2003-5/180352/Mongol3.JPG
#4
http://img.villagephotos.com/p/2003-5/180352/Mongol4.JPG
#5
http://img.villagephotos.com/p/2003-5/180352/Mongol5.JPG
#6
http://img.villagephotos.com/p/2003-5/180352/Mongol6.JPG
fe3333au Jan 21, 2006, 10:54 PM Well this here Khan is eager to eat raw cow :)
EDIT ... But smelly stuff and tobacco is good as well :lol: ... too many choices I'll retire to my yat and drink fermented yak milk until called upon :thumbsup:
gmaharriet Jan 21, 2006, 11:02 PM If anyone really wants to do DG, I have all the world seed numbers and could just change the level.
BTW, anybody want to teach me how to do pix without all the white space around them? I finally figured out how to make pics smaller, but the empty space shows up too. :rolleyes:
Whomp Jan 21, 2006, 11:03 PM I like Gram's #2 moving the settler to the coast. This could give us some chops , a cow, 3 visible BG's and lots of commerce. Fe put up your pick. It's good to discuss our open a bit.
scoutsout Jan 21, 2006, 11:07 PM I like Gram's #2 moving the settler to the coast. This could give us some chops , a cow, 3 visible BG's and lots of commerce. Fe put up your pick. It's good to discuss our open a bit.I like her #2 as well... but putting the settler on the coast will sacrifice either a forest chop or a BG.... but any way you move the settler....that start looks interesting.
Whomp Jan 21, 2006, 11:10 PM I like her #2 as well... but putting the settler on the coast will sacrifice either a forest chop or a BG.... but any way you move the settler....that start looks interesting.
Wow that's a 4th BG NE isn't it. Well it would have to be moved off the cow and I'd rather sacrifice 1 BG than a chop. What does everyone else think?
gmaharriet Jan 21, 2006, 11:13 PM I think I can see more forests in the fog. Looks like 4 forest, 4 BG, a cow and LOTS of river for commerce. I like that one too. :)
Whomp Jan 21, 2006, 11:15 PM We should move the Scoutsout :) first to see what's visible.
scoutsout Jan 21, 2006, 11:16 PM Take Harriet's #2... Settler West (Yes, West) and imagine how many BGs we could work on one side of the river... and after the first border expansion...
fe3333au Jan 21, 2006, 11:28 PM Number two seems like the go ... let's move the scout out !!
gmaharriet Jan 21, 2006, 11:42 PM Ok, sounds good! Scout, could you get us started?
Tentative roster:
Scoutsout
Whomp
Admiral K
Fe3333au
gmaharriet
lurker
I think 24 hours to post a "got it" and 48 hours to play. Let the team know in advance, if possible, if you need a skip or a swap.
The save:
fe3333au Jan 22, 2006, 12:01 AM :woohoo: It's started ... SG virgin no longer :dance: :lol: ...
Thanks for organising and inviting guyz ... Let's have Fun Fun Fun :wavey:
gmaharriet Jan 22, 2006, 12:46 AM Fe, I guess you gotta get your feet wet someday. This is only my 3rd SG, so I'm no expert and still learning lots of things. Fortunately, we have lots of "old hands" to help us. Yes, we'll have loads of fun!!! :D
scoutsout Jan 22, 2006, 08:03 AM I've got it - but I have a question or two...
I'm assuming that 100k is our victory goal... did we decide if we're going to play the 'no research' variant? My thoughts on that variant: It's do-able, and educational if you've never played it before. It'll help sharpen your tech trading skills... If this is Demi-God (I haven't looked at it yet) it will be tough sledding in the early stages. The AI will demand gold early and often at this level, and until we've got the wherewithall to tell them to pack sand, we need to plan to cave on their demands or fight... I think 100k at Demi-God as Mongols will be plenty challenging... but I'm game for the no research variant if the team wants to go that route.
fe3333au Jan 22, 2006, 08:20 AM I'm all for leaning curve experiences ... never done this before ... so why not :D
Whomp Jan 22, 2006, 08:30 AM Wow. No research 100K at DG. That sounds like a mighty challenge but no research is a lot of fun. I'm in. Would that exclude us from Glib and TOE?
Gram H. it may make sense to stagger the roster a bit since this is Fe's first.
How about
Scout
Gram H.
Whomp
Irongold
AK
Lurker
gmaharriet Jan 22, 2006, 08:53 AM Well, the save is Emperor, which should make it just a little easier. We can still discuss whether or not to do "no research". Would that be too challenging? I'd be happy with doing just one or the other. Just didn't want anybody to get bored while I'm still learning, since I'm still working on Monarch in solo games.
I've never done either a 100k culture or a no research game, and this is Fe's first SG, which is why I put us both near the end of the roster to get a feel for what's going on. I'm fine with your roster suggestion, Whomp, but I may have (may?? :p ) a few questions early on.
New Roster then:
Scout
Gram H.
Whomp
Irongold
AK
Lurker
scoutsout Jan 22, 2006, 09:15 AM Well, the save is Emperor, which should make it just a little easier. We can still discuss whether or not to do "no research". Would that be too challenging? If this is Emperor, I'm all for the No Research variant. Emperor level is a really sweet spot for this variant. Played well we should be able to maintain tech parity. Since the AI get a research discount, it's actually 'cheaper' to buy the techs than to research them. Since we won't be spending gold to research, we should actually have the gold to buy the techs. As with the more traditional playstyle, if you manage to buy a tech that isn't generally known you can get some nice trading leverage.
Besides, Temples and Libraries are the most important improvements for a 100k win.
As for GLib and ToE... I'm all for capturing either one. :hammer:
Smart Jan 22, 2006, 09:49 AM No invitation to another novice idi:crazyeye:t like me? :(
Ok, maybe I will play when the lurker spot will come UP...
* subscribed *
Mistfit Jan 22, 2006, 09:49 AM I think the no research would be fun to watch as well. If you guys could discuss the tactics/strats you will be using to get to a 100K I would appreciate it. What are your early game goals? Do you plan your first cities differently if you are planning a 100K or do you play the start the same until it comes time to ICS the world?
Whomp Jan 22, 2006, 09:55 AM Done and done. 100k Emperor no science.
Gram--the only reason I suggested a change in the roster is because Fe is new to SG's and with a lurker at the end we don't know what level of play they're at.
I'd like to talk a little 100K strategy.
Here are the key numbers for culture. Culture doubles at a 1000 years so early temples and libs can be very powerful.
Temples - 60s/2cpt/1g upkeep (we have CB)
Libraries - 80s/3cpt/1g upkeep (Lit)
Colossems- 120s/2cpt/2 upkeep (construction)
Cathedrals- 160s/3cpt/2 upkeep (monotheism)
Universities- 200s/4cpt/2 upkeep (Education)
You can see that early temples will produce the same amout of cpt as unis after 1000 years for half the upkeep and 30% of the shields. Libs will produce double the culture compared to caths at 6cpt (after 1000 years at half the shield and upkeep). These two items are key to our victory while the others are going to be important as well when they start doubling. Colosseums are the least attractive culture build (shields and cost for the culture) but will be necessary where we can afford them.
The question is will we pop rush in despotism and feudalism or pop rush in despotism and cash rush in republic?
If we are pop rushing then two wonders are huge and lots of food essential.
Temple of Artemis puts a temple in every city. This would be great conquest from the AI because handbuilding it is 500 shields. Ikes.
and probably more important are the pyramids.
The pyramids would allow us to pop rush citizens faster.
A foreign city with pop 6 can rush a temple in one turn (3 pop). Remember you can only rush half the pop so at pop 5 it can be done in stages. IE for a temple you can rush rax first (2 pop=40s) pop goes to 3 then rush the temple with 1 pop (20 more shields). Next turn you have a temple.
With a lib it would be done over 2 turns. Rush walls (1 pop) pop goes to 4 then rush the lib (2 pop) pop to 2. The next turn you rush the last person for a finished lib.
As far as hand building culture there are a few that I think we should get.
1. Colossus. 3cpt, reasonably cheap at 200s and big benefit to zero research.
2. Sistines 6cpt is expensive (600s) but doubles the impact of caths.
3. Shakes (450s) and Newton's (400s) are also 6cpt but don't give a broad based benefit.
What do you guys think about pop or cash rush?
scoutsout Jan 22, 2006, 10:35 AM Edit: Clipped this so my turnlog and screenshots will show on the same page of the thread. What a bunch of spammers we are...first turnlog on the fourth page. :crazyeye:
scoutsout Jan 22, 2006, 10:38 AM Turn 1 (4000) Seeing something I didn't see in the initial discussion, I move the Settler East, per a teammate's suggestion. Worker (Alice) irrigates cow. Scout'sScout moves out West.
Turn 2 (3950) Capital Crone founded. Queue up a scout. Set research queue to Bronze (something I don't want to pop from a Goody Hut) and shut down research. Scout'sScout spots a Goody Hut and some Spices. F10 shows Japan is in this one, so somebody knows Wheel.
Turn 3 (3900) Scout'sScout pops the Goody Hut, and meets a settler that wants to join our Despotism! :banana: After a little dotmapping, I plop him on the spot, and IronGold is founded. Queue up another Scout.
http://www.civfanatics.net/uploads11/GMA1_Settler.jpg
Turn 4 (3850) Nothing to Report.
Turn 5 (3800) Alice starts roading the cow.
Turn 6 (3750) Nothing to Report.
IBT - Capital Crone Equips a scout, starts a Warrior.
Turn 7 (3700) More scouting.
Turn 8 (3650) Lux up. MM Capital Crone for Food.
Turn 9 (3600) Not much.
IBT - Capital Crone trains a Warrior, starts a Granary.
Turn 10 (3550) More scouting...still no contacts.
IBT - A Mayan Warrior comes over the ridge.
http://www.civfanatics.net/uploads11/GMA1_meet_Maya.jpg
Turn 11 (3500) Maya are up Masonry, down Warrior Code. He won't trade Masonry. He's probably working on WC. The scouting is going slowly due to terrain. Swap CC to Scout, due in 3.
Turn 12 (3450) more scouting...
IBT - IronGold trains a Scout. Starts a worker.
Turn 13 (3400) lux has to come way up as IronGold is miserable. Forest Chop organized at Capital Crone.
IBT - Capital Crone equips another scout, starts a Granary.
Turn 14 (3350) Maya have WC. No trades. More scouting.
Turn 15 (3300) Pop a Goody Hut and get some Gold. Pop another and get a Warrior.
Turn 16 (3250) Nothing much.
IBT - Forest chop comes in at Capital Crone. IronGold equips a worker, starts a Barracks.
Turn 17 (3200) More Scouting. Alice starts roading. New worker moves to spices.
Turn 18 (3150) another goody hut yields another Warrior.
Turn 19 (3100) more scouting...
Turn 20 (3050) ...just some more scouting...
Time to take some screenies and post the save. More to follow...
gmaharriet Jan 22, 2006, 10:43 AM Thanks, Whomp, for the summary of what builds are important...exactly the kind of thing I need to know.
What do you guys think about pop or cash rush?I've never used pop-rush, though you gave me a quickie lesson on how to do it on MSN the other night (thank you!). I'm more used to cash rushing, but would we have a problem doing that and saving gold for buying techs at the same time? And, since I've heard that pop rushing makes citizens unhappy, how will that affect what government(s) we go for?
I'll assume we will still want to have a couple of main cities doing settler/worker factories and, therefore, mostly using other cities for building culture. At what size do they need to be to begin pop-rushing during despotism? Even if we use our capital for a settler factory, I imagine it would need a temple at least early on. How do we balance out culture builds with things like rax and military needs?
I know some of these questions will be easier to answer when we know a bit more about our surrounding lands and neighbors, but I wanted to get these questions out there for thought and discussion. I'm currently reading one of Bede's older training games on "no research". Can anyone recommend one on 100k? It helps to put the information into context.
scoutsout Jan 22, 2006, 10:48 AM There was some serious fog-busting going on in my turnset. Here's the view of the world to the north:
http://www.civfanatics.net/uploads11/GMA1_North.jpg
...and here's the view of the known world to the south and west:
http://www.civfanatics.net/uploads11/GMA1_Southwest.jpg
scoutsout Jan 22, 2006, 10:59 AM After Action Review:
The Good: I popped a settler out of a Goody Hut, and claimed a lux with it.
The Bad: We're in a bit of a farmer's gambit, though a tad short of food for a 4-turn settler pump. The Granary should come in on the next player's turnset, though CC may need to be MM'd for food.
The Ugly: I only managed to contact one civ, despite all of the scouting. We seriously need more contacts soon to play this as a No Research game. Pancho is being mighty stingy with his one known tech.
Here's a suggested dotmap for you urban planner types:
http://www.civfanatics.net/uploads11/GMA1_Dotmap1.jpg
Current status: Our military (such as it is) consists of 2 Workers, 3 Warriors (2 Conscript) and 4 Scouts. This is what they're up to: One worker is chopping a forest at IronGold for a Barracks, and should be used to improve that town. Once that town is up and running it ought to provide us a decent supply of Archers. Alice is trimming terrain at our capitol. She'll be busy there for a bit. Northern-most scout should proceed westward in search of contacts. It looks like there is some land in that direction. Western-most scout (trespassing in Mayan territory) should also head westward. The other two scouts have not had as much luck... just keep busting fog and searching for contacts. Conscript Warrior north of our Capitol is headed there for MP duty. The other Conscript is headed SW to bust fog in the jungle (where he can function as well as a Scout).
Now, for the next better player, here's >>> The Save <<<. (http://www.civfanatics.net/uploads11/GMA01_Mongols_3050bc.sav)
gmaharriet Jan 22, 2006, 11:02 AM That was lovely getting another settler so quickly and right next to the "smelly" happiness. Looks like plenty of empty space for more settling as well.
Got it, and I'll probably have questions after taking a look at the save. :)
Whomp Jan 22, 2006, 11:03 AM Wow! Nice work Scout. It looks like there's a city site (W-W-SW) in between Irongold and Capital Crone that has 5 BGs!!! Would that be better or the forest? It would almost cut off the Mayans off from the north and no travel over a river from the capital. Though we have jungles and marshes to the north we have the benefit of lots of rivers to the south.
Gram H. I couldn't find Team Wacken (1st) or Team CDZ' (2nd) threads for SGOTM6 but we placed 3rd in this 100K. The variant was on emperor and only despotism or communism could be used as governments so the pop rush was huge.
http://forums.civfanatics.com/showthread.php?t=111449
gmaharriet Jan 22, 2006, 11:13 AM Thanks, Whomp, for the link. Guess I won't be building much kulcher until I can either pop a hut with CB or find a civ who has it for sale.
I'm off to look at the save. Back shortly. :)
scoutsout Jan 22, 2006, 11:16 AM Wow! Nice work Scout. It looks like there's a city site (W-W-SW) in between Irongold and Capital Crone that has 5 BGs!!!Thanks for the props. You are right - there are a LOT of BGs along that river. I think we'll be able to handle an occasional worker peel out of IronGold to harness that power. IG lacks fresh water, so it'll make sense to peel workers out of it when it approaches size 6.
I just hope our fearless leader makes another contact on her set.
As an aside, here's a list of those who have delurked so far...though I think only a couple have expressed an interest in picking up a turnset. Did I miss anyone? zerksees
Own
madviking
Ansar the King
IroquoisPlisken
Mistfit
Smart
zerksees Jan 22, 2006, 11:36 AM Are you going to pick one lurker, or maybe pick a "designated lurker" for each time the lurker turnset comes up?
gmaharriet Jan 22, 2006, 11:57 AM Are you going to pick one lurker, or maybe pick a "designated lurker" for each time the lurker turnset comes up?
What seems to make sense to me is to keep a list of those who have, or will have, expressed an interest in playing a set. Then whichever of them can post a "got it" first can play, and the next time it would be a different person on the list who can pick it up first. If none of the remaining people on the list picks it up within 24 hours, someone who has already played a set can pick it up. Clear as mud? :D
gmaharriet Jan 22, 2006, 12:12 PM I took a look at the save and my only question is on trading. How important is it to get masonry right away? It will be a monopoly unless we meet someone else who has it and (I think) only allows us to build walls and a palace. Seems like we'd want to wait for CB (temples) or alpha (boats). I'm just going by Bede's "do we need it?" and "can we afford it?" until we meet someone else for trading. Any thoughts on this?
I think I'm only likely to get 1 town settled on my turns, probably the site just N/W of CC on Scout's dot map (thanks for that, Scout!) to try to connect up our current towns. If we don't have any other neighbors, we probably ought to think about a coastal town for getting out some boats after we get alpha.
scoutsout Jan 22, 2006, 12:17 PM ...How important is it to get masonry right away? ...Seems like we'd want to wait for CB (temples) or alpha (boats). I'm just going by Bede's "do we need it?" and "can we afford it?" until we meet someone else for trading. Any thoughts on this?The key there is "until we meet someone else for trading". As a rule, it's better to acquire the lesser known techs first, and trade these for the more widely known techs. So you're right - Masonry can wait.
Keep an eye on the food situation in our capitol. The governor keeps trying to put citizens on forest. Though it might make sense if it will get the granary built before the city grows, don't let it constrict our growth too much.
gmaharriet Jan 22, 2006, 12:26 PM Thanks, Scout! :) I'll play now.
Ansar Jan 22, 2006, 01:43 PM Im just lurking.:)
gmaharriet Jan 22, 2006, 02:13 PM Preturn - 3050bc - Everything looks good. Hit enter.
IT - Smoke asks our scout to leave...sure thing.
1. 3000bc - Scout in Mayan territory moves west and sees the ocean. Others just see more land.
IT - Forest chop completed in IronGold.
2. 2950bc - Worker begins roading spices in IronGold. more scouting.
IT - nada
3. 2900bc - Warrior reaches CC for MP, lower lux to 20%. S/E scout sees barb camp near coast and flees. One of our scouts pops a hut and we get a new town about 9 tiles directly north of Iron Gold, Kazan. It's a bit of an awkward spot and barbs are starting to show up, so I begin a regular archer. Northern scout goes west and finds ocean.
IT - Granary completes in CC -> growth in 2, settler in 5.
4. 2850bc - scouting
IT - spice road completed.
5. 2800bc - Our scouting warrior north of IronGold runs smack into 2 barbs, one of which is in a camp. Other scouts just see more land.
IT - Iron Gold rax -> archer
6. 2750bc - start chop to hurry archer as we NEED barb suppression very soon. Warrior near barbs runs south. Northern scout finds more spices.
IT - CC grows...raise lux to 30%.
7. 2710bc - Worker begins roading BG. Scouting.
IT - nada
8. 2670bc - Northern scout spots another barb camp. Maya now have bronze working, but that was the tech we didn't want, right? They also have 2 workers for sale. MM CC to get extra gold piece rather than shield overrun.
IT - CC settler -> rax in 3 to let it grow a bit.
9. 2630bc - Lower lux to 20%. Settler heads to the closest spot on the dot map, just N/W of CC. Northern scout runs away north of barb camp. Hooray, southern scout gets CB from a hut. Smokey will trade either masonry or bronze working for CB plus our entire treasury of 200g and wants and additional 3gpt for masonry. Decide to wait.
IT - nada
10. 2590 - Settler is in place to settle next turn. Northern scout has spotted some silks. The warrior just north of a small lake above IronGold just spotted a goody hut to pop next turn.
Well, our scouts have broken a lot more fog, and no more civs yet. There's one area yet to the west to be explored and another to the far north, but I'm not hopeful. The rax build in CC could be changed to a settler, but we have lots of barb camps and little military, so I wanted the option.
Our "free" city is going to be hard to defend this early. It could be changed to a worker instead of an archer.
Pix to follow. Here's the save.
gmaharriet Jan 22, 2006, 02:17 PM Kazan popped from a hut
http://img.villagephotos.com/p/2003-5/180352/2590bc_Free_City.JPG
Western territory and Mayas
http://img.villagephotos.com/p/2003-5/180352/2590bc_West_Mayas.JPG
Northern territory
http://img.villagephotos.com/p/2003-5/180352/2590_Northern_Area.JPG
Central Empire
http://img.villagephotos.com/p/2003-5/180352/2590bc_Central_Mongolia.JPG
TimBentley Jan 22, 2006, 02:22 PM This post was basically to be added to the list of lurkers, but I'll say that pop-rushing is most efficient when the shields in the box are divisible by 10 (or sometimes 20 is necessary; 1 shield works too). Partial rushes are useful too.
gmaharriet Jan 22, 2006, 02:38 PM Thanks, Tim! I can use all the hints I can get. I'll add you to the list. :)
Regular roster update:
Whomp - up
Irongold - on deck
AK
Lurker
Scout - got us started
Gram H. - just played and scouted
Lurkers: (if you don't want to be on this list, just let us know)
zerksees
Own
madviking
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Mistfit Jan 22, 2006, 02:55 PM Looks good Gma!
Looks like a fairly uncontested land grab phase is ahead. I would suggest settling to the west first. Lots more room in your back yard to settle later on.
Ya all nee to draw a line in the sand (so to speak)
http://www.civfanatics.net/uploads11/Land_Division.gif
gmaharriet Jan 22, 2006, 03:03 PM That's very creative and amusing, Mistfit! Might have been a good idea to put "Temporarily" before "Theirs". :lol:
scoutsout Jan 22, 2006, 03:34 PM Ya all nee to draw a line in the sand (so to speak)
You mean...something like this?
http://www.civfanatics.net/uploads11/GMA1_OURS_THEIRS.jpg
Mistfit Jan 22, 2006, 03:34 PM :p Exactly!!!
gmaharriet Jan 22, 2006, 04:37 PM :rotfl: I dunno. Might be a needed resource out there. Ya sure you want to give them an entire tile?
Admiral Kutzov Jan 22, 2006, 06:44 PM this is gonna sound stupid cause I'm old and rusty. Initial expansion to the south to contain blue boy. get a boat out from Kazan. mist's line in the sand is cool. Even better is I get to go after irongold...
@ scout, you'll need to change the OoB, I can't stop laughing. 4a. have an idea...
Whomp Jan 22, 2006, 07:57 PM OK I got it. Seems we're alone so a line across the Mistginot line is in order....then. :mischief:
fe3333au Jan 23, 2006, 12:24 AM We need to get a port city ... then grab some beers and if the weather's nice, go sailing ... if weather is patchy, well we'll just drink the beer :D
gmaharriet Jan 23, 2006, 02:34 AM Would that exclude us from Glib and TOE?Whomp, I just realized we never finished discussing this. Glib is up to the team to decide but, um, I just finished reading a certain no research training game where you finished the TOE...ya know the one Bede would never let you forget? :lol:
I'd say TOE is definitely ok to get, but if anyone isn't clear on how it works, let's be sure to discuss. ;) Love ya, Whomp!!!
Whomp Jan 23, 2006, 09:56 AM Whomp, I just realized we never finished discussing this. Glib is up to the team to decide but, um, I just finished reading a certain no research training game where you finished the TOE...ya know the one Bede would never let you forget? :lol:
I'd say TOE is definitely ok to get, but if anyone isn't clear on how it works, let's be sure to discuss. ;) Love ya, Whomp!!!
:blush: One of my finer moments. Look at it this way, I never succumbed to "wonder addiction" and that proves it. The better part of that game was the tongue lashing I got from Rik Meleet for a tech steal. Everyone seems to forget how MGL's and a beachhead were established on the Greek continent.:p
However, I've never been given a vacation in the middle of a SG either. Irongold may have to send the save by email after all. :mischief:
http://forums.civfanatics.com/showthread.php?p=3609673#post3609673
fe3333au Jan 23, 2006, 10:06 AM What are you two talking about :confused:
Whomp Jan 23, 2006, 10:30 AM What are you two talking about :confused:
Gram Harriet was reading about a no science SG I was involved with where I pulled a major "whomper" of a mistake.
What happened was Bede set me up with a ToE prebuild. When it finishes you take Atomic theory and Electronics as your two free techs. Usually another city has a prebuild for Hoover's Dam (which comes from electronics) and is a huge production boost in the industrial age. I took Fascism as my first tech (it's was in the research queue btw) and atomic theory as my 2nd tech. We still completed Hoover's but we had to wait till we got electronics in a trade. Oops.
In that game Rik Meleet was the evaluator of trades and Bede was the trainer.
gmaharriet Jan 23, 2006, 10:33 AM What are you two talking about :confused:
I'm just teasing Whomp about what happened in another "no research" game when the Theory of Evolution came in with its free techs. See post #557 in this thread. http://forums.civfanatics.com/showthread.php?t=106205&page=19 .
Everyone seems to forget how MGL's and a beachhead were established on the Greek continent. You did a fantastic job with that beachhead, Whomp. That was an exciting game!!!
Yes, I saw what happened with AK. Does he need a skip or swap? or can he do it by email?
Edit: Oops! Xpost with Whomp. :blush:
zerksees Jan 23, 2006, 10:39 AM What seems to make sense to me is to keep a list of those who have, or will have, expressed an interest in playing a set. Then whichever of them can post a "got it" first can play, and the next time it would be a different person on the list who can pick it up first. If none of the remaining people on the list picks it up within 24 hours, someone who has already played a set can pick it up. Clear as mud? :D
Crystal clear. Designated lurker on first come first served basis when the lurker spot comes up. Interesting.
Whomp Jan 23, 2006, 07:23 PM I have a bit of a problem with power cord on my other laptop so I may need a skip until I get a new one. I can't even get the disk out. :sad:
gmaharriet Jan 23, 2006, 07:34 PM Aw, sorry to hear that Whomp. If it were me, I'd consider it a great personal tragedy...even a single day without civ. :(
Regular roster update:
Irongold - up
AK - on deck
Lurker
Scout - got us started
Gram H. - just played and scouted
Whomp - skip due to 'puter problems
Lurkers:
zerksees
Own
madviking
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
fe3333au Jan 24, 2006, 05:44 AM I don't mind waiting ... a day or so ... please advise ... :mad: bloody computers :p
azzaman333 Jan 24, 2006, 05:58 AM I don't mind waiting ... a day or so ... please advise ... :mad: bloody computers :p
Why wait? Us lurkers wont want to lurk a dead game, will we?;)
fe3333au Jan 24, 2006, 07:41 AM :blush: So do I use the save on post 75 ??
Whomp Jan 24, 2006, 08:23 AM Yes Irongold grab the save from Gram H's post 75.
BTW Holly said she's buying me a new disk since she thinks she threw out the other one and I hope to be back in order tonight.
gmaharriet Jan 24, 2006, 09:39 AM So do you two (Whomp and Irongold) want to do a swap? Or do you want to wait and see if Whomp gets his disk and keep the original order? I'm ok with either one, so you two decide. If Irongold has already played his turns, then Whomp can take it if he wants. After that, AK should be back. :)
fe3333au Jan 24, 2006, 10:04 AM Go Team Harriet ... 2590 BC - xxxx BC
The year 2590 BC ... a new leader did take power ... a leader fond of the fermented milk of the mare ... :nono: but NOT of the stallion.
This then is the reign of Fe <hic> Khan of the Mongols :p
http://www.civfanatics.net/uploads11/Cousin.JPG
Bow Down and tremble ... or have a drink :beer:
Empire Report
Civilization - Mongols
Traits
Expansionist
>Scout
>Passive Barbs (Goody Hut) are friendlier
Militaristic
>Military improvements cheaper
>Combat experience quicker
Free Techs
> Warrior Code
> Pottery
UU
Keshik Horse Archer replace Knight
(4/2/2) at 60 shield
Government - Despotism
Bronze Working in --- turns @ 0% Science
Treasury = 207gp with +7 per turn
Luxury
>Spice
Strategic
>
* Unconnected to Palace
Cities
Capital Crone* (P,G, - 4pop+3 (2xUnhappy), Culture 36/100+2, +7gp (0xTaxer), +0r&d (0xSage), +2fun
Resources (Tobacco, Cow), Lux (), Strategic (Iron)
Shields = 7 ... Barracks in 2
>
IronGold (B, - 2pop+5 (1xUnhappy), Culture 0/10+0, +1gp (0xTaxer), +0r&d (0xSage), +0fun
Resources (), Lux (Spice), Strategic ()
Shields = 2 ... Archer in 1
>
Kazan (, - 1pop+3 (0xUnhappy), Culture 0/10+0, +1gp (0xTaxer), +0r&d (0xSage), +0fun
Resources (), Lux (), Strategic ()
Shields = 2 ... Archer in 13
>
P - Palace
B - Barracks
G - Granary
T - Temple
Settlers, Workers and Slaves
Settlers - 1
Workers - 2
>Alice
>Zelda
Scout - 4
> Lou Reed
> Iggy Pop
> David Bowie
> Tom Waits
Military
Warrior - 3
> Harpo (3/3)
> Zippo (3/3)
> Bonzo (3/3)
Archer -
Navy
nix
AI Combat
>Nix
Foreign Affairs
Civilization - Mayan
Agricultural
>Agricultural improvements cheaper
>City centre and irrigated deserts +1 food
Industrious
>Workers complete tasks faster
>City Centre (City and Metro size) extra shield
Free Techs
> Masonry
> Pottery
UU
Javelin Thrower replace [s]Archer
(2/2/1) at 30 shield
* enslave units
Techs
>Bronze Working
>Masonry
>35gp
Cities
Mysterios Mayan Capital (Chichen Itza)
Copan
http://www.civfanatics.net/uploads11/Harriet_Settle.JPG
Plans of the great khan :smug:
1. Take Goody Hut
2. Move Settler down to the south west where there are 2 wheats
3. Name worker Zelda and Warriors {Harpo, Zippo, Bonzo} and Scouts after musicians :coool:
Playing tomorrow ... thoughts of what I can do in my reign ???
Oh and btw ... call me Fe ... IronGold was my grandfather :lol: :p
Whomp Jan 24, 2006, 10:18 AM OK Iron very nice.
First I would wait to settle that far. We need to keep our cities closer for corruption sake and logistics. We can work our way south as we fill in more cities. Scout suggested the spot where the current settler is. I think the capital should be able to swing settler/archer and still keep the pop at 6 or less. The captial can grow in 3 with any combination of food tiles that add to 10 (3,3,4 or 2,4,4). So an archer can go 6s per turn and create the archer in 3 meanwhile the new city can share the really productive tiles.
gmaharriet Jan 24, 2006, 10:37 AM 2. Move Settler down to the south west where there are 2 wheats
Oh, great Khan, my humble thoughts are that the 2 wheats look delicious, but our current 3 towns are already spread out too far from each other and we need to tighten up our territory borders. Having our 4th town so close to the Mayas would make it very hard to defend from either the Maya or barbs. Scout's dot map would move us generally west toward the Maya, but be more easily defended. Am I being too conservative? :)
BTW, great pic of the ever-so-handsome Khan! :D
Edit: xpost with Whomp. Geez I type slowly!!!
scoutsout Jan 24, 2006, 07:44 PM I agree on settling in close at first... it will make it easier for our workers to get around and improve the terrain needed to get those first few cities up and running. The river/BG sites will be awesome for us. Besides - we'll be pumping settlers out of CC at a pretty steady rate once that Barracks is finished.
...but I also think we'll need at least one more food-rich site soon for a worker pump. I may play with a little dotmapping around those bananas...
We also need a bit more fogbusting SW of our capitol...so we can figure out how we want to settle that.
scoutsout Jan 24, 2006, 08:23 PM Fe - I hope you read before you play...or my advice won't be timely.
First - MM CC and get the citizen off the forest. We need the food. It will grow before the barracks is finished (as opposed to vice-versa) and be better positioned to equip a settler.
Second - make a trade for Bronze. We can afford it, and some archer/spear pairs would be very effective for barb control.
With all this land available, we should have a steady supply of barbs. We can afford to make regular archers in our BG/river cities. We can get them promoted doing barb control. Veteran Archers and Spears can be built in CC and IronGold for settler escort duty.
Here's a thought that I had for a city... this will look nuts, but bear with me.
http://www.civfanatics.net/uploads11/GMA1_FISHTOWN.jpg
A city on this site will be able to work 2 good food tiles in 32 turns. I suggest that we settle this site, and pump nothing but workers from it until there are enough workers to conquer the jungle. Then we'll have a ready-made jungle-whacking force to accompany settlers as they move into more jungle and marsh to the north. I suggest we go ahead and settle this site after settling 2 more river sites. Hopefully we'll get it developed well enough to make a few boats there when we get Alphabet.
What do you think?
Own Jan 24, 2006, 08:25 PM That fish will be workable on turn one, because of the borders between that city and Capital Crone, only one tile away automatically fills in.
Mistfit Jan 25, 2006, 06:56 AM I think what scout is saying is that the tile will be filled in when Crone has it's second expansion.
fe3333au Jan 25, 2006, 11:42 AM Go Team Harriet ... 2590 BC - 2190 BC
A new Leader
The year 2590 BC ... Fe <hic> Khan of the Mongols takes over :eek: ... and with one gesture <Pressed Enter> his reign begins ...
Year 2550 BC ... Turn 1
Happenings
Iron Gold produces Archer
Actions
1. The Great Naming
> Workforce - Alice and the other whom I am loathe to interupt as they are deep in their toilings.
> Scouts - Scout's Scout who had already been named, Lou Reed, Iggy Pop, Jello Biafra
> Warriors - Harpo (3/3), and the virgins Pretty Boy (2/2) and Green Horn (2/2)
> Archer - Aspirin (4/4)
2. Checked that Research set for Bronze Working so as not to pop an accessible knowlege that Maya has (this has not effect I later found)
Anyway young Pretty Boy and how he hated his new name stood poised outside the camp, took a deep breath and ... is greeted by the Kushite who tell him of the surrounding lands :( ... he looks across the water to the camp of the savage Kushans.
3. Iron Gold trains an archer ... Damn another barbarian, this one a Sakae steps on the mountain overlooking the town of IronGold , while below a worker, oblivious struggles at building a road ... Oh no ! What to do ! ... Oh the Danger !! ... Never fear Mongolians and be comforted as Aspirin with bow joins the toiler to protect and serve.
4. Harpo is sent south to seek out the nest of these Sakae filth.
5. As instructed by Whomp, the settlement of Rumble Teddy is founded where the settle stood.
6. Diplomacy
The mighty Khan is interupted with a soft rap on his tent flap ... "Enter"
Enters the Mayan ambassador, his visage is fearsome and manner proud ... "Greeetings Greeat Feee, Khan of the Mongols"
"Greetings Oh Red Tallon of the Maya, send my regards to the mighty Smoke Jaguar and sit and eat and drink and then we shall talk of trade"
The big man sits stiffly on the cushions and declines any refreshment.
"OK then, to business what do you want for the knowledge of working the bronze ore?"
He stares into my eye with a look that measures and discects at the same time ... eventually
"Wee whant Ceremoneeal Bureeal, all of your gold and a furtheer teethe of 2 addeeteeenal gold for 20 seeesons"
Silence ... the only sound the rustling of the wind outside and the breathing of two men inside ... then ...
"Ha Ha Ha Ha Ha ... Oh truly the Mayan are a race of jesters ... What say you to this offer?"
The stoney stare lingers while I take time to select a choice nibble, the eyeball of a sheep dipped in honey ... yummy
"I'm prepared to give you the knowledge of Coffins and Tombstones and 202 gold and an additional one gold per season"
Silence ... this time the pop, slurp and chew of the delicacy savoured and consumed ... then ...
The stare is broken and the eyes once cold now twinkle ... "Agreeeed ... now I shall eeat and dreenk weeeth you Khan"
The two men, from wildly differing cultures eat, drink and form a friendship ... of sorts.
7. Scouting the Boundary ... Iggy Pop opens up the cold northern tundra, Lou Reed heading up the northern coast, Scout's Scout straddles a mountain high and Jello Biafa opens a view of Mayan activity
8. Domestic Matters
Capital Crone will have pop raising and Barracks next turn.
Iron Gold another Archer
Kazan no change
Rumble Teddy building Barracks in 10
Year 2510 BC ... Turn 2
Happenings
Capital Crone produces Barracks
Actions
1. The barbarian attempts to sneak past our ever vigilant archer ... Aspirin attacks ... success without a scratch, he now owns a Sakae scalp.
2. Moving Pretty Boy away from the Kushite camp and into the fog
3. When stumbling into the dark, Harpo is surprised when he unexpectedly uncovers the Sakae camp.
http://www.civfanatics.net/uploads11/Fe_001.JPG
4. Eye Spy ... Lou Reed walking the coastal beaches, Iggy Pop is shivering on our far northern point has found more silk, Scout's Scout dismounts the mount and heads to the north of the midlands, finally Jello Biafra will slowly move up the eastern coast.
5. Domestic Matters
Slider to 30% Entertainment
Capital Crone (5) changed to Settler and pop rise in 4.
Kazan changed to worker and pop rise next turn
Rumble Teddy and Iron Gold nothing to declare
Year 2470 BC ... Turn 3
Happenings
Kazan hires Worker
Actions
1. Naming ... worker Lulu newly hired and Zelda completed road.
2. Zelda moves east we want to connect Iron Gold to the sprawl and share that spice. Lulu moves onto grass to road
3. Harpo trips as he begins to attack the Sakae camp ... slash ... bang ... cut ... claw ... stab ... hot red spurt ... silence ... Harpo (1/3) but loots 25gp, he burns the camp to ash.
4. Lou Reed finds a Goody Hut ... set research to Mysticism and ... now he's waitin for the man ... the tartar man to teach Masonry
http://www.civfanatics.net/uploads11/Fe_002.JPG
5. Eye Spy ... Iggy Pop is moving back to warmer climes, Scout's Scout heads to the north of the midlands, finally Jello Biafra will slowly move up the eastern coast ... Oh No !!! He has spied a Cherokee Barbarian ... and gives it wide birth.
6. Aspirin with fresh bloody scalp on his bow, moves north to the Kushite camp.
7. Domestic Matters
Slider to 30% Entertainment
Kazan training Warrior in 10 turns
Capital Crone, Rumble Teddy and Iron Gold nothing to declare
Year 2430 BC ... Turn 4
Happenings
Palace Extention ... I choose a lawn and pathways.
http://www.civfanatics.net/uploads11/Fe_003.JPG
Actions
1. Worker Lulu and Zelda both on road duty.
2. Scouts and Warriors opening up the black.
3. Jello Biafa from forest to hill discovers the Cherokee camp ... we fear this may be his last pigeon ... a Holiday in Cambodia
http://www.civfanatics.net/uploads11/Fe_004.JPG
7. Domestic Matters
Bank = 63gp +8 ... Slider to 30% Entertainment
Capital Crone, Rumble Teddy, Iron Gold and Kazan nothing to declare
Year 2390 BC ... Turn 5
Happenings
nix
Actions
1. Harpo (1/3) moving along coast to Capital Crone to recover
2. Scouts and Warriors moving to uncover the black.
3. Iggy Pop wanting to clear the black around a Zhou camp has found a Goody Hut ... he has noted that the camp contains 2 savages ... He has decided to sacrifice his life for the potential to gain knowledge ... another Tatar tribe ... we have gained Mysticism and now he awaits the Zhou's mission to Search and Destroy cos they Got a TV Eye on him.
http://www.civfanatics.net/uploads11/Fe_005.JPG
4. Jello Biafra skilled in the silent way has managed to duck and weave his way to safety Viva Las Vegas let's celebrate that one baby !!!
5. Domestic Matters
Bank is 71gp +9 ... Slider to 30% Entertainment
Capital Crone ... tweeked and added taxer to mainitain income Setteler and pop rise next.
Rumble Teddy ... tweeked for Barracks in 4
Iron Gold and Kazan nothing to declare
Year 2350 BC ... Turn 6
Happenings
> Iggi Pop has died in Mongol service ... he is now Dog Food ... Rest in Pieces
> Capital Crone commisions a settler
> Mayans building Colossus
Actions
1. Aspirin has found the remains of a freshly burnt Kushite camp and evidence of Mayan involvement.
2. Alice moving into position to start the great Spice link road.
3. Settler moving to the next scouted spot on the coast near bananas.
4. Scouts and Warriors moving to uncover the black.
5. Domestic Matters
Bank is 80gp +7 ... Slider to 30% Entertainment
Capital Crone ... training Spears in 3 and pop rise in 4
Rumble Teddy, Iron Gold and Kazan nothing to declare
Year 2310 BC ... Turn 7
Happenings
> nix
Actions
1. Aspirin confronted by a Kushite barbarian, has the camp moved ?! and what about the Mayan wandering warrior ?!!
2. Alice and Zelda join up in order to complete the great Spice link road ... Lulu starts to mine
3. Green Horn to accompany the Settler moving to banana coast.
4. Lou Reed spies Avar barbarian activity
http://www.civfanatics.net/uploads11/Fe_006.JPG
5. Scouts and Warriors moving to uncover the black.
6. Eager for additional scalps, Aspirin (4/4) attacks the Kushan (2/2) with a fierceness that results in another trophy, but this time a wound for the over zealous scalp hungry Aspirin (2/3)
7. Domestic Matters
Bank is 87gp +7 ... Slider to 30% Entertainment
Capital Crone, Rumble Teddy, Iron Gold and Kazan nothing to declare
Year 2270 BC ... Turn 8
Happenings
> nix
Actions
1. Aspirin sees a redlined Mayan in the distance.
http://www.civfanatics.net/uploads11/Fe_007.JPG
2. Alice and Zelda begin the great Spice link road which will be completed in 2.
3. Green Horn and the Settler moving to banana coast.
4. Lou Reed exploring a jutting of land also spies an Avar savage skulking about and possibly cutting off his escape.
5. Scouts and Warriors moving to uncover the black.
6. Domestic Matters
Bank is 94gp +7 ... Slider to 30% Entertainment
Capital Crone ... tweeked to train Spear and pop rise next turn
Rumble Teddy, Iron Gold and Kazan nothing to declare
Year 2230 BC ... Turn 9
Happenings
> Capital Crone trains a Spear
> Rumble Teddy builds a Barracks
Actions
1. Naming ... freshly trained Spearman Felix Kat (3/3) has moved to Rumble Teddy.
2. Aspirin (3/4) sees the Mayan is slowly healing in the distance.
3. Pretty Boy (2/2) has found spices in the northern midlands
4. Harpo (1/3) has reached Capital Crone
5. Green Horn (2/2) and the Settler moving to banana coast.
6. Lou Reed sits on the hill contemplating the oceans sweetness, there is nothing left to explore.
7. Scouts and Warriors moving to uncover the black.
8. Domestic Matters
Bank is 94gp +7 ... Slider to 30% Entertainment
Capital Crone ... commission a Settler and raise in pop in 4
Iron Gold ... Archer in 4, pop in 6
Kazan ... Warrior and pop in 4
Rumble Teddy ... Warrior in 4 and pop in 2
Year 2190 BC ... Turn 10
Happenings
> Spice road complete
Actions
1. Alice and Zelda begin to dig a mine
2. Aspirin (3/4) moves north.
3. Banana Rama founded.
4. Jello Biafra moving home has sighted Inuit camp.
http://www.civfanatics.net/uploads11/Fe_008.JPG
5. Green Horn (2/2) and the Settler moving to banana coast.
6. Lou Reed moves back to the mainland, carefull of barbarian ambush.
7. Scouts and Warriors moving to uncover the black.
8. Felix Kat is moving to IronGold next turn Jester can be sacked
9. Domestic Matters
Bank is 108gp +10 ... Slider to 20% Entertainment
Capital Crone ... Settler and pop in 3
Iron Gold ... Jester hired ... Archer in 3, pop in 0
Kazan ... Warrior and pop in 3
Rumble Teddy ... Warrior in 3 and pop in 1
Banana Rama ... Barracks in 20 and pop in 10
and with that the great Khan Fe passes the staff of leadership to Whomp
fe3333au Jan 25, 2006, 11:51 AM The World
Mayan Sector
http://www.civfanatics.net/uploads11/Mayan_Sector.JPG
Harriet's Core
http://www.civfanatics.net/uploads11/Hariet_Core.JPG
The Savage Untamed Northlands
http://www.civfanatics.net/uploads11/NorthlandsRIP.JPG
Domestic
http://www.civfanatics.net/uploads11/Domestic.JPG
And the Save
http://www.civfanatics.net/uploads11/GMA01_Mongols,_2190_BC.SAV
:clap: That was fun ... any comment on the reporting ... and if additional information required ... do not hesitate to post :D
EDIT ... fixed Northlands Map to Include Iggy Pop grave :cry: ... sorry about spelling but I'm traumatised ;)
Ansar Jan 25, 2006, 12:15 PM fe3333au, that was a great log, with pictures and funny names, this is one of the best SG's I have lurked in.:goodjob:
Whomp Jan 25, 2006, 01:45 PM :thumbsup: Very nice work Ironguy!! Love the story that was fantastic.
OK a few things...
I have to order C3C since Best Buy doesn't have it. I will report back when it's in my possession :( which should be tomorrow. :D
With regards to our continent. We are alone with the Mayans. This is problematic on the one hand and a benefit on the other.
The problematic part is at 0% science we are likely to be primitive once when we meet the other civs and will have a very difficult time catching up. Late game wonders could be a huge risk considering our ancient status.
However, the benefit is we can spam culture like crazy without much concern to foes (maybe even ICS style). Pyramids? We will eventually need to take the Mayans out but in the process can build a continent full of cultured peoples. This should be started soon in the non-settler and worker cities. The thing is we can be primitive and still win by building culture. We will need the Mayans alive since they're the only source of research and should allow them to grow in a reasonable fashion. Once boats cross the seas we can eliminate them.
fe3333au Jan 25, 2006, 02:12 PM The black that Pretty Boy and Scout's Scout are exploring still has potention to lead to other contacts.
I suggest that Banana Rama start on a curragh or two ... and then sail a'Ho
Whomp Jan 25, 2006, 02:16 PM I suggest that Banana Rama start on a curragh or two ... and then sail a'Ho
No alphabet yet. :(
We should be willing to pay a lot for it since we need it and it will help accelerate the Mayans research speed.
Own Jan 25, 2006, 02:26 PM I have never seen a better turnlog. This even tops Sirians in 7+1 :eek: .
Edit: Also, the clown in iron gold can be a tax collector if that guy is contnt like it looks like.
gmaharriet Jan 25, 2006, 06:47 PM The stoney stare lingers while I take time to select a choice nibble, the eyeball of a sheep dipped in honey ... yummyNicely played and vividly written. Can't say I think much of your choice of hors d'oeuvres, but to each his own. :lol:
Bede Jan 25, 2006, 11:38 PM :devil:
So you bought Bronze Working and are training spears. Tell me you will be building temples next?
scoutsout Jan 26, 2006, 03:30 AM :devil:
So you bought Bronze Working and are training spears. Tell me you will be building temples next? Hey now - I like the occasional sphear... they can come in handy. We don't need a heckuva lot of 'em... but like a good merlot... they're just fine in moderation.
As for Temples... why not? What should we build for a little culture, Libraries?
Ah libraries... pooh, feh. Mongolian Librarians are Persnickety Parasites who pillage the body politic. Go ahead and give me a lousy additional content citizen in this no-research variant. You want knowledge? Buy it. An unused library is a waste of shields, a drain on the treasury, and a mini-monument to formulaic play. :p ;)
Seriously.... in a no research game, libraries will not change Mongolian Ignorance; because our citizens will not use the libraries... sort of like undergrad college students save the fact that our people prefer to be drunk on the blood or our enemies rather than the fruit of the vine...
fe3333au Jan 26, 2006, 04:33 AM Actually if we do build some temples in choice locations we will be able to utilise some lovely resource tiles ... works for me :blush: ... but then again I'm here for the tutorage
Whomp Jan 26, 2006, 09:10 AM Scout I feel I've heard that speech before. :p Nice parody.
Let's get back on our mission which is culture. Since we can't build libraries yet temples should be our immediate focus. Remember the 2cpt increases to 4cpt with temples after 1000 years. Our military should be secondary and purely for MP and barb control.
AK can finally post some opinions tonight since his vacation is over but I will play tonight (hopefully discs are in).
Temples - 60s/2cpt/1g upkeep (CB)
Libraries - 80s/3cpt/1g upkeep (Lit)
Colossems- 120s/2cpt/2 upkeep (construction)
Cathedrals- 160s/3cpt/2 upkeep (monotheism)
Universities- 200s/4cpt/2 upkeep (Education)
gmaharriet Jan 26, 2006, 09:40 AM Mongolian Librarians are Persnickety Parasites who pillage the body politic.That seems vaguely familiar. :hmm:
@bede We're working on unlearning everything ya ever taught us. :p
Regular roster update:
Whomp - up
AK - on deck
Lurker
Scout - got us started
Gram H. - scouted some more
Fe - got BW, a spear and a good meal (swapped with Whomp)
Lurkers:
zerksees
Own
madviking
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
fe3333au Jan 26, 2006, 09:58 AM Turn Taker Whomp :confused: ... Just remember that when Lou Reed explored that jutting finger of rock with the possibility of finding additional land and goody huts, he had a White Light White Heat experience when he spied barbarian movement ... take care when he is moved back onto the northlands. :D
Bede Jan 26, 2006, 10:30 AM Hey now - I like the occasional sphear... they can come in handy. We don't need a heckuva lot of 'em... but like a good merlot... they're just fine in moderation.
As for Temples... why not? What should we build for a little culture, Libraries?
Ah libraries... pooh, feh. Mongolian Librarians are Persnickety Parasites who pillage the body politic. Go ahead and give me a lousy additional content citizen in this no-research variant. You want knowledge? Buy it. An unused library is a waste of shields, a drain on the treasury, and a mini-monument to formulaic play. :p ;)
:devil:
:rotfl:
I resemble those remarks....
Skip the temples and build granaries. Buy the Wheel and find the horses. Get ready to play Ceremonial Ball with the Maya. Train a horde of horsemen and rule the continent. You will want libraries, though, same culture as a cathedral and cost less to maintain and come earlier. So what if the proles only use them for reading the latest issues of "Mounted Warfare" and "Horde" and "Popular Pillaging".
Admiral Kutzov Jan 26, 2006, 03:48 PM checking in. nicely done fe.
me and igor have returned.
Whomp Jan 26, 2006, 06:44 PM Missed ya AK. We love you, man. :cry:
OK on that note I got the discs so I got it.
gmaharriet Jan 26, 2006, 06:51 PM Missed ya AK. We love you, man. :cry:
OK on that note I got the discs so I got it.
I missed ya and love you too, man! :cry:
Yayyy!!! Whomp's got discs and the game. :clap:
Everything is good now. :D
Whomp Jan 26, 2006, 09:31 PM Well Fe's story goes down in the annals of the best story by a first timer. Tough act to follow.
Back to Khhhhaaaannn!!!
First things first. The poor folks in Irongold need some love. Give them some entertainment for 2g and Irongold adds a citizen. Next turn Felix the Spear will be in town so life's good.
2150 Lil' Lou Reed is cornered.
http://img92.imageshack.us/img92/3450/loureed16wq.jpg
Hopefully someone will come to his rescue.
Gold goes from 8gpt to 13gpt. Nice job Felix. Pretty Boy spies a village and sends a smoke signal to Scout's Scout to investigate.
2110 Nada mucho happens
IT Capital Crone get a settler and starts a archer. Kazan get a warrior and starts a temple. Irongold trains Billy Tell and starts a worker.
2070 Lulu finishes her road and moves to chop some trees outside of Kazan's borders. Alice starts a mine at Irongold and Zelda moves to a place where she can mine a bg. Gpt +13 with the lux down to 10%.
2030 Hey buddy. Whatcha doin?
http://img300.imageshack.us/img300/5152/mayanincursion6ag.jpg
IT Teddy Rumble trains archer Eagle Eye and starts a temple
1990 New city Fumbahlieyah! is established on another Scout dot west of Capital Crone. Scout's Scout grabs 25g from the Sakae tribe. They were very generous considering Smoke had a deal. We have mysticism and he has iron working. He wants another 168g and it leaves us the Sakae tribes booty in the kitty.
http://img299.imageshack.us/img299/6120/iron0dv.jpg
IT Whomplai Kahn the archer finishes in Capital Crone and a settler starts.
1950 moving around
IT snoozer
1910 Good year for more sleep.
IT Forest chop finishes in Kazan. Glenda is trained in Irongold who starts a archer.
1870
IT Aspirin has a barb appear near Kazan. Capital Crone finishes a settler and starts a archer.
1830 Aspirin takes a little damage but kills the silly barb.
IT Banana Rama finishes a worker named Dot and starts another.
1790 Oh boy Lou Reed gets to move and sees this!!
http://img299.imageshack.us/img299/7776/galley9gk.jpg
IT oh boy! Whomplai Kahn gets some action.
1750 Whomplai is flawless. :smug:
Summary
Here's the cities. There's a 2nd chop at Kazan and it may be worthwhile rushing a citizen once the city has 20s left. Things are moving along pretty well but the other continent is cranking research since map making is known. I think we should try to keep the Mayans alive until we meet some new folks since they are our sole research option. There's lots of combinations of tiles to use with Capital Crone and Rumble Teddy.
http://img92.imageshack.us/img92/8179/cityscreen4zu.jpg
gmaharriet Jan 27, 2006, 12:07 AM Doing great, Whomp! :goodjob: I agree with letting the Maya live to do our research for us.
Where do you guys come up with such great names for towns and units? I can never thing of anything and settle for the defaults.
Regular roster update:
AK - up
Lurker - on deck (first lurker to post a got it)
Scout - got us started
Gram H. - scouted some more
Fe - got BW, a spear and a good meal (swapped with Whomp)
Whomp - got us another town, IW and freed our endangered scout
Lurkers:
zerksees
Own
madviking
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
fe3333au Jan 27, 2006, 12:15 AM :clap: and the story continues ... excellent ... :eek: watch out for them floaty things :lol:
Admiral Kutzov Jan 27, 2006, 02:09 AM I have "it".
Admiral Kutzov Jan 27, 2006, 03:59 AM On an island with Smoke, no boats, doing 100k, rusty on 3, with a lurker coming up to make fun of me. Hmmm. Oh yeah, no research. Temples v. libraries? Won't we need both? And, of course, Smoke has iron. And the lux, did I mention the lux? Where are all the lux? Settler pump? Worker pump? Look at all the barb camps!
1750 Crone finished archer. Starts a settler. What's up with the unworked BG by the capital?
1725 Move units in random patterns. Not sure what Dot the worker is up to, so leave her alone.
1700 Igor redlines taking out a barb warrior. Billy Tell falls to a barb warrior. Pretty Boy finds a new barb camp. Buy Wheel from Smoke for 16gpt and 50 gold. Now we can make donuts. Hmmm donuts.
1675 Pretty Boy becomes regular with fiber and by taking out a Kushans camp. Academy Idiotechnica founded.
1650 Lou Reed takes a walk on the wild side. Smoke gets the munchies.
1625 more random movements of units
IT - Smoke declares and flawlessly loses 2 warriors to archers. Thanks. That 16gpt will come in handy (sorry having a flashback; deja vu all over again). The peeps love us (must be the cask races at the academy) Harriet decides we're not cave dwellers anymore
1600 Igor kills a barb without redlining
1575 Igor kills another barb. Disband Scouts Scout in Rumble Teddy and shave a turn off the temple.
Crone finishes archer. Starts another settler. I'll let someone else decide where to build the pump once the tiles are worked.
1550 Igor finally finishes taking out the barb camp. The Aryans go out with a legacy of 25g. Jello gets disbanded.
1525 Animal Farm is founded, right on the ponies
Smoke finishes the Colossus in CI
1500 Panda Boy starts chopping the bananas.
Smoke is, as yet, unwilling to smoke the pipe of peace. There's an archer pair moving south. The builds are pretty flexible. We should decide on where the settler pump goes in the next 10-20 turns. I'm pretty rusty, so I know there's something I've forgotten; the lurker can fix.
Can't seem to upload now. Will try later.
fe3333au Jan 27, 2006, 04:20 AM Damn we are at war ... so we need to bolster the souther front :salute:
Building the UU now?
But that will probably mean Golden Age ... but then again there may never be another trigger opportunity if Maya wiped out :crazyeye:
gmaharriet Jan 27, 2006, 04:21 AM Pretty Boy becomes regular with fiber and by taking out a Kushans camp.A new technique for regulars, AK? Looking good with ponies available now. :D
Regular roster update:
Lurker turn - up (first lurker to post a got it)
Scout - on deck
Gram H. - scouted some more
Fe - got BW, a spear and a good meal (swapped with Whomp)
Whomp - got us another town, IW and freed our endangered scout
AK - got 2 more towns and ponies hooked up.
Lurkers:
zerksees
Own
madviking
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
Bede Jan 27, 2006, 08:26 AM :devil:
No UU until Feudalism.
The Jaguar is feeling the pressure. That's good. If he has iron, not so good. Time for a little skirmishing action with archers and (c)harriets, since you have both wheels and arrows.
Leave lots of open land and farm it for cash from barbarians until a neighbor from across the seas appears. Then you will have something to work with if you have lots of cash.
Whomp Jan 27, 2006, 09:00 AM Nice AK. Just so you know I was switching to commerce tiles where we didn't need the overrun of a BG.
What a nut that Smoke is. By the time he reaches our borders he'll be begging for "lurker" peace.
I'm not sure we have a city that has bonus food to pump settlers so the Capital Crone seems to be our best bet for archer/settler. If Academy Idiotechnica was placed between the oasis and tobacco I think that could have the potential for a decent worker pump. We'll need lots of them with all the jungles and marshes.
Admiral Kutzov Jan 27, 2006, 03:46 PM save is now up in the prior post. I'm having issues getting the images to work.
madviking Jan 27, 2006, 03:47 PM AdmiralK- the upload server is down.
Whomp Jan 27, 2006, 04:01 PM save is now up in the prior post. I'm having issues getting the images to work.
Can I teach you something new?
If you click the upload server thingy...it has this link to "imageshack"
....click that
....hit browse
....pick up your picture (800x600)
....upload it
....copy the last link
....rinse and repeat. :cool:
Ansar Jan 27, 2006, 05:31 PM Im not playing, but i recommend, if the maya bring Stacks of Jav's and swords, then just send a chariot and pillage the iron.:D
EDIT:2000 post!:dance:
gmaharriet Jan 27, 2006, 05:43 PM EDIT:2000 post!:dance:
Hey! Congratulations!!! I remember when you first joined. [party]
Whomp Jan 27, 2006, 05:43 PM Here's the picture AK couldn't post...
http://img101.imageshack.us/img101/7625/h46jh.jpg
Congrats Ansar!
madviking Jan 27, 2006, 05:47 PM Not gonna play, but a request. Name a city after me. :p
Admiral Kutzov Jan 27, 2006, 06:33 PM @mv, my next city is viking's repast
after u
smoke is a joke. build 2-4 more archers and we've got him contained. I pulled in the troops due to paranoia
I was nervous about animal farm. how do the smart people feel about that one?
note the 2 archers southwest of AI
Ginger_Ale Jan 27, 2006, 08:40 PM Hey guys,
Just checking in to lurk. Looks like you've got a pretty bland start ahead of you, but a fun game nonetheless. Good to see you in some more SG-action, gma! Good luck.
(By the way, nice city names!)
Admiral Kutzov Jan 27, 2006, 09:34 PM harriet, I respectfully am totally off my rocker
scoutsout Jan 27, 2006, 09:40 PM Not gonna play, but a request. Name a city after me. :pI'll make a deal with you there you madVikinLurker... If you go ten rounds with ol' Pancho side-by-side with me, I'll re-name his capitol after you (after I'm standing in it). :D Don't worry about any mess you leave... if I can wrap ol' Bede's silk thread into a :whipped: ... I can certainly follow you.
Just to make sure I'm up on current events: fe played a nice set, and put together one heckuva turnlog. :thumbsup: Shoot, that was even better than my "mother-of-all-"got its" (http://forums.civfanatics.com/showpost.php?p=1782353&postcount=48). The Good Admiral... upon seeing we have no floatie-thingies with which to form an Admiralty... got us into a slugfest. :thumbsup:
Alrighty you lurkers! It's time to :hammer:
madviking Jan 28, 2006, 09:15 AM OK! turn log comin'!
madviking Jan 28, 2006, 09:36 AM 1- Madviking the Wannabe Idiot grabs some technology, CivAssist2 magically appears on Madv's screen.
Four important screenies:
http://www.civfanatics.net/uploads11/Idiot_1.JPGhttp://www.civfanatics.net/uploads11/Idiot_2.JPG
http://www.civfanatics.net/uploads11/Idiot_3.JPGhttp://www.civfanatics.net/uploads11/Idiot_4.JPG
Look like nothing, but some important info, Maya has iron connected, near Tikal and tracks back to CI. :D
2- Capital Crone* (*soon to be renamed) makes Billy the settler and into the jungle
3- The lazy people in Kazen are unhappy, even though they are going to die, at least they're happy.
Renamings:
Archer- Madviki Khan
Archer- Jerome
4- Umm... I die... Oops... :O
The lazy slouches in Idiot Acamesomething are unhappy! Grr!!!
Then some guys in blue uniforms appear, Above their heads says, 1.1.1, Madv inquires that this is good.
5- Another settler magically appears in Capitol Crone*. Name him Greg.
Madv is hungry, Madv is going to eat some Bacon and Eggs.
madviking Jan 28, 2006, 10:10 AM Mmm... Madv is now full and ready to screw up everything...
BTW, Pretty boy survivded a attack by one of those Maya n00bs
6- CA2 says the Mayans have Polytheism and pretty boy survives another n00b attack
Igor spots one of those pesky barb camps.
Renamings:
Archer- Kraig
7- Whompy kills another Mayan n00b.
8- b0ring
IBT: Maya brings out a guy a pointy spear near Pretty Boy, it says 1.2.1 on its head
9- Aspirin grabs some dough from the camp
10- WTF? :dubious: A barb camp appears right next to Lulu, Lulu flees
Samantha appears at Capital Crone
SAVEMAJIGGYBOPPER (http://www.civfanatics.net/uploads11/Gma1_Madv_1250BC.SAV)
Whomp Jan 28, 2006, 10:36 AM Alrighty good stuff MadV. Would Smoke even consider peace over your turns? Maybe we can get poly at a nice price with peace. Scout show us the way.
harriet, I respectfully resign from this game. good luck. I'll lurk. Ahem....this doesn't work for me brah. In fact it's not cool. It's us....k?
classical_hero Jan 28, 2006, 12:18 PM Irongold told me about this so I might lurk, because my experince with the AI is only at Emporer, but playing against humans is what I prefer. I do give pictures and an in depth coverage if you have had alook at my SGOTM( team, Team Bede.
fe3333au Jan 28, 2006, 12:35 PM :wavey: Excellent C_H the more MIAers the better :p
and Admiral :salute: ... get your arse back in the game ... what will we do if we have to build those floaty things :eek:
gmaharriet Jan 28, 2006, 04:35 PM Ya done good, MV!!! :goodjob:
Regular roster update:
Scout - up
Gram H. - on deck
Fe - got BW, a spear and a good meal (swapped with Whomp)
Whomp - got us another town, IW and freed our endangered scout
AK - got 2 more towns and ponies - not gonna let ya off so easy, AK :love:
Lurker - MadViking played, survived the Mayan wars.
Lurkers:
zerksees
Own
madviking
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
classical_hero
my experince with the AI is only at Emporer
But this IS Emperor, C_H. I only play Monarch in my solo games. We'd love to have you. :) I always ask lots of questions when I don't know what to do, and I always gets lots of help. Just ask Scout and Bede. When the turns get complicated, I usually can't get all the way through 10 of them without at least one stop for guidance. :p
scoutsout Jan 28, 2006, 11:12 PM Got it. I'll get it played in the morning so the next better player can have it Sunday night.
scoutsout Jan 29, 2006, 09:44 AM Pre-flight - WOW! Look at all these empty cities...and we're at war. CC is size 2, swap to Archer. Swap Banana Rama and Ironic Marsh to Workers. Wake the Archer at Rumble Teddy and dispatch him to Fumbahlieyah.
Looks like MadViking did a decent job of cutting Smoke-Jag's forces down. Maya will accept straight up peace.
IBT - Maya request an audience. He wants to smoke-um peace pipe. I refuse. IronGold completes a temple, trains an archer. Rumble Teddy equips a settler, starts an archer.
Turn 1/1225 - shuffle stuff around.
IBT - A Mayan warrior promotes Pretty Boy.
Turn 2/1200 Whompai Khan is promoted to Elite status whacking a barb camp. Lurkerborough founded. This was the one that put us over the top in one respect.
http://www.civfanatics.net/uploads11/GMA1_FP_MSG.jpg
How do y'all like my 'domestic advisor'? :D
IBT - A mayan spear trespasses.
Turn 3/1175 Whack the Mayan spear with an Archer. Move some stuff around.
IBT - A mayan warrior and a barb poke their heads out of the fog. CC trains an archer, starts a spear.
Turn 4/1150 - shuffle stuff around.
IBT - Mayan warrior advances, IronGold trains an archer. Starts a worker. RumbleTeddy Archer>redux.
Turn 5/1125 HeadedThatWay is founded on the way to Kazan.
IBT - Mayan warrior detours around Pretty Boy.
Turn 6/1100 move some stuff.
Turn 7/1075 WhomperRoom founded on some plains.
Turn 8/1050 ...move some stuff around. That Mayan warrior is about to step on to a tile in our territory, and find himself surrounded by 9 of our archers. Send a regular archer I accidentall built in Fumble... whatever. I send him north to play whack-a-barb and get himself promoted.
Smoke-Jag is still insulted at the idea of trading Polytheism for peace. We'll just have to see about that.
Turn 9/1025 - that stupid Mayan warrior forted on the hill, and I lost an archer. That's okay, the second one promoted.
Turn 10/1000 BC I've got some troops "headed that way". Here's a scheme of maneuver:
http://www.civfanatics.net/uploads11/GMA1_Scheme_Maneuver.jpg
The basic idea is to rally the troops on the Gold Mountain outside Whomper Room. Choose one of two targets and send the stack. Bonampak makes sense from the standpoint of giving us more room to expand... while taking Yaxchilán would deny Smoke-Jag his iron (I rather like this idea...).
Here's a dotmap for suggested sites in the north:
http://www.civfanatics.net/uploads11/GMA1_Dotmap_North.jpg
Notes for the next better player: There is a forest chop organized for the Temple build in Animal Farm.
Regular Archer is headed north to play whack-a-barb.
Fubahlieyeah could be swapped from a rax to a regular archer, then to a granary. Regular archers could then be sent north to play whack-a-barb.
Temples could be whipped to completion at Academy Idiotechnica and at Kazan.
We need at least one more granary city, even if we don't have bonus food.
There is a jungle chop organized at Ironic Marsh, due in 4. When done, have those workers road that tile and organize forest chops at Rumble Teddy for a Granary.
Please, don't let the Governor work the forest at Capital Crone.
Don't forget to peel off workers at IronGold as it approaches size 6. We need workers so badly it really isn't funny.
Pretty Boy is standing on a site that looks good for the next town on the (current) front lines.
Though Smoke-Jag will take straight-up peace, I think it'll be more fun to beat a tech out of him. If we ever learn literature, the victor can write an article for Horde Magazine on Gaining Knowledge with the Pointed Stick.
So...for the Next Better Player, here's >>>The Save<<<. (http://www.civfanatics.net/uploads11/GMA1_Scout_1000BC.SAV)
gmaharriet Jan 29, 2006, 03:03 PM Got it.
I find myself a bit confused, never having played either of the conditions for this game...no research or 100k culture. I understand not making straight-up peace with Smoke, as we NEED more tech, but it seems doing him enough damage to give up a tech would lessen his ability to do more research for us. It's going to be a very long time to making contact with other civs, since we have no boats without alpha.
So...as I understand the plan...we keep whacking Mayans and barbs, and we try to develop our land and hope for the best?
Question to the team... Is anyone else besides me interested in dropping the "no research" condition? This map and civ placement was definitely not the best for doing that. Or are we just interested in having that as a super-challenge? :p
Bede Jan 29, 2006, 03:51 PM :devil:
Burning a Mayan city should be enough to get a tech out of him and won't set him back as far as you'd notice on AA techs. And it may not even get to that point if you can hurt his army badly enough, just need to keep checking.
100K culture is all about land grabbing at this point in the game. 'Twere I, I would be building granaries before temples so the population will grow back after the whip is applied to build the culture.
Settler and worker farms are another less than necessary piece of business. Get a solid core of 5-6 towns down then start spawning settlers and workers out of towns that are feeling the pressure of the whip. That reduces the need for luxuries to keep the proles happy (should probably add Whip Hand to the required reading list).
As far as meeting the victory condition of 100K Ceremonial Burial and Literature and maybe Feudalism or Communism are the only bits of knowledge you really need. The other stuff is needed so that you can have sufficient military to fend off overseas invasions. And you can do that even if you are behind the tech curve a little, or even a lot, so long as you can field enough of the best you have.
So if you are looking for a plan that goes beyond "hope for the best":
1) Maya should become the tech whipping boy.
2) Settlers, granaries, settlers and more settlers, then temples and libraries once you know how to read.
3) Enough military might to play whack a Maya as needed
If you can control the continent and get to libraires by 0AD you should be golden.
gmaharriet Jan 29, 2006, 04:56 PM 100K culture is all about land grabbing at this point in the game. 'Twere I, I would be building granaries before temples so the population will grow back after the whip is applied to build the culture.
Settler and worker farms are another less than necessary piece of business. Get a solid core of 5-6 towns down then start spawning settlers and workers out of towns that are feeling the pressure of the whip. That reduces the need for luxuries to keep the proles happy (should probably add Whip Hand to the required reading list).
I would never argue with our Venerable Monk. Where can I find Whip Hand to read as I've never whipped my pop for anything? So switch all temple builds to granaries?
I've looked at the save. Per Scout's notes recommending whipping at Kazan and Idioteca, Kazan can be whipped at size 2, but Idioteca at the same size cannot...anyone know why?
So far as attacking Yaxchilan to deny iron to the Mayans, they have a 2nd source in Tikal. I can't tell which, if either or both, are hooked up, so going for Plan B to give us more room to expand makes sense to me.
The site Pretty Boy is standing on looks good for a next settlement as Scout suggested. Then I'm thinking the one on the dot map N/E of Ironic Marsh to get our own source of iron.
Any comments from the team? There's so much we need atm.
Ansar Jan 29, 2006, 06:41 PM Isnt the main strategy to expand and then do the ToA?:p
Bede Jan 29, 2006, 07:21 PM :devil:
1) Each whipped citizen is worth 20 shields and you can't whip more citizens than you have or more than 50% of the total pop count
2) The whip event must finish the project, but you can short whip or partial whip by switching projects. So if the population is only 2 you can whip a 20 shield project but not a 30 shield project unless you already have 10 shields in the bin.
3) Creative use of short whipping can get you a project that would consume more than 50% of the population if you do it in increments that only take one citizen.
I hope that helps a little. And remember if you have everything you think you need you are not playing Civ.
Or as my Hero used to sing:
"You can't always get what you want/If you try real hard/You'll get what you need"
gmaharriet Jan 29, 2006, 09:00 PM Thanks, Bede! Seems like I'd read or heard that about whipping before, and then promptly forgot it. I appreciate the reminder of how it works. :)
Preturn 1000bc - Swap Fumble from rax to reg archer. Whip temple in Kazan. Swap some temples to granaries.
IT - Capitol Crone settler -> archer, Kazan temple -> spear.
1. 975bc - Fort EagleEye in HeadedThatWay to heal. Send archers in general direction of Bonampak. worker moves.
IT - Lurkerborough worker -> rax. Oracle built in Kyoto.
2. 950bc - Pretty Boy kills barb near IronGold. Archers heading toward Bonampak...trying to get them into a single stack. worker movements. We get peace and Poly for 492g and 6gpt.
IT - Rumble Teddy spear -> granary. Maya start the Pyramids for us.
3. 925bc - with peace here send archers in search of barbs, but keeping them westward in case of need. Reg archer sent N. workers sent to do chops. Settler W for new town.
IT - Capitol Crone archer -> settler (removed citizen from forest)
4. 900bc - not much...archers look for barbs and workers move and chop.
IT - Borders expand at Kazan. Ironic Marsh worker -> worker, HeadedThatWay worker -> worker.
5. 875bc - archer and worker moves. Get MP's at Capitol Crone and IronGold to lower lux to 10%
IT - IronGold arch -> worker
6. 850bc - Mayans have Monarchy but will not trade. Barb headed for HeadedThatWay, so moved workers to safety. Archers either MP or barbhunting.
IT - Fumbaleah archer -> granary
7. 825bc - Capitol Crone unhappy until settler is hatched...up lux to 20%. Archer kills barb at HeadedThatway.
IT - Capitol Crone settler -> settler, Academy Idiotechnica granary -> worker
8. 800bc - Found MadVikingsHome N of WhomperRoom. -> worker.
IT - BananaRama worker -> worker Maya start the Hanging Gardens for us. Lots of JavThrowers moving around, but hope they're just searching for barbs.
9. 775bc - Lux down to 0%. Settler almost to spot next to iron in the east with workers roading that direction.
IT - Oooooh, Foreign Advisor informs us that the Dutch have been destroyed!!! First barb horse appears several tiles N/W of MadVikingsHome. IronGold worker -> archer
10. 750bc - Elite archer forts in prep to attack barb horse. Settler moves into place to settle near iron. archers barb hunting and workers working. Capitol Crone grows and lux back to 10%.
After-turn report:
We have a settler in place to settle, a worker ready to chop for granary at Fumbaliyeah. Barb horse is N/w of MadVikingsHome. Several builds are set to workers or granaries...next player can veto. Treasury is at 524g and +24gpt. We have peace with the Mayans for another 12 turns and their gold has gone from about 1,100 down to 851. They've either met someone to trade with or have been upgrading.
Note: Capitol Crone is MM'd to growth in 3 and settler in 3. It can be changed to settler in 2, but the pop would drop back to size 3. I'll leave that to the next player to decide.
Here's the save and pics to follow:
gmaharriet Jan 29, 2006, 09:04 PM Kyoto Finishes Oracle
http://img.villagephotos.com/p/2003-5/180352/975bc_Kyoto_Oracle.JPG
We get peace and Poly from Mayans
http://img.villagephotos.com/p/2003-5/180352/950bc_Maya_Peace_Poly.JPG
The Dutch have been destroyed!!!
http://img.villagephotos.com/p/2003-5/180352/775bc_Dutch_Destroyed.JPG
Our Empire at 750 bc.
http://img.villagephotos.com/p/2003-5/180352/750bc_Mongol_Empire.JPG
gmaharriet Jan 29, 2006, 09:11 PM Regular roster update:
Whomp - up
Fe - on deck
Lurker - MadViking played, survived the Mayan wars.
Scout - founded 3 more cities and made war plans
Gram H. - ruined war plans by making peace
AK- on indefinite skip
Lurkers:
zerksees
Own
madviking (played)
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
classical_hero
Bede Jan 29, 2006, 10:51 PM :devil:
Careful with the overspending. It is a little early to be buying on credit (and especially when you lack a third party to trade it off to) and you don't want to be feeding the beast on the other side of the table. The slower the tech pace the better in a cultural game. Perhaps the better choice would have been to take the war to the Maya until you could get Polytheism for nothing, or a smaller all cash payment.
It is true you don't have much to spend the money on now but better to build the kitty for when those much more expensive techs appear, or when you can build embassies and start honing your theft skills.
fe3333au Jan 29, 2006, 11:14 PM I prefer to stay with the constraints tightly binding :groucho: ... I am enjoying the challenge of no research :clap:
I guess building the Great Library would be the top wonder on our wish list ... if not explain please :)
scoutsout Jan 30, 2006, 05:00 AM Ooooh... Harriet couldn't bring herself to twist the knife. :p From here things might get a little amusing... Smoke-Jag now has a nice number of spear-chuckers handy...and he didn't get to trip his GA during our war. This means that when the time comes for the next war, he will have more cities (and perhaps iron connected) for a more productive GA.
We need to make it a priority to get iron connected. We probably should avoid building a bunch of warriors, as we'll need the gold to buy tech. Shuffle spears to the towns on the Mayan frontier - all other shields should go to the best offensive unit available.
Bede mentioned buying on credit... I don't think 6gpt is such a bad deal... a bigger problem is that Smoke-Jag is now in a better government... and the AI always exact a pretty penny for government techs. We should save every shilling towards buying monarchy from him. The only other 'must have' techs are the ones that lead to floatie thingies. I shudder to think what it'll cost us to buy Monarchy at monopoly.
Speaking of gold... since we'll be paying monopoly prices for tech, we should place top priority on gold. Citizens should be put on the best commerce tiles, even if it means slowing down some builds. We need lots of roads... which means more workers.
We'll need a ton of workers to irrigate all those plains tiles SW, and to hack our way out of the jungle to the NE. If we get those worker parties going, we might even be able to spare a few for expansion... roading parties covered by a sphear might help keep our settlers moving.
We should probably build the FP soon as well... preferably in a riverside town that has room to grow. Whomper Room might develop into such a site, though it's so far from the capitol that it might not produce 2spt until it gets its 3rd or 4th citizen... I hope I'm wrong about that.
Whomp Jan 30, 2006, 09:42 AM Building ToA as Ansar suggested is remote since it costs 500s in the AA and will expire with education. The Glib is even more remote since we have a trading partner who refuses to research alpha but instead beelined for a war government. On top of that we don't know anyone else.
The other continent likely has a speedy research pace and now that the dutch have been eliminated there's a possibility we have a AI runaway on our hands.
The only thing I disagree with Scout on is the government type. If the Mayans finish the pyramids conquering this city should be our #1 priority. Grans in every city will give us a very powerful pop rush capability for our culture goal. If this happens I'd think despotism and feudalism would be our government choice over monarchy. Sacrificing population will be easier than sacrificing gold. Gold for trading and maintainence of our buildings and pop to build our buildings.
Strange as this may sound we can win this game with Keshiks and swords fighting against landings from overseas cavalry. Our goal is culture and these are the most critical techs for us (along with alpha). The rest are almost secondary so let's drive a hard bargain on them.
Got the knowledge
Temples - 60s/2cpt/1g upkeep (CB)
Need the knowledge
Libraries - 80s/3cpt/1g upkeep (Literature)
Colossems- 120s/2cpt/2 upkeep (construction)
Cathedrals- 160s/3cpt/2 upkeep (monotheism)
Universities- 200s/4cpt/2 upkeep (Education)
I got it and may even try to draw Smoke back into a war once we've hooked up iron. :p
gmaharriet Jan 30, 2006, 10:36 AM I'm sorry if I spoiled the war plans. :( I thought we wanted to continue the war because he wouldn't sell tech at any price. When he was willing to sell, I made peace.
If you only want techs free in exchange for peace, ya gotta spell it out for me in itty bitty words. :blush:
Whomp Jan 30, 2006, 10:41 AM Gram no issues since it will give us time to get the iron hooked up. Once that's done so is Smoke. Maybe Scout and Bede will confirm but there are only a few techs that are "must have".
Bede Jan 30, 2006, 10:57 AM :devil:
Gram no issues since it will give us time to get the iron hooked up. Once that's done so is Smoke. Maybe Scout and Bede will confirm but there are only a few techs that are "must have".
Literature and Ceremonial Burial are really the must haves. Colesseums, Cathedrals and Universities are nice to haves if you can build them early enough.
Obviously the warmaking knowledge (Iron, HBR and Feudalism) is important too, but Whomp is right that a good combination of the "best you can field" will keep the AI off your shores at least long enough to close out a cultural victory.
Keeping control of your continent is the most important job as that will give enough space for the tightly jammed towns full of prayerful readers collecting taxes.
gmaharriet Jan 30, 2006, 06:23 PM Literature and Ceremonial Burial are really the must haves.So that also means alpha and writing. I will keep that in mind and discuss with the team before buying anything else.
The only cultural game I ever played was on Chieftain and I just built all the great wonders. I'm starting from scratch again here. Thanks for all the input everyone!
gmaharriet Jan 30, 2006, 06:59 PM Sorry for the second post, but I just thought of another issue that I'm not sure how to handle.
At the "turn of age" when the barbs increase, if they can get to one of the cities and if you have a large amount of gold, they take bigger handfuls than if you only have a little. How is that planned for if we're saving up gold for techs? :confused:
scoutsout Jan 30, 2006, 07:18 PM At the "turn of age" when the barbs increase, if they can get to one of the cities and if you have a large amount of gold, they take bigger handfuls than if you only have a little. How is that planned for if we're saving up gold for techs? :confused:Well... it could get a bit tough... a combination of archers and spears (or swords) might be able to hold off a fair number of barb horses if they hold high ground... which reminds me of a certain hilltop we'll need to settle...
But unless we do a whole lot better at settling than I think we will, we're going to face a few raging hordes. I think it'll be more important to protect our settlers than to protect our treasury.
Edit: Straight west of IronGold is a hill (on the other side of the lake). Let's settle that hill. If we can settle there and control that choke point, we can make it a lot more difficult for ol' Smoke Jag to settle up there.
gmaharriet Jan 30, 2006, 08:45 PM The one with the northern archer standing on it? or the next hill just north of him next to the barb horse?
http://img.villagephotos.com/p/2003-5/180352/Hill_W_of_IronGold.JPG
Whomp Jan 30, 2006, 08:55 PM Well I played before Scout posted on settling the choke. Instead I did a little dance with some JT's and our archers at the choke. So here's my story and I'm sticking to it.
Pre-turn: Mess with a few tiles.
IT Hoo Nelly those JT's are all over.
Kazan worker-->worker
Rumble T gran-->worker
730 Scout's Iron Bluff established next to the iron. Aryan horsey appears out of the darkness.
IT Well that horse fortifies but another moves out west in front of our archer. That's cool because I wanted the JT to step in first now no need.
Animal Farm gran--chariot
710 Start a chop a Kazan to get water to the city. Our elite archer is flawless taking out the horse. Hey check it out. Smoke has HBR. Buy it for 351g since he won't do it for 18gpt. Not sure we want gpt with Mr. J. Switch a few builds to horseys.
IT Horse near Scout's Iron Bluff attacks archer Ansar Khan on a mountain. Nice work Ansar no damage.
Capital Crone settler -->horse
Rumble Teddy worker --> settler
Academy worker --> temple (changeable)
690 Lazy days
IT snoozer
670 Elite archer who I forgot to name knocks off the Polynesian camp flawlessly for 25g.
IT do the JT dance :dance:
Ironic worker --temple (changeable)
Head that way worker -->temple (changeable)
650 Ansar? Doood! You got whacked by a stinkin' warrior on flatland. :( You'll be back brah.
IT .....
630 Iron is hooked up. Change Capital Crone to sword.
IT Capital Crone sword --> settler
Rumble Teddy settler --> sword
Fumbahliah gran -->worker
610 Old Eagle Eye takes an Aryan camp for 25g. Cape Bede is established on the 2nd horses (bg's, river, hills, mountains) set to Forbidden Palace. Hey check it out.
http://img95.imageshack.us/img95/3923/gram14nn.jpg
Done for 348g.
Switch Bananarama and Lurkerborough to floatie things next turn. Kazan gets one in 9.
IT Floatie thing and Admiral's Revenge finish and temples are started in Bananarama and Lurkerborough. Madviking finishes a worker -->temple (changeble)
590 Move our warrior out of Kazan in case the horse comes after our worker 3 tiles away.
IT Lots of barbs up north!
Barb galley attack floatie thing and Floatie losses a hp.
Irongold horse -->worker
Fumbalayah worker-->rax
Animal Farm horse--> temple (changeable)
570 Move the horses and a spear up north. Take a Kashan Camp for 25g with 2 damage. Warrior whacks the horse but redlines.
IT barbies on the grill Some stuff finishes but I forgot to write it down. Distractions and all.
550 Horses and spear are in position to protect our north. Do the dance again with the JT's.
SUMMARY We got some floaties, iron and horses. Life's good. I did some crazy stuff with tiles so be careful. Lots of growth coming on the turn so I adjusted accordingly. Unfortunately, we still have only one bonus food so the capital is the only consistent settler maker at this point. There's a possibility at Academy Idiotecha.
and the dance...
http://img53.imageshack.us/img53/3888/gram2sat1zo.jpg
the barbs up north...
http://img56.imageshack.us/img56/4495/gram3barbs7pg.jpg
gmaharriet Jan 30, 2006, 09:18 PM Looking good, Whomp! I'm glad to see our borders are filling in toward Kazan, because it sure seemed a very long ways away when it first popped from a hut. Great getting those techs!!! We need to give Smoke our shopping list of what we want. :D
Regular roster update:
Fe - up
Lurker - on deck
Scout - founded 3 more cities and made war plans
Gram H. - ruined war plans by making peace
Whomp - got floaties, iron and horses
AK- on indefinite skip
Lurkers:
zerksees
Own
madviking (played)
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
classical_hero
scoutsout Jan 30, 2006, 09:28 PM Nice turns Whomp! :cool: Now we've got Floaty Thingies :groucho: Metal Pointy Thingies :ninja: Pointy thingies on horsey thingies. :drool:
Bede Jan 31, 2006, 12:08 PM :devil:
Inneresting, verra innneresting
Skim those settlers in any town that will grow to three by the time the settler is trained, depending on the capitol to train settlers will set you back. Use the capitol and any other productive town for horsemen and swords and skim a settler when it gets to six. I don't see a lot of available luxuries so growth past seven will be a problem. New towns should train a worker, then go into growth mode to whip either a granary or a temple. Reverse the thinking a little, put granaries in low food towns, temples in high food.
fe3333au Jan 31, 2006, 12:42 PM Go Team Harriet ... 550 BC - 470 BC
A new Leader
http://img5.picsplace.to/img5/18/gg_000.jpg (http://picsplace.to/)
The year 550 BC ... Fe the Fashionable, related directly to the original Great Khan Fe of the Mongols takes over :eek: ... and with one gesture <Pressed Enter> his reign begins ...
Year 550 BC ... Turn 0
Settler moving to city site on the coast ...
Year 530 BC ... Turn 1
Happenings
Capital Crone commissions Settler ... ordered to get another
IronGold hires Worker ... ordered to repeat
Scout's Iron Bluff hires Worker ... ordered to repeat
and
http://img9.picsplace.to/img9/6/RomeBeat.JPG (http://picsplace.to/)
Actions
1. Grasshoppah (3/3) is sent to patrol the fierce Northlands and ordered not to eturn without scalps.
2. Naming of the Gang and Giving Orders
Named Archer Anon-a-Mouse (4/4) with Whomplai Kahn (5/5), Madviki Khan II (4/4), surround and keep an eye on the Mayan town Lazapa.
Jerome (4/4) straddles the Mountain peak has eagle eye of Yaxchilan and workers in forest.
Named Archer van Diemen (4/4) ... watching Mayan movement with Kraig (4/4).
Named Archer Brutus Maximus (5/5) ... assigned to hunting Aryan's in north coast of the midlands.
Named Archer Tazzie Devil ... moving through swamp to protect Kazan settlement from Avar intrusion.
Named Warrior Thumpah (1/3) ... wounded but ready near Kazan and as yet un-named worker.
Named Spear Proctar (4/4) stationed near mountains around Bedetucket to see to the Hsung-Nu threat.
Named Horse Phar Lap (4/4) to support Kazan.
Named Horse Equus (4/4) ready to support Kazan or Bedetucket
New Worker Hermi and sent to join Joel, Lulu, Nardo, Wern Dog and 2 anons to the wetland clearing.
Settler sent up north to settle on a Scout spot on coast.
Phil is roading near Animal Farm
Settler moving down to the 2 fishy fishy area.
Named Sword Rusty Dusty (4/4) moving to assist in escorting Mayans near MadVikingsHome.
Gil roading the oasis near Academy Idiotechnica
New Worker Kleanex to road to bananas near IronGold, named Mumu and named Juju to help.
Named Archer Noodle (4/4) stationed in Capital Crone
3. Mayan manueveurs
http://img5.picsplace.to/img5/18/Mayanmoves.JPG (http://picsplace.to/)
4. Matters Naval
Admiral's Cask (3/3) surveying coast
Floatie Thing (2/3) bit battered but continuescoastal trip
5. Domestic Matters
No Change in orders and tiles worked.
Year 510 BC ... Turn 2
Happenings
>
Maya are building Hanging Gardens
Actions
1. Kraig and van Diemen will cut off the path of the Mayan units
2. Named Spear Simpleton Page garrisoned in the rioting town of Academy Idiotechnica
3. Matters Domestic
"Sire Sire Urgent reports of rioting in the streets !!! Murder !!! Burnings !!! Rapings and Reavers !!!
A paniced gasp, I stretch, yawn and dress in a robe ... a slender arm grabes as I rise ... I gently brush it off.
"Hush now ... There is nothing to fear ... I will be back" ... turning and with annoyance "What is the reason for you bursting into my rooms !!?"
"Sire the people of Academy Idiotechnica are rioting !!"
Looking longingly back to the draped bed ... <sigh> "One town ... All this yelling for one town ?!!" <sigh>
The silent counting of numbers ... "OK, What can be done ?"
"Well Sire, we could send in troops, jesters or increase the national beer allowance"
More rustling and now giggling can be heard behind the bed curtains.
"OK, the beer allowance will get everyone happy so make it happen ... and if I recall correctly we already have Simpleton Page to prod the citizens with pointy sticks already."
Yes Sire you are indeed a wise man
Annoyed ... "Well then we must also send in the jesters, jugglers and toad dancers"
"Yes Sire, At once"
Before the advisor leaves ... "Oh and do not bother me again with such trivialities or I will have your lips sewn together ... and send you to the swamptown of Irongold
I watch the quiverings of my advisor ... and add to his discomfort ... "and you know how much they respect mime artists there ??? ... Now leave me! .. I have more important matters to attend to"
"Yes Sire" ... He leaves bowing and groveling
I turn back to the bed, drop my robe and lift the curtain ... "Well all this action has given me a fierce ache that needs quenching, Now my beauties where were we and what can you both do to assist my discomfort?"
Much giggling and Groanings were heard into the night.
http://img5.picsplace.to/img5/18/RiotcIty.JPG (http://picsplace.to/)
4. Whistling while we work
Zelda and Glenda both complete irrigation and commence on roads in different tiles.
Juju, Mumu, Kleanex road bananas
5. Matters Nautical
Admiral's Cask contines sailing past Mayan Lazapa.
Floatie Thing sails up north along the east coast.
6. Military Action
Rusty Dusty (4/4) moves into MadVikingsHome
Eagle Eye Igor (4/4) moves to Hsung-Nu savage.
Tazzie Devil (4/4) continues to swamp walk north
Brutus Maximus(5/5) collects an Aryan scalp
Thumpah (2/3) healed on the road, moved to Kazan for beer therapy .
Phar Lap (4/4) attacks Avar savage ... new scalp ... Equus moves up to create perimeter.
Noodle rests in Animal Farm while moving south
7. Domestic Matters
Coffer 238gp +29
Slider to 20% Entertainment
Capital Crone (4)+4 +10gp Settler in 4
IronGold (4)+2 +3gp Worker in 2
WhomperRoom (2)+5 +2gp Temple in 25
Kazan (3)+4 +1gp Curragh in 4
Rumble Teddy (4)+2 +8gp Sword in 1 ... tweeked
Banana Rama (2)+7 +4gp Worker in 1
Fumbahlieyah (4)+0 +7gp (1xTaxer) ... tweeked, Barracks still in 1
Academy Idiotechnica (4)+0 (1xJester) +2gp Temple being built
Animal Farm (4)+2 +5gp Temple in 8
Ironic Marsh (1)+3 +2gp Temple in 43
Lurkerborough (3)+0 (1xJester) +2gp Temple in 56
HeadedThatWay (1)+3 +2gp Temple in 23
MadVikingsHome (1)+6 +1gp Temple in 56
Scout's Iron Bluff (1)+9 +2gp Worker in 9
Bedetucket (1)+5 +1gp Forbidden Palace in 195
Year 490 BC ... Turn 3
Happenings
>
Knocking, Knocking, Continuous Nervous Knocking ... "Alright I am not deaf !! ... Enter Worm"
"Sire sorry to interrupt ... but I have the Mayan ambassador to see you"
What does he want ... Can you not see that I am busy
Sire Please ... He wants to talk of further peace.
OK ... I agree now be off ... I have other matters to attend to ... Next time these feathered clowns seek to interupt thay had better be bearing gifts ... young fillies if you get my meaning ... Now be off Worm !!
http://img6.picsplace.to/img6/12/Maya_Peace.JPG (http://picsplace.to/)
PEACE for 20 Turns
>
Rumble Teddy trains Swords ... now Worker
Banana Rama hires Worker ... now Worker
Fumbahlieyah built Barracks ... now Spears
Actions
1. Military
Noodle (4/4) heads to Mayan front
Madviki Khan II (4/4) mounts a peak to see the lands vista
Kraig (4/4) and van Diemen (4/4) follow the Mayans
Brutus Maximus (5/5) eager for fresh scalps sees the Aryan nest
http://img6.picsplace.to/img6/12/Nest.JPG (http://picsplace.to/)
Proctar (4/4) back to garrison Bedetucket cos the Hsung-Nu savage is moving.
Grasshoppah (3/3) attacks, gets wounded to (2/3) and gains the scalp.
Equus mounted, mounts the mount, while Phar Lap does the sme with a hillock.
New Sword Stimpy (4/4) trained in Rumble Teddy headed up north to find glory in the Savage lands.
Rusty Dusty (4/4) moving up to an eye spy place.
2. Upgrades
Pretty Boy upgraded to Sword (4/4) for 60gp as he spies Kushan savage
Harpo (4/4) whinges and to shut him up he is also given a sword for 60gp
3. Civil Service
Worker Gang led by Wern Dog begins to mine, is joined by Lulu, Nardo, Joel, Hermi.
Dot completed mine is heading north
Alice and Tatu completed chore and are heading north to Banana Rama area.
Butterball and Sammie move to road some grass
Rename Worker Benjie begins to road near MadVikingsHome while renamed Poppy does similar on an irrigated tile.
New Worker MaiTie hired in Banana Rama clearing jungle
Rename Worker Lazy Suzan and moving to raod some grass.
4. Nothing to report from our fleet of floaty things.
5. Fish Mongerville founded on forest ... building worker.
http://img6.picsplace.to/img6/12/Fishtown.JPG (http://picsplace.to/)
6. Domestic Matters
Coffer 238gp +29
Slider to 20% Entertainment
Rumble Teddy (4)+2 +8gp Worker in 2 ... tweeked so worker and pop rise synchronised.
Banana Rama (2)+6 +4gp Worker in 10 ... tweeked for synchranise
Animal Farm (4)+2 +4gp Temple in 6 ... tweeked to hasten the Temple
Lurkerborough (3)+0 (1xJester) +2gp Temple in 55 ... Luxes soon
MadVikingsHome (1)+5 +1gp Temple in 45 ... tweeked to pop rise sooner
Fish Mongerville (1)+10 +1gp Worker in 10
Year 470 BC ... Turn 4
Happenings
>
IronGold hires Worker
>
Wonders Built and Savages Sighted
http://img9.picsplace.to/img9/6/Wonder.JPG (http://picsplace.to/)
Actions
1. Military Actions
Renamed Archer Porky Nelson (4/4) moves to garrison Animal Farm
Noodle moves to garrison Fumbahlieyah
Kraig (4/4) and van Diemen (4/4) on hills observing Mayan movement.
Brutus Maximus (5/5) attacks and clears Aryan nest and finds 25gp
Grassshoppah (2/3) goes to the Dancing Piglet Bedetucket's best pub and gets roaring drunk.
Rusty Dusty decides to sharpen his sword in MadVikingsHome
Newly upgraded Pretty Boy moves to intercept the Kushan Savage.
Thumpah healed and hungover.
Phar Lap sighted a full nest of Hsung-Nu, Equus joins to assist.
http://img5.picsplace.to/img5/18/Hsung.JPG (http://picsplace.to/)
Harpo awaiting new settler, stays in Capital Crone
2. Civil Service
Renamed Worker Penny Nunn completed mine and moves to rivered grass.
Renamed Worker Kryll Alice who just completed mine, helps Phil with another.
New Worker Daisy le More begins mining spice around IronGold.
Rename Worker Vital Statistic begins to mine a cow.
Love Bug joins the jungle clearing party with MaiTie and others.
3. Nothing nautical to report.
4. Domestic Matters
Coffer 238gp +29
Slider to 20% Entertainment
Capital Crone (4)+2 +10gp Settler in 2
Kazan (3)+2 +1gp Curragh in 2
Rumble Teddy (4)+1 +7gp Worker in 1
Banana Rama (1)+5 +2gp Worker in 5 ... tweeked for synchronisation
Academy Idiotechnica (4)+3 +2gp Temple in 14
Lurkerborough (3)+0 (1xJester) +2gp Temple in 54
Continued as exceeded word count
fe3333au Jan 31, 2006, 01:49 PM Go Team Harriet ... 450 BC - 350 BC
Year 450 BC ... Turn 5
Happenings
>
Knocking, Knocking, Continuous Nervous Knocking ...
"Can I get no peace from you Worm !! ... Enter if you must !!!"
"Sire sorry to interrupt your ummm ... gymnastics ... but I have the Mayan ambassador to see you"
What again ?!! ... what does the goat want now ?!!!"
Sire, He insists that we move our troops ... apparently an over zealous warrior has entered the blue of Maya ... and he insists that they be moved at once !!
"He Insists !!! He insists !!! ... Tell the goatman to be off !! ... more like it that the Mayan blue has swamped over our men ... do you know whom is the cause for this international tension Worm ??!"
Apparently one of our floaty things got blown into Mayan blue"
"Damn and Blast Tell the lover of beasts that they will move with the tide ... and that he can kiss my ...
As you will Sire ... I shall inform the Mayan ambassador that our floaty thing shall move"
http://img5.picsplace.to/img5/18/Troopmove.JPG (http://picsplace.to/)
>
Kushan Barb attacked but killed by Pretty Boy
>
Rumble Teddy hires Worker
>
Actions
1. Civic Duty
Penny Nunn shall commence building a road.
Wern Dog, Lulu, Nardo, Joel and Hermi don the lumberjack costume and move for a chop.
New Worker, Biscuit Barrel will chop around Idiot Acedemy soon.
Tatu joins the jungle slash with MaiTie, Love Bug and Alice.
2. Nautical Adventures
Admiral's Cask will be moving through the Mayan blue ... causing International Incidents, while
3. Matters of a Military Nature
Thumpah (4/4) nursing wounds in Kazan where Hsung-Nu horse have been sighted.
Tazzie Devil (4/4) moving to reinforce Kazan.
Phar Lap (4/4) attacks Hsung-Nu nest, redlined and Equus (3/4) kills the horse and finds 25gp ... Phar Lap (1/4) joins him.
Stimpy moving north.
5. Domestic Matters
Coffer 238gp +29
Slider to 20% Entertainment
Capital Crone (4)+1 +9gp Settler in 1 ... tweeked for more gold
Kazan (3)+1 +1gp Curragh in 1
Fumbahlieyah (4)+2 +6gp Spear in 2
Academy Idiotechnica (4)+2 +2gp Temple in 13
Animal Farm (5)+5 +4gp Temple in 3 ... tweeked to hurry Temple
Lurkerborough (3)+20 +2gp Temple in 27 ... joined to lux
Year 430 BC ... Turn 6
Happenings
>
Capital Crone commisions a settler
Kazan launches another floaty thing
Actions
1. Military Manuevourings
Tazzie Devil (4/4) nearing Kazan
Anon-a-Mouse (4/4) and Whomplai Kahn (5/5) move out of the Mayan blue zone.
Madviki Khan II (4/4) and Jerome (4/4) stay in position.
Brave Brutus Maximus (5/5) weighed down with scalps, moves back to Mongol lands.
http://img7.picsplace.to/img7/8/BlueMoving.JPG (http://picsplace.to/)
Freshly blooded Pretty Boy (4/4) wading the swamps looking for Mayan signs of passage.
Phar Lap (1/4) and Equus (3/4) tactfully withdraw
2. Naval matters
The newest of our floating things launched named Bondi Cigar.
Admiral's Cask sailing the Mayan blue.
Floatie Thing in deep trouble as a Hsung-Nu Floater sighted.
http://img7.picsplace.to/img7/8/NewThreat.JPG (http://picsplace.to/)
3. Civil Servicings
Sammie and Butterball start to mine.
Settler moving up to the northern badlands.
Bengie and Peppy mining.
4. Domestic Matters
Coffer 299gp +32
Slider to 20% Entertainment
IronGold (4)+9 +2gp Settler in 6 ... tweek
Kazan (4)+20 (1xJester) +1gp Worker in 10 ... nobody on MP duty
Fumbahlieyah (4)+0 +7gp (1xTaxer) Spear in 1 ... tweeked
Academy Idiotechnica (4)+0 +2gp Temple in 9 ... tweeked
Animal Farm (5)+9 +4gp Temple in 2
Year 410 BC ... Turn 7
Happenings
>
Floatie Thing survived only just it is leaking bad.
>
Fumbahlieyah trains Spear
Actions
1. Military Stuff
Noodle (4/4) to travel to the Academy of Idiots
Brutus Maximus (5/5) stumbles onto Ghuzz camp
Kraig (4/4) and van Diemen (4/4) report Mayans moving east.
Tazzie Devil (4/4) reaches Kazan, Thumpah moves back to MP duty.
Eagle Eye Igor (4/4) climbs the mountain and it joined bt Equus (3/4) and wounded Phar Lap (1/4).
New Spear Aluvial Jones (4/4) to MP at Fumbahlieyah
2. Naval Contemplation
Floatie Thing is a leaky boat, spies another Hsung-Nu floater and retreats.
Admiral's Cask and Bondi Cigar exploring coastlines
3. Thar She Blows founded, whales sighted breaching.
4. Civil Duty ... Chopping
Wern Dog and crew begin to chop
Biscuit Barrel starts to chop
New Worker Chicken Dancer begins to chop
5. Domestic Matters
Coffer 331gp +34
Slider to 20% Entertainment
Capital Crone (P,B,G,) (3)+2 +7gp Spear in 1
Rumble Teddy (B,G,T,) (4)+3 +7gp Spear in 2
Banana Rama (,) (1)+2 +2gp Worker in 2
Fumbahlieyah (B,G,T,) (4)+1 +6gp Sword in 5
Animal Farm (B,G,) (5)+4 +5gp Temple in 1 ... tweeked for cash
MadVikingsHome (,) (1)+2 +1gp Temple in 41 ... tweeked for population
Year 390 BC ... Turn 8
Happenings
>
Barbs attack ... Hsung-Nu floater sinks our boat, Ghuzz attack Mayans ... Avar attack mountain.
>
Capital Crone trains Spears
Animal Farm builds Temple
>
Mayans building Great Lighthouse
>
Many Wonders
http://img6.picsplace.to/img6/12/Wonders.JPG (http://picsplace.to/)
Actions
1. Matters Military
Jerome (4/4) stays put but now surrounded by the cultural blue.
Brutus Maximus (5/5) gathers a Ghuzz scalp and 25gp by destroying the camp, beating the Mayans.
http://img6.picsplace.to/img6/12/Ghuzz.JPG (http://picsplace.to/)
Tazzie Devil (4/4) moving out on savage dispersal duty.
Eagle Eye Igor (2/4) and the mounted Equus (3/4) and Phar Lap (1/4) moving to Kazan for some serious bragging and drinking.
New Spear Renn (4/4) to MP Capital Crone.
2. Domestic Matters
Coffer 390gp +34
Slider to 20% Entertainment
Capital Crone (P,B,G,) (3)+1 +7gp Spear in 4
Rumble Teddy (B,G,T,) (4)+2 +7gp Spear in 1
Banana Rama (,) (1)+1 +2gp Worker in 1
Academy Idiotechnica (G,) (4)+1 +3gp Temple in 9
Animal Farm (B,G,T,) (5)+3 +5gp Sword in 5
Thar She Blows (,) (1)+9 +1gp Worker in 9
Year 370 BC ... Turn 9
Happenings
>
Rumble Teddy trains a Spear
Banana Rama hires a Worker
>
Many Wonders
http://img6.picsplace.to/img6/12/New_Stuff.JPG (http://picsplace.to/)
Actions
1. Military Stuff
Proctar (4/4) to MP at Thar She Blows
Phar Lap and Equus racing ahead of Eagle Eye Igor to get to the Kazan pubs first.
New Spear Tweezer (4/4) to MP at Rumble Teddy
2. Civil Antics
Lazy Suzan and Dot roading to coastal Thar She Blows.
New Worker Fuzzy Zella to hack at the jungle.
8. Domestic Matters
Coffer 424gp +34
Slider to 20% Entertainment
Capital Crone (P,B,G,) (4)+4 +7gp Settler in 3
IronGold (B,T,) (4)+6 +2gp Settler in 3
WhomperRoom (,) (3)+18 +2gp Temple in 18
Kazan (T,) (4)+8 +1gp Worker in 7
Rumble Teddy (B,G,T,) (4)+1 +7gp Spear in 4
Banana Rama (,) (1)+10 +2gp Temple in 30
Fumbahlieyah (B,G,T,) (5)+4 +6gp Spear in 1
Academy Idiotechnica (G,) (5)+0 (1xJester) +3gp Temple in 8
Animal Farm (B,G,T,) (5)+2 +5gp Sword on 4
Ironic Marsh (,) (2)+6 +2gp Temple in 16
Lurkerborough (,) (3)+16 +2gp Temple in 18
HeadedThatWay (,) (2)+6 +3gp Temple in 9
MadVikingsHome (,) (2)+10 +1gp Temple in 39
Scout's Iron Bluff (,) (1)+2 +2gp Worker in 2
Bedetucket (,) (2)+8 +2gp Forbidden Palace in 188
Fish Mongerville (,) (1)+4 +1gp Worker in 4
Thar She Blows (,) (1)+8 +1gp Worker in 8
Year 350 BC ... Turn 10
Happenings
>
Fumbahlieyah trains Spears
Actions
1. Military Shuffles
Whomplai Kahn (5/5), Madviki Khan (4/4) and Anon-a-Mouse (4/4) huddle together on the mountain top looking at the expanding Mayan blue.
Jerome (4/4) keeps an eye on the Yaxchilan road works department.
Stimpy (2/4) fought back surpise barbarian horse attack.
Grasshoppah (4/4) keeps watch on mountain high.
Noodle (4/4) moving back to MP Idiot Academy.
New Spear Little Pinkus moving to MP Bedetucket.
Harpo stays at Rumble Teddy to MP.
Pretty Boy (4/4) is to stay fortified on hill and watches Mayan movement.
2. Civil Works
Gil and Glenda roading 'round WhomperRoom.
Bengie and Poppy roading 'round the MadVikingsHome
Daisy le More completes mine and moves on.
Vital Statistic completes mine on cows.
Butter Ball and Sammie on the chop.
3. Nautical Reports
Admiral's Cask and Bondi Cigar both searching the coastal brine.
4. Domestic Matters
Coffer 458gp +38
Slider to 20% Entertainment
Capital Crone (P,B,G,) (4)+2 +9gp Settler in 3
IronGold (B,T,) (4)+5 +2gp Settler in 2
WhomperRoom (,) (3)+17 +2gp Temple in 17
Kazan (T,) (4)+5 +1gp Worker in 6
Rumble Teddy (B,G,T,) (5)+5 +9gp Spear in 3
Banana Rama (,) (1)+9 +2gp Temple in 29
Fumbahlieyah (B,G,T,) (5)+3 +6gp Worker in 2
Academy Idiotechnica (G,) (5)+0 (1xJester) +3gp Temple in 7
Animal Farm (B,G,T,) (5)+1 +5gp Sword in 3
Ironic Marsh (,) (2)+5 +2gp Temple in 15
Lurkerborough (,) (3)+15 +2gp Temple in 17
HeadedThatWay (,) (2)+5 +3gp Temple in 8
MadVikingsHome (,) (2)+9 +1gp Temple in 38
Scout's Iron Bluff (,) (1)+1 +2gp Worker in 1
Bedetucket (,) (2)+7 +2gp Forbidden Palace in 187
Fish Mongerville (,) (1)+3 +1gp Worker in 3
Thar She Blows (,) (1)+7 +1gp Worker in 7
and with that the great Khan Fe the fashionable finally succumbs to a heart attack ... the staff of leadership is passed on :D
fe3333au Jan 31, 2006, 02:08 PM The World
Mayan Sector
http://img8.picsplace.to/img8/8/Mayan_Area.JPG (http://picsplace.to/)
Harriet's Core
http://img8.picsplace.to/img8/8/Oursector.JPG (http://picsplace.to/)
The Savage Untamed Northlands
nix
Military Advisor
>
We are AVERAGE compared to Mayans
http://img8.picsplace.to/img8/8/MilAd.JPG (http://picsplace.to/)
And the Save
http://www.civfanatics.net/uploads11/fin_350_BC.SAV
:lol: That was fun ... but verbose :blush:
any comment on the reporting ... and if additional information required ... do not hesitate to post :D
Mistfit Jan 31, 2006, 02:14 PM fe3333au = sesquipedalian :p
nice write up
Bede Jan 31, 2006, 02:43 PM :devil:
Get out the whip, you slackers, any town with more than pop2 building a temple and with only 20s left on the job should have the whip applied. Rather than rumpling silk sheets the leadreship needs to be snapping leather! Cat o' nine tails insead of a beast with two, or was it four, backs :D
fe3333au Jan 31, 2006, 03:05 PM :lol: Had to look that one up Misfit ;)
Whomp Jan 31, 2006, 07:12 PM Wow.....good thing I don't have to follow you Fe! Tough act to follow.
One thing I would mention is when making peace with Smoke, negotiate it. There is always the possibility of cash or even tech in a peace proposal. We should be renegotiating peace with him every 20 turns.
Bede's right sacrifice some pop for the temples.
gmaharriet Jan 31, 2006, 07:51 PM Great write-up, Fe!!! :goodjob: How do you manage to actually play the turns and write a great story at the same time?
Regular roster update:
Lurker - up (someone new please if "got it" posted within 24 hours...after that, repeat is fine)
Scout - on deck
Gram H. - ruined war plans by making peace
Whomp - got floaties, iron and horses while dancing with JT's
Fe (The Fashionable) - just played
AK- on indefinite skip
Lurkers:
zerksees
Own
madviking (played)
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
classical_hero
fe3333au Feb 01, 2006, 03:28 AM Tried getting additional stuff for peace but no go :(
Concerned about those Mayan troops wandering around in the northern midlands.
Monarchy is non-tradable ... but Writing is a possibility.
@Harriet ... I write as I play :)
classical_hero Feb 01, 2006, 09:09 AM I've got it. I will play tomorrow. Let's hope I do not ruin it for everyone. ;)
classical_hero Feb 03, 2006, 12:36 PM Pre-Turn Info. I managed to see what the mayans are offering and they have Writing and Monarchy for sale, they are only offering Writing so I asked what they were willing to pay for it so here are to screenshots that I managed to get these trades. I must pout some GPT on the table because we just do not have enough money, so that means we will be at peace for twenty turn, so noone mess this up.
Trade 1.
http://img443.imageshack.us/img443/8683/trade19pn.jpg (http://imageshack.us)
Trade 2.
http://img443.imageshack.us/img443/295/trade27mb.jpg (http://imageshack.us)
I eventually choose option two as the deal. The next deal that I want to do is get Map Making and that will mean we can have a few suicide galleys and reach more trading partners and thus we can get better deals for our techs.
One goal that we should try and achieve is the colonize the northern Territory because that looks to be a great area for our second core.
IBT. We found that the Japanese have built the Great wall.
http://img322.imageshack.us/img322/6901/greatwall6hz.jpg (http://imageshack.us)
We also find a barb uprising so that means that one team is already in the Middle ages.
http://img322.imageshack.us/img322/3047/barbs9ye.jpg (http://imageshack.us)
Gottat love the new advisers that I have. I fired the one that Irongold hired as they were utterly useless.
Turn 1. I go a hunting for some barbs before the Mayans do and get some free workers. I also need to steer them away from the unoccupied cities. Considering that they are in junglel it will taken them some time so we should not worried right now.
I had a look at diplo and we could have gotten Philosphy, but we do not need it right now.
IBT. Our curragh was attacked by a barb galley and we lost on one hitpoint.
Turn 2. We found the barb area.
http://img322.imageshack.us/img322/3047/barbs9ye.jpg (http://imageshack.us)
I renamed a Sword to 'The Rock" and in the next few turn I shal have a few more cities for us. I rename a spear, Ted E. Bear, since it was from Rummble Teddy.
IBT. Brutus Maximus lost three hitpoints after on Horse attack. So far no enslavements for the Mayans.
Turn 3. I found some more barbarinas to the north of "Thar She Blows'. I attacked with Equus and it is now down to two hitpoints. I have Animal farm working on Forbidden palace since getting this early will help us greatly. The worst bit about where we are situated is the fact that we have so much marsh and swamp lands in our core.
Here is a note on worker teams, we need to make sure that all teams are not going to be waisting a bit of their turn, so we must have three workers for roading, six workers for each clearing wetland teams, four or two workers for each irrigating team, and so on. I have noted that many times, these teams are lacking workers so that some use is wasted by some of the workers.
IBT. Stimpy is now elite thanks to some barbs but it is now 2 hitpoints. Bondi Cigrar is not a veteran and is also two hitpoints.
Turn 4. I killed a few barbs with some very injured units. Academia Idiotechnia built a temple. I found my first city.
http://img508.imageshack.us/img508/852/town10ow.jpg (http://imageshack.us)
I found a second city. Lets make like a split.
IBT. We see a Mayan setler
Turn 5. I made this trade and got what I thought to be one of the key techs for us.
http://img302.imageshack.us/img302/1319/mapmaking4kz.jpg (http://imageshack.us)
IBT. Phar Lap we KIA. Phar lap is now stuffec in a museum. No Barbs were lost. :mad:
Turn 6. Harpo is now a Veteran as he killed a barb horse. I renamed a spear to Chuck.
IBT. Nothing of note.
Turns seven + eight. I pop rushed a Galley so that we can get onto the other continent. We are surrounded by barbs.
IBT. Not much
Turn 9. We killed a Barb, that is all.
IBT. Ziltch
Turn 10. The end of my turn.
I know that most people want war with the Mayans but I believe that getting to the other continent is more important at this stage.
NOTE to self, do not play so late. More picture will come when I am awake latter today.
Admiral Kutzov Feb 03, 2006, 06:24 PM return of the living dead. I have it
Whomp Feb 03, 2006, 06:28 PM I see my temporary restraining order must've expired. :D
Rik Meleet Feb 03, 2006, 06:29 PM /me wants to be a registered lurker.
gmaharriet Feb 03, 2006, 06:35 PM Looking good, C_H!!! :goodjob:
return of the living dead. I have it
Yayyyy!!! He's baaaaack!!! :dance:
Regular roster update:
AK - Playing now!!!
Scout - on deck
Gram H. - ruined war plans by making peace
Whomp - got floaties, iron and horses while dancing with JT's
Fe (The Fashionable) - with rustling and giggling behind a curtain
Classical Hero (lurker) - just played, gots us some techs and a galley
Lurkers:
zerksees
Own
madviking (played)
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
classical_hero (played)
Rik Meleet
fe3333au Feb 04, 2006, 02:08 AM I'm there too :wavey: ... I had lots of ummm ... private interviews :groucho: happening in my term :p
Aside ... Anyone recognise the visage of Leader Head used :hmm:
Damn Classical_Hero, if my advisors wre like yours I'd probably have taken more of an active interest in matter of state :lol:
gmaharriet Feb 04, 2006, 02:28 AM I'm there too :wavey: ... I had lots of ummm ... private interviews :groucho: happening in my term :pI apologize, Fe. I edited you back into the lineup. So, um, those were job interviews, huh? :hmm:
Damn Classical_Hero, if my advisors wre like yours I'd probably have taken more of an active interest in matter of state :lol:I wonder if anyone will ever make a mod with some, um, interesting MALE advisors. I gotta admit even the females are better than the out-of-the-box ones. :p
Admiral Kutzov Feb 04, 2006, 06:08 AM CH, please check, but methinks thou hast posted the wrong save. Or is it just me :crazyeye:
classical_hero Feb 04, 2006, 09:40 AM CH, please check, but methinks thou hast posted the wrong save. Or is it just me :crazyeye:
I did it again. Sorry about that. :shakehead I edited my post with the correct save.
Now here ae some more pictures of the game as I left it.
Here is the Domestic screen with all the cities. As you can seee I have lots of cities producing temples.
http://img403.imageshack.us/img403/3567/domestic0za.jpg (http://imageshack.us)
Here is the Culture Advisor.
http://img403.imageshack.us/img403/4188/culture0wz.jpg (http://imageshack.us)
Here is our mainland.
http://img406.imageshack.us/img406/6229/ourmainland7nw.jpg (http://imageshack.us)
Here the Mayan lands which will soon be (y)ours.
http://img405.imageshack.us/img405/2621/mayanterritory2kw.jpg (http://imageshack.us)
Here is the northern lands, also (y)ours.
http://img405.imageshack.us/img405/3775/thenorth2os.jpg (http://imageshack.us)
Here is where the next settler is goin to stop the Mayans.
http://img320.imageshack.us/img320/7418/settler4of.jpg (http://imageshack.us)
Own Feb 04, 2006, 09:43 AM I'd be surprised if Bede didn't have something to say about this:
I have lots of cities producing temples.
:p
madviking Feb 04, 2006, 10:58 AM Happy bday Gma! :bday: :D
Whomp Feb 04, 2006, 11:01 AM Happy Birthday Gram! :bday:
Nice going Classical. We really needed to work on some temples soon! Some pop rushing may be in order.
fe3333au Feb 04, 2006, 11:02 AM Yes have a great [party] and :beer:
Ansar Feb 04, 2006, 11:49 AM Happy Birthday gmaharriet!:bday:
scoutsout Feb 04, 2006, 11:58 AM How are we doing with our floatie thingies? With at least a couple of AI in the Middle Ages... we need some suicide floatin' thing runs...
Own Feb 04, 2006, 03:42 PM Happy Bday! :bday: !
Admiral Kutzov Feb 04, 2006, 03:45 PM I now have it for real. ;) and BTW:
:salute: :band: :beer: [party] Happy Birthday Harriet. (Happy B-day sounds like a european plumbing fixture and we certainly wouldn't want to celebrate that) :crazyeye:
Smart Feb 04, 2006, 04:03 PM :bday:, Gma! The whole forum is celebrating this holyday :band:
azzaman333 Feb 04, 2006, 05:41 PM Yes, Happy Birthday! [party]
Admiral Kutzov Feb 04, 2006, 05:57 PM somebody else check the save. i get told it is not a valid save file
Bede Feb 04, 2006, 05:57 PM I'd be surprised if Bede didn't have something to say about this:
:p
:devil:
It's not the temples (though I would be building granaries), it is the town producing "WEALTH". At this stage of the game that is literally throwing one hammer down the toilet. If nothing else the town can be building a boat for rushing later.
The only times and places you want to produce wealth are late in the game in high shield towns with at least a bank for the multiplier.
Bede Feb 04, 2006, 05:59 PM :bday:, Gma! The whole forum is celebrating this holyday :band:
A holy day indeed. Best wishes from TGOM. Prayers at midnight.
scoutsout Feb 04, 2006, 06:02 PM The only times and places you want to produce wealth are late in the game in high shield towns with at least a bank for the multiplier.
...and an industrial base that can produce units so fast it would outstrip your economy's ability to support your military.
Admiral Kutzov Feb 04, 2006, 06:07 PM scout, see if u can load the save
gmaharriet Feb 04, 2006, 06:18 PM Thanks for the good wishes guys! I celebrated by playing Civ until 6am and sleeping the day away. Now I can Civ all night again. :p
Whomp Feb 04, 2006, 06:28 PM AK I was able to open the save. BTW a quick look showed walls being built in Headthisway and should be changed.
gmaharriet Feb 04, 2006, 06:30 PM I was able to open it as well. Spotted all those barb horses and shut it back down ASAP. :lol:
Admiral Kutzov Feb 04, 2006, 10:13 PM It was a dark and stormy night, Igor was having issues with his crayons (they just didn't have that fresh, out of the box taste, anymore), so he turned to his magic picture box.
Too many barbs running around. They're not the Boris babes in bikinis either. Oh well, Harriet should be happy. Everyone knows, Igor is really fourteen, right?
Anyway, Igor didn't like the builds and made changes; the big one being the wastage (is that a word; if it ain't it is now) of 35 shields at Animal Farm to build the Admiral's Pleasure.
Fired a clown at Bedetucket.
New location for FP is Chichen Itza.
Turn One, the Cask starts a suicide run. Move units in random pattern to simulate reason.
Well, the Cask sunk flawlessly.
Turn Two, the barbs move on Kazan. Equus takes one down. Build Sheepy Hollow. Admiral's Pleasure and Galley start suicide runs. Rush a rax in Ironic Marsh.
Both boats go to the bottom flawlessly.
Turn Three, rush a rax at Kazan cause I kan and cause it be about to riot. Stimpy kills a barb horse. Smoke is trying to send settler pairs thru our lands. Moving horses to frustrate him. Expecting an end run by a boat soon. Rush a galley at the Farm.
Stimpy takes out three barb horses on defense. He da man.
Turn Four is more random movement to block Smoke.
Various borders expand.
Turn Five, Kraig kills a warrior. Academy is about to riot so pop rush a horse. Stimpy kills a barb warrior. Galley starts a suicide run.
Deva vu all over again, the galley sinks flawlessly. Lose a worker cause I can't count to two (the movement of a barb horse).
Turn six, Stimpy whacks the bad barb. Rush another Galley at the Farm.
Turn Seven, Smoke has been busy. Time to go to war and pointy stick some knowledge when the deals run.
Turn Eight, nuttin honey cept for another suicide turn.
Order the execution of the boat makers as another galley sinks flawlessly.
Turn Nine, manage to complete a turn without losing a boat. The line in the sand is almost done. Smoke can send his settler pairs by boat from now on.
Turn Ten, found Sarcastic Marsh. Tired of worker stuff, so I'll stop.
There's a settler wandering around, more horse on the way. Need to open can of whomp axe on smoke soon.
I will be in front of the other magic box for the remainder of today, watching the steelers score a plethora of points.
Pix to follow
Admiral Kutzov Feb 05, 2006, 08:41 AM the beginning
http://img373.imageshack.us/img373/8259/igor15zh.jpg
smoke goes for a boat ride
http://img148.imageshack.us/img148/5373/igor22cx.jpg
the line in the sand
http://img82.imageshack.us/img82/9860/igor34vf.jpg
Note: Sheepy Hollow was intentional. Hi FE
gmaharriet Feb 05, 2006, 04:56 PM Great narrative, AK, but I think you and Igor need more practice on non-leaking floaty devices. Maybe we should go back to your floating wine casks. :p
Regular roster update:
Scout - up
Gram H. - on deck
Whomp - got floaties, iron and horses while dancing with JT's
Fe (The Fashionable) - with rustling and giggling behind a curtain
Classical Hero (lurker) - gots us some techs and a galley
AK - drew a line in the sand and built leaky boats
Lurkers:
zerksees
Own
madviking (played)
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
classical_hero (played)
Rik Meleet
scoutsout Feb 06, 2006, 12:07 AM New location for FP is Chichen Itza.Sounds like a plan. I'll try to get this played tomorrow night.
scoutsout Feb 07, 2006, 05:23 AM 50 AD - Pre-flight check: load up the previous players' logs so I can see what was whipped where. Classical Hero pop rushed at least one boat, but I don't know where. The Admiral rushed a rax in Ironic Marsh, Kazan, a horse at Academy, a Galley at The Farm... that looks like it.
Diplo check shows We're paying 29gpt for 5 more turns... and we're running +3gpt. Let's see...shall I MM for gold, or unit production...gold... for now. Time to check builds.
http://www.civfanatics.net/uploads11/GMA1_whip1.jpg
Whip the Temple to Completion at Bedetucket. (1 citizen for 9 shields). Same-same at Scout's Iron Bluff. MadVikingsHome gets 1 citizen whipped for 18 turns off the Temple Build. Whip something in Fish Mongerville for 13 shields, and swap the build back to a Temple, due in 30 (can be whipped again in 10). Swap Capital Crone to Spear.
F3 check shows Sakae tribes near Idiot Central....and we're average compared to the Maya.
Move some stuff around... this 2gpt is going away when these Temples are completed.
IBT - Mayan settler pairs back off the Line in the Sand.
BananaRama Temple>Floatie Thingy.
Ironic Marsh Spear>Sword
MadVikingsHome Temple>Rax (Place to heal near the front).
Scout's Iron Bluff Temple>Rax
Bedetucket Temple>Rax
Turn 1/70 AD - sure enough, we're at -2gpt. Move some stuff around...
IBT - CC Spear>Settler
Animal Farm Galley>Redux
Turn 2/90AD - move some stuff around... take lux down a notch, hire a tax collector in Animal Farm, and queue up a worker. Now at +10gpt.
IBT - Rumble Teddy trains a Sword, starts a horse.
Turn 3/110 AD move stuff... :whipped: the Temple Build at Fish Mongerville (after a forest chop)...more worker stuff...
IBT - Fumbahlieyah Horse: Settler
Animal Farm Worker>Galley
Fish Mongerville Temple>Galley (Forest chops in progress)
Idiot Central Worker>Temple
Let's make like a split Worker>Temple
Turn 4/130AD - not much to report.
IBT - Whomper Room riots, as I missed it that it would grow this turn.
Turn 5/150 AD Getting ready...I'm opening up a gap in our lines to let settler pairs in.... lux tax up since the gpt deal expired...
Turn 6/170 JungleHill founded.
Turn 7/190 Lose Equus to a Barb horse.
Turn 8/210 - Tell Smoke Jag to remove his trespassing forces. Move some stuff around...
Turn 9/230 - stack a couple of Galleys in a sea tile off the coast of Banana Rama. Whip 18 turns off the Temple build in Thar She Blows.
IBT - a forest chop comes in... Mayan troops continue to trespass... and I get this one:
http://www.civfanatics.net/uploads11/GMA1_maya_start_GL.jpg
Turn 10/250
Here's the initial offer for Literature:
http://www.civfanatics.net/uploads11/GMA1_offer_for_Lit.jpg
:banana: Both of our Galleys survived IBT - and the first one spots a purple border! (Most likely Portugal)
http://www.civfanatics.net/uploads11/GMA1_Boat_spot_border.jpg
scoutsout Feb 07, 2006, 05:33 AM More dotmapping fun:
http://www.civfanatics.net/uploads11/GMA1_near_Jungle_Hill.jpg
http://www.civfanatics.net/uploads11/GMA1_moving_north2.jpg
fe3333au Feb 07, 2006, 05:39 AM Sorry ... Rax is Barracks ??
EDIT ... Yeah !!! :bounce: Near Neeighbours, New Flavours ;)
scoutsout Feb 07, 2006, 05:45 AM After action review:
The good - Our boats spotted another border!
The bad - our tactical situation isn't what I'd like it to be, but that can wait. I think we need to focus on our victory goal (Khan's Kul-cher) and delay war.
The ugly - happiness is an issue - expected with the use of the :whipped:. There are some silks at the extreme northern tip of our landmass. With AI boats in the water, I expect a town to show up there soon... but we need to focus on settling to the north and northwest.
Tactical situation: I opened up a gap in our Line in the Sand, and let some Mayan settler pairs wander in. My thinking at the time was that I could enslave some free workers on the opening round of a war. I do love leaving Harriet a nice slugfest to contend with. :devil: Anyway, there are sufficient horses down there to corral the settler pairs and send them home, if we like.
How I'd play it from here: Delay the war, focus on expansion and culture. Delay the purchase of Literature until after the next IBT. Depending on whether our yachts survive, we may get a better deal on Lit. Get Lit at the start of the next turn. Wholesale build order changes: Swap every granary and Barracks build to a Library. Swap Kazan and Fish Mongerville to Library Swap every productive city size 3 or greater that's building units to a settler. Spawn settlers, then order up Libraries. The magic number for the whip is 19 shields.
Next better player, here's >>>The Save<<< (http://www.civfanatics.net/uploads11/GMA1_Scout_250AD.SAV).
gmaharriet Feb 07, 2006, 10:03 AM Got it and plan to play tonight.
Trying to formulate my questions since this is my first 100k culture game and I've never whipped anything.
Delay the war, focus on expansion and culture.
Delay the purchase of Literature until after the next IBT.
Depending on whether our yachts survive, we may get a better deal on Lit.
Get Lit at the start of the next turn. Wholesale build order changes:
Is the delay of only 1 turn if our boats survive to make contact with new civs and get Lit cheaper? If we buy elsewhere, tell Smoke to leave or declare? If we buy from Smoke, war is delayed for the duration of the gpt payments? If we have said 20-turn delay, use horses and other units to dance with settler pairs?
Whipping...Why is magic number 19? I thought whipping yielded 20 shields...do we need at least one in the bin? What is the effect of unhappiness with only 1 lux?...I believe I read somewhere that unhappiness lasts 20 turns, but not what to do to ameliorate it...do we wind up with several citizens as clowns? Do we always whip to completion or do we speed a build only partially?
If we go to war with Smoke, is the idea to balance culture and unit builds and new settlers?
Any and all input from the team will be appreciated. :)
zerksees Feb 07, 2006, 10:42 AM Whipping does give you 20 shields, but trying to rush something with no shields in the box (lower right on city screen) means it will cost twice as much to complete. So if you complete an item, start a spearman and try to rush it you will use up two citizens. If you wait one turn and get a blue shield in the box, it will only cost one citizen.
Same goes for any size unit. Want to build an 80 shield library? The first turn would cost 8 citizens. The second turn it will cost 4.
Incidently if you disband a unit in the citiy to get some shields you can rush on the first turn and not pay the premium. The key is to have some shields in the box when you rush build.
Whomp Feb 07, 2006, 10:43 AM Is the delay of only 1 turn if our boats survive to make contact with new civs and get Lit cheaper? I would not be in a rush to trade right off the bat unless you think there's a place for a library whipped or otherwise. The more civs we meet the lower the price becomes so now is the time to start using Bede's tenets. There's finally an opportunity for a 2 fer.
If we buy elsewhere, tell Smoke to leave or declare? If we buy from Smoke, war is delayed for the duration of the gpt payments? If we have said 20-turn delay, use horses and other units to dance with settler pairs?
My preference would be to stop giving Smoke gpt and only trade in a tech for tech deal. The time has come for him to become our whipping boy and even better if he finishes the Glib. He doesn't know anyone and we will. :evil: I would dance with him, get him angry and demand him leaving our territory every turn.
Whipping...Why is magic number 19? I thought whipping yielded 20 shields...do we need at least one in the bin?No 20 is fine to finish a citizen off as long as something is in the box. Chops, disbands help. What is the effect of unhappiness with only 1 lux?...I believe I read somewhere that unhappiness lasts 20 turns, but not what to do to ameliorate it...do we wind up with several citizens as clowns? I would not whip the core cities. They are the ones with real production. They will produce our military and settlers so whipping them doesn't make sense to me. Look at any 5CC and you'll see a neighbor can be punished with 5 productive cities. The rest can use some culture but you need something in the box first. :D
I'd focus on getting the silks hooked up asap.
Do we always whip to completion or do we speed a build only partially? Chops are huge. If you can chop your way to a temple do that until you have 20 left. Then whip to completion. I'm more inclined to partial whip at 3 or 4 than 2 pop since you'll have at least 1 reasonable citizen to work the fields.
If we go to war with Smoke, is the idea to balance culture and unit builds and new settlers? That'd be the plan.
That my .02 but I'm interested to hear everyone else' opinion.
fe3333au Feb 07, 2006, 12:08 PM I'd also continue with floatie things ... we will have a new land to explore but there must be others ... and those sea barbs are tough ... I'd especially send some down to Smokie's lands and see if he has any close and as yet undiscovered neighbours ... we must stop him expanding and finding friends.
fe3333au Feb 07, 2006, 12:14 PM Should we wait for him to construct the great Library for us ??? :evil:
Whomp Feb 07, 2006, 12:24 PM Should we wait for him to construct the great Library for us ??? :evil:
I don't think we can. They've already missed on the pyramids (which would've been an enormous help btw). I'm surprised we haven't recieived any confirmation that it's already finished on the other continent since they're in the MA. BTW rax does = barracks.
On the floatie thing my guess is suicide galleys are the only way to meet neighbors since chances are there are ocean/sea squares between the continents. The AI won't suicide galleys so it could be till caravels before the Mayans are paid a visit.
PS Fe I'll try to switch AIM to my other pc since the one I have it on doesn't work.
Admiral Kutzov Feb 07, 2006, 03:53 PM good to see floaties survive.
for amusement value, you can close the line in the sand. then open a hole on the side farthest from the wanding jungle pairs; when they get close to the hole, seal it and open a hole on the other side of the line. Be warned this gets tedius.
I'd also like to stay away from gpt deals with smoke unless we're very sure we can draw him into a quick war.
Smart Feb 07, 2006, 04:03 PM Edit: posted in wrong thread, sorry :blush:
scoutsout Feb 07, 2006, 07:20 PM I would not be in a rush to trade right off the bat unless you think there's a place for a library whipped or otherwise. The more civs we meet the lower the price becomes so now is the time to start using Bede's tenets. There's finally an opportunity for a 2 fer.I agree with this - to a point... but I do hope Harriet gets Lit on her turns, as Libraries are such a key component of a 100k victory.
Remember - we're into the A.D. era. We need to get as many early cultural improvements as we can, so they'll double in cultural value when they reach 1,000 years old. A Temple and Library that are 1,000 years old will produce 10cpt for us.
Another thing to consider - if we're going to switch to Feudalism it will make sense for us to have a lot of small towns as opposed to large cities - the unit upkeep metric is the revers of Republic. Two towns with Temples/Libraries early will produce more culture than one city that cannot (yet) build a Cathedral and University.
So once we get outside the core, pack the towns in ICS style... settling ON food poor tiles (hills, desert) that are near tiles we can irrigate for food. Size 6 towns with a couple of taxmen will at least pay for the upkeep on the cultural improvements. With enough towns our military upkeep ought to be minimal under Feudalism.
gmaharriet Feb 07, 2006, 07:23 PM Ok, now I'm confused (well, more so :p )
Delay the purchase of Literature until after the next IBT.
Depending on whether our yachts survive, we may get a better deal on Lit.
Get Lit at the start of the next turn. Wholesale build order changes:
Swap every granary and Barracks build to a Library.
Swap Kazan and Fish Mongerville to Library
Swap every productive city size 3 or greater that's building units to a settler.
Spawn settlers, then order up Libraries.
Then
I would not be in a rush to trade right off the bat unless you think there's a place for a library whipped or otherwise. The more civs we meet the lower the price becomes so now is the time to start using Bede's tenets. There's finally an opportunity for a 2 fer.
So.... Trade soon or wait longer? Swap per Scout's suggestions or is there something else in mind? Gpt and get Smoke to declare? or wait until we are sure galleys are across and trade tech for tech?
Both 100k culture and no research are new for me, so I need specific guidance (and then, of course, the game situation will change). I'm going to go look at the save again and will return.
Whomp Feb 07, 2006, 07:40 PM Trade soon as Scout said. This is one of those really important must have techs. My point was that if those swaps won't finish over the next couple turns don't make the deal. There's a possibility of more contacts close to the Ports.
scoutsout Feb 07, 2006, 07:40 PM So.... Trade soon or wait longer? Swap per Scout's suggestions or is there something else in mind? Here's how I would play it: wait out the IBT with the status quo. If a boat survives, beeline for coast and see who you can contact. If you can trade for a tech that the Maya don't have, you might be able to get that two-fer (or more-fer). There is that risk that you buy a tech that Smoke-Jag is already researching... in which case you might not be able to get Lit... but I think your second worst-case scenario is that you'll meet a civ that's on par with the Maya, and the price of Literature will drop.
The worst case scenario is that both boats sink. The odds for 1 of 2 boats surviving in a Sea tile are better than one of the two surviving in an Ocean tile. (Lesson on elementary probability theory later if you want it...) I have had slightly better results stacking 2-3 galleys for blind suicide runs.
I would not do the "move or declare" thing with Smoke-Jag if you don't want a fight. My gut says that the timing is not quite right... there is much land to be settled. The key to a cultural win is to get as much culture as you can, as early as you can.
Here's an adjustment I'd like to make to our 'line in the sand'...(this'll take 2-4 turnsets to pull off...) Let's see if we can replace those horses with spears on the mountains. If we can augment that with some archers on every other tile, that might make a formidable enough line that the Maya would advance towards the south, where the more open terrain favors our horse-heavy military.
gmaharriet Feb 07, 2006, 08:07 PM Ok, took a closer look at the save and here are my thoughts. If one or both of the boats survive, wait to trade until we see what kind of deal we can get. If they don't survive, make the trade with Smoke pretty much as originally proposed (which is all of our gold plus the gpt) and try to block the settlers.
I checked F3 and we are weak to the Maya, so war doesn't seem like a good idea, especially when we have a "second front" with the barbs.
There are 3 of our settlers out, 2 in the N/W with 4 spots indicated by Scout. I'd probably go for one of the closer southerly spots and one of the more northerly, since the AI like to have lots of room and it might discourage them. Our 3rd settler is N/E and neither the recent dop map nor the older original one shows that area. There's a nice river right where it's standing, so I'd be inclined to just plant a town there.
There are 4 Mayan settler pairs and I'll try to block them as best I can. I didn't notice a lot of spears for the mountains, but I have trouble distinguishing units sometimes when they're given names other than just "spearman" or "swordsman" and we have been VERY creative in our naming. :p
I'll wait a bit for comments and then give it my best shot.
Whomp Feb 07, 2006, 08:32 PM That all sounds good Gram. I would try to dance the best you can with the settlers.
gmaharriet Feb 07, 2006, 08:38 PM Ok, I'll be back with more questions if things get complicated. :mischief:
scoutsout Feb 07, 2006, 09:41 PM That all sounds good Gram. I would try to dance the best you can with the settlers.She should have enough to dance with... IIRC, I left half a dozen horses in that town between Viking's Home and the coastal town... with more on the way, there should be enough there to close off the gap.
I just wanna know if our yachts survived the "suicide regatta". :D
Edit: I think I left those ponies are in WhomperRoom.
gmaharriet Feb 07, 2006, 10:32 PM Yep! Found the ponies, line is filled and settlers have probably left to find galleys to ride, but no more Mayan towns yet. 2 out of 4 of our galleys made it across to find Henry and Abe, who have all the same techs as Smoke EXCEPT lit.
I've just finished turn 3 and here's an excerpt from my log, "F3 shows we are now average to Maya and strong to Abe and Henry. Abe has Japanese slaves and Henry has Dutch slaves, so the other civs must be nearby. Smoke is now asking 316g +6gpt for lit." Two more galleys just finished and will explore our continent.
Since it seems likely we'll find the Japanese and Dutch soon, I've put off trading. We have 2 new towns with temples started, 1 more soon and 3 settlers being built for new towns and to relieve happiness problems in our core. We've lost 2 archers to barbs and killed 3...not much of a kill ratio, and I'm sending new horses that direction for barb control.
I'm in no rush to finish this, and want to be sure I'm thinking in the right direction and will likely continue tomorrow night.
Whomp Feb 07, 2006, 10:40 PM Nice improvement on Smoke's pricing from 14gpt and 220g to 6gpt and 316g.
The Dutch were eliminated (by Henry it seems).
gmaharriet Feb 07, 2006, 10:51 PM Nice improvement on Smoke's pricing from 14gpt and 220g to 6gpt and 316g.
The Dutch were eliminated (by Henry it seems).
I don't know if they've been eliminated yet, but they've certainly been at war. Only 1 of the galleys has had time to explore 3 tiles eastward and the other just arrived and will go west looking for the Dutch and Japanese.
Smoke's inital offer included 8gpt, but I sweet-talked him down to 6. ;) If I should accept that offer, let me know or I'll continue looking for more potential trading partners first.
Whomp Feb 07, 2006, 11:01 PM IIRC someone posted that the Dutch are gonzo. Gram do you need it to finish a few libs? If the answer is yes I'd do the deal. If they can wait a couple turns then I'd see if you can gain another contact.
The really good news is that the GLib may be finished by Smoke first and we can prepare for that over the next 20 :evil: Be careful trading lit too early with the other civs so he can complete it.
gmaharriet Feb 07, 2006, 11:19 PM IIRC someone posted that the Dutch are gonzo.You are soooo tactful, Whomp. It happened on my turnset back in 775bc and I posted it myself. :blush: My memory is not what it used to be. :p
Ok, will do the deal, but tomorrow night. :)
fe3333au Feb 08, 2006, 02:27 AM Whoever we get Lit from ... the cost can be negated when it is traded on to Abe and Henry ... but I agree wait a bit cos we may find a better deal with the unmet others ;)
scoutsout Feb 08, 2006, 04:40 AM Whoever we get Lit from ... the cost can be negated when it is traded on to Abe and Henry ... but I agree wait a bit cos we may find a better deal with the unmet others ;)Why trade it? Keeping it will improve the chances that the GLib will be built on our continent. :devil: (Someone please check to see where the Maya are building it...)
fe3333au Feb 08, 2006, 05:47 AM That of course is the best sceanario :evil: ... I was thinking of an alternative course of action which would benefit our coffers ... since Whomp expressed an unlikelyhood of Smokie Boy actually building it.
Whomp Feb 08, 2006, 07:49 AM That of course is the best sceanario :evil: ... I was thinking of an alternative course of action which would benefit our coffers ... since Whomp expressed an unlikelyhood of Smokie Boy actually building it.
If one of the other unmet civs haven't started it then the Mayans will have a big fat head start. We know the Ports and American have not.
gmaharriet Feb 08, 2006, 09:51 AM Why trade it? Keeping it will improve the chances that the GLib will be built on our continent. :devil: (Someone please check to see where the Maya are building it...)
It's being built in Kaminaljuyu which is only size 4, but has some nice BG's nearby, and should likely grow since it's not spawning settlers.
Since this is a continents map and we have 2 galleys across and can explore both directions around the other continent, it seems likely to me we'll meet the other civs soon. If one of them has Lit, I'll sell it immediately. If not, we can still build libs and build culture and wait for the Maya to complete.
Sound like a plan?
Whomp Feb 08, 2006, 09:53 AM Sounds great! Go get 'em tiger.
Admiral Kutzov Feb 08, 2006, 03:56 PM Changing to the tactical perspective
Here's an adjustment I'd like to make to our 'line in the sand'...(this'll take 2-4 turnsets to pull off...) Let's see if we can replace those horses with spears on the mountains. If we can augment that with some archers on every other tile, that might make a formidable enough line that the Maya would advance towards the south, where the more open terrain favors our horse-heavy military.
Scout, lead me thru the reasoning por favor. I'm good with replacing the horse but why not swords instead of spears? Yes, they cost one third less, but they have one third the punch? Or am I thinking too offensively?
scoutsout Feb 08, 2006, 06:08 PM Scout, lead me thru the reasoning por favor. I'm good with replacing the horse but why not swords instead of spears? Yes, they cost one third less, but they have one third the punch? Or am I thinking too offensively?You are correct - we would be better off fighting with swords than spears in the mountains. But that presumes the battles will be fought in the mountains. We don't need to fight in the mountains, just offer him enough of a fight there that he chooses to fight us elsewhere.
"Hence that general is skillful in attack whose opponent does not know what to defend; and he is skillful in defense whose opponent does not know what to attack."
-Sun Tzu, The Art of War, Ch VI. Weak Points and Strong
My reasoning: The AI don't usually pursue a target they don't have a fair chance at killing - and they'll almost never pursue a "hard" target if there is a "soft" target nearby. Sirian played this to great effect in Sid Vicious and the Magnificent 7+1.
Though they seem to "know" the result of the next roll of the PRNG, there are certain battles that are statistically outside the vagaries of the PRNG. A lone sword attacking a lone spear that is fortified on a mountain is a longish shot. Toss in an archer for the defensive freeshot, and that sword simply will not take that hill. Put an archer on every other hill, and the line can be shifted so that an approaching unit cannot attack a lone spear.
But defending the mountains is only one side of this tactical coin.
The trick lies in offering a "soft" target as an alternative - one that cannot be reached in a single turn. The AI will march right past our hard points, heading for that "lightly defended" city. In this particular instance, the area leading to that "soft target" will have lots of our better offensive troops on the flanks, ready to descend on the Mayan interlopers.
If we offer the AI a softer target (a lightly defended city to the southern flank), Smoke-Jag will likely ignore the troops fortified in the mountains and simply go around.
The tactics of "offense through defense" can work especially well with fast units in the hands of the human player. If we are roughly equal to the Maya in miliary strength, we can fight on these terms until we have tipped the scale in our favor - by whittling down his forces with a higher kill ratio... let the enemy close, then shred him to pieces. After a few turns of that, a follow-on offensive is usually an easy matter.
And that last bit, my friends, is how you turn battles into campaigns.
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