View Full Version : RBW1 - The True Isolationist


Qwack
Sep 08, 2006, 03:22 PM
Hi, this is the first realms beyond warlords succession game :).

So basically, this is another SG idea I had been planning to start for awhile. To keep it simple, I want to see whether it is possible to win a high level(emperor) game with absolutely NO TRADING with the AI whatsoever. No foreign trade routes, no bee-lining to alphabet and getting all the worker tech's, No open borders... you get the point.

Leader: Washington
Map: Fractal - random climate and random sealevel
Difficulty: Emperor
Speed: Epic

Variant: Cannot ever trade with the AI (Extortion or getting extorted does not count )

I will load a start once our roster is full.

Roster:
Qwack
sooooo
playshogi
mbuna120
Open
Possibly Open

So im looking for 1, maybe 2 more members. Should be comfortable with emperor if its possible, but ill let anyone join.

RB succession game rules apply: http://realmsbeyond.net/civ/sgrules.html

Tatran
Sep 08, 2006, 06:08 PM
absolutely NO TRADING with the AI
Leader: Washington
Wahington isn't Financial (and Organized ) anymore. Not a sign up btw.

Qwack
Sep 08, 2006, 06:30 PM
I chose him because of the theme :) . It was between tokugawa or washington, and we decided washington.

Why, you think we need financial to win? :lol:

karr1255
Sep 08, 2006, 08:40 PM
I'm playing monarch, but I'd like to join for my first SG. Shouldn't be too bad though, I've been lurking for a while now. ;)

Liquidated
Sep 08, 2006, 09:09 PM
I still need to pick up warlords but that's happening this week. if you place me towards the end of the rotation I should have the game installed and all np.

Honestly think this no trade is going to be uphill but I'm no stranger to lost causes =) (never use no razing on an always war game lol)


Cheers!
-Liq

Qwack
Sep 09, 2006, 11:01 AM
Ok our roster:

Qwack
Soooo
Playshogi
mbuna120
Karr1255
Liquidated

Ill load up the start later today.

Robo Kai
Sep 09, 2006, 12:25 PM
Lurking!
I've got to see how this turns out, seeing as I could've been in the roster if only I posted earlier... :lol:

Liquidated
Sep 09, 2006, 12:39 PM
Just installed warlords and, erm found the ini to keep it windowed mode.. that took a bit of time :blush:

Oh and in a roleplaying sense, wouldn;t toku fit the extreme isolationistic quality this game would entail?

On second thought, I'm really likeing Georges new traits, toku would pretty much force a conflict based game as well.

Cheers!
-Liq

sooooo
Sep 09, 2006, 06:24 PM
Signing in :D. If we can't trade for techs we will have to do a fair bit of extorting - I like the sound of that :hammer:.

Qwack
Sep 10, 2006, 01:01 AM
Ok I loaded up a start.. here is the settings we got:
http://img205.imageshack.us/img205/5139/civ4screenshot0040fa0.jpg

And here is the location:
http://img181.imageshack.us/img181/9213/civ4screenshot0044xx2.jpg

Wow, this is quite a strong start. I actually could not see the deer or corn when I founded the city, but decided to found on spot nontheless. So anyways.. any thoughts? My opinion is worker first, mining -> BW, or hunting -> mining -> archery. We gotta get one of those gold's worked ASAP, thus the worker first.

Liquidated
Sep 10, 2006, 01:16 AM
That start scares me.... hehe if out site is so strong I fear for the rest of the land around us.

well mining before the worker finishes yes and bw would allow us to do some chops....

4 grass forests and 3 plains forests.... wow.

Can farmover those 3 plains later on with civil so chop power right there

so yes mining -> bw for the chops and early metal look sounds in order.

wheel hunting archery and agriculture on the short list as well.

Seems like we are in a ne corner.


Cheers!
-Liq

darrelljs
Sep 10, 2006, 03:44 AM
Geez Qwack, why couldn't you roll that start in RB22 or RB23 :lol:? Should be a fun game to watch, I'll be lurking for sure.

Darrell

Strauss
Sep 10, 2006, 05:02 AM
Wow, great starting position there! It seems the RNG-God has a soft spot for isolationists, we got two Gold mines in STR-02 as well:worship:

karr1255
Sep 10, 2006, 05:03 AM
That's a great start and I agree with mining -> bw. We already have agriculture for the corn so we can work the gold as fast as possible.
But other than that it doesn't look so well for future citys I'm afraid. We are in the NE corner, NW is tundra and W looks like desert. Only to the south I can see a little grassland.

Makes for an interesting game for sure.

sooooo
Sep 10, 2006, 05:58 AM
Since we start with agriculture, I also vote for worker, mining, bronze working.

Liquidated
Sep 10, 2006, 08:07 AM
how did I miss agriculture as a starting tech :smoke: the corn will support our gold mines np especially with that deer thee as well.

What a strong starting plot, just too many improvements to work like now lol.

Cheers!
-Liq

Sirian
Sep 10, 2006, 10:25 AM
(never use no razing on an always war game lol)

Oh yeah? :satan:

:whipped: :lol:


- Sirian

playshogi
Sep 10, 2006, 11:09 AM
I agree with mining and worker first, but the barbs are more numerous in Warlords, so after mining, hunting-archery should be considered. With gold and deer on hills, archers can defend our improvements.

Qwack
Sep 10, 2006, 12:21 PM
Turns finished. Even if we go hunting first, we can get mining before the worker comes out, and even than, we would be farming the corn first, so I decided to go hunting -> mining. This way we can grow to size 4, than work the golds at size 4..

So anyways, our warrior starts exploring the southern land. He pops a hut and villagers give us a map of some ocean.. thank alot :rolleyes:

http://img230.imageshack.us/img230/4619/civ4screenshot0000bt2.th.jpg (http://img230.imageshack.us/my.php?image=civ4screenshot0000bt2.jpg)

What they do tell us however, is that there is actually more than just tundra towards our west :P. So anyways, warrior continues exploring to the south, and finds that there actually isnt much land around us at all.. It looks like we might actually be isolated on an island here.. Border's pop and second hut provides a map aswell.. Hunting comes in 3700 BC, I set research to mining. in 3610, Elizabeth's scout pops up from the west..

http://img153.imagevenue.com/loc573/th_08947_Civ4ScreenShot0005_122_573lo.JPG (http://img153.imagevenue.com/img.php?image=08947_Civ4ScreenShot0005_122_573lo.J PG)

I bring our warrior back to explore the west, and he gets killed by a lion before he could get too far... Mining comes in 3370, set research to archery. Worker built a few turns later, I start scout in capital, and send worker to farm the corn.

So here is the land situation around us, Elizabeth is in the west and there might be more AI's in the west as well. Cant tell anything for sure right now, but our scout will find out soon enough..

http://img104.imagevenue.com/loc391/th_08935_Civ4ScreenShot0011_122_391lo.JPG (http://img104.imagevenue.com/img.php?image=08935_Civ4ScreenShot0011_122_391lo.J PG)

Not good land at all really. We have a decent location it seems like towards the east, the southern 2 gold's will never be worked, because it is impossible to chain irrigation to the grassland down there. There is no fish resource either, so that site is very low on food. In terms of first city, I would say if its possible, the pig/corn/crabs location in the west. But elizabeth might get there first..

Qwack
Sep 10, 2006, 02:33 PM
The save: :mischief:

sooooo
Sep 10, 2006, 04:24 PM
I've got it and will play tomorrow night. Looks like we're boxed in on a peninsula by Elizabeth. There will be 1 or 2 city sites in the east, possibly we should let lizzy use a settler for the crabs/corn/pig site and take it off her later. Next research should be BW IMO to find the location of copper. Hopefully we can time a settler to come out simultaneously.

sooooo
Sep 11, 2006, 04:37 PM
I wasn't sure how many turns to play so I played 20 which coincided with the discovery of bronze working.

IHT: I MM every city in our vast empire

T1 (3070 BC) Farm done, worker heads to gold.

T2 (3040 BC) Hinduism FIDL.

T3 (3010 BC) Archery -> BW. We're size 2, work the corn farm and a grass forest.

T4 (2980 BC) Begin a gold mine.

T5 (2950 BC) Buddhism FIDL. Elizabeth is the founder.

T8 (2860 BC) Scout -> Archer

T10 (2800 BC) Gold mine is done, and we're at size 3. We work a grass forest, corn farm and the gold mine.

T11 (2770 BC) Our scout kills a lion, heals.

T12 (2740 BC) Start deer camp

T16 (2620 BC) Meet everyone's favourite beard stroker, compliment him on his new post-warlords lime-green colour. He's the founder of Hinduism.

http://img442.imageshack.us/img442/4388/meetsaladinls1.jpg (http://imageshack.us)

T17 (2590 BC) Deer camp done, as is our first archer. I begin another archer here as it will be done (almost) in time as we grow to size 4, which means we can build a settler while working our 4 resource tiles. Plus the barbs on Warlords are a bit scarier than on vanilla.

T20 (2500 BC) Must have skipped barb warriors as the first non-animal we see is a barb archer in the east. BW finished, set research on The Wheel. Worker is ready to mine the second gold next turn.

http://img151.imageshack.us/img151/9247/empire2500bclu7.jpg (http://imageshack.us)

No copper is visible. After The Wheel I suggest Iron Working.

Qwack
Sep 11, 2006, 04:45 PM
Agree with Soooo about wheel -> IW and going after elizabeth.

Playshogi is up for 20 turns :).

sooooo
Sep 11, 2006, 04:49 PM
Scrap that, The Wheel can wait. Let's get IW now and time our settler to come out at the same time as IW comes in (should be possible once second gold mine is done).

Liquidated
Sep 11, 2006, 08:24 PM
yeah hit iw now.. we really need a metal on this super chunk. if we are to expand it's gonna be through lizzy huh, so nice of her to give us a bud. Least lizzy doesn;t have combat traits and an early UU :D

Cheers!
-Liq

playshogi
Sep 11, 2006, 10:12 PM
OK, I have it. I'll play 20 turns.

playshogi
Sep 11, 2006, 11:03 PM
IBT - switch to Iron Working
2470 Barb warrior shows up to the south, but I order the worker to begin mining.
2440 Barb warriro runs away.
2410 Archer completes, start settler.
2380 Standoff in the east, the barb archer does not attack our archer in the forest, and I don't attack at 50-50. Both fortify.
2320 2nd mine completes. Now settler and iron working due in 11.
2290 Meanwhile, our scout discovers the Buddhist holy city of York. It's on a hill and has access to marble. Quarry already in operation. It's currently defended by 2 archers.
2170 I prechop a couple forests, on the west bank and the one due north of Washington. It'll be awhile before our city grows to size 5. Our scout also discovers Liz's 3rd (!) city.
2140 Discover London, not on a hill and defended by 3 archers.
1990 A momentous year as iron is discovered in our capital city, and the settler completes. I have 3 more turns to go, but want to know where the team would like to put the 2nd city.

playshogi
Sep 11, 2006, 11:06 PM
I suppose we should expand to the west and grab the pig, sheep, clam site, although we would need to research mysticism to build a monument there.

Liquidated
Sep 12, 2006, 12:56 AM
that's a relief on iron.

Looks like west for sure as lizzy expanded south. Thing is since washington is not costal, to use clams, settler will have to be on the grass tile. Ug, lot of desert there but not much choice.

really garbage land outside of our oasis lol.


Cheers!
-Liq

darrelljs
Sep 12, 2006, 05:19 AM
If uberfish or Blake are lurking, I expect them to chastise you for not doing a CS slingshot with this start. Sirian will be happy though ;)

Darrell

playshogi
Sep 12, 2006, 10:19 AM
I don't think the CS slingshot would be appropriate for our variant (no trading with AI), nor doable on emperor.

On the way to blue dot, I discovered the barbs have already settled in the area. So, I headed back east with our settler toward red dot. It's a safer site anyway, although it needs mysticism to build a monument.

The worker is building a mine on the iron, protected by the archer. The city is undefended, but an archer is due to complete the very next turn. I suppose after wheel, we research mysticism to build monuments. Meanwhile, our scout has discovered a barb city south of Liz and Saladin has not been found yet. He has 6% land area, so I suppose he's got 3 cities too.

sooooo
Sep 12, 2006, 10:38 AM
Those damn barbs! They didn't even pick a good spot for that city. Maybe it will hold Lizzy of our clams for a while though. That's a real shame because our second city is going to be low on production now. The red spot you identified is probably the best remaining site.

I'd like to grow Washington for a while, only working one of the gold mines until we get get bigger. After the iron mine is finished and roaded, I suggest we road the tile 1NW of Washington (to hook the iron up) and then farm over that tile.

Liquidated
Sep 12, 2006, 11:21 AM
yes best to just raze that barb town with a settler to do it correctly. Boggles my mind how the pc players pick one tile off coast.

With iron in timbuk though that town is just a total powerhouse. Looks like we have to go on the offensive like almost immediately just to get some breathing room and a second city worth the title.


Cheers!
-Liq

playshogi
Sep 12, 2006, 12:11 PM
The next player is MBUna120. Don't forget that I pre-chopped the forest directly west and north of our city. You can get the hammers in 1 turn, for whatever we want to build there.

mbuna120
Sep 13, 2006, 04:38 PM
The next player is MBUna120. Don't forget that I pre-chopped the forest directly west and north of our city. You can get the hammers in 1 turn, for whatever we want to build there.


Ok, I got it, wow, I missed a lot. I'll wrap up my 10 turns tonight.:)

Qwack
Sep 13, 2006, 04:41 PM
You can play 20(turns) since this is the first go-around :p. After that we will go 10 each turnset.

mbuna120
Sep 13, 2006, 04:52 PM
ok, but geesh, i have to make some decisions here. like... what to research next... animal hus, I guess... maybe we'll even have horses

Qwack
Sep 13, 2006, 05:01 PM
Animal husbandry next sounds good, since Washington's borders will expand in 5 turns and take care of the sheep. I would try to raze barb city soon so either we can expand towards that area or let elizabeth expand and take the city from her :p.

Also, just watch out for that barb archer, I would move the worker away a turn before it attacks since it is going to have 50% odds.. If our archer wins, send it to the hill near barb town so it can soak up all the attacks until we have some swordsman.

mbuna120
Sep 13, 2006, 05:07 PM
http://forums.civfanatics.com/uploads/100342/Civ4ScreenShot0006.jpg

I guess this is a poor position for a city for now, but horses and gold isn't all bad, right?

Qwack
Sep 13, 2006, 05:12 PM
hmm, 1S of the mountain peak isnt a horrible location. I would forget about the gold, that city does not have enough food to work them.. Looks like my last post went to waste, since you played the turns already :lol:

mbuna120
Sep 13, 2006, 05:24 PM
Settled "red dot" Was hoping archer would attack me then, and he did, popped 50 gold from a hut. Start an archer out of the gate.

I set town on barracks, with eyes towards promoted axes and swords

Scout dies to archer on second turn:(

After wheel, animal hus, which discovers horse, and a possible next city location. Barb archer attacks and dies to our mine protector archer, as worker is building road to capital to connect iron. (at least worker is safe) Had started an axe a few turns later, and moved archer to fortify on hill. Barb archer kills him anyway. Finished archer by putting axe on hold so mine is not unprotected. Gave Archer 1st strike promo. He dies a turn or two later anyway, and iron is pillaged. Barb attacks capital and dies.

Send another archer to the mine to protect as worker rebuilds. But I lost a total of 2 archrs to RNG!:mad:

After animal hus, went towards priesthood. Another player mentioned the monuments, and I thought maybe we could grab the oracle also. I have lined up pottery after priesthood, so we can take metal casting if necessary or next player can choose whatever.

I hope this is how I post the savegame, I'm brand new to this. Sorry about the archer losses. Have I mentioned I'm not a very lucky guy?
http://forums.civfanatics.com/uploads/100342/RBW1_-_True_Isolationist_BC-1180.CivWarlordsSave

Qwack
Sep 13, 2006, 05:32 PM
That works, what I do is just go to the "manage attachments" button in the advanced post option and upload the save using that feature. Whatever works for you though.

Thoughts:
We should switch to slavery now. Whip obilesk in New York. After archer in washington comes in next turn, we should build another worker there, and send our archer which is defending the iron to the hill next to barb city to soak up attacks.

Rooster:
Qwack
Soooo
Playshogi
Mbuna120
Karr1255 - Up for 20 turns
Liquidated - On deck!

mbuna120
Sep 13, 2006, 05:36 PM
archer which is defending the iron to the hill next to barb city to soak up attacks

Do this at your peril. Barbs only had two archers in city, but sent one to attack my fortified archer on the hill beside city (yes, I read your post in time to do that) And that was my first archer loss. :blush: I should have really switched to slavery at that point and finished my axeman before the battle for the mine just in case...

Iustus
Sep 13, 2006, 06:41 PM
lurker comment

That barbarian city is not that bad. Sure, it wastes one coastal tile with no lighthouse, but you gain all 3 fur plots, plus the food from both corn and pigs to use them. Fur is some decent commerce early on.

Similarly with the southern gold, with the sheep, you can work one mine, and work both when you do not want to grow. It is not great, but it is a workable site. And it will be coastal.

----

If you still have an open spot, and do not mind some debate, I would be happy to join up, I finished my last turn in the Miller Time SG.

-Iustus

playshogi
Sep 13, 2006, 10:12 PM
I think we should build monuments in both cities for the extra happiness, but especially in NY. Probably need another worker, too. I'm not in favor of building the oracle. It's more important to start building axes or swords to capture the barb city and move on towards England. I think we should take the barb city where it is and get the commerce from the fur. Also, there's some fog down near the clam so something good could be lurking there. Should we research writing next and chop and pop a library in the capital? We need to establish the slavery civic, too. The southern city could be placed east of the mountain and work (eventually) the sheep, and 2 gold. Build cottage on the grass, pop a granary, but otherwise let the city grow slowly, it can get to size 12.

karr1255
Sep 14, 2006, 06:30 AM
Got it and will play later tonight. Haven't looked at the save yet, but we properly need some militay so I'll work on that. And also the oracle is not an option as it's already 1180 BC.

Liquidated
Sep 14, 2006, 07:10 AM
A pre got it, got it...
:D
I'll be camping (er eq term for stalking) this thread and play from there as I have free time for sure...... so long as turns are in the next 12 hours at least.

Cheers!
-Liq

karr1255
Sep 14, 2006, 10:07 AM
Turn 1
-----------
archer completes -> start worker (wash)
switch to slavery

Turn 2
-----------
put old archer from mine onto barb city hill
start monument (ny)

Turn 3
-----------
whip monument (ny)
mine finished -> worker moves to sheep

Turn 4
-----------
monument complete -> continue archer (ny)

Turn 5
-----------
archer completes -> start another one (ny)

Turn 6
-----------
pottery complete -> start writing

Turn 7
-----------
zzz

Turn 8
-----------
worker complete -> continue axeman (wash)

Turn 9
-----------
axeman done -> start swordsman (wash)

Turn 10
-----------
zzz

Turn 11
-----------
start chopping for a library (writing in 3) (wash)

Turn 12
-----------
zzz

Turn 13
-----------
writing complete -> start masonry (we can't trade for it so i guees since we need it later)
swordsman complete -> start swordsman (wash)

Turn 14
-----------
IBT our archer on the hill nails 2(!) barb archers :eek:. I give him guerilla 1 and rename him to King of the Hill :lol:
switch to library for the chop (wash)
move axe- and swordsman towards barb city only 1 defender left

Turn 15
-----------
zzz

Turn 16
-----------
i see another archer coming towards the barb city to reinforce it and our troops get there 1 turn late damn :sad:

Turn 17
-----------
zzz (have to wait for another swordsman to attack)

Turn 18
-----------
masonry complete -> start mathematics
swordsman complete -> continue library (wash)
archer complete -> start barracks (ny)

Turn 19
-----------
zzz (lizzy gets a great prophet)

Turn 20
-----------
move workers to new yorks wheat
NY grows and i start a settler there


We have 2 swordsman and 1 axe now and the archer for our southern city is in place. The settler in NY doesn't have any hammers, so it could be changed. In Washington the library completes on the upcoming turn.

Meh, not a lot happened. I planned on taking some screenshots but nothing was really interesting. And sadly i couldn't take the barb city but the 2nd sword is on the way now.

Liquidated
Sep 14, 2006, 12:12 PM
ok got the save, allow me to sleep before playing turns so any in put is welcome...



Looking at the save I see 75% odds on sword vs barb archer unpromoted. Second sword is one turn away from attacking and axe only has 25% odds...

http://i31.photobucket.com/albums/c379/liquidated/RBW-1barbissues.jpg

We have king of the hill archer + axe + city attack sword with an unpromoted sword due next turn.

3 archers though with top of the list at 25% fortification.

that doesn;t bode well at all for an attack.

My reasoning is 75% is only 3 in 4 chance of winning and we have 2 chances to fail with 2 swords...If I fail one of those attacks, the archer gets promoted which is complete fortification plus auto heal along with garrison 1.

Need a 3rd sword there for sure, the axe being well nigh useless =/ I'd much rather have a 4th sword there as our first attack should be our only attack.

On other fronts, the south looks like a viable town now with sheep added to the mix... editing on looking at the save again.... ok new york is popping a settler in 17 turns pre farm going online so blue dot is handled near end of my turn.

http://i31.photobucket.com/albums/c379/liquidated/rbw-1bluedotbc.jpg

Good to know photoshop still confuses me.

oh screw yhis I'm awake ehough even though the sun is up. There's no way I can attack knowing my luck on rolls.

Cheers!
-Liq

sooooo
Sep 14, 2006, 12:38 PM
You're right about the odds - an attack with the current troops would be unwise. I would advise building more swords at the capital.

Iustus makes a good point about that barb city. It's not bad at all, and I think it's worth keeping it simply to save the 10-15 turns building a settler to replace it. In that time we can make 2-3 swords instead to go and bash on Lizzy earlier.

I would advise against settling blue dot now. Sure it's a viable city (it can work one of the gold, two at max hapiness), but I'm sure London is a much better one :). Blue dot can wait. I'd switch New York back to a barracks.

Liquidated
Sep 14, 2006, 12:49 PM
man hunting for my turn logger that actively logs as I play... cannot recall it's name grrrrrrrrrrrrrrrrrrrrrrrrrrrrr think conroes and menthos were using the same one I was.

Please I beg of you all!!! which turn log will dump to a txt file as the turns play. I recall before someone had to point out the logger since I couldn;t find it the first time araound as well.. the command line one is not what I was loking for. Game is early enough that I don;t need the turn logger quite yet but later on it helps alot.

Dwelling on the save even more (I'm retentive about these sorts of things =/) we clearly need 2 things baddly...

1. another effing worker!!!
2. much more military.

Newyork has a barracks on queue with 16 turns.... Newyork is so hammer poor it's going to take far too long to become a viable military outpost. What newyorks has though is food and lots of it. the corn is comming online and the pigs are in the blanket already. This leads me to believe I should just bite the bullet and get a worker out now if only to start on the road ot the battle front now.

Sweet 0 hammer/loafs were harmed on that settler so canceling it poofed it. worker is 10 turns, with 2 addition food coming to newyork soon(tm)

Cheers!
-Liq

sooooo
Sep 14, 2006, 12:50 PM
Oh, and alphabet is still pretty good for us. It leads towards the great library, but more importantly lets us extort techs.

Liquidated
Sep 14, 2006, 01:03 PM
we are about 3 turns into mathmatics which is in 20 turns... unless there's a compelling reason to jump on board alphebet in 26 now, I'll stay the course.

Early game techs are really not my strong suit tho.

Cheers!
-Liq

karr1255
Sep 14, 2006, 02:08 PM
The situation with the barb city is really annoying. After they suicided 2 archers against ours, the city had 1 defender left. 1 turn before the axe- and swordsman were there they reinforced the city from somewhere. Now they build another one 1 turn before the 2nd swordsman gets there. :crazyeye:

And can you really try and go for the GL on emperor? I thought about a more militant tech route of math -> construction.

Btw. the spot for blue dot is of course the right one. I just put the archer below it to bust all the fog.

Liquidated
Sep 14, 2006, 03:51 PM
preturn 745BC: Well to repost my thoughts from eariler, attacking barb town with 3 archers in it now is bad news.

Library has one turn left in Washington and it's back to swords at 5 turns.

Newyork had a 0 hammer settler queued (grr) which I recinded and switched to worker in 10. newyork is hammer poor food rich and it's going to get food richer in nine turns???? with farm on corn.. ok well we really need another worker, got some serious roads to build.

Just noticed a worker already in newyork headed for the corn well plans don;t change.. new worker is going to be a combat engineer.

We are 3 turns into mathmatics now so staying the course..



[1]730 BC
Washington finishes library and math goes from what would have been 19 turns to 16. We need swords and now so sword in 5 it is.

Worker2 heads to tag team corn.

What the heck is going on. archer left the barb town and is headind west...

http://i31.photobucket.com/albums/c379/liquidated/rbw-1thesebarbsarecrazy.jpg

screen shot!!!!

well only one active swordsman there so see what happens next turn.



[2]715 BC
eh ok barb archer circles north east and is now directly north of barb town... why he didn;t just move there to start with no idea............ moron barb alert lets hope he suicides on out archer.

Farm at New York in three turns.

IBT:

[3]700 BC
well barb archer is traveling east such that it's north of our not so killer stack. Have 2 archers at iron now as we cannot afford to lose that and any threat of barbs from the south are gone with this nifty bit of scouting..

http://i31.photobucket.com/albums/c379/liquidated/rbw-1bcscoutingmadness.jpg

IBT:

Saladin asks for open borders and well no point allowing heathens access to our marginal lands!

[4]685 BC

ok I'm confused now... there are now two barb archers in town and 2 more east of killer stack heading for the iron looks like. How they got a second archer there no idea, but well we have a fight incoming looks like. Guess the second archer built and joined as the first archer swung around the north..... sneaky barbs!!!!

[5]670 bc
Farm at New york is gtg, going to road the corn now to get it over with.

[6]655 BC
This is just bizzare. 2x barb archers are passing by iron and going for washington looks like. Swordsman from Washington pops and has 98 point whatever odds on an archer in open ground as is - not promoted or anything. Can you say free exp?

Last thing I want is to break the archers from iron, we must keep iron yet I cannot let archers get to our forest so moving sword to there. Looks like we are going to have a city attack 2 sword incoming...

Oh the next sword in washington is only 4 turns, Math in 10 (keeping 80% research) and newyork has worker in 4.

[7]640 BC
ARRG stupid barbs...
Both attacked the iron after giving new archer one more turn to fortify. We killed them both.
2.3 and 1.4 health on the archers and no exp for the sword... cry. Had they attacked a turn eariler would have prolly lost that second fight.



[8]625 BC
Ok start a cottage on one of New York's grass squares since It'll grow after worker is done... happy limit is 6 so I'll build two cottages before my turnset is over.

[9]610 BC AD
Sword3 is next to stack barb town still has two archers and started on second cottage. 23 gold in bank running -1 gold per turn 80% science..

[10]595 AD
Newyork pops it's worker, washington finished sword4 and stack of barb doom is ready next turn.... let us pray for no more achers. I send the worker on it's merry way to the front lines to start the long road to lizzy.

Washington gets grainery in 3 turns, grows to 6 (of 6 happy) in 2, going to place halt growth on washington to allow granary to finish.. a fast monument is after that.

New York starts on that barracks again and it's down to 11 turns since it has the food to work the plains forest.

WARNING Do NOT chop the plains forest at new york. That city needs all the hammers it can get and it has a food surplus.

[11]580 BC
YES! Time has come to rid the world of Kushy barbs. Still only two archers and we have 3 swords all set to jump and an axe to clean up if rolls go bad. Wish me luck =/
Leadoff sword Gus vs archer...!!!!!!! 75.1% odds

http://i31.photobucket.com/albums/c379/liquidated/rbw-1gusattackbcedition.jpg

Gus ascends towards bigman status with 1.9 hp left and 5/4 exp go Gus!!

Swordsman Torvald is up next.... and his test is generic archer number two! 75.1% odds.

and Torvald is the bigger man,creating a kushi home from Kushans with 4.0 health left.

http://i31.photobucket.com/albums/c379/liquidated/rbw-1torvaldgetkushi.jpg

We get 66 gold and 3 turns revolt and no infrastructure but a free worker!!!.. Start a monument now

Doing a little archer swapping, taking the city garrison 1 archer on fog duty and swapping him for one of the iron gang. King of the hill will be sleeping with the pigs on the west side of kushy to fend off that new vector of barbs.

[12]565 BC
Moved the entire stack into kushy to relax and heal up, leaving all of them unpromoted. Swordsman Micky is going on west to see if lizzy grabbed that iron to the west. If not we might want to snatch that lot fast.

Lizzy has a tireme prowling north of us btw.


IBT:
Lizzy asks for open borders... nein!

[13]550 BC AD
Washington finishes granary so I turn off avoid growth. size 6 for washington next turn.
Monument in 3 turns.

Have kushys worker roading up the corn. Kushy comes out of revolt next turn.

[14]535 BC
Kushi is online.


[15]520 BC
I spy lizzy camped on top of iron in the west. I'm assuming we are going to war soon.

[16]505 BC
A barb archer I encouraged to spawn in the south attacked our unpromoted archer who was on a wooded hill....... free exp!

Washington finishes monument, happy cap is now 7. Start a sword in 4.

Math came in and on review I go for construction in 24 seeing as we'll need catapults for lizzy. Not going to be able to sustain 80% research too much longer.

[17]490 BC
New York grows a size and the advisor put work on a grass forest, I micro it to work a cottage instead as we need to start growing them now. Cuts a turn off construction lol.

[19]460 BC
Christianity is founded in a far away land. yay.

[20]445 BC
Washington finishes sword, start sword just to start a sword. no hammers are invested feel free to change it..

Newyork is all built up for a while yet such that the workers can move west. My reasoning is do all the worker actions there first and then no reason to shuttle aworks back there again. For some unknown reason I forgot to mine the hills around washington and it needs a mine like last turn =/ :smoke:

Roads almost reaches kushi and there's two workers in the area.

swords doing a bit of scouting and fog busting but pretty much barbs are history. The last bit of an archer swap is on going. A garrison promoted archer is heading to washington while the 1 exp archer is taking over fog duty in south. please let the auto path complete.

Next stage is take a chunk out of lizzy.

Cheers!
-Liq

mbuna120
Sep 14, 2006, 06:52 PM
Lol, I really wish I could visit this site from work to follow the action, damn state farm secure computers! But, someone mentioned alphabet to enable trading... I thought we were isolationists in this variant? Doesn't that mean no open borders and no trading? BTW, how do you rename units?

Liquidated
Sep 14, 2006, 08:55 PM
we can extort tech np, need letters for that. "giv me all ur mony" I mean this is america online right?

As for renaming units, select the unit and click the name in the little amber (er blue prolly) box that shows it's status/picture in the lower left.

Cheers!
-Liq

Qwack
Sep 14, 2006, 10:14 PM
Looks like good progress. Ill need atleast until tommorow night before I can even check the save. Turns should be played by then also..

playshogi
Sep 14, 2006, 10:33 PM
New York - I think we should build a library there since there is enough food to have 2 scientists and still work the desert hill.
Washington - Build a farm on 1 river grass to speed up our 7th citizen.

Iustus
Sep 15, 2006, 04:01 PM
Lurker comment

Washington gets grainery in 3 turns, grows to 6 (of 6 happy) in 2, going to place halt growth on washington to allow granary to finish.. a fast monument is after that.

I am not quite sure I understand what you mean here. If you mean that you delayed growth in order to let the granary finish first, there is zero reason to do this in civ4.

In earlier civ games (Civ1, Civ2, Civ3), granaries started working right away, so there was a really good reason to try to finish a granary just before your city grew in size, as your food bar would be half full at the new size.

In Civ4, granaries only work on the food that was added when the granary was present. So delaying the growth only hurts you. You still will have an empty food bar when the city grows in size. (Check it yourself on Washington, the bar is not half full post city growth).

I hope you do not mind the lurker comment.

As an aside, I have commited to enough SGs now, so take me off the alternates list.

-Iustus

Qwack
Sep 15, 2006, 07:44 PM
Played 10 turns. I took notice of the situation, I think here alphabet would have been better than construction, but leave research on construction since some beakers are already put into it. Also noticed washington is working grassland forest, make notice to build farm there..

Start moving army towards elizabeth. I noticed canterbury had iron, and none of elizabeth's other cities looks like it houses any metals, there some in the south but she may not have settled that area yet. Better we take her down while shes in expansion phase. 400 BC, army was in position and checks defense at canterbury, it was 2 archers.

http://img218.imageshack.us/img218/6796/civ4screenshot0012vb9.th.jpg (http://img218.imageshack.us/my.php?image=civ4screenshot0012vb9.jpg)

Declared war in 355 BC, and attack canterbury a couple of turns later. 2 City Raider swordsman lose at 59.3% odds each :mad: :mad: :mad: , but a city raider 1 beats a CG archer at 46.9% odds. Canterbury captured in 325 BC, I whipped 1 axe and 1 swordsman in sheep town, we dont really need to whip anything in washington, since its pushing out swordsman every 4 turns, better to let washington grow rather than whipping anything out of it. We currently have our king of hill archer in centerbury, along with 2 swords and 1 axe. We have some more units moving to the frontlines though, along with worker building road. Also built one spearman just incase elizabeth has any chariots.

Research-wise, I would go construction -> Alphabet for extortion purposes :lol: We dont really need cats in this war, but 1 or 2 will be useful for bombarding london. We will probably need more units before we can take any more cities anyways.

save:

Liquidated
Sep 15, 2006, 11:42 PM
Qwack. the rb standard for turns has been 10 standard 15 for epic. Since epic is slower paced I would ask for 15 turns in rbw-1.

just a suggestion!!!!:D

As for the turn, losing Gus hurts but that is the name of the game for big men to be. If they all lived attacking cities, the big man title would hold little meaning!!:devil:

As for the granary info, thanks tons Iustus, I was thinking along lines of prior civs =/ So hard to just get out of calling hammers, shields...

Cheers!
-Liq

sooooo
Sep 16, 2006, 08:16 AM
Ugh, I just typed out a report and my browser crashed. The highlights:

We need to wait for troops to arrive before we advance on Lizzy.

On turns 1 and 2 I whipped granaries in New York and Khursans.

A prophet was born in London, who went to York to build the buddhist shrine (thanks!).

Turn 9 Parthenon was BIDL.

Turn 10 we started advancing on York, but next turn a revolt in canterbury injured 3 of our troops.

Battle of York: Our first three swords all lose (:rant:), but then we take the city. Its shrine is currently worth +4 GPT. Started a granary here because London has Stonehenge. For this reason we can probably change Canterbury to a granary too. A barb city appeared in our lands, but doesn't have any resources in its BFC. Last time I checked, London had 4 archers and 1 chariot.

http://img105.imageshack.us/img105/4376/100bczf0.jpg (http://imageshack.us)

Qwack
Sep 16, 2006, 10:55 AM
Yeah, 10 is probably too little, but if we put 15, considering we have 6 players, the game will move really too fast and too much will happen between everyone's turnset. If people prefer 15 instead of 10 though, im fine with that.

nice turns soooo.

playshogi
Sep 16, 2006, 12:00 PM
IBT - Switch NY to Sword from Library. Our road is blocked by the barb city, so we need fresh troops to raze it. Switch Wash. to Sword from settler. I don't think we need to build any cities right now. Also, move 2 citizens to farms to grow in 1 turn. Bump science to 80% to get construction in 1 turn. Rename our barb city to Gustorvald, in honor of our fallen swordsmen. Canterbury is Buddhist, so we didn't need the monument anyway.

T1 - Our axemen has a 65.5% chance attacking a sword on a hill, but dies. The followup sword only has 74% chance, but wins, and has 2 promotions to heal up with. Liz must have iron somewhere. Alphabet, due in 47 turns at 30% science. I think about researching Code of Laws, for the courthouses, but that was 52 turns. Alphabet due in 36 turns, by running 1 scientist in Washington, but then Washington won't grow. I opt for growth. I think Alphabet is more important for unlocking Literature and the Great Library since we have access to marble. I back up one of our workers to help out with the pasture in Gustorvald.

IBT - Saladin asks for open borders. Confucianism is founded in a distant land. York emerges from revolt and starves down to size 2. Right now it can only work 2 tundra tiles. I bump science to 40% running a slight deficit.

T2 - The barb city Harrapan is defended by 3 archers, move a sword onto the forest in hopes of free experience, however, there are no attacks on my watch.

T3 - Road to Canterbury completes, move worker onto forest to chop for granary.

T4 - Canterbury's borders expand, a barb axe is headed its way. York's borders expand, I can work the 2 fur camps now. Alphabet due in 21 at 50% science now, but York is not growing. No choice, though.

T5 - The barb axe looks like it will cut the road.

T6 - Peasant revolt in York.

T7 - There are 2 swords and 3 archers defending London. NY is unhappy, but is still growing. I move the archer and sword onto the forest outside of Canterbury enticing the barb axe to attack. I brought the axe from York down to defend Canterbury.

IBT - Axe attacks our sword and loses. Sword renamed Axeslayer.

T8 - Swordsman built in NY, start library, probably should have let build one originally.

T9 - Apparently, I missed York coming out of revolt and the city starved down to size 1. Sorry, about that. I set city governor to food and commerce, for next time. Library whipped in NY.

IBT - Liz offers peace for 160g. I decline, maybe after capturing London. Liz has 6 cities.

T10 - I put 2 scientists to work in NY, so our Great Scientist is due in 25 turns. Alphabet is due in 11 turns. It looks like if we cut the road south of London, Liz will be unable to build metal units in London. Washington is at size 8, move citizens off farms and onto cottages.

playshogi
Sep 16, 2006, 12:05 PM
I guess you need the save, too...:rolleyes:

Qwack
Sep 16, 2006, 12:19 PM
I think we should wait for alphabet to declare peace and extort a tech out of her. Is there any chance we can take london before alphabet?

sooooo
Sep 16, 2006, 12:27 PM
That was a quick turnaround playshogi :goodjob:. Thanks for correcting a few of my :smoke:s like the settler build.

Agree with qwack - no point in peace until alphabet. We need to get a few troops to cut the road to London from the south to stop her building axes/swords in London. I think with perseverence and having Washington/the ex-barb city on sword builds we can get it.

That's 2 revolts we've had so far - I think they're more common in Warlords.

playshogi
Sep 16, 2006, 12:46 PM
I don't think London can be taken in 10 turns. What kind of force level is required to take out 2 swords and 3 archers, maybe more? There's 4 swords and an axe on the way to take out barb city.

Probably, need to pillage the road next to the stone, as I suspect that eastern road also hooks up in the south.

sooooo
Sep 16, 2006, 12:56 PM
I don't think London can be taken in 10 turns. What kind of force level is required to take out 2 swords and 3 archers, maybe more? There's 4 swords and an axe on the way to take out barb city.

I think it can be done in about 15 turns. 12 turns to build cats and get them to London, 2 turns to bombard and next turn it falls. With 2 swords and 3 archers defending we will need about 6 swords and 3 cats. It's not on a hill. Let's whip NYC and ex-barb-city for cats, build one in Washington and that's the army you need. I think we ignore the barb city for now - London is much more important. Remember to cut the road link to it.

mbuna120
Sep 16, 2006, 04:47 PM
Ok, I think I'm up now.. I'll keep up the pressure on London. I don't have time to play right now, but I should get to this tomorrow (sunday). This is my first SG, this is fun :)

Liquidated
Sep 16, 2006, 11:38 PM
wow, seems time zones are aligned on this sg lol.

Great work on pushing lizzy and yes, london is the goal. I don't see a reason to keep fighting past london right now though, suing peace after alphebet.

IMO going construction -> alphebet was the way to go. cats move so slow, even with roads.

So nice to not only get the holy city, but a free shrine as well :D

Qwack nm about 15 turns, 10 is fine.

oh and wow, that barb city is in a horrible place lol.


Btw what tech after alphebet? This is exactly the stage of the game where I'm at a loss for which techs to go for.

Cheers!
-Liq

playshogi
Sep 17, 2006, 08:04 AM
I would probably go for literature next and try to build the Great Library in Washington especially since we have to do all our own research. We have marble after we capture London and clear out the barbs and forests to chop. Keep a worker nearby Washington.

BTW, how is it that London's cultural influence is so big? There must be another city controlling the stone. Maybe we should capture that one too. I'm assuming the northern reach of London is actually leftover influence from when Liz controlled York.

Finally, is our long term plan domination or space or ??. It seems this is a large continent with only 2 other AI, so conquering it and settling into massive cottage spam, would win space easily. Are we builders or warriors?

mbuna120
Sep 17, 2006, 08:34 AM
Right now we're BROKE warriors :blush: I played about 13/14 turns, just becuase I couldn't stand not taking london when my whole amount of turns was spent towards that end:crazyeye: But London has fallen! At the time I wanted to take it... 4 turns in ;) it only had a chariot a sword and two archers. By the time the slow-ass cats arrived, she had 12 defenders. So I had to bust out a few more cats for suicide.

Debriefing:

Turn one: moved towards london, of course, kept our workers busy..

turn two: moved our units onto horse except for archer, axeman shows up at yorks doorstep! So back into york they go... moving westward units towards london.

turn 3: axeman dies to our king of the hill. I give him fortify promotion and move other units in that city towards london. (our spear and axe/sword)
Liz roves around with a new treime from Corsary or whatever it's called sw of london.

turn 4: workers begin pumping out some cottages and stuff around city east of london. Keeping them in the area for when we take London.

turn 5: Church of the nativity was built in a far away land:goodjob: I stop washingtons settler again to fit in a 4 turn cat, then allow settler to resume and finish later. He's still sitting in washington though, I don't know if we want to settle him south of wash, or somewhere in our newly acquired territory. I would chose s. of wash, just so someone else doesn't land there by ship and plant a settler.

turn 6-10: nothing interesting. Just moving units to the hill beside london and north of london (forest for defense) and waiting on other units and bombarding london.

turn 11: Great lighthouse built in a far away land. BOMBARDMENT!

Turn 12 (I think): Send in the suicide cats! Defenders: 4 chariots, 2 archers, 5 swords, one axe. Attackers: 5 cats, 1 spear, 3 axes, 4 swords.
We lose 2 cats, one withdraws, and two win. ;) All 8 of our ground units crush the enemy with odds higher than 80% in all cases except a city raider 2 sword at 74% who still won. Here is a picture after initial attack...

http://forums.civfanatics.com/uploads/100342/Civ4ScreenShot0032.JPG

Needless to say, the last defenders fell next turn, even though she whipped another axe first. City capture netted us 190 gold, which we sorely needed. I failed to mention it during the turn log, but we had fallen to 10% science along the way. I bumped science back up thanks to our sudden influx of cash, but haven't advanced the turn yet. It shows alphabet in 3 turns at -24gpt. Or we could speed it further. Washington has fallen into unhappiness, but the collaseum is coming in in 3 turns, so no worries. Whoever is next, don't forget that settler is still sitting in Washington. Should we go ahead and capture the city sw of london first? This war is hurting us, but at least we could raze it maybe... We have taken over liz in score finally also, albeit not by much. Anyway, here's the save.

http://forums.civfanatics.com/uploads/100342/RBW1_-_True_Isolationist_AD-0365.CivWarlordsSave

karr1255
Sep 17, 2006, 09:18 AM
wow this is moving fast. Got it but my report will have to wait until tomorrow and i'll even out the turncount.

Qwack
Sep 17, 2006, 10:30 AM
I would say peace after alphabet comes in and rebuild. We need to go after CoL soon also, literature first sounds good since we have marble, will be useful for Heroic Epic and GL. Lets hope we can get CoL from Elizabeth for peace if she has it.

Ill post more after I check the save.

karr1255
Sep 17, 2006, 02:53 PM
Im going to play 9 turns to round up the count.


Pre Turn - Lizzy already has alphabet. So i make this peace deal right away:

http://i65.photobucket.com/albums/h233/karr1255/Isolationist01.jpg

Yes we almost had alphabet but the AIs put that into account when trading and she wasn't giving up currency anyway.
Afterwards i set research to literature which comes in 12 turns at 50% (-19). Also move the settler S of washington and change a few builds.
Time to get some infrastructure up after you all had so much fun warring. ;)


T1 - zzz

T2 - Boston found to the S of washington building granary, since it gets a free monument thanks to the newly aquired stonehenge

T3 - I micromanage some tiles and put 2 scientists in NY after whipping, to reduce literature to 7 turns now.
We also didn't produce a single GP yet so i let them sit there for a while

T4 - zzz

T5 - zzz

T6 - zzz...

T7 - London comes out of revolt so i whip a granary. In other news i lose a sword to a barb archer at 94% odds :crazyeye:

T8 - zzz

T9 - the barb archer our sword couldn't kill suicides against our city walls


Well that's it. What a boring turnset oh well. Literature will come in 1 on the same turn washington finishes production. Marble is hooked up so the GL can be built right away (don't forget to set washington to max production). The army will be ready to raze the barb city on the next turn(i think). Also i recommend letting NY produce a great scientist for an academy in washington, that+GL should give us a nice research boost.

playshogi
Sep 17, 2006, 03:45 PM
I think we can get Great Library in 8 turns with 2 chops, and a little starvation. 1 worker should go west of Washington (it's pre-chopped) and 1 worker due north and chop that one.

mbuna120
Sep 17, 2006, 09:08 PM
:lol: so much for waiting til tomorrow for your report, karr. Looks like you got it in today after all. We *are* moving fast in this game!

karr1255
Sep 17, 2006, 09:19 PM
The unbelievable power of timezones. :lol:

Kodii
Sep 17, 2006, 09:27 PM
On the contrary, we're still waiting for a "got it" from you, mbuna120, in RB24s. Don't forget to switch to vanilla :lol:

Liquidated
Sep 17, 2006, 09:59 PM
wow lizzy really helped us out there. Shrine for bud lite and stonehenge all set up and both marble and eventually stone for future wonder hunting.

Good thing it wasn;t toku there!!!! lol.

I just realized I'm up again.... rofl.

got it, expect turns in about 8 hours as I am gonna need some sleep.

oh btw I'm assuming I just raze the barb town? Would want to add that wheat resource to the cross of next town but it will lose those hills...

ok I was thinking more like...
http://i31.photobucket.com/albums/c379/liquidated/rbw-1hotpink.jpg

hot pink dot is coastal, with 0 ocean and 4 coasts and captures a wheat not otherwise ever being used. It has 3 grassbut a sea of plains (one of which is shared with cantebury), that will be very difficult to irrigate without paving over some grass forests/ cottage. It has it's very own plains hill for shields and can swap out the use of the shared iron with canterbury.

IMO much better than where the barb town is now.

Cheers!
-Liq

Liquidated
Sep 18, 2006, 06:32 AM
preturn: Ok well barb town is falling soon as killer stack of cr3 swords comes. I'll try and get both the exp.

For some reason I notice london is building a chariot..... this makes zero sense to me. I switch over to a bud temple in a whopping 30.

York has a catapult in 3, move in a bud temple in 23 here as well.

Again Gustervald switches from catapult to Aquaduct in 22. Nothing else to build there for now and this is a rebuilding phase.

Washington has 1 turn left on cat so keep that going..

In general, we are in dire straits here as we have no encomony past burning to literature. For some reason half the towns are on more military builds.:confused:

City maint is killing us to be expected need code of laws bad.

playshogi
I think we can get Great Library in 8 turns with 2 chops, and a little starvation. 1 worker should go west of Washington (it's pre-chopped) and 1 worker due north and chop that one.

http://i31.photobucket.com/albums/c379/liquidated/rbw-1chopper.jpg

needless to say, the comment about chopping north makes um... no sense to me. I'll chop west to free up the river and east to nix the plains forest. Actually I'm going to cut the grass forest as that allows a string of irrigation east to all the plains around New York

http://i31.photobucket.com/albums/c379/liquidated/rbw-1irrigate.jpg



IBT: most powerful comes up...
http://i31.photobucket.com/albums/c379/liquidated/rbw-1puny.jpg and we are not last thanks to lizzy!!!

[1]515 AD
Literature comes in and washington has 13 turns on Great Library with -1 food a turn.

Switch over to Code of laws in 43 turns at 10 reseach.... and we are losing 9 gold a turn. Barb town should be a few turns of research....


[2]530 AD

peace is over with lizzy time to beat on her some more after....

Battle of Harappan!!!!!!
Barbs going down and since we have overwhelming odds, well no point taking pictures. Bombbard the 2% cultural defenses and away we go!!!
Cecil the CR3 swordsman gets his free exp with 0.1 hp left, is now 10/13 exp. Keep in mind he had 98+ % chance to win.......
Tony the CR3 swordsman also goes down to 3.7 hp and joy!!!!!! the barbs grew another junk archer to use as a punching bag!!
Percival gets knocked around down to 3.3 hp but gets the whopping 84 gold from razing barb town...

http://i31.photobucket.com/albums/c379/liquidated/rbw-1barbieroast.jpg
no way am I keeping this thing.

IBT:

[3]545 AD
Set up Cheshire catapult down to fog bust the barb town area... no point spawning another. Setting up to attack lizzy again but Cecil at .1 hp hurts... alot..

[5]575 AD
London pops it's borders... I configure it to speed up the temple at the loss of commerce for now. 2 unhappy to deal with.

[6]590 AD Notice a lizzy settler coming in to claim former barb area sigh.. well letting them pass for now until they clear the woods. Free worker otw.

[7]605 AD
Saladin Golden age ended .... nice to know he was in one. 3 turns on Great library with chops coming in..

IBT: Great library founded in a far away land .. had 2 turns left on it... *cry*.:cry:
Well I microed it down to the last nub and came up short. sally in a golden age prolly claimed it.


[8]620 AD AD boston's borders pop and can now work it's special resources...

I finally revolt to buddist now that our race for GL was lost.
That will help london for sure.

IBT:

[9]635 AD
We have enough gold that I can place 50% reseach for now. Code of laws in 13 turns.

settler/archer is on grass tile so take it out with spear. Move another spear up to protect our second iron.

WAR vs lizzy.

IBT:

[10]650 AD
Our new worker lives as the lizzy spear didn;t attack

Leaving the rest of the moves up to you qwack.
http://i31.photobucket.com/albums/c379/liquidated/rbw-1650adcoventry.jpg

Can take out oxford now.
http://i31.photobucket.com/albums/c379/liquidated/rbw-1650adoxford.jpg

There's a single lizzy spear leftover from that settler run.
http://i31.photobucket.com/albums/c379/liquidated/rbw-1650adspearyouthedetails.jpg
He's not a real threat but keep in mind he's there.

I lost Great library by 2 years =/ kept us sort of afloat cash wise, a free worker we so deperately needed and took about 1/3rd off col.

Have two workers heading back to boston but I left off any auto follow.

New war to get science funding for and lizzy ran out of gas a long time ago, her archers aren;t even garrison.:lol:



Nottingham is the prize but imo sue for peace after taking/razing oxford and coventry. We are in no rush to comsume her entirely and cannot afford the upkeep on a town that far away.

I'm so depressed about GL *hangs* head.

Cheers!
-Liq

karr1255
Sep 18, 2006, 09:32 AM
Losing the GL is really unfortunate but NY should spawn a great scientist soon, if you kept the scientist working there.

Liquidated
Sep 18, 2006, 10:15 AM
I kept the scientists going.

This next war should really only last 3 turns at most.. quick in quick out and bam than you ma'am:D

Cheers!
-Liq

playshogi
Sep 18, 2006, 10:59 PM
Too bad about the GL. I would have starved Washington a lot more, at least -5 for 7 turns starting with your 0th turn (the overflow going to GL). Don't know if it would have made a difference though. At any rate, the gold we receive for missing out means we can get Code of Laws in 6 turns at 100% science. Now, might be a good time get walls built, since we need those for castles and the extra trade route.

Liquidated
Sep 19, 2006, 03:28 AM
put it this way, 2 turns on a wonder is a close call for a single player game.... in a 10 turn sg shift, it's a sizable chunk of the wonder building.

No amount of starving would have made a whit of difference in that over 20% of the shields were yet to have been placed in.

There's a ton of what ifs but they rest on a time period longer than 10 turns.

We really could use the cash tho using lizzy as a war farm seems fine as well.

Cheers!
-Liq

karr1255
Sep 19, 2006, 04:27 AM
Building walls and castles for the trade routes seems like a waste. We can't have open borders with anyone anyway so adopting mercantilism is a no brainer.

I think we should finish lizzy and get some courthouses up and move right on to Saladin. Without trading there can't be peace on emperor. :hammer:

Qwack
Sep 19, 2006, 03:48 PM
I should have this up by tonight.. been busy lately. Ey, we need someone to slow the pace down right? :)

Qwack
Sep 20, 2006, 11:51 AM
Ok I played the turns, sorry I really dont have time for a report at the moment. Ill try to post a report later on today or tommorow, but for now, here is the save for next player:

Summary - Razed 2 cities, kept 1.

sooooo
Sep 20, 2006, 04:19 PM
OK I'll have time to play tomorrow evening, giving time for Qwack to write his report.

Qwack
Sep 20, 2006, 09:29 PM
Report, I played 10 turns.

Liquidated set up a pretty good army and positioning for me, all I did was take cities :). In 650 AD, start off by taking oxford, but razed since this is a worthless city atm, and will hurt our research towards CoL.

http://img216.imageshack.us/img216/5831/civ4screenshot0025vm0.th.jpg (http://img216.imageshack.us/my.php?image=civ4screenshot0025vm0.jpg)

1 turn later, the other half of our army grabs coventry. I thought about keeping this one but decided against it due to the huge distance maintenance. At this point I jack up research to finish CoL faster. We need to get some courthouses ASAP or we might be in a hole we cant climb out of without tech trading :eek: .

In 775 AD, after a few turns of bombardment, take nottingham. Now this is a city worth keeping. size 6 with developed cottages and spices. :goodjob:

http://img179.imageshack.us/img179/3797/civ4screenshot0028oq6.th.jpg (http://img179.imageshack.us/my.php?image=civ4screenshot0028oq6.jpg)

Saladin demands 210 gold 1 turn later, I decline since he's absolutely no threat to us from so far away. We also meet Hannibal in 770, who is very advanced. A barbarian showed up from the few tiles of fog between our cities and englands. :rolleyes: I attacked it with a swordsman at 50% odds but it barely even weakens it. Sigh, I believe that barb is still there and soooo will have to deal with it. :mischief:

Also, barb city shows up at former spot of coventry. We have some highly promoted raiders in the area if we feel like attacking it. My personal opinion here is to beat up elizabeth a bit more so she will offer us a good tech for peace, and than finish her off later.

mbuna120
Sep 20, 2006, 10:55 PM
I thought about keeping this one but decided against it due to the huge distance maintenance.

I have read this sort of other thing in people's reports before. How do you know what the maintenance costs will be before deciding to capture/raze it? Is there a way to tell? Or are you just assuming?

playshogi
Sep 21, 2006, 12:33 AM
There is a distance maintenance and a # of cities maintenance which goes up with each new city. Check it out in the F2 screen and watch how it goes way up when Nottingham comes out of resistance. Right now, we are not paying for Nottingham. Also, if you lower science to 0% we are losing 7gpt. We need to capture more cities for the gold and raze them because we cannot afford to keep them now. See the article "Curious Cat" in the Civ4 War Academy.

sooooo
Sep 21, 2006, 07:18 PM
Right, best option here as I see it is to get the future palace in London ASAP. We need 8 cities for this, and have exactly 8 cities :goodjob:. We obv need currency soon too. I rehire the scientists at New York to this end. Cancel military builds, we have too many as it is and will soon be obsolete due to longbows.

On the inherited turn I make the decision to whip an axe in Canterbury to deal with the barb sword.

T1 (815 AD): Saladin wants Gold for Spices. I tell him about our views on trading. New axe kills barb sword as planned. Qwack set me up nicely for Newcastle, and we raze it to get 79 gold and an extra 29 gold once I pillaged its improvements. The great scientist builds an academy in Washington. Hannibal has optics? He's teching like a madman.

T3 (845 AD): Arrive at Hastings. Lizzy now has longbows. Oh well, our military are costing us too much anyway.

T4 (860 AD): Raze that city at a cost of just 1 catapult. Get 129 gold plus 4 gold from pillaging plus 3 workers. Not sure we need all those workers, next player can delete some if required.

T5 (875 AD): Saladin wants us to become Hindu. I tell him no, as we will probably have to fight him anyway.

T9 (935 AD): Raze Warwick, lose 1 cat again. Get, er, some gold plus 26 gold from pillaging. Currency is in! We're positive at 10% now and courthouses are nearly ready. Lizzy has only 1 size 1 city left, so we get peace for mono and monarchy. Set research onto metal casting, after that we should prob go for engineering and start on Saladin with Trebs.

T10 (950 AD): Not a lot.

London needs the forbidden palace once 6 courthouses are built. Washington is building a courthouse for this reason. Nottingham is an awesome GP farm, so once its courthouse is built (whipped) should start national epic.

I'm sorry for the lack of pictures today. Our empire looks the same as before, but with a few more city ruins outside the borders. I was tempted to keep Warwick because it had ivory, but then I remembered elephants and maces are all pointless now the game lets us build trebs. All we need are 2 pikes and the rest trebuchets in our attacking stacks.

sooooo
Sep 21, 2006, 07:20 PM
Oh, and I haven't revolted yet but next player should prob go to HR and OR while we grow and build courthouses and later forges.

Qwack
Sep 21, 2006, 09:09 PM
I forgot to mention it during my report, but we popped a great general which I used to make into a military advisor in washington. Nice turns soooo, and your absolutely right about trebechuts. :p

Liquidated
Sep 21, 2006, 11:37 PM
I'm sorry for the lack of pictures today. Our empire looks the same as before, but with a few more city ruins outside the borders

:lol:

Honestly after peace is up we should just clean up lizzy and be done with it. As for saladin, I'll assume we need a fairly long recoup period to solidify our holdings and build up infrastructure a bit?

I'm always a bit heavy on the build portion of the game so I'll defer to hotter minds. :)

Cheers!
-Liq

playshogi
Sep 22, 2006, 12:07 AM
I've got it, but I'll play tomorrow.

I'll revolt to OR but not HR because we don't need the extra happiness yet. I can save some gold by moving some of our 11 units back in our cultural borders, but within striking distance of Liz's last city. Her presence is a drag on the happiness of our western cities. I changed the build in Boston to courthouse because I think I can build it faster there than in NY (with 2 chops and OR). I queued up a Hindu monastery in NY, we may want to spread it someday. I also suggest Nottingham for the Forbidden Palace. London is OK for now, but we are planning to add Saladin's holdings to our own, so Nottingham would be more centrally located. Also, suggest Oxford for Nottingham as it is potentially a science powerhouse with most tiles river squares and Liz has already built an Academy there. Does a FP and Oxford in the same city a good pairing of national wonders? A GP farm location is immediately south of Nottingham if we want one. With Washington now able to produce units with 5 exp should we build a couple of medic 1 scouts? (not right away, of course). I assume we won't attack Saladin until we get trebs? Plus, he hasn't built the Hindu shrine for us yet. Medina is a worthy goal because it has pyramids, parthenon and great wall

sooooo
Sep 22, 2006, 02:26 AM
I'll revolt to OR but not HR because we don't need the extra happiness yet.

I disagree - hapiness is always useful and we will need to be in HR eventually. It has the same upkeep as despotism.

I also suggest Nottingham for the Forbidden Palace. London is OK for now, but we are planning to add Saladin's holdings to our own, so Nottingham would be more centrally located. Also, suggest Oxford for Nottingham as it is potentially a science powerhouse with most tiles river squares and Liz has already built an Academy there.

Hmm, I was thinking Nottingham would get Nat. Epic and Globe. Because: Oxford University would be just as good, if not better in Washington (has 2 gold, cottages, not much food, production, academy). Nottingham has oodles of food and would be the perfect site for Nat. Epic and a Globe drafting centre. I agree the forbidden palace would look better here, but we can only have 2 national wonders per city and london can build it much quicker.

playshogi
Sep 22, 2006, 12:31 PM
Washington is our best production city and there is already a great general settled there, so heroic epic + west point seems best for it. Nottingham has so much food that it can run 6 scientists without caste system library + observatory + Oxford.

995 - Hannibal circumnavigates the globe. A barb axe threatens our horse farm near Nottingham and I have to use a CR2 axe at 50-50 odds. We lose, but an avenging catapult finishes the job and earns a promotion.

1010 - Saladin adopts bureaucracy.

1040 - 18g plundered from barb city, Saladin assisted in its destruction. OK, courthouses are built and I'm ready to start on FP. I'll finish my turns after work, so let's hear some feedback on where to put it. I vote Nottingham.

London has extra food let's build National Epic there.

Liquidated
Sep 22, 2006, 03:55 PM
well forbidden would make a heck of alot more sense in nottingham since we are going after saladin eventually. Honestly, nottingham has enough hammer tiles to speed up fp to a tolerable rate and the food to support those mines.

Washington just has too many hammers to plunk oxford down on it. That and washington's hand was already played using the great general there. I second Heroic + west point in washington.

Since Nottingham does have a science academy (thanks again liz!) oxford there makes more sense than in washington seeing as we can concentrate on hammers in washington as a pure military depot.

As for globe, keep in mind that saladin's towns are in jungle land to the south, meaning lots and lots of grasslands otw. All our cities, other than nottingham, are gnawing at tundra land so nottingham looks great compared. Not unreasonable to expect to use one of sally's sites for perma drafti- erm I mean a globe! :devil:

Soooo in all I guess I'm siding with shogi here. pun intended.


oh and looking at the save, we have fish + whales firmly in cultural borders along the north and clams to the south. Should pop out a few workboats at york or new york (oh the irony) to gain the free +2 health and a happy with optics. Not a rush thing as we aren;t near health caps yet nor do we have optics but something to keep in mind.



Cheers!
-Liq

playshogi
Sep 22, 2006, 11:18 PM
1100 AD Hanging Gardens and Chichen Itza BIDL. The peace treaty with Liz expires, so the next person can feel free to raze the last city. FP started in Nottingham. I finished metal casting and started Machinery (prereq of Engineering) due in 26 turns. We are making a slight profit at 30% science. Spread Buddhism to NY, so now all our cities have it. A marketplace is started in York; that city sure needs food, recommend spreading irrigation from London, but not until Civil Service. London is a good production center, so I'm building farms there on the plains. We are #1 in land area and #6 in population. Saladin is #2 in land. Adding his 17% to our 18% and filling in the gaps puts us 2/3 of the way to domination without leaving our continent.

mbuna120
Sep 22, 2006, 11:37 PM
i have the save, but I will play tomorrow after my tennis match

mbuna120
Sep 23, 2006, 03:00 PM
is anyone reading this right now? Do we want to keep this city or not?:mischief:

http://forums.civfanatics.com/uploads/100342/Civ4ScreenShot0011.JPG

playshogi
Sep 23, 2006, 03:11 PM
No, we can't afford the city. Burn it. It's more important to get to Engineering ASAP and go after Saladin.

mbuna120
Sep 23, 2006, 03:19 PM
ok, got it

mbuna120
Sep 23, 2006, 03:33 PM
All right, I don't have too much to write about these turns, pretty uneventful. On about my 4th turn, I razed Lizzy's last city and also razed the little barb city that had popped up to the west of our FP city. We, of course, didn't suffer any losses at all. The rest of my turns, I just MMed the cities a little bit. If the next player thinks any citizens should have been put to different use on other tiles, let me know, I would appreciate the feedback. But this is how I would have configured the cities in my own personal game. I also hired a scientist in our far east city (forget what its called) My remaining 5-6 turns were just pushing enter and healing our city attacker units. :goodjob: Here's the save!

http://forums.civfanatics.com/uploads/100342/RBW1_-_True_Isolationist_AD-1148.CivWarlordsSave

playshogi
Sep 23, 2006, 04:15 PM
Wash - move off plains hill and iron and onto farms - we can still finish HE in 1 turn and now we grow to size 10 in 2. I don't think we should cut that forest to build a cottage there, better to put mines on hills for production. Production cities prefer farms on plains, (I think [comments?]).

NY - move off sea and onto sheep, its ok to grow even if unhappy. I'd run 2 scientists here.

Canterbury - I'd move 2 onto sea and grow in 1 turn then move back as you had it.

Boston - we need 1 worker down there to build cottages on grass, better than working sea

Gustorvald - that worker should be in Boston.

Nottingham - move off the mines and onto max food, so that the city grows to cap, then work mines.

We should consider caste system and run merchants, to fund our science. A Great Merchant settled in Boston would enable us to grow and work both gold mines and horse.

All the religions are founded so we are way behind in tech. Will trebs be obsolete when we get them?

mbuna120
Sep 23, 2006, 04:48 PM
Thnx, shogi, I will take a look at my save and see what those changes do and take note.:)

mbuna120
Sep 23, 2006, 04:50 PM
This is off topic, but I had to upload a file here, becuase I couldn't do it on Realmsbeyond. Check out this save and the post I put on RB.net and tell me what you think!

http://forums.civfanatics.com/uploads/100342/mbuna120_AD-1838.CivWarlordsSave

karr1255
Sep 24, 2006, 06:33 AM
Got it. I'll play later.

karr1255
Sep 24, 2006, 01:57 PM
I only played 7 turns to even out the turnset, I'm in a little bit of a hurry anyway.


First I change some city tile assigments, because there were some pretty :smoke: moves. Aside from the things playshogi mentioned one thing that I noticed was New York(far eastern city). It worked 2 sea tiles instead of the sheep+1 more scientist, which overall gives +2.25 bakers per turn, +3 GS points and +1food instead of stagnation.


During the turnset absolutely nothing happened. I just micromanagent the cities a little bit but didn't want to declare war. I'll leave that up to the next player.

Liquidated
Sep 24, 2006, 09:19 PM
erm ok, I'll take a look at the save, eat maybe rest and get cracking on a report longer than 2 paragraphs:)

I'm assuming we want trebs for attacking saladin... swords vs longbows is a losing battle lol.

Cheers!
-Liq

Qwack
Sep 24, 2006, 10:59 PM
Indeed, and treb's vs longbows is a losing battle.. for Saladin :cool:

playshogi
Sep 25, 2006, 12:03 AM
We should build a forge in Washington.

This game seems to have gone very well, so far. When I try emperor on my own, it doesn't go nearly so well. The AI defends better against the quechua rush, although I did wipe out Ramses. Ragnar, however, always seems to have 5-7 archers defending. Then Zulu joined the fight...

Liquidated
Sep 25, 2006, 12:46 AM
preturn: ok well I see this as wacking end turn 10 times seeing as nothing to do except work engineering. Machinery in 2 and I leave the towns well enough alone seeing as they were just microed to death :)

IBT: sally wants to trade yawn.

[1]1196 AD
Washington builds a sword and well forge is up in 10.... go for it. Well cleaning up this post in notetab light and noticed Shogi mentioned a forge... well a bit too late now but heck we think alike once again.

workers are getting bored lol. When in doubt, road up everything. bards come from both sides... gonna lose some improvements.



[2]1202 AD
Barbs take out the corn, not much can do since nottinghhams only defender is a sword. Mchinery comes in and well 30% sci is 27 turns on enginnering, making +11 gold though. Putting the armada back into nottingham fend off the barbs. Can make crossbows now, will make a few.

The main stack was headed back to nottingham and was able to lose city attack3 axe at 76% odds... :mad: 7/8 exp cat though comes in and takes the free exp cleaning up and gaining a promotion. corn will be back up in 2 turns as a super stack of workers hits it.



[3]1208 AD oh wtf. barb axe crosses river to attack a defensive axe as we lost:eek: .... wtf wtf wtf. Well exp up cr1 sword who is now cr2. I'm going to pump out some crossbows to fend off the barbs.

8 turns on forbidden though as Nottingham grew to 9 and claimed another mine.

btw started building a windmill on a tundra hill next to york turn after machinery came in.

A flurry of end turns later...

[10]1250 AD
That was very exciting whacking end turh 6 times.
Washington got its forge in and it's a troop pumping monster. fp in nottingham is 1 turn away Engineering in 15 turns at 40% science. Keep in mind 40% science is +3 gold and fp in nottingham is 1 turn away.

I set washington on a crossbow in 2 turns. We can use a grocery as washington is still the cash capitol, but 2 turns for a modern defensive unit is too good. Nottingham can really use a forge as well but it's 12 turns and FP took precidence.

Another barb (axe) popped up sw of london. Its own xbow is 2 turns away and will eat an axe so long as it's not on my shift :cry: .

killer stack is chilling west of nottingham as it was guarding against barbs.... not to worry seeing at our attack is a ways away. it has 2 medics now, a medic 1 spear and a medic 1 axe. if/when we split up our army there will be a medic for both.

We can really use civil service for the macemen and the food. we have a ton of plains that need farms.

So sorry for the boring turn log but there's literally nothing to talk about here. exciting times coming up though!


The forum is really slow so if attachment never made it I'll try again in a bit.

Cheers!
-Liq

playshogi
Sep 25, 2006, 02:10 AM
We can save 4.64 gpt by moving our large army inside our cultural borders. There is no need to keep so many out there. Putting more citizens on high commerce tiles, I can bump science to 50% and break even, and before FP completes.

We have a Great Scientist due from NY in 17 turns. Looks like best use might be an academy in NY, or settle in Wash. for the extra hammer. The tech we could rush would be compass which we don't need.

playshogi
Sep 25, 2006, 02:24 AM
Since Saladin built the Pyramids, Great Wall, and Parthenon in Medina, he probably won't generate a great prophet for the hindu shrine. Therefore, we may want to assign a priest specialist in London to generate one. It would be due in about 60 turns (with a small GS% chance, since I polluted the gene pool there.) We could get it faster but spreading hinduism there, build the hindu temple and assign 2 priests or we could take the scientists off NY and get a prophet in about 30 turns, but this is just a sideshow compared to the upcoming holy war.

Liquidated
Sep 25, 2006, 05:00 AM
My bad on the army being on hill outside nottingham. the basic problem was that I was getting chain barbs from the east and west and I over reacted. Been having serious barb issues on my private warlords games.

:blush:

The army btw was far south between sallys new towns... I moved them back into cultural borders just in time for barb fun.

Imo make sure to add a few xbows to the army to fend off melee's and to garrison our towns.

Does new york have enough beakers to warrent an academy? Seems like an awful lot of plains there. if we are going to meld the great scientist, nottingham will be getting oxford right? would it be worth the travel to head there?

As for techs we really want civil service after eng. There are clear paths to chain farm to all our towns except boston which is perma effed. Would help to close culture in the middle, should pop a new town in center to take out the wheat once we get irrigation going.

Cheers!
-Liq

Qwack
Sep 27, 2006, 01:51 AM
Oh.. im up? :mischief: :mischief:

I now have 5 sg turnsets at the same time, so this one might take a couple of days.

Qwack
Sep 30, 2006, 10:02 AM
Complete. Start off by microing a few cities. Whip courthouse in New York, and started building research in a couple of cities to speed up engineering.

Saladin has ivory and the prereqs for maceman. Liquidated emphasized crossbows which is probably a good idea. We should also get some spears/pikeman for the phants. Basically, throughout the turnset, built spearman and crossbows. Whipped a few buildings here and there. With some emphasis on research, finish engineering on turn 10.

http://img.photobucket.com/albums/v629/mittal87/Civ4ScreenShot0011.jpg

Ive started some trebechuts in our former research building cities. The power graph doesnt look good but we are probably in a good position to beat Saladin up since we have that chokepoint city of Nottingham, so we know where Saladin will send all his stacks. Heres the power:

http://img.photobucket.com/albums/v629/mittal87/Civ4ScreenShot0012.jpg

War-Plan: We have a decent offensive army. We should probably attack those 2 outer cities soon, with or without trebechuts, by the time we take those and get to his core, we will have some trebechuts to help out. I would suggest keeping atleast 2 pikes or 3 spears in both our offensive stack and nottingham to protect against war elephants, as well as 2-3 crossbows for maceman. Research-wise, Calender is probably a good idea as war weariness will come to play, and we have 2 happiness resources.

It looks as if our island has around 45% land area if we go for domination. :) If we dont have to go up to astronomy to reach the other island, I think we will be in a decent situation once we get up to grenadiars.

Save:

sooooo
Sep 30, 2006, 01:29 PM
Can't see the save Qwack :)

Qwack
Sep 30, 2006, 02:31 PM
my mistake - here it is:

sooooo
Oct 01, 2006, 02:54 AM
OK got it. Will play today.

sooooo
Oct 01, 2006, 09:45 AM
Micro Washington for production because it is at the happy cap.

Meet Tokugawa. Find our army! I was worried for a second there. OK, that's a healthy army - should be enough to take a few cities before the trebs arrive.

Declare on my first turn. Ugh, Saladin is protective. That means all of his longbowmen are CG2, drill 1.

Basra falls with the loss of one catapult and one inexperienced sword.

http://img393.imageshack.us/img393/5227/basrajy5.jpg (http://imageshack.us)

Hanibal discovers liberalism in 1328 AD. Next turn we meet Hatshepsut. Finish calendar, start civil service (bureaucracy is good when you have 2 gold and an academy at your capital). Whip forge at New York. We got a scientist at New York, he's on his way to Nottingham but hasn't made it yet if we want to change (I was going to merge him).

Capture Kurfah, losing 3 catapults and a sword. Ouch! But they will soon be replaced by our arriving trebs.

http://img395.imageshack.us/img395/8061/kurfahdt8.jpg (http://imageshack.us)

Raze Fustat (no losses):

http://img433.imageshack.us/img433/8125/fustatwb4.jpg (http://imageshack.us)

Whip library in Nottingham, start some markets as we are running out of cash. We have a decent number of trebs now.

I ignored Anjar because it was size 1 and we want to keep it. But now it's size 3 we should take it. Last time I checked it was defended by 1 mace and 1 pike. There are 3 trebs on the way but we need a crossbow to provide protection. Our main stack is heading south-west.

sooooo
Oct 01, 2006, 09:49 AM
Oh, and I captured Khurasan too (no losses). It's here:

http://img420.imageshack.us/img420/7673/khurasancb0.jpg (http://imageshack.us)

Don't ask why there's a CG crossbow in that stack while a shock crossbow sits in Basra. It has been a long day :smoke:.

karr1255
Oct 01, 2006, 10:13 AM
Please skip me during this round unless I'm not up before saturday.

Qwack
Oct 01, 2006, 10:18 AM
nice turn soooo. No counter? Im surprised about that... Tokugawa looks pretty weak, hopefully his lands and our island = enough for domination.

mbuna120
Oct 01, 2006, 02:34 PM
who's up now?

Qwack
Oct 01, 2006, 02:54 PM
Rooster:

Qwack
Soooo
Playshogi - UP!
Mbuna
Karr1255 - Skipped
Liquidated

playshogi
Oct 01, 2006, 07:00 PM
I've got it, but I've never used trebs. Should I give them CR1 and lead the attack with them (after bombard to 0%)? How is the economy holding up after keeping all these cities? We need some Buddhist missionaries to spread the word, since stonehenge is obsolete now. I haven't had a chance to look at Qwack's save, yet, so it'll be probably tomorrow before I play.

Liquidated
Oct 01, 2006, 08:45 PM
hmm well

http://i31.photobucket.com/albums/c379/liquidated/rbw-1treble.jpg

looking at them as pure city attack it starts off 4 + 100% = 8 str.

unpromoted that's better than a swordmans 6 +10% = 6.6

The way the mods work though, each city attack promotion just adds to the base mod.

so city attack 1 adding +20% would be
trebs 4+120% = 8.8
sword 6+30% = 7.8

city attack 2 adding +25% would be
trebs 4+145%= 9.8
sword 6+55%= 9.3

cityattack 3 adding +30% (ignoring gunpowder)
trebs 4+175%= 11.0
sword 6+85%= 11.1

so effectively a treb is better than a sword for city attacking striagt from the barracks, barely getting beaten out at cr3 vs the sword pure city attack str.

Add to all that the major additional bonuses of trebs...
a whopping 25% retreat rate and the super sexy collateral damage... and well it's dual use as a bombard unit as well as a city attack unit and you have a winner that holds it's head high vs other dedicated city attackers.

Mitigating for the sword is that a trebs cost is 60 compared to a sword's 40 and well it's tech places it more on par with macemen than iron age swords. Also aggressive civs don;t get a free combat 1 promotion on siege.

In essense, exp'ed swordsmen led off by new trebs is a win win situation for both units as they compliment each other very well. Don;t fear using one or two to lead off an attack as they have a much better chance to live any collateral damage saves cr3 swords' lives.

Cheers!
-Liq

Qwack
Oct 01, 2006, 09:05 PM
Agree with Liquidated's analysis. If our best non-treb unit has less than ~25% odds, and the stack is 4+ units, I would always suicide atleast 1-2 treb's beforehand.

playshogi
Oct 02, 2006, 01:50 AM
Thanks, for that analysis. Now the question is which direction to attack? My thought is to gather the army and attack the city along the east coast behind the Great Wall, because that must be either Mecca, or Medina. Mecca has the Hindu shrine which would aid our economy, while Medina has 3 useful wonders. At this moment, I could agree to peace and receive 250g + 6gpt which would enable us to consolidate and get CS in about 7-8 turns. Some of our cities are losing pop to war weariness although connecting spice in a couple turns will cut that by 1.

sooooo
Oct 02, 2006, 02:48 AM
I have set the army up to take a city on the west coast, so I guess that should be our next target. I would not go for peace. Our trebs haven't even fought yet! Only consider peace once we have Mecca, or we get sneak attacked and are in danger of losing a city.

I would give most trebs city raider, with the first one being given barrage.

Liquidated
Oct 02, 2006, 03:16 AM
Saladin seems to honestly be off guard completely here. If no major counter attack is set up mecca at least is minimum goal. Keep in mind that our advantage of trebs will not last forever, we need to majorly hurt saladin before going for a false peace.

Right about now, Forbidden is looking real good in nottingham eh?

Cheers!
-Liq

sooooo
Oct 02, 2006, 03:01 PM
Right about now, Forbidden is looking real good in nottingham eh?

Sure is :goodjob:

playshogi
Oct 03, 2006, 01:16 AM
I'll play tomorrow as I was busy tonight doing my report for Epic 8 (China).

playshogi
Oct 04, 2006, 12:06 AM
t1 I change NY to build Buddhist missionaries from Market. I settle the GS in Nottingham.

IBT I moved 3 trebs to Anjar and I'm surprised when the 2 defenders of Anjar attack and kill 2 trebs weakening themselves in the process.

http://i91.photobucket.com/albums/k286/playshogi/RBW1-Anjar.jpg

t2 The spice plantation completes and helps happiness quite a bit. I capture Anjar.

t3 Saladin adopts mercantilism. Baghdad discovered, size 10, defended by 4 units.

IBT I lose an axeman that I left exposed.

t4 2 cats and 2 trebs bombard Baghdad to 0%
t5 I lose 2 trebs but capture Baghdad. It comes with lighthouse, harbor, courthouse! and forge. I eliminate unhappiness by poprushing a couple markets.

http://i91.photobucket.com/albums/k286/playshogi/RBW1-Baghdadcaptured.jpg

t8 I revolt to Bureaucracy and Hereditary Rule (3 turns of anarchy) and start research on Paper. Actually, we learned CS a couple turns ago, and I just remembered to revolt. Hannibal decides to claim some of our land.

http://i91.photobucket.com/albums/k286/playshogi/RBW1-Sicca.jpg

t10 On my last turn I bombard Medina down to 0%. It's only defended by 3 units so it should fall next turn. Looks like we can wipe out Saladin in 1 go. I knew I should have waited on HR as we get the pyramids next turn and may want Representation. It's hard to find useful things for all these workers to do.

http://i91.photobucket.com/albums/k286/playshogi/RBW1-Medina.jpg

playshogi
Oct 04, 2006, 12:15 AM
And the save...............................

Liquidated
Oct 04, 2006, 07:14 PM
we need to pump a town center to keep our empire one piece lol. At work so unable to call up a map to pinpoint where.

Just amazing that we walked all over poor saladin like this.

Just how much play did the trebs bring to this fight or could we have just loaded up the cats?

Oh and who is next to beat into the ground? lol.


Cheers!
-Liq

playshogi
Oct 04, 2006, 11:17 PM
Hannibal used a galleon to bring that settler over. The other plan is to cottage-spam our landmass and win the space race.

Liquidated
Oct 05, 2006, 12:25 AM
well sallys towns were smack dab in jungle land so grasslands ahoy. Cottage cheese comes from happy cows... erm grasslands! So nice of sally to clear all that over growth for us.:lol:

To win space race we may need to knock down the doors of the leader... once we determine who that is.

Cheers!
-Liq

Qwack
Oct 06, 2006, 08:26 AM
hmm, I think we should take saladins land and settle our island before we decide which victory condition. I think domination might be possible with 1 more AI's land, but lets see. Space Race might be difficult unless we can quickly overtake the top AI in research.

playshogi
Oct 07, 2006, 11:29 AM
This is my first succession game, so I don't know what the policy is for players that don't post the "got it". Like how long is the typical wait for someone to play? Isn't it 24h got it and 48h to play?

Qwack
Oct 07, 2006, 11:33 AM
Yes it is. Looks like mbuna cannot play atm. Karr1255, your up!

Rooster:
Qwack
sooooo
playshogi
Mbuna - Skipped!
Karr1255
Liquidated

Liquidated
Oct 07, 2006, 11:36 AM
well consider this post as a "got it" seeing as I think karr is afk for a few days(?) and no idea on M. Sun is up tho and well that means Liq crawls back into his coffin to wait for nightfall.

Please post if I'm next up as you have all daylight hours to decide :)

Barely thinking as is.:crazyeye:


Cheers!
-Liq'd

Qwack
Oct 07, 2006, 11:49 AM
Liquidated, if you can play it now, go ahead. :)

Liquidated
Oct 07, 2006, 07:35 PM
ahh ok karr said Please skip me during this round unless I'm not up before saturday.



edit: ok playing game now, karr sems to not be aval. I loath to "steal' people's turns so I am rather careful skipping turns.



Cheers!
-Liq

Liquidated
Oct 08, 2006, 02:04 AM
preturn: ok well qwack didn't really leave the army in any form of order lol. I see a pile of trebs near the *serious* prize of medina - great wall and pryramids visible without even trying. And one of those wonders I'm not sure the name of to go with the view.
http://i31.photobucket.com/albums/c379/liquidated/rbw-11490Medinacloseup.jpg

Problem is that our main stack of killems is 7 turns at least from medina with a single sword coming in. also the defenders are loaded for bear... man that's a ton of promotions. Medina is gonna be a ton of losses no doubt.

the way I see all this is that our cr3 swords need to be maces and not attack unless odds are with as they will become maces soon.

[1]1436 AD

we Meet mao yay. I spot his caveral south of gustov and we came out of revolt.

medina time... this gonna hurt yah know?

the town gets a treb for it's troubles but that makes no difference.
have a bunch of 5 exp trebs promote all to cr2 and they all die. Talking .9% change of winning and all.
1st dead nice carnage
2nd dead fast =/
3rd dead stuck around to do some serious collateral
4th dead but odds getting better than .9%!
down to the cr1 trebs..



5th dead and seriously hurt medina's defenders.

6th wins!
7th wins!
8th treb has a 95.2% chance of killing the last bow..
Pike goes for the glory and gets free exp off sallys treb - which oddly missed all that collateral damage.. the medic crossbow is unhurt and heads into medina to defend againt the macemen sally is putting out.


http://i31.photobucket.com/albums/c379/liquidated/rbw-11490medina1.jpg
WOW what a sweet deal Medina is.

kinda obvious where mecca is eh? but there's some serious culture coming from the west as well.

there's a mini task force that gonna own our brave trebs but keeping medina is more important.



Take a stack of 4x workers (a gang?) and shuttle them over to the washington area. need to do some serious farming to feed washingtion now that we have irrigation.

turn off science for now as there's a few swords that really need to be maces.. +84 gold a turn and to promote a sword is... 155 gold... sigh.

stack of doom 2 is heading sw towards the monster culture.

IBT: we lose medina to the treb + mace combo, xbow lost to that treb =/

[2]1442 AD
ok well we have what's needed to take back medina soooo

Medina part two!
treb heals promoting cr2 and retreats....

take out that horse and the lone defender left and come home to a ransacked x2 town... lost its forge and courthouse...
http://i31.photobucket.com/albums/c379/liquidated/rbw-11490medina2.jpg

Take out the trash hanging around as well....
http://i31.photobucket.com/albums/c379/liquidated/rbw-11490doubletreb.jpg
Adds new meaning to 'Tilting at windmills' =p


Well we get a great general out of the bargin so...

http://i31.photobucket.com/albums/c379/liquidated/rbw-11490greatgeneral.jpg

I'm rather partial to the +2 exp use and since washington already has one, I'll set up shop in nottingham, who has the twin benefits of being not near washington and well not the worst hammers. Can use the exped troops now.

promote kufahs monster sword into a mace and send him south.

[3]1448 AD
Well task force east is out of gas needs a serious pit stop.... west spots what might be our last city this run...
http://i31.photobucket.com/albums/c379/liquidated/rbw-11490damnascus.jpg


60% defences with a wall and no monster garrison 50 longbows thank goodness.

nottingham builds a 5 exp pike just in time to take advantage of the great general turn it into a medic now rahter than later. Start on a maceman in nottingham.

turn science back on to 30% have 230ish gold to promote another sword, the one in medina next.

[4]1454 AD
60 to 25% defs at damase one treb 2 cats... gonna be fun.

medina now has the two maces and 5 trebs. Had I saved the medic xbow and spear, would be set to travel towards mecca. As it stands I promote a treb to attack 1 and medic... cry. that .2 health treb needs some love.

IBT:doh pc froze and after clicking I made a trade for something with carthage reloading game. I played sg's with version 1.09, I tend to save in a paranoid fashion.

[5]1460AD
A lone uber scary garrison3+firstshot sally longbow is prowling around south of Medina, to kill it out of city walls... drool, I resist.

Damascus loses the last 25% with a single cat so I have to factor in chances to kill it off. ooo our lone treb has a 63% chance to win... but the rest of our attack is melee.. an xbow and a mace? no way.

I think it out and decide that's it. we need to upgrade what we have (cats and swords in the west and war weariness is killing us.

Do not manage to extort anything out of saladin for peace but turn off science again to prmote our units. Ten turns to rest up and promote.

For somereason, the game will not allow a farm to be chains SE of washington... so that entire chain of farms is down the drain.... no idea why this is so.

[6]1466 AD
Promote cecil to mace shuttle off the new troops to the front. Gonna try and turn off auto follow.

[7]1472 AD
spot aden, a new junk town sally put in place
http://i31.photobucket.com/albums/c379/liquidated/rbw-11490junktown.jpg


[8]1478 AD
Promote george to mace and turn science back on to 40% just to finish paper in 4ish.

[10]1490 AD
Medina is out of revolt and I whip a forge for a mere 4 population... seeing as we have no culture coming in any time soon and a 9 food hole to fill... the whip was a good deal. Need to build culture there like now rahter than later as once it owns it's fat cross (minus the south)it'll grow like a weed.

Leave movement on the reinforcements so next player can see them

the task forces looking good after resting and upgrading, More units on the way to the front.
Sorry I wimped out on the attack but seeing new sally maces popping up didn;t really help matters for a renewed offensive.


http://i31.photobucket.com/albums/c379/liquidated/rbw-11490farmingfun.jpg
For some reason, the game will not let me farm the tile SE of washington, why this is, no idea but I cottaged it.

We have 2 missionaries on the way with more than a few likely targets that need culture now... baghdad and medina two of them.

Keep in mind that medina can use some workers as the hills are 100% windmills the AI loves so much. For now it needs all the food it can get.

will edit in the screens.

Cheers!
-Liq

Qwack
Oct 08, 2006, 06:55 PM
For some reason, the game will not let me farm the tile SE of washington, why this is, no idea but I cottaged it.

Washington is on a hill, and I believe hill cities do not spread irrigation.

Nice report. Ill have this played in 24 hours.

[edit] I need some extra time to play this one. Sorry for delay

Liquidated
Oct 08, 2006, 10:01 PM
Washington is on a hill, and I believe hill cities do not spread irrigation.


I guess so, I seem to recall some pretty screwy waterpaths in this game such that I'm not clear just how in-game gravity is factored...

http://i31.photobucket.com/albums/c379/liquidated/wonderduct.jpg

Well if we ever get biology, New York might be able to grow over 10.

oh and just to mention.... there's a second hidden wonder in that screen, can you guess it? (humorous)

The real wonder is how Setia ever got to population 14... every single building that town had was whipped :cry: :whipped:

Cheers!
-Liq

mbuna120
Oct 10, 2006, 05:46 PM
Well, crap... I have been checking my email, but didn't receive a message when playshogi posted his finished save or anytime thereafter in fact. Being my first SG, and also my first use of this site, I thought that you always got a message when someone posted a reply... it seemed to work that way for a while... plus, I can't check this site from work, State Farm Intranet blocks it... sorry guys. I'll just make sure to be ready when my turn comes again, no need to squeeze me in in the middle.

Kodii
Oct 10, 2006, 06:00 PM
You have also missed a turnset in Big Sister. We'll forgive you this time, but keep in mind...

Big Sister is Watching You. :eek:

Qwack
Oct 10, 2006, 11:02 PM
sooooo, can you do me a favor and play this one before me. Im having some trouble putting time in for this turnset. Im thinking that ill be able to play by tommorow, but thats what I thought about today also.

Also, if you want you can issue a swap for me in the S-O4 game as well, unless you want to wait until tommorow..

sooooo
Oct 11, 2006, 01:36 AM
I'll try to play this one tonight, but I'll keep you up in S-04.

sooooo
Oct 11, 2006, 04:32 PM
The usual stuff: tweak a few tiles, work some more cottages, move unmoved troops, whip market in NYC, change Washington to settler (hannibal is landing settlers on our continent), change foor-poor york from temple (?) to barracks and nottingham to monastery.

Then try move troops towards Saladin's cities but realise we are at peace. No idea why we signed a peace treaty, especially one for no extortion techs. If one of our cities was under threat or we need a few turns to upgrade troops, sign a cease fire and cancel it 2-3 turns later. If WW is a problem, switch to poli