View Full Version : SGOTM 03 - Chokonuts
AlanH Nov 24, 2006, 06:31 PM Welcome to your C_IV SGOTM 3 Team Thread. Please use it for all internal team communication, turn logs and discussions. Subscribe to it to receive notifications, and do not visit the other team threads for this game until you have finished. Please also subscribe to the Maintenance Thread for this game, where teams and staff may post non-spoiler information of general interest.
The Game
As Peter The Great, Leader of All the Russias, you are charged with achieving a Diplomatic or Space Victory.
This Monarch difficulty game is on a Standard size, Gyathaar-special, crowded map, at Epic speed, against 17 rivals. All victory conditions are enabled, but the laurels for this contest will be awarded to the teams who achieve the fastest Diplomatic or Space victory.
Version
Your team will play this map in Civilization IV version 1.61, using the standard HoF Mod for Windows version 1.61. This is currently HOF_Mod-1.61.008 (http://hof.civfanatics.net/civ4/mods/HOF-1.61.008.exe), but we shall use the latest version of the mod as at the start date for the game.
Your start file will be available on the SGOTM Progress and Results Page (http://gotm.civfanatics.net/submit/civ4sgotm_submission_list.php) at midnight, server local time, at the start of December 1st.
Here's the starting position - click the image below to see a larger version.
http://gotm.civfanatics.net/civ4games/images/sgotm3_start_small.jpg (http://gotm.civfanatics.net/civ4games/images/sgotm3_start_large.jpg)
Map Parameters
Playable Leader/Civ - Peter of Russia
Rivals - all the other 17 civs in version 1.61
World size - Standard
Difficulty - Monarch
Landform - Archipelago, low sea level, tropical
Game Speed - Epic
AI Aggression - Aggressive
Barbarians - Standard
Permanent Alliances Enabled
No City Razing
Notes
Please visit the Civ4 SGOTM reference thread (http://forums.civfanatics.com/showthread.php?t=168439) to check out the rules and procedures to ensure that you are adequately prepared for this game.
BOTH Civilization IV v1.61 and Warlords v.2.08 are supported for this SGOTM. No other versions can be used, and you will have to stick with your chosen version throughout the game.
Teams will compete for four awards for each version of the game - the Gold, Silver and Bronze Laurels for the fastest finishes, and the Wooden Spoons for the lowest scoring finisher.
All teams must play the sponsored variant - awards will be given to teams who achieve Diplomatic or Space victories in the least turns.
All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.
Remember, Rule Number 11: Have Fun. :)
Ozbenno Nov 25, 2006, 04:51 AM Checking in.
Lobsterboy Nov 25, 2006, 05:59 AM Checking in.
17 civs on a Standard map with no city razing?? Sounds like fun!
Settling in place seems like a no-brainer, but move the Scout to the forested hill to the NE first.
We start with Hunting and Mining. For research, what do y'all think about Fishing --> BW --> Sailing?
ngraner42 Nov 25, 2006, 07:56 PM Checking in. The starting location is good for food and commerce, but production will be terrible. It is a better 2nd city site. On the good side, all that food will speed Settler production. If we move 1N, we can get a hill in range and gain a flood plain, but we loose a Spice (not too bad since a cottage on a flood plain is better), a forest chop, and one of the Clams. Probably settle in place and push for a fast Settler. We should grab the practice save and try to optimize getting a Settler out.
LongLife Nov 26, 2006, 11:25 AM Checking in.
We can move our scout to SE on forest to check what is on sea. If it would be intrestnig we could settle there. After this we wolud have 2 hills. If not there I think 1N is good too.
Terminator3k Nov 26, 2006, 05:26 PM Checking in.
After all the city razing we just did in SGOTM2 this game should definitely be a bit different ...
Ozbenno Nov 27, 2006, 04:57 AM Checking in.
After all the city razing we just did in SGOTM2 this game should definitely be a bit different ...
We only razed 43 cities!
I'm happy with settling in place (using the whip to combat production shortfalls) or moving 1N
I think Fishing then Bronze Working for research.
I'd go warrior --> worker (at size 2) --> settler (or work boat if we can whip)
With 17 AI, we need early expansion. We should look at gathering 2-3 AIs with axes. We'll keep the cities though :lol: .
Welcome to LongLife as well!
Lobsterboy Nov 27, 2006, 08:07 AM With a Clam among the initial 9 squares and another after the first border expansion, I think that we will be able to crank out settlers faster if we settle in place. (Food resources aid Settler production.)
For builds, I think a Workboat first rather than a Warrior. No raging barbs this game, and the soon we hook up the Clams, the faster we will grow. I've rarely seen the AI attack un undefended city in the early game.
LongLife Nov 27, 2006, 10:08 AM The starting land looks for me as if it is an island. What do you think guys ?? This will be quite intresting. We are on the island in the center of map and around us there is a circle of land.... :P
Lobsterboy Nov 27, 2006, 10:15 AM It's an Archipelago map, albeit with low water level, so yeah we're probably on an island! :crazyeye:
Welcome to the Chokonuts, BTW!! :)
Because we must win by either Diplomacy or Space Race, I'm betting that there won't be Copper or Iron anywhere near our first city to purposely restrict expansion by conquest! Of course, I really have no clue! :crazyeye:
LongLife Nov 27, 2006, 10:22 AM Hello Hello Chokonuts Team !! :)
Can't wait 1-st of December to look at this map :P this is an epic map so it wouldn't be very fast game... ;)
First thing to do I think is to move scout to 1N, and everything will be known
Ozbenno Nov 27, 2006, 03:03 PM With a Clam among the initial 9 squares and another after the first border expansion, I think that we will be able to crank out settlers faster if we settle in place. (Food resources aid Settler production.)
For builds, I think a Workboat first rather than a Warrior. No raging barbs this game, and the soon we hook up the Clams, the faster we will grow. I've rarely seen the AI attack un undefended city in the early game.
Agreed except we need fishing to get work boat. Once we get Bronze Working (and Fishing), we can whip a work boat for 1 pop.
Lobsterboy Nov 27, 2006, 03:07 PM Agreed except we need fishing to get work boat.
:blush: If I had read my first post, I would have know that! :crazyeye: I'd really like to play an SG one of these days without suffering from one of these :old: episodes!
Lobsterboy Nov 28, 2006, 02:28 PM Just a reminder that everyone needs to download the HOF mod to play this game.
The most recent version, release notes, and installation instructions are available here (http://hof.civfanatics.net/civ4/mod.php)
Ozbenno Nov 29, 2006, 03:48 PM I'm assuming that we'll adopt the same strategy of whoever grabs the game first goes for it in the first round?
Make sure that your HOF mod is 1.61.009, not 008
McArine Dec 01, 2006, 12:44 AM Checking in.
I would move the scout one east, then one north-west, that way we get to see what is on both sides of the island, and can better decide where to settle.
Btw. I'm still without my gaming machine, It was a bad memory module! And when I ordered a new one, I must have been sleeping, because I ordered a 128 MB module, doh! So that is returned, and I'm waiting for a 512 MB. Hopefully I'll be back gaming next weekend.
In other news:
I'm going to a christmas party tonight, with 450 other from my company.
I've sold my old apartment, and got a fair amount for it.
Tomorrow I'm going out to buy my first car :woohoo: , so not much drinking tonight :(
Oh, and welcome LongLife, where are you from?
LongLife Dec 01, 2006, 08:56 AM Hello McArine !!
I'm from north of Poland.
McArine Dec 01, 2006, 04:46 PM Yihaaa, then I'm not the only one from Europe any more.
And, of course, on the way home from this fridays partying, I, once more, got in contact with the Danish emergency services. Although, this time, I was the samaritan, and helped an 83 year old man, who had fallen and hurt his head, after a christmas party. (Well we know how to party in Denmark, also when we are getting old.) ;-)
Btw, What do you think about my suggestion about initial scout movement?
Lobsterboy Dec 01, 2006, 05:42 PM Btw, What do you think about my suggestion about initial scout movement?
I prefer E, then NE. I think that we will get a better sense of our big our island is if we move NE rather than NW on the second move.
I still prefer settling in place. Oz suggested maybe settling 1N, but doing so would lose a Clam. Also, if we are on a very small island, moving N could result in our first city overlapping unnecessarily (or more than necessary) than if we settle in place.
I'm not sure what our first build should be. A Worker won't have much to do right away, and a second Scout is probably unnecessary because we are on an Archipelago map. A Warrior would probably be best, but if we're on a small island, barbs probably won't be an issue. Would a Barracks first be stupid?
LongLife Dec 02, 2006, 01:20 AM Moving scout to NE is good idea. After this we will know sth about our (island?). And if it is an island we could start build barracks but it will take a long time, so when our city will grow to 2 size we will put worker before barracks. But... when it isn't an island I recomend to build warrior. What do u think guys ??
BTW, when we start the game and how look our rooster ??
McArine Dec 02, 2006, 03:40 AM The order that we play the first round, becomes our roster. And the first round is played by a, "who gets the game first, will play" approach.
We also have two "rules" about time between playing:
That there should be at least 24 hours between a game is uploaded and the log is posted, untill the next player grabs it. To make it possible for all to comment and discuss the next actions.
And if the a player haven't grapped a game within three days, the next player can go ahead and play.
When approaching the deadline, the rules are generally put out of effect, as we rush to finish. But at that time we all know what should happen next, and has agreed on an approach.
LongLife Dec 02, 2006, 07:51 AM So...mayby I will play first 10 turns ?? Objects to do:
1.Move scout to NE
2.Build city on starting spot
3.Build barracks or warrior (depends of shape of our land)
4.After grow to 2 size build worker or fishing boat
5.Fishing then BW
Plz, answer my question :)
Ozbenno Dec 02, 2006, 03:11 PM Probably the best thing to do is whoever grabs the save first, move the scout, grab a screenie of the revealed terrain and post it here. We can then decide whether moving the settler is going to be good or bad.
BTW, if no-one else has grabbed it by tonight I will be able to.
LongLife, if you get the chance before then go for it!
LongLife Dec 03, 2006, 05:19 AM I'm going to download the save and start to play. Make the screenshot...
LongLife Dec 03, 2006, 05:30 AM This is sreenie...
http://i16.tinypic.com/2q010yv.jpg
LongLife Dec 03, 2006, 05:31 AM So what is your decision ??
Ozbenno Dec 03, 2006, 05:56 AM I still think settle in place! But as (from what we can see) second city might be mest 1N of stone, settling 1N wouldn't interfere. If you want to go ahead and play the turns, you make the call LongLife, we trust you ;).
Should we make a move on the Pyramids, then Great Library? Representation plus GL is a great help as both diplomacy and space race are tech heavy victories! Going for Pyramids would probably mean no early expansion (but with GL we should hit maces before anyone)
LongLife Dec 03, 2006, 06:07 AM Ok, so I'm going to play my turns. Settle in place, explore with scout, fishint to research...
LongLife Dec 03, 2006, 06:23 AM Link to save:
http://gotm.civfanatics.net/saves/civ4sgotm3/Chokonuts_SG003_BC3700_01.Civ4SavedGame
I settle in place, researched fishing and switched to BW and I explored our land.
Here is screenie...
http://i11.tinypic.com/2yye44k.jpg
Ozbenno Dec 03, 2006, 06:31 AM Where is everyone???
We've got plenty of room here. I think the early expansion isn't such a priority. The pyramids and GL are doable I think? Sailing to get a galley out for exploration as well.
What are we building in Moscow?
LongLife Dec 03, 2006, 07:11 AM Warrior is building in Moscow. Just to have a little defense. U can switch it to whatever you want. I think fishing boat will be good. On the next turn Moscow will be size 2
Play next turns Ozbenno ;)
McArine Dec 03, 2006, 07:17 AM If we indeed are alone on the Island, I agree with Ozbenno, that we should go for Pyramids and GL.
If we could crank out a worker and a settler then speed of construction of pyramids with the stone. Or will that take too long?
Another thing, how easy do you guys think going for Diplomatic victory will be? We´re up against 17!!! opponents, how easy will it be to convince enough of them that we're the good guys and that they should vote for us?
Terminator3k Dec 03, 2006, 09:23 AM Given our access to seafood, a workboat would be a good build. The settler/worker idea isn't bad either. If we can get stone and a food resource for the second city that would be great for the potential for a pyramid build.
Ozbenno Dec 04, 2006, 02:11 AM I'm a bit stretched for time at the moment, so someone else jump in.
Lobsterboy Dec 04, 2006, 09:43 AM OK. I'll pick it up and play 15-20 turns tonight.
If we are alone on our island, I might switch BW to Sailing. It looks like we have some good opportunities for chopping surrounding the Stone, so might not.
After the Warrior in Moscow is done, I'll probably start a Workboat, then a Settler/Worker.
McArine Dec 04, 2006, 11:06 AM That sounds like a good plan to me.
Ozbenno Dec 04, 2006, 04:15 PM With the food surplus and trees in our starting area, I'd keep BW for whipping and chopping.
I'd put the capital on Pyramids after workboat/worker/settler, so need to get Masonry researched as well but Sailing would be a good tech I think.
ngraner42 Dec 04, 2006, 06:42 PM BW is key. We can use slavery to get the Workboat out. I don't think sailing will be needed for a while, since we have plenty of sites to settle on our island. Iron working is critical for the gems and the increased research rate. Possibly BW > IW > Masonry and then a push to Alphabet. We should get a second work boat out exploring to meet our neighbors. Possibly Workboat > Worker (to chop forests) > Settler > Workboat. I would consider immediately switching to the Workboat even if it means writing off the 10 hammers invested in the warrior. We must increase our production.
McArine Dec 05, 2006, 12:25 AM Hmm, good arguments, Ozbenno and ngraner42, I think your approach is better.
After reading yours I would go:
workboat/worker/settler/Pyramids (Ozbennos plan)
and
BW > Masonry > IW/Sailing > Sailing/IW >>> Alphabet. I don't think the order of IW and Sailing is a big issue. It will take a lot of turns until we're ready to use the advances they give us.
Ozbenno Dec 05, 2006, 01:46 AM I think Sailing is important to be able to get out and meet other AIs for trading. I agree with McArine that after Masonry and IW we need Alphabet as we need GL. The more AIs we know, the better the trading once Alphabet comes in.
ngraner42 Dec 05, 2006, 05:26 AM Oz, you can use a Workboat for exploring. They move just as fast and cost less. With Archipelago there are so many routes, open borders are not as important at first. This is a trick I learned from reading GOTM posts.
ngraner42 Dec 05, 2006, 05:31 AM Too early in the morning. The open borders comment was a non-squirter, but it does mean you can get around pretty well exploring.
Ozbenno Dec 05, 2006, 06:06 AM True, forgot about that...
McArine Dec 05, 2006, 12:43 PM Yihaa, I'm back and ready to play, amazing what some working RAM can do.
Lobsterboy Dec 05, 2006, 02:31 PM Yeah McArine! :yeah:
I couldn't play last night, but should have time tonight. I'll post the save before noon (EST) tomorrow.
As per the discussion, I'll stick with BW, and build Workboat/Worker, probably putting the Warrior on hold, unless it's only 1-2 turns away from completion.
Lobsterboy Dec 06, 2006, 05:59 AM Played 20 turns:
On first turn, switched build in Moscow to Workboat.
On turn 2, Moscow reached size 2, and Workboat went from 44 to 15. Our Scout also defeated a Panther. Buddhism is FIDL.
After that, it was 15 turns of pressing the <ENTER> key until our Workboat was finished.
Moscow was 2 turns away from growing, so put a few more turns into the Warrior, then switched to a Worker.
On turn 17:
http://img502.imageshack.us/img502/1999/bronzeworkinghc4.jpg (http://imageshack.us)
Good news! We have Bronze on our island, and it's not far away (third city site; see below). :D
Our choices for next tech:
http://img120.imageshack.us/img120/2294/researchnextzs3.jpg (http://imageshack.us)
I take Sailing. Masonry can wait until our Settler is done.
On turn 17, Hinduism was FIDL.
We're on a horseshoe-shaped island. Here's an aerial view showing the location of the Bronze W of Moscow across the inlet. Notice that the island appears to be straddling the equator:
http://img502.imageshack.us/img502/959/ourislandaf9.jpg (http://imageshack.us)
Worker will be done in 11; Sailing in 12.
McArine Dec 06, 2006, 06:29 AM Hmm, interesting island.
I agree, our third city should be close to the bronze, I would suggest 2 N, just below the gems, that way we get as many squares to farm, to take advantage of all the gems, hills and bronze.
I don't think I've seen that much gems gathered so close...
My suggestions for the coming time:
When worker comes out: chop rush Settler with at least one forest.
Start Masonry when Sailing comes in, and prepare for the building of the pyramids.
Then finish our warrior and then a second workboat, and IW after masonry.
Well, I think this one definitely calls for a dot-map, if noone else has made one when I get home, I'll make a suggestion, that'll be in 3 hours time.
McArine Dec 06, 2006, 11:56 AM Well, we can easily place 4 cities, five cities are also manageble.
I like the first with five (dotmap5), and the first with four (dotmap2).
I think I'd go with 5 cities to take advantage of as much of the land as possible.
We have two possible production sites, the two southern locations.
The location to the north west could be used to build a specialists city.
The south western location also needs to be a commerce city.
The north western area ought to be used for another commerce city.
Well what do you say, bring on the comments.
Lobsterboy Dec 06, 2006, 03:53 PM Nice maps Mc!
I agree with 5 vs. 4 cities. Map #1 looks good to me. It puts nearly all of the land tiles in the fat cross of our cities, and doesn't leave much room for the AI's to plunk down a city, culture bomb it and snag one of our resources.
I also wouldn't be surprised if we'll have Iron somewhere in on that little knob of land on the W side of the island.
McArine Dec 07, 2006, 08:54 AM I got the save and will play about 15 turns, at that time we will have our worker and the settler will be on the way, and then we can decide on a location.
McArine Dec 07, 2006, 09:20 AM Well, as you guessed not much happened. The most interesting thing was the killing of a bear in turn 10, and the turns up till that.
Status: The Settler is 18 turns away, the chop will be complete in 2, adding 30 hammers to Moscow, and Masonry is 8 turns away.
Preturn: Nothing
Turn 1: Move scout, enter
Turn 2: Move scout, enter
Turn 3: Meet bear, moved another way, enter
Turn 4: The bear seems to like me, moved back again, enter
Turn 5: The bear again, move away from it, enter
Turn 6: The bear seem to have given up, and moved another way, enter
Turn 7: Move scout, enter
Turn 8: Fortify scout, enter
Turn 9: The bear seem to be wanting to attack our scout, the scout is on a forest covered hill, so I'll let him be. Enter
Turn 10: Ha,haa, we killed the bear. Enter
Turn 11: Hey we got our worker, as predicted on the eleventh turn. Begin Settler, move worker, enter
Turn 12: Sailing comes in, begin Masonry, it's 11 turns away. Start chopping wood. enter
Turn 13: enter
Turn 14: enter
Turn 15: nothing
Ozbenno Dec 08, 2006, 05:23 PM OK heres a Got It.
Will ply and report tonight.
Lobsterboy Dec 08, 2006, 07:00 PM You know, I wonder if we should have taken a shot at getting some religion. With 17 Civs and no city razing, a Diplomatic victory will be an achievement! That leaves a Space Race, and that will require $$. A Holy Shrine or two may not have been a bad thing. Since we didn't start with Mysticism, I didn't think we had a shot an early religion, but after reading some of the SGOTM2 threads, an early religion is doable. A Oracle/GP slingshot to CoL or Civil Service might have been useful too. Hmmm...
Ozbenno Dec 09, 2006, 12:19 AM I think with 17 civs a diplo victory would have been too uncertain, even with religion. You will amass "trading with my worst enemy" modifiers just by breathing! You'd have to do a back-door diplomacy win (which is still an option).
Ozbenno Dec 09, 2006, 02:06 AM Played 15 turns of mainly pressing enter but...
Masonry in, head for The Wheel to hook up the stone
http://img143.imageshack.us/img143/7220/civ4screenshot0012vh3.jpg (http://imageshack.us)
Settler in, choose work boat, revolt to slavery and whip it to start exploring, then start a warrior as we should have some military. We should probably whip a lighthouse or another settler (for the gems/copper) after this as well.
Meet our first contestant. He's to the south west (thought I had a piccie but no)
http://img246.imageshack.us/img246/8231/civ4screenshot0013zb6.jpg (http://imageshack.us)
And that was that.
The Wheel is in 2, I'd go Writing (leave IW until we have a city near the gems) and Alphabet next.
Once we hook up the stone and St Petes grows the Pyramids should come down, confident we'll get them. We should use Moscow as a whipping site to get settlers and the like out.
Once the work boat has explored all it can, it can hook up clams or fish.
McArine Dec 09, 2006, 05:02 AM I have no doubt about getting the pyramids either. I made a test game, with the same settings as this game, and had no problems getting it, even without stones.
I agree with Ozbennos guide for the next couple of turns.
LongLife Dec 09, 2006, 05:13 AM It will take a long time to get Pyramids, but I hope we could have them ... Ozbennos guide is good for me
McArine Dec 11, 2006, 01:31 AM We could also use another workboat for St. Petersburg, but we need a little military to take any barbarians. Surprised we haven't seen them yet.
Whos next, ngraner? Terminator? Is it you two we are missing?
Ozbenno Dec 11, 2006, 01:49 AM Yep, its either ngraner or Terminator up next.
Lobsterboy Dec 11, 2006, 08:36 AM 3rd city needs to go next to the copper. A galley would be useful to ferry a Settler across the bay instead of having take the long way around.
edit: Check out Julius's greeting. You'd think a guy who spoke Latin would have a better appreciation of proper grammar!
McArine Dec 13, 2006, 12:06 AM Allright I think we have passed the three days deadline, should we skip our two absent friends, or wait for them to show up?
Ozbenno Dec 13, 2006, 12:31 AM If LongLife is able to grab it, then lets keep this going. If the absent minded pair get in first then all well and good.
LongLife Dec 13, 2006, 08:11 AM OK, I will grab game today and play
LongLife Dec 13, 2006, 09:45 AM The link to save:
http://gotm.civfanatics.net/saves/civ4sgotm3/Chokonuts_SG003_BC1750_01.Civ4SavedGame
So, I played my turns and on 2110 BC I met Elizabeth and o 2050 BC I met Gandhi. They're about forty points ahead of us. I discovered wheel and pottery and went for writing as it was said b4. 10 turns to writing.
I started to build galley on Moscow and Pyramids in St.Petersburg are fifty sth turns now
ngraner42 Dec 13, 2006, 03:26 PM Sorry for going missing. I will grab the save and play tonight.
ngraner42 Dec 14, 2006, 05:56 AM Our absolute top priority should be getting Settler out and grabbing the Copper. In that direction I pushed to get a Settler out of Moscow. The Settler should be pop rushed next turn with the overflow mostly completing the Galley. A forest chop will give us the Galley and overflow to get a Warrior.
I preferred getting early IW for the huge increase in research rate, but since we skipped that plan and began the push to Alphabet, I continued that push with the intent to trade for IW.
I will alert the Terminator that he is up.
T1. Met Alexander. Set up fishing boat and maximized growth in Moscow.
T2. zzz
T3. Moscow to size 5.
T4. Mine in St. Pete Complete switch to Workboat.
T5. zzz.
T6. Scout killed by Barbarian Warrior. Workboat pop rushed in St. Pete. Warrior sent to St. Pete.
T7. zzz.
T8. zzz.
T9. Writing > Alphabet. Moscow grows to size 5 (unhappy due to no military) and switches to Settler.
T10. We meet the Romans.
T11. Switched St. Pete to a warrior.
T12. zzz.
T13. zzz.
T14. zzz.
T15. Open borders with Alex.
Lobsterboy Dec 15, 2006, 02:13 PM If Terminator doesn't pick it up, I'll play this weekend.
Terminator3k Dec 15, 2006, 09:36 PM And I'm back .... FINALLY!
I am picking up the save tonight.
Terminator3k Dec 15, 2006, 10:07 PM Turns were:
T1: Whip settler in Moscow :whipped:
T2: St. Pete completed warrior => pyramids, Moscow settler => galley
T3: Moscow galley => warrior (with forrest chop)
T4: Moscow warrior => warrior (remaing forrest chop carryover), load galley with settler and warrior
T5: Galley drops off cargo and returns to Moscow
T6: Novgorod founded next to copper. Begins building a warrior.
T7: Refused Roman demand for clams (let Julius get his own!)
T8: Agree to open borders with England.
T9: ZZZ... :sleep:
T10: ZZZ... :sleep:
Suggested next moves are:
1. Load the worker onto the galley and hook up the copper.
2. Build another worker in Moscow
3. Build an axeman or two as soon as the copper is hooked up
Lobsterboy Dec 18, 2006, 09:13 AM I'll try to play tonight. I'm headed out of town for the Holidays tomorrow, so I may not be able to post for 48 hours.
Ozbenno Dec 21, 2006, 04:31 PM OK, we'll assume the Lobster is already tucking into some turkey.
McArine, you're up next I believe. Grab it if you can.
McArine Dec 21, 2006, 11:45 PM Ok, I'll play this afternoon, and then I'll be of for christmas.
McArine Dec 22, 2006, 07:14 AM Well, again nothing much happened, and to prove I'll post the complete turnlog:
Here is your Session Turn Log from 1000 BC to 850 BC:
You may wish to copy it to Notepad for reference when you write your turn set post. It includes any entries you added with the in-game Chat facility
The main thing is that I started some Librarys in Moscow and Novgorod, since these will be commercial heavy cities.
The whole thing is here:
Preturn: No changes
Turn 1: Moscow warrior -> Library
Turn 2: Moved worker to Novgorod
Turn 3: Zzz
Turn 4: Zzz
Turn 5: Novgorod warrior -> Library
Turn 6: Julius doesn't like us anymore, and cancels our open borders
Turn 7: Zzz
Turn 8: The mine is completed
Turn 9: Zzz
Turn 10: Zzz
Postturn: The mine should be connected in 2 turns, so we can begin axemen.
Moscow is able to whip the Library next turn, and should do so. I would pick either granary or lighthouse next, and be ready with the whip.
St. Petersburg completes the pyramids in 9 turns, so I think they are ours.
Alphabet is in two turns, and then we can tech trade. Maybe we could trade for Animal husbandry, or other of the early techs.
I still think we should take Literature next, then Iron working to find out if we got any iron.
Well I got to get packing, my parents are expecting me for dinner in three hours, and I got two hours of driving ahead. So I got plenty of time.
Merry Christmas to you all, or as I would say: Glædelig Jul
Ozbenno Dec 22, 2006, 07:35 AM All looking good. Unless Lobster posts a get it in the next 12 hours or so, I'll play tomorrow.
Ozbenno Dec 25, 2006, 01:20 AM Playing now report soon...
Ozbenno Dec 25, 2006, 01:43 AM Alphabet in 2, Pyramids in 9. Fairly good so far!
JC wants Open Borders but I don't want him snooping round our island so I say no. Gandhi wants the same but I like him more so say yes.
Alphabet is in, lets see what's on offer. I start us on Iron Working.
Trading is done as follows.
JC: Pottery for Mysticism
Gandhi: Sailing and Writing for Polytheism and Agriculture
Alexander: Sailing and Writing and Polytheism for Iron Working and Archery :goodjob:.
JC: Agriculture and Writing for Animal Husbandry
Research is now switched to Literature.
We have iron north of St Petes, for next city and horses in Novgorod.
We miss the Pyramids by 4 turns :mad: to an unknown civ, not happy!!!!
I meet Mao as well. He is a very close neighbour of Alexander.
Library is whipped in Moscow and I start another worker.
St Petes completes a granary and is set upon a settler to grab the iron.
Literature in 7, we still have a Alphabet monopoly so Great Library should be ours. Novgorod might be a good spot, if we can get a worker across as it will have a library, copper, horses and 3 gems, that a good bit of production.
If we can get the settler up to the iron, we could think about an early war but I think we have enough room to grow for now and if we can get the Great Library, we should be able to out tech the AI up to early maces or grens by the time we need to expand beyond the current shores.
McArine Dec 25, 2006, 02:29 AM Great tech trades Ozbenno,
It's just bad luck that we missed the Pyramids by so few turns.
But I think that we should be able to grab the Great Library.
I think you're right about not needing to start a war just yet, but we should get the rest of our island settled asap. Then we should look at the next expansion area.
ngraner42 Dec 26, 2006, 01:26 PM I'm back from Christmas and have grabbed the save.
ngraner42 Dec 26, 2006, 02:11 PM Quiet turns doing some internal build-up.
Victoria will trade Mathematics and we could use access to Calendar, but I did not want to give up our monopoly on Alphabet to get it. If we loose the Alphabet monopoly we probably should grab it. Literature completed and Metal Casting started for the trade value, happiness bonus (forge - gems) and a possible Colossus.
After the Library, I was not sure what to build next in Novgorod. I went with a Granary since the city is growing very slowly, and with 2 warriors, we could upgrade one to an Axeman in an emergency. Moscow would probably be a good choice for the next Settler, with St. Pete switching to the Great Library. Possibly rush the Settler in St. Pete and get right over to the Library to leverage the Philosophical trait.
Diplomacy is going to get interesting. Victoria and Gandhi are both Buddhist and might be a good block to join. The island to the south west may actually the best place for the next settler with good food and Iron, but it will cause border pressure with the Romans that would surely lead to war. If he has no other Iron possibilities that would be fine. If he does have other Iron we could be in trouble.
T0. Switch production to Axeman in St. Pete, since stronger Barbarians can show up at any point.
T1. Barbarian warrior gets a good die roll and kills our fortified warrior on the hill above St. Pete. We counterattack with the warrior inside the city and kill the intruder.
T2-4. zzz.
T5. Axeman complete in St. Pete; begin work on Settler.
T6. zzz.
T7. Mao requests Polytheism; we oblige. Literature complete; begin work on Metal Casting.
T8. Moscow completes Worker, begins Axeman. Confucianism FIDL.
T9. Novgorod completes Library, begins Granary.
T10. Moscow grows unhappy, but it will only be for 2 turns.
Ozbenno Dec 27, 2006, 06:21 AM We definately don't want to trade alphabet until we've got the GL well underway.
The iron island might just be the best spot for our next city, stop JC getting his hands on it.
Lobsterboy Dec 29, 2006, 02:13 PM Hiya fellas! I'm back!
Sorry for dropping the ball last week. I thought that I'd have time to check in over my vacation, but it just didn't happen.
Too bad we missed the Pyramids. :( Did we forget to do any chopping to rush it? (I didn't check out turns yet.)
I'll review the save and our recent turns, and try to get my head back in 'Civ-mode' before taking some turns. Someone else should feel free to play if they have the time! I'll post if I pick the save up with the intention to play.
Happy New Year to all!
Ozbenno Jan 04, 2007, 04:15 AM Well Lobster seems to have disappeared again, obviously has had a HUGE new years! I think Longlife was up after and then terminator, so either of you could grab the save.
Lobsterboy Jan 05, 2007, 11:51 AM No, I'm here, just a little preoccupied with other things...
I'll grab the save and play this weekend.
Ozbenno Jan 09, 2007, 06:31 PM Hello, anyone here????
ngraner42 Jan 09, 2007, 08:59 PM Looks like LB went missing again. Terminator is busy catching up on GOTM, but should play soon. If you want to go ahead that is ok with me.
Ozbenno Jan 09, 2007, 09:13 PM How about mcarine and Longlife? I went two turns ago. If nothing by tomorrow, I will play.
McArine Jan 10, 2007, 03:32 PM Just go ahead Ozbenno.
Ozbenno Jan 10, 2007, 05:16 PM OK I'm going for it now report soon.
Ozbenno Jan 10, 2007, 05:40 PM Well I change Moscoe from an axe to a galley, want to get more exploring done as there are approximately 11 other civs out there :lol:.
I start Novgorod on the Great Library.
We meet Huayana Capac and trade Meditation for Polytheism.
We then trade Meditation to Vicky for Priesthood.
Rostov is founded on the Southern Island.
http://img243.imageshack.us/img243/4697/civ4screenshot0001yi2.jpg (http://imageshack.us)
We meet Hatty and Kublai.
Moscow is still feeling a bit of angst over being whipped twice but the gems in Novgorod should be on line soon. It is building a settler, which should be whipped when possible.
Once the gems are on-line we should switch production to them at Novgorod to try and grow the town and then mine the forested hill.
I think when the GL is nearly complete, we pull the trigger on Alphabet/Mathematics trade and then head for Calendar for extra happy faces and then maybe Currency.
Alex looks like he has some decent production cities, so he might be first to feel the force of the Russian maces. :lol:
ngraner42 Jan 12, 2007, 09:43 AM If no one else chimes in, I will play tonight or tomorrow.
ngraner42 Jan 16, 2007, 11:16 PM Terminator3k says he will probably play tomorrow, so I deferred to him.
Terminator3k Jan 18, 2007, 12:26 PM Fellow teammates:
I played my turns last night but the Civfanatics server was down so I couldn't post my turn summary. I save the summary in a Word Doc at home and will post it later tonight. I was successful in uploading the save if anyone wants to take a look. Nothing special happened other than some infrastructure development.
Terminator
P.S. Did I mention I declared war on the Aztecs, Romans and Mansa just because I was bored .... :joke: :lol:
P.P.S. The turn summary ...
325 BC (Turn 0)
Traded Victoria alphabet for mathematics.
Rostov switched to building a workboat (axeman on the way to protect)
Moved 1 warrior out of Novgorod to fog bust.
St. Pete changed from library to worker.
Turns 1 - 5
Zzzz…
Turn 6
Finished metal casting. Working on code of laws.
Met and gave open borders to Mansa.
Gems online in Novgorod.
Turn 7
Met Monte. He had no desire for open borders.
Turn 8
St Pete Worker => Axeman
Turn 9
Forest chopped in Novgorod
Turn 10
Iron mine underway near Rostov
ngraner42 Jan 18, 2007, 06:30 PM Founded a new city and increased our Axeman ranks. Great Library work plods on.
We adopted Buddhism when JC asked us to for the possibility of getting Organized Religion and to keep good relations for the moment. The problem is our Buddhist brethren are located very close, with Gandhi actually settling on our continent. We will need to go to war with them. Hopefully we can get a new religion and swap sides.
I feel like we are somewhat unfocused. We should try to develop a consistent plan for the empire.
T0. I spot a barbarian galley. I reposition our galley to block access to our fishing fleets. I also seen that Gandhi is settling on our continent. I hope he choses a good spot for our future city.
T1. Workers start chopping for Great Library. Indians found Calcutta on somewhat inconvenient location since it blocks another good city site.
T2. Hatsheput asks for Metal Casting, we decline as we have already traded with her worst enemy.
T3. Barbarian galley attacks and we win. Axeman complete in St. Pete; we resume work on Library.
T4. Rostov grows to size 2 and expands borders, the Romans are really going to be annoyed.
T5. Moscow builds Settler starts work on Settler; we will need Axeman but St Pete can produce them.
T6. I rush Library in St. Pete to get extra hammers for Axeman. Rostov completes work boat and starts Axeman.
T7. We meet Saladin and have already traded with his worst enemy. We trade Alphabet and 260 gold to Mao for Calendar.
T8. Victoria demands 80 gold; I consent since we are not ready for war. St. Pete finishes Axeman begins Lighthouse. We settle Yaroslavl to grab the northern Iron, while leaving room for a city to grab the nearby gems. Work begins on a Forge.
T9. Hatsheput offers cows for clams, we accept. JC wants us to accept Buddhism, we agree. Monty immediately demands Calendar from us heathens; we reject his demand. Hatty declares war on Capac.
T10. zzz.
Ozbenno Jan 18, 2007, 11:31 PM OK McArine, Lobster and LongLife, are any of you able to play this weekend.
We should look at our expansion prospects, obviously Gandhi is first in line but should also look at who has some good production for those spaceship builds. Or do we think we should head diplo?
Personally, I think diplo will be harder but (if we can do it) will be done earlier, so better chance for winning.
McArine Jan 19, 2007, 12:43 PM I won't be able to play this weekend, so go ahead Lobster or LongLife.
McArine Jan 23, 2007, 09:10 AM Well it seems I get to play anyway, so I got it.
McArine Jan 23, 2007, 11:32 AM Not much happened, I tech traded, for some hard needed money and chewed away some turns. Our next settler is ready at the location I would choose. We should agree on the location and the next player can found as preturn.
I suggest we beeline for Liberalism as current tech goal.
I would say we go for space victory, because I think winning diplomatically will be far too difficult in this scenario.
Preturn: Yes Gandhi is first in line, but we wont get far with out an army.
Turn 1: Whip Axe in Rostow.
Turn 2: Rostow Axe -> Granary.
Turn 3: CoL -> Civil Service.
IBT: Kublai Khan, dont want open borders anymore.
Mao wants us to cancel deals with the Indian, well since we want war with the Indians anyway, I agree, and the chinese are strongest. So no more open borders with Gandhi.
Turn 4: Whip Settler in Moscow.
IBT: Ceasar wants open borders, and that sounds like a deal.
Turn 5: Moscow Settler -> Lighthouse.
IBT: Huayna Capac cancels open borders.
Turn 6: Zzz.
IBT: Mansa Musa, cancels open borders.
Turn 7: Zzz.
IBT: Victoria wants Literature for 130 Gold and Monotheism, with TGL 8 turns away, we could need the money for research, and pull the trigger on literature.
Huayana Capac wants us to go to war with the Egyptians, we decline.
Turn 8: Mao gives us Horseback Riding for CoL and 140 gold.
Turn 9: St. Petersburg Lighthouse -> Galley. We meet Tokugawa. He has lots of Ivory.
Turn 10: Settling is delayed, so we can agree on a site. Whip galley in St. Petersburg.
Postturn: The Great Library is 5 turns away. Moscow can whip Lighthouse in the next turn. Civil Service is 33 turns away at 100%.
Ozbenno Jan 24, 2007, 10:16 PM Well it seems we lost Lobster and Longlife.
I may be able to play this weekend.
Liberalism seems a good goal at this stage.
ngraner42 Jan 26, 2007, 06:24 AM I agree on the push to Liberalism, though it would be nice to get Astronomy for it. Qin looks like the only civ that is out teching us. We need to let our cities do some growing and get some tiles worked. If we get a couple scientists going in Moscow we can get a great scientist out for Philosophy which will help on the Liberalism push.
Unfortunately, and I am a big part of the fault, our diplomacy is a mess. We are a member of the Buddhist block which would be fine, but with Gandhi on our continent and being an obvious target, it is inconvenient. Monty is surely going to declare on us at some point but he is not nearby. On a possilbe positive note, JC will eventually get fed up with our close borders and attack, which if we are prepared could give us a little expansion to the south.
If we can get to about 12 cities, get most of the gems and a nice cottage economy going a space ship push could be done.
I am out of town until Saturday night, but will then study the game some more.
Ozbenno Jan 29, 2007, 09:13 PM Forgot about this over the weekend (was a BIG one). Will try and play tonight.
Ozbenno Jan 30, 2007, 02:02 AM Well I used the settler to found Yekaterinburg in the north.
We build Great Library.
Hatty and Huayan are at war but I stay out of it.
I trade Alex Literature and Code of Law for Currency and 60 gold.
That's it!
Civil Service in 9. Machinery next I think and then a wave of maces. We should be able to trade for Construction along the way.
Against who?
JC and Alex of our neighbours seem to have the best production, which we'll need to build a spaceship. JC appears to be fairly isolated from everyone else so that would be my vote. I've got a boat exploring his boundaries at the moment.
ngraner42 Jan 30, 2007, 06:29 AM It would be great if we prepared for war and JC declared on us. I would try to annoy him if we feel we can weather his attack.
I will take a look at the save tonight and possibly play if the direction is clear, otherwise I will post some thoughts.
Terminator is busy with RL work, but will hopefully return soon.
ngraner42 Jan 30, 2007, 08:42 PM Here are my notes so far:
T0. Set two great scientists to work in Moscow in the hope that it will get the great scientist in a tie with Novgorod, thus not wasting its GP points. Alexander is going to war with someone, hopefully it is not us.
T1. Bad news, it was us.
Here is a screen shot of the invasion force:
146882
We have a 30% change to knock out one of the galleys with our galley. We should be able to scramble enough axeman to survive the attack even if they all land. Should I take the 30% shot.
Ozbenno Jan 30, 2007, 09:08 PM Probably not worth the suicide galley attack.
If there is more than one axe in St Petes, I'd consider moving one to the jungle square to force the invaders to the open. I'd also get whipping some axes all round.
Probably better to fight a defensive war at this stage and get peace later on, or invade once we have maces and catatpults.
BTW, GP points don't reset when a GP is born, thus the GP points in Moscow won't be wasted. I was trying to grow Moscow some more before another whip.
McArine Jan 31, 2007, 12:28 AM I agree with Ozbenno, we should definitely try to keep Alexander out of the woods and jungle.
Fortunately, he didn't put them close to Novgorod.
Ozbenno Jan 31, 2007, 12:49 AM Had a look at my save (before Alex declared) and there is an axe and a warrior in St Petes. I'd move the axe into the jungle, upgrade the warrior to an axe and whip one for good measure.
ngraner42 Jan 31, 2007, 08:56 PM War with the Greeks :eek:. War with the Romans :eek:. No problem :goodjob:.
The Greeks landed 2 Swordsman, and Axeman, and an Archer. All suicided themselves against our cities. One fishing boat was pillaged.
The Romans declared war without having an invasion force ready. Their invasion force is currently blockaded in Rome.
We really need to bring Buddhism to Yakerintinburg for border expansion.
We got a Great Scientist in Moscow and a second is nearly finished in Novgorod. Used the GS for an Academy in Moscow.
Civil Service has completed, but we did not revolt yet. We probably should also take Organized Religion.
We should either get land or tech from the Greeks as retribution for declaring war on us. The Romans have a considerable military and we may want to just contain them until we have Maceman and Cats.
T1. Moved Moscow Axeman towards St.Pete. Moved St. Pete Axeman into Jungle. Upgraded St. Pete warrior to Axeman. Moved Yaroslavl Axeman towards St. Pete. Moved Galley to Clam to block access to Yaroslavl. Pop rushed Axeman in St. Pete.
T2. Alex lands south of St. Pete. JC declares war on us. JC has no invasion force nearby... yet. Switch production to Axeman in several cities. Lock down St. Pete Axeman to weather the attack.
T3. Mansa wants Code of Laws, we give it to him since he is behind in tech and we have enough trouble. Alex attacks with two swords and both loose. We sell horseback riding to Mansa for 110.
T4. Greek Axeman attacks St. Pete and dies. We get a Great Scientist in Moscow, sweet; then I fire all the scientists in Moscow :D. GS builds Academy; we can use the next GS, due in 9, for Philosophy. CS due in 5.
T5. Roman Galley destroys a fishing boat near Rostov. Greeks destroy a fishing boat near St. Pete. Galley pop rushed in Moscow. Pop rush Axeman in Yaroslavl.
T6. Our turn, we pillage Roman fishing boat.
T7. Roman galley attacks our galley and dies. We blockade Rome with a galley, in the hopes of stifling his invasion force collecting there.
T8-9. zzz. Can you believe it :).
T10. Greek Archer suicides against Yekaterinburg and the invasion force is no more. CS completes, begin work on Machinery. We should be able to trade for Construction and with Maceman we will fear no one.
Ozbenno Jan 31, 2007, 10:47 PM Well done!
We should try to get something from Alex if we can.
I'd possibly leave JC until we have the maces and cats to take him down. That way we don't get negative modifiers against anyone else for attacking him.
Agree with GS popping Philosophy next (although won't it give Paper first, if so leave for Education).
ngraner42 Feb 01, 2007, 06:33 AM I checked and Philosophy has a higher rank than paper. It also usually is very tradeable.
Regarding the GP points. Your are right the GP points never go away, but they can become ineffective. The problem I was thinking of was that Rostov would most likely out race Moscow, resulting in it being a long time before we could cash in Moscow's points. With Moscow coming in first we get two GP pretty quickly. Though, if we continuously ran 2 scientists in Moscow, we could have beat the Great Library scientists to the second GP and had a similar result even if Rostov cashed first.
ngraner42 Feb 01, 2007, 06:36 AM We should consider one of Acidsatyr's favorite techniques. Get Philosophy and switch to Pacificm even if it costs you military upkeep. It seems that the GP points make up for the expense. Since we are running Budhism and are not trying for a military victory this may make sense.
McArine Feb 01, 2007, 07:18 AM Hmm, not a bad idea. But I think we should wait till we got the cities we want, because it could end up being very expensive if we start Pacifism with a large army.
Just a note: At some point we should try to get a great Engineer, to help us rush space elevator. (If we get a city far enough to the south.) I'm mentioning this because there aren't that many wonders that give GE, and if we want one, we should start looking for it. (I think Hagia Sophia is next/closest)
Ozbenno Feb 01, 2007, 04:00 PM Good that Philosophy will pop first as it is an expensive tech on the way to Liberalism and once it is out the AI won't research it (as with most religion giving techs) so is great trade value.
Running Pacifism is probably a good move as we don't have a huge army and it is a nil cost civic (we are philosophical as well). We can build/whip a forge in Moscow to employ an engineer to try and get a GE, otherwise I wouldn't bother with Hagia Sophia. If this don't work Ironworks + forge allows 3 engineers to be employed so could wait until then.
Is terminator still RLing? If so, McArine it would be up to you.
This is actually looking like it will be fun to see out.
McArine Feb 02, 2007, 06:14 AM OK, I will play sometime tomorrow, unless Terminator beats me to it.
Ok, I got it.
McArine Feb 03, 2007, 05:48 AM Not much happened. We got a GS who lightbulbed philosophy, and so we switched to pacifism. I also got hold of construction, so our first catapult is on the way.
Machinery in 11.
Preturn: Traded Gems for silk with Mao, to improve relations. Saladin already has Philosophy, so I guess a new plan is needed.
Turn 1: Rostov Library -> Forge.
Turn 2: Zzz
Turn 3: GS born in Novgorod, he will Lightbulb Philosophy, althoug Saladin already has it, he is used for that. And we switch to Pacifism.
Turn 4: We trade with Hatshepsut, Metal Casting for Construction and 90 gold.
Turn 5: Zzz
Turn 6: St. Petersburg Forge -> Catapult. Novgorod Buddhist monestary -> Missionary.
IBT: We trade Mansa Spices for Corn.
Turn 7: Zzz
Turn 8: Zzz
Turn 9: Zzz
Turn 10: Zzz
Postturn: The next player should look into whipping, in a couple of cities, the effects of the last whipping has just worn off. Machinery is in 11 at 50%
Ozbenno Feb 03, 2007, 06:59 PM What's the war situation?
McArine Feb 04, 2007, 12:27 AM It's the same as before, war with Alexander and the Salad. I didn't end any of them because I didn't feel we would get enough out of it.
Ozbenno Feb 05, 2007, 09:53 PM I should be able to play tomorrow, if terminator doen't get it first.
BTW, they are opening SGOTM4 (Warlords only) if we're interested in going round again. You have to lose by spaceship to Gandhi the quickest.
McArine Feb 06, 2007, 06:50 AM I just signed up for SGOTM4, and are going to buy W this evening.
ngraner42 Feb 06, 2007, 05:12 PM SGOTM4 sounds like great fun. I wish they did stuff like that for GOTM.
Oz, we missed flipping to bureaucracy, so you will want to do that ASAP.
Ozbenno Feb 06, 2007, 05:36 PM I'm able to play this tonight, will switch to bureaucracy.
SGOTM4 does sound like fun. I was thinking of strategies to use. I even loaded up an old game I had to check if you could gift units to civs you're at war with (sadly you can't). I think to win this you've got to eliminate/incapacitate/vassalise all Gandhi's rivals.
Ozbenno Feb 07, 2007, 02:01 AM Well I remembered to switch to bureaucracy first turn ;)
The trading situation is interesting as I'm inclined to trade for Monarcy and Compass but don't want to give away Philosophy or Civil Service.
I get Monarchy and 110 gold from Kublai for Construction. After this and bureaucracy Machinery in 5 at 100%.
Alex gives me 30 gold + 1pt for peace and I take it as we can then move troops for the Roman invasion.
OK machinery in and Paper selected, this should ensure that we can bulb (most of) Education with next GS.
I've landed two maces and two catapults next to Ravenna, which has archers and spears inside. Two axes should be able to join up next turn and a mace and (whipped) catapult from the homeland soon.
JC has iron hooked up but praets aren't no good against maces.
Paper in 7 or so (at 60%) but our Roman war taxes should allow us to bump up the slider. I would say if we can take the whole Roman island we have enough production for a launch but Greece looks nice doesn't it :lol:.
McArine Feb 09, 2007, 02:20 AM Whos turn is it?
I played before Ozbenno so it shouldn't be me.
Lobsterboy, LongLife, Terminator3k, ngraner42 ?
Did we loose LongLife and Lobsterboy?
And what's the status of T3k?
Should we pick up the pace? seeing as people are debating the end date, and the fact that we have allways managed to finish before the next SGOTM.
Ozbenno Feb 09, 2007, 04:42 AM Yeah it might be worth picking up the pace and also just grabbing it when someone can.
I assume we've lost LongLife and Lobster but hoping that terminator will be back on deck soon.
ngraner42 Feb 09, 2007, 09:11 AM I will play tonight unless Terminator takes it.
Ozbenno Feb 09, 2007, 06:13 PM From reading the maintenance thread, it seems end of March will be the deadline for this, so we don't need to pick up the pace too much now.
ngraner42 Feb 11, 2007, 09:04 AM We continued the war against the Romans and have troops on the doorstep of Rome. Tech progress is good with Education in 12. We had a little trouble with Roman Horse Archers, a Spearman would have really helped. I agree with eliminating the Romans, though we may have some trouble with war weariness.
T1. Captured Ravena loosing 1 catapult.
T2. Caesar retakes Ravena with a Horse Archer. Mansa asks us to cut of relations with the Chinese, we decline. We recapture Ravena, but loose a Maceman to a bad die roll.
T3. GS born, saving him for Education.
T4-6. zzz.
T7. Paper complete, begin Education with help of GS. Begin to march on Rome.
T8. Kublai wants Civil Service for Theology. JC captures Ravena with a Horse Archer, this is getting annoying. Retake Ravena. Spread Buddhism to Yakerintinburg. Reduce the defenses of Rome. I stop since we are on an even turn.
Ozbenno Feb 11, 2007, 08:31 PM Well McArine or terminator, continue the Roman conquest!
McArine Feb 12, 2007, 08:27 AM I got it. right now.
McArine Feb 12, 2007, 10:25 AM Aaaarrrggg!!, what an annoying set of turns.
We did not get Rome, not yet. But it should be ready for the taking. We have 4 cats, 3 maces and 2 axes outside the walls, and more are on the way.
One good thing did happen, we circumnavigated the earth as the first civ. How you say, well with a little bit of map trading, that can be achieved.
Education is 3 turns away at 50%.
And the annoying part:
Turn 228, 920 AD: Chokonuts's Maceman (8.00) vs Julius Caesar's Archer (5.22)
Turn 228, 920 AD: Combat Odds: 88.1%
Turn 228, 920 AD: (Plot Defense: +24%)
Turn 228, 920 AD: (Fortify: +25%)
Turn 228, 920 AD: (City Defense: +70%)
Turn 228, 920 AD: (City Attack: -45%)
Turn 228, 920 AD: Chokonuts's Maceman is hit for 16 (84/100HP)
Turn 228, 920 AD: Chokonuts's Maceman is hit for 16 (68/100HP)
Turn 228, 920 AD: Chokonuts's Maceman is hit for 16 (52/100HP)
Turn 228, 920 AD: Chokonuts's Maceman is hit for 16 (36/100HP)
Turn 228, 920 AD: Chokonuts's Maceman is hit for 16 (20/100HP)
Turn 228, 920 AD: Chokonuts's Maceman is hit for 16 (4/100HP)
Turn 228, 920 AD: Chokonuts's Maceman is hit for 16 (0/100HP)
Turn 228, 920 AD: Julius Caesar's Archer has defeated Chokonuts's Maceman!
How did that happen???
Preturn: No change.
IBT: Hatshpsut wants Feudalism for Philosophy, I say no.
Turn 1: Ravenna courthouse. Yaroslavl Courthouse -> Spearman.
IBT: Victoria wants us to cancel our deals with Montezuma, and I agree.
Turn 2: St. Petersburg Catapult -> Catapult.
Turn 3: Novgorod Catapult -> Maceman. Lost a Maceman against Rome, at 88% :(
IBT: Ceasar wants peace, no way.
Turn 4: Zzz.
Turn 5: Ha ha, by doing a little map trading, we managed to be the first to circumnavigate the world :-)
Turn 6: St. Petersburg Catapult -> Catapult. Rostov Catapult -> Catapult.
Turn 7: Zzz.
Turn 8: Moscow Galley -> Catapult. Yaroslavl Spearman -> Maceman.
Turn 9: Moscow Catapult -> Market.
Turn 10: St. Petersburg Catapult -> Maceman.
Postturn: Education is in 3 turns. And our forces are now ready to take Rome.
Ozbenno Feb 19, 2007, 05:17 PM I should be able to play some of this tomorrow.
BTW, prelim teams for SGOTM4 have been announced and we've got 5 sign ups. The option has been put to either merge with a team that is short or accept new players. Any preferences? I don't really have one I must admit.
Given that SGOTM4 will start soon as well, do we want to up the turn rate to 15 or 20 on this one? I think 15 would help move it forwards a bit quicker.
McArine Feb 20, 2007, 12:10 AM I think we should start out with 15, we can allways increase it later.
We have previously picked up the remains of another team ;), so why don't we brake in a flock of new players this time?
ngraner42 Feb 20, 2007, 07:35 PM I would like to stick with 10 turns, but we should up our turn over pace. I was waiting on Terminator to chime in. He is planning to play tonight.
Ozbenno Feb 20, 2007, 07:45 PM 10 turns would be fine if we up the pace. I'll be able to grab the save tonight my time (about 7 hours from now) if terminator hasn't by then.
Terminator3k Feb 20, 2007, 08:04 PM I'm finally back! This is the official I got it post and will play tonight. :scan:
Ozbenno Feb 20, 2007, 08:07 PM Good to see you back.
Terminator3k Feb 20, 2007, 11:04 PM Overall the turns went well. Rome is now ours, but I had to end the war to prevent Julius from taking back our latest gains. We should be ready to go after the Roman cities again soon.
Detailed turn info can be found in the spoiler thread.
1025 AD (Turn 235)
Traded Hatty spice for 5 gold per turn.
Turn 236
Rostov Cat => Maceman
Rome reinforces for a total of 4 praetorians, 1 crossbow, 3 longbow, 1 cat and 1 axe.
Our 2 mace, 4 cat and 3 axe group won’t dent this defense – yet.
Turn 237
Kublai demands civil service. I tell him where he can put his request.
Yekaterinburg Library => Forge
In a bizarre move, Julius splits his forces in Rome, sending 3 praetorians and a crossbowman on 2 galleys. With these troops gone, I launch an attack on Rome. We lose 2 cats but take the city! :D
Dropped tech to 0% to accumulate some gold for potential unit upgrades.
The roaming 2 galleys are a concern given we have little defense anywhere else in our civ.
Turn 238
The Roman galleys dropped off their troops next to Ravenna. On the next turn they would have easily been able to take their former city back. Also, 2 Roman caravels and 2 galleys moved into position to sink our 2 galleys outside of Rostov allowing our fishing resources to be pillaged at will. Given this, I go ahead and ask Rome for peace. I don’t like it, but I want us to be able to keep what we have gained so far.
Rome ends the war and gives us their world map, 220 gold and 3 gold per turn. I tried to get a tech but they wouldn’t agree.
Tech is turned back on.
Traded Victoria Paper for Optics.
Turn 239
Education completed. Researching Liberalism.
St Pete Mace => Mace
Turn 240
Novgorod Mace => Mace
Victoria cancels her 3 gold per turn trade
Turn 241
Trade Tokugawa gems for 6 gold per turn
Turn 242
Incans ask us to cut trade with the Egyptians. Told them no.
Turn 243
:sleep:
Turn 244
St Pete Maceman => Cat
Rome comes out of revolt. Begins building a cat.
Rostov Galley => Mace
Great Scientist pops in Novgorod. Can light bulb 2425 of 3588 beakers for Printing Press.
Turn 245
:sleep:
Final thoughts:
- Rome now has 6 macemen, 5 cats and 1 axe ready to go when the 10 turn peace treaty with Julius ends. Another maceman is on a galley to be transported to Rome
- We need to use the latest great scientist in Novgorod.
- We could use a couple of Caravels for defense/offense for next Roman war.
Ozbenno Feb 20, 2007, 11:17 PM I'll be able to play this tomorrow.
I'd pull the GS on Printing Press.
The other thing we need to sort out is how we approach the space ship building. I tend to go for Industrialism for Aluminium first, then Rocketry (Apollo half price w/Aluminium), then Space Elevator and then fill in the needed techs (most expensive SS builds first). Any other thoughts on this?
Do any of the AI have Education? If not, we could self-research Replaceable Parts and (the rest of) Printing Press and take Steam Power from Liberalism. Worth a shot?
Another thought... Do we hold off Scientific Method as long a spossible to get max benefits from GL (ie research up to Combustion and Assembly Line first) or try to be first to Physics for free GS?
I have no more thoughts...
Ozbenno Feb 22, 2007, 01:57 AM Rome is starving so I whip a lighthouse for 3 pop to give it enough pop to support itself.
Trade Feudalism to Hatty for CS and 190 gold.
Hatty is now at war with Huayana and asks our assistance, I decline.
The peace with JC has ended and we re-declare.
Moscow becomes unhappy due to all the whipping so I whip a university :lol:.
I change from Liberalism with 2 turns left and burn the GS on Printing Press, if its deemed to much of a risk (only Vicky and Gandhi have Paper so far)
We take Cumae last turn. I'm tempted to raze it but it has access to clams and fish so keep it. Best think was JC had 3 galleys and 2 caravels parked inside.
JC has 3 mainland cities left, with one junk ice city. We'll have a good land area if we take these three.
We need longbows and crossbows in our attacking stack as JC has crossbows. A crossbow can be whipped in Moscow soon and a longbow will come out of Rome in a few turns.
We're three turns from PP and the Education monoploy still holds. The only concern I have is the fact that we still don't know 5 AI (France, America, Germany, Persia, Spain) but I can't imagine they're ahead of us.
McArine Feb 22, 2007, 02:23 AM Moscow becomes unhappy due to all the whipping so I whip a university :lol:.
:lol: Make them eat cake
I think we can make the proposed shot for steam power.
I would go for the free GS, if we can make it after we got steam power, he can probably help us with a good tech.
I would go the same way as Ozbenno proposed for space ship building.
ngraner, I think you're up.
ngraner42 Feb 22, 2007, 07:29 PM I have it and will play tonight.
ngraner42 Feb 22, 2007, 10:11 PM I went ahead and finished Liberalism for two reasons. The plan to get to Steam Power was a stretch. We needed to get Guilds, Banking, Engineering, Gunpowder, Chemistry, and Replaceable Parts. Astronomy, thought taking away the use of the Colossus gave us Observatories and Galleons. I think the Observatories along with working Cottages will prove better than the one extra coin from sea tiles.
Rested up the troops and moved back into Roman territory. We should have a sufficient force to take them out.
T1. Rushed Crossbowman in Moscow.
T2. zzz
T3. JC kills one of our Galley's with a Galley. We trade world maps with Mao on his request. We trade the map around for gold. Tokugawa is so pleased by the transaction, he gives us open borders. Printing Press completes, switched to Liberalism. We kill a HA with a Maceman near Rome.
T4. Gandhi and Hatty want to trade for Education and Paper, we say no. Capac wants us to declare war on Hatty, we say no way. Switch to Drama to deal with war weariness. JC pillages our fishing boat, but then we kill his Galley.
T5. Liberalism completes and we take Astronomy. Drama is began. Alex asks us to cut off relations with Mansa, we respectfully decline.
T6. Met Izzy and accepted peace.
T7. Drama complete, began Gunpowder.
T8. Rushed a Galleon and picked of a pesky Roman Caravel.
T9. Gandhi asks us for Astronomy, we say "its no rose garden over here". We don't even get a -1, since even he realized the request was crazy. Met Louis and made peace.
T10. Reduced the defenses of Antium by half.
Ozbenno Feb 23, 2007, 06:50 PM Well done, especially on getting the OB with Toko, I was trying to get this done last set but didn't think of the map trade idea.
Will anyone give up Guilds yet? If not, we should continue on to Chemistry, Steel and Nationalism. Would the Taj Mahal be an option?
Once the AI pick up Astronomy we should look at picking up Scientific Method and Physics, so we make sure of the free GS.
Ozbenno Feb 25, 2007, 02:26 PM McArine or Terminator?
If we're staying at 10 turns, we'll need to make sure that we play our turns within 48 hours
McArine Feb 25, 2007, 03:23 PM I will be able to play tomorrow evening, that will be in 17-19 hours.
Terminator3k Feb 25, 2007, 09:50 PM I just now had a chance to check the boards this weekend. Given McArine said it would still be a few hours before he could play I'll grab it now and play my turns. I should be posting the results soon.
Ozbenno Feb 25, 2007, 10:18 PM @McArine and Terminator - if you are able, check into the SGOTM4 thread and give your 2c worth on what to do there...
Terminator3k Feb 25, 2007, 11:19 PM The Romans are hurting after this set of turns. Antium and Neapolis are now ours. Note the civic change to organized religion.
Details in the spoiler thread.
1250 AD (Turn 265)
Switched St Pete from Observatory to Workboat. Will go with a settler next to found a city south of the cows in Yekaterinburg.
Switched civics from Pacifism to Organized Religion to get our buildings out faster.
Used slavery to rush library in Rome to get culture moving and to get military units going.
Turn 266
Drop Antium’s defenses down.
Turn 267
Isabella demands that we switch to Hinduism. I tell her to shove it, we follow Buddhism.
Julius sends a horse archer to Rome. Our longbowman defends the city well.
Antium is our at the cost of 1 mace and 1 cat.
Pop rush a longbowman in Cumae.
Turn 268
Pop rushed a university in Yaroslavl.
Turn 269
Yaroslavl university => granery
St Pete workboat => settler
Turn 270
Alexander requests Paper for Theology and 110 gold. I agree.
Novgorod university => observatory
Turn 271
Met the Americans (Washington).
Rome longbowman => cat
Turn 272
Yaroslavl granary => lighthouse
Turn 273
Hatty asks us to go to war with the Incans. I respectfully decline.
Rostov longbowman => university
Turn 274
Washington demands that we switch to Confucianism. I emphatically decline.
Neapolis is now ours with no losses.
Turn 275
The Roman maceman that was guarding their copper ran. Our crossbowman dispatched him.
Troops begin march on Pisae
Final thoughts on this set of turns …
- Once the settler in St Pete is complete, go ahead and found a city south of the cows of Yekaterinburg and then open borders with the Indians.
- Make sure that the axeman that is now just west of Yekaterinburg moves back into the city (it was a misclick on my part).
- Given the large amount of unhappiness in Antium, we may want to pop rush a building. We may also want to run the culture slider to 90% to get expand culture borders and get the fish.
- Once Pisae falls, we may want to use the Galleon to bring troops to Arretium and raze the city. With the Romans no more, we won't have any yearning issues.
ngraner42 Feb 25, 2007, 11:34 PM Good work Terminator, the Romans are no longer a threat.
I think we still have a shot at the great merchant from Economics. We can trade fro Guilds and possible Banking and then research Economics. At some point we should pick up Engineering in trade also.
Ozbenno Feb 26, 2007, 03:01 AM The GM would be good. A trade mission would finance some 100% research. Can we get Guilds now? If so, I'd go for it.
McArine Feb 26, 2007, 09:26 AM Will pick up the game now, I didn't realize that SGOTM 4 had allready begun.
McArine Feb 26, 2007, 11:53 AM Well it was a no go on the economics. Elizabeth allready had that.
I traded liberalism, printing press and education, for music, guilds, banking, engineering, divine right, 2xWM and 320 gold.
I took Julius's last main island city, and lay siege to his last city. I lost 4 units in a preemptive strike, sorry.
We lost a couple of happiness trades, that I could not reestablish.
I worked mainly on our economy, building courthouses, harbors and markets. But also did a bit for the science. A GS was born, and as Novgorod was getting bigger, generating a lot of bulbs, and not having an academy, that is what I used him for.
The settler was used as instructed.
I think we're at a point were we should consider keeping what we have and go for the win. If we want more room, I would suggest going for an entire island. Either Gandhi and Elizabeth or Alex and Mao.
I would also suggest not using any more units on Julius, he only got one city, in antarctica. Is it really worth it to remove him from the game? It would be expensive.
Chemistry is in 10, but we can only keep that up for 4 turns.
Preturn: Will trade for Guilds just before Gunpowder comes in, to see if we can trade for banking too.
IBT: Isabella wants Philosophy, I say let her think again...
Turn 1: Zzz.
IBT: Isabella is persistent, and tries again, obviously she didnt think. I smell a war coming.
Turn 2: Rome Catapult -> Harbor. Started bombarding Pisae. Whip Theatre in Antium. St.Petersburg Settler -> Courthouse. Open borders with Gandhi. We trade Victoria Liberalism, and Printing Press, for Music, Guilds, Engineering, 170 gold and World Map.
Saladin cancels Gems for fur.
Turn 3: Yekaterinburg University -> Courthouse. Antium Theatre -> Forge. Trade Saladin Education and Printing press, for Divine Right, Banking, WM and 150 gold. Hmm, Victoria allready has Economics, so I guess its on with others techs.
Turn 4: Gunpowder -> Chemistry. Moscow Market -> Bank. Neapolis Courthouse. We take Pisae losing a cat and a mace. Yakutsk is founded, and building theatre. Whip courthouse in St.Petersburg, Ironic eh?.
Turn 5: St. Pete. Courthouse -> Observatory.
Turn 6: Yaroslavl Lighthouse -> Catapult. Cumae Library -> Courthouse. Got another GS in Novgorod. He will lightbulb some of Scientific Method, but Yaroslavl does not have an academy, so I build that. I'm just unlucky with Arretium, 2 cats and 2 maces bounced off like water :(
Turn 7: Zzz.
IBT: Saladin wants us to attack Mansa, I think not. Mao wants us to cancel the deals with Egypt, same procedure. Julius wants peace, how cute.
Turn 8: Rome Harbor -> University.
IBT: Mao cancels Open borders and Silk trade.
Turn 9: Pisae -> Courthouse. Yekaterinburg whips courthouse.
IBT: Victoria completes The Taj Mahal.
Turn 10: Yekaterinburg Courthouse -> Market.
Postturn: Chemistry is in 10, but we can only keep that up for 4 turns. Arretium is going to be a tough nut to crack. And do we really need to destroy Julius completely. I suggest we move on to another, or just decide that we have enough. If we want to keep up warring, I would choose to go after Ghandi and Elizabeth or Mao and Alexander. So we could take an entire island.
Ozbenno Feb 26, 2007, 02:35 PM We'll have a "we yearn for the motherland" penalty if we leave it. We either need to raze it or just put up with the penalty. Either way JC is a no show for the rest of the game.
I'd prefer to raze the city but if we can't I'll get peace.
We probably have enough production to launch ourselves now but we could win quicker with Alex/Mao's land. Do we want another war down the track (cannons/greandiers) or just head down for the win?
Ozbenno Feb 26, 2007, 05:50 PM Do we want to see if Mighty Dwaarf and cubbiesino8 want to belatedly join in the fun of this one to ease the turn-loads a bit, or happy to stay put as is?
Ozbenno Feb 27, 2007, 02:07 AM Well we should be able to raze JC's last city next turn so that will be the end of the war. He's got no cash so not even worth getting peace.
I sell Huayana Literature for 400 gold.
I wasn't given an option to raze Arretium :confused: as we take it for the loss of a catapult (no city razing is switched on as I discover after this). JC is no more anyway and we have a useless iceberg city.
I renogotiate some trade deals for more cash and employ a scientist in St Petes, as this is where our next GP will come from.
I start Oxford in Moscow. There's one more chop we can use here and the rest will have to be whip :lol:
Chemistry comes in, Steel seems a no brainer here for cannons.
The troops from the Roman campaign are in Ravenna, as are the boats.
I start the Forbidden Palace in Antium.
I also sold alot of AI redundant techs for 100+ gold (Paper, Drama etc) to boost our research.
Gandhi, Manus and Louis will trade for Nationalism but the only one we can pull off is Education and Gunpowder (on which we have monopoly) to Louis, which stinks. Mansu will also trade Economics but we don't have anything to trade.
I think it is worth trying for another island. We'll have grens and cannons soonish. India/England or Greece/China are the two options. I think the later. Alex only has two cities and if we took them and all Chinese cities down to Beijing (and maybe razing the two below that to clear culture boundaries) we should have plenty of production.
As it stands we have the largest area and are the most advanced, so we will probably win the launch race anyways.
McArine Feb 27, 2007, 03:56 AM I think we should go for another island. I would also choose Greece/China, because Greece should be very easy, and then we have a staging area for the assault on China.
The reason for wanting to get one more island is, I think we can finish faster, even if we have to be tied up in war for another 50 turns.
ngraner42 Feb 27, 2007, 06:16 PM Oz, I was going to go ahead and play, but I think you forgot to post the save.
Ozbenno Feb 27, 2007, 06:56 PM Done (I actually uploaded the starting save without realising it).
ngraner42 Feb 27, 2007, 09:05 PM Pretty boring turn set. Mostly just clicked the red button. One more forest chop and we can pop rush Oxford. Forbidden Palace in 4. Steel in 6.
Highlights:
We meet Cyrus and make peace.
Louis asks us for open borders. I check to make sure he is not hated too much and then accept the deal.
Victoria adopts Representation, that means she is 2 techs ahead on that branch of the tree.
Cyrus asks for Printing Press, we tell him to forget it.
We build our first Grenadier.
Terminator3k Feb 28, 2007, 09:38 PM I just picked up the game and will play tonight.
Terminator3k Feb 28, 2007, 10:50 PM Nothing major on my turns. More infrastructure improvements and a couple of new troops. Steel is completed and Replaceable Parts underway.
Reviewing the save we could pop rush Oxford at a cost of just 1 pop point. Sorry I missed it.
Details in the spoiler thread.
Turn 306
Start farm outside of Yaktusk to irrigate Yaroslavl rice.
Turn 308
Rostov workboat -> courthouse
Anitum Forbidden Palace -> Library
Turn 309
St Pete gren -> gren
Novgorod courthouse -> forge
Rome observatory -> barracks
Turn 310
Steel completed. Next up is Replaceable Parts.
Turn 311
I take a peek at Athens and find 1 pike, 2 cats, 2 mace, 3 crossbowmen and 4 longbowmen.
Turn 312
Rome barracks -> cannon
Yaktusk theatre -> lighthouse
Turn 315
Yaroslavl observatory -> barracks
Yekaterinburg Market -> Observatory
Ozbenno Mar 01, 2007, 12:11 AM Well do we rush some cannons and take Alex?
McArine Mar 02, 2007, 12:11 AM Yeah, lets get this war machine rolling one more time.
I also think it is time to pick up the pace, after all it is spring.
Ozbenno Mar 02, 2007, 05:40 AM Well I do believe you are up McArine.
McArine Mar 02, 2007, 08:44 AM I got it, will build some cannons for the next in line.
McArine Mar 02, 2007, 10:01 AM Not a single cannon was built during my turns but I started quite a few.
We got replaceable parts and went for Steam Power. It will be done in 10 turns at 70%.
I whipped Oxford in Moscow to get it done.
I traded for gems for fur.
And I traded Chemistry for Nationalism, Economics and 1080 gold.
Then I switched to Free Market and Free Religion, to boost gold and research. We were running with Organized religion, even though we only had 4-5 cities with Buddhism. We lose our trading partner Ghandi, Mansa is still pleased with us.
A bunch of cannons should be ready during the next turnset, and we can also afford to upgrade our catapults.
Preturn: Whip courthouse in Neapolis. Switch Yakutsk and Arretium to courthouse. Whip Oxford in Moscow. Switch Yaroslavl to Market.
Turn 1: Cumae University -> Bank. Antium -> Cannon. Neapolis Courthouse -> Library. Moscow -> Oxford -> Bank.
IBT: Tokugawa wants, paper, I give it, to keep up the smile on his face. He still wont trade Ivory, although we are on +13. Kublai Wants a trade on chemistry for nationalism, I say no.
Turn 2: Ravenna Library -> Cannon.
Turn 3: St. Peterborg Grenadier -> Cannon.
Turn 4: Rostov courthouse -> Cannon.
IBT: Louis cancels open borders.
Turn 5: Replaceable parts -> Steam Power. I trade Chemistry with Gandhi for Economics, and 1110 gold. I also trade it for Nationalism with Mansa Musa, but he has gotton peckish, and wants another 30 gold. I change our civics to Free Market and Free Religion, we didnt have that many cities with buddhism anyway.
Mao wants a treat, nonono.
Turn 6: Zzz
Turn 7: Zzz
Turn 8: Zzz
Turn 9: Zzz
Turn 10: Zzz
Postturn: Steam Power is in 10 at 70% -17gpt.
Ozbenno Mar 02, 2007, 03:49 PM OK, I'll be able to play later today.
Ozbenno Mar 02, 2007, 08:31 PM As we've already started trading Chemistry away, I do so to Louis (with Loiberalism) for Constitution and cash. I also trade some useless techs to the "slow" AIs for cash and upgrade catapults/maces/galleys into cannons/grens/galleons/frigates.
I change Moscow from a bank to an observatory as well.
Lets start the Greek invasion then. Press enter...
I start the Iron Works in Antium as this is our best production centre.
I demand all of Alex's money, he agrees :lol: and as he thinks we can be bribed I declare.
:confused: :mad: Kublai declares on us. I checked that Alex didn't have any defensive pacts, so no idea what is going on here :confused: . I check after as well and no DP.
In any case Kublai is on the other side of the world so should be all right.
He has 2 longbows, a pike and a catapult in Sparta. We have 3 cannons (1 CR2), 4 grens (1 CR3) and 2 maces sitting outside.
The catapult suicides against us IBT.
We take Sparta with no losses.
Vicky has Sci Method so we need to get this asap, to try for the free GS. She is teching pretty quickly actually.
Steam Power comes in and Scientific Method is called up.
We pop a GE (was hoping for a GS for SciMeth), he will bulb some of Railroad but there's no wonders for us to build (could save him for Space Elevator or Three Gorges Dam). He is sleeping in St Petes.
Athens is somewhat more protected, with 13 units inside :lol:
At the end of my 10 turns, this has fallen to 6, all heavily wounded. We've only seen one caravel from Kublai which was sunk by our frigate.
SM is 4 turns at 60%, can try some more cash trades to increase this rate.
Athens will be ours soon. I would start on Mao soon afterwards, with some reinforcements.
Ozbenno Mar 02, 2007, 08:35 PM Only realised after I uploaded the save that there is a cannon in a galleon outside Athens that can be unloaded, to help in the effort next turn.
ngraner42 Mar 03, 2007, 07:48 AM Captured Athens eliminating the Greeks. The troops in Athens finished healing on the last turn and reinforcements are in production. Physics is in about 6, but we just got beat to it. We can continue preparations for the war on Mao. Biology may be best next, especially to get food to Novgorod. Democracy should become available in trade.
T0. Took the Courthouse out of production in Aretium. We will get the courthouse quicker with some population growth and slavery.
T1. Mansa offers Rifling for Steel, we decline. Alex upgrades his units in Athens to Riflemen. With 3 fresh cannon, we continue the attack. We loose the first cannon, but then win every other attack, taking the city with a <2 strength cannon.
T2. zzz.
T3. Kublai declares in Izzy; he is just nuts. We are starting to get Emancipation pressure, but only Gandhi has it. We trade Steel to Mansa for Rifling and to Gandhi for Military Tradition. I was going to trade it to Louis for Corporation, but the offer disappeared, strange since there was no change to relations.
T4. Scientific Method finishes, begin Physics.
T5. Saladin wants Gems for Fur, Louis wants Open Borders, we agree to both.
T6. Victoria demands one of our Gems, we agree but will remember the insult. Mao asks for Scientific Method and we decline. He may be the one who declares on us.
T7. Trade Steel to Louis for Corporation and 230 gp. Trade Education to Cyrus for 290gp.
T8-10. zzz.
Ozbenno Mar 05, 2007, 09:53 PM Terminator is up here and SGOTM4, McArine can you play this one.
BTW, ngraner - saw your medal for WGOTM5 :goodjob:
Haven't played one myself for ages but the latest GOTM doesn't seem to time consuming, so might give it a go.
McArine Mar 06, 2007, 08:55 AM Yeah, I'll play now.
McArine Mar 06, 2007, 10:28 AM I started the war with Mao, after two turns, where he hadn't shown any land troops, I started to move our units towards his cities. I was hoping he would start out by throwing his forces against us. Later I saw that hes fleet may be rather large, so the land war might be easier.
And I made peace with Kublai Khan.
Physics came in, I choose Assembly line.
The next player should start more Ironclads, to match Maos frigates.
Hatshepsut joined the war with Mao for Nationalism. And Mansa will join too for physics. Next player should decide upon this.
Preturn: Nothing
Turn 1: Novgorod Grenadier -> Cossack. Rostov Observatory -> Cossack. Athens -> Courthouse + whip.
Turn 2: Rome Temple -> Cannon. Athens Courthouse -> Library.
Turn 3: Yaroslavl Cannon -> Cossack. Whip Library in athens.
IBT: A Frigate from Kublai turns up at the south pole.
Turn 4: St. Pete Cossack -> Cossack. Cumae Bank -> Observatory. Arretium Lighthouse -> Courthouse. Athens Library -> Lighthouse.
Kublai Khan will give peace for Steam Power, I make him settle for 40 gold, and end the war.
Turn 5: Zzz
We are the largest Civilization, then its Tokugawa, Hatshepsut, Mao Zedong, Huayna Capac, Cyrus, Isabella and Gandhi.
Turn 6: Zzz
Turn 7: Physics -> Assembly line. After getting reinforcements to the Chinese mainland, I decide it is time to let Mao attack our cities there. I declare on Mao.
Mansa Musa wants Steam Power, I give it to keep up the good relations.
Turn 8: A great Sciencetist is born in Rome, he will lightbulb part of Biology. I let him rest.
Turn 9: Sparta Grenadier -> Cossack. I drag Hatshepsut into the war for Nationalism. Sacrified 2 frigates to take 2 frigates. And the next turn 3 more show up.
Turn 10: Moscow Bank -> Grocer. Yekaterinburg Grenadier -> Ironclad.
Postturn: Assembly line is in 12 at 70% -23G. Mansa will join the war for physics, I'll leave it for the next to decide.
Ozbenno Mar 06, 2007, 02:33 PM I wouldn't give away Physics for war just yet.
If we don't hear from Terminator today I'll play tomorrow.
Terminator3k Mar 06, 2007, 07:56 PM I'm back and have the game. I will play tonight.
Ozbenno Mar 06, 2007, 09:02 PM Also, would bulb the GS for Biology, will let us grow some of our cities.
Terminator3k Mar 06, 2007, 10:14 PM As my turns progressed, I found that the northern Chinese Navy of 5 Frigates basically gave me some heck in trying to defend the fishing fleets and galleons. This was especially true given we didn’t have any frigates at the beginning of my turns. In the end, I was able to capture the two northern Chinese cities with minimal losses. However, before I could get a good march on Beijing the Chinese sent an invasion fleet to our home continent. Knowing our warriors, axemen, longbowmen, etc. wouldn’t stand a chance I made peace with Mao. Here’s the picture.
149317
Troops are now spread between Sparta, Nanjing and Shanghai. If we can get some more ground and naval forces, we could try this again. Meanwhile, Hatty continues her pursuit of Chinese lands and Ghandi completed the Statue of Liberty.
We will need to get the various fishing fleets back up and running.
Details in the spoiler thread.
Start Turn 355 (1655 AD)
Took tech slider to zero to gain a little gold for unit upgrades with focus on Frigates.
Turn 356
Switch Moscow from Grocery to Frigate
Turn 357
Tech slider back on.
Ghandi completes the Statue of Liberty
Chinese begin using their 5 Frigate fleet to ransack our fishing fleets.
Yaroslavl Cossack -> Frigate
St Pete Cossack -> Frigate
Novgorod Cossack -> Frigate
Rostov Cossack -> Cossack
Turn 358
Ravenna Cannon -> Cannon
Chinese Frigate attacks one of our Frigates and is destroyed.
Turn 359
St Pete Frigate -> Cossack
Turn 360
Yaktusk Lighthouse -> Forge
Shanghai captured, but RNG still doesn’t like me (lose one 90% battle and one 82% battle)
Hatty is sending a good stack of attack units which should help keep the Chinese occupied.
Turn 361
Louis cancels open borders.
Chinese attack our Frigates. They lose two and we lose two, but they take more damage.
Turn 362
Isabella declares on Louis
Louis declares on Tokugawa
Rome cannon -> cannon
Trade 1 Frigate with Mao.
Turn 363
Yaroslavl Frigate -> Grenadier
Turn 364
Nanjing captured with the loss of 1 cat.
Moving into position for Beijing.
Turn 365
With a Chinese invasion force just 1 turn away and with no real troops left at home to defend, I make peace with Mao. The best deal I could get was 40 gold, world map and 7 gold per turn. For spite, just before I make peace, I pillage a couple of resource for 47 gold total.
Ozbenno Mar 06, 2007, 10:27 PM OK, got it for tomorrow night.
I think we need to push on with the invasion after peace expires. Hopefully he routes his troops to Hatty.
McArine Mar 07, 2007, 01:38 AM Hmm, I think we need a stack of Ironclads, sinking that fleet would be sweet.
Ozbenno Mar 08, 2007, 10:39 PM Everything is looking pretty good. Gandhi and Vicky are 1/2 techs up on us which is slightly worrying but we've got the production edge for a launch. In fact only Tokogawa comes close and he looks like he's in a GA.
We have a GE and GS hanging about. GE should wait for Space Elevator or Three Gorges Dam. GS should wait and see if we can burn for a GA when we're producing parts everywhere. With that in mind I employ artists in Cumae, our next GP city.
Assembly line comes in and I select Electricity for Industrialism. I upgrade a couple of troops to infantry.
KK will trade Democracy for Physics, which is tempting but we don't want to give up the whip just yet. He comes back later offering Democracy +190 gold for Steam Power and I let it go.
Mansu will trade Railroad for Democracy and Physics. Railroad is a big tech for us (for the extra production) but the price is a bit steep. ngraner can pull the pin on this one if he wants. Gandhi will offer it to us plus 330 gold for Assembly Line but that's one tech we want to hold on to as long as possible.
We pick a Great Merchant in Cumae. That means the GS/GM can give us a GA when we're building parts. Need to make sure though that we've burned the GE on Space Elevator first.
Cyrus offers open borders and I see no reason to say no
Electricity in 3 (although we'll run out of cash first). Then Industrialism, Artillery and Rocketry.
We still can't declare on Mao (thought peace treaty was 10 turns), so ngraner can deal with that too :lol:
We'll probably have to move to Emancipation soon (no unhappies yet). Before we swap, we should probably go for one last round of the whip (factories would be good).
ngraner42 Mar 09, 2007, 11:40 AM Pretty quiet turn set focused on internal build up. I held off on war with Mao as he has access to superior naval units and Tanks will definitely help with the war.
T0. Traded Physics and Democracy to Mansa for Railroad and 40gp.
T2. Hatty offers Banana for Uranium, but we decline.
T4. Electricity completes, begin Industrialism (18 turns). We are the undisputed tech leader with both Assembly Line and Electricity as monopolies. Monty declares war on Izzy. Mao has Combustion. Rush Factory in St. Pete with plan to start the Heroic Epic.
T6. Ironworks is completed in Antium.
T9. Saladin asks us to break off relations with the English, we decline.
ngraner42 Mar 09, 2007, 11:43 AM Combustion is now available for trade from Mansa and Gandhi.
Ozbenno Mar 09, 2007, 04:17 PM Have we got Aluminium and Oil in our boundaries (forgot to look for oil in my turn set).
McArine Mar 10, 2007, 02:47 AM We got oil, inthe northern part of our territory.
And Aluminium is revealed by industrialism, so we will know soon.
I got a busy weekend, so I wont be able to play before monday. So just go ahead and skip me, when my turn comes.
Ozbenno Mar 10, 2007, 04:06 AM Sorry, I thought ngraner said we researched Industrialism, in re-reading he said we started researching it. :blush:
Terminator3k Mar 10, 2007, 10:00 AM I'll grab the game and play at some point today.
Terminator3k Mar 11, 2007, 12:54 AM Not much happened on my turns. I worked on infrastructure with focus on laying railroad on all mine and lumbermill tiles. I think all these tiles have railroads except for those on the Rostov island. A galleon is on the coast next to Novgorod to pick up the 3 workers there and take them to the island to perform the upgrades.
With the people crying “freedom” I adopt Emancipation and Universal Suffrage. Free speech can come later if we get enough towns to offset the loss of the Bureaucracy bonus received by Moscow (currently 37 extra coins plus 150% extra beaker bonus for academy and Oxford).
Trading was active with a total of 19 extra gpt from 4 separate trades.
Industrialism is now 2 turns away.
Antium is at its maximum health limit. I put a harbor into production to get the health bonuses needed to offset the coal plant that should be built next.
We can still trade electricity for combustion. If we can get something extra (even a few gold) that would be great.
Details in the spoiler thread.
Start Turn 385 (1740 AD)
Turn 386
St Pete Heroic Epic -> Coal Plant
Yaktusk forge -> factory
Shanghai lighthouse -> infantry
Turn 387
Isabella makes peace with Napoleon
Turn 388
Louis makes peace with Tokugawa
Open borders with Isabella
Turn 389
Yaroslavl factory -> coal plant
Turn 390
Rome cossack -> factory
First Mao destroyer spotted between Beijing and Nanjing
With our citizens demanding freedom I change civics to Emancipation and Universal Suffrage. The switch in civics will cost 3 turns of anarchy.
Turn 391
Trade Victoria cows for 5 gpt
Trade Frederick gems for 5 gpt
Trade Washington silk for 4 gpt
Turn 392
Hatty starts a golden age
Turn 393
We come out of anarchy.
Aztecs capture Madrid.
Turn 394
Sparta courthouse -> theatre
Turn 395
Antium factory -> harbor (coal plant should follow)
Athens infantry -> forge
Trade Mansa clams for 5gpt
Oz, I think you’re up. Keep us posted on where aluminum appears.
Ozbenno Mar 11, 2007, 03:09 AM Nup, McArine is UP.
Aluminium placement is crucial so lets cross fingers.
Terminator3k Mar 11, 2007, 11:06 AM Nup, McArine is UP.
Apologies. I based my statement on McArine's note that he was out of pocket until Monday.
Go get 'em McArine!
McArine Mar 12, 2007, 09:35 AM Ok, I got it.
McArine Mar 12, 2007, 11:09 AM I decided to not trade any techs. I chose radio as the next tech(5 turns remaining), as it is on our path to Robotics, we should just trade for Combustion which is also on that path.
I held off the attack on Mao, but the next player should go ahead, I got some Infantry out, and the first battleships are on the way, ready to take out any frigates. I also made sure that there are a lump sum of gold to make some upgrades.
I think we should try to get Mansa into the war with us, to try and make a Permanent alliance with him. Frederick and Victoria allready has one.
We got two Aluminium hooked up, and one in some former Chinese area that we do not cover yet.
So go ahead Ozbenno.
Preturn: Nothing
Isabella wants us to attack the Aztech. No I say.
Turn 1: Rostov Market -> Factory.
Trade Uranium to Hatshepsut for Bananas, and 2 gpt.
Turn 2: Industrialism -> Radio. (Heading for Robotics. Will trade for combustion.) St. Pete Coal plant -> Drydock. Antium Harbor -> Coal Plant. We got two sources of Aluminium, one is allready mined.
Turn 3: Zzz
Turn 4: Moscow Forge -> Theatre. Arretium Courthouse -> Battleship.
Turn 5: Yaroslavl Coal Plant -> Infantry.
Were fifth in tech. The list is Frederick, Gandhi, Victoria, Mansa Musa, us, Kublai Khan, Mao and Capac.
Turn 6: Antium Coal Plant -> Infantry. Sparta Theatre -> Infantry. Nanjing Infantry -> Factory.
Turn 7: St. Pete Drydock -> Battleship.
Turn 8: Moscow Theatre -> Infantry. Yekaterinburg Infantry -> Factory.
Ghandi wants Electricity for free, no way. And no negative on it :)
Turn 9: Antium Infantry -> Drydock. The |