View Full Version : Rat14 - 3 v 3 AWE


ThERat
Mar 31, 2006, 06:04 AM
this time I'd like to discuss our moves first before taking 30 turns
settings:
standard hub, 3 v 3 AW, emperor

after moving the scout, this is our starting location, we are Huayna
http://www.civfanatics.net/uploads11/rat144000a.jpg

I would actually settle on the spot rather than moving around
build warrior working the sheep until we grow to 2, then go for worker

ally #1:Cyrus
http://www.civfanatics.net/uploads11/rat144000b.jpg

ally #2: Louis
http://www.civfanatics.net/uploads11/rat144000c.jpg

we are at the right upper corner with Cyrus in the right lower corner, Loius in the lower left corner, he might be the first victim of attacks

the tech situation: suggest to go for mining then BW
http://www.civfanatics.net/uploads11/rat144000d.jpg


Roster
ThERat - playing after input
Talamane
Greebley
Landmonitor
-open-

Greebley
Mar 31, 2006, 12:05 PM
Your opening moves and tech choices sound good to me. After BW I would go for Pottery and perhaps chop a second worker (or Settler if we see a really good spot).

acidsatyr
Mar 31, 2006, 12:50 PM
I’d like to join since you choose Incas :)
This would be my first SC game, but I have plenty of exp on emperor and immortal.
care to explain details of 3 vs 3 AW however please? I see we share techs with one another?
thx

ThERat
Mar 31, 2006, 05:12 PM
acidsatyr, have you played AW games before? A 3v3 game means 3 of us fight against 3 others. This means research is shared. Read Rat13 for more info and let me know whether you think you are up to this challenge.
If you can beat the AI on immortal, I'd say you are ok, but beware of, AW. It plays very different from normal games.

Greebley
Mar 31, 2006, 05:34 PM
Of course this isn't quite AW either. Having two allies changes strategies and such as well as the number of units attacking.

Also as you have mentioned WW is different as well.

ThERat
Mar 31, 2006, 05:40 PM
Also as you have mentioned WW is different as well.WW seems to be so bad in my test game, that I hope we will be showered with happy resources here.

I am sure someone who can beat immortal is up to the game, I just wanted to alert acidsatyr. i am actually happy that the 3v3 or 2v2v2 game has brought in new players. It's always good to get new ideas.

ThERat
Mar 31, 2006, 06:18 PM
save (http://www.civfanatics.net/uploads11/Rat14_BC-2400.Civ4SavedGame)

played 40 since nothing much happened
settled on the spot, went for quechua
we got a 2nd scout from a hut but that was killed by a bear and 128gold
later 2nd scout was killed by another bear
went for another quechua and we are currently building a settler to go settle either ivory or copper further up.

we got mining, went for BW, one of our friends popped pottery from a hut
we got AH and are going now for priesthood. No religion is out yet, so we might get an early religion maybe

Paris and Persepolis have horses in their radius, we have it nearby. We also have copper nearby. they develop nicely.

We are fighting Caesar, Bismarck and Qin, a true warmonger game

the northern part of our hub
http://www.civfanatics.net/uploads11/rat142400a.jpg

French land, note that they have 2 cities already
http://www.civfanatics.net/uploads11/rat142400b.jpg

for strategic planning
http://www.civfanatics.net/uploads11/rat142400c.jpg
we are in the east and thus are a little shielded from the AI, France will be a victim as stated

ThERat
Mar 31, 2006, 06:20 PM
Roster
ThERat
Talamane - up
Greebley
Landmonitor
acidsatyr


As for the future: we will get priesthood and should try to get either CoL or metal as a free tech from the Oracle. So research must be set to accomodate that.
We will need sailing for galleys soon to fight off landings by the AI.

Thus, I would go for Oracle after that settler, this can be helped by chops easily.
Then we need to head for masonry and pyramids, as they are the game killer.

Greebley
Mar 31, 2006, 07:48 PM
I think I would go for Masonry and they Pyramids right away. It is a beginning type tech and the other team could easily grab the pyramids

Note that if we do go for Masonry then one of our team mates might build it.

Oracle seems less important.

acidsatyr
Mar 31, 2006, 08:33 PM
Immortal is not an issue (or emperor in this case). It's the fact that I never played 3vs3. I guess if you guys don't want me screwing up the game, I’ll just watch it its absolutely fine :D
On the pother hand as long as you guys point out directions and give suggestions, I don't think there will be any problems; besides , this is a team game. Whatever you decide is fine with me. :)

acidsatyr
Mar 31, 2006, 09:25 PM
Ok i just played around with team vs. team, i guess only thing different really is we all share techs, wonders, etc... cool, i'm in :D

acidsatyr
Mar 31, 2006, 09:27 PM
Here, I’ll throw in couple of suggestions I have from looking at the save file.
Bronze seems to be relatively far away and two major city locations are north (where city grabs FP, Ivory, Bronze) - which means that obelisk needs to be rushed as quickly as possible, bronze hooked up, and connected all the way to the capital. Lots of work (which requires two extra workers). Other city location is just south of the border so it grabs horses. We might have issues with axmen barbs pretty soon, and we might get that bronze little late. We could also build several archers, but I don't like this idea. So maybe we should go get horses straight, and build those HA. THEN go for masonry. OR go straight for masonry, priesthood, etc...Also I’m not sure if AI will build pyramids, their production is poor.

ThERat
Mar 31, 2006, 10:01 PM
agree to go for masonry after meditation, we can change research, do not forget to ask the AI's to change as well. We should try and get an early religion, thus do not change mediation. Religion will be our friend for more happies.

I agree with cities, but I would like to delay HA. The reason is that Cyrus can build very cheap immortals, so we don't want him to lose that opportunity. He will then waste a lot of shields to build HA's.

One thing I found is that military tech superiority is of real high importance to avoid, that our friends waste shields on lousy units. They will start sending their units against the enemy fairly soon.

So, I'd say masonry, priesthood, IW then maybe head for feudalism after grabbing sailing.

Nice that you decide to join acidsatyr

Talamane
Mar 31, 2006, 11:01 PM
Signing in. Welcome to the game, acid.

acidsatyr
Apr 01, 2006, 01:52 AM
thx, should be fun i guess :D

theRat -> Makes sense... I guess I just don’t like that bronze being so far away, and we're going to waste a lot of shields for archers...

Greebley
Apr 01, 2006, 10:14 AM
Signing in. Welcome to the game, acid.

Since you didn't actually state an I got it, I will point out you are also up in case you missed that fact.

Talamane
Apr 01, 2006, 11:54 PM
I DID miss that. Thanks. Got it.

Talamane
Apr 02, 2006, 01:37 PM
Did anybody do a dot map? I have a tough decision about where to place Bedrock, our stone city.

http://www.civfanatics.net/uploads11/Bedrock.jpg

Yellow dot gives us one more grassland tile, but cuts off the coast. Green gives us the coast, but we end up with an extra useless desert tile.

acidsatyr
Apr 02, 2006, 02:12 PM
green ofcourse.
But IMHO i don't think that city is our primary target.

Talamane
Apr 02, 2006, 02:33 PM
[0] 2400 BC Let the Q man heal one turn.

[1] 2360 BC I will tell our allies to switch one turn before meditation is due. If we do this, it will be our responsibility to send missionaries to provide them the religion if trading doesnt spread it. On emperor, we need the shrine income.

[2] 2320 BC zzzzz.

[3] 2280 BC Lion attack Qman, promote to C2 since he will be fighting bears/lions apparently on open ground to settle Bedrock (a crap site, but we need the stone to snag pyramids). Ordinarily, i would have gone for the corn patch as the second city site.

[4] 2240 BC Buddhism is founded in Cuzco. Didnt convert, since we have no civic that would do us any good at this point. Converting would only net us one happy.

[5] 2200 BC We are all on masonry now, due in 5. Worker starts road towards Bedrock, but first he chops the hill next to the cottage to speed the settler.

[6] 2160 BC Louis is the man, he is cranking out archers.

[7] 2120 BC Continue moving Qman towards the settler route to Bedrock.

[8] 2080 BC Sneaky lion wont take the bait.

[9] 2040 BC Cuzco complete settler with chop and starts on barracks.

[10] 2000 BC Nothing happened.

[11] 1975 BC Settler and Qman are moving to green dot.

[12] 1950 BC zzzzz.

[13] 1925 BC Worker starts road to Bedrock.

[14] 1900 BC Hinduism is FIDL.

[15] 1875 BC JC converts to Hinduism. Heathen!

[16] 1850 BC Bedrock is founded as Tiwanaku. So appropriate, i didnt rename it. Starts on a barracks.

[17] 1825 BC Cyrus is building immortals and has founded his second city.

[18] 1800 BC Rax completes in Cuzco, and it starts on an archer.

[19] 1775 BC Priesthood completes, and the allies want fishing (3 turns), so i go along with it.

[20] 1750 BC Oops i overshot a turn. Will play one more to even out the date to 1700 BC.

[21] 1725 BC Allies are aggressively putting units out. Cyrus pillaged some wheat.

[22] 1700 BC We sure could use another worker to prep Cuzco for the Oracle and pyramids. Archer is due in two. The silks can be chopped for the wonders. The archer can provide cover for the worker chops on the north side of Cuzco as the pyramids build. The AI aggresively pursues the Oracle, so we may not get it. Science is down to 90 and will go to 80 in the next turn. IW in 14 turns.

http://www.civfanatics.net/uploads11/Rat14_1700BC.jpg

ThERat
Apr 02, 2006, 05:02 PM
good call on the stone city for the pyramids. I would swap Tiwanaku to a worker once it grows to 2. It won't hurt.

It's great to hear the AI pillaging our enemies, that will slow them down. That's why I do not wish us to go for HA's too soon. Cyrus can churn out cheap immortals for the time being.

Meanwhile we should try and build up a nice empire with as many cities/wonders as possible. We might want to try to get CoL first for a religion for our friends.

Roster
ThERat
Talamane
Greebley - up
Landmonitor
acidsatyr

Greebley
Apr 03, 2006, 08:13 AM
Ok, I got it.

Landmonitor
Apr 03, 2006, 05:13 PM
We have a nice capital city. I like rivers.

Greebley
Apr 03, 2006, 08:00 PM
Science: I went for Monarchy next. Getting our capitol to grow beyond size 4 seems imperative.

I built two more workers. The one we had took most of my turn to connect the stone.

If we want the pyramids we can also chop some trees. I set our next build to Oracle, but I would switch to Pyramids or build a settler

Actually, I think building settler(s) until we get monarchy might make sense. Pyramids is a long number of turns (45?) even with the stone. Then with Monarchy we can grow some and work more forests.

BTW, I think I would have waited on building the stone town and gone for a high resource town first. We could have settled the town on my turn and gotten the stone at the same time. The difference is that we would have 3 towns instead of 2 and we would be better off (though it may have taken 2-3 chops to get the Settler in time).

We have Barbarian warriors in the south.

Our allies continue to pillage the enemy.

Landmonitor
Apr 04, 2006, 08:44 AM
I'll try and play this tonight.

acidsatyr
Apr 04, 2006, 11:35 AM
having stone early is useless cuz nobody will build pyramids at this point. And i bet you we'll be the one who build pyramids later
we have no bronze yet

Landmonitor
Apr 04, 2006, 01:49 PM
Good news for acidsatyr. I have come to the conclusion that I need every waking minute for stuff other than Civ right now. I'll be back on April 21st. I'll still be cheking the forums, so if you don't mind, keep my spot in the queu and I'll let you guys know when I'm ready to play again.

Basically I need about 2.5 weeks worth of skips.

acidsatyr
Apr 04, 2006, 06:18 PM
ok i'll play 2night

school i guess?

:D

acidsatyr
Apr 04, 2006, 08:48 PM
Inherited turn:

16 turns 'till Monarchy.
Two barbs closing up on archer.
Capital switches from Oracle to Archer

Turn 1 (1225 BC)
Tiwanaku finishes barracks. Starts Archer.
Bismarck having troubles with Immortals and archers, last in score.
Berlin pillaged completely.
We are lucky we are with Cyrus and Lui, probably the best allies we can have
, computer knows how to play them really good. Cyrus has excellent early UU.
I don’t know if we chose to be with them or is it random.)

Turn 2 (1200)
Archer kills one of the barbs.
Two workers next to forest hill finish cottage. They go to hill to chop forest
and speed up archer and next settler.

Turn 3 (1175)
Workers start chopping.

Turn 4 (1150)

Other barb closes on our archer
Monarchy in 12.

Turn 5 (1125)
Archer (now exp 7/2) kills barb warrior.
Barb archer shows up northeast of our capital.
Two workers stay on hill and mine.
Send new Archer from Cuzco to protect workers.
Settler in 12.

Turn 6 (1100)
Barb archer enters forest. Our archer goes to hill.

Turn 7 (1075)

Our Archers kills barb archer. Stays on the hill as another archers shows two
squares away.
Tiwanaku finishes Archer. Starts another archer.
I send our 7/2 archer south to explore. Of course there is a barb city there.

Turn 8 (1050)
Tiwanaku expands and iron is just outside its border...
I switch its grow/production from 9/12 to 18/4
Workers start road from hill to capital.

Turn 9 (1025)

Our 7/2 archers enters barb city territory south. City is on a hill, not on the best location
and there are three archers. Will have to wait a little bit b4 we take it out.

Turn 10 (1000)
Archer on the hill stays there to heal.
3 workers start building a road to the north, toward our next city
(which we need to get as soon as possible)

Turn 11 (980)
zzzz

Turn 12(960)
Workers continue to road…

Turn 13 (940)
Tiwanaku build archer.
Starts Stonehenge (done in 14). Cheap and we need prophet.
Workers continue to road, and there is a barb city two squares away from our
next city (so that one to will have to be razed as well).

Turn 14 (920)
nothing much

Turn 15 (900)
Settler done, sending it north.
Starting q-warrior.

Turn 16 (880)
Found north city – Machu Picchu.

Turn 17 (860)
1st barb axmen shows up.
Send our 7/2 archer on hill next to him. Promote to guerilla I.
two workers start chopping obelisk for newly founded city.
Switch 2 heredity rule.
One worker start chopping forest next to capital for archer and overflow goes for
Temple (or whatever next player wants).

Turn 18 (840)
Our guerilla archer on jungle hills kills barb axmen (1.3/3).
Start sailing (6) ( we were suppose to get this earlier).
Turn 19 (820)
Cuzco will grow to 5 next turn
Two workers finish chopping obelisk
Start archer, two workers will start another chopping for that town
(Next player can change production if he don’t like archer)
Maybe better to play on safe side since we have axmen showing up.
I send newly created q-warrior to go to Machu picchu (we only have one archer there
and there are 3 archers in barb city next to it)
Turn 20 (800)
Cuzco finishes archer.
Stonehenge in Tiwanaku in 9 and grows in 8.
Sailing in 4

--------------------------------------------
I played more on the safe side but I don’t feel lucky
on open vs. axmen.
My suggestions after Sailing are-> Writing , Code of Laws.
After Tiwanaku is done with Stonehenge, it should go for Pyramids.
We also should try to get catapults and IW as soon as possible.
In my test game with same settings (which I won) I was the one who built pyramids and
I never went further then Civil service. This game should be over before we exit Medieval period. WW is going to be so high (40 angry faces without Police State), that any research beyond that point is impossible. Also, since Bismarck in only one without religion, I suspect he will go for Oracle, to get Theology and Christianity.
Anyways good luck

ThERat
Apr 04, 2006, 09:13 PM
very solid turns, acid :goodjob:

I completely agree with your path. Once axes show up we better play safe.
Got it and will play tonight. I also agree on the WW in those games that make research not feasible beyoind a certain point.

I think in order to play this, WW needs to be fixed first.

We are lucky we are with Cyrus and Lui, probably the best allies we can have
, computer knows how to play them really good. Cyrus has excellent early UU.
I don’t know if we chose to be with them or is it random.)
Everything was complete random...

ThERat
Apr 05, 2006, 07:50 AM
save (http://www.civfanatics.net/uploads11/Rat14_BC-0600.Civ4SavedGame)


played 10 fast turns
nothing much to be done with a mere 3 cities and no metal connected
went for a quechua rush and managed to take the northern barb city losing 2 of them
gaining a worker
we did get stonehenge and are now building the pyramids
started to irrigate the grass tile so we can work the hills later on

we should continue with another quechua rush to take the southern town, we might want to have 6 of them to be safe
at the same time we should connect copper, rice and ivory, this will help us a lot
writing due in 2, then we should go for CoL

http://www.civfanatics.net/uploads11/rat14600.jpg

ThERat
Apr 05, 2006, 07:53 AM
Roster
ThERat
Talamane - up with 10 turns
Greebley
Landmonitor - autoskip for 2.5 weeks
acidsatyr

Talamane
Apr 05, 2006, 05:34 PM
Took a sidestep to polytheism, the AIs wanted it, and it took 3 turns. After that, CoL. Cuzco needed two mil units to keep it happy @ size 6. So be it.

MP looks to be a v good mil production city--it needs a farm on the westernmost flood plains to grow. We can put cottages on the unirrigated grass plains once they are chopped. Chopping for the 'mids, then a farm for Tiwanaku. Copper mine is up, worker is ready to start ivory camp. Other worker should move to rice for Vandal. Vandal "stole" the copper mine, but that's good since its barracks will be done in 4. In 420 BC, Cyrus gave us wine, so the extra mil unit in Cuzco is superfluous. Once the ivory worker is done, he should chop, chop, chop for the Oracle in Cuzco, which can get us metal casting. Four quechas are moving towards the barb town in the south. Ideal placement its not, so razing it is probably best. We are @ 60% sci, losing 3 GPT, and it will probably drop to 50 in 4 turns. CoL is due in 14.
http://www.civfanatics.net/uploads11/OracleChops.jpg

Suggested chops for the Oracle.

We should make some archers and a few axes to deter a landing. I see Louie and Cyrus have quite a few galleys. Unsure as to whether or not the enemy has any.

acidsatyr
Apr 05, 2006, 06:00 PM
Couple of suggestions -
MP should keep its bronze mine and try to get Oracle, not Cuzco. Cuzco should get library, now that we have writing (chop forest for library).
Oh yeah, just because AI switches automatically to research a technology, it doesn’t mean they want it, or need it. We have no use of polytheism at all.
There is a forest or two that can be chopped for Tiwanaku for pyramids (ones outside its border), and I think its production can be changed so we get pyramids about 10-15 moves quicker, but it will not grow (so what :D)
Cuzco should get 1,2 axmen, 4 q-warriors are not enough to take out that barb city.
Feel free to correct me

Greebley
Apr 05, 2006, 06:59 PM
I got this game as well.

Talamane
Apr 05, 2006, 09:27 PM
I couldnt see any need for poly. But this is what i have noticed playing AI teams: one of two things will happen (usually) the allies will start on a tech together, or nothing. I am presuming nothing means they need direction. When its cheap (like fishing was) i let them get it. In the case of fishing, it's making a big difference for the econs of Louis and Cyrus. I couldnt fathom why they would want poly. Is there a future tech that requires it? So :smoke: on my part.

MP sounds good for the Oracle. We need to micro Vandal away from the copper once its barracks is built. And there is more forest there to chop anyway. Good call. The downside to MP building the Oracle is that we wont have a good mil production city available for some time.

Havent played Quechas before, but they have a 100% bonus against archers, and one in the stack has the anti-archer promo. But taking out the barb city might should be postponed for a different reason. If the location is undesirable, then we would have to post units to bust fog, since we dont have a settler to build a new city now (or anytime soon).

Greebley
Apr 06, 2006, 07:57 PM
Pretty dull turn.

We gained no techs, fought no fights, and built only an archer, barracks, Q (not sure I should have completed the Q, but it was almost done. They seem a pretty useless unit).

The 4 Q did not attack the barbarian town. It would have been 2.2 attack vs 3.8 defense and that was with the Archers having no promotions. The real problem was that the town was on a hill. Even without the +50 hill bonus though, I am not sure an attack would have been advisable - we would still have been weaker than them.

I did chop trees to speed up the Oracle and Pyramids. Once these finish these the pace should start picking up.

acidsatyr
Apr 06, 2006, 09:18 PM
yeah that hill sucks ass :D

acidsatyr
Apr 06, 2006, 09:19 PM
i guess i'm next (already!!)
will play 2night maybe

acidsatyr
Apr 06, 2006, 09:44 PM
well that was short and sweet

Frankfurt captured and raised
turn 1 - zzzzzzzz
turn 2 - workers goes to mine that iron
turn 3 - Confucianism goes to Lui, research Metal Casting (21)
turn 4 - Lui convents , MC research jumps to (23), workers cuts jungle + work ivory
turn 5 - barb archers jumps out of Liguria, gets owned by our q-warrior, still 3 fortified.
one worker starts chopping for 1 axmen in capital to get rid of that city, settler almost ready in northern city
turn 6 - MP gets Oracle, we get CS. Switch to Bureaucracy.
turn 7 - Our research jumps from 21 to 18.
turn 8 - Cuzco gets axmen, go for library
turn 9 - zzzzzzzzzzz
turn 10 - settler goes to south, that barb city is done soon, sending worker to work that stone and GOLD @ VandaL
Library chopped in Cuzco...Pyramids in 10.

enjoy

ThERat
Apr 06, 2006, 09:53 PM
yeah, I realized that 10 turns are very short and sweet at this time without fighting. Should have kept it at 15...never mind though.

Hey, this sounds great, we got rid of the barb city, a German city is razed and we got civil service for free. We will own the AI if this continues. We only need metal and machinery now and we will strom the other with superior units.

So, let's take care of our own hub and nicely expand while our friends pillage and raze the others...got it anyway.

ThERat
Apr 07, 2006, 04:01 AM
save (http://www.civfanatics.net/uploads11/Rat14_AD-0200.Civ4SavedGame)

Pre-Turn
things look good but decide to send the worker north for some nice sea resources
we bneed more health

1. 20AD
capital finishes library and goes for granary

2. 40AD
forest chop speeds up that granary
Hamburg looks rela threatened

3. 60AD
well, Hamburg didn't fall but they capture Illinois in the center
cross the river with 5 units at the barb town, that should help in the attack

4. 80AD
now this could get mroe ugly Rome shows up with praets, we better get metal faster
lose 3 quechua but only 1 archer left

5. 100AD
barb city got another archer but we manage to take out both and raze the town
Persia meanwhile founded a city just on our hub, we will ask for that later on

Essen was razed by the French

found Ollay and then realize that it should have been one tile to the west, I hate Civ4 without the abandon option

6. 120AD
Illinois looks as if it's going to be taken by Rome

7. 140AD
Illinois is Roman now
WW kicks in already, employ a scientist in Cuzco to slow growth

8. 160AD
China and Rome are coming after France

9. 180AD
zzzz

10. 200AD
pyramid will be done next turn, would go for a work boat forge and Colossus there
representation will help us with happy faces, thus Cuzco can go back to growth for a while

metal done in 3, next machinery so our friends can counter the praets

we also need to hook up the gold and build forges to have more happies

sorry about the worng location for Ollan
http://www.civfanatics.net/uploads11/rat14200.jpg

ThERat
Apr 07, 2006, 07:07 PM
Roster
ThERat
Talamane - up
Greebley
Landmonitor
acidsatyr

I'd say we really need to help Louis by getting machinery

acidsatyr
Apr 07, 2006, 07:58 PM
we should get machinery then go for war eleph.
we should also try to build our first stack of ~ 10 units and send it to the battlefield, imo

acidsatyr
Apr 07, 2006, 08:01 PM
its not Ollan thats in bad spot.We were suppose to raze that barb city Vandal and settle on the east coast. Vandal is sharing cows and bronze with MP and that should all go to MP....

acidsatyr
Apr 07, 2006, 08:05 PM
also, representation will help us for few turns, after that its all Police State. I would go directly to PS

Talamane
Apr 08, 2006, 02:35 PM
Got it. Playing now.

Talamane
Apr 08, 2006, 03:56 PM
Very quiet builder turns. Assembling stack on the peninsula going to the hub. We may want to consider building a canal city where they are standing. This would save Cyrus a tremendous number of turns to get his galleys to the hub. I am building a road to the site, if only to speed getting units there. Horses and second stone is hooked up, we are running 70% sci, -4 GPT, machinery in 17.
http://www.civfanatics.net/uploads11/CanalCity.jpg
I have clams hooked up with the boat built in Ollan, since its borders had not expanded to use it there. We have the corn/silk/whale city site to consider also. They wanted to go for aqueducts via math, but i made them go machinery. Looking at their cities, only Louis's gigantic capital really needed one.

I reconfigured Cuzco for hammers to build its forge--you may want to change that. Once the forge completes, it will get sickly again. We are running representation, but could not figure out how to get our allies to change their civics. Maybe they were revolting to the ones they wanted and could not change. I did not check every turn--the next player should try to figure out if this is possible. Our capital needs a lot of work done--it would be good to bring the gold workers down to Cuzco once they are done with the mine, etc.

Greebley
Apr 08, 2006, 09:43 PM
Ok, I got it.

Greebley
Apr 08, 2006, 11:08 PM
Looking at the game I am not happy that we let Cyrus have 2 prime city spots on our island. In fact I feel our city settling has been poor this game. Our first mistake was building the stone city first. That should have been our 3rd city. We would have connected stone nearly the same time, but had 2 strong cities instead of just the Capitol. Our second mistake is waiting so long to settle our island. Cyrus has a settler on a spot that will gain him 3 resources.

The reason I think we should have grabbed it is that we have no way to get the cities from him Even though he is on the same team, he will use those resources in a really stupid way. They would have beeen better in our hands.

Cuzco is at the edge of happiness so I decide to rush the forge so I can start a settler.

The turn is totally quiet. The only amusment/frustration is watching the AI do stupid moves such as giving up jungle squares so he can fight the enemy in them. My own assessment of the AI is that the strategic AI is pretty decent. Choosing what to build is above average for a game AI. However the tactical AI is still weak. The units still don't have any situational awareness or planning. Note that this is really hard to do/program. I have fooled around with AI at various times enough to know this. Still if I were to recommend to Firaxis where to direct their attention or I wanted to improve it myself, this is the area I would concentrate on. It can be made better.

We get a great profit which I use for the Mahabodhi - Buddist religious... um... thingy?.

We have one settler on the spot listed by Talamane. We also have 2 more settlers being built. I see room for 5 more cities total. I will post some dot maps to show where I would place the cities. This will get us up to 10 cities (instead of the 12 we could have had) assuming we can grab the spots fast enough. Most have overlap so the AI may not go for them. Still I would like to settle them quickly.

Another idea I had was to try to culture bomb and grab one of Cyrus' two cities. Get a great Artist for being the first to music I think it is and then build/rush culture and use the Great Artist. At the very least it will capture squares for ourselves. I don't think Cyrus will ever just give up cities - though I am not positive on this. The cities are red now though meaning he won't hand them over now and don't see a reason that would change.

Post comments if you think the dot map should be changed. Note that I moved the red dot one square to the east of my first spot. This grabbed and used the iron.

Note that we need to build 2 work boats. There is a clam down near our Capitol. 2 Galley would also be a good idea to defend them.

http://i13.photobucket.com/albums/a251/Greebley/Rat14_AD400.jpg

http://i13.photobucket.com/albums/a251/Greebley/Rat14_AD400a.jpg

acidsatyr
Apr 08, 2006, 11:51 PM
got it .................................................. .....

ThERat
Apr 08, 2006, 11:54 PM
I was foolish enough to think the AI would just give up their cities...my fault to go for the northern city instead of the south first

your assessment of the AI is right, Greebley

acidsatyr
Apr 09, 2006, 01:16 AM
12 cities?! LOLZ

The player who had Cyrus build cities in his turn was suppose to ask for them right away.


turn 1 - settle canal city. Ollan finishes workboat, continues with barracks.
Galley in queue. sending workers to Vandal to start chopping for Chichen Itza.
turn 2 - Capital build missionary, go for Temple. I switched for great people production
in the capital (1 engineer, 2 scientists, 1 priest) for a total of +13. Cuzco is in starvation mode so don’t forget to change when its food is low.
Lui definitely having some problems.
turn 3 zzzz
turn 4 - zzz
turn 5 - ZZZZZZZZZZZZZZZZ
turn 6 - French Avignon in center raised by Chinese. Nobody can control middle at this point.
turn 7 - Production changed, Chichen Itza in Vandal in 10.
turn 8 - machinery founded. As soon as Chichen Itza is build, we need to build macemen. Maths in 6. after that Construction.
turn 9 - we got machinery in last moment. Some serious force going to attack lui. Itza should help.
turn 10 - those praetorians are no match for macemen now.

no pics cuz nothing major changed

good luck

acidsatyr
Apr 09, 2006, 01:20 AM
Oh yeah, don't bother with Music lol

ThERat
Apr 09, 2006, 07:02 AM
save (http://www.civfanatics.net/uploads11/Rat14_AD-0600.Civ4SavedGame)

founded 2 more cities, got mathematics and went for construction, done in 4
French repelled all the attacks and Cyrus brought some serious stacks to Germany
They managed to raze Berlin in 580AD :dance:, that will hurt
we got chichen itza

We are nicely ahead of the AI, even our score is better than the best of any of theirs
In fact we are sitting back building infra while our friends fight
France fights defensively, Cyrus attacks Germany

our south with 2 Persian cities
http://www.civfanatics.net/uploads11/rat14600a.jpg

Persia in Germany, note the ruins
http://www.civfanatics.net/uploads11/rat14600ab.jpg

Greebley
Apr 10, 2006, 11:36 PM
Talamane,
Are you there or should I grab this? You are up.

Landmonitor
Apr 11, 2006, 06:44 AM
One down, Four to go. See you on the 21st (21 has become my new favorite number).

ThERat
Apr 11, 2006, 06:53 AM
Roster

ThERat
Talamane - skipped, please tell us about your status
Greebley - up
Landmonitor - back on 21st April
acidsatyr

Greebley
Apr 11, 2006, 09:57 AM
Ok, I got it.

Greebley
Apr 11, 2006, 09:27 PM
I played 10 builder turns.

Went for engineering next. Not sure it was the best choice but speed 3 will help.

Placed the final two towns up in our area. Oddly we didn't seem compete with Persia for the space around our city. It is definitely possible we may not be able to flip an allies city. Unfortunately, I also misplaced it and noticed it too late.

Persia has been beating up Germany while France is tying up the rest with neither side making progress. Hamburg fell.

I sent our army toward Germany as well. No point sitting on the choke when noone was coming. We will have enough warning to build units if we need to.

Below is the picture of where our army is now. I am hoping we can damage Germany more while Persia keeps them busy (and damages them as well).

http://i13.photobucket.com/albums/a251/Greebley/Rat14_AD700a.jpg

Talamane
Apr 11, 2006, 11:54 PM
Sorry folks, my internet went on the fritz Sunday, cant reach this site @ work (banned), so...

acidsatyr
Apr 12, 2006, 02:16 AM
willplay morrow

acidsatyr
Apr 12, 2006, 03:13 AM
...............I mean now....

Research changed to currency (15).
After that alphabet and drama. 3 moves/road doesn’t give us anything at the moment.
I am not sure why theRat turned of GP production in capital. It’s on again.
Stack moving to Germany (we should've waited for more units). Large stack coming towards our stack, and we got no catapults. Terrible.
We’re probably going to die. I'm not sending them home now.
Stuttgart pwned!!11 lol
We are fortified on forest hill and promote macemen to woodsman 1. Next turn its bloody battle.
Next turn - nobody attacked us yet but there are 17 units around us, so I'm not even going to fart.
Next turn - we killed two praetorians, still in the middle of the hub doing nothing.
I had to promote 2 more units with woodsman and our maceman is woodsman 2 now.
Next turn -some units disappeared in fog. That’s cool. More Cyrus’s units on the way. That’s cool 2.
Next turn - lucky. We killed 5 units total. Other units .... went somewhere in the fog, Rest owned by Cyrus.

LEAVE GP production in capital. If we get engineer - awsome. If not…i’ll kill somebody (just kiddin) After currency I suggest alphabet and drama ASAP. Or literature if we get engineer.

Greebley
Apr 12, 2006, 08:34 AM
I usually prefer using the cottages than GP. Tech is pretty important. However this is an alliance game so we could get away with it this game. For straight up AW games turning off the towns in the capitol is suicide.

Speed 3 will be nice because we want to get units to the front lines. We should extend the roads toward the AI too. It takes forever to reach them.

I wouldn't have bothered killing random units. I would have sent our units up north and killed German cities like Cyrus is doing.

acidsatyr
Apr 12, 2006, 03:14 PM
It depends. If you can hire scientists and still get tech in the same time then it’s clearly better to have those scientists than working 2 cottages. Having academy later pays off anyway. Also being able to get G engineer at this stage is big.
Having road to the hub is a two edged sword. By the same token Cesar’s praetorians can come knocking on our door. I’ve seen it happen and it sucks.

acidsatyr
Apr 12, 2006, 03:17 PM
As for our stack.... I didn’t want to move them on open because they would’ve got owned for sure. In fact,at this point I think its better to let them sit there get some exp and wait for catapults and elephants.

ThERat
Apr 12, 2006, 04:57 PM
ThERat - up
Talamane - on autoskip
Greebley
Landmonitor - back on 21st April
acidsatyr

I think having 2 strategies in a Civ4 SG will prove not too good in the long run. That's why I got back all the specialists to work. However, we can't repeat that same thing over and over again. I will leave them as specialists until we get one, then all the citizens go back to work. I don't think the capital is a good place to run specialists. We got all the nice matured cottages there.
I don't think we have been playing this game generally very well as a team so far and can thank our partners that we are still alive. Well, at least we provided them with pyramids and the right military techs.

got it, will play tonight

Talamane
Apr 12, 2006, 05:14 PM
My connection is back up. :)

ThERat
Apr 12, 2006, 05:21 PM
My connection is back up.ok, great...:goodjob:

ThERat - up
Talamane - on deck
Greebley
Landmonitor - back on 21st April
acidsatyr

ThERat
Apr 13, 2006, 05:26 AM
save (http://www.civfanatics.net/uploads11/Rat14_AD-0900.Civ4SavedGame)

Pre-Turn
we won't get a city from Persia, thus we might want to expand outwards, the next spot there would be nice
will get the GP out of our capital before switching back to working all tiles.

use a sword to take out a Chinese sword, Germany looks pretty much gassed

IT our stack does not get attacked

1. 810AD
zzz

2. 820AD
Persia is threatening Munich now
defeat a praet and chariot

3. 830AD
there is now a big stack of units next to ours
WW is increasing, most likely need to revolt to police state soon

IT our stack goes 3:1 on defense losing our mace
Munich is razed and currency is in, going for calendar for more luxes

4. 840AD
we got a great scientist, ask our 2 friends for 1100 gold, now we can increase research to 80%
calendar due in 5 turns

IT defeat 2 more praets on defense

5. 850AD
WW is still increasing at 4 faces now, it will be viable to switch with 6 faces

6. 860AD
zzz

7. 870AD
WW seems to shoot up a lot in the last few turns, now 6 faces, decide to revolt

8. 880AD
finally move our stack forward

9. 890AD
moving forward

10. 900AD
calendar is in, we need drama for lux, thus go for alphabet next

Germany is down to 1 city, but Persia seems somewhat distracted by the barb towns that popped up, thus moved our stack towards Cologne

Greebley
Apr 14, 2006, 07:24 PM
Talamane, Do you have this? It has been over 24 hours and no "I got it"

Talamane
Apr 14, 2006, 08:32 PM
Sorry, wasnt paying attention. Got it.

Talamane
Apr 14, 2006, 09:52 PM
This will be in 1.61, btw. Some strange business here. The years are advancing by 15 instead of 10, and the game started in the year 800 AD. Is this the right save or some weirdness with the 1.61 version? I have completed my turns which consisted of watching very unhappy people slowly make military units and those units very slowly moving towards German territory. I am a bit concerned about the year business in the 1.61 version. Ten turns from 800 AD got me to 950 AD. :confused: Do you want me to post it?

Talamane
Apr 14, 2006, 11:25 PM
More investigation on my part has revealed that SG's which change from 1.52 to 1.61 are in for some grief. Evidently the patch changes the way in which turns are converted to years for the various speeds of the game(s).

Rat did post the correct save. When i look at the event log, the years are strange. Calendar comes in @ 785 AD, for example.

ThERat
Apr 15, 2006, 01:50 AM
I did not patch eyt as I wanted to wait what is happening first...what does the rest know about compatibility issues of 1.52 and 1.61

Talamane
Apr 15, 2006, 02:59 AM
I started a thread in the bug forum, even though it is not really a bug. This shouldnt affect our game, though my turn will look a little strange, since it started 100 yrs before your turn ended and finished @ 950 AD.

http://forums.civfanatics.com/showthread.php?t=167244

acidsatyr
Apr 15, 2006, 05:21 AM
i installed 1.61, it's much harder since chopping is nerfed and i think ai is better, i think monarch now is what emperor used to be.... in any case, i think we should continue with new patch.

Talamane
Apr 15, 2006, 01:01 PM
Here is the 1.61 save (ten turns after Rat's save):

Greebley
Apr 15, 2006, 10:42 PM
Ok, I got it.

Greebley
Apr 17, 2006, 03:57 PM
Why are we running zero culture? It means 1/2 our empire is unhappy. I raise Culture to 20% and lower science to 60% and the amount of science is the same with us losing less money because we now have everyone working.

We also have no theatres which are one of my favorite buildings. I start a bunch. The are cheap, have a lot of culture and +2 happiness per city (when we run 20%).

I see we have made no progress on extending the road toward the enemy even though I sent a settler down last turn to do that.

Also why didn't we start improving the silks yet? We seem to have gotten the tech already.

Not sure our Axemen are going to do much. There are now Longbowmen in the town that the AI are busy giving promotions to. So really nothing to report - we entered no battles.

Mostly tried to get our civ back on its feet. For whatever reason it feels to me that we are doing very poorly. The other two AI are doing it all.

acidsatyr
Apr 17, 2006, 04:21 PM
the reason you feel like that is because this is hub map so until we get large amount of units to send to the field we cant do nothing but concentrate on science. We are the ones who give ai techs.
anyway, got it will play now

acidsatyr
Apr 17, 2006, 04:30 PM
actually I need a skip... i'm sorry i forgot i have this thing tonight so skip me this time

ThERat
Apr 17, 2006, 08:32 PM
I agree that we haven't played well in this game, but somehow could still hang on by chossing the right techs.
We are a mere supporter of the AI's

got it, will play another unpatched game first and then patch

Greebley
Apr 18, 2006, 05:09 PM
Our picking techs has helped a good bit. Our partners are doing very well vs the opposition. Its just weird that we have done nothing ourselves.

Also rush the Theatre in the town that can allow galleys to get to German lands if the radius expands by 1. Settling German lands would be big for us. The lands are close so the distance penalty is small.

ThERat
Apr 18, 2006, 05:15 PM
The patching was delayed a bit, will play this tomorrow.

acidsatyr
Apr 18, 2006, 08:12 PM
that’s what I was trying to say, if we played Pangaea or similar we would do much more fighting this way there’s no way to send a stack trough the hub unless its huge...

ThERat
Apr 19, 2006, 07:44 AM
save (http://www.civfanatics.net/uploads11/Rat14_AD-1160.Civ4SavedGame)

Pre-Turn
do not attack the last German town as we would not win I think
move our units next into the forest
try and find the settler we are supposed to build but do not have

1. 1106AD
we got feudalism, LB welcome, go for literature since the Great Library hasn't been built yet
now there is a big stack in front of Cologne, hope it will fall next turn
give Cyrus gold which helps him a lot for unhappiness

2. 1112AD
Cyrus didnt attack again, hope it will happen one fine day

3. 1118AD
Cyrus did attack but it might not be enough to wear the AI down
our stack pretty much fails to even take out 1 LB...
at least we got rid of obsolete units

4. 1124AD
literature is in, we start the GL, engineering next for faster movement

5. 1130AD
zzz, one more silk connected but we can't gift to anyone

6. 1136AD
:dance: Persia managed to raze Cologne and Germany is out of the game
this will hurt them even more as we can now go after the next AI

need to increase lux to 50%, but we shoudln't be at war for too long

7. 1142AD
WW has gone another notch up and lux now is at 30%

8. 1148AD
incense is now connected as well
lux down to 20%

9. 1154AD
bring more workers to the front for faster roading so we can connect to France as well

10. 1160AD
we have another settler that is going for the next spot towards the front
GL will take another 21 turns but should help us
engineering in 7

the settling spot to grab cows, iron and clams
http://www.civfanatics.net/uploads11/rat141160.jpg

ThERat
Apr 19, 2006, 05:14 PM
ThERat
Talamane - up
Greebley
Landmonitor - back on 21st April
acidsatyr

Talamane
Apr 20, 2006, 02:49 AM
OK, two SGs tonite (done), and two SGs tomorrow (counting this one). :p

acidsatyr
Apr 20, 2006, 04:53 PM
Do we really need that city? It will cost us more maintenance and not give us anything really. Are we building Shakespeare’s Theater in capital yet?

Greebley
Apr 20, 2006, 05:08 PM
I would like to get a city to German land on the east most coast to allow us to send galleys across. Grabbing their lands and doubling our size would be nice.

ThERat
Apr 20, 2006, 05:59 PM
of course, we can also send the settler over to German land to take that over.
Taking that Island would be nice, in fact with WW that awful, we should keep many smaller towns.

Landmonitor
Apr 21, 2006, 01:20 PM
What's up? I'm back. I can take turns now unless you guys want to just finish this one and I'll get in on the next one.

ThERat
Apr 21, 2006, 07:43 PM
Talamane is up and then we follow the Roster, Landmonitor. If you are very impatient ;) Rat15 will be on your plate pretty soon.

Talamane
Apr 21, 2006, 11:58 PM
In a hurry, sorry for the abbreviated post. Built the road to the hub. Increased roading speed by individually leapfrogging the workers, giving the finest granularity to the worker task costs. Killed a couple of horse archers but had to regroup when a really big stack of JC's showed up. Reinforced same with mace. Another mace/cat is nearly there. Cat from German lands is now in the hub, destination is the stack as well.

Founded AReallyUnpronouceableNameForATown for the cows, iron, and clams. Started a forge. Vandal has very little hammers, but a lot of money, so i started a lib. I suppose there was some reason for not building the GL in the capital, since we are running bureaucracy. Macchu Picchu is grinding away on it. Tiwanaku cannot grow because it's unhappy, but making a mace instead of a theatre is not helping. It still has 5 turns of whip memory left. Louie's spices surely helped.

IDEA: If you micro MP for hammers, you can get the GL in 15 turns instead of 22 (it was 21 last turn), and let it starve. Definitely recommend this.

Greebley
Apr 22, 2006, 07:31 AM
Ok, I got it

Greebley
Apr 22, 2006, 11:02 AM
Early: Raised Culture rate to 30%. The main reason is to drop the GLib from 22 turns to 12.
Continue building the road to the far civs.

Mid: Capture a Barbarian town on the ex-german landsc and build another.

End: Capture Hangzhou (with Persia's help) Road to other side complete.

We want barracks in the Hangzhou so we can upgrade our troops. Otherwise they will be obsolete when they get to the front line.

I also think we should build a town at the purple dot.

http://i13.photobucket.com/albums/a251/Greebley/Rat14_AD1280.jpg

http://i13.photobucket.com/albums/a251/Greebley/Rat14_AD1280a.jpg

LKendter
Apr 22, 2006, 11:45 AM
We want barracks in the Hangzhou so we can upgrade our troops.

I am confused by this comment. I thought you could upgrade troops anywhere inside your borders.

Tatran
Apr 22, 2006, 11:52 AM
That's what you get playing Civ3 and Civ4 SGs at the same time. ;)

Talamane
Apr 22, 2006, 12:06 PM
Well, i wasnt thinking too clearly, either:

Early: Raised Culture rate to 30%. The main reason is to drop the GLib from 22 turns to 12.

which is a lot better than this :smoke::

IDEA: If you micro MP for hammers, you can get the GL in 15 turns instead of 22 (it was 21 last turn), and let it starve. Definitely recommend this.

Greebley
Apr 22, 2006, 12:17 PM
I have been unable to upgrade my troops within borders. I thought it was because the nearby town did not have a barracks.

If I am wrong on this then it is even easier as we don't need barracks then at all

I just checked this and it does appear I am wrong. It was probably mere chance that I couldn't upgrade when checking towns near towns without barracks.

ThERat
Apr 22, 2006, 06:56 PM
nice progress Greebley, let's hope our friends will go properly after the other 2 AI's.

Roster
ThERat
Talamane
Greebley
Landmonitor - up
acidsatyr

acidsatyr
Apr 22, 2006, 07:55 PM
hey rat, I see your planning a new game after this one, what do you think of nice hard warmongering game on immortal, Pangaea, 7,8 civs, no barbs...we could make sure we got bronze near us, etc... I'm sure it will be more fun that this type of builder game we’re playing now...I'm thinking Aztecs are very powerful and fun and they are not financial :)
I wanted to start a gam like that but i don't think people will be interested.
Just an idea

Also, I’m curious as to why people don't play marathon in SGs? The only difference is that we can assign more moves for each player - > 25 instead of 10 or whatever....

Nice moves Greebley

Greebley
Apr 22, 2006, 08:09 PM
Our AI friends are definitely going after the other AI and using our roads.

One of the primary reasons for filling the German lands with towns BTW, is because the Barbarians cause the other two AI to waste some units chasing them. The other reason is that shields will now be king rather than commerce. We are 3 vs 2 and will have no trouble out-researching the AI even if we do build a lot of towns. More shields = more units = faster win.

It just occurred to me that we may want to make sure there is a road to the German territory (workers can also improve the land when they get there).

Landmonitor
Apr 23, 2006, 09:21 AM
Not much happened; I built a work boat in Anda (near the ice floes). I moved our captured workers back to the homeland safely. I founded a resource-rich city on the northwest continent.

Also, I started buildng the Globe Theatre in Machu Picchu. We need that somewhere, and I thought that was the best choice.

Also, the "Vanadal" city really sucks.

That's it!

Greebley
Apr 23, 2006, 03:12 PM
What is wrong in particular with Vandal? It has a food resource and plenty of grasslands for cottages that more than pay for the city. It doesn't need hammers. Once we get +2 gold per town it will be pretty strong.

acidsatyr
Apr 23, 2006, 03:56 PM
IT: get around 900 gold from our friends. Now we get gunpowder in 18 instead of 28.
Globe theater belongs to capital with all that money in there, but I’ll leave it as it is, since the game is almost over.
switch to market in capital, will poprush next turn...
turn 1: poprush
turn 2: axmen kill barb longbowmen
turn 3: poprush in viclas corthouse.poprush in huamanga forge. Research jumps from -39 to -23 in last few turns cuz of poprushing.
turn 4: zzzz
turn 5: cont. zzzz building units is a pain
turn 6: up cultural slider by 10, gunpowder in 12 (was 10)
turn 7: zzzz
turn 8: stack of Chinese units shows up in front of our...um..hub city.. sacrifice cat
turn 9: wow, so one horse archer attacks and looses to our macemen, other 3 horse archers surround city ready to pillage out cottages.
so our macemen owns one horse archer, our welephant owns second, and our second macemen looses to horse archer (at 99.6% chance in out favor) ROFL. Not gonna let him get away with that so let cat kill that one, will probably loose it next turn tho. Eye for an eye until all world goes blind.
turn 10: zzzz

I took a pic but I couldn’t paste it?? anyway good luck

theRat what do you think of my suggestion for the next SG?

later guys

ThERat
Apr 23, 2006, 07:31 PM
ok got it, hope we can help the AI rolling over the enemy

note: acid, I just started Rat15, but am not planning another game for now and I am less inclined to play another team game. The WW penalty is too severe to make this type of game a pleasure

acidsatyr
Apr 23, 2006, 08:22 PM
I know,i didnt want AW game...
that sucks majorly, I wanted to play rat15
never mind

ThERat
Apr 24, 2006, 06:14 AM
save (http://www.civfanatics.net/uploads11/Rat14_AD-1460.Civ4SavedGame)

wow, with reporting so sparse and brief, I didn't expect this. Cyrus has already captured Guangzhou and Shanghai and has a big stack inside
A Roman city has been razed as well

I think in a SG we should at least highlight such stuff, I feel.

During my 10 turns I tried to focus on the northern Island, killing some barbs and tyring to get improvements up
razed a barb city for 40gold there

Bejing became the next hot spot, city should fall next turn
http://www.civfanatics.net/uploads11/rat141460a.jpg

Hangzhou got popular with Rome in the last few turns, we need some more units there since our friends seem

reluctant to help
http://www.civfanatics.net/uploads11/rat141460b.jpg

gunpowder came in and we are going for chemistry though this will take ages

the world, in the north there are gems for us to connect for more happiness
http://www.civfanatics.net/uploads11/rat141460c.jpg

ThERat
Apr 24, 2006, 06:15 AM
Roster
ThERat
Talamane - up
Greebley
Landmonitor
acidsatyr

acidsatyr
Apr 24, 2006, 03:03 PM
if your comment was directed toward my post, those cities were already done before my turn...

ThERat
Apr 24, 2006, 05:07 PM
acid, it wasn't directed at anyone in particular, just a comment that I would like to see a little more reporting about important events. Sometimes screenies tell a lot too.

Talamane
Apr 24, 2006, 10:18 PM
I've got bad news and bad news. Which do you want first?

OK. The bad news. Well, JC sent a really big stack and took Hangzhou from us. I rushed a longbow, but it did little good, being inadequately defended and so accessible to JC. Our friends stood by with few units to defend it. I moved our mace and two cats towards Hangzhou (Louis took Beijing), and the forces that were in the hub are being sent there as well. Our capital is so unhappy that it will take 60 turns to make a musket. It's size 12, so i suppose it needs whipping. I wanted to wait for its building to complete, but it happened right on the turn at the end of my turnset, and it still has 5 turns of unhappiness from a previous whip.

OK. The other bad news. There appears to be barbarians popping up like roaches in the former German territory. I nearly missed out on a mace attacking one of our cities defended by a lone ax.

Science is at 0%, culture @ 50%, but sci can be bumped back to 10%.

Greebley
Apr 25, 2006, 12:22 PM
Ok, I got it. I will look at civics and other things to try to handle WW. Maybe we could just go for smaller cities...

Greebley
Apr 25, 2006, 08:40 PM
Preturn: I am pretty sure I started a Workboat in Vilcabamba to get the crabs on my last turn. These crabs are still not built. That means not only did someone cancel the build, but noone else built it even though I mentioned it in my log? Ah well. I can build it now.

WW in alliances is really really broken. We have 150% (i.e. 12 citizens = 18 unhappy) even though we are in police state. This means we would have 300% WW without it vs 2 AI's. I feel permanant alliances should also get the WW bonus that Always war has. Anyone know a way to communicate this to Firaxis? Or is this well known? I am certainly not going to play another Alliance game until this is fixed.

Early: China loses two cities in her core. The city that we used to own is now in Persian hands.
Persia also takes Hangzhou that we used to own.
Mostly fix unhappy people by whipping the towns to smaller size.
We get a great Engineeer which I use to speed up Chemistry - First time I have used an engineer for a tech. It goes from 30 to 18 (I also raised science by 10%) Grenadiers are probably worth it though. I think this will be the last tech gain in the game other than low end techs. Nationalism for example is 158 turns (would be less with the other 2 AI but not by that much).

Mid: China is down to 2 cities. We razed one and France did too.
Some more cities in German lands. Trying to hurry their courthouses. We cannot grow more until the courthouses are built.
France uses a great person to get Philosophy.

Late: China is down to 1 city and then back up to 2.

We have units in Roman territory. My suggestion is to pillage without going next to a city I suspect the stack will be instantly killed when it goes next to a city.

Notes:

China will probably die sometime early in the next players turn.
It is possible I will not play again, if the AI is quick enough.

I asked the AI for cash so we can research faster toward Grenadiers.

I am hoping WW decreases when we kill China. It is up to a total of 340% of our population divided by 2 for police state = 170%. If we didn't have the pyramids the game would be unplayable (If we had a size 10 town it would have 34 war unhappiness).

No picture - China is down to 2 cities and Rome is pretty much untouched. We have done very little militarily - all the other two AI.

ThERat
Apr 25, 2006, 09:59 PM
I agree with Greebley as I stated above that the team concept is broken. I assume it was simply never tested before. WW of 340% is nonsense and I actually get the feeling that eliminating one of the other team doesn't even affect WW.
That way WW will only be eliminated once the game is over. This absolutely kills the fun of this concept that actually has some potential.

I am certainly not playing a team game any more until something is done about this.

Well, maybe one of the beta's can convey a message to Firaxis about this broken WW. I always feel if there is such an option available (like team play), it should be fixed.

acidsatyr
Apr 26, 2006, 02:44 PM
Couldn’t agree more. I think we actually played rather well, it was little boring since we played hub, it would’ve been a different story if we played Pangaea. On the more interesting side, I was testing the same game on immortal, and none of the ai's wanted to build pyramids for a while. They concentrated only on army. Could it be that it’s made like that for purpose of us having the pyramids and actually making the game at least somewhat playable? Still you should see WW on immortal. :crazyeye: :crazyeye: :lol:

Tatran
Apr 26, 2006, 04:05 PM
Lurker's comment :
I agree,the Team concept is a disappointment.
To reduce WW you need to elimenate the whole Team.
Another frustration,te AIs keep on building units until they
almost bankrupt.So the human player is the only one who is
researching.If the AIs don't switch to a Police State (it isn't
their favourite civic) and don't build jails + Mount Rushmore,
you can never reduce WW your AI_partner is producing.

Greebley
Apr 27, 2006, 08:44 AM
Landmonitor, you are up.

Roster
ThERat
Talamane
Greebley - just played
Landmonitor - up
acidsatyr - on deck.

Greebley
Apr 27, 2006, 08:17 PM
Maybe we should swap/skip LandMonitor. it is has been 2 days and I haven't seen an "I got it".

ThERat
Apr 27, 2006, 08:35 PM
yes, let's finish this game since it's a clear winner anyway. Thus...

Roster
ThERat
Talamane
Greebley
Landmonitor - skipped
acidsatyr - up

acidsatyr
Apr 27, 2006, 09:50 PM
ok IT chemistry in 3, both sliders @ 50%
I am writing events as I play…
Chengdy capture. China with only one city left.
Rome has large stack (pic), that’s going to take a while..

http://img92.imageshack.us/img92/7296/civ4screenshot00172ci.jpg


turn 3 – Rome sacrifices 4,5 cats on our stack we heal…
turn 4 – chemistry in, I turn science off, we are at 50% culture slider making – 4 gpt.
I settle one more settler that I saw around, it doesn’t matter anyway I guess.
Chinese culture has been destroyed…
Rome sends stack of Longbowmens and rapes our injured stack, all units destroyed…
We killed few units in the process so its ok I guess…
And at this point I simply lost the track of moves, is it 7, 8 or 6? Hmmm….
I’ll play few more, I’m sure you won’t mind since absolutely nothing interesting is going on, in fact it’s a torture looking Lui sacrifices stack of his UU to get one barb city on hill … amazing :D
Science = 0%
Culture = 60%
Music in 16 thx to our scientists
and we’re -27 gpt.
Nothing happens and i quit, there’s even larger stack of units in rome, and lui is chasing barbs…
good luck!!:crazyeye:

ThERat
Apr 27, 2006, 10:11 PM
you learn one thing though in this game...the AI does have room for improvement to keep it positive...

ThERat
Apr 28, 2006, 06:10 PM
save (http://www.civfanatics.net/uploads11/Rat14_AD-1625.Civ4SavedGame)

329turns left, maybe I play 14 then

focused on Antium, we should try and take 1 city at a time
on turn 8 took out 5 of their units inside
city was taken by French

Rome's defense in the meantime shrank to 4 LB's
we do have a few knights there and should attack once the time is right

we did get music and I went for optics so we can connect the whale for another happy face

http://www.civfanatics.net/uploads11/rat141625.jpg

unhappiness now at 50(25) faces when Cuzco has 13 pop, couldn't be more ridiculous

ThERat
Apr 28, 2006, 06:11 PM
Roster
ThERat
Talamane - up feel free to play 15 turns
Greebley
Landmonitor
acidsatyr

Landmonitor
Apr 29, 2006, 09:53 AM
Thanks for skipping me, SG are weird if you missed the main part of them and if I was playing this one player, I'd be automating production and just finishing it anyway.

Greebley
Apr 30, 2006, 10:38 PM
No I got it from Talmane for a bit so I am grabbing it.

I got it.

acidsatyr
May 01, 2006, 12:49 AM
lol!!!

i forgot we were still playin this thing
dear god...

Greebley
May 01, 2006, 08:58 AM
Straightforward turn. I built units and sent them after Rome. We took Rome itself and helped take another city.

In 1661 We got this:

http://i13.photobucket.com/albums/a251/Greebley/Rat14_AD1661.jpg


Just for kicks, This is what our towns would have looked like if we hadn't built the pyramids.

http://i13.photobucket.com/albums/a251/Greebley/Rat14_AD1661a.jpg

ThERat
May 01, 2006, 09:22 AM
what shall I say? this team thingy is broken, but thanks for the team effort and trying our best to play a broken game...

hopefully, someone from Firaxis will fix this or disable the team option for AW :(

Greebley
May 01, 2006, 10:53 AM
I posted the screen shot above in the bugs forum in the hopes Firaxis will notice (though I am really hoping they already know how bad the issue is).

acidsatyr
May 01, 2006, 09:19 PM
haha!! we won awsome
soooo, whos starting 5 vs. 5 immortal AW?
:lol:

Landmonitor
May 03, 2006, 12:11 AM
Wow! 42 WW! That's really brutal...