View Full Version : SGOTM 02 - Team CDZ


AlanH
Aug 02, 2006, 07:35 PM
Welcome to your C_IV SGOTM 2 Team Thread. Please use it for all internal team communication, turn logs and discussions. Subscribe to it to receive notifications, and do not visit the other team threads for this game until you have finished. Please also subscribe to the Maintenance Thread (http://forums.civfanatics.com/showthread.php?p=4354542) for this game, where teams and staff may post non-spoiler information of general interest.

This game will be played in Civ4, patched to v1.61.

You are cast in the role of Tokugawa, mighty leader of the Japanese. Tokugawa's brother has left the island city of Kyoto to avenge the death of his wife and only son. He has travelled to a distant land without finding their murderer. So the brother of Tokugawa will settle and found a new Japanese colony, and the Japanese have sworn to conquer the rest of civilization in order to hunt down and destroy their enemy.

The game is on a Standard size fractal map, modified as only Gyathaar knows how, at Epic speed. All victory conditions are enabled, but the laurels for this contest will be awarded to the fastest teams to achieve a Conquest victory. The number of AI rivals has not yet been revealed. It will be played using version 1.61 of Civ4 with locked modified assets.

Individual start files for all teams will be available on the SGOTM Progress and Results Page (http://gotm.civfanatics.net/submit/civ4sgotm_submission_list.php) at midnight, server local time, at the start of August 8th.

Here's the start position.

http://gotm.civfanatics.net/civ4games/images/SGOTM02_start.jpg

Map Parameters
Playable Civ - Tokugawa of Japan
World size - Standard
Difficulty - Monarch
Landform - Fractal, hand modified
Game Speed - Epic
AI Aggression - YES!
Barbarians - Raging!!

Please visit the following link to ensure that you are adequately prepared:
Civ4 SGOTM reference thread (http://forums.civfanatics.com/showthread.php?t=168439)

Notes:

A. ONLY Civilization IV v1.61 is supported for this SGOTM. All teams will compete for up to four awards - the Gold, Silver and Bronze Laurels for the fastest finishes, and the Wooden Spoons for the lowest scoring finisher.

B. All teams must play the sponsored variant - victory will be awarded for the fastest victory by Conquest.

C. All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.

I'm sure you'll enjoy this game :D

socralynnek
Aug 03, 2006, 02:09 AM
reporting for duty!

(And reporting for beam too who is on vacation until 20th)

BCLG100
Aug 03, 2006, 03:16 AM
Checking in....

Samson
Aug 03, 2006, 03:18 AM
I'm here .

Darkness
Aug 03, 2006, 03:30 AM
here... (stupid xcl :( )

BCLG100
Aug 03, 2006, 05:53 AM
Discussion thus far.

Fire away
Cool, that was fast!

Thanks, shabba.

So, let's take this thread for a pregame discussion:

First question: Is it worth it to found a second city directly or will maintenance cost hurt us more than the city does help?


The big question for me is what will be the maintainance if we found the second city straight away. It looks like a long way from the first, and it could cost more that we are making. If we do not loose units if we are not paying maintanance for them it could still be worth it. The only way I can think to check is a test game. I MAY get round to that lunchtime.

The other option would be to wait until we have a bit more pop in our capital.

[EDIT] I started a game with similar parameters, if anything the cities were closer than in this game. I was at -5 gpt Straight away, but the scout was not disbanded.

I do not think we can wait the 17 turns untill our capital grows, mostly because I do not think that will help much. The problem is going to be how do we increase our GPT without pottery?

An option would be for our settler to head east until it is closer to our capital.

Garee. As posted I'll be away until the 20th from wednesday on.
as i can't see the picture of the real start at cfc at the moment, i am not sure, but i think the cities are even further apart ( don't forget that the world wraps to the east)

i also think that delaying founding much is not worth it, as it is also a strategical position to be able to found other cities faster.

at least with this setup, CS slingshot is not the only way to go...

but every city must pay this upkeep, so probably we don't want a third for some time.


I haven't seen the starting screenie yet. Where can I find it? I'll go ahead and sign up, but I don't think that I'll be able to pull 1-2 hour play sessions. I'll do my best though.

Anyhoo, Is there the standard number of opponents on this map? Is it worth making the "colony settler" the capital? (the preceding question might be not relevant as I'm working off of a picture in my head that might not be correct)
Makeing the "colony settler" our capital would be great, but as the 1st city is already founded I think we shall have to build the palace to do that.

I think the only options are;

Found the city near the starting location, on the coast looks like a good bet. This shall mean we will not be able to reaserch for a long time. I expect we will need to grow both cities to 3 before we can have a possitive GPT, but I could be wrong.
Move the settler east. We MAY be able to find a good city spot a lot closer to the capital on this land mass. This would allow us to start reaserching a lot sooner. It is of course risky, as we may just find ourselves hemed in by other civs with nowhere to settle.
http://www.civfanatics.com/news2/archive.php?show=month&month=July&year=2006

(scroll down)

there you can see a small version but the real one is on the gotm server which is down at the moment.

You don't need to do longer sessions than 1-2 hours, in the beginning it's going fast and later on you could just play 5 turns which is fine.

Every help is welcome!


Maybe there is not much space to the east of the Settler, so I guess moving the scout eastwards might be a good start.
hey at least we have a fishy smell and plenty of crabs

EDIT to add content:: I think that moving the settler 1 S to settle there is best since it'll free up a FP.

EDIT for additional blather::: Better yet, move the warrior SW to see if there is any benefit in moving the settler SW instead of just S
I think we should move one NW to grab the fish and means we have a productive sea city (maybe GL or Colossus could be ahuge befeit considering the other city would also allow us to buidl something while we are waiting to get positive gpt and would greatly increase gpt) dunno if that all makes sense :)
I'd move the warrior to the hills, there I think he sees more.Settling S would be nice of there is another resource, otherwise I'd agree with BCLG that NW is mor interesting.

The question still is: How much could we gain by moving a little more to the east, or should we settle in place and go for Forbidden Palace ASAP.


Interesting situation.
Not much by settling east however, though we could move the warrior onto the hill to check. i agree with the FP need and also the eventual need for state property


Beat 'm up Scotty!

Status: offline

Posted - 02 Aug 2006 : 02:05:13 Show Profile Email Poster Click to see Beam's MSN Messenger address Send Beam a Private Message Reply with Quote
One of the factors I haven't seen yet in the discussion are the aggressive AI and raging barbs. This would call for early settling to create a save place on a landmass. The gpt thing is an issue but the cap has lots of cash (and little hammers) around it so my gut feel is the gpt should be managable. The 2nd city should be about hammers imo.

And what we also shouldn't forget is that it's our second city which means no automatic border expansion, so it might be worth it settling directly next to a ressource to get that city to grow quickly.


I'd move the warrior to the hills, there I think he sees more.Settling S would be nice of there is another resource, otherwise I'd agree with BCLG that NW is mor interesting.



Garee.


I'd move the warrior to the hills, there I think he sees more.Settling S would be nice of there is another resource, otherwise I'd agree with BCLG that NW is mor interesting.
I Agree

And what we also shouldn't forget is that it's our second city which means no automatic border expansion, so it might be worth it settling directly next to a ressource to get that city to grow quickly.

Again, I agree.

So, normally I think NW would be the nicest spot.

To get the ressources we 'd need a quick border expansion.

I see two options: Foundinga religion (which could also be founded in our capital, we'd have to found two to make it sure)
or build an Obelisk

For both we'd need to research Mysticism first.

At least we'd have the floodplains from beginning to work on and grow fast.

I guess the one who starts playing moves the warrior then stops, posts a pic and wait for the team decision


Things that normally work but seem not so nice here:
- Founding ONE religion as if it starts in the cap you won't see it spread for quite some time.

- CS slingshot. Bureaucracy doesn't looks as good with that capital without much production and without cottages, still wouldn't hurt though.

-An early military rush. The maintenance would probably kill us.


What could be nice:
Colossus.
Or GLighthouse.

Great people in capital. We don't need much military there and I could imagine only building 4 work boats, 1 warrior for happiness and only work those 4 tiles and the rest goes into GPP. With a Lighthouse, the clam produces 5fpt, the fish 6 fpt. so we could grow to size 12 without working any other tiles.
[quote] Originally posted by socralynnek

Foundinga religion (which could also be founded in our capital, we'd have to found two to make it sure)



Two religions (and even more. IIRC I saw a screenshot once with Buddhism, Judaism, Confucianism and Taoism founded in the same city)can found in the same city, so there is no quarantee we'd get culture expansion in our second city.



I guess the one who starts playing moves the warrior then stops, posts a pic and wait for the team decision



Sounds logical to me.

NW will not give a resource (at least not as far as I can see now) in the initial 9, but the floodplains should help growth. Normally I detest Obilixes, but in this instance it might actually be useful to build one. It would at the very least give us rice and fish if we settle NW.

I'd also like to recommend getting fishing ASAP. All Kyoto is good for is the food resources but we have to able to get them. It'll take a long time for Kyoto to build a work boat so we should start as quickly as we can.


We start with Fishing.

If you have two cities, one of which has a religion, the other don't, then the holy city always goes to the one without a religion.
But IIRC that doesn't give +1cpt directly or does it (at least one could build a temple)
Still I'd also vote for an Obelisk.
I think the capital is heavily unfavoured when it comes to choosing which city to found the religion in (ie. it is very likely to be founded in our second city). That gives us 5 cpt if we make that religion our state religion.

I think it is unlikely we would get either of the early religions first, and imposible if we found our 2nd city straight away. Our best chance would be for Confucism, as we will really need the courthouses and FP we get from CoL anyway.

I think we could try for CoL with the oricale. We are likely to have much more prodution than reaserch, so this would be a reasnoble use of 200 odd hammers.


We start with Fishing.




Ah, that's good. I had no idea what Japan's starting techs were. Haven't played them yet. That would mean that Kyoto should begin building its' first work boat immediately.




If you have two cities, one of which has a religion, the other don't, then the holy city always goes to the one without a religion.
But IIRC that doesn't give +1cpt directly or does it (at least one could build a temple)
Still I'd also vote for an Obelisk.[/quote



Thanks for the explanation. I didn't know that.
[quote=Originally posted by socralynnek]

But IIRC that doesn't give +1cpt directly or does it (at least one could build a temple)



Doesn't your state religion give you +1cpt for every city with that religion? Still, super mega obelisk go go go!
Things that have been discussed...

- focussing on shields in 2nd city seems to be a priority so move NW
- getting slavery and whipping the capital would be a good. What is the happiness limit? we could just whip it everytime it gets to pop 3. The lower the pop, the more efficient the whipping process
- having a holy city gives you 5cpt in that city. And each city with religion gets 1 cpt. I'm not sure if it has to be your state religion or not.
- aggressive settling without making nice with the neighbors could get us into an early war we're not prepared for... but I'm still learning different strategies



- having a holy city gives you 5cpt in that city. And each city with religion gets 1 cpt. I'm not sure if it has to be your state religion or not.



Yes, you don't get culture if it's not your state religion.


However not having a state religion gives you 5 cpt in every city. If we are going to try and get a religion i think we should aim for Christianity- it'll give us a religion and give us Theocracy which will be very usefull for the wars we will undoubtably end up in.

We could always let the second city grow quickly then pop rush an obelisk or chop it, within the second cities immediate vicinity would be at least 4 forests and a floodplain so it will have plenty of workable tiles while we wait for the city to grow/worker be produced.

I havnt played any games with raging barbs on monarch but i imagine they will be fairly bad therefore i think we need to have a warrior as a first build in our second city and then switch to a worker at size 2 to chop an obelisk.

About the aggressive settling (tub's idea) with the aggressive AI clicked on it isnt really going to matter too much what we do-there not going to like us, so i say we should go for it.

There's the obvious worker steal trick we could do on monarch but im not sure when barbs start appearing so i dont think stealing the worker would really be worth it, if all it will do would be to annoy one AI and lose a worker and a warrior.

Tubs are you on team CDZ or just lurking?

Sorry about the long post-i try not to do it too much :D
why should one excuse for a long post?

One should always give his input, we need thoughts for this kind of game a lot, so don't hesitate to post...

if we want to chop the Obelisk at size 2 we'd have to research Mysticism and Bronze Working simultaneously, I don't really know which tech we should research first, maybe try for a Metal Casting slingshot with Oracle?

it was a joke socral :)

Well we wouldnt really, growing to size 2 would take about the time it would take to research 3/4 of BW and then building the worker would take the rest of the time it would take to research myst as well.

OK, you are right, I agree, and I also don't see any sense in building the worker later than at size 2, so that'd be fine with me.

sorry, I am too tired to see jokes...going to bed now

and to your earlier question: I thought tubby wanted to join but maybe needs a little bashing to make him write the post in the sign-up-thread...
yeah.. I'll sign up eventually




maybe try for a Metal Casting slingshot with Oracle?



That didn't really work out that good in our previous game, did it?
We could try of course, but we're seriously handicapped because of that stupid capital start. An early second city will hurt our research as well. So by the time we can build the oracle it might already be almost completed. I don't know if we should chop for that.
Besides, the AI got that oracle so fast in the previous game that I wouldn't be surprised if that was modded in some way. We should look into that, probably.


If we go for Oracle before we build a third city (which would hurt us also much), I think building Oracle is possible, but CS slingshot is not possible cause we can't research CoL fast enough.
Researching Priesthood won't take that long.

For an Oracle-> MC slingshot we'd need: Myst , (Poly or Medi) , Priesthood , BW , Wheel and Pottery. We probably also want Agri.

I don't think that's impossible, but surely we don't know if there's an AI that is modded to go for the Oracle (something they only priorize when they can't build a Settler cause they have no space left.
What else would we need to build in second city? Warrior, Worker, workboat, another warrior or Rax?
So, I think a MC slingshotwould be doable and trying won't hurt much cause there is no useless or expensive tech on that path(ok, Priesthood itself) and if we at least partially build it we get some money for our research.
Our team thread at CFC is open, please post once in this thread to say you are there and Tubby please post in the signup-thread first.
i think we need to put the oracle slingshot out of our minds, its usefull but not the be all and end all, we also have very little chance of getting it with the need to adequatly defend our city against the raging barbs and aggressive AI, however i think we have a reasonable chance of getting the Colossus which would be highly beneficial considering the amount of water tiles we have under our borders.


it was a joke socral :)

Well we wouldnt really, growing to size 2 would take about the time it would take to research 3/4 of BW and then building the worker would take the rest of the time it would take to research myst as well.


I think any reserch will have to wait a lot longer than growing to size 2. I reakon it is going to take both citys to get to size 3 before we can break even. The more I think about it the more it seems ot be worth moveing the settler east to get it closer to the capital.

About rushing in the capital; every rush give 1 unhappiness, rather than 1 unhappiness for each pop killed. So in pure pop / hammers it is more efficent to rush at smaller size. However if you take into account the work that the citizen can do in these 15 turns it may well be worth waiting for the capital to grow significantly then rush a load of pop. The other question is what are we going to be building? in the early game it is only going to be the work boats. It may end up that we will be rushing wonders in this city just because we have no other use for the pop.

For me the big thing is going to be getting bronze working and copper before too many barbs turn up, and getting CoL for the courthouses and FP before we are totally left behind.

BTW, our thread is at http://forums.civfanatics.com/showthread.php?p=4355733#post4355733
GPP could also be very useful in our capital if we don't know what to do with spare pop.

And I do think that we can research at 50-60% and break even. In the savegame you posted we could even be at 70% or so.

Want to calculate it:

It seems the formula is: DistanceMaint = (Pop + 7) * 2.5 * Distance/DistanceScale * Building_m * WorldSize_m * Handicap_m (CVCity.cpp line 4899 if someone has the SDK)

Building = 0.5 if courthouse otherwise 1
Handicap =0.9 for monarch
worldsize=0.8 for standard

DistanceScale = (MapHeight + MapWidth) {from CvMap.cpp L925} (here probably 84+52=136, or what is size of a standard fractal map?)


So in our case:

(Pop+7) * 2.5 * dist/136 *0.8*0.9 =(pop+7) * dist / 75.5 without courthouse

assuming our cities are 40 tiles on W-E axis and 20 tiles on N-S axis apart (dist 50) this means:

at size 1: dist cost 5.3 (probably 5 cause of rounding down)
each additional pop costs o.66 gold

if both cities are at size 1 we already produce 13 trade (8 from Palace), so we should be able to spend 8 beakers per turn at start.

phew, that was hard...

And thats the discussion up until now :)

Tubby Rower
Aug 03, 2006, 06:54 AM
I'm not here. Are we supposed to post here or over at CDZ?

BCLG100
Aug 03, 2006, 07:39 AM
probably more of a help to post at CDZ, also be quite good if you signed up tubs :p

edit- and now i see you have so welcome to the team :D

AlanH
Aug 04, 2006, 05:35 PM
I'm going to play my broken record one last time for each team:


Please also subscribe to the Maintenance Thread (http://forums.civfanatics.com/showthread.php?goto=lastpost&t=180489) for this game, where teams and staff may post non-spoiler information of general interest.

Anything I post there will NOT be repeated individually in every team thread. You may even find some useful information there now :p

socralynnek
Aug 08, 2006, 12:27 AM
posted in both threads.... is everyone happy now??


then some people say they are happy about this...


Roster proposition:

socralynnek
Samson
Shabba
BCLG100
Darkness
Tubby Rower

(Beam is away til 20th)

I think I am online shortly after the save comes out, so I can put the warrior on the hills, post a pic and then we can decide where to settle. So I could start us off.
Does anyone want to play at a different position or think someone else should start us off?

Alan stated that the city will cost 7gpt maintenance where the Settler stands, so we probably can have 6 beakers put into science from start.
Which tech should we research first as we won't have any chance getting an early religion that way? BW? Myst? Wheel? (We start with Mining and Fishing IIRC)

What shall we build in 2nd city first? I vote for Warrior!



I agree with the warrior and BW for the pop rushing we could use in the capital.




I agree with the warrior. I am not quite so sure about BW. It is very powerfull, and we have a few forests around our settler. However it will not be as vital as it is in most games, as we are not going to want to chop rush a settler ASAP as I usually do, and we will probably be able to live with the 1 worker for a while. The capital is going to be 17 turns to grow, and 23 before the work boat. We are likely to have at least 30 turns before we will want to pop rush anything, and we could wait longer. Another big reason is going to be seeing where the copper is, as we are likely to have to found another city it get it. If we do not have horses or copper in our radius are we going to live with archers against the barbs?

If we are going to settle NW (on the coast) we are going to need the border expansion ASAP to get the fish and rice, so we are going to want mystism soon.

The other thing would be pottery. We are so going to need the trade so a couple of cottages near the 2nd city and a grannery to make whipping more efficent.

I am not sure what our reaserch rate is going to be. If we could get one of these and then bronze working in 30 to 40 turns I think it could be worth it.

BTW I got hold of ProPain. The site uses MS acsess (<spit/>). It will take me a bit longer to sort out a script, but ti is possible.




Agree with the warrior. But not BW, I think. Mysticism seems more logical to me. That way we can begin an obelisk immediately after the first warrior. We need that cultural expansion to bring the rice into our cultural borders.



After your explanation i do agree with the myst idea

Samson would the script work for previous posts? or do i still have to keep updating the main thread?




SO HERE IS THE SCREENMIE AFTER MOVING THE WARRIOR TO THE HILLS: (it might change everything)

http://fsinfo.cs.uni-sb.de/~ckwon/sgotm02_bc4000.jpg

I have marked three possible city sites with the Japanese flag.

I'd vote for the nrthern most, cause moving a little wouldn't hurt much and we wouldn't need an Obelisk to make directly use of the ressources.

BTW we didn't start with Mining, my fault, sorry, we have Wheel and Fishing.

Pottery would be about 26 or 29 turns (depends on which tile we work when having 2nd city)

Agri 23 or 27, Mining or Myst 19 or 23.

If we settle north it's a little bit faster cause we could research at 100% until we found.

I'd vote for Agri then Pot for Rice, Granary and cottages. Then Mining, BW and AH. (only applies when settling north)




So, I am waiting for a few comments until I play on.

Samson, can you play after me or shall I change the roster?

I copy the discussion to CDZ in the meantime. Until Samson says, the script is done, we should keep on doing this daily.

Samson
Aug 08, 2006, 06:38 AM
First city NW, second city 1 or 2 E of the northern japanese flag.
1st city NW, second city N of the gems.
techs: mysticism, then agriculture, then pottery
1st city: warrior -> obelisk -> worker -> warrior -> settler
I vote for the northern coast [EDIT] or to keep walking to the east. It MIGHT save us 1 gpt, we will not need the border expansion, and we get the extra reaserces. I particuly like the gems, that will help with both the gold and allow us to grow larger. All these are good counters for the high mainanace cost.

With the site NW, we get 2 reaserces only when our borders expand, with northen coast we get 3 straight away.

Assuming we settle on the north coast, I think we have to reaserce agriculture fisrt, that rice is too nice not to. We do not need mystism.

Depending on how long it will take to build, it would be nice to have a worker as agriculture completes. I usually build a worker first.

I should be able to play when you finish. When are you likely to play?
So, we are two for north of the resources and two for 1 tile NW.

Any more opinions?
quote:Originally posted by Samson

I vote for the northern coast. It MIGHT save us 1 gpt, we will not need the border expansion, and we get the extra reaserces.



Where the nothern flag is? I was wondering what the effect of an early second city is on our economy. It is the better spot, just convince me if it's worth moving there.
If we settle on the northern flag, we can't use the NW spot unless we avoid culture.
Yes where the northern flag is.

I am not sure what you mean about not being able to use the NW spot, the limit to cities is a fixed 2 tiles, culture has nothing to do with it.

I think the 2nd city is likely to cost around 8 or 9 GPT unless we put it a fair way east. I think it is likely to be required to grab copper (or perhaps horses). Raging barbs with only archers is going to be a strugle. This is another reason to found our city near the gems. With the extra pop and commerce we are going to be able to afford our 2nd city much sooner.

BTW, I THINK we can run 100% science and have a defict without loosing our worker. I could be wrong, and I cannot run a test game until 12-30 BST. Is it against the rules?
the science is automatically adjusted, so no deficit research.

Alan stated in the maintenance thread (does anyone else read it ?) that the city would cost 7gpt in maintenance if founded where we stand, maybe a bit north and east is 6gpt.

While moving we don't lose much as we can research at 100% while those turns and we don't need Myst for some time. Those 2 turns lost in production won't hurt much.
It's possible to build a city there, but that'll cost the second city workable tiles. AFAIK the city that "sees" the tiles first gets the tiles assigned as workable tiles. That makes building a city on tile NW pointless (but there's probably a better spot somewhere else anyway).
BTW, the city we build with our second settler is our third city.
I think I'm ok with building on the northern spot now.
Just OOI whatever tiles the game alocates to whichever city can be changed in the city screen, just as in other civs.

I agree that there is likely to be a better spot somwhere else, probably with copper. I do not worry too much about having overlaping cities early, it will be so long before they are relavent.

I really think it should be north, I cannot think of any real advantage of the other spot.
shabba, when a city has some greyed out spot that no other city is working then you can click on it and you have it for that particular city (something I also found out long after I bought the game...)
I've tried that I think. Perhaps that's something that got fixed. Thanks.
I just thought, if we move the settler to the same tile as the warrior this turn, next time the wariour could go to the other hill, and we may find an even better spot to settle, perhaps 2 west of the warrior?
Sure.
ok, i'll play 20 turns now and will look out if there's even a better spot, otherwise i'll take that northern one.
4000 BC (0) - Set research at 100% to Agri.
Move warrior and Settler to hills.

3970 (1) - Move warrior to hills. Sees gold and another gems.
Move Settler NW of Rice saying hello to a Spanish scout.

3940 (2) - Settler founds Osaka which costs 8gpt maintenance although being closer to the capital as the original spot...confused...
look into the settings...no sign of no world wrap...
strange.
Start building a worker. Worker done in 23 turns. Agri in 22 turns, but we make +1gpt so it will be faster at some point.

3910 - Game crashes while alt-tabbing. Have to reload.

3790 - Border expansion of capital showing land but divided by Ocean.

3610 BC (13) - Warrior is standing at the eastern coast of that landmass and survives a lion attack.

3490 BC (17) - Warrior has healed.

3460 BC (18) - Kyoto has grown. Agri in 2.

3400 BC (20) - Agri is done. Perfect time to stop. I have set research to Mining which can be discussed.
Worker in 5, workboat in 3 turns.

---
Here is your Session Turn Log from 4000 BC to 3400 BC:


Turn 2, 3940 BC: Osaka has been founded.

Turn 6, 3820 BC: The borders of Kyoto have expanded!

Turn 12, 3640 BC: Barbarian's Lion (2.00) vs CDZ's Warrior (3.10)
Turn 12, 3640 BC: Combat Odds: 9.0%
Turn 12, 3640 BC: (Extra Combat: +10%)
Turn 12, 3640 BC: (Animal Combat: +20%)
Turn 12, 3640 BC: (Plot Defense: +25%)
Turn 12, 3640 BC: Barbarian's Lion is hit for 24 (76/100HP)
Turn 12, 3640 BC: CDZ's Warrior is hit for 16 (84/100HP)
Turn 12, 3640 BC: Barbarian's Lion is hit for 24 (52/100HP)
Turn 12, 3640 BC: Barbarian's Lion is hit for 24 (28/100HP)
Turn 12, 3640 BC: Barbarian's Lion is hit for 24 (4/100HP)
Turn 12, 3640 BC: CDZ's Warrior is hit for 16 (68/100HP)
Turn 12, 3640 BC: Barbarian's Lion is hit for 24 (0/100HP)
Turn 12, 3640 BC: CDZ's Warrior has defeated Barbarian's Lion!

Turn 19, 3430 BC: You have discovered Agriculture!
-----

here is the save: http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC3400_01.Civ4SavedGame
meeting Izzy:


99.08 KB

isn't that cruel? stones and cow in sight but out of reach!


101.31 KB

roster:
socralynnek - just played
Samson - up
Shabba - on deck
BCLG100
Darkness
Tubby Rower
(Beam is away til 20th)

EDIT: the first players should play 20 turns, I think.
ynnek, I noticed that the game crashed on you while alt-tabbing. Do you use full screen mode or windowed mode? windowed mode is supposed to help that somewhat.
I guess we are reaserching to BW now? A worker after the warrior I guess?

Does anyone know when barbs turn up on raging? Do we use the second warior for scouting or fog busting?

I shall play in about 20 mins, but I am unlikely to get in 20 turns.
I use fullscreen. Maybe you are right and I should play SGOTM in windowed mode cause of the notes I am taking.

@samson: other way round: Warrior after worker. I'd use him for MP then.

Mining will be helpful cause of the gems. After that BW or Pottery would be fine. Maybe AH (sheep).

The turns are going fast, so maybe you can play 20 (BTW, the governor is still on for both cities cause I agreed with his placement)


After the workboat in Kyoto, should we build a lighthouse to get the extra food for water tiles?

I would prefer BW to come after Mining. That way we can go ahead and get into Slavery and start rushing things in the capital. It's also helpful if a bunch of barbs start showing up at our doorsteps without appropriate defense.


IBT – Fine

3310 (3) – Kyoto builds work boat > Work boat.

3250 (5) – Osaka builds worker > Warrior. Worker starts on rice. We see fisrt animal (lion).

3070 (10) – It is quick, so I carry on.

3010 (12) mining in. Start on BW so we can start rushing in the capital. Worker puts 1 turn of irrigation into sheep just because I can (free). Hinduism founded somewhere.

2980 (13) Start on gems mine.

2800 (19) – Finish here, as we can discus build options and worker actions.

I think another warior and irrigate the sheep.


[EDIT] I just had to get a couple more turns in on another game before I came out of Civ 4, and I do not trrust alt-tab. It is now at http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC2800_01.Civ4SavedGame

I have scouted most of the south and east, I do not think anyone else is that way. Issy must be north east. Sorry I forgot to take a screeny.

Turn 32, 3040 BC: You have discovered Mining!
Turn 32, 3040 BC: Hinduism has been founded in a distant land!

Turn 33, 3010 BC: Isabella converts to Hinduism!
Did you upload it? I don't see it on the results page. Agree with irrigating sheep until we have AH.
Mining the hills could also be nice.
Another warrior for scoutoing could be nice, I agree. Shabba, can you play today or so?
I can play tomorrow after work.
And I need to add some characters, cos the post is too short???????

Shabbaman
Aug 09, 2006, 10:17 AM
2800 b.c. Not much.

IBT Buddhism is founded. Not by us though.

2770 b.c. I make some citizens in Kyoto, speeding up the building of a work boat dramatically. The work boat will make up for the loss of growth in these two turns, plus it'll quell unhealth faster.

2740 b.c. Enter.

2710 b.c. Kyoto builds work boat, starts on another (surprise!). Work boat > crabs. We got crabs! Start irrigating the sheep.

2680 b.c. Enter

2650 b.c. Spotting enemy barb near Osaka. This could be tricky.

IBT Barb warrior attacks our scouting warrior that "rushed" in. We win.

2620 b.c. Undecided about promotion between cover and shock. What'd be best at this point? There's no need for promotion right away, so I wait obviously.

2590 b.c. Enter.

2560 b.c. Enter.

2530 b.c. Osaka builds warrior. Without many options, I'll just build another. Better safe than sorry.

2500 b.c. Enter.

IBT Financially, we are CDZ the forgotten. Sure why not. Spotted barb warrior near Osaka.

2470 b.c. We discover bronze working. I choose for pottery, that's faster than AH. I revolt and change to slavery [whipped] Bronze is some tiles to the east, and on the southern coast.

IBT Barb warrior defeated, but two more show up.

2440 b.c. Time for the shock promotion then, I guess... I whip a workboat in Kyoto. I whip a warrior in Osaka, very unfortunate.

Hm. Crrrash... Thanks for the autosave, I only have to replay 1 turn. I see my processor is at 61 degrees. That's not that much, but I think it's time for a new processor cooler.

2410 b.c. Kyoto buils work boat. I start on a warrior, to quell unrest. Osaka builds a warrior. I start on a barracks, to make some use of the whipped hammers. Shock warrior defeats 1 barb, that other barb is going to pillage our mine, I guess...

2380 b.c. Ha, it didn't, apparently it's chasing a spanish scout.

IBT Warrior defeats barb warrior. More warriors show up south of Osaka.

2350 b.c. I move a warrior across the river to protect the mine.

IBT Another warrior spotted near Osaka.

2320 b.c. Kyoto builds warrior. I start on a work boat. I move the shock warrior to the mine as well.

IBT Shock warrior gets defeated. Another warrior shows up. We need bronze fast, this is very hard to keep up.

2290 b.c. I move another warrior to the mine [xx(]

IBT Barb warrior defeated. More warriors show up, now SW of Osaka as well.

I'm done with all those barbs now. My advice for 2260: whip the barracks and start on another warrior with the excess hammers. Perhaps we should start chopping, though that sounds like a waste. If we chop the forests directly north of Osaka, we can build cottages there out of reach of the barbs.

http://www.civ3duelzone.com/forum/uploaded/Shabbaman/200689181424_CDZScreenShot2260bc.jpg

Save is here (http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC2260_01.Civ4SavedGame).

Turn 40, 2800 BC: Buddhism has been founded in a distant land!

Turn 45, 2650 BC: Barbarian's Warrior (2.00) vs CDZ's Warrior (3.20)
Turn 45, 2650 BC: Combat Odds: 4.4%
Turn 45, 2650 BC: (Extra Combat: +10%)
Turn 45, 2650 BC: (Plot Defense: +50%)
Turn 45, 2650 BC: Barbarian's Warrior is hit for 25 (75/100HP)
Turn 45, 2650 BC: Barbarian's Warrior is hit for 25 (50/100HP)
Turn 45, 2650 BC: CDZ's Warrior is hit for 15 (85/100HP)
Turn 45, 2650 BC: Barbarian's Warrior is hit for 25 (25/100HP)
Turn 45, 2650 BC: Barbarian's Warrior is hit for 25 (0/100HP)
Turn 45, 2650 BC: CDZ's Warrior has defeated Barbarian's Warrior!

Turn 50, 2500 BC: You have discovered Bronze Working!

Turn 51, 2470 BC: The revolution has begun!!!
Turn 51, 2470 BC: CDZ adopts Slavery!
Turn 51, 2470 BC: The anarchy is over! Your government is re-established.
Turn 51, 2470 BC: Barbarian's Warrior (1.84) vs CDZ's Warrior (2.20)
Turn 51, 2470 BC: Combat Odds: 27.2%
Turn 51, 2470 BC: (Extra Combat: -10%)
Turn 51, 2470 BC: (Extra Combat: +10%)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 20 (64/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 20 (44/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 20 (24/100HP)
Turn 51, 2470 BC: CDZ's Warrior is hit for 19 (81/100HP)
Turn 51, 2470 BC: CDZ's Warrior is hit for 19 (62/100HP)
Turn 51, 2470 BC: CDZ's Warrior is hit for 19 (43/100HP)
Turn 51, 2470 BC: CDZ's Warrior is hit for 19 (24/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 20 (4/100HP)
Turn 51, 2470 BC: CDZ's Warrior is hit for 19 (5/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 20 (0/100HP)
Turn 51, 2470 BC: CDZ's Warrior has defeated Barbarian's Warrior!

Turn 53, 2410 BC: CDZ's Warrior (2.20) vs Barbarian's Warrior (1.60)
Turn 53, 2410 BC: Combat Odds: 79.5%
Turn 53, 2410 BC: (Extra Combat: -10%)
Turn 53, 2410 BC: (Combat: -25%)
Turn 53, 2410 BC: Barbarian's Warrior is hit for 23 (77/100HP)
Turn 53, 2410 BC: CDZ's Warrior is hit for 17 (83/100HP)
Turn 53, 2410 BC: Barbarian's Warrior is hit for 23 (54/100HP)
Turn 53, 2410 BC: CDZ's Warrior is hit for 17 (66/100HP)
Turn 53, 2410 BC: Barbarian's Warrior is hit for 23 (31/100HP)
Turn 53, 2410 BC: Barbarian's Warrior is hit for 23 (8/100HP)
Turn 53, 2410 BC: Barbarian's Warrior is hit for 23 (0/100HP)
Turn 53, 2410 BC: CDZ's Warrior has defeated Barbarian's Warrior!

Turn 54, 2380 BC: Barbarian's Warrior (1.73) vs CDZ's Warrior (3.20)
Turn 54, 2380 BC: Combat Odds: 2.6%
Turn 54, 2380 BC: (Extra Combat: -10%)
Turn 54, 2380 BC: (Extra Combat: +10%)
Turn 54, 2380 BC: (Plot Defense: +50%)
Turn 54, 2380 BC: Barbarian's Warrior is hit for 25 (54/100HP)
Turn 54, 2380 BC: Barbarian's Warrior is hit for 25 (29/100HP)
Turn 54, 2380 BC: Barbarian's Warrior is hit for 25 (4/100HP)
Turn 54, 2380 BC: CDZ's Warrior is hit for 15 (85/100HP)
Turn 54, 2380 BC: CDZ's Warrior is hit for 15 (70/100HP)
Turn 54, 2380 BC: Barbarian's Warrior is hit for 25 (0/100HP)
Turn 54, 2380 BC: CDZ's Warrior has defeated Barbarian's Warrior!

Turn 55, 2350 BC: Barbarian's Warrior (2.00) vs CDZ's Warrior (2.20)
Turn 55, 2350 BC: Combat Odds: 31.9%
Turn 55, 2350 BC: (Extra Combat: +10%)
Turn 55, 2350 BC: CDZ's Warrior is hit for 19 (81/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 20 (80/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 20 (60/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 20 (40/100HP)
Turn 55, 2350 BC: CDZ's Warrior is hit for 19 (62/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 20 (20/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 20 (0/100HP)
Turn 55, 2350 BC: CDZ's Warrior has defeated Barbarian's Warrior!

Turn 56, 2320 BC: The enemy has been spotted near Osaka!
Turn 56, 2320 BC: Barbarian's Warrior (2.00) vs CDZ's Warrior (2.32)
Turn 56, 2320 BC: Combat Odds: 28.8%
Turn 56, 2320 BC: (Extra Combat: +10%)
Turn 56, 2320 BC: (Combat: +25%)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (69/100HP)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (52/100HP)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (35/100HP)
Turn 56, 2320 BC: Barbarian's Warrior is hit for 22 (78/100HP)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (18/100HP)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (1/100HP)
Turn 56, 2320 BC: Barbarian's Warrior is hit for 22 (56/100HP)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (0/100HP)
Turn 56, 2320 BC: Barbarian's Warrior has defeated CDZ's Warrior!
Turn 56, 2320 BC: While defending, your Warrior was destroyed by a Barbarian Warrior!

Turn 57, 2290 BC: The enemy has been spotted near Osaka!
Turn 57, 2290 BC: Barbarian's Warrior (1.71) vs CDZ's Warrior (2.20)
Turn 57, 2290 BC: Combat Odds: 14.6%
Turn 57, 2290 BC: (Extra Combat: -10%)
Turn 57, 2290 BC: (Extra Combat: +10%)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 21 (57/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 21 (36/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 21 (15/100HP)
Turn 57, 2290 BC: CDZ's Warrior is hit for 18 (82/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 21 (0/100HP)
Turn 57, 2290 BC: CDZ's Warrior has defeated Barbarian's Warrior!
Turn 57, 2290 BC: While defending, your Warrior has killed a Barbarian Warrior!

Turn 58, 2260 BC: The enemy has been spotted near Osaka!
Turn 58, 2260 BC: The enemy has been spotted near Osaka!

Shabbaman
Aug 15, 2006, 09:06 AM
End of 580 b.c.: wow, Spain is really outgrowing us... 3 turns to sailing, 2 when I crack up research. 11 turns for the settler, so there's no point in increasing science spendings. Thus, taking the scientist off as well. 8 turns for settler. That upgradeble axe already has combat I and II. Why upgrade to woodsman? We could specialize the unit and give it shock. I'm leaning towards CR, but leave it as there's no point in upgrading now.

IBT: we lose a warrior to a barb axe. Barb axe shows up next to our axe.

565 b.c. This makes the choice easy, woodsman it is.

IBT: barb axe defeated by turbo axe.

550 b.c Tokyo builds library. Switch to axe, but I take a worker from the mine and put it on the cottage. We need some growth, plus we could need some cash. I'm considering granary.

535 b.c. Enter.

520 b.c. 1 turn for axe in Osaka, whip.

505 b.c. Osaka builds axe, makes another in 3. After this one, I'd say library?

490 b.c. Science to 100% for a turn.

IBT spotted nasty barb units near Toledo.

475 b.c. We got sailing. I switch to mathematics for the improved chopping, but I'm out of time so I'm quitting now anyway. Discuss and feel free to change it. 1 turn for settler in Kyoto, whip! Next should be the galley.
1 turn to axe in Osaka, could be whipped, but then it's getting really small.

Save is here (http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC0475_01.Civ4SavedGame).

Turn 128, 580 BC: The Pyramids has been built in a far away land!
Turn 128, 580 BC: Barbarian's Axeman (5.00) vs CDZ's Warrior (3.60)
Turn 128, 580 BC: Combat Odds: 87.5%
Turn 128, 580 BC: (Extra Combat: +30%)
Turn 128, 580 BC: (Plot Defense: +50%)
Turn 128, 580 BC: (Fortify: +25%)
Turn 128, 580 BC: (Combat: -50%)
Turn 128, 580 BC: (Combat: +25%)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (77/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (84/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (68/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (52/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (36/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (54/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (20/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (4/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (31/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (8/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (0/100HP)
Turn 128, 580 BC: Barbarian's Axeman has defeated CDZ's Warrior!

Turn 129, 565 BC: CDZ's Warrior (2.40) vs Barbarian's Axeman (0.40)
Turn 129, 565 BC: Combat Odds: 100.0%
Turn 129, 565 BC: (Extra Combat: -20%)
Turn 129, 565 BC: (Plot Defense: +75%)
Turn 129, 565 BC: (Combat: -25%)
Turn 129, 565 BC: (Combat: +50%)
Turn 129, 565 BC: Barbarian's Axeman is hit for 13 (0/100HP)
Turn 129, 565 BC: CDZ's Warrior has defeated Barbarian's Axeman!
Turn 129, 565 BC: Barbarian's Axeman (5.00) vs CDZ's Axeman (10.75)
Turn 129, 565 BC: Combat Odds: 0.6%
Turn 129, 565 BC: (Extra Combat: +20%)
Turn 129, 565 BC: (Plot Defense: +50%)
Turn 129, 565 BC: (Fortify: +25%)
Turn 129, 565 BC: (Feature: +20%)
Turn 129, 565 BC: (Combat: -50%)
Turn 129, 565 BC: (Combat: +50%)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (72/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (87/100HP)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (44/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (74/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (61/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (48/100HP)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (16/100HP)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (0/100HP)
Turn 129, 565 BC: CDZ's Axeman has defeated Barbarian's Axeman!

Turn 131, 535 BC: The borders of Tokyo have expanded!

Turn 134, 490 BC: You have discovered Sailing!

Samson
Aug 17, 2006, 05:07 AM
quote:Originally posted by Shabbaman

475 b.c. We got sailing. I switch to mathematics for the improved chopping, but I'm out of time so I'm quitting now anyway. Discuss and feel free to change it. 1 turn for settler in Kyoto, whip! Next should be the galley.
1 turn to axe in Osaka, could be whipped, but then it's getting really small.


Nice as Maths would be, it is nearly half the total cost of getting to CoL (it is 555? and Myst -> CoL is 1205?). As that is when we really can start expanding anything that slows us down on that is just too much of a cost IMO.

Just to check with the timing of the whipping, it is best to do it when there is between 30 - 60 (?) hammers remaining if you are optomizing hammers to pop, and when there is the maximum amount of population lost when you are optomizing hammers to happiness.


I think this is at Epic speed, so best is 45-55 hammers left, but only when one gets a production bonus (OR, Forge etc.) s.t. it costs 1 pop but brings 88 hammers. Without bonus it doesn't matter when to rush as it's then always 44 hammers per pop.



quote:Originally posted by Samson

[quote]Originally posted by Shabbaman
Nice as Maths would be, it is nearly half the total cost of getting to CoL (it is 555? and Myst -> CoL is 1205?).



You're right, somehow I keep thinking that maths is a prerequisite for CoL. Must be the placement in the tech tree.



quote:Originally posted by socralynnek

I think this is at Epic speed, so best is 45-55 hammers left, but only when one gets a production bonus (OR, Forge etc.) s.t. it costs 1 pop but brings 88 hammers. Without bonus it doesn't matter when to rush as it's then always 44 hammers per pop.


I think you are wrong. I have not tested this, but from what DaveMcW sayshttp://forums.civfanatics.com/showthread.php?p=3544368&postcount=12 it does not matter about the forge etc. but only matters on epic or above;


Hammer quick Stand Epic Marathon
30 2…30 2…30 1…30 1…30
31 2…60 2…60 1…60 1…60
32 2…60 2…60 1…60 1…60
...
44 3…60 2…60 1…60 1…60
45 3…60 2…60 2…60 1…60
...
60 4…60 3…60 2…60 1…60
61 4…90 3…90 2…90 1…90
...
89 5…90 3…90 2…90 1…90
90 5…90 4…90 3…90 2…90
91 5…120 4…120 3…120 2…120



So from 1 - 30 hammers remaining you get 30 hammers / pop, from 31 - 44 you get 60, from 45 - 60 you get 30, from 61 - 89 you get 45, then it get more complicated.

So, rush at 31 - 44 for the most hammers / pop. If you need more hammers (and that is good for happiness / hammers) then check the chart (or understand what you are doing).


Don't the hammers carry through to the next build?

In my current SP game I rushed the Taj Mahal for 6 pop (after reloading...). Afterwards I realised that I might've lost as much as I had gained from the GA.



quote:Originally posted by Shabbaman

Don't the hammers carry through to the next build?


Yes they do, but the total number of hammers you get is dependant on the number of hammers that are remaining in this build. Couple of examples;

1 hammer left in this build, 29 hammers carried through, total 30 hammers 1 pop killed.

31 hammers left in build, 29 hammers carried through, total 60 hammers, 1 pop killed.


Right. 30><45 hammers, 1 pop=60 hammers. Moronic.



quote:Originally posted by Shabbaman

Right. 30><45 hammers, 1 pop=60 hammers. Moronic.


It is blatantly a bug caused by the change of game speed. It has been allowed though because it is too hard to rule against.


the post you are referring to doesn't apply to v1.61

will test it soon.

BCLG: any news when you can play or shall we skip you?



quote:Originally posted by socralynnek

the post you are referring to doesn't apply to v1.61

will test it soon.

BCLG: any news when you can play or shall we skip you?


quote:Edit: This post applies to patch 1.52. All bugs were fixed in 1.61.



I do not know how I missed that. It would be very interesting to know how it works now.



quote:Originally posted by Samson

quote:Originally posted by socralynnek

the post you are referring to doesn't apply to v1.61

will test it soon.

BCLG: any news when you can play or shall we skip you?


[quote]Edit: This post applies to patch 1.52. All bugs were fixed in 1.61.



I do not know how I missed that. It would be very interesting to know how it works now.

BTW, how does it work with the forge? Is it just the rounding cuttof that makes the difference?


Did a quick test:

So, here is how it works: when there are no bonuses, each pop gives 44 hammers at Epic

You always get the needed multiple of 44 to finish it.

When calculating how many pops are needed the game takes bonuses into account but not when applying.

So let's say: There's a forge and 45 hammers left.
1 pop should give 44 hammers +25% =55 hammers
So the game says 1 pop point is enough to rush.
But when applying the hammers one gets always a multiple of 44. Since 44 are not enough to complete, one gets 88 hammers for one pop.

But when there are 43 hammers left one only gets 44 hammers for that pop point even with a forge.

Here it is explained for normal speed:
http://forums.civfanatics.com/showthread.php?t=159109

And here is a spreadsheet for calculating when to rush (green area, enter 44 at the top)
http://forums.civfanatics.com/attachment.php?attachmentid=129595&d=1149972771


Bizarre.


I don't understand the spreadsheet. Is it saying that if you have 45 hammers left on a build, and rush, it'll give you 88 hammers for 1 pop? Or will it consume 2 pop even though you need only 1 pop for +25% production bonus?



quote:Originally posted by Tubby Rower

I don't understand the spreadsheet. Is it saying that if you have 45 hammers left on a build, and rush, it'll give you 88 hammers for 1 pop? Or will it consume 2 pop even though you need only 1 pop for +25% production bonus?


I think he is saying the former.

Does this also happen with building we get a 100% bonus on (like lighthouse and barracks)? We could get a shed load of hammers then.



quote:Originally posted by socralynnek

the post you are referring to doesn't apply to v1.61

will test it soon.

BCLG: any news when you can play or shall we skip you?



Sorry i didnt realise it was my turnthough i have been reading discussion.

could you skip me? i get my results for my A-levels tomorrow so im absolutly shitting it now and going out to take my mind of it.


That means I am up, right?

I can play tomorrow evening I guess...


Auto generated :)

Samson
Aug 22, 2006, 02:52 AM
Rather than messing about with the server, I have written a little script to autogenerate a summary of our posts at CFC. It is perl, but most OS's have this built in. I belive some crappy OS's made made by a little cowboy opperation in seattle do not have it built in, so if you are unfortunate enough to rely on one of these you may need to get an interpreter from http://www.ActiveState.com

I shall do a bit more work on it, but is sort of works ATM. Any comments / bug reports apperitiated.

The script cannot be uploaded. I include the source code below. How to get it to work;

Make a new directory or choose one to use.
Copy the code below into a file called parsePosts.pl
Mark our thread from the "Post# XX" of the last message that you do NOT want to be included to the "Post# XX" of the last message you DO want to be included.
Put this text into a file in the directory above (eg. cdz.txt).
At the command prompt in the directory above run the command "perl parsePosts.pl cdz.txt cfc.txt"
cfc.txt contains the text that can be posted into the reply window of our thread at CFC.

I know this is not exactly user friendly, esp. if you are more used to a visual environment. It is also not perfect. I belive it is easier that what we were doing before. It is still work in progress, but I should not skive any more today.

#!/usr/local/bin/perl

if($#ARGV != 1) {
die "use: perl parsePosts.pl inputFile outputfile";
}

open(INFILE, "<$ARGV[0]");
open(OUTFILE, ">$ARGV[1]");

my $inheader = 1;
my $inbody = 0;
my $inname = 0;
my $line;
my $firstLine = 1;

while($line = <INFILE>) {
if($line =~ /Post #[0-9]+/) {
if($firstLine == 0) {
print OUTFILE "\n";
} else {
$firstLine = 0;
}
$inname = 1;
$inbody = 0;
}
if($inname == 1) {
if($line =~ /Go to Top of Page/) {
$line = <INFILE>;
$line = <INFILE>;
chomp $line;
print OUTFILE "";
$inname = 0;
$inheader = 1;
}
}
if($inheader == 1) {
if($line =~ /Reply with Quote/) {
$inheader = 0;
$inbody = 1;
$line = <INFILE>;
}
}
if($inbody == 1) {
print OUTFILE $line;
}
}

[EDIT] It would be less vunerable to starting the copy / paste in a different place if you change;

my $inheader = 1;
my $inbody = 0;
my $inname = 0;

to
my $inheader = 0;
my $inbody = 0;
my $inname = 1;


Cool, will test it. It does not cut the signatures away afaics, but that is not a problem, I think.

Looks quite readable although it's perl...if I have any ideas I'll include them.



quote:Originally posted by socralynnek

Cool, will test it. It does not cut the signatures away afaics, but that is not a problem, I think.

Looks quite readable although it's perl...if I have any ideas I'll include them.


I would not usually use perl, but it seemed like a simple enough text handling application to warant it. You may have noticed I am not into comments ;) I hope the variable names amke it clear what is going on.

It does not work perfectly. I generated the last post over at CFC with it, and it did not include a couple of posts in quote marks. I do not know why. I shall have another look at it when I get time.

I think it does cut out the sigs. When I copy and paste the sigs are below the /Post# [0-9]+/ that I use as the marker of the end of the body text.


Yeah, sigs are cut.

Replies are not that nice but it seems there is no way to see when a quote is over as the lines are not copied.

I have lerned how nice perl for such tasks is, with c++ or something else you'd need hundreds of lines of code.



quote:Originally posted by socralynnek

Yeah, sigs are cut.

Replies are not that nice but it seems there is no way to see when a quote is over as the lines are not copied.

I have lerned how nice perl for such tasks is, with c++ or something else you'd need hundreds of lines of code.


I tryed to get the html out of the copy and paste, but did not manage it. It would be a lot more work to transform all the markup anyway. That would allow you to mark the quotes though. You could probably link the images as well. I think something like pasting into a html editor may work.

This is exactly what perl was made for. You can do it very similarly in java, but there would be a few more lines setting up the object structure. If it was much more comaplicated I would use that.

I tried finding a direct link to active perl for people to down load, but it is not possible, and you need to give them an email address to get it. Are you aware of another perl interpreter? Active perl is pretty good for developing, but it totally over the top for just running something like this. I found PXPerl at http://pxperl.com/files/ but I have not used it, and cannot vouch for it.

Samson
Aug 22, 2006, 02:54 AM
475 BC (0) – Inherited turn. Switch research to Mysticism-Meditation- Priesthood-Code of Laws
IT –
460 BC (1) – Kyoto: settler -> galley. Osaka: axeman -> axeman. Science slider to 80%
IT – Axe is attacked by barbarian archer -> archer dies
445 BC (2) – Whip galley in Kyoto. Science slider to 30%. We’re almost broke…
IT –
430 BC (3) – Kyoto: galley -> worker
IT –
415 BC (4) – Discover mysticism, start meditation. Science slider to 10%
IT –
400 BC (5) – Found Edo. Set both workboats to work the clams. Edo starts library. Science slider to 30%
IT –
385 BC (6) –
IT –
370 BC (7) – Osaka: axeman -> library
IT –
355 BC (8) – Barbarian axeman spotted near Osaka. Move axes to respond. Science slider to 40%
IT –
340 BC (9) – Axeman kills barbarian archer
IT –
325 BC (10) – Kyoto: worker -> lighthouse

I’ve left a few axemen with a promotion unpromoted. We can decide what we want later.
The Galley is en route to Edo…

Save:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC0325_01.Civ4SavedGame

quote:
Here is your Session Turn Log from 475 BC to 325 BC:


Turn 136, 460 BC: Barbarian's Archer (3.00) vs CDZ's Axeman (10.75)
Turn 136, 460 BC: Combat Odds: 0.0%
Turn 136, 460 BC: (Extra Combat: +20%)
Turn 136, 460 BC: (Plot Defense: +50%)
Turn 136, 460 BC: (Fortify: +25%)
Turn 136, 460 BC: (Feature: +20%)
Turn 136, 460 BC: CDZ's Axeman is hit for 11 (89/100HP)
Turn 136, 460 BC: Barbarian's Archer is hit for 35 (65/100HP)
Turn 136, 460 BC: Barbarian's Archer is hit for 35 (30/100HP)
Turn 136, 460 BC: Barbarian's Archer is hit for 35 (0/100HP)
Turn 136, 460 BC: CDZ's Axeman has defeated Barbarian's Archer!

Turn 138, 430 BC: You have discovered Mysticism!

Turn 140, 400 BC: Edo has been founded.

Turn 142, 370 BC: The borders of Osaka have expanded!

Turn 143, 355 BC: The enemy has been spotted near Osaka!

Turn 144, 340 BC: The enemy has been spotted near Osaka!
Turn 144, 340 BC: CDZ's Axeman (5.50) vs Barbarian's Archer (2.54)
Turn 144, 340 BC: Combat Odds: 99.6%
Turn 144, 340 BC: (Extra Combat: -10%)
Turn 144, 340 BC: (Extra Combat: +10%)
Turn 144, 340 BC: Barbarian's Archer is hit for 27 (50/100HP)
Turn 144, 340 BC: Barbarian's Archer is hit for 27 (23/100HP)
Turn 144, 340 BC: CDZ's Axeman is hit for 14 (86/100HP)
Turn 144, 340 BC: Barbarian's Archer is hit for 27 (0/100HP)
Turn 144, 340 BC: CDZ's Axeman has defeated Barbarian's Archer!
Turn 144, 340 BC: Your Axeman has destroyed a Archer!
Turn 144, 340 BC: The Great Lighthouse has been built in a far away land!



socralynnek > on deck
Samson
Shabba
BCLG100 > skipped...probably getting drunk because of his A-levels either good or bad
Darkness > just played
Tubby Rower > UP

Tubby, do you want to play soon or at the weekend? (If at the weekend, I'd do my turns before) I can play anytime in the next few days.


If I come UP over the weekend you can skip / swop me, not likely to get to a computer till monday.

Should we not build a grannery before a lib in Edo? We are going to be getting most of our hammers from whippig and a grannery roughly doulbes the effectivness of whipping.

How many more turns would it take to go to CoL via polytheism? That is a more usefull tech with giving access to Organised religeon (or is the tech called monotheism?) rather than monastries which we are less likely to use. It is not worth much of a delay though. [EDIT] We have allready started meditation, so we have to do that now.


OR one gets with Monotheism which is not a prereq for CoL.

The only choice one has is to get to Priesthood either via Poly or Meditation. Poly gives nothing but Parthenon, but Med gives Monastery so this is better.


bump!

Tubby, you are up, and I know you are online...;-)

Any news?


I can play tonight.

EDIT:: if you can play right now ynnek, go ahead and play and I'll play tonight whether it is from the current save or after you.


Go on, I'll play tomorrow then. There I have a little more time.


I'm soberish now but ive got a time of holidays coming up so my apologies if im unable to play

Sunday/monday my time im going to a funeral and then on Wednesday i leave for a music festival and dont get back till the following monday.

But if i can be fitted in on the tuesday i can play then or even tomorrow evening, once again my apologies :)


Sure, you can already reserve a time slot on Tuesday to play...
We'll make it fitting!


So BCLG100 how did you do?


well i got into a uni which was the main thing but it was my second choice one-im thinking about getting my papers remarked because one exam people who had been getting A's the whole year round got E's/U's-the exam could mean the difference between me getting into my first choice or second choice.

In that exam i got an E which was the highest grade out of the whole year who did that subject and while im okish at English i certainly know im not the best at it.

same sort of thing in History also- i got 5A's out of 6 exams and then another exam was a D :S so my grade got pulled down to a B, maybe its just me wishing for better grades but it still seems a bit weird to me....


playing now





325 BC (0) - switch Edo to granary
310 BC (1) - start pasture
move axeman towards Tokyo
rush library in Osaka for 2 pop and now = @ 4 pop (went from 15 turns to grow to 8)
295 BC (2) - Osaka library -> axe
move axeman into tokyo
notice some borders SE of Kyoto
280 BC (3) - Kyoto has 5 pop and 2 non-workers. I think about rushing the lighthouse with 1 pop but the will last for 39 turns also we already have 2 for whipping
265 BC (4) - Mahavira has been born in a far away land
Spanish chariot shows up in the east moving SE
250 BC (5) - Spanish chariot moves to Toledo
bump science to 40%


had to end it here. <<Save>>



65.52 KB


117.39 KB




47.25 KB

quote:Here is your Session Turn Log from 325 BC to 250 BC:

Turn 145, 325 BC: The Parthenon has been built in a far away land!

Turn 148, 280 BC: Mahavira has been born in a far away land!


Am I blind? Don't see borders there.

Nonetheless we have to wait til Optics to get there, will play in 9 hours or so.


i can see something not sure if its borders though.


250 BC (0, 510 turns left) - Lokk around for a while, don't rush anything we need the pop when it comes to rushing Courthouses.
Set a worker to Scientist in Kyoto, we gain 1 beaker by this and Kyoto will grow in 4 instead of 2 turns which isn't a problem cause it would be an unhappy, unhealthy one anyway.
No need to rush Lighthouse as we have nothing really useful to build afterwards.

235 BC - We are on place 8 when it comes to the most advanced civilizations, with Izzy being 2nd. What a surprise...

220 BC - Meditation comes in. 6 turns to Priesthood. Science at 30% (+3 from scientist) with breaking even.
I don't want Kyoto to gro unhappy again, so I starve it a little and take another scientist.

175 BC - Taoism has been founded. Worker is done with the cow and sits in Edo.

145 BC - Edo and Osaka have grown and our GNP is now higher than Izzy's!

130 BC - Priesthood comes in. Axe done in Osaka. Start building a Conf temple cause it is already at happiness limit.
Kyoto has only one unhappy citizen now so it can both hae two scientist and have surplus food.
We are at 40% science at -1gpt. CoL in 25 turns.

100 BC (10) - Edo has grown and is unhappy so I think the next player should whip the Granary. OTOH we'd lose 2commerce if we whip now so maybe wait until it is either at size 5 or it costs only 1 pop.

No need for a screenie, not that much has changed.

I propose we wait with settling Stones until we have the first Courthouses. Before it will cost too much city maintenance in all cities.

The save:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC0100_01.Civ4SavedGame


-----------------
Here is your Session Turn Log from 250 BC to 100 BC:


Turn 151, 235 BC: You have discovered Meditation!

Turn 153, 205 BC: Merit Ptah has been born in a far away land!

Turn 154, 190 BC: Taoism has been founded in a distant land!

Turn 157, 145 BC: You have discovered Priesthood!
------------------



socralynnek > just played
Samson >skipped over the weekend
Shabba > UP
BCLG100 > will play on tuesday
Darkness > on deck
Tubby Rower


Just came back from Tuscany and had a great holiday there (pics later). Please gimme a place in the roster if you still like my ugly mug over here. Anything exciting besides bad corruption?


Since Shabba didn't post by now when he can play, you can just jump in if you like.

Most important: We are on the way to CoL. Our 2nd and 3rd city are on an island with Izzy alone. Barbs were annoying but are not that bad anymore.
It's a very interesting but difficult game cause one has to care about details to not trash economy altogether.

Maybe you can take a look into the save and say if you feel comfortable playing or if you want to wait for 1 or 2 players to do their turns.


I'll play it sometime today.


Huh? You're back! I'll play after you then.



quote:Originally posted by Shabbaman

Huh? You're back! I'll play after you then.



Shabba, please play first if you want to! I didn't intend to break in the roster.


I'm very busy, please go ahead!


0: Nada

1: Tokyo Axe > Gran

2: Nada

3: Kyoto Lighthouse > Settler

4: Nada

5: Rush Gran in Edo (1 pop)

6: Edo Gran > Lib

7: Slider to 0 research for cash.

8: Nada

9: A Great Scientist in Kyoto. It will research Maths which is of little use. Adding it as specialist gives 1 hammer, 6 beakers. Building an academy adds 50% to 13 beakers makes 19 beakers total.

There is something to say for the specialist because of the hammer imo and at this size the extra beakers are the same for either option. I'm pausing for a couple of hours for discussion.


But the academy also gives culture. Do we need that? Obviously an academy gives more beakers later on in the game.



quote:Originally posted by Shabbaman

But the academy also gives culture. Do we need that? Obviously an academy gives more beakers later on in the game.



Afaik there is no need for culture in that area. Indeed the academy will give more beakers later on but atm and in the near future Kyoto won't be able to grow cause of unhappiness. Also there aren't many ways to increase hammers there. One additional hammer means a 50% increase!


Normally that early I'd go for anAcademy any time.
But your thoughts are valid. That hammer can sometimes make a difference for getting bonuses. Especially with Forge and OR at some point, that 1 makes 1 one more.
I think both is nice, the Specialist is more shortterm help, but that's where we need help the most. So. I'd be fine with both.


Decided for the superspecialist in the end, to my surprise beakers went from 13 to 21. Guess it adds to base beakers upon which the library bonus is applied. CoL in 12.

Shabba is next?

Sav: http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0050_01.Civ4SavedGame


The (extended roster)

socralynnek
Samson
Beam > just played
Shabba > UP
BCLG100 > will play on tuesday
Darkness > on deck
Tubby Rower

Darkness & Shabba, I have promised BCLG that he could play on Tuesday so please take care of this s.t. not two people play at the same time.


I can play wednesday at the earliest, I'm afraid. Skip me.


Are we in any position to extort land out of Izzy?



quote:Originally posted by Tubby Rower

Are we in any position to extort land out of Izzy?



Bad idea imo, corruption is rampant on that area and another city there will make it worse. Izzy is doing a nice job of catching barbs for us, downside there is a triple city defending archer already in Toledo.


50 AD (0) – Inherited turn
65 AD (1) –
80 AD (2) –
95 AD (3) –
110 AD (4) –
125 AD (5) – Osaka: Temple -> granary
140 AD (6) –
IT – Barbarian axe killed by our axe…
155 AD (7) – Kyoto: Settler -> warrior
170 AD (8) –
185 AD (9) - Warrior whipped in Kyoto
200 AD (10) – Kyoto: Warrior -> warrior. Library whipped in Edo

Save: http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0200_01.Civ4SavedGame

quote:
Here is your Session Turn Log from 50 AD to 200 AD:

Turn 170, 50 AD: Christianity has been founded in a distant land!

Turn 176, 140 AD: The borders of Tokyo have expanded!
Turn 176, 140 AD: Barbarian's Axeman (5.00) vs CDZ's Axeman (9.25)
Turn 176, 140 AD: Combat Odds: 1.2%
Turn 176, 140 AD: (Extra Combat: +10%)
Turn 176, 140 AD: (Plot Defense: +50%)
Turn 176, 140 AD: (Fortify: +25%)
Turn 176, 140 AD: (Combat: -50%)
Turn 176, 140 AD: (Combat: +50%)
Turn 176, 140 AD: Barbarian's Axeman is hit for 27 (73/100HP)
Turn 176, 140 AD: Barbarian's Axeman is hit for 27 (46/100HP)
Turn 176, 140 AD: CDZ's Axeman is hit for 14 (86/100HP)
Turn 176, 140 AD: CDZ's Axeman is hit for 14 (72/100HP)
Turn 176, 140 AD: Barbarian's Axeman is hit for 27 (19/100HP)
Turn 176, 140 AD: Barbarian's Axeman is hit for 27 (0/100HP)
Turn 176, 140 AD: CDZ's Axeman has defeated Barbarian's Axeman!

Turn 179, 185 AD: Nabu-rimanni has been born in a far away land!

Turn 180, 200 AD: Satsuma has been founded.



i think i can fit in the turn anytime from now until tomorrow evening.


Fine. Then go on!

Here's the roster:

socralynnek
Samson
Beam
Shabba
BCLG100 > UP
Darkness > just played
Tubby Rower > on deck

Tubby, do you already know whether you have to play after BCLG?

BCLG: I think whipping courthouses is worth losing pop in our 2 distant cities.
We should then go for having 6 cities s.t. we then can soon build a FP.


well was leaving it for a little bit of discussion first.

i was thinking we could grab metal casting build a forge and then get GE points and use the engineer to rush the FP.


hmmm... we already got a Scientist, meaning we'd need 300 GPP for an Engineer. With just 1 Engineer, that's 100 turns, so that sounds a little long.
OTOH Metal Casting next doesn't seem a bad idea. I don't think we want CS for Bureaucracy.

FP is 300 hammers IIRC, so probably we are faster handbuilding it. But those 300 hammers would also be some nice units that we could then use to go after Izzy after rushing FP.
Maybe we could start collecting GPP already now with a Scientist, but then the chances are not 100%.


Auto generation sort of working...

Samson
Sep 05, 2006, 03:23 AM
I could try to play tonight (in about 10-16 hours from now) or tomorrow. Again it might not be many turns, but I'll do what I can do.


We get CoL in 2. The priority must be to get the courthouses and Fp up ASAP.
Satsuma will take ages to build one. I am not sure what is the fastest way to get it up, but I suspect it would be to get a lighthouse there before anything else. I definatly would not build a grannery, it will only get a max of 2 growths without a lighthouse or culture expansion, that is just not worth it.
We will need 1 more city for the FP. I would start on a settler before the grannery in Osaka, and chop the 2 forests into it. I would build it 1 tile north of the wheat south of osaka, so it gets the sheep and 2 grassland hills as well as fresh water and a load of river tiles. Means that we will be unlikely to use the clams, but a very powerfull city now is worth more that the clams later.


Where was Satsuma founded?


I could try to play tonight (in about 10-16 hours from now) or tomorrow. Again it might not be many turns, but I'll do what I can do.


We get CoL in 2. The priority must be to get the courthouses and Fp up ASAP.
Satsuma will take ages to build one. I am not sure what is the fastest way to get it up, but I suspect it would be to get a lighthouse there before anything else. I definatly would not build a grannery, it will only get a max of 2 growths without a lighthouse or culture expansion, that is just not worth it.
We will need 1 more city for the FP. I would start on a settler before the grannery in Osaka, and chop the 2 forests into it. I would build it 1 tile north of the wheat south of osaka, so it gets the sheep and 2 grassland hills as well as fresh water and a load of river tiles. Means that we will be unlikely to use the clams, but a very powerfull city now is worth more that the clams later.


Where was Satsuma founded?


Can only be on the Stone hill? Or not?

I agree with Samson, Lighthouse in Satsuma sounds good then, maybe even use a Citizen there to speed it up (might be that letting it grow to 2 then rushing is faster)

EDIT: Research priority should go towards Optics IMO, MC being the first tech to research.
Satsuma is on the snote hill north of Kyoto. I would be supprised if letting it grow t size 2 and then rushing was not the quickest, but I have never actually worked anything like that out.

Lighthouse is 60 hammers at normal, 90 at epic?

It has 3 hammers from the city square, so the citizen would only increase the rate by 33%. The first pop growth costs 30 IIRC? So we would get it in 15 turns, in which we would generate 45 hammers (and 30 commerce). Then 5 more turns to 60 hammers, then rush. Pop = 1, food = 5, commerce generated (not including city square) = 50?. Turns = 20.

With citizen; 90 / 4 = 22.5. So it takes 23 turns, no food in the box, no commerce generated (not including city square).

Much better to let it grow.

The other question is what tech to reaserch? I think we have to start thinking about war. The most important unit for war is the catapult, so I would go for maths then construction.

Metal casting could be an option, with the forge bonus. It would delay our attack significantly, and I would rather war with cats than war with 25% more axes and no cats (and that does not include the price of the forges).


And Math also gives +50% from chopping which is also nice. That would be fine for me.

I have thought about your proposal BCLG. I think, we can build a FP much faster without GE than with. If we let the city grow to 6, we'd only need to get 168 hammers, then rush (or even less if we get a production bonus from Forge) so that should be faster than the 100 turns we'd need to get that Engineer.


Thinking some more about the tech path, I think it depends how long it is going to take to reaserch construction AND metal casting, compared to building the courthouses, FP, a good few axemen and then 4 - 6 catapults. If we can get construction before we are ready to build the last few units for the attack it would make sence to get metal casting fisrt and build the forges ASAP. If our production is high enough in the 2 (with a third soon) cities on the mainland that we will have our army before we can reaserch these 3 techs then we shoudl go straight for construction.

I am not sure how to work this out because our GNP is going to go up so much with the construction of courthouses.


ok here goes

PFC-switch to lighthouse in satsuma

IB-not much

215 AD warrior in kyoto galley ordered-warrior moved to city on island (eto?)
Library in edo-lighthouse

IBT-little

230AD-woop CoL

Construction will take- 4 turns for masonary
15 for math
26 for construction

Optics is many many more so i started on math.

everywhere else switched to courthouses

IBT-homer born elsewhere

245AD-not much

IBT-nope

260-boring where are them barbs???

275AD- hurry courthouses everywhere through use of the whimp

290-we now have 12 gpt but i leave it at that so we can run at max science for awhile shortly

IBT-osakas borders expand without actually moving
izzy plants a city south west of osaka on a hill

305-little

IBT-even less

335-granary in osaka-axe

IBT-little

350-again nothing

save- http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0350_01.Civ4SavedGame

and log

Here is your Session Turn Log from 200 AD to 350 AD:

Turn 180, 200 AD: Satsuma has been founded.

Turn 181, 215 AD: You have discovered Code of Laws!

Turn 182, 230 AD: Homer has been born in a far away land!

Turn 185, 275 AD: You have constructed a Courthouse in Kyoto. Work has now begun on a Galley.
Turn 185, 275 AD: You have constructed a Courthouse in Osaka. Work has now begun on a Granary.
Turn 185, 275 AD: You have constructed a Courthouse in Tokyo. Work has now begun on a Granary.
Turn 185, 275 AD: You have constructed a Courthouse in Edo. Work has now begun on a Lighthouse.

Turn 186, 290 AD: The borders of Osaka have expanded!
Turn 186, 290 AD: Zoroaster has been born in a far away land!

Turn 187, 305 AD: Socrates has been born in a far away land!

Turn 188, 320 AD: Clearing a Forest has created 30 $ for Osaka.
Turn 188, 320 AD: The borders of Edo have expanded!
Turn 188, 320 AD: The Dai Miao has been built in a far away land!

Turn 189, 335 AD: Plato has been born in a far away land!


I think, Osaka should build a Settler, we need 6 courthouses for FP.
Tubby, do you have time today, too?


I might have some time this afternoon but that's ~ 8 hours away. I'll check back and get the latest save if someone wants it ahead of me.


playing now


turn 0 (350 AD) - drop science to 0 for a few turns

turn 1(365 AD) - Chichen Itza built far away
Tokyo Granary -> barracks

turn 2 ( 380 AD) turn Science up to 100%

turn 3 (395 AD) - Osaka wants a Monestary ... not right now

turn 4 (410AD) Osaka axeman -> settler
Edo lighthouse -> Obelisk

turn 5 ( 425 AD) - Math -> Civil Service (21 turns)
Satsuma lighthouse -> library
science back to 0%

quote:Here is your Session Turn Log from 350 AD to 425 AD:

Turn 190, 350 AD: Chichen Itza has been built in a far away land!

Turn 194, 410 AD: You have discovered Mathematics!



<<<425AD Save>>>
I started Civil Service for samari... I figure that we should run either @ 0% or 100% science. I read some research somewhere thaty you get the greatest benefit from that. I started a settler in Osaka and Izzy is roading between Toledo and Seville. We might need to go up her soon since she is hogging all of the land. this isn't looking too promising [:s]

Should we start working all of those cottages? If not we should pillage them to get the gold

I have to run as my son just squirted poop out of his diaper onto me


We'd need Machinery, CS and IW and Iron for Samurais. That takes too long. I think I'll switch to Construction and then MC. Izzy will attack sooner or later and having some pults ready would be nice.

I'll play soon.


425 AD (0, 465 turns left) - Set research to Masonry which is needed for Construction.
Set Satsuma to buildinga Courthouse.

470 AD (3) - Masonry is in. Go for Construction.

485 AD - Tokyo Rax->Axe

500 AD - Chopped a forest for Settler production.

545 AD - Let Kyoto build an Aqueduct. Galley would have need 3 more turns, leave it unfinished as we don't need it now and it might cost maintenance.


575 AD (10) - Construction done in 5 turns. Settler done next turn.

Here is a pic with my proposal where to found. It has Wheat and Sheep and with some chopped culture buildings (but Courthouse first)



The save:

http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0575_01.Civ4SavedGame

Here is your Session Turn Log from 425 AD to 575 AD:


Turn 197, 455 AD: You have discovered Masonry!

Turn 199, 485 AD: Ananda has been born in a far away land!


BTW: Satsuma only needs 23 turns to handbuild a Courthouse as we get a bonus on it for being Organized. In 10 turns we can rush it.

The roster:

socralynnek > just played
Samson > UP
Beam > on deck
Shabba
BCLG100
Darkness
Tubby Rower


I was thinking it was between that tile and the 1 south of it, does that give us another plains hill, but looses us the flood plains? I cannot remember.

I should be able to play lunchtime, may not finish until after work (5 BST).


1 s of the proposed tile will lose a forest and a grassland. I would rather just lose the grassland.


PFC – Buidl road on flood plain, stop building rod on forest.

IBT – Osaka Settler > Axeman.

590 (1)

605 (2)

620 (3) – found Kagoshima

IBT – Bismark meets us. Man are we backward. Trade Stone for Dye and 5 GPT, and sign OB. Edo Oblisk > Aquaduct.

635 (4) – We see Bismarks borders south of Kyoto. Send a galley to explore.

IBT – Construction finished. Start on metal casting. Reach 0.5 million pop.

650 (5) – Meet Hatshestust While exploving Bismarks empire. She has alphabet, and does not have CoL. I shall stop here for discusion. Some possible trades;

Alphabet + 30 gold
Monarcy + Hunting + 30 gold
Calender + Hunting

I think it has to be Alphabet, we can then trade that to Bismark and Issy (if she is not too pissed off at us).

We can also trade clams and or crabs for rice and / or 3 gpt. Do we want to give Hatshepsut crabs?

I shall do the other 5 turns at around 5 BST unless we are still discussing, or anyone else wants to take it before then.


Save at http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0650_01.Civ4SavedGame

Turn 205, 575 AD: Isabella adopts Hereditary Rule!

Turn 208, 620 AD: Kagoshima has been founded.
Turn 208, 620 AD: Euclid has been born in a far away land!

Turn 209, 635 AD: You have discovered Construction!



quote:Do we want to give Hatshepsut crabs?




I agree with Alpha. It's supremely important in civ4 IMO


Alphabet please...


Yeah, Alphabet sounds fine. If Izzy hasn't met anyone else, she won't trade anything but still trading it to Bismarck sounds good.


OK, so I get Alphabet. What priorities do we have after that? How about (in order, depending what Bismark has);

Metal casting
Monarcy
Some combination of polytheism / iron working / hunting
Calender


But be careful with MC cause we are already researching it (ok, I see, only one turn, so not much invested)
I agree with you. We should go for Optics so MC is nice.


650 (5) – Trade CoL for Alphabet + 30 gold. Also trade clams and crabs for rice and 3 gpt. I could not resist giveing Hatshepsut crabs ;) We have only alphabet on Issy, but she will not trade. Find Barb city south of Toledo, that will give us a chance to sharpen our swords before get going fully on Issy. As bismark has no techs Hatty does not I wait one turn before trading with him (the only really good one he has is currancy, as calender is not much use).

665 (6) – Trade CoL and Alphabet for Currancy, Iron working, Hunting and 30 gold. We have iron on a hill near Osaka that already has a mine. Meet Mansu Masa, trade CoL for Monarcy. Change production in Kyoto back to galley for exploration.

IBT – Hatty offers Open borders, may as well accept.

680 (7) – spot a galley + settler of Masu heading north. I wonder if this means there is space for more cities that we could exploit?

695 (8) – Nada

IBT – Axe > Catapult in Osaka.

725 (10) – I think it is time to revolt to hereditary rule, but I am not sure so I leave it for the next person. We get to more people to work on coast. Hardly worth the 1 turn revolution.

http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0725_01.Civ4SavedGame

Turn 210, 650 AD: You have discovered Alphabet!

Turn 211, 665 AD: You have discovered Currency!
Turn 211, 665 AD: You have discovered Hunting!
Turn 211, 665 AD: You have discovered Iron Working!
Turn 211, 665 AD: You have discovered Monarchy!

Turn 214, 710 AD: You have trained a Galley in Kyoto. Work has now begun on a Aqueduct.

Turn 215, 725 AD: The enemy has been spotted near Kagoshima!


socralynnek
Samson > just played
Beam > UP
Shabba > on deck
BCLG100
Darkness
Tubby Rower

No one has metal casting yet, so that will give us some trading oportunities. What we really want is feudalism, but that is expensive (1600, to MC ~ 1000). It is just possible we would get some tech for MC, then that and MC for feudalism, but not very likely.

I think I should have already revolted to HR, but it is not too late, we may as well do it.

Once the pasture is done for Kagoshima I would think about some chopping. Definatly do the hill, then mine it. However it could be a resnoble production city, and we need one of those for the coming war. I would leave a good few plains forests to work. Once we get machinary we can build some watermills, and with guilds some workshops. Before that plains forests are our best production squares. I would not build a single cottage for this city.


bump!

I haven't seen Beam or shabba posting for a while. Does anybody else (let's say except Samson and me as we just played) have the time to play a few turns?

But let's give Beam and shabba a few more hours ( Shabba is moving houses or not?)...


Heya,

I'm indeed moving this weekend, I don't know when I can play again unfortunately.


AFAIK BCLG is gone over the weekend, so the roster then looks like

socralynnek
Samson > just played
Beam > still UP
Shabba >probably skipped
BCLG100 > gone over the weekend
Darkness > on deck
Tubby Rower

Shabba, just post when you can play again. And good luck that there are less damages than when Killer moved...


It's exactly since three days that Beam is up, so I think, we should skip him.

I could play tomorrow (if my connection at home works again then). If anyone else wants to play, just post an "I got it" and go on!


well im back now, so if shabba doesnt want too i'll play tomorrow, i'll have a little re-read of the thread asap but i need to sleep after that festival :)


Ok my set i only played 4 turns-you'll see why when i finish.

Just noticed Chitzen itza in madrid-this is gonna make things a whole lot harder for us.

IBT-we meet kublai khan

740AD-notice we have quite a few axes not doing anything-we need to get a couple of axes then push them into the fray
Izzy hasnt met anyone and though she doesnt like us i trade alpha with her for 140 gold (we wont get anything more out of her and anyone she meets will already have this)
also means we can stay at 100% research longer

pop rush courthouse in satsuma

IBT-little

755AD- trade CoL for HBR and 20 gold with kublai, wont get anythin more and makes him pleased with us.

IBT- we meet huayana capac and he immediatly is annoyed with us but were more advanced than someone!

770AD-moved stuff around

IBT- sign OB with Kublai. we get metal casting and start on CS as more people have fued so figure we will eventually get it in a trade.

metal for archers and calender with bismark

cant do any other deals

Stop there as we have a Great scientist produced in Kyoto-not sure what to do with it-we can use it to research philosophy or start an acadamy with it. bear in mind taoism has already been founded

turn logHere is your Session Turn Log from 725 AD to 785 AD:


Turn 216, 740 AD: You have constructed a Courthouse in Satsuma. Work has now begun on a Library.
Turn 216, 740 AD: Christianity has spread in Satsuma.
Turn 216, 740 AD: Bismarck adopts Hereditary Rule!
Turn 216, 740 AD: Kublai Khan adopts Theocracy!

Turn 217, 755 AD: You have discovered Horseback Riding!

Turn 218, 770 AD: You have discovered Metal Casting!
Turn 218, 770 AD: Ptolemy has been born in Kyoto!
Turn 218, 770 AD: Mansa Musa adopts Organized Religion!

Turn 219, 785 AD: You have discovered Calendar!
Turn 219, 785 AD: You have discovered Archery!

and heres the save
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0785_01.Civ4SavedGame



quote:Originally posted by BCLG100

Stop there as we have a Great scientist produced in Kyoto-not sure what to do with it-we can use it to research philosophy or start an acadamy with it. bear in mind taoism has already been founded



Philosophy's a nice tech, but it's two main advantages (founding Taoism and running the pacifism civic) are not for us. The cost per unit would kill our already fragile economy, should we opt for pacifism.

Make him an academy...


Ah, I remember, Beam has gone for Scientist Citizen with the first one.

Yeah, then academy!

Do you want to finish your turns BCLG, if so then go ahead.


academy sounds good to me.


The main reason Ias I see it to get Philisophy would be for the trading oportunities. It is an expensive tech ATM, as much as civil service and more than feudalism. If we could trade it for these 2 then it would be well worth it. How far are we off Civil service? If we can get it in a few turns, and then get feudalism for that then I would go for the academy.

Are we still not in HR? 2 extra citizens is some value, but a turn lost is a lot. Is Organised religion on the cards soon?

Another though is do we want to mass upgrade axes to samuri? It would really help with the war against Issy, but significantly slow down getting optics. I think clearing our continent is most important ATM.


@BCLG100: Are you going to finish your set of turns? Or should I pick this up tonight?

@All: If I pick this up tonight, what are our objectives? Make an academy and build up for war against Spain?



quote:Originally posted by Darkness

@All: If I pick this up tonight, what are our objectives? Make an academy and build up for war against Spain?

The FP is the highest priority. We cannot afford any more expansion until that is ready. I think we are likely to get to samuri before we are ready to attack, so we have to consider prebuilding axemen ready to be mass upgraded to samuri. According to the chart at [1] it costs 179 to upgrade an axeman to a maceman, and it takes half the hammers to build the axeman. I think it would be worth building up enough money to upgrade a reasnoble stack of axemen. It will take a lot longer to get to optics,, but I think taking down spain ASAP is the priority.

[1] http://forums.civfanatics.com/showthread.php?t=144897&page=10



quote:but I think taking down spain ASAP is the priority

I agree


Sorry i was at work the whole of yesterday, its only one more turn so can you take the next set darkness?

(are we playing 5 or 10 turn sets?)

from memory it was about 12 turns till CS so in total it'll probably be about 20.

We're going to need a decent sized force of cats as well with izzy having that extra 25% in every city.



quote:Originally posted by BCLG100

Sorry i was at work the whole of yesterday, its only one more turn so can you take the next set darkness?



OK, I'll play tonight.


You could play 10 turns. The turns are not that long already. Tubby, do you want to play after Darkness, then we are back in the roster, I could play on Saturday morning or so.


I won't be able to play at all today... Parent orientation for Ana's preschool (she's growing up too fast). Tomorrow I might, and Saturday I will be watching football (the not as boring kind). So I should be able to play by Saturday


785 AD (0) – GL becomes academy in Kyoto. Revolt to hereditary rule
800 AD (1) – Nothing
815 AD (2) – Nothing
830 AD (3) – Osaka builds catapult -> catapult. Confucianism spreads to Kagoshima.
845 AD (4) – Nothing
860 AD (5) – Exploring galley spots Chinese Lands. We meet Mao. Sign Open borders with him
875 AD (6) – Nothing
890 AD (7) – Sliders to 80%
905 AD (8) – Sliders to 70% Christianity spreads to Kyoto
920 AD (9) – Osaka builds catapult -> catapult
935 AD (10) – Sliders up to 80%. Chopping a forest near Kagoshima gives enough hammers to complete the courthouse next turn. We can begin constructing our Forbidden Palace next turn!

Save is here:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0935_01.Civ4SavedGame

quote:
Here is your Session Turn Log from 785 AD to 935 AD:

Turn 219, 785 AD: You have discovered Calendar!
Turn 219, 785 AD: You have discovered Archery!
Turn 219, 785 AD: The revolution has begun!!!
Turn 219, 785 AD: CDZ adopts Hereditary Rule!
Turn 219, 785 AD: The anarchy is over! Your government is re-established.
Turn 219, 785 AD: Hatshepsut adopts Bureaucracy!

Turn 221, 815 AD: Confucianism has spread in Kagoshima.

Turn 222, 830 AD: The borders of Kyoto have expanded!
Turn 222, 830 AD: Chuang-Tzu has been born in a far away land!

Turn 225, 875 AD: The Temple of Solomon has been built in a far away land!

Turn 227, 905 AD: Christianity has spread in Kyoto.

Turn 228, 920 AD: Osaka celebrates "We Love the Monarch Day"!!!
Turn 228, 920 AD: Hypatia has been born in a far away land!

Turn 229, 935 AD: Clearing a Forest has created 60 $ for Kagoshima.



10 chars...

Samson
Sep 05, 2006, 03:26 AM
If I am up this weekend I should be skipped.


I guess that I'm up and will likely play tonight or tomorrow.


OK, so I'll play tomorrow morning ( in let's say about 16 hours from now or so when it's middle of the night at your site. So you can either play before me or directly after me.

I don't know when i can play next week and I surely can't play the week after that as you can read in my forum...


sounds good ynnek


Sorry ppl for the **** up with the schedule, guess 2 weeks on holiday without an internet connection and computer influences ones attention to checking threads.


hehe, then you can play directly after Tubby.

See this as an "I got it" from my side.

So the roster then looks like:

socralynnek > GOT it
Samson > skipped
Beam > on deck
Shabba > wrote in another thread that he has internet connection in his new home
BCLG100
Darkness > JUST played
Tubby Rower > UP after ynnek


935 AD (0, 431 turns left) - Rush Aqueduct in Kyoto as there are 3 unhappy people anyway.
Arrrrggghhhhhhaaaarrrrgggghhhhhh...we can't start building the FP next turn cause having 6 Courthouses is not the only thing we need, we need at least 8 cities (we have 6).

There is a barbarian city in the south, so i think founding one more city and conquering the barb city should do the trick.
In the meantime we could research to Machinery s.t. we can conquer Izzy with Maces while she doesn't have them.

Move some units out of Tokyo to move our Axes closer to the barb city.

950 AD - Kyoto Aqueduct->Forge, Tokyo Axe->Catapult, Kagoshima Court-> Library (for Culture)
Rush Aqueduct in Edo.

965 AD - Start Forge in Edo.

980 AD - CS comes in. Revolt to Bureaucracy. Set research to machinery.

995 AD - Rush forge in Kyoto.

1010 AD - Kyoto Forge -> Chr. Temple. osaka Cat->Settler.
Stack of 5 Axes+2 Cats moves towards Barb city.
Use an Engineer in Kyoto.

1025 AD - Decide to bild a wroker first in Kyoto for another happy citizen.

1040 AD - Kublai asks to convert to Christianity. I agree cause it will give us good relations to him and Mansa while Conf. is ours only.

1055 AD - Mansa and Kublai are pleased. Rush Lib in Kagoshima. Promote two Axes with Shock.

1070 AD - A barb Axe dies attacking our Axe. Kago Lib->Forge.

1085 AD (10) - Our stack could take the barb city. We could rush the Settler in Osaka. So we could start the FP in2-3 turns.



Here is your Session Turn Log from 935 AD to 1085 AD:

Turn 229, 935 AD: Osaka celebrates "We Love the Monarch Day"!!!
Turn 229, 935 AD: Mansa Musa adopts Bureaucracy!

Turn 231, 965 AD: You have discovered Civil Service!

Turn 232, 980 AD: The revolution has begun!!!
Turn 232, 980 AD: CDZ adopts Bureaucracy!
Turn 232, 980 AD: The anarchy is over! Your government is re-established.

Turn 233, 995 AD: Zu Chongzhi has been born in Guangzhou!
Turn 233, 995 AD: Mo Tzu has been born in Thebes!

Turn 235, 1025 AD: Huayna Capac adopts Vassalage!
Turn 235, 1025 AD: Huayna Capac adopts Serfdom!
Turn 235, 1025 AD: Hatshepsut has completed The Mahabodhi!

Turn 236, 1040 AD: The revolution has begun!!!
Turn 236, 1040 AD: CDZ converts to Christianity!
Turn 236, 1040 AD: The anarchy is over! Your government is re-established.

Turn 237, 1055 AD: Barbarian's Axeman (5.50) vs CDZ's Axeman (7.25)
Turn 237, 1055 AD: Combat Odds: 22.3%
Turn 237, 1055 AD: (Extra Combat: -10%)
Turn 237, 1055 AD: (Extra Combat: +20%)
Turn 237, 1055 AD: (Combat: -50%)
Turn 237, 1055 AD: (Combat: +75%)
Turn 237, 1055 AD: Barbarian's Axeman is hit for 22 (78/100HP)
Turn 237, 1055 AD: CDZ's Axeman is hit for 17 (83/100HP)
Turn 237, 1055 AD: CDZ's Axeman is hit for 17 (66/100HP)
Turn 237, 1055 AD: Barbarian's Axeman is hit for 22 (56/100HP)
Turn 237, 1055 AD: Barbarian's Axeman is hit for 22 (34/100HP)
Turn 237, 1055 AD: CDZ's Axeman is hit for 17 (49/100HP)
Turn 237, 1055 AD: Barbarian's Axeman is hit for 22 (12/100HP)
Turn 237, 1055 AD: Barbarian's Axeman is hit for 22 (0/100HP)
Turn 237, 1055 AD: CDZ's Axeman has defeated Barbarian's Axeman!
Turn 237, 1055 AD: While defending, your Axeman has killed a Barbarian Axeman!

Turn 238, 1070 AD: You have trained a Warrior in Kyoto. Work has now begun on a Christian Temple.
Turn 238, 1070 AD: The borders of Kagoshima have expanded!
Turn 238, 1070 AD: Isabella has completed Angkor Wat!




159.41 KB




138.93 KB


I got it.. playing soon


(t0) 1085 AD - promote one axe to city raider I
promote one axe with cover

- attack Estuscan archer (city defense II) with the one with cover (27.9% chance of victory - 5.5 vs 5.85) and win (gains 4 XP and goes down to 2.0/5 HP
- Attack (archer) with axe with Combat II & shock (64.5% chance of victory - 6.0 vs 5.25) and lose archer now 1.1/3
- attack (axeman) with a catapult (29.4% chance of victory) - and win gains 4 XP and is now 1.9/5
- attack (1.1 archer) with city raider promoted axe (100% chance - 5.5 vs 1.72) - and win (gains 1 XP and loses no HP)
- pillage 89 G from Estruscan, capture a worker and keep it.

Wow that was strange.. I rename the two lucky units to Lucky Shots (catapult) and Slice and Dice (axeman). We should track these units.

check what I can get for CS. Neither Kublai nor Bismark will trade anything fair.

hit enter

(t1) 1100AD - move workers to road to Estruscan
Move all units except 2 axes back to Kagoshima

check the trades and Kublai and Bismark will take CS and 110 G for Feud

(t2) 1106 AD - Isabella adopts Vassalage
Fued is the same cost

(t3) 1112 AD - Tokyo catapult => catapult
Christians are now in Edo
rush the settler in Osaka

(t4) 1118 AD - Estruscan can start work on a Courthouse now (-12 G maintenence)
Osaka settler -> Aqueduct
Edo expands
Bismark adopts Vassalage and Serfdom
Huayna Capac converts to Christianity
Now Incans will trade with us.. sheesh
I can get Polythesim and 210 G for Alpha or Calendar... hmm I decide to trade Alpha since it's cheaper and everyone has it anyway
Incans go from Annoyed to Cautious to Pleased in the span of one turn [shakehead]
move settler to shore just NW of Kaoshima

Bismark now won't trade with us because "you are becoming too advanced"... bastard

(t5) 1124 AD - Discover Machinery => Paper (due in 9) no one else has it
Aryabhata is born in Shanghai.
connect Estruscan via road
found Nara (start courthouse)
swap Osaka to the Forbidden Palace

upgrades to sammies are
axe => 179 G
warrior => 269G

current bank account = 324G with 47 gpt @ 0 science, -4gpt @ 50% & -25gpt @ 70% (I had it at 70%)

Feud is still the same price with Kublai although Huayna wants Machinery, Calendar and 250G for it

<<< SAVE >>>

quote:Here is your Session Turn Log from 1085 AD to 1124 AD:

Turn 239, 1085 AD: CDZ's Axeman (5.50) vs Barbarian's Archer (5.85)
Turn 239, 1085 AD: Combat Odds: 27.9%
Turn 239, 1085 AD: (Extra Combat: -10%)
Turn 239, 1085 AD: (Fortify: +25%)
Turn 239, 1085 AD: (City Defense: +95%)
Turn 239, 1085 AD: (Combat: -25%)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (81/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (62/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (43/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (24/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 20 (80/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 20 (60/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (5/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 20 (40/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (0/100HP)
Turn 239, 1085 AD: CDZ's Axeman has defeated Barbarian's Archer!
Turn 239, 1085 AD: CDZ's Axeman (6.00) vs Barbarian's Archer (5.25)
Turn 239, 1085 AD: Combat Odds: 64.5%
Turn 239, 1085 AD: (Extra Combat: -20%)
Turn 239, 1085 AD: (Fortify: +25%)
Turn 239, 1085 AD: (City Defense: +50%)
Turn 239, 1085 AD: Barbarian's Archer is hit for 21 (79/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (82/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (64/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 21 (58/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 21 (37/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (46/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (28/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (10/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (0/100HP)
Turn 239, 1085 AD: Barbarian's Archer has defeated CDZ's Axeman!
Turn 239, 1085 AD: CDZ's Catapult (5.00) vs Barbarian's Axeman (5.75)
Turn 239, 1085 AD: Combat Odds: 29.4%
Turn 239, 1085 AD: (Extra Combat: +10%)
Turn 239, 1085 AD: (Fortify: +25%)
Turn 239, 1085 AD: (City Attack: -20%)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (82/100HP)
Turn 239, 1085 AD: CDZ's Catapult is hit for 21 (79/100HP)
Turn 239, 1085 AD: CDZ's Catapult is hit for 21 (58/100HP)
Turn 239, 1085 AD: CDZ's Catapult is hit for 21 (37/100HP)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (64/100HP)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (46/100HP)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (28/100HP)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (10/100HP)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (0/100HP)
Turn 239, 1085 AD: CDZ's Catapult has defeated Barbarian's Axeman!
Turn 239, 1085 AD: CDZ's Axeman (5.50) vs Barbarian's Archer (1.72)
Turn 239, 1085 AD: Combat Odds: 100.0%
Turn 239, 1085 AD: (Extra Combat: -10%)
Turn 239, 1085 AD: (Fortify: +25%)
Turn 239, 1085 AD: (City Defense: +50%)
Turn 239, 1085 AD: (City Attack: -20%)
Turn 239, 1085 AD: Barbarian's Archer is hit for 26 (11/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 26 (0/100HP)
Turn 239, 1085 AD: CDZ's Axeman has defeated Barbarian's Archer!
Turn 239, 1085 AD: You have captured Estruscan!!!

Turn 240, 1100 AD: Isabella adopts Vassalage!

Turn 241, 1106 AD: Christianity has spread in Edo.

Turn 242, 1112 AD: The borders of Edo have expanded!
Turn 242, 1112 AD: Bismarck adopts Vassalage!
Turn 242, 1112 AD: Bismarck adopts Serfdom!
Turn 242, 1112 AD: Huayna Capac converts to Christianity!

Turn 243, 1118 AD: You have discovered Polytheism!
Turn 243, 1118 AD: You have discovered Machinery!
Turn 243, 1118 AD: Aryabhata has been born in Shanghai!

Turn 244, 1124 AD: Nara has been founded.


Er, me up or somebloody else?


yeh I think that your up Beam.


can i just ask what the plan is???

are we going to take izzy out or are we waiting for the 8 cities so we can build the FP?

either way we need to have these worked out instead of us all just pondering along doing are own thing, my apologies if this has already been stated but it doesnt hurt to state it again.


We already started building FP, so we can start to build more units to go after Izzy.


well just isnt osaka our most productive city? shouldn't we wait until it is finished before making a decleration? or postpone the building of FP.


btw samson are you going to post an update at cfc shortly?


Er, yeah ;)

Shabbaman
Sep 07, 2006, 09:38 AM
A lot has happened since my last turnset. This looks great. No, really

Starting question: why aren't we in organized religion?

1160 a.d. Zzzz.

IBT Inca wants us to destroy Mali. I turn it down, as it doesn't really sound appealing right now.

1166 a.d. Kyoto builds a temple. Looks like a good spot for a monastery.

IBT Hey look, now Mansa Musa wants us to go to war!

1172 a.d. Tokyo builds a catapult. Building a longbowman, for balance. I'm moving a worker near Etruscan into soon-to-be spanish territory, to claim some lumber.

1178 a.d. I sign open borders with Inca, to be able to explore. Switch to 100% science.

1184 a.d. Zzzz.

1190 a.d. Zzzz.

6 turns, pretty quick. I got to leave it here, though. Some more unconvenient news: I'm going on holiday for a week and a half, starting saturday.

Save is here.

Turnlog:

quote:
Turn 249, 1154 AD: Mao Zedong adopts Serfdom!

Turn 251, 1166 AD: The borders of Satsuma have expanded!

Turn 253, 1178 AD: Al-Khwarizmi has been born in a far away land!

Samson
Sep 12, 2006, 02:49 AM
and beam will you be playing soon?


ummm.. .apparently not


just a lurker request, but could we get a minimap or dotmap? BTW, tubs is evil


I won't have time until the 19th of September to play again as you can see in my PBEM forum...
I might read this once next week, but don't know yet...

I declare Samson to be up as he was only skipped over the weekend anyway.
If Beam is back by then, he can play then, otherwise I think BCLG is up then, but to all:
Please post an "I got it" before playing.

socralynnek > skipped for wedding and short honeymoon
Samson > UP
Beam > seems to be lost in some Dutch cheese
Shabba > he should be back, but still hasn't posted here
BCLG100 > on deck if Beam doesn't show any life sign
Darkness
Tubby Rower > Played last


I think I could play 5 turns (half an hour+) this afternoon.


@socralynnek Congratulations!!
@Shaba Play when you can. I could probbably fit my turns in after you or tommorrw lunchtime.

I guess we are just building up for the war. We will need significant force to hold Issys counter attack as we are so surrounded by her.


I was a bit too enthousiastic, can't make it after all. I'm sure I can play tomorrow after work (1600 CET), so Samson, if you can finish a turnset by then, please go ahead.


I was a bit too enthousiastic, can't make it after all. I'm sure I can play tomorrow after work (1600 CET), so Samson, if you can finish a turnset by then, please go ahead.


so 'enthousiastic' you posted twice...


Yeah, and with two minutes time between them. Very weird.


Got it.


I have played 5 turns, have to leave it there.

1124 PFC – We have 2 possible trades, we are up machinary and calender on Hayuna Copac and Civil servic on Kublai Khan. I think Hayuna is reaserching machinary, as he will give us very little for it. Kublai has Compas and liturature, which some others (inc. Hayuna) do not, so I trade Civil Servvice for Compas and liturature + 90 gold.

I change the citizen to priest in osaka, but I would rather it on a workshop (or irigation and use the whip), that will give much better returns. Citizen off edo, the food and the whip are worth MUCH more hammers. I really do not like the use of cotages in Kagoshima, it is our best production city and cottages are a waste. We really near the milatry.

IBT Hayuna goes to war with Masu. Probably good, but we need to watch our deals.

1130 (1) -

1136 (2) – Trade Lit for Monotheism + 20 gold with Mao I will not revolt as we are likely to want vassalage or Thecracy soon.

IBT – Colosus build.

1142 (3) – For feudalism +30 we have to trade Lit calender and compas, and we cannot get theology for machinary and 600 gol on top of that. I guess it has to be done. I shall leave the revolution for when we are building lots of units, but it may well be worth revolting before we whip any pop in a christian city, to make us of the bug.

IBT, Islam founded. Confususim spread to Etruscan.

1148 (4) - nada

1154 (5) - nada

Save at http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1154_01.Civ4SavedGame

Turn 244, 1124 AD: Nara has been founded.
Turn 244, 1124 AD: You have discovered Literature!
Turn 244, 1124 AD: You have discovered Compass!
Turn 244, 1124 AD: Huayna Capac has declared war on Mansa Musa!
Turn 244, 1124 AD: Mansa Musa adopts Theocracy!
Turn 244, 1124 AD: The Great Library has been built in a far away land!
Turn 244, 1124 AD: Kublai Khan adopts Bureaucracy!

Turn 246, 1136 AD: You have discovered Monotheism!
Turn 246, 1136 AD: The Colossus has been built in a far away land!

Turn 247, 1142 AD: You have discovered Feudalism!
Turn 247, 1142 AD: Confucianism has spread in Estruscan.
Turn 247, 1142 AD: Islam has been founded in Turfan!


A lot has happened since my last turnset. This looks great. No, really

Starting question: why aren't we in organized religion?

1160 a.d. Zzzz.

IBT Inca wants us to destroy Mali. I turn it down, as it doesn't really sound appealing right now.

1166 a.d. Kyoto builds a temple. Looks like a good spot for a monastery.

IBT Hey look, now Mansa Musa wants us to go to war!

1172 a.d. Tokyo builds a catapult. Building a longbowman, for balance. I'm moving a worker near Etruscan into soon-to-be spanish territory, to claim some lumber.

1178 a.d. I sign open borders with Inca, to be able to explore. Switch to 100% science.

1184 a.d. Zzzz.

1190 a.d. Zzzz.

6 turns, pretty quick. I got to leave it here, though. Some more unconvenient news: I'm going on holiday for a week and a half, starting saturday.

Save is here.

Turnlog:

quote:
Turn 249, 1154 AD: Mao Zedong adopts Serfdom!

Turn 251, 1166 AD: The borders of Satsuma have expanded!

Turn 253, 1178 AD: Al-Khwarizmi has been born in a far away land!


this sucks, desktop pc has been killing itself for the past couple of days. Plz skip me from the roster until resolved. Can't play civ atm


ok im up


http://forums.civfanatics.com/showpost.php?p=4507403&postcount=102
are we gonna bother writing a history?


Ok here we go, ready for the ride.

PFC-nothing

1196AD- We're not in organized religion because our production cities dont have christianity (our state religion in-to make full use of this we would have to enter anarchy twice-religion and civics while also alienating our allies)

Relaised we are building a forge in Edo-whats the point? it only gets 3 hammers-switch to harbour

Check trades-nothing

We should attack Madrid when we attack spain as it is their heartland-contains the majority of their wonders/religion etc etc-therefore start moving our units around to form an attack force near there.

<IBT> nada

1202-not much

<IBT>....

1208- Paper completed-start on printing press (will make a very good tech to trade around)
Only manage the one trade with Huayna Capac for Theology, World Map and 70 gold-no-one will give us anything more.

Decide not to switch to theocracy for the same reason as not switching to organized religion.

peddle the world map around to most people.



<IBT> nothing

1214-Library-Granary-Satsuma

<IBT>nope

1220-Kyoto Monastry-harbor

Move forces into attack positions north of Osaka

<IBT>nothing

1226AD-Rush FP in Osaka for 4 pop

Upgrade 4 axes to sams

1244-Seem to have misplaced a few turns but nothing happened, ready for attack-though of course it depends if everyone else wants too.



heres the save- http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1244_01.Civ4SavedGame

Actual log

quote:Here is your Session Turn Log from 1190 AD to 1244 AD:

Turn 255, 1190 AD: Mao Zedong has completed The Hanging Gardens!
Turn 255, 1190 AD: The Sistine Chapel has been built in a far away land!
Turn 255, 1190 AD: Al-Razi has been born in a far away land!
Turn 255, 1190 AD: Mansa Musa has made peace with Huayna Capac!

Turn 256, 1196 AD: Thespis has been born in Thebes!
Turn 256, 1196 AD: Mansa Musa adopts Organized Religion!

Turn 257, 1202 AD: You have discovered Paper!

Turn 258, 1208 AD: You have discovered Theology!
Turn 258, 1208 AD: Isabella adopts Bureaucracy!

Turn 261, 1226 AD: You have constructed Forbidden Palace in Osaka. Work has now begun on a Aqueduct.
Turn 261, 1226 AD: Huayna Capac adopts Bureaucracy!
Turn 261, 1226 AD: Huayna Capac is the first to circumnavigate the Globe!

Turn 263, 1238 AD: Clearing a Forest has created 60 $ for Estruscan.


There is a lot of un-promoted units there. I presume that we will be waiting to see what she brings to the table before promoting? Also it might be nice to have a medic somewhere.


we've got a warrior medic in Osaka which i was considering promoting (it has 3 upgrades) we could always wait a couple fo turns to upgrade him.


10 chars ...

Shabbaman
Sep 22, 2006, 03:13 PM
Playing now. Spam in progress.

1310 a.d. Barcelona comes out of disorder. I start a samurai, though it's really unproductive. But we can whip those complaining citizens anyway. Did anyone consider that Madrid might be the only city left to the north? It would explain why/how the spanish settled south so fast. Tokyo's countryside gets raped. I whip a samurai there with 37 hammers left.

I throw the cat with CR and extra collateral damage against Seville. It dies, but it takes half the überlongbowman with it. There are three longbows and two spears left, and against the strongest of them even our weakest unit without the upgrade has favorable odds. I'm torn between wasting another catapult and attacking. I decide to go in with another cat, because our samurai are more valuable. It doesn't do much damage though.
The samurais slice through the defense. I give the southern samurai combat II, because there are a lot of horse archers nearby. It takes the city and pillages 179 gold.

We could make peace with Isabella now. It would kick her from our lands, saving some villages. It'd also give us the opportunity to reposition our troops and to get some more spears (or something).

Also, we have three shrines now. We could get divine right quickly with the great prophet. I'll leave some time to discuss, and fix dinner in the mean time. Crap, I've been playing for 20 minutes and haven't finished a single turn!

I deposed some more random units and made peace for 290 gold and a world map. Indeed, only Madrid to the north.

1316 a.d. Tokyo builds a samurai, switches to catapult. I see Kyoto is building a galley. Why are we building that? Anyway, it needs 42 hammers so I whip.

1322 a.d. Kyoto builds galley. Apparently I didn't take Kyoto's production bonus into account or something, I get less hammers than I thought I would. Osaka builds samurai, starts on another catapult. We got more gold than upgradeable axes, so I switch to 100% science for some turns.

1328 a.d. Kagoshima builds samurai, starts on a catapult. I whip catapults in Tokyo and Osaka.

1334 a.d. Osaka buils cat, switches to samurai, Tokyo builds a cat and starts on another.

1340 a.d. I whip a catapult in Kagoshima. Just to be able to report something for this turn Oh, I see mansa musa has come all the way to Barcelona.

1346 a.d. Kagoshima builds a catapult, starts on another.

1352 a.d. Seville gets out of disorder. I set it to catapult: the city is starving, and there are discontent citizens. Just like Barcelona I think we should whip this city before we go to war again. I let this open for the next player.

The save is here.

quote:Turn 275, 1310 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (10.50)
Turn 275, 1310 AD: Combat Odds: 0.4%
Turn 275, 1310 AD: (Fortify: +25%)
Turn 275, 1310 AD: (City Defense: +70%)
Turn 275, 1310 AD: (City Attack: -20%)
Turn 275, 1310 AD: CDZ's Catapult is hit for 28 (72/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 28 (44/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 13 (87/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 28 (16/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 13 (74/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 13 (61/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 28 (0/100HP)
Turn 275, 1310 AD: Isabella's Longbowman has defeated CDZ's Catapult!
Turn 275, 1310 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (8.73)
Turn 275, 1310 AD: Combat Odds: 2.1%
Turn 275, 1310 AD: (Fortify: +15%)
Turn 275, 1310 AD: (City Defense: +45%)
Turn 275, 1310 AD: CDZ's Catapult is hit for 26 (74/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 26 (48/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 26 (22/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 26 (0/100HP)
Turn 275, 1310 AD: Isabella's Longbowman has defeated CDZ's Catapult!
Turn 275, 1310 AD: CDZ's Samurai (8.80) vs Isabella's Longbowman (6.27)
Turn 275, 1310 AD: Combat Odds: 91.4%
Turn 275, 1310 AD: (Extra Combat: -10%)
Turn 275, 1310 AD: (Fortify: +15%)
Turn 275, 1310 AD: (City Defense: +45%)
Turn 275, 1310 AD: (City Attack: -20%)
Turn 275, 1310 AD: (Combat: -25%)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (68/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 17 (83/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (45/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (22/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 17 (66/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 275, 1310 AD: CDZ's Samurai (8.80) vs Isabella's Longbowman (5.83)
Turn 275, 1310 AD: Combat Odds: 93.1%
Turn 275, 1310 AD: (Extra Combat: -10%)
Turn 275, 1310 AD: (Fortify: +15%)
Turn 275, 1310 AD: (City Defense: +25%)
Turn 275, 1310 AD: (City Attack: -20%)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (58/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (35/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (12/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 17 (83/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 17 (66/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 275, 1310 AD: CDZ's Samurai (9.60) vs Isabella's Longbowman (5.96)
Turn 275, 1310 AD: Combat Odds: 97.5%
Turn 275, 1310 AD: (Extra Combat: -20%)
Turn 275, 1310 AD: (Fortify: +25%)
Turn 275, 1310 AD: (City Defense: +70%)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 20 (31/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 20 (11/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 20 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 275, 1310 AD: CDZ's Samurai (8.80) vs Isabella's Spearman (2.11)
Turn 275, 1310 AD: Combat Odds: 100.1%
Turn 275, 1310 AD: (Extra Combat: -10%)
Turn 275, 1310 AD: (Extra Combat: +20%)
Turn 275, 1310 AD: (Fortify: +10%)
Turn 275, 1310 AD: (Combat: -75%)
Turn 275, 1310 AD: Isabella's Spearman is hit for 35 (42/100HP)
Turn 275, 1310 AD: Isabella's Spearman is hit for 35 (7/100HP)
Turn 275, 1310 AD: Isabella's Spearman is hit for 35 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Spearman!
Turn 275, 1310 AD: CDZ's Samurai (9.60) vs Isabella's Spearman (2.19)
Turn 275, 1310 AD: Combat Odds: 100.1%
Turn 275, 1310 AD: (Extra Combat: -20%)
Turn 275, 1310 AD: (Extra Combat: +10%)
Turn 275, 1310 AD: (Combat: -50%)
Turn 275, 1310 AD: Isabella's Spearman is hit for 36 (41/100HP)
Turn 275, 1310 AD: Isabella's Spearman is hit for 36 (5/100HP)
Turn 275, 1310 AD: Isabella's Spearman is hit for 36 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Spearman!
Turn 275, 1310 AD: You have captured Seville!!!
Turn 275, 1310 AD: CDZ's Samurai (8.80) vs Isabella's Axeman (5.50)
Turn 275, 1310 AD: Combat Odds: 98.2%
Turn 275, 1310 AD: (Extra Combat: -10%)
Turn 275, 1310 AD: (Extra Combat: +10%)
Turn 275, 1310 AD: (Combat: -50%)
Turn 275, 1310 AD: (Combat: +50%)
Turn 275, 1310 AD: Isabella's Axeman is hit for 25 (75/100HP)
Turn 275, 1310 AD: Isabella's Axeman is hit for 25 (50/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 15 (85/100HP)
Turn 275, 1310 AD: Isabella's Axeman is hit for 25 (25/100HP)
Turn 275, 1310 AD: Isabella's Axeman is hit for 25 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Axeman!
Turn 275, 1310 AD: CDZ's Samurai (8.80) vs Isabella's Longbowman (6.00)
Turn 275, 1310 AD: Combat Odds: 92.2%
Turn 275, 1310 AD: (Extra Combat: -10%)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 24 (76/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 24 (52/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 24 (28/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 16 (84/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 24 (4/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 16 (68/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 24 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 275, 1310 AD: You have made peace with Isabella!
Turn 275, 1310 AD: Harkuf has been born in Shanghai!

Turn 276, 1316 AD: You have trained a Samurai in Osaka. Work has now begun on a Aqueduct.

Turn 278, 1328 AD: You have trained a Catapult in Osaka. Work has now begun on a Aqueduct.
Turn 278, 1328 AD: St. Paul has been born in Madrid!

Turn 280, 1340 AD: Isabella adopts Bureaucracy!
Turn 280, 1340 AD: Isabella adopts Organized Religion!

Turn 281, 1346 AD: The enemy has been spotted near Seville!

Turn 282, 1352 AD: The enemy has been spotted near Seville!

BCLG100
Sep 26, 2006, 05:23 AM
playing got half way through and had to stop, finish up tonight

Shabbaman
Oct 11, 2006, 09:34 AM
IBT Hatty shows up to ask if we want to convert to buddhism. I laugh at her and decline.

1538 a.d. I get to choose what to build in Zaragoza. The city needs culture to get the mines into range, and coastal cities are usually good for some commerce: thus I go for a library. It's going to take a while though, most likely we need a missionary there. But we need to get some cities to expand their borders, otherwise we get foreign cities on our land.
I also see we got another great scientist. Not sure what to do with it. It could get us half of scientific methods, but we don't need that tech. It useless to get that now, so I save him. 2600 gold is a lot, more than we could get out of him if we go for academy or specialist.

BTW, I think we should research liberalism and switch to free religion, or switch to a religion we have on our big island.

IBT 1547 Isabella wants us to convert, hahaha.

1547 a.d. After the completion of a courthouse, I decide to go with a jewish monastery in Seville. While the monastery might get obsolete researchwise, this still will let us make jewish missionaries (for if we might go with free religion). Plus, it makes culture.

1550 IBT Kublai Khan comes begging for chemistry. I decline.

1553 IBT Hatty wants to trade bananas for whale. Hm. I decline and do some research first.

1553 a.d. I go for a hindu monastery in Santiago, for aforementioned reason. I'm not going for a confucian monastery, because we don't have that shrine.

1556 a.d. I trade whale with Mao for 4 gpt.

IBT 1556 Kublai shows up, now he wants to trade for chemistry. Hm.

I figure out that I can sell chemistry and get nationalism from one and economics from another. We can't get liberalism. I don't know if this is going to be wise or not (it does give everyone and their mothers grenadiers).
Speaking of grenadiers, we can go after Spain again. Perhaps we should upgrade some samurai to grenadiers.

I'm leaving it at this; I've played for 45 minutes and I'm tired. Besides, I don't really now what to do anyway.

The save is here.

quote:
Turn 315, 1535 AD: Isaac Newton has been born in Kyoto!

Turn 318, 1544 AD: The borders of Barcelona have expanded!
Turn 318, 1544 AD: Rabbi Akiva has been born in Frankfurt!

Turn 319, 1547 AD: Mansa Musa adopts Representation!

Turn 320, 1550 AD: Bismarck adopts Bureaucracy!
Turn 320, 1550 AD: Bismarck adopts Mercantilism!
Turn 320, 1550 AD: Bismarck adopts Organized Religion!

Turn 321, 1553 AD: Clearing a Forest has created 44 ? for Nara.
Turn 321, 1553 AD: Mao Zedong's Golden Age has ended...

Turn 322, 1556 AD: Mao Zedong adopts Representation!
Turn 322, 1556 AD: Mao Zedong adopts Free Market!



BCLG is up!

Shabbaman
Oct 29, 2006, 10:16 AM
1673 a.d. SS builds harbor > courthouse.

1676 a.d. Etruscan builds (chopped) granary > harbor (for commerce).

1679 a.d. Osaka > marketplace, Salamanca > harbor.

1682 a.d. Nara > missionary, Barcelona > harbor.

1685 a.d. Seville > missionary, SS > barracks.

1688 a.d. Kagoshima builds theatre (???) > marketplace. We get a great merchant in Kyoto. It's being shipped. I whip a bank in Kyoto.

1691 a.d. We get assembly line. I set research to rifling, because without that we can't build infantry. Kyoto builds bank > factory, SS > factory. Whip a forge in Santiago.

At this point we could trade assembly line for rifling, scientific method and other crap. I wouldn't do this personally, but I'll leave it up for discussion. Time for dinner anyway.

quote:
Turn 360, 1670 AD: You have trained a Caravel in Edo. Work has now begun on a Galleon.
Turn 360, 1670 AD: Mao Zedong's Golden Age has ended...

Turn 361, 1673 AD: You have trained a Work Boat in Murcia. Work has now begun on a Forge.

Turn 363, 1679 AD: The borders of Barcelona have expanded!

Turn 364, 1682 AD: Hinduism has spread in Osaka.

Turn 365, 1685 AD: Wang Anshi has been born in Kyoto!

Turn 366, 1688 AD: Judaism has spread in Simons Spot.
Turn 366, 1688 AD: You have discovered Assembly Line!

Turn 367, 1691 AD: Clearing a Forest has created 24 ? for Valencia.



The save is here.

Shabbaman
Nov 05, 2006, 10:31 AM
Delete Reply
IBT

Bismarck comes asking for money. I tell him to shove it.

1762 a.d. Enter.

1764 a.d. Bclgville inf > inf

1766 a.d. upgrading some, sailing towards Egypt.

1768 a.d. Santiago uni > factory. We don't have much to upgrade left, so I go to 100% science. Best to keep a 1000g buffer in case we need some more upgrading of MP units.

1770 a.d. OK, Egypt has infantry as well, plus artillery. Attacking now seems unwise. China already has SAM infantry. Hm. I have bad experiences with attacking with inf. against inf. without air cover.

So I'm leaving this open for discussion. I think we have better warmongers than me (Beam's a lucky SOB when it comes to attacking), but with the little stacks we have now I doubt we come very far. My bet would be to go for flight. We have a great scientist that can give us a boost I think.

BTW: fastest. turnset. ever.

Save is here.

Am I the only one posting here? Postcount FTW! ;)

socralynnek
Nov 06, 2006, 07:46 AM
bringing this one up to date from 1238 AD on:

(t0) 1244AD - move units into Izzy's territory declaring war.
I see a horse archer in Toledo in striking range in Kagoshima so upgrade a warrior to spearman for 110 G


(t1) 1250AD - As expected, Izzy tries to attack Kago, but gets impaled on the spear (now 2.1 with 10 XP )
Kago finishes forge and start a samauri
Upgrade spear to Combat 3 (now 3.0/4) and fortify as Izzy moved in a spear to the north of Kago
switch Osaka from Aquaduct to samauri


(t2) 1256AD - take out spear that Izzy was trying to get to Salamanca with spear (now 0.6/4 with 12XP)
upgrade one cat with accuracy and the rest with collateral damage

(t3) 1262AD - pillage the sugar plantation
bombard Barcelona from 85% defense to 12%.
move spear back to Kagoshima to heal

(t4) 1268AD - bombard with our catapult that has the accuracy promotion
suicide one cat (dies but does some damage)
suicide another (does better and withdraws )

now our sammies have >90% chance of victory
1st one (4/5 XP) wins flawlessly dodging the longbows attacks and gets 2 XP out of it
2nd one (0 XP) wins vs axeman (now 6.7/8 with 2 XP)
3rd one (8/5 XP) wins flawlessly vs injured longbow and now has 9/5 XP
I then attack with a catapult to get them more experience
4th cat attacks and kills a spear but goes to 3.3/5 and now has 6/5 XP

go back to the last sammy because the winning % goes down to 88%
take barcelona and get two holy shrines and 176 G (upgrades )
7 turns of resistance though

(t5) 1274AD upgrade our stack and decide to stop here as Ethan is starting to get fussy


<<SAVE>>

quote:Here is your Session Turn Log from 1244 AD to 1274 AD:

Turn 264, 1244 AD: You have declared war on Isabella!
Turn 264, 1244 AD: Imhotep has been born in Cuzco!
Turn 264, 1244 AD: Isabella's Horse Archer (6.60) vs CDZ's Spearman (9.60)
Turn 264, 1244 AD: Combat Odds: 10.8%
Turn 264, 1244 AD: (Extra Combat: -10%)
Turn 264, 1244 AD: (Extra Combat: +20%)
Turn 264, 1244 AD: (Plot Defense: +20%)
Turn 264, 1244 AD: (Combat: +100%)
Turn 264, 1244 AD: CDZ's Spearman is hit for 16 (84/100HP)
Turn 264, 1244 AD: Isabella's Horse Archer is hit for 24 (76/100HP)
Turn 264, 1244 AD: Isabella's Horse Archer is hit for 24 (52/100HP)
Turn 264, 1244 AD: CDZ's Spearman is hit for 16 (68/100HP)
Turn 264, 1244 AD: Isabella's Horse Archer is hit for 24 (28/100HP)
Turn 264, 1244 AD: CDZ's Spearman is hit for 16 (52/100HP)
Turn 264, 1244 AD: Isabella's Horse Archer is hit for 24 (4/100HP)
Turn 264, 1244 AD: Isabella's Horse Archer is hit for 24 (0/100HP)
Turn 264, 1244 AD: CDZ's Spearman has defeated Isabella's Horse Archer!

Turn 265, 1250 AD: Alhazen has been born in Old Sarai!
Turn 265, 1250 AD: St. John has been born in a far away land!

Turn 266, 1256 AD: The enemy has been spotted near Osaka!
Turn 266, 1256 AD: CDZ's Spearman (4.99) vs Isabella's Spearman (3.47)
Turn 266, 1256 AD: Combat Odds: 81.5%
Turn 266, 1256 AD: (Extra Combat: -30%)
Turn 266, 1256 AD: (Extra Combat: +10%)
Turn 266, 1256 AD: (Combat: -25%)
Turn 266, 1256 AD: Isabella's Spearman is hit for 24 (76/100HP)
Turn 266, 1256 AD: CDZ's Spearman is hit for 16 (80/100HP)
Turn 266, 1256 AD: CDZ's Spearman is hit for 16 (64/100HP)
Turn 266, 1256 AD: CDZ's Spearman is hit for 16 (48/100HP)
Turn 266, 1256 AD: Isabella's Spearman is hit for 24 (52/100HP)
Turn 266, 1256 AD: Isabella's Spearman is hit for 24 (28/100HP)
Turn 266, 1256 AD: Isabella's Spearman is hit for 24 (4/100HP)
Turn 266, 1256 AD: CDZ's Spearman is hit for 16 (32/100HP)
Turn 266, 1256 AD: CDZ's Spearman is hit for 16 (16/100HP)
Turn 266, 1256 AD: Isabella's Spearman is hit for 24 (0/100HP)
Turn 266, 1256 AD: CDZ's Spearman has defeated Isabella's Spearman!

Turn 267, 1262 AD: The enemy has been spotted near Osaka!
Turn 267, 1262 AD: Your Catapult has reduced the defenses of Barcelona to 72%!
Turn 267, 1262 AD: You have plundered 34 from the Plantation!
Turn 267, 1262 AD: Your Catapult has reduced the defenses of Barcelona to 51%!
Turn 267, 1262 AD: Your Catapult has reduced the defenses of Barcelona to 38%!
Turn 267, 1262 AD: Your Catapult has reduced the defenses of Barcelona to 25%!
Turn 267, 1262 AD: Your Catapult has reduced the defenses of Barcelona to 12%!

Turn 268, 1268 AD: The enemy has been spotted near Nara!
Turn 268, 1268 AD: The enemy has been spotted near Tokyo!
Turn 268, 1268 AD: Your Catapult has reduced the defenses of Barcelona to 0%!
Turn 268, 1268 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (11.70)
Turn 268, 1268 AD: Combat Odds: 0.2%
Turn 268, 1268 AD: (Fortify: +25%)
Turn 268, 1268 AD: (City Defense: +70%)
Turn 268, 1268 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 268, 1268 AD: CDZ's Catapult is hit for 30 (70/100HP)
Turn 268, 1268 AD: CDZ's Catapult is hit for 30 (40/100HP)
Turn 268, 1268 AD: CDZ's Catapult is hit for 30 (10/100HP)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 13 (87/100HP)
Turn 268, 1268 AD: CDZ's Catapult is hit for 30 (0/100HP)
Turn 268, 1268 AD: Isabella's Longbowman has defeated CDZ's Catapult!
Turn 268, 1268 AD: Your Catapult has died trying to attack a Longbowman!
Turn 268, 1268 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (10.17)
Turn 268, 1268 AD: Combat Odds: 1.1%
Turn 268, 1268 AD: (Fortify: +25%)
Turn 268, 1268 AD: (City Defense: +70%)
Turn 268, 1268 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 13 (74/100HP)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 13 (61/100HP)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 13 (48/100HP)
Turn 268, 1268 AD: CDZ's Catapult is hit for 29 (71/100HP)
Turn 268, 1268 AD: CDZ's Catapult is hit for 29 (42/100HP)
Turn 268, 1268 AD: CDZ's Catapult is hit for 29 (13/100HP)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 13 (35/100HP)
Turn 268, 1268 AD: Your Catapult has withdrawn from combat with a Longbowman!
Turn 268, 1268 AD: CDZ's Samurai (8.80) vs Isabella's Longbowman (6.24)
Turn 268, 1268 AD: Combat Odds: 91.6%
Turn 268, 1268 AD: (Extra Combat: -10%)
Turn 268, 1268 AD: (Fortify: +25%)
Turn 268, 1268 AD: (City Defense: +25%)
Turn 268, 1268 AD: (City Attack: -20%)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 22 (58/100HP)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 22 (36/100HP)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 22 (14/100HP)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 22 (0/100HP)
Turn 268, 1268 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 268, 1268 AD: Your Samurai has destroyed a Longbowman!
Turn 268, 1268 AD: CDZ's Samurai (8.80) vs Isabella's Axeman (5.40)
Turn 268, 1268 AD: Combat Odds: 98.3%
Turn 268, 1268 AD: (Extra Combat: -10%)
Turn 268, 1268 AD: (Extra Combat: +10%)
Turn 268, 1268 AD: (Fortify: +25%)
Turn 268, 1268 AD: (Combat: -50%)
Turn 268, 1268 AD: (Combat: +50%)
Turn 268, 1268 AD: Isabella's Axeman is hit for 24 (56/100HP)
Turn 268, 1268 AD: Isabella's Axeman is hit for 24 (32/100HP)
Turn 268, 1268 AD: CDZ's Samurai is hit for 16 (84/100HP)
Turn 268, 1268 AD: Isabella's Axeman is hit for 24 (8/100HP)
Turn 268, 1268 AD: Isabella's Axeman is hit for 24 (0/100HP)
Turn 268, 1268 AD: CDZ's Samurai has defeated Isabella's Axeman!
Turn 268, 1268 AD: Your Samurai has destroyed a Axeman!
Turn 268, 1268 AD: CDZ's Samurai (8.80) vs Isabella's Longbowman (3.57)
Turn 268, 1268 AD: Combat Odds: 99.9%
Turn 268, 1268 AD: (Extra Combat: -10%)
Turn 268, 1268 AD: (Fortify: +25%)
Turn 268, 1268 AD: (City Defense: +70%)
Turn 268, 1268 AD: (Combat: -25%)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 22 (13/100HP)
Turn 268, 1268 AD: Isabella's Longbowman is hit for 22 (0/100HP)
Turn 268, 1268 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 268, 1268 AD: Your Samurai has destroyed a Longbowman!
Turn 268, 1268 AD: CDZ's Catapult (5.00) vs Isabella's Spearman (3.19)
Turn 268, 1268 AD: Combat Odds: 91.1%
Turn 268, 1268 AD: (Fortify: +25%)
Turn 268, 1268 AD: (City Attack: -20%)
Turn 268, 1268 AD: Your Catapult has caused collateral damage! (1 Unit)
Turn 268, 1268 AD: Isabella's Spearman is hit for 23 (53/100HP)
Turn 268, 1268 AD: CDZ's Catapult is hit for 17 (83/100HP)
Turn 268, 1268 AD: Isabella's Spearman is hit for 23 (30/100HP)
Turn 268, 1268 AD: Isabella's Spearman is hit for 23 (7/100HP)
Turn 268, 1268 AD: CDZ's Catapult is hit for 17 (66/100HP)
Turn 268, 1268 AD: Isabella's Spearman is hit for 23 (0/100HP)
Turn 268, 1268 AD: CDZ's Catapult has defeated Isabella's Spearman!
Turn 268, 1268 AD: Your Catapult has destroyed a Spearman!
Turn 268, 1268 AD: CDZ's Samurai (9.60) vs Isabella's Catapult (3.50)
Turn 268, 1268 AD: Combat Odds: 100.0%
Turn 268, 1268 AD: (Extra Combat: -20%)
Turn 268, 1268 AD: Isabella's Catapult is hit for 29 (41/100HP)
Turn 268, 1268 AD: Isabella's Catapult is hit for 29 (12/100HP)
Turn 268, 1268 AD: CDZ's Samurai is hit for 13 (87/100HP)
Turn 268, 1268 AD: Isabella's Catapult is hit for 29 (0/100HP)
Turn 268, 1268 AD: CDZ's Samurai has defeated Isabella's Catapult!
Turn 268, 1268 AD: Your Samurai has destroyed a Catapult!
Turn 268, 1268 AD: You have captured Barcelona!!!
Turn 268, 1268 AD: Bismarck adopts Bureaucracy!
Turn 268, 1268 AD: Bismarck adopts Organized Religion!
Turn 268, 1268 AD: Isabella converts to Confucianism!

Turn 269, 1274 AD: The enemy has been spotted near Nara!

socralynnek
Nov 06, 2006, 07:48 AM
Woop, way to go tubs!

where does everyone else think we should head now?

i think either up to madrid after healing or west.


btw.... Izzy changed to confusionism, so our cities with confusionism have WW


Ah so probably best to head towards toledo then, to counter that. (does having the holy city help???)


Looks good. I shall not be able to get to this today, I may be able to get to it tommorrow evening. If anyone wants to play you are welcome.


fwiw, there is iron in the SE of the continent... I'm not sure if Izzy has that hooked up or not. There was an empty Spanish galley that was going down the west coast. Not sure what it was doing. IMO, we should rush a few more cats, upgrade all current troops to samauri and just go at Izzy. There is a nice little choke point in the north that we should be able to exploit to keep Izzy trapped up there.


Got it.


I had to do this log by hand, so it is not as detailed as it could be.

PFC - Upgrade a load of units.

1280 (1) - Warior in Kyoto. Samuri > Samuri in kagoshima. Great pRophet in Kyoto. Not sure what to do with it, discuss? Move units towards next city.

1286 (2) - Hagia Sophia built.

1292 (3) - Warior > Warior in Kyoto (MP). Quarry destroyed by Horse archer. We see next city, 75% defence and Jewish holy city.

1298 (4) - More pilaging (inc. town :( ). Bombard city. We have 5 units and it has 4 defenders, defence down to 22%.

1304 (5) - They got 6 units in the city (1 HA, must have moved in from somewhere and it built another). Move a 6th Samuri next to city, should be able to attack next turn. Warior > Galley in Kyoto.

Save - http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1304_01.Civ4SavedGame

Turn 269, 1274 AD: St. Peter has been born in Kyoto!
Turn 269, 1274 AD: Isabella adopts Vassalage!
Turn 269, 1274 AD: Isabella adopts Theocracy!

Turn 270, 1280 AD: Nicolaus Copernicus has been born in Cologne!
Turn 270, 1280 AD: Huayna Capac has completed The Hagia Sophia!

Turn 271, 1286 AD: The enemy has been spotted near Tokyo!

Turn 272, 1292 AD: The enemy has been spotted near Nara!
Turn 272, 1292 AD: The enemy has been spotted near Tokyo!
Turn 272, 1292 AD: A Town has been destroyed by a marauding Spanish Horse Archer!

Turn 273, 1298 AD: The enemy has been spotted near Nara!
Turn 273, 1298 AD: The enemy has been spotted near Tokyo!
Turn 273, 1298 AD: Your Catapult has reduced the defenses of Seville to 56%!
Turn 273, 1298 AD: Your Catapult has reduced the defenses of Seville to 45%!
Turn 273, 1298 AD: Your Catapult has reduced the defenses of Seville to 33%!
Turn 273, 1298 AD: Your Catapult has reduced the defenses of Seville to 22%!
Turn 273, 1298 AD: A Mine has been destroyed by a marauding Spanish Horse Archer!
Turn 273, 1298 AD: A Village has been destroyed by a marauding Spanish Horse Archer!

Turn 274, 1304 AD: The enemy has been spotted near Nara!
Turn 274, 1304 AD: The enemy has been spotted near Nara!
Turn 274, 1304 AD: Your Catapult has reduced the defenses of Seville to 3%!
Turn 274, 1304 AD: Your Catapult has reduced the defenses of Seville to 0%!


may sound stupid but which city are we attacking? i couldnt see it in your log samson (though im probably overlooking it :D)


Sorry. I think it is called Sevile, and it is the Jewish holy city to the East of Barcelona. We had not seen the actual city until my turn set.


socralynnek >
Samson > just played
Beam > Up
Shabba > On deck
BCLG100
Darkness >
Tubby Rower >


So Izzy had 4 religious Holy cities? wow... that's pretty dominant and asking for a beating.


I think a few of em have shrines in as well, this could be very usefull during free religion.


I know barcelona had holy shrines for both of the religions in there


Although I have Windows running again (fresh install actually) I decided to get a dual boot Linux first for everything but games. So skip until I've got that done.


I am back. Probably tomorrow I tell more of my toughts but the war looks good so far!


I vote for clearing off the southern part of the island first before heading north because this will reduce the places where we have to defend.


Je suis back! I'll start reading everything that I've missed, and then you can put me back on the roster starting tomorrow or something like that. I'll have to shower first



quote:Originally posted by socralynnek

I vote for clearing off the southern part of the island first before heading north because this will reduce the places where we have to defend.


Garee. The chock point should make that fairly easy.

Some points for the next player;

Osaka is just about due for whipping (the happiness nearly worn out). I would try and get a samuri to the 2 pop whip level for then.
There is a Great Prophet in Kyoto. I am really unsure what to do with him. Perhaps wait unit we can "light bulb" Divine right? Or else a Super specalist I guess.
Seville is likely to be a close thing, up to you when to try it and how many cats to suicide.


OK, could someone please explain to me how we are pounding Spain, while last time I played I thought we were going down?


I played



quote:Originally posted by Shabbaman

OK, could someone please explain to me how we are pounding Spain, while last time I played I thought we were going down?


I spent around 1000 gold on upgrading units to Samuri, inc. some wariors. That helped. The whip helped a bit too.

However, we are hardly pounding spain (well done Tubby). We got 1 good city, but I have left it with possibly enough units to take the next city, but it would be risky and take a few cats.

It is going to be a long slow bloody war I suspect.


because i finally brought together a stack after we said we were going to be doing it for a month!


I still think that it was me I took the barb city and Barcelona... if no one else takes it I'll take Seville too



quote:Originally posted by Samson

quote:Originally posted by Shabbaman

OK, could someone please explain to me how we are pounding Spain, while last time I played I thought we were going down?


I spent around 1000 gold on upgrading units to Samuri, inc. some wariors.



Ah, I missed that bit.


so lets just say it was a team effort

i spent a load of gold making the first stack, tubby used that stack to take barca, samson used a load of gold making another stack to put us in a position to take Seville.


was still mostly me


Hm, since Beam is to be skipped, I guess I'm up. I think I can play this afternoon. If anyone wants to play some turns before the (for the sake of speed), go ahead.


I know I'm a lamer, but I can't make it today. Tomorrow for sure!


meh, we've been hit and miss lately with people playing on time. I have an excuse though... I joined due to peer pressure


Well, it doesn't really help that I've been away recently. Just being back from holiday brought it's own time consuming requirements. That, plus looking for another job, made my time go faster than I wish it would have. But I have time to play tomorrow for sure, as well as sunday. So if someone could squeeze a turnset in on saturday (and/or today) we'd be on our way again.

Perhaps I need some time to reacquire some basics civ4 skills btw. Sigh.


i joined due to puty


Playing now. Spam in progress.

1310 a.d. Barcelona comes out of disorder. I start a samurai, though it's really unproductive. But we can whip those complaining citizens anyway. Did anyone consider that Madrid might be the only city left to the north? It would explain why/how the spanish settled south so fast. Tokyo's countryside gets raped. I whip a samurai there with 37 hammers left.

I throw the cat with CR and extra collateral damage against Seville. It dies, but it takes half the überlongbowman with it. There are three longbows and two spears left, and against the strongest of them even our weakest unit without the upgrade has favorable odds. I'm torn between wasting another catapult and attacking. I decide to go in with another cat, because our samurai are more valuable. It doesn't do much damage though.
The samurais slice through the defense. I give the southern samurai combat II, because there are a lot of horse archers nearby. It takes the city and pillages 179 gold.

We could make peace with Isabella now. It would kick her from our lands, saving some villages. It'd also give us the opportunity to reposition our troops and to get some more spears (or something).

Also, we have three shrines now. We could get divine right quickly with the great prophet. I'll leave some time to discuss, and fix dinner in the mean time. Crap, I've been playing for 20 minutes and haven't finished a single turn!


Re. Great Prophet

As you say, we have 3 shrines and lots of religions. I do not see much value in a 4th (5th with confusism). It is likely to go to our little city that does not have a religion, and is very unlikely to go to one of the spanish cities with loads.

The thing is what else could we do with him? I think the confusian holy city has a shrine, so we are unlikely to be building another. The hammers could be usefull in Kyoto, but not that much.

If is was easy to decide what to do with him, I would have done it ;)


We could save him to trigger a goldan age eventually. Any thoughts on making peace for 10 turns? We could extort 290 gold out of Isabella as well.


hmm.. discover a tech or help a small city... I think that a super-specialist would be best in a smaller city or boost one of the bigger ones even more.


oh and declare peace so that we can get some more cats rushed and reposition to take Toledo & Cordoba


I deposed some more random units and made peace for 290 gold and a world map. Indeed, only Madrid to the north.

1316 a.d. Tokyo builds a samurai, switches to catapult. I see Kyoto is building a galley. Why are we building that? Anyway, it needs 42 hammers so I whip.

1322 a.d. Kyoto builds galley. Apparently I didn't take Kyoto's production bonus into account or something, I get less hammers than I thought I would. Osaka builds samurai, starts on another catapult. We got more gold than upgradeable axes, so I switch to 100% science for some turns.

1328 a.d. Kagoshima builds samurai, starts on a catapult. I whip catapults in Tokyo and Osaka.

1334 a.d. Osaka buils cat, switches to samurai, Tokyo builds a cat and starts on another.

1340 a.d. I whip a catapult in Kagoshima. Just to be able to report something for this turn Oh, I see mansa musa has come all the way to Barcelona.

1346 a.d. Kagoshima builds a catapult, starts on another.

1352 a.d. Seville gets out of disorder. I set it to catapult: the city is starving, and there are discontent citizens. Just like Barcelona I think we should whip this city before we go to war again. I let this open for the next player.

The save is here.

quote:Turn 275, 1310 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (10.50)
Turn 275, 1310 AD: Combat Odds: 0.4%
Turn 275, 1310 AD: (Fortify: +25%)
Turn 275, 1310 AD: (City Defense: +70%)
Turn 275, 1310 AD: (City Attack: -20%)
Turn 275, 1310 AD: CDZ's Catapult is hit for 28 (72/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 28 (44/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 13 (87/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 28 (16/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 13 (74/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 13 (61/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 28 (0/100HP)
Turn 275, 1310 AD: Isabella's Longbowman has defeated CDZ's Catapult!
Turn 275, 1310 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (8.73)
Turn 275, 1310 AD: Combat Odds: 2.1%
Turn 275, 1310 AD: (Fortify: +15%)
Turn 275, 1310 AD: (City Defense: +45%)
Turn 275, 1310 AD: CDZ's Catapult is hit for 26 (74/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 26 (48/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 26 (22/100HP)
Turn 275, 1310 AD: CDZ's Catapult is hit for 26 (0/100HP)
Turn 275, 1310 AD: Isabella's Longbowman has defeated CDZ's Catapult!
Turn 275, 1310 AD: CDZ's Samurai (8.80) vs Isabella's Longbowman (6.27)
Turn 275, 1310 AD: Combat Odds: 91.4%
Turn 275, 1310 AD: (Extra Combat: -10%)
Turn 275, 1310 AD: (Fortify: +15%)
Turn 275, 1310 AD: (City Defense: +45%)
Turn 275, 1310 AD: (City Attack: -20%)
Turn 275, 1310 AD: (Combat: -25%)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (68/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 17 (83/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (45/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (22/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 17 (66/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 275, 1310 AD: CDZ's Samurai (8.80) vs Isabella's Longbowman (5.83)
Turn 275, 1310 AD: Combat Odds: 93.1%
Turn 275, 1310 AD: (Extra Combat: -10%)
Turn 275, 1310 AD: (Fortify: +15%)
Turn 275, 1310 AD: (City Defense: +25%)
Turn 275, 1310 AD: (City Attack: -20%)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (58/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (35/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (12/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 17 (83/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 17 (66/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 23 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 275, 1310 AD: CDZ's Samurai (9.60) vs Isabella's Longbowman (5.96)
Turn 275, 1310 AD: Combat Odds: 97.5%
Turn 275, 1310 AD: (Extra Combat: -20%)
Turn 275, 1310 AD: (Fortify: +25%)
Turn 275, 1310 AD: (City Defense: +70%)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 20 (31/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 20 (11/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 20 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 275, 1310 AD: CDZ's Samurai (8.80) vs Isabella's Spearman (2.11)
Turn 275, 1310 AD: Combat Odds: 100.1%
Turn 275, 1310 AD: (Extra Combat: -10%)
Turn 275, 1310 AD: (Extra Combat: +20%)
Turn 275, 1310 AD: (Fortify: +10%)
Turn 275, 1310 AD: (Combat: -75%)
Turn 275, 1310 AD: Isabella's Spearman is hit for 35 (42/100HP)
Turn 275, 1310 AD: Isabella's Spearman is hit for 35 (7/100HP)
Turn 275, 1310 AD: Isabella's Spearman is hit for 35 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Spearman!
Turn 275, 1310 AD: CDZ's Samurai (9.60) vs Isabella's Spearman (2.19)
Turn 275, 1310 AD: Combat Odds: 100.1%
Turn 275, 1310 AD: (Extra Combat: -20%)
Turn 275, 1310 AD: (Extra Combat: +10%)
Turn 275, 1310 AD: (Combat: -50%)
Turn 275, 1310 AD: Isabella's Spearman is hit for 36 (41/100HP)
Turn 275, 1310 AD: Isabella's Spearman is hit for 36 (5/100HP)
Turn 275, 1310 AD: Isabella's Spearman is hit for 36 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Spearman!
Turn 275, 1310 AD: You have captured Seville!!!
Turn 275, 1310 AD: CDZ's Samurai (8.80) vs Isabella's Axeman (5.50)
Turn 275, 1310 AD: Combat Odds: 98.2%
Turn 275, 1310 AD: (Extra Combat: -10%)
Turn 275, 1310 AD: (Extra Combat: +10%)
Turn 275, 1310 AD: (Combat: -50%)
Turn 275, 1310 AD: (Combat: +50%)
Turn 275, 1310 AD: Isabella's Axeman is hit for 25 (75/100HP)
Turn 275, 1310 AD: Isabella's Axeman is hit for 25 (50/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 15 (85/100HP)
Turn 275, 1310 AD: Isabella's Axeman is hit for 25 (25/100HP)
Turn 275, 1310 AD: Isabella's Axeman is hit for 25 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Axeman!
Turn 275, 1310 AD: CDZ's Samurai (8.80) vs Isabella's Longbowman (6.00)
Turn 275, 1310 AD: Combat Odds: 92.2%
Turn 275, 1310 AD: (Extra Combat: -10%)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 24 (76/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 24 (52/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 24 (28/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 16 (84/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 24 (4/100HP)
Turn 275, 1310 AD: CDZ's Samurai is hit for 16 (68/100HP)
Turn 275, 1310 AD: Isabella's Longbowman is hit for 24 (0/100HP)
Turn 275, 1310 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 275, 1310 AD: You have made peace with Isabella!
Turn 275, 1310 AD: Harkuf has been born in Shanghai!

Turn 276, 1316 AD: You have trained a Samurai in Osaka. Work has now begun on a Aqueduct.

Turn 278, 1328 AD: You have trained a Catapult in Osaka. Work has now begun on a Aqueduct.
Turn 278, 1328 AD: St. Paul has been born in Madrid!

Turn 280, 1340 AD: Isabella adopts Bureaucracy!
Turn 280, 1340 AD: Isabella adopts Organized Religion!

Turn 281, 1346 AD: The enemy has been spotted near Seville!

Turn 282, 1352 AD: The enemy has been spotted near Seville!



BCLG? You are up! Or have I missed something? Otherwise darkness is up.

socralynnek
Samson
Beam > skipped until further notice
Shabba
BCLG100 > up
Darkness > on deck
Tubby Rower


Sorry didnt realise i'd come around so quickly, i'll play tomorrow probably.


can you show some pics of the current situation?



just a few chars here...

socralynnek
Nov 06, 2006, 07:54 AM
next page:
Aye got a few

Pre Flight Check
Pop rush harbour in Edo
Peter joins Kyoto as super specialist
Pop rush market in Kyoto
Set forces to attack Toledo
Pop rush cat in Sevile

IBT-Barb galley off seville coast

1358- Kyoto-Market-->National Epic (has nothing else worthwhile to build)
Estruscan-library-rax
Seville-cat-rax

IBT-nothing

1364-Osaka-cat-cat
Forces in position
upgrade a couple of axes to sams

IBT-nada

1370-just gotta wait a little bit for a couple of turns for auto peace to end.
Hurry granary in Satsuma
pop forge in Edo
Stopped using priest in Osaka (why was one set to begin with?)

IBT-peace treaty ends, we discover PP and start on education

1376- Edo-Forge to market
Satsuma- Granary to warrior (MP)
Kagoshima-cat-cat

DO a bit of trading for printing press
Kublai-Drama, Music, Philo, 10 gold
Musa- World Map, 130 gold, engineering
Hatty- Guilds, World Map, 20 gold
Mao- Optics, World map, 40 gold

Get bismark to declare on Mansa Musa for PP (we cant get anything out of him, may as well cause some waves on the other continent.

Declare War on Izzy
10 sams and 6 cats move in on Toledo

One more sam moves in as a defensice position onto a forest hill near toledo.

Pop rush a rax in seville
pop rush a cat in Osaka
upgrade a warrior in Osaka for 224 gold to a pike to defend against horse archers

IBT-no counter attacks

1382-Satsuma-warrior to harbour
Seville-rax-cat
Osaka-cat-cat
bombard toledo down to 8%

IBT- barb galley wandering around near the borders of Seville

1388- bombard toledo down to 0% with 1 cat.

Toledo has 2 horse archers, 1 longbow, 2 cats and 1 cat

decide to suicide a cat against the bow, does a bit of damage and withdraws.
Go for it with another cat-city raider, destroys the axe.

Our weakest sams now have odds of over 90% so i attack with them now.

Every sam victorious (no loss of life) Toledo sacked for 179 gold and captured and renamed BCLGvill in honour of the commanding general who took it
Toledo doesnt have a confucian shrine!
Moved a unit south onto the spanish horse pasture to stop them having horses.

Our empire




I left the situation mid turn so we could decide where to go next, i think we should head south and take out santiago- and the remaining cities east. we still have 4 sams and 4 cats that can move about.

Here is your Session Turn Log from 1352 AD to 1388 AD:

Turn 282, 1352 AD: You have constructed a Harbor in Edo. Work has now begun on a Forge.

Turn 283, 1358 AD: You have trained a Catapult in Osaka. Work has now begun on a Aqueduct.
Turn 283, 1358 AD: Hinduism has spread in Nara.

Turn 284, 1364 AD: The borders of Osaka have expanded!

Turn 285, 1370 AD: You have discovered Printing Press!
Turn 285, 1370 AD: Kublai Khan is the first to discover Liberalism!

Turn 286, 1376 AD: You have discovered Drama!
Turn 286, 1376 AD: You have discovered Music!
Turn 286, 1376 AD: You have discovered Philosophy!
Turn 286, 1376 AD: You have discovered Engineering!
Turn 286, 1376 AD: You have discovered Guilds!
Turn 286, 1376 AD: You have discovered Optics!
Turn 286, 1376 AD: Bismarck has declared war on Mansa Musa!
Turn 286, 1376 AD: You have declared war on Isabella!
Turn 286, 1376 AD: You have trained a Catapult in Osaka. Work has now begun on a Aqueduct.
Turn 286, 1376 AD: Mansa Musa adopts Theocracy!
Turn 286, 1376 AD: Kublai Khan adopts Free Religion!

Turn 287, 1382 AD: Your Catapult has reduced the defenses of Toledo to 72%!
Turn 287, 1382 AD: Your Catapult has reduced the defenses of Toledo to 59%!
Turn 287, 1382 AD: Your Catapult has reduced the defenses of Toledo to 46%!
Turn 287, 1382 AD: Your Catapult has reduced the defenses of Toledo to 34%!
Turn 287, 1382 AD: Your Catapult has reduced the defenses of Toledo to 21%!
Turn 287, 1382 AD: Your Catapult has reduced the defenses of Toledo to 8%!
Turn 287, 1382 AD: Huayna Capac adopts Mercantilism!

Turn 288, 1388 AD: Your Catapult has reduced the defenses of Toledo to 0%!
Turn 288, 1388 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (9.00)
Turn 288, 1388 AD: Combat Odds: 1.8%
Turn 288, 1388 AD: (Fortify: +25%)
Turn 288, 1388 AD: (City Defense: +25%)
Turn 288, 1388 AD: Your Catapult has caused collateral damage! (5 Units)
Turn 288, 1388 AD: CDZ's Catapult is hit for 26 (74/100HP)
Turn 288, 1388 AD: CDZ's Catapult is hit for 26 (48/100HP)
Turn 288, 1388 AD: CDZ's Catapult is hit for 26 (22/100HP)
Turn 288, 1388 AD: Isabella's Longbowman is hit for 15 (85/100HP)
Turn 288, 1388 AD: Isabella's Longbowman is hit for 15 (70/100HP)
Turn 288, 1388 AD: Isabella's Longbowman is hit for 15 (55/100HP)
Turn 288, 1388 AD: Your Catapult has withdrawn from combat with a Longbowman!
Turn 288, 1388 AD: CDZ's Catapult (5.00) vs Isabella's Axeman (4.50)
Turn 288, 1388 AD: Combat Odds: 68.5%
Turn 288, 1388 AD: (Extra Combat: +20%)
Turn 288, 1388 AD: (Fortify: +25%)
Turn 288, 1388 AD: (City Attack: -45%)
Turn 288, 1388 AD: Your Catapult has caused collateral damage! (5 Units)
Turn 288, 1388 AD: CDZ's Catapult is hit for 19 (81/100HP)
Turn 288, 1388 AD: CDZ's Catapult is hit for 19 (62/100HP)
Turn 288, 1388 AD: CDZ's Catapult is hit for 19 (43/100HP)
Turn 288, 1388 AD: Isabella's Axeman is hit for 20 (70/100HP)
Turn 288, 1388 AD: Isabella's Axeman is hit for 20 (50/100HP)
Turn 288, 1388 AD: Isabella's Axeman is hit for 20 (30/100HP)
Turn 288, 1388 AD: Isabella's Axeman is hit for 20 (10/100HP)
Turn 288, 1388 AD: CDZ's Catapult is hit for 19 (24/100HP)
Turn 288, 1388 AD: Isabella's Axeman is hit for 20 (0/100HP)
Turn 288, 1388 AD: CDZ's Catapult has defeated Isabella's Axeman!
Turn 288, 1388 AD: Your Catapult has destroyed a Axeman!
Turn 288, 1388 AD: CDZ's Samurai (8.80) vs Isabella's Horse Archer (5.83)
Turn 288, 1388 AD: Combat Odds: 90.2%
Turn 288, 1388 AD: (Extra Combat: -10%)
Turn 288, 1388 AD: (Extra Combat: +20%)
Turn 288, 1388 AD: Isabella's Horse Archer is hit for 23 (58/100HP)
Turn 288, 1388 AD: CDZ's Samurai is hit for 17 (83/100HP)
Turn 288, 1388 AD: Isabella's Horse Archer is hit for 23 (35/100HP)
Turn 288, 1388 AD: CDZ's Samurai is hit for 17 (66/100HP)
Turn 288, 1388 AD: Isabella's Horse Archer is hit for 23 (12/100HP)
Turn 288, 1388 AD: CDZ's Samurai is hit for 17 (49/100HP)
Turn 288, 1388 AD: CDZ's Samurai is hit for 17 (32/100HP)
Turn 288, 1388 AD: Isabella's Horse Archer is hit for 23 (0/100HP)
Turn 288, 1388 AD: CDZ's Samurai has defeated Isabella's Horse Archer!
Turn 288, 1388 AD: Your Samurai has destroyed a Horse Archer!
Turn 288, 1388 AD: CDZ's Samurai (9.60) vs Isabella's Horse Archer (5.83)
Turn 288, 1388 AD: Combat Odds: 96.0%
Turn 288, 1388 AD: (Extra Combat: -20%)
Turn 288, 1388 AD: (Extra Combat: +20%)
Turn 288, 1388 AD: CDZ's Samurai is hit for 16 (84/100HP)
Turn 288, 1388 AD: CDZ's Samurai is hit for 16 (68/100HP)
Turn 288, 1388 AD: Isabella's Horse Archer is hit for 24 (57/100HP)
Turn 288, 1388 AD: Isabella's Horse Archer is hit for 24 (33/100HP)
Turn 288, 1388 AD: CDZ's Samurai is hit for 16 (52/100HP)
Turn 288, 1388 AD: CDZ's Samurai is hit for 16 (36/100HP)
Turn 288, 1388 AD: Isabella's Horse Archer is hit for 24 (9/100HP)
Turn 288, 1388 AD: Isabella's Horse Archer is hit for 24 (0/100HP)
Turn 288, 1388 AD: CDZ's Samurai has defeated Isabella's Horse Archer!
Turn 288, 1388 AD: Your Samurai has destroyed a Horse Archer!
Turn 288, 1388 AD: CDZ's Samurai (8.80) vs Isabella's Longbowman (3.75)
Turn 288, 1388 AD: Combat Odds: 99.8%
Turn 288, 1388 AD: (Extra Combat: -10%)
Turn 288, 1388 AD: (Fortify: +25%)
Turn 288, 1388 AD: (City Defense: +25%)
Turn 288, 1388 AD: (Combat: -25%)
Turn 288, 1388 AD: Isabella's Longbowman is hit for 24 (26/100HP)
Turn 288, 1388 AD: Isabella's Longbowman is hit for 24 (2/100HP)
Turn 288, 1388 AD: Isabella's Longbowman is hit for 24 (0/100HP)
Turn 288, 1388 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 288, 1388 AD: Your Samurai has destroyed a Longbowman!
Turn 288, 1388 AD: CDZ's Samurai (9.60) vs Isabella's Catapult (3.47)
Turn 288, 1388 AD: Combat Odds: 100.0%
Turn 288, 1388 AD: (Extra Combat: -20%)
Turn 288, 1388 AD: (Combat: -25%)
Turn 288, 1388 AD: (Combat: +10%)
Turn 288, 1388 AD: Isabella's Catapult is hit for 30 (50/100HP)
Turn 288, 1388 AD: Isabella's Catapult is hit for 30 (20/100HP)
Turn 288, 1388 AD: Isabella's Catapult is hit for 30 (0/100HP)
Turn 288, 1388 AD: CDZ's Samurai has defeated Isabella's Catapult!
Turn 288, 1388 AD: Your Samurai has destroyed a Catapult!
Turn 288, 1388 AD: CDZ's Samurai (9.60) vs Isabella's Catapult (4.40)
Turn 288, 1388 AD: Combat Odds: 99.9%
Turn 288, 1388 AD: (Extra Combat: -20%)
Turn 288, 1388 AD: (Combat: +10%)
Turn 288, 1388 AD: Isabella's Catapult is hit for 27 (53/100HP)
Turn 288, 1388 AD: Isabella's Catapult is hit for 27 (26/100HP)
Turn 288, 1388 AD: Isabella's Catapult is hit for 27 (0/100HP)
Turn 288, 1388 AD: CDZ's Samurai has defeated Isabella's Catapult!
Turn 288, 1388 AD: Your Samurai has destroyed a Catapult!
Turn 288, 1388 AD: You have captured Toledo!!!

http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1388_01.Civ4SavedGame


Looks good.

I would change Kyoto to a work boat or 2 for the whales.


aye, never thought of that.

i dont mind doing another 5 turns or darkness can take over just thought i should put it up for discussion where to head next.


OK. I can play (late) tomorrow night, so if anyone wants to give it a go before then, go ahead.


I think you should've wipped in Barcelona before you declared war. Don't we get a rep hit with Mansa Musa now btw?


it would have halfed the size of barca so i chose not too. Aye we get a minus 1 but as we have +about 12 it doesnt matter so much.

We could maybe consider switching to confuscianism-to make full use of all of our decent production cities-though it would seriously damage our links with the large continent.


hmm.. I suspect that Izzy is wasted now. Toledo was her last stronghold. I'm fairly confident that we could take the southern cities and then declare peace and after that take Madrid.

btw, what kind of buildings were left in Toledo?


Angor Wat and something else, maybe a coutrhouse cant remember exactly.

I wouldnt be too hasty, cordoba has some highly promoted longbows in (one has 3 city defence)


I'll play tonight. Wanted to play yesterday, but CDZ was down and the thread at CFC is not entirely up-to-date, so I decided to wait...

How many turns am I supposed to play anyway? 5 or 10?

And the objective is to kick Spain's ass and to confine them to Madrid?



quote:Originally posted by Darkness

How many turns am I supposed to play anyway? 5 or 10?


I suggest you play as many turns as you have time to, as we have been a bit slow recently. I only played 5 as it was pretty slow and I did not have time to play more.


That's my attitude every time I have played... I play for as long as I think that my wife will let me before breaking my civ4 disk. It just so happens that most of the time it's right around 5 turns.


It'll probably be just 5 turns then. There's football on TV tonight.


OK, I played a few turns...

1388 AD Switched Satsuma to work boat (for the whales)
1394 AD Samurai attacks and kills a Spanish Horse archer
1400 AD Use 4 catapults to reduce the defense bonus in Santiago from 75% to 30%
IT Spain counterattacks with one catapult. It retreats after battling a samurai
1406 AD Reduce Santiago’¡Çs defense bonus to 0
1412 AD Nara: Courthouse -> worker
IT - Spain counterattacks with one catapult. It retreats after battling a samurai
1418 AD
IT Spain counterattacks with a horse archer. Our samurai kills it
1424 AD Santiago captured
1430 AD Salamanca captured. Most units can still move this turn, but I don’¡Çt have any more time’¡Ä




Save: http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1430_01.Civ4SavedGame


any new pictures?


how's our economy doing? are we doing ok corruption wise?



quote:Originally posted by Tubby Rower

any new pictures?



Sorry...
I forgot.

quote:Originally posted by BCLG100

how's our economy doing? are we doing ok corruption wise?



For now, yes, but the cities I conquered are still resisting so they don't count yet...


I am going on holiday this weekend, and will be back on the 9th of October. Skip me, I am unlikely to even get internet access.

socralynnek > on deck
Samson > skipped until 9th October
Beam > skipped until further notice
Shabba
BCLG100
Darkness
Tubby Rower > up


I should be able to play tonight for a few turns, but if someone wants to grab it first that's fine. Things could cause me not to be able to play tonight though....

Darkness, would you recommend to continue pressing Izzy or is it time for another break?


See what you can get, anything less than a couple techs is a waste.



quote:Originally posted by Tubby Rower

I should be able to play tonight for a few turns, but if someone wants to grab it first that's fine. Things could cause me not to be able to play tonight though....

Darkness, would you recommend to continue pressing Izzy or is it time for another break?



Like BCLG says, anything less than a few techs is a waste...

Izzy is pretty weak on the (south)western part of her empire. The (south)eastern part is pretty well defended (she's also advancing a single horsearcher there and our defense is not very strong in that region). No activity in the Barcelona/Madrid region at all.

We are quite low on catapults, so any strongly defended city could prove to be problematic.


ok playing now


(t0) 1430AD - upgrade sammy near Tokyo to Combat 3 and attack Izzy's horse in the forest and win (88% chance)
move some units towards Cordoba

(t1) 1436AD - Izzy brings a catapult into sight
Kagoshima starts a catapult
destroy catapult with sammy
see Cordoba.... it has a galley, settler, spearman (combat 1), 4 longbows (2 city Defence 1, 1 CD 2 & 1 CD3)
Rush the temple in BCLGville since it will cost 3 of the 3 resistors woot

(t2) 1442AD - Osaka finishes Duct and starts catapult
BCLGville finishes temple and starts barracks

(t3) 1448AD - Mansa adopts Free Market and gets a Francis Bacon
decided to send a small force of 2 sammies and 2 cats to Valencia to kill the unpromoted longbow and spear

(t4) 1454AD - finish Education and start on Gunpowder

(t5) 1460AD - Santiago comes out of resisitance and starts a courthouse
Salamanca does so too and starts a caravel
Izzy gets a great artist in Madrid
Bomb the cities

(t6) 1466AD - Lord McCauley gives us this

110.07 KB
Kagoshima cat-> cat
Santiago requests a worker and put it in line behind the courthouse
Izzy started her Golden Age[>:(]

(t7) 1472AD - Izzy retailiates and gets a cat vs cat. she wins
continue bombing


(t8) 1478AD - Mao wants education for divine right and 190G ... I tell him no
Osaka cat- > cat
BCLG ville rax -> cat
Attack Valencia only sacrificing one cat

(t9) 1484AD - lost this turn but nothing happened expcept rushing a samauri in Barcelona

(t10) 1490AD - attack Murcia and Izzy made a cat last turn so the next person can take that city nect turn


todo on turn 1 of next turn set:
- take Murcia
- I have 5 cats that can sacrifice on Cordoba and 7 samauri a few highly promoted ones with cover so look for those

I accidentally hit enter instead of save... So the turn set starts at the begining of 1496. Pick something for Valencia to build. the city defense 2 archer left cordoba and went SW

<<< SAVE>>>







111.31 KB


140.98 KB


nice one tubs :)

Only thing im not looking forward to is Madrid when it comes out of resistance-will probs have quite a bit of hate in it.

Any further news on the little war i started on the other continent? maybe now we should consider switching to confucianism, it'll get the best out of our cities that we have.

ynek your up :)
socralynnek > up
Samson > skipped until 9th October
Beam > skipped until further notice
Shabba>on deck
BCLG100
Darkness
Tubby Rower


I can play now. If ynnek doesn't show up I'll steal his turns, muahaha.


well there was this ...

Turn 304, 1484 AD: Tadmekka has been captured by the German Empire!!!
Turn 304, 1484 AD: Mansa Musa has made peace with Bismarck!


oh :( we should maybe try and orchestrate some bigger wars on that continent


I reporting back for duty. With a new GF.


46.08 KB


Hubba hubba. Feel free to play the save while I entertain your new GF


that is one hot penguin..........



quote:Originally posted by Shabbaman

Hubba hubba. Feel free to play the save while I entertain your new GF



Make sure you can run "sudo gedit gf.ini" first

What are the main issues & targets btw? I see we are putting a siege on Cordoba and Valencia just out of disorder and building an Archer


I accidentally clicked end turn instead of saving the game.. so I saved it and the next person can change the archer build. You should be able to suicide a cat or two on Cordoba and then use the 7 samauri to take it. Murcia should be taken easily with anything overthere. After that move on Zaragom and then everything goes north to take out Madrid.

Starting a palace build in Toledo might not be a bad idea either


Weird time to play, a local thunderstorm keeps me out of sleep.

Established Sushibars in Cordoba and Murcia at the expense of one pult at Cordoba. 2 down, 2 to go. Will complete ten turns tomorrow.

Is it correct no one has Astronomy yet?


I can play tomorrow, so, Shabba, if you want to play before me after Beam has played, then do it.


woah were actually getting through the turns quite well now



quote:Originally posted by socralynnek

I can play tomorrow, so, Shabba, if you want to play before me after Beam has played, then do it.



Perhaps I can play some turns tonight, otherwise wednesday at the earliest I guess. Do I have you on my msn list (yes, I'm using that again these days!)?


MSN? What is this?

No, I know what it is but I don't use it.
I can't play before tomorrow 08:00 CEST, but can play anytime til Wednesday.
So, if you start playing then post an "I got it" here but if you play tonight then we won't collide.


Deal.


Planning changed today, just came home and a bit tired to play. First thing in the morning.


Somehow I misunderstood you and thought you were already playing.

socralynnek
Nov 06, 2006, 07:58 AM
Can play friday at the earliest.


Beam? Beam?
Beeeeeaaaaaammmmmm?
Beam!
Beam!
Beeeeaaaaaammmmmm!




just gonna add my voice to the masses of 'where has beam got too???'


The bad thing: we can't really skip him as he already started his turnset...


Perhaps we should ask one of the admins. Since we have no clue what he's done so far, there's not much harm if we just start the turnset.


would RNG be the same? also though we dont know his exact movements, if we did we could replicate them.


does someone know a mailadress of Beam, then one could try it via mail. I try to write him a civfanatic PM, hope he has notifications enabled.


I had send a mail and PM to Beam, no response.

Since it is already a week, I PMed AlanH questioning how to proceed.


Alan told that it is ok to proceed from the last save.

socralynnek > up
Samson > on deck
Beam > skipped again until further notice
Shabba
BCLG100
Darkness
Tubby Rower

I can play later today if beam doesn't show up until then. Will post an "I got it" before I play.


Hehe, fourth post in a row by myself... is this a monologue?

Ahem, what I wanted to say is: I can't play today, but probably tomorrow in the morning, so if anyone else (shabba or samson e.g.) wants to play today, just post an "I got it" and play.


Hm, I could've played the last hour... but not now. Good that we're moving again though.


I got it. Will play now.


1496 AD - Capture Murcia and Cordoba. Spain down to two cities.
Hurry Uni in Kyoto and Market in Edo.

1508 AD - Gunpowder comes in, afaics we are the only ones to have it. Sell Edu to Mao for Banking+WM+160g.
Think about whether to go for RepParts or Economics (both already known to some)
I decide for RepParts as it is on the way to Rifling and Assembly Line (remember we must win by Conquest)
Change my mind then to go for Astronomy.(known by 2)

1514 AD - A Great Scientist appears. Lightblub towards Chemistry which will be done in 6 turns (so no decay of our one turn research towards Astronomy then)
Mao has Gunpowder but we can't get something decent from the others for it. Only DivRight which is useless and which we can probably get from Izzy anyways.

1529 AD - Capture Zaragoza and make peace with Izzy (she doesn't want to share DivRight, but adopts Paganism) Automove units to Barcelona.

1535 AD - Chemistry done.

The save:

http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1535_01.Civ4SavedGame

The log:

Turn 306, 1496 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (13.74)
Turn 306, 1496 AD: Combat Odds: 0.0%
Turn 306, 1496 AD: (Plot Defense: +4%)
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +100%)
Turn 306, 1496 AD: CDZ's Catapult is hit for 32 (68/100HP)
Turn 306, 1496 AD: CDZ's Catapult is hit for 32 (36/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 12 (88/100HP)
Turn 306, 1496 AD: CDZ's Catapult is hit for 32 (4/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 12 (76/100HP)
Turn 306, 1496 AD: CDZ's Catapult is hit for 32 (0/100HP)
Turn 306, 1496 AD: Isabella's Longbowman has defeated CDZ's Catapult!
Turn 306, 1496 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (10.44)
Turn 306, 1496 AD: Combat Odds: 2.3%
Turn 306, 1496 AD: (Plot Defense: +4%)
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +100%)
Turn 306, 1496 AD: CDZ's Catapult is hit for 30 (70/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 13 (63/100HP)
Turn 306, 1496 AD: CDZ's Catapult is hit for 30 (40/100HP)
Turn 306, 1496 AD: CDZ's Catapult is hit for 30 (10/100HP)
Turn 306, 1496 AD: CDZ's Samurai (10.40) vs Isabella's Longbowman (9.03)
Turn 306, 1496 AD: Combat Odds: 77.2%
Turn 306, 1496 AD: (Extra Combat: -30%)
Turn 306, 1496 AD: (Plot Defense: +4%)
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +100%)
Turn 306, 1496 AD: (Combat: +10%)
Turn 306, 1496 AD: CDZ's Samurai is hit for 21 (79/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 18 (45/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 21 (58/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 18 (27/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 18 (9/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 21 (37/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 18 (0/100HP)
Turn 306, 1496 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 306, 1496 AD: CDZ's Samurai (9.60) vs Isabella's Longbowman (6.19)
Turn 306, 1496 AD: Combat Odds: 93.6%
Turn 306, 1496 AD: (Extra Combat: -20%)
Turn 306, 1496 AD: (Plot Defense: +4%)
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +45%)
Turn 306, 1496 AD: (City Attack: -20%)
Turn 306, 1496 AD: (Combat: -25%)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 23 (57/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 23 (34/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 17 (83/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 23 (11/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 23 (0/100HP)
Turn 306, 1496 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 306, 1496 AD: CDZ's Samurai (9.60) vs Isabella's Longbowman (8.16)
Turn 306, 1496 AD: Combat Odds: 86.3%
Turn 306, 1496 AD: (Extra Combat: -20%)
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +45%)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 20 (60/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 20 (40/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 19 (81/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 20 (20/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 20 (0/100HP)
Turn 306, 1496 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 306, 1496 AD: CDZ's Catapult (5.00) vs Isabella's Spearman (2.72)
Turn 306, 1496 AD: Combat Odds: 98.8%
Turn 306, 1496 AD: (Extra Combat: +10%)
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Attack: -45%)
Turn 306, 1496 AD: Isabella's Spearman is hit for 25 (50/100HP)
Turn 306, 1496 AD: Isabella's Spearman is hit for 25 (25/100HP)
Turn 306, 1496 AD: CDZ's Catapult is hit for 15 (85/100HP)
Turn 306, 1496 AD: Isabella's Spearman is hit for 25 (0/100HP)
Turn 306, 1496 AD: CDZ's Catapult has defeated Isabella's Spearman!
Turn 306, 1496 AD: You have captured Cordoba!!!
Turn 306, 1496 AD: CDZ's Samurai (8.63) vs Isabella's Catapult (5.50)
Turn 306, 1496 AD: Combat Odds: 96.0%
Turn 306, 1496 AD: (Extra Combat: -30%)
Turn 306, 1496 AD: (Extra Combat: +10%)
Turn 306, 1496 AD: Isabella's Catapult is hit for 26 (74/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 15 (68/100HP)
Turn 306, 1496 AD: Isabella's Catapult is hit for 26 (48/100HP)
Turn 306, 1496 AD: Isabella's Catapult is hit for 26 (22/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 15 (53/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 15 (38/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 15 (23/100HP)
Turn 306, 1496 AD: Isabella's Catapult is hit for 26 (0/100HP)
Turn 306, 1496 AD: CDZ's Samurai has defeated Isabella's Catapult!
Turn 306, 1496 AD: You have captured Murcia!!!
Turn 306, 1496 AD: CDZ's Samurai (9.60) vs Isabella's Catapult (4.76)
Turn 306, 1496 AD: Combat Odds: 99.7%
Turn 306, 1496 AD: (Extra Combat: -20%)
Turn 306, 1496 AD: (Extra Combat: +20%)
Turn 306, 1496 AD: (Combat: -25%)
Turn 306, 1496 AD: Isabella's Catapult is hit for 28 (72/100HP)
Turn 306, 1496 AD: Isabella's Catapult is hit for 28 (44/100HP)
Turn 306, 1496 AD: Isabella's Catapult is hit for 28 (16/100HP)
Turn 306, 1496 AD: Isabella's Catapult is hit for 28 (0/100HP)
Turn 306, 1496 AD: CDZ's Samurai has defeated Isabella's Catapult!
Turn 306, 1496 AD: CDZ's Samurai (9.60) vs Isabella's Longbowman (6.00)
Turn 306, 1496 AD: Combat Odds: 97.1%
Turn 306, 1496 AD: (Extra Combat: -20%)
Turn 306, 1496 AD: CDZ's Samurai is hit for 15 (85/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 15 (70/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 25 (75/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 15 (55/100HP)
Turn 306, 1496 AD: CDZ's Samurai is hit for 15 (40/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 25 (50/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 25 (25/100HP)
Turn 306, 1496 AD: Isabella's Longbowman is hit for 25 (0/100HP)
Turn 306, 1496 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 306, 1496 AD: The borders of Kagoshima have expanded!
Turn 306, 1496 AD: You have constructed a Courthouse in Santiago. Work has now begun on a Worker.

Turn 307, 1502 AD: You have discovered Gunpowder!

Turn 308, 1508 AD: You have discovered Banking!
Turn 308, 1508 AD: Johannes Kepler has been born in Edo!
Turn 308, 1508 AD: Buddhism has spread in Kyoto.
Turn 308, 1508 AD: Mansa Musa adopts Organized Religion!

Turn 309, 1514 AD: CDZ's Caravel (3.00) vs Isabella's Galley (2.20)
Turn 309, 1514 AD: Combat Odds: 79.1%
Turn 309, 1514 AD: (Plot Defense: +10%)
Turn 309, 1514 AD: CDZ's Caravel is hit for 17 (83/100HP)
Turn 309, 1514 AD: Isabella's Galley is hit for 23 (77/100HP)
Turn 309, 1514 AD: Isabella's Galley is hit for 23 (54/100HP)
Turn 309, 1514 AD: Isabella's Galley is hit for 23 (31/100HP)
Turn 309, 1514 AD: Isabella's Galley is hit for 23 (8/100HP)
Turn 309, 1514 AD: Isabella's Galley is hit for 23 (0/100HP)
Turn 309, 1514 AD: CDZ's Caravel has defeated Isabella's Galley!
Turn 309, 1514 AD: Isabella's Golden Age has ended...

Turn 310, 1520 AD: Archimedes has been born in Beijing!

Turn 311, 1523 AD: The borders of BCLGvill have expanded!
Turn 311, 1523 AD: Mao Zedong's Golden Age has begun!!!
Turn 311, 1523 AD: Mao Zedong has completed The Taj Mahal!
Turn 311, 1523 AD: Heron has been born in Cuzco!
Turn 311, 1523 AD: Hatshepsut adopts Free Market!

Turn 312, 1526 AD: Your Catapult has reduced the defenses of Zaragoza to 11%!
Turn 312, 1526 AD: Mao Zedong has completed Notre Dame!
Turn 312, 1526 AD: Kublai Khan adopts Free Market!

Turn 313, 1529 AD: Your Catapult has reduced the defenses of Zaragoza to 0%!
Turn 313, 1529 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (11.70)
Turn 313, 1529 AD: Combat Odds: 0.2%
Turn 313, 1529 AD: (Fortify: +25%)
Turn 313, 1529 AD: (City Defense: +70%)
Turn 313, 1529 AD: Your Catapult has caused collateral damage! (2 Units)
Turn 313, 1529 AD: CDZ's Catapult is hit for 30 (70/100HP)
Turn 313, 1529 AD: CDZ's Catapult is hit for 30 (40/100HP)
Turn 313, 1529 AD: CDZ's Catapult is hit for 30 (10/100HP)
Turn 313, 1529 AD: CDZ's Catapult is hit for 30 (0/100HP)
Turn 313, 1529 AD: Isabella's Longbowman has defeated CDZ's Catapult!
Turn 313, 1529 AD: Your Catapult has died trying to attack a Longbowman!
Turn 313, 1529 AD: CDZ's Catapult (5.00) vs Isabella's Longbowman (10.50)
Turn 313, 1529 AD: Combat Odds: 0.4%
Turn 313, 1529 AD: (Fortify: +25%)
Turn 313, 1529 AD: (City Defense: +70%)
Turn 313, 1529 AD: (City Attack: -20%)
Turn 313, 1529 AD: Your Catapult has caused collateral damage! (2 Units)
Turn 313, 1529 AD: CDZ's Catapult is hit for 28 (72/100HP)
Turn 313, 1529 AD: CDZ's Catapult is hit for 28 (44/100HP)
Turn 313, 1529 AD: CDZ's Catapult is hit for 28 (16/100HP)
Turn 313, 1529 AD: Isabella's Longbowman is hit for 13 (87/100HP)
Turn 313, 1529 AD: Your Catapult has withdrawn from combat with a Longbowman!
Turn 313, 1529 AD: CDZ's Samurai (9.60) vs Isabella's Longbowman (8.87)
Turn 313, 1529 AD: Combat Odds: 72.8%
Turn 313, 1529 AD: (Extra Combat: -20%)
Turn 313, 1529 AD: (Fortify: +25%)
Turn 313, 1529 AD: (City Defense: +70%)
Turn 313, 1529 AD: (Combat: -25%)
Turn 313, 1529 AD: Isabella's Longbowman is hit for 20 (67/100HP)
Turn 313, 1529 AD: Isabella's Longbowman is hit for 20 (47/100HP)
Turn 313, 1529 AD: Isabella's Longbowman is hit for 20 (27/100HP)
Turn 313, 1529 AD: Isabella's Longbowman is hit for 20 (7/100HP)
Turn 313, 1529 AD: Isabella's Longbowman is hit for 20 (0/100HP)
Turn 313, 1529 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 313, 1529 AD: Your Samurai has destroyed a Longbowman!
Turn 313, 1529 AD: CDZ's Samurai (9.60) vs Isabella's Longbowman (7.29)
Turn 313, 1529 AD: Combat Odds: 89.9%
Turn 313, 1529 AD: (Extra Combat: -20%)
Turn 313, 1529 AD: (Fortify: +25%)
Turn 313, 1529 AD: (City Defense: +70%)
Turn 313, 1529 AD: (City Attack: -20%)
Turn 313, 1529 AD: (Combat: -25%)
Turn 313, 1529 AD: Isabella's Longbowman is hit for 21 (60/100HP)
Turn 313, 1529 AD: Isabella's Longbowman is hit for 21 (39/100HP)
Turn 313, 1529 AD: CDZ's Samurai is hit for 18 (82/100HP)
Turn 313, 1529 AD: CDZ's Samurai is hit for 18 (64/100HP)
Turn 313, 1529 AD: CDZ's Samurai is hit for 18 (46/100HP)
Turn 313, 1529 AD: Isabella's Longbowman is hit for 21 (18/100HP)
Turn 313, 1529 AD: CDZ's Samurai is hit for 18 (28/100HP)
Turn 313, 1529 AD: Isabella's Longbowman is hit for 21 (0/100HP)
Turn 313, 1529 AD: CDZ's Samurai has defeated Isabella's Longbowman!
Turn 313, 1529 AD: Your Samurai has destroyed a Longbowman!
Turn 313, 1529 AD: CDZ's Samurai (10.40) vs Isabella's Spearman (2.04)
Turn 313, 1529 AD: Combat Odds: 100.0%
Turn 313, 1529 AD: (Extra Combat: -30%)
Turn 313, 1529 AD: (Fortify: +25%)
Turn 313, 1529 AD: (Combat: -75%)
Turn 313, 1529 AD: Isabella's Spearman is hit for 38 (39/100HP)
Turn 313, 1529 AD: Isabella's Spearman is hit for 38 (1/100HP)
Turn 313, 1529 AD: Isabella's Spearman is hit for 38 (0/100HP)
Turn 313, 1529 AD: CDZ's Samurai has defeated Isabella's Spearman!
Turn 313, 1529 AD: Your Samurai has destroyed a Spearman!
Turn 313, 1529 AD: You have captured a Worker
Turn 313, 1529 AD: You have captured a Worker
Turn 313, 1529 AD: You have captured Zaragoza!!!
Turn 313, 1529 AD: You have made peace with Isabella!
Turn 313, 1529 AD: Huayna Capac adopts Free Market!

Turn 314, 1532 AD: You have discovered Chemistry!


I declare shabba to be up unless samson shows up soon...

socralynnek > just played
Samson > didn't show up after holdiay by now
Beam > skipped again until further notice
Shabba > up
BCLG100 > on deck
Darkness
Tubby Rower


I'm not sure if I can play today. Will post "got it" when I'm going to play, until then if anyone wants to play to keep up to speed, be my guest.


so we have all Spanish cities except Madrid correct?

Time to start moving on some boats that can move units across the ocean as well


Correct. only Madrid is lacking but will probably easily fall to our army.
We are researching Astronomy atm we can only transport Misiionaries and such.


we should start thinking about how we can instigate a world war on that continent


Let me know if you have a suggestion, I'm really bad in that department.


basically bribe lots of civs to declare war on each other :) try and make it so the folk we are giving things too have our own religion as well :)


We have Gunpowder to give to some, but e.g. Egypt would only declare on Spain which we don't want. Someone should check whcih civ is not red in the diplo screens.


any war is a good war, they'll still suffer WW and will have to take time to move troops about etc. that and spain could bring in another war ally against egypt.


IBT Hatty shows up to ask if we want to convert to buddhism. I laugh at her and decline.

1538 a.d. I get to choose what to build in Zaragoza. The city needs culture to get the mines into range, and coastal cities are usually good for some commerce: thus I go for a library. It's going to take a while though, most likely we need a missionary there. But we need to get some cities to expand their borders, otherwise we get foreign cities on our land.
I also see we got another great scientist. Not sure what to do with it. It could get us half of scientific methods, but we don't need that tech. It useless to get that now, so I save him. 2600 gold is a lot, more than we could get out of him if we go for academy or specialist.

BTW, I think we should research liberalism and switch to free religion, or switch to a religion we have on our big island.

IBT 1547 Isabella wants us to convert, hahaha.

1547 a.d. After the completion of a courthouse, I decide to go with a jewish monastery in Seville. While the monastery might get obsolete researchwise, this still will let us make jewish missionaries (for if we might go with free religion). Plus, it makes culture.

1550 IBT Kublai Khan comes begging for chemistry. I decline.

1553 IBT Hatty wants to trade bananas for whale. Hm. I decline and do some research first.

1553 a.d. I go for a hindu monastery in Santiago, for aforementioned reason. I'm not going for a confucian monastery, because we don't have that shrine.

1556 a.d. I trade whale with Mao for 4 gpt.

IBT 1556 Kublai shows up, now he wants to trade for chemistry. Hm.

I figure out that I can sell chemistry and get nationalism from one and economics from another. We can't get liberalism. I don't know if this is going to be wise or not (it does give everyone and their mothers grenadiers).
Speaking of grenadiers, we can go after Spain again. Perhaps we should upgrade some samurai to grenadiers.

I'm leaving it at this; I've played for 45 minutes and I'm tired. Besides, I don't really now what to do anyway.

The save is here.

quote:
Turn 315, 1535 AD: Isaac Newton has been born in Kyoto!

Turn 318, 1544 AD: The borders of Barcelona have expanded!
Turn 318, 1544 AD: Rabbi Akiva has been born in Frankfurt!

Turn 319, 1547 AD: Mansa Musa adopts Representation!

Turn 320, 1550 AD: Bismarck adopts Bureaucracy!
Turn 320, 1550 AD: Bismarck adopts Mercantilism!
Turn 320, 1550 AD: Bismarck adopts Organized Religion!

Turn 321, 1553 AD: Clearing a Forest has created 44 ? for Nara.
Turn 321, 1553 AD: Mao Zedong's Golden Age has ended...

Turn 322, 1556 AD: Mao Zedong adopts Representation!
Turn 322, 1556 AD: Mao Zedong adopts Free Market!



BCLG is up!


ill grab it sometime tomorrow. :)


I'd just like to see my two questions answered: trade chemisty, switch to free religion?


Free Religion would indeed be a very nice move as our religions are spread. And it would help in war signing.
If we still have a Chem monopoly then I'd delay selling it otherwise it would be better if we sell it instead of the AI.


oh right well i played before i saw them 2 comments :)

think you'll all be happy with the results then.

also we cant switch to free religion as we dont have liberalism nor a hope in hell of getting it from the AI for the time being :)


k doke here we go :)


PFC- knock the priest off in Barca- 2 hammers isnt worth the loss of growth potention.
Change barca to granary-it'll be pop rushing most things for awhile so will need it.
BCLGville changed to granary also
CHanged estruscan to WB for the fishes as a forge wont really be that helpfull till it grows
Same thing with Nara switch to WB
Switch the cities building monastries , they become obsolete with scientific method, no point in them except for the culture and libs will be just as good.
Seville--granary
Satiago---granary
and e edo is changed to a galleon.

Trade phil with bismark for WM+180 gold
Trade chem with hatty for nationalism, WM and 120 gold
trade chem with kublai for Astronomy+200 odd gold + WM
Start on steel (figure we'll be able to trade this for other techs)
trade printing press and drama with h capac for ecom, WM +300 gold

(dont switch to free market just yet-you'll see why by the end of the post)

Bismark declares on hatty in exchange for education
upgrade 4 of the sams to grens for 620 gold.

IBT- lots and lots of growth because of the tile changes, move upto 4th in score.

1562- Valencia-xbow finishes---lighthouse
Our empire finally has sea connections with each other ( i know this as for 10 mins i get 'so and so is now connected to the capital!'

delay attack in izzy, want to let our caraval see whats in there first.

IBT not much

1565AD- Forge in Osaka---galleon
13 units in madrid so i declare and move in

IBT- trade wine for wheat with mao

1568--courthouse in murcia---granary
trade astronomy and chem with mansa for constitution
fish, sheep sugar+gems traded with bismark in exchange for furs, pigs, spices and incense.

1571--knock research off for a bit to build up some gold

IBT-spanish galley (later find out has a horse and mace in) moving down our coast, scramble some defence near barca.

1574- Granary in kagoshima---now building bank.
Move up to second place as growth is going well and hatty loses pi rameses

1577---not much

IBT, the spanish have landed forces at barca.
stack outside madrid gets attacked by a couple of horse archers and a cat, no deaths and a bit of collateral damage.

1580- Santiago---Granary to library

Bombard madrid from 105% to 0% :)
3 cats left to suicide, all suicided and all die-the sad part of the war :(
afterwards every single unit we have attacks and is victorious but we dont have enough so at the end of the turn there is left one cat in madrid

IBT-spear and another cat moves in to defend

1583-- Salamanca--- forge to granary
WB in estruscan to lighthouse

Madrid is now ours, i capture it along with 230 gold. It is renamed 'Simons Spot' in honour of its conquering general!
in lighter news (though maybe not for the spanish) the spanish are dead!

Kyoto is now changed into a mighty GP farm, for the previous 9ish turns id taken most of the GP and had them working the sea tiles to let the city grow, now i switch them all back onto GP points and Kyoto is making 50 a turn-the city can grow another couple of sizes before health becomes an issue but thats for us to decide whether its worthwhile?

We are also now 1st following the capture of Madrid, admitedly only be a few points.

IBT-hatty wants us to cancel deals with the incan--i tell her where she can go.

1586AD- Kyoto-grocer---galleon
Osaka-Galleon---galleon
trade rice with kublai for 8gpt

bump up some more points so in terms of points we are first on 1926 while Germany are 2nd on 1886

Think we should let edo grow some more, with Kyoto producing as many GP points as it is Edo may as well grow some more so it can also produce a lot.

We are 7 turns from steel, if Bismark carries on smashing the crap out of hatty someone should make him make peace with her (we dont want him gettin ahead)

Save is here http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1586_01.Civ4SavedGame


we've got lots of forests that need to be cut and lots of granary's that need to be built, we're first in land area but last in pop, if we increase the pop then everything else will also increase!

granaries/lighthouse/libs and courthouses, these should all be built before forges-unless the forge is in a good city- cities producing 4/5 hammers arnt going to benefit from a forge right now, but growing them so they can work more cottages to eventually turn into towns, which when in universal cuffrage will produce some hammers :)

didnt switch to free market as it will be 2 turns of revolution, for another civic it is 3 turns however for a third civic it is also 3 turns, therefore i think it would be worth waiting until we actually have 3 civics to revolt into, possibly free religion/open market and representation perhaps-but thats up for debate :)

no pictures cos i couldnt be arsed :)


Shabba has started building those mponasteries to be able to produce missionaries of all religions, they will be helpful with Free Religion, so next one should take a look at it.

Otherwise nice. We should start building galleons and cats for a probably long war to capture the others.
We should research towards Assembly Line IMO, factories can make a big difference in unit production.
And we should cause some more wars on the way and maybe take the remains of someone then to get a foothold.

socralynnek
Samson
Beam > skipped again until further notice
Shabba
BCLG100
Darkness > up
Tubby Rower > on deck


aye but the thing about them monastries is that we could get scientifc method in a trade in a few turns and have to discontinue building them, we can always switch to organized religion just without the tech to build monastries and spread the religion but with all the happiness resources we have right now we dont even need the happiness under free religion.


Monasteries are cheap, changing civics costs money.


Hi everyone, I am back.

I agree we should get a few monastries. I usually aim to have at least 1 of each religeon in a decent production city before we get Sci. Method. We will probably want the happiness eventually as we will be at war, and the gold from the shrines is good too. I THINK if you start the monastries before Sci. Method they will finish, but I could be wrong.

I also think assembly line should be a priority. The combination of factories / coal plants and infantry makes it a real turning point tech. The only one that could be better is biology.


I am pretty sure they won't finish. So we might have to rush them before we get SciMeth


I am pretty sure they won't finish. So we might have to rush them before we get SciMeth



quote:Originally posted by socralynnek

I am pretty sure they won't finish. So we might have to rush them before we get SciMeth


They definatly finished in at least 1 patch. Perhaps they do not in 1.61.


Well other things switch over when you can no longer build them, such as obelisks with stonehenge, then you've just lost a bunch of shields.

Also these monastries wern't being built in high productive towns, it was taking at least 30 turns for the majority to finish.


Sorry guys. I was away this weekend. I'll try to play tomorrow night. If anyone can play tonight then go ahead, because I can't...


The monastery in Seville can easily be whipped, and Santiago has a lot of pristine forests around it.



spamming 10 chars...

socralynnek
Nov 06, 2006, 07:59 AM
1586 – nothing
1589 – Valencia: Lighthouse -> library
1592 - Santiago: Library -> forge
1595 – nothing
1598 – nothing
1601 – nothing
1604 - Etruscan: Lighthouse -> forge
1607 – Discover steel, start replacable parts. Osaka: Galleon -> galleon. Steel (already known on the other continent) to Mansa Musa for corporation, divine right, WM and 10 gold. Steel to Kublai Khan for replacable parts, WM and 20 gold. Set research to steam power
1610 – Kyoto: Galleon -> Frigate?

Save:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1610_01.Civ4SavedGame

Turn log:

quote:
Here is your Session Turn Log from 1586 AD to 1610 AD:


Turn 333, 1589 AD: Zhang Heng has been born in Thebes!

Turn 334, 1592 AD: Hatshepsut adopts Emancipation!

Turn 335, 1595 AD: You have constructed a Granary in BCLGville. Work has now begun on a Forge.
Turn 335, 1595 AD: Pytheas has been born in Munich!

Turn 336, 1598 AD: Bismarck's Golden Age has begun!!!

Turn 337, 1601 AD: You have constructed a Lighthouse in Estruscan. Work has now begun on a Forge.

Turn 338, 1604 AD: You have discovered Steel!
Turn 338, 1604 AD: The borders of Edo have expanded!
Turn 338, 1604 AD: Kublai Khan adopts Free Speech!

Turn 339, 1607 AD: You have discovered Divine Right!
Turn 339, 1607 AD: You have discovered Corporation!
Turn 339, 1607 AD: You have discovered Replaceable Parts!
Turn 339, 1607 AD: Deal Canceled: Clam to Hatshepsut for Rice

Turn 340, 1610 AD: Clearing a Forest has created 24 ? for Barcelona.




quote:Turn 339, 1607 AD: Deal Canceled: Clam to Hatshepsut for Rice



Who cancelled this? us or her?


she did


did it make much of a difference? im guessing no but just checking


tubby, can you care about the monasteries. i think we should have one monastery of each religion. see discussion before on last page.

btw, I can't play from tommorrpow evening til monday morning.


socralynnek > skipped from Thu (10-19) to Mon (10-23)
Samson
Beam > skipped again until further notice
Shabba
BCLG100
Darkness > just played
Tubby Rower > up


@ ynnek, if you want to go ahead and play, go for it. I won't be able to get to this until at least 10 hours from now at best


Today won't be possible, maybe tomorrow in the morning( at least 18 hours from now), if I get my work done today.


well RL has intervened again.. I'm requesting a skip


I'm back and I'll play in a few minutes!


1610 AD - Switch 4 cities to build Monasteries (we only lack Islam)
Our MM looks sloppy.

1616 AD - Get a second Great Scientist in Kyoto, so no GA at the moment.
I have rushed the monasteries so I could burn them on SciMeth, but I'll try to get it via trade.

1628 AD - Started shipping some units towards our capital (so expect them to be on automove!)

1631 AD - Kublai has build a city on our continent, but at a really bad position in the South.
That city will surely cost him more maintenance than he gains.

1640 AD - Steam Power done next turn. I think we should wait with attacking until Infantry.
Then we'll have some weak targets. Currently no war going on.
Remember there are two Great Scientists in Kyoto!




166.29 KB


Here is your Session Turn Log from 1610 AD to 1640 AD:

Turn 340, 1610 AD: Hatshepsut has made peace with Bismarck!

Turn 341, 1613 AD: Galileo Galilei has been born in Kyoto!
Turn 341, 1613 AD: You have constructed a Hindu Monastery in Nara. Work has now begun on a Work Boat.
Turn 341, 1613 AD: You have constructed a Jewish Monastery in Seville. Work has now begun on a Granary.
Turn 341, 1613 AD: The borders of Santiago have expanded!
Turn 341, 1613 AD: You have constructed a Taoist Monastery in Cordoba. Work has now begun on a Forge.
Turn 341, 1613 AD: Leonardo da Vinci has been born in Cuzco!

Turn 342, 1616 AD: Kyoto celebrates "We Love the Monarch Day"!!!

Turn 343, 1619 AD: Kyoto celebrates "We Love the Monarch Day"!!!
Turn 343, 1619 AD: You have constructed a Granary in Barcelona. Work has now begun on a Forge.

Turn 344, 1622 AD: Sinan has been born in Old Sarai!

Turn 345, 1625 AD: Bismarck's Golden Age has ended...
Turn 345, 1625 AD: Hatshepsut adopts Free Speech!
Turn 345, 1625 AD: Hatshepsut adopts Organized Religion!

Turn 346, 1628 AD: You have trained a Work Boat in Nara. Work has now begun on a Forge.

Turn 347, 1631 AD: You have trained a Galleon in Edo. Work has now begun on a Caravel.

Turn 349, 1637 AD: The borders of Nara have expanded!
Turn 349, 1637 AD: The borders of Seville have expanded!
Turn 349, 1637 AD: The borders of Cordoba have expanded!
Turn 349, 1637 AD: The borders of Murcia have expanded!
Turn 349, 1637 AD: The borders of Simons Spot have expanded!
Turn 349, 1637 AD: Huayna Capac adopts Emancipation!

Turn 350, 1640 AD: Clearing a Forest has created 54 ? for Kagoshima.


should one of the great scientists build an academy somewhere with high beaker yield?


Nice Is Samson around?


didnt he say he was going to be away?

the other acadamy seems good though.


yeah, buit that was when beam last was up, he told he is back at the previous page.

other academy is fine, although it will take some turns for the scientist to ship there.

simon's spot is a nice location but probably already has an academy (barcelone too), santiago has a lot of cottaging potential.

edit: our fp city whould be nice too.


Osaka then

btw folks alan was speaking about having an end of november deadline-as we dont look like we're going to be hitting that at our current pace we're probably going to need to speed up-should those who can try and play longer turnsets?


I'm home alone in the weekend of november 11th, I could finish the game on my own Until (and after) then I'm pretty much confined to playing in the weekends, unfortunately.
The turnsets just take too much time for me. If it's 15 minutes I can squeeze it somewhere in the schedule, but it takes more like an hour or so.


OK, since Samson didn't show up in the last days (it was his turn from SSaturday and I just slipped in because I was away first), I think we should skip him to move.

Shabba, you can play on the weekend no matter what the current roster is, so BCLG, if you want to play today, go ahead (Tubby or Shabba, if you have time at some special day, you can always request to slip in, that won't be a problem)


I will try to figure out a way to get some time. I'll post here before I play.


I have been busy fot the last couple of days, but I should be able to get to it later today. If anyone else wants to play just atke it and I will play after.


i can play anytime, today tomorrow whenever really- i'll finish browsing cfc etc and check back in a couple of hours to see if you've got the save samson if not ill grab it


ok nvm i got it now, should have an update in a couple of hours can probs play 10 turns


actually ynnek you havnt posted the save.... puts a halt on everything :D


I played from 1610 AD to 1640 AD, so (for me ) the date shown there is correct.

Try that link:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1640_01.Civ4SavedGame


ok well ill leave for samson to grab turns out ive actually got to be out somewhere but if he hasnt got it by the time i get back in a few hours ill play then :)


Got it.


PFC - The most important thing is which cities will get factories and coal plants. In these cities I would build no cottages and just irrigation, mines and other production improvements. I recon at a minimum Kagoshima, BCLGville and Valencia. Also possibly santiago. I would expect these to produce the lions share of our milatry units.

I think we should use the GS's to lightbulb techs. we should be able to trade for sci. method, so physics and flight would seem the obvious ones to use them on.

I think our tech progression shoudl be Assembly line, biology then flight.

1643 (1) - Steam power -> Assembly line (19). Cordoba forge > GRANNERY. I may be missing something, but is it not always better to build a grannery before a forge if the city is growing. A grannery added 50% to suplus food production and a forge 25% to hammers. Surely 50% food is better?
1646 (2) - Kyoto Observatory > Bank.
1649 (3) - nada
1652 (4) - Tokyo forge (with only 3 production?) > observatory.
1655 (5) - Estruscan Theater > grannery (see above but more so)
1658 (6) - BCLG library > grocer.
1661 (7) - nada
1664 (8) - nada
1667 (9) - nada
1670 (10) - Kagoshima Uni > Theater (should finish just in time to start factory).

Save at http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1670_01.Civ4SavedGame

Turn 350, 1640 AD: You have discovered Steam Power!
Turn 350, 1640 AD: Rene Descartes has been born in Beijing!

Turn 351, 1643 AD: Mao Zedong's Golden Age has begun!!!

Turn 353, 1649 AD: St. Augustine has been born in Tiwanaku!

Turn 356, 1658 AD: The borders of Estruscan have expanded!

Turn 358, 1664 AD: Zhang Qian has been born in Stuttgart!
Turn 358, 1664 AD: Aretas III has been born in Shanghai!

Turn 359, 1667 AD: Clearing a Forest has created 30 ? for Simons Spot.
Turn 359, 1667 AD: Clearing a Forest has created 46 ? for Kagoshima.
Turn 359, 1667 AD: Antony van Leeuwenhoek has been born in Timbuktu!


Go team! I'll play tomorrow morning. It'd be great if anyone managed to play another turnset before that (hint hint).


bump.


Damn, I said that? [:'(] Must be pretty incompetent. Anyway, I do have time tomorrow (as it is weekend).


im away from civ till sunday but i can pick up a save and play then


1673 a.d. SS builds harbor > courthouse.

1676 a.d. Etruscan builds (chopped) granary > harbor (for commerce).

1679 a.d. Osaka > marketplace, Salamanca > harbor.

1682 a.d. Nara > missionary, Barcelona > harbor.

1685 a.d. Seville > missionary, SS > barracks.

1688 a.d. Kagoshima builds theatre (???) > marketplace. We get a great merchant in Kyoto. It's being shipped. I whip a bank in Kyoto.

1691 a.d. We get assembly line. I set research to rifling, because without that we can't build infantry. Kyoto builds bank > factory, SS > factory. Whip a forge in Santiago.

At this point we could trade assembly line for rifling, scientific method and other crap. I wouldn't do this personally, but I'll leave it up for discussion. Time for dinner anyway.

quote:
Turn 360, 1670 AD: You have trained a Caravel in Edo. Work has now begun on a Galleon.
Turn 360, 1670 AD: Mao Zedong's Golden Age has ended...

Turn 361, 1673 AD: You have trained a Work Boat in Murcia. Work has now begun on a Forge.

Turn 363, 1679 AD: The borders of Barcelona have expanded!

Turn 364, 1682 AD: Hinduism has spread in Osaka.

Turn 365, 1685 AD: Wang Anshi has been born in Kyoto!

Turn 366, 1688 AD: Judaism has spread in Simons Spot.
Turn 366, 1688 AD: You have discovered Assembly Line!

Turn 367, 1691 AD: Clearing a Forest has created 24 ? for Valencia.



The save is here.


ok ill grab the save tonight, if anyone else feels like playing a turn feel free :)


I think what needs to be done now is start factroies everywhere that is going to get them, after only graneries and forges. The only important thing ATM is to get a few cities on 1 turn infantry.

I would trade away assembly line for sci. method. Biology is just so important that it is worth giving the AI a few turns on factories. They will probably waste most of their hammers anyway.


got it, will post shortly an update :)

hopefully 10 turns


And after a got it too.


yeah sorry its been played just have an assignment due in (plus got drunk) ill have it written tomorrow


ok here we go, roller coaster ride of fun.... sort of

PFC-bit of micro managment to get some cities to grow quicker
whip granary in cordoba
osaka and kagoshima changed to factories

assembly line with mansa for railroads+WM+10 gold
divine right to bismark for 520 gold
following this no-one else wants to join in the fun

9gpt to mao for clam

IBT-steam power gets mao waring with kublai
bismark (for no reason) declares on mansa

1694-estruscan-harbour-drydock
santiago-forge-rax
cordoba-granary-lighthouse

so i notice we have 3 GP- immediatly kick off GA-this'll get us our factories done quicker which right now is criminally slow

IBT-bismark wants us to go to war i tell him where to stick it

1697-bclgville-grocer-factory

IBT-bismark cancels stone for dye+5gpt

1700-sheep for 6gpt with hattie
murcia-forge-granary

IBT-nothing

1703-jewish missionary in seville-library (gets sent to osaka)

ibt- little

1706-judaism spreads in osaka-we discover rifling!!!
nara-hindu missionary-granary
set science on sci method and use the scientist to get us most of the way there

IBT-crab for dye with bismark

1709-complete sci method-set to combustion
estruscan-drydock-bank
murcia-granary-lighthouse

ibt-nada
1712-santiago- rax-uni
salamanca-harbour-rax

ibt-little

1715- barca-harbour-lighthouse
still building up gold (research turned off after discovery of sci method)

IBT-mansa cancels whale deal

1718- nara granary-lighthouse
cordoba-lighthouse-rax

upgrade some units to infantry-cannons

ibt-nothing

1721-nara-lighthouse-rax
murcia-lighthouse-rax

upgrade some more

should have probably spent a bit more time mm'ing in the later stages but i think everything should be ok-we should maybe take all them priests out of barca and just make it a complete commerce city-it would produce a lot!

only 1 source of oil on our whole continent (on land) and its near barca so good job we took out spain :D

save is here- http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1721_01.Civ4SavedGame

and hers your log

quote:Here is your Session Turn Log from 1691 AD to 1721 AD:

Turn 367, 1691 AD: You have discovered Railroad!
Turn 367, 1691 AD: Mao Zedong has declared war on Kublai Khan!
Turn 367, 1691 AD: Bismarck has declared war on Mansa Musa!
Turn 367, 1691 AD: Mao Zedong adopts Theocracy!
Turn 367, 1691 AD: Mansa Musa adopts Theocracy!

Turn 368, 1694 AD: CDZ's Golden Age has begun!!!

Turn 370, 1700 AD: The borders of Salamanca have expanded!
Turn 370, 1700 AD: You have constructed a Library in Valencia. Work has now begun on a Granary.

Turn 371, 1703 AD: You have discovered Rifling!
Turn 371, 1703 AD: Kumbi Saleh has been captured by the German Empire!!!
Turn 371, 1703 AD: Huayna Capac has completed The Statue of Liberty!

Turn 372, 1706 AD: Judaism has spread in Osaka.
Turn 372, 1706 AD: You have discovered Scientific Method!
Turn 372, 1706 AD: Tokyo celebrates "We Love the Monarch Day"!!!
Turn 372, 1706 AD: Bismarck adopts Representation!
Turn 372, 1706 AD: Bismarck adopts Vassalage!
Turn 372, 1706 AD: Bismarck adopts Free Market!
Turn 372, 1706 AD: Bismarck adopts Theocracy!

Turn 373, 1709 AD: Tokyo celebrates "We Love the Monarch Day"!!!

Turn 374, 1712 AD: St. Patrick has been born in Thebes!

Turn 375, 1715 AD: Clearing a Forest has created 54 ? for BCLGville.
Turn 375, 1715 AD: Clearing a Forest has created 54 ? for Nara.
Turn 375, 1715 AD: Deal Canceled: Whale to Mansa Musa for Gold Per Turn (4)

Turn 376, 1718 AD: Clearing a Forest has created 100 ? for Murcia.
Turn 376, 1718 AD: Kublai Khan adopts Emancipation!

Turn 377, 1721 AD: Clearing a Forest has created 100 ? for Murcia.
Turn 377, 1721 AD: Clearing a Forest has created 54 ? for Kagoshima.
Turn 377, 1721 AD: Clearing a Forest has created 46 ? for Kagoshima.


bomp bamp bump bimp bemp bymp bbmp bsmp bqmp bwmp brmp btmp bzmp bdmp

whatever:
Roster:
here:
it:
is:

socralynnek
Samson
Beam > skipped again until further notice
Shabba
BCLG100
Darkness > up
Tubby Rower > preparing...


who said I was preparing.. I thought that we had a week between turnsets



and another 10 chars

socralynnek
Nov 06, 2006, 08:00 AM
quote:Originally posted by Tubby Rower

who said I was preparing.. I thought that we had a week between turnsets



I wanted to say: preparing to whine...;-)
Your last turnset is more than a week ago too...and you are lucky to be allowed to play on a weekend...
BTW just want to mention that we'll try to get this finished il the end of November. That might lead to a open roster once we do the fighting which leads to long turns. But as we won't win or lose the competition and we learned enough already about maintenance, we can hurry this then (but as there are teams further behind, I think it is fine now)
Any thoughts on that?


I'm not going to detail what builds were finished and what builds were started. That's just too much work.
Basically everything was focussed towards building our forces to attack the other island.

1724 - GA ends...
1727 - Nothing...
1730 - Nothing...
1732 - Some samurai upgraded to infantry
1734 - The Germans capture Timbuktu. Mali down to two towns.
1736 - Nothing...
1738 - Nothing...
1740 - Nothing...
1742 - Nothing...
1744 - Discover combustion. Immediately start building a well over the oil. Set taxes to 100% to get the cash to upgrade all our units.
1746 - Nothing...
1748 - Nothing...
1750 - Nothing...

We have a lot of money for upgrades. I used the workers to start making a railroad connection to our cities, so the units we build are faster to reach the ships. The well should be done in 2 turns.
If we attack Egypt first (we have to start somewhere, and Egypt would be closest) we should consider upgrading all the units in our three island cities and hitting Hattie simultaneously on both sides...


99.56 KB

Turn log:

quote:
Here is your Session Turn Log from 1721 AD to 1750 AD:

Turn 377, 1721 AD: Edo celebrates "We Love the Monarch Day"!!!
Turn 377, 1721 AD: You have constructed a Factory in Kagoshima. Work has now begun on a Market.
Turn 377, 1721 AD: CDZ's Golden Age has ended...

Turn 378, 1724 AD: Edo celebrates "We Love the Monarch Day"!!!
Turn 378, 1724 AD: The borders of Valencia have expanded!
Turn 378, 1724 AD: Mansa Musa adopts Emancipation!

Turn 381, 1732 AD: Timbuktu has been captured by the German Empire!!!

Turn 382, 1734 AD: You have constructed a Factory in Osaka. Work has now begun on a Market.

Turn 384, 1738 AD: Estruscan celebrates "We Love the Monarch Day"!!!
Turn 384, 1738 AD: Kalidas has been born in Beijing!
Turn 384, 1738 AD: Bismarck has made peace with Mansa Musa!

Turn 385, 1740 AD: Estruscan celebrates "We Love the Monarch Day"!!!
Turn 385, 1740 AD: Wilhelm Schickard has been born in Cuzco!
Turn 385, 1740 AD: Mao Zedong has made peace with Kublai Khan!

Turn 386, 1742 AD: You have discovered Combustion!
Turn 386, 1742 AD: The borders of BCLGville have expanded!
Turn 386, 1742 AD: Huayna Capac's Golden Age has begun!!!

Turn 389, 1748 AD: Mansa Musa adopts Organized Religion!



The save:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1750_01.Civ4SavedGame


I'll play tomorrow at two o' clock, CET. So anyone who's up, please play before then


I'll play during football in a few hours.

EDit:: playing now


(t0) 1750AD - nada


(t1) 1752AD - Hatty tries to sneak a buddhist monk into Satsuma.. good since we are attempting to go to free religion
upgrade warrior in Edo to infantry for ~ 600g
rail some more of the net
move units into 3 galleons and move them offshore



(t2) 1754AD - Hatty moves the Monk to Edo
we have a lot of unprotected & unhappy cities
get oil online.. doh!! move galleons back and upgrade 6 galleons to transports for 221 g each
upgrade the galley in Kyoto to a destroyer for 695g
now have 536 g with 644 gpt
Kyoto will get a GP next turn


(t3) 1756AD - EDo gets Buddhists for free
Simon's Spot is requesting a Bank...put it in the queue after the infantry... it also has 3 for emancipation
the GP is a scientist - will get 3091 for Physics we currently have 360/8970 toward physics
upgrade 2 grenadiers to infantry in Kyoto for 200 each
upgrade samari -> infantry for 335g


(t4) 1758AD - Kyoto infantry-> infantry
BArcelona Market -> bank




(t5) 1760AD - Osaka wants a bank too so it's now in the queue
Kagoshima infantry -> infantry
Cordoba wants protection so infantry is now in the queue after the factory
Simon's spot infantry -> bank
upgrade a promoted samauri and set him up to move to the transports.

Osaka will generate an infantry next turn. That with the recently upgraded sammy, should fill the 4 boats fully. I imagine that the next person could start moving towards the big island next turn set.


<<<SAVE>>>


quote:Here is your Session Turn Log from 1750 AD to 1760 AD:

Turn 390, 1750 AD: Nara celebrates "We Love the Monarch Day"!!!

Turn 391, 1752 AD: Nara celebrates "We Love the Monarch Day"!!!

Turn 392, 1754 AD: Mikhail Lomonosov has been born in Kyoto!
Turn 392, 1754 AD: Cordoba celebrates "We Love the Monarch Day"!!!
Turn 392, 1754 AD: Buddhism has spread in Edo.

Turn 393, 1756 AD: Cordoba celebrates "We Love the Monarch Day"!!!
Turn 393, 1756 AD: Mao Zedong adopts Organized Religion!

Turn 394, 1758 AD: You have trained a Infantry in Simons Spot. Work has now begun on a Bank.


shabba, I can't play before monday, maybe even tuesday, so go ahead!


I might be able to get an0other 5 turns later. But Ethan is up and he keeps trying to press the space bar.


IBT

Bismarck comes asking for money. I tell him to shove it.

1762 a.d. Enter.

1764 a.d. Bclgville inf > inf

1766 a.d. upgrading some, sailing towards Egypt.

1768 a.d. Santiago uni > factory. We don't have much to upgrade left, so I go to 100% science. Best to keep a 1000g buffer in case we need some more upgrading of MP units.

1770 a.d. OK, Egypt has infantry as well, plus artillery. Attacking now seems unwise. China already has SAM infantry. Hm. I have bad experiences with attacking with inf. against inf. without air cover.

So I'm leaving this open for discussion. I think we have better warmongers than me (Beam's a lucky SOB when it comes to attacking), but with the little stacks we have now I doubt we come very far. My bet would be to go for flight. We have a great scientist that can give us a boost I think.

BTW: fastest. turnset. ever.

Save is here.


I won't be able to play til tuesday so if anyone wants to go ahead, then do it.


up. to. date.

socralynnek
Nov 14, 2006, 02:49 AM
some fighting going on...

lets see how many posts in a row I can get....

I have something to do currently and I am running linux atm...
so it could take till tomorrow morning til I play.

If someone wants to play, then just post an "I got it" and I'll respect that...I tell you too when I start playing.


you could prolly squeeze in one more... ... doh!!


I guess that is the revenge for me posting slightly before you, destroying your quadruple post in the HT-forum...


Got it. Start playing now!


1770 AD - Turn on the governor for most of the cities but 3 . It will help us more in that stage than hurt us.

1772 AD - Use the scientist to egt a boost on Physics whcih is a prereq for Flight.

1778 AD - Physics come in. I decide to go for Tanks. If we have some of them before some of the others have them we can steamroll over them. That's even better than air forces.
(only Mao has Electricity but has no oil)

1784 AD - Germany declares war on us and attacks Kyoto.
What Germany brought to us doesn't look frightening.
I stop playing here.

Samson is next.



quote:Originally posted by socralynnek

I decide to go for Tanks. If we have some of them before some of the others have them we can steamroll over them. That's even better than air forces.



Very good call!


so I take it that Bismarck didn't take Kyoto. Any attacks there will be amphibious so we should hold the advantage, but we'll need to get a couple of destroyers to defend our waters.


Yes, Bismarck has killed an Inf and two warriors but didn't take the town. I have rushed a MachineGun there to make it sure we hold the city. A destroyer is there to kill a few boats but we can build some more...


Since Germany killed 3 units, does that mean that he came with Galleons or transports?


Galleons (with Cavs) and a few frigates...so even our transports wouldn't need protection then...


whoever wants to play next, go ahead!

But please post a "Got it." before starting to play!


ynnek you have to post a save :)

otherwise i might 'got it' :)


You are all a lazy bunch of lazy people...it's on the submissions page at cfc

but ok here is the link:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1784_01.Civ4SavedGame

Have fun with it!


lol well i didnt even know you could do that!


regardless got it,

will play tonight and submit the game will do write up tomorrow


ok this is an official i dont got it, for some reason my comp is having difficulty even loading up tiny maps now, im gonna try defragging it etc but its up for anyone to grab if not ill try and get it asap


I should be able to play a few turns after Ethan settles down to sleep... Ana is at the in-laws and Sherry is out to a movie with her friends

EDIT::: for clarification GOT IT!!


(t0) 1784 AD - hit enter


(t1) 1786 AD - HAtty offers spices for stone... ok we need some happiness so I agree
Kyoto Machine Gun -> Jail
drop off troops onto forest next to Shangian.


148.38 KB
attack a German frigate with transport (90% chance) and lose German boat 0.3/8 [>:(]
re-attack frigin' frigate and kill flawlessly
attack a German frigate with transport (96% chance) and lose German boat 4.0/8 [>:(]
re-attack frigin' frigate and kill flawlessly

attack German boat stack that has moved near Satsuma - killed frigate
attack German boat stack that has moved near Satsuma - killed empty galleon


move two boat fulls near Berlin... there's a forested hill 1 NE of Berlin for defense


(t2) 1788 AD - Hatty asks to cancel deals with the Incans... I tell her no not knowing what w have going
Bismark dropps off 2 cavs and a cannon near Edo

attack combat 3 German Frigate destroying our property - lost a few HP but only like 3
attack combat 1 German Frigate destroying our property - flawlessly


reduce Shangian fortification to 0 with 5 cannons

attack with combat 1 & city raider 2 promoted infantry (95.3%) win infantry now to 13.6/20
attack with combat 3 & city raider 1 promoted infantry (89.7%) win infantry now to 13.6/20
attack with combat 1 & pinch promoted infantry (99%) win

pillage 145 from Shangian and keep it as a forward base


drop off 7 infantry and a cannon by Berlin (has 5 rifles and 5 cannons)
attack frigate with the newly emptied transport (now 8.0/16)
attack caravel with the newly emptied transport (now 14.4/16)

rush cannon in Edo

Notice Bismark is having War weariness issues



114.75 KB

bump up science to 100% electricity now in 6

(t3) 1790 AD - Bismark suicided 7 cannons on our forest stack (2 of them retreated)
he then just bombarded Edo giving me a chance to defend it better

Kill German Galleon easily

pick up a MG'er from Kyoto and get him 1 tile from Edo

suicide cannon on cav stack near Edo
kill calvary


(t4) 1792 AD - Kyoto finishes Jail -> work boat
kill calvary near Edo
fortify Mg in Edo

move some troops near Dortmond onto a forested hill


(t5) 1794 AD - Bismark suicides another cannon on our stack near Berlin
He also drops a calvary near Shangian

Simons Spot Jewish Temple-> Infantry

Bombard Berlin adn Dortmund

attack cav and cannon pair near Shangian kill easily gaining another 2 promotions next turn

attack Frigate with empty transport


(t6) 1796 AD - WEll I should have quit last turn.. Shangian was recaptured by a ver sizeable stack of cavs

Kyoto work boat -> infantry
Osaka Theater -> infantry


Bombard Dortmond with 1 cannon
suicide 2 cannons
attack

pillage 195 from Dortmond but don't keep it


I quit here...

We need many more units. Try to trade for artillery (for military reasons) or democracy (for happiness reasons) after Electricity comes in in 2 turns


<<< 1796 SAVE HERE >>>






do we have anything left on battle continent?


yes.. there is a stack next to Berlin and the stack that killed Dortmond... Germany has a lot of coastal cities that could be landed next to. So we could just continue down the coast


sweet well if my comp is workin when im sober then ill give it a crack-is it a good thing to only have 6% of disk space?


um no


could that be why things are running so slow?


sure, especially if it is fragmented like hell...delete some stuff, then run a nice defragmenter (maybe not the windows one, but that would probably do it)


Depending on your disk size (and write speed)... my disk required three hours for 10%. And my c: is too full to get defragmented properly.

Anyway, I want to play late this afternoon. Anyone please play before that, that would be nice. Any instructions?


i would recommend to stop hitting in different places and hit in one spot, march all our troops their and turtle up ready for the coming german attack, once we whether that we can venture out and start laying the smackest down.

ok well ill delete some stuff and keep checking civ


Didn't get to it, sorry. I can do it tomorrow night though!


Life's been a mess the last few days. Today I've started with my new job, it doesn't seem to improve in the next few days anyway


...good luck in the new job...
we got two weeks to finish, so anyone that wants to play can play as many turns as he can concentrate, just post an "I got it"

I probably can play either this evening or tomorrow in the morning.

The sign up thread for SGOTM03 is up, I'll probably sign up. Do we make another Team CDZ?

socralynnek
Nov 14, 2006, 02:51 AM
Screenshots from Tubby's turnset:

Shabbaman
Nov 18, 2006, 04:36 AM
Open save at 1825 a.d., move some units to unprotected cities to avoid unhappiness issues, crank up science to 100%.

1826 a.d. Tokyo builds coal plant > aquaduct. This hurts, but the city needs health. As it is currently mm'ed it's growing a little, but to make use of the mines it needs to grow, which is possible once we get biology (and then it needs health). A grocer'd be better, but that takes too many turns. Seville builds missionary > harbor (in 6). I think harbors make a lot of money.

Jewish missionary fails in Barca. Crap.

I don't get it: why is SS producing so much food, and why doesn't it have specialists? Now we can't whip, we need the specialists. Check out all cities to be sure.

One question: we have those two galleys sentried near chinese lands for ages. Why do we have those? It's costing us 2 gpt.

1827 a.d. Kagoshima missionary > tank. Etruscan destroyah > market. Santiago factory > cannon (following simon here). Interrupt building a factory in Salamanca for a work boat.

1828 a.d. Valencia forge>harbor.

1829 a.d. Enter.

IBT Hatty cancels spices for stone.

1830 a.d. Satsuma forge>infantry (hurray, 7 hammers per turn!). BCLGville bank>tank (because it rhymes).

1831 a.d. SS>uni. We get biology. Go for flight, artillery is the other option. I'm done for now, I'm sure I could manage some more turns. First we should figure out if we want flight or arty, at 100% (and -106 gpt, with 400 or so in the vault) we could get it in 11 and 7 respectively.

quote:Turn 435, 1825 AD: The borders of Barcelona have expanded!

Turn 436, 1826 AD: Confucianism has spread in Barcelona.
Turn 436, 1826 AD: James Watt has been born in Machu Picchu!

Turn 438, 1828 AD: Confucianism has spread in Valencia.

Turn 439, 1829 AD: You have trained a Work Boat in Salamanca. Work has now begun on a Factory.
Turn 439, 1829 AD: Deal Canceled: Stone to Hatshepsut for Spices
Turn 439, 1829 AD: Joseph Marie Jacquard has been born in Old Sarai!

Turn 440, 1830 AD: You have discovered Biology!
Turn 440, 1830 AD: The borders of BCLGville have expanded!
Turn 440, 1830 AD: You have trained a Infantry in Cordoba. Work has now begun on a Work Boat.



Save is here.

AlanH
Dec 03, 2006, 10:52 AM
Are you guys still playing, or do I detect a retirement?

socralynnek
Dec 03, 2006, 11:01 AM
We'll try to finish it. Someone will c&p the logs tomorrow, we were close to retiring but started playing again this weekend.

socralynnek
Dec 07, 2006, 04:00 AM
Sorry guys only managed 5 turns before the computer was literally struggling to save.

PFC-lots of whipping

1 pop in kagoshima for infantry
1 pop in nara for cannon
2 pop in bclgville for coal plant
1 pop in barca for bank
3 pop in simons spot for infantry

pull all our troops back all they're doing is dying

IBT-we lose a cannon

1798- All build requests set to cannons

whip drydocks in kyoto for 1 pop

kill cannon by edo


IBT-germans move some units about, went to toilet halfway through the IBT so coulda missed something

1800-AD we get electricity-we're no longer living in the dark in technological terms---that was poor i know

kyoto-drydock-infantry
murcia-H temple- cannons

move stuff about

democracy+liberalism+some gold +WM for electricity with kublai
switch to universal suffrage, free speech, emancipation, free market and free religion-hello 5 turns of anarchy

IBT- who knows as i leave for a shower halfway through and come back and its still loading

1802- capture a german slave

worker moves about- all of our 'massive' force is on its way back

IBT- lose a couple of stray units

1804-move things about-all units off the battle island

IBT-capac builds pentagon

1806-little

IBT-nada

1808-very little but the next played should get the first turn out of anarchy- basically we need arty more thank tanks as we can build a load of cannons quick and early and then mass upgrade to force a landing on battle isle.

we should also sign a peace deal with biz asap so we can rebuild without war weariness




1810 AD - We are out of Anarchy.

1812 AD - Biz signs peace giving us WM + 60g + 5gpt.

1817 AD - Finally we got our first Great Prophet.

1818 AD - Complete The Kong Miao.

1825 AD - We have Industrialism and can start building Tanks.
Two sources of Aluminium ahow up.
Meanwhile Mao has completed Apollo.

http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1825_01.Civ4SavedGame



Here is your Session Turn Log from 1808 AD to 1825 AD:

Turn 419, 1808 AD: The anarchy is over! Your government is re-established.
Turn 419, 1808 AD: Mao Zedong adopts Free Speech!
Turn 419, 1808 AD: Mao Zedong adopts Theocracy!

Turn 420, 1810 AD: The borders of Nara have expanded!
Turn 420, 1810 AD: The borders of Cordoba have expanded!
Turn 420, 1810 AD: Murcia celebrates "We Love the President Day"!!!
Turn 420, 1810 AD: The borders of Zaragoza have expanded!

Turn 421, 1811 AD: Murcia celebrates "We Love the President Day"!!!

Turn 422, 1812 AD: You have made peace with Bismarck!
Turn 422, 1812 AD: Bismarck adopts Nationhood!
Turn 422, 1812 AD: Bismarck adopts Organized Religion!

Turn 426, 1816 AD: Abu Bakr has been born in Barcelona!
Turn 426, 1816 AD: Huayna Capac has completed The Kremlin!

Turn 427, 1817 AD: The borders of Salamanca have expanded!
Turn 427, 1817 AD: Bismarck converts to Christianity!

Turn 428, 1818 AD: CDZ has completed The Kong Miao!

Turn 429, 1819 AD: Edo celebrates "We Love the President Day"!!!
Turn 429, 1819 AD: Mao Zedong has completed Apollo Program!

Turn 430, 1820 AD: Confucianism has spread in Salamanca.
Turn 430, 1820 AD: Judaism has spread in Kagoshima.
Turn 430, 1820 AD: Edo celebrates "We Love the President Day"!!!
Turn 430, 1820 AD: The borders of Valencia have expanded!

Turn 431, 1821 AD: Kagoshima celebrates "We Love the President Day"!!!
Turn 431, 1821 AD: Salamanca celebrates "We Love the President Day"!!!
Turn 431, 1821 AD: Hatshepsut has completed Broadway!

Turn 432, 1822 AD: Confucianism has spread in Nara.
Turn 432, 1822 AD: Kagoshima celebrates "We Love the President Day"!!!
Turn 432, 1822 AD: Salamanca celebrates "We Love the President Day"!!!
Turn 432, 1822 AD: Benjamin Franklin has been born in Thebes!

Turn 433, 1823 AD: Judaism has spread in Tokyo.

Turn 434, 1824 AD: You have discovered Industrialism!
Turn 434, 1824 AD: You have discovered a source of Aluminum near Valencia!
Turn 434, 1824 AD: You have discovered a source of Aluminum near BCLGville!




A few questions
1. So I guess that Mao is next on our list?
2. How quickly can we spit out tanks?
3. Would it be better to go after Mansa or one of the weaker civs in order to get a foothold on the other continent?



I don't know who can build tanks...but with our tanks we can attack anyone, maybe Biz makes a nice target as he is backwards. and makes the closest crossing to our big continent.


not necesarily, capac is closer if you look not just at the mini map.

tanks we shouldnt be in such a big rush to get-arty is more important and we are still at war with biz.



Open save at 1825 a.d., move some units to unprotected cities to avoid unhappiness issues, crank up science to 100%.

1826 a.d. Tokyo builds coal plant > aquaduct. This hurts, but the city needs health. As it is currently mm'ed it's growing a little, but to make use of the mines it needs to grow, which is possible once we get biology (and then it needs health). A grocer'd be better, but that takes too many turns. Seville builds missionary > harbor (in 6). I think harbors make a lot of money.

Jewish missionary fails in Barca. Crap.

I don't get it: why is SS producing so much food, and why doesn't it have specialists? Now we can't whip, we need the specialists. Check out all cities to be sure.

One question: we have those two galleys sentried near chinese lands for ages. Why do we have those? It's costing us 2 gpt.

1827 a.d. Kagoshima missionary > tank. Etruscan destroyah > market. Santiago factory > cannon (following simon here). Interrupt building a factory in Salamanca for a work boat.

1828 a.d. Valencia forge>harbor.

1829 a.d. Enter.

IBT Hatty cancels spices for stone.

1830 a.d. Satsuma forge>infantry (hurray, 7 hammers per turn!). BCLGville bank>tank (because it rhymes).

1831 a.d. SS>uni. We get biology. Go for flight, artillery is the other option. I'm done for now, I'm sure I could manage some more turns. First we should figure out if we want flight or arty, at 100% (and -106 gpt, with 400 or so in the vault) we could get it in 11 and 7 respectively.

quote:Turn 435, 1825 AD: The borders of Barcelona have expanded!

Turn 436, 1826 AD: Confucianism has spread in Barcelona.
Turn 436, 1826 AD: James Watt has been born in Machu Picchu!

Turn 438, 1828 AD: Confucianism has spread in Valencia.

Turn 439, 1829 AD: You have trained a Work Boat in Salamanca. Work has now begun on a Factory.
Turn 439, 1829 AD: Deal Canceled: Stone to Hatshepsut for Spices
Turn 439, 1829 AD: Joseph Marie Jacquard has been born in Old Sarai!

Turn 440, 1830 AD: You have discovered Biology!
Turn 440, 1830 AD: The borders of BCLGville have expanded!
Turn 440, 1830 AD: You have trained a Infantry in Cordoba. Work has now begun on a Work Boat.





So, I played 14 turns up to 1845.

Research: Flight is done, started with Radio(Bombers), lightbulbed a Great Artist to it.

Built: lots of units and HE in Tokio

The save: http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1845_01.Civ4SavedGame

I think next one should start a war on germany. We should have enough tanks ready and Bismarck doesn't have Tanks. Raze the towns which are close to Egypt, we need to win via Conquest anyway and then we don't have to care about flips.

Here is your Session Turn Log from 1831 AD to 1845 AD:

Turn 441, 1831 AD: Seville celebrates "We Love the President Day"!!!

Turn 442, 1832 AD: Seville celebrates "We Love the President Day"!!!
Turn 442, 1832 AD: The borders of Seville have expanded!
Turn 442, 1832 AD: Salamanca celebrates "We Love the President Day"!!!

Turn 443, 1833 AD: The borders of Satsuma have expanded!
Turn 443, 1833 AD: Salamanca celebrates "We Love the President Day"!!!
Turn 443, 1833 AD: You have trained a Work Boat in Cordoba. Work has now begun on a Factory.
Turn 443, 1833 AD: The borders of Zaragoza have expanded!

Turn 444, 1834 AD: The borders of Simons Spot have expanded!

Turn 445, 1835 AD: The borders of Estruscan have expanded!
Turn 445, 1835 AD: Mao Zedong adopts Emancipation!
Turn 445, 1835 AD: Mao Zedong adopts Organized Religion!

Turn 447, 1837 AD: Du Fu has been born in Kyoto!
Turn 447, 1837 AD: Shankara has been born in Stuttgart!
Turn 447, 1837 AD: Mao Zedong has completed SS Casing!
Turn 447, 1837 AD: Kobo-Daishi has been born in Cuzco!

Turn 449, 1839 AD: Kyoto celebrates "We Love the President Day"!!!
Turn 449, 1839 AD: Bismarck has completed The Church of the Nativity!

Turn 450, 1840 AD: Kyoto celebrates "We Love the President Day"!!!
Turn 450, 1840 AD: Kublai Khan has completed Apollo Program!

Turn 452, 1842 AD: Bismarck adopts Vassalage!
Turn 452, 1842 AD: Bismarck adopts Theocracy!
Turn 452, 1842 AD: Mao Zedong has completed SS Casing!
Turn 452, 1842 AD: Mao Zedong has completed SS Casing!
Turn 452, 1842 AD: Hatshepsut has completed The Three Gorges Dam!

Turn 453, 1843 AD: You have discovered Flight!

Turn 454, 1844 AD: Buddhism has spread in Satsuma.


Darkness and Samson reappeared:

No war yet...

quote:
Here is your Session Turn Log from 1845 AD to 1855 AD:

Turn 455, 1845 AD: You have trained a Infantry in Edo. Work has now begun on a Machine Gun.
Turn 455, 1845 AD: You have trained a Tank in BCLGville. Work has now begun on a Tank.
Turn 455, 1845 AD: The borders of Murcia have expanded!

Turn 456, 1846 AD: You have discovered Artillery!

Turn 457, 1847 AD: St. Thomas Aquinas has been born in Munich!
Turn 457, 1847 AD: Jalal al-Din Rumi has been born in Beijing!

Turn 458, 1848 AD: You have trained a Tank in Tokyo. Work has now begun on a Tank.
Turn 458, 1848 AD: The borders of Santiago have expanded!
Turn 458, 1848 AD: Bismarck has declared war on Hatshepsut!
Turn 458, 1848 AD: Hatshepsut adopts Theocracy!

Turn 459, 1849 AD: Mao Zedong has completed SS Casing!
Turn 459, 1849 AD: Pi-Ramesses has been captured by the Egyptian Empire!!!

Turn 460, 1850 AD: You have trained a Tank in BCLGville. Work has now begun on a Tank.
Turn 460, 1850 AD: Murcia celebrates "We Love the President Day"!!!
Turn 460, 1850 AD: You have constructed a Coal Plant in Simons Spot. Work has now begun on a Tank.

Turn 461, 1851 AD: You have constructed a Coal Plant in Osaka. Work has now begun on a Tank.
Turn 461, 1851 AD: You have constructed a Coal Plant in Estruscan. Work has now begun on a Tank.
Turn 461, 1851 AD: You have constructed a Coal Plant in Santiago. Work has now begun on a Tank.
Turn 461, 1851 AD: You have trained a Transport in Salamanca. Work has now begun on a Transport.
Turn 461, 1851 AD: Murcia celebrates "We Love the President Day"!!!
Turn 461, 1851 AD: Mao Zedong has completed SS Casing!
Turn 461, 1851 AD: Kublai Khan has completed Rock N Roll!

Turn 462, 1852 AD: Elephantine has been captured by the German Empire!!!
Turn 462, 1852 AD: Kublai Khan has completed SS Casing!

Turn 463, 1853 AD: You have discovered Radio!
Turn 463, 1853 AD: You have trained a Tank in Tokyo. Work has now begun on a Tank.
Turn 463, 1853 AD: You have constructed a Aqueduct in Nara. Work has now begun on a Infantry.
Turn 463, 1853 AD: Barcelona celebrates "We Love the President Day"!!!
Turn 463, 1853 AD: Shangian has been captured by the Egyptian Empire!!!
Turn 463, 1853 AD: Kublai Khan has completed SS Casing!
Turn 463, 1853 AD: Kublai Khan has completed SS Casing!

Turn 464, 1854 AD: Satsuma celebrates "We Love the President Day"!!!
Turn 464, 1854 AD: Barcelona celebrates "We Love the President Day"!!!
Turn 464, 1854 AD: Seville celebrates "We Love the President Day"!!!
Turn 464, 1854 AD: You have trained a Tank in Santiago. Work has now begun on a Aqueduct.
Turn 464, 1854 AD: You have trained a Transport in Salamanca. Work has now begun on a Transport.
Turn 464, 1854 AD: You have constructed a Coal Plant in Murcia. Work has now begun on a Tank.



Save:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1855_01.Civ4SavedGame

Shabbaman
Dec 09, 2006, 01:41 PM
1856 a.d. SS drydock (?) > battleship

IBT: Khan asks us to adopt hereditary rule. I comply

1857 a.d. Kyoto machine gun > bombah. Osaka tank > battleship. Valencia transport > destroyah. I start shipping tanks to Egypt. They're at war with Germany, which looks like a nice target. We have to start somewhere don't we... Set to 100% science.

1859 a.d. Cordoba battleship > harbor. We get a great scientist in SS. It can get us about 1/3 of computers, sounds good. Fortify it for the moment.

1860 IBT Bismarck asks if we want to join his war against Egypt. That'd be a nice plot twist, wouldn't it? Germany is struggling against Egypt.

1861 a.d. SS battleship > destroyah

1863 Rocketry > computers, but 0% science.

1864 Osaka battleship > tank, Cordoba harbor > tank. I think we can start war next turn. Signing off.

quote:Turn 466, 1856 AD: Edo celebrates "We Love the President Day"!!!
Turn 466, 1856 AD: You have constructed a Coal Plant in Seville. Work has now begun on a Tank.

Turn 467, 1857 AD: The borders of Kyoto have expanded!
Turn 467, 1857 AD: Edo celebrates "We Love the President Day"!!!

Turn 468, 1858 AD: Kublai Khan has completed SS Casing!

Turn 469, 1859 AD: You have trained a Transport in Salamanca. Work has now begun on a Transport.
Turn 469, 1859 AD: Carl Friedrich Gauss has been born in Simons Spot!
Turn 469, 1859 AD: Kublai Khan has completed SS Casing!

Turn 470, 1860 AD: Tokyo celebrates "We Love the President Day"!!!
Turn 470, 1860 AD: Satsuma celebrates "We Love the President Day"!!!

Turn 471, 1861 AD: Tokyo celebrates "We Love the President Day"!!!
Turn 471, 1861 AD: Satsuma celebrates "We Love the President Day"!!!

Turn 472, 1862 AD: You have discovered Rocketry!
Turn 472, 1862 AD: Kyoto celebrates "We Love the President Day"!!!

Turn 473, 1863 AD: Kyoto celebrates "We Love the President Day"!!!



Save is here.

socralynnek
Dec 13, 2006, 03:02 AM
start hurrying through it now.

socralynnek
Dec 13, 2006, 05:10 AM
1864 AD - 186 turns left

start playing and setting everything on governor

1865 - Declare on Germany.

1866 - Raze Cologne.
1867- Raze Stuttgart
1868 - huayna capac declares war on us.
1869 - Capture Frankfurt, raze München and kill all landed units from HC.

1872 - HC takes (and razes) Frankfurt with all the units in it. He had open borders with Bismarck.

I lost interest in playing this atm so I stop here.
We'd have to rebuild our attack forces which would probably take to long to stop someone from going to space.

socralynnek
Dec 13, 2006, 05:50 PM
Team CDZ has decided to retire from this one as we wouldn't be able to finish it.