Lt. 'Killer' M.
Nov 05, 2002, 11:23 AM
nother training game - this one aimed at getting newbies to learn all the little tricks.
sign up! 4 spaces still open!
sign up! 4 spaces still open!
|
View Full Version : Regent level training game Civ3 (not PTW) Lt. 'Killer' M. Nov 05, 2002, 11:23 AM nother training game - this one aimed at getting newbies to learn all the little tricks. sign up! 4 spaces still open! XSin Nov 05, 2002, 12:00 PM I'll sign up. I have to see how well I fare against the regent comps anyway. Warlord is simply too easy and Monarch... Uh... Pick me! Rules & Limitations are? Lt. 'Killer' M. Nov 05, 2002, 12:54 PM no special rules I'd say ;) infoman Nov 05, 2002, 12:55 PM Count me in. I have been playing warloard level but I want to get better and play the higher levels. As long as we don't play the English. I am not a big fan of that civ eventhough I read Sulla epic game where he played as the English. XSin Nov 05, 2002, 01:07 PM I think we should go with the french... Industrious and Commercial are quite nice together. But I'd be happy with any civ (preferably one with industrious ;)) Lt. 'Killer' M. Nov 05, 2002, 01:16 PM oK infoman, you are in, too. As for the civ: i was thinking about religious as an attribute so we try around a bit with governments - it's training after all ;) XSin Nov 05, 2002, 01:19 PM Then let's go with Egyptians! The ability of slaves will then be greatly increased. And if we get into a democracy and survive until replacably parts, our native workers are accelerated by 600% :eek: That and they an early UU Lt. 'Killer' M. Nov 05, 2002, 01:29 PM XSin: I actually like the idea of haing a useless UU for this game (unless we want to train for the art of VEC = Very Early Conquest). In most Regent games, the GA at the right time will pretty much win the game and I'd like to have this option removed :) We could also play with specific abilities removed though - would be interesting! XSin Nov 05, 2002, 01:33 PM We don't have to use the UU... I'm not much of a war monger anyway. I take the "expand like a family of rabbits" route :D. Padma Nov 05, 2002, 01:41 PM Hey "Killer"! Glad to see someone else doing a Training Day Game. :goodjob: (No, this is not a sign-up post. I'm too busy mentoring ct3 and SUL5b. :D ) Lt. 'Killer' M. Nov 05, 2002, 01:42 PM Oh, then you are in for a learning experience indeed! :mwaha: I'm a compulsive warmonger :D XSin Nov 05, 2002, 01:44 PM Let's hope we can keep you away from that "go to war" button until we get cavalry :goodjob: Lt. 'Killer' M. Nov 05, 2002, 01:46 PM Padma: not that you wouldn't need some training...... on Chieftain at least ;) :p XSin Nov 05, 2002, 01:57 PM Can't wait to start... Any minute now... :rolleyes: infoman Nov 05, 2002, 02:00 PM It would be nice to get a starting position like K5. I have not seen a start with so much resources in one area before. My next question is what size map are we going to play, type of map, climate and age & # of oponents? Industrious civs are great. I have plyed the Egyptians once and had a good game going until the power when out at my house and I lost the game. At that time I had around 18 cities, including 3 from culture flips, and had been in about 4 or 5 wars. Mainly the English and Germans. Lt. 'Killer' M. Nov 05, 2002, 02:07 PM OK, since this is a learning thing I'd suggest staying away from what you liek but NOT picking somehting you absolutely dislike - it should be fun after all. How about the Aztecs then? religious for government experiments, militaristic to help the warmongering, very early UU that is good but not too good - OK? map size standart should be OK, not too tight and not too huge. XSin Nov 05, 2002, 02:09 PM I'm ok with those settings. (Although America is my favorite and egypt is around the middle but whatever ;)) Padma Nov 05, 2002, 02:11 PM Originally posted by Lt. 'Killer' M. Padma: not that you wouldn't need some training...... on Chieftain at least ;) :p Hey, nobody's perfect. :p :D infoman Nov 05, 2002, 02:19 PM The will be fine with me. I have not played them yet. I can see it now: We will have Cancun, Alcapulco, Baja, Tiajuana for cities. Plus Jaguar warrioirs look like they would make good scouts for exploring. XSin Nov 05, 2002, 02:25 PM And we can use some of my cool city names :D XSin Nov 05, 2002, 03:26 PM I'm assuming we won't start until we fill all positions. Am I correct? Lt. 'Killer' M. Nov 05, 2002, 03:54 PM I do think we should have four players, so if we find a third I can play, too, until we find no. 4 RRnut Nov 05, 2002, 05:15 PM Is there any chance that I can come in? I almost won a warlord game (lost the save) and am well into a decent regent game with the indians. Btw -- I just got the game a week ago, and this is my first post here. RRnut XSin Nov 05, 2002, 05:21 PM 4th person! [party] Smurf Nov 05, 2002, 06:11 PM Hi all I play warlord, usually with that acelled production on. I tried a regent OCC and kept tech pace alright, but with accellerated production the techs were coming too fast to comit to even a few turns on something. Then I pissed off persia, and that was that. Anyhow, I'd like to hone my skills, so consider this a signup request. Thanks! Lord_Vetinari Nov 05, 2002, 08:40 PM Do you have room for one more? I have never played succession games, and thought a regent training game would be the perfect start. So if you aren't already full, I'd love to join. LKendter Nov 05, 2002, 08:45 PM @Lord_Vetinari If you don't get in here, check out LK33. That game is always accepting players ;) XSin Nov 05, 2002, 08:54 PM Hmmm I believe the roster is : Killer XSin (me) Infoman RRNut Smurf Possible : Vetinari Lt. 'Killer' M. Nov 06, 2002, 03:26 AM Fine! I will post the game in approximately 6 hours. roster is: Killer (1st round only) XSin Infoman RRNut Smurf Vetinari game is closed now! Lt. 'Killer' M. Nov 06, 2002, 07:43 AM we are the Aztecs. In order to take away the bonus of fast exploration i changed the Jag Warrior to a strong foot unit coming with Feudalism. It will need iron and have the stats A=5, D=3, M=1. Thus, it is slow, but stronger that all the Knight(s) and come a little earlier. Also, i delete Warrior Code as starting tech and add the Wheel. Here's an expemplary turn report: things in between *** are NOT what you usually will post in SGs, unless asked zo do so. This is for the training part. red stuff is comments preturn: found Tenochtitlan. http://www.civfanatics.net/uploads2/Tr1.jpg order pottery in 12 turns researched at 100%. Science up at the start is always a good idea. The Ai are often very willing to trade early for techs, so having one more makes a lot of sense. pottery is good because we can use a Granary for faster growth - we have sufficient production^. Remember NOT to wait until you are prompted - choose the research goal and rate right away. This saves you 1 turn of research! here, it is 8% of research time!*** start road on cattle *** Furs sighted in the west. (1) 3950 BC - *** nothing *** (2) 3900 BC - *** nothing *** (3) 3850 BC - *** road completed (4) 3800 BC - *** mine started on cattle *** (5) 3750 BC - Warrior completed in tenochtitlan - ordered to mave norhtwest along river. to check for the lands there - look more fertile that southeast. Even thouhg, will need to explore south soon snce mimimap shows us rahter far north. Always remember to use terrain - you can farther from hills and mountains (6) 3700 BC - *** nothing *** (7) 3650 BC - *** nothing *** (8) 3600 BC - *** goody hut sighted, possibly coast behind it in northwest. *** (9) 3550 BC - Warrior in Tenochtitlan, stays as MP Military Police - to guard the city and provide happiness Temple ordered as hold for Granary. Definately Coast in northwest - 4 tile due west, 8 due northwest. this gives an approximate image of the size of the area - important for the decision if we want a coastal city soon or rather build a core first. here, the coast is a little far off to be included in the first ring of cities around the capital! (10) 3500 BC - ***Tenoch expands its borders. Open city to check which tiles are used and possibly change that. Town uses cattle and wood next to river - fine atm since we want the Granary asap. Road across river to used wood tile ordered remember that crossing rivers cost a full movement point. also, moving onto a tile that has no road costs 1 m, too. So always ty to combine crossing the river with stepping to a tile that will then be roaded - if that is feasible! *** hut popped - gives Barbarians. ***science down to 10% as this will still give pottery in 1 turn and ear us 5 Gold always remember to turn down science when the research is due in 1 turn!. (11) 3450 BC - 1 barb dies, 2nd kills our Warrior. 1 more loose. Pottery found, start Warrior Code in 12 @ 100% to get Horsemen fast :D either go for Horsies or for Swordsmen unless you have alphabet as a starting tech 8or can easily trade for it ) - then you can also try for the great Library. I always stay with cheap techs unless i especially need one in the ancient age. (12) 3400 BC - switch tenoch to granary. Move Warrior out of Tenoch towards worker 8barbs must be coming for him soon. (13) 3350 BC - two barbs come by. (14) 3300 BC - both barbs attack and die - warrior to return to Tenoch. (15) 3250 BC - Tenoch grows. always remember to keep an eye on the towns - size three no MP means riots! increasing lux to 10% usually is a good idea! (16) 3200 BC - *** nothing *** (17) 3150 BC - road to bonus grassland west of tenoch started (18) 3100 BC - *** nothing *** (19) 3050 BC - *** nothing *** (20) 3000 BC - *** mine started *** here now comes the most understimated part of the report: tell the next player what HE can do with the situation! no contacts yet - need to explore! Granary will be ready next turn, then we can start sending out settlers. 2st could go up and left along river for another strong growth town. remember to hook up and use wheat! http://www.civfanatics.net/uploads2/Tr2.jpg always a good idea to post a screenshot or two. You can lso indicate possibel city sites. http://www.civfanatics.net/uploads2/Tr1-3000bc.zip it is polite to upload the sav in zipped form to the file server. this is more reliable than the attachments feature and saves the forum server some space. remember to test the link you provide!Name the file with an abbreviateion for the game (here Tr1 for training game 11, then - and the year, this makes it easy for people who play several games. Lt. 'Killer' M. Nov 06, 2002, 07:46 AM XSin, you are up, 20 turns Infoman on deck feel free to post a prt at any time and wait for comments before proceeding! Once you are done I will check the game and report and comment on it. the next player is to wait with playing until I tll him/her to proceed. Rules are 24 hours to post a got it notice another 24 to post the report. If you know that you will take longer, either ask if that's OK or offer to change order with the next player. Usually, once the games gets going a 24 h delay is acceptable (so it is 24+48 then). Good luck! LKendter Nov 06, 2002, 08:29 AM @Lt. 'Killer' M. - Do you have the save from 4000BC still around? I would like to show an alternate timeline option. Lt. 'Killer' M. Nov 06, 2002, 09:01 AM sure, here goes: http://www.civfanatics.net/uploas2/tr.zip this is actually a restart, so there might be Ais in different places..... I also thought about building 1 settler first, then the granary. But with no second wheat or cattle in sight..... XSin Nov 06, 2002, 03:39 PM Got it! Will play now. Be back soon. infoman Nov 06, 2002, 03:44 PM I am leaving to go out of town tomorrow night and will not be back till Sunday. Please move me to the bottom of the play list Killer unless you can critique XSin's turn by tomorrow morning. Thanks. Lt. 'Killer' M. Nov 06, 2002, 03:47 PM I will do my very best. I'll be back here in around 3 hours. If XSin is done by then I'll do it right away! infoman Nov 06, 2002, 03:50 PM Thanks, I would like a shot at playing some early turns. XSin Nov 06, 2002, 03:57 PM Preturn : Checked out position, it's a pretty good start. I've seen worse. (1) 2950 BC : Granary done, started warior for more exploration. Started mine on bonue grassland. (2) 2900 BC : Warrior code finished, started bronze working so we can get some real defenses later on. (3) 2850 BC : Warrior complete, sent south to check out flood plains. Settler started to take yellow dot (or maybe flood plain area) (4) 2800 BC : Warrior moved, nothing else. (5) 2750 BC : Russian scout contacted! We trade the wheel for bronze working and 10 gold, started Iron Working. Warrior moves again. XSin Nov 06, 2002, 03:59 PM Damnit pressed button to early >_< (6) ???? BC : Nothing much, warrior movement. More to come... XSin Nov 06, 2002, 04:30 PM (7) 2710 BC : Warrior moves yet again, Flood Plain site has no wheat :( but I'm still nabbing it before any comps get it. (8) 2670 BC : Capital goes into disorder >_< I won't let it happen again, lux tax to 10% and science lowered to 80 to stop losing funds. (9) 2630 BC : Capital restored, settler next turn, start road on wheat. Good news everyone ;) Ivory found near Flood plains!!! Woot woot woot! Can't play anymore for now, will complete turn later... RRnut Nov 06, 2002, 04:31 PM I have one question -- how do you upload maps? And that does put me on deck, right? ok. RRnut XSin Nov 06, 2002, 04:33 PM I'm not done yet :( Argh got to go in 5 secs see ya. XSin Nov 06, 2002, 05:45 PM (10) 2590 : Settler completed, sent to flood plain site. Warrior explores deeper to the south. Worker started to serve next city. (11) 2510 : Worker completed, sent to create road to future city, Greek territory spotted, spearmen in production to secure our capital (and replace warrior as MP). (12) 2470 : Contact with greece nearly made (>_<) but they have horses :(. Settler almost is position. (13) 2430 : Greeks are contacted, we get alphabet and 10 g for Pottery and The wheel, sold alphabet to russians for Masonry and 12 g, which let's us run at -2 per turn for 90% science. Treasury is at 33. (14) 2390 : We leave greek territory, and explore west, Stratadite is founded. (15) 2350 :Spearmen completed, settler started, warrior on MP is switched to exploration. Irrigation chain to wheat in teno started, and stratadite is one road closer to connection. A second Flood plain site is spotted, after yellow and (possibly) orange spots, we should take it. (16) 2310 : Contact with zululand made we get mysticism for 10g, alphabet, and masonry. Must be 1st civ price, but I want to broker it to Russia and maybe greece. We trade myst to russia and get 17g, Greece is too far behind do give us anything of value. Shaka gives us 20g for the wheel, making everybody we know, broke :D. Road to stratadite continued. And we further explore Flood site #2. (17) 2270 : Second Flood plain site has WHEAT!!! I switch priority with it and orange dot, we don't really need luxuries at the moment. (18) 2230 : Horses spotted, we really need that flood plains site first, stratadite switches to settler ;). (19) 2190 : Started irigating wheat in teno, road to stratadite continued further. Settler due next turn in teno, I opt for yellow site first. (20) 2150 : Settler is sent to yellow spot on go to command. I opt for temple in teno to take control of one furs, but next rule can change it if they want. We get iron in 8 turns. Russian and Zulu cities spotted. Everyone else is still poor, we're at tech parity. Notes : Settler is on goto to yellow city founding spot, complete road to stratadite and make sure we get the flood plain site, it is IMPERITIVE that we get it. Sorry, I had to attach it >_< it's compressed though. Lt. 'Killer' M. Nov 06, 2002, 07:10 PM Preturn : Checked out position, it's a pretty good start. I've seen worse. Good! never trust the player before you - he/she might have left thing open for you so as not to bind you! Check things out!!!!! (1) 2950 BC : Granary done, started warior for more exploration. Started mine on bonue grassland. I'd have chosen a settler here. we need more towns ASAP - but wiht a production time of two turns it's OK (2) 2900 BC : Warrior code finished, started bronze working so we can get some real defenses later on. In my experience, Bronze gets real cheap soon. no need to research it too soon. but that depends a lot on ones style of play (3) 2850 BC : Warrior complete, sent south to check out flood plains. Settler started to take yellow dot (or maybe flood plain area) (4) 2800 BC : Warrior moved, nothing else. (5) 2750 BC : Russian scout contacted! We trade the wheel for bronze working and 10 gold, started Iron Working. Warrior moves again. very good. the AIs will deal like crazy - so the sooner we can sell our 'cheap' techs the better - the price we get will fall the more civs know the techs. A tech monopoly cannot be played out until around the end of Middle Ages! (6) ???? BC : Nothing much, warrior movement. (7) 2710 BC : Warrior moves yet again, Flood Plain site has no wheat but I'm still nabbing it before any comps get it. (8) 2670 BC : Capital goes into disorder >_< I won't let it happen again, lux tax to 10% and science lowered to 80 to stop losing funds. good choice on the lux - watch out in the future! Small things here get multiplied by time and can make a huge difference! (9) 2630 BC : Capital restored, settler next turn, start road on wheat. Good news everyone Ivory found near Flood plains!!! Woot woot woot! Lt. 'Killer' M. Nov 06, 2002, 07:26 PM (10) 2590 : Settler completed, sent to flood plain site. Warrior explores deeper to the south. Worker started to serve next city. (11) 2510 : Worker completed, sent to create road to future city, Greek territory spotted, spearmen in production to secure our capital (and replace warrior as MP). two good ideas here: road to target is just fine - after all the capital will stay small for a while because of the settlers it has to produce! The Spearman is something I never bother with, but again that's playing style! (12) 2470 : Contact with greece nearly made (>_< ) but they have horses . Settler almost is position. (13) 2430 : Greeks are contacted, we get alphabet and 10 g for Pottery and The wheel, sold alphabet to russians for Masonry and 12 g, which let's us run at -2 per turn for 90% science. Treasury is at 33. good judgemnent here - these deals are fine! Remember: techs have different costs and values! here, we get good techs for cheap techs - that's fine! (14) 2390 : We leave greek territory, and explore west, Stratadite is founded. (15) 2350 :Spearmen completed, settler started, warrior on MP is switched to exploration. Irrigation chain to wheat in teno started, and stratadite is one road closer to connection. A second Flood plain site is spotted, after yellow and (possibly) orange spots, we should take it. a little early to go irrigate maybe - after all the +1 food from wheat will not really help the town. Still, usually it is a good idea to irrigate wheat and I am a little hard pressed to find a better use for the worker here without the save from that turn (16) 2310 : Contact with zululand made we get mysticism for 10g, alphabet, and masonry. Must be 1st civ price, but I want to broker it to Russia and maybe greece. We trade myst to russia and get 17g, Greece is too far behind do give us anything of value. bad deal here! check the price, then check what ther others have, then decide whether you can borker or not! Shaka gives us 20g for the wheel, making everybody we know, broke . Road to stratadite continued. And we further explore Flood site #2. this is a good move! he'd get the hweel anyways - so why shouldn't we earn a little! (17) 2270 : Second Flood plain site has WHEAT!!! I switch priority with it and orange dot, we don't really need luxuries at the moment. good thinking here - in the expansion phase, 1 lux is the max that is needed, and you cane asily do withou them! (18) 2230 : Horses spotted, we really need that flood plains site first, stratadite switches to settler . :goodjob: settlers, settlers, settlers! I prefer loosing 1 settlerto barbs to building 6 or 7 unnecessary escorts. But it is a gamble! (19) 2190 : Started irigating wheat in teno, road to stratadite continued further. Settler due next turn in teno, I opt for yellow site first. (20) 2150 : Settler is sent to yellow spot on go to command. I opt for temple in teno to take control of one furs, but next rule can change it if they want. We get iron in 8 turns. Russian and Zulu cities spotted. Everyone else is still poor, we're at tech parity. Notes : Settler is on goto to yellow city founding spot, complete road to stratadite and make sure we get the flood plain site, it is IMPERITIVE that we get it. very good - next player knows what you were thinking and going for. This avoids waste by ignorance! Often several ways are possible, and the decision which to take is arbitrary. But if there is no compelling reason for what you did the next player might easily waste a move or a turn of research unwittingly! Sorry, I had to attach it >_< it's compressed though. learn to use the upload feature! later the save will grow until it is too big to attach! I will post detailed instructions (for saves and maps) tomorrow when i have time! all in all a very nice set of turns. nice report, no major bloopers, everything we need is there. finesses: - you can actually try cancelling the peace treaty you automatically get and renegotiate it. Usually, the AI will be willing to pay some for peace at first contact! - check the AIs each(!) turn for workers they may be willing to sell! In Civ3 these workers go over the table for some 30 Gol or equivalent stuff - ridiculously cheap! It will seriously cripple the AI, especially becauser the Ais cannot deal with money smartly! Lt. 'Killer' M. Nov 06, 2002, 07:27 PM roster: XSin Infoman --> up now! RRNut --> on deck Smurf Vetinari Infoman: please post asap if you cna still play or not! XSin Nov 06, 2002, 07:30 PM I guess following all those SG games is paying off. Im suprised at the difficulty of regent. It's a lot easier then I percieved. I know I'm ready for Monarchs after this :D Lt. 'Killer' M. Nov 06, 2002, 07:36 PM general stuff: it was a good idea to expand TOWARDS the AI and not away from them. The city is well-spaced - counting from onje city to the next '1-2-3-4-5this is where I will build' is a good idea. i do NOT worry too much about ideal city placement - mountains and AI tend to get into the way. It is always a good idea to stay on rivers though! Stratdite will sonn need an MP unit - from teno once Temple is done. Better: build a unit, then temple! Next settler should secure Horses. Then, a city due west on the coast filling the gap bwetween the two cities to be would close our borders towards Russia nicely! XSin Nov 06, 2002, 07:48 PM I still think we should get the second Flood plains site, if another civ gets it, we wont have the military power to take it, and it will probably be a city so, crap :P. That and it is a prime defensive location, all those mountains could house iron, coal, or uranium. The horse spot won't grow as fast, therefore we could capture it without major hassle. As a final note, I think the AI's are expanding southwards, so our isn't really threatened by other settlers. I can't wait until we can trade WM's with Russia and Zulu, expansionist civs always have good maps. Edit : By city I mean size 7. Lt. 'Killer' M. Nov 06, 2002, 07:54 PM XSin: you have a point there! both are fine options! But do not overestimate the bonus for larger cities. The AI tends to build walls inthreatened cities anyways! XSin Nov 06, 2002, 07:59 PM Note to the next person : Change the temple to a settler in tenochitlan. We can get both cities within a short period of time if we act fast. infoman Nov 07, 2002, 06:21 AM Got it. I will play today at lunch. Then post. Thanks XSin for the heads up on the change to settler. RRnut Nov 07, 2002, 07:35 AM Hello, I'm afraid Ill have to drop out. I tried loading the game, and it told me that it wasn't a valid save. THe only thing that I can think of is that I don't have the patch, and downloading that is a major proposition with my internet connection. So, farewell until further notice. RRnut Lt. 'Killer' M. Nov 07, 2002, 07:57 AM RRnut: you indeed need patch 1.29f. Whatever your connection is like - do try to get it - it fixed SEVERAL major bugs! infoman Nov 07, 2002, 11:14 AM Everyone, here is the save at the end of my ten turns. I will post a summary a little later. I only had time to play ten turns. We have Iron working w 3 sources of iron, 2 horse sources near, have two new cities, and now know the Greeks. infoman Nov 07, 2002, 01:53 PM 2150BC - Preturn Check cities 7 change Teno to settler in 4. Check diplo but nothing there. 2110BC Warriors scout around Russians & zulus. Workers building road to Strat & irrigating wheat. Checked Diplo and neither Russians nor Zulus have any thing. Checked cities for micromgt. 2070BC Moved settler one space NW. Warriors still scounting around Russians & Zulus. Check diplo and nothing available. Micromgt Strat for growth in 4 settler in 11 (was 22). 2030BC Founded Coronaville and started spearman in 10, growth in 10. Also see tundra N of Coronaville. Workers move one space to continue roads. Warriors scouting around R & Z. Checked diplo and nothing available. Adjusted science slider to 70%for +2 gpt instead of losing gold and IW in 6. Checked cities, no changes. 1990BC Worker continue road towards spot for city near horse and other worker continues road to Strat. Warroirs still scouting. On sees Athens, size 1 w/ horse resource, east of Zulus, SE of us. Checked diplo and nothing available. checked cities no changes. 1950BC Warriors scouting. Workers working. Nothing diplo wise. Cities okay. 1910BC Teno builds settler, starts spearman. Settler moves SW towards site near horses. Warriors scouting. One see horse & ivory west of russians. Nothing on diplo available. cities okay. 1870BC Warrior beats barb west of russians. other warrior moves S and sees Athens also has furs. Worker & settler move one space SW towards horses. Nothing diplo available. Cities okay. 1830BC We get Iron Working. Have iron next to Strat and Coronaville. 3rd iron near horse SW of TEno. Warrior frags bard camp & gets 25g. other warrior mvose S. Worker moves to Iron next to Strat. Other Worker continues road to new city site near horse. Settler moves towards site near horse & Iron. nothing on diplo available. 1790BC Settler moves toward new city site. Worker mines iron next to Strat. Warroirs scout and one finds SParta, size 1 city. Nothing diplo available. 1750BC Meet Alexander. Trade contact w/ zulus, masonry, ceremonial burial for writing. Tried haggling but he would not budge. Teno builds spearman starts settler. Spearman moves towrds new city site near horse & iron. Founded Montezuma's Revenge next to horse. After growth will have iron also. Find bad camp also. Next player should conitune to pump out settlers to get more cities. Try and get site west of russians w/ horse & ivory and will be on coast. Go NE of Strat also. Should be flood plains there to. RRnut Nov 07, 2002, 03:58 PM I'll continue to watch this game. My connection is rather pathetic, but I downloaded a download resume program, so I can take it in chunks. I'll try to be back within a week. RRnut p.s. Is there any chance of a screenshot? I'd like to se our land. 3 iron sounds great! XSin Nov 07, 2002, 04:03 PM Dude! Why'd you start a mine on the iron first??? Next person switch to a road IMMEDIATLY!!! XSin Nov 07, 2002, 04:04 PM Oh yeah, switch the citizen in stratadite working on plains to a flood plain. XSin Nov 07, 2002, 04:06 PM Oh yeah we'll have 3 sources of iron soon :D :D :D And a lot of spare luxuries. This is a nice start. Smurf Nov 07, 2002, 06:58 PM So, seeing and prnut is out until he dls teh m4d patch, I take it I'm up? I got it, will post turns and report in a few hours after I do some hw(the time sucking deaththing). Smurf Nov 07, 2002, 08:06 PM still can't figure out uploads.. the save is tr1_1275BC.zip uneventful turns. No major diplo, founded a couple cities. didn;t go to far site, a fp/mountains with wheat site and a china pressure site took priority. IT:who chose to make round on moutain and not that damn hill???? hill would be up faster and be a step toward roading the nearby city. 1. Contact with china for cont with greece + 15g. China was about to be met by cathy, had to trade or have shaka trade it to her. Monte revenge ransaked cause it was gonna be anyway thanks to whoever went before. 2. Teno makes settler, starts worker. corona makes worker 3. Nothing 4. Movement 5. attack babas outside monte, kill 1 warrior go to 1hp. 1 left (damnit) 6. iron hooked up. Found teo to pressure china, and control them. 7. ZZZZzzzzZZZ 8.kill babas 9.kill babas 10. Teno runs entertainer for 1 turn till settler done to avoid unrest. spear (reg dies to baba near the norhtern city. 11. he worker near Ctown dies t baba :( :hammer: 12. corona(ctown) ransacked. Kill baba camp elsewhere. 13.Teno makes worker to go get furs online strat finaly has a god damn irragation done. 14. OOPS!! misclick next turn 15.found tlatolo to pressure kiev, control fpwheat, 3 more fps and assloads of moutains. 16. nothing 17.Greeks on colossus, movement 18. settler done, start worker 19. change worker to spear for defenseless strat 20. Disband some gay warrior doing nothign. +1 gpt. Settler outside monte's revenge, with warrior a turn behind him to escort. Smurf Nov 07, 2002, 08:40 PM attached Lord_Vetinari Nov 08, 2002, 01:20 AM Got it. Will play right away Lord_Vetinari Nov 08, 2002, 02:30 AM I didn't know if I was supposed to play 10 or 20 turns, so I played 15. 0 - Inherited turn: Forms embassy with everyone. Check diplo, we're equal or better than all the AIs in tech. Change Stratadik to Settler. Change two blank faces to Alexander and Mao in the forieign advisor screen (just to make it a bit simpler). Renegotiates peace with everybody for a total of 51 gold, making them all completely broke :D. Change Teno to settler. Change coronaville to settler and MM the tiles so that it will be due in 10 instead of 19. Basically I wan't to grab the rest of the empty land before we start on temples and such. 1 - 1250BC: Moves spear out of Montezuma's to escort settler, replace him with a warrior 2 - 1225BC: Montezuma's builds temple. Starts worker (won't grow past 2 until plains irrigated. MM Strat to produce settler in 9 (actually ten since it won't grow past 2 before then). 3 - 1200BC: Warrior attacked by barb horse, survives. Furs online. Teno builds settler, starts barracks. Zulu starts the Oracle. Starts road to Corona. Attack barb camp - 25 gold. Check diplo, everyone but China is completely broke, and no-one have any techs we don't. Trades Horseback to China for their last 25£. Set Corona warrior to do some exploring (we don't even know what's 4 diagonal squares north of our capital!) 4 - 1175BC: Warrior attacks a barb on a hill and dies 5 - 1150BC: I guess this barb is on steroids or something, he also kills an attacking russian warrior without losing a hitpoint. Monte's completes worker, starts on rax 6 - 1125BC: Finally, the sterioids barb attacks our settler escort, and snuffs it. Road to ivory complete, altough it won't do any good until Strat's border expands 7 - 1100BC: Teno completes rax, starts on sword. We will soon havet to start fighting our way out of this dried up place. Starts road to Russia, can either be used for future trade or war 8 - 1075BC: Texcoco founded, starts building workerk 9 - 1050BC: Oops, Corono goes into disorder. I didn't notice they weren't connected and didn't receive any furs. Hires entertainer to keep them happy. Starts irrigation chain towards Monte's 10 - 1025BC: Barb attacks and dies. Learn Map Making, starts Polytheism (figure we can go for Monarchy) 11 - 1000BC: Attacked by barb horse, horse dies. Teno finishes another sword, starts a new one (they do upgrade to our new UU, right?). Corona builds settler, starts on warrior. 12 - 975BC: Strata finishes settler, starts spear 13 - 950BC: nothing 14 - 925BC: Teno finishes another sword, starts a new one. Tlaxala founded next to 3 ivory and one iron, starts worker. Calixtlahaca founded, starts warrior. 15 - 900BC: Barbs attack and die in Tlaxala. Monte's builds rax, starts on sword. Xochicalo founded - starts warrior. Buy Code of Laws from Alex for WM and 120$ (too much?) Well, that's it. All pretty uneventful. All the AIs seem pathetically weak, so I say we start picking them, one by one, before they catch up. There's a few swords in Teno and one being build in Monte's. Our army isn't strong enough for an attack yet, but Teno can build a sword every few turns, so we might be able to attack soon. I would also suggest building some more workers, as out land needs lots of improvement. Lord_Vetinari Nov 08, 2002, 02:32 AM And here's the save. I don't know how to use the upload system, but I'll take a lok at it before my next turn. Lt. 'Killer' M. Nov 08, 2002, 06:15 AM Wohoa! Hold it! Noone is to play without me commenting on the last players turns before!!!!!!! Originally posted by Lord_Vetinari I didn't know if I was supposed to play 10 or 20 turns, so I played 15. 0 - Inherited turn: Forms embassy with everyone. Check diplo, we're equal or better than all the AIs in tech. bad idea IMHO. Costs money - we can still estebish them later Change Stratadik to Settler. Change two blank faces to Alexander and Mao in the forieign advisor screen (just to make it a bit simpler). Renegotiates peace with everybody for a total of 51 gold, making them all completely broke :D. nice! Change Teno to settler. Change coronaville to settler and MM the tiles so that it will be due in 10 instead of 19. Basically I wan't to grab the rest of the empty land before we start on temples and such. exactly! 1 - 1250BC: Moves spear out of Montezuma's to escort settler, replace him with a warrior 2 - 1225BC: Montezuma's builds temple. Starts worker (won't grow past 2 until plains irrigated. MM Strat to produce settler in 9 (actually ten since it won't grow past 2 before then). 3 - 1200BC: Warrior attacked by barb horse, survives. Furs online. Teno builds settler, starts barracks. Zulu starts the Oracle. Starts road to Corona. Attack barb camp - 25 gold. Check diplo, everyone but China is completely broke, and no-one have any techs we don't. Trades Horseback to China for their last 25£. Set Corona warrior to do some exploring (we don't even know what's 4 diagonal squares north of our capital!) yep! we MUSt always know enough to plan at least two cities! 4 - 1175BC: Warrior attacks a barb on a hill and dies happenes! still, often it is better to fortify and let the barb attack 5 - 1150BC: I guess this barb is on steroids or something, he also kills an attacking russian warrior without losing a hitpoint. Monte's completes worker, starts on rax 6 - 1125BC: Finally, the sterioids barb attacks our settler escort, and snuffs it. Road to ivory complete, altough it won't do any good until Strat's border expands 7 - 1100BC: Teno completes rax, starts on sword. We will soon havet to start fighting our way out of this dried up place. Starts road to Russia, can either be used for future trade or war 8 - 1075BC: Texcoco founded, starts building workerk 9 - 1050BC: Oops, Corono goes into disorder. I didn't notice they weren't connected and didn't receive any furs. Hires entertainer to keep them happy. Starts irrigation chain towards Monte's 10 - 1025BC: Barb attacks and dies. Learn Map Making, starts Polytheism (figure we can go for Monarchy) 11 - 1000BC: Attacked by barb horse, horse dies. Teno finishes another sword, starts a new one (they do upgrade to our new UU, right?). Corona builds settler, starts on warrior. they should. Will have to tes that though :eek: 12 - 975BC: Strata finishes settler, starts spear 13 - 950BC: nothing 14 - 925BC: Teno finishes another sword, starts a new one. Tlaxala founded next to 3 ivory and one iron, starts worker. Calixtlahaca founded, starts warrior. 15 - 900BC: Barbs attack and die in Tlaxala. Monte's builds rax, starts on sword. Xochicalo founded - starts warrior. Buy Code of Laws from Alex for WM and 120$ (too much?) yes, too muhc as we will soon go to war and could extort it out of a victim. but not too bad either Well, that's it. All pretty uneventful. All the AIs seem pathetically weak, so I say we start picking them, one by one, before they catch up. There's a few swords in Teno and one being build in Monte's. Our army isn't strong enough for an attack yet, but Teno can build a sword every few turns, so we might be able to attack soon. I would also suggest building some more workers, as out land needs lots of improvement. please do NOT use terms that are not easily understandable (rax)! Lt. 'Killer' M. Nov 08, 2002, 06:20 AM The map looks good, especially placing Tlaxcala out there. Hems Russia in nicely. Now we need a city on the hill next to the ivory south of the capital to keep Russia from settling there. Then, Temples, then war :D Lt. 'Killer' M. Nov 08, 2002, 06:27 AM Originally posted by infoman 2150BC - Preturn Check cities 7 change Teno to settler in 4. Check diplo but nothing there. 2110BC Warriors scout around Russians & zulus. Workers building road to Strat & irrigating wheat. Checked Diplo and neither Russians nor Zulus have any thing. Checked cities for micromgt. 2070BC Moved settler one space NW. Warriors still scounting around Russians & Zulus. Check diplo and nothing available. Micromgt Strat for growth in 4 settler in 11 (was 22). 2030BC Founded Coronaville and started spearman in 10, growth in 10. Also see tundra N of Coronaville. Workers move one space to continue roads. Warriors scouting around R & Z. Checked diplo and nothing available. Adjusted science slider to 70%for +2 gpt instead of losing gold and IW in 6. Checked cities, no changes. 1990BC Worker continue road towards spot for city near horse and other worker continues road to Strat. Warroirs still scouting. On sees Athens, size 1 w/ horse resource, east of Zulus, SE of us. Checked diplo and nothing available. checked cities no changes. 1950BC Warriors scouting. Workers working. Nothing diplo wise. Cities okay. 1910BC Teno builds settler, starts spearman. Settler moves SW towards site near horses. Warriors scouting. One see horse & ivory west of russians. Nothing on diplo available. cities okay. 1870BC Warrior beats barb west of russians. other warrior moves S and sees Athens also has furs. Worker & settler move one space SW towards horses. Nothing diplo available. Cities okay. 1830BC We get Iron Working. Have iron next to Strat and Coronaville. 3rd iron near horse SW of TEno. Warrior frags bard camp & gets 25g. other warrior mvose S. Worker moves to Iron next to Strat. Other Worker continues road to new city site near horse. Settler moves towards site near horse & Iron. nothing on diplo available. 1790BC Settler moves toward new city site. Worker mines iron next to Strat. Warroirs scout and one finds SParta, size 1 city. Nothing diplo available. good idea NOT to road ti! We can produce vet Warriors, then upgrade! 1750BC Meet Alexander. Trade contact w/ zulus, masonry, ceremonial burial for writing. Tried haggling but he would not budge. Teno builds spearman starts settler. Spearman moves towrds new city site near horse & iron. Founded Montezuma's Revenge next to horse. After growth will have iron also. Find bad camp also.why wasn't the settler escorted????? Next player should conitune to pump out settlers to get more cities. Try and get site west of russians w/ horse & ivory and will be on coast. Go NE of Strat also. Should be flood plains there to. http://www.civfanatics.net/uploads2/tr4.jpg this is exactly what should NOT happen! this is a little better: http://www.civfanatics.net/uploads2/tr3.jpg Lt. 'Killer' M. Nov 08, 2002, 06:41 AM Originally posted by Smurf still can't figure out uploads.. the save is tr1_1275BC.zip uneventful turns. No major diplo, founded a couple cities. didn;t go to far site, a fp/mountains with wheat site and a china pressure site took priority. IT:who chose to make round on moutain and not that damn hill???? hill would be up faster and be a step toward roading the nearby city. 1. Contact with china for cont with greece + 15g. China was about to be met by cathy, had to trade or have shaka trade it to her.good thingkking Monte revenge ransaked cause it was gonna be anyway thanks to whoever went before. 2. Teno makes settler, starts worker. corona makes worker 3. Nothing 4. Movement 5. attack babas outside monte, kill 1 warrior go to 1hp. 1 left (damnit) 6. iron hooked up. Found teo to pressure china, and control them. 7. ZZZZzzzzZZZ 8.kill babas 9.kill babas 10. Teno runs entertainer for 1 turn till settler done to avoid unrest. spear (reg dies to baba near the norhtern city. 11. he worker near Ctown dies t baba :( :hammer:ouch! This may NEVER EVER happen! You need to protect them or move them away in time! 12. corona(ctown) ransacked. Kill baba camp elsewhere. 13.Teno makes worker to go get furs online strat finaly has a god damn irragation done. 14. OOPS!! misclick next turn 15.found tlatolo to pressure kiev, control fpwheat, 3 more fps and assloads of moutains. 16. nothing 17.Greeks on colossus, movement 18. settler done, start worker 19. change worker to spear for defenseless strat 20. Disband some gay warrior doing nothign. Noooooooo! He could go barb hunting or act ask military police!+1 gpt. Settler outside monte's revenge, with warrior a turn behind him to escort. please, do wait and DO POST YEARS with the turns!!!!! Also, pleease do not use insider turns that are not easily recognisable! Lt. 'Killer' M. Nov 08, 2002, 06:44 AM on the upload feature: check out the FAQ, section How to use Forum features! Lord_Vetinari Nov 08, 2002, 10:10 AM Hey, sorry about the quick grab and play. I just saw it was my turn a few hours before I was gonna go to sleep, so I figured I'd play it before I went to bed. It will not happen again. The same goes for the complicated terms, I just assumed that they were universially understood on this site (and as we all know, assumption is the mother of all f*ck ups :D ). XSin Nov 08, 2002, 11:35 AM I guess I'm up (got it). XSin Nov 08, 2002, 11:56 AM Preturn : Checked out diplo and position, like always. Bought contact with the babs from Russia for Code of Laws.Then I bought contact with America and India from Babs. For contact with zulu greek and chinese. Then I got poly from Americans for contact with russia chinese, and writing. Got 110 G and WM for poly from Greeks. 7G and WM from India for Comm. with zulus. 2 G and WM from zulu for Contact with America. 10 G and WM from America for comm with greece. Whew! That was a big preturn... (1) 875 BC : Coranville finishes warrior, start granary to accelerate growth for future settlers. Teotic completes temple, granary started here too. Fortified warrior at Coranville for defense. Checked diplo, IW for WM with Babs, we need to know as much as we can. Babs are only 2 cities, this would be a good time to be a war monger :D WM for WM with China, we don't know much about their area. Interturn : Barb Horseman attacks a city (forgot name) the lone spearman pwns it taking only 2 damage. (2) ??? BC : Swordsman created in capital. Started another, sent it to Tlaxcala (city that was attacked). Worker starts road near coranville, road to russia almost complete. I have to go now, will complete turn later. RRnut Nov 08, 2002, 04:27 PM Hello, Through a marathon 3.5 hour internet session, I was able do dl the whole patch. I actually got more than 2k/s throughput <grin> So, I can play again, and I'll just go back into my slot behind infoman. It seems like I'm going to go to war! RRnut Lt. 'Killer' M. Nov 08, 2002, 04:41 PM fine, RRnut, go after XSin - but wait for mz comments! XSin Nov 08, 2002, 09:24 PM Can't play until tomorrow. And please check diplomacy on your last turn, I don't want to do that again. >_< Smurf Nov 08, 2002, 09:48 PM The worker died cause Corona had a spear in it. The barb was right next to corona, and it was either the worker or coronaville. What I did was attack the conscript warrior with my reg spear, and the spear lost. Wtf happened to the huge anti baba combat bonus? btw, the link to forum features dun work in your FAQ in my broswer(opera). I refuse to soil my computer with M$ Internet Exploder Smurf Nov 08, 2002, 09:50 PM O and BTW: I left diplo cause diplo is boring. KILLE KILLE KILLE!!! :hammer: :crazyeyes: I am not that good at tradin stuff (too short an attention span) XSin Nov 09, 2002, 05:08 PM (3) 825 BC : Worker movement, started connecting cities. We basicly have ran out of space to expand at the moment. Continued road to russia. Bah someone founded a city next to stratadite, a lot of overlap later one >:( Bought math from America for WM and 130 G. Started on litereature, hoping we can get the Great Library, it will be done in 13 turns. Renegotiated peace with America for 80 gold, so we only payed 50 G and WM for mathetmatics :D Interturn : Barb horse loses to our spearman, we lose no HP :) (4) 800 BC : Start some more roads, including one to more furs, and another to a russian city, would help if it flips ;). Another road to connect Xochicalco (now cantpronounceaztecnames;)) started and ivory will be connected as well upon completion. No one has enough gold to constitute trading techs, or renegotiating peace. Interturn : Tenochitlan completes another swordsman, go for the pyramids to speed up infrastructure growth (change this if you want) It will be done in 34 turns. Teotihucan's influence grows! (5) 775 BC : Swordsman sent there, it's a nice city. That's all that happened this turn (nothing in diplomacy)! :eek: (6) 750 BC : Montezuma's revenge switched to granary, no need for another military unit at the moment. Changed my mind and switched to spearman (heh). Worker moves, and another quiet turn. (7) 730 BC : Ivory connected, eliminated lux tax, we are at +3 gpt now. Russian worker has almost set up a connection to moscow for us :) I hope we can trade away some fur coats to them ;). Mine started for texcaco. A deal with Mao :D WM, 130 G and Mathematics for his worker and philosophy, we are the 2nd to know this and I'll trade it away to America right now. We get 50 g and WM for philosophy from Lincoln. Comments : I noticed that the chinese capital is small, right next to our capital and only has 1 spearmen as a defender *hint* *hint*. (8) 710 BC : Only worker movement O_O it's quiet... too quiet... I plan on blitzing china soon and taking their capital, then asking for peace. Interturn : 2 of our cities are done with stuff, they both start harbors. Horse spotted. (9) 690 BC : Only movement yet again... Interturn : Another horsey attacks and loses, stratadite completes spearman, starts temple due in 15 turns. Monty's revenge completes it's own spearman too. Starts another. (10) 670 BC : Started a bunch of roads, to connect our cities in more than 2 ways, just in case. And this ends my turn. http://www.civfanatics.net/uploads2/training600bcendofturn.zip I'll upload the SC showing me investigating Beijing if you want to download it. Lord_Vetinari Nov 09, 2002, 06:57 PM (4) 800 BC : Start some more roads, including one to more furs, and another to a russian city, would help if it flips . Another road to connect Xochicalco (now cantpronounceaztecnames) started and ivory will be connected as well upon completion. No one has enough gold to constitute trading techs, or renegotiating peace. I know, those names are really twisting my brain as well. Perhaps we should rename our cities? I saw another Succession game were they played as the Aztecs and just named all cities with different South-American names. Would make things a lot easier. XSin Nov 09, 2002, 10:03 PM The Aztecs... Famous for their war mongering tactics and such. But they are most remembered for their really hard to pronounce names. RRnut Nov 10, 2002, 03:17 PM Ok, I got it. I have several hours right now and I'll post it when I'm done. RRnut P.S. I just realized Lt. M hasn't posted his remarks yet. Would it be really bad to go ahead and play? I' won't - I'll just open the map and look around. RRnut Nov 10, 2002, 03:56 PM I just had A TON of fun vetoing things -- i only left one city unchanged -- this is fun!! But I haven't taken any turns yet. Lt. 'Killer' M. Nov 11, 2002, 04:06 AM sorry, after the server move I don't get mails and I can't sit here all day... checking now, but do go ahead rrnut. RRnut Nov 11, 2002, 04:19 AM Ok, I'm working on it. I'll probably finish tomorrow morning. RRnut infoman Nov 11, 2002, 11:44 AM The reason I did not escort the settler on my turn was to grab the area with the horses and iron before Russia did. I did not know there was a barb camp there until the city was formed. My bad. I was just rolling the dice since it looks like we are about to run out of land to settle. RRnut Nov 11, 2002, 04:28 PM Preturn -- 670 BC. This is what I did just after I opened the file and before I read Lt. M's comments. Anyway - we have rather decent land. It seems like we have almost all the furs and ivory in our immediate area - big time trading. However, It seems like somebody did the close expansion paradigm - almost all cities have big time overlap. AND they have pathatic infrastructure. it seems like I'll have to whip some infrastructure into them. And few of the military units are veteran -- it makes a big difference. Oh well, I'll wait and see what Lt. M says about everything. here are my beginning changes. Start it Tlax -- it needs another worker before a harbor. I put it on wealth one turn so that it will grow before the worker pops out. Calix I change from harbor to temple -- I like early culture, plan on whipping. Corona -- if wer'e building the pyramids, why a granary? to barracks -- 1 turn. Texoco granary change to temple. Teoti granary to barracks even though it wastes 7 shields, as any more growth will cause disorder. Stratadite temple - worker (my worker factory). Can'tpronounce swordsman to temple, rushed -- needs culture on smolensk and no use producing regular swordsmen. Yes -- I like vetoing!! That was all preturn, before I read Lt M's comments, and before I checked diplo, which I just did, and found nothing. Lt. M said to go ahead, but now I have to get off this computer, so I'll play again in the morning. turn 1 - 650 BC Corona barracks -- spearman. Cant temple -- barracks. Teo temple to worker. Turn 2 - 630 BC Decide to hurry texoco temple - saves 19 turns on it, by wasting 10 growth turns. Worker movement around Teno, get four gold by turning down science. Turn 3 - 610 BC lit complete, start on monarchy -- 27 turns at -1 gold. Texoco temple to worker. greeks complete the colossus. Turn 4 - 590 BC nothing Turn 5 - 570 BC Stratadite worker - worker. Teo worker - spearman. Teno riots for no understandable reason (it didn't grow, why would this happen?) so I ad the lux tax and turn reaserch back, monarchy at 28 turns at -1. I'm sending all of our swordsmen over to the Chinese. I don't think I want to fight yet, but somebody else probably will. change monty's spearman to horseman, 3 turns to 8 turns. turn 6 - 550 BC movement, now -2 gpt. turn 7 - 530 BC razed barbarian camp near Tlaz, 25 gold, nothing else. Nothing in diplo, almost everybody is completely broke. make rop agreement with zulu to explore land below them. turn 8 - Monty's revenge spearman to swordsman, texoco expands. raise the luz tax after a riot at teno -- sorry guys. turn 9 - 490 BC Strat worker to worker, lower lux tax after moving spearman into teno. increase science making it 17 turns at -2 turn 10 - 470 BC Corona spearman to temple. turn 11 - 450 BC Teo spearman to swordsman Americans building lightouse.c Turn 12 - 430 BC Calix temple to worker. Tlat worker to worker. Tlaz worker to worker. order chinese settler, warrior out. Turn 13 - 410 BC Texoco worker to barracks. turn 14 - 390 BC Strat worker to temple. investigate changing tlat to barracks and accidentally whip. Oh, well it would have rioted before the worker was complete. Turn 15 - 370 BC Tlat barracks to worker, Calix worker to harbor, hurry temple at corona turn 16 - 350 BC Corona temple to settler, calix expands. Turn 17 - 330 BC Can't pronounce barracks to spear turn 18 - 310 BC Monty's revenge sword to horse, tlat riots - can't stand that city! turn 19 - 290 bc teno grows, worker movement turn 20 - 270 BC teo swordsman to worker. whipped spear in can't. (it was unguarded and had a barracks.) I left a stack of four swords in teo for a war with the chinese. The settler producing in corona was suppossed to go near chicago, but i guess it won't. i'd use it to fill in holes in china. Can't think of anything else to say, so here is the save. :D http://www.civfanatics.net/uploads2/tr1 250BC.zip RRnut infoman Nov 12, 2002, 01:06 PM I have to go out of town on business later today. I will be back Thursday. If my turn comes up before I get back the next person in line go ahead and play the next turns. I will jump back in when I get back. Lt. 'Killer' M. Nov 12, 2002, 05:36 PM I'll comment on this tomorrow. Sorry, too busy and tired atm. XSin Nov 12, 2002, 08:50 PM Good, I thought it was my turn and I missed it :rolleyes: Lt. 'Killer' M. Nov 13, 2002, 05:23 AM XSin: nice turns.... check what RRnut did to production - pretty good calls! Lt. 'Killer' M. Nov 13, 2002, 05:39 AM Originally posted by RRnut Preturn -- 670 BC. This is what I did just after I opened the file and before I read Lt. M's comments. Anyway - we have rather decent land. It seems like we have almost all the furs and ivory in our immediate area - big time trading. However, It seems like somebody did the close expansion paradigm - almost all cities have big time overlap. AND they have pathatic infrastructure. it seems like I'll have to whip some infrastructure into them. And few of the military units are veteran -- it makes a big difference. Oh well, I'll wait and see what Lt. M says about everything. here are my beginning changes. Start it Tlax -- it needs another worker before a harbor. I put it on wealth one turn so that it will grow before the worker pops out. Calix I change from harbor to temple -- I like early culture, plan on whipping. Corona -- if wer'e building the pyramids, why a granary? to barracks -- 1 turn. Texoco granary change to temple. Teoti granary to barracks even though it wastes 7 shields, as any more growth will cause disorder. Stratadite temple - worker (my worker factory). Can'tpronounce swordsman to temple, rushed -- needs culture on smolensk and no use producing regular swordsmen. good thinking here! I refrain from rushing as mush as possible but the Temple was necessary turn 1 - 650 BC Corona barracks -- spearman. Cant temple -- barracks. Teo temple to worker.so many barakcs mean you must go to war - otherwise you are throwing money out the window! Turn 2 - 630 BC Decide to hurry texoco temple - saves 19 turns on it, by wasting 10 growth turns. Worker movement around Teno, get four gold by turning down science. Turn 3 - 610 BC lit complete, start on monarchy -- 27 turns at -1 gold. Texoco temple to worker. greeks complete the colossus. Turn 4 - 590 BC nothing Turn 5 - 570 BC Stratadite worker - worker. Teo worker - spearman. Teno riots for no understandable reason (it didn't grow, why would this happen?) so I ad the lux tax and turn reaserch back, monarchy at 28 turns at -1. I'm sending all of our swordsmen over to the Chinese. I don't think I want to fight yet, but somebody else probably will. change monty's spearman to horseman, 3 turns to 8 turns. turn 6 - 550 BC movement, now -2 gpt. turn 7 - 530 BC razed barbarian camp near Tlaz, 25 gold, nothing else. Nothing in diplo, almost everybody is completely broke. make rop agreement with zulu to explore land below them. good job! it will also keep them out of the coming war (probably] turn 8 - Monty's revenge spearman to swordsman, texoco expands. raise the luz tax after a riot at teno -- sorry guys. turn 9 - 490 BC Strat worker to worker, lower lux tax after moving spearman into teno. increase science making it 17 turns at -2 turn 10 - 470 BC Corona spearman to temple. turn 11 - 450 BC Teo spearman to swordsman Americans building lightouse.c Turn 12 - 430 BC Calix temple to worker. Tlat worker to worker. Tlaz worker to worker. order chinese settler, warrior out. were you ready for war before you did so?????[7color] Turn 13 - 410 BC Texoco worker to barracks. turn 14 - 390 BC Strat worker to temple. investigate changing tlat to barracks and accidentally whip. Oh, well it would have rioted before the worker was complete. Turn 15 - 370 BC Tlat barracks to worker, Calix worker to harbor, hurry temple at corona turn 16 - 350 BC Corona temple to settler, calix expands. Turn 17 - 330 BC Can't pronounce barracks to spear turn 18 - 310 BC Monty's revenge sword to horse, tlat riots - can't stand that city! turn 19 - 290 bc teno grows, worker movement turn 20 - 270 BC teo swordsman to worker. whipped spear in can't. (it was unguarded and had a barracks.) I left a stack of four swords in teo for a war with the chinese.[color=red] Too few!!!!!!! At least 6, better 8 or 10! The settler producing in corona was suppossed to go near chicago, but i guess it won't. i'd use it to fill in holes in china. Can't think of anything else to say, so here is the save. :D http://www.civfanatics.net/uploads2/tr1 250BC.zip RRnut RRnut Nov 13, 2002, 05:50 PM Thanks Killer! I thought that somebody needed to get some infrastructure in there, or nobody would. but the next player will probably go to war. Oh, and can you not include spaces in uploaded saves? the link is wrong. the file name is 'tr1 250bc.zip'. RRnut Smurf Nov 13, 2002, 06:19 PM O YAY!!! I GOTS TEH WAR TURN :hammer: :ak47: got it, will post later tonite. Lt. 'Killer' M. Nov 13, 2002, 07:10 PM RRnut: replace spaces with '_' ;) Smurf Nov 13, 2002, 07:37 PM hmmmm. Pyramids save us 360 shields from all our cities, 60 shields from any conquest on this isle(CHINA!!) and 7 gpt from our current cities, + 1 gpt from any conquests. GL gives us 12 techs at very best. current science spending is at 24 gpt@50%. that 24 will go up, but it is lost after edu. I think pyramids r better, so I stick with them. If we get beat to 'mids, we get GL. IT: why was tlatolo whipped? I start thinking about FP sites. Beijing could be nice. Sell lit to a few civs, get 90gold/wmap from Mao. Investigate Beinjing, only 2 spears. I think I'll capture it. 1. Renegotitate peace with abe to gain 40G. Abe is broke. lower sci to 50% 2. Tlax finished worker, goes to temple. I move workers around, connect ivory. Move 5 swords on gotos to near beijing. I figure 5 can take it easily, and we will be to the middle ages soon (~ 40 turns, IMO, so we can make peace and then kille with knights) 3. Trade maps with hammer, he is agressive so I figure why not. swords are readied, next turn war. send spear to tex, only had a warrior previously. 4. China starts GL. We declare war, move swords outside bejing. 5 of em are ready. Remove workers from boarders with china. WAR :HAMMER: :ROCKET2: 5. Attack with swords. 1st sword vs spear, we win FLAWLESS VICTORY!!. 2nd sword attacks. We lost 1hp. They lose 1hp. They lose another. We lose 1. We win!! 3rd sword attacks n loses 1hp, wins. 4th kills final defender, a sword. We take beijing. 6. We discover Monarchy. I revolt. We enter a monarchy. We are at -16 gpt. I go to token scientist on republic, 20 lux. 7. Our new subjects in beijing stop thier futile resistance to the GLORIOUS AZTEC EMPIRE!! :HAMMER: Zulus finish that stupid little oracle thingy. I cash rush the beijing spear. Costed only 76G cause it didn't have to go from start. 8 Kill a chinese sword. Babs and Abe start the pyramids. 9. I kill an archer. China will see us now, no cities or gpt but they will pay 27G for peace. I decline, I wanna try my hand at Tsingtao with about 3 swords. 10. 2 swords die, 1 swords has a flawless vic. I move another sword to outside Tsingtao. Next leader can choose to attack next turn or make peace. We get those wierd triangluar thingies. The really expensive ones. As for diplo, we can broker monarchy and lit. Cathy dones't have cash or math. Lt. 'Killer' M. Nov 14, 2002, 01:18 PM Smurf: what now? are you going to complete your 20 turns? or post a save? Smurf Nov 14, 2002, 07:58 PM I will continue to 20. I wasn't sure weather to do 10 or 20. Smurf Nov 14, 2002, 09:02 PM First off: FP site. Where. I like greece(athens) but washington could be ok. Beijing would only help ****ty assed tundra eskimo(canadian) cities and itslef. DISCUSS. WE NEED IT NOW!! WTF IS UP WITH ALL THE OVERLAP. Corona and calix are 2 tiles apart. 2!!!!! WTF WHO FOUNDED THOSE WEEDY ASSED CITIES. And plz, make an explicit note at the end of your turn if you whipped. I just had tlat riot cause someone whipped it for no reason!! Blow by blow. 11. nothing but wondering about the fu-cking overlap 12. Lincon wants to trade wmaps if we add construtcion. To improve reloations, we trade for 10g instead. 13. Our glorious soldiers take Hanchow(autoraze). The damn chinamen won't cede republic for peace but they'll give us an ice city. No thanks. We lose 2 incompetend swords trying to take Tsingtao against reg!! spears. wtf happened to 3 attack vs 2 def, 1hp up and size 1 city?? 14. 10BC. ZZZZzzz 15. 10AD move workers. 15. China loses an archer to our reg spear in beijing, he promotes. Attack Tsingtao again with multiple swords (3) Warrior is left on defense. 16. OMFG!! I HATE THIS STUPID RANDOM NUMBER GARBAGE. We lose our 4hp sword to a FORTIFIED VET WARRIOR WTF. 1 d v 3 attack. our 3hp sword loses to a 3hp warrior attackin tsingtao. I HATE THIS GAME Because we lost most of our gloriously incompetent soldiers, I make peace. We pay monarchy and construction, they pay rebublic and I revolt. Change production to infrastructure. 17. We are a republic. 80% taxes means we are @ +30GPT. I lower lux to 10% and sci to 30, +8GPT. WE NEED MONEY!!. I disband a reg warrior. Killer, eat me. There's no mp in republic and we need money. 18. Athens makes the lighthouse. We need currecy for middle ages. We are up by republic on everyone but china. I figure a nice mass knight upgrade with 10 knights against greece should do it. 3 defense hoplites are painful, but no harder then pikes and we need an FP. Next leader can choose. 19. Teno riots just the turn that the ivory comes online. WTF!!!!!!! who whipped. 20. I leave the turn mostly open for the next player to consolidate our gain(BEJING, the only usable chinese city) civfanatics.net/uploads2/tr1_130AD.zip We need to consider removeing some overlap. Killer, I suggest you open a save and look at the weedyness :weed: of this. RRnut Nov 15, 2002, 12:45 AM I did a rather large amount of whipping. Almsot every city got the whip once. It's a cheap way -- 10 or less turns of growth vs. about 30 or more turns of building, combined with 20 thruns of unhappiness, about evens out. I thought I said when I whipped just keep city close to small. anyway, who is up next? And I did not like the city arrangement either!! RRnut Lt. 'Killer' M. Nov 15, 2002, 02:04 AM I guess I'll have to have a closer look (very busy at work) at the saves now. :( Maybe we should post a save every 5 turns if things happen fast, every 10 if things go slow! Everyone: suggest FP sites and give a reason please! RRnut Nov 15, 2002, 03:46 AM I Don't have a map or acess to the game, but I would tend to suggesst either the greek or zulu lands. everything else looked rather poor. RRnut infoman Nov 15, 2002, 08:41 AM Where is the save after Smurf's turns? I was going to suggest a FP site but I don't see a save to view the game. Lt. 'Killer' M. Nov 15, 2002, 01:03 PM he forgot the http://www. in the URL. alos, the file is named TR1_130_AD.zip - note the capital letters!!!! http://www.civfanatics.net/uploads2/TR1_130_AD.zip Lt. 'Killer' M. Nov 15, 2002, 01:07 PM IMPORTANT: the sav is indeed called Tr....., but the zipfile bears a different name! Watch out - WInZip names the zip differently from the file in it!!!!! XSin Nov 17, 2002, 02:33 PM Hmmmm I have no idea where we should put the FP, I don't really bother with it (empire usualy isn't large enough to merit it on huge maps) Lt. 'Killer' M. Nov 17, 2002, 04:14 PM well then do think about it now! ;) RRnut Nov 17, 2002, 04:35 PM Hmm. I just opened the map and have two suggesstions for the FP: 1 -- Zulu territory. This would probably be the best, with plenty of grasslands and other decent terrain. 2 -- greek territory. An FP in athens would be nice -- did you see all the wonders they have in their? but not as nice terrain. RRnut Lt. 'Killer' M. Nov 18, 2002, 02:51 AM XSin? infoman? which of the two would you prefer and why? Remember: an FP cannot be moved - ever! infoman Nov 18, 2002, 06:25 AM 1. Moscow - about the same distance from our capital as Athens but more plains. It is close to continent w/ Babs which looks like only has 2 cities and on continent w/ Americans & indians (potential easy targets). 2. Athens - would help secure southern half of our continent and has a bunch of wonders. 3. Zimbabwe - has terrible land (almost all mountains). Tying to take it may be a problem. Where did all of these Chinese cities come from? Are we trying to flip (I think) Minsk? It is almost completed surrounded by our cities. RRnut Nov 19, 2002, 07:30 AM WHo is up next? I think that it is xsin? or am I wrong Lt. 'Killer' M. Nov 19, 2002, 02:03 PM XSin played, then smurf, now it is..... Lord Ven or RRnut - whoever is there first XSin Nov 19, 2002, 05:28 PM Maybe we should just save it for later? Or put it in our current capital and use our palace instead? RRnut Nov 19, 2002, 06:34 PM Is Lord Vet still in? I can't take it right now, mabye tomorrow. RRnut Lt. 'Killer' M. Nov 20, 2002, 02:51 AM On FP locations: thinking about ENEMY lands means to you must conquer first, then eradicate the enemy to protect yourself against flips. Why not build it (normally, doesn't waste a leader!) in Stratadite? We cna then jump the Palace to Zululnad once we take it (remember, a capital cannot flip), then on to the west once the south has courthouses! RRnut Nov 20, 2002, 05:34 AM I have one or two hours to night, so I got it. This is an officcial got it message!?! RRnut Lt. 'Killer' M. Nov 20, 2002, 04:45 PM Originally posted by RRnut I have one or two hours to night, so I got it. This is an officcial got it message!?! RRnut it is indeed RRnut Nov 20, 2002, 05:07 PM Turn 1 -- 130 AD. Load file, and for some reason all resources have become pollition. I cancel recent mod I installed -- something went wrong Anyway, the most wise ruler Andrezema takes control, vowing to lead his people to glory. On the day of his inaugaration, the priest that reads the sacred goat entrails declares that the future of the country lies in two shiny pieces of metal laid side by side strecthing across the country. He also decalred that the gods looked for more sacrifices, requiring military conquest! Switch tiles around in every city - more resources, different balance, i.e. more shields less food. We need more happiness before things grow. Teno and strat get changed production, as they will grow soon. Other military towns switch to horsemen. caliz- library to galley - the babs are my next target - we need those dies. Turn 2 - indians offer map trade -- if we throw in construction! no way Tlat revolts, nothing else new. send most military to calix to get loaded on galley for babs., revenge will start fp next turn. Turn 3 - why do we have sleeping workers!! Revenge horse to aqueduct, so we can grow before FP. start disbanding regular warriors so we can get more gpt. increase spending on currency one notch, -1 turn. change teno from forest to plain, grow in 5, colleseum in 5 Turn 4 - Delhi completes GL, russia to gardens, claix galley to galley. Turn 5 - americans complete gardens, russia wall. no production, just movemet. Turn 6 210 AD - currency complete, take feudalism at 10 turns at -7 for suntzus and our UU. Beijing temple to worker. Tlax temple to courthouse. Strat gets entertainer. Turn 7 - teo something to market, nothing else. Turn 8 - Teno colesseum to market, texoco horse to horse. rush galley for 56 gold. Turn 9 - 270 Ad. caliz galley to galley, beijing worker to worker., movement Turn 10 - corona library to colesseum, Turn 11 - movement Turn 12 - Beijing work - work, texo horse to court, mont's revenge to colleseum, other stuff. Ask for all bab stuff, they refuse, so I declare war. turn down science for + 1 turn bonus. turn 13 - feudalism to engineering. Teno market to suntzus. Cant aqueduct to courhouse. Kiev finally joins us!! great! although it is a junky town?? starts a temple. Our vet sword takes down spear in ur, becomes elite. horse dies to bowman. NTurn 14 - order greeks out agin. our elite sword takes out bowman, captures ur and a worker. Calix galley to courthouse. Turn 15 - Strat colleseum to jag. turn 16 - ur is lost by 1 hP!! teo market to jag. sing bab galley, kill spear in ur. Turn 17 - Beijing work to courthouse Turn 18 - order chinese off turn 19 - war wearniess hits, change to monarchy. Turn 20 - not much TUrn 21 - I want to get UR!! so I'll take 5 more turns, smolensk is now ours, trade feudalism for monotheism to russia, so trade several colleseums for cathedrals. Turn 22 - corona and monty's cathedral to jag. 2hp elite sword beats 4 hp vet bowman and takes ur !!! I'll heal and head down to babylon soon. I also ordered 3 cinese settler pairs to leave, but they declared war. No problem. OUr first jag comes next turn. Turn 23 - first jags come out, and aim for chinsese settlers. nothing else Turn 24 - engineering to invention, 14 turns at 0, other movement. Turn 25 - almost to babaylon. however, I took the last unit out of ur, and the babs just move a spear bowman next to it. There is no way I can get a unit back in there and little chance of destroying the attackers. Overall, I didn't do to well. My fights with the babs didn't turn out to well as I didn't understand ancient warfare with galleys. And I was little tired. I'm sorry. However, we are in a very good condition otherwise - I just wasted some swords. And a few other comments: We are making more money in monarchy than in republic - the unit costs were killing us. I would reccommend staying there for the near future. We have about 5 or 6 jags in the making. They are reccommended for china, who back stabbed us again. I would recommend starting a palace prebuild, perhaps in revenge, for leos quite soon. Again, sorry for all the weed, RRnut Here's the file http://www.civfanatics.net/uploads2/TR1_480AD.zip Lt. 'Killer' M. Nov 22, 2002, 09:54 AM the upload doesn't work and i can't find the save in the folder either..... RRnut Nov 22, 2002, 05:10 PM huh? I'll try again http://www.civfanatics.net/uploads2/TR1_480 AD.zip If that doesn't work, I don't know what will RRnut Nov 22, 2002, 05:13 PM the link is: http://www.civfanatics.net/uploads2/TR1_480AD.zip NOw I know what the problem is. Lt. 'Killer' M. Nov 23, 2002, 06:27 AM I have the save, will look at it now ;) Smurf Nov 25, 2002, 05:52 PM Are your eyes constapated or somethin? :P Alright lets get a move on ppl XSin Nov 25, 2002, 08:18 PM Waiting for comments >_> Lt. 'Killer' M. Nov 26, 2002, 03:55 AM OK: just got my old CIv3 to work again (it wouldn't run since I installed PTW) and checked the map. as for the war effeort: RRnut: you know what went wrong! Too few, and inferior troops :nono: now we need to get peace quickly, build up forces and hit someone hard to gain enough spoils to stay ahead. general setup: we can take out Russia and gain usefull cities that way. next players job is: build military and take Russia. Remember to concentrate forces on one city at a time! RRnut Nov 26, 2002, 07:32 AM We are at war with china -- The thing with Babylon is that my troops arrived piecemeal, anyway I know that now. I'm doing better on my own current game... RRnut RRnut Nov 26, 2002, 07:36 AM Oh and, the war with china is going well. OUr first jags are coming out and shoud be in place to attack. RRNut Lt. 'Killer' M. Nov 26, 2002, 04:13 PM I wasn't talking about China - go after them with JW and press them to an expensive peace - but soon!!!!! infoman Nov 26, 2002, 04:33 PM I have not played in so long I almost don't know what is going on. Ha, Ha,Ha. Lt. 'Killer' M. Nov 26, 2002, 04:38 PM XSin Infoman RRNut Smurf (up now) Vetinari (next) unless there were any exchanges I missed.... I am awefully busy atm since I have to work with some Chinese visitor who only stay for 10 days..... Smurf Nov 28, 2002, 11:20 PM Skip me. UBC debates tomorrow, gotta make a model trebuchet for social studies.. just skip XSin Nov 30, 2002, 11:07 PM I believe Vetinari should be skipped now, its been 2 days :p well... 35 hours and 7 minutes :D Smurf Dec 01, 2002, 12:32 AM I can play now.. debates are over. 4th place in jr division and top novice speaker. Jr division is grades 8-10 and me and my pard are gr 8. He he. If you don't have it I'll grab it Smurf Dec 01, 2002, 01:13 AM IT 480AD Veto courthouse for an aquaduct. The city’s size 6, losing 25% shields. With 2 more pop points we get better shields yada yada etc etc etc you get the point. Ur was rioting. WHEN THE HELL DID WE LOSE BEIJING!?!?!?!??!?!?!??!?!?!?!?!? OMFG I CAPTURED IT AND WE LOST IT?? That’s the first time I’ve EVER lost a city. Way to leave ur.. nice and screwed over. Great job! There is absofu-ckinglutely NOTHING I can do about it exept for save the galley. THIS IS RETARDED. WE NEED TO CONSOLIDATE AND FIGURE OUT WHO THE HELL WE WANT TO FIGHT. Peace with babs so we keep that stupid flipbait town ur that we spent troops trying to get for nothing. 1:490 I attack Beijing, we kill 1 horse with 1 left defending, lose 1 hp promote to elite and kick off GA. Nothing else 2: 500 Take Beijing (again) and we have culture memory, so its fairly flip proof. 510: nothing 520:kill misc troops and one in tsingtao. Beijing is 4 aztec 1 chinese citizen LOL 530: whittle away at tsingtao. 540: teno riots for no reason. This is why you don’t veto marketplaces. MORE INCOMPETENT SOLDIERS. A 5 attack jaggie(vet) dies to a elite spear. Then a elite sword impales himself on a gd reg spear.Forget that stupid little tundra Eskimo Canada wannabe. 550: again, rng hates me. 2 jaggies can’t kill a reg spear. Rushbuy pike in Beijing, send the jaggie off to the tsingtao front. Again, who the hell founded these cities? We’re getting eaten for breakfast by corruption. 560: our glorious jaguars are all elite near tsingtaoe without a single leader. I swear I had at least 10 elite vics. We have techs on everyone but not much else. I change stratedite, our no2 town to a placeholder for a wonder so we get those GA shields flowing. 570:Move some troops around n crap. Invention à gunpowder 590: reg pike in Beijing barely impales 2 horsiers. Promoted once. I leave most of the turn undone cause I dun feel like doing anything else. XSin Dec 01, 2002, 10:08 AM Damn, I wanna kick off who ever founded those cities but I can't... :( Oh well I can't wait for my turn, by the way wheres the save? Smurf Dec 01, 2002, 01:10 PM http://www.civfanatics.net/uploads2/tr1-580AD.zip Lt. 'Killer' M. Dec 03, 2002, 07:11 AM Originally posted by Smurf WE NEED TO CONSOLIDATE AND FIGURE OUT WHO THE HELL WE WANT TO FIGHT. that is exactly the sentence I have been thinking for a while now. Regent level does NOT give a production bonus, so you better be prepared to fall behind if you loose troops. not compared to your war enemy, but also compared to all others. So: always bring troops sufficient to a) defend themselves b) take the target c) press on enouhg to reach counterattcking troops in the open d) sit out the counterattack otherwise, raze, raze, raze! I do it this way: I calculate three defenders, vet, max defence bonus, then bring three times that in A value (not multiplying for HP here) and half in D plus some bombard or three additional attackers. example: town defended by Pikemen. D=3 on hill fortified and in walled town D= 6.75 (from Combat calc). times 4 for veteran = 27 so my attackers must have a 27 attack. Knight A = 4, times 7 = 28 - 7 Knights needed. 27/2 = ~14, Pike defence = 3 so 5 Pikes will so (some less if I do NOT expect a heavy counterattack. usually, this stack will be able to take several towns, but it makes sure that whatever bad luck I have I get and can keep the first :D so please do NOT send out single troops here and there, do NOT spread them!"!!!!!!! Lt. 'Killer' M. Dec 03, 2002, 07:13 AM now who's the target? I'd have gone for Russia and kept everything else quiet. They have the worst position, but nice towns - so overrun them. Then, because you never stop producing more troops, you can turn on any other guy who's around...... infoman Dec 04, 2002, 10:40 AM I say we first take care of our continent. The Russians seem to be the easiest, so lets start there. Then lets go after either the Greeks or Zulus. and finally the Chinese. After that we can then go after the Babs, Indians and Americans. Lt. 'Killer' M. Dec 04, 2002, 10:59 AM infoman: that is pretty much what I'd thin best: pick off the weakest that gives us somehting we can use, then (when we have advanced enough arms) the rest of our island.... infoman Dec 05, 2002, 10:58 AM did we attack the Babs before taking out the russians? I know that the Babs only had two cities but they were on another island. Now the Indians or someone else will take them out and then we will have to take them out and will probably be much stronger than the Babs are or were. XSin Dec 05, 2002, 05:54 PM Where's vetinari? I want to go up, I think we should abandon our poorly placed cities once we take our island and rebuild them in better spots. Lt. 'Killer' M. Dec 05, 2002, 06:00 PM it seems we are down to 3 players..... next one: go! (have we followed the tunr order?) Smurf Dec 05, 2002, 11:59 PM Ok.. IMO kill can'tpronounce. We lose one floodplain and a few reg plains, but gain lots for strat. We should move corona to the yellow spray, KIEV to either magenta and can'tpronounce to either green spray. We still have some overlap, but TOTALLY REMOVING 3 cities will hurt our production. We should think about a central FP and then palace move via leader, if we plan on domination or conquest. Xsin, go ahead and take your turn. Smurf Dec 06, 2002, 12:11 AM dumb attachment was giving me crap and the uploads is strange too it should be http:\\www.civfanatics.net/uploads3/cityfixes.jpg www.civfanatics.net/uploads3/cityfixes.jpg as an img http://www.civfanatics.net/uploads3/cityfixes.jpg but of course none will work Lt. 'Killer' M. Dec 06, 2002, 05:57 AM what a crazy idea - moving size 8 cities! and the new can'tpronounce would overlap with Athens (which will be ours eventually)..... RRnut Dec 06, 2002, 05:11 PM Everybody seems to get mad at me for trying to take out the babs. Here are my reasons: We would get jaguar warriors in my turn. That would give us a significant advantage over everybody else, so I decided to delay the battles on our continent until then. We had troops standing around that did't upgrade to anything (swords)that we needed to get rid of. The babs only had two cities and looked easy. they had a luxury resource that could have helped with our happiness problems. The problems: i didn't wait for the second galley - the first just went up and declared war, which I now know shouldn't have happeneed. They had many men -- I killed about 5 with the 6 troops I brought, losing 3. I thought it would be easy, it wasn't. I was rather used to having the tech advantage on regent. re. Beijing, the turn the chinese declared war, there was one spearman in there. I think I was sending something else. Anyway, three horsemen came against it, which couldn't be stopped. RRnut P.S. probably faulty late night reasoning, but it wasn't done for no reason. Lt. 'Killer' M. Dec 07, 2002, 10:12 AM Originally posted by RRnut Everybody seems to get mad at me for trying to take out the babs. Here are my reasons: We would get jaguar warriors in my turn. That would give us a significant advantage over everybody else, so I decided to delay the battles on our continent until then. We had troops standing around that did't upgrade to anything (swords)that we needed to get rid of. The babs only had two cities and looked easy. they had a luxury resource that could have helped with our happiness problems. The problems: i didn't wait for the second galley - the first just went up and declared war, which I now know shouldn't have happeneed. They had many men -- I killed about 5 with the 6 troops I brought, losing 3. I thought it would be easy, it wasn't. I was rather used to having the tech advantage on regent. re. Beijing, the turn the chinese declared war, there was one spearman in there. I think I was sending something else. Anyway, three horsemen came against it, which couldn't be stopped. RRnut P.S. probably faulty late night reasoning, but it wasn't done for no reason. yep, late night ;) Russia would have been the target of choice here. ans as you said: you should have waited for the secod Galley (or third)...... Smurf Dec 07, 2002, 01:08 PM Who's playing? and about moving can't, athens is giving us no benifits as is. The most we could get out of it(by capture) is a wonder that is obsolete or useless, because we didn't make it, and a granary. Not worth it, we can raze+replace at will imo. And in the process of moving, make a settler from the to be moved city, found the new city and let it get built up before disbanding the other one. XSin Dec 07, 2002, 07:49 PM Got it, but I can't play until tomorow :( Lt. 'Killer' M. Dec 09, 2002, 03:55 AM If we disband Athens we have to continue this further south.... disband, disband, disband.... not good, I think, since we should soon be able to take over the entire Grrek Civ - no flip risk - and can then keep the cities. It just costs production and time Smurf Dec 10, 2002, 07:03 PM Xsin your 48 are OVER. Infoman go ahead unless Xsin posts before you begin play. Strict 24/48 in effect, people. Lt. 'Killer' M. Dec 12, 2002, 07:33 AM is there anyone left besides smurf??????? game closed! RRnut Dec 12, 2002, 07:47 AM I'm still here, but I rather lost interest on this game. The reasons: RRnut Dec 12, 2002, 07:50 AM I'm still here, but I rather lost interest on this game. The reasons: I'm already playing Monarch and am getting near to finishing my first two games on that -- after one on regent. I didn't get the start of this game, so I never really got attached to it. I didn't do too well on my one turn, perhaps not enough attention. It wasn't really my style game -- which is building. So, close is fine by me. It was nice playing, RRnut ControlFreak Dec 12, 2002, 08:24 AM Hi guys, I mostly play at regent and really need training. Hence my interest in your thread. I've been lurking almost since the beginning. I would like to fill in for some of your absentees if you will have me. RRNut: I too am more of a builder so I'm really interested in playing this game to get better at War. It seems that war is a vital part of Civ III no matter how peaceful you are by nature. I would also have been a little discourage after your last turn, not because play wasn't optimal but because the teammates were a little harsh. :cry: (Profanity lends such gravity to potential constructive comments.) Especially since this is a "Training Game". But as soon as Russia is taken out there will be a rebuilding time and you can show everyone how its done;) What do you guys say? XSin (MIA) Infoman (MIA) RRNut <up now Smurf <ondeck Vetinari (MIA) Control (willing Sub) RRnut Dec 13, 2002, 09:08 PM I'll continue if somebody else does. Lord_Vetinari Dec 14, 2002, 10:39 AM *hangs head in shame* Hello all. I guess you're kinda angry at me now.... I'm really sorry that I had to abandon the game, and that I didn't give any notice. The reason for my doing this is that I had to watch my parents' house when they were abroad, and while they do have a computer,it turns out that their internet doesn't work, and I don't have civ installed there anyway. So I haven't been online at all for several weeks now, which felt really wierd. Again, I'm really terribly sorry for whatever inconveniences I have caused, especially since this was my first SG ever. ControlFreak Dec 16, 2002, 05:44 AM Does that mean you're back now Venitari? If you are then RRNut should play! RRnut Dec 17, 2002, 02:58 AM Hello! I'm afraid that I cant go right now, and anyway, I just played the second to last turn. If somebody else could take it now I'll go to the bottom of the rotation. RRnut ControlFreak Dec 17, 2002, 07:02 AM Killer - are you still training? As far as I can tell this is the order XSin (MIA) Infoman (MIA) RRNut <Skip Smurf <Played Last Vetinari <Back in? Control <OK if I play? How about: "I GOT IT" I'll play and post tomorrow afternoon unless someone posts that I'm not invited or gets it and plays before me. ControlFreak Dec 17, 2002, 09:18 AM BTW Since its been 16 days since any play happened here I thought I'd save people the trouble of looking back and trying to figure out where we were. Heres the save: http://www.civfanatics.net/uploads2/tr1-580AD.zip And Smurfs Turnlog IT 480AD Veto courthouse for an aquaduct. The city’s size 6, losing 25% shields. With 2 more pop points we get better shields yada yada etc etc etc you get the point. Ur was rioting. WHEN THE HELL DID WE LOSE BEIJING!?!?!?!??!?!?!??!?!?!?!?!? OMFG I CAPTURED IT AND WE LOST IT?? That’s the first time I’ve EVER lost a city. Way to leave ur.. nice and screwed over. Great job! There is absofu-ckinglutely NOTHING I can do about it exept for save the galley. THIS IS RETARDED. WE NEED TO CONSOLIDATE AND FIGURE OUT WHO THE HELL WE WANT TO FIGHT. Peace with babs so we keep that stupid flipbait town ur that we spent troops trying to get for nothing. 1:490 I attack Beijing, we kill 1 horse with 1 left defending, lose 1 hp promote to elite and kick off GA. Nothing else 2: 500 Take Beijing (again) and we have culture memory, so its fairly flip proof. 510: nothing 520:kill misc troops and one in tsingtao. Beijing is 4 aztec 1 chinese citizen LOL 530: whittle away at tsingtao. 540: teno riots for no reason. This is why you don’t veto marketplaces. MORE INCOMPETENT SOLDIERS. A 5 attack jaggie(vet) dies to a elite spear. Then a elite sword impales himself on a gd reg spear.Forget that stupid little tundra Eskimo Canada wannabe. 550: again, rng hates me. 2 jaggies can’t kill a reg spear. Rushbuy pike in Beijing, send the jaggie off to the tsingtao front. Again, who the hell founded these cities? We’re getting eaten for breakfast by corruption. 560: our glorious jaguars are all elite near tsingtaoe without a single leader. I swear I had at least 10 elite vics. We have techs on everyone but not much else. I change stratedite, our no2 town to a placeholder for a wonder so we get those GA shields flowing. 570:Move some troops around n crap. Invention>gunpowder 590: reg pike in Beijing barely impales 2 horsiers. Promoted once. I leave most of the turn undone cause I dun feel like doing anything else. Whoever plays should play 2 or 12 turns so that turns will end on even numbers. Does Leo's sound like the right wonder? Since Smurf got invention on his turn we could switch Stratadie to that immediately. Other possiblity for this prebuild is to make the forbidden palace , hoping to jump the palace at a later date. Anyway, we only have 22 turns until the palace COMPLETES. What does everyone think? ControlFreak Dec 17, 2002, 12:49 PM Hey did I miss something? Jag warriors are supposed to be 1.1.2 attack, defence and movement. But my screen shows they are 5.3.1. Which is right? I'm guessing that 1.1.2 is right since they come so cheap. Do we really want to still be building a bunch of these? They don't upgrade to much and the enemy defenders have def of 2 or 3. No wonder Smurf had so many "RNG" problems. If Jag attack is really 1 and not 5 he had a big disadvantage. ControlFreak Dec 17, 2002, 03:46 PM Guess I was wrong about the 1.1.2. I'm sure they're stronger and only have 1move. Anyway, I played 2 turns to get us to a 100year break: Turnlog: TR1 580AD IT Wake all workers in towns and start them working. Wake all offensive units. Where to go?. With Troops spread out everywhere it's tough to figure out how many we have. Note that China is a lot closer to their UU (Rider - Knight replacement) than Russia (Cossock - cav replacement). It would be bad to have China streaming with with 4.3.3 Riders while we're in the middle of a war with Russia and all troops are down south. Decide to finish off China before attacking Russia. Going through all towns in order of population. Teno leave alone, Suns due in 2. Strad leave palace due in 22, FP could be built in 6. Tlate hires taxman to get WLTKD. Change market to court since corruption is 50% and Market doesn't gain anything (with 2 lux it only adds 1 happy and this place is in WLTKD). Teo ok. Corona change clown to taxguy. Only need more happy than content for WLTKD. Cantpronounce MM-food to grow in 8 instead of 16. Texacoco workers head out to mine hill N of Iron. After that, they should irrigate grasslands to grow (destroying mines). Montezuma MM-food since JW built this turn is wasting a ton of sheilds. Calix mm-shields since can't grow without aquaduct. Switch from JW to aquaduct. Tlaxcala changed from pike to settler to lock up Northern pennisula, good here because can't grow past six anyway. Beijing wakes workers to irrigate river square so that iron mountain can be worked. Disband old warrior for 2 shields. He's useless. Kiev changed from pike to courthouse, want to reduce corruption while GA is going on and Kiev already has 2 pikes defending. Smolink needs some worker help. Plains should be irrigated to support growth and improved tiles MUST be roaded to gain gpt. There's 3 irrigated plains being worked that dont have roads! Thats losing 3gpt, 6 in Republic. Change Tsingtao to all clowns for starvation. Not to mention that this town is smoking. Granary bins are empty now so it should go 1 per turn. Want to get rid of all Chinese to reduce flip chance until China is destroyed. Ur Ok. Originally posted by Smurf Ur was rioting....Way to leave ur.. nice and screwed over. Great job! There is absofu-ckinglutely NOTHING I can do about it exept for save the galley. THIS IS RETARDED. Good job on Ur (size 1 distant town) which is now happy and working on a temple. But what happened in Tsingtao :smoke: (size 4 all chinese)?:lol: This town should end resistance immediately to become a productive city. When town in disorder it is DOUBLE the chance of flipping. (not that it should since its right next to capitol.) Wow, 50mins of Inherited turn without moving any units. Move units: Tlax spear and pikeman fan out to blockade Russian settler heading to OUR pennisula. Select a spearman and upgrade all. 8/12 for 160g. Smolesk pike sent to Tlatelolco. (Size 8 deserves 2 pike versus size 4.) Workers irrigate/road. Jags outside of Xinjin fortify to wait for reinforcements. 2 is not likely enough to defeat elite spear (+spear?). Switch palace to Leos due in 28. <enter> 590AD Chinese archer promotes pike. Russian and Zulu setters turn and head home after blockade of pennisula. Montezuma JW>JW. Tlateco court>JW. Tsingtao resistance ends and starves. Workers road improved tiles. Teinsin captured with death of their 2 spears, second promoted jag to elite. Order Temple. Worker N of Tlaxcla starts road outside of boundary to help new settler in 3 turns. Monte's jag fortifies and wait for Russian war. Beijin jag kills spear and becomes elite. Wake galleys and get them moving. If nothing else to Expand our WM for more Gold. 600AD Chinese spear wanders around. Indians ask for TM for TM deal. I charge them 1g for their effort. Sun's completes>jag ordered. MM-shield beijin so growth AND pike this turn. Beijin worker heads to Tsingtao since Beijin is max size for now and has all worked tiles. Three jags headed to Canton be there in 4. Trade Iron, Horses, Ivory and Furs to Babylon for Dyes. They only have 2 cities and need help. We could use the Extra luxury and our excess isn't doing any good just lying around. Could have gotten it from India for Furs and 3gpt. Or from America for Furs Ivory and 5gpt. This way is no gold and only risk to other resources is bigger resistance. Yeah right. BTW WHY DO WE HAVE ALL 6 Iron connected. This resource disapears! If we get 1 more lux then markets really start helping us. Theres 2 turns worth. If someone want it go ahead and grab it. Otherwise I'll try to play 10 more tomorrow. (Excuse the automoves of Jags that are heading to China.) http://www.civfanatics.net/uploads3/tr1-ControlFreak-600AD.zip ControlFreak Dec 18, 2002, 03:56 PM Heres the end of my reign. Play to 700AD 610AD - Russia piss about our galley travelling through. Sorry. Beijin pike>Temple for culture. Corona JW>JW. Teohiwaca JW>JW. Fireworks in Talix Montes and Tlatelocaco. Elite JW kills horse near Canton. MMOW. JW moves to 1 tile from worker to protect from chinese spear. Near Texcoco. Sci up to 60/20 +5gpt. GP in 5. 620AD - Teno and Texcoco JW>JW. Tlaxcala settler>library. Cantpronounce JW>JW. Smolnsk pike>pike, sent to Montezumas. JW promotes to elite off of chinese spear. Attacking Xinjin, 1st JW wins with 1hp remaining. 2nd JW wins losing 1 HP. 2 spears dead and an archer shows up as next defender. He dies and promtes Jag to elite. Settler captured with city. Order Temple. To push back borders. City already at size 1. Moving new JWs to Kiev and Montezumas. Change Tlaxcala from lib>cathedral (forgot we were religious.) Trade Lincoln ivory for 7g +2gpt and world map. Ganhdi gets our extra fur for 63g +2gpt +WM. Russia gets nothing since they're our next target. 630 - Montes JW>JW. 104g rushs temple in tiensin. 40g upgrades 2 spears to pikes. Teinsin's JW gets on Galley and heads for Canton. This makes Teinsin unhappy. Taxman hired until temple (next round). 640 - Telohuica JW>JW. Calix aquaduct>JW. Tiensin temple>spear, taxman fired. Tsingtao hires taxman, spear due next turn. Xochicalco founded on Grassland pennisula>temple. Elite kills archer. JWs take Canton with two victorys>temple. No resistance in size 1. Sci 40/ lux 20 still get GP in 2. 650 - Beijin temple>court. Teo JW>JW. Tsingtao pike>temple MM-food. Sell currency to Babs for 10g +WM. They still need help. This may generate more gold in their empire which we can grab with other tech sales. China will give us a city but no deal until their capital is moved to the Greek pennisula far away from the towns we captured. Sci stays at 40 for GunPowder next turn. 660 - China begs an audience but I blow them off. I know what they want. Gunpowder done, Theology ordered, better get a prebuild going for Sistines. We already have 2 sources of saltpeter connected so pike no longer possible, only muskets. Teno, Corona JW>JW. Smolensk Pike>musket. Corona switched to palace prebuild. Mine destruction/irrigation of grassland around Texcoco continues. Realize that a mountain road will make trade possible with greeks SE of Xinjin or SW. Opt for SW since we have workers nearby. Tlateco hires 2 taxmen for WLTCD. We're getting quite a stack of JW on Iron hill next to russia. (7). Calix needs major worker help. Were stuck at 7 with our fresh aquaduct. Coronaville has priority though since its building towards wonder. Sci back to 60/20. 670 - Monte JW>court, Tlate JW>Market, Texcoco JW>Cathedral. Switching to building to grab a few sheilds at the end of our GA (1-2 more turns). 68g rushed spear in tiensin. JW kill 2 spears to take Chendung. Fortify for healing. Worker stack around Montes moved to Calix. First work turns will be cutting forest and sheilds will be wasted on Corona since they don't apply to wonders. Realize I already have workers cutting forest in Corona. Switch to Musket which will accept forest sheilds next turn and be built turn after that. Then Corona must be set to palace prebuild for sistines. Note that Tsingtao will be at 6 next round and is a potential worker factory, growing every 2 turns. 680 - Forest harvested to corona. Teno, Cantpronounce JW>cathedr |