AK6, Revenge of The Nerds (CSC 1.22)

preflight (1750ad)

looks good

ibt: Sumeria wants our troops out of their waters

turn 1 (725bc)

move our curraghs

ibt: iron is connected

turn 2 (1700bc)

move curraghs
send settler out with the warrior from the capital

turn 3 (1675bc)

Babylon moved a settler towards the choke. Disband our scout.

turn 4 (1650bc)

Settler arrives at settlement site

ibt: one of our curraghs sunk by barbs

turn 5 (1625bc)

Ankuwa is founded
Babs know writing, but I don't want to pay monopoly prices.

turn 6 (1600bc)

move curragh

turn 7 (1575)

sending settler out unescorted

turn 8 (1550)

zzz

turn 9 (1525)

Ottomans have learned a new tech so bite the bullet and make the trades:

Trade Babylon Mysticism and 250g for writing
Trade ottomans Writing, 90g, 10gpt for Polytheism.
Trade Greece Mysticism and writing for 136g
Trade Babylon Polythism for 429g

So I think we lost a net of only 5g on the trade round even though I paid monopoly prices for both writing and polytheism

turn 10 (1500bc)

Settle Kadesh

Notes:

check the SF - I think I messed it up somehow :sad: . I don't think there will be enough shields even with growth and the governor set to emphasize production. There's too much food and not enough shields.
 
got it, will have a look at the SF settings
 
Pre-Turn
we are technologically advanced :lol: the nerds seem to do sth wrong
build embassy with Ottoman, 2spear building oracle in 34
Babylon 3 spears, Athens no lux and resource

1. 1475BC Greeks get maths, we need that for SoZ
I trade it for polytheism, 2gpt and 188g
sell maths to Ottoman for 5gpt and 190g
change Tarsus to Soz due in 37turns

2. 1450BC
send settler to iron spot #2

3. fiddling

5. 1375BC
forrest chop reveals BG at Hattusas :)

6. 1350BC
Greeks know HBR, found Adana to deny Babylon iron

IT get the FP message already

7. 1325BC
warrior dies trying to take out barb camp
somehow with spear-build in between now I figured a way to get a 4turn SF, but need to swap tiles
(1st step at pop 4 set to growth in 2, settler in 5, then after 2 turns and growth to pop 5 adjust to 2/2)

8. 1275BC
Babylon settler pair comes into view and goes away one turn later

10. settler with warrior cover on the way to settle at the river N, NE of horse to claim them, SoZ due now in 22
building another curragh, we need to meet the remaining 3 Civ's
at the moment Civ's only HBR up but monopoly
and watch out MM for 4turn Settler Factory

AK1250.jpg
 
Settler Factory is correct but there's some waste (1 fpt) which is why I had Aleppo. Move the citizen working BG at Aleppo to regular grassland or the BG at Tyrana (second option is good if Tyrana won't suffer badly. If you want, you could go to Hattusha, which is pretty corrupt yet using BG, then move it to regular grassland and continue to Harran and move from the BG NW of Tyrana to the newly free one. Go to Tyrana and get the new BG and you shouldn't have a problem.) Go to Hattusas and moved from the mined cow to the BG, then back to Aleppo and move the citizen at the regular mined grassland to the mined cow.

Good job.
 
trying to do better on rosters:

rrau - nice trades
therat - nice MM
mstk - on the clock
ak - checking previous SGs to determine when silk PJs and horse/chariot ride are permitted
romeo - waiting to get a word in
viper -
Settler Factory is correct but there's some waste (1 fpt) which is why I had Aleppo. Move the citizen working BG at Aleppo to regular grassland or the BG at Tyrana (second option is good if Tyrana won't suffer badly. If you want, you could go to Hattusha, which is pretty corrupt yet using BG, then move it to regular grassland and continue to Harran and move from the BG NW of Tyrana to the newly free one. Go to Tyrana and get the new BG and you shouldn't have a problem.) Go to Hattusas and moved from the mined cow to the BG, then back to Aleppo and move the citizen at the regular mined grassland to the mined cow.
crunching numbers in true nerd spirit :lol:
 
I'm back and should get to this tomorrow.
I have never really gotten a Settler factory going, I usually do an Archer/settler combo with the governer on. Not true nerd Spirit, but I am a lazy nerd, and I like to keep my fun fun.
BTW, how do you guys with advanced Chem and ChemE degrees keep from killing your thesis committee members. The classes are cake but the thesis/research/micromanagement of the committee and advisor are bordering on homicidal. Any advice is greatly appreciated. (Finish in May, Finish in May.)
 
I usually do an Archer/settler combo with the governer on
:eek: :nono:
no govenour or automoves here please, that's the beauty about SG's I found, you can really MM and fiddle for 10 turns, a single player game won't be that detailed I guess

Any advice is greatly appreciated
forgot already how the heck I convinced them that I could qualify as a ChemEng :lol:
 
Do not worry, I do not use the governer in Sg's. Only in my solo games, which seem to be decided in the first 50 turns anyway. I have only had 2 solo games count as losses after I left the Ancient age.
Also note, I have not lost a game where I have gotten the Statue of Zues, coincidence??
I will try to found a couple of more cities and get us ready for an early beatdown on the Babs. I suggest we use infantry units and Acavs to make a government tech much more affordable for our tastes, and save the G.A. for the early/mid Middle ages. I would also suggest a possible cultural win? as "nerds" are usually picked on for their lack of culture in the real world.
 
Culture is fine with me.

Not sure I can help with the thesis committee, though.
 
if you really want to go for culture, I suggest switching a few builds to temples already, early culture never hurts
I hardly go for culture, due to the fact that in the endgame all you do is wait to pass 100k, but it's ok with me this game
 
Or we could try and get to 20k in one city.
I have a fixation with culture, especially temples, that may not be healthy and assures that I will never be a regular deity player. I will take a look and see what we have, it was just an idea.
 
like the 20k one city option. 100k gets boring with MM all the cities.


Re the thesis commitee: see the ROTC guys that have done Q course and offer them lots of money. :lol:
 
Make some minor MM and some swaps.
IBT:
Turn 1: Not much.
Turn 2: Tarsus Grew and rioted, mapstat didn't pick it up. odd.
Turn 3: Build Hubishina. Head settler from Hattusus towards a very aggressive build stance against the babs.
Turn 4: Spot some yellow borders. move some stuff. Our first sword pops out.
Turn 5: Persia builds the colussus. Meet the persians, lose a warrior to a barb camp. Get HBR from persia for alphabet and mysticism. Persia has 5 cities total.
Turn 6: Both Babs and Greeks pop MM. Found a very aggressive Emar. Head a settler towards our "point".
Turn 7: More movement. Lets not have stacks of 2 workers, try to keep them in singles or threes.
Turn 8: More time passes.
Turn 9: We now have ponies.
Turn 10: Move some more stuff around.

This was a rather unfocused set, I just built settlers and moved stuff. The next ten should be more exciting as the SoZ finishes, and we should get some units into Emar, or get some culture there. I am also heading a sword up north to clear the barbs so we can settle easier. The Settler factory runs itself. When the settler finishes, swap a bg to the cow, and it will do the rest.
The Save
 
I can see a lot of unsettled land across the sea, should we try and get MM soon and send some settlers over there before the AI does? This looks good and the 4 turns SF is great, but Emar is very aggressive, let's see how long they need to declare war, we better get some units ready to raze the cities around there
 
trying to do better on rosters:

rrau -
therat -
mstk - RL blues
ak - got it
romeo - playing pretty aggressive :)
viper - on deck
 
http://www.civfanatics.net/uploads8/nerds_750_BC.SAV

Preflight: Emar is a flip risk. Need to put lots of units there.

Changed Harra to rax in 875. Found Ivriz.

Zeus finishes. Change to rax so we get vet. AC. Sumerians finish pyramids.

Nothing until 800 when we trade 17gpt, math and HBR to Gil for Monarchy. Then sell HBR to Osman for 130g. Then sell Monarchy to Alex for 345g and MM. Wait a turn, then sell MM to Osman for 178g.

In 775 we meet Otto and teach him how to write (since we're benevolent nerds at this point)

Stop after 750 as it is turn 90 (somebody took an extra)

Keep sending units to Emar. Time to revolt? 3MC and get GA after revolt? Build cats in non-rax towns. I've messed up the settler pump. Please fix it. Sorry, kept getting intrupted to help build Lego Bionacles (junior nerd activity)
 
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