View Full Version : N1 - PTW Regent Succession Game: Persia
Nick014 Dec 22, 2002, 02:47 PM World- Standard Size, Warm Wet 5 Billion Years, Medium Islands
Difficulty- Regent
Barbarians- Random
AI Civs- 5 Random
AI Respawn and Culturally Linked start are disabled
Civ- Random, we got Persia
All victory conditions are enabled
Players:
Nick014
Nad
Tiamat
Open
Open
24h for got it, 72h to play
Previous Regent Win is prefered, but not manditory. Each player will play 20 turns at first, but we will probably want to cut it back to 10 or 15 later. I am going to wait for 2 other players to join, then we will start and accept up to 2 more.
First 20 Turns Summary: Persepolis is founded on top of dyes with another dyes directly to the west. We order a warriors built to explore our area. Warriors scout out, we are on a island with 3 luxuries :) , connected by a one-square land bridge to the northwest. We have researched ceremonial burial, and are currently 3 turns away from pottery. On my last turn we spotted an arab scout. He only has pottery, and we are close enough to it that it wouldn't be worth trading masonry for it. Setter is built in Persepolis and is awaiting orders from the next player. I am suggesting a new city at the yellow dot, but it's really up to the next player. Without a source of fresh water we are going to need granaries in lots of our cities :(
Here is the Persian Island:
http://www.evula.org/barisaxguy5/Civ3/Persia3000bc.jpg
And here (http://www.evula.org/barisaxguy5/Civ3/N1-3000bc.SAV) is the save
Nad Dec 23, 2002, 05:27 AM hey nick, this looks really interesting. I've never played a succession game before although I've been reading through many of the threads. As for regent I regularly whip that and generally play emperor, but this would be a good start for me to try a succession game. Would you consider allowing me to enter this one?I would probably need some help/advice about posting saves etc, but I think I would certainly add something to the game.
PS: as for the first settler, I would recommend he goes straight to the choke, where the arab scout is currently standing; this will let you colonize your peninsula at leisure (at least until the AIs get Map-Making)
Nick014 Dec 23, 2002, 11:11 AM Sure you can play! :D
We need one more before we can start, and then can take up to 2 more
Nad Dec 24, 2002, 03:21 AM cheers nick!
Tiamat Dec 24, 2002, 12:45 PM I would be interested in joining. hopefully this goes better than my last SG where everybody else dropped out.
Nick014 Dec 24, 2002, 08:25 PM Players:
Nick014
Nad(playing now)
Tiamat
Open
Open
Alright Nad, you're up! play your 20 turns and please name the file in a similar way as the one I posted. 24 Hours for got it, 72 hours to play it
Nad Dec 25, 2002, 05:06 AM got it, will post + reply ASAP
Nad Dec 26, 2002, 06:32 AM ok, turn played, here's the summary
Pre-turn: have a quick look round, everything's fine; we have lots of room to expand, and a superb choke point. I want to research iron-working ASAP as that's a critical technology for us, and we must know if we have iron on our peninsula or if we need to settle in Arab territories. Also I want to explore a little more and find contacts with other civs.
Turn 1, 3000BC - settler heading towards choke point; if we can hold this we can then concentrate on establishing productive cities at our leisure. Persepolis set to temple as prebuild for granary.
warrior exploring in east spots what could be a 2nd choke point; warrior exploring to north discovers Arabs are very close to choke point, and also glimpses a river, which will provide some much needed irrigation.
turn 2, 2950 BC - miscellaneous movement, Arabs look to have some nice terrain on their side of the choke
turn 3, 2900BC - worker completes road, moves to chop forest (to speed our granary build in Persep); science to 40%, +1 gold, pottery in 1; diplo check reveals Arabs already have 3 cities!
turn 4, 2850 BC - Pottery complete, research set to iron-working, 20% in 40 turns.
Persepolis switches to granary, forest chop will be complete in 5 turns (I love industrious!), warrior in east discovers that there is no choke point there, just a thin taper of land.
turn 5, 2800 BC - zilch
turn 6, 2750 BC - Pasaragdae founded, set to warrior in 10 turns, science to 100%, IW in 29 turns.
turn 7, 2710 BC - palace expansion, misc exploration
turn 8, 2670 BC - warrior exploring in north sees gems in jungle close to Arabs - wow, that's 4 luxuries already which are close to us - i would guess from this that we are on a 5 billion year old world
turn 9, 2630 BC - worker finishes chop, set to road
turn 10 - 2590 BC - warrior spies land to the north-west, opposite the Arabs and linked by coast.
tbc...
Nad Dec 26, 2002, 07:54 AM turn 11, 2550 BC - worker finishes road, move to connect pasaragdae
turn 12, 2510 BC - switch pasaragdae to worker as warrior who has been exploring in south-west is close enough to defend Pasaragdae
turn 13, 2470 BC - warrior near Arab lands spies more coast across sea to north; I presume fro this that we are on continents or archipelago world.
Arab scout is still in our lands and can't escpae as we have blocked the choke - I don't think the Arabs have contact with any other civ, so they will be the first target for our immortals.
turn 14, 2430 BC - Arabs have nice lands, cattle in cap radius, gems, game and fresh water; I wonder if their capital is also on a choke point? there could well be lands to the north of the arab cap - I will leave it to the next player to decide if we should explore through arab lands to the north; at the moment I don't want to upset them, so will continue exploring around their territory.
turn 15, 2390 BC - persepolis completes granary, set to warrior (2 turns); income is -1 per turn.
Warrior whi has been exploring to the south west arrives and fortifies at pasaragdae.
turn 16, 2350 BC - Pasaragdae completes worker, set to spear; if we can defend choke properly, we won't have to worry so much about defending our other cities, as the Ai is incompetent at naval assault. worker moves ne heading towrads river for fresh water and building roads on way
turn 17, 2310 BC - Persepolis completes warrior, fortifes, start another warrior ( I am building warriors at the moment because they are cheaper than spears, and because we can do a mass upgrade to immortals later and wipe out the arabs).
turn 18, 2270 BC - misc movement
turn 19, 2230 BC; persepolis completes warrior, set to settler; warrior fortifies and should accompany settler when complete
turn 20, 2190 BC - Pasargadae connected to empire, so citizen there celebrates by daubing pink colours onto their clothes and jumping in joy. Worker mines Pasaragdae grass.
Notes to next player - watch out for barbs; I've not seen any yet, but best not take chances; all settlers should be accompanied by military, and we might need a couple of warriors on barb prevention duty in east and west
Keep choke heavily defended, and perhaps explore into arab lands in north. Watch the treasury, its at -1 per turn, currently 12 gold, IW in 12 - just enough, but we may save some gold by tweaking science down at end.
Apart from that, we're on course to expand quickly, Persepolis can do warrior (or spear)/settler combo's in 10 turn shifts or so. Pasaragdae is in a poor position wrt tile use, and will overlap with 2 future cities, but its strategic strength is worth it, firstly as a choke, and later as a canal for our future navy. It should acquire a temple ASAP, as we want it to be culturally strong, with no danger of a flip (bearing in mind Arabs get half cost temples, we may wish to get the temple online ASAP - use forest chops to speed the temple, our ind workers go at 5 turns per chop, invaluable). After the temple, walls are something to consider, and we will have a base for our eventual invasion of Arabia.
Finally, what do the team think on wonders? Pyramids are obviously desirable, but Persep would be the only city with a real chance of snagging them, and this would slow our expansion. We might wish to gift masonry to the Arabs, let them build them, and then capture them (Mecca would be in a good position to build them, and the AIs have a high priority on Pyramids) - thing is, Arabs won't swap for warrior code (which they've had since my turn 8), and they have no gold, so it would be a pure gift if we gave them masonry. I don't think we need to bother with any other ancient wonder, but concentrate on expansion instead. One possibility we have: there are 2 or 3 gold squares near Persepolis, and also near coast. A city there, with Colossus, low corruption, and later Cop's/Newton's would truly be super science - just a thought for the next player.
Screenshots and save file to follow (as soon as I figure out how to do them!)
Here's the link (hopefully!)
http://www.civfanatics.net/uploads3/N1-2190bc.sav
and a proposed dotmap of our lands:
http://www.civfanatics.net/uploads3/N1dotmap.jpg
red: next city (?)
yellow: this is on a gold hill, and could be a super science city
green: other possible cities (closely packed, with some overlap, but by no means ICS)
Nick014 Dec 26, 2002, 02:17 PM Originally posted by Nad
( I am building warriors at the moment because they are cheaper than spears, and because we can do a mass upgrade to immortals later and wipe out the arabs).
I don't think you can upgrade to UUs, can you? :confused:
Red dot looks like a nice site, next player should probably irrigate towards it from that river up near Pasargadae.
I think after the red dot we should grab those cattle to the northeast of Persepolis, that way we'd have food producing cities for settlers.
Alright Tiamat, you're up! 24h for got it 72h to play it
Padma Dec 26, 2002, 02:54 PM Originally posted by Nick014
I don't think you can upgrade to UUs, can you? :confused: Absolutely! The mass Warrior upgrade to Immortals is a common tactic for players using Persia! :D
Nick014 Dec 26, 2002, 09:12 PM Heh, I don't play too many games as Persia, thanks for the information Padma
Tiamat Dec 27, 2002, 01:02 AM OK, got it and will post results tomorrow.
Tiamat Dec 27, 2002, 07:13 PM Preturn (0) - Look through empire and see no changes to be made.
Turn 1 (2150 BC) - Moving Warriors to explore. Arab Warrior/Settler pair spotted on mountain S of Mecca. Arabs have Masonry now, so they must have been researching it.
Turn 2 (2110 BC) - Worker completes road NW of Pasargadae, moves to plains next to river to irrigate/road. Arab settler pair heads towards coast.
Turn 3 (2070 BC) - Arab settler pair reaches coast 1 tile NW of river. Worker begins irrigation. Worker SE of Pasargadae completes mine, moves to shielded grassland near red dot city location to mine/road.
I - Arabs found Baghdad on coast NW of river. Second pair spotted leaving Mecca headed towards Gems.
Turn 4 (2030 BC) - Settler ready in Persepolis, switch to Barracks. I did this so that we will be producing veteran units, and also this will give us the break needed to complete the Spearman/Settler combos and have the city fluctuate between Pop 4 & 2 instead of 3 & 1. Wake 1 Warrior, send pair to red dot location. Wroker begins mine.
Turn 5 (1990 BC) - Worker near river completes irrigation, starts road.
I - Arabia asks us to move our Warrior from their territory, I agree.
Turn 6 (1950 BC) - Moving & working.
I - Arabia founds Najram on Gems.
Turn 7 (1910 BC) - Worker completes road, moves 1 tile S to irrigate. Worker completes mine, starts road. Susa founded near red dot location, and starts Barracks to give us 2 military producing cities. Drop science to 70% to break even on gold and still get IW in 2 turns.
Turn 8 (1870 BC) - Pasargadae completes Spearman, switch to Temple for Culture. Fortify Spearman. Unable to lower science without losing turns to IW.
Turn 9 (1830 BC) - Iron Working discovered, set research to Alphabet. It appears that we are on an Archipelago map, so we will want to get to Map Making fairly quickly. I leave Science at 70% as it gets us Alphabet in 20 with +1 gpt. There are 2 iron sources on our island, 1 in the hills right next to Mecca, and 1 SE of Persepolis on a mountian just outside of our borders. I will have the next Spearman/Settler combo head to the little peninsula to get the Iron in our territory. Worker N of Pasargadae completes irrigation, moves to plains immediately north and begins irrigation. Worker near Susa completes road connecting the city to the trade network, moves to road the wheat tile.
Turn 10 (1790 BC) - Moving & working.
Turn 11 (1750 BC) - Worker near Pasargadae completes irrigation, moves to forest SW to clear and speed Temple production.
Turn 12 (1725 BC) - Barracks complete in Persepolis, starts Spearman. Worker begins clearing forest. Susa Worker completes road, begins journey to Iron Mountain.
Turn 13 (1700 BC) - Send exploring Warriors to Persepolis for upgrading when possible.
Turn 14 (1675 BC) - Spearman complete in Persepolis, start Settler.
Turn 15 (1650 BC) - Worker begins road on Iron Mountain.
Turn 16 (1625 BC) - Arab scout reappears E of Persepolis.
I - Arabs begin construction on the Pyramids.
Turn 17 (1600 BC) - Worker clears forest, begins irrigation.
Turn 18 (1575 BC) - Arab scout moves to little peninsula SE of Persepolis, where I want to build the next city.
Turn 19 (1550 BC) - Settler ready in Persepolis, starts Spearman. Both Warriors are now in Persepolis awaiting upgrades. Worker near Pasargadae completes irrigation, starts road. Arab Scout hasn't moved.
Turn 20 (1525 BC) - Worker completes road to Iron, moves to shielded grassland. Arab Scout still hasn't moved. Looks like they don't want me to build a city on the peninsula. Spearman/Settler combo is next to Iron Mountain. The next player can decide what to do with them.
OK, I checked in Persepolis, and the cultural borders will expand next turn putting the Iron in our territory, so the Spearman/Settler can be moved to another location. Persepolis is currently working on a Spearman - Settler rotation that should keep the population fluctuating between 2 & 4 instead of 1 & 3. From the map (see below) it looks like there is no land N of Mecca so we appear to be alone on the island with the Arabs. I would suggest beelining for Map Making to get some Galleys out there exploring.
Here is the map:
http://www.civfanatics.net/uploads3/N1-1525BC.jpg
And the save: N1 1525BC (http://www.civfanatics.net/uploads3/N1-1525BC.zip)
Nad Dec 28, 2002, 10:17 AM ummm, Tiamat...just looking at the map there, is the reason the Arab scout won't move because it has nowhere to move, with the spear/settler standing where they are?
Tiamat Dec 28, 2002, 10:20 AM No, they didn't move for 2 turns before the Spearman/Settler arrived there. The Arabs moved in and sat there even when the way out was clear.
Nad Dec 28, 2002, 03:20 PM Tiamat - gotcha; very curious that scout hasn't moved, cos I don't think it's yet explored the sw part of our peninsula where the furs are; and I thought the AI didn't use scout denial!!!
nice turn, very good thinking about fluctuating between 4 and 2 rather than 3 and 1.:goodjob:
we could indeed beeline for Map-Making, and I noticed in my turn there are overseas lands to the north and west of Arabia. However, when I find myself on a continent with just 1 neighbour, my initial reaction tends to be to get rid of the neighbour and control my continent before I meet overseas neighbours! That way, they never discover what an aggressive war monger I am!!! What do you guys reckon? :shotgun:
Tiamat Dec 28, 2002, 04:25 PM I agree, we should eliminate the Arabs before we get contact with the other AI, but we should also try to get to Map Making before the Arabs, so they don't make contact first.
Nick014 Dec 28, 2002, 07:45 PM I agree that we should destroy the Arabs before we move over to another island. However, I think there might be more on this continent than we can see now, since there are 4 luxuries on this island alone, which means there should be more than only 2 civs! I'll try to get some kind of scout up past the arabs to see for sure.
Also, the tile to the east of Pasargadae should be irrigated to bring much needed water to the rest of the continent!
Nick014 Dec 29, 2002, 12:14 PM Ok, I finished my 20 turns.
Highlights: Arabs declare war, 3 new cities founded, started massing immortals
1-5: Movement/Worker Management
I: Arabs demand all our money, they declare war when I refuse
6: Arbela founded northeast of Persepolis near the cattle
7:Persepolis builds settler, starts immortals
8: Research on alphabet completed, starting Writing, we kill the Arab scout still standing on that penisula
9: Antioch is founded on the peninsula
10: Movement/Worker Management
11: Movement/Worker Management
12: Movement/Worker Management
13: Movement/Worker Management
14: Founded Tarsus on gold hill, disperse a barb camp bear Arbela. Talk to Arabs, they don't want peace, but they have Warrior code, Mysticism, and the Wheel, all of which we lack
15-19: Movement/Worker Management
20: Kill an Archer near Pasargadae with an immortal, triggering our golden age.
Basically I spent my turns founding new cities and forming our armies. Right now we have about 5 Immortals waiting in Pasargadae for the invasion. It's up to the next player to use our golden age and crush those Arabs! There are also 2 settlers waiting in Arbela for orders, it's up to the next player what to do with them.
Nad, you're turn! 24h for got it 72 h to play
N1-975BC.SAV (http://www.evula.org/barisaxguy5/Civ3/N1-975BC.SAV)
Nad Dec 29, 2002, 02:40 PM woah, so after all our talk about taking out the arabs, they pre-empt us and declare! They may have started the war on their terms, but we'll finish it on ours. Looking forward to guiding us through our GA.
The fact that the Arabs have about 3 techs we don't may suggest that they do have contacts with another civ. Consider this a got it, will take a look at the map and then plot a course of action.
Any ideas Nick on war aims? Are we gonna try to knock the Arabs out now, or fight a defensive war and use our GA to get some temples online and some military built-up?
God save the Arabs (cos no-one else will!)
Nick014 Dec 29, 2002, 03:51 PM Well, personally I'd take advantage of our immortals 4 vs 2 attack advantage to take out the Arabs now while they still use spearmen. It's all about different playing styles though, so it's really up to you
Nad Dec 30, 2002, 12:19 PM ok, so we have an early GA which is partly wasted as we are in despotism. Nevertheless, an ancient GA handled well can be lethal, and I think I'm gonna enjoy these 20 turns.
Enjoy them I did, and our GA was very much lethal for the Arabs.
Consider this a summary:
Arabia, at the accession of Xerxes the vengeful, 975BC
http://www.civfanatics.net/uploads3/N1Arabia975.jpg
"Arabia", 530BC, as Xerxes the vengeful earns a well-deserved retirement
http://www.civfanatics.net/uploads3/N1Arabia530.jpg
Report coming up....
Nad Dec 30, 2002, 01:17 PM Inherited turn, 975BC: as I have the responsibility of guiding us through the critical turns of our GA, I have to make a number of judgement calls and avoid making mistakes. So I start by making a few changes: Pasaragdae is changed to walls to soak up a possible Arab assault. Arbela is changed to a spear, to escort one of the settlers there, complete in 1, no shields lost. For some reason, Tarsus is on a worker!?! Weed, Nick? Its shields box is full, but it can't complete cos it won't grow for another 4 turns; I hope this hasn't been the case for too many turns; switch immediately to warrior. Miscellaneous MM, and then I wake 2 immortals and a spear in pasaragdae, head towards Khurasan/medina for a spot of "mischief".
Diplo check: Arabs haven't got their iron hooked up yet; so my aims for these turns will be a big military build-up, some infrastructure, and getting cities connected. Expansion will be on something of a back-burner for a short while.
Science to 80%, writing in 3.
Inter-turn - barb appears in sw peninsula, so there is a camp there somewhere.
Arbela completes spear, builds spear
Tarsus completes warrior, set to warrior
Turn 1, 950BC - newly-built warrior in Tarsus begins to head south to clean up the barbs, worker moves to connect tarsus to our empire. Our SOD of 2 imms and 1 spear move adjacent to an Arab archer on the border of Khurasan and Medina, inviting an attack.
IT: Arab archer does not attack, but instead moves into Khurasan, more barb movement in sw, barb horse spotted. Yikes! The barbs can build a unit we can't!!!
Persepolis completes spear (fortifies), starts spear
Turn 2, 925BC - I move 2 more immortals towards Baghdad; immortal attacks Arab warrior near Khurasan, wins losing 1HP, next turn we are ready to attack Khurasan with 2 imms and 1 spear
science to 10%, writing in 1
IT: barb horse attacks our warrior, we win losing 1 HP
Writing complete, research to MM, 70% in 14, +4gpt
Surprise! Since Writing is complete, our foreign advisor asks if we should establish embasiies with our neighbours; I say sure, why not, enter the diplo screen to discover we have contacts with the Zulu! As it costs more for an embassy with them than we have, I leave it, but our suspicions are confirmed - we are not alone with the Arabs.
Susa builds Spear, starts immortal
Turn 3, 900BC - warrior injured by barb horse fortifies to heal
Diplo with Zulu - they have Wheel, Warrior Code, Mysticism, Maths, contact with Ottomans, 100 gold and 7 cities! We're way behind at the moment, though catching up on regent level shouldn't be too difficult.
I buy warrior code from them for 3gpt (although I could have bought it cheaper lump sum, this is not weed - we pay gpt to discourage the Zulu from allying with Arabia against us)
The battle of Khurasan: our vet immortal kills warrior w/o damage, our 2nd vet immortal (slightly injured, 3HP) kills archer, losing a further HP - Khurasan, size 1 with no culture is auto-razed.
Spear moves onto cattle square in Medina, joined by another immortal, 2 more immortals converge on Baghdad
Antioch changed to archer, due in 6 (computer had auto changed it to immortal, as it is now connected to iron).
Arabs are now willing to give Maths, Wheel and Mysticism for peace! Not so fast Abu Bakr, we've only just started having fun...
IT: our immortal outside Baghdad is attacked by archer, but wins w/o damage
Pasaragdae completes walls, set to spear
Tarsus builds warrior, switched to spear
Turn 4, 875BC - new warrior in tarsus begins to head sw to help other warrior clear out barbs; the other warrior attacks barb warrior and wins, losing 1HP
reg immortal attacks spear in Medina, wins w/o damage and is promoted to vet; spear pillages cattle tile
Battle of Baghdad: vet immortal kills spear in baghdad, but loses 2HP; reg immortal attacks and kills a second spear in Baghdad w/o damage. Baghdad is ours!!! Where are those nukes, saddam?!? [Baghdad has 1 resistor; we set other citizen to collect tax, and start spear]
Settler builds Gordium 4 tiles s of Arbela, set to immortal
IT: archer from Medina attacks our spear, we win, losing 1HP; we haven't lost a single unit yet
Persepolis completes spear, set to immortal - we can now build FP, says our domestic advisor; resistance ends in Baghdad,
Arbela completes spear, starts settler
Turn 5, 850BC - Immortal attacks spear in Mediana, we win losing 1 HP; unfortunately there's an unfortified archer left; I consider attacking with our spear, since the archer is unfortified, but don't fancy the odds; in any case, another immortal will be there to attack next turn
I whip the spear in baghdad, move the wounded immortal inside, and send the undamaged reg immortal n towards Mecca.
Arabs are now prepared to beg for peace, offering all techs/gold and a city - a sure sign they don't have much left. Sorry Abu Bakr, but I think it's you that could do with increasing your medication.
IT: Baghdad completes spear, set to temple
Turn 6, 825BC - reg immortal onto mountain outside Mecca for recon; they have an archer heading our way, and a spear defends Najran
vet immortal attacks archer in Medina, wins but loses 2HP. Medina is also auto-razed, but we do capture 2 workers - we head them back towards pasargdae using the spear as an escort
IT: arabs move archers
Antioch completes archer, set to temple
Turn 7, 800BC - our reg immortal on the mt outside Mecca attacks Arab archer on plains, we win but lose 1 HP; that immortal is now in a vulnerable position, on an Arab road and with only 2HP.
Bactra founded in far east, set to warrior
I build an embassy with the Zulu at the cost of 52 gold. Zimbabwe is size 6, has a cattle in its radius, and is due to complete Oracle in 1 turn!
As we suspected, the Zulu are some distance north of the Arabs, and have now added literature to their techs researched.
IT: Persepolis trains immortals, asked to train some more; pasaragdae finishes its spear, starts a settler, ditto tarsus; Zulu complete Oracle
Turn 8, 775BC - I use our wounded, 2HP immortal for a risky attack on an arab archer in forest, fortune favours the brave as we win w/o further damage
we move a vet immortal onto the hill s of Najran, will be joined by 2 more next turn; slave workers get to pasaragdae, spear jeads back north
barb camp located in sw, but there's another barb horse on the loose
IT: Arabs move an archer and warrior into view; I can't believe they still haven't connected their iron, that's sheer incompetence!
Susa builds immortal, starts spear
Turn 9, 750BC - the wounded immortal near Mecca attacks a warrior on plains, down to 1 HP, but promoted and gains a HP; vet immortal attacks archer on plains, win w/o damage, 3 immortals are ready to attack najran next turn
warrior attacks and beats barb horse in sw, no damage; the other warrior down there clears the camp, recovering 25g, I'll keep these warriors down there on barb prevention duty
change Persepolis to settler; as the fighting is going well, we may as well settle the ex-Arab lands
IT: Arbela trains settler, starts on spear
Turn 10, 730BC - The battle of Najran: immortal beats spear but down to 1HP; 2nd immortal slays spear w/o damage, and Najran is also auto-razed, though we have 2 more slaves to add to our collection. mecca is next
IT: Persepolis builds settler, starts spear
To be continued.....
Nad Dec 30, 2002, 01:37 PM Turn 11, 710 BC - an uneventful turn (!) apart from troop moves
IT: susa build spear, starts settler
Turn 12, 690BC - we have troops round Mecca and start pillaging the terrain mercilessly
science to 100%, MM in 1, -7 gold
IT: Arab archer north of Mecca attacks our wounded 2 HP vet immortal, but we win w/o a hit and get our 1st elite!
MM complete, research to Code of Laws, 8 turns breaking even
Turn 13, 670BC - Sidon founded on incense in east, connected to empire increasing happiness everywhere; set to build galley (for naval explortaion)
Trade WM to Zulu for their TM and 11 gold (I will not trade therm MM however, as their offer is insulting)
hmmmm...perhaps the Zulu are on a different island, as their land is way north of Arabia - either that or there is a lot of unsetlled land between them
IT: Persepolis completes spear, starts setller, Pasaragdae vice versa, Gordium builds immortal, starts worker, tarsus builds settler starts temple
Turn 14, 650BC - The Battle of Mecca: vet immortal attacks reg spear, knocks it to 1HP, but loses! :sad: This is the 1st unit we've lost.
vet immortal attacks 2nd spear, we win but down to 1HP. The Arabs have only the 1HP spear left! I guess Mecca was not as heavily defended as i suspected.
Since the spear in Mecca has only 1HP left, I attack with our wounded (3HP) elite, just in case.....
http://www.civfanatics.net/uploads3/N1Unbelievable.jpg
.....that were to happen
Unbelievable!!! Our 1st and only elite victory produces a leader!!! I've never had such luck before. Sometimes I love the RNG
Mecca is ours, but has 3 resistors, we start a temple (intending to whip it once the resistance ends).
Darius begins to head south to Pasaragdae, where I intend to rush the Pyramids. Pasaragdae changes to a worker (3 turns, so I can complete before Darius arrives).
I will continue this report after a little sidetour on the story of our heroic immortal
Nad Dec 30, 2002, 02:41 PM considering the charmed life our first hero led, i think it was almost ineviable that he was destined for greatness. He started life as a warrior but was upgraded to regular immortal status. His first taste of action was the battle of Baghdad, where he defeated a reg spear w/o a hit. He then embarked on a solo offensive against mecca, killing an archer but for a little while was vulnerable, on a road on plains with just 2HP. Undaunted, he killed an archer in the forests on the very next turn and the turn after gained promotion to veteran after killing a warrior, but still at 2HP. So thus far he'd killed a spear, 2 archers and a warrior. He then embarked on a pillaging affair of Mecca, and was taken by surprise when an archer heading south from Damascus attacked him in open ground. No trouble for our hero as he dispatched the archer w/o further damage and was recognized for his heroics by elite status. 2 turns later he finished the spear in Mecca, and the bravest fighter among the immortals, Darius, stepped forward.
Returning to the report:
Now that we have Mecca, i intend to round off by taking Kufah and then suing for peace, establishing Mecca as the new frontier of our territory, and a good location for a future FP, possibly.
IT: an Arab archer heads towards mecca; Mecca goes into disorder - whoops, guess I'm a little used to having the governor manage moods.
Turn 15, 630BC - though the culture flip danger is now great, I pile troops into Mecca to end the resistance.
Diplo check: those blasted Zulu now have MM - perhaps that is why their offer was so derisory; we can expect annoying AI settler galleys fairly shortly unless we secure our territory, so expansion now becomes top priority, then some infrastructure, and we need to improve our terrain ASAP using our industrious attribute.
IT: Arab archer moves to threten both Mecca and our slave, order restored in Mecca as the resistance ends, Arbela completes spear, starts settler
Turn 16, 610BC - Tyre founded on former Medina, set to Spear
Switch Mecca to barracks and whip it, mainly to kill foreign natiuonals, remaining 3 civilians changed to taxmen; our heroic elite immortal kills archer on hill w/o damage (would we expect anything else from him?!).
3 immortals gather outside Kufah
IT: Persepolis builds settler, starts Temple
mecca finishes barracks, starts spear
Bactra produces warrior, satrts harbour
Pasaragdae trains worker, begins pyramids
Susa completes settler, starts spear
Gordium finishes worker, starts temple
Turn 17, 590BC, Darius rushes Pyramids
Battle of Kufah: immortal kills spear, losing 2HP, 2nd immortal kills spear w/o damage, Kufah is added to the heap of ruins that are former Arab cities
Sardis founded in SW peninsula, starts temple
Time to quell the bloodthirsty rage of our warriors and settle to peace. In exchange for peace, we get Wheel, Mysticism, Maths, WM, Contact with ottomans, 21 gold, Damascus and Anjar - ie, everything the Arabs have, apart from their new capital Basra. The Arab threat is over, its time to consolidate
From our improved WM, we discover there is simply loads of unsettled land to the north, as our continent branches, to the east the ottomans, to the west the Zulu. Far from being on a small island, we are on a HUGE continent!!!
Whoops, bad news. there is a barb camp outside Anjar! Undefended, it will take about 10 turns to get military up there. So I resize; Damascus is on a nice choke point, and will serve as an excellent border. Given the situation and in a fit of charity, I gift Anjar back to the Arabs (let them suffer the barbs!!). Besides, it will be useful to have the Arabs as a buffer between ourselves and the powerful Zulu and Ottomans.
Amazingly, the Arabs have 2 more techs - Polytheism and Horse-riding; blast! We couldn't extort these because we lacked the prerequisities (Mysticism and the wheel), otherwise I certainly would have.
Found embassy with the Ottomans for 50 gold (don't bother with the Arabs, its a waste of money as they have no more meaningful part to play, and if that changes, we'll build embassy later).
istanbul has wines and iron in its radius, is building pyramids, due in 26 (haha! beatcha)
Despite the embassy the Ottomans are annoyed with us (word of the razing must have spread; the Zulu, however, are polite; razing cities is right up Shaka's street). Trade: I swap writing and WM to the Ottomas for Polytheism, TM and 5gold. i then give them MM for Horse riding and their WM (no use denying them it when the Zula and Arabs have it).
We are now only 1 tech behind Zulu (Literature), on parity with the other 2, and with Code of Laws due in 3.
IT: Pyramids built, Pasaragdae starts spear
Antioch builds temple, starts spear
Ottomans cascade to and build Great Wall - they must have discovered construction this turn, they certanily didn't have it last turn
Turn 18, 570BC - Samara founded on ex-Arab city spot, we have horses! Set to temple, we need to get as much culture ASAP as the next step in consolidation.
Mecca switched to temple, sell granary in Persepolis, but do NOT sell walls in Pasaragdae - they may not have come into use with the anticipated Arab counter, but you never know when they might come in handy later, and they have no maintenance cost.
Tyre switched to temple
Zulu and Ottomans now both have Lit and Construction, so they have already swapped before we had a chance to trade, but we will shortly use our monopoly on C of Laws to get even
Turn 19, 550 BC - units move
IT: C of Laws complete, research to Currency, 70% science, due in 12.
Turn 20, 530BC - Units move.
Trade C of Laws to ottomans for Construction, TM, and 20 gold (Ottomans have somehow managed to get philosophy as well; that must have been from a goddy hut); sell C of Laws to Zulu for Lit and TM
We are just 1 tech behind now, to the Ottomans, and once they lose their monopoly on Philosophy, that will be a cheap tech to buy.
Notes to next player:
we have loads of military units all over the place, i would suggest congregating them outside Damascus to form new border; do not pile them all into Damascus in case of culture flip (Damascus is right next to the new Arab capital). Leave 1 unit in Damscus, fortify the rest on the hills ouside; also, do not fortify them in the jungle: units fortified in jungle can die from disease!! (this recently happened to me in another game)
The settler/spear pair ne of tyre should get to the ex-Arab city on the gems; the settler/spear pair in the sw should form a city exactly 4 squares s of sardis to get furs online; the Arbela settler (due in 2) should build a city on the plains square sw of Bactra; Susa should build 1 more settler after its spear to build a city on the final Arab ruins in the far nw. Susa then needs a temple urgently.
Otherwise, now is the time for consolidation and infrastructure; temples, harbours, courthouses and aqueducts are very important now. with 4 luxuries we probably won't need colloseums. Once these improvements are complete, marketplaces and libraries will give us the economy and research to thrive later. Militarily, we should ensure every city has at least 1 defender, and defend the new border in the north more heavily (do keep some spare units in the south though, in case we are ever invaded amphibuously in the future) . Damscus should be Pasargadae mark 2 - Temple and walls ASAP.
Good luck Tiamat, and hope you enjoy; keep trading to get us into the middle ages; if you get the opportunity, you might wish to get some setllers into galleys, as there is still loads of land unclaimed around the Zulu and Ottomans, and also an island to the nw of Tyre.
Xerxes the vengeful retires, having had tremendous fun, and leaves the throne to his wise succesoors, who will lead Persia to new levels of glory.
and here's the save:
http://www.civfanatics.net/uploads3/N1-530BC.sav
Nick014 Dec 30, 2002, 03:13 PM Originally posted by Nad
Tarsus is on a worker!?! Weed, Nick?
Definitely :smoke:
I guess I had a brain fart there, I meant "Warrior" not "Worker" :crazyeye:
Nice turns Nad!
Your turn Tiamat
A Picture of the Persian Empire
http://www.evula.org/barisaxguy5/Civ3/Persia.gif
Tiamat Dec 30, 2002, 03:29 PM Ok, got it and will post as soon as possible. I will probably switch most temples to libraries as for us libraries are cheaper, will expand our culture faster, and will also help with our research sooner.
Tiamat Dec 31, 2002, 02:42 PM Pre-Turn - Switch the following cities from Temples to Libraries to get faster culture expansion and help on research: Gordium, Tarsus, Sardis, Samaria, Tyre, Baghdad & Mecca.
Since there was not much happening on my turn I will just summarize instead of a turn by turn analysis.
4 cities were founded: Ergili, Dariush kabir, Ghulaman, & Zohak. We now have 4 luxuries hooked up and connected. I was able to trade Currency to the Ottomans for Philosophy, World Map & 206G. There is lots of space on two peninsulas for expansion. Our Peace treaty with the Arabs is now re-negotiable, so if the next player wants to finish them off most of our military is fortified N of Damascus on the hill. Damascus & Zohak need to be connected up.
Here is the state of our empire:
http://www.civfanatics.net/uploads3/N1-130BC.jpg
And here is the save: N1 130 BC (http://www.civfanatics.net/uploads3/N1-130BC.sav)
Nick014 Jan 01, 2003, 01:33 PM Do you guys want to keep playing 20 turns, or cut it back to 10 or 15? I will be able to play this game on Friday, but before I do I want your input.
Tiamat Jan 01, 2003, 01:56 PM I am fine either way, although I think we should probably cut back to 15 turns each for a few rounds.
Nad Jan 02, 2003, 03:51 AM i also don't particularly mind, although since there's only 3 of us, and we have 72 hours to play, 20 turns shouldn't be too difficult
Nick014 Jan 03, 2003, 03:44 PM Ok, it is now optional how many turns you want to take, anywhere from 10-20. In My turns I basically destroyed the Arabs and plunged us into anarchy. I played 15
1: Declare War on the Arabs, let's get these guys out from underfoot for good
2: Movement
3: Renegotiated Peace deals with the Zulu and Ottomans to ensure their neutrality, recieved 60 gold from Ottomans and 23 gold + World Map from Zulu
4-6: Movement
7: Anjar is Autorazed
8: Movement
9: Capture Fustat, no casualties to the Arabs so far.
10: Movement
11: We discover Republic, our new government form is now Anarchy :soldier: :satan:
12: Movement
13: Aden is captured, the Arabs have finally been destroyed
14: This was the big happening in my turn:
We make contact with the French on their continent to our West Here are our trades:
France-
1. We give Currnecy for WM, Communications witht he Celts, and 50g
2. We Give Monotheism for 246g (All they have)
Celts- We give Currency for WM and 166g
-A horseman from our exploring galley pops some barbs and is promoted to elite
15: Nothing
Persia is in the midst of a bloody revolution, right now we only have republic, but we can trade for monarchy witht he ottomans or zulu if the next player wants to head us in that direction instead. Right now the other civs don't have contact with each other, we may want to wait until their gold regenerates or they have a tech and then use our wm or communications as a bargaining chip.
Persian Empire 210AD
http://www.evula.org/barisaxguy5/Civ3/Stats.jpg
http://www.evula.org/barisaxguy5/Civ3/Persia210AD.jpg
France and the Celts
http://www.evula.org/barisaxguy5/Civ3/WayToFrance.jpg
http://www.evula.org/barisaxguy5/Civ3/CeltsAndFrance.jpg
Looks like it's your turn again Nad, have a good one!
N1-210AD.SAV (http://www.evula.org/barisaxguy5/Civ3/N1-210AD.sav)
Nad Jan 04, 2003, 05:28 AM ok cheers Nick. This is one of those "I'm at work right now but will get it when I get home" got it's.
Having a look at the maps you've posted, I don't see any reason why this game should last too much longer. I think an early dom or conquest is on the cards her.e. I will take a closer look when I get the game, but I think colonizing those isles, then taking out the Ottomans with a Zulu alliance is next on the cards, especially as our immortlas still hold an edge. Then we can turn on the Zulu, control our continent, and start shipping troops west. Of course, that is making a lot of assumptions. First step I think is going to Monarchy rather than Republic, so I will be looking to buy that while we are in anarchy
Nad Jan 04, 2003, 08:33 AM right, well these 20 turns did not take very long at all, so here's a brief summary.
Swapped monotheism with Zulu for Monarchy and some gold. Not a lot happened in the 4 turns I inherited of anarchy, except that the Zulu completed the Great Library . Once we became a monarchy, I made many build changes and micromanaged to get the best out of our terrain. Some general observances on this are below. Over the course of the 20 turns, however, did some exploration, moved military around, and used workers to improve terrain. Diplomatically everyone is annoyed - the Ottomans discovered republic, and the Zulu got it through the GL. Did not sell contacts. Scientifically, we have researched feudalism, and are now 2 turns from Chivalry. Oh, and wonder-wise, we built the Great Lighthouse and the Colossus! Tarsus is well on the way to becoming the super-science city we envisaged well-back. We also built 2 new cities.
Now for the interesting stuff, some thoughts on strategy and where we go from here. Firstly a couple of observations: there is too much irrigation going on!! Generally speaking, plains and deserts should definitely be irrigated, but we seem to have irrigated most of our grasslands. I would stress strongly that production wins games, and we should be looking to get as many shields out of our land as possible, and that means mines. The long-term view I take is to get our cities up to size 20 (ie, using all the land available). If we assume that we don't need specialists, and if we ignore bonus resources for now, then grasslands can each support 1 citizen (2 food); if all the squares were grasslands, this would mean 42 food for the city (20 grasslands and the city square always produces 2). That is equivalent to supporting 21 citizens, more than we need. Therefore we don't need to irrigate the grasslands for extra food, we should instead mine them for extra production. The exception to this is when a grasslands city has hills, mountains or tundra in its radius. These terrains can never support a full citizen each, as hills and tudra produce 1 food, and mountains 0 (ignoring bonus resources). In these situations, we should irrigate the grass in the city radius, to provide extra food to support those citizens working the hills/mountains/tundra. Looking at our map, Tarsus, Antioch, Mecca, Damascus and Basra are the only cities that will need (some) of their grasslands irrigating, as they have hill and mountain squares within their radius. Our other cities which have grasslands available to them, do NOT need their grasslands irrigating, so we are going to have to change a lot of irrigation to mines, eg Persepolis. Granted that sometimes we need to irrigate to get fresh water elsewhere, but Persepolis has the majority of its grasslands irrigated, when it needs 0 of them irrigated - if they were all changed to mines, Persepolis would be producing half as many shields again. This is something to bear in mind for the rest of the game, as we definitley need to think about how we improve our terrain, and not wantonly build mines or irriagtion everywhere. Fortunately, being industrious, we can make changes quickly, but we are dulling our civ trait benefit if we have to keep altering what we have previously done.
Secondly, aqueducts!!! A number of our core cities are stuck at size 6 while they are building marketplaces or libraries. This is a waste of growth, so I tend to get the aqueducts built ASAP, and then start on the markets/libraries and cathedrals, especially as when the pop gets larger, the other improvements will be even quicker to build. We also need the FP in Mecca ASAP, as their is a huge amount of waste and corruption around that area, and once we do get the FP and some courthouses, we will have a number of highly productive cities.
Most importantly, however, we need to look forward to where we go from here, and what our aim as a team is. If we wanted to win by spaceship, well, that is already in the bag; we can simply expand peacefully now as we have the area required to win a space race; if we built the right infrastructure but also maintained our military to deter attack, we would coast to a science victory without any need for war, as we already have a tech lead at the beginning of the middle ages. It would be far more challenging (and fun) to go for domination or conquest, and it is with this in mind that I went for monarchy. Persepolis is now in a position where it has the most important infrastructure (lacking only a courthose and colloseum) and can start cranking out military units every 2 turns; if we do want to go for a military victory, we need at least 2 or 3 more cities to reach the same stage as Persepolis, ie, infra done and can concentrate on military. It might be worthwhile for the next player to rush some improvements in Susa, Arbela and Pasaragdae, to get them in a position where they too can begin cranking out military (we could also do with a city dedicated to workers/settlers). I have left a hefty kitty if the next player wishes to do this. If so, we have to decide the target - I would be inclined to go for the Ottomans before they get sipahi, using the Zulu's as an ally. Then, once the Ottomans have been dealt with, we could turn on the Zulu while they were still weak from the war; our continent alone would probably be halfway to domination, and if we snag most of the isles between our and the French/Celtic continent, we would be close to dom, and could take the fight abroad.
What do you guys think?
and the save:
http://www.civfanatics.net/uploads3/N1-430AD.SAV
Nick014 Jan 04, 2003, 12:42 PM You make a lot of good points Nad, I think the next player should probably focus on the things you mentioned: colonization of the areas between us and France and also infrastructure/military buildup for a war with the Ottomans
Tiamat is next, 24h for got at 72h to play
Tiamat Jan 04, 2003, 01:58 PM Ok, got it and will play & post probably tomorrow.
Tiamat Jan 05, 2003, 06:04 PM Ok, for my 20 turns I rushed a few buildings, I have started the FP in Mecca, and Sun Tzu's in Persepolis. Most of the cities have their Aqueducts completed, and many have Marketplaces completed or under construction. We need the happiness from these pretty quickly as almost every city needs to get entertainers once they reach size 8 or higher. Both the Ottomans & Zulu are building the Sistine Chapel as well as Sun Tzu. However, both started Sun Tzu well after we did and are building them in smaller less developed cities. I have alot of cities building Courthouses right now.
For the next player, watch the growth of the cities carefully, any one over size 7 needs to be carefully monitored for unhappiness until we get some marketplaces, cathedrals in them. Also, the four cities that are bordering the Zulus/Ottomans need to be watched because they are not connected by road yet.
Also, make sure to check Pasargadae next turn as they will riot the turn after if you don't hire an entertainer or increase the Lux. slider.
State of the empire:
http://www.civfanatics.net/uploads3/N1-630AD.jpg
And Save: N1 630 AD (http://www.civfanatics.net/uploads3/N1-630ad.sav)
Nick014 Jan 06, 2003, 09:37 PM Sorry I didn't respond earlier, internet troubles have been keeping me offline for the past few days. I will play and post tomorrow probably
Nick014 Jan 08, 2003, 08:54 PM Our internet is still giving us troubles, it was supposed to be up again yesterday, but they never connected us :mad: . I'm posting this from my mom's house, there's no telling when it'll be back.
Unless you guys want to wait until I can get back online, you could skip me and let Nad play the next round.
Sorry for all the trouble, hopefully it will be back in a day or so.
Nad Jan 09, 2003, 02:50 AM Nick, let's swop places this round; I'm not going to be able to play between Friday and Sunday, so I'll play this round tonight (Thursday) and then if you play the next round, it'll be a switch for this turn only. What do you think?
Nad Jan 09, 2003, 01:00 PM and here's the summary
Looking at our empire in 630BC, the Zulu and French seem quite large; at some point they need to be knocked in shape; also, the Ottomans have built Mugia in *our* territory?!? That's unacceptable, they too will receive their comeuppance. Sad to say though, that now is not the right time - we still have a lot to do before we can motor towards our conquest/dom ambition. Therefore I played the builder in these turns, concentrating especially on basic city improvements such as harbours and temples.
As a brief summary of the game action, we built lots of buildings and researched invention and gunpowder - we are now researching chemistry, and I think we should race to cavalry, which we might be able to get before the AI's get muskets - at the end of my turn, the AIs had just researched engineering. Cavalry vs Pikes = :die: that could be the blitzkrieg solution we're looking for, and military tradition should coincide with the completion of infrastructure in many of our cities - by my reckoning the player after the next will have that joy, so I'm looking forward to a bloodbath in my next turn too.
I also built embassies with the Celts and French and set up some trades (which are shortly due for renogotiation in the next player's turn); the Celts received furs, dyes and gems from us for their silks and WM, the Frenchies got Furs, dyes and 2gpt for their spices, so we are now up to 7 luxes; happiness isn't a problem therefore.
Oh yes, there is one pretty major stumbling block to our military plans, which could yet turn out to be a blessing in disguise: we don't have any saltpeter! Nor is there any in the unclaimed islands. On the other hand, there is some very close to our northern cities, in the Zulu city of Ngome. I would suggest therefore that we build loads of knights, take Ngome as our 1st target with knights and immortals, then upgrade all knights to cavalry (as I note below, we have Sun Tzu 's, and the next player can start Leo's if he wants). carnage
Towards the end of my 20, the French and the Celts made contact with the Otto's and the Zulu (actually the French contacted the Otto's, and contacts and maps were exchanged in an instant) - our WM is now pretty redundant, and I sold it for what I could salvage; what this does mean, though, is that tech progress should quicken up now, and we can take advantage by brokering bottom branch techs at monopoly prices for top branch techs once the AI's have traded them, and make a killing this way.
In wondrous terms, we completed the FP in Mecca, which has had a massive effect on corruption in the northern half of our empire. We also built Sun Tzu's, the others cascading to Sistine. Hopefully someone will build Sistine's fairly soon, so we can kill the cascade before the AI's get invention.
on a gameplay/style point of view, a note on workers: please chop forests before building a road on a square, once we get to the phase where we are simply improving terrain rather than looking to connect resources/cities. There are many squares in our territory that have had roads built on top of forests; doing this the other way round is quicker (it takes 3 turns for our workers to build roads on forest, but only 2 on flat terrain; therefore chop first. Its even more drastic with our slaves - 6 turns on forest, 3 on flat terrain, so this can add up to a huge number of worker turns saved).
Looking ahead now, we need to complete infra fairly quickly, and get onto military. At the moment we are not making the most of our monarchy form of gov't, as our military is very small, and all we're building is infra. We can change this quickly however, and monarchy will be very useful when we go to war, as we won't have any WW, and we can use MP to quell cities that are not connected to our empire.
If you regain access, Nick, enjoy the next turn. Otherwise, Tiamat, give Nick 24/48 hours or so, and take the save if he's not responded by then.
Here it is:
http://www.civfanatics.net/uploads3/N1-830AD.sav
Nad Jan 13, 2003, 04:46 AM hey guys, what's going on with this game? I know nick has been having internet problems. Tiamat, take the game and play, so we can get this baby moving again!
Tiamat Jan 13, 2003, 01:21 PM OK, I was out all weekend and I figured I would give Nick some time to claim the game. Since he hasn't claimed yet, I will go ahead and play now.
Nick014 Jan 13, 2003, 05:46 PM Ok, my internet connection is back. Sorry this took so long, good turns Nad! Go ahead and play this round Tiamat, then we can just resume our regular rotation after you're done.
Tiamat Jan 13, 2003, 09:45 PM Okay, first things first. Nick, I accidentally hit the space bar at the end of 1030AD, but I saved it as soon as the turn started.
Well the AI decided for us who was to be our next victim. Right after my first turn the Zulu demanded Invention as tribute and declared war when I rightly refused. The first few turns of the war I had to wage a defensive battle because we didn't have much in the way of military. In the beginning we lost Jinjan and they razed Fustat. After I was able to get some Knights up to the front, I have re-taken Jinjan, and captured Ngome. We will need to get the Saltpeter there roaded up, so we can build/upgrade to Cavalry. There are a bunch of Knights in both Ngome & Jinjian ready to push on the attack. I was using Damascus to build the Pikemen for defensive purposes.
As far as L.W. goes, I investigated and found that we would be able to complete Sistine's or Leo's before the Ottomans complete Sistine's but not both. Since the Ottomans were going to be our next target, I set up Mecca to build Leo's figuring we would get Sistine when we took Edrine as it is right next to Aden.
Once the Zulu declared war, I sent our research down the Military Tradition path and we have that now, so once the Saltpeter next to Ngome is connected, we will be able to build both Musketmen & Cavalry.
Due to the war, most of the cities are producing Knights, and Damascus as I mentioned is producing Pikemen. We do have a few cities still working on infra. mainly because they are cities where military would take too long to be of use.
Also, France & the Celts are colonizing the islands between our 2 continents. I discovered another small island S of Samaria which looks like a good candidate for oil or rubber in the future, so we should think about getting a couple of cities there.
Nick, it looks like you and Nad are going to get the fun of wiping out the Zulu.
Here is the state of our empire:
http://www.civfanatics.net/uploads3/N1-1040AD.jpg
And the save: N1 1040 AD (http://www.civfanatics.net/uploads3/N1-1040AD.sav)
Nad Jan 14, 2003, 06:27 AM Go Tiamat!!! Great recovery, and I'm glad you pinpointed Ngome as our major target there. Out of interest, has the rest of the world got invention and gunpowder yet? If not, those pikes are not gonna last long against cavalry!
Good call on Leo's, military is now a priority, happiness should be fine in Monarchy with 4 luxes. Since it completes very shortly, we should hold on upgrading pikes and knights till its actually complete
Nad Jan 14, 2003, 07:11 AM 2 more things: have any Zulu impis won a fight yet? If so, they are in a golden age, so may put up more resistance than we might expect. Secondly, did you enquire about alliances, Tiamat? As a monarchy, there is no particular need for us to finish the war quickly; however, our research will suffer as we try to save cash for upgrades. As long as it does not cost too much, we might as well drag everyone else into the war, since the other powers are all Republics and will suffer war weariness. The Ottomans in aprticulr, we want to be weakened, as we do not want to face them with Sipahi in a strong position. Every ally we get is one less the Zulu can get
Tiamat Jan 14, 2003, 12:02 PM Yes, about 11 or 12 turns into it one of them discovered Invention, then the next turn they all got it and started building Leo's. None of them have Gunpowder as of yet though.
As far as alliances, when the war started, the Ottomans would only accept Invention as compensation. Since I didn't want to give them a chance to beat us to Leo's, I didn't do the deal. Now that they have Invention, they wouldn't accept an alliance even for all our money. You could check again as it has been a couple of turns since I last asked them. As for France & the Celts, they wouldn't give us an alliance yet either, and I checked on the last turn, but keep checking with them.
Also, as far as the Ottomans go, they don't have horses anywhere in their territory, and so far they aren't getting any in trade so they won't be able to build thier UU which is good for us.
Nick014 Jan 14, 2003, 03:14 PM ok, I have it and will play tonight
Edit: Annoying sister objecdt needed the computer all night for a school project! :aargh:
Sorry for all the delays I've been experiencing! I will probably be able to do it tomorrow, barring the unforseen(sister, hardware failure, etc.)
Nick014 Jan 15, 2003, 04:22 PM Well, this was a fun round! I completely destroyed every last Zulu city, but they have a settler floating around somewhere out there as they did not die :(
Summary: Basically all I did was war. In the meantime we have discovered Banking, Education, Asstronomy, and Physics. We also have completed Leo's in Mecca, I few universities and banks have been built.
Summary of War: Basically I decided to go in a fast paced manner leaving cities relatively undefended. At this point they were using Impi and an occasional(though rare) pikeman in defense, and as such were very easy to mop up
(Cities Taken)
1- X
2- Mass Upgrade to Cavalry :rocket:
3- X
4- Ulundi
5- Zimbabwe
6- Bapedi, Mpondo
7- Intombe
8- **Leo is built in Mecca**
9- Isandhlwana, Tugela, Amatikulu
10- Hlobane
11-**Endrine(Ottoman) completes Sistine Chapel
12- Mugla flips to us :D , Umtata, Swazi, Umfolozi
13- New Ulundi, Isipezi
14- Ibabango
15- X
16- New Isandhlwana is autoraised, first load of cavalry lands on the island to the northwest where the Zulu have 4 cities
17-Zunguin
18-New Bapedi
19- X
20- New Zimbabwe, New Hlobane is autoraised
The Zulu still have a settler somewhere. I did not make peace with them yet so I recommend that the next player finish them off for good.
Screenshot of the (former) Zulu Empire:
http://www.evula.org/barisaxguy5/Civ3/Zululand.gif
And the save: N1-1230AD.sav (http://www.evula.org/barisaxguy5/Civ3/N1-1230AD.SAV)
Nad Jan 16, 2003, 04:20 AM Nick!!!!!!!!!!:eek: :eek: :band:
That turn was simply awesome; to blitz the Zulu out of existence in such a short space of time is phenomenmal.
I will get the game tonight and assess. Hopefully we are strong enough to charge ahead and take out the Ottomans fairly soon, but I also see from your screenshot that some cities are undefended, so it could be that I get the job of consolidation before the next push:(
Nick014 Jan 16, 2003, 06:39 AM Well, after I destroyed their initial attack force of about 4 knights they didn't put up any resistence. Whith cavalry attacking impi what did you expect? :D
Have fun with your next turns, I don't know who said the ottomans didn't have horses, because they've been patrolling the border with knights, and they also have saltpeter. I'm guessing that they will be defending with pikemen or muskets, so this war may be a bit more challenging than the Zulu.
EDIT: Oh, now I see where the Zulu are, I overlooked New Itombe, it's on our continent on the peninsuloa the ottomans and Zulu colonized before. I had thos cavalry fortified there for about 4 turns too, oops :crazyeye:
Tiamat Jan 16, 2003, 12:39 PM The reason I was saying the Ottomans didn't have horses was because everytime I contacted them to try for an alliance against the Zulu, Horses were listed as a resource that we could trade to them. They may now be getting horses in trade from one of the other 2 AI's. The other thing to check is if they founded a city on the southern part of the larger central island then they will have horses and would only need a harbor to connect them up..
Nad Jan 16, 2003, 02:11 PM As the turns are getting quite long now I played 12, to bring us to 1300 and also 2 turns away from the industrial ages. I'm going to use the Sirian trade-marked early, middle and late to describe these turns.
My aim in this round was to exterminate the Zulu and then to consolidate the gains we'd made in the Zulu war. Out next prime objective is to destroy the Otto's, but that will come in due time, and there is no sense in losing the land we've gained by attacking them too early and overstretching ourselves. So I resolve to get a defender in every city, plug a few gaps in our territory with more settlers, and begin the congregation of military near the eastern front.
In the inherited turn I made a number of changes to the build instructions, focussing especially on building libraries in all captured cities to get some Persian culture in them, and beginning to move military units around. I also sold a couple of barracks in Zimbabwe and Ulundi, as we have Sun Tzu's and therefore free barracks. I stopped building Copernicus in Persepolis, instead beginning it in Tarsus (if we go way back, you'll remember my outline for Tarsus as a super-science city, as it has a couple of gold squares and plenty of coast. We built the Colossus there, step 2 is Cop's, and then Newton's).
Checking diplomacy I notice we are well ahead of the bunch in science and power. I also notice there is a length to our peace treaty with the Otto's: one of you naughty rulers has been renogotiating peace, eh?!:D :lol: :mwaha: Since the Otto's are our next target I do not engage in any lux deals, but I do sell incense to France for WM, 82g and 15gpt.
Early turns: our lux deal with the Celts came up for renewal, and we were forced to give the Celts 4 of our luxes for 1 of theirs! France discovered Chemistry, and pretty soon the Otto's had it as well. A settler was rushed in New Zimbabwe, partly to lower the Zulu population and partly to plug a city gap on that island. We researched economics and started magnetism. To my frustration, on the turn we discovered Economics, the AI's discovered that and Music Theory too! Clearly different AIs must have researched different sciences and then traded in the interturn. Even the Celts have Music Theory. Since we don't particularly need Bach's, I did not trade for it, as music theory becomes worthless once it's been built, but if we do need it (to avoid shield loss on a cascade, for example) we can get it off the Celts for something like Astronomy, which France and the Otto's already have.
Middle turns: the lux deal with France came up for renogotiation, and the French did not wish to continue; when I discovered how much they wanted for their poxy spices, I did not want to continue the deal either, so I let that lapse. Rushed a settler in Ibabanago for the same reason as in New Zimbabwe. Our cavalry finally trudged through the jungle to arrive at the doors of New Intombe to find....it was completely undefended!! Not a Zulu unit in sight! :eek: What a disappointment:( I'd brought along plenty of elites to have a pop at a leader, given my earlier luck, and now there was to be no fighting. The militaristic Zulu people were ready to capitulate without any struggle at all.
Little piece of luck: New Intombe grew to size 2 the very next turn, so it was thankfully not auto-razed; the Zulu were, however. Founded Borazjan and Herat (those names sound familiar, though I can't for the life of me recall where I've heard them). We discovered Magnetism and began Theory of Gravity, the last tech we need to enter the Industrial Ages.
Late turns: not a lot happened, every city acquired 1 defender; Dakyanus was founded, and a few muskets are now around the eastern border with the Otto's, preparing for an eventual attack.
Notes to the next player:
Fiddle the military how you wish. Personally I wouldn't bother upgrading units in our core cities, as it is extremely unlikely they will ever be attacked now. Do upgrade units in border zones though, once those cities become connected. We are 2 turns from the industrial ages, which also means 2 turns from nationalism :hammer: in other words, rifles and drafting. Don't be afraid to draft some conscript rifles to defend our cities and to increase our military quickly; drafting would also free up most of our cavalry which are currently on patrol/defence duty. With some handy drafting we will be able to take the Otto's on quicker than they will be ready for.
Which brings me to AI science. At the end of my turn the Frenchies and the Otto's had neither Physics nor Metalurgy; therefore they're still 2 techs away from cavalry when we are 2 turns away from rifles. We might as well make this count. If the next players feel like more combat, don't hesitate - go for it, we can pull a quick domination if we focus correctly.
At the moment I've got Tarsus on a starvation diet to get Cop's ASAP (currently 8 turns). If an AI should complete, we have plenty of other wonders to cascade to. After Cop's Tarsus should go straight for Newton's, and then obtain a university. Persepolis is currently building Smith's.
That's about it for me, I think Tiamat is up next, so enjoy it, mate, and let the trumpet blow for the impending turkey sandwiches! :sheep:
The save will upload to :
http://www.civfanatics.net/uploads3/N1-1300AD.sav
Nad Jan 18, 2003, 06:35 AM its been over 36 hours since I posted the save. Tiamat, if you're around please let us know with a got it or a pass. If so, then Nick can take over.
Nick, N2 Babylon looks interesting, but I have 2 succ games currently going so won't be able to participate. Good luck though, I'm sure you'll kick butt, especially with my fave civ, Babylon!
Nick014 Jan 18, 2003, 11:46 AM Well Tiamat has 36 more hours to respond, if not then we'll skip him and I'll play the next rounds
Tiamat Jan 18, 2003, 11:56 AM Sorry, my got it post didn't actually post yesterday. I do have it and I should be done my turns later today.
Tiamat Jan 18, 2003, 03:54 PM OK, on my 20 turns, I was able to consolidate our holdings in the former Zulu territory.
We have also discovered Steam Power and I have begun the rail building process.
At the beginning of my last turn the French beat us to Smith's so I cascaded it to J.S. Bach's with 3 turns left to completion. Also at that time, the French & Ottomans entered the next age so the Ottomans (also Scientific) are now capable of building Rifleman as well. I started the war with them so that we could try to take advantage of them not having Rifleman yet. Hopefully the next person will only run into the odd conscripted one at the beginning of the war. Also, so far none of the AI's have Mil. Tradition so we still won't face any Sipahi.
Also, after chacking out the Ottman territory using Ctrl-Shift-M, I found I ws right in that the only Horse resource the Ottmans are near is the one on the larger central island between the 2 continents. Any knights, etc. they have built came from getting horses in a trade with one of the AI's. I am hoping that the trade was with the Zulu, and they aren't getting them anymore.
There is a Galleon near the sole Ottman city left on the Western peninsula near New Intombe with 3 conscript Riflemen on it. I was bringing them over to send the Rifleman to the NW island, but they could be used on the mainland now that I have captured the Ottoman city on the island.
Anyway, Nick, you get to have the fun of eliminating the Ottomans.
Here is the state of our border:
http://www.civfanatics.net/uploads3/N1-1400AD.jpg
And the Save: N1 1400AD (http://www.civfanatics.net/uploads3/N1-1400AD.sav)
Nick014 Jan 18, 2003, 09:09 PM got it, will play tonight or tomorrow depending on when I haev time
Nick014 Jan 20, 2003, 10:32 AM Ok, here is the summary:
I only played 10 turns this time, I haven't had a lot of time due to RL conflicts
Took out some Ottoman cities. between turn 2 and 3 the ottomans got both Bach AND Newton ON THE SAME TURN :aargh:
This means that Persepolis just built the most expensive cavalry in the history of civ3, Tarsus changed to palace.
I've captured every Ottoman mainland city to the south of(including) Edrine, and I have a stack of about 9 cavalry outside of Istanbul should the next player want to risk an all out attack. I would however, recommend nabbing the Ottoman island cities in a peace deal and waiting for replaceable parts. This war has been expensive, and the Ottomans are probably in their golden age (they won many battles with their cavalry unit, I forget the name). This would be much better suited to the artilery/infantry stack of doom than a quick cavalry strike.
But it's up to you Nad, pick whichever one you want to do. The rail line from our main production cities to the front lines is complete, so the cavalry arive at the border the same turn they are produced.
Ottomans:
http://www.evula.org/barisaxguy5/Civ3/Ottomans.gif
N1-1450AD (http://www.evula.org/barisaxguy5/Civ3/N1-1450AD.sav)
Nad Jan 21, 2003, 08:27 AM another got it when I get home.
Don't fancy the cavalry vs rifles odds.
Rifle defence = 6 + 3(size 7+ city) +1.5(fortified) + (terrain bonus, min 0.6).
Then again, waiting for replaceable parts is even worse! Unless we plan on loads of artillery, attack units get no better but infantry defence rises to 10! Next attack bonus is tamks at the very end of the industrial age!
Also, if we don't carry on attacking now, the larger Ottoman cities need to be abandoned; considering their size and the amount of culture the Ottomans had they're a flip waiting to happen (especially as they're so close to Istanbul)...
This could be a difficult round for me as we have some tough decisions to make. If anyone has any suggestions, do speak up!
Nad Jan 23, 2003, 07:09 AM sorry I'm being abit slow on this one, just been very busy; will have the save tonight or tomorrow at the latest
Nad Jan 24, 2003, 03:19 PM sorry this has taken so long, but here is the report
given the dilemma I highlighted above, I decided to have one big attack vs the Otto's and take peace if that failed.
Early: the cavalry attack on Istanbul proved to be fruitless, the Otto's must have at least 5 rifles in there; we killed one rifle and lost 1 elite cavalry (thankfully all our other cav retreated). I decided then to take peace, and extorted Bingol (their island city), WM and 179g. The Otto's also have democracy but they wouldn't part with that. The plan now is to get factories and rails built, outproduce everyone else and use infantry and artillery in a much slower but more reliable attack on the Otto's once the peace deal expires.
We have some automated workers wandering about; that's a no-no. We researched replaceable parts and have 2 sources of rubber connected. Set research to industrialization, and upgraded many units. The French shortly discovered steam power too, but have no coal:lol: I did not sell steam to Otto's as they don't have enough lump sum, and I don't want per-turn incase we want to attack them.
Middle: the very next turn the Otto's had not only steam power but also navigation :sad: They have no coal, however :scan: I decided to sell our surplus coal to the Frenchies for WM, 554g and 8gpt. I founded Banpur on tundra isle in the south (you never know, oil might appear there). Arbela completed Magellan's, which may be useful if we have to attack the French or Celts. Generally quiet
Late: our scouting caravel discovered another island in the far north west, this one is quite large and is home to a number of strategic resources. The French also discovered democracy; we could trade with them, but if we plan to go to war again soon, we might as well stay in monarchy rather than have 5 or 6 turns of anarchy; I therefore neither trade it nor buy it. On my last turn we researched industrialization; set research to medicine (to go next to Sci Method) but with no beakers invested this is vetoable by the next player.
Switched Tarsus prebuild to Suffrage, due in just 5 turns :dance: when this is built we might want to go for democracy, as suffrage has a considerable effect on reducing war weariness, although I would personally prefer to stay in monarchy. The Otto's researched Communism on my last round too, but again, this is optional so I did not trade for it - the Frenchies will probably get it before long, so we could then use a monopoly tech (like electricity) to acquire both democracy and communism at the same time. Also founded Tweng Tepe on tundra isle (I've never seen these Persian city names before - shows how large our empire is actually getting).
There is another settler waiting for the next player to grab some more isles. I switched builds in our core to factories, and have fortified a number of troops near Istanbul. Once factories are complete, don't bother with coal plants - we can use ToE to get us to electronics and then build Hoover. Instead, start cranking out artillery and infantry, for a less mobile but very formidable offense.
The save http://www.civfanatics.net/uploads3/N1-1500AD.sav
Tiamat Jan 24, 2003, 05:21 PM OK, got it and will play later this evening.
Tiamat Jan 26, 2003, 02:18 PM OK, I was only able to get the time to play 15 turns this round. I concentrated on infrastructure, and starting to build our invasion force. However, before the peace deal with the Ottomans expired, they signed an MPP with the Celts. They have also signed one with France, so we will need to be prepared for an us against them conflict.
http://www.civfanatics.net/uploads3/N1-Diplo.jpg
I have been stacking our invasion force NE of Umtata, so that they are in place. I have leftmoved some down near the two Celt & French cities on our Western peninsula as well.
http://www.civfanatics.net/uploads3/N1-1575AD.jpg
Here is the save: N1 1575AD (http://www.civfanatics.net/uploads3/N1-1575AD.sav)
Nad Jan 27, 2003, 06:44 AM there is a way round it, we could sign MPPs with Celts and French, declare war but let the Ottomans attack us in our territory...everyone will then be at war with the Ottomans
Nick014 Jan 28, 2003, 06:17 PM I don't have a lot of time this week, please skip me this round.
Nad Jan 29, 2003, 04:58 AM okay, Nick, hope you can re-join pretty soon, we're close to victory and you, as the leader, should definitely be part of that! I'll take this one and probably play on Thursday night
Tiamat Feb 02, 2003, 11:11 AM Nad, have you played yet? It's been a few days since you said that you would play.
Nad Feb 05, 2003, 06:23 AM I am very sorry about this Tiamat, I intended to play last Thursday but couldn't get round to it. The weekend was out of bounds due to b'day celecbrations, and I've been so busy at work I've hardly had a chance to post a skip. I fully expected you to skip me and play another round. I will try to play if I can but if you see this and have the time, go ahead and play, and I'll slot in when I can. I certainly do NOT intend this game to die, and come what may, we WILL finish this, as losing interest is worse than losing the game. Once again, sincere apologies for my crapness
Nick014 Feb 05, 2003, 08:19 PM No problems, I figured you were just busy. :)
Tiamat Feb 06, 2003, 10:54 AM That's OK Nad, I just didn't want to have to play 2 turns in a row. If you're not too busy now, maybe you should play the turn you were going to skip now Nick. If not, I will play to get it going again.
Nad Feb 07, 2003, 05:51 PM Guys, I've finally got a quiet weekend and I'm playing this now...the save will be posted tomorrow morning (UK time)
Nad Feb 08, 2003, 06:56 AM Pre-turn: build instructions are very good, only make a couple of changes according to preference. About half of our empire (former Zulu and Otto holdings) is pretty hopelessly corrupt, but is having a significant effect in helping us chase domination.
I went ahead and signed MPPs with France and the Celts, so that when we do go to war, we can let Osman attack us and have France and the Celts declare on him!
The turns were very quiet, mainly worker instructions and occasional micromanagement (which is pretty tedious with this amount of cities). We researched corporation and started on sanitation, and I switched many cities to stock exchanges so we can build wall street soon. After we researched sanitation I set research at 0% on Atomic Theory as TofE was imminent. At the end of my 10, TofE is due next turn, so we should acquire atomic theory and electronics and start work on Hoover. Many cities have been changed to hospitals. I do not believe we are yet ready for the killer war. We are getting there but we need lots more units so we can go for a killer blow. The unit production is being delayed by building of hospitals and exchanges but these buildings are essential for long-term use.
Also, we have 10 on the MPP. I think we need another 15 turns or so to be ready for war, so these deals may need to be renewed. Also, we are still a monarchy, so we should consider whether we want to switch to democracy at some stage or stick it out with monarchy to the end.
Since the order has been totally messed up, I think we may as well scrap the roster and whoever has time should go ahead and post a got it and play. Good luck!
http://www.civfanatics.net/uploads3/N1-1625AD.sav
Tiamat Feb 09, 2003, 12:14 PM OK, I've got it. Will play and post by tomorrow.
Tiamat Feb 11, 2003, 11:07 AM OK, I only had time to play 10 turns this time. After I hit enter the Celts landed 2 Gallic Swordsmen on our island to the Northwest. Because we only had a regular Warrior guarding the city they landed next to, and because I knew they were going to declare war anyway, I demanded they leave or declare so we could pre-emptively strike. Since then I was waiting for them to land more troops somewhere to activate our MPP with France against them, however, they never did. Since on my last turn their MPP with the Ottomans expired, I have moved some forces in so the next player can take their 1 city on our continent, and then maybe try to get a peace deal, or take the attack to them.
The ToE completed at the beginning of my first turn, and we got Atomic Theory & Electronics for free. I set the research to Refining and it is due next turn. The Hoover Dam is being built in one of the cities near Mecca, and should be done soon.
A few cities have completed their Hospitals & Stock Exchanges, and I was able to get Wall Street built in Tarsus.
The next player should probably get the attack on the Ottomans going as they don't have many cities on the mainland.
Anyway, here is the Save: N1 1675AD (http://www.civfanatics.net/uploads3/N1-1675AD.sav)
Nick014 Feb 11, 2003, 08:25 PM Hey everyone. I'm not going to have ime tonight, tomorrow, or Thursday, but I will play it and post on Friday
Nick014 Feb 15, 2003, 05:25 PM Gah, I am really starting to believe that bad luck is out to get me when it comes to this game. I have a fever of 104 degrees, so until I get over that I cannot play. :aargh: I am REALLY sorry about all these delays and such, but I swear I am NOT making them up. This has to be the worst luck I've ever had, I ask that you either wait until I recover or skip me.
Nick014 Feb 15, 2003, 06:43 PM Well, I guess I lied: I decided to play, I've been out of this too long to let a petty illness get in the way of Civ3 :) . Here is the report of my 10 turns: Basically I provoked war with the ottomans and took out 2 of their cities including istanbul. They put up a good fight at first but after Istanbul fell, it is obvious that they were begining to weaken. I have our SOD stationed outside of the ruins of the second city (I razed it, the next player is free to either capture or raze). We are only a few turns away from hoover, and we also have a leader waiting in Istanbul. I have set us down the path for tanks, combustion is coming up soon, I recommend that it be followed by motorized transportation.
The Save: N1-1730AD (http://www.evula.org/barisaxguy5/Civ3/N1-1730AD.sav)
Nad Feb 17, 2003, 10:36 AM Got it
will play tonight or 2moro (tuesday)
btw, either of you interested in my always war game? I posted it on Friday but after 50 views I have not had a single reply :cry: It'll be a great game and shouldn't take too much time. What do you say?
Nad Feb 18, 2003, 12:52 PM Nick, your link doesn't work, please rectify ASAP...cheers
Nick014 Feb 19, 2003, 08:19 PM Fixed the link
Nad Feb 21, 2003, 03:07 AM Cheers Nick, I'm playing this tonight
Nad Feb 21, 2003, 02:55 PM Inherited turn: a few build changes, move troops to attack the Otto's. As for the leader, the only obvious thing to use him for is an army which, when victorious, will allow us to build the Epic and Academy (sounds like Hollywood Awards).
I make peace with the Celts so we can concentrate on one war and because we'd need a navy to take the attack abroad (we have just 1 ship at the moment). The time to attack them will come. I consider dragging the French into war vs the Otto's just to slow their research effort, but decide against it - the Otto's won't last long on our continent and I don't want any treaties preventing me from making peace when desired. Now that we're at peace with the Celts, I trade 1 luxury of theirs for 5 of ours (+1gpt)!!!
My aim in this round is to seize control of our entire continent and then we can make a final decision on our desired victory condition, whether that be a military victory or space race (diplomacy and culture are probably out of the reckoning). Even though our continent is truly massive, I don't think it will be enough for domination given the size of the French/Celt continent and the myriad islands, so a military victory will require naval combat - with this in mind, I will also begin to build a navy to leave some options open for the succeeding players.
I'll be damned for micromanagement here. Macro will be the order of the day.
Early - the Ottoman counter-attacks are pathetic. I build a 3-infantry defensive army with the leader, and begin to pillage Ottoman lands ruthlessly. When France discovered replacable parts I sold them rubber for Espionage, World Map, 456 gold and 7gpt - not a bad haul for a resource they have access to but don't have hooked up (silly Joan).
We completed Hoover and our palace expansions are also complete.
Middle - Iznik and Bursa were captured through heavy use of artillery to bombard below size 6, redline defenders and destroy nearly every city improvement. Our losses were minimal but leader fishing produced no luck. Combustion was researched, flight began.
Late - founded 2 new cities, Behistan and Kandahar. Aydin and Usku-thingmajig were also captured leaving the Otto's with just 2 cities on our continent. We have many ironclads and destroyers patrolling the waves.
For the next player, there is a decision to make about the direction we take. Capture the last 2 Otto cities for sure and then make peace with them. If we're going for space, the game is in the bag. Personally I would favour conquest or domination for three main reasons: 1) the glory of kicking butt 2) the fun of kicking butt and 3) cos many of our cities have nothing left to build except units to kick butt.
We also have 3 small wonders approaching completion which should broaden our options and strength (intelligence agency, heroic epic and military academy).
I think it's tiamat's turn - enjoy!
http://www.civfanatics.net/uploads3/N1-1760AD.sav
Tiamat Feb 21, 2003, 03:02 PM Got it and will play tomorrow.
I agree we should probably aim for Conquest/Domination as well. Just because I like kicking AI butt.
Tiamat Feb 23, 2003, 06:47 PM Well the war is over and the Ottomans are all but eliminated. I have switched governments as well, since we could use with a little less corruption to try to get the northern half of our continent in a semi-productive state. No, I didn't switch to Communism.
The 3 Small Wonders completed fairly early in the round & I was able to plant a spy with the Celts, but not the French.
Early - Finish capturing the Ottoman cities on our continent, get all the rest of their cities, all their gold & their WM for Peace. They would not include Communism in the deal, even if I only asked for Peace & Communism.:crazyeye:
Middle - Consolidate holdings, complete terrain improvements to our continent. Get units (off./def.) to cities aquired in Peace deal. Continue to build up Navy for possible invasion of France/Celtia.
Late - Switch governments to Democracy, this will allow us to research faster, and with slightly less corruption in some of our northern cities, maybe we can get them improved faster.
I have left most of our naval vessels fortified off of the West coast of Celtia. The Celts still do not have any Infantry so they should probably be our first target. Also, they have barely any railroads in place, which would mean an easier defense against counter attacks. I have a stack of Transports (7) with a few destroyers fortified near Ergili so that we can get our forces over to the other contintent. Most of the ground forces are fortified near the lone French city left on our western peninsula. There is 1 transport fortified up near Sinop in the NE corner to move troops to the island where the last Ottoman city is. The French just built a 2nd city there between my last 2 turns.
I also have a single battleship/carrier combo fortified down near Antioch so we can start projecting our air power over the AI's. Most of the developed coastal cities are building Commercial Docks right now, but after they are completed we should get them working on more Battleship/Carrier combos.
Persepolis & Mecca are building Bombers to stock the carriers with, and we'll need one city to start on building fighters for guard duty.
Anyway here is the save: N1 1800 AD (http://www.civfanatics.net/uploads3/N1-1800AD.sav)
Nick, you're up.
Nick014 Feb 24, 2003, 05:04 PM Ok, due to hectic sceduling and other fatcors beyond my control I am only able to use the computer on weekends, so the earliest I can play this will be Friday night. I appreciate your patience, but if you don't have it you could skip me if you want to. :)
Nad Feb 25, 2003, 07:36 AM No worries, Nick, I'm happy to wait
Nick014 Mar 02, 2003, 03:44 PM Sorry, I need to be skipped it would seem. I just got time to play this, and as I sat down at the computer, my dad told me to get off because it was sunday (how does this have anything to do with it???)
Oh well, sorry again for my lack of ability to play. :(
Nad Mar 04, 2003, 04:55 AM Got it
Nad Mar 04, 2003, 02:47 PM Here's the save: http://www.civfanatics.net/uploads3/N1-1820AD.sav
Though the industrial age is one of my favourite ages, the big downside is that the turns begin to take a long time to play. As an example, I played 10 turns of Warmonger's Delight, and they took me an hour, but 10 turns of this took about 3 hours!!!
Inherited turn, the state of the empire: I think the Celts will be our first target, so I sell gems to France for WM, 130g and 29gpt. As for the Celts: we have 11 turns left on a deal, so the next player will get to declare on them :)
We have only 4 turns left on the peace treaty with the Otto's, so I'm a bit disappointed that Tiamat has recently signed a RoP with them (18 turns left) - though reputation means little to us now and I could break the treaty if I wanted to, I hate doing this so Osman may be spared, which is not good as we want to eliminate them to reduce any remaining flip risk in our former Otto holdings.
It looks like we have a number of automated workers on the home continent, which is fine at this stage of the game as all they have to do is clean pollution.
A few minor build changes. I love the way we have destroyers spread out across the Celt sea borders :D Our Words Are Backed With Lethal Destroyers (OWABWLD)tm*
Onto the turns. We completed motorized transport and I started radio. We are really seeing the benefit of democracy now as we can research radio in 4 turns at 70% science. The turns were quiet. As well as the congregation of the ground forces, I'm stacking bombers in Mecca and Persepolis to await completion of carriers. I made the military situation easier to manipulate by making sure we had 1 (and only 1) infantry in every city - surplus troops were moved outside cities. I also fortified surplus workers on our island colonies in the respective cities (they will come in handy later). I did not move ships a great deal, as they are fine where they are. Global warming is becoming a minor problem, and we lost some forests due to it.
After Radio was completed we entered the modern ages and got rocketry as the free tech. I set science to computers so we can build research labs (cheap for us as we're scientific) to quicken our research for the rest of the game. Computers was researched in 4 turns, and on my penultimate turn we started ecology, as pollution became a major problem in my latter turns. Seti has also been started in Persepolis.
The game is set for a finale. We're about 9 techs ahead of the pack and I'm very tempted to cruise to a space ship victory, as it will take far less effort than conquest. We certainly can go for military but the French could prove stubborn obstacles, and we may need a large stack of tanks and transports to enable this. I estimate that we can research techs at 5 turns apiece w/o going bankrupt, so if we don't fancy the military route, we should be launching in about 40 turns. If we go for military we should invade the Celts in 2 turns after the deal we have expires. In that case, load the units stacked nera the French city on our continent onto transports and establish a beachhead on the Celt continent. Take a settler along and rush an airport as soon as we found. I built lots of airports in my turn so we should be able to airlift troops as fast as we can produce them. Ther enjoy the carnage :D
Over to you again, Tiamat
Tiamat Mar 07, 2003, 04:39 PM Ok, sorry for the delay, but I lost my internet connection for a week. It is now back up so I have the game and will play tonight or tomorrow.
Nad, can you use the 1.21 patch? If not, then I will not apply it until our SG is over.
Nick014 Mar 07, 2003, 06:16 PM I'd prefer to keep my civ 1.14, so if nad hasn't alread patched, I vote for not patching until the end of the game
Nad Mar 08, 2003, 01:32 PM No, the euro patch isn't available yet so I'm still 1.14
Tiamat Mar 08, 2003, 06:33 PM Okay, this was an interesting 20 turns. After checking Diplomacy on my pre-turn, I saw that there was only 7 turns left on the ROP with the Ottomans, and 4 turns left on the lux. trade with the Celts. I decided that when the Celtic deal expires, not to renew it in preparation for war. Also, I was going to attack the Ottomans when the ROP expired :satan:, so there was one less worry during the Persian-Celtic War. However 2 turns in, the Ottomans & Celts signed an MPP.
Early: Buildup of military forces to prosecute invasion of Celtic mainland. Moved transports and Destroyers in place to receive troops that were stationed outside lone French city on our continent.
Middle: Attack begun on Celts, Ottomans declare war on us as a result of their MPP. Capture last Ottoman city. Capture Burdigala (the nothernmost Celtic city), rush Airport, continue conquest of northern Celt.
Late: Took the northern half of the Celtic continent, moving troops in place to take two more cities, and the French break 3 trade agreements and attack us. They send 50 :eek: Infantry, Guerillas, Medievel Infantry & Swordsman to stand next to Richborough (our southernmost Celtic city). They then send 45 Cavalry against our 3 Mech. Inf. and eventually take Richborough. They also capture and kill a few workers on our shared islands.
Richborough as it stands at the end of the turn:
http://www.civfanatics.net/uploads3/N1-Richborough.jpg
Okay, for Nick, you get the fun task of probably completing our victory. I would think after we re-take Richborough and the rest of the Celtic lands, we should be at or close to a Domination victory (if this is enabled). There are still about 20-30 French units stationed in and around Richborough. I have bombed the road connections in the south where the Franco-Celtic border is, so it takes Cavalry 2 turns minimum to re-inforce the Richborough area. There are a bunch of transports and destroyers fortified off of our West coast that could be used to ferry troops over to the northern tip of France.
Also, next turn Synthetic Fibres will be researched, so you could upgrade the tanks to Mod. Armour. The Manhatten Project will be completed in the next turn or 2, & the Apollo & UN are ready in 3.
You will probably want to get a few troops over to the island where the last Ottomans city was located, as all we have left offensively up there is a lone Cavalry unit.
Our forces near Richborough are fairly depleted, so you will have to get re-inforcements there pretty quickly. I was having a lot of bad RNG rolls and losing a lot of units in the counter-attack on the French.
Here is the save: N1 1860 AD (http://www.civfanatics.net/uploads3/N1-1860AD.sav)
Nick014 Mar 09, 2003, 01:03 AM Got it, will (definitely this time) play tomorrow(sunday)
Nick014 Mar 09, 2003, 03:07 PM [party] We have achieved a domination victory! [party]
http://www.evula.org/barisaxguy5/Victory.JPG
Well tiamat, I didn't even have to conquer the celts to do it, just retaking Richborough from France, and one more celtic city was enough to put us over for a rather anticlimactic finish.
Congrats everyone, it's been a great game! Xerxes the Magnificent ends his career with a score of 3652.
Nad Mar 10, 2003, 06:37 AM Wow!
That was quick...I had anticipated that we would need to knock out the Celts at least to get a dom victory, but apparently not. Good game, lots of fun, thoroughly enjoyed playing with you guys!
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