View Full Version : FF1, PtW, "It's just waaay too crowded"


falsfire
Dec 11, 2002, 12:41 PM
Hi all,

I'm thinking of starting this SG of my own, as soon as RBP1 which I'm in is wrapped up. Should be soon, we're on the verge of domination.

Anyhow, on to the idea here. I've played this idea somewhat on single player, and it is quite playable, and rather nuts at some points. Here are the specs I was thinking of:

Standard Map size
Pangaea, 60% water
Diff: Emperor

Modified rules to allow ALL TWENTY-FOUR civs to share a standard size map.

Our civ would be open to discussion, but I was thinking of one of the civs with an early fast-move UU, like the Chinese, Arabs, Aztecs, Zulu, or Celts. I'd rather not play the Celts, tho, as that's what we're playing in RBP1.
Probably starting it within a week if RBP1 keeps steaming along to the expected finish soon. I'm just posting this now to see if there'd be any interest in a game of this nature.

I'd prefer ppl who have beaten Emperor b4, as with a world this crowded there will be little room for error. I'd like to cap it at 6 players, including myself.

EDITed EDIT:

Game is running, 1-2 more players welcome, will probably close the game to new players after we hit Middle Ages...

Roster:
1. falsfire
2. JaxomCA
3. Lt. Killer "M"
4. Cartouche Bee
5. open
6. open

JaxomCA
Dec 11, 2002, 03:30 PM
Falsefire, I would be interested, if everything is set to random, including the civ we get.

falsfire
Dec 11, 2002, 08:06 PM
I have no objection to the everything random idea, pending the opinions of other interested parties, of course.

The one thing that would not be random, though, is the pangaea 60% setting. The idea is "it's just way too crowded" after all :)

JaxomCA
Dec 11, 2002, 08:11 PM
He he, agreed on pangea 60%.

Zed-F
Dec 11, 2002, 10:06 PM
Why not try a TINY map, with 24 civs, and give everyone an extra settler? :)

falsfire
Dec 11, 2002, 11:24 PM
tiny with AI's having xtra settlers?!

the one i played on a standard map had my capital 5 tiles from london, 7 from entremont and 8 from tenochtitlan. 24 civs on a tiny map, you'd probably see two or three other civs units on the first turn, and never get to build a 2nd city if they start with free settler.

i was only able to get to four cities on mine cuz i popped a settler from a hut on turn two, and ran a mini-blockade on an iroquois settler pair using the only two units i had in the area, my worker and scout!

but tech flies on this kind of setup, and an early military buildup is a MUST to survive. diplomacy does get interesting with 23 people to talk to each turn, i had one turn where i bought one tech and traded around and around so many times i ended up learning 8 new techs that turn for the price of one :)

Lt. 'Killer' M.
Dec 12, 2002, 07:36 AM
I'd be interested :D

falsfire
Dec 12, 2002, 07:53 AM
Okay, so we have, so far:

1. falsfire
2. JaxomCA
3. Zed-F (was that an 'interested' post or just a comment on the idea?)
4. Lt. Killer-M
5. open
6. open

RBP1 may just finish up this weekend b4 my next turn comes around, so we could be set to start by as early as Mon, Tue next week.

As usual for most SG's, only exploits are disallowed. No RoP rape, etc. No making peace for concrete items then breaking the treaty. We may feel free to be as honourable or dastardly in our dealings as the game goes on. Peace treaties may be broken if only per-turn items were provided on both sides of the table.
Just wanted to clarify that before we begin.

Zed-F
Dec 12, 2002, 11:23 AM
That was a comment on the idea. IIRC, the human player always moves first, so gets the first opportunity to settle and/or to move his settler(s). The AIs will not found cities too close to other cities, whereas human players can build much closer together if desired (witness ICS). I would be fairly confident that, if there is any room for a second city at all in the area, the human player would be able to get it before the AIs. In fact, one approach might be to have the two starting settlers move 1 tile diagonally each in opposite directions, and found cities on the 2nd turn. Almost certainly all the land would be taken within 3 or 4 turns, though, and some AIs would be forced to merge settlers into existing cities.

You could also skip the extra settler for the human and let him OCC it to start with, and give the AIs 2 settlers even if they are not on Deity. You'd still have all available land locked up in short order. Anyway, if you'd rather have a *little* bit of room to grow, a standard map is fine too. I just thought it would be interesting to push the concept to the extreme. :)

As for whether to sign up, I'm sort of debating it. I make it a rule not to play in more than 1 SG at a time, and RBE4 is not quite done yet, though I doubt I'll get another turn. I'm also kind of curious to see what comes out of the current discussion on the main RBE thread about what to do after RBP1 and RBE4. So, I think I'll hold off on signing up for this one, for the moment. If nothing happens at the RBE thread, I'll see if there's still room here.

falsfire
Dec 15, 2002, 02:47 PM
And the game is afoot!

I start the game, loading my scenario with the only changed rule being that to allow 24 civs on a standard size map, and set pangaea, 60% water, everything else random.

The map is generated, and we are....the ZULU!!! (like expansionist will matter all that much on this map, we'll be reaching out our kitchen window to shake our neighbours' hands in no time!)

http://www.kaejae-worx.com/~devin/civ3/ff1/ff1_start.jpg


4000 BC [1] - I move our worker onto the bonus grass, move our scout due north and spot incense. I elect to move our settler onto the coast to found in 3950 BC.

3950 BC [2] - Zimbabwe is founded on the coast. Good news: there are spices just to the south of the capitol. I never imagined we'd have two of our own luxuries in this game w/o getting medieval on our neighbours! I consider making a settler our first build, so we can maybe grab *some* land, but it'll take us 20 turns to grow to size 3 and less than that to build a settler. I setup for another scout to meet our neighbours, then we'll want a couple MP, as the natives are likely to grow restless very fast in this game. Our northern scout discovers even more incense in the desert. I set research on the path to Polytheism, although how much of our own research we'll be doing in this game is yet to be seen, probably not much.

3850 BC [4] - We spy our first neighbour, a brown border to the north (Carthage or Russia?)

3800 BC [5] - It's Cathy. She won't trade us bronze working for Warrior Code, but that's okay, I'm sure we'll have alot more trade opportunities soon. Eight tiles between our capitol and hers, that's a tad further apart than expected...expect to meet more very close neighbours.

3750 BC [6] - A blue border is spotted right near Russia. Whomever's capitol that is, they're only FOUR tiles from Moscow!

3700 BC [7] - It's Bismarck. He has Bronze working, Masonry, lacks Pottery. Cathy now has Warrior Code as well as Ceremonial Burial. Hey! How come we didn't get any huts near our capitol? Our 2nd scout heads south, only to discover we're at the southern tip of a peninsula.

3600 BC [9] - We meet Hannibal of Carthage. His capitol is only six tiles from Berlin. Looks like we got lucky in not being too crowded. We might even get 3 or 4 cities self-founded! He has Bronze Working, Masonry, Alphabet, and Ceremonial Burial, and lacks none of the techs we have. I make a small deal: Pottery, 2gpt, 23g to Bismarck for Masonry, then Masonry, 1gpt to Cathy for Bronze Working and 13g.

3550BC [10] - Cathy got Alphabet. Now her & Carthage are up CB & Alphabet, Bismarck is up CB on us.

3450BC [12] - A peek at F11 shows that Washington is already at size 5!!! He must have some crazy food bonuses and be building a wonder instead of settlers? Nobody has 2 cities as we're all tied at 21 tiles land area.

3300BC [15] - An Aztec Jaguar warrior appears near our capitol (there must be a narrow isthmus of land there I missed!) We trade Masonry for CB & his 6g. If he heads for our capitol we can swap the granary build to a spearman.

3250BC [16] - We meet a Viking scout in the west. We both have all the same techs, no trade opportunities.

3150BC [18] - Bismarck got Alphabet. Carthage has two workers in his capitol (just passing thru, or under siege by barbs or Bismarck?)

3100BC [19] - I've spotted a yellow border in the west. Due to being stuck in jungle, may take me 2 turns to meet them (either Egypt or Mongolia).

3050BC [20] - I meet an Egyptian settler/warrior pair. She's also up Alphabet on us. Starting to look real attractive to buy into it soon though, with four known rivals having it. Also this turn, Bismarck has The Wheel.

Game summary:
Of our known rivals, Bismarck has a 2nd city already, and Egypt has a setter heading out. We're not nearly as crowded as some of our neighbours (just look at the Moscow<->Berlin<->Carthage line of cities!)

Here's the known world map as of 3050 BC:

http://www.kaejae-worx.com/~devin/civ3/ff1/ff1_wm_3050BC.jpg

Roster:
falsfire
->JaxomCA (UP!)
Killer (on deck)

Still looking for 1-3 more players!

http://www.kaejae-worx.com/~devin/civ3/ff1/ff1_3050BC.zip

Erik Mesoy
Dec 15, 2002, 02:55 PM
Heh, this looked cool. I dont have ptw, so I couldnt join, but a week ago I tried something like this with regular Civ3: 16 civs, Tiny Pangea 80%water. Everybody except me got 2 or 3 cities *built*. It was on Emperor, but that didnt matter. I was China, so I began by building 3 archers (no barracks even), invaded Paris, invaded Berlin with more archers, found horses, invaded Moscow, made peace with France, made peace with Germany, made peace with Russia. Invaded Rome, destroyed Babylon, made peace with Rome. Built 10 swords and ampaged past a lot more civs.
I dont really have time to post the whole game here, though. But I wish you bad luck, and not because I hate you. Luck is *not* needed on this kind of map. Luck here will give prolly give you conquest victory in ca. 1500 BC. Having 4 cities and growing when the AI has 2 per, and you can get tech in peace deals, and so on... My game never got past Riders, btw/

JaxomCA
Dec 15, 2002, 03:49 PM
Got it, how many turns do I play?

falsfire
Dec 15, 2002, 05:28 PM
sorry, 20 turns first time through the rotation, then 10 each after that.

It's not set in stone, if you're close to accomplishing something significant feel free to stretch it out a few turns here and there...

JaxomCA
Dec 16, 2002, 06:57 AM
Preturn: Take a look around, ugly terrain, no fresh water for miles and a huge desert as our main expansion area. We truly are the Zulu, stuck at the southern tip of South Africa. My initial feeling is that we will want to capture Moscow and Berlin as soon as possible and build a FP in Berlin. Rearrange tiles in Zimbabwe to have the granary complete before the city grows to size 3 and off we go.


[list=1]
3000BC I rename the NE scout to Babalou and move him, revealing 2 borders under the fog, one pink the other, dunno. I rename the NW scout Mowgli and try to avoid the jungle.

2950BC Babalou finds an annoyed Japanese. He is willing to teach us about the Wheel for knowledge of Masonry and Warrior Code. I then sell the Wheel to Carthages for his 25 golds. We have horses directly under our capitol.

2900BC Babalou finds a polite Iroquois. He has no tech to teach us and is too poor to buy in.

2850BC The granary is ready, a settler is ordered. Mowgli finds another border.

2800BC Mowgli finds the polite French. Joan doesn't know about the Wheel, she accepts to trade it straight up for the Alphabet. A Russian settler pair appears straight north of Zimbabwe.

2750BC Oh it is not a settler pair, it is a spearman/warrior pair looking for trouble. Move over Ruska, nothing to see here, our city defenses are only taking a short coffee break.

2710BC ...
2670BC ...

2630BC The trouble seekers move away. The first Zulu settler goes off and a warrior is ordered.

2590BC ...

2550BC France and Germany know of Iron Working.

2510BC ...

2470BC Ulundi is founded NE of the capitol, claiming 2 incenses and begins a barracks. Joan would sell IW for 78 golds and 4GPT but nobody elses has anything useful to offer.

2430BC ...

2390BC Japan knows of mysticism.

2350BC Babalou finds an annoyed Babylonian who knows about mysticism and IW. Ah, Ragnar somehow picked up Iron Working and still lacks Alphabet, he agress to trade if we pay him 48 golds. Tokugawa agrees for a straight up deal giving us Mysticism. Germany knows of mysticism so I sell it back to Ragnar for 70 golds. Diplomacy will be a hell and a quarter to keep track with 24 civs! Research begins on Polytheism at best pace (40 turns :( ). The only iron in sight is many miles away, so that is it folks, we will have horseman and Impi until the end of the middle ages if we don't fight.

2310BC Babalou finds the Celts, they know Horseback riding and are filthy rich.

2270BC Mowgli finds the Greeks, they are annoyed and too poor to pay for mysticism. Babalou finds Spain, who are also annoyed and too poor. Whoa! Carthages now has writing and horseback riding and contact with 6 more civs. Somebody sold contact with us to the Roman who also know about writing and horseback riding.

2230BC Zimbabwe finishes a settler and orders a warrior. Babalou finds a cautious Chinese who is hopelessly backward.

2190BC All the contacts would cost less than 50 golds, so I buy all of them. I sell some widely known techs to get all the golds and recover about 65 golds.
[/list=1]

Zimbabwe is building a barrack, you should let it finish as the worker is chopping down a forest and will be done in 2 turns. Arabia knows Horseback Riding but lacks writing. It's possible to buy writing for all we have and get horseback riding too, but that is a lot of money and it may be better to wait. The settler is heading for the next NW tile for a new city. I think we cannot get more cities peacefully, at least not any useful cities. So it seems best to build chariots in Zinbabwe and Impi in Ulundi and buy Horseback riding when we have about 5 to 10 chariots. A couple of workers should also be built in Zimbabwe.

The save game, at the end of 2190 BC (http://www.civfanatics.net/uploads3/ff1_BC2190.sav)

Lt. 'Killer' M.
Dec 16, 2002, 09:00 AM
got it. Will need my full 48 h though.

falsfire
Dec 16, 2002, 09:44 PM
So if I count correctly, we have 22 contacts? We're only missing one...which is Ghandi if I'm not mistaken...

Diplomacy will be fun. Going round a 23-person table will be trying at times, but who knows, here and there we may pull off some amazing many-for-one tech deals. That and being able to finish a civ in <10 turns using only horsemen and impi, since they'll all be quite small still at 3, maybe four cities if they're lucky...

Good thing I left all the victory conditions open, but could you imagine trying to score a diplomatic victory if somehow all 24 civs survive?!? We could get eleven votes for us and still lose!

Not going to happen though, this *is* a powderkeg, and I'm sure it's gonna go off real quick-like when the land runs out. I wouldn't be surprised to see 8-10 civs die before reaching knights...

Carbon_Copy
Dec 16, 2002, 10:35 PM
Well, I did find this idea fascinating when you proposed it, but since I am saving my other SG time commitment for RBP3 and the proposed Menagerie game I didn't join this. But I did start up a solo one, though on Monarch just so I could play loosely without having to agonize too much over micromanagement and diplomacy.

The first thing I noticed is that you don't really have to do much more diplomacy than a game with a normal number of civs once you've found all your contacts. All of the AI wealth will concentrate with just two or three civs and those will be the ones that always get the new techs, the rest will soon be behind and destitute permanently. Going along with this, you'll have to be the one to establish just about every embassy that gets established, most of them will never have the cash lying around to afford it. And at 30-100 gold to establish one, you'll need to pick and choose which ones are important to have.

The second is that until you research government techs there's not even any point to minimum science, there's little to no chance that none of the other 23 are going to pass up researching that tech for 40 turns, running no science and buying as you go is much better.

The third is that, while you wouldn't think it, the player is at a TREMENDOUS advantage with this many civs, all you need to do to get ahead for keeps is to capture two or three cities and then you're 1.5x to 2x the size of any other civ on the planet and you can leverage that out as far as you care to take it. If you can conquer your way to 8 cities, you'll likely be the only one able to build your FP, and from there you'll have an insurmountable production advantage.

The fourth is that AI vs. AI war will be almost constant but for the most part they'll stalemate each other. As soon as one starts winning, they'll either collapse from over-extension or become a relative superpower.

Cartouche Bee
Dec 17, 2002, 09:29 AM
Nice little peice of dirt you got there! Looks to me like your playing a bit short handed so, mind if I join in aftet Lt. or are you saving all that fun for yourselves? :)

falsfire
Dec 17, 2002, 10:54 AM
Welcome aboard, Cartouche. You can take a 20-turn round after Killer, then we're all back to 10 rounds per.

(playing 20 is not req'd, you may feel free to pass off the game earlier if you wish. I played only 19, had to tend to some RL issues)

falsfire
Dec 17, 2002, 11:11 AM
I'm thinking we should try to land ourselves 4-5 cities, self-founded, if we can, hopefully 3 of them will be decent shield cities.

Pop some RAX in our good producing cities, and build up a small force of impi/horsemen.

Just to be on the safe side, I'd say to attack with a stack of 7-8 horsemen guarded by 3-4 impi for each capitol we want to sack.

Of course, that's if we decide to get medieval on these ppl in this game. Remember...the zulu time to shine militarily is very early in the game, with their defensive impi able to run alongside attacking horses. If possible, we don't want our impi to have to defend against too many swordsmen, as the odds are in the swordsmen's favour if we're on flat grass/plains/desert.

Just my thoughts on the matter! Others' opinions are of *course* welcomed in this game, the last time I playtested this concept into the Middle Ages, I was playing a peaceful Arabia. Things are a tad different playing the zulu with a southern desert-surrounded start.

JaxomCA
Dec 17, 2002, 11:19 AM
There is no point in settling more cities, they would all be in the desert or so far away they would not produce more than 1 shield.

I think we should use our 3 cities to make an early rush on Russia. There will be no swordsman if we park impis on iron, remember epic 14? :)

Cartouche Bee
Dec 17, 2002, 11:25 AM
OK, looks like you are playing the rules that I like prefer to adhere to.

I'll see where Lt. has gone and pick up his lead. We sure can't build a super power unless we breakout of the desert.

Lt. 'Killer' M.
Dec 17, 2002, 02:48 PM
preturn: Horseback Riding is 40 at any spending except for a loss, 20% (minimum) chosen. This will speed up with town growth and roads and can then be adjusted. I don't want to rely on trading ofr it as it is second level and we will need the money for upgrades.

(1) 2110 BC - wonderfull,bonus grass under forest.

(2) 2070 BC - Bapedi founded to include Horses. Barracks ordered. Barracks completed in both other towns, Warriors each for MP duty.

(3) 2030 BC - Zimbabwe, we have a problem! Russian Warrior/Spearman combo approaches Ulundi :( No way to get a defender there - we have none and can't rush :eek:
Lux to 10 for Zim.

(4) 1090 BC - Russian go for the coast - maybe Barb patrol??? Oh, OK, they founded Minsk close to Ulundi - to get at incense??? They have it already...

(5) buy contact with Ottomans for two contacts from US, then give Ottomans 7(!) contacts for Writing (want to be able to build embassies/alliances if needed, alos necessary so we can extort more techs out of victims). Do not give the IW though :D
Could get Riding from Egypt for Writin, need decision here. Would close upgrade option, but we will NEVER get another deal for it so cheap!


Now I don't want to decide this alone (at least not without hearing you).

JaxomCA
Dec 17, 2002, 03:02 PM
I would not build warriors, the more impi we get soon, the stronger we will be. I would go for the trade, horseman is only 10 shields more than chariot and we will not have enough cash to upgrade more than 4-5 anyway.

Cartouche Bee
Dec 17, 2002, 03:07 PM
I've never cared much for the Russians in this game. They grab as much space as they can and just cruise around looking for a bruising. These cities they found in desert should be push overs. Let them burn resources building them.


OK, so you can get horseback riding for writing but we know how the AI trades so what can you get from the other civs for writing this turn? With this many civs techs will most likely not be too valuable for very long so if you trade one, check how much we get for it across the board. Unfortunately we are not that strong so we can't cascade embassies for peace just yet. As for the upgrade problem, well I'm not that worried about that since we still don't have any chariots anyway. :)

Let's see what the others say.

Lt. 'Killer' M.
Dec 17, 2002, 03:07 PM
JaxomCA: the problem is that an Impi takes longer to build. Also, i do NOT hope our core city defenders will EVER be needed to defend. They will remain as miltary police forever......

falsfire
Dec 18, 2002, 09:17 AM
Killer, are you still playing your turns? I'm not trying to push it forward or anything, I'm just making sure you're not still waiting for an answer to your tech question.

If so, then I'd say yes, trade what tech advantage we have at the moment for HbR. In another turn or two, I'm sure the AI will have traded Writing to Spain (it was Spain, right, that you were getting HbR from?)

Lt. 'Killer' M.
Dec 18, 2002, 09:20 AM
OK, I decided for myself that I'd want to trade - will do so now. :D

Lt. 'Killer' M.
Dec 18, 2002, 02:26 PM
corection, it was France who would give Riding for Writing (I knew it was a gal) :lol:
Take it, decide against Impi (again, 8 turn vs. 3 is not acceptable as our cities are candy in front of a mega-baby's mouth (Russia). 10% gets us maths in 40, +2 Gold.

(6) 1950 BC - Warrior in Zim, lux dropped (+3 Gold now), Impi ordered.

(7) 1910 BC - oh Christ! We cannot get anything for our many contacts, but the numbers drop and drop and drop :( Noone has anything to offer except at outrageous prices (like 3:1 for contacct Korea).

(8) 1879 BC - Warrior in Ulundi, Impi ordered. Make mental note: 1 content from start and 2 MP and 2 luxuries - no need for Temples in forseeable future. Before Riding goes worthless I trade it and 90 Gold to Abe for Maths and contact w Korea. Maths gets us 30 Gold from Scandinacia.

Three groups of civs, a few ahead a bit, with us as taillight for them, Japan almost equal, then a few on tech parity, but broke, then some totally lost. new research goal: Literature.

(9) 1830 BC - lux to 10 (zimbabwe grew).

(10) 1790 BC -

(11) 1750 BC - lux down, Impi stays where he is. Spy some on Russias terrain with Scout. Road to Incense started, Spices will be in radius in 11. Ulundi needs Horses to produce Horsemen

(12) 1725 BC - Russia still sending out settlers. Caesar gives us 30 Gold for Maths.

(13) 1700 BC - Bapedi has Barracks, starts Impi.

(14) 1675 BC - lux to 10.

(15) 1650 BC - 'everyone' starts Oracle.

(16) 1625 BC - 1st horseman.

(17) 1600 BC -

(18) 1575 BC - another Impi.

(19) 1550 BC - lux to 30 for Zim.

(20) 1525 BC - WAR WITH RUSSIA!!!!! They wanted contact with KLorea, Riding and 150 Gold from us! Horseman sent to Ulundi.

situatuion: we need to let the Russians come, build up for a while, then hit them hard. Raze Minsk, take Moscow. Maybe get Germany into it, and/or taget them next, Berlin is close to Moscow (but don't get stuck in the snow in winter :lol: )

http://www.civfanatics.net/uploads3/crowded-1525bc.zip

Lt. 'Killer' M.
Dec 18, 2002, 02:31 PM
upload is slow, will keep trying.

edit: there it is now.

Cartouche Bee
Dec 18, 2002, 03:07 PM
OK, I'll see how long it takes to sort through the trade prospects and wage war. gulp

Cartouche Bee
Dec 19, 2002, 10:49 AM
OK, this is taking a bit longer that I thought due to the brutal interface for conducting diplomacy and trade but it's going well, I'll post my save game tonight. I changed my view of the game now to, 'he who wins war first wins game', and that will be us by the way. :) I've crippled the Russians, won't be able to finished them off by the end of my turn but they are wilting fast. :)

falsfire
Dec 19, 2002, 01:31 PM
@Cartouche: that's excellent! Looking forward to your turn report!

I just love it when an AI opens an early can of whoop-ass on themselves!

JaxomCA
Dec 19, 2002, 02:00 PM
This game makes an excellent candidate for ruthless conquest. Does anybody want to see how many civs we can destroy ourselves?

falsfire
Dec 19, 2002, 02:47 PM
I have no objection to playing the game that way, if it plays out that way. That is, of course, if we all think we can play it that way.

Conquest victory while in the Ancient Age, now that would be something! But not likely here. Middle Ages conquest, maybe! :)

We have to keep up good relations with *some* civs though, to trade for techs that we don't "extract" from others at swordpoint.

Charis
Dec 19, 2002, 03:20 PM
This game makes an excellent candidate for ruthless conquest. Does anybody want to see how many civs we can destroy ourselves?

Welcome to the dark side!! :hammer:

...trade for techs that we don't "extract" from others at swordpoint.

"Pointy stick" research :goodjob:

Go get 'em!!
Charis

Cartouche Bee
Dec 19, 2002, 03:42 PM
Ancient conquest is out for sure cause 5 turns after getting Lt.'s game I already had 5 more techs. I shut off research about then cause no way we are going to research something in 40 turns before anyone else anyway and if we did they don't have any money to speak of anyway. ;)

With regards to Wonders, I usually like Pyramids or Great Library or FP. Since we have desert (FP not yet useful) I think that if I get a Great Leader I'll go with Great Library. That way we can continue without research and have a good chance to get Sun in the early middle ages, with oodles of cash for upgrades. Any thoughts on this?

:D , pointy stick research or I'll renew peace for tech's if you live far enough away from me, we are climbing the power ladder pretty quick. ;)

Lt. 'Killer' M.
Dec 19, 2002, 05:00 PM
CB: Great Lib, for sure! Way to go!

It is great that so many people like my research style :lol:

Cartouche Bee
Dec 19, 2002, 10:01 PM
Preturn: Turn Lux down to 20

Bought Philosophy from the babs for 130. Sold it across the board to every civ with more than 20 gold that needed it. Now have 346 gold.

Looking at the map: the prospects here are real slim, our nation only produces 11 shields so combined we have enough for 1 horseman each 3 turns. I think we need a little more space plus we are wasting the availability of spice. I'm going to change the horseman in Zimbabwe to a settler and build a city. I would have liked to build that city on a one square diagonal to have but I'm sure that would be frowned on so I'll build on the other spice so it can be frowned on there. :) The Russian wants war, he will have to bring it to me right now and see the sting of our Impi warriors.

1500 Couple minor little trades.

1475 Hlobane established and warrior started. Lux down to 0.

1450

1425 St. Petersburg has expanded it's borders. Taking this city would split the Russian and allow us space to move a road out before moving on Moscow. Start to combine a force to move in for a strike. Scout near Kiev is currently occupying a few Russian forces away from the fray.

1400 Buy Polytheism for world map and 250 from ottomans. Trade it for map making, literature, code of laws, world and territory maps

1375 Shut off research, can't keep up anyway. 229 gold

1350 Win St. Petersburg - Lost an impi and also started the Golden Age. Survival boost at least. Russians are willing to talk but don't have anything to offer for peace, I'd need at least a city to consider it at this point. Oh, and we now have water!

1325 Japan tries extortion, the declare war and then they start the Great Library.

1300 We caught up to Korea to tie for last place. :)

1275

1250

1225

1200 Kiev is ours. Most of the other civs are hamstrung for space now so even having puny cities in desert can aid our cause by providing units for war.

1175 The Russian forces outside Kiev (that had been chasing my scout) 3 warriors and 1 archer impale themselves on our Impi, Mpande wins a great victory, and heads the construction of a wondrous library to store the knowledge that we acquire in the township of Kiev. A couple more workers come on line, roads and irrigation back to our troop producing cities become their focus.

1150 Great Library at Kiev. Gather forces toward Moscow.

1125 Take Moscow, make peace and acquire Minsk in the settlement. I would have pressed on with Russia except I see no reason to have them eliminated just yet and have out rep soiled. We will have time for that. ;) So, I declare war on the Germans.

1100

1075 Setup for first attack on Germans.

1050 Germany down to 4 cities, they are still pretty strong but disjointed.

1025 725 gold. Germany is ready for peace but are not yet willing to surrender a city. Berlin should not be too hard to take and then we may get a better settlement package from them.


I did not spend money on embassies cause I don't yet know which are worth the investment, I have some good ideas but no body else has any real cash reserves. I did not harden any peace treaties other than settlements from the Russian war and Japan from our non war, so that table is open and we are gaining power ranking, Japan is our only competition on that power front. Germany and Carthage both have iron well within range and are good prizes to extend to. The possibilities are still pretty wide open, our Golden Age last another 6 or so turns. Troops are resting up in Moscow and we have 3 luxuries now.

Way too crowded in 1025 BC (http://www.civfanatics.net/uploads3/crowded-1025BC.zip)

falsfire
Dec 19, 2002, 10:28 PM
Great Library in 1125 BC! Wow, sounds like we're making a killing on this map so far. So all 24 civs are on one true pangaea, none of that pseudo-pangea stuff I hate that the mapgen creates, nice.

I've "got it", and will likely play my ten turns on Saturday.

Reminder: We're down to ten turns a piece now, but I'm not strict on that, if you want to squeeze in an extra turn or two for something important, or cut it short due to RL commitments, that's okay!

Roster:
falsfire->UP
Jaxom->On Deck
Killer, Cartouche->Below deck, sleeping

falsfire
Dec 19, 2002, 11:00 PM
For the lurkers, here is our empire, and the world map, circa 1025 BC:

http://www.kaejae-worx.com/~devin/civ3/ff1/ff1_overview_1025BC.jpg

Things I noticed in a quick glance over the game:

1. Germany & Arabia are/were at war, Arabia has only their capitol left and Germany holds Damascus.

2. I've never seen Japan wearing purple before.
3. All civs have a unique colour, even if it's only a subtle shade off the nearest match, except for Arabia and China which share the exact same colour (at least on my screen)

4. Lots of wars going on or happened, I see alot of ruins scattered here and there on the map. I wouldn't be surprised to see some of the AIs start dropping out of the game any minute, starting with poor ol' Abu of Arabia, if/when Germany takes his last city.

5. Russia has only one size 2 city left, Smolensk, and THEY'RE BUILDING THE COLOSSUS!!! I can't remember the last time I saw an AI do something quite so dumb.

6. We're one tech (Currency) away from the Middle Ages in 1025 BC. Pretty good for not having done any research, except a handful of beakers accumulated here and there from lone scientist runs...

Just that and let's see how much of the world our mighty Impi/Horseman combinations can conquer before they lose their effectiveness! :hammer:

JaxomCA
Dec 20, 2002, 01:20 AM
If you go for Berlin, I suggest you start a courthouse/FP in it right away. It is likely we will get more leaders and rush the FP but if we are unlucky, then at least the FP will eventually complete.

With a FP in Berlin and 2 rings of city around it, I don't think we would need more cities to wipe out all other civs.

Buying embassy is an investment. Knowing what other wars are going on may help us make informed decision about who to hit and when.

Lt. 'Killer' M.
Dec 20, 2002, 06:01 AM
nice work. I second the FP in Berlin. Later (with courthouses in our 'own' cities, we can then jump the palace further into conquered terrain; it is a waste to have a centre on the coast.

who's up?

falsfire
Dec 20, 2002, 07:53 AM
roster:

falsfire->UP, will play/post on Saturday
Jaxom->on deck
Killer, Cartouche->below deck

Cartouche Bee
Dec 20, 2002, 11:32 AM
Yep, Berlin would at least give us a foot hold into the productive area of the continent, starting the FP would probably be a good idea and jump our production nation wide quite a bit once it completes. If we do get a Great Leader (I think we have 4 eligible elites at this time) for the FP we should allow Berlin to use it's stock of shields for some other city improvement like a library and then the turn after that rush the FP.

Japan has a real strong position and build up going on. They may be a good strategic embassy,watch for others like the Mongols or any civ that makes a discovery first. The weak civs don't matter and spending money on those embassies will just burn up cash.

The civs are producing alot of units cause Moscow had three defenders and when I started the war with Germany, they had more units that us and we were considered weak, that evened out after taking that first town from them but don't expect everyone out there to be push overs. ;)

battle ship
Dec 21, 2002, 03:39 AM
im a fan of this game keep playing!:D and show more snapshots its fun looking at them:D

falsfire
Dec 21, 2002, 03:52 PM
1000 BC [1] - Bismarck moves up a very-mini SoD: 3 archers.

vet horse vs. vet archer: lose 2hp, kill archer
elite horse from Moscow vs. vet archer: lose 3hp, kill archer
4/5 horse from Moscow vs. reg archer: lose 2hp, kill archer

I establish an embassy with Japan. Kyoto is size 5, has Palace & Great Wall, temple next turn, two reg spears defending, 10spt, and he's running 80% science. Has two luxes, dyes & spices, and one strategic resource, horses. I move a vet impi to block a german elite spear/setter pair. It's easier to defeat an unfortified elite spear in the open than a fortified one in a village.

IT: no counter-attacks

975 BC [2] - Our vet horse attacks & kills the elite spear taking only 1hp damage, we now have two more slave workers. Bismarck must be really steaming now.

950 BC [3] - Bismarck really wants to resettle that razed city. I kill another reg spear guarding a settler and add two more slaves to our workforce. He also moves out two archers from Berlin.

I attack and kill the vet with our 3/4 vet horse that happens to be in the area, leaving the regular to go after the two german workers we just captured.

925 BC [4] - As expected, the reg archer re-captured the workers, then we attack the reg. The first vet horseman doesn't even scratch him, and retreats with his head held low in shame. The second of our vet horsies takes only 1hp dmg and kills the archer. I'm finally getting to move a couple units in place near Berlin and may even be able to attack it during my ten turns! I've just been too busy sacking the German armies in the field. Haven't lost a single unit yet, but I keep having to send the horses back to heal up.

900 BC [5] - Another turn, another dead german archer. He's mercilessly whipping the citizens of Berlin to make these dam archers, they'll be pretty unhappy when we takeover the city.

Carthage has Currency. So does the Hammer. Since we're up four other techs on the Hammer, I trade Hammurabi Map Making, Construction for Currency, WM, 2g. Us & Carthage are now the only two people in the Middle Ages. I doubt that'll last long, as many others lack only Currency to follow us.

875 BC [6] - Continue to gather our forces on the hill next to Berlin. A German archer moves out of Leipzig towards us.

IT: The german archer knocks one of our horses down two hp then expires. Another german archer moves out of Berlin and parks in the open. Vikings finish Colossus in Trondheim. Russia cascades to Great Lighthouse in their only city, Smolensk.

850 BC [7] - I whip the barracks in Moscow so we can heal our frontline troops faster. I attack Berlin, killing two reg spears, a vet archer, and knocking 1hp off a vet spear. Still no units lost, but I have three horsemen who now must retreat & heal as they are at 1hp.

IT: The French sail a galley up to our coast near Kiev. I bet there's a hidden resource in the desert if all these AIs are this desperate to settle in there, or maybe it's just cuz it's the only unclaimed land left in the world.

825 BC [8] - We attack Berlin again. Elite horse does only 1 dmg to the vet spear, then dies. Vet horse takes only 1 dmg killing the spear and the city is ours. We capture SIX workers in the city. The city comes with a complementary barracks to heal our troops in. I start work on a courthouse, to begin the work towards a FP.

800 BC [9] - Hammurabi, Abe, & Montezuma have joined us in the Middle Ages. Of course, Babylon has Monotheism as their freebie tech, and since nobody else has it they won't even consider trading it away.

775BC [10] - Move troops forwards towards Leipzig. Russia has a settler/spear pair and a spear/archer pair heading towards that razed city site in the desert. We have but 7 turns of mandatory peace left with them.
Germany will give remote Damascus for peace, but not Leipzig. I guess we'll have to take it the old fashioned way.

Keep an eye out for AIs learning Republic or Monarchy for any trade opportunities. We need a new governmental form. Our economy is swelling at 905g, +14gpt, and it'd be nice to have the cash to rush some improvements here and there. Also beware of the AI's collective culture vs. us. We have only our palace and the Great Library for culture. The AIs have no room to build more cities, so they are building up their infrastructure and cultural buildings.

http://www.kaejae-worx.com/~devin/civ3/ff1/ff1_775BC.zip


Roster:

falsfire
JaxomCA-->UP
Killer-->On deck
Cartouche

Cartouche Bee
Dec 21, 2002, 04:01 PM
Originally posted by falsfire

900 BC [5] - Another turn, another dead german archer. He's mercilessly whipping the citizens of Berlin to make these dam archers, they'll be pretty unhappy when we takeover the city.

Carthage has Currency. So does the Hammer. Since we're up four other techs on the Hammer, I trade Hammurabi Map Making, Construction for Currency, WM, 2g. Us & Carthage are now the only two people in the Middle Ages. I doubt that'll last long, as many others lack only Currency to follow us.



Nice turn!

I'm curious why you traded for currency when we would get it next turn from the Great Library?

Berlin with barracks will really let us rock forward I hope. :goodjob:

falsfire
Dec 21, 2002, 05:29 PM
Originally posted by Cartouche Bee


I'm curious why you traded for currency when we would get it next turn from the Great Library?


Um, that would be :weed: on my part, forgetting we had the GL. Actually, not forgetting we had it, but forgetting it gives us free tech. Oh well, at least I didn't hand over a bunch of money to Carthage for it! But it did accelerate Hammurabi towards the Middle Ages faster.

Cartouche Bee
Dec 21, 2002, 05:50 PM
No problem, from the little bit of SG's that I played everyone has good angles of play and introduce me to new tactics. Just checking if your going for space ship already. :) The little that you gave was entirely inconsequential on this map. ;) I think we are going to have a great game on our hands!

JaxomCA
Dec 22, 2002, 09:56 AM
got it

JaxomCA
Dec 22, 2002, 12:22 PM
Preturn: Nothing changed.

[list=1]

IT: A German archer impales himself on a horseman near Leipzig.

775 BC Troops are moved into position to capture Leipzig.

750 BC The battle of Leipzig:
Vet horseman vs 3hp reg spearman retreats, 3-1.
Vet horseman vs 3hp reg spearman wins, 3-3.
Vet horseman vs 2hp reg spearman retreats, 3-0.
Elite horseman vs 2hp reg spearman wins, 2-2.
Elite Impi vs reg archer wins, 3-3.

Leipzig is ours and we capture an Arab worker.
Embassy established with France as a French swordsman show up near Berlin, Paris is building a library.
Embassy with Carthage as he is our immediate neighbor, Carthage has a temple, a library and a colosseum built already!

730 BC A German citizen is sacrificed to build a barrack in Leipzig. Troops are sent to destroy the last 2 German cities.

710 BC ...

690 BC Russia founds a village in the desert, how thoughtful of Catherine.

670 BC ...
IT: Troops near Damascus sees a battle but can't see who Germany is fighting. A nearby Gallic swordsman fight something in the fog. Bismark conveniently moves 2 archers out of Konisberg.

650 BC The battle of Damascus:
Elite horseman vs reg spearman dies, 5-2 :(
Elite horseman vs 1hp reg spearman...
http://www.civfanatics.net/uploads3/ff1_jaxom_leader1.jpg

The battle of Konisberg:
Vet horseman vs reg spearman wins, 1-3, and promotes.
Vet horseman vs reg spearman dies, 4-1.
Vet horseman vs 3hp vet spearman wins, 1-3, and promotes while capturing the city.

http://www.civfanatics.net/uploads3/ff1_jaxom_deadgerman.jpg

630 BC The Zulu people recognize my greatness and add steps to our cave.

610 BC ...

IT: Ottoman starts the Hanging Gardens.

590 BC ...
[/list=1]

I did not move the troops on the last turn. The leader can be use to rush the FP, either in Berlin or in Leipzig. Russia should die next, the treaty is over and when the elite horseman are back from the German backwaters, they should capture both russian cities in the same turn.

The save game, at the end of 590 BC (http://www.civfanatics.net/uploads3/ff1_BC0590.sav)

Lt. 'Killer' M.
Dec 22, 2002, 03:43 PM
nice!

got it!

Lt. 'Killer' M.
Dec 22, 2002, 04:03 PM
I will probably take until Dec 25 to finish - should i pass on to CB now?

falsfire
Dec 22, 2002, 06:25 PM
it's up to you two, if CB can play before Dec 25, then go ahead and change order this time round, if not, then I think we can wait til the 25th.

Cartouche Bee
Dec 22, 2002, 07:01 PM
I got it then.

I see Jax has been gracious enough to leave the decision for the placement of the FP to the next player. I'm going to stick with Berlin cause of the river system.

Lt. 'Killer' M.
Dec 23, 2002, 03:28 AM
CB: have fun!

I'll get it after you then. I'd have taken Berlin, too (growth potential, tax --> river) so it doesn't really matter who of us two compulsive warmongers plays now :p ;)

Cartouche Bee
Dec 24, 2002, 01:46 AM
590 BC
Declare war on Russian. Take Odessa. Rush FP at Berlin. Change production at Leipzig to settler for city by iron close to Berlin. Minsk to warrior. Moscow to settler to replace Odessa. Make peace treaties with every other civ except Arabia, Spain (No assets worth taking),China and Aztecs (they will be targets soon as they reside on the green belt.). Embassy with Ottomans, they have a standard AI build going, temple, library, coliseum and starting hanging gardens.

570BC
We learn Monarchy, Republic and Monotheism. A change of Government is order, and will regain control in 3 turns. Carthage is sending a warrior settler our way and I don't want him to build another city at our expense so I'm going to block his progress. This causes me to group my forces at Moscow and gather another group up ready for my strike at the Aztecs which I hope to stop their access to iron after I declare war next turn.

550BC
I attack Moscow with 5 horsemen, I lose 1 but my final charge with an elite causes Dingane to immerge. This leaves me with a dilemma Hanging Gardens, save for Sun Tzu or an army, if I build an army I would leave it empty and hope to fill it with Knights later for some b[r]eak through power. I decide to rush the hanging gardens to enhance our culture which is starting to falter and leave us open for an other GL at any time.

530BC
Berlin builds Hanging Gardens -> Granary. I test the defenses at Tenochtitlan, I beat the first spearman and then try to get a GL by attacking an archer that has moved onto our flank. I pillage their iron and brace myself for a counter attack and fortify next to the city. I have reserves on the way and my troops resting in Smolensk will soon complicate the front for the Aztecs. I continue to spread units to reinforce my advancing fronts. Sell world Map across the board, 1395 gold now.

510BC
My forces took some punishment on the counter attack so I move them to the hill next to Tenochtitlan. I form my counter attack from Smolensk. I am consolidating the road system slightly. I rush a settler at Leipzeg and Moscow. rush temple at St. Petersburg to solidify the surrounding territory. Rush horseman at Kiev.

490BC
We take an Aztec warrior/ settler pair and then pound Teotihuacan, it's ours and now we have silk. Rush walls at Damascus and Konigsberg.

470BC
My attack is starting to stall so I need to combine my forces, so I pick of field Aztec units as I move closer to their capitol. We are also starting to be met with numerous spearmen/settler pairs because of all the available space in out territory, so getting a few more self constructed cities is happening just in time. I settler Isanshlwana in the desert waste as a place holder (Near Oddessa old site).

450BC
We take Tenochtitlan, it was a hard fought battle and the barracks we won will be well used. We found Intombe and establish access to iron. Upgrading some warriors will compliment our horsemen and shoulder some of the display of force to our neighbors. We ask France to move out of our territory around Damascus. We now have 5 eligible elite horsemen. Rush settler at Smolensk to fill some territory gaps.

430BC
We rest our main battle force and we see that the Aztec are coming to us for revenge.

410BC
We whip some of those Aztec troops that are bent on harassing us.

390BC
Establish Mpondo. Secure position to continue advance against the Aztecs. Greece gives us 70 and 10gpt for Republic, it's fairly common knowledge now.

390BC (http://www.civfanatics.net/uploads3/ff1_BC0390.SAV)

Lt. 'Killer' M.
Dec 24, 2002, 07:36 AM
got it!

Cartouche Bee
Dec 24, 2002, 11:31 AM
Lt., I was a bit rushed to finish that up last night so have a check around on the cities to check productions and that there stuff. ;)

Lt. 'Killer' M.
Dec 26, 2002, 05:12 AM
roger, wilco!

falsfire
Dec 28, 2002, 08:59 PM
please pass me in all upcoming turns until further notice. i just found out i lost two close friends this christmas season and gaming is just not something i can do right now

Lt. 'Killer' M.
Dec 31, 2002, 06:15 AM
(1) 370 BC - Walls in Intombe, Temple started. Decide to cut Carthages Horses by settling next to them soon. 200 Gold piad for Temple in Leipzig to cut other source via culture. Carthage must be contained! Tlateloco has sent out an Archer who dies, but no leader. Town should fall next turn.

(2) 350 BC - Japan shows up and demands incense, declares war. Tlatelolco costs 1 vet Horseman, but gives a leader. He forms an army (which stays empty). The ottomans give us ROP and pay WM and 40 Gold for it :D. For 39 Gold I build an embassy in Salamanca.
http://www.civfanatics.net/uploads3/Sala.jpg

Monarchy convinces them to join our fight against Japan (their ****ing iron is on an island! :eek: ) and let our troops pass.

Lt. 'Killer' M.
Dec 31, 2002, 06:25 AM
(3) 330 BC - Celts and France make peace, Joan seemingly being the loser here. Buy a settler in Teno for 60 Gold (unhappiness high). Advance troops on Aztec capital. They also have Tlaxcala on the far side of the iroqs, we can go for it then hook into Japan.

(4) 310 BC - Rush Temple in Intombe as town is surrounded by Carthage. japanese front is quiet, settler moves towards desert square next to Horse colony. An Archer who has lended next to Minsk is taken care off by a (now elite) Horseman. Troops bypass Archer from Texcoco.

Lt. 'Killer' M.
Dec 31, 2002, 06:48 AM
(5) 290 BC - bypassed Archer doesn't realize that a jungle is not a good place to attack. Texcoco is ours - but what the hell should i do with the leader?

(6) 270 BC - resistance ends in Texcoco. Lots of troops built :D

Lt. 'Killer' M.
Dec 31, 2002, 07:07 AM
(7) 250 BC - I don't want to stumble when i leave my palace - pavement added. Rush Temple in Tlateloco, don't want to starve it as it is far out. The Aztecs won't live long anyways. Cattaraugus has fallen - goo! Japan is wasting troops on ****ty cities.

(8) 230 BC - Minsk turns into a settler, kill Archer near last Aztec town, might fall next turn. Move Troops to attack Cattaraugus/troops near it. intentionally block the Iroquese from moving towards Cattaraugus, they have a soear and 2 warriors there so they'll take the main force of japans Archers - and we can wipe them up and maybe get the town :D

Lt. 'Killer' M.
Dec 31, 2002, 07:21 AM
(9) 210 BC - Two Iroqu warriors die, but Spear attacks town and kills defender. We lose 1 Horsie to Jap Horsie, 1 survives with 2 HP. Kill the Jap horsie. 3 1 HP Archers die and Cattaraugus is ours for no losses. impi attacks and kills Spear in the open. At the cost of 1 impotent Horseman I get last Aztec town down to 1 Archer.

(10) 190 BC - babylon starts Sun Tzus. WM for WM +1 with Carthage - want them nice and friendly. horseman retreats from Warrior - no more threat to Cataraugus atm. Seems Japan doesn't have Harbour to bring iron to mainland.


leader is in Berlin, Army is in Moscow.

http://www.civfanatics.net/uploads3/FF1-190BC.zip

Cartouche Bee
Jan 02, 2003, 11:50 AM
So, Lt. and I switched turns for XMas and falsfire (:()will be skipped for a while so is JaxomCA is up next? Then LT. and then me?

falsfire
Jan 04, 2003, 04:17 PM
I'm back so I will pick it up now.

"got it"

falsfire
Jan 04, 2003, 09:16 PM
190 BC [0] - I decide to leverage some trades with civs we'll likely not be attacking in the near future.
Monotheism to Iroquois for 6gpt, 52g, WM
Furs to Greece for 2gpt, 52g
Silks, Furs, Wines, Spices to Ottomans for 17gpt, 68g, WM
Incense to Babylon for 5gpt, 10g, WM
Incense to Celts for 2gpt, 56g
Incense to France for WM, 4gpt
Monotheism to Rome for Dyes, 8g
Silks to England for 1gpt, WM, 60g
Incense, Spices to Mongolia for 6gpt, 54g
Incense to Greece for 4gpt

With all this done, I hurry a few temples, at sites too close to or squished by other civs borders for comfort (Ngome, Konigsberg, Damascus, Cattaraugus, Texcoco)

We're now at 307g, 111gpt

170BC [1] - Elite Jaxom (horseman) takes out the reg Aztec archer at Tlaxcala, and Montezuma is no more. I load an impi & two horsemen into our army, which heads north towards Japan. Our sleeping leader will be used next turn to rush Sun Tzu's in Berlin, when the G.L. teaches us Feudalism from Babylon & Carthage. Shuffle units forwards towards Japan. Kill one Japanese sword near Edo.

IBT: Japan moves a sword, horse onto the hill near Edo, and an Archer from Edo moves out into the forest. Temujin comes by for a cup of tea and wants to straight-up trade WM's. I instead get him to add 6g into the deal.

150 BC [2] - Our leader rushes Sun Tzu's in Berlin. We start many MDI builds. Advance units on Edo. Kill the archer in the forest, attempting to kill the sword on the hill takes 2hp off him but knocks our elite horse down to 1, retreats.

IBT: Japan's sword attacks our horse in the forest that killed his archer, the horse loses 2hp and kills the sword. Then, Japan's horseman kills ours w/o a scratch.

130 BC [3] - We build Sun Tzu's in Berlin, and start an MDI. Several barracks sold. Our elite horse dies without even denting the Japanese horse in the Edo forest. Our 2nd elite horse loses 4hp straight, then goes on to defeat the now-elite Japanese horse.

110 BC [4] - more troop shuffling.

90 BC [5] - move yet more troops forward towards Edo.

IBT: a vet Japanese MDI takes out the Iroquois spear on the hill next to us at Edo, w/o a scratch and goes elite. Methinks the day of the Horseman/Impi pairup is over, with Pikes and MDI's storming the field of battle now...
We learn Theology

70 BC [6] - The attack on Edo:

Vet horseman vs. reg pike: we take 2hp off the pike, horse dies, pike promotes to vet (2/4).
Vet horseman vs. reg pike: horse retreats w/o damaging the pike.
4/5 horse vs. reg pike: knock 2hp off the pike, horse dies, pike promotes to vet (2/4).
Vet horse vs. 2/4 pike: kill pike, losing only 1hp.

IBT: The elite Japanese MDI attacks our hilltop position near Edo, and our elite impi loses only 1hp in dispatching him.

50 BC [7] - moving more horses up to re-attack Edo.

30 BC [8] - shuffle forward some troops. I'm also assembling a small stack of MDI's with our army near Carthage border at Leptis Magna for next leader to consider an anti-Carthage assault.

10 BC [9] - we lose one elite horse at Edo, one retreats, and our vet beats the reg pike, promoting to elite. 2/5 elite pike left, still. we need more units, or MDI, to take this city. Swazi founded using our settler the last leader left me, near Edo.

IBT: Japanese kill a wounded, retreating horseman with an MDI. We learn Engineering. How nice of the AI to head up the south branch of the tech tree first.

10 AD [10] - Assembling another small anti-Carthage stack near Utica. We have six MDI near Utica. Four MDI, two horsemen, and our 2-horse, 1-impi army near Leptis Magna. I sign a few more lux deals with people far far away, for a handful of extra gpt income for us.


We have but 6 turns left in our alliance with Iroquois against Japan, I'd suggest signing peace at that time, whether or not we've managed to take Edo. We simply don't have the MDI's we need, in position to attack Japan's pikes. Our horsemen/impi combo, as I mentioned, has passed it's prime. Fortunately, I've setup the MDI's near Carthage to take them.

It was probably :smoke: to make a horse/horse/impi army with MDI's right around the corner, but I wasn't thinking straight at the time I did it, I guess. We can always get another army. All we need is a victory with this army and we can build the epic.

Why did I build Sun Tzu's with our leader instead of building Sissy chapel? Simple: we've been playing this one as quite a warmongerous civ, and Sun Tzu's is an AWESOME wonder, if you're waging alot of wars. One-turn healing of troops in recently captured cities, the ability to upgrade units in any city of ours across the map, it's quite useful.

Next leader will have fun trimming some fat off Carthage. I purposely left no trade deals going with him, although he does have money and the opportunities to sell him tech/luxuries did present themselves...

http://www.kaejae-worx.com/~devin/civ3/ff1/ff1_10AD.zip

falsfire
Jan 04, 2003, 09:18 PM
The original order of players has been sacked. The people who sacked them were then sacked, and after much sacking and thinking, and looking at who's played what and when, the new roster I believe is:

Jaxom-->UP
Cartouche-->on deck
Killer
falsfire

Lt. 'Killer' M.
Jan 05, 2003, 04:00 AM
falsfire: good to see you back.

nice playing though, I was a bit shocked to see that my assumption on jap iron was wrong. Expected more of a counterattack, too.

And good call on SunTzu (Sissy is better for warmongering only if you have big cities and few lux) and the rushing. I didn't want to do that as it limits the next player, and I didn't think I#d need to hint with this crowd.

JaxomCA
Jan 06, 2003, 06:30 AM
Got it, will try to turn it in by Monday night.

JaxomCA
Jan 08, 2003, 06:41 AM
30 AD to 210 AD

Germany, Russia and the Aztec fell to the mighty Zulu warriors so far, Carthages looks ready to become ours. A couple of Med Inf. are rushed to help on the Japanese front and war is declared on Carthages. Our small army kills a Numidian mercenary in Leptis Magna while MI move in for the capture and more MI are move next to Utica.

IT: A Hero Impi dispatches a japanese MI near Edo. The Zulu people are so happy so see me again that they add a level to our palace.

[list=1]
30 AD Leptis Magna falls, killing one vet MI but promoting one reg MI. Utica falls at the cost of one MI but generates one elite MI.

IT: Carthages moves a NM/warrior pair on a mountain near Intombe.

50 AD Many civs are willing to pay big money for a ROP with us. I make ROP deals with France and Ottoman and take an embassy with civs who have money for a ROP.
- Embassy with Persia for 71 golds. They just begun Sistine at 14SPT which will take 34 turns at most. They have 3 pikes defending, 7 luxuries active and 1 horse and 1 iron. A ROP is signed gaining us 37 golds back.
- Embassy with England for 67 golds. They will complete a barracks this turn, have 3 spears defending, 5 luxuries, 2 horses and 2 irons. ROP is sold for 47 golds.
- Embassy with Greece for 67 golds. They are working on a cathedral which will take 27 turns at 4SPT, have 2 hoplites, 5 luxuries, 1 horse and 1 iron. The ROP is sold for 32 golds and 2GPT.
- Embassy with Mongolia for 50 golds. They will complete a marketplace this turn at 16 SPT, have 4 pikes defending, 6 luxuries, 1 horse and 1 iron. ROP is sold for 22 golds.
- Embassy with Egypt for 35 golds. They are pitiful so no ROP is sold as they may well be our next target. The embassy was taken to see if anybody is fighting them, nobody is.
- Embassy with Rome for 59 golds. They are working on a cathedral due in 40 turns at 3SPT, they have 4 legionnary, 3 luxuries, 3 horses and 1 iron. ROP is sold for 4GPT.

70 AD Troops are moved into position to capture Theveste. Core cities which completes a military are set to build a marketplace.

IT: A Carthage MI is dispatched by a defending MI. Another Carthage MI kills our first pike defending the stack near Theveste.

http://www.civfanatics.net/uploads3/ff1_ad0090_leader.jpg

90 AD This guy rushes Sistine chapel in Intombe. More troops are sent to the Carthage front.

IT: Chivalry comes out of the Great Library.

110 AD A couple of horseman are upgraded, the horses on the japanese front are recalled for upgrade. We get Sistine and all cascades are dead.

130 AD The battle of Theveste cost us one MI but produce a great leader, Dingane, who rushes the Heroic Epic right there.

150 AD Troops are positioned to capture Carthage soon.

170 AD ...

190 AD Education shows up and the Great Library is now useless. A 40 turns run on Printing Press begins. The battle of Edo costs 2 MI but we get the city. Tokugawa is willing to give a small island village for peace, I'll let the next leader decide on what to do with Japan. The battle of Carthage costs 1 MI and our weak army but results in 2 elite knights and this.

http://www.civfanatics.net/uploads3/ff1_ad0190_carthage.jpg

210 AD ...
[/list=1]

The save game (http://www.civfanatics.net/uploads3/ff1_AD0210.sav)

Most troops can still move at the end of my turn, the next leader can decide where he needs them. I cancelled all the luxury deals I could during my turn, I don't think it is a good idea to be trading luxury away at this time as any wars can cut our trade route. This would make us look like bastards when all we want is to get rid of most of the other civs. :) In any case, many deals are possible at this point, including selling some techs, so the next leader should take a careful look at the diplomacy screen.

We still have a 10 turns deal with Arabia, I suggest not making any new deals with them as they really should be part of Zululand by the eleventh turn. Taking control of the japanese ivory would be nice, giving us 7 native luxuries. With 9 knights and 14 MIs, it should be easy to absorb Japan now.

I have looked and looked and looked and I can't figure out what and where is the 8th luxury so it might be a good idea to send some galleys to search for the island with that missing luxury.

Lt. 'Killer' M.
Jan 08, 2003, 06:54 AM
getting the island - wouldn't that mean getting Japans only iron???????


very nice turns!

Cartouche Bee
Jan 08, 2003, 09:34 AM
Woohoo! Carthage is out of the way. :thumbsup:

Got it. Looks like I'll be using s spreadsheet to figure out what to do on the diplomacy/trade front.

The map is so chopped up that it is hard to see were we should eventually move the palace. I'd favor an area with a river system and at least some grassland. :)

Anyway, for now it looks like we should stay in bully mode with perhaps a slice of culture so we don't get to far behind Otto and the Babs on that front. Edo must have been the supply of Iron for Japan and getting the iron from their island would seal their fate. I might do that just so I have time to build roads out to the fronts.

JaxomCA
Jan 08, 2003, 10:44 AM
Now that we have knights, a road to the front is not so urgent. I believe we should absorb Japan now, before they have Samurai. When they are dead, whether they have iron or not will not matter. :)

Cartouche Bee
Jan 08, 2003, 11:45 AM
Jax, your probably right, I just had a chance to look at the game before going to work so I have not made any decisions yet.

We have got ourselves in the position where we are kind of advancing on all fronts, we need to consolidate the position and focus on a way to get those three civs, Japan, Iroquois and Spaniards off our flank. I would have preferred to go against Spain (they have some great land), Iroquois and then Japan cause then our troops end up on a front to expand across the top of the map and take out some of the easy prey there. If I do make peace with Japan they won't get iron again anyway so I wouldn't have to worry about samurai but they are surely a concern at anytime. I haven't even checked with the military advisor to see which of these civs are rated weak (probably all of them).

I like how you've got that temple rushed at Edo to grab back that iron back from the Babs, looking at ways to grab iron may be what influences my next steps the most. Every iron resource that we grab at this point weakens the civ that owns it by reducing them to defend with spearmen at least until gunpowder is invented and then we need to get cav's ASAP.

So really it's going to be Japan or the Iroquois at this point. Any insights gratefully accepted, till tonight. :)

JaxomCA
Jan 08, 2003, 02:32 PM
I think a palace in our easternmost city, in the middle of spain/iroquois/japan, would make a good enough core. We then take the cities from these 3 civs and after that we can just destroy everything to the west and north.

We don't need many infrastructures, a temple, a granary and a marketplace/bank/stock exchange is all we will need to keep up on technology. We do need many more workers than what we currently have, it might be a good idea to setup a couple of worker farms, better farms than the only city we have on this duty right now.

Cartouche Bee
Jan 08, 2003, 04:21 PM
Originally posted by JaxomCA
I think a palace in our easternmost city, in the middle of spain/iroquois/japan, would make a good enough core. We then take the cities from these 3 civs and after that we can just destroy everything to the west and north.

We don't need many infrastructures, a temple, a granary and a marketplace/bank/stock exchange is all we will need to keep up on technology. We do need many more workers than what we currently have, it might be a good idea to setup a couple of worker farms, better farms than the only city we have on this duty right now.

I think we are thinking along the same line here.

I usally peel a worker out of a city when it hits it's maximum size, this gives a few more workers over the course of a game (sometimes I will do this in core cities when they reach max size and the grain bin is completely full cause it grows back to full size next turn again anyway.). I also like worker farms to add population into the main core of cities. Instead of paying 1 gold per turn for the granary, you get to collect 1 gold per turn for the city and grow just as quick as with the granary in the main city, it's even faster than having a granary after a hospital comes on line.

Lt. 'Killer' M.
Jan 08, 2003, 06:32 PM
go go go! This reads very good, if now the RNG isn't too bad..... we will wrap this up a lot faster than I expected. Again: good work on Catharge!

Cartouche Bee
Jan 09, 2003, 01:04 AM
OK, Japan is the next strongest civ so I'm not going to let them off the hook (besides the Iroquois are at war with them and that seems like a good arrangement to me). I renew peace treaties (renewing peace does not break ROP's)with most of the civs to the west but leave Arabia, China and the 3 that are on the current hit list as they are. This raises our cash to 475 gold and we are now making 200 GPT. :)

I reviewed the Edo temple and now realize that that culture will not get that iron back into our zone of control, so rush settler in Konigsberg. I also rush knights at Ulundi and Bapedi.

230AD Relocation to the Japanese front.

250AD Add three workers to Berlin. Japanese and Iroquois sigh peace treaty. Japanese attack my elite warrior and the stand produces a Great Hero Cetshwayo who rallies an army of knights to lead the charge against the Japanese.

260AD Osaka falls to our knights, we lose 1 knight taking out the 3 pikemen.

270AD Relocation still in progress. Tuglea founded and takes iron from Babs.

280AD MI loses to archer. Elite knight wins in forest outlands and Mpande surfaces as another Zulu General of the field. Our forces are massing and we should soon strike at Kyoto.

290AD Yawn more consolidation to the Japanese front.

300AD Zwelithini - the great leaders are surfacing, the Zulu must like war. There are still no wonders to build so I think I'll make an MI army with this one. Umtata founded over on the roman front.

310AD Osaka goes into disorder in sympathy for the mother country(Of course most of our military that had been stationed there have gone to wage war on Kyoto). The battle for Kyoto was extremely bloody. Our 2 armies of knights suffered 15 damage points but we now control the Great Wall which helps some of those outposts that we have. :)

320AD Leaving a little more than 1500 gold and 209 GPT coming in.

Armies need rest in Kyoto and I have the army of MI on it's way over to Nara which should not have alot of defense but there are some other units in the area to reinforce that strike.

http://www.civfanatics.net/uploads3/ff1_AD0320_AD.SAV

falsfire
Jan 09, 2003, 08:09 AM
Wow...we've been having *amazing* luck with leaders this game...what's that, 6 we've had so far, into the early Middle Ages?

I've played many a game where even though I'm a warmonger, I don't start popping leaders til MA & their 3-attack blitz capability.

But seriously, guys. We're doing great. This is what I call "demolishing Emperor". It's 320AD and we've got our iron bootheel against the throat of most of the world. We can pretty much pick and choose who's next, and after consolodating our eastern front (by chewing up & spitting out Iroquois, Spain, Japan), just gradually sweep westward until we trigger domination :hammer:

There's something to be said for games that end in the Middle Ages. My best PtW score is from RBP1 where we achieved domination in 1100AD. Let's see if we can beat these AI's up before 1000AD! I've never had a victory in the three-digit AD years...

Cartouche Bee
Jan 09, 2003, 09:25 AM
I've had 2 games in the last week where I got 3 GL in a very short span of time. Usually I lag behind on that front, 2003 is shaping up well. :)

Not too sure how quick we can forge across the continent but one thing is for sure, the tech pace is down to a crawl and many of these AI are still sitting in Ancient Times and paying GPT to wait in line (like at the movies) to be our next victim. ;)

:hammer:

Lt. 'Killer' M.
Jan 15, 2003, 11:22 AM
got it!

tx CB for PMing, somehow this thread got lost in my user cp and I don't get notification mails :(

Lt. 'Killer' M.
Jan 15, 2003, 04:35 PM
my ten turns:

several ROPs prolonged, NOT with possible targets or if civ doesn't offer any money. Fewer treaties = fewer worries when attacking.

all civs catch up in tech (trading for nothign mostly). Many start Leos.

Trade a bit to give us some cash for WM (Japan changes make money) and get us Invention. Get it cheap (WM+70 Gold+Theology) from Persia. Weird, he's one of the angry ones, but asks less money :confused:

Japan is no more, I accidently (honestly) took Nara which had only 1 defender. i had planned to leave them with that town to extort Nagoya from them, as that island is small enough for a shore-blockade by the AI. Rushed a Galley and landed troops (luckily, no blockade) to take Nagoya. Tokyo has no resistors when we take it :D

Stack troops for next war: Rome has ROP with us so I use it to mass troops near Rome (1 Army 16 knights) for attack on Mongols, then suggest: swing east and take Babylon (2nd Army is on mountain near Ur to cover that), then the Celts, then China. Leave the Persian town alone until later.


Suggestion: during that time, do NOT resupply the front too much, rather stack troops near Spain / Iroquesia. Then, upgrade (Cav should be close by then), then take them. That way we can avoid extending us west before we have 3-move troops.



http://www.civfanatics.net/uploads3/ff1-420ad.zip

falsfire
Jan 18, 2003, 01:28 AM
sorry guys, i know this is my own game and all, but i have to pull out of it completely. i just do not have the time to devote to gaming right now, and i can't say when i will again.

best of luck to you, team.

Lt. 'Killer' M.
Jan 18, 2003, 11:51 AM
falsfire: I am sorry to hear that. We will try go get a nice fat win out of it for you!