View Full Version : SGOTM1-Persia Team Ankka


mad-bax
Apr 06, 2004, 02:47 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

Ankka
andvruss
Smellincoffee
Bede
Gengis Khan

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.

3000BC is turn 20 of course.

mad-bax
Apr 06, 2004, 03:18 PM
I'm checking in just to let the team know that this game has to be played on PTW as Bede can't run vanilla.

I'm happy to play any extreme variant you care to name. Space - Diplo - 20K multi sounds like fun, but I'll go with the flow.

andvruss
Apr 06, 2004, 08:37 PM
Checking in. My first SG was a regent, OCC. It was easy so another variant would be good.

Bede
Apr 06, 2004, 10:04 PM
Present.

I like Ankka's idea of OCC AW.

Looking forward to the fun.

Ankka
Apr 07, 2004, 05:33 AM
Checking in...:D


I played just an OCC on Monarch with Bede, and it was fairly easy, I'd say. What do you guys say, would AW be ok? I've never played a game with that variant... Spaceship would be quite difficult..

mad-bax
Apr 07, 2004, 05:40 AM
AW is fine by me. Is the order OK? If it is let's go!

Ankka is up.

Ankka
Apr 07, 2004, 06:03 AM
Ok, should I start it in PTW or vanilla? If Bede has still got problems, PTW it is... I sort of like vanilla more, though...

I'll play the turns today after school...

Should I move the worker onto the furs or to the southern hill? I think the hill would be better, we would get a better view, and we really need an optimized spot for the one city we'll ever build... Coastal would be great, we'd get more wonders... and a river is almost a must, if there is one nearby.

When the city is built, I'll propably go for a few warriors and thena few workers. Depends on hut luck... if we don't get a temple early, I'll build a wonder maybe or prebuild for the Oracle...?

Any ideas? Please post ASAP...:)

Ankka
Apr 07, 2004, 07:27 AM
I also need some specification on AW. How does it work? When we get contact to a civ, we must declare war on them? Or is it so that when we have contact with all civs we declare war on all at the same time?

mad-bax
Apr 07, 2004, 07:34 AM
There's a link in the first post to the rules. The AW rules are in there (somewhere). I'm working ATM which is inconvenient, so I don't have time right now to explain in detail.

I would certainly prioritise coastal location as I think the colossus will be a good build for a leader.

Ankka
Apr 07, 2004, 07:41 AM
Ok, thanks. :) I think I'll start soon, when I have read the rules.


We have got Bronze Working and Masonry. What should we research first? Should we go for Pottery or Ceremonial Burial @ max speed, or maybe Iron Working with a 40- turn gamble?

Ankka
Apr 07, 2004, 11:42 AM
Playing now, and as there has been no advice, I'll start the game as I see best...

mad-bax
Apr 07, 2004, 12:14 PM
I'm sorry about the no advice thing, but I am spoilered for a start, and never played OCC before. :)

Ankka
Apr 07, 2004, 12:22 PM
Well, the start is awful for an OCC...

Here's the situation so far, on turn 7.

Ankka
Apr 07, 2004, 12:36 PM
Here's the turnlog...

4000BC [Preturn]: Move worker down to the hill... the move reveals some more furs and forest and some plains, but no river, though...

After thinking I decide to move the settler to the West to see if there's something. othing really, but a landbridge to the north and a possible lake.

3950BC [1]: Move the worker to the South again, this time we can see a goodyhut, some hills and desert...

Move settler to the SE to see if the water is a lake...

3900BC [2]: Pop the hut with the worker, we get maps...

Well, the water there wasn't a lake. And we seem to be on a fairly small island... Not so good...

3850BC [3]: I move the settler back to the South, I'll settle beside a fish.

3800BC [4]: Settle Persepolis, start a warrior.

I set research to CB @ 100% sci, we get it in 10. :)

3600 [8]: Persepolis build warrior > warrior.

I move the warrior N to head for the goody hut there.

3500 [10]: The warrior pops the hut, and of course we get barbs!

IBT: Luckily the barbs are stupid enought to not head for the empty Persepolis.

3400 [12]: Persepolis builds another warrior, and then starts a worker.

3350 [13]: The worker cleans a forest, and we gain 10 shields, so I change Persepolis to rax as a temple prebuild.

3250BC [15]: We research CB, I start Mysticism at full science, due in 27.


3000BC [??]: I have totally lost count of turns...:crazyeye:

The situation now:

We have 1 worker, 2 warriors, CB, Mysticism is due in 10.

Next better player... I managed to mess things up, I guess...:suicide:

Ankka
Apr 07, 2004, 12:37 PM
Here's the save. :)

I like attachments.

Ankka
Apr 07, 2004, 12:41 PM
And here a screenie.

http://www.civfanatics.net/uploads7/start.jpg

Ankka
Apr 07, 2004, 11:32 PM
I shall be away from today afternoon to Monday (Sunday at minimum).

mad-bax
Apr 08, 2004, 06:10 AM
I have replaced myself with a better player. Please welcome Gengis Khan to your team.

I need to squeeze a little more time out of each day to do the best possible job I can of looking after this event.

Ankka
Apr 08, 2004, 06:20 AM
We get Gengis? Cool! :D

Andvruss is up...

Gengis Khan
Apr 08, 2004, 07:02 AM
Better? HA! You're 10x more knowledgeable about the nitty gritty then I am. I still think you should play in this one. Thanks for setting it up, and all the work Bax.

Do you guys realize how suicidal this variant is?? We truthfully don't have a shot in hell, however my goal is to make it as long as possible & we might surprise me.

Before any else plays we should have a very detailed discussion how to go about this, even if it means we'll fall a day or two behind the other teams.

I'm going to post another one after this with all my concerns.

Ankka
Apr 08, 2004, 07:09 AM
If I had know that you're gonna play, I'd have waited for your advice. But as not... Sorry if I messed the first turns...:undecide:

Bede
Apr 08, 2004, 07:10 AM
Interesting start for OCC AW.

Choke point to the south, nobody north. Lots of opportunities to build defensible colonies.

Not sure I understand the temple build. We don't need it right now for border expansion. Would a barracks be better?

Can't wait to meet the neighbors.

mad-bax
Apr 08, 2004, 07:16 AM
andvruss:

Remember - 24hrs got is and 72hrs total to post the log. ;)

Gengis Khan
Apr 08, 2004, 07:34 AM
First off, good move on taking the settler to a coastal location. The idea of a OCC AW without any navy is unsettling.

I'm worried about our lack of freshwater, this means we're going to need to dump 100 shields into an aquaduct at a time when every single shield counts.

Next we need to ask ourself if we really want to keep scouting, is finding a couple huts early worth possible running into 3 or 4 Civs at the same time & having to declare war?

We need to come up with a research path, and goals we want to accomplish, since this is an AW we'll be doing nearly 100% of our own research, which is a very very bad situation when you only have 1 city(especially one with no rivers for bonus commerce & only 2 furs).

We need to decide if we want any early wonders(Collosus & GL would be very very nice), but they would definatly come at drastic price.

We need to decide on what we're going to be prioritizing in our city, we need a ton of units but with only 1 city worth of Unit Support making the most out of the few units we have is key.

We have to decide whether we plan on going for an early archer rush, or turtleing till we have a sizalbe stack of Immortals(or even longer).

We have to decide whether we want to build them from scratch, or upgrade warriors. Knowing full well that any money put into upgrades is money that could have been spent on our much needed research.


Thank god we're scientific, those free techs are a must. However the Industrial trait is for the most part wasted, and in this perticular situation I'm not the biggest fan of Immortals(I'd much rather have Hops or Legions, a nice D unit in the beggining helps out a ton) either.

Anyone not familiar with the XCC AW format & how challenging this is should check out Di1 (http://forums.civfanatics.com/showthread.php?s=&threadid=60394) for some idea what we'll be going through. I'm think that your starting terrain is the biggest influence to how far you make it(well that, a good strategy, and a healthy dose of RNG luck), as you can see we got shafted with the starting terrain.

Anyone care if I try to recruit another player?

[edit- not a problem wiz, we're all in uncharted territory here.]

Gengis Khan
Apr 08, 2004, 07:40 AM
Originally posted by Bede
Interesting start for OCC AW.

Choke point to the south, nobody north. Lots of opportunities to build defensible colonies.

Not sure I understand the temple build. We don't need it right now for border expansion. Would a barracks be better?

Can't wait to meet the neighbors.

That's the only thing we have going in our favor so far, 2 very defensible chokes that means noone will be getting to us until MMing at least. Of course if we don't have Iron AND Horses between the two it's a moot point anyways cause it's over before it even starts.

[edit2- Oh yea, PTW or vanilla?]

Bede
Apr 08, 2004, 07:45 AM
I'm thinking we need to control access to our island as best we can. That suggest archers sent south to find local neighbor (s)and eliminate them. That will give us a window city development until Map Making before we have to deal with anyody else.

PTW, please

andvruss
Apr 08, 2004, 10:09 AM
Got it, will post turn log today, along with my other SGs.

andvruss
Apr 08, 2004, 10:29 AM
This is going to be extremely hard, and we will need to kill our opponents ASAP.

Gengis Khan
Apr 08, 2004, 10:46 AM
Any feed back or ideas on research path, upgrading, unit priority, scouting? Anyone?

andvruss
Apr 08, 2004, 11:00 AM
Since this is an OCC AW, we should get to the chokepoint ASAP. Fortify there, and do no more scouting. Then build immortals by the hundreds :) and take our opponents as quickly as possible. If we stalemate and lose our forces, it is basically over. Looking at DI1, see how hard it was as a 3CC AW.......

Bede
Apr 08, 2004, 02:30 PM
We still need to explore the area south of the choke point. Rather bring it to them than have them bring it to us.

Gengis Khan
Apr 08, 2004, 03:05 PM
Not much further, we just want to scout a couple tiles past to see if there's maybe a further choke we can hold.

Scouting in an AW(especially a XCC AW) is bad news, the longer we can keep the AI from knowing our bloodthirsty nature & happily churning out workers/temples/wonders/ect and not warriors & spears the better.

andvruss
Apr 09, 2004, 10:21 PM
2950: zz

2900:zz

2850: worker finishes mine, begins road

2800:zz

2750: zz

2710: Ugh we meet the Aztecs. Trade masonry for WC and 10 gold. Declare war. They have a tasty worker chopping a forest....

IBT: worker retreats

2670: zz

IBT: warrior barely dies to jaguar warrior. Oh well, at least they will have a very ill timed GA.
Persepolis barracks-spear

2630: Luxes to 10% for 1 turn

IBT: furs connected

2590:zz

IBT: We learn mysticsm-iron working

2550: zz


Persepolis is size 3, due to grow in 8 turns, and spear due in 3. Worker is roading one of the other furs. IW due in 18 at -1gpt (can be vetoed).

andvruss
Apr 09, 2004, 10:21 PM
Save (http://www.civfanatics.net/uploads7/sgotm1ptwankka_2550BC.SAV)

mad-bax
Apr 10, 2004, 02:20 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.

Bede
Apr 10, 2004, 05:47 AM
Got it.

Will play tonight, hoping for commentary.

andvruss
Apr 10, 2004, 07:51 AM
I am thinking of sending a couple archers/spear to quickly kill the Aztecs. Or even immortals....

For a defensive strategy, we could raze cities and capture tons of forgein workers. Since this is PTW, we can fortify on the shores until marines (or if the Vikings are in this game....) and then just hold the 2 chokepoints in the north and south.

Bede
Apr 10, 2004, 09:07 PM
SGOTM1 Team Ankka
2550
Persepolis
6fpt+2
4spt
100% Science IW due in 18 -1gpt with 21 in treasury
Building spearman

The army
1 lonely warrior and Marge says we are weak compared to the Aztecs.

The state of the world
At war with the Aztecs.

We need spears, archers and at least one more worker to drop a colony on the dyes in the north.

The choke is undefended and we are 17 turns away from putting any defense there.

T1 2510
Hunker down in Persepolis.

T2 2470
Still hunkered.

T3 2430
Spear finished, start another. Spear joins warrior in shell.

T42390
Worker starts road to south

T5 2350
Hunkering

T6 2310
Worker finishes road and the Aztecs show up. Worker scurries to backlines.

T7 2270
Aztecs have sent two Jags at Persepolis. Luck be a lady tonight. They attack on IT

Vet Jag attacks and kills one spear, -2hp. Other Jag pillages newly built road.
Third Jag arrives.

Replacement spear finishes.(JIT) Start another.

T8 2230
New spear fortifies. We have a vet spear and a vet warrior facing a wounded vet Jag and a fresh one(reg) with a third Jag (reg) in reserve.

Road building worker takes cover

Monte will talk. As I suspected he has now learned IW:

http://www.civfanatics.net/uploads7/SGOTM1TA_Diplomacy.jpg

Spear forces reg Jag to retreat, crippled. Wounded Jag heads home. Reserve Jag (reg) moves into forest on pillaging mission.

T9 2190
Worker rests in Persepolis. Considered adding him to city but Jags now occupy improved tiles, so will wait.
Switch spear build to archer as Monte has only one effective in range of Persepolis and we have two in garrison.

T10
Jag pillages forest road, then retreats south. Wounded join healthy Jag reserve in forest to heal outside our borders. Archer training swapped to spear as there won't be any cripples to hunt in three turns.

SitRep
Serious but not yet critical. No Aztec swords in view but that won't take long, if he has iron, something we won't know for four turns yet. Pillaging Jags have cut off access to furs so Persepolis has four content citizens now, but growth is in 18 so no disorder fears in immediate future.



The Save (http://www.civfanatics.net/uploads7/SGOTM1_TeamAnkkaPTW2150_BC.SAV)

SitRep

http://www.civfanatics.net/uploads7/SGOTM1TA2150SitRep.jpg

Ankka
Apr 11, 2004, 10:08 AM
Looks interesting...:goodjob:

I'm back. :)

Gengis Khan
Apr 11, 2004, 11:06 PM
That sounds like the begining of the end.:(

Sorry guys, but I've had a family emergency and won't be able to play until Sunday. I'll still have internet access so I'll be able to chime in with my $.02.

Very good luck & remember........ lots of screenshots!

Ankka
Apr 12, 2004, 09:54 AM
Originally posted by Gengis Khan
That sounds like the begining of the end.:(

Yes... but we'll survive, let's just hope the RNG doesn't fail us totally... that would be awful...


Ankka
andvruss - ???
Bede - just played...
Gengis Khan - away...


Does this put me up? I'll play then, if noone has replied later today...

mad-bax
Apr 12, 2004, 12:09 PM
Yes Ankka you are up.

Smellincoffee
Apr 12, 2004, 02:27 PM
Not sure if outside posters are allowed, but I wanted to wish you guys luck. :) I missed the signups this time around, but I'm going to be rooting for this team since I've played SGs with three of you that I know (Ankka, bede, and and andvruss).

mad-bax
Apr 12, 2004, 02:53 PM
You can join this game if you want to Smellincoffee. They only have four players.

Smellincoffee
Apr 12, 2004, 03:38 PM
I probably shouldn't -- I've never attempted OOC or AW, nevermind both of them at the same time. :lol:

mad-bax
Apr 12, 2004, 04:25 PM
Coward. :mischief:

I also found an excuse not to be on this particular suicide mission. :D

Ankka
Apr 13, 2004, 05:52 AM
Ok, I got it, playing in a minute or so. Wish me luck...

Ankka
Apr 13, 2004, 06:38 AM
The turnlog:

2150BC [0]: Looks good, we'll get a spear in 2, and there's only 1 healthy jag in sight, the two others are wounded...

Also I reset personal prefs.

IBT: the healthy reg jag moves N to the South of Persepolis.

2110 [1]: Nothing really...

IBT: A vet jag which has now healed comes nearer, the other one waits...

Persepolis spear > another.

2070BC [2]: Fortify new spear.

IBT: Vet jag attacks, but our spear wins, jag retreats.

2030BC [3]: We now get IW in 1, let's hope there's Iron nearby...

IBT: A reg jag attacks, our spearman wins & promotes to elite!

We research IW > I don't really know what to research, so I decide to go for Polytheism with min science, we'll be makin 7gpt.

We get a palace expansion.

1990BC [4]: We have Irn nearby, although not in our area, it's on a hill SSSSE from Persepolis.

I decide to start building warriors in Persepolis, we can then upgrade them with the money we are getting.

We will need a road to the spot and a colony, though...

1950BC [5]: - IBT - Persepolis spear > warrior.

1910BC [6]: I send the warrior and the newly built spear to the hill SSW from Persepolis, I'll try to get the choke choked, so that we could live in peace here at the city.

IBT: The Aztecs move the newly healed retreated jag to the S of Persepolis, there's a reg & vet jag there now.

1870BC [7]: The spear & jag continue the trip to the choke.

IBT: Both jags attack, lose hp and retreat.

Persepollis warrior > spear.

1830BC [8]: The spear & jag are now on the Iron hill.

1790BC [9]: I decide to attack the jag pair (both 1hp) with a warrior > it wins the other one & becomes elite.

The warrior and spear now are 3 turns from the choke...

1750BC [10]: I attack the vet 2hp jag with the elite warrior > we win, now there aren't any jags in sight. :)

The warrior & spear are almost at the choke, when the spot a barb camp.

Well, the situation is a little better... no jags or any other Aztecs in sight, and wehave 2 elite units, and iron near our areas.

Ankka
Apr 13, 2004, 06:50 AM
Here's the overview:

Ankka
Apr 13, 2004, 06:51 AM
And a closer view:

Ankka
Apr 13, 2004, 06:53 AM
Ankka
andvruss - UP!
Bede - on deck
Gengis Khan - away...

Smellincoffee
Apr 13, 2004, 08:38 AM
Originally posted by mad-bax
Coward. :mischief:

I also found an excuse not to be on this particular suicide mission. :D

I'm half French, doncha know. :lol:

If you guys need an extra player, though, I can suffer along with you. It's your team. ;)

mad-bax
Apr 13, 2004, 09:00 AM
You're in Smellincoffee. Because of the way the roster is going I'm going to slot you in after andvruss if that's OK.

Smellincoffee
Apr 13, 2004, 12:00 PM
Fine with me if it's alright with the team. :)

Ankka
Apr 13, 2004, 12:18 PM
Welcome then. :)

mad-bax
Apr 13, 2004, 12:19 PM
I can't find a save Ankka.

Ankka
Apr 13, 2004, 12:25 PM
Oh no! I forgot to post it...! :eek: :blush:

Ankka
Apr 13, 2004, 12:25 PM
Here it is, thanks for the notice. :)

Bede
Apr 13, 2004, 05:02 PM
Welcome smellinCoffee. Good to have you aboard.

Gengis Khan
Apr 13, 2004, 05:07 PM
Very nice luck with the RNG Wiz! Way to get us out of a bind....... well temporarily at least.;)

I'd suggest going all out on HBR, then after that going Alph/Math for catapolts. In AW games (and especially XCC) AW games you need a 20+ to 1 kill to lost units ratio. This is impossible without cats, fast units and chokes. After we have horses(hopefully there will be some close, and cats they will be able to reinforce our immortals.

Ugh, only 5 more days till I can play again.:wallbash:

[edit- Doh! Almost forgot the whole reason I was posting. Welcome to the team!]

Smellincoffee
Apr 13, 2004, 10:02 PM
It looks as if the Aztecs are going to be our main adversary, as we're sheltered by water on all other sides -- and I've never seen the AI utilize galleys this early.

Thanks for the welcome. :)

Ankka
Apr 14, 2004, 05:40 AM
As Gengis said, please change research to HBR, then maths. I really didn't know what to research...

As andvruss has said nothing, he is skipped again.


Ankka - just played
andvruss - skipped
Smellincoffee - UP!
Bede - on deck...
Gengis Khan - away

Remember: 24h to post a got it, 72 in total to post a save.

Smellincoffee
Apr 14, 2004, 07:57 AM
Got it, will play after classes. (1:30/1330 CST)

andvruss
Apr 14, 2004, 10:10 AM
Sorry, lost subscription to this thread...:hmm:. I can go after Smellincoffee

Ankka
Apr 14, 2004, 11:44 AM
Ok, good. Nice to see you aren't dead. :)

Smellincoffee
Apr 14, 2004, 11:47 AM
Playing.

Smellincoffee
Apr 14, 2004, 02:17 PM
| -- The Save -- | (http://www.civfanatics.net/uploads7/SGOTM1_TeamAnkka1500BC.zip)

In Brief: Chokepoint is now four men strong. Barbarians on our little island are gone and iron is almost connected. No Aztec activity.

Inherited Turn -- 1750 BC: I almost load the game in Conquests. Almost. :lol: Change tech from Polytheism to The Wheel as suggested. Actually, HBR was suggested, but we can't get that without wheels.

Turn 1 -- 1725 BC: Spearman and warrior approach southern chokepoint, but there's a barb warrior there. Wake worker to complete the road to our fur. Elite warrior starts heading for chokepoint.

Turn 2 -- 1700 BC: Our warrior defeats the barbarian warrior. We are now over the chokepoint. Persepolis is done with spearman, who starts marching south to the chokepoint.

Turn 3 -- 1675 BC: Chokepoint personnel fortify. I begin thinking about how to do the iron situation. One more spearman and I'll produce a worker, and the two will build a road to it and plunk a colony down.

Turn 4 -- 1650 BC: Worker is done building the road to the furs and will begin roading our east coast.

Turn 5 -- 1625 BC: We "evict" the Mauryans from our island.

Turn 6 -- 1600 BC: Perseopolis finished another spear, starts working on a worker.

Turn 7 --1575 BC: Troops marching.

Turn 8 -- 1550 BC: Perseopolis finished her worker, grows on the same turn, still at population four. Start on another worker.

Turn 9 -- 1525 BC: Two more regiments of spearmen reach the Point and fortify.

Turn 10 -- 1500 BC: Aztecs settle to what is probably the west of Tenochtitlan. We can't see the city but we CAN see the cultural boundaries expand.

Next Player: Persepolis will have a worker due next turn and we can probably connect the iron then. No Aztec activity during my turns, so I'm betting the bowels of Hades will let loose on your turn. One more turn and another spearman will reach the Point.

| -- The Save -- | (http://www.civfanatics.net/uploads7/SGOTM1_TeamAnkka1500BC.zip)

http://www.civfanatics.net/uploads7/arghmatey.jpg

Gengis Khan
Apr 14, 2004, 02:50 PM
Not too shabby, sorry bout the confusion I ment TW not HBR.

We'll eventually need a road leading to our choke so we can quickly get wounded units back & our immortals to the front.

Unless barbs are threatening a worker or something like that, I'd leave the camps & just march up some vets to fort next to them. Nothing like barbs for Elite fishing.

Ankka
Apr 14, 2004, 11:35 PM
I agree with GK, don't fight with barbs with elites.


What are we currently researching? :hmm:

andvruss is up.

Smellincoffee
Apr 15, 2004, 09:25 AM
We're currently researching The Wheel.

Ankka
Apr 15, 2004, 09:34 AM
Ok, good. :)

andvruss
Apr 15, 2004, 10:06 AM
Got it.

Smellincoffee
Apr 16, 2004, 12:56 PM
If my turn comes up before Tuesday, go ahead and skip me. (Research paper)

andvruss
Apr 16, 2004, 10:50 PM
Will post completed turn log tomorrow.

Ankka
Apr 17, 2004, 03:15 AM
But the forum'll be down by then IIRC? :hmm:

andvruss
Apr 17, 2004, 10:01 PM
Preturn: Sci to max, The Wheel due in 6 with -6gpt

IBT: Barbs appear north
Persipolis worker-spear

1475: Build iron colony. Cheange to immortals

1450: zz

1425: zz

1400: Aztec archer approaches, and barb camps spring up

IBT: Aztec archer dies attack spear, -2hp
Flawlessly defeat a barb warrior

1375: Kill a barb

IBT: Another archer approaches, and we killed a barb with a warrior and promote to elite

1350: Kill a barb, disperse a barb camp

IBT: we learn TW-Alpahbet @ 10, and breaking even

http://www.civfanatics.net/uploads7/horses.JPG

1325: Move units down to horses

1300: zzz

IBT: Persepolis IM-IM

1275: zz

1250: 2 archers and a settler approach....


Save (http://www.civfanatics.net/uploads7/sgotm1ptwankka_1250BC.SAV)

Bede
Apr 17, 2004, 10:16 PM
Got it.

Playing tomorrow early.

Objectives:
Get horse colony
Research towards Math with all deliberate speed.
Build scimitar carrying warriors.
Kill a few MesoAmericans, if feasible.

Sound about right?

andvruss
Apr 17, 2004, 10:54 PM
Also, get a fortress there also if possible.

Ankka
Apr 18, 2004, 01:35 AM
Nice turns. :goodjob:

I agree with Bede's points...:)


Ankka
andvruss - just played
Smellincoffee - played before andvruss
Bede - playing
Gengis Khan - away

Remember: 24h to post a got it, 72 in total to post a save.

Bede
Apr 18, 2004, 08:51 AM
1250BC
Situation at start:

Military

http://www.civfanatics.net/uploads7/SGOTM1_TA_1000_image014.jpg

Domestic

http://www.civfanatics.net/uploads7/SGOTM1_TA_1000_image012.jpg




Crank up the research budget to 100%. Monte has no horses so I choose horseman over cats. HBR due in 10 at -7gpt (75g in treasury and nothing else to spend the money on)
Switch citizen at Persepolis to fur trapping for +1gpt and +2spt (Immo now due in 4). Slows growth by factor of two (now in 16) but we could use the scimitar swinger and don't need the unhappiness from growth.

1225BC
Aztec archer/archer/settler move within range of elite warrior. Will found town on IT. Not enough force to do anything about it.

Archer attacks vet spear and dies, spear -2hp, no promotion.

1200BC
Immortal and warrior join stack on horses.

Barb camp spawns right next to iron colony and it has no defense. Spear at Persepolis won't reach in time for defense. If barbs hold off on IT then the colony will survive. Moving spear from Persepolis forces increase in lux tax for one turn, any other option lengthens time to HBR further and costs more gold. (Bede inserts leather strap between teeth to prevent damage from grinding)

Two Aztec archers attack stack and kill a spear, Aztec lose an archer and second promotes unhurt.

Barbs overrun iron colony and attack approaching spear but die.

1175BC
Immortal attacks archer at Aztec town, kills elite archer, revealing another vet archer and:

http://www.civfanatics.net/uploads7/SGOTM1_TA_1000_image001.jpg

Elite warrior takes on reg archer and wins, -2hp, no promote.

Second elite takes the town:

http://www.civfanatics.net/uploads7/SGOTM1_TA_1000_image003.jpg

Monte is funding his own destruction! Keep those settlers comin', baby!

Aztecs down 5 offensive units. Persians down 1 spear. Kill ratio 5:1

Spear moves forward to cover warrior and workers move forward to road horse colony,

1150BC
Spear from north reaches Persepolis, lux tax reduced, science raised. HBR in 5 at -7.
Immortal leaves Persepolis toward barb camp.
Aztec archer approaching stack. Spear and warrior pull back from rubble and fortify to protect workers who finish road to horses.

Barb from camp attacks fortified spear and dies.

1125BC
Immortal pillages barb camp for 25g.

Stack moves back to safety of forest and workers head north to rebuild colony.

Aztec Archer attacks stack in forest kills spear and loses hp.

Persia down 1 spear

1100BC

Rebuild iron colony, second worker continues on to dig more mines down at Persepolis.

Spear leaves Persepolis to fortify in forest north against approaching barb

1075BC
Immortals and warrior kill three Azrec archers, no casualties, no promotes.

Aztecs lose three. Kill ratio 3:1

1050BC

http://www.civfanatics.net/uploads7/SGOTM1_TA_1000_image004.jpg

Start min run on alphabet and train worker at Persepolis

1025BC

Workers digging mine at Persepolis.

1000BC

Workers moved to road and mine grassland NE of Persepolis.

http://www.civfanatics.net/uploads7/SGOTM1_TA_1000_image005.jpg

SitRep
Aztec have lost 8 units (160 shields). Persians have lost 2 (40 shields)

Dorothy's report:

http://www.civfanatics.net/uploads7/SGOTM1_TA_1000_image007.jpg
Millie's report:

http://www.civfanatics.net/uploads7/SGOTM1_TA_1000_image010.jpg

GA will end in 690BC, 13 turns from now.

Building that 2nd worker was not a good move on my part. My thinking was get the grasslands mined quickly so that when the GA ends there will be improved terrain ready to pick up the slack, but now that I re-consider it Persepolis will spend half the GA growing back to size 4-6 when it could have been cranking out horsies and cats. :smoke:





Soldier on , next far better player (http://www.civfanatics.net/uploads7/SGOTM1_TeamAnkka_PTW_1000BC.zip)

Roster Check
Ankka-up, unless GKhan is back, then on deck
andvruss
Smellincoffee
Bede - done all the damage he could do in ten. Retired to hermitage
Gengis Khan - up if you are you back

Ankka
Apr 18, 2004, 09:20 AM
I think Gengis is still away, I'll take it now. :)


Nice turns BTW. :goodjob:

First city razed...:hammer:

Ankka
Apr 18, 2004, 09:39 AM
The turnlog:

Preturn: Reset personal prefs.

IBT: Aztec archer attacks stack, but vet spear wins (-3hp).

975BC [1]: A Immortal scouts south of the stack and sees an Aztec archer, then returns.

IBT: Barbs seen in the north and south.

950BC [2]: Immortal from stack kills barb.

The Aztec archer is in attack range, attack it with a elite warrior, warrior wins (-1hp).

925BC [3]: Immortal destroys barb & hut, we get 25 gold.

IBT: Persepolis Immo > Immo.

900BC [4]: Immo from Persepolis starts the journey to the choke.

875BC [5]: MM Persepolis to build Immo 1 turn faster.

850BC [6]: Aztec archer/settler/spear pile approaching.

825BC [7]: They move the archer & settler to the ruins, but take the spear back to their territory? Stupid AI...:rolleyes:

Attack pair with a elite warrior, one dies when attacking, archer is unscatched. Another one kills the archer with minor bruises, we get 2 slaves. :whipped:

MM Persepolis to grow faster.

IBT: Persepolis Immo > Immo.

800BC [8]: :sleep:

775BC [9]: :sleep:

750BC [10]: Nothing really. I was gonna build a fortress to the choke, but then noticed that we haven't got Construction. I suggest we improve Persepolis' surroundings well, then join those our own workers to the city and use the slaves for the work.

Ankka
Apr 18, 2004, 09:41 AM
Ankka - just played
andvruss - UP!
Smellincoffee - on deck
Bede
Gengis Khan - away

Remember: 24h to post a got it, 72 in total to post a save.


And the save. :)

andvruss
Apr 18, 2004, 12:13 PM
That was quick. Will post turns today.

Ankka
Apr 18, 2004, 12:23 PM
Yes, I managed to get it just when I really had nothing to do, so I got the turns played fast. :)

Good luck on the turns...

Gengis Khan
Apr 18, 2004, 05:25 PM
Back, you guys can sort me back in whereever.

If we can get Persie up to 15spt we'll be good to go. An immortal every other turn will overwealm anyone(unless the greeks or romans are in the mix), don't know if it's possible though without looking at the save.

Ankka
Apr 18, 2004, 11:28 PM
Persie should grow to size 6 or 7 then, IIRC.

You can play after andvruss. :)

Ankka
Apr 19, 2004, 12:57 PM
andvruss?

:whipped:

andvruss
Apr 19, 2004, 03:11 PM
Sorry, got back late last night and could only do one SG. Am playing now.

andvruss
Apr 19, 2004, 03:31 PM
IBT: kill barb

730: Move up troops

IBT: We meet the Zulu...He offers pottery for 25 gold. We take it. I delcare war.
Persepolis IM-IM

710: We meet the Babs. Up only alpahbet. Declare war and an immortal kills a Bab warrior, and we capture a settler.

690: Disperse a barb camp

IBT: Vet spear kills barb and promotes to elite. GA ends and we are making -3gpt at 10% sci.

670: Vet IM kils archer, -1hp

IBT: Zimbabwe completes the Colossus

650: Science to 100: Alphabet due in 7 with -9gpt

630: Persepolis IM-IM

IBT: We kill an archer with a spear, -2hp

610: 4/4 IM dies to spear, -3hp
4/4 IM kills reg spear, -2hp
4/4 IM kills 2 hp spear, and we destroy Texcoco
Luxes to 10%

590: Rest

570: 4/4 IM kills reg warior, -2hp, and promotes to elite.

IBT: Babylon completes the Oracle

550: Rest


We approaching the Aztec capital. 4 archers and 1 settler are approaching our resting group in the hills.

andvruss
Apr 19, 2004, 03:33 PM
Save (http://www.civfanatics.net/uploads7/?M=D)

Gengis Khan
Apr 19, 2004, 04:15 PM
Got it, will play after GK2.

Gengis Khan
Apr 19, 2004, 04:45 PM
I'm assuming its the SGOTM_wannka_530 one?? That's the one I'm playing anyways. Your save link was just a shortcut to the uploads folder, good thing you just posted it an hour or so ago so there wasn't much searching to do.:lol:

andvruss
Apr 19, 2004, 05:32 PM
Whoops, my bad :blush:

Gengis Khan
Apr 19, 2004, 05:33 PM
No problem, about halfway done.:D

Gengis Khan
Apr 19, 2004, 07:09 PM
Flight Check: 2 workers, 1 warrior, 4 spears, and 5 immortals. Not too shabby.

MM Perse for an extra gpt.

The good news is that once Perse hits 6 pop, we’ll be at 10spt, meaning an immortal every 3 turns. It’s not perfect but it’s better then nothing & I can’t see us dumping 100shields into an aqueduct any time soon.

IT Spear on mtn fends off an archer, -3hp.
Perse: Immortal>Immortal
Our workers finish the mine on hill.

T1 (530ad)-- I wake the Elite Spear guarding our iron & send him south.
Our slaves that we’re mining(4) head north to connect those dyes to us & give us a route to the north incase people start dropping off troops shortly.
Lose an Immortal attacking an archer, -2hp to it. I’m hoping this isn’t an indication of how the RNG is going to treat me.
Kill an archer, -2hp to our immortal.
Kill another archer flawlessly. Immortal is left in the open, but is only threatened by a spear.
Kill an archer guarding a settler, 2 more slaves for us flawlessly. Immortal is left in the open, but unthreatend.

Wake up our elite Warrior guarding the pass, and send him north(he’s going to be switched out with the spear in Perse).

Reduce research.

IT Our undefended Immortal pimp smacks a Bab bowman, & promotes to Elite.
Learn Alph. Start on Math at min research(we’re losing too much money to quickly, even at min research we’re losing 2gpt. I don’t want to have to start selling off our barracks or Immortals every turn.)

T2 (510ad)- Our wounded spear in the north finds a barb camp on his way home.

IT Aztecs beg for an audience, sorry!
Our wounded spear kills an barb, flawlessly.

T3 (490ad)- Our warrior arrives home, and Spear starts south.
Immortal kills an archer, -2hp.
Immortal kills archer, -1hp.

IT Spear fends off archer, -2hp.
Wounded spear fends off barb.

T4 (470ad)- Immortal kills an archer, flawlessly.

IT Lose an Immortal. :wallbash:
Spot another settler heading through, I’ll let him pass though cause he’s guarded by an archer as well, it’ll be easy to raze the city & killing him would leave our immortal out in the open next to a bunch of archer.

T5 (450ad)- Spot another barb camp next to our southern choke. Fort our spear there, for(hopefully) a promotion till an Immortal can get there. All my Immortals are healing.

IT Spear next to Technotilian fends off 2 archers, promoting to elite, but is killed by the third. Luckily they’re out of archer so can’t attack the Immortal below.
Perse: Immortal>Immortal


T6 (430ad)- More archer fall.

IT Barbs pillage our iron camp, which I immediately replace.

T7 (410ad)- Our wounded spear in the north gets tired of waiting & takes out a barb guarding the camp.
Immortal gets revenge, -2hp.
AAAARGHH!! Due to corruption we lose our 10th shield.
Do to pulling our warrior out of Perse for a few turns I have to increase Lux.

IT :sleep:

T8 (390ad)- Kill off a barb.
Disperse barb camp.

IT Perse completes Immortal, starts on another.

T9 (350ad)- Immortal heads south.
4 Immortals take out spears, all very wounded in the process but no losses. And we raze Technocilaian, gain 2 slaves.

IT Perse grows to 6 pop, since we’ve lost our 10th shield to corruption, what we can do is produce a couple 4 turn immortals(8,8,7,7spt) then a couple 3 turn immortals(11,11,11spt with corruption eating the extra shields). This will allow us to build up our food box, then starve it away with no loss to population.
Increase Lux.

T10 (330ad)- Healing.

**End o’ Turn Report**
*I didn’t get much accomplished in the way of razing cities, was just parrying with the archers for the most part.(foolishly, I might add).
*Dye colony is to be set up in the next couple turns ( you have your choice of next turn using a slave, or using a worker costing us a gpt. I’d go with the worker.) Horse colony can be set up if you want, personally I don’t think we’ll need horses for a while, just keep steamrolling people with Immortals.
*Spear/Immortals on the hill next to former Technotilian, healing. The majority of the stack will be ready for action next turn, the one that took the city is still redlined though. 2 more Immortals & 2 more Spears nearby.
*We’re going to have to set up a new Southern healing spot on a hill, and clean up some of those loose roads heading to Zulu/Bab territory. Make sure whatever unit is on cleanup duty has a spear or two as escort.
*Ignore all my AD’s they’re really BCs & I’m just too lazy to change it.

save (http://www.civfanatics.net/uploads7/SGOTM_330BC.SAV)

Screenshots coming right up.:D

Gengis Khan
Apr 19, 2004, 07:33 PM
Our uncovered terrain:
http://www.civfanatics.net/uploads7/zoom_out.JPG

And the battlefront:
http://www.civfanatics.net/uploads7/South.JPG

Ankka
Apr 19, 2004, 11:26 PM
Good job! :goodjob:

NIce Aztec smashing... too bad we met those two others so early...

I for some reason have a bad feeling that we need to go on board a ship some day...:(

Ankka
Apr 19, 2004, 11:36 PM
Ankka - playing today
andvruss - on deck
Smellincoffee
Bede
Gengis Khan - just played

Remember: 24h to post a got it, 72 in total to post a save.

Gengis Khan
Apr 19, 2004, 11:48 PM
Actually anvruss just played.

I think it goes:
Smellincoffee-up
Bede-on deck
Gengis-i wish
Ankka-on the bench
andvruss-in the bathroom
Me- just played.

Not really sure though.

Ankka
Apr 20, 2004, 11:12 AM
Could be... I'm a bit mixed up, though.

Smellincoffee is UP.

Gengis Khan
Apr 20, 2004, 08:35 PM
Beats me, your the bossman. Go ahead and play, then pick an order.:D

Karasu
Apr 21, 2004, 03:44 AM
Sorry for intruding. I checked your roster and Ankka seems right.

There was a little mess with Gengis picking it up after being away, but if you want to stick with your roster it looks like you are here:

Ankka
Andvruss - just played
Smellincoffee - up
Bede - on deck
Gengis - just played too after his long absence... ( :crazyeye: )

Gengis Khan
Apr 21, 2004, 04:39 AM
Thanks for the clarification. That's what I get for disagreeing with the cappy.;)

Ankka
Apr 21, 2004, 05:34 AM
Smellincoffee has 5 hours to say a got it, if he doesn't do that, Bede is up.

Ankka
Apr 21, 2004, 11:20 AM
Smellincoffee is skipped.


Bede is up, then Gengis again..

Smellincoffee
Apr 21, 2004, 11:46 AM
You didn't need to wait, I posted before saying I'd need an autoskip. :(

Bede
Apr 21, 2004, 01:02 PM
Will pick it up tonight

Ankka
Apr 21, 2004, 01:09 PM
Ok, fine. :)

@Smellin': You said before tuesday. Now it's wednesday. Unless you meant next tuesday...

Bede
Apr 21, 2004, 05:42 PM
Got it.

Expect dispatches tomorrow.

ANything I need to be aware of?

Gengis Khan
Apr 21, 2004, 07:20 PM
Not really. Keep those immortals stacked behind a spear or two, and go for the cities, leaving most of the units alone(or for the healing troops to pick off).

Good luck.

Smellincoffee
Apr 21, 2004, 09:21 PM
@Smellin': You said before tuesday

:crazyeye: So I did. I guess I was confused because our professor gave us a one-day extension. My apologies. :)

Ankka
Apr 21, 2004, 11:25 PM
No problem. :)

Bede
Apr 22, 2004, 10:12 AM
SGOTM1-Team Ankka

Movin' on (http://www.civfanatics.net/uploads7/SGOTM1Team_Ankka150BC.zip)

T1 330BC

Looks good, if a little scary. Troops healing

T1 310
Move spear and native worker onto dyes.
Other workers head south to forest.
Stack of spears and Imm move towards border in south
Workers at Perse finish mine and move to forest and start chopping wood.
Vet Imm forces Aztec war to retreat, no promote.
Spears move to cover workers on hill.
Bab bowman moves into dye forest.

T2 290
Persepolis finishes Imm and starts temple. Workers are chopping forest to speed it along. Imm fortifies for MP. Dyes colony built. Lux reduced to 10% with MP and dyes online.

Vet Im slays Aztec Jag in south but is now exposed to archer in Aztec settler team. :splat:

Lone Aztec spear moves north toward iron colony probably.

Stack in south moves on border.

Aztec archer takes out Imm.

Aztecs found Atzcazep... on hill

Zulu (?) sword comes out of fog and impales on spear -1hp, promoted.

T3 270
Stack of Imm's and spears move into position at Ulundi (Zulu iron source, not connected to capitol).

Cherokees overrun the iron.

T4 250BC
Vet Imm kills Bab bow and promotes -1hp. On hill covered by spear.

Spears and workers move north to reconnect iron.

Battle for Ulundi
Vet Imm opens the ball, kills Imp -2hp, no promote.
Elite Imm follows,

http://www.civfanatics.net/uploads7/SGOTM1_250Ulundi.jpg

Send worker north

Move troops onto iron hill and destroy road.

T5 230
Parthian barb attacks dye colony , impaled on spear.

News from the other continent

http://www.civfanatics.net/uploads7/SGOTM1_230Pyramids.jpg

T6 210
Bab bowman impaled on spear.

Troops healing.

Temple finished in Persepolis. Lux to 0. 1 MP.

T7 190
Barb camp discovered north of horses. Slave builds colony.
Persepolis starts horseman. Iron reconnected next.
Troops in south healing.

T8 170
Healed stack in south shifts to hill.
Slave brought back toward Bab city as bowman bait.
Iron reconnected Perse shifted to Imm.

T9 150
Bab bowman takes bait
Aztec spear slips by iron colony and cuts road to furs.
Manuever in south to hold high ground.
Imm out of Perse to cover road to iron and horses.

Imm pillages barb camp and collects fines. These fines are great addition to the economy (Police State).

Score 85

The Persian ExFor
http://www.civfanatics.net/uploads7/SGOTM1_230PersiaExFor.jpg

State of the CIty
http://www.civfanatics.net/uploads7/SGOTM1_250Dottie.jpg

Ankka
Apr 22, 2004, 12:23 PM
Looks ok...:goodjob:

Ankka
andvruss
Smellincoffee
Bede - just played
Gengis Khan - UP!

Remember: 24h to post a got it, 72 in total to post a save.

Ankka
Apr 23, 2004, 05:46 AM
Gengis? :whipped:

Gengis Khan
Apr 23, 2004, 05:47 AM
Patience is a virtue.;)

Got it.

Ankka
Apr 23, 2004, 05:51 AM
But half pof the teams have already completed and we've barely started...:rant:

Gengis Khan
Apr 23, 2004, 05:53 AM
Don't rant at me, I wasn't even here most of the time.

gozpel
Apr 23, 2004, 06:56 AM
Originally posted by Gengis Khan
Don't rant at me, I wasn't even here most of the time.

:lol:

You have a fun game going on at least! You're doing well.

Ankka
Apr 23, 2004, 06:59 AM
Originally posted by Gengis Khan
Don't rant at me, I wasn't even here most of the time.

That's just the reason you should play the turns fast now. :p ;)

Karasu
Apr 23, 2004, 07:05 AM
Originally posted by gozpel
You have a fun game going on at least!

If this is not addiction... ;) You just completed your first SGOTM and are already craving for the next one! well... in fact I am too...

Ankka
Apr 23, 2004, 07:06 AM
Well, we have some good in this slow-moving game...:p

Smellincoffee
Apr 23, 2004, 01:01 PM
Take that as a GOOD sign, Ankka. This is the one team with members who have actual lives. ;)

Ankka
Apr 24, 2004, 12:41 AM
Hmm... but that doesn't help if we don't get the game played in time for the guillotine...:hmm:

Gengis Khan
Apr 24, 2004, 04:50 AM
Don’t sweat the guillotine. The game will either be won, or hopeless long before that point.

I kill off an Aztec spear with an immortal, -1hp.

MM our city for growth(at the expense of 1gpt), this way I can starve it after this Immortal is produced to get another Immortal every 3 for a couple rounds.

As soon as the barbs are repressed *Help, I’m being repressed!* I’m going to take our warrior that’s guarding the Iron & move him up to our dye colony, so I can send the waaay more valuble Elite Spear south where he’s needed.

IT- :sleep:

T1 (130)- Warrior kills a barb.
Our immortal gets back on the road. The spear/Immortal pair do likewise. Spear guarding our horse colony heads to the hill 3 tiles south & ends up next to 2 Aztecs spears that are hunting 2 barbs.
MM Perse for even more growth.

IT- Aztec Archer takes out barb. Some bowmen show up.

T2 (110)- MM Perse for an immortal every 3. We can keep it like this for 3 full cycles till we have to go back to 8, 8, 7, 7.
Workers start chopping fur forest, will finish in 4. So we’ll get this Immortal in 3 & the next in 2.
Southern spear forts on the hill.
Warrior takes out the last barb, and now he’ll be heading north.
Elite Immortal kills a spear, -2hp.
Elite Immortal kills a spear, -1hp.
Vet Immortal kills an archer. We raze Temosomething.

IT- Bowman/Settler run away in the face of our great Immortal stack.
Az Arch takes out a barb camp.
Az Arch attacks our spear(over the wounded immortals) & gets killed, -1hp.
Another barb show up outside our dye colony.

T3 (90)- Warrior heads north. Spear meets up with other spear on the hill.
Immortal takes out an archer, -2hp.

I’m starting to see Math as an EXTREAMLY :smoke: move on my part. While it’s normally a mandatory tech that you want ASAP in an AW game, this one will play out different. We don’t need Catapolts, and even if I could build them even now I wouldn’t, we just need a never ending string of Immortals. However if it ends up that we have to go intercontinental to take out the last 3 Civs, as it’s increasingly looking that way(We’re running out of room in which to pack 3 more Civs, especially since I’m assuming the Zulu are here somewhere & we didn’t meet them by seeing a galley.). We’re screwed. I completely apologize for the group for leading us horribly astray, then switch from Math to Writing at min science. If it turns out we do have to go “island jumping” we can max out research(well as much as we can max out with our piddly one city & horrible income.

Well after that blunder we need some positive news. In the immortal words of Dr King. “I have a dream! (yea I know. His was a lot more meaningful then my dream, but whatever I’m selfish )
http://www.civfanatics.net/uploads7/Task_Forces.JPG

IT- Babs found city right next to our healing SoD. Now that takes balls! (or just utter AI stupidity)

T4 (70)- A Vet Immortal pimp smacks the Bab bowman, -1hp. And razes Azure.
An immortal heading to task 2 takes out another bowman, flawlessly. A spear from Task 2 covers him.
Task one heals for a turn before heading north on the roads that the Aztecs were kind enough to build connecting their cities.

IT- Az archer that killed those barbs, & another from Atzocopolzaca step next to our Immortal/Spear pair.

T5 (50)- Immortal/Spear retreat back to the hill with the rest of the task force. TF2 is now up to El Spear/Vt Spear/ 3hp El Immortal/ & 2 Vt Immortals. It’s almost go ahead time!
TF1(minus the Immortal that took out the bab city- who’s healing for a turn) heads north & stops next to Tiotihuacan.

IT- Forest chop complete, knocking a turn off our Immortal.
Bowman shows up next to our healing Immortal.
2 Az Archs show up next to TF2.

T6 (30)- Workers run down to the fur forest directly south of the capitol to road this tile & save our Immortals a very important tile walk to the front line. With it roaded they will hit the hill in 11 tiles(so they can still fort) instead of 12.
Warrior arrives at dyes, spear starts heading south.

TF1: Elite Immortal is kills Reg spear, -2hp
Vet Immortal killed by reg spear, doesn’t scratch it, and it promotes. YEAAA!
-1hp El Immortal kills said lucky @#$&, -1hp. Razes Tiotihuacan, nets us 2 slaves & 28g.
Since I have 2 wounded immortals all on roads they can get to & only 1 spear to cover I move the workers in front of them as bait & to use up their attack should they counter attack.
TF1 is now down to 2 wounded El Immortals/El Spear/& Vt Immortal that’s away from the fighting. It needs some reinforcements, but can probably take 1 more city before it becomes a priority.
Move the Vet(now healed) back to the road to link up with the rest, hopefully the bowman will follow into open ground.

TF2: Vet Immortal kills an archer, flawlessly. (he has to step off the road to do it though)
Vet Immortal kills an archer, -2hp.
El Immortal will be healed next turn.
Spear steps off to cover wounded Immortal on road (they can't get to the other one).
Immortal heading south to TF2 spots a barb on our road.
Spear runs up from the hill to cover our slaves on the horse colony.

IT- Az Archer shows up outside widespread TF1.
Bowman steps onto the mountain. Dirty @#$%*!
Barb forts on our road south.

T7 (10)- TF2: Spear from horse colony kills the barb, -1hp. Hopefully he’ll take out the camp next turn.
Immortal continues heading south.
Immortals regroup on the hill to move into position next turn.

TF1: Vet comes up & covers one of the wounded. Spear moves over & covers the other. Both fort to heal. Bait stands around looking stupid.

Immortal due in 3, unfortunately this is the last one that can be produced like this. After this one its back to 8,8,7,7 & going for growth. But I really do appreciate you guys stocking the box nice & full for me to blow.:D

IT- The Az archer didn’t take the bait. Attacks our Vet immortal, who barely fends him off –3hp & promotes.
Spot another Az Spear/settler pair running around.

T8 (10AD)- TF1: Move all our troops onto 1 tile to make it easier to cover.
Bait moves south to cut of bowman outside our troops.

TF2: Our –1hp Vet Spear attacks the barb camp next to our road. Barely survives(redlined), but nets us 25g.
Move Spear/2 Immortals next to Aztechomopean

IT- Bowman takes the bait & captures our worker.

T9 (30)- TF2: El Immortal takes out spear, -1hp.
Vet Immortal takes out spear, flawlessly.
I think long & hard about attacking a 3hp archer with our Elite Spear, decide against it, & move another Immortal down to take the city next turn.

TF1: El Immortal takes out Bowman, -2hp.
Units heal.

Warrior on dye colony moves over to take out a barb camp.
With the influx of gold, I crank up research to 80% (Due in 12, with 127g at –10gpt.)

IT- Aztecs build city right next to our healing SoD, will they ever learn??
Bab galley shows up on the coast next to our healing SoD.
That means the Babs have Maps Making & we’ll probably be getting contact with the other 3 civs shortly. Make sure you get their WM if they have MMing!

T10 (50)- TF1: Since our units are now in “enemy territory” they didn’t get to heal this turn. Cheap Aztec tricks! I say @#$^ it, attack with a 3hp El Immortal, he walks into the new city without a scratch. We get 12g.

Warrior takes out bab camp in the north, should head back to cover the dyes. We want those barbs to keep popping up so we can keep are research going.

TF2: Vet Immortal kills an archer flawlessly, promotes do his bravery, and strolls into Atzcopolozolco. Finds a slave holding a sack of 24g just waiting for him.:D
Move the slave over towards TF1 to serve as bait next turn.
The wounded Immortal forts where he stands so he’ll be at full strength next turn.
El Spear/Immortal head south along the road towards the Bab city. Spot a couple barbs & a camp.:D

IMHO here TF2 should split, most of the Immortals(about 3-4 more in addition to the spear/immortal I have in route) should head south to take out the Bab city & check it there’s a land bridge down there). 2 or so Immortals should head west to reinforce TF1. The redlined spear should proceed to our hill-jump off point(2 tiles south from him), where he can heal/cover the road north.

I also included a slave in the group that’s heading south in case you want to set up a colony on the dye incase ours in the north gets pillaged somehow so we’ll have a backup(we don’t really need 1 more slave anyways ), but don’t waste a troop defending it if you decide to set it up(it will still act as a lookout without a troop there). The ones by our capitol should stay there forted, incase something unforeseen happens to our road or Iron colony(we won’t need any more work done in the capitol…… ever).

I’ve gone ahead & MMed our city to 8 shields. After next turn you can switch one of the mined reg grasslands over to the fish for an extra gpt(still giving us 8, 8, 7, 7spt) and getting the immortal in 4. This will build the box back up, then after 8 turns we can go back to 10spt, starving it down getting an Immortal every 3.

And of course………… Pictures: Behold the glory of my photoshop skills!
http://www.civfanatics.net/uploads7/TF1.JPG
http://www.civfanatics.net/uploads7/TF2.JPG
This way both stacks will have an El Spear & 4 Immortals, with the majority of TF1 being Elites, and TF2 being Vets. There’s also another El Spear & Immortal a bit further north heading down our road. They should probably both head west but you can delegate them as needed.

Good luck!
SAVE (http://www.civfanatics.net/uploads7/SGOTM_PTWANNKA_50AD.SAV)

Bede
Apr 24, 2004, 05:50 AM
Now that's the GK I remember. :hammer: :hammer:

Well done

One step at a time, one step at a time.

Nice of those guys to build little villes and campsites for advanced immortal training and treasury enhancement.

Gengis Khan
Apr 24, 2004, 05:57 AM
I thought so as well. They even built roads from our training grounds back to the main cities.:D Now if only they'd road a couple hills/mountains so we can get quick healing sites, but maybe thats asking a bit much.

Ankka: What's going on?! I posted the save over an hour ago!;)

Ankka
Apr 24, 2004, 06:24 AM
Nice turns. :goodjob:

And I was playing civ...:p

Got it.

Ankka
Apr 24, 2004, 07:27 AM
50AD [Preturn]: Check stuff to see what's going on and try to figure out what GK was meaning with the troop splits... nice work, Gengis! :D

We have a strong military against Babylon and Azteca, average compared to the Zulu. Not bad with an OCC. :yeah:

70AD [1]: Build dyes colony, shuffle troops a lot, let them rest to get them back to full healed action.

IBT: Shaka wants peace. No way.

Our Northern dyes colony was overrun by some barbs... luckily we have another one in the south.

90AD [2]: TF2: an elite Immo kills a Bab bowman, -3hp.

TF1 Moves to the Aztec border onto a hill.

MM Persepolis to get the extra GPT.

110AD [3]: The Northern warrior whacks a barb camp.

IBT: Persepolis Immo > Immo.

130AD [4]: MM Persepolis to 8 shields again.

TF2 is now ready to attack the Bab city next turn.

150AD [5]: The babs built a new city in the old Aztec area.

TF2 attacks Nineveh:

Vet Immo kills reg spear, -1hp.
Vet Immo kills reg spear unscatched, razes the town and we get a worker.

IBT: Aztec archer approaches TF1.

170AD [6]: Vet Immo roams in a barb camp gathering 25 gold.

TF2 moves toward the new bab city.

MM Persepolis for the extra gpt.

IBT: Aztec archer comes closer into attack range.

190AD [7]: TF1: Elite immo attacks archer, wins unscatched.

Vet immmo notices a barb camp south of the horse colony, attacks barb in it, wins, there's a second one waiting, too.

Build new dyes colony in the North.

IBT:Persepolis Immo > immo.

210AD [8]: Vet Immo whacks a barb camp, promotes to elite.

Tf1 is now ready to attack the last aztec city next turn.

IBT: The Zulus land 2 horsemen near Persepolis! :eek: Luckily we have an Immo nearby... but will we survive?

230AD [9]: I move one of the slaves near Persepolis to near the horses, let's hope they attack it... we have only 1 vet immo in Persepolis.

Barb camp spotted N of the horses colony.

TF1: The last aztec town is on a hill, and there's a vet spear guarding it... let's hope the RNG is good to us.

It is! A el immo kills vet spear, -2hp. :D
Anopther el immo kills reg spear in town, -3hp, razes the city and takes 32 gold. But the Aztecs aren't destroyed... seem slike the peninsula is longer than it looks. :hmm:

IBT: Nooo! A Zulu horse attacks the vet Immo in Persepolis and wins, loses only 2 hp...:cry: We can't lose like this...:(

Ankka
Apr 24, 2004, 07:31 AM
It doesn't allow me to post more attachments with posts? :confused:

Gengis Khan
Apr 24, 2004, 07:34 AM
Ah well, it was a great run.

Tis the problem with leaving our only city undefended with galleys about. Not much we could do about it, we needed the troops elsewhere.

Good job everyone, & I'm confident we'd would have won if not sneak attacked. We did alot better then I thought we were going to.:thumbsup:

Ankka
Apr 24, 2004, 07:36 AM
Thanks for your kind words... RNG could have been better, though. Ah well, next time then. ;)

Ankka
Apr 24, 2004, 07:38 AM
Some eye poison.

http://www.civfanatics.net/uploads7/tappio.jpg

http://www.civfanatics.net/uploads7/tappio2.jpg

http://www.civfanatics.net/uploads7/tappio3.jpg

Ankka
Apr 24, 2004, 07:40 AM
One more:

http://www.civfanatics.net/uploads7/tappio4.jpg

With a bit of better luck we could've won...:sad:

Gengis Khan
Apr 24, 2004, 07:42 AM
Or if that Elite Spear heading south, I left in the capitol when he was passing by.

Hindsight is 20/20 though, still a great game.

Ankka
Apr 24, 2004, 07:45 AM
Yes, the game was fun, although it was short...:)

BTW, when replaying, I saw that America and the Iroquois were really puny, we could've won them fairly easily when we'd have got rid of Shaka & Hammurabi...

Gengis Khan
Apr 24, 2004, 07:47 AM
On our continent?

Well I'm off to finish up a SG then do some reading into how the other teams fared.

Ankka
Apr 24, 2004, 08:00 AM
No, they were on another continent, but it was small.

Karasu
Apr 24, 2004, 08:26 AM
Hard luck, team Ankka -you were indeed heading for a victory.

Well... better luck with the next SGOTM! :)

Ankka
Apr 24, 2004, 09:39 AM
Thanks. :)

Smellincoffee
Apr 24, 2004, 09:54 AM
Wow. :( Bad way to go out, but it was fun while it lasted. :)

Gengis Khan
Apr 24, 2004, 09:59 AM
Yea, I'd take getting beaten down by their combined forces over a sneak attack while we're off kicking ass & razing cities elsewhere, anyday.

Look on the bright side, the AI actually pulled off a succesful invasion that involved landing units. I never thought I'd see it.:crazyeye:

Ankka
Apr 24, 2004, 10:00 AM
And the one time it used multiple units to land & attack with, it only needed one. ;) :lol:

Gengis Khan
Apr 24, 2004, 10:06 AM
Bloody immortals, their practically worthless!

*runs off to start 15 threads in General & C3C forums about how Civ's combat system is screwed up, an immortal should never lose to spear man.*

Ankka
Apr 24, 2004, 10:07 AM
Whatthe...:hmm:

We lost very few immortals to spears, the only one I IIRC lost was to the attacking horseman. :p

scoutsout
Apr 24, 2004, 11:00 AM
Dang... Ouch... It looked pretty good there for a while too. I was really pulling for you guys too. OCC AW... gutsy. My hat is off to you guys for even trying that insane variant.

Gengis Khan
Apr 24, 2004, 11:06 AM
Ankka: I was joking, our immortals ran ****. I might have lost a total of 2 in the 20 turns I played.

Just poking fun at the fact that it seems like every day a new threads opening up about how "unfair" it is for a Knight to lose to a spearman.................forted, in a city with walls.......... on a hill.

Ankka
Apr 24, 2004, 11:15 AM
Yeah, good point... One of the reasons I don't really hang out at GD anymore...

Bede
Apr 24, 2004, 11:44 AM
:aargh: :cringe: :rant: :sad: :beer:

Good try, gang.

Whiskey for the men, but no beer for the horses.

Capt Buttkick
Apr 24, 2004, 06:58 PM
Pity :(

You guys were doing remarkably well til this happened. I'm sure you could have mopped up the Americans and Iroq if only the Zulu had been a little more civilized. Then again, Shaka next door spells trouble at the best of times. 1CC AW and Shaka next door :hmm:
I'll buy you a round though :beer:

AlanH
Apr 24, 2004, 07:13 PM
Well tried, guys. Better luck next time!

akots
Apr 24, 2004, 11:59 PM
My condolescences. Luck or pRNG is a trickster indeed.