View Full Version : LK35, Monarch, PTW - Always war
LKendter Nov 13, 2002, 10:21 AM World = standard, Wet, Warm, 5 Billion, large continents
Difficulty = Regent
Barbarians = Sedentary.
# Civs = 8
NOT culturally linked, NO restarting players.
Civ = Vikings
All victory conditions are enabled, but I doubt we could win a UN vote :rolleyes:
Signed up:
LKendter
Meldor
NEED MORE PLAYERS
STRICT 24 hours got it, total 48 to complete.
Mandatory requirement - Play The World Expansion
Previous Monarch win a must, previous Emperor win preferred.
meldor Nov 13, 2002, 12:54 PM I will sign up, none of those "issues".
meldor Nov 13, 2002, 04:03 PM Just thought of something, always war under PTW may be nastier than before. With the AIs now selling contact with the human with each other, we could get in a lot of trouble early. This one may need to be run on something akin to REX style. More settlers, less city spacing and of course the archer/horseman rushes.
LKendter Nov 13, 2002, 05:02 PM Originally posted by meldor
Just thought of something, always war under PTW may be nastier than before. With the AIs now selling contact with the human with each other, we could get in a lot of trouble early. This one may need to be run on something akin to REX style. More settlers, less city spacing and of course the archer/horseman rushes.
:eek: :eek: :eek:
PTW could turn very brutal with always war. I played to limit contact to avoid having to many early enemies.
:cringe:
This is going to be beyond emperor and close to diety with ZERO toleranace for mistakes.
LKendter Nov 13, 2002, 06:20 PM EDIT:
FALSE START!
The AI logic appears to be improved for fighting, and the barbarians bypassed our town to charge our worker.
I had a feeling that terrain was to rough of a start.
I am restarting the game WITHOUT barbarians, as the we are getting beat up by just one civ.
I am resetting the difficulty to Regent, until everyone has a better understanding of the new AI fighting abilities.
LKendter Nov 13, 2002, 06:59 PM I just located a significant game play change! Read the message above the city!
http://www.civfanatics.net/uploads2/LAK-187.jpg
Well, maybe it gets better, this certainly helps!
What other heavyweight emperor players want the join this game?
T-hawk Nov 13, 2002, 07:30 PM According to Soren over on Apolyton, it was in fact possible to pop a city from a hut in vanilla Civ 3. However, it involved a wildly improbable set of factors; one of them being the goody hut had to be on a terrain gold bonus.
In PTW, only expansionist civs can pop a city from a hut. This is in addition to their chance to pop a settler. (And if you think about it, getting a settler is actually better, since then you get to pick the city location.)
BTW, I'm not in here; haven't gotten PTW yet and don't plan to until they get it good and patched.
LKendter Nov 13, 2002, 07:54 PM LKendter
Meldor
NEED MORE PLAYERS TO START
Mystery13 Nov 13, 2002, 08:55 PM Well, I've wanted to play every "always war" that has come along but have always been too late. However, with you and Meldor the lineup will be very similar to LK34. If you don't mind, I definitely want to play this.
LKendter Nov 13, 2002, 09:15 PM LKendter
Meldor
Mystery13
Need one more player to start
I had a bad feeling with the other attempt to start, the second I start city #1.
This game is definitely a better start ;)
hotrod0823 Nov 13, 2002, 10:56 PM I will definitely be watching :). May even shadow a few rounds ;). I was wondering today how an expansionist trait would help in always war. A scout is not necessarily a good thing when you are trying to limit contact. Better odds at huts could be good however.
Hotrod
Rowain deWolf Nov 14, 2002, 02:08 AM If you still need one I would like to join
Rowain
LKendter Nov 14, 2002, 07:06 AM I never posted the always war rules we are playing under:
During first contact you may trade provided no gpt commitments.
Before ending the turn, war must be declared.
--------------------------------------------------------------------------------
4000 BC - Our people for Trondheim where there is plenty of food.
Our leaders want good defense, and begin researching how to use bronze.
3850 BC - Unreal, during the restart we again form Bergen from an advanced tribe, this time the Jutes.
3600 BC - Our scout reports a strange looking border, and runs away. Our army is alerted, and begins heading toward that border in forces.
3500 BC - The ugly border has grown, but no sign of the people who reside there.
No people have appeared at our palace.
3450 BC -
(I) The next science project is The Wheel.
3400 BC - Some ding-dong who calls herself Cathy of the Russia appears, and she can offer nothing of interest.
She won't give us everything she owns to survive, so a war begins. We know have 2 scouting parties.
2800 BC -
(I) Weapons rule, so I begin researching Iron working. We have horses available, near Moscow.
2630 BC - Up to now, just some minor skirmishes. The real event begins, and the assault on Moscow begins. It cost us 2 archers, but we capture Moscow with a working inside it. The size one was because of whipped production. RUSSIA IS DEAD [dance]
Trondheim switches to Settler.
Summary - What a weird start, but we are more then in this one. This is the earliest I think I have ever killed another civ.
LKendter
Meldor (currently playing)
Mystery13 (on deck)
Rowain deWolf (congrats on already getting PTW overseas, I didn't think it made it there yet)
Also welcome back, haven't seen you in a game for a long time.
I would like a 5th player
I had a bad feeling with the other attempt to start, the second I started city #1.
This game is definitely a better start ;)
First round is 20 turns, 2nd and beyond 10 turns per round - STRICT 24 hours got it, total 48 to complete.
http://www.civfanatics.net/uploads2/LK35-2550BC.zip
meldor Nov 14, 2002, 08:01 AM I see it and will start it right after LK34 tonight.
Rowain deWolf Nov 14, 2002, 09:16 AM What a splendid start :)
Free City and one civ already dead :lol:
@LKendter: Most of my playtime was used for the Realm Beyond-Epics (http://www.realmsbeyond.net/civ/epics.html) so I had none to very little time for SGs
Rowain
jumbo2002 Nov 14, 2002, 10:06 AM I would like to play if the slot is still open. :king:
EDIT: Rules Question - After war has been declared, may diplomacy be used for "intelligence?" (i.e., to see A.I. gold, techs, etc., or to see how the AI is perceiving the outcome of the war based on what it will demand or give for peace).
LKendter Nov 14, 2002, 07:14 PM @Jumbo2002
Welcome aboard for the 5th and final slot.
This is a pure dastardly game, and sending false diplomats to get an idea where civs are with techs, city counts, etc is perfectly valid. Once a war is started, we may NEVER sign a peace treaty. The use of espionage is on the table. All victory conditions are enabled, but we typically try to get a domination / conquest victory.
I know Meldor and Rowian DeWolf have played this format before in a previous LK series game. I don't know how familiar Mystery13 is with the format. I haven't seen your name around here before, so I want to give a brief outline of some key items to watch.
1) A big part of the game is getting leaders, and using them well. This is why I wanted a militaristic civilization.
1A) Leader fishing is very important. Unless the attack is critical, try to save the elite units to kill the 1hp units / weaker units (knight attacking spearmen).
1B) We can only have one leader at a time, so use them ASAP unless a wonder will be available in a turn or two. It is better to have a leader rush the most expensive improvement available (i.e. - marketplace before temple) in a nearby city, then to wait several turns to use him as we could very well get another leader that turn. I actually had an attack that got a leader, used the leader up, and the VERY next attack got another leader :crazyeye: That attack proved that after getting a leader, move that leader next (except if behind enemy lines and taking the city will let us move the leader faster).
1C) Production is at a premium for military units, and this is why the 1B comments. All wonders (including small wonders) should be built from leaders, except maybe Sun Tzu / Leo's since those are SO critical to always war. The revenue / science wonders are worth waiting a turn to rush in a high money city, but Sun Tzu is fine in a corrupt city.
1D) Once we start building armies put the units that already generated leaders into the armies.
2) Troops could be at a premium at times, so avoid attacks into mountains and other good defensive terrain except if it is critical or absurd odds (cavalry vs. longbow).
3) We will be BEHIND in tech, and there is nothing we can do about that. However, we must avoid worthless optional techs like Democracy, Free Artistry, Republic, etc. The Great Library is really valuable in this variant.
4) Troops support will be expensive, so capturing workers is very valuable. We must have workers, but natural workers could really drain our budget.
5) The key is to survive to rails. Once we can build a military rail net, we can't lose the game.
6) Once ironclads appear our coastline will get bombarded to death. If we have a critical resource on the coast, we should build a city on top of it, as that connection would never be broken.
meldor Nov 14, 2002, 09:23 PM 2550 BC (Pre-turn)
Not much to change. I don't understand why the worker near Moscow is connecting the horses. We have a long way to go to temples. Of course, maybe we will meet someone else from which to wrench the tech. I will let the worker finish the road anyway.
2510 BC (1)
Native worker starts road.
2470 BC (2)
Settler finished in Trondhiem, set for a worker. Drop luxes to 10%, raise Science to 90%.
2430 BC (3)
Settler moves towards spot near Ivory. There will be some overlap, but that will only matter much later in the game. The spot I have selected won't waste any bonus grass and will leave more room for a city on the coast.
2390 BC (4)
Copenhagen formed. Set to build a spear. Worker at Trondhiem finishes and we start a spear there as well. One worker moves to connect the Ivory, the other moves to irrigate the wheat.
2350-2310 BC (5-6)
Nada
(I) Barracks finishes at Bergen, start a spear.
2270-2230 BC (7-8)
Ivory road completed. Tronhiem finishes its spear and starts a granary. Lux to 0%, Science to 100% gives us IW next turn at a -1g. I take it.
2190 BC (9)
IW was completed and I start Ceremonial Burial in 4 turns at 70%. We have iron in our area but it is just outside of Trondhiem's border. Without a temple, Trondhiem will expand again in 21 turns.
2150 BC (10)
The scout moving due south of Trondhiem reports that the land in that direction is either an isthmus with a good choke pint or a pennisula. Either one is good.
2110 BC (11)
Pennisula it is, and a small one at that. We are in a really good position for this game. With the previous leader taking out the unworthy Russians, we have a lot of good open lush land to bend to our will. On top of that, we will have three native luxes before we are out of the BCs.
2070 BC (12)
With CB due in one turn, I set Science to 60%.
(I) CB comes in and the next one is Alphabet in 9 at 90%, break even. Moscow finishes its barracks and starts a spear.
2030-1990 BC (13-14)
Boredom sets in again.
(I) Copenhagen finishes its spear and starts a worker.
1950 BC (15)
The extra spear drops is to -1gpt, but we will leave it that way for the next several turns as we only have 6 left on Alphabet.
1910 BC (16)
Bergen builds its spear and starts a worker.
1870 BC (17)
Trondhiem starts a settler now that the granary is finished. Once it grows to 6 we will have a good settler factory.
1830 BC (18)
Copenhagen finshed with its worker starts a barracks.
1790 BC (19)
Lux upped to 10% as Trondhiem grows to 6.
1750 BC (20)
Bergen finished with a worker is now working on another spear. Science dropped to 60% as Alphabet is due in 1. A coast is found to the northeast. It appears that three cities (including Moscow can block the AI path into our lands.
Trondhiem is set to produce another settler next turn and can continue to crank them out. Moscow is 3 turns away from a spear, giving us at least one spear in each city, with one in Bergen building for the new city. I would start a tempe next in Moscow to bring the horses on line, but we should also build more archers as well (the upgrade to our UU). With lots of coast showing we may have plenty of uses for our UU sown the line. I kept my explorations to safe directions and therefore gave us time to get spears on line. Isolation will hurt us in the long run though as it will slow our research efforts. Maybe we will be lucky like we were in my last all war and be on a continent with only two other civs.
LK35 1750 BC Saved Game (http://www.civfanatics.net/uploads2/LK35-1750BC.zip)
[EDIT] Corrected link.
meldor Nov 14, 2002, 09:25 PM Our little slice of the world, so far.......
meldor Nov 14, 2002, 09:31 PM Lee, maybe a dot map is in order......I would suggest settling the land towards Moscow first and working our way back from there.
LKendter Nov 14, 2002, 10:49 PM I kept my explorations to safe directions and therefore gave us time to get spears on line.
I 110% agree with you - the next scouting area is north of Moscow to get a well-defined coastline.
If we don't spot another civ by the end of Mystery13 turn, we have to consider that we may be isolated on this landmass. We need to beeline to mapmaking / literacy. We need to plan on the possibility of building the great library and depending on a one-shot mass tech forward move. We may need the faster research that comes from libraries.
LKendter
Meldor
Mystery13 (currently playing)
Rowain deWolf (on deck)
Jumbo2002
First round is 20 turns, 2nd and beyond 10 turns per round - STRICT 24 hours got it, total 48 to complete.
The proposed new cities:
http://www.civfanatics.net/uploads2/LAK-193.jpg
http://www.civfanatics.net/uploads2/LAK-194.jpg
Here is the list of the next four cities in priority order. A key factor here is getting some coastal cities going, and getting the lowest corruption cities (1st ring going next).
1) Blue dot: This is by far the best city - cattle in range and two bonus grassland tiles. It does waste a bonus grassland square, but that can't be avoid sometimes.
2) Yellow dot: The city will be one a river, and has 2 useful grasslands to start with. We are almost guaranteed to have to cross the ocean at some point, so we really do want to start getting some strong cities coastal cities going.
3) Pink dot: 2 cattle in range after a culture building, on a hill for defense bonus, and a coastal city.
4) Red dot: It will need help quickly with irrigation down the black line, but with the game square it will produce some shields quickly. If nothing else, it can build troops for a while at a small size. It also helps put a culture lock around the iron - we want it very hard for the AI to get to key resources - PTW sounds like the AI is more likely to pillage!
Remember: Our target is Monarchy that includes free military support. Each city we build, even highly corrupted ones, support at least 2 troops at the smallest size.
NOTE: We need to start increase our cash flow. We want to get the 2 ivory squares irrigated, as Ivory gives a extra commerce, and every dollar will count.
Mystery13 Nov 15, 2002, 01:33 AM Just a little FYI. Two of us just spent more than three hours on multiplayer. Things were bad at first, but we finally used small map and simultaneous turns and had no problems. The movement is a bit slow but this turn method was the only one that worked for us. Much fun playing another human player instead of the AI.
Also, I got it and LK34 when Meldor finishes.
hotrod0823 Nov 15, 2002, 08:17 AM Were you on broadband? I tried with a dialup and it was not cool. I am looking into cable as we speak.
Hotrod
Mystery13 Nov 15, 2002, 10:03 AM Yep, both on DSL. Incidentally, IE 5.5 failed immediately. An upgrade to IE 6 solved the internet error problems. Also, one of us has Windows ME and it worked fine for him after the IE upgrade.
hotrod0823 Nov 15, 2002, 10:17 AM Cable is a must NOW!! Gotta convince the wife.
Hotrod
LKendter Nov 16, 2002, 08:14 PM Bad Post
LKendter Nov 16, 2002, 08:15 PM Bad post - ignore.
jumbo2002 Nov 16, 2002, 10:23 PM Thanks for the tips LK, especially re:leaders. (I tend to save them for "best" use...I guess not a good way to go in Always War!) I've been a lurker for several SGs in the past, especially the DSGs, and decided to jump in on one - but one more attuned to my skill level.
One question...I'm guessing that unless something wicked powerful (the great library, for example?) is available, our first leader should build an army, to set up the heroic epic? (Of course, there's also the immediate military benefit of a strong army...)
Mystery13 Nov 17, 2002, 12:01 AM Ok, so I got to this one first. And Lee, this is definitely my first "always war" so hammer away when you see weed. :)
Or anyone else that has played "always war" for that matter.
Surveying preturn, can't change a thing.
We get Alphabet and I swap to Writing...going for the
Great Library, right?
1)1725BC I send the settler North to the river spot. I
leave Trondheim on settler as it grows back to 5 next
turn anyway. The worker is on a forest square; should
we be chopping already? Non-industrious takes 10 turns
so I move back to the grassland and improve immediately
useable squares.
2)1700BC not much...
3)1675BC Moscow builds a spearman. I change to Temple for
now but will revisit this decision.
Surveying preturn, can't change a thing.
We get Alphabet and I swap to Writing...going for the
Great Library, right?
1)1725BC I send the settler North to the river spot. I
leave Trondheim on settler as it grows back to 5 next
turn anyway. The worker is on a forest square; should
we be chopping already? Non-industrious takes 10 turns
so I move back to the grassland and improve immediately
useable squares.
2)1700BC not much...
3)1675BC Moscow builds a spearman. I change to Temple for
now but will revisit this decision.
4)1650BC scouting...
5)1625BC Trondheim builds a settler. I'll build a barracks
(3 turns) before starting another settler. We've got a lot
of land...might as well fill it.
6)1600BC Reykjavik online and another city in just a bit.
7)1575BC I set both Copenhagen and Bergen to temples. A
little bit of culture can't hurt and we are not at war with
anyone currently (we don't know anyone else currently as
we've destroyed our only neighbor so far).
I take a look at Lee's last right up. Yellow dot is settled.
Blue dot one turn away. I think I'll modify pink and red
just a bit so we don't waste any low corruption squares.
8)1550BC We get our barracks in Trondheim and I go for another
settler.
9)1525BC not much
10)1500BC
11)1475BC We get another settler and I'll do the spear settler
swap in Trondheim for the remainder...
12)1450BC With the additional cities, Moscow drops to one useable
shield so I switch it to an archer.
13)1425BC We get a warrior from a goody hut...oh boy.
14)1400BC We get writing...literature in 13 at -2 or 16 at +2
per turn. I opt for 16 at positive cash since we'll start a
pre-build for the great library anyway...though a quick check
shows we don't have much to pre-build with.
I'm going to crowd the red dot site a bit. Looking South, my
choice will allow three more good coastal cities in low
corruption range.
15)1375BC Moscow has built an archer and I think I'll leave
it that way for a bit...at least until we can rush a courthouse.
16)1350BC Another goody hut gives us maps...bummer again.
17)1325BC Finally, something useful from a hut. Mysticism.
Masonry would have been better for a prebuild of course but
I can't complain. Oops, I take that back (I don't usually
go for the Oracle so I almost forgot about it). We now have
a pre-build in Trondheim for the Great Lib.
18)1300BC Far to the SouthWest we meet...Spain! Let's see
what is available before we get pissed. Hmmm...they can only
give us communications for our tech...bummer. Oh well, I thought
about it so they would be able to trade communications with us to
the Zulu, but I couldn't. So, we tell them to give us Barcelona.
No? Fine, then war it is.
19)1275BC In between turns, our mighty conscript warrior fell
in battle.
20)1250BC Bergen builds a temple and swaps to settler. Moscow
is growing fast but with no temple. We should probably rush one
here but I wasn't too sure about that plan.
http://www.civfanatics.net/uploads2/LK35-1250BC.zip
Mystery13 Nov 17, 2002, 12:04 AM Now for a picture or two...
http://www.civfanatics.net/uploads2/one_city_shot.jpeg
From here you can see the city squeeze will allow one more
very good grassland city.
Mystery13 Nov 17, 2002, 12:06 AM This one shows that there should be three, low-corruption
coastal cities possible. I hope I did ok as I definitely agonized about the location of the red and pink dot cities.
http://www.civfanatics.net/uploads2/three_city_shot.jpeg
Rowain deWolf Nov 17, 2002, 04:35 AM 1250BC (0T): Oslo + Rejkjavik to Barracks; Moskaw to Temple
IT Rej fin Barracks starts Archer
1225 BC: wake up Archers in Moskau and send them south.
1200BC: GH gives 50 gold ; Trondheim is now size 7 Lux-tax increased:
till1150BC nothing
1150BC Copenhagen fin Temple starts Warrior ( Iconnect Iron and will upgrade them.
1075BC (7): Science reduced earns 9 gold and Lit next turn;
IT: Our three archer stack gets attacked by an Spanish Archer and wins. Lit discovered Poly started (at min to get Money for Warrior upgrade) Trondheim swithced to GreatLib due in 23; Bergen fin and starts Settler
1000BC (10): terrible RNG attacking an reg spanish Archer on Grass looses one vet Archer and reduced the second to 1 hp;
975BC(11): Aarhus founded (heavy overlap); Iron connected;
950BC(12) I let Copenhagen finish its Warrior; still no new contact
925 BC we have now 3 Swords Copenhage start next .Science up to 60% Poly in 16 by +0;
875BC attacking an spanish Archer on grass results again in a loss of our Archer :mad:
825BC Checking F4 (as every turn) shows that we have now contactz with Zulu; Thea have Masonry Philo, MapMaking and Horseback and communications with the Greek; Since their WM would cost Literatur which I don't want to trade I buy their TM for 27 gold; War declared;
775BC (19): Stavanger founded.
750BC (20) Our Swordman stack ends next to an Archer/Warrior stack from Spain.
The Game (http://www.civfanatics.net/uploads2/LK35-750BC.zip)
Rowain
Rowain deWolf Nov 17, 2002, 04:42 AM at first a view of our land :http://www.civfanatics.net/uploads2/ourland750BC.jpg
and now some proposed city-site near Trondheim:
http://www.civfanatics.net/uploads2/proposedcities750BC.jpg
They have overlap but that nothing to bother cause I doubt we will see many Hospitals in this Game;
F11 shows we are Number 1 in any stat except: Approval, military service and family size;
Don't forget to always check F4 do see any new contact. On Science: Since this is Regent i propose to let Science high till we have Monarchy and than turn it down and let the GL do its work.
Good Luck Jumbo :)
Rowain
LKendter Nov 17, 2002, 07:41 AM Since this is Regent i propose to let Science high till we have Monarchy and than turn it down and let the GL do its work.
I agree - we desperately need to start building a cash reserve to upgrade units with. After Monarchy is complete, don’t bother with any research. There is nothing else that will give us that much benifit.
I agree with the proposed southern dot-map. This is a great area to fill in, as I don’t think the AI is close to sending loaded galleys our way.
We have been found by 2 civs - we need MILITARY ASAP! For example, after the temple completes in Moscow, switch to military. We have lost our free growth period. We need to be able to keep some reserve troops behind the lines.
LKendter (on deck)
Meldor
Mystery13
Rowain deWolf - finished before I even saw Mystery13 turn :goodjob:
Jumbo2002 (currently playing)
First round is 20 turns, 2nd and beyond 10 turns per round - STRICT 24 hours got it, total 48 to complete.
jumbo2002 Nov 18, 2002, 09:43 AM Sorry, a touch late on the "got it"...but I'm playing right now and uploading later this morning or early afternoon.
Quokka Nov 18, 2002, 11:20 AM I was just reading thru this and noticed that someone earlier had mentioned stockpiling Archers for upgrade to Berserks when you got Invention. It seems this isn't the case. There is a thread in the General section about it. Hope this saves some time and frustration.
forums.civfanatics.com/showthread.php?s=&threadid=36957 (http://forums.civfanatics.com/showthread.php?s=&threadid=36957)
Rowain deWolf Nov 18, 2002, 01:01 PM Thanks for the Info :)
Rowain
jumbo2002 Nov 18, 2002, 03:23 PM Ok, first game of Always War for me, so I hope it's not too weedy...
(0) 750BC - Survey the world. All our stats are good, and I liked that "17" next to Russia's score. :) We are average in military to both Spain and Zulu.
Espionage diplomacy on Izzy - she has horses, no iron, has Masonry, MM, and Horseback. She's feeling some hurt, as masonry and horseback are "almost a deal" for peace.
Everything else looks good to me, so I press enter!
(IT) Aarhus Warrior->Worker.
(1) 730BC Swordsman stack attacks Archer/Warrior stack. First swordsman dies to warrior, next two swordsmen take out archers, taking minor damage. Settler moves towards red dot.
(IT) A Spanish horseman and archer advance towards our territory. An archer threatens our scout.
(2) 710BC Move scout away. Attack hurt warrior with 3/4 swordsman - promoted. Keep 2/4 swordsmen on hill to heal. Move swordsman near Aarhus SE to defend against potential advance.
(IT) Spanish Horse attacks 2/4 sword; sword wins, taking no more damage. I can't go two turns without :smoke: - Trondheim in disorder. Oops! Scroll ahead to make sure the disorder hasn't spread.
Moscow Temple->Sword
Bergen Spearman->Sword
Cop Sword->Sword
(3) 690BC Found Odense. Move swordsmen to good defensive terrain.
(IT) Stock Worker->Barracks
(4) 670BC Move some guys around. Spanish archer has fortified on a mountain. I'll let him sit there.
(IT) Another Spanish archer approaches.
(5) 650BC Move guys around.
(IT) Oslo Settler->Temple.
(6) 630BC We have contact with Greece now. He has Masonry, Philo, MM, and HR. Trade WM for his WM+2 gold, then declare war!
The world map is very favorable to us (as far as I can tell)! Spain, Zululand, and Greece are just about in an E-W line in the SE part of the continent (with the Spanish a little bit north). The jungle in the middle of the continent has pretty much cut off their expansion on our continent, although there is a gap in the Zulu/Greek border and Greece has founded one city on another continent (Mycenae). Along with this island, there is also a visible coastline off the SW edge of our continent.
We have a strong military compared to Greece, and they have the lowest score of the three currently surviving Civs.
Attack lone archer one plains with elite swordsman, hoping for a leader. Victory, minor damage, no leader. Keep other swordsmen on hills for defense/observation.
Settler from Oslo begins march to blue dot. Moving sliders gives no extra cash for last turn before Poly.
(IT) Poly->Monarchy
Copen Sword->Sword
(7) 610BC Move some guys around. Attack Spanish spear on plains with Vet sword. Minor damage, promotion. Moving scout back north to observe future Spanish movements. Currently considering placing an outpost on the mountain that sits right in the middle of the jungle...but I don't know if it's worth it, as I've never placed an outpost yet.
We can have Monarchy 36 turns/+8 gold, 27 turns/+2 gold, 24 turns/+0 gold. I elect to go with the middle option.
(IT) Aarhus Worker->Rax
(8) 590BC Healing some wounded Swords. No new visible Spanish units.
(IT) Trondheim finished Great Library! Switch to settler in order to found a city on green dot. Future plans include a temple to deal with latent happiness issues, then military.
Stav Warrior->Worker
(9) 570BC Doh! Move scout one space NW, ends up right next to a Spanish archer.
(IT) A Spanish horse takes out our scout (huh? I didn't see that anywhere). We learn Masonry, Math, Philo, Code, MM, Horseback from Great Library!
Reyk Temple->Sword. Gems will be online once its culture grows.
(10) 550BC Spanish archer has moved off its mountain and onto a forest. I will aim for leader with elite sword. Victory, but Sword wounded down to 1HP (well, at least I didn't use a Vet!) and no leader. Other swords are either repositioning or healing.
Espionage diplo: Spain has no extra tech, will give 37 gold for peace but not 1GPT. Zulu has no extra tech, doubtful at even peace. Greeks refuse envoy.
(IT) Copen Sword->Sword
(11) 530BC Move swords around, preparing to form new stack. No new Spanish units, although I expect at least a couple on the way.
(IT) Trondheim Settler (heading for green dot)->Temple, Bergen Sword->Sword
(12) 510BC Hareid founded. Set to warrior.
(IT) Moscow Sword->Sword. Odense Warrior->Worker.
(13) 490BC. We have fallen to -1GPT, but we've got 37 gold and 19 turns to Monarchy. Moving the sliders doesn't make anything better. I veto my own sword in Reyk and change to Spear - since our warriors will eventually be upgraded, I might as well have the spears ready to remain as defense.
(IT) Reyk Spear->Sword, culture growth, gems on line. Stock Rax->Spear.
(14) 470BC Moving lux slider down is ok everywhere except Trondheim, as it will grow next turn. Temple will be built in 3 turns, then can safely move lux down to 10%, while will turn our -2 deficit into a +2 profit. I veto my own Sword in Copen and switch to a settler; nobody has been coming into our eastern territory (currently patrolled with 6 swords and 3 more on the way) and so I think we're ok expanding at least a little more to the east. The cow/game/coastal site looks nice to me.
(IT) Copen Settler->Sword, Birka Temple->Rax.
(15) 450BC Continue sword patrol in the mountains. A Spanish horse has appeared, moving swords for defense.
(16) 430BC Spanish horse moves onto mountain. I will ignore, for now. He's dead the moment he tries moving onto flat ground. Moving swords back onto southeastern mountain reveals a Spanish spear and archer in the distance.
(IT) Trondheim Temple->Sword.
(17) 410BC I reduce lux to 10%, ending our -3gpt deficit. However, Trondheim will grow again soon. I move a civilian from the irrigated wheat tile to a forest. We go from a +1 profit to +0, but we now get a sword every 2 turns instead of every 3, and we will be ok in happiness until Moscow grows (15 turns, about when Monarchy will be available).
Elite sword wastes Spanish spear on the desert, no leader. Spanish horse and archer are still on elevated terrain. I hold my recently finished Settler back (ugh, I guess that move was pretty weedy) in Aarhus until the land is clean again.
(IT) Spanish archer attacks our elite sword. Sword down to 1HP, but survives.
(18) 390 BC The Spanish horse is a pesky little thing, and he's danced around us to potentially threaten a worker. I move spear from Aarhus to defend. Move some swords south, to check out more of the territory. No new sightings.
(IT) Spanish Horse attacks our vet Sword. No promote, our sword takes a little damage. Trondheim Sword->Sword. Aarhus Rax->Temple. Stav Worker->Rax.
(19) 370BC The settler who was hanging around Aarhus starts moving eastward, rather than south. There is a nice coastal city location to the NE of Moscow. A Spanish archer and a Zulu Impi stack appear to the south. I move one of my swordsman stacks to block on plains, because I want to keep the Impis from getting high ground. Molde founded, completing the expansion south of Stockholm.
(IT) The enemy units move to avoid confrontation. The archer moves to a hill, and the Impis move to a plains. A Spanish horse also enters the killing zone.
Bergen Sword->Sword, Copen sword->Sword, Reyk Sword->Sword, Birka Rax->Spear. I've kept these all at swords, but it the team thinks that horses are a better option, then feel free to start changing. I've always had better luck using a Swordsman March of Death than Horse Rushes, but that might just be me...
(20) 350BC The settler moves to east to the edge of our territory, gazing onto the fertile lands beyond.
Our Swords attempt to take out the current set of invaders: Vet sword chases Impi onto mountain, taking a little damage. Vet sword kills other Impi, going down to red. Vet sword attacks damaged Impi on mountain, wins losing a few HP. Elite sword attacks horse, forcing withdrawal. Vet sword attacks archer on hill, wins at 1HP, promoted.
A few notes before the save: our swords have done very well repelling the several invasions; in fact, the only battle they lost was to a warrior. We have 8 swords of varying health scattered around the killing fields. Perhaps regroup on the heights to heal? There's a vet archer down there too, but he has stayed out of the fighting.
We have a total of 12 swords, with 5 more under construction. We have a strong military compared to Spain and Greece, average compared to Zululand. Izzy would give us all gold + WM for peace; no gpt or cities. Shaka would give us a little bit of gold. Ditto for Alex. None of the other Civs have any more techs. Izzy still doesn't have Iron, although she has just founded Valencia with iron just outside it's current border.
Our score and culture continue to increase, relative to the other Civs.
After regrouping our troops, it seems like we might be in a decent position for a march down the coastline; Valencia, Toledo, and Madrid. :hammer: Once Madrid is ours, we can then decide which direction to send our troops.
Here is the save, with some screenshots forthcoming:
http://www.civfanatics.net/uploads2/LK35-350BC.zip
jumbo2002 Nov 18, 2002, 03:38 PM This is the first time I've posted a screenshot...I hope it works!
First, an overview of our empire...which, except for the expansion into the south and some border growth, hasn't changed all that much.
http://www.civfanatics.net/uploads2/350BC-Territory.gif
Next, a close-in look at the "Killing Fields," where the noble Viking Swordsmen have turned back a half dozen Spanish (and one Zulu) incursions...also, we're a few turns' march away from Valencia:
http://www.civfanatics.net/uploads2/350BC-KZ.gif
Finally, a nice wide look at our enemies territory...(cough)...I mean, future provinces of the Viking Empire! :hammer:
http://www.civfanatics.net/uploads2/350BC-Enemies.gif
Mystery13 Nov 18, 2002, 04:08 PM Wow, from the look of things, Lee's wipeout of the lone Russian city really gave us a leg up on this game. I think that our Sword force may be big enough to keep expanding.
Nice job Jumbo! I wonder, though, why you care what the others will give for peace? Peace? No peace!
jumbo2002 Nov 18, 2002, 04:34 PM Well, of course no peace! :lol:
I'm usually just curious, though...curious to see how willing they are to beg for mercy!
Also, I think it is in the Celtic infantry SG, the AI was completely unwilling to give up a size-1 city even as it was willing to give up other cities, suggesting the existence of a future resource.
Lastly, doesn't seeing whether or not the AI will give GPT reflect their current income? So if the AI is willing to give >20 gold but not 1GPT it shows that they are losing cash.
LKendter Nov 18, 2002, 06:05 PM Originally posted by Quokka
I was just reading thru this and noticed that someone earlier had mentioned stockpiling Archers for upgrade to Berserks when you got Invention. It seems this isn't the case. There is a thread in the General section about it. Hope this saves some time and frustration.
forums.civfanatics.com/showthread.php?s=&threadid=36957 (http://forums.civfanatics.com/showthread.php?s=&threadid=36957)
Well, I just confirmed in the editor that Quokka is correct :(
I still give thanks, even if it is bad news.
We don't want to ever build another archer, and want to put our at risk attacks to use these unit up.
meldor Nov 18, 2002, 10:28 PM IIRC, the archers and Longbows upgrade to the Guerilla.
LKendter Nov 19, 2002, 12:36 AM 350 BC - :smoke: Trondheim is NOT growing, I switch to settler. I don't want to raise luxury rate for 1 city, but I refuse to waste food growth.
Issue with the workers: 1 building road, 1 building mine in the same square? Have 2 on either task, so that we benefit from the first item sooner.
:smoke: Bergen will grow into a undeveloped square, Copen is USING a undeveloped square, yet almost all workers are improving by Aarhus which can't use most of the improvements. The bonus grassland by Aarhus was missed? I cancel a couple of the workers; most of the others are close enough to wait.
I switch Reykjavik to galley; I want to better define the northern coastline.
I wake the choke-point warrior, to see what is up north.
Bergen, and Moscow have horrid corruption; to get the city useful it needs a courthouse.
290 BC - Vikings 4, Zulu 1 (counter attack)
270 BC - Our horseman arrived just in time to killing a Spain Archer that landed next to a city.
[dance] Lee's swordsman is formed [dance]
Pop a goody hut - construction for Free :crazyeye:
GACK: America has joined the list of civs aware of us. He is aware of 2 other enemies - the Germans and the Chinese. I can't get a thing from America, and I can tell he has our world map already as he offers just $5.
250 BC - The first Greek units arrive - NO hoplites.
230 BC - Alesund is formed, and we start building cities toward Spain.
Healfdene forms our first army.
210 BC -
(I) Germany builds the Pyramids.
190 BC - Bodo is formed, an ice village, but every city counts. Plus we can use the free military support ;)
Incense is connected, and luxury tax to 0%.
FINISH WITH 150 BC
Summary -
1) Kill science after Monarchy. I think we should revolt quickly, as not much danger at the moment.
2) The horses behind our lines are in case another galley drops a unit off; we ALMOST lost a city if my first horseman didn't complete that turn it did.
3) Moscow irrigation is heading toward Alesund.
4) You have the army, load with swords, and get us Heroic Epic. The MA aren't that far away, and Sun Tzu is critical for always war. We need to start getting more leaders.
LKendter
Meldor (currently playing)
FINISH THIS BEFORE LK32
Mystery13 (on deck)
Rowain deWolf
Jumbo2002
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
http://www.civfanatics.net/uploads2/LK35-150BC.zip
jumbo2002 Nov 19, 2002, 08:18 AM Originally posted by LKendter
[B]350 BC - :smoke: Trondheim is NOT growing, I switch to settler. I don't want to raise luxury rate for 1 city, but I refuse to waste food growth.
Issue with the workers: 1 building road, 1 building mine in the same square? Have 2 on either task, so that we benefit from the first item sooner.
:smoke: Bergen will grow into a undeveloped square, Copen is USING a undeveloped square, yet almost all workers are improving by Aarhus which can't use most of the improvements.]
Thanks for pointing these out...the first was actually a decision (even if a bad one)...as I don't like raising lux for one city, and moving the tiles around allowed for 2-turn swordsmen.
As for the workers, though, I admit that was pure :smoke: - I'll learn from it! :scan:
LKendter Nov 19, 2002, 09:17 AM Trondheim is a speciality city - very rich in food. We still have plenty of land to settler / conquer. This city should keep sneaking out settlers when we can afford it and escorts are available, we still have a ton lf land up north to fill in.
The ultimate win in AW is domination, and it is easier to settle land then conquer it.
Rowain deWolf Nov 19, 2002, 10:23 AM Also it is much better to have cities with barracks near the enemy than a wide unsettled land.
I suggest to use the next Leader for FP in Moscow or close to Moscow.
Rowain
meldor Nov 19, 2002, 11:17 AM I suggest to use the next Leader for FP in Moscow or close to Moscow.
I was thinking the same thing. The FP is called for and Moscow would almost double our production cities.
I have been under impressed with the medeval infantry, but at least our swords won't be dead ends.
I also would like to get contact with the rest of the civs, at this point it will slow their science down and that only helps us.
If anyone else has an objection jto an FP in Moscow, get it in before I start.
LKendter Nov 19, 2002, 11:20 AM I agree with cities with barracks - I really hope we can snag Sun Tzu for just that reason. If we get a leader, and Sun Tzu is available, that is the #1 priority. That wonder would get us lower maintenance cost, instant barracks in new cities / conquered cities, and barracks that can't be destroyed by bombardment.
One the subject of the FP - Moscow is to close to the capital for the FP and to keep the palace in its current location. The city still has some productivity as its on 3spt before courthouse under despotism. That will IMPROVE after monarchy is achieved. What we might consider is an fp closer to the capital with the plans to move the palace in the future. Always war needs a huge production base, and we want the fp a full 6 cities away from the palace to get the maximum benefit. I fp that overlaps with the palace to much will hurt our ability to wage war.
I did get a city closer to Spain, along with another settler heading that way. We are close to being able to connect Valencia and the spices into our network for luxury #4 - which is great under AW.
Mystery13 Nov 19, 2002, 11:37 AM One question...we turn off science after Monarchy and until the Great Library expires at Education. At that point, though, since we can never trade, I assume we must turn science back on to win. Do we go full science? And should we be getting libraries online in the coming years in preparation for turning science back on?
jumbo2002 Nov 19, 2002, 12:04 PM I'm not able to check out the save for more specific comments, but what looking at the map...if we're waiting for 2 leaders (the first for Sun Tzu) then we might have a few cities captured by the time the second leader is acquired. The Seville/Knossos region looks nice to me.
EDIT: This is re: the FP. I hadn't made that clear, before.
LKendter Nov 19, 2002, 12:31 PM I will do a detailed analysis when I get home on Moscow and the FP. We are about to hit Monarchy which will help all cities with production ;)
I hope to have something by 8:00PM.
Rowain deWolf Nov 19, 2002, 01:41 PM According Science we turn it down for the remaining Ancient techs but once we are medival we should res Engineering hope for Feud and run for Invention and our 6.2.1 UU with amphibious attack.
hell I want to slaughter their Pike with Berzerks :lol:
Rowain
meldor Nov 19, 2002, 10:18 PM 150 BC (Pre-turn)
The only iron that Spain has is near Valencia. We will take it before they can hook it up. Check all cities. Wake elite swordsman and have him attack unfortified spear next mountian over and we get Anwaaer the GL. Meldor's Royal Rapiers formed from the glorious unit. Now, do we go for FP or hold him for Sun Tzu's/Leo's.
(I) We get Monarchy and start currency next at minimum science. We revolt and I draw 6 turns. I guess that means I won't have to make too many build decisions. However, since I revolted during the interturn, it is really only 5 turns. Hire entertainers for the duration of the chaos in Trondheim and Moscow.
130 BC (1)
Move to put Lee's and Meldors groups in the army. This will then move on Valencia.
(I) Archer moves onto plains
110 BC (2)
Archer is no more.
(I) New Zulu and Spainish archers appear.
90 BC (3)
GL is now safely in Bergen. Army move to attack position on the Archers.
(I) We get currancy and enter the middle ages. Set next research to Engineering.
70 BC (4)
Chase off impi and 2 horses that show up.
(I) More units show up.
50 BC (5)
Kill a spear, 2 archers, impi and 2 horseman, but lose one sword. Karasjok founded towards Valencia.
(I) Archer kills our archer.
30 BC (6)
We are now a Monarchy. Switch Copenhagen to building Heroic Epic, it is on;y two turns longer there than in Trondheim and I can still buils settlers in Trondhiem. Force impi to retreat, kill archer.
(I) Warriors and imipis appear.
10 BC (7)
Kill 2 warriors and 1 impi.
(I) Spanish archer and 2 Horsemen show up.
10 AD (8)
Kill 1 impi, 2 archers, retreat 1 horseman and kill the other.
(I) Zulu archer attacks sword in jungle and gives us another elite sword. The Greeks complete the Oracle. America complettes the Great Wall.
30 AD (9)
Movement and rest.
50 AD (10)
Kill 2 impi and one archer, lose one sword.
GL is fortifies in Bergen.
There are four swords near Valencia, but they need to step back and heal a turn or two.
Army is healing in Karasjok.
LK 35 50 AD Saved Game (http://www.civfanatics.net/uploads2/LK35_50AD.zip)
LKendter Nov 19, 2002, 11:42 PM 1) We need to get heroic epic done ASAP, and get back to military production. Our troops are really thin, and a galley landing troops by Bergen would really hurt! Take the tile that is shared with Trondheim and give to Copenhagen - this shaves 2 turns from Heroic Epic.
2) I suspect the leader is sitting in Bergen, as I didn't get the change to comment on the fp earlier :(
Based on the mere 1 shield gain from Monarch in Moscow, building an fp with a possible palace move offers just one choice for the fp - Aarhus. Oslo, and Reykjavik would need a courthouse before the jump, but that is still pretty far away.
>>>> Use the leader pre-turn to rush the fp in Aarhus <<<<<
LKendter
Meldor
Mystery13 (currently playing)
Rowain deWolf (on deck)
Jumbo2002
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
Mystery13 Nov 20, 2002, 01:29 AM got it...and I see the leader instructions
meldor Nov 20, 2002, 07:07 AM I dind't think the fp discussion would matter, at most it delayed what he could build by five turns. This (and the thin troops) is due to the fact that most of my turn was is anarchy and we weren't getting any production at all.
Besides the push for more troops, we need to get more settlers out as well. The AI's are not going to sit idle while there is a ton of land yet to settle. We need to fill that land in, not only to prevent the AI form getting there but also to give us the increase in porduction.
We may want to rush the barracks in the new city (Karasjok). This is our forward base, and will come in handy for healing the troops.
We are batter off fighting the horseman down in the jungle. That is were we can rid them of there one advantaqe (movement).
Rowain deWolf Nov 20, 2002, 09:55 AM Yes we should fill the land but we should also leave some open space to bait some AI-settlers. We will need those free workers
Rowain
LKendter Nov 20, 2002, 06:33 PM Yes we should fill the land but we should also leave some open space to bait some AI-settlers. We will need those free workers
Rowain
I couldn't agree more - so far outside of my Russian workers, I haven't heard of any being gained. We can't afford not to get more workers, but we also need to get some larger cities and more shields. Maybe we can sneak a first horseman around and area and create a killing zone. LK21 and LK22 were really help with the free labor. I wonder if PTW improved the logic where to send settlers - if so, AW is harder in PTW.
------------------------------------------
I didn't think the fp discussion would matter; at most it delayed what he could build by five turns. This (and the thin troops) is due to the fact that most of my turn was in anarchy and we weren't getting any production at all.
Besides the push for more troops, we need to get more settlers out as well. The AI's are not going to sit idle while there is a ton of land yet to settle. We need to fill that land in, not only to prevent the AI form getting there but also to give us the increase in production.
We may want to rush the barracks in the new city (Karasjok). This is our forward base, and will come in handy for healing the troops.
Meldor
We got a good start with my quick kill of Russia, but it is still a long way to go. A rushed building would have completed under anarchy. It is to late to correct, but I hate to no get the 5 turns of extra production. I know the anarchy thinned out the military, but we made it through one of the dangerous periods - we have achieved our government goal.
I agree on more settlers, I skimmed another one my turn. The trick is we need a spear escort for each one, and we need some safety units near the new cities.
I agree to the rushed barracks in Karasjok, but that should be our ONLY rush. The milk the great library period is our only chance to pile up cash for troop upgrades. We had to do the expensive hand built library (20 spearman worth of troops), so lets get our moneys worth.
Mystery13 Nov 20, 2002, 09:45 PM Preturn...ooh, lucky I was mming Trondheim and Copenhagen because Trondheim was going to riot next turn and delay our settler.
I rush the FP in Aarhus. I notice we have a couple of undefended
cities. I'll have to fix that.
I change Moscow to a Marketplace since the FP will be only one
city away. I do the same in Bergen.
Inbetween turns we learn the Republic and Monotheism.
Also, the FP is online. I'll build some defense first then assess
the offense.
1)70AD Moscow now losing 1 shield, Bergen 2, to corruption.
We take out Valencia.
Trondheim completes the settler and I go for a Marketplace. I'll
try to rotate structure with military. Tell me if that is not
correct in this style game. We are closing in on Education so
I think Libraries will be useful soon.
2)90AD much movement of workers and troops
3)110AD Wow, some good luck. Zulu dropped off an Impi two steps from undefended Bergen but our Horse got him. Had a couple of close calls to the South but all Swords eventually won their battle. I rush the Barracks now at Karajok for under 50 gold.
4)130AD lots of movement...I'm finding it difficult to make the
push South. Lots of jungle, lots of enemies and no easy place
to heal yet. I wanna take it to them but I can't.
5)150AD mass movement
6)170AD a bunch of military completed this turn so I'll switch to
a few marketplaces (money before books).
7)190AD much military movement South
8)210AD still moving
9)230AD encountered heavy resistance from Spain and Zulu. I'm
pressing forward with the main line, leaving the back line to
clean up the stragglers.
Inbetween turns I add grass to the palace.
10)250AD Main line getting beat up...jungle adds too much
defense even to horsemen and archers. Our swords lose
at least one HP every time. We simply have to get cities over
here and get our workers to slash through the jungle.
I built two cities, one far to the East was just built and
currently undefended. Other is to the South and a Spear just
got there. I took out one Spanish city but couldn't keep
healthy troops down there with all three civs pushing military
North to us. Next player will see lots of fighting on the
first turn. The Zulu have placed two cities North of Spanish
territory in the jungle. It would be good to get rid of
those. Heroic Epic finished in 4. I have some infrastructure
going, Marketplaces then Libraries. Mostly, though, military!
Last tech we learned was Monotheism my first turn. Nothing since. Also, a Chinese boat near Trondheim has not unloaded yet. The Zulu boat is on its way home.
Mystery13 Nov 20, 2002, 09:46 PM The save:
http://www.civfanatics.net/uploads2/LK35-250AD.zip
LKendter Nov 20, 2002, 10:37 PM Originally posted by Mystery13
Trondheim completes the settler and I go for a Marketplace. I'll
try to rotate structure with military. Tell me if that is not
correct in this style game. We are closing in on Education so
I think Libraries will be useful soon.
I have some infrastructure going, Marketplaces then Libraries. Mostly, though, military! Last tech we learned was Monotheism my first turn. Nothing since. Also, a Chinese boat near Trondheim has not unloaded yet. The Zulu boat is on its way home.
Welcome to the havoc of always war - balancing infrastructure with Military. We have solved one problem - our production base is stronger with both FP and Monarchy. Military must take priority above all - we can't afford to have many cities tied up on infrastructure. This game has already been very rough on shields with building the great library and heroic epic by hand. This cost us 600 shields worth of troops not built.
This must be the LAST wonder built by hand; we can't afford any more shields on wonders. This is why I made the comment about rushing infrastructure by leaders - it lets us move forward with barely denting military production.
Based on your turn we clearly need a few more horses up north for emergency defense. I did spot some good news - We take out Valencia. That keeps iron away from Spain :)
LKendter
Meldor
Mystery13
Rowain deWolf (currently playing)
Jumbo2002 (on deck)
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
meldor Nov 21, 2002, 09:30 AM Lee,
Don't you think we need to start at least one pre-build for Sun's or Leo's? Are we going to leave to chance these most important wonders? It is a random chance getting two leaders to build both of these, I think prudence would suggest at least one back-up.
LKendter Nov 21, 2002, 09:48 AM Lee,
Don't you think we need to start at least one pre-build for Sun's or Leo's? Are we going to leave to chance these most important wonders? It is a random chance getting two leaders to build both of these, I think prudence would suggest at least one back-up.
Thinking about it some more I very reluctantly agree to a palace pre-build in Moscow as soon as the marketplace is completed. I have never played always war so thin with troops before and I am running very scared in this game. I want more military ASAP. No matter what, after those wonders, ZERO hand-built wonders. There is no other wonder worth risking a game loss for. DON'T save a leader waiting for those wonders.
Taking out Russia early did come with a big penalty. Normally you can get some elites and leaders in the Ancient age. After killing Russia we had a big block of peace when we normally would have gotten a leader for the Great Library rush.
Mystery13 Nov 21, 2002, 12:01 PM Well, I know my experience with the always war strategy is nil, but I definitely feel comfortable with the ability to defend ourselves. I have 2 horsemen shadowing the Spanish boat, and our warriors are being upgraded to swords as spearmen take over city defense. We have around 20 units in the South. The other civs seem to be sending mostly pillagers at us...no real high attack swords (I've only seen 2 and they were both dispatched). The Zulu are only sending Impis. These are a pain in the jungle but easily taken care of in the grassland. One thing that ticked me off is their nearly 100 percent retreat rate against our swords. This is incredible since they are all regular Impis facing at least vet swords. An Impi also withdrew from our 2 elite sword Army! Anyway, the huge amount of land in between us and the other civs may be making this always war scenario a touch different from the others.
BTW, sorry about leaving the two horsemen forward with no defensive help. My plans were hampered when the Zulu retreated from the Army and then I failed to get defense to move up with the offense.
LKendter Nov 21, 2002, 12:49 PM Originally posted by Mystery13
Anyway, the huge amount of land in between us and the other civs may be making this always war scenario a touch different from the others.
This is a very good observation from Mystery13. This is what is making this game so different. LK21 and LK22 were is constant fight mode since the beginning. This provided the leaders to Rush Heroic Epic, FP, Great Library, etc. I will admit, that I am having a difficult time judging our position. The only clear things:
1) Get more cities around the new fp.
2) Hope we can catch the AI trying to settle above the jungle to snag some workers. LK21 and LK22 had a ton of captured workers, and we have gotten almost nothing. This is slowing our development down a lot.
3) The lack of workers is hurting us to build a good road-net, which would help the fight.
4) If we get a leader and Sistine is available before Sun Tzu - rush that. If the AI gets that, they get more happy people and more production - something we don't want.
LK21 had us start in a "U" shaped area, and Japan filled in the "U" before the fight begun. However, at the point we were at a WALL to get past there. It was a major struggle to get even one more city until things broke open- appearance of Samurai let us move some until we hit the Jungle (sound familiar?)
LK22 was to the point that we were running 90% tax and could barely pay for troops - and were still struggling. That had the slowest tech pace I have even seen in a game.
meldor Nov 21, 2002, 02:45 PM I think this game may be more akin to my last AW game. We were basically isolated from the second continent enough that we could take ours without much of a problem. One of the things that hurt us in that game was not filling in the empty land fast enough. As the AI's ran out of room, we went from being too far away to worry about, to being the place with lots of juicy land still open.
Also, the three civs we face on our continent have only 1 source of iron between the three of them. I no iron has jumped, it is in Greece, which is the farest from us. They are less likely to send troops up just to harass us. We should be careful about hooking up any extra sources of anything that can jump. No sense in lettting the AI's have a bigger chance of getting a gift resource. If the one we have hooked up jumps, we can hook up a spare in time to not disrupt our production that much. The more we control unhooked the less they have.
I had the same problem with the horsemen as you. I wish when I played, I could get the same retreat ratio that the AI seems to have. This is however, probably just a problem of perspective, and not something in the game. I agree that the impis are better hit on the grassland, but the horses get too much movement there. It sounds like you set up an good two tier defense to deal with them were we should.
I think we will probably stay up with tech this game, as I haven't seen the AI start to pull away, and we have contact with at least half of them. Were we will start to fall behind is towards the end of the Middle Ages. Hopefully we won't met the others until we can buy the techs we won't be able to research ourselves during this time. Then we will have to head for the military techs first and then go after the rest of the required techs when they are cheaper to research.
With the three civs bottled in like they are we should be able to clear them without too much trouble. It is almost like we are fighting only one civ. The the Spanish are the onaly ones who may not have tripped their golden age yet (I suspect that is why you and I saw so many impi's). If the worst is over from those two, then we only need to take out Spain before the end of the Middle Ages.
This also brings up the fact that we don't want to trip our GA until we can make the most of it.
Just some random thoughts.......
Rowain deWolf Nov 21, 2002, 03:34 PM Got it
Rowain
Rowain deWolf Nov 22, 2002, 05:14 AM Turns from 250AD till 350AD
Not very eventful turns. Lost some Units built some Units and killed alot of enemy Units. Also built and started to built Infrastructure mainly Aqueducts.
Please if possible settle on freshwater. Th city NE of Moscaw is 1 tile away from the River and thats not good. We need size 7 cities (they support 4 Units instead of 2) and every Aqueduct costs shields we could need for Units.
On Infra we need Temples Market and Libs and nothing more for a long time.
In the year 280AD the great Leader Hubba emerged :) Saddly he was in the Jungle and it took some turns till he reached a city. The upside is while he was walking to our land Feudalism dropped from the GL and so i proudly present the Sun-Tzu-academy in Karasjok :D;
Thanks to the AI sending settlers we have now 4 new slaves too :)
We have at the moment 3 settlers wandering around I suggest one Settler for the north the other two to the south.
http://www.civfanatics.net/uploads2/350ADsouth.jpg
the 2 red spots should be settled and which one you like from the blue spots(or 1 NE of the southern Spot) later on.
The stack 2 tiles south of Karasjok consists mainly of workers (guarded by 2 swords) clearing Jungle. 2 of them have just joined the party so they will need orders next turn.
Reykjavik is on palace. Could be used for Colossus(very good wonder), Sistine or Leo;
And after this long text here it is:
The Game (http://www.civfanatics.net/uploads2/LK35-350AD.zip)
Good Luck :)
Rowain
LKendter Nov 22, 2002, 07:30 AM In the year 280AD the great Leader Hubba emerged Saddly he was in the Jungle and it took some turns till he reached a city. The upside is while he was walking to our land Feudalism dropped from the GL and so i proudly present the Sun-Tzu-academy in Karasjok
[dance]
Sometimes the timing works well. Of course, Karasjok now has to get high on the priority list for defense;)
Yes, the Jungle fighting makes it hard on using the leaders.
Thanks to the AI sending settlers we have now 4 new slaves too
We have at the moment 3 settlers wandering around I suggest one Settler for the north the other two to the south.
I am glad to see we have finally entered the free worker stage. We have to make sure we leave an area open that they want to go to, especially with all that jungle to clear.
The 2 red spots should be settled and which one you like from the blue spots (or 1 NE of the southern Spot) later on.
Pick the southern blue spot, as that puts the city on spices, and we can clear the jungle from BEHIND the city, which is very good being at war.
LKendter (on deck)
Meldor
Mystery13
Rowain deWolf
Jumbo2002 (currently playing)
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
Mystery13 Nov 22, 2002, 11:49 AM Please if possible settle on freshwater. Th city NE of Moscaw is 1 tile away from the River and thats not good.
Well, I went with no overlap and the defense of the hill on that one...but I think I agree with you anyway. Settling on the river would have been better overall.
jumbo2002 Nov 22, 2002, 03:26 PM Got it.
jumbo2002 Nov 23, 2002, 12:42 PM (0) 350 AD - Check everything...it all looks good to me.
(1) 360AD - Move some units around. Win a couple fights, lose one.
(2) 370AD - More movement. I'm not sure if the units around Umfolozi were intending to take it, or just picking off wandering Zulu units or what. I need to heal up, but then I should be able to take the city.
(3) 380AD - Farsund founded next to the ruins of Valencia.
(4) 390AD - The Zulu are coming on fairly strong, sending two stacks of Archers. I make a few tactical movements for healing and better terrain.
(5) 400AD - Move units around. Harass some Zulu units in the Jungle, preparing for a big battle next turn. Our forces are in position for a strike against Umfolozi. Our galley spots a Spanish Spear/Settler pair near Umtata - free worker opportunity.
(IT) - A Greek galley attacks our Galley. We win, but our galley goes down to 1HP. Will retreat to heal. A couple Zulu archers sacrifice themselves to our MDIs. One of our horses is forced to retreat. A stack of 3 Spanish horses appears on the outskirts of Toledo.
(6) 410AD - Our soldiers dominate in the jungle. We conquer Umfolozi, extending our southern border into the east.
(7) 420AD - More fighting, more dying. (We do the fighting, they (except for one of our horses) do the dying.) Our Army moves into the radius of Ibabanago, revealing a Impi/Archer/Settler trio. Risor founded on northern red dot.
(8) 430AD - Hmm...what was a trio, is now a duo - of just an Impi and Archer? The settler must have ran away into Ibabanago...easy pickings for our Army? Attack...ouch! Our 8/15 Army attacks the (Regular) Impi in Iba, knocks the Impi down to 1HP quickly, then the Impi wins six straight, taking our Army down to 2/15 before the Army finishes the job. A 1HP Impi is all that's left...must've been one that retreated from an earlier battle. Move some units to defend our injured Army. On the eastern side...an elite swordsman attacks that Spanish settler/sword pair from earlier...and in celebration of victory Erik Bloodaxe forms the Order of Jumbo! :hammer: Erik is a short jungle march from Umfolozi, which can build the Hanging Gardens.
(IT) Whew...the game wanted our Army to be the first to fight in its stack. It took a point of damage in victory, down to 1HP. The next Zulu unit that attacked fought an archer of ours (which won).
(9) 440AD - The Impi/Settler pair is on top of a hill, and nothing is in a position yet to take it.
(10) 450AD - We have the Hanging Gardens in Umfolozi. The flip chance should be very low, but I'm leaving several units in Umfolozi. Some needed to heal anyway. Spain has a spearman (with no settler) wandering around. Fauske founded on the blue dot spot on the spices. The Impi/Settler pair has moved off the hill, right in the range of an MDI. Our MDI attacks, the Zulu runs away, abandoning the Settler to us. We have two more workers! We attack and destroy Ibanabago. The Army retreats - it needs city/barracks based healing.
Well, I didn't make many infrastructure improvements (although there are a few in process). Reyk is still on that Palace prebuild that it was on from when I inherited the turn - and it can have the Colossus in 9 turns.
We discovered no new enemy civs during my round.
Our soldiers pushed the front almost to the southern edge of the jungle. I've just finished a few more settlers, but it'll be awhile before they can make it all the way down to the former Zulu territories...speaking of which, Umtata is the only Zulu settlment left north of Spain.
LK35-450AD (http://www.civfanatics.net/uploads2/LK35-450AD.zip)
And a screenshot of the front:
http://www.civfanatics.net/uploads2/450AD-Border.jpg
EDIT: Huh? Are my eyes playing tricks on me? I know the graphics mod makes a difference...but Fauske, which according to the previous dotmap would clearly be on a river, now doesn't look to be on one. I'm pretty sure that it still is...but, weird.
Rowain deWolf Nov 23, 2002, 02:27 PM Looks like a great turn to me :goodjob:
Fauske is on the River so no problem there
But 2 new slaves, a new wonder and some Zulucites less is great :)
Rowain
LKendter Nov 23, 2002, 03:37 PM 450 AD - State of the empire: What a difference a few rounds make, I look at the map and see an all but won game. More workers, a phrase I love to hear :)
The AI are totally hosed, I can't believe it came back to my turn with tech barely budged.
Time to bring out the :hammer:
I veto the cow being that is being mined, and don't like the fact that water never made it to this town.
Farsund to worker, to speed up getting the jungle cleared and spices on the road net.
Cash will help the most, so Reykjavik to Colossus.
Stockholm to Aqueduct, as the temple claims NO new territory.
Molde has horrid corruption, so I switch to courthouse.
Alesund to workers, as we really need to get water to this town. At that point, this city will be a powerhouse.
Moscow has a clown that I want to get rid of, so Cathedral is ordered.
WT? - Our rear guard horsemen are missing, so I switch several cities to horseman.
(I) Greece completes the Colossus AND the Great Lighthouse.
460 AD - Reykjavik switched to Cathedral for happy factor.
470 AD -
(I) Greece contacts use for peace, but they won't even give up a worker!
The Zulu also try for peace.
The people must have loved us saying NO, as the palace expands.
The Greeks start Sistine, so theology is available from one civ. I hope another learns it.
500 AD - [dance] We get a leader, Leif Erickson [dance]
Karistad is formed - not a great location, but will claim a whale with temple, and have some productivity.
The AI is pushing toward Umfolzi heavily, so I rush walls for $20.
510 AD - We finally kill that annoying spearman behind our lines.
(I) The Great Library finally works, and we get engineering and Theology [dance]
PERFECT TIMING as Leif is ready to rush something - Sistine will be ours.
520 AD - Karasjok reports it needs hundreds of years to build Sistine, Leif laughs at the report. He tells us Sistine will appears in just 10 years. Our troops report the destruction of Toledo.
(I) We have a disaster in Umfolizi, as we lost 2 units despite the walls. The town is at risk again next turn to be lost.
530 AD - A demonic hoplite cost us the army that had 9 hp left.
We have to retreat from what was Toledo, as the AI is sending to many units toward Fauske. I have a settler that I want to move forward to help us get past the Jungle. I hit enter and wonder if Umfolzi will survive.
(I) This time the RnG kills both attacking units.
540 AD - I hate burning $136, but I really feel we could use another MI in the south immediately.
(I) It must be my round for Palace expansions, as it happens again.
550 AD - On my final turn, I give a parting gift - the leader Canute II. Meldor can decide his destiny.
We may simple rush a marketplace / aqueduct somewhere, or replace our lost army with a MI army. I have one elite* unit to put in that army. I perform a questionable action, see our galley toward possible land and make contact with the Germans. They are utterly PATHETIC.
I buy there wm for $140, tm and Polytheism
I look at the map, and see China is a joke in size, so I sell Germany Monarchy getting our $140 back, along with contact with China. They have no further value, so WAR is declared.
Mao is a joke, so I simply declare WAR.
Summary -
Leave the rearguard horseman behind our lines! I don't want to lose a city to a lone unit landing and winning destroying a town. The troops are the mountains are NOT weed, the AI loves to land on the high ground and I want to stop them from trying. With world wide contact with really need to improve our behind the line defenses
Our biggest problem is the Jungle. Trying to fight the AI without much mobility is difficult. I have connected Fauske to the road network (gaining spices), but we need to get to the other side of the Jungle.
I made an infrastructure push early turns when I saw nothing for AI units, but I started to switch back to units as some are appearing again.
Karasjok has TWO critical wonders; add the nearby pike for additional defense.
Thanks to Sistine and the spices - marketplace and Cathedral will give us size 12 WLTK cities.
Hopefully no more need to rush anything, as this is one chance to build cash before we have to start researching. When Leo's appears, we want to be in position to upgrade all spearman to pikeman.
LKendter
Meldor (currently playing)
This takes priority over LK32.
Mystery13 (on deck)
Rowain deWolf
Jumbo2002
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
http://www.civfanatics.net/uploads2/LK35-550AD.zip
Our future powerhouse city - after the hills are mined this city will be able to crank our shields.
http://www.civfanatics.net/uploads2/LAK-206.jpg
The new southern front:
http://www.civfanatics.net/uploads2/LAK-207.jpg
If we build the white dot city, and road alone the black line - we will be PAST the jungle. This may happen just in time for mobile knights. Madrid will be in reach, and we can start to do serious damage.
Rowain deWolf Nov 23, 2002, 04:05 PM Sistine [dance]
Great the Leaders start coming in :)
I suggest to build Army and to set one Scientist to Invention
Start some Galley-building I want to see the Berzerk-amphibious attack :satan:
I agree that this game is won and soon the :viking: will rule the world
Rowain
Mystery13 Nov 23, 2002, 07:10 PM I believe the Berserks come with Invention so maybe we go full science to get it, then scale back?
meldor Nov 24, 2002, 01:32 AM Got it, will play before finishing LK32
Rowain deWolf Nov 24, 2002, 01:54 AM Originally posted by Mystery13
I believe the Berserks come with Invention so maybe we go full science to get it, then scale back?
Hmdepends how much money we have but sure after Invention we won't need much research anyway. Looks to me as if the AI not on our Island are very weak.
Rowain
meldor Nov 24, 2002, 02:59 PM 550 AD (Pre-turn)
Being more pro-active than re-active, I wake up some of the troops at Umfolozi. OoJ takes out the impi, and the two MI take out the two archers. This ends the treat for this turn. I look around at all of the MI that we have and think about their future. I looked into the docs, but they say that the MI upgrades to the Guerilla and so does our UU, but I could not find anything to say that for us the MI upgrades to our UU. I would hope so, but then again, it would also mean that one would expect longbows to upgrade to our UU as well. I don't think either of these will happen. The problem for us is that the MI is our best jungle unit. Once we clear the jungle, then knights would be better. The knights can hit the inland cites, while our 'zerkers nail the coastals. That should greatly speed our conquest of the unenlighted. This is the first AW game I have seen in which we had tech parity at this stage. I would hate to give that up. I raise science to get invention, and our UU in 12. The GL will form an army, and I will start a coloseum as a prebuild for Leo's in Moscow. The expense of the research will be offset by the savings from Leo's. The others are starting to boat around us and we also need to fill in the land to the west or we will find ourselves fighting on two fronts and not just the one.
(I) MI falls to Zulu archer. A Greek MI appears out of the jungle.
560 AD (1)
MI fails to kill super archer. Take horse to 1HP. Settler group moving south met several Spanish horses and a spear.
(I) Palace expands. Greeks land sword near capital, second MI comes out of Eretria.
570 AD (2)
Dispatch sword with horse. Kill off archer and send horse packing. Spear is killed.
(I) Super Archer takes out horse. The two Greek MI approach Umfolozi.
580 AD (3)
Batsford is founded and starts building walls. Killer archer is taking out and we get an elite MI from it. Take out Zulu archer and Spanish horse. OoJ takes out one MI and our elite MI takes the other.
(I) Archer attacks MI loses. 4 Spanish horses take out an MI, but 2 retreat and one dies. 2 more Zulu Archers appear.
590 AD (4)
Take out 3 Spanish horses retreat a 4th. Kill two Zulu archers. That leaves only 1 archer and two Horses in sight.
(I) Archer takes out MI, 2 more Greek MI appear and 2 impi. The palace expands again.
600 AD (5)
Kill off the archer, wait on the impis. JoB and MI go back into city and await the Greek MI.
(I) All manner of beasts appear out of the jungle. We now have 4 Greek MI, 3 Impi w/settler. 1 Greek and 3 Zulu archers, 1 Spanish Horseman. The Greeks settle anotheer city on the coast and the front begins to stretch.
610 AD (6)
Get second pike into Batsfjord to relieve MI. Make Impi over setterl retreat, Kill two of the archers, gaining a GL. We kill one of the two remaining impi. Three units, including OoJ leave to confront the Greek MI.
(I) We lose one MI to the archer. The Greek MI turn towards Fauske.
620 AD (7)
With Leo's to be built in 4, I move the leader back towards Moscow. Change Moscow build to MI.
(I) One MI with 3HP holds off 2 impi (killing one), and an archer before being killed by a second archer. The Greek MI reverse course after second pike fortifies in Batsfjord, I would guess there are after the Hanging Gardens again, since the three offensive units moved toward Eretria. Another Greek eyesore appears on our coast.
630 AD (8)
Kill the archer. Found Hammerfest. GL makes it to Moscow, awaiting Leo's in 3.
(I) More troops appear, Greek MI are definitely headed for Umfolozi.
640 AD (9)
I am forced to abandon the attack on Eretria to drop back and defend Umfolozi. Luckily I decided focus on Military this round, as the replacements are starting to reach the front just as the attrition is about to break our lines.
(I) We lose 1 MI to an archer. Strange that the Greek MI move not towards Umfolozi but Eretria. We get invention and start Chivalry (I want knights to counter MI). Drop Science to get it in 12 turns, +33g. The MI that were due this trun conplete without changing to 'Zerkers, this confirms they don't upgrade. Good news is that we are now building 'Zerker and can trigger our GA at an almost perfect time. I would almost wait until we have both Knights and 'Zerkers.
650 AD (10)
Moscow swaps to Leo's, GL rushes, due next turn. Is OoJ (Order of Jumbo" really only a sword? He kills another Greek MI in the jungle. The two MI come through as well, leaving only one Greek MI. Hilocarnassus is razed, it was the newest Greek eyesore. Two more to go. However a settler reaching the coast, spots two American galleys off our shores.
Status of Forces:
Start - End
Workers 36(27) - 41(28) +5(+1) (Native)
Warriors 1 - 1 +0
Spearmen 20 - 20 +0
Swordsmen 1 - 1 +0 (He killed 1 impi and a couple of MI).
Horsemen 8 - 8 +0
Pikemen 14 - 19 +5
Galleys 1 - 1 +0
Armys 0 - 1 +1
Medieval Inf 12 - 22 +10
I did not upgrade our spears as waiting for Leo's saves us 200g, the same goes for our lone Warrior. I refuse to upgrade the Sword. OoJ has performed so well, he deserves to die in battle, but upgrade him if you wish.
Leo's due this turn.
We have a strong military compared with the rest, but combined they can still hurt us. Right now it is mostly a stand off. I manged a little forward progress but not much. 'Zerkers and knights should change that.
LK35 650 AD Saved Game (http://www.civfanatics.net/uploads2/LK35-650AD.zip)
LKendter Nov 24, 2002, 07:56 PM Summary -
Well I am glad for the rear guard horseman :)
It sounds they paid off again.
I won't argue with the research on invention and knights. However, once it is done - STOP!
Once the Great Library is useless, we won't get another chance to stockpile cash - some of the upgrades like horse > knights and pike > musket are expensive even with Leo's.
It sounds like you we facing the same problem I was - the jungle even more so that the AI. It certainly is making it hard to get a lot of leaders as to much time is used in transit to use the leader.
I managed a little forward progress but not much.
Actually, you did make decent progress.
1) You got Batsfjord built - we have a road past the Jungle.
2) You destroyed a city that tried to appear behind our lines.
3) You continued my plan to eventually get roads to Umfolozi. This will be key removing those Greek eyesores.
I still think we have this game won, but it will be a rough journey. A stack of knights and zerks should rip through the Spanish cities.
LKendter
Meldor
Mystery13 (currently playing)
Rowain deWolf (on deck)
Jumbo2002
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
Domination countdown - Hmmm, still a bit early to start counting ;)
meldor Nov 24, 2002, 08:08 PM BTW, there is another settler on the east coast. He could have settled the next to the last turn, but I left that for the next person to put them where they will.
Mystery13 Nov 25, 2002, 03:18 AM Ok, I got it.
Mystery13 Nov 26, 2002, 03:18 PM Sorry, I'm running a bit behind but will have it by midnight tonight PDT...unless my wife goes into labor before that. :)
Mystery13 Nov 27, 2002, 03:09 AM An hour late but close enough I think...
Preturn, I move the science slider to pick up Chivalry in 9.
If we are going to invest the beakers, we might as well get
it as quickly as possible. Everything else is ok...we are a
mighty happy people for always being at war!
IT we lose an elite sword to greek MDI...I think our tough
guy finally went down.
We get Leonardo's! Lots of upgrades coming.
Darn, it looks like we're building boats without Harbors.
We'll just have to look after them a little better I guess.
(1)670AD Wow, lots of troops heading to battle. Nothing fun happens yet though.
IT A Greek mini-SOD appears...two Hoplites, four MDI's.
(2)680AD Honningsvag founded on the coast...just before a Greek
settler pair tries.
(3)690AD Do the Zulu only know how to make Impi? They are a pain in the jungle. We kill a Spanish settler pair. I'm building
for a push on Madrid.
IT Greek mini-SOD takes out two MDI. Zulu Impi's moving up and
we will have to eliminate them now.
(4)700AD Positioning
IT We get Education from the GL...at least somebody is doing
some research, bummer that it had to be this one!
(5)710AD We take out many of the Zulu insurrectionists and a newly formed Greek city on the coast.
We eliminated a lot, but a lot more is coming. I'm changing from
Madrid to the Zulu city Amatikulu for now.
IT Curious, Spanish horsemen make three attacks vs MDI, all regular
vs our veterans, two in the jungle, and we lose all three. Bad
dice!!! On a happier note, we have Berserks on the way.
(6)720AD We take, and keep, Eretia. A former Greek colony on OUR coast. Looks like Chivalry was just passed around as it drops to one turn even at 20% science. I will upgrade our civil defense horses and send them South. We will need to replace them with new units (I think it may be necessary to quickly get them to the front).
IT Dammit! I forgot about the Greek warrior behind our lines and
he disbands a worker...just a minute while I take a puff...
We learn Chivalry, set for Gunpowder.
(7)730AD Protecting Eretia, our elite MDI kills an archer and
becomes...mega-MDI. Or at least, Prizzi's Honor. We have
nothing major to rush so I immediately form another army.
A Zulu and a Spanish boat are making their way around...hmmm...
(8)740AD Wow, killing another settler pair we get another
great leader...another army??? Probably not...think I'll send
him back to rush a Marketplace or something.
The Greeks now have a settler pair behind us, up on the Northeast peninsula. Knights dispatched.
I have turned research off, but set a scientist. Next leader can
decide if we research Gunpowder...belay that. We are going to
need Gunpowder eventually and the Great Library won't help us. I go to 30% giving us Gunpowder in 21 and 63gpt. Seems like a good mix.
(9)750AD Note, the save file was saved as 650AD, but my first turn was 670AD...think I'll go back and make sure I didn't do something goofy. Anyway, here is the scoop. We made good progress against the Greek cities on the East coast...though they have a settler walking around farther North. Madrid is safe but not for long...A load of MDI heading that way. Also, there are two boats in Farsund waiting for the 4 Berserks coming down. Now, some cities building high power Berserks, other building highly mobile Knights. Should work well. Great Leader in Karasjok just got there this turn. Amatikulu, Madrid and Marathon should fall next few turns and push the front farther South. Once below the jungle, things should get a bit better. I didn't fill either Army yet. One near Madrid just has the one elite. One near Eretria not filled, but has two or three elite MDI nearby that could fill it.
BTW, I went back and my turn definitely started at 670AD.
Mystery13 Nov 27, 2002, 03:10 AM the save:
http://www.civfanatics.net/uploads2/LK35-750AD.zip
meldor Nov 27, 2002, 07:39 AM I will check it when I get home, but it should have been 650 AD. If it was my mistake, I will gladly make it up to you on the next round.
LKendter Nov 27, 2002, 08:13 AM I will upgrade our civil defense horses and send them South. We will need to replace them with new units (I think it may be necessary to quickly get them to the front).
Rowain - Please get those replacements ASAP. Don't send any more knights to the front till this is fixed.
I don't want to lose a core city to a unit stray behind our lines. This WILL be fixed by my turn even if I have to abandon the front line to due so.
LKendter
Meldor
Mystery13
Rowain deWolf (currently playing)
Jumbo2002 (on deck)
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
Mystery13 Nov 27, 2002, 10:19 AM FYI, I sent 2 South for immed help, 2 East against the settlers and kept the other 4 home for defense. I do believe, though, that the other civs passed around Chivalry completely (I didn't check them all) and we will be facing Knights in the South very soon.
meldor Nov 27, 2002, 01:39 PM IIRC don't they need iron to make knights? If so, then olny Greece can build them as Spain and Zulu are withoout (unless they buy it from someone else). That is why we have seen only archers, impis and horses from those two.
[EDIT] Also, do the Greeks have a source of horses? Without it they couldn't build them either. Maybe that is why they have sent only archers and MI.
Mystery13 Nov 27, 2002, 02:06 PM Meldor, no reason to make it up...I just wanted to make sure I didn't skip through a turn by accident.
Also, Greeks have been sending the most and highest powered units...but no horse units. Spain and Zulu have no iron to be sure. If this continues to hold we're in great shape. But, that's why I amended my original and only sent half of our defense force.
Rowain deWolf Nov 27, 2002, 04:54 PM and on it goes
Change research to Banking cause we need a strong economy more than a good defender.
Hubba becomes an Army; but I lost one Army before I started Pentagon. [pimp]
Built a lot of Knights and Zerks and since 820 AD we are in our Golden Age.
Greek has sent one or two Knights so far.
Victorys: Marathon was captured;
2 spanish(Santiago, Murcia) and one Zulu(Swazi) coastal cities were razed by 4 zerks on ships :D
http://www.civfanatics.net/uploads2/zerks.jpg
Our Palace expanded twice and we will have Banking soon.
http://www.civfanatics.net/uploads2/850AD.jpg
The Game (http://www.civfanatics.net/uploads2/LK35-850AD.zip)
played with patch 1.14f!!
Sorry Jumbo I forgot to check Happiness
Good Luck :)
Rowain
Rowain deWolf Nov 28, 2002, 03:50 AM Some afterthoughts on Research
This is regent so the Ai have no bonus but they will profit from any research we do. So researching Gunpowder would help them to get Muskets earlier and those making our effort to destroy them harder. We on the other side don't need superior defenders cause we attack their offensive units to prevent any danger for our cities.
Usually you would research Gunpowder to get Mil.Trad. and with it Cavs sooner. But we have already an attack 6 Unit we don't need any Cav. As it is it would only give our Enemies an equaly strong Unit.
So what to research then: I would go for Astro to a) Get Cop and those slowing the AI - research and
b) Caravels can carry 3 Zerks :D
All of the above is just my Opinion so feel free to comment, ignore or critisize :)
Rowain
jumbo2002 Nov 28, 2002, 07:13 AM Got it...but will probably not play it until tonight or tomorrow morning (Thanksgiving!). It looks like I get most of the Golden Age Berzerk fun. :cool:
I like the Astro idea. :goodjob: pointing it out. I probably would've defaulted to Gunpowder, normally.
I've got 1.14, so no problem there.
LKendter Nov 28, 2002, 01:47 PM LKendter (on deck)
Meldor
Mystery13
Rowain deWolf
Jumbo2002 (currently playing) Already got it!
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
I got to look at the game - Where is the opposition?
A stack of Archers and impi is the big attack force?
We have strong military vs. each individual civ.
jumbo2002 Nov 29, 2002, 09:28 AM Some infrastructure improvements, but for the most part my turn was all :hammer:
(0) 850AD - Eretria is the only city with potential happiness issues. I hire a taxman to compensate.
I intend to use our southern Berserk force to take out the western island first, razing Isipezi and keeping Pamplona as a "rest stop" for our Berserks that need to heal.
(IT) The Zulu archer/impi horde advances north. A Spanish horseman lands next to Molde.
(1) 860AD - Kill some Spanish units. Isipezi destroyed. Adjust sliders to get Banking next turn while gaining 200 gold.
(IT) Several Zulu archers sacrifice themselves against the defenders at Fauske.
(2) 870AD - Astro at 8 turns, 109 GPT. 1 Zulu Archer killed. Hmm...the Berserker that laid waste to Isipezi could've stolen a Zulu worker left behind. But it appears that worker disbanded itself. Did workers do this under old Civ3? Pamplona captured, moving Berserks in to rest and heal.
(IT) The Chinese and Germans both want to make peace. Whatever.
(3) 880AD - Artemisium captured. Solo hoplite killed.
(4) 890AD - 1 Zulu Impi killed, we lose one knight.
(IT) Zulu want to talk. Some enemy galleys move around (don't worry, rearguard knights are staying where they are). The greeks land an archer next to Pamplona.
(5) 900AD - Phocaeca (Greek coastal city built on some Spanish ruins) destroyed. We lose one berserker, and the other is damaged. Spanish archer near Pamplona destroyed.
(IT) Ugh...The Greeks landed a Knight near Marathon. No rear guard there.
(6) 910AD - Umtata captured. Zunguin destroyed by Berserker raiding party.
(IT) Whew...the RNG is on our side, and Marathon holds. The Greeks are making a strong push in the east.
(7) 920AD - Waste some invaders. Mpondo destroyed by Berserker raiding party. Attempting to move the workers along the coast, to bring them back north.
(IT) An archer takes out the Berserk that destroyed Mpondo. We now have a free Galley to bring both workers back and refill the galley with Berserks.
(8) 930AD - Moving sliders doesn't give any last turn bonus for Astro. Move some units around...will make a strike at Madrid next turn. There are a lot of damaged enemy units in the eastern part of the jungle, but attacking them would require moving units away from our garrisons.
(IT) Some enemy units attack us and fail. Ack again...I hadn't gotten a knight or MI to Marathon yet, and now the Greeks have landed an archer next to it. Still, our spearman beat a knight last time...
Learn Astro, hmm...I think the point about Gunpowder still holds. We haven't seen any Musketmen yet...and if we should generate another leader, Magellan's would be a nice touch at getting our raiding parties moving faster. I select to research Navigation, 7 turns, 101 GPT.
(9) 940AD - Moving a Knight eastward in case Marathon falls; at least it shouldn't be hard to recapture. Ah, good...there's a two archer stack outside Umtata, so our elite MI can attack without leaving the city. Attack...and Erik Bloodaxe (him, again!) forms...well, might as well be Jumbo's Heir! Erik is safe (all the enemy units are south of Umtata) so he moves north, with a damaged Knight working as an ok escort. He's several turns march from Umfolozi, from where LK will be able to decide what to do with him, including perhaps moving to a more productive city for Copernicus.
The Battle of Madrid is joined! Our Army takes out the first Spear (a Veteran) revealing a regular spear. A Knight attacks, and retreats. Another Knight attacks, and wins. An undamaged regular spear is still there. Some reinforcement knights move up to the mountain, from which they will enter the Battle of Madrid next turn.
Vitoria (Spanish replacement coastal city) destroyed.
(IT) Our Spear at Marathon holds. One of our Knights will move towards Marathon to maintain that garrison better. Our defending Army at Umtata defeats one foolish attacker.
(10) 950AD - The Battle of Madrid continues...our Army attacks, winning. And our reinforcement Knights attack...and Madrid is destroyed! [party] I briefly considered keeping it, but I thought the flip chance would be too high. We also now have 6 more workers. :smoke: by me though, not having settlers ready to go in this territory. Still, our Knights, now operating outside of the jungle, should be able to pick off any wandering pairs.
Swazi (zulu replacement city) destroyed. Isandhalwana destroyed. Ok...Berserkers are pretty good. :viking:
A few notes:
Zimbabwe appears to be the only Spanish or Zulu city left with a border radius>1.
As far as I can tell, we don't have any harbors, so no galley->caravel upgrades. A caravel will finish this turn in Birka, though.
Two settlers in production: one in Karasjok, one in Bergen.
The two pikemen in the galley are headed for Pamplona, which (as noted earlier) is intended to be a Berserk rest stop. Once we can cross Oceans (in 6 turns), all but 2 Chinese cities can be attacked by our Berserks. (Of course, China can be reached from the eastern part of Greece, too.)
LK35-950AD.zip (http://www.civfanatics.net/uploads2/LK35-950AD.zip)
Some Screenshots:
The War in the West (that spear has an archer under it, BTW):
http://www.civfanatics.net/uploads2/LK950AD-West.jpg
The War in the East:
http://www.civfanatics.net/uploads2/LK950AD-East.jpg
A zoomed-out view of the devastation just a few galleys worth of Berserks can do. :viking:
http://www.civfanatics.net/uploads2/LK950AD-Ruins.jpg
Rowain deWolf Nov 29, 2002, 09:56 AM I love the view of Ruins :D
Good :hammer: here
Soon the entire World will shake in fear at the sign of a :viking: -ship
As in Real world no coastal cities are save :D
Rowain
LKendter Nov 29, 2002, 05:25 PM (IT) Ugh...The Greeks landed a Knight near Marathon. No rear guard there
The AI cheats and knows your military deployment. It will go after the weakest point, so you can’t leave one.
950 AD - WT? Molde was running at a food shortage? I also switch to harbor, something it needs to grow.
Budo 50% corrupt - switch to courthouse.
Karsjok is growth-stuck - switch to aqueduct.
Umtata to temple - culture conflict.
Tromso to marketplace - simply to get it under the GA.
Moscow, Trondheim to bank - we can always use more income.
Birka, Copenhagen to library - simply to sneak one in during the GA.
In addition - a lot of cities were horrid shield configuration for units 28 shields building pikemen, etc.
960 AD - We continue to go Berserk - the new Zulu city of Ibabango is auto-razed.
990 AD - Erik finished his journey, and rushes Copernicus’s in Trondheim, our #1 revenue city that just completed a bank. I love perfect timing.
The ding-dong Greeks again try for Marathon - knight vs. archer is a joke.
Haugesund is formed, an junk ice city, but closer to domination.
I rush a harbor in Batsjford to give up galleys a close upgrade point.
We go Berserk on Tugela and raze it.
(I) Economics in 5, can we get 2 leaders and get Smith’s and Magellan’s?
Trondheim goes for University to get maximum science effect.
1000 AD - Our knights auto-raze Amatikulu - pity I would like a couple of cities to keep the fighting SOUTH of the jungle.
1010 AD - Screw it, I don’t want to deal with flips - Barcelona is razed.
1020 AD - Lee’s Knights are formed, and Leif Erickson arrives during the capture of Zaragoza. Since Spain is almost dead, I keep the city. Umtata will have a great naval voyage - Magellan’s.
1030 AD - I just found a new use for Berserks - amphibiously steal a worker.
We smack the coastal city of Ulundi out of existence.
1040 AD - In a fit of silliness, the Greeks build a city next to our Berserk that razed Ulundi.
That Berserk, Truly Berserk, gives us a leader 10+ turns from home :crazyeye:
I never thought I would do this, but I disband Canute II. He is 10+ turns from home, and I think we can get a nearby leader before then. Salamanca is captured, just 1 Spanish city left.
1050 AD - What the? I take Seville which had just ONE defender.
http://www.civfanatics.net/uploads2/LAK-212.jpg
There area formally know as Spain
http://www.civfanatics.net/uploads2/LAK-213.jpg
Summary - I did get a some land push done, as concentrate on infrastructure as I wanted to take advantage of the GA to squeeze in more infrastructure.
LKendter
Meldor (currently playing)
Mystery13 (on deck)
Rowain deWolf
Jumbo2002
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
Domination countdown - hard to say, I miss map stat.
However, we definitely need our continent 100% owned, plus some of the other continent.
Also, this might wind up a conquest victory!
http://www.civfanatics.net/uploads2/LK35-1050AD.zip
Rowain deWolf Nov 30, 2002, 02:21 AM Hi Lee
Why going for Domination?
Wipe them out. All of them :hammer:
Lets go for Conquest. So we can save our shields for Zerks instead of Settlers.
Rowain
LKendter Nov 30, 2002, 08:27 AM Originally posted by Rowain deWolf
Hi Lee
Why going for Domination?
Wipe them out. All of them :hammer:
Lets go for Conquest. So we can save our shields for Zerks instead of Settlers.
Rowain
Usually you can get Domination *BEFORE* conquest, and I play for the quicker military victory. More settlers have other advantages to - the captured city got us furs, another city in the area gets us gems. You don't know where the future resources will pop up.
Each player will have his own goals to a degree in a sg, but during my turns I will be pushing settlers / domination. We have enough cash to start rushing temples once we get to the other continent.
Besides, the AI has hit gunpowder, so the defense will be getting stronger. By the time we can hit the interior of the other landmass - riflemen will be there, and zerks won't be that powerfull.
To be honest, I pushed knights more to take out the non-coastal cities.
On the other hand, screw hospitals. Our size 12 cities will do the job.
meldor Nov 30, 2002, 10:01 AM Got it
Rowain deWolf Nov 30, 2002, 04:02 PM Originally posted by LKendter
Usually you can get Domination *BEFORE* conquest, and I play for the quicker military victory.
Not necesseraly is the Domination faster. You must build lots of Settlers instead of military and lots of temples too. Looking at the map I'm not quite sure that Domination will come easier or faster then Conquest.
More settlers have other advantages to - the captured city got us furs, another city in the area gets us gems. You don't know where the future resources will pop up.
Going for Conquest does not mean to ignore good settling spots.
Even going for Conquest I would settle Resource or Lux- rich Locations and the one or other Stronghold to heal our Units.
Besides, the AI has hit gunpowder, so the defense will be getting stronger. By the time we can hit the interior of the other landmass - riflemen will be there, and zerks won't be that powerfull.
If we kill Greek and Germany before they reach industrial; I doubt we will meet rifles.
Each player will have his own goals to a degree in a sg, but during my turns I will be pushing settlers / domination.
Lee you are the Captain here and when you say go for Domination I will do so. Afterall we have another Game running which is clearly dedicated for Conquest so no problems here ;)
Rowain
LKendter Nov 30, 2002, 05:40 PM Actually, America is the biggest danger.
Germany needs education, and can offer nothing.
America and Greece need banking / navigation and can offer gunpowder.
China is a joke.
This could still wind up conquest - we shall see what happens. We still have the mystery zone of water, and there could be some islands sitting out there with units that could take a long time to find.
Like I said before Also, this might wind up a conquest victory!
What I have decided - in human hands, the berserk is to powerful of a unit.
No matter what, this game is over before tanks ;)
meldor Dec 01, 2002, 12:48 PM 1050 AD (Pre-turn)
Nada.
(I) Greek galley sinks our caravel in the north, hopefully it wasn't full of 'Zerkers.
1060 AD (1)
Delphi had a Musket, Delphi is no more. Hook up spices. Science to 10%
(I) We get economics and start Gunpowder.
1070 AD (2)
Capture Knossos, it has the only Greek horses that I find on the map. This will stop them from building knights for a time being. Sarpsborg built on coast with cow and wheat.
1080 AD (3)
Cpture Intombe near some incense. Hlobane is ours as well.
1090 AD (4)
Skip Argos and take Mycenae instead, we now have a foothold on the other landmass.
(I) America lands a sword near Mycenae.
1100 AD (5)
We dispatch the sword.
(I) America lands 2 swords next to Mycenae.
1110 AD (6)
We dispatch one of the swords. Argos is razed.
(I) Knight and sword attach, knight wins sword loses.
1120 AD (7)
Ngome captured, Zimbabwe captured. Lillehammer founded on coast to fill a gap. Kill America Knight. Get pike off of galley and fortified in Mycenae.
(I) More Knights appear and two Greek archers.
1130 AD (8)
Bapedi is liberated and the Zulu nation is no more. I had thought we could use Mycenae to get troops back up to fighting strength but it is not to be. All units are loaded into galleys and the city is abandoned.
(I) Get gunpowder go for Music Theory. Bach's would be nice.
1140 AD (9)
Mostly movement. There is a fllet of galleys with workers headed back to were the workers will do more good and the galleys can be upgraded. The 'Zerker fleet continues forward to pound the rest of the Greek coastal cities. Prepare to assualt Sparta next turn. When Sparta falls the Greeks won't have any native iron left.
(I) Nada
1150 AD (10)
Movement. The Chinese are intorduced to the 'Zerker. Tientsin is assualted by three, all three win. However there is a unit in there weaker than a galley as a galley defender shows as the top unit.
I had no GL this turn, bad luck.
There are some 'Zerkers moving to fill the caravel in Oslo.
Smiths is building in Trondheim due in 32.
Palace pre-build in Aarhus.
There are 5 knight posed to take Sparta next turn. I took an extra turn rather than attack acorss the river.
Music Theory in 3 turns.
Remember, we can cross ocean now so don't make the long trip around, cut across and do some damage.
LK35 1150 AD Saved Game (http://www.civfanatics.net/uploads2/LK35-1150AD.zip)
[EDIT} Turn Number
meldor Dec 01, 2002, 12:50 PM Lee, now that PTW allows way points how are we going to use them in your SGs. I was thinking of this as I had to guide those knights down the long path to the front lines. Is this going to fall under "goto" movements?
LKendter Dec 01, 2002, 01:04 PM Originally posted by meldor
Lee, now that PTW allows way points how are we going to use them in your SGs. I was thinking of this as I had to guide those knights down the long path to the front lines. Is this going to fall under "goto" movements?
Interesting question that I have to think about. Off the top of my head, I see one bad point already - a city way behind the lines builds an attack that auto-moves, and is NOT available to nail the attacking unit that just landed.
Comments?
==========================
LKendter
Meldor
Mystery13 (currently playing)
Rowain deWolf (on deck)
Jumbo2002
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
Domination countdown - hard to say, I miss map stat.
However, we definitely need our continent 100% owned, plus some of the other continent.
Also, this might wind up a conquest victory!
Mystery13 Dec 01, 2002, 02:07 PM got it...
It seems that even with such a good idea as the rally points, in the SG every play thinks differently. Who is to say what the correct rally point is? Probably a bad idea, but not definitely so.
Rowain deWolf Dec 01, 2002, 04:53 PM I prefer the no Rally-points rule. Although it is a good Idea in soloplay I prefer to have complete control over my Units.
But then I even don't use automated pollution-cleaning :)
I have a deep distrust again the pathfinding since once a Unit used a path that let an enemy Army take three shots at it.
Rowain
LKendter Dec 01, 2002, 09:36 PM Good point - I already did a "J" stack move, and had the game move the whole stack off the railroad because a RoP buddy had the path block, and end the move.
I do HATE the new "J" option, as I often find myself doing a unit a time since I want workers going behind my lines, and units going foward.
meldor Dec 02, 2002, 07:22 AM Lee, I have switched to using the buttons on over the status. I don't know why they changed the default for the "j". Makes me mad every time I forget and use it, and then watch units I didn't want to move go running off.
As for the ralley points, I think we all agree that it like a long goto and shouldn't be used in our SGs. I don't think it will be too much of a problem, but I wanted to point out the possibilities as there seems to be a new batch of fresh troops jioning up in the SGs.
Mystery13 Dec 03, 2002, 09:39 PM Hi everyone, I'm just about done with my turns so I'll be posting within the hour.
Mystery13 Dec 03, 2002, 10:29 PM Preturn Just a few changes. I'd like a few settlers and pikes
to fill in the jungle and South of the jungle. So, I get a
settler from Birka next turn. Copenhagen and Stavanger changed
to pikes as Berserks and Knights take 9 turns in those cities.
I'll have Moscow put out a settler after the Knight finishes next
turn. Karasjok is building a marketplace, but only has 7 commerce. I switch it to Pike as well. Odense is only losing 2 shields to corruption, so I switch from courthouse to Pike. I rush the temple in Lillehammer to get saltpeter. I also rush the temple in Umfolozi so that we can start a courthouse there sooner. Honningsvag is building a marketplace for 1 commerce! I change it to courthouse. Trondheim cannot grow, so I MM for more shields and drop 4 turns off of Smith's. Ok, more than a few changes, but the empire is quite large.
(1)1160AD We take Tientsin on the Chinese mainland. I'd love to
keep a city over here but it would be too difficult to defend
right now so I raze it.
(2)1170AD Falun is formed in the South. We lose a Berserk but
take the Greek city of Rhodes and raze it.
IT We learn Music Theory. I switch to Chemistry but move the
science slider back one step. I don't want to research it too
quickly as no one else is close.
(3)1180AD I change our Palace prebuild in Aarhus to Bach's. We
begin the attack on Sparta. Our Army wins against the Musket.
We lose a knight to a hoplite then win the next two...Sparta
is ours.
(4)1190AD We take out another Greek city, but I razed it before
looking at the name (must be that ruthless Viking mentality).
(5)1200AD We take Dallas, but miss on Baltimore as a Pike defends against our Berserk.
(6)1210AD Baltimore falls to our Knight attack.
(7)1220AD We begin the attack on Athens...2 catapult shots first
and they both miss. Our knight army wins with one hit point left.
First Berserk wins against the hoplite. Second Berserk loses
without touching the regular Musket. Third Berserk wins and gives
us a leader. The musket wins against another Berserk, but our
elite knight finishes the job and Athens is done! I raze it.
We attack from the sea and raze Miami. These Berserk's are really terrible in the wrong hands. Don't do multiplayer against them, I'm thinking.
(8)1230AD Lots of rest and movement.
(9)1240AD More movement. Right now, moving troops out of Odense or Molde seems the best as they are close to our production center and close to the other continent.
(10)1250AD Our leader is heading for one of the two wonder building cities. I have not fought in two turns so I have not lost the chance for new leaders. The boats are full and heading back to America/China. The troops are healed and heading to finish off the Greek mainland. There are two settlers. One in position in the jungle. The other heading for the South coast where a pikeman is waiting. I have not done a mass upgrade yet because, frankly, there hasn't been a reason. No one is landing on our shores. I've been sailing with 2 Berserks and 1 Pike. I notice that when we take cities, our vanquishing Berserk is left in the open. After taking the city, I drop a pike down to see if we can save the expensive berserks. Of course, this takes more boats. As a parting gift I take out Thermopylae from the sea.
http://www.civfanatics.net/uploads3/LK35-1250AD.zip
LKendter Dec 03, 2002, 10:39 PM LKendter
Meldor
Mystery13
Rowain deWolf (currently playing)
Jumbo2002 (on deck)
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
meldor Dec 04, 2002, 07:17 AM The marketplace builds aren't just for commerce, they are also for happiness. To me this is just as important a reason to build them.
LKendter Dec 04, 2002, 08:04 AM If we keep our cities at size 12 maximum, a marketplace will be enough to keep ANY city happy. We had good luxuries my turn, with gems to be added. Marketplace is the ONLY building we need to keep size 12 cities going.
Remember: Domination also requires 2/3 of the world pop. **IF** that winds up how we win, a lot of size 12 cities will help. However, we need marketplaces in order reach that number without riots. A marketplace could push us into WLTKD and the reduced corruption advantage.
Mystery13 Dec 04, 2002, 09:59 AM Agreed on the Marketplaces...however, the two that I vetoed were in cities making 7 and 1 commerce. They were each 30 turns away or more. The cities were size 8 or smaller. Just didn't seem the right time for marketplaces in those two as their happiness levels were fine.
Rowain deWolf Dec 04, 2002, 11:51 AM Got it
Rowain
Rowain deWolf Dec 05, 2002, 05:18 PM Turns till 1300AD
1250AD the clown in Sevilla gets fired. Karasjok builds Settler next turn so I'll use the Leader to rush Bach in it. Aarhus changed from Bach to University (no loss).
IT: uups several American troops show themself inear Bapedi.
1255AD: rush Musket in Bapedi, Zimbabwe and Sparta; Leaderrush Bach in Karasjok; Send Knight Army towards Bapedi. Pharsalos is only defended by 1 Hoplite who stands no chance versus our elite-Zerk. Pharsalos is now ours. SOD moves toward Corinth .
1260AD Our Catas fire at Corinth and both hit. 2 hoplites in there have only 2 hp left. Our elite Knights attack 2 wins 1 Leader :) and Corinth with Lighthouse is ours. Leader forms our 3 rd Army This time I start Pentagon somewhere. The Zerks from the stack move to Pharsalos to board; 3 of the Knights toward Bapedi the other four move to Gortyn. Our Army and obne Knight take out american Knight and 2 Swords next to Bapedi.
IT a greek Galley attack our empty Caravel and looses
1265AD: Gortyn suddenly has a Musket nevertheless it is autorazed (cost 1 Knight); There are now only Viking settlements on our starting continent.
1270AD Ephesus razed; Denver has 1 Pike and after his death 1 Spear in it. The Spear killsa Zerk but the next is Zerk is elite and wins giving us the nextLEader. I capture Denver (we have Pikes,Knights and Zerk in it. Leader rush Library in Denver;
dipo-check: Greek lacks Banking, Chem;
ami: -banking; Germany: -Banking,Chem;
China: -Chivalry, Chem and Theology;
1275AD: Metallurgy learned Mil Trad started;
Summary of the rest: Munich, Thessalonici razed; Megara autorazed; Troy captured; Beside two other cities I founded Thunderfall in 1300AD :D
The Game (http://www.civfanatics.net/uploads3/LK35-1300AD.zip)
Comments: I would like to keep Denver and have 2 boats with reinforcements on the way. we can use it to creat a killing field for Ami and China. I have rushed a Barrack and a Harbor there and upgraded our Pike there to Musket. As you can see on this Picture I have burnt our cash a bit (rushed some temples + high research) but we will have Mil Trad in 8 turns and then its geame over for the AI. I have started to switch from Zerks to knights .
http://www.civfanatics.net/uploads3/stats1300.jpg
Good Luck Jumbo :)
Rowain
jumbo2002 Dec 05, 2002, 08:10 PM Got it.
Will start playing tonight, but I might not finish until tomorrow.
jumbo2002 Dec 06, 2002, 04:43 PM A fairly uneventful round...I raided a few coastal cities, siezed (formerly) Greek wines, moved some settlers to the south (a looooong march), and transported some units to the New Battleground.
(1) 1305AD - We sieze an American MI/Settler pair that landed on our continent. I also change a few build orders to pick up a few more settlers for filling in our continent. Ningpo razed. Take out one set of Americans approaching Denver.
(IT) Some Chinese throw themselves at our defenses of Denver. Some more Americans approach Denver.
(2) 1310AD - Hmm...the Berserk on the boat near Miletos is wounded. I'll just land some Knights and attack next turn. Take out a couple more American units. Ferry some more units into Denver, expecting constant pressure from both American and China.
(IT) We defeat an attacking Chinese galley. More Americans approach.
(3) 1315AD - Miletos captured. Richmond razed. More Americans given the :hammer: outside Denver.
(IT) Two German swords land outside Pamplona. An American warrior/settler pair lands in the east of our continent.
(4) 1320AD - The warrior made our elite Knight retreat. He dies to our veteran Knight. Take out a sword near Pamplona. Loading up the boats for a strike against...China? They probably won't make landfall until LK's turn anyway.
(IT) The other Sword outside Pamplona defeats our Pike.
(5) 1325AD - Eliminate the German threat by Pamplona.
(IT) A Chinese galley attacks and defeats our (empty) Caravel.
(6) 1330AD - Nothing much.
(7) 1335AD - Wines outside Miletos online. Readjust slider to gain some extra cash on the last turn before Military Tradition.
(IT) Smith's finishes and we learn Tradition.
(8) 1340AD - Physics at 10 turns, 147gpt. Set Trondheim to Military Academy, as a likely prebuild for Newton? Two Solo Knights are harassing us outside Miletos. I attack...and defeat both. Macao razed by our a boat of marauding Berserks.
(9) 1345AD - Berserk attacked Bonn, killing a spear.
(10) 1350AD - The first two boats reach Denver. The knights on them go ashore, and the Berserks that were left in the city move onto the boats. So, 3 elite and 3 veteran berserks should be able to cause major havoc down the Chinese coast...and LK can upgrade the knights in Denver to Cavs at his leisure. I attack and kill another German knight harassing us outside Miletos..but I lose a knight in the process...so I have to leave a Berserk exposed. I rush the Rax I had building there in order to upgrade the leftover Knight to a Cav. With the last move of my round, I raze Bonn...and with no place to put the workers, I disband them.
LK35-1350AD (http://www.civfanatics.net/uploads3/LK35-1350AD.zip)
Random question: While playing this turn, I hit the keyboard accidentally (have no idea what I hit) and the following window popped up:
http://www.civfanatics.net/uploads3/tmtyl.jpg
When "Take Me To Your Leader" is selected, it sends you to the diplo screen. I wondered if this was a PTW redesign of "Contact Unit" (from right-clicking a unit) that I had missed...but when I did that on a German Knight, it went right to the diplo screen without this pop-up. What's up with this?
LKendter Dec 07, 2002, 08:54 AM Got it.
However, the southern ice storm in the USA put me out of the loop Wed, Thu, and Fri. I may need 48 hours from this post, hopefully posting Monday morning.
Rowain deWolf Dec 07, 2002, 09:03 AM Good Luck with the weather
and May the RNG be with you ;)
Rowain
LKendter Dec 09, 2002, 12:34 AM 1350 AD - We don’t have wall street, and with PTW are not close. I bit the bullet and upgrade 49 pikemen to musketmen for $1470. I also upgrade our rearguard troops for pocket change. Our science rate is pretty low, but we are still ahead. I leave things that way, as a cash reserve is always a good thing ;)
I find several 1 shield cities building military, and I switch to infrastructure except for Sparta since it already has temple / marketplace.
1355 AD - I continue the troop upgrading.
During the processing of going Berserk on Chengdu, Eric Blood axe appears. WT??? - the leader appears in an overfilled caravel, so he is sitting in the ocean by himself? Already sent to SoTD!
1360 AD - Our cavalry from Denver go out and raze New York.
1365 AD - I hate to give up wines, but we have ZERO troops left by Miletos - the city is abandoned.
We catch German AND American settlers trying to rebuild around New York.
1370 AD - We continue to go berserk, but Kaifeng is captured - I can get muskets there in a couple of turns.
1375 AD - New Reykjavik is formed.
1380 AD - The Chinese snuck a city in near Denver, which is promptly destroyed.
1385 AD - Our cavalry just can't get any rest, as another settler to kill appears near Denver.
New Oslo is formed.
(I) Begin research on Theory of Gravity.
1390 AD - Erik arrive right in time for a zero-shield spent rush of Military Academy at Trondheim.
First time this round - all of a sudden a decent amount of AI troops show up.
All of the healing cavalry has to scramble to kill it all, I even have to use berserks as land units.
I will be glad when the new units arrive.
1395 AD - New Orleans is stubborn, and resists going berserk - 2 die and the city holds :(
1400 AD - New Stockholm is formed.
I am losing track of how many colonies of America I have destroyed, 2 more destroyed this turn.
Keep building them America - waste people and shields for nothing ;)
Summary - We have plenty of transport power, it is just a question of getting units to the other continent.
I think it is time to increase our presence by Denver.
LKendter
Meldor (currently playing)
Mystery13 (on deck) - hopefully working on the railroad...
Rowain deWolf
Jumbo2002
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
Domination countdown - hard to say, I miss map stat.
However, we definitely need our continent 100% owned, plus some of the other continent.
Also, this might wind up a conquest victory!
http://www.civfanatics.net/uploads3/LK35-1400_AD.zip
This is our foothold on the new continent.
http://www.civfanatics.net/uploads3/LAK-215.jpg
meldor Dec 09, 2002, 08:34 AM Got it, will work on it tonight after getting up QS1
meldor Dec 10, 2002, 11:19 PM 1400 AD (Pre-turn)
Nada.
(I) Temples complete. Start settlers in cities with higher pop. Two chinese MInf approach Kiafeng.
1405 AD (1)
Chinese MInf go down to Elite Cav and Bezerker, but no leader. Phoenix crashes in a ball of fire and is no more. Americans feel we don't have enough workers and donate two more to our cause. Chicago looks nice. It has silks, a lux we don't have as yet. We will shortly.
(I) Lose one cav to a knight. Lose Zerker to a MInf.
1410 AD (2)
Kill American archer and knight. Take Chicago and have instant silk hook-up. Kill Chinese MInf. Move to turn lux tax down but it is already at zero. Move Science slider down to 50%, still getting ToG in 3 with 120gpt. Rush 2 settlers and a musket in old Greece to fill in border quicker.
(I) Chinese MInf finds out musket balls go right through leather armour. Germany want to talk. Since he refuses unconditional surrender the war goes on. Do to his great leadership WLT(Meldor)D breaks out throughout the land. This of course had nothing to do with the cheap silks we took from America and gave away in our cities. Of course, those silks were worth 3 happy faces in every city with a marketplace.
1415 AD (3)
Kill American MInf. Consolidate position at Chicago. Found two cities, one in old Greece and one on small island in the north.
(I) Ouch, ten German and two America knight appear out of the mists. Germany lands two archers near Chicago. Caught site of Chinese settler pair attempting to move between Denver and Kaifeng. We could use more workers.
1420 AD (4)
Place fortified Bezerker in jungle to make German Knights take longer to get to Chicago. Kill one German and one America Knight and one German archer. Kill Chinese musket and take two more workers.
(I) We lose two Cav and one Bezerker while they lose four knights. Unfortunately, some of those knights were fresh American knights that appear from nowhere. We get ToG and start Magnetism at 70%, 32gpt, 5 turns. I want rails!.
1425 AD (5)
Swap Moscow to Newtons, due in 23. Found two more cities in old Greece. Bezerker ship finds Shanghai gaurded by only two spears. Our elite 'zerkers relieve China of this city with one galley in it. Kill Greek galley headed for old homeland. One American Knight is killed. Not much I can do about those 7 German Knight as yet.
Continued......
meldor Dec 11, 2002, 07:21 PM 1425 AD (5)
(I) Lose two cav and one musket in Chicago. Three German Knights die, but more American Knights appear.
1430 AD (6)
Whack another Chinese settler. Take out a couple more German Cav. They only have three left that I can see, and the Americans only have one.
(I) We lose one Zerker, they lose two knights and one archer. The Americans have Cav now. Americans found city in open area.
1435 AD (7)
American city is no more, as well as the American Cav, and the last two German Knights. Looks like the Americans might capture Shanghai unless I get lucky.
(I) Americans capture Shanghai.
1440 AD (8)
Kill American archer. Kill Chinese sword/settler pair and a Spear/Settler pair.
(I) Nada.
1445 AD (9)
Found New Hareid on the second landmass.
(I) We lose one Cav and one Zerker. We get Magnetism and enter a new age. Next research set to Steam in 9. Palace expands.
1450 AD (10)
Upgrade our first Galleon and promptly load it with Cav.
Firmed up the beach head. Settler ready to fill in the land. Absorbed the German rush. I think we are ready to explode on the second landmass. Lots of units on the way. Regular ferry service running. This one probably won't get back to me.
KK 35 1450 AD Saved Game (http://www.civfanatics.net/uploads3/LK35-1450_AD.zip)
Mystery13 Dec 11, 2002, 07:28 PM got it, and I should be able to get to it tonight
LKendter Dec 11, 2002, 07:33 PM This one probably won't get back to me.
Certainly possible - the challenge will be to make sure that our main landmass has almost 100% culture control, and rush temples to fill in the gaps.
EDIT -
I was looking at the game.
Please whack the American settler near Pharlos.
meldor Dec 11, 2002, 08:42 PM I knew there was something I forgot to do......
Mystery13 Dec 13, 2002, 12:35 AM Preturn, I change a bunch of stuff in the former Greek lands to
courthouses. Will this help? I'm not sure. But there is no point
in building Musketmen for 50+ turns. I think under the newer patch levels we can get any city up to two or three shields with
courthouses and police stations (but is it worth it?).
We need a second Forbidden Palace for this much land.
Damn Musket guarding the settler takes out our Cav attacking from the hill before I get him with the next Cav.
I switch Sparta to settler to fill that spot the American settler tried to get.
Check of diplomacy (not much to do obviously) shows China not yet to Chem/Econ, America not yet to Physics, Germany not yet to
Physics/Metal and Greece...well, so what...they're just down.
With rails in (9 turns), I think we need to switch our shipping to the former Greek lands...it's only one turn to the other continent from there.
IT We take out multiple American horse units attacking our Cavalry fortified in the mountains...boy the AI can be so stupid. However, an almost dead longbow takes out our fresh Cav on the other side.
(1)1455AD Well, the troop ferry is in full swing. I'm going to be
upgrading the caravels and sending them to the other side. We'll
lose a few turns in the process, but overall, the troops will come
across much faster (of course, I won't send all of our boats at
once!).
(2)1460AD New Molde is founded on the American coast. Lot's of
troop movement. We really don't have an offensive force right
now...we'll have to wait a bit for further attacks.
IT we build some Cav, I switch one city back to Berserks as we
have just one left for offense and they will still be useful in
the North (lot's of small cities with poor defense).
(3)1465AD With Steam Power 5 turns away, I'm trying to finish
up all jungle activity so that the workers are ready to rail.
Also, troop buildup in America is almost ready for another
offensive push.
(4)1470AD We retake Shanghai and burn it to the ground.
(5)1475AD We destroy New Hamburg, a city inexplicably built to
our North on the American continent. Not much else is happening.
The Germans are sending a lot of mediocre troops our way. All
of our Cav should be elite before too long.
(6)New Alesund is founded on the American continent. The Chinese
have rebuilt Shanghai (different name).
IT We lose a filled Galleon to multi-nation caravel attack...Damn.
(7)1485AD We destroy the offending caravel. Steam Power next turn and I'm ready. Americans now have Physics, but not TOG or Mag so they are probably 20+turns from rails!
IT We get Rails, I go for Factories...9 turns at 100gpt.
(8)1490AD New Bopo founded in former America. I finally get
a leader from all of the elite Cav wins. Newton's University
is already in full swing, so I go for another army.
(9)1495AD Can you believe it? The Greeks try for a settlement
on our shores...the nerve! We eliminate the newly formed
Tientsin (former Shanghai). I may have waited too long to
press the attack, but I felt we should have a decent force
before taking on America on its own turf. We now have a sizable
force ready to go and we are repelling all comers.
IT Somehow, Chinese MDI's and German knights take out a Musket and two elite Cav at the front line???
(10)1500AD Macao, the former Shanghai, defeated. 5 ships are
heading around the horn. Their mission is to begin ferrying troops
in the strait between the two continents. A city over there gives
us one turn Cav attacks on the other side. Rails have begun in
earnest to make this possible. We get the rail net linked, then
we should use King Meldor's sapper method on the other continent. We still have four or five boats ferrying troops at the old location which is plenty. This game should go quickly now.
http://www.civfanatics.net/uploads3/LK35-1500_AD.zip
LKendter Dec 13, 2002, 12:50 AM LKendter
Meldor
Mystery13
Rowain deWolf (currently playing)
Jumbo2002 (on deck)
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
Rowain deWolf Dec 13, 2002, 04:28 PM The War continues :)
1500AD No changes:
IT: An American Cav attack Chicago and dies :)
1505AD: Kill a cav (Ami) and a Pike (German) and pillage the Iron near Detroid;
1510AD: America moves a Settler/Musket-pair next our Cav = 2 new Slaves;
2 Muskets, 1 Pike and one MI die in Beijing and at the loss of 1 Cav Beijing is now a Viking city (together withWines)
I now recognize that our Armies in Molde are to big for a Galleon :cry:
1515AD: Killing a lone Archer gives us Canute. Since I thing I will get more Leader till Industrialisation is learned I rush a Library in Kaifeng;
1520AD Bonn razed;
1525AD: Anyang razed; cologne captured; Saltpeter near Buffalo pillaged
An fearsome American Invasion occurs as 1 Cav lands near Zaragoza;
Newton complete; Palace expands;
1530 the American Cav gets a grave next the coast;
Industry learned Electricity started, Some Factorys ordered.
1535AD: Memphis razed; AShantung razed; anew founded Anyang autorazed;
Some German Knights retake Cologne;
1540AD: Cologne captured again and razed; Cleveland (Iron Works city) razed;Paoting and SanDiego razed;
1545AD: Tegea captured (as a Harbor to easily land Units); Bonn autorazed; LA with the lastLuxury captured;
1550AD: kill a greek Settler/Hoplite pait; and send 4 Cavs so that they can eliminate Alex next turn;
Rail-working continued; Put most Workers in stacks that can lay rails in 1 turn; Railroad from our Core to the Southeast of our Continent(new shipping side) nearly complete; started to build some cannons so that (if we research Rep Parts after Electricity) have some Arty to kill the big Cities;
Techcheck: Ami -ToG; German: -ToG, -Magnetism; China: -Phy, -Metall; Greek: (has one City left) -Physi; -Mil. Trad.
Since the Upload server is gone I attach it.
Good Luck Jumbo
Rowain
Rowain deWolf Dec 13, 2002, 04:30 PM The War continues :)
1500AD No changes:
IT: An American Cav attack Chicago and dies :)
1505AD: Kill a cav (Ami) and a Pike (German) and pillage the Iron near Detroid;
1510AD: America moves a Settler/Musket-pair next our Cav = 2 new Slaves;
2 Muskets, 1 Pike and one MI die in Beijing and at the loss of 1 Cav Beijing is now a Viking city (together withWines)
I now recognize that our Armies in Molde are to big for a Galleon :cry:
1515AD: Killing a lone Archer gives us Canute. Since I thing I will get more Leader till Industrialisation is learned I rush a Library in Kaifeng;
1520AD Bonn razed;
1525AD: Anyang razed; cologne captured; Saltpeter near Buffalo pillaged
An fearsome American Invasion occurs as 1 Cav lands near Zaragoza;
Newton complete; Palace expands;
1530 the American Cav gets a grave next the coast;
Industry learned Electricity started, Some Factorys ordered.
1535AD: Memphis razed; AShantung razed; anew founded Anyang autorazed;
Some German Knights retake Cologne;
1540AD: Cologne captured again and razed; Cleveland (Iron Works city) razed;Paoting and SanDiego razed;
1545AD: Tegea captured (as a Harbor to easily land Units); Bonn autorazed; LA with the lastLuxury captured;
1550AD: kill a greek Settler/Hoplite pait; and send 4 Cavs so that they can eliminate Alex next turn;
Rail-working continued; Put most Workers in stacks that can lay rails in 1 turn; Railroad from our Core to the Southeast of our Continent(new shipping side) nearly complete; started to build some cannons so that (if we research Rep Parts after Electricity) have some Arty to kill the big Cities;
Techcheck: Ami -ToG; German: -ToG, -Magnetism; China: -Phy, -Metall; Greek: (has one City left) -Physi; -Mil. Trad.
Good Luck Jumbo
Rowain
Rowain deWolf Dec 13, 2002, 04:34 PM The Game (http://www.civfanatics.net/uploads3/LK35-1550AD.zip) is ther if the d**** Upload server works.
Rowain
I'll check tomorrow if it works.
LKendter Dec 13, 2002, 05:16 PM LKendter (on deck)
Meldor
Mystery13
Rowain deWolf
Jumbo2002 (currently playing)
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
@all - should we attempt the monarchy aw again?
This one was to easy :crazyeye:
Of course, if I didn't find Cathy so quickly...
LKendter Dec 13, 2002, 05:24 PM @Rowain deWolf
The attachment is BAD.
Upload server is DOWN so can't get it that way.
Rowain deWolf Dec 13, 2002, 05:35 PM I would join a monarch AW; But don't forget here we had a very lucky start and again a very good strategic location on the end of the continent; Even when Russia had survived it would have slowed us a bit but it would not have changed the result. Switch the starting position with Isabella and it would be a complete different story.
Invincible Hoplites and fast Impis right next door and that while you try to build some cities and even on Regent it would have been a tough game.
But as said above if you shedule one AW on Monarch count me in
Rowain
LKendter Dec 13, 2002, 07:34 PM The download link is now working.
I got the game and took a look without a problem.
Go Jumbo2002!
meldor Dec 13, 2002, 09:45 PM I would even be willing to jump to diety! Lets go!
LKendter Dec 14, 2002, 08:51 PM LKendter (on deck)
Meldor
Mystery13
Rowain deWolf
:scan:
Jumbo2002 (currently playing)
:scan:
Over 24 hours warning.
jumbo2002 Dec 15, 2002, 08:02 AM Got it!
jumbo2002 Dec 15, 2002, 04:21 PM Summary: Alex is toast, Mao is effectively toast, the battleground has shifted to the southwest of the New Empire. The fall of America is at hand...for the next leader to pursue. ;)
(0) 1550AD - Survey the Empire, and I like what I see.
(IT) Some enemy Cavalry attack, we lose a few units. A Chinese Pike/Settler show up near Mytilene.
Woohoo! First palace expansion during one of my rounds. [party]
(1) 1555AD - Railnet completed to New Stavanger - so most unit producing cities are connected.
Take out American Cavalry near the Iron Hill, losing one Cav. We take out the Chinese pair. Our Cav attacks Mytilene, and upon it's capture our forces engage in a Debate of the future of Mytilene...they decide to execute Alex and his co-conspirators, keeping the civilians for ourselves.
Anyway, we have destroyed the Solid Greeks! :hammer:
I briefly consider changing some builds to Berserks to finish off the Chinese "in the Viking Way" - but decide to pass in the interest of flexibility and ground speed.
(IT) The Americans go around us and take Mytilene. Crap. We also need reinforcements in Beijing.
(2) 1560AD - We land Cavs near Chinan. We defeat the immediate threat near Beijing, but reinforcements are still key. We take back Mytilene. We begin the advance towards Cincy.
(3) 1565AD - We destroy Chinan. We're going to need a little more firepower to take out America...so I forgo advancing towards Cincy (I just noticed it's also on a hill) in order to sweep more to the east and through China.
(4) 1570AD - With more reinforcements in the east of the New Continent, we can focus our "arms shipments" more exclusively to the short route on the western side.
(IT) Germany begs for peace. America makes a futile attack against New Alesund.
(5) 1575AD - We set up outside Nanking.
(IT) We lose a couple units...we will take out the attackers in counterattacks.
(6) 1580AD - Nanking captured. Decision time...send some Cavs north to destroy Houston, or continue to the east to link up with our territory on the east coast? I select the latter option. Our available Cavs park outside Canton from both the north and south.
(IT) We get Electricity. Replaceable parts...11 turns, 172 gpt.
(7) 1585AD - Canton offers minimal resistance, and we take it. There's also a settler in the city, so we get 2 more workers. Germany had a few Knights wandering around our new territory. We take out 3 of 4.
(IT) Damn! Some American Cav attack and beats our worker defense in the East...nailing several workers. :smoke: by me...I took a risk to try completing a railroad in the east, and I got burned. It's not a game-ending :smoke:, but annoying nonetheless.
(8) 1590AD - We terminate the offending Cav with extreme prejudice. Our Cav Army captures Tsingtao on its own, and Xinjian falls immediately afterwards. Our forces reform near Hangchow for the (effectively) final strike against Mao.
New Tromso and New Vadso founded to fill in a little territory on the New Continent. New Farsund founded north of Pamplona. Some more intruding German knights taken out. Our troops land near Salzburg (they had been healing for a little while up there.)
(IT) A longbow futilely attack one of our Cavs is the extent of the Chinese resistance at Hangchow.
(9) 1595AD - One of our Cavs takes out a wandering German longbow, promoting Healfdane! Universal Suffrage will be nice, even if it is just for the additional culture for border expansion. We capture Hangchow... :hammer: China only has a few remote settlements left, and is therefore a nonfactor. With the capture of Hangchow, Healfdane declares that all people in the New Territories shall have the right to vote. [party] We capture Salzburg, and also sieze some soldiers wandering the fields.
(10) 1600AD - Suffrage completes. More German Knights have advanced between Houston and Canton. We finish them, except for a pair that we leave on a mountain. We advance upon Houston. We capture Dortmund. By the way, cannons are sitting in New Stavanger awaiting the Rep. Parts upgrade. Tech check...America -Steam, Mao -Phy -Metal, Mao -Mag.
LK35-1600AD.zip (http://www.civfanatics.net/uploads3/LK35-1600AD.zip)
LKendter Dec 15, 2002, 08:52 PM 1600 AD - I survey the land. We have way too much of our rail-net along the coast, which the AI will bombard. Good thing this game is close to ending, or this could really hurt.
:confused: Why are we mining on the other continent? The only thing we need is a rail-net, worker orders cancelled. I cancel multiple worker orders - we should not be mining in the totally corrupt southern front. We don't need more than a thin rail-net down source, and I want to get more shields from our useful cities. It instantly pays, and we save 1 turn on a factory :)
I wake up our coastal defense cavalry - I form a reserve of 1/2 cavalry, and begin to ship the rest overseas. We badly need DEFENSIVE troops on the other side, so I wake up the musketmen in our interior cities, and send them to the other side. I hate naked transports, and I rush an ironclad down south.
I burn us down to almost zero cash as we need tile control to win.
(I) America captures Beijing from us.
1605 AD - I attack Houston and capture it - I was tempted to raze it for more workers, but it helps build a forward perimeter.
I have no idea why we added a 4th unit to the 2 armies, as this negates the ability to get the armies overseas until transports. I disband both armies, and almost complete a factory with the shields. This will let us get useful units sooner.
1615 AD - Cincinnati falls, and we begin to form a better perimeter.
(I) I get to see my favorite message several times - expanding cultural borders.
1620 AD - Brandenburg is captured, on the third front up north.
(I) We get a rare defensive leader - Inwaaer, from the battle of Cincinnati that barely held.
1625 AD - Our leader becomes an empty army, waiting to be filled.
1630 AD - (I) The Americans capture Denver.
1635 AD - We recover Denver, and appreciate the Silks being back on-line.
Would you believe there is just ONE source of rubber on our whole continent? Of course, it isn't a square with a road.
1640 AD - I have to stare at the map for several minutes to figure out how we can suddenly build infantry, until I find our northern holdings have rubber going through Los Angeles :crazyeye:
Of course, I still want to connect the source on OUR continent.
We capture the city of Atlanta, along with Beijing finally being ours again.
Well what do you know, there is a second source of rubber on our continent - at the extreme southern end of the map.
1645 AD - I spot the first German cavalry, and I kill it.
1650 AD - GACK! I spot an American RIFLEMAN - our cleanup has gotten tougher.
Buffalo holds with a 1 hp musketmen.
I begin the process of upgrading our musketmen to Infantry on the war front.
Summary - The rail-net to connect the two fronts is going well, and should be complete shortly.
LKendter
Meldor (currently playing)
Mystery13 (on deck)
Rowain deWolf
Jumbo2002
Remember, 10 turns per round from know on - STRICT 24 hours got it, total 48 to complete.
Domination countdown - we should be very close.
http://www.civfanatics.net/uploads3/LK35-1650AD.zip
meldor Dec 15, 2002, 11:10 PM 1650 AD (Pre-turn)
Why did this one get back to me. Are we wimps or Vikings? Why do we continue to allow America to build Cav when their only source of horses is a colony on the coast. Its on the coast and we are Vikings, what is wrong. This must be corrected as soon as possible. I check my military advisor....there are only four 'Zerkers left...three on islands and one in Denver!!! The one in Denver is our best hope, if the colony is defended. Unfortunately, there is a breach in our rail net and he can not make the other shore for three turns. We will investigate going without him. I do change one Arty build to Cav. Sorry Lee, I want movement.
(I) An American Cav attacks Atlanta and kills our musket there.
1655 AD (1)
Move one infantry up to defend Atlanta. The American Cav is wiped from face of the earth. Buffalo is liberated. Ouch, a Philly rifle eats a Cav army and takes only two Hps damage. That one rifle protects Philly, he stands with 1 HP as the last defender.
(I) American and German Cav coming pouring out of somewhere, we lose 3 Cav. There are about six of them running around.
1660 AD (2)
Land a couple of infantry next to the horse colony. It is defended by a pike. Pull back troop to draw Cav out and heal.
(I) Three American Cav kill themselves trying to attack Buffalo across a river and find out what infantry defenders do to Cav.
1665 AD (3)
The first infantry attacks the horse colony and wins, guess what? It had a fortress under it. We move in a will stay awhile. I check German, they only have one source of horses, so that should keep the Americans starting any more CAv. Boston falls to our forces. Kill one American and two German stray Cav.
Oh yeah....got it.
LKendter Dec 15, 2002, 11:40 PM Why did this one get back to me?
I am not sure, but I had a mess during my turns due to lack of defenders, and virtually no rail net on the war front. I did add rails to a lot of tiles, and at least got a few cities connected. I hope you make good use of the stack of workers I sent across.
The other big question is why we sent cavalry only up north - our troops were quite thin at the beginning of my turn. I usually don't strip defenders from interiors cities in desperation for more defensive units. I don't like fighting multiple fronts, and that is why my efforts were to connect the two sides.
Mystery13 Dec 16, 2002, 02:59 AM It may have lasted because I decided to swap to the Southern invasion route and that cost us a few turns. Also, as with Lee, when I got the game we had virtually no offense and I spent the whole 10 turns defending the cities we had on the American side. I guess the game just had a bit more left than you thought.:)
LKendter Dec 16, 2002, 06:48 AM I just thought of the other big key: The start of factories, which slowed down offensive forces. The good news is that as of my turn we have multiple factories in fast troop build mode - troops every 2 or 3 turns :)
meldor Dec 16, 2002, 08:35 AM I must apologise, I did not mean to point any fingers. The statements at the beginning of the post were supposed to be there to set the mood. I needed to get my Viking warmongering blood up to the right level.
I have for the most part ignored the north. It looks like everyone else is as well. I did wake up two spare Cav and send them to see if they could take what should be a loosely defended American city at the very point.
I have been trying oto make use of the workers you sent me. Unfortunately, the first 3 turns, and more to come, are being spent just to get the rails up to the cities we have taken. Maybe after turn 6 or so I can swing them into "sapper" mode.
I did not mention this, but I have moved more workers to the core cities. I found several that were running a food surplus and were not at maximum shield output. I have three cities now turning out Cav every two turns instead of three, and will continue to optimize for pop 12 cities. We most likely will never build hospitals.
OT, but I have actually been thinking of trying out closer spacing on the cities. For most of the game turns, the cities are at size 12 or below. They don't spend much of the time above size 12, unless I play on Deity.
LKendter Dec 16, 2002, 08:57 AM On the rail-net, consider this:
I was happy to simply get a few cities connected with all the workers I sent over - many of them were wasting time developing the southern cities. We had NO rails on the eastern half of the war front before my turn. At the end of your turn we should have east and west connected as I made good progress connecting the two sides.
I know the core cities still needed work - for example our city of many hills had no rails on ANY of them. I didn't even have much of a chance to optimize the cities. I was working on rails on mined grassland, hills and mountains. I am sure we still have cities that can use rails on food, and a tile switched to mines. I am just glad to have a few factories pumping out troops. As the factories come on-line, look out world.
As for a tighter city build - I played 40 turns of LK37 to get the game rolling, and the cities are 3 tiles apart.
jumbo2002 Dec 16, 2002, 09:26 AM I'll chime in a little...sorry if I screwed up, but there are a few points to possibly consider.
When I got my turn, we had a defensive problem on the war front...both on the eastern and (new) western fronts, where we had just one city. Rather than wait several turns for Cavs to move on ships to make a mobile defense/counterattck force, I decided to move them to the shorter crossing. Then, by blitzing through China we could link up the two fronts and turn a two-front war into a one (albeit wide) front.
Re: why the railnet was short on the war front...first, not all of China was taken until the later turns, so we just didn't have time to finish them. Also, I was being cautious to try to protect our workers...the one time I let that caution pass in order to build the railnet through the newly occupied zone I got burned.
Yes, factory production in several of our cities delayed military production.
Mystery13 Dec 16, 2002, 11:03 AM hehehe...Meldor, I was thinking the same way. No need to apologize as Vikings should feel that way!
meldor Dec 16, 2002, 11:20 PM 1665 AD (3)
(I) Three more American Cav appear, unfortunately, the only one that loses is the one not attacking accross the river. We get Medicine and start SciMeth, due in seven turns.
1670 AD (4)
While attacking the American Cav, we get Hubba, the GL. He is immediately loaded onto a galleon to go back across and rush something important. We don't know what yet. Something militaristic. Kill off stray American Cav. The rails continue to be laid. Cav is resting this turn and will be ready for more action next turn.
(I) Three German and one American Cav show up at Boston. We lose nothing and thier are only two hurt Cav left. The Chinese send a Sword and MedInf as well.
1675 AD (5)
We attack Philly. The first vet cav takes out a vet rifle and loses only 1 Hp. The only unit showing is a conscript rifle which is fortified. He takes 6, yes 6 Cav down to one HP before he finally dies to the seventh one. The only unit left is a non-fortified conscript rifle which promptly dies to an Elite Cav. Kill off one American and one German Cav, and the two poor units sent by China.Rush Temple in Atlanta.
(I) The Germans send a Cav to try and take out a sapper detail, but there are two Muskets on top of it and we will get to nail another German Cav next turn. A Chinese Longbow appears out of the fog and we laugh.
1680 AD (6)
Hubba builds a factory. Elite Cav nails errant German Cav and we get another appearance of Eric Bloodaxe. He immediately rushes a library in Atlanta. Sorry, but Atlanta is next to the American capital and I wasn't going to move him all the way back to were a factory would do some good. The Americans had rebuilt Portland near our border. It is no more and we pick up more slaves. I finally get to use my sappers as they should be. Detriot falls. Rush Temple in Houston. We lose two Cav attacking Kansas in the North. There is only one spear left with one HP. We also attack Yangchow, bomobing it with an ironclad first and then attacking with two 'Zerkers. The musket is knocked down to one HP, The spear is taken out by the Elite 'Zerker, but the vet 'Zerker fails to take out the 1 HP musket. At least he died in battle, not as a guard on some stinking backwater island.
(I) One american Cav dies trying to get Detroit back. Two German Cav sneak into the bushes. The Chinese Longbow steps into range and a German Pike appears behind it.
1685 AD (7)
No more Longbow. Sappers do their thing and both Seattle and New Orleans fall with ease. We now only have one front to our war (not counting the Northern part. American Galley trys to interdict the trade route across the straights and is taught a painfull lesson by our ironclad.
(I) We get some action but the most suprising thing is......
LK35 1685 AD Final Save Game (http://www.civfanatics.net/uploads3/LK35-1685_AD.zip)
3568 points.
Open the save file, do what you want with the workers and end the turn.
meldor Dec 16, 2002, 11:24 PM Ok, it won't display picture and link at bottom. Here it is:
LK35 1685 AD Final Save Game (http://www.civfanatics.net/uploads3/LK35-1685_AD.zip)
[Edit] OK link doesn't want to display, it is there, just invisible. Download the file "uploads3/LK35-1685_AD.zip"
Mystery13 Dec 17, 2002, 01:39 AM Outstanding!!!:goodjob:
Rowain deWolf Dec 17, 2002, 06:24 AM [dance] [party] [dance]
Another AW won :)
Congrats and Thanks to all
Rowain
LKendter Dec 17, 2002, 06:46 AM I knew we had to be close, and it looks like the massive culture rush during my turn paid together with Meldor gaining a few more cities
[dance] [dance]
OK, I was right starting LK37
jumbo2002 Dec 17, 2002, 10:46 AM Excellent! :goodjob:
I enjoyed my first SG...I'm already looking forward to the next one I can jump into.
meldor Dec 17, 2002, 10:58 AM Glad to see the links show up today.
I rushed some culture as well, I didn't think we were that far from the end. I even used a GL to rush a library!
The biggest problem is that I was just getting a good bloodlust going, and had planned on taking America out before the end of my turn. As a Viking, the Domination victory was a slight disappointment. Maybe I should have razed those cities instead.
Good game all. Load the game and watch the replay at the end. You can really tell when the 'Zerkers hit by watching all of the coastal cities melt away.
It also seems that we were helped by a little problem between the Americans and Germans. That came about just at the time that they would have been coming over to harrass us. We had really good luck all around in this game. We will see how the next one goes.
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