View Full Version : SGOTM1-Persia Team Shoe
mad-bax Apr 08, 2004, 03:55 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
Ted Jackson
shoe
armpilot
Regent man
madbax
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 believe it or not.
EDIT: 3000BC is turn 20 of course
mad-bax Apr 08, 2004, 04:39 PM I'm sure I posted here b4 :confused:
I propose a straight AW game with earliest finish possible.
What say you? :D
The game must be PTW BTW.
Ted: Welcome :wavey:
Shoe35 Apr 08, 2004, 05:01 PM sounds good to me
I would prefer not going first.
other than that I like a good challenge
hello team
mad-bax Apr 08, 2004, 05:23 PM Ted will happily kick us off when he checks in. :)
I assume therefore that you are OK with AW?
Shoe35 Apr 08, 2004, 05:26 PM yes, think that will be fun.
TedJackson Apr 08, 2004, 06:12 PM Signing in :)
OK if I kick off tomorrow evening (GMT) ?
Ted
mad-bax Apr 09, 2004, 02:21 AM Yep. Fine by me.... now where is armpilot? <must rummage through PMs> ;)
ArmPilot Apr 09, 2004, 10:56 PM I'm here. One problem i have is that i lent my gold edition cd to a friend so i'm not usre what will happen if a use my C3C disk. I might be able to get it back soon though. I have also never played AW before but i am willing to learn. I would like to go last if noone else wants to. This will only be my first real SG so i'm nervous(i did take a set of turns in an Open SG).
mad-bax Apr 10, 2004, 02:19 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.
ArmPilot: We are playing PTW version which will run from the C3C disk. Some people do have problems with this however, but don't panic - it can be fixed.
TedJackson Apr 10, 2004, 02:30 AM Sorry Guys,
RL tripped me up yesterday evening. I'm playing now :)
Ted
TedJackson Apr 10, 2004, 05:47 AM Shoe 4000BC
0 - 4000BC
Not a tremendous starting position - no food bonus in sight, looks as if there's coast NW & SE and no fresh water.
Worker (Alice) E - we appear to be on the Northeasten tip of our continent.
Settler founds Persepolis on spot (we maximise our chances of capturing a Fish bonus this way)
We'll have a couple more Furs after border expansion but we'll miss the Fish :( There appears to be a possible choke point to the Northwest and coast Northeast. Still no food bonus or fresh water in sight (apart from the useless Fish).
It will take 20 turns to gather enough food to get to pop 3 and be able to pop a Settler. We can only reach 4spt at pop 2 - rising to a measly 5spt at pop 3. There is absolutely no point in aiming for an early granary here :)
I think the best option is to build 3 Warriors (~12 turns) then start a Settler (8 turns) whose completion will coincide with Persepolis reaching pop 3. Meanwhile research Iron Working at min to build up a kitty for trades & upgrades.
Pottery is no use to us at the moment and can (hopefully) be aquired by trading. The only other tempting research path would be Alphabet followed by Writing then Literature or Map Making but I think that finding Iron is our priority.
Persepolis starts Warrior
Research Iron Working @20%
1 - 3950BC
Alice road (mining first would just waste the extra shields as we have 2 Shields in the box and the worker will take 3 turns to complete a mine)
2 - 3900BC
NTR
3 - 3850BC
Alice road - mine
4 - 3800BC
NTR
IBT
Persepolis Warrior (Alf) - Warrior
5 - 3750BC
Alf explores South - spots another Fur on Forest
6 - 3700BC
Alf South - spots GH SW
Alice mine - moves to N Persepolis - definitely a choke point NW
7 - 3650BC
Alice road (help next Warrior on his way North)
Alf SW - GH gives deserted village
8 - 3600BC
Alf SW
IBT
Persepolis Warrior (Bert) - Warrior
9 - 3550BC
Alice road - mine
Alf SW
Bert N, NW - spot GH NNW
IBT
Perespolis' border expands
10 - 3500BC
Alf S - spots another choke point
Bert NW
11 - 3450BC
Alf S
Bert N - GH gives Warrior Code
IBT
Persepolis Warrior (Chris) - Settler
12 - 3400BC
Alf SE
Bert N
Chris fort Persepolis
Alice mine - NW
Research 10%
13 - 3350BC
Alice road
Alf S
Bert NW - spots Dyes to the Northwest
14 - 3300BC
Alf S
Bert N
15 - 3250BC
Alice road - mine
Alf S
Bert W
16 - 3200BC
Alf S - spots a Green border
Bert W - Spots a strait to the W
17 - 3150BC
Alf S
Bert W
18 - 3100BC
Alf SE
Bert E
Alice mine - moves to SE Persepolis, ready for a forest chop (There's no point in chopping the Furs as it looks like Plains beneath and we can't irrigate)
IBT
Aztecs contact us wanting Masonry for CB - no way!
Get set to buy CB for 56gp then accidentally hit Esc :smoke:
19 - 3050BC
Contact Aztecs (who have 2 towns) and make the deal for CB then declare war!
Alf N - heading for the choke point
Bert E
Alice clear forest (speed Barracks following Settler)
IBT
Persepolis Settler - Barracks
20 - 3000BC
Alf NW (defense)
Bert E
Research 20%
I leave the Settler movement for discussion
Score: 51
Notes
Not a great start position. The lack of any food bonus or fresh water is going to hurt our expansion. The Furs are mainly useless until we get out of Despotism as they only give +1 Shield & +1 Gold and we can't irrigate them yet.
Alf is heading back toward the choke point 4N of his present position for the defensive bonus offered by the forest there. Bert could move NE to check that there isn't another choke point up there.
Having the Aztecs as our closest neighbour is a pain. We'll probably have to build Archers to deal with the Jags they send North. I estimate that we could get Iron Working in about 15 to 16 turns if we turn up research when Persepolis grows or when our Settler founds.
Where to send the Settler? The immediate South doesn't look very attractive, comprising mainly plains, hills & desert. The North is hardly any better. The only food bonus in sight is the Game (2SE of Alf's present position) which is a long stretch and a bit of a gamble.
http://www.civfanatics.net/uploads7/Shoe-3000BC-South.jpg
My gut feeling is to send him to 1N of the Northern (forested) choke point. It's only 2 turns away, has 3 grassland tiles (1 bonus) and a forest over grassland. It can immediately use the mined grassland NNW of Persepolis and Alice (our worker) can connect it up pretty quickly.
http://www.civfanatics.net/uploads7/Shoe-3000BC-North.jpg
The save is > here < (http://www.civfanatics.net/uploads7/Shoe-3000BC.zip)
Ted
mad-bax Apr 10, 2004, 12:45 PM Shoe - You are UP my friend. Remember this is always war, so you might want to be a little circumspect about exploration - or not :D
Please welcome Regent man to our team. :wavey:
I'll slot you in after armpilot.
Shoe35 Apr 10, 2004, 05:29 PM Welcome aboard Regent
got the save file will do my best to have it back by noon tomorrow.
Shoe35 Apr 11, 2004, 12:36 AM 1 3000 BC move settler north to the less aggressive settlement site.
2 2950 BC Alf South to get a better looks at our nearest rival
Bert NE might as well see what I can while I am in the area
3 2900 BC Alf back to the Mountains preparing for the Jags to attack
Bert North to see what is under the fog
Settler NW of suggested location, to reduce boundry overlap
IBT Alf defeated the first jag to attack: no injury to Alf
Second Jag attacks, retreats after taking 2 damage, Alf unharmed
4 2850 BC Alf finishes off second Jag
Pasargadae founded
Bert moving South to aid Alf
IBT the people decide to start our palace
5 2800 BC Alf South into forest scouting enemy strength
Bert continuing South to support Alf
Started Alice building road to Pasargadae
6 2750 BC Alf West onto hill next to Aztec Capital
7 2710 BC Alf meets a heroic end striving to expand our empire through conquest
8 2670 BC Bert continues South
9 2630 BC Bert continues South
10 2590 BC Ditto
Score 63
Shoe-2590BC.sav (http://www.civfanatics.net/uploads7/Shoe-2590BC.SAV)
having tried and failed several time to paste a picture of the map I have given up for now. Will work on it for the next round.
mad-bax Apr 11, 2004, 01:23 AM Looking good so far :)
ArmPilot - you're up.
ArmPilot Apr 11, 2004, 12:15 PM Could you bump me back a spot or skip me becuase i got an easter dinner today and i'm have stuff todo on monday. I could be able to play tonight and post tommorrow if noone posts by tonight but i would prefer to be skipped or moved back if noone minds.
RegentMan Apr 11, 2004, 02:51 PM I'm here guys! Hopefully my newbness won't hurt us too bad. Although after reading the previous post, would it be my turn now?
mad-bax Apr 11, 2004, 04:12 PM Yes RegentMan - you are up!
RegentMan Apr 11, 2004, 10:59 PM Alright. My first turn in a succession game is completed. Here's a summary:
Before Turn 1 Everything looks fine. I see the barracks in Persepolis will be completed next turn.
Turn 1 Barracks finished. Changed production to spearman. My plan is to send him to the chokepoint that has the forest tile.
Turn 2 I realize Bert isn't moving. So I activate him and move him to see any invading jags. Worker begins a road outside of Pasargadae.
Turn 3 More warrior moving.
Turn 4 The worker begins a mine. I fortify the newly trained warrior in Pasargadae. I set the city to build a worker, but that can be changed by the next player.
Turn 5 Bert moves south. No jags yet.
Turn 6 Persepolis builds a spearman and begins a settler (That can also be changed by the next player). The settler should build a city on one of the two chokepoints. The spear moves towards the chokepoint. Still moving the warrior.
Turn 7 Bert and Spear move south. Still no jags.
Turn 8 Ditto as turn seven, with the addition of our worker finishing the mine and moving to road a forest. That way we'll have connected our two cities.
Turn 9 Bert reaches the forest and fortifies. The spear is in hot pursuit.
Turn 10 Mr. Spearman is near Bert. We'll also get iron working next turn.
All in all a laid back set of turns. I'm amazed to see no Aztec units yet. Like I've previously stated, both cities' productions can be changed. If the settler is completed, it should go to the chokepoint. Upon settling, walls and three or four veteran spears will probably be enough to keep the Aztecs out. Here's the save!
2190 BC (http://www.civfanatics.net/uploads7/Shoe-2190BC.SAV)
mad-bax Apr 12, 2004, 12:01 PM Hokey cokey. I have it. :) Will play errmm.. tomorrow - sorry but I am in the middle of an ultra huge map SG turn which you need about a fortnight just to wait for the interturn.
Because I am spoilered I am not going to offer opinions about the map. I need to know the following...
What are we going to research next?
Are we going to do the mass upgrade warriors thing or should I connect any iron we may have near us directly?
mad-bax Apr 12, 2004, 03:11 PM I've tested the save and it is corrupt.
RegentMan - what version of the software did you play this game in?
Can you zip and upload once more please?
TedJackson Apr 12, 2004, 03:48 PM I'd prefer to wait before connecting Iron (if possible) until we either have 10 vet Warriors to upgrade or a significant force of Jags show up.
Ted
p.s. I couldn't open the save either :(
mad-bax Apr 12, 2004, 04:28 PM Get me a save I can open and twill be done. :rolleyes:
TedJackson Apr 12, 2004, 04:44 PM Just a quick thought...
This is a PTW game. Did you play in C3C RegentMan?
Edit
Ignore that suggestion... Maybe...
The save doesn't load in C3C 1.15. I haven't installed 1.20 or greater. /Edit
Ted
RegentMan Apr 12, 2004, 08:21 PM Originally posted by TedJackson
This is a PTW game. Did you play in C3C RegentMan?
Yes, I played it in v1.20 Conquests. I read someone else was doing it and thought it would be fine. I'll attach the save again. Sorry for the inconvinence. :(
ArmPilot Apr 13, 2004, 10:10 AM I thought you couldn't play old games in 1.20? I think thats why it won't work. We might have to replay those 10 turns RegentMan took, atleast i think we have to.
TedJackson Apr 13, 2004, 11:41 AM Yep,
I'm afraid that a replay is required (in PTW) as no-one knows what problems we're likely to encounter further down the road if we stay with C3C.
Don't worry about it RegentMan, just remember for next time :)
mad-bax do you want to give a ruling on who replays ?
Ted
mad-bax Apr 13, 2004, 12:15 PM RegentMan should replay in PTW. I know it's a pain but he will need to at some point anyway. Playing in C3C is not an option as it completely screw the scoring. :)
ArmPilot Apr 13, 2004, 03:55 PM In that case i'm afriad i can't play unless i get my gold edition cd. I have no idea when, for one reason i'm not sure when i will see my friend who borrowed it, two, he's have so much fun playing PTW i don't want to ask for my cd just yet. Maybe can find a no cd patch. I heard they are considered cracks and cracks aren't allowed on civ fanatics. I will have to drop out of SGOTM until i get the cd back. I am very sorry. Even tho i won't play i will keep lurking and give my opinion every now and then.
mad-bax Apr 13, 2004, 04:00 PM It's OK Armpilot. Hope to see you in a future SGOTM. :)
RegentMan: You are UP and playing from Teds save.
ArmPilot Apr 13, 2004, 04:03 PM Is thier a exe file on the C3C disk i can use instead? i thought i saw one when exploring the disk.
mad-bax Apr 13, 2004, 04:19 PM If you have the C3C disk then you can play PTW. When the game is installed you get a program group in your start menu with PTW as a pickable option. Failing that you can just go to the CIV3PTW directory of your Civ installation and pull a shortcut to Civilization3x.exe onto your desktop, and run it from that.
Some people have had a few problems playing with the PTW1.27 that comes with the C3C disk. If you experisnce problems, let me know and I'll guide you through how to fix them.
I am still skipping you though :) and RegentMan is still playing from Teds save. You will have to wait patiently until the next round.
In the meantime, try and get a PTW game running. If you have any trouble let me know and I (or a member of the GOTM staff) will fix it for you.
ainwood Apr 13, 2004, 04:31 PM Originally posted by mad-bax
If you have the C3C disk then you can play PTW. When the game is installed you get a program group in your start menu with PTW as a pickable option. Failing that you can just go to the CIV3PTW directory of your Civ installation and pull a shortcut to Civilization3x.exe onto your desktop, and run it from that.
Some people have had a few problems playing with the PTW1.27 that comes with the C3C disk. If you experisnce problems, let me know and I'll guide you through how to fix them.
AFAIK, it should work fine as long as no-one else is trying to play v1.14f. If you get a data I/O Bic error message, then that's the cause. But 1.21 v 1.27 shouldn't be a problem (its probably best that any non-1.27f players upgrade at some point anyway :) )
RegentMan Apr 13, 2004, 07:44 PM Sigh... I tried to open PTW by opening it from the start menu and all that came up was, "Please insert the PTW CD and try again." I've lent out my PTW to a friend so unless you have any other tips, I must withdraw from the game. Sorry... :(
ArmPilot Apr 13, 2004, 08:13 PM i have another problem now. I have no way to get the PTW patch to my comp that has PTW. That comp has internet but when i connect i won't ever sent or recieve anything after the initial connection. I'm afriad i have to withdraw as well. I think it's final this time too.
ainwood Apr 13, 2004, 08:21 PM Guys! All is not (necessarily) lost:
Have a look at this thread (http://forums.civfanatics.com/showthread.php?s=&threadid=77419) :)
mad-bax Apr 14, 2004, 02:21 AM OK Just to recap :rolleyes:
Armpilot and Regent man are uninstalling PTW and Reinstalling it from their C3C disks as we speak.
I am up and playing from Shoe35's save. I will play tonight.
I think I will play 20 turns, following RegentMans turnlog for the first 10 and then playing my own ten afterwards just to get to a "clean" position that cannot be confused with anything else.
ArmPilot Apr 14, 2004, 08:38 AM Originally posted by mad-bax
OK Just to recap :rolleyes:
Armpilot and Regent man are uninstalling PTW and Reinstalling it from their C3C disks as we speak.
I am up and playing from Shoe35's save. I will play tonight.
I think I will play 20 turns, following RegentMans turnlog for the first 10 and then playing my own ten afterwards just to get to a "clean" position that cannot be confused with anything else. I didn't release that the PTW on the C3C cdc already had the latest patch. But i can't uninstal PTW without uninstalling the rest of the gold edition. Since i don't have the cd then i can't reinstal vanilla first. Maybe when i get my gold edition cd back then i can rejoin this team but unil then i will just lurk.
mad-bax Apr 14, 2004, 09:24 AM So, ArmPilot...
Let's see if I've got this right....
You installed 1.29f and PTW1.14f via the Gold Edition Disk, which you no longer have.
You installed C3C version 1.00 (along with PTW 1.27) via the conquests CD which you do still have.
Subsequently you have patched C3C to 1.22?
When you try to run PTW you are asked to insert the Gold Edition Disk.
You are able to download saves from the internet, but you are unable to download the 1.27f patch from the patches link on the main page of this site.
You don't want to upset the person you lent your Gold edition disk to by asking for it back.
Is this correct?
Please give as much information as possible in your reply. It is highly unlikely that the situation is not retreivable. :)
mad-bax Apr 14, 2004, 02:58 PM (0) 2590BC: Pre-turn
I will duplicate RegentMans timeline as close as I can.
OK 2190BC: Status.
Persepolis is size 2 and building a settler
Pasargadae is size 1 an building a rax
Charlie (the one and only spear we will build ;) is on his way to join Bert on a hill. Early warning.
Robin of Loxley the vet archer is also on his way to the same hill.
IBT:
Furs are connected
We learn Iron Working and are rewarded with a local source of iron.
This iron will not be connected anytime soon. Will it?
(11) 2150BC:
The question is what to research. 40 turn run on mysticism seems like wasted effort to me. It's useless to us, and we won't have finished it b4 meeting the other civs, so it will do us no good in trade. We need boats, and therefore I am going to research alpha, quite quickly. This will hurt our ability to upgrade to immortal. Slowly slowly catchy monkey.
Science at 80%, braking even. Alpha in 17.
(12) 2110BC:
(13) 2070BC:
(14) 2030BC:
Our stack of warrior-spear-archer are now in place. :smug:
IBT:
Persepolis Settler - warrior
Two Aztec archers show up at the killing field. This is probably their whole army beside garrisons.
(15) 1990BC:
Settler goes south to the hill north of the iron.
Growth is slowed in Pasargadae to hurry Rax. I haven't done the maths, but it feels right.
(16) 1950BC:
Found Susa - Rax (Slow growth deliberate for shields)
Robin of Loxley kills an archer and promotes to Elite.
(17) 1910BC:
Robin of Loxley kills the other archer.
I can raise science another notch to get alpha a turn sooner.
(18) 1870BC:
IBT:
Persepolis warrior - warrior
(19) 1830BC:
Our SOD advances south. :D
(20) 1790BC:
Dyes are roaded ready for a town sometime soon.
Next order of business.
IMO we don't need any more than 3 barracks. In fact, the one near the iron can be vetoed for a regular archer if required (but I would prefer the rax to complete I think).
Persepolis should build warriors and settlers when it gets big enough.
Susa should just build vet warriors
Pasargadae needs to build warriors.
The next settler can found a coastal town (at RCP 3) near the capital and build some workers. We are going to need a road south. I've already started it.
Let's not build any culture or spears guys. Settlers, warriors, and workers only. Once we have alpha the 10% research on writing and then Map Making.
The trio of units heading south can pillage if you like, or else it can attackt the Aztec capital. The archer is elite and needs to fight often.
All of the above is prefixed with IMO - It's just for discussion - but I think we can be ultra aggressive in this game.
Here is the map.
http://www.civfanatics.net/uploads7/shoe1.jpg
>>THE GAME<< (http://www.civfanatics.net/uploads7/SGOTM1-SHOE-1790BC.SAV)
EDIT: REMEMBER it's in PTW 1,27f
TedJackson Apr 14, 2004, 03:52 PM Looking good MB :thumbsup:
3SW of Persepolis looks favourite for our Worker town as with one cultural expansion it'll capture the Fish.
Ted
mad-bax Apr 14, 2004, 03:55 PM Yep. I agree - It's where I would go.
Nice tight builds I'd say. I can't see any fresh water so towns are only going to need to get to size 6. Aqueducts are too expensive IMO unless we get a long way into the MA.
TedJackson Apr 14, 2004, 04:06 PM I forgot to mention that we might be better researching Map Making before Literature. The sooner we get across that strait and into some virgin territory with (hopefully) some fresh water, the better :)
Ted
Shoe35 Apr 14, 2004, 04:45 PM I would agree with Ted on the Map Making:)
ArmPilot Apr 14, 2004, 05:03 PM Originally posted by mad-bax
So, ArmPilot...
Let's see if I've got this right....
You installed 1.29f and PTW1.14f via the Gold Edition Disk, which you no longer have.
You installed C3C version 1.00 (along with PTW 1.27) via the conquests CD which you do still have.
Subsequently you have patched C3C to 1.22?
When you try to run PTW you are asked to insert the Gold Edition Disk.
You are able to download saves from the internet, but you are unable to download the 1.27f patch from the patches link on the main page of this site.
You don't want to upset the person you lent your Gold edition disk to by asking for it back.
Is this correct?
Please give as much information as possible in your reply. It is highly unlikely that the situation is not retreivable. :) I have C3C 1.15 but i saw somebody say no C3C. My Civ3 computer is deffierent from my interenet computer(my C3C computer does have interent but it doesn't work right and i have no idea why). I can play saves from the internet becuase they are small enough to fit on a floppy. The only reason why i have 1.15 patch is becuase i had a split and merge thing i d/led from download.com before i got the 1.27f patch transfered. But the program's demo period has expired so i can't use it. I just talked to my friend on the phone and he siad its fine with him if i want the cd back but i'm still not sure when i'll see him agian.
RegentMan Apr 14, 2004, 09:22 PM Originally posted by mad-bax
Armpilot and Regent man are uninstalling PTW and Reinstalling it from their C3C disks as we speak.
Let me get this straight. I need to uninstall PTW from the Atari folder? How would I then re-install it?
ArmPilot Apr 15, 2004, 08:46 AM Re-install it for the C3C disk.
mad-bax Apr 15, 2004, 08:50 AM :blush:
Double post. Sorry.
mad-bax Apr 15, 2004, 08:50 AM Ted - I think you are up unless RegentMan and/or Armpilot have resolved their installation problems.
RegentMan - Yes... uninstall PTW and then Reinstall it using the conquests disk.
TedJackson Apr 15, 2004, 09:01 AM I see it... I'll wait until this evening (6 hrs) before picking up to give Armpilot/RegentMan a chance to respond.
@MB: How did the idea of Map Making rather than Lit grab you?
Ted
mad-bax Apr 15, 2004, 09:26 AM :confused:
At the end of my turnlog I suggested MM. Because I have played this map recently it's a little difficult to get involved in game specific tactics for the obvious reasons.
TedJackson Apr 15, 2004, 09:33 AM Originally posted by mad-bax
:confused:
At the end of my turnlog I suggested MM. Because I have played this map recently it's a little difficult to get involved in game specific tactics for the obvious reasons. I (obviously)misread what you'd written :blush:
Just ignore me until I get my head back on straight :D
Ted
RegentMan Apr 15, 2004, 06:46 PM I reinstalled PTW and it works perfectly! We're at v1.27f correct? (We better be, I'm sick of all these errors! ;) ) Ted, go ahead and go, then I'll take my turn.
TedJackson Apr 16, 2004, 02:27 AM OK,
Got it
Ted
TedJackson Apr 16, 2004, 05:34 AM Shoe-1790BC
Objectives
Build 6 Immortals and go on a killing spree :)
Pre-flight checks... OK :thumbsup:
IBT
2 Barb warriors pop up SW of Alice :eek:
1 - 1750BC
Alice road - East
MM Persepolis to use Plains Fur (1 extra gp :))
Raiding party S
IBT
Persepolis Warrior (Dave) - Warrior
2 - 1725BC
Dave to W Susa
Alice road
Raiding party S
Persepolis works mined BG & Plains Furs for 5spt
IBT
Barb Warrior appears on hill in the path of our raiding party :D
3 - 1700BC
Robin of Loxley despatches barb Warrior without incurring injury
Betty (Worker, N Pasagardae) mine - SE
Dave SE (covering Alice)
Research 60% (Alphabet this turn)
Mil Advisor now reckons we are average compared to Aztecs
IBT
Discover Alphabet - Writing
Persepolis Warrior (Ernie) - Warrior
Pasagardae Barracks (Fred) - Warrior
4 - 1675BC
Ernie to W Susa
Alice road - S (road to Aztecs) with Dave as escort
Betty mine
Raiding Party S
Research 10% (+8gpt, 96gp in the bank)
IBT
NTR
5 - 1650BC
Alice road
Ernie SW & fort (NE of Barb camp)
Raiding Party SW - spot Aztec Spear & Settler on hill NE of Teno
IBT
Persepolis Warrior (George) - Warrior
Aztec stack (Settler, reg Spear & reg Jag) moves to South of Raiding Party
Reg Jag & reg Archer appear on hill NE of Teno
6 - 1625BC
George to W Susa
Robin kills Spear but is reduced to 2hp
Bert & Charlie fort
IBT
Aztecs retreat from Raiding party
7 - 1600BC
Robin fort
Alice road - move to Iron hill
Ernie & George disperse barb camp for 25gp
Betty mine - road
IBT
Persepolis Warrior (Harry) - Warrior
Pasagardae Warrior (Ike) - Warrior
8 - 1575BC
Harry to Susa
Alice road (Iron hill)
Ernie to Iron hill
George NE
Ike fort Pasagardae
IBT
NTR
9 - 1550BC
George & Harry fort Susa (ready for upgrading)
Betty road - move to SSE Pasagardae
MM Susa to use grassland SE of Persepolis (extra growth as only 1shield needed for Barracks)
IBT
Aztecs offer Peace for Alphabet - "Bugger off!" I say
Aztec reg Archer appears
Persepolis Warrior (John) - Warrior
Susa Barracks - Warrior
10 - 1525BC
John to Susa
Betty to Persepolis
Robin kills reg Archer
IBT
Iron hooked up
Pasagardae Warrior (Leo) - Settler
Charlie rebuffs Archer
11 - 1500BC
Raiding party retreats (too injured for safety)
Alice road - 2 SW (with Dave for Escort)
Betty W
Upgrade Ernie, George, John, Ken
Leo heads for Persepolis
Notes
Pasargadae will need MM for growth & Settler on the same turn. The town can produce 3spt & 2fpt or 4spt & 1fpt. So to achieve Settler & growth we need to continue at 3spt & 2fpt for 2 more turns (including this turn), switching to 4spt & 1fpt in 1450BC.
Persepolis is intentionally growing at 1fpt as we need shields over growth for the forseeable future.
Susa can switch back to working the roaded forest Furs next turn as it only needs 3 food to grow. After growth it should work the roaded forest Furs & the grassland for max shields + min growth.
Persepolis & Pasagadae need no more tile improvements. Betty should build a mine then a road where she is to get our new town (2SW of Persepolis) off to a good start. After that she should mine the grassland SE of Persepolis (benefit to Susa) and then join Alice who is ready to road down toward the Aztecs.
We should be concentrating on shield and gold production rather than growth from now on. Our Worker town (to be founded 2 SW of Persepolis) can benefit from the Fish for initial growth then use the Fish and the grassland W of Persepolis to maintain growth to pop 3. At that point we should be able to pop a Worker or a Settler on a regular basis.
Our Raiding Party needs to move N or NE to heal (Charlie's down to 1hp & Robin to 3hp). Once healed they can move back into the fight.
There are 4 vet Immortals in Susa, ready to head South next turn :D
North
http://www.civfanatics.net/uploads7/SGM01-Shoe-1500BC-North.jpg
South
http://www.civfanatics.net/uploads7/SGM01-Shoe-1500BC-South.jpg
Score (1500BC): 93
The save is > here < (http://www.civfanatics.net/uploads7/SGM01-Shoe-1500BC.zip)
Ted
RegentMan Apr 16, 2004, 08:09 PM Alright. We have two items of good news and one item of bad news. Bad news first.
Bad news
Aztecs are in a golden age - Immortal lost against a jag.
GOOD news
We are also in a golden age.
We have a GREAT LEADER!
More details on all three events in the summary:
Everything looks fine. Hit enter
In between turns Two jags attack, retreat
Turn One Persepolis builds a warrior. I change production to immortals. The warrior goes to Susa to await an upgrade. Alice begins building a road. I use our elite archer (Robin) to attack one of the injured jags... and Darius appears out of the combat! I send him north, moving only when safe, to arrive in Susa. The archer is renamed "RegentMan's Arrow."
In between turns Barbs appear above Pasargadae
Turn Two The immortal stack continues its move south. The injured party heads for high ground to rest.
In between turns The northern barb stops outside of Pas. Another barb appears next to our injured units.
Turn Three I change all of the "- Warrior" in our upgraded immortals to "- Immortals." It scared me for awhile when I right clicked on our immortal stack! :lol: I also move a veteran warrior from the capital to counter the barb threat in our icy north.
In between turns Reign of the barbarians! The barb pillages our mine/road, while the southern one kills our warrior.
Turn Four Susa builds a warrior. Change it to an immortal. The warrior will stay in Susa to await an upgrade. Darius arrives in Susa this turn as well. Our northen warrior kills that pillaging barb. The injured raiding party (now consisting of RegentMan's Arrow and a spearman) rests on a forest.
Turn Five I planned on building an army... but we have only three cities, so I fortify him. See my thoughts on Darius after the summary.
Turn Six Our immortal stack rendevous with our injured guys, who are still healing. Betty goes to rebuild the pillaged tile. Speaking of pillage, we destroy the northern barb camp. Using the gold, we upgrade a warrior to an immortal!
Turn Seven Persepolis builds an immortal. It is set to build another one. The upgraded and built immortals rest in Susa (in case of an army).
Turn Eight Our southern party spots an Aztec spear/settler group. It begins to move.
In between turns Two new jags in the south. A barb appears SW of Susa.
Turn Nine George forces a jag to retreat (surviving 2/4). I move one of our immortals in Susa to attack the barb, it promotes to elite! Betty begins a mine.
In between turns Aztecs found Texcoco next to our stack. Idiots...
Turn Ten Pas. builds a settler and is set to build another. The elite immortal kills the barb camp SW of Susa. The money yet again upgrades a warrior. I send an immortal to raze Texcoco... it dies. I send another. It succeeds! Our golden age has begun! We also 'liberate' 2 gold. Another immortal attacks a jag who is running towards our core. He loses, giving the Aztecs their golden age. We need to get sharper swords. RegentMan's Arrow kills the damned jag.
My thoughts on Darius:
We have two choices: an army or The Pyramids. We'll be able to build an army upon the settler founding a new city. Or do we want a free granary in every city? I'm undecided; both sides have their good point.
Not a bad returning turn, huh? Again, I'm sorry about the Aztec's golden age. Seems like the RNG can love you (GL) then hate you (GA).
The Save (http://www.civfanatics.net/uploads7/Shoe-1250BC.SAV)
Picture on next post.
RegentMan Apr 16, 2004, 08:11 PM http://www.civfanatics.net/uploads7/1250BC.JPG
mad-bax Apr 18, 2004, 02:16 PM Good turns Regent Man. I would definitely rush Pyramids now. We don't have pottery :D
More production, higher pop all count toward score. What good is an army? We can't take an army on our travels can we?
Who is UP? Moi?
mad-bax Apr 18, 2004, 04:04 PM (0) 1250BC: Pre-turn
Well, I have absolutely no idea what we are going to use money for any time soon, so we may aswell get to map making quicker. I raise research.
I use the leader to rush pyramids to double the rate of growth.
IBT:
Susa Pyramids - Immortal
We get granaries despite not knowing pottery. I didn't know that.
Immortal kills barb - no promotion.
(1) 1225BC:
The settler on the choke is in a nice place to settle. But I would prefer the lux on-line. So I send him north for the dyes.
I leave the wounded immortals to heal this turn and maybe next.
IBT:
Persepolis immortal - immortal
(2) 1200BC:
I leave the two immortals another turn to fully heal.
Elite archer kills reg archer.
(3) 1175BC:
Start to advance on Tenochtitlan, but it will take another 4 turns to get there :(
(4) 1150BC:
Found Arbela - temple (galley pre-build)
(5) 1125BC:
vet immortal vs vet jag retreats the opponent
vet immortal vs reg archer wins and promotes
I can see red borders to the south, but no contact.
(6) 1075BC:
Move next to Tenochtitlan.
Find a barb camp so we will be 25g richer next turn.
Otherwise quiet.
IBT:
Pasargadae settler - temple (galley pre-build?)
(7) 1050BC:
Crikey. Two immortals attack Tenochtitlan and win but there is another spear in there with a jag warrior at least. Much bigger garrison than I expected. One of the immortals is red-lined.
IBT:
Susa immortal - immortal
(8) 1025BC:
Tenochtitlan.
3/4 immortal vs 3/3 spear wins
3/5 immortal vs 3/3 spear wins taking city. Where did the jag go?
Tenchtitlan gets renamed to Basildon to save typing.
(9) 1000BC:
Reinforced Basildon and tidied up after myself.
What happens next?
There is a settler ready to found a new town. The location is selected because the tiles around it are two food and its at RCP 3 from the capital and its coastal.
We can still play 5CC if we abandon Basildon on the next turn when we settle the new town. Why else would I call it Basildon? :D
Contact can be made with red next turn if required when we will also know map making. Therefore we should be able to afford anything they have to offer.
I would go for mapmaking as quickly as possible. HBR would be good to get, to shave a couple of turns off the finish but it's impossible without the wheel.
We can still play this as 5CC if we abandon Basildon.
I think Ted's up again already. :)
Sorry about the lack of a screen shot. I forgot to press "print screen" before "Esc" .
>>THE GAME<< (http://www.civfanatics.net/uploads7/SGOTM1-SHOE-1000BC.SAV)
RegentMan Apr 18, 2004, 06:33 PM Looks like some good turns there, mad-bax. I'm not sure if we want to do a 5CC. Even though the game will be scored higher, the extra time it takes to win will cancel out the bonus. Pyramids before pottery? I would have never thought of that! :D
TedJackson Apr 19, 2004, 12:31 AM Got it
Pyramids rather than an army? Why not :D
Score at 1000BC: 117
Ted
TedJackson Apr 19, 2004, 02:50 AM Shoe-1000BC
Pre-flight checks... OK :thumbsup:
What's the Settler doing up there to the NE?
I switch Arbela to Barracks & Pasagardae to Immortals - Gallys are only 30 shields & we aren't close enough to Map Making :)
IBT
Aztec Archer kills Charlie
We discover Writing, start Pottery (needed for MM)
Resistance in Basildon ends
1 - 975BC
Kill 2 Aztec Archers
Research 40% (Pottery 4 turns)
IBT
NTR
2 - 950BC
Leo W (to hill) - spots 2 more Aztec towns
Ken & Mike NW, W (to Jungle)
Slaves & Alice are now working on last section of link road
Immortals head South toward Basildon
I'll try to avoid contact with Red until I finish off the Aztecs
IBT
Persepolis Immortal - Settler
3 - 925BC
Settler arrives 3SW of Persepolis
Immortals continue South
Immortal forces Jag retreat
George kills Archer
IBT
Babylonian Settler/Warrior pair appear (Red)
4 - 900BC
Antioch founded
Immortals gather on hill E of Teotihuacan
Immortals head South from Basildon
IBT
Babylon makes contact and I hit enter by mistake so have to reload :blush:
Unable to arrive at equitable trade with Babylon so just declare war
Discover Pottery, start Map Making
Susa Immortals - Immortals
5 - 875BC
Alice & slaves move to East of lake
Teotihuacan razed for no losses
Harry kills Warrior and captures 2 slaves
Research 100% (8 turns @ -3gpt, 122gp in the bank)
Our military is strong vs both Azteca & Babylon :)
We are top of the score table with 125 points, Azteca have 120 & Babylon 106
IBT
Leo rebuffs Aztec Archer and promotes to elite
6 - 850BC
Alice & slaves irrigate
Immortal razes Nineveh (captures slave)
Immortals head South
IBT
Reg Aztec Archer kills vet Immortal :(
Persepolis Settler - Immortal
7 - 825BC
Immortal kills Archer
Alice & slave road
slave E, irrigate
IBT
NTR
8 - 800BC
Alice & co irrigate
Join 2 slaves to Basildon then whip Barracks :)
Immortals advance toward Tlaxcala & Babylonian town
IBT
Basildon Barracks - Worker
9 - 775BC
Tarsus founded
Troops advance
Alice & co irrigate
IBT
Forbidden Palace message
10 - 750BC
Immortal kills barb Warrior (ENE Basildon)
Harry kills vet Spear (Tlaxcala) and promotes
Raze Ashur (Babylon) for no losses
Troops advance
Whip Worker in Basildon (then set to starve with taxmen)
Notes
We're rolling now :) Tlaxcala should be attacked by Harry (4/5) next turn and it might well be worth attacking Tlatelolco as well to finish off the Aztecs.
Map Making is only 3 turns away and the Barracks in Antioch could be switched to Galley & the Barracks in Arbela could be switched to Harbour (get Fish to +3fpt). The only things I see worth researching after Map Making are the Wheel (Horses show up) and Horseback Riding if we have Horses in our territory as Horsemen can be useful for picking off stragglers :)
Just remember to keep on attacking. Azteca & Babylon only have 2 cities each left to conquer.
Score at 750BC: 135
North
http://www.civfanatics.net/uploads7/SGM01-Shoe-750BC-North.jpg
South
http://www.civfanatics.net/uploads7/SGM01-Shoe-750BC-South.jpg
The save is > here < (http://www.civfanatics.net/uploads7/SGM-Shoe-750BC.zip)
Ted
TedJackson Apr 19, 2004, 02:51 AM P.s.
If we get a Leader then Forbidden Palace in Basildon (or thereabouts) is probably the best use for him :)
Ted
Shoe35 Apr 19, 2004, 10:53 PM Got it
will have it back soon.
mad-bax Apr 20, 2004, 02:54 AM We look to be in good shape. Well done Ted.
Good luck Shoe35...
Shoe35 Apr 21, 2004, 02:17 AM 0 750 BC looks good
IBT Our Golden age ends
1 730 BC Harry is victorious and destroys Tlaxcala
Our Immortal Successfully attacks Tlateloco
IBT Arbela builds barracks start Immortal
2 710 BC eliminate barbarian camp SW of Basldon
Rest injured Immortals move others
IBT Pasargadae Immortals Immortals
3 690 BC eliminate another barbarian camp NW of where Tlaxcala was
4 670 BC we destroy the Aztecs and capture Tlateloco
start work gang making road to Tlateloco from Basldon
Start Captured worker road to incense
Adjusted Science slider to 30%
IBT discovered Map Making
5 650 BC changed production in Tarsus to Galley (can be changed if desired)
started researching the Wheel at 50% done in 5 turns.
Moving Immortals
6 630 BC Betty N to increase shield production in Pasargadae
Moving Immortals
7 610 BC Moving
IBT Babylon reg. Archer approaches our lead Immortal
8 590 BC Our vet Immortal removes the archer yellow border appears S of Babylon border
IBT another Archer moves threateningly towards our approaching Immortals
9 570 BC moving
IBT the Wheel discovered Horses appear S of Tarsus outside of our borders
Set research to Horseback riding
Babylonian archer foolishly attacks us speeding his exit from the battlefield
10 - 550 BC road connecting Tlateloco to our empire completed adding Incense to our luxeries
SGM-SHOE-550BC (http://www.civfanatics.net/uploads7/SGM-Shoe-550BC5.SAV)
http://www.civfanatics.net/uploads7/map1.JPG
TedJackson Apr 21, 2004, 02:37 AM Sounds good Shoe :thumbsup:
Ted
Shoe35 Apr 21, 2004, 03:08 PM Got through this time and was able to include the map
btw the score is 155
mad-bax Apr 21, 2004, 03:33 PM OK then... RegentMan is UP.
RegentMan Apr 21, 2004, 07:49 PM All in all a fun session. We killed the Babylonians and took one of Zululand's cities. The Trans-Continental Road has been completed, connecting Arbela all the way to Ulundi. Here's the report!
Before Turn One
Misc. barb warrior attacks and loses.
Turn One
A busy turn. Antioch builds a barracks and is set to train some immortals. Pasargadae Immortal -> Immortal. We take Babylon [dance] and now control the Oracle (despite not even knowing mysticism). The Babs are down to Ur. I check Babylon's luxury box... and it's built on an ivory! We also contact the Zulu. Shaka gives us mysticism, horseback riding, his world map, and $37 for map making. We declare war for trading with us :mwaha: ! Research set to mathematics.
Turn Two
Susa and Persepolis Immortal -> Immortal. Misc. barb victories. I sack three camps this turn by the way.
Turn Three
Ur is auto-razed and the Babylonian empire is no more!
Turn Four
Basildon Worker -> Spearman
Turn Five
Tlatecolco Spearman -> Worker. Susa and Antioch are switched to build harbors.
Turn Six
Persepolis Immortal -> Settler. We need to colonize our continent and the surrounding islands so I begin Operation Colonization. We will need an impressive amount of settlers to be made. Only one will be completed this turn so if you guys think this is :smoke: you can change production. Also, an immortal captures a Zulu settler.
Turn Seven
Arbela Immortal -> Settler. Tarsus Galley -> Worker. I ferry two immortals over to the east island and drop one on the mountain. He will reboard next turn. I see iron on the east isle. Another Zulu settler is captured.
Turn Eight
I upgrade our lovely palace. Pasargadae Immortal -> Settler. Sadly, we lose an elite immortal to an impi, almost certainly sparking the Zulu Golden Age :( . I have such horrible luck when it comes to golden ages. The third and the last Zulu settler is captured (try better defenders, Shaka!).
Turn Nine
Ulundi is captured.
Turn Ten
We discover mathematics and begin researching code of laws. Persepolis Settler -> Settler. We can take two Zulu cities next turn (leaving only the capital). One for certain, the other a 3/4 immortal can tangle with a 3/3 warrior.
Here's The Save - 350BC (http://www.civfanatics.net/uploads7/Shoe-350BC.SAV).
RegentMan Apr 21, 2004, 07:49 PM Our Homeland
http://www.civfanatics.net/uploads7/PersiaNorth.JPG
Old Azteca
http://www.civfanatics.net/uploads7/PersiaAztec.JPG
The South
http://www.civfanatics.net/uploads7/PersiaSouth.JPG
The New Island
http://www.civfanatics.net/uploads7/PersiaNew.JPG
mad-bax Apr 22, 2004, 12:14 AM Nicely played. :goodjob:
I'm up, and will try to play tonight.
TedJackson Apr 22, 2004, 02:23 AM Good stuff RegentMan :thumbsup:
Looks like MB will have to find some new contacts for us to slice & dice :D
Ted
mad-bax Apr 22, 2004, 02:06 PM Thanks for the Reminder Ted.
Which way do you want me to explore with galleys and in which order?
May not be able to play tonight as I had a long day on the road with work and I'm cream crackered.
TedJackson Apr 22, 2004, 03:45 PM Well MB,
we only have 1 Galley at the moment so I guess it's best to carry on from where it lies. We should probably build another to check out the West.
Ted
mad-bax Apr 23, 2004, 03:46 PM (0) 350BC: Pre-turn
Lux-slider to 30% to increase score. Science remains at 70%
Running 7gpt defecit.
IBT:
330BC:
Disperse Barb Camp.
Elite immortal dies attacking reg warrior in Hlobane. :(
We have a lot of slaves and the game isn't going to last very long so I start joining in workers.
Galley continues on it's clockwise course around eastern island.
IBT:
310BC:
Hlobane is destroyed by our archer. We got good value out of him.
Found Gordium - Galley
Zimbabwe - start leader fishing. No joy this turn.
Reduce science a bit to allow happiness to stay up.
290BC:
galley explores
no leader
270BC:
The Zulu are dead, but no leader.
250BC:
Another loaded galley sets sail
210BC:
Disperse 3 barb camps
found Sidon.
Still haven't found the other AI.
190BC:
More Galleys explore.
170BC:
Purple borders spotted. Two galleys change direction to investigate.
Found Samaria
150BC:
The Purple borders belong to the Iroquois.
This seems like an appropriate time to leave it.
The galley due in Tarsus is intended to explore the Western landmass that is visible under the fog.
The next player can initiate diplo before the end of this turn if required.
Here is our expanding empire.
http://www.civfanatics.net/uploads7/shoe2.jpg
>>TEAM SHOE - 150BC<< (http://www.civfanatics.net/uploads7/SGOTM1-SHOE-150BC.SAV)
TedJackson Apr 23, 2004, 04:00 PM MB finds another foe :thumbsup:
Got it
Ted
TedJackson Apr 24, 2004, 05:28 AM Shoe-150BC
Pre-flight checks... OK :thumbsup:
Swap builds in Arbela & Pasargadae (as Arbela is not growing and Pasargadae is)
Basildon switches to Worker (growing too fast to wait for Settler)
Contact Iroquois (cautious) - up Poly, down Alpha - comms with America - no Iron or Horses :)
Buy WM, Poly + contact with America for WM, Alpha + 152gp
Declare war on Iroquois
I think that Niagara Falls will be our first target as the sea voyage is one turn shorter than Grand River.
We can also reduce the length of the sea voyage by settling on the East island to form an E/W channel.
IBT
We are rated the most powerful nation and America and Iroquois are the last of our enemies.
1 - 130BC
Destroy barb Galley
Galleys advance toward Niagara Falls
Immortals move North
2 - 110BC
Land 4 Immortals South of Niagara Falls
IBT
Our Immortals South of Niagara Falls kill 2 Archers
3 - 90BC
Load Settler & Immortal into Galley (Susa) & head for Eastern Island
Capture Niagara Falls (18gp) for no losses
Land 2 more Immortals in Niagara Falls
IBT
Kill 3 Archers but lose 1 Immortal
4 - 70BC
Settler lands on East Island
Land 2 more Immortals at Niagara Falls
Disperse barb camp for 25gp
5 - 50BC
Hamadan founded on East Island
Western Galley explores
6 - 30BC
Immortals start advance on Salamanca
7 - 10BC
Immortals advance
8 - 10AD
Immortals arrive W Salamanca
Western Galley finds new island
9 - 30AD
Kill 4 reg Spears defending Salamanca but there was still at least 1 Warrior :(
10 - 50AD
Salamanca falls for no losses
Disband a Worker in Salamanca then join 2 slaves & whip Walls
Notes
We're on the final leg, it would seem. However, getting troops to the new world is tricky and we could really use the Great Lighthouse & Forbidden Palace in Salamanca wouldn't go amiss either :)
There are more Immortals en-route and the first shipload should arrive next turn. We'll need to wait for the 2 following ships before making any serious assault on either Allegehny or Grand River unless we're content to raze rather than capture them.
The New World
http://www.civfanatics.net/uploads7/SGM01-Shoe-50AD-NewWorld.jpg
Score at 50AD: 263
The save is > here < (http://www.civfanatics.net/uploads7/SGoM01-Shoe-50AD.zip)
Ted
RegentMan Apr 24, 2004, 11:12 AM Does it appear that America is on the same continent as the Iroquois? If they are, then our game just got easier.
Shoe35 Apr 24, 2004, 02:45 PM Got it
good job M-B and Ted
Shoe35 Apr 25, 2004, 12:23 AM 0 50 AD looks good
1 70 AD Moving into position to take out Grand River
unloaded two Immortals next to Grand River
NW Galley continuing to explore
Change prod at Gordium to Immortal
Loaded immortal into Galley at Susa
Move Galley towards Gordium
IBT American swordsman approaches Salamanca
Iroquois Archer leaves Grand River to threaten us from the mountains
Barbarians approach Tlat. And Basilidon
2 90 AD Immortal from Basildon takes out barb horseman
Samarian Immortal moves next to barb camp
Immortals next to Grand River each take out a spearman, but are reduced to 1 hp
Each, we do generate a GL from this
GL to Niagra Falls change production to Great Lighthouse
Move full strength Immortal to join wounded Immortals at Grand River
Immortal destroys Barb by Tlat.
Load Gordiums Immortal into Galley
NW Galley continiues to explore Immortal moves onto hills for view spots gh
IBT Abe offers to trade TM we accept as he has nothing else to offer us
We declare war on Americans
They have only three cities and share the island with the Iroquois
Iroquois archer is lucky and takes out our Immortal
Salamanca is lost to Culture flip
3 110 AD Moving
lose Immortal in attempting to retake Salamanca
take out Barb camp + 25 g
IBT Iroquois Archer dies attacking our wounded Immortals
4 130 AD unload 4 Immortals onto Mountain adj to Grand River
move wounded Immortals onto Mountain
take out barb camp +25g
we learn Lit from GH
5 150 AD Moving Immortal reloads in Galley
we take Grand River lost one Immortal
6 170 AD moving
IBT barb attacks immortal next to barb camp
Americans Take Allegheny
7 190 AD Load Galley moving
Founded Ergili
8 210 AD Moving Galleys returning to bring reinforcements
down with another barb camp +25g
9 230 AD retake Salamanca, the Iroquois are no more.
Moving to start attack on America
10 250 AD NW Galley, Immortal find GH + 50g
Moving
Score 317
shoe 250 ad (http://www.civfanatics.net/uploads7/SGoM01-Shoe-250AD.SAV)
http://www.civfanatics.net/uploads7/Map.JPG
We are in a good position to start the destruction of America
Shoe35 Apr 25, 2004, 12:24 AM Sorry I didn't crop that map
TedJackson Apr 25, 2004, 03:39 AM Great News on the building of the Great Lighthouse & the removal of the Iroquois :goodjob:
Ted
mad-bax Apr 25, 2004, 11:58 AM Does that make me up again?
RegentMan Apr 25, 2004, 12:00 PM I thought I was? :hmm:
RegentMan Apr 25, 2004, 12:17 PM A nice round of turns. Also note that I won't post everything every city built this turn, if that's okay.
Turn One
We get a palace upgrade! Allegheny is captured this turn as well.
Turn Two
Misc. troop movements. New York will be our next target.
Turn Three
Misc. troop movements.
Turn Four
Misc. troop movements. New York will fall next turn. :mwaha:
Turn Five
New York is ours! Just to steam Abe's clams, we enslave two workers and two settlers residing in the city. Then I think up a daring plan... I have two stacks of immortals. There are two cities left. Both stacks can get to their respective cities before my ten turns are up. One stack of six immortals will head for Boston. However, one stack of five immortals (three wounded) will take on Washington. If it fails, we'll be set back a couple of turns. I decide to go ahead with Operation Market Garden (I hope the name doesn't jynx us! :lol: ).
Turn Six
Misc. movement to get troops into position.
Turn Seven
Misc. movement to get troops into position.
Turn Eight
Next turn will be the game's most decisive one.
Turn Nine
As I expected, our stack of six immortals takes Boston with only one loss. A settler is enslaved also.
The second stack consists of: one 5/5, one 4/4, two 3/4, and one 2/4. They charge against two 4/4 spears...
Victory!
The Americans have gone the way of the Aztecs and dodo bird. I save the game and press next turn.
Turn Ten
Our victory is assured with a lovely pop-up box! Pictures will follow next post.
The Victory Save (http://www.civfanatics.net/uploads7/Shoe-340AD.SAV)
RegentMan Apr 25, 2004, 12:18 PM The message that made Operation Market Garden a success.
http://www.civfanatics.net/uploads7/PersiaKill.JPG
The lovely pop-up box I was telling you about. :)
http://www.civfanatics.net/uploads7/PersiaWin.JPG
A wall of our vanquished foes...
http://www.civfanatics.net/uploads7/PersiaWin2.JPG
Top five cities and demographics.
http://www.civfanatics.net/uploads7/PersiaWin3.JPG
The power graph. I just love all that light green! ;)
http://www.civfanatics.net/uploads7/PersiaPower.JPG
mad-bax Apr 25, 2004, 12:19 PM It's a relief to me. Do I get another go?
RegentMan Apr 25, 2004, 12:42 PM Originally posted by mad-bax
Do I get another go?
Sorry. But you can hit next turn when you open the save and get a 5479 point game in your hall of fame. :)
It has been a fun game guys. This one was played with detication, skill, and a bit of luck. Do you think we got the fastest finish?
mad-bax Apr 25, 2004, 01:41 PM :king:
Well done team - we just managed to squeak past the staff team, so we can hold our heads up high I reckon.
TedJackson Apr 25, 2004, 03:38 PM Well played RegentMan :goodjob:
I wasn't sure we'd be able to finish off America so quickly :)
Ted
RegentMan Apr 25, 2004, 03:44 PM Originally posted by TedJackson
Well played RegentMan :goodjob:
I wasn't sure we'd be able to finish off America so quickly :)
Ted
Thank you! :D I wasn't sure if we could do it that fast either. Luckily, it all worked out. Let's hope we're the first winners in CFC's first succession game of the month!
mad-bax Apr 25, 2004, 03:48 PM Well, I'm sorry to rain on your parade Regent man, but if you hit the link in my sig you'll see what a sorry shower we were compared to some :p
Still, there's always nest month...
RegentMan Apr 25, 2004, 03:52 PM Oh... well then. It's funny how another team's game ended on the same turn as we did.
Shoe35 Apr 26, 2004, 10:20 AM Good job RegentMan
great game team.
beating the staff team is definately a good start from my perspective
mad-bax Apr 26, 2004, 10:38 AM I thought we played very well actually. I was pleased with the result.
The next game will be a different kettle of fish however.....
TedJackson Apr 26, 2004, 12:46 PM Originally posted by mad-bax
I thought we played very well actually. I was pleased with the result. Especially considering that 3 other teams popped a Settler from a Goody Hut in the first 20 turns!
Ted
RegentMan Apr 26, 2004, 06:27 PM Yes, I am pleased with the results as well. This is definently the fastest game I've personally played.
Originally posted by mad-bax
The next game will be a different kettle of fish however.....
Oooh. Care to share anything to your team? ;) Speaking of that, will the teams be mixed up a little bit if the system you use to make teams puts together, for example, us four for SGOTM 2 (I hope that's understandable.)?
mad-bax Apr 27, 2004, 12:49 AM I will try to mix people up as much as possible in teams. I keep a record of who has played with who and try to avoid having people play together twice in a row. If you want to play with the same people, that's OK, but you need to enter as a team, rather than an individual.
As for the next game.... well, it will be one of the unmodded games at either monarch or emperor level, and there may be a small tweak to reduce the advantage of prior knowledge.
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