aCK-3 The Cat with the Hat

Ok, since we have a few "new" people, let me post the turn order

pholtz <- just played
S.ilver <- up next
IamJohn <- on deck
TSM
Whosit *not sure if you want to be in the turn order or just step in occasionally*
 
Using Toku to trigger HC's pact would be hilarious. Let's see what we can do in that department.

Lookin' forward to it. :mwaha:

@pholtz: With S.ilver back, I think I can afford to be put on the roster (5 players means I probably won't come up quite as often). Probably. So long as my next set doesn't land on a Monday again, I can avoid a week-long turnset. :rolleyes:
 
Sorry for the delay, seems I haven't properly configured all the settings on my tower yet. Civ crashed a few times along the way (now I know how Liq felt about the version out of the box).

I've also yet to install photoshop, which I just discovered when I went to edit the pictures. So I'll spam up the report pictureless, and edit them in in an hour or so when I find my CDs and get that junk installed.

----

1605AD (341):

Preflight check. Ok. "War" is in the cards, but not necessarily with us fighting immediately. The idea is to get Toku to declare on Capac, which has the added bonus of getting Sury and Shaka in the fight on opposite sides as well. The downside involes requests from everyone to join the war. Seems like free diplo hits, unless Toku asks us to join the war, and we are ready. I seriously doubt we will be ready in time, but we'll do what we can. We have an insane happy cap compared to our pitiful health one I notice, so will draft when we hit rifles.

First, though, let's take a look at the cities...

I notice that Constantinople is unhealthy... Apparently it has no access to clams. That seems strange to me, because even though one is shredded by barbs, we have access to two others... A quick F4 shows me we are exporting both of them. One to Toku for 1gpt and one to HC for Banannas. The 1gpt doesn't really help us, and we need that health right now, so I cancel that deal. Toku still has plenty of trades with us. That fixes most health problems until we get those nets to the south back up. The caravel build is regrettable, but we can't really do much else...

Thess gets stagnated to maximize production. We have no real need to add two more citizens, and health is going to take a hit when we declare on HC. We also fire the merchant for an engineer.

Berlin working on a Missionary for some strange reason. Whatever. I stagnate this city as well as it is one from the health cap. 9 merchants is quite enough for now.

Adrianople is back from the health brink getting those clams back, so we can afford to finish this maceman before we build the harbor. Fine.

Nicaea is building a Barracks and it has no capability to put out units in a timely fashion. I dial a jail instead, as it's best to be passively getting EPs from somewhere.

Antioch is unhealthy, building a library, and has 2 merchant specs... First I stagnate this city, as further growth is not in our benefit right now. Then I dial a harbor before the library, so we can stop wasting food.

Iron will gets stagnated for more hammers. Another city that appears almost completely useless. We'll see if we can't find a creative use for it.

Ulundi has random garbage specs hired, presumably to increase the hammer output. We have 17 base hammers in this hole and we are trying to put out units, presumably to take advantage of the GG that Shaka so thoughtfully embedded. We need that guy dead so we get the BFC back.

Nicomedia has too much food, is about to finish a forge, AND is about to grow again, and only has one more health. Stagnate this place.

Nobamba about to spit out a spy, and it will quickly experience health problems as well. Stagnant again.

We can't do much about gem city until we get land back, so I don't look too closely. I am relieved that it is nowhere near its health cap.

Kassite also needs work, and we definitely need to remove some farms here... At a later time.

Max out the production on Angora's forge by working the mine.

Treb is your typical tundra haven city... Wonderful. More creative thinking required here.

Iconium needs work. Rapidly. I have no idea why we have 3 workers chopping a jungle square when there are SIX other grassland squares in its BFC that we can use. Not to mention that getting the hill mines up fast is the priority so we can actually build stuff...


Anyways... worker actions are suspect at best. There is a TON of work to be done, and we only have 12 workers. I think I stated this already, so I will be spamming workers from all our food rich cities that can't build any other units that fast.

I cancel the farm on Treb's forest, as the last thing we need there is a ton of farms to support people doing nothing in arctic. No thanks.


Ok, so let's pay our buddy Toku a visit...

(screen toku dow)

(screen relations)

Ok nice.

1610AD (342):

The free diplo hits start!

(screen Sury request)

Sury is still friendly, whatever.

With this little manuver, BUG informs me that Toku is now Capac's worst enemy. Yay.

Berlin finishes a Bud Missionary, and I volunteer it to build a worker. Or many workers.

Iron Will finishes it's barracks. 10 turn cannons suck. We are still in OR, so dial for a jail. Might as well get stuff built.

Nobamba finishes a spy and I order a cannon as we are front line here.

Sury enters a golden age, so we know one of the Great Peeps belonged to him. Too bad he will spend it wasting his time killing the Zulu. As proof of his intentions, he takes Ndondakwtf... the northernmost zulu city.

I get out great merchant out of Capac land in case Toku asks us too many times to declare.

I notice that we HAVE a caravel sitting in a lake beside Ulundi, for some odd reason. Ugh! So we are wasting resources building one. I activate it and send him after the barb.

Generally move the units forward.

1615AD (343):

Sury shows up looking for Steel, but won't give us anything remotely fair for it, so he can stuff it.

The first of our cannons rolls off the line at Thess and we order another.

Adrianople's harbor finishes, and we get it on a cannon as well.

Gem city finishes a forge. Despite having pitiful hammers, its a frontline city, so go for a barracks.

Haha, this is great!!!

(screen Shaka Pacifism GA)

That has to be one of the funniest things I've seen in Civ.

Hannibal apparently no longer hates us, and no one hates him either. Sign OB with him, but he won't give us anything for and of our stuff, so he can stuff it.

It looks like the war has already started to have its desired affect on these fools and their tech rate.

(screen)

1620AD (344):

Nicomedia's forge finishes, and that's good news. Get on a harbor to unstick that health cap.

Kassite's forge is also done, so bite the bullet on a barracks.

We win another Great Merchant in Berlin, so I fire a few merchants there so we can get a grab bag GP in Ulundi, for a hopeful second GA.

Finally punk off that barb galley that took out Angora's clams.

Shaka about to lose another city.

(screen)

No discernable action on the Incan front yet.

1625AD (345):

Thess Cannon -> Cannon

Nothing much happening this turn except worker actions. Moving workers back east to help with the mostly barren landscape.

1630AD (346):

Adrian Cannon -> Cannon

Shaka down to one city, and he converts to Hinduism, lol.

1635AD (347):

Thess Cannon -> Cannon

Berlin spits out a worker, and we order another.

Gem city is done a barracks, so get it on a pathetic 10 turn cannon. Front lines and such.

HC now has rifling, which we win in 4 turns.

1640AD (348):

Kassite done it's barracks, so it joins the cannon patrol. Toku is doing NOTHING so far... while Shaka is down to 4 units, and one of them is a worker. That's plenty fine with me, more HC spoils for us...

1645AD (349):

Thess Cannon -> Cannon

Ulundi Cannon -> Cannon

Nobamba Cannon -> Cannon

An AP resoultion shows up to stop the war against Toku. Obviously we vote no.

1650AD (350):

HC shows up demanding Ivory.

(screen)

We tell him to take a hike and he runs off :P.

Adrian Cannon -> Cannon

Nicaea finishes a jail and we order a bank.

Nicomedia's harbor completes, and we follow up with a grocer for more health.

Strangely enough...

(screen)

Toku WANTS to stop fighting, but HC doesn't. Well, whatever. Rifling next turn.

Oh wait, Toku's stack is FINALLY here.

(screen)

1655AD (351):

Toku sacks Macchu Picchu, yay.

We are the largest still, which is fairly obvious. Our land efficiency obviously needs work though.

(screen)

(screen Rifling)

Thess Cannon -> Cannon

I bite the bullet and get us on Liberalism, as we absolutely NEED communism to get ourselves back up before we go nuts with food from Bio.

I draft the three frontline belt cities first.

Shaka looks like he's dying next turn.

1660AD (352):

And he lives to fight another day because Sury wanted to wreck the culture defenses some more.

Berlin Worker -> Worker

Iron will finishes a Jail, so get it on cannons since we can do nothing here. Actually, I draft this town, as it is close to the front.

Also draft Nicomedia and Ulundi.

1665AD (353):

Shaka bites the dust and we bust a spy by Gem City.

Thess finishes a cannon, and I think we should do at least one more before switching to rifles here.

Toku blows a Great Engineer on a Golden Age.

Capac has clearly pulled troops from our front line to face off against Toku. Less resistance for us.

Draft Nicaea, Constantinople, and Antioch.

1670AD (354):

Adrianople Cannon -> Rifle. Need to get started on these, and I think we have around a dozen cannons.

Antioch's Library finishes. Ok, that's nice. Start on a jail.

Draft Berlin, Angora, and Gem city again (I know, bad!).

1675AD (355):

Thess Cannon -> Rifle

Berlin Worker -> Rifle

Sury passes us up on points due to finishing SoL.

Going to pass off the game here, as I think we're ready to go. We have 8 cannons in Gem city, more en route, and quite a few in the pipeline. HC is 5 turns from steel, so he doesn't have cannons yet, and it looks like Toku is basically keeping him held down. We have the initiative, let's start running with it.

I have NOT drafted yet this turn, so if the next person wants to, feel free. We have only a few loose riflemen, as I mostly drafted to replace lousy garrison troops. It also occurs to me that we may want to switch into Theo, now that most of our cities are on unit duty.
 

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Awesome. Sorry to hear that your computer still needed tweaking, but it sounds like you got it all worked out? I look forward to the pictures so I can see that funny thing. By the description, it sounds like Shake started a Golden Age (during war) in order to switch to Pacifism? Anyway, it sounds like the ploy is working out. If all goes according to plan, we can carve up Capac's backside while remaining safe from the Khmer.

Your comment about the worker actions (being suspect) brings back some memories. Maybe you should write a book on what workers should be doing. :lol: I still have issues figuring what needs improving and what doesn't, but I recall when I started my last set, a lot of the core was still underdeveloped and most of the workers were in the west.

I'll look at the save later tonight, or maybe tomorrow after I've actually had some sleep (I've been playing the RB Adventure 41 and, well, sleep hasn't been a priority, it seems), but I think before we pass it on to . . . IamJohn, we should write up a battle plan. Granted, "no plan survives contact with the enemy," but having guidelines should help. In fact, the battle plan should include domestic tasks, yes? I recall you guys saying that you had trouble focusing on both war and home tasks at the same time.

I'm no expert on drafting, but I'll see if I can make any suggestions. General rule of thumb: Draft from food rich, low-hammer sites. And try not to draft from a GP farm, either.

On your comment on Iron Will: If you can think of a creative use for it, that'd be great. It was size 8 when I last saw it, and was pretty so-so. My fault for food focus in the west, but do we have a chance of gearing a more front-line city to production?

So, yeah, anyway, good to hear that you think we're in a position to attack. I'm guessing that Toku's distraction is a big help.
 
Sounds good that we'll (hopefully) be taking some of HC's cities.

When we declare, is Sury likely to give us anymore -ve diplo for declaring on a friend and drop to pleased? Would he backstab us? To get round this we could trade him gems for 8 gold for 10 turns of peace.

I take it we'll use the two spies (Ulundi & Nobamba) to reduce HCs defenses when we attack. Might as well use the 1906 esp points we have as we won't be stealling anymore techs.
 
When we declare, is Sury likely to give us anymore -ve diplo for declaring on a friend and drop to pleased? Would he backstab us? To get round this we could trade him gems for 8 gold for 10 turns of peace.

Good point on the "Declare on Friends" penalty. Guess we'll have to see. Unfortunately, simply making a trade deal does not create enforced peace. Giving in to one of his demands will, though. I don't recall other ways for that to happen. I don't think we get enforced peace by making demands, either.
 
Nice Job Silver.

Random Thoughts prior to take a look at the save:

Nicomedia has too much food, is about to finish a forge, AND is about to grow again, and only has one more health. Stagnate this place.
Just because something is unhealthy doesn't mean we shouldn't grow it as much as possible, if the amount of food limits it, then the growth stops, but as long as we have enough happiness it should grow, right?

-Remember when we captured Iron Will we thought it would be the border between us and shaka, we didn't think he'd go down nearly as fast as hie did.

-As for pictures, I just use paint, it works nice (particularly the updated win7 version) since really all I do is crop. *shrug*

-As for cutting jungle, remember that we're going to be at war soon, so any jungle between HC and us that we can cut is a good thing. :)

-Not that it has huge relevance now that we're done with the debate, but I found a great thread about cottages and when to use them by DaveMcW:
http://forums.civfanatics.com/showthread.php?t=301724

-I should have much more time this week! I will revel with the thought of freedom, and play when it seems like we're ready. :)
 
After looking at the save:

-I'm definitely seeing places where it would make sense to draft. We have several cities (such as iron will and others) where each citizen is only bringing in a couple commerce, or is a random specialist that would be much more useful as a rifleman.

-HC has some good troops, so we are going to be wanting to build up a significant stack to counter him. What exactly do we want to have before attacking?
 
John, we know you are wise in the art of war and trust your judgement!

Assuming we use espionage to reduce cultural defenses, I'd want 6 to 8 cannons in each stack to weaken defenders sufficiently that our CR2 macemen & riflemen have good odds. What are your thoughts about having one or two stacks? If one stack, then 10 to 12 cannons 2x maces/rifles would be ok. If two, do we push to get 16 cannons and how long would that take?
 
Sorry for lack of comments. Have been a tad bit occupied this weekend . . . .

If you're doing espionage to take down cultural defense (not a bad idea) make sure that we have 2-3 Spies in the same city. Because you want to have them wait for 5 turns to get the full 50% discount, there's a chance one or more may be caught, so having several makes it more likely that at least one will still be there when you need it.

I would suggest moving in one group. I don't think we have the superiority of forces that would give us the luxury of splitting up our troops.
 
If you're doing espionage to take down cultural defense (not a bad idea) make sure that we have 2-3 Spies in the same city. Because you want to have them wait for 5 turns to get the full 50% discount, there's a chance one or more may be caught, so having several makes it more likely that at least one will still be there when you need it.
That's a bunch of spies- how many do we have currently?
I would suggest moving in one group. I don't think we have the superiority of forces that would give us the luxury of splitting up our troops.
I agree, especially since HC has plenty of Calvary and rifleman.
 
We probably have one spy unless more were built since I played my last turn. We may not have the time to wait, since a peace treaty would ruin the moment. If you think we have the EP to burn without discounts, go for it, but just be careful.
 
Pre-turn
Re-arrange a couple citizens, draft a couple rifleman.

Turn 1
-Drag a couple more citizens from the streets and slap a rifle and uniform into their arms...

-I realize we have two great merchants sitting around, so after thinking about it for awhile I convert one into a golden age (we haven&#8217;t even had one yet! We&#8217;ve had waaay too many great spies... :p )

-This means civics change- I convert to theocracy, police state, we&#8217;re already in nationhood, caste and

Turn 2
- The unthinkable happens- an AI gives up a city of his own free will... the gods mourn the end of reality as we know it. I consider doing a complete inversion of the universe by refusing but in the end decide to accept. At the moment the city is even moneywise, and on the side producing 10 beakers. Once it builds a courthouse and other necessities it should be doing better.
civ4screenshot0001.jpg


-What else? More drafting!

Turn 3
-In a fitting end to the insanity that was the turn before the universe decides to do a full 720°- HC decides an end to this foolish thing called &#8220;his senses&#8221; and declares that being at war with just the top military civilization is going to end his civ far too slowly, and so declares war on us, and drags Carthage in for good measure (hey, they were drinking buddies in college, can you blame him?)

-A collage of the festivities:

HC tosses a cat and some random other troops on the funeral pyre:

What&#8217;s this? You say this isn&#8217;t screen shot of Hannibal&#8217;s war declaration? Well don&#8217;t look at me, it&#8217;s the computer who did the actual screen shotting&#8230;

By the time all is said and done HC&#8217;s lost a bunch of troops, a city, gained a GG (who prompty cried at the irony...), we&#8217;ve lost a bunch of resource trades, someone else got a GG as well.

Turn 4
-Last turns total Catastrophe at Sanity Beach leaves little for theatre goers to attend this turn.


Turn 5
-more boredom...


Turn 6
-Toku changes civics to a war footing (ie adopts theocracy), so sury prompty makes peace with Toku.
civ4screenshot0007.jpg


Turn 7
-We essentially one shot HC&#8217;s wall with cannon with ease, toss two Cannon onto the pyre in true &#8220;Charge of the light brigade style&#8221;, then lose another despite 60+% in our favor. I figure all is said and done now that HC&#8217;s yahoos have been bombarded into who knows where, so I attack with CR3 Rifleman upgraded from maceman. And what happens? They lose. At 90 something odds. After laughing at the idiots who thought the big hole in the rifle was for aiming (hey, they&#8217;ve been just sitting there for a couple thousand years, whatcha going to do?), and then toss a draftee onto the city at now good odds, then a horseman and our medic onto the city on almost 100% odds for grins and giggles (and the fact that our medic is 1 xp away from the next promotion).

In any case we take the city, along with a grainery and forge.
civ4screenshot0008.jpg



Turn 8
-More troop moving.

Turn 9
-Nothing really of note, troops moving around to random locations

Turn 10
Once our citizens get in a rut, we get in a rut- we get a third GM:
civ4screenshot0009.jpg


- We capture Ollyontambo, using up a couple cannon (yes, it&#8217;s true the pRNG still has it out for me...), I promptly rename it Olly olly oxen free, and we capture The Great Lighthouse, Xian Holy wonder, as well as the Colossus, a Granary, Customs House, forge, Grocer and a miniature lighthouse for good measure (to fake out the tourists). Our people go nuts at the thought of such a wonderful city so under-pillaged.

civ4screenshot0020.jpg


And that&#8217;s all I can do.

Thoughts and general Ramblings:
-Our army at them moment is made up of a bunch of obsolete troops, a bunch of rifleman (a couple experienced and a bunch draftees), and cannon. The obsolete troops are either there so that when we&#8217;ve hit a city with cannon we have troops to do the actual capturing (this would be the eastern stack, where this was very much true when HC first declared war), or they are there to get a final xp or two to get CR3 so we can upgrade them if we want to.

-We can change our civics for free if we want to. I&#8217;ve drafted ~15 troops out of cities that were either not growing much at all and had more or less low value pop, or high growth cities, so we can&#8217;t really do all that much more drafting, lest silver completely fall apart on the re-destruction of our economy. :p

-At the beginning of the turn set we really just had cannon (and lots of it! Nice job. :) ), now we have rifleman as well. As long as we continue a good supply of units we should have zero problem killing HC.

-I&#8217;m concerned about HC capitulating (ugh, what a frustrating mechanic...) to Toku- do we want to bribe Toku to give peace a chance?

-As far as I know the only troops on auto-move are the ones moving from our core to Gem Cityish area.

-Why yes, there has been quite a number of troops built recently....
civ4screenshot0021.jpg


The Save:
 

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Good, we're at war and successfully capturing cities :goodjob:. Is it two down with six more to go or has he founded more cities?

Are there any cities we don't want to keep?


HC capitulating to Toku would suck especially if Toku declared on us. Is there anything at present we could do to prevent?

I'll have a look at the save tonight to see how we're doing.
 
Good, we're at war and successfully capturing cities :goodjob:. Is it two down with six more to go or has he founded more cities?
yep, two captured, and we have a northern stack that should be able to capture a city pretty soon in addition to the eastern stack that's been doing the capturing so far. Remember also that Tokugawa has been capturing cities.
Are there any cities we don't want to keep?
it's worth evaluating, but so far its made sense to capture the cities, and it will continue to do so IMO due to the fact that sury/toku's culture will be very invasive for cities that we raze.

HC capitulating to Toku would suck especially if Toku declared on us. Is there anything at present we could do to prevent?
we could pay Tokugawa for peace- it's peace+gold for tech iirc.
 
All I can say for now is: Sounds awesome! That city gifting was really strange! Did we have a strong cultural claim to it or something?

I can't look at the save now. I'll try to later, but no promises. I'm up in 2 other games right now, AND I decided to join a Pitboss game. Am I insane or what? :crazyeye:
 
I meant to say that I've "got it" and will be playing within the next 24 hours. Get your thoughts or comments in while you can
 
Hi Guys,

Started playing my set, made a few tile changes and hit enter on the inherited turn. HC capitulated to Toku :aargh:. It looks like Toku captured Cuzco in between turns. Do we want to redo the IHT and bribe Toku into peace? He will accept Liberalism for peace with HC.
 
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