View Full Version : MIC1 - The Commercial Research Hater
microbe Jun 15, 2004, 01:31 PM So here comes my first SG.
The idea is to not do any serious research. We hate research. We want to make money and rule the world, and we deem science a way for that purpose only. We can buy, steal, extort techs, but we never fund research ourselves except minimum. The variant rule is very simple: we can only do min research.
So we will be playing Rome (commercial and militaristic). The two traits fit the theme the best IMO, and the UU will rule the ancient ages.
This means the science bar can never be more than 10% (unless at the beginning when income is low, 10% might be outputting 0 sci, so in this case you can try 20% or higher but stop at the first percentage when science output is non-zero), and we cannot hire more than one scientist. In one word, we cannot self-research a tech faster than 50-turn. We are stingy and will only invest the bare minumum in research!
I want to try it on demigod/standard map/continent. So I need a bunch of deity players. We need good trading and warmongering skills (yes, we'll have a lot of wars).
I can play both 1.15 and 1.22, but I prefer 1.22.
I prefer that no scientific civ in this game. I probably will make sure only we start with Alphabet so no other commercial civs either.
Sign up (please indicate if you can play 1.22):
Aggie
gozpel
barbslinger
betazed
microbe
And the basic rule is that no exploits and no breaking deals/peace treaties on purpose. I'll adopt Aggie's ruleset for now:
BANNED TACTICS
These are the exploits that I want to avoid in the game:
"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs or money.
"Palace Jump"; Jumping the palace by disbanding the capital. Rushing a palace or building it brick by brick is OK.
"RoP Rape": Using Right of Passage to move whole armies into attack position.
"Throwaway Cities": It is possible to go everywhere by settling, moving a setter one tile further in, abandoning the old city, founding a new one, etc...etc... A city shouldn't be abandoned in the same turn as it is settled.
"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.
"Dogpiling": Adding multiple workers to cities to increase population beyond the food supply.
"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.
"Negative cash research": The penalty of negative cash is only one unit/improvement. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.
Anyone interested?
Yom Jun 15, 2004, 01:44 PM Hmm...this reminds me of an RBCiv Epic. Namely, the Numistic Numidians (don't remember which number though). I'm assuming you're keeping min research to get TGL?
(Note, this isn't a sign up, I'm in enough SGs already)
Aggie Jun 15, 2004, 01:46 PM Rome is commercial / militaristic!! I'm interested by the way :)
microbe Jun 15, 2004, 01:46 PM I might have got the idea from some RBCiv game, but I don't remember which ones.
Regarding Great Library - I don't bet on that and I doubt we'll get it, but we'll see.
microbe Jun 15, 2004, 01:47 PM Rome is commercial / militaristic!! I'm interested by the way :)
OK Rome it is! I am surprised why I didn't think of that, considering I am playing a game with it now. I'll update the first post.
T_McC Jun 15, 2004, 01:50 PM Unfortunately, not a sign-up either. But ...
The RBCiv Epic in question is the Numismatic Numidians. The Civ was Carthage, and I believe the level was Emperor.
Isn't Rome Comm/Mil?
Oddly, the higher the level at which you play this, the less of a variant it is. Does anyone do their own research on Sid? On Demigod, the point where the human starts to do their own research is usually late Medieval or early Industrial Age.
[Edit: Obviously the cross-posts were flying fast and furious. :) ]
microbe Jun 15, 2004, 01:54 PM Oddly, the higher the level at which you play this, the less of a variant it is.
I agree, but I'm afraid Emperor would be quite easy as I've had games finished before 1000AD.
I think the variant would kick in seriously at Industrial Ages. We'll be stealing a lot of techs and I want to push that to an extreme.
I also expect things would be quite difficult at the beginning of Middle Ages.
Aggie Jun 15, 2004, 01:55 PM Why not ban min research as well? That would make it more spicey!
microbe Jun 15, 2004, 02:03 PM Why not ban min research as well? That would make it more spicey!
Min research means we are stingy and want to get a tech by investing almost nothing. So it fits the theme quite well anyway. :)
It might help us out, or not. I just want to have a backdoor like that in case money wouldn't work. :)
betazed Jun 15, 2004, 02:14 PM I would like to join.
However, as T_McC pointed out in Deity this will be pretty much the standard game that we play, which btw is also another reason why I am joining up. I am participating in 4 SGs and all are variants. Time for a standard one, I guess. :)
I prefer 1.22.
microbe Jun 15, 2004, 02:17 PM Welcome betazed.
This is demigod, not deity, so things will be a little easier. :)
Aggie Jun 15, 2004, 02:19 PM I also prefer 1.22 by the way.
Aggie Jun 15, 2004, 03:12 PM What is the preferred victory type? It would be extra special if we have to win by Space Race :p
microbe Jun 15, 2004, 03:15 PM What is the preferred victory type? It would be extra special if we have to win by Space Race :p
I thought about that too. :lol:
Any win is fine with me (culture is not feasible though).
Both diplo or military win will fit the theme well, but I agree space would be the most challenging.
betazed Jun 15, 2004, 03:21 PM I would say let's shoot for a space or at least a modern age military win. I am really interested in playing a game in which there is a modern age war. I do not remember when last I played a game that needed modern armor or mechanized infantry.
Come to think of it, I have never used stealth bombers. are they any good? Do they work? :mischief:
So if this game converges on a modern age war that would be great. Of course this is your game and you have the final say on what we should shoot for. :)
gozpel Jun 15, 2004, 03:22 PM Sounds fun. Count me in if you want me :)
gozpel Jun 15, 2004, 03:25 PM Erh yes, 1.22 is fine.
Does stingy research count with a single scientist?
microbe Jun 15, 2004, 03:30 PM gozpel, you are always welcome. :)
Yes, single scientist is OK. The point is that each tech we research will have to take 50-turns.
@betazed: I do want the game to last into Modern Ages, as others have pointed out, the variant wouldn't be much relevant before Industrial Ages. But I won't make it a hard rule at this point. Let's see how the game goes first.
Since we have 4 players already, I will probably start the game tonight. Aggie will be the first to play (20 turns), and each player 10 turns afterwards. I'll also select all civs and not include any scientific or commercial ones.
One last slot is left, hurry up if you are interested. :)
gozpel Jun 15, 2004, 04:05 PM Great! :)
Hmm, I never tried stealthbombers, but I played with normal bombers in a couple of games now and find them overpowering. I believe Aggie backs me up on this.
When ever we can build them, I think we will need a serious discussion if we should build them at all, or if we should keep them down to a descent amount?
microbe Jun 15, 2004, 04:09 PM I can mod the game to get rid of the lethal bombardment of bombers, if people would like. This will also make stealth bombers more attractive. However, I must warn you that since we don't do self-research, it would take forever before AI does it.
Any suggestions are welcome, but do it quick before I start. :)
Aggie Jun 15, 2004, 04:09 PM I'm sure that betazed and microbe also know about the power of the bombers. They've both played SG's in which they played a crucial role (MELI1 and AG3).
We could make a ruling like this: Bombers are OK, but they may not kill enemy units. This means that you aren't allowed to bomb units with 3 HP's left.
EDIT: Drawback of modding the game is that it won't make the HoF (unless you mod the HoF :) )
gozpel Jun 15, 2004, 04:20 PM No modding, let's keep it to "sensible rules" and don't use the lethal bombardment.
Another thing, if we're the only one with Alphabet, we don't want to give it away cheaply. We might want to at least try for GLib.
If we get bullied early, that's a different story :)
I haven't played Romans for a long time and really look forward to this, so get it started!
barbslinger Jun 15, 2004, 04:31 PM If possible I'd like to give it a go too. I really like the 0% idea Aggie had a few posts back. Race to espionage for sure. Could it possibly end up commie after you get over 100 cities. If we have room to expand we could easily take this game over after we get our UU. See The Roman legions game. You may want to limit the water to 70%. If it has little water we could have our continent in hand before feudal.
microbe Jun 15, 2004, 04:43 PM OK the team is complete! Barbslinger I assume you can play 1.22.
I'll post the start tonight.
barbslinger Jun 15, 2004, 05:05 PM What % water are we using and game settings please. It will make a big difference if we can or can not expand. I would hedge towards average or less water. No islands, we want our Legions to have some fun. Mountains aren't very conducive either.
microbe Jun 15, 2004, 05:15 PM 70% water continent, everything else normal/default.
Do you guys want me to post some start positions and vote?
barbslinger Jun 15, 2004, 05:40 PM Only thing I would like is an iron mountain near the capital. Some bg's and bonus food would be nice too.
microbe Jun 15, 2004, 10:58 PM This is a good start. I guess Barbslinger has nothing to complain about now. :)
I suggest settler go north and worker start roading/irrigating, and we can pop up the huts next turn.
http://www.civfanatics.net/uploads7/MIC1-start.jpg
Our opponents are China, Egypt, Celts, Japan, America, Maya and Germany (yes I included a scientific civ). No commercial/Seafaring civs so we have monopoly on Alphabet.
I reorganized the roster a bit and moved gozpel to the front as he seems anxious to play. :) Let me know if you want to change the order.
Aggie can play 20-25 turns, gozpel play 10-15, and 10 turns afterwards.
Aggie - up
gozpel - on deck
barbslinger
betazed
microbe
barbslinger Jun 15, 2004, 11:22 PM Quote, "This is a good start. I guess Barbslinger has nothing to complain about now. "
What! Tundra! I think we'll be OK, except for the tundra, mountains. j/k. Sure would love to see a settler pop from that hut. Should be fun.
Aggie Jun 16, 2004, 02:56 AM I decide to irrigate the cattle go one tile NW with the settler.
Turn 1 (3950 BC) Rome founded. We pop a skilled warrior, who starts scouting. It goes north and reveals rivers, a wheat, grassland, plains, forest and a lake (which I first thought was a coast tile). In one word: Superb!
Min science on writing. Rome is on warrior (in 5).
Turn 2, 3 (3900, 3850 BC) :sleep:
Turn 4 (3800 BC) Warrior finds furs.
Turn 5 (3750 BC) :sleep:
IT: warrior->settler.
Turn 6 (3700 BC) 2nd warrior goes scouting as well.
Turn 7 (3650 BC) Rome is size 2, luxury to 10%, science to 10% as well.
Turn 8 (3600 AD) 2nd cattle is going to be mined, to get a 4 turns settler factory quickly.
Turn 9, 10 (3550, 3500 BC) :sleep:
Turn 11 (3450 BC) Size 3 Rome needs 30% luxury.
Turn 12, 13 (3400, 3350 BC) :sleep:
IT: Settler->warrior.
Turn 14 (3300 BC) Settler goes NW, to a wheat tile. Lux on 0%, science on 20%.
Turn 15 (3250 BC) :sleep:
Turn 16 (3200 BC) Our popped warrior appears to have found the northern end of our continent. Rome is size 2. Lux and science at 10%.
IT: warrior->settler.
Turn 17 (3150 BC) Warrior fortifies at home. Luxury at 0%.
Turn 18 (3100 BC) Veii founded, starting with a warrior.
Turn 19 (3050 BC) :sleep:
Turn 20 (3000 BC) Rome is size 3, lux at 10%.
Turn 21 (2950 BC) I see a goody hut south of Rome.
Turn 22 (2900 BC) With protection (a warrior) in Rome I decide to pop the hut. We get Ceremonial Burial :) I see the first barb hut. I was almost thinking that we had sedentary barbs. This changes everything and I will send the southern barb home.
Turn 23 (2850 BC) :sleep:
IT: settler->warrior.
I leave it here. I would use the warrior in Rome to guide the settler SE of the lake east of Rome. I also would send the warrior in the south to Rome. We really need pottery to build a granary and get a 4-turn settler factory.
We haven't met other tribes. Are we alone?
barbslinger Jun 16, 2004, 03:50 AM Wow, looks great! Hope we are not alone. Is this pelago or continents?
microbe Jun 16, 2004, 05:18 AM Continent. We need a costal city to produce curraghs.
Aggie - just played
gozpel - up
barbslinger - on deck
betazed
microbe
gozpel Jun 16, 2004, 12:48 PM My turns already? Ok, I don't mind :)
With 2 cows Pottery is mandatory ;) But I don't mind Writing either, it's always a gamble and we could just as well got Pottery from the hut. I guess we're going for Philosophy for a change. :D
I got it.
Aggie Jun 16, 2004, 12:50 PM I thought that it was agreed to go min writing-literature? That's why I decided to choose Writing... Pottery would take 50 turns!! (min science).
microbe Jun 16, 2004, 01:07 PM We'll get pottery from the AI hopefully!
gozpel Jun 16, 2004, 01:16 PM Ah ok, sorry Aggie. I missed the agreement about writing etc. It's just in my nature to always go for Pottery when I need it, such as in a game like this. And we will get settlers in a descent rate for now anyways. :)
gozpel Jun 16, 2004, 02:26 PM Pre-turn - Not much to do but to move the settler with escort.
2750bc - A barb comes from the SE, I let the settler go by himself and our 2 warriors nearby moves to intercept.
Lux 30% for a turn.
2710bc - Veii warrior -> warrior
Luxes back to 10%.
2670bc - Rome warrior -> settler
2630bc - Warrior defends against barb.
Antium founded -> worker
Warrior whacks barbhut for 25g.
2590bc - I notice the northern barbhut disappeared and our conscript meet the Celts.
I give them Alphabet, 169g and 1gpt for BW and Pottery.
The Celts have 3 cities.
Switch Rome to granary, due in 8t atm.
2550bc - Luxtax zero for a couple of turns. We have 11gpt and 11g.
2510bc - Veii warrior -> worker. Send warrior W to check the surroundings.
2470bc - The celtic warrior is busy killing stray barbs for us :)
Lux 30%.
2430bc - Celts knows Masonry and the Wheel, they must have traded for it, so I move a warrior westwards.
Veii to work forest, so worker is done next turn. Luxes down to 20%
2390bc - Veii worker -> barracks. Worker to irrigate wheat.
Scouting warrior find barbhut.
2350bc - Slow down growth in Rome, as granary is done next turn.
Warrior takes out barbhut, promotes to vet and gets 25g for the trouble.
2310bc - Rome granary -> settler
2270bc - The Celts are building the Pyramids :D
Our scouting conscript spot their borders to the west.
2230bc - Antium worker -> barracks
2190bc - Not much
2150bc - Settler is ready to go, either to where the warrior stands to the west or maybe up to the furs.
We have 9gpt and 144g.
We are down Masonry and Wheel on the Celts, and pay them 1gpt for another 9 turns.
Veii can get barracks in 2 turns of we work 2 forests.
gozpel Jun 16, 2004, 02:30 PM The world as we know it.
microbe Jun 16, 2004, 02:31 PM Better to meet the other AI before celts sell them Alphabet. Looks like we have a choke and well separated. :) Let's settle the choke asap?
Aggie -
gozpel - just played
barbslinger - up
betazed - on deck
microbe
gozpel Jun 16, 2004, 02:43 PM I think they already sold Alphabet to someone, because they were up Masonry and the Wheel a couple of turns after my trade.
We want curraghs and should plop down a city to the west.
I need a compass, when I said next settler go to the warrior west I meant east. How can I survive with such a lousy sense of direction?
microbe Jun 16, 2004, 02:46 PM We probably will get Writing the first anyway, so no worry.
When I started the game I wasn't really thinking of Great Library. Do we want to build it? If so, which city?
Aggie Jun 16, 2004, 04:09 PM Any city except Rome (TGL). Rome is our settler factory.
barbslinger Jun 16, 2004, 05:09 PM I would say the same. I know from the Korean Spac victory with Aggie that the settler factory was the key to dominating that game. 4 turns is sweet. I would also look for a worker factory in this game to get some gold bearing roads down. I'll have a look at the territory tonight and see if there is anice spot for the GL. I suppose a 50 turn lit run would ensure the timing of the prebuild other wise the AI might not research it until our prebuild expires. Right now I will be concentrating on a settler factory and settling towards the EAST. We have to fill in all our land and keep celts out.
gozpel Jun 16, 2004, 05:49 PM There is a nice spot east, where the warrior is standing. It has 6 BG's after expansion.
And Veii should be good as a combined worker/warrior town.
Btw, the settler factory is up and running already.
gozpel Jun 16, 2004, 06:09 PM Just my idea of a dotmap. The yellow is the shield-rich area.
barbslinger Jun 16, 2004, 06:28 PM Well, I'm headed to smiley face with 1st settler and then heading towards the lake with the next. The 3rd on my watch will go towards the furs. We shouldnt have happy trouble since we have no research budget so the furs can wait. I don't want the celts coming in on any of our grassland. that fogged area to the NE should get high priority. The 3 cities West of Veii on the dotmap can wait for a while. Any thoughts?
gozpel Jun 16, 2004, 06:39 PM Sounds good, expand towards the AI is a priority.
Just a thought about the coastal dot southish of the yellow, it would drag in the game and another bg for the yellow town and yet another town further up the coast (that would be on the bg next to the mountain) could help this city to gain all the bg's without temple.
Plus we can build curraghs :)
gozpel Jun 16, 2004, 06:40 PM edit: double post
barbslinger Jun 16, 2004, 06:59 PM Point noted on the curraughs. More contacts open up more brokering opportunities, and we absolutely need those. Until I have my butt sitting in the throne room looking at the empire through the magic crystal ball monitor it is tough to make the call. If we have iron I don't really care where the celts settle because the towns will be ours down the road anyway.
I guess the question is stop the celt expansion or go coastal cruising? Is there any evidence the celts have another contact east of them? If so, perhaps the better thing to do is the quick curraugh.
gozpel Jun 16, 2004, 07:10 PM I think the best way would be yellow dot with first settler, lake with second and then coast with a third. The coastal town to build curraghs and workers to help the GLib town.
I agree, it's a difficult choice...
barbslinger Jun 16, 2004, 11:13 PM Mic01 – 1250BC
Preturn. My count on the factory shows we need one more mine to be a factory. Settler one will go to the high bg tile and start on the GL. Settler two will be a decision later. Veii needs 7 shields so we’ll get it in two swapping tiles next turn. Move settler out for GL site. Brennus has 4 cities total so we are not far behind him.
IT – Not much
[1] 2110 – Move worker out to road towards Antium. I think the factory should work. It was because we had 5 food in box when I got the factory. It should straighten out after this 5 turn settler. Eastern warrior goes 1 N and spots a tile to cross through Brennus country. He’ll say to get out but I will get through to explore for contacts.
IT – Veii-Rax>Future legion (warrior) Mp for antium too.
[2] 2070 – Move warrior next to Camludium to get the warning next turn. Settler would be 2 shields short if gov puts new pop on forest we need 12 and only make 8 with growth next turn. I’ll take the settler in 2 and then it should be rolling fine.
IT – We apologize to Brennus. Forest chop on Antium rax completes.
[3] 2030 – Move out of Brennus country and continue N.
IT – Rome – Settler>Settler
[4] 1990 - Send settler to lake. Move northern warrior further past Brennus. BTW, he has gems on his borders. Plant Cumae and realize we really don’t have a good prebuild option. 30 granary or temple. I’ll put it on temple and it can go to rax if next leader thinks prudent. We need masonry. No deals with Brennus. Think I messed the MM in Veii because I’m either 1 f or 1s short on warrior build. We’re tied with Brennus in cities.
IT – Nada
[5] 1950 – Moving north. Making roads. Decide to swap Veii warrior build to worker in 2 to get more roads down and up to the furs.
IT – We lose a warrior to a barb in the south. Antium -Rax>Warrior
[6] 1910 – Not much. Roading. Move tile in Rome for 2-2 on settler.
IT – Veii-Wkr>Wkr
[7] 1870 – Connecting cities and settler heading to lake. Veii can do 5-turn workers.
IT – Settler>Settler.
[8] 1830 – Settler goes for furs.
IT – Nada
[9] 1790 – Move warrior breaking fog near lake and spot 2 celt warriors 4 N of undefended Antium. Probably just barb hunting and exploring.
IT – Nada
[10] 1750 – Still looking for another AI. Rome needs it’s tile swapped for the 4-turn.
Our lands. I moved the settler one past the lake spot in original dotmap to catch the cow and another hill.
http://www.civfanatics.net/uploads7/Mic01-1750BC.jpg
microbe Jun 17, 2004, 12:31 AM I hope we meet another AI next 10 turns. I really want to block the choke by 3 warriors and a settler. Seems Celts have quite some good land too. 2 lux over there.
Aggie -
gozpel -
barbslinger - just played
betazed - up
microbe - on deck
Aggie Jun 17, 2004, 12:55 AM Our settler could be attacked by barbarian horsemen around these years. I think that it's very risky to send them away without guides. I agree with microbe to block the Celts. I would build military in undefended Cumae.
barbslinger Jun 17, 2004, 02:43 AM Your right about the settler and barbs. Fortunately our friends the celts are there to handle that. The warrior in Antium next turn can go help him out or next leader, Betazed I believe, can pause the settler or divert him to Antium to wait.
There has to be another AI past the celts with 3 lux on the continent spotted so far.
betazed Jun 17, 2004, 05:28 AM Ok. I got it. Will play tonight.
betazed Jun 17, 2004, 05:37 PM Pre turn: MM Rome to grow a turn early but still create the settler in 2 turns.
Turn 1 1725 BC: Settle Pompeii. Barb moves in over the fog. We get Wrting. Start min research on Philo. Hmm... Two workers were on Autogo to un roaded tile. Just a FYI this is inefficient. Our workers need 3 turns to road a tile so sending two of them to a tile is not optimal. I am sure everyone knows that and this was just an oversight. Increase lux.
I build an embassy with the Celts for 39G. There are building the Pyramids. Due in 29 turns. thery have two luxes making 7 spt.
Turn 2: 1700 BC: Settle Pisae. Take care of the barb. We need a curragh. So I will create a harbor town. Settler gos to create one. Veii Worker -> Spear. We do not have anything to protect our settlers.
Romer Settler -> Spear. I am sorry but we have to do this.
IBT: Antium riots. Oops. Warrior had to move out to kill barb.
Turn 3: 1650 BC: zzz
Turn 4: 1600 BC: Contact China.
Now we have writing and we can easily do a 4 fer to get all techs from China and Celts. This will include IW, Masonry, Wheel and Myst. But if we do that our philo gambit goes. because philo is 45 turns away. So I am in two minds here. What to do?
Personally, I think we will never get philo first. So I would trade teh techs. But I will let the team decide here. So I stop and ask. Should I trade the techs?
microbe Jun 17, 2004, 05:40 PM I would say yes.
And go min research on Lit.
I don't think we can get Philosophy the first anyway, as AI would research it pretty fast.
We also need Masonry to switch the GL prebuild to palace. And we need to see where iron and horses are.
betazed Jun 17, 2004, 05:44 PM Well, that makes two votes on doing a trade. If I do not hear from anybody else in another 20 minutes I will trade and keep playing.
barbslinger Jun 17, 2004, 06:31 PM If we had full on research it is a gambit. This sounds like a losing proposition. Lit all the way for GL.
betazed Jun 17, 2004, 06:38 PM Turn 4: 1600 BC (contd) : Masonry, IW from China for Writing and 5gpt. Writing for Mysticism to Celts. Create embassy in China for 61 G. They are also building the pyramids due in 49 making 5spt.
We have Iron in our territory and also lots of horses.
Turn 5: zzz
Turn 6:
Turn 8: Scythian conscript comes out of the fog and ransacks Pisae one turn before it can finish its first warrrior. Crap. We lose 30 G.
Turn 9: zzz.
Turn 10. Worker is ready to road fur next turn. barbs are killing us. There are everywhere I turn. So I have dedicated Veii to spear production. It turns out a spear every 4 turns just like our settler factory. So combining these two should work very well. However, they are not synced in producttion sequence right now.
On a personal note, I hate games with barbs. They just add a unnecessary difficulty dimension that has little to do with game playing skills and just slows down initial expansion for everybody.
Pic and save game to follow.
betazed Jun 17, 2004, 06:40 PM http://www.civfanatics.net/uploads7/M1C11475BC.jpg
Blue arrows are known or suspected barb positions since barbs have come from there.
The save (http://www.civfanatics.net/uploads7/M1C01__1475_BC.SAV)
microbe Jun 17, 2004, 06:41 PM I agree barbs are annoying, but live with it for now. :) It would also make us honest in producing military, otherwise AI might come after us instead.
I'd rather produce some warriors. They can be upgraded to legions!
Aggie - on deck
gozpel -
barbslinger -
betazed - just played
microbe - up
barbslinger Jun 17, 2004, 06:45 PM I see we are trying the philo gambit on minresearch after all. Fingers are crossed.
betazed Jun 17, 2004, 06:50 PM Oh! Crap! I see what you mean.
Barbs drove me crazy. I forgot to switch science to Lit. Please do that ASAP, we lost 6 turns.
microbe Jun 17, 2004, 06:55 PM Maybe we can just continue? We probably can sell to the other continent even if we fail to get it first on our own continent. We won't be able to GL in 50 turns anyway. :)
EDIT: why 6 turns? I see it's 40 turns left. We would lose 10 turns.
betazed Jun 17, 2004, 07:03 PM EDIT: why 6 turns? I see it's 40 turns left. We would lose 10 turns.
Well, we started when we could not do the trade so I would not call the first 4 turns a loss.
On my turn 4, I could have switched which I did not. IMHO, we should switch. We will not get the GL in 50 turns, but if we continue then it will be 90 turns before we get to Lit. I think we can get the GL within 90 turns built in Cumae.
microbe Jun 17, 2004, 07:07 PM Well, we started when we could not do the trade so I would not call the first 4 turns a loss.
Why not? Decision to research either Philosophy or Lit doesn't depend on the trade anyway. I would have set min research to Lit as soon as we learned Writing, but now we are 10 turns into it already..and I think AI will still get Lit sooner than we finish the prebuild. I'll have to think more about it. What do others think?
barbslinger Jun 17, 2004, 07:09 PM Also, I'm thinking we should road network up towards Celts once we get a couple more cities built including heading towards the choke. We need some more lux badly and we should have the money by then if we toss in some furs.
betazed Jun 17, 2004, 08:12 PM Why not? Decision to research either Philosophy or Lit doesn't depend on the trade anyway. I would have set min research to Lit as soon as we learned Writing, but now we are 10 turns into it already..and I think AI will still get Lit sooner than we finish the prebuild. I'll have to think more about it. What do others think?
You are right. I guess I screwed up. :( Sorry.
gozpel Jun 17, 2004, 08:54 PM Toss a coin and play on :)
microbe Jun 17, 2004, 09:01 PM Toss a coin and play on :)
You mean switch to Lit?
I'm fine either way. Aggie even wanted to do zero science, so whatever min sci gives us is a bonus and we shouldn't depend on it anyway. :)
I'll start MIC2 first, then play this one.
Aggie Jun 18, 2004, 12:21 AM If this were a different game I would switch to Literature now immediately. I think we can still get it. We even got Lit @1st in AG8! Now I don't mind however. Somehow min Lit feels like an easy way out in this specific game.
FWIW I don't mind barbarians. It hinders the AI as much as it does us and it asks for a different and less careless game. The extra units were a good call.
microbe Jun 18, 2004, 01:15 AM Preturn: I decide to keep researching Philosophy, just to see what happens. :)
Lux can drop to 30.
(1)1475BC: Rome is size 4. Not exactly a settler factory. I MM it to build a warrior in 2 turns first.
Move settler to east.
(2)1450BC:
IBT China has Polytheism. Crap, a barb horse shows up in the north.
(3)1425BC:
(4)1400BC: Hispalis founded right under two barb horses.
(5)1375BC: 3 Celts warriors kill 2 horses and clear the barb camp for us. :thankyou:
(6)1350BC: ZZZ
(7)1325BC: ZZZ
IBT America completes Colossus. Our curragh sinks.
(8)1300BC: Celts settled a city beyond the choke and claimed furs! We'll still control the choke. Good thing is Celts don't have any resources connected either.
(9)1275BC: Furs connected and lux lower to 10.
(10)1250BC: Kill two barb horses. We need to clear the barb camp in SW and settle west to it.
Also please move 2 warriors to block the choke. Lux in 20 again as Rome grows.
Iron will be connected in 3 turns. I'm building a couple warriors before that so we could upgrade. Let's build Legions and prepare a war against Celts! We just need to fortify some spears/legions at the choke. There are about 3 Celts warriors wandering beyond the choke in the north part of our land.
Rome needs MM every other turn. Check it and lux every turn.
First curragh suicide run failed. Let's go north and try more.
microbe Jun 18, 2004, 01:16 AM Remember min research only.
Aggie - up
gozpel - on deck
barbslinger -
betazed -
microbe -
Aggie Jun 18, 2004, 01:18 AM Got it for tonight or tomorrow!
microbe Jun 18, 2004, 01:26 AM http://www.civfanatics.net/uploads7/MIC1-1250BC.jpg
microbe Jun 18, 2004, 03:17 AM One thing: if possible try to use our reg warriors to clear the camps. They may be promoted. Then we can upgrade them. One warrior to legion needs 60g. :)
Aggie Jun 18, 2004, 07:16 AM I just had a draining session in 5 vs the world. This one is for tomorrow :sleep:
microbe Jun 18, 2004, 11:20 AM No problem. Both my SGs are going super fast now. :)
Aggie Jun 19, 2004, 02:47 AM IHT: I MM a bit to get more growth/commerce without slowing down production. I'm not so sure about a very early war. It means a despot golden age for us.
IT: Veii: warrior->warrior. Antium: warrior->worker.
Turn 1 (1225 BC) A couple of warriors go to kill barbs in camps.
IT: We can now build our UU. Rome: settler->settler.
Turn 2 (1200 BC) Elite warrior kills barb in hut.
IT: A wandering warrior in the south survivies two attacks by barbarian horses and promotes to veteran
Turn 3 (1175 BC) Lutetia founded SE of the horses, close to the choke. It starts with a warrior.
IT: We get the FP screen. Veii: warrior->legionary. Ravenna: curragh->curragh. Hispalis: worker->worker. The Celts finish the Pyramids.
Turn 4 (1150 BC) :sleep:
IT: China kicks us out. I almost reached the northern point of their empire.
Turn 5 (1125 BC) Regular warrior kills a barb and promotes. The choke is blocked.
IT: Rome: settler->settler.
Turn 6 (1100 BC) The Celts and Chinese know Map Making.
IT: Pisae: barracks->legionary. The two horses in the barb camp to the west move away.
Turn 7 (1075 BC) The barb camp with now one warrior is dispersed by a vet warrior. In the south a vet warrior kills a barb and promotes.
IT: Two barb horses attack a warrior in the mountain, but we survive and the warrior turns elite.
Turn 8 (1050 BC) Finally our curraghs are in place to try a suicide run.
Turn 9 (1025 BC) Byzantium founded. Curragh goes north.
IT: Rome: settler->settler.
Turn 10 (1000 BC) Brundisium founded, starts with worker. The curragh in the north spots whales, but two more turns are needed to make it to the other side. The temple of Pompeii can be whipped next turn.
China and the Celts know Philosophy now :(
microbe Jun 19, 2004, 03:08 AM I'm not so sure about a very early war. It means a despot golden age for us.
You are probably right. We should expand first then consider the war. The goal of the war should also probably be extorting techs first, capturing cities second. We don't want to weaken Celts (which seems to be weaker than China) which we can use to catch up, at least not we meet other AIs.
We really need Map Making.
Aggie -
gozpel - up
barbslinger - on deck
betazed -
microbe -
microbe Jun 19, 2004, 03:32 AM I looked at the save:
We can buy Philosophy for 113g from China, Map Making for 420g from Celts.
I suggest we make the deal and switch min research to Lit. Start building galleys. We may want to build a harbor in one of the costal cities to upgrade the remaining curraghs?
EDIT: we cannot build GL within 50 turns though. Veii would actually build it faster, but there is nothing that Cumae could switch to (not a good FP site?).
gozpel Jun 19, 2004, 12:17 PM I got it.
Cumae should be able to produce a tonne of shields, but grows slowly.
gozpel Jun 19, 2004, 08:02 PM Pre-turn - All is good.
Celts want 543g for MapMaking and Philosophy, China only 498g
Deal with China, leaves us with 90g and 29 gpt.
Min run on Lit.
975bc - Antium worker -> worker
A curragh sinks.
950bc - Veii is pop 7 and unhappy. Put a scientist there and save us a couple of gold.
Another curragh ends up near China's coast and is next to a barbgalley.
925bc - Curragh survives the Barbgalley.
Veii Legionary -> legionary. Slow down growth in Veii to get legions in 4t.
Lutetia warrior -> worker
Legion dispose of barbhut and promotes to elite :)
Send a curragh on suicide run westwards
900bc - China kicks us out of their territory.
And curragh sinks
Rome settler -> settler
Hispalis worker -> barracks
Syracuse founded -> worker
Celts knows HBR
875bc - Not much
850bc - Ravenna galley -> galley
825bc - Celts are building MoM and GLight
Veii legion -> legion
China knows HBR too now
800bc - Rome settler -> settler
Pompeii temple -> worker
Caesaraugusta founded -> worker
Curragh find more Chines territory up north
775bc - Choke City barracks -> legion
Byzantium worker -> barracks
Send galley to the deep sea
750bc - Brundisium worker -> galley
Suicide galley survives a turn and spots a corner of a border
We have 452g and 35gpt
We might as well switch Cumae to FP, as it doesn't matter where it is located.
microbe Jun 19, 2004, 08:06 PM We might as well switch Cumae to FP, as it doesn't matter where it is located.
It still matters for distance corruption.
Suicide galley survives a turn and spots a corner of a border.
This is the greatest news during your turns. Pray that our galley will make it to the other continent!
Roster:
Aggie -
gozpel - just played
barbslinger - up
betazed - on deck
microbe -
barbslinger Jun 20, 2004, 01:43 AM Ooh, right on. playing now.
barbslinger Jun 20, 2004, 01:41 PM Mic01- 750bc
Preturn – Giggle at our choke cities that contain a legon and 2 warriors between the two of them. This game cracks me up sometimes that using that defense WILL actually forestall an AI crossing. They better beware though. Sometimes I wonder if the knows we are the humans. There is a settler heading towards the tundra. I hate placing these guys because I never know where the optimum placement is. Not that there is an optimum option here. Any placement sucks. I figure the more water the better for a fishing village. ‘d rather not settle a hill because it gives at least 1f. It looks like 4 towns down there. I’m wondering why he was not sent to the north. Those are better lands but, unfortunately, more corrupted. Microbes coment to Gozpel about distance corruption I have seen in play and to my knowledge the FP is pretty useless for IT’S core but great for itself. I would like to chime in that the FP site should be a site that has GREAT shield potential. Wherever it goes and I have not looked as yet. Our choke completes with a warrior coming out of town o bloke the last remaining tile. I’m not looking forward to war with 2 move Gallic’s. For that reason I think I’ll build legions so we can exterminate quickly. Single sci in veii carrying the research load. WHERE”S ARE CASH? I want $1M when done. Well at least $250,000. Finally take a look at the curragh and I’m saying a CIV prayer too. Dear Sid, let my galley survive. My RNG be in my favor. My tech choice be favorable and my capital never be sacked. Anyhoot, on with the game.>>>>
IT – Veii- Legion>Wkr, Antium-Wkr>wkr after growth. We have no shield output in outlying towns as yet.
730bc – Galley survives but still in the sea. We meet the Japanese who are ahead of our continent, which is nice in my opinion. He has math, CoL, HBR and poly. Celts have 643 gold which should be in our coffers and Toku is willing to deal either math or CoL Math is cheaper on initial inspection but I’ll haggle. 14gpt and 390g for math. It’s strange that gpt is only worth about 70 cent on the dollar when haggling. Math does not get Brennus’s 643g though. We get poly, HBR and 5g from Mao for math. Only 200g from Brennus for math. That sucked. Let’s see Toku for CoL. Now that we have less GPt there is no deal for CoL. We’re even with the continent and now have a great trade partner. BTW, Toku has Monarchy so that continent is steaming along nicely with tech. Hope the curraugh survives once more. Where is Handys lucky candle when I need it? 302g,+21gpt. We like cash! China has monarchy too! There must be another AI on our continent. We are tied with China on cities at 15 with Celts 5 back. He will want war soon and I think it will be us.
IT – Rome – Setller> Settler. Veii flames, My bad and I sw the growth coming but got excited with the Japanese contact. I’m also PO’ed because I let the Ravenna galley complete since we have contact but then I realize we need the southern coast explored, so OK.
[2] 710 – Galley survives and is renamed USS Gamebreaker. Heading north up the coast. Toku now has construction. Was thinking about dealing and then realized we have the GL in the bag. No trading unless it REALLY helps our cause. A gov tech will help though. China and Japan are already monarchys. Missed that anarchy period spotting. That’s a tough F3 button though.
IT – Lutetia-Wkr>Wkr.
[3] 690bc – Swap Pompeii to rax in 6 so Lutetia can do a 7-10 on a worker wth the cow. Legions go a barbhunting in the north with a settler not far behind. Found Palmyra on the coast. 2f2s and I still go worker to dig itself out.
IT – Not good. Our Japanese galley gets ambushed and loses to a frikkin barb bamboo boat. Looks like Toku is our new best friend for a while. We we’re one turn from meeting someone else too. The border is right there. Veii-Worker>Wkr. Lots of wonders built. The celts must have had an SGL because the great lighthouse is built in 1 turn. China has HG, America has Zeus, Maya have MoM. Japan puts up an embassy.
[4] 670bc – There is a Celt spear/warrior pair in our northlands. Not too worried though. We are tied with Celts in tech, China up Monarchy and Japan has that and construction to boot. Working the lands is about it and moving our galleys around the continent. Fix Rome settler factory. I would in an SP set the gov to max food though.
IT - Pisae-Lgion> Legion. Japs are building Great Wall.
[5] 650bc – China has CoL now. No deals with Japs. Antium swaps to rax with mine completing. Syracuse swaps to worker. I just saw that our research was off on lit. I turn it back on for lit in 39. I think the AI will get it 1st though, 39 is a lot. Budt a barbcamp for 25g. Antium is getting some worker luv right now.
IT – Bejing-Set> Set. Ravenna> Legion> Legion
[6] 630bc – Our Chinese scout is choked by two China workers and can’t pass through. I drop the sliders to see if construction is available. Not a chance at 432g and over 17gpt. I’m back at 20% lux now.
IT – Nada
[7] 610 – Moving workers and galleys.
IT – Veii-Legin>Legion. CeasarA-Wkr> Wkr. The celts have the nerve to settle in our 1st ring in the hills SW of Rome. That won’t work at all.
[8] 590bc – It’s getting pretty busy up north. There are 4 Celtic warriors and a spear on a walkabout just looking for mischief. With the palace prebuild at 24 and lit still in 36 I slow the build down a bit.
IT – Egypt and Japan sign peace. Pompeii –Rax >Legion. Massive uprising near Hispalis.
[9] 570bc- Send the active settler towards said uprising and the oasis. We have 3 legions near and with him and the celts have quite a few troops. Spotted some sea that may be another path to cross on the East coast of China. Our galley goes suicidal and is in the ocean trying to pass. Even with sliders dropped at 434g and +30gpt we can’t touch currency or construction from Japan. Have to decide on raising lux to 30% or going with taxmen/scientists in Pisae and Cumae to cover their recent growth. Idecide Cumae can do the lit research and 2gpt from Pisae. That puts us at +24gpt.
IT – Rome-Settler>Settler.
[10] I’m leaving some workers with movement on them so next leader can decide which way to work. Our curraugh survived but it was just shallow water in the middle of the ocean. He presses on.
http://www.civfanatics.net/uploads7/MIC01-550bc.jpg
microbe Jun 20, 2004, 01:59 PM Galley survives but still in the sea. We meet the Japanese who are ahead of our continent, which is nice in my opinion.
[party] Fantastic! The Trading Company started! Sorry to see the galley sink, but let's keep sending them!
We need to settle the north too. Although corrupted there are nice lands.
EDIT: we can sign RoP with China and explore its north.
Aggie -
gozpel -
barbslinger - just played
betazed - up
microbe - on deck
microbe Jun 21, 2004, 02:04 PM betazed, 24 hours already..
betazed Jun 21, 2004, 02:14 PM Ooops... I am sorry. :blush: I lost subscription to this thread. Will play tonight and post.
betazed Jun 21, 2004, 06:47 PM Early: MM cities, GLib comes in faster. Why are we researching at all? Stop that. Put scientist to work. 4 workers are on a unroaded square mining? Hmmmm.... :) Optimize that.
Middle: China Japan and Celts tries to extort us. Our military is as strong as theirs. So screw it. I tell them to take a hike and they do that. 2 fer Literature and CoL. Sell CoL for about 300G. That helps.
Late: Heroic Galley shows some masterful seamanship and contacts Germans. Embassy made in berlin. They are revolting hence it is full of entertainers and starving. Glib is due in 10. I have stopped making settlers out of our capital and capital should now IMHO produce infra and troops. Our expansion can now come only by conquering. Everybody we know is in Middle Ages and Sun Tzu is being built. We will get the Glib and it will be easy for us to trade out way to the end of the Middle ages without any problem. We should revolt to republic before we initiate a war with the Celts. Our GA will be in Republic then. Who know we maybe able to snatch the Kinghts Templar.
I think I played a turn more. I had to make sure that the galley reached the shore of the other continent. Next player can even out the turns.
pic to show the turbulent seas that our galley crossed.
http://www.civfanatics.net/uploads7/M1c1370BC1.JPG
microbe Jun 21, 2004, 06:51 PM Nice work. I'll take a look at the save and play tonight. :)
barbslinger Jun 21, 2004, 07:30 PM Yes, nice job Betazed. Looks like we are well on our way here. I don't know how well the legions will fare against pikes but I'm sure we'll find an archer to tackle to get our GA. I'm thinking the celts will roll over fairly easily. China will be a different matter probably need an abundance of knights to take them out, perhaps cavs. Those riders are very tough to deal with.
microbe Jun 21, 2004, 07:40 PM I haven't looked at the save, but if the game really goes well, I want to try space race as the victory goal as Aggie suggested. For that matter, I think we should mostly play defensively until late Industrial or Modern Ages. So a war against Celts would be good to claim more lands (especially the two Celtic cities within our peninsula) and kick off our GA, but we can leave China alone until late stage. :)
barbslinger Jun 21, 2004, 07:53 PM I especially covet the celt luxury.
microbe Jun 21, 2004, 10:36 PM Obsoleted.
preturn: I switch Choke City to catapult.
(1)350BC: Found Tarentum to claim the furs.
Upgrade 2 warriors.
(2)350BC: IBT the following messages are big surprises:
Egyptians have been destroyed. :eek: Japanese are building Sistine Chapel. :eek:
(3)330BC: ZZZ
(4)310BC: spot a light blue border which looks like America.
(5)290BC: ZZZ
(6)270BC: ZZZ
IBT Japan declares on America. :D Celts start Great Wall.
(7)250BC: We meet Maya. No trading of course. Maya has only 6 cities.
(8)230BC: ZZZ
(9)210BC: ZZZ
(10)190BC: I start prebuild for markets.
I'll play 2 more turns to make us 118.
IBT Great Library is completed. [party] Chinese cascades to Great Wall. AI also cascades to Knights Templar, this means we'll have knights!
(11)170BC: ZZZ
IBT We get Currency, Republic (revolt immediately), Construction, Monotheism, Theology, Feudalism.
(12)150BC: We draw a 5-turn anarchy.
OK, the tech situation:
We are up Celts Currency + Republic.
We are up China Monotheism + Feudalism.
Japan is up us Chivalry + Education (!).
Germany is up us Education (!!)
We are up Maya Monotheism.
Now this is very bad. We didn't meet America (I saw its border but couldn't meet it), otherwise we may get Chivalry next turn!
We didn't even get Engineering!!! I hope China can research sth useful for us to broker (like Engineering?)
But it's good that Celts is backward. Let's prepare for a war to take it out. We need those luxes badly!
microbe Jun 21, 2004, 10:45 PM Aggie - up
gozpel - on deck
barbslinger -
betazed -
microbe -
Aggie Jun 21, 2004, 11:46 PM Got it. We have made a quick tech jump, but this TGL is obsolete quickly.
barbslinger Jun 21, 2004, 11:49 PM We could give the GL away to the celts for a few turns until we decide to take them out. I think it is probably way to exploitive.
Aggie Jun 22, 2004, 12:06 AM I won't give away the city. And I probably will hurt the Celts a bit, giving us a GA in the process. After we become a Republic of couse :p
microbe Jun 22, 2004, 12:33 AM Please don't give it away. That's not the spirit of this game. :)
We need to build markets. That's the most important improvements for us until banks.
Aggie Jun 22, 2004, 01:47 AM IHT: Seems like we indeed can't meet the Americans, because their borders are too far inland. I switch temples in core cities to marketplaces. The superior city improvement.
IT: We get Education and TGLib is obsolete.
Turn 1 (130 BC) I see new blue borders. These are the Americans with a city on the coast. How unlucky. Only the Maya have a tech over us. Chivalry.
Turn 2 (110 BC) We meet the Americans, who are down Theology. I upgrade 4 warriors to Legionaries for 240 gold.
Turn 3 (90 BC) :sleep:
IT: The Japanese finish the Knights Templar.
Turn 4 (70 BC) :sleep:
IT: We turn into a Republic.
Turn 5 (50 BC) I ask the Celts to leave and they do so. Then I declare war on the Celts myself.
An elite Legion kills a vet spear (but is redlined). We enter our Golden Age. Only fitting that the date matches the real GA of the Romans :)
Verulamium:
-vet horse (-3 HP) vs elite spear and catapult (-3 HP). Horse retreats.
-vet horse (-4 HP) vs regular spear (-2 HP). Horse dead
-vet horse (-1 HP) vs 2 HP spear (-2 HP). Spear killed.
We make 79 gpt at 20% lux tax. Germany now also knows Chivalry. I decide not to buy it for now. Too expensive.
IT: A warrior kills the redlined legionary. 3 Gaelic Warriors show up near Choke City.
Turn 6 (30 BC)
3 warriors upgraded to MDI's. We can't get our UU anymore. Hardly inferieur to a MDI I'd say!
Verluamium:
-vet legionary (-4 HP) vs 4 HP spear and catapult (-3 HP). Legionary killed.
-vet legionary (-1 HP) vs 1 HP spear (-1 HP). We take the city and capture a catapult.
An elite legionary kills a vet warrior and we get:
http://www.civfanatics.net/uploads7/MIC1-leader.JPG
Eboracum:
-Vet legionary (-0 HP) vs reg spear (-3 HP). Spear killed.
-Vet horse (-1 HP) vs reg spear (-3 HP). We take the city.
A couple of fights near Choke city and Verulamium: Vet horse loses from a vet Gaelic. Another vet horse kills a vet Gaelic. A legionary retreats a Gaelic. A horse kills a warrior.
Japan now also knows Astronomy. But won't trade atm.
IT: Celts lose a gaelic and we in return lose a legionary.
Turn 7 (10 BC) Legionary army created from our 1st leader.
Burdigala:
-Vet legionary (-1 HP) vs vet spear (- 4 HP). Other troops are now also close to the city.
Near choke city:
-2 catapults redline a Gaelic and a MDI takes it out. Troops retreat to Choke city and wait for reinforcements. Those are busy with units scattered in our empire though.
An elite horse and vet legionary take out two warriors that travelled through our lands. No promotions.
IT: Brundisium: harbor->marketplace. The Celts kill a legionary and MDI on a mountain :(
Turn 8 (10 AD) Germany now also knows Astronomy and China knows Engineering! I buy Engineering from China for Monotheism, 11 gpt and 5 gold. I then sell Theology to China for 16 gpt and 50 gold. I sell Engineering to Japan for Chivalry, 36 gpt and 210 gold. I buy Astronomy from Germany for Engineering and 44 gpt.
Burdigala:
-Vet legionary (-0 HP) vs reg spear (-3 HP). Spear killed.
-3 HP vet legionary (-1 HP) vs reg spear (-3 HP). We take the city. Finally all of the territory beyond the choke is ours.
Near choke city:
-catapults take one HP from a Gaelic. A vet horse redliens but kills the Gaelic.
I upgrade one horse to a knight for 120 gold. After these deals we have 498 gold and make 95 gpt. Without markets, but in a GA.
IT: Rome: market->knight.
Turn 9 (30 AD) Near choke city: vet knight kills vet Gaelic and turns elite. Troops move to choke city. I establish our last embassies (America and Maya). They are at war. A very quiet turn.
IT: Gaelics kills a spear and the elite knight :mad: Ravenna: granary-> marketplace. Hispalis riots :( Germany starts Copernicus.
Turn 10 (50 AD) The Celts managed to cross the ocean! They have profited from the Lighthouse.
I upgrade another horse to knight. Legionary kills a gaelic, but gets redlined. I believe that the next player can focus on the gems. Our troops -including the army- have reached Choke City.
The Celts want to talk again.
http://www.civfanatics.net/uploads7/MIC1-50ADempire.JPG
microbe Jun 22, 2004, 01:56 AM China knows Engineering!
Like they read my mind and went to that tech. :lol:
Did Celts manage to meet the others? That's not good news. Maybe we should kill it before PP is out. :)
Let's get the two luxes from Celts. With an army and knights the war shoulnd be easy.
Great job Aggie!
Aggie - just played
gozpel - up and kill Celts
barbslinger - on deck
betazed -
microbe -
EDIT: after markets we need temples and cathedrals for happiness..also we should disband the conscript warrior in Chinese territory.
microbe Jun 22, 2004, 10:05 AM I forgot to mention in this game SGL is disabled.
gozpel Jun 22, 2004, 09:27 PM Great job Aggie! :)
I got it.
Aggie Jun 23, 2004, 01:08 AM Killing the Celts will net us at least the Lighthouse. Nice wonder :) And then you also have the Pyramids. But looking at your earlier comments microbe I assume that that then will be the last civ we take out for a long time?
microbe Jun 23, 2004, 01:14 AM Killing the Celts will net us at least the Lighthouse. Nice wonder :) And then you also have the Pyramids. But looking at your earlier comments microbe I assume that that then will be the last civ we take out for a long time?
It depends on if we want to shoot for Space Race. If yes, then clearly the more AI (especially the strong ones) the better. I'd like to hear some opinions.
In any case, my intent is to last this into Modern Ages to feature the tech brokering and stealing. So I definitely don't want this to end too early. With our game going so well I am a little worried. :)
Aggie Jun 23, 2004, 01:28 AM I'd like us to go for Space with the help of the AI. That will allow us to experience the variant rules more. And we might even learn a thing or two.
barbslinger Jun 23, 2004, 02:33 AM I'd like to see how expensive it gets too. We are going to need a lot of cash. With the varient I would think all future cash type wonders should also go to us such as Smiths and perhaps Leo's.
betazed Jun 23, 2004, 04:15 AM yes, I am all for a space race too. I like modern age science trading and war (since we all get to do them so rarely).
gozpel Jun 23, 2004, 07:15 AM I had a busy day and won't start until tomorrow morning (Aussie-time - 10hrs? from now) and I think a precarious war is the way to go.
Camulodunum isn't even connected to us and with those crazy GS's running amock, I would prefer a slightly defensive tactic here, until we add some muscle to the Choke.
With a handful of healthy knights, together with the army we can do a great deal of damage.
I suggest a couple of turns of contemplating and trying to promote. A couple of turns means 2-5 turns. This is because most cities already are set to Markets and not military.
Not easy, I will check in here before I play in the morning.
microbe Jun 23, 2004, 11:14 AM I'd like to disconnect its iron first. I think there is only one warrior defending it now?
Then we can take our time.
gozpel Jun 23, 2004, 05:12 PM Good point about the iron. I think I will gather troops at the choke while the army goes pillaging.
Meanwhile, those markets will do wonders for us.
I will play very soon, I need my coffee first to wake up :)
gozpel Jun 23, 2004, 08:58 PM Pre-turn - Check cities. Make a few minor changes to speed up production or pop.
Everything is good.
Check diplo, nothing to gain.
70AD - Byzantium market -> knight
Upgrade horse to knight for 120g.
Kill a GS and a spear.
Move 3 units towards Celts iron.
90AD - Our 3 units on pillaging mission defends well against GS's and kill two and redline a third.
Rome knight -> knight
Antium market -> knight
Kill 1 GS, move army out and kill another.
Our ungrateful people are unhappy with the war and get 30% luxes.
110AD - A knight defends against a GS and promotes to elite.
Eboracum flips!
We can build Heroic Epic.
Veii FP -> market
Cumae market -> barracks
We take Camulodium with 2 slaves and rename it to Camo.
130AD - Verulamium worker -> barracks
Disband conscript trapped near China
Attack Richborough with the army and kill a spear
150AD - China is building Leo's
Pfft, Palmyra riots
Rome knight -> Heroic Epic
Cumae barracks -> knight
I give China Education and 270g for Invention
Then I give them Astronomy and get Gunpowder plus 135g
Japan and Germany knows Navigation, but not Invention.
We have one source of saltpeter connected near Verulamium and another not connected up north near Caesarea.
Celts have pikes now.
Switch Rome to Leo's.
Army kills a pike and a spear in Richborough and I decide to raze the city to avoid flips.
We get 4 workers for this. Switch Verulamium to settler.
Kill a stray GS.
170AD - Syracuse market -> knight
I try my luck with an elite legion against a MI and we get a leader! :)
Build a 2 knight army for now
Retake Eboracum with a knight -> barracks
Move troops towards Entremont
Hmm, Japan knows Invention, I sell Gunpowder for Navigation, 31gpt, 82g and World Map.
China gets Navigation for 15gpt, 83g and WM.
Germany gets WM for 7gpt and 30g.
190AD - Pompeii market -> knight
Ravenna market -> knight
Gems are connected.
210AD - A bunch of chinese troops moves into sight of Entremont, they are up to something.
Veii market -> knight
Antium knight -> knight
Verulamium settler -> barracks
Palmyra temple -> worker
Burdigala worker -> barracks
Celts move a couple of pikes into Entremont, hold the attack because of the chinese units. Wonder what they are up to?
230AD - Japan completes Sun Tsu
12 visible chinese units moving next to our territory, they probably want out of the gpt-deal.
Pisae market -> knight
Cumae knight -> knight
Lutetia temple -> barracks
Byzantium knight -> knight
Caesaraugusta market -> barracks
Kill 3 reg MI's
With all the chinese movement, I decide to make peace with Celts for the town of Gergovia.
Sign ROP with Celts and move my troops back to our territory.
Rush barracks in Camo.
250AD - Camo barracks -> temple
Seleucia founded -> temple
Theology to Maya for silks, WM and 11g.
Gunpowder, furs, 26g and WM to Germany for wines and incense.
Furs, 1g and WM to Japan for 15gpt.
Next player, China knows Banking. If they move troops in to our territory, buy banking for gpt and tell them to get the heck out of our lands. They will declare for sure and we get Banking for free :) And their rep will be gone.
http://www.civfanatics.net/uploads7/Rome250ad.jpg
barbslinger Jun 23, 2004, 09:12 PM Nice read Gozpel. Great tech trading. Is China at war with the Celts too? I'll see. Is the tech for GPT and hope for war legal in this SG? I like it and use it all the time. They definitely look sneaky. If their rep is trashed we should be able to roll them pretty easy with no trading.
GOT IT and looking forward to it tonight. Will check make for Microbes call on the tech for GPT.
microbe Jun 23, 2004, 09:19 PM I'll see. Is the tech for GPT and hope for war legal in this SG?
Definitely! By all means get us the stinky techs that we shouldn't pay for!
EDIT: we are making a lot of money, very good!
We also should start building temples, and not put armies in ex-Celtic towns. I'm afraid flips. I would rush settler in Camo and let it grow.
We can sell iron to Germany for Music Theory and gold, but it seems Germany doesn't have a single harbor so we shouldn't do it.
Aggie -
gozpel -
barbslinger - up
betazed - on deck
microbe -
barbslinger Jun 23, 2004, 10:12 PM Will do. I should be playing in about 1.5 hours.
barbslinger Jun 24, 2004, 03:50 AM MIC01-250AD
Preturn – Decide to starve the gem city. Ring Mao up to check on trade status and the message is not the one to get him to declare. I check price on banking and it is around 180gpt. I really don’t want to pay that if he won’t declare. We are even to Mao so I’m really hoping we can get him to declare so we can fight a long enough war to neuter him. Rush Jerusalum and Nicomedias temples for around 230g so they can continue growing. Ravenna gets swapped to palace for Smiths. It’s around 23-27 turns away. The workers doing some irrigating near Choke desert will finish and head back to core to maximize shields. Move the legion in Selucia across celt land to get to Gergovia. Rush the rax in Luticia nd the market in Hispalis for about 160g. Hispalis needs a harbor for growth and more cash. Probably want to irrigate its grass to mine the mountains later too. Looks like the Japanese are doing some damage to America having taken Chicago, Philly and NY. 10% lux is all for Rome to keep its head above water.
IT – The Chinese indeed invade our lands without declaring, as yet. Looks like we may get 1st crack at them. Hispalis-Mkt>Harbor, Lutecia-Rax>LB in 7 because I may need something before a Knight in 14. Palmyra-Wkr>Ct because it can turn some decent shields. Jerusalum-Temp>Harbor, Nicomedia-Temp>Wkr. I get the 1st palace expansion of the game and plant a lawn.
[1] 260AD – Mao will take 178gpt for banking and I get the proper message for WAR. We take banking and the WAR is on. Check deals and none are for top cash with Maya offering 22gpt. I rush the 6 knights being built and get the Celts in on it for Theology. We have a pike, 3 MDI’s and a warrior threatening at this point with with an MDI, 2 archers and 3 warriors and a spear next turn. If they were planning a war they should have brought some troops to the front. I’m leery of the ships sailing around though so that’s why I rushed all the knights. I have a feeling there will be landings on the next IT.
1 pike heading for the iron gets bucketed to 1 hp and since the E Horse is 90% on calc I go for it. Lucky me, one poke with a bronze spear and Maximus struts forth and the horse is renamed Slingers Horsey. Leader goes to Choke City to await orders. The others are dispatched with no losses and 2 elites created. Now the backup boys. Maximus becomes an army because there is another fishing opportunity coming. They are all dispatched too losing one weak-a$$ legion to a warrior. He won’t be remembered. Veii swaps to Heroic Epic in 7. We can also build the pentagon now but it can wait for next leader we fish. Slingers Horsey runs to rax to upgraded. No Chinese to be seen near Celt lands. Let’s see about the landings. War happiness allows lux to 0% and now 347gpt. PP in 30 with 1 scientist. For some reason I can’t get an ROP with the Celts. It shows up on the other leaders but not celts. I wanted some speed to China. Figured it out. We have on already for some reason. 12-1, not bad. However we are still average to them. Looking at Jerusalem and Nico does not look good. We have no roads and like 3 turns to get there. I think they will fall if they land there so I empty Hispalis in hopes that they go for the empty city I can defend as opposed to the legion guarded cities I can’t.
IT – The boats head to the Celtic islands. NICE. Chiina will have a new home after they are gone. Lots of knight builds and I threw a harbor, aque, musket and a temple in the mix. No Chinese coming towards us on the front. Time to mount an offensive.
[2] 270AD – Fill army with knights. I move injured troops to rax in Camo and move armies onto Celt mountains to have a look around. The forward army spots a lone MDI 3 tiles away. 2-3 turns and we’re marching on China. Japan has Chemistry. But he wants 25gpt and 1067g. Forget it. Can’t even begin to recoup that money. Germany is broke. Get 11gpt and change for education from the Maya. Camo is starved down and so Lutetia gets the scientist.
IT- China is running with the Celts in hot pursuit. Celts lose an MDI to an MDI. No builds.
[3] 280AD – Kill the MDI with an E knight, hoping and win losing 3hp cover with army moving visibility. Workers kickin’ butt. Japanese have taken Miami now. Abe is falling hard and Japan is getting stronger. We may want to get in a war with them and sign Germany up. We have the legion army and an elite knight on the forward hill. I want to pillage his spices. Japan wants 65gpt and banking for chemistry. Tough call. China may sell banking to them without getting banking. We make 351gpt. I’m don’t see anyone else with any cash and I know China had some. China could screw us + I don’t like Japan getting bigger.
IT – No fights except the celts beating an MDI on the Chinese border. No builds.
[4] 290AD – Feeling bad for Abe I sell him engineering and gift him invention. Maybe he can put up a little more fight. Moving all armies to the front. Of course the celts are doing a fine job of blocking the roads. Rush the temple in Selucia due to flip risk. Also send a couple units there that will land next turn.
IT – Couple battles between the other two, both losing units. Pisae, which was swapped to a rushed temple to get some more tiles to work goes to Knight now, Selucia-Temple> Wkr, Buurdgalia-Rax?> Wkr.
[5] 300AD – Our legion army beats an MDI on the the border to clear a path for the knight army to jump on his spices. Others move up behind. Yea! Germany has Chemistry! We get it and Music Theory for banking. We then take a squeezed 53gpt and all 71g from Japan for banking. We have 1821g and +409gpt. Make that 421gpt as Abe gives 12gpt and 17g for guns. Maybe he will have a chance to hold out. With the new cash influx I rush the aqueduct in Cumae and the temple in Byzantium. Add the 3 celt border temples, a market for 120g and a rax for 24g and we have 906g.
IT – China conquers Augustrum from the celts and slither between are armies with other units right into a trap. Camo – Temp>Ct, Cumae-Aque>Bank, Hispalis-Harbor>Bank ( to be rushed), Verula…-Rax> Harbor, Gergovia-Temp>worker, Choke-Temp>Ct, Byz-Temple>Harbor, Tarentum-Mkt>Ct.
[6] 310AD – Pillage Chinese spices and head for his horses with knight army. Take 2 elite kills to move the armies forward. Will destroy Augustrum next turn. Rush the market in Brundisium. Nobody has any cash. Swapped Antium to bank.
IT – No fights. Veii-HE>Knight, Brundisium-Mkt>Temple and then a harbor or it will starve.
[7] 320AD – Raze Chinese city and collect 4 slaves running naked home. Kill 2 other units and cover with armies. Jump on horses to raze next turn. Rush the Byzantium harbor for 96gand swap Verula… to temple and rush it to get it some sea before it’s harbor. Rush the Pompeii and Syacuse knights. We have 820g making 312gpt. Oh the GA ended last turn. Veii swaps to bank.
IT – No fights except them. We are now STRONG to China. Pompeii-Kgnt>Bank, Verula-Temple>Harbor, Byz-Harbor>Bank, Syacuse-Kgnt>Court.
[8] 330AD – Legion army has a hard time vs a pike in Macao and is down to 2 hp. A knight knocks another pike out but is wounded. Knight army pillages horses and covers injured. Change the build in Nico from worker to Sistenes to force the chop to the Ceasarea temple and switch back. I think that works. Chops won’t go to wonders. Mao finally wants to talk and he is down Music and chivalry. He has another iron and horse in close range of armys. As soon as I can get this weak legion army clear to open side to heal he is off to get the iron. Give Maya education for change. Abe is 4CC with no end in sight. Rush the Gergovian worker, no growth. He has to get busy on some irrigation.
IT – A couple expansions. Gergovia-Wkr>Ct. Ceasarea-Temple>Ct. The Chinese are really anxious to get those workers back! They move 2 units 2 intercept.
[9] 340AD – Macao burns and we collect 4 more slaves. No losses. I hurry the Veii bank. Camo gets the single science duty.
IT – Chinese put another settler on the site I raised Macao. Those guys multiply fast. Looks like 2 more slaves to me though. The celts have 2 horsemen and 2 more archers along with a settler heading there too. Or the Augustrum site. Veii-Bank>Knight, Burgidala?-Worker>Harbor.
[10] Fortify the troops that are injured under armies and behind the lines. Send knight army towards iron and kill 2 slaves. Other 10 slaves headed home. 1250 and +337gpt.
Washington was taken. Abe is 3CC. Mao wants peace but this war happiness is nice. I would just take it slow and knock his iron off line near Shantung. Let the troops rest and then go get ‘em.
I'm thinking that after we put a little more hurt on Mao we can extort him just about the time Celt peace is over and then put him in a North-South vise from returning troops and new troops. After banks are complete it is nothing but knights until cavs.
Future thinking. We may want to thnik about disbanding a city or two on our homeland so that we can have at least 3 cities that can max out on shields. I haven't looked closely but it just popped in my head. Space is tough with out 3 good cities. Or we can prebuild in some smaller cities for the 160and 320 shield parts and use 1-2 cities for the last parts.
http://www.civfanatics.net/uploads7/MIC01-350AD.jpg
microbe Jun 24, 2004, 10:20 AM Looks like a lot of fun during your turns. :)
Are we going to build JS Bach's or Leo's?
I really want Smith's too btw. Should have another prebuild for that..
We also probably should not weaken China too much? Agree with gifting America (may be too late though). We need to keep AI strength's balanced. I don't want to see Japan control its whole continent. We may even send some troops there to protect the AIs at some point. Germany has to live for its free techs.
Aggie -
gozpel -
barbslinger -
betazed - up
microbe - on deck
barbslinger Jun 24, 2004, 01:16 PM Leos is due in 9 in Rome. I have had a prebuild going for a while for Smiths that has around 170s in it and picking up 12spt.
betazed Jun 24, 2004, 02:20 PM Ok got it. I have to play bz8 tonight. So I might not be able to finish this tonight. but definitely by tomorrow.
barbslinger Jun 24, 2004, 09:48 PM I have to be skipped until Monday night. I'm coming into work early tomorrow so I can leave for the weekend to San Jose for the 10th annual Meathead Golf tourney. It's all my buddies from up there and I'll be coming home Monday afternoon.
betazed Jun 25, 2004, 05:47 PM IBT: Knight valiantly defends against two MDIs. Chinese finish Sistine in their capital Beijing. Japs finish JS ach in Nara. China lands a solitary archer near Rome. WowW Our lands are completely undefended here. I have jus1 regular legionnary to defend Rome.
360 AD: Tae out the elite archer. Armies heal.
370 AD: Germany finishes Copernicus. Raze Tatung.:hammer: Celts have landed a settler on an iron. So they will be able to make GS soon.
380 AD: Germany Finsihes Leonardo's. :mad: Crap! I am having great luck with Wonders today morning. First two cascades in AG10 and now this. Change the build to Pentagon for a loss of 110 shields. Disconnet chiese iron and take out two of their workers too.
390 AD:
400 AD: Last turn no one knew any tech. This turn Germany and Japan both know Physics and Mettalurgy.
410 AD: Trade Physics from Japan for 150 gpt. Then try to steal Mettalurgy for cheap from Japan for 902 gold. They declare war. :) So we get Physics for 902 gold. Sign a MA against the Japs for 300G with the Germans. Let there be some war on that continent too.
420 AD: Destroy Hangchow. :hammer: Destroy another chinese city. Forget the name.
430 AD:
440 AD: Celts and China sign peace. Hey they broke another deal.
450 AD: Renew deal with Maya. Iron for silks and World map and 30G. Raze Canton. :hammer: Raze Hangchow again. :hammer: There goes chinese horses. Both the armies need to heal. We have hammerd the chinese pretty well. I think we can push a bit further and then make a deal with them.
I am tracking a Japanese caravel to our south with two knights. The AI is up Mettalurgy.
Armies need to heal they are redlines. But they are fine they are out of reach of all enemy units.
microbe Jun 25, 2004, 06:02 PM Sign a MA against the Japs for 300G with the Germans. Let there be some war on that continent too.
I don't know it is good or not - I don't want Japan to take over Germany. For this reason I'd prefer not to make MA.
I'll probably make peace with China now. The worsr thing is that there is only one opponent left (Japan).
Good job on getting the tech.
Got it.
gozpel Jun 25, 2004, 06:03 PM Very nice warmongering :)
And the steal was brilliant. Since Celts broke the deal, it's almost time to remove them from the continent.
microbe Jun 25, 2004, 06:14 PM Some thought:
I haven't looked at the save, but I am now feeling this game has been too easy. We had a too good start, a too strong team, and the game is already simply in the bag. The only challenge is to get a space race, which I am confident we can make it. We just need to refrain from conquering everybody and keep civ power balanced.
A military win was actually my original intent, this was why I chose Rome. I just didn't think it would work so well.
So there are two options:
1. going for space race. It's just we know we'll win and it removes quite some fun from the game and might be boring.
2. going for a military win asap and finish this game quickly. We can start another game with the same concept, but for a space win and at deity. We'll probably choose a non-militaristic civ (I'm favoring Searing or Industrious in addition to Commercial).
Thoughts?
barbslinger Jun 25, 2004, 06:20 PM I dont' think the spaceship win is "in the bag". We will always have to follow the leaders in obtaining tech. I'm still interested as to what straight cash for a monopoly tech will cost. We will probably be stealing tech by then.
If the team thinks it is easy right now, we could declare on Japan when we get ocean transport adn trim them back and give a lesser civ his cities. Keeping a power balance over there. They are getting to big for their britches anyhow and I would hate to see them go after Maya adn then conquer Germany.
Although, if it was just the 2 of us left Space would get rather tough trying to time prebuilds?
betazed Jun 25, 2004, 06:23 PM I agree the game as such is in the bag. We cannot lose from here.
However I will also agree with Barbslinger in that I am not sure whether we can definitely win by space and by no other means. Also even if we know we will win by space definitely I think it will be educational to see how we can manage the Modern age techs. As I said earlier we so rarely get to see Modern ages it will still be fun to go thru that even if we know we will win.
barbslinger Jun 25, 2004, 06:32 PM Whoops, sorry I didn't see Betazed log. War with Japan. That will slow them down. We could let the Celts have the north chinese lands so that we can take the south celt land and the lux. Keep it even on our continent between China and celts. We would probably want the celts to be a little bigger and have guns to protect from Riders though.
If we keep all AI pretty even the tech pace should pick up, should't it?
microbe Jun 25, 2004, 11:55 PM preturn: America is almost gone. That's not good. I sign peace with China for WM+2g. Keep the competition with Japan.
With a lot of gold in bank I rush many improvements.
We seem to have lost some war happiness and I hire some clowns.
(1)460AD: Japan already captured Leipzig. :(
(2)470AD: I sell horses to China for WM+17gpt+47g. It will get the horses anyway.
(3)480AD: I declare on Celts.
IBT a knight kills a legion with 2-hp left.
(4)490AD: vet knight loses to the 2-hp knight! Another knight kills it.
Capture Tolosa. Knight kills a pike in Lindum but there is a spear in it.
Leipzig is captured back by Germany! :D
IBT we lose an MDI.
(5)500AD: Capture Lindum.
Elite legion kills 2-hp MDI and we get another leader. I build an army.
Leipzig changed hands again.
IBT Japan and America sign peace.
(6)510AD: Astronomy to Maya for WM+11gpt+85g.
IBT Japan and Germany make peace. Nice! China starts Newton's. :eek:
(7)520AD: Capture Lugdunum. We now have spices. Lux drop to 0.
Japan/Germany/China have ToG and Metallury on us.
(8)530AD: I pay 60g and make peace with Japan.
(9)540AD: No capture this turn.
(10)550AD: We capture Entremont.
Printing Press is due next turn. I don't know what to research next.
Our prebuild has 35 turns to go..AI should research Economics before than?
We have a Caravel in Hispalis which we can use to get to the small island where Celts has a town.
An empty army in Lugdunum.
microbe Jun 25, 2004, 11:58 PM We can leave the Celts on the little island with a town, but to avoid flip we should capture the two cities on our continent. After, let's not start any more wars. We should build some navy so we can help the weak civs not to be overrun by Japan..
Aggie - up
gozpel - on deck
barbslinger
betazed
microbe
Aggie Jun 26, 2004, 12:05 AM Got it. I'll probably play Sunday morning.
Aggie Jun 27, 2004, 06:49 AM IHT: We get Printing Press.
Turn 1 (560 AD) Our MDI Bubba kills an archer and we get a leader. This is turned into our next army.
I sell world map around and get 9 gpt and 60 gold from the Maya. The other tribes pay a lot as well. Germany gives us Metallurgy for Printing Press, Spices, Furs and 7 gpt. Japan gives us 22 gpt for Printing Press. China gives us 20 gpt for PP.
War wearniss requires me to up the lux to 10%.
Three civs know Military Tradition.
Turn 2 (570 AD) Knight army kills two pikes in Alessia, but 3rd shows up.
Japan reached the Industrial Age. We have money. I decide to safely steal Magnetism for 1996 gold. I succeed!! Magnetism and Gems give us Theory of Gravity and 1 gpt from Germany. Germany gets Steam Power.
Turn 3 (580 AD) Knight army kills a pike and spear in Alesia. We take the city. Two pikes are killed in Agedincum by another knight army. The army is redlined though.
Turn 4 (590 AD) Another army kills a pike in Agedincum, but the mext target (a spear) kills our knight.
IT: Germany finishes Magellan.
Turn 5 (600 AD) Agedincum is captured by one of our armies. We sign a peace deal with the Cetls for the city Namausus.
Turn 6 (610 AD) Nothing much.
IT: Japan finishes Newton.
Turn 7 (620 AD) We again have money. So I try to steal Steam from Germany. I succeed for 2056 gold. We have coal in the centre of our empire.
Turn 8 (630 AD) We are connecting the coal. China and Japan have no money to spend for Steam. I refuse to take Military Tradition for this tech.
IT: China declares war on Germany. Germany starts Smith!! We have a prebuild but no money (edit: to steal, we can buy) :( We SHOULD be able to get Smith if Germany has no SGL.
Turn 9, 10 (840, 650 AD) Nothing.
We have close to 600 shields in Ravenna. Smith is 600 shields groucho.
These weren't my most focussed 10 turns ever. Blame it on the match yesterday :)
microbe Jun 27, 2004, 01:22 PM Nice steal job!
EDIT: one good thing is that Germany seems to take lead.
Aggie
gozpel - up
barbslinger - on deck (?)
betazed
microbe
gozpel Jun 27, 2004, 02:37 PM I got it. Hopefully I can play today.
gozpel Jun 28, 2004, 03:51 PM I have to be skipped. Got called in to work as usual when it is school holidays.
As a part time casual and full time student I have to grab the shifts they offer.
Until further notice.
microbe Jun 28, 2004, 04:06 PM OK, hopefully barbslinger is back..
Aggie
gozpel - skipped
barbslinger - up
betazed - out until 7th
microbe - on deck
barbslinger Jun 29, 2004, 01:59 PM Just back and it looks like I'm up across the board. I'll play this tonight.
barbslinger Jun 29, 2004, 11:09 PM I'll have to play tomorrow. I'm still tired from the trip. If someone can swap with me I'll play tomorrow night.
microbe Jun 30, 2004, 03:35 AM Take your time. I'm satisfied with the speed of this game. :)
microbe Jul 01, 2004, 09:06 PM Barbslinger, when are you able to play?
Gozpel, I'd like Barbslinger to play today or tomorrow and you play this weekend. Are you able to do that?
barbslinger Jul 01, 2004, 09:55 PM I'm firing it up tonight! Finally almost caught up.
barbslinger Jul 02, 2004, 12:38 AM Mic01 – 650AD
Preturn – I think I’ll wait to steal economics. We have 528 shields in Ravenna gaining 11spt. Should be in the bag. Swap a few newly acquired town builds to temples or courts. And find 2 of our own ready to riot. Economy looks great. Steal in 2. We’re at peace with the world and looking forward to a Space ride. We have a lot of workers so I think a lot of time will be spent rail netting and trying to get our core towns to nice even numbers.
IT – Well cancel that railing our coal dried up. The nearest one is across the border in Angyang. We got an Iworks message in Pisae and I switched it on the IT. Byzantine-Aque> Frigate.
[1] 660AD – The IW build is still in Pisae! IW in 35 with no iron there! Looks like some war with China coming again and we may as well take his iron while we’re at it. Adjust some workers and mine the irrigated-railroaded cow in Rome to get it to 25gpt with +1fpt. Looking for a steal next turn.
IT – Rome-Knight>Knight, Cumae-Knight>Cathedral.
[2] 670AD – We steal economics for 2100g or so. Econ+WM+59gpt+20g for Ivory and MilTrad from Japan. Rome goes to 27gpt for 3 turn knights. Will be up grading knights and moving them to the front. Sure don’t like giving China horses but it is over next turn. Upgrade 3 knights and rush a temple. I go to F4 and cancel the horses deal with Mao. Ravenna goes to Smiths and loses 1fpt to get it in 4 instead of 5.
IT – Maya renegotiate the silks for Iron deal kicking in furs and getting 17g and WM. Lindum-Temple>CT, Ceasaraugusta-Aque>Cav in 9 but will go down with workers there already planting forests. Japs start Smiths.
[3] 680AD – thinking I should merge a couple workers into Pisae to drop the Iworks time down from 26. Upgrade and move them out. I give the Maya metal on the cheap for 3gpt and change. I want them stronger.
IT – Japs and China sign peace. Japan started Smiths.
[4] 690AD – Almost ready to rock and roll. We’re also at 594g with 329gpt. Smiths in 2
IT – Rome-Cav>Cav, Veii(16spt)-Cav>Cav, Antium(12spt)-Cav>Musket, Pompeii-Ct and at 8spt goes to a cannon.
[5] 700AD – I give MT to Maya for 18g. CeasarAuguasta goes to harbor so it can grow with merging and cash. I rush a musket on the other continent for 200. It had no one in it. I think I can try some safe stealing against China next turn. I just about ready on the front.
IT – Smith is in and we go to musket. GPT is 347. Verul-Musket>Ct, Nemausus-Musket>Musket, Ceasargust-Harbor>Cannon, Ceasarea-Aqueduct>Market.
[6] 710AD – Japan has Nationalism. I was wondering why we are researching democracy? I guess it is because we plan to be passive after this latest skirmish. Next turn I declare. Pompeii swaps to cathedral after 2 worker merges to 11spt. We’re at +358gpt.
IT – No builds but 2 expansions.
[7] 720AD – I’m having a hard time figuring out why the peace just does not expire. Why do I have to renegotiate. I’m saving here. When I started the game the peace had a 1 next to it. They still owe us 20gpt for 5 more turns. Just checked the logs and it has been more than 20 turns. I declare. We take Kaifeng with no loss but armies should heal a bit.
IT – No attacks. We get some WLTKD? Rome-Cav>Cav, Hispalis-Bank>Temple, Jerusalem- Ct(5spt)>Harbor.
[8] 730AD Take Anyang and keep it for a few while a slave goes to put a colony on the coal. Swap Choke city to settler.
IT – A rider shows up and regrabs a few slaves along with 8 LB’s, a rider and a pike. One rider dies attacking the army in Anyang. Choke-Settler>Market. Palace expansion.
[9] 740AD – Killed all of them but left Angyang with one cav guarding. May lose it next turn. Set some workers on rail projects near IW site, which is due in 15.
IT – I think they are out of Riders. However Germany is still at war with them. Only 3 LB’s and a pike show up to party. Veii-Cav>Cav, Antium-Musket>Musket, CeasarAugust-Cannon>Bank.
[10] 750AD – Get a leader and send Antony to the rear for Betazed to deal with. I can’t decide on another army, which we don’t really need or rushing the 14 turn Iworks. Kill all others.
http://www.civfanatics.net/uploads7/MIC01-750AD.jpg
microbe Jul 02, 2004, 02:20 AM The IW build is still in Pisae! IW in 35 with no iron there!
I guess you meant coal? Yes and that's why we should never change the IW build. :)
I guess the war against China is just for the coal, and we've got it. I suggest we abandon Anyang, settle a city to secure the coal, and make peace asap.
microbe Jul 02, 2004, 02:24 AM I'll get to this tomorrow night. Hopefully gozpel can play this weekend.
Aggie - on deck
gozpel
barbslinger - just played
betazed (out until 7th)
microbe - up
barbslinger Jul 02, 2004, 05:20 AM I guess you meant coal? Yes and that's why we should never change the IW build. :)
I guess the war against China is just for the coal, and we've got it. I suggest we abandon Anyang, settle a city to secure the coal, and make peace asap. Yes, coal. I have a settler in route. The chinese are not throwing very much at us the last turn. I would let them them recapture to decrease pop but then our coal colony would disappear. Destroying it is probably the best call and then we can neuter them by taking the iron city. Then kick back and watch the cash come in.
microbe Jul 02, 2004, 10:28 PM preturn: nothing to change. Only Japan and Germany up us Nationalism.
We desperately need more workers, but we don't have a high food city.
(1)760AD: Kill two junk units.
IBT China lands 3 riders next to Nemausus, our little town at the other continent. Anyang disposes.
(2)770AD: We pillage both China's iron and horses and raze Anyang.
I sign peace with China and get 34gpt+10g.
But even with steam + all the resources I still have to pay thousands of gold.
(3)780AD: A Japanese cav enters our territory apparently trying to sneak attack. I buy Democracy by spices+WM+345gpt.
Start min research on Medicine.
IBT Japan declareds on us and we get our gpt payment back.
(4)790AD: I trade democracy+steam+iron+horses+saltpeter+furs to China for Nationalism. That's why I pillaged its iron and horses. :)
If Japan didn't declare I would try stealing Nationalism until it does.
I use the leader to rush Military Acadamy in our capital.
I upgrade 9 musket to riflemen.
(5)800AD: We found the coal city.
IBT we exhausted some resource, but I didn't catch it. We still have all resources.
(6)810AD: Democracy to Germany for WM+wines+incense+15gpt+32g.
(7)820AD: Japanese land 2 cav and 1 longbow which are then slaughtered.
(8)830AD: We have an unsuccessful attack on the small Japanese town to our NW. 2 cavs die to rifles.
(9)840AD: ZZZ
IBT China and Germany make peace.
(10)850AD: Not much. Japan still wouldn't talk but let's sign peace asap.
Then I suggest we send another settler+a couple rifles to the other continent to settle another city.
We have a caraval fortified next to the Japanese town with one cav in it. Forgot to wake it up.
microbe Jul 02, 2004, 10:28 PM Aggie - up
gozpel - on deck (?)
barbslinger - just played
betazed (out until 7th)
microbe -
Aggie Jul 03, 2004, 06:13 AM Got it. I can play on Sunday at the earliest.
gozpel Jul 03, 2004, 02:31 PM If Aggie plays on Sunday, I might be able to take it Sun night.
Aggie Jul 03, 2004, 02:34 PM ehm, you are from Australia, so that means that I have to finish before mid-day CET? It should be possible. We could also swap :)
gozpel Jul 03, 2004, 02:45 PM Ok Aggie, we swap so I can start right away :)
gozpel Jul 03, 2004, 06:36 PM Pre-turn - Everything is in order. Rush a couple of courts.
This will be a short write-up.
870AD - We build Ironworks in Pisae.
Peace with Japan for 20g, I think we can afford that :)
890AD - The idiots from Japan demands spices and they get the finger. They declare war and land some troops in former Celtic lands. A couple of armies remove them.
920AD - Germany declare war on Maya
930AD - We take the Japanese island city of Cataractonium.
Japan won't talk yet, I didn't feel like sending troops over there.
Not much happened during my turns, except I rushed a couple of courts and a few temples.
This will take forever, if we're going for space without research :lol:
I doubt we will make it before 2050.
microbe Jul 03, 2004, 06:38 PM We'll just take our time. :)
Aggie - up
gozpel - just played
barbslinger - on deck
betazed (out until 7th)
microbe -
gozpel Jul 03, 2004, 06:49 PM The possible researchers in this game except us, Japan and Germany, decide to wage wars instead of science.
That's why I think it will take "forever" :)
IF it take very long and it seem doubtful, can we try for diplo?
microbe Jul 03, 2004, 07:11 PM If it lasts into Modern Ages and we can't get a space win, I'd rather just wipe those suckers out. :) And I hope China will catch up too. That's why I don't like more wars with them..
We should also consider paying gpt for techs to sponsor their research, and giving them more incentive to stay at peace.
barbslinger Jul 03, 2004, 07:24 PM Along the same lines that Microbe spoke of maybe we can gift some tech to Maya and later ship them some workers. Once we get the upper hand militarily we can go over there and level the playing field again and get them all at the same tech pace.
Aggie Jul 04, 2004, 01:19 AM SMAC has to opportunity to corner the global market and win that way. It appears that we are going to be VERY rich at the end of the game, with this slow tech pace. Got it.
Aggie Jul 04, 2004, 05:27 AM Turn 1 (960 AD) Japan won't talk. This will take a while probably since we have been at war before.
Turn 2 (970 AD) I give the Maya Magnetism for 1 gpt and world map.
Turn 3 (980 AD) I renew the resources and lux for lux deal with the Maya. I also renew peace with China.
Turn 4 (990 AD) :sleep:
IT: Japan and China trade embargo us.
Turn 5 (1000 AD) China has Communism, Germany has Fascism and Japan won't talk.
IT: Japan drop of two samurai and two cavalry next to an island town.
Turn 6 (1010 AD) Our elite cav in Cataractonium kills a samurai and we have a leader. This is turned into an army. Another cav kills a samurai.
IT: Two cavs manage to kill our rifle in Cataract... The remaining Samurai is badly wounded. America and Germany MPP.
We lose two luxes from a deal. America declares war on the Maya.
Turn 7 (1020 AD) Japan still won't talk.
IT: Japan drops 4 cavs next to Rome.
Turn 8 (1030 AD) The 4 cavs are easily killed.
IT: Japan starts Universal Suffrage.
Turn 9 (1040 AD) Japan gives us 65 gold for peace. For 2332 gold I safely steal Industrialization from Japan :) Cities are switched to factories.
I give Germany three luxuries and 65 gpt for 2 luxuries.
Turn 10 (1050 AD) The AI has no required tech over us. Let's finish factories and some coal plants and then pre-build ToE.
microbe Jul 04, 2004, 12:39 PM Aggie -
gozpel -
barbslinger - up
betazed (out until 7th)
microbe - on deck
barbslinger Jul 04, 2004, 02:10 PM Got it and playing now.
barbslinger Jul 04, 2004, 03:49 PM Finished 6 turns and no major news. Cash and builds. Looking to gets Shakes. Have to finish up later. Finished them off.
MIC01-1050AD
Preturn – Decide that with this cash burning a hole in my pocket to rush almost everything but factories and cav builds. This drops us to a paltry $11K in the kitty. I may end up rushing some of the factories too. I mm a couple things to get a factory in Pisae in 3 at 50spt. A bank in Brundisium in 4 from 7.
IT – The Japanese may be up to something again. They pull 2 caravels and 4 frigates right next to Burdigala.
[1] 1060 – Cash increases about 20gpt from all the courts and a couple banks. +517gpt. I deal nationalism to the Maya to help keep them from being exterminated. Get 16gpt +some change. +533gpt. Rush the factory in Pisae and Antium for around 600g, bank in Brundisium for 100g and continue railing. Upgrade a couple buckets to cannon and pull some cannons and armies down to Burdigala. Sold the granary in Rome. Will Japan declare?
IT – No they just cruise by. Settler in Selucia to go to double fish in empty Chinese border spot.
[2] 1070 - See that Eboracum can be productive using the hills at zero growth. I think I’ll farm some workers out of less productive areas to grow. Rail-net nearly complete. Rush a couple of small items. Rush the factory in Rome. 10072g at 537gpt. No new techs from the gang of 3.
IT – Japanese start Shakes. Which wouldn’t be a bad wonder either. They sure enjoy the shortcut across Burdigala.
[3] 1080 – Railnet is complete except for Alesia and Gergovia. Take a look at the Shakes build and he has it in a 4shield town due in 79. He wants 1440 for it but we can get it better at 2nd and then have one of our factory/coal plant cities knock it out for us.
IT – Jerusalum starts another Frigate. We may need a few of these.
[4] 1090 – Germany has free artistry and price is ~1100g. Veii’s new factory puts it at 45spt. A coal plant won’t get cavs any quicker so I go for a quick worker and will then 2-turn cavs. Pisae’s new coal plant gets it to 78spt with a mountain being mined. It will wonder or 1-turn cavs.
IT – A few advisors asking to swap to aqueducts.
[5] 1100 – Pisae’s mine gets some help and decides to 1-turn cavs. I rush the coal plant in Antium to get on a palace build. The factory in Pompeii gets rushed because it looks like a good candidate for growth from Shakes.
IT – Pompeii’s factory finishes and will get the coal plant rushed next turn.
[6] 1110 – Roading and working.
IT – 1-turn cavs coming.
[7] 1120 – I think if we put another mountain mine near Rome we can get it to 80spt. Rush the Pompeii coal plant.
IT – Coal city riots. I’ll rush it’s market next turn. Japan declares on Maya.
[8] 1130 – 75gpt + 500g gets espionage from Germany. Espionage gets Free Artistry from China. Pisae goes to Intel Agency in 5, Pompeii to Shakes in 17 after investigating Berlin to see their build is in 21. I mm Pompeii and will mine some plains with its now surplus to guarantee the build. Berling can make some improvements to speed their’s.
IT – Not much.
[9] 1140 – After playing with the mountains around Rome I realize that it needs one more pop to clear 80spt. I swap it to shakes in 6 and Pompeii goes to palace in 31 for ToE. Ravenna is starving right now due to MM so I rush the factory there so it can get on a harbor.
IT – Our first pollution hits and America declares on the Maya.
[10] 1150 – Working still.
It looks like the Maya’s are in a dogpile. If they go down we need to help Germany out. Medicine is 13 away and we may have a shot at it. I’m a little worried about the palace prebuild at 28. Can we entice the others to research what we need by the time the palace runs out?
microbe Jul 04, 2004, 05:54 PM I'll probably play this tomorrow, so that it won't get to Aggie again so fast. :)
Aggie - on deck
gozpel -
barbslinger -
betazed (out until 7th)
microbe - up
microbe Jul 05, 2004, 05:37 PM Preturn: we still have some clowns. Fire them.
I stop the coal plant in Cumae. We've had enough production and I'd rather avoid the pollution.
Upgrade the remaining musket.
Pisae is building IA but it could finish Universal Suffrage in 8 turns. I really want Shakespear to be in our Ironworks city, but then our capital will build Universal Suffrage in 10 turns instead of 8.
Since we are rich I just do investigation on the AI cities that are building Universal Suffrage: Bremen of Germany is a joke city shield wise so I save the money, but Kyoto is building US in 8 turns with 31spt, so we'll keep the build.
(1)1160AD: ZZZ
(2)1170AD: Japan is getting big. I think we have to prepare to interfere in case it declares on Germany.
(3)1180AD: Japan chose to research Ironclads.
IBT Japan dectroys Maya.
(4)1190AD: ZZZ
IBT Shakespear completed.
(5)1200AD: ZZZ
(6)1210AD: Japan and Germany know Medicine. We have 7 turns to go. Interesting.
Our capital is making 80spt.
With this tech pace our palace prebuild is probably going to be wasted. I switch it to IA due in 4.
IBT Praviteer attacks our galleons, we just beat it and promote!
(7)1220AD: We buy ivory from Japan by furs+gems+4gpt.
IBT Universal Suffrage completed.
(8)1230AD: ZZZ
(9)1240AD: I sell Banking to Celts for WM+12g.
I actually think we should revolt to Democracy..for faster worker, nicer unit support, and better income.
IBT IA completed.
(10)1250AD: Japan has Corporation!
I plant a spy on China, but fail on America and Celts. I don't try Germany or Japan as we have not estab |