View Full Version : Experiment 626's Solo TDG
Experiment 626 Jan 24, 2006, 11:10 PM [c3c]
Good morning, afternoon, or evening, my fellow CivFanatics, and welcome to my Training Day Game. A quick word: I’m not looking for more players. I’d like to do this on my own with the advice of the gurus around here. Let’s see if I have what it takes to survive at Regent level or not. Sink or swim, it’s all on my shoulders, and may Fortune favor the foolish.
Hopefully, through reading this thread, newbies (like myself) will learn what to do and, more importantly, what not to do.
First, the specifics of the game:
The game is Civ 3 Complete ver. 1.22. I’ll be playing on a Standard size map with roaming Barbarians (:mad:) with no number entered in the ‘Enter Seed’ window. The world will consist of Continents with 60% water (just to be different). The Climate is normal, the temperature is temperate, and the world is 4 billion years old.
I will be playing as the Americans (at the suggestion of denyd and TruePurple). There are 4 other civs lurking somewhere in the world: Korea, Maya, and 2 random Civs.
The Victory conditions are Spaceship and Diplomatic. The only other rules selected are ‘Allow Cultural Conversion’ and ‘Allow Scientific Leaders’.
The AI Aggression level is Normal. The Difficulty level (as mentioned before) is Regent.
Now for some house rules as suggested by denyd, to help me learn.
1. I am not allowed to Research any techs before 1000 BC. This will improve my trading skills.
2. My first 2 builds in the Capital city must be Scouts to practice exploration, contacts, and trading skills.
3. I am not allowed to build any Ancient Age Wonders.
4. I cannot build any Military unit until horsemen and/or swordsmen are available. (Though, there’s a bit of discussion going on between denyd and TruePurple about this).
5. I must always have at least one Worker for each city and I am forbidden from Automating them. They must be used to Irrigate brown, Mine Green, and connect the cities with Roads. Roads = Commerce and Commerce = Gold and Gold = Research, so the more the better.
6. I am to concentrate on expansion, improving my lands and contacting everyone else on my landmass. I am also to use galleys to try to reach other landmasses and meet all of the AIs in the game.
7. I am not allowed to build more than 2 barracks, libraries, harbors or markets. I am forbidden from building temples, colosseums and city walls.
8. I am to try to claim at least 1 Luxury resource, and either Iron or Horses (both would be best) by 1000 B.C.
Those are the rules under which I will play.
In the immortal words of Jackie Gleason: ‘And Awaaaaaaaaaaaaaaay We Go!’
(May the RNG gods take pity and have mercy on my soul!)
Experiment 626 Jan 24, 2006, 11:48 PM [c3c]
A new day dawns on a new world . . .
Here are the pics from 4000 B.C. I made 3 small pics from the large pic.
Here is the playing view:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic001A.jpg
Here is our place in the world:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic001B.jpg
Here is the information screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic001C.jpg
Here is the 4000 B.C. savegame:
113184
Turn 0 (4000 B.C.): I move my Scout 1 sq. SE to mountains. He sees about 2 tiles due East (more or less), there are 2 Flood Plains visible. About 2 tiles SSE, there are Silks on a Jungle tile. I move my Worker 1 sq. NW to see the entire 21 sq. City Radius.
If I were to build a city right where my Settler is standing, then here is a breakdown of the 21 tile City radius:
5 Forests: 3 with river (F1/S2/G1), and 2 without (F1/S2/G0)
5 Grasslands: 4 with river (F2/S0/G1), and 1 without (F2/S0/G0)
4 Bonus Grasslands: 3 with river (F2/S1/G1), and 1 without (F2/S1/G0)
3 Mountains (F0/S1/G0)
2 Plains: Both with rivers (F1/S1/G1)
1 Flood Plain (with river, of course) (F2/S0/G1)
1 Hill (F1/S1/G1)
After much study, and with great trepidation, I make the (probably wrong) decision to move the Settler one sq. NW to settle the first city. The Settler started on a Bonus Grassland sq. I read somewhere that a city built on Bonus Grassland doesn’t get the extra shield bonus until the city is pop 7. By moving him to the new square, my city will have a river on 3 of the 4 sides (great for defense). This square is a normal grassland.
IBT: Nothing
Turn 1 (3950 B.C.): I move my Scout 1 sq. E to another mountain. In the distance, the Scout can see a Goody Hut and a Flood Plain with Wheat. I move my Worker 1 sq. SE to Bonus Grassland. I have the Settler build the first city ‘Washington’ (which I rename Washington D.C.) I set the production queue to produce 2 Scouts.
Here is a breakdown of the 21 tile City Radius for Washington, D.C.:
Washington D.C.
City Square: Grassland
Inner Ring (8 tiles)
3 Bonus Grassland with River
3 Forests with River
1 Plain with river
1 Grassland
Outer ring (12 tiles)
2 Forests
2 Hills
2 Bonus Grassland
2 Plains
2 Mountains
1 Plains
1 Plains with Wheat
Not too bad for a first city, but then, what do I know?
IBT: My Science Advisor pops his head in, and wants to know what to research. I go to the Domestic Advisor and set Science spending to 0%. I then tell my Science Advisor to research Bronze Working (– turns).
Turn 2 (3900 B.C.): I instruct my Worker to build a mine (4 turns). I move my Scout SE to another mountain. Washington D.C. will grow in 9 more turns. A Scout will be produced in 4 more turns.
IBT: Nothing
Turn 3 (3850 B.C.): I move my Scout 1 sq. S to yet another mountain. The Worker will finish the mine in 3 more turns. Washington D.C. will grow in 8 more turns. A scout will be produced in 3 more turns.
IBT: Nothing
Turn 4 (3800 B.C.): I move my Scout 1 sq. S to another mountain. The Worker will finish the mine in 2 more turns. Washington D.C. will grow in 7 more turns. A scout will be produced in 2 more turns.
IBT: Nothing
Turn 5 (3750 B.C.): I move my scout 1 sq. W to place him on a mountain 1 sq. SE of Silk sq. The Worker will finish the mine next turn. Washington D.C. will grow in 6 more turns. A scout will be produced in next turn.
IBT: My Domestic Advisor pops in, and tells me that a Scout has been produced in Washington D.C., and tells me that another scout will be ready in 4 more turns. I decide that, after the next Scout is produced, I’ll have the Capital build a Settler.
Turn 6 (3700 B.C.): The Worker has finished building the mine. I instruct him to now build a road (2 turns). I move my first Scout (hereafter referred to as Frankie) 1 sq. SW to Hills. I move my new Scout (hereafter referred to as Dino) E to pop the Goody Hut next turn.
IBT: Nothing
Turn 7 (3650 B.C.): I move Frankie S to another Mountain. I have Dino pop the Goody Hut. Let’s see what happens . . . Cool! An advanced Lupaca tribe has joined us and founded New York (renamed New York City) on a Flood Plain.
New York City
City Square: Flood Plains
Inner Ring (8 Tiles)
3 Flood Plains
2 Plains with Forests
1 Hills
1 Flood Plain with Wheat
1 Plains with river
Outer Ring (12 Tiles)
4 Plains
3 Hills
1 Plains with Forest
1 Plains with river
1 Flood Plains
1 Mountain
1 Grassland
As you can tell by the picture of 3500 B.C., there is a lot of overlap between Washington D.C. and New York City.
Dino still has another move, so I move him N to the Hills. In the distance, there appears to be a body of water to the North. It might be a coastline. The Worker will finish the road next turn.
IBT: My warm, intelligent, beautiful, loving people give me a Palace Expansion (the first of many, I hope). :D
Turn 8 (3600 B.C.): I tell New York City to build a Scout. I move my Worker NE to a Plains square to Irrigate it. I send Dino 1 sq. N to the coastline. There is a Whale Tail 2 tiles off the coast and a Plains sq. with Sugar 1 sq. to the E. With Dino’s second movement, I decide to send him NW along the coastline. I move Frankie 1 sq. SW to another Mountain sq.
IBT: Nothing
Turn 9 (3550 B.C.): I move Frankie 1 sq. W to a Mountain. He can now see 2 Jungle squares with Tropical Fruit on them. I have my Worker irrigate the Plains (3 turns). I move Dino 2 sq. NW to follow the coastline.
IBT: Nothing
Turn 10 (3500 B.C.): My third Scout appears (hereafter referred to as Sammy), and Sammy moves 1 sq. W towards a Mountain. Dino moves up the coastline 2 sq. NW, and ends up standing next to Tobacco. Frankie moves 1 sq N to a Mountain. The Worker will finish irrigating in 2 more turns.
That wraps up the first 10 (actually 11) moves of the game. The year is 3500 B.C. I have 53 Gold, gaining 7 Gold per turn out of a possible 8. Someone in New York City is embezzling 1 Gold per turn.
Here is the save and the screenshots of 3500 B.C.
Playing view:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic002A.jpg
Our place in the World:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic002B.jpg
Information screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic002C.jpg
Here is the 3500 B.C. savegame:
113188
Any thoughts, criticisms (constructive and otherwise), and tidbits of advice are greatly appreciated.
Let the newbie bashing begin! :( :hammer:
Marsden Jan 25, 2006, 12:45 AM Looks good overall, but I do things differently. I like to concentrate on early food and a granery than scouts, also you might want to get a settler down to that silk, it's not the most important thing but the luxury would be helpful. Try also making more workers. Ison said with America your strengths are expansion and good workers, so you must out work and expand better than your opponents. You shouldn't have any problems out expanding Korea, but the Maya are faster at expansion. One of the best things about the Expansionist trait is starting with pottery, think about getting a grainery and irrigate those flood plains to get a settler factory pumping out new cities and claim the world as your own !
Experiment 626 Jan 25, 2006, 04:53 PM [c3c]
I like to concentrate on early food and a granery than scouts, also you might want to get a settler down to that silk, it's not the most important thing but the luxury would be helpful.
That is exactly where the next Settler is headed once he's built. I'll try to pop a Worker out of D.C. next, and, after the Scout is made in NYC, a Worker followed by a granary (if it's available). The Workers will connect the Silk to D.C. and then NYC, so everybody's happy instead of content. I didn't realize that NYC's location was a Settler factory waiting to happen.
Three questions:
Did I make the correct decision to move my Settler on the 0th turn?
Have I micro-managed my cities correctly thus far?
Is the Journal too detailed? I can't imagine what the write-ups are going to be like around the start of the Industrial Ages.
I see some other locations for cities as well once I get the Settler factory set up.
I anxiously await more advice. :worship:
madviking Jan 25, 2006, 07:41 PM Nyc should of been moved one S. Settling on a FP will waste food (eventually). One S would get +1 FP and more production
1. Moving NE would make a "adequete settler manufacturing area". Though NW does give you more Sheilds
2. Well, what to do think if you have two size one cities. :p
3. Nonsense! #1 (http://forums.civfanatics.com/showpost.php?p=3622051&postcount=107) #2 (read posts 384-386 ;)) (http://forums.civfanatics.com/showthread.php?t=130462&page=20)
Marsden Jan 25, 2006, 07:56 PM [c3c]
Did I make the correct decision to move my Settler on the 0th turn?
Have I micro-managed my cities correctly thus far?
Is the Journal too detailed? I can't imagine what the write-ups are going to be like around the start of the Industrial Ages.
1. I would have stayed put with the settler. I just don't like moving it unless there is a really important reason, like one square from water. You had river access where you started. 3 sides of a river can help defense, but also hurts counter attacks of enemies outside the walls. Also, rivers cost a full move point even if there is a road until you discover Engineering, thus slowing your early progess. Moving costs you one turn of production, research, culture, and trade, so it should be worth it.
2 & 3 madviking summed it up well. Write as much as you want. My thread is here: http://forums.civfanatics.com/showthread.php?t=125924
I might suggest putting the settler directly on the silk because it; 1. immediately roads the tile, 2 looks a good distance from the existing cities. Try to keep in mind that doing longer things like roading difficult terrain takes away from other projects like irrigating the flood plains. You could also send a worker to chop the forrest for the production and then road, but you should have more workers to dedicate to those tasks.
Experiment 626 Jan 25, 2006, 08:42 PM [c3c]
Nyc should of been moved one S. Settling on a FP will waste food (eventually). One S would get +1 FP and more production.
Should I abandon NYC, and move the Settler 1 tile S?
I might suggest putting the settler directly on the silk because it; 1. immediately roads the tile, 2 looks a good distance from the existing cities. Try to keep in mind that doing longer things like roading difficult terrain takes away from other projects like irrigating the flood plains. You could also send a worker to chop the forrest for the production and then road, but you should have more workers to dedicate to those tasks.
Sounds like a plan to me. I'll try to get a few more Workers out there A.S.A.P.
I'm thinking about playing the next 10 turns tonight. Wish me luck ('cause I'm definitely gonna need it!) ;)
Marsden Jan 25, 2006, 11:01 PM I don't want to put words in madvikings mouth, but he might have missed that you founded NYC from a hut and not a settler, don't abandon just to move it one tile, as per my previous post, but he is saying if you settled there you should have been one over.
And Good Luck.
Smart Jan 26, 2006, 05:19 AM You should switch NYC to granary immediatly - irrigated FP wheat will give 3 extra food, and you can create a 4-turner Settler Factory (http://www.civfanatics.com/civ3/strategy/settler_factory.php).
Washington will waste shields if you will not switch settler to something else, because you can't build settler before city will grow to size 3. Build a warrior or two, and then worker on growth. I will not waste worker turns to connect Silks too early, you get nice happiness boost on Regent level. Chop a forest near NYC for granary and irrigate wheat. Then irrigate and road plains to get 6-7 shields requiered for settler factory.
Experiment 626 Jan 26, 2006, 09:12 AM [c3c]
Wow, maybe I should have waited until 6:19AM (local time) to play the next set of turns. Oh, well, what's done is done.
IBT: Washington D.C.’s borders expand due to Culture. D.C. grows in population to 2.
Turn 11 (3450 B.C.): I order New York City to change production from Scout to Worker. Sammy moves 1 sq. W to a Mountain. Dino moves 1 sq. N to follow the coastline.
Washington D.C.: Pop 2; will grow in 10 turns. Settler has 7 turns left, but will be delayed until the pop growth.
New York City: Pop 1; growth next turn. Worker will be ready in 6 turns.
IBT: New York City grows in population to 2. Grumpy finishes Irrigating.
Turn 12 (3400 B.C.): Grumpy begins roading the irrigated tile (2 turns). Sammy moves 1 sq. SW to a Mountain. Frankie moves 1 sq. E to a Mountain. Dino moves 1 sq. NW following the coastline. He sees the border of a rival Civ. Their identity is unknown.
Washington D.C.: Pop 2; will grow in 9 turns. Settler has 6 turns left, but will be delayed until the pop growth.
New York City: Pop 2; will grow in 7 turns. Worker will be ready in 2 turns.
IBT: Nothing
Turn 13 (3350 B.C.): Sammy moves 1 sq. W to a Mountain. Frankie moves 1 sq. E. Dino moves 1 sq. NW following the coastline. He sees more of our rival’s territory, but he is still unsure of their identity.
Washington D.C.: Pop 2; will grow in 8 turns. Settler has 5 turns left, but will be delayed until the pop growth.
New York City: Pop 2; will grow in 6 turns. Worker will be ready next turn.
IBT: Domestic Advisor pops up, and says that New York City has built the Worker. I tell her to build a Granary as soon as possible. She says that it will take 60 turns. Grumpy continues building the road. He will finish next turn.
Turn 14 (3300 B.C.): The second Worker (hereafter referred to as Dopey) moves 1 sq. SE to irrigate the Flood Plains with Wheat. Grumpy finishes the road. He moves 1 sq. E to build a road that will connect Washington D.C. and New York City. Sammy moves 1 sq. W to a Mountain. Frankie moves 2 sq. due E. He ends up on a mountain. Dino moves 1 sq. NW. He learns that our neighbor is Korea.
I open the Diplomacy Window to haggle for technology.
“Greetings, Wang Kon. I am interested in obtaining some new technology. What may I offer you for Bronze Working?”
He replies, “I’ll trade you Bronze Working for Pottery and Masonry.”
I figure that perhaps I can haggle him down a bit. After the haggling, the price is set.
“Here’s the offer, Wang Kon. I’ll trade you Pottery, 55 Gold (lump sum), and 1 Gold per turn for Bronze Working.”
He replies, “That is acceptable. Done.”
He still has a technology that I want, so, without much hope, I try again.
“Wang Kon, What can I offer you for Alphabet?”
He replies, “I’ll trade you Alphabet for Masonry, 31 Gold (lump sum. All I have.), and 2 Gold per turn.”
Once again, I’m feeling lucky, so I haggle. After the haggling, the price is set.
“O.K., Wang Kon, I’ll trade you Masonry and 25 Gold (lump sum) for Alphabet.”
He replies, “That is acceptable. Done.”
“It’s been a pleasure doing business with you, Wang Kon. I’m sure that we’ll do more trading in the future. Good-bye.”
With Dino’s second move, he moves 1 sq. S to walk along Korea’s border.
(At this point, I notice that, since we obtained Bronze Working in a trade, my Science Advisor has switched our Research path to Warrior Code. Is he out of his mind?!! I switch Warrior Code to Iron Working (– turns).
Washington D.C.: Pop 2; will grow in 7 turns. Settler has 4 turns left, but will be delayed until the pop growth.
New York City: Pop 1; will grow in 4 turns. Granary will be ready in 60 turns.
IBT: Nothing
Turn 15 (3250 B.C.): Dopey begins irrigating the Flood Plains with Wheat (3 turns). Grumpy begins building the road that will connect Washington D.C. and New York City (2 turns). Frankie moves 1 sq. NE to a Mountain. Sammy moves 1 sq. SW to a Mountain. Dino moves 1 sq. SW, following Korea’s border. He sees a Korean Settler and Worker heading towards our territory. Uh-Oh!
Micro-Management
Washington D.C.: I relocate the citizen to work the Irrigated roaded Plain. The results are the same pop growth and build rate, but we gain an extra Gold per turn.
New York City: I relocate the citizen to work the Hills for the time being for the extra shield.
Washington D.C.: Pop 2; will grow in 6 turns. Settler has 3 turns left, but will be delayed until the pop growth.
New York City: Pop 1; will grow in 10 turns. Granary will be ready in 30 turns.
IBT: The Korean Settler moves S into darkness.
Turn 16 (3200 B.C.): Dino moves I sq. S to Hills. In the distance, he once again sees the Korean Settler. Frankie moves 1 sq. NE to a Mountain. He sees a Goody Hut that he will pop next turn. It sits on a Mountain, so another free city is out of the question. Sammy moves 1 sq. S to a Mountain. In the distance, he sees the coastline of either a lake or larger body of water.
Washington D.C.: Pop 2; will grow in 5 turns. Settler has 2 turns left, but will be delayed until the pop growth.
New York City: Pop 1; will grow in 9 turns. Granary will be ready in 29 turns.
IBT: Grumpy will finish the road next turn. Dopey will finish Irrigating in 2 turns.
Turn 17 (3150 B.C.): Dino moves 1 sq. SE to the Hills. Grumpy has finished the road to New York City. I decide to have Grumpy help the Granary effort, so I’ll move him toward the Forests on the other side of the city. For now, I move him into New York City. Frankie pops the Goody Hut . . . We get tribute of 25 Gold from the Tenochitlan (sp?) tribe. Sammy moves 1 sq. SW. He sees two things that are a tad bit unsettling. One is a volcano, which is dormant for the time being. The other unsettling thing that he sees is a border for another Civ! Their identity is unknown. Criminey! That means that the other 2 (random) Civs have the other continent all to themselves!
Washington D.C.: Pop 2; will grow in 4 turns. Settler has 1 turn left, but will be delayed until the pop growth.
New York City: Pop 1; will grow in 8 turns. Granary will be ready in 28 turns.
IBT: The Korean Settler builds Pyongyang. Luckily, Dino is still on our side of the border. Dopey finishes the Irrigation.
Turn 18 (3100 B.C.): Dino moves 1 sq. S and 1 sq. SW to a Mountain. Grumpy moves 1 sq. E to a Forest. (What was Grumpy doing in New York City for the past 50 years? Maybe I shouldn’t ask! :crazyeye: ). Dopey begins building a road (2 turns). Frankie moves 2 sq. SE. I’m seeing some choice future city sites once the Settler Factory is up and running. Sammy moves 1 sq. SE to the Hills. Our other neighbor is Maya!
I open the Diplomacy Window to haggle for technology.
“Greetings, Smoke-Jaguar. What may I offer you for Warrior Code?”
He replies, “I’ll trade you Warrior Code for Alphabet and Bronze Working.”
Geez! Do I have the word ‘Sucker’ tattooed across my forehead or something? Well, haggling served me well with Korea. Let’s see what happens if I haggle with Smoke-Jaguar. After much haggling, the price is set.
“Here’s the deal, Smoke-Jaguar. I get Warrior Code, you get Bronze Working and 5 Gold (lump sum).”
He replies, “That is acceptable. Done.”
I’m glad that I haggled. He has nothing else to trade, so I politely say Good-bye.
I hastily reopen the Diplomacy Window, and contact Wang Kon.
“Hello, Wang Kon. What will you give me for Warrior Code?”
He replies, “90 Gold (lump sum).”
That’s not bad, but let’s see if I squeeze him for a bit more. After some haggling, the price is set.
“Here’s the deal, Wang Kon. I give you Warrior Code, you give me 94 Gold (that’s all he has).”
He replies, “That is acceptable. Done.”
I politely say good-bye, and am on my way.
Washington D.C.: Pop 2; will grow in 3 turns. Settler is ready, but will be delayed until the pop growth.
New York City: Pop 1; will grow in 7 turns. Granary will be ready in 27 turns.
IBT: Nothing
Turn 19 (3050 B.C.): Sammy moves 1 sq. S to a Mountain. Dino moves 1 sq. S and 1 sq. W to a Mountain. Grumpy starts chopping the Forest (3 turns). Frankie moves 1 sq. NE and 1 sq. N.
Washington D.C.: Pop 2; will grow in 2 turns. Settler is ready, but will be delayed until the pop growth.
New York City: Pop 1; will grow in 6 turns. Granary will be ready in 26 turns.
IBT: Dopey finishes the road.
Turn 20 (3000 B.C.): Sammy moves 1 sq. W to avoid the Volcano. Dino moves 2 sq S to fill in the map. Dopey moves 1 sq. N to chop down the other forest. Frankie moves 2 sq N Heading for a Mountain.
Washington D.C.: Pop 2; will grow in 1 turn. Settler is ready, but will be delayed until the pop growth.
New York City: Pop 1; will grow in 5 turns. Granary will be ready in 25 turns.
Set of Turns ends: I have 170 Gold, gaining 9 per turn.
Here are the pics:
Here is the Playing view:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic003A.jpg
Here is our place in the world:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic003B.jpg
Here is the information screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic003C.jpg
Here is the savegame (3000 B.C.):
113526
As always, any thoughts are greatly appreciated. :worship: :worship: :worship: :worship: :worship:
Smart Jan 26, 2006, 02:18 PM Don't chop both forest tiles near NYC, because you will get free two shields every time when city grow if there is forest in city radius. It will be because governor put new citizen to forest before shield calculation. And this forest tile is requiered for settler factory.
Also, don't put citizens on hills, at the early stage of game every food-point matters. Food > shields now.
conquer_dude Jan 26, 2006, 04:20 PM Yes but you do get some defense chances don't you?
Marsden Jan 26, 2006, 07:47 PM Sorry, I missed the settler vs growth rate in DC. You really want to try to avoid a situation like this one, where you town has finished the building of the settler (or worker), but can't make it due to lack of pop. This is basically like throwing shields away.:nono: I have only been looking at your screenies, can't load your saves because I post from work, and I assumed you would have increased DC to 3 before the settler is done.
Experiment 626 Jan 26, 2006, 11:16 PM From Smart:
Don't chop both forest tiles near NYC, because you will get free two shields every time when city grow if there is forest in city radius. It will be because governor put new citizen to forest before shield calculation. And this forest tile is required for settler factory.
I didn't know that! :thanx:
From conquer_dude:
Yes but you do get some defense chances don't you?
I'm sorry, c_d, I don't understand what you mean. Could you explain please?
Question: Did I handle the trading properly?
A quick note: RL (read: job) is gonna be insane :crazyeye: this weekend. I probably won't get to play the next set of 10 turns before next Tuesday. Maybe Monday if I'm not too tired :sleep: . I jumped the gun with the second set of turns. I should have waited longer than 13 hours for people to respond, and give their thoughts and suggestions on how I'm doing. So, this time, everybody's got the whole weekend plus a day (maybe two) to give their advice.
See you in the funny papers. :lol: :lol: :lol: :lol: :lol:
madviking Jan 27, 2006, 07:47 AM Y'know, just for style points you do [.quote=whoever]blablah[/.quote] without the periods
WEEEE!!!
;)
conquerdude means that forests give a +25 (IIRC) defense bonus.
-Build/teleport a worker to the wheat near DC and irrigate it. It will produce a +1 food even under despotism. (1(base)+2(wheat bonus)+1(irrigating bonus)-1(despot penelty)= 3 food and 1 sheild
-Box the Koreans and then attack with whatever you got
-Grab silks before someone else does
Smart Jan 27, 2006, 07:59 AM -Build/teleport a worker to the wheat near DC and irrigate it. It will produce a +1 food even under despotism. (1(base)+2(wheat bonus)+1(irrigating bonus)-1(despot penelty)= 3 food and 1 sheild
You have calculated something wrong :mischief:
3 (Flood plain!) + 2 (wheat) + 1 (irrigation) - 1 (despotism) = 5 food and zero shields.
IIRC, wheat is already irrigated, so after chop you should move workers to plains and irrigate them too. Stop second worker if it is choping forest now. City with granary need only 10 food to grow, which means that NYC will grow every two turns, and can become a four-turner.
Don't build settlers in DC anymore, you will build them in NYC when granary will be completed ;)
madviking Jan 27, 2006, 08:06 AM No! ;)
The one WSW of DC. :mischief:
Smart Jan 27, 2006, 09:34 AM I've missed it, you're right :mischief:
Experiment 626 Jan 28, 2006, 12:57 AM Don't chop both forest tiles near NYC, because you will get free two shields every time when city grow if there is forest in city radius. It will be because governor put new citizen to forest before shield calculation. And this forest tile is requiered for settler factory.
(making notes) Tell Dopey to hug a tree, not chop it down. Check!
-Build/teleport a worker to the wheat near DC and irrigate it. It will produce a +1 food even under despotism. (1(base)+2(wheat bonus)+1(irrigating bonus)-1(despot penelty)= 3 food and 1 sheild
(making notes) Invent teleportation during Ancient Ages to move Workers around faster. Check! :mischief:
-Box the Koreans and then attack with whatever you got
(making notes) Attack Korea with devilishly good looks, a rapier-like wit, and a whole ton of CHUTZPAH! Check! :mischief:
-Grab silks before someone else does
(making notes) Get settler down to Silks A.S.A.P. Check!
Y'know, just for style points you do [.quote=whoever]blablah[/.quote] without the periods
Cool, but let's wait for the Olympic French judge's score, shall we? ;)
Don't build settlers in DC anymore, you will build them in NYC when granary will be completed
(making notes) Check!
Sorry for the frivolity! It was a loooooooooooooooooooooong day at work, and I'm feeling a bit :mischief: .
Thanks for the tips. Keep them coming! :goodjob: :worship:
Smart Jan 28, 2006, 06:22 AM Just checked the save: single citizen in NYC is still working on hill :eek:
You have irrigated FP wheat not only for appearance ;)
Experiment 626 Jan 30, 2006, 11:34 PM Well, I survived the weekend at work (I think). :crazyeye:
My last post was a bit silly, to say the least, so let's try this again. :)
Things to do in the next 10 turns:
Stop Dopey from chopping down the other forest near N.Y.C.
Build a Worker, and have him irrigate the Wheat near D.C.
Get a Settler down to Silks, and connect it to D.C.
No more building Settlers in D.C. Use N.Y.C.'s Settler factory instead.
Before hitting 'Enter' to begin Turn #21, go to N.Y.C., and reassign citizen to work the irrigated Wheated Flood Plain.
I will check in at this thread once more before playing the next 10 turns. I'll probably play them around 1:00 PM Tuesday afternoon. This was posted at about 12:30 AM Tuesday morning. There are still 12+ hours for anyone to chime in with suggestions and advice.
Does anyone else have any other advice?
As always, much thanks and respect. :worship: :worship: :worship: :worship: :worship:
Edit: It's now 1:00 PM Tuesday afternoon, and judging by the lack of responses in the past 12+ hours, no one has any more suggestions, so I will go ahead and play the next 10 turns. See you in a bit.
Experiment 626 Jan 31, 2006, 05:59 PM [c3c]
Sorry for the double post.
IBT: Citizen is reassigned to work the Irrigated Wheated Flood Plains. Now, instead of producing 3 Food, 2 Shields, and 3 Gold per turn, New York City is producing 7 Food, 1 Shield, and 3 Gold per turn with 1 Icon of Waste (or corruption) appearing on the Science line. New York City’s new specifics are: Pop 1; will grow next turn, instead of 5. The Granary will now finish is 49 turns, instead of 25.
Domestic Advisor pops in, and tells me that Washington D.C. has finally finished building the Settler. A Worker can be produced in 5 turns, but the necessary pop growth (Washington is now 1 pop due to Settler) won’t happen for 10 turns. I decide to build a Barracks (1 of 2 that I’m allowed). This will take 20 turns. Hopefully, after the Barracks are built, I’ll be able to build what I need (namely Workers) without waiting extra turns for it.
New York City has grown to Pop 2; will grow in 5 turns. The Granary will be completed in 16 turns.
Turn 21 (2950 B.C.): The Settler moves 1 sq. S towards it’s destination. Dino moves 1 sq. S to a Mountain. Sammy moves 1 sq. S to a Mountain. Dopey moves 1 sq. W to irrigate the Flood Plains. Frankie moves 1 sq. NW and 1 sq. N to a Mountain. In the distance, he spots a Goody Hut on a Mountain.
Washington, D.C.: Pop 1; will grow in 10 turns. The Barracks will be completed in 20 turns.
New York City: Pop 2; will grow in 5 turns. The Granary will be completed in 16 turns.
IBT: Grumpy finishes chopping down the forest. 10 Shields are returned to New York City.
Turn 22 (2900 B.C.): Grumpy begins Irrigating the Plains (3 turns). Dopey begins Irrigating the Flood Plains (3 turns). The Settler moves 1 sq. SE towards the new City Site. Dino moves 2 sq. S to fill in the map. Sammy moves 1 sq. SW to a Mountain. Frankie moves 1 sq. NE and 1 sq. E to pop the Goody Hut. Let’s see what happens . . . Yes! ‘The Anasazi tribe has taught us ‘Ceremonial Burial’. I immediately contact Korea.
“Greetings, Wang Kon. I am interested in obtaining some new technology. What may I offer you for The Wheel?”
He replies, “I’ll trade you The Wheel for Ceremonial Burial and 150 Gold (lump sum).”
Here we go again. After some haggling, the deal is set.
“Here’s the offer, Wang Kon. I’ll trade you Ceremonial Burial and 116 Gold (lump sum) for The Wheel.”
He replies, “That is acceptable. Done.”
He has no other technology to trade (Just what the heck has he been doing during all this time?). I politely take my leave.
“It’s been a pleasure doing business with you Wang Kon. I’m sure that we’ll do more trading in the future. Good-bye.”
I hastily reopen the Diplomacy Window, and contact Maya.
“Greetings, Smoke-Jaguar. What are you willing to offer me for Ceremonial Burial?”
I notice that he has no techs to trade, so I’m sure that I’m about to be given a very bad offer, and he doesn’t disappoint in that respect.
He replies, “I’ll give you 15 Gold (lump sum) (all he has) for Ceremonial Burial.”
P.U.!!! What stinks?!! Oh yeah, it’s the deal.
I respectfully decline his ‘gracious’ offer, and walk away from the table disappointed that I couldn’t get a better offer from that savage.
“See you around, Smoke-Jaguar. Next time, have something to trade, will you?”
Washington, D.C.: Pop 1; will grow in 9 turns. The Barracks will be completed in 19 turns.
New York City: Pop 2; will grow in 4 turns. The Granary will be completed in 17 turns. (Yeah, the build time went up a turn. What’s up with that?)
IBT: Nothing
Turn 23 (2850 B.C.): The Settler (I could name him, I guess, but he won’t be around much longer) moves 1 sq. SE. Dino moves 1 sq. S and 1 sq. SW to the coastline. Sammy moves 1 sq. SW to another Mountain. In the distance, he sees another Volcano. Frankie moves 2 sq. SE, following the coastline.
Washington, D.C.: Pop 1; will grow in 8 turns. The Barracks will be completed in 18 turns.
New York City: Pop 2; will grow in 3 turns. The Granary will be completed in 16 turns.
IBT: Nothing.
Turn 24 (2800 B.C.): The Settler moves 1 sq. S, and is now standing on the Silk square which is where he’ll build the city next turn. Dino moves 1 sq. SE, following the coastline. Sammy moves 1 sq. W to the Hills. Frankie moves 1 sq. E to some Hills on the coast, overlooking the ocean.
Washington, D.C.: Pop 1; will grow in 7 turns. The Barracks will be completed in 17 turns.
New York City: Pop 2; will grow in 2 turns. The Granary will be completed in 15 turns.
IBT: Dopey finishes Irrigating. He begins building a Road (2 turns) in the Flood Plains, heading towards the Hill where he sees Horses. (YES!). Grumpy finishes Irrigating. He begins a Road (2 turns).
Turn 25 (2750 B.C.): The Settler founds Boston (which I was planning to name the new city anyways, so I leave it alone) on top of the Silks. The Trade Advisor sticks his head in, and tells me that the Workers have completed the Road that will bring Silks to the people of Boston. He congratulates me for making the Bostonians happy. After looking over the lay of the land of Boston, I’m dealt a problem. My first instinct is to build a Worker to complete the Road to Washington, D.C. faster, but, alas, it would only take 5 turns to make a Worker, but I won’t have the necessary pop for 10 turns. What a pain! After much thinking, and against my better judgment, I decide to build a Warrior first (5 turns), and then the Worker (5 turns). Don’t worry, I’ll realize my mistake soon enough.
Here is the breakdown of Boston’s 21 square City Radius. Beginning with Boston, and continuing with every future city, I’ll give each City tile a number. Tile 1 is the tile directly North of the City square. Tiles 2-8 move Clockwise around the City Square. Tile 9 is the square NE of Tile 1, and tiles 10-20 will again move Clockwise around the Inner Ring, excluding the corners which are not a part of the City Radius.
Boston
City Square: Grassland with Silks and River (F2/S1/G4)
Inner Ring
Tile 1: Grassland with River (F2/S0/G1)
Tile 2: Jungle with River (F1/S0/G1)
Tile 3: Mountains with Forest and River (F0/S1/G1)
Tile 4: Mountains with River (F0/S1/G1)
Tile 5: Hills with River (F1/S1/G1)
Tile 6: Jungle with River (F1/S0/G1)
Tile 7: Grassland with River (F2/S0/G1)
Tile 8: Jungle with River (F1/S0/G1)
Outer Ring
Tile 9: Grassland with River (F2/S0/G1)
Tile 10: Mountain with River (F0/S1/G1)
Tile 11: Mountain (F0/S1/G0)
Tile 12: Mountain with River (F0/S1/G1)
Tile 13: Forest with River (F1/S2/G1)
Tile 14: Forest with River (F1/S2/G1)
Tile 15: Hills with River (F1/S1/G1)
Tile 16: Mountain with Forest and River (F0/S1/G1)
Tile 17: Mountain with River (F0/S1/G1)
Tile 18: Forest with River (F1/S2/G1)
Tile 19: Mountain (F0/S1/G0)
Tile 20: Bonus Grassland (F2/S1/G0)
A bit of overlap with Washington D.C., but not too much.
Back to the game, Dino moves 1 sq. S, following the coastline. Sammy moves 1 sq. S to a Mountain. In the distance, he spots a Goody Hut. Oh, goody! LOL . Frankie moves 1 sq. SW and 1 sq. S to a grassland with Cattle. In the distance, he spots a HUGE Volcano!
Washington, D.C.: Pop 1; will grow in 6 turns. The Barracks will be completed in 16 turns.
New York City: Pop 2; will grow next turn. The Granary will be completed in 14 turns.
Boston: Pop 1; will grow in 10 turns. The Warrior will be ready in 5 turns.
IBT: New York City grows to Pop 3, and there was much rejoicing (Yaaaaay!)
Turn 26 (2710 B.C.): Frankie notices that the Volcano has erupted, so he cautiously moves 1 sq. SW, and 1 sq. S. Dino moves 1 sq. SE, following the coastline. Sammy moves 1 sq. W towards the Goody Hut.
Washington, D.C.: Pop 1; will grow in 5 turns. The Barracks will be completed in 15 turns.
New York City: Pop 3; will grow in 5 turns. The Granary will be completed in 9 turns.
Boston: Pop 1; will grow in 9 turns. The Warrior will be ready in 4 turns.
IBT: Domestic Advisor pops up, and tells me that New York City is rioting! What should we do? I tell her to relax. I’ll deal with ‘the people’ of New York City soon enough.
Turn 27 (2670 B.C.): I go to the Domestic Advisor, and adjust the Luxury slider to 10%. Let’s see if the little ingrates in New York City will be mollified by that. Grumpy has finished the Road, and now moves towards Washington, D.C. to build a Road to Boston. Dopey is accidentally moved off the Road E to the Hills. (Evidently, Grumpy didn’t have all of his movement points left after finishing the Road, so Dopey also got moved. ARGH! I hate it when that happens!) Frankie moves 1 sq. E to a Mountain on the coast. Nice view! Dino moves 1 sq. S, following the coastline. Sammy pops the Goody Hut. Let’s see what happens . . . ‘The friendly Illinois tribe has given us a skilled (yeah right, 2 whole Hit Points) Warrior.’ I move the Warrior (hereafter referred to as Moe) 1 sq. NW to follow the coastline. He is now standing on a Silk square.
Washington, D.C.: Pop 1; will grow in 4 turns. The Barracks will be completed in 14 turns.
New York City: Pop 3; city in unrest: No growth, no production.
Boston: Pop 1; will grow in 8 turns. The Warrior will be ready in 3 turns.
IBT: Order is restored in New York City.
Turn 28 (2630 B.C.): Grumpy moves W, SW, and S, leaving the Road. Dopey (aptly named) moves S to get back on Road. Dino moves 1 sq. S, following the coastline. Sammy moves 1 sq. SW to coastline. Moe moves 1 sq. NW, following the coastline. He sees fish ahead off the coast. Frankie moves 1 sq. W and 1 sq. S to a coastline.
Washington, D.C.: Pop 1; will grow in 3 turns. The Barracks will be completed in 13 turns.
New York City: Pop 3; will grow in 4 turns. The Granary will be completed in 8 turns.
Boston: Pop 1; will grow in 7 turns. The Warrior will be ready in 2 turns.
It dawns on me (finally) that I should be building a Scout in Boston, not a Warrior. I contact the city. The change is made. That was close!
IBT: Nothing.
Turn 29 (2590 B.C.): Dopey (back on the Road) moves along the Road to Washington D.C., heading for the Wheat on the outskirts of Washington, D.C. to Irrigate it. Grumpy begins building the Washington, D.C.-Boston Road (2 turns). Dino moves 1 sq. W, following the coastline. Sammy moves 1 sq. SE, following the coastline. Moe moves 1 sq. NW to the Hills. Frankie moves 2 sq. SW, following the coastline.
Washington, D.C.: Pop 1; will grow in 2 turns. The Barracks will be completed in 12 turns.
New York City: Pop 3; will grow in 3 turns. The Granary will be completed in 7 turns.
Boston: Pop 1; will grow in 6 turns. The Scout will be ready in next turn.
IBT: Domestic Advisor pops up, and tells me that Boston has produced a Scout. I tell her to have Boston build a Worker next (5 turns).
Turn 30 (2550 B.C.): The new Scout (hereafter referred to as Peter) moves 1 sq. SE to a Mountain, heading for the unknown region to our South. Dopey moves 1 sq. W to the Wheated Plain. Dino moves 1 sq. SW, following the coastline. Sammy moves 1 sq. S to the Hills. Moe moves 1 sq. N, following the coastline. Frankie moves 1 sq. S, following the coastline. He steps into a Marshland.
Washington, D.C.: Pop 1; will grow next turn. The Barracks will be completed in 11 turns.
New York City: Pop 3; will grow in 2 turns. The Granary will be completed in 6 turns.
Boston: Pop 1; will grow in 5 turns. The Worker will be ready in 5 turns.
I quickly contact both Korea and Maya, but neither Wang-Kon or Smoke-Jaguar has (grammar?) any technology to sell or trade. Well, Smoke-Jaguar is still willing to buy Ceremonial Burial from me for 15 Gold (lump sum). Thanks, but no thanks, pal!
The year is 2550 B.C. I have 148 Gold, gaining 10 out of a possible 15 per turn. I’m losing 2 Gold to Entertainment, 2 to Corruption, and 1 to a GPT deal with Korea.
Here is the save and some screenshots of 2550 B.C.
There are 2 pics of the Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic004A2.jpg
And:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic004A.jpg
Here is our place in the World:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic004B.jpg
Here is the information screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic004C.jpg
And here are the 3 City Screens:
Washington, D.C.
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic004WashDC.jpg
New York City
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic004NYC.jpg
And Boston:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic004Boston.jpg
Here is the savegame:
114447
As always, your thoughts are greatly appreciated. :worship:
Edit: It's now 11:00PM, Thursday, February 2, 2006, and no one has given any feedback on my progress (or lack thereof). If I have offended any of you in some way, I apologize. If I don't hear any feedback whatsoever by Monday 12:00 Noon, I'll assume that none of you wish to help me, and I'll PM a moderator to lock this thread.
2nd Edit: I resized the City Screens, so it's easier to see.
3rd Edit: I actually have a question. How exactly did I manage to grab the tech lead in the Ancient Ages when I didn't research a thing? When I go the Diplomacy Screen, I usually have 4 or 5 techs that they don't have, but they don't have any techs to trade (or gold for that matter). What's up?
Marsden Feb 03, 2006, 07:58 PM Sorry, I didn't give up on you. It looks fine to me, I think you might be ahead because your expansionistic and you get better hut results, although I didn't see how many techs you got from them. Not a criticism, but the grassland squares bordering the river by your capital arent being used in the city veiw. Being grassland, you'll get 2 food, and one trade w/o improvement, w/road 2 trade. It's helpful to get that extra trade, especially at this point as on trade out of 15 is more than later in the game when your getting 150 trade or more.
Who's border is that near Moe?
Maybe move your future city site on north, that will give you a coastal city. Could be helpful. Can't build a galley to find anyone without a coastal city.
Here's a question I didn't see the answer to before, what is your overall goal for victory in this game?
conquer_dude Feb 03, 2006, 09:19 PM Experiment 626-I meant that if you cut down the forest units wont be attacking from a forest and you get some shields.
Marsden Feb 03, 2006, 10:58 PM [c3c]
Edit: It's now 11:00PM, Thursday, February 2, 2006, and no one has given any feedback on my progress (or lack thereof). If I have offended any of you in some way, I apologize. If I don't hear any feedback whatsoever by Monday 12:00 Noon, I'll assume that none of you wish to help me, and I'll PM a moderator to lock this thread.
Man, don't pout! :cry: I promise to come back more often:lol:
Experiment 626 Feb 04, 2006, 12:52 AM [c3c]
From Marsden:
Sorry, I didn't give up on you.
I was really starting to wonder . . . ;)
It looks fine to me, I think you might be ahead because your expansionistic and you get better hut results, although I didn't see how many techs you got from them. Not a criticism, but the grassland squares bordering the river by your capital arent being used in the city veiw. Being grassland, you'll get 2 food, and one trade w/o improvement, w/road 2 trade. It's helpful to get that extra trade, especially at this point as on trade out of 15 is more than later in the game when your getting 150 trade or more.
I'll make a note to move the citizen(s) to the Grassland first thing (before hitting 'Enter' to start Turn 31).
Who's border is that near Moe?
That would be Maya, led by that cheapskate Smoke-Jaguar. :lol:
Maybe move your future city site on north, that will give you a coastal city. Could be helpful. Can't build a galley to find anyone without a coastal city.
While that is true, (and is a good idea), I thought that I'd build the city where the light blue dot is to get the Horses. If I move to the coast, I won't get the Horses, because I can't build Temples, etc. for Culture to expand my boundary. Of course, once the Settler Factory is up and running in N.Y.C., I can always have a Settler build another city near the Sugar on the coast.
Here's a question I didn't see the answer to before, what is your overall goal for victory in this game?
The only Victory conditions enabled are SpaceShip and Diplomatic.
From conquer_dude:
Experiment 626-I meant that if you cut down the forest units wont be attacking from a forest and you get some shields.
Ah! Thank you for the explanation.
From Marsden:
Man, don't pout! I promise to come back more often
Sorry. :blush: I'm really beginning to wonder if I have abandonment issues. :crazyeye:
Smart Feb 06, 2006, 06:55 AM actually have a question. How exactly did I manage to grab the tech lead in the Ancient Ages when I didn't research a thing? When I go the Diplomacy Screen, I usually have 4 or 5 techs that they don't have, but they don't have any techs to trade (or gold for that matter). What's up?
It is normal thing... On regent level tech pace is moving really slow :blush:
Experiment 626 Feb 06, 2006, 07:53 PM [c3c]
From smart:
It is normal thing... On regent level tech pace is moving really slow
Oh! So that's the reason. Thanks! :D
I will probably play the next 10 turns tomorrow after I get home from work. I would think that I will start at about 3 PM (my time, of course. I have no clue what time it is where you are. :lol: ). I posted this at about 8:45PM Monday night.
Actually, I have a better idea. When I get home, I'll check in here first to see if anybody else has any more suggestions or advice before I play, so that's 15+ hours remaining.
Any advice is greatly appreciated. :worship:
Marsden Feb 06, 2006, 08:10 PM [c3c]
The only Victory conditions enabled are SpaceShip and Diplomatic.
Well, you should decide now, not later, what you're building, a spaceship or the UN. If your going for space than don't worry about anybody's (AI) feelings, but if you want the diplomatic win, do not attack, cheat, or otherwise upset your imbecile opponents or they won't like you and won't vote for you. This includes Smoky and Wang. What a pair of names.;) What a pair of fools:lol: You want to concentrate on your settler building and start an army. It won't be too much longer before some damn fool, like Smoke-Jaguar, will start threatening for something, cash or a tech. Be careful as if you tell him where to go and how to get there he might send some units your way. If you don't have any troops at all, you'll be in trouble. Since you don't have iron yet, try archers. Get those horses and get a couple chariots, although horsemen are much better. Chariots only count as warriors in the AI's estimation of combat ability they dont consider movement in combat strength. Archers count the same as horsemen, but manuverablity is good even if the AI doesn't think so. You have 3 cities. Perhaps use NYC and DC as settler factories and use your next few cities for troops. I'd think about changing that barrack to a grainery in DC. Just imagine how many troops you can build with 10 extra cities that extra settler pump could give you.
Marsden Feb 06, 2006, 11:13 PM About the city site by NYC, I understand you want the horses and aren't having any cultural border expansion, but if you do settle on the coast the horses will "fill-in" when you found a couple cities somewhat near each other they get a square or two more of territory than the 9 you normally start with. But don't move north, move north-east for this to work, and still have the coast. It's important to get that first ship out and finding the other two empires, as you stated is one of your goals.
Experiment 626 Feb 07, 2006, 03:24 PM [c3c]
From Marsden:
Well, you should decide now, not later, what you're building, a spaceship or the UN. If your going for space than don't worry about anybody's (AI) feelings, but if you want the diplomatic win, do not attack, cheat, or otherwise upset your imbecile opponents or they won't like you and won't vote for you. This includes Smoky and Wang. What a pair of names. What a pair of fools
I think that I'll try for the SpaceShip win this time, and next game, go for the Diplomatic win.
You want to concentrate on your settler building and start an army. It won't be too much longer before some damn fool, like Smoke-Jaguar, will start threatening for something, cash or a tech. Be careful as if you tell him where to go and how to get there he might send some units your way. If you don't have any troops at all, you'll be in trouble. Since you don't have iron yet, try archers. Get those horses and get a couple chariots, although horsemen are much better. Chariots only count as warriors in the AI's estimation of combat ability they dont consider movement in combat strength. Archers count the same as horsemen, but manuverablity is good even if the AI doesn't think so.
I'll try for Horsemen, but I can't remember off the top of my head if I have Horseback Riding or not. Guess I'll find out soon enough. :D I look at my territory, and all of my cities are undefended right now. It makes me a bit nervous. :twitch:
You have 3 cities. Perhaps use NYC and DC as settler factories and use your next few cities for troops. I'd think about changing that barrack to a grainery in DC. Just imagine how many troops you can build with 10 extra cities that extra settler pump could give you.
I was unaware that D.C. was a suitable location for a Settler Factory, but that's the reason that I'm playing this TDG, and it's to learn. I will switch Barracks to Granary before I begin Turn 31.
Something just occurred to me. Hypothetically, if I were to go around and kill off all of the other Civs, it would be a Conquest victory. Since the Conquest victory condition isn't enabled, would I have the entire world to myself so that I can build the SpaceShip at my leisure?
Hmmmmm . . .
I'm off :crazyeye: (Ain't that the truth?) to play the next 10 turns. I will try to get the Journal Entry posted tonight.
As always, much thanks and respect. :worship:
conquer_dude Feb 07, 2006, 05:27 PM Ew, I read that post above me... Diplomatic when makes me sick. Its so hard not to late temtation grab you and make you go to war with all the civs and CRUSH them together. and start a World War. :evil:
Smart Feb 07, 2006, 05:38 PM I don't think that DC could be a settler factory, because you need at least 2 extra food for 6-turner. But it could pump a settler sometimes, so granary might be usefull to speed up growth.
Marsden Feb 07, 2006, 05:59 PM Just make sure you use that wheat near DC, its not the "optimal" settler factory but expansion is very important, which means settlers are extremely important.
But, I also agree with Smart. But in this early phase your army doesn't need to be veteran. the granery in the capital will help, dont forget you've got rivers so you can go all the way up to size 12. Now, don't do that, because you'll have happiness problems, but the extra pop is good for settlers, and the more trade you generate in the capital, the more straight income you'll have. Also, if your population gets high and rowdy, chose something you want, like a marketplace and Whip 'em and Whip 'em good. They'll be unhappy, but there shouldn't be too many left alive to complain. Oh, Do NOT whip on the first turn, one person makes 20 shields before they drop, so get 20 in the box and whip 4 to get the market, or whatever you have in mind.
In NYC, make sure you move your worker from the forrest to the irrigated flood plain, when the new citizen grows in he'll be automatically put on the forrest, that's fine but a settler factory needs to emphasize food. Also, get a worker over there irrigate and road the next flood plain.
Also, instead of using DC as a settler factory, you could use it as a worker factory, not as desirable, but workers are Important and one of your goals from post 1 is learning your worker utilization.
You have at least 4 forrests around Boston ( More than a Feeling...) you can chop, it would actually save some time if you chop the forrest south of Grumpy, then road the grassland hooking up your silk, Mmmm..... silky, and using that 10 shields toward an archer or other troop or even a barracks.
The military advisor and you AI opponents respect offensive strength much more than defensive. If you have an intimidating army you might not have as much trouble with the others, because they will fear you. It is often better to build all offensive units for that reason, but try not to overdo the archers unless you have no chance for iron because they are not that good, and don't upgrade to much IMHO. Horsemen while not better attackers have a better upgrade path, but they are expensive to upgrade, 150 gold apeice.
Experiment 626 Feb 08, 2006, 12:29 AM I've read all of your posts, and I'll respond to them tomorrow. I just want to post the latest entry in the journal and go to :sleep: . It's after 1:00 AM here.
Journal Entry #4
IBT: The Citizen that is working the Irrigated Roaded Plains (F2/S1/G2) is reassigned to work the Bonus Grassland (F2/S2/G2). Production in Washington, D.C. has been changed from Barracks to Granary. Grumpy finishes the road. Washington, D.C. grows in population to 2.
Turn 31 (2510 B.C.): Peter moves one sq. S to fill in the map. Grumpy moves 1 sq SE to build a road. Dopey moves 1 sq. E to Irrigate Grassland. (I made a mistake on Turn 30, moving Dopey to the Wheated Plain. The Wheated Plain doesn’t have a river next to it, so I have to move Dopey back to the Grassland and Irrigate it, so that I can Irrigate the Wheated Plain). Dino moves 1 sq. SW, following the coastline. Sammy moves 1 sq. S to the hills, following the coastline. Moe moves 1 sq. NW, following the coastline. Frankie moves 1 sq. S, following the coastline.
A quick check with CivAssistII shows that I have 2 techs (Alphabet and The Wheel) that I can sell to Maya. Smoke-Jaguar has no techs to trade and only 15 Gold. Hopefully, this situation will improve soon.
Washington, D.C.: Pop 2: Growth in 10. Granary in 10.
New York City: Pop 3: Growth next turn. Granary in 5.
Boston: Pop 1: Growth in 4. Worker in 4.
IBT: New York City grows in population to 4.
Turn 32 (2470 B.C.): Dopey begins to Irrigate the Grassland. Grumpy begins building the final piece of road that will connect Boston to Washington, D.C.. Peter moves 1 sq. S to fill in the map. Frankie moves 1 sq. S, following the coastline. Dino moves 1 sq. SW to the hills, following the coastline. In the distance, he sees a Volcano. Sammy moves 1 sq. E, following the coastline. Moe moves 1 sq. N, following the coastline.
CivAssistII informs me that New York City is about to riot. I go to New York City, and see that I have 1 Happy, 1 Content, and 2 Unhappy Citizens, who claim that ‘It’s just too crowded!’ I go to the Domestic Advisor, and bump Luxuries up to 20%. The Citizens’ moods do not change. I bump it up to 30%. There! Now I have 2 Happy and 2 Unhappy Citizens in New York City. Hopefully, once the road from Boston to Washington, D.C. is finished, the Silks will help mollify the masses.
Washington D.C.: Pop 2: Growth in 9. Granary in 9.
New York City: Pop 4: Growth in 4. Granary in 3.
Boston: Pop 1: Growth in 3. Worker in 3.
IBT: The Domestic Advisor rushes in, and relays devastating news that the Citizens of New York City are dying of Disease! She further informs me that our prophets think that conditions in the surrounding Flood Plains may be unhealthy. Not much can be done about the conditions, so, after a moment of silence, I continue with a heavy heart.
Turn 33 (2430 B.C.): Peter moves 2 sq. S to fill in the map. In the distance, he sees a mountain. He decides to head for it. Frankie moves 1 sq. W, following the coastline. Dino moves 1 sq. SW, following the coastline, but keeping a watchful eye on the Volcano. Sammy moves 1 sq. E to a Mountain. Moe moves 1 sq. NW, following the coastline.
Washington D.C.: Pop 2: Growth in 8. Granary in 8.
New York City: Pop 3: Growth in 3. Granary in 2.
Boston: Pop 1: Growth in 2. Worker in 2.
IBT: HORRORS! New York City has once again been ravaged by disease! The Domestic Advisor is too grief-stricken to show her face. I don’t blame her. After a quick prayer to the Gods, I continue. Grumpy finishes the Washington D.C. to Boston road. Every city is now connected to the Capital and the Silks.
Turn 34 (2390 B.C.): Grumpy begins mining. Peter moves 2 sq. S to the Mountain. Frankie moves 1 sq. W to a Mountain, and spies a Goody Hut! Dino moves 1 sq. SE to the Hills, avoiding the Volcano. Sammy moves 1 sq. NE to a Mountain to fill in the map. Moe moves 1 sq. NW, following the coastline.
Washington D.C.: Pop 2: Growth in 7. Granary in 7.
New York City: Pop 2: Growth in 3. Granary next turn.
Boston: Pop 1: Growth next turn. Worker next turn.
IBT: The Domestic Advisor pops in, and says that New York City has finished the Granary. I tell her to have New York City build a Settler. She then tells me that Boston has grown in population to 2, and that Boston has finished building the Worker. That’s a wash, I guess. I tell her to have Boston build a Scout.
Turn 35 (2350 B.C.): CivAssistII pops up, and informs me that Maya has Workers for sale. I contact Maya . . .
“Greetings, Smoke-Jaguar. I hear that you have a Worker for sale. What can I offer you in exchange for your Worker?”
He replies, “I’ll sell you the Worker in exchange for Alphabet.”
‘Yeah, right!’, I think. Let’s see if I can haggle a bit here . . . I can and I do.
‘O.K., Smoke-Jaguar, here’s the deal. I’ll give you 104 Gold (lump sum) in exchange for your Worker. What do you think?’
He replies, ‘Done!’
Now let’s see if I can get my Gold back. I offer The Wheel, he offers 110 Gold (lump sum). Let’s squeeze this zit ‘til it pops.
‘O.K., Smoke-Jaguar. I’ll sell you The Wheel for 119 Gold (lump sum)’ (which is all he has).
He replies, ‘Done!’
‘Well, Smoke-Jaguar, it’s been fun, but I’d better get back to work.’
I take my leave.
The new Worker (the one that Boston built hereafter referred to as Bashful) moves 1 sq. w to Mine the Grassland. My new Worker arrives in Washington D.C. from Maya (hereafter referred to as Mr. Slave). He moves 1 sq. SW to the Irrigated tile. Dopey moves 1 sq. W to Wheated Plain. Peter moves 1 sq. SW to a Mountain. Frankie pops the Goody Hut! Let’s see what happens . . . The Science Advisor informs me that the Chehalis tribe has taught us Mysticism. I immediately open the Diplomacy window, and contact Korea . . .
“Greetings, Wang Kon. I have something that might interest you. What are you willing to offer me for Mysticism?”
He replies, “I’ll give you 130 Gold (lump sum) for Mysticism.”
Squeeze him! After haggling, the deal is set.
“O.K., Wang Kon. I’ll sell Mysticism to you for 132 Gold (lump sum).” (All he has)
He replies, “Done!”
I take my leave.
Dino moves 1 sq. S. He was going to head for the Mountains to the West, but he notices a Goody Hut to the E. He moves 1 sq. SE toward the Goody Hut. Sammy moves 1 sq. SW to a Mountain. Moe moves 1 sq. NW, following the coastline.
Washington D.C.: Pop 2: Growth in 6. Granary in 6.
New York City: Pop 2: Growth in 2. Settler in 10.
Boston: Pop 1: Growth in 10. Scout in 5.
IBT: Nothing.
Turn 36 (2310 B.C.): Bashful begins mining the Grassland. Dopey begins Irrigating the Wheated Plain. Mr. Slave begins roading the Irrigated Grassland. Lazy bum! It’ll take him 6 turns to build the road! Frankie moves 1 sq. NW to fill in the map. Peter moves 1 sq. W to the Mountain, warily eyeing the Volcano. To the NW a distance off, he sees a Goody Hut! Meanwhile, Dino pops his Goody Hut! The Science Advisor pops in and tells me that the Apache tribe has taught us Horseback Riding! As they say on the British TV shows that I watch on BBCAmerica, RESULT! Sammy moves 1 sq. S to a Mountain. Moe moves 1 sq. N, following the coastline.
Washington D.C.: Pop 2: Growth in 5. Granary in 5.
New York City: Pop 2: Growth next turn. Settler in 9.
Boston: Pop 1: Growth in 9. Scout in 4.
IBT: New York City has grown in population to 3.
Turn 37 (2270 B.C.): CivAssistII pops up, and tells me that I can buy Iron Working from Korea. I can also sell Horseback Riding to Korea. Let’s make a deal! I open the Diplomacy window, and contact Korea.
“Greetings, Wang Kon. I would like to buy Iron Working from you. What would you like in return?”
He replies, “I’ll trade you Iron Working for Horseback Riding and 110 Gold (lump sum).”
Let’s haggle. A bit later, the deal is set.
“O.K., Wang Kon. I’ll trade you Horseback Riding and 71 Gold (lump sum) for Iron Working.”
He replies, “Done!”
I take my leave.
Frankie is startled by the sudden appearance of Iron to the SW of his location. He moves 1 sq. NW to fill in the map. Peter moves 1 sq. NW and 1 sq. N to pop the Goody Hut. Let’s see what happens . . . The Science Advisor informs me that the Olmec tribe has taught us Mathematics. Dino moves 1 sq. NE to a Mountain. Sammy moves 1 sq. S to a Mountain. Moe moves 1 sq. N to the hills, following the coastline.
I open the Diplomacy window to shop Mathematics around. Korea first.
“Hello, Wang Kon, what are you willing to give me in exchange for Mathematics?”
He replies, “50 Gold (lump sum).”
After haggling, the deal is set.
“O.K., Wang Kon, I’ll sell you Mathematics for 71 Gold (lump sum).”
He replies, “Done!”
I take my leave.
Maya has no techs to trade and 0 Gold. What’s Smoke-Jaguar doing over there?
I decide not to bother him.
I notice that since I bought Iron Working from Korea, my Science Advisor has switched research to Writing. (Whatever, dude . . . )
Washington D.C.: Pop 2: Growth in 4. Granary in 4.
New York City: Pop 3: Growth in 3. Settler in 8.
Boston: Pop 1: Growth in 8. Scout in 3.
IBT: Grumpy finished the Mine.
Turn 38 (2230 B.C.): Grumpy notices that Boston is surrounded by Mountains and Jungles. He moves 1 sq. SE to a Jungle square to clear it. Peter moves 2 sq. S towards the unknown. Dino moves 1 sq. S to a Mountain. Sammy moves 1 sq. S to a Mountain. Frankie moves 1 sq. S towards the coastline. Moe moves 1 sq. N to the Hills on the coast.
Washington D.C.: Pop 2: Growth in 3. Granary in 3.
New York City: Pop 3: Growth in 2. Settler in 7.
Boston: Pop 1: Growth in 7. Scout in 2.
IBT: The Volcano near Maya’s border has become active! Dopey finishes Irrigating the Wheat.
Turn 39 (2190 B.C.): Dopey begins building a Road. Grumpy begins clearing the Jungle (16 turns). Frankie moves 1 sq. S to a Mountain with an Iron deposit on it. Peter moves 1 sq S to a Mountain with a Gold Deposit on it. Dino moves 1 sq. S to a Mountain with Gems on it. Sammy moves 1 sq. E to fill in the map. Moe moves 1 sq. S, following the coastline.
Washington D.C.: Pop 2: Growth in 2. Granary in 2.
New York City: Pop 3: Growth next turn. Settler in 6.
Boston: Pop 1: Growth in 6. Scout next turn.
IBT: The Domestic Advisor pops in, and tells me that New York City has grown in population to 4. She also tells me that Boston has finished building the Scout. I order Boston to build a Worker next. Bashful has finished building the mine.
Turn 40 (2150 B.C.): The new Scout (hereafter referred to Joey) travels up the road, and ends up in Washington, D.C. He will explore the unknown region between Korea and Maya. Bashful begins building a Road. Frankie moves 1 sq. W, following the coastline. In the distance, he sees another Goody Hut! He moves 1 sq. SW to pop it next turn. Peter moves 1 sq. S to a Mountain. Dino moves 1 sq. S to the Hills. Sammy moves 1 sq. SE to a Mountain. Moe moves 1 sq. E, following the coastline.
Washington D.C.: Pop 2: Growth next turn. Granary next turn.
New York City: Pop 4: Growth in 3. Settler in 4.
Boston: Pop 1: Growth in 5. Worker in 5.
End of Set: 2150 B.C. 397 Gold, gaining 10 per turn.
A quick check of CivAssistII shows me that I currently rank 1st in Cities (3), Land (39), and Population (7). I have 10 Units (5 Scouts, 4 Workers, and 1 Conscript Warrior).
I know 11 techs. I started with Masonry and Pottery. In trades with Korea, I’ve learned Bronze Working, Alphabet, The Wheel, and Iron Working. In a trade with Maya, I’ve learned Warrior Code. The rest are Ceremonial Burial, Mysticism, Mathematics, and Horseback Riding which I popped from Goody Huts.
Korea has 0 Gold, and no techs to sell or trade.
Maya has 25 Gold, and no techs to sell or trade.
Here's the pics:
Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic005A.jpg
Our Place in the World:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic005B.jpg
And the Information Screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic005C.jpg
And here's the save:
115447
As always, any suggestions or advice is greatly appreciated. :worship:
In the immortal words of Yakko from 'Animaniacs': '(blows a kiss) Goodnight, everybody!' :sleep:
Smart Feb 08, 2006, 04:56 AM Whip 'em and Whip 'em good. They'll be unhappy, but there shouldn't be too many left alive to complain.
:hmm:
At the early stage of game every citizen matter, I'd say never whip unless there is very important improvement that should be done fast, like Walls in the border cities in Always War games.
@Experiment 626: I don't have time to read the whole turnlog now, I will give some advices later...
Smart Feb 08, 2006, 05:01 PM HORRORS! New York City has once again been ravaged by disease!
After disease I usually move citizen off a bad tile like a jungle or floodplain. Sometimes it help to prevent disease again :rolleyes:
I’ll sell you The Wheel for 119 Gold (lump sum)
He replies, “I’ll give you 130 Gold (lump sum) for Mysticism.”
Don't sell your techs for low amount of gold. You can wait when they will learn some techs and trade your tech for their, and for addition you may even get some gold.
“O.K., Wang Kon. I’ll trade you Horseback Riding and 71 Gold (lump sum) for Iron Working.”
This is a good deal, because you got a tech. Always see a trade options, and dont give away a monopoly tech for something unusefull. CA2 will help a lot with trading monitoring.
Dopey moves 1 sq. E to Irrigate Grassland.
NEVER irrigate grassland in Despotism, because it will not give anything to you - it will still produce two food. You might chop a forest and irrigate plain under it to be able to irrigate wheat.
And, one thing: You don't need to describe how your units are moving, we will not replay your turns. It is hard to read all those details :mischief:
Sima Qian Feb 08, 2006, 05:20 PM Don't sell your techs for low amount of gold. You can wait when they will learn some techs and trade your tech for their, and for addition you may even get some gold.
Wow, I didn't think those were low prices at all, especially for ancient age techs. I'm normally lucky to get about 70 or 80g out of the AI.
Maybe I just suck. :(
On occasion I've preferred to get gold-per-turn deals out of the AI, since apparently it makes them unwilling to maintain a high research rate. But then, if they declare war on me, I've just gotten ripped off.
Marsden Feb 08, 2006, 05:32 PM I got a little over the top about pop rushing, :p but if you have excess population that is killing your economy because of only on luxury needing the entertainment slider up high, then I say kill some to show the others you mean business. Unhappy people are worth the same score as dead ones, zero. And with food they'll grow back.
Smart Feb 08, 2006, 05:33 PM Maybe I just suck.
On low levels it is fine... I prefer to get gpt from AI too, but only after trading a tech around for another techs. And I will never give a monopoly tech for something like 100-200 gold ;)
Edit: X-post with Marsden.
If you will whip they will be more and more unhappy. If you can't ajust lux slider (but it is happend not very often), hire scientists, they are great in C3C because they produce 3 breakers per turn instead of one in vanilla.
Experiment 626 Feb 08, 2006, 05:43 PM [c3c]
From conquer_dude:
Ew, I read that post above me... Diplomatic when makes me sick. Its so hard not to late temtation grab you and make you go to war with all the civs and CRUSH them together. and start a World War.
You don't get along and play well with others, do you? :lol:
From Smart:
I don't think that DC could be a settler factory, because you need at least 2 extra food for 6-turner. But it could pump a settler sometimes, so granary might be usefull to speed up growth.
From Marsden:
Just make sure you use that wheat near DC, its not the "optimal" settler factory but expansion is very important, which means settlers are extremely important.
How many turns do you think that it will take D.C. (on average) to produce a Settler?
From Marsden:
But, I also agree with Smart. But in this early phase your army doesn't need to be veteran.
I currently have 3 cities. How big should my army be?
Now, don't do that, because you'll have happiness problems, but the extra pop is good for settlers, and the more trade you generate in the capital, the more straight income you'll have.
Should I have my Workers road each and every tile in D.C.'s radius? More roads means more trade, right?
Also, if your population gets high and rowdy, chose something you want, like a marketplace and Whip 'em and Whip 'em good.
(answers phone) 'Hello? Yes, he's here. Hold on, please. Um . . . Marsden? Devo's lawyers are on the phone, and they'd like a word with you!' :lol:
In NYC, make sure you move your worker from the forrest to the irrigated flood plain, when the new citizen grows in he'll be automatically put on the forrest, that's fine but a settler factory needs to emphasize food. Also, get a worker over there irrigate and road the next flood plain.
Will do.
Also, instead of using DC as a settler factory, you could use it as a worker factory, not as desirable, but workers are Important and one of your goals from post 1 is learning your worker utilization.
Sounds feasible.
You have at least 4 forrests around Boston ( More than a Feeling...) you can chop, it would actually save some time if you chop the forrest south of Grumpy, then road the grassland hooking up your silk, Mmmm..... silky, and using that 10 shields toward an archer or other troop or even a barracks.
Boston is built right on top of the Silk, so it's already hooked up.
The military advisor and you AI opponents respect offensive strength much more than defensive. If you have an intimidating army you might not have as much trouble with the others, because they will fear you.
Puss in Boot's voice from Shrek 2: Fear me! :D
It is often better to build all offensive units for that reason, but try not to overdo the archers unless you have no chance for iron because they are not that good, and don't upgrade to much IMHO.
Iron has finally appeared on my map, but none of it is even remotely close to my territory. [pissed]
Horsemen while not better attackers have a better upgrade path, but they are expensive to upgrade, 150 gold apeice.
150 apiece per upgrade? Cripes, that's robbery! :mischief:
From Smart:
At the early stage of game every citizen matter, I'd say never whip unless there is very important improvement that should be done fast, like Walls in the border cities in Always War games.
The House rules forbid me from building City Walls. See the first couple of posts in this thread for details.
@Experiment 626: I don't have time to read the whole turnlog now, I will give some advices later...
Cool! :cooool:
This set of turns would have gone a heck of a lot better had NYC not been stricken TWICE by disease. Once, O.K., it's part of the game, but twice on successive turns, makes me paranoid. :crazyeye:
Smart Feb 08, 2006, 05:58 PM About settlers and DC: I've posted somewhere in this thread link to a nice article about settler factories. It will explain you all about settlers...
Also, I said about walls not in your game, it was an example when you should use whip.
Did you have read my last posts? :)
Experiment 626 Feb 08, 2006, 06:36 PM [c3c]
@Smart: Yeah, I read them. I was composing my last post when all of you posted yours. Without further ado . . .
From Smart:
After disease I usually move citizen off a bad tile like a jungle or floodplain. Sometimes it help to prevent disease again.
But I need to work the FP for the Settler factory, don't I? I guess that I just have to take my chances.
Don't sell your techs for low amount of gold. You can wait when they will learn some techs and trade your tech for their, and for addition you may even get some gold.
Ah! I'll keep it in mind, but I'm already ahead in the tech race. I'll be waiting a long time for the other civs (esp. Maya) to acquire a tech that they can trade to me.
This is a good deal, because you got a tech. Always see a trade options, and dont give away a monopoly tech for something unusefull. CA2 will help a lot with trading monitoring.
I'm slowly learning on how to use CA2, so I will keep an eye on it. I have the Alerts windows turned on to pop up when something happens.
NEVER irrigate grassland in Despotism, because it will not give anything to you - it will still produce two food. You might chop a forest and irrigate plain under it to be able to irrigate wheat.
Yeah, I know. There just wasn't any other way to get water to the Wheated Plain. I'll try not to do it again.
And, one thing: You don't need to describe how your units are moving, we will not replay your turns. It is hard to read all those details.
You should try writing them! :lol: Well, if it's O.K. with everyone else from now on, I'll just say that my Scouts are filling in the map, and not write every single movement down. If I pop a Goody Hut or something, I'll definitely let you know.
On low levels it is fine... I prefer to get gpt from AI too, but only after trading a tech around for another techs. And I will never give a monopoly tech for something like 100-200 gold
Which are the monopoly techs (in each era)?
Keep the advice coming, people! I greatly appreciate it! :worship:
Sima Qian Feb 08, 2006, 07:47 PM Which are the monopoly techs (in each era)?
AFAIK "monopoly techs" refer to the ones only you have, and all of the AI don't have it. It doesn't mean any specific tech, although I tend to find it easier to get monopolies on optional techs and some of the weird modern ones like genetics and recycling.
I think there's a list somewhere of techs that the AI is really unlikely to research, it might be buried somewhere in this thread (http://forums.civfanatics.com/showthread.php?t=123345).
Marsden Feb 08, 2006, 08:02 PM (answers phone) 'Hello? Yes, he's here. Hold on, please. Um . . . Marsden? Devo's lawyers are on the phone, and they'd like a word with you!' :lol: :lol: :lol: :lol: :lol: Yes! someone has a sense of humor! I LIKE IT!
Although the usefulness of a pop rush is important I am not advocating doing it frivilously, it can be helpful. Smarts suggestion of scientists is a very good one and applies to more situations. However, you are on a non-research rule and a scientist would violate that.
I currently have 3 cities. How big should my army be?
Despotism supports 4 per town, 4 per city, 4 per metropolis. Having said that, counting all your workers, scouts, settlers, and actual troops, you can currently have 12 and not pay anything. But to answer your question, check with Biff, :ar15: the military advisor and ask by clicking the more in his word box. He will tell you, "compared to these guys our military is weak" or something to that effect. Try to stay at least average, because if you're weak the have nots will come knocking and they will be rude. You said Smoke Jaguar doesnt have any techs you don't but you have ones he doesn't. Smoky will check with his own advisor and decide, "Hey, I can have horseback riding from the Americans, all I have to do is send some troops over and take it from him." You do not want to be pushed around by the AI.
Should I have my Workers road each and every tile in D.C.'s radius? More roads means more trade, right?
Not each and every, but try to road the grassland and plains, only road others after you can use them. DC is size 3 then you can only use 3 tiles. Don't spend 9 turns roading a mountain when you can road 3 plains/grassland in the same time.
Boston is built right on top of the Silk, so it's already hooked up
I meant hooked up to all cities. Boston automatically had silk, but it was the only one until a road connected it to the others.
Tough luck about the disease. I'm not sure if there is a remedy. The flood plain is too important for food production to worry about it. But I've noticed that it usually comes two turns in a row. You might not have it again, or it might be back later.
Experiment 626 Feb 08, 2006, 09:23 PM [c3c]
From Sima Qian:
AFAIK "monopoly techs" refer to the ones only you have, and all of the AI don't have it. It doesn't mean any specific tech, although I tend to find it easier to get monopolies on optional techs and some of the weird modern ones like genetics and recycling.
Ah! Thanks for that information. :goodjob:
From Marsden:
:lol: :lol: :lol: :lol: :lol: Yes! someone has a sense of humor! I LIKE IT!
I know that I can be a bit whiny at times, but, yes, my sense of humor is alive and well. Benny Hill, Monty Python, Fawlty Towers, etc . . .
Smarts suggestion of scientists is a very good one and applies to more situations. However, you are on a non-research rule and a scientist would violate that.
Pity that. :shakehead:
Despotism supports 4 per town, 4 per city, 4 per metropolis. Having said that, counting all your workers, scouts, settlers, and actual troops, you can currently have 12 and not pay anything. But to answer your question, check with Biff, :ar15: the military advisor and ask by clicking the more in his word box. He will tell you, "compared to these guys our military is weak" or something to that effect. Try to stay at least average, because if you're weak the have nots will come knocking and they will be rude. You said Smoke Jaguar doesnt have any techs you don't but you have ones he doesn't. Smoky will check with his own advisor and decide, "Hey, I can have horseback riding from the Americans, all I have to do is send some troops over and take it from him." You do not want to be pushed around by the AI.
How can S-J take a tech from me before espionage? In a previous game, I went around capturing cities left and right, but never got a free tech.
Not each and every, but try to road the grassland and plains, only road others after you can use them. DC is size 3 then you can only use 3 tiles. Don't spend 9 turns roading a mountain when you can road 3 plains/grassland in the same time.
Will road the plains and grasslands A.S.A.P.
I meant hooked up to all cities. Boston automatically had silk, but it was the only one until a road connected it to the others.
With the completion of the D.C.-Boston road, all three cities are now hooked up to the Silks.
But I've noticed that it usually comes two turns in a row. You might not have it again, or it might be back later.
Now there's a foreboding thought! :eek:
Marsden Feb 08, 2006, 10:01 PM I should explain my explanations better. I meant they will threaten you by saying give us horseback riding or else we will declare war. You then have to give it to them or deny them in which they might be bluffing and back down or declare war. If you only have a single conscript warrior there could be...trouble.
Experiment 626 Feb 09, 2006, 09:42 PM [c3c]
From Marsden:
I should explain my explanations better. I meant they will threaten you by saying give us horseback riding or else we will declare war. You then have to give it to them or deny them in which they might be bluffing and back down or declare war. If you only have a single conscript warrior there could be...trouble.
Oh, I get it! I've seen that before in other games.
So the things that I need to do in the next 10 turns are:
Hopefully, get that Settler finished, and found a city (name already decided) on the coast near the horses.
Have Grumpy continue to clear the Jungle near Boston.
Build roads on all Plains and Grasslands around D.C.
Reassign the Citizen that is currently working the Forest near NYC to the Irrigated Flood Plain.
Have a Worker irrigate the next Flood Plain near NYC.
Should I build roads on all Plains and Grasslands around each of my cities?
Are there any other things that I should concentrate on for Turns 41-50?
As always, much thanks and respect. :worship: :worship: :worship: :worship: :worship:
Edit: (Saturday, 11 Feb 2006, 1:07AM) It looks like it will again be Tuesday before I get to play the next set of turns, so everyone has plenty of time to chime in with their thoughts, advice, and suggestions. Good night. :sleep:
Smart Feb 12, 2006, 12:51 PM Have a Worker irrigate the next Flood Plain near NYC.
Don't do it, irrigated wheat will give you all food needed for fast growth. Irrigate and road plains near NYC.
Irrigation on second floodplain was a mistake - extra food is wasted and it increase chances of disease again.
Build roads on all Plains and Grasslands around D.C.
You should improve only that tiles, where you citizens will work. If you will build roads everywhere, it will not increase commerce. To get bonuce, one citizen should work on roaded tile.
First of all, mine already roaded BG. Then mine and road second BG near D.C.
Build next city 3NW from NYC and connect horses. Send one worker to NYC to improve plains.
conquer_dude Feb 12, 2006, 03:39 PM [c3c]
From conquer_dude:
You don't get along and play well with others, do you? :lol:
Nope. I'm so emo and evil noone likes me.:p
Just jokin.
Experiment 626 Feb 13, 2006, 12:12 AM [c3c]
From Smart:
Don't do it, irrigated wheat will give you all food needed for fast growth. Irrigate and road plains near NYC. Irrigation on second floodplain was a mistake - extra food is wasted and it increase chances of disease again.
You should improve only that tiles, where you citizens will work. If you will build roads everywhere, it will not increase commerce. To get bonuce, one citizen should work on roaded tile.
First of all, mine already roaded BG. Then mine and road second BG near D.C.
Build next city 3NW from NYC and connect horses. Send one worker to NYC to improve plains.
Alllllllllllllllllllllllllll-righty then!
Here's the amended list of things to work towards during turns 41-50:
Hopefully, get that Settler finished, and found a city (name already decided) on the first Plains square on the opposite side of the Horses from N.Y.C. The aforementioned city name will also be changed.
Have Grumpy continue to clear the Jungle near Boston.
Mine the already-roaded B.G. near D.C.. Then Mine and Road the second B.G. near D.C..
Send one of the Workers to N.Y.C. to improve the Plains square.
If I'm feeling O.K., I'll probably play the next set of turns tomorrow. I will check in here when I get home from work before I play.
So, keep them suggestions comin', folks. They are greatly appreciated. :goodjob:
Edit: It's now Tuesday, 14 Feb 2006, and I will go ahead and play the next 10 turns. See you in a bit. Happy Valentine's Day, people! :love:
Experiment 626 Feb 14, 2006, 10:36 PM [c3c]
Sorry for the double post . . .
Journal Entry #5
IBT: Washington, D.C. grows in population to 3. Domestic Advisor pops up, and says that Washington, D.C. has produced a Granary. I order D.C. to build a Settler next.
Turn 41 (2110 B.C.): Joey heads for the unexplored region between Korea and Maya. Dopey moves to Mine and Road the Bonus Grassland near Washington, D.C. Frankie pops a Goody Hut. We get a map of the region. Whoopie! The Scouts keep exploring, and the Workers keep developing the City Squares.
Washington, D.C.: Pop 3: Growth in 10. Settler in 5.
New York City: Pop 4: Growth next turn. Settler in 4.
Boston: Pop 1: Growth in 4. Worker in 4.
IBT: New York City grows in population to 5.
Turn 42 (2070 B.C.): The Scouts and Conscript Warrior continue to fill in the map. The Workers keep improving the land. Nothing else happens on this turn.
Washington, D.C.: Pop 3: Growth in 9. Settler in 4.
New York City: Pop 5: Growth in 2. Settler in 2.
Boston: Pop 1: Growth in 3. Worker in 3.
IBT: DISEASE STRIKES NEW YORK CITY AGAIN!
Turn 43 (2030 B.C.): Dopey begins Mining the Bonus Grassland near Washington, D.C.. Bashful begins clearing the Jungle near Boston. Scouts and Conscript Warrior continue to fill in the map.
Washington, D.C.: Pop 3: Growth in 8. Settler in 3.
New York City: Pop 4: Growth in 2. Settler next turn.
Boston: Pop 1: Growth in 2. Worker in 2.
IBT: DISEASE STRIKES NEW YORK CITY YET AGAIN! New York City produces Settler. I order New York City to build a Worker next.
Turn 44 (1990 B.C.): The new Settler moves toward the new City site 3 sq. NW of New York City on the opposite side of the Horses. The Scouts and Conscript Warrior continue to fill in the map. The Workers keep improving the land.
Washington, D.C.: Pop 3: Growth in 7. Settler in 2.
New York City: Pop 1: Growth next turn. Worker in 10.
Boston: Pop 1: Growth next turn. Worker next turn.
IBT: Boston has grown in population to 2. Boston has produced a Worker, so that’s a wash. I order Boston to build a Granary next in order to give the city a chance to bolster up its population. New York City grows in population to 2. I change N.Y.C.’s production to a Settler.
Turn 45 (1950 B.C.): The new Worker (hereafter referred to as ‘Happy’) moves to begin building the road to the new City site located SE of Boston. We will attempt to make a beeline for the Iron. Joey pops a Goody Hut. We get Polytheism. A quick check of CivAssistII shows that neither Korea nor Maya have anything to trade, so I leave them be. Frankie pops a Goody Hut. We get a skilled Warrior (hereafter referred to as ‘Larry’).
Washington, D.C.: Pop 3: Growth in 6. Settler next turn.
New York City: Pop 2: Growth in 2. Settler in 27.
Boston: Pop 1: Growth in 10. Granary in 30.
IBT: Washington, D.C. has produced a Settler. I order Washington D.C. to produce a Barracks next (14 turns). This will give that city a chance to bolster their population.
Turn 46 (1910 B.C.): The newest Settler heads for the coast. The Settler (not the one that just moved, but the one that was produced in Turn 44) founds a new City called ‘Philadelphia’. I order Philadelphia to build a Scout first, then a Worker.
Philadelphia
http://i51.photobucket.com/albums/f370/Civ3er/Philadelphia.jpg
Dino pops a Goody Hut. We get a skilled Warrior (hereafter referred to as ‘Curly’).
Washington, D.C.: Pop 1: Growth in 5. Barracks in 14.
New York City: Pop 2: Growth next turn. Settler in 26.
Boston: Pop 1: Growth in 9. Granary in 29.
Philadelphia: Pop 1: Growth in 10. Scout in 5.
IBT: New York City has grown in population to 3.
Turn 47 (1870 B.C.): Dopey finishes Mining. He begins to build a Road. Scouts and Warriors continue on their merry way.
Washington, D.C.: Pop 1: Growth in 4. Barracks in 13.
New York City: Pop 3: Growth in 2. Settler in 12.
Boston: Pop 1: Growth in 8. Granary in 28.
Philadelphia: Pop 1: Growth in 9. Scout in 4.
IBT: Nothing.
Turn 48 (1830 B.C.): The Settler continues toward the coastal City site.
Washington, D.C.: Pop 1: Growth in 3. Barracks in 12.
New York City: Pop 3: Growth next turn. Settler in 11.
Boston: Pop 1: Growth in 7. Granary in 27.
Philadelphia: Pop 1: Growth in 8. Scout in 3.
IBT: New York City has grown in population to 4.
Turn 49 (1790 B.C.): While exploring Korea’s border, Joey is trapped by a Korean Warrior. He can’t move. Meanwhile, Dopey heads for the Horses to build the Road.
Washington, D.C.: Pop 1: Growth in 2. Barracks in 11.
New York City: Pop 4: Growth in 2. Settler in 7.
Boston: Pop 1: Growth in 6. Granary in 26.
Philadelphia: Pop 1: Growth in 7. Scout in 2.
IBT: While exploring the Southern region of the continent, Dino is ambushed and killed by some Barbarians! :gripe:
Turn 50 (1750 B.C.): Curly pops a Goody Hut. We get 50 Gold. The Settler founds the Coastal city named ‘Atlantic City’. I order them to build a Worker first.
Atlantic City
http://i51.photobucket.com/albums/f370/Civ3er/AtlanticCity.jpg
The Korean Warrior harassing Joey continues on his way, leaving Joey a bit frightened. Undaunted, he continues exploring Korea’s border.
Washington, D.C.: Pop 1: Growth next turn. Barracks in 10.
New York City: Pop 4: Growth next turn. Settler in 6.
Boston: Pop 1: Growth in 5. Granary in 25.
Philadelphia: Pop 1: Growth in 6. Scout next turn.
Atlantic City: Pop 1: Growth in 10. Scout in 10.
End of Set of Turns: 545 Gold, +11 per turn.
A quick check of CivAssistII shows that Korea and Maya still don’t have anything to trade. I’m 1st in Gold (545), Land, and Population. I currently 2nd in number of cities.
Here is the Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic006A.jpg
Here is our Place in the World:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic006B.jpg
Here is the Information Screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic006C.jpg
As always, any advice and/or suggestions is greatly appreciated. :worship: :worship: :worship: :worship: :worship:
Marsden Feb 14, 2006, 11:19 PM Looks good.
Few things I'd like to say: consider changing AC to producing curragh, its like a scout on the water, other than getting the next settler sent to claim the iron, expand toward the Koreans, to box them in. You might be able cut them and the Maya of from the whole south of your continent by spreading north and west, cutting across from that inland sea to the ocean. Also, at least one town should be building troops, tho' your building a barracks, some troops now would be a good idea.
Also tough luck on the disease in NYC, must be sewer rats er sumpthin.
And lastly, DINO!!! WHY!! WHY!! What about his 13 kids! :cry:
Experiment 626 Feb 16, 2006, 07:58 PM [c3c]
Looks good.
Why, thank you! :D
Few things I'd like to say: consider changing AC to producing curragh, its like a scout on the water
D'OH! You're right, of course. I only have 30 more turns to meet and greet the 2 other random civs. I wonder if they will have anything worth trading for.
other than getting the next settler sent to claim the iron, expand toward the Koreans, to box them in. You might be able cut them and the Maya of from the whole south of your continent by spreading north and west, cutting across from that inland sea to the ocean.
I will claim the Iron first, and then try to hem Korea and Maya in.
Also, at least one town should be building troops, tho' your building a barracks, some troops now would be a good idea.
Once I get the Horses hooked up, I'll build a few in the Barracks city. Hopefully, I'll get Iron hooked up soon as well.
Also tough luck on the disease in NYC, must be sewer rats er sumpthin.
It wouldn't surprise me in the least if N.Y.C. gets inflicted with the Black Plague at some point. :sad:
And lastly, DINO!!! WHY!! WHY!! What about his 13 kids! :cry:
I was really starting to wonder when the Barbs were going to show up.
Edit: (Tuesday 21 Feb 2006, 5:20PM) I'm off to play the next 10 turns. Wish me luck!
Marsden Feb 21, 2006, 09:38 PM [c3c]
Edit: (Tuesday 21 Feb 2006, 5:20PM) I'm off to play the next 10 turns. Wish me luck!
Looking forward to it!
Experiment 626 Feb 22, 2006, 04:48 PM [c3c]
IBT: Atlantic City’s production is switched from Scout to Curragh. The city’s citizen is reassigned to work a tile that will allow the completion of the project in 7 turns. This has the unfortunate side effect of making the Growth leap up to 19 turns. The Cultural Advisor sticks his two cents in, and tells me that Korea is building ‘The Oracle’. The Domestic Advisor pops up, and tells me that both Washington, D.C. and New York City have grown in population: Washington D.C. is up to 2, and New York City is up to 5.
Turn 51 (1725 B.C.): Dopey is now standing on the Hills with the Horses, and will begin to build the road next turn. The rest of the Workers keep doing what they are doing, and the Scouts keep scouting. The new Scout (hereafter referred to as Dino, Jr.) heads towards the NW.
Washington, D.C.: Pop 2: Growth in 5. Barracks in 5.
New York City: Pop 5: Growth in 2. Settler in 3.
Boston: Pop 1: Growth in 4. Granary in 24.
Philadelphia: Pop 1: Growth in 5. Worker in 5.
Atlantic City: Pop 1: Growth in 19. Curragh in 7.
IBT: Nothing.
Turn 52 (1700 B.C.): Dopey begins building the Road. Sammy spots a Goody Hut in the distance. Nothing else happens.
Washington, D.C.: Pop 2: Growth in 4. Barracks in 4.
New York City: Pop 5: Growth next turn. Settler in 2.
Boston: Pop 1: Growth in 3. Granary in 23.
Philadelphia: Pop 1: Growth in 4. Worker in 4.
Atlantic City: Pop 1: Growth in 18. Curragh in 6.
IBT: PETER IS AMBUSHED AND KILLED BY BARBARIANS! While I mutter obscenities under my breath, the Domestic Advisor tells me that New York City has grown in population to 6.
Turn 53 (1675 B.C.): Sammy pops the Goody Hut, and we get 50 gold. Huzzah! Heaven forbid that we get a tech or something. Noooooooooooooo! We get something that I already have a lot of. Geez! :gripe: Nothing else happens.
Washington, D.C.: Pop 2: Growth in 3. Barracks in 3.
New York City: Pop 6: Growth in 3. Settler next turn.
Boston: Pop 1: Growth in 2. Granary in 22.
Philadelphia: Pop 1: Growth in 3. Worker in 3.
Atlantic City: Pop 1: Growth in 17. Curragh in 5.
IBT: DISEASE STRIKES NEW YORK CITY! The Domestic Advisor tells me that New York City has built a Settler.
Turn 54 (1650 B.C.): The Settler heads for the new city site which is SE of Boston.
Washington, D.C.: Pop 2: Growth in 2. Barracks in 2.
New York City: Pop 3: Growth in 2. Worker in 5.
Boston: Pop 1: Growth next turn. Granary in 21.
Philadelphia: Pop 1: Growth in 2. Worker in 2.
Atlantic City: Pop 1: Growth in 16. Curragh in 4.
IBT: DISEASE STRIKES NEW YORK CITY YET AGAIN! Boston grows in population to 2. Grumpy finishes clearing the Jungle near Boston.
Turn 55 (1625 B.C.): Grumpy begins Mining.
Washington, D.C.: Pop 2: Growth next turn. Barracks next turn.
New York City: Pop 2: Growth next turn. Worker in 4.
Boston: Pop 2: Growth in 10. Granary in 20.
Philadelphia: Pop 1: Growth next turn. Worker next turn.
Atlantic City: Pop 1: Growth in 15. Curragh in 3.
IBT: The Trade Advisor pops up, and tells me that ‘Our Workers have finished the Road, bringing Horses to Washington, D.C.. Good Job!’. The Domestic Advisor tells me that Washington, D.C. has finished the Barracks. They will build a Settler next. Philadelphia has produced a Worker. They will build a Granary next. Both Washington, D.C. and New York City have grown in population to 3.
Turn 56 (1600 B.C.): Dopey moves to build the Road that will connect Atlantic City to the rest of the cities. The new Worker (hereafter referred to as ‘Sleepy’) starts Mining the Hills with the Horses.
Washington, D.C.: Pop 3: Growth in 4. Settler in 5.
New York City: Pop 3: Growth in 3. Worker in 2.
Boston: Pop 2: Growth in 9. Granary in 19.
Philadelphia: Pop 1: Growth in 7. Granary in 60.
Atlantic City: Pop 1: Growth in 14. Curragh in 2.
IBT: The Cultural Advisor pops in, and tells me that Maya is building the Oracle.
Turn 57 (1575 B.C.): Nothing.
Washington, D.C.: Pop 3: Growth in 3. Settler in 4.
New York City: Pop 3: Growth in 2. Worker next turn.
Boston: Pop 2: Growth in 8. Granary in 18.
Philadelphia: Pop 1: Growth in 6. Granary in 59.
Atlantic City: Pop 1: Growth in 13. Curragh next turn.
IBT: New York City has produced a Worker. They will produce a Settler next. Atlantic City has built a Curragh. They will build a Worker next. The Citizen is reassigned to work the best square for producing Food.
Turn 58 (1550 B.C.): The new Worker (hereafter referred to as ‘Doc’) moves to Irrigate the Plains near New York City. The Curragh (hereafter referred to as the ‘S.S. Minnow’) sets sail along the coast to the E.
Washington, D.C.: Pop 3: Growth in 2. Settler in 3.
New York City: Pop 2: Growth next turn. Settler in 15.
Boston: Pop 2: Growth in 7. Granary in 17.
Philadelphia: Pop 1: Growth in 5. Granary in 58.
Atlantic City: Pop 1: Growth in 6. Worker in 10.
IBT: New York City has grown to 3. Resilient, aren’t they?
Turn 59 (1525 B.C.): The Minnow continues down the coast. The Settler builds ‘Cambridge’. The production is set to Worker.
Cambridge
http://i51.photobucket.com/albums/f370/Civ3er/Cambridge.jpg
Washington, D.C.: Pop 3: Growth next turn. Settler in 2.
New York City: Pop 3: Growth in 4. Settler in 7.
Boston: Pop 2: Growth in 6. Granary in 16.
Philadelphia: Pop 1: Growth in 4. Granary in 57.
Atlantic City: Pop 1: Growth in 5. Worker in 9.
Cambridge: Pop 1: Growth in 7. Worker in 10.
IBT: Washington D.C. has grown in population to 4.
Turn 60 (1500 B.C.): Dopey begins Irrigating a Plains near Atlantic City.
Washington, D.C.: Pop 4: Growth in 4. Settler next turn.
New York City: Pop 3: Growth in 3. Settler in 6.
Boston: Pop 2: Growth in 5. Granary in 15.
Philadelphia: Pop 1: Growth in 3. Granary in 56.
Atlantic City: Pop 1: Growth in 4. Worker in 8.
Cambridge: Pop 1: Growth in 6. Worker in 9.
End of Set of Turns: 724 Gold (+14 per turn). Korea and Maya STILL don’t have any techs for me to buy or trade. Curly has been closing in on the Barbs’ camp, and will exact a bloody revenge for Dino’s and Peter’s lives next turn.
Here is the Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic007A.jpg
Here is Our Place in the World:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic007B.jpg
Here is the Information Screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic007C.jpg
Here is the savegame (I forgot to include this on the last Journal Entry):
117312
As always, your thoughts, suggestions and advice are greatly appreciated. :worship:
Marsden Feb 22, 2006, 09:57 PM Only things I can say are, mining hills in despotism is usually lost effort, and Troops? Do you have an army besides those stooges you have out there?
Settlers are extremely important and I don't think having some from DC is a bad thing, BUT, you built a barracks, which costs 1gpt, which only exists to make troops veteran, which if you don't build any is wasted cash. Also, some horsemen scouting your opponents would be a good idea.
Here's a little scenario that I'd like to suggest. Just imagine for a moment, if you would, that you see a stack of Mayan spearchuckers on the mountain just by your wheatfield near DC. What would you do?
I expect an answer as this is not a rhetorical question.
Experiment 626 Feb 22, 2006, 11:23 PM [c3c]
Do you have an army besides those stooges you have out there?
Right now, it's just Moe, Larry, and Curly. :D
Settlers are extremely important and I don't think having some from DC is a bad thing, BUT, you built a barracks, which costs 1gpt, which only exists to make troops veteran, which if you don't build any is wasted cash. Also, some horsemen scouting your opponents would be a good idea.
I'm sensing a theme to your post here . . . If I don't start building troops, it'd be :suicide:.
Here's a little scenario that I'd like to suggest. Just imagine for a moment, if you would, that you see a stack of Mayan spearchuckers on the mountain just by your wheatfield near DC. What would you do?
Firstly, I'd contact Maya, and politely ask him to move his troops from my territory. :)
Secondly, if the first idea doesn't work, I'd demand that he remove his troops from my territory. :mad:
Thirdly, I'd offer him techs to not attack me. I don't mind being a doormat for a little bit. As soon as I get the Iron hooked up, I'll start pumping out Horsemen and Swordsmen and Pikemen to defend myself. :ninja:
I expect an answer as this is not a rhetorical question.
But, teacher, I never studied rhetoricals, and as such, was unaware that they would appear on the test! :rotfl:
Thanks for the advice. I :salute: you.
Sima Qian Feb 23, 2006, 12:03 AM [c3c]Firstly, I'd contact Maya, and politely ask him to move his troops from my territory. :)
Secondly, if the first idea doesn't work, I'd demand that he remove his troops from my territory. :mad:
Thirdly, I'd offer him techs to not attack me. I don't mind being a doormat for a little bit. As soon as I get the Iron hooked up, I'll start pumping out Horsemen and Swordsmen and Pikemen to defend myself. :ninja:
Iron won't help you get pikemen, you can't build them until feudalism. You won't need the iron for spearmen either.
Since it looks like you have plenty of gold, I'd suggest you're better off building warriors (very cheap shield-wise) and waiting a bit before connecting the iron, then you can upgrade them to swordsmen (has to be done in a city with barracks though, so you'll have to move them into DC if you build them in another city).
As for offering techs to appease the AI, I've never found that it works. I'd rather offer gpt, which will still help them get techs faster, but if they decide to attack me anyway I get all my gold back.
Just a few random thoughts, I'm still quite a noob myself so take any advice I give with a grain of salt.
CommandoBob Feb 23, 2006, 01:07 AM [c3c]
Now for some house rules as suggested by denyd, to help me learn.
1. I am not allowed to Research any techs before 1000 BC. This will improve my trading skills.
2. My first 2 builds in the Capital city must be Scouts to practice exploration, contacts, and trading skills.
3. I am not allowed to build any Ancient Age Wonders.
4. I cannot build any Military unit until horsemen and/or swordsmen are available. (Though, there’s a bit of discussion going on between denyd and TruePurple about this).
5. I must always have at least one Worker for each city and I am forbidden from Automating them. They must be used to Irrigate brown, Mine Green, and connect the cities with Roads. Roads = Commerce and Commerce = Gold and Gold = Research, so the more the better.
6. I am to concentrate on expansion, improving my lands and contacting everyone else on my landmass. I am also to use galleys to try to reach other landmasses and meet all of the AIs in the game.
7. I am not allowed to build more than 2 barracks, libraries, harbors or markets. I am forbidden from building temples, colosseums and city walls.
8. I am to try to claim at least 1 Luxury resource, and either Iron or Horses (both would be best) by 1000 B.C.
Those are some excellent restrictions! They will force you to be a better player by making be more active early in the game, where expansion and people are so critical to winnng the later game. (BTW, is Rule #7 true for the whole game or just until 1000 BC?)
I don't have C3C, only PTW, so I cannot do much more than lurk and try to sound like I know what I'm talking about.
City Details
By the time you get to 10 cities, you may want to rethink your habit of posting city details each turn. Early on, and especially now, inside the first 100 turns, you do want to watch each city like a hawk. By the time you reach 10 cities, the effort to log that information may not be worth the effort.
What I did, as one example, was to post the city details at the start and end of my turns. As the civ grew, I still gathered the details, but what I posted was a list of cities (with a count of the cities) that were producing/making/building each thing, and then list the cities with what item. It looked something like this:
library [3] (Rome, London and Ur)
temple [2] (Nottingham and Mecca)
Turn Logging
Since this is your own training game you almost have to log everything. You have done a good job on this. The real key, I think, is in detailing how and why you are using your workers. Exploring the map, while important, only shows you the map. Using workers is all about how you use the map and improve on what the map has given you. And you can hardly ever have too many workers.
I like the re-naming of units. Your names are more creative than mine. Yours are real names (Moe, Larry, Peter, etc). I tend to use labels (Worker01, Sword26 and Celt01). Functional, yes, but not as neat. :D
Marsden Feb 23, 2006, 07:51 PM [c3c]
Firstly, I'd contact Maya, and politely ask him to move his troops from my territory. :)
Secondly, if the first idea doesn't work, I'd demand that he remove his troops from my territory. :mad:
Ok, part two. You ask them to leave and they immediately declare war...
What is your answer.
I'm only stressing this because the AI prey on weak opponents, human or otherwise. Just wait, it's a little early yet, but there will be war. And I think the Maya are on the agressive end of the scale, so reasoning with them won't really help. To paraphrase a quote from one of my favorite characters "Playing with the Maya with out an army is like making nice with a rattlesnake, sooner or later it's going get you."
I would just hate to see like 3 units from the AI just wipe out half of your kingdom because you couldn't stop them with your total lack of troops. Even if you brought one of those stooges back to the capital it would help some, not much. The enemy show no mercy.
Here's another, "Men don't talk peace unless they're ready to back it up with war." This an obscure character, but a great quote.
Experiment 626 Feb 23, 2006, 10:30 PM From Sima Qian:
Iron won't help you get pikemen, you can't build them until feudalism. You won't need the iron for spearmen either.
Since it looks like you have plenty of gold, I'd suggest you're better off building warriors (very cheap shield-wise) and waiting a bit before connecting the iron, then you can upgrade them to swordsmen (has to be done in a city with barracks though, so you'll have to move them into DC if you build them in another city).
Sounds like a plan.
As for offering techs to appease the AI, I've never found that it works. I'd rather offer gpt, which will still help them get techs faster, but if they decide to attack me anyway I get all my gold back.
Again, sound advice.
Just a few random thoughts, I'm still quite a noob myself so take any advice I give with a grain of salt.
Any and all advice from other players (noob or guru) is quite welcome and greatly appreciated. Thanks. :goodjob:
From CommandoBob:
Those are some excellent restrictions! They will force you to be a better player by making be more active early in the game, where expansion and people are so critical to winnng the later game.
I've learned quite a bit from this game already, especially how to use the trade window to get the very best deal that I can.
(BTW, is Rule #7 true for the whole game or just until 1000 BC?)
You know . . . I'm not sure. I guess I'll just play that by ear after 1000 B.C..
I don't have C3C, only PTW, so I cannot do much more than lurk and try to sound like I know what I'm talking about.
You should be able to pick up c3c fairly cheaply now. You should check it out sometimes. You won't regret it. :D
City Details
By the time you get to 10 cities, you may want to rethink your habit of posting city details each turn. Early on, and especially now, inside the first 100 turns, you do want to watch each city like a hawk. By the time you reach 10 cities, the effort to log that information may not be worth the effort.
What I did, as one example, was to post the city details at the start and end of my turns. As the civ grew, I still gathered the details, but what I posted was a list of cities (with a count of the cities) that were producing/making/building each thing, and then list the cities with what item. It looked something like this:
library [3] (Rome, London and Ur)
temple [2] (Nottingham and Mecca)
I might consider that once my Empire gets huge.
Turn Logging
Since this is your own training game you almost have to log everything. You have done a good job on this. The real key, I think, is in detailing how and why you are using your workers. Exploring the map, while important, only shows you the map. Using workers is all about how you use the map and improve on what the map has given you. And you can hardly ever have too many workers.
Again a valid point. I'll start posting what my Workers are doing with the next Journal Entry.
I like the re-naming of units. Your names are more creative than mine. Yours are real names (Moe, Larry, Peter, etc). I tend to use labels (Worker01, Sword26 and Celt01). Functional, yes, but not as neat. :D
Thanks! I had to rename them, because I was getting confused exactly who was who. Give it a try sometimes! :D
From Marsden:
Ok, part two. You ask them to leave and they immediately declare war...
What is your answer.
At that point, there is no answer. They take my cities. I'll begin building troops ASAP.
I'm only stressing this because the AI prey on weak opponents, human or otherwise. Just wait, it's a little early yet, but there will be war. And I think the Maya are on the agressive end of the scale, so reasoning with them won't really help. To paraphrase a quote from one of my favorite characters "Playing with the Maya with out an army is like making nice with a rattlesnake, sooner or later it's going get you."
I would just hate to see like 3 units from the AI just wipe out half of your kingdom because you couldn't stop them with your total lack of troops. Even if you brought one of those stooges back to the capital it would help some, not much. The enemy show no mercy.
Here's another, "Men don't talk peace unless they're ready to back it up with war." This an obscure character, but a great quote.
I like those quotes. Again, I will begin building my army immediately.
Thanks for the advice and the help. :worship:
Marsden Feb 24, 2006, 05:03 PM Do you know the characters, or are you not interested? I don't mind just wondering if you were curious.
Experiment 626 Feb 24, 2006, 11:57 PM From Marsden:
Do you know the characters, or are you not interested? I don't mind just wondering if you were curious.
I don't know the characters, and I am interested.
Your humble Grasshopper wishes to be enlightened, Sensei! :crazyeye: :lol:
Edit: I'll probably play the next 10 turns tomorrow (Tuesday). I hope NYC doesn't get stricken with disease again. Hope springs eternal, I guess!
Experiment 626 Feb 28, 2006, 09:35 PM [c3c]
Sorry for the double post.
It’s been suggested that I post what my Workers are doing, so, going into Turn 61, here’s a breakdown of what my Workers are up to: Grumpy, Bashful, and Mr. Slave are building Roads. Doc and Dopey are Irrigating. Sleepy and Happy are Mining. Unless otherwise noted in the turns that follow, the Workers are continuing with their respective assignments.
IBT: A Barbarian attacks Curly! Curly shows the business end of his axe to the barbarian, and dispatches him post-haste. Curly is promoted to a Regular Warrior for his bravery!
The Domestic Advisor pops up, and tells me that Washington, D.C. has produced a Settler. I order them to build a Horseman next. Our cultural influence around Washington, D.C. has grown.
Turn 61 (1475 B.C.): The new Settler moves down the road to Cambridge en route to the new City site. Mr. Slave finishes building the road, and moves to build a road in the next tile over. Grumpy finishes his road, and moves toward Cambridge. Bashful finishes his road, and moves towards Cambridge. He and Grumpy will build the road to the new city. The S.S. Minnow continues down the coast towards the Easternmost point of our continent. That is where they’ll attempt to cross the unknown ocean. Curly attacks the Barbarian settlement, and is killed in battle.
Washington, D.C.: Pop 2: Growth in 3. HORSEMAN in 8.
New York City: Pop 3: Growth in 2. Settler in 5.
Boston: Pop 2: Growth in 4. Granary in 14.
Philadelphia: Pop 1: Growth in 2. Granary in 55.
Atlantic City: Pop 1: Growth in 3. Worker in 7.
Cambridge: Pop 1: Growth in 5. Worker in 8.
IBT: CivAssistII pops up, and tells me that Korea has Workers for sale. I contact Wang Kon, and buy the Korean Worker for 102 Gold (lump sum).
Turn 62 (1450 B.C.): The Korean Worker (hereafter referred to as ‘Cartman’) moves down the road, heading for Philadelphia to help improve that city. Mr. Slave begins building a road (12 turns). Doc finishes Irrigating, and begins to build a road (2 turns). Bashful and Grumpy continue their journey to Cambridge. Happy finishes mining, and joins Grumpy and Bashful to build the road to the next city site. The Settler continues on his journey.
Washington, D.C.: Pop 2: Growth in 2. HORSEMAN in 7.
New York City: Pop 3: Growth next turn. Settler in 4.
Boston: Pop 2: Growth in 3. Granary in 13.
Philadelphia: Pop 1: Growth next turn. Granary in 54.
Atlantic City: Pop 1: Growth in 2. Worker in 6.
Cambridge: Pop 1: Growth in 4. Worker in 7.
IBT: Uh-oh! Wang Kon (Korea, Polite) pops up, and says, ‘Serve the Korean people with this courtesy, or risk angering them.’ (Looks like you were right, Marsden, but you picked the wrong AI civ.) Anyway, they want Polytheism. I give it to them. Wang Kon (Korea, Polite) says, ‘You honor me, and thus, live just a little while longer.’ We say good-bye. I am now officially nervous, and can’t wait for the Horseman to be produced.
The Domestic Advisor says that both New York City and Philadelphia have grown in population (NYC: 4, Phi to 2).
Turn 63 (1425 B.C.): The Settler continues down the road towards Cambridge. Bashful arrives in Cambridge. Grumpy and happy await Bashful on the cattle tile. Dopey finishes Irrigating, and moves to the Sugar tile. The S.S. Minnow continues towards its destination.
Washington, D.C.: Pop 2: Growth next turn. HORSEMAN in 6.
New York City: Pop 4: Growth in 4. Settler in 2.
Boston: Pop 2: Growth in 2. Granary in 12.
Philadelphia: Pop 2: Growth in 7. Granary in 26.
Atlantic City: Pop 1: Growth next turn. Worker in 5.
Cambridge: Pop 1: Growth in 3. Worker in 6.
IBT: The Domestic Advisor pops in, and tells me that both Washington D.C. and Atlantic City have grown in population (D.C.:3, A.C.: 2).
Turn 64 (1400 B.C.): Grumpy begins the road, and Happy pitches in to finish the road this turn. Bashful joins the group. The Settler arrives in Cambridge. Doc finishes the road, and moves towards Atlantic City. Sleepy finishes the mine, and moves to a Plains square. Cartman moves to a Plains square. Dopey begins to Irrigate the Sugar (3 turns).
Washington, D.C.: Pop 3: Growth in 4. HORSEMAN in 3.
New York City: Pop 4: Growth in 3. Settler next turn.
Boston: Pop 2: Growth next turn. Granary in 11.
Philadelphia: Pop 2: Growth in 6. Change production to Worker (ready next turn).
Atlantic City: Pop 2: Growth in 10. Worker in 2.
Cambridge: Pop 1: Growth in 2. Worker in 5.
IBT: The Domestic Advisor pops in, and tells me that Boston has grown in population to 3. New York City has produced a Settler. I order another Settler. Philadelphia has produced a Worker. I order another one.
Turn 65 (1375 B.C.): Sleepy and Cartman begin ‘Roading’ their respective squares. The new Worker (hereafter referred to as . . . (wait for it) . . .’Sneezy’) moves to road the forest. Doc arrives in Atlantic City. The new Settler (from New York City) moves SE towards the Oasis. The Settler (in Cambridge) moves towards the new city site. Grumpy, Happy, and Bashful move to continue building the road. The S.S. Minnow arrives at the Easternmost point of the continent. It will attempt to cross the sea next turn.
Washington, D.C.: Pop 3: Growth in 3. HORSEMAN in 2.
New York City: Pop 2: Growth next turn. Settler in 15.
Boston: Pop 3: Growth in 10. Granary in 7.
Philadelphia: Pop 1: Growth in 5. Worker in 10.
Atlantic City: Pop 2: Growth in 9. Worker next turn.
Cambridge: Pop 1: Growth next turn. Worker in 4.
IBT: The Domestic Advisor pops in, and tells me that Atlantic City has produced a Worker. I order another Curragh (just in case). She also tells me that New York City and Cambridge have grown in population (NYC: 3, Cambridge: 2).
Turn 66 (1350 B.C.): CivAssistII pops up, and tells me that Korea has a new tech (Currency) for me to buy. I contact Wang Kon (Korea, Polite), and ask him what he wants for Currency. He wants 702 Gold (lump sum, all I have), and 2 GPT. I haggle, and get Currency for 669 Gold (lump sum) OUCH! Doc moves to build the road that will connect the new city SE of New York City to the rest of the cities. The new Worker (hereafter referred to as ‘Bart’) moves to road the forest. Sneezy begins roading the forest (4 turns). The S.S. Minnow begins its suicide run across uncharted waters. Larry, seeking to avenge Curly’s death, attacks the Barbarian settlement. He too falls to the Barbarians. (Tough little monkeys, aren’t they?) :gripe:
Washington, D.C.: Pop 3: Growth in 2. HORSEMAN next turn.
New York City: Pop 3: Growth in 4. Settler in 7.
Boston: Pop 3: Growth in 9. Granary in 6.
Philadelphia: Pop 1: Growth in 4. Worker in 9.
Atlantic City: Pop 1: Growth in 8. Curragh in 15.
Cambridge: Pop 2: Growth in 7. Worker next turn.
IBT: The Domestic Advisor pops in, and tells me that Washington, D.C. has produced a Horseman. I immediately order another one. Cambridge has produced a Worker. I order another one. The S.S. Minnow was lost in treacherous waters! Rats!
Turn 67 (1325 B.C.): The Settler (SE of New York City) founds Charlotte. A Worker is ordered. Doc begins to build the road that will connect Charlotte to the rest of the Empire (2 turns). Bart begins building a road (4 turns). Dopey finishes Irrigating the Sugar, and begins to build a road (2 turns). Sleepy finishes the road, and moves to bring Irrigation to Philadelphia. The HORSEMAN (hereafter referred to as ‘WAR’) moves to our border to the NW. I thought about sending WAR down, and obliterating the Barbarian settlement once and for all, but it’s at the Southernmost tip of the continent, and would take a long time to get there. The new Worker (in Cambridge) (hereafter referred to as ‘Homer’) moves to Mine the Grassland.
Charlotte
http://i51.photobucket.com/albums/f370/Civ3er/Charlotte.jpg
(It should be noted that the Flood Plains w/Wheat is the same one in NYC's radius.)
Washington, D.C.: Pop 3: Growth next turn. HORSEMAN in 5.
New York City: Pop 3: Growth in 3. Settler in 6.
Boston: Pop 3: Growth in 8. Granary in 5.
Philadelphia: Pop 1: Growth in 3. Worker in 8.
Atlantic City: Pop 1: Growth in 7. Curragh in 14.
Cambridge: Pop 1: Growth in 6. Worker in 10.
Charlotte: Pop 1: Growth in 10. Worker in 10.
IBT: The Domestic Advisor pops in, and tells me that Washington, D.C. has grown in population to 4.
Turn 68 (1300 B.C.): Sleepy begins Irrigating (3 turns). Homer begins to build a road (2 turns).
Washington, D.C.: Pop 4: Growth in 4. HORSEMAN in 4.
New York City: Pop 3: Growth in 2. Settler in 5.
Boston: Pop 3: Growth in 7. Granary in 4.
Philadelphia: Pop 1: Growth in 2. Worker in 7.
Atlantic City: Pop 1: Growth in 6. Curragh in 13.
Cambridge: Pop 1: Growth in 5. Worker in 9.
Charlotte: Pop 1: Growth in 9. Worker in 9.
IBT: Nothing.
Turn 69 (1275 B.C.): The Settler founds Jamestown. It has Iron in its radius! Doc finishes the road, and begins to Irrigate. Dopey finishes the road on the Sugar, and moves to road another tile.
Jamestown
http://i51.photobucket.com/albums/f370/Civ3er/Jamestown.jpg
Washington, D.C.: Pop 4: Growth in 3. HORSEMAN in 3.
New York City: Pop 3: Growth next turn. Settler in 4.
Boston: Pop 3: Growth in 6. Granary in 3.
Philadelphia: Pop 1: Growth next turn. Worker in 6.
Atlantic City: Pop 1: Growth in 5. Curragh in 12.
Cambridge: Pop 1: Growth in 4. Worker in 8.
Charlotte: Pop 1: Growth in 8. Worker in 8.
Jamestown: Pop 1: Growth in 10. Worker in 10.
IBT: The Domestic Advisor pops in, and tells me that both New York City and Philadelphia have grown in population (NYC: 4, PHI: 2).
Turn 70 (1250 B.C.): Homer finishes the road, and begins mining (4 turns). Bashful and Happy move through Jamestown to the Iron square. Dopey begins a road (2 turns). Sneezy finishes the road, and moves to road another square.
Washington, D.C.: Pop 4: Growth in 2. HORSEMAN in 2.
New York City: Pop 4: Growth in 4. Settler in 2.
Boston: Pop 3: Growth in 5. Granary in 2.
Philadelphia: Pop 2: Growth in 10. Worker next turn.
Atlantic City: Pop 1: Growth in 4. Curragh in 11.
Cambridge: Pop 1: Growth in 3. Worker in 7.
Charlotte: Pop 1: Growth in 7. Worker in 7.
Jamestown: Pop 1: Growth in 9. Worker in 9.
End of Set of Turns: 103 Gold, +22 per turn.
Here is the Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic008A.jpg
Here is Our Place in the World:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic008B.jpg
Here is the Information Screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic008C.jpg
And here is the savegame:
118089
As always, any and all advice is greatly appreciated. :worship:
Marsden Mar 01, 2006, 08:14 PM Hey Hey!! Sorry I didn't get back to you sooner. Looks good again. I think you did the right thing coughing up the tech to the Koreans. You could check, it might be too late, but right after that happened you could contact Mayas and sell the same tech for as much as you can get, or maybe even give it to him just to keep Wang Kon from getting any cash out of it, but you have to do it immediately. Also, when buying currency, maybe you could have cut the cost by throwing in a tech, but that's a judgement call, you certainly didn't do anything wrong that I can see.
Congratulations on getting iron, I expect to hear of the many swordsmen you will be getting soon :goodjob: Maybe the next time someone threatens you, you can rattle the saber and shut em up. Last time you didn't have a saber to rattle. Also Congratulations on your new army. War is a nice name, by the time you get to Famine I would send him on down south to kill the guys that got Larry and Curly. Man, 2/3 of your standing forces lost to barbarians :mad: Things don't always go how we'd like do they.
The rattlesnake quote was from Captain John Sheridan from Babylon 5. The top quote in my sig is from the Shadow leader to Sheridan at the climax of the Shadow-Vorlon war.
The peace and war quote was from Colonel Green, a minor one time character on Star Trek. They are my favorite shows, both of them.
And I'm not a wizard or a guru, I just play too much and have seen things before. If you want some heavy hitters ask (nicely!) of Tone, sanabas, and Moonsinger, although they are probably busy they are the best I've seen.
Experiment 626 Mar 01, 2006, 09:44 PM I just composed a post in reply to your post, but when I tried to preview it, it vanished into the internet ether. I'll try to remember what I typed, and try again.
From Marsden:
Hey Hey!! Sorry I didn't get back to you sooner.
It's O.K. I figured that real life was keeping you busy. Lord knows that it keeps me busy from time to time.
Looks good again.
Why, thank you again.
I think you did the right thing coughing up the tech to the Koreans.
Yeah, the last thing that I want right now is a war. Like I said in a previous post, I don't mind being a doormat for now.
You could check, it might be too late, but right after that happened you could contact Mayas and sell the same tech for as much as you can get, or maybe even give it to him just to keep Wang Kon from getting any cash out of it, but you have to do it immediately.
D'OH! I guess that I still have a lot to learn. That didn't even occur to me.
Also, when buying currency, maybe you could have cut the cost by throwing in a tech, but that's a judgement call, you certainly didn't do anything wrong that I can see.
According to CivAssistII, I didn't have any techs that he didn't. That's why I ended up paying through the nose for it. 669 Gold for Currency? OUCH! :cringe:
Congratulations on getting iron
Technically, it's just in my territory. Bashful and Happy still need to build the road (on a mountain, no less) to connect it to the cities. Grumpy will join them as soon as he finishes mining the Grassland.
I expect to hear of the many swordsmen you will be getting soon :goodjob: Maybe the next time someone threatens you, you can rattle the saber and shut em up. Last time you didn't have a saber to rattle.
I need to do some research to find names of famous Swordsmen (real or fictional). Off the top of my head, I can only think of 3, and I plan on having a lot more than 3. :evil:
Also Congratulations on your new army. War is a nice name, by the time you get to Famine I would send him on down south to kill the guys that got Larry and Curly.
IIRC, first it's WAR, then FAMINE, then PESTILENCE, and then DEATH. Do I have the order right?
As I mentioned earlier, the barb's camp is WAAAAAAAAAAAY down on the southernmost tip of the continent. I'll get revenge for Larry and Curly eventually.
Man, 2/3 of your standing forces lost to barbarians :mad: Things don't always go how we'd like do they.
The RNG gods are always right, aren't they? :(
The rattlesnake quote was from Captain John Sheridan from Babylon 5. The top quote in my sig is from the Shadow leader to Sheridan at the climax of the Shadow-Vorlon war.
I watched Babylon 5 early in its run, but it kept hopping around the schedule too much for me to follow it. I did enjoy it very much though. :cool:
I know where the bottom quote in your sig comes from. :D
The peace and war quote was from Colonel Green, a minor one time character on Star Trek. They are my favorite shows, both of them.
I remember that episode. It had Abe Lincoln, et al. As much of a fan I am of ST: TNG, I'll always have a soft spot in my heart for the original series. :cool:
And I'm not a wizard or a guru, I just play too much and have seen things before.
I appreciate all of the help that you've given me. :goodjob: Is it actually possible to play TOO much? :lol:
If you want some heavy hitters ask (nicely!) of Tone, sanabas, and Moonsinger, although they are probably busy they are the best I've seen.
I'd be a bit too intimidated to ask them :undecide: , but maybe I'll PM one of them, and very politely ask if they'll take a look. Like you said, though, they're probably too busy. Especially to help out a nOOb like me.
Is there anything that I need to concentrate on for the next set of turns?
All of your advice is greatly appreciated. :worship:
Marsden Mar 01, 2006, 10:07 PM According to CivAssistII, I didn't have any techs that he didn't. That's why I ended up paying through the nose for it. 669 Gold for Currency? OUCH! :cringe:
Sorry, didn't realize you didn't have any other techs. One of the things it took me longest to learn to do is part with techs. It seems counter to common sense, but selling or even giving the techs can be better than trying to hoard them.
be careful currency is one of the last techs before the next age, they might be moving up soon. Korea will get a free tech as they are scientific. Monotheisim isn't too much, but Engineering gives trebuckets, and Feudalism gives a lot, especially morning star weilding infantry and pikemen. both need iron but the are good units. beware of your opponents militaries. one guy on a horse can only do so much. Keep your expansion going, it looks good. and try to claim as many other resources as possible, like another luxury for the peasants might be good. I didn't see any more on the screenies though.
Experiment 626 Mar 02, 2006, 12:17 PM Sorry, didn't realize you didn't have any other techs. One of the things it took me longest to learn to do is part with techs. It seems counter to common sense, but selling or even giving the techs can be better than trying to hoard them.
It DOES seem to go against the grain. You try to get a tech advantage, but you give or sell techs to someone.
be careful currency is one of the last techs before the next age, they might be moving up soon. Korea will get a free tech as they are scientific. Monotheisim isn't too much, but Engineering gives trebuckets, and Feudalism gives a lot, especially morning star weilding infantry and pikemen. both need iron but the are good units.
I have a sinking feeling that this game is a looooooong way from being over. The tension is mounting . . . I love it! :D
beware of your opponents militaries. one guy on a horse can only do so much.
Hopefully, he won't be alone for long.
Keep your expansion going, it looks good. and try to claim as many other resources as possible, like another luxury for the peasants might be good. I didn't see any more on the screenies though.
There are other luxuries around. I'll try to hook one or two more up soon.
Edit: I just checked the savegame. The only other Luxury Resource even remotely close to my territory is a Spice (Ginger, Posh, Baby, Sporty, or Scary) in the middle of Korea's territory. RATS!
Edit #2 (Monday, March 6, 2006, 11:30PM): I will play the next 10 turns tomorrow after I get home from work. I'll check in here first to see if there is any last minute advice.
Edit #3 (Tuesday, March 7, 2006, 3:30PM): I am off (ain't that the truth! :crazyeye: ) to play the next 10 turns. Wish me luck!
Experiment 626 Mar 07, 2006, 10:16 PM [c3c]
Sorry for the double post.
The saga continues . . .
IBT: I micro-managed a bit. The citizen in Atlantic City was moved to Forested Plain. The Curragh will now be ready in 6 turns, instead of 11.
The Domestic Advisor tells me that Philadelphia has produced a Worker. I order a Granary next to boost population.
Turn 71 (1225 B.C.): The new Worker (hereafter referred to as ‘Lisa’) moves NE to the roaded Plain, and begins Irrigation (3 turns). Sneezy begins a road the Plains (2 turns). Cartman (purchased Korean Worker) begins Irrigating the roaded Plains (8 turns). Sleepy moves towards Washington, D.C.. Bart moves S to road the Forest. Bashful begins to build a road on the Iron (6 turns). Happy helps Bashful. Now the road will be finished in 3 turns.
Washington, D.C.: Pop 4: Growth next turn. HORSEMAN next.
New York City: Pop 4: Growth in 3. Settler next turn.
Boston: Pop 3: Growth in 4. Granary next turn.
Philadelphia: Pop 1: Growth in 6. Granary in 60.
Atlantic City: Pop 1: Growth in 7. Curragh in 5.
Cambridge: Pop 1: Growth in 2. Worker in 6.
Charlotte: Pop 1: Growth in 6. Worker in 6.
Jamestown: Pop 1: Growth in 8. Worker in 8.
IBT: The Domestic Advisor tells me that Washington, D.C. has grown to pop 5. Washington D.C. has produced a HORSEMAN. I order another one. Boston has produced a Granary. I order a Settler. A far-off Volcano has erupted! Doc has finished Irrigating.
Turn 72 (1200 B.C.): Doc moves towards the Oasis. Dopey begins Irrigating the Roaded Plains (3 turns). Bart begins to build a road (4 turns). The Settler moves toward the new coastal city site. The new HORSEMAN (hereafter referred to as ‘FAMINE’) moves to join ‘WAR’.
Washington, D.C.: Pop 5: Growth in 4. HORSEMAN in 4.
New York City: Pop 2: Growth next turn. Settler in 15.
Boston: Pop 3: Growth in 3. Settler in 10.
Philadelphia: Pop 1: Growth in 5. Granary in 59.
Atlantic City: Pop 1: Growth in 6. Curragh in 4.
Cambridge: Pop 1: Growth next turn. Worker in 5.
Charlotte: Pop 1: Growth in 5. Worker in 5.
Jamestown: Pop 1: Growth in 7. Worker in 7.
IBT: The Domestic Advisor tells me that New York City has grown to pop 3. She also tells me that Cambridge has grown to pop 2. Sneezy finishes his road. Grumpy finishes his Mine.
Turn 73 (1175 B.C.): Sneezy moves NE to road a Plains square. Sleepy (who was heading to Washington, D.C.) is ordered to head towards the new coastal city site. Doc moves to the Oasis.
Washington, D.C.: Pop 5: Growth in 3. HORSEMAN in 3.
New York City: Pop 3: Growth in 4. Settler in 7.
Boston: Pop 3: Growth in 2. Settler in 9.
Philadelphia: Pop 1: Growth in 4. Granary in 58.
Atlantic City: Pop 1: Growth in 5. Curragh in 3.
Cambridge: Pop 2: Growth in 7. Worker in 2.
Charlotte: Pop 1: Growth in 4. Worker in 4.
Jamestown: Pop 1: Growth in 6. Worker in 6.
IBT: Lisa finishes Irrigation. Mr. Slave finishes his road. Homer finishes his Mine. Bashful and Happy finish their road in the Mountain connecting the Iron to the rest of the Empire. The Trade Advisor congratulates me on connecting Iron to the Capital.
Turn 74 (1150 B.C.): Doc begins to build a Road on the Oasis (2 turns). Lisa moves to and begins to Irrigate the Roaded Plains (3 turns). Sneezy begins to build a Road on a Plains square (2 turns). Mr. Slave (purchased from Maya) begins chopping down the Forest (8 turns). Homer moves to a Grassland. Bashful moves to road a Forest. Happy moves to road a (different) Forest. The Settler arrives at the new coastal city site.
Washington, D.C.: Pop 5: Growth in 2. HORSEMAN in 2.
New York City: Pop 3: Growth in 3. Settler in 6.
Boston: Pop 3: Growth next turn. Settler in 8.
Philadelphia: Pop 1: Growth in 3. Granary in 57.
Atlantic City: Pop 1: Growth in 4. Curragh in 2.
Cambridge: Pop 2: Growth in 6. Worker next turn.
Charlotte: Pop 1: Growth in 3. Worker in 3.
Jamestown: Pop 1: Growth in 5. Worker in 5.
IBT: The Domestic Advisor pops in, and tells me that Boston has grown to pop 4. Cambridge has produced a Worker. I order a Granary to boost pop. Dopey finishes Irrigating.
Turn 75 (1125 B.C.): Homer begins mining a Grassland (4 turns). The new Worker (hereafter referred to as ‘Marge’) moves and begins to build a Mine on the Cattle tile (4 turns). Happy begins to Road a Forest (4 turns). Bashful begins to road his Forest (4 turns). Grumpy begins to Mine a Grassland (4 turns). Dopey moves to help Sleepy build a Road. Sleepy begins to Road a Forest (4 turns). The Settler founds Baltimore. A Worker is ordered. Moe begins the long trek to Washington, D.C. to be upgraded to a Swordsman. WAR and FAMINE move to block a pesky Korean Warrior who’s been strolling around our border.
Baltimore
http://i51.photobucket.com/albums/f370/Civ3er/Baltimore.jpg
Washington, D.C.: Pop 5: Growth next turn. HORSEMAN next turn.
New York City: Pop 3: Growth in 2. Settler in 5.
Boston: Pop 4: Growth in 5. Settler in 5.
Philadelphia: Pop 1: Growth in 2. Granary in 56.
Atlantic City: Pop 1: Growth in 3. Curragh next turn.
Cambridge: Pop 1: Growth in 5. Granary in 60.
Charlotte: Pop 1: Growth in 2. Worker in 2.
Jamestown: Pop 1: Growth in 4. Worker in 4.
Baltimore: Pop 1: Growth in 10. Worker in 10.
IBT: The Domestic Advisor pops up, and tells me that Washington, D.C. has grown to pop 6, and produced a HORSEMAN. I order a Settler next. Atlantic City has produced a Curragh. I order another one. The Korean Warrior retreats. Doc finishes the road. Bart finishes his road. Sneezy finishes his Road.
Turn 76 (1100 B.C.): Dopey begins to road a Forest (2 turns). Doc moves to build the Road that will connect Baltimore to the rest of the Empire. Bart moves to Charlotte. Sneezy begins Irrigating the Roaded Plains (3 turns). The new HORSEMAN (hereafter referred to as ‘PESTILENCE’) moves to guard our border. The new Curragh (hereafter referred to as ‘Edmund Fitzgerald’) sets sail.
Washington, D.C.: Pop 6: Growth in 4. Settler in 4.
New York City: Pop 3: Growth next turn. Settler in 4.
Boston: Pop 4: Growth in 4. Settler in 4.
Philadelphia: Pop 1: Growth next turn. Granary in 55.
Atlantic City: Pop 1: Growth in 2. Curragh in 8.
Cambridge: Pop 1: Growth in 4. Granary in 59.
Charlotte: Pop 1: Growth next turn. Worker next turn.
Jamestown: Pop 1: Growth in 3. Worker in 3.
Baltimore: Pop 1: Growth in 9. Worker in 9.
IBT: The Domestic Advisor pops up, and tells me that New York City has grown to pop 4, while Philadelphia has grown to pop 2. Charlotte has grown to pop 2, and produced a Worker. I order another one. Lisa finishes Irrigating.
Turn 77 (1075 B.C.): Doc begins building a Road (2 turns). Bart begins Mining the Roaded Oasis (4 turns). The new Worker (hereafter referred to as ‘Maggie’) moves to a Plains square outside of Baltimore. Lisa moves to build a road to a new city site.
Washington, D.C.: Pop 6: Growth in 3. Settler in 3.
New York City: Pop 4: Growth in 4. Settler in 2.
Boston: Pop 4: Growth in 3. Settler in 3.
Philadelphia: Pop 2: Growth in 7. Granary in 27.
Atlantic City: Pop 1: Growth next turn. Curragh in 7.
Cambridge: Pop 1: Growth in 3. Granary in 58.
Charlotte: Pop 1: Growth in 10. Worker in 10.
Jamestown: Pop 1: Growth in 2. Worker in 2.
Baltimore: Pop 1: Growth in 8. Worker in 8.
IBT: The Domestic Advisor pops up, and tells me that Atlantic City has grown to pop 2. Dopey and Sleepy finish their road.
Turn 78 (1050 B.C.): Lisa begins to build a road (2 turns). Maggie begins to Irrigate the Plains (3 turns).
Washington, D.C.: Pop 6: Growth in 2. Settler in 2.
New York City: Pop 4: Growth in 3. Settler next turn.
Boston: Pop 4: Growth in 2. Settler in 2.
Philadelphia: Pop 2: Growth in 6. Granary in 26.
Atlantic City: Pop 2: Growth in 20. Curragh in 4.
Cambridge: Pop 1: Growth in 2. Granary in 57.
Charlotte: Pop 1: Growth in 9. Worker in 9.
Jamestown: Pop 1: Growth next turn. Worker next turn.
Baltimore: Pop 1: Growth in 7. Worker in 7.
IBT: The Domestic Advisor pops up, and tells me that New York City has produced a Settler. I order another one. Jamestown has produced a Worker. I order a Curragh. Grumpy finishes Mining. Bashful finishes his road. Happy finishes his road. Marge finishes Mining. Homer finishes Mining. Cartman (purchased Korean Worker) finishes Irrigating. Sneezy finishes Irrigating.
Turn 79 (1025 B.C.): Grumpy begins a Road (2 turns). The new Worker (hereafter referred to as ‘Ned Flanders’) moves to and begins Mining the Iron (12 turns). Bashful moves to Cambridge, as does Happy. Marge moves to Boston. Homer begins to Road the Grassland (2 turns). Dopey begins to Irrigate the Flood Plain (3 turns). Doc and Sleepy through Baltimore to the Forest. The Settler moves toward the new city site. Cartman moves to Atlantic City. Sneezy moves to the Hills.
Washington, D.C.: Pop 6: Growth next turn. Settler next turn.
New York City: Pop 2: Growth next turn. Settler in 15.
Boston: Pop 4: Growth next turn. Settler next turn.
Philadelphia: Pop 2: Growth in 5. Granary in 25.
Atlantic City: Pop 2: Growth in 19. Curragh in 3.
Cambridge: Pop 1: Growth next turn. Granary in 28.
Charlotte: Pop 1: Growth in 8. Worker in 8.
Jamestown: Pop 1: Growth in 10. Curragh in 15.
Baltimore: Pop 1: Growth in 6. Worker in 6.
IBT: The Domestic Advisor pops up, and tells me that Washington, D.C. has grown to pop 7, New York City has grown to pop 3, Boston has grown to pop 5, and Cambridge has grown to pop 2. Washington, D.C. has produced a Settler. I order a HORSEMAN next. Boston has produced a Settler. I order another one. Lisa finishes the road.
Turn 80 (1000 B.C.): The Settler (from Boston) moves towards a new city site. Marge moves to build a road to the new city. Happy joins Marge. Bashful joins them. The Settler (from New York City) continues on his way. Doc starts a Road (4 turns). Sleepy helps Doc (now finishes in 2 turns). Cartman builds a Road (6 turns). Sneezy begins to build a Road on the Hills (4 turns). Lisa moves to road the new city site.
Washington, D.C.: Pop 5: Growth in 4. HORSEMAN in 4.
New York City: Pop 3: Growth in 4. Settler in 7.
Boston: Pop 3: Growth in 5. Settler in 10.
Philadelphia: Pop 2: Growth in 4. Granary in 24.
Atlantic City: Pop 2: Growth in 18. Curragh in 2.
Cambridge: Pop 2: Growth in 7. Granary in 18.
Charlotte: Pop 1: Growth in 7. Worker in 7.
Jamestown: Pop 1: Growth in 9. Curragh in 14.
Baltimore: Pop 1: Growth in 5. Worker in 5.
End of Set of Turns: 1000 B.C., 325 Gold (+24 per turn). Korea and Maya still have no techs for me to sell or trade for.
Here is the Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic009A.jpg
Here is Our Place in the World:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic009B.jpg
Here is the Information Screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic009C.jpg
CivAssistII tells me that Korea, Maya, and I are all still in the Ancient Era. My score is 183. My Culture is 138 (+2 Culture per turn). I have 325 Gold, which is good enough for second place (1. Korea: 782 Gold, 3. Maya: 39 Gold).
I am first in number of cities with 9 (2. Korea has 7, 3. Maya has 6)
I am first in land squares with 105 (2. Korea has 85, 3. Maya has 72)
I am first in population with 20 (2. Maya has 11, 3. Korea has 7)
I have 27 Units (15 Workers, 4 Scouts, 3 Settlers, 3 HORSEMEN, 1 Warrior, and 1 Curragh).
A very interesting thing that I’ve noticed. Korea has 7 cities and a total of 7 population. Should I consider amassing a military force, and dispatching them for their land and Luxury resources?
The Scientific Research blackout is now over! :cool:
As always, any and all advice is greatly appreciated. :worship: :worship: :worship: :worship: :worship:
Marsden Mar 08, 2006, 12:09 AM Looks good, :goodjob: I have no complaints.
A few suggestions, however. Now that your no research rule is over, you might want to get out of despotism. You could now research Monarchy, which is so so, or you could go to Republic, which is better, but you need about 3 more techs to start that.
The army is starting to grow, one thing you haven't posted is how your Military Advisor says you stand against the others, that could be helpful. How the military advisor views strength and weakness is how the AIs do and can give you an indication of how they will react. If you show strong, they should get out of your way, if you show weak, well you already experienced that. And use that iron. Swordsmen are good attackers and the high attack rating commands more respect than the mobile horsemen.
Your not taking advantage of your core area around your capital. You have no cities to the west of it especially. The cities closest to the capital have the lowest corruption and waste. Put at least one or two more around DC to take advantage of the corruption reduction. But keep expanding you need to dominate in civ or you won't succeed.
So, to sum up, build more swords and get out of despotism.
One last piece of advice. When dealing with the AI be ruthless--show no pity or mercy, they will give none. I'm not saying break deals, just don't be afraid to take what you want by force. Don't worry about sensibilities, if one of them gets in your---way take em down!
BuckyRea Mar 08, 2006, 04:30 PM I need to do some research to find names of famous Swordsmen (real or fictional). Off the top of my head, I can only think of 3, and I plan on having a lot more than 3.
With D'Artagnan, you'd have four, no?
Sima Qian Mar 08, 2006, 04:31 PM I'd be hard-pressed to find names of American swordsmen though...
BuckyRea Mar 08, 2006, 04:36 PM names of American swordsmen though...
Conan, Beastmaster, Xena, SCA-dudes (an awesome UU waiting to happen, I assure you), and arguably Stephen Decatur. And I understand that when called upon to do so, Benedict Arnold could swing a mean blade.
Sima Qian Mar 08, 2006, 04:44 PM But Conan is a barbarian! You have to pop him out of a hut and upgrade him!
Experiment 626 Mar 08, 2006, 07:33 PM [c3c]
WOW! :eek: Lots of posts for me to reply to. Awesome! :D
From Marsden:
A few suggestions, however. Now that your no research rule is over, you might want to get out of despotism. You could now research Monarchy, which is so so, or you could go to Republic, which is better, but you need about 3 more techs to start that.
Trust me! I plan on getting out of Despotism as soon as possible. I checked my tech tree, and I need 4 techs to get Republic (Writing -> Philosophy -> Code of Laws -> Republic).
The army is starting to grow, one thing you haven't posted is how your Military Advisor says you stand against the others, that could be helpful. How the military advisor views strength and weakness is how the AIs do and can give you an indication of how they will react.
A quick check of the savegame: My Military Advisor tells me that "Compared to these guys, our military is weak!" He says that for both Korea and Maya. :(
Your not taking advantage of your core area around your capital. You have no cities to the west of it especially. The cities closest to the capital have the lowest corruption and waste. Put at least one or two more around DC to take advantage of the corruption reduction. But keep expanding you need to dominate in civ or you won't succeed.
I have a Settler right now who is going to settle NW of Washington, D.C.
So, to sum up, build more swords and get out of despotism.
Will do. :goodjob:
One last piece of advice. When dealing with the AI be ruthless--show no pity or mercy, they will give none. I'm not saying break deals, just don't be afraid to take what you want by force. Don't worry about sensibilities, if one of them gets in your---way take em down!
THAT really sounds like a plan! :evil: :lol:
From BuckyRea:
With D'Artagnan, you'd have four, no?
Actually, I didn't even THINK of the Musketeers until after I posted that.
Conan, Beastmaster, Xena, SCA-dudes (an awesome UU waiting to happen, I assure you), and arguably Stephen Decatur. And I understand that when called upon to do so, Benedict Arnold could swing a mean blade.
All good ones that I hadn't thought of. I'm making a list. :D
From Siam Qian:
I'd be hard-pressed to find names of American swordsmen though...
True, but I have come up a NORTH American Swordman, though . . . :mischief:
But Conan is a barbarian! You have to pop him out of a hut and upgrade him!
And then, he'd only be a Conscript. Pity.
@Marsden: I PMed Moonsinger like you suggested, and she (I'm assuming that she's a woman. Her title is Goddess) replied that she is currently busy with a project, but, if her schedule clears up around the weekend, she'll take a look.
Great stuff, guys (and gals)! :goodjob:
Your advice is, as always, greatly appreciated! :worship:
Marsden Mar 08, 2006, 07:59 PM BTW, if your not sure about how good Moonsinger is check out this:http://hof.civfanatics.net/civ3/quartermasters.php
and this:http://hof.civfanatics.net/civ3/game_info.php?entryID=869
CommandoBob Mar 08, 2006, 09:29 PM Aside from Porthos, Athos and Aramis, and of course, D'Artagnan, the only other swordsman I can think of are Inigo Montoya and Westley ("The Princess Bride"). Edmond Dantes was an excellent pistol shot, but not recorded as having used a sword. I can think of several knights, but they had more armor than the swordsmen, plus we will have knights later.
Hmm, Andre-Louis Moreau ("Scaramouche") comes to mind. Zorro?
But these are fancy swordsman, using rapiers and epees, and came along many years after swords were invented.
Some other suggestions are Maximus ("Gladiator"), Spartacus (historical person), John Carter (Edgar Rice Burroughs creation), Luke Skywalker (a light-sabre is a form of a sword) and Damocles (who had a sword named after him, somewhat.)
Experiment 626 Mar 08, 2006, 11:08 PM [c3c]
From Marsden:
BTW, if your not sure about how good Moonsinger is
Wow! I could be getting advice from a bonafide Hall-of-Famer?!! I'm not worthy! :worship:
Originally posted by me:
True, but I have come up a NORTH American Swordman, though . . . :mischief:
From CommandoBob:
Zorro?
Give that man a kewpie doll! :goodjob:
I like your list of names, :goodjob: but I probably won't use any Star Wars name, unless I get to research Future techs, then all bets are off!
the only other swordsman I can think of are Inigo Montoya
Wow! I always thought that the character's name was Diego Montoya, but a quick Google search of "The Princess Bride" set me straight.
Well, here we are at Turn 80. It's time to check how I did and what I accomplished thus far.
As you recall from the first post, here are the rules (and if I accomplished the task or not):
1. I am not allowed to Research any techs before 1000 BC. This will improve my trading skills. Check!
2. My first 2 builds in the Capital city must be Scouts to practice exploration, contacts, and trading skills. Check!
3. I am not allowed to build any Ancient Age Wonders. Check!
4. I cannot build any Military unit until horsemen and/or swordsmen are available. (Though, there’s a bit of discussion going on between denyd and TruePurple about this). Check!
5. I must always have at least one Worker for each city and I am forbidden from Automating them. They must be used to Irrigate brown, Mine Green, and connect the cities with Roads. Roads = Commerce and Commerce = Gold and Gold = Research, so the more the better. With the exception of one Irrigated Grassland (in order to Irrigate a Wheated Plains square), Check!
6. I am to concentrate on expansion, improving my lands and contacting everyone else on my landmass. Check! I am also to use galleys to try to reach other landmasses and meet all of the AIs in the game. Well, I tried to reach another landmass, but no luck! Failed!
7. I am not allowed to build more than 2 barracks, libraries, harbors or markets. I am forbidden from building temples, colosseums and city walls. I have 1 Barracks, no libraries, no harbors, no marketplaces, no temples, no colosseums, and no city walls. Check!
8. I am to try to claim at least 1 Luxury resource, and either Iron or Horses (both would be best) by 1000 B.C. 1 Silk, 1 Iron, and 1 Horses. Check!
So, I accomplished 7.5 of a possible 8 objectives. Not too shabby for my first Regent game. I'm a happy camper right now! :D
Marsden Mar 08, 2006, 11:39 PM Hey, don't forget I'm on that list, too! Just down quite a bit. She is waaaay out of my league. I don't know how she does it. But she is very nice, too. I think you could be a HoFer too. When you've finished this game just check out the rules and play by them. If you want to put certain restrictions on your playstyle that would be fine. The only thing that would stop you from submitting this game would be you turned off most of the victory conditions.
BTW, did you decide on the Victory you are going for ?????? I know it's early, but you really should decide. Actually, you really should decide before you start, but that's a whole other topic unto itself.
Mirc Mar 09, 2006, 09:00 AM It's great to be happy!
Experiment 626 Mar 09, 2006, 10:36 AM [c3c]
From Marsden:
Hey, don't forget I'm on that list, too! Just down quite a bit.
Sorry! I meant no offense. :blush: I am grateful for your help.
I think you could be a HoFer too.
What's that old Groucho Marx quote? 'I refuse to be a member of any club that would have me as a member!' :lol: :lol: :lol: :lol: :lol:
When you've finished this game just check out the rules and play by them.
I definitely will! :D
If you want to put certain restrictions on your playstyle that would be fine. The only thing that would stop you from submitting this game would be you turned off most of the victory conditions.
At the very beginning, I was a bit intimidated by the task before me. I had never played any game higher than Chieftain level (with the exception of one attempt at Warlord where I got my head handed to me on a silver platter). I was worried that one of the 2 random AI Civs would be Militaristic (probably Germany), and conquer me, so I turned off most of the Victory conditions.
BTW, did you decide on the Victory you are going for ??????
From Page 2, Post #31 (by me):
I think that I'll try for the SpaceShip win this time
From Mirc:
It's great to be happy!
Isn't it, though? :D
Marsden Mar 09, 2006, 05:45 PM [c3c]
Sorry! I meant no offense. :blush: I am grateful for your help.
Don't worry about it a bit, I don't think there will be offending going on here.
This is all a friendly discussion. And, I'm not sure how long I'll be on there. They might knock me off, because I'm not that good.
If you like you can ask Superslug, he's the guy who runs the HoF.
conquer_dude Mar 09, 2006, 06:04 PM Gahrhhh! Lots of spare land it hurts me eyes! :ack:
Even though its like 1200 BC. :)
Experiment 626 Mar 10, 2006, 11:53 PM [c3c]
Well, the weekend is here again, and, once again, I will be working all day everyday Fri-Sun, and 700AM-400PM on Monday. It's enough to drive one :crazyeye: .
I'll probably play the next 10 turns on Tuesday like usual.
I know that I should make a beeline for Republic. Is there anything else that I should concentrate on? Hopefully, Moonsinger will stop by, and take a peek, and let me know what she thinks.
I'm off to bed now. :sleep:
BuckyRea Mar 11, 2006, 05:18 PM Diego Montoya, but a quick Google search of "The Princess Bride" set me straight.
On the other hand, a quick Google search of "Diego Montoya" lets us know that Mr. Montoya is, um, on the FBI's Ten Most Wanted (http://www.fbi.gov/mostwant/topten/fugitives/montoya.htm) list. Definitely NOT the swordsman you're looking for.
Experiment 626 Mar 13, 2006, 10:29 PM [c3c]
Whew! I worked almost 50 hours Fri to Mon, but at least the weekend is done. :twitch:
I will play the next 10 turns tomorrow. I'll get my Scientific Research going, and hopefully, will be out of Despotism before turn 100.
Experiment 626 Mar 14, 2006, 03:01 PM Sorry for the double post, but I'm really not sure on how to proceed.
First, take a look at Salem, the new city that I settled NW of Washington, D.C. :
http://i51.photobucket.com/albums/f370/Civ3er/Salem.jpg
As you can see, Salem is right near Korea's border. My first instinct is to have Salem build a Spearman for protection, but the Spearman wouldn't be a Veteran. If you look closely, Washington, D.C. (the only city that has a Barracks) will produce a HORSEMAN next turn. My second instinct is to have D.C. produce a Spearman for each and every city near an enemy's border after producing the HORSEMAN.
Any thoughts on my instincts, or am I missing something entirely? :confused:
The other thing that I have a question about is one of the 'pages' of CivAssistII.
Check this out:
http://i51.photobucket.com/albums/f370/Civ3er/C.jpg
Under the Rank column, is that the level of Corruption for each city? I'm referring to things that I've read here at the CFC forums. Something about Ring City Placement. The closer a city is to the Capital, the lower level of corruption. If that's the case, no wonder Jametown isn't producing anything on a timely basis.
I will wait for your input before proceeding. Thanks in advance. :goodjob:
Marsden Mar 14, 2006, 07:37 PM Your not taking advantage of your core area around your capital. You have no cities to the west of it especially. The cities closest to the capital have the lowest corruption and waste. Put at least one or two more around DC to take advantage of the corruption reduction. But keep expanding you need to dominate in civ or you won't succeed.
This is what I was talking about, corruption is much lower near the capital. Once Salem is up and running it will be a good production site. Jamestown is the farthest away and therefore the most corrupt.
Don't worry about the spearman being regular. It's better if their veteran, but a regular spearman that is there defends a lot better than a veteran 3 turns after the city is gone. Don't overbuild defenders, but some are important. Also consider swordsmen defent as well as spearmen and you have iron. Just because you have only one barracks doesn't mean you have to build all of your units in that city.
Just make sure you have a unit in your border cities. The AI can't resist taking an undefended city.
Because you are building the spaceship, I think you would be safe to KILL all of the Koreans and Mayas and just claim you manifest destiny and keep the whole continent to your self. You can deal with the other unknown civs if you want, just kill those two now while there small. Build more troops, you need much more troops. Do you sense a theme to my posts? More troops, and mostly swordsmen now. Four horsemen should be enough, plus about six spearmen and 25 Swordsmen.
Experiment 626 Mar 14, 2006, 08:12 PM That was odd. I was beginning to post a reply to your post, and was quoting something from said post, when I noticed a whole new paragraph at the end that wasn't there 30 seconds prior.
This is what I was talking about, corruption is much lower near the capital. Once Salem is up and running it will be a good production site. Jamestown is the farthest away and therefore the most corrupt.
Well then, why does Salem already have 14% Corruption? It's actually closer to D.C. than Philadelphia, but it has higher corruption.
I was actually thinking about (someday) moving my Capital so it's more centrally located. Now that my Scientific Research is off and running, maybe I'll get lucky and get a Scientific Leader. A guy can dream, can't he?
Don't worry about the spearman being regular. It's better if their veteran, but a regular spearman that is there defends a lot better than a veteran 3 turns after the city is gone.
True. For some reason, all that I could think about was that a Veteran Spearman can last 1 more 'round' of combat than a regular one.
Also consider swordsmen defent as well as spearmen and you have iron. Just because you have only one barracks doesn't mean you have to build all of your units in that city.
O.K. It's time to build some Swordsmen. :evil:
Just make sure you have a unit in your border cities. The AI can't resist taking an undefended city.
That sounds like very sound and sage advice. You just never know what Korea and Maya are up to. They're a couple of pesky neighbors, aren't they?
Because you are building the spaceship, I think you would be safe to KILL all of the Koreans and Mayas and just claim you manifest destiny and keep the whole continent to your self.
AND, if they're both wiped out, I can concentrate on Research, (and trying to contact the other 2 Civs), and not worry about what my 'good neighbors' are doing.
Build more troops, you need much more troops. Do you sense a theme to my posts? More troops, and mostly swordsmen now. Four horsemen should be enough, plus about six spearmen and 25 Swordsmen.
Do I sense a theme to your posts? I'd have to say, 'Yes, I do' to that. :mischief:
O.K., so I need 4 Horseman (of the Apocolypse, no less), 6 Spearmen, and 25 Swordsman. Does that number include the Spearmen that are defending my border cities?
Also, while I'm thinking about it, what should I do with my Scouts now that the entire continent (or close enough, anyways) is revealed? Should I recall them to one of my coastal cities, and make one of them board a Curragh in case I get lucky and manage to reach another landmass?
I'll resume playing the 10 turns later tonight. I had today off, but I work tomorrow, so I'm not planning on staying up too late.
Anyhoo . . . Thanks for your quick advice. :worship: :goodjob:
Edit (14 Mar 2006, 11:44PM): Well, I never got back to playing the turns. Hopefully, I will finish the set tomorrow. As for me, I'm heading to bed. Good night. :sleep:
Edit #2 (14 Mar 2006, 11:49PM): While I started to shut my comp down, something dawned on me. A quick check of CivAssistII shows me that I could build a Barracks in New York City in just 7 turns. Imagine the Veteran Army flowing out of NYC, and drowning my enemies in a pit of despair! It may be something to consider doing at some point, no? :evil: :D
Marsden Mar 14, 2006, 11:01 PM I'm sorry those numbers were estimates. You don't need exactly that many troops, but they are the proportions I think you should build. About six spearman and maybe a few more swordsmen for defence and a core of at least ten swords and some horsemen as an attack force. The swordsmen are slower but have a good attack. The horsemen are weaker attackers but they are good to accompany the attackers and pick off targets of opportunity, like enemy workers (slave labor is very helpful). Also, once you reach the Middle Ages, you can upgrade your Swords to Morning Stars and increase the attack even more.
Early targets of opportunity are iron and other resources. I see the Korean city nearest you has horses in the radius. They don't appear conected, but that will change soon. Deprive your opponent of horses an they can't have horsemen or knights. Take away their iron and the best defender they can muster are spearmen (until Gunpowder). Can you give me a screen shot of the Korean and Mayan territories? We can discuss battle plans. Mmwwaaahhhaaaa!!
Experiment 626 Mar 15, 2006, 08:42 AM From Marsden:
Early targets of opportunity are iron and other resources. I see the Korean city nearest you has horses in the radius. They don't appear conected, but that will change soon.
Cut off their resources, and it'll be easier to cut off their heads?!! I like it! :evil: :lol:
Deprive your opponent of horses an they can't have horsemen or knights. Take away their iron and the best defender they can muster are spearmen (until Gunpowder).
What a brilliant strategy! I can't wait to try it out. :evil: :lol:
Can you give me a screen shot of the Korean and Mayan territories? We can discuss battle plans. Mmwwaaahhhaaaa!!
I will have to do that after work. Unfortunately, I can't stay home and play today. :( RL really sucks sometimes, doesn't it? :sad:
Also, I received a PM from the Goddess, Moonsinger. She stopped by, and read a little bit of the thread, but says that she's a bit too busy to read through the entire thread. However, she did say that if I have a specific problem or strategy that I wanted to discuss with her, she would be more than happy to help and share her wisdom.
What do you think, Marsden? Is there anything specific that should I ask the Goddess about?
Time to get ready for work. See you later.
Marsden Mar 15, 2006, 04:16 PM To be perfectly honest I was waiting to hear the advice myself, she is waaaay better than me. Anything she might say must be good.
Don't rush on the screen shots. I don't know if you've notice a pattern to the times and days I post, but I only post from work. I'm night shift (4pm to 2am) and Mon. thru Fri. So no weekends. But I don't want you to slavishly follow anyone's plans. Your the leader, were just advisors.
Experiment 626 Mar 15, 2006, 04:44 PM From Marsden:
But I don't want you to slavishly follow anyone's plans. Your the leader, were just advisors.
If I'm the Leader, then we're all in very serious trouble! :lol:
Here are the pics you asked for:
Korea:
http://i51.photobucket.com/albums/f370/Civ3er/Korea.jpg
Maya:
http://i51.photobucket.com/albums/f370/Civ3er/Maya.jpg
Well, I'm going to try to finish this set of turns tonight. Here goes nothing! :crazyeye:
Marsden Mar 15, 2006, 08:02 PM Important note: you are going to have to build the army BEFORE you attack, so you won't be doing this soon.
I think the Koreans would be a good first target.
Hit P'yongyang first, take away their ponies. Move your stack on to the hill outside of the city to see whats there before you commit.
Then move toward the unexplored area which contains the capital and the spices. If you keep Seoul then make sure you have a road conecting it ASAP. If you raze it then follow up with a settler and road again ASAP.
By this point it will be just a mop up of the remaining towns.
Marsden Mar 15, 2006, 08:33 PM For this one you want to go after Copan and get the incense. follow up with a road crew to get the luxury conected ASAP. Then hit the capital in the black area. The other two arrows show next targets. Bonmapak has the horses and you just don't want Yaxchilian in your rear area. These guys don't have much culture so I think you should keep the cities. Once you take the above listed cities just push toward the sea. Once you kill them all there won't be a chance of them flipping back.
Experiment 626 Mar 15, 2006, 08:34 PM I've finished Turns 81-90. I'm just dropping a quick post to let you know that I may or may not get the Journal Entry done tonight. It's 9:20PM now, and I'm feeling a bit peckish (Monty Python reference. Perhaps I should find a Cheese shop? :lol: ). The pics are done, and ready to be uploaded. I just gotta type this humungous Journal Entry.
From Marsden:
Important note: you are going to have to build the army BEFORE you attack, so you won't be doing this soon.
Nah! I thought that I'd build my Army AFTER I attack! :D
I think the Koreans would be a good first target.
:yup: My thoughts exactly, but they are bigger than the Maya.
Hit P'yongyang first, take away their ponies. Move your stack on to the hill outside of the city to see whats there before you commit.
Then move toward the unexplored area which contains the capital and the spices.
Not to spoil anything coming in the Journal Entry, but I already know what's there. :evil: :lol:
If you keep Seoul then make sure you have a road conecting it ASAP. If you raze it then follow up with a settler and road again ASAP.
Will do. :thumbsup:
By this point it will be just a mop up of the remaining towns.
I'm really considering building a Barracks in New York City, and just start pumping out Swordsmen. What do you think?
Experiment 626 Mar 16, 2006, 12:49 PM Sorry for the double post.
*****
In order to make this and all future Journal Entries a bit easier for me to type, I will be using the following format. If a city grows in population, I’ll let you know. I will also be renaming my Workers so that they all have Disney names. It’ll make things a wee bit easier for me to remember.
Also, to make things even easier for me, I will be abbreviating city names thusly: WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore.
As I posted a new city’s radius, I’ll give the abbreviation.
*****
IBT: Now that it’s 1000 B.C., I can now start researching techs on my own. To this end, I went to the Domestic Advisor, and adjusted the sliders to: 50% Sci, 30% Lux, and 20% Taxes. Writing will now be learned in 9 turns. My Gold per turn drops from +24 per turn to +2 per turn.
I then went to my Science Advisor, and set my Research queue to: Writing (9 turns), Philosophy, Code of Laws, and Republic.
As I checked with my Military Advisor, he warns me that some barbarians known as the Anasazi Tribe are near JAM. I will have to send one of my HORSEMAN to investigate.
Turn 81 (975 B.C.): Lisa moves to Irrigate a Plains square for the new city. Bart moves to build a road to the next city. The two Settlers continue on their respective ways. The Edmund Fitzgerald continues on its way. Homer moves to mine a Grassland. Bashful builds a road (2T). Happy helps Bashful, and together, they finish the road. Marge begins Mining (4T). Grumpy moves, and begins to clear a Forest (3T). FAMINE rides to JAM to deal with the Barbarian threat.
City Summary:
Curragh: ATC (1T), JAM (13T)
Granary: CAM (17T), PHI (23T)
HORSEMAN: WSH (3T)
Settler: NYC (6T), BOS (9T)
Worker: BAL (4T), CHA (6T)
IBT: ATC has produced a Curragh. I order a Granary.
Turn 82 (950 B.C.): The new Curragh (christened ‘Titanic’) sets sail from ATC. Dopey (noticing that there are no Grasslands around BAL) moves to Mine a Mountain. Doc and Sleepy move to build a road to the next city site. The Settlers continue on their respective ways. The Edmund Fitzgerald continues on its way. Bart build a road (2T). Homer begins a mine (4T). Bashful moves to mine a Grassland near the new city. Happy moves to road Bashful’s tile. Mr. Slave builds a mine (12T). The Settler (the one NW of WSH) founds Salem (SAL). (This is where I stopped, and posted my questions. Marsden, you advocated me building a Spearman for defense, but when I looked at it, it would take SAL 10 turns to produce a regular Spearman, while WSH would only take 3 turns to produce a Veteran Spearman, leaving 7 turns for it to travel 3 tiles. I opted for the Veteran.) I ordered SAL to begin producing a Granary. Lisa begins Irrigating a Plains square near SAL (3T). FAMINE continues on his way.
SALEM (abb.: SAL)
http://i51.photobucket.com/albums/f370/Civ3er/SalemC.jpg
City Summary:
Curragh: JAM (12T)
Granary: CAM (16T), ATC (20T), PHI (22T), SAL (30T)
HORSEMAN: WSH (1T)
Settler: NYC (5T), BOS (8T)
Worker: BAL (3T), CHA (5T)
IBT: WSH has produced a HORSEMAN. I order a SPEARMAN next. My people want me to build the Forbidden Palace. It looks like the Optimal City Number for this map is 20 cities. I am then informed that the Koreans are building ‘The Temple of Artemis’. Good for them, I think. I am then told that ‘The Korean city of Seoul has completed a great project, The Oracle’. Again, good for them. I am further informed that the Maya are building ‘The Temple of Artemis’. Whoopee. I’ll bake a cake.
Turn 83 (925 B.C.): The new HORSEMAN (hereafter referred to as . . . (wait for it) . . . DEATH) moves to guard the American/Korean border. The Titanic begins its heroic charge across the sea. Godspeed, Titanic. Dopey begins mining a Mountain (12T). Maggie moves to help Dopey. Doc and Sleepy build a road (1T). The Settler (the one that is now SE of BAL) arrives at its destination. The Edmund Fitzgerald arrives at its crossing point. Bashful builds a road (2T). Happy begins mining the same tile (4T). The Settler (the one that is now SW of CAM) founds Concord (CON). I order a Worker. FAMINE continues to JAM.
CONCORD (abb. CON)
http://i51.photobucket.com/albums/f370/Civ3er/Concord.jpg
City Summary:
Curragh: JAM (11T)
Granary: CAM (15T), ATC (19T), PHI (21T), SAL (29T)
Settler: NYC (4T), BOS (7T)
SPEARMAN: WSH (3T)
Worker: BAL (2T), CHA (4T), CON (10T)
CivAssistII tells me that WSH, NYC, and PHI are about to grow.
IBT: Disease strikes NYC AGAIN! Thanks to Grumpy chopping down the forest, JAM has produced the Curragh well ahead of schedule. I order another one. ‘The Titanic was lost in treacherous waters’. RATS!
WSH grows to Pop 6, NYC grows to Pop 4, but that pop point is lost to the Disease, so it is still 3, PHI grows to Pop 3.
Turn 84 (900 B.C.): Maggie helps Dopey mine the Mountain (6T). Doc and Sleepy move to build the connecting road to the new city. The Settler founds Richmond (RCH). I order a Worker, and move on. The Edmund Fitzgerald begins its perilous journey across the vicious sea. Bart moves to continue the road to the next city site. Grumpy begins a mine (4T). The new Curragh (hereafter referred to ‘Lusitania’) sets sail from JAM. Sneezy begins a mine (8T). FAMINE arrives at Jamestown, but everything is quiet. Maybe too quiet . . . He decides to go hunting next turn.
RICHMOND (abb. RCH)
http://i51.photobucket.com/albums/f370/Civ3er/Richmond.jpg
City Summary:
Curragh: JAM (15T)
Granary: PHI (13T), CAM (14T), ATC (18T), SAL (28T)
Settler: NYC (3T), BOS (6T)
SPEARMAN: WSH (2T)
Worker: BAL (1T), CHA (3T), CON (9T), RCH (10T)
CivAssistII tells me that BOS and BAL are about to grow in population.
IBT: DISEASE STRIKES NYC AGAIN! BAL has produced a Worker. I order a Granary next. BOS has grown to pop 4. BAL has grown to pop 2.
Turn 85 (875 B.C.): The new Worker (hereafter referred to as ‘Stitch’) moves to chop down a forest. Doc and Sleepy build the connecting road to RCH (1T). Bart builds a road (2T). Marge moves to clear a Jungle. Bashful help Happy with the mine (1T). Lisa builds a road (2T). The Edmund Fitzgerald (after thanking the RNG gods for not sinking their ship last turn) head NE. They see a coastline! They see a light purple border! They see . . . that they ended their turn on a sea square! Will their luck hold?
City Summary:
Curragh: JAM (14T)
Granary: PHI (12T), CAM (13T), ATC (17T), SAL (27T), BAL (60T)
Settler: NYC (4T), BOS (4T)
SPEARMAN: WSH (1T)
Worker: CHA (2T), CON (8T), RCH (9T)
IBT: WSH has produced a SPEARMAN. I order another one. ‘The Edmund Fitzgerald was lost in treacherous waters.’ In the immortal words of Charlie Brown: ‘AAAAAAAAAAAAAUUUUUUUUUUUUUGGGGGGGGGGHHHHHHHHH!’ The RNG gods sure can be cruel, can't they? :cry:
Turn 86 (850 B.C.): Doc and Sleepy move into RCH. Stitch begins clearing a Forest (3T). Cartman Irrigates a Plains (8T). The SPEARMAN moves to defend SAL. Homer builds a Road (2T). Bashful moves to clear a Jungle. Happy moves to clear a different Jungle. Marge begins clearing her Jungle (16T). FAMINE continue hunting, but no luck thus far.
CivAssistII tells me that CAM, CHA, and NYC are about to grow. NYC is running on deficit (-1) because of the Granary.
City Summary:
Curragh: JAM (13T)
Granary: PHI (11T), CAM (12T), ATC (18T), SAL (26T), BAL (59T)
Settler: NYC (3T), BOS (6T)
SPEARMAN: WSH (3T)
Worker: CHA (1T), CON (7T), RCH (8T)
IBT: CHA has produced a Worker. I order a (Regular) SPEARMAN next.
NYC has grown to pop 3. CAM has grown to pop 3.
Turn 87 (825 B.C.): The new Worker (hereafter referred to as ‘Lilo’) moves to Irrigate a Flood Plains. Doc and Sleepy move to road the Cattle. Bart moves to continue the road. Bashful and Happy begin clearing their respective Jungles (16T ea.). FAMINE continues the hunt. Lisa (renamed ‘Cinderella’) moves and begins to mine the Grassland (4T). The SPEARMAN arrives and fortifies in SAL. DEATH (bored with standing around) moves to a Mountaintop, and sees that Pyongyang (Korea) is guarded by a SPEARMAN.
City Summary:
Curragh: JAM (12T)
Granary: CAM (8T), PHI (10T), ATC (23T), SAL (25T), BAL (58T)
Settler: NYC (1T), BOS (2T)
SPEARMAN: WSH (3T), CHA (10T)
Worker: CON (6T), RCH (7T)
CivAssistII tells me that WSH is about to grow. The discovery of Writing will overrun by a significant number of beakers. I adjust the SCI down to 40% to make the most Gold that I can and still learn Writing this turn.
IBT: We have learned WRITING! I re-adjust the SCI slider to 50%, so I’ll learn Philosophy in 6 turns. Apu (Whoops! I mean, the Foreign Advisor) tells me that now that we know Writing, we can establish Embassies with our neighbors. What a good idea! I establish an Embassy in Seoul (Korea) for 47 Gold, and in Chichen Itza (Maya) for 39 Gold. A quick perusal of their respective territories, and I move on.
WSH has grown to pop 7, and produced a SPEARMAN. I order another.
NYC has produced a Settler (NYC is now pop 1: Growth in 2). I order a SPEARMAN.
Turn 88 (800 B.C.): Lilo begins Irrigating a Flood Plains (3T). The Settler starts moving towards his destination. The new SPEARMAN moves to defend PHI. DEATH moves back inside our territory. Doc and Sleepy build a road on the Cattle tile. I change ATC’s production from a Granary to a Curragh. (It’s a waste of 1 shield. No biggie.) Bart begins to Irrigate a Plains Square (3T). Homer (renamed ‘Tramp’) moves to road another tile. Grumpy moves to road another square.
City Summary:
Curragh: ATC (1T), JAM (11T)
Granary: CAM (7T), PHI (9T), SAL (24T), BAL (57T)
Settler: BOS (1T)
SPEARMAN: WSH (2T), CHA (9T), NYC (20T)
Worker: CON (5T), RCH (6T)
CivAssistII tells me that JAM is about to grow. It also tells me that I can sell WRITING to the Koreans. Let’s not, and say we did!
IBT: JAM has grown to pop 2. BOS has produced a Settler. I order a SPEARMAN next. ATC has produced a Curragh. I order another one.
Turn 89 (775 B.C.): The new Curragh (christened ‘Flying Dutchman’) sets sail to retrace the ill-fated course of the Edmund Fitzgerald. Doc moves to mine a Grassland. Sleepy moves to road Doc’s square. The new Settler (from BOS) moves towards its destination. The SPEARMAN arrives and fortifies in PHI. Tramp builds a road (4T). Grumpy builds a road (2T).
City Summary:
Curragh: ATC (8T), JAM (10T)
Granary: CAM (6T), PHI (8T), SAL (23T), BAL (56T)
SPEARMAN: WSH (1T), CHA (8T), BOS (10T), NYC (19T)
Worker: RCH (1T), CON (4T)
CivAssistII tells me that BOS and NYC are about to grow.
IBT: WSH has produced a SPEARMAN. I order a SWORDSMAN next.
BOS has grown to pop 3.
NYC has grown to pop 2.
Turn 90 (750 B.C.): Moe finally arrives in WSH. WAR moves back inside our territory. FAMINE finds a barbarian camp! Surveying the landscape, he notices that if he attacks from his current location, it would be across a river. He decides to move into the Forest, and notices another barbarian camp to the East. Dopey builds a road in the Mountains (6T). Maggie (renamed ‘Lady’) helps Dopey (3T). The Flying Dutchman continues down the coast. Stitch begins Irrigating a Plains (3T). Doc begins Mining a Grassland (4T). Sleepy begins roading Doc’s square (2T). The Settler (from NYC) moves, and arrives at his destination.
City Summary:
Curragh: ATC (8T), JAM (10T)
Granary: CAM (6T), PHI (8T), SAL (23T), BAL (56T)
SPEARMAN: WSH (1T), CHA (8T), BOS (10T), NYC (19T)
Worker: RCH (1T), CON (4T)
CivAssistII tells me that PHI and RCH are about to grow. We will learn Philosophy in 4 turns.
End of Set of Turns: 260 Gold, (-1 per turn) (I don’t mind for 4 turns)
According to the Military Advisor, we now have an average military compared to both the Koreans and the Mayans.
I need to learn 4 more required techs (and I will learn 2 optional techs) in order to move on to the Middle Ages. The required techs are Philosophy, Code of Laws, Map Making, and Construction. The optional techs are Republic (Duh!) and Literature.
Though I can see the border of another civ on the other landmass, I can’t contact them, so I don’t know who they are.
Here is the Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic010A.jpg
Here is our Place in the World:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic010B.jpg
Here is the Information Screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic010C.jpg
Here is the savegame:
119931
And for your viewing pleasure, not to mention creating the Attack Plans:
Here is Korea (750 B.C.):
http://i51.photobucket.com/albums/f370/Civ3er/Korea750.jpg
And here is Maya:
http://i51.photobucket.com/albums/f370/Civ3er/Maya750.jpg
As always, any and all suggestions and advice is greatly appreciated. :worship:
CommandoBob Mar 16, 2006, 02:11 PM Just some thoughts on the last posts and warfare.
Warfare
I agree with Marsden. Take out Korea first. They are bigger but with proper planning that is not an issue.
If you attack Maya first, well, you have your border with Korea to keep strong as you send forces westward. The border you have with Maya does not exist. The Koreans serve as a buffer zone. If you want to attack the Maya you have to go through Korea. Easier to deal with Korea first.
Marsden's plan is a good one. Deny them horses and then capture their best city. Then just grind down the rest.
Once Korea is gone, where are your units? Why, just a few turns from the Mayas. By now you should have some elites and could go leader-fishing.
Other Things
I may have missed it, but what is the unit breakdown?
How many barracks and where?
Workers
At this point in a game, I think it is wise to begin combining workers to finish tasks more quickly.
Consider Doc and Sleepy, both in the same place. Doc will finish the mine in 4T, Sleepy the road in 2T.
That means it will be four turns before you can use the mine that Doc is building and two turns before you can take advantage of the commerce from Sleepy's road. Instead, if Doc and Sleepy both built the road, it would be finished in one turn. Next turn you could use its commerce. If Doc and Sleepy built the mine together, it would be done in two turns and producing shields in three. If two other workers were available, they could use the road to join Doc and Sleepy and finish the mine in one turn.
Used properly this can greatly increase the speed of land improvements. Some worker turns are lost by moving more than one worker into an unimproved tile. The gain is that the improvement you want is built faster and can be used sooner. At times, this makes roads a bit more important than the improvement. When I get to this point, with a pretty good size empire, I focus a bit more on connecting cities than mining/irrigating. A bit more, not a great deal more. Too much depends on the tile in question, etc.
Experiment 626 Mar 16, 2006, 10:00 PM From CommandoBob:
I agree with Marsden. Take out Korea first. They are bigger but with proper planning that is not an issue.
Sounds like a plan. :thumbsup:
If you attack Maya first, well, you have your border with Korea to keep strong as you send forces westward. The border you have with Maya does not exist. The Koreans serve as a buffer zone. If you want to attack the Maya you have to go through Korea. Easier to deal with Korea first.
A few games ago, I was trying for my first Conquest victory. I was going to be the terror of the World, and, up to 1950 or so, I was. I had my entire continent not only conquered, but settled. I couldn't put another city on that continent if I wanted to. That left the other continent with the Portugese (sp?) and the Dutch. There was a spot on the southern part of their continent wide open, so I settled a city there. I quickly built an Airport to be connected to the trade network, and to be able to Airlift troops to the new continent. Well, long story short (I know, too late!), I picked the wrong civ to conquer. It was just me and the Dutch remaining, but I was surrounded. Every time, I declared war, I had to defend two borders, and that never works. (Just ask Germany in WWII).
Marsden's plan is a good one. Deny them horses and then capture their best city. Then just grind down the rest.
(making notes) Take away their Horsies, and grind them to dust. :thumbsup:
Other Things
I may have missed it, but what is the unit breakdown?
I guess that I didn't include that in the Journal Entry, so here goes:
2 Settlers
17 Workers
4 Scouts (not doing much of anything as the landmass is completely revealed)
1 Conscript Warrior (who will be upgraded to Swordsman next turn)
3 Spearmen (1 fortified in WSH, PHI, and SAL)
4 Horsemen (of the Apocalypse, no less)
How many barracks and where?
Right now, there is only one Barracks, and it's located in WSH. I've been thinking of selling the Granary in NYC, and building a Barracks there instead. What do you think?
Workers
Your observations humble your lowly grasshopper, Sensei. I never even thought about that.
Btw, CB, I love your sig! Ain't that the truth? :lol:
Edit: I just noticed that my humble little thread just hit the 100 Post mark. :band: :woohoo: :thanx:
Edit #2 (Monday, 20 Mar 2006, 7:56 PM): I will play the next 10 turns tomorrow after I run some errands. As always, I'll stop by here first to see if there is any last-minute advice.
Eltrai Mar 21, 2006, 02:13 PM Following with interest 626. Looking forward to your next update.
AutomatedTeller Mar 21, 2006, 03:47 PM This has been a good game.
1 comment - not sure where your research is and where everyone elses is, but if you are going for Republic, after writing go Code of Laws, then Philosophy. If you are the first to research philosophy, you get a free tech! And that would be republic ;)
This has been a nice game - keep trying to find the other landmass - the 'suicude curragh/galley' trick is a great way to find places the AI simply won't.
Swordsmen:
You could try Robin Hood (and/or Errol Flynn), King Arthur and/or any of his knights (or wait until knights for those), Aragorn (Lord of the Rings) - most of those are english, of course, but english history is, to a large degree, american history, as well.
Vikings all used swords. Greeks? Theseus, Perseus, Ulysses...
Experiment 626 Mar 21, 2006, 08:34 PM Well, the next 10 turns are Complete (pun intended :mischief: ). The pics are taken, cropped, and uploaded. Now all I have to do is to type up the Journal Entry. I doubt that I'll get it done and posted tonight, but you never know.
On to your posts:
From Eltrai:
Following with interest 626. Looking forward to your next update.
Why, thank you, Eltrai, and welcome to CFC! [party]
From AutomatedTeller:
This has been a good game.
So far, so good, but I can't shake the feeling that the world is going to land on me sometime soon.
1 comment - not sure where your research is and where everyone elses is, but if you are going for Republic, after writing go Code of Laws, then Philosophy. If you are the first to research philosophy, you get a free tech! And that would be republic ;)
NOOOOOOOOOOOOOO! :aargh: * sighs * If only I had known that before I started this set of turns. That didn't even dawn on me. I went Philosophy and then got Code of Laws for free. I can be such a dunderhead sometimes. :(
This has been a nice game - keep trying to find the other landmass - the 'suicude curragh/galley' trick is a great way to find places the AI simply won't.
I know where the silly thing is, but I just can't reach it. I've run out of real-life sunken ships to name these Curraghs after, so I'm on to using any ship's name that comes to mind.
Swordsmen:
Right now, I have a list of 8 names of famous Swordsmen (real-life or fiction), so I'll add those Greek names to my list. I'm definitely saving Knights' names for when I get Knights.
Will try to post the Journal Entry ASAP, but I'm hungry now, so I'll fix dinner and watch 'Distraction' on Comedy Central.
See you soon, and keep those comments, suggestions, and advice coming. I greatly appreciate it. :goodjob:
AutomatedTeller Mar 21, 2006, 09:39 PM well, the AI does that a lot, too. It's quite silly.
The trick is called the republic slingshot, btw - you can usually get it at at any level up to regent - I dunno about monarch - you can get in on Emperor unless you are unlucky - getting it on deity requires a lot of luck.
more sword fighters: Beatrix Kiddo (the Bride from Kill Bill), Elric, Fafhrd. Can't believe I don't know a list of about 20 off the top of my head!!
Marsden Mar 21, 2006, 11:04 PM I was going to mention the Philosophy thing, too (thanx AutomatedTeller) but I though someone (one of the AIs) might have discovered it by now. It only works if your the first to discover it. It's surprising but the AI seem to ignore writing and that branch of research. If I deliberately decide to go for the free republic slingshot I usually get it on upto including Emperor.
I really can't think of "names" for units unfortunately. I just build them and send them to their deaths. :devil:
Looking forward to seeing the next 10 turns. And build that Army!
Experiment 626 Mar 21, 2006, 11:46 PM Well, I got about half of the Journal Entry typed up, but I'll have to call it quits for the night. I have to work tomorrow :cry: . I will definitely finish and post it tomorrow, so stay tuned, sports fans . . .
On to your posts:
From AutomatedTeller:
The trick is called the republic slingshot,
*looking at post #1 of this thread* So THAT's the Republic Slingshot! I've been wondering about that ever since I started this game, but never thought to ask what it meant.
more sword fighters: Beatrix Kiddo (the Bride from Kill Bill), Elric, Fafhrd. Can't believe I don't know a list of about 20 off the top of my head!!
*writing names on list* Is Fafhrd spelled correctly, and where does the name come from? As soon as those other names pop into your head, let me know! :D
From Marsden:
I really can't think of "names" for units unfortunately. I just build them and send them to their deaths. :devil:
Actually, I hope that you send them on to VICTORY! ;)
Looking forward to seeing the next 10 turns.
Thanks. Like I 'said' earlier, tomorrow for sure (unless RL throws me a heck of a curve ball!) :rolleyes:
And build that Army!
Oh, trust me! I am! I AM!!! :evil: :lol:
See you later. It's time to go to :sleep: .
Eltrai Mar 22, 2006, 08:53 AM Fafhard is spelled correct. He is from the Fafhard and Gray Mouser series of books by Fritz Lieber.
AutomatedTeller Mar 22, 2006, 01:26 PM well, when I first got conquests, I didn't know about philosophy - so the first time I got my free tech, i thought "whoa! that's a bug!!" I was playing england, so I went for mapmaking for the lighthouse. Course, at that point I didn' realize it caused a golden age, so I had a despotic golden age. but I won that game pretty handily anyway ;)
Experiment 626 Mar 22, 2006, 06:21 PM ***
I have decided to ‘tweak’ the Journal a bit again. Last entry, when a city gained in pop, I couldn’t remember the numbers. So now, here is the new way that I’ll be doing things.
Everything is the same, except for the City Summaries at the end of each turn. It’ll be a lot easier if I just give you an example:
If you see ‘Granary: WSH (P5/G6): 7T’, that means that Washington, D.C. (WSH) has a Population of 5 (P5), and will grow in 6 turns (G6). 7T means that the Granary will be finished in 7 turns.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 91:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, and RCH=Richmond
As always, when a new city is added, I give you the abbreviation.
And away we go!
***
IBT: RCH has produced a Worker. I order a Curragh.
Turn 91 (730 B.C.): The new Worker (‘Goofy’) moves and begins mining on the roaded Cattle square (4T). Lilo builds a road (2T). Bart (renamed ‘Pluto’) builds a road (2T). The Settler (from NYC) founds Atlanta (ATL). I order a Worker. Grumpy begins mining (4T). Ned Flanders (renamed ‘Mickey Mouse’ or ‘Mickey’ for short) moves to road a Grassland.
FAMINE attacks the Barbarian! FAMINE crushes the Barbarian, and emerges completely unscathed from the battle!
The Lusitania continues down the coast. Moe is upgraded to a SWORDSMAN for 60 Gold. He will keep the name ‘Moe’, so that I remember that he’s just a Conscript. Cinderella moves to DEATH’S square to build a road and irrigation while protected. The Flying Dutchman continues on its way as does the Settler.
ATLANTA (ATL)
http://i51.photobucket.com/albums/f370/Civ3er/Atlanta.jpg
City Summary:
Curragh: ATC (P2/G1): 7T; JAM (P2/G8): 8T; RCH (P1/G7): 15T
Granary: CAM (P3/G3): 4T; PHI (P4/G7): 4T; SAL (P1/G1): 14T; BAL (P1/G1): 54T
SPEARMAN: BOS (P3/G4): 5T; CHA (P1/G6): 6T; NYC (P2/G2): 8T
SWORDSMAN: WSH (P7/G12): 2T
Worker: CON (P1/G2): 2T; ATL (P1/G10): 10T
We will learn Philosophy in 3 turns.
IBT: Korea sends a SPEARMAN and a Settler to the space between Maya and myself.
ATC has grown to pop 3, BAL and SAL have each grown to pop 2. CON and NYC are about to grow.
Turn 92 (710 B.C.): Moe moves to join DEATH. Sneezy moves to mine the hills. Cinderella begins to build a road on the Plains (2T). Sleepy helps Doc finish the mine (1T). Mickey builds a road (2T). FAMINE moves towards the Barbarian encampment. The Lusitania and The Flying Dutchman continue on their respective ways.
City Summary:
Curragh: ATC (P3/G10): 3T; JAM (P2/G7): 7T; RCH (P1/G6): 14T
Granary: CAM (P3/G2): 3T; PHI (P4/G6): 3T; SAL (P2/G10): 13T; BAL (P2/G7): 53T
SPEARMAN: BOS (P3/G3): 4T; CHA (P1/G5): 5T; NYC (P2/G1): 7T
SWORDSMAN: WSH (P7/G11): 1T
Worker: CON (P1/G1): 1T; ATL (P1/G9): 9T
We will learn Philosophy in 2 turns.
IBT: WSH has produced a SWORDSMAN. I order another one. CON has produced a Worker. I order another one.
NYC has grown to pop 3.
CON grew to pop 2, but the pop point was used up for the Worker.
CAM is about to grow.
CivAssistII tells me that the discovery of Philosophy will overrun by 24 Beakers. I adjust the SCI slider down to 10%, so that I’ll gain +26 Gold this turn while still learning Philosophy next turn.
Turn 93 (690 B.C.): The new Worker (named ‘Donald Duck’ or ‘Donald’ for short) moves to build the connecting road to the next city site. The Settler arrives at his destination. Pluto moves to build a mine on a Grassland. Lilo moves to build a road. Dopey and Lady move to build a road and a mine on a mountain. Sneezy builds a road on a hill (4T). The new SWORDSMAN (named ‘ATHOS’) moves to join DEATH. Tramp (renamed slightly to ‘The Tramp’ (you’ll see why a bit later on in the game)) moves to a Grassland. Doc and Sleepy move to build a road in a forest. Stitch moves to the hills.
FAMINE attacks the Barbarian camp! FAMINE is victorious (and nets us 25 Gold for dispersing the camp), but has suffered a wound. (Oh well, chicks dig scars . . .)
Lusitania continues exploring. The Flying Dutchman arrives at the crossing point.
City Summary:
Curragh: ATC (P3/G9): 2T; JAM (P2/G6): 6T; RCH (P1/G5): 13T
Granary: CAM (P3/G1): 2T; PHI (P4/G5): 2T; SAL (P2/G9): 12T; BAL (P2/G6): 52T
SPEARMAN: BOS (P3/G2): 3T; NYC (P3/G4): 3T; CHA (P1/G4): 4T
SWORDSMAN: WSH (P7/G10): 3T
Worker: ATL (P1/G8): 8T; CON (P1/G10): 10T
We will learn Philosophy next turn!
IBT: We have learned Philosophy! I re-adjust the Sci slider back up to 50%. Code of Laws is next. We have learned Code of Laws! The Republic is next, and we will learn it in 23 turns.
CAM has grown to pop 4.
BOS is about to grow.
A Mayan warrior is hanging around our SW border observing Marge, Happy, and Bashful.
Turn 94 (670 B.C.): The Tramp builds a road (2T). Donald moves to build to build the connecting road to the next city site. The Settler, for some reason, can’t build a city on a marsh (Hasn’t Sid Meier ever heard of Swamp Castle? :lol: ), so he moves to the coast. Pluto moves to build a road in a forest. Dopey and Lady build a road in the mountains (3T). Doc and Sleepy build a road in a forest (2T). Stitch builds a road in the hills (4T). The Flying Dutchman charges across the sea! Cartman (renamed ‘Cruella de Ville’ or ‘Cruella’ for short) moves to build a road on the Plains. Mr. Slave (renamed ‘Scar’) moves to build a road in a forest. Cinderella irrigates the Plains (3T). ATHOS and Moe join DEATH. Mickey builds a mine (4T).
City Summary:
Curragh: ATC (P3/G8): 1T; JAM (P2/G5): 5T; RCH (P1/G4): 12T
Granary: CAM (P4/G7): 1T; PHI (P4/G4): 1T; SAL (P2/G8): 11T; BAL (P2/G5): 51T
SPEARMAN: BOS (P3/G1): 2T; NYC (P3/G3): 2T; CHA (P1/G3): 3T
SWORDSMAN: WSH (P7/G9): 2T
Worker: ATL (P1/G7): 7T; CON (P1/G9): 9T
We will learn The Republic in 23 turns.
IBT: PHI has produced a Granary. I order a SPEARMAN next. ATC has produced a Curragh. I order another one. CAM has produced a Granary. I order a SPEARMAN next.
The Flying Dutchman was lost in treacherous waters. NUTS!
BOS has grown to pop 4.
Turn 95 (650 B.C.): Goofy moves to help Stitch. Cruella builds a road (6T). The new Curragh (christened ‘Revenge of the Minnow’) sets sail from ATC. Pluto builds a road in a forest (4T). Donald builds a road (2T). Grumpy begins a road to the new city site. Scar builds a road in a forest (12T). The Lusitania continues on its voyage. The Settler finally arrives at his new home.
City Summary:
Curragh: JAM (P2/G4):4T; ATC (P3/G7): 5T; RCH (P1/G3): 11T
Granary: SAL (P2/G7): 10T; BAL (P2/G4): 50T
SPEARMAN: BOS (P4/G5): 1T; NYC (P3/G2): 1T; CHA (P1/G2): 2T; CAM (P4/G6): 4T; PHI (P4/G3): 5T
SWORDSMAN: WSH (P7/G8): 1T
Worker: ATL (P1/G6): 6T; CON (P1/G8): 8T
We will learn The Republic in 22 turns.
IBT: WSH has produced a SWORDSMAN. I order another one. NYC has produced a SPEARMAN. I order a Barracks next. BOS has produced a SPEARMAN. I order another one.
Cha and NYC are about to grow.
Korea is now a Monarchy.
Turn 96 (630 B.C.): The SPEARMAN garrisons in BOS. The new SWORDSMAN (named ‘PORTHOS’) moves to join the attack force. The SPEARMAN garrisons in NYC. Revenge of the Minnow heads for the crossing point. Doc and Sleepy move to build a direct road from RCH to ATL. Goofy helps Stitch with the road (1T). The Settler founds Trenton (TRE). I order a Worker. The Tramp builds a mine (4T). Grumpy builds a road (2T). Lilo moves to build a road. The Lusitania continues on its way.
TRENTON (TRE):
http://i51.photobucket.com/albums/f370/Civ3er/Trenton.jpg
City Summary:
Barracks: NYC (P3/G1): 10T
Curragh: JAM (P2/G3): 3T; ATC (P3/G6): 4T; RCH (P1/G2): 10T
Granary: SAL (P2/G6): 9T; BAL (P2/G3): 49T
SPEARMAN: CHA (P1/G1): 1T; CAM (P4/G5): 3T; PHI (P4/G2): 4T; BOS (P4/G4): 5T
SWORDSMAN: WSH (P7/G7): 3T
Worker: ATL (P1/G5): 5T; CON (P1/G7): 7T; TRE (P1/G10): 10T
We will learn The Republic in 20 turns.
IBT: CHA has produced a SPEARMAN. I order another one. The Cultural Advisor tells me that ‘The Koreans are building the Hanging Gardens’. (And there was much rejoicing . . . yay.)
NYC has grown to pop 4.
CHA has grown to pop 2.
PHI and RCH are about to grow.
Maya now has an Anarchistic government.
Turn 97 (610 B.C.): The Lusitania continues on its way. FAMINE (on his way back to WSH to heal his wound) spies a Mayan warrior moving towards Grumpy. FAMINE moves to protect Grumpy. Sneezy builds a mine in the hills (8T). Cinderella and the Attack Force move to improve an adjacent square. The SPEARMAN moves to ATC. Lilo begins a road (2T). Dopey and Lady build a mine (6T). Goofy and Stitch build a mine (4T). Donald moves to continue the road. PORTHOS joins the Attack Force.
City Summary:
Barracks: NYC (P4/G4): 7T
Curragh: JAM (P2/G2): 2T; ATC (P3/G5): 3T; RCH (P1/G1): 9T
Granary: SAL (P2/G5): 8T; BAL (P2/G2): 48T
SPEARMAN: CAM (P4/G4): 2T; PHI (P4/G1): 3T; BOS (P4/G3): 4T; CHA (P2/G7): 10T
SWORDSMAN: WSH (P7/G6): 2T
Worker: ATL (P1/G4): 4T; CON (P1/G6): 6T; TRE (P1/G9): 9T
We will learn The Republic in 18 turns.
IBT: The Cultural Advisor tells me that the Koreans are building The Colossus’. Yee-haw!
RCH has grown to pop 2.
PHI has grown to pop 5.
BAL and JAM are about to grow.
Turn 98 (590 B.C.): Grumpy and FAMINE move together to continue the road. Mickey moves towards CON. The SPEARMAN arrives and garrisons in ATC. Cinderella builds a road (2T). The Lusitania continues exploring, but thanks to my clumsy fingers, ends its turn on a Sea square. Revenge of the Minnow continues towards the crossing point.
City Summary:
Barracks: NYC (P4/G3): 6T
Curragh: JAM (P2/G1): 1T; ATC (P3/G4): 2T; RCH (P2/G7): 8T
Granary: SAL (P2/G4): 7T; BAL (P2/G1): 47T
SPEARMAN: CAM (P4/G3): 1T; PHI (P5/G4): 2T; BOS (P4/G2): 3T; CHA (P2/G6): 9T
SWORDSMAN: WSH (P7/G5): 1T
Worker: ATL (P1/G3): 3T; CON (P1/G5): 5T; TRE (P1/G8): 8T
We will learn The Republic in 17 turns.
IBT: WSH has produced a SWORDSMAN. I order another one. CAM has produced a SPEARMAN. I order another one. Jam has produced a Curragh. I order another one.
BAL and JAM have each grown to pop 3.
BOS is about to grow.
The Lusitania survives!
Turn 99 (570 B.C.): The new Curragh (christened ‘The QE II’) sets sail. Mickey moves to build a road in a forest. The new SPEARMAN garrisons in CAM. Grumpy begins the next piece of the road (2T). Pluto moves to build a road. Lilo moves to build a road. The Lusitania continues on its way. The new SWORDSMAN (named ‘ARAMIS’) moves to join the Attack Force.
City Summary:
Barracks: NYC (P4/G2): 5T
Curragh: ATC (P3/G3): 1T; RCH (P2/G6): 7T; JAM (P3/G10): 15T
Granary: SAL (P2/G3): 6T; BAL (P3/G10): 23T
SPEARMAN: PHI (P5/G3): 1T; BOS (P4/G1): 2T; CAM (P4/G2): 4T; CHA (P2/G5): 8T
SWORDSMAN: WSH (P7/G4): 3T
Worker: ATL (P1/G2): 2T; CON (P1/G4): 4T; TRE (P1/G7): 7T
We will learn The Republic in 15 turns.
IBT: PHI has produced a SPEARMAN. I order a CATAPULT next. ATC has produced a Curragh. I order a CATAPULT next.
BOS has grown to pop 5.
ATL, CAM, and NYC are about to grow.
Maya is now a Monarchy.
Turn 100 (550 B.C.): The new Curragh (christened ‘Nina’) sets sail from ATC. Lilo begins a road in the mountains (6T). Pluto begins a road (2T). The Tramp moves to join Lady. Mickey builds a road in a forest (4T). The new SPEARMAN heads for BAL. Cinderella irrigates the Plains (3T). Revenge of the Minnow tries a different course across the unforgiving sea. The QE II continues its course. The Lusitania continues on its way. On the horizon, they spot a barbarian ship!
City Summary:
Barracks: NYC (P4/G1): 4T
CATAPULT: PHI (P5/G2): 5T; ATC (P3/G2): 7T
Curragh: RCH (P2/G5): 6T; JAM (P3/G9): 14T
Granary: SAL (P2/G2): 5T; BAL (P3/G9): 22T
SPEARMAN: BOS (P5/G5): 1T; CAM (P4/G1): 3T; CHA (P2/G4): 7T
SWORDSMAN: WSH (P7/G3): 2T
Worker: ATL (P1/G1): 1T; CON (P1/G3): 3T; TRE (P1/G6): 6T
We will learn The Republic in 14 turns.
End of Set of Turns: 550 B.C., 261 Gold (+2 per turn).
CivAssistII Information: I am first in Gold (261), Cities (14), Land (154), and Pop (43).
Unit Breakdown: I have a total of 43 Units (19 Workers, 8 SPEARMEN, 4 Curragh, 4 HORSEMEN (of the Apocalypse), 4 Scouts (not doing much of anything really. Just standing around, working on their tans.), and 4 SWORDSMEN.
My Score is 255.
Maya and Korea still have nothing to trade. I was kinda hoping that one of them had already made contact with our Mystery neighbor across the Sea, but no such luck.
Korea, Maya, and I are all still in the Ancient Era.
Here is the Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic011A.jpg
Here is Our Place in the World:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic011B.jpg
Here is the Information Screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic011C.jpg
Here is Korea in 550 B.C.:
http://i51.photobucket.com/albums/f370/Civ3er/Korea550.jpg
Here is Maya in 550 B.C.:
http://i51.photobucket.com/albums/f370/Civ3er/Maya550.jpg
Here is our Mystery neighbor in 550 B.C.:
http://i51.photobucket.com/albums/f370/Civ3er/Mystery550.jpg
Here is the savegame:
120646
If you download this savegame, you'll notice that the SWORDSMEN have different names than what I posted. I got done with the Set of Turns, and realized that the first 4 SWORDSMEN should be named after the 4 Musketeers. On Turn 101, I'll rename the SWORDSMEN.
On to your posts:
From Eltrai:
Fafhard is spelled correct. He is from the Fafhard and Gray Mouser series of books by Fritz Lieber.
Ah! Thank you for the information. :D
From AutomatedTeller:
I had a despotic golden age.
Now THAT can't be a good thing! :thumbdown
As always, your comments, suggestions, and advice are greatly appreciated. :worship:
Marsden Mar 22, 2006, 10:09 PM You could take your scouts and start probing the enemy. It won't make too much difference, but it might be nice to see if there are any enemy cities that only have warriors, although they probably all have spearmen or javelin throwers (for the Maya). Next time you see a Korean settler walking your way you can use the scouts to block its path and keep it from getting somewhere especially if you use 3 or all 4 of them. As a last resort you can disband them for 2 shields in a slow producing town, but I wouldn't recommend that yet.
Notice in the picture of your unknown neighbor, (looks like France, Inca, or China BTW) your curragh is in an ocean. This may or may not make a difference, but you could move it from the coast by the worker only 1 the space and hold in the sea. I think the chances are slightly better to not sink in sea than ocean. then next turn move 2 across the ocean into the other sea. then if your still alive, your sure to make it to the coast of the other land and contact. :goodjob: This will be a straight line move in line with the fish and the square directly to the north of your worker mining.
Marsden Mar 22, 2006, 10:35 PM I had an idea. I was thinking about starting up a thread here too, I was just wondering about what you might be interested in. I was thinking of basic battle theory. But one thing I must ask you. As you have seen by my battle plan pics, I don't know how to put the good pics right into the posts, could you help me out with that? I'd really like to give it a try. I was thinking about asking Sima Quan or Stocktracker too. Let me know if you'd like to see something like that. Thanks.
Experiment 626 Mar 22, 2006, 11:30 PM From Marsden:
As you have seen by my battle plan pics, I don't know how to put the good pics right into the posts, could you help me out with that?
O.K. You've helped me out a lot with this game, so it's only fair that I help you with your question. To post pics directly into the post (like I do with my Journal Entries), here's what I do:
1. Go to Photobucket.com, and set up your free account.
2. Use a Paint program of some sort (I use Paint Shop Pro 5 myself) to do screen captures of your Civ3 (or c3c) game.
3. Exit the game after collecting your screen captures. Remember to save your game first before exiting. . .
4. Go to your Paint program, and look at your screen captures. I'll use one of my pics as an example.
A. I immediately save the pic (as a .jpg) as the Master pic.
B. I use the 'Crop' feature, and 'Crop' my territory (known as the Playing View pic in Journal entries).
C. After cropping, the small pic should be a new pic by itself.
D. I empty the Undo Buffer to make the file as small as possible.
E. I save the new pic as (for example) 'Playing View' as a .jpg .
F. I close the Playing View pic, and reopen the Master pic.
G. I then crop the World Map in the bottom left-hand corner.
H. See step D.
I. I save the new pic as 'World Map' as a .jpg .
J. I close the World Map pic, and re-open the Master pic.
K. I crop the Info screen (bottom right-hand corner).
L. See Step D.
M. I save the new pic as 'Info Screen' as a .jpg .
5. Now you're ready to upload your pics.
A. Get online (duh), and go to PhotoBuckets.com
B. They have a very user-friendly interface which makes it a breeze to upload pics.
6. Now, this may sound a bit strange, but this is how I do it.
A. Open your Word program, and create a new document.
B. Type Playing View: and hit Enter
C. Type World Map: and hit Enter
D. Type Info Screen and hit Enter.
E. SAVE your document before proceeding!
7. You should still be online, and the PhotoBuckets page should be visible.
8. Each of your pics should appear at the bottom of the screen with 3 separate codes. (URL, TAG, and IMG)
9. I click inside the IMG square (which selects the entire IMG link).
10. Hit Control-C to copy.
11. Go to your Word document, and paste the appropriate IMG link on the appropriate line on your document. Do this for all of your pics. See 6E.
12. Now you're in the home stretch . . .
13. Open your new thread, and make a post. When you want to insert your pic into the post, simply copy and paste from your Word document which pic you want. The line look something like: (IMG) (your pic's link here)(/IMG). The ( and ) surrounding IMG are actually [ and ], but I didn't want to confuse the board here.
14. Do this as often as you like, and when you're done, hit 'Preview Post'. I always do. You'll see your post complete with pics.
And there you have it. That's how I do it.
I had an idea. I was thinking about starting up a thread here too, I was just wondering about what you might be interested in. I was thinking of basic battle theory
Sounds great to me. I could use all of the help that I can get. Let me know when you set the thread up, and if I can help in any way. :D
This will be a straight line move in line with the fish and the square directly to the north of your worker mining.
Every Curragh before the current one tried the straight line approach, and where did they end up? In Davey Jones' locker. I'm beginning to wonder if The Loch Ness Monster is living in one of those tiles. :lol:
Edit: I nearly forgot. I always Resize the pic to 75% of actual size before cropping the Playing View pic, the pics of the other civs, etc . . . I don't Resize the Our Place in the World or the Information screen pic.
BuckyRea Mar 23, 2006, 04:37 PM Edit: I nearly forgot. I always Resize the pic to 75% of actual size before cropping the Playing View pic, the pics of the other civs, etc . . . I don't Resize the Our Place in the World or the Information screen pic.
I wish everyone would follow this policy. It's a little tiresome to vertical scroll thru 30-50 full screen screenshots per forum page to see a lot of wasted pixels just because some poster wasn't courteous enough to edit his screenies down to a reasonable size and count.
(my pet peeve: 4000bc screenies that show a settler, 9 visible tiles, and 50-60 totally blacked out tiles surrounding him. What a kilowaste of kilobytes!)
AutomatedTeller Mar 23, 2006, 08:15 PM The problem with leaving the curragh on the sea tiles is that it can't get to coast the next turn, so it has two chances to sink.
Leaving it on the ocean gives it a 50-50 shot at surviving. He's had 2 go down, so that's bad luck, but it happens.
http://www.civfanatics.com/civ3/strategy/sinking_chances.php is an article in the war academy that discusses this.
and not to worry - there is no way that the AI will find the other continent before you. They do not do suicide runs - in fact, the AI rarely builds curraghs - my understanding is never on lower levels.
And, frankly, being the only person who knows the other continent (on both sides), provides huge tech trading advantages!
You are kicking butt, I see - good job!
Marsden Mar 23, 2006, 09:06 PM Good point, AutomatedTeller, I wasn't sure if it would help. I think it might help a galley, but then they move 3 and he'd be across the ocean to the other coast. He can pick up map making after republic and solve the problem for good, too.
Wow Ex, thanks for the detailed instructions. I'll be giving it a go about 2 hours from now. Thanks again.
Experiment 626 Mar 23, 2006, 09:15 PM Before someone asks me about it, I know that I usually would put 'Part Un' instead of 'Part One'. It dawned on me that I'm playing as the Americans, thus I should use the English (American) numbers.
Anyway . . .
From AutomatedTeller:
The problem with leaving the curragh on the sea tiles is that it can't get to coast the next turn, so it has two chances to sink.
Am I wrong? I thought that a Curragh has 2 movement points per turn. As long as 'The Revenge of the Minnow' survives this turn, it'll end next turn on the coast square of the other continent.
Leaving it on the ocean gives it a 50-50 shot at surviving. He's had 2 go down, so that's bad luck, but it happens.
Actually, I believe the number of lost ships is far greater than 2. :(
And, frankly, being the only person who knows the other continent (on both sides), provides huge tech trading advantages!
I'm hoping that's the case, and I could always sell Contacts to Korea and Maya, and soak them dry of their Gold. :cooool:
You are kicking butt, I see - good job!
Thanks! However, I'm sure that this game is far from over.
Korea has built a city on the inland lake. Should I send some Settlers out there, build some cities, and block their path to the Southern half of the Continent?
Experiment 626 Mar 23, 2006, 09:21 PM Sorry for the double post, but someone had posted while I was composing my last post.
From Marsden:
Wow Ex, thanks for the detailed instructions. I'll be giving it a go about 2 hours from now. Thanks again.
You're very welcome. Good luck, and let me know if I can be of any more assistance. :thumbsup:
CommandoBob Mar 23, 2006, 09:40 PM 1. Go to Photobucket.com, and set up your free account.
...
Everyone manages their PC differently, but these are things that help me. None are great insights; more on the order of some good habits. You may have better ones.
Even when the game is a solo game, save it with a meaningful name. In an SG this is already done by the SG naming convention. For solo games it is a bit harder. Do not keep the default name; make it better.
Create a new folder for each game and keep all those saves together. The new folder should be under the main Save folder of your game. This makes point #1 a whole lot easier. The folder name could be "Alexander the Wimp" (indicating a game focusing on a diplomatic victory) and the saves could be 'AtW_3500BC.sav'
Do manual saves as often as needed. If it means three times in one turn, then save three times in one turn. Use a letter or number suffix to indicate the various saves.
Be consistent in your naming per game series. If the first save is 'BC4000' then keep that same style (BC/AD + the year) for that game series.
If you are playing several SG's, create a CivIII work area some place on the machine and keep your game documentation there.
Of course, have a seperate folder for each SG.
Inside each SG, I tend to have two kinds of folders.
One folder is of saved games, both downloaded (personal backup) and my turns (backup and easier to upload). I download each saved game twice; once to the Civ Playing folder and also to this saved game folder.
The other folders are turnlogs, each turnlog in a seperate folder. Inside the turnlog folder are all the notes and images generated for those turns. This folder is a messy place.
I have my rough turnlog in Notepad, a version of it in Word (mainly for spell checking and editing and markup) and a version in Adobe Acrobat. The free program PrimoPDF can convert a Word document into a PDF, and I prefer to view some things in a PDF file format.
I also have my saved screen shots (via Paint), the cropped or trimmed versions (to fit onto the screen better) and any marked-up versions of the trimmed image (dotmaps, planned moves, etc; also done in Paint).
The turnlog folders are named for the turns I play, so their names do skip around. 'Turnset04_1500BC', 'Turnset09_0250BC' and the like will occur. For me, this is OK.
I use Photobucket also. I have subfolders for each game I post images from. This keeps me from being confused when I am searching for images that I have uploaded.
When I post a turnlog, I go back and forth with the Preview until it looks right and then save that version (marked up) in Word. That save is then turned into a PDF.
If you want to print a post, copy it into Word, save it in a good place with a good name (Post#3500_CommandoBob_SomeWildRant). Normally, I post my strategy plans, allow time for feedback, and then save and print the feedback and use it on my turns. I save it in Word because it prints out much faster and uses less paper than if I try to print the post from the web.
This is really just a starting place of thoughts on how to keep the 'work' of CivIII from destroying the 'fun' of CivIII. And what works for me might be a major headache for you.
The key is to have a system, even a bad one. It doesn't have to make sense to anyone else but you.
Experiment 626 Mar 23, 2006, 11:05 PM Originally posted by Commando Bob
This is really just a starting place of thoughts on how to keep the 'work' of CivIII from destroying the 'fun' of CivIII. And what works for me might be a major headache for you.
The key is to have a system, even a bad one. It doesn't have to make sense to anyone else but you.
My system is to write things out long-hand in a notebook. After the set of turns is done, I type it onto my Word program, and then Copy it into a post.
I think we may be drifting a tad bit Off-Topic. I was going to use the Off-Topic smilie, but he looks angry, and I'm not.
Should I concentrate on anything in particular in my next set of turns?
Like I posted earlier, should I cut Korea off from the southern half of the continent?
As always, your comments, suggestions, and advice are greatly appreciated. :worship:
Edit: This is my 100th Post! :band:
CommandoBob Mar 24, 2006, 01:29 AM Off Topic Still
My system is to write things out long-hand in a notebook. After the set of turns is done, I type it onto my Word program, and then Copy it into a post.
I can barely read my own handwriting and I can type faster than I can write (except that mistakes are easier to see)! :D You should be able to have Notepad and CivIII open at the same time and use Alt+Tab to move from one program to the other. On my machine, an old PII 500 MHz, CivIII and Word do not play well together, but CivIII and Notepad are OK. Mapstat is not a problem, either, but CivAssistII does not function when the game is on.
Before the turns, I create a log-layout in Notepad for my turns. That is, for each turn, I will already have my "standard" markups in place for Bold and Italic, Indent, List, etc. The turns are numbered and years are determined. Once gameplay begins, I just type into Notepad what I did in the game.
Back On-Topic
Should I concentrate on anything in particular in my next set of turns?
Like I posted earlier, should I cut Korea off from the southern half of the continent?
Build up your military. Four swords and four horses will do nothing except get you into trouble. You want to be trouble.
You have eight spears and are building three more. Switch two cites to Veteran swords, if possible. Spears are needed to defend, but they are poor attackers. And the AI respects attackers more than defenders (but I think you already know this fact).
Your first two battles will be the biggest. The first, to deny horses to Korea, will be more critical than bloody, but the battle for the capital is going to be ugly. Not only do you want to win the battle, you need to have enough troops to handle the counter attack.
If you were to attack now, the horses could be taken, or at least denied, but I would expect the cost to be half of the attacking force. That is, of the 4 Horse and 4 Swords (8 units total), once the battle is won, I expect that only 4 of them will be undamaged. Four offensive units will not take the capital.
Perhaps it is overkill, and better players will have to decide that, but I would aim to have at least 10 vSwords before starting the war, maybe even 12. However many swords will be in the initial assault, the number of horses should be about half of that number. Horses can scout and pester, but they cannot attack as strongly as the swords.
Once Seoul is yours, the rest of Korea is easy. Not bloodless, but the stacks will not need to be as tall; perhaps only 4 swords, 2 horse and 1 or 2 spear for each city. The spears will stay to defend, of course, as would any wounded units. Undamaged units would continue to the next city. Core production should be able to keep the front supplied with fresh troops especially if we you conquer roaded cities.
Marsden Mar 24, 2006, 05:30 PM Build up your military. Four swords and four horses will do nothing except get you into trouble. You want to be trouble.
You have eight spears and are building three more. Switch two cites to Veteran swords, if possible. Spears are needed to defend, but they are poor attackers. And the AI respects attackers more than defenders (but I think you already know this fact).
Your first two battles will be the biggest. The first, to deny horses to Korea, will be more critical than bloody, but the battle for the capital is going to be ugly. Not only do you want to win the battle, you need to have enough troops to handle the counter attack.
If you were to attack now, the horses could be taken, or at least denied, but I would expect the cost to be half of the attacking force. That is, of the 4 Horse and 4 Swords (8 units total), once the battle is won, I expect that only 4 of them will be undamaged. Four offensive units will not take the capital.
Perhaps it is overkill, and better players will have to decide that, but I would aim to have at least 10 vSwords before starting the war, maybe even 12. However many swords will be in the initial assault, the number of horses should be about half of that number. Horses can scout and pester, but they cannot attack as strongly as the swords.
Once Seoul is yours, the rest of Korea is easy. Not bloodless, but the stacks will not need to be as tall; perhaps only 4 swords, 2 horse and 1 or 2 spear for each city. The spears will stay to defend, of course, as would any wounded units. Undamaged units would continue to the next city. Core production should be able to keep the front supplied with fresh troops especially if we you conquer roaded cities.
Excellent! I couldn't have said it better if I tried!
And I don't think it's overkill, but don't let your chance pass you by getting ready too long. It shouldn't happen here. For example; concentrating on having 15 swordsmen instead of 10, but in that time the enemy upgrades to pikemen, causing you to need at least 20, but by that time they might have muskets, which you must now upgrade at least to midieval infantry or longbows and so on. In other words don't let opportunity pass you by because your still "getting ready", but don't attack unprepared because that will lead to defeat. It is one of the most difficult decisions to make, but its the most important as well.
Experiment 626 Mar 25, 2006, 12:27 AM Thanks, CommandoBob, for giving me a lot to chew over.
Originally posted by Marsden:
In other words don't let opportunit pass you by because your still "getting ready", but don't attack unprepared because that will lead to defeat. It is one of the most difficult decisions to make, but its the most important as well.
Forgive the noob question, but exactly how do I know when the time is right to attack? Is there some sort of formula that I can follow?
Btw, Marsden, did you get your PhotoBucket account up and running?
AutomatedTeller Mar 25, 2006, 12:54 AM ahh, the terrible question... how do I know...
well, you could always spend some money to investigate the city you are going to attack, see how spears are in it as a garrison. Figure 1.5-3 swords per spear, just to be safe. If it's on a hill, or you have to attack across a river, you will need more. if it's bigger than size 6, you will need more.
Am guessing that Seoul will have 3-4 spear, but I don't know that.
conquer_dude Mar 25, 2006, 08:51 AM Very good! Looking for the next update!:D
Experiment 626 Mar 25, 2006, 10:50 AM Originally posted by AutomatedTeller:
well, you could always spend some money to investigate the city you are going to attack, see how spears are in it as a garrison. Figure 1.5-3 swords per spear, just to be safe. If it's on a hill, or you have to attack across a river, you will need more. if it's bigger than size 6, you will need more.
YES! Use my Embassies (and the Civ3 Combat Calculator) to see what I'm up against. BRILLIANT! :D
Am guessing that Seoul will have 3-4 spear, but I don't know that.
I'll let you know. :thumbsup:
Originally posted by conquer_dude:
Very good! Looking for the next update!:D
As usual, I'll play the next set of turns on Tuesday.
Keep those comments and advice coming, folks! It's greatly appreciated. :worship:
CommandoBob Mar 25, 2006, 01:22 PM Forgive the noob question, but exactly how do I know when the time is right to attack? Is there some sort of formula that I can follow?
"That, my dear, is the $64 dollar question!" (WC Fields, I think)
And there is no hard and fast answer, no magic formula and no secret insight.
What is left is the decision: to attack or not.
Simple, easy and far reaching.
If 'Yes', then other questions about attacking follow: who, where, how much, etc. If 'No', then other questions need to be asked.
This Situation
I think here the war with Korea has two big parts. First, to deny horses to Korea and to capture the capital. Second, mop up the rest.
After Seoul is captured, depending how messy it was, could be a good time to ask for peace to allow you to build up the military and take Korea out in a second war.
Aim for the 15 swords or so that Marsden mentioned before you attack. As it gets close to that number, check the tech tree for any new military improvements that could happen soon, say in five turns or so. Use MapStat or CivAssistII to see what techs Korea has. If Korea has just learned Gunpowder a few turns before you attack, you should still carry the battlefield. A handful of muskets will fall to swords, but the time needed to build muskets means that you will only face a handful, if any, and only in Seoul.
In most cases, and I think this situation is one of them, there is not a single 'best' time to attack.
Bad Analogy
Some medicine must be taken with food; otherwise you get an upset stomach and needless discomfort. When the medicine is taken does not matter (in broad terms), what does matter is that it must be taken with food. Unless the medicine is scheduled every 6 to 12 hours or so, the timing of the medicine is not that critical. Nine in the morning, noon and six in the evening will all work just fine.
The same is true here. Starting the war in 15 to 20 turns (just numbers, not advice) is fine. Which turn, 15 vs. 16 or 19 vs. 20, is normally not critical and generally just fine tuning (one more unit here or there).
The decision to attack (take medication) has been made. The time/turn to attack (ingest the medication) has some flexibility and can be adjusted.
Experiment 626 Mar 26, 2006, 12:29 AM OFF-TOPIC
You know, Marsden, this question (How do you know when the proper time is to attack?) could be the very thing to kick off your proposed new thread about Combat.
All you'd have to do is to Copy and Paste both of CommandoBob's excellent posts (with his permission, of course) to get the party started, so to speak.
Just a thought.
Oh, I'm sure that you've thought about this already, but I think that you should start the new thread in the 'Strategy and Tips' sub-forum.
Oh . . . and CommandoBob? :clap: :clap: :clap: :clap: :clap: A standing ovation for both of those posts. :goodjob:
Edit: I will play the next 10 turns tomorrow (Tues). I'll stop by here to check to see if there is any last minute advice before playing.
Marsden Mar 27, 2006, 10:03 PM One more thing that occured to me is not just the number of your troops but their location. If you have 12 swordsmen standing on that hill outside the Korean border it would be better than having 17 spread all over the empire 5 turns away from the front.
Also, maybe not too important here but, make sure you tell the Koreans your coming first by declaring war like a polite conquerer. Make sure you do not have ANY troops inside enemy territory, then contact them by clicking on one of them or the F4 screen or Diplomacy, and declare war, then cross the border and paste them. If you walk in undeclared and attack without warning your reputation as a treaty breaker will make things harder, not impossible and maybe not that important in this game but it's more advantageous to maintain good diplomacy with the others, even if you plan to eventually kill them someday.
Just one more thing, not an actual suggestion, but a thought just to get you thinking about these things, once you declare war on Korea you can ask the Mayans for an alliance against them.
Experiment 626 Mar 28, 2006, 03:06 PM Originally posted by Marsden:
One more thing that occured to me is not just the number of your troops but their location. If you have 12 swordsmen standing on that hill outside the Korean border it would be better than having 17 spread all over the empire 5 turns away from the front.
A stack of Death it is! :evil:
Also, maybe not too important here but, make sure you tell the Koreans your coming first by declaring war like a polite conquerer. Make sure you do not have ANY troops inside enemy territory, then contact them by clicking on one of them or the F4 screen or Diplomacy, and declare war, then cross the border and paste them. If you walk in undeclared and attack without warning your reputation as a treaty breaker will make things harder, not impossible and maybe not that important in this game but it's more advantageous to maintain good diplomacy with the others, even if you plan to eventually kill them someday.
Absolutely! Make nice, declare war, and then wipe them off the face of the Earth! :thumbsup:
Just one more thing, not an actual suggestion, but a thought just to get you thinking about these things, once you declare war on Korea you can ask the Mayans for an alliance against them.
Oooo! I like it! It might cost me some gold or a tech or something, but that is definitely something to think about. :goodjob:
Well, I'm off (:crazyeye: ) to play the next 10 turns. Wish me luck!
CommandoBob Mar 28, 2006, 03:57 PM Make sure you do not have ANY troops inside enemy territory
Not just land troops but boats also need to be outside the territorial borders of your intended victim.
Once you say, "Hey, I'm coming to beat up on you." then you can beat up on them all you want. Just no Pearl Harbors, or you take the rep hit.
AutomatedTeller Mar 28, 2006, 04:06 PM The nice thing about getting another civ in on an attack is that the AI is just terrible at handling 2 front wars. Not that the human is a lot better - a 2 front war is just hard - but the AI sucks.
You could even declare, bring in the Mayans, wait a turn, then move in - on the assumption that the Mayans will distract your target and displace his more mobile troops away from you, so you have a clear shot at his cities.
Or you can just attack, too ;)
Sima Qian Mar 28, 2006, 04:41 PM The other nice thing about getting Maya to ally with you is so that they can't ally together against you :lol:
Marsden Mar 28, 2006, 05:42 PM The alliance thing was just a suggestion. I don't think it would be necessary in this case. But one of my best "tactics" is to ally with another power against a common enemy, only to attack the former ally after the war is over.
Advantages to allying with Maya: 1. help against Korea, 2. distract Maya from expansion, AIs at war don't build as many settlers, 3. what AT posted about a two front war.
Disadvantages to allying with Maya: 1. They will concentrate on more troops, this is the flip side to 2 above, less settlers but more troops, 2. They might capture some Korean cities, which will weaken Korea but strengthen them.
So you can decide, I'm sure there are more reasons than I listed, but these are what I thought of.
Marsden Mar 28, 2006, 11:39 PM Tuesday 's gone with the wind. Where's the next ten turns.
The only pink one I didn't mention. D'oh
But don't be afraid of Arabia. They can't even get to you until the late Middle age. By then Korea and Maya will be a memory.
Experiment 626 Mar 28, 2006, 11:43 PM Well, the next 10 turns are in the books (or the noteboook, I should say).
Originally posted by Marsden:
Notice in the picture of your unknown neighbor, (looks like France, Inca, or China BTW)
Thanks to the brave crew aboard 'The Nina' for making it across to the other continent, I now know who the 'Mystery Guest' is, and it ain't France, Inca, or China. It's ARABIA, and, according to CAII, their Aggression level is HIGH! This game just got a whole TON more interesting, and I got a bad feeling in the pit of my stomach. :scared:
I now have one civ of each Aggression level: Korea is Low, Maya is Average, and Arabia is High! Knowing my luck, the only other civ that I haven't found yet will be Germany.
Originally posted by CommandoBob:
Not just land troops but boats also need to be outside the territorial borders of your intended victim.
I will make absolutely sure that no units (land or sea) are in Korea's territory before I declare war, and rip their lands from their cold, dead hands. :evil:
Originally posted by AutomatedTeller:
The nice thing about getting another civ in on an attack is that the AI is just terrible at handling 2 front wars. Not that the human is a lot better - a 2 front war is just hard - but the AI sucks.
You could even declare, bring in the Mayans, wait a turn, then move in - on the assumption that the Mayans will distract your target and displace his more mobile troops away from you, so you have a clear shot at his cities.
That's not a bad idea. When the cat's away . . . ;)
Originally posted by Sima Qian:
The other nice thing about getting Maya to ally with you is so that they can't ally together against you :lol:
Now THAT would be a big plus! :goodjob:
@Marsden:
Your post about the ads and disads of allying with Maya is very astute. On the one hand, Korea will send some of their troops against Maya. On the other, Maya could get stronger. I have a ways to go in building my Attack Force before I entertain the idea of attacking Korea, but with Arabia in the picture, I'm just not sure anymore if it's a good idea to attack at all. :undecide:
Thanks to all of you for your advice. I'm very grateful. :D
Like I mentioned at the top of this post, The next 10 turns are done. The pics are taken, cropped, resized, saved, and ready to be uploaded.
I haven't begun typing the Journal Entry yet. It's late, and I have to work tomorrow. I will try my best to get the Entry done, the pics uploaded, and the Journal Entry posted tomorrow.
Until then, sports fans, get some :sleep: . Good night! :D
Experiment 626 Mar 29, 2006, 10:26 PM Sorry for the double post . . .
Here we go . . .
*****
As typing these long-winded things are starting to get to me, I’ll be as brief as possible.
Also, if you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.
If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.
If you see WSH = pop 8, that means that WSH has grown to pop 8.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 101:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, and TRE=Trenton
As always, when a new city is added, I give you the abbreviation.
*****
IBT:
The Lusitania is sunk by the Barbarian ship!
BOS = SPEARMAN -> SWORDSMAN
ATL = WORKER -> WORKER
The Revenge of The Minnow SURVIVES!
NYC and CAM = pop 5 (each).
ATC, PHI, and SAL are about to grow.
(The SWORDSMEN are renamed, as promised).
Turn 101 (530 B.C.)
New Worker (‘Bambi’) moves to build a road. The Tramp joins Donald Duck. FAMINE moves to block the Mayan Warrior. Grumpy moves to continue the road. The QE II continues on its way. The new SPEARMAN heads for JAM. Cruella = Irrigation (8T). Goofy moves up the road. Stitch moves to join Lilo. The Nina continues on her way.
THE REVENGE OF THE MINNOW ARRIVES ON THE SHORES OF THE NEW CONTINENT! [party]
Our mystery neighbor is ARABIA. Their leader is Caliph Abu Bakr, and he is annoyed at me. Looking to curry his favor, I present him with 1 Gold. He accepts, but is still annoyed at me. Arabia now has 1 Gold total, and that I have 3 techs that he doesn’t.
City Summary
Barracks: NYC (P5/G5): 3T
CATAPULT: PHI (P5/G1): 4T; ATC (P3/G1): 6T
Curragh: RCH (P2/G4): 5T; JAM (P3/G8): 13T
Granary: SAL (P2/G1): 4T; BAL (P3/G8): 21T
SPEARMAN: CAM (P5/G4): 2T; CHA (P2/G3): 6T
SWORDSMAN: WSH (P7/G2): 1T; BOS (P5/G4): 8T
Worker: CON (P1/G2): 2T; TRE (P1/G5): 5T; ATL (P1/G10): 10T
We will learn The Republic in 13 turns.
IBT:
The Mayan Warrior retreats from the JAM area.
WSH = SWORDSMAN -> SWORDSMAN
PHI = pop 6.
ATC = pop 4.
SAL = pop 3.
CON and WSH are about to grow.
CivAssistII tells me that I can trade with Arabia, and get Construction. I get Construction, he gets Currency and 219 Gold (L.S.).
Turn 102 (510 B.C.):
The new SWORDSMAN (‘D’ARTAGNAN’) joins the Attack Force. Marge (renamed ‘Minnie Mouse’ or ‘Minnie’ for short) = Road (2T). Grumpy = Road (2T). The Tramp helps Donald build the road (2T). Pluto = Irrigation (3T). Bambi = Road (2T). Goofy moves down the road. The Nina continues on its way. The Revenge of The Minnow begins exploring the coastline of the other continent. Doc and Sleepy = Auto Road to TRE. The SPEARMAN arrives and garrisons in BAL.
City Summary
Barracks: NYC (P5/G4): 2T
CATAPULT: PHI (P6/G5): 2T; ATC (P4/G10): 5T
Curragh: RCH (P2/G3): 4T; JAM (P3/G7): 12T
Granary: SAL (P3/G10): 2T; BAL (P3/G7): 20T
SPEARMAN: CAM (P5/G3): 1T; CHA (P2/G2): 5T
SWORDSMAN: WSH (P7/G1): 1T; BOS (P5/G3): 7T
Worker: CON (P1/G1): 1T; TRE (P1/G4): 4T; ATL (P1/G9): 9T
We will learn The Republic in 11 turns.
IBT:
CAM = SPEARMAN -> Aqueduct.
CON = Worker -> Worker.
WSH = pop 8.
CHA is about to grow.
Turn 103 (490 B.C.):
Bashful = Road (2T). Happy = Road (2T). The New Worker (‘Snow White’) moves to a new square. Goofy joins Pluto and helps Irrigate (1T). Dopey and Lady both move to improve ATL. Stitch helps Lilo with the Road (2T). Cinderella moves to another square. The Revenge of The Minnow and The QE II continue on their respective ways. The Tramp moves to join Lady.
City Summary
Aqueduct: CAM (P5/G2): 17T
Barracks: NYC (P5/G3): 1T
CATAPULT: PHI (P6/G4): 1T; ATC (P4/G9): 4T
Curragh: RCH (P2/G2): 3T; JAM (P3/G6): 11T
Granary: SAL (P3/G9): 1T; BAL (P3/G6): 19T
SPEARMAN: CHA (P2/G1): 4T
SWORDSMAN: WSH (P8/G10): 2T; BOS (P5/G2): 6T
Worker: TRE (P1/G3): 3T; ATL (P1/G8): 8T; CON (P1/G10): 10T
We will learn The Republic in 10 turns.
IBT:
NYC = Barracks -> SWORDSMAN.
PHI = CATAPULT -> CATAPULT.
SAL = Granary -> Barracks. (I know that this breaks the rules, but, once the War starts, I want a city with a Barracks as close as possible).
Cul Adv says that ‘Arabia is building The Statue of Zeus, The Hanging Gardens, and The Colossus’.
CHA = pop 3.
BOS, CAM, and RCH are about to grow.
Turn 104 (470 B.C.):
The CATAPULT (‘FIRE ONE!’) joins the Attack Force. Cinderella = Road (2T). Dopey = Irrigation (3T). The Tramp = Road (2T). Bambi = Mine (4T). Minnie = Mine (4T). The SPEARMAN arrives and garrisons in CON. Mickey joins Minnie, and helps with the Mine (2T). Snow White = Road (2T). The Nina, The Revenge of The Minnow, and The QE II continue on their respective ways. The SPEARMAN arrives and garrisons in JAM.
City Summary
Aqueduct: CAM (P5/G1): 16T
Barracks: SAL (P3/G8): 10T
CATAPULT: ATC (P4/G8): 3T; PHI (P6/G3): 4T
Curragh: RCH (P2/G1): 2T; JAM (P3/G5): 10T
Granary: BAL (P3/G5): 18T
SPEARMAN: CHA (P3/G10): 2T
SWORDSMAN: WSH (P8/G9): 1T; BOS (P5/G1): 5T; NYC (P5/G2): 5T
Worker: TRE (P1/G2): 2T; ATL (P1/G7): 7T; CON (P1/G9): 9T
We will learn The Republic in 9 turns.
IBT:
WSH = SWORDSMAN -> SWORDSMAN
RCH = Curragh -> Curragh
Cul Adv tells me that Maya is building ‘The Hanging Gardens’.
BOS = pop 6
CAM = pop 6
RCH = pop 3
NYC and TRE are about to grow.
Turn 105 (450 B.C.):
The new SWORDSMAN (‘EL ZORRO’) joins the Attack Force. Sneezy moves to the Hills. Lilo and Stitch = Mine (6T). The Pinta sets sail. Pluto = Road (2T). All ships continue on their respective ways. The Revenge of The Minnow is renamed ‘The Minnow’. Bashful = Mine (4T). Happy helps Bashful (2T). Now that JAM has a defender, FAMINE rejoins the Attack Force.
City Summary
Aqueduct: CAM (P6/G5): 13T
Barracks: SAL (P3/G7): 9T
CATAPULT: ATC (P4/G7): 2T; PHI (P6/G2): 3T
Curragh: RCH (P3/G10): 8T; JAM (P3/G4): 9T
Granary: BAL (P3/G4): 17T
SPEARMAN: CHA (P3/G9): 1T
SWORDSMAN: WSH (P8/G8): 3T; BOS (P6/G5): 4T; NYC (P5/G1): 4T
Worker: TRE (P1/G1): 1T; ATL (P1/G6): 6T; CON (P1/G8): 8T
We will learn The Republic in 8 turns.
IBT:
I build an Embassy with Arabia in Mecca for 39 Gold.
CHA = SPEARMAN -> CATAPULT.
TRE = Worker -> SPEARMAN
NYC = pop 6
Turn 106 (430 B.C.):
Cinderella = Irrigation (3T). Sneezy = Road (4T). The new SPEARMAN moves towards RCH. Goofy joins Pluto. Lady and The Tramp move to a Bonus Grassland. The new Worker (‘Daisy Duck’ or ‘Daisy’ for short) joins Donald. Nina and Pinta attempt to cross the Ocean. All other ships continue on their way. Mickey and Minnie = Mine (2T). Snow White moves to join Dopey.
(Micro-Management: I changed BAL’s production from Granary to SWORDSMAN. I also changed CAM’s production from Aqueduct (I couldn’t afford the maintenance) to CATAPULT.)
City Summary
Barracks: SAL (P3/G6): 8T
CATAPULT: CAM (P6/G4): 1T; ATC (P4/G6): 1T; PHI (P6/G1): 2T; CHA (P3/G8): 8T
Curragh: RCH (P3/G9): 7T; JAM (P3/G3): 8T
SPEARMAN: TRE (P1/G10): 20T
SWORDSMAN: BAL (P3/G3): 1T; WSH (P8/G7): 2T; BOS (P6/G4): 3T; NYC (P6/G5): 3T
Worker: ATL (P1/G5): 5T; CON (P1/G7): 7T
We will learn The Republic in 7 turns.
IBT:
My Gold reserves are dangerously low, so I sell Code of Laws to both Korea and Arabia for 178 Gold (L.S.) and 174 Gold (L.S.), respectively. I took all of the Gold that they had.
ATC = CATAPULT -> CATAPULT.
CAM = CATAPULT -> CATAPULT.
BAL = SWORDSMAN -> SWORDSMAN.
The Pinta is lost. :(
CivAssistII tells me that PHI is wasting food.
Turn 107 (410 B.C.):
The two new CATAPULTS (‘FIRE TWO!’ and ‘FIRE THREE!’) join the Attack Force. Bashful and Happy -> new square. Grumpy moves to CON. Donald and Daisy = Mine (2T). Goofy and Pluto = Irrigation (2T). Dopey -> new square. Lady and The Tramp = Mine (2T). The new SWORDSMAN (‘INIGO MONTOYA’) joins the Attack Force. Scar -> new square. With a Scout watching the frontier from a Mountain, PESTILENCE rejoins the Attack Force. Doc and Sleepy move to a Forest. Nina makes it to the other continent. All other ships continue on their way.
(Micro-Management: I switched PHI’s citizens around, so that it has Zero Growth.)
City Summary
Barracks: SAL (P3/G5): 7T
CATAPULT: PHI (P6/G-): 1T; CAM (P6/G3): 3T; CHA (P3/G7): 6T; ATC (P4/G5): 7T
Curragh: RCH (P3/G8): 6T; JAM (P3/G2): 7T
SPEARMAN: TRE (P1/G9): 19T
SWORDSMAN: WSH (P8/G6): 1T; BOS (P6/G3): 2T; NYC (P6/G4): 2T; BAL (P3/G2): 15T
Worker: ATL (P1/G4): 4T; CON (P1/G6): 6T
We will learn The Republic in 6 turns.
IBT:
WSH = SWORDSMAN -> SWORDSMAN.
PHI = CATAPULT -> SPEARMAN.
Cul Adv tells me that ‘Maya is building The Pyramids’.
Bal and JAM are about to grow.
Turn 108 (390 B.C.):
The new CATAPULT (‘FIRE FOUR!’) joins the Attack Force. The new SWORDSMAN (‘ROBIN HOOD’) joins the Attack Force. Dopey = Road (2T). Doc and Sleepy = Road in Forest (2T). Grumpy = Mine (4T). Bashful and Happy = Road (1T). Mickey and Minnie move to CAM. The SPEARMAN arrives and garrisons in RCH. All ships continue on their ways, but Nina finds that all coastal squares are in Arabic Territory.
City Summary
Barracks: SAL (P3/G4): 6T
CATAPULT: CAM (P6/G2): 2T; CHA (P3/G6): 5T; ATC (P4/G4): 6T
Curragh: RCH (P3/G7): 5T; JAM (P3/G1): 6T
SPEARMAN: PHI (P6/G-): 3T; TRE (P1/G8): 18T
SWORDSMAN: BOS (P6/G2): 1T; NYC (P6/G3): 1T; WSH (P8/G5): 3T; BAL (P3/G1): 14T
Worker: ATL (P1/G3): 3T; CON (P1/G5): 5T
We will learn The Republic in 5 turns.
IBT:
Caliph Abu Bakr (Arabia, Annoyed) wants to know why we have units in their territory. We apologize, and promise to move the offending units out of their territory as soon as possible.
NYC = SWORDSMAN -> SWORDSMAN
BOS = SWORDSMAN -> Wealth
BAL = pop 4
JAM = pop 4
BOS is about to grow.
Turn 109 (370 B.C.):
Cinderella -> new square. Scar = Road in Forest (12T). Dino, Jr. (Scout) moves to the Hills 2 sq. NW of PHI, so that WAR can rejoin the Attack Force. The new SWORDSMAN (‘BEATRIX KIDDO’) joins the Attack Force. Cruella moves to the mountains near CHA. Goofy and Pluto move to improve TRE. Lady and The Tramp move to clear the Marsh. Donald and Daisy move to improve a Grassland. Snow White joins Dopey. Mickey and Minnie move to improve a Mountain. Bashful and Happy = Mine (2T). The new SWORDSMAN (‘XENA’) joins the Attack Force. The QE II changes course, and heads for BAL. The Nina moves out of Arabic territory. The Minnow continues along the coastline.
(Micro-Management: I switch CAM’s citizens around, so that it has Zero Growth. I change RCH’s and JAM’s production from Curragh to Wealth. Right now, there are no coastal squares for me to land on without trespassing. I raise SCI slider to 60%.)
City Summary
Barracks: SAL (P3/G3): 5T
CATAPULT: CAM (P6/G-): 1T; CHA (P3/G5): 4T; ATC (P4/G3): 5T
SPEARMAN: PHI (P6/G-): 2T; TRE (P1/G7): 17T
SWORDSMAN: WSH (P8/G4): 2T; NYC (P6/G2): 5T; BAL (P4/G10): 13T
Worker: ATL (P1/G2): 2T; CON (P1/G4): 4T
Wealth: BOS (P7/G31); JAM (P4/G10); RCH (P3/G5)
We will learn The Republic in 4 turns.
IBT:
Dom Adv tells me that CAM has lost all productivity. I change one citizen to an Entertainer (I tried to change it to a Scientist, but that didn’t alleviate the problem).
Cul Adv tells me that ‘Arabs are building The Pyramids’.
BOS = pop 7
ATL and NYC are about to grow.
Turn 110 (350 B.C.):
Cinderella = Road (2T). Mickey and Minnie = Road in Mountain (3T). Doc and Happy move to clear Marsh. Donald and Daisy = Road (1T). Snow White and Dopey = Irrigation (2T). Sneezy = Mine (8T). All ships continue on their ways.
City Summary
Barracks: SAL (P3/G2): 4T
CATAPULT: CHA (P3/G4): 3T; ATC (P4/G2): 4T; CAM (P6/G-): -T (rioting)
SPEARMAN: PHI (P6/G-): 1T; TRE (P1/G6): 16T
SWORDSMAN: WSH (P8/G3): 1T; NYC (P6/G1): 4T; BAL (P4/G9): 12T
Worker: ATL (P1/G1): 1T; CON (P1/G3): 3T
Wealth: BOS (P7/G30); JAM (P4/G9); RCH (P3/G4)
We will learn The Republic in 3 turns.
End of Set of Turns: 350 B.C., 374 Gold (+1 GPT).
*****
CivAssistII Data: I am 1st in Gold with 374 (Korea=20, Maya=7, Arabia=1), 1st in Cities with 14 (Korea and Arabia=11 each, Maya=10), 1st in pop with 57 (Korea=30, Maya=28, Arabia=14), and 2nd in Land with 154 (Korea=172, Maya=146, Arabia=61).
I am in the lead, tech-wise. I know 17 techs (Arabia=16, Korea=15, Maya=12).
I can sell Philosophy to all 3, Construction to Korea and Maya, and Code of Laws, Horseback Riding, and Currency to Maya.
I can obtain Monarchy from all 3. (But I don’t want to, do I?)
I have 58 Units: (V=Veterans, R=Regular, and C=Conscript)
11 SPEARMEN (Mostly V, some R)
10 SWORDSMAN (V=ATHOS, PORTHOS, ARAMIS, D’ARTAGNAN, EL ZORRO, ROBIN HOOD, AND BEATRIX KIDDO. R=INIGO MONTOYA and XENA. C=MOE.)
4 HORSEMEN (All Veterans=WAR, FAMINE, PESTILENCE, and DEATH)
4 CATAPULTS
3 Curraghs
22 Workers (20 Americans, 2 Slaves)
4 Scouts
*****
Here is the Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic012A.jpg
Here is Our Place in the World:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic012B.jpg
Here is the Information Screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic012C.jpg
Here is Arabia at 350 B.C.:
http://i51.photobucket.com/albums/f370/Civ3er/Arabia350.jpg
Here is Korea at 350 B.C.:
http://i51.photobucket.com/albums/f370/Civ3er/Korea350.jpg
Here is Maya at 350 B.C.:
http://i51.photobucket.com/albums/f370/Civ3er/Maya350.jpg
Here is the savegame:
121619
Once again, all suggestions, comments and advice are greatly appreciated. :worship:
On to your posts:
Originally posted by Marsden:
Tuesday 's gone with the wind. Where's the next ten turns.
Patience, Great Sensei. I've had a busy couple of days, and this is the first chance that I've had to type it up and post it.
Originally posted by Marsden:
But don't be afraid of Arabia. They can't even get to you until the late Middle age. By then Korea and Maya will be a memory.
And then the :hammer: will fall. Arabia -> :ar15: :aargh: <-me
Marsden Mar 29, 2006, 10:46 PM Things look good, but be careful, see how Korea and Maya are creeping south around your western flank? Also, Korea's cities have grown larger and their culture now covers our proposed attack route over the hills.
What does your Military Advisor (Biff) say now about your strength?
[offtopic] did you see my game?
Experiment 626 Mar 30, 2006, 08:54 AM Originally posted by Marsden:
Things look good, but be careful, see how Korea and Maya are creeping south around your western flank? Also, Korea's cities have grown larger and their culture now covers our proposed attack route over the hills.
I just hope that SAL doesn't Culture Flip to Korea. I'd lose my Attack Force. Should I move my Attack Force back just in case that happens?
What does your Military Advisor (Biff) say now about your strength?
Biff says that my Military is strong compared to each of them.
[offtopic] did you see my game?
No, I haven't. This is supposed to be my day off, but, late last night, I was told by my boss to come in today. I'll check your game out just as soon as I have a chance to.
Time to get ready for work. In the immortal words of Lupin the Third, 'Toodles!' :lol:
AutomatedTeller Mar 30, 2006, 11:14 AM I wouldn't worry about a culture flip from salem - not while it's garrisoned.
Flipping can only happen when A) some of the 20 tiles in the city radius are in another cultures cultural borders or B) you have foreign citizens in your town.
B) is irrelevant, and you only have 3 tiles in Korea's cultural boundaries. At best, I think that's a 3% chance, but you have a large garrison, so that should keep the flip from happening.
a couple of suggestions:
You have 3 turns left on republic - what happens if you move the slider down a notch? Do you still have 3 turns left? If so, move it down - it will help the treasury. This is something you can start doing when there are 3 or 4 turns left on a tech - see if moving the slider will still get the same amount of time, because it helps the treasury out, and *that's* always good.
If the mil advisor says you are strong in comparison to the others, it's time to kick some butt.
About AI agression levels: I wouldn't worry about it, particularly if you are planning on taking them out anyway. Aggression is a pain if you want to be peaceful, but can actually help if you want to start a war, cause you might be able to get *them* to declare on you, which gives you war happiness!
Experiment 626 Mar 30, 2006, 02:53 PM Originally posted by AutomatedTeller:
I wouldn't worry about a culture flip from salem - not while it's garrisoned.
Flipping can only happen when A) some of the 20 tiles in the city radius are in another cultures cultural borders or B) you have foreign citizens in your town.
B) is irrelevant, and you only have 3 tiles in Korea's cultural boundaries. At best, I think that's a 3% chance, but you have a large garrison, so that should keep the flip from happening.
Actually, I have only one SPEARMAN garrisoned in SAL. The Attack Force is just outside the city, but within the city's raidus.
Only a 3% chance you say? Those odds make me nervous. :scared:
You have 3 turns left on republic - what happens if you move the slider down a notch? Do you still have 3 turns left? If so, move it down - it will help the treasury. This is something you can start doing when there are 3 or 4 turns left on a tech - see if moving the slider will still get the same amount of time, because it helps the treasury out, and *that's* always good.
I don't quite remember, but I think (there's that word again) that if I lower the SCI rate, it bumps up to 4 turns or something.
If the mil advisor says you are strong in comparison to the others, it's time to kick some butt.
I just need to build 6 SPEARMAN to protect the stack, and garrison in captured cities.
About AI agression levels: I wouldn't worry about it, particularly if you are planning on taking them out anyway. Aggression is a pain if you want to be peaceful, but can actually help if you want to start a war, cause you might be able to get *them* to declare on you, which gives you war happiness!
So the odds of getting Korea to declare war on me are pretty slim, isn't it?
Should I get the first American-Korean War out of the way first, before switching to The Republic? Or just say 'Darn the torpedoes! Full speed ahead!'?
conquer_dude Mar 30, 2006, 04:13 PM I would (If you truly are) afraid of Arabia, build up coastal defenses and block them out with ships. If you control your whole continent you couldn't be beat.
I see you ahve larger size cities. Until wars get a little less tense, I would pumb out settlers until the cities are exhausted til about size 3, then build military, improvements, then repeat. This way you'll double your gold and production with more cities and the continent is yours. :king:
Otherwise, you're doing great. Can't wait until you :hammer: Korea down!
BuckyRea Mar 30, 2006, 04:54 PM Agree with Conq-dude. Your people are good at makin' babies, but they're not letting them move away from home soon enough. You're the Americans, dagnabbit! Quit living in large family units already!!
carmen510 Mar 30, 2006, 09:34 PM You are teachng me new techniques. Great work with this!!
CommandoBob Mar 30, 2006, 11:21 PM I wouldn't worry about a culture flip from salem - not while it's garrisoned.
Flipping can only happen when A) some of the 20 tiles in the city radius are in another cultures cultural borders or B) you have foreign citizens in your town.
B) is irrelevant, and you only have 3 tiles in Korea's cultural boundaries. At best, I think that's a 3% chance, but you have a large garrison, so that should keep the flip from happening.
No, not quite.
A garrison is not a flip-preventer. It can be but is very expensive in the number of units needed to stop the flip.
Here is what MapStat says about the flip chance for Salem in 350 BC:
MapStat - Flipping 350 BC
http://i15.photobucket.com/albums/a358/Box180295/Expirement626/350BC_MapStatFlipping.jpg
Salem can flip but the chances are very low.
The numbers are already percentages. And while percentages can be hard to read and grasp, in everyday terms the chances of Salem flipping are less than 1 out of a thousand. Now here is the rub. To reduce this chance to zero, or at least 0.000%, will take 5 or 6 non-artillery military units.
If it does flip, the current garrison is gone. No more unit support, no reimbursement from the new government of your former city, no changing of loyalty. Just gone.
In pratical terms, Salem's flip is so low that it is not an issue. It is when the numbers move to the other side of the decimal point that I get worried.
(So of couse, having told you not to worry, Salem will flip to Korea on the first IBT! :cry: )
Experiment 626 Apr 01, 2006, 12:59 AM Originally posted byconquer_dude
I would (If you truly are) afraid of Arabia, build up coastal defenses and block them out with ships. If you control your whole continent you couldn't be beat.
As already mentioned, I probably won't have to deal with Arabia until the Middle Ages or so . . . I'll wait.
I see you ahve larger size cities. Until wars get a little less tense, I would pumb out settlers until the cities are exhausted til about size 3, then build military, improvements, then repeat. This way you'll double your gold and production with more cities and the continent is yours.
The Optimal City Number for this map is 20. I already have 14 cities (plus however many that I 'acquire' from Korea. :D I don't want Corruption to get completely out of hand. (Actually, I should probably try to find a good place to build the Forbidden Palace.)
Otherwise, you're doing great. Can't wait until you :hammer: Korea down!
I'll do my best! :thumbsup:
Originally posted by BuckyRea:
Agree with Conq-dude. Your people are good at makin' babies, but they're not letting them move away from home soon enough. You're the Americans, dagnabbit! Quit living in large family units already!!
Yeah, my people do breed like rabbits, don't they? :crazyeye:
Originally posted by carmen510:
You are teachng me new techniques. Great work with this!!
Thanks, carmen510, and welcome to the thread. :D
Originally posted by CommandoBob:
In pratical terms, Salem's flip is so low that it is not an issue. It is when the numbers move to the other side of the decimal point that I get worried.
(So of course, having told you not to worry, Salem will flip to Korea on the first IBT! :cry: )
Oh sure! Jinx me, why don't you? :mischief:
Which is better: CivAssistII or MapStat?
I'd also like to take this moment to thank those of you who rated this thread a 5-Star SUCCESS! :goodjob:
:thanx: very much! :clap: :clap: :clap:
sneakyg Apr 01, 2006, 01:39 AM MapStat. CivAssist is nice but IMO it takes up too much CPU and is kinda slow, but then again I'm not running such a great system. Personally I like MapStat more, but that might just be because that's what I've always used.
Anyway, great story, keep up the good work. This is amazingly in-depth...
AutomatedTeller Apr 01, 2006, 07:12 PM yup. I had not looked at the save and I thought he had *all* of his strike force in Salem, which would definitely have been enough to keep it from flipping.
Not that it really matters - he was gonna declare - if it flipped, he would just take it back ;)
I use CivAssist - never used MapStat.
I think it was because it was the first one I found ;)
Experiment 626 Apr 02, 2006, 12:06 AM Originally posted by sneakyg:
Anyway, great story, keep up the good work. This is amazingly in-depth...
Thanks, sneakyg, and welcome to the thread. :D
Originally posted by AutomatedTeller:
yup. I had not looked at the save and I thought he had *all* of his strike force in Salem, which would definitely have been enough to keep it from flipping.
The Attack Force isn't in Salem. It's on the square NW of the city center, so if SAL flipped, would I lose my entire Attack Force?
I loaded my savegame into CivAssistII, and checked to see how many units I would need to have garrisonned in SAL to reduce the flip chance to 0. Are you ready for this number? 11 (Eleven) :eek:
In all probability, I will play the next 10 turns on Tuesday. Any more advice for the nOObie? :mischief:
CommandoBob Apr 02, 2006, 12:55 AM The Attack Force isn't in Salem. It's on the square NW of the city center, so if SAL flipped, would I lose my entire Attack Force?
I don't think so. The city changes color and any units in the city are gone forever to everyone. The city radius of the city is now someone else's and not yours, but the units are still yours. So they are limited in how far and fast they can move, subject to diplomatic issues. If an ROP is in place, then your units can move as fast as ever. If not, then no road bonus.
But, since we are talking about Korea, if Salem flipped and you declared war the next turn without moving any of the Attack Force, you take the rep hit for having units in Korean territory when you declare war.
I loaded my savegame into CivAssistII, and checked to see how many units I would need to have garrisonned in SAL to reduce the flip chance to 0. Are you ready for this number? 11 (Eleven) :eek:
MapStat and CivAssistII do not always agree on this number. When it comes to examining flip chances and garrisons I consider only four numbers: one, two, three and too many.
I use both MapStat and CivAssistII, just in different ways. My machine is older and for some reason CAII will not work properly when the game is on. That is, I cannot toggle between CivIII and CAII. So while I am playing I use MapStat. It is not as pretty as CAII, but it works better for me when playing.
I use CAII between SG turnsets to examine things in more detail, like beakers of sciece per turn or how many units are needed to make sure that when the palace jumps it lands where I want it to.
MapStat is good about telling you about your current situation. CivAssistII does that also and lets you play with what-if scenarios. I personally prefer how CAII handles and displays RCP information to what MapStat Ring's does.
CAII has more eye candy than MapStat. I have found that I prefer MapStat because for what I want to know during a game I want to be able to see at a glance. MapStat presents its data in a spreadsheet that takes up about 75% of the desktop. Initially, I despised MapStat because it was not as pretty as CAII (which was silly of me but it is the truth), but once I had to use it I found it to be very handy and worthwhile.
And as always, this is what works for me. Your mileage may vary.
Experiment 626 Apr 03, 2006, 10:54 PM I will definitely be playing the next 10 turns tomorrow (Tues) unless of course I get called into work.
I will check this thread before playing.
Any last suggestions? :D
AutomatedTeller Apr 03, 2006, 11:21 PM have fun!! kick some korean butt! long live the ancient americans!!
Marsden Apr 04, 2006, 12:20 AM I've been thinking it over, and although I don't think you need an alliance with the Maya, it would probably be beneficial. I'm looking forward to your complete conquest of the land mass.
Experiment 626 Apr 04, 2006, 11:28 PM *****
In order to speed things up, (not to mention saving what’s left of my sanity), there will no longer be a City Summary at the end of each turn.
Again, if you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.
If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.
If you see WSH = pop 8, that means that WSH has grown to pop 8.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 111:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, and TRE=Trenton
As always, when a new city is added, I give you the abbreviation.
Also, if a Worker or Military Unit only moves in a turn, I won’t mention it, unless it’s important.
*****
IBT:
WSH = SPEARMAN -> SPEARMAN. PHI = SPEARMAN -> SPEARMAN. ATL = Worker -> Worker. Order is restored in CAM. Cultural Advisor tells me that ‘The Koreans are building the Pyramids’.
NYC = pop 7.
ATC and SAL are about to grow.
CivAssistII tells me that I can buy Map Making from Korea.
Turn 111 (330 B.C.)
The new SWORDSMAN (‘CONAN’) joins the Attack Force. Lady + the Tramp = Road (2T). Doc + Sleepy = Clear a Marsh (6T). Donald + Daisy = Mine (2T). The new Worker (‘Thumper’) joins Bambi. Lilo + Stitch move to and Mine (2T). The QE II docks in BAL, and is disbanded for 3 Shields. The new SPEARMAN joins to protect the Attack Force. The Nina continues on its way, and in the distance, sees a border!
Micro-Management: I lower the SCI slider to 40% to maximize Gold.
We will learn The Republic in 2 Turns.
IBT:
CAM = CATAPULT -> Wealth.
ATC = pop 5.
SAL = pop 4.
CON + WSH are about to grow.
CATAPULTS are renamed thus: ‘FIRE ONE!’ has become ‘FIRE 01', etc . . .
Micro-Management: I lower the SCI slider to 30% to maximize Gold.
Turn 112 (310 B.C.)
The new CATAPULT (‘FIRE 05!’) joins the Attack Force. Cinderella = Irrigation (3T). Goofy + Pluto = Mine (2T). Cruella = Irrigation (8T). Bashful + Happy = Road in Forest (2T).
The Nina approaches the unknown border. Our neighbor is FRANCE!
I open Diplomacy with our new acquaintance. Joan d’Arc seeks friendship, but is Cautious. The only tech that she has that I don’t is Monarchy. No thanks. In order to keep this trip from being a total waste of time, I establish an Embassy in Paris for 45 Gold.
The Republic will be learned next turn.
IBT:
We have learned The Republic! I readjust the SCI slider back to 50%, and pick Literature.
The Domestic Advisor wants to know, ‘Should we encourage a Revolution?’ With great trepidation, I tell her, ‘Yes! Let the Revolt begin!’ WSH, NYC, BOS, PHI, ATC, CAM, JAM, BAL, and SAL immediately RIOT! I give them all entertainment.
CON = pop 2.
CHA is about to grow.
Turn 113 (290 B.C.)
Mickey + Minnie = Mine in Mountains (18T). Lady + The Tramp = Clear Marsh (16T).
5 more turns of Anarchy.
We will learn Literature in 50 turns.
IBT:
Order is restored in WSH, PHI, ATC, CAM, JAM, BAL, and SAL.
NYC and BOS are still rioting! The little ingrates in BOS destroy the Granary!
CHA = pop 4.
RCH is about to grow.
Turn 114 (270 B.C.)
Donald + Daisy and Bambi + Thumper = Road on Marsh (3T). Dopey + Snow White = Road (3T). Lilo + Stitch = Road in Mountain (9T).
4 more turns of Anarchy.
We will learn Literature in 27 Turns.
IBT:
Order is restored in NYC and BOS.
CHA is rioting! I give them some entertainment.
RCH is about to riot. I give them some entertainment before they riot.
RCH = pop 4.
TRE is about to grow.
Turn 115 (250 B.C.)
I trade The Republic to Korea for Map Making and 3 Gold (all he had).
3 more turns of Anarchy.
We will learn Literature in 26 turns.
WE HAVE ENTERED THE MIDDLE AGES!
IBT:
Order is restored in CHA.
In the middle of all this Anarchy, my people admire my achievements so much, they offer to expand my Palace. This is only my 2nd expansion.
TRE = pop 2.
Turn 116 (230 B.C.)
Everyone is busy with their assignments, so nothing happens this turn.
2 more turns of Anarchy.
We will learn Literature in 25 turns.
IBT:
Nothing.
Turn 117 (210 B.C.)
BOS is about to starve. Donald + Daisy and Bambi + Thumper clear a Marsh (8T). Grumpy + Sneezy = Mine on Hills (6T). Goofy + Pluto clear a Marsh (16T).
1 more turn of Anarchy.
We will learn Literature in 24 turns.
IBT:
Starvation at BOS.
Turn 118 (190 B.C.)
THE AMERICAN REPUBLIC IS ESTABLISHED IN 190 B.C.! :thumbsup:
Micro-Management: I go around to all my cities, and reassign citizens. I change CAM’s production from Wealth to a Settler.
I adjust Sliders to 20% SCI, 10% LUX, and 70% Tax to offset The Republic’s insane Unit maintenance cost.
Snow White + Dopey = clear Volcano damage (4T).
We will learn Literature in 5 turns.
IBT:
WSH, NYC, BOS, PHI, and ATC RIOT! I give them each some entertainment.
CHA = CATAPULT -> Settler.
CON = Worker -> Worker.
Domestic Advisor tells me that Chichen Itza (Maya) has completed ‘The Temple of Artemis’.
Culture Advisor tells me that ‘Arabs are building The Great Wall’.
Domestic Advisor tells me that ‘Mecca (Arabia) has competed The Pyramids’.
Turn 119 (170 B.C.)
I trade Philosophy and 120 Gold (lump sum) to France for Literature.
Cinderella = Road in Mountains (6T). The new Worker (‘Huey’) moves out. The new CATAPULT joins the Attack Force.
I change my Research from Literature to Feudalism.
We will learn Feudalism in 20 Turns.
IBT:
Order is restored in WSH, NYC, BOS, PHI, and ATC.
WSH = SPEARMAN -> Library.
PHI = SPEARMAN -> SPEARMAN.
ATC = CATAPULT -> Scout.
SAL = Barracks -> SPEARMAN.
Cultural Advisor tells me that: Maya is building The Great Lighthouse and The Mausoleum of Mausollos, the Koreans are building The Mausoleum of Mausollos, the French are building The Great Library, and The Arabs are The Great Wall and The Great Lighthouse.
Domestic Advisor tells me that Seoul (Korea) has completed The Hanging Gardens.
CivAssistII tells me that I can sell Literature to Korea and Maya, and The Republic to France and Arabia.
Arabia and France have entered The Middle Ages.
ATL and BAL are about to grow.
Diplomacy: I trade The Republic to France for Monarchy and 72 Gold (lump sum, all she has). Arabia has nothing to trade me for The Republic (not even Gold), so no deal there.
Turn 120 (150 B.C.)
The new CATAPULT (‘FIRE 07!’) moves to join the Attack Force. Lilo + Stitch = Mine in Mountain (6T). Doc + Sleepy = Road (1T). Huey = Road in Forest (4T). Bashful + Happy = Irrigation (2T).
We will learn Feudalism in 19 Turns.
End of Set of Turns: 150 B.C., 321 Gold (-8 per turn).
Arabia, France and I are all in The Middle Ages.
Korea and Maya are still in The Ancient Era.
Here is the Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic013A.jpg
Here is the World Map:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic013B.jpg
Here is the Information Screen:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic013C.jpg
Here is Arabia at 150 B.C.:
http://i51.photobucket.com/albums/f370/Civ3er/Arabia150.jpg
Here is France at 150 B.C.:
http://i51.photobucket.com/albums/f370/Civ3er/France150.jpg
Here is Korea at 150 B.C.:
http://i51.photobucket.com/albums/f370/Civ3er/Korea150.jpg
Here is Maya at 150 B.C.:
http://i51.photobucket.com/albums/f370/Civ3er/Maya150.jpg
And here is the savegame:
122369
As always, your comments, suggestions, and advice are greatly appreciated.:worship:
Marsden Apr 05, 2006, 12:04 AM I think you are going to need to get started on Korea soon, otherwise abandon the idea until later. They will be entering the middle ages soon and when they do they will (33% chance) get feudalism free, which will give them pikemen (if they have iron, I couldn't tell from the shots) Pikemen are much better defenders than spearmen, causing the amount of swordsmen required to almost double. Although your use of catapults will help in this regard, they, too, will soon be obselete with the discovery of engineering and trebuchets. You also might want to plan two wars, one to take out the capital and eastern flank of Korea, then a cease fire to calm down the war weariness and rebuild losses/upgrade and then the second war to finish them. Then, hopefully, you will be in good position to strike into the heart of the Maya and destroy them.
Don't hate me because I'm bloodthirsty.
Experiment 626 Apr 05, 2006, 04:36 PM If CivAssistII is accurate, Korea doesn't have Iron at all! On Turn 121, I'll use my Embassy to Investigate Seoul and that city that's threatening to CF SAL.
Originally posted by Marsden:
You also might want to plan two wars, one to take out the capital and eastern flank of Korea, then a cease fire to calm down the war weariness and rebuild losses/upgrade and then the second war to finish them.
How many cities would you say make up the Eastern flank?
Should I have had the war before I switched to Republic? This unit maintenance-per-turn cost is insane! :crazyeye:
Eltrai Apr 06, 2006, 12:49 PM I would get that war going post haste. Take as big a chunck as possible before you need to slow down. If possible keep pushing before WW becomes an issue, try to keep up building more troops as you push through their territory. You may be able to do it in one shot but, two should not take too long.
Also, make sure to push out troops. You want to be in a good position to finish off the rest of your land mass as soon as you finish with Korea!
Good Luck and get going!
Experiment 626 Apr 09, 2006, 01:55 PM As I'll be going to war next turn, I'll start the next set of turns tomorrow (Mon). I'll check in here first tomorrow when I get home from work in case of any last minute advice.
Edit: I've played the first 4 turns of the set, and I've founded another city. (Providence). Could anyone suggest names for cities that were around in the late 18th/early 19th Century?
I'm not at war yet, because I realized that I was out of position. The Attack Force has been divided into 3 factions. Each with a specific goal.
BE AFRAID! OPERATION: CERBERUS IS ABOUT TO BEGIN! :evil: :lol:
Marsden Apr 10, 2006, 10:32 PM I'm not at war yet, because I realized that I was out of position. The Attack Force has been divided into 3 factions. Each with a specific goal.
BE AFRAID! OPERATION: CERBERUS IS ABOUT TO BEGIN! :evil: :lol:
Just be careful about splitting forces. What logically seems like enough might not work. For example: your target is a town with 2 spearmen. Anywhere from 2 archers(unlikely but possible) to 5 swordsmen (should overkill).
I just love the way you name everything. It shows a very high level of interest in not just the game as a game in itself but almost as a rpg type.
BTW, cool name:goodjob:
Experiment 626 Apr 11, 2006, 04:05 PM Here's a quick overview of OPERATION: CERBERUS:
http://i51.photobucket.com/albums/f370/Civ3er/OperationCerberus.jpg
The white line is ALPHA FACTION which is the Four Horsemen. Their objective is to capture (or raze) P'yongsong, Manp'o, and Pusan.
The light blue line is BETA FACTION which consists of the Four Musketeers (SWORDMEN), 2 Spearmen, and 3 Catapults. Their objective is to capture (or raze) Namp'o, and then rendezvous on the Spices with GAMMA FACTION.
The red line is GAMMA FACTION which consists of everyone else. Their objective is to capture P'yongyang (thus eliminating the Culture Flip of SAL), and then rendezvous with BETA FACTION at the Spices for an all-out assault on Seoul.
We will try very hard not to raze Seoul as they have the Spices in their radius. We'll send a few Workers into the war zone as soon as it's (relatively) safe to connect the Spices to WSH, which will hopefully alleviate the civil unrest that's plaguing my Empire at the moment.
I don't think that my people were ready for The Republic just yet.
AutomatedTeller Apr 11, 2006, 04:27 PM I like the plan! I think it may be too ambitious - for instance, I dunno that 4 horse are a good bet to take a town with 2 spears in it, if any of those do have 2 spears. The retreat capability of the horse means that sometimes you need more to take a town than you would, say, archers - though more of them will survive.
And you have towns on wealth - is that because you need the money because of unit costs? If you don't *need* the money to stay alive, I would change them to military, infrastrucutre or settlers, because you *will* be taking losses. Your core should almost never be building wealth, and certainly not this early. Maybe fringe cities, but not the core.
if it's unit costs that are killing you, disband some warriors you used to have for MP duty, or something. If the worst thing happens (all your attacks fail), the unit costs will solve themselves and you will *need* those swords built fast! if the best thing happens (you lose no units, at all), you can switch them to infrastructure or disband them later or something.
Marsden Apr 11, 2006, 04:50 PM @AutomatedTeller: Hurrumph! (Remember the governor in Blazing Saddles?)
I agree with AutomatedTeller, basically. 4 horsemen could kill themselves trying to take just one of those cities if they have spearmen. If only warriors are defending they have a chance, but the various moods of rng will cause many strange things to happen. A horseman could kill a fortified spearman in a town without injury or a horseman could die without injuring a fortified warrior. These are unusual extremes but they do happen. I hate using archers and horsemen on assaults because of this, but swordsmen can do it too.
Overall, the plan looks great on "paper", but somebody said "No plan survives contact with the enemy." I think it was Napoleon, but I'm really not sure where I heard this one.
Experiment 626 Apr 11, 2006, 07:35 PM I know that I posted that I would go to War on Turn 121, but I wasn’t in position, so no war is waged during this Set of Turns.
*****
Once again, if you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.
If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.
If you see WSH = pop 8, that means that WSH has grown to pop 8.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 121:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, and TRE=Trenton
As always, when a new city is added, I give you the abbreviation.
Also, if a Worker or Military Unit only moves in a turn, I won’t mention it, unless it’s important.
*****
IBT:
I change WSH’s production from Library to SWORDSMAN.
ATL = pop 2.
BAL = pop 5.
Cultural Advisor: ‘Arabia is building The Great Library.’
Turn 121 (130 B.C.)
The Four Horsemen split from the Main Attack Force to form ALPHA FACTION. They head towards the SW border. Their orders are to capture (or raze) P’yongsong, Manp’o, and Pusan.
The rest of the Main Attack Force moves into the proper position.
I spend 64 Gold to Investigate P’yongyang. It looks like they have 2 SPEARMEN guarding the city. P’yongyang’s Cultural Border will expand in 29 turns. It will be mine before then.
Grumpy + Sneezy = Irrigation (2T). Cruella = Irrigation (8T). Doc + Sleepy = Irrigate (2T). Bambi + Thumper = Irrigate (2T)
Micro-Management: I lower the SCI slider to 10% to get a positive cash flow.
We will learn Feudalism in 25 turns.
IBT:
NYC = SWORDSMAN -> SPEARMAN.
CHA, CON, and SAL are about to grow.
Turn 122 (110 B.C.)
The new SWORDSMAN is named ‘BEASTMASTER’
Scar = Road in Forest (12T). Lady + The Tramp = Irrigation (2T). Donald + Daisy = Clear Marsh (6T). Bashful + Happy = Road (1T). .
We will learn Feudalism in 24 turns.
IBT:
WSH = SWORDSMAN -> Wealth. PHI = SPEARMAN -> Wealth. ATC = Scout -> Galley. CAM = Settler -> Settler. ATL = Worker -> Wealth.
CHA = pop 5. CON = pop 2. SAL = pop 5.
NYC and RCH are about to grow.
Turn 123 (90 B.C.)
The new SWORDSMAN is named ‘FAFHARD’.
Snow White + Dopey = Irrigation (2T). Goofy + Pluto = Irrigation (2T).
We will learn Feudalism in 31 turns.
IBT:
NYC = pop 8. RCH = pop 5.
WSH is about to grow.
Turn 124 (70 B.C.)
Four SWORDSMEN (ATHOS, PORTHOS, ATHOS, and D’ARTAGNAN), 3 CATAPULTS, and 2 SPEARMEN split from the Main Attack Force to form BETA FACTION. They move into position. Their orders are to capture (or raze) Namp’o, and then rendezvous with GAMMA FACTION at the SPICES.
GAMMA FACTION will capture (or raze) P’yongyang to alleviate the threat of a Culture Flip by SAL. They will then rendezvous with BETA FACTION at the SPICES for an all-out assault on Seoul.
Mickey + Minnie = Road (1T). Lady + The Tramp = Irrigation (2T). Doc + Sleepy = Clear Marsh (6T). Bambi + Thumper = Clear Marsh (6T). Bashful + Happy = Road in Hills (2T).
The Settler founds Providence (PRO). A SPEARMAN is ordered.
We will learn Feudalism in 24 turns.
IBT:
The Nina is lost in treacherous waters!
SAL = SPEARMAN -> SWORDSMAN.
WSH and TRE are about to grow.
Turn 125 (50 B.C.)
Grumpy + Sneezy = Road in Forest (2T). Ariel = Road in Hills (4T). Mickey + Minnie = Irrigation (2T). Snow White + Dopey = Irrigation (2T)
We will learn Feudalism in 23 turns.
IBT:
Korea has HORSEMEN!
NYC = SPEARMAN -> Settler. CON = Worker -> Worker. TRE = SPEARMAN -> Wealth.
WSH = pop 9. TRE = pop 3.
Turn 126 (30 B.C.)
The SPEARMAN garrisons in TRE.
The new Worker is named ‘Dewey’.
I spend 48 Gold to rush the Settler in CAM.
Goofy + Pluto = Clear Marsh (6T). Bashful + Happy = Mine (4T). Huey = Clear Marsh (11T).
We will learn Feudalism in 22 turns.
IBT:
CAM = Settler -> Wealth.
ATL and CAM are about to grow.
Turn 127 (10 B.C.)
Cinderella = Road in Mountain (6T). Lady + The Tramp = Road (1T). Dewey helps Huey Clear the Marsh (5T).
We will learn Feudalism in 21 turns.
IBT:
CHA = Settler -> Settler. BAL = SWORDSMAN -> Settler.
CAM = pop 3. ATL = pop 2.
Turn 128 (10 A.D.)
Grumpy + Sneezy = Road in Mountain (3T). Lilo + Stitch = Clear Marsh (6T). Mickey + Minnie help Lilo + Stitch (3T). Dopey + Snow White = Road (1T).
We will learn Feudalism in 20 turns.
IBT:
Nothing.
Turn 129 (30 A.D.)
The Settler founds Miami (MIA).
Cruella = Road (6T). Lady + The Tramp = Clear Marsh (6T). Donald + Daisy = Clear Marsh (6T).
We will learn Feudalism in 19 turns.
IBT:
Dom Adv: ‘P’yongyang (Korea) has completed The Mausoleum of Mausollos’.
Cul Adv: ‘Maya is building the Colossus’.
BAL, CHA, and PRO are about to grow.
Turn 130 (50 A.D.)
The Settler founds Lynchberg (LYN).
Snow White + Dopey = Road (1T). Ariel = Road (2T).
We will learn Feudalism in 18 turns.
End of Set of Turns
50 A.D., 162 Gold, -2 per turn.
I'm just going to post pics of my territory and Korea's territory.
My territory:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic014A.jpg
Korea:
http://i51.photobucket.com/albums/f370/Civ3er/Korea50AD.jpg
Here's the savegame:
123123
On to your posts:
Originally posted by AutomatedTeller:
I like the plan! I think it may be too ambitious - for instance, I dunno that 4 horse are a good bet to take a town with 2 spears in it, if any of those do have 2 spears. The retreat capability of the horse means that sometimes you need more to take a town than you would, say, archers - though more of them will survive.
I noticed that as well. I've diverted some of the SWORDSMEN that were heading for GAMMA FACTION to become part of ALPHA FACTION.
And you have towns on wealth - is that because you need the money because of unit costs? If you don't *need* the money to stay alive, I would change them to military, infrastrucutre or settlers, because you *will* be taking losses. Your core should almost never be building wealth, and certainly not this early. Maybe fringe cities, but not the core.
I'm running out of money FAST. The Unit Maintenance cost-per-turn is hideous. The Dom Adv tells me to build more cities. I built 3 cities during this set of turns.
Originally posted by Marsden:
@AutomatedTeller: Hurrumph! (Remember the governor in Blazing Saddles?)
(pointing @ AutomatedTeller): I didn't get a Hurrumph from that guy! Give the governor a Hurrumph! :lol:
Well, that's the latest Game Journal Entry.
I wonder if my people just weren't ready for The Republic. My Scientific Research has pretty much grounded to a halt, and I'm constantly going from town to town to keep them from rioting. :(
As always, your advice is greatly appreciated. :worship:
conquer_dude Apr 11, 2006, 07:42 PM I say you move out that army you ahve waiting there pretty soon!
Experiment 626 Apr 11, 2006, 07:44 PM Post deleted. I was having trouble getting the Journal Entry submitted, and it turns out that it posted twice.
Sorry about that.
Eltrai Apr 12, 2006, 02:22 PM I say you move out that army you ahve waiting there pretty soon!
Yeah, you really need to either fight with these forces or scrap the battle plans and cut back on the millitary.
Waiting too long to get into battle can cost you a ton of gold and you run the risk of your oppenet upgrading their forces.
It is now or never for the battle!
AutomatedTeller Apr 12, 2006, 09:31 PM Hurummph! Hurumph!!
Candygram for Mongo! Candygram for Mongo!
Experiment 626 Apr 14, 2006, 10:32 PM Originally posted by Eltrai:
Yeah, you really need to either fight with these forces or scrap the battle plans and cut back on the millitary.
Waiting too long to get into battle can cost you a ton of gold and you run the risk of your oppenet upgrading their forces.
It is now or never for the battle!
Is that a polite way of saying, 'Either 'go', or get off the pot!'? :lol:
Once again, it looks like that it will be Tuesday (or Monday, if I'm not too tired) before I get to play the next 10 turns.
Other than going to war :ar15: :aargh: , is there anything else that I should take care of in the next set of turns?
Much thanks! :worship: I'm going to :sleep: now.
Ansar Apr 14, 2006, 10:49 PM Better get rid of those Mayans...even though you have Color Blind Help on, its confusing...:crazyeye:
Make a MA with Korea and destroy the Mayans.:devil:
Marsden Apr 18, 2006, 04:04 PM Is that a polite way of saying, 'Either 'go', or get off the pot!'? :lol:
Go!! $$%@^%$ Go already.
Experiment 626 Apr 18, 2006, 04:07 PM The next 10 turns are played, and the pics are ready to be uploaded.
All I have to do is to write up the:
WAR JOURNAL!
That's right! I said WAR JOURNAL!
I hope to get everything done, uploaded, and posted by tomorrow night at the latest.
OPERATION: CERBERUS was a success, but I didn't achieve everything that I had hoped to.
This war was bloody to say the least on both sides. . . :(
Marsden Apr 18, 2006, 04:29 PM Blood! Blood!! Blood!!!
Yessss! Kill! Kill! Kill!
Experiment 626 Apr 19, 2006, 07:46 PM *****
To Recap:
If you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.
If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.
If you see WSH = pop 8, that means that WSH has grown to pop 8.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 131:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, TRE=Trenton, PRO=Providence, MIA=Miami, and LYN=Lynchburg.
As always, when a new city is added, I give you the abbreviation.
Also, if a Worker or Military Unit only moves in a turn, I won’t mention it, unless it’s important.
As this is the first Journal Entry in which combat takes place, if you see CONAN (2/4), that means that CONAN has only 2 of his 4 Hit Points remaining.
Also, from now on, I will only inform you if an AI Civ has completed a GREAT or SMALL WONDER, not who’s building one.
*****
IBT
NYC = Settler -> Settler.
ATC = Galley -> Worker.
BAL = pop 6. CHA = pop 4. PRO = pop 2.
Korea has entered the Middle Ages. I can buy Monotheism from them if I want.
Turn 131 (70 A.D.)
I DECLARE WAR ON KOREA!
http://i51.photobucket.com/albums/f370/Civ3er/DeclarationofWar.jpg
MILITARY ACTIONS
ALPHA FACTION
DEATH kills a Horseman! DEATH is promoted to ELITE. DEATH (3/5).
Worker Actions
Grumpy + Sneezy = Mine in Mountains (6T). Bambi + Thumper = Clear Marsh (6T).
Snow White + Dopey = Mine (2T). Bashful + Happy = Road (1T).
We will learn Feudalism in 16 turns.
IBT
CAM, CON, and TRE are about to grow.
Turn 132 (90 A.D.)
MILITARY ACTIONS
ALPHA FACTION
FAFHARD kills a Warrior. FAFHARD (2/4).
FAMINE attacks Manp’o, and is killed by a SPEARMAN!
DEATH kills the last SPEARMAN in Manp’o. DEATH (3/5).
WE HAVE CAPTURED MANP’O! (1 Resistor)
BETA FACTION
FIRE 01, FIRE 02, and FIRE 03 each fire at Namp’o, but all miss the target.
ARAMIS kills the lone SPEARMAN defending Namp’o! ARAMIS is unscathed.
WE HAVE CAPTURED NAMP’O! (3 Resistors)
GAMMA FACTION
FIRE 04, FIRE 05, and FIRE 07 each miss with their attack on P’yongyang.
FIRE 06 fires and damages a SPEARMAN!
BEATRIX KIDDO kills a SPEARMAN, and is unscathed.
CONAN kills a SPEARMAN. CONAN (2/4).
EL ZORRO kills the last SPEARMAN, and is promoted to ELITE! EL ZORRO (5/5).
WE HAVE CAPTURED P’YONGYANG! (5 Resistors)
And this is what I see:
http://i51.photobucket.com/albums/f370/Civ3er/PyongyangCaptured.jpg
That’s right, ladies and gentlemen, I have gained control of my first GREAT WONDER!
We also capture 3 Korean Workers.
Worker Actions
Goofy + Pluto = Road (1T). Mickey + Minnie = Clear Marsh (6T).
Lilo + Stitch = Clear Marsh (6T). Huey + Dewey = Road (1T).
Bashful + Happy = Irrigation (2T).
We will learn Feudalism in 15 turns.
IBT
1 Resistor quelled in both P’yongyang and Namp’o.
Tikal (Maya) has completed The Colossus.
SAL = SWORDSMAN -> HORSEMAN
CAM = pop 4. TRE = pop 4.
MIA is about to grow.
Turn 133 (110 A.D.)
MILITARY ACTIONS
ALPHA FACTION
BEASTMASTER attacks a HORSEMAN, who promptly runs away.
WAR kills that same HORSEMAN. WAR (4/4).
Worker Actions
The 3 captured Korean Workers = Road (2T). Ariel = Road (2T). Doc + Sleepy = Clear Marsh (6T).
We will learn Feudalism in 14 turns.
IBT
THE RESISTANCE IN MANP’O HAS ENDED!
THE RESISTANCE IN NAMP’O HAS ENDED!
2 Resistors quelled in P’yongyang.
A Korean HORSEMAN kills WAR!
ATC = Worker -> Worker.
CON = Worker -> SPEARMAN.
MIA = pop 2.
ATL and NYC are about to grow.
Turn 134 (130 A.D.)
MILITARY ACTIONS
The new SWORDMAN = PERSEUS.
ALPHA FACTION
DEATH kills a HORSEMAN. DEATH (1/5).
Worker Actions
The 2 new Workers are named ‘Louie’ and ‘Launchpad McQuack’.
Huey + Dewey = Clear Marsh (6T). Snow White + Dopey = Road (1T).
A Settler founds MEMPHIS (MEM).
We will learn Feudalism in 13 turns.
IBT
Korea has requested an audience. Wang Kon wants peace. He refuses to give anything (read: tech) for peace. Just the peace treaty. I don’t think so, and the war continues.
THE RESISTANCE IN P’YONGYANG HAS ENDED!
BEATRIX KIDDO kills an attacking ARCHER. BEATRIX KIDDO (4/4).
PERSEUS kills an attacking ARCHER. PERSEUS (4/4).
CHA = Settler -> Settler.
ATL = pop 3. NYC = pop 7.
PRO is about to grow.
Turn 135 (150 A.D.)
MILITARY ACTIONS
GAMMA FACTION
FIRE 04, FIRE 05, and FIRE 06 each hit their target.
FIRE 07 misses.
EL ZORRO kills an ARCHER. El ZORRO (5/5).
CONAN kills the WARRIOR. CONAN (2/4).
PERSEUS foolishly tries to capture Pusan by himself, and is killed.
We will learn Feudalism in 12 turns.
I’m forgetting something major that happened this turn . . . oh yeah! I remember!
AN AMERICAN SCOUT HAS SET FOOT ON THE OTHER CONTINENT!
IBT
PESTILENCE kills an attacking ARCHER. PESTILENCE (4/4).
NYC = Settler -> HORSEMAN.
PRO = pop 3.
ATC and LYN are about to grow.
Turn 136 (170 A.D.)
MILITARY ACTIONS
ALPHA FACTION
BEASTMASTER kills a defending SPEARMAN in P’yongsong, and is unscathed.
ULYSSEUS attacks P’yongsong and dies!
GAMMA FACTION
FIRE 04 and FIRE 05 hit an ARCHER.
EL ZORRO finishes the ARCHER off. EL ZORRO (4/5).
Worker Actions
The Korean Workers help Cinderella = Road (1T).
Snow White + Dopey = Road (1T).
Lady + The Tramp = Clear Marsh (6T).
Louie helps Huey + Dewey = Clear Marsh (3T).
Bashful + Happy = Road (1T).
We will learn Feudalism in 11 turns.
IBT
ATC = Worker -> Settler.
LYN = pop 2.
CAM is about to grow.
Turn 137 (190 A.D.)
MILITARY ACTIONS
ALPHA FACTION
BEASTMASTER kills the last SPEARMAN GUARDING P’yongsong. BEASTMASTER (4/4).
WE HAVE CAPTURED P’YONGSONG! (3 Resistors)
Worker Actions
The new Worker= ‘Darkwing Duck’.
Cruella = Road (6T).
Donald + Daisy = Road (1T).
We will learn Feudalism in 10 turns.
IBT
P’yongyang is renamed ‘Toronto’ (TOR).
TOR = Worker -> Worker.
BAL = Settler -> Wealth.
CAM = pop 5.
NYC is about to grow.
Turn 138 (210 A.D.)
No Military actions this turn.
Worker Actions
Launchpad = Road (2T).
Cinderella + A Korean Worker = Road (1T).
Grumpy + Sneezy = Road (1T).
Cruella = Irrigation (8T).
Snow White + Dopey = Road in Forest (2T).
Bashful + Happy = Road (1T).
Bambi + Thumper = Clear Marsh (6T).
We will learn Feudalism in 9 turns.
IBT
Medina (Arabia) has completed The Statue of Zeus.
NYC = pop 6.
Turn 139 (230 A.D.)
MILITARY ACTIONS
BETA FACTION and GAMMA FACTION join together at the Spices like originally planned. Since ALPHA FACTION is basically babysitting P’yongsong, I’ll just ‘remove’ them from the Attack Force.
ARAMIS attacks an ARCHER, and dies!
ROBIN HOOD kills the ARCHER. ROBIN HOOD (3/4).
FIRE 01 and FIRE 02 hit an ARCHER in the Mountains.
FIRE 06 and FIRE 07 fire at Seoul, but miss.
ATHOS kills the ARCHER in the Mountains. ATHOS (3/4).
FIRE 04 fires at an ARCHER, but misses.
FIRE 05 fires at an ARCHER, and hits.
MOE kills an ARCHER, and is upgraded to Regular status.
As INIGO MONTOYA moves to attack Seoul, Seoul’s CATAPULT fires, and injures INIGO who then kills a SPEARMAN.
XENA, CONAN, and D’ARTAGNAN each attack Seoul, and die horribly.
Worker Actions
Donald + Daisy = Clear Marsh (6T).
Grumpy + Sneezy = Irrigation (1T).
Doc + Sleepy = Road (1T).
Lilo + Stitch = Clear Marsh (6T).
Huey, Dewey, + Louie = Mine (2T).
Ariel = Road in Forest (4T).
A Settler founds MACON (MAC). A SPEARMAN is ordered.
We will learn Feudalism in 5 turns.
IBT
Namp’o is renamed CALGARY (CAL).
Maya has entered the Middle Ages.
CHA and MIA are about to grow.
Turn 140 (250 A.D.)
I negotiate with Korea for peace. Wang Kon is unwilling to give me anything but the Peace Treaty. I agree to Peace to give me time to build my Attack Force back up. The war ends with a whimper not a bang.
Worker Actions
Grumpy + Sneezy = Mine (2T).
Snow White + Dopey = Mine (2T).
Doc + Sleepy = Irrigation (2T).
Mickey + Minnie = Clear Marsh (6T).
Bashful + Happy = Road in Mountain (3T).
We will learn Feudalism in 4 turns.
End of Set of Turns
250 A.D., 164 Gold (+7 per turn).
First American-Korean War Stats
We captured 4 Korean cities and 3 Korean Workers.
We lost no cities and no Workers.
Korea lost 8 ARCHERS, 8 SPEARMEN, 3 HORSEMEN, and 2 WARRIORS.
We lost 2 HORSEMEN (FAMINE and WAR), and 6 SWORDSMEN (ARAMIS, CONAN, D’ARTAGNAN, PERSEUS, ULYSSES, and XENA).
BODY COUNT SCORECARD
3 Kills: DEATH and EL ZORRO.
2 Kills: BEASTMASTER, BEATRIX KIDDO, and CONAN.
1 Kill: ARAMIS, ATHOS, FAFHARD, INIGO MONTOYA, MOE, PERSEUS, PESTILENCE, ROBIN HOOD, and WAR.
RANGE WEAPON ACCURACY
FIRE 01: 1 for 2, 50%
FIRE 02: 1 for 2, 50%
FIRE 03: 0 for 1, 0%
FIRE 04: 2 for 4, 50%
FIRE 05: 3 for 4, 75%
FIRE 06: 2 for 3, 66%
FIRE 07: 0 for 3, 0%
Total: 9 for 19, 47.3% Not bad for the horribly inaccurate CATAPULTS, don’t you think?
I think that the war went fine until the bloodbath on Turn 139. I probably should have taken Korea’s first peace offer on Turn 134. Attacking Seoul was like :wallbash: .
Here is my territory:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic015A.jpg
Here is Korea at 250 A.D.:
http://i51.photobucket.com/albums/f370/Civ3er/Korea250.jpg
Here is the save game:
124120
As always, your advice, suggestions, and comments are greatly appreciated. :worship:
AutomatedTeller Apr 20, 2006, 12:01 AM woohoo!! Successful war!! Seoul didn't work, which is disappointing, but you were aggressive, and that is always a good idea. Not getting anything in a peace treaty is ok - it means that you can declare war again without messing up your rep.
I have some suggestions, based on the save, that I'll give later. But that was successful war!! Now, the question is, do you go after korea again, or the mayans...
AutomatedTeller Apr 20, 2006, 01:34 PM A couple of other things:
Your infrastructure in your core cities is lacking. They need markets and libraries - with markets, you will be able to take those cities off of wealth.
you have a bunch of citizens as entertainers - you should up the happiness slider so those guys are set to working - that will help the economy, too, as well as helping with production. Worst case, they should be taxmen, but I'm not sure that your groundrules allow you to change them manually or not.
To the southwest, you have a 3 luxes you don't have - furs, gems and spices. You might not be able to get to the furs before the mayans,but you should be able to get to at least some of the gems.
and, again - I think attacking seoul was ok. It just didn't work.
Not sure why you are clearing so much marsh that isn't even in your cultural boundarie. Those guys might be better off connecting your new conquests to your empire!
Marsden Apr 21, 2006, 10:49 PM Hurray! You beat up on someone. And don't call it a wimper, call it a strategic cease-fire.
Your attack on Seoul was NOT a mistake! Just because it didn't work doesn't mean it was a bad idea. There are some things you can do to cut down on RNG, but it rules the game with an iron fist. Now do you see what I mean about sending them to their deaths? I wasn't kidding, even successful attacks have causulties. I didn't study the exact composition of your strike force hitting Seoul, but I recomend replacing the hitters(swordsmen) and going again when the treaty expires. Not sure about the rep hit if you redeclare before 20 turns.
Here is something to keep in mind. You're close to Feudalism which will give you better attacking midieval infantry to repace your swordsmen, and my guess is someone else has feudalism too(notice how you went from 9 turns left to 5, that usually happens when someone else discovers the tech and it gets "cheaper"). Korea may or may not know feudalism, but it is irrelevant because they have NO IRON. Your MI vs their spearmen (with bronze spearheads) will have a harder time turning you back, although I've gone through many a time I get my first few brand new MIs and a spearman kills one, only to die by one of my old swordsmen following up. RNG. Basically, you are in a good position to win this, hands down. Just try to "bulk up" your troops before you attack, and do it all in ONE turn. Never, ever, ever use one here and one there. Line em up and smack'em all at once before they can heal in between. I think you see what I mean.
On another topic, sorry about the guys I named after you. Wow. bad luck. Really. I wasn't doing it intentionally, just when I use and elite unit to attack to get another leader, it sometimes leaves them exposed to counterattack. If I name another one after you I promise to send him back to the capital and use him as an honor guard, away from all combat. Yeah, then someone would probably nuke my capital. D'oh.
edit: I forgot, I do have one complaint. Man, do not make wealth in your capital! This is wasteful in the extreme! And this is the place with your barracks. You should be starting a swordsman ready to turn into a MI as soon as you discover feud. Or a marketplace would be a good idea, too. Something. Wealth is very wasteful, but especially in the ancient age before the discovery of economics. Maybe in a far out corrupt place like Jamestown, but not the core cities and Never the captial.
Experiment 626 Apr 22, 2006, 10:21 AM Originally posted by Automated Teller:
I have some suggestions, based on the save, that I'll give later. But that was successful war!! Now, the question is, do you go after korea again, or the mayans...
As Maya is on the other side of the continent, I'll finish Korea off first hopefully.
Your infrastructure in your core cities is lacking. They need markets and libraries - with markets, you will be able to take those cities off of wealth.
That should help immensely. :goodjob:
you have a bunch of citizens as entertainers - you should up the happiness slider so those guys are set to working - that will help the economy, too, as well as helping with production. Worst case, they should be taxmen, but I'm not sure that your groundrules allow you to change them manually or not.
(checking the house rules) There's nothing in the house rules about entertainers, scientists, or taxmen.
To the southwest, you have a 3 luxes you don't have - furs, gems and spices. You might not be able to get to the furs before the mayans,but you should be able to get to at least some of the gems.
I will try to get there.
Not sure why you are clearing so much marsh that isn't even in your cultural boundarie. Those guys might be better off connecting your new conquests to your empire!
I'm clearing the marsh to build more cities.
Originally posted by Marsden:
Never, ever, ever use one here and one there. Line em up and smack'em all at once before they can heal in between. I think you see what I mean.
Yup, now I do.
On another topic, sorry about the guys I named after you. Wow. bad luck. Really. I wasn't doing it intentionally, just when I use and elite unit to attack to get another leader, it sometimes leaves them exposed to counterattack. If I name another one after you I promise to send him back to the capital and use him as an honor guard, away from all combat. Yeah, then someone would probably nuke my capital. D'oh.
I can't wait to see that. :evil:
edit: I forgot, I do have one complaint. Man, do not make wealth in your capital! This is wasteful in the extreme! And this is the place with your barracks. You should be starting a swordsman ready to turn into a MI as soon as you discover feud. Or a marketplace would be a good idea, too. Something. Wealth is very wasteful, but especially in the ancient age before the discovery of economics. Maybe in a far out corrupt place like Jamestown, but not the core cities and Never the captial.
I'll do some Micro-management before turn 141. Hopefully, I can get all of my cities off 'WEALTH'.
Thanks for the comments and suggestion, folks. I will once again play the next set of turns on Tuesday. I've got to get to work. See ya!
AutomatedTeller Apr 24, 2006, 10:37 AM I believe you have a fairly decent gold surplus - it may be worthwhile to run a deficit for a few turns until you get some markets up.
Marsden Apr 24, 2006, 10:49 PM Are you going to invite the Mayans to the next little tea party?
AutomatedTeller Apr 25, 2006, 09:38 AM taxmen are a much better way to handle a deficit than building wealth in core cities. Using taxmen in the core is not so great, but ok in a crunch, but in further flung cities it can really help, especially before you get courthouses built.
I highly recommend
A) setting all specialists to work tiles
B) move the lux slider until all your core cities won't riot - probably 20-30%
C) go through your non-core cities and if you have ones that are going to riot, set citizens to taxmen.
D) If you *still* are running to high a deficit, then setting outlying towns to wealth is ok.
Experiment 626 Apr 25, 2006, 11:48 AM Originally posted by Automated Teller:
I believe you have a fairly decent gold surplus - it may be worthwhile to run a deficit for a few turns until you get some markets up.
Maybe, but 164 Gold won't last too long.
Originally posted by Marsden:
Are you going to invite the Mayans to the next little tea party?
I really don't know if I can. During the first American-Korean War, I noticed a few Mayan units walking free as a bird through Korean territory. Korea and Maya may have an R.O.P. agreement.
Originally posted by AutomatedTeller:
taxmen are a much better way to handle a deficit than building wealth in core cities. Using taxmen in the core is not so great, but ok in a crunch, but in further flung cities it can really help, especially before you get courthouses built.
I highly recommend
A) setting all specialists to work tiles
B) move the lux slider until all your core cities won't riot - probably 20-30%
C) go through your non-core cities and if you have ones that are going to riot, set citizens to taxmen.
D) If you *still* are running to high a deficit, then setting outlying towns to wealth is ok.
I have written those 4 suggestions down, and will implement them before Turn 141.
It's time to play the next set of turns. Gonna turn some Metallica on, and get started.
Later! (And thanks for the advice. :worship: )
Edit:
I BALANCED THE BUDGET!
You read that right, sports fans! Utilizing AutomatedTeller's excellent suggestions :goodjob: , I'm no longer losing Gold faster than my sanity :crazyeye:.
Firstly, I put ALL citizens to work. No Entertainers, Scientists, or Taxmen.
Secondly, I took ALL cities off WEALTH.
This caused a Budget Deficit of -29 PER TURN. I'd be bankrupt in 6 turns. I'd best fix this.
Firstly, I adjusted the sliders. Now it's 50% TAX, 20% SCI, and 30% LUX.
This caused the Deficit to climb (or is it fall?) to -17 PER TURN. Not bad.
Secondly, the following changes were made in the cities:
In RCH, I made 2 Taxmen, and set Production to WEALTH. This caused the Deficit to fall (or climb) from -17 GPT to -14 GPT.
In TRE, I made 2 Taxmen, and set production to WEALTH. This caused the Deficit to fall (or climb) from -14 GPT to -11 GPT.
In CAM, I made 2 Taxmen, and set production to WEALTH. This caused the Deficit to fall (or climb) from -11 GPT to -8 GPT.
In PRO, I made 1 Taxmen, and set production to WEALTH. This caused the Deficit to fall (or climb) from -8 GPT to -6 GPT.
In BAL, I made 1 Taxmen, and set production to WEALTH. This caused the Deficit to fall (or climb) from -6 GPT to -3 GPT.
In ATL, I made 1 Taxmen, and set production to WEALTH. This caused the Deficit to fall (or climb) from -3 GPT to 0 GPT.
In JAM, I changed production to WEALTH. This caused the Deficit to climb from 0 GPT to +1 GPT.
It's so nice to make money for a change (at least, until I create another Unit). The Corruption cost and the Unit cost are quite prohibitive, to say the least. Almost 200 GPT! :eek: 102 for Corruption, and 92 for Units. Maybe I should have switched to Monarchy instead of The Republic.
NOW I'm ready to start Turn 141. :D
Later! Oh, and AutomatedTeller? Thanks for the suggestions! You get a round of applause! :clap: :clap: :clap: :clap:
Edit #2:
The next 10 turns are done. All I need to do is write (type) the Journal Entry, upload the pics, and I'll be ready to post it. Hopefully, by tomorrow night, you'll be able to read it.
There are Korean military Units buzzing around my borders like bees, and Maya has sent a Javelin Thrower near my SW border.
Experiment 626 Apr 26, 2006, 07:01 PM Sorry for the double post!
*****
To Recap:
If you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.
If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.
If you see WSH = pop 8, that means that WSH has grown to pop 8.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 141:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, TRE=Trenton, PRO=Providence, MIA=Miami, LYN=Lynchburg, MNP=Manp’o, CAL=Calgary, TOR=Toronto, MEM=Memphis, PYS=P’yongsong, and MAC=Macon.
As always, when a new city is added, I give you the abbreviation.
Also, if a Worker or Military Unit only moves in a turn, I won’t mention it, unless it’s important.
Also, from now on, I will only inform you if an AI Civ has completed a GREAT or SMALL WONDER, not who’s building one.
*****
IBT
All of the Micro-Management that I posted in Post #180 happened during this IBT. This Micro-Management took me 2 hours to complete.
Wang Kon pops up, furious.
http://i51.photobucket.com/albums/f370/Civ3er/WangKon350AD.jpg
Palenque (Maya) has completed The Great Lighthouse.
We have quelled 2 Resistors in P’yongsong.
NYC = HORSEMAN -> Marketplace.
SAL = HORSEMAN -> Marketplace.
CHA = pop 3.
MIA = pop 3.
LYN, NYC, and WSH are about to grow.
Turn 141 (260 A.D.)
Military Actions
New HORSEMAN = ‘FAMINE II’
New HORSEMAN = ‘WAR II’
Worker Actions
Cinderella = Road in Forest (4T).
Darkwing Duck = Irrigation (3T).
2 Korean Workers = Road (6T).
Goofy + Pluto = Road (1T).
Huey + Dewey = Road (1T).
Korean Worker = Mine (12T).
We will learn Feudalism in 2 turns.
IBT
The Resistance in P’yongsong has ended!
My adoring people give me a Palace expansion!
LYN = pop 3.
NYC = pop 7.
WSH = pop 10.
CON is about to grow.
Turn 142 (270 A.D.)
Worker Actions
Launchpad helps Darkwing Duck = Irrigation (1T).
Snow White + Dopey = Mine (2T).
A Settler founds HARTFORD (HAR).
We will learn Feudalism next turn.
IBT
We have learned Feudalism! Monotheism is next.
http://i51.photobucket.com/albums/f370/Civ3er/Feudalism.jpg
Should we encourage a Revolution? Heck, no!
TOR = Worker -> Barracks.
CON = pop 2.
PRO is about to grow.
Turn 143 (280 A.D.)
Military Actions
WSH’s SPEARMAN is upgraded to PIKEMAN.
Worker Actions
3 Korean Workers = Road (2T).
Launchpad + Darkwing Duck = Irrigation (2T).
Doc + Sleepy = Mine (2T).
Ariel = Mine in Hills (8T).
Grumpy + Sneezy help Scar with Road (1T).
Goofy + Pluto = Road (1T).
We will learn Monotheism in 25 turns.
IBT
France is now a Republic.
PRO = pop 4.
ATL, MIA, SAL, and TOR are about to grow.
Turn 144 (290 A.D.)
Worker Actions
The new Korean Worker helps another Korean Worker = Mine (5T).
Snow White + Dopey = Irrigation (2T).
Lady + The Tramp = Road (1T).
Huey + Dewey = Road (1T).
Scar = Road (6T).
Bambi + Thumper = Road (1T).
We will learn Monotheism in 24 turns.
IBT
ATC = PIKEMAN -> Marketplace.
ATL = pop 4.
MIA = pop 4.
SAL = pop 6.
TOR = pop 4.
CHA is about to grow.
P’yongsong is renamed ‘VANCOUVER’ (VAN).
Manp’o is renamed ‘EDMONTON’ (EDM).
Turn 145 (300 A.D.)
Military Actions
ATHOS and PORTHOS are both upgraded to MEDIEVAL INFANTRY.
Worker Actions
Launchpad + Darkwing Duck = Irrigation (2T).
Cruella = Road (6T).
Doc + Sleepy = Road (1T).
Donald + Daisy = Road (1T).
Goofy + Pluto = Road (1T).
Grumpy + Sneezy = Road (1T).
A Settler founds ALBANY (ALB).
Micro-Management
I adjust the sliders to 40% TAX, 30% SCI, and 30% LUX.
We will learn Monotheism in 14 turns.
IBT
CHA = pop 2.
ATC, EDM, and MAC are about to grow.
Turn 146 (310 A.D.)
Worker Actions
Cinderella = Road in Forest (4T).
3 Korean Workers = Road (2T).
Donald + Daisy = Mine (2T).
Lilo + Stitch = Road (1T).
Bashful + Happy = Road (1T).
Scar = Road (6T).
We will learn Monotheism in 13 turns.
IBT
WSH = Marketplace -> MEDIEVAL INFANTRY.
EDM = Worker -> PIKEMAN.
ATC = pop 5.
MAC = pop 2.
NYC is about to grow.
Turn 147 (320 A.D.)
Worker Actions
Lilo + Stitch = Irrigation (2T).
Doc + Sleepy = Road (1T).
New Worker (‘Chip’) = Irrigation (3T).
Grumpy + Sneezy = Road (1T).
Lady + The Tramp help Ariel = Mine (2T).
We will learn Monotheism in 12 turns.
IBT
CHA = Settler -> Marketplace.
NYC = pop 8.
Turn 148 (330 A.D.)
Worker Actions
3 Korean Workers = Mine (4T).
Launchpad + Darkwing = Road (1T).
Donald + Daisy = Irrigation (2T).
Doc + Sleepy = Mine (2T).
Bashful + Happy = Road in Forest (2T).
We will learn Monotheism in 11 turns.
IBT
PHI = Marketplace -> Barracks.
CAL, LYN, MEM, and MIA are about to grow.
Turn 149 (340 A.D.)
Worker Actions
2 Korean Workers = Road (3T).
Launchpad + Darkwing = Mine (2T).
Lilo + Stitch = Mine (2T).
Goofy + Pluto = Mine (2T).
Huey, Dewey, + Louie = Road in Forest (2T).
Scar = Mine (12T).
Grumpy + Sneezy = Road (1T).
Snow White + Dopey = Mine (4T).
We will learn Monotheism in 10 turns.
IBT
WSH = MEDIEVAL INFANTRY -> Library.
MEM = Worker -> Worker.
CAL = pop 2.
LYN = pop 4.
MIA = pop 5.
Turn 150 (350 A.D.)
Military Actions
The new MEDIEVAL INFANTRY is named ‘XENA II’.
Worker Actions
Ariel + Lady + The Tramp = Mine (3T).
Donald + Daisy = Irrigation (2T).
Doc + Sleepy = Mine (2T).
Mickey + Minnie = Irrigation (2T).
The new worker is named ‘Sebastian’.
We will learn Monotheism in 9 turns.
End of Set of Turns: 350 A.D., 94 Gold (+5 per turn)
I could sell both Iron + Horses to Korea, but I won’t. :evil:
Here is the Playing View:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic016A.jpg
Here is the savegame:
124955
As always, your advice, comments, and suggestions are greatly appreciated. :worship: :worship: :worship:
Marsden Apr 26, 2006, 07:34 PM Whoa! Cross-post. Freaky.
I really don't know if I can. During the first American-Korean War, I noticed a few Mayan units walking free as a bird through Korean territory. Korea and Maya may have an R.O.P. agreement.
That's irrelevant. The AI don't care about upholding their rep. It might cost a little more than if they were unfriendly with each other, but it shouldn't take too much, especially if you have an extra tech or resource you can part with.
Just becareful that the Koreans don't beat you to it. They are a dead duck, with no iron and it being the middle age. They might be desperate enough to give the Maya everything they have to get them involved on Their side. Just a possibility.:mischief: "Fight Fire with Fire"
AutomatedTeller Apr 26, 2006, 11:42 PM The marketplaces will help the gold. One thing you can do to reduce that is to build courthouses in cities that are somewhat corrupt, but not completely corrupt, and are pretty large.
And things will get better in the unit costs (a little better, at least) when some of your six 6 towns go to size 7 cities, too.
Eltrai Apr 27, 2006, 03:05 PM Nice! Good to see you got at them.
The marketplaces will help as they get running. Get the luxes you do not have.
Lets build up a small army and crush Korea! Get Mayans to help. Keep building units as you go to war so you can replace the ones you lose.
Looking forward to more!
Marsden Apr 27, 2006, 03:49 PM And things will get better in the unit costs (a little better, at least) when some of your six 6 towns go to size 7 cities, too.
Good point. As an addendum to it I'd like to add every town you found supports one more unit. Also, every settler you have actually can save 4 gpt by using it to found a town, 2 for its own support plus 2 for the unit the town supports. The downside to this if you then build another defender it uses up the support.
One more. If your arent using your scouts for anything, you might want to disband some or all of them, they count as 2 gpt, too.
Just one more. If you like you can contact the Maya and, assuming you've got an embassy like a good Regent would, make a Right of Passage agreement and add some gold to their side. The bigger your territory the more you might be able to get.
Marsden Apr 27, 2006, 04:18 PM Not sorry at all for the double post.
Why did you pick Monotheism as your next research project? Not a criticism, I just want to know what your thoughts are on the decision.
Also, what does your utillity tell about France and Arabia's techs?
edit: Just thought of two more things, does anybody else have any extra iron? They might sell it to Korea and pee on our parade.
Experiment 626 Apr 28, 2006, 08:59 PM Wow! Lots of posts to answer. COOL! :cool:
Originally posted by Marsden:
That's irrelevant. The AI don't care about upholding their rep.
That hardly seems fair, does it? :mischief:
Just be careful that the Koreans don't beat you to it. They are a dead duck, with no iron and it being the middle age. They might be desperate enough to give the Maya everything they have to get them involved on Their side. Just a possibility. :mischief: "Fight Fire with Fire"
According CivAssistII, Korea still has 3 Horses somewhere. Darned if I can find them, but as you say, no Iron, no Hope! Too bad, so sad! :D
If CivAssistII is correct, then only Arabia has Iron.
Originally posted by AutomatedTeller:
The marketplaces will help the gold. One thing you can do to reduce that is to build courthouses in cities that are somewhat corrupt, but not completely corrupt, and are pretty large.
Could you give me a guideline as to ascertain which cities are somewhat corrupt as opposed to completely corrupt? :confused:
And things will get better in the unit costs (a little better, at least) when some of your six 6 towns go to size 7 cities, too.
But that would entail me building a bunch of Aqueducts, costing me extra maintenance each round. The next game that I start I swear that I'm going to build each city right next to a river so I won't have to worry about Aqueducts at all.
Originally posted by Eltrai:
Nice! Good to see you got at them.
Thanks! I didn't accomplish everything that I wanted to during the war, but then, no war's perfect!
The marketplaces will help as they get running. Get the luxes you do not have.
I'm trying my best. There's a Gold deposit in the Mountains near Miami, so I had a couple of my workers build a road to it, so that a Settler could just walk in, settle a city, and it would be connected. A Settler did just that. Unfortunately, it was a Mayan Settler. :mad:
Originally posted by Marsden:
One more. If your arent using your scouts for anything, you might want to disband some or all of them, they count as 2 gpt, too.
That's not a bad thought. Right now, I have my Scouts standing on Mountaintops watching the Koreans and Mayans.
One is on the other continent. Unfortunately, he can't explore any further, because of France's border. Perhaps I should enter into an R.O.P. with France so that I can continue exploring. What do you think?
Just one more. If you like you can contact the Maya and, assuming you've got an embassy like a good Regent would, make a Right of Passage agreement and add some gold to their side. The bigger your territory the more you might be able to get.
I absolutely have an Embassy with each and every Civ. Does the AI ever do an R.O.P. rape? (I really hate that word, btw).
When it comes time to erase Korea from the history books, I will probably get Maya to Ally with me vs. The Koreans.
Not sorry at all for the double post.
Not even a little bit? :lol:
Why did you pick Monotheism as your next research project? Not a criticism, I just want to know what your thoughts are on the decision.
First thing you need to know about me is that my brain doesn't function like everyone else's. My thought was to get to Chivalry as fast as possible to get the Knights.
Now I realize that my Research queue should be:
Engineering
Invention
Monotheism
Chivalry
Switching from Monotheism to Engineering would only add 2 turns until completion. Invention before Monotheism so I can build Leo's Workshop, and save a crapload of gold when upgrading. Maybe I should think about having one of my cities do a prebuild so that I can just switch Leo's as soon as it's available. Would that be a sound strategy?
Once I get Leo's, then go for the Knights, and right after Chivalry, go for Gunpowder. :evil:
Also, what does your utillity tell about France and Arabia's techs?
The tech race is pretty tight right now.
I can sell Literature and Feudalism to Korea.
I can sell Literature, Feudalism, and The Republic to Maya.
I can sell The Republic and Feudalism to Arabia.
France and I are tied. I cannot buy or sell techs from/to France.
I can buy Monotheism from Korea.
edit: Just thought of two more things, does anybody else have any extra iron?
As far as I can tell from CivAssistII, no one has any extra Iron.
They might sell it to Korea and pee on our parade.
I must remember to take my umbrella to the parade! :D
As usual, it will probably be Tuesday before I play again, so keep those comments and suggestions coming, folks! :goodjob: :worship:
CommandoBob Apr 28, 2006, 10:34 PM Could you give me a guideline as to ascertain which cities are somewhat corrupt as opposed to completely corrupt? :confused:
Remember, no city ever becomes 100% corrupted, just 95% (sad but true). No matter where it is at, a city in good order will always produce at least one shield net. In a large empire (varies by map size), many will produce only one shield per turn.
Rough rule of thumb: if a city is over 50% corrupt, it is probably too corrupt for much use. If it is over 75% corrupt, forget about it. In that case, it can make wealth or science, but not both and don't even think about infrastructure.
Having said that, I am sure you can see times to build up a border city to get a resource with a cultural expansion and similar targets of opportunity. That's fine, just as long as you know why you are bending your rules.
And just because a city is 50%, don't write it off. A courthouse can help and so can a police station (I think, they don't exist in PTW).
This is another way to look at this: Consider any city at 50% or less corruption as part of your core.
Experiment 626 Apr 28, 2006, 11:07 PM OFF-TOPIC! [offtopic]
In my last post, I mentioned that in my next game, I would build every city next to a river (or try to, at least).
I just sat here for an hour starting new game after new game. Not one of the starts was even close to being a Settler factory. Heck, I had one start where my Settler was standing on a Desert square sandwiched between 2 VOLCANOES! :eek:
Also, is 15 the most AI Civs that you can have on a huge map? And if it's more, how do I activate more than 15?
Sima Qian Apr 28, 2006, 11:17 PM Also, is 15 the most AI Civs that you can have on a huge map? And if it's more, how do I activate more than 15?
Go into the editor, and change the rules to custom rules. At the "World Sizes" tab there should be a box where you can specify the max number of civs on a map.
CommandoBob Apr 29, 2006, 12:28 PM OFF-TOPIC! [offtopic]
Also, is 15 the most AI Civs that you can have on a huge map? And if it's more, how do I activate more than 15?
Whoa! :hmm: :crazyeye:
Before you get carried away with adding more AI Civs check out Greebly's well rated Succession Game: Gr7 - AWM vs 30 civs on a giant map >>HERE<< (http://forums.civfanatics.com/showthread.php?t=122573).
It is well worth the time to read.
AutomatedTeller Apr 29, 2006, 12:31 PM yes, the aqueduct will add to maintenance... but then, the extra population will add to your supportable units (size 7 in republic can supprt 2 units, I think, while size 6 only 1), plus the (eventually) 6 extra population will create more money!!
There are very few situations I can think of when you wouldn't want an aqueduct, and most of them have to do with a city that just doesn't have enough food to grow beyond size 6, or one that is hopelessly corrupt, all you will do is make it a specialist farm.
Experiment 626 May 01, 2006, 10:43 PM I will play the next set of turns tomorrow, but I will check in here first to see if there is any last minute advice.
Edit: I'm off to play the next set of turns.
Eltrai May 02, 2006, 01:36 PM Looking forward to seeing the results 626.
Just wondering,
What are the current size(s) of your attack forces and how do you have them split up? What is the plan for the next (final?) attack on Korea?
Remember that additional population will generate additional income. This will offset the need for the additional infastructure (aqua's).
Get those results in.
Experiment 626 May 02, 2006, 07:24 PM *****
To Recap:
If you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.
If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.
If you see WSH = pop 8, that means that WSH has grown to pop 8.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 151:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, TRE=Trenton, PRO=Providence, MIA=Miami, LYN=Lynchburg, EDM=Edmonton, CAL=Calgary, TOR=Toronto, MEM=Memphis, VAN=Vancouver, MAC=Macon, HAR=Hartford, and ALB=Albany.
As always, when a new city is added, I give you the abbreviation.
If a Worker or Military Unit only moves in a turn, I won’t mention it, unless it’s important.
I will only inform you if an AI Civ has completed a GREAT or SMALL WONDER, not who’s building one.
*****
IBT
I change my Research queue from Monotheism-Engineering-Invention-Chivalry to Engineering-Invention-Monotheism-Chivalry.
The Foreign Advisor pops up:
http://i51.photobucket.com/albums/f370/Civ3er/KoreaMayaWar.jpg
CAL = PIKEMAN -> Barracks.
HAR, NYC, TOR, and WSH are about to grow.
Turn 151 (360 A.D.)
Military Actions
ROBIN HOOD is upgraded to MEDIEVAL INFANTRY.
Worker Actions
Cruella = Irrigation (8T).
Lilo + Stitch = Mine (2T).
Sebastian helps Ariel, and Lady + The Tramp = Mine (2T).
Bashful + Happy = Road (1T).
Grumpy + Sneezy = Road (1T).
Chip = Irrigation (3T).
We will learn Engineering in 15 turns.
IBT
Abu Bakr (Arabia, Annoyed) pops up, and demands ‘The Republic’. I give it to him. He is now Cautious. I propose a Right of Passage Agreement. He agrees.
HAR = pop 2.
NYC = pop 9.
TOR = pop 5.
WSH = pop 11.
CON and EDM are about to grow.
Turn 152 (370 A.D.)
Worker Actions
Launchpad + Darkwing = Road (1T).
Bambi + Thumper = Road in Forest (3T).
Goofy + Pluto = Road in Forest (3T).
Bashful + Happy = Clear Forest (2T).
Huey, Dewey, and Louie = Road in Mountain (2T).
Grumpy + Sneezy = Irrigation (2T).
Cinderella = Clear Forest (3T).
We will learn Engineering in 14 turns.
IBT
NYC = Marketplace -> Settler.
TOR = Barracks -> PIKEMAN.
PHI = Barracks -> Library.
CON = PIKEMAN -> Wealth.
CON = pop 3.
EDM = pop 2.
BAL, MAC, PRO, and VAN are about to grow.
Turn 153 (380 A.D.)
Military Actions
Joey is disbanded in EDM for 2 shields.
Worker Actions
Launchpad + Darkwing = Irrigation (2T).
2 Korean Workers = Road (3T).
3 Korean Workers = Irrigation (3T).
Ariel + Sebastian and Lady + The Tramp = Road in Hills (1T).
Minnie helps Bashful + Happy = Clear Forest (1T).
Mickey = Irrigation (3T).
We will learn Engineering in 12 turns.
IBT
BAL= pop 5.
MAC = pop 3.
PRO = pop 5.
VAN = pop 4.
ALB and ATL are about to grow.
Turn 154 (390 A.D.)
Military Actions
Dino, Jr. is disbanded in TOR for 2 shields.
Sammy is disbanded in MIA for 2 shields.
Frankie is disbanded in BOS for 2 shields.
Worker Actions
Huey, Dewey, and Louie = Clear Forest (1T).
Minnie helps Mickey = Irrigation (1T).
Bashful + Happy = Road in Forest (2T).
Snow White + Dopey = Road in Jungle (3T).
Chip = Road (2T).
We will learn Engineering in 10 turns.
IBT
WSH = Library -> MEDIEVAL INFANTRY.
ALB = pop 2.
ATL = pop 5.
CHA and NYC are about to grow.
Turn 155 (400 A.D.)
Worker Actions
Cinderella = Mine (4T).
Lady + The Tramp and Ariel + Sebastian = Road in Mountain (2T).
Bambi + Thumper = Mine in Mountain (6T).
Goofy + Pluto = Mine in Mountain (6T).
Grumpy + Sneezy = Road in Jungle (3T).
We will learn Engineering in 8 turns.
IBT
NYC = Settler -> Settler.
BOS = Marketplace -> Library.
CHA = pop 3.
NYC = pop 8 (pop drop due to Settler).
ATC, CAL, and LYN are about to grow.
Turn 156 (410 A.D.)
Military Actions
A SPEARMAN garrisons in MEM.
Worker Actions
2 Korean Workers = Mine (6T).
Launchpad + Darkwing = Road (1T).
Mickey + Minnie = Road in Forest (2T).
Huey, Dewey, and Louie = Irrigation (1T).
Settler Actions
A Settler founds BUFFALO (BUF) -> Wealth.
We will learn Engineering in 6 turns.
IBT
SAL = Marketplace -> PIKEMAN.
MIA = Settler -> Wealth.
ATC = pop 6.
CAL = pop 3.
LYN = pop 5.
MIA = 3 (pop drop due to Settler).
EDM is about to grow.
Turn 157 (420 A.D.)
Worker Actions
Launchpad + Darkwing = Mine (2T).
Chip = Road (2T).
Snow White + Dopey = Irrigation (2T).
Lilo + Stitch = Road in Forest (2T).
Bashful + Happy = Road (1T).
We will learn Engineering in 5 turns.
IBT
WSH = MEDIEVAL INFANTRY -> MEDIEVAL INFANTRY.
HAR = PIKEMAN -> Library.
EDM = pop 3.
BOS and TOR are about to grow.
Turn 158 (430 A.D.)
Military Actions
BEATRIX KIDDO is upgraded to MEDIEVAL INFANTRY.
New MEDIEVAL INFANTRY = ELRIC.
Worker Actions
Doc + Sleepy = Road in Forest (2T).
Donald + Daisy = Road in Forest (2T).
Huey, Dewey, and Louie = Road in Forest (2T).
Grumpy + Sneezy = Clear Jungle (8T).
We will learn Engineering in 4 turns.
IBT
TOR = PIKEMAN -> MEDIEVAL INFANTRY.
BOS = pop 7.
TOR = pop 6.
MEM, MIA, and NYC are about to grow.
Turn 159 (440 A.D.)
Worker Actions
Bashful + Happy = Road (1T).
Mickey + Minnie = Road (1T).
Settler Actions
A Settler founds New Orleans (NWO) -> Wealth.
We will learn Engineering in 3 turns.
IBT
NYC = Settler -> Settler.
PHI = Library -> Aqueduct.
LYN = PIKEMAN -> Wealth.
MEM = Worker -> Marketplace.
MIA = pop 4.
NYC = pop 7 (pop drop due to Settler).
BUF, MAC, and PRO are about to grow.
Turn 160 (450 A.D.)
Military Actions
A PIKEMAN garrisons in LYN.
A SPEARMAN garrisons in CHA.
Worker Actions
Launchpad + Darkwing = Road in Forest (2T).
Snow White + Dopey = Road in Hills (2T).
Chip = Road (2T).
Bashful + Happy = Mine (2T).
The new Worker = Dale.
We will learn Engineering next turn!
End of Set of Turns: 104 Gold (+4 per turn).
Here is our Territory:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic017A.jpg
Here is the savegame:
125541
AutomatedTeller May 03, 2006, 10:24 AM hmm... I dunno that you need to give into demands anymore, especially for a government tech. when I get a demand, I usually check with the advisor - if they say we are equal strength, I tell him to go to hell. If he's on another continent, I may tell him the same thing. If they say he is stronger, but I think it's close, I tell him to go to hell.
Getting war declared on war helps with happiness, so phony wars, across the seas, can actually be of aid to you.
I guess the next question is: what are you planning on doing next? Are you just building, or do you have a plan? And do you know what type of victory you are going to be going for?
Experiment 626 May 03, 2006, 04:23 PM Originally posted by CommandoBob:
This is another way to look at this: Consider any city at 50% or less corruption as part of your core.
Got it! :thumbsup:
Originally posted by AutomatedTeller:
yes, the aqueduct will add to maintenance... but then, the extra population will add to your supportable units (size 7 in republic can supprt 2 units, I think, while size 6 only 1), plus the (eventually) 6 extra population will create more money!!
There are very few situations I can think of when you wouldn't want an aqueduct, and most of them have to do with a city that just doesn't have enough food to grow beyond size 6, or one that is hopelessly corrupt, all you will do is make it a specialist farm.
Sounds like a plan! :thumbsup:
Originally posted by Eltrai:
What are the current size(s) of your attack forces
Right now, I have 5 Swordsman (waiting to be upgraded to MI), 3 Horsemen, 7 Catapults, and 6 MI. I also have 16 Spearmen (garrisonned in cities), and 8 Pikemen.
how do you have them split up?
Right now, they're all loitering around Korea's border. I haven't split them up into separate factions yet.
What is the plan for the next (final?) attack on Korea?
I don't have a plan. I'm hoping that Maya softens Korea up, so I can just deliver the knockout punch.
Originally posted by AutomatedTeller:
hmm... I dunno that you need to give into demands anymore, especially for a government tech. when I get a demand, I usually check with the advisor - if they say we are equal strength, I tell him to go to hell. If he's on another continent, I may tell him the same thing. If they say he is stronger, but I think it's close, I tell him to go to hell.
Will do. :thumbsup:
I guess the next question is: what are you planning on doing next? Are you just building, or do you have a plan? And do you know what type of victory you are going to be going for?
Right now, I'm just building my Attack Force back up, and get everybody upgraded to MI, trebs, and Pikemen. That's my plan.
I'm hoping for a Spaceship victory.
Keep the advice coming, folks! I really appreciate it! :goodjob: :thanx: :worship:
Marsden May 03, 2006, 04:56 PM Remember when you first discovered the Arabs and you were scared and thought you wouldn't be able to attack Korea and we calmed you down and said the Arabs couldn't possibly be a threat until late the middle ages, after navigation/magnetism.
So what do you do? The Arab threatens you and you gave in :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: Why?
What was he going to do if you said go away, launch a missle? He can't even make it across the ocean, maybe he can write you a nasty letter of protest, yikes!
Republic is the most expensive tech of the ancient age and one of the most useful of any age, don't give it away because some pimple on a camel's ass demands it. And then, if he wants a right of passage agreement, charge him for it! While in negotiations click on the gold on his side and find an amount he is willing to pay. The price of a right of passage is based on the amount of territory you have, so if you have more he should pay you and vice-versa. Lastly, Yes, the AI will attack you if it suits it to do so if you have a right of passage or not. It's happened to me more times that I can say. They walk right up to a city, use your roads or railroads and bang, attack all in the same turn. So a Right of Passage is not a way of securing yourself.
Also, on another topic, if the Koreans want to hurt the Maya, maybe you should help them. Wait a few turns after the declaration of war and attack those southern Mayan cities. They should be completely off guard and you can snap them up in a hurry. Then as soon as peace is declared, turn on the Koreans and hit them before they can recover. Their lack of iron won't be so bad if they discover gunpowder and have saltpeter. Also, they could be trying to take iron from the Maya, either way be careful as once they discover invention they won't need iron for a strength 4 attacker (Longbowman)
CommandoBob May 03, 2006, 08:28 PM The Arab threatens you and you gave in :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: Why?
What was he going to do if you said go away, launch a missle? He can't even make it across the ocean, maybe he can write you a nasty letter of protest, yikes!
Gotta remember, YOU are the big bad wolf and not these whiney wannabes.
Experiment 626 May 03, 2006, 10:53 PM Originally posted by Marsden:
Remember when you first discovered the Arabs and you were scared and thought you wouldn't be able to attack Korea and we calmed you down and said the Arabs couldn't possibly be a threat until late the middle ages, after navigation/magnetism.
Why, yes, I do.
So what do you do? The Arab threatens you and you gave in :cry: :cry: :cry: :cry: :cry: :cry: :cry: Why?
What was he going to do if you said go away, launch a missle? He can't even make it across the ocean, maybe he can write you a nasty letter of protest, yikes!
I've just got this mindset for some reason that, since I'm trying to achieve a SpaceShip victory, I want everyone to like me so that they won't attack me. It's silly, I know. :blush:
Republic is the most expensive tech of the ancient age and one of the most useful of any age, don't give it away because some pimple on a camel's ass demands it. And then, if he wants a right of passage agreement, charge him for it! While in negotiations click on the gold on his side and find an amount he is willing to pay. The price of a right of passage is based on the amount of territory you have, so if you have more he should pay you and vice-versa. Lastly, Yes, the AI will attack you if it suits it to do so if you have a right of passage or not. It's happened to me more times that I can say. They walk right up to a city, use your roads or railroads and bang, attack all in the same turn. So a Right of Passage is not a way of securing yourself.
Now I know, and knowing is half the battle. YO JOE!
Also, on another topic, if the Koreans want to hurt the Maya, maybe you should help them. Wait a few turns after the declaration of war and attack those southern Mayan cities. They should be completely off guard and you can snap them up in a hurry. Then as soon as peace is declared, turn on the Koreans and hit them before they can recover. Their lack of iron won't be so bad if they discover gunpowder and have saltpeter. Also, they could be trying to take iron from the Maya, either way be careful as once they discover invention they won't need iron for a strength 4 attacker (Longbowman)
Their war has been going on almost the entire last Set of Turns. I'll have to check to see if they're still fighting. I've seen a couple of skirmishes between Maya and Korea, but I'm not even sure if a city has changed hands or not.
I hear you. I have to destroy the Koreans before they get Invention and Gunpowder.
Originally posted by CommandoBob:
Gotta remember, YOU are the big bad wolf and not these whiney wannabes.
Little pigs, little pigs, let me in! :evil: :lol:
On another note, my humble little thread has reached 200 posts! [party] :band:
Thank you all very much!
AutomatedTeller May 04, 2006, 11:13 AM no - for a UN victory, you have to be careful about people's reactions. For a spaceship, all you need to make sure you control the UN, so you can squash the vote ;)
If you still have a save from the turn that he demanded republic, I suggest reloading it and seeing what happens if you don't give into the demand. Not to replay the game from that point or anything - just see what happens.
the other thing about ROP is that the AI will attack you when they have an ROP with you - but they won't do the full ROP-rape, where you move units next to all their cities and take them the first turn. They are especially fond of moving their units next to an undefended city, declaring war, and taking it, which is a real danger if you play the way most people do, which is to not garrison core cities. I remember the first time I got hit like that - made me made, so i destroyed the egyptians...
vorlon_mi May 04, 2006, 02:57 PM no - for a UN victory, you have to be careful about people's reactions. For a spaceship, all you need to make sure you control the UN, so you can squash the vote ;)
Yes, that's right. 626, did you ever play Civ2? Over at Apolyton,
there are folks who did a huge study about early spaceship launches
in Civ2. Led by Solo, they showed that the Civ2 AI could be pacified
by giving them lots of gifts. So much so, that the "early landing" gurus
got away with building almost no military at all :eek: :eek:
and they weren't attacked.
The Civ3 AI have no such illusions. I've sometimes been able to delay
their attacks, by selling them a luxury or horses. If they declare on me,
then they're cutting off their own supply of that resource. But when
they want to declare, they will do so, whether or not you've been nice to them.
Experiment 626 May 04, 2006, 10:14 PM Originally posted by AutomatedTeller:
no - for a UN victory, you have to be careful about people's reactions. For a spaceship, all you need to make sure you control the UN, so you can squash the vote ;)
Check! :thumbsup:
If you still have a save from the turn that he demanded republic, I suggest reloading it and seeing what happens if you don't give into the demand. Not to replay the game from that point or anything - just see what happens.
Sadly, I do not have the savegame. :(
the other thing about ROP is that the AI will attack you when they have an ROP with you - but they won't do the full ROP-rape, where you move units next to all their cities and take them the first turn. They are especially fond of moving their units next to an undefended city, declaring war, and taking it, which is a real danger if you play the way most people do, which is to not garrison core cities.
I always try to have at least 1 unit garrisonned in cities.
Originally posted by vorlon_mi:
626, did you ever play Civ2?
Yes, I did. If there's one thing about Civ3 that I miss about Civ2 is the Spaceship victory movie. I loved that! I wasn't all that great at it, of course, but I had a blast playing it.
I've sometimes been able to delay
their attacks, by selling them a luxury or horses. If they declare on me,
then they're cutting off their own supply of that resource. But when
they want to declare, they will do so, whether or not you've been nice to them.
Thanks for the info, v_m, and welcome to the thread! :D
Once again, it will probably be Tuesday before I get to play the next Set of Turns. If this game just happens to go to the time limit then that means that there are 38 more Sets of Turns to go.
As always, all of your thoughts, suggestions, and advice is greatly appreciated. :worship:
Edit: I will check in here tomorrow before playing. :D
Eltrai May 09, 2006, 02:39 PM I am looking forward to the turns. I do like the suggestion to hit the Mayans and grab a couple of quick cities. Then sue for peace and see what you can get out of it.
But let us not forget that we must rid the world of the horrible Korea!
Experiment 626 May 09, 2006, 08:28 PM *****
To Recap:
If you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.
If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.
If you see WSH = pop 8, that means that WSH has grown to pop 8.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 161:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, TRE=Trenton, PRO=Providence, MIA=Miami, LYN=Lynchburg, EDM=Edmonton, CAL=Calgary, TOR=Toronto, MEM=Memphis, VAN=Vancouver, MAC=Macon, HAR=Hartford, ALB=Albany, BUF=Buffalo, and NWO=New Orleans.
As always, when a new city is added, I give you the abbreviation.
If a Worker or Military Unit only moves in a turn, I won’t mention it, unless it’s important.
I will only inform you if an AI Civ has completed a GREAT or SMALL WONDER, not who’s building one.
*****
IBT
We have learned Engineering! Invention is next.
Mecca (Arabia) has built The Great Library.
WSH = MEDIEVAL INFANTRY -> Sun Tzu (Pre-build for Leo’s Workshop)
BUF = pop 2.
MAC = pop 4.
PRO = pop 6.
EDM, HAR, and WSH are about to grow.
Turn 161 (460 A.D.)
Military Actions
MEDIEVAL INFANTRY = ‘PERSEUS II’
Worker Actions
Bambi + Thumper = Irrigation (2T).
Lilo + Stitch = Road (1T).
Huey, Dewey, and Louie = Road in Forest (2T).
Lady + The Tramp = Road (1T).
We will learn Invention in 10 turns.
IBT
Najran (Arabia) has built The Great Wall.
EDM = pop 4.
HAR = pop 3.
WSH = pop 12.
Turn 162 (470 A.D.)
Worker Actions
Scar = Road in Mountain (18T).
Cinderella = Road in Forest (4T).
Lilo + Stitch = Irrigation (2T).
Doc + Sleepy = Road in Mountain (2T).
Bashful + Happy = Irrigation (2T).
Mickey + Minnie = Road (1T).
Ariel + Sebastian = Road (1T).
We will learn Invention in 9 turns.
IBT
Goofy + Pluto are killed by a barbarian! :cry:
BAL, NYC, and VAN are about to grow.
Turn 163 (480 A.D.)
Worker Actions
Donald + Daisy = Road (1T).
Snow White + Dopey = Road (1T).
Chip = Road (2T).
We will learn Invention in 8 turns.
IBT
NYC = Settler -> Library.
BAL = pop 6.
VAN = pop 5.
ALB, and ATL are about to grow.
Turn 164 (490 A.D.)
Worker Actions
Cruella helps 2 Korean Workers = Road in Mountain (6T).
Dale joins Chip, and helps him = Road (1T).
Ariel + Sebastian = Road (1T).
Lady = Road in Jungle (6T).
Doc + Sleepy = Mine (4T).
We will learn Invention in 7 turns.
IBT
CAL = Barracks -> Library.
ALB = pop 3.
ATL = pop 6.
CHA, MIA, NYC, and TOR are about to grow.
Turn 165 (500 A.D.)
Worker Actions
Snow White + Dopey = Road in Forest (2T).
3 Korean Workers = Clear Jungle (16T).
Mickey + Minnie = Road (1T).
Launchpad + Darkwing = Mine in Mountain (6T).
We will learn Invention in 6 turns.
IBT
Korea and Maya have signed a Peace Treaty.
After the senseless killings of Goofy and Pluto, I now protect my Workers who are toiling in the field. To that end, I have a stack of 4 Workers, 1 Settler and 1 PIKEMAN! The villainous Barbarian attacks the stack (he’s got guts, I’ll give him that. No brains, but plenty of guts). My PIKEMAN dispatches him effortlessly, and without injury! VENGEANCE IS MINE! :woohoo: The PIKEMAN spends the next few turns cleaning the guts off of his Pike!
EDM = PIKEMAN -> Settler.
CHA = pop 4.
MIA = pop 5.
NYC = pop 7.
TOR = pop 7.
EDM is about to grow.
Turn 166 (510 A.D.)
Worker Actions
Chip + Dale = Road in Mountain (4T).
Grumpy + Sneezy = Irrigation (2T).
Lilo + Stitch = Road in Forest (2T).
Donald + Daisy = Road (1T).
We will learn Invention in 5 turns.
IBT
TOR = MEDIEVAL INFANTRY -> Marketplace.
VAN = PIKEMAN -> Wealth.
EDM = pop 5.
BUF and PRO are about to grow.
Turn 167 (520 A.D.)
Worker Actions
Huey, Dewey, + Louie = Road in Mountain (2T).
Mickey + Minnie = Road (1T).
Bambi + Thumper = Irrigation (2T).
Settler Actions
A Settler founds CHICAGO (CHI) -> Warrior.
We will learn Invention in 4 turns.
IBT
BOS = Library -> Barracks.
ATC = Marketplace -> Aqueduct.
BUF = pop 3.
PRO = pop 7.
NWO is about to grow.
Turn 168 (530 A.D.)
Worker Actions
Snow White + Dopey = Road (1T).
Bashful + Happy = Road (1T).
Mickey + Minnie = Irrigation (2T).
Donald + Daisy = Road (1T).
Settler Actions
A Settler founds DETROIT (DET) -> PIKEMAN.
We will learn Invention in 3 turns.
IBT
NWO = pop 2.
MEM is about to grow.
I raise the SCI slider to 50% to learn Invention in 1 turn. It’ll cost me 39 Gold, but I think that it’s worth it!
Turn 169 (540 A.D.)
Worker Actions
Grumpy + Sneezy = Road in Jungle (3T).
Snow White = Dopey = Irrigation (2T).
Huey, Dewey, + Louie = Mine in Hills (3T).
Doc + Sleepy = Road in Forest (2T).
Bashful + Happy = Irrigation (2T).
Donald + Daisy = Irrigation (2T).
Settler Actions
A Settler founds AUSTIN (AUS) -> PIKEMAN.
IBT
We have learned Invention! Monotheism is next.
I adjust the SCI slider down to 40%.
I change WSH’s production from Sun Tzu’s Art of War to Leonardo’s Workshop.
PHI = Aqueduct -> MEDIEVAL INFANTRY.
MEM = pop 2.
CHA is about to grow.
Turn 170 (550 A.D.)
Worker Actions
Chip + Dale = Mine in Mountain (6T).
Ariel + Sebastian = Clear Jungle (8T).
Lady + The Tramp = Irrigation (2T).
Lilo + Stitch = Road (1T).
Bambi + Thumper = Road (1T).
Mickey + Minnie = Irrigation (2T).
There is a stack of 2 Korean Settlers and 2 Korean SPEARMEN skirting my border. I use my Military to block and delay them as long as possible. To this end, I spend 56 Gold to rush a Settler. I know right where they’re trying to get to, but it’s roaded and I’m going to get there first. :D
We will learn Monotheism in 4 turns.
End of Set of Turns 550 A.D., 80 Gold (+5 per turn).
Here is our Territory:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic018A.jpg
As you might notice from the pic, my territory is too big now for 1 pic. I chose this portion to show you the new cities. Never fear, though, I haven’t lost any of the northern cities. They’re still there.
Here is the savegame:
126202
As always, your comments, suggestions, and advice are greatly appreciated. :worship:
AutomatedTeller May 10, 2006, 10:32 AM freaking barbarians... they are the bane of my existance...
why monotheism, as opposed to gunpowder? Course, 4 turn research on monotheism ain't bad at all...
Experiment 626 May 13, 2006, 12:21 PM Originally posted by AutomatedTeller
why monotheism, as opposed to gunpowder?
Once again, that's my short-sightedness at work. I will switch to Gunpowder before the next turn.
Speaking of the next turn, I will probably play the next set on Tuesday.
AutomatedTeller May 13, 2006, 05:52 PM well, I'm not saying that monotheism is bad or anything. I'm just curious why you picked monotheism. I think you have a bunch of turns in on it, so you might as well stay with it. You might get trade value out of it, in fact. The AI will pretty much always go direct for gunpowder.
Experiment 626 May 15, 2006, 05:42 PM Originally posted by AutomatedTeller:
well, I'm not saying that monotheism is bad or anything. I'm just curious why you picked monotheism.
The idea was to get Mono (not that mono, mind you :crazyeye: ), and then Chivalry to get to the Knights.
You might get trade value out of it, in fact. The AI will pretty much always go direct for gunpowder.
Alas, the AI has absolutely nothing for me to trade for, not even Gold.
As always, I'll check in here tomorrow before playing the turns.
I wonder where Marsden is? This will be the first time in a long time that he hasn't chimed in on a Set of Turns. Oh, well . . .
Marsden May 15, 2006, 06:11 PM Chime!
AutomatedTeller an I seem to be thinking along the same lines. Nobody wants you to stay away from Monotheism. It seems to be preferred by many, though, to follow the bottom line of the middle ages tech tree and go straight to military tradition, and hopefully have cavalry, not bothering to ever have knights. This is a play style choice of many. Both chivalry and MT are optional, but cavalry are very useful. The main stumbling block to this strategy is lack of saltpeter, which you will be aware of well in advance with the discovery of gunpowder.
I suggest attacking Korea while they are fighting the Maya, or attacking the Maya while still fighting Korea. This can be done with an alliance or not, but if you ask for an alliance, please get some money or something out of it, ally to the highest bidder. Both have cities you can attack without going through the other's territory. Go get'em!
Experiment 626 May 16, 2006, 01:58 PM Originally posted by Marsden:
Chime!
(Lurch voice): You rang? :lol: (End Lurch voice)
I've been reading your Combat and Growth thread, and I assumed that you were busy trying to destroy the world (oops . . . I mean, all other Civs on your planet). :D
Both chivalry and MT are optional, but cavalry are very useful. The main stumbling block to this strategy is lack of saltpeter, which you will be aware of well in advance with the discovery of gunpowder.
It's O.K. What I don't have, I take by force! :evil:
I suggest attacking Korea while they are fighting the Maya, or attacking the Maya while still fighting Korea.
Alas, the Maya-Korea war has been over since In-Between Turns 165 and 166. Another opportunity lost, it seems. If I had Gold, I could have upgraded everybody by now, and been off and running.
This can be done with an alliance or not, but if you ask for an alliance, please get some money or something out of it, ally to the highest bidder.
Neither Korea or Maya have anything (tech or Gold) to offer me. :(
Both have cities you can attack without going through the other's territory.
That's true enough.
Go get'em!
I just don't know if my Attack Force is ready or not. I've probably upgraded only about 1/3 of my Units. :undecide:
I'm about to go play the next Set of Turns, but a few things have been nagging me about this game.
1. Should I have built the Forbidden Palace by now?
2. With all of the mistakes that I've made in this game, should I abandon this game, and start another? The reason that I bring this up is that I should have complete control of my continent by now, but I waited far too long. Now I'm going to be bogged down in a War of Attrition that will take a millenia or so (at least) to resolve. By that time, Arabia and France will probably be advanced enough to reach me, and the cycle of violence will continue, and I won't be able to win this game, because of #3.
3. I should have left all victory conditions enabled (except for Wonder Victory). The set-up for this game (not the house rules as posted in Post #1 in this thread, but the set-up) severely hampered me.
What do you think? Is this game unwinnable by SpaceShip or Diplomatic Victory? Will I run out of time before I can achieve victory?
Anyway, those are the thoughts that have been plaguing me for the past couple of Sets of Turns.
I'm off to play the next Set of Turns now.
CommandoBob May 16, 2006, 02:10 PM I'm about to go play the next Set of Turns, but a few things have been nagging me about this game.
1. Should I have built the Forbidden Palace by now?
Yes, but now you have an entire continent to exploit with the FP.
2. With all of the mistakes that I've made in this game, should I abandon this game, and start another?
Stop whining! :D Every game is fraught with mistakes and missed oppurtunities (and missplled workds, too!). You have done very well so far, played a very deliberate game and have almost conquered this land. And, except for helps and pointers, you have done it on your own.
Finish it out and take pride in your scars.
3. I should have left all victory conditions enabled (except for Wonder Victory). The set-up for this game (not the house rules as posted in Post #1 in this thread, but the set-up) severely hampered me.
What do you think? Is this game unwinnable by SpaceShip or Diplomatic Victory? Will I run out of time before I can achieve victory?
Anyway, those are the thoughts that have been plaguing me for the past couple of Sets of Turns.
I'm off to play the next Set of Turns now.
This game is very winnable. Pick a VC and go for it.
Marsden May 16, 2006, 05:16 PM Hey, here's a Harumph! for CommandoBob!
Really, I agree 100%. I don't know what kind of notions you had when you wrote that, but you are not losing at all. You have the largest nation, population, and army. If you decide to go spaceship, then all you need to do is (1) pacify your continent and (2)research all out. More on these a little later.
If your going the UN way, then I suggest eliminating Korea and Maya, and trying to keep on Arabia's and France's goodside (sickeningly so) and research all out to get to fission (have a palace prebuild ready) and build the UN. Then, assuming Maya and Korea are gone, either Arabia or France will run against you, and the one not running should vote for you. A quick way to make sure is go through an election to see who's running against you, then make an alliance with the other AI against them. The allies' attitudes will increase toward you and you should win. The one big problem here is that France and Arabia both might be eligible and the AI never votes against itself.
1. pacify your continent doesn't necessarily kill everyone, but it means hurting or keeping everyone down so that they can never threaten you. Right now Korea is stuck with inferor units because of no iron. Iron is not so important in the late middle age and later, but is crucial now. If you hurt them now, you can exploit this deficency. Yes, it's nice to upgrade, but your obselete units are still better than his because of the lack of iron. Once he gets Invention and Gunpowder, iron is not that important, be aware.
2 Research doesn't only mean using the slider. You need to build up a nice pop in corrupt cities at the periphery of your empire, irrigate some good key food producing squares and use everyone else as scientists. You could potentially have a size 6 town with 4 scientists or a size 12 city with 7 or 8 scientists. (After railroad bonuses) All of those science points are not subject to corruption. Don't worry if you only have one or two sheilds for production, you're never going to see more that one per turn anyway. Don't even worry about building anything more than an aquaduct, and maybe 1 culture building. That's it, don't waste your money or your time, you just want those scientist to study for you, they don't need fancy buildings in their town.
Also, becareful about switching research projects. It's not like Civ 2, if you can discover Steam in 12 turns and Medicine in 10, pick Medicine for 4 turns and have 6 left, if you switch to steam it will still be 12 turns and not 8, and you lose the 4 turns when you go back to Medicine. Just be really careful about switching, it's usually better to stick with a poor choice then make a worse one switching in the middle.
And, the forbidden palace is good to have, you should pick a spot near the capital and get started asap, but(!) don't neglect other important things like troops. Don't build it in one of your cities with a barracks, or your settler factory, but one of the others that is close by. It does help overall with corruption, but it isn't the game breaker it was in Vanilla/PTW.
Experiment 626 May 16, 2006, 09:41 PM In an effort to retain what’s left of my sanity, the Journal Entries from now on will be brief.
To this end, I will no longer post Worker actions (unless they hook up a luxury or something), or pop growth notifications, or City productions.
This Journal is getting a bit cumbersome to type up. I’m not that fast of a typist hence the need for a change.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 171:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, TRE=Trenton, PRO=Providence, MIA=Miami, LYN=Lynchburg, EDM=Edmonton, CAL=Calgary, TOR=Toronto, MEM=Memphis, VAN=Vancouver, MAC=Macon, HAR=Hartford, ALB=Albany, BUF=Buffalo, NWO=New Orleans, CHI=Chicago, DET=Detroit, and AUS=Austin.
As always, when a new city is added, I give you the abbreviation.
IBT
After hitting the Space Bar to begin the Set of Turns, this is what I see:
http://i51.photobucket.com/albums/f370/Civ3er/BuffaloFlip.jpg
This royally blows because if you notice, Maya has now cut off 3 of my cities from the rest. This is bad, really bad. I no longer have a clear road to send Settlers down to colonize the southern part of the continent.
After cursing at the comp screen for a minute or two, I continue . . .
I switch Research from Monotheism to Gunpowder. I figure that the sooner that I can see the Saltpeter, the more time that I have to prepare.
Turn 171 (560 A.D.)
The set of 2 Koreans Workers are renamed as ‘Jafar’ and ‘Iago’, respectively.
Gunpowder in 7 turns.
Turn 172 (570 A.D.)
Gunpowder in 6 turns.
Turn 173 (580 A.D.)
Military Actions
FAFHARD attacks a barbarian encampment. FAFHARD sustains a wound, but is victorious, and disperses the encampment, giving us a bonus of 25 Gold. Well done, FAFHARD.
Settler Actions
A Settler founds HOUSTON (HOU) -> Marketplace.
Gunpowder in 5 turns.
Turn 174 (590 A.D.)
Gunpowder in 4 turns.
Turn 175 (600 A.D.)
Gunpowder in 3 turns.
IBT:
I sign a Right of Passage Agreement with France, so my Scout is free to wander wherever he chooses.
Turn 176 (610 A.D.)
Gunpowder in 2 turns.
IBT
I adjust the SCI slider to 30% to maximize Gold, and complete the Research in 1 turn.
Turn 177 (620 A.D.)
Gunpowder next turn!
IBT
We have learned Gunpowder! Monotheism is next.
Anxiously, I look at WSH’s City Screen, and, guess what?
THERE IS NO SALTPETER ANYWHERE IN MY TERRITORY!
There is a deposit of Saltpeter near my territory, but if I settle there, the new city will flip like BUF did.
Turn 178 (630 A.D.)
Monotheism in 5 turns.
Turn 179 (640 A.D.)
Monotheism in 4 turns.
Turn 180 (650 A.D.)
Settler Actions
A Settler founds PITTSBURGH (PIT) -> PIKEMAN.
Monotheism in 3 turns.
End of Set of Turns
208 Gold, +25 per turn.
Here are two pics of my territory:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic019A1.jpg
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic019A2.jpg
The Saltpeter deposit is circled in White. ARGH!
Here is a close-up of those ingrates in BUF. The red dot is where I’m thinking of parking a Galley, and use it as a bridge to get my Settlers to the south. Will this work?
http://i51.photobucket.com/albums/f370/Civ3er/BUFFlip.jpg
Here is the savegame:
127019
*****
Originally posted by CommandoBob:
Yes, but now you have an entire continent to exploit with the FP.
I don't mean to argue, but I don't have the entire continent under my control.
Stop whining! Every game is fraught with mistakes and missed oppurtunities (and missplled workds, too!). You have done very well so far, played a very deliberate game and have almost conquered this land. And, except for helps and pointers, you have done it on your own.
Finish it out and take pride in your scars.
I need to apologize for my previous post. This past weekend was hell on earth at work, and I'm very tired. :blush:
This game is very winnable. Pick a VC and go for it.
I will! :goodjob:
Originally posted by Marsden:
Hey, here's a Harumph! for CommandoBob!
And a laurel and hearty handshake! :lol:
Really, I agree 100%. I don't know what kind of notions you had when you wrote that, but you are not losing at all. You have the largest nation, population, and army. If you decide to go spaceship, then all you need to do is (1) pacify your continent and (2)research all out. More on these a little later.
According to CivAssistII, Korea's army is about the same size as mine.
1. pacify your continent doesn't necessarily kill everyone, but it means hurting or keeping everyone down so that they can never threaten you. Right now Korea is stuck with inferor units because of no iron. Iron is not so important in the late middle age and later, but is crucial now. If you hurt them now, you can exploit this deficency.
Actually, Korea has Iron. They built a city at the very southern tip of the continent, and connected the Iron next to it. I don't know if they have Harbors or not, but they do have Iron.
And, the forbidden palace is good to have, you should pick a spot near the capital and get started asap, but(!) don't neglect other important things like troops. Don't build it in one of your cities with a barracks, or your settler factory, but one of the others that is close by. It does help overall with corruption, but it isn't the game breaker it was in Vanilla/PTW.
Why should I have the FP in a city near the Capital? Shouldn't I build it a ways away, so the 'radii' don't overlap?
As always, your comments, suggestions and advice are greatly appreciated. :worship:
Marsden May 16, 2006, 09:56 PM Why should I have the FP in a city near the Capital? Shouldn't I build it a ways away, so the 'radii' don't overlap?
That's how it was before Conquests. Now, it just helps overall corruption some. It doesn't have an area of effect to set up a "second core" like it used to. Now it's better to just get it up sooner than later.
Don't give up!. You can use your army better than the AI, and you can beat them! I think you might to either wait for cavalry or just go and attack now, either way make a plan. I think it would be worth it to take that source of iron away from Korea, it can't be well guarded. Then you want to grab a saltpeter. If there's one in Korea, that would be a good target.
CommandoBob May 16, 2006, 10:09 PM I need to apologize for my previous post. This past weekend was hell on earth at work, and I'm very tired. :blush:
No need to apologize. I understand your feelings. I started a solo game on the forums much like this one. One player, documenting everything, trying to learn how to play at a higher level. Come to find out, documenting does not make a person a better player. I thought that by writing out (rambling about) my strategy, it would make me a better player, since I would force myself to think about what I was doing and not just play the turns. Did not happen.
What has happened is that I can see my mistakes much more clearly than if I had played the game straight through. Stopping every ten turns to sit back and study and evaluate the last ten turns is far more important than documenting worker moves. And yet, without writing down the worker moves, the stop-and-think-about-it never happens.
I am actually surprised you kept your logs so detailed for so long. You spent a lot of time on them and it shows. And doing the logs by hand and then to put in the editing: Wow!
CommandoBob May 16, 2006, 11:25 PM Just got C3C so I can open the game and examine it.
208 gold +25 gpt
Monotheism, 3 turns, 4.3.3
City builds:
Washington (12), grows in 2, Leonardo's Workshop in 10
New York City (9), grows in 2, courthouse in 1
Toronto (7), grows in 12, market in 4
Boston (8) grows in 39, courthouse in 9
Philadelphia (5) grows in 3, courthouse in 13
Calgary (4) grows in 13, library in 14
Atlantic City (6) zero growth, aqueduct in 8
Cambridge (5) zero growth, wealth
Charlotte (5) grows in 1, library in 12
Jamestown (4) zero growth, wealth
Baltimore (6) zero growth, wealth
Salem (6) zero growth, courthouse in 15
Concord (3) zero growth, wealth
Richmond (5) zero growth, wealth
Atlanta (7) zero growth, wealth
Trenton (4) zero growth, wealth
Vancouver (5) grows in 2, library in 73
Edmonton (5) grows in 8, aqueduct in 20
Providence (7) grows in 8, wealth
Miami (6) zero growth, wealth
Lynchburg (5) zero growth, wealth
Memphis (2) grows in 10, market in 12
Macon (4) grows in 1, wealth
Hartford (5) grows in 12, library in 2
Albany (4) grows in 5, wealth
New Orleans (3) grows in 9, wealth
Chicago (2) grows in 4, settler in 7
Detroit (3) grows in 4, settler in 18
Austin (2) grows in 7, rPike in 8
Houston (2) grows in 7, market in 93
Pittsburgh (1) grows in 7, rPike in 30
Military:
Workers 28
Scout 1
Spearman 16
Swords 5
Horses 3
Pikes 12, 2 in production
Catapults 7
Maces 10
Build Orders:
Leonardo's Workshop [1] (Washington)
Courthouse [4] (New York City, Boston, Philadelphia and Salem)
Market [3] (Toronto, Memphis and Houston)
Library [4] (Calgary, Charlotte, Vancouver and Hartford)
Aqueduct [2] (Atlantic City and Edmonton)
Wealth [13] (Cambridge, Jamestown, Baltimore, Concord, Richmond, Atlanta, Trenton, Providence, Miami, Lynchburg, Macon, Albany and New Orleans)
Settler [2] (Chicago and Detroit)
rPike [2] (Austin and Pittsburgh)
Understanding all of this
Out of habit I created this analysis. It is something I tend to do when there are fewer than 50 cities. After that, I omit the City List.
So what can we learn?
Well, 31 cities is pretty good for this early in the game. Only one is maxed out in size and that is the capital. A few over size 6. Just the city list by itself does not help us a lot.
Looking at the Military list, we have plenty of home grown workers 28 for 31 cities. Nothing too wrong with that; it is fairly close to the 1:1 ratio workers to cities that others love.
Sixteen spears and five swords? Both defend with 2, but swords attack with 3, not 1. Twelve pikes also. Same attack as spears but better defense. Once Leonardo’s workshop comes in, upgrade the spears to pikes and then send them to the front lines.
Ten maces, not too bad, more would be better. Seven catapults are probably not enough, since they are so inaccurate.
Build Orders is always interesting. One wonder, some courts and markets and aqueducts, all look good. Thirteen of thirty-one cities making wealth is not a good sign. Even those outlying cities can be making catapults, since catapults cannot be veteran, the lack of barracks is not a problem. Or have them make workers and settlers.
At this stage of the game, only veteran units should be produced, so I would switch the two rPikes to something else. Don’t know what, but not regular military units
AutomatedTeller May 18, 2006, 03:30 PM I think you should pop a city next to that saltpeter. You can use that list of 16 spears to sit in it and keep it from flipping - a large enough garrison will stop any flip.
Alternatively, you have 7 cats and 18 other offensive units... sounds like a stack of doom to me ;) They can capture cities (and by doing so, raise your ability to support troops, giving you more gold) and some of the swords will die, solving your need to upgrade them!! All solved!
I kind of liked your monotheism to knights idea. I guess my post wasn't about whether to switch to gunpowder or not - it was more to figure out your thinking. Either path is perfectly fine - knights first, then go for cavalry... or perhaps knights then the upper path, or whatever.
And switching is fine - the idea is to have a plan. It doesn't really matter if it's the "right" plan - it's hard to say what the "right" plan is at any given time.
And yes - this is a very winnable game. Just like some games that look winnable can turn quickly into losses if you aren't careful. i just played a 20K game for the HOF gauntlet where I was about 10 turns from the win, no chance of a loss (Russia, the biggest AI loved me and life was great), when I said "hmm... maybe I'll plant a spy with Cathy just to see how big her army is..."
she catches the spy and declares war. i lose saltpeter *and* rubber, and nearly lose the game when a marine takes my capitol!
I encourage you to keep playing as long as you find the game interesting. And if you find it boring, but are near an era change, just keep playing for awhile... the AI's tend to go ape in the early industrial age, with mutual protection pacts and world wars.
btw - what is your scout doing? are you using it for something, or is it just sitting there, taking up 2GPT in support costs?
Marsden May 18, 2006, 03:59 PM Here is a close-up of those ingrates in BUF. The red dot is where I’m thinking of parking a Galley, and use it as a bridge to get my Settlers to the south. Will this work?
Yes, it will work. Also you can walk through the eastern square of Buffalo's culture border. It'll do the same thing.
Experiment 626 May 18, 2006, 06:56 PM *****
LOCATION: The War Room secretly located somewhere in Washington, D.C..
THOSE PRESENT: President E626 and his War Generals Marsden, CommandoBob, and AutomatedTeller. A squad of Pikemen guard the room.
President E626 begins the meeting. “Gentlemen! We are about to go to WAR!”
The Pikemen mutter, “It’s about time!”
A sharp look from the Generals silence the Pikemen.
The President says, “OPERATION: CERBERUS was a decent success. We didn’t accomplish everything that we set out to do, but we did manage to capture some cities. That’s in the past. Now it’s time for OPERATION: SALTPETER!”
The President points at a map on the wall, and says, “Here we have the latest Intelligence map.”
http://i51.photobucket.com/albums/f370/Civ3er/BattlePlans.jpg
The President continues. “I have taken the liberty of drawing up some battle plans, and would like your input on whether or not you think if it will work or not.”
“I have not yet determined how we will divide our forces, but I do know that there will be 4 Battalions. Namely, 1st Battalion, 2nd Battalion, 3rd Battalion, and the Defense Battalion. The Defense Battalion will be deployed along the American-Mayan border in preparation for a counter-attack.”
“The 1st Battalion will attack the Mayan city of Calakmul, and try very hard to capture it!”
“At the same time, the 2nd Battalion will attack the hated city of Cuello, and burn it to the ground! It’s their fault that Buffalo joined the Mayan Empire! Them and their lousy Culture! Culture, Shmulture, I say! A Settler and a Pikeman will accompany the 2nd Battalion, and settle a good and righteous American city on the light blue dot. We will call this new city: Indianapolis! The Pikeman will garrison there. The reason for settling on the light blue dot is that not only is there a deposit of Saltpeter nearby, but also a deposit of GOLD!”
“By capturing Calakmul (which we will rename Tijuana) and razing Cuello, we will achieve our objective of relieving the region-wide ‘Cultural Influence’ that is pressuring our cities to the south.”
“After the resistance in Calakmul . . . excuse me, I mean, Tijuana . . . is ended, we will send the 3rd Battalion in and reclaim BUFFALO!”
“If all goes well, we have another target. Look in the lower left hand corner of the map. In the mountains right there is a deposit of Gems! We take out whatever city that happens to be, and we take the gems by force!”
“Are there any questions?”
A Pikeman nervously raised his hand.
The President asked tersely, “What's your question, soldier?!!”
The Pikeman hesitantly asked, “With all due respect, Mr. President, I was just wondering how you managed to acquire such a map? From that vantage point, it must have been drawn by a bird or something.”
The President looked at the map, did a double-take, turned back to the Pikeman, and yelled, “SHADDUP! Never you mind where I got the map! You just follow orders! Understand?!!”
The Pikeman meekly said, “Yes, sir, Mr. President.”
The President looked to his War Generals, and asked, “What do YOU think, gentlemen?”
*****
Well? What do you think?
On to your posts:
Originally posted by Marsden:
I think you might to either wait for cavalry or just go and attack now, either way make a plan.
See above for my plan.
I think it would be worth it to take that source of iron away from Korea, it can't be well guarded.
I opened the save, and looked at the map carefully. Korea hasn't even built the road to connect the Iron to the city which is right next to it. Silly AI!
Then you want to grab a saltpeter. If there's one in Korea, that would be a good target.
During my inspection of the map, I noticed that Korea has no Saltpeter in its' territory.
Originally posted by CommandoBob:
am actually surprised you kept your logs so detailed for so long. You spent a lot of time on them and it shows. And doing the logs by hand and then to put in the editing: Wow!
I actually wrote everything out during this past Set of Turns, but when I started to type it up, I realized that nobody probably cares if Bambi and Thumper built a road or not. Hence the brevity. Instead of it taking me about 2 1/2 hours to type up the Journal Entry, it only took me about 45 minutes.
Maces
Am I right in assuming that Maces mean Medieval Infantry?
Understanding all of this
WOW! :eek: Thanks for taking the time to type up this analysis. I really appreciate it! :goodjob:
Thirteen of thirty-one cities making wealth is not a good sign. Even those outlying cities can be making catapults, since catapults cannot be veteran, the lack of barracks is not a problem. Or have them make workers and settlers.
But it would take forever for some of these cities to produce even one Catapult, Worker, or Settler wouldn't it? :confused:
At this stage of the game, only veteran units should be produced, so I would switch the two rPikes to something else. Don’t know what, but not regular military units
Workers, perhaps?
Originally posted by AutomatedTeller
I think you should pop a city next to that saltpeter. You can use that list of 16 spears to sit in it and keep it from flipping - a large enough garrison will stop any flip.
Those 16 Spears are defending my cities at the moment. I believe that Marsden said that an AI cannot resist taking an undefended city.
Alternatively, you have 7 cats and 18 other offensive units... sounds like a stack of doom to me ;) They can capture cities (and by doing so, raise your ability to support troops, giving you more gold)
See BATTLE PLANS above.
and some of the swords will die, solving your need to upgrade them!! All solved!
You really are a heartless so-and-so, aren't you? :lol:
the AI's tend to go ape in the early industrial age, with mutual protection pacts and world wars.
Now THERE'S something to look forward to. I've been told to never EVER sign an MPP with anybody.
btw - what is your scout doing? are you using it for something, or is it just sitting there, taking up 2GPT in support costs?
Thanks to my ROP with both Arabia and France, my Scout is taking a tour of the other continent. He's managed to pop a couple of goody huts over there as well. One gave me regional maps, and the other gave me 25 Gold. Trust me, he's earning his pay. :D
Originally posted by Marsden:
Yes, it will work. Also you can walk through the eastern square of Buffalo's culture border. It'll do the same thing.
I don't have an ROP with Maya, so I can't use his roads, right? I'd stop in that square every time I moved someone through. Maya would probably get all P.O.ed about it. I've already got Korea at my throat, telling me to get out of their territory. I had a couple of Med Inf standing outside Seoul's Cultural boundary, when it expanded. Wang Kon popped up mad as hell as if I cooked his dog and ate him or something. That doesn't stop him from trespassing into my territory with Settlers and Spearmen. I tell him to leave, he does. The next turn, he walks right back into my territory again. :mad:
Your advice, as always, is greatly appreciated. :worship:
AutomatedTeller May 18, 2006, 10:17 PM they might take a long time to build stuff, but so what?
You could irrigate a lot near them, and build workers from them - workers are always good... Courthouses always help too.
I think you have a plan - attack!! you can check one of those cities - see what they have in it.
The AI likes taking undefended cities, sure - but are the spears sitting in your inner cities? or the border ones?
Marsden May 18, 2006, 11:44 PM Well? What do you think?
I like it! And the dialogue was good, too. Also, I'm a general! I'm a general!
Am I right in assuming that Maces mean Medieval Infantry?
Yes, I like to call them Morning stars, but its all just Medieval Infantry.
But it would take forever for some of these cities to produce even one Catapult, Worker, or Settler wouldn't it? :confused:
40 turns goes by quicker than you realise, plus, by virtue of the fact that building something is really a process of buying it with a certain amount of shields, you can accumulate shields by setting the town to catapult, but realising later a pikeman is needed, and about 30 shields in the box, switch.
Those 16 Spears are defending my cities at the moment. I believe that Marsden said that an AI cannot resist taking an undefended city.
Yes I did, and I stand by it. However, sometimes leaving some cities deep inside your territory empty is not so bad as long as you don't have any RoP. If you forget a city and the AI wants to attack during a RoP, they will walk right up to the city using your roads/railroads and only declare as they are attacking.
You really are a heartless so-and-so, aren't you? :lol:
Only way to be!
"in wildness is the preservation of the world so seek the wolf in thyself "
I don't have an ROP with Maya, so I can't use his roads, right? I'd stop in that square every time I moved someone through. Maya would probably get all P.O.ed about it....
Let me explain. If you move the settler onto the ship, it takes one turn. Next turn move off. Third turn proceed.
If you move into the corner of Buffalo, it takes one turn (you're right, you can't "use" the road), even if the Maya says leave, just say "ok I will" and next turn move out of Buffalo's culture, then third turn proceed. KnowhatImean?
CommandoBob May 19, 2006, 02:06 AM "Uh, Sir" began CommandoBob, "without taking away from the boldness of this plan, my staff has been examining things of this nature for some time, and I think we need to at least listen to their insights."
The President nodded and CommandoBob breathed a sigh of relief. He hadn't gambled much, but you never really knew. He nodded to one of his staff.
"Mr. President, I'm General Idiot and my job is to ask questions. Not just critical and negative questions, but questions designed to get people to really think about what they are doing."
"Yes, General, please continue," said the President, trying not to yawn.
"Well, sir, you mentioned four battalions. What units will make up those battalions? Do we know what kinds and types of defenders we will be facing? Then we can adjust our units accordingly. Can we get our spies to tell us that information? And if our spies cannot get us that information, what then? Do we continue with three separate attacks or combine our units into one large attacking force and take out these cities one at a time?"
"Are you saying my plan is bad?"
"No, sir, I am just asking you to look at a recent war between the Arabs and the Babylonians. The Arabs had a plan similar to this one, but did not have enough units to strike hard and fast. This did not stop them at first, they had some small early victories, but in less than ten turns they were asking for peace. Now they are in a rebuilding phase to get to where they should have been before they attacked in the first place. I don't want us to make that same mistake."
"Hmm," said the President.
Marsden May 19, 2006, 04:13 PM Hey! General Idoit, I resemble that remark! :groucho:
:salute: My proper title is General Nuisance,:salute: I have recently been promoted from Major Disaster.:lol:
BTW, good point. I think it's a basic tenant of Civ3 warfare to concentrate your forces and attack few places with a stronger force than multiple targets with weaker forces. However, having said that, if sufficent forces are in each of the "4 Battalions" then it could work. This is something that needs to be finalized before the declaration of war.
And, are we inviting Korea to our little tea party?:hammer:
Experiment 626 May 19, 2006, 11:32 PM Before we go any farther, I hope all of you realize that this is a piece of fiction. I love to write, but don't get the opportunity very often. The way The President orders your namesakes around isn't the way that I'm asking you for help.
I hope that none of you are offended. :)
*****
LOCATION: The War Room secretly located somewhere in Washington, D.C..
THOSE PRESENT: President E626 and his War Generals Marsden, CommandoBob, and AutomatedTeller. A squad of Pikemen guard the room. General Idiot, after asking his questions, has sat down in a seat behind General CommandoBob. Another General enters the room, whispers something in General Marsden’s ear, and sits down behind him.
*****
The President speaks.
“Hmm . . . General Idiot, was it?”
General Idiot stands, and replies, “Yes, sir, Mr. President.”
“Your questions border on treason. Are you suggesting that our glorious forces would fail?”
General Idiot stammers a bit, and says, “N-No, Sir! I’m not suggesting that at all! I’m merely suggesting that we take our time, gather all of the information that’s needed, and make sure that we have the Military forces necessary to execute your most excellent and daring plan, Mr. President!” He bows obsequiously.
The President rolls his eyes, and says, “What’s that old saying . . . Fools rush in, where Angels fear to tread? Very well! I won’t execute you for treason . . . for now. General CommandoBob!”
General CommandoBob stands, and says, “Yes, sir, Mr. President!”
The President says, “I’m putting you in charge of a tactical analysis. I want to know everything that there is to know about my Empire, and I want it before sunset! You read me?!!”
General CommandoBob replies, “With respect, Mr. President, I did all of that already!”
The President says, “You did? Well then, why am I not reading it right now?!”
General CommandoBob says, “Sir! I had it delivered to your Palace two weeks ago! It was in a plain envelope with the words ‘URGENT! FOR THE PRESIDENT’S EYES ONLY!’ on it.”
The President says, “Envelope? What envelope?!!”
Suddenly, the door to the room opens, and in walks a scantily-clad, statuesque redhead holding an envelope.
She playfully says, “Pooky? I almost forgot! This envelope marked ‘URGENT! FOR THE PRESIDENT’S EYES ONLY!’ arrived for you a couple of weeks ago! Was I a bad girl, Pooky?”
The Generals all look at each other, and mouth the word: “Pooky?”
The President says, “Ah, Miss Stein! Come here!”
Rushing to him, Miss Stein says, “Oooo! I get all tingly when you command me like that!”
Miss Stein lounges seductively on the President’s lap, and says, “What should I do with this, Pooky?”
The President, who seems lost in thought, while staring at her ample cleavage this whole time, grins, and says, “What should you do with what?”
Miss Stein giggles, and says, “This envelope, silly!”
She holds the envelope up, and everyone in the room notices that the envelope has been opened.
General CommandoBob leaps to his feet, and says, “Mr. President! I must protest this breach of security! The contents of that envelope were for your eyes only!”
Miss Stein pouts, and says indignantly, “Pooky told me just last week that I was his eyes and ears around here. The envelope said for the President’s eyes only. I’m his eyes, so I opened it!” Looking at the President, she playfully says, “Did I do something wrong, Pooky?” She starts rubbing his chest, while shooting General CommandoBob a dirty look.
The President snaps out of his reverie, clears his throat, and says, “Now see here, Miss Stein, things of this nature are vital to our continued survival! You’ve been very naughty!” (But the tone of his voice conveyed that he felt just the opposite).
The President says, “Where were we? Oh, yes . . . Answering the Idiot’s . . . I mean, General Idiot’s questions. Let’s see here, you asked about our enemy. What type of unit and how many we might encounter? Is that right?”
Standing, General Idiot replies, “Yes, sir, Mr. President!”
The President snapped, “How the hell should I know?!!”
General Idiot says, “Sir, with respect, we have an Embassy. Could we not use our spies to find out this information?”
The President says, “A thought just occurred to me! If we use our Embassy, our spies could find out this information! What do you think of that, General?”
General Idiot sighed, “An inspired idea, Mr. President . . . I wish I had thought of that!”, and sat down.
The President says, “Such an undertaking would cost Gold. I need to consult the Treasurer. Major Embezzler! Get in here!”
Miss Stein says, “Pooky? Don’t you remember? You executed him years ago for gross mismanagement of funds!”
The President says, “Oh, yeah, I remember that. I put the noose around his fat, bloated neck, and pulled the lever myself, didn’t I?”
Miss Stein says, “Yes, Pooky!”
The President says, “It was the damnedest thing that I ever saw. He’s crying and whining about being innocent, and, when the rope broke his neck, his pockets split open, and all of this gold fell to the ground.”
Miss Stein says, “You got it, Pooky!”, and blew in his ear.
The President says, “Who did I appoint as the new Treasurer? Oh, yeah . . . Major Graft, get in here!”
Presently, a tall man with shifty eyes walks into the room.
He says, “Command me, my President!”, bowing.
The President asks, “How much Gold do I have right now?”
Major Graft replies, “208 Gold, Mr. President.”
The President says, “I want you to find out how much Gold it will cost me for our Embassy’s spies to gain information about the Mayan cities of Cuello and Calakmul, and I want that information as soon as possible! Get me?”
Bowing, Major Graft replies, “Yes sir! I’ll get right on it.” He turns a suspicious eye to the Generals, and leaves the room.
The President says, “Good man! Salt of the Earth!”
Miss Stein says, “Yes, Pooky!”
The President says, “General Marsden!”
General Marsden stands, and says, “Yes, Mr. President?”
The President says, “You mentioned to me a while back something about a Forbidden Palace.”
General Marsden says, “Yes, Mr. President!”
The President says, “What’s wrong with my Palace?!”
General Marsden says, “With respect, sir, there is nothing wrong with your Palace. You misunderstood me.”
The President raised an eyebrow, and said, “Excuse me?”
General Marsden quickly says, “I mean, I didn’t explain it properly to you!”
The President says, “That’s better! Go on . . . “
General Marsden clears his throat, and says, “Sir, corruption is rampant in the far-flung cities of your Empire. There is hardly any corruption near the Capital. A Forbidden Palace would help keep an eye on the other cities, and corruption will be lessened. You will get more Gold, our cities will work more efficiently, and our Scientists will learn new technologies faster. These new discoveries could seriously upgrade our Military firepower. We could expand your Empire from horizon to horizon. We might even be able to conquer this entire continent. This entire planet, even!”
The President says, “I like the sound of that! O.K., General, I want you to find me the ideal city in which to construct this ‘Forbidden Palace’.
General Marsden says, “Yes, sir, Mr. President.”
As General Marsden starts to sit down, the President says, “One more thing, General . . .”
General Marsden stands back up, and says, “Yes, Mr. President?”
The President says, “Did I hear you right when you asked me if I’m going to ask that complete and total pain-in-the-$%$ Wang Kon to join us in our war with Maya?”
General Marsden looks to his aide, and nods.
General Nuisance stands up, and says proudly, “Forgive my interrupting, Mr. President, but that was my idea! If we can get Korea to join us, Maya will be hopelessly out-numbered, and have to fight a war on two fronts, making it easier for us to achieve our objective. Granted, relations between us and Korea have been the teensyest bit strained as of late.”
The President began looking through the contents of the envelope, snorts, and says, “Ain’t that the truth! One minute, he’s $^%*&ing and moaning about our Units trespassing in his territory, and the next thing you know, he sends a couple of Settlers and a couple of Spearmen into our territory. I tell him to leave, and he agrees. The very next turn, there they are again, trying to horn in on our territory. You tell me! Why should I ask that @&#^$%& for anything? I’d sooner ram my foot so far up his butt that I'd have to open his mouth to tie my shoes!”
General Nuisance says, “That’s my point, sir! Think for a moment: You extend an olive branch . . .”
The President says, “And cram it up his . . .”
General Nuisance continues, “He agrees to join you in our struggle. Now, during the war, there will be losses on all three sides, there always are. It’ll weaken Korea’s military perhaps just enough for us to rid the world of Korea once and for all!”
Looking up from the report, The President says, “I like the sound of that, but what will it cost me to get that @&#^$%& to agree to join us?”
General Nuisance looked at General Marsden, and shrugged.
General Marsden says, “No doubt that it might be costly, Mr. President, but what amount of Gold would you be willing to pay to be rid of Korea forever?”
The President says, “I will take it under serious advisement, Generals, I’ll let you know!”
Generals Marsden and Nuisance say, “Thank you, Mr. President!”, and sit back down.
Looking through the pages, The President says, “Reading this thing is giving me a headache! What does all this mean, General CommandoBob? Do I have enough men or don’t I?”
Miss Stein stands up, and walks behind The President. She cradles his head, and leans it back into her bosom. She begins to lightly rub his temples, all the while giving the Generals a dirty look.
General CommandoBob stands, and says, “Now that I have seen your Battle Plans, Mr. President, I will be able to figure out how many men you will need, but it’ll take a little bit of time.”
The President says, “While you’re at it, I want to know how you would split our forces into 4 Battalions.”
General CommandoBob says, “Yes, sir.”, and sits back down.
Miss Stein leans down, and whispers something in The President’s ear.
The President says, “Excuse me, gentlemen, but Affairs of State must take precedence over Affairs of State. You have your orders, gentlemen. Dismissed!”
After the room clears, The President opens a curtain, revealing a bed. He playfully throws Miss Stein onto the bed, and climbs in, whistling, ‘Hail to The Chief!’.
*****
So them's the questions, gentlemen.
Where would be a good location for the Forbidden Palace?
How many Units (and of which type) should I have before splitting them into the 4 Battalions?
Should I go ahead and play just the next turn, and find out the Embassy's info, or wait until I play the entire next Set of Turns?
How many units (and of which type) should I have in each of the 4 battalions?
I will play the next Set of Turns on Tuesday like always.
Your help is greatly appreciated. :worship:
AutomatedTeller May 21, 2006, 03:48 PM Apparently, General AutomatedTeller has narcolepsy or something ;)
In Vanilla and PTW, you would set up the forbidden palace a ways from the palace, because it acts, essentially, as a second palace.
In Conquests, it only acts as a second palace for distance corruption, not rank corruption. The usual place is a town relatively near the capitol where you can build it pretty quickly.
Experiment 626 May 22, 2006, 07:58 PM @AutomatedTeller;
I have an idea for the next chapter of the story. I realized something when I looked at my Battle Plans, but, since the President is so pig-headed, he wouldn't notice it. I'll have General AT mention it, unless you have a funny name for your aide, and he mentions it.
I'll play the next Set of Turns tomorrow. As always, I'll check in here first for any last minute advice.
Marsden May 22, 2006, 08:10 PM I want to finish up my assignment to find a place for the Forbidden Palace. I tried to upload your save and didn't get it, I'll try again tomorrow and let you know. What time are you playing?
BTW, I read the story, It was Great! :lol: :lol: :lol: I laughed many times. :lol: :lol: :lol: Thanks! More would be appreciated. Why do I imagine the president as Mel Brooks?
Note: My smileys are not working again. I was going to put the whole little bunch in there like :lol: and :dance:
Edit: when I point to the smileys they don't propogate, but if I type the leters between colons they pop out.
CommandoBob May 22, 2006, 08:13 PM Before we go any farther, I hope all of you realize that this is a piece of fiction. I love to write, but don't get the opportunity very often. The way The President orders your namesakes around isn't the way that I'm asking you for help.
I hope that none of you are offended. :)
I was a journalism major backs in the Dark Ages and still get a creative twinge now and then. This is a hoot!
Edit:
Why do I imagine the president as Mel Brooks?
"He rode a Blazing Saddle.."
Experiment 626 May 22, 2006, 10:35 PM Originally posted by Marsden:
What time are you playing?
Time is subjective. :lol: I'll probably play at about 2PM, but then, how would you know what time that is your time? My time zone is GMT -4. I'm in NE Indiana.
Why do I imagine the president as Mel Brooks?
DING! DING! DING! WE HAVE A WINNER! Though, I am a bit surprised that no one picked up on the Monty Python reference in the latest installment.
when I point to the smileys they don't propogate
Maybe they're not in the mood! :lol:
Originally posted by Marsden:
BTW, I read the story, It was Great!
Originally posted by CommandoBob:
This is a hoot!
Thanks! I had a ball creating this story, and there will be at least one more installment! :D Stay tuned, sports fans!
CommandoBob May 23, 2006, 12:38 AM "General, where have you been?"
CommandoBob eyed the officer that had asked the question for several seconds, trying to decide how to answer. As one of the three generals that President E626 somewhat trusted, he could say just about anything.
<I could quote Gandalf,> he thought < 'Wherever I have been I am back'. Or play The Question Game from 'Who's Line Is It Anyway?'. Or really mess with his mind and just tell him the truth.>
"Colonel Cosecant, I was on Temporary Detached Duty with Team Smurkz in SGOTM 9, where I was a Viking at war with the touchy-feely Gandhi of India, trying to get him into space. I controlled the destiny of Smurkz for more than 50 turns and was able to build the Manhattan Project before India did. I attended church with my family and went to a quilt show with my wife, where one of her quilts won an award."
"Sounds exciting, sir," said Cosecant as he thought to himself <Why can't the old fart ever give a straight answer? Smurkz indeed! Drunken binge is more likely, with headaches and throwups the next day. Quilt show, right!>
"I have examined the issue of troops needed for the battalions the President has asked for," continued Cosecant.
"And..."
"We are missing a crucial piece of information."
"Yes, Colonel."
"Sure, when do we plan to execute Operation Saltpeter?"
"I dunno, it was never stated in our briefing."
"Sir?!"
"Relax, Colonel, these things happen. The President gets an idea and it's the greatest thing since sliced bread. A few days later something else gets his attention and now suddenly it's the greatest thing since sliced bread. And in the meantime we stay busy creating reports that no one will ever see, to consider things that will never happen, just to keep us from being called slackers," said CommandoBob.
"Enough of that though. Why do you ask?"
"Sir, if we plan to attack straight away, this year or even next year, we can get current information on the three cities of Operation Saltpeter, Calakmul, Cyello and Buffalo and be reasonably sure that information will be good for some time to come. If we plan to wait a while, then we need to investigate later, at a time when our attack is almost ready to go."
"That's true. If we were to attack this year, how much would it cost us to know everything about those three cities?"
"Sir, for Calakmul, 34 gold, Cuello 55 gold and Buffalo 28 gold for a total of 117 gold. We have 208 gold, so this would leave us 91 gold after we get this information."
"Ouch! I can't spend that kind of money without permission. I'll have to get with the President on that."
"Yes, sir. You may want to mention to the President that we may need information on only two cities. If their current defenses are similar, we can assume that the third citie's defences are very much like the other two. So we may not need to spend 117 gold."
"That's good to know. What else?"
"While we need to get our units into position, we have some illegal aliens in our fair land. Two Korean settlers and defenders have been trying to move across our land to build cites in some unclaimed areas that are not yet American. We have several troops watching these people, which could be part of Operation Saltpeter. If we want to discourage the Koreans from settling, we should use these units to direct them where they can move. But we need to move all our Maces and Catapults to the front lines, along with some Pikes for defense. We may want to rename to indicate what Battalion they belong to. But the sooner we get those units to the front, the stronger our forces will be. At the very least, they need to be headed to the front lines, even if they don't make in the next 10 turns. And we need to be producing as many veteran units as possible."
"Okay, I'll pass that along to the President."
"Thank you, sir."
"By the way, Colonel, what did you do while I was gone?"
<If I tell him I spent that time calculating the ratio between the hypotenuse and the side opposite a give acute angle in a right triangle, he'll think I'm bonkers.>
"Drunken binge, sir!"
AutomatedTeller May 23, 2006, 10:20 AM hmm... I am thinking my aide should be Eyegor. Not Egor, but Eyegor....
btw - this is pretty funny stuff. General AT can have narcolepsy, if you wish... certainly AT is a little out of it these days...
Marsden May 23, 2006, 10:30 AM Hi, I hope you get this before you start, but if not I'm sure you'll use it as you want. I think you should put the forbidden palace in Boston, it doesn't have a barracks so you shouldn't miss unit production while building.
Also, I prepared a small demonstration regarding corruption managment.
Here is Macon with your settings. It produces 0 shields, 2 gold, and 1 entertainment (yay!)
http://i77.photobucket.com/albums/j61/dac18643/experiment626/1yourtown.jpg
Here is my slight change. It produces 1 shield and 3 gold. Sorry, no entertainment(boo). If I was running this, all of those mines would be irrigated, too.
http://i77.photobucket.com/albums/j61/dac18643/experiment626/2mytown.jpg
And this is a(modern age) science farm, just so you know what one looks like.
http://i77.photobucket.com/albums/j61/dac18643/experiment626/3sciencefarm.jpg
See how the corruption affects what the tiles produce but not what the specialists produce. The more citizens you can convert to specialists in totally corrupted cities the more you will get out of them.
Also, you should cut down all of those forests around the Chicago area and make a temple or library or "something" Don't mine those hills, you'll never see any help from it, better to clear cut and irrigate everything, even the desert.
Experiment 626 May 23, 2006, 01:39 PM Message received, Marsden. :D
I had a couple of errands to run, and they took a bit longer than I thought.
I'll write down your suggestions, and then play the next Set of Turns.
Btw, Marsden, what mod are you using to get the landscape to look like that with all of the buildings and such? It's very cool! :cool: Is it difficult to see your units with all that as a backdrop?
Originally posted by Marsden:
Here is Macon with your settings. It produces 0 shields, 2 gold, and 1 entertainment (yay!)
Did you type shields when you meant Science?
In Macon right now, it produces 1 shield, not zero. I is confused. :confused:
Off I go . . .
Marsden May 23, 2006, 03:46 PM Did you type shields when you meant Science?
In Macon right now, it produces 1 shield, not zero. I is confused. :confused:
Off I go . . .
Yes, I meant shields! When "making" wealth, NO shields are collected in the box. The one shield is "turned" into one gold, must be alchemistry at work!
Turning the clown into an accountant still prevents disorder but produces 2 gold, which allows you to change from wealth to something. Don't forget, and important change from Civ2 to Civ3 is you can have sheilds toward something and change it at the last instant to something else completely without penalty. When "making" wealth the shields disappear every turn. None accrue. That is what I mean by not producing shields. And I think the harbor is a good idea, too.
For another example, look at the shields box on my science farm of Pikesville. It said it was going to take 120 turns to build that MBT(Modern Armor). I didn't really care that it was going to take that long, but I know that if I need something I've got some shields toward something. Also, note how many improvments I have in that size 12 city, and everyone is happy!
But to further the example, you keep building the harbor, 30 turns later an unknown enemy appears to be ready to attack, you can merely switch to a pikeman and all those timbers your people have been collecting to build a harbor are turned into pikemen. Don't ask why, its a game.
Btw, Marsden, what mod are you using to get the landscape to look like that with all of the buildings and such? It's very cool! Is it difficult to see your units with all that as a backdrop?
It's a mod to the roads and railroads. You can find them if you search the Graphic Mods forum. You download it and copy it into your art directory for civ and bingo. Good luck.
Experiment 626 May 23, 2006, 06:36 PM *****
To keep everybody up to date on City’s abbreviations, here they are going into Turn 181:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, TRE=Trenton, PRO=Providence, MIA=Miami, LYN=Lynchburg, EDM=Edmonton, CAL=Calgary, TOR=Toronto, MEM=Memphis, VAN=Vancouver, MAC=Macon, HAR=Hartford, ALB=Albany, NWO=New Orleans, CHI=Chicago, DET=Detroit, AUS=Austin, HOU=Houston, and PIT=Pittsburgh.
As always, when a new city is added, I will give you the abbreviation.
*****
Before the start of the Set of Turns, I change BOS’s production to Forbidden Palace, even though BOS does have a Barracks.
IBT: Nothing.
Turn 181 (660 A.D.)
Monotheism in 2 turns.
IBT:
I GET A PALACE EXPANSION! :D
Turn 182 (670 A.D.)
I lower the SCI slider to 0% to maximize Gold.
Monotheism next turn!
IBT:
We have learned Monotheism!
I raise the SCI slider to 40% to learn Chemistry in 10 turns.
Turn 183 (680 A.D.)
I reassign WSH’s citizens in order to stop wasting food.
I contact France, and get Chivalry and 21 Gold for Engineering.
Chemistry in 10 turns.
IBT:
Nothing.
Turn 184 (690 A.D.)
Chemistry in 9 turns.
IBT:
Nothing.
Turn 185 (700 A.D.)
A Settler founds CLEVELAND (CLE) -> Marketplace.
A Settler founds MINNEAPOLIS (MIN) -> Marketplace.
Chemistry in 7 turns.
IBT:
Nothing.
Turn 186 (710 A.D.)
Chemistry in 6 turns.
IBT
Nothing.
Turn 187 (720 A.D.)
Chemistry in 5 turns.
IBT
I GET ANOTHER PALACE EXPANSION! :D
Turn 188 (730 A.D.)
Chemistry in 4 turns.
IBT
Nothing.
Turn 189 (740 A.D.)
YEE-HAW!
http://i51.photobucket.com/albums/f370/Civ3er/LeoWorkshop.jpg
WSH will build KNIGHTS TEMPLAR next!
Chemistry in 3 turns.
IBT
Nothing.
Turn 190 (750 A.D.)
Chemistry in 2 turns.
End of Set of Turns: 385 Gold (+7GPT).
Here are two pics of my Territory:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic020A1C.jpg
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic020A2C.jpg
And here is the savegame:
127682
As always, your comments, suggestions and advice are greatly appreciated. :worship:
*****
On to your posts:
Originally posted by Automated Teller:
hmm... I am thinking my aide should be Eyegor. Not Egor, but Eyegor....
Eyegor it is! :D
btw - this is pretty funny stuff. General AT can have narcolepsy, if you wish... certainly AT is a little out of it these days...
Aren't we all? :lol:
@Marsden:
Thanks for the example. I trust that I'm supposed to do this with all of my very corrupt cities?
@CommandoBob:
I will incorporate the questions that you raised in your chapter of the mini-story in my next installment. I have to find my muse first, though. :D
Marsden May 24, 2006, 04:06 PM BTW, I forgot one important thing, please make sure your troops are in position before you declare war. I checked on your army and I don't think you could get more than a 2 prong attack, much less chance of 4.
Experiment 626 May 26, 2006, 09:06 PM Originally posted by Marsden:
Yes, I meant shields! When "making" wealth, NO shields are collected in the box. The one shield is "turned" into one gold, must be alchemistry at work!
Must have been a State Alchemist! :lol: Message received! :goodjob:
Also, note how many improvments I have in that size 12 city, and everyone is happy!
Yeah, I also noticed how luxuries are flowing into the city.
It's a mod to the roads and railroads. You can find them if you search the Graphic Mods forum. You download it and copy it into your art directory for civ and bingo. Good luck.
I've looked for it, but can't seem to find it. Would you happen to remember the exact name of the mod?
I just downloaded and installed my first mod. It's the 15x15 Smiley mod for the City Display. Now, I'll know which citizens are happy, content, unhappy, or rioting! I swear there were times where I couldn't tell if a citizen was content or unhappy.
Oh, I'll make sure that my forces are in position before attacking!
On to other news, I am currently composing the latest chapter of the saga. Stay tuned, sports fans! :D
Edit: I'll be playing the next Set of Turns on Tuesday like always. I'll check in here first for any last-minute advice.
Edit #2: Tuesday, May 30, 2006 (2:33PM, GMT -4). As there seems to be no more advice, I'm off (ain't that the truth?) to play the next Set of Turns.
Experiment 626 May 30, 2006, 06:46 PM Sorry for the double post!
*****
To keep everybody up to date on City’s abbreviations, here they are going into Turn 191:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, TRE=Trenton, PRO=Providence, MIA=Miami, LYN=Lynchburg, EDM=Edmonton, CAL=Calgary, TOR=Toronto, MEM=Memphis, VAN=Vancouver, MAC=Macon, HAR=Hartford, ALB=Albany, NWO=New Orleans, CHI=Chicago, DET=Detroit, AUS=Austin, HOU=Houston, PIT=Pittsburgh, CLE=Cleveland, and MIN=Minneapolis.
As always, when a new city is added, I will give you the abbreviation.
*****
During the following Set of Turns, Military units are moving into position for OPERATION: SALTPETER!
IBT:
Nothing.
Turn 191 (760 A.D.)
Military Actions
All 7 Catapults are upgraded to Trebuchets!
EL ZORRO and MOE are upgraded to Medieval Infantry.
WAR and DEATH are upgraded to Knights.
A new Knight is named SIR LANCELOT.
Empire Management
The SCI slider is lowered to 20% to maximize Gold.
We will learn Chemistry in 1 turn.
IBT:
We have learned Chemistry! Metallurgy is next.
The SCI slider is returned to 40%.
Turn 192 (770 A.D.)
DEATH is renamed LORD SOTH.
FAMINE II is upgraded to Knight.
We will learn Metallurgy in 9 turns.
IBT:
Nothing.
Turn 193 (780 A.D.)
FAMINE II is renamed SIR GALAHAD.
We will learn Metallurgy in 8 turns.
IBT:
Nothing.
Turn 194 (790 A.D.)
A Spearman is upgraded to Pikeman.
We will learn Metallurgy in 7 turns.
IBT:
‘We Love the President’ day begins in VAN!
Turn 195 (800 A.D.)
We will learn Metallurgy in 6 turns.
IBT:
I adjust WSH’s workforce so that the city is no longer wasting food.
I lower the SCI slider to 20% in order to make money. This has the unfortunate side-effect of causing the learning of Metallurgy to be delayed by 1 turn.
Turn 196 (810 A.D.)
We will learn Metallurgy in 6 turns.
IBT:
Look at this!
http://i51.photobucket.com/albums/f370/Civ3er/ArabianWar.jpg
Right after that, our Scout on their continent was captured!
Turn 197 (820 A.D.)
We will learn Metallurgy in 4 turns.
IBT:
Nothing.
Turn 198 (830 A.D.)
We will learn Metallurgy in 3 turns.
IBT:
Paris (France) has completed Sun Tzu’s Art of War.
Turn 199 (840 A.D.)
We will learn Metallurgy in 2 turns.
IBT:
Nothing.
Turn 200 (850 A.D.)
We will learn Metallurgy next turn! Unfortunately, adjusting the SCI slider to maximize Gold cannot be done without delaying it by a turn. RATS!
*****
End of Set of Turns: 135 Gold (+19 per turn)
Here are the two pics of my Territory:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic021Master1C.jpg
And:
http://i51.photobucket.com/albums/f370/Civ3er/TDGPic021Master2C.jpg
Here’s the 1st Battalion (More units are on the way) just outside of AUS.
http://i51.photobucket.com/albums/f370/Civ3er/1stBattalion.jpg
The 2nd Battalion is moving into position. SIR ROBIN and a PIKEMAN are already in position. No sense in wasting bandwidth on a pic.
The Defense Battalion is moving to guard the Mayan-American border. I’m leaving a few units to keep an eye on Korea.
Earlier, Marsden used MAC as an example, so I thought that I should post a pic of MAC now.
http://i51.photobucket.com/albums/f370/Civ3er/Macon.jpg
Here’s VAN. The first city to celebrate a WLTP day!
http://i51.photobucket.com/albums/f370/Civ3er/Vancouver.jpg
Here’s the savegame:
128395
As always, your comments, suggestions, and advice are greatly appreciated. :worship:
Marsden May 30, 2006, 10:56 PM Now that's a science farm! (regarding Vancouver) Good work! And I see you're researching much faster now too. Good Job all around! I think the full extent of the Arab war was the capture of your scout. Just be aware of the possiblity of them sending a ship with a unit or two over to see if they can get a cheap victory. Watch your coastal cities. On unit can guard 2 or more cities if it is with in three squares and there are roads. (and I know you have roads) They shouldn't be much trouble. If your worried, then just ask the french for a military alliance, but I don't think that's a good idea right now.
Hey, does the back of your suit jacket have "PRES." in big white letters printed across it?
Experiment 626 Jun 01, 2006, 04:15 PM *****
LOCATION: Outside The War Room secretly located somewhere in Washington, D.C..
*****
Major Eyegor anxiously stood leaning on his cane next to the door waiting for the Joint Chiefs of Staff to arrive. This was the day that he finally got to see the inside of the War Room. He was a decorated War Veteran of the American-Korean War, where he was maimed in the line of duty. His injuries left him with a severe limp, and an eye that seemed to wander at will. When people looked at him, they were never quite sure which eye was the good one.
<It’ll be all worth it, once I step into that Room.>, he thought. His War Record earned him the honor of becoming General AutomatedTeller’s aide. When the General informed him that he wanted Major Eyegor to accompany him to the next briefing, he was thrilled. He’d always wanted to see the inside of the War Room, but, before today, had not been invited.
He just wondered what was taking the old farts so long.
<Probably off on another drunken binge somewhere>, he mused, <or maybe they’re all at President E626's Memorial Brothel getting their pipes flushed.>
He quietly laughed at his own joke. He had heard rumors about what went on inside that particular Brothel. Anything was fair game, the rumors say, the kinkier, the better. Of course, only The President and his Joint Chiefs of Staff were allowed in the place.
<Rank does have its privileges, after all.>, he thought, sighing. Looking west down the hallway, he thought, <I’d just wish they’d hurry up. I may never see the inside of that Brothel, but today’s the day that I see what’s behind this door.> He touched the door reverently.
Again looking west, he wondered aloud, ‘What’s keeping those old geezers?!!’
The Joint Chiefs of Staff had been standing behind him for the past 30 seconds, waiting for him to salute.
General AutomatedTeller growled, ‘The old geezers are right behind you, Major! Is that the way that you address superior officers?!”
Major Eyegor about-faced on his good leg so fast that his hat remained facing the other way! Saluting, he stammered, ‘N-No, sir! I’m sorry, sir. I’m just a bit eager to go inside!’
General AutomatedTeller looked disapprovingly at the Major’s hat, and barked, ‘FIX YOUR HAT!’
‘Yes, sir, General AutomatedTeller, Sir!’ He fixed his hat while holding the salute.
The Generals returned the salute.
General AutomatedTeller went to knock on the door, and Major Eyegor excitedly asked, ‘Are we going in now?!!”
General AutomatedTeller shot him a stern look, and knocked on the door. Getting no response, General AutomatedTeller looked to the other Generals, and shrugged. Trying the doorknob, they were stunned to find that the door was unlocked! Cautiously, they entered the room. The President was nowhere to be seen.
Major Eyegor looked reverently around the room like he was in a church.
They became aware of a commotion going on behind the curtain. They heard Miss Stein giggling, and The President saying, ‘Not my ear! Not my ear! WHOA! Not in the ear! Not in the ear!’.
General AutomatedTeller knocked on the wall beside the curtain, and said, ‘Sir? Mr. President?’
Sticking his face through the curtain, The President asked, ‘Yes?’
‘Official business, Sir.’
‘Is it important?’
‘It’s very crucial, Sir!’
Sighing, The President said, ‘Be with you in a minute.’ Disappearing through the curtain, he said to Miss Stein, ‘Throw something on, and stay in that position!’
He stepped through the curtain zipping up his pants, saying, ‘Oh, sorry, gentlemen! I was just . . . uh . . . walking the parapet, taking a look around. What can I do for you?’
General AutomatedTeller said, ‘It’s time for the briefing, Mr. President! Don’t you remember?’
‘Of course, I remember!’, snapped The President, sitting down at his desk. Unnoticed by everyone, Major Eyegor studied the Battle Plans map still hanging on the wall.
Eyegor said, ‘What ninny came up with this plan, and what was he smoking?!!’
The room went deathly quiet as no one dared dream to question The President’s plan.
The President glared at Eyegor with venomous eyes, and said through clenched teeth, ‘What is this man’s name, so I know what name to write on the Execution Orders?!!’
General AutomatedTeller said, ‘He’s my aide, Mr. President. His name is Major Eyegor! He’s a decorated War Veteran who’s not quite right in the head nowadays. Major Eyegor, front and center!’
Major Eyegor turned, and saw The President. He turned ashen, and slowly limped up to the desk.
The President grumbled, ‘If he doesn’t hurry up, I’ll need a shave!’
Major Eyegor arrived at the desk, and drew himself up to his full height. He saluted The President.
The President got up and walked around the desk to get nose-to-nose with Major Eyegor.
‘To answer your question, little man, I came up with those plans,’, said The President, and I should have your head on a pike for what you just said!’
Major Eyegor said, ‘Mr. President, I beg your forgiveness! When you’re in battle, you tend to say whatever comes to mind. I am deeply sorry for offending you.’
Major Eyegor looked over his shoulder at the map, shook his head, and said, ‘It’s just . . .’
The President growled, ‘Just what?!!’
Major Eyegor said, ‘It would be easier if I showed you on the map, Mr. President. Walk this way, please.’
He started to limp towards the wall, using his cane as a support. He turned to The President, who hadn’t budged, and handed his cane to The President. ‘Walk this way, Mr President.’
The President started limping toward the wall just like Major Eyegor, when he stopped, and shouted, ‘WHAT THE HELL AM I DOING?!!’ He threw the cane at Major Eyegor, which hit him in the arm. The Major retrieved his cane, and continued toward the wall.
The President walked to the map, and waited. He noticed that the Generals were following the Major, but not too closely. The Generals, on the other hand, noticed the word ‘PRES’ across The President’s shoulder blades in big white letters.
Finally, the Major arrived at the wall.
The President snapped, ‘O.K., wise ass! What’s wrong with my plan?!’
The Major said, ‘Perhaps I’m not reading the map correctly, Mr. President. I want to make sure that I understand this map before I continue.’
The President glared at Eyegor as if trying to decide which method of execution to use.
The major continued. ‘If I’m reading this map correctly, you plan to split our forces into 4 battalions. The 1st Battalion will attack from Austin, and try to capture Calakmul (which you will then rename Tijuana) while, at the same time, the 2nd Battalion attacks and razes Cuello. A Settler then founds a city called Indianapolis. The 3rd Battalion would then recapture Buffalo, while the 4th Battalion will defend the border. Am I reading the map correctly, Mr. President?’
The President did a slow burn. He didn’t like having his plans questioned. Losing his temper, he snapped, ‘YES! NOW GET TO THE POINT, LITTLE MAN!’
Major Eyegor said, ‘Mr. President, with all due respect, we don’t have the manpower to split into 4 Battalions! However, we don’t need to. We only need to split our forces into 3 Battalions, not 4.’
The President was about to snap the Major’s neck for his insubordination when he stopped, and asked, ‘What’s that? 3 Battalions?’
Eyegor replied, ‘Yes, Sir! 2 Offensive Battalions and the Defense Battalion. The 1st Battalion captures Calakmul as you planned while the 2nd Battalion burns Cuello to the ground. After Cuello is destroyed, the Settler founds Indianapolis, again, as you planned. Since Cuello will be gone, there will be no need for a garrison to quell any resistors, so the 2nd Battalion (after leaving a couple of units to defend Indianapolis, of course) will then recapture Buffalo, while the Defense Battalion guards our borders!’
The President looked at the map, and said quietly, ‘I see! Do we have the manpower to pull this off, Major?’
The Major replied, ‘I can’t answer that question, Mr. President, until I see a tactical analysis of how many troops we have, and where they are currently stationed.’
The President looked at Major Eyegor peculiarly, and asked suspiciously, ‘Then how do you know that we don’t have the manpower for 4 Battalions?’
‘With respect, Mr. President, during OPERATION: CERBERUS, I was the field commander, reporting to General AutomatedTeller. I knew how many men we had in each of the 3 Battalions then, so splitting our current forces into 4 Battalions would be risky and downright dangerous!’
The President walked to his cluttered desk, and began searching for something. He muttered under his breath, ‘Now where did that analysis go?’
General CommandoBob walked to another table, and picked up an envelope. ‘Is this what you’re looking for, Mr. President?’
The President replied, ‘Yes! That’s it! Hand it to the Major, General.’
General CommandoBob said, ‘With respect, Mr. President, I must protest! While I have the utmost respect for The Major and his War Record, he doesn’t have the necessary clearance to see such an important document.’
The President looked dangerously at General CommandoBob, and said, ‘Hand it to the Major, General, before I make some clearance between your eyes!’
The General exhaled. He knew better than to tempt The President’s ire, but it was his job to protect the Empire.
Slowly, he handed the envelope to Major Eyegor.
The Major noticed that the outside of the envelope read ‘URGENT! FOR THE PRESIDENT’S EYES ONLY!’ He asked, ‘With your permission, Mr. President?’
The President replied, ‘Granted’. He was warming to the Major. He just wished that he knew which eye was looking at him.
The Major spent the next couple of minutes pouring over the contents of the envelope.
General Marsden said, ‘Some of that information is now a bit out of date. Since that report was compiled, we have trained more troops, moved them into position, and worked on the Empire’s infrastructure. In fact, the entire city of Vancouver is now celebrating what they call a ‘We Love the President’ day!’
The President asked, ‘A ‘We Love the President’ day?’
General Marsden replied, ‘Yes, Sir!’
‘Wonderful! I want as many cities as possible celebrating a ‘We Love the President’ day as soon as possible!’
General Marsden sighed. He thought, <One city celebrates out of 30, and suddenly, every city has to celebrate.> He said, ‘Yes, Mr. President.’
The Major said, ‘Forgive me, gentlemen, but all this tells me is how many of each unit that we have. This information is pretty useless if I don’t know exactly where are the troops are right now.’
The President said, ‘Agreed! General CommandoBob, where are
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