View Full Version : SGOTM1-Persia Team Jeff
mad-bax Apr 11, 2004, 04:15 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
Jeff1787
ADHHH
mr999
phatboyty
Pbhead
Handy900
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
mr999 Apr 12, 2004, 06:40 AM Who wants to start? :confused: If nobody wants to, I can do it.
The first thing we should decide is the starting location. Is the current location in the forest good, or should we move to the hill to the northeast or south? Wasting one of the grasslands will be a bad idea as we'll have a lack of food. I think the hill at northeast would be the best starting point. It looks like there is some water to the north of it too.
Well, as I said. I will play the first 20 rounds if noone else wants to.
mad-bax Apr 12, 2004, 07:23 AM mr999: I'd wait 24hrs for the Easter/Passover period to finish. The others will check in then, and you can decide what kind of game you intend to play. There's no rush. :)
Karasu Apr 12, 2004, 08:58 AM And don't forget to post a link to your saves in the maintenance thread (http://forums.civfanatics.com/showthread.php?s=&threadid=84561) (as those unreliable people of the staff team did... :rolleyes: )
mad-bax Apr 13, 2004, 07:07 AM I have added Pbhead to this team. Please give him a warm welcome :)
Hi Pbhead :wavey:
Jeff1787 Apr 13, 2004, 09:28 AM mr999-I agree with the starting point of the hill. It's ok with me if you go first......Jeff
mr999 Apr 13, 2004, 09:52 AM OK. But I will wait for the others opinions, and maybe there is someone that thinks that he "just have to go first".
Jeff1787 Apr 13, 2004, 12:56 PM On second thought, one square directly to the north may be next to water.....Jeff
mr999 Apr 13, 2004, 06:33 PM I saw some water to the north of "the hill" too. (I have checked it out too) Both ways, we will have a coastal city, but as I said. We should save the grassland for food. :)
mad-bax Apr 14, 2004, 01:53 AM Since some of the others haven't checked in I'm going to add Handy900 to this roster. When he checks in I would get started on the game. I will chase the others to see how they got lost between the sign up thread and here.
handy900 Apr 14, 2004, 06:11 PM Handy checking in. :D
Couple questions:
Are you guys playing play this "straight-up" or as a variant like AW.
Do you have any preference for PTW or the original Civ3?
Opening play comments:
Based on the mini map we are located in the north of our land mass. That means the water to the north is probably ocean. The water to the south may be Ocean, or it could be a fresh water lake. You could move the worker to the bonus grass & then right click the water to find out. 2 food = fresh water. 1 food = ocean. Either way I think we are better off to be next to the water than 1 tile away.
If we go north we lose the furs in our first city, so perhaps south the the hill is better.
mr999 Apr 14, 2004, 06:30 PM Well. I can play both original and PTW Civ III.
Preferably I want to play "straight", but Always War is ok for me. I have too little experience of 5CC and 1CC, so these variant are no good idea.
So. I think that we play AW or just straight. :D
By the way. Do you want to start? :confused:
handy900 Apr 14, 2004, 06:39 PM Hi mr999. :D
since I'm new to the team I'm happy to do whatever. But someone should get going, it looks like the other teams are on their 3rd page in their SG postings already. I can't Play Thursday night. Dinner plans. So I can play tonight, Friday or Sunday. If you are ready take off. :D
I can't seem to find much of a decription of the Persia game. I see it's Regent, but do you have any idea of the type of land mass?
F10 reveals we are playing Aztecs, Babylon, Zulu, Iro & America. I'd guess that's a standard size map. Is it continents?
I like PTW a little better, but either one is okay with me.
I hope the rest of our team shows up.. If you are ready, let her rip. I think hill to the S or forrest to the SE are the 2 best spots. I'd probably go for the hill so I can use the forest chop for a quick granary.
Straight up play sounds good.
mr999 Apr 14, 2004, 07:05 PM No idea of land mass etc, but mad-bax should know.
Before we start we have to decide between straight and AW.
And who will start? If you can't play on thursday, maybe you should start now so we get somewhere. I can do the second round tomorrow. Note that my clock shows 2 AM now. So I can play in 8-9 hours or so.
Do you think you can do the first 20 rounds tonight? Otherwise, I will start, as you couldn't play tomorrow (Thursday).
handy900 Apr 14, 2004, 07:14 PM Yes I'll play the first 20 now and then you can play tomorrow. I hope Jeff is okay with this. I don't want to be a trouble maker. :d I play for fun. But we do need to get started, and you need to get to bed! We'll play straight up and I'll settle on the hill to the south. :D
handy has "got it" in PTW and is playing now. I'll post the first 20 turns tonight.
If PTW turns out to be no good, I'll replicate in Civ3 if it's ok with Mad-Bax.
mr999 Apr 14, 2004, 07:27 PM OK. Good. I will play the second round tomorrow. :sleep:
Jeff: Can you go third? :D
handy900 Apr 14, 2004, 09:26 PM Turn 1 4000bc
Move 1 tile S to the hill. Worker start chop
Turn 2 3950
Found Persepolis – warrior due in 4. There are three furs and one goody-hut in sight. Our border expansion will pop the hut.
Select Pottery in 10 set slider to 90/0 10 gold in bank earning 0 GPT. Since this is Regent we should be able to do our own research. I think we can skip the GL and build Immortals instead. :D
I hope there is fresh water near. I see plains.
Turn 3 3900
Zzz
Turn 4 3850
Zzz
Turn 5 3800
Zzz
Turn 6 3750
Persepolis –> warrior –> warrior
Worker finished chop & starts a mine.
Move the city to work the food tile so we grow in 8 more turns. Slow growth start but a granary chop will make it up.
Warrior moves south & sees desert. Ugh.
Turn 7 3700
Pop hut and get Ceremonial Burial.
Pottery due in 7; warrior die in 9; we grow in 7
Turn 8 3650
Moving south I spot the 5th fur. We’ll get to do some nice trading.
Turn 9 3600
Mine completes, start road. The 2nd warrior is now due in 3. I’ll send him north.
No rivers or lakes yet. Ugh.
Turn 10 3550
Spot a 1-tile choke point to the south.
Warrior in 2; pottery in 4; grow in 4
Turn 11 3500
Worker completes mine. He moves to the BG since our borders expand next turn.
Our border expansion reveals a 1-tile choke point connection to the northwest. This is a little surprising to me since we are so far north on the mini map. I figured north was a dead end.
Turn 12 3450
Our second warrior completes and heads to the north.
Worker starts a mine on the BG. Expansion brought 4 grasslands into our city area, so our food situation is much better. Pottery is due in 1 turn, but I cannot move the slider to save any cash. Still 10 in the bank and we are earning 0 GPT. I hope we meet someone soon to trade with.
Turn 13 3400
Pottery comes in and I go for Iron Working due in 30. Persia needs to know where the iron is. Northern exploration reveals another goody hut.
Turn 14 3350
I still cannot see any fresh water.
Our glorious capital is now size 2 and working the BG & Mined G.
I’ve got Persepolis on 1 more warrior which is due in 2, then I'll will move to a granary since there seems to be no need for any more regular warriors to explore. No barbs in sight either.
Turn 15 3300
Mine is completed on the BG. Next the worker will build a road then move to the furs to chop a granary.
Uh-oh. The northern warrior popped the hut & got 3 barbs. The capital may have to build 2 warriors. 1 is due next turn and we can build another in 2 more turns by working the forest if need be. I’m on the 2 grasslands now so we can grow.
Turn 16 3250
Exploring Warrior wins on defense and fortifies to heal. He did not promote. :(
The 3rd warrior goes off to block an advancing barb. I set the capital to build a forth warrior. 2 warriors versus 2 barbs we should be fine.
Southern warrior spots the green borders of our future victim :lol:
Turn 17 3200
The barb farthest away retreats into the darkness, and the near barb advances. Our third warrior takes out the visible barb No barbs in sight now.
Persepolis switches to granary and worker moves to the furs to begin a chop/mine/road.
Turn 18 3150
Exploring warrior spots Dyes in the northwest.
Southern warrior spots more dyes in the south.
Turn 19 3100
Aztecs contact us & politely tell us to leave their lands. I declare war (just kidding).
All they have to offer is warrior code. We get warrior code + 10 gold for masonry. We are up Bronze working & Pottery on them.
Northern lands dead end in an ice patch.
Turn 20 3050
Zzz
Mad-Bax’s rules state:
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.
So I’ll play to the end of 3000. I guess he considers 4000 BC turn 0, not turn 1.
Turn 20a 3000 BC
I moved to the south despite Monty’s asking us to get out of his lands last turn. He got mad again this turn, but was kind enough to kick us out by teleporting us to his south so we can continue to explore. :lol:
We are now only up pottery on him.
We have 20 more turns to iron.
Notes:
There are two warriors in the north. Bring them both home & then periodically check back later to see if there is a newly established barb camp. “Barb Farming” is a nice source of income. It would also be nice to get them promoted. I think you can move the one on the choke point before you hit enter.
The worker will finish the chop in 2 turns for 10 shields. We are pulling 2 SPT in the capital, and grow in 3, so we can complete the granary in 7 I think. You may need to MM and possibly use the forest 1 turn.
After the granary I’d chop the remaining grass/forest to get a barracks, then build settler/spear/settler/spear out of the capital.
In our newly created cities we can build veteran warriors for an upgrade to Immortals.
My screen shot has a potential dot map for discussion.
Keep exploring to the south of the Aztecs so we will know where the iron is down south if there is none in our lands. This is regent, so we can afford to settle on the southern choke settle back towards the capital I think. Let's try to start our GA via an Immortal victory after we have all our cities down.
Here is the save:
>> SGOTM1PTWJEFF3000BC << (http://www.civfanatics.net/uploads7/SGOTM1PTWJEFF-3000BC.SAV)
handy900 Apr 14, 2004, 09:27 PM 3000 bc
Roster:
Handy900 - justplayed
mr999 <- next up from Stockholm :goodjob:
Hello to you all listed below.
Tell us when you can play & we'll set the rotation.
Soon it will be hammer time :hammer: for the Aztecs.
Jeff1787
ADHHH
phatboyty
Pbhead
http://www.civfanatics.net/uploads7/SGOTM1PTWJeff-3000BC.JPG
mr999 Apr 15, 2004, 09:33 AM Second round finished now. You can't do that much in 10 rounds, but here is the log. :mad:
3000 BC: The warriors had not moved this round so I moved them even though it was not my turn. The upper ones moved south and the southern moved southwest.
2950 BC: I moved the warriors again, in the same direction too. I see goody hut in south.
2900 BC: Worker is done cutting down the forest. I move worker east. Warriors goes towards capital. Southern Warrior pops goody hut. Barbarians! One barbarian attacks and dies. A Zulu scout emerges.
2850 BC: I attack the other barbarian. No HP lost and no promotion. The Zulu have nothing interresting.
2800 BC: Fortify warrior in forest and in capital. Warrior moves west. Tenochtitlan have cattle. :mad:
2750 BC: I move west. Aztec have built another city.
2710 BC: Warrior moves southwest onto hill with gold. I can see water to the west. I move one from grassland to forest to make sure the granary is built before the forest is harvested.
2670 BC: Granary done. I switch to Barracks.
2630 BC: Worker done harvesting. Worker mines. Barracks done in 6 rounds.
2590 BC: Warrior in forest moves towards capital because growth is near. The exploring warrior continues moving west.
2550 BC: Warrior moves south and I see red border.
Worker is done with mine in 1 turn. Next, the worker should cut down the remaining forests to hurry production. Just make sure that we don't lose any shields. By this i mean that there have to be atleast 10 shields left until production when a worker has harvested a forest. You may have to road the red marked spot to prevent this. We should build a settler after the barracks.
Just one more thing. On 2510 BC, the next player should move the citizen working on the purple marked spot to the red marked spot where he should stay. We will get a much faster growth that way, and the barracks will be done at the same round, so it is basically a must to switch this.
Roster:
Handy900
mr999 - justplayed
Who wants to go third?
Jeff1787
ADHHH
phatboyty
Pbhead
http://medlem.spray.se/piteboy/persia2550.jpg
The save!
mad-bax Apr 15, 2004, 09:38 AM Jeff will play next. The other 3 haven't checked in and 2 of those have opted not to accept PM's or e-mail - so I can't chase them unfortunately. You may end up as a 3 man team. This possibility has been catered for in the selection of this game however and it won't cause you a problem.
handy900 Apr 15, 2004, 11:07 AM Nice work mr999. Let's hope Jeff checks in soon, he last posted on the 13th. I'll send him a PM.
Red borders to the south. This must be a long skinny continent.
Three man team is okay with me Mad-Bax , but if you want to add some players that's okay with me too. You make the call, I'm mellow. :cool:
Jeff1787 Apr 15, 2004, 04:07 PM I'll download the save and play my turns......Jeff
Jeff1787 Apr 15, 2004, 06:29 PM Roster:
Handy900
mr999
Jeff1787-just played
Turn 31...2510 BC: Southernmost warrior continues to move south. I moved the citizen as mr999 just suggested. I am moving the northernmost warrior to fortify inside of the capitol.
Turn 32...2470 BC: Warrior continues to move south. The worker completed the mine and is now putting in a road. I met Babylon to the south. They had nothing to offer but 10 gold so I sold them masonry for the 10 gold and did the same with the Zulus. We now have 38 gold.
Turn 33...2430 BC: Barracks are completed. I am now building a settler in 6 turns. Warrior still moving south. Iron working will be finished in 4 turns.
Turn 34...2390 BC: I moved the worker to the forrest just S/W of the city. The warrior continues to move southeasterly. I moved the science slider to 80% and we still get iron working in 3 turns. Aztecs and Zulus have wheel, but won't sell or trade it.
Turn 35...2350 BC: Worker is now building a road in the forrest/furs. I think the next city should be near the bottleneck to the south and the worker should build a road to it. Science slider moved to 60% and we still get iron working in 2 turns. The capitol is now population 4.
Turn 36...2310 BC: The warrior is now within view of the Zulu city to the south. Science slider moved to 50% and we get iron working the next turn.
Turn 37...2270 BC: We now have iron working so I went next for the Alphabet and put the science slider on 100% so we get it in 15 turns. The warrior is now moving to the unexplored area south of the Aztecs. We have iron 2 squares south of the capitol. I traded iron working to the zulus for the wheel.
Turn 38...2230 BC: Settler done and moving to the south. Capitol back to 2 population. Now building a spearman. At 90% science, alphabet in 19 turns.
Turn 39...2190 BC: Worker completed the road and moved one square to the south.
Turn 40...2150 BC: Worker is building a road.
I think we should build our city close to the bottleneck to the south.
Jeff1787 Apr 15, 2004, 06:38 PM I forgot to mention that our score is 58.
handy900 Apr 15, 2004, 08:24 PM Iron near the capital. :D
I think I can Play Friday since it looks like my out of town trip is not going to happen. Saturday at the worst.
handy900 Apr 16, 2004, 07:08 PM I can't seem to get the file to load.
PC says: "DATA IO operation system error."
Can you upload the save again?
http://www.civfanatics.net/uploads7/SGOTM1PTWJeff-2150BC.JPG
Jeff1787 Apr 16, 2004, 08:53 PM Here is the file again....Jeff
mr999 Apr 17, 2004, 06:14 AM That one didn't work either. Have you tried if you can open it yourself? If you can, I have no idea why, but if you can't, you have to start all over from my save.
handy900 Apr 17, 2004, 07:21 AM I can't open it either. I tried vanilla civ & PTW. I'm not much of a computer guy, but I'm wondering if it's a patch thing.
Jeff - did you play in PTW with patch 1.27f? If you did it will say 1.27f in the lower left corner of your screen on the main menu page.
I guess I'll play from your file mr999 as you suggested later today (Saturday) if Jeff has not posted another save I can open.
First I'm off to the Zoo to enjoy the beautiful outdoors we get this time of the year here in Tennessee. Our zoo has Giant Pandas now, :D and everything is in bloom.
In July, it's like a sauna outside. In July, it's lazy times at the lake to water ski all day long.
Jeff1787 Apr 17, 2004, 09:56 AM I used the PTW that is contained within Conquests. Maybe that is the problem......I'm not using the stand alone PTW.
mr999 Apr 17, 2004, 02:40 PM Jeff: I understand but I don't think that's the problem because then you wouldn't have been able to load my save file as I used standard PTW.
Can you load the save file?
If you can you were probably right, but if it don't work, the file is corrupt as the game is saying. You have to start over from my save if that's the case.
mad-bax Apr 17, 2004, 03:00 PM Jeff:
To be honest Jeff I am pretty much convinced you are playing 1.14f, and you need to upgrade to 1.27f.
Can you download and run the save you posted? If yes, then are you certain you are playing 1.27f? It shows the version in the bottom left hand corner of the title splash. IF it says 1.14f or something, then download the 1.27f patch and install it.
If No...
Can you run the save before you posted it? If you can, then zip the save and post it.
If this doesn't work...
Can you change a city build and resave?
Jeff1787 Apr 17, 2004, 03:46 PM I just downloaded PTW version 1.27f. I will replay my 10 turns and upload the file. I think the problem is that I am playing PTW through Conquests. If the new file doesn't work then I don't know what to do.
mad-bax Apr 17, 2004, 04:09 PM If you have the conquests disk we will get you up and running. No problem. :)
Jeff1787 Apr 17, 2004, 04:10 PM OK, here is the new file. I hope it works.
mad-bax Apr 17, 2004, 04:21 PM Jeff it still won't load. Can you zip it and upload it please?
Jeff1787 Apr 17, 2004, 04:32 PM OK, is this what u mean?
mad-bax Apr 18, 2004, 02:29 AM No it's still no good. I'll ask the GOTM staff to have a look.
To keep the game running I suggest Handy plays 20 turns, replicating your ten from the turnlog plus another ten of his own.
mad-bax Apr 18, 2004, 11:08 AM Jeff:
The save you posted has been analysed by GOTM staff. The save is a Conquests save, not PTW. In order to play this game you need to use the PTW executable, not Conquests.
If you have used the default installation procedure for conquests then you will be able to run PTW 1.27f by selecting it from the "Start" Menu as shown in the attached picture.
http://www.civfanatics.net/uploads7/SGOTM1-jeff.jpg
handy900 Apr 18, 2004, 01:02 PM Originally posted by mad-bax
No it's still no good. I'll ask the GOTM staff to have a look.
To keep the game running I suggest Handy plays 20 turns, replicating your ten from the turnlog plus another ten of his own.
I think I can play Sunday night 4-18-04 from the last PTW save mr999 posted. If Jeff has not replayed & posted his turns by the time I get ready, I'll post a "got it" later today and will begin to play.
:D
handy900 Apr 18, 2004, 06:20 PM GOT IT
I got the 2550 patch & will play 20 as Mad-Bax suggested.
I'll try to duplicate Jeff's 10 then play my 10.
Jeff - if you are out there, go to civ3.com & download the 1.27 patch so you can play with us.
Mr999 - I'll post them tonight (Sunday - I'm guessing it's already Monday morning in Stockholm :D)
handy900 Apr 18, 2004, 08:04 PM Turns 1 – 10 are copied from Jeff’s log. I tried my best to replicate the turns exactly as they were written.
Turn 1...2510 BC: Southernmost warrior continues to move south. I moved the citizen as mr999 just suggested. I am moving the northernmost warrior to fortify inside of the capitol.
Turn 2...2470 BC: Warrior continues to move south. The worker completed the mine and is now putting in a road. I met Babylon to the south. They had nothing to offer but 10 gold so I sold them masonry for the 10 gold and did the same with the Zulus. We now have 38 gold.
Turn 3...2430 BC: Barracks are completed. I am now building a settler in 6 turns. Warrior is still moving south. Iron working will be finished in 4 turns.
Turn 4...2390 BC: I moved the worker to the forest just S/W of the city. The warrior continues to move southeasterly. I moved the science slider to 80% and we still get iron working in 3 turns. Aztecs and Zulus have wheel, but won't sell or trade it.
Turn 5...2350 BC: Worker is now building a road in the forest/furs. I think the next city should be near the bottleneck to the south and the worker should build a road to it. Science slider moved to 60% and we still get iron working in 2 turns. The capitol is now population 4.
Turn 6...2310 BC: The warrior is now within view of the Zulu city to the south. Science slider moved to 50% and we get iron working the next turn.
Turn 7...2270 BC: We now have iron working so I went next for the Alphabet and put the science slider on 100% so we get it in 15 turns. The warrior is now moving to the unexplored area south of the Aztecs. We have iron 2 squares south of the capitol. I traded iron working to the Zulus for the wheel.
Turn 8...2230 BC: Settler done and moving to the south. Capitol back to 2 population. Now building a spearman. At 90% science, alphabet in 19 turns.
Turn 9...2190 BC: Worker completed the road and moved one square to the south.
Turn 10...2150 BC: Worker is building a road.
The turn log does not say so, but I’m pretty sure Jeff would have sent a warrior with the settler as an escort. That is what I did.
Pre turn – we are losing 3 GPT, but that will get better when the second city is founded. It is going to be built right on top of the horses. :D Hope the Aztecs do not beat us to them.
Shaka asks us to leave his lands. Shaka asks us to leave his lands. The Zulu have horses. I’m gonna try to slip through Zulu land. I see he has incense, but not hooked up yet.
Turn 11 2110 bc
Move warrior & Settler south.
Persepolis is building a spear. I think I’ll build 2 spears to get the pop up a little, then a settler.
Turn 12 – 2070
Exit south of Zululand to see Ice & game.
Aztecs have iron in their lands
IBT
Persepolis -> spear ->spear
The spear heads south to help hold the choke. Next spear will escort the settler.
Turn 13 2030.
There is a barb camp on the horse choke tile. There are 2 barbs in the camp. If I settle, it will pop both barbs. I’ll wait 3 turns for the spear.
I think we should build on the forest plain 1 tile N of the horses. I’m used to playing always war games where you build right on top of lux & resource tiles to protect them. Since this is regent, we can protect that tile I think and can use the food a grass tile has to offer. Since we have no water, we really need to build on the hills & the plains in this game if at all possible.
Aztecs & Babylon are 2 techs behind us.
IBT
1 barbs moves south.
Turn 14 1990
Since there is now only 1 barb, I went ahead & settled Pasargadae.
I started building a worker. This city will get attacked by the Aztecs at some point.
Popping the hut helped our gold situation a little. :D
Turn 15 1950
Our palace gets some steps.
Barb fortifies on the horses.
Spear arrives next turn.
IBT
Aztecs barb on horses. Barb redlines & moves away to heal.
Turn 16 1910
Spear arrives in the choke (horse) city.
Worker moves to the final tile that needs a road.
Turn 17 1870
Persepolis -> spear -> settler (due in 6)
I sent the warrior to the north to hunt for barbs & gold.
The warrior in the south has pretty much explored all of the Zulu lands.
Turn 18 1830
Warrior heads N to hunt for barbs. Sees nothing. I put the 4th citizen on the furs with a road. We get an extra gold, the settler completes in 4 and we grow in 4. Other wise we would need the warrior for MP duty or need to hire a tax man.
Our lands are poor without any water. We’ll need to get some cities down, start the GA and take out the Aztecs.
Turn 19 1790
As I suspected. There is a barb camp to the north. A barb came out of the fog and the camp is next to the forest. Our warrior is on the forest. Since the spear will be escorting the next settler, after the settler, build spear, warrior then settler. The extra warrior (he will be a veteran) can go get the next batch of gold from the barbs while the regular warrior does MP. By milking this barb camp we can run a deficit and research very fast.
Worker finished road and heads home to mine grass. Since we are Persia, I do not see us building any horse units until we can build knights. We will build immortals.
I move back into Zulu territory. I hope he teleports us to the correct side of his lands. :D
Trade the wheel to Babylon for Mysticism.
IBT
Barb attacks warrior in the North. Warrior wins, loses no points, no promotion.
Turn 20 1750
I decided go ahead & attack the barb camp. We win & get 25 gold.
Barb farming is very lucrative. :D
The regular warrior is now yellow lines & may get counterattacked. I’m surprised he has not promoted yet.
Zulu do not notice we are in their territory. Shaka is happy with us. He has horses.
I notice there is a worker in the Aztecs capital. Check again next turn. If the worker is still in the Aztec capital, they are at war with someone. If so, that’s good news for us. :D The Aztecs are large on the power graph. Maybe they are in their GA and at war. I hope so.
Avoid any wars until we can get all our cities down. Give in to any AI demands for tech.
Our score is 65. We are rich - 56 gold. :D
>>> The save <<< (http://www.civfanatics.net/uploads7/sgotm1ptwjeff1750bc.sav)
See pics in the next post.
handy900 Apr 18, 2004, 08:06 PM The North
http://www.civfanatics.net/uploads7/SGOTM1PTWJeff-2150N.JPG
The Middle
http://www.civfanatics.net/uploads7/SGOTM1PTWJeff-2150M.JPG
The South
http://www.civfanatics.net/uploads7/SGOTM1PTWJeff-2150S.JPG
Jeff1787 Apr 19, 2004, 12:35 PM I should be ready for the next my next round. Sorry for the inconvenience.:)
mr999 Apr 19, 2004, 12:53 PM 1725 BC Barb didn't attack warrior. I forts him. Worker roads. The aztecs have still a worker in their capital.
Southern Warrior move north. A fortified Jaguar Warrior! The Aztecs are probably in war with the Zulu, if they're in war.
Barbarian attack warrior who lost 1 hp. He is now veteran!
1700 BC We got Alphabet. I continue in Writing. Maybe we should go for Literature? Settler done. Switching to Spearman. N Warrior attack barbarian to the west. A camp is one step to the north. I call the spearman who finishes the warrior in the camp. +25 gold. S Warrior going north. N Warrior to forest. Settler towards desert.
1675 BC Barbarian over N Warrior attack. We lose 1 hp. Worker done with road and goes to iron. Settler founds Susa
in desert. Barracks done in 20 turns. Iron is now in our borders. Both Spearman and Warrior towards Pasar..
Babylon had built Ur in 2 turns ago and I can't get past it. Not before now I realised that I'm stuck on this halfcontinent with the Zulus. I will try go to the other side of the Zulus towns.
1650 BC N Warrior moves north. Worker roads on iron. Spearman and Warrior fortifies in Pasar.. Can't remember the rest of that cities name. :)
1625 BC -
1600 BC Spearman done in capital. Changed to settler. I fortify spearman in capital. N Warrior moves north. S Warrior went west and Zulu throws us out on the other side. Thanks for the ride Shaka! :)
1575 BC Road done on Iron. Worker mines. This will boost the production in Susa. :D
1550 BC -
1525 BC Killed a barbarian with N Warrior. I see a barbarian camp to the west.
1500 BC I fortify N Warrior for HP.
Score is 76
Jeff: As you're next I have to say that I think we should stick to the map handy900 made with spots on potential cities. It's in the beginning of this thread.
Well. This was four questions I came up with after I had played my turns. I want you two to say your opinions so we're agreed.
1. Zulu have Horsback Riding but want Writing + 61 gold for it. I don't think we need HR so I waited for your opinions. What do you think?
2. I think Susa should concentrate on spamming Immortals as we're done with the barracks. They have a good production potential. What do you think?
3. I marked a spot on the map red, because I think that the next town should be built there. What do you think?
4. Pasargadae is producing a wall in 4 rounds. I don't know what we would do with a wall as we're going to be the aggressive part with our Immortals.
handy900: You were last. What do you have to say for your defense? ;) Or do you agree with me? Maybe we should build a barracks instead.
mr999 Apr 19, 2004, 12:57 PM http://medlem.spray.se/piteboy/persia1500.jpg
http://medlem.spray.se/piteboy/persia1500b.jpg
And here's the save!
handy900 Apr 19, 2004, 01:15 PM Originally posted by Jeff1787
I should be ready for the next my next round. Sorry for the inconvenience.:)
Jeff - No big deal. Get patched up and come back to play with us. :D
Originally posted by mr999
4. Pasargadae is producing a wall in 4 rounds. I don't know what we would do with a wall as we're going to be the aggressive part with our Immortals.
handy900: You were last. What do you have to say for your defense? Or do you agree with me? Maybe we should build a barracks instead.
I agree, I've been playing too much AWE (http://forums.civfanatics.com/showthread.php?s=&threadid=85204) and it has ruined by ability to think in a regular game. :lol: Let's switch to barracks. I need to adjust my thinking. :D
Jeff - do you want to patch & play the next 10 turns?
Jeff1787 Apr 19, 2004, 01:40 PM I won't be able to play until tomorrow morning if that's ok.....Jeff
handy900 Apr 19, 2004, 03:34 PM Originally posted by Jeff1787
I won't be able to play until tomorrow morning if that's ok.....Jeff
Thats's fine. You play the next 10 and I'll go after you.
That will get us to a rotation of
jeff
handy
mr999
I'll try to take a peek@ the save & post tonight. We need to get some core cities down that have food access for growth so we can get some immortals built.
We may even want to switch Pasargadae to a settler for this purpose. Barracks there won't do much good if it's going to be corrupt. It will take forever to build any units. A settler to build a core city up north long term is more useful I think.
Jeff1787 Apr 20, 2004, 11:33 AM Turn 1...1475 BC...Changed production to barracks in Pasargadae and moved northern warrior toward the barbarian.
Turn 2...1450 BC...Killed the barb and gained 25 gold. Settler produced in Persepolis. Left new production to a stay at settler.
Turn 3...1425 BC...Moving settler north but I see a barb camp, could cause a problem. Moved spearman out of Persepolis to help.
Turn 4...1400 BC...Moved settler to the forest at the place where he will settle. Barb didn't attack. Moving worker north to connect our new city with road.
Turn 5...1375 BC...Settled Arbela and killed barb up north. Working building road. Put spearman in Arbela. Science at 80% and writing still in 4 turns.
Turn 6...1350 BC...no developments.
Turn 7...1325 BC...Killed another barb up north. Persepolis produced another settler.
Turn 8...1300 BC...Moving the settler north. Persepolis now producing an Immortal.
Turn 9...1275 BC...Completed writing. We can now get philosphy in 12 turns. I'm trying to get the warrior out from the south without upsetting anyone.
Turn 10..1250 BC...Warrior fortified in Arbela. Spearman and settler moving north. Worker building road north.
I think we should build one more city down south toward the Aztecs. I put production in Arbela to barracks, but we need some more workers also.
Here is the save.....
mad-bax Apr 20, 2004, 11:40 AM That works for me. :)
That's a relief. Best of luck guys :goodjob:
handy900 Apr 20, 2004, 04:11 PM I pick it up tonight. We need to get some cities built up where the food is.
GOT IT - File loaded fine. :D
handy900 Apr 20, 2004, 07:52 PM Comments:
We need to research mapmaking next so we can build harbors.
We need workers badly.
I switched Pasargadae to settler that will come in 2 turns. I think another core now helps us more than barracks in that corrupt city in the long term. The new city will go 2 tiles NE of the capital & will be a core city. No one else has iron hooked up yet, that’s good news.
The Aztecs have 5 cities and the other guys have 3.
Arbella barracks is fine. We can get a worker out of there next.
If the Aztecs ask for tribute I plan to pay them off. We are not yet ready for war.
Turn 1 1225
Worker starts road
Turn 2 1200
Shaka teleports us to his border
Aztecs demand alphabet – I cave.
I moved the settler one tile more than the dot map since there is more Ice up there than was revealed at the time the map as drawn. We get more workable food tiles this way (which we desperately need right now).
Turn 3 1175
Pasargadae to settler -> worker
Antioch is founded and I can see barbs. Good we can use the cash.
I set the initial build in Antioch to a worker. War is coming and we need a better economy.
I don’t know what to do with the warrior down south. I wish we could trade him for HBR. :lol:
Worker moves to mine the BG next to Arbela.
Send Arbela’s warrior to our capital for an upgrade. Then he can go barb hunting.
Turn 4 1150
Upgrade both warriors to Immortals. Perhaps this will keep the Aztecs from declaring war. If so, it’s 80 gold well spent.
Turn 5 1125
Persepolis -> Immortal –> spear
The upgrade Immortal moves off to hunt barbs.
Turn 6 1100
Found Tarsus – we now have more cities than anyone else. :D
I set Tarsus to the forest to get a barracks in 14 turns. We need those workers to mine our northern grasslands. Move slider to 70% +1 GPT we only have 6 in the bank.
These are our current builds
Capital –spear -> maybe Kick a worker next to mine all that grass in the north.
Tarsus –> barracks. Switch to a mined grass as soon as one is ready.
Arbela -> barracks – we can build immortals relatively quickly from Arbela & Tarsus once we get those mines done.
Antioch -> worker
Susa –Immortals (this city cannot grow beyond size 3 without water. :(
Pasargadae -> worker (this worker need to mine the grass & hills down south)
We are getting into good shape for war.
Turn 7 1075
Worker finishes mine, begins a road.
Turn 8 1050
Immortal kills barb that came from the area of the Dyes. The camp must be that way.
There is another barb on the far tip of the eastern ice peninsula, but the camp is in the western ice peninsula.
Turn 9 1025
Persepolis –> spear –> worker
Immortal spots barb camp
Worker starts mine.
Turn 10 1000
Susa -> Immortal – Immortal (we get one every 10 turns now. After we mine the grass and one hill we’ll get them much quicker. )
Immortal cashes check for 25 gold
Notes:
After you kill the barb horseman, go get the barb in the Northeaster peninsula tip. Then fall back and let them build another camp. Keep repeating for the gold.
Pasargadae now has 1 Immortals & 1 spear as a garrison. I started an Immortal to the hill S of the horses to spy on the Aztecs.
I think 12 Immortals on Regent and we pay a visit to the Aztecs. :hammer: :D
The next settler from the capital should go 2-tiles due south of the fish on the coast. I hate to waste a fish as we will in this game, but it can’t be helped. If we build too close to our capital to use the fish, it will create corruption in all the other cities because of the RCP problem with PTW. This will be the last core city we settle & can build military in a decent time frame.
After the 2 tiles south of the fish is settled we have a decision to make. Do we build three more settlers from the capital, or pump out Immortals?
Plan A
Get 5 more cities placed, and then start the war and our GA. 1 core city, three northern ice-fishing villages, and 1 city south of Pasargadae. During this time we accumulate Immortals from our core cities.
Under this plan, we place three fishing villages before the war in the northern Peninsula. They can build their harbors during the War/GA, and ensure we have a nice economy. Plan A also calls for a city (is it’s still available) on the hill 2 tiles S of Pasargadae, from where we launch our war.
Plan B Build spear/settler pairs in the capital until the time that we accumulate 12 immortals, then launch the war. We may get to 12 Immortals from our core cities before the capital can build 5 more spear/settler pairs. I didn't take the time to do the math to find out.
We want to make sure we have adequately mined our grass before we start the GA to ensure we get the extra shield the GA offers to us.
My thoughts:
We are startling to take over the power graph.
Keep building Settlers. Build spear / settler / spear /settler out of the capital after the worker comes. Mine the grass in the core cities.
If you can, go chop the barracks in Tarsus, then mine that grassland.
Pasargadae best use is as a worker factory building one every 10 turns.
Our score at 1000 BC is 111.
Research mapmaking next so we can go explore via a galley and build some harbors.
Once we explore a little we’ll be able to determine if we want to build the GL (or leader rush), turn off the research slider and let the AI do our research while we bury them with Immortals.
We look good. :goodjob:
1000 BC power graph grab (http://www.civfanatics.net/uploads7/sgotm1ptwjeff1000bc.sav)
handy900 Apr 20, 2004, 07:54 PM A Zoomed in shot of the world @ 1000BC.
http://www.civfanatics.net/uploads7/SGOTM1PTWJeff-1000.JPG
mr999 Apr 21, 2004, 03:57 PM 975 BC S Immortal moving towards hill near Aztec border. N Immortal attack barbarian.
950 BC Philosophy done. Changed to Map Making. Moves worker to grass near Arbela where he mines. N Immortal towards posible barbarians. S Immortal on hill.
925 BC Antioch: Worker -> Barracks Worker moves south-east.
900 BC Builds mine near Antioch.
875 BC Tlatelolco expands and wants us out. OK OK..Sorry! Immortal moves towards Pasargadae. Barracks done in Arbela. Started Immortal. Worker near Arbela mines grassland.
850 BC Immortal killing Barb. No hut, no..no nothing.
825 BC Roads horse. Roads on mine near Antioch. N Immortal towards Antioch.
800 BC Barbarian near Antioch.
775 BC Barbarian attacked Immortal who is now elite! :goodjob:
750 BC Zulu declares war at us with no reason. He kills our warrior too. Too bad for him that he have to get through Ur to be able to attack us.
750 BC Gordium founded. Builds Barracks. We get 25 gold for destroying barbarians. The immortal need some rest now.
Jeff: Take him to the nearest town to recover, and then go look for more barbarians. Also, make sure that you start cutting down the forest near Tarsus in your first round.
We have 5 immortals. One of them is regular and one is elite, so we will probably go for war on handy's turn.
Score is 128.
The save!
mr999 Apr 21, 2004, 04:00 PM http://medlem.spray.se/piteboy/persia750.jpg
handy900 Apr 21, 2004, 04:50 PM Nice work mr999. :goodjob:
Zulu always get antsy when they have no where to expand. :lol:
Killing that southern warrior helps our unit cost, so they did us a favor.
Jeff- Before you hit enter
See if you can turn the slider down and still get MM in 1 turn. Don't forget to turn it back up. :)
Perhaps you can make a trade with Babylon & Aztecs to keep them happy so they do not dogpile on us.
Consider moving the regular Immortal moving up towards the barb area, and move the elite down towards the Aztecs. The elite can heal when he reaches our southern tip. By the time the regular gets up there the barbs will have a camp ready for him in the northeast peninsula. We may get lucky with our elite and pop a leader when we fight the Aztecs. I saw another team won their game by conquest in 400 something AD. That's quite a feat. An Immortal Army would go a long way towards helping us do that. Second leader could build the FP.
Oh well - we'll just build ourselves up and get ready for our war. Immortals are so much fun. :D
If you see a Zulu Galley - shadow him with an Immortal as it will likely have an offensive unit it want to drop off in our rear area where we are soft.
Next settler should hook up our dyes.
Settle the northeast peninsula last so the barbs have a place to keep building camps.
Good Luck Jeff :) <--- Up
Handy <- Next
mr999 <- just played
Jeff1787 Apr 21, 2004, 07:00 PM Jeff1787-just played
Handy 900-up next
mr999-on deck
What is GA??? I kind of a novice at this so I am listening and learning.....:)
Turn 1...730 BC...Elite Immortal moving south to recover and regular Immortal moving north to Barb hunt. Worker cutting forrest near Tarsus. Moving the slider didn't mean we could get MM in 1 turn. Traded philosophy to Aztecs for horseback riding and all of their 42 gold. Traded philosphy to Babylon for 7 gold since I figured the Aztecs would trade it to them anyway. I hope these trades were ok....let me know. We have 115 gold so I set slider to 90% and MM in 10 turns at -4 per turn.
Turn 2...710 BC...Southern worker finished the mine so I am moving him to connect Gordium with a road. Persepolis produced a spearman, moving him to Susa to fortify since I moved regular Immortal out of that city. Persepolis now producing settler.
Turn 3...690 BC...Antioch produced worker so I am going to mine and road one square north. I left production on worker. Pasargadae produced a worker and will continue that (I guess). Worker moving north to mine grasslands.
Turn 4...670 BC...Moved worker to chop forest near Gordium. MM in 6 with slider at 100%.
Turn 5...650 BC...Worker chopping near Gordium. Reg Immortal looking up north for Barbs. Moved slider to 90% and MM in 5.
Turn 6...630 BC...Aztecs completed the Oracle. Worker chopping near Persepolis.
Turn 7...610 BC...Persepolis produced settler who is heading north with spearman. MM in 3.
Turn 8...590 BC...Tarsus produced Immortal.
Turn 9...570 BC...Zulu gave us 30 gold for peace. I hope this is OK?????
Turn 10..550 BC...We have MM. I put the research to literature but it can be changed before hitting enter. At 100% we would have it in 11 turns. Settler and spearman are in position to settle fishing village next turn.
We now have 8 Immortals and 6 spearman. Please give me imput on some of my decisions....Thanks
Our score is 144.
Here is the save.
Jeff1787 Apr 21, 2004, 07:01 PM Try this.....
Jeff1787 Apr 21, 2004, 07:07 PM How do I post a map??
handy900 Apr 21, 2004, 08:03 PM Originally posted by Jeff1787
How do I post a map?? What is the GA?
Keep asking questions. I've found the people here to be nice and helpful.
GA = Golden Age.
Here is how I do screen shots.
1. Hit the "Prt Scrn" key to place a screen shot on the Pc's clipboard.
2. Open Microsoft Paint.
3. In MS paint, click "Edit" then "Paste". This should put the screen shot into paint.
3. Save the screenshot as a Jpeg. Name it something like
"SGOTMPTWJEFF_1000BC.jpg
4. At the very bottom of the forum page, click on Upload File.
5. Browse, attach the file, and click upload to send the file to the server.
6. When the upload is complete you will see a box that says "upload Confirmation" Click on the link that says "Veiw New Upload Folder 7" This takes you to all the files loaded. The file you just loaded will be at the top since it is in chronological order.
7. Right Click and select "copy Shortcut".
8. On the There are some Icons above the box where you typr your reply. Click the box that says "IMG". Paste in the "shortcut" (the pictures URL address) in the box. Make sure the box does not say "http:// two times".
9. When you click "OK" the link should appear in the bottom of your post and look like this with out the quotation marks and extra "*" I put in.
""[*IMG]http://www.civfanatics.net/uploads7/uploadpic.JPG[/IMG*]""
Here's a link to the FAQ which may be better than my feeble attempt at explaining this. :lol: THE FAQ (http://forums.civfanatics.com/showthread.php?s=&threadid=52360)
http://www.civfanatics.net/uploads7/uploadpic.JPG
Jeff1787 Apr 21, 2004, 08:29 PM http://www.civfanatics.net/uploads7/sgotm1ptwjeff-550bc.JPG
handy900 Apr 21, 2004, 08:36 PM I see you mastered posting a Screen Shot. :goodjob:
I have the file and am playing now.
Should finish & post tonight. This game goes fast with only three players.
handy900 Apr 21, 2004, 10:45 PM Pre turn 550 BC
Since you asked…here are some comments on your turns.
I hate to waste the forest chop (10 shields) on a worker that finishes next turn, so I switched it to a horseman. I’ll send to Arbella so we can send the Immortal there to the south. The horseman will be our homeland defense. I thought about a temple, but decided we won’t need it after the dyes get hooked up.
I switched some tiles to let Persepolis to work a mined grass NE of the fur and the mined BG (Bonus Grass). This lets Tarsus work a mined grass instead of the hill. Tarsus will now grow in 8 instead of 16 turns. Food is king and growth is key if you want to win at the high levels. People in forums call this Micro-Managing (“MM” for short), for max shields & food. They’ll say “I MM’d Persepolis & Tarsus”. Some people love to do this, and are masters at it. I’m decent. The other cities look good.
This is picky, but the tile 1 S of Antioch would have been a good tile to mine. It’s in the city area of Arbela and Antioch. By mining this one, both cities can swap the tile back & forth as needed. Also Arbela has lower corruption, so you want to mine it’s tiles first. It won’t matter in this game. In Deity every little thing adds up.
Making peace with Zulu was a very good choice. Let him fight with Babylon and weaken both civs.
I can’t decide what to Research next. It depends if we want to go for the quick kill conquest as a monarchy, or get to Republic where we may have a tiny bit of war weariness in captured cities, and have to pause our war for a while. I’ll stick with Lit and we can decide on our government after I Play.
Those trades sound okay to me. :goodjob:
Good call on the worker roading Gordium.
I’d have built a spear in Arbela so we can get the offensive Immortal fortified there south to Pasargadae. I’ll build a spear next to free up the Immortal.
On Regent (& monarch if you play well) you can out research the AI. The AI stinks at early naval landings, so one spear in each city is usually enough in the ancient age. Galleys have to stick to the land, so you can see them coming and shadow them with an Immortal if you are at war. If you are at peace, the galley is usually empty and just exploring. I’ve never been sneak attacked via sea in the ancient age. You can always pop rush an Immortal in an emergency if a ship shows up out of nowhere and you are at war with that civ.
Move Immortal in Tarsus to the south. We don’t need him up north.
Move Immortals from Susa towards the south.
The Immortal from Arbela moves towards the south.
Spear in Antioch moves to Arbela for 1 turn so it will not riot.
Rename Pasargadae “Jeffville” since I hate typing Pasargadae. :lol:
I wish the Aztecs had not built their cities so far apart. I guess they think we are on a huge map. :rolleyes: We need knights to cover all that ground.
Hit enter
Turn 1 530
Persepolis –Horse – spear
Horse moves to Arbela, and the spear back to Antioch.
Jeff FYI – in Succession Games (SG) a lot of people do not like automatic “go to commands” It does not bother me, but it’s good SG etiquette to not use them unless they expire during your set of turns. :D
Barbs cannot find a place to land, so the Immortal moves south to free up some space for them
Found Bactra –> harbor (80 turns :eek: )
Worker is mining the furs. I hate having no water.
Turn 2 510
Gordium – barracks – Immortal
Turn 3 490
We have Dyes :D
Change Antioch to Galley for a little exploring of our future victims. We might get 2 shields out of here.
Turn 4 470
Persepolis & Tarsus swap a couple of tiles for 1 turn.
Persepolis – Spear – Settler due in 4. Then I think we go to war.
IBT
Montezuma wants Mapmaking. Forget about it. I figured he was bluffing. :lol: Even so we are almost ready for war, and could have taken him. He does have Iron though. Cracking his capital will take some doing since it looks to be over size 6.
Turn 5 450
Traded maps around and got us 22 gold.
Let’s declare war after we get Lit. We can build an embassy in Babylon and trade to get them in an alliance with us. Aztecs will have to fight a 2 front war. If the Aztecs get Zulu to ally with them it’s no bid deal, Zulu cannot reach us.
Check on the barbs, no camp yet, darn.
Jeffville has 9 Immortals, mr999 will get to go to war I think.
Drop slider to 80%, Lit in 4, 0 GPT. I want enough Gold to build embassies.
Turn 6 430
Barb ship finally makes a move to the dark area.
Turn 7 410
:sleep:
Turn 8 390
Persepolis – Settler – Immortal
Susa – Immortal – Immortal
Tarsus – Immortal – Immortal
Turn 9 370
Gordium – Immortal – Immortal
Arbela – Immortal – Immortal
The workers are drifting south so they can build roads when the war starts. There is one now building a road in the most southern tile not in Aztec lands. There is a stack of 10 Immortals on that tile. Two more get there in 2 turns.
Drop slider to 50% & still get Lit in 1.
Turn 10 350
We get Lit – Code of laws. I think we can conquest in Republic is we get another 2 lux.
We can talk about it and change if you want to go Monarchy & fight the rest of the way.
Barb comes out of the only dark square left up north. Immortal kills barb, and can pop the hut next turn.
Babylon finishes the Pyramids. How nice of them to build that for us. :D
We’ll may have to raze some of the Babylonian cities because they will have too much culture. Except the Pyramids, we figure a way to keep that.
Build embassy in Babylon and Zululand.
Neither one wants to ally against the Aztecs, so it will just be us. Keep checking, after we raze a couple of cities and the power shifts they may say okay. By then though you may not want them in the war.
Mr999 – you will have a fun time on your turns.
There are 11 Immortals on the tile S of the horse. There is 1 worker building a road.
You’ll want to get 4 workers in a “chain gang” down there so they can road a grass tile each turn. 2 road, the other 2 move. Next turn 2 road, the other 2 move up. Keep them guarded with an immortal.
Declare war in the diplomacy screen before you move into Aztec lands so we don’t take a rep hit.
Settler is on the dyes. Send him West so the barbs will keep building on the one dark square in the east peninsula tip.
I would pillage the Aztecs game & cow squares, and Iron before you attack the capital. Taking away the game and cow tiles might get them to size 6.
Arbela is building a horse. Leave the horse there and build 1 more. The second one is for Persepolis. We need 2 units in any city that can hit size 6 to keep it from rioting. We can upgrade the horse to knights later.
Tarsus is borrowing grass tiles from Persepolis. Be sure to give them back when Persepolis grows.
Score is 160. We have about ½ the power graph. Our culture is weak, but our culture is one of war.
Have fun :goodjob:
SAVE 350 BC (http://www.civfanatics.net/uploads7/sgotm1ptwjeff-350bc.sav)
handy900 Apr 21, 2004, 10:46 PM 350 BC
http://www.civfanatics.net/uploads7/SGOTM1PTWJeff-350bc.JPG
Jeff1787 Apr 22, 2004, 10:10 AM I won't be available to play my turns until Saturday, most likely.....
handy900 Apr 22, 2004, 02:33 PM No problem jeff - mr999 is up first, and I may go to the lake on Saturday if the weather is good.
You'll have fun on your turns since you'll get to play when we are at war.
mr999 Apr 22, 2004, 03:50 PM 330 BC Destroyed Barb Camp. Got 25 Gold. Mining near Bactra. 3 workers moving south. Declare war at Aztecs. They are so dead!
310 BC Killed Archer. No HP lost. GA. Settler founded Sidon.
290 BC Started new road toward the Aztecs. I will continue building to every cities we capture. Worker done in Jeffville. Building Galley. Conquered Tlatelolco and building warrior. We got 3 workers from this town. :)
Persepolis: Immortal done. Next = Library.
270 BC Arbela: Spearman - Immortal.
Tarsus: Immortal - Immortal.
Susa: Immortal - Immortal.
I killed a Jag Warrior and lost a Immortal, who was attacked by a swordsman.
250 BC Killed the swordsman.
230 BC Killed another Jag.
210 BC Time for a new research. I think that Monarchy is better than Republic, mostly because of the military police of 3. We will get less war weariness too. So I go for Polytheism. Arbela Immortal - Immortal
190 BC Persepolis Library - Immortal. Susa and Tarsus Immortal - Immortal. We now have another elite Immortal.
Tenochtitlan including the Oracle is ours. MUahahahaha!!! Tlaxcala is ours. Both cities builds spearmen.
170 BC Galley done in Antioch. I build another.
150 BC Zimbabwe builds The Colossus. Gordium builds Immortal - Immortal.
Score is 181.
We have 8 immortals between Tenoch and Teoti. It's one immortal where I have wrote it. Kind of logical isn't it? However
there is a lot of workers hiding under him, so we don't need to build any more workers, that thing's sure. :)
Jeff: Don't try conquering Teoti in your first round. Well, you won't do that anyway. I would have sent the lone immortal along with the workers down one step because you can then build a road to Texcoco, and they needs protection. Conquer Teoti with the 8 immortals that are 2 steps from the town. Maybe one or two of them should follow the workers as the Aztecs have 2 settlers somewhere between Teoti and Texcoco. I think you should keep at least one immortal per town, and two in towns over or at 4. I would also continue building Immortals and maybe build a temple in the cities that will need it. I also think that we should as soon as the two remaining towns are conquered prepare for a war on the Babylonians. It will probably be handys turn when we're ready for another war. So basically. Split up Immortals near as many towns as possible. 4 will probably be enough per town. The last Aztec city (you can see some border on the map), we should conquer after Ashur is ours so don't worry about that one. We should probably stay at war with the Aztecs until then.
We have some time to decide, but this was my opinion.
mr999 Apr 22, 2004, 03:54 PM http://www.civfanatics.net/uploads7/persia150.jpg
handy900 Apr 22, 2004, 06:54 PM Well Done. I'll pull up the save later and we can make some plans for the next 10 turns to take full advantage of the rest of our golden age.
mr999 - how do you feel about pop rushing spears or settlers in captured cities? Lower chance of revolt and we can use more spears. Settlers can fill in the gaps.
What about Tenochtitlan (the captured dye city with the cow) for our Forbidden Palace?
I like Monarchy for this game. :goodjob: Then we beeline to Chivalry (if the Ai last that long?)
Jeff1787 Apr 23, 2004, 12:17 PM Good job guys....since I am the novice I'll go with advice that you guys give me. Post some plans and I'll play my 10 turns tomorrow or if no rush then on Sunday morning....I am learning good stuff from you two...Thanks....:goodjob:
Jeff1787 Apr 23, 2004, 04:26 PM Here is what I think, as the new guy.....:D
1. Take 5 or 6 Immortals and capture Texcoco.
2. Take 5 Immortals and send north and start war with Babylon by taking Ashur.
3. Then move on and finish off Calixtlahuaca and the Aztecs.
4. Then bypass Nineveh and head straight to Babylon.
5. Newly produced Immortals can go capture Nineveh.
6. Doesn't Gordium need a spearman.
7. Workers build roads to connect the newly captured cities.
8. I don't think an Immortal needs to stay with the workers at this point if they are not in danger.
Let me know about my war plan thoughts......Thanks!
This is fun.....
:goodjob:
Jeff1787 Apr 23, 2004, 04:43 PM Of course, after first taking Teotihuacan....
handy900 Apr 23, 2004, 06:38 PM Jeff- Here is a few ideas to speed up the victory.
Pre- Turn 1
Switch Arbela to library.
Switch Tarsus followed to a harbor, followed by Library.
Switch Susa and Gordium to harbor, followed by library.
We have 22 Immortals, enough for this continent. Nobody else has iron.
I would build spears in Persepolis, not Immortals. Send the spears to replace the Immortals pulling guard duty.
We need some infrastructure in the core.
Explore with galley to find a spot we can use as a troop crossing point.
You are correct about Gordium. Build in Persepolis after the Immortal. Better safe than sorry.
Move into position to capture Teotihuacan. Capture the city, pop rush a spear and send Immortals forward. Rename it something easy to type. You are allowed in the GOTM to pop rush a spear with existing citizens, you are NOT allowed to join workers to a city just top rush a spear. You are allowed to chop forest to rush spears.
We don’t need to mine the iron in Tlaxcala. These guys can build roads, or after you build the harbors up north, you can join them to the city to increase population.
Try to avoid using Immortals for guard duty by rushing a spear as soon as a capured city grows to 2 citizens.
As you suggested, take 6 Immortals N to get Ashur & the last Aztec City. Raze these worthless corrupt cities in the jungle, and head back south.
Send other forces south toward Zulu & Aztecs.
Keep Texoco & raze Nineveh. We don’t need waste Immortals on guard duty for crappy cities
Make Babylon the last Babylonian city you capture so the Pyramids won’t flip. Starve & pop rush spears to get the population down quickly.
We can burn through the rest of these cities fast since no one else has Iron.
If you get a leader, rush the Forbidden Palace in Tenochtitlan.
Use workers to build roads between cities, hook up luxuries, and pop rush spears if you need them.
mr999, what do you think??
Good Luck.
PS - do we want to go for the quick kill via conquest, or move toward Domination? If we go Domination, we want to keep ALL captured cities to gain as many tiles as possible.
Jeff1787 Apr 23, 2004, 07:41 PM I say we go for an quick kill. I will wait until tomorrow to play to get mr999's opinion.
Jeff1787 Apr 24, 2004, 02:37 PM Jeff1787-just played
Handy 900-up next
mr999
Turn 1...130 BC...moved into postion to attack Teotihuacan. Pop rushed a spearman in Tenochtitlan.
Turn 2...110 BC...Arbela-library, next harbor. Teotihuacan-spearman, next library? Captured Teotihuacanand renamed to Napa. Traded literature to Babylon for math, world map and 47 gold.
Turn 3...90 BC...Declared war on the Babylonians and moved into positon to attack Nineveh. Pop rushed a spearman in Tlatelolco, now library? Now researching Monarchy.
Turn 4...70 BC...Razed Nineveh.
Turn 5...50 BC...Razed Ashur, but lost 2 Immortals. Captured Texcoco, lost 1 Immortal. Napa still in resistance.
Turn 6...30 BC...Jeffville-galley, next harbor?
Turn 7...10 BC...Lost an Immortal to an archer outside of Calixtlahuaca. Moving more Immortals up toward that city.
Turn 8...10 AD...Tarsus and Susa-harbor, next library.
Turn 9...30 AD...Antioch galley, next harbor? Pop rushed spearman in Napa.
Turn 10..50 AD...Lost another Immortal near Calixtlahuaca. Immortals closing in on Babylon. Contacted the Iroquois. I hope the galley doesn't sink...:(
I think we should trade with them before next turn. They have contact with the Americans and 77 gold.
I think we should move the Immortals out of Napa before the next turn.
Our score is 209.
Here is the save.
mr999 Apr 24, 2004, 04:04 PM Let's just kill them all! That's what I think! :D
Knights are expensive so I think that we should build 30-40 Immortals and send to the Iroquios and Americans.
Well. I don't know how big they are but we will surely need a lot of Immortals. If we're luck, they are far behind in science.
mad-bax Apr 25, 2004, 01:57 PM :bday: Jeff.
Have a :beer: on me.
handy900 Apr 25, 2004, 07:13 PM I Got it.
Nice work Jeff.
handy900 Apr 25, 2004, 08:35 PM Preturn - 50
Switch Library in Tlatelolco to spear & rush. This is corrupt city, so I rushed a spear to free up an Immortal.
Move Immortals from Nana towards the front lines.
Build an embassy in Salamanca
Move Immortal in Texoco to the front.
IBT
Monarch – Currency
I’ll revolt to Monarchy after the Golden Age ends.
Turn 1 70
Begin irrigation towards our core lands
Poor Shaka…he has no idea what is coming.
Galley sinks…bummer.
The Aztecs are finished.
Switch Persepolis to begin building galleys for the coming invasion.
Capture Babylon and lose 1 Immortal.
Turn 2 90
Palace Expands
Bowman kills an Immortal.
Galley crosses the ocean.
Turn 3 110
Babylon is finished
Begin Revolution
Trade maps with Iroquois
Declare war on Zulu
Turn 4 130
Lose an Immortal Attacking Zulu
Turn 5 150
Moving towards the Zulu. Killed 2 Zulu Settlers.
Turn 6 170
Moving into position & exploring
Kill barb camp again
Turn 7 190
Capture third Zulu Settler
Capture Ulundi
Turn 8 210
Iroquois are building hanging gardens
Kill fourth Zulu Spear
Turn 9 230
There is a barb camp near Napa
Is our revolution ever going to end?
Turn 10
We are still in anarchy.
Water finally arrives to the homelands
We do not have many Immortals left. After the revolution ends, we can build some more and send them off to war.
The galleys have found a safe way to reach the other continent.
One of the Galleys has 2 Immortals in it that can do some scouting.
Trade again for Iroquois World map.
When you contact America trade for his world map.
The Iroquois have no horses, so no mounted warriors. They only have 4 cities. I can only see 3 American cities on the map.
If you get luck, use it for the FP in “Future F.P.” It’s the former Aztec Capital.
Score 242.
>> SAVE 250 AD << (http://www.civfanatics.net/uploads7/sgotm1ptwjeff-250ad.sav)
handy900 Apr 25, 2004, 08:36 PM 250 AD
http://www.civfanatics.net/uploads7/SGOTM1PTWJeff-250ad.JPG
mr999 Apr 26, 2004, 01:19 PM I have played my 10 rounds so now Jeff is up next.
260 AD Changed to Monarchy. Got 25 gold from Barbarian camp.
270 AD -
280 AD Learnt construction from Barb. hut.
290 AD 25 gold from barbarian. Worker joined Susa. 3 workers joined Gordium. Zulu defeated and I lost 1 immortal.
300 AD -
310 AD Galley - Immortal. Immortal - Immortal.
320 AD Currency done. Monotheism next.
330 AD Immortal - Immortal.
340 AD Tlatelolco: Barracks - Immortal. Persepolis: Immortal - Galley
350 AD Immortal - Galley
Basically, nothing happened so I won't bother with a screenshot.
We have 3-4 galleys with immortals on their way to the "American Island". Jeff: You can continue doing the same thing, by continuing building Galleys and Immortals and sending them towards Iroquios territory. I don't know how many Immortals we must have at least, but I think we will need more than 20. That is 10 galleys.
The save is here!
handy900 Apr 26, 2004, 01:59 PM If I had known how small Iro & America were, I'd have stayed in despotism, irrigated the new cities for quick growth and pop rushed some more immortals. Oh well, this won't take long now.
What do you think of:
1. Turning the sliders to zero, (or 10% research);
2. Hiring tax men in the new corrupt cities (irrigate all corrupt grass tiles for fast growth);
3. Hurry Immortal production for cash and get this over with sooner.
4. Raze all cities on the new continent.
BTW - now that we have water, you can add workers into the core cities since water & harbors can support them with food. Very quickly we can get all core cities up to size 6.
Jeff1787 Apr 26, 2004, 06:44 PM I'm going to play my turns tomorrow.....Jeff
Jeff1787 Apr 27, 2004, 11:18 AM Should I declare war before I enter Iroquois territory?
mad-bax Apr 27, 2004, 11:23 AM Is this an "is it a good idea?" question, or an "is it against the rules?" question?
As far as the rules are concerned. Right of Passage rape is allowed and does not even contravene the RBCiv ruleset.
Your team mates can discuss whether or not it's a good idea with you. :)
Jeff1787 Apr 27, 2004, 11:29 AM Thanks mad-bax. This is a "is this a good idea" question...:cool:
handy900 Apr 27, 2004, 12:30 PM Not that it matters in this game, but I typically declare war before I enter the territory so it does not damage my trading reputation. It won't matter in this game, but I'd declare before entering anyway. It just seems more fair to me, ROP rape feels like cheating to me, especially on Regent.
With that said, if you declare before you enter...make sure you have a nice big stack of Immortals since the AI with throw all his units at you right away. It's best to land your stack on a mountain to get the defensive bonus for this reason.
Jeff1787 Apr 27, 2004, 02:04 PM Jeff1787-just played
Handy 900-up next
mr999
Turn 1...360 AD...Gordium>Immortals-Immortals/Jeffville>library-galley.
Turn 2...370 BC...Took 25 from Barb camp....I gave several new cities a taxman. Science at 10%. I had to move an Immortal toward Napa because there is two Barb horsemen heading that way.
Turn 3...380 AD...nothing of note.
Turn 4...390 AD...Arbela>Immortals-Immortals. The Iroquois are going to settle on the island to the north of their main island. I traded them construction for Contact with the Americans, world map and 16 gold (all they had). I traded world maps with America and they gave 15 gold. Killed one of the Barb horsemen. Hurried galley in Babylon for 60 gold.
Turn 5...400 AD...Persepolis>galley/galley...Susa>galley/galley...Gordium>Immortals/Immortals...Babylon...galley/spearman...Killed the other Barb horsemen.
Turn 6...410 AD...Rushed Immortals in Arbela for 40 gold.
Turn 7...420 AD...Arbela>Immortals/Immortals...Rushed Immortals in Tarsus for 36 gold. Rushed galley in Jeffville for 64 gold.
Turn 8...430 AD...Tarsus>Immortals/Immortals...Jeffville>galley/galley. Barb warrior near Ulundi. Two Barb warriors near Texcoco.
Turn 9...440 AD...Gordium>Immortals/Immortals...Moving Immortal to deal with Barbs near Texcoco...Bapedi>spearman/Immortals.
Turn 10..450 AD...Future FP>barracks/FP...Sidon>spearman/harbor...Susa>galley/galley. I moved a galley to a sea square...darn...I hope it doesn't sink!!! Killed Barb warrior near Texcoco.
I'm really confused about corrupt cities and corrupt squares.
What is the advantage to clearing forest outside of the city squares?
Our score is 321.
Here is the save.
handy900 Apr 27, 2004, 05:19 PM I'm really confused about corrupt cities and corrupt squares.
What is the advantage to clearing forest outside of the city squares?
In corrupt cities you only get 1 or 2 blue shields, so it takes forever to build something. The exception is the 10 shields you get from chopping a forest tile. Forest chops are 10 pure shields with no corruption penalty. So chopping in corrupt cites can give you quick production, until all the forest is gone.
In corrupt cities I tend to irrigate to support a bigger population, then turn citizens into tax men or scientists. This is more powerful in C3C than PTW. In C3C after replacable parts you can hire "civil engineers" that give you 2 uncorpted shileds per turn. They cannot build military units, but you can build temple, harbor, etc. It at least gets something useful (taxes or science) out of a corrupt city.
Does that clear things up a little?
BTW - you only get credit for a chop if it is in the city's 21 tile radius. Chops outside a 21 radius are wasted, and go nowhere. Also, jungle chops provide no 10 shield bonus, so only chop jungle where a city can make use of the tiles.
Jeff1787 Apr 28, 2004, 02:32 PM Thanks, that clarifies things quite a bit. Do you still get credit for chopping a forest that is with the 21 radius but outside of the city border?
FYI, I'll be out of town Friday, Sat and Sun...
handy900 Apr 28, 2004, 02:49 PM Originally posted by Jeff1787
Thanks, that clarifies things quite a bit. Do you still get credit for chopping a forest that is with the 21 radius but outside of the city border?
FYI, I'll be out of town Friday, Sat and Sun...
Yes.
handy900 Apr 28, 2004, 10:02 PM One Down, One to Go
Pre turn –450 AD
11 galleys should be plenty
Declare war on Iroquois
4 hop off near Cattaraugus
8 hop on the mountain near Grand River.
MM a little to get some more taxes.
Game will be over before we build the FP, so we should irrigate all tiles near the FP that are within our city borders to support more taxmen.
Switch FP to Immortal
Change all galleys to Immortals
IBT
Galley sinks in a seas square – be careful where your galleys end their turns.
Stupid AIattacks the Immortals on the mountain & loses
Turn 1 460
Raze Cattaraugus – only one spear in the city – no losses
Raze Grand River – lose 1 Immortal
Hurry some Immortals for cash that had 2 or 3 turns left for about 40 gold per unit.
IBT
Ai attacks & kills wounded Immortal.
Turn 2 470
Kill 2 barb camps for 50 gold
Raze Oil Springs that had bee founded on the island where Cattaraugus was.
Rush Immortals for $48 per unit.
Turn 3 480
Waiting for reinforcements
Turn 4 490
Waiting for reinforcements
Turn 5 500
Move into position
Turn 6 510
We lose 3 Immortals Destroying the Iroquois Capital. Theyre are more Immortals on the way to replace them.
Turn 7 520
Moving
Turn 8 530
Moving
Turn 9 540
:sleep:
Turn 10 550
Allegheny burns – no losses
Niagara Falls is done. The Iroquois are no more.
Declare war on American & Kill a Settler & Spear that were heading for Iroquois Lands
Mr999 I think you can end this in 10 turns. Regardless it’s unlikely I’ll see this game again. It’s been fun and I hope to play with you guys again sometime. :D
>> 550 AD << (http://www.civfanatics.net/uploads7/sgotm1ptwjeff-550ad.sav)
handy900 Apr 28, 2004, 10:03 PM 550 AD :D
http://www.civfanatics.net/uploads7/SGOTM1PTWJeff-550ad.JPG
mr999 Apr 29, 2004, 10:15 AM 1 560 AD Susa Immortal - Temple. Lose a Immortal.
2 570 AD Tarsus Immortal - Temple. Killed spearman and two swordsmen.
3 580 AD Gordium Immortal - Library. Persepolis Immortal - Temple. Killed two spearmen with one settler each. Captured and raised NY.
4 590 AD Barb hut gave us 25 gold. Killed a spear w settler and one without. Arbela Immortal - Spearman.
5 600 AD Got 25 gold from barbarians.
6 610 AD Antioch Harbor - Galley. Captured Boston.
7 620 AD Jeffville Immortal - Wealth.
8 630 AD WASHINGTON is OUT...and say hello to Xerxes the Magnificent! :egypt:
Score at end of turn was 630. Score after winning was 4622.
mr999 Apr 29, 2004, 10:19 AM http://www.civfanatics.net/uploads7/persia630.JPG
The save!
Karasu Apr 29, 2004, 10:48 AM http://gotm.civfanatics.net/common/smilies/ole.gif
Congratulations to Team Jeff! And now join us in eagerly waiting for SGOTM2... ;)
|
|