View Full Version : SGOTM 02 - Chaos


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

Qwack
Aug 03, 2006, 03:11 AM
Heylo all. Checkin in! Right now as far as I can see, moving that settler 1NW seems to be a rather given move. Am I right? :)

Strauss
Aug 03, 2006, 03:24 AM
Checking in². 1NW is the only sensible option, yes.

Will we be dividing roles again?

jeejeep
Aug 03, 2006, 06:02 AM
Checking in

On the roles/code from last time, I think we should have the roles back, but maybe do something else with the code. Change the code? New code? A completely new idea that no one's thought of yet?

berserks01
Aug 03, 2006, 07:24 AM
Checking in.

How about an internal war along with the external war? :p

I play 4 fun
Aug 03, 2006, 07:28 AM
Hello familar and new Chaos members!

I suggest we move the warrior onto the hill east first before we move the settler. Then as a group decide what to do.

I'll wont have access to my civilization disk till about august 9th (currently on vacation), so i wont be able to start.

Strauss
Aug 03, 2006, 10:49 AM
The roles from the last SGOTM were:
- Mr. Grump
- Rhymer
- Excaggerator
- Mathematician
- General Whipping boy
- Artist
- Furiously in luuuv with everyone

I think the Mathematician, Mr. Grump and the Excaggerator are here to stay. Whether the artist and rhymer will make a second appearance depends on whether someone wants to play as them, since they require more effort than the others. HookEmHorns did a great job last time, and if you want to take it again, go ahead.

I'll try to find some ideas for other possibilities. If anyone else has a suggestion, go ahead and put it on the table.

As for playing order, I think we should follow the Team List from AlanH in the maintenance thread (at least initially:groucho:).

Roster:
1) Strauss
2) berserks01
3) HookEmHorns
4) I play 4 fun
5) jeejeep
6) Qwack

The fact that I'm up first has nothing to do with it of course....

berserks01
Aug 03, 2006, 11:11 AM
So, are we going 1 turn per turnset? Or are we making it 2 turns per turnset?

HookEmHorns
Aug 03, 2006, 12:04 PM
I'll try again to rhyme my way
As through this game we play.
Just to warn, it does take time
To figure out a decent rhyme.

An interesting start that does not arise
In normal games, least to my eyes.
Our capitol is far from shore
And city expenses will be a chore.

It takes four cities before we start
A new palace in the mainland's heart.
Lacking culture, our second city
Will not expand, more's the pity.

Our early commerce should be healthy.
Two cities will keep our research stealthy.
An early religion may give City Two
The culture it needs when fairly new.

Aggressive AIs and relentless barbs!
Our warriors will really need their carbs.
Fog must be busted to keep them back.
Early warriors should be our tack.

Strauss
Aug 03, 2006, 12:24 PM
Great! Now we have one of the roles out of the way.

@ berserks01: I was going more towards 10-15 turns:eek:

berserks01
Aug 03, 2006, 12:58 PM
Alright, I will settle for the "confused" role once again from Chaos 2 and 3

jeejeep
Aug 04, 2006, 05:32 AM
I suppose I'll take my mathematician/statistician role back, though I could switch if someone else wants it.

Strauss
Aug 04, 2006, 11:25 AM
Alright:

Hookem: Rhymer
berserks01: Confused
jeejeep: mathematician
Strauss: The 'Grumpy' Leader

AlanH
Aug 04, 2006, 05:30 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

Strauss
Aug 04, 2006, 05:54 PM
I order the team to subscribe to the Maintenance Thread:whipped:

Hmmm... I'm liking that whip. I think I'll change my role to Tyrant:evil:.

Which puts the much-desired Mr. Grump-role back on the table.

Qwack and I play 4 fun still have to pick their roles. Pick anything from the Chaos SG's, or make up your own if you think you have something fun and we (me) will decide if it's good enough:king:.

Roster:
1) Strauss - Evil Sadistic Tyrant:whipped:
2) berserks01 - Confused:confused:
3) HookEmHorns - Rhymer :santa2:
4) I play 4 fun - unknown:eek:
5) jeejeep - mathematician :scan:
6) Qwack - unknown:eek:

Strauss
Aug 04, 2006, 07:06 PM
Some late breaking news about your game:

1. We now know that there are seven rivals on the map (not including the barbs).

2. Much pixel-counting effort has been expended to try to work out the distance between Kyoto and the settler. To settle the debates, and to help your strategy discussions move forward, we'll divulge that the second city, if built where the settler stands, would cost 7 gpt in maintenance.

Look at that. There actually is something useful in that thread:lol:. Now the mathematician has something to do already (I think...).

The big problem is of course, that any cities built near our second city, will also cost around 7 gpt, until we can build a new palace. How many cities will it take to be able to make one? We can't see yet if there's any land anywhere near our island capital.

That's as far as I get at this time of night.... I need to get to bed!

Qwack
Aug 04, 2006, 07:57 PM
Can Il be the guy that screws everything up. ;)

Strauss
Aug 05, 2006, 02:32 AM
Can Il be the guy that screws everything up. ;)

Only if you only 'screw up' your reports, since we're actually going for the win here (in a friendly, healthy atmosphere of course:mischief:)

berserks01
Aug 05, 2006, 07:53 AM
Actually, from looking at the picture, I'd say we should fog bust to the right since it looks like our island might be pretty close to our capital THAT way.

jeejeep
Aug 05, 2006, 10:54 AM
Good point Berserks. Let's start with warrior to the right.

Strauss
Aug 06, 2006, 03:34 PM
I think our island capital isn't that far away. In another SG I played a city at approx. 17 squares from the capital cost 10 gold in maintenance, while this one costs 7 gold.

Qwack
Aug 07, 2006, 01:13 AM
Ok just make up a role for me than, ill follow along ;).

[edit] Actually ill be the wonder-holic.

berserks01
Aug 08, 2006, 07:44 AM
Ok with nothing better to do, I've downloaded the save and attached it here :blush:

... and I've removed it. There's absolutely zero point in doing that. It just adds to server occupancy

I play 4 fun
Aug 08, 2006, 12:54 PM
Hi guys! I finally have access to a computer again (but still on vacation), but I wont have my civ4 disc till about Aug 11th so skip me till then.

I guess i'll stick with the exagerater role again since the the sadistic evil tyrant has been fill.

Strauss
Aug 08, 2006, 05:00 PM
I was unable to fit this in today, so I'll play tomorrow. Sorry for the delay (though I'm still comfortably within the 72-hour timelimit, I always try to play within 24 hours, so it feels like a delay to me;)).

berserks01
Aug 08, 2006, 09:21 PM
Whew, I was worried there for a second. I thought you'd lost your whip and was busy trying to locate it ;)
In case you're wondering, Rex stole it :D

Strauss
Aug 09, 2006, 12:20 PM
Not even 1 turn into the game, and we already face a little dilemma. I moved the Warrior onto the hill and found some rich lands:

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0001.jpg

I would favor settling on the forest 1 NE of the current Settler position. That would give us Fish, Corn and Sheep, and some very decent land around it. It would make for a very nice specialist city.

I play 4 fun
Aug 09, 2006, 03:29 PM
I agree with the sadistic tyrant, since our second city isnt our capital it wont get any of the nice, fantastic, super de duper culture bonus. So getting the rice is good.

For tech path im not sure which is the most important right now but mysticism might be good for the small culture generating, almost useless obelisk.

jeejeep
Aug 09, 2006, 04:44 PM
I am not sure what to think here. I think I am in favor of settling in place and grabbing the gems and sheep with our second city. Moving into the forest wastes a forest and loses the river, and we may need the sheep for food in our second city. I also debated with taking two turns before settling and making a super city with sheep, fish, and gems on the river, but that is probably not a good idea. A very hard call.

I play 4 fun
Aug 09, 2006, 05:17 PM
Well remember that our capital is very far away for our second city, so if we build a third city right away it will cost lots of gold. Also if we settle in place then we need culture to expand our borders to get the resources.

If we settle in the forest we will at least rice of the bat.

My vote is to settle in the forest

Strauss
Aug 09, 2006, 05:21 PM
@jeejeep: I don't think settling in place would 'give' us the river, since it mouths into the sea there. It's tough to explain, but I don't think it would count as settling near a river. The tile to the SW would give us the river since there's a full 'stream' there.

Damn it's hard to explain, but you better understand it:whipped:!

berserks01
Aug 09, 2006, 05:29 PM
True it's a very tough call. Personally, I'm in favor of settling in place and settling another city to grab those gems and sheep (in case it does not have another food resource).

I don't think we can have both the gems and fish in the same city border however.

Strauss
Aug 09, 2006, 05:30 PM
I don't think we can have both the gems and fish in the same city border however.

In the same city border is possible, but not in the same BFC:mischief:.

Qwack
Aug 09, 2006, 07:03 PM
I think settling 1 NE is the best move here. We arent even sure if theres any other resources south on our current location. The sheep and fish look good to me.

berserks01
Aug 09, 2006, 07:41 PM
That's fine. I'm ok with loosing one turn but getting an additional food resource within our bfc.

HookEmHorns
Aug 10, 2006, 07:54 AM
I have no problem with delay.
Settling will, our economy, slay.
Up on the northern river looks nice.
For gems, sheep, and rice.

The gems will pay for the city.
After we learn to sing the mining ditty.
And it doesn't need a culture boost!
Up north is the place to roost.

Munterpipe
Aug 11, 2006, 08:33 AM
http://www.civfanatics.net/uploads12/Grandfather_Mountain_in_Autumn.jpg:whipped:

Strauss
Aug 11, 2006, 10:22 AM
Apologies for so many delays, but I haven't had much luck lately with my time schedule.

Turn 0 (4000 BC): Start on Agriculture. Decide to move the Settler towards the river site, all those resources are too good to leave and we already have Fish in Kyoto.

Turn 1 (3970 BC): Meet Isabella:eek:. She’s very close…. I still move further north to the river.

Turn 2 (3940 BC): Settle Osaka on the river. Gold is now –8 per turn at 100%. Set research back to 40%, Agriculture will take 22 turns this way. I decide to switch to Mining, we need the +5 gold from the Gems.

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0004.jpg

Turn 5 (3850 BC): Pop Sailing from a hut and find Stone east of Osaka.

Turn 7 (3790 BC): Kyoto’s borders pop and I find some islands near it.

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0006.jpg

Turn 9 (3730 BC): Pop a map from a hut and find the Spanish Empire to our north.

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0007.jpg

Turn 11 (3670 BC): Fight off a Panther. I have to quit here as I need to go to the city….

Turn 12 (3640 BC): Can speed up research to 50% again due to build-up of cash.

Turn 13 (3610 BC): Finish Warrior in Osaka, put shields into warrior until Osaka grows, then start on Worker.

Turn 18 (3460 BC): Kyoto grows, putting us at even at 50% research because of extra commerce from its water tiles.

Turn 19 (3430 BC): The above is nullified as Osaka grows and puts us at –2 at 50%. MM’ing makes this –1, but the Worker would then still take 23 turns. I decide to switch back to 40% to speed up our Worker.

Turn 21 (3370 BC): Mining comes in, continue on Agriculture. It will take 18 turns at 40% research, break-even.

Turn 23 (3310 BC): Work Boat finished in Kyoto, put fishing boats on Fish (+3 food). Start on Lighthouse to gain more food (= more growth = more commerce).

Turn 26 (3220 BC): Suddenly realize that this is raging barbs.... Withour Sirian mentioning it explicitly 5 times (Epic 4), I seem to be lost.... Our defences are low, so I decide to complete the Warrior.

Turn 28 (3160 BC): Kyoto grows and we’re now at +1 at 40%, -1 at 50%.

Turn 29 (3130 BC): Warrior finished, continue on Worker. Speed up to 50% research again.

Turn 30 (3100 BC): Buddhism FIDAL. Rather late with Bella in the game.

Turn 36 (2920 BC): Agriculture comes in, start on Hunting for Archery (against raging barbs) and the decreased cost of AH will compensate.

Turn 40 (2800 BC): My reign comes to an end. Kyoto has grown into unhealthiness and hit its happiness limit, making the Lighthouse rather pointless for now:smoke:. What is up with me? I have put it on avoid growth.

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0016-1.jpg

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0017.jpg

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0018.jpg
------------------------------------------------------------------

Not really my best opening moves there, although the rather unusual start didn't quite make things easier. I don't think I've made any major :smoke:'s though. And if I did, no-one will complain of course:whipped:.

Despite the economical difficulties considering the start we've been given, we are still in a very decent position. When Kyoto's health & happiness-problems are solved, it will become a very good city for both Great People and commerce, not to mention the :whipped:. Building the Colossus here will be very benefitial (read: crucial). Once we've gained some necessary techs (Archery, Animal Husbandry, Bronze Working) we should head for Metal Casting so that we can start on the Colossus early considering Kyoto's lack of production. I think that if we play it well, we can actually gain a very strong economy. Settling 3 SE and one S of Osaka will gain us Gems (+5 commerce), Gold (+6 commerce) and 3-4 flood plains. When our economy is restored, we can start to think about our conquest goal.

berserks01
Aug 11, 2006, 10:55 AM
Nice. If we can get a settler to that chokepoint, we can block Bella from settling near us. We should also scout to the east more to see how close we are land-wise to the capitol.

Strauss
Aug 11, 2006, 11:02 AM
We should also scout to the east more to see how close we are land-wise to the capitol.

That would be scouting to the west then;) (I have to stop doing that.....)

EDIT: And the roster:

Roster:
1) Strauss - Evil Sadistic Tyrant
2) berserks01 - Confused -UP!
3) HookEmHorns - Rhymer - on deck
4) I play 4 fun - excaggerator
5) jeejeep - mathematician
6) Qwack - wonderholic(?)

HookEmHorns
Aug 11, 2006, 11:24 AM
I think that Strauss played a good set of turns.
I have so many questions that my brain churns.
Taking some time to determine a plan
Will pay off in a more glorious Japan.

berserks01
Aug 11, 2006, 11:25 AM
Alright, got it. Will play sometimes tonite or early tomorrow. How many turns are we doing first round?

Strauss
Aug 11, 2006, 11:29 AM
20 turns for the first round. After that, I would say 15 turns each since we're on Epic. And of course you all agree with that:evil:

berserks01
Aug 11, 2006, 11:46 AM
That would be scouting to the west then;) (I have to stop doing that.....)
Would that be to the LEFT or to the RIGHT? :confused:

Strauss
Aug 11, 2006, 11:48 AM
The LEFT, confused good-for-nothing moron:shake:

I play 4 fun
Aug 11, 2006, 12:32 PM
I think it is the utmost importance that we get bronze working before animal husbandry because then we can start slaving Kyoto to death MWHAHAHA!

also it will reveal copper which we'll probably need to capture spain wonderus holy city

berserks01
Aug 11, 2006, 12:55 PM
The LEFT, confused good-for-nothing moron:shake:
:lol:


Why can't we scout to the RIGHT? I thought we live on a round world and going to the right would be the faster route of reaching our capital ... this of course include the "walking on water" trick.

HookEmHorns
Aug 11, 2006, 12:58 PM
Osaka will be whipping for many years.
Bronze Working will cause the widows’ tears.
Sending a galley up north to scout
Will help us determine our best route.

I suspect the other AIs are there
Causing a two-front affair.
In that case, a palace relocation
May not be the best move for our nation.

Taking on Spain is an interesting idea.
I can see her now, crying Ave Maria.
The holy city (with the shrine I hope)
Will give cash and culture to help us cope.

She will expand to the chokepoint.
Hitting her there should not disappoint.
A barracks would be of good use
In giving Isabell some righteous abuse.

A settler is needed to claim the copper
That we hope to find when it’s proper.
If copper’s not there, go for the gold.
A profitable city will never get old.

Munterpipe
Aug 11, 2006, 07:51 PM
Hookie stumbled upon chaos by chance
and now he charms all words in his dance
to give good advise to chaotics in need
we are lucky to have players of his breed

Good turns Strauss, you're all doing well. Good luck to next guy on!

berserks01
Aug 11, 2006, 08:34 PM
Turn 0 - Wow, it is a flat world after all ... I'll try and scout south and southeast to see if we and Bella are alone on the island. That might make it easier to block her of at the choke.
Turn 3 - Osaka finished worker, I let it continue with the warrior already in queue. With this being restless barbs, we'll need a couple of escorts for our settlers.
Turn 5 - Learned Hunting, start researching Archery. Kyoto finished lighthouse, started on workboat.
Turn 7 - Barb warrior made an appearance. Moved the worker from gems to rice.
Turn 8 - Hinduism fidl.
Turn 9 - Barb attacked Osaka and is easily defeated by our defending warrior. Our warrior gets a promotion out of it.
Turn 10 - Sent worker back to the gems, and perfect timing too as another barb warrior appeared next to the rice.
Turn 12 - Yet another barb appeared, this one is already injured and he appeared next to our worker. Our worker bravely ran back home to hide.
Turn 13 - Barb attacked our warrior and loses hurting our warrior only a little. The injured barb attacked Bellas scout and loses. Our worker is back to finish mining the gems. We can now run science at 60% and breaking even. Archery in 3.
Turn 14 - Another barb appeared by our rice ... I think there might be a barb city somewhere to our southwest.
Turn 15 - Another injured barb appeared next to Bellas scout, and a third barb appeared next to our gems. I promoted our warrior with shock and sent him to guard the gems.
Turn 16 - Learned Archery, started research on BW. First barb dies attacking Osaka, third barb killed Bellas scout, second barb dies attacking our warrior defending the gems.
Turn 17 - Barb dies attacking our defending warrior on the gems. With this many barb attacks, I switched our build to get an archer before continuing with the settler.
Turn 18 - Look what our scouting warrior found east of osaka ... more barbs :sad:
Turn 19 - Our warrior just barely survived the first barb attack. He's now at .1 health with a promotion :p
Turn 20 - So it's understandable that he's playing chicken with the second barb at the moment :p

I think it's pretty much confirmed that we're on the island alone with Bella. We have 2 options. Take her out fast and settle our own island, or let her settle and take the cities from her only bad thing is that her cities might not be placed ideally.

>>THE SAVE<< (http://gotm.civfanatics.net/saves/civ4sgotm2/Chaos_SG002_BC2200_01.Civ4SavedGame)

Qwack
Aug 12, 2006, 02:10 AM
What is that a dotmap or a maze? :lol: Sheesh. Theres broken lines and weird stuff all over the place. :eek:

Anyways, I think the fish/stone location should be our first settlement. Once Osakas borders expand, it will seal off the entire area south of us, and its a pretty strong city. Stone will be useful to build all those goody goody wonders. Mmm, pyramids, hanging gardens, stonehenge, yes yes, wonders, need more wonders.

Strauss
Aug 12, 2006, 03:24 AM
Roster:
1) Strauss - Evil Sadistic Tyrant
2) berserks01 - Confused
3) HookEmHorns - Rhymer --> UP!
4) I play 4 fun - excaggerator --> on deck
5) jeejeep - mathematician
6) Qwack - wonderholic(?)

Good turns berserks. Although I'll have to agree with Qwack that your dotmap is more like a maze, from what I can see even you yourself lost track of which BFC was which:crazyeye:. Or were you just staying in character there (just saying yes would be smart) :lol:?

I play 4 fun
Aug 12, 2006, 07:08 AM
I agree that blocking that religious coot Bella would be a fantaastic plan! but....

I think the second city should be by the gold and gems. getting our economy back is more important right now I think.

jeejeep
Aug 12, 2006, 07:31 AM
I think I agree about the gold/gems site first, the stone can be our second city. With raging barbs and thhis much empty space, we are going to ned lots of fogbusters. We may need more thatn just an archer to escort our settler.

berserks01
Aug 12, 2006, 07:57 AM
What you guys can't read that dotmap? :mischief:

I thought you'd be able to read it perfectly considering my role ;)

I play 4 fun
Aug 12, 2006, 09:53 AM
we could build lots of warriors or scouts and send them everywhere in our island to bust the fog. if there is no fog besides bella's land then we wont have to worry about barbs.

HookEmHorns
Aug 12, 2006, 12:38 PM
I've got the save
and will play tomorrow.
The advice is great
for avoiding sorrow.

I'm also thiinking
of sending out axemen
to train on the barbs
and achieve zen.

jeejeep
Aug 14, 2006, 06:31 AM
Hookie, you're late.

Strauss
Aug 14, 2006, 08:21 AM
Maybe he can't figure out a good rhyme:lol:. Anyway, if Hookem hasn't posted in about 4 hours and I play 4 fun can play, we should skip him.

HookEmHorns
Aug 14, 2006, 10:39 AM
Real life hit hard on the weekend.
Harder than I could portend.
A skip is nothing to shun.
I'll go after I_play_for_fun.

I play 4 fun
Aug 14, 2006, 06:44 PM
k i got the save playing right now

I play 4 fun
Aug 14, 2006, 07:10 PM
well i can't say how badly we need archers, sorry i mean an ECONOMY and yes archers to.

1.zzzzz

2. 4 barbs pop out and move onto gems, i kill the barb on the gems will a warrior

3. we lost 2 of our warriors, they lost 3

4. last barb killed

5-6. more barbs come and die

7. archer completed but barbs pillaged our gems science at 40%

9. try to rebuild mine but even MORE barbs come

10. BW is finished, switch to slavery, and start animal husbandry

11. barbs die but wound our units

12. I finally managed to get our wonder farm built

13-16. MORE and MORE and MORE bloody barbs come

17. another archer built but archer barbs appear

18. rice pillaged :(

19.I send another archer out to gems, gold, 2 oasis and sheep. hopefully it will draw attention away from our city. start building settler

20. zzzzz

There is copper near the stone and fish but i feel it's to far away from our city, so i propose building our next city on a hill by the gems and gold, oasis etc... this city will help our economy and draw attention away from Osaka.

Strauss
Aug 15, 2006, 03:42 PM
Roster:
1) Strauss - Evil Sadistic Tyrant
2) berserks01 - Confused
3) HookEmHorns - Rhymer
4) I play 4 fun - excaggerator --> just played
5) jeejeep - mathematician --> UP! :whipped:
6) Qwack - wonderholic(?) --> on deck

jeejeep
Aug 15, 2006, 06:55 PM
Got it, will play tomorrow. Suggestions?

I play 4 fun
Aug 15, 2006, 09:48 PM
read my last post jeejeep my suggestions are there

berserks01
Aug 16, 2006, 07:22 AM
Build more troops and build up our economy :)

Although, I think building more troops is imminent to our survival at the moment :p What with all the barbs appearing in our doorway asking for donations.

jeejeep
Aug 16, 2006, 02:39 PM
Sorry, I seem to have come down with a splitting headache. Not a good condition in which to play cIV. Maybe a skip or a swap?

Strauss
Aug 16, 2006, 02:47 PM
Roster:
1) Strauss - Evil Sadistic Tyrant
2) berserks01 - Confused
3) HookEmHorns - Rhymer
4) I play 4 fun - excaggerator --> just played
5) jeejeep - mathematician --> on deck, get well soon
6) Qwack - wonderholic(?) --> UP!

HookEmHorns
Aug 16, 2006, 07:52 PM
May I take it tonight?
Next week, I'll be out of sight
of my computer and house.
I feel like a louse!

I play 4 fun
Aug 17, 2006, 12:40 AM
you can take your turn then Hook since Qwack didnt post anything

jeejeep
Aug 17, 2006, 06:33 AM
Remember: this is raging barbs. Having played raging barbs once before, I am a bit wary of trying to build a second city with so little military, especially if we a re putting it in the Gold-gems spot and not the copper-fish spot.

berserks01
Aug 17, 2006, 07:15 AM
As I said, we don't have enough "donations" for all the barbs showing at our door, so we need at least 2 archers to escort the settler. I think if we settle our second city on a hill with 2 CD archers they'll probably hold til the city can stand on it's own. We gotta keep that gem mined and cottages built and defended to get our economy up, otherwise we'll be at one city for quite awhile.

HookEmHorns
Aug 17, 2006, 09:10 PM
Hi guys,

It's too late to rhyme so it will have to be prose for a while. I'll be away until August 28 so skip me till then. I'll try to stop by to check things out. Good luck!

Hook 'Em

Goals: Keep barbs down. Settle another city. Explore north of Kyoto.

0, 1540 BC: Osaka production changed to archer. Archer in Osaka sent southeast to wooded hill.

IT: Fog busting archer holds off archer assault.

1, 1510 BC: Fog buster takes guerilla promotion and heads to wooded hill s of Osaka. Eastern bound archer meets another barb archer. Gem mine finished and research is set to 60%.

IT: Eastern bound archer survives archer attack. Barb warrior moves onto southern hill.

2, 1480 BC: Southern archer fortifies. Eastern archer moves onto hill. Worker to rice. Citizen hired in Kyoto.

IT: Barb warrior moves next to rice. Southern warrior bypasses archer. Warrior appears in the east.

3, 1450 BC: Worker moves to east of Osaka. Southern archer takes out barb warrior.

IT: Eastern archer defends against barb warrior. Barb warrior moves onto rice.

4, 1420 BC: Kyoto work boat>galley. Eastern archer takes shock promotion. Work boat to crabs. Southern warrior to post.

IT: Southern archer beats barb archer. Osaka warrior beats barb warrior.

5, 1390 BC: Galley rushed in Kyoto.

6, 1360 BC: Kyoto galley>galley. Two citizens hired there for more production and to slow down growth. Osaka archer>settler. Galley heads n. Archer3 to gems.

IT: Barb archer sw of rice. Barb warrior s of sheep.

7, 1330 BC: Archer 3 fortifies on gems. Galley 2ne. Worker se.

IT: Gem archer barely survives warrior.

8, 1300 BC: Galley goes around whale island. Worker roads. Kyoto production changed to warrior.
http://img208.imageshack.us/img208/700/kyotobq2.jpg

IT: Southern archer survives barb archer and barb warrior. Barb archer moves onto sheep.

9, 1270 BC: Archer3 moves back to Osaka.

IT: Osaka warrior successfully defends from barb archer.

10, 1240 BC: Worker moves back to sheep because of barbs. Osaka warrior takes Combat II and heads to hills south of Osaka.

Half time score: 5 archers, 5 warriors down.

IT: Barb archer bypasses eastern picket.

11, 1210 BC: Osaka production changed to archer. Worker starts sheep pen.

IT: Barb archer does attack eastern picket and loses.

12, 1180 BC:

IT: Souther archer loses to barb archer!!!

13:

IT: Barb archer loses to eastern archer.

14, 1120 BC:

15, 1090 BC: Kyoto warrior>work boat (for clams for new city). Worker moves back to Osaka. Archer whipped in Osaka.

IT: Barb archer dies in Osaka attack.

16, 1060 BC: Another barb is threatening so worker stays in Osaka. New archer starts heading south.

IT: Barb (wounded but with Combat I and cover) moves onto gems.

17, 1030 BC: New archer decides to head east.

IT: Barb plunders gem mine.

18, 1000 BC:

IT: Barb archer attacks Osaka and dies.

19, 985 BC: Worker to gems and mines.

20, 970 BC: Archer 3 starts heading back south after finding the Spanish cities.
http://img101.imageshack.us/img101/4765/spanishcitiesun7.jpg

Final score: We lose one archer, the barbs lose 9 archers and 5 warriors.


Here is your Session Turn Log from 1540 BC to 970 BC:

Turn 82, 1540 BC: Barbarian's Archer (3.00) vs Chaos's Archer (4.80)
Turn 82, 1540 BC: Combat Odds: 4.4%
Turn 82, 1540 BC: (Extra Combat: +10%)
Turn 82, 1540 BC: (Plot Defense: +25%)
Turn 82, 1540 BC: (Hills: +25%)
Turn 82, 1540 BC: Barbarian's Archer is hit for 25 (75/100HP)
Turn 82, 1540 BC: Chaos's Archer is hit for 15 (85/100HP)
Turn 82, 1540 BC: Barbarian's Archer is hit for 25 (50/100HP)
Turn 82, 1540 BC: Barbarian's Archer is hit for 25 (25/100HP)
Turn 82, 1540 BC: Chaos's Archer is hit for 15 (70/100HP)
Turn 82, 1540 BC: Barbarian's Archer is hit for 25 (0/100HP)
Turn 82, 1540 BC: Chaos's Archer has defeated Barbarian's Archer!

Turn 83, 1510 BC: Barbarian's Archer (3.00) vs Chaos's Archer (5.25)
Turn 83, 1510 BC: Combat Odds: 3.2%
Turn 83, 1510 BC: (Plot Defense: +50%)
Turn 83, 1510 BC: (River Attack: +25%)
Turn 83, 1510 BC: Chaos's Archer is hit for 15 (85/100HP)
Turn 83, 1510 BC: Chaos's Archer is hit for 15 (70/100HP)
Turn 83, 1510 BC: Chaos's Archer is hit for 15 (55/100HP)
Turn 83, 1510 BC: Barbarian's Archer is hit for 26 (74/100HP)
Turn 83, 1510 BC: Barbarian's Archer is hit for 26 (48/100HP)
Turn 83, 1510 BC: Barbarian's Archer is hit for 26 (22/100HP)
Turn 83, 1510 BC: Barbarian's Archer is hit for 26 (0/100HP)
Turn 83, 1510 BC: Chaos's Archer has defeated Barbarian's Archer!

Turn 85, 1450 BC: Chaos's Archer (3.13) vs Barbarian's Warrior (2.00)
Turn 85, 1450 BC: Combat Odds: 96.8%
Turn 85, 1450 BC: (Extra Combat: -10%)
Turn 85, 1450 BC: (Plot Defense: +25%)
Turn 85, 1450 BC: (Combat: -25%)
Turn 85, 1450 BC: Barbarian's Warrior is hit for 25 (75/100HP)
Turn 85, 1450 BC: Barbarian's Warrior is hit for 25 (50/100HP)
Turn 85, 1450 BC: Barbarian's Warrior is hit for 25 (25/100HP)
Turn 85, 1450 BC: Barbarian's Warrior is hit for 25 (0/100HP)
Turn 85, 1450 BC: Chaos's Archer has defeated Barbarian's Warrior!
Turn 85, 1450 BC: Barbarian's Warrior (2.00) vs Chaos's Archer (3.30)
Turn 85, 1450 BC: Combat Odds: 10.0%
Turn 85, 1450 BC: (Plot Defense: +75%)
Turn 85, 1450 BC: (Hills: +25%)
Turn 85, 1450 BC: Barbarian's Warrior is hit for 29 (71/100HP)
Turn 85, 1450 BC: Barbarian's Warrior is hit for 29 (42/100HP)
Turn 85, 1450 BC: Barbarian's Warrior is hit for 29 (13/100HP)
Turn 85, 1450 BC: Chaos's Archer is hit for 13 (42/100HP)
Turn 85, 1450 BC: Barbarian's Warrior is hit for 29 (0/100HP)
Turn 85, 1450 BC: Chaos's Archer has defeated Barbarian's Warrior!

Turn 86, 1420 BC: Barbarian's Archer (3.00) vs Chaos's Archer (6.55)
Turn 86, 1420 BC: Combat Odds: 0.6%
Turn 86, 1420 BC: (Extra Combat: +10%)
Turn 86, 1420 BC: (Plot Defense: +75%)
Turn 86, 1420 BC: (Hills: +45%)
Turn 86, 1420 BC: Barbarian's Archer is hit for 29 (71/100HP)
Turn 86, 1420 BC: Chaos's Archer is hit for 13 (82/100HP)
Turn 86, 1420 BC: Barbarian's Archer is hit for 29 (42/100HP)
Turn 86, 1420 BC: Barbarian's Archer is hit for 29 (13/100HP)
Turn 86, 1420 BC: Barbarian's Archer is hit for 29 (0/100HP)
Turn 86, 1420 BC: Chaos's Archer has defeated Barbarian's Archer!
Turn 86, 1420 BC: Barbarian's Warrior (2.00) vs Chaos's Warrior (4.20)
Turn 86, 1420 BC: Combat Odds: 0.7%
Turn 86, 1420 BC: (Extra Combat: +10%)
Turn 86, 1420 BC: (Fortify: +25%)
Turn 86, 1420 BC: (City Defense: +25%)
Turn 86, 1420 BC: (City Barbarian Defense: +25%)
Turn 86, 1420 BC: (Combat: +25%)
Turn 86, 1420 BC: Barbarian's Warrior is hit for 28 (72/100HP)
Turn 86, 1420 BC: Barbarian's Warrior is hit for 28 (44/100HP)
Turn 86, 1420 BC: Barbarian's Warrior is hit for 28 (16/100HP)
Turn 86, 1420 BC: Chaos's Warrior is hit for 13 (87/100HP)
Turn 86, 1420 BC: Chaos's Warrior is hit for 13 (74/100HP)
Turn 86, 1420 BC: Barbarian's Warrior is hit for 28 (0/100HP)
Turn 86, 1420 BC: Chaos's Warrior has defeated Barbarian's Warrior!

Turn 87, 1390 BC: You have trained a Archer in Osaka. Work has now begun on a Settler.

Turn 89, 1330 BC: You have discovered Animal Husbandry!
Turn 89, 1330 BC: Barbarian's Warrior (2.00) vs Chaos's Archer (3.00)
Turn 89, 1330 BC: Combat Odds: 7.3%
Turn 89, 1330 BC: Barbarian's Warrior is hit for 24 (76/100HP)
Turn 89, 1330 BC: Chaos's Archer is hit for 16 (84/100HP)
Turn 89, 1330 BC: Barbarian's Warrior is hit for 24 (52/100HP)
Turn 89, 1330 BC: Chaos's Archer is hit for 16 (68/100HP)
Turn 89, 1330 BC: Chaos's Archer is hit for 16 (52/100HP)
Turn 89, 1330 BC: Chaos's Archer is hit for 16 (36/100HP)
Turn 89, 1330 BC: Chaos's Archer is hit for 16 (20/100HP)
Turn 89, 1330 BC: Barbarian's Warrior is hit for 24 (28/100HP)
Turn 89, 1330 BC: Barbarian's Warrior is hit for 24 (4/100HP)
Turn 89, 1330 BC: Chaos's Archer is hit for 16 (4/100HP)
Turn 89, 1330 BC: Barbarian's Warrior is hit for 24 (0/100HP)
Turn 89, 1330 BC: Chaos's Archer has defeated Barbarian's Warrior!

Turn 90, 1300 BC: Barbarian's Archer (3.00) vs Chaos's Archer (7.35)
Turn 90, 1300 BC: Combat Odds: 0.3%
Turn 90, 1300 BC: (Extra Combat: +10%)
Turn 90, 1300 BC: (Plot Defense: +75%)
Turn 90, 1300 BC: (Fortify: +15%)
Turn 90, 1300 BC: (Hills: +45%)
Turn 90, 1300 BC: Chaos's Archer is hit for 13 (87/100HP)
Turn 90, 1300 BC: Chaos's Archer is hit for 13 (74/100HP)
Turn 90, 1300 BC: Barbarian's Archer is hit for 30 (70/100HP)
Turn 90, 1300 BC: Barbarian's Archer is hit for 30 (40/100HP)
Turn 90, 1300 BC: Chaos's Archer is hit for 13 (61/100HP)
Turn 90, 1300 BC: Chaos's Archer is hit for 13 (48/100HP)
Turn 90, 1300 BC: Barbarian's Archer is hit for 30 (10/100HP)
Turn 90, 1300 BC: Barbarian's Archer is hit for 30 (0/100HP)
Turn 90, 1300 BC: Chaos's Archer has defeated Barbarian's Archer!
Turn 90, 1300 BC: Barbarian's Warrior (2.00) vs Chaos's Archer (3.88)
Turn 90, 1300 BC: Combat Odds: 13.3%
Turn 90, 1300 BC: (Extra Combat: +10%)
Turn 90, 1300 BC: (Plot Defense: +75%)
Turn 90, 1300 BC: (Fortify: +15%)
Turn 90, 1300 BC: (Hills: +45%)
Turn 90, 1300 BC: (Combat: +25%)
Turn 90, 1300 BC: Barbarian's Warrior is hit for 33 (67/100HP)
Turn 90, 1300 BC: Barbarian's Warrior is hit for 33 (34/100HP)
Turn 90, 1300 BC: Chaos's Archer is hit for 12 (36/100HP)
Turn 90, 1300 BC: Chaos's Archer is hit for 12 (24/100HP)
Turn 90, 1300 BC: Barbarian's Warrior is hit for 33 (1/100HP)
Turn 90, 1300 BC: Barbarian's Warrior is hit for 33 (0/100HP)
Turn 90, 1300 BC: Chaos's Archer has defeated Barbarian's Warrior!

Turn 91, 1270 BC: Barbarian's Archer (3.00) vs Chaos's Warrior (4.20)
Turn 91, 1270 BC: Combat Odds: 15.1%
Turn 91, 1270 BC: (Extra Combat: +10%)
Turn 91, 1270 BC: (Fortify: +25%)
Turn 91, 1270 BC: (City Defense: +25%)
Turn 91, 1270 BC: (City Barbarian Defense: +25%)
Turn 91, 1270 BC: (River Attack: +25%)
Turn 91, 1270 BC: Chaos's Warrior is hit for 16 (84/100HP)
Turn 91, 1270 BC: Barbarian's Archer is hit for 23 (77/100HP)
Turn 91, 1270 BC: Barbarian's Archer is hit for 23 (54/100HP)
Turn 91, 1270 BC: Barbarian's Archer is hit for 23 (31/100HP)
Turn 91, 1270 BC: Barbarian's Archer is hit for 23 (8/100HP)
Turn 91, 1270 BC: Chaos's Warrior is hit for 16 (68/100HP)
Turn 91, 1270 BC: Chaos's Warrior is hit for 16 (52/100HP)
Turn 91, 1270 BC: Barbarian's Archer is hit for 23 (0/100HP)
Turn 91, 1270 BC: Chaos's Warrior has defeated Barbarian's Archer!

Turn 92, 1240 BC: Barbarian's Warrior (2.00) vs Chaos's Warrior (3.54)
Turn 92, 1240 BC: Combat Odds: 3.1%
Turn 92, 1240 BC: (Extra Combat: +20%)
Turn 92, 1240 BC: (Plot Defense: +50%)
Turn 92, 1240 BC: (Combat: +25%)
Turn 92, 1240 BC: Barbarian's Warrior is hit for 27 (73/100HP)
Turn 92, 1240 BC: Barbarian's Warrior is hit for 27 (46/100HP)
Turn 92, 1240 BC: Chaos's Warrior is hit for 14 (77/100HP)
Turn 92, 1240 BC: Barbarian's Warrior is hit for 27 (19/100HP)
Turn 92, 1240 BC: Chaos's Warrior is hit for 14 (63/100HP)
Turn 92, 1240 BC: Barbarian's Warrior is hit for 27 (0/100HP)
Turn 92, 1240 BC: Chaos's Warrior has defeated Barbarian's Warrior!

Turn 93, 1210 BC: Barbarian's Archer (3.00) vs Chaos's Archer (7.35)
Turn 93, 1210 BC: Combat Odds: 0.3%
Turn 93, 1210 BC: (Plot Defense: +75%)
Turn 93, 1210 BC: (Fortify: +25%)
Turn 93, 1210 BC: (Hills: +45%)
Turn 93, 1210 BC: Barbarian's Archer is hit for 30 (70/100HP)
Turn 93, 1210 BC: Chaos's Archer is hit for 13 (87/100HP)
Turn 93, 1210 BC: Chaos's Archer is hit for 13 (74/100HP)
Turn 93, 1210 BC: Barbarian's Archer is hit for 30 (40/100HP)
Turn 93, 1210 BC: Barbarian's Archer is hit for 30 (10/100HP)
Turn 93, 1210 BC: Barbarian's Archer is hit for 30 (0/100HP)
Turn 93, 1210 BC: Chaos's Archer has defeated Barbarian's Archer!

Turn 94, 1180 BC: Isabella adopts Slavery!
Turn 94, 1180 BC: Barbarian's Archer (3.00) vs Chaos's Archer (4.89)
Turn 94, 1180 BC: Combat Odds: 14.4%
Turn 94, 1180 BC: (Extra Combat: +10%)
Turn 94, 1180 BC: (Plot Defense: +75%)
Turn 94, 1180 BC: (Fortify: +25%)
Turn 94, 1180 BC: (Hills: +45%)
Turn 94, 1180 BC: Chaos's Archer is hit for 14 (50/100HP)
Turn 94, 1180 BC: Chaos's Archer is hit for 14 (36/100HP)
Turn 94, 1180 BC: Barbarian's Archer is hit for 28 (72/100HP)
Turn 94, 1180 BC: Chaos's Archer is hit for 14 (22/100HP)
Turn 94, 1180 BC: Chaos's Archer is hit for 14 (8/100HP)
Turn 94, 1180 BC: Barbarian's Archer is hit for 28 (44/100HP)
Turn 94, 1180 BC: Chaos's Archer is hit for 14 (0/100HP)
Turn 94, 1180 BC: Barbarian's Archer has defeated Chaos's Archer!

Turn 95, 1150 BC: Barbarian's Archer (3.00) vs Chaos's Archer (7.61)
Turn 95, 1150 BC: Combat Odds: 0.3%
Turn 95, 1150 BC: (Plot Defense: +75%)
Turn 95, 1150 BC: (Fortify: +25%)
Turn 95, 1150 BC: (Hills: +45%)
Turn 95, 1150 BC: (River Attack: +25%)
Turn 95, 1150 BC: Chaos's Archer is hit for 12 (82/100HP)
Turn 95, 1150 BC: Barbarian's Archer is hit for 31 (69/100HP)
Turn 95, 1150 BC: Barbarian's Archer is hit for 31 (38/100HP)
Turn 95, 1150 BC: Barbarian's Archer is hit for 31 (7/100HP)
Turn 95, 1150 BC: Barbarian's Archer is hit for 31 (0/100HP)
Turn 95, 1150 BC: Chaos's Archer has defeated Barbarian's Archer!

Turn 97, 1090 BC: You have trained a Archer in Osaka. Work has now begun on a Settler.
Turn 97, 1090 BC: Barbarian's Archer (3.00) vs Chaos's Archer (6.00)
Turn 97, 1090 BC: Combat Odds: 0.9%
Turn 97, 1090 BC: (Fortify: +25%)
Turn 97, 1090 BC: (City Defense: +50%)
Turn 97, 1090 BC: (City Barbarian Defense: +25%)
Turn 97, 1090 BC: Barbarian's Archer is hit for 28 (72/100HP)
Turn 97, 1090 BC: Barbarian's Archer is hit for 28 (44/100HP)
Turn 97, 1090 BC: Barbarian's Archer is hit for 28 (16/100HP)
Turn 97, 1090 BC: Barbarian's Archer is hit for 28 (0/100HP)
Turn 97, 1090 BC: Chaos's Archer has defeated Barbarian's Archer!

Turn 99, 1030 BC: A Mine has been destroyed by a marauding Barbarian Archer!

Turn 100, 1000 BC: The enemy has been spotted near Osaka!
Turn 100, 1000 BC: Barbarian's Archer (2.83) vs Chaos's Archer (6.60)
Turn 100, 1000 BC: Combat Odds: 0.4%
Turn 100, 1000 BC: (Extra Combat: -10%)
Turn 100, 1000 BC: (Fortify: +25%)
Turn 100, 1000 BC: (City Defense: +70%)
Turn 100, 1000 BC: (City Barbarian Defense: +25%)
Turn 100, 1000 BC: (Combat: -25%)
Turn 100, 1000 BC: (River Attack: +25%)
Turn 100, 1000 BC: Barbarian's Archer is hit for 28 (58/100HP)
Turn 100, 1000 BC: Barbarian's Archer is hit for 28 (30/100HP)
Turn 100, 1000 BC: Chaos's Archer is hit for 13 (87/100HP)
Turn 100, 1000 BC: Barbarian's Archer is hit for 28 (2/100HP)
Turn 100, 1000 BC: Barbarian's Archer is hit for 28 (0/100HP)
Turn 100, 1000 BC: Chaos's Archer has defeated Barbarian's Archer!
Turn 100, 1000 BC: While defending, your Archer has killed a Barbarian Archer!

Turn 102, 970 BC: The enemy has been spotted near Osaka!

berserks01
Aug 18, 2006, 06:09 AM
Nice barb control going on there :goodjob: How are we on settler production?

jeejeep
Aug 18, 2006, 06:17 AM
How did Isabella get so many settlers so quickly. Those are what, like, here third and fourth cites? We are difinitely going to have to go to war with her soon. I suggest we make IW a priority.

Strauss
Aug 18, 2006, 06:17 AM
According to the log, the next Settler should be built in the coming turnset.

Roster:
1) Strauss - Evil Sadistic Tyrant
2) berserks01 - Confused
3) HookEmHorns - Rhymer --> just played
4) I play 4 fun - excaggerator
5) jeejeep - mathematician --> UP!
6) Qwack - wonderholic(?) --> on deck (still here?)

jeejeep
Aug 18, 2006, 06:29 AM
Got it, will play this afternoon.

jeejeep
Aug 18, 2006, 12:23 PM
Played, not sure if it was the right number of turns. Lots more barb attacks, including our first barb axeman. Until the axeman came, the situation seemed to be stabilizing a bit, what with our and Isabella's cities. We may want to grab the copper down south next to help.

Highlights:

Accepted Open Borders with Isabella on turn six, figured it couldn't hurt anything.

Founded Tokyo on turn 8, in the gold-gems spot. It is on a hill with a city garrison+guerilla 2 archer on it, so it won't fall any time soon.

Started research on Mysticism after finishing writing on turn 10, should be done soon and I suggest IW as our next choice.

Isabella built another city on turn 12, in the south near horses and sheep. I really think we need to take her out as soon as we get the barbs under control.

The first barb Axe was sighted on turn 15, and took out an archer in a forest before being killed.

Couldn't really find anything good to build in Osaka, so I used the surplus food to build a settler and most of a worker. The settler was sent to where the warior is standing, but he is sleeping, not settled.

Strauss
Aug 18, 2006, 12:39 PM
Sounds good. However, I think it's nice to have at least an overview screenshot on the last turn so we can see where it stands.

Roster:
1) Strauss - Evil Sadistic Tyrant --> on the bench
2) berserks01 - Confused
3) HookEmHorns - Rhymer
4) I play 4 fun - excaggerator
5) jeejeep - mathematician --> substituted
6) Qwack - wonderholic(?) --> UP! (still here)

Qwack
Aug 19, 2006, 02:05 AM
Got it. Its time to get some wonders cranking out. Ill play in 12-24 hours.

Strauss
Aug 19, 2006, 03:42 AM
Got it. Its time to get some wonders cranking out. Ill play in 12-24 hours.

Well, we can't really use wonders right now.... You do know that we're actually trying to do our best right:eek:? The team is just named Chaos because most players here play in the Chaos SG's.

berserks01
Aug 19, 2006, 07:45 AM
Well, we can't really use wonders right now.... You do know that we're actually trying to do our best right:eek:? The team is just named Chaos because most players here play in the Chaos SG's.
Really? Now that's news to me :mischief:

Strauss
Aug 19, 2006, 09:51 AM
Really? Now that's news to me :mischief:

Don't you make fun of me! I am still the absolute ruler of this team:whipped:

Qwack
Aug 20, 2006, 12:35 AM
Completed. I expect to be spanked for the weed. :)

ANyways, our research situation is pathetic, I will try to fix that in my turnset. Mysticism comes in first turn, I automatically switch to iron working, which was due in 31. I notice the settler still idling, I decide to delay that town until the gold is connected, so our pathetic economy doesnt get even more pathetic. Buddhism spreads to our lands in 460 BC, I decide not to switch right now, we need to get a lock on iron ASAP and go after isabella. I think AlanH probably edited the game to give her like 5 settlers at the start, or something of that sort. We cannot afford to let her get strong.

Everything was going well until... axeman takes our worker... Heres what happened, my worker was building road on the gold tile. I move all our other units, this means the worker isnt green anymore and I cant move him :mad: :mad: :mad: . So at this point its hoping that the axe will go to Osoka, instead of using that road and stealing our worker, well.. he uses the road and steals the worker. Sigh. Dont hurt me too bad for this :D :blush:

Anyways, whip library in Kyoto, and produce second worker in Osoka. At the moment we are in a relatively decent situation research wise, atleast better than 20 turns ago. Iron working is due in 2 turns, barracks is built in Tokyo. Hopefully we have iron in one of the cities, but if we dont, we need to get a settler out asap and grab any source of iron we find. (chop/whip in Osoka would be a good idea)

I know I know the worker is a horrible weed move, but I DID GOOD OTHER THAN THAT... *cough cough cough* Who built that road there anyways :(

Anyways, you can see on this screenshot that isa has some more settler parties on the move, we need to move FAST!

http://img246.imageshack.us/img246/1187/civ4screenshot0098ce5.th.jpg (http://img246.imageshack.us/my.php?image=civ4screenshot0098ce5.jpg)

Here is your Session Turn Log from 595 BC to 250 BC:

Turn 127, 595 BC: You have discovered Mysticism!

Turn 129, 565 BC: The Great Lighthouse has been built in a far away land!

Turn 130, 550 BC: Barbarian's Axeman (5.00) vs Chaos's Archer (9.60)
Turn 130, 550 BC: Combat Odds: 0.7%
Turn 130, 550 BC: (Plot Defense: +25%)
Turn 130, 550 BC: (Fortify: +25%)
Turn 130, 550 BC: (City Defense: +70%)
Turn 130, 550 BC: (Hills: +75%)
Turn 130, 550 BC: (City Barbarian Defense: +25%)
Turn 130, 550 BC: Barbarian's Axeman is hit for 27 (73/100HP)
Turn 130, 550 BC: Barbarian's Axeman is hit for 27 (46/100HP)
Turn 130, 550 BC: Chaos's Archer is hit for 14 (86/100HP)
Turn 130, 550 BC: Chaos's Archer is hit for 14 (72/100HP)
Turn 130, 550 BC: Chaos's Archer is hit for 14 (58/100HP)
Turn 130, 550 BC: Chaos's Archer is hit for 14 (44/100HP)
Turn 130, 550 BC: Barbarian's Axeman is hit for 27 (19/100HP)
Turn 130, 550 BC: Barbarian's Axeman is hit for 27 (0/100HP)
Turn 130, 550 BC: Chaos's Archer has defeated Barbarian's Axeman!
Turn 130, 550 BC: Barbarian's Archer (3.00) vs Chaos's Archer (4.22)
Turn 130, 550 BC: Combat Odds: 31.9%
Turn 130, 550 BC: (Plot Defense: +25%)
Turn 130, 550 BC: (Fortify: +25%)
Turn 130, 550 BC: (City Defense: +70%)
Turn 130, 550 BC: (Hills: +75%)
Turn 130, 550 BC: (City Barbarian Defense: +25%)
Turn 130, 550 BC: Barbarian's Archer is hit for 29 (71/100HP)
Turn 130, 550 BC: Barbarian's Archer is hit for 29 (42/100HP)
Turn 130, 550 BC: Barbarian's Archer is hit for 29 (13/100HP)
Turn 130, 550 BC: Chaos's Archer is hit for 13 (31/100HP)
Turn 130, 550 BC: Chaos's Archer is hit for 13 (18/100HP)
Turn 130, 550 BC: Barbarian's Archer is hit for 29 (0/100HP)
Turn 130, 550 BC: Chaos's Archer has defeated Barbarian's Archer!

Turn 131, 535 BC: You have trained a Archer in Osaka. Work has now begun on a Worker.

Turn 133, 505 BC: Barbarian's Archer (3.00) vs Chaos's Archer (4.50)
Turn 133, 505 BC: Combat Odds: 9.9%
Turn 133, 505 BC: (Plot Defense: +25%)
Turn 133, 505 BC: (Hills: +25%)
Turn 133, 505 BC: Barbarian's Archer is hit for 24 (76/100HP)
Turn 133, 505 BC: Barbarian's Archer is hit for 24 (52/100HP)
Turn 133, 505 BC: Chaos's Archer is hit for 16 (84/100HP)
Turn 133, 505 BC: Barbarian's Archer is hit for 24 (28/100HP)
Turn 133, 505 BC: Barbarian's Archer is hit for 24 (4/100HP)
Turn 133, 505 BC: Barbarian's Archer is hit for 24 (0/100HP)
Turn 133, 505 BC: Chaos's Archer has defeated Barbarian's Archer!

Turn 134, 490 BC: Chaos's Archer (3.30) vs Barbarian's Warrior (2.00)
Turn 134, 490 BC: Combat Odds: 97.4%
Turn 134, 490 BC: (Extra Combat: -10%)
Turn 134, 490 BC: Barbarian's Warrior is hit for 25 (75/100HP)
Turn 134, 490 BC: Chaos's Archer is hit for 15 (85/100HP)
Turn 134, 490 BC: Barbarian's Warrior is hit for 25 (50/100HP)
Turn 134, 490 BC: Barbarian's Warrior is hit for 25 (25/100HP)
Turn 134, 490 BC: Barbarian's Warrior is hit for 25 (0/100HP)
Turn 134, 490 BC: Chaos's Archer has defeated Barbarian's Warrior!
Turn 134, 490 BC: Xi Ling Shi has been born in a far away land!

Turn 135, 475 BC: Buddhism has spread in Osaka.

Turn 136, 460 BC: Barbarian's Archer (3.00) vs Chaos's Archer (4.80)
Turn 136, 460 BC: Combat Odds: 4.4%
Turn 136, 460 BC: (Plot Defense: +25%)
Turn 136, 460 BC: (Fortify: +10%)
Turn 136, 460 BC: (Hills: +25%)
Turn 136, 460 BC: Chaos's Archer is hit for 15 (85/100HP)
Turn 136, 460 BC: Barbarian's Archer is hit for 25 (75/100HP)
Turn 136, 460 BC: Chaos's Archer is hit for 15 (70/100HP)
Turn 136, 460 BC: Barbarian's Archer is hit for 25 (50/100HP)
Turn 136, 460 BC: Chaos's Archer is hit for 15 (55/100HP)
Turn 136, 460 BC: Barbarian's Archer is hit for 25 (25/100HP)
Turn 136, 460 BC: Barbarian's Archer is hit for 25 (0/100HP)
Turn 136, 460 BC: Chaos's Archer has defeated Barbarian's Archer!

Turn 137, 445 BC: Barbarian's Archer (3.00) vs Chaos's Archer (4.80)
Turn 137, 445 BC: Combat Odds: 4.4%
Turn 137, 445 BC: (Extra Combat: +10%)
Turn 137, 445 BC: (Plot Defense: +25%)
Turn 137, 445 BC: (Hills: +25%)
Turn 137, 445 BC: Barbarian's Archer is hit for 25 (75/100HP)
Turn 137, 445 BC: Barbarian's Archer is hit for 25 (50/100HP)
Turn 137, 445 BC: Barbarian's Archer is hit for 25 (25/100HP)
Turn 137, 445 BC: Barbarian's Archer is hit for 25 (0/100HP)
Turn 137, 445 BC: Chaos's Archer has defeated Barbarian's Archer!

Turn 138, 430 BC: The Pyramids has been built in a far away land!
Turn 138, 430 BC: Barbarian's Warrior (2.00) vs Chaos's Archer (4.50)
Turn 138, 430 BC: Combat Odds: 0.3%
Turn 138, 430 BC: (Plot Defense: +50%)
Turn 138, 430 BC: Barbarian's Warrior is hit for 29 (71/100HP)
Turn 138, 430 BC: Barbarian's Warrior is hit for 29 (42/100HP)
Turn 138, 430 BC: Barbarian's Warrior is hit for 29 (13/100HP)
Turn 138, 430 BC: Barbarian's Warrior is hit for 29 (0/100HP)
Turn 138, 430 BC: Chaos's Archer has defeated Barbarian's Warrior!

Turn 139, 415 BC: Edo has been founded.

Turn 140, 400 BC: Barbarian's Archer (3.00) vs Chaos's Archer (4.50)
Turn 140, 400 BC: Combat Odds: 9.9%
Turn 140, 400 BC: (Plot Defense: +50%)
Turn 140, 400 BC: Chaos's Archer is hit for 16 (84/100HP)
Turn 140, 400 BC: Chaos's Archer is hit for 16 (68/100HP)
Turn 140, 400 BC: Barbarian's Archer is hit for 24 (76/100HP)
Turn 140, 400 BC: Chaos's Archer is hit for 16 (52/100HP)
Turn 140, 400 BC: Barbarian's Archer is hit for 24 (52/100HP)
Turn 140, 400 BC: Chaos's Archer is hit for 16 (36/100HP)
Turn 140, 400 BC: Chaos's Archer is hit for 16 (20/100HP)
Turn 140, 400 BC: Chaos's Archer is hit for 16 (4/100HP)
Turn 140, 400 BC: Barbarian's Archer is hit for 24 (28/100HP)
Turn 140, 400 BC: Barbarian's Archer is hit for 24 (4/100HP)
Turn 140, 400 BC: Chaos's Archer is hit for 16 (0/100HP)
Turn 140, 400 BC: Barbarian's Archer has defeated Chaos's Archer!

Turn 142, 370 BC: Barbarian's Axeman (5.00) vs Chaos's Archer (5.55)
Turn 142, 370 BC: Combat Odds: 25.5%
Turn 142, 370 BC: (Extra Combat: +10%)
Turn 142, 370 BC: (Plot Defense: +50%)
Turn 142, 370 BC: (Combat: +25%)
Turn 142, 370 BC: Chaos's Archer is hit for 18 (82/100HP)
Turn 142, 370 BC: Barbarian's Axeman is hit for 21 (79/100HP)
Turn 142, 370 BC: Barbarian's Axeman is hit for 21 (58/100HP)
Turn 142, 370 BC: Barbarian's Axeman is hit for 21 (37/100HP)
Turn 142, 370 BC: Chaos's Archer is hit for 18 (64/100HP)
Turn 142, 370 BC: Barbarian's Axeman is hit for 21 (16/100HP)
Turn 142, 370 BC: Barbarian's Axeman is hit for 21 (0/100HP)
Turn 142, 370 BC: Chaos's Archer has defeated Barbarian's Axeman!

Turn 144, 340 BC: Barbarian's Archer (2.73) vs Chaos's Archer (4.51)
Turn 144, 340 BC: Combat Odds: 7.6%
Turn 144, 340 BC: (Extra Combat: -20%)
Turn 144, 340 BC: (Extra Combat: +10%)
Turn 144, 340 BC: (Plot Defense: +25%)
Turn 144, 340 BC: (Hills: +25%)
Turn 144, 340 BC: Chaos's Archer is hit for 16 (78/100HP)
Turn 144, 340 BC: Chaos's Archer is hit for 16 (62/100HP)
Turn 144, 340 BC: Barbarian's Archer is hit for 24 (52/100HP)
Turn 144, 340 BC: Chaos's Archer is hit for 16 (46/100HP)
Turn 144, 340 BC: Barbarian's Archer is hit for 24 (28/100HP)
Turn 144, 340 BC: Barbarian's Archer is hit for 24 (4/100HP)
Turn 144, 340 BC: Chaos's Archer is hit for 16 (30/100HP)
Turn 144, 340 BC: Barbarian's Archer is hit for 24 (0/100HP)
Turn 144, 340 BC: Chaos's Archer has defeated Barbarian's Archer!

Turn 150, 250 BC: The enemy has been spotted near Tokyo!

You may wish to copy it to Notepad for reference when you write your turn set post. It includes any entries you added with the in-game Chat facility

berserks01
Aug 20, 2006, 09:20 AM
Looks like a good set of turns. About the worker ... hey it happens, so no big deal.

Strauss
Aug 20, 2006, 05:21 PM
Turn 1 (235 BC): We are the least cultured civ in the world. IW comes in, and we find Iron on the hill SW of Osaka. Start on Pottery.

IBT 2: Confucianism FIDAL.

Turn 3 (205 BC): We lose the Archer on the gold hill and the mine is pillaged next turn.

Turn 4 (190 BC): Bella wants us to adopt Buddhism. It would be nice for happiness, but I don't want anarchy at this moment, and we will be fighting her soon anyhow.

Turn 7 (145 BC): Pottery comes in, start on Maths.

Turn 10 (85 BC): Iron connected, start building up some military.

Turn 12 (55 BC): Meet Bismarck:

http://i115.photobucket.com/albums/n287/Strauss1/chaosbismarck.jpg

And see where he is:

http://i115.photobucket.com/albums/n287/Strauss1/chaosbismarckborders.jpg

I send our Galley there to map out his lands.

Turn 14 (25 BC): Get a Great Scientist in Kyoto. I use him on an Academy. Maths speeds up by 2 turns, other techs are clearly a lot faster to research now.

Turn 15 (10 BC): Isabella builds Mahabodhi. Our Galley finds a Chinese unit and Mao contacts us, and Hatshepsut also pops up from somewhere. She may be those yellowish borders touching Germany’s, however I have a feeling that’s Malinese-yellowish.

http://i115.photobucket.com/albums/n287/Strauss1/chaosworld1.jpg

http://i115.photobucket.com/albums/n287/Strauss1/chaosworld2.jpg

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

Our situation looks bad at the moment, though not nearly as bad as one would think. We have a low score and a poor economy, but thanks to Kyoto's research potential we can still keep up in research. Osaka and Tokyo also have good production, allowing us to train an army. We will need to fight ourselves out of this hole sooner rather than later. I would suggest building up some more Axe- and Swordsmen and then going after Spain, although we will probably need Catapults to finish her off completely, especially Madrid (Buddhist Holy City etc.). What we'll do about the other three civs we've met, we'll have to explore a bit and see how we can get there from the big island, since a decent military buildup from Kyoto and Edo would take until like 1500 I think:lol:. Those cities will focus on science anyway. The Colossus was grabbed in 175 BC btw, so that one's out:sad:.

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

Roster:
1) Strauss - Evil Sadistic Tyrant --> substituted
2) berserks01 - Confused --> on the pitch
3) HookEmHorns - Rhymer --> on the bench
4) I play 4 fun - excaggerator
5) jeejeep - mathematician
6) Qwack - wonderholic(?)

berserks01
Aug 21, 2006, 05:31 AM
Got it, will play tomorrow.

I play 4 fun
Aug 21, 2006, 12:48 PM
In the picture of the spanish city with the copper, it the copper connected to the city. cause if it isnt and she doesnt have iron then we should do a premeptive strike to knock out any military resources

we should also tech to alphabet to trade with other civs

Strauss
Aug 21, 2006, 01:11 PM
In the picture of the spanish city with the copper, it the copper connected to the city. cause if it isnt and she doesnt have iron then we should do a premeptive strike to knock out any military resources

we should also tech to alphabet to trade with other civs

I think she is about to connect the copper (1 or 2 turns away), so I agree we should strike quickly, preferably at those 2 eastern cities as they will be connected to copper. We can then strike at her core cities later with Catapults. Perhaps we should leave the western city until then, as it will cost her a lot in maintenance.
I don't think Spain's been given extra Settlers, but because Madrid is on such a small strip of land, she can't settle north, east or west and can only come south towards us.

I wanted to mention researching Alphabet next, but I forgot. What to research next will depend on how we want to continue:
If we want to eliminate Spain right away, we should get Masonry and then research Construction for Catapults. If we want to restore our economy first, we should go Currency-CoL. Drama-Music for the Great Artist is not really viable considering our goal.
Personally I'm in favor of conquering Spain right away. The maintenance costs might be big, but Madrid would be a great prize as it will give us the Mahabodhi, and it just looks like a good city site with at least 4 resources within the BFC. We will need to move the Palace after the conquest of Spain.

berserks01
Aug 21, 2006, 02:39 PM
If we take a look at the map, we can see where the coppers are even in the gray areas. Only place we can't see are in the "dark" or "unexplored" land. So we can tell if Issa got copper or iron or not.

Strauss
Aug 21, 2006, 02:43 PM
The north of this island is pretty much all jungle IIRC. Maybe a few clear tiles which could give Copper or Iron, but that would be an awfully big coincidence.

berserks01
Aug 22, 2006, 05:55 AM
Turn 0 - Hmmm ... there are still some dark areas in Issa's borders, but since we have OB with her, I decided to send our 2 warriors to scout out her cities to see what kind of defense she has. I noticed that Osaka has it's BFC with no culture buildings. It say the +1 is from religion, but we didn't adopt Buddhism and yet we get culture from it. Interesting, didn't know that.
Turn 1 - Mao wants OB, I allow it just so we can scout around the island. Met Mansa to the east of Bismark, he founded Confusionism.
Turn 2 - Workers finished roading gold, split them up and have one fence the sheep and the other farm the rice.
Turn 3 - Osaka finishes sword, starts another. Tokyo finishes axe, starts another.
Turn 5 - We're now at 40% making 2gpt.
Turn 6 - Learned Math, starts Masonry as planned by Strauss since I'm also in favor of taking out Issa soon.
Turn 7 - Traded clams for wine with Mao, and got OB with Mansa and Hatty.
Turn 8 - Confusionism spreads to Kyoto, I did not switch.
Turn 9 - Learned Masonry, starts Construction ... done in 20 turns.
Turn 10 - Osaka finishes sword starts another, and Tokyo finishes axe starts another. Met Kublai, he founded Hinduism. Hindu spreads to Edo, and I did not switch again.

We now know, or at least can assume, that Issa only has that one copper site hooked up. Her western city has iron outside it's border, but did not expand it's border yet, so we're ok for now. We also know that Mansa is west of Bismark, Hatty is east of Bismark, and Mao is east of Hatty. That only leaves Kublai. Issa is mostly defended with archers, and I've seen a couple of chariots running around. So our swords would do nicely against her.

Here is the >>SAVE<< (http://gotm.civfanatics.net/saves/civ4sgotm2/Chaos_SG002_AD0140_01.Civ4SavedGame)

Strauss
Aug 22, 2006, 06:04 AM
Good turns, though I actually suggested going for Alphabet first, then trade Masonry and THEN go for Construction. Of course your way we can take Isabella out more quickly, but Alphabet was probably the only tech we could trade for. I don't know how long the AI will take to get to Alphabet.

I just noticed, you only played 10 turns! I played 15, and I think that's the optimal amount of turns in an Epic game. Do you want to take your remaining five or can we just continue?

berserks01
Aug 22, 2006, 06:23 AM
Hmmm ... just continue this turn around. I'll play 15 turns in future turnsets. I was thinking we could research Alpha while building up some cats and while warring with Issa. So by the time we have Alpha, we can sue for peace for some techs. This way we don't waste turns building up our army and taking her out before she grab more metal resources.

My bad if I misread your reports, but I am *confused* so to speak :)

Strauss
Aug 22, 2006, 06:45 AM
Hehe, nice bit of unintended roleplaying there;). Don't do it too often though, or I may have to take drastic measures :whipped:!

Getting techs from Isabella sounds like a good idea, though that would have been possible my way as well of course. If it's possible, I would suggest marching up to Madrid and leaving the western city alone while getting some techs for peace. Later, while we're going for war with the other civs, we can casually take Spain out on our way to the others.

Roster:
1) Strauss - Evil Sadistic Tyrant
2) berserks01 - Confused --> just played
3) HookEmHorns - Rhymer --> on auto-skip until reporting back in
4) I play 4 fun - excaggerator --> UP!
5) jeejeep - mathematician --> on the bench
6) Qwack - wonderholic

jeejeep
Aug 22, 2006, 08:16 AM
Alphabet would have been good, as we have met so many civs, though I also read Strauss' post as wanting to go for masonry. After construction should be fine.

I play 4 fun
Aug 22, 2006, 08:29 AM
during my turns should i do a quick strike and knock out copper and horses or wait till catapults

Strauss
Aug 22, 2006, 09:26 AM
Strike as quickly as you see fit. By the time we can move on Spain's core, we're probably building Catapults already.

I play 4 fun
Aug 22, 2006, 12:26 PM
will play tonight then

I play 4 fun
Aug 23, 2006, 09:30 AM
Get the war drumb beating cause we're going to war mwhahahahaha..... oops sry im not the evil tyrant. Anyway we have amazing power condisering that it is no where near issy's power.

1. trade crap for spices with egypt, start moving guys out, slave so popualtion for the war effort, only one pop per city so our kingdom isnt in ruins....yet....

2. 2 axe's complete tokyo switch to sword adn osoka switch to archer for some BADLY needed defence...didnt really need it though.....:cool:

3. Archer completed switch to axe... and then I DECLARE WAR :eek: i move 3 axes to the horses and 2 swords to the copper she attacks with chariot and archer

4.kill a chariot, she sends another chariot, copper pillaged

5.managed to kill a worker :mad: and pillaged gold and sheep near tokyo so i slave a spear, their horses are pillaged and no axes seen yet :goodjob:

6. start producing a sword in osoka after axe is done, start sword in tokyo, there chariot and archer are killed next turn

7. science down to 20% i start cutting trade routes between spanish cites

8. moved guys and pilalge some junk

9. another chariot pillages gems in osoka so i start a worker and kill chariot with a new swordsmen economy is in negatives :cry:

10. pillage axes near horse city are healed, start moving the 2 northern swords to madrid

11.slave worker

12.zzzz

13 our gem mine in osoka completed just in time to save our economy

14. moving guys

15. zzz


I had some pictures printed out but i couldn't get them on so i labled all the spanish cities with the number of units that were in there when i saw them. there is only 1 axeman so far

we should win this military fight, she has no iron from what i c but she continues to produce chariots. Most of her cities have not matured so swords should be able to take them alone which is a plus. with 20% science, the gold mine is almost rebuilt construction is currently done in about 10 turns

we have a level 3 swordsmen so we can build heroic epic when the time comes. I suggest moving swordsmen to madrid but keep them in forrest/hills/jungle in case she has axes up there.

We should win this war easy with her not having any military resources

last but not least Christianity and Taoism were founded some where

jeejeep
Aug 23, 2006, 01:43 PM
Got it. Any plans on which cities to keep/raze. I haven't looked at the save, but it sounds like we could keep two more cities without our economy going to the negatives.

Strauss
Aug 23, 2006, 02:32 PM
Toledo looks nice. I don't know how far you will be able to push into Spain, but Madrid should (of course) be kept. And don't forget to leave the western city!

jeejeep
Aug 25, 2006, 07:16 AM
I don't know how far you will be able to push into Spain...
Not very far, but it isn't all bad. We took Toledo on my last turn. I suggest we move on to Cordoba next, but we will need some cats. I spent most of my turnset preparing to take Toledo and killling archers that Spain seems to be sending out of their cities randomly. I also explored up to Madrid and labeled it. It had an ax, a chariot, and 3 archers. Unfortunately, there is also another source of copper there, and an axe killed me before I could pillage it.

136577

Research was Construction-Alphabet. Research was upped to 30%, but it will have to go back when Toledo comes out of resistance.

I kept Toledo. I recommend we raze Cordoba, but keep the next city up, as it should be a good port on the other side of our continent. Raze the next city also, but keep Madrid. We can fill in/rebuild the others once our econ is doing better. After taking Madrid we should raze that city the spanish snuck in on our left, and maybe make peace for some techs, leavig them with Salamanca. Of course, I doubt the plan is really going to work that well, but we can hope.

Here is a pic of the war situation.136576

And a chariot about to try and pillage us.136575

berserks01
Aug 25, 2006, 08:23 AM
Good turnset, and nice exploring of the other continent going on there. I suggest pillaging the road to Madrid so these cities down here can't build axes.

Strauss
Aug 25, 2006, 08:54 AM
Roster:
1) Strauss - Evil Sadistic Tyrant --> on the bench
2) berserks01 - Confused
3) HookEmHorns - Rhymer --> on auto-skip until reporting back in
4) I play 4 fun - excaggerator
5) jeejeep - mathematician --> just played
6) Qwack - wonderholic --> UP!

jeejeep
Aug 25, 2006, 04:09 PM
Sorry, I forgot the save. I'll upload it now.

Qwack
Aug 25, 2006, 09:44 PM
Got it, will play tommorow.

Qwack
Aug 27, 2006, 01:48 AM
The situation does not look good. Took me like 5 turns trying to get units near the "1 axe 1 archer" city, and turns out she had like 3 axes and 2 archers there :lol:

http://img219.imageshack.us/img219/2336/civ4screenshot0003is8.th.jpg (http://img219.imageshack.us/my.php?image=civ4screenshot0003is8.jpg)

Well, move army down south and Isabella ends up getting a super city defense 3 archer along with 3 others. Wow... sigh. This is definately not looking like good situation, I have started a cat in Tokyo, suggest whipping that and whipping a couple cats in Osoka as well. We need cats to take any city now. Also personally I would go with razing any city we capture here, we cannot afford to take on any more upkeep. Our research down to 10%....

Thats about it really, Fred comes and demands 1 fish, I give it to him. For some reason isabella not attacking us too much, and all her units are garrisoned in cities which it is impossible for us to break. We cant beat a garrison of 4 archers or 2 axe/2 archers with our army atm. She has only attacked with a few chariots so far...

Workers are conneting horses in toledo btw. Also, I would suggest checking the trade situation every turn right now. Once we get a AI to pleased, start BEGGING them for help(some techs hopefully CoL) :lol: .

http://gotm.civfanatics.net/saves/civ4sgotm2/Chaos_SG002_AD0725_01.Civ4SavedGame

Strauss
Aug 27, 2006, 04:27 AM
Got it.

The situation is looking very bad, and we're en route for the Wooden Spoon:sad: . I'll try to get us back into the game.

I play 4 fun
Aug 28, 2006, 11:49 AM
all we have to do is pillage the road to madrid and put guys in the forest blocking reinforcements. Then it will be an easy war

berserks01
Aug 30, 2006, 07:06 PM
If Strauss does not post by tomorrow morning, we'll skip him this turn around since it's been 3 days already.

jeejeep
Aug 30, 2006, 07:21 PM
Just what I was about to say. Strauss?

Strauss
Aug 31, 2006, 01:40 AM
Sorry guys, I wanted to play last night but I was already in bed at 7 pm:( . I'll be home early today though, so I can play/post in the afternoon.

Strauss
Aug 31, 2006, 12:01 PM
IT (725): -

Turn 1 (740): Reinforcements will arrive in Cordoba next turn so I attack the city head-on to prevent that. I get an unlucky defeat and the city holds out with one Archer at 0.2 health.

IBT 2: Mansa comes calling, I trade Compass to him for Calendar and 10 Gold.

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0005-1.jpg

Turn 2 (755): I notice that Salamance doesn't have offensive units, so I move the 2 Axemen and 1 Swordsman out of the city to head to the front. I also whip a Catapult in Tokyo.

IBT 3: The Spanish are foolish enough to attack our Swordsman with an Archer, weakening Cordoba.

Turn 3 (770): I attack Cordoba again, losing a Swordsman but killing 2 Archers and crippling an Axe, which is good with another Axe and a Chariot approaching the city.

Turn 4 (785): Alphabet comes in, and I start on Currency. Compass can be traded to all except Mansa, but they will only give up Meditation and Polytheism....
Something strange happens at Cordoba, the reinforcements haven't entered the city! Again, we have no luck with the odds but Cordoba eventually falls and is razed.

Turn 5 (800): I lose another Axe to Isabella in a somewhat foolish move on my [art

Turn 6 (815): I find Seville heavily defended and decide that peace is the best option for now to regain strength.

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0010-3.jpg

IBT 7: Hatshepsut dials us up, I manage to get Currency from her for Compass. It cuts our costs by 6 gpt.

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0011.jpg

Turn 8 (845): Trade Compass and our World Map to Bismarck for CoL, Priesthood and 10 gold. Start on Metal Casting, I'm hoping to get Monarchy from Kublai next turn.

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0013-1.jpg


Turn 9 (860): Trade Calendar to Kublai for Monarchy and 20 Gold. Switch to Heriditary Rule immediately.

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0016-2.jpg

Turn 10 (875): The anarchy ends and our cities can grow further at last.

Turn 15 (940): The end of my reign

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0019-2.jpg

http://i115.photobucket.com/albums/n287/Strauss1/Civ4ScreenShot0020-2.jpg

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

With all the trades in my round, we are slowly crawling out of our hole. After the Courthouses are built, build up some more troops and finish off Spain. It should be possible with Catapults.

berserks01
Aug 31, 2006, 12:17 PM
OK, nice turns. I got it. Will play tomorrow.

berserks01
Sep 01, 2006, 06:25 AM
Turn 0 - Took a look around. Wow, we are way behind in tech. Issa is the only one we're anywhere close to tech-wise. MM a little to work better tiles in a couple of places.
Turn 1 - Osaka finished courthouse, starts sword. We're now running 40% science making 4gpt.
Turn 2-4 - :sleep:
Turn 5 - Tokyo finished courthouse, continues library. We can now run 50% science making 5gpt.
Turn 6 - Osaka finishes sword, starts library. Metal Casting comes in, starts CS and then Machinery for our UU.
Turn 7 - A thought occurred to me, and I remembered that I was suppose to build up more troops to finish off Issa. Switch Osaka to sword, but left Tokyo as is. It's fastest will take 9 turns to finish a pult, but only 8 turns left to finish the lib. Issa is trying to take the barb city I believe, and resettle her cities. Found that Kyoto is surrounded except for the small entry way between Mao and Hatty.
Turn 8 - Look where Issa decided to plop her city. Of all the stupid moves it could make ....
Turn 9 - Kublai comes demanding we stop trading with Mali. We have the same relations with both of them, but Kublai is stronger. I yeilded. It seems I make a decent AI-Pushover as well :blush:
Turn 11 - Toledo finishes courthouse, starts a rax. We're now at 60% science making 3gpt.
Turn 12 - Osaka finishes sword, starts another.
Turn 13 - Tokyo finishes lib, starts sword. It brought CS down by 2 turns I believe (forgot to pay attention).
Turn 14-15 - :coffee:

I've finished with what little infra we needed, now we just need to build up some troops to take Issa out. I think we'd also need to take out those 2 cities of her to the south and west since they have iron close by and with sailing, that means all other cities have it as well so just pillaging the road to Madrid would do no good.

Here's the >>SAVE<< (http://gotm.civfanatics.net/saves/civ4sgotm2/Chaos_SG002_AD1130_01.Civ4SavedGame)

HookEmHorns
Sep 01, 2006, 08:25 AM
I'm back and will play this weekend.
You've really improved our trend.
It seems I should build
and get soldiers drilled
so the next player can bring Izzy to her end.

Strauss
Sep 01, 2006, 09:00 AM
60% science with a profit is good considering the way we started. And LOL at Valencia's placement. Hookem, you should probably attack Isabella during your turnset, if you weren't already planning to do that.

HookEmHorns
Sep 02, 2006, 10:46 PM
Too late for verse. Sorry guys.

Objectives
Get forces ready to attack Izzy.
Attack Izzy.
Start thinking about Palace.

0,
Renegotiate fish to Bismarck to get rice in exchange.
Whip Kyoto for 2 citizens to finish harbor.
Change Edo to courthouse. We will need 8 in order to build the palace.

1, 1136
Toledo barracks>spear. We'll be facing chariots and a medic would be nice.
Kyoto harbor>market. I prefer the market so that we can hire two more specialists.
Whip Edo for 2 citizens to finish courthouse.
Worker disbanded in Edo.

2
Tokyo sword>library.
Edo courthouse>harbor.
Osaka sword>chariot.
Archer and new sword move towards Valencia.

3, 1148
Declare war on Isabella. New sword is promoted with cover and kills archer. New sword is promoted with shock and kills spear. Valencia is autorazed. Stack moves twoards Seville.

4, 1154.
Tokyo Sword>chariot. A horse archer is approaching Toledo.

5, 1160
Barb pillages sheep pasture. Osaka chariot>spear. Chariot sleeps in Osaka. Stack arrives outside Seville and finds a horse archer, axe, and two archers.

6, 1166
Kublai gives us Meditation! What a swell guy. The ardment of Seville begins. The barb has moved nw.

7, 1172
Tokyo Chariot>Catapult. Toledo Spear>Archer. Chariot moves to Toledo. Spear moves to confront barb horse archer.

8, 1178
Silly barb horse archer attacks the spear. Medic spear moves towards Seville. ardment of Seville is completed. A cat is promoted with barrage and s in Seville but retreats before dying. Four swordsman attacks are successful and Seville is ours. The archer moves in.

9, 1184
Hatty gives us Monotheism. Civil Service is learned and Machinery begun. Troops start moving se to new Spanish city. We need more cats before moving north. Osaka spear>catapult.

10, 1190
Three sword attacks take Murcia and we capture two workers.

Basic Plan: Ignore the two southern Spanish city and take the north. Get techs for peace after taking Madrid and then finish the job later. Good luck!



Here is your Session Turn Log from 1130 AD to 1190 AD:

Turn 245, 1130 AD: You have constructed a Harbor in Kyoto. Work has now begun on a Granary.
Turn 245, 1130 AD: Kublai Khan adopts Bureaucracy!

Turn 246, 1136 AD: You have trained a Swordsman in Osaka. Work has now begun on a Library.
Turn 246, 1136 AD: You have constructed a Courthouse in Edo. Work has now begun on a Harbor.
Turn 246, 1136 AD: Mansa Musa adopts Vassalage!
Turn 246, 1136 AD: Mansa Musa adopts Theocracy!

Turn 248, 1148 AD: You have declared war on Isabella!
Turn 248, 1148 AD: Chaos's Swordsman (6.60) vs Isabella's Archer (4.20)
Turn 248, 1148 AD: Combat Odds: 93.7%
Turn 248, 1148 AD: (Extra Combat: -10%)
Turn 248, 1148 AD: (Fortify: +25%)
Turn 248, 1148 AD: (City Defense: +50%)
Turn 248, 1148 AD: (City Attack: -10%)
Turn 248, 1148 AD: (Combat: -25%)
Turn 248, 1148 AD: Chaos's Swordsman is hit for 16 (84/100HP)
Turn 248, 1148 AD: Isabella's Archer is hit for 25 (75/100HP)
Turn 248, 1148 AD: Isabella's Archer is hit for 25 (50/100HP)
Turn 248, 1148 AD: Chaos's Swordsman is hit for 16 (68/100HP)
Turn 248, 1148 AD: Isabella's Archer is hit for 25 (25/100HP)
Turn 248, 1148 AD: Isabella's Archer is hit for 25 (0/100HP)
Turn 248, 1148 AD: Chaos's Swordsman has defeated Isabella's Archer!
Turn 248, 1148 AD: Chaos's Swordsman (6.60) vs Isabella's Spearman (3.63)
Turn 248, 1148 AD: Combat Odds: 98.7%
Turn 248, 1148 AD: (Extra Combat: -10%)
Turn 248, 1148 AD: (Fortify: +25%)
Turn 248, 1148 AD: (City Attack: -10%)
Turn 248, 1148 AD: (Combat: -25%)
Turn 248, 1148 AD: Isabella's Spearman is hit for 26 (74/100HP)
Turn 248, 1148 AD: Isabella's Spearman is hit for 26 (48/100HP)
Turn 248, 1148 AD: Isabella's Spearman is hit for 26 (22/100HP)
Turn 248, 1148 AD: Chaos's Swordsman is hit for 14 (86/100HP)
Turn 248, 1148 AD: Isabella's Spearman is hit for 26 (0/100HP)
Turn 248, 1148 AD: Chaos's Swordsman has defeated Isabella's Spearman!
Turn 248, 1148 AD: You have captured Valencia!!!
Turn 248, 1148 AD: You have pillaged 17 4 from the destruction of Valencia!!!
Turn 248, 1148 AD: Mo Tzu has been born in a far away land!
Turn 248, 1148 AD: Isabella adopts Theocracy!

Turn 249, 1154 AD: You have trained a Chariot in Osaka. Work has now begun on a Library.

Turn 251, 1166 AD: You have discovered Meditation!
Turn 251, 1166 AD: Islam has been founded in Memphis!
Turn 251, 1166 AD: Mansa Musa has completed The Kong Miao!

Turn 252, 1172 AD: Your Catapult has reduced the defenses of Seville to 20%!
Turn 252, 1172 AD: Your Catapult has reduced the defenses of Seville to 5%!
Turn 252, 1172 AD: Barbarian's Horse Archer (6.00) vs Chaos's Spearman (8.40)
Turn 252, 1172 AD: Combat Odds: 12.0%
Turn 252, 1172 AD: (Extra Combat: +10%)
Turn 252, 1172 AD: (Combat: +100%)
Turn 252, 1172 AD: Barbarian's Horse Archer is hit for 23 (77/100HP)
Turn 252, 1172 AD: Barbarian's Horse Archer is hit for 23 (54/100HP)
Turn 252, 1172 AD: Barbarian's Horse Archer is hit for 23 (31/100HP)
Turn 252, 1172 AD: Barbarian's Horse Archer is hit for 23 (8/100HP)
Turn 252, 1172 AD: Barbarian's Horse Archer is hit for 23 (0/100HP)
Turn 252, 1172 AD: Chaos's Spearman has defeated Barbarian's Horse Archer!

Turn 253, 1178 AD: Your Catapult has reduced the defenses of Seville to 0%!
Turn 253, 1178 AD: Chaos's Catapult (5.00) vs Isabella's Horse Archer (7.20)
Turn 253, 1178 AD: Combat Odds: 11.1%
Turn 253, 1178 AD: (Extra Combat: +20%)
Turn 253, 1178 AD: Your Catapult has caused collateral damage! (3 Units)
Turn 253, 1178 AD: Chaos's Catapult is hit for 23 (77/100HP)
Turn 253, 1178 AD: Chaos's Catapult is hit for 23 (54/100HP)
Turn 253, 1178 AD: Isabella's Horse Archer is hit for 16 (84/100HP)
Turn 253, 1178 AD: Chaos's Catapult is hit for 23 (31/100HP)
Turn 253, 1178 AD: Chaos's Catapult is hit for 23 (8/100HP)
Turn 253, 1178 AD: Isabella's Horse Archer is hit for 16 (68/100HP)
Turn 253, 1178 AD: Isabella's Horse Archer is hit for 16 (52/100HP)
Turn 253, 1178 AD: Isabella's Horse Archer is hit for 16 (36/100HP)
Turn 253, 1178 AD: Isabella's Horse Archer is hit for 16 (20/100HP)
Turn 253, 1178 AD: Your Catapult has withdrawn from combat with a Horse Archer!
Turn 253, 1178 AD: Chaos's Swordsman (7.20) vs Isabella's Axeman (5.85)
Turn 253, 1178 AD: Combat Odds: 74.1%
Turn 253, 1178 AD: (Extra Combat: -20%)
Turn 253, 1178 AD: (Extra Combat: +10%)
Turn 253, 1178 AD: (Fortify: +25%)
Turn 253, 1178 AD: (City Attack: -30%)
Turn 253, 1178 AD: (Combat: -25%)
Turn 253, 1178 AD: (Combat: +50%)
Turn 253, 1178 AD: Isabella's Axeman is hit for 21 (69/100HP)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 18 (82/100HP)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 18 (64/100HP)
Turn 253, 1178 AD: Isabella's Axeman is hit for 21 (48/100HP)
Turn 253, 1178 AD: Isabella's Axeman is hit for 21 (27/100HP)
Turn 253, 1178 AD: Isabella's Axeman is hit for 21 (6/100HP)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 18 (46/100HP)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 18 (28/100HP)
Turn 253, 1178 AD: Isabella's Axeman is hit for 21 (0/100HP)
Turn 253, 1178 AD: Chaos's Swordsman has defeated Isabella's Axeman!
Turn 253, 1178 AD: Your Swordsman has destroyed a Axeman!
Turn 253, 1178 AD: Chaos's Swordsman (6.60) vs Isabella's Archer (4.17)
Turn 253, 1178 AD: Combat Odds: 93.8%
Turn 253, 1178 AD: (Extra Combat: -10%)
Turn 253, 1178 AD: (Fortify: +25%)
Turn 253, 1178 AD: (City Defense: +70%)
Turn 253, 1178 AD: (City Attack: -10%)
Turn 253, 1178 AD: (Combat: -25%)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 16 (84/100HP)
Turn 253, 1178 AD: Isabella's Archer is hit for 24 (63/100HP)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 16 (68/100HP)
Turn 253, 1178 AD: Isabella's Archer is hit for 24 (39/100HP)
Turn 253, 1178 AD: Isabella's Archer is hit for 24 (15/100HP)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 16 (52/100HP)
Turn 253, 1178 AD: Isabella's Archer is hit for 24 (0/100HP)
Turn 253, 1178 AD: Chaos's Swordsman has defeated Isabella's Archer!
Turn 253, 1178 AD: Your Swordsman has destroyed a Archer!
Turn 253, 1178 AD: Chaos's Swordsman (6.60) vs Isabella's Archer (4.17)
Turn 253, 1178 AD: Combat Odds: 93.8%
Turn 253, 1178 AD: (Extra Combat: -10%)
Turn 253, 1178 AD: (Fortify: +25%)
Turn 253, 1178 AD: (City Defense: +70%)
Turn 253, 1178 AD: (City Attack: -10%)
Turn 253, 1178 AD: (Combat: -25%)
Turn 253, 1178 AD: Isabella's Archer is hit for 24 (63/100HP)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 16 (84/100HP)
Turn 253, 1178 AD: Isabella's Archer is hit for 24 (39/100HP)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 16 (68/100HP)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 16 (52/100HP)
Turn 253, 1178 AD: Chaos's Swordsman is hit for 16 (36/100HP)
Turn 253, 1178 AD: Isabella's Archer is hit for 24 (15/100HP)
Turn 253, 1178 AD: Isabella's Archer is hit for 24 (0/100HP)
Turn 253, 1178 AD: Chaos's Swordsman has defeated Isabella's Archer!
Turn 253, 1178 AD: Your Swordsman has destroyed a Archer!
Turn 253, 1178 AD: Chaos's Swordsman (6.60) vs Isabella's Horse Archer (1.09)
Turn 253, 1178 AD: Combat Odds: 100.0%
Turn 253, 1178 AD: (Extra Combat: -10%)
Turn 253, 1178 AD: (Extra Combat: +20%)
Turn 253, 1178 AD: (City Attack: -30%)
Turn 253, 1178 AD: Isabella's Horse Archer is hit for 28 (0/100HP)
Turn 253, 1178 AD: Chaos's Swordsman has defeated Isabella's Horse Archer!
Turn 253, 1178 AD: Your Swordsman has destroyed a Horse Archer!
Turn 253, 1178 AD: You have captured Seville!!!
Turn 253, 1178 AD: You have discovered Civil Service!
Turn 253, 1178 AD: You have trained a Spearman in Osaka. Work has now begun on a Library.

Turn 254, 1184 AD: You have discovered Monotheism!
Turn 254, 1184 AD: The borders of Edo have expanded!
Turn 254, 1184 AD: Hatshepsut adopts Bureaucracy!

Turn 255, 1190 AD: Chaos's Swordsman (6.60) vs Isabella's Spearman (4.20)
Turn 255, 1190 AD: Combat Odds: 95.3%
Turn 255, 1190 AD: (Extra Combat: -10%)
Turn 255, 1190 AD: (Extra Combat: +10%)
Turn 255, 1190 AD: (Fortify: +25%)
Turn 255, 1190 AD: (City Attack: -30%)
Turn 255, 1190 AD: Isabella's Spearman is hit for 25 (75/100HP)
Turn 255, 1190 AD: Chaos's Swordsman is hit for 16 (84/100HP)
Turn 255, 1190 AD: Isabella's Spearman is hit for 25 (50/100HP)
Turn 255, 1190 AD: Chaos's Swordsman is hit for 16 (68/100HP)
Turn 255, 1190 AD: Isabella's Spearman is hit for 25 (25/100HP)
Turn 255, 1190 AD: Chaos's Swordsman is hit for 16 (52/100HP)
Turn 255, 1190 AD: Chaos's Swordsman is hit for 16 (36/100HP)
Turn 255, 1190 AD: Isabella's Spearman is hit for 25 (0/100HP)
Turn 255, 1190 AD: Chaos's Swordsman has defeated Isabella's Spearman!
Turn 255, 1190 AD: Your Swordsman has destroyed a Spearman!
Turn 255, 1190 AD: Clearing a Forest has created 24 $ for Tokyo.
Turn 255, 1190 AD: Chaos's Swordsman (6.60) vs Isabella's Archer (2.85)
Turn 255, 1190 AD: Combat Odds: 99.4%
Turn 255, 1190 AD: (Extra Combat: -10%)
Turn 255, 1190 AD: (Fortify: +25%)
Turn 255, 1190 AD: (City Defense: +50%)
Turn 255, 1190 AD: (City Attack: -55%)
Turn 255, 1190 AD: (Combat: -25%)
Turn 255, 1190 AD: Chaos's Swordsman is hit for 13 (87/100HP)
Turn 255, 1190 AD: Chaos's Swordsman is hit for 13 (74/100HP)
Turn 255, 1190 AD: Isabella's Archer is hit for 29 (71/100HP)
Turn 255, 1190 AD: Isabella's Archer is hit for 29 (42/100HP)
Turn 255, 1190 AD: Isabella's Archer is hit for 29 (13/100HP)
Turn 255, 1190 AD: Isabella's Archer is hit for 29 (0/100HP)
Turn 255, 1190 AD: Chaos's Swordsman has defeated Isabella's Archer!
Turn 255, 1190 AD: Your Swordsman has destroyed a Archer!
Turn 255, 1190 AD: Chaos's Swordsman (6.60) vs Isabella's Spearman (3.63)
Turn 255, 1190 AD: Combat Odds: 98.7%
Turn 255, 1190 AD: (Extra Combat: -10%)
Turn 255, 1190 AD: (Fortify: +25%)
Turn 255, 1190 AD: (City Attack: -10%)
Turn 255, 1190 AD: (Combat: -25%)
Turn 255, 1190 AD: Isabella's Spearman is hit for 26 (74/100HP)
Turn 255, 1190 AD: Isabella's Spearman is hit for 26 (48/100HP)
Turn 255, 1190 AD: Isabella's Spearman is hit for 26 (22/100HP)
Turn 255, 1190 AD: Isabella's Spearman is hit for 26 (0/100HP)
Turn 255, 1190 AD: Chaos's Swordsman has defeated Isabella's Spearman!
Turn 255, 1190 AD: Your Swordsman has destroyed a Spearman!
Turn 255, 1190 AD: You have captured a Worker
Turn 255, 1190 AD: You have captured a Worker
Turn 255, 1190 AD: You have captured Murcia!!!

Strauss
Sep 03, 2006, 02:52 AM
Very good turns Hookem, but you should have played five more! If you can grab the remaining 5 turns before jeejeep posts a got it, take it. Otherwise jeejeep will just play 15 turns. Please try to take the correct number of turns, otherwise I may have to take out my :whipped: again!

jeejeep
Sep 03, 2006, 09:43 AM
Got it, but can't play today. Maybe tomorrow.

jeejeep
Sep 04, 2006, 07:01 AM
Wait, according to the roster I'm not up. Is there a reason you said I'm up, Strauss?

Strauss
Sep 04, 2006, 09:34 AM
Wait, according to the roster I'm not up. Is there a reason you said I'm up, Strauss?

Oops, I thought I play 4 fun had played already:crazyeye:.

I play 4 fun is UP! with jeejeep on deck

I play 4 fun
Sep 04, 2006, 09:37 AM
k i'll play later today

I play 4 fun
Sep 05, 2006, 02:44 PM
k guys im in the middle of my turn and we have a situation.

I've taken barcelona with ease but Issy dropped 4 horse archers in osaka which has 1 chariot and 1 archer with 20% city defence.

I have to options, make peace and get money and literature or slave spear and hope osaka doesnt fall

I'd like everyone's opinion first before i make my move

Strauss
Sep 05, 2006, 02:56 PM
Pfffffff..... tough choice. Did she land to the north or the south (river)? We have a big chance to win the battle, but it's very risky.

I play 4 fun
Sep 05, 2006, 04:54 PM
north of river one horse has shock promotion 2 have 20% strength and one has 20% withdrwal

berserks01
Sep 05, 2006, 06:36 PM
I would ask Confusious what he would do, and then slap him silly and declare peace for 10 turns.

I play 4 fun
Sep 05, 2006, 09:15 PM
i could also do cease fire for 2 turns to produce a few spears?

berserks01
Sep 06, 2006, 05:05 AM
You can do that? Hmmm .... never tried it before. If she accepts, I'd go for it.

Qwack
Sep 06, 2006, 06:48 AM
cease fire isnt worth it imo. We should do peace treaty for 10 turns and extort her, she is probably hurt a good bit that she wont be able to regroup. We can build a couple of spears in the 10 turns of peace and set up our cities and then redeclare.

HookEmHorns
Sep 06, 2006, 06:58 AM
I agree with making peace
and getting all we can fleece.
In ten turns, take Madrid
and see what for peace she will bid.

Strauss
Sep 06, 2006, 08:42 AM
Making peace sounds good. For some reason I got confused and thought we would get a dissent hit for declaring war again later.... I didn't play that much HoI 2:crazyeye:

I play 4 fun
Sep 06, 2006, 02:06 PM
K here's my turn, I'm tired right now so i'll sum it up fast

I basically produced troops to attack issy
Our galley is destroyed by a barb galley

Take barcelona with ease (no losses) and start building courthouses in newly captured cities

Mao circumnavigates

then the horses archer come near osaka :(...... i found another spear!!!:goodjob: so i slave one spear to have 2 spears one archer and one chariot in osaka and press on the war

she attacks both spears die:mad: :cry: but archer wins:lol:

so then make peace and get literature

Machinery researched start on feudalism for the guilds/banks path to boost our economy

berserks01
Sep 06, 2006, 05:34 PM
What tech are we missing for samurais? We should use our UU as much as possible. They're quite strong.

I play 4 fun
Sep 06, 2006, 08:38 PM
we arent missing any tech we can get them now

Strauss
Sep 07, 2006, 07:19 AM
we arent missing any tech we can get them now

Good news. We should also go for Astronomy quickly to invade the other continent.

Jeejeep is up, with Qwack on deck

Qwack
Sep 07, 2006, 09:54 PM
btw, if we are pleased with any AI's now, we should ask them for gold/old tech's once in a while.

Strauss
Sep 08, 2006, 09:23 AM
With no response from jeejeep, Qwack is up.

Qwack
Sep 08, 2006, 02:33 PM
ok.. Got it.

jeejeep
Sep 08, 2006, 03:14 PM
Sorry, completely missed this one somehow. Busy with the start of school, I guess.

Strauss
Sep 08, 2006, 03:24 PM
No problem jeejeep, just trying to keep up the pace here. If you want, you can swap with Qwack instead of a skip.

Qwack
Sep 08, 2006, 09:22 PM
I opened the save.. Question before I play.. Issy has horse archers right? Are they in one of her southern cities or in Madrid. This will change my positioning of army..

Strauss
Sep 09, 2006, 03:23 PM
I'm not 100% sure, but since her Chariots used to be in the north I'm guessing this is also the case with the Horse Archers.

Qwack
Sep 09, 2006, 05:13 PM
hmm ok.. Im going to wait 2-3 more hours to see if anyone can provide a definate answer, if not ill play.

Qwack
Sep 09, 2006, 09:12 PM
Ok, complete. Before I played any turns, I completely analyzed our situation. Our ONLY hope of winning this game now relies in the hope's of the Internet. Yes im thinking way ahead. I decide to finish feudalism though as it will give us some extra defense in our 2 island cities incase any AI's attack us when they get astronomy. We should finish off Isabella, somehow make it to the internet before the AI launches a spaceship, and launch a spaceship before them. :). Yes, im being very optimistic here :lol:

First, game was stuck on a weird date. I decided to play until a even date... So anyways, lets get to the turns. I notice barb archer in south, I send one of our chariots to take care of that scum..

http://img245.imageshack.us/img245/4909/civ4screenshot0060gd5.th.jpg (http://img245.imageshack.us/my.php?image=civ4screenshot0060gd5.jpg)

I started whipping all Courthouses throughout our empire. More on this later... Also, a turn later I notice Kyoto is ON AVOID GROWTH!!!! :mad: :mad: . Do not put that city on avoid growth please, every population is 45 hammers. We need growth to continue whipping improvements and army there...

Few more turns whipping courthouses, Isabella comes demanding CS, decline.. also Hanging Garden's were BIDAL in 1304 AD. The reason I was whipping courthouses was because of this:

http://img215.imageshack.us/img215/8602/civ4screenshot0065rz4.th.jpg (http://img215.imageshack.us/my.php?image=civ4screenshot0065rz4.jpg)

Yes baby, our savoir is here, The forbidden palace. ;) I send all our workers to chop that out ASAP. Kublai comes to demand us to switch to hinduism. I had 2 options, switch and switch back out in 5 turns, or not switch at all. I decided to not switch at all. I think that modifer will probably go away by the time Kublai gets astronomy, and we will be pleased with him again...

1334 AD, after some chopping and good use of the whip :whipped: , forbidden is completed. We are now running a deficit at 80% research. Here is our GNP situation.

http://img172.imageshack.us/img172/2784/civ4screenshot0072nr0.th.jpg (http://img172.imageshack.us/my.php?image=civ4screenshot0072nr0.jpg)

I declare war on Isabella on my last turn. Since we now have forbidden, we should take care of isabella and finish here off. Expand to the rest of our island, start concentrating on research, and beeline to internet in hopes of pulling off a miracle.

YEAH BABY! :eek: :eek: :goodjob:

And the save: http://gotm.civfanatics.net/saves/civ4sgotm2/Chaos_SG002_AD1340_01.Civ4SavedGame

Qwack
Sep 09, 2006, 09:27 PM
Ok, after feudalism comes in next turn, I think we should go this path: Paper -> Education with Scientist -> Printing Press with Scientist. AI does not prioritize printing press so it will give us some tasty trade material, if somehow, liberalism is not researched till that date, we should trade printing press for philosophy and go for liberalism. I highly doubt this is going to be possible though, but printing press beeline next I think is the best move. If we get it before any AI's have it, due to its high beaker cost, we can get most of the the older tech's for it with some clever trading...

I think it might even be worth it to run caste system and run some extra scientists in the 2 island cities to get GS's in time to burn education and printing press..

berserks01
Sep 10, 2006, 06:52 AM
Great turns there Qwack. Only thing is, the goal of the game if for Conquest victory. Are we heading for a space win?

Qwack
Sep 10, 2006, 10:05 AM
Great turns there Qwack. Only thing is, the goal of the game if for Conquest victory. Are we heading for a space win?

OH. Lol I didnt know that. Ok ill think about another plan, but I still think we should head to printing press next.

[edit]hmm, I think to win by conquest, we gotta get to infantry first. Only idea I have is build globe theater in the second island city, draft 1 troop per turn from there(its easily possible). Whip ships out of our capital, and go after the tech-leader first... Anyone else have any ideas in terms of how we can build a strong army before the AI's get close to launching?

Strauss
Sep 10, 2006, 03:40 PM
I think this is the time for everyone to voice their opinions on how to continue. It's too late for me now to open up the save and check everything, so I will do that tomorrow. Things are looking very grim, and we need a good strategy to have a chance for victory and avoid the Wooden Spoon:eek:.

jeejeep, do you want to make your skip a swap or should I take this save? Neither one of us should play before everyone else has given their opinion on the continuation of this game.

I play 4 fun
Sep 10, 2006, 08:50 PM
Printingpress is good idea but we should go for guilds and banking and build markets, grocers and banks everywhere. That will boost our economy big time

jeejeep
Sep 11, 2006, 02:24 PM
Go ahead and take it, I have lots to do at the moment. I am not sure I am going to have time for very many turns for the remainder of the SGOTM, but I'll be able to lurk and comment and I'll take turns when I can.

I'm not really sure about the in-game situation, but it looks like the plan for now should be take out isabella. Then we need to go quickly to Astronomy and military techs. Our best hope is to be irst to tanks, since they can conquer a lot of ground quickly. I think using our islands as drafting factories whould work nicely.

Strauss
Sep 11, 2006, 02:27 PM
Go ahead and take it, I have lots to do at the m