N1 - PTW Regent Succession Game: Persia

Nick014

Deposed Despot
Joined
Jun 21, 2002
Messages
248
Location
Central PA
World- Standard Size, Warm Wet 5 Billion Years, Medium Islands
Difficulty- Regent
Barbarians- Random
AI Civs- 5 Random
AI Respawn and Culturally Linked start are disabled
Civ- Random, we got Persia
All victory conditions are enabled

Players:
Nick014
Nad
Tiamat
Open
Open

24h for got it, 72h to play

Previous Regent Win is prefered, but not manditory. Each player will play 20 turns at first, but we will probably want to cut it back to 10 or 15 later. I am going to wait for 2 other players to join, then we will start and accept up to 2 more.

First 20 Turns Summary: Persepolis is founded on top of dyes with another dyes directly to the west. We order a warriors built to explore our area. Warriors scout out, we are on a island with 3 luxuries :) , connected by a one-square land bridge to the northwest. We have researched ceremonial burial, and are currently 3 turns away from pottery. On my last turn we spotted an arab scout. He only has pottery, and we are close enough to it that it wouldn't be worth trading masonry for it. Setter is built in Persepolis and is awaiting orders from the next player. I am suggesting a new city at the yellow dot, but it's really up to the next player. Without a source of fresh water we are going to need granaries in lots of our cities :(

Here is the Persian Island:
Persia3000bc.jpg


And here is the save
 
hey nick, this looks really interesting. I've never played a succession game before although I've been reading through many of the threads. As for regent I regularly whip that and generally play emperor, but this would be a good start for me to try a succession game. Would you consider allowing me to enter this one?I would probably need some help/advice about posting saves etc, but I think I would certainly add something to the game.

PS: as for the first settler, I would recommend he goes straight to the choke, where the arab scout is currently standing; this will let you colonize your peninsula at leisure (at least until the AIs get Map-Making)
 
I would be interested in joining. hopefully this goes better than my last SG where everybody else dropped out.
 
Players:
Nick014
Nad(playing now)
Tiamat
Open
Open

Alright Nad, you're up! play your 20 turns and please name the file in a similar way as the one I posted. 24 Hours for got it, 72 hours to play it
 
ok, turn played, here's the summary

Pre-turn: have a quick look round, everything's fine; we have lots of room to expand, and a superb choke point. I want to research iron-working ASAP as that's a critical technology for us, and we must know if we have iron on our peninsula or if we need to settle in Arab territories. Also I want to explore a little more and find contacts with other civs.

Turn 1, 3000BC - settler heading towards choke point; if we can hold this we can then concentrate on establishing productive cities at our leisure. Persepolis set to temple as prebuild for granary.

warrior exploring in east spots what could be a 2nd choke point; warrior exploring to north discovers Arabs are very close to choke point, and also glimpses a river, which will provide some much needed irrigation.

turn 2, 2950 BC - miscellaneous movement, Arabs look to have some nice terrain on their side of the choke

turn 3, 2900BC - worker completes road, moves to chop forest (to speed our granary build in Persep); science to 40%, +1 gold, pottery in 1; diplo check reveals Arabs already have 3 cities!

turn 4, 2850 BC - Pottery complete, research set to iron-working, 20% in 40 turns.

Persepolis switches to granary, forest chop will be complete in 5 turns (I love industrious!), warrior in east discovers that there is no choke point there, just a thin taper of land.

turn 5, 2800 BC - zilch

turn 6, 2750 BC - Pasaragdae founded, set to warrior in 10 turns, science to 100%, IW in 29 turns.

turn 7, 2710 BC - palace expansion, misc exploration

turn 8, 2670 BC - warrior exploring in north sees gems in jungle close to Arabs - wow, that's 4 luxuries already which are close to us - i would guess from this that we are on a 5 billion year old world

turn 9, 2630 BC - worker finishes chop, set to road

turn 10 - 2590 BC - warrior spies land to the north-west, opposite the Arabs and linked by coast.


tbc...
 
turn 11, 2550 BC - worker finishes road, move to connect pasaragdae

turn 12, 2510 BC - switch pasaragdae to worker as warrior who has been exploring in south-west is close enough to defend Pasaragdae

turn 13, 2470 BC - warrior near Arab lands spies more coast across sea to north; I presume fro this that we are on continents or archipelago world.

Arab scout is still in our lands and can't escpae as we have blocked the choke - I don't think the Arabs have contact with any other civ, so they will be the first target for our immortals.

turn 14, 2430 BC - Arabs have nice lands, cattle in cap radius, gems, game and fresh water; I wonder if their capital is also on a choke point? there could well be lands to the north of the arab cap - I will leave it to the next player to decide if we should explore through arab lands to the north; at the moment I don't want to upset them, so will continue exploring around their territory.

turn 15, 2390 BC - persepolis completes granary, set to warrior (2 turns); income is -1 per turn.

Warrior whi has been exploring to the south west arrives and fortifies at pasaragdae.

turn 16, 2350 BC - Pasaragdae completes worker, set to spear; if we can defend choke properly, we won't have to worry so much about defending our other cities, as the Ai is incompetent at naval assault. worker moves ne heading towrads river for fresh water and building roads on way

turn 17, 2310 BC - Persepolis completes warrior, fortifes, start another warrior ( I am building warriors at the moment because they are cheaper than spears, and because we can do a mass upgrade to immortals later and wipe out the arabs).

turn 18, 2270 BC - misc movement

turn 19, 2230 BC; persepolis completes warrior, set to settler; warrior fortifies and should accompany settler when complete

turn 20, 2190 BC - Pasargadae connected to empire, so citizen there celebrates by daubing pink colours onto their clothes and jumping in joy. Worker mines Pasaragdae grass.

Notes to next player - watch out for barbs; I've not seen any yet, but best not take chances; all settlers should be accompanied by military, and we might need a couple of warriors on barb prevention duty in east and west

Keep choke heavily defended, and perhaps explore into arab lands in north. Watch the treasury, its at -1 per turn, currently 12 gold, IW in 12 - just enough, but we may save some gold by tweaking science down at end.

Apart from that, we're on course to expand quickly, Persepolis can do warrior (or spear)/settler combo's in 10 turn shifts or so. Pasaragdae is in a poor position wrt tile use, and will overlap with 2 future cities, but its strategic strength is worth it, firstly as a choke, and later as a canal for our future navy. It should acquire a temple ASAP, as we want it to be culturally strong, with no danger of a flip (bearing in mind Arabs get half cost temples, we may wish to get the temple online ASAP - use forest chops to speed the temple, our ind workers go at 5 turns per chop, invaluable). After the temple, walls are something to consider, and we will have a base for our eventual invasion of Arabia.

Finally, what do the team think on wonders? Pyramids are obviously desirable, but Persep would be the only city with a real chance of snagging them, and this would slow our expansion. We might wish to gift masonry to the Arabs, let them build them, and then capture them (Mecca would be in a good position to build them, and the AIs have a high priority on Pyramids) - thing is, Arabs won't swap for warrior code (which they've had since my turn 8), and they have no gold, so it would be a pure gift if we gave them masonry. I don't think we need to bother with any other ancient wonder, but concentrate on expansion instead. One possibility we have: there are 2 or 3 gold squares near Persepolis, and also near coast. A city there, with Colossus, low corruption, and later Cop's/Newton's would truly be super science - just a thought for the next player.

Screenshots and save file to follow (as soon as I figure out how to do them!)

Here's the link (hopefully!)

http://www.civfanatics.net/uploads3/N1-2190bc.sav

and a proposed dotmap of our lands:

http://www.civfanatics.net/uploads3/N1dotmap.jpg


red: next city (?)

yellow: this is on a gold hill, and could be a super science city

green: other possible cities (closely packed, with some overlap, but by no means ICS)
 
Originally posted by Nad
( I am building warriors at the moment because they are cheaper than spears, and because we can do a mass upgrade to immortals later and wipe out the arabs).
I don't think you can upgrade to UUs, can you? :confused:


Red dot looks like a nice site, next player should probably irrigate towards it from that river up near Pasargadae.

I think after the red dot we should grab those cattle to the northeast of Persepolis, that way we'd have food producing cities for settlers.

Alright Tiamat, you're up! 24h for got it 72h to play it
 
OK, got it and will post results tomorrow.
 
Preturn (0) - Look through empire and see no changes to be made.

Turn 1 (2150 BC) - Moving Warriors to explore. Arab Warrior/Settler pair spotted on mountain S of Mecca. Arabs have Masonry now, so they must have been researching it.

Turn 2 (2110 BC) - Worker completes road NW of Pasargadae, moves to plains next to river to irrigate/road. Arab settler pair heads towards coast.

Turn 3 (2070 BC) - Arab settler pair reaches coast 1 tile NW of river. Worker begins irrigation. Worker SE of Pasargadae completes mine, moves to shielded grassland near red dot city location to mine/road.

I - Arabs found Baghdad on coast NW of river. Second pair spotted leaving Mecca headed towards Gems.

Turn 4 (2030 BC) - Settler ready in Persepolis, switch to Barracks. I did this so that we will be producing veteran units, and also this will give us the break needed to complete the Spearman/Settler combos and have the city fluctuate between Pop 4 & 2 instead of 3 & 1. Wake 1 Warrior, send pair to red dot location. Wroker begins mine.

Turn 5 (1990 BC) - Worker near river completes irrigation, starts road.

I - Arabia asks us to move our Warrior from their territory, I agree.

Turn 6 (1950 BC) - Moving & working.

I - Arabia founds Najram on Gems.

Turn 7 (1910 BC) - Worker completes road, moves 1 tile S to irrigate. Worker completes mine, starts road. Susa founded near red dot location, and starts Barracks to give us 2 military producing cities. Drop science to 70% to break even on gold and still get IW in 2 turns.

Turn 8 (1870 BC) - Pasargadae completes Spearman, switch to Temple for Culture. Fortify Spearman. Unable to lower science without losing turns to IW.

Turn 9 (1830 BC) - Iron Working discovered, set research to Alphabet. It appears that we are on an Archipelago map, so we will want to get to Map Making fairly quickly. I leave Science at 70% as it gets us Alphabet in 20 with +1 gpt. There are 2 iron sources on our island, 1 in the hills right next to Mecca, and 1 SE of Persepolis on a mountian just outside of our borders. I will have the next Spearman/Settler combo head to the little peninsula to get the Iron in our territory. Worker N of Pasargadae completes irrigation, moves to plains immediately north and begins irrigation. Worker near Susa completes road connecting the city to the trade network, moves to road the wheat tile.

Turn 10 (1790 BC) - Moving & working.

Turn 11 (1750 BC) - Worker near Pasargadae completes irrigation, moves to forest SW to clear and speed Temple production.

Turn 12 (1725 BC) - Barracks complete in Persepolis, starts Spearman. Worker begins clearing forest. Susa Worker completes road, begins journey to Iron Mountain.

Turn 13 (1700 BC) - Send exploring Warriors to Persepolis for upgrading when possible.

Turn 14 (1675 BC) - Spearman complete in Persepolis, start Settler.

Turn 15 (1650 BC) - Worker begins road on Iron Mountain.

Turn 16 (1625 BC) - Arab scout reappears E of Persepolis.

I - Arabs begin construction on the Pyramids.

Turn 17 (1600 BC) - Worker clears forest, begins irrigation.

Turn 18 (1575 BC) - Arab scout moves to little peninsula SE of Persepolis, where I want to build the next city.

Turn 19 (1550 BC) - Settler ready in Persepolis, starts Spearman. Both Warriors are now in Persepolis awaiting upgrades. Worker near Pasargadae completes irrigation, starts road. Arab Scout hasn't moved.

Turn 20 (1525 BC) - Worker completes road to Iron, moves to shielded grassland. Arab Scout still hasn't moved. Looks like they don't want me to build a city on the peninsula. Spearman/Settler combo is next to Iron Mountain. The next player can decide what to do with them.

OK, I checked in Persepolis, and the cultural borders will expand next turn putting the Iron in our territory, so the Spearman/Settler can be moved to another location. Persepolis is currently working on a Spearman - Settler rotation that should keep the population fluctuating between 2 & 4 instead of 1 & 3. From the map (see below) it looks like there is no land N of Mecca so we appear to be alone on the island with the Arabs. I would suggest beelining for Map Making to get some Galleys out there exploring.

Here is the map:

N1-1525BC.jpg


And the save: N1 1525BC
 
ummm, Tiamat...just looking at the map there, is the reason the Arab scout won't move because it has nowhere to move, with the spear/settler standing where they are?
 
No, they didn't move for 2 turns before the Spearman/Settler arrived there. The Arabs moved in and sat there even when the way out was clear.
 
Tiamat - gotcha; very curious that scout hasn't moved, cos I don't think it's yet explored the sw part of our peninsula where the furs are; and I thought the AI didn't use scout denial!!!

nice turn, very good thinking about fluctuating between 4 and 2 rather than 3 and 1.:goodjob:

we could indeed beeline for Map-Making, and I noticed in my turn there are overseas lands to the north and west of Arabia. However, when I find myself on a continent with just 1 neighbour, my initial reaction tends to be to get rid of the neighbour and control my continent before I meet overseas neighbours! That way, they never discover what an aggressive war monger I am!!! What do you guys reckon? :shotgun:
 
I agree, we should eliminate the Arabs before we get contact with the other AI, but we should also try to get to Map Making before the Arabs, so they don't make contact first.
 
I agree that we should destroy the Arabs before we move over to another island. However, I think there might be more on this continent than we can see now, since there are 4 luxuries on this island alone, which means there should be more than only 2 civs! I'll try to get some kind of scout up past the arabs to see for sure.

Also, the tile to the east of Pasargadae should be irrigated to bring much needed water to the rest of the continent!
 
Ok, I finished my 20 turns.
Highlights: Arabs declare war, 3 new cities founded, started massing immortals
1-5: Movement/Worker Management
I: Arabs demand all our money, they declare war when I refuse
6: Arbela founded northeast of Persepolis near the cattle
7:Persepolis builds settler, starts immortals
8: Research on alphabet completed, starting Writing, we kill the Arab scout still standing on that penisula
9: Antioch is founded on the peninsula
10: Movement/Worker Management
11: Movement/Worker Management
12: Movement/Worker Management
13: Movement/Worker Management
14: Founded Tarsus on gold hill, disperse a barb camp bear Arbela. Talk to Arabs, they don't want peace, but they have Warrior code, Mysticism, and the Wheel, all of which we lack
15-19: Movement/Worker Management
20: Kill an Archer near Pasargadae with an immortal, triggering our golden age.

Basically I spent my turns founding new cities and forming our armies. Right now we have about 5 Immortals waiting in Pasargadae for the invasion. It's up to the next player to use our golden age and crush those Arabs! There are also 2 settlers waiting in Arbela for orders, it's up to the next player what to do with them.

Nad, you're turn! 24h for got it 72 h to play

N1-975BC.SAV
 
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