View Full Version : SC03 - Oscillating War for Dummies


Bede
Apr 03, 2006, 09:57 AM
Just for some fun!

http://i15.photobucket.com/albums/a371/doconor/SC03/Civ4ScreenShot0003.jpg

http://i15.photobucket.com/albums/a371/doconor/SC03/Civ4ScreenShot0002.jpg


Now for the fun part:

There are six rival nations in the game. And there are six "Eras" in the game determined by technology. Before proceeding from one era to the next, i.e. Ancient to Classical, one rival nation must be conquered. Only then can we unlock the the next era.

Thanks to DaveMcW for the list of eras and associated techs


Technology Era
Fishing Ancient
Hunting Ancient
Mining Ancient
Mysticism Ancient
Agriculture Ancient
Archery Ancient
Priesthood Ancient
The Wheel Ancient
Masonry Ancient
Meditation Ancient
Pottery Ancient
Animal Husbandry Ancient
Polytheism Ancient
Sailing Ancient
Bronze Working Ancient
Monotheism Ancient
Writing Ancient
Horseback Riding Ancient

------------------------------------------------------------------------------------------------

Iron Working Classical
Literature Classical
Mathematics Classical
Alphabet Classical
Drama Classical
Monarchy Classical
Calendar Classical
Code Of Laws Classical
Construction Classical
Compass Classical
Currency Classical
Metal Casting Classical

--------------------------------------------------------------------------------------------------

Theology Medieval
Music Medieval
Optics Medieval
Paper Medieval
Banking Medieval
Feudalism Medieval
Machinery Medieval
Civil Service Medieval
Philosophy Medieval
Engineering Medieval
Guilds Medieval
Divine Right Medieval

---------------------------------------------------------------------------------------------------

Economics Renaissance
Gunpowder Renaissance
Liberalism Renaissance
Printing Press Renaissance
Corporation Renaissance
Education Renaissance
Rifling Renaissance
Astronomy Renaissance
Nationalism Renaissance
Replaceable Parts Renaissance
Military Tradition Renaissance
Chemistry Renaissance
Constitution Renaissance
Democracy Renaissance

--------------------------------------------------------------------------------------------------

Fascism Industrial
Scientific Method Industrial
Steam Power Industrial
Artillery Industrial
Communism Industrial
Biology Industrial
Railroad Industrial
Combustion Industrial
Physics Industrial
Steel Industrial
Assembly Line Industrial
Medicine Industrial
Electricity Industrial
Industrialism Industrial
Fission Industrial

---------------------------------------------------------------------------------------------------

Mass Media Modern
Refrigeration Modern
Flight Modern
Radio Modern
Ecology Modern
Satellites Modern
Plastics Modern
Computers Modern
Rocketry Modern
Composites Modern
Robotics Modern
Fiber Optics Modern
Genetics Modern
Fusion Modern
Future Tech Future

The list does not determine research path, nor are we required to research all technology in an era before moving into the next. We must eliminate an opposing nation, though.

Roster (not order of play)

Maquis
Maksim
JerichoHill
soul_warrior
Bede

Maquis
Apr 03, 2006, 10:40 AM
Hmm, sounds like fun. I'm a little nervous about the Aggressive AI and raging barbs turned on... But I'd be willing to give this a try.

I just hope that we get to see all the ages... I hope it's not just a rush to conquest by 300 AD :)

SpriteSODA
Apr 03, 2006, 11:21 AM
I dont think I'm good enough for this so i'll just lurk=]

Maksim
Apr 03, 2006, 11:45 AM
OK, sign me up for this. Should be fun.

We might have some trouble with fighting a war in the very first era. Not sure how common horses are on Highlands, but War Chariots should come in useful here, if we can get them.

JerichoHill
Apr 03, 2006, 11:46 AM
I finished an SG, so I am game

soul_warrior
Apr 03, 2006, 01:01 PM
jiving bunny?
would like to do this, but will probably have to get skipped a few.
schooling is a killer these days.

if thats ok, im game.

just a reminder, my [civ4] time is VERY limited so i cant even rate my skills yet.

=|VA|=Lawman
Apr 03, 2006, 01:17 PM
If I get to play then this would be my first SG.

This shouldn't be too bad unless of course I forget the rules over go over the limit of turns. :lol:

Also as proof I have beaten prince bede...

122172

jeejeep
Apr 03, 2006, 03:03 PM
I would love to try this and I can beat prince fairly easily, though I am better at building than warmongering. If the roster isn't already full, I would like to join.

Bede
Apr 03, 2006, 09:01 PM
@Maquis, Maksim, JerichoHill, soul_warrior

:salute: and welcome aboard.

@Lawman and jeejeep,
Keep your eyes on the Civ4 Registration thread for the next one. Thanks for the interest.

Standard 24 to get the game and 48 hours after that to play and post. Skips are automatic so just pick up and go if a player has missed the deadline.

My thoughts on the opening moves: we start with Agriculture and Wheels so the first research project should be Animal Husbandry to pick up the location of horses for the chariots. It also looks like Stone in the lower left so an alternative would be an Early Religion, then Masonry and build the Henge.

This is Raging Barbarians but there will be a short breathing space in any case, so I don't think archery is a priority or even needed if we have near by horses. But an early warrior is going to be important, even more than an early worker.

After Animal Husbandry, what? Mining and Bronze Working, Masonry and a Religious tech?

We don't need religion for culture, but it may be important for happiness.

The Oracle->CoL->Civil Service slingshot is out of bounds for this variant, remember, unless we can wipe out two civs right out of the blocks. And we won't be getting to Writing for libaries until somebody dies.

Commerce at the capitol could be an issue but the two cornfields might make up for it, though the only available specialists are going to be priests

Looks like we will have lots of trees to chop for settlers or an early wonder.

I'll put up the roster tomorrow or after everybody has chipped in their thinking. The first post has been edited with the Tech-Era list.

JerichoHill
Apr 04, 2006, 09:48 AM
Here are my thoughts.

I like settling in place. We've got stone, and two corn., and plains hills. Production city it seems...

I think the first order of business should be to hook up the resources we have. Hence, I would like to research mining while we build a worker.

Then BW (then if we do not have copper, animal husbandry)

Fortified warriors on hills should fogbust enough for us to survive until axemen show up. By then we should have axemen of our own.

That's what I think at least

Maquis
Apr 04, 2006, 11:40 AM
I agree, I like settling in place. With the 2 corn, we can set up some nice production with all the hills, plus I like the fresh water bonus...

we could build a worker first, or build a second warrior while the city grows to size 2....

Mahatmajon
Apr 04, 2006, 12:10 PM
Great idea for the oscillating war. I think it's a bit wacky to throw in raging barbs and/or no tech trading but still a fun idea. This will be a good one to lurk.

Conroe
Apr 04, 2006, 12:11 PM
the first research project should be Animal Husbandry to pick up the location of horses for the chariots.
Hence, I would like to research mining while we build a worker.

Then BW (then if we do not have copper, animal husbandry)
Since you cannot move into the next era without eradicating someone, wouldn't it be better to use your early UU advantage to quickly dispense with a neighbor before they get too big? That UU would also be quite nice against all of those raging barbs, as well.

Maksim
Apr 04, 2006, 12:16 PM
I'd go with Worker first (easily pays off since we have two corns and Agri straight away).

Two food resources mean a lot of spare angry people, which means slavery would be a good next step. Bronze Working will also give us axemen.

OTOH, War Chariots are just as strong as axemen, and better at attacking cities defended with archers (due to ignoring their first strike ability). So let's make Animal Husbandry a higher priority.

What worries me is the very first war - it needs to be short and victorious (which is exactly what the Russian Czar wanted in 1905, and look where that led him). If we spend too much time dilly-dallying, or waste our troops needlessly, we'll fall back behind in tech. Once we fall behind in tech, every next war will be progressively harder.

We could, if we have bronze/horses within our capital's borders, forego settlers entirely and rely on just taking over enemy cities. It will depend on the situation.

JerichoHill
Apr 04, 2006, 12:30 PM
I agree about foregoing settlers if we have the necessary resources. I would say the first victim should be whoever gets us closer to other civs

Forward Base, so to speak.

I now agree about AH. I didn't realize how quickly we'd need to get our UU up and running

I think a worker would help us more than a 2nd warrior IMHO

Bede
Apr 04, 2006, 07:52 PM
Great idea for the oscillating war. I think it's a bit wacky to throw in raging barbs and/or no tech trading but still a fun idea. This will be a good one to lurk.

scoutsout of the "I have an idea" used to refer to the games I put up as "Bede's twisted variants". He had especially in mind an early C3C endeavor involving the Defiant Japanese, Feudalism and Fascism and Raging Barbarians. We went down fighting, though.....fending off airpower supported tanks with cannons and samurai armies....China launched a spaceship in 1972 just to get shut of us. It is in the forum archives as Bede02. After that one things got easier with Sid Vicious vs the Magnificent 7+1.

Enough reminiscing from the old warhorse....

Here's the roster:


Maksim - first set 20
JerichoHill - second set 15
Bede - third set 15
Maquis fourth set 10
soul_warrior - fifth set 10

And ten per set to the end....

Success will require greater co-ordination and understanding of each other's moves than a C3C game. There are many more choices to make and all have very different consequences and I don't know your play styles as well as I know the styles of the C3C veteran warhorses. And I haven't played C-iv long enough to develop a coherent style. So we need to know, understand and concur with each other's moves. Not in detail, but how each of us thinks the sets we will play will contribute to the objectives.

So here goes: I concur that the Home Base will make a good production town, it also has the potential to be a good Great Person producer with the local corn. I also concur that it has has excellent potential for application of the whip. We should be in a position to chop/whip enough settlers to get us a good core depending on what the local terrain looks like.

So here is how I see the opening moves:

Settle in place, start training a worker, and research Animal Husbandry while Bubba the warrior wanders about in a spiral trying to locate resources for us. Then once Animal Husbandry is in and the worker is setting up the corn fields train some few troops (warriors or chariots depending, while the town grows out then start whipping out the settlers and workers for at least three towns.

Unless we want to go for an early religion or an early wonder, once Animal Husbandry, Mining and Bronze Working, Pottery, and Masonry then Fishing (probably in that order) are in hand we could even shut down the research labs and start building a war chest for bribes, upgrades or a spending spree toward some really crucial technology.

Roster check
Maksim - up
JH - on deck
Bede - waiting patiently
Maquis
s/w

JerichoHill
Apr 04, 2006, 09:45 PM
This is raging barbs. Might I suggest a different exploit and save our whip for other projects?

We're going to need fogbusters and we're going to need them decently fast. Why not exploit chopping to build our settlers/workers and in the turns that do not have a forest chop in them, build fogbusters. It very simple, just switch production in the city to settler IMMEDIATELY on the turn the chop is due. Then do your normal moves...chop comes in, and then set it back to fogbuster next turn.

We save valuable time producing an army, allow our city to grow, and save whipping for buildings/wonders

.02

soul_warrior
Apr 05, 2006, 12:33 AM
This is raging barbs. Might I suggest a different exploit and save our whip for other projects?

We're going to need fogbusters and we're going to need them decently fast. Why not exploit chopping to build our settlers/workers and in the turns that do not have a forest chop in them, build fogbusters. It very simple, just switch production in the city to settler IMMEDIATELY on the turn the chop is due. Then do your normal moves...chop comes in, and then set it back to fogbuster next turn.

We save valuable time producing an army, allow our city to grow, and save whipping for buildings/wonders

.02
indeed.
looks like a good plan.

agree on settling in place, and all the rest of bede's tech path.

im for not getting too settler happy, lets take em for the AI.

Maksim
Apr 05, 2006, 06:24 AM
Got it. Will play tonight.

Maksim
Apr 05, 2006, 01:04 PM
Ah, what a glorious day it was in the life of our tribe, when the chief shaman came out of his hut and told us all that he has spoken with the spirits, and they have chosen the next leader of the tribe after the previous leader went out for a piss in the middle of night and was eaten by something!

The chosen one, a former shaman’s apprentice, and by all regards quite a bright boy, followed the chief shaman out of the hut and told the tribe that they should stop wandering the land filled with evil and dangerous creatures, and should settle down instead. To make sure that the people would understand him, he sat on the ground and declared he would move not from this place for as long as he lived (a decision he often regretted later in life).

His people began settling their huts around him.

The next item on their primitive agenda (so primitive they haven’t even invented color-coding and market research!) was to name their city. Being literal-minded and watchful of the future but never dense, they called their city “The Capital”.

Their first order of business was to find some people actually willing to work, instead of sitting around and picking their noses. They reckoned they weren’t doing so badly – it only took just six hundred years to find such people!

Meanwhile, their efforts in feeding stray wolf pups and getting to know some pigs paid off handsomely. An unpromising grassland to the northeast of the city turned out to be populated by the totally excellent “wyld stallions”, which they would eventually strive to cultivate and ride into battle (the opposing school of thought, suggesting that the people ride beavers in battle, ran into some technical difficulties, as no beavers could be located anywhere).

The shamans who made this discovery patted each other on the back, elected a chief shaman who got a fanciful pointy hat, and proceeded to do nothing for a few more hundred years, until they proposed the concept of “mining” - digging into the ground, much like their wolf pups did, and coming up with… well, bones so far, but they are pretty sure they are onto something, and need just another half a millennium, give or take, to figure out the fine details of Bronze Working.

Alternatively, there are rumors of giant grey beasts roaming the plains to the north-east. Radical shamans propose that instead of worshipping them as some people in far away lands (Hinduism was founded), we should learn to hunt them. However, their early experiments ended with the experimenters being squashed into the ground – a horrible setback for the scientific method!

All throughout these eight hundred years, the brave warriors of the tribe wandered the lands. On several occasions, they encountered tribal villages, where friendly inhabitants gave them shiny things of their own volition. Anyone who questions the last statement, or critically considers why the appearance of armed men suddenly prompted villagers to part with all they had and disappear forever, is no patriot but a revisionist historian!

No other civilized people have been encountered so far. The workers have finished farming some corn, and are prepared to go to cultivate horses. With our food abundance we can quickly build workers/settlers if needed, or afford several mines.

Over to the next great leader!

Oh, and by the way...

scoutsout of the "I have an idea" used to refer to the games I put up as "Bede's twisted variants". He had especially in mind an early C3C endeavor involving the Defiant Japanese, Feudalism and Fascism and Raging Barbarians. We went down fighting, though.....fending off airpower supported tanks with cannons and samurai armies....China launched a spaceship in 1972 just to get shut of us. It is in the forum archives as Bede02. After that one things got easier with Sid Vicious vs the Magnificent 7+1.

Enough reminiscing from the old warhorse....


No, no, please continue. The Sid Vicious thread has given much pleasure to this lurker in the days of Civ3, and now I feel a powerful urge to hunt down a link to this Japan game you speak of.

soul_warrior
Apr 05, 2006, 02:27 PM
hilarious Maksim!! :goodjob:

prepare for the adventures of Mogley, the jungle boy :lol:
soon at a theater near you!

Bede
Apr 05, 2006, 08:41 PM
Well written and well played. This is a truly outstanding start, if a trifle lonely. Time to get some chariots on the ground and get them some experience killing lions and tigers and bears, and maybe even a raging barbarian or three.

Somebody will want to check the old guy's math here but we ought to be able to do a ten turn cycle on a settler and a chariot or other trooper with judicious application of the forestry and whips once the population grows out to three. And with elephants in hand we shouldn't have to put up with too much griping from the population. Course we need to know how to hunt them instead of herding as elephants don't take kindly to pasture fences.\

Obligatory roster check

JerichoHill - up for 15
Bede - third set 15
Maquis fourth set 10
soul_warrior - fifth set 10
Maksim - first set 20 and established a standard for reportage that is hard to beat.

@Maksim - The link to an old war story (http://forums.civfanatics.com/showthread.php?t=91807&highlight=Bede02)

JerichoHill
Apr 06, 2006, 02:48 PM
After an incredibly daring stunt gone away, the old chieftain has died. Villagers can barely suppress a chuckle at the old chieftain's desire to "fly" Humans cannot fly they say!

A more practical chieftain is chosen among the villagers. He is a strong, strapping, handsome lad, who makes sure historians note his prowress in the company of ladies.

Chieftain Jericho "Very Long and Big" Hill takes the giant club of the former chieftain, and declares his victory. It was a long an arduous campaign, with people talking about setting up an "electoral college". But that is for the future not today.

"URGH! UGAA BUDDA BUGGA. Uhm. Hoo Haw HAH. URGH!"

The villagers nodded, not understanding that Chieftain Jericho has promised to increase their numbers with his own personal fertility campaign. He also promised bigger weapons, cooler boulders, and more corn for ALL!

Chieftain Jericho likes STRENGTH! He inspires a group of rabbly young boys to form together. They are led by Garl The Warrior! Soon their numbers grow by Urk The Warrior and Murkle The Warrior!

Garl dies trying to play with a very big black furry creature our shaman calls the Bear God. Jericho says that this is because Garl was week and had poor manly nails. Chieftain Jericho believes in good, manicured nails.

Along the way, our smart "engineers" learn the secret of handling Bronze! Our slaves...Happy FUN Happy Slaves, find these horse creatures and corral them into a pen. It is good, but Jericho says it takes to long to see them. Our Happy Fun Slaves build a road so that the Chieftain's wish is served.

In very disturbed news, our Warriors find MANSA MUSA! Silly Mansa has a worker building a road on a cottage. Worker is unprotected.

GRR SMASH~! We want a worker...err.. CONCUBINES FOR CHIEFTAIN JERICHO!

GRR SMASH~! To the "cottage" Mansa no like us.

-----

Fellas,

I have stolen Mansa's worker. He is being escorted by our Woodsman II warrior back to THE CAPITAL. There is a Mansa Warrior nearby. Please do not move our guy out of the woods.

Also, I built another worker...err slave. He is working a road to the quarry. We should research masonry next (Hunting now). THE CAPITOL is building a war chariot. If we hurry, we should be able to pump two or three and take out Mansa, thus enabling an Oracle slingshot.

We have 2 warriors around THE CAPITAL. They are healing. Animals are everywhere, so that worker cannot go unescorted.

I did not revolt to slavery yet. I think building war chariots fast and taking Mansa before he builds his skirmisher is key

Bede
Apr 06, 2006, 05:26 PM
We are spiritual Egyptians so the revolt to Slavery won't cost a turn. If not timed right and a unit is due to produce we may lose the finish, so it just needs to happen at the start of a build cycle.

And animals won't cross a border except to take prey just inside...so if the slaves are 1 plot away from the line in the sand they are safe. Barbarian yahoos are another matter of course.

To make the Oracle slingshot to Civil Service we will need to kill two rivals, BTW. So if we try an oracle sling before that we need to pick a classical technology.

Looks like smash and grab is the order of the day. But we have no silk for Bede's silk jammy ride in his war chariot, oh, what to do?

Off to battle in my fur coat, but wait, no furs, well, the ancient Celts rode to battle in their war chariots naked......painted red <stumbles off into the cave hunting for ocher, stripping off his robes and calling for the Mali slave to bring his bow and arrows>.

And where away is that Mali capitol anyway? And I am not surprised Mansa no like Egyptians with fine manicures.

Got it

Obligatory roster check

Bede - up for 15 - maybe tonight.
Maquis fourth set 10
soul_warrior - fifth set 10
Maksim - first set 20 and established a standard for reportage that is hard to beat.
JerichoHill - Smash and grab

Conroe
Apr 06, 2006, 06:51 PM
the ancient Celts rode to battle in their war chariots naked......painted red <stumbles off into the cave hunting for ocher, stripping off his robes and calling for the Mali slave to bring his bow and arrows>.

The grumpy old monk naked in a chariot :dubious: that's a visualization I'm pretty sure I didn't need :twitch:

JerichoHill
Apr 06, 2006, 08:23 PM
i meant that we could at least sling to Metal Casting.

Sorry about not changing to slavery. I would not have used it anyways.

Not worried about animals, except for the worker/warrior combo coming back. I like animals, and thats why I buitl warriors, so they could get that +2 experience (hopefully)


MALI CAPITAL IS DUE SOUTH~! WAAYYY DUE SOUTH

Bede
Apr 06, 2006, 11:31 PM
Turn 35 (2600 BC)
The Capital grows: 4 and I stall the growth to prevent riots until the elephants are hunted.

Turn 36 (2560 BC)
The Capital finishes: War Chariot and I send her south to meet up with Urg and his concubines.

Turn 37 (2520 BC)
The Capital begins: War Chariot. We are set up to train a chariot in a 2/3/2 cycle.

Tech learned: Hunting. Worker boogies over to set up camp and a road to the elephants.

Turn 38 (2480 BC)
Research begun: Masonry to get the marble on line.

Turn 39 (2440 BC)
The Capital finishes: War Chariot

Turn 40 (2400 BC)
The Capital begins: War Chariot

Turn 41 (2360 BC)
The Capital finishes: War Chariot

Turn 42 (2320 BC)
War Chariot defeats (4.35/5): Barbarian Bear looking for a promotion, none granted though
The Capital begins: War Chariot

Turn 43 (2280 BC)
Contact made: Japanese Empire Tokugawa appears from the northwest

Turn 44 (2240 BC)
The Capital finishes: War Chariot

Turn 45 (2200 BC)
The Capital begins: Warrior as there is a vampire to the northeast and the capitol could use a garrison anyway.

http://i15.photobucket.com/albums/a371/doconor/SC03/2200.jpg

The Capital finishes: Warrior and goes back on high growth, high hammers as the ivory shipments start coming in and we have an MP now.

Turn 46 (2160 BC)
The Capital begins: War Chariot

The first battle of the war with Mansa in the valley of the bears.
War Chariot defeats (4.25/5): Malinese Warrior

Tech learned: Masonry and worker starts building a quarry

Turn 47 (2120 BC)
Research begun: Pottery

The Capital finishes: War Chariot

Turn 48 (2080 BC)
The Capital begins: War Chariot

Turn 49 (2040 BC)
War Chariot defeats (4.40/5): Barbarian Warrior that threatened our horses

Turn 50 (2000 BC)
War Chariot defeats (1.80/5): Barbarian Warrior on the road to Timbuktu


Happy Slave Workers are chopping a forest while The Capitol trains a chariot due in 2, chop due in 3. When the wheels go on swap to a settler to catch the chop, then go back to training another chariot.

I really have no idea where to send the settler other than south towards Mali or west towards the Stones....

I haven't swapped out to Slavery yet, so that should probably be next.

The Foreign Concubines are building a road to the Mali territory under cover of Urg and some chariots

We should have five chariots at the gates of Timbuktu shortly.

One chariot should probably stay near home to provide for vampire slaying, as the bogies are wandering by.

There are also two natural warriors handy, one guarding the ivory and the other on MP duty.

I think I wasted some research turns as we don't really need Pottery yet....

The long road to Timbuktu

http://i15.photobucket.com/albums/a371/doconor/SC03/2000.jpg

The gathering storm

http://i15.photobucket.com/albums/a371/doconor/SC03/2000_01.jpg

A closer view of Urg, the Concubines and the chariots

http://i15.photobucket.com/albums/a371/doconor/SC03/2000_02.jpg

And The Capitol

http://i15.photobucket.com/albums/a371/doconor/SC03/2000_03.jpg

Roster check

Maquis up for 10
soul_warrior - on deck for 10
Maksim - first set 20 and established a standard for reportage that is hard to beat.
JerichoHill - Smash and grab
Bede - got naked and killed a bear for its skin

soul_warrior
Apr 07, 2006, 03:43 AM
prince agammemnon was a wily and crafty warrior.
Urg! said that he be weak.
Urg! shall suffer defeat by a long a hot piece of papyrus card being shown his true nature!

beware the wiles of the Jive Talker.
tremble in your seats in anticipation and bow down before the Porcelain Gods :worship:

my feeling is to go for :smoke: and [pimp] (e.g. get them stoners)

ok, now back to studying how to create user groups and limiting thier priviliges within the domain :confused: and its just the beginning ;)

Bede
Apr 07, 2006, 06:12 AM
May want to switch the research to Fishing there don't seem to be many grasslands in the immediate neighborhood for building McMansions so commerce is at a premium. Also the water is set to seas so there may by some fishing type resources in the fog that we can't see yet.

Maquis
Apr 07, 2006, 06:45 PM
Got it. I'll see if I can get to it later tonight, otherwise tomorrow morning.

Hopefully I can try to keep up with the witty reporting styles! :)

JerichoHill
Apr 07, 2006, 09:05 PM
I imagine Mansa should fall this turnset

Keep the city or raze? That will be your decision

If we can find Toko, I say we go and take him out with chariots too, then hit the oracle sling...while keeping in the rules of the variant

alot of headaches will be gone.

Maquis
Apr 08, 2006, 09:08 PM
Not sure if I have the time nor wit to write up a great turnlog... but here goes...

As the new cheiften Maquis reluctantly takes the throne, as word comes out of the restless hordes that have been raoming new The Capital. He has also been been asked to thwart a distant tribe of "malinese". Here is a quick summary of the time spent in power:

As I send the throng of war chariots south, the natives become restless once again. Vampire warriors close in from the west, north, and south. I feel I have to send a couple of our chariots to take them out, as well as fog-bust.

The Foreign Concubines continue their laborous work connecting this road to The Capital. This takes more than the time alotted for my reign.

Also during my reign, the local scholars tell me they have discovered something called pottery, and claim they now can build structures outside the capital that will some day increase our great wealth. Your cheif is mildly impressed. I instruct them to figure out a way to better deal with the restless natives... they tell me they are researching a way to fling sharp sticks at the enemy, and this will keep The Capital safe. Althouh this sounds interesting enough... I will believe it when I see it!

One thing I must note... one day I got word of some of the residnets of The Capital were intersted in studying the rocks that lie to our west. I told them that our workers cannot venture that far from The Capital. They continue to beg that I find a way to gather these rocks. For their insessant complaining, I then throw them out of The Capital, and tell them to find their own method of gathering the rocks. A few turns later, I hear The Outcasts have formed their own city, and claim they can not only gather the rocks, but some shiny stones and even say that they have found "dye".

http://img162.imageshack.us/img162/3318/thebes7do.jpg



On a bit of a more serious note... 4 of our war chariots have made their way to the enemy stronghold. They have 2 Skirmishers proteting their city, and we will need more chariots to mount a successful attack. The battle will up to the next person!

Here's the save:

soul_warrior
Apr 08, 2006, 11:27 PM
i have it.

waiting for more cannonfodder.
will press the attack.

check save later.

soul_warrior
Apr 10, 2006, 07:19 AM
for the logs
Turn 60 (1600 BC)
Tech learned: Archery
The Capital finishes: War Chariot
Judaism founded in a distant land

Turn 61 (1560 BC)
Research begun: Fishing
The Capital begins: War Chariot

Turn 62 (1520 BC)
The Capital grows: 6
The Capital finishes: War Chariot
War Chariot defeats (0.40/5): Barbarian Warrior

Turn 63 (1480 BC)
The Capital begins: Settler
Contact made: Incan Empire
War Chariot defeats (4.40/5): Barbarian Warrior

Turn 64 (1440 BC)
The Outcasts's borders expand
Warrior defeats (2.00/2): Barbarian Warrior
Warrior loses to: Barbarian Warrior (1.56/2)

Turn 65 (1400 BC)
War Chariot defeats (4.40/5): Barbarian Warrior
Contact made: English Empire
Tech learned: Fishing
Warrior defeats (2.00/2): Barbarian Warrior

Turn 66 (1360 BC)
Research begun: Iron Working
War Chariot defeats (2.90/5): Barbarian Warrior
War Chariot promoted: Combat I

Turn 67 (1320 BC)
The Outcasts finishes: Warrior

Turn 68 (1280 BC)
The Outcasts begins: Archer
The Capital finishes: Settler

Turn 69 (1240 BC)
The Capital begins: War Chariot
War Chariot loses to: Malinese Skirmisher (2.32/4)
War Chariot loses to: Malinese Skirmisher (3.36/4)
War Chariot loses to: Malinese Skirmisher (2.08/4)
War Chariot loses to: Malinese Skirmisher (0.52/4)
War Chariot loses to: Malinese Skirmisher (0.16/4)


mogley thought he had it made. what could be better than a mission within the diplomatic core.
people said it was like Hard-core, only more civilized.
nutin' rong wit a bid o' culutura, righty o?

there were none better than him at fogbusting, so he offered to go into the fartherst reaches of the north. maybe he could land a rich baroness from Reykavik or Trent upon Rye.

one day, Mogley has heard a troubling piece of news.
his highness decided that having people do anything you tell them to do is nice and comfy.
he agreed :D
too bad the highest of the high tend to abuse such nice comforts.
Mogley was sure he didnt need to force any of the heiresses he was sure would be knocking on his door anyday soon.
no need at all.

not a fortnight after, Mogley meets up with his first heiress.
YES!! :mad: she had to be a HEIRESS! :cry:
who would wear a headpiece with lots of feather IF THEY WERENT A GIRL, eh?
Hooya Kapac was his name, and annoy us was his game.
Mogley vowed that one day he shall have his revenge.

running, in shame into the jungle, mogley stumbles unto a campfire, where the gang wanted nothing to do with seeveelized peepEl.
they tired to ambush him, but mogley, trained in the ancient arts of FuKKoo, beat them into the trash they were.

trying to clean up after himself (it is VERY UNCIVIL to hike and leave trash were you have been)
he sees, in a pond, this GORGEOUS girl, bathing in a pond.
---censored by ?????-----
after which they decided they could meet again.
she told him right before she left
"my name's Lizzie, and i love :spank:. cee ya ;) "

pondering this girl, mogley stumbled in the woods upon a big shiny rock.
which promptly hit him on his head.
"whatcha think ya doin, mOn?
dis here is me turf" said the rock.
"thinking "i must be dreaming. lets humour it.. mogley replied
"no it aint. tis public or me bossman's.
"who be yo bossman, tumbleweed?
"cant recall, said mogley, youve just caused me to forget with that blow"
"ahh, sorry bout it, said the rock.
"can i tell you a lil secret?
"if you throw me in da fire, ill turn into some very nifty stuff.
try it.

so the legends say began our quest for the secrets of ironworking.

on the last year of Mogley's tour, terrible news came form the Mansurian Front.

the trroops having been encamped out of the walls thes emany years, saw Mansa grow and flourish, till one day the saw
2 skirmishers and a settler fleeing west across the river.
that meant that mansa had just 2 skirmishers left as defence, and withfresh troops just there.
what could possibly go wrong, thought the general?
ATTACK>>>
that battle raged for 3 whole days, with mostly brave charioteers crashing against the walls of Mansa-Tirith.
that single battle has lost us 5 chariots.

------
we still have that settler, in The Capital, waiting for orders.

Bede
Apr 10, 2006, 07:45 AM
Too bad, so sad, Mansa turns out harder than he looks.

And we can't learn Iron Working until somebody is dead! Before proceeding from one era to the next, i.e. Ancient to Classical, one rival nation must be conquered. Only then can we unlock the the next era.

Roster check
Maksim - up
JH - on deck
Bede - waiting patiently
Maquis
s/w

soul_warrior
Apr 10, 2006, 08:56 AM
oopsie about the Iron.
thought it was ok, guess i was too lazy to check the list.

but on the bright side..
just learnt that im an uncle :dance:
out now to shop for some cute baby stuff.
maybe some toy soldiers and a [c3c] cd.

Maksim
Apr 10, 2006, 09:46 AM
Got it. Some rules lawyer might argue we could always start researching IW - just have to remember to turn it off (or switch to something else?) before we finish researching it.

Or do we play "0% science" if there are no legal techs to research?

Maksim
Apr 10, 2006, 03:03 PM
I open the save, and finally understand why some SG players would write “Well, I spent an hour looking at our situation, and here’s what I think...” I’m not at that their level yet but I did spend a fair ten minutes on figuring out what to do.

Here’s my pre-game analysis, based on what I’ve seen. Please note that I do not claim to be an expert, an objective observer or a calm, coherent and rational human being (I do, however, claim to be a human being, in case you were wondering). Let the ranting begin!

What is a settler doing on a mountain without a road? Where is he supposed to be going? East? But where? And if so, why not leave him on a roaded mountain one square north? This is two wasted settler turns right here – mind you, that’s the least of our worries right now.

Outcasts are building an Archer without Barracks. Our great Capital is building a War Chariot... which would be good except that IT DOESN’T HAVE BARRACKS EITHER!!! OK, I think I might be hyperventilating now, and there’s some steam coming out my ears (obviously the Civvers inside my head just discovered Steam Power).

Mind you, I can see the reason we are building a Chariot right now – there isn’t anything stronger than a basic warrior around in our capital, and we’ve got barbarians on the way. These are not the odds I like to be playing with, so I take this idea to its logical conclusion, and pop-rush a chariot (we are past our happiness limit anyway).

The warrior from the capital goes to a wooded mountain in front of the barbarian. He’s got very good chances with the +75% defense bonus, and if he loses, the chariot will take care of business (see screenshot one for the picture – you can also play “Spot the settler!”).

The second screenshot presents the state of affairs in the western part of our empire. Note that we have two workers in the vicinity of the city (one is atop a mountain, another is selected and building a road on stone). Notice how neither worker is doing anything about elephants, which, had they been camped, would have solved our happiness problems in the capital.

We now turn our attention to the minimap, and see the curious shape of discovered lands. The dedication and single-mindedness of our explorers is astounding – we know almost nothing of lands immediately to our east and west, but we traveled down south until almost the end of the world!

What’s even more astounding is an unbroken road going all the way from us to the doorstep of Mansa Musa. This jaw-dropping transport network would cause envy in all who see it, except that there isn’t anyone to actually do the seeing (they suffered from a slight case of death, I gather).

So, Mansa Musa, our enemy. What can we bring against him? Well, we have two chariots at 0 XP who can attack him the turn after next, and one slightly wounded that would need another couple of turns to arrive. What does he have? Well, as I find out a turn later, he’s got two Skirmishers with City Defense promotions (one’s doubled). What are our chances of success? Ten percent? Less, actually.

This isn’t unexpected – we lost five chariots here (our total lost is six so far, so one must have fallen elsewhere) just before my turnset, which nicely translated into promotions for his guys. A failed attack is worse than no attack at all. Could these guys, fallen behind, have helped matters? We’ll never find out now.

Anyway, back to the road. It’s long. Very long. Still, no problem – our chariots can travel four spaces while on it. Except that even taking that in account, it will take a chariot ten turns to arrive! So I’m definitely not taking out Mansa Musa during my turns.

What can I do? Well, let’s see if I can patch up our infrastructure a bit. Change research to Mysticism/Meditation so that we don’t break the variant rules. Send the settler somewhere sensible. Harass Mansa Musa so as to keep him weak (personal grudge, I’m afraid).

And off I went with this in mind. Deflected the first barbarian wave with the rushed chariots and the defending warrior, but the bastards have been coming pretty steadily ever since.

The Capital built Barracks, and went back to War Chariots for a while. The Outcasts have built that archer, and are now building Barracks as well. And as for the settlers, well they had a choice – either go south, meet some pigs and find some copper, or go into the deep dark jungle... so of course they went into the jungle.

They found Paradise there, so it can’t be all that bad, right? Well, one day it will be a powerful place with loads of grassland, bonus resources such as cows, rice, dye and silks. Until Iron Working, however, it’s of limited use – it could grab some cows who chewed down all the jungle, build a cottage or a mine but everything else is covered in stinky festering jungle. My bad on not thinking this through. :(

But hey, at least we secured a flank and won’t get many barbarians coming from that direction – there’s a promoted war chariot in the city, and a warrior scouting just outside.

I also sent another chariot to the west and found Tokugawa’s lands, and a tribal village! The villagers gave us a free warrior, who may die on the interturn, so please don’t look him in the mouth (gifted to the horsemen, and all that).

Overall, we are in reasonable shape to produce a chariot every two turns in capital. Either Paradise or Outcasts could build another settler, and send him down south to grab the copper (although there is another one east of Paradise, in case we lose the first one).

There are some barbarians in our lands but we’ve got chariots on hand to deal with them. I left them unmoved, as I personally would wait until they move onto a roaded tile, but it’s up to the next person what they want to do.

My scouting efforts surprised me. I’m not that familiar with Highlands but why is everyone so far away? It’s killing us. Taking out Mansa might be still our best shot at fulfilling our conditions, as at least he won’t get a chance to build spearmen – unless his second city’s got copper, which means that our chariots over there need to stay alive, away from barbarians, and pillage anything. Maybe just get close to his second city and make sure he doesn’t send out workers, if it’s not too late for that.

Then we could amass a force of five or six experienced chariots, pick some easy barbarian fights on the way to get them to second promotion (cover!), and send them south ETA twenty five turns or so.

Overall, we have suffered some setbacks, and the variant just got harder due to the distances involved. Still, if we pull together and destroy Mansa, the first hurdle will be over. And if we don’t, well, boys don’t cry. But men do!

Bede
Apr 10, 2006, 09:26 PM
Nice job, Maksim. You are getting to Grumpy status, welcome.

I think for the near future, keep harassing Mansa so he doesn't get too big for his britches, claim the copper, and build some axemen and go kill him. Or not, and shift the attack focus closer.

Highlands are tough logistically. Somewhere out there in the fog is Shangri-la, though, if my past experience is any guide.

Roster check
JH - up
Bede - waiting patiently
Maquis
s/w
Maksim - ranted, raved and got some things done.

On the pre-research, I anticipated that it might come up and see nothing cheesy about doing that, it just needs to be handled very carefully. No tech trading is on so we have to research everything we are going to want anyway, but no research is certainly a useful option.

JerichoHill
Apr 11, 2006, 07:54 PM
yup...here wont be able to play till thursday...bede if you want to go and I can switch places thats fine

Bede
Apr 11, 2006, 07:59 PM
I'll play it tomorrow so Jericho can have it Thursday, appreciate the timely heads-up.

Bede
Apr 12, 2006, 06:40 PM
Turn 79 (900 BC)
Clean up the neighborhood a little but lose an exploring warrior to a barbarian in the south

War Chariot defeats (2.00/5): Barbarian Warrior
War Chariot defeats (4.70/5): Barbarian Warrior
War Chariot defeats (4.35/5): Barbarian Warrior
The Capital begins: Warrior
The Capital finishes: Warrior
Warrior loses to: Barbarian Warrior (1.60/2)

Turn 80 (875 BC)
The Capital begins: Settler
War Chariot defeats (4.70/5): Barbarian Warrior on the way to tne next settlement site
Tech learned: Meditation
Paradise's borders expand. This is far from a Paradise with all htose jungles that we can't touch until Iron Working.

Kill a few more vampires at Outcasts and in the south

War Chariot defeats (4.15/5): Barbarian Warrior
Warrior defeats (1.72/2): Barbarian Warrior
War Chariot defeats (4.45/5): Barbarian Warrior

Turn 81 (850 BC)
Paradise begins: Worker I am going to chop out a worker here so the one in hand can go back to shopping settlers out of The Capitol

Turn 82 (825 BC)

Turn 83 (800 BC)
Mansa sorties a skirmisher

War Chariot defeats (0.75/5): Malinese Skirmisher

Turn 84 (775 BC)
Still cleaning up the neighborhood

War Chariot defeats (2.85/5): Barbarian Warrior
The Capital finishes: Settler

Turn 85 (750 BC)
The Capital begins: War Chariot
The Outcasts grows: 3 and starts a worker to at least get something done around there.

Barbarian attacks Outcasts and gets skewered....
Archer defeats (2.34/3): Barbarian Warrior

Turn 86 (725 BC)
Kill another happy wanderer from Mansa's capitol

War Chariot defeats (5.00/5): Malinese Skirmisher
Thebes founded
Thebes begins: Worker
Tech learned: Priesthood
The Capital finishes: War Chariot
Paradise finishes: Worker

Turn 87 (700 BC)
The Capital begins: War Chariot
Research begun: Horseback Riding then sut it off to accumulate cash. Thebes borders will expand in another few years and then we can connect the bronze. Would be nice to have a war chest to get some CR promoted warriors on the ground for upgrade.

This hurts as the SKirmisher attacks out of the capitol and kills the chariot watching the horse lands
War Chariot loses to: Malinese Skirmisher (0.32/4)

And kill another barbarian in the south
Warrior defeats (1.60/2): Barbarian Warrior

Turn 88 (675 BC)
And another at the Outcasts
War Chariot defeats (2.40/5): Barbarian Warrior
The Capital finishes: War Chariot

Turn 89 (650 BC)
Mansa's victorious skirmisher moves out to the open and pays for it
War Chariot defeats (0.50/5): Malinese Skirmisher
The Capital begins: War Chariot
The loss of the chariot at TImbuktu was the biggest disappointment. The supression tactic on Mansa is working a treat, but we are a little behind the curve on taking him out of the game. That first settler pair out of his capitol should have been whacked.

Fortunately his second town is a less than ideal site.

http://i15.photobucket.com/albums/a371/doconor/SC03/650.jpg

We are down to two wounded effectives in the Mail neighborhood. Mansa will make peace but there is no upside to it for us.

Manuever around to force Mansa sorties into the open and off the hills and out of the trees.

There is now a small obstacle on the southern road. It will have to be dealt with.

http://i15.photobucket.com/albums/a371/doconor/SC03/650_01.jpg

The Capitol is training another Chariot while the worker is chopping a forest. The Chariot will finish before the chop Add a settler to the queue on the opening to capture the chop.


http://i15.photobucket.com/albums/a371/doconor/SC03/650_02.jpg

Let's not be afraid to chop trees or use the whip when necessary. We need the troops, the workers and the buildings. In fact you might even want to whip the worker out of Outcasts.

It is going to take a force of at least eight CR promoted axes plus three or four chariots to deal with the wounded to get Mansa's city garrison promoted skirmishers out of play. He has three in each town but no city defenses yet except at the capitol. I think tghe best way to them is build warriors for upgrade at Thebes use the barbarian city to further their promotions once they are upgraded.

But don't neglect the equipping of settlers.

Roster check
JH - up
Maquis - on the deck
s/w
Maksim - ranted, raved and got some things done.
Bede - whacked a few barbs, busted some fog, built Thebes and killed a few skirmiashers

Maksim
Apr 13, 2006, 10:27 AM
Guys,

I'm not able to play until Tuesday, so skip me if my turn comes up.

JerichoHill
Apr 13, 2006, 06:01 PM
All you need to know is:

There are Mother F-ing War Chariots on the Mother F-ing Road.

Yes Mansa deserves to die and I hope he burns in hell!

Clovis
Apr 13, 2006, 06:25 PM
Excuse me,

I don't think anyone enjoys implied obscenity.:rolleyes:

Bede
Apr 13, 2006, 09:56 PM
Implied, my donkey, abbreviated maybe.

Roster check
Maquis - up
s/w - on deck
Maksim - ranted, raved and got some things done.
Bede - whacked a few barbs, busted some fog, built Thebes and killed a few skirmiashers
JH - said what he meant and built a horde o' chariots.....

soul_warrior
Apr 14, 2006, 01:14 AM
Maquis - finish them Mansas, will you?
if not....
ill sign a trade agreement with some one about a dog?
looks like a whole bunch a rides goin' south.

JerichoHill
Apr 14, 2006, 07:17 AM
@@Clovis

Dude, I ripped off two quotes from Snakes on a Plane. Laugh or something

Maquis
Apr 14, 2006, 07:13 PM
Ok, I got it. I'll be playing later tonight.

Hopefully I can wipe Mansa out.

Maquis
Apr 17, 2006, 07:24 AM
Sorry for the huge delay guys. I had played my turns before leaving for the weekend on Friday, but did not get a chance to upload the save. I won't have a detailed report, as I just want to get the save out there.

Well, there's good news & bad news...

First, the good news... We were finally able to take Mansa's capitol. I got the rest of our stack down within striking distance, and see that Mansa has a settler in the city, so I figured this is the best time to strike! Amid heavy losses, the Chariot army was able to prevail! We ended up with 2 workers, which will help to finally complete the road to our mainland. Soon, we should look at building workboats for all those crabs we'll have access to.

As for the bad news, I found out War Chariots just don't fare well against Skirmishers! Our stack of 9 Chariots took on the 3 Shirmishers in Timbuktu, and a total of 4 survived (one withdrew, two more badly injured!)

Mansa also has 3 Skirmishers in Djenne, and with it being on a hill, we need more troops in order to take that city. Maybe the next up can do it, maybe not...

I didn't move many other troops south, because the barb situation is getting BAD! Barb Axes are starting to pop up, so our axes will have to get out there for watch duty. I wasn't able to get our workers out, as the barbs are popping up every other turn it seems.

Here it is... sorry again for holding this up!

Bede
Apr 17, 2006, 07:47 AM
Would everybody please chime in on preference, to patch or not?

I have managed the dual install so it is all one to me.


Roster check
s/w - up. Barb hunt and Mansa kill are the orders of the day , I think
Maksim - ranted, raved and got some things done.
Bede - whacked a few barbs, busted some fog, built Thebes and killed a few skirmiashers
JH - said what he meant and built a horde o' chariots.....
Maquis - one Mali city down....:thumbsup:

Maquis
Apr 17, 2006, 08:24 AM
I would prefer to patch sooner rather than later. As you know, we're finishing up CTIV-7 soon, and I am going to be starting my next VQ series game with the patch. The fewer SGs I have with 1.51, the better.

soul_warrior
Apr 17, 2006, 09:40 AM
i dont mind patching if we can have a DUAL patch for now.
other SG is SW9 (kind of stalled, so i will probably patch and declare that one dead soon)
for now (next week or so) i would prefer not to up-patch.

i have it.
play tomorrow.
one barb-b-mansa coming up :)

JerichoHill
Apr 17, 2006, 02:11 PM
i already patched...

Maksim
Apr 19, 2006, 03:34 AM
Giving this thread a bump to keep it on the first page.

Looking forward to building up our economy, as hopefully soul warrior should take care of Mansa.

soul_warrior
Apr 19, 2006, 01:22 PM
need a minor delay.
will get this tomorrow.

Maksim
Apr 20, 2006, 03:51 PM
Much as I hoped to get a turn in this week, this was not to be. :( I've got quite a hectic weekend in front of me, and won't be able to play until Monday evening.

soul_warrior
Apr 21, 2006, 12:10 PM
will play in the morning.
bad giros this afternoon has rendered me unable to concentrate too much [puke]

Bede
Apr 24, 2006, 07:01 AM
:bump:

SW, can you get a set up for Maksim tonight?

Otherwise Maksim take it away from Maquis' save.

soul_warrior
Apr 24, 2006, 07:06 AM
i will try my best.

if i havent posted a save in 6 hours, take it away Maksim.

Maksim
Apr 25, 2006, 07:57 AM
OK, since Soul Warrior hasn't posted his version yet, I'll just play ahead from the current state of affairs.

Maksim
Apr 25, 2006, 01:50 PM
The Great Egyptian Empire was rolling along quite nicely. Of course, we have always been at war with Mansa Musa. The common citizens of the empire knew no other way to live, and were content, except for some rabble-rousers at The Capital (as soon as we invent Mathematics, we’ll build a special room for them – we’ll call it Room 101).

All was well until that fateful day, when the new emperor disappeared and could not be found, despite his protests to the contrary. Instead, a young never-do-well was given the keys to the kingdom and told to get a move on, as some guy called Christ should be showing up in a hundred and fifty years, and the place should look nice and tidy for his arrival.

The newly crowned gentleman took note of his surroundings, applauded the capture of Timbuktu and... well, the fact that the empire was still around despite all their enemies’ efforts to the contrary.

He then launched into a grumpy diatribe.

Why are we building the Pyramids? Instead of wasting our time gathering large blocks of stone we should be spending it building more chariots to war against Mansa. Pyramids is the most expensive wonder in Ancient Age. Its benefits are dubious for us – we do not suffer from war weariness, and representation’s useless for us. Considering our losses, another dozen chariots would have been infinitely more useful for us right now.

To add insult to injury, we are being attacked at Thebes – a city defended by a lone (unpromoted?) archer (see picture one). Not that other cities are doing better – Outcasts have a single archer, Paradise has a warrior(!), and the capital got a single axeman. We cannot produce any more axemen because our copper was pillaged (see the picture once again).

So, I drop the Pyramids, rush a war chariot in capital, move our axeman in the upper left of the picture south once so that the barbarian axeman is distracted from the city. It takes a bit of mental juggling, and we lose the axeman, but Thebes is saved. A worker goes off to rebuild the mine, and gets eaten by an axeman from the fog (the axeman must have used the road we thoughtfully built for him).

Throughout my turn, I just build war chariots in our cities (well, Paradise had Barracks to finish first, and a couple of archers next, and Outcasts had a Granary queued up, so I let that finish first, but military was pretty much all I built).

We had a lot of barbarian archers coming in from both east and west, so there’s an extra archer (non-city garrison) in both Paradise and Outcasts. I’d suggest moving them out to some jungled hills outside our borders (1S 3W of Outcasts, 1S 2E (?) of Paradise).

Timbuktu is being developed nicely (see picture two) but has barbarians coming in almost every turn. My forces around Djenne have been traded one-for-one for Mansa’s skirmishers (actually, I’ve got three of his guys, and lost two chariots, so it’s even better than that) – he went out and attacked me. His current garrison has only one promoted skirmisher, but the city is on a hill – our chances are pretty bad.

Lizzy and Huayna suggested open borders during my turnset. I agreed as there was no reason not to. Lizzy also got Confucianism in 25 AD.

We might consider producing some axemen to send over to Djenne. They will be slow, but promote them with City Raider 2, and they have some chances against a city on a mountaintop. Then again, maybe not – at least War Chariots are immune to Mansa’s first strikes. We have half a dozen of those getting ready to make the long trek down south – although it’s probably better to wait for a few more.

I’ve tried to build up our roads a bit for rapid response charioteering.

Best of luck, guys!

Bede
Apr 25, 2006, 05:44 PM
Roster check

Bede - up to whack a few barbs, bust some more fog, and kill the rest of Mansa's skirmiashers
JH - on deck
Maquis - one Mali city down....
s/w - skipped
Maksim - ranted, raved and got some more things done.

And got it. Will play in 1.61

Bede
Apr 25, 2006, 09:11 PM
Well, not quite. Killed a few barbs though.

Playing in 1.61 means that Horseback Riding is now a Classical knowledge so reset the science budget to zero.

In 100AD Mansa's skirmishers attack and we trade pieces at Djenne. One skirmisher for one chariot.

And 125 years later the same thing happens. But there are now a herd of chariots in place and axemen coming down the pike. An archer defeated a barb axeman in the NE and two chariots earned promotions in the south killing an axe and two more archers.

And so it goes: training axes and killing barbarians around every corner. There is a nice killing field at Paradise. The barbarians show themselves on the grasslands and get killed.

http://i15.photobucket.com/albums/a371/doconor/SC03/Paradise.jpg

The worker has been running roads so that troops can move in and out quickly. There are two workers finisihing the connection through the woods to Timbuktu, two workers putting up mines at Thebes, and the last worker is running a road to the new city site.

And I am trying something new at Djenne. Putting a single chariot out as bait next to the city with several more in reserve. If Mansa attacks we stand some chance of winning and if we lose his skirmisher is weakened and should be easy prey for the reserve units. And if he should attack twice to finish a wounded chariot we just might get two.

http://i15.photobucket.com/albums/a371/doconor/SC03/Djenne.jpg

I also moved the archer out of Tumbuktu to provide coverage for the follow up. Timbuktu is building warriors for upgrade when the road comes in connecting the copper.

Roster check

Roster check


JH - on deck
Maquis - one Mali city down....
s/w - skipped
Maksim - ranted, raved and got some more things done.
Bede - whacked a few barbs, busted a little more fog, but didn't kill the rest of Mansa's skirmishers, built a few axes to hopefully finish the job.

Maksim
Apr 26, 2006, 02:29 AM
Bede, good job on thinning down Mansa's ranks. Now, as long as we don't let his settler (should he build one) out of the city gates, we should be able to finally finish him off.

It might actually be worth it to keep Djenne, I think. It's on the river, and has some sheep.

JerichoHill
Apr 26, 2006, 06:09 AM
I see it, can play it on thursday. so if youre wanting speed, skip me.

Wednesday are no Civ days

Bede
Apr 26, 2006, 07:00 AM
Thursday is good, right on the schedule.

JerichoHill
Apr 27, 2006, 08:23 PM
Sorry guys, just got in, work has been hell this week and Ive got a meeting in the morning with the section chief.

skip me this turn, ill be available next week when the case Im on dies down a bit

Bede
Apr 27, 2006, 10:11 PM
Roster check:


Maquis - up for one more Mali city down....
s/w - on deck
Maksim - ranted, raved and got some more things done.
Bede - whacked a few barbs, busted a little more fog, but didn't kill the rest of Mansa's skirmishers, built a few axes to hopefully finish the job.
JH - skipped

Bede
Apr 29, 2006, 04:04 PM
Roster check:

s/w - up
Maksim - on deck
Bede - whacked a few barbs, busted a little more fog, but didn't kill the rest of Mansa's skirmishers, built a few axes to hopefully finish the job.
JH - Skipped
Maquis - Skipped

soul_warrior
Apr 29, 2006, 11:06 PM
have it, and WILL get this one out.
only problem is i will only be able to play MONDAY NIGHT, so ill stretch the 48 hour mark a bit.

Maksim
May 02, 2006, 08:59 AM
Soul_warrior, are you playing this?

JerichoHill
May 02, 2006, 11:18 AM
hey umm i am back!

Bede
May 02, 2006, 05:24 PM
Roster check:

Maksim - up
JH - on deck
Bede - whacked a few barbs, busted a little more fog, but didn't kill the rest of Mansa's skirmishers, built a few axes to hopefully finish the job.
Maquis - Skipped
s/w - it's now tuesday night so you got skipped

Maksim
May 03, 2006, 03:14 AM
I will be able to play this Thursday night, UK time.

JH, if you have time to play before that, feel free to grab the save.

JerichoHill
May 03, 2006, 05:21 AM
i should have time to play tonight

JerichoHill
May 03, 2006, 06:35 PM
nope, with lost , 2 sg's and gotm, no time sot

Maksim
May 05, 2006, 03:31 AM
OK, got it. Will play tonight.

Maksim
May 05, 2006, 01:58 PM
Brief report.

Very boring set of turns. Nothing happened. I built a couple of settlers. Moved most of our axes down south to meet Mansa. We are losing money at 0% research rate. Killed a few barbarians and one of Mansa's skirmishers who attacked a chariot. Haven’t lost a single unit.

The next player should be able to take down Mansa, and then we’ll have to see whether we can dig us out of this hole.

Bede
May 05, 2006, 07:38 PM
If we are in a hole that is just when the fun begins. Picks and shovels, gang!

Roster check:

JH - up - kill him this time!
Bede - whacked a few barbs, busted a little more fog, but didn't kill the rest of Mansa's skirmishers, built a few axes to hopefully finish the job.
Maquis - Skipped
s/w - it's now tuesday night so you got skipped
Maksim - getting bummed by a lack of action.

JerichoHill
May 06, 2006, 07:04 AM
roger, playing it tomorrow

Maksim
May 08, 2006, 02:48 PM
Umm... Jericho? Are you there?

In fact, it's been three weeks since anyone other than me or Bede played this one. Should I start getting worried?

JerichoHill
May 08, 2006, 03:18 PM
Sorry,

I will take it tonight. I have plenty of time. I thought I played...

JerichoHill
May 08, 2006, 05:46 PM
Despite Heavy Losses, we have completed our genocide of the Malinese.

I have set research to Iron Working at severe financial loss, in an attempt to help our workers do something in the northern cities.

I have a palace being produced just to waste shields...Otherwise producing workers...

There are alot of barbs everywhere

I have no clue what to do next

Enjoy!

Bede
May 08, 2006, 07:16 PM
Roster check

Bede - up to whack a few barbs, bust more fog, get some more settlers out
Maquis - Skipped
s/w - it's now tuesday night so you got skipped
Maksim - getting bummed by a lack of action.
JH - up - killed him this time!

Bede
May 10, 2006, 07:19 AM
Concentrated on busting fog and finding barbarian holdfasts. Found one in the east and one in the west so the survivors of the Mali campaign and any new troops are moving towards them. Iron Working came in and started to whack down the jungle for cottages and mined the Gems at outcasts and train swords for barbarian town whacking.

We can't afford our army of soldiers and workers much longer. The only good thing is we are the biggest on the planet, even though we are ignorant and musclebound. Archers are good defenders aginst those pesky barbarian axes so I trained a few as town protectors and moved the garrisons out into the fog. They are still coming hot and heavy from the forested southlands though. Tried to get a few cottages working at The Capitol and Paradise.

The Chariots do a good job against barbarian axes in the open, they are not so good on town defenders, as we already know.

Set the research path to Currency, not that we will get there with the current economy before the game ends.

We need to get the citizens on commerce generating fields and find and capture barbarian towns to stay viable. So the army needs to stay in the fog to find the towns and point the way for the barb farmers.

And Peter of Russia wanders onto the Timbuktoo Road from the east.

Have a slightly bettter picture of who is where: Japan to the SW, Inca almost due east of Thebes, Russia east of Inca and a purple splotch east of Inca.



Turn 149 (780 AD)
War Chariot promoted: Shock
Axeman promoted: Shock
The Outcasts finishes: Worker
Paradise finishes: Worker
Timbuktu grows: 4

IBT:

Turn 150 (800 AD)
Contact made: Russian Empire
Axeman promoted: City Raider II
The Outcasts begins: Axeman
Paradise begins: Axeman
The Capital finishes: Worker
Timbuktu finishes: Granary

IBT:
Taoism founded in a distant land

Turn 151 (820 AD)
Axeman promoted: Combat I
The Capital begins: Archer
Timbuktu begins: Archer
Axeman promoted: Woodsman I
Paradise finishes: Axeman
Memphis grows: 2

IBT:
While defending, War Chariot defeats (5.00/5): Barbarian Axeman
While defending, Archer defeats (3.00/3): Barbarian Archer

Turn 152 (840 AD)
Heliopolis founded
Axeman promoted: Woodsman I
Axeman promoted: Woodsman I
Paradise begins: Axeman
Heliopolis begins: Granary
While attacking, War Chariot defeats (0.80/5): Barbarian Warrior
Tech learned: Iron Working
The Capital finishes: Archer

IBT:
While defending, Axeman defeats (3.05/5): Barbarian Axeman
While defending, Archer defeats (2.52/3): Barbarian Archer
While defending, Axeman defeats (5.00/5): Barbarian Archer

Turn 153 (860 AD)
Research begun: Writing
Research begun: Mathematics
Axeman promoted: Woodsman II
Spearman promoted: Cover
War Chariot promoted: Shock
Axeman promoted: Woodsman I
Archer promoted: Guerilla I
Archer promoted: Guerilla I
The Capital begins: Spearman
While attacking, War Chariot defeats (4.15/5): Barbarian Archer
Axeman promoted: City Raider I
Timbuktu grows: 3
Timbuktu finishes: Archer

IBT:
While defending, Axeman defeats (3.60/5): Barbarian Axeman
While defending, Axeman defeats (2.60/5): Barbarian Axeman
While defending, Archer defeats (2.31/3): Barbarian Archer

Turn 154 (880 AD)
Axeman promoted: City Raider II
War Chariot promoted: Shock
Archer promoted: Guerilla I
Timbuktu begins: Work Boat
While attacking, Axeman defeats (1.75/5): Barbarian Warrior
The Capital finishes: Spearman
The Outcasts finishes: Axeman
Paradise finishes: Axeman
Thebes grows: 6

IBT:

Turn 155 (900 AD)
Axeman promoted: Combat I
While attacking, Axeman loses to: Barbarian Archer (1.68/3)
Axeman promoted: Combat I
Spearman promoted: Combat I
While attacking, War Chariot defeats (3.40/5): Barbarian Axeman
Axeman promoted: City Raider I
The Capital begins: Axeman
The Outcasts begins: Axeman
Paradise begins: Axeman
Paradise grows: 6

IBT:
While defending, Axeman defeats (1.55/5): Barbarian Axeman
While defending, Axeman defeats (2.80/5): Barbarian Archer

Turn 156 (920 AD)
Axeman promoted: Woodsman II
Timbuktu grows: 4
Heliopolis's borders expand

IBT:

Turn 157 (940 AD)
The Capital grows: 7
The Capital finishes: Axeman
Timbuktu finishes: Work Boat

IBT:
While defending, War Chariot defeats (1.50/5): Barbarian Archer
While defending, War Chariot loses to: Barbarian Archer (1.62/3)

Turn 158 (960 AD)
While attacking, War Chariot defeats (3.00/5): Barbarian Archer
Axeman promoted: City Raider I
The Capital begins: Swordsman
Timbuktu begins: Archer
Paradise finishes: Axeman
Timbuktu's borders expand

IBT:
While defending, Axeman defeats (5.00/5): Barbarian Axeman
While defending, Axeman defeats (4.35/5): Barbarian Archer

Turn 159 (980 AD)
Axeman promoted: Woodsman I
While attacking, War Chariot defeats (1.60/5): Barbarian Archer
War Chariot promoted: Combat II
Axeman promoted: City Raider I
Paradise begins: Walls
While attacking, War Chariot defeats (4.35/5): Barbarian Warrior
The Capital finishes: Swordsman
Thebes finishes: Palace and kills our economy. I had gotten to -3 with enough to carry us for a while. The Capitol gets unhappy
Timbuktu grows: 5
Memphis grows: 3

IBT:

Turn 160 (1000 AD)
While attacking, Axeman defeats (4.65/5): Barbarian Warrior
Tribal village west of the new rivertown gives lots of gold - Need that
The Capital begins: Swordsman
Swordsman promoted: Combat I
Thebes begins: Walls
The Capital begins: Palace
While attacking, Axeman defeats (2.95/5): Barbarian Warrior on the move west against the barbarian town.


Roster check

Maquis - up
s/w - on deck

Maksim
May 10, 2006, 08:26 AM
Bede, have we got the option to get Code Of Laws?

Also, I think it might be worthwhile to disband some, if not most, of our army - during my turnset, that was the biggest drain on our economy.

Bede
May 10, 2006, 10:11 AM
Need to get Writing before anything. And I disbanded some troops but ended up training replacements.

What will really help is capturing and razing those barbarian towns, and for that we need military.

Maquis
May 11, 2006, 08:11 AM
Ok, I am up, I'll try to get to it tonight. Looks like I'll be :hammer: some more barbs...

Maquis
May 13, 2006, 08:52 PM
Sorry for the delay there, I was up in a couple other SGs and did not get to this one.

Turns played, and no real good news...

Met Gahndi, and he ended up taking one of the barb cities to the east. Oh well...

I had one unsuccessful attempt at taking the barb city to the west of Thebes... I guess 7 units against their 3 archers were not enough! :(

I have some more axes en route, hopefully they can take the city soon.

Bad news is, we are nearly broke, and have not yet been able to research Writing. Not sure how long the next player can keep the economy afloat...

Here's the save: (good luck!!)

Bede
May 13, 2006, 08:57 PM
Roster check

s/w - up, can you save the bacon
Maksim - getting bummed by a lack of action.
JH - up - killed him this time!
Bede - whacked a few barbs, busted more fog
Maquis - Made a new friend!

soul_warrior
May 14, 2006, 08:43 AM
got it. will try (crosses fingers and prays for some free time) to play tonight.

soul_warrior
May 16, 2006, 11:03 AM
http://i10.photobucket.com/albums/a113/soul_warrior/sc03_1190ad.jpg

ok.
managed to lose that blasted autolog.
the short and curly is that we are at 3g, with a -4gpt at 0 science.
done that by limiting growth in exchange for coins.
killed a lots of barbs, lost some troops too.
barbtown has 4 swords and 2 axes (enroute)
we have a couple of settlers abuilding.

and ofcourse i had to forget that turn 180 is NOT my 10th.
enjoy your extra turn :D

Bede
May 16, 2006, 11:13 AM
Roster check


Maksim - up, raid that town for coin!
JH - up - killed him this time!
Bede - whacked a few barbs, busted more fog
Maquis - Made a new friend!
s/w - spent the bacon

soul_warrior
May 16, 2006, 11:38 PM
OHH MY GOSH!!

looking at that picture i posted i can see, lurking in the bushes, 3 gangly men waiting to go medieval on those workers!
save thier bacon!

Maksim
May 17, 2006, 02:50 AM
Got it. Should play tonight.

Maksim
May 17, 2006, 02:19 PM
They called him mad but he did not foam at the mouth. They called him a prophet but he did not believe in gods. They called him a wise man but he just shrugged and claimed to be simply a curious one. He was the first scientist of our nation, and he led us for a century.

When the reins of power came into his hands, the kingdom was in disarray – no money was put away for research yet there was no money in the treasury either. With but three gold coins in the bank, and losing four coins each turn at zero science rate, soon the armies would desert and the workers would strike. Something had to be done, and he was the man to do it.

Before starting his rule, he ruthlessly ordered many scouts in foreign lands to commit suicide, as the treasury could not afford to pay them. He then traveled all over empire, correcting the governors’ choices for worked tiles. Instead of working hills and mines, they were ordered to send people to cottages, so that one day mighty towns would stand in their places.

Everywhere he saw disorder and disarray, brought by the carelessness of his predecessors. Finally, as he visited the city of Memphis, anger overcame him. He ordered the artists to make a sketch of the city (see picture one) and delivered a caustic speech at the next meeting of the council of elders:

What is wrong with this picture, I ask you? A better question would be – what is right with it? Ignore, for the moment, the threat of the barbarians from the southwest, who are about to destroy most of our workforce. What is that workforce doing there in the first place? Judging by their positions, they are providing manure for all the farms in the land!

Who ordered the cottages to be built away from the river? The river is nature's gift to us, providing for easier transport and therefore, commerce. Ignoring these benefits is a criminal offense in these difficult times!

Where are the armed forces? Why isn’t there a single axeman defending this fair city? Granted, a sword was being built here before we changed it to granary, but swords are notoriously weak against axes.

I could go on and on, about how all of our forces seem to be city raider swords, about how after some micromanagement we can get Writing in 3 turns with a small surplus, rather than in 27 while bleeding cash but there is no point. Drastic times require drastic measures...

With these words said, he donned his black robes, and unleashed a Force Storm on the unsuspecting councilors, until he was the only one left standing. He had a vision, and all who would cross his path would die – for a better tomorrow.

His reign began.

1200 AD – There’s a reload here. I moved an Axe incorrectly, and we would have lost Memphis if I didn’t reload.

1210 AD – Barbarians’ city burns. It’s in a perfect location, and it’s got some nice improvements already, but we can’t afford it. So I burn it and kill all the workers we get in the name of PROFIT! And SCIENCE!

1220 AD – Writing comes in. Start researching Code of Laws (18 turns at 30% at deficit that will eat the 180 gold we got from the sacked city). From now on, our cities will be building and whipping Libraries. As soon as they begin approaching happiness limits, I hire scientists, which further reduce the time needed for Code Of Laws

1240 AD – Who turned on “Avoid Growth” in Paradise, and why didn’t I know?

1280 AD – Why was there a worker fortified in Timbuktu?

1300 AD – Code of Laws comes in next turn. At least three cities will be ready to produce Courthouses straight away, others slightly later. Memphis should whip its Granary soon, and join them.

Afterwards, suggest going for Monarchy to revolt into Hereditary Rule so we can have some happiness. On the other hand, we could go Math/Currency for some trade routes.

I unfortified our armies so the next player knows where they are, but I recommend not using them yet. Our workers are busy in most places.

Although I have built a couple of settlers, think carefully before building additional cities – can our economy survive it? In fact, think carefully, period. :) We are already above unit limit, and moving a force to war will drain whatever money we have.

Our cities are mostly set to either high food/scientists combo, or cottages. Suggest keeping some scientists for Great People points – we’ll want an academy or two.

Where do we want to build Forbidden Palace? Perhaps Timbuktu or Heliopolis would be good choices.

We need to get Construction for lots of suicide catapults, and then it’s fighting time once more!

And in the year 1300 AD, the leader of the nation pulled down the hood of his robe, baring to the world the face of a tired old man, sat upon his gilded jewel-encrusted throne, and finally rested...

Bede
May 17, 2006, 09:47 PM
I knew you could pull the chestnuts out of the fire.

Roster check

JH - up, stay the course, keep the faith.
Bede - whacked a few barbs, busted more fog
Maquis - Made a new friend!
s/w - spent the bacon
Maksim - got us back on the path to righteous behavior

soul_warrior
May 17, 2006, 11:58 PM
sorry for the cash flow problem, i did work at it for 30 minutes, going from -21gpt to -3 gpt.
those workers were busy building cottages everywhere i could find,
cant recall if i did (i dont like governors AT ALL)
what i did do is opt for cash tiles instead of gold, at the cost of growth, atleast for a while while we regroup.
i should have disbanded a few scouts as you did.
next time ill think about it.

Maksim
May 19, 2006, 02:05 PM
Due to work commitments, I'm unable to play until May 29th. Should my turn come up in the meantime, please skip me.

JerichoHill
May 21, 2006, 05:28 PM
Hey

My Scooter (Kymco, like a Vespa) was stolen.

So I am going to be permanently skipped because well, I've got to deal with this issue.

I'll let you know when I can do stuff again. Sorry guys

Bede
May 21, 2006, 06:32 PM
Roster check


Bede - up
Maquis - on deck
s/w - spent the bacon
Maksim - got us back on the path to righteous behavior

JH - skip 'til he finds his scooter

Bede
May 23, 2006, 02:29 PM
Turn 190 (1300 AD)
Learned Code of Laws and started six courthouses
The Capital finishes: Settler who heads south west.
Paradise finishes: Settler who heads east to the hill above the floodplains


IBT:

Turn 191 (1310 AD)
Elephantine founded to the east of Paradise

Research begun: Mathematics for Catapults and Currency
While attacking, Swordsman defeats (4.44/6): Barbarian Warrior inbound to Memphis
The Outcasts finishes: Library and starts a Courthouse

IBT:
While defending, Swordsman defeats (4.98/6): Barbarian Axeman at the gates of Memphis

Turn 192 (1320 AD)
Alexandria founded to the northeast of Timbuktu.
We are starting to go broke but I find a Barbarian stronghold to the west of Timbuktu and start some troops for it.

IBT:

Turn 193 (1330 AD)
The Capital finishes: Worker

IBT:

Turn 194 (1340 AD)
Pi-Ramesses founded to the west of Memphis


IBT:
While defending, Archer defeats (0.60/3): Barbarian Axeman at Alexandria

Turn 195 (1350 AD)
Scratching for coin so I adopt Caste, hire a bunch of merchants and make some resource deals with Peter for a coin or three. Kills the research on Mathematics but when the courthouses come in we can reaarrange that.

IBT:

Turn 196 (1360 AD)
While attacking, Swordsman defeats (4.02/6): Barbarian Warrior at Timbuktu
Alexandria's borders expand

IBT:

Turn 197 (1370 AD)
Swordsman promoted: Shock
While attacking, Swordsman defeats (5.10/6): Barbarian Archer at Timbuktu
Elephantine begins: Granary
The Outcasts grows: 5
Three city raider axes are at the gates of the barbarian town west of Timbuktu

IBT:

Turn 198 (1380 AD)

While attacking, Axeman defeats (3.00/5): Barbarian Archer
While attacking, Axeman defeats (1.85/5): Barbarian Archer
And capture Avar (Barbarian) putting enough in the treasury to stave off bankruptcy and let me swap a merchant for a scientist

IBT:

Turn 199 (1390 AD)
Axeman promoted: City Raider III
Axeman promoted: City Raider II

IBT:

Turn 200 (1400 AD)
While attacking, Swordsman defeats (6.00/6)another barbarian warrior outside Timbuktu

As the courthouses come in consider swapping merchants for scientists. The new towns on the coasts could use lighthouses for the coastal commerce. Both have enough food to work coast tiles and set up a few specialists once they get their growth going.

The rest of the world is going Medieval on us :eek: and I wish somne religion would spread our way.

This one is a real management challenge. You have to watch every opportunity to get coin or beakers. There is a scientist coming in The Capitol soon so maybe we can get a leg up on some spiffy new technology. Currency and Calendar are priorities, I think. Not as sure about an Academy as we have little spare change and it is getting late in the game for there to be a great deal of benefit. I don't know what other benefits a Great Scientist would offer , just make sure not to select a Medieval technology.

Roster check

Maquis - up
s/w - spent the bacon
Maksim - got us back on the path to righteous behavior and on holiday til the 29th
JH - up, stay the course, keep the faith.
Bede - almost went broke

Maquis
May 25, 2006, 08:30 AM
Didn't get to this last night, but I will be playing tonight.

Maquis
May 29, 2006, 08:17 PM
Sorry for the huge delay, but I left on the holiday weekend without posting my turnset. So sorry!

I'll make this quick... we got a Great Merchant in The Capital, and I joined him to Thebes for +6 GPT.

A few courthouses have been built, and we're starting to see some light at the end of the tunnel. We're currently able to run 30% research with a positive cash flow! Mathematics was learned, and I ordered up Currency next. With the +1 traderoutes, and ability to build marketplaces, I think we'll be able to climb out of the deficit hell we've been in the last 1000 years.

Barbs are as much a problem as ever... Trying to keep a few troops out there to fog-bust, but there's still too much land out there. Starting to see barb Swordsmen now also.

Here's the save:

Bede
May 29, 2006, 08:50 PM
Nice :thumbsup:

Roster check


s/w - up
Maksim - on deck
JH - up, stay the course, keep the faith.
Bede - almost went broke
Maquis - back to even

soul_warrior
May 30, 2006, 02:46 AM
will finish up my sgotm10 set tonight.
after that, its back to whacking barbs and developing the economy

Maksim
May 30, 2006, 02:05 PM
I'm back, and will play after Soul_warrior, as usual.

soul_warrior
May 30, 2006, 02:46 PM
didnt have time tonight.
hopefully tomorrow night.

Maksim, if you want to, and have the time we could switch?
otherwise ill get this done in 24 hours

Maksim
May 31, 2006, 02:09 PM
Soul_warrior,

Apologies for not answering this sooner - I've played my turnset in another SG tonight, and I tend to play only one game per night, since it's hard to concentrate on the second.

Assuming the standard 24+48 rules, you've still got just over 24 hours to finish your turn from now.

soul_warrior
May 31, 2006, 02:34 PM
no worries Maksim, it was just a precaution ;)

mucho happening here!

started on a market.
killed some barbs, but they are lessening somewhat.
Calender in 2
we have 186g and making 9gpt at 50% sci.
we recieved Christ on turn 9, and Hindu on turn 10.
timbuktu and elephantine are hindu, so we might aswell go hindu.
left that for discussion.
we have a 7gpt deal with Inca for a sheep.
there is an Anglo-Japanese war. every side wants us to join. we stayed clear.
we might want some more settlers? lots of free land out there.

Bede
May 31, 2006, 09:19 PM
Roster check

Maksim - up
JH - up, stay the course, keep the faith.
Bede - almost went broke
Maquis - back to even
s/w - religion, we gets a religion, two even

Maksim
Jun 01, 2006, 02:48 AM
Got it. Should play tonight. Will look at the situation, and see who we should fight next (unless we are already in a war for this age?)

Maksim
Jun 01, 2006, 02:37 PM
Not much happened. Barbarians showed up with swords, axes and horse archers. I’ve moved our forces to see the territory around us better. Researched Calendar, Metal Casting, Construction and started on Machinery.

We have too many swords and not enough axes. Swords are a specialized unit, supposed to do one thing only – take cities. For barbarian defense, where we will be able to choose the terrain, axemen are best – they take care of swords and archers easily, are on equal grounds with other axes (and the terrain advantage means we will win), and are only at a slight disadvantage against horse archers (once again, countered by terrain).

Who do we attack next? My initial thoughts were to hit Tokugawa before he got Samurai, but it’s too late now – he’s got Civil Service. Strangely enough, he’s the only one with it, but others can’t be far behind.

Another target is Elizabeth. We’d need Open Borders with Tokugawa, but will have the advantage that she might be gassed already.

Everybody else is a big question mark.

Either way, please micromanage the cities from research-heavy to production heavy, as we now have the ability to build crossbowmen, catapults and elephants. We need a lot of these units to win our battles.

Do we have a chance? A glimmer of hope? I think so, but we have to be decisive – we really need to hit someone before they get Civil Service.

Bede
Jun 01, 2006, 06:56 PM
I lke ytour assessment Maksim. Will try to make it happen that way.

Roster check

Bede - up and got it but can't play 'til Saturday AM.
Maquis - back to even
s/w - religion, we gets a religion, two even
Maksim - another nice assessment and adjustment

JH - skipped til he gets his scooter back

Bede
Jun 03, 2006, 11:04 PM
Have to reset the research to finish off the Ancient and Classical Ages before moving onto to Machinery, Still need to kill someone before finishing research on a Medieval knowledge. Elizabeth looks like the best target for that so I try to find her soft underbelly which appears west of Timbuktoo,

http://i15.photobucket.com/albums/a371/doconor/SC03/EnglishUnderbelly.jpg

so I gather the troops and head them that way. But there remains some unfinished business before going into war production mode. We could use Forges in a lot of towns, we have gold and jewels so there is triple benefit. So that's where I start.



Turn 230 (1600 AD)
Heliopolis starts building Forge
Thebes starts building Forge
We learn Polytheism
Timbuktu has grown to 9
Timbuktu finishes Lighthouse
Alexandria has grown to 5

IBT
Defending Axeman defeats (3.60/5) Barbarian Swordsman in the forested west.

Turn 231 (1605 AD)
Attacking Axeman defeats (1.15/5) Barbarian Axeman in the siburbs of Timbuktoo
Timbuktu starts training Catapult
The Capital has grown to 11

IBT

Turn 232 (1610 AD)
The Capital starts building Forge
Timbuktu starts building Forge
We learn Monotheism
Paradise has grown to 9
Heliopolis has grown to 7
Heliopolis finishes Forge

IBT

Turn 233 (1615 AD)
Attacking Axeman defeats (4.10/5) Barbarian Axeman south of Memphis. That may be another road into Elixabeth's lands that doesn't cross Toku's borders so the barbarain town on the west side of the salt lake has to go.

And in the far south get a way station into Lizzieland
http://i15.photobucket.com/albums/a371/doconor/SC03/NubianCaptured.jpg
Attacking Swordsman defeats (2.58/6) Barbarian Archer
Attacking Axeman defeats (2.00/5) Barbarian Archer
Captured Nubian (Barbarian) and keep it. Wheat. venison and iron in range.


Heliopolis starts building Market
We learn Horseback Riding
The Outcasts's borders expand
Thebes finishes Market
Elephantine has grown to 7
Elephantine's borders expand
Pi-Ramesses has grown to 6

IBT

Turn 234 (1620 AD)
Axeman promoted to Cover
Swordsman promoted to Cover

Attacking Swordsman defeats (3.30/6) Barbarian Archer
Swordsman promoted to Combat I
Swordsman promoted to Cover
Swordsman promoted to Combat I
Attacking Swordsman loses to Barbarian Archer (0.24/3)
Attacking Swordsman defeats (5.52/6) Barbarian Archer
Razed Apache south of Memphis on the road around the lake.

Axeman promoted to Woodsman I

Alexandria's borders expand
Pi-Ramesses's borders expand

IBT
Islam founded in a distant land
Defending Swordsman defeats (2.94/6) Barbarian Swordsman in the woods south of the rubble of Apache

Turn 235 (1625 AD)
Swordsman promoted to Combat I
We learn Monarchy
The Capital finishes Forge
The Outcasts finishes Catapult

IBT
Defending Archer defeats (1.98/3) Barbarian Axeman on the hill outside The Outcasts.
Defending Axeman defeats (3.80/5) Barbarian Archer at Nubian

Turn 236 (1630 AD)
Catapult promoted to Barrage I
Start researching Alphabet
The Outcasts starts building Forge
Nubian starts building Granary
We learn Alphabet
The Capital finishes War Elephant
Thebes has grown to 9
Timbuktu has grown to 10
Heliopolis has grown to 8
Elephantine finishes Courthouse
Pi-Ramesses finishes Barracks

IBT

Turn 237 (1635 AD)
War Elephant promoted to Flanking I
Start researching Literature
The Capital starts training War Elephant
Elephantine starts building Forge
Pi-Ramesses starts training Swordsman
The Capital finishes War Elephant
The Outcasts has grown to 8
Buddhism has spread to Paradise
Thebes's borders expand
Alexandria finishes Granary
Pi-Ramesses has grown to 7
Pi-Ramesses finishes Swordsman

IBT

Turn 238 (1640 AD)
War Elephant promoted to Combat I
Swordsman promoted to Combat I
Attacking Swordsman defeats (5.16/6) Barbarian Archer
The Capital starts training Horse Archer
Alexandria starts building Forge
Pi-Ramesses starts training Axeman
We learn Literature
The Capital finishes Horse Archer
Paradise's borders expand
Timbuktu finishes Forge

IBT

Turn 239 (1645 AD)
Horse Archer promoted to Flanking I
Swordsman promoted to Combat I
Swordsman promoted to Shock
Start researching Drama
The Capital starts training War Elephant
The Capital has grown to 10
Timbuktu finishes Catapult
Memphis has grown to 7
Memphis finishes Market
Heliopolis finishes Market
Nubian's borders expand. There are a couple of workers raoing into that area from Timbuktoo under cover of the arriving swords and catapults.

IBT
Defending Swordsman defeats (4.80/6) Barbarian Archer at Nubian.

Turn 240 (1650 AD)
Attacking Axeman defeats (5.00/5) Barbarian Warrior at Timbuktoo
Catapult promoted to Barrage I
Timbuktu starts training Hindu Missionary to spread the faith among the Egyptians as the civics are changed to Hereditary Rule and Organized Religion.
Memphis starts building Forge
Heliopolis starts training Horse Archer
Attacking Archer defeats (1.20/3) Barbarian Warrior

Composite Battle Stats: 14 victories 1 loss
Units victorious while attacking : 9
Units victorious while defending : 5
Units defeated while attacking : 1
Units defeated while defending : 0

We can build the Heroic Epic now and with the acession of Drama and the Dyes we control will have a nice cushion against war weariness in the upcoming English War. Keep pushing south from Memphis and west from Timbuktu. Use one of the internal towns for training up missionaries.

I think our army should consist of Horse Archers and Axes for barbarian defense and elimination and swords. elephants and cats for the offensive against the English. Send them from Timbuktu to Liverpool and from the core down the west side of the lake.

A view of Liverpool, earlier it was defended by a single axeman

http://i15.photobucket.com/albums/a371/doconor/SC03/Liverpool.jpg

The road into England (I think) There are two workers running a road behind the advancing swords.
http://i15.photobucket.com/albums/a371/doconor/SC03/EnglishRoad.jpg

Pull a settler out of somewhere handy and build here:
http://i15.photobucket.com/albums/a371/doconor/SC03/BuildHere.jpg

At some point Toku came along and demanded we cease trading with Elizabeth. Since some event during their war, a city capture, probably, had already closed all our previous resource deals with her I agreed. She recaptured the resources by the end of the set, but won't talk with us anyway,


Roster check

Maquis - scout out England and get us ready for war
s/w - religion, we gets a religion, two even
Maksim - another nice assessment and adjustment
Bede - up and got it but can't play 'til Saturday AM.


JH - skipped til he gets his scooter back

Maquis
Jun 05, 2006, 06:54 AM
I didn't see this yesterday, sorry. I'll be playing tonight.

Maquis
Jun 06, 2006, 09:15 PM
Ok, We've run out of techs to research in the current age (Compass was the last one learned)

This means WAR! As was suggested, Elizabeth is the best target. And war we shall have.

http://img208.imageshack.us/img208/1811/civ4screenshot00235cr.jpg


First blood was easy.

Here's the strategy... Lizzy is off to the far south-west of the map. Tokagowa is in between... and it just so happens he was at war with England as well!

He gave us OB, so our main stacks are marching through his lands. Tokagowa is NOT fighting a phony war by the way...

http://img129.imageshack.us/img129/6672/civ4screenshot00248vt.jpg

He took Dover before I even got there. With both of us, Lizzy will go down fast.

We got a great scientist in Timbuktu.. I put him to sleep now, since research iis not needed now.

There a HUGE stack from HC that's headed for the barb city of Angle.

http://img486.imageshack.us/img486/5576/civ4screenshot00257ct.jpg

We've got 3 units there, and it's defended by 2 archers. If we want this city we have to try for it in the next turn!

And last note, we're researching Machinery, with 16 turns left at the current rate (only 10%). be sure we turn down research to 0% before we learn it, as we need to beat down Elizabeth.

Here's the save... zipped so it can fit as an attachment...

soul_warrior
Jun 06, 2006, 11:22 PM
will try and take this tonight.

points to do
* get Angle
* spank lizzie
* move more troops down through toku's lands

soul_warrior
Jun 09, 2006, 03:42 AM
sc03

preturn - try to take Angle. ofcourse i lose an axe and horse archer. call it quits here.

IBT - Angle is lost to us. Gibbon made a survey, and were the largest of them all :D

1- the capitol theatre > national epic
outcatst forge > market
timbuktu market > theatre

IBT- kill barb horse with phant

2- timbuktu theatre > hindu mission
up sci. machine in 3, not 14. make money.

IBT- lose archer. kill 2 barb horses on defense

3- heliopolis jew temple > axe
dover is retaken by lizzie
lose a sword, kill a longbow (lizzie)

IBT- lose cat and sword to barbs.

4- elephantine market > hindu mission
alexandria forge > sword

IBT- we enter the medieval era. point at feudalism, lower sci to 0

5- capitol national epic > sword
memphis forge > theatre
nubian granary > cat

kill a barb warrior

around turn 2 or so, Gibbon did a small survey.
we are the largest :dance:

have a looksee for barbs, i think there are a few loitering in the south.

i have to cut this set short due to time (lack thereof). sorry.
if needed i can finish this sunday night.

Maksim
Jun 09, 2006, 04:02 AM
Umm... Soul warrior, were we allowed to enter Medieval Era according to our variant rules? What happened there?

dover is retaken by lizzie

Umm... Why are we taking cities rather than razing them? The expenses already killed our research once, I would prefer not to see it happen again.

This is not a "got it", as I won't have time to play this until Sunday or even Monday night, UK time. If anyone wants to jump in and play before then, please do - otherwise I'll post a "got it" just before I'm ready to play.

soul_warrior
Jun 09, 2006, 04:11 AM
Umm... Soul warrior, were we allowed to enter Medieval Era according to our variant rules? What happened there?
research finished.
that is why i set science to ZERO.
i think it now says feud will be in 194 turns or somewhere in the hood.



Umm... Why are we taking cities rather than razing them? The expenses already killed our research once, I would prefer not to see it happen again.
it was taken earlier by TOKU and his gang.
now it is under british control. again.
hope this makes it clearer.

i havent taken ANY cities this turnset.

Maksim, getting ready for tomorrow afternoon are we ;)
just remember that too many :beer: = :vomit:
i just want to see a England VS Brasil final :worship:

Maksim
Jun 09, 2006, 04:22 AM
research finished.
that is why i set science to ZERO.
i think it now says feud will be in 194 turns or somewhere in the hood.


Hmm... But what technology did we research to enter medieval era?


i havent taken ANY cities this turnset.


Ah, thanks for the clarification. I guess I was too optimistic.

As for football, beers etc. - well, it is a national pastime, you know. Noblesse obligee or something like that. :)

Bede
Jun 09, 2006, 06:15 AM
S_W - Finishing the research on Machinery busted the variant if Lizzie still lives!!! :mad:

The prospect of football and beer has clearly addled your wits. :crazyeye: ;)

I am all for playing on, just means we can't use anything unlocked by Machinery until Liz is dead....

Maksim
Jun 09, 2006, 09:49 AM
Hmm... What does Machinery uncover?

Training crossbowmen, building workshops/windmills/watermills?

So we'll be doing none of that, then.

As I mentioned, I'm not likely to get to this before Sunday/Monday night, and I'll post a "got it" when I do, so if you have time to play before then, Bede, please do.

Bede
Jun 09, 2006, 05:21 PM
I'll have it back to you by Sunday Maksim.

soul_warrior
Jun 10, 2006, 10:07 AM
so for the moving parts bede :blush:
but atleast we won 1-0 :dance:

BTW machinery was almost done... i just moved it up a bit, then set sci to 0.

Bede
Jun 11, 2006, 03:20 PM
Trained up some more troops and sent them south. Changed a lot of projects as we don't need culture or happiness we need troops and cats, lots of them...

Razed an English town and killed some more barbarians.

Just as the force got big enough to do some real damage to the English towns defended by longbows and crossbows the Japanese made a peace deal with England and canceled the Open BOrders agreement. I also made a peace treaty with England and got her World Map and some more cash in the deal.

http://i15.photobucket.com/albums/a371/doconor/SC03/1775West.jpg

http://i15.photobucket.com/albums/a371/doconor/SC03/1775Japan.jpg

http://i15.photobucket.com/albums/a371/doconor/SC03/1775East.jpg

Got the Forbidden Palace started and a couple of settlers for the Inland Sea, one at Heliopolis and another at Pi-Ramses I think. Settle one along the coast south of the western towns and the other on the neck of land west of Heliopolis.

http://i15.photobucket.com/albums/a371/doconor/SC03/1775.jpg

We may need yet another settler south and west of Heliopolis to protect our access to the south. The Inca are encroaching on our road network to Timbuktu.

We can build galleys on the Inland Sea and ship troops to Liverpool for a further English adventure if we get the opportunity. Taking down anybody's towns are going to need catapults with CR promotions as well as lots of War Elephants. The defenses are getting tougher against our swords and axes.

Barbarians are still active from the NW and in the south, coming with swords, axes and the occasional horse archer. I am pretty sure I cleared the majority of them so there aren't any bogies inside our border.

England occupies the whole SW portion of the landmass. As an alternative we could start to disassemble Toku who is closer to us. He may not give us the choice as I sense he is getting a little crabby.



Turn 255 (1725 AD)
Paradise starts building Forge
The Outcasts starts training Spearman
Thebes starts building Forbidden Palace
Memphis starts training Spearman
Elephantine starts training Catapult
Elephantine starts building Lighthouse
Elephantine starts training Worker
Alexandria starts building Barracks
Nubian starts building Courthouse
Liverpool starts building Lighthouse
The Capital finishes Swordsman
Paradise has grown to 12
Thebes finishes Aqueduct
Heliopolis finishes Axeman
Elephantine finishes Hindu Missionary
Pi-Ramesses has grown to 10
Pi-Ramesses finishes Market

IBT
Defending War Elephant defeats (2.24/8) Barbarian Axeman
Defending Archer defeats (2.43/3) Barbarian Archer

Turn 256 (1730 AD)
Pi-Ramesses starts training Spearman
Axeman promoted to Combat I
Swordsman promoted to Combat I
Swordsman promoted to Formation
Hinduism has spread to Paradise
War Elephant promoted to Combat I
The Capital starts training Catapult
Heliopolis starts training Settler
Heliopolis starts training War Elephant
The Capital finishes Catapult
Timbuktu has grown to 12
Timbuktu finishes War Elephant
Heliopolis has grown to 11
Pi-Ramesses finishes Spearman

IBT
Defending Swordsman defeats (3.78/6) Barbarian Horse Archer
Defending Spearman defeats (2.80/4) Barbarian Horse Archer

Turn 257 (1735 AD)
Spearman promoted to Combat I
Spearman promoted to Shock
Hinduism has spread to Heliopolis
The Capital starts training Catapult
Timbuktu starts training Catapult
Pi-Ramesses starts training Catapult

Battle Stats:
Units victorious while attacking : 0
Units victorious while defending : 4
Units defeated while attacking : 0
Units defeated while defending : 0
The Capital finishes Catapult
The Outcasts finishes Spearman
Paradise finishes Forge
Thebes has grown to 11
Memphis has grown to 8

IBT
Defending Swordsman defeats (5.40/6) Barbarian Archer

Turn 258 (1740 AD)
War Elephant promoted to Combat I
Spearman promoted to Combat I
Horse Archer promoted to Combat I
War Elephant promoted to Combat I
The Capital starts training Swordsman
Paradise starts training Hindu Missionary
The Capital finishes Swordsman
Timbuktu finishes Catapult
Memphis finishes Spearman
Elephantine finishes Lighthouse

IBT

Turn 259 (1745 AD)
Swordsman promoted to Combat I
Axeman promoted to City Raider I
Catapult promoted to City Raider I
Catapult promoted to City Raider I
War Elephant promoted to Combat I
Attacking Axeman loses to Barbarian Axeman (5.00/5)
Attacking War Elephant defeats (5.76/8) Barbarian Axeman
Attacking Axeman defeats (3.50/5) Barbarian Warrior
Axeman promoted to City Raider I
Spearman promoted to Combat I
The Capital starts training War Elephant
Timbuktu starts training Catapult
Memphis starts training Spearman
The Capital finishes War Elephant
Paradise finishes Hindu Missionary

IBT

Turn 260 (1750 AD)
War Elephant promoted to Combat I
Catapult promoted to City Raider I
War Elephant promoted to Combat II
The Capital starts training War Elephant
Paradise starts training War Elephant
The Capital has grown to 12
The Capital finishes War Elephant
Timbuktu finishes Catapult
Heliopolis finishes War Elephant
Alexandria has grown to 8
Alexandria finishes Barracks
Pi-Ramesses finishes Catapult
Nubian has grown to 3

IBT
Defending Swordsman defeats (4.32/6) Barbarian Longbowman
Defending Swordsman defeats (6.00/6) Barbarian Archer

Turn 261 (1755 AD)
The Outcasts starts training Axeman
Catapult promoted to City Raider I
Swordsman promoted to Cover
Hinduism has spread to The Capital
War Elephant promoted to Combat I
Catapult promoted to City Raider I
War Elephant promoted to Combat I
Catapult promoted to City Raider I
The Capital starts training Hindu Missionary
Timbuktu starts training War Elephant
Heliopolis starts training Settler
Pi-Ramesses starts training Settler
The Capital finishes Hindu Missionary
Memphis finishes Spearman
Elephantine finishes Worker

IBT

Turn 262 (1760 AD)
Spearman promoted to Combat I
The Capital starts training War Elephant
Memphis starts training Swordsman
Elephantine starts building Barracks
Attacking War Elephant loses to English Crossbowman (3.12/6)
Attacking Swordsman loses to English Longbowman (2.40/6)
Attacking Swordsman defeats (1.14/6) English Crossbowman
Attacking Swordsman defeats (3.48/6) English Longbowman
Razed Brighton
The Capital finishes War Elephant
Paradise finishes War Elephant
Liverpool has grown to 2

IBT

Turn 263 (1765 AD)
War Elephant promoted to Combat I
War Elephant promoted to Combat I
Swordsman promoted to Cover
Hinduism has spread to The Outcasts
The Capital starts training War Elephant
Paradise starts training Catapult
The Capital finishes War Elephant
Timbuktu finishes War Elephant
Alexandria finishes Swordsman

IBT
Defending Axeman loses to Barbarian Axeman (1.00/5)

Turn 264 (1770 AD)
Swordsman promoted to Combat I
War Elephant promoted to Combat I
War Elephant promoted to Combat I
The Capital starts training War Elephant
Timbuktu starts training Hindu Missionary
Alexandria starts training Horse Archer
The Capital finishes War Elephant
The Outcasts finishes Axeman
Paradise finishes Catapult
Thebes has grown to 12
Timbuktu finishes Hindu Missionary
Nubian has grown to 4

IBT
Defending War Elephant defeats (8.00/8) Barbarian Swordsman
Defending Catapult defeats (2.30/5) Barbarian Axeman

Turn 265 (1775 AD)
Axeman promoted to Woodsman I
Attacking Axeman defeats (3.10/5) Barbarian Axeman
Catapult promoted to City Raider I
War Elephant promoted to Combat I
War Elephant promoted to Shock
Hinduism has spread to Alexandria
Catapult promoted to City Raider II
The Capital starts training Catapult
Paradise starts training Swordsman
Timbuktu starts training War Elephant


Maksim - up

Maksim
Jun 11, 2006, 04:46 PM
Got it. Will play tomorrow night. Going against Toku's Samurai is a pretty scary prospect. Elephants are our only chance, so let's hope the AI don't get Pikemen any time soon.

Maksim
Jun 12, 2006, 03:13 PM
Nothing much happened, since our armies were far away, there was a peace treaty with the English recently negotiated, and taking on Toku in his Samurai age seemed unwise. I dropped out of OR/Hinduism, as it weren't making us any friends, but Toku still wouldn't negotiate Open Borders, even though he was at +4 relations.

I built the Forbidden Palace in Timbuktu, as FP only helps with distance costs, and building it in Thebes, so close to our capital, would not have helped much.

The rest of the turn involved just building units. I've also got two new cities founded, one on the lake - it should get to building galleys soon. This will help with the transporting armies.

Overall, I must confess I am filled with ennui at the state of this game. An army of elephants, swordsmen and catapults will likely go obsolete and get slaughtered by anyone we choose to oppose, and the logistics of sending troops halfway around the world mean we can't just pile on reinforcements. This is no short victorious war here - this is a messy affair.

A few tech leaders - Huayna and Gandhi - were able to sell me their World Maps at the beginning of my turn, so they have Paper. Gandhi built Spiral Minaret, so he's had Divine Right for a while.

I remind you that we have no Civil Service, nor Machinery, nor Engineering. What we have is less than 200 turns before the end of the game. Situation looks vaguely bleak - our numerical superiority deters the AI from attacking us, but neither can we do much damage to them.

What has gone wrong? Well, we did make a few blunders, both tactical and strategical.

Taking on Mansa may have been unwise, as we have stretched ourselves across the whole world after finishing him off. What made it only worse was that we took him on in the skirmisher age, and suffered painful losses - this was not my first turnset spent simply moving units to the front. This delayed us significantly, enough to lose our window of opportunity.

What really set the odds against us from the very beginning? It was the map, I believe. The large distances between the civilizations, the difficult terrain, the raging barbarians meant that it was hard to go on the offensive - in fact, the raging barbarians alone meant trouble for us and free experience for the AI.

Is this variant doable? Indeed it is, although the requirement to wage war in the ancient age, pre-swordsmen, catapults and courthouses may be too strict (the first two are needed to take cities without the huge losses we suffered, the last are necessary to keep the economy from going down the drain, as ours did). It will also be beneficial to play a more crammed map, where the AI are closer to both each other and the player. Finally, Epic speed would allow us more turns to get our units to the front, which seems a painful necessity now.

So, what's going to happen to us now? Well, chances are we'll declare war on Lizzy soon (before my next turn), take a city or two, and then either her advanced units or simple attrition will dwindle our forces to nothing. We'll stumble about for a while, maybe get a second expeditionary force going, even take her out if we are lucky.

After that, the rest of the AIs would be so far ahead we wouldn't be able to do much against them. We might get sneak attacked by Toku who'll take a few cities in our western core and will limp to the finish line.

So, what am I missing? Who's got a brilliant plan that will save us all?

Bede
Jun 12, 2006, 08:07 PM
As always your assessment is sound as houses. I felt the same ennui as I passed the save off and for much the same reasons.

I agree that taking on a nation that was about as far away as it could be as our first opponent was a mistake, the second mistake was continuing to fight that war with War Chariots. City Raider axes would have done us much more good. And closing out that war until we could get a sound base going with more knowledge of the map would have done even more.

It was meant to be a challenge and it turned out to be one. I think trying a similiar map, Highlands with Raging Barbs, and the same variant but choosing the Inca with the Quecha might help get us over that early hump in the road.

So in the interest of avoiding ennui let's close this one down. I will start OWFD 2 as soon as some other games finish up.

Maksim
Jun 13, 2006, 06:41 AM
Bede,

If so, may I suggest going with a smaller map/epic speed? The former is going to be necessary for a quecha rush, I think; while the latter would help with troop movement, of which there will be many.

An interesting map to play would be small Lakes - because of the nature of the world, we'd have lots of neighbours, and even if we should take out one or two civs, the others would be able to capitalise on that, so we won't be able to steamroller lesser opponents.

While I really do like the Inca's Aggressive trait, and Financial is nice, I'm quite fond of Kublai (Creative/Aggressive) for this variant, as the former will really help with border pops, which would allow the team to control barbarians better.

soul_warrior
Jun 13, 2006, 06:58 AM
it was fun, even if we stand no real hope of winning.
again, sorry for all the delays and variant creaks i've supplied.
see you on the flip side

Maquis
Jun 13, 2006, 07:22 AM
Just wanted to put my nod in agreement. We made a few big mistakes too early... attacking Mansa so far away was the biggest IMO.

I'd be up to trying this again. I think Bede's got the right idea with Incans. If we could do a Quecha rush when the AI's only got 1-2 cities, and hopefully not much culture...