AZ-01: Donut World

forgot to mention, i settled the great prophet, general, and second general. generals both for the +2 exp points on units built in persepolis. we are building a unit per turn there.

when happy not an issue remember, immortal takes 25 hammers and persepolis is producing 50 per turn. get more benefit from taking the citizens off the hammer tiles (down to the 25 hammers cost of the unit) and making them scientists. when we get out of war this will become once again possible. it will be very powerful to our research.
 
IBT:
While defending in the wild at Thebes, 1st Immortal of Persepolis (Immortal) loses to: Barbarian Axeman (5.00/5) (Prob Victory: 0.2%)
Thebes lost

I guess this was a calculated trick to avoid paying distance maintenance by granting the holy city temporarily to the barbs :p

Good work prosecuting the war as we've done every turnset in this game. Alex is building Pyramids/Great Wall/Great Lighthouse since he doesn't want to cough up Masonry. All the better for us that he wastes his :hammers:. Freddy likewise with Masonry and Polytheism, so he's probably building two wonders at the same time :shake:.

Hatty is willing to part with Monarchy for peace. Hereditary Rule would be nice for our happy problem. Should be dwindle her down to one city and take all her tech, or just wipe her out post haste? We have a ridiculous amount of Immortals so if we press on I should be done with the Egyptians after my turnset.

I'd say get Masonry and Iron Working from Hannibal, start researching Construction. Waiting for comments, will play in about 8 hours.

THE ROSTER:

azaris (UP for another random amount of turns)
Orion071 (on deck)
dawn
Sealot
Aoxomoxoa
eznihm
Codeman (just cut the Egyptians down to size)
 
azaris said:
I guess this was a calculated trick to avoid paying distance maintenance by granting the holy city temporarily to the barbs

by the end of the turn i just forgot to kill the barb. i was to focused on hatty. :D
 
dawn said:
Knock Hatty to one city, take her techs for peace, attack next civ and then come back and finish off Hatty once peace expires?

i think this would work. take memphis out. she wouldn't be able to do much rebuilding then.
 
Edit: OK, war weariness is hurting us, but we should go ahead and finish off Hatty. We don't need her to give us Monarchy because we can get it from Fred.

Techs: Hannibal will give us Iron Working, Masonry and Fishing for Alphabet. We can get Monarchy from Fred. We have plenty of money, so crank up research to 100% and get Construction ASAP for those Catapults. After that should be Metal Casting and Machinery for Macemen.

Trade: Fred will give us some Fur for one of our nine Cows. Um, I think we can spare one and the happiness will be huge. I'd like to get his extra Deer as well, but he'd want Copper for it. DON'T TRADE YOUR FUTURE ENEMIES COPPER OR IRON. I think I saw that as a tip during the load screen somewhere. ;)

Cities: With the WW up there, we have unhappy people. Susa should just whip that Library. Thracian needs a Barracks if it's going to keep making troops.

As for the war, Hannibal is obviously next. The group by Susa is more than enough to take that city if there's only 2 Archers there. But Utica has an Iron deposit in its BFC. Take an Immortal down there and make sure he doesn't hook it up. If it's hooked up, declare immediately and take it out.

I was thinking, perhaps we were a little hasty in razing Elephantine. With 2 Cows, Copper and Wine, it really would make a decent city. The Wine would be a nice happiness boost too. What do you guys think? Should we rebuild something there?

Also, Codeman, I probably wouldn't have settled both Great Generals in the same city. Settling the second one in Pasargadae would have given us 2 cities making troops with 2 promotions. Just something to think about. Good job taking out most of Egypt.
 
Goals for this turnset: Build an empire of knowledge, enilightenment, and wisdom. Spread the Persian civilization throughout the world by trade, diplomacy, and cultural influence. Ehh... sorry about that, wrong notes. I meant: KILL THE EGYPTIANS! KILL EVERYONE! :ar15:

Executive Summary: Took Memphis and made peace for Hatty's techs. Declared on Hannibal and razed Hadrumetum and Carthage.

Turn 0:

I Trade Alphabet to Hannibal for IW + Fishing + Masonry. I also trade cows to Frederick for fur.

Iron is discovered near Karakorum, just like Orion foretold in his great wisdom.

Whip library in Karakorum. Throw a barracks in the queue at Trachian. Persepolis whips up a Confucian temple to help curb WW and get rid of two angry citizens. Susa whips a courthouse. I'm in the mood for :whipped: today.

There are 5 archers (one CG III) in Memphis, I have only 9 Immortals ready to attack. Decide to wait till next turn. Why don't any of them have Flanking promotions? They are vital when attacking without cats to weaken the first couple of defenders without losing every single attacker. I move the stack on the hill to protect against counterattacks. Move the raiders at Alexandria to the woods for healing and shelter.

Set research to 90% (-42 g/turn), Construction due in 5.

Turn 1:

Memphis has whipped a sixth archer. I have 10 Immortals ready to attack, this could get close. Come on the RNGod! I take heavy losses, but most of the archers are killed. The CG III one survives, however. Susa has one useless forest that I decide to chop. We have another iron near Persepolis, might as well connect it up.

Turn 2:

civ4screenshot0012on4.jpg


Hope we can take Memphis now. Sure enough it falls easily. Send over some workers to improve it once it comes out of revolt.

civ4screenshot0013de8.jpg


Make peace with Hatty for Sailing + Monarchy + Polytheism. Research Anarchy for 1 turn to go into Hereditary Rule. Immortals are being directed towards Hadrumetum.

Turn 3:

Unhappiness is now down to much more manageable figures, all cities can actually grow now. Frederick has no horses and I'm not about to trade him any.

Turn 4:

After connecting the stone we could have probably built Pyramids or The Great Wall, but I think it's better to let the AIs waste their efforts on these rather than give them a sudden cash injection. We can take the Pyramids from whoever builds them. Thebes finally pops and I can assign some useful tiles for the workers there.

Turn 5:

civ4screenshot0018ci6.jpg


Moving Immortals, building swordmen, assigning workers,... Hannibal has a settling party with two archers headed towards Thracian. I don't want to allow Hannibal to put up another city. Ceterum censeo, Carthaginem esse delendam.

Turn 6:

civ4screenshot0020xi0.jpg


To be fair, your head wouldn't look good anywhere. The settling party dies in the hands of Timur. I start the invasion at Hadrumetum, which soon burns and provides us with loads of new slaves.

civ4screenshot0023ef1.jpg


Turn 7-9:

Construction completes, we got cats! Set research to Currency, due in 8. Thebes whips a courthouse. My Immortals surround Carthage and prepare to attack next turn. It now has two lone archers for defense. For some reason Hannibal dispatched his armies towards my lands, neglecting his cities.

Turn 10:

civ4screenshot0029as0.jpg


We attack Carthage. Hannibal has rushed a spearman there so I have to suicide a couple of Immortals before it falls. We burn it to the ground, sell the citizens into slavery, salt the earth, the usual stuff.

Where we stand vis-a-vis the power graph:

civ4screenshot0030li7.jpg


All this warmongering has made me tired, so now I will :coffee: Roster to follow shortly.
 
The next player should finish off Hannibal, I think he only has one city left. Then redeclare on Hatty and wipe her out as well. I left some Immortals and catapults nearby for the job.

I'm not sure if we have to build our economy or just find where Frederick's cities are and kill him. Maybe tech towards Machinery.

THE ROSTER:

azaris (just played)
Orion071 (UP for 10 turns)
dawn (on deck)
Sealot
Aoxomoxoa
eznihm
Codeman
 
Send one or few scouts to scout Freddy while finishing off Hatty and Hannibal to see what units he has. If we can handle em, let's just vanquish him too. We have OB with him.
 
OK, I've got it. Kill Hatty and Hannibal. Shouldn't be too hard.

I'm going to scout both Alex and Fred to see where we stand.

I'll start pretty soon.
 
Notice how handy Immortals have become? Personally, I'd press the attack as long as archers are en vogue. Though I'd also try to keep them to one-at-a-time. War weariness sucks, but isn't half as frustrating as, when you've taken 7 of a civs eight cities, and each of the seven has +4 "We wish to be reunited with the homeland" unhappiness. Completely annihilate civ A, move onto civ B. Lather, rinse, repeat.
 
OK, Here we go:

Turn 0: I veto the Aqueducts and go back to Catapults and Swordsmen. We don't really have health issues. Instead I trade one of Thebes' 2 Corn to Fred for his Deer. I have Thebes build a Library instead of a Barracks. It doesn't have any real production so it's a commerce city instead. Thebes' Axeman attempts to kill the Barb Archer harrassing the Corn and dies at 95.7% odds. :mad: I crank up the science slider to 100%. We're losing 90 gpt, but who cares, we've got a little bit of cash.

IBT: The Barb Archer pillages our Farm on the Corn. Now I've got to rebuild it.

Turn 1: Our troops are scattered and need healing. I'm trying to consolidate everything, but it's a mess right now. A lot of our Workers are building Farms that we'll never use. They should be building roads to the front.

Turn 2: I pillage Utica's Iron mine, but he's got a Swordman, an Axeman and 3 Archers in his last city. Hatty has 3 Archers and a War Chariot in hers. Hmmmm. Those won't be too easy. I'm still bringing troops to the front. When our Swordsmen get there, I can finally attack.

Turn 3: I raze the Barbarian city of Estruscan with no losses. Currency is in and it's time for Metal Casting. We're losing money even at 10%, but it's because we have waaaaay too many troops.

Turn 4: Still moving troops towards Utica and Alexandria. I'm also trying to scout the mountains to the west to map out Alex and Fred. I raise a little cash by selling Polytheism to Alex for 90. Enough to spend 1 more turn at 100%. Well, not a full turn becuase we're losing 103 gpt. Eh, what's a good war without a little deficit spending?

Turn 5: OK, Utica should fall next turn. I have 14 units against 7 defenders. Spend this turn pillaging all of the lovely villages and hamlets for over 100g. 1 more turn at 100%! BTW, Metal Casting in 2 more turns. I'm moving troops all around Alexandria. She has a Settler. Of course, if it moves out, it's going down. I'm waiting for my 2 Catapults to make it easier.

Turn 6: Utica falls and Hannibal is no more. We took some heavy losses which would have been even heavier if not for a Swordsman who took out the Axeman at 9.9% odds. The fight earned us another Great General. There's still plenty of troops near Utica to move on to the next victim, Alex.

Turn 7: Hmmm, there's a Barbarian Swordsman near Thebes and its 1 Immortal garrison. Fortunately, Alex has an Axeman near it and hopefully will take care of him. I have a Swordsman of our own en route just in case. Next turn I'll declare on Hatty. My troops near Utica spot a German Settler party sniffing around. I'm already gearing up a mass of Cats and Swordsmen near Cologne. Could Fred be next instead?

Meanwhile, an exporing Immortal comes across my favorite tile - the Floodplains Corn by a river. A whopping 8 food with Biology!

NiceTile.jpg


Turn 8: Declaring on Hatty causes big time unhappiness throughout the empire. I'm going to have to end this war quickly. Unfortunately, Alexandria's borders popped to 40%, pushing our troops out another tile. It will take 2 more turns to get into position. Also, he has a Spearman in there with the War Chariot and 3 Archers and I don't think I have enough troops nearby to handle them all. We'll see.

Mani the Great Prophet appears, but all he'll give us is Monotheism. I settle him in Persepolis for another 5 gpt. We're currently losing 18 gpt at 30%, but have enough to maintain that for a few more turns.

Turn 9: Alexandria is set to fall next turn. I start a Market in Persepolis since it's brining in 44 gpt already. That will really help our economy. I move some troops inside our borders to help with maintenance.

Turn 10: Hmmm, this actually seems to be turn 11. I must have messed up the count somewhere. Anyway, I'll play it and take out Alexandria because I don't want to fail my goal. ;) I suicide both Catapults and Egypt falls easily.

Buh-ByeHatty.jpg


We've got too many Workers, so I get rid of a few. State of the World in the next post.
 
OK, here's where we stand. All of the current War Weariness will go away because Hatty is no more. Make sure you look at all of our cities and fix the tiles.

Machinery is due in 10 turns, which we can do with our current gold reserve. I think that's the last tech we'll need. After that we can go to 0% and use the money to upgrade our veteran Swordmen to Macemen.

There are currently 3 different stacks of troops. The 1st is a stack of Catapults and Swordsman by our capitol. There's a nice and convenient road that leads straight to Cologne. The 2nd is the leftovers of our assult on Hannibal. They're next to Fred's newest city of Essen. There's more than enough there to take it down. The 3rd stack is where Alexandria used to be. There's not much left there and I started moving some of it back to Memphis.

I think that Fred should be our next victim. He has no metals, and all of his cities are guarded by Archers. He has Horses by Cologne, but doesn't seem to have any Chariots or Horse Archers. Plus, all of our troops are close to his cities. Alex has lots of nasty Phalanxes around and we can take him out last with Macemen.

Before you declare on Fred, or even go to the next turn, I would seriously consider selling Code of Laws to Fred for his 260 gold. CoL isn't that useful for him and the cash will let us run 100% all the way to Machinery and Macemen. Then it's 0% and upgrade the troops.

I would also consider keeping both Cologne and Hamburg. They're not that far from the capitol and we'll be running 0% after Machinery so maintenance isn't a problem. Plus they have Gold, Silver and Sheep nearby that will be useful.

Fred's last city is north of Cologne. You can't see the city, but you can see some of his culture from that city.

Here's the save:

View attachment AZ-01 Donut World AD-0620.CivWarlordsSave
 
Wow!:eek:
And I have to follow a super turn set like that?:cry:

Guess this is my "got it". I'll review the save and await some other comments. Will try to play some rounds tonight, but I need to get reaquainted with my family tonight (after this 66 hour work week :suicide: ).
 
Agreed on take Fred's money, kill him, invent macemen, kill Alex, win.

The way things are going I'm not sure I'm going to get another turnset, but at least we've all got some practice in classical era warfare. Maybe for the next game I'll dream up a bit more challenging setup.

THE ROSTER:

azaris
Orion071 (just removed two more civilizations from the pages of time)
dawn (UP for 10 turns of pillaging and sacking)
Sealot (on deck)
Aoxomoxoa
eznihm
Codeman
 
Maybe for the next game I'll dream up a bit more challenging setup.

same set up just on an archepalego map. would require a navy and more emphisis on teching strat. would also make it difficult to overwelm with shear numbers.
 
Orion has left a wonderful setup for the attack on Freddie.:goodjob:

However, I'm going to have to ask for a skip. RL has dealt me an issue which requires my direct attention this weekend. I managed to play through 1 turn but since it was really nothing but troop movement and the death of a barb archer I'll forego posting the save.

I'm sorry about this but pass the baton to Sealot. :bowdown:
 
lurker's comment:
Edit: OK, war weariness is hurting us, but we should go ahead and finish off Hatty. We don't need her to give us Monarchy because we can get it from Fred.

Techs: Hannibal will give us Iron Working, Masonry and Fishing for Alphabet. We can get Monarchy from Fred. We have plenty of money, so crank up research to 100% and get Construction ASAP for those Catapults. After that should be Metal Casting and Machinery for Macemen.

you guys are doing great! it didn't come up, since you got it in the peace deal, but for future reference since it's easy to forget ...

you couldn't have gotten monarchy from fred if you'd waited to trade until after hatty was dead. at that point, it would be a monopoly tech for him. so if you're going to make trades in situations like that, trade with your pal before you kill off your victim. keep having fun!
 
same set up just on an archepalego map. would require a navy and more emphisis on teching strat. would also make it difficult to overwelm with shear numbers.

Sounds great. It would be good practice for naval operations, archipelago city placement, and how to get resources on other islands. I think with a non-financial civ so that the economy is a bit trickier to maintain.

THE ROSTER:

azaris
Orion071
dawn (skipped)
Sealot (UP for 10 turns)
Aoxomoxoa (on deck)
eznihm
Codeman
 
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