AVS:1 OCC for beginners, my first hosted SG :)

1605: Trade Music Theory to Joan for 4gpt, 13 gold, wines and WM

1610: I deicde to investigate London (building Newtons).

AVS1_london.JPG


Constantiople is due to complete it in 18, but will grow in 6. The added shields should be able to propel us in front. If it gets too close, I'll mine some tiles.

IBT: Portugal demands gunpowder. I tell him to back off, and he declares.
We love the Empress day celebrated in COnstantiople :)
we expand our palace

1615: zz

IBT: England demands 100 gold and TM. I say that will be all, and nothing happens.......she is still at peace with us.
Constantiople reaches 10000+ culture :).

1620: zz

IBT: Iroquois settle St. Regis next to the freshwater lake, 1 tile out of reach of our saltpeter

1625: zz

1630: zz

1635: trade banking to shaka for 53 gold, 13gpt, and WM

IBT: Mayans form a city on our contienent.

1640: Investigate London again. Ouch, pulling 31 spt. Newtons due in 6. I will abdanon when we get MT (next turn).

IBT: France and Spain sign peace
We learn MT-Magnetism

1645: Trade FA to India for gems, silks and WM.

1650: establish a saltpeter colony. Switch Constantiople from Newtons to cav. (142 shields wasted. That was my misjudgment sorry :()

IBT: Constantiople cav-cav

1655: The Iroquois rushed a musket in St. Regis. Will attack next turn with 3 cavs, and 2 horses (soon to be cavs)

1660: Make that next turn or so

1665: zz

IBT: London completes Newtons.

1670: Declare war on the Iroquois.

Vet cav kills musket
Vet cav kills mounted warrior
Vet cav kills MW and we raze the city


Magnetism is due in 2 turns, at -4gpt
2 workers are fortressing around Constantioople.
 
OCC – 1670AD 15 turns to play

Pre-turn – See that we are building a fortress on our city perimeter with 2 slaves due in 6 turns. At that rate without additional workers we would probably be done fortressing our city perimeter in around 70 turns. I think these guys should be sent to fortress the iron for starters. The important thing is that we are at 10817 culture and growing. We are 120 turns away from victory. We need more culture but defense of island for slave farming is what we need now. Newtons is already had by the English so ToG is tradeable.I trade ToG to Korea for Mag an WM ad we get Steam as our Free Tech. We have a monopoly which I will hold. England has Nationalism and will give everything but Nationalism even kicking in 216gpt. She has monopoly. Will have to wait for her to give it to spain. I don’t even think we will need it. I set tech for electricity in 21. I was thinking Indus in 18 but if we play our cards right we’ll get it for steam or elec. The inca don’t have sat but zulu do so I’m giving up on the inca doing anything to slow the Mayan land rush with their superior tech and once again looking to the zulu. Chemistry for 3gpt and 18 and then I gift him up to Metal. Will give him MT and horses if possible. That will keep the Mayans busy.
On the home front we look weak. Cavs a plenty and we need muskets to upgrade to inf when it happens. Our current 5 cav ISLAND protection force had better earn their stripes collecting slaves. Constantinople makes 21spt and is good for 3 cavs during my turns. I am killing every settler I see for slaves. We are now at the cusp of tech leadership and I don’t quite want to break a deal but it will depend. Need to defend iron and salt. Keep the cavs roaming for opportunities. We have no workforce. The slaves I had on a GOTO to the IRON are a} heading N-NE-NE for another colony and one coming home to rail. Cavs have no movement so we’ll wait to send them on their missions.

IT-Nada. Cav > Musket in 3

[1] 1675AD – Cavs fan out and spot an IRO MDI/musket settler triplets up north. Converging on them. Lets see if they are trying to come inland or settling.

IT – Smoke must be smoking because he offers his WM for ToG. Bye-bye.

[2] 1680AD – We colonize and begin 1 slave railing. 4 cavs ready to take on iro triplets from a mountaintop. They are in a forest.

IT – They move and are heading for the coal, I think because there is probably rubber up there somewhere that we will need. We catch the musket with a ZoC shot.

[3] 1685AD – Musket and MDI bite the dust giving us two slaves to help rail. We take 1 hp a piece for our efforts. Other 2 cavs move towards iron.

IT – Zip except Musket > Musket

[4] 1690AD – Spot 2 settler pairs. Maya and India. We are getting 2 lux from India so I make a 90g deal with Spain for furs and it’s war with India and … our cav retreats. Bum. Demotion for this guy.

IT – India drops another pair off near iron and incense.

[5] 1695AD – We gather the new Indian slaves. 4 of them. We also start a war with the Mayan over 2 slaves. Spain is offering 58gpt for steam. England is offering 177 and 300g for it. We can get 12gpt and 6g from Iro for peace but is it worth it? I want 20 slaves and he is probably landing and I have no units to stop him from going where he wants. Maya and England are still the big dogs and Maya isn’t at war. I sic Elizabeth on Smoke for 500g and 12 gpt. That will keep the research down and them at it for a while.

IT – Nothing

[6] 1700AD – Slaves heading home except for one heading towards zulu horse colony. Cavs fanning out for targets.

IT – Musket > Cav and we lose our supply of wines.

[7] 1705AD – Our MDI kills a sword up north. No promo. Just as I prepare to colonize the horses for the Zulus Isee they have been blocked from the salt. The Mayans WILL now knock them out along with the inca. They WILL be our foe down the stretch. Iros have a MEDICINE man because they are now in control of it. Elizabeth has it too.
Trade – England Steam for 101gpt, 488g, ivory an WM.
IRO – Steam for Medicine and alliance vs Maya
Spain – Steam for 26gpt and alliance vs Maya
The Maya are in for it now and I can rush units! Electricity in 14.
I do the rush worker for 80g and cav for 280g. Not the greatest deal and I think I’ll suppress that inclination. I do want a bigger force prior to going for ToE though.

IT – Cav > Cav

[8] 1710AD – Attack the Mayan town and raze it with no lose. 1 slave.

IT – England signs Korea against the Maya!

[9] 1715AD - Our 1st rails get laid on a food tile and we start on a shield tile due in 2. From France we get 17gpt, 30g, wines for PHYSICS! I’m starting to like that woman.

IT – England land a crusader, cav and settler up n right next to one of our cavs.

[10] 1720AD - Blocking time. I have the units to box her against the Korean city. Rush a cav for 122g. I colonize another incense.

IT – Cav > cav. England settles on the spot. No worries. A few Man ‘o war cruise in.
[11] 1725AD – Sell Korea incense for 10gpt and 21g + WM. Keep cavs moving, searching. Cash is at 984g +129gpt at 100% research.

IT - Nothing.

[12] 1730AD – Keep cav looking. Rush a cav for 228g.

IT – Zulu make the mistake of landing next to our incense and iron. Cav > Cav

[13] 1735AD – Zulu bite it to our elite cav and no leader. We lose a few gpt. Spain will give us Nationalism for, get this, 196gpt, all our 925g and Medicine. I don’t think so. Joanie gives us 16gpt and 40g for metal. I think I do like her!

IT – France and Korea MPP. Spain asks for an audience and offers an MPP for 186gpt. I almost declared war for that indescretion. I don’t like her. We get pollution on our mountain.

[14] 1740AD – Swap out a MDI for coastal block defense. Keep those guys there! They are guarding against landings near our iron and incense. They can’t land on the mountains so for now they have to come from the north to get at us. We have 5 cavs patrolling there. Rushed another cav and realized I still had research turned down to 50% from looking at the nationalism deal with Spain at turn 13. Oops. Elect in 7.

IT – Cav > Cav. Completed another rail. Nothing else.

[15] 1745AD – Kept the cav roving. Moved the zulu slave to clean mountain because I don’t think he can improve rail times.

Notes – We have 11 slaves working the core for rails and iron site for a fortress. Hopefully we can gather some others from civs we have no deals with. Those kill on sight. England, Spain and Iro we have to herd to keep them away from incense and iron and salt. Keep rushing cav until you feel the need to prebuild for ToE. Once you feel comfortable with cav force switch to muskets. We are going to soon need a lot of infantry to guard or resources. We’re looking good! We have 11972 culture picking up 1055 during my turns. Getting closer.

>> THE SAVE <<
AVS1745.jpg
 
Originally posted by barbslinger
andvruss-up now
Barbslinger-on deck
Hooray
Skunk-just played
CivGeneral-MIA

Is this dying? The real fun is just beginning!

I would like to report that I have came back and that I am not MIA :)
 
Pre-turn: Nothing

1 1750: Zip

2 1752: Iros and Zulus sign peace.

3 1754: Iros and Spain sign peace.

4 1756: Cavalry -> Cavalry
Reluctantly send workers to clear pollution instead of railing more.

5 1758: Korean ships approach our Western coast.

6 1760: Reject ridiculous Korean MPP offer
Electricity learned -> Sci Method due in 14 at 100%
Electricity sold to England for Nationalism, 110g, 85gpt, and WM
Electricity sold to Spain for 60g and 32gpt.
Korea lands Settler pair near our Saltpeter
Blockade an English Settler pair headed inland.

7 1762: France demands Free Artistry. I cave.
Korea settles Pyongsong on a desert Incense. It can grab our Saltpeter if its culture expands.
Reject Zulu peace offer.

8 1764: Reject Portugal peace offer.
Reject India peace offer.
Cavalry -> Cavalry
England now somehow had Communism, Fascism, and Industrialization all at monopoly! How did they get 3 techs in so little time?! No one else has them, so they couldn't have traded...

9 1766: India drops a Settler pair to our south. I send a Cav to dispatch them, but they'll probably manage to build a city before it gets there.
England is building Suffrage.
Mayans have killed the Incans.
Some Furs deal ends.
Rush Cav in Constantinople.

10 1768: Cavalry->Cavalry
Rush a worker, then another Cav.
Destroy India's colony of Bengal in the south.

11 1770: Don't renew England alliance against Maya.
Zulus land a Longbow next to Constantinople. OH NO!!
Constantinople Cav->Rifle
Send a Cav that kills the Longbow and promotes to Elite.

12 1772: Korea and Maya sign peace.
Some Ivory deal ends.
Rush the Rifle in Constantinople.

13 1774: Don't renew Spain alliance vs Maya.
Renew Iro peace treaty.
Rifle -> Cavalry
France lands Settler pair in Western desert, likely headed for our coal. I blockade it.

14 1776: France and England ally vs Maya.
Some Wines deal ends.
Destroy a Mayan Settler pair that landed on the same spot India did. Two new workers, woo hoo!
Rush another Cav.

15 1778: Portugal and England ally vs Maya.
Maya and Iros sign peace.
Cavalry -> Rifle

Notes: Keep the blockades going. As soon as our deals with France and Korea end, I suggest hitting them immediately. Pyongsong takes priority, to remove the threat to our Saltpeter.
Pray that we get Sci Meth before anyone else.

A little screenie for you all:
AVS1_1778_AD.JPG


And the Save:
Look at me, I'm a Save!
 
preturn check:

Scientific method in 5, no prebuild available yet. Finish this rifleman and use the next as prebuild.

Will attack Korea in 1-2 turns, France in 3-4.

IBT - A korean settler/MDI pair emerges from Ulsan.

(1) 1780AD - End our deal with Korea. Then we strike immediately. our first cav retreats but the other kills the MDI, two new slaves.

A cav attack Pyongsong, thus triggering their MPP with France. Pyongsong is destroyed.
A cav kills the French knight, two new slaves.
A cav kills a french swordsman.
A cav attack a korean cav, and lose.
Cavs capture another two korean workers.

Rush the rifleman.

IBT - England and Portugal sign an embargo against us. Iroquis and India dito.
A Korean cav attack our cav, loses.
Indian ships approach our borders.

Rifleman->rifleman, this one will be a prebuild.

(2) 1782AD - Regrouping cavs, sending home workers.

IBT - Korean MDI attack our cavs, but loses. Palace expands.

(3) 1784AD - Our city grows to size 20, shaving of one turn on the research.

Our first cav retreats, our second destroys Inch'on.

IBT - we get Sci Meth->Replacable parts.

(4) 1786AD - Replacable parts in 18 turns, ToE in 17. Mine a plain square and we're down to 16. Upgrade muskets to rifles.

IBT - Iroquis and Portugal sign a embargo against us. India land a war elephant and a swordsman near our city. More indian ships are coming in.

(5) 1788AD - A cav kill the elephant and promotes, another kill the swordsman.

A cav kill the musketman defending Ulsan, the city is captured and razed. The Korean presence on our island is now history.

Spot a Crusader/settler pair headed for our colonies! Cavs rush in to block.

Korea is obviously eager to switch governments (they have acquired both communism and fascism) because they accept to pay 50g+35gpt+World Map to us for peace. Not that we're low
on cash, but we're done with them anyway and that could possibly slow them down a bit, so I accept.

We also make peace with India for their World map.

IBT - The indian ships turn around and head for home. India and England sign an MPP. India declare war on Maya. A zulu ship approach our city.

(6) 1790AD - We don't want any more interference in our construction of the ToE, so we make peace with Zulu for a world map trade. That cancels their embargo with Iroquis against us.

(7) 1792AD - England is rushing ahead. They already have Replaceable parts.

IBT - A korean settler team land on the exact same spot were Pyongsong was. Spain and Maya sign peace.

(8) 1794AD - Herding the english settlers is becomming boring...

IBT - Korea settles Taejon so we're back at the beginning concerning our saltpeter safety. :( Oh, well, we'll just attack them again in 16 turns or so.

(9) 1796AD - Nobody has Sci Meth yet and we will be finished in 10 turns.

IBT - Iroquis and England sign a MPP. Iroquis land some cavs and a settler to the west.

(10) 1798AD -

IBT - This is odd, the iroquis disbanded their musketman. The settler advance inwards. Maya asks for peace for Sci Meth, I tell him to go jump in the lake.

(11) 1800AD - All city squares are railroaded.

IBT - Korea and England ally against Maya.
England demands Sci Meth, I refuse, they back off. Pheew!
A Korean settler appears on the east coast.
Iroquis obviously cannot support their army because another unit is disbanded. A cav this time.

(12) 1802AD - Now India also has replaceable parts. This knocks down the research price a bit.

IBT - England finally gets tired of being herded and settles Richmond in the jungle.

(13) 1804AD - Many settlers to herd and I'm beginning to run out of units to herd them with...

(14) 1806AD -

IBT - Maya and India sign a peace treaty. The french settle Marseilles on the east coast.

(15) 1808AD - Feverishly trying to protect our coal.

OK, I guess that's it.

Replaceable parts in 4 turns. ToE in 4 turns. Make sure that we get Replaceable parts BEFORE ToE finish or we will get it as one of our free techs. One way would be to switch citizens from shielded tiles to scientists or something to delay ToE one turn. Another way would be to buy it the last turn. A third possibility is that it will drop in price even more, many civs have it now.

Also remember to try to earn something from selling Sci Meth the turn before ToE finish it. Still no other civ has it.

Feels like another set of wars is coming, our island sure is getting crowded. Still, that we have this much space this late in the game is highly unusual.
AVS1-1808AD.jpg


Oh yes, our cultural value is now 14352. :)

Save
 
If ToE and Replaceable Parts are due on the same turn, then there's no need to micromanage our research or production. The tech will come in first, then ToE will activate, thus we don't have to worry about accidentally getting RP as one of our free techs.

Good job blocking the AIs. After ToE, it looks like we'll only need a few units to form a total wall of troops.
 
I think that as long as settlers are at least 2 tiles away from our resources we should be fine. They will be 1 shield corrupt cities and most would not be building a temple for expansion, if ever. We just have to keep blocking and then set up a perimeter from getting inside our territory. Send those slaves to build forts and an infantry will be able to hold the tile once RP comes in. I might even consider a swap to Democracy for worker speed on forts. After TOE comes in of course and we take our free techs. I'm thinking to not go for Hoover dam. Yes, it is 2 culture, but culture is not the problem we have. We need units and tech to tanks if the game goes that far. We could just build our own hydro and then rush build infantry, i.e. worker > rush for 80, inf > rush for $? (120g). Then we can solidify our borders with a fort and an if everywhere.
Looking good.
 
The tech cost difference between AT-Elec and the alternative industrial - Corp according to my guide is 200-180 to 120-100. This makes them extremely valuable. If we can just hold them until Spain, England and Maya are rich we can make a bundle including refining or steel. Before those 2 come in we should be able to parlay sci-meth for industrial, spend our money on rushing a factory and then a hydroplant and begin pumping infantry while the AI researches Corp - Steel and refining for us. Or trade AT for corp +cash and hold electronics for steel and refining.
The most important thing is to get inf in place to guard our territory. That means cash for rushing inf. We will have money and the tech lead and will get to tanks around the same time as the AI, especially if we keep them at war. Oil may be trouble and with Maya having the huge land amount they will probably be holding the extras. Need to make him happy before too long. I don't see enough in the prior posts to determine how many turns until we reach 20000 but with our doubling kicking in we should be doing around 75-80 cpt which is about 70-75 turns left. Once we get to industrial and have a factory/hydro we should be able to rule our island and having the island clear when we win is certainly a plan I'd like to do if at all possible.
 
Since I couldn't sleep last night (that's normal, being me), I thought trough the fact that I did a few mistakes during my turns.

War/peace
The peace deals lost us some war happiness, that doesn't matter much since we still have no problem keeping the city in WLTKD, but it was more than I expected.

I made peace because I couldn't see any point in continued war, but the war happiness obviously was one. Is the war happines a lot stronger now in C3C?

The tech research
I picked replaceable parts as we need the worker speed bonus, need infantry, need to know if there is rubber on our island and a some artillery sure would be nice.

But obviously the AIs went for the same path. To be sure to keep a tech monopoly I probably should have continued for atomic theory.

If we plan our tech trade and our acquisition of new techs from ToE in detail, we will probably come out on the plus side anyway though.

EDIT: Atomic theory, not eletricity. We already have electricity.
 
Hey andvruss?

If you need a replacement for CivGeneral (and face it, we all need a replacement for CG eventually ;) ) I can take his spot and the turns if you like?

Melifluous
 
Welcome aboard Meliflous! :D. Feel free to grab the save, as well browsing through the last couple of turnlogs to see what we are aiming for and our goals :goodjob:
 
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