View Full Version : The1 - Bab's Bumbling Bowmen (Regent)


theos
Nov 06, 2002, 02:43 PM
A (hopefully) quick game of bowmen conquest...

Civilization: Babylonians
Level: Regent

Land: Standard 70% Pangea
Parameters: Normal/Temperate/5 billion years
Barbarians: Roaming
Opponents: 7. All the (non-PTW) militaristic civilizations + one other.
Rules: All victory conditions enabled. Respawn off. Cultural link off.
Map: Modified to move all iron away from our starting location (thanks to my room-mate for doing this).

The first goal of the game is to use our unique unit, the bowmen, to conquer as many of our neighbours as possible. Our eventual aim is conquest or domination as early as possible.

Final Roster
Zarth
Theos
cymru_man
civ_steve

Standard Succession: 24 hours got it followed by 48 hours to play and post else you'll be skipped. Check the forums daily if you're next on the roster. 20 turns for first rotation, 15 turns thereafter (and down to 10 turns if the game lasts long).

We will be avoiding exploits such as worker buying and phony peace treaties. One doesn't need to cheat the game on Regent level!

This game has been completed. Read the summary round-by-round version here (http://forums.civfanatics.com/showthread.php?postid=650501#post650501).

theos
Nov 06, 2002, 02:47 PM
Here is the screenshot of the starting location.

I'm happy to play the first turn, but if someone else prefers, they're welcome to. First one to ask, gets the first turn.

Zarth
Nov 06, 2002, 03:31 PM
I'd be happy to play in this one and take the first turn. :D

civ_steve
Nov 06, 2002, 08:16 PM
Sounds like Fun!! :D I haven't played as the Babs yet; I'd like to try their 2-2-1 Bowmen. Count me in!!

civ_steve
Nov 06, 2002, 08:19 PM
Oh ... I am assuming this is Vanilla Civ3. I haven't picked up PTW yet.

theos
Nov 07, 2002, 04:42 AM
Ok, only three players total so far, but no reason not to get Zarth started anyway. Hopefully we'll get one or two more players by the time we get past civ_steve's turn.

So here's the first turn save:
http://www.civfanatics.net/uploads2/the1-4000bc.zip
Go for it Zarth! 20 turns. Normaly 24/48hrs but there's no rush until we get up to four players.

Please use the easy upload feature for posting zipped save games and use the1-YYYYbc.zip (and .sav) for the file name (When I have to use my dial-up connection, I'll need those saved games as compressed as possible!)

Oh, and civ_steve, vanilla civ3. What are the chances I'd be able to get hold of PTW down here in South Africa? :( I'll probably have to pick it up when (if) I travel overseas.

cymru_man
Nov 07, 2002, 11:39 AM
I would like to join if thats OK by you but:-

What size is the map?

What happens when we get to the point when bowmen are obsolete?

Thanks

Zarth
Nov 07, 2002, 12:18 PM
I'm gonna start playing the first 20 turns. I'll post the game tomorrow.

theos
Nov 07, 2002, 02:07 PM
cymru_man,

- sure you can join ... I'll put you 4th on the roster

- map size is standard (I can't have just bunched it into my land description ... it is there but not obvious that it's referring to map size).

- as for obselete bowmen ... we can upgrade our remaining ones to longbows. Normally I fight wars with knights, but if we have a lot of bowmen still hanging around, we'll get lots of practice with those longbows. If we've managed to secure horses/knights and later saltpeter, there's no reason not to supplement our force with knights and later cavalry. But I think we better just wait and see how it goes.

civ_steve
Nov 07, 2002, 07:10 PM
Sorry about that Theos; I guess you're right. I only asked because some of the succession games are stating that they are PTW. And Vanilla Civ3 is a requirement for the GOTMs.

I look forward to my turn.

Zarth
Nov 08, 2002, 01:49 PM
1. 4000BC
I move the settler one square SE to get to put our capital at a see.

2. 3950BC
Babylon founded start producing a warrior.

3. 3900BC
We start researching warrior code.

4. 3850
nothing

5. 3800
nothing

6. 3750
nothing

7. 3700
warrior finishes, start on settler. The warrior heads to a goody hut.

8. 3650
the village is deserted.

9. 3600
nothing

10. 3550
nothing

11. 3500
nothing

12. 3450
nothing

13. 3400
Babylon will grow in 9 turns, the settler will be finished in 3. I switch the settler to barracks.

14. 3350
we get pottery from a goody hut. I switch babylon to granary.

15. 3300
nothing

16. 3250
nothing

17. 3200
nothing

18. 3150
we see zulu scout near babylon. They have 2 cities and warrior code. We will discover warrior code in 3 turns.

19. 3100
nothing

20. 3050
warrior code in 1 turn.

http://www.civfanatics.net/uploads2/the1-3050BC.jpg

http://www.civfanatics.net/uploads2/The1-3050BC.zip

theos
Nov 08, 2002, 02:18 PM
Re: Warrior Code. I picked our opponents as Militaristic so we'd be able to trade for Warrior Code early. Oh well...

cymru_man
Nov 08, 2002, 02:22 PM
Haha :)

Never mind i'm sure we'll all screw up bigger than that before this game is over. Are you next theos?

theos
Nov 08, 2002, 03:11 PM
Highlights from the first reign of Theos

(0) 3050 BC
We discover Warrior Code. I switch to Mysticism (heading for Monarchy). My thinking is we should be able to trade for all the tier one techs, and nothing else seems to support the bowmen swarming strategy.

(2) 2950 BC
Babylon has one turn left for both growth and granary production. I intentionally lower food production so that we get our granary before the growth.

(4) 2850 BC
Babylon produces another warrior. He stays at home for garrisoning duty.

(5) 2800 BC
Our scouting warrior pops a hut, and releases three barbarians. He survives the assault and is promoted to elite!

(6) 2750 BC
The Aztec's border is sighted to the west. We have pottery up on them, and they have nothing for us (besides a worker, but NO
early worker buying).

(10) 2590 BC
Our scouting warrior pops a hut, and we learn Masonry.

(14) 2430 BC
A settler from Babylon founds the city of Ur, on the banks of the river north-west of us. A roaded wines tile is included in the extended borders, and so our first luxury is linked to our capital.

(16) 2350 BC
We discover Mysticism and switch to Polytheism on min sci. The Aztecs still have nothing for us, and Shaka already has Mysticism. They started on the Oracle in 2510 BC.

(17) 2310 BC
Babylon completes its barracks, and starts training another settler.

(20) 2190 BC
Our scouting (elite) warrior disperses a barbarian camp.

theos
Nov 08, 2002, 03:13 PM
A view of our fledgling empire and our exploration so far...

theos
Nov 08, 2002, 03:19 PM
Up next: civ_steve
On deck: cymru_man

My thinking is we should probably get at lease four or five cities before attempting to swarm with bowmen. Against Jags and Impis, their retreating ability could make things awkward.

Oh, and looking at Ur, I'm reminded I've started on a Granary there. This should probably be switched by the next player. A Barracks is probably better.

Good Luck!

http://www.civfanatics.net/uploads2/The1-2190BC.zip

theos
Nov 09, 2002, 04:19 PM
civ_steve, 24 hours is up and still no got it. cymru_man, could you take it instead.

civ_steve, if you're able to sneak a got it message in before cymru_man then play it. Alternatively, I'm willing to put you after cymru_man, just let me know, okay?

cymru_man
Nov 10, 2002, 03:52 AM
Ok i'll take it now but don't be too harsh on civ_steve- the forum was down for most of yesterday (in my time zone anyway)

theos
Nov 10, 2002, 04:20 AM
I don't want to punish civ_steve or anything...I'm just suggesting he takes the game after you.

cymru_man
Nov 10, 2002, 12:06 PM
My reign :D

Turn 0:- Change production in Ur to spearman

Turn 1:- Nothing

Turn 2:- Nothing

Turn 3:- Babylon builds settler: set to build spearman (4 turns). Settler and warrior march out of Babylon
towards a site south-west of Ur.

Turn 4:- Nothing

Turn 5:- Nothing

Turn 6:- Nothing

Turn 7:- Babylon & Ur both build spearman. Babylon set to settler (5 turns). Ur set to settler (15).
Ninevah founded next to forest with game. Set to spearman (10)

Turn 8:- Nothing

Turn 9:- Nothing

Turn 10:- We meet china south of babylon. they have the wheel and iron working. We have ceremonial berial
we trade ceremonial burial and 45 gold for the wheel. We meet the Zulu and trade Masonry for iron working and 10 gold
We are 4 techs up on the Aztecs and they have nothing we don't. I'm assuming they will be our first target
There are horses south-east of Babylon

Turn 11:- Nothing

Turn 12:- Babylon builds settler. Set to spearman (4)Spearman + Settler leave Babylon heading towards a site northwest of Ur
I'm trying to avoid settling in the plains and desert South West of Babylon until we have more workers

Turn 13:- Nothing

Turn 14:- Nothing

Turn 15:- Scouting warrior attacked by 1 barbarian warrior. Takes 1 wound. Skip turn to heal

Turn 16:- Babylon builds spearman. Set to temple. There is 1 spearman now fortified in Babylon

Turn 17:-Ur and Ninevah build settler and spearman respectively. Ur set to spearman (7), Ninevah to settler (15) Ashur
founded on Aztec border near game and cow. Set to spearman. Ur's settler heads towards 'wasteland' because there is no room
andwhere else. *Suggestion*It should settle near floodplains and worker built early to improve plains so it has production

Turn 18:- Nothing

Turn 19:- Nothing except a Zulu town sighted near China.

Turn 20:- Another Zulu town sighted. Babylon builds temple in 1 turn. Polytheism in 10. 50 gold +2 per turn at 3.7.0.

:( Problem: When I try to upload to the server everything seems to be OK but i can't find my file in the uploads. In emergency i could probably email someone with the file but any help would be appreciated.

LKendter
Nov 10, 2002, 12:58 PM
Problem: When I try to upload to the server everything seems to be OK but i can't find my file in the uploads. In emergency i could probably email someone with the file but any help would be appreciated.

One possible problem - watch the case. The upload feature is screwed up. GAME.sav is valid. GAME.SAV is not. The .sav / .zip must be in lower case.

LKendter
Nov 10, 2002, 01:18 PM
Problem: When I try to upload to the server everything seems to be OK but i can't find my file in the uploads. In emergency i could probably email someone with the file but any help would be appreciated.

One possible problem - watch the case. The upload feature is screwed up. GAME.sav is valid. GAME.SAV is not. The .sav / .zip must be in lower case.

cymru_man
Nov 10, 2002, 02:20 PM
Still no success :(

cymru_man
Nov 10, 2002, 02:30 PM
While I'm figuring out how to use this crappy system should I e-mail the file to someone. If so civ_steve or zarth?

theos
Nov 10, 2002, 03:22 PM
cymru_man, send it to civ_steve - if he could post his email address here.

In the meanwhile, send it to me at theos@webmail.co.za and I'll see if I can get it to work as I haven't had any problems yet with the upload system.

cymru_man
Nov 11, 2002, 10:08 AM
I've got a thread in site feedback, and no-one there has been able to help me, though they tried. I hope I can eventually get the upload system to work but I'll email you theos.

civ_steve
Nov 11, 2002, 10:36 AM
So Sorry! The weekend was busy for me, and the last time I checked (early Friday in my time zone) Zarth hadn't posted yet!! Since then 3 turns have gone. I'll take the next turn.

I've noticed the .SAV problem myself. After hitting Upload, and then Browse (to select the .sav file to upload), highlight the file name in the window and swipe the mouse to the right (this will get you to the end of the file name.) If it ends in ----.SAV, highlight the SAV part and change it to sav.

theos
Nov 11, 2002, 10:43 AM
Here's the save for civ_steve:

http://www.civfanatics.net/uploads2/The1-1525_BC.zip

What I did was zip it first and there were no problems.

theos
Nov 11, 2002, 10:50 AM
And here's our fast growing nation at the end of cymru_man's turn (1525 BC)

theos
Nov 11, 2002, 10:57 AM
Just some thoughts ... spearmen (1/2/1) cost 20 shields, the same as our bowmen (2/2/1), so why are we building spearmen? Sure they can be upgraded to pikemen later, but we're going to try and nail our opponents before then if possible. My suggestion to civ_steve, is that we switch the spearmen being built to bowmen and start working on building an offensive force.

I agree with cymru_man that the Aztecs look like very ripe targets. For whatever reason, they're trailing behind everyone else and I would like to see them wiped out before they have a chance to catch up.

cymru_man
Nov 11, 2002, 11:04 AM
Good point theos, I hadn't realised that, also, as you may have noticed I am more expansionist than builder. (just my style). I reckon Babylon and Ur could start producing bowmen soon. Conquest shall be well underway before I get my next turn! :D

theos
Nov 11, 2002, 11:22 AM
More random thoughts on the tail of cymru_man's post:

I usually tend to avoid early wars, rather pushing for tech dominance at the time of knights, cavs or tanks to win. What often happens in tournament games/GOTMs is that you have to go into conquest mode early to get a decent score. I find that I tend to start the conquest too late compared to the better players. I was hoping to focus on using this succession game as a way for me to see how myself and others handle early war. My own feeling is that we need to get fighting now. Respawn is off, and, if we can wipe out the Aztecs, Zulus and Chinese soon, we'll probably have half the pangea to ourselves. That kind of advantage will hopefully give us an unstoppable lead, and consequently an early conquest/domination.

At the least we want to rid ourselves of the Chinese before they get their riders (from Chivalry).

cymru_man
Nov 11, 2002, 11:33 AM
If we then place our killing roster as 1.Aztec 2 China & 3. Zulu then techwise we should suck up to the Zulu's. Aztec is already behind, because i traded with Zulu and China. When more civs become know we shall have to evaluate that.

Conquestwise the Aztec shouldn't be too tough. This early on, the only productive cities the AI is gonna have is their capital, and maybe second city (tiotehuacan) and Ninevah is right outside so we can just walk in with 6 or so bowmen, declare war and take the capital. Once their second city goes its just mop-up. Muhaha :slay:

civ_steve
Nov 11, 2002, 05:59 PM
OK. I've got it. I should be able to post tomorrow morning, West Coast time.

In a typical game, I like to weaken the adjacent civs; usually I give peace for techs, so I don't fall too far behind in the tech race. And the extra space helps the empire grow large enough to be a power. The Babylonian's Bowman is a great intermediate unit, which combines archer with spearman and at the same cost as either, so I wouldn't build any archers or spearmen, and plan to build Pikemen and Horsemen later. And the early Golden Age will help cement the newly acquired lands.

OK, Aztecs, then Chinese and Zulu. Hopefully we don't trigger an Aztec golden age!!

theos
Nov 11, 2002, 06:11 PM
I don't think we have anything to fear from an Aztec GA. It will coincide with our GA, and it seems like they're lagging behind already; plus their jags don't really put a dent in our bowmen. Mmm ... famous last words, perhaps? :undecide:

civ_steve
Nov 11, 2002, 08:32 PM
We'll see. ;) The Jag can retreat in combat, is faster (so can run away to heal, potentially) and only costs 10 shields, so an Aztec city in GA can churn one out nearly every turn! Best to hit hard and fast, and hope you don't have to duck!

The Zulu's are almost guaranteed to get their GA when we attack (if not sooner), so it's best to be well-established before hand. That makes the Chinese a very good second 'victim'.

Zarth
Nov 12, 2002, 09:34 AM
If we really want to max our bowman production I think we should use ICS.

cymru_man
Nov 12, 2002, 09:52 AM
Infinite City Sprawl? How will that help?

civ_steve
Nov 12, 2002, 09:57 AM
Here's the recap:

1525 BC civ_steve assumes rule after peaceful coup. Production set to Bowman for Ur and Asher. Nearterm objectives - grow, develop (build 1+ workers), claim Floodplains to South and Incense to Southwest.

1500 BC Bablyon completes Temple, starts on worker. Scout sees Dye, between China and Zululand.

1475 BC Scout; Send 2nd Warrior in Ninevah to scout.

1450 BC Babylon completes Worker, starts on Bowman (4 turns).

1425 BC 2 Chinese cities founded! :eek: One in Floodplains (south fork), one next to Gem Mountains. Ellipi founded at confluence of rivers. Temple started.

1400 BC Zulu demand 21 Gold. We tell them to play with their drums! They declare war! :mad: Production is set to Bowmen everywhere! Our Military Advisor says we can support 11 more units for free; we are average compared to Zulu and Chinese, strong compared to Aztecs.

1375 BC Southern Warrior discovers friendly tribe; we get another warrior and see new culture boundary.

1350 BC 3 Bowmen Produced. Continue Production. We contact the Germans who have Horseback Riding.

1325 BC Scout, Build. Aztec Jag scouting our Northern Border.

1300 BC More of the same.

1275 BC Discover Poly, start on Monarchy. Chinese will trade Alpha and HorseBack + 40 Gold for Poly. We think about it. Science set to 10% (at 70%, 39 turns for Monarchy anyway; build treasury.) Warrior to West disperses camp. Change Ur to Settler

1250 BC Zulu complete Oracle. Asher set to Worker; Ninevah set to Temple, and rushed.

1225 BC Ninevah completes Temple; starts on Barracks. Ashur builds Worker, starts on Temple. Germans begin on Pyrimids.

1200 BC Ur completes Settler, starts on Bowman.

1175 BC Rush Temple in Ellipi. Encounter Zulu on Southern side. Send Envoy, they meet! For Peace Zulu want Poly. We counter, Peace and Poly for Peace, Alphabet, Horseback Riding, 137 Gold and Worker. Agreed! :D Send Envoy to Chinese; For Poly, 137 Gold, Worker and 2 gpt, we get Mathematics and Writing, Agreed! :D :D Germans and Aztecs have nothing to offer.

1150 BC Ellipi builds Temple; Babylon changed to Settler (Size 6, too unhappy)

1125 BC Bablyon builds Settler, back to Bowmen.

1100 BC Zulu Start Pyrimids. Build, scout.

1075 BC Rush Temple at Ashur.

1050 BC Ashur completes Temple, starts on Bowman. Ellipi Culture pushes on Chengdu.

1025 BC civ_steve Retires.

civ_steve
Nov 12, 2002, 10:06 AM
And the save game:

http://www.civfanatics.net/uploads2/The1-1025_BC.zip

For the remaining settler we have, I would move it 1 space south, and found a new city on the Plains tile, where the river enters the ocean. I'd build a temple there, and rush it after pop-growth, to put culture pressure on Xinjian. Chengdu will probably culture flip, hopefully soon!

theos
Nov 12, 2002, 10:14 AM
Zarth, you're up (with me on deck). With regards to ICS, I think that if want to make the most of our UU before it becomes obselete we need to wage our wars now. Which means military rather than more city ... though I certainly won't complain if I've got a couple extra half-dozen cities to work with at the start of my turn.

civ_steve
Nov 12, 2002, 10:23 AM
Here's a picture of our current empire:

cymru_man
Nov 12, 2002, 10:27 AM
We should start on the Aztecs soon. They're backward and weak- pick em off now. Civ_steve you made some good tech trades. Poly is valuable isn't it? :D

civ_steve
Nov 12, 2002, 10:29 AM
Forgot to say that I think we should pop-rush the Temple at Akkad also.

ICS: We could fill in our interior with cities pretty easily, add that half dozen or so. The Plains spaces would need some irrigation to get past a size 2. However, once our GA started, these cities could build Bowmen about every 3-4 turns or so, which would really ramp our military up.

Maybe we go ICS until we finish Monarchy, and change to it.

civ_steve
Nov 12, 2002, 10:35 AM
cymru_man: yes Poly is valuable!! I'm glad I didn't trade it to the Chinese at that first oppurtunity :cool:

Also, I did take a worker from the Zulu, but immediately traded him to the Chinese, so I don't think that violates the Worker trade exploit that Theos wanted to avoid.

theos
Nov 12, 2002, 10:44 AM
Originally posted by civ_steve
Also, I did take a worker from the Zulu, but immediately traded him to the Chinese, so I don't think that violates the Worker trade exploit that Theos wanted to avoid.

Worker trading is an exploit when you buy an AI's last worker, as this really cripples them. The benefit of the extra worker is all very nice, but the AI just can't cope. Looking at games where a worker is bought early, that civilization almost always ends up in last place, really struggling behind the rest.

In this case, it's a marginal call. The RB rules prohibits worker buying before 1000 BC. At least here we made up for it by strengthening one neighbour at the expense of another.

Anyway... as long as you play in the spirit of the game, we're all happy :)

Zarth
Nov 12, 2002, 04:00 PM
got it!

Zarth
Nov 14, 2002, 09:29 AM
I lost my report untill 630BC. I have built a few cities around babylon. These cities are producing barracks so they can start pumping out bowman after that. Babylon is building settlers for new cities. I have also bought a world map of someone.

630BC

610BC

590BC
Kish founded

570C
Nippur founded


I think we should keep on building cities until monarchy and then go for war completely. Also we need some more workers to improve the land around our cities.


edit: http://www.civfanatics.net/uploads2/The1-570_BC.zip

theos
Nov 14, 2002, 12:32 PM
Of the First King and Babylon's Golden Age...

(0) 570 BC
Okay, when I said I wanted a half-dozen more cities, I'd hoped they'd be a bit less densely packed than this. With Monarchy due soon (10 turns), I resolve to start our Golden Age as soon after it arrives as possible. To that end, I start working on our army. Our ICS cities are building too slowly for their barracks, so most get switched to Bowmen.

(1) 550 BC
Scouts are recalled to participate in the war effort.
Checking on the trade front, I see most civilizations are two techs up on us, but Germany still needs some techs from us. I buy Philosophy+Map Making for Polytheism+Mathematics+WM.

(2) 530 BC
Shuruppak is founded on the line between the desert and plains.

(3) 510 BC
The Chinese establish an embassy with us.

(5) 470 BC
Zariqum is founded near the Chinese border. We start on a temple there because of culture pressure.

(10) 370 BC
We discover Monarchy. King Theos I is ordained by the gods to lead the Babylonian people. The new king's first orders are to send our armies into the Aztec's territory so that they too may know of the new kings enlightened rule.
Trading with the other civilizations, using Monarchy as our bargaining chip:
Chinese - Get Construction+WM+188g for Monarchy
Germans - Get Code of Laws+WM+25g for Monarchy
Zulu - Get Worker+101g for Code of Laws
Aztecs - Get 87g+WM for Code of Laws
We start researching Literature at breakeven pace
Some of our densely packed towns rush barracks with our new cash
The Aztecs demand we withdraw from their territory. "I'm sorry but the will of the gods must be obeyed - our bowmen stay to bring civilization to your backward people."

(12) 330 BC
Our army begins its assault on Teotihuacan. As the first Aztec city falls to us, we enter our GOLDEN AGE!

http://www.civfanatics.net/uploads2/the1-330bc_Golden_Age_small.jpg

(13) 310 BC
Our forces split to take on the cities of Tenochtitlan and Xochicalco.

(14) 290 BC
The King knowing that his mortal years draw to a close, decrees that work be started on great projects in his honour. Ashur starts the Hanging Gardens, Eridu starts the Colossus and Babylon starts the Great Lighthouse.

(15) 270 BC
The Babylonian armies taste their first defeat as their forces fail to capture the surprisingly heavily defended town of Xochicalco. Meanwhile the Aztec capital, Tenochtitlan, is captured, though it is a tough battle.
King Theos dies peacefully in his sleep, content with what was accomplished under his rule.

theos
Nov 14, 2002, 12:35 PM
Our nation at 270 BC after the first two Aztec cities have fallen...

http://www.civfanatics.net/uploads2/the1-270bc_small.jpg

theos
Nov 14, 2002, 12:45 PM
To play: cymru_man
On deck: civ_steve

Comments for cymru_man

We've started work on three wonders. I highly recommend continuing them as our Golden Age is the best time to building them.
Literature due in 1. Remember to adjust taxes up next turn. Let's get to the Middle Ages as soon as possible for Invention (Longbows! We've got plenty of money to upgrade, perhaps a switch to Sun Tzu's/Leonardo's from some of our wonders).
Kick some Aztec butt :die:


The save...
http://www.civfanatics.net/uploads2/the1-270bc.zip

cymru_man
Nov 14, 2002, 01:01 PM
Got it!

Be happy to complete all orders my liege, with special attention paid to No. 3.

Might not be able to play and post tonight, depends on homework.

Happy plotting!

civ_steve
Nov 14, 2002, 08:27 PM
Very Nice!

It seems to me that the capital is poorly placed at the edge of the empire. Ninevah is a good central location for all the cities we've placed, taken, or are about to take. Perhaps we should build the Forbidden Palace in Ninevah, and at some future time, move our palace to another location by Great Leader? (Assuming we have another centralized location to put it.)

cymru_man
Nov 15, 2002, 11:17 AM
King Cymru comes to power. Is equally shocked by ICS, He didn't know ICS was as extreme as all that

Turn 1: Literature discovered. Currency 15 turns, +40 gold per turn. 2.8.0 would mean currency in 24 +51 gold per turn. Cymru decides against changing. We capture an aztec settler. Xochicalco destroyed by a lucky bowman attack.

Turn 2: Nothing of note. We are massing forces at tenochtitlan.

Turn 3: For the 2nd time I have to ask China to withdraw a warrior. They consent and he is automatically moved.

Turn 4: Calixtluahuaca destroyed. There is a lot of space where Aztec cities were but now aren't that should be settled

Turn 5: The people love us so the palace is upgraded.Chengdu culture flips [party]!!!. Mustered 10 or so bowmen in Tenochtitlan march out. Temple hurried in Chengdu to put pressure on tientsin and appease the people. Cymru_man (scientist) gives in to cymru_man ( Banker) and tax is raised further.

Turn 6: Our troops approach the current Aztec capital, Tlaxcala.

Turn 7: Said bowmen take Tlaxcala suffering only 1 casualty. 2 Aztec towns to go.

Turn 8: Resistance in Tlaxcala ends and more bowmen march out leaving in defense and anti-culture flip (I know its unlikely but its possible)

Turn 9: Settler built in Nippur. Zulu impi+settler sighted outside texcoco. they are trying to beat us to free land + more importantly, iron supplies.

Turn 10: Texcoco falls with multiple casualties. 1 town to go.

Turn 11: Nothing

Turn 12: Tlatelalco is captured! No more Aztecs!! Joy and mirth for all!Spare bowmen will go sout to chengdu to prepare for China invasion.

Turn 13: The people love us even more. cymru decides to make the palace look weird by combing default architecture with what is already there. All efforts are being made to slow down Zulu settler.

Turn 14: Zulu settler+impi surrounded. He ain't going nowhere. I know its only a little thing but i enjoyed it.

Turn 15: Sippar founded in the north.

Turn 16: Nothing

Turn 17: Currency! Babylon enters the Middle Age. Unfortuanatly under this very same turn our golden age ends. China is also in the Mid Age and has been for some time. We research Feudalism (40). China has nothing we don't and we have Monotheism. I demand 29 gold (all they have) and 3 gpt. They refuse. War declared.

Turn 18: At 8.2.0 +19 gpt. Chengdu riots becasue of Chinese war. Tientsin captured with ease.

Turn 19: With difficulty Xinjan is captured. 1 more luxury added to our trade network.

Turn 20: Last turn of cymru_man's long and fruitful reign. Gold 1403 (Saving for longbows)+25 gpt, Feudalism in 37 turns. We are tech leaders, China next. The colossus in 4 turns, the great lighthouse in 29, and the Hanging Gardens in 24. Cymru retires in bliss

cymru_man
Nov 15, 2002, 11:22 AM
Easy Upload Works After All! Yay! :D

http://www.civfanatics.net/uploads2/The1-150AD.sav

cymru_man
Nov 15, 2002, 11:49 AM
Hopefully here is a scrnshot of the North (ex Aztec) of our lands.

http://www.civfanatics.net/uploads2/civ3scrnshot.jpeg

cymru_man
Nov 15, 2002, 11:51 AM
I don't know how to get it actually into the post. Will post southern scrnshot in half an hour. If we really attack China soon we can annihilate them before longbows.

Civ_steve is up

*EDIT* Yes I do thanx to theos

civ_steve
Nov 15, 2002, 12:15 PM
Great Work finishing off the Aztecs, cymru_man! :D I've got it, and I'll see how many Chinese pagodas I can ransack.

theos
Nov 15, 2002, 12:17 PM
Cymru_man - to display uploaded screenshots you need to imbed the html address inside IMG tags:

eg html://www.enteryouraddresshere.com

cymru_man
Nov 15, 2002, 12:24 PM
Thanks theos

Here's the screenshot of southern babylon and bits of china.

http://www.civfanatics.net/uploads2/civ3scrnshot2.jpg

cymru_man
Nov 15, 2002, 12:32 PM
Theos will we be playing 20 turns each throughout or will we decrease the number later. If so, when?

theos
Nov 15, 2002, 02:04 PM
We're supposed to be down to 15 turns each now...

cymru_man
Nov 15, 2002, 02:52 PM
Haha where did it say that?

cymru_man
Nov 15, 2002, 03:01 PM
OK sorry everyone. I guess I should have noticed after theos' go.
Zarth did you play 20 or 15, I can't tell since you lost your log. Seriously though where does it say 15 and how was I supposed to know, assuming I didn't examine the numbers in theos' log to closely

theos
Nov 15, 2002, 04:03 PM
Originally posted by theos
Standard Succession: 24 hours got it followed by 48 hours to play and post else you'll be skipped. Check the forums daily if you're next on the roster. 20 turns for first rotation, 15 turns thereafter (and down to 10 turns if the game lasts long).


cymru_man, the devil on my right shoulder cries out that I should punish you :whipped: while the angel on my left begs that I forgive you.

I eventually decide to let it slide ... this time ;)

But seriously, try to stick to 15 turns (unless you don't have the time and have to play fewer). We all want to have a chance at warmongering with those bowmen!

Zarth
Nov 15, 2002, 04:38 PM
I played somewhere around 18 turns. I didn't know we were about to be down to 15 already.

civ_steve
Nov 15, 2002, 06:43 PM
15 turns sounds fine! (Unless there's something critical to complete. Less is fine also, I assume.) I should be able to do my turns tonight, and post either then or tomorrow morning. (I'll try for tonight!!)

I took a quick look at the save game. Unless there's somewhere I want a city to go, I'm going to free up the Zulu settler and add those Bowmen to the attack forces. If he settles somewhere, that will be just one more city to take! :D

theos
Nov 15, 2002, 06:58 PM
Running blockades on settlers is only really useful before the civilization borders have been set, since you want to grab as much land as possible. That Zulu settler will have very little effect on us regardless of where he settles* and freeing up 8 (ack!) bowmen would be more than worth it. Wherever he settles, if it's in our lands, it's bound to culture flip to us as we have nearly double the Zulu culture. It's almost like getting a city for free :)

*Actually, there's one square I'd prefer he didn't settle on: one tile south of the iron by Sippar. But hopefully we won't need iron until railroads.

cymru_man
Nov 16, 2002, 04:31 AM
Yes, that was my main reason for stopping him, but after Sippar was founded I forgot to let him go.

As for the whole turns thing, I am sorry everyone, I guess I just got carried away. [punch] You will let make it really obvious when we go down to 10 turns won't you? ;)

civ_steve
Nov 17, 2002, 01:39 AM
Is it just me, or is the forum unavailable a lot recently? I finished my turns this morning, but after several failed attempts to connect, I finally went off for my afternoon and evening activities. Now I'm finally able to get to the forums, and it's 11:15 in the evening, 14 hours after I first tried!

Sorry for the delay, and here's the recap:

150 AD civ_steveII takes the throne. General plans: continue 'cultural outreach' program to China's
citizens for about 4 or 5 more cities (until Beijing is assimilated), then get peace for whatever China has;
then implement program to Zululand, troops around Zulu settler will form first 'peace corps' unit; Zulu
volunteers will be welcomed into worker details, but get them off that mountain first!!; ICS is choking
Babylon too much, micromanage to get Babylon production up to finish Great Lighthouse faster!!

Ashur: trigger WLTKD by forming 2 entertainers (useable production goes from 5 to 4 initially; we may be able to get Hanging Gardens faster);
Lagash: set production to Worker, take pressure off Babylon (eventually build harbor and occupy sea only spaces
Chengdu: build worker to reduce unhappy population
Ellipi: mine some of the plains spaces to make more productive
we provide a space for Zulu settler to retreat

170 AD Zulu take bait and move back off mountain; China sends 2 horseman, 1 dies attacking Xinjian;
Our counter kills other horseman; Shanghai assault : 5 Bowmen lost vs 1 Spear for China :( I guess we need bigger stack!! Ashur WLTKD only produces back up to 5, so it will be turned off; Great Lighthouse now in 18 turns

190 AD Zulu move to optimal position -block reestablished with only 4 Bowmen; Reform, Rebuild for China excursion

210 AD French Complete Colussus (1 turn before us!); :mad: Set Eridu to Hanging Gardens, Ashur to Great Library (pre-build for Leo's); up Science

230 AD Build and position

250 AD Beijing completes Hanging Gardens. Fine!! (I guess we'll get it faster this way.) ;) I'm changing Ashur to Aquaduct (they're growth is stopped and we've run out of desireable ancient wonders), Eridu to Palace (continue pre-build for Leo's)

260 AD Zulu start on Great Wall (They can see the Bowmen coming, maybe?); Chinese Archer attacks and dies; more Archer/Warrior movement by Chinese Generals amuses our Bowmen

270 AD The signal is given! 10 Bowmen units advance on Hangchow from Xinjian vicinity!

280 AD Kyoto completes Great Wall (another one bites the dust) Our reinforcements engage the Chinese Field Army; They lose 2 archers, to 0 Bowmen; Hangchow falls with only 1 Bowmen loss!
:) On to Canton!!

290 AD Kill 2 Warriors, 1 Archer, 1 Horseman in field - no losses :) ; move in on Canton.

300 AD Kill 1 Warrior, archer; Only 1 chinese Warrior remains in Field; 7 Units surround Canton

310 AD Great Lighthouse in 5 turns! 13 Bowmen now surround Canton!

320 AD 5 Chinese Units leave Canton and Move aggresively towards Xinjian/Hangchow :lol: Canton falls with no losses (except for 2 Chinese spearmen!); Chinese field units destroyed, 2 Bowmen lost

330 AD 1 Bowmen lost to Archer in Field; We Retaliate killing Archer. Surviving Veterans of 1st Shanghai Campaign, with reinforcements, have trained in secret and now re-engage the Shanghai defenders; 11 Bowmen move on Shanghai vowing revenge for their fallen brothers-in-arms!!

340 AD Shanghai is captured with 1 Bowman loss; 4 defending units are destoyed entirely!!; several stacks of Bowmen advance on Beijing, while wounded units heal!

350 AD Chinese Horse attacks are fended off; Heal, and advance; Start stacking units in Zulu vicinity; Start Libraries in Central large cities

360 AD civ_steveII retires :king: takes job as keeper for the Great Lighthouse, which is completed on this turn! Forces move adjacent to Beijing; reserves flock to Zulu borders as news of Zulu aggression increases military enrollments

civ_steve
Nov 17, 2002, 01:51 AM
Here's the save game:

http://www.civfanatics.net/uploads2/The1-360AD.sav

I'd suggest that we take Beijing, maybe Chinan and then get peace for whatever we can. China is pretty much shattered and can be finished off later.

There's a stack of 5-6 bowman on the Western side of Zulu's, and more are gathering around Akkad. Freed-up Bowmen from the China campaign can be added to the attack against Zulu, once peace is established.

I believe the F3 military advisor show we have about 30 more troops than we can support. We might want to tone down the Bowmen builds, and maybe settle some more or build up our cities.

Definitely suggest Forbidden Palace, perhaps in Ninevah.

Forgot to garrison two of our new cities to the Northwest. Bowmen and spearmen on the way. And a Zulu Settler/Impi combo just got dropped off on our Northern coast, so more troops may be needed to contain them.

That's it. Next!

theos
Nov 17, 2002, 05:27 AM
Overview of our fast expanding nation's place in the world...

http://www.civfanatics.net/uploads2/the1-360ad_minimap.jpg

Next up is Zarth, me on deck.

Ideally we'd like to get another player into the roster ... any lurkers are welcome to join!

Zarth
Nov 17, 2002, 05:41 AM
got it

Zarth
Nov 19, 2002, 10:29 AM
sorry guys I will have to skip this turn, because I have a lot of homework to do.

cymru_man
Nov 19, 2002, 10:36 AM
Zarth I know the feeling, but my turn doesn't usually come up until the end of the week.

Theos you are up.

theos
Nov 19, 2002, 01:30 PM
Okay, got it.

Hmmm... All three of my succession game turns came up on the exact same day. I've just finished one and I can't really afford to play this turn just now. No skipping me though, I'll get this turn in within 48 hours.

theos
Nov 20, 2002, 09:05 AM
The Conquering Reign of King Theos II

(0) 360 AD
I change a couple building orders, including starting on a few galleys and courthouses. Nineveh starts building the Forbidden Palace. As the new king, I set taxes to 5.4.1 (-2gpt/Feudalism in 8/fire entertainers).
Zulus found a city way up north - easy pickings for later on.
Tientsin riots ... but it's got 1 happy face, 2 content, 1 unhappy, 1 entertainer. What gives? :confused:

(1) 370 AD
Unfortunately the Chinese capital is a large city and gets +100% defence. I estimate 3 to 1 casualties (and count on 4 or 5 to 1) with 5 or 6 defenders and so wait for reinforcements before attacking Beijing.

(4) 400 AD
Chinese galley spotted near Hangchow and I rush a bowman defender there.

(6) 420 AD
French galley spotted! We make contact with the French, and buy their world map and contacts with the Romans and Japanese with Monotheism. The map reaveals that the French and Japanese share a continent, and the Romans have their own small continent. France is level in tech, and Japan and Rome are behind by Monarchy and Monotheism. We sell them our world map for 159 gold.
A large number of our bowmen charge on Beijing. We lose 14 bowmen lost to their 6 spearmen but successfully capture the Chinese capital which holds the Pyramids and Hanging Gardens. It is a significant flip risk so backup remains near there for the next couple of turns until it is starved down.
I raise science to get Feudalism in 1 turn. With our extra gold, I rush some horsemen to get to the Chinese front.
We discover Feudalism and I start our scientists on Engineering, aiming for Invention and longbows.

(7) 430 AD
Eridu switches to Sun Tzu's from its palace prebuild - due in 20 turns.
Taxes are set to 4.4.2, Engineering in 19.
Zimbabwe completes the Great Library. :lol: Maybe they'll be able to keep up in tech now - it'll be the first time I've seen them with tech parity!

(8) 440 AD
Our bowmen forces advance on Anyang.

(10) 460 AD
Capture Anyang, losing 3 horsemen to 2 spearmen. The rest of the army advances on to Chinan and Tsingtao.

(13) 490 AD
Capture Chinan, losing 4 bowmen to 2 spearmen. Capture Tsingtao, losing 2 bowmen to 2 spearmen. Rest of army marches to Nanking.

(14) 500 AD
Capture Nanking, losing 4 bowmen to 3 spearmen, hooking up Ivory. Forces move on to Kaifeng. Taxes are set to 4.5.1 to get Engineering in 6 turns at -9gpt.
Then a lone Chinese archer, dropped off the previous turn next to Canton, defeats our bowman defender there, capturing our city. :eek:

(15) 510 AD
First task is to recapture Canton. A single horseman is sufficient. Kaifeng is also captured, with us losing 1 bowman to 2 spearmen. Forces move on to Tatung.

Unfortunately, King Theos II was in Canton when the Chinese captured it. Upon recapture, the great king's corpse is found, and the Babylonian kingdom must have a new ruler.

theos
Nov 20, 2002, 09:07 AM
A view of the lands that were once Chinese, together with our new, expanded world map.

http://www.civfanatics.net/uploads2/the1-510ad_small.jpg

theos
Nov 20, 2002, 09:12 AM
Next up is cymru_man, civ_steve on deck. Here is the save game:
http://www.civfanatics.net/uploads2/The1-510ad.zip

I'm all for wiping out the Chinese, so no more flip risk. With our huge production potential, we should have no trouble going after Shaka and Bismark with longbows later. Good luck!

cymru_man
Nov 20, 2002, 10:28 AM
Got it!

cymru_man
Nov 20, 2002, 12:18 PM
Cymru the conquerer comes to power

Turn 1: Tatung captured with 3 losses to 2 spearmen

Turn 2: Nothing very interesting

Turn 3: We lose 4 bowmen attacking Macoa but conquer it. We capture Ningpo with no casualties. 2 Chinese cities to go.

Turn 4: Nothing

Turn 5: Engineering!! Research set to Invention (11 turns) so we can get longbowmen.

Turn 6: Shantung falls with no casualties (for us). 1 town left.

Turn 7: Nothing

Turn 8: Fish around for deals with engineering. Trade Engineering for Zulu Republic and World Map because they will get engineering anyway soon (G-Lib)

Turn 9: China holds on Paoting (last city) by the skin of their teeth with some rather dodgy results. Re-inforcements arrive.

Turn 10: Success!! [party] Paoting falls to a brave bowman regiment and China is no more!

Turn 11: Cymru_man surveys Zululand with lust. He demands tribute of Theology from Shaka, who foolishly refuses. Cymru_man is enraged at his insolence and declares WAR!! A stack of bowmen and 1 horseman moves outside Hlobane with intent

Turn 12: Eridu builds Sun Tzu's War Academy. Cymru_man laughs evilly. He sells as many barracks as he can be bothered. Troops attack Hlobane. Remember, in the Zulu war, horses won't be able to retreat because they are fighting impis another fast units. We capture Hlobane with no casualties. We will lose to an Impi eventually, presumably triggering a Golden Age for the Zulu's but that can't be helped

Turn 13: Nothing

Turn 14: A Zulu impi from umfolozi attacks sippars bowman and wins (!) @$£@. Cymru is not amused. Sippar is taken by Zulu. Swazi falls into our hands with 1 casualty.

Turn 15: Ninevah builds forbidden Palace. Invention in 1 turn at 4.5.1 +32 gpt. our galley is in German waters so if bismark asks next person to move thats what he's on about. We don't have many bowmen because I build a lot of infrastructure during the china end war but all the big cities are set to bowmen now so we should hav lots soon. Longbowmen show up in 1 turn so we should switch to building them.

Cymru_man passes on the Zulu war to 1 of his under-generals and goes to do his homework

Here's the save

http://www.civfanatics.net/uploads2/The1-660AD.sav

Screenshot after tea

theos
Nov 20, 2002, 02:45 PM
:D Woohoo!

2 civs down, 5 to go ... Shaka, your days are numbered. :slay:

civ_steve
Nov 20, 2002, 03:36 PM
It's a shame we're about to discover Invention. I was hoping we'd clear this continent with our Bowmen. Still, great conquering!! :D

Okay. I'll load it tonight, and probably play it Friday morning.

theos
Nov 20, 2002, 03:55 PM
Just a note to let you know that I'll be away until Monday. If my turn comes up before Sunday, just skip me.

cymru_man
Nov 21, 2002, 11:16 AM
Sorry about the delay, but I couldn't access the site after my tea :hmm:

Here's the screenshot anyway

http://www.civfanatics.net/uploads2/Civ3scrnshot3.jpg

civ_steve
Nov 22, 2002, 12:22 PM
Recap:

660 AD civ_steveIII assumes leadership. Military strength is weak! (39 cities to defend vs 53 Bowmen/Spearmen; + 4 horsemen leaves only 18 potential offensive units, which are not coherently organized yet.) Some Coliseums and Cathedrals being built for cities that are all Happy; change! Set outlying former-Chinese cities to building Temples/Settlers to culturally fill in the spaces. Set Tax rate to 90, Science to 10 (Inv in 1) and Lux to 0 (was 10).

670 AD Discover Invention; all current Bowman builds are changed to Longbowmen automatically. Change again to Spearmen; plan to upgrade existing Bowmen to Longbowmen, and use Spearmen to defend. Tax to 50, Science to 50; Theology in 6 with +52 gpt. Move, heal, build.

680 AD Zulu Advacing towards Swazi and Tlaxcala with Impi and Swordsmen. Converge forces to defend/counter. Upgrades to LongBow start.

690 AD Zulu enticed towards Swazi! (Only 2 Impi at Tlaxcala; Horseman kills 1) 1 Zulu Archer dies amid hail of Arrows from forward defender; Zulu Sword takes position, at Gates of Swazi. (Good, that's where the bulk of our forces are!) 4 Impis, 2 Swords, 1 Archer. Workers finish road to Swazi to speed reinforcements. Longbow Kills Impi!

700 AD At Tlaxcala, Horseman succumbs to 2nd Impi (1 hp), which then defeats 4 hp Bowman sent to exact revenge. :( At Swazi, Zulu Attack: 2 Impis lost, 2 Bab Spearmen lost; Bab Attack: Kills 1 Impi, 2 Swords 1 Archer, we lose 1 Bow, 1 Longbow. The siege of Swazi is lifted! Our forces move next to Sippur.

710 AD Impi near Tlaxcala kills Worker; Defenses formed. Zulu Archer dies, Warrior kills our Horseman. We kill Warrior, Impi. We retake Sippur! On to Umfolozi! We found Larsa in Chinese Zone.

720 AD Zulu: Kill 1 Bow, 1 Spear; Lose 1 Warrior. We found Nimrud as forward Outpost against Zulu. We found Zamud Near Tenochtitlan. We destroy Umfolozi - our Northern flank is cleared of Zulu! :D We consolodate in Zululand.

730 AD Zulu: lose 1 Archer at Numrud. We discover Theology, next Education in 8. We found Khorsabad as daggar aimed at Shaka's heart! We kill Archer.

740 AD 2 cities founded, within our boundaries. Kill 1 Zulu Sword, 1 Archer; consolidate.

750 AD Zulus: lose 1 Archer, Impi, kill 1 Longbow. We Kill 1 Archer, 1 Impi; combat engineers extend road towards Intombe, allow stack of Spears and Longbows to lay siege.

760 AD Japan wants too much for furs, no deal! Zulu's rush defenders to Intombe and Zimbabwe. We build 9 spearmen this turn! Start sending off to relieve Bowmen in Chinese Zone. We take Intombe! :D No losses to Longbows, vs 5 Impi defenders!

770 AD We kill 1 Zulu Sword, 2 Archers, form stack to move towards Zimbabwe.

780 AD Clearing the fields of Zulu units, we advance on Zimbabwe, laying siege.

790 AD We take Zimbabwe; Our Longbow corps kill 5 impis, losing 1 longbow; the final Archer is overrun by a determined Spearman. :D We own the Oracle! Shaka is seen running away with Impi escort. We connect Iron, so no more spearman production. Start producing more Marketplaces and Cathedrals in core.

800 AD Discover Education, start on Banking (8 turns). Zulu lose 1 swordsman. Advance stacks towards Isandalwana and Ulundi. Reform at Zimbabwe.

civ_steveIII retires :king:

cymru_man
Nov 22, 2002, 12:29 PM
Nice One Civ_steve!

Zarth you're up

Zarth
Nov 22, 2002, 12:30 PM
got it!

Zarth
Nov 22, 2002, 12:31 PM
I'll post the report here tomorrow, because I have another succession game to play first.

civ_steve
Nov 22, 2002, 12:32 PM
Save game :

http://www.civfanatics.net/uploads2/The1-800AD.sav

We have stacks advancing on Ulundi and Islandalwana, and more Longbows near Zimbabwe. The Zulu are on the way out.

We are technologically ahead of everyone else. The French are closest, we have Invention on them. I'd suggest that we finish clearing our continent, and build up our cities.

cymru_man
Nov 22, 2002, 12:33 PM
I'm assuming it'll be my go after Zarth as theos is away, looks like i'll get the job of starting on Bismark

civ_steve
Nov 23, 2002, 01:57 AM
Zarth must have some sort of time-warp device going - he got the file before I posted the save location! :lol: (Actually, I have a time extension device, called a dial-up modem. It makes everything seem to take longer!!)

I think Germany has Feudalism - Pikemen will fare better against Longbows than Impis. We'll want to deny iron to them as soon as possible. I guess that's one potential disadvantage of the Zulu's: I believe they upgrade Impis to Muskets, delaying the use of a unit with a higher defensive value.

cymru_man
Nov 23, 2002, 06:07 AM
Yeah I noticed that, but was too polite to say anything. :D

There are two Zulu towns behind German territory, we'll probably have to have to wars going at once to finish of the Zulus, although it won't be much of a war if they only 2 towns!

As for feudalism, the AI, in my experience isn't to keen on Pikemen, they tend to not have many cities connected to iron, so we probably won't have to fight too many pikemen.

theos
Nov 25, 2002, 07:55 AM
Okay, I'm back in a place with an internet connection, though I'm now down to a dial-up connection :(

I'm now eagerly awaiting Zarth's turn...

civ_steve
Nov 25, 2002, 08:18 AM
Zarth, are you able to post? It's about 3 days since you got it.

Zarth
Nov 25, 2002, 09:48 AM
sorry, but I have been very busy with school lately :(, but I think I can play this game today. I'll be able to post it within 6 hours from now.:)

Zarth
Nov 25, 2002, 03:56 PM
I wish I could use my time warp device to post this a few days earlier... but here it is at last:



0. 800AD
1. 810AD
Moving units
2. 820AD
We lose a spear. Telloh founded. Nina founded. Some upgrading, some moving.

3. 830AD
We capture Ulundi and Isandala.

4. 840AD
Moving units. we capture Bapedi.

5. 850AD
we capture tugela

6. 860AD
We discover banking, start on astronomy.

7. 870AD
moving units and upgrading

8. 880AD
We destroy Ngome.

9. 890AD
Ebla founded. New Babylon founded,

10. 900AD
moving units


The Germans are our next victims. After that the Zulu should be easy to kill.

EDIT: http://www.civfanatics.net/uploads2/The1-900AD.sav

civ_steve
Nov 26, 2002, 07:57 AM
When I was in school, I often wished I had a time warp device, especially around finals time!! ;)

I believe it is Theos turn.

cymru_man
Nov 27, 2002, 10:24 AM
Theos are you able to take this? It's been 2 days since Zarths post.

theos
Nov 27, 2002, 01:46 PM
Sorry, was having ISP trouble with the dialup connection I've got for the holidays... hopefully it's all sorted out now.

And I've got it. Will play tonight or tomorrow.

theos
Nov 28, 2002, 01:53 PM
Aargh :mad: I've managed to forget to put the report on disk, so I can't post it now. Anyway, I've got the save and screenshot - report to follow, hopefully tomorrow morning.

Save for cymru_man: http://www.civfanatics.net/uploads2/The1-1050ad.zip

theos
Nov 28, 2002, 01:55 PM
And here's a picture of our Zulu and German conquests - and what still needs to be conquered...

http://www.civfanatics.net/uploads2/the1-1050ad_low_quality.jpg

theos
Nov 29, 2002, 08:36 AM
The destruction of the Zulu and the war with Germany.

As King Theos III assumes his reign, the Zulu are almost destroyed, and he now casts his greedy eye on German territory.

(1) 910 AD
Set taxes to 0.10.0 to get tech next turn. Armies advance into German territory. Germany demands withdrawl. We refuse and declare WAR! We discover Astronomy and start research on Gunpowder.

(2) 920 AD
Set taxes to 3.7.0 for Gunpowder in 5 at +7gpt. Germans attack our armies. They have swordsmen and longbows

(3) 930 AD
Frankfurt and Hamburg captured with two longbows lost. The French start work on Leonardo's Workshop (we'll beat them by 12 turns).

(4) 940 AD
The French land a settler on our continent. Germans found a new town.

(6) 960 AD
New German town, Bonn, destroyed with no casualties. France found a city on our continent. Discover Gunpowder and start research on Chemistry

(7) 970 AD
Set taxes to 5.5.0 for Chemistry in 7 at +53gpt. Munich captured with no casualties. Japanese start work on Leonardo's Workshop (we'll beat them by 18 turns).

(8) 980 AD
Leipzig captured with one longbow casualty

(9) 990 AD
Forces continue to advance on Mpondo, the current Zulu capital, and Berlin. Nineveh starts on Copernicus's Observatory.

(10) 1000 AD
Mpondo, the Zulu captial, captured with no casualties. Found New Ur in old German/Zulu jungle. More settlers are on their way to build cities in the large gaps left in former German/Zulu territory.

(11) 1010 AD
Troops continue to advance on Berlin and Heidelburg. Romans start work on Leonardo's Workshop (we'll beat them by 52 turns).

(13) 1030 AD
Capture Heidelburg with one longbow casualty. Discover Chemistry and start research on Physics.

(14) 1040 AD
Set taxes to 5.5.0 for 7 turns/+59gpt. Forces march on Umtata and Konigsberg. War weariness hits some former Zulu cities. French start work on Copernicus's Observatory.

(15) 1050 AD
Umtata destroyed, eliminating the Zulus! This cures the Zulu city war weariness. Taxes to 3.7.0 for 5 turn tech

Only five German cities remain. Other than the French blight of Toulouse on our landmass, soon the whole continent will be under control. We have two main armies, one attacking the east German cities and one the west German cities. The army in the west probably needs reinforcements before attempting to take the new German capital, Cologne.

Good luck to the next player cymru_man - the save's two posts back.

cymru_man
Nov 29, 2002, 10:05 AM
Hmmm difficult

I'll finish off the Germans and try to build up our navy? :hmm:

cymru_man
Nov 29, 2002, 02:46 PM
Cymru_man comes to power

Turn 1: We love the King Day declared in many continental cities. Kongisberg captured with 3 casualties.

Turn 2: Nuremburg captured with no casualties. 'East' Germany no longer exists.

Turn 3: Cymru is concerned about the number of key cities with no garrison. Not only do garrisons prevent sneak attacks (which is unlikely, I know), but the military police are useful. As we're not paying for our army, (by a long shot), i have started building defensive units in some of these cites. Wall street becomes available. Will build a.s.a.p.

Turn 4: Guys what is your obsession with building settlers on an already incredibly crowded continent??????? I have to find someone to found cities and I hate cramping cities, its against my nature.

Turn 5: Physics discovered. Magnetism for the big ships and safe travel across oceans. We give french banking for music theory, chivalry, 17 gold & a World Map. New Ashur & New Ninevah founded.

Turn 6: At last! After no small amount of mustering, an army begins the march towards cologne.

Turn 7: Nothing Important

Turn 8: Nothing.

Turn 9: An exceptionally brave longbowman unit attacks cologne and...creates a great leader, Agum. [party] :D :D. Cymru_man ponders what is to be done with Agum. Available wonders not underconstruction at the moment, JS Bachs and Sistine. An army wouldn't be much use becaus the germans are almost dead and once loaded it would take a whole boat to ship. :hmm:. Adam Smiths will be available soon, so will magellens. :hmm:. Cymru delays decsion and moves Agum away. Cologne is taken with 1 casualty.

Turn 10: Agum is moving to Babylon. Magnetism which obseletes G-Light. Economics in 5turns at 4.6.0. I don't think the sistine chapel will be incredibly useful as this game is probably not going to last a whole lot longer (is domination enabled) and we control a lot of luxuries anyway. A marketplace should solve happiness problems. I'm left with Bachs and the Trading Co.

Turn 11: Ur has started JS Bachs, which shall probably end up being changed to something else. I have decided to build Smiths Trading, as it will pay for maintenance for harbours, marketplaces, banks and airports. However I don't know if economics will show up when I'm still in power.

Turn 12: Ashur builds Leonardo's Workshop. Cymru investigates upgrading all spearmen to muskets. We would need 1280 and we only 982. Bremen captured with no casualties. 1 German city left, Hannover. Why do I always seem to be the one to finish civs off? I did the Aztecs, Chinese and now the Germans.

Turn 13: Rome declares war on France for reasons unknown. Guys I have just noticed Stuttgart (see scrnshot) :mad:. I have sent some Longbowmen east and started production on a Galleon in Kish which maybe hurried when the Longbowmen arrive.

Turn 14: Hannover captured with 1 casualty. Germans have 1 city left, Stuttgart.

Turn 15: Economics discovered. Mettalurgy in 6 turns, (leads to Milt. Trad., leads to cavalry). Guys, we all have different play styles, so I'm gonna sav this game at the end of this turn except I won't have done anything with the GL, so we can discuss what you guys think about Smiths. Nothing more for this turn.

In summary. 1129 gold +48 gpt at 4.6.0 Mettalurgy in 6 turns. The rogue town of Stuttgart and capital of Germany is all that stands between us and Germany's annihalation. Rome is our next target, or France, who are both in a war (although its probably not actually very active, as they are on seperate islands.

Here's the sav

http://www.civfanatics.net/uploads2/The1-1210ad.sav

Here's a screen shot of the captial and only city of mighty Germany:eek:

http://www.civfanatics.net/uploads2/stuttshot.jpg

And another of equally mighty Rome and her shores

http://www.civfanatics.net/uploads2/romeshot.jpg

cymru_man
Nov 29, 2002, 02:55 PM
Civ_steve you're up, I do believe.

civ_steve
Nov 30, 2002, 02:32 AM
Alright! I get a chance to finish off the Germans! :D

I've got it, but I wont be able to play until Sunday, so I'll need all of the 48 hours.

cymru_man
Nov 30, 2002, 06:02 AM
If you call that finishing off,:D...it'll probably only need 3 longbows. Rush the galleon in Kish if you want to, its not in the screenshot but its about 10 turns away I think.

civ_steve
Dec 02, 2002, 02:28 AM
Here's the same game:

http://www.civfanatics.net/uploads2/The1-1285ad.sav

Recap:

1210 AD civ_steveIV takes power; GL - use to rebuild palace and bring our culture to our captured lands; focus - build up the empire, adding places of worship, commerce and learning

1220 AD set Zariqm to Galleon, change several Courthouse builds to Libraries, Marketplaces, etc.; set Hamburg as site of new palace, send leader off

1230 AD Ninevah completes Copernicus's Observatory, start on Sistine Chapel

1240 AD Zariqm completes Galleon, start another; have 1 Knight 1 Musket to load, waiting for Longbows to move here to load and finish Germans

1250 AD civ_steveIV, the magnanimous, provides fine gifts of Wine and Incense to the Japanese and Romans, who instantly become polite; perhaps they will make worthy allies in future conflicts (with whom, I wonder?); the French trade 70 gold, and 6 gpt (+WM) for wines; nobody will give us any luxuries without providing a significant technology benefit

1255 AD many courthouses in Chinese zone changed to Settlers, Libraries, Marketplaces, etc; in civ_steveIV's opinion, courthouses are not that effective in massively corrupt cities; finally Longbows arrive and are loaded; Now the Germans will get their just desserts

1260 AD Paris completes JS Bachs, Ur is set to Smith's Trading; Hamburg completes Temple, starts on Palace, road connecting Hamburg is completed, Leader is in place and rushes Palace; Metallurgy is discovered, starting on Theory of Gravity (6 turns); Small assault group lands outside Stuttgart

1265 AD with the loss of 1 Longbow, Stuttgart is taken, and the Fragile Germans are no more! We are at peace. Revolution is begun

1270 AD take Republic form of Government; gpt increase goes from 40ish to 164 at same tech research rate

1275 AD Start rushing temples and settlers in German zone; French Warrior/Settler dropped off near Heidelburg; Cultural Borders need to be expanded to keep out squatters!

1280 AD Kyoto completes Sistine Chapel, set Ninevah to Palace to hold shields for Newton's; Bayonne founded by French in our German zone

1285 AD We discover Theory of Gravity; Nationalism is gained for Free, and Steam Power is started; Ninevah changed to Newton's University.

civ_steveIV retires


I did rush through this a bit. Most of the workers are automated, so you'll have to activate them to do something specific. We are 3-4 techs ahead of the French, 6-7 ahead of the Japanese, and considerably ahead of the Romans. I didn't research Military Tradition, because I thought we'd build a Knight force first, and save money for upgrades. Also, we are somewhat weak in defense, right now, but there isn't much threat either.

Zarth is up!

Zarth
Dec 03, 2002, 08:31 AM
got it

civ_steve
Dec 05, 2002, 12:04 AM
Just wanted to give a head's up: I'm doing a lot of travel over the next week and may not be able to respond. If my turn comes up, give me 24 hours, but chances are I wont be able to take it. I'll be back home on the 13th.

Zarth
Dec 05, 2002, 08:34 AM
I cannot reach the civfanatics.net server so I can't download the game and play:(

theos
Dec 05, 2002, 10:36 AM
Hmm... neither can I. I suggest you keep on trying every now and then, and hopefully it'll be up some time.

Zarth
Dec 05, 2002, 02:42 PM
0. 1285AD
We will discover steam power in 5 turns, but we have only 25 workers!! I'm going to build a lot more workers. I trade with Japan. They give ROP+furs+worldmap+12gold. We give ROP+economics+dyes. I trade with Rome. They give ROP+spices, we give ROP+ivory+gems+education+chemistry+worldmap+wines. I also switch a lot of cities from library to marketplace.

1. 1290AD
Nothing interesting

2. 1295AD
some worker movement.

3. 1300AD
New Kish founded. Steam power in 2. 33 workers now.

4. 1305AD
We finish Wall Street in Ellippi. Some more workers are completed.

5. 1310AD
Steam Power discovered, start on Printing Press.

6. 1315AD
not much

7. 1320AD
60 workers now

8. 1325AD
nothing

9. 1330AD
I continue to produce workers.

10. 1335AD
We discover printing press, start democracy.

11. 1340AD
more workers

12. 1345AD
more workers

13. 1350AD
democracy in 1.

14. 1355AD
We discover democracy, start industrialization and switch government. Our workers will work faster now.

15. 1360AD
We have 130 workers now.


SAVE: http://www.civfanatics.net/uploads3/The1-1360AD.zip

Zarth
Dec 06, 2002, 11:57 AM
Theos, can you play? You're up now.

theos
Dec 07, 2002, 02:54 AM
Ok, got it

theos
Dec 08, 2002, 03:51 PM
[pimp] Ok, I've screwed up badly ... Somehow I've ended up playing from the 1210 AD save. I went a completely different route to the actual game. If you're interested to see how it turned out you can read the report (http://www.civfanatics.net/uploads3/theos::s_5th_turn_1210ad_onwards.txt) (it's split in two, the formatted report is the second half) and view the save (http://www.civfanatics.net/uploads3/The1-1305ad.zip).

Anyway ... I'm going to grab the correct save this time, and I should have the proper results this time tomorrow. :p

theos
Dec 09, 2002, 08:20 AM
The start of the war to end all wars

(0) 1360 AD
With only 189 tiles to domination, I'm looking to conquer Rome and possibly Japan. Rome is still stuck in the Middle Ages, so Cavalry should take him out. Trade with France: we give Dyes+Wines+Incense+Ivory+Gems for WM+53gpt+4g. Tugela, Munich and Isandhlwana switch to Galleons. Switch a couple of towns to training knights (for upgrade to Cavalry). Change tech research to Military Tradition due in 4 turns. Japanese start Magellan's.

(1) 1365 AD
Scouting galleons head for our west coast to transport troops to Rome. Railway building continues in earnest. Nineveh completes Newton's University. Starts training a Knight. Cascades to Magellan's and Smith's.

(2) 1370 AD

(3) 1375 AD
First knights head for Munich. Discover Military Tradition. Start researching Industrialization. First cavalry produced.

(4) 1380 AD
3 Galleons rushed. Taxes to 4.5.1 for 6 turns/+52gpt.

(5) 1385 AD
More workers produced to build the railnet. Munich, the main transfer point to Rome, is connected by rail. New galleons head for Munich. Japan will not continue to trade us furs except for exhorbitant amounts. Same with Rome's spices. Only one city riots as a result, though a number end their WLKD.

(6) 1390 AD
Ur completes Smith's Trading Company. More cavalry trained.

(7) 1395 AD
New cavalry go immediately to Munich and board galleons.

(8) 1400 AD
France and Rome sign a MPP. Damm! Discover Industrialization. Start researching Electricity.

(9) 1405 AD
First fleet heads off for Rome: 4 galleons with 10 cavalry and 6 longbows. Our first target is Cumae which has their saltpeter. Taxes to 3.6.1 for 5 turns/+34gpt. Grenoble (France) completes Magellan's Voyage. The cascade is dead.

(10) 1410 AD
(11) 1415 AD
(12) 1420 AD
(13) 1425 AD
Taxes to 5.4.1 for tech this turn. Discover Electricity. Start researching Medicine.

(14) 1430 AD
Taxes to 4.5.1 for 4 turns/+161gpt. I sign a MPP with France, believing that if I'm attacked first France will side with me against Rome. First expeditionary force lands in Rome by Cumae. Second expeditionary force leaves Munich for Rome. It consists of 3 galleons holding 12 cavalry. Rome demands our withdrawal, and I refuse, declaring WAR. We lose one cavalry in his attack. France declare war on us. Oh well...

(15) 1435 AD
Tolouse and Bayonne, French cities on our continents, are captured, neither with any casualties. On the Roman continent: Cumae captured with no casualties. A longbow is lost defeating a Roman cavalry. And one cavalry is lost as we capture Ravenna. Second expeditionary force lands next to Antium. Three more galleons rushed.

theos
Dec 09, 2002, 08:23 AM
A view of the Roman lands which will hopefully be ours soon...

http://www.civfanatics.net/uploads3/the1-1435ad-viewOfRome.jpg

And a map of the world as it stands now, 1 turn into the war to end all wars...

http://www.civfanatics.net/uploads3/the1-1435ad-minimap.jpg

theos
Dec 09, 2002, 08:29 AM
Here's the save for cymru_man:
http://www.civfanatics.net/uploads3/The1-1435ad.sav

theos
Dec 09, 2002, 08:31 AM
Here's the save for cymru_man:
http://www.civfanatics.net/uploads3/The1-1435ad.sav

From now on, rounds are minimum 10 turns, maximum 15 turns if you have the time and patience.

cymru_man
Dec 09, 2002, 10:41 AM
got it! I assume that domination is on as a victory condition. might play tonight depends homework.

cymru_man
Dec 09, 2002, 02:51 PM
Cymru_man assumes the throne once again to cause minor distress to the Roman peoples

Turn 1: Musters troops outside Veii. Antium captured with no casualties save the 2 inflicted during AIs turn.

Turn 2: Virconium falls with 1 casualty. GL Sargon created at Veii. Veii captured with no casualties. Sargon moves to Cumae and rushes Universal Sufferage.

Turn 3: Medicine discovered. Replaceable Parts in 6 turns. Universal Suffrage built in Cumae. Neapolis captured with 1 casualty.

Turn 4: Mid-turn Japan and France sign a military alliance against us. :( Mass terror and fear grips the babylonian people :(.:lol:. Musters troops outside Rome. France and Japan remain in Middle Age so presumably cavalry will work well against them aswell. France has no saltpeter and Japan has only 1 source so can't be trading saltpeter to France. Cymru sends 2 galleys full of cavarly to France.

Turn 5: Rome falls with 1 casualty. The romans possess no Wonders, btw. Pompeii taken with no casualties.

Turn 6: Hispalis captured with no casualties. Rome no longer exists. Mwahahaha. :mwaha:!!. Minor setback: France has moved into the industrial age and discovered Nationalism. Presumably some last minute deal with Rome. I am no good at waging war with Cavalry against Rifles. AFAIK you need a lot of cannons/artillery. :hmm: My best tactic is attrition. Oh well. Pisae(French) captured with no casualties.

Turn 7: Nothing interesting save that boats are massing outside French waters for invasion.

Turn 8: Replaceable Parts discovered. Scientific Method in 4 turns. Fianally those foreign workers will do something without it taking them 24 turns!

Turn 9: Troops offloaded in France. :tank:

Turn 10: 2 cavalry killed by musketeers on french borders. We could be facing a French Golden Age here. Tours (size6 2 rifles defending) captured without casualties.

I think Dijon is a good next target. With civ_steve away till thurs its Zarths go and his will probably be the last.:(.

Cymru_man

cymru_man
Dec 09, 2002, 02:56 PM
Here's the save

http://www.civfanatics.net/uploads3/The1-1485ad.sav

cymru_man
Dec 09, 2002, 02:57 PM
France

http://www.civfanatics.net/uploads3/Civpic.jpg

civ_steve
Dec 09, 2002, 06:43 PM
Shucks!! You guys get all the fun! I can monitor the thread, but I don't have a play-able version of the game where I'm at! I'm out for now so ... go for it, Zarth!

Zarth
Dec 10, 2002, 12:56 AM
got it

Zarth
Dec 11, 2002, 11:26 AM
1485AD
44 tiles untill domination.
science to 0%, luxuries to 60%
I hurry libraries in all cities on the Roman continent.

1490AD
we capture Dijon
luxuries to 70%

1495AD
34 tiles untill domination.
we capture besancon.

1500AD
22 tiles untill domination
we capture poitiers.
we sign peace treaties with France and Japan.
luxuries to 100%
the cities on the roman continent will expand in one turn, so I save the game now:
EDIT:http://www.civfanatics.net/uploads3/The1-1500ad.zip


1505AD
[dance]:beer: DOMINATION VICTORY :beer:[dance]
history will remember us as: [party]The One (SG) the Magnificent[party]
We have 3842 points:goodjob::goodjob:

cymru_man
Dec 11, 2002, 11:39 AM
YAY!! Nice working with you guys

civ_steve
Dec 11, 2002, 11:52 AM
Good Job! :goodjob:

So, what do you guys think? Are the "Bumbling Bowmen" not so bumbling? I think they worked pretty well! I'm playing in GOTM14, which is Deity Level as Babylon, so I'll get a chance to try them out in slightly :lol: more difficult settings.

cymru_man
Dec 11, 2002, 01:04 PM
:goodjob: I might play the GOTM, no promises mind, you can be guaranteed I won't complete it!

Zarth's gonna have to update his sig

Zarth
Dec 11, 2002, 03:48 PM
I just updated my sig:D
As two of my succession games have just ended, I'm also going to play in GOTM 14. So that might be even more "bumbling bowmen" stuff for me.

theos
Dec 11, 2002, 03:56 PM
Well done guys. I haven't had a lot of opportunities for really early conflicts, so doing what we did with a relatively underpowered UU was really satisfying. Good going!

theos
Dec 12, 2002, 02:44 PM
Summary of Bab's Bumbling Bowmen...

http://www.civfanatics.net/uploads3/the1-replay0.jpg

Round 1 - 4000 BC (Zarth)
The settler is moved so as to be on the coast and still adjacent to freshwater. Babylon is founded in 3950 BC. Discover Pottery.

http://www.civfanatics.net/uploads3/the1-replay1.jpg

Round 2 - 3050 BC (Theos)
Discover Warrior Code (for Bowmen). Tech research starts heading for Monarchy, and we discover Mysticism and get Masonry from a hut. Tech proceeds at min sci. We meet the Aztecs in 2750 BC. Our second city, Ur, is founded in 2430 BC.

http://www.civfanatics.net/uploads3/the1-replay2.jpg

Round 3 - 2190 BC (cymru_man)
Spearmen being built (oops! They're the same cost as the bowmen, but bowmen have better attack). Our next cities, Nineveh and Ashur, are founded in 1910 BC and 1600 BC respectively. We meet the Chinese and the Zulu and trade for The Wheel and Iron Working.

http://www.civfanatics.net/uploads3/the1-replay3.jpg

Round 4 - 1525 BC (civ_steve)
Ellipi founded in 1425 BC. After refusing to give tribute to the Zulu, they declare war on us. Meet the Germans. Discover Polytheism. Peace is settled with the Zulu, giving Polytheism for Alphabet, Horseback Riding, gold and a worker. We also trade for Mathematics and Writing from the Chinese.

http://www.civfanatics.net/uploads3/the1-replay4.jpg

Round 5 - 1025 BC (Zarth)
ICS pursued with a number of cities packed densely near Babylon. The idea is that we can build large numbers of bowmen from the extra cities. Cities founded: Satsuma 1025 BC, Uruk 925 BC, Eridu 875 BC, Samarra 750 BC, Lagash 690 BC, Kish 590 BC, and Nippur 570 BC. We now have 12 cities.

http://www.civfanatics.net/uploads3/the1-replay5.jpg

Round 6 - 570 BC (Theos)
Trade for Philosophy and Map Making from Germany. Cities founded: Shuruppak 530 BC, Zariqum 470 BC. We discover Monarchy and revolt, placing the first king on the throne in 370 BC (religious so no anarchy). With Monarchy we're able to get Construction, Code of Laws and tons of gold. Taxes changed from min sci to breakeven. We declare war on the backward Aztecs, sending in our bowmen. We enter our Golden Age in 330 BC, capturing Teotihuacan and the Aztec capital, Tenochtitlan. Wonder building begun in order to take advantage of the Golden Age.

http://www.civfanatics.net/uploads3/the1-replay6.jpg

Round 7 - 270 BC (cymru_man)
Discover Literature. Two Aztec cities destroyed and the last three captured, eliminating the Aztecs. Sippar founded in the freed up land, while a Zulu settler is held at bay. Meanwhile the Chinese city of Chengdu culture flips to us! Currency is discovered, propelling us into the Middle Ages, and getting Monotheism as our free tech. We are tech leaders and so now taxes are mostly for money preparing for longbow upgrades. War is declared on China, and we capture two Chinese cities.

http://www.civfanatics.net/uploads3/the1-replay7.jpg

Round 8 - 150 AD (civ_steve)
We are beaten to the Colossus by 1 turn by the French and the Chinese beat us to the Hanging Gardens. Three Chinese cities captured, breaking the back of their military. We build the Great Lighthouse.

http://www.civfanatics.net/uploads3/the1-replay8.jpg

Round 9 - 360 AD (Theos)
Contact is made with the French who have sent a galley our way from their own continent. We trade for contact with the last two civs, the Romans and Japanese. With heavy casualties, we capture Beijing, the Chinese capital containing the Pyramids and the Hanging Garens. 5 more Chinese cities captured. In addition a Chinese galley-shipped horsemen retakes Canton which we had captured much earlier, but we retake it the following turn. Only a handful of Chinese cities remain. Feudalism is discovered, aiming for Invention and longbows.

http://www.civfanatics.net/uploads3/the1-replay9.jpg

theos
Dec 12, 2002, 02:50 PM
Round 10 - 510 AD (cymru_man)
Discover Engineering. Trade for Republic from the Zulus who have the Great Library. Casualties continue to be heavy as the bowmen struggle even against spearmen. The final five Chinese cities fall, eliminating China. The Zulu have pulled ahead on technology and we declare war on them. 2 Zulu cities captured, but we lose Sippar up in the north. Eridu builds Sun Tzu's War Academy and Nineveh builds the Forbidden Palace.

http://www.civfanatics.net/uploads3/the1-replay10.jpg

Round 11 - 660 AD (civ_steve)
Discover Invention and, with it, longbows! Bowmen upgrades to longbows begin. Sippar is retaken and Umfolozi destroyed, clearing the north of Zulus. 4 new cities founded. We capture Intombe and Zimbabwe, the Zulu capital containing the Oracle. We finally connect iron up in 790 AD. Discover Theology and Education. We're still tech leaders, with only the French just keeping up.

http://www.civfanatics.net/uploads3/the1-replay11.jpg

Round 12 - 800 AD (Zarth)
4 cities founded. 4 Zulu cities captured and 1 destroyed. The Zulus are almost gone but we need to go through the Germans to get to their remaining cities. Discover Banking.

http://www.civfanatics.net/uploads3/the1-replay12.jpg

Round 13 - 900 AD (Theos)
Our armies march into Germany, declaring war on them. 6 German cities, including Berlin, captured and 1 destroyed, breaking the back of the German military. 1 Zulu city captured and 1 destroyed, eliminating the Zulus. Settlers move out to fill in the gaps. The French build a city on our continent. Discover Astronomy, Gunpowder and Chemistry.

http://www.civfanatics.net/uploads3/the1-replay13.jpg

Round 14 - 1050 AD (cymru_man)
2 cities of 'east' Germany quickly captured. We create our first great leader, Agum in an attack against Cologne. Discover Physics and Magnetism. Ashur completes Leonardo's Workshop. The last 3 continental German cities are then taken. Only Stuttgart, a lone island city remains. We also discover Economics.

http://www.civfanatics.net/uploads3/the1-replay14.jpg

Round 15 - 1210 AD (civ_steve)
Palace is moved to Berlin with Agum to boost our conquered territories down south - the north still being covered by Nineveh's Forbidden Palace. Focus changed to building up our infrastructure rather than military. Luxury trading (and gifting) begins with overseas civs. The final German city, Stuttgart, is captured, eliminating the Germans. With all wars over, we revolt and form a Republic in 1270 AD. Discover Metallurgy and Theory of Gravity, bringing us into the Industrial Age. We get Nationalism as our free tech. We are comfortably ahead of the others in tech.

http://www.civfanatics.net/uploads3/the1-replay15.jpg

Round 16 - 1285 AD (Zarth)
Mass worker recruitment done for the arrival of railroads. Extensive luxury trading with the overseas civs is done using our extra techs as bargaining chips. Wall Street is built in Ellipi in 1305 AD. Discover Steam Power - railroading begins and worker recruitment continues apace. Discover Printing Press and Democracy. The revolution brings about the Babylonian Democracy in 1355 AD.

http://www.civfanatics.net/uploads3/the1-replay16.jpg

Round 17 - 1360 AD (Theos)
With a solid infrastructure and tech lead, wars should be easy to win. Focus changed to building knights for upgrading. Rome is the target as they are still in the Middle Ages with Riflemen a long way off. Nineveh completes Newton's University and Ur completes Smith's Trading Company. Discover Military Tradition and knights upgrade to cavalry. Troops start heading for Rome. We land our troops in the north of Rome and declare war. Their Mutual Protection Pact with France means that the French declare war on us. We capture two French cities on our continent. Our cavalry make short work of the Romans and two cities are quickly captured even as more forces land on Roman soil. The Romans lose their source of saltpeter. Also discover Industrialization and Electricity.

http://www.civfanatics.net/uploads3/the1-replay17.jpg

Round 18 - 1435 AD (cymru_man)
4 Roman cities captured and a great leader, Sargon, emerges. He rushes Universal Suffrage in the former Roman city of Cumae. Discover Medicine. Japan joins the war against us - so it's us versus the world! Troops start heading for France as the situation on the Roman island is well in control. Rome captued, then a further 2 Roman cities to eliminate the Romans. France emerges into the Industrial Ages and discovers Nationalism and, with it, the means to build Riflemen to defend against our Cavalry. However, Pisae, the French city on Roman soil is easily captured. Continue the war on French soil, capturing Tours despite Riflemen defenders. Replacable Parts discovered.

http://www.civfanatics.net/uploads3/the1-replay18.jpg

Round 19 - 1485 AD (Zarth)
With domination so close, cultural buildings rushed in former Roman cities. 2 French cities captured before we sign a peace treaty with France and Japan. Borders expand and we achieve a Domination Victory in 1505 AD. We win with a score of 3842.

http://www.civfanatics.net/uploads3/the1-replay19.jpg