View Full Version : 1.1 gram: Ancient Age All-Stars (C3C 1.15b - Modified Rules)
grahamiam May 31, 2004, 07:05 AM 1.1 gram: Ancient Age All-Stars (C3C 1.15b -> 1.22f ;) - Modified Rules)
The idea of this game came from gozpel in Hooray’s discussion thread. The mod to the rules is an effort to make the Ancient Age of C3C last as long as possible, allowing the players to use Ancient Age units almost exclusively. Horseman and swords will rule for most of this game
The rules have been modified as follows in an effort to do this:
All AA tech costs doubled
Monotheism, Engineering, Feudalism, and Chivalry tech cost 5X normal (balancing issue due to free tech receive by Scientific civ's)
All other MA tech costs 1000 (max). That means we will have to invest 10,000 gold to get the tech.
All IA+ tech costs are set to max (1000)
Max research time is 120 turns
GA increased to 30 turns
Galley is safe in seas and oceans (allows us to use a continents or island map if desired)
Great Lighthouse adds +2 movement and increases commerce in Water around that city
Map Making allows trade over sea tiles.
Plagues are on (max 2) (I never saw a plague in the game and thought it'd be cool)
edit (thanks microbe ):
ToA doubles the effect of Temples
SoZ expires with Fuedalism and produces 1 AC every 20 turns
Knights Templar expires with Gunpowder, costs 600 shields and produces 1 crusader every 20 turns
I would like to try this on Demi-God to keep it interesting but will go with another difficulty if others want something else.
Version: C3C v1.22f and v1.15b
Mapsize: standard
Landmass: Pangea, 60% water
barbs: restless
climate: normal
temperature: warm
world age: 5 billion years
I would like to limit the choices of Civ’s to ones that have Ancient Age unique units (hence the Ancient Age All-Star’s name ). That means we can choose from the following (opponents will be drawn from this list as well):
Name – Unit name, attack.defend.move/shield cost
Aztec – Jaguar Warrior 1.1.2/10
Zulu – Impi 1.2.2/20
Greek – Hoplite 1.3.1/20
Carthage – Numidian Mercenary 2.3.1/30
Babylon – Bowman 2.2.1/20
Maya – Javelin Thrower 2.2.1 (enslavement) / 30
Rome – Legionary 3.3.1/30
Persia – Immortal 4.2.1/30
Celts – Gallic Swordsman 3.2.2/40
Egypt – War Chariot 2.1.2/20
Hittites – Three Man Chariot 2.2.2/30
Iroquois – Mounted Warrior 3.1.2/30
Byzantines – Dromon 2.1.3 – 2.1.2 bombard/30
Sumerians – Enkidu Warrior 1.2.1/10
I don’t want civ’s with Chivalry related UU’s as this might unbalance the game by not allowing the AI to get to a golden age. The other thought was that this would allow the knight to be the ultimate unit and everyone would have access to it.
We can probably do 2 more players however, if enough are interested (though not really sure why ), I can open another thread.
Standard 24hrs got it, 72hrs played, ask for more time and you will get it let’s just try to keep each other informed as best we can.
We can start the discussion now and I’ll generate maps tonight based on our preferences.
Conquest or domination are obvious win objectives. All others will be impossible or impossibly long.
Roster 1.15b
gozpel
GK
scoutsout
conehead234
bede
I think the players listed know what rules to play under However, if it needs clarification, we can do that too before we start.
20 turns starts it, 10 turns thereafter.
Please do not look at the other thread till the following are accomplished:
1. all 7 civ's are met
2. the entire landmass is explored
3. IW (iron) and The Wheel (horses) are researched
Thanks!
grahamiam May 31, 2004, 07:09 AM Below is the picture of our start location. Below the picture I've attached the save. Good luck!
http://www.civfanatics.net/uploads7/10GRAM-4.JPG
scoutsout May 31, 2004, 10:03 AM ...just a quick post to check in and subscribe to the thread. This should be a fun variant.
gozpel May 31, 2004, 05:10 PM Checking in.
Before we start we need to discuss what to research and stuff. And how we're going about with tech trading, without "helping" the other civs with the necessary military techs.
And what picture, grahamiam?
scoutsout May 31, 2004, 06:03 PM I'm also curious to see the impact of tech trading on this variant, since the costs are so high... I fear any expansionist civ will have a real advantage, and plowing the gold into research needed to gain pottery may get costly (unless we get lucky and pop it from the hut...)
Bede May 31, 2004, 08:57 PM Checking in.
Gengis Khan May 31, 2004, 11:21 PM Reporting for duty! :salute:
Any idea about researching priorities? I think it's pretty safe to say min research gambits are out since 120 turns is 1/5th of the whole game.
We going with the above roster?
Rik Meleet Jun 01, 2004, 08:39 AM Hmmm... too late it seems. Can I be on the substitute-bench; in case someone drops out ??
Sir Bugsy Jun 01, 2004, 11:04 AM G-man - Great concept. I need to cut back on my SGs for a while, so I'll be just lurking.
grahamiam Jun 01, 2004, 02:01 PM sorry, still nosing around. is anyone else besides gozpel having trouble seeing the pic? it was start #4 with the 2 cows and the GH. if you have any other problems, etc. try to PM me as I will not be subscribed to this thread till those spoiler conditions are met ;)
@bugs -> thanks, maybe next time :)
@rik -> i'll leave the roster decisions up to this team.
scoutsout Jun 01, 2004, 02:21 PM @graham: I can see the pic, but at the time Gozpel made that post the server may have been acting up. They took the forums down a couple of times over the weekend for maintenance.
conehead234 Jun 01, 2004, 03:24 PM Checking in.
gozpel Jun 01, 2004, 03:44 PM I see the pic fine now.
Someone said something about the best spot for the settler would be 1 N. I rather settle on the forest, but that would trip the GH.
As an alternative, we can settle 1 S to have a cow right away. Every turn counts and I always prefer quick growth.
What's your thoughts of first city placement?
denyd Jun 02, 2004, 10:13 AM Wrong place :blush:
scoutsout Jun 02, 2004, 11:14 AM My thoughts on city placement: Set the research queue to something other than pottery, and plop the settler right there. Just like the stupid AI would do, I know... but in one fell swoop we pop a goody hut (maybe we'll get lucky and pop pottery), claim 2 cows, and found a city on a river. I think it's pretty compelling.
denyd Jun 02, 2004, 11:26 AM scoutsout: Actually you already have pottery (Celts are Agricultural). Also if you found in place and pop the hut you could get any available tech since you aren't researching anything.
Gengis Khan Jun 02, 2004, 01:01 PM I was leaning towards settling in place as well, the couple ocean tiles(without a harbor) won't become a factor because we're limited with a (max) size 12 city, and we'll be hard pressed to get that for a long time.
The only alternitive(IMHO) is moving to the coast, and then only if we want to snag the Colossus in our capitol for research purposes. We can't move onto a forrest, because those are as good as mined plains, and moving anywhere else will force us to irrigate an extra plain before we can irrigate the second cattle.
As far as research goes, I'm pretty convinced self research will be the only way to go. We're talking techs that are as expensive as Modern Age techs(Industrial at least), when the AI doesn't won't ever have any gpt to spare. Trading Techs for gold is out, buying at any price & reselling to recoup our losses is out, and due to the astronomical value the AI will put on them pointy stick might be out.
I'm actually clueless how we should go about research & how this one will play out. Once we get IW it won't really matter though. ;)
conehead234 Jun 02, 2004, 04:02 PM I say we settle on spot. We will not reach size 12 anytime soon.
This is my 1000th posts :banana: :band: [dance] :beer:
Bede Jun 02, 2004, 06:13 PM Bede's tuppence:
On the spot and a straight to IW.
gozpel Jun 02, 2004, 08:40 PM On the spot it is then. I get this started tonight.
scoutsout Jun 02, 2004, 09:00 PM On the spot it is then. I get this started tonight.That'll be great gozpel! :thumbsup: Because from where I am, it's tomorrow where you are, so if one of us picks it up after you, it'll still be today, and we can really get rolling! :crazyeye:
gozpel Jun 03, 2004, 06:35 PM 4000bc - As the team wanted, we plop down the first city of our glorious nation on the spot.
Entremont starts a warrior.
The goodyhut gives us Bubba the warrior, who moves east onto the hill and he see land over the water.
Our worker Mimi goes to the eastern cow.
Research...hmmm, this is tricky. Someone said go straight for IW and we need BW for that.
Max research on BW is 52 turns, same with Warrior Code and the Wheel is 69 turns.
I decide to go min on Bronze Working. Hopefully gold is worth something and even minimum research can make a tech cheaper.
3950bc - Mimi irrigates cow.
Bubba S and spots another cow.
3900bc - Bubba climbs a mountain and find incense!
3850bc - Not much, except there is a pretty long river south. That will help our commerce later.
3800bc - Entremont warrior -> warrior. The new recruit Biff goes west.
3750bc - Mimi done with the irrigation, start road.
Biff finds floodplains and Bubba spots a goodyhut.
3700bc - Entremont is pop 2 and needs some luxtax.
Switch to barracks to try GH next turn, then I switch to settler.
Forgot about the extra food as agricultural.
3650bc - We meet Persia and trade CB and Pottery for BW and 10g! Thank you Xerxes.
Start research on IW.
Bubba only find barbs, so Entremont to settler in 4 turns.
3600bc - Mimi to next cow.
3550bc - Biff finds more incense.
3500bc - Entremonts borders expands.
3450bc - Entremont settler -> warrior. Send settler SE to cow.
3400bc - Not much.
3350bc - Meet Babylon, we are up Pottery on them. No trade.
3300bc - Alesia founded by cow and incense -> warrior.
Biff spots Persian borders.
3250bc - Entremont warrior -> warrior. New warrior Bobo goes north.
3200bc - Mimi done with second cow.
3150bc - Entremont warrior -> settler. Bongo the warrior fortifies in town.
Bobo finds game north.
Biff finds furs way SW.
3100bc - A barb shows his ugly face near Entremont, send Bongo to protect Mimi.
3050bc - Alesia warrior -> worker. Warrior Brute goes SE.
3000bc - Bongo kills the offending barb.
Bobo finds dyes NW.
Babylon would give up Warrior Code for Pottery, 2 gpt and 80g. I think archers are better than warriors at this stage and we get at least some value from Pottery.
We have 88g and make 5 gpt. 107 turns left to IW :lol:
I wanted a second settler (due in 2t) ASAP, because the persian borders are quite close and we need to expand in their direction. After the settler we should start granary and then proceed building the ring.
http://www.civfanatics.net/uploads7/1gram3000.jpg
Gengis Khan Jun 04, 2004, 11:38 AM Consider this a got it. Nice turns.:thumbsup:
So any ideas guys? Maybe I'm being a bit optomistic, but I think research won't really matter once we get IW.
scoutsout Jun 04, 2004, 11:43 AM There's only one thing I can see at the moment - though I certainly see nothing wrong with Gozpel's potential city sites, RCP is out in C3C. If we happen to settle something that looks like RCP, no problem - but we don't need to let that be a driving force in city placement. Also, since we're never going to see hospitals, it doesn't make sense to settle in a pattern that would let a city get past size 12...
gozpel Jun 04, 2004, 03:35 PM I never cared about RPC, it's just logical to put the sites like that. By all means build tighter if that's a preference. I usually use a ring like that only to protect the capitol, but it will be just as protected with more cities in the "ring" :)
Research after IW? I think we'll take what we want from the other civs, when the time comes :)
conehead234 Jun 05, 2004, 12:12 PM Good job. I agree with building our cities tight because they will never get above size 12 and It will be a while before we get ducts so try to build them on rivers.
scoutsout Jun 05, 2004, 12:47 PM I think Gozpel's sites look pretty good... the builder in me wants to see a little more of what's south of us...
Have we got an "order of go" here? (Don't put me in it early, about to get a little busy...)
Gengis Khan Jun 05, 2004, 01:01 PM Turn order is in the first post I beleive. About to start playing shortly, came up in like 4 SGs at once.
Gengis Khan Jun 05, 2004, 04:47 PM My 10 turns were painstakingly ummm well nothing really happened……….. at all. Some SGs the first person takes 20 & the 2nd can take 10 or 20, so just so this game doesn’t start by inducing a coma for me I played 15. If anyone has a problem, thinks it’s not fair or anything like that, I’ll only take 5 next turn.
Flight Check: Barely resist the temptation to switch Entremont from Settler to granary. Must be strong!
IT- :sleep:
T1-(2950) Warrior heads to scout out Persia, other guys walking around & worker starts a road.
IT- Entremont: settler>granary
Spot a Persian spear/3 warrior stack heading east. Persia as orange? Blah!
T2-(2900) :rotfl: I can’t believe you really named our units Mimi(worker), Bongo, Biff, Bubba, Brute & Bobo.
Bubba spies a red boarder far to the east!
IT- We meet the Romans, they have Alph, WC, 25g & spices.
T3-(2850) Not too much, spy a heavily defended barb camp.
IT- Alesia: (Mildred)worker>warrior
T4-(2800) More of the same.
IT- :sleep:
T5-(2750) Everyones favorite dumb jock, Biff, is beaten to a pulp, but he manages to take out a barb camp. Ching!
Round Lugdunem, which starts on a warrior.
Lux up to 10%.
T6-(2710) :sleep:
T7-(2670) :sleep:
T8-(2630) :sleep:
IT- Alesia: (Bubba Jr)warrior>warrior
T9-(2590) Lux up to 30%.
IT- Lugdumum: (Bartholomew)warrior>barracks (if it looks like a unit facory & smells like a unit factory………)
T10-(2550) MM Entremont from irrigated plain to forest, so our granary will complete before growth.
Spy some mushroom villages! Oh goody, barbs in hididng!!
IT- 3 barbs enter Entremont’s borders.
T11-(2510) Biff pops a goody hut & out springs 3 barbs……….. right next to a camp he couldn’t see with 4 more barbs in it. That’s all she wrote for our jock.
IT- Biff(who’s in the forest across a river, I might add) is killed by the first one without even scratching him. :dubious:
T12-(2470) Lux off.
Bubba pops some of Biff’s buddies.
IT- Bubba finds off the ruffians taking only a scratch(which is a pretty serious scratch since he’s conscript).
Entremont: Granary>warrior (settler factory after this)
T13-(2430) :sleep:
IT- Alasia: Biff Jr.(he needs a chance to redeem himself)>Colossus (this can be vetoed, but we don’t really need any more units right this second. Our unit factory will be up & running shortly, and you can never go wrong with the Colossus next to your capitol, if nothing else it will give us a ton of cash to upgrade all our warriors to Gallics.)
Bubba is attacked again a promotes to reg.
T14-(2390) Lux to 10%.
Rome now has TW as well.
IT- Entremont: Ben(warrior)>settler
Mildred finishes hooking up incense, now to just get it to our capitol.
T15-(2350) Not much…
Alright, I feel better now.
End o’ Turn report/picture/save coming up!
Gengis Khan Jun 05, 2004, 05:03 PM Pictures!
Our glorius "empire."
http://www.civfanatics.net/uploads7/emppire.JPG
Our half the continent. (other half isn't important, but Rome & Babs are sharing it)
http://www.civfanatics.net/uploads7/west.JPG
End o' Turn Report.....
Not much to report, Settler factory is up & running.(at least until those barbs step onto one of my tiles)
Persia has a 4 unit "SOD" marching towards either Rome or Babylonn.
Between everyone we're down Alphebet, Wheel, Masonry, & Warrior Code. Not to big a deal, it's to be expected on DG, but we might want to start maxing out research until we get close to having IC or the Colossus built(still vetoable).
Good luck!
Save (http://www.civfanatics.net/uploads7/11_2350BC.SAV)
gozpel Jun 05, 2004, 06:42 PM Good job and 15 turns is alright this early. When I hold my own SG's I am lenient and players can take more or less then their 10 turns if they need to.
I know, it's kind of useless to rename usits, but I see you followed the B-trend, which made me laugh :)
Colossus is ok, we have the settler factory and barracks in the other city soon. Only concern is all those barbs running around and spoiling the fun, but that's up to the RNG gods :)
Next player should see what full research on IW does, if we cut it in half or so, we are probably better off doing that.
Gengis Khan Jun 06, 2004, 03:30 AM Full on IW will cut it to 30 or so, granted that will jump around since most of the income is coming from our settler factory.
scoutsout Jun 07, 2004, 10:04 PM Sorry team - I got busy with some stuff the last couple of days and let this one slip off the radar screen. I will get it played tomorrow night if that's okay.
gozpel Jun 07, 2004, 10:57 PM No problems scout, we will get this rolling after you turns ;)
Really, I remembered you said you had a couple of busy days coming, and noone else has complained, so why should I? :)
scoutsout Jun 09, 2004, 07:27 AM gram 1.1
Pre-flight check (forgot this was demigod)
I can tell Gengis had this last, the tunes are-a-crankin'...
====
IBT - a barb whacks a warrior on a mountain (!)
=====
Turn 1 (2310)
I thought we started with WC?
There are just a couple of problems I see... first, we can only build warriors and spears atm...and barbs get some sort of stupid combat bonus here... (and the barb setting seems a little high...
I buy Warrior Code from Rome for 201g+1gpt.
Set Colossus build to Archer to play whack-a-barb
Bongo whacks a barb camp
====
IBT - :sleep:
====
Turn 2 2270
=====
Turn 3 2230
Bring a couple of warriors towards home to try and get some barbs out of our face
=====
IBT barbs moving around
=====
Turn 4 2190
Mildred attempts some irrigation...
=====
IBT- barbs move, Entremont Settler>
=====
Turn 5 2150
Fort a warrior over Mildred (fingers crossed)
In a rather painful deal, I buy 2 workers off Babylon for 96g+8gpt
=====
IBT
3 Barb warriors attack ben, promoting him to elite!
X-man demands 5g
=====
Turn 6 2110
Send Bongo Scouting
We're in trouble here... Rome has Iron working
=====
IBT - Nada
=====
Turn 6 2070
Beavis (Archer) to Entremont for MP duty, lux down
=====
IBT - Nada
=====
Turn 7 2030
Caulodunum founded
=====
IBT Entremont Equips a settler
Lugdunum Rax>Warrior
=====
Turn 8 1990
move some units, some worker moves
=====
IBT :sleep:
=====
Turn 9 1910
Not much to say
=====
IBT Entremont equips a settler, and the population seems to be dipping...:smoke:
=====
Turn 10 1870
move the settlers
=====
IBT We train an archer and a couple of warriors
=====
Turn 11 1830?
Found Richborough near floodplain and oasis (possible worker pump, working toward furs)
=====
IBT :sleep:
=====
Turn 12 1790
Not much to say here...
=====
IBT Entremont Warrior>Settler
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Turn 13 1750
Our archer is moving to scout where our warrior got whacked...
=====
IBT :sleep:
=====
Turn 14 1725
Position a settler to found a town, mis-click a worker move
=====
IBT
Train a warrior
=====
Turn 15 1700
Found Verulamium toward the NW (working towards dyes)
move worker back
http://www.civfanatics.net/uploads7/11gram_1700.jpg
scoutsout Jun 09, 2004, 07:32 AM Not my best set of turns. I messed up the city placement of the northerly city, which forced me to change the siting of the northwesterly city. I let the barbs force me to move workers away from the capitol, which needs some more irrigating.
On the up side, I bought Warrior Code, so we can at least build something to fight with. I also bought us a couple of Babylonian workers. None of it came cheap, unfortunately.
I noted that hiring a scientist somewhere would cut many turns off IW, but I didn't want to slow growth. Rome has Iron Working already. :eek:
For the next better player: > >The Save< < (http://www.civfanatics.net/uploads7/11gram_1700BC.SAV)
Gengis Khan Jun 09, 2004, 05:02 PM Rome is an empire and a half away, them having IW only reduces the price for us.(although I dread having to face Legions)
Personally, I wouldn't have bought WC, since we'll want as many warriors as we can get for upgrade once we get IW. But I do so where you were coming from with all the barbs running around everywhere.
I think the city placement is pretty good, the 2 cities on the Persian border are close so we can move troops between them quickly. We'll just stick a city on the hill W-SW-SW of Entremont & that will fill in the gap nicely(unless someone has a better idea for a city in that area?)
The 2 slaves though, ouch! That 8gpt is gold that would have been nice to bump up research with. Since Conquest I never pay gold for slaves, the AI wants way too much for them & it's just not worth it.
No big deal though, this game is far from typical so it's throwing all of us for a loop. Normal strategies go out the window & it pretty much is a guessing game.
[edit- But regardlesss, we're going to have to do something about our research. 75 turns is waaay too long to wait for IW.]
gozpel Jun 09, 2004, 06:54 PM 2 workers for 250g is alright as they will do a lifetime of good for us. I understand the WC deal as well and it's done, so nothing to whinge about :)
We just have to patiently build up our little empire and get those luxes and hopefully resources. I think next city should sit on the hill W of Entremont and another city in the desert beyond the incense.
scoutsout Jun 09, 2004, 09:49 PM A note on research: I managed to get the cow irrigated over there in that town SE of Entremont. There may be sufficient food to hire a scientist. I think a single scientist would cut our research time to IW in half...
conehead234 Jun 11, 2004, 01:03 PM I didn't realize I was up, I got it.
conehead234 Jun 12, 2004, 08:30 AM Preturn-Tried to hire a scienctist is Alesai but It cuts nothing off the research. Lux to 30 and science to 30.
IT- camulodunum warrior->worker.
1- Contact a Hittites warrior and they are up Masonry, Alphabet, wheel, iron working and Mysticism. Science to 40% to get Iron working in 30 turns. Switch a Tile in entremont from forest to a roaded, irrigated plain on a river and it cuts 3 turns off the research.
IT- Entremont settler->settler.
2- Our archer spots some Ivory to the east I am going to go for it with our settler.
IT-nada
3-continue to move settler.
IT-Richborough warrior->rax.
4-Science to 50% now, Ironworking in 19.
IT-Lugdunum warrior->archer. Camulodunum worker->warrior.
5- workers work.
IT- Alesia rax->archer.
6-movements.
IT-Entremont settler->settler.
7-Contact an Iroquious warrior. move settler toward the hill S, 2W of entremont.
IT-Verulamium warrior->rax.
8- I spot 3 barbarian Galleyies, wouldn't that mean that someone has Map Making?. Movements. Science to 60%, Ironworking in 10.
IT-nada
9-movements.
IT-Alesia archer->archer. Camulodunum warrior->rax.
10-Settle Ivoryville by the Ivory and Augustodurum SW of Entremont.
conehead234 Jun 12, 2004, 08:31 AM http://www.civfanatics.net/uploads7/11gram_core.JPG
http://www.civfanatics.net/uploads7/11gram_ivoryville.JPG
Bede Jun 12, 2004, 01:46 PM Got it.
Will play tomorow.
Comments?
As Gengis said, this is really sailing in uncharted waters....
Bede Jun 13, 2004, 03:24 PM 0-1450
Reassign some citizens to boost gpt and ensure Entrmont's governor autopicks a 2fpt tile on growth.
Check the trade possibilities and find a tempting two-fer: Shut off research, first, so gpt is available for dealing.
Cash (40gpt+6gpt) to Iro for IW
X-man has no iron. Our closest source of iron is just outside the borders of Gordium. It can be claimed and held by aggressive settlement up against the Persian border, followed by an archer-warrior war with Persia.
Babylon has no iron connected yet.
Rome has no iron connected yet.
Hiawatha has iron.connected yet.
Mursilis has no iron connected yet..
IW to Babylon for The Wheel and 3g.
Babylon has no horses connected yet.
Rome has no horses connected yet.
Iroquois have no horses connected yet.
Mursilis has horses.
Persia has horses.
Our closest source of horses is on the border between Lugdunum and Sidon. It can be claimed with a temple at Lugdunum in four turns at the cost of one citizen. Get out the whip.
Burgundian horsemen emerges from the coast NW of Richborough. Augustodorum is undefended.
1-1425
Buy Mysticism from Hiawatha to deplete the treasury then try to peddle it to X-man for HBR but he wants gpt for it and there is war with Persia in the offing.
Alesia grows and threatens to riot so raise lux and reassign citizens to boost gpt and start settler to settle it down in four..
Burgundian horseman gets pincushioned at Richborough.
2-1400
Head archer out of Richborough to find barb camp and dispatch a couple of warriors to protect Augustodorum.
Settler completed at Entrmont heads north to claim dyes.
3-1375
Moving warriors towards barbarian camp and into the mountain above Gordium.
Another barbarian horse comes out of the NW.
The Iroquois start the Pyramids.
4-1350
Beavis whacks the barb. A warrior finds the camp.
Settler trekking north to Dyes,
5-1325
Hit the barb camp in the NW and collect 25g.
Border expansion at Lugdunum pulls in horses.
6-1300
Gathering the forces at Gordium.
Settler heading to build Salient annd Dyeburg
7-1275
Build Dyeburg in the north.
8-1250
Found Salient on the river south of Alesia, start temple.
Babylon starts the Colussus
9-1225
Beavis whacks another barb.
10-1200
Iroquois have learned Polytheism and sold it to the Hittites for all the money
Beavis is slain by barbarians.
There is a settler positioned in the pass southeast of Lugdunum.
Entremont is finishing a settler and should probably start building workers (we need about ten more, at a minimum) Workers fininshing the mine and irrigation at Richborough should head south to connect SLaient and the new town in the pass. One could then be expended to build a colony on the iron if Gordium's border has not expanded.
Polytheism is worth something if we could pry it out of Mursilis's hands.
The aggressive settlement towards Perisia is raising the Persian aggreeiveness a little. They are starting to move archers towards our towns. But without iron they should remain pretty passive.
With archers/warriros/spears in the mountains between Salient and the new town there is a nifty killing ground covering the approaches to the core. Ivoryville is hanging by a non-existent thread right now, so our strike on Gordium must be sure.
Next better player can make the call: peace or war?
The log does not reflect how much of a challenge this game is becoming. For the long term I think our best strategy is strategic resource denial to the others. If we can keep iron or horses out of their hands we will probably survive the Ancient Age, and even prosper.
http://www.civfanatics.net/uploads7/1200.jpg
gozpel Jun 13, 2004, 03:59 PM Good turns guys. :)
I agree, we need more workers. But we also need more cities and more military :lol:
Well, more of everything really. I really want them horses though, it's my favorite unit.
I got it and have to look at the save before I make any choices. A war is tempting, if we can get a few Persian cities before they find iron. If we happen to meet immortals we are toast.
gozpel Jun 13, 2004, 08:25 PM Some average turns.
Pre-turn - Make a couple of minor adjustments in cities for faster growth or faster builds.
Rename Augustodurum to Adurum and switch granary to worker.
Everything looks good.
Check diplo, not much we can do there atm.
1175bc - Lapurdum founded -> worker.
All our gold could give us Alphabet now, but no need for it since Persia somehow got it IT.
1150bc - IT - Maya completes the Pyramids!
FP message.
Entremont settler -> settler. Send him to found a city between Salient and Ivoryville.
Switch Alesia to FP as pre-build.
With 19 warriors and 3 archers, we are weak against Persia. That means no war for a while, hopefully.
1125bc - Yikes, Maya completes Colossus too!
Move 2 worker to chop forest outside Richboroughs border to get barracks in 2t.
1100bc - Lugdunum archer -> archer
Adurum worker -> barracks. Move worker to connect horses.
1075bc - Dyeburg worker -> worker. Move 3 workers to dyes to connect.
Check Iroquois for Poly, 119g and 15 gpt is doubtful now. Better than before.
1050bc - IT - Babylon demands 24g, no problems.
Forest chopped outside Richborough and finish barracks -> archer.
Cape Cod founded -> worker
1025bc - Entremont settler -> settler
Verulamium barracks -> archer
1000bc - Lugdunum archer -> worker
Whip temple in Salient.
An even date, but I play a few more than than my 8 turns.
975bc - Cool, Black death strikes in a couple of cities and we lose pop. Especially great as Alesia lost a citizen.
Horses are connected. Dyes are connected.
950bc - Lugdunum worker -> chariot
Camulodunum barracks -> chariot
Ivoryville worker -> barracks
925bc - Entremont settler -> barracks. Screwed up the settler factory because of the plague.
Lapurdum worker -> barracks
Persias borders expands and takes the iron-mountain. Salients borders expands in 2 turns.
Both gpt-deals with Iroquois are over, see if I can get Poly now.
32 gpt and 170g to Iroquois for Polytheism.
Poly to Persia for Alphabet, Masonry, HBR and 60g.
Poly and 26g to Rome for Writing and a worker.
No more deals possible. Iro and Hittites knows Mapmaking.
We are even with Rome and up Writing on Persia and up Poly on Babs.
900bc - Dyeburg worker -> worker
875bc - and 850bc - forgot to write stuff, but we grabbed the fur-site a step ahead of persian settler.
Alesia is building FP as pre-build for Statue of Zeus.
I got stressed (wife) last turns, so please check what I missed.
File server didn't respond, so no pics.
gozpel Jun 14, 2004, 01:45 AM Our little empire:
gozpel Jun 14, 2004, 02:00 AM The iron return inside our borders when Salients borders expanded.
We should gather a few horses and take at least the three persian towns S of our borders while we can. Or try to connect iron ASAP and go for our GA...
Hmm when I think of it, connect that iron. It can jump to Persia again. And we only need a couple of Gallic swords to start the war.
Bede Jun 14, 2004, 06:11 AM The iron return inside our borders when Salients borders expanded.
The Druids!!! God bless 'em!!!! HeHeHe
We should gather a few horses and take at least the three persian towns S of our borders while we can. Or try to connect iron ASAP and go for our GA...
I think putting the hurt on Persia with horses and archers would be more effective
Hmm when I think of it, connect that iron. It can jump to Persia again. And we only need a couple of Gallic swords to start the war.
Not for a while unless Persia puts a second cultural building in there. What would he have access to?
gozpel Jun 16, 2004, 03:51 PM Roster 1.15b
gozpel -> just played
GK -> UP
scoutsout -> twiddles his thumbs
conehead234
bede
gozpel Jun 17, 2004, 02:25 PM GK is missing and this game is stalling, so we better move on.
scout is next...
scoutsout Jun 17, 2004, 02:31 PM ...that puts me up in 2 games... can I put this one off until tomorrow?
gozpel Jun 17, 2004, 02:38 PM Sure, we give GK until then, if he's not showing up, you grab it.
scoutsout Jun 17, 2004, 03:03 PM I don't know where GK is, but he appears to have taken a haitus from the board. He hasn't posted in a few days to GK2, SGOTM2, or any other thread that I typically see him in. We also exchange e-mail, and I haven't heard from him in e-mail either.
scoutsout Jun 18, 2004, 05:28 PM @Team: Unless you guys really want me to play tonight to get this going, I think we need to take a step back and look at a couple of things.
I'm in a bit of a quandry here, so I thought I'd consult with the team. I think we've been bitten by the tech-cost factor here in a couple of places. Two areas of concern when I looked at the save:
1) Philosophy - Were we pursuing a Philosophy free-tech gambit? If so, it appears to have failed. When I loaded the save, we were pursuing Philosophy at zero research ("--" turns out). When I checked in pre-flight, Hittites had Philosophy (and Math). Notes in pre-flight log below as far as what we can get when....
2) FP Pre-build in Alesia (for Statue of Zeus?). Before hiring a scientist, the FP would complete in 20 turns. Not that I think that's bad, but if we were to switch to Math right now we would get math in about 57 turns...after hiring some scientists. A ToA build would take over 100 turns, but would probably get lost in a cascade...
If you guys could have a look at my notes and/or the save, and help me out here I'd appreciate it. I don't want to dump the Philosophy queue without the team's approval (even if we only have about 3 research turns in it) but we can't build SoZ without math...
=====
Pre-flight check
Hittites are up Math, Philosophy, Map Making, Iroquois up Phil., MM
We've got nothing going into science...
We don't appear to be up anything on anybody tech wise, and our FP is due in 20 turns. Hiring a scientist in Alesia slows FP build to 30, Philosophy due in 117...
Hiring a second scientist in Lugdunum brings that to 59 turns
I can get it to 39 turns by hiring another scientist in Richborough... but all of this begs the question of whether we should be pursuing Math instead of Philosophy...
...even with the 3 scientists, Math is 57 turns out....
Bede Jun 18, 2004, 07:17 PM Given the insane cost of technology and our current position, build some troops and go after the Hittites.
Our closest neighbor Persia is not currently any better off than we are, no cash and no technology, so a war with them would not deliver anything of value other than more land. That deal with positioning.
As for the cost of technology, we will never be able to do self research. IIRC the AI cost advantage is a proportional multilier so since the base cost is high the value of the AI discount is even higher, in short the faster we try to run the behinder we are going to get. At best we can invest a few turns at max in order to reduce the buy or negotiated cost at the peace table.
So I fear it will mean war early and often....for cash, land and "pointy-stick" research. Our economy was mortgaged to the Iroquois for the next seventeen turns so we have no trade possibilities until that deal expires (a set of good trades by the way as we spent 700g and netted four techs worth at least 1.5x the expenditure plus some small change.)
So, in sum, turn the research budget to zero and either buy or negotiate technology at the sharp end of a Gallic Sword.
Do we have any boats put trying to find some more trading partners? That will bring the costs of technology down.
gozpel Jun 18, 2004, 09:41 PM We can always try to get our GA which will give us income to buy Maths in good time for the pre-build?
Meanwhile save every coin and take a few cities from Persia, which also will help us economically.
scoutsout Jun 18, 2004, 09:47 PM Okay - Gozpel and Brother Bede seem to be singing from the same sheet... so that's good.
Shall we just go ahead and finish the FP? There is no distance corruption reduction from a C3C FP, so the rule is to just build it early, right?
On the first target for a war - I like Persia. They're handy, and taking the city next to the iron would give that resource to us uncontested.
Sorry for getting my underwear all bunched up, but I just saw some things that didn't really make sense and thought I'd consult with the team. I'll get this played tomorrow night, I promise.
Bede Jun 18, 2004, 11:38 PM It will take a while to ready for war with Persia, so I think timing it to coincide with their acquistion of technology or cash is a good idea.
As for the FP, build it, it will help boost our cash return.
scoutsout Jun 20, 2004, 01:46 PM IBT - Cape Cod Worker>Rax
Turn 1 (825) - Mine around Verulamium, found Nemausus in the desert
something automoved - an archer who went where I wanted to send him anyway...so that's cool.
IBT - Persian spear with settler fights somethign off near fur town
Lugdunum horse>horse, Richborough riots (sorry team)
Turn 2 (800) - some worker moves, not much else
IBT - Entremont Rax>Archer, Richborough settler>
Turn 3 (775) worker moves, move settler out, not much
IBT - Persians are moving a settler pair and units N of Fur town (barbs)
Camulodunum Horse>Horse, Dyburg worker>rax
Turn 4 (750) Workers working towards iron are pulled to connect Cape Cod to the empire (and the empire to the Hittites...
IBT - Lots of Persian movement, Salient worker>rax
Turn 5 (730) - move some stuff, change Entremont to settler and hire a taxman
IBT - Persia founds a town where I wanted one...
Turn 6 (710) gradually shifting units East...
IBT - Entremont Settler>Horse
Turn 7 (690) more of the same
IBT - Lugdunum Horse>Warrior (upgrade to GW) hire a tax collector
Verulanium Horse>Horse
Turn 8 (670) Our Ivory is now connected, and workers move SE of Salient
Change tolosa to Temple (culture squeeze)
IBT - not much
Turn 9 (650) moving troops east to Ivoryville
IBT - Lugdunum Warrior>Horse, Adurum Rax>Horse
Turn 10 (630) I've got 2 Archers and 2 Horses in Ivoryville
Add 3 more workers to Iron mountain, 1 is roading there already
For the next better player,
> > The Save < < (http://www.civfanatics.net/uploads7/gram01_630BC.SAV)
conehead234 Jun 21, 2004, 09:36 AM Ok, I got it.
Gengis Khan Jun 22, 2004, 03:58 AM Sorry for going MIA guys, I've returned but will still need to be skipped for 1 more day.
Sorry again for the inconvienence.
conehead234 Jun 22, 2004, 10:57 AM Um, when ever I try to load the file, I get a load error. Did you play the save in 1.22?
Gengis Khan Jun 27, 2004, 06:51 AM :bump: :blush:
scoutsout Jun 27, 2004, 07:44 AM AW dangit... lemme check to see if I hosed this up...
scoutsout Jun 27, 2004, 07:52 AM AW Dangit - it appears I messed this up. I will replay my turns ASAP so we can get this thing rolling again.
My apologies team.
scoutsout Jun 27, 2004, 09:09 AM IBT - Cape Cod Worker>Rax
Turn 1 (825) - Mine around Verulamium, found Lindum in the desert, start on a curraugh
something automoved - an archer who went where I wanted to send him anyway...so that's cool.
IBT - Persian spear with settler fights somethign off near fur town
Lugdunum horse>horse, Richborough riots (sorry team)
Turn 2 (800) - some worker moves, not much else, Hire scientists in Verulanium and Richborough.
IBT - Entremont Rax>Archer, Richborough settler>Archer
Turn 3 (775) worker moves, move settler out, not much
IBT - Persians are moving a settler pair and units N of Fur town (barbs)
Camulodunum Horse>Horse, Dyburg worker>rax
Mursillis establishes an embassy in our Capitol
Turn 4 (750) Workers working towards iron are pulled to connect Cape Cod to the empire (and the empire to the Hittites...
IBT - Lots of Persian movement, Salient worker>rax
Turn 5 (730) - move some stuff, change Entremont to settler and hire a taxman
IBT - Persia founds a town where I wanted one...
Turn 6 (710) gradually shifting units East...
IBT - Entremont Settler>Horse
Turn 7 (690) more of the same
IBT - Hiawatha demands 24g. Lugdunum Horse>Warrior (upgrade to GW) hire a tax collector
Verulanium Horse>Horse
Turn 8 (670) Our Ivory is now connected, and workers move SE of Salient
Change tolosa to Temple (culture squeeze)
IBT - Hittites demand 23g.
Turn 9 (650) moving troops east to Ivoryville, Founded Nemausus in the north
IBT - Persia demands 23g. Lugdunum Warrior>Horse, Richborough Archer>Settler, Adurum Rax>Horse
Turn 10 (630) I pull a couple of units from Ivoryville to block a persian settler pair. I have a settler on the way who can drop a town near the cow, and a worker roading.
Iron will be roaded in 3 turns, though we're not likely to have the gold to upgrade many warriors...
For the next better player, A proper save file this time (http://www.civfanatics.net/uploads7/gram11_630bc.SAV)
conehead234 Jun 27, 2004, 11:08 AM Ok i got it.
conehead234 Jun 28, 2004, 09:36 PM First the SAVE (http://www.civfanatics.net/uploads7/gram11_430bc.SAV)
Preturn- MM cities, gaining an extra GPT.
IT- Persian Troop activity. Entremont HOrse-Horse. Camulodunum horse-> horse.
1- Pop rush the Temple in Tolosa. Pop rush a temple in Ivoryville. Move troops and settler.
IT- Ivoryville temple->rax. Tolosa temple->rax. Hittites built the Temple of Artemis.
2- Settle Curovernum.
IT-Mayas build Mausoleum of Mausollos.
3- Iron is roaded. Movements.
IT-Entremont Horse-Gallic Swordsman.
4-Switch most of our horse builds to Gallic Swordmen.
IT-Verulamium riots :embarassed: Hittites are building the Great Wall.
5- Pop rush a temple in Cape cod. Pop rush a temple in Lapurdum.
IT- Lugdunum Gallic sword-gallic sword. Lapurdum temple->rax. Cap cod temple-> rax. Lindum Curragh->curragh.
6-Furs roaded. Workers work.
IT-Verulamium Gallic sword-> temple. Iroquois are building the hanging Gardens.
7-Buy Mathamatics from the Iroquois for 18gpt and 190 gold. Start Status of Zeus in Entremont, due in 14.
IT-nada
8-workers work.
IT-FP is completed. settle Alesia to temple. Camulodunum Gallic sword->temple. Dyeburg rax->Gallic Sword.
9-Income is 47 gpt now. I have been noticing alot of Persian troops movement, so I trade then Incense and Dyes for Wines and 80 gold. They are Polite now.
IT-Adurum Gallic sword->gallic Sword.
10-Movements
I have been moving troops to Ivoryville. We have 2 gallic swords,5 horsemen, 1 archer and 3 warriors there. Our army now totals 20 warrios, 7 archers, 7 horsemen, 4 gallic swords, 1 curragh. We have 1 iron, 1 horse, 1 fur, 1 dye, 3 incense, 1 ivory. We are importing 1 wine and exporting 1 dye and 1 incense. The only people we can trade Lux or resources with is Persia. We can purchase any tech the Hittites have expect construction, if the next player decides to do this, negotiate the best price you can get. Same thing with Iroquois, except in addition to construction, we can not purchase Monarchy. To the west of us, our curragh has found the eastern edge of an island. We are making 48 gpt and have 214 gold in the bank. The Statue of Zeus is due in 11 turns.
scoutsout Jun 29, 2004, 12:26 AM @Conehead - what, no screenie? Hey - the last player didn't post one either - DOH! The last boneheaded player who didn't post one was ME!!!
I promise to never, ever, never, ever, milk a xOTM again while I'm in a SG...
What do you guys think about changing GOTM to GOTF (Game of the Fortnight?) :crazyeye:
Bede Jun 29, 2004, 04:09 PM Got it.
Play tonight after 8:00PM EDT.
I smell cities burning: Persian or Hittite?
Do we wait for SoZ to complete for the hard hitting horses?
I guess it boils down to to who's got more of what we want.
Will check in before proceeding.
Bede Jun 30, 2004, 12:52 AM The Celts at 230BC (http://www.civfanatics.net/uploads7/gram01_230BC.SAV)
Since the bulk of our forces were facing the Hittites, hit 'em.
0-430
Upgrade a couple of warriors to Gallics.
We can get Mapmaking through a three cornered deal: selling Math to Babylon and Rome then using the cash plus Math to get Map Making from Babylon. The counterparties haven't met yet so the risk of Rome and Babylon selling Math onward is nil. The acquisition of Map Makiing gives us trade bait for alliances against the Hittites (as well as an oppportunity to pick up cash from Rome and Persia. Rome throws in a couple of slaves in the deal.
We appear to have a lock on the SoZ unless the two in the fog have ivory.
Unroll the scrolls and read the maps trying to develop a campaign plan for the Hittites. Can't see their horses but their iron is between Ivoryville and their capital.
430-390
Not much to report, except plague hits both Cape Cod and Camulodorum. Move troops out of both. (Plague reappeared twice during this set. As each instance ended another began somewhere else. Move any troops out of the town when the ravens start circling and don't send any troops into the town, even in passing.)
In 390 move troops to the border of the Hittites and spend 29g to open an empbassy with the Persians. Ambassadors report that Persepolis is pop3, 6spt, 8fpt, 7gpt, spending 40% on science, building a catapault, three spears, an archer and a settler in the garrison.
Pay a call on Mursilis to assess his attitude. He will not trade for incense, no way no how., but will offer 220g for Iron We can buy any tech (Philosophy or CoL ) but Construction for Incense, 29gpt and 49g.
Hattusha will have to burn and be resettled as it is sitting right on top of a herd of cattle.
The Babylonians take advantage of their new found knowledge and start the Great Lighthouse and the Iroquois finish it for them.
370BC
Open the war with the Hittites...and invite Persia to play, too, for Map Making.
Archers grab two slaves and horsemen take the high ground above Hattusas. Galiic attacks the city and kicks off the Golden Age. Second Gallic takes the town and it burns.
370-310
Setting up for the next Hittite town.
Babylon joins the party by allying with the Hittites against us and also declaring war against the Persians. Persian troops crossing our territory get sucked into Babylon and away from the Hittite iron.
A Gallic destroys a Hittite war chariot and captures another slave.
A Gallic is lost assaulting the Hittite town but the defending spear is wounded. Two Hittite spears are killed outside Ivoryville
An archer is killed crippling the strongest spear in the Hittite town nad a Gallic kills a regular defender leaving a single crippled elite in the garrison.
290
Harran falls and the Hittite war chariots are wiped out.
270
Found Glanum at the site of Hattushas. Capture two more Hittite slaves. Murislis will talk but all he will give is a former Iro town.
The Persians are doing a fine job keeping the Babylonians occupied, capturing Zariquim SE of Curovenum
Mursilis loses another war chariot against out horses on the mountain.
250
Setting up for Kadesh.
The Iroquois join the fight with the Hittites.
230
Set up to take Kadesh and reinforce Curoverum as there are Babylonian bowman incoming. Reinforce Glanum with swords and position a couple on the mountain above the Iro town between Glanum and Alesium.
There is a settler on the way to the east that can be used to claim a herd of cattle between Ivoryville and Babylon or to resettle the site of Kadesh should it burn.
There are three Iro swords on the hill east of Kadesh, but the are no threat to our Gallics in the forest.
Rome will join the party against Babylon and the Iroquois in exchange for Map Making and some cash.
Oh, forgot to mention, the SoZ completed about 270 or so, so the first AC's should be arriving about the middle of the next set. I think Babylon makes a good target for those 5hp horsemen.
The GA is producing a steady stream of Gallics (far faster than our minimal losses). Once Kadesh falls I would put the Hittite war in a holding pattern and go Babylon hunting. That way we can encircle Persia and lock the X-man into his little corner. The Hittite forces have to cross a lot of open ground to reach us, as do the Babylonians, so setting up killing grounds just takes a little patience and some forethought. I should have cut the roads leading into Haried, I think it is, but that needed more Gallics than I had at the moment.
In summary we are at war with Babylon, Iro, and Hittites at the moment and allied with Persia agianst the Hittites.
There is something odd in the mod, as we have the tech for galleys, but can't build any.....:hmm:
No pictures but not much has changed
Roster check.
gozpel -> up
GK
scoutsout
conehead234
bede->started the dance
grahamiam Jun 30, 2004, 06:34 AM There is something odd in the mod, as we have the tech for galleys, but can't build any.....:hmm:
hi, i notice this too during my last set of turns and started investigated. it appears that I clicked on the "available to civ's" box in the editor and galleys are only available to the greeks. good thing we're on a pangea. sorry for the screw-up :)
btw, gozpel has posted in a couple of threads that he will be unavailable for a couple of weeks (maybe on weekends, but not sure) so you guys ought to skip him for now.
conehead234 Jul 04, 2004, 01:13 PM Bump :bump:
conehead234 Jul 07, 2004, 08:07 AM BUMP
where is everyone?
scoutsout Jul 07, 2004, 08:13 AM Looking at Bede's roster, Gozpel is up. He just played in Gram 2.0 a day or three ago, so he's around... maybe this just dropped off his radar screen. This new forum thing "ages" threads in Control Panel rather quickly. I need to do something different myself, because I've needed a couple of "bumps" in the last few weeks.
I say we give this a day or two to let Gozpel pick it up... since the chances of GK showing up are a little slim right now. I was up in 2 demi-god SGs and finished up SGOTM2 last night, so I will not have my 'game face' again for a couple of days...
scoutsout Jul 11, 2004, 05:19 PM Gozpel, are you still tracking this one?
@Team: Since GK hasn't been heard from in some time, if Gozpel doesn't pick this up it would come right back to me (and I just played this 2 turnsets ago...)
Giving this a :bump: so that it'll pop back up on your CP... but do we need to think about another player if GK doesn't reappear soon?
gozpel Jul 12, 2004, 04:56 PM Yikes, I totally missed this one.
I play tomorrow.
gozpel Jul 12, 2004, 07:31 PM Pre-turn - Cities are in good order and no changes. I see we're one turn "over", so I'll play 9 turns to even it out.
Check diplo, we are at war with 3 nations :)
I send MapMaking to Rome for alliance against Babs and we get a worker for the trouble.
210bc - Camolodunum GS -> GS
Cape Cod GS -> GS
Curovernum temple -> barracks
Kill a few stray units.
Attack Kadesh, 2 GS kill 2 spears and take the city.
Kill 3 Iro swords and 3 more diff units, lose a horse and a GS, but gain 2 elite GS's.
190bc - Entremont GS -> GS
We take the Babs-city of Eulbar, lose 2 GS against 2 silly spears :( But we gain 5 slaves.
170bc - IT - Greece ??? declare on Persia, I can't see them in the diplo screen?
150bc - Verulamium GS -> GS
Ivoryville barracks -> horse
Lindum catapult -> barracks
A GS kill a spear in Tyendenaga and take the city plus a slave.
We kill some stray units, lose a horse
130bc - Entremont GS -> GS
Richborough granary -> GS
Dyeburg horse -> horse
Salient horse -> GS
Lapurdum GS -> GS
Remove 6 various units from the map, losing none.
Both Hittites and Iro's are willing to talk, but will give nada for peace.
110bc - IT - Maya completes the Great Wall.
Alesia GS -> GS
Camulodium GS -> GS
90bc - Iroquois declare on Persia.
Entremont GS -> GS
Lugdunum GS -> GS
Isca founded in the desert near Ivoryville -> temple
Whip temple in Harran for 20 shields.
70bc - 3 3man-chariots dies against our defense in Harran.
Harran temple -> barracks
Adurum granary -> GS
Tolosa barracks -> GS
Glanum temple -> barracks
Curovernum flips to Persia?! and we lose 2 archers and a catapult
I'm tired of attacks from the left and the right and move troops towards 3 enemy cities.
50bc - Entremont GS -> GS
Alesia GS -> GS
Verulamium GS -> GS
Nemausus temple -> worker
Take the Iro city of Kahnawake with 4 straight elite wins, no leader, but 3 slaves.
Kill 2 spears and 2 archers in Hittite city Ankuwa, lose a GS and a horse and take the city.
Iroquois and Hittites have 10 cities each, Babs a bakers dozen.
No reason to stop the warring now, continue hurt them and hurt them bad. We will get techs and cities for peace later on.
http://www.civfanatics.net/uploads7/brennus50bc.jpg
scoutsout Jul 13, 2004, 12:14 PM For some odd reason, I feel good about following Gozpel. :thumbsup: Must be that Rome thing going on in Gram2...
I haven't seen GK around in a while so this is a "got it", unless he shows up in the next 7-8 hours and makes a quick post. I'll plan to play tonight or tomorrow night.
I believe the order-of-go looks like this:
gozpel<-just played
GK <- MIA
scoutsout <-up, absent GK
conehead234
bede
As it stands now, we're down to 4 players without GK. Do you guys want to continue with 4 until GK shows up, or invite someone to join in?
conehead234 Jul 13, 2004, 02:29 PM Just continue untill GK shows up.
scoutsout Jul 13, 2004, 07:38 PM @Gozpel: Did you do what I did on my last turnset, and play this in 1.22f?
@Team: How many of us have 1.15b and 1.22f? If we've all got 1.22f, can we just sort of mod this on the fly? :crazyeye: Otherwise we'll have to ask Gozpel to re-play those turns...
...and here I was, all fired up and ready to take Gozpel's advice and "continue to hurt them, and hurt them bad."
:lol: Oh well, maybe tomorrow...
Bede Jul 13, 2004, 08:03 PM If everybody has 1.22 we can just proceed as writ.
scoutsout Jul 13, 2004, 10:53 PM If everybody has 1.22 we can just proceed as writ.That's what I'm thinking... but I figured I'd ask if there's one among us that doesn't have [c3c]1.15.22.1.3.5.7.....splattered all over their hard drive...
Soo... if there's anyone on the team that wants to keep this a 1.15b game, say the word, trump it, and we'll ... figure it out.
But if everybody can play 1.22f, then this will become "All-Stars 1.15b Morphed to 1.22"
:crazyeye: I_need_a_losin'_my_mind_smiley
conehead234 Jul 14, 2004, 06:33 AM It does not matter to me, I have both patches.
scoutsout Jul 14, 2004, 08:04 AM Alrighty then... I'll play this in 1.22 tonight, since it's pretty obvious Gozpel can play it in 1.22, and GK hasn't been around...
gozpel Jul 14, 2004, 04:51 PM :lol: This is what happens when one is signed up in too many SG's and don't keep records!
"All-Stars 1.15b Morphed to 1.22" is probably easiest, or I have to replay my turns :)
scoutsout Jul 14, 2004, 05:00 PM Don't sweat it Gozpel, you weren't the first to attempt the morph in this game, I was. :blush: I'll finish morphing...er, playing my turns tonight. :D
gozpel Jul 14, 2004, 05:15 PM :lol: Done deal.
scoutsout Jul 14, 2004, 10:16 PM Gram1 - Pre-flight
Entremont is near riot...hire a scientist
Change Dyeburg to Gallic Sword
Wow - Persia is at war with everybody but us...
Persia wants Ivory, 59gpt and 759g for Monarchy...
IBT - Some enemy units move, we train 3 Gallic Swords, start some more
Turn 1 (30) Put Kahnawake on a diet
Bongo whacks a Spear in Mauch Chunk
Lose a Regular GS to a Spear now 1/3
Elite GS finishes off the garrison, captures Mauch Chunk and 7 workers.
Whack an archer, advance some troops...
IBT - We lose on GS to a 3MC in a former Hittite city, 2 Iroquois Swords fall to a GS on a hill outside Tyranna. We train 2 GS. Hattusas completes the Hanging Gardens. Iroquois start Great Library.
Turn 2 (10BC) Advance some troops...
IBT - A regular GS I put on a mountain for recon kills off 2 Hittite Archers and an Iroquois sword. Now Elite. 2 Javelin chuckers show up near Kahnawake. We train some more Gallic Swords, equip a settler... The Maya are building the GL...
Wait a dadgum minute... the Maya? Did we know them before?
Turn 3 (10 AD) Smoke Jag has a dozen cities, up Phil, CoL, Lit, Currency, Monarchy, Construction.
He will sell us Currency for 260g+20gpt. That seems expensive, but I take it. Dial up Rome and trade Currency for Philosophy and a worker (he has no gold). Buy Monarchy off Persia for Currency, Philosophy, 300g+9gpt.
Swap Entremont to a Market.
I lose 3 Gallic Swords attacking Adana, but the city falls. Whack a couple of Iroquois swords.
IBT - Verulamium starts a Market.
Turn 4 (30AD) Advance some troops on Hatturas, pillaging Mursillis' horses along the way.
IBT - The Hittites trade us 1 for 1 on 3MCs/GSs (we need to cut that ratio down..)
X-man isn't so sure about the alliance Versus Hittites, I add some gems to the deal (we don't have enough reserves at home...)
Turn 5 (50AD) We turn a Babylonian source of iron into a Celtic rockpile. Get a couple of GS's banged up outside Hatturas...
http://www.civfanatics.net/uploads7/1-1_gram_BABIRON.jpg
IBT - we go 1 for 2 against Iroquois swords outside Hatturas. Hittites are rebuffed requesting an audience. Hittites re-take Adana with some really nice RNG luck, going 3 for 3 against GSs with 3MCs.
Tyendenaga finishes its temple, starts a Rax.
Turn 6 (70AD) Retreat the banged up stack from Hatturas, advance troops on Tyranna.
IBT - Entremont completes its market, and starts on Gallic Swords again. Fire the scientist.
Turn 7 (90AD) Send some Gallic Swords against Tyranna, and the city is ours.
IBT - LOTS of Iroquois swords around Tyranna... WLTKD at Entremont.
Turn 8 (110AD) Kill a couple of Iroquois Swords, lose on GS.
Found Segusio on the former Babylonian Iron source, beating a Persian settler pair by 1 turn.
IBT - Barbs sink one of our Galleys. Iroquois swords knock off a couple of our Gallic Swords.
Turn 9 (130) position some troops to advance on Adana in the east, whack a couple of Iroquois units in the west, rest the stack in the center for the next player to assault Hattusas.
IBT - Iroquois swords take a toll on our GSs in the west. A 2/3 Iroquois sword takes out a 4/5 GS. Tell me the AI can't read the RNG.
Turn 10 (150) We re-take Adana. Kill an Iroquois sword outside Adana that was escorting a settler. Go 1 for 2 on Iroquois swords outside Tyranna.
:rotfl: We have an AC in Entremont! Why is this the first one I've seen?
I advance 7 healthy Gallic Swords on Hattursas... move a few troops toward the front, and that's it.
Persia is up Literature and Construction. We'll have another source of Iron soon... bet we could trade Iron for one of those... though I don't like the thought of Immortals in our back yard...
scoutsout Jul 14, 2004, 10:22 PM Here's a view of the front:
http://www.civfanatics.net/uploads7/1-1_gram_150AD_THEFRONT.jpg
scoutsout Jul 14, 2004, 10:30 PM After action review:
The good: Got us a couple of techs (incl. Monarchy), a market in Entremont, and a couple more AI cities, including the Babylonian source of Iron. Tyendenaga looks like it will be productive for us. The temple is complete, the rax is 6 turns out.
The bad: The front is WIDE. The 3-Man Chariots are dangerous to our Gallic Warriors... as are the Iroquois Swords.... I managed to pillage Mursillis' horses on my first pass near Hattursas, but there are still a few 3MCs out there...
I advanced 7 GSs to Hattursas on my last turn. Hopefully that will be enough to break the Hittites' backs. The Hanging Gardens are there, so if we take that, it will end happiness concerns...
The UGLY: If we don't deal with the Hittites soon, we're going to have a rough go of it when the GA runs out.
For the next better player: > > The Save < < (http://www.civfanatics.net/uploads7/1-1_gram_150AD.SAV)
conehead234 Jul 16, 2004, 06:04 AM I didn't know I was up. I got it.
scoutsout Jul 16, 2004, 08:12 AM Sorry about that conehead... we've just been taking a casual attitude with this game, so I didn't get excited about giving you a bump.
Watch those Iroquois swords, they seem to be dangerous to our Gallic Swords...I have no way of knowing if I pillaged Mursillis' only source of horses, but there's a stack of archers in the east...he might be resource poor now. If you can capture his capitol, I suspect he'll be gassed.
grahamiam Aug 03, 2004, 09:40 AM looks like this one is dead http://www.click-smilies.de/sammlung0304/traurig/sad-smiley-068.gif
your all welcome to check out the 1.0 thread. we should be able to top the domination limit in the next 10 to 20 turns.
scoutsout Aug 04, 2004, 12:15 AM @Grahamiam: I'm still tracking.
@Team: Are you guys still in this one? Or shall I finish this as a pesonal epic? :p
@Conehead: Back from vacation? Still "got it"?
conehead234 Aug 04, 2004, 05:59 AM I went on vacation and completly forgot about this, I have about half the turns down.
gozpel Aug 04, 2004, 07:18 PM No, let's continue this. So far I think it's a fun game, even if it slowed down a bit.
Bede Aug 04, 2004, 07:19 PM I'm still in.
scoutsout Aug 08, 2004, 08:56 PM Where are we in the order of go here? Conehead, don't you follow me in this one?
scoutsout Aug 14, 2004, 10:38 AM gozpel <- still tracking
GK <- hasn't been heard from in some time.
scoutsout <-"just" played... a month ago :rolleyes:
conehead234 <- had half the turns down... 10 days ago...
bede <- still tracking
@Conehead: Have you lost interest in this game?
@Team: If you guys would like to resurrect this game, I'm up for it. I'd like to invite someone to take GKs slot, since he has not been heard from in months.
Bede Aug 14, 2004, 04:22 PM gozpel <- still tracking
GK <- hasn't been heard from in some time.
scoutsout <-"just" played... a month ago :rolleyes:
conehead234 <- had half the turns down... 10 days ago...
bede <- still tracking
@Conehead: Have you lost interest in this game?
@Team: If you guys would like to resurrect this game, I'm up for it. I'd like to invite someone to take GKs slot, since he has not been heard from in months.
I can pick up and play tomorrow. And, yes please, invite someone in.
denyd Aug 16, 2004, 06:36 PM After reading how far you've gotten, I don't think my pre-knowledge would preclude me from joining if you'd like another body for this one.
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