View Full Version : SGOTM1-Persia STAFF Team
mad-bax Apr 06, 2004, 02:27 PM Welcome to your SGOTM1 game thread.
First some procedural stuff.
Although the rules for SGOTM have not been set in stone yet, we will be playing to the rules listed >>HERE<< (http://forums.civfanatics.com/showthread.php?postid=1733966#post1733966)
Please take the time to read them.
Here is a reminder of your start position
http://www.civfanatics.net/uploads7/civ3gotm1b.jpg
Here are the two saves.
SGOTM1-CivIII1.29f (http://www.civfanatics.net/uploads7/SGOTM1NAME-4000BC.SAV)
SGOTM1-PTW1.27f (http://www.civfanatics.net/uploads7/SGOTM1PTWNAME-4000BC.SAV)
IMPORTANT REMINDER
The file naming format that you use to pass the game on must be rigidly adhered to in order to prevent games getting mixed up.
Name your save files like this
SGOTM1TEAMNAME-DATE.SAV
For example - SGOTM1STAFF-3000BC.SAV
Later on it may be possible to submit the saved games through the GOTM server for scoring purposes. Alanh will have special requirements for doing this which will be made clear at that time.
Roster
Karasu
Space
ainwood
Zagnut
The order shown above is not the order you must play. When you have decided on your order of play I will amend the Roster above.
The first player plays to the end of the 3000BC turn (turn 20)
Everyone else plays 10 turns from there. Please try to stick to this. People finishing on the wrong turn is my biggest headache beleive it or not.
EDIT: 3000BC is turn 20 of course.
barbslinger Apr 06, 2004, 03:47 PM If we go with 5CC we do get the one level bonus but will that offset the lack of citizens. Which game are you guys playing?
a space oddity Apr 06, 2004, 04:17 PM Hmm, do I detect spies? :scan: I did, I did, see a pu... err spy!
What *are* we going to do in this game, guys? History shows some very quick wins in GOTM1, AW might just not be special enough. It does make for a quicker game though, which fits my personal agenda just fine. :lol:
Can we think of another way to tie one arm? No fast units? Or just try for a BC win? :eek:
zagnut Apr 06, 2004, 05:18 PM I never played GOTM 1 so don't have any advance knowledge of the map. Do you know what type it is - Pangea, Islands, etc? Perhaps that might guide us in choosing a type of win for which to aim.
If no info, then how about a 5CC, AW game?
ainwood Apr 06, 2004, 08:04 PM What to do with spies: ;)
:scan:
Always war is fine with me. Not sure about the 5CC, but could be workable as long as the map isn't islands (would we go with a RCP distance of about 4 around the capital??)
zagnut Apr 06, 2004, 09:56 PM Why don't we decide after we see the actual game.
As for spies, I think we should let them see what we are doing. After all, in the other succession games, everyone follows along. But I guess this is a contest so we may not want our map revealed to someone who is miles behind.
Karasu Apr 07, 2004, 02:53 AM Originally posted by ainwood
What to do with spies: ;)
:lol:
You know, this is why I love reading the forum first thing in the morning -it just makes the working day a bit lighter... ;)
Anyway, any play option is fine with me -I might just have a slight preference for bloody carnage over peaceful victory.
Just don't put me at the beginning of the roster, as I am already up in thirtyfive SGs... pretty please :D
a space oddity Apr 07, 2004, 05:04 AM We can make a smart roster taking into account who's awake when. :) When we follow the path of the sun it would be
ainwood
Karasu
Space
Zagnut
Who wants to start us up? I'd volunteer, but I can't play any earlier than in about 10 hours.
Karasu Apr 07, 2004, 05:44 AM Well.
How can I disagree with this roster? Da Boss™ is rightfully in the lead, plus it is in alphabetical order (typical Dutch tidiness, one would say... :p ).
I agree that we should give a look at our immediate surroundings before we start the wild planning phase.
a space oddity Apr 07, 2004, 12:45 PM ainwood
Karasu
Space <- UP
Zagnut <- on deck
Since nobody jumped on the chance to start, I'm gonna. :)
I'll play in an hour or two, so any smart remarks please post before that. I'll check this thread before I start.
I haven't seen the map or the game so first impressions will have to do right now. From what's peeping from under the fog, I'd say we are on a penisula. If this was a classic AW I'd be scouting very carefully not to meet any of the others too soon. As it is, I'll do a more wide scout to give us a bigger area of view for discussions' sake.
ainwood Apr 07, 2004, 02:47 PM Go for it Space. :)
Where are you planning on settling? On the Coast? Worker to hill first?
a space oddity Apr 07, 2004, 02:59 PM I decided to make things just a bit harder for us and settle on the spot. :mischief:
4000BC - turn 0
Hmm, where to move the worker? Moving it on the hill will show more of our surroundings but will waste the worker turn. Finally I decide to move the worker on the BG, it seems we are indeed on a peninsula.
I settle on the spot, for moving the settler W will still not make a city E feasable. Moving N would lose us the BG in the first turns.
Press F6 to start Pottery at max.
3950BC - turn 1
Worker starts road.
3900BC - turn 2
F10 shows the aztecs, Babs, Zulu, Iroquois and the Americans as opponents in this game.
3850BC - turn 3
Move Worker S, S, this reveals a landbridge NW.
3800BC - turn 4
Worker starts road.
3750BC - turn 5
Persepolis Warrior -> Warrior
Warrior1 S: on the hill, revealing the 3rd Fur.
3700BC - turn 6
Warrior1 S, reveals hut! (not a Cracker map :))
Worker W, N
3650BC - turn 7
Warrior1 SW, the hut gives us Warrior Code!
http://www.civfanatics.net/uploads7/SGOMT1STAFF-WCfromHut.JPG
3600BC - turn 8
Warrior1 SW, on hill, more Furs, still no water, very dry start.
3550BC - turn 9
Worker to the Furs.
Warrior1 SW
3500BC - turn 10
Persepolis Warrior -> Warrior
Worker starts road
Warrior2 N, NW, spots another hut.
Warrior1 S, revealing another landbridge.
3450BC - turn 11
Pottery comes in, start IW after all we *are* Persia
Warrior2 NW
Warrior1 S
3400BC - turn 12
Warrior2 N, hut gives us CB!
Warrior1 SE
3350BC - turn 13
Worker NE,N,NW
Warrior2 N
Warrior1 S
3300BC - turn 14
Warrior2 N, spots dyes
Warrior1 S
3250BC - turn 15
Persepolis Warrior -> Settler Normally I'd build a Granary, but in an AW growth is a bit tougher so I want to build a city that can build a rax and/or troops when 'polis builds a granary.
Warrior3 E, NE
Warrior2 N
Warrior1 S
http://www.civfanatics.net/uploads7/SGOMT1STAFF-PowerfulNations.JPG
3200BC - turn 16
Warrior3 W
Warrior2 N
Warrior1 S, spots Dark Green borders.
3150BC - turn 17
Worker to next Fur.
Move Warrior1 a bit closer, revealing the Dark Greens having (unconnected) Dyes.
3100BC - turn 18
Dark Green are the Aztecs, they start with WC and BC, both of which we got from huts, so no need to meet them now.
Maybe after the Settler a couple of Archers are in order. :)
3050BC - turn 19
Warrior2 found a new landbridge.
3000BC - turn 20
Ahh, that's a shame, the landbridge isn't really a bridge, it has a gap.
2950BC - turn 21
MM to get the settler out in 5 and IW in 10 turns.
2900BC - turn 22
Zzzz
2850BC - turn 23
Warrior3 returns home.
2800BC - turn 24
No land to scout anymore without meeting the Aztecs.
warrior1 will guard the landbridge.
2750BC - turn 25
MM Persepolis for food, Settler due next turn.
2710BC - turn 26
Persepolis Settler -> Archer (veto-able)
Settler move to the dedicated spot. We didn't do a dotmap yet so I do hope ye'all agree with the TxxT settling that goes with the AW turf.
2670BC - turn 27
Pasargadae founded, starts Archer, Persepolis switched to Rax.
IW now due in 5.
2640BC - turn 28
The people love me! :)
2590BC - turn 29
Warrior2 is on his way to protect our new city.
2550BC - turn 30
OK, so here is where my round ends. I did not open the diplo screen with the Aztecs yet, so there's no war yet.
I did not road the hills, so when IW comes in next turn, it will hopefully not be connected yet. The 1 Worker is more than enough to work the tiles of our 2 cities.
The land:
http://www.civfanatics.net/uploads7/SGOMT1STAFF-2550BC.JPG
And the save (http://www.civfanatics.net/uploads7/SGOTM1STAFF-2550BC.zip)
a space oddity Apr 07, 2004, 03:12 PM Owww, sh.. oot. I got overly enthousiastic and played 30 instead of 20. :blush: Lemme check my autosaves for the 3000BC save...
edit: nah, it only goes back to 2710BC. I could play the turns again, I kept a pretty good record. :( I guess it's up to MB to make ruling on this.
zagnut Apr 07, 2004, 05:26 PM Just a reminder to read mad-bax’s rules for the game. (That comment is not directed at you, space. I was just surprised with the length of the rules) They are long and involved, but necessary. I guess they are also subject to change, so we should check them from time to time.
I’ve got the game. I forgive you for playing the extra turns, space. I also thought we played 30 turns and then we switched to 10 turns each. If I had gone first I would have done the same thing you did
ainwood Apr 07, 2004, 07:43 PM By not roading the hills, Space, are we planning on a mass-upgrade of warriors to Immortals? => we'll need to take note of that to balance research v cash reserves (what does it cost for that upgrade?)
Do we consider getting iron-working then setting research to naff-all (one scientist)? Remember that if its 'always war' then we can't get techs from peace. We can wait till the great library is built them capture it to slingshot along the tech tree.
I do like the idea of immortals rampaging through the entire ancient age though! :D
zagnut Apr 07, 2004, 07:54 PM 2550BC - turn 30
Look around and make one change. Lower science rate from 90% to 70% and gain +2 gpt. Then take a deep breath and start my turns.
2510BC - turn 31
Warrior to Pasargadae. Worker finishes road S of Pasargadae and moves to mine BG by capital.
2470BC - turn 32
Discover Iron Working. We have one source of Iron. Start researching Wheel in order to be able to get Horseback Riding.
Worker mining BG. Increase science to 90%, break even, with Wheel in 10 turns.
Capital increases to pop 2.
Note: Right next to the Aztec Dye square is a lake. We will definitely need to capture that to bring the wonders of irrigation to our people.
2430BC - turn 33
zzzz
2390BC - turn 34
MM Persepolis to cut build time of Barracks in Persepolis in half. Plan to finish the Archer in Pasargadae and then start Barracks. At same time will switch production of Barracks in capital to Granary. This should give us the ability to build Settlers in the capital and veteran military units in Pasar.
2350BC - turn 35
Worker finishes mine. Starts mine on grassland square serving Pasar.
2310BC - turn 36
zzzz
2270 - turn 37
Pasar grows to pop 2 and builds Archer. Archer heads S to stand-by with Warrior at choke point.
Science still at 90%. Wheel in 4 turns. Switch production in capital to Granary. Start Barracks in Pasar.
Aztecs found Tlatelolco on grassland by SE coast.
2230 - turn 38
The Aztecs contact us. They only have the Wheel. Will trade it for Masonry and 8 gold. I accept as it will get us to horses faster. They do not have Iron Working or Pottery. They do have one more city than we have. I demand some tribute but they laugh at me. What an insult. In order to preserve our honor as a great nation I declare war on them. Let the Chariots thunder. Chariots, what Chariots, says my military advisor?
Worker finishes mine. Starts to build road to Iron supply. Research Horseback Riding. Warrior moved out of capital toward the Aztecs.
2190 - turn 39
Warrior and Archer moving toward southern choke point.
2150 - turn 40
No sign of any advancing Aztecs units yet. Barracks in Pasar can be switched to a Warrior at a loss of 2 gold, or an Archer at no loss.
Map is essentially the same as space's post above.
ainwood Apr 07, 2004, 08:16 PM I'll play tonight. Any instructions?
zagnut Apr 07, 2004, 08:33 PM We are at war with the Aztecs, but no enemy units have yet shown up. At the southern choke point the Warrior is on grassland, but can retreat one turn to a more defensive position in the forest. My feeling is that we should play defensively for a while, until the Barracks and Granary are built in 7 turns. We will then have the ability to create veteran units and expand the capital faster.
mad-bax Apr 08, 2004, 02:01 AM Dianthus has provided me with a utility which can extract all scores, power and culture rating for any/all turn/s from a single save.
It is no longer important that people provide a save for a specific date.
ainwood Apr 08, 2004, 02:08 AM :mischief: Other staff members might have been able to do that.... ;)
Karasu Apr 08, 2004, 04:00 AM AW then... good... :devil2:
I only skimmed through the posts before starting to work, so I am only going to post a few random thoughts (not that I would have done anything different had I spent several hours in deep meditation anyway... :D )
- It would be nice to have a few archers available for some early attacking, but
- At this point it may actually slow us down. Probably better to go for more warriors and / or chariots for later upgrades?
- Regarding tech. I echo Ainwood's comment. Are we going to shoot for the GL and forsake own research from that moment on?
I am a bit afraid of not leaving Despotism for a long time (oh, well, if you tell me that we can win before any other government is available...)
ainwood Apr 08, 2004, 05:05 AM Well, I put us on the track for monarchy -> figure we'll steal the Great Library off someone else! :D That's up for discussion though -> we can change techs at no penalty next turn (I only switched to Mysticism this turn).
Here's the log:
As found:
Was tempted to tweak the luxuries rate to make gold for warrior upgrades, but @ 80 gold / upgrade, and ,max 9 GPT, figured it wasn't worth it. Tweaked production in Perseopolis with aim of completing granary before we grow to size 3 (save emptying the food bin). Can make granary in max of 4, growth in 7. :)
2110 BC: Road Finished to desert. Figured that we aren't going to waste a worker on a colony, and a city on the iron stuffs RCP, so moved to build road. Strengthened choke point.
2070 BC: Started road on iron. Fortified archer at choke point. Prepared to fll back to forest at first sign of trouble.
2030 BC: Warrior to join archer & warrior at choke point. Dare we rush off and attack! :D Not against Jaguar warriors me rationalises... Granary will finish next turn.
1990 BC: Granary finished. Change to settler.
1950 BC: Now losing 1 GPT. Barbs appear two away from iron! (Road to iron finished). Move warrior from pasargadae onto hills to tempt barbs. Worker back to capital to mine some grassland.
1910 BC: Two Jag Warriors move to hills (Two squares away). One barb moves towards choke point. Retreat stack of minimal harm (SOMH) to forest. Warrior attacks camp and wins (loses 1 health). Worker off mining. :)
1870 BC: Barracks finished. Start temple as a pre-build for immortals.
1830 BC: Warrior moves back towards pars to heal. No sign of Aztecs.
1790 BC: Warrior in pars to heal. Worker finished mining op; moves to start next one. Adjust tax as have horse-riding next turn. Will make 6 gold.
1750 BC: Finish horseriding, and choose mysticism: Bee-line to monarchy. Set research to 100% to give myst in 8. Loses 2 GPT, but we have 38 gold. Pers will grow next turn, and if governer puts extra citizen in the 'right' place, we will have a settler in 2. Can make it to settle near iron in two turns after, so will have iron hooked-up in 4 => will tie-in nicely with immortals in pars. Suggest we settle on desert immediately SW of iron: Will make pars equidistant from Pers and new city if we want to build an FP there later for RCP.
Karasu Apr 08, 2004, 05:34 AM Got it.
I'll probably look at the save this evening -lot of time for comments and suggestions.
Dianthus Apr 08, 2004, 05:11 PM Originally posted by ainwood
:mischief: Other staff members might have been able to do that.... ;)
:lol:
I volunteered first though. Anyway, you need to finish that QSC utility :p
ainwood Apr 08, 2004, 06:17 PM :lol: I do appreciate it! Yes - hopefully that QSC utility will get some attention this weekend....
Anyway - back to our game:
I see two clear research paths: we can go for early monarchy, or we can head the alphabet / literature route to the great library.
Either way, I don't think we should build the great library ourselves: we let someone else build it, and not capture it until the effectiveness of our immortals begins to wane (early middle ages). The shields we waste on building the GL can make a lot of immortals, and those immortals may get us a great leader as well. :) If we do go the alphabet / writing / literature path, then we can't really gift literature (In 'always war'), so that was why I was thinking just go for monarchy.
Thoughts? :confused:
zagnut Apr 08, 2004, 06:37 PM We are at war now and forever. Therefore, I would vote to go directly for Monarchy and forget about making Wonders. We can capture them from our less fortunate neighbors. I agree that a lot of Immortals, and some Horsemen, is what we need, and as quickly as possible.
With all the fighting on the horizon the chances of getting that Great Leader are good. Of course, I am on your team and I have had terrible luck in the past with GLs.
mad-bax Apr 09, 2004, 02:57 AM Good news guys. This month, despite having 9 teams, only one team has not posted on the correct turn, and only one team has not used the correct filenaming convention so I can tell who is who.
:help:
It's a good job none of the other teams are lurking in this thread ;)
Karasu Apr 09, 2004, 07:59 AM Agreed. Monarchy as fast as possible.
Other than that, barracks, a few warriors, immortals and horsies.
A very simple plan :D
I'll play and post later this evening.
Karasu Apr 09, 2004, 07:59 AM EDIT: Sorry, double post.
But the messageboard has something strange today...
zagnut Apr 09, 2004, 03:35 PM Originally posted by mad-bax
Good news guys. This month, despite having 9 teams, only one team has not posted on the correct turn, and only one team has not used the correct filenaming convention so I can tell who is who.
Guilty as charged. The Staff Team will try to read and abide by the rules.
Karasu Apr 09, 2004, 04:22 PM Pre-turn
Everything ok. Press Enter.
Barb warrior appears north of our worker.
Turn 1 - 1725 BC
Warrior from Pasargadae moves to Persepolis.
Nothing from the south. I riks moving our SOMH(c) one step forward.
IT
Persepolis builds the Settler. Start Barracks
Turn 2 - 1700 BC
Worker completes mine and moves southwards.
SOMH takes another little step. Nobody in sight.
The build in Pasargadae has an unlucky timing with the settler. We are going to loose a turn and 2 shields on our first Immortal...
IT
The barb runs from our Warrior
Turn 3 - 1675 BC
Our warrior chases the barbarian only to meet another one. :D
I leave a warrior to block the chokepoint and move the other warrior + archer on hills overlooking Tlatelolco.
A spearman is guarding the city.
IT
Our warrior is attacked by first barbarian and wins
A barb camp appears right on our Iron hill. Perfect timing indeed... :rolleyes:
Turn 4 - 1650 BC
Warrior defeats second barb, a third one appears further north.
Found Susa dispersing the barb camp. Start Barracks.
Switch Pasargadae to Immortal
IT
We loose 30 gold to Batu warriors.
Pasargadae: Immortal - Immortal
Turn 5 - 1625 BC
I stop chasing barbarians to the north and move our warrior back to Persepolis.
The Immortal goes south. Do we want to trigger our Golden Age this early?
IT
An Aztec Archer comes from Tlatelolco.
Turn 6 - 1600 BC
Retreat our Archer - Warrior pair to meet the Archer in the plains.
IT
The slow chase between Aztecs and us continues.
Turn 7 - 1575 BC
I am tempted to change Persepolis to Settler, but the way shields and food accumulate means that we would have to recover from pop 1.
After some thinking, I opt for another Immortal. The reason is that the next build here will have to be a Settler: completing Barracks now means a longer time before the next settler is out.
A regular Immortal will instead be ready in 2 turns: the 4 attack points should compensate for the regular status, and we get the Settler earlier.
Pasargadae is stuck at pop 3, producing 6 uncorrupted spt. An Immortal every 5 turns.
Mysticism is due next turn; I can move research down to 80%, 0 gpt.
IT
We discover Mysticism. Start Polytheism (due in 19 turns at 100% science, -2 gpt. We have 19 gold in the royal coffers, so...).
Damn. The Aztecs are pursuing us with *two* Archers.
Turn 8 - 1550 BC
Our Archer kills the Aztec, loosing 1 hp. The warriors come to cover him (and probably die...).
IT
Persepolis: Immortal - Settler.
We loose a warrior to the Aztec archer.
Turn 9 - 1525 BC
I retreat one step north our Reduced SOMH.
IT
Our cultural borders expand, bringing the fish within Pasargadae's radius.
Turn 10 - 1500 BC
The second Immortal goes south.
The worker starts roading towards the horses and the Aztecs.
Zululand just appeared in our Diplo screen, so someone must have discovered Writing. I don't contact them in my last turn (even though the temptation is strong... :mischief: ).
Notes
I have left our southern units unmoved. They can retread one more step to the north and let the Immortal deal with the Archer, or take the chance and attack it with our (wounded) Archer.
(sigh, I wanted to play with the Immortals...).
Persepolis is on a Settler build. This can be sped up after the next pop increase (two turns). I am not sure whether it is more convenient:
- to found another city south (for instance on the woods at the chokepoint), to secure the horses and expand towards Aztecs, or
- to found north of Persepolis, say 1N of the forest just outside our borders, to have another (reasonably) productive city for the coming GA.
Hmm... In fact, my preference goes to option 2. But that's open to discussion.
http://www.civfanatics.net/uploads7/SGOTM1-Staff-1500BC.jpg
Immortals on the loose (http://www.civfanatics.net/uploads7/SGOTM1Staff-1500BC.zip)
mad-bax Apr 10, 2004, 02:23 AM I have created a maintenance thread for this game >>HERE<< (http://forums.civfanatics.com/showthread.php?s=&postid=1744816#post1744816).
It will be used for scores and announcements so it might be a good idea to bookmark it.
a space oddity Apr 10, 2004, 04:59 AM I prefer the Northern option too. When we are a Monarchy we can go after the Aztecs and take the cities they build for us... :evil:
a space oddity Apr 10, 2004, 08:43 AM Duh... I missed that I'm UP again already. I need time to get adjusted to a roster of four.
got it
a space oddity Apr 10, 2004, 09:43 AM SGOTM1 - Staff team - 1500BC
pre-turn:
Hmm, looking at things, I don't know if we can avoid a despotic GA. There's movement left on the Archer, he kills the Aztec archer. The Warrior moves to cover.
MM Pasar to grow a bit.
1475BC - turn 1:
Ai, Shaka drops by to talk. :( He offers Alphabet for HBR. I haggle to get an extra 65g, take his offer and declare. BTW he know the Babs.
Pasar Immortal -> Immortal
The Immortal goes north to train on the Barb.
1450BC - turn 2:
The Archer has time to heal.
1425BC - turn 3:
Our Barbarian Killer meets 2 Warriors.
1400BC - turn 4:
One Barb attacks and is killed, the other fortifies.
Our Immortal kills it, and meets a third.
The Archer and Warrior move on the hill near Tlatelolco.
1375BC - turn 5:
Persepolis completes settler, it moves north.
Our Immortal kills the 3rd Barb Warrior, still no upgrade, it even loses a hp.
1350BC - turn 6:
The Aztec have an Elite Jag, it's in a stack with 2 Archers! I'll retreat the Warrior an Archer. I fear the GA is near. I can't afford to have the Warrior and Archer killed now.
After some thought I decide to keep the strict TxxT pattern also in the North, so I found Arabela on the forest, it starts Rax.
1325BC - turn 7:
Our Barb killer, all healed up, meets 2 new Barbs.
1300BC - turn 8:
The Aztec stack retreats, so no GA yet, phew.
One Barb warrior attacks and is killed, the other fortifies.
Our Immortal attacks the Barb, redlines.. :eek: and prevails. He meets a 3rd though...
1275BC - turn 9:
The Barb doesn't attack our Immortal. It retreats to heal.
1250BC - turn 10:
Our Barb Killer fortifies to heal.
Well, we are slowly growing a bit, a new settler will be ready in 2 turns. Suprisingly we are number 1 in all the relevant stats, save the land ownership.
Our land:
http://www.civfanatics.net/uploads7/SGOTM1STAFF-1250BC.jpg
Onwards to the Monarch (http://www.civfanatics.net/uploads7/SGOTM1Staff-1250BC.zip)
zagnut Apr 10, 2004, 02:07 PM Before I take the game and start playing I would like to discuss a little strategy with you. I would like to change our direction in 2 areas:
1. Rather than expand to the north I would like to expand to the south. No other civ is going to settle to the north until they discover Map Making which won't be for a while. Also, we have to go south to attack the Aztecs and discover what is on the other side of them. I city in the forest at the choke point would be a natural progression.
2. We have been avoiding triggering our GA. Why? We are going to have to trigger it while in despotism because it will take too long to discover Monarchy. We are still 5 turns away from Poly. We have the strongest ancient age unit and I think we should just start using the Immortals to get as much territory as fast as we can.
Your thoughts please.
a space oddity Apr 10, 2004, 05:00 PM 1. Agreed, I settled North first 'cause of the consideration Karasu mentioned: better city, less corruption. I meant to suggest using the settler to settle on the choke.
2. I think we can manage to have the GA at least partly in Monarchy. It is hard though and maybe we *are* letting the Aztec grow too strong. Remember that they'll probably also trigger their GA, unless we can make sure they don't win a single battle (there is at least 1 Elite Jag, so I guess we should use Immortals only).
Karasu Apr 10, 2004, 05:10 PM Good play, Space. :thumbsup:
Concerning zagnut's points:
1. Agreed too. I meant to place one city north, close to our capital and to the BG. Going farther north is at the moment most probably a waste of time. The chokepoint gets my vote for our next city.
2. Very tempting. I would say yes, let's march southwards with our Immortals and crush the Aztecs. Three-four of them should already be able to cause some damage.
We may want to build just ONE spear to provide a minimal defence for the choke city (in case a Jag slips by).
Let the GA come in despotism...
...unless of course there is an obvious drawback that I can't think of right now.
zagnut Apr 10, 2004, 05:20 PM I will take the game later and probably play it in the morning. I have to go out tonight and do something in my other life.
On point 2 you raise a good point. We may be able to win every battle with them if we use only Immortals. One problem with delaying the GA until we get Monarchy is that we don't know how many turns it will take, but it will probably be quite a few. I will try to delay the decision until we discover Polytheism.
ainwood Apr 10, 2004, 06:00 PM I would imagine that monarchy will be a 40-turn-er, so perhaps a despotic GA is inevitable. Good points have been made, but should we rush things? I suggest that we can assume we will enter the GA in despotism, but lets try and prolong it as long as possible - another three cities or so first? I think that we need to plan on wiping the Aztecs out in one foul swoop. Jag Warriors are cheap, so if we run out of units, the Aztecs will be able to regroup very quickly. More of a pain than a threat, but I think that if we don't go to aztec land suitably armed and dangerous, we run the risk of a long drawn-out war. Secondly, I'd like to see us take a horse or four with us: attack with immortals, and send in the horsies to mop-up and jags that manage to retreat. :) Therefore, like the idea of pushing south and securing the horses.
What is our medium-term goal in terms of the FP? I don't really think our land is suitable to get many cities on it in good RCP-type structure. Perhaps an Aztec city (hope for a GL??)
In the interim, perhaps a tight ICS-type build around where we are now? If our aim is always war, then who cares if they never get very big?
Karasu Apr 10, 2004, 06:00 PM I am trying to see a good reason not to use our Immortals now, but I don't see any...
Waiting for Monarchy probably means speding close to 40 turns without engaging in any real fight with Aztecs.
We could found a city south, connect the horses and build a few of them for our wars, but that will take a long time too.
During all this time our Immortals will sit there waiting, and we probably won't be able to expand significantly: having opted for the AW variant, in my opinion, doesn't leave us with lots of other possibilities.
So, I think we can wait a little more -to be precise, the time it will take to reach Tlatelolco with three-four Immortals.
At that point we will have reached Polytheism and the GA will indeed speed us towards Monarchy.
I just can't see any other option -even though I still wish someone came up with a good reason not to trigger our GA now...
ainwood Apr 10, 2004, 07:13 PM Is 3 / 4 immortals enough? If so, then go for it. If not....
My concern is still with having sufficient forces to wipe the Aztecs out in a few turns. Without 1 movement-point immortals and no roads, then its going to take a long time to ferry-in reinforcements, even if we just take the capital and hold our positions. Maybe a compromise: Attack once we have roaded to at least the choke point?
zagnut Apr 10, 2004, 09:47 PM Originally posted by ainwood
My concern is still with having sufficient forces to wipe the Aztecs out in a few turns. Without 1 movement-point immortals and no roads, then its going to take a long time to ferry-in reinforcements, even if we just take the capital and hold our positions. Maybe a compromise: Attack once we have roaded to at least the choke point?
OK, I will adopt the compromise unless attacked by the Aztecs.
zagnut Apr 10, 2004, 11:54 PM 1250 BC - Take game, no changes.
1225 Turn 1 - Instead of having Worker improve BG N of Arbela, I decide to start moving him S to start roads toward our new town to be built on the southern choke point.
1200 Turn 2 - Settler built in Perse. Sent S. Production switched to Immortal. MM Pasar to get some food growth. Still get Immortal in 1 turn. Move northern Immortal toward Barb to see if he can get to Elite status. Still no sign of the Aztecs.
1175 Turn 3 - Immortal built in Pasar. Northern Immortal kills Barb but doesn’t get promoted. Science to 80%; Poly in 3 turns. Breaking even on gold. The lack of water is killing our ability to expand. Susa and Pasr have zero growth. I could get one food growth out of Pasar but elect to leave it in a no growth situation so we can build Immortal 3 turns faster.
1150 Turn 4 - Science to 70%; +3 gold. Settler reaches forest. Town next turn.
1125 Turn 5 - The moment of truth is upon us. 4 Aztec Archers move to the hill. Our Archer and Warrior retreat one square. Antioch is founded. Start moving the Immortals south. Reduce science to 50%.
1100 Turn 6 - The 4 Aztec Archers advance onto the grassland square. I retreat our Archer, Warrior and Immortal into Antioch. On the next turn we will outnumber the Aztecs 5 to 4. They will still be on grassland and we should be able to defeat all of their units in one turn.
Polytheism is discovered. We can get Monarchy in 29 turns at 100% and -2; or 30 turns at 90% and -1. I opt for 90%. We have 62 gold. I have not played an AW game with these rules, but it seems to me that we will have to discover most techs ourselves and therefore we should try to get them as fast as possible. Hope you agree.
1075 Turn 7 - The Aztecs have arrived on our doorstep. The time for action is here. The road to Antioch is also completed. There are 3 Immortals, an Archer and a Warrior against the 4 Aztec Archers. Our Archer attacks from a hidden position on the roof of the Butcher Shop and kills an Archer with the loss of one hit point. Next the squad of Immortals burst from the City Hall, while the enemy is distracted by the initial attack, and hit the Archers on their flank, killing all three. It was not a pretty sight. However, the townspeople loved it because they had been saved by our valiant forces, and so they promised to work extra hard for many years to come. Our holy men tell us that this must be the start of a Golden Age for our great civilization.
Monarchy is now at 19 turns with break even gold. Move the Worker to the Horse square, protected by the final Immortal who attacked the Archers. Another Aztec Archer is revealed on the hill to the south.
1050 Turn 8 - The Aztec Archer moves north onto grassland. A Jag Warrior shows up on the hill. I move our Immortal and Worker back into Antioch. Pasar and Perse both build Immortals. I would like to build a Worker in one turn but can only get 9 shields out of each. I therefore let them build another Immortal and start a Worker in Antioch. Susa builds Barracks.
1025 Turn 9 - The Aztecs ask to meet. I realize we can’t make peace with them, but I talk to them and see that they have 6 cities, Communication with the Babylonians and have discovered Writing. They do not have Polytheism. Thus it looks as if the Babylonians are also on our continent.
The Aztec Archer and Jag Warrior advance to the grassland just south of Antioch. The Archer is killed and the Jag is redlined and retreats one square. All healthy troops take off after him.
1000 Turn 10 - Worker starts building road to the Horses. The Jag disappears toward Tlatelolco. Aztec Archer appears on the hill. Units pause and wait for him to advance on the next turn.
The lonely northern Immortal discovers another Barb camp.
My goal during this segment was to build up our supply of Immortals. War was unavoidable, but we are now in a position to advance on the Aztec cities. We should probably build some Temples during our GA, but I leave that decision to ainwood.
Game is here: http://www.civfanatics.net/uploads7/SGOTM1STAFF-1000_BC.SAV
ainwood Apr 11, 2004, 12:00 AM So - Is my job to continue to go on the attack?
We will get monarchy before the end of the GA, which will be good. :) Maybe we won't revolt to anarchy until the GA is over though. :hmm:
ainwood Apr 11, 2004, 03:45 AM As Found:
Arbella needs 1 shield for a barracks, and 12 to grow. Producing shields/turn and two excess food. Move production to bonus grassland to NW - allows pers to utilise BG.
Pers: Needs 12 shields for immortals, producing 9. Needs 7 food to grow, has one surplus.
Move production from furs to BG. Reduces shield by one / increase food by one. Doesn't make much difference overall, 'cept we get growth in 4. :)
Pars: Move to work furs. Reduces immortals build to two turns (although now we havce zero growth...) Looks like pars has the potential for immortals every three turns with a slight food shortage. :hmm:
Susa: Left as-is.
Antioch: Left as-is. :)
Between turns:
Archer advances towards our stack.
Barracks finished in Arbella, immortals started. I tossed-up between building immortals and building a settler, but, since it has a barrakcs, why waste it. We do need somewhere to build settler though, so figure might push one / two out of Persiopolis.
Turn 1: 975 BC:
Immortal in the hinterlands attacks the barbarian village. Claims 25 gold in taxes -> we will NOT have lawlessness in the wastelands! That money is needed to support the empire!
Reg. Immortal sent to deal with archer. Wins with loss of one health, but no promotion. Red-lined Immortal in Antioch sent to Susa for barracks-aided healing. Stack advances, with aim of striking the hills in about 25 years...
Between turns:
Two jaguar Warriors attack stack. First retreats after inflicting minor damage. Second red-lines an immortal and is killed. Two more immortals produced in Persiopolis and Parsargadae. Consider making Settler in Persiopolis, but cannot make it work in three turns, so go for 3-turn immortal instead (albeit at a 1 food / turn loss).
Turn 2: 950 BC:
Veteran immortal attacks red-lined jag (hoping for promotion), but doesn't get it. Rest of stack fortifies to heal. Move warrior from persiopolis to arbela, in case dispersing barb camp up north has created another one near arbela.
Between turns:
- Nothing -
Turn 3: 925 B.C.:
Move stack forward to hills.
Between turns:
Jag Warrior comes out of Tlatelolco
Turn 4: 900 B.C.:
Dispatch vet Immortal to deal with jaguar warrior, which it does, easily. think about whether to attack tlatelolco or not. It is only size one, protected by at leat one regular spearman. It generated a jag Warrior, so presume it does not have barracks nor more defenders. Decide to let it grow and mop it up later. Will form Immense Stack Of Imortal Death (ISOID) and head on to the heart of Aztec territory. As discussed previously, want force big enough that war is decisive.
Between turns:
Worker finished in Antioch. Start another one (we've got to improve that Aztec land somehow :mischief: ). Persiopolis completes immortals. Change production in Parsargardae to complete immortals next turn. Persiopolis set to produce immortals in 4, growth in 6.
Turn 5: 875 B.C.:
ISOIM now comprises 1 regular archer, 3 regular immortals and 4 veteran immortals. One wounded vet immortals covering the grassland below. Three more immortals will be on their way next turn.
Between turns:
Immortals finished in Susa & Parsargadae.
Turn 6: 850 B.C.:
Check parsargardae: Can complete immortals in 4 turns with micromanagement. Three turns producing 7 shields (net), one producing 9. Stack advances to hills overlooking tlatelolco, but it is a devious feint -> they will bypass it. Lone vet immortal looking after workers who are roading the hills (will finish between turns). Three more immortals two turns way from hills.
Between turns:
Immortals finished in Arbela.
Impi Spotted on plains!
Turn 7: 825 B.C.:
Ignore Impi. Move stack along coast.
Between turns:
Impi runs across grassland. Is exposed in the open.
Swordsman appears on far-off hill. If we move stack, then this will expose them to attack. If swordsman wins, it will be left on hill. Decide to let swordsman run to us.
Turn 8: 800 B.C.:
Vet immortals attack impi, and lose :( Second vet mops-up and is promoted! We've got an elite!
ISOID fortifies.
Between turns:
Swordsman moves into grassland.
Persiopolis grows to size four, and completes immortals. Is now producing 10 shileds / turn.
Turn 9: 775 B.C.
Move warrior from Arbela to Persiopolis for happiness control.
Leave immortal in Arbela as precaution against any barbs.
Tactic works! Swordsman is slaughtered in the fields (No HP lost to our vet immortal, although no promotion).
Between turns:
Elite Zulu Warrior climbs hills ahead of ISOID. Archer moves to grassland next to stack.
Turn 10: 750 B.C.
OOPs :blush: I forgot to micromanage production in Parsagadae. Didn't finish immortal - will finish it next turn....
Vet immortal slaughters archers, and is promoted. Moves and finds he is on the border of Tenochtitlan! Decide that Tenotichlan is the preferred target, and don't want to waste good immortals on the warrior. Move stack onto grassland.
And there ends the session!
We have:
5 cities.
13 immortals (4 in production, 3 of which we will get in the next 2 turns).
2 workers (1 in production)
The military advisor says there are barbs near arbela, so we can go 'train' with them. He also says that we have a strong military compared to he Aztecs (ditto for zulu)! :D
Suggest that we press-on to Tenoctitlan next turn. Attack with vets first, and try to save the elite for attacking any red-line defenders. Defense is ony regular spearman, so we should be OK. :) Unfortunately, I can't see what size it is. Actually - I can! Its size 3 (from top cites map)
Other demographics of interest:
We are first in everything except land area (we are second). In Family Size, military service and approval rating, we are third.
Other issues:
I would like to build a horseman or four. We need to scout-out the lands ahead (another problem with 'always war' is lack of map trading. We need to cut-off the iron from the Aztecs, and probably the Zulu as well.
More cities! I suggest that as soon as we capture Tenochtitlan, we start a pre-build for the FP. We can then plan some settlers for a 4 or 5 RCP around it (hopefully).
http://www.civfanatics.net/uploads7/ISOID.JPG
Karasu Apr 11, 2004, 04:36 AM Great progress! I already see the end of the Aztec kingdom... :devil2:
Got it.
But... you guys are playing too fast!
and... ehm... I am afraid you forgot to follow MB's advice for the save file...
Karasu Apr 11, 2004, 01:23 PM Pre-turn
Switch Persepolis, Arbela and Pasargadae to Horsemen.
Swap Immortal with warrior between Persepolis and Arbela.
We will also need to get a Settler out of Persepolis to keep on expanding southwards.
I attack Tlatelolco right away -Montezuma must be pop-rushing like crazy, so no chances to occupy this city.
Press Enter
A regular swordsman comes out of Tenochtitlan, dying against our Elite Immortal (which is redlined).
Pasargadae: Horseman - Horseman
Turn 1 - 730 BC
Let the carnage begin... :devil2:
Regular Immortal kills Zulu warrior. No promotion.
Battle for Tenochtitlan:
4/4 Immortal kills 3/3 Spear, looses 2 hp
4/4 Immortal kills 3/3 Spear, looses 1 hp
4/4 Immortal kills 3/3 Spear, looses NO hp
We capture the city,1 Worker and 2 gold. Tenochtitlan is set to Settler
IT
Arbela: Horseman - Settler
Persepolis: Horseman - Settler
Aztec units approach Tenochtitlan: a Sword from the south, a spear from NW, a Jag from W.
Resistance in Tenochtitlan ends.
Turn 2 - 710 BC
4/4 Immortal kills 3/3 Sword, looses 3 hp
A zulu Impi-Settler pair appears on the map. The Aztec's Iron source is in sight.
The Spearman is sitting on "our" dyes, and will probably pillage it, so I decide to attack.
3/3 Archer dies against 3/3 Spear, which looses 1 hp
3/3 Immortal dies against 3/3 Spear, which looses 0 hp
4/4 Immortal kills 3/3 Spear, looses 0 hp (at last)
3/3 Immortal kills 3/3 Impi, looses 1 hp and gains two slaves.
IT
A red warrior-settler pair appears in the screen. Hello Hammurabi...
Turn 3 - 690 BC
Pasargadae can be MM'ed to produce 30 shields in four turns, for the loss of 1 food. I do it.
Hello, Hammurabi vicious smile. Oh, he is annoyed with us.
Well, we can trade with you (he has two cities in total) -Writing for IW + TW? Fine. And now let's sign this war treaty... :D
His stupid warrior redlines our Immortal, but dies giving us two more slaves.
IT
The Jaguar warrior attacks our 2/3 Immortal, dying and promoting it.
An Aztec Swordsman appears and stops right next to our redlined Immortal.
Turn 4 - 670 BC
Monarchy is due next turn.
Aztecs and Zulus know MapMaking, so we better start watching for Galleys -I will leave ONE horseman behind :cool:
The redlined Immortal on the Iron won't be able to escape the Swordsman. I cover him with a Horseman, hoping it will escape if injured. In the meantime, we pillage the Iron.
IT
The Aztec Sword attacks. The Horseman is redlined and... does not retreat.
We discover Monarchy. Set research to MapMaking. Due in 13 turns at 50% science (+9 gpt)
Persepolis: Settler - Barracks
Antioch: Worker - Worker
Pasargadae: Horseman - Immortal
Turn 5 - 650 BC
Reposition troops to attack Tlaxcala and Teotihuacan in the next turns.
I don't want to risk spending our last few turns of GA in Anarchy. I will wait for the GA to end to start revolting.
IT
Arbela: Settler - Horseman
Aztec Sword and Archer approach, together with two Babylonian warriors.
Turn 6 - 630 BC
Attack on Teotihuacan:
4/4 Immortal defeats 3/3 Spearman, loosing 3 hp
4/4 Immortal dies against 3/3 Spearman, which looses 1 hp and promotes
4/4 Horseman retreats before 3/3 Spearman, which looses 1 hp
4/4 Immortal defeats 3/3 Spearman, loosing 0 hp
Teotihuacan is left with its last defender, but does not fall.
Iron Hill:
5/5 Immortal defeats 2/3 Swordsman, loosing 1 hp
The two bab warriors reach the foot of the hill.
IT
Two Impis move close to Tenochtitlan
A Zulu horse attacks our stack on the Iron Hill, and retreats after wounding a Vet Immortal
The Bab warriors pass by, heading north.
Turn 7 - 610 BC
Outside Tenochtitlan:
4/4 Immortal defeats 3/3 Impi, loosing 2 hp
5/5 Immortal defeats 3/3 Impi, loosing 1 hp
Attack on Teotihuacan:
4/4 Immortal defeats 3/3 Spearman, loosing 1 hp
4/4 Immortal defeats 3/3 Spearman, loosing 2 hp and promoting to Elite.
Teotihuacan is ours. No slaves, 2 gold.
Iron Hill:
5/5 Immortal defeats 3/3 Warrior, loosing 0 hp.
3/3 Immortal defeats 3/3 Spearman (Tlaxcala), loosing 2 hp and promoting to Veteran
3/3 Immortal defeats 3/3 Spearman (Tlaxcala), loosing 0 hp and burning the city to ashes.
IT
Our Golden Age ends.
Aztec regular Archer kills our Immortal (fortified on a Hill) and promotes.
Our people want the Forbidden Palace.
Turn 8 - 590 BC
5/5 Immortal kills last bab warrior, loosing 2 hp
4/4 Immortal defeats 2/4 Archer, loosing 0 hp
An Immortal in Pasargadae is 2 turns from completion. I hesitate a bit, then revolt. Not too bad. It's going to be 3 turns of Anarchy.
IT
[dance] The unlucky horseman that attacked us on Iron Hill a couple of turns ago has recovered 1 hp, and decides to test his luck against our 2 hp Elite Immortal. It dies, and... Yes!
Turn 9 - 570 BC
South of Calixtlahuaca:
4/4 Horseman defeats 3/3 Jaguar, loosing 1 hp and promoting to Elite
Two Elite Immortals join the Horse, preparing for the assault.
Found Tarsus south of Antioch (this will also speed up the irrigation)
We disperse a barb camp near Tarsus for 25 gold.
3/3 Immortal defeats 3/3 Zulu Warrior, loosing 2 hp -no promotion
IT
An Impi comes
Turn 10 - 550 BC
4/4 Immortal attacks Impi, looses 2 hp. Impi retreats.
Our last Horseman is about to reach Tenochtitlan.
http://www.civfanatics.net/uploads7/SGOTM1-550BC.jpg
Notes
1. There is a stack next to Calixtlahuaca (not that you are going to miss it... ;) ).
2. The stack next to the Iron Hill is fortified, but has movement left. Yours to choose whether to go directly towards the Bab city south (which I was about to do) or the Aztec city farther away.
3. The two wounded units were unlucky attempts at promotion. They should probably go back to Tenochtitlan to heal. The horseman is there should the Impi try to do anything funny.
4. I would found the next city where the settler is, to bring the two Deers on without requiring a Temple.
5. The Great Leader is in Tenochtitlan. I was tempted to build the Forbidden Palace there, but we should discuss this -it may be better to found a city S-SW of Tenochtitlan and rush the FP there.
6. The Zulus have four cities, Aztecs three and Babylonians two.
7. Anarchy will be over in 1 turn.
On with the carnage! (http://www.civfanatics.net/uploads7/SGOTM1-Staff-550BC.zip)
ainwood Apr 11, 2004, 10:31 PM Great stuff Karasu! :goodjob:
We our armies are getting stronger and stronger; the slaves are doing a great job irrigating back to the homeland, and we have a leader. :D
I completely agree with your assessment of where to put the FP city. I marked-up the screen shot below to show a possible location - it would mean that the four cities around it are all at distance 4 for RCP purposes. :) If we choose this option, then we either want to ensure that we don't take those other two cities (the bab one and the aztec one) until they are size two or three to prevent razing, or we have settlers on standby. We might actually want to tinker with the locations a bit anyway. Seeing as we have a few elites, I suggest we get the FP city (whereever it is) built and the FP rushed ASAP, before we do wholesale attacks with our nice elites. :)
a space oddity Apr 13, 2004, 01:31 AM I see that I'm UP already. I first have to play the last turns in Cor1, but I'll try to get to this as well.
zagnut Apr 13, 2004, 12:45 PM How about giving some thought to going for the Great Library. I know we are out of that loop because we are heading for Monarchy, but maybe we should try for it in order to be able to keep up in the tech race. With all our warring and its inevitable victories in battle, we should be able to generate another Leader who could be used for the build.
ainwood Apr 13, 2004, 03:59 PM Well, if we're going to have to do all our research ourselves... I wouldn't want to waste shields on it. If we're playing 'always war', thn I actually see little point in building much in the way of temples / libraries etc either. Maybe a granary or two (perhaps a settler factory in Tenoch?)
If (when ;) ) we get more Great Leaders, how should we prioritise them? Army? Great Lighthouse? Great Library? :confused:
a space oddity Apr 13, 2004, 04:38 PM Sorry guys, with the site being down and all, I didn't get to play tonight. I will certainly tomorrow.
Concerning the Leaders: I think we should use the first one (after this) for an Army and win a battle. :)
I have the feeling we won't be needing the Great Lighthouse, given all the early wins this game is famous for. I not sure since I've resisted the urge to try and find out more... (sofar ;))
So IMVHO we should build the Great Library first because we're sure that's going to get us a ways up.
Karasu Apr 14, 2004, 06:07 AM Good point re the Great Library.
I went for MapMaking just in case we need a couple of boats, and to be able to buy-sell maps with the next civs we will meet.
But I agree that we can go for Literature next with the idea of getting the GL from a leader.
In fact, we could follow a plan more or less along these lines:
- research Literature
- stop research and keep on building Immortals (and a few Horsemen)
- Trade, sell, or gift Literature to the remaining civs as soon as we meet them.
- If a great leader comes, rush the GL. If it doesn't, conquer it.
From what I have understood, the game should not last long after Knights (or not even get there?).
EDIT: A horsemen army?
a space oddity Apr 14, 2004, 01:58 PM 550BC - turn 0
What a great name for our Elite unit! :lol:
After some MM our core cities are all growing and we make 1gpt.
Next turn will see us in Monarchy.
I'll use the settler where it is now.
Some invetigation shows that the Babs have only 2 cities left, the Aztec 3 and the Zulu 4.
IT
We're a monarchy. MapMaking in 10 turns at -1gpt.
530BC - turn 1
Our 4/5* Immortal kills the 1/4 Jag.
Two units go and heal in Teno.
Switch Teno from settler to Worker (ready in 4) will build the FP then. As Ainwood said we will have to juggle the cities around a bit anyway and we will have productive cities earlier. Hope you guys agree.
MapMaking now in 7 turns at -3gpt.
IT
Zzz
510BC - turn 2
Waiting a turn to see whether the Aztec cities will grow.
IT
Zzz
490BC - turn 3
The cities didn't grow, we'll attack anyway.
Calix is destroyed at no loss.
I decide to wait until Darius is used (2 turns) before I attack Texcoco.
IT
The Barb warrior that was fortified decides to move in.
Persepolis Rax -> Horse
470BC - turn 4
Attack the BArb with the Reg Horse, it wins and promotes to Vet (2/4).
The waterway has reached our core.
IT
A barb turns up at Teno.
450BC - turn 5
The Worker is ready in Teno, Switch to FP and hurry it with the leader.
Our vet Immortal kills the Barb.
Texcoco is not grown, but we're eligable for Leaders again so I attack.
One Vet immortal is lost. :( We raze Texcoco showing how tha land continues west, more Bab borders show. And a Zulu city is in sight now too.
IT
A Vet Zulu Horse shows up and kills a 1/4 Immortal.
http://www.civfanatics.net/uploads7/SGOMT1STAFF-FP.JPG
430BC - turn 6
Get 25g from a Barb Camp.
Out 5/5 Immortal attacks the 5/5 Jag that showed up, it retreats, our Immortal is unhurt.
Attack the Zulu 2/4 Horse with our 3/3 Immortal, it retreats.
IT
The Zulu kill our 3/3 Immortal with a 4/4 Archer, the Archer wins 2/4 left.
410BC - turn 7
I decide to move our 2/5 Immortal on the mountain. This reveals a Settler/Impi pair and another Archer.
Our 5/5 Horse wins from the 1/5 Jag. Our troops are near to Aztecs last city.
Mapmaking in 1 turn, slider to (6.4.0) for +12gpt.
IT
The Zulu found a city under the nose of our Immortals.
Mapmaking is in, start Literature.
The Americans complete The Oracle.
390BC - turn 8
More Immortals arrive south, where the Zulu have build a city near the Iron.
IT
Our Immortal gets killed by the Zulu, but it takes an Archer with it.
Babylon start the Pyramids.
370BC - turn 9
We kill a Bowman that was heading for our workers.
IT
The Zulu move an Archer within reach.
350BC - turn 10
The last city of the Aztecs falls without losses! [dance]
http://www.civfanatics.net/uploads7/SGOMT1STAFF-AztecsDown.JPG
Our land:
http://www.civfanatics.net/uploads7/SGOMT1STAFF-350BC.JPG
We have some money to shortrush the Rax and Gally builds, but I'll leave that to the next player. I have currently a lot of settler builds, maybe Bactra should be switched to a Rax and start to build troops.
the save (http://www.civfanatics.net/uploads7/SGOTM1STAFF-350BC.SAV)
I. Larkin Apr 14, 2004, 05:16 PM Dear STAFF,
Sorry for pop up.
May I ask few questions about AW conduct rules?
1)It looks that you open diplo screen with your enemies. Is it allowed?
2) What precise defenition of Diplo Screen? For example if we meet AI, bye their contacts say good bue, go to another, trade here and there and then declare war to both. Is it "not to close diplo screen"?
3)About reputation. Is Gpt deal allowed at AW game?
Thanks in advance.
BTW, thanks Karasu for explanation of "double whip loophole"
I. Larkin
PS. Could you please reply to our thread?
mad-bax Apr 15, 2004, 01:15 AM This query has been dealt with.
Karasu Apr 15, 2004, 04:09 AM :goodjob:
Good dealing with the Aztecs. I think the FP in Tenochtitlan, although sub-optimal from the RCP point of view, is also good: we do not pause our war this way.
I was about to suggest that we needed a few settlers and a couple of galleys, but I see that it is not necessary ;)
This team is just too smooth...
What about switching Pasargadae to Galley and giving a look to the land north-west of us? If they are inhabited, we will need to expand in that direction too, and keep on building units in our core.
Otherwise, we can think of other options.
And do I see sea close to the Aztecs' last city?
a space oddity Apr 15, 2004, 04:30 AM Thanks, but I really feel bad about the units I lost. This could cost us later. I left some of our cities undefended which will cause the AI units to try an invade us. If it's the usual trickle we should be ok.
zagnut Apr 15, 2004, 02:14 PM I forgot to post that I have the game. I started it last night and you needn't worry, space, the AI has not invaded. I have played about 4 turns and will finish later tonight. So far, I am on the offensive toward the SW.
I sent a message to the Babylonian and Zulu kings that said "Bring it on, baby".
With regard to Karasu's question about Galleys, I am not sure we need them. I have a feeling this land mass is in the shape of a horseshoe. That would account for the fast finishes that were reported in the actual GOTM. If we don't have to wait for Galleys to invade by sea then we can finish off the other civs faster.
Also, if we build Galleys now and go exploring we will have to meet those other civs and declare war on them while we are still fighting the Zulus and Babylonians. If we don't explore we give them a chance to discover a few techs and hopefully we will then get those techs from the Great Library we hope to build with one of our Great Leaders.
ainwood Apr 15, 2004, 03:52 PM Originally posted by a space oddity
Thanks, but I really feel bad about the units I lost. This could cost us later. I left some of our cities undefended which will cause the AI units to try an invade us. If it's the usual trickle we should be ok. You only lost a couple, didn't you? I wouldn't worry about our cities - I doubt we'll see the AI up there. :)
As for the galley issue: I think that we probably would have seen the other civs if they were on a connected land-mass. Just looking at the mini-map, gut feeling is that they are on another continent in the black area.
What are peoples thought re infrastructure? Completely forgoe any temples / libraries etc, just barracks & maybe an aquaduct or two (if that?????)
zagnut Apr 15, 2004, 04:44 PM Obviously the shape of the continent is all specualtion at this point, but I thought the reason we had not seen any other civs might be because the Zulus or Babs had built at a choke point. In any event, I might find out by the end of my turn. I will take Isand this turn and then move on to the Bab town. I am moving a little slower than I could in order to use only elite units in the attacks.
There is one Galley being built and if the consensus is that we should explore then I will finish it before my turns are up and let ainwood see what other continents he can find.
EDIT: Check the maintenance thread - akots team finished in 370 BC. I can't believe they could have done that if they had to go to another continent. I am banking on this being a one continent game.
zagnut Apr 15, 2004, 07:51 PM 350 BC Turn 0 - MM Bactra and Teno to increase food production. Two Settlers still coming in one turn. Start a few units with remaining movement points toward the SW. Decide not to pop rush the Galley as I don’t think we need to meet any other civs while we still have the Babs and Zulus to eliminate.
IT - Two Zulu Archers appear outside Isandhlwana.
330 - Turn 1- Our Elite Immortal retreats. Destroy the Zulu town that they just founded next to the Iron. 2 Settlers available and move to establish new towns to S of Teno. Start Barracks in Teno and Immortal in Bactra. The loss of population to the 2 Settlers causes a -7 gpt. I therefore decrease science to get +2. Lit will be in 6 instead of 4 turns.
IT - Zulu Horseman comes out of Isand and defeats our 2 HP Immortal on the Iron.
310 - Turn 2 - Horseman built in Perse. Sent N to handle Barb approaching Arbela. Start Settler in Perse to settle the northern lands.
Immortal attacks Zulu Horseman on the Iron, redlines him and he retreats. However, another Immortal destroys him and attains elite status. To celebrate our citizens found the town of Sidon. Continue moving units SW and rearrange Workers. Increase luxuries to 10% to head off unrest in Perse. Science reduced to 50%, +5 gpt.
IT - Zulu Archer attacks Immortal outside Sidon and redlines him, but dies in the process.
290 - Turn 3 - Horseman kills Zulu Archer and becomes elite. Horseman up north kills barb and becomes elite. Found Tyre. Move troops forward to the hill outside Isand. It is defended by a Horseman. A mis-click sends one Immortal off into a ditch. Increase science to 80%, -3 gpt but cut one turn off Lit.- now in 3 turns. MM Bactra to cut 4 turns off time to produce Immortal.
IT - zzzzz
270 - Turn 4 - Build Immortal in Susa. Switch to Horseman. My SOD outside Isand only has one elite unit and it defeats the Horseman. I hold further attacks until next turn so that I can use other elite units that are moving up. Now the strongest unit in the town is an Archer. Start to position troops to take the Babylonian town to the south of the Iron.
Reduce science to 50%. Lit in 2 turns.
IT - Zulu Archer attacks Horseman and loses.
250 - Turn 5 - Elite Immortal attacks Impi in Isand and loses with no loss of hp to the Impi! The next Immortal takes the town. Two Horsemen move forward and attack another Impi. One Horseman killed the other prevails and captures the Settler the Impi was protecting.
Immortal and Horseman destroy Bab town of Ur which was south of the iron.
Horseman in north attacks barb camp and kills Warrior, but a barb Horseman survives.
IT - We discover Literature. Start research on Philosophy which will complete in 4 turns at 70%, +6.
230 - Turn 6 - Northern Horseman destroys barb camp. Settler produced in Perse. Original intent was to send him north to found town in unsettled area, but I feel we need him more in the south, so he starts the long trip. I am also moving all the Workers, but one to the south to road into the land of our enemies.
IT - Zulu Archer attacks Immortal and loses.
210 - Turn 7 - Still moving troops forward. 2 Immortals climb mountain next to Bapedi and see that it is built at a choke point. The final Babylonian city is just to the west. The length of our continent makes me think that there is another continent to the west. I therefore use 62 gold to rush the Galley.
IT - zzzzz
190 - Turn 8 - Reduce science to 50%. Fortify 2 Immortals and Horseman on mountain outside Bapedi.
IT - A small disaster occurs. Two Zulu Archers attack my two veteran and elite Immortals who are fortified on the mountain outside Bapedi and kill them both!!!!!! My combat calculator tells me the Archers have a 7% chance of success.
170 - Turn 9 - Fortify Horseman on mountain because don’t want Zulu Archers defending on the high ground. An Immortal attacks Babylon and kills a Spearman.
IT - Discover Philosophy.
150 - Turn 10 - Galley going west reaches an island. Bactra builds Settler. Immortal captures Babylon and destroys Babylonians. Start Galley in Babylon. Start researching Mathematics.
Saved game: http://www.civfanatics.net/uploads7/SGOTM1Staff-150_BC.SAV
Notes: The mountain next to Bapedi has 3 Immortals and 2 Horsemen poised for the attack on Bapedi next turn. The Zulus still have 4 towns left.
Watch the barbs that just popped up south of Sidon.
A Settler and Horseman are going north on the western arm of the continent. My thinking was to found a town in the jungle SE of the Dyes. That would probably eliminate any further barbs from growing in that area.
There are 2 Settlers in Teno. The Immortal being built in Perse can be switched to a Settler if you want to found a town in the far north. That is a constant growth area for barbs so you might want to do that.
I just realized that I did not put any units on the Galley. Sorry, but it is not too late to pull it back and do that.
Karasu Apr 16, 2004, 04:14 AM Well done! It's nice to see all the rubbles over there... :D
The Zulu should not last long, I believe.
Bapedi is indeed built on a chokepoint. So our world may well be a single U-shaped continent. In any case, building a couple of Galleys may speed up troop transfer from our northern cities (if necessary).
I would also completely shut down research at this point. Noone is going to reach Feudalism, methinks.
a space oddity Apr 18, 2004, 02:44 PM I agree on shutting down research. We migth even progress a bit through the civs we haven't met. For each a single round of trade could bring us whatever we feel we need at that point.
Just for clarity, the roster:
Ainwood - UP
Karasu - on deck
Space
Zagnut - just played
ainwood Apr 18, 2004, 02:58 PM Sorry people -> I played last night, but internet was too slow to access the forums. Will post write-up tonight. Summary of salient points: Destroyed a couple of zulu cities, a few losses unforunately. Set-sail around the world -> lots of islands found, but no other civs => it does appear that we are on a separate continent from the others. Turned Tenoch into a 4-turn settler factory, as there are lots of spaces to fill. Swung production balance towards horsies, as (unfortunately) I think we might need knights to close this game out. :(
Oh - and we have another GL. Haven't done anything with him yet -> think a horsie army might be the best option. :)
a space oddity Apr 18, 2004, 03:02 PM Sounds good, Ainwood! Considering what you said about the continents we might have to use the leader for that other GL (Great Lighthouse, we do have MM now, don't we?). What d'y'all think?
zagnut Apr 18, 2004, 07:45 PM I think we should expect to be on one continent with all of the other civs. Use the GL to build an Army. Build lots of Horsemen and Immortals. Go get the other civs as quickly as possible and don't worry about filling in the blank spaces with towns built by our Settlers.
ainwood Apr 18, 2004, 11:57 PM Well, the GL is in Tarsus (IIRC) with a barracks and enough horsemen for an army. I'm pretty sure that I've seen enough of the map to know that there are no other civs on this continent.
a space oddity Apr 19, 2004, 02:10 AM How many cities are left on our continent? Remember that an Army doesn't fit in a Galley. :(
ainwood Apr 19, 2004, 03:23 AM Two left, Space. :)
Ok -> well-played People. Looks like the end of the zulu may not be too far away....
A few initial thoughts: Leaving a barb or two is probably not a big deal, as it will be good 'training' for our troops. We are about three techs away from the middle ages, so barb uprisings are not too far off...Want to avoid those! We will have a better picture this if (when) we meet the other civs. Think that the horse & settler up-north by the barbs might be a good thing to put on the galley...
As found:
Antioch: Moving to make another shield just results in more waste. No Change (galley readin in 'lots'.
Arbela: Building horseman in 9, growth in 16. Borrow a mined rassland from pers, and is now building horse in 7, with growth in 8. A second MG make no difference (shield goes to waste).
Pers: Will finish immortal next turn.
Pars: can make immortals in 3 turns with zero growth. Decide to alternate Imm / horse / imm / horse.
Susa: Needs iron mined.
Tarsus: No Change.
Bactra: Only size 1, will not grow for 16, with immortal in 8. Move prod. to irrigated game. Will grow in 4, and including adjustment for growth in 4, the immortal will still be ready in 8, but city will be at size 2. :)
Tenoch: Is building an immortal, however it can be a 4-turn settler factory (I think). We still have a lot of land to occupy, so I change to granary. Will be ready in 4 turns.
Tyre: No Change.
Sidon: Growth in 6, horse in 10. Needs iron mined ASAP.
Teot: No Change.
Babylon: No Change. Will probably pop-rush there though...
Immediate thoughts: Try to continue maximising elite chances. Get incense hooked-up for happiness.
Press enter....
Between Turns: Two archers come out of Bapedi and attack immortals. First Elite immortal is red-lined; second vet takes one damage.
Turn 1: 130 BC:
Move immortals from Pers and Susa towards front-lines. Move settler from Tenoch north towards coast. Second one will move to found on incense. Horse and settler moved to hill on coast. Galley will pick them up next turn. Move elites onto mountain by Bapedi -> attack next turn.
Between Turns:
Archer runs through Bapedi and onto grassland.
Turn 2: 110 BC:
Start mining iron. Elite immortal attacks Impi in Bapedi, and wins for loss of 1 HP. Second elite dies :( No damage either! Elite Horse attack archer in plains and...... :D
Vet immortal loses to impi in Bapedi. :( Next one wins, and Bapedi is destroyed. Two workers liberated... Settler & horsie loaded on galley. Adjust tax to get maths in two (-7 GPT, but we have lots). Move Leader towards tenoch. Won't rush GL just yet, 'cause we only have contact with one other civ, and don't know where we are tech-wise.
Between Turns:
See zulu horseman near Ulundi.
Turn 3: 90 BC:
Found Sardis in the north on the coast, and set to build galley. Foudn Samaria on incense, and set to build barracks. Fortify immortals and horse on hills to let them heal.
Between Turns:
zulu horseman Comes out towards fortified healing units.
Turn 4: 70 BC:
Mathematics discovered. Start construction, but have a quandary: Do we want to research, or save money? Decide that knight will finish the game, so we will research essential AA techs only. Start construction (8 turns). Immortal diperses barb camp south of sidon. No promotion. Vet immortals lost to horseman. I sure am having some bad luck here....Second one cleans up (no promotion).
Turn 5: 50BC:
Move fully-healed stack next to Ulundi. Its only size 1. We have 5 immortals and three horsies...
Turn 6: 30 BC:
Elite* horsie sent to soften-up Ulundi, and loses. Bad move tactically, as couldn't retreat from an impi anyway... Two immortals clean up, one gets promoted. :) Ulundi destroyed, a worker captured. Galley finds land, but no sign of other civs (yet).
Turn 7: 10 BC: Find Holblane, but it is a crappy little city. From culture boundary, I think I know where Zimbabwe is, so go looking.
Turn 8: 10AD:
Settler finished in Tenoc. Set to build another one. This one will settle up northern arm.
Granary finished in Tenoch. Set to settler in 4 / growth in 4. Will then have a 4-6 settler factory. Tarsus finishs barracks, starts horseman.
Find Zimbabwe. Can't attack with immortals for at least two turns. Will give us time to decide what to do with GL...
Between Turns: Archer from Zimbabwe red-lines vet immortals, but loses.
Turn 9: 30AD:
Move two immortals and two horsies next to zimbabwe. Will wait for reinforcements....
Turn 10: 50AD:
Shaka wants to talk peace :lol: :evil: He is pop-rushing. Don't think its worth attacking yet...
Drop settler on an island to pop a hut - deserted!. Galley can see coast 3 moves west, so doesn't use all points this turn.
a space oddity Apr 19, 2004, 03:38 AM Well done, ainwood! :thumbsup: Two is just about enough to give our Army a chance to win, which is it's sole pupose since we can't take it with us.
Another solution would be to found a city near a remaining civ, take the leader and Horses seperately on the galley :eek: and build the Army there. The AW thing means we should find out where they are but not contact them until we've founded the city and have decent defences up. Extremely unlikely, though.
Karasu Apr 19, 2004, 03:50 AM Got it.
Even if it's Monday morning and I cannot see the beauty of things, this is still a nice game ;)
Karasu Apr 21, 2004, 03:55 AM Pre-turn
Switch Susae and Arbela to Galley, Pasargadae and Sidon to Immortals.
I will leave research as it is, but I don't want to believe that we will get to Knights!
Our Galley is lost in treacherous waters.
Zulu Archer kills an Immortal
Turn 1 - 70 AD
Hurry Galley in Antioch, Arbela; Barracks in Samaria
Zimbabwe is taken for no losses. Start a Galley.
I don't know what to do with the settler on the lonely northern island. Well... if it was landed, maybe we wanted a city over there :hmm:... Found Ergili - Galley.
Galleys move. More land appears, but no signs of civilization.
IT
We discover Construction. Start CoL at 70% (4 turns, +11 gpt)
Samaria: Barracks - Horseman
Arbela: Galley - Horseman
Susa: Galley - Galley
Antioch: Galley - Immortal
Tenochtitlan: Settler - Settler
Samaria: Barracks - Horseman
Turn 2 - 90 AD
Two Impis are killed in Hlobane. A (presumably) lone Archer stands as the last defense.
The Galleys keep on exploring. Empty lands appear to them:
the northernmost Galley (#1) continues westwards
the two galleys from Arbela (#2) and Susa (#3) go east
the one from Antioch (#4) goes west
Switch Tyre too to Galley.
IT
Persepolis: Horseman - Horseman
Teotihuacan: Horseman - Immortals
Sidon: Immortals - Immortals
Turn 3 - 110 AD
Hlobane is taken, and the Zulus are history
The horse in Galley1 descends to open a hut -we get another horseman.
We disperse a barb camp near Hlobane. These 25 gp are just what we needed to rush a Galley in Tyre... ;)
IT
Tarsus: Horseman - Immortal
Tyre: Galley - Horseman
Turn 4 - 130 AD
Galleys 2 and 3 are following the coast of what appears to be another continent.
Horseman from Galley 2 lands to pop three barb warriors from a hut... :mischief:
Galley 4 keeps on going west
Galley1 has discovered another silly island.
IT
Pasargadae: Horseman - Immortals
Bactra: Horseman - Immortals
Turn 5 - 150 AD
Hmmm. I have been waiting and hesitating for some turns.
But the other civs do not appear, and our Galleys would really like to have better sailing capabilities. So I switch Pasargadae to Great Lighthouse and use the leader on it.
I am sorry if I did not stick with the original plan, but I feel that this is going to be more useful than an Army.
IT
Babylon: Galley - Immortals
Tenochtitlan: Settler - Settler
Pasargadae: Great Lighthouse - Immortals
Susa: Galley - Galley
Turn 6 - 170 AD
Galley 4 seems to have a talent for surviving in the ocean
Galley from Babylon (#5) goes west.
Galley from Tyre sails east and immediately spots purple borders
Dariush Kabir founded - Galley
Rush Galley in Zimbabwe
IT
CoL discovered. Now on Currency - 7 turns at 70%, +1 gpt
Persepolis: Horseman - Immortals
Zimbabwe: Galley - Galley
Turn 7 - 190 AD
Switch Tyre and Tarsus to Galley
Move into Iroquois waters. Still no contact
The western Galleys keep on sailing west. They will all sink in the oceans without discovering anything significant -I will not mention them any more.
IT
Hiawatha rings the phone.
Are they backwards... Trade him Alphabet for World Map and all his gold (65 gp).
He has four cities. From the map, the Americans appear to have two.
Dear teammates, there is no going to the Middle Ages. I am switching off research -look, I will leave a scientist in Babylon.
Turn 8 - 210 AD
Rush Galleys in Tarsus and Tyre.
Start landing troops in Iroquois lands.
Exploring Galleys move back towards Tarsus. En passant, Galley 1 drops her horsemen on the mountains overlooking Grand River.
IT
Teotihuacan: Immortals - Spearman
Pasargadae: Horseman - Immortals
Tarsus: Galley - Galley
Arbela: Horseman - Horseman
Tyre: Galley - Galley
An Iroqouis Archer redlines one of the Horsemen, which retreats.
Turn 9 - 230 AD
Hmm. My little raid in Iroqouis territory was not a good idea. I will resist the temptation to land only a few units and will limit myself to setting things up... sigh...
Disperse a barb camp out of frustration ;)
IT
Iroquois Archer dies attacking our horsemen. Now both are redlined.
Persepolis: Immortals - Horsemen
Tenochtitlan: Settler - Settler
Bactra: Immortals - Immortals
Turn 10 - 150 AD
Disperse another barb camp. But it's not the same as killing Iroquois... :sad: ...
Hurry Galley in Antioch.
Found Ghulaman: Library (not that it has any meaning now)
Notes
Mates, these turns were tough. To see them there, and to be unable to fight... :eek:
The Iroquois have neither Iron nor Horses.
We have four Galleys already there to land units within a turn. Three more are arriving, and two new ones are coming out next turn (so we can probably stop building them -sometimes I get carried away with things... :D ).
There is Iron within American borders, but it is not connected.
I haven't made contact yet (didn't meet any US citizen nor did I get contact with them from the Iros), but they should not have more than three-four cities.
In conclusion, I won't be getting this game back. Well played everyone!
http://www.civfanatics.net/uploads7/World.jpg
http://www.civfanatics.net/uploads7/TheOtherContinent.jpg
Come join the party! (http://www.civfanatics.net/uploads7/SGOTM1Staff-250AD.zip)
a space oddity Apr 21, 2004, 04:12 AM Only 6-8 AI cities left! [dance]
Well done Karasu, such self-restaint... :worship: :lol:
I hope I can be a worthy successor, got it
Karasu Apr 21, 2004, 04:56 AM Go for it! :D
I wouldn't bet on zagnut being able to even play his turns... :devil2:
zagnut Apr 21, 2004, 08:03 AM There is still hope for me. Space may not be able to move units to all of the Iroquis and American cities, so the final victory may still be mine.
I see that I prolonged the game by sending the first Galley west instead of east. The game probably would be over by now if I had gone the other way.
Karasu Apr 21, 2004, 08:12 AM Originally posted by zagnut
I see that I prolonged the game by sending the first Galley west instead of east.
Well, there was no way to know that (other than using "forbidden knowledge", that is...).
Actually, your first galley was the second to discover the new world... from the east :ack:
It is probably not clear from my turnlog, but I sent out several galleys both east and west at different latitudes (including two or three more galleys in the wrong direction), and I was getting a bit nervous about not finding inhabited lands.
On the other topic, you may be right -especially if Space is gentle with our enemies... But ten turns can be a loooooong time.
a space oddity Apr 21, 2004, 08:22 AM Don't worry about it Zagnut, that's just life (Murphy might have somthing to do with it too).
edit: X-posted with Karasu... gentle? :evil:
ainwood Apr 21, 2004, 02:31 PM Originally posted by Karasu
I don't know what to do with the settler on the lonely northern island. Well... if it was landed, maybe we wanted a city over there :hmm:... Found Ergili - Galley. I dropped him off to pop a hut (and IIRC there was some wheat or something there?) My original plan was to drop-in a beach-head city when we met the AI. :shrug:
Well done though! :D
a space oddity Apr 21, 2004, 05:19 PM I've played, but I'm too tired now to put up the report, but here's a teaser:
http://www.civfanatics.net/uploads7/SGOMT1STAFF-Teaser.JPG
zagnut Apr 21, 2004, 06:26 PM Looks like it could be alllllll over.
conehead234 Apr 21, 2004, 06:40 PM I would like to congradulate you guys for being the second to finish. (Next to the team I was on, who was first). :goodjob:
Peanut Apr 22, 2004, 12:20 AM You wizards finished ALREADY ??? Slick work ! Makes us veterans of the GOTM 24 replay look like professional sluggards !
If this is the benchmark for game progress then I will be crushed to Peanut Butter by the speed if I dare to join in the next round. Maybe I should start exercising those CivIII muscles now in anticipation...
a space oddity Apr 22, 2004, 03:11 AM 250AD - turn 0
Have a good look around are growing empire, everything looks fine. We are making a lot of money, so much in fact that I'll up the lux to 20% for better score.
IT
Our conscript Horse gets killed by a Iroq Archer.
Susa Galley -> Immortals
Antioch Galley -> Galley
260AD - turn 1
continue the general draw of able men. :)
Land 3 Horses and an Immortal near Allegenhy.
Land 3 Horses and 3 Immortals near Niagara.
Meet Abe, he's polite and has only three cities.
We sell him Alphabet for his territory map and 33 gold (TM is worth just as much as his WM in this particular case...)
Abe doesn't has Iron connected.
Disperse a Barb camp.
Move the lux slider to 40%.
IT
Pasar Immortals -> Immortals
Samaria Horse -> Horse
270AD - turn 2
Attack Allegenhy:
4/4 Horse vs 4/4 Spear: Horse is redlined and retreats without making a dent.
3/3 Horse vs 4/4 Spear: redlines but wins! We raze the city and capture 4 workers.
Attack Niagara:
4/4 Horse vs 3/3 Spear: Horse is killed.
4/4 Immortal vs 3/3 Spear: Immortals win at 3/4
4/4 Horse vs 3/3 Spear: Horse wins (3/4) and captures Niagara!
IT
The Iroquois move a settler pair in range of our Immortals!
Persepolis Horse -> Horse
Teo Spear -> Settler
Sidon Immortals -> Immortals
280AD - turn 3
Kill the Iroq spear, warrior and capture the settler.
Found Zohak, start Spear.
IT
The Iroq archer suicides on an Immortal, a new settler pair moves.
A barb Horse promotes our Horse to Vet.
Babylon Immortals -> Immortals
Teno Settler -> Settler
290AD - turn 4
Ergili riots, switch to Warrior.
Disperse a Barb camp.
Move the Attacking force for the American part of the island.
Stack is ready to attack both the Iroq cities next turn.
IT
Pasar Immortals -> Immortals
Bactra Immortals -> Horse
Arabela Horse -> Horse
300AD - turn 5
Attack Grand River:
3/3 Immortal vs 3/3 Spear: Immortals die, spear 2/3
4/4 Horse vs 3/3 Spear: redlines and retreats, spear 2/3
5/5 Horse vs 2/3 Spear: wins 4/5 left
4/4 Horse vs 2/3 Spear, dies promoting the spear to 2/4. :(
Attack Salamanca:
4/4 Horse vs 3/3 Spear: Horse redlines but wins
4/4 Horse vs 3/3 Spear: Horse wins 2/4 left
4/4 Horse vs 3/3 Spear: Horse dies without hurting the spear.
3/3 Immortals vs 3/3 Spear: wins promoting to 3/4 and captures Salamanca.
Rush another Galley.
IT
The iroqs capture the American settler! :lol:
Persepolis Horse -> Immortals
The capured Iroq cities riot. :smoke:
Susa Immortals -> Immortals
Tyre Galley -> Immortals
Darius Kabir Galley -> Galley
The Americans complete the Colossus! :thumbsup:
310AD - turn 6
Grand River proves to be tough. Its defender is now elite, we capture the settler.
We capture New York and ...
http://www.civfanatics.net/uploads7/SGOMT1STAFF-Colossus.JPG
3 AI cities left.
IT
Zzz
320AD - turn 7
Kill the Elite defende in Grand River, there is another left, djeez.
Decide to ignore the Am settler to let the Iroq have a shot before we do.
Stack near Boston is ready to take it next turn.
The units for Washington can land next turn.
IT
Teno Settler -> Settler
330AD - turn 8
It's time to finally take Grand River:
4/4 Horse vs 3/3 Spear: redlines and retreats, spear 2/3
4/4 Immortal vs 2/3 Spear: wins unhurt.
The Iroqs are gone.
Attack Boston:
4/4 Horse vs 3/3 Spear: Horse wins 3/4 left.
5/5 Immoratal vs 3/3 Spear: wins 3/5 left
4/4 Horse vs 3/3 Spear: Horse wins 2/4 left and we take Boston.
Only one city left, our stack has landed, our troops surround the settler...
Move the lux slider to max.
http://www.civfanatics.net/uploads7/SGOMT1STAFF-OneLeft.JPG
IT
The palace gets an expansion.
The Am settler doesn't settle. :)
a space oddity Apr 22, 2004, 03:12 AM 340AD - turn 9
Attack Washington:
3/4 Horse vs 3/3 Spear: Horse redlines but wins.
3/3 Horse vs 3/3 Spear: Horse dies Spear 2/3
4/4 Immortal vs 3/3 Spear: wins 2/4 left.
4/4 Immortal vs 2/3 Spear: wins and....
http://www.civfanatics.net/uploads7/SGOMT1STAFF-LastAndOracle.JPG
Our Elite Immortal captures the settler:
http://www.civfanatics.net/uploads7/SGOMT1STAFF-JustInTime.JPG
Found Istakhr and Jinjan.
IT
Full of anticipation....
350AD - turn 10
We win! (just in time too, sorry Zagnut :p )
http://www.civfanatics.net/uploads7/SGOMT1STAFF-Victory.JPG
a space oddity Apr 22, 2004, 03:17 AM The save before (to add this game to your personal HoF) (http://www.civfanatics.net/uploads7/SGOTM1STAFF-beforeWin.SAV)
The victory save: 350AD (http://www.civfanatics.net/uploads7/SGOTM1STAFF-350AD-Victory.SAV)
http://www.civfanatics.net/uploads7/SGOMT1STAFF-Histograph.JPG
ainwood Apr 22, 2004, 03:51 AM Great stuff! :thumbsup:
a space oddity Apr 22, 2004, 03:58 AM Those were very enjoyable turns, thanks to the terrific way Karasu has set us up. He deserves all the credits! :goodjob:
Capt Buttkick Apr 22, 2004, 06:02 AM Originally posted by conehead234
I would like to congradulate you guys for being the second to finish. (Next to the team I was on, who was first). :goodjob:
Um, Xteam (which I was on) finished a couple of days ago, though after akots :)
zagnut Apr 22, 2004, 08:09 AM Well done, Space. I really had my doubts whether you could wrap it up in 10 turns. I thought it might be difficult to reach all of the cities on the continent with the Immortals, but you did a great job of managing your units. :worship:
I notice that when you have an attacking force of Horsemen and Immortals, that you attack with the Horsemen first. I use the stronger units first. I can see the arguments for both sides, but wonder what the other members of the team do. I really didn't pay attention to how others used their units when attacking.
a space oddity Apr 22, 2004, 08:14 AM In this case I used Horses first because they didn't have fast units. The chance of the Horses surviving the attack even after 'losing' makes it worthwhile. The first stacks consisted mostly of Horses so I needed to save the Immortals a bit too.
civ_steve Apr 22, 2004, 02:28 PM Well, I've been lurking around, watching these games with rather envious eyes; SGOTM1 has been very successful :goodjob: , and people seem very energized and are having a great time!! I may have to overcome my reluctance to expand my CivIII commitments, and participate in SGOTM2 (RL is SO demanding!!)
I wanted to add a comment to a space oddity's response about using Horses before Immortals/Swords/MedInf in combat. With the new rules adding lots of defensive bombards from Archers/LongBows, I find using the Horses first gets rid of that defensive bombard, the Horse will often retreat if losing, and once the defensive fire is exhausted my main attack force can now proceed, against a weakend defense, without losing any hitpoints while advancing. (You also get a general count of the defense, if you need it.) Not really a factor in this game, but a tactic I've found useful in other circumstances.
a space oddity Apr 22, 2004, 02:33 PM Please do join, Steve. :) The more, the merrier! The SGOTM concept was born when people considered this a way to play Gotm games without having to invest too much time.
Karasu Apr 23, 2004, 04:25 AM You're just too kind, Space -and no, not too gentle with poor Iroquois and Americans over there... :D
Well, that was another great game and I enjoyed it a lot. Let's only hope that our wonderful team does not get the first SGOTM wooden spoon! :eek:
Detlef Richter May 06, 2004, 08:58 AM Hey, congratulation, great job guys.
I think i have learned a lot from reading all of you turns. I hope i can finish now GOTM31 with a win not a loss.
:goodjob:
Ankka May 06, 2004, 09:25 AM Originally posted by Karasu
Let's only hope that our wonderful team does not get the first SGOTM wooden spoon! :eek:
You have no chances for that. :smug:
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