View Full Version : RBD10 SG - The Five Iroquois Tribes
Sirian Feb 24, 2002, 10:43 PM This will be another Five City Challenge game like RBD9, but on Monarch, played to include all the folks for whom there was no room in 9. 10 turns per player.
ROSTER:
Sirian
Ozymandous
shdwlord
Schnarrd
Carbon Copy
Grey Fox
OK, simple concept: we get five cities. Ever. No more, ever. Any additional settlers obtained from huts would have to be melded into the cities, and once we have five cities, any cities that want to defect to us have to be rebuffed. No capturing enemy cities, although razing is allowed.
I want to play the Iroquois for three reasons:
1) My luck with them has been just awful. I mean dreadfully bad. It's high time I got some kind of win with them.
2) The Iroquois were, in fact, made of five nations. Good match for 5CC.
3) I like purple. ;)
OK, some choices still possible to be made here, I want to hear from you guys playing. All victory conditions on the table, or take some off? What size world (the larger, the harder, for a 5CC, although huge is out because its just too sluggish) and what sort of land and climate? Random opponents or pick? Barbarians?
Our Five Glorious Tribes: :) :p :o :D :rolleyes:
- Sirian
Carbon_Copy Feb 24, 2002, 11:42 PM But yeah, put me last, and yeah, skip me till 3, 4, or Infantry ends.
LordNocturne Feb 25, 2002, 12:12 AM ...Interesting. I've been reading Sirians posts since before i got to the Lurker Lounge. Hanging out at his website :)
This is just as much fun
Ozymandous Feb 25, 2002, 07:21 AM Sounds like fun. Doesn't matter the settings, although the thought of a large continent or pangea(sp?) map and us only having 5 cities to work with does seem a tad more challenging.
Whatever the rest wants is fine with me. :)
Dozer Feb 25, 2002, 08:42 AM IF the game isn't full, I would be honored to join you guys. Thanks.
:goodjob:
If it's full, no problem, so don't feel bad.
:hammer:
Carbon_Copy Feb 25, 2002, 10:25 AM I'd like to have cultural, diplo, and space on the table, and domination disabled. I've never done the cultural or diplo win before, so it would be nice to see that happen, and letting the AI win by Domination would be no fun since we can't do much under our restrictions to stop it.
Sirian Feb 25, 2002, 01:41 PM That's one vote for large map and one vote for disabling domination. Anybody else have thoughts or requests?
Dozer: yeah, you came a little late to the party. Early applicant gets the worm, and all that. Might be more games opening when the current round of nearly-over RBD games concludes.
- Sirian
Schnarrd Feb 25, 2002, 02:46 PM I'd also like to vote for a large world map, but I'd like to have all victory conditions enabled, as I think that part of the challenge of OCC / FCC is to ensure that no one opponent gets too large (ie if he starts swallowing another civ, you use blocking tactics, etc to slow down the large civ). As for everything else, I'd just be happy with random - I like the surprise. :D
Just a note: Sirian, you might want to place me further down on the roster. I've been really busy and I hope that the turns in this are short (in fact I'm counting on it), because until RDB 3 ends I won't be able to join any more games - just too much to do. Hopefully I will finish my builder and benevolent turns today, however.
Dozer Feb 25, 2002, 05:03 PM If you don't mind, can you put me on the roster for the next figurative non-large/huge map game you guys do. That'd be nice.
Thanks :hammer:
shdwlord Feb 25, 2002, 06:59 PM I think a large map would probably be best, it should give us enough room to choose the best spots for our cities. Pangea or continents, small islands would make optimum city placement harder. The higher the barbarians are set, the more difficult it will be for us. The AI will be expanding its cultural borders, not letting new camps spawn close to their core cities. I wouldn't mind raging barbarians, as it will slow down the AI's expansion if a stack of 20 horsemen attack their settler groups, but we will need a big enough garrison to deal with the same thing, and with only 5 cities, are economy could take a big hit.
As for victory conditions, I think we should leave them all enabled. The need for keeping 1 civ from a domination victory will create intersting challenges for us.
Sirian Feb 25, 2002, 09:00 PM OK, here we go. :)
I swapped Ozy and Schnarrd in the turn order, to put Schnarrd later, as he requested. I took the requests under consideration and came up with this as the closest to consensus:
Large Map
Continents, 70% water
Wet, Mountainous
11 random opponents
Raging Barbarians
I'll play 30 turns to start, then 10 turns apiece from there on.
4000BC: We start in a grassy area, inland. I opt to send our scout west, he finds the shore and a goody hut he can reach next turn. With the shore right there, I'm thinking we should head inland with our starting settler, to leave room for another city by the sea. Better to have the capital inland, as well, as better to have it centralized.
3950BC: Our scout finds friendly settlers in the minor village. It is our lost brothers of the second Iroquois nation! I opt to continue to send our first settler south, and the second moves inland a bit to get better lands.
3900BC: If I found our capital here, it will squeeze our second settlement a bit, so I keep moving, one more square south. A LAKE! [dance] [party] We're going to be founding on fresh water! Sure, three turns late, but our second city will found on the same turn.
3850BC: Salamanca founded, starts a scout. Niagara falls founded, starts a scout. Both have a cattle in range, so both due to grow to size 2 in 7 turns. Somehow the worker got left behind a bit and is now working on lands at our northern coastal city. Oh well. :)
3700BC: Our scout spots a river!
3600BC: Two more scouts are produced. We spread out to explore. Both cities start temples.
3350BC: Our northern scout finds the Third Iroquois Nation (settler) at a minor village in the hills. Our second scout has gone east and found that the river from the west runs ALL THE WAY across our lands, just south of our capital. The third tribe is directed to head toward the river and yet more cattle.
3150BC: Grand River founded on the Rio Grande! ;)
3000BC: One of our scouts locates the Persian capital, not far south, maybe three city lengths away from Salamanca.
Late turns: more goody huts, we got Warrior code, 25 gold twice and maps twice. I swapped Niagara to a settler, and that settler founded Allegheny at the mouth of the Rio Grande, west of our capital. Salamanca built a temple, then our final settler, and a warrior. Niagara and Grand River built temples.
We discovered bronze working, traded 40 gold, Pottery, and 4gpt to Persia for Masonry (that's going to cost them the Pyramids!) All three of our big cities are now on spearmen. Niagara would be the place to build Colossus, which would give us an automatic golden age -- I don't see much sense trying to save it, as we may get into a war with Mounted Warriors anyway, and the early GA may help us out, with our five cities already founded. Salamanca would be the site for the Pyramids, it's even ready to start as soon as its spear finishes. Our two newer/minor towns need military protection, then temples and workers.
I can't believe all our cities are already founded! This new settler generosity out of goodie huts really gives Expansionistic civs the oomph they were lacking earlier! Like... wow, a couple of those and you grow HUGE with one of these civs if you set your mind to it.
Four of our five cities are on fresh water (and all have rivers in range, though Salamanca is not actually on the river). We have two coastal towns, and a good mix of terrain. There were two gems off to the east but I deemed it not worth giving up closer, more secure, richer lands. We got a goodly number of hills and forests and grass and plains, some gold deposits, with luck, some iron and coal, too, maybe. We'll see. Nice rich lands, we should do OK.
- Sirian
Here's a peek at the Five Iroquois Nations in 2550BC:
Sirian Feb 25, 2002, 09:05 PM Grey Fox is up, with Ozy on deck and shdwlord hanging around in the dugout. :)
Schnarrd Feb 25, 2002, 09:47 PM Wow, our land is nice! :eek: I don't think I've ever seen such a good starting position. We should be able to grab tons of early wonders with such good land.
Charis Feb 26, 2002, 12:57 AM What a LOVELY start! So these settlers and armies from huts aren't just anecdotal, they're all over. Nice star pattern, great land, fresh water. (I sensed folks were looking for the 'Sirian touch' as far as colored dots for placement, but this does it one better :P)
Too bad empereror diff couldn't have got this good a start :crazyeyes
Charis
Sirian Feb 26, 2002, 08:53 AM With 5 lux in the Russian heartland, and also two free settlers from huts, don't be too quick to declare this Iro start as "better", I'm not sure it is. It looks marvelous as far as fertility and early start, fresh water, etc, but RBD9 also has 3 cities on rivers.
And both have the !@#$! Persians next door! Arrgh! :p
Those 5 incense are worth a lot. A LOT. You can sell them over and over and over to big fat empires for tech, gold, peace, or resources. RBD10 is going to have to pray for a surplus of vital resources, or else it's going to be thin economically. At least here in 10 we're down in Monarch, and not plagued by the new trade penalties. It will be interesting to compare the results.
- Sirian
EDIT: oh yeah, almost forgot. This being a large map, the prices on everything will cost 1.5 times as much, too. I'm just hoping we're not so poor as to be running 40 turn research in the industrial age! I remember doing that in my OCC and sweating bullets as stacks of Egyptian cavalry and infantry 20 units tall marched on my poor little city from three directions. :) I'd have needed another 1000 years, at that rate, to get to the UN.
Carbon_Copy Feb 27, 2002, 09:08 AM ...and now able :D . With RBD4 out of the way, I can lift my moratorium on new games and join in this one. 4 finished about 1 round earlier than I had expected it to, so I won't even have to be skipped once on this one.
Ozymandous Feb 27, 2002, 10:53 AM Hey Grey Fox, are you out there? It's been 24+ hours I believe (or am I miscounting?)
Let us know if you're still around. :)
Sirian Feb 27, 2002, 07:25 PM Ozy, if you're set to go, post "Got it" and go ahead and take your turn. Grey Fox did a nice job in RBD8 on his turn, and also lives in Europe, so if he's on a standard daytime schedule it's very late over there and the forum may have been down during his available time. We'll cut him some slack and I'll flip the roster order around, rather than skip him this time.
Grey: we need to hear from you! What's going on? :)
- Sirian
Grey Fox Feb 28, 2002, 01:53 AM Sorry, to keep you waiting... :(
I just woke up. I must have been sleeping or not online when this thread was started.
Seems like we are going to have a glorious country!
Let's build fortresses later!
I want to see a great wall of defenders protecting our land!
Ozymandous Feb 28, 2002, 11:28 AM Sorry, I wasn't available to check back here yesterday after I posted my note. In any event "Got it". :)
EDIT: After reading back over the initial posts on this thread I guess I am the ":p " tribe, eh? :lol:
Ozymandous Mar 01, 2002, 07:24 AM Not much to report...
2550 (IT) : Changed nothing (yeah right, following Sirian, you thought there would be problems? :p)
2510 (1) : Niagara Falls border expands (yeah it was that slow :D).
2470 (2) : Niagara Falls builds spear, starts Colossus (34 turns). Explorers find a TON of spices to the South, not that we will settle there just something to report. :)
2430 (3) : MMOW.
2390 (4) : Grand River border expands, Allegheny builds a warrior, starts a temple.
2350 (5) : Grand River builds a spearman, starts a worker. Salamanca builds a spearman, starts Pyramids (100 turns). Allegheny whips it's temple to completion.
Made contact with India. They don't have Masonry, Pottery or Warrior Code. They DO have Alphabet and The Wheel. I ask them what they want for either of their two techs and get a laundry list of demands.
The Wheel : Masonry, Pottery, 3 gpt and 21 gold (currently all we have and will produce). Same thing for Aplhabet. I tell them thanks but no thanks and leave.
2310 (6) : MMOW, Allegheny finishes temple, starts worker.
2270 (7) : Cattaraugus finishes warrior, starts temple.
2230 (8) : Cattaraugus whips temple. Grand River builds worker starts a barracks (figured it might be a good spot to build for everyone else).
India apparently bought or discovered Warrior Code (thnking they discovered it) from someone because they don't want it now. Not that I would have sold it to then since they only had 10 gp in their treasury anyway! :D
2190 (9) : Salamanca border expands. Cattaraugus temple finished, starts worker.
2150 (10) : Allegheny border expands.
Made contact with Japan. Sold Warrior Code to Japan for half their treasury (30 gold). They also have The Wheel for sale but want Pottery and Masonry for it. I figure we can wait a little longer.
Great Wonder Update: Colossus = 19 turns. Pyramids = 62 turns.
Notes for next leader...
- There is a worker outside Salamanca working on irrigating a grassland square. I had apparently imbibed in too much "peace pipe smoking" :smoke: and forgot that the irrigation would be useless in Despotism. You'll want to change him to mining that square. (I was thinking that with the bonus square all Sala would need would be one more good producing food square and it could use more forests to help build Pyramids).
- You may want to hurry and mine the grassland w/ shield square near Niagara Falls to help with Colossus production but it may be too little too late.
Roster order : shdwlord up next. Schnarrd on deck.
Sirian Mar 01, 2002, 07:44 AM Those two whippings were good (get our borders on the front lines expanding ASAP, and lock in 1000 year culture bonus for early temples in all our cities) but we don't want any more! Penalty lasts 40 turns now, and all of these cities will be low-corruption mega producers eventually, so we don't need to be saddling ourselves with 80+ turns of multiple unhappiness.
An irrigated grassland is not a problem, leave it alone unless there are no other squares of equal value to improve. I'm NOT from the camp that says "only irrigate plains, only mine grass". Quite the opposite, I like to have a few irrigated grass lying around for immediate use when I get to Monarchy/Republic, unless the cities are so large or the lands so poor, that there are no surplus "good" tiles going unused. Also, spreading irrigation around a bit allows more access to irrigation in other places which may have higher need. Having a variety of tiles allows you to micromanage to run high food at times for rapid growth, or high shields (even food deficits) at times to speed an urgent project. This can only be done if you stay engaged in the cities, but I do that a lot. If someone hands off to me and every tile in a city has exactly two food, there's no way to adjust anything, like to trade two food for a whole turn of production by swapping to some mined plains, or to double the city growth rate the cost of just one turn lost on production on some big project (which might be made anyway with higher population).
Cattaraugus is kind of stuck, it's got all flood plains and hills, no choice there. Grand River has a lot of hills, so eventually it's going to be wanting extra irrigation on some grasslands, despite the cattle. Salamanca has mostly grass, so mostly it will want mines, but not everywhere. Same with Niagara. The best news about workers is that the AI is dumb and counts them as military units in evaluating your unit strength. :rolleyes: So building extra workers early can actually deter enemy attacks. Go figure. :)
- Sirian
shdwlord Mar 01, 2002, 04:24 PM got it
shdwlord Mar 01, 2002, 05:06 PM Shadow Lord silently slips into his tepee and ponders the direction his people need to take. Noting that the previous cheiftan had worked many brave warriors to death to increase the speed of building construction, Shadow decides the people would best benefit from a reign of peaceful relaxation.
1) 2110
2) 2070
3) 2030 Inspired by the leisurely building pace, the people of Allegheny produce a worker, and begin a barracks. Shadow decides to purchase a worker from Ghandi for 25 gold, sparing him from the destruction that will befall India eventually.
4) 1990
5) 1950
6) 1910
7) 1870 Grand River finishes barracks. Instantly, many braves come to the barracks to learn the ways of the spear.
8) 1830 Cattaraugus citizens note that braves get the best firewater, and finish a worker to construct roads so they too might partake in firewater. Then they begin barracks.
9) 1790
10) 1750
After a very quiet reign of getting ready to build a veteran army, scout exploration, and road construction, Shadow Lord mysteriously disappears with a squaw, leaving only a note:
"I must find a way to cross the vast ocean west of Niagra Falls to find new lands for our people."
It is feared that he attempted to swim the channel after drinking too much firewater, and perished in the attempt.
Carbon_Copy Mar 02, 2002, 08:45 AM Let's just hope he's not having the DNS troubles he was having earlier. If he doesn't show up, I can play late this evening.
Schnarrd Mar 02, 2002, 09:39 PM No, I've just been really busy. Sorry I haven't been good about keeping you guys informed. :o Since I won't be able to play until tomorrow, Carbon can take his turn now.
Carbon_Copy Mar 03, 2002, 02:03 AM 1750 Pre-turn:
-I bump up science a notch, taking 4 turns off of Iron Working and still running a profit.
Whose culture is that we see across the water to our west? Has to be either Egypt or the Zulus.
Hmm, on the diplomatic front, all other known civs have the wheel and it would be darn nice if we could see the horsies. X-man wants 80g, while Toku and Gandhi both want Masonry + 11g. I am tempted to buy the Wheel, but am unwilling at this stage to give gold-hoarding Xerxes some more money or either Japan or India the means to start into the wonder cascade.
1-1725:
-Grand River trains a spear, starts a worker. We need more workers to get our cities connected up in a timely fashion, being non-Industrious and all with all these hills and trees. We also need more military, so balance that as you must.
3-1625:
-GR finishes worker, starts making more spears
6-1600:
-I bump science to break-even now that we're over 100. Iron working now comes in 7.
8-1550:
-Now that our settlers can see the whole of the land between Japan and Persia, there are wide stretches of land that are wholly uninhabitable. There is also a long, skinny bay ending in that chokepoint between Japan and Persia.
9-1525:
-a Barbarian horsie kills our spear from across a river and pillages Allegheny of its progress in its Barracks. :aargh3: What is worse, it will take 4 turns to get another defender there from Salamanca. I let go of Salamanca's regular spear to send to Allegheny, to replace it on the next turn with a vet spear from Grand River.
10-1500:
-The action on these turns this early are really feast-or-famine, aren't they? We lose our northernmost scout to a barb horsie from a camp he discovered.
-We get the Colossus. A Golden Age ensues. Niagara Falls starts Barracks.
-Speaking of Barbarian horsemen, one is going to pillage Allegheny AGAIN on the next turn. Hmm...it's time to spend some gold. I dial up Xerxes, and take him up on his Wheel for 80g deal.
-I then see that X-man got Iron Working (eep! Immortals!), and I also notice that his discovery put us over the 1 turn threshold for Iron Working, ourselves. So i toss him another string of beads and get it a turn earlier. Was buying the wheel and giving Xerxes a TON of cash to throw around (>300 in his treasury right now) a smart move, or did Chief Carbon have some wacky tobbacky in his peace pipe? It's good to know that we'll be set for units until muskets show up, at least.
-With Golden Age commerce and production, the Pyramids will finish in 17 turns @ size 6 and we will research Alphabet in 8 turns at the current science rate...wait, I micromanage two tiles, and it comes in at 6 turns instead :eek:, with the option of a 4 turn discovery if we go for broke. That gold hill by Grand River is worth FIVE trade for the next 20 turns.
-The best news: Iron and Horsies are both safely within our borders! :D our horse is within Salamanca's city radius, and Iron is in a hill by Cattaragaus. I also note with a certain disgust that despite only having 3 cities, Xerxes does indeed have Iron in his territory, though not connected as far as I can tell. Oh well, if they want to play with their Immortals, we'll be ready to meet them with our Mounted Warriors...when we get Horseback Riding and connect the horsies, that is.
-The Pyramids should be a lock for us, so the next chief might want to broker away Masonry to India and Japan before the X-man gets any richer.
Grey Fox Mar 03, 2002, 06:04 AM I've got the game...
Grey Fox Mar 03, 2002, 07:09 AM Pre-Turn
Increases science spending to 80%, getting 2G/Turn, and getting Alphabet in 5 turns instead of 6.
1: 1475 BC
The evil Apache tribe pillaged Allegheny, and some of our people were lost.
2: 1450 BC
The Apache pillaged us again.
3: 1425 BC
Raised the Luxary rate to 10%, getting everybody to work in all our cities. Lowering Pyramid working time from 14 to 12.
4: 1400 BC
Worker management...
5: 1375 BC
We learn the alphabet.
6: 1350 BC
Nothing special...
7: 1325 BC
Now we have horses.
8: 1300 BC
6 Turns to get The Pyramids.
9: 1275 BC
No special...
10: 1250 BC
Writing in 3 Turns
Gold Deposit: 50.
Income: 1G/Turn
T/S/L = 2.7.1
I don't know if we could handle Republic when it's time to switch government. Our Allowed units is now 20, and we have 21 units.
I'm currently building walls in Allegheny, but that could be changed to what ever the next leader wants. But I did not want to loose more money per turn.
2 Scouts. (These could be discarded)
2 Warriors. (These could be discarded)
6 Workers.
11 Spearman.
We have a strong army compared to everyone we have met!
Sirian Mar 03, 2002, 09:22 AM Got it.
Schnarrd Mar 03, 2002, 03:00 PM I said I'd be able to play today, and I meant what I said! Well, actually it's not that big a deal, since it still would be a little tough to squeeze in a turn today.
Sirian Mar 03, 2002, 10:02 PM In the "It Would Be Nice If..." category, we have a wild new scheme by Sirian entitled "Spice Colonies".
It occurred to me near the end of my second turn that there are enough mountains surrounding the spices to our south, and enough spices bunched there, that it would be WELL worth our while to invest over a dozen military units into establishing a permanent outpost of spice colonies. This would be a major undertaking, and we would have to completely, flawlessly block out the AI from settling near there. The only reason it might even be possible to pull off is SO many mountains in the area, which cannot be settled on. So we would only have to fortify one unit in each settlement-able tile to block anybody from founding cities in the area.
We would need AT LEAST 8 units to get started, and would have to hurry before Persia gets a settler over there. We might not be able to make it, but it would give us something to do with our surplus units. (Most of our Golden Age went into building military).
IF we could secure all four spices indefinitely, the trade value on a large map would more than pay for the costs of maintaining the units, and would give us something to trade away for techs and such later, when research costs (at 1.5x normal price) shoot off the charts. If we could also remain peaceful with Persia and our other neighbors (possible), it would be a great move. However, it's a lot of work, a definite reach, and not without some risks.
I had sent two units in that direction to look for the barbarian camp, then it occurred to me that with just three units, I could block Persia from settling on the river. THEN it occurred to me that we might even be able to get the spices for ourselves, and what would it take to do so?
Here's what it would take:
1) Top priority, all eight red marked tiles. If we can't muster that and soon, Persia will settle over there.
2) Mid priority, the six yellow tiles. These are also needed for survival of our colonies.
3) Low priority, the light blue tiles, in locations where later in the game, expanding borders would swallow up one or more of our colonies (though maybe we could raze any cities threatening to do this, as it would take them some time to expand borders that far).
What do you guys think? Would this wacky plan be worth pursuing?
Sirian Mar 03, 2002, 10:32 PM IT 1250BC: With nothing to build in our Golden Age besides troops, I decide it's worth the gambit to try to nab both Oracle AND the Great Library. Grand River has a ton of shields, I swap it to Palace Placeholder. Niagara is changed to chariots, Cattaraugus to workers. I also raise science by 10% to run a deficit and get Writing in 2 turns, not 3.
1225BC: I disband one of our scouts and have to move a spear over to protect a worker near Allegheny, as another barb horsie shows up.
1200BC: Barb horsie takes 2 hp off our spear in Allegheny (only defender in the town, other is guarding the worker) then dies. I am moving more troops in this direction, and building more. We discover Writing. Mysticism can be researched in four turns at just 40% science. I CONTINUE AT 70%.
1175BC: Normally, I would buy embassies at this point, but we are lowish on cash and in a hurry to gain a vital tech lead while our golden age is ongoing. Embassies shall have to wait!
1150BC: Salamanca builds the Pyramids! [party]
We have now invested almost enough beakers to research Mysticism! Sadly, the 4-turn minimum would require us to go two more turns to research it. Well fooey on that! :) I top off our tank by buying the last little bit of Mysticism from Japan @4th-civ for 11 gold. :D We start researching Literature.
I start Salamanca on the Oracle. WE DO NOT WANT TO BUILD THE ORACLE IN SALAMANCA! Grand River could finish it sooner, however we cannot use the Palace as a placeholder in the capital, so until Literacy is researched, we must continue to use palace as placeholder for Oracle in Grand River, and use the Oracle as placeholder for the Great Library in Salamanca.
1125-1050BC: Rest of our golden age is spent researching Literature, building up troops (mostly chariots, which can upgrade to our glorious Mounted Warriors later), and workers.
1025BC: Our golden age ends. Luxuries have to be propped back up to 20%.
1000BC: Our last scout is disbanded after exploring the last of the continent in the north. I readjust our cities and F1 sliders, in the wake of the loss of golden production and trade levels. We are seven turns away from literature. Grand River will reach 300 shields in 12 turns, should be plenty enough to beat Ghandi to the punch, and the others on our continent are not even in the race. Our main worry is what the other eight civs on the other continents have been up to.
Advice:
IF SOMEONE SHOULD BEAT US TO ORACLE: leave Grand River on Palace placeholder, for the Great Library, and waste the surplus shields at Salamanca on the best-looking option (a library, or a military unit). This would be unfortunate, but as we had nothing else to be building but more troops (and we're already over the limit on what we can easily pay for) no great loss if it happens.
If no one steals the Oracle from us, then when Literature has been researched, swap Grand River to Oracle and put Salamanca on Great Library. We need the Oracle to be finished ASAP. If anybody steals the Oracle, then build the Great Library in Grand River.
If you're worried about Ghandi's progress on the Oracle from cascade from him starting the Pyramids, I scouted part of his lands near the capital. He's on a river but has no hills. We could establish an embassy with him to get a peek inside his city, but I was pretty sure we can finish first, so I didn't bother. Too bad we're in contact with only 3 of the other 11 civs! But we got such a roaring fast start and with the early Golden Age, I like our chances.
We want regular libraries in our other cities at the first chance, but no forced labor, no whippings. Not worth it. As for science, I think we should research mapmaking next (and not wait for it from the great library), so we can build the Lighthouse at Niagara falls and go exploring to meet more civs. (After that, shutting down research and riding the Great Library for all it's worth may be in order).
- Sirian
If we're going to try for the Spice Colony Gambit, we'll also have to get started on that soon.
Sirian
Ozymandous << up now
shdwlord <<< on deck
Schnarrd
Carbon Copy
Grey Fox
Ozymandous Mar 04, 2002, 07:58 AM Will try to play tonight. The Spice gambit sounds good to me, of course we could always build another city on the top Spice and be done with it, but... ;)
Just kidding. :)
Carbon_Copy Mar 04, 2002, 09:15 AM It's a bad map in the good sense...how often have you had the chance to completely overrun Persia before they get Immortals? If this were a normal game, we'd SO kick their butts ( I think in this game we want them to live so that neither Japan nor India gets TOO big for us to handle). I definitely want to play this later from the end of Sirian's first turn as just a normal game and see just how easily we'd beat down Xerxes, expand so we take up half this continent, and cruise to a victory. Curbing the urge to build some more settlers and just blow these guys away is tough.
As for the Spice Gambit....eh, sure, whatever. What else are we gonna do with our troops for the next 1000 years? If we can manage it,then it would be great to do it. I know I was thinking along those same lines, but I was sure that I'd catch a lot of :smoke: and [pimp] smilies from Sirian's corner if I even suggested it (as it was, I'm surprised I didn't get the :smoke: beatdown over buying the wheel off of Xerxes).
Ozymandous Mar 04, 2002, 07:22 PM Interesting set of turns. Here's the skinny...
1000 BC - IT : Nothing changed (again). I decided to go for the Spice gambit figuring that since we had really nothing else to build except units (or wealth :rolleyes: ) I might as well.
975 -1 : Allegheny finishes a worker, starts a scout (moves fast and cheaper than a chariot, speed was needed I thought.)
950 -2 : Bad news!! Athens finishes the Oracle!!:eek: :( Salamanca swaps to barracks (wastes 74 shields). Niagara Falls completes a chariot, starts another (re-occuring theme).
925 -3 : Allegheny builds a scout, starts a chariot (with units already building/built I figurd we had enough place holders for now, more on this later.) Salamanca finishes a barracks, starts scout (could build a scout in one turn as opposed to 2-3 turns for Allegheny).
900 -4 : Niagara Falls builds a chariot, starts another.
Note: Somewhere in the middle of my turn, as I was moving the units south to try to block the Spice the Persians moved a settler/spearman pair near the right-most "red square" block on the "Spice Gambit" map. I moved a warrior to block, the settler moved SE one. Next turn they moved SE again and the turn after that they founded a city there. The spices are 2 squares due west from the Persian town so eventually they will become in their culture radius, but I kept moving units there to keep more Persian settlers away anyhow.
875 -5 : Salamanca finishes scout, starts chariot. (this was while I was blocking the settler I believe).
850 -6 : Niagara Falls does it's thing.
825 -7 : Literature discovered, Map-Making next. Grand River swapped to the Great Library, everywhere else changes to library except Cattaraugus which continues it's spearman.
800 -8 : Cattaraugus builds spearman, starts library.
775 -9 : Worker movement.
750 -10 : Worker & troop movement (barb's started roaming around again.)
Odds & Ends:
- Chariots are on the way to 2 barb camps, we need the gold desperately.
- Checking relations, I decided to sell Literature to India for Horseback Riding and 15 gold. Persia and Japan only offered 50% of the gold India did and I figured we might as well get to build our Mounted Warrior! :goodjob:
- Sold Lit to Persia for 70 gold at miser prices and to Japan for 63 gold at miser prices.
- Map Making in 9 turns running massive negative cash (-32 gpt with a treasury of 164 gold now). We can withstand at most 5 turns of this negative spending before we're almost broke, so it's probably not a good idea to do, but otherwise we'd be stuck at 25+ turns to research it otherwise.
- Great Library in ten turns, let's hope we get it.
- Oh and if anyone gives us lip we have Mounted Warriors now :D, but Persia still has Immortals.. :(
Schnarrd Mar 04, 2002, 09:47 PM Bad news!! Athens finishes the Oracle!! Salamanca swaps to barracks (wastes 74 shields).
:( Well, that's unfortunate. At least we'll probably still get the GL. By the way, wasn't there something that required more shields that you could switch to besides a barracks (like a library)?
Note: Somewhere in the middle of my turn, as I was moving the units south to try to block the Spice the Persians moved a settler/spearman pair near the right-most "red square" block on the "Spice Gambit" map. I moved a warrior to block, the settler moved SE one. Next turn they moved SE again and the turn after that they founded a city there. The spices are 2 squares due west from the Persian town so eventually they will become in their culture radius, but I kept moving units there to keep more Persian settlers away anyhow.
Hmm. Sounds like a city that we'll have to raze if we ever get the chance. Not that I think we'll ever be more powerful than X-Man, but chances are we'll eventually be at war with him, and when that happens, :soldier:
EDIT:
If I'm not mistaken, this is the turn order:
Sirian
Ozymandous
shdwlord << up now
Schnarrd << on deck
Carbon Copy
Grey Fox
shdwlord Mar 05, 2002, 03:56 AM got it
shdwlord Mar 05, 2002, 04:54 AM Inherited turn: Switched Cattaraugus's workers a bit, shaved 1 turn off library. Dropped science to 30%, -3 gold and map making in 22 turns.
Indians start the Great Library.
1) 730 chariot defeats a barbarian warrior, but the camp has spawned a horsemen already
2) 710
3) 690 chariot attacks barbarian camp and is defeated.
4) 670 Niagra Falls finishes library, begins worker.
Xerxes has established an embassy in our capital.
5) 650 No one we know has map making, so I start Niagra Falls on the palace in hopes of getting the great lighthouse. barbarian camp raided by our warrior.
The Persians begin the great library.
6) 630 Salamanca finishes library, begins worker.
7) 610
8) 590 Cattaraugus finishes library.
The Japanese are building the great library.
9) 570 Allegheny finishes library.
10) 550 The Great Library has been completed in Grand River. Everyone we know has mapmaking now, so I go ahead and trade our world map to everyone for their world map, 70 gold, and map making. Niagra Falls switched to the Great Lighthouse. Allegheny switched to a galley. Usually, I would build a harbor first, for the veteran boat, but since everyone has our world map, they can see the yellow border to the west, we should make contact before anyone else can so we can trade contacts and world maps.
Grey Fox Mar 05, 2002, 04:59 AM If we got the G.Library, why did you trade for Map Making... wouldn't we have gotten it the next turn?
shdwlord Mar 05, 2002, 05:07 AM I traded our world map for map making, their world map, and 40 gold, taking map making off didn't give us any extra gold. Philosphy was auto-chosen when we got map making, feel free to switch it to another tech if you want. For those following the game, here is what our territory now looks like.
shdwlord Mar 05, 2002, 05:09 AM The Persians are to the southeast of us.
shdwlord Mar 05, 2002, 05:10 AM Japan is on the other side of Persia
shdwlord Mar 05, 2002, 05:11 AM And finally India, who is above Japan
Astral Mar 05, 2002, 06:47 AM Wow, that was nice with those screenshots - I like to follow a interesting game, and it can be hard without screens...
I must say ur spice-strategy is a pretty wild plan. Lookig forward to see if you pull it off
Ozymandous Mar 05, 2002, 07:16 AM Originally posted by Schnarrd
:( Well, that's unfortunate. At least we'll probably still get the GL. By the way, wasn't there something that required more shields that you could switch to besides a barracks (like a library)?
Ahhh, nope. If you read the turn summary you'll notice that Lit (and the ability to build a library) was discovered by us 5 turns AFTER the Oracle was built by the Greek.
Trust me, if the option had been there to build *anything* else so as to waste less shields (and provide more benefit than our 4th-5th barracks) I would have taken it. :)
Edit: Um, I agree with Grey Fox regarding the Map Making trade. If we got extra gold then fine, if we spent gold, why?? If all three of the other Civ's had Map Making we would have gotten it either the next turn or shortly there-after from the Great Library so if we spent gold then it should have waited. IMHO.
FYI, the units in the "spice gambit" plan need to be placed so no AI settlers will found a city in that valley with the spice, not around the border of the Persian city. :)
Astral Mar 05, 2002, 08:09 AM ----EMPTY POST
shdwlord Mar 05, 2002, 12:35 PM we didn't spend gold, we got gold + world map + map makng for our world map
Ozymandous Mar 05, 2002, 01:45 PM Nice!
Question... Did we get Map making from the Library? I notice the initial time to discovery was 22 turns, then 10 turns later we had it.
Just curious. :) Woo hoo, let's hope we get the Lighthouse. :)
Sirian Mar 05, 2002, 02:14 PM shdwlord's results are solid: we got the wonder, and everyone on our continent had access to the parts we had explored anyway, so brokering the maps was harmless.
EDIT: Wow, the thing submitted all on its own in mid-sentence! :lol:
I'll have to post again to attach the screenshot.
- Sirian
Sirian Mar 05, 2002, 02:23 PM For the Spice Colony Gambit to work out, we need precisely two things to happen:
1) First and foremost, we must prevent the area from being settled. Expanding borders automatically destroy colonies.
2) If we do succeed in blockading the area, we still also have to connect roads to the area, and defend it if we are attacked.
Since no settlement can be formed on a mountain, we don't need to position ANY of our troops on the mountains to achieve our objective. In fact, unless we have spare troops (we're not even close to that) we can't afford to put them on the mountains. If war breaks out, they'll have time to move to defensive positons.
Also, that Persian town was founded in a spot friendly to our plans. It's too far to disrupt what we want to do, nor even to threaten any of the colonies until the city has accumulated over 1000 culture points. That's a long way off! I've outlined in white, the area the city's border would include at 100 culture, influence factor 3. Harmless to our plan!
We don't need to place any unit on the mountains, and we don't need to place any within two tiles of that city. So here's what we still need to do:
Red Dots: URGENT.
Yellow Dots: middle priority but still important.
Blue dots: insurance, and a possible shot at also grabbing the iron.
Ozymandous Mar 05, 2002, 02:27 PM My apologies if I seemed to question the validity of the whole map-making deal, I simply was confused on how it transpired.:confused:
If I have this right another Civ discovered it and we traded our World Map for it and some gold and then traded it to everyone else??:enlighten Is that right? [dance]
Sorry, not meaning to be :flamedevi, just puzzled. I hope that's correct however, thanks for the clarification. :D
EDIT: Didn't see the new map, but there should be enough units available in our cities now to be able to do this, it's simply a matter of getting them there without upsetting X-Man too much.
Schnarrd Mar 05, 2002, 02:40 PM Got it. :)
shdwlord Mar 05, 2002, 03:13 PM Originally posted by Ozymandous
If I have this right another Civ discovered it and we traded our World Map for it and some gold and then traded it to everyone else??
Almost ;) Everyone had mapmaking, all I did was trade our world map to everyone, one of the things I got was map making.
Schnarrd Mar 05, 2002, 05:11 PM After the reign of the Lord of Shadow, Schirroquois siezed power through a vastly complex scheme involving sharp sticks, "incense" (smuggled in from foreign countries), a new peace pipe called the "bong," fourteen hogs (there were plenty of those among Shirroquois' advisors), leather clothing, whips, a dozen eggs, three large blocks of stone fashioned into hammers :hammer: , and four bovines for good measure. Upon gaining power, Schirroquois set two goals for himself:
1. To continue the plan known as the "Spice Gambit."
2. To make contact with the mysterious tribe across the waters.
Inherited turn: We're running science while we have the GL??!! Someone spent too long smoking his peace pipe! :smoke: I decrease science expenditures to zero, raise the luxuries one notch, and fire all entertainers in all cities except for Salamanca, whose entertainer I change to an alchemist. I also upgrade a couple chariots and prepare to send the resultant mounted warriors to the spice blockade. Most of our cities are building military (ie mounted warriors).
2. We get polytheism from the GL.
5. Galley built in Allegheny. I move it towards the yellow border.
6. Barbarian galley appears out of nowhere and attacks our galley! :eek: Two hitpoints taken off our galley before the barbs are destroyed.
7. We have contact with the Zulu! Apparently they are alone on their island, as they do not have communications with any other civ. They are also quite backward, and do not possess map-making, so they cannot make galleys yet to contact the other civs. I trade our world map for his world map plus 155 gold. I decide to keep the Zulu in the dark by not trading him any communications and by withholding our world maps from the other civs. As soon as we see a galley going towards the Zulu we can trade around their communications and world maps.
I also notice that our expenditures are getting quite high and that Xerxes has quite a few Immortals wandering around. I call up X-Man and trade 87 gold for gems and lower our luxuries down a notch.
8. We get Mathematics from the GL. A few catapults are started in various cities.
10. Because Schirroquois no longer had any "spices" to pacify his advisors with, the advisors of the five Iroquois tribes overthrow Schirroquois and install a new leader.
We have 14 turns to the Lighthouse. Also, our spice blockade is nearly complete! Speaking of blockades, there is a hole between Allegheny and Niagara falls in which an AI with a galley and settler could place a blight on our land. We may want to consider placing a blockade there, too.
EDIT: ARRGH! I did it again! I attached the wrong game (I'm playing my own Iroquois game at the same time as this one - probably not a good idea!). :smoke: Hopefully this attachment is the right one. ;) Btw, the spice blockade could be expanded with the amount of troops currently down there. We'll also need a few more troops on the coastline in case of galleys.
Here's the roster:
Sirian
Ozymandous
shdwlord
Schnarrd
Carbon Copy << up now
Grey Fox << on deck
Schnarrd Mar 05, 2002, 05:13 PM Here's the current spice gambit situation (oh, and I forgot to mention in my writeup that I've got three workers building a road to the spices).
Schnarrd Mar 05, 2002, 05:19 PM Let's see if the attachment works this time:
shdwlord Mar 06, 2002, 06:15 AM Originally posted by Ozymandous
Question... Did we get Map making from the Library? I notice the initial time to discovery was 22 turns, then 10 turns later we had it.
No, the time dropped by a combination of libraries coming online, and going from 1st civ cost to at least 4th civ cost.
Originally posted by Schnarrd
We're running science while we have the GL??!! Someone spent too long smoking his peace pipe!
We got Map Making the last turn I played, the last time I had checked before that (3 or 4 turns), no one else had it. I just never readjusted the science/tax rate before I saved. I thought it would be better to get galleys and get more contacts so we would have more civilizations to get techs from than to drop science to 0% right away.
Ozymandous Mar 06, 2002, 07:06 AM Ah, we don't need troops on top of the mountians down there because you can't build cities there. THe troops on the mountians should be moved to block the areas where the AI can settle.
Thanks for the clarification on Map Making! :) Now if we can make contact with everyone else first (and get the GL) we'll be set.
Carbon_Copy Mar 06, 2002, 02:41 PM I guess it's my turn to be chief for a day. I've actually spent a long time down in the "famine" cycle these past few days, to tell the truth it was quite a nice vacation from "which two games do I have to play tonight?"
Should be able to get to it tonight.
Schnarrd Mar 06, 2002, 02:44 PM Ozymandous:
The way I have it now I'm blockading the AI from getting settlers to the spaces it can settle, and placing troops on mountains is more efficient to maintain the line of troops. The troops nearby that are not participating in the spice blockade are mostly there to slow X-Man's expansion in our direction (the Immortals unit that you can see on the screenie is protecting a settler). Later those units could probably be moved to blockade the shoreline near the spices.
EDIT: Oh, and if we get another troop to the southeastern blockade line and move the blockade line "down" one square to the southeast, we can secure that iron on the mountain for a colony (I don't think that Persian city's borders will expand to encompass the iron for a while).
Grey Fox Mar 06, 2002, 02:53 PM I agree with Schnarrd.
It's better and more effecient to block them from reaching the area, which could be done with 3 units, if they are managed correctly.
shdwlord Mar 06, 2002, 04:11 PM 3 units would work for awhile, until the AI starts sending multiple settlers to the area, or tries landing with a galley.
Carbon_Copy Mar 06, 2002, 09:29 PM Not gonna get to it tonight or tomorrow,
Sirian << on deck
Ozymandous
shdwlord
Schnarrd
Carbon Copy
Grey Fox << up now
Grey Fox Mar 07, 2002, 04:34 AM Grey Fox has the game!
Grey Fox Mar 07, 2002, 06:39 AM Pre-Turn
Why this storage of troops in Cattaraugus? I will move some of the troops to block the Persians from building anywhere near us.
And upgrading a chariot to a Mounted warrior.
1: 330 BC
Grand River worker completes a mine, now we have 15 production in that town, if corruption is counted away. But however, I switched to wheat instead to make the city grow a bit.
Grey Fox is setting a little plan of his own in motion... more about this later.
2: 310 BC
We learn Code of Laws from our Great Library.
5: 250 BC
X-man founds the city Samaria near the horses on the hills near the Spice Gambit.
8: 190 BC
OHHH!! NO!!! The Aztecs are demons! They beat us to the, yes can you guess, the Great Lighthouse!
I switch to the Palace, but watch it, it's ready in 5 turns. So I hope we get Construction before that...
9: 170 BC
Troop Movement
10: 150 BC
Now I can reveal my plan. I got the idea from the Spice Gambit, and the fact that we had a little to many units in our cities... as it is now we are not in danger of an attack. My plan is called the:
Diamond Gambit.
A large area is now being blocked by the proud Iroquoi' soldiers. Within this area is 2 Diamond resources, which makes it free for us to use the Diamond luxary (which we is currently buying from the X-men). Two pictures of the Gambit (strange choice, an X-men name... hmm) areas will be posted.
Remember to switch the Palace being built in the northern town, if we don't get any new techs within 3 turns.
Grey Fox Mar 07, 2002, 06:54 AM http://medieteknik.bth.se/frst01/iri1.jpg
http://medieteknik.bth.se/frst01/iri2.jpg
I don't know if it's so wise to have troops fortified in the jungle, as I think they can die of disease.
(Four units are on their way to the Spice Gambit, btw)
-> Sirian is up
Ozymandous is on deck
Sirian Mar 09, 2002, 12:13 AM It's Feast Night for me, and I'm going to play this one first. :)
Charis Mar 09, 2002, 12:16 AM A feast?! Tres bien!! :hammer:
Don't rush on enviro (well... you knew that), and don't take on
rbd9 if not fresh, X-man is all over you :P
Good luck guys, especially with your new gambit :p
Charis
Sirian Mar 09, 2002, 02:43 AM OK, now THIS is a definite first for me. An AI called me generous in Civ III! :lol:
Sirian Mar 09, 2002, 03:15 AM Great move with the gem gambit. How'd we end up with so many units? Well, it's OK, the trade surplus from these colonies will help support them. :)
I have successfully secured the area and established our colonies. So close to our lands, this one should be much easier to hold on to. We're destined to lose one of the colonies to expanding Indian borders, but that may not come for a while.
One thing to remember, the AI's will NEVER settle within two tiles of any existing city, and now that there are cities nearby, I've been able to finalize our formation.
The zone marked with white are all tiles within two square range of a city. As such, we don't need to cover any of them, the AI's won't settle there.
The zone marked with red are all tiles three or more range from cities, and are not mountains, meaning the AI MIGHT settle in any of them. Note that I have our forces occupying all of these locations, so our gem colonies are now fully secured. JUST DON'T MOVE ANY OF OUR UNITS.
As soon as some more civs build harbors, we can start trading our gems to them.
Sirian Mar 09, 2002, 03:28 AM Our spice gambit has succeeded! :jump:
Excellent work to the entire team, nobody dropped the ball and this is going to dramatically boost our economic power. We can trade resources for tech, cash, alliances, resources, other luxuries, or even give them away for diplomatic favor!
One of the spice colonies is going to be lost to Persian control, but the other three will remain ours even after cities in the area reach more than 100 culture!
I've rearranged our units in the area. We are now fully protecting the lands of interest to us. There are four units fortified in jungle tiles, and yes they may die of disease, so I made sure to shuffle our most useless units (scouts, warriors) to these locations, while our vet spears went onto the spice tiles.
We have ONE extra unit in the region, an archer in the middle of the donut. If any units die from disease, use this archer to replace them.
We're going to need a few more workers down there, but we can't afford at the moment to build any more new workers, so we'll have to send some of our existing ones (three or four) when they are done improving the homeland.
The northernmost spice is the one in imminent jeopardy, don't even bother to colonize it or build a road to it.
Persian borders in the area are already expanding. :( If they expand any further, just pull our units back and keep the blockade going. We now must also blockade the sea, too, so keep things the way I have them unless some happens to force a change (expanding borders, a war, units dying of disease, etc).
The area north of the yellow line is going to fall under Persian control within the next few centuries. Don't worry about it. All the area marked in red will remain under our control unless and until Persian cities reach 1000 culture, or something (like a war, or some :smoke: ) causes our blockade to fail.
X-man evicted our workers before they could finish that road, so at the moment, there is one gap in the road, and no way to go back and fill it in. :( However, this is only a short term problem. So just keep our three workers building roads in the area (not on the spices, we get a free road there when you build the colony), then as soon as Persia builds roads in its own territory that would connect the area, go found our three colonies.
Sirian Mar 09, 2002, 03:54 AM IT 150BC: We have enough military! And yet... no courthouses? What do I have to do in one of these SG's to get somebody to build a courthouse? :lol: OK, I swap our four water cities to courthouse (Cattaraugus will build a worker first, actually), then I rearrange Niagara Falls to ZERO SHIELDS. Yes, I put the city to all the irrigation tiles (oh THANK YOU whoever irrigated some more in that region) and two coastal tiles, break even food and one shield per turn. We now have up to 25 turns for more tech to come in so we can finish a wonder in Niagara.
Um... there's a barbarian warrior near Grand River.
130BC: Xerxes evicts our road crew. :( Dang, and they were just one turn away from finishing the road. I do a lot of unit shuffling in our colonial lands. One of our MW's slays the barb, losing one hp, and rests in town.
110BC: MASSIVE barbarian uprising reported near Niagara Falls! :eek: :eek:
Never had one of those before. I'm too much the expansionist to let barb camps sit around doing nothing, and they have to sit unmolested for a goodly while before they explode like that. Well, ya know, all our units are out at the two colony sites... It sure would be nice to have the Great Wall about now.
90BC: Construction pops out of the Great Library. Sometimes it's better to be lucky than good. :lol:
70BC: Niagara Falls completes the Great Wall and all the units I could spare from the gem area head back along the road toward Grand River. (I assume that's where the barbs will be heading, because that's where that first barb warrior headed, and this has to be the same camp that just exploded.
50BC: OK, here they come. Twenty-four (24!) Inuit horsies. We have three spears and two MW's fortified in Grand River, plus the Great Wall which doubles city defenses AND doubles results vs barbarians (for 4x improvement for city defense vs barbies!) and the city is size 11 with some additional defense boost. I like our chances, actually, but if not for the Great Wall... :skull:
Sirian Mar 09, 2002, 04:30 AM 50BC (cont): While the Inuit hordes stand perched over Grand River, I check the diplo screen and find that Shaka has been instantly transformed into a tech master, and has entered the middle age. :eek: My guess? Since the Aztecs finished the Lighthouse recently, one of their ships just passed by Zulu lands. I check and see that Shaka now has contact with all the rest of the world (which means all the other civs may be on one landmass, and be way up there in tech). I hold off buying contact, though. GOOD THING nobody sold Shaka contact with the rest of our continent! :goodjob:
I click Next Turn and an Aztec galley sails into Niagara waters.
Philosophy, Currency, Monarchy, Republic pop out. We are offered a chance to revolt to Republic, and I take it! (This will mean zero turns of anarchy!) Heh, then we are offered a chance to revolt to Monarchy and I say, "No thanks, we are happy with Anarchy." :lol:
OK, here come the Inuits.
OK, there go the Inuits. :lol:
Twenty-Four consecutive defeats for them! :splat: Our spears lost about four or five total hps and all promoted to elite.
A toast to our most glorious Great Wall! :beer:
30BC: I sell techs to the Persians, Indians, and Japanese, as much as they can buy! Yes, we'll even take Persian spices for 20 turns, since it looks to be at least that long before we bring our own online. We net mucho moolah, and THEN I trade contact with these goons and our world map to the Aztecs for contact with the rest of the planet.
I then trade World Map to Joanie (why HELLO there, dearie! :love2: Yes, my favorite AI, those Frenchies are simply the most stylish people, you know) for her World Map and some change.
I then sell contact to various civs for chump change, until everybody on the planet is flat broke (except the Zulus, who have about 60 gold left after we sell them contact and maps).
And then...
[party]
Yes, the biggest bash I've ever thrown in Civ3. I GIVE AWAY EVERYTHING ELSE WE HAVE (except gold, of course) to every civ on the planet! Everybody got something. Free contacts, free maps, free techs, free free free, LOOK AT US, WE ARE NICE PEOPLE! Yes, yes, everybody wants to buddy up to the friendly Iros now.
England, who is stuck on an icy rock just to the north of Zululand and clearly just made contact with the Aztecs like the Zulus and we did, got the most. Lizzie got like about eight techs for free from us. (Might as well, she's no threat, and better to give her all these junk ancient techs at last-civ giveaway prices anyway, and let her defend herself (and maybe us, some day) than let somebody go roll over her and take her lands away.
Lizzie wants to marry us now. :lol:
OK so what kind of weed was I smoking here? I must have given away about 4000 gp's worth of contacts, maps and tech. Well... before I gave anything away, I did collect ALL the cash that was available worldwide, that I could, and nobody would offer any gpt, they were all broke. The AI's would just have traded amongst themselves anyway for the rest. We have no hope for a tech lead, and may in fact have no hope at ANY kind of win besides Diplomatic, this being a large map with 50% penalties on science vs standard maps, and us having lost the race for some of the ancient wonders, it's doubtful we could pull a cultural win.
I then BLEW our treasury (well not all of it, just most of it) on establishing embassies... with everybody!
Oopsie, Athens is due to finish the Hanging Gardens in just five turns, and Paris is right behind at 7 turns. They must have started on the great wall quite some time ago, and we must have just barely stole that from them at Niagara! Let us pray that nobody researches Theology or Feudalism before Athens finishes the Gardens, or there is going to be a massive cascade and we'll lose most if not all the middle age wonders.
Every civ on the planet is now Polite with us, and some are Gracious and tripping over themselves with hands extended, waiting for the next gift. With this in mind, let's not miser the prices on small stuff, let's make diplo deals and go for the diplomatic win, and only miser it if it's a large deal worth a lot.
Like... I gave away SO MUCH stuff, the game actually rates us as generous! If we milk that, nobody will touch us (and if they do, heaven help them as ten other civs come a calling to our defense).
10BC: Monotheism pops. Our forces punish the upstart Inuits by burning their homes to the ground. :hammer:
Sirian Mar 09, 2002, 04:43 AM 50AD: We've built some collesseums and cathedrals. Niagara is working on Aqueduct. We've swapped to Republic are are running a surplus (barely) at zero science.
No sense trying to build the Gardens, Greece is almost done. Just pray no one makes another tech breakthrough before then. Just... pray.
Since we have the Great Library, we should continue to run zero science. But frankly, even if we didn't, we should still run zero science, invest our resources into coinage, which does not deflate like tech does (as it spreads around) and just wait patiently for most if not all the other civs to acquire a tech before we buy in.
Maybe once they stop being FLAT BROKE and we can rely on brokering techs, we can start doing that. Until then... what we need next is marketplaces to increase our tax income, then more cathedrals/collesseums. IF the cascade gets broken, we can then try to grab most if not all the middle age wonders, as our cities are all hovering the 20 shields per turn range.
This was a very busy ten turns! :)
I had fun and wish all the Iro leaders for the upcoming round a good time partying with all the AI's and enjoying their adoration. :lol:
- Sirian
Next up... Ozymandous
Sirian Mar 09, 2002, 04:48 AM On our last turn, Salamanca exceeded 1000 culture and expanded its borders, which reduced the "gap" in our border on the west, above Allegheny, to just three tiles. I sent three units on Goto to that area, to form a blockade (like in RBD9) on the squares not covered by our borders, to prevent another Chalco from happening. (Yes, the Aztecs have a colony on our land now, east of Niagara, forgot to mention that, too. It's harmless, though, don't worry about it).
- Sirian
Charis Mar 09, 2002, 10:23 AM Feast???!!! That was a full course meal just in here!!
Seven posts for one turn... now that's a record!
I wouldn't have imagined a 5CC game to have SO much to do.
Excellent job, and the prospects look great for victory here.
Speaking of 5CC... if you are able to end your turn without losing a city or have that imminent in our other 5CC, now THAT will be a trick :rolleyes:
Charis
Ozymandous Mar 10, 2002, 06:39 PM Will play tommorrow.
Ozymandous Mar 11, 2002, 09:32 PM Pretty quiet ten turns.
50 AD (IT) - Nothing to change.
70 AD (1) - Greeks build the Hanging Gardens. No one else starts anything else so apparently the cascade stopped (I didn't check f7, but no one had any new techs.)
90 AD (2) - Indian Settler/horseman pair enter our territory. I ring up India and tell them to leave, politely of course. I wake and move our Mounted Warriors to get in his way to encourage him to turn around as well.
I also finish moving troops to the three sector spot Sirian mentioned in his post. As soon as our borders expand we can move them out of that area.
110 AD (3) - X-man demands 48 gold and our territory map. Having just checked our military I decide to fork over the cash for now as most of our stuf is protecting our colonies. :) I do add his name to the top of the list for a butt-kicking in the future however.
130 AD (4) - Grand River builds marketplace, starts cathedral. Cattaragus builds marketplace, starts courthouse. Niagara Falls builds aquaduct (should grow to seven next turn) and starts marketplace.
In case anyone is wondering why the courthouse, I wanted to see how much of an improvement (if any) it would offer. +2 gold and +1 shield was added to the cities output when it was completed. Not much of an improvement but I figure every little bit helps, especially with us only having five cities.
150 AD (5) - Salamanca builds marketplace, starts cathedral. After playing "block-the-settler" for a few turns I finally ring up Ghandi and tell him to move his units or else. He moves. :D
170 AD (6) - Allegheny builds marketplace, starts a courthouse.
190 AD (7) - MMOW.
2100 AD (8) - Grand River builds cathedral, starts courthouse. Cattarugus builds courthouse (with the afore-mentioned slight boosts) and starts a collesseum.
230 AD (9) - Salamanca finishes cathedral, starts a catapult (mainly because we only have a few, and these will upgrade the entire game. Can never have enough artillery! :rocket: )
Persia and France (I believe it was they, I was half-asleep from boredom and forgot to write it down) sign a peace treaty.
250 AD (10) - Babs and Greece sign a peace treaty. Salamanca builds a catapult (did I mention it can crank one per turn? :D) and starts another.
------
Thoughts and notes: Persia has one iron between Susa and Tarsus. IMHO, once every city is done building the last few things we can erect we should crank troops for 10 turns of so and so bludgeon X-Man for his insolence. :spank: I can't stand being bullied :aargh3: and normally I would have said no to his demand but I figure we might want to get more troops ready to fight in our cities to launch an offensive instead of having a decent military but none where they were needed most...
Hopefully soon we'll come a'callin on Xerxes on our terms and take back the 48 gold and some other stuff.. ;):ar15:
Roster order : shdwlord up next. Schnarrd on deck.
Ozymandous Mar 11, 2002, 09:37 PM I forgot to attach the save. By the way, Xerxes has the same military size as us and was polite the entire time he threatened us as well. :rolleyes:
Anywho...
Jaffa Tamarin Mar 11, 2002, 09:41 PM Originally posted by Ozymandous
2100 AD (8) - Grand River builds cathedral, starts courthouse. Cattarugus builds courthouse (with the afore-mentioned slight boosts) and starts a collesseum.
The Iroquois seers having visions of the future? :)
Ozymandous Mar 12, 2002, 12:05 PM Well, yeah! :D
That's what happens when you smoke the peace pipe too many times. :cool:
shdwlord Mar 12, 2002, 08:05 PM got it
shdwlord Mar 13, 2002, 08:35 AM Inherited: Shaved a turn off Niagra Falls marketplace. Lowered luxuries by 10%.
Persians found Istakhr. Indians drop off an elite warrior and settler near Grand River.
1) 260 Indians found new bombay.
5) 300 Babylon begins the Sistine Chapel.
6) 310 we lost our supply of spices. Grand River switched to palace.
Greeks begin Sun Tzu's Art of War. Russians begin Sistine. Aztecs begin Art of War.
7) 320 We discover theology. Grand River switches to Sistine, due in 22 turns. Cattaraugus begins palace.
Babylon begins Arto of War. Chinese begin sistine.
8) 330 We discover feudalism, engineering selected. Cattaraugus switches to Art of War, due in 22 turns.
England begins Sistine.
9) 340 French begin the Art of War. Aztecs begin Sistine Chapel. Hamadan's borders expand, pushing ours back at Grand River.
10) 350 Moved the forces now in persian territory back into ours.
The Aztecs ran a jag warrior through our territory, I fortified a spearman on our horses and iron just incase they declared war and pillaged them. I haven't upgraded any of our spearmen to pikemen yet, since no one has made any aggressive moves towards us.
Sirian Mar 13, 2002, 08:49 AM Sirian
Ozymandous
shdwlord
Schnarrd <<<<< up
Carbon Copy < on deck
Grey Fox
I hope Carbon can take his turn this time. He's been skipping everything this past week. :)
Carbon_Copy Mar 13, 2002, 11:27 AM Spring Break has not been much of a break for me. And I'll be out of town (road trip to St. Louis to watch the NCAAs) tomorrow and Friday. Busy busy busy! :hammer:
Schnarrd Mar 13, 2002, 02:07 PM Got it.
Schnarrd Mar 13, 2002, 10:33 PM Schintimidate was voted into the office of the Chief of the Iroquois through a fair, democratic election - of course, the only voters were members of Schintimidate's family and the other potential voters were Schinitimidated with threats of having peace pipes shoved up their :o and pungent weed stuffed up the other end. And so the term of Schintimidate the Pungent began.
Inherited turn: Things look good! The only changes made are that both Grand River (building Sistine) and Cattaraugus (building Art of War) are put on a one food deficit to shave a turn off their respective wonders. I figure that they have a full food box, so might as well make use of it!
1: Nothing much going on. The Aztec Jaguar Warrior that's in our territory heads towards a Persian city.
2: The Aztecs declare war on the Persians and attack a Persian city with a lone Jaguar Warrior! :lol: Engineering also pops out of the GL.
3: Two Immortals step into our territory. It is here that I decide that X-Man is finally coming for us. Good thing we're more prepared here than RBD 9 was. I tell X-Man to scram, after which he mutters something about training maneuvers. Great, he gets one more turn to get his Immortals into position.
4: All sorts of Immortals invade our territory, and not in a stack, either. They come in at all sorts of points along our border. I tell X-Man to scram again. He chooses unwisely.
An emmisary is dispatched for Ghandi.
"Alliance against the Persians? Schintimidate, we are a peaceful people and have no wish to bear arms against our neighbor. Oh, you'll throw in Engineering and 175 gold? What I meant to say was, Xerxes' arms will be left for the bears!"
Since we can experience war weariness, I also figure we'd better get some more luxuries. I dial up the Zulu.
"You mean I actually have a buyer for my wines? Here, have some for 65 gold. I have so much that my citizens have been plastered constantly." As soon as this deal is made, drunken celebrations are held throughout Iroquois (just as long as they don't mix the wine with the weed!).
Along our borders with Persia, catapults rain stones on X-Man's Immortals, after which our Mounted Warriors mop up with a loss of one. The single sword that someone built also gets in on the action, killing one Immortal. Finally, all spearmen in our cities are upgraded to pikemen.
5: More Immortals stream into our territory, but before they are dispatched, our Mounted Warriors must rest from their combat the previous turn. However, catapults still damage the incoming Immortals as pikemen move to protect them. Also, Immortals show up near our spice colonies. Crud. Those are going to be decimated if he focuses his entire force towards them.
6: Immortals move away from our shared border. Crud. He is going to try to capture the spice colonies. The Immortals that remain are mopped up with newly-trained Mounted Warriors.
7: I make an incursion into Persian territory towards Susa, complete with catapults, Mounted Warriors, and pikemen. I'm gambling that either
1. This will cause X-Man to shift his force toward the raiding party or
2. X-Man will leave Susa lightly defended, making it an easy raze.
8: About six Immortals show up near our spice colonies. The Mounted Warriors there are mobilized, but it looks like I'm going to have to attack the Immortals while they are on the mountains. Two Immortals are killed, but two Mounted Warriors are also killed. :(
At Susa I see a pikemen defending. A catapult fires, but misses. The next fires, and scores a hit! A Mounted Warrior attacks! And dies without inflicting a hitpoint of damage. The next attacks, and wins! Another attacks, and kills the defending spear! We . . . wait a second, we don't raze the city. There is an Immortal there with one hitpoint! Hmm. If I wait another turn, X-Man might bring reinforcements like pikes. Who else can I attack with? A pikeman! The pikeman attacks, and . . . loses. The next pikeman attacks, and . . .
Wins! Susa razed!
9: Ouch! A series of very unfortunate combat sequences leaves our troops at the spice colonies nearly decimated. In fact, the actual colony we have down there is destroyed. We've still got a couple Mounted Warriors and spears, but our military presence down there is severely weakened. On my turn, our kill two Immortals. Our troops will go down fighting!
X-Man's lone source of iron is within our grasp near wear Susa used to be! Unfortunately, a pikeman and spear are parked directly on top of it and I don't have the Mounted Warriors to take it. I'll just have to wait until next turn . . .
10: In the spice colonies, three of X-Man's Immortals attack one spear. All three die, and the spear is promoted to elite. Later, the spear's name is revealed as Magneto.
The pikeman and spear move off of X-Man's iron???? Well X-Man, if you put it that way, I guess I just HAVE to park a bunch of troops on top of it (no more Immortals for you! Mwahahahaha!!! :mwaha: ) . . .
Miscellaneous notes:
OK, the good news is that we've killed a bunch of Immortals and X-Man's army has to be wearing thin. Also, we've managed to raze one of his cities and during the next leader's turn, we could potentially march on his capital. The bad news is that we got no benefit whatsoever from the spice gambit, since the road to the spices was never completed, and the situation down there is pretty bad. Actually, let me take that back. The colonies did divert X-Man's main army, allowing me to advance on his cities. Also, if we get out of this mess without X-Man settling the spices (I think there is a settler-spear pair heading in that direction), we may yet be able to establish more colonies in that area.
Which brings me to another point. Big kudos to Grey Fox for the gems gambit. :goodjob: Since we're not getting spices, those luxuries are huge.
Also, if X-Man is going to build cities near the spices, be sure to pillage the roads in the area to keep him from getting to the iron. We don't want to deprive him of one source only to let him get another (bit of weed on my part, not thinking of pillaging that sooner).
Schnarrd Mar 13, 2002, 10:39 PM I forgot to mention in my previous post that the next leader should see both Sun Tzu and Sistine built in their turn. Both cities building these wonders were also micro'd back to break-even food without slowing the construction of the wonders. Hopefully these wonders will come in before someone discovers Invention (btw, if a city can be spared from military production, the next leader could consider a placeholder for the next wonder).
Here's the roster:
Sirian
Ozymandous
shdwlord
Schnarrd
Carbon Copy << up
Grey Fox < on deck
Since Carbon is going to be out of town, will he be skipped?
Finally, here's a snapshot of the current spice situation:
Sirian Mar 14, 2002, 12:24 AM Good job fighting off the Persians and punishing them for attacking us! Now that he has chosen unwisely, I want to see Persepolis burn to the ground. I've had about enough of this AI and his shenanigans.
As for Carbon... I don't know. Bad timing for him, I guess. Hope he enjoys the basketball tourney. :) Carbon? Should we skip you this round? Or can you sneak in some time to fight Xerxes?
- Sirian
Charis Mar 14, 2002, 03:04 PM Save the Spice!!
Given the current wartime status... if Xman pops down a city
on our near it, raze that puppy!! Just don't the flames engulf the spices fields. Ironless, witless, let this be a lesson to all manner of Xerces which attack 5CC game challengers !!! :hammer:
Charis
Ozymandous Mar 14, 2002, 03:05 PM Heh, I say we raze everything of his.:tank: Of course, if we do this all we'd do is give India or someone else more room to expand and have us deal with them later... That could be fun as well. :D
Carbon_Copy Mar 16, 2002, 12:45 PM I'll get to this sometime this evening after work (ugh). St. Louis was fun, and it was a LOT of basketball to be watching on Thursday.
This is the first opportunity I've had to get on the Internet since Wednesday afternoon, I went straight from that more or less to work, then went from work straight to Indianapolis where my brother and I were going to sleep over with some family, then up before dawn to drive to St. Louis, spend Thursday there, sightsee on Friday a bit before coming back to Indy to spend the night, sleep in then drive back home. And now I have to go back to work :mad:.
Grey Fox Mar 16, 2002, 01:14 PM Of Course!
(Well I've been kinda busy myself actually...)
But it's more often the best thing to do, to wait I mean...
Carbon_Copy Mar 17, 2002, 08:28 PM Turn 0, 450 AD: I check our cities and wowza! I have to hire entertainers or run lux at 20% or EVERY city will riot on the next turn. I opt for the entertainers. We lose a turn each on the wonders, but they should still come in on my turn.
Turn 1 460:
-China and France ally against Greece. Poor Greeks.
-I capture a Persian settler. 2 more workers for us. :D
-the 1 hp Immortal by our spice gambit area has an interesting choice. He can a) capture the two workers there, b) attack the stack of mounteds and spear, or c) retreat and save himself...
Turn 2 470:
-He chose c), but not before two immortals that I didn't think could attack did and took out our mounteds (neither of which retreated) on the same square. Then a Persian galley shows up on shore. If we could say that the spice gambit wasn't a success before, it's a failure now, at least so far as a means to secure spice for ourselves. It has drawn a LOT of immortal fire from our main contingent, though. A regular immortal takes out Magneto fortified in the forest across a river, without losing a single HP, and a persian pike shows up to attempt to capture some workers on my next turn if I don't stop them from mining Cattaraugus.
-We get Education from the Great Library :(
-Science raised to 40% and Invention is queued. 17 turns.
-I cover the Catt. workers with a pikeman from the city after a mounted tries and fails to knock him off the hill (but retreated).
-Another Persian settler captured. two more workers added to the pool.
-A mounted which I hadn't realized was on Persian territory and thus wouldn't heal above his current 1 hp goes against an immortal to buy the workers some more time...and wins! he'll probably give his life for them shortly, though.
-I use the mounted produced by Niagara Falls to test the defenses of the size one Persian town closest to it (Ishtakhr or something). Not surprisingly, it takes out the spear defending it, but there are two of them.
Turn 3 480 AD:
Capture another persian settler. 2 more workers.
My mounted warrior protecting the workers dies, and the workers get captured, anyhow :(. A Persian settler also moves into the area. I think we can call the spice gambit off, unless we get really ambitious and have dozens of spare units around in the future.
4, 490:
-Istakhr autorazed, we capture three workers.
-ANOTHER Persian settler captured, two more workers. So far I'm +2 +2 +2 -2 +3 +2 = +9(!) for captured workers, though those two we lost were domestics.
-I realize that Invention is a horrifically STUPID thing to be researching, and decide to throw away the two turns of 40% research on it and start Astronomy, instead. We may very well NEED that one for Newton's and for navigation to open up trade routes to the other continents. 19 turns at the current small profit research, or we can dip into our treasury seriously and get it faster. I'm at a point where I'm unsure how to proceed with the war, plus I want to get this turn out tonight since I've sat on it for so long. If we really want Invention back, you can switch back w/o penalty and still be 15 turns out.
In short, the spice gambit is off, but we're still marching (very slowly) towards Persepolis. Every time I've been in a position to move the cats in for attack, Persia marches some unit in that I need to hit with the catapults in order to kill. I did manage to pillage the iron square, so that we can move units off of it if we need to, but they may plop down a town that picks up the southern iron before this war is over (I couldn't pillage it, on Persia's turn before turn 1, they had immortals standing on that mountain and I couldn't move anyone there before all units got slaughtered save one mounted that eventually got killed elsewhere and elsewhen). And we have tons of captured workers, the next chief has a net of nine more than what I started with.
Grey Fox Mar 17, 2002, 09:12 PM I'll play tomorrow...
Sirian Mar 17, 2002, 09:41 PM In a 5CC, especially on large map, we're not likely to have the economic power to do our own research, therefore it would be much more efficient use of our power to save up cash and buy into tech at obsolete prices. We can prebuild with Palace to secure some of the wonders we're not already working on.
And for goodness sake, please fire entertainers and run luxuries! Where possible, trade for them with other civs, too. We not only want the luxury, but the diplo benefit of the trading.
I'm glad you got some time in, CC. :goodjob: I hope you can take a full turn next round.
- Sirian
Grey Fox Mar 18, 2002, 08:38 AM The war weariness is really killing us, we have -15 Income per turn to manage.
Should I switch government or try and stop the war as soon as possible?
Grey Fox Mar 18, 2002, 10:10 AM Preturn:
The War weariness is killing us, we should raze some persian cities and take peace or switch
government really soon.
2: 510 AD
One of our horsemen become elite. Fortresses is being constructed in the most strange areas, our
borders...
We get spices and printing press for 222 gold (i took away the world map, and the deal was still ok, so I
raised it a little more still...). Because of these spices and some tile-micromanagement (concentrating on
money loosing shields that didn't do anything...) made us only loose 5 Gold per turn instead of 15.
3: 520 AD
Babylon demands Territory Map and 100 GOld, what to do... Well what the hell I give it to them... we
don't want any more wars, and we want freinds. They become polite!
4: 530 AD
Some lost some killed...
Babylon declared war with the Greeks.
5: 540 AD
Indians take Ergil from the Persians.
And we have completed the Sistine Chapel in Grand River.
6: 550 AD
Sun Tzu's is completed in Cattaraugus.
7: 560 AD
Some fortresses are complete around our borders.
8: 570 AD
China wants an Alliance versus the Greeks, I say yes as it seems like the Greeks will be destroyed any
way.
9: 590 AD
We need to end this war soon... every city is under riot (sorry for not noticing the sudden change), must
be because the Alliance against the Greeks... hmm... we havn't been active in that yet. :(
10: 600 AD
Traded wine from the Zulu for 150 Gold.
We have 7 Mounted Warriors ready to raze Persepolis, 4 of them Elite, and 4 Veterans on their way.
I have started construction of the worlds largest wall of fortresses and Pikemen. I've also started an
exchange program at the Diamond Gamble. Some of the spearmen is upgraded, and I want all of them
to be upgraded as well.
Anyway... we have about ZERO happy citizens so I recommend peace as soon as possible...
Sorry for that total rioting at my ninth turn, will never happen again.
PS: BTW a palace is being built in Cattaraugus, and will be done in 8 turns, and we will research Astronomy in 7 Turns. The ****ty thing is we are dropping 13 Gold per turn because of all the Unhappiness. (Sistine and the Spices did help a while...)
Sirian Mar 18, 2002, 12:28 PM One trick I've learned, that I don't think I've mentioned anywhere, is that when dealing with high weariness, I will always go to F1 and nudge the lux slider up/down once at the end of the turn. This will "reveal" any new weariness before the turn ends, which would otherwise catch you by surprise and perhaps cause riots.
Anyway, it sounds like you did a good job under difficult circumstances! :goodjob: If we are indeed in position to Raze Persepolis, I'll make sure that happens, then accept peace. I definitely approve of deals to buy more luxuries! And you probably made the wise move with that one capitulation.
Got it.
- Sirian
Sirian Mar 18, 2002, 02:57 PM IT 600AD: swapped off production of mounteds to universities.
610AD: Xerxes offers a straight up peace deal. :lol: Not just yet, you evil bastard.
X-man sends three horse at our mounteds on his iron, and they all lose! One of our mounteds promotes to elite.
The siege of Persepolis is undertaken. We lose two units in the fight, one is promoted to elite, and the city is BURNT TO THE GROUND. I then slay what units are presenting themselves, pillage what is in range, and go for peace.
ACK! Now he wants 260 cash in reparations for us burning his palace to the ground. I tell him No Way, Rot in Hell, but after sleeping on it, I reconsider, dial him back up, and take the deal.
The war is over.
620AD: X-man enlists Shaka into his war vs India. That should keep everyone in our neighborhood busy for a while.
Pillaging of neutral lands in the area of former Persepolis takes place. Might as well clog up that area with our units, too, to slow his resettlement plans.
Our military back home is woefully thin, and our dreams of spice are gone. I COULD use the worker from Persepolis to make a spice colony right there at the one spice not still in his borders, but I question the wisdom of it. I'd rather make sure they are slowed on reclaiming the area. Pillaging of every open tile from there to our border is undertaken.
630AD: 255 gold to China for Invention. Invention to Ghandi for Chivalry. Cattaraugus swapped to Leo, due in 15. Grand River swapped to Palace placeholder. Since the cascade ended with our recent wonders, we have Leo and Cop IN THE BAG. The question is whether or not we can finish them before the AI's get to the next techs. I believe we can, and if so, we should have ALL the rest of the wonders (barring weedage).
650AD: We discover Astronomy. Next up, Music Theory at our best reasonable rate. Grand River swapped to Copernicus.
Late turns: forts built on our gem colonies and defenders there reshuffled to put pikes on the actual colonies. Our workers in the area are now building roads around the rest of our troop occupied tiles, to speed later troop movements. Our workers in the west are cleaning up other road duties.
I have vetoed any further fortification construction, for the moment. A Maginot Line sounds good in theory, but in practice it rarely works any better in Civ3 than it did in real life. Probably better to mass our troops in the cities and dispatch them in force if a threat emerges. The AI calculations for launching sneak attacks are also based on how weak you are in your cities, more so than your overall unit strength. If they see a "tempting target" they may attack.
* After Grand River finishes Cop, put it on placeholder for building Bach's.
* After Music Theory, we should go for Navigation and build Magellan at Allegheny.
* Don't veto that longbow. We want at least one for "best unit" AI intimidation.
* Don't veto the courthouse. If we can get rid of that one shield of waste, then swap the capital to max shield config and pull in 24 per turn, build knights every three turns.
* At some point, we are probably going to fall behind in tech, and not have the power to keep the lead, at which point we will be better off to shut down research and go max taxes. THAT POINT HAS NOT COME YET. Keep going on high research, at modest to medium deficits, and don't trade our lead techs away to ANYBODY, for any reason. We will unnecessarily lose out on wonders if the AI's are given techs as we research them.
* When the AI's get navigation (if not sooner) the blockade in the south at former Persepolis must be shut down. We do not want to risk losing a city to a sneak invasion from the sea because all our units are off playing peekaboo with X-man's settlers.
* Wait for Leo's to upgrade our units. Don't upgrade the elites yet. Will be worth it come cav/rifle time, but otherwise, we might better use them to fish for leaders, IF another war comes.
- Sirian
Sirian Mar 18, 2002, 03:02 PM The Five Iroquois Nations in 700AD
Schnarrd Mar 19, 2002, 03:38 PM Who's up? Still no "got it" post.
Ozymandous Mar 19, 2002, 03:54 PM Have got it and played but feeling sick today so will post the save and turn description tomorrow. Sorry for the delay.
Ozymandous Mar 20, 2002, 12:08 PM 700 AD (IT) : Nothing changed.
710 AD (1) : Grand River finishes Copernicus's Observatory. University started as a possible placeholder (or just a good thing to build) for next wonder.
Lost our spices in a deal, and everyone wants our best tech to get it back, so I decided to wait.
720 AD (2) : Allegheny finishes the archer it was building, starts a palace placeholder.
I was checking the foreign relations screen each turn since there wasn't much else to do and noticed that the Aztecs, Babs and Persians would only offer their world map and a pittance (less than 20 each) of gold for Astronomy. I took a chance that they were close to discovering it themselves (since I could buy their world maps for less than 30 each making the total they offered less than 50 gp for the tech), and shopped it around.
Astronomy sold to Zulu's for 23 gpt & 140 gold, France for 27 gpt & 30 gold, Russia for 22 gpt & 50 gold, China for 110 gold, Japan for spices and 14 gold. I then sold it for small amounts to all the civ's that were close to discovering it EXCEPT PERSIA (:D) for the less than 20 gold they each offered. I figured I'd let Persia either discover it themselves, thus wasting a round of research of let them buy it off someone else on their turn for 1 gold (what they offered me), still wasting the research. :D
All these deals boosted us from negative to positive cash flow and brought a nice little chunk of change into our coffers.
730 AD (3) : Salamanca finishes courthouse, re-arranged workers to build a knight every three turns.
Shopping around I discover the Zulu's have Music Theory so I spend 1 gp to get it a turn early and start on Navigation. With the earlier trade deals in effect science cranked to 70%, Navigation in 8 turns, +5 gpt income 1508 in the bank.
India and Persia sign a peace treaty.
740 AD (4) : Gunpowder is available for 230 gold at the cheapest price but I decide to wait since we're not in a desperate hurry to get it.
750 AD (5) : Niagara Falls finishes university, starts catapult. Workers in Niagara Falls shifted to give max trade and less shields (that would have otherwise been wasted) while still keeping the city growing.
England wants to cancel our ROP, I throw in Chivalry and she changes he mind. I guess the knights are a soft spot for her. :)
760 AD (6) : Persopolis founded near the site of where Susa used to be. Since we never razed the other Persian cities to the west of this area the troops in the "gap" now have to go through Persian territory to retreat, so they are all sitting on a forest square waiting on either a ROP with Persia or a war between us again. (I couldn't declare since the previous peace treaty was still in effect for a few more turns.:rolleyes: )
770 AD (7) : China ends the alliance vs. the Greeks but we renew the ROP.
Greece comes a'callin for peace. I add Gunpowder for an asking item and offer 175 gold on my side and we're at peace (saved 50 gold from the earlier "best price".)
780 (8) : Not much going on.
790 (9) : Japan and Zululand sign an alliance vs. India. Japan then declares vs. India.
Spice deal renewed for map plus 130 gold. Bought Banking for world map & 140 gold. Salamanca and another city (I forget which) swapped to bank.
800 AD (10) : Not much going on that I recall.
Notes:
Navigation due next turn. Allegheny can be swapped to Magellans at that time. Not sure what we want to research next, maybe Economics for Smith's, or whatever else, up to the next player.
Carbon_Copy Mar 24, 2002, 03:24 PM IIRC, it's your turn (and has been for some time), with the full roster being...
Sirian
Ozymandous
Shadow
Schnarrd
Carbon
Grey Fox
Schnarrd Mar 25, 2002, 03:40 PM Has anyone seen Shadowlord on the other threads? If not, he might be experiencing internet problems like I did a while back. If that's the case, someone might want to try emailing him (assuming he can get to his account).
Zed-F Mar 25, 2002, 05:14 PM May want to skip if he doesn't show. Last post I know of of his was Mar22 in RBD15.
shdwlord Mar 26, 2002, 03:44 PM Oh man, I am sorry. I was up in this game about the same time my son got really sick, and wasn't checking the boards very often, and this thread ended up getting buried. Go ahead and skip me this round, and I do apologize for the inconvienence
Schnarrd Mar 27, 2002, 03:07 PM You can skip me, too, as I am getting buried in work. Same goes for any of the other threads where I'm up (CC1, although that game is slower paced, RBD 24, and RBD 6 - I believe that's all). Sorry for keeping you guys waiting. :( Just a lot to do at the moment. I should be able to dig myself out of this work by Friday.
Sirian Mar 27, 2002, 03:41 PM Sirian
Ozymandous
Shadow
Schnarrd
Carbon <<<< UP NOW
Grey Fox << On Deck
Carbon_Copy Mar 27, 2002, 05:25 PM I GOT IT.
Expect it sometime tonight or tomorrow.
Carbon_Copy Mar 28, 2002, 01:36 PM 1) 810:
-Navigation discovered, Allegheny switched to Magellan, 10 turns away from completion
-Aztec and Zulu troops enter our territory. Indian and Zulu ships also exchange fire. This greatly confuses me for a while, since I didn't see any wars on the radar when I checked pre-turn. I forgot that there were still 4 civs that weren't on the F4 screen, and one of them was India. I try to order the Zulu out but they just keep on going through. I can't order the Aztecs out without bringing war upon our heads from them, so instead, I change tactics and trade our gems for their incense, a Right of Passage, and 3 gpt. I guess this was the first opportunity to shop our gems around, I forgot there was an ocean square between us and the people on the western mainland.
-Run the sci slider up to 80% (still running a profit). Our new tech is going to be Chemistry, due in 7 turns. with a +3 treasury surplus.
-Some more spears get upgraded to pikes.
2) 820:
-Persia moves some units into my territory. Not this again :aargh: I tell him to get out, he obeys, or at least he says he will.
3) 830:
-This was the crucial turn. On X-man's turn, he moves several knights and Immortals and a few longbows into my territory. I know where this one is going, so I demand that he either declare war or leave. He declares war.
-Luckily, I still have those troops that were stuck in Persian territory, and F.O.B. was to burn Persepolis to the ground. I then sit troops on one of his two saltpeters and his only iron within his borders (there's another one connected to his roads, but outside his borders down by spice gambit region). Some Persian workers get captured, but there's nothing really for them to do.
4) 840:
-Persian iron is pillaged. This should give us a break from Knights and Immortals and pikes for a while, at least until he can get his southern iron within his borders.
-Small skirmishes develop, but no major stacks of doom to be seen (good thing, because at this point we only have Cattaraugas not building a bank or a wonder).
5) 850:
-More fighting. I'm giving slightly better than I'm getting. I notice that Persia has raised yet ANOTHER Persepolis, this time a bit to the south of the old one. I run another mountie down to engage this one.
6) 860:
-Salamanca finishes its bank, we now have 2 cities capable of military production.
-Persepolis razed yet again. Xerxes is now 0 for 3 on Persepolises.
7) 870: The turn of bizarre diplomacy:
-Babylon and Azteca ally against India
-Still on Monty's turn, Azteca signs a peace treaty with India, making his alliance with Babylon the shortest-lived deal amongst AIs that I've ever seen. Montezuma comes out of this with a big black eye on his reputation, and a well-deserved one.
-India, in need of someone to pick on, tries to pick on us. Gandhi demands Navigation, which I am unwilling to give away for free on his turn. Gandhi is such a wuss, he doesn't follow through on his threat, despite having a rather large stack of swords and elephants near our border that might have given us some serious problems in Grand River (I didn't see them until it was my turn, this was a serious bullet dodged!).
-Persepolis founded again on X-man's turn, this time in the spice region right next to their other iron source :aargh3: So much for depriving him of knights and pikes and Immortals.
-Not done with Gandhi yet, I notice that he has Chemistry, so I buy it from him for 1g. Next tech up is Physics, with ETA of 7 turns at current research.
-Not much fighting. I'm unwilling to move what knights we have left further away than strictly necessary to take out units threatening our cities.
I ended my turn at this point. We may want to deal out Navigation to any and all. I think Magellan's is in the bag, and the tech is still worth real money. And apparently if we don't sell it away, they'll demand that we give it to them for free. We're not really in a position to take the offensive, but I don't think X-man has enough gas in the tank to offer us much in the way of offense on his part, either. Persia won't accept our envoys, though, despite razing Persepolis twice so far this war (compared to merely once the last time).
War weariness was not a problem so far. Since Xerxes was the one declaring, we won't be as bad off as if we were the aggressors, WW-wise.
Grey Fox Mar 28, 2002, 01:54 PM Got it.
We should play a 5CC or 10CC with Conquest as our only option someday.
Ozymandous Mar 28, 2002, 02:41 PM If possible how about we raze every Persian city to the ground this time and get.rid.of.X-Man finally???:aargh3:
Is anyone else as sick of him as I am? Let's end this once and for all if possible, otherwise we'll we fighting him through the rest of the game and heaven help us if he reaches cavalry with all the saltpeter he has running around, we'd never cut him off in time to withstand a serious attack!!
Zot Mar 28, 2002, 04:37 PM Wouldn't wiping out Xman leave room for someone else to move in and get bigger.
Since you guys are limiting yourselves to 5 cities, you can't move in, so someone else will. Unless you constantly prevent them from moving in, but that might be difficult.
Other civs moving in might tip the scales so to speak, and make them that much bigger than everyone else, including/especially you. Your only hope would be if several of the other civs move in and make Xman's land into a patchwork of hopefully useless cities. For them to be useless they would have to be from civ who's capital is far away. The problem is that the civ(s) most likely to move in are the closest civs.
In a game where you are limiting yourselves to only a certain number of cities, I would think that your best chance to succeed would be to keep everyone else as small as possible, so that they do not get too much bigger than you.
Carbon_Copy Mar 28, 2002, 05:47 PM You guys are severly overestimating our military strength right now. This happened while we are in the middle of wonder-building mode, and we have fewer than a half-dozen knights at our disposal. Unless we want to shift back to Monarchy for a few rounds, we will never have enough offensive units to make any sort of decent push into Persia by the time this war is done unless we drag others in on our side, a possibility, but it limits our ability to make peace with Persia before war weariness gets oppressive. Then again, we ARE religious, so we can get away with that sort of governmental shuffle if we have to.
If we did take a big chunk out of Persia, I wouldn't mind one (or even better, several) of the civs on the western continent moving in. It would prevent India or Japan from growing too large, and the land would be just on the other side of worthless for anyone besides us, Japan, India, and maybe Zululand. As long as the balance of power on our continent is kept, the western world can do as they please.
Sirian Mar 28, 2002, 06:54 PM I don't believe we were the target. Wasn't he at war with someone who has cities on our back side? Could he have been sending his forces at one of them? I could be wrong, but I remember being SURE the Aztecs were coming for us in RBD4, only to watch them continuously skirt around our cities. Babylon did the same, and all we could do was turtle.
Nevertheless, even if he wasn't planning to attack us, it was Not Polite of him to run his forces onto our land, so either way, I'm good with the decision to kick him out, one way or another. But I have recently learned that enough razing CAN actually blacken your reputation all on its own, so we are probably not working in our best interest to keep razing Persepolises 4 through 4000. I recommend we sit back, defend ourselves, but leave his cities alone. If we can't win on diplomacy, it's going to a long and hairy game on a large map.
- Sirian
Grey Fox Mar 28, 2002, 06:55 PM - "Father! Can I get some money!"
The little indian boy is running around chasing a butterfly in the palace dining room.
His father sits on on edge of the large table, there is no one else in the room. He is not eating, but rather working on something.
There is drawings and tools all around and on the table.
-"What are you going to do with the money then?"
The young one is still running around chasing the butterfly.
-"I'm gonna..." He hops up on a chair trying to catch the chasen one.
His father is getting irritated and gets on his fet.
-"Stand still and look at me when you are talking Rainbow!"
The boy stops. He is completly still, he has never heard his father shout like that. He looks at him a second without moving, and then he looks back towards where the butterfly should be. But it's gone. Then he steps down from the table, and answer his fathers question once again.
- "I'm going to buy some candy."
- "So you say, well what if I gave you some money and you DON't buy candy, but you save them."
- "NO, I want candy!"
- "I'm gonna tell you a little story young Rainbow.
One day when I was young my son, Hammarubi of the Babylonians came to our village wanting to exchange world maps with my grandfather. He also wanted the secrets of Navigation for his map."
My grandfather then said to Hammarubi:
- "We both now of this world, we should not lure eachother. I will not take your trade. But I will give you this."
He was holding a Golden Coin in his hand. Hammarubi looked shocked. My grandfather then said: "Take this piece of gold and save it. When you later hold it in your hand, think of us and the freindship between us."
Hammarubi actually looked much politer now then when he arrived first.
I don't know what Hammarubi did with the coin. But my guess is that he saved it, and if he ever used it he must have thought about our people and our freindship towards him.
So my son, if I give you a coin now. What will you do with it?
- "I will save it. I promise! And when I'm grown I will use it on something good... But I want t hear more about my grandfathers days"
The father looks at his son with surprised eyes. As he loved telling stories, and this in particular, he would love to continue.
- "Ok then, I will continue..."
We were in a war against the Agressive Persians at that time and the Babylonians were escorted out of our land safely. As he was in war with our neighbour India. We had been defending the Iron in the persian territory, but our troops were so badly hurt. Without any field medics and without the ability to get fresh new troops.
So they were ordered to withdraw.
In our cities the people were sad and some of the people started to entertain the others so that they would not be so worried by the war.
When our retreating forces had been wandering through the though land of the hills, for 10 years, they were attacked by a squadron of knights that got support by longbowmen.
They didn't have a chance against the more modern troops. But they were able to slay 75%(down to the red) of the Longbowmen as they ran in their direction when fleeing from the Knights.
In the middle of the war, when our losses of troops were very high. The Russians contacted us. My grandfather was no longer the Chairman of our country, but I was Foreign Minister so I handled the business. They wanted to trade the Blue Print on a new type of government to us for the secrtes about Navigation and 60 Golden pieces. I of course said no, because we no longer need to keep Navigation as a Secret, as the Wonders of Navigation would be complete in 10 Years (which will be THIS turn as it's not my turn yet, so I wouldn't get this much for Navigation if I would be the tech broker of that tech as Russia will be now...)
In 920 AD our Knights stationed on Mount Cattaraugus won a battle with only minor losses (that is a little wound, like ending up with 3/4 HP). Many of the Knights got a lot of valuable experience in the battle. Our country was devastated when we heard that the Aztecs completed Got to build the J.Bach Cathedral. I don't know what happened, the deal was ours, and the Cathedral would have been complete in one turn (I had to rearange some of the citizens due to war weariness BUT no turns were lost, and I could not make the building go any faster during the building process, I don't think we could have prevented this. The city WAS even starving). The Cathedral building was later used as Grand Rivers University.
The most experienced of our Knights returned to Cattaraugus to regroup. The other two Knigh regiments stayed on the base on Mount Cattaraugus. One Knight arrived at the City Samaria of the Perisans and established a siege of the town. And Pikemen was sent to the Goldmine near Cattaraugus. Because you see Son, resources are the key to winning any war, so by taking or pillaging resources and defending resources you can win whole wars. But remember also that Gold is not the most important resource, but in this case the enemy was on their way to destroy our mines so they needed to be defended.
In this period 930-940, Greece and India declared an Alliance against Japan.
In 940, we started moving our Army(not a Civ3 Army) towards the city Samaria.
In 950 we gave China our territory map instead of accepting the deal they wanted. As we spoke with them, they destroyed the Greek Civilization. (Luring us the future peacekeepers or spaceship builder maybe?)
In 960 I lead the revolution against the Republic, to become King of this glorious country. It took years of fighting against the resistors, but with almost the whole country on my side we won
and I was crowned king of our country after 10 years of total Anarchy.
(I'm gonna Play some more Turns to finish my up some things...)
In 980 I lead the troops in Persia in the Attack of Samaria.
(Damn they upgraded their Spearman to Musketman...).
The Battle was won easily. The Persians advantage was that they were hiding in the city, but our forces outnumbered them. We had 3 regiments of Knights, one of longbowman and on consisted of Pikemen for defence, while they had a regiment of Musketman and one of Spearmen. The musketmen were defeated without any regiment losses, but one of the regiments were decimated to 1/4 of their troops. The spearmen regiment were chased down easily with my own Elite regiment of Knights. They were running while the Moral of my troops was skyhigh.
I then left the forces to the capital after I gave them an encouraging speak.
The forces was left behind to block the Persians to build new cities.
That's where we are now my Son. I'm home and we are in a glorius war against the Persians, and as I see it we will be for years in the future. Then YOU will lead our troops, as I am getting older and older every day now, I might die soon you know.
- "I know father, but I shall be ready!"
- "That's good to hear, my dear soon..."
The End
__________________________________________________
Notes to the next COUPLE of KINGs.
__________________________________________________
- Send some workers AND troops to the newly aquired NEUTRAL area. We NEED the Saltpeter and SPICES there. Build a colony on the Saltpeter and one on each of the Spices.
- Cattaraugus is starving. That's because I tweaked the city to pump out a Pikeman every turn. LET it do so OR change it to build the University first. Anyway, remember HOW it is tweaked, and use that setting for Pikemen building. Because we will soon get Riflemen or Maybe be able to build Musketmen if you build a Colony on the Saltpeter.
Tweaking tips for Cattaraugus.
To get +30 shields you have to have all Citizens on the shield producing tiles AND have ONE of them on the tile with the WHEAT.
This setting should be set whenever you have built the UNIVERSITY that is being built...AND you need +30
Shields/Turn
- Let Grand River build the Bank, then switch to PALACE for a placeholder for the Newtons University. That is a Wonder we NEED as we will Research a lot. We are in a tech lead so, why not stay in it.
- Keep going in War until you have damaged Persia enough. I don't think we should destroy them, because of the disadvantage that would be in a 5CC. Maybe if we wan't to WIN by the UN. But I want to WIN by the Spaceship.
- Try to get back The Spice Gambit area + the 2 Iron they have. The Only Iron they have roaded should be taken care of and the Other should be defended again.
__________________________________________________
Tips for the Future
__________________________________________________
Should we go for Mil.Tradition?
We should try to get Nationalism as fast as we can, though.
And to Steam Power
And then to Sanitation.
And then to Scientific Method.
And then Build the Hoover Dam (Mostly to hinder the others.)!
IF we are going to KEEP waring we Want to have COMMUNISM.
OR ELSE we have to change to Democracy as soon as we are in PEACE.
__________________________________________________
Well this was Fun, I hope you all like the Writing style. I intend to write like this and Better in the future.
Sorry about loosing the J.Bach. But I don't think we could have gotten it faster then we did, It needed almost a FULL turn when we lost it at 1 turn left.
Ozymandous Mar 29, 2002, 11:40 AM Er, ah, question...
I know we can only found 5 cities, but could we capture cities and give them away on the same turn? Would that break the "5 cities only" rule? If no, this would be a good way to kill off Persia and make more friends, plus we could control who settled in the otherwise vacant area without having to worry about chance.
Yes? No?
shdwlord Mar 29, 2002, 12:38 PM Originally posted by Ozymandous
I know we can only found 5 cities, but could we capture cities and give them away on the same turn? Would that break the "5 cities only" rule? If no, this would be a good way to kill off Persia and make more friends, plus we could control who settled in the otherwise vacant area without having to worry about chance.
Interesting idea, but I think the original post covers it.
Originally posted by Sirian
OK, simple concept: we get five cities. Ever. No more, ever. Any additional settlers obtained from huts would have to be melded into the cities, and once we have five cities, any cities that want to defect to us have to be rebuffed. No capturing enemy cities, although razing is allowed.
Doesn't say that we can control 6 cities as long as by the end of our turn we only control 5, but I think that would make for an interesting twist. It opens up the possibility of building junk cities and giving them to the AI just so no one civ has a strong border presence around you.
Sirian Mar 29, 2002, 08:44 PM Ozy: no. :)
I know that makes life more difficult, but that was the intent.
This being a holiday weekend, I may or may not make it within my 48. A lot of the SG's have been allowed to flounder around a bit, with cutting of slack on the time limits. We've had end of semester for college students, a holiday season for religions, and some of us a little overcommitted on SG's. I intend to make a push to return to more timely operations in SG's in which I am involved... starting after the current holiday.
- Sirian
Ozymandous Mar 29, 2002, 10:18 PM Hah! I knew the answer, I was just testing all of you! :enlighten Yeah, that's the ticket. :D
Hmm, makes me think of a twist on the "Peace Keepers" game, assuming it starts (and I haven't already missed it).
Can never take more than 50% of a Civ's cities if you attack them and you must give the cities captured to all the other Civ's, starting with the weakest and INCLUDING the strongest. Would make a global "melting pot" eventually assuming enough wars.
Oh well. :)
Grey Fox Mar 31, 2002, 04:38 PM Anyone noticed that I have played?
So let get this game going again...
Sirian Apr 01, 2002, 02:27 PM Yes, "anyone" noticed. Between the holiday weekend, forum down time, and other factors, I did not take my usual prompt turn. I also did post a collective "got it" for all the games in which I am up (and named them), just didn't post that to every thread. Sorry if you didn't catch it.
- Sirian
Sirian Apr 01, 2002, 02:33 PM IT 980AD: Monarchy? That's going to get vetoed. Everything else looks reasonably intact. I bought Free Artistry on the cheap from somebody (forget who) then bought all available luxuries for import @ miser, paying in gpt.
990AD: I send some wounded knights back to Allegheny to rest. I bombarded a horseman incursing on our land near Grand River, then tried to take out Zohak, but our knight got nowhere and then retreated. I moved two more knights into attack position down there for the next round. Almost as an afterthought, I attacked an immortal south of Catta and got this result:
Sirian Apr 01, 2002, 02:56 PM 990AD (cont): Sent the leader to Catta and pondered what to do with him. I decided he would be best used to rush a wonder, probably Smith's. (How did we end up not researching Economics yet? Perhaps if we had researched that sooner, could the loss of shields from losing out on Bach's been avoided, and us have Smith's now?)
"Don't worry, you know it's gonna be all right." WE REVOLT.
1000AD: A new Constitution is drawn up, defining the Iroquois democracy, and General Sirian is elected first President of the United Iroquois Nations. War weariness is, of course, off the charts, but this war is about to be ended.
A military blunder on my part left our longbow unit exposed and they got ambushed by Persian knights. :(
Our knights find themselves facing a brand new musket unit in Zohak, but I order our elite knights to attack anyway. They barely win with 1 hp left. Our veteran knights then barely defeat the spearman we couldn't touch last turn, and Zohak is razed.
This war could have been avoided, I'm certain of that. However, sometimes it's better to be lucky than good. :) Because of War with X-man, The Sequel, our spice gambit is going to be redeemed. The two workers captured from razing Zohak are used to found colonies on two of the spices. I razed the road on a third and sent some more troops over from Catta.
Xerxes demanded reparations for peace, and I nearly decided to go raze a couple more cities and see what he would say then, but no, This War Must End. So I paid him ~7gpt and the treaty was signed.
1010AD: X-man immediately starts sending everything he's got onto our lands around Grand River. There is great alarm in the congress, and President Sirian barely survives a No Confidence vote after ordering our troops to DO NOTHING about it.
1020AD: More Persian troops move onto our lands. If he had done this during the actual war, it would have been very interesting indeed. Sometimes you just have to scratch your head at the AI.
1030AD: There are now about seven Persian Knight units within striking distance of Grand River, and still Sirian does nothing about it. "Yes, yes, Xerxes is as arrogant as they come, but I'm about as scared of him as I am of a deformed toad." So said President Sirian.
1040AD: Xerxes gets a chance to do what he was TRYING to do before, when one of my predecessors took exception to the sheer gall of the foreign fool traipsing across our lands (and trampling sacred burial grounds) without permission -- and ordered Persepolis burned to the ground a few more times. :lol:
This time he is allowed to pass through, as he seems bent on attacking somebody. ANYbody. Those Persians do love to make war, even if they aren't necessarily all that good at it. ;)
Sirian Apr 01, 2002, 03:23 PM 1050AD: Our glorious Great Leader, Shenandoah, nearing the end of his elder days, oversees the completion of a glorious Theater in Niagara Falls. Surely this will lead to the most fine and rich dramas and comedies, and secure our place as the entertainment and cultural capital of the world!
(Nobody had researched economics yet, so I opted to END the cascade here. We should get the rest of the wonders, easily).
Did I mention that our spice colonies have been secured, and that the Aztecs are paying us two fortunes for half our spices? :D
1060AD: Shakespeare's comes online. AI's who had been investing in it since the start of my turn are all left out in the dust.
1070-90AD: Our ships take to the seas to chart unknown waters. Our diplomats cleverly broker our map information around and serve as middle man for all known explored seas, and net about 400 to 500 gold. A colony is founded north of the Spice Valley, to secure saltpeter for our new Minute Men. Our entire main army is upgraded to the musket, our artillery forces upgraded to cannon. We discover Theory of Gravity and start on Economics.
1100AD: Newton's University due shortly in Salamanca. Wall Street due in Grand River. Once Wall Street is done, Grand River is our Smith's Trading Company building location, prebuild with Palace.
I renegotiated our gems deal with Aztecs, netting a third fortune from them. :)
Can you believe X-man wanted to ALLY with us against the Aztecs? (What is he SMOKIN? Sheesh. The Aztecs are our best customers! I mean, sure, we're standing around and doing nothing while Xerxes takes over the Aztec colonies north of our lands, but I don't recall Montezuma helping US out any when Xerxes was coming for our cities. So... good luck, Monty!)
My advice for future leaders: after economics, shut down research until the AI's research Magnetism for us and we can buy it on the cheap. Then wait for them to acquire and trade Nationalism around a bit, and buy that on the cheap too. We may want to research Steam and Industrialization, rather than wait and wait and wait and wait on the AI's to do it, but at some point in there, it's going to be to our benefit to shut down all research and just stay at tech parity, or at least shut down at times, and only push now and then for key techs when the AI's get close.
Considering how BAD the war weariness was, we want Suffrage as a High Priority. Theory of Evolution we should be able to get, but there's no hurry.
Let Xerxes trample around all he wants, that should come to an end after he's captured the other Aztec colony. He won't violate the 20 turns of peace, but after that, make sure we have enough defenses in any regions where he's passing through. In fact, those spice colonies are worth so much to us, GIVE IN AND APPEASE him if he makes any threats/demands.
Factories and rails are our next top priority, after we secure the rest of the wonders, including Suffrage.
As a final note, I intend for us to win at the first opportunity, and that likely means diplomatic. Still a ways to go before that even becomes an option, though. We are still in the tail end of the middle ages.
- Sirian
Sirian Apr 01, 2002, 03:35 PM Our spice colonies are thriving. We now only need to occupy eight tiles down there to prevent any of the AI's from settling in the area, and I have troops fortified on all eight of these tiles.
DO NOT MOVE THEM.
Do not demand X-man leave our territory.
Do not declare war on Persia.
As long as we stay cool and stay at peace, we should be able to hold on to those two spice colonies for ages. Also the saltpeter colony, for cavalry, etc.
I moved a bunch of spare workers into the saltpeter region. This is a temporary blockade, to discourage any AI's from settling there. Shaka is about to arrive southwest of Catta with a settler and plop down somewhere there. Let him. More targets for X-man that are Not Iroquois. :lol:
Leave the worker blockade alone for a while, there is nothing (at the moment) those workers need to be doing. Maybe if we build another half dozen or so spare military, we can send military units to the area. However, we want to keep 5+ troops in each of our cities, too, and that is a higher priority. If we leave our cities too lightly defended, it will only bring on more AI attacks.
Never have I seen a game with so much meaningful colony action. We've had to struggle at times, and endure setbacks, but I'm very pleased with the results of our efforts to reach out and secure colonies in addition to our core cities. :goodjob:
Carbon_Copy Apr 02, 2002, 02:58 AM One question: shouldn't Salamanca be building Wall St. and Grand River building Newton's, instead of the other way around? Grand River is where we put Copernicus, after all.
Great to know that we finally got spices on line. Too bad you couldn't raze any Persepolises on your turn, that ratty little size 2 village to the southeast of our spice colonies must have looked inviting.
Grey Fox Apr 02, 2002, 05:06 AM I don't think we should win by Diplomatic in this game.
That one is to easy. We would surely win with our trading contacts.
What would be a challenge though, would be to build the Space Ship.
With only our 5 Cities we would be limited in production, and if we would be in any war it would be even harder.
I want to win the hardest possible in this game. (And not conquest or domination which are quite impossible in this game. Atleast Domination are).
And it was quite some time since I won with the spaceship.
Sirian Apr 02, 2002, 05:40 AM Carbon: Research bonuses are not multiplicative, as in previous civs, so it doesn't matter. Ideally, we'd want the wonder in Niagara where it WOULD be multiplicative with the extra commerce from the Colossus, but that was not a viable option.
I don't think we should win by Diplomatic in this game.
That one is to easy. We would surely win with our trading contacts.
What would be a challenge though, would be to build the Space Ship.
Grey Fox: have you been following RBD9? Games of Civ are usually won or lost long before the modern age. I disagree that the space ship would be any more significant of a challenge. The AI is simply not equipped to maintain pace with a human player post-industrial on anything less than Deity level, where their huge bonuses make up for their weedy management of econony, government, corruption, and production.
We HAVE had interesting challenges this game, trying to maintain those colonies despite the rabid, endless ambitions of the AI to settle every bit of land, and trying to nab all the wonders. We have lost a couple of the wonder races. As for the final outcome, I don't see the work, care, and preparation needed for diplomatic win to be any easier than space race, or rather... I don't see the space race as any harder, nor more worthy. There are things you can't do or allow and still be able to win diplomatically. I DO think the diplomatic victory conditions are too fickle, in that they only account for the current relations and pretty much ignore the history of the game, but with finishing parts, with prebuilding, and with having ALL the relevant wonders, the resources would be the only real concern. Aluminum. Interesting? Yes. Worth stretching the game length out for? I don't think so. There would not be a civ on the planet that could really harass us, not even Xerxes, and certainly not anybody who has to send transports. The only viable threat would be Domination, and even then, this division of land masses doesn't make that look likely either.
RBD9 undertook specifically to finish the space race. I just finished what is surely my final turn in that game, and at this point, whether diplomatic or space, the win would be in the bag for RBD10, too, barring mismanagement or perhaps one of the AI's taking over the world through domination while we sit around waiting to build the space ship.
Maybe my sense of "challenging" has been skewed lately, with playing on Deity now, but Diplomatic was also the very last victory condition I won with, as I always got into scrapes in my games that made diplomatic votes a LOSING proposition, or at least left them in doubt. I thought that on a larger map a 5CC would be more difficult, as an OCC definitely would be in some trouble, relative to a standard map. However, that just hasn't quite been the case.
I'm not taking diplo off the table, for us or for the AI's. If you are specifically interested in playing out the space race on THIS map, then if it doesn't end that way in the SG, you could always load a save and play out the alternative ending of your preference. OK?
- Sirian
Grey Fox Apr 02, 2002, 05:57 AM Maybe you are right Sirian. Maybe Diplo-Victory and Space race are equally challanging or even harder to win with Diplo.
And an early win would suit me perfect as I'm short on Time.
And Yes, this has been an Exciting game.
Fun playing a 5CC. Maybe too little of a challange with our great start though...
Ozymandous Apr 02, 2002, 05:46 PM got it.
Ozymandous Apr 02, 2002, 07:07 PM Built a lot of roads this turn, roads all over the place.
Everyone else in the world seems to want to fight every other nation except us of course. :)
Bought Metallurgy and Military Tradition from India after discovering Economics and starting Smiths Trading Co.
Roughly 50% of the AI nations have Nationalism now but want over 1000 gold for the knowledge so I didn't bother buying it.
Japan sent a settler pair all the way around our blockading units to found a city two squares from the saltpeter colony so I started trying to rotate our blocking knights back to the nearest city to upgrade and redeploy them one at a time.
Steam Power in 10 turns or so with a slight profit in research. I had all the cities but the one building Smith's set to build cannons since you can never seem to have too many ranged attacking units.
Sirian Apr 08, 2002, 02:28 PM Sirian
Ozymandous
shdwlord <<<<<< UP NOW
Schnarrd <<<<<< On Deck
Carbon Copy
Grey Fox
Zed-F Apr 13, 2002, 08:16 AM What's the turn limit in this game? The last post was on the 8th, 5 days ago!
I want to know what happens to the Iroquios... well I know they're going to win, probably by building the UN, but details are important too! :)
shdwlord Apr 13, 2002, 12:08 PM Sorry, not sure what happened, I was subscribed to this thread and never got an email on it
Ozymandous Apr 17, 2002, 05:35 PM Anyone know the time limit on this game? Three days? if so then I'd suggest we move to the next person in the order...
Schnarrd <<<<<< UP Now.
Carbon Copy <<< On Deck.
Schnarrd Apr 18, 2002, 11:09 PM Hold on, Ozy. Shadow, was your most recent post a "got it"? If you don't respond tomorrow, I will grab the game and play.
Zed-F Apr 19, 2002, 07:17 AM Schnarrd, Shadow's had 6 days since his last post already. Whatever system Shadow's using clearly isn't working; waiting over 2 weeks for someone to take their turn is beyond ridiculous. :) I'd say he forgot it was his turn again and is not clueing in that he needs to check the thread -- go ahead and start!
Sirian Apr 26, 2002, 01:09 PM ROSTER:
Sirian
Ozymandous
Carbon Copy <<< UP NOW
Grey Fox
Standby:
shdwlord <<<<<< MIA
Schnarrd <<<<<< Busy with RL Issues
Grey Fox: I know you were dropping out of several SG's. Are you still in for finishing this one once I get it back on track?
Schnarrd: Let us know when you're back.
shdwlord: Let us know you still exist.
- Sirian
Grey Fox Apr 26, 2002, 02:08 PM Yes I'm still in the game.
Sirian Apr 26, 2002, 03:25 PM Excellent. My apologies for this game going so badly astray. I should have enforced the time rules a while ago. We'll get it back on track, though. You're On Deck, waiting for Carbon to take his turn. Glad you're still with us. :)
Now if only we can figure out what happened to shdwlord. :confused:
- Sirian
Carbon_Copy Apr 26, 2002, 08:01 PM Whoa, my turn already? ;)
It's been awhile since we've had a turn taken here. You all can probably wait until tomorrow for my turn summary. :mwaha:
Carbon_Copy Apr 27, 2002, 03:04 PM What a BORING set of turns! The good news is that the next chief gets the most interesting turns in the game when we can start building rails (assuming we get some coal).
I upgraded a few knights to cav in the spice gambit area, busted some fog, did some world map diplomacy (got England back on Polite terms with us, and Japan is back to cautious). There are all sorts of entangling wars going on, and we're involved with none of them. Chalco wanted to flip to us, but for the first time, I chose to rebuff the rebels. :sad:
Next chief gets rails in 5 turns, and Smith's in 9. England and Persia are both building Smith's but I think we should be safe.
I'm not sure how many turns I played, I think they changed the turn length from 10 years to 5 somewhere in there. Either six or eleven, but whatever it was, it felt like about 30.
Grey Fox, have fun with your railroads.
Ozymandous May 02, 2002, 12:42 PM Hey Grey Fox, are you out there? It's been 5 days.. :)
shdwlord May 05, 2002, 06:37 AM Sorry for my prolonged absence, a couple of drunk teenage boys got upset with my step daughter, and threw a couple of beer bottles at our windows. 1 of them managed to get threw and soaked my computer, fried it. Sorry it took so long to post here, I just had a bunch of other stuff on my mind.
Sirian May 05, 2002, 07:05 AM Sorry you've had problems, shdwlord. I hope you can straighten all of that. What does this mean for your participation here? I'm leaving you in limbo on the roster until you give the word that you're back, have your computer situation in hand, and able to devote the time and attention.
Grey Fox: you've been skipped. I've got it.
- Sirian
Sirian May 06, 2002, 01:45 AM Reports of this game's premature demise have, uh, been slightly exagerated. (To paraphrase one Sam Clements).
IT1255AD: Off date? That shall be repaired, as I sacrifice one of my ten turns for the sake of symmetry. :lol: Nothing to veto here in the cities, as they all waiting around with nothing to do. I did veto some worker projects in distant locales, to send them all home in preparation for the upcoming rail push. Steam due in five turns and might shave one off of that.
1260-70AD: Busted some fog, sold some maps. Some minor AI war news but nothing in our neck of the planet.
1275AD: Steam discovered. Our favorite Domestic Nag appears with this tidbit:
http://www.civfanatics.net/uploads/rbd10-ironworks.jpg
:rotfl:
Maybe we should? Maybe? DO YA THINK????? :lol:
Sometimes this game is hilarious without meaning to be!
Wow, I realize now that I think about it how long it's been since I've had an Ironworks. I had quite a high ratio of them in my earliest games. Lately, a dry run. Kind of fitting that the fifth and final, almost afterthought city in this game, turns out to be the big prize! Of course, I let it finish Smith's first, since it was so close to doing so.
1280-95AD: Railbuilding. Most civs had Steam the turn we got it, so I didn't get much for it. I did trade it to one poor civ for Nationalism, though, so we got that tech "free".
1300AD: We complete Smith's trading company, and the cascade ends, meaning no carry over to to ToE or Suffrage. Iron Works started in Catta. I trained a couple cavs and rifles and upgraded all our homebound muskets to rifle. With Leo's (another item I have grown used to doing without, in all my recent Deity activity) it was almost a crime how cheap it was. Just click-click, insta-army!
Once we have rails out to the colonies we can rotate troops through there and upgrade all those ancient troops on the cheap and have all rifles. A minor bit of work, but what else are you going to do in a game with five cities?
Incredibly, our fog busting efforts with those ships was bringing in anywhere from 25-100 gpt, with full brokering to all 11 civs. (You have to shift-right-click on pictures under F4 to turn up the other civ's pictures, or else go through F2 to talk to them all). It was enough cash to seem worth the effort, though I didn't do it every turn.
Finally, on the last turn, the AI's discovered Medicine and brokered it around. I paid a slightly inflated mid-civ price on it, then traded it plus a song to a poor AI for Communism, getting almost a 2 for 1 total deal. I then GAVE AWAY some techs to the slowest tech laggards to improve our diplomatic position. Might as well, our only hopes for victory here now are diplo and space, and the weak civs having more techs hurts us in neither of those pursuits.
Oh yeah, after we researched steam I SHUT DOWN all research, as we are past the point of getting our money's worth out of that any more. We can steal any remaining wonders out of Catta, with its upcoming Iron Works, and having secured all but one middle age wonder, our research and tech-lead days served their purpose, now sit back and ride the coattails of AI researchers. (It would have taken 13 turns at our BEST sustainable rate to research Industrialization. Compare that to me nabbing three techs in four turns via cash and trades, which can only be done by relinquishing the tech lead).
I also completed the skeleton of a military rail net, connecting all five our cities together in just five turns. Much more needs to be done, but having our own coal is a great boost. We can finish all our railing in the next few centuries, then sit back and ride our way to modern age. Maybe the AI's will make it interesting and maybe they won't, but seeing as buying techs is running us about 1k per now (I paid 1200ish for Medicine at mid prices, and Communism at deflated prices was just under 1k @miser) it will still take us a few turns' worth of cash at 100% taxes to buy in, so it's not the old pre-1.21 days of ultracheap tech buys. This could make the rest of the game more interesting, also considering that the AI's are now definitely at least somewhat less prone to hopeless self-destruction in communist mode.
Here's one last amusement, from early in my turn. :lol:
http://www.civfanatics.net/uploads/rbd10-chalco.jpg
Sirian
Ozymandous <<< UP NOW
Carbon Copy <<< On Deck
Standby:
Grey Fox <<<< MIA
Schnarrd <<<<<< Busy with RL Issues
shdwlord <<<<<< Comp was fried by beer-chucking teens (MUST be true! You can't make that stuff up! :lol: )
RBD10 - THIS GAME LIVES!!! (Come see the amazing reincaration for yourself!) (http://www.civfanatics.net/uploads/rbd10-iro-5cc-1300ad.zip)
- Sirian
Ozymandous May 06, 2002, 06:20 AM Will get it tonight.
Carbon_Copy May 06, 2002, 07:35 AM Sirian, are you saying that you actually use the F2 or F4 screens to initiate diplomacy?
:rotfl: :smoke: [pimp] :smoke: :rotfl:
Why don't you use Shift-D or click on the "D" tab in the lower-right hand corner of the game screen? That brings up a dialog box which says "Initiate diplomacy with:" and then lists every civ still in the game. Heck, I didn't even know that you could initiate diplomacy through F2, and it was months after the game was released that I knew you could do it through F4, it took me a long time to figure out why everyone was whining so loudly about only being able to see seven other civs at a time.
Grey Fox May 06, 2002, 09:51 AM Strange... I missed it... argh.
Hmm, I must start looking in the threads than only in my control panel, which I've been doing lately.
Forgive me
Sirian May 06, 2002, 04:00 PM Grey Fox: OK, you're back into the rotation, after Carbon Copy. Please try not to miss again, we waited for you way past the time limit.
Carbon: There is info on the F2 and F4 screens you do not get from the diplomacy link. I did find the diplomacy link months ago, but figured out the others first and got used to using them. Usually, I don't need to make the rounds like this over and over, though, so I could stand to swap to the diplomacy initialization link instead, but frankly, it's about as much control work as F2, and F4 is in fact the best way UNLESS there are more than 7 opponents to deal with, and most of my games aren't like that.
As for calling my use of F2 and F4 weedy... ha! :p Don't get me started. :)
- Sirian
Carbon_Copy May 06, 2002, 04:54 PM I guess it's because I tend to play large maps where there's almost always more than 8 civs to deal with that I just use that one by default. I do look at the all the F* screen regularly when I play, but if I need to talk to somebody, I dial "D" for Diplomacy.
The F4 screen is handy to see who's at war with whom and who's got what agreements with whom and how everyone else feels about you, but as a diplomacy initiator it sucks and I'm surprised that you would submit yourself to the tender mercies of the foreign advisor screen just to sell your world map to everybody.
OBTW, it's about frelling time that ONE of my games got an Ironworks! I've had maybe two of them ever, and both of those popped up in corrupt backwater villages instead of near my industrial base. We could have built one in RBD4 if we had moved one town (I think it was Persepolis) one square off of where we put it, but at the time we built that city such a move would have been considered :smoke: of the first degree.
Ozymandous May 06, 2002, 06:17 PM I felt like a robber baron with all the rails I laid in my turn. :D
Catta built the iron works (obviously) and with all of the hills but one around it railed is pulling in a *respectable* 82 shields, net. :)
I bought Electricity from the Zulu (third weakest civ) for 105 gpt, figuring it would be better to give gpt instead of a lump sum.
Other than railing, trying to swap the defenders of the colonies out for newer troops and the Iron Works being built this was a quite turn.
Oh, that Persian city tried to defect to us in the beginning of my turn as well, which I thought amusing. :)
Sirian May 06, 2002, 07:15 PM I bought Electricity from the Zulu (third weakest civ) for 105 gpt, figuring it would be better to give gpt instead of a lump sum.
Definitely NOT. Cash is always cheaper, even with a spotless reputation, but if reputation suffers, GPT costs go up even more and more, making cash even more urgent.
Unless there is some dire immediate need without the cash on hand, it's better to wait and pay in cash. Waiting may also mean more deflation in the prices, though not always. There are key techs for which a GPT deal in this situation would be good, but it would be best to think on those terms.
Anyway, good deal on continuing rails, and on concetrating improvements at the Ironworks site. :goodjob:
- Sirian
Ozymandous May 06, 2002, 10:32 PM Hey Sirian, would you mind clarifying on which situations GPT would be better than cash? if you have examples off the top of your head I mean. :)
The difference between GPT and cash was <40 gold (I checked what they would take as a lump and then as GPT) and I thought that since we didn't really want war the GPT deal might make us less of a target. Oh well, so much for my thinking! :D
Any examples you can think of (and I didn't miss in some other thread where you may have already explained this) I would be appreciative of. Thanks!
*grumble* This is what I get for slacking off in my Civ3 play, first Democracy in a game where Jaffa follows me :rolleyes: and a screwey GPT dealie. *grumble* I guess I can't let the game sit for more than a week or two before I get worse than usual! *sigh*
Sirian May 07, 2002, 12:01 AM Don't be too hard on yourself. (Hey that's my job! ;) ). No, seriously, the gpt deal here was not bad, just that your thinking it was better than cash is off a bit, and could be off by a lot more in different circumstances. Our rep here is still good so the difference is relatively minor here.
GPT deals are better when you've run out of cash, that's when. :lol: No, I mean that. If Wall Street is built and you have 1k or less sitting around and there is an immediate benefit to a tech, don't wait around on the cash. For example, you buy Magnetism and Gravity with your spare cash, get into ind age, and find Steam for sale. By all means spend gpt to get it right away! That sort of thing.
GPT deals do not, in my experience, serve any value in deterring attacks. What they may do is save you some cash if an attack is coming anyway.
The revolt to democracy with impending need for war in 18 was a different level. This point is much more arguable and smaller range. 40 gold vs an unproductive anarchy period? Apples and oranges, really. Don't worry about it.
- Sirian
Zed-F May 07, 2002, 08:21 AM To amplify on Sirian's point, GPT deals are NOT better when there's NO immediate benefit to getting the tech. In that case, you're almost always better off to wait and pay cash, unless you expect them to declare on you, as having the income means you're more flexible with respect to what you do with it (i.e. bump lux, upgrade units if you need to, rush improvements, etc.) This in addition to the fact that it's cheaper that way, and that the price may go down if the tech in question gets shopped around more.
Ozymandous May 07, 2002, 09:08 AM I think my problem is that I am still trying to figure out when to do what. I know what to do generally, but my timing is off. Hrm, this is probably why I seem to be poor in most of my solo games, either rushing military for a war I wasn't prepared for, trying to pay for the 50 million improvements in cities I have, or blowing everything trying to stay ahead or even on Science...
Hmm, glad I can read what ithers have done to get better ideas, now if only they would stick better. :)
Carbon_Copy May 08, 2002, 10:33 AM eep, doesn't look like i'll be able to play this one today or tomorrow. Skip me, plz.
Sirian May 10, 2002, 08:09 PM We've only got 3.5 players in this thing, CC. (Grey's around somewhere, but a day has passed without him posting Got It, so he's still not paying regular attention here). Skipping you may put it back on to me already, in another day, and that's not quite how these things are supposed to work. Gah, is Charis ever coming back? Schnarrd? Will shdwlord get a new comp? Will another beer crash through his window? How are we going to pull these SG's off life support?
I've been thinking of inviting new players to the roster, here and in other games that are short on players. Not ready to do that yet, but thinking about it.
- Sirian
Mavfin May 10, 2002, 08:48 PM As soon as they get the Mac patch 1.21 out...soon I hope! :smoke: :spank:
http://www.lurkerlounge.com/mavfin/headbang.gif
Grey Fox May 10, 2002, 10:09 PM I will play soon...
Zed-F May 11, 2002, 10:02 AM Well, I can probably lend a hand, if it comes to that. Though, you probably just need a warm body, you've already pretty much got the game wrapped up. :)
Grey Fox May 11, 2002, 10:29 AM skip me, I had no time earlier, and I'm to tired now... Sorry to be such an a**hole... taking up your time. ;)
Carbon_Copy May 12, 2002, 08:33 AM Sorry, Fox. Here, I can pick this game up now, either tomorrow or tonight. It's not like I'll be doing anything outside for a good long while, not while I'm still wearing this horriffic sunburn from Thursday.
Gotag May 14, 2002, 09:47 AM Sirian, please consider adding me to any future rosters. I follow most of the games here so will catch any reply.
Any settings are fine.
Thanks
Gotag
LKendter May 24, 2002, 08:32 AM @Sirian
Are you looking for new players?
With just five cities I could handle joining this one.
I would like to see the crop of RDB games get to finish.
Sirian May 24, 2002, 01:58 PM Gotag: Keep an eye out for the next new RB game, we'll save you a slot.
Lee: OK, you're in for this one, RBD10.
Roster:
Sirian << On Deck
Ozy
CC
Grey Fox ??
LKentder <<< UP NOW
- Sirian
LKendter May 24, 2002, 02:16 PM Got It -
5 cities should be easy to handle ;)
Hopefully a post by tomorrow morning - need to finish RDB12 first on the flight home tonight - see owning a laptop has some use.
LKendter May 25, 2002, 08:06 AM (0) 1350 AD - We are ahead of some civs in tech?
Wierd, since we are clearly playing tech buyer.
(1) 1355 AD - I begin swapping knights and rifleman for guarding the colony. Someday the SaltPeter will go away, so I want to upgrade the knights now.
(I) Chalco tries to defect to us again!
Scenario question - now that 1.21 allows abandon city -
Could we accept the city, then abandon it -
just to destroy the city?
I suspect - NO
(2) 1360 AD - Rails to colonies, upgrading the troops.
(I) Japan / France peace treaty.
(3) 1365 AD - You can never have enough free workers - buy one from India for $26.
Sanitation shows up with several of the Civs including India.
India still needs Electricity so, Electricity for Sanitation, $25, wm.
Save the cash for when we HAVE to buy.
(I) India / Zulu MPP.
Our first hospital is ordered.
(4) 1370 AD - I form a third spice colony. Bactra will have to expand to the 1000pt culture level to steal the square.
(I) Russia / Zulu MPP.
(5) 1375 AD - Rails to colonies, upgrading the troops.
(I)The dye / fur supply simply goes away.
(6) 1380 AD - I generally hate giving away tech - but if we get desperate England will give us furs for Electricty.
Persia has replacable parts for over $2000.
Russia wants over $2000.
Zulu wants spices and $1710.
France wants our new spices and $1150.
I haggle France down to $1000, and buy replacable parts. The 4 above players seem to be the only ones keeping up with tech.
ARGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
We have not a single rifleman that can be upgraded.
I am serious tempted to blitz the Xman, but we don't have enough cavalry.
There is rubber just 1 square out of our borders by Grand River.
(7) 1385 AD - I create a rubber colony.
I don't know how long it will last, but I prefer NOT to pay as long as possible for rubber.
I buy another worker from India for $26.
I upgrade some infantry and all of the cannons.
The cash supply is much lighter, but we know have a kick butt army.
(I) This is frustrating, now Shimonoseki want to flip to us.
Again, I have to rebuff the rebels :(
(8) 1390 AD - I continue the troop shuffle - I want to upgrade everything we can to infantry.
(I) The Zulu declare war on Persia.
This could get real interesting with the MPP that the Zulu have.
India declares war on Persia.
The Aztecs start Suffrage - Factories must be available.
(9) 1395 AD - Don't check the science advisor for one turn...
Industry is to expensive right know - I don't want a large per turn expense.
(I) The Persians capture Tugela.
(10) 1400 AD - Factories are still pricey.
Everyone wants our cash and
Aztec / Russia +57/turn.
Zulu +59/turn.
Persia and absurd +71/turn.
Summary - You must decide ASAP if you pay per turn to get Factories.
Salamanca could switch to factory, and then suffrage.
If we wait much longer, the AI may get that wonder.
http://www.civfanatics.net/uploads/RBD10-1400AD.zip
Sirian May 25, 2002, 09:31 AM Good job! And yes, we have to rebuff all rebels. :)
I've got it.
- Sirian
Sirian May 26, 2002, 09:03 AM Turn Summary:
Acquired Industrialization from India for a song (one tech)
Acquired SciMeth from Aztecs for renewal of our trade deal plus 350ish cash
Bought some lux for cash ~175 each for 20 turns, deals have ~15 turns left on them
Completed rail net and land improvements at our cities
Most of our RoP's lapsed, but I renewed some as part of late-civ tech deals with poor civs.
Japan's town expanded borders and swallowed two of our colonies. It doesn't really matter, we can get the resources on the cheap or even as part of tech sales to poor civs who will only buy from someone else anyway. It's not as if we need more troops, although it seems doubtful we'll have oil. Some tanks would be nice, so at some point we may want to buy 20 turns of oil.
I grew all our towns significantly.
ToE due in 3 turns, same city can turn around and do Hoover in 8 more (it has over 100 shields)
Suffrage due in ~11 turns
I planted lots of forests outside range of city radius, to slow passage of anybody who doesn't have Right of Passage. We could safely rail and forest every such tile that allows it.
This game could be over once we get Fission. The main reason I stayed my hand and didn't burn that Jap city to the ground was fear of losing their vote later. Not worth it. We may need every vote we can get, and we can afford to buy resources if we really need them.
RBD10 1450AD (http://www.civfanatics.net/uploads/rbd10-iro-5cc.zip)
- Sirian
Sirian May 26, 2002, 09:06 AM Roster:
Sirian
Ozy <<<< UP NOW
CC <<<< On Deck
LKentder
Ozymandous May 26, 2002, 04:46 PM I tried to get the file but it appears to be unavailable. I'll try again later.
Melanic Sheep May 26, 2002, 05:22 PM I tried to download it too, just to see. Its not working...
LKendter May 26, 2002, 05:35 PM The link from Sirian is bad. Try:
http://www.civfanatics.net/uploads/rbd10-iro-5cc-1450ad.zip
LKendter May 29, 2002, 10:04 AM @Ozymandous
My link is good, and points to Sirian's last turn.
@Sirian,
How long before a turn is considered a skip?
Sirian May 30, 2002, 04:35 AM LK: as far as skips go, if we skip the folks who aren't on top of things here, there will be just you and I in the game. I'm not sure what happened to Ozy or CC. I'm pretty sure both are still around, but this game may have fallen off their radar.
If we have to do much more skipping, then it will be time to admit the game is dead and go ahead and bury it. I don't prefer that, but managing games with a couple of players in them, and some folks who claim to still be interested but aren't paying attention, and others who completely drop off... well, that part is not much fun. Sometimes you can't put humpty dumpty back together again.
We'll give this some more time, and if neither of the other players shows up to play a turn by the end of the weekend, I'm going to pack this one in for keeps (and let you finish it solo if you are of a mind to do so). I have but only so much energy to keep injecting into games that are struggling along.
- Sirian
LKendter May 30, 2002, 05:52 AM Well we shall see what happens...
Ozymandous is still checking the boards, last here May 28.
I suspect we can use 1 more player here.
Ozymandous May 30, 2002, 06:34 AM Hi Lee and all,
Sorry I haven't picked this game up yet but due to RL circumstances it looks like I won't be able to play any more succession games. *sigh*
I will be posting this in all threads in which I am participating.
Sorry everyone, but these games have dragged on much longer than I anticipated and the break I had from major projects at work and in graduate school have swarmed in to rob me of free time. :(
Good luck all, I hope I can at least read (while at work rebuilding PC's, etc) of the great exploits that everyone else is able to do... :D
-Ozy
LKendter May 30, 2002, 06:56 AM Hmmm.....
It looks like not enough people for Sirian to want keep this one going.
I suspect the only way it will continue is if it becomes another LK orphan game and I can find enough players.
Zed-F May 30, 2002, 08:24 AM Well, since you jumped in and no-one shouted, I'll do the same. I probably won't get this tonight, but it's possible. Certainly by the weekend at the latest.
This is NOT a got it post, I will post again when I have it and have some time to play. Anyone wanting to jump in ahead of me, feel free.
Zed-F Jun 01, 2002, 06:24 AM Ok, here's my got it post.
Zed-F Jun 01, 2002, 10:29 AM Quick Summary:
We have ToE, Hoover, and Suffrage. We are researching Radio with a lone scientist out of our capital and have 33 turns to go. All our cities are at 20+ or getting there soon (17+ pop with enough food to grow in 3 turns or less). Those cities with 20+ pop have beed swapped over from irrigation to mines. Catta is building the intelligence agency at Ludicrous Speed and everyone else is building infantry or artillery; I might have considered building a navy if we had something better available than ironclads.
Not much changed diplomatically except we bought Espionage at near-last-civ off Japan, and the Aztecs researched or stole Atomic Theory on me so I shopped it around for whatever I could get. Wasn't really paying attention since it doesn't seem to matter anymore. :) I also caught everyone up on tech, except we're still the only ones with Electronics.
We have a few more infantry and artillery than we did before. Some forests were planted and some spears/rifles upgraded. I didn't want to bother with the workers too much so I didn't build many fortifications. However, near the end of my turn, Persia marched a lone rifle into our territory from the northeast (where we don't have forts already built.) I asked Xerxes to pull out and he agreed but the rifle is still there, so he might be getting antsy. In response, I sent a few infantry and artillery over there, fortified 'em on a mountain, and built a fortress around them. Let him try to come through that. :)
http://www.civfanatics.net/uploads/rbd10-iro-5cc-1500ad.zip
Sirian Jun 01, 2002, 01:56 PM Roster:
Sirian
Zed
LKentder <<< UP NOW
CC = MIA, Status Unknown
LKendter Jun 01, 2002, 03:33 PM (0) 1500 AD - Check trading screen. Nothing of interest.
(I) China / Babylon peace treaty.
Start on Battlefield Medicine in Salamanca.
Chalco still wants to join use - didn't I rebuff them my last round?
Chalco is not an Aztec city.
(1) 1505 AD -
(I) France offers an MPP - NOT!
(2) 1510 AD -
(I) Russia / China MPP.
(3) 1515 AD -
(I) France declares war on the Aztecs.
Wines, Fur supply is simply lost.
(4) 1520 AD - The Corporation becomes available.
Some of the world knows electronics. So...
Electronics to Persia for Corporation, $6/t, $8
Electronics to India for $9/t, $68.
Electronics to Zulu for Wines, $11/t, $117
Nobody else can offer enough to make it worth the bother.
(5) 1525 AD -
(I) Japan / Zulu ally versus Persia.
Now silks supply goes away.
(6) 1530 AD - Wm / 190 to Russia is a lot cheaper then 10% luxuries.
We import silks from Russia.
(7) 1535 AD -
(I) Not sure if this is the best move, but keep RoP with Babylon going paying them $2/turn
Babylon stays annoyed.
(8) 1540 AD - I buy 2 Indian workers.
Nothing new in tech.
(9) 1545 AD - I keep the RoP going with the Zulu for $60, to protect those couple of odd squares.
(I) The SaltPeter supply goes away.
RoP stays with Japan for $25. I am doing it more then anything to keep the AI civs happy.
(10) 1550 AD - Persia, France, Russia, Aztecs have steel available.
The next play can decide to buy now, or wait and see if the Zulu get it shortly.
Summary - Just kept plugging along.
http://www.civfanatics.net/uploads/RBD10-1550AD.zip
We could use another player here.
Let us know if anyone is interested
T-hawk Jun 04, 2002, 11:56 AM I'll join in if you guys want. I've been looking to get into some succession games (didn't get Civ3 until around a month ago.) Emperor difficulty is well within my grasp in regular games; I've never tried a 5CC style game but should be able to handle it.
What victory are you trying for? I guess diplomatic, or is any city near 20k cultural? Space would be a longshot at best.
LKendter Jun 04, 2002, 12:49 PM @Sirian
Can you confirm OK to add T-hawk.
He can go next.
I don't think 20K will happen.
It is either Diplomatic or the real challenge - Space Race.
The 5 cities we have kick for production.
Sirian Jun 04, 2002, 02:19 PM Go ahead T-Hawk. You've got it.
T-hawk Jun 04, 2002, 04:13 PM Skip me this round; I'm busy for most of the rest of the week.
Just kidding :crazyeye: Got it! Will play tonight.
T-hawk Jun 04, 2002, 07:34 PM Does attaching send the file to the uploads server?
Edit: It didn't, but I got it there now.
http://www.civfanatics.net/uploads/rbd10-1600AD.sav
T-hawk Jun 04, 2002, 07:37 PM A mysterious leader rises from the shadows. Known only as Thunderhawk, claiming to be the manifestation of ancient spirits, here is the tale of his reign...
Inherited turn:
Checked out everything to get a feel for the game.
Heh, the world's top 5 cities are all ours :) Never seen that before, although should've expected it here.
One reason we're able to trade so much: Every civ in the game except for England and Russia has some sort of embargo going!
Aztec Incense for our Gems and Spices is up for renewal. He'll give us Steel for 1200 gold along with renewing that, half the price of anyone else, so sounds good. He's still annoyed, though.
Allegheny is at size 20 and growing this turn, and is at 73 shields after corruption... let's do some mining and get that to the full 80. How big do we want our cities? Scientists beyond the first and Taxmen are useless, but Entertainers can actually help.
Checking out the possibility of cultural victory... Grand River will do it in 224 turns currently. That'll be just barely before 2050, so that can be a backup plan.
We have no navy; I'll build a few ironclads out of Niagara.
India and Aztecs ally against France. Babylon and Russia MPP.
1555: I buy a worker from Monty. Still annoyed even though I paid him $50. I use Monty's worker to put a colony on the fourth spice; it might help us trade for something.
I spend a bit of gold to investigate the cities around Spiceland. Bactra will expand in only 40 turns, wiping out two colonies, including the new one.
Japan buys Steel for 9gpt (all he had) and Saltpeter! Doesn't help us, but what the heck, means he can't trade it to anyone else.
With nothing else for the workers to do, I put forests and fortresses on the two spice colonies that we'll be able to keep.
India lost a rubber and can't trade it to us anymore.
1560:
Japan will give us rubber for only 190 gold.
1565:
That extra spices to Russia for 440. (Where'd they get that cash?) Not bad, 880% return on a $50 investment in only 10 years. :)
X-man and Monty ally against Zululand.
Persepolis expands, and X-man gets all huffy about our troops being in HIS land now. I move them (a mistake, as we'll see...)
1570:
Gandhi and Monty ally against Zululand.
Toku demands 100 gold... eh, he can have it.
Zulus capture Tugela (to our north) from X-man!
1575:
X-man moves a settler into our territory from the north. I'm going to go ahead and block our north border with infantry too.
X-man is attacking Shimonoseki to our south.
1580:
China and Monty ally against Zululand.
WTF?
http://www.civfanatics.net/uploads/rbd10-1580.jpg
I thought the AIs wouldn't settle on a diagonal axis 3 squares away from a city! Now we lost two spices! Salamanca riots, but I head off the other riots by cycling through the cities (via right arrow) before closing the city screen.
We could go beat him back, but I'm a bit afraid of him getting some alliances. He'll sell us back one spice for only $200. I'll take it.
That also canceled the spice/gem deal with the Aztecs (wonder why them and not Russia - is it the deal with the most time left that remains?). He doesn't have any incense to resume giving us, either. He takes the gems a la carte for 18gpt.
We need another lux, so I give England Steel for Furs.
1585:
Japan and Monty MPP and ally against Zululand.
Russia and Monty ally against Zululand. OMG, WHAT'S GOING TO HAPPEN TO THE ZULU?! :)
Russia demands 100g and gets it, and another 220 for Ivory. Having extra lux is a good insurance buffer against losing one, and means Russia can't trade it to anyone else.
Monty declares war on X-man!
I now have our territory impenetrably ringed with Infantry, and stacks of workers going around building fortresses.
1590:
Buy two more workers from Monty. He's up to Polite.
Persia and Russia got Refining, 2700 is too expensive to buy in to just yet.
China will give us Dyes for Steel. Sure, why not?
Half the world declares war on France, including Babylon after the upkeep for our turn happens. Didn't realize the AIs could do stuff then...
1595:
zzz
1600:
Whoops, a misclick with "J" sends about ten workers into X-man's territory to the north. Hope he's okay with that...
Refining has gotten around but is still over 2000 to buy. Next leader can decide what to do with that. We're still on Radio with one scientist, at 13 turns.. looks like that might actually happen.
Is this the roster?
Sirian <<< UP NOW
Zed
LKentder
T-hawk
Zed-F Jun 05, 2002, 08:19 AM Space is not hard on a 5CC - RBD9 did that on Emperor already. The AI civs are pathetic at building space ships and we have production out the wazoo. The only thing we have to worry about is getting the tech, and that's not a big problem. Even if we have to let the AI research it and steal/buy it off them, that's easily enough done since we will have more income and saved up cash than we will know what to do with at that stage of the game. We can also use espionage to sabotage space ship parts if it comes to that (unlikely).
Diplo would be better simply because it would get the game done sooner. :) It's also easy to achieve, especially on larger maps with more civs to butter up and get votes from. Just make ROPs with all of them and maybe get a lux or resource deal going, and give them a few bucks to make them gracious, and they fall all over themselves to vote for you. With Catta being the powerhouse it is, the only challenge is again getting the tech, which again is an eminently solvable problem.
Continuing to ride on the coattails of the AI as far as research goes is the easiest way to accomplish either of these goals, since it gives us lots of cash for that final push. The only thing that could threaten to prevent our winning is one of the AI civs getting too big and heading for a domination victory. At that point we'd have to take steps. :hammer:
LKendter Jun 05, 2002, 08:42 AM My vote is for Diplomatic.
We can finish this one soon. ;)
Go Sirian!
T-hawk Jun 05, 2002, 09:02 AM One note - I didn't realize we had RoP with the Zulu, so moved our units out of those odd coastal squares that are in his territory. Next leader should move them back.
As for space - will the world GET all the tech by 2050? The world's averaging about a tech every 10 turns right now, which will only get worse for higher-priced techs while everybody's at war and not in republic/democracy. With ~25 techs left to go, that might not even happen... :enlighten:
LKendter Jun 08, 2002, 08:19 AM Sirian <<< UP NOW
Zed
LKentder
T-hawk
We got enough to finish this one. Let's go Diplomatic and wrap it quickly.
Sirian Jun 09, 2002, 01:53 AM We got enough to finish this one. Let's go Diplomatic and wrap it quickly.
OK. :)
http://www.civfanatics.net/uploads/rbd10-final.jpg
I finished the game. I'll remember this one for the colony gambits, which did not go off as planned but still came through as valuable.
We had about 16k left in the bank at the end.
RBD10 Final Save (http://www.civfanatics.net/uploads/rbd10-final.zip)
Thanks for playing, guys. Enjoy the replay.
- Sirian
Zed-F Jun 09, 2002, 02:39 PM Well, I guess I don't get a 2nd turn. :) :)
Good game, everyone, especially everyone who stuck thru from beginning to end. (I guess that would be Sirian.) Even finished off the rest of the game from 1600-1786, what a hero! :)
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