View Full Version : LK37, PTW, Always War, Mongols, Monarch


LKendter
Dec 14, 2002, 09:23 AM
World = standard, Wet, Warm, 5 Billion, large continents
Difficulty = Monarch
Barbarians = Sedentary.
# Civs = 8
NOT culturally linked, NO restarting players.
Civ = Mongols
All victory conditions are enabled, but I doubt we could win a UN vote :rolleyes:

The Keshik could get interesting.
It looks wimpy, but no iron required - This could save our butt during the middle ages.
It treats MOUNTAINS like GRASSLAND! This could be a very nasty raiding unit through a mountain range. Use it well ;)


Signed up:
LKendter
Open slot
Rowain deWolf
Open slot
Meldor

STRICT 24 hours got it, total 48 to complete.

Mandatory requirement - Play The World Expansion
Previous Monarch win a must, previous Emperor win preferred.

hotrod0823
Dec 14, 2002, 11:02 AM
I would like to play but would understand if you take more experienced players. I have won Epic 14 with the Greeks always war.

Hotrod

LKendter
Dec 14, 2002, 01:48 PM
@hotrod0823

Have you even attempted Emperor?

What level was Epic 14? I don't play the epics.

Rowain deWolf
Dec 14, 2002, 01:49 PM
Ah Mongols :) the most fitting Leader for Always War

Perhaps a more rugged world would then be good for us (to make sure that there are some Mountains)



Rowain

Rowain deWolf
Dec 14, 2002, 01:52 PM
Epic 14 was on Monarch, large Map and 11 Civs.
Player civ : Greek
Rome, Zulu, India, America and England started on our Continent.

Rowain

hotrod0823
Dec 14, 2002, 02:02 PM
I have attempted Emperor with 1 win albeit a weak one.

Not much to go by, I will not join if you have any reservation at all.

Hotrod

LKendter
Dec 14, 2002, 02:36 PM
Signed up:
LKendter
Open slot
Rowain deWolf
Meldor
hotrod0823 - Expect :smoke: during my pre-turn, if I see something really strange.

hotrod0823
Dec 14, 2002, 02:42 PM
Understandable and welcomed! Thanks for the opportunity to play. If it gets too intence, [pimp], for me to keep up drop me. No problem!

Hotrod

LKendter
Dec 14, 2002, 02:54 PM
OK - just one more player and it starts.

LKendter
Dec 14, 2002, 06:52 PM
http://www.civfanatics.net/uploads3/LAK-218.jpg


Perhaps the above will inspire player #5 to join.

Charis
Dec 15, 2002, 04:09 PM
Did you really mean *5* Billion years, the one that makes almost no mountains??? Or 3 Billion, with a lot of them. I would have thought the latter for a Mongol game.

Nice luck on the goody hut pop. That early and now you're "effectivly" at Monarchy level, so it should be a fun romp for the Keshiks!

Good luck,
Charis

LKendter
Dec 16, 2002, 06:31 AM
I would prefer to get a 5th before starting.
Anyone else other there interested?

swiftsure
Dec 16, 2002, 08:03 AM
I,m in the same boat as hotrod, i've beaten emperor on vanilla admitedly with the persians and i'm well on way to beating monarch PTW with the spanish.

If you cant get another i'll play and you can always kick me out if someone better wants to play

LKendter
Dec 16, 2002, 09:01 AM
@swiftsure -
Have you ever played Always War before?

swiftsure
Dec 16, 2002, 12:27 PM
LK played twice on vanilla,beat regent but lost on monarch, its no prob if you dont want two newbies

LKendter
Dec 16, 2002, 05:28 PM
@swiftsure - I agree with your opinion. This game would be more then you can handle.

LKendter
Dec 16, 2002, 05:33 PM
NOTE: I stuck with 5 billion years based. I saw the suggestion from Rowian deWolf, but trying to fight the AI in cities surround by mountains is too brutal.

4000 BC - I don't like cities one from the coast, so I move the settler one square up.

3950 BC - Karakorum is formed, on a river with nearby bonus grassland. We are expansionist, but with AW I want military ASAP, so a warrior is ordered. I order up Bronze working, with a 20 turn eta :(

3800 BC - I pop our first hut and get a free settler [dance]

3700 BC - Ta-Tu is formed (what a name!)

3600 BC - I swap Karakorum to settler. We are dead-meat if a civ is in point blank range, but I want to get a shield heavy city ASAP.

3350 BC (I) - Our next research project is the wheel, as it will complete before iron working.
A barracks in ordered in Karakorum - we are playing always war.

3300 BC - We pop our second hut and get Ceremonial Burial.

3100 BC - Kazan is formed, and this city has bonus grasslands in reach, and it will have a game/forest once temple or another nearby city.

3000 BC (I) - Ouch, we rank #6 of 8 on the most advanced list. I hope #4 on that list is NOT nearby!
http://www.civfanatics.net/uploads3/LAK-219.jpg

2750 BC (I) - The next research project is iron working, what else?
[dance] We have a source of horses nearby.

2230 BC - Almarikh is formed - The city will hurt for growth for a while, but horses are in our cultural borders. :) I hate to hire a specialist this early, but we can't afford 50% luxuries for 1 city.


Summary - NO other civs found yet - we can use time to get up to speed.
The worker in Karakorum is to bring water to Almarikh.
DON"T SCOUT any further south - the more time to build up, the better.
This is aw, so screw the granary in the capital - alternate with more units.

LKendter
Rowain deWolf (currently playing)
Open slot - still have room for one more player
Meldor (on deck?)
Hotrod0823


Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads3/LK37-2150_BC.zip


http://www.civfanatics.net/uploads3/LAK-220.jpg

Mystery13
Dec 17, 2002, 01:47 AM
I love always war. I will happily take your open slot if no one else steps up.

Rowain deWolf
Dec 17, 2002, 06:29 AM
Mystery if LKendter does not object I would like you to play this turn and I'll pick up after you.

I'm currently up in two other games including LK36 at Deity.


Rowain

LKendter
Dec 17, 2002, 06:51 AM
LKendter
Mystery13 (currently playing)
Rowain deWolf (on deck)
Meldor
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

Mystery13
Dec 17, 2002, 10:42 AM
Ok, I got it then.

Mystery13
Dec 17, 2002, 10:46 AM
Lee, the link appears to be bad and I do not find LK37_2150BC in the new uploads folder. Can you check on your file please?

LKendter
Dec 17, 2002, 05:10 PM
The link is now working - go Mystery13.

Thinking some more - we should connect the horses FIRST, then worry about the water. We need to be ready for WAR!

Mystery13
Dec 17, 2002, 10:51 PM
The horses are not connected yet, but there is a worker ready to road South from Karakorum.

Preturn, I change nothing, though I'm not sure I like
the worker in Karakorum. I have no reason to argue
with it for now so I let it go (I later found that this was, in fact, the right move).

IT Karakorum builds the worker, I switch to Granary while
looking at all of the room around us.

(1)2110BC-2070BC not much

IT Kazan builds a spear. Kazan is unhappy and not growing so
I set to settler.

(3)2030BC-1990BC worker movement, scouting

IT we get IW, switch to Alphabet...thought about Horseback Riding but I don't want to research the dead-end techs unless we
have to (I'm thinking we can trade for it before declaring
war someday).

(5)1950BC We have Iron on the mountain next to Ta-Tu.

IT Ta-Tu builds a spear, I switch to archer...must have some
offense. There is only one other iron source currently in
sight so I think I'll wait a bit to connect it. Archers
should be fine until we meet someone.

(6)1910BC-1870BC worker movement, scouting

IT Almarikh builds a barracks, keeping with apparent tradition
I switch to spearman.

(8)1830BC worker movement, scouting

IT scout in sight of Kazan, it's the Zulu.

(9)1790BC Shaka has masonry and mysticism but will part with
neither...fine, how about a sword then??? He has 4 cities.

(10)1750BC Ta-Tu has grown to size 5 with no Temple or Lux.
Not much else happening yet. Kazan and Ta-Tu are both working
unimproved tiles already so yet another worker or two would be
optimal. Karakorum should be able to handle the task with
a granary due in 3. Kazan could be switched to a granary or
temple with no shield loss. We will need lots of settlers to fill our
corner of the world. It may be best to switch Kazan to a Temple
and Ta-Tu to settler duty (the flood plains give it a much better
food supply). Zulu scout hasn't moved from the hill outside of Kazan in 2 turns???

http://www.civfanatics.net/uploads3/LK37-1750_BC.zip

LKendter
Dec 18, 2002, 12:02 AM
It may be best to switch Kazan to a Temple and Ta-Tu to settler duty (the flood plains give it a much better food supply).
How about Ta-Tu to worker duty? That would let the rest of our cities concentrate on military. We could use the workers to also get toward the incense and other luxury near the capital.


Preturn, I change nothing, though I'm not sure I like the worker in Karakorum. I have no reason to argue with it for now so I let it go (I later found that this was, in fact, the right move).
I am glad you saw what I was up to, Rowain needs to get my plan going with road to horses ASAP. I always focus military first, then any else with AW. That was why I wanted to build the horse road, even with priority over improving the capital.


LKendter
Mystery13
Rowain deWolf (currently playing)
War has started, so horseback riding as the next tech please. With the Zulu Impi we are really going to need horseman, and the horses connected.
Meldor (on deck)
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

Mystery13
Dec 18, 2002, 01:36 PM
Lee, your emphasis on workers works and cannot be argued against. However, we do have a ton of land around us yet again and we can either settle it or fight for it. As Genghis Khan, I imagine fighting for it makes more sense!!!, but we still have to pump out quite a few settlers over the next 1000 or so years just to fill the available land to our North. Since Ta-Tu has no granary, workers make more sense there...but that leaves settler duty to Karakorum (granary plus shields should equal a settler every 5 or 6 turns). That means we need to take our workers and really get going on Kazan and the lux village so they can pump out military.

LKendter
Dec 18, 2002, 02:08 PM
I agree we need to settle like crazy - I was thinking LK34, one city is the worker factory. The capital is the settler city. The luxury city will start to rock with irrigation (needing workers). The new cities to the north can be fed workers from the worker factory, and start to add to military production. The cities north of the capital will be the best to develop, as they should be safe until map making. By map-making time, we should have some horseman to help play rearguard like LK35.

Of course, maybe the AI will add a few workers for us ;)

hotrod0823
Dec 18, 2002, 07:51 PM
I know this may not be a question by the time I am up but what is the rule if a civ sells or trades contact with us to another civ without our knowledge. For example we made contact with the Zulu and they trade "communications with Mongols" to another civ without actually seeing that other civs units. Is it our responsibility to check for sold contacts? or do we wait for them to contact us or us to see actual units? There is a possibility that we have knowledge of another civ without declaring war on them. I guess what I am asking is: Does the diplo screen need to be checked every turn to see if our contact has been trade/sold or do we wait for contact? Better yet if we have knowledge of the civ can we choose not to make contact until them come knocking?

This really wasn't an issue in 1.29 civ because it was very rare that contacts with the human player were traded but it is more common in PTW.

Hotrod

LKendter
Dec 18, 2002, 07:55 PM
We are not obliged to check every single turn for possible contact.

However, the second we notice the contact the we MUST declare war.

hotrod0823
Dec 18, 2002, 07:56 PM
Gotcha!

Rowain deWolf
Dec 19, 2002, 01:42 AM
Got it

Rowain

Rowain deWolf
Dec 19, 2002, 10:54 AM
Game played.

Nothing important happened. No Wars, no new Conrtacts, No Zulu-Units,

Founded one new City(first ring), Settler with Spear is ready to move and settle in the West; 3 Workers are ready to connect Horses in 5 turns, thats all



The Game (http://www.civfanatics.net/uploads3/LK37-1500_BC.zip)


Rowain


I'm out from Dec.24th till Dec.30th;

LKendter
Dec 19, 2002, 05:42 PM
The record for the shortest report goes to Rowian ;)

LKendter
Mystery13
Rowain deWolf (I'm out from Dec.24th till Dec. 30th)
Meldor (currently playing)
Hotrod0823 (on deck)

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

meldor
Dec 20, 2002, 12:09 AM
Lee, it will be at least Sunday until I can play this one. Either swap me around or skip me this turn. Hate to do it, but I will be on the road until then. I will be lucky to complete RBP2 by the time I leave.

LKendter
Dec 20, 2002, 06:30 AM
LKendter
Mystery13
Rowain deWolf (I'm out from Dec.24th till Dec. 30th)
Meldor (on deck)
Hotrod0823 (currently playing)

hotrod0823
Dec 20, 2002, 07:19 AM
Got it will play tonight!

Any specific plans or ideas?

Hotrod

LKendter
Dec 20, 2002, 07:43 AM
Connect horses and irrigation to the city with horses.

Tight city build - 3 spaces away - you get to build at least one city.

Ta-Tu = slow worker factory.

No units have been spotted, but we can always use more military.

hotrod0823
Dec 20, 2002, 08:16 AM
Will do.

hotrod0823
Dec 20, 2002, 08:20 PM
LK 37 Always War

1500 BC (0): MM Kankorum to grow in 3 settler in 3.

1475 BC (1): Mover archer from Ta-Tu to Western Mountains for see for approaching units. Found Ulaanbaatar, start barracks.

1450 BC (2): zzz

1425 BC (3): Kankorum builds settler start spear. Ta-Tu builds worker starts worker.

1400 BC (4): Tabriz builds warrior starts barracks. HBR next turn, +13 gold.

1375 BC (5): Learn HBR, start Masonry due in 6 at 70%.

1350 BC (6): Ta-Tu builds worker starts another.

1325 BC (7): Kankorum builds spear starts settler. Kazan builds spear starts archer. Iroquios build Oracle, English are building the pyramids. Builds Hovd on the East coast, start warrior.

1300 BC (8): Almarikh builds archer starts another.

1275 BC (9): MM capital to grow to 6 in 3 settler in 3. Horses are on line. Change Kazan to horseman.

1250 BC (10): Masonry next turn +13 gold. See conscript zulu warrior. As an afterthought I check the histograph and we must have contact with England. We are now at war with England! Don't know when contact was made :(.

Here is the save:

http://civfanatics.net/uploads3/LK37-1250_BC.zip

meldor
Dec 22, 2002, 12:59 PM
I see it. I need to do an install and upgrade. This (father-in-laws PC) is a slow beast (266MHz) and a slow connection. Will try and get it donw tonight or tomorrow afternoon.

meldor
Dec 23, 2002, 10:57 AM
Arrgh!, my notepad disappeared when I went to save the game.

Executive summary:

Added 2 workers, 2 spears, one horseman, one archer.
The Zulu have arrived, I killed two Zulu warriors, one archer, and 1 impi. No Zulu has won a battle yet, they have not hit their GA yet. Try to attack impi's out of the jungle if possible.
One more city settled near spices. This city is in a forward position and will need support. One archer is on the way and another can be brought there. On the last turn I got my first promotion, an archer to elite.

LK37 1000 BC Saved game (http://www.civfanatics.net/uploads3/LK37-1000_BC.zip)

meldor
Dec 23, 2002, 10:58 AM
OH, yea, we have enough cities for the FP.

LKendter
Dec 23, 2002, 12:49 PM
1000 BC - I do some diplomatic spying and spot bad news - England has contact with Iroquois, Babylon and :eek: Persia :eek:
The good news - the Zulu are hurting, they would give up writing. They would give up contact with Persia before the others.
Persia must be weak [dance]

My only build change Ta-Tu to worker, as we still need plenty of them.

900 BC - The English appear, with a couple of warriors.
(I) Ouch - Disease hits Ta-Tu

875 BC - The city of Dalandzadgad is formed.
(I) As usually, it is a double round of disease in Ta-Tu - now building spearman waiting for size growth.

850 BC (I) - With 2 more forest to clear, I will squeeze in our first temple at Hovd. We will eventually need to get some cultural strength to avoid resistors forever.

825 BC - First attack with elite archer kills warrior, 1 hp left, no leader.

800 BC - BLAST, another first contact - Persian archer.
Worse the Iroquois appear on the Diplomacy screen - we have our work cut out.
The Iroquois have nothing of value - war!
The Persian are also worthless, and a war begins.
I cancel plans for temple in Hovd, and switch to spearman to defend the northern cities.
(I) The Iroquois complete the Colossus.

775 BC (I) - Research begins on Monarchy with 25 turn bleeding cash - however, the sooner we get there the better.

750 BC - Elite archer kills warrior, no leader available.


Summary - The loss ratio is great, as we lost no units. We are know aware of 4 civs, so expect some heavy fighting soon. The good news here is that we are strong versus any one civ.

LKendter
Mystery13 (currently playing)
Rowain deWolf (I'm out from Dec.24th till Dec. 30th) (on deck?)
Meldor (on deck?)
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads3/LK37-750BC.zip

The dot map to complete the northern cities.
http://www.civfanatics.net/uploads3/LAK-222.jpg

Mystery13
Dec 23, 2002, 03:01 PM
got it

Sirian
Dec 23, 2002, 03:24 PM
If I may suggest, move the yellow dot onto the top wine. Sure you lose a food, but you gain a shield from the saved BG tile, and you gain a lot from reduced overlap (more water tiles in range). Plus you then have a wine inside a city, which may help in some situations down the road if you get invaded/bombarded up there.

In fact, moving red dot southwest one tile would also improve the layout. Sure, it adds overlap with Tabriz but reduces overlap with the other cities, wastes no tiles, redeems some lost water tiles, and preserves an otherwise wasted grassland bonus.

The game's just getting interesting now! Good luck.

- Sirian

LKendter
Dec 23, 2002, 03:39 PM
Plus you then have a wine inside a city, which may help in some situations down the road if you get invaded/bombarded up there.
I agree with this one - we safeguard at least one wine for when ironclads appear. I doubt this one will be as absurdly fast as LK35 - berserks are TO powerful in human hands.


The game's just getting interesting now! Good luck.
Well "interesting" is better then sadistic. Infantry only, always war, stuck on an island, and your UU all but meaningless is more then I would want to handle.

Rowain deWolf
Dec 23, 2002, 04:43 PM
@LKendter

You can consider me on deck but I'll post if circumstances prevent me from playing

Rowain

LKendter
Dec 23, 2002, 05:11 PM
You can consider me on deck but I'll post if circumstances prevent me from playing

Rowain
I hope the stroke of apoplexy that hit your Mother doesn’t get worse. I don’t recognize “apoplexy”, but dealing with health problems is never fun. It is worse around the holidays, as that is meant to be a happy time.

Good luck.

LKendter
Mystery13 (currently playing)
Rowain deWolf (on deck)
Meldor
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

Mystery13
Dec 24, 2002, 07:10 PM
Preturn, I change nothing.

IT Ta-Tu builds a spear...will not switch to back to worker
until after next spear as it grows in 5 while worker would take
Kazan, builds a horse, I switch to Temple as next growth will
probably cause unhappiness.

(1)730BC It looks like we're not wanting to explore much and I
can't argue with that philosophy. I will you our scout and horses
to ensure no one builds a city close by. I'm thinking we want to
settle our whole area before we go looking for trouble.

IT Hovd builds a spear, I switch to Temple tentatively.

(2)710BC We capture an Iroquois scout.

IT Karakorum builds settler, I switch to horseman.

(3)690BC I swap Ulaanbaatar from Horse to Spear as it can be
completed much quicker and I'd like to have escorts for each
settler coming over to this side. Choybalsan is formed. First
duty is to create a worker.
I take a shot at a great leader with an elite archer and win but
no leader emerges.

IT Tabriz builds a spear, I tentatively set to Temple.

(4)670BC Two Zulu Impis appear in the jungle to the South. I'm
not going to attack them down there.

IT Ulaanbaatar builds spear, switches to settler.

(5)650BC The Zulu Impis arrive at Darhan.

IT One Impi attacks, fails and retreats. The other decides against
it.

(6)630BC I've got two elite archers here and I'm going to try to get rid of the remaining Impi before he goes after our roads. Down to 1hp but we win.
Monarchy just dropped from 20 turns to 15 turns remaining so it's
known by some other civs. I am able to dial down science so that
we are only losing 3gpt.

(7)610BC I eliminate the wounded Impi and our lands between a
English warrior and another two impis. No prob though, as I have
an elite spear to cover.

IT Karakorum builds a horse, switches back to settler.

(8)590BC We now have a small force coming from the South. Combined nations. 1 Iroquois archer, 2 Zulu Impi and 1 English warrior...whatever. With wines online we can dial lux back to zero and we're now gaining 2gpt. Dyes spotted to the Southwest, within our range.

IT We learn the Enlish are building the great library.

(9)570BC Erdenet is formed 1 square Northwest from the dotmap. This spot gives it access to 3 grass squares instead of 1 (of course, they are all shared up here). I set it to create a worker first. I have our scout exploring to the west so that we don't get any surprise attacks from over there. Everything coming from the South so far.

IT Babylon comes calling and would like to trade writing for
polytheism straight up. I'd like to see what else he has to offer.
I cannot get his world map, but I can also get his territory map.
He is broke, so I take the deal...and then declare war. Babylon
is also building the great library.

(10)550BC Ok, the force around Darhan is now 1 English warrior, 1 English archer and 4 Zulu impi. I take out the English fishing for
a leader. I'll leave the Impi forces for the next leader. Plenty
of help is here so they shouldn't be a problem.

http://www.civfanatics.net/uploads3/LK37-550BC.zip

LKendter
Dec 24, 2002, 07:47 PM
Monarchy in 10 - lets move so water up north so that we can get mined hills on-line and get high production cities.

LKendter
Mystery13
Rowain deWolf (currently playing)
Meldor (on deck)
Hotrod0823


IT We learn the Enlish are building the great library.
That is so powerfull in AW, we should find a pre-build spot and go to literature next.

Rowain deWolf
Dec 26, 2002, 04:18 AM
Got it

Rowain

Rowain deWolf
Dec 26, 2002, 03:17 PM
Summary: Killing some Units founded 2 new cities: No Leader;
Revolution started (3 turns) England finished Pyramids and Persia swapped to Library so our Chzances for the Lib are low.
No new contacts and I did a bit of Scouting

550BC (0): No changes

IT: a Zulu-Sword shows up;

530BC: Kill Iro-Archer and Impi ; Whip Temple in Khazan, Tabriz switched to Spear.

IT. Kara: Settler->Spear; Khazan: Temple->Horse; Mudal.. Warrior->Temple;

510BC: kill impi;

IT:Tatu: Spear->Horse;
Tabriz: Spear->Palace;
Zulu sword impales himself.

490BC nothing;

IT:Persia Archers move in Sight; Almerick Spear->Archer;

470BC nothing

IT: 2 Impis attack our elite Spear and die ; Kara from Spear to Settler; Ulaanb.. Settler->Settler;

450BC: Kill 2 Persian Archer with our elite Archers but still no Leader;

430BC, 410Bc nothing

IT: walls finished in DahArchers started;

390BC Horse vs Impi 1:1 (one dead Horse but the second killed the Impi);
Tsetseby founded Barrack ordered;

IT: Kara Settler->Spear; Tatu Horse->Horse; Almerick Archer->Archer; Worker->Worker in Erd..

370BC: Baruun.. founded Worker ordered; killing 2 Persians with our elite Archers still no Leader;
Monarch next turn Science reduced and prepareations for revolt started (every city size5 gets an Taxman);

IT: Monarch learned Lit started; Revolt started (3 turns);
England finish Pyramids Persia switches to Great Library :eek:

350BC: nothing

The Game (http://www.civfanatics.net/uploads3/LK37_350BC.zip)

Good Luck meldor :)

Rowain

LKendter
Dec 26, 2002, 03:24 PM
Revolt started (3 turns)
I love getting a short anarchy period [dance]

=============================

England finish Pyramids Persia switches to Great Library

Our first piece of bad news - building a cash reserve is going to be hard, as will being able to upgrade units from that reserved.
Unless we get lucky with literature and a leader ;)

=============================

LKendter
Mystery13
Rowain deWolf
Meldor (currently playing)
Hotrod0823 (on deck)

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

hotrod0823
Dec 26, 2002, 07:44 PM
We'll just have to take the wonders we don't build with leaders :D

meldor
Dec 26, 2002, 09:40 PM
Got it, and should have time to complete it tomorrow.

meldor
Dec 28, 2002, 01:04 AM
350 BC (Pre-turn)
It looks like we will get 3 turns of troops movements at the start here. There are 1 each English Archer, English warrior, Zulu Horseman, and Persian archer in sight.
(I) An English galley is sailing up our coast. Does this mean that there is some sort of land bridge down there that they are having to sail around? The Babylonians start the Great Library and the Great Lighthouse.

330 BC (1)
One elite archer takes out the Persian archer, the second barely takes out the Zulu horse. Move an elite horse to intercept the English pair. Settler/spear pair leave Ta-Tu for silk lands.
(I) English warrior crosses river, archer attacks elite horseman across the river and loses.

310 BC (2)
Vet Horseman kills off teh English Warrior. Have a horseman tracking English galley around coast.
(I) The English come begging for peace. They have Math, Philo, CoL, Lit, and MM. We have Monarchy. They have 7 cities besides their puny capital. They refuse to surrender completely and are sent packing. We become a Monarchy and lit due in 4 turns at -22gpt. We can swing all but the last turn. Let's see if we can get a leader before then.

290 BC (3)
All citizens are returned to productive work. This drops us to -24gpt. The troops rest and one elite archer is sent south to scout.
(I) Two Persian and two Iroquios archers appear out of the fog.

270 BC (4)
Move elite archer back to get support.
(I) The english galley puts an archer ashore. Karakorum builds a spear and starts a settler. Kazan finishes a Horseman and starts another. Hovd completes a temple and begins a spear.

250 BC (5)
English archer behind the lines is killed by one of our archers. Turn science down to 50% as we can get Lit in the same two turns but at -5gpt, instead of -27gpt. This is good as we only have 37g left in the treasury. The two Persian archers are killed and during the second battle we get Ogodei. The elite spear is moved out to protect the archer. We now see and English border from Darhan. Palace Pre-build is switched to the Hanging Gardens.
(I) Well, it was too late. The Persians complete the Great Library in Persepolis. The Zulus switch to the HG.

230 BC (6)
The unit that produced the leader dies trying to kill an reg archer. However, to make up for it we get a horseman and archer to go elite taking out the second archer and the English spear.
(I) We lose a horse in the jungle. We get Lit too late. What to do with the science. MM won't do us much good as we don't want to explore and we don't really need the Great Lighthouse. Go for Math in 7 turns with a positive cash flow. Almarikh completes an archer and starts a temple. Choybalsan finishes its worker and begins another. The Iroquios are building the Great Lighthouse. The English starts the Great Wall.

210 BC (7)
Ereen is built near the silks, it starts in on a worker. We kill off a Persian archer and spear. There is now a green border near the dyes. Raise Science a notch to shave two turns of Math.
(I) Karakorum completes its settler and starts a spear. Ta-Tu is done with the Horseman and will peal off a settler. Ulaanbaatar completes a settler and begins a spear.

190 BC (8)
The two settler move out, one to the west and one to the south. The GL arrives in Karakorum. I am undecided if I should build the FP or an army. I am leaning toward the FP, to boost our production but then again HE would be nice as well. Since it is only two turns from the next player, I will leave it to them and the discussion between turns. Lose an archer at Darhan. Drop science a notch as we are loseing money with two settlers active.
(I) More foreign troops appear.

170 BC (9)
Kill a spear. Rest. Settlers still moving.
(I) Karakorum completes a spear and starts a Horeman. Hovd completes a spear and starts a Horseman.

150 BC (10)
Rest and movement.

The two settlers are 1 space away from where I was sending them. The one in the west would be nice on top of the hill next to the iron. The one in the south should go one more south next to the river.

The question is if we want the FP now and where?

LK37 150 BC Saved Game (http://www.civfanatics.net/uploads3/LK37_150BC.zip)

Mystery13
Dec 28, 2002, 01:34 AM
That's a darn shame about the Great Library. It seems to me that if we have a FP location ready, then we should take it.

hotrod0823
Dec 28, 2002, 07:37 AM
Got the game but will not play until tonight the earliest. Now taking requests ;)

Hotrod

LKendter
Dec 28, 2002, 07:53 AM
Summary - I checked and diplomatic spying reveals we are at least *four* techs behind. The Great Library is definitely a bad piece of news. This is the first AW that I did NOT get the wonder. We are going into totally uncharted territory for me.

One priority that we now have is to be able to support size 7 cities for extra military support. This is the area that we are during very well for AW - we have wines and incense. The silks only need 3 more road segments. The spices only need 2 more segments, but 2 workers will take awhile to get there through to more jungle squares. If we get 4 luxuries, size 7 cities are certainly possible.

My proposed fp site. Send the settler / spear from the left of Ta-Tu to that position.
http://www.civfanatics.net/uploads3/LAK-225.jpg


Before I get accused of major :smoke:, consider this:
1) The yellow wall of jungle that crosses our lands - this allows just one more good expansion area. That is all to the left of red dot. The fp in this city will allow long-term for use most of that peninsula.
2) The placement of red dot allows the black road to ivory giving us for 3 happy faces with marketplace.
3) These cities are much more defendable, then dealing with the jungle.
4) This is a leader rushed fp, so we want to get the maximum distance from the capital that we can.
5) We are not having a lot of fighting yet - no potential leader for 10 turns is not that much of a loss.
6) Baruun-Urt, Tseterleg and city by iron will be highly corrupt, an the fp will help those cities.

LKendter (on deck)
Mystery13
Rowain deWolf
Meldor
Hotrod0823 (currently playing)

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

hotrod0823
Dec 28, 2002, 09:05 PM
LK37

150 BC (0): Check out the state of our civ and make no changes.

130 BC (1): Kill zulu sword that attacked the southern jungle city of Darhan. Kazan builds horseman starts another, Dala... builds archer starts spearman. Move settler/spear pair up north to the hills near the iron. Moving settler toward choke city. Leader will join shortly.

110 BC (2): Learn Math start code of laws, other civs already have it and in the future courthouses. Erdenet builds worker starts barracks. Found the city of Batshireet. Start worker.

90 BC (3): Ta-Tu builds settler starts spear. Kankorum builds horsey starts another. Ulaanbaatar builds spear starts another. Baruun-Urt builds worker starts barracks. Iroquois build Great lighthouse.

70 BC (4): Settler/spear heading to North West Territory. Settler/spear heading to FP site.

50 BC (5): Hovd builds horse starts a library.

30 BC (6): Karakorum builds horse start settler. Kazan builds horse starts library. Babs completed the great wall.

10 BC (7): Ta-Tu builds spear starts settler. Spot Iroquois ship to the North. Continue moving settlers, workers working on spice tiles and silk tiles.

10 AD (8): The movement of settler and spear continues. An Iroquios archer arrives to the north, killed but it took 2 warriors. Sending horsey to partrol on both norther territories.

30 AD (9): The onslaught of the Southern Spice city continues :eek: I hate to think how many leaders could've popped from that one city in the last 10 turns. Must have killed at least 15 swords, archers, impis, bowmen and horseman, all with elites. Anyway the settler movement continues.

50 AD (10): More movement, settler is 1 tile from the choke, leader right behind. Learned COL, started Currencty due in 15 at 30% with only +2gpt :(. The work on the jungle spice continues as does the silk forestry project. Irrigation got to the north cow. 2 other settlers are out, 1 in place the other is looking for a home. Built a few units and started a couple libraries, I think we will need them :(.

Other than watching our elite spears kill the enemy and moving settlers rather uneventful.

Here is the save:

http://civfanatics.net/uploads3/LK37-50_AD.zip

LKendter
Dec 28, 2002, 10:46 PM
50 AD (Pre-Turn) - I wake up a horseman, and kill a Persian archer before it kills us!
I cancel the mining workers by Eredent - to get all the tundra with eventually forest on-line we need more food.

90 AD - [dance] Silks are on-line. Choyr is formed, and it will have the fp next turn. :)
Ulaangom is formed - won’t be much of a city, but it fills the corner out.

150 AD - Tosontsengel is formed - Another high food city.

170 AD - Lee’s archers are formed during the fighting by Darhan. Jochi rushes the Hanging Gardens in Darhan - to both deny happiness to the AI, and wonder cities seem to be bigger targets for the AI.
(I) The only thing the AI accomplished at Darhan is to give us another elite spearman.

190 AD - I crank science up to save a turn on currency, at a small loss. We really need to catch up on tech ASAP.

210 AD (I) - It is time for cheapest tech research - up comes Philosophy, due in just 4 turns with DROPPING science to gain $14 / turn. The Iroquois formed Centralia by the dyes and iron spot. I hope settlers come a bit further north, and give us some free workers. Persian units try to sneak through our rear - both sides lose units.

230 AD - Atlay is formed - it is close to Centralia, but I already had the settler in place. I order instant walls.
I clean up the last of the Persian units.

Summary - we are starting to enter the ugly age. Persia started to send units toward Tsetseleg, which would stretch the front. I don’t know why they reversed direction. I also notice that the AI borders near us are growing stronger.

I switched Tabriz to Palace hoping to snag a more useful wonder, and one that has PERMANENT benefits.

The *BAD* news - Diplomatic spying shows the Iroquois and several other civs entering the middle ages.

The middle ages are getting close, and the nice Pikemen / Medieval infantry - use the Kazan worker to get that iron on-line ASAP.


LKendter
Mystery13 (currently playing)
Rowain deWolf (on deck)
Meldor
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads3/LK37-250AD.zip

Mystery13
Dec 29, 2002, 02:47 PM
got it

Mystery13
Dec 31, 2002, 01:16 AM
Preturn, I'm going to change Ta-Tu to a temple so that it can head
toward size 12. With the hills, flood plains and plains, it should
be a powerhouse city for us. Hmmm, Darhan is building a catapult one shield at a time...no point changing for now, but I wouldn't mind building a Temple here for more culture. We have a lot of land to fill around our new FP, but no city is building a settler? Well, I don't see any good places to make a change, so I'll let current builds finish, then swap some cities to settler.

(1)260AD Wow, lots of stuff descending on Darhan. Somehow, we must turn back the challengers and make some room for ourselves here before knights start showing up. First, though, we must get rid of that English spear on our road...and we take him with an elite horse.

IT Our elite spear in Darhan barely wins against a Zulu sword. Almarikh builds an archer? Shoot, I didn't catch this one. Why would we build a slow unit up here when a horse only takes one turn more?

(2)270AD We lose a horse (not elite) to an English archer in the
jungle...I hate the jungle...but that's ok. Our elite horse finishes
him and produces a great leader!!! With Philo in 1, I dial down
science to give us a few more bucks.

IT We lose an elite horse on counterattack to a regular archer...damn. We also defend against another Zulu sword.

(3)280AD With our new Great Leader, I make an Army...I just can't
use that much shield power on Marketplaces or Temples...at least,
not yet. I also dial science back up to get Construction in 9 at
1gpt.

(4)290AD Not much, just holding back the multinational horde. All
nations are trying the end-around Darhan now with good units...like swords.

IT We lose an elite spear in Darhan to a vet Zulu sword.

(5)300AD Big trouble brewing. There are now 16 foreign units in
site and it's growing every turn. We are in for a ride.
A Zulu Impi is behind Darhan and will pillage our spice road next
turn, unless...I lose an archer trying to get him...no I'll just plant
a warrior on the road. We lose a horse attacking a reg spear from a hill. This is important, because the spear will pillage our horses next turn...lucky, I get him from the other side.

IT Ulaanbataar builds a temple, I switch to spear as our defenses
are going to begin needing some help.

(6)310AD I've added an elite horse to the Army. I don't want to
add Lee's archers for movement reasons...maybe I should anyway, but I won't for now. We are holding well, letting some cities build Temples while others build military. No settlers yet, though, and that is a problem since Persia is coming from the SouthWest (South of our FP city).

(7)320AD I rush the catapult in Darhan for 40 gold. Too many Zulu swords showing up here now. Lee's Archers take out the last English threat in the area...really, the Zulu are sending the most trouble.

IT Dammit, I lose Lee's Archers,unhurt, to a regular bowman in the jungle. Ridiculous. We cannot get that kind of win!

(8)330AD One Zulu Impi is behind the lines...probably looking to
pillage our horses. I've got plenty surrounding it, but didn't attack
this turn because it is perched on a hill.

IT Our catapult makes its presence felt...and we still lose another
elite spear to a sword. The rolls are against us currently.
We can build the Heroic Epic, but I just can't take a city off of
military or infrastructure build right now. Just can't lose the
victorious Army until a city starts the Epic.
The Persians drop one reg archer up near Erdenet. Wow, the AI really knows how to land a sizable force. Our 2 horsemen and 1 archer defending up here should have little trouble.

(9)340AD Mostly positioning. Trying to get roads to the FP city and all Southern cities. Iroquois settler/spear pair spotted South of the FP city. Only one horse in the area, but we'll try anything
for free workers:)

(10)350AD We finally take out the pesky Zulu Impi behind our lines. He did no damage. We attack...and we have a new Iroquois workforce!

OOPS, I accidently hit enter instead of shift-S. Sorry about that,
but I don't want to take the turn over as a few important things
happened. We learn construction, and I'll change to Map Making.
It's really the only choice, but the next leader can change to
Republic if they want (though I can't imagine why).

As I said at the beginning, we really, really need settlers. However, too much fighting was done on my turn and I could not afford the switch from military. Three cities finished horses this turn, and any could now switch to settler, though I didn't make that decision.

I did not make any moves in the new turn. Map making is due in 5 at -3gpt or 7 for positive cash. I say we get to the new age as soon as possible, but that's just me. We need units to the SouthWest, near the FP city. I have at least 4 horse units heading that way. Foreign settlers are starting to head that way. Lee always loves the free workforce, and this is where it will come from.

http://www.civfanatics.net/uploads3/LK37-360AD.zip

LKendter
Dec 31, 2002, 09:56 AM
As I said at the beginning, we really, really need settlers. However, too much fighting was done on my turn and I could not afford the switch from military.

Welcome to true always war ;)
Our # 1 issue to to increase increase the clear zone north of Darhan. The jungle is killing us.

==================

LKendter
Mystery13
Rowain deWolf (currently playing)
Meldor (on deck)
Hotrod0823

meldor
Dec 31, 2002, 10:09 AM
Mystery, did you get the iron on line? Swords would be better than archers in those jungles, until they are cleared. We need the 3 attack against the 2 defense (3 in the jungle).

Rowain deWolf
Dec 31, 2002, 11:54 AM
Got it

Rowain

Mystery13
Dec 31, 2002, 01:50 PM
Meldor, I did not get the iron online as the Zulu Impis were constantly running up between our cities. However, that's probably a bad excuse as we could have parked a couple spearmen with the workers. I did bring some workers back from the North that are in range of the iron next turn.

Rowain deWolf
Jan 01, 2003, 03:47 PM
Summary: Iron connected some Swords build; Settler-city started and 1 Leader; we are in Middle-Ages and short on Money;

Details:
360AD: We have currently 4 Luxes and can get a fifth (Ivory) so with enough MP there shouldn’t be any Happyness problems. I turn down Lux to 0. Baruum-Urt switched to Granary It shall become our Settler-city,. Hovd to Warrior to build several Warriors till Iron is connected and upgrade them to SM. To efford it Science to 10%. Kill 2 Horse nead Darhan and Archer + Horse near Tosen.. 3Worker sent to Iron.

IT: lose a Horse near Tosen..; Ta-tu Horse->Horse; Almaryack: Spear->Horse; Hovd: Warrior->Warrior; Ulaan-gan(?):Barracks->Lib; (Librarys are needed since we have to do our ownresearch);

370AD: Additional 3 Workers to Iron; Kill Horse + Archer near Tosent…

IT Our Cat hits an Zului-SM and helps to kill both attacking Zulu; Karakorum: Horse->Horse;;Ulaan-bator:Horse->Heroic Epic;; Hovd: Warrior->Warrior; Baruum-Urt: Granary->Settler;

380AD: Kill SM near Darhan(after Cat-hit); Kill Horse and 3 Archers near Tosant.. without losses and 1 Promotion; 6 workers arrive at Iron;

IT: one Horse dies; Hovd: Warrior->Warrior; Iros, Persia and Zulu start Sun-Tzu; Babs Bowman near Darhan; Iro land an Archer near Ulaan-bator

390AD: a horrible round: a reg Spear in the open wins against an elite Horse and an Archer. A vet Horse finally manage to kill him. An Archer is so inspired by this Spear that he defeats one of our Horses (but dies versus second); The landed Iro-Arher gets a nice burial.

IT: One of our Horses dies but takes an enemy with him. Kara: Horse->Horse; Hovd:Warrior->Warrior; England joins the Sun-Tzu club; Zulu land 1 Archer near Kazan;

400AD: The just arrived Zulu-Archer ends its existence;

IT: Iron connected; Ta-tu: Horse->Horse; Kazan: Horse->SM; Almarick: Horse->Sm; Hovd: Warrior->SM;
Babylon starts Sun-Tzu;

410AD: Science up to get MM in 3 ; Upgrade 6 warriors to SM; Kill Horse and SM near Darhan;

IT: Kara: Horse->Horse;

420AD: loss 3 Horses and 1 Archer this round by attacking a 4 SM stack near Darhan; killing 1 and wounding 2

IT: start 2 Aqueducts

430AD: nothing;

IT: we enter Middle age and start to research Feudalism (in 13 by 0 gpt); Kara: Horse->Horse; Hovd: Sword->Sword; Baruun-Urt: Settler->Settler;

440AD: During a Attack near Tosent.. Tolui appears :)

IT: Ta-tu: Horse->Sword; Almarick: Sword->Sword; starts 2 Aqueducts;

450AD: Our Sword-stack arrive at Darhan;




Leader is in Kazan you can either rush Heroic or wait 10 turns till Feud is researched and rush Sun-Tzu( I would prefer this) Perhaps it is better to switch the Temples to Lib as we need Libs but don’t need Temples. And we need more Cities and more of them of size 7 and more;


The biggest pressure is at Darhan but I guess we have still nothing to fear there.


Good Luck ;)

Rowain


The Game (http://www.civfanatics.net/uploads3/LK37-450AD.zip)

meldor
Jan 01, 2003, 04:47 PM
Got it....

LKendter
Jan 01, 2003, 07:12 PM
I generally HATE to sit on a leader.

However, the are certain exceptions. It was worth 10 turns to get an great fp location.

I say WAIT for Sun-Tzu with the leader- Nothing is more dangerous that having the AI get Sun Tzu and sending 100% vet units toward us. Plus the AI got a hugh jump on us starting it!
The other question - what about the city

meldor
Jan 03, 2003, 12:48 AM
450 AD (Pre-turn)
Doesn't look like there is much to do. Short term goals are to get more citeis in around the FP and to get more troops over on the left side.
(I) The English lose a horse, the Babylonians lose three archers and a sword, we lose a sword, all at Dahran. Karakorum finishes a horse and start another. Kazan produces a sword and begins another. Dahran completes a catapult and begins another.

460 AD (1)
The Cats damage a Persian archer and swordman. We then kill two Babylonian archers and a sword along with a Zulu archer.
(I) We trade horses with the Persians in the west. There are no attacks, only movement in the east. We see the first MInf moving towards us. Hovd gives us a sword and starts training another. Tsetserleg raises a temple and starts a spear. Tosontsengel completes its Rax and begins a spear.

470 AD (2)
Take out some units near Tosontseng. Bombard two Bab units near Dahran and then kill a couple.
(I) Again we trade horses near Tosotseng. Just movement near Dahran. Two archers are dropped off. Karakorum produces a horseman and begins another. Almarikh completes a sword and starts another.

480 AD (3)
Uliasty is founded on the way to the FP. It is not ideal, but gives the least overlap. The Persians give us tow more slaves in the west.
(I) We lose a sword near Tosotseng. Ta-Tu produces a spear and starts a marketplace.

490 AD (4)
The RnG is unkind this turn as we lose two horses and a sword to take out two swords and an archer. Science is raised to shave 2 turns off Feudalism.
(I) Karakorum completes a horseman and begins a sword. Hovd finishes a sword and begins another. Baruun-Urt trains a settler and starts a spear. The palace expands.

500 AD (5)
Things continue to heat up around Tosontseng. We kill two more archers there but there are at least 5 more units coming. We need to get some extra spears there and get some roads up on those mountains to help the defense. As a bonus, we kill our first MInf near Dahran.
(I) We lose two horsemen to counter attacks. Kazan produces a sword and starts another. Almarikh does the same.

510 AD (6)
Counters and movement. More MInf on the way from the English. The workers clear a spot on this side of the river and we have them start a fortress. The English and Zulu are trying an end around.
(I) Ack! The spear and a horse are killed at Tosontseng. We will have to try and get re-enforcements there this turn. Karakorum completes a sword and starts another. Batshireet finishes a spear and starts another.

520 AD (7)
We protect Tosontseng with the spearman shuffle. Karakorum grows to size twelve and we up lux to 10% to prevent riots until we get the ivory online. We need a market here, but right now it is our best military producer.
(I) Our spears at Tosontseng hold. Everyone is now leaving Dahran only and heading for there. I guess the number and quality of troops there has reached a point were Tosontseng is now the "weakest link". We get feudalism and after much thought start Engineering in 15.

530 AD (8)
We start Sun Tzu's to be ready next turn. We kill a few units. All of our sword builds changed to MInf and all of our spear build changed to pikes.
(I) Karakorum completes a MInf and starts another. Sun Tzu's is finished in Kazan and they begin a pike. England and Zulu switch to Sistine's.

540 AD (9)
Sell off all barracks which gives us enough money to upgrade 3 spears in Tosontseng and Dahran to pikes. I adjust the science up to cut the time to Engineering. If we time it right, our palace pre-build should be ready for Leo's when we get there. Get two more slaves from the Iroquois.
(I) Almarikh produces a MInf and starts another. Atlay completes a temple and starts a catapult. The borders expand at the FP but we don't get the Ivory. My weed. We need to use one of the new slaves to make a colony there so we don't need any lux tax.

550 AD (10)
The pressure continues at Tosontseng. We now have two horse units in the far west. Due to shuffling defneders we have a couple of towns without protection. The enemy has no way to reach these cities and we should be able to cover them shortly. It appears that the AI is opening up the line across our entire border, as they must no longer be fighting among themselves. The slow upgrades to pikes and MInf should help. We need a lot of infrastructure, but this must come slowly as we are under heavy fire right now and can use all military we can spare. Believe it or not, we have at least half of our cities on infrastructure builds. Once those complete, a round of defenders would be nice to send to the hills around Tosontseng.

Summary: We snag Sun Tzu's. We are getting lots of units outside of Tosotseng and are hard pressed there at this point. Morte units are on the way. We have tow wonder build going, Heroic Epic and the Palace pre-build for Leo's. There is a settler that is closing in on the last spot for us east of the FP site and we will then have to go west for new cities. Currently there is no city building a settler. The FP city can start turning them out now that it has an irrigated cow to help it along. We have our first size 12 city. We are behind in tech up the Monotheism path, but are holding our own up the Engineering path. We should be able to snag Leo's and then catch up on the other side to get Adam's if we can. Next Infrastructure priority, once the aqueducts complete should be getting marketplaces. We need cash for upgrades and more research. Plus the more luxes we have should allow us size 12 without lux tax. Don't forget to use one of the new slaves to get the ivory.

LK37 550 AD Saved Game (http://www.civfanatics.net/uploads3/LK37_550AD.zip)

LKendter
Jan 03, 2003, 06:23 AM
We pull of Sun Tzu [dance]
Any new leaders should rush infrastructure!

LKendter (on deck)
Mystery13
Rowain deWolf
Meldor
Hotrod0823 (currently playing)

hotrod0823
Jan 03, 2003, 09:22 AM
Will grab the game tonight but may need the 2 days to play it out.

Hotrod

hotrod0823
Jan 03, 2003, 07:42 PM
LK 37

550 AD (0): Checkout the situation and decide to leave the lux at 10% for now, Kankorum is at 12 now and can go to zero growth but we lose the shield production to pick up an extra 15 gpt. Next turn mines will complete and lux should be able to be turned back to 0%.

560 AD (1): AI counter attacks take one sword in the jungle. 2 pikes promote at Toronteum. Kankorum builds MDI, start another. Baruun-Urt finishes pike starts another. Found Bayhongor NE of FP site. Hire scientist at Kankorum and set surplus food to zero, MDI still every two turn but income is increased to +34 gpt. giving Engineering in 9 turns. Can run higher research with less income but want gold for pike upgrades.

570 AD (2): The battles at Dahran continue, kill 2 english MI, a vet spear and capture a settler/2 more workers, jungle clearing continues. 2 more workers added in the West thanks to an iroquios settler. Upgrade 1 spear to pike at Ataly on the front lines.

580 AD (3): Take out 2 MI at Dahran, and an archer. Moving troops to hills by Tosontsengel. Change Almarikh to pike to replace 1 pike killed at Darhan counter attack last round.

590 aD (4): Ta-Tu builds market starts granary. Almrikh builds pike starts another. Upgrade 4 more vet spears to pikes. Kill another couple MI at Darhan. Secure 2 hill at the Tosont. town. Increase research to get Engineering in 4 with +22 gpt.

IBTN: New Iroquios city to the West, couldnt get to the settler before they founded it. Another Bab spear/settler pair is coming our way. Lost an elite spear at Darhan :(.

600 AD (5): Kazan builds pike starts aqueduct. Darhan builds cat starts another. Choyr builds aqueduct starts pike. Toso builds pike starts temple, could have some culture pressure from Zulu town. Atlay builds cat starts MI. Engineeing in 3 with +19 gold. Found the ivory colony South of FP city.

610 AD (6): Attack and barely kill sword outside Tosol... Upgrade a few more spears to pikes.

620 AD (7): The heroic epic completes. start aqueduct. Hovd builds pike start MI. Erdenent builds aqueduct starts market. Kill more at Darhan and wound units outside Tosont.

630 AD (8): 2 new zulu slaves :). The AI is now after Atlya, upgrade 2 more spears to pikes. Engineering is learned start invention due in 12 at 50% with +22gpt. but can be had in 10 at 60% with +10 gpt.

640 aD (9): Choyr builds pike starts settler. Elite horseman dies attacking a zulu imp. A second completed the job and a leader is born :D.

650 AD (10): Rushed Aqueduct at Kazan. Kill 2 archers outside Atlya. Kill a lone damaged reg sword. Kill stack of 3 MI outside of Darhan.

The AI continue to send attackers at Darhan. A cat and MI punch seems to kill them easily :). They have switched to attacking Tosonteng and Atlay as well. The jungle clearing is slow but progressing. Some MI and horsemen are on the move toward the Western 2 cities under attack. Got one leader and rushed the Aqueduct at Kazan. Wasn't sure what the best infrastructer to rush was so picked a productive city needing an aqueduct to grow past 6. Research is continueing at 60% and Invention is due in 7 with +12 gold. We have 69 in the treasury. I did manage to upgrade quite a few pikes. 2 new settler are being built but I found that the AI will continue to send settlers to the open area only guarded with spears. That created 6 new workers.

Here is the save:

http://civfanatics.net/uploads3/LK37_650AD.zip

LKendter
Jan 04, 2003, 12:24 AM
650 AD - Ulaangom is 100% corrupt - I stop a waste of *5* workers and will simply build the road and move on. With it being 100% corrupt, I switch it to temple to get the culture border sooner.

:confused: Why did we build a fort by Darhan, but leave it empty?

I switch Choyr to marketplace, as I want this city at size 7 for extra unit support, and I don't want to waste the fp city on settlers.

670 AD (I) I am very disappointed with our defense at Atlay 1 dead Immortal and 3 dead pikeman. The odds are attack 4 vs. defense 6 in our favor before the fortified bonus and the fact that we are fortified.

680 AD - RnG torture continues - as we lose two elites attacking out of Tosotsengel killing nothing. The only good news with RnG is that we killed enough immortals by Atlay that we can't lose the city.

690 AD - We will lose Bayanhongor during the next English attack. Our warrior could not kill the horseman that landed, and we have NO other troops that can reach the city. We are just to thin in military.
(I) Kind of sad when you cheer the city being captured, but at least we can get Bayanhongor back this way.

700 AD - Well after I stripped a couple units from Darhan, the AI is obsessed with the city again.
Well our 10 hp horseman kills 2 of the units, but has just 2 hp left! We actually get a break, and kill a spear protecting a settler - 2 new English workers for us. The Babylon pikeman pair is still alive :(
I am getting sick of fighting in the jungle by Darhan - the causality has not been fun.
(I) OUCH! The AI built the Chapel, and cascades to Leo's! Not getting the library may really hurt.

710 AD - The English pollution has been removed from Bayanhongor - we catch a galley in port and get $8 for our trouble. I can tell the RnG has been annoying me when I go into shock as an elite horseman kills a Babylon pikemen giving us another 2 free workers :)
Har-Ayrag is formed giving us another city by the fp.
WAHOO - we can turn science down to 30% for the last turn of invention - $67 is enough to upgrade a couple of units.
(I) A weird turn - just a lot of AI troop movement.
Next up Monotheism in 6 turns - we need our UU ASAP, and we need to climb out of the tech hole.

720 AD - Unreal, we lose a mi trying to kill an impi.
(I) Well it is about time - my first leader during the defense of Darhan.
Our pre-build pays of - we get Leo's [dance]

730 AD - With no available wonders, Mongke rushes a marketplace in Almarikh.
Thanks to Leo's, we upgrade 8 spearman to pikeman.
(I) We are hurting in the science department big time, I will let Karakorum squeeze in a library at just 4 turns.
The Iroquois land a spear / settler pair next to our elite horseman.

740 AD - GACK the elite horse retreats during NO damage.
(I) The English want a peace treaty - go away Liz.
I can't believe it - the RnG is nice - a single pikemen defeats two attacking mi. I guess Lee's Pikeman is still heroic even after the leader.

750 AD - We destroy that annoying Iroquois town - I would have preferred the workers, but I won't argue with catching a ship in port.



Summary - Our having to fight knights WITHOUT having knights is getting tiresome - the good news there is that by Rowain's turn we should have them. I am running science as tight as possible I want Chivalry ASAP.

Our good news - the cascade is broken, so if we can get the leaders we have a good shot at a lot of wonders.
Diplomatic spying reveals the AI has not gotten gunpowder, and is only ahead at the top of the science chart.

The workers by Tabriz are to finish up improvements in the north.

We should have a golden in the next 20 turns - make sure we sneak some infrastructure in during that time.

LKendter
Mystery13 (currently playing)
Rowain deWolf (on deck)
Meldor
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads3/LK37-750_AD.zip

Mystery13
Jan 04, 2003, 01:52 AM
Damn, that was fast! I got it.

Mystery13
Jan 04, 2003, 01:54 AM
Lee, I don't see 750AD in the upload folder and the link is failing.

LKendter
Jan 04, 2003, 08:37 AM
Try it now -
It never fails, the time I forget to double check the link :(

Mystery13
Jan 05, 2003, 01:58 PM
I may be a touch late, but I will get it in tonight.

meldor
Jan 05, 2003, 02:25 PM
Lee, I built the fort at Dahran, and at the time it had a spear and two swords to hit the units trying to get past the city and into our soft underbelly. The spear should have moved with the workers, but the swords should have stayed to keep England from trying to pillage the lux nearby.

Mystery13
Jan 06, 2003, 01:15 AM
Preturn, I change nothing, but I wake up a Pikeman to cover some
workers.

IT We lose our horse army to a Zulu knight.

(1)760AD A quick inventory of our rivals:
Zulu 9 units in the area. Babylon has 14. England has 5. Persia
has 8. The total...36. And most are around Darhan. It will take
all the mighty Genghis Khan has to offer to turn back our enemies.
Catapults go 1 for 4 near Darhan...but 2 for 2 near Atlay.

IT We lose a horse to a Persian knight. We defend against a Bab
attack in Darhan. Zulu units seem to be massing to head somewhere else. We get Monotheism...Chivalry in 5 at 4gpt.

(2)770AD Our cats near Darhan blow...1 for 4 again...we could really use a little more RNG luck here. The real dilemma is that there are injured Knights in the area. To kill them, I must expose our units. To not kill them, I let them come back later. I'm not going to leave our valuable units in the open if I can help it, so I'll just have to pick and chose the right spots to go after kills.

IT We lose 2 units and kill 5. Also, Karakorum is done with its
Library and is back on military building.

(3)780AD Cats near Darhan go 2 for 4! Yea! I'm trying to counter
attack vs Persian territory in the West. I am basically not countering vs anyone other than critically wounded units near Darhan. If the AI would simply push against this city it would take it with ease.

IT We beat all attacks with 1 loss.

(4)790AD I can back off Science this turn and still get Chivalry in
3 at 40gpt. Cats near Darhan 3 for 4...finally turned our way. The
AI appears to back off all units even 1 hit point down right now.
We take the Persian city of Sardis with one horse loss.

IT only 1!!! attack from the AI.

(5)800AD I'm currently following a Persian boat around our world.
No counterattacks this turn, just keeping our workers safe as the
Zulu try to send their Impis up the middle.

IT We lose our elite Pike in Darhan, but another Pike goes elite
defending against the Babylonian horde. Chivalry next turn.

(6)810AD I use our MDI's in Darhan to get rid of a few attackers.

IT We get Chivalry...in the interest of defense I go for Gunpowder.
9 turns at 23gpt. Bummer, I forgot that our UU is the Keshik. Good for mountain travel, but I don't think they treat jungle the same way.

(7)820AD The Persians caught on to our westward movement and send 5 knights our way. Defending Darhan, we get a great leader. I go back to Karakorum and build an Army (no wonders available).

(8)830AD Amazing, cats in Darhan go 5 for 5 this turn.

IT Major assault in the West vs our newly formed ivory city. We hold but must counterattack a couple of Persian knights in the open to save the city.

(9)840AD Nailed a couple units on counter, moving lots of units to the West. Upgrading to Keshik as often as possible, but we don't have a lot of money and on this map the Keshik blows so far. Next turn I'll see how they fare in the jungle.

(10)850AD Keshik test in the jungle...failure. Officially makes
it a worthless unit on this jungle map. Where is a Berserk when you need one??? We get a Keshik win, however, and enter a golden age. Frankly, this could be the perfect time as we could really use a push South to get these guys off our front door. I was able to reduce science this turn and still get gunpowder in 4 (of course, that means the AI probably have it) at 103gpt. Yep, a little diplo spying shows that Babylon has discovered gunpowder. Damn. I was hoping we'd stay ahead down this path. Back to the game, a vet Keshik cannot take down a regular knight behind our lines...terrible unit. We wake an elite horse and it does the trick.

OK, a few notes. There is a settler in the Northwest. I have not
settled him yet because I had no Pike cover available when the
Persians blitzed Nalayh. Also, Choyr is currently uncovered. There are cats on the way, keshiks on the way and pikes/mdi's on the way from various locations. Only the Persians are attacking us over there. NOTE: the keshiks do not have extra movement in all terrain. Most probably knew this, but I thought I'd make sure. We are 1 turn into our golden age.

I swapped most core cities to military with the Golden Age upon us.

At the end of the turn, the Persians have 5 units in our territory, the Zulu 12, Babylon 6 and England 4. A total of 27 or a reduction of 9 from earlier!?! I would suggest building the cheaper MDI in cities close to the front, as the keshik does not appear to be worth the extra shields for us. Only from cities far away does the unit' movement become valuable.

Mystery13
Jan 06, 2003, 01:18 AM
The save and 2 pictures:

http://www.civfanatics.net/uploads3/LK37-850_AD.zip

http://www.civfanatics.net/uploads3/mongolia_NW_850AD.jpg

http://www.civfanatics.net/uploads3/mongolia_Darhan_850AD.jpg

LKendter
Jan 06, 2003, 06:26 AM
LKendter
Mystery13
Rowain deWolf (currently playing)
Meldor (on deck)
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

:eek: Why are the forts by Darhan empty? Rowain, please don't left the English occupy them

Mystery13
Jan 06, 2003, 10:10 AM
The English have not attempted to occupy the forts...though the Pikeman might. I needed our Pikemen in the city. We have 5 cats in Darhan now and would easily knock out the English Pike if it trys to fortify.

Rowain deWolf
Jan 06, 2003, 12:15 PM
Got it and already played 2 turns and the english did not get the forts ;)


Rowain

Rowain deWolf
Jan 07, 2003, 04:51 PM
850AD – 950AD

850AD (0): We have the Hanging Gardens, 5 Luxes and MP so I switch several Cities to Libs. Bayanhongor to Lib; Baruun-Urt to Couthouse; Ereen to Lib; Batshireet to Courthouse; Erdenet to Lib; Ulannbaatar to Courthouse; Uliastay and Har-Ayrag to Lib;

IT: Zulu ask for Audience; 2 Keshik in the open die; The MDI kills two Knights :) ;
Ta-tu: MDI->MDI; Almarikh: MDI->MDI; Choyr: Pike->Pike;

860AD: Switch Atlay to MDI; A cat hit Persian Knight near Nalayh; Persian Pike near Tosontsengel hit from Cat; Cats in Darhan hit 3-times and misses twice; Killa Immortal near Nalayh; Keshik attaks Knight and dies; Horse finish the job; fill the Army with Keshik (double attack); Move the one MDI between Tatu and Toson to Woodland;

IT: Zulu attack said MDI kill him and get a Leader :( ;
Kara: Keshik->Keshik; Tsetserleg Cat->Courthouse; Ulaangom Temple->Pike; Tosontsengel:Pike->Pike;

870AD: Sad there is no wy to get to the Zulu-Leader; I expect to see an Zulu-Army soon; A vet Keshik doesn’t even make a scratch on a reg Impi (open no rivers); Tes founded; Cat hit 3 from 5 at Darhan; Our Keshik Army kill a Knight ;

IT: The Keshik Army is History; but a single Keshik defends vs a Knight;

Tatu: MDI->MDI; Kazan:Keshik->MDI; Hovd:Keshik->Keshik; Darhan:Cat->Pike; Dalandzadgar: MDI->Lib; Baruun-Urt: Courthouse->Settler (that’s our Settlercity); Atlay and Choyr finish and start MDI; England starts Bach;

880AD: Cat at Atlay hits Iro-LB; Cat at Darhan hit Knight down to 1hp. MDI finish the job; 2 of our valiant Keshik attack 2 persian Knight in the Dessert next to Nalay; Scratch 2 Keshik Hell I thought the have 4 attack. An elite Horse manage to kill one of those Knights.

IT: Gunpowder researched Chem started (running for Cavs. The Keshik aren’t that usefull here (no mountain); Kara: Keshik->Keshik; Almarikh: MDI->MDI; Choybalsan: Keshik->Courthouse; Ereen: Lib->Harbor;

890AD: We have 1 Saltpetwer outside Nalayh; A Keshik lose against a reg Impi (open, no Rivers) and then I can’t believe it A Keshiks wins vs a 2 hp Impi [party] For this brave deed the Keshik gets promoted to elite :D;

IT: fortified Pike on Hill lose vs Knight fortified Pike attacked across a River lose vs a Knight too (no damage done) If only our Keshik would be so successful . And yes a Mountain Warrior kills a Pike too; Uups an english Musket marches in the Jungle;

900AD: Heya those Keshik are suddenly useful The kill 2 Knights and 1 Impi;

IT: Kara: Keshik->Keshik; Ulaanbaatar: Courthouse->Kesh; Baruun-Urt: Asettler->Settler; Tosontsengel:Pike->Pike; Uliastay: Lib->Pike; Bayanhongor:Lib->Pike; Har-Ayrag: Lib->MDI; Nalayh: Pike->Lib;

910AD: a splendid turn: kill 2 MW near Atlay; Notice a Zulu Army with just 1 wounded Knight in it I attack and scratch a Zulu-Army :) ; Cat bomb down a Babylonian Knight near Darhan I attack and Jochi appears I decide to rush the Lib in Nalayh. Since it will take 3 turns till Jochi arrives I switch Nalay to MDI;

IT: Babs ask for peace. I go to look this word up in the dictonary; No Battles occur ;
Ta-tu: MDI->MDI; Almarikh: MDI->MDI; Hovd: Keshik->Keshik; Erdent: Lib->Harbor; Choyr: MDI->MDI; Atlay: MDI->MDI; Palace expansion;

920AD: Rusk MDI in Nalayh; “ from 3 Cats hit Persian Knights near Nalayh; Kill 2 Impis (yes with Keshiks really ;) ) and Ibabanago is razed. The english Spear-Musket pair is now in reach of our Cats in Darhan and get reduced to 1 hp each. Two MDI kill them;

IT: MDI defends vs Knight and goes elite Same as a Pike vs MW;
Kara: Keshik->Keshik; Kazan: Pike->Courthouse; Tabriz: Market-<Lib; Batshireet: Court->Lib; Nalayh:MDI->Lib;

930AD: Jochi rushes Lib in Nalay; Science reduced for Chem next turn; Kill a Knight near Nalayh;

IT: lose 2 MDI vs Persian Knights; Chem learned Metall started; for one turn I set Science back to 0%; Tatu: MDI->MDI; Darhan: Pike->Courthouse; Baruun-Urt:Settler->Settler; Ereen: Harbor->Aqueduct; Choyr: MDI->Keshik; Uliastay: Pike->Aqueduct; Bayanhongor:Pike->Pike; Nalayh:Lib->MDI;

Babylon, Persia and Zulu build Bach

940AD: Kill some stray Units;

IT: Kara:Keshik->Keshik; Almarick:MDI->MDI; Ulaanbaatar:Keshik-<Lib; Har-Ayrag: MDI->MDI; Tosontsengel:Pike->Court;

950AD Kill Pike near Darhan after hitting it withCats; force english Knights to retreat; Hit Persian Knights near Nalayh; Attack Centralia . It has one LB leftScience back up we learn Metall in 6 by +0 gpt; still 9 turns GA


There are two Settlers uproad one north of Tes and the other one near Ex-Ibabanago. Red dot proposed Settlement.

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


and a view of the frontline:

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


The Game (http://www.civfanatics.net/uploads3/LK37-950AD.zip)

We have still 9 turns GA left


Good Luck Meldor :)

Rowain

LKendter
Jan 07, 2003, 05:33 PM
:eek: England starts Bach :eek:

We are behind at least 3 techs on the upper half of the tech tree. The odds of getting many of the upper tree wonders is low.


The good news - we are on the offensive by Centralia, and the pressure is off Darhan.

The challenge - our only salt peter is at the edge of our empire - we need a push for breathing space by Nalayh.


GO MELDOR GO.

meldor
Jan 07, 2003, 08:39 PM
Got it but won't be able to start until tomorrow night.

Rowain deWolf
Jan 08, 2003, 02:17 AM
The really good News are that no one has started Copernicus and that all Wonders are on our Continent.

I would say go for Cav then turn Science down and take the war to Persia to capture the Great Lib. With that we should get all missed techs at once.

The fact that all wonders are on our Continent means either that the missing AI are on isolated islands or warring very heavy and so way behind in tech.


Rowain

LKendter
Jan 08, 2003, 06:25 AM
Well the great library problem is - WHERE IS IT?
My vote is keep scienced cranked, as we could be FAR FAR FAR away from the library. We don't even know where the Persian lands are.


We could still deny the AI some wonders if we research heavy and get Theology and a leader for Sistine.

Rowain deWolf
Jan 08, 2003, 07:13 AM
You should have said that you want it as hard as possible. ;)

Then I would have researched Mono and Theology instead of Chem and Metallurgie. :D


Rowain

Rowain deWolf
Jan 08, 2003, 07:29 AM
To make it clear what I have in mind is research Cav. Shut Res down and use the money to rush a lot of Cav and the kill our Continent. We can either have Money for Military or Money for Research but not both. Researching is useless when we have a good chance to conquer GL and get some techs from it. And for the Land at the MAx I would say Persia is as far south as Babylon although I doubt this since P has a lot of Cities near our Borders and Babylon not.
Perhaps I should have build a Galley and done some Exploring but to much to do and to less time fo it.

Rowain

LKendter
Jan 08, 2003, 09:56 AM
I wish we had a map of Persia ;) It would make this idea easy to decide on.

I don't think Persepolis is that close.
Consider the contact order
1830 BC - Zulu (unit)
1250 BC - Eng (diplo screen)
800 BC - Persia (unit).

My guess of where the civs are.
Zulu down the east side of the landmass.
Persia down the west side of the landmass.

We have a huge block of jungle to get past. The AI is already up to Chemistry - they will not be that far to cavalry themselves. Cavalry will give us a good push into the landmass, but then it will become cavalry vs. cavalry. At that point we will hit the slow moving again. The question is can we get the GL before the AI gets Cavalry and how large is the jungle?

Any comments from the other players?

hotrod0823
Jan 08, 2003, 10:10 AM
I think our UU is clearly not going to get us very far and cavalry is needed soonish, keep pushing the research toward cavalry. Lee I think you are correct in that the Persians are more to the West, Zulu directly south, England SouthEast and the Babs all the way down and Iroquios Far West.

If we get contacts with the other civs tech and maps trades may bring us back to the rest, before we declare war of course.

Is lump somes of gold for tech okay? Certainly gpt or lux would be cheaper but is that an exploit if we declare the same turn. But this is always war afterall, no rules barred??

How good is the AI at clearing jungle? I think that will dictate how quickly we can move south.

Hotrod

Rowain deWolf
Jan 08, 2003, 10:17 AM
Guessing from the Cities we see I would say Persia and Iros in the west; Zulu in the middle and England + Babs east.

Going from the contacts and from the cities and Units I would say Persia is nearer then Iros.

But maybe I just got tricked by the near Persian cities. The Jungle is hard to guess and I fear you may be right and it is better to research.

I would just hate to conquer the GL one turn after we researched Education :)

Rowain

Rowain deWolf
Jan 08, 2003, 10:21 AM
@Hotrod No gpt or Lux deals or other time-bound deals allowed.


Rowain

hotrod0823
Jan 08, 2003, 10:24 AM
Didn't think so. This type of game is so much different couldn't hurt to ask :)

Hotrod

meldor
Jan 08, 2003, 02:03 PM
I think the Persians are due south of the FP.
The Zulu are due south of the Palace.
The Babys of course are to the south east.
The English are due east of Dahran and slightly south.
The Iroquois are south of the Persians.

I think we should go directly for Cav. It would be nice to get some wonders in the upper path, but I think it unlikely unless we due almost perfect pre-builds. I wouls rather set us up to get TOE and Hooovers if we can. IIRC, when we capture the GL we get all techs known by the civs at that point even if they are after education. We that is correct, we could pretty well catch them with a capture and have tech parity for one turn at least.

To do this, we will need to beeline for MT and Cav. Once there, we will have to do the minimum to keep Dahran from falling into AI hands, and sell out for an attack against the Persians.

Maybe, I should set for a goal during my turn, to send some Pike pairs down the west side to see if we can determine exactly how far the GL is from us? Maybe rush build a Galley on the west coast and send it down for a look-see as well. I might rush one on the east coast as well. At this point we have to assume that the last too civs are on a mass by themselves and can't be reached except by suicide galley. They will be isolated until someone gets to astronomy. We might as well send the galleys out to do coastly recon.

Thoughts?

Mystery13
Jan 08, 2003, 02:46 PM
Sounds perfect Meldor. Without the jungle problems to the West, I would hope we could sweep through there with cavs and maybe take the pressure off of Darhan. At the same time, if we can find the other civs, we may be able to sell contacts and get a world map.

Rowain deWolf
Jan 09, 2003, 02:32 AM
meldor I agree . hen we capture GL we will get all techs two Civ know even after Education. But only when we don't get Education before.


We don't need no contact with the other 2 now and we surely don't want to trade contacts. As it is now I'm sure the missing 2 are way behind in tech; selling them contacts would only make it harder for us to remove them lateron.


Rowain

meldor
Jan 09, 2003, 10:52 PM
950 AD (Pre-turn)
I set one city on each coast to build a galley. We are hurting for troops in the west. hopefully it can hold until I can get some re-enforcements there. I see that Centralia is guarded only by an archer. However, the MDI around it are pretty beat up. Wake elite pike and have him give it a go....he wins with only one HP remaining and gives us a GL. Unfortunately there is an MW under the archer with one HP. Wake up a second elite pike and it is gone revealing another MW with 1 HP. Wake up the last pike and....the city is ours! I set it to build a Library and the GL steps in and makes it so.
(I) In the west we hold off one of the knights (it dies). In the East one knight dies trying to kill a Keshik and the rest retreat. An MW kills off my gloriuos Pike unit in the forest! More Persian and Zulu knights are seen around Centralia. Ta-Tu completes an MDI and starts a Keshik (They may suck , but they shoud upgrade to Cav). Erdent finishes a harbor and starts a Keshik. Tsetserleg completes a courthouse and starts a Keshik. Centralia completes a Library and starts a temple. Atlay is done with an MDI and starts a Keshik. Nalayh completes an MDI and starts a Pike. Tes trains a Pike and starts a galley. The palace expands.

960 AD (1)
Move the cats and Pike into Centralia, move the workers north one square. They can road the chop the forest and speed the temple, plus they are two turns from any enemy unit. MDI kills off the MW who dared to kill my pikes. In the west, near Nalayh, three MDI attack three 3HP Persian knight and we kill them all with two of them promoting to elite. The cats are only 1 for three on the pike, but that will be enough for it to leave for now. There are 7 Babylonian and 3 Zulu knights outside of Centralia. Luckily its is jungle there and they are all one turn away from attacking so we can get a couple more defneders there before they hit. Speed galley up on teh west side.
(I) Lots of movement but no attacks. Karakorum completes a Keshik and starts another. Almarrikh completes a Galley and start a Keshik. Choybalsan completes a courthouse and starts a market. Baruun-Urt completes a settler and starts a Library. Choyr has trained a Keshik and starts another. Har-Ayrag is done with its Galley and starts a Pike. Again, the palace expands!

970 AD (2)
Movement and rest. Move pike to cover MDI.
(I) Lose the Pike, two more Knights appear. We lose a pike and Keshik at Centralia. Dalandzadgad builds a Library and starts a Market.

980 AD (3)
The cats at Centralia go 0 for 2 and we kill a Zulu knight. We lose an MDI trying to take out a Persian Knight, but finish it off with a second Keshik. Hutag is formed on the hill overlooking the lake, It starts a cat. Arvayheer is built in the west. Kill a Zulu knight with an MDI near our new city and get another GL. He will move to somewhere and build a nice Courthouse or Market for us.
(I) In the west a Keshik stands fast against two Persian knights and promotes to an elite! We lose an MDI in counterattacks near Centralia, but they lose two knights. Karakorum completes a Keshik and starts another. The same occurs at Ta-Tu. Kazan finishes its courthouse and starts a Market. Tabriz builds a Library and starts a Harbor. Rinse and repeat at Batshireet (we have to build some infrastructure before the GA ends). Bayanhongor completes a pike and starts another.

990 AD (4)
The cats at Centralia go 2 for 3 and woulnd two Bab Knights. When then procede to kill off three Bab knights and lose an MDI in the process. The GL rushes a Library in the new city. No units anywhere near Dahran.
(I) We lose a couple of Keshiks to counters near Centralia. Ulaanbaatar completes a Library and starts a Market. Hovd and Choyr train a Keshik and start another. Har-Ayrag is done with its Pike and starts a Market. Tes produces a galley and starts a Library. Hutag finishes its Library and restarts the cat.

1000 AD (5)
The cat from Ta-Tu arrives at Hutag. Move more units towards Hutag as this will become the new "hotspot". We kill a Bab knight at Centralia but lose a Keshik. With Metallurgy due next turn, I get to move the slider down and we pick up 294g.
(I) We trade horse units at Centralia. A Persian Knght attacks at Nalayh and is replused. We get Metallurgy and go for Military Tradition at 80%, 5 turns and -1 gpt. We could get it in 4 turns at 100% but it would cost 83gpt. Not worth the 1 turn savings. Besides, we only have 441g to use to upgrade to Cav as it is. Karakorum finishes a Keshik and starts another. Same for Almarrikh and Tsetserleg.

1010 AD (6)
Kill 3 Persian knights and an archer but lose an MDI. Centralia we again trade horse units. Nail a couple of Zulu knights near Hutag. Have two pikes there now and a third on the way. I would like to put one in a fortress on teh cleared hill next to the city if I can.
(I) Ta-Tu completes a Keshik and starts a Pike. Tabriz completes a harbor and starts a Keshik. Erdenet completes a Keshik and starts another. Atlay finishes a Keshik and starts another. Uliastay finishes an Aqueduct and begins a Market.

1020 AD (7)
We manage to kill 3 Zulu knights and 1 Bab Knight. A Keshik dies trying to kill a simple spearman.
(I) We lose a MDI and Keshik to counters. The stinking Babs get a Pike and an archer up on the hill. Karakorum and Choyr complete Keshiks and start the same. Batshireet completes a Harbor and starts an Aqueduct. Bayanhogor is done with a Pike and starts another. Naylayh produces a Pike and starts building a courthouse.

1030 AD (8)
Persia is licking its woulnds. We manage to kill the Pike on the hill but it cost an MDI. There are now three Pikes in Hutag. I am bringing two cats from Dahran around the road net to help ther as that is were everyone is headed now. The Iroquios city on the coast finaly went to 2 pop, however there are a couple of Persian knghts in the way on a hill.
(I) We lose a pike at Hutag. It cost the Zulu a Knight. The eastern galley is attacked by the English and survives with 1 HP. Units once again start to move on Dahran, interesting. Ta-Tu completes a Pike and starts another. Hovd finishes a Keshik and starts another. Tosontsengel completes a courthouse and starts a market.

1040 AD (9)
A boring turn of movement. The cat a Hutag manages to hit a Knight on the hill. However, with only two pikes there I will leave it alone for right now.
(I) No attacks but lots of AI movement. They seem to be trying to bypass Centralia and go deeper. Karakorum completes a Keshik and start another. Same for Almarrikh. Baruun-Urt finishes its Library and starts a Market.

1050 AD (10)
Turn science down as MT is due next turn. Bombard some units but only kill one. Kind of a wimpy last turn.

Summary: It looks like the Persian city we want will be due south of Centralia, maybe even a little to the east of that position. There is enough build up of Keshiks across our border to get a good Cav push. We have a total of 21. We can shut science down long enough to upgrade the Keshik. I wasn't able to get the dyes hooked up, but on the plus side if we take a couple of Persian cities on the way, we will get silks. Don't forget that we MUST turn off Science as soon as Theology is complete. The last two techs we can go for are Theology and Free Artistry. No education.

There is one settler in Nalayh waiting patiently.

LK37 1050 AD Saved Game (http://www.civfanatics.net/uploads3/LK37_1050AD.zip)

Rowain deWolf
Jan 10, 2003, 04:03 AM
Originally posted by meldor
950 AD (Pre-turn)
I see that Centralia is guarded only by an archer. However, the MDI around it are pretty beat up. Wake elite pike and have him give it a go....he wins with only one HP remaining and gives us a GL. Unfortunately there is an MW under the archer with one HP. Wake up a second elite pike and it is gone revealing another MW with 1 HP. Wake up the last pike and....the city is ours


[dance] The Gods favor the bold :)

Great Work meldor.

Originally posted by meldor

1050 AD (10)
MT is due next turn.


Cavs are coming [party]

Good Luck Hotrod

Rowain

LKendter
Jan 10, 2003, 06:30 AM
Don't forget that we MUST turn off Science as soon as Theology is complete.

Well conditional on having some clue were Persepolis is by then. This plan is a major gamble is Persepolis is miles away.

==========================

LKendter (on deck)
Mystery13
Rowain deWolf
Meldor
Hotrod0823 (currently playing)

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
STRICT 24 hours got it, total 48 to complete.

hotrod0823
Jan 10, 2003, 08:01 AM
I've got it and will try to play and post tonight. One question is the Golden Age over??

Hotrod

Edit: Okay one more question, Do we have Saltpeter??

Rowain deWolf
Jan 10, 2003, 08:14 AM
Originally posted by LKendter

Well conditional on having some clue were Persepolis is by then. This plan is a major gamble is Persepolis is miles away.



Not really In Sirian Inf-Allways War they got the complete upper tree just short of ToG after their Capture.

We really don't need any tech after Cav till Arty+Inf.

And for the Wonders: We have those that matter and I prefer the AI spending lots of shields on building Wonders we capture over an AI that build a lot of Knights.


@ Hotrod It is either over or will end during the first IT

Rowain

falsfire
Jan 10, 2003, 08:37 AM
Not really In Sirian Inf-Allways War they got the complete upper tree just short of ToG after their Capture.

Rowain

Actually, it wasn't capture :) We built the GL in the dark ages but only knew one rival civ. Later met another, but all three of us were isolated and behind.

Just recently we met the AI pack and catapulted ahead by one of the largest GL tech hauls I've ever seen.

However, since the year is already in the 1600's, and we have not yet entered Industrial Era, it is the slowest moving game of all time, tech-wise, methinks...

LKendter
Jan 10, 2003, 09:06 AM
The golden age is done as far as I know.

Our plan comes down to how long we have an exclusive on cavalry. As it is, even knights have an edge to attack cavalry.

Well let's see if Hotrod gets a clue where the library city is. The longer it takes to find, the close the AI gets to rifleman and things get ugly.


@falsfire - well your game may not be the slowest. Take a look at these threads, and find LK22 always war. That was the slowest game I ever played for tech.

Rowain deWolf
Jan 10, 2003, 09:09 AM
Hm this shows I'm reading way to many Game-reports and start to mix them up. But the effect would be the same late contact or late capture We will get all missing techs at once.

Tech speed. Not that slow. In epic 14 -Monarch allways War I was also in the 1600's when I reached Ind.

Good Luck in your Infantry wars :)

Rowain

Rowain deWolf
Jan 10, 2003, 09:15 AM
@ Lee: Since none has started Copernicus the AI seems to be a bit slow too.


@ Hotrod: Our Saltpeter is near Nalayh (west front). Idon't know if we have it already connected or not. If there are many troops you can even build a Settler in Baruun-Urt and settle on the Saltpeterspot (later the city should be abandoned)

Rowain

meldor
Jan 10, 2003, 10:01 AM
The GA was still on-going at the end of my turns. It can not have much left.

I agree on the GL grab, it isn't as big a risk as you think. I have used it before in SGs. It can be a lot better than the Nationalism sling-shot. We should start another pre-build at some point to snag a good wonder.

Also, once through the Persians, we need to look at the Iroquois, who have a city with three wonders in it, and the Babylonians, who look to own almost as much land as we do.

hotrod0823
Jan 11, 2003, 12:01 AM
1050 AD (0): From the looks of things the Golden age was on The capital has 38 production at size 12, WLTKD in other cities and a whole mess of income gold. That is right now but the GA is over. The tech due in 1 at current income may not be next turn because our income will fall. Increasing to 70% will cost us 40 gold but one turn of research I fear. I decide to leave it at 60 because research is essentially over for us any way and without Salt we wont be making any Cavalary anyway.

1060 Ad (1): The AI counter and kill a lone Keshik outside Centralia. They are moving on our horses in the east with persian knights. Analysts say the GA has ended and sure enough we don't get MT :(. Ta-Tu builds pike starts keshik. Ulaanbaatar builds market starts pike. Choybalsan builds market starts pike. Tsetserleg builds keshik starts marketplace. Bayanhongor builds pike starts another. Shuffling Keshik around Moving southward. Cats attack and do damage to approaching knights but none damaged enough to attack them in the jungles of Darhan, Centralia or Darhan. Elite Keshik kills impi and Kublai is born, will rush the Military Academy soon. Continue exploration with galleys. The Iroquios must have iron woes, they are only protected by spears :hmm:, diplocheck confirms it. England has muskets and extend to the East. Drop science back to 40%, MT next turn with +65 gold. A settler with a pike and the Keshik hero land on saltpeter to get a city next turn.

AI counter: Zero casualities, kill a few knights by Centralia and wound 3 persian knights badly by Nalayh.

1070 AD (2): Complete market at Kazan start pikeman, Moving leader to Capital for MA rush next turn. Learn MT, start Theology running at Min science +180 gpt. Saving for cavalry upgrades. Upgrade a few keshik to Cavs on the West coast to move on the Persian and Iroquios cities in the area. Upgrade couple cats to cannons and a few frontling vet pikes to muskets. We now have 8 cavalry, 3 frontline muskets and 4 cannons.

1080 AD (3): After another weak AI counter I continue to upgrade the Keshik to cavalry. Karakorum builds Keshik starts MA. More upgrades up to 14 cavalry and 5 muskets. 6 new cavs at Hutag kill 5 zulu knights and an impi with 2 promotions. Take out 2 knights at Darhan.

1090 AD (4): Karakorum builds MA starts cavalry. Elite cavalry in Salt town forms a leader Mongke he is moving to Choyr. Begin moving on the Iroquios city of Kahawake and the Persian city of Samaria. Begin hooking up the dyes.

1100 AD (5): Hero rush cathedral at FP town. Take Kahnawake, begin moving on the Zulu jungle town of Swazi.

1110 AD (6): Dyes are on line! Kill 2 impi and 3 knights but one wounded Knight remains at Swazi.

AI counter kills an elite Keshik and a elite pike in the Jungle :(.

1120 AD (7): Darhan completed courthouse starts marketplace. Kill 2 more knights at Swazi but fail to capture the city.

1130 AD (8): Easily take the jungle town of Swazi and 3 Bab units in the city limits. Capture 3 workers. Capture Samaria losing a vet Cav in the process to a wounded vet spear :(. I see open, jungle free grass south of Swazi in the Persian green boarder.

1140 AD (9): Continue galley journeys around the world. Moving 3 cavs on Sidon to the West. Cavalry stack is forming up at Centralia for moving on the Persians at Gordium.

1150 aD (10): Build up of cavs on the front lines continue. Cavalry at Swazi, Centralia on the boarder of Persian city of Sidon, and in the jungle of Darhan. We continue to push south, through the jungle :(. Cavalry are very effective but I did lose to a spear or two along the way. For the most part winners more often than losers. Keep research at minimum for the most part, Theology is really the last tech before Education and with Sistenes long gone saw no reason to persue it harder. Built up a stock of 1500+ gold and we are generating +230 gpt adding the dyes pushed most cities with markets into wLTKD. Upgraded almost all Keshiks to Cavalry and had 2 leaders, rushed the MA in the Capital and a Cathedral in the FP city. Captured 3 cities 2 in the west and 1 central, none are flip risks.

Here is the save:

http://civfanatics.net/uploads3/LK37_1150AD.zip

Have bracketed the Persian Empire and located about a half dozen cities none house the GL :(. But also located almost all the Iroquios territory and it puts the Persian Capital Due south of Centralia and SW of Swazi. It is open grassland south of Swazi from what I can tell.

meldor
Jan 11, 2003, 12:15 AM
Great job, Hotrod. You used what little I managed to leave you to our advantage. We should be able to make a major push down the west coast and through the center in the west and maintain status quo in the east.

hotrod0823
Jan 11, 2003, 12:18 AM
Being a AW novice of sort I don't really know all the tricks you, Lee and Rowain have used in the past, but I am learning. I think the discussion between breaks helps me figure out what is going on and how best to approach it.

Thanks

Hotrod :D

I am sure there are things I missed but I am also sure Lee will fix them.

Rowain deWolf
Jan 11, 2003, 09:24 AM
A picture for our Readers :)

http://www.civfanatics.net/uploads3/Mil1150AD_2.jpg

Some stats from Hotrods Save:
Iro: Rep; 8 cities (+capital); 20 gold; - Chem;
Babs: Mon; 14 cities; 348 gol; -Metall;
Engl: Mon; 11 cities; 0 gold; -Metall;
Persia: Mon; 9 cities; 0 gold; -Metall;
Zulu: Mon; 10 cities; 3 gold; -Chem;


We: Mon; 31 cities; 1521 gold ; -Theo;

comments: :goodjob: Hotrod :)

When Sidon falls we can abandon Saltpetercity;

Good Luck Lee :)


Rowain

LKendter
Jan 11, 2003, 10:17 AM
Originally posted by hotrod0823
Upgraded almost all Keshiks to Cavalry and had 2 leaders, rushed the MA in the Capital and a Cathedral in the FP city.


No more rushed Cathedrals please. With the number of luxuries we have, we gain very little from a cathedral. We are much better of rushing either marketplaces or libraries at this point. When we get Education, then universities are a great rush with the shield cost involved.

===================================


:mad: I left my PTW disk at the hotel, so I won’t have access to it again late Sunday night (playing time doubtful that night). To avoid delaying the game, I will swap places with Mystery13.

LKendter (on deck)
Mystery13 (currently playing)
Rowain deWolf
Meldor
Hotrod0823

Mystery13
Jan 11, 2003, 11:11 AM
Ok, I'll have it back tonight

hotrod0823
Jan 11, 2003, 12:45 PM
To think I had a :smoke: free round :(. Oh well Good luck

Mystery: :)

Mystery13
Jan 12, 2003, 11:06 AM
Sorry, I ran out of time yesterday. Will get it done today hopefully before LK is ready.

Mystery13
Jan 13, 2003, 12:56 AM
Well dammit, every time I thought I could play the turns it didn't work out. I spent a lot of time today cheering the Raiders and seeing my little girl in the NICU (she's a preemie). Lee, if you're back and raring to go, please take it and I'll follow as usual. Otherwise, I'll play tomorrow.

LKendter
Jan 13, 2003, 08:22 PM
Got It - should get back in an hour or two ;)

LKendter
Jan 13, 2003, 10:49 PM
1150 AD - We are currently running in cash only mode. I decide to take advantage and upgrade 28 pikes to muskets.

The good thing about our empire is that we have- **six** luxuries [party].
That is almost unheard of in an AW game.

1160 AD - We pillage the Persian Iron by Sidon. Our diplomatic spies report this was Persians only source. :)
I realize we still have 7 catapult - they are all upgraded to cannon.

1170 AD - The AI seems obsessed on Swazi - our town to far with musket defenders. During the fighting we get another leader. This town isn't worth investing in, so Ogodei begins the trek out of town to do some good.

1180 AD - Swazi now has walls and a musket, come and attack please ;)

1190 AD - I simply decide to build an army - I love cavalry armies.

1200 AD (I) - The Zulu want an audience :lol:

1210 AD - I kill a mini-sod of Zulu Knights, so Swazi is safe for the moment.
(I) The AI lands a spear has an invasion force :crazyeye:
The fighting by Swazi is scary, but all 3 units live with just 1 hp.

1230 AD - The AI is suddenly interesting in Hutag, so I rush some walls in the city. I abandon one attempt to clear jungle by the city, just to many units by the worker stack.
The road net to Sidon is almost complete, should Persia be nervous? :flamedevi:

1240 AD - Hutag is no longer interesting, I wonder why?
Lee's Secret Cavalry is formed - what's the secret? Another army to be formed ;)
The first glorious army we formed captures Sidon [dance]

1250 AD - The Cavalry SoD continue on its way - Size 11 Antioch is RAZED! I hope it is the only source of Silks for Persia.
Our cavalry spot Pasargardae - the second city build by Persia [dance]
We really have screwed Persia in the development area - city #2 still doesn't have expanded borders!


Summary -

LKendter
Mystery13 (on deck)
Rowain deWolf (currently playing)
Meldor
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads3/LK37-1250AD.zip

LKendter
Jan 15, 2003, 06:30 AM
LKendter
Mystery13 (currently playing)
Rowain deWolf (on deck)
Meldor
Hotrod0823


The previous post was backward. The above is the correct status - waiting for Mystery13.

Mystery13
Jan 15, 2003, 12:55 PM
Ok, I got it then...wasn't sure if you meant to skip me one more time or not...

Mystery13
Jan 16, 2003, 02:48 AM
Here is a look at what happened in my fifth turn. In fact, I'll give the summary of the first five turns:

Preturn, not much to do...lots of Babylon Knights on the way.

IT I decide to peel of settlers in the size 12 cities as they finish
their military build. Babylon finishes JS Bach in Ellipi. Persia
finishes Cop in Persepolis during the cascade.

(1)1255AD Sent the Army back to heal, but large force still moving
forward on Persian lands. Holding against huge Babylonian assault force near Darhan.

IT Lots of military builds...in general, I continue building last
unit. I'll only peel off one settler at a time nationwide.

(2)1260AD Lost a cav fighting near Darhan, but took three more Bab knights. Jungle fighting, even with cav, blows.

IT English build Magellan in Warwick.

(3)1265AD Persians now sending quite a few units to the West. Should be able to take out a large city or two in the next few turns.

IT We lose a boat to an Iroquois galley. Persian Immortals have an incredible ability to pick off Muskets fortified on hills with little
or no injury!!! Ta-Tu is now the settler producer for the next two
turns.

(4)1270AD Our Far East ship spots new cultural borders.

(5)1275AD Damn...but very interesting. I can only see new borders, no units or cities or anything else...yet Spain now shows up in our diplomacy box (I am not even inside their territorial waters). So, what to do. With Nav and Astronomy known, the distance from Bab to Spain is easily navigable. Should I get as much as I can from Spain, or just declare war and do nothing? I have not looked at what they have to offer yet, but here is a screenshot of what happened.


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

Mystery13
Jan 16, 2003, 02:49 AM
I guess what I'm looking for is an idea of whether or not to trade communications for tech or maps before declaring war. We know there is another civ out there as well.

Rowain deWolf
Jan 16, 2003, 05:56 AM
I guess they are behind in tech and would only be able to give us Education which we definitly don't want. You can try to get their WM but don't give away Comms. IMO The later they know the other AI the better.


Rowain

LKendter
Jan 16, 2003, 06:40 AM
I agree with Rowain - the *ONLY* thing to get is there WM even if it cost a large chunk of our cash. We won't get another chance. With going for great library stealing plan, we don't want to bother with tech.

:eek: The AI know Navigation
We really need to get the library soon. I really don't want to be trying to get the library from Rifleman.

Mystery13
Jan 16, 2003, 11:02 AM
ok, maps only...I'll let you know what happens

Mystery13
Jan 17, 2003, 03:03 AM
Ok, the upload folder is working a bit slow so three parts total...

Mystery13
Jan 17, 2003, 03:07 AM
continuing...

Spain is rather knowledgeable...ahead of us by at least Theo and
Republic. The other civ is the Celts. The 2 nations are fairly large.
I swap maps straight up declare war. I imagine we'll hear from the celts soon, so I'll send our boat around the Spanish isle to see
what else we can discover.

(5)1275AD cont. A team of muskets, cannon and about 4 cav will
hold the current Babylonian assault at bay near Darhan. Everything else, I'm sending through Persia to avoid jungle battle.

(6)1280AD Persians sending quite a lot of units at us. Soon, they
will be dealing with two fronts.

IT The Persians are winning battles in the jungle against us that
they have no business winning on a regular basis...I'm ready for
the die rolls to return to our favor!!!

(7)1285AD The Persians run a settler in our midst...thanks for the
two workers. Large group of Bab knights eliminated or sent packing with no losses. Please keep Lee's Musket/Cannon brigade South of Darhan until we clear the path from Persia.

(8)1290AD Mostly Bab clearing and healing. Southern attack force
does not have enough defense and gets pounded in the open. They are holding back waiting for some Musket protection. The Great Library is in Persepolis. I wouldn't be surprised if it was waiting for us just under the fog.

IT The Celts come knocking. They will accept Metalurgy for Theo
and the Republic, but I decide to just declare war on them. Those
techs won't help us but cannons may help them. Also, why does the game choose to defend a stack with an elite horse when it has two muskets and a pike available??? Thanks for killing my elite cav evil programmer.

(9)1295AD not much going on this turn...more Bab knights biting the dust is about it.

(10)1300AD I defeat all three muskets defending Tarsus, but I have nothing left to defeat the remaining Immortal(s) so I pull the cav back.

Main force is South of Sidon. Tarsus force is really just a
diversion. Persia was throwing quite a few troops at the Southern force so I wanted to give them another front. Babylonian front is going well (as long as you think of stalemate as going well). Watch out for random Zulu and English knights that break through Persian territory every so often.

http://www.civfanatics.net/uploads3/LK37_1300AD.zip

Mystery13
Jan 17, 2003, 03:08 AM
http://www.civfanatics.net/uploads3/LK37_new_lands.jpg

Rowain deWolf
Jan 17, 2003, 03:52 AM
Those two new Civs are quite big;

But the fact that they didn't complete any Wonders can mean they have been at war.

Rowain

LKendter
Jan 17, 2003, 06:46 AM
A stalemate versus Babylon is fine - we can only move foward on one front.

=============================

LKendter
Mystery13
Rowain deWolf (currently playing)
Meldor (on deck)
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

Go Rowain, get us a breakout in Persia. Even destroy Tarsus won't be argued with ;)

meldor
Jan 17, 2003, 07:39 AM
I wonder how fun it would be to play AW with the Vikings as one of the other civs. I wonder if the AI Knows how powerful the are?

LKendter
Jan 17, 2003, 07:44 AM
The AI does perform lame 1 unit marine amphibious attacks, but Berserks vs. Pikes would not be lame. If the Vikings were in the game every coastal city would need two defenders along with a catapult to help the odds.

AW vs. the Vikings would not be fun.

Rowain deWolf
Jan 17, 2003, 01:34 PM
Got it

Rowain

LKendter
Jan 18, 2003, 08:27 AM
Got a change to look at the game.

A request for Rowain - Please create the second cavalry army, and send it to the Persian front.

Sirian
Jan 18, 2003, 10:10 AM
AW vs. the Vikings would not be fun.

Hey, that's what you said about Emperor level, once upon a time. :)

Rowain deWolf
Jan 18, 2003, 01:45 PM
Played before LK posted so I did fill the Army just with Lee's Cav;

Throughout the turn our Muskets get sloughtered by Knights in the Jungle; During some turns I thouight those Knights were tanks so easy did they rip our Guards apart;

IT: Since we have more then 3000 gold I decide o rush several Cavs; Idid so the entire turns holding our treasure at 2000 gold;

The good News: Eastfront held and started to march a bit forward to clear Jungle; Founded two cities to slow Enemies and as a healing-point for our Units; One more Leader formed an Army
Razed Bactra(size 12) in 1335AD and got a good hint (from culture Borders) where our Goal-city is:

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

(Yes I sent this Cav out on purpose to get this Knowledge. It was in my Opinion worth the Information
Sad News: Since the enemy-knights easily killed our MusketGuards(and some Cavs) an attack at Tarsus got once again postponed.

:smoke: Move: Our 14hp Army did the first attack at Bactra and killed easily two Musket losing only 5 hp; I then became too bold and tried to kil a third. I had to watch as the reg Musket did easily scratch one hp after another until our Army died :sad:
Luckily I got a Leader next turn to replace the Army;

At the last turn Babylon started Shakespeare;

Our frontline:
http://www.civfanatics.net/uploads3/Front1350AD.jpg


Two elite Cav are active so that Meldor can try for a Leader against the lone Musket.

The Game (http://www.civfanatics.net/uploads3/LK37_1350AD.zip)

Good Luck Meldor :)

Rowain


PS: Why I'm sure about the capital when even the second City has no expanded Borders only there Capital(with 3 Wonders) can have more then 1000 culture

LKendter
Jan 18, 2003, 03:10 PM
At the last turn Babylon started Shakespeare.
:eek: Nationalism keeps getting closer.
We need the library NOW! Cavalry vs. rifleman is large city isn't pretty.

I agree with Rowain's guess - get it Meldor.


LKendter
Mystery13
Rowain deWolf
Meldor (currently playing)
Hotrod0823 (on deck)

Rowain deWolf
Jan 18, 2003, 03:59 PM
When I first wrote the report I was in a hurry so I forget to add the Stats:

Iro : Republic 8 cities -Metall 5 gold
Bab: Monarch 14 cities -Metall 227 gold
Eng: Monarch 11 cities -Metall 523 gold
Pers: Monarch 5(!)cities -Metall 192 gold
Zulu: Monarch 11 cities -Metall 0 gold
Celt: Monarch 19 cities -Metall 1 gold
Spain: Republic 13 cities -Chem 20 gold


Persia is in a bad shape and no one has Metallurgie yet so we have 10 to 20 turns to get GL;

interesting the Celts have cities with spanish names like Valladolid so there was (is) a war between those two

Rowain

Sirian
Jan 18, 2003, 04:53 PM
AI's fighting each other? :smoke: Don't they know there's a war on??? :lol:

meldor
Jan 18, 2003, 11:11 PM
1350 AD (Pre-turn)
I don't think being on the other side of the river near Dahran is best right now. We can't use are wonderful cannons to help us out from there. I will kill the Musketman and then begin to move everyone else across the river. I don't even want to clear the jungle over there. Ouch, we have a stack of 3 hurt/1 health Cav, 3 workers and 1 musket sitting on a mountain behind enemy lines. I will fortify them all and hope they live to help take out a city. We have a sever shortage of muskets on the front line. I rush 5 muskets and 2 cav. Both our cav armiea have only one unit in them. This will get fixed. I will begin the musket shuffle. Where did all our cannon go? Why did we stop making them? Where is Waldo?
(I) The lone Musket at xxx is killed by a Knight. On the other hand a barely alive Cav survives attack by a knight. Ta-Tu, Almarrik, Hovd, and Choybalsan build Cav and start another. Dalandzadgad builds a Musket and starts a temple. Baruun-Urt, Tumentsogt, Centralia, Samaria, and SaltpeterTown build a Musket and start another. Sidon builds a temple and starts a Library. Arvayheer completes its library and starts a harbor. Interestingly enough, the AIs leave the poor beatup units on top of the hill alone.

1355 AD (1)
I change Saynshand to a Library and rush it, I will do the same in Tumenstsogt next turn. I won't those culture borders out there as quickly as we can get them. That way the stinking Knights can't rush in a attack on the same turn. We get to hit them with cannon first. Speaking of which, I change several towns over to making more cannon. Rush the temple in Kahnawake. The rest is movement, shifting units towards Centralia and the western front.
(I) Lose a hurt Cav, lots of units moving towards the west and Centralia. We finish Theology and start Printing Press with our lone Scientist. I think I will dispense with the list of who built what unless it is something none military. Kahnawake starts a courthouse. The Persians start Shakespears.

1360 AD (2)
I start getting the one jungle square between Centralia and Samaria cleared and roaded so our Cav will be able to get to the western front quickly. We now have two full Cav armies. They will transfer to the western front as soon as they can without being stuck in the jungle.
(I) The AI seems to be intereseted in Sidon.

1365 AD (3)
Instead of rushing the Library at Tumentsogt, I rush one there and at Sidon and Samaria as well. I want the AI troops bogging down in our culture where we can pick them off. I ahve spent about all of our cash. We can't get interest payments for a long while, and until we get the GL we won't have many upgrades to do either. Start moving some Cav across the jungle to the western front. Kill some Zulu Knights,
(I) Lots of units moving towards Sidon and Samaria. The Zulu drop a longbow off near Baruun-Urt.

1370 AD (4)
The slayfest begins. I kill 4 Bab, 2 Zulu and 3 English Knights. 1 Persian Musket and 4 Immortals proved to be mortal indeed. The best thing is that there were no loses on our side. That only leaves 3 English Knights, 1 immortal, and 4 longbow in our territory. A Cav on the way to the front pauses breifly to kill the Zulu longbow that was dropped off.
(I)Lots of movement, but they can't reach us. :) We get a border expansion at Tumentsogt so now they either have to come through the jungel or two squares of our borders.

1375 AD (5)
Not as good this time, Kill one (im)mortal, a Persian Longbow, Bab MDI. Get a GL and build another army. Kill two Iroquois Longbows. The new cannon pound three Zulu Knights.
(I) Lots of troops moving our way.

1380 AD (6)
All of the units on top of the mountain have healed now so we throw them at Amatikulu and capture the city. This should really throw a monkey wrench into the works as it pushes our border way ahead.
(I) The wonderful Musket at our new city defends against two knights and one MDI. Unfortunately, all of the AIs zero in on this city. Ther are now 8 units set to atack it next turn. Our people want to build the Pentagon, maybe we should indeed. I like units per army.

1385 AD (7)
Sadly we must abondon our brave new city. There was no sense in letting the units in it die just to slow the AIs down for one turn. One funny thing is that one of the MDI near by pillaged a road they had been using to get to us, so they will be a little slower anyway. Destroying the Zulu city does allow the borders from Tumentsogt to push all the way out. The units from the city head into the jusngle and hope the can make the raod before they are killed off. I had a settler moving in that diresction anyway. We can still get a city that is better placed and it will have a layer of jungle around it for defense. The new city in a couple of turns will also close our borders better. I start the pentagon in Karakorum due in 17 turns or the next GL.
(I) The RnG isn't so nice to us, we lose three Cav and 2 Muskets. Only one of our city killing units survive the jungle.

1390 AD (8)
One more thing about those extended borders is that our Cav can hit units one square in our territory and retreat to the cities on the same turn.
(I) We only lose one Cav and the palace expands.

1395 AD (9)
During attacks get another GL. Change the build in Karakorum back to Cav. The leader can make it to Saltpeter Town and still rush, so that is were the Pentagon is going to be built.
(I) The pentagon completes on schedule.

1400 AD (10)
I have the settler in place south of Centralia. It has three muskets with it and lots of Cav in the jungles. All of the Armys get a fourth unit. We kill off a bunch of Bab Knights and a couple Zulu Knights as well. I landed two Knigts on Isipezi island hoping the Zulu only had two defenders. Unfortunately, there was a longbow under the two impi.

Summary: I didn't do much for our push to the Persian capital, but I shored up our defenses and we know have 3 four Cav armies. Once the city is built, these armies can swing around and make a push for the GL. I built a lot more cannon for us as well. Nothing is better than nailing them for one or two HP before they can even attack. We almost have enough cannon on the western front now. When the city builds, please rush a library and then temple to get the borders out and let us control a larger zone.

LK37 1400 AD Saved Game (http://www.civfanatics.net/uploads3/LK37_1400AD.zip)

hotrod0823
Jan 18, 2003, 11:36 PM
I have the game but will not start until tomorrow. Any requests or comments will be greatly appriciated ;).

Hotrod

Rowain deWolf
Jan 19, 2003, 05:02 AM
Persia has now Metallurgie so please try to get the GL as soon as possible and at all costs ! We need it only for one turn and can (should) abandon it afterwards.

With 3 Armies and a lot of loose Cavs this should be possible.

either we have the GL at your turn or we are royally screwed.

Rowain

hotrod0823
Jan 19, 2003, 08:36 AM
No Pressure Here :D! I will go for it all all costs haven't opened the game yet but will try to get it done tonight.

LKendter
Jan 19, 2003, 09:05 AM
Originally posted by Rowain deWolf
Persia has now Metallurgie so please try to get the GL as soon as possible and at all costs ! We need it only for one turn and can (should) abandon it afterwards.

With 3 Armies and a lot of loose Cavs this should be possible.

either we have the GL at your turn or we are royally screwed.

Rowain


Hmmm....
Now do you understand my gamble comment?

======================

It was weird to open the game and find no units by Darhan.

Hotrod does have his work cut out - we don't have that much in units by the library area, and the armies need rest. We need to strip some of the sleeping cavalry and move them to the front, and rest the armies!


At the bare minimum I want a large stack of units in Tumentsogt for my turn. We are still a handfull of techs from Industrial age - Nobody is building Smith's or Newton, but I am not willing to wait much longer for this library gambit. This game was a clear win with us being relatively close in tech - instead this gambit turned it into a high stress game.

If I don't have enough forces to try for the library my turn I may start researching education before we are hopeless behind in tech.

meldor
Jan 19, 2003, 11:40 AM
There are really too many troops at Dahran, or probably more to the point, too many cannon. I think if you move some of them away, it will let Babylon and England start attacking there again and then it will ease the pressure on the western front.

I don't think there should be any problem with getting the GL within the next couple of turns. 2 turns to move and rest the army, 2 turns to get them to the front. Send them straight to the city. The AI will ignore them if they have a better target that has less defense.

One thing I was going to do with the next Leader is to make a Musket army. This will allow us to capture the city, put in the Musket army and hold it against all comers for the one turn we need to get the tech. It can then be withdrawn and used to garrison our newest city on the front.

Don't panic yet Lee, it is almost within our grasp. The biggest problem is that we no longer have the jungle cover to slow the AI attack and let us bombard them. We will now have to rush Libraries and Temples in every frontline city to keep them from getting eaten.

hotrod0823
Jan 19, 2003, 11:34 PM
LK37 from 1400 AD -

1400 AD (0): Waking sleeping cavs to form up a Mini SOD in Tumentsgot. Awaken cavs in Darhan for movement on the Zulu city to the south.

INBTN: lose a vet muskets in the jungle to a zulu knight. The Persians and Babs have cavalry :eek:.

1405 AD (1): Finish many cavalry start many more. Build New Kankorum where the settler lies. Cleanup 3 cavalry units and a couple longbows in the West. Take the Island Zulu city.

1410 AD (2): No counters from the AI, celts start shakespeares and Smiths :(. Destroy Umatata formup a SOD in Tumentsgot.

1415 AD (3): Destroy Persian city of Tyre without anyloses. South of Darhan attack and kill a weakend bab cavalry and produce a leader, sending to darhan to form another army. The rested army from Sidon joins a SOD outside of Parsaragardae.

1420 AD (4): RAZE Parsaragrdae to the ground losing just 1 cav. The 2 other armies have healed and are on the move to join up.

1425 AD (5): Stacks are ready to move toward the GL next turn "if it is where we think it is!" 3 armies full, and couple extra muskets, cavs and cannons all in the 2 stacks. Create an army of Muskets at Darhan.

1430 aD (6): Eyes on the prize, mini SOD forms up outside the capital of Persia, Another army is outside of Hamadan to take it if they aren't needed.

1435 AD (7): Attack and Capture Persepolis and Hamadan [dance], [party] etc. etc. Muskets are coming from the north for support.

AI counter: Babs attack and kill 2 muskets taking 2 cannons. Zulu kill a cav wounded in the jungle.

WE LEARN: Republic, Learn Printing Press, Music Theory, Banking, Democracy, Economics, Navigation, Physics, Free Artistry, Theory of Gravity, Start on Magnetism at 70% due in 7 turns with -18 gpt.

1440 AD (8): Cleanup any remaining troops in the area around Persepolis, capture Iroquios city of St. Regis, it was protected by spears :lol:, found city of Onherhann. Rush a few libraries through workers to save gold. Swazi is getting some attention for Babylon, 4 cavalry approach but our new musket army is in the city. There are a bunch new wonders available, need a leader soon !

INBTW: Lose St. Regis to attacking Babs forces, they left Swazi and turned to take St.Regis and it's 2 wounded cav defenders.

1445 AD (9): Recapture and summarily raze St.Regis from the Babs, getting another leader [dance]!! Sending him to safer territory to the North West for Wonder Rush. Capture Tonawanda.

1450 AD (10): Rush Smiths in Tumentsgot [party], capture Susa with 2 cavs and an army of cavs. Persia has only 2 more cities. Babylon has been the most troblem throughout. They have been sending cavs the entire ten turns and we traded units for most of the round. The New cities need some muskets soonish. The Cavs got pretty thinned out. Took quite alot of territory this round, pickedup all the GL tech and grabbed Smiths :D. Started a few banks but for the most part just build muskets and cavs throughout and rushed a few libraries.

Here is the Save:

http://civfanatics.net/uploads3/LK37_1450AD.zip

And a picture:

http://civfanatics.net/uploads3/lk37_1450ad.JPG

hotrod0823
Jan 19, 2003, 11:36 PM
Having trouble with the uploads!!!

Hotrod

Mystery13
Jan 20, 2003, 02:17 AM
Wow! Just the turn we were looking for!

Rowain deWolf
Jan 20, 2003, 02:27 AM
:goodjob: Hotrod [party]

And we got not only all the expansive techs but Smith too [dance]

@Lee: True it was a bit of a Gambit but it payed off. Sum up all the Money we saved and how many Libs, Temples and Cav we have rushed which we could not have done while researching.

I alone spent ~ 3500 gold during my last 10 turns and left the treasury with still more then 2000 gold in it. With research on this would have been impossible.

Rowain

meldor
Jan 20, 2003, 07:49 AM
Great work pushing the AI out of the way and grabbing the Great Library. And to think Persia thought it was empty of any more knowledge. 11 FREE techs, you can't beat that with a hickory stick.

It would have been a lot harder on us if we would have tried to research all of that by ourselves. It would be interesting to go back through and count up all of the rush builds (and I didn't even report all the ones I did). Just to see how much money that one gambit made for us. We were probably running at close to 300gpt and more than that during our GA.

Lee, you should be able to finish off the Persians and put a good dent into the Iroquois. We are rapidly aproaching critical mass on our landmass. Once we hit factories and Hoover's it will all be down hill. We may want to start a pre-build for one of the upcoming wonders. We need all three of the major ones coming up.

LKendter
Jan 20, 2003, 08:12 AM
OVERALL [dance] [dance] [dance]

===================

Rush a few libraries through workers to save gold.

Please tell me that meant $80 to rush worker, then the library.
I get the bad feeling you meant you sacrificed a worker to rush the libraries. With rails coming up we desperately need more workers.

hotrod0823
Jan 20, 2003, 08:30 AM
NOPE - Just to save a few gold ~300 per time :D.

I am continuing to have upload trouble - keep uploading 0K files :(.

Hotrod

LKendter
Jan 20, 2003, 08:34 AM
:confused:

I am not sure what the answer means:
A) Pure cash rush or
B) Disbanded a worker

If it was B - please don't do it again - with rails on the way, we desperately need more workers.

Lee

hotrod0823
Jan 20, 2003, 08:35 AM
Pure Cash rush

LKendter
Jan 20, 2003, 09:35 AM
I head out in about 4 hours -
If I can get the save game before then by either
1) Upload server finally works or
2) Via e-mail LKendter@speakeasy.net
I will be able to get it done tonight - otherwise I can even start till Tuesday.

meldor
Jan 20, 2003, 10:33 AM
For those of you who are interested, I calculated the costs of the techs we aquired in beakers with the following assumptions:
1) All of the AI civs are still on the map.
2) All of the AI civs knew every tech we discovered.
3) I used the tech costs from PTW but the formula is still based on Civ3v1.29. I don't think it has changed.

The raw cost of the techs gotten was 520. When this is put into the cost formula for a standard world at monarch level with 9 Civs (including ours), the formula gives a net value of 5941 beakers. Since we were pretty close to the tech lead at the time we shut of research and pursued the capture of the Great Library, we can assume that we would have been researching at any where from 1st civ prices to 4th civ prices. At 4th civ prices, it jumps our savings up to 10168 beakers. With all of that money going directly into infrastructure development and units.

That is some haul!

The formula can be found at:
Research cost formula v1.29f (http://forums.civfanatics.com/showthread.php?s=&threadid=29485)

hotrod0823
Jan 20, 2003, 05:14 PM
got the picture to work but not the save

Hotrod

meldor
Jan 20, 2003, 05:38 PM
Did you email the save to Lee?

hotrod0823
Jan 20, 2003, 06:44 PM
yes i did

LKendter
Jan 20, 2003, 10:49 PM
1450 AD - I slow down research, as we can't afford negative research at this point. Keeping up with the AI is good enough. We don't want to run out of cash - we don't even have $1000 left at this point and mass upgrades to rifleman coming up.

I have no idea why so much of our worker force is clearing jungle by hopelessly corrupt Tumentsogt. I have wasted this many worker turns, but we still have cities that are somewhat productive such as Centralia and Hurag to improve. Plus rails aren't that far away, and I want a rail-net before cleared jungle around a useless town.

Looking at the map, I see a good piece of news. We have a choke point in the west below Susa. However, our forces are way to stretched, so I don't see much happening for offense these 10 turns. At bare minimum, we need those borders to expand.
(I) Shakespeare is completed by Babylon.

1455 AD - We simply have some light fighting by Susa. I am forced to put the army in a flip risk city.
(I) Is this loser serious?
http://www.civfanatics.net/uploads3/LAK-249.jpg

Do you really want to know my counter-proposal? :flamedevi
The English complete Newton's.

1460 AD (I) - Babylon takes Tonawanda. Our retreating cannon stack has his defenders lost to a Babylon cavalry. We need more defenders!

1465 AD - New Ta-Tu is formed. This will start to straighten out our borders - they are just too awkward right now. We recover the cannons, and have them into a city now. Babylon has Nationalism - I saw a Rifleman as there free unit in Tonawanda.
I can turn the science slider down to 10% for the last turn of Magnetism :)
(I) I have to decide between better defenders, or faster movement / shields - I choose to start on rails at 70% - the max we can to and build cash.

1470 AD - Lee's cavalry is formed. Jochi rushes the library in Susa - better then burning precious cash.
Arbela is captured, and Persia is down to just one city.
Lee's cavalry #2 if formed - Chagatai rushes a library is Arebela. One way to get culture while resistance is still going.
Well that is one way to get the choke point going.
(I) ARGGGGGG - Susa is captured by the Zulu, our thin troops bite is up. Leader rush flushed down the toilet.
WTH - How did the Babylon have a cavalry in range of Arebela to take it?
Both leader rushes wasted :cry:

1475 AD - Arebela and Susa are recaptured.

1480 AD - Where did the AI go?

1485 AD - New Kazan is formed, and just in time. Babylon is now simply running cavalry behind our lines.

1490 AD - The front is finally stabilizing, as nothing tried to come through our lines.

1495 AD - Uh, did something happen?

1500 AD - Super Cavalry is formed. Tolui rushes a library in Susa. With a cavalry army defending it better hold this time.
Where does Babylon get these demonic cavalry? We lose 2 cavalry trying to killing DAMAGED cavalry in the jungle.

Summary - I am building up troops in New Kazan for the push on Tarsus - this will ELIMITATE Persia, and get us a solid front line. After Tarsus is secured, we can blow out the Iroquois settlements.

Mystery 13 should hopefully start building rails - NONE along the coast please.

We really need cash for unit upgrades such as muskets to rifleman. Please horde cash, and avoid temple / library rushes.


LKendter
Mystery13 (currently playing)
Rowain deWolf (on deck)
Meldor
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads3/LK37-1500AD.zip

Mystery13
Jan 20, 2003, 11:47 PM
got it

meldor
Jan 22, 2003, 04:02 PM
I don't know about you, but I like these games were I can't wait for my next set of turns. This is what SGs are supposed to be about. Great job by all.

Mystery13
Jan 22, 2003, 04:10 PM
I'll have it in tonight...right at the 48 hour mark I hope...and right before I complete my turns for HOT1...it's a mini-feast night!

Mystery13
Jan 23, 2003, 01:47 AM
WOW!!! What a game this is. The huge war front is making this a
tough one. But rails are coming in and our job will be much easier soon.


Preturn, I just don't like the situation around Darhan. 6 Bab cav
in the area...though three are hurt. I see only one unit on the
way and all cities in the area are building Libraries! I swap
Darhan to Musket and rush it. I also swap Hutag to Musket and rush
it.

IT We lose a Musket guarding workers. Luckily, I'd taken a Musket from Hutag and the stack had a pair of Muskets guarding it.

(1)1505AD We have a few cities building 60+ turn Cav??? I swap these to infrastructure as by the time they're done with the Cav we'll be building tanks. For now, I decide to pull the cannon back and defend Darhan. I will abandon the fortress as we can't cover both and the Bab Cav will overrun Muskets in the fortress. We've got Cav coming from all sides and all nations. I'm trying to come up with a sound strategy but we have a HUGE front line. This is not easy...I decide to eliminate the cities to our South...mostly Iroquois. At the same time, I'll push East, though much more slowly. With that in mind, I use our units in New Kazan to clean up Eastern invaders. We take Grand River.

IT We lose 3 counterattack battles before a hilltop fortified Musket
finally kills off a Cav and retreats another.

(2)1510AD I swap New Kazan to walls and rush them. I think we may have to hunker down here and everywhere along the Eastern line. Likewise, Susa and Arbela get rushed walls. We take the Bab? city of Tonawonda. Didn't like the Babs behind us but had to use both Cav armies to get it. We can lower science 20% and still get Steam Power in 3 so we are a bit behind someone.

IT Holy Cow! With no jungle holding them back, Cav are roaming
through our defenses in former Persia.

(3)1515AD For a one turn loss of 109 gold, I move science to 100% and get rails a turn early. I immediately cancel all jungle clearing and move our workers onto roads. We need rails now.

IT We hold another turn, but the Babs are now sending all of their
troops through former Persia, where no jungle impedes them. We get Steam Power...after much deliberation I go for factories next. I think Nationalism is mostly a waste as Infantry comes so quickly and is on the much better tree. I say we go Industry, Electricity...Replaceable Parts as quickly as possible. I'm running a small loss now to get Industry in 9. Also, Hanging Gardens is obsolete so we'll need some entertainers. Only 3 cities riot, two newly acquired ones.

(4)1520AD As if we needed complications, the Spanish and Celts are dropping off Cav in the South...dammit. Unbelievable! We have coal...but none already roaded or in range. We have room for a pretty good city between Darhan and Ta-Tu...8 tiles unused by any other city and close to our capital.

(5)1525AD 10 units in range of Arbela. The new walls are serving us well, but even so, the Bab Cav won 2 out of 4 battles. I rush a
Musket in Tonawonda so that I can send the Army out to battle.

IT All remaining Bab units go by us for the briefly undefended
city. This was not intended as an exploit, as we really needed
the Army on the front line...but I'll take it:)

(6)1530AD Just a holding turn...trying to eliminate as many cav
as possible...we just don't have enough units.

IT Well, we lose Arbela to the onslaught.

(7)1535AD We retake Arbela and install the Musket Army. This game is amazing...we lose an elite cav to a vet cav in the open! Industry now in 6 at +40gpt.

IT No counters.

(8)1540AD We now have coal! The fierce assault on former Persian territory has completely derailed any of my plans on conquest. All units heading here for defensive support. Rails have begun in earnest.

IT A Zulu Cav saves us by parking on a hill and shutting off 3 Bab
units! Thanks Shaka.

(9)1545AD Is it me??? Another elite Cav lost to a vet cav in the
open. This game is hard enough without the rolls going against
us. Ok, even with the bad die rolls we have stabilized for now.
Lots of support units are on the way and rails are progressing
nicely.

(10)1550AD More enemy clearing...next leader has a decent line
to work with. Babs will send a few Cav at Arbela, but the Musket
Army is there with the two Cav armies. May want to rerush the walls there since it looks like the city should hold. Spanish and Celtic boats appear to be on their way back loaded so watch out. They will land near Tonawonda. Heavy amounts of Cav on their way to the "Former Persian but now ours" front. Rails begun to connect the core at first. Have fun!

http://www.civfanatics.net/uploads3/LK37-1550AD.zip

A bit of weed encountered, as the next leader will likely find my stack of 11 foreign workers! I thought I had one more. Really.

LKendter
Jan 23, 2003, 07:21 AM
Sounds like you were having just as many problems as I did with the front, if not worse.

The one good piece of news - RAILS [dance]

With factories in 3 turns - use our leaders to
1) Rush suffrage just to deny it to the AI
2) Every other leader should rush a factory - with the rail-net, we should be able to get to a city with zero shields used and get another factory on-line. The war is so rough; we can't afford to tie up many cities to build them by hand.

The AI has medicine, so research that after Industry - we should go the path of least resistance! We still look good for ToE.

LKendter
Mystery13
Rowain deWolf (currently playing)
Meldor (on deck)
Hotrod0823

Mystery13
Jan 23, 2003, 10:35 AM
Yeah, we were building lots of infrastructure at first, but once that stuff completed I switched to virtually 100% cav and there is now a fairly good wave of units heading to the front. The rails are already helping.

Mystery13
Jan 23, 2003, 12:27 PM
Also, I am a bit concerned about Arbela now that I look back on it. The Babs have four cav in attack range, and they have been attacking with them instead of just milling around. Rowain, perhaps you should consider moving the Musket Army out onto the hill and bringing another musket down from Susa to help block. Otherwise, if the first or second Bab cav unit knocks down the Musket Army too far, the Cav armies may be used to defend and we only have two of them left. Of course, you may have more confidence then I that the Musket army will hold.

Rowain deWolf
Jan 23, 2003, 02:37 PM
Got it


Rowain

Rowain deWolf
Jan 24, 2003, 02:22 AM
Short report from the front:

Current Date 1585AD

We have US and next turn I'll leaderrush our first factoy

All Armies and Cities alive. Attack on Tarsus (last Persian) started.

Science: We are the only one with Industrialization and learned Medicin last turn. I plan to run this and next turn on Min science to pull in some Money and then start Research on Electricity.

Expect the next report on Saturday-Morning


Rowain

LKendter
Jan 24, 2003, 06:34 AM
[dance]
Wahooo - first rushed factory. Factories are what will let us destroy the AI. The AI will be so busy fighting that the will NOT get them built. War is mainly a battle of economics, and ours is ready to rock.


No wimpy AI civ getting suffrage - good, let them become worthless communist ;)

Rowain deWolf
Jan 24, 2003, 04:41 PM
Continued till 1600AD

What happened Spain landed 5 Conquistatores but they didn't last long and the Celts sent 3 Cav to die near Arbela.

Else hm yes this one :
http://www.civfanatics.net/uploads3/PersiaEx1590AD.jpg

Since there were two Cavs near I decided to raze the City; Hutag will finish a Settler next turn to replace Tarsus.

Oh and the Iros lost Niagara Falls in 1600AD. They are now down to 5 Cities (including theiir Capital)and still lackMagnetism;


Karakorum makes now 40 shield after waste and can produce a Cav in 2 turns. In Kara is our rushed Factory but I ordered 4 more to build in the city (4, 6,7,and 16 shieldwise);

Usually the Ai's sent 5-7 Units in our territory and thats all;

We will have Electricity in 8 at 0 gpt and are currently 10 Units above our Limit;

Stats:
Iros: 4cities + capital; 1 gold; -Magn; Rep; weak mil;
Babs: 15 + cap; 4990 gold ; +National; Mon; weak;
Engl: 11 + cap; 22 gold;+National; - Ind; Mon; weak;
Zulu: 7 + cap; 21 gold; +National; Mon; weak;
Celts:23 + cap; 29 gold; +National; Mon; Average
Spain: 10 + cap; 0gold; +Nati; Democrac; weak;


The Game (http://www.civfanatics.net/uploads3/LK37-1600AD.zip)

Any build orders (especially those Courthouses) could be changed;

Good Luck Meldor :)

Rowain

PS: I'm quite sure that those spanish Galley in the south west contains one or two Conquistatores;

LKendter
Jan 24, 2003, 04:58 PM
LKendter
Mystery13
Rowain deWolf
Meldor (currently playing)
Hotrod0823 (on deck)

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

meldor
Jan 25, 2003, 12:48 AM
1600 AD (Pre-turn)
Not much to do. Wake up a cannon and let it nail a Pike sneaking into our territory.
(I) Three Cav take three muskets at NF down to one HP, two die one retreats. # Cav attack the Muskets on the hill outside of Susa, we loase one Musket, they lose one Cav and have two more wounded. The English land a Cav on Isipezi Island.

1605 AD (1)
Clean up all 1 hp Cav and kill the English cav on the island. Man are we thin on Muskets. We have very few cities with more than one. We will need to change this, but factories first, and Cav second. Switch Ta-Tu to factory.
(I) Not too much, a bunch of English and Bab Cav pull up outside of NF.

1610 AD (2)
Pick off some units, capture Allegehny and Mauch Chunk. Start workers improving tiles around core cities, like Ta-Tu.
(I) We lose one musket, and they lose 4 Cav. Mauch Chunk must have been a popular vacation spot because the Spanish land 3 Conquestidors and the Celts land 1 knight and 2 Cav.

1615 AD (3)
We kill off all foriegn units within range but lose 2 CAv. We don't get to hit the next Iroquois city. I want to clear off that part so we don't have as long a border. Then we can push into Zululand and England. However, we will probably just push straight across the front. We also need a lot of workers, so those size 12 cities with full food bins will get a worker pealed after they finish what they are on.
(I) Son of a gun (musket really). For only the third time in my civ life, I got a GL on defense. It was a hurt elite musket in the jungle, attacked by a 1hp Cav. Go figure. Lets see if he makes it back alive. He is attacked by a full Cav and the Cav retreats. That is it!

1620 AD (4)
Clear off stray units. Start assualt on Salamanca, but one steriod using pike make 4 Cav retreat. He was the last unit left! Tired of the stinking English galleon bombing our shore near Almarikh, I pull our only ship out of prot and the Galleon hits the seas.
(I) A new batch of Bab Cav arrives, we lose 2 musket defenders. The English dogs attack our Galleon and we win, and promote to boot.

1625 AD (5)
Elite Cav finally eats the monster pike and we now own the Oracle, bless this day! We also take Oil Springs and the Iroquois are down to one city. I see it in the fog, and will try to take that city next as soon as our armies are healed.
(I) We lose 2 Cav and a Musket. A bunch of Bab, English and Zulu cav show up. What did they do, all rush buy the same turn? Then English land 3 Cav on Isipezi Island.

1630 AD (6)
Leader makes it out of the jungle. Ta-Tu is switched to a bank and then I will rush the factory next turn. Kill off all but 3 of the new enemy Cav. The rest would expose too many units.
(I) Darn, 7 more Cav show up. They don't seem to like me. They two remaining Cav on Isipezi Island kill our 2 muskets and our Cav is beat up.

1635 AD (7)
Take a chance and kill one of the Cav on Iisipezi Island. That leaves on 1hp Cav. The Galleon is rushing emergency suppies to them. There are five healthy Cav ready to attck Arbela this turn so we send in the sapper to complete the rail this turn. Move enough Cannon in to knock them all down to 2 HP from 4 and then polish them off with CAv. However there are still 3 Cav in the area, so the last group of sappers must be covered by some muskets. Turn the science tap down now that Electricity is due in 1. I rush the library in Niagra Falls to push the borders.
(I) Seven more enemy Cav show up trying to get behind our lines. The Zulu now land a cav on Isipezi Island.

1640 AD (8)
Even more units killed around Arbela. They must think it is a soft spot. We will have to get some muskets on the hills with cannon to pound them on the way in. Our Cav on Isipezi Island kills the Zulu cav but will have to rest before attacking the last English unit.
(I) Only 3 units outside Arbela this turn. An English Galleon sinks ours.

1645 AD (9)
Happy days, we have a navy again. Our first Ironclad finishes and starts towards Isipezi Island. Kill off all but 3 enemy Cav. They armies are about ready to go.
(I) 3 Cav die trying to kill a Musket fortified on a hill, the fourth does it, but we will kill it.

1650 AD (10)
We capture Cattaraugus and the "Solid" Iroquios are no more. We are down to only 3 Civs on our landmass.

Summary: The RnG was good, of course it helps if you take everything down to a couple of points first. ! Civ eliminated, this gets rid of one more high production area for the AI. I don't know if we can keep Cattaraugus. Don't feel bad about abandoning it. I thought it would give a distraction form Arbela. There is an English Cav left on Isipezi Island to be dealt with. SciMeth is due in 5 and there is a palace pre-build in Ta-Tu waiting for it or Hoover's. We still need a ton more workers. If a city is at size twelve with a full food box, peal one off. We can never have too many. The factory in our FP city finished this last turn, we need to get some worker help over there to get it up to max shield output.

LK37 1650 AD Saved Game (http://www.civfanatics.net/uploads3/LK37-1650AD.zip)

LKendter
Jan 25, 2003, 01:22 AM
Dead civs are always a good thing - I never saw more the a couple Iroquois units, but you never know when the surprise will hit.

LKendter
Mystery13
Rowain deWolf
Meldor (currently playing)
Hotrod0823 (on deck)

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

meldor
Jan 25, 2003, 10:56 AM
I'm up again, it seemed like I only played last night. I think Lee was up later than me. Maybe a little too much:
[party] and [dance] and :beer:

Since he is probably quiltely sleeping it off :sleep: :sleep: :sleep:
I will update the roster for him..... :p :lol:

LKendter (on deck)
Mystery13
Rowain deWolf
Meldor
Hotrod0823 (currently playing)

[EDIT] Got one wrong emoticon

hotrod0823
Jan 25, 2003, 09:00 PM
got it but will not play until tomorrow, and will try to post before Monday morning.

Hotrod

hotrod0823
Jan 27, 2003, 03:10 AM
1650 AD (0): The front of yellow continues to move East. Lot of progress since I last saw the game. We have come a long way since taking the Great Library. Few frontline cities get reinforcements, New Kazan gets a musket in particular.

1655 AD (1): Lose a wounded musket in the jungles around Cattaraugus and 1 musket that was defending Niagra falls. There are 2 babs cavs outside Niagra and 3 more at Cattaragus to go with 2 from England. Clear out all but 3 of the enemy cavs, don't want to leave the cavs up of the cities unprotected. Cattaraugus is a flip risk need to move on Nippur soonish. Work on teaming up workers to get rails to all front cities with musket cover.

1660 AD (2): All cities that produced cavs are now on muskets, this will most likely be the last muskets with RP Due Shortly. With Scientific Method due in 3 I decide to hold onto the Leader to Rush ToE, and get a jump on Hoover.

1665 AD (3): RR to Cattaraugus is complete, build a fortress outside the city to serve as hold for the siege on Nippur.

1670 AD (4): Cleanup a few cavs in the area, lost 2 muskets in the counter. Armies are ready to go next turn. Scientific Method and ToE next turn.

1675 AD (5): Learn Scientific Method, rush ToE in Baruun-Urt, it had an empty production box. Start research on Atomic Theory at 0%, +525 gold. Capture Nippur and +450 gold. :D, Raze it to the ground. Attack and kill English Man o'war and post at Isipezi to rest.

English land 3 new cavs and take Isipezi killing the musket and the elite cavalry.

1680 AD (6): Complete ToE! Learn Atomic Theory and Electronics, Palace prebuild is switched to Hoover, due in 20 turns. Current Research is due in 9 turns at 80% and +9 gpt. Kill a 2 reg rifles at liverpool and raze it to the ground, move on liverpool to the north and see it protected by a conscript rifle :) will attack next turn. Start moving cannons and musket army south into Babs country.

1685 ad (7): Capture NewCastle and raze it, losing 1 cav to a conscript rifle :(. Cav armys are resting to ready for attack on Samarra.

INBTw: a Settler protected by 3 muskets is destroyed in the jungles south of Darhan :(.

1690 AD (8): A new Settler is built and is in Darhan ready to fill in the gaps. After losing one last turn I will not move it out of the city without being able to settle unharmed. 4 cavs must came out from the West and killed off the muskets easily :(. Continue bombing Samarra. Move a cav army into postion to attack next turn. Cleanup various cavs on the front.

1695 AD (9): Raze Samarra and liberate 513 gold. Sending Cav armies back to recoup.

1700 AD (10): No less than 6 cavs and 3 rifles appear from the fog :(. Cleanup them all promoting a couple. Armies are at rest, there is a settler in Darhan.

Tried to organize the workers. Managed to get a leader to rush ToE. Razed 2 English cities, and 2 large Babylon cities using the Armies. They are at rest now in Cattaragus. The Cavs keep on coming and I traded cavs with them almost every turn. With only muskets for defence I used the cavs to kill them before they could attack, I did get caught a couple of times with a bare cav that was killed next turn. There are no lose cavs near any of our cities at the moment but that will soon change. More cavs are needed but as soon as they get to the front they see battle.

There is 2475 gold available and we are getting +64 gpt at 70% science, RP is due in only 5 turns. Can go to 4 if we run negative gold. Hoover is due in 15 turns unless a leader comes along.

Here is the save:

http://civfanatics.net/uploads3/LK37_1700AD.zip

LKendter
Jan 27, 2003, 06:40 AM
Well I did get it after finding the link really was:
http://www.civfanatics.net/uploads3/LK37-1700AD.zip

=====================================

Kill a 2 reg rifles at liverpool and raze it to the ground, move on liverpool to the north and see it protected by a conscript rifle will attack next turn.
:confused: Just how many cities name liverpool does England have? :lol:

=====================================

LKendter (currently playing)
Mystery13 (on deck)
Rowain deWolf
Meldor
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

hotrod0823
Jan 27, 2003, 09:11 AM
Doh, that what happens when you play til 4 am. the second was Newcastle.

LKendter
Jan 27, 2003, 10:35 PM
1700 AD (pre-turn) - This game is again proving how much the human play pulls the tech pace forward. I ended GOTM #15 at 1575 AD with tanks already on board for a while. Here we are many turns later, and just 7 techs into the Industrial age.
I survey the empire, and I see my goal was achieve - Persia dead, Iroquois dead and Arebla / Susa front is stable.

I veto a ton of courthouses in hopeless corrupt cities in favor of marketplaces. Courts won't do squat, but marketplaces will let us hit size 12 and get closer to the population limit factor of domination.

Diplomatic spying confirms we are way ahead of the AI on the bottom half of the tech chart. We can't be to far behind on the top half, as neither communism nor espionage are known.

1705 AD - One of the most pathetic combats I have seen in a long time - Ironclad vs. galley and we LOSE.

1720 AD (I) - We have RUBBER - lots of it :)
Our next science choice is the corporation.
Isipezi flips to us!

1725 AD - How to go broke? Easy, upgrade 61 musketmen for $1830 - we are barely above $1000 now.

1730 AD - :mad: I lose a 14 hp army to a frelling rifleman.
New Ulaanbaatar is formed, and it is immediately on the rail net.
We capture Intombe that has just ONE defender!
The capture reveals 4 Babylon workers, which I just have to capture.

1735 AD - Umfolozi falls at the cost of a couple of cavalry.
Shuruppak falls, and we get $467 from a size 1 city. Thank you Babylon - this speed up the upgrade process a lot, and we have some artillery.
(I) Isipezi is recaptured by the English.

1740 AD - WAHOOOOOOO - Here come the artillery.
We shred all of the AI forces near us at no losses - funny how 4 hp cavalry have no problem kill 1 hp units.

1745 AD - F Troop is formed during the destruction of junk behind our lines.
Chagatai orders the immediate building of a factory in Baruun-Urt.
It is the turn of special units - Lee's Heroes is also formed.
Tolui rushes a factory in that little town of New Almarikh - that will speed up getting buildings into this town real fast.
Norwich is auto-razed, very bad news for Babylon as New Hovd takes it place, and puts Ashur in artillery range.
I bite the bullet and upgrade 17 cannon for $680 - it leaves us just $321. However, I have no clue when we will get Wall Street.
We switch a whole bunch of the corrupt cities to settlers, so that we have the ability to fill in the gaps ASAP.
(I) New Hovd is toasted, as cavalry rips through infantry like butter :(

1750 AD - New Hovd rises from the ashes and appears again.
Did you know infantry does a very good job of getting rid of 1 hp junk?
We raze Ashur and $666 from them - does this tell us that Babylon is pure evil?
All that money from Babylon lets me go on a temple rushing spree.

Summary - Note to Mr. AI - don't let the human player get rails with artillery - you are dead meat now.
All the empty cities not on the coast is NOT weed - I needed them to protect workers create rails in the range of the AI, and to protect our artillery stacks.

Hoover Dam due shortly, and the AI doesn't even know electricity yet.

We really want Babylon cities - with the cash we are getting from them, we cash rush a ton of culture buildings to get domination closer.

This is our aggressive time - two infantry pretty much keep front line workers safe, and the artillery should rip more cities apart.


LKendter
Mystery13 (currently playing)
Rowain deWolf (on deck)
Meldor
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads3/LK37-1750AD.zip

Mystery13
Jan 27, 2003, 11:14 PM
got it

Mystery13
Jan 29, 2003, 06:26 PM
I'll have this one back just a hair over the 48 hour limit tonight.

Mystery13
Jan 30, 2003, 02:32 AM
Preturn, I marvel at how well things have gone. Railroads really
make a huge difference. I can't wait to see how Charis and Sirian
fare in their game without rails.

Turn 1 We take Bapedi with one Cav loss. I also remove some of the foreign hoarde and form New Darhan (inside Bab culture borders:))

IT Here come English Ironclads.

Turn 2 We take Isandhlwana with no loss. I bombarded to size 7 so I'll keep it. It looks like the Zulu probably have 4 cities left...
for now. I just ran across a nice mine that none of our cities can
use.

IT Hoover Dam is here!

Turn 3 A small Celtic invasion is deterred. Zimbabwe is ours next
turn.

Turn 4 The attack on Canterbury gives us a great leader. And
Canterbury is ours. This city comes with Newton's so I'll attempt
to keep it. I rush a factory in Darhan with the leader. I don't have enough units to hold Canterbury so I disband it. We also destroy Zimbabwe.

Turn 5 Not much going on

IT Isipezi flips back to us!

Turn 6 I rush some Temples to give us a bit of culture barrier. Bab
units are able to strike deep within our lines right now.

Turn 7 We take Hlobane. Refining is next turn and I can turn science down to 10! Making 497 for 1 turn.

IT We get Refining and I go for Steel in 10 at 114gpt.

Turn 8 Getting ready to take down York and Ulundi.

Turn 9 we bomb the heck out of Ulundi and raze York. I rush
3 more Temples for culture slowdown (slowing the Bab units
that is).

IT Many front line Temples built. Hlobane rioted the same turn I
built a Temple so it should be fine. I learned my lesson...too
many Cav in the area to send workers in to newly conquered country. As soon as the cultures expand, it should be safe to bring the workers in (I've been building so many new cities that most of my
Infantry defense is covering them and our artillery instead of workers).

Turn 10 We raze Ulundi and are officially now threatening the Bab
border from all sides.

Sorry for the short report, just have a bunch of stuff going on. We
made a really good push into England and are ready to hammer the
Babs.

http://www.civfanatics.net/uploads3/LK37-1770AD.zip

LKendter
Jan 30, 2003, 06:30 AM
LKendter
Mystery13
Rowain deWolf (currently playing)
Meldor (on deck)
Hotrod0823

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

========================

I learned my lesson...too
many Cav in the area to send workers in to newly conquered country.

The AI never bothered be if I sent 2 infantry with the workers ;)

Mystery13
Jan 30, 2003, 10:13 AM
Yep, I saw that with what you left behind. My problem is that I kept using the Inf to cover arty, cav and new cities and I'd leave workers behind. Lost a stack that way and I didn't want to lose another so I held the workers back a bit. Basically, just a bit of tired weed on my part.

LKendter
Jan 30, 2003, 10:47 AM
Why do you think I was going heavy on infantry builds, and stripping the interior cities? I knew we have the tech edge for the moment. Artillery and cavalry will rip rifleman cities, and Infantry protection pretty much insures that very little AI progress vs. us.

Now what we need to do is get a few more cities from Babylon, and all that yummy cash. This will supply us plenty of money to rush needed culture and get us closer to domination. Of course, we will have to take at least a few cities on the other land mass. However, you nailed several more cities. If we keep doing that several more times, I may only play one more round. The question is how soon to Babylon gets infantry?

hotrod0823
Jan 30, 2003, 10:50 AM
Any chance they don't have or can't get Rubber???

meldor
Jan 30, 2003, 12:29 PM
Originally posted by hotrod0823
Any chance they don't have or can't get Rubber???
Since we don't have a complete map, we have no way of knowing.

hotrod0823
Jan 30, 2003, 12:33 PM
Let's just call it wishful thinking ;).

Rowain deWolf
Jan 30, 2003, 12:37 PM
Got it


Rowain

Mystery13
Jan 30, 2003, 01:02 PM
I was using 1 or 2 cav Mountain hopping in Bab territory to try to get the lay of the land in front of us. It worked very well, as the Babs would throw everything they had into those units and leave our cities alone. We now also have a few Inf fairly deep in their territory. Rowain can use these to explore further and really take the pressure off of our frontlines. Since most of the world's jungle now lies within our borders, we may get lucky on the rubber monopoly.

LKendter
Jan 30, 2003, 01:31 PM
Take a look at the map.
I can't from work, but I know that we do NOT have a rubber monopoly. There was at lease one source in the south of our land mass, and at least one for Celts / Spain.

Worse - Babylon has a ton of cash. They will upgrade to 100% infantry in no time, so we really need to beat on them.

Of course, if the Zulu were wiped out I would not exactly cry.

Mystery13
Jan 30, 2003, 02:33 PM
So true on the Babs...I took a size one, just settled city and received 467 gold for my effort. I think we should take advantage of our Infantry now and send a group deeper into Bab territory. We get intel and they spend all of their energies away from our main attack groups (we have two attack groupings with at least 10 arty-one going into England, the other just swallowed up Zulu and are heading for Bab country. Just take the last Zulu city on our way through.

meldor
Jan 30, 2003, 03:20 PM
Send an infantry army and let it fortify deep behind the lines on a nice mountain.

hotrod0823
Jan 30, 2003, 03:25 PM
Send a couple explorers in with it and pillage the heck out of them too ;). Leave at least 1 road/rail into each city and pillage the rest.

Mystery13
Jan 30, 2003, 03:49 PM
There is an empty Army near the Bab border that can be used as Meldor suggests. With Hoover in, we could probably throw out explorers in one turn between Cav/Inf.

Rowain deWolf
Jan 31, 2003, 03:15 AM
Currently inmidst of turn 4

At the beginning of my turn we had 19 Cavs and 31 Arty. Not really enough to swep through Rifle-infested cities.

Current status: London (with Pyramids ) captured after bombing it to size 1; Oxford razed;
Bab-city Ngome bombed down to size 6 Attack sheduled for next turn;
Some Arty moved to bomb and take the last Zulu-city;

Till now got 2 Leader = 2 Stock-X; filled the 2 Cavs ib the enpty Army;

Have never used Explorers before but will use them in the suggested way


Rowain

PS: What shall we research after Steel? Sanitation (for Hospital and cities > Size12) or Combustions; The AI have Sani but not Combustion

hotrod0823
Jan 31, 2003, 08:07 AM
The explores work great as pillaging units move them off the stack, pillage and return to the stack.

I think Sanitation is better and cheaper right now. As long as the cities can remain happy the bigger the better ;). We are still pretty far from tanks and hopefully can run the rest of the English and Babs cities without needing tanks. Cavs vs rifles is better than infantry. Does Babylon have rubber?

Hotrod

Hotrod

LKendter
Jan 31, 2003, 08:09 AM
I agree, not warp speed. However, since we got infantry and artillery we have been on the move. I nailed several cities, Mystery13 got through more, and you are doing the same. The Zulus are about to be toasted.

======================

On the research question - we can keep size 12 happy without any effort. Size 13 and above could get difficult. In addition, we are still haven't completed required buildings in many cities. If we go to 13+, then we need Cathedrals in every city. This will SLOW down the attack. My vote is for espionage, if the AI has it already. I would love to steal a world map. It would also be nice to know the troops strengths of Spain and the Celts.

meldor
Jan 31, 2003, 08:15 AM
I agree with espionage, as we can finally gain the info we need. Plus, it also opens up the better possiblity to steal our way to keep up in the tech we want. Then we can research a straight line to tanks and flight and steal the optional techs.

Mystery13
Jan 31, 2003, 12:54 PM
Also, size 13+ will greatly increase pollution and we really want to be railing and jungle clearing instead of pollution cleaning. Espionage sounds like fun as I've never really used it to full potential. This is the perfect game for it.

Rowain deWolf
Feb 01, 2003, 02:57 AM
Just some pictures :

http://www.civfanatics.net/uploads3/F11_Change.jpg


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

I guess the pictures tell all :)

I decided to research Combustion instead because for Espionage we have to research Nationalism first and from whom shall we steal tech when we are the tech-leaders. Also it is useless to wait for the AI. This is Monarch so we can research faster then waiting to get enough Money to steal tech. Another Reason is that Combustion give us Transport which we need to invade the other Island . Additional Bonus are the Destroyers to get rid of those Navy the AI muster. And Flight (with Airfields and Airports) is just one step away

The AI have learned RP during my watch but still lack Sci-Methods. Only the Celts have Rubber and that’s just on one Spot near Murcia. According the trading screen the lack Coal;

Babs have neither Saltpetre nor Rubber so I guess they won’t survive the next players turn;

The English are dead too and I have build a Galleon to get their last 2 Cities;

The Celts have only 2 Luxuries so they will have big troubles in their big Cities.

I guess we only need the Spanish to get Domination.


Good Luck

Rowain


PS I didn’t check happiness so there may be a city or two ready to riot.

The Game (http://www.civfanatics.net/uploads3/LK37-1790AD.zip)

and last our WM in big:
http://www.civfanatics.net/uploads3/Mil_big1790.jpg

Rowain deWolf
Feb 01, 2003, 02:58 AM
Oh Btw If I counted right we can start Wall Street next turn


When I search our Granaries to sell tzhem I recognized that Sirian is not in this SG ;)

We had exactly 4 granaries :lol:

Rowain

Mystery13
Feb 01, 2003, 03:16 AM
Who has time for granaries? This is war!

LKendter
Feb 01, 2003, 07:13 AM
rolling, rolling, rolling

--------------------------


LKendter
Mystery13
Rowain deWolf
Meldor (currently playing)
Hotrod0823 (on deck)

Remember, 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

meldor
Feb 01, 2003, 09:04 PM
I see it!

meldor
Feb 03, 2003, 10:05 PM
1790 AD (Pre-turn)
I rush all the temples that will cost under 100g. We only have 3 armies so I switch the captital from infantry to armies. I would love to send 3-4 infantry armies across to the other land mass to pillage and secure the rubber there and provide us with a beachhead. That the rubber is located near sites that would provide us with teh last two luxes shouldn' be ignored. Begin the long task of optimizing the cities, A swap of a tile in Karakorum gets us 4 more spt and the army in 6 instead of 7. Oh man, we have been neglecting our core badly, most cities in the core have massive excesses of food, Hovd alone is stuck at size 12 with 11 extra food being tossed away each turn Baruun-Urt is throwing away 12 food a turn. The truely sad part is that neither of these cities has a harbor yet and therefore neither is working any sea tiles. That is 24 wastes shields before corruption, and being close to the core should only lose 2-3 of those gaining 9 spt. When we put in the railroads, no one stopped to see if any tile needed mined? I will have to pull a lot of workers over to get see back in shape or I can go for sanitation and get them up to 21 pop or max workable tiles without losing happiness. I know this is a won game and it is more fun to fight than to worry about economics, but that is no excuse for throwing away hundreds of shields each turn.In Ereen only the factory is cut from 27 turns to 19 by shifting one citizen from a sea tile to a mined grassland. Choyr, our FP location has 8 extra food, throwing away 16 spt, which would get it above 60spt. Ok, I feel better now. I will begin the process of getting us back on track and then review the records of descussion on Sanitation or not. This round may go beyond the 8 hours.

LKendter
Feb 03, 2003, 10:19 PM
I understand your RANT perfectly.

Whatever work crews were not railing to the front were going back to one city at a time, and reviewing the cities. However, I by no means got to all the cities. I had just a few of the clearly screwed up cities, but I can't speak for the rest.

I did not understand why I picked up several all plains cities with pure irrigated, railed tiles and NO plains were mined or being mined.

For cities I improved take a look at Uliastay, Atlay, Samaria (i/p), etc. I had workers up by our capital to fill in the missing rails, and optimize to cities.


I have had other problems with worker actions - particulary adding improvement to 1/1 cities, a total waste of time.

I took a look at the 1770 AD save, and I notice a lot of workers on widening the rail-net by our 1/1 cities. This should be the lowest priority. The trend continued into 1790 AD.

LKendter
Feb 03, 2003, 10:49 PM
@Meldor - How close is Wall Street? We don't want to run down to no money if it is close. I saw stock exchanges under construction as of 1790 AD.


=========================
@All - For the quickest way to figure out which cities really need help, go into the domestic advisor screen. Click on the food symbol, and it shows the cities with the most excess food.

http://www.civfanatics.net/uploads3/LAK-257.jpg
Take a look at Hovd with block box - **11** food wasted, and 36 shields after wastage. Just 4 more shields = artillery every other turn. 14 more shields = infantry every other turn. The payback can be big.

Mystery13
Feb 04, 2003, 12:12 AM
I'm certain that in the always war scenario worker tasks get screwed up. I also know that some of the rail widening around small cities was my bad. However, I also know that all improvements I did around core cities was mining after railing due to excess food, so I'm not sure how some of that went to waste.

Rowain deWolf
Feb 04, 2003, 02:53 AM
@Mystery: None of your mines were canceled and I too did mine a few tiles but my main worker concerns were a) cleaning pollution;
b) get the front rails to hit Babylon and England that hard as I did.

Simply spoken I had not so much concern about those Cities. I would say this Game is over in max 30 turns and I didn't see any need to spend several hours just to bring any city into perfect shape as turns itself were long enough and work enough.

Additionaly if we go for Sanitation after Combustion those Maxfood cities would help us to reach the population treshhold for Domination earlier. Mining them now just to irrigate them 10 turns later for Maximum efficience is something I would only do if it is absolutly necessary to do so to win.


Rowain

PS: I could have ranted too about the fact that some of our Core-cities didn't have banks or about our lack on Universities

meldor
Feb 04, 2003, 07:48 AM
I was not trying to point fingers at anyone. My rant applies as much to myself as it does to anyone else. As I said, I realize that this is a won game. It became a won game as soon as we went for and got Cav before anyone else and the GL was ours. I disagree that it will take more thatn 30 turns to finish this one off. I think we will have to invade the other island at least partially and that landing and beachhead will be brutal. That is why I wanted to put emphasis on armies. This is something we can do that again, the AI falls short on.

When I went looking, I then saw all of the wasted food, especially when we had discussed, and I thought decided, that we could finish this game off without getting sanitation or hospitals.

If we get sanitation, then you are correct, it is too late to put in mine. However, this should have been done in the core prior to us railing even the extra squares that aren't being used now. The size twelve cities should have the ability to switch between max food and max shields. Right now, they can only hit max food.

As for the lack of infrastructure, this is a AW. infrastructure usually doesn't get built until very late if ever. However, more infrastructure could have been built if we had all done better shield management. Then we hwould have those extra turns and shields between building military to put in the needed buildings. Shaving 8 turns off of a factory build is a big thing.

As for the time, while it may take each player a little more time on their turns to do the MM, it makes the game a lot easier for all of us and in the end speeds it up and makes it more enjoyable.

meldor
Feb 04, 2003, 07:49 AM
@Lee, Wallstreet was started on the first turn as Rowian indicated.

hotrod0823
Feb 04, 2003, 08:17 AM
One other thing of note is that size 13 cities can provide 8 gold for upkeep vs. 4 for size 12 cities. That is a 100% increase, for upkeep minus the cost of the hospital granted. Lee objection to going for sanitation was the need for catedrals to keep people happy. If caths are needed you further cut into that gold increase due to increased upkeep but chances are for most of our closely packed cities the new population will be taxmen after 14-15 citizens.

And as Rowain pointed out population is important as well. I think in LK38 Sirian had a few things to say about the population element of domination.

Hotrod

Rowain deWolf
Feb 04, 2003, 09:32 AM
Originally posted by meldor
I think we will have to invade the other island at least partially and that landing and beachhead will be brutal.

Spain and Celts are still in Democracy; Both have some huge Cities and both have just 2 Luxuries to keep their People happy. I guess we all know how their Cities would look like ;)

Spain has no Rubber
I really really doubt that they can put up a fight or any resistance.

The only things I saw from those two Civs were Celts Frigate + Galleon pair and 2 Spanish galleys. They got hit with Cannons and did never land any Units on our Soil.

Once we have Transports and Destroyers which should come on your turn they are dead. WE need nothing more then some spanish land and some population to trigger Domination.
As a matter of fact I would guess our Continent alone contains 2/3 of the landmass.

Rowain

Mystery13
Feb 04, 2003, 09:53 AM
Not worried about any finger pointing Meldor. I was just trying to self-assess to see if I was a culprit and I found that to be partially yes. Therefore, something I can improve upon in the future.

Mystery13
Feb 06, 2003, 12:34 AM
calling Meldor...

hotrod0823
Feb 06, 2003, 12:44 AM
I know Meldor is playing and I am waiting quietly. If Meldor doesn't get the game back before the weekend I may have to be skipped. Hopefully not. If Meldor gets it up tonight I will grab and play tomorrow and try to get it on to Lee before Saturday. I will be away on Saturday and not returning until late Sunday.

As the turns get longer is there any thought to cutting to 5 turn rounds??

Hotrod

LKendter
Feb 06, 2003, 06:34 AM
@Meldor -
You got it was: Feb 01, 2003
Your first post was: Feb 03, 2003

When will this one be finished?
You will be up in LK39 soon also.

meldor
Feb 06, 2003, 10:21 PM
Sorry about the delay, my bad. too many issues, not enough time.

1792 AD (1)
Start Wall Street. Lagash is razed netting 463g. Rush settler to take its place. The military advisor says we have 26 CAv. I go on a national cav talent hunt. We raze Zariquim and net 496g. Rush another settler as a filler. Move a lot of workers back to the core and start the process of balancing things out. I do not mine everything except in cities that either have harbors or can builf them quickly to get food offshore. Move arty up and bomb the English ships to run them off.
(I) Lose one stray Cav to a Bab cav.

1794 AD (2)
Lots of worker action, start building the fleet of Galleons up for future invasions.
(I) The aforementioned Bab cav attacks an elite Cav of ours across a river and loses. A guerilla attacks the same stack, across the same river and loses as well.

1796 AD (3)
LOWA. Bombard and then take Ellipi, 753g, Shakespear's and more important to us JS BAch's. The SoD o' Arty continues towards the Bab capital.
(I) Several Bab units come out to play.

1798 AD (4)
LOWA. Kill off stray Bab units. assualt Kish, but not enough healed troops to take it. Arty will bombard Babylon next turn and the othe stack moves towrds Akkad. Most of the core cities look nice no and teh workers start on other tasks.
(I) The Englis clads are back. We finish combustion and start Mass Prod, due in eight.

1800 AD (5)
Kish is liberated with 685g. Lots of jungle clearing near cities that should be able to build a few shields production. The first bomobing of Babylon gets the RAX and we watch the pop go down by 4.

1802 AD (6)
Continue to bombard Babylon. Start in on Akkad. I am taking my time because we will have tanks and that would be better for invasion. Army ready but I do not fill it yet, waiting for tanks again. Upgrade Galleons to transports.

1804 AD (7)
Babylon is bombed to size 1 and captured.

Saved Game (http://www.civfanatics.net/uploads3/LK37-1804AD.zip)

hotrod0823
Feb 06, 2003, 10:31 PM
Grabbed the game directly from the uploads3 folder. Meldor your link is to uploads2, no problem for me to find it though.

I got it and will try to play and post at least five tomorrow night. Btwn now and then any comments, suggestions etc. will be greatly appriciated.

Meldor, thnx for posting tonight I was anxious to get the game before I go away on saturday :).

Hotrod

meldor
Feb 07, 2003, 07:50 AM
I fixed the link, sorry for the copy and paste error.

hotrod0823
Feb 07, 2003, 11:50 PM
lk37 Having a look around, England is only on that small island and a small party of cavs should be able to clean that up with a couple artillery in tow. That can wait until after the babs are gone. Most builds are on infrastructure, will let most continue as we will have tanks soon enough. Looked over the other continent and found only 1 source of rubber and it is near the coast. But then again there are 2 civs there and they won't share it will they :satan:. Spain will be an easier target but not until after the tanks come rolling along.

1804 (0): Change nothing. Akaad should fall next turn.

1806 (1): Ta-Tu cavs starts another. Almarikh builds cavs starts harbor then will start a couple destroyers for cover of our transports. Other cities finish buildings start a few cav, a few stock exchanges. Bomb Akkad to size 6, bring the 3 rifle defenders to the red and capture it and 217 gold. Hurry a transport in the south with the new gold for transport of a party to clean up the English. Peel a few sets of workers away from the North to continue to rail the rest of the new Babs cities.

1808 (2): Move artillery stacks in range of the last 2 bab cities. Load up a transport with 8 cavs to take out the last 2 english cities that are protected by spears. Spain and Celts are showing navy albeit frigates and caravels. 1 ironclad is finished start another. Building a few more transports.

1810 (3): Beat down and capture Eridu and 396 gold. Capture Dover only Brighton remains protected a wounded rifle. Beat down and easily take Ninevah, capture the great wall and 661 gold. You have destroyed to Babylonians !

http://civfanatics.net/uploads3/lk37babs.JPG

The transports are far from the Celt and Spain coast. Need to make the seas safe for transport, focus the coastal cities on a couple harbors and ironclads.

1812 (4): WallStreet completes, Mass production due in 2 with +169 gpt. Kill a spanish Galleon 1 more is out of reach, 3 iron clads are protroling the cove. Land a transport of 5 artillery and 3 infantry to the Island town of Isipezi. found New Tes in the only bab territory. Capture the final English City of Brighton. The Strong English are defeated.

1814 (5): Take out a few more ships in the cove btwn the shuruppak and Isipzi island. A couple transports completed on the west coast, waiting on the ironclads for cover. Moved the 4 transports to Shurrupak safely. Will continue moving south before loading to move on our next civ. Mass Production is due next turn with +243 gold. Spain has landed 2 units on the small old english island but will allow them to kill themselves on the infantry now posted there. Tried to consolidate artillery with the transports in Shurrappak. Cleanup the Spanish on the English island afterall. Used 2 5/5 elites, no leader :(. Founded New Hutag in the open spaces of old Babylon.

Here is the Save:

http://civfanatics.net/uploads3/LK37-1814AD.zip

I could only play 5 tonight and will not be back home until late on Sunday so rather than hold up the game I will pass it along after 5. It is a good place to spot anyway I think. Lee can decide where to establish a beach head, and who is next. Babylon and England are no more. Tried to get a few ironclads to clear the seas for our transports. 4 are in Shurruppak, 2 on the west coast, and 1 to the south that was used to take the English island. Brighton may serve as a good point to go at the Celts, directly north of Brighton a transport can deliver troops in 1 trip. Due West of our southern coast and Spain is a 6 tiles away target at Zaragoza. Spain is a whole lot easier they don't have and can't get rubber, unless a new source appears.

Another option is to rush our temples in the newly acquired cities to push the tile to domination down and sit tight until tanks then we could roll through Spain and Celts without too much trouble.

Mystery13
Feb 08, 2003, 03:47 AM
Very nice...it seems as though you may be just reading about the cleanup of the other continent when you get back:)

Rowain deWolf
Feb 08, 2003, 07:20 AM
Nice that Babs and England are gone. :goodjob:

But uhm I read always Ironclad in your report. ;) I hope you mean destroyers since we know Combustion and at least during my turn we had Oil connected and a second Source unconnected.


Rowain

hotrod0823
Feb 08, 2003, 07:24 AM
I was building ironclads only because they were 1 turn less and to get them cheaper than destroyers and needed them quicker.

There are destroyers being built now. But I was using the clads to take out the celt and spain navy.

hotrod

LKendter
Feb 08, 2003, 11:54 AM
1814 AD (pre-turn) -
:hammer: Once again, a massive veto of worker orders. I cancel all of the jungle clearing by hopelessly corrupt New Choybalsan. :hammer:

I switch several coastal cities from Ironclads to destroyers. I added more cities to the building ships category. I want solid control of the sea before beginning an invasion. I reallocate our infantry to put 2 each in all of the coastal cities, as marines may not be that far away. I rush as many temples as I can without dropping us below $1000.

Our invasion target is clearly Spain, who should NOT have much of a rail-net, as they have no natural coal. I don't expect to finish this round, as I may not even get transports to the landing zone. We may not even need to invade with the size of our continent.

1816 AD to 1828 AD - The whole turn is just mmow, getting faster population growth from the 1/1 cities, and optimizing 1/1 cities to positive cash flow with all irrigation and heavy taxman.
For example, I got Persepolis running with 7 taxman.

[dance] game over [dance]

Our score is 4,084 - not bad at all.


LKendter
Mystery13
Rowain deWolf
Meldor
Hotrod0823

Another game where every one finished, I always like that scenario.

http://www.civfanatics.net/uploads3/LK37-1828AD.zip

Mystery13
Feb 08, 2003, 12:00 PM
We're done???? Our continent plus the islands prove to be enough. Well done on an initially very tough always war scenario.:)

Rowain deWolf
Feb 08, 2003, 05:42 PM
[party] Victory [party]


Thaught that we would have enough land but feared that the big celtic cities would deny us the needed 2/3 of population.

Congrat to all :)


Rowain

LKendter
Feb 08, 2003, 05:44 PM
Well we were past the tile limit 2 or 3 turns before the pop limit.

My mass irrigation plan paid of. I have become hooked on size 12 cities running 6 or 7 taxman for the corrupted waste lands.

hotrod0823
Feb 09, 2003, 12:52 PM
Good game everyone! :goodjob:

It was a fun game and AW is definitely very exciting.

Hotrod