Bow to the pRNGods, foolish mortal!

The first 20T show that my pessimism was unjustified, gives me my first 2 contacts, and also tells me who else I'm facing
Spoiler :
T0, 4000 BC
Settler 1N. Well well well. Not only is it a coastal tile, but there is a rivermouth visible on the opposite side of the Grass 1NW. I think another Settler-move is in order -- I'll still get the Forest-Game 10T after founding anyway.
Worker 1NW to BGrass

T1, 3950 BC
Settler 1NW
Worker begins road (3T)

T2, 3900 BC
001 Tenochtitlan founded --> JagWarrior in 5T (growth in 10T -- could be 7T if I worked the BGrass instead of the riverbank Forest, but then I'd get less CPT before the road was finished, and be forced to increase Lux% earlier)
SCI% = 100% for Masonry in 25T (Bronze is cheaper at 19T, and CBurial is cheapest at 13T, but I will try and get those from Sci/ Rel Civs)

T3-4, 3850-3800 BC
Worker moves 1NE to coastal Plains

T5, 3750 BC
Worker begins road (3T)

T6, 3700 BC
IBT
001 T'lan rJag --> rJag (5T, growth in 5T)

T7, 3650 BC
Jag crosses river and finishes on Hill 1NW, 1W.
T'lan river runs NW, along a line of Hills
Excellent Settler-pump site spotted 3W of T'lan (Game-Forest+Cow-Plains on banks of another river)

Right, time to reassess my starting plan. Since I can see at least 2 or 3 more potential 'Duct-free Pop12 city-sites west of T'lan, CxxxC is looking a lot more feasible. So Monarchy might well be better than Feudalism. But I'm still going to go for warring, so I'll keep heading for Pyramids and SoZ (or GWall) for my GA Wonder-wishes
Let's just see what the eastbound Jag (due in 4T) has to say...

T8, 3600 BC
Worker begins irrigation (4T)
Jag 2W to Game-Forest, and sees Huts south of the river

T9-11, 3550-3450 BC
Jag follows River2 downstream, 1W to Hills, then Hills 1NW, 1W, finding coastline, then follows coast 2N to Hills, and sees light-blue borders NNE (Americans? Chinese?).
The enemy city has already popped once, so it must be a capital -- it's 12N of T'lan. That means Settlers for westward expansion now have highest priority, so I'll start chopping for them (I need more Grass tiles anyway).
GAME SAVED
IBT
Yellow-clad scout appears on Hills 2E of T'lan
T'lan rJag --> Settler (8T, growth in 10T until I reassign tiles)
T'lan's borders pop -- growth now in 7T, Settler in 10T -- perfect for a chop

T12, 3400 BC
Worker 1W to riverbank Forest SW of T'Lan
Jag2 heads E -- Scout is Zulu!
Lux% to 20% to maintain order in T'lan
Jag1 crosses the light-blue border and meets the Sumerians (Sci+Ag)

Shaka is currently Polite, but unfortunately has nothing to offer, since he got the same start techs as I did. On the bright side, he doesn't yet have BronzeWork/ Impis either (although his witch-doctors are probably working on it!). In theory, that means I can extract stuff from Gilgamesh, and sell it on to Shaka, if I so chose. Or appease him, since Ambassador Effour says they've already built (or started with) at least one Archer.

Gilgamesh is Cautious, and has BrWork and CBurial, but I have nothing to offer him in return. He must have got WarCode from a third party already, which means there are at least 3 AICivs on this landmass. On a Small map, that suggests we're on a Continent or a Pangaea...

This really does spanner my initial 'spam cheap Warriors+Jags' warmongering plan, though, because it means that both my nearest neighbours have very low-tech D=2 UUs -- Ur is already guarded by an Enkidu, effectively a very cheap Spear, and the Zulus will have Impis before very long, if I know Shaka. A=1 units will have a low chance of success against either of those, so it will be difficult to get a UU-GA from an early war; and even attacking their cities with A=2 units will bechancy: if the defender wins, my enemy will get an instant GA long before I can build my GA-Wonders.

Since I don't even have any A=2 units yet, attacking Ur right now would be a bad idea. Instead, since I really don't want to be fighting Impis, I should probably aim to destroy Zimbabwe ASAP, while it's still guarded with Warriors, and ideally before the Zulus get BronzeWork. So I'll finish the Settler while my Jag finds Zimbabwe, then build 2-3 quick Archers to take Shaka down. And if an Impi shows up there in the meantime, at least I have the Archers as a temporary DoW-deterrent.

I also need some time to get Raxes and vAxes built in my new cities, while I acquire IronWorking and/or HbR -- not to mention the respective resources -- as my next priority. Once that's done, I can turn my attention westwards.
IBT
Zulu Scout heads south outside T'lan's border
Gilgamesh gets Annoyed about Jag near Ur

T13, 3350 BC
Jag1 to Mountains SE of Ur
Jag2 automoves 2E to Hill. Drat -- forgot I'd done that
Worker to chop Forest (4T, T'lan's Settler in 9T, growth in 6T)
IBT
Zulu Scout heads SE, BVR

T14-15, 3300-3250 BC
Send Jag2 northwards, parallel with coast
Start Jag1 circling back home -- finds Wine on Hills 5NW of T'lan
Sumerians now also have Masonry and Alphabet to sell, so they (or their contact) must have met someone else -- pretty much confirming that this is a Pangaea. Dropping SCI to 0% only gets me 4 GPT, which still isn't enough for Gil to sell me anything, so I'll keep going on Masonry (now 8T to completion).
Start making a preliminary 1st-ring dotmap in CAII, placing cities at distance 4 from T'lan. I can easily get a full ring of 8 cities, each separated from its neighbour at CxC to CxxC. The Settler-pump will be the first destination, the Wine-Hill will be the second, then I'll start expanding NE towards the Zulus.
IBT
T'lan riots! Dammit -- I accidentally reset SCI% to 90% instead of 80% *facepalm* Masonry now in 9T

T16, 3200 BC
Fortify Jag1 in planned Wine-Town location
Jag2 discovers an extensive mountain range between me and the Zulus -- could this be a 3-bn yr world?
IBT
Zulu Scout reappears, heading west across the Tundra.

T17, 3150 BC
Worker to road (3T)
Settler and growth now in 3T (with 1s overrun -- can't be helped)
IBT

T19, 3050 BC
Jag2 arrives on Volcano 10 tiles NE from T'lan, and can now see Zulu borders -- of a city at least another 3 tiles away (4 if it's Zimbabwe).
IBT
T'lan Settler --> Archer (7T, growth in 7T)

T20, 3000 BC
Send Settler to Pump-site
Worker to mine BGrass (6T)
Jag2 confirms popped border = Zimbabwe. Now, who's guarding it?
Zulus now also have CB, but I still can't afford it (Treasury = 10g!)
IBT
The Venerable Bede measures us, and finds us wanting. Not surprisingly.

And what a lovely bunch of opponents eh?

Turns 21-40 see me get my second and third cities up, with a fourth Settler in progress. Having acquired some gold, I buy some tech and locate my first StratRes
Spoiler :
T21, 2950 BC
Jag2 sees that Zim has Wines hooked, and Gems nearby. It's also on a river, with mined Game nearby, and 2 irrigated BGrass (silly Shaka). Might have to do some serious pillaging before my Archers arrive...
IBT
Shaka Politely asks me to leave. I check his tech, and he now has Bronze. So I won't bother sending Archers up here after all, maybe just another Jag to pillage and run

T22, 2900 BC
Accordingly, switch T'lan's Archer-build to Jag (3T)
IBT
Zulu Scout pops the hut opposite the pump-site! You cheeky bugger! Just 1 more turn and my Settler would have had it

T23, 2850 BC
002 Teotihuacan founded --> Warrior (5T, growth in 7T)
Do some quick exploring with Jags: Zim's best defender is still only by a Warrior! But it probably won't be in 8T time, the earliest that my second Jag could arrive...
Ooh, Masonry now in 1T! Drop SCI% to 20% (and LUX% to 0%) for a whole 4GPT!
IBT
Masonry --> Alph (50T at SCI%=20% and 4GPT. Anything less than 20% does no research at all, but even putting it up to 100% will still take ~25T)

T24, 2800 BC
Jags return to their stations
IBT
A troop of 3(?) Zulu Warriors runs past Jag2 -- if this is this the precursor to an invasion, it will take 11T to arrive...
T'lan Jag --> Archer (7T)

T25, 2750 BC
Zulu troops = 1 rArcher, 2 (r+c)Warriors. Definitely a war party, but at D=1, the Warriors/ Archers I can build over the next 5-10T should have a good chance against them. So I switch T'lan's build again, this time to a Warrior (4T at 3SPT, but BG-mine finished in 1T, growth in 2T)
Jag3 sent to explore southern Tundra
IBT
Zulus move south

T26, 2710 BC
Jag2 shadows Zulu stack southwards, and sees another Warrior 3T ahead of the pack, only 7T from T'lan...
Worker moves to Game-Forest
IBT
Zulus turn northwards again
Enkidu+Settler appears on Hill NNW of Jag1

T27, 2670 BC
Worker begins road (6T)
Jag1 sent onto Wine-Hill to prevent Gil from settling there
LUX% to 10% to prevent riots in T'lan (+6GPT)
IBT
Sumerians builds Lagash on Hills 1N of Wines -- fine by me, leaves my planned city-site free...
T'lan Warrior --> Settler (6T, growth in 6T)
T'can Warrior --> Worker (5T, growth in 2T)

T28, 2630 BC
Jag3 confirms that southern quadrant of 1st ring (clockwise SE to SW) will be very marginal for Settlement (Hills/Tundra), leaving me with 6 good potential Pop12 sites, all at distance 4 clockwise SW to SE: 2 on the northern coast, 4 inland. Ducts will be needed for 4 of these 6 sites (2 coastal, 2 inland to the east of T'lan). The southern quadrant may be best exploited (later, if at all!) as -- at best -- Pop3-6 Tundra-trash, if nearby Grass is irrigated rather than mined and/ or Fish can be found off the southern coast. I could cram in 3-4 such towns, CxC'd at distance 5-6, with minimal infrastructure (Rax and/or Harbour, NO 'Ducts!)...
Lone Zulu Warrior hasn't moved for 2T, so Jag2 sent northwards again
Sumeria and Zulus now have the Wheel as well
Gil will sell BrWork for my entire treasury and income -- 32g+5GPT -- or CB for 25g+3GPT. I don't like either of those deals, so I think will have to extort them instead...
IBT
Zulu Scout reappears west of T'can

T29, 2590 BC
Jag3 continues exploring eastwards
IBT
Summies begin Oracle -- yeah Gil, you go ahead and waste your cap-shields

T30, 2550 BC
IBT
Zulu Scout cuts between T'can and T'lan
T'can Worker --> Gran (30T, growth in 6T)

T31, 2510 BC
T'can's Worker to Cattle-Plains
Invite Scout to leave, Shaka says he will
IBT
Zulu Warrior+Settler head south from Zim

T32, 2470 BC
Jag2 moves to block Zulus
Jag3 finds eastern coastline, turns north

T33, 2430 BC
Jags2+3 find out where Shaka's boys are headed -- coastal Plains with 2 Wheat
Worker1 --> Hills 1W of T'lan
IBT
T'lan Settler --> Rax (7T, growth in 7T)

T34, 2390 BC
Settler2 sent towards Wines
Worker1 begins road (6T)
Jags2+3 block in Zulus -- they should settle here
IBT
As expected, Zulus plant Bapedi -- but at least they only get 1 of the Wheats

T35, 2350 BC
Jags2+3 withdraw north and south, respectively
Worker2 begins irrigation (4T)

T38, 2230
003 Tlatelolco founded on Sumerian border -- Rax (10T, growth in 10T)
Buy Wheel from Gil at 61g+4GPT
I have Horses on the river-Hill 3NW of T'can! Best way to get them would be to simply found a town on them, which still leaves space for another coastal city on the Hills to the SW...
IBT
T'can Rax --> Archer (5T, growth in 4Tg)

T39, 2190 BC
Worker2 --> NE
Jag2 discovers northern coast, NW of Zulu settlements

T40, 2150 BC
Worker 2 begins road (3T), Worker 1 joins him
Send Jag1 to guard the Horses, and Warrior from T'can to T'co
T'lan's Warrior sent ESE to next city site.
Raise LUX% to 20% to keep everyone happy
IBT
T'lan Rax -->Settler (8T, but growth to Pop3 in 7T -- should build with IBT-shields)

The next turns see my Jags in combat for the first time -- against Barbs -- and although I do get one more city up, the second of the 2 Settlers I built during these turns doesn't make it to his assigned tile :cry: I also meet a third neighbour
Spoiler :
T41, 2110 BC
Jag2 sees Ulundi from mountaintop -- looks like the Zulus only have 3 cities so far -- but they (will) have Ivory! I might 'let' them build SoZ for me, then I'll just need the Pyramids...

T42, 2070 BC
Warrior arrives in T'co
Workers1+2 --> N to Hills
Jag2 crosses Shaka's borders...
IBT
...and is Politely asked to leave

T43, 2030 BC
Workers1+2 begin road to T'co (3T)
Temporarily assign a Geek in T'can
IBT
Byzzie(?) Warrior appears near Horse-Hill
T'can Archer --> Settler (6T, growth in 6T, after Geek is reassigned)

T44, 1990 BC
Buy CB from Byzzies for 21g+3GPT
Drop SCI% and LUX% to 10% each, but still can't make any additional GPT. I need more towns!
Col. Efftree says there are Barbs near T'can, but I can't see them. Start moving Jag3 and Warrior towards T'can, just in case
IBT
Thucydides calls us miserable. Maybe I need a Lux...?

Byzzie Warrior heads south

T46, 1910 BC
Jag1 aims to beat Byzzie to Barb village
Workers1+2 separate, and go to irrigate Plains near T'can (4T) and T'co (1+4T)
IBT
T'can riots, because I messed up the MM for completion of the Settler.

T48, 1830 BC
Jags and Warrior spot cBarbs on Volcanoes 3-4 tiles S of T'can.
Strikes me that there are a lot of Volcanoes on this map...
IBT
Gil demands 13g. I'll pay this time, but he'll pay next time...
T'lan Settler --> Jag (5T)

T49, 1790 BC
Settler sent SE towards town site 1.4
Jag3 attacks Barb but runs away
GAME SAVED, 1st and 2nd-ring dotmap pretty much finalised

IBT
cBarb attacks Jag1, and dies -- Jag promoted
Jag3 left alone
T'can Settler --> Gran (15T, growth in 5T)
Volcano erupts near Jag2!

T50, 1750 BC
Settler sent to Horse-Hill
Worker2 sent to Game-Forest
Jag3 retreated to heal, Jag1 and Warrior sent NW of remaining cBarbs
Jag2 goes back to sentry duty near Zimbabwe
IBT
Warrior defeats cBarb on Volcano -- no promotion
Byzzies begin Colossus

T51, 1725 BC
Worker2 begins chopping (4T)
Worker1 begins road (3T)
004 Texcoco founded under the watchful eyes of a Zulu Warrior on the HIlls ENE --> Warrior then Walls (5+5T, growth in 10T)
Settler2 moves NW of T'can, and finds a Barb waiting on the Horse-Hill! Dammit, I'm going to lose him!
Send Archer to guard Worker, deactivate chop and raise LUX% to 20%
IBT
cBarb kills Settler. And THAT, children, is why you shouldn't send out your Settlers unescorted!
vJag1 defeats cBarb -- no promotions

T52, 1700
vArcher kills cBarb
Worker set to chopping again
Warrior recalled towards T'can
vJag1 sent to Horse-Hill
Jag3 sent to Tex
IBT
T'co Jag --> Jag (5T, growth in 8T)
Treasury running low!
Zulus begin Colossus

T53, 1675 BC
Jag4 sent to Horse-Hill
Jag3 fortified in Tex
vArcher retreated towards T'can. Warrior will also arrive in T'can next turn, so deficit spending will be resolved shortly...
IBT
T'lan Jag --> Archer (7T, growth in 2T)
Byzzies begin Oracle

T54, 1650 BC
Worker1 moves SE
Jag4 arrives on Horse-Hill -- can see Barb-village 2NW
Jag1 (2/4 HP) arrives in HIlls SW of Horse-Hill, finds cBarb in adjacent tile. Uh-oh...
IBT
... but Barb runs away.

T55, 1625 BC
Jag4 kills fleeing Barb outside village, Jag1 goes to Horse-Hill to recover.
Archer fortified in T'can, Warrior goes to guard Worker2
Worker1 begins irrigation+road (4+3t)
IBT
Barb appears SW of T'lan
Tex Warrior --> Walls

T56, 1600 BC
Worker2 begins irrigation (4T, T'can grows in 4T), Warrior fortifies to cover him
Jag4 destroys Barb-village for 25g, retreats to Hills to heal
Jag4 goes Barb-hunting SW of Tex
Push SCI% to 30% for Alph in 10T, +0GPT
IBT
Palace expansion!

T57, 1575 BC
Jag1 fortified
Jag3 finds Barb-village, but Zulu Warrior will get there first.
GAME SAVED
 

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So I got a lot of turns done on this game over the past week. I've fought -- and won -- several wars already, after having built a lot of cheap units for later upgrades, but I'm still way behind on tech.

Nothing much happens in T56-70 except some more Barb-hunting
Spoiler :
T56, 1600 BC
Worker2 begins irrigation (4T, T'can grows in 4T), Warrior fortifies to cover him
Jag4 destroys Barb-village for 25g, retreats to Hills to heal
Jag3 goes Barb-hunting SW of Tex
Push SCI% to 30% for Alph in 10T, +0GPT
IBT
Palace expansion!

T57, 1575 BC
Jag1 fortified
Jag3 finds Barb-village, but Zulus will kill it first.
GAME SAVED
IBT
Zulu Warrior dies attacking Barb-village!
T'co Jag --> Archer (7T, growth in 3T)

T58, 1550 BC
Jag3 destroys the Barb-Village
Hey, Col. Efftree says that our 3 Warriors, 6 Jags and 1 Archer now make us AVERAGE against the Sumerians, the Zulus, and the Byzzies! Excellent news! Because Lagash needs to disappear soon, before it pops...
Zulus have HbR already -- but they're the only ones who do
MM T'lan for Archer in 1T, and raise SCI% to 50% for Alph in 5T, +0GPT
IBT
T'lan Archer --> Settler (8T, growth in 5T)

T59, 1525 BC
Jag moved from T'lan to T'can, for mil-pol while Archer kills incoming Barb
Worker2 begins Road
MM T'co for growth in 1T (and IBT shields from Forest, for Archer in 7T)
Alph now in 4T at -1GPT -- deficit-spending because I moved T'lan's citizen from the roaded river Hill (2TPT) to the BGrass (1TPT) -- but when T'co gows, I should be back to 0GPT.
I could make 8GPT with SCI%=0%, but I still wouldn't be able to afford to buy HbR. The Zulus will now sell BrW for 45g+4GPT, or 25g+5GPT, but I think I'll wait -- Bronze will be much cheaper than Alph
IBT
Sumerian Worker moves to road the Wines. Thanks Gil, that'll be useful when I invade...

T60, 1500 BC
Jag2 discovers a Barb-village on one of the Gem-Mountains near Isandhlwana
IBT
Tex Walls --> Rax (7T, growth in 10T)

T61, 1475 BC
Worker 1 begins road
Jag2 ransacks Barb-village for 25g
IBT
Barb-Horse appears SSW of T'can!
Alph --> BrW (6T at SCI=30% -- plus 1 geek in T'can -- and +2GPT)
T'lan's borders pop again
T'can Gran --> Settler (6T, growth in 4T)

T62, 1450 BC
Worker2 moves to road+irrigate Plains 1S of City-site 1.6
Jag3 prepares to meet Barb-Horse on Volcano
Jag2 goes north again
Jags1+4 move to Hills/Mountains overlooking Ur (which is now at Pop6)
IBT
Barb appears 3N of Tex
Barb-Horse stays put
Sumerian Settler+Enkidu appear 2S of Ur -- bet they're heading for the Horses...

T63, 1425 BC
Jags move to block Sumerians
Jag3 moves 1W to mountains
Raise SCI% to 50% for BrW in 5T at -2GPT (Treasury = 77g)
IBT
Zulu Warriors head south from I'wana -- going to kill a Barb-village?
Sumerians turn west
T'co Archer --> Archer (5T, growth in 6T)

T64, 1400 BC
Jags1+4 crowd Enkidu+Settler a bit more
Jag3 moves 1SW to Mountain overlooking Barb-village
Worker1 moves to road+irrigate Plains 1N of T'can, for 5FPT+5SPT (at Pop4-5 = Worker-pump), or (once I've built the Horse-town and chopped+irrigated a Plains-Forest)
5FPT+6-7SPT (at Pop5-7 = Settler-pump) -- although I would need more LUX% for that

T65, 1375 BC
Jag3 fails to kill Barb, and retreats (1/3)
Jag2 reports Impis in Hlobane and I'wana
Jag from T'lan sent north to hunt Barbs
The Sumerians' Treasury just dropped substantially-- looks like they bought HbR and/or Writing (the Byzzies have Writing too).
IBT
Shaka Politely asks me to park my Jag elsewhere
T'lan Settler --> Jag (5T, growth in 5T)

T66, 1350 BC
Barb-hunting Jag sees Barb-village on Tobacco-Hill
Assign a Geek to avoid a riot in T'can, and coincidentally drop BrW to 1T
New Settler sent north to spot 1.4 (currently occupied by a Barb -- but not for long!
IBT
Sumerians retreat again
BrW --> IronW (8T at SCI%=60%, +1GPT)
Hittites build Colossus in Hattusas (wherever the hell that is)
Zulus switch to Pyramids

T67, 1325 BC
vJag kills Barb for promotion, retreats to Hill
IBT
Sumerians head SE again
T'can Settler --> Jag (4T, growth in 2T)
Tex Rax --> Jag (5T, growth in 10T)
Byzzies switch to ToA

T68, 1300 BC
Jags block Sumerians again
Settler heads for Horse-Hill (2T)
rJag dies attacking Barb-village S of T'can. eJag NE of T'lan has better luck, salvaging 25g before the Zulus get there
GAME SAVED
IBT
T'co Archer --> Warrior (3T)
Summies begin ToA
Summies complete Oracle
Zulu war-band heads south

T69, 1275 BC
Settlers arrive on their tiles
Jags begin withdrawal to our borders
Worker1 begins road
IBT
Byzzies begin ToA
Byzzies begin Pyramids

T70, 1250 BC
005 Tlaxcala founded on Horse-Hill --> Rax (10T before chop)
006 Calixtlahuaca founded on Hill 4NE from T'lan --> Rax (20T)
IBT
Barb Horse approching T'can
T'lan Jag --> Warrior (2T). Will churn out Warriors for now, until Horses are hooked
T'co Warrior --> Warrior (2T). Ditto
T71-90 see my first war -- as the defender rather than the aggressor -- and as a result, very irritatingly, the unexpected and unwanted start of my GA
Spoiler :
T71, 1225BC
Move new Jag to T'can, and T'can's Jag to Hill to force Barb Horse onto flat land
T'can MM'd for Archer in 1T
IBT
Barb Horse attacks Jag on Hill instead -- and dies
T'can Archer --> Settler (5T, growth in 1T)

T72, 1200 BC
T'can's Jag sent Barb-hunting
IBT
Tex Jag -->Jag (5T, growth in 5T). Will churn out Jags for now, until Horses are hooked

T73, 1175 BC
rWarrior sent from T'co to T'cala
rWarrior sent from Tex to Site 1.5
IBT
Summies finally found Bad-Tibira 5SW from Ur

T74, 1150 BC
Jag 2 spots Barb-village ESE of Tex - will reach it before Zulus
SCI% reduced for IronWorking in 1T
IBT
IronWorking --> Maths (10T)
Summies begin MoM

T75, 1125 BC
We have Iron -- in the Hills 2SW of T'can. Would need both my Workers to get a quick road out there though

T76, 1100 BC
rJag destroys Barb-village for 25g
IBT
Zulus head towards Tex -- guess there's another Barb-village nearby
T'lan Warrior --> Archer (4T)

T77, 1075 BC
Worker begins road to T'cala (3T until Horses are connected)
T'can MM'd to avoid riots before Settler completes (1T, 4s overrun -- can't be helped)
vJag kills Barb in Hill-village SSW of T'can, and retreats to heal (2/4) -- remaining Horse will have to wait
IBT
T'can Settler -- Archer/Chariot (4T, growth in 3T)

T78, 1050 BC
Settler sent to Spot 2.6 to bring Iron inside our borders
Tex sends new Jag SW on a barb-hunt
IBT
Tex riots! Oops -- that Jag was mil-pol!
Incans build Pyramids in Cuzco. Drat -- don't even remember seeing that they were building it.

T79, 1025 BC
Drop SCI% to 10% for more upgrade-gold
IBT
T'cala Rax --> Chariot (20T)
Byzzies begin GLight

T80, 1000 BC
Healed Jag kills Horse and destroys village for 25g
IBT
New Barb-village appears right next to my Settler!
T'co riots!

T81, 975 BC
Settler retreated to Forest, covered by Jag
Barb-hunting Jags sent towards Barb-village
Warriors moved from T'lan and T'can to T'co, in prep for upgrades and attack on Lagash
We are now stronger than the Zulus, the Summies and the Byzzies
IBT
Gil demands 27g. Thinking he's bluffing, I refuse -- and he DoWs me. Double-drat.

T82, 950 BC
Warriors and Archers moved to Wine-Hill
Warriors block Lagash's iPlain

T83, 925 BC
Jags destroy Barb-village (25g)
vArchers kill both Enkidus in Lagash, 1 promoted (2/5), Lagash auto-razed for 23g, 2 Slaves captured, Wines now ours

T84, 900 BC
Both Tex's Jags fail to kill cBarb, and retreat
IBT
Zulus kill Barb for us

T85, 875 BC
007 Xochicalco founded on Site 2.6 --> Walls (10T, growth in 7T)
IBT
Hittites build GLight in Hattusas

T86, 850 BC
Jag moves towards Sumerian Incense
IBT
Byzzies build MoM in Adrianople
Summies begin GWall

T87, 825 BC
T'can finally set up to pump Settlers (Pop5, 5FPT, 6SPT)
Jag pillages the Incense
IBT
Sumerian Archer dies trying to kill vJag -- GA begins! Oh crap, I was hoping the Jag would retreat if attacked. Now I'll just have to use the GA for cranking out mil-units (but at least I don't have to worry about Wonder-builds anymore...)
Several towns now making 10SPT

T89, 775 BC
Make peace with Gil for HbR and 45g
Upgrade Chariots (7*30g), leaving 160g in Treasury, Maths in 19T at SCI%=10%, making 22GPT
Lose a vJag against Barb-village
IBT
T'can riots! Why??? Ah bugger -- loss of WH. Hopefully the Zulus will change that soon...

T90, 750 BC
Horses moved to outlying towns, Warriors to keep order in high-SPT towns

T91-110 sees me meeting a fifth Civ and almost immediately starting a war with them, aimed at clearing one of my planned city-sites, and then extorting more goodies -- even though my DoW broke a tech-for-GPT deal. The active phase of this war is over relatively quickly though, so I log turns a little more sporadically towards the end, since nearly all I was doing was arming myself and moving units into position for my next fight with one of my neighbours
Spoiler :
T92, 710 BC
008 Tlacopan founded 1SE of Site 1.5 (to fortify the Hill-pass to the Zulus' side) --> Rax (20T)
Switch T'co to building FP (~20T) -- I need it anyway, and might as well do it with the GA shield-boost. Switching also avoids horrific shield-overrun on the current Horse-build
Increase SCI% to 40% for Maths in 2T
Destroy Barb-village for 25g
IBT
T'can Settler --> Spear (2T)

T93, 690 BC
Reshuffling units, kill Barb near X'co
Settler sent to Site 2.7 (Decided to push 2.2. out by 1 tile, 2.3 has a lot of Marshes, 2.4 has been blocked by Intombe, and 2.5 is now too close to T'pan)
IBT
Maths --> Currency (23T)

T94, 670 BC
Buy Writing from Byzzies for 185g
Build Embassies in Constantinople and Zimbabwe for 42+33g:





Treasury now at 5g, so drop SCI% to 10% again to raise income to 25GPT (Currency now in 50T!)

T95, 650 BC
Invite Shaka to remove his troops. He says he will

T96, 630 BC
Demand that Shaka withdraw. He complies. Shame.
009 Atzcapotzalco founded on Sumerian border --> Rax (10T)
Move all fast units except 2 Horses (in T'cala) towards Zulu front
IBT
Byzzie Spear+Settler appears near Spot 2.3

T97, 610 BC
Move Horse to block Byzzies

T98, 590 BC
More units moved towards Zulu towns
That's odd -- I now have access to the Hittites through Diplomacy
Buy Mapmaking from Hittites for 11GPT+40g, and change builds to Harbours in C'ca (6T) and X'co (8T)
IBT
Hittite Spear+ Settler appear SSW of X'co -- the Galley I saw a couple of turns ago must have dropped them off

T99, 570 BC
Fast units now in Moutains above Mpondo and Ngome -- I can hit them in a single turn, once I'm ready to DoW
Slow units sent to Mountain SSW of Ur
Jags sent to shepherd Hittites somewhere harmless
IBT

T100, 550 BC
LUX% raised to 20% to help keep order in core cities as I move units to my borders. Seems to be working...

Now it's only a matter of time...
IBT
Summies and Byzzies building HGard
Zulu building ToA

T101, 530 BC
Horse sent from T'cala to new Barb-village on Hill 3SW (new Site 2.2)
Byzzies blocked again
New Settler sent towards Tundra 4SW from Tex -- can use Grass, Hills, and Coast from this site, for useful 1st-ring Pop12er (with Duct)

I can't remember exactly (and didn't note it at the time), but at some point during T89-95, I got my Iron hooked, and began the expensive piecemeal process of upgrading my Warriors to Swords. (This must have been at least 14T after I saw the Iron at T75, since it would have taken me that long to road it with the single Worker I used). Even though it would have been cheaper to upgrade my Jags, I decided that the loss of 1MP wasn't worth it, since at this point I can still use them as fast scouts/pillagers, with a reasonable chance of killing D=1 units (my enemies so far have used only Archers and Warriors as their attack-units, and Barb-villages are still popping up regularly).

T104, 470 BC
IBT
Kadesh is founded right next to my Settler. Even though I am still paying Mursilis 11GPT (for Mapmaking), I decide that this is too irritating to let pass. I demand Construction in return for continued peace with the Hittites, which Mursilis refuses...

T105, 450 BC
vSword accompanying the Settler kills Hittite rSpear and razes Kadesh (1-0)
010 Tzintzuntzen founded --> Harbour (30T before I rearrange tiles)

T106, 430 BC
Attempt to boot Zulus again. Shaka is not intimidated

T107, 410 BC
IBT
GA ends :sad: -- raise LUX% to 30% to make up for lost commerce

T108, 390 BC
FP completed!

T109, 370 BC
Demand Myst and Philo from Zulus in return for continued peace. Shaka refuses...
Mpondo attacked -- vHorse lost vs. rImpi (1-1)
2 Warriors killed, 2 Slaves captured (3-1)
Ngome attacked (6-2) and auto-razed, 4 Slaves captured
Slaves and 3/4 Jag retreated to stacks, injured vHorse (1/4) unavoidably left exposed
IBT
vHorse killed by rWarrior (6-3)
Hittites land rSword next to X'co

T110, 350 BC
Stack near Mpondo consolidated, injured fast units retreated to Mountain near T'pan
eJag in X'co injures Hittite Sword, but fails to kill it, or to retreat (6-4)
vSword finishes the job (7-4), gets promoted
vHorse kills Archer near Mpondo (8-4), but is left exposed (1/4) and will probably die next turn
Hittites won't talk yet, and Summies won't make an MA with me (and the Byzzies don't appear to know the Hittites -- why not?!?)
T'can Settler pump reset (5T, but should finish with IBT-shields)
T'co also switched to building a Settler (2T left)
During T111-118, I end the two active wars, and begin another one, this time aimed at doing one of my neighbours to death (or at least, totally crippling him and then taking all his techs/land/gold for peace). The set ends with my first victory, and the expectation that there will be no significant resistance
Spoiler :
T111, 330 BC
Intombe liberated without losses (10-4). I now have a road to Zimbabwe, but insufficient units to put on it...
IBT
3 Impis appear on Mountain next to Intombe.
Tugela founded on Ngome's ruins
Byzzie Archer appears near Site 2.3

T112, 310 BC
Intombe's occupation forces are fast attackers with D=1, so probably won't withstand the incoming Impis -- they are withdrawn, and the town is abandoned (it was in the wrong place for my purposes anyway).
vSword kills Warrior near Mpondo, is promoted and retreats, vHorse kills remaining Warrior and retreats (12-4)
IBT
Zulu stack (3 rImpis + 1 rArcher) approach T'pan
Byzzies found Chalcedon in the Tundra under the Volcanoes. Yeah, good move, 'Dora

T113, 290 BC
Mpondo-invasion stack retreated to T'pan
011 Malinalco founded on new Site 2.2
Damn -- forgot to reset new 'emphasise growth' citizen in T'can: Settler in 1T, but growth in 2T
Shaka has had enough -- he will make peace for Philo, Myst, CoL, Swazi and 5g (his total Treasury) -- OK, done. Strange that he'd rather give me Swazi than Tugela -- there must be Oil down there or something...
Aha -- Swazi is at the far end of a northern peninsula, cut off from the rest of the Zulu lands by a Sumerian town --> Warrior (10T)
Mursilis will now grant me Polytheism and 25g for peace. Done -- although he seems a little confused about who he's fighting...

(I have since edited the relevant text file)
IBT
Hittites build HGard in Hattusas

T114, 270 BC
012 Tula founded on Site 2.3 --> Courthouse (80T)
Other 2nd-ring towns also set to building CHs
Horse fortified on Site 2.4
New Settler sent to Tundra SW of T'lan
About time I had a gov-switch -- now I have Poly, I can extort Monarchy from someone. Probably Gilgamesh, since our PT has expired
IBT
Summies begin SunTzu. Damn, that means they could also build Pikes+Maces -- and then hide them behind their WonderWalls

T115, 250 BC
Horse sent to investigate Bad-tibira. It's at Pop1, and guarded by an Enkidu. Gil, that was an error...
Col. Efftree reports Barbs near C'ca. They must be on Zulu turf, 'cos I can't see them -- no wait, they're on a Volcano!
IBT
Zulus go on the warpath against the Barbs -- every Impi I can see just headed north
Gil asks me to remove my troops. I will, but they'll be back... because I just checked my 'possible resource deals' and he has no Iron or Horses :evil:

T116, 230 BC
Destroy Barb-village with 1st vHorse, but the 2nd dies vs. cWarrior on Mountain.
New Galley sent north to Swazi with 1 Warrior aboard
Boot Byzzie Archer. Good, didn't want to fight them yet
Withdraw my Horse and demand Monarchy, Currency and Construction from Gil in return for continued peace. Of course he refuses. Colonel, he's all yours....
Horses and Jags capture 2 Slaves
013 Tamuin founded on Tundra, 4SW of T'lan

T117, 210 BC
Byzzies land Archer+Settler on my Site 2.4. Oh dear, looks like I'll have to fight them soon after all...

T118, 190 BC
Bad-tibira and 2 Slaves captured with the loss of a Horse and an Archer vs. Enkidus (2-2) --> Spear (20T)
GAME SAVED

So there it is -- I think this one is winnable, since I outclass everyone that I've so far met on my landmass (not sure where the other 2 AICivs are yet -- I'll be building some more galleys soon).
 

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I've been really slack about updating this thread.

I haven't yet played further on the Aztecs game I started logging, because I was finishing off the Dutch game.

And at the end of last month, I got a shiny new desktop (bought it off the shelf -- don't ask me the specs!), partly by way of a birthday present, partly because the laptop is long overdue for replacement. Of course, the first thing I had to do was to re-install Civ from Gamers' Gate (and find that it still doesn't have a PTW.exe :sad: ) -- and then of course I had to test it, so I started a new Random Emp game and rolled the Aztecs again.

What the hell, I thought, I've already got one of those on the go, so I won't bother logging this one. After all, Mil+Agri, how hard can it be?

How wrong I was.

I rolled a really stringy Arch-map (I think), and my starting point turned out to be pretty poor -- nearly in southern Tundra again, with no room for any kind of a decent ring-structure, and lots of Plains, but the closest fresh water being ~20 tiles north of my Cap, north of the Equator, and north of a line of Hills.

Initial expansion was thus damaged by slow growth, distance-corruption and stunted 1-shield towns on the outer fringes (i.e. most of them). Although I got Iron close to the Cap, my 'core' (such as it is) is a long way from the Sumerians (my nearest and only neighbours, who started at the far north of our Continent). My initial Swordsman-forays against them and various foreign beach-heads (Byzzie and Viking) were successful, but I (still) didn't get as much of Gil's turf as I wanted (i.e. all of it!), and getting reinforcements to the front was and is still very slow. I have no Horses in my territory (/on my Continent?).

Worse, every single one of my cities is coastal (by necessity), and thus exposed to seaborne invasions, but so strung out (even with nearly everything at CxxC) that I have to garrison everything.

I am way behind on tech, and currently getting hammered by the latest and nastiest Byzzie invasion. First they captured a newly built and still unguarded Jungle-town. Then they landed a stack of AC and Knights and captured my Spice-town (destroying my trade-rep, and losing me my Horse-import) -- that town was at the far end of a 'remote' peninsula of my Continent, 2T north by Galley via the shortest route to the nearest 1st-ring town, but ~10T overland (with roads!) for an M=1 foot unit. I had 2 wounded Swords (1v, 1e) guarding the Spice-town, but they couldn't be reinforced, so I sold all the improvements and evacuated them. I then lost another two towns north of the Spices, and a fourth on an offshore island south of my Cap -- I've already got the two smaller towns back, but the Byzzies still hold the 2 towns on the peninsula.

I only just got Feudalism (doing minimal research and extorting techs, mostly from Gil), and the Byzzies have already landed at least 1 Cav -- probably only the first of many more :eek: I managed to buy the Arabs into an MA (they are on the same Continent as the Byzzies), but I might have lost that when I lost the Spices -- will have to double-check.

I'll need help on this one, if I'm to have any chance of winning it -- I'll post the savegame(s) when I get home...

EDIT:See below -- the 4000 BC autosave, followed by the 3 end-of-session saves, including the latest.

There was 1 reload sometime between 890 and 1120 AD, because a formerly Summie city (Pop6 with 5 Aztec labourers) flipped back with most of my spare military inside it which made me :mad: I replayed the turn exactly as previously, but this time I took all my units out before I hit SPACE for the IBT. The city duly flipped (Preserve Random Seed is on), I then DoW'd, recaptured, razed and rebuilt it.
 

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The AIs are currently building Maggellan, while Bach and Copernicus are already finished. And someone is a Democracy... And there are already Cavs available... That means you are at least 14 techs behind (including Republic), perhaps even more. And as a Monarchy against Republics/Democracy you are not going to catch that up anytime soon...

Having 7gpt income at 10% science rate doesn't look too promising either...

Your production is quite ok, though, and your army is strong vs Sumeria and average vs Arabia, and, what is more important, you can easily reach both of these.
So I guess that even though this will surely turn out to be a grueling and difficult game, there are still chances to pull off a victory in this one:
- Make peace with the Byzantines (if possible... :mischief:)
- Take over Sumeria and then Arabia
- Finally get some irrigation south, so that you can grow your cities and try to become a Republic!
- Try to turn the Celts and the Byzantines against each other to slow them down
- With the good Sumerian and Arabian lands try to catch up at least so much that you can attack the super-powers.

I'm not completely sure, whether all of the above can actually be achieved, but it's at least a try.

The game in general should be possible to win on Emperor: your land isn't that bad, some of the AIs even have worse land, and most others only slightly better. Might be an interesting challenge for a training day game?!
 
Thanks for the encouragement, Lanzelot.

I was feeling a bit overwhelmed at the point when I posted the last savegames, but I soldiered on for another 30T or so yesterday, and things are now looking a lot more hopeful. Now that all my towns have at least one vPike garrisoned, no single city stands out as weaker than the others, giving the Byzzies a much 'wider' choice of targets. They're still dropping off 4-5 units (Cavs/ LBMs/ Muskets) on my turf every couple of turns, but instead of being piled up into an SoD on a single tile, they're getting dropped off in ones and twos over a much wider area. With 1-2 Maces and/or Trebs within striking range of nearly every tile (because of my CxxC placement), and nearly continuous troop movement from the core to my weaker frontier towns, it's got much easier for me to kill the invaders almost immediately (Trebs are great -- and Cannon will be even better!).

Although Dora did become willing to sign a straight PT only a few turns into the session, I decided (against your advice) to wait a bit longer, because she wouldn't yet concede anything apart from gold, (I think) I was still getting some WH from her DoW, and my MA with the Arabs was indeed still active, which was (another reason) why my GPT was so poor -- I was paying Abu 20GPT and Silks to fight 'Dora for me. I was glad I did though -- the Byzzie Republic collapsed into a Monarchy, so when the MA with Abu came up for renewal, I agreed, to keep them fighting a bit longer and slow the Byzzies' research pace. I didn't have to pay Abu anything extra for the MA this time -- and since the Arabs have no Iron, and have now also lost their Horses, they are getting routed, so will probably break our MA and sign peace before I do. They've lost most of their homeland to the Byzzies (they were previously the second- or third-biggest Civ), and will soon be reduced to a nearby isalnd (shared with the Summies) which should also make it easier for me to mop them up later (if Dora or Brennus don't beat me to it). And in the meantime...

I got Malinalco (the northern peninsular town) back, but not the Spice-town (yet), because the Byzzies bought Gil into the war. This suited me just fine, but because my forces were at the time getting spread out, I decided to postpone the peninsular push to defend/expand my northern border (I'm still WEAK vs. Byzantium, but STRONG vs. Sumeria). Gil's foolhardiness finally netted me my first MGL of the game (eMace vs. rLBM), which I used to make a 2-Mace Army (7/9 HP). That Army razed the coastal desert city which the Summies keep (re)building (only 2 Enkidus guarding it), but was then lost to an unexpected Cav-attack on the IBT. (The Byzzies must have included Horses in their MA-deal, because that was the first Summie mounted-unit I'd seen for a good while.)

My 4T Settler-pump is working well (when I remember to MM it!). I planted a couple more Jungle-towns near my FP-city, and used my Slaves to road, clear and mine those Jungles, and (re)planted a landlocked desert city next to the Oasis, which will hopefully net me some Saltpeter once I get Gunpowder (I'm hoping that's why the Summies wanted those coastal/ desert tiles so badly!). Those towns aren't doing much for me yet, but they are at least saving me some GPT on unit-maintenance. I still have a couple of Settlers spare, which I plan to use to (re)found razed+replaced cities -- and there's more where those came from, at least until I irrigate down to my core. I also got Markets built in my Pop7+CH cities, so my GPT is looking a little healthier now, even with higher LUX% and SCI%.

On the last turn before I saved and exited, I captured the choke point between my part of the continent, and the Summie heartland (Gil had helpfully fortified and barricaded that tile -- and then stationed only a single Enkidu there!). I'm debating whether to plant a canal-town there at some point, but that decision can wait until after I capture Sumer (which has ToA, so I don't really want to raze it if I can avoid it, at least before I get Edu).

For now, I plan to hold the choke-point for 5-10 turns while I fish for MGLs (Heroic Epic is currently being built in Tenochtitlan). I have a couple of e+vPikes and 3-4 Trebs to blunt the incoming (Cavs if the Summies can still build them, otherwise Horses, and LBMs), and an assorted stack of eMaces and e+vHorsemen to take down any injured/ slow/ low-D units. (My Horses were bought for 18GPT from Brennus -- who also agreed to do a straight Lux-swap, Silks for Gems.) So I might even be able to get an MGL on defence as well as offence. I'm planning to use MGLs only to make Armies: I'd like a 2- or 3-Mace Army to go and get my Spice-town back -- at which point I'll sign peace with Dora -- and then take down the Summie Pop12er north of Malinalco. I'd also like to have a 2-Pike Army to guard my Trebs and Maces during the push into the Sumerian heartland (Sumer also has Wines, which would give me even more Luxes to trade).

In the longer term, I'm aiming for Conq/Dom (hope I haven't left it too late) using Oscillating War and maybe MAPTs to take down my targets one at a time. But since my cities are so strung out and far from my Cap (and CxxC'd), I was thinking of going Commie rather than Republic, and not doing much if any self-research, just trying to barter/ demand/ extort/ steal the techs I want (MilTrad, Commie, Steam, RepParts, MotorTransp). I could maybe fast-build the SPHQ using an MGL in e.g. my Oasis-town, or ex-Sumeria.

Wish me luck...
 

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I played on for a while, switched to Republic (at last!) and started to get back into the game, but it was all too little, too late -- staying in Monarchy (too long) really hurt me.

I managed to claw my way back against Sumeria, and turned their homeland into farms (pushed them offshore, and then chased after them there), but it hasn't really helped. The Arabs' last city was long since captured, and the Celts also wiped out the Byzzies -- presumably with their Tanks -- over a relatively short stretch of game-time (OK, probably more than 20T, but it still looked damn fast on the mini-map!).

IIRC I played until about 1960 AD (I'm on the laptop right now -- will upload the saves from the desktop to this post later). Brennus was already several techs into the Modern Age and I was still only about half-way through the Industrial, so I almost certainly won't be able to catch him up before he launches, nor prevent him from coming after me with Modern Armor if that's what he'd rather do -- and a Diplo, Cultural or Histo vic is out of the question.

So I gave up on that one, and went back to my other Aztecs game, which is going much better -- more details in the next post(s)...
 

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These turns begin with me marching across my most accessible neighbour's lands (assisted by another neighbour, and opposed by a 4th civ, but only temporarily), but he's built very loose, culture-popped most of his cities at least two or three times, and a lot of his territory is Jungle, and isn't roaded :crazyeye: So it takes too long, and I end up grinding to a halt and contemplating signing a PT before I can finish him. With hindsight, I should probably have thrown everything I had at his capital first, and then mopped up, rather than trying to take all his 1st-ring cities first...

In the meantime, my other, less-accessible neighbour (shielded by a massive mountain range) completed the SoZ, which concerns me a little -- but I was already tooling up to give them a kicking anyway, and I have Iron + Horses (and they don't!), so I'm not too scared.

Exploration confirms my suspicion re. map-type, and Tech-deals bring me into the Middle Ages, but I'm still lacking Republic -- which I really really want, after abandoning the other Aztecs game (see above post).

T118-130
Spoiler :
T118, 190 BC
Bad-tibira and 2 Slaves captured with the loss of a Horse and an Archer vs. Enkidus (2-2) --> Worker (10T)
GAME SAVED
IBT
Summie Archer dies vs vHorse, promotes it (3/5) (3-2)
Byzzie Archer+Settler move north
Resistance quelled in B-Tib

T119, 170 BC
Galley+Warrior moved north
Slaves finish roading
All part-healed 20-30s units moved out of B-tib and fortified in Hills
B-tib garrisoned with less valuable 1/4 vJag
IBT
Settler completed in T'can
Byzzies found Sardica on ruins of Intombe -- off the coast, and right under a Volcano

T120, 150 BC
Galley may be sunk by Summie Galley on IBT, so unloads Warrior north of Erech, SSW of Swazi
Slaves moved to start road connecting T'cala to B-Tib
IBT
vArcher kills my vHorse NW of Tula (3-3)
T'zen Harbour --> Walls (5T)
Galley survives!

T121, 130 BC
014 Teayo founded 2NE of T'co --> Walls
Galley moved into Swazi
vSword kills Summie vArcher (3/4) => vSword (3/4) (4-3)
vJag sent scouting into Summie territory
IBT
Galley unloads Archer north of Swazi!

T122, 110 BC
Warrior moves into Swazi, but no time to fortify. Bloody typical, I would have finished the Wall in 1T
3 Warriors upgraded (180g) in A'zalco
Archers+Swords sent towards Akshak
IBT
Summies and Hittites sign MA against me
Hittites begin SunTzu
vArcher dies vs vJag (2/4) outside Akshak (5-3)
Archer kills Swazi's Warrior and razes the town (5-4)

T123, 90 BC
Akshak attack-stack moves to Forest WSW of Ur, to meet the incoming eArchers
Second stack (Swords+Horses) assembling to pass NE of Ur, towards Summie coastal city
IBT
Summies request PT -- but they want me to pay for it! No, Gil, that's not how this works. How this works is you give me all your techs and I don't kill you -- yet. Don't like that deal? Well let's see what you think in a couple of turns' time...
Archers kill injured vJag (5-5)
Hittite Galley approaches M'co

T124, 70 BC
Akshak-stack moves onto open ground
Stack2 moves NE
Stack moved out of T'pan onto Mountains
IBT
Disorder breaks out in core towns due to troop movement towards frontiers. Clowns can mostly be changed to Geeks though, which reduces turns to Currency
Zulus build SoZ. Uh-oh...
Sardica's border pops already! Byzzies must have built a Lib

T125, 50 BC
Fortify T'pan stack on Mountains
Unit builds reassigned in a couple of cities to make Spears in 1T
IBT
eArcher kills vSword in Stack2, but left at 2/5 (5-6)
Stack of 3 rArchers appears right next to the Settler I was about to use near B-tib!
Hittite Galley moves south

T126, 30 BC
eHorse kills eArcher (6-6) and retreats
Settler retreats to road
vJag dies vs rArcher (6-7)
Swords mobilised towards rArchers
Stack reaches Akshak -- Summie reinforcements are at least 2T from the town
IBT
rArchers attack fortified rSword+eHorse on Hill -- first killed (Sword promoted at 2/4), second forces eHorse to retreat (1/5), third kills Swordand is promoted (3/4) (7-8)
C'aca riots -- but why???

T127, 10 BC
Swords kill rArchers chasing the Settler
Settler moved back to Hill above B-tib
eArcher+vHorse kill rArchers near Akshak -- Horse promoted (2/5) (9-8)
Swords+Archers attack Akshak's Enkidus -- vSword dies redlining the first, eSword kills 2nd (2/5), vArcher kills redlined Enkidu and takes the city (2/4), only to find an rArcher waiting to the NW -- 3/4 vHorse dies redlining him (11-10).
Gil won't make any decent concessions yet
IBT
Redlined Archer kills vArcher in Akshak and retakes the city! We'll see about that... (9-9)
Dora annoyed about exploring Galley -- sign an RoP with her.
Galley sinks barb Galley
B-tib Worker-abandoned

T128, 10 AD
Akshak's attackers begin 'strategic withdrawal'
015 Cempoala founded on coastal Hill near B-tib's ruins --> Walls (10T)
4/4 vSword dies attacking 4/4 vArcher on Hill next to Cempo (9-10) -- Archer barely scratched. vSpear moved in and fortified
vHorse dies attacking rArchers approaching Tula -- vSwords kill both of them (11-11)
GAME SAVED
IBT
Summie vArcher goes after B-tib's last Slave instead of attacking Cempo
Bapedi's border just popped -- Shaka annoyed about eJag on Mountains nearby

T129, 30 AD
2/5 eHorse kills 3/4 vArcher near Cempo (12-11)
eJag moved away from Bapedi
Swords retreated to Tula -- I'll ship them over instead (T'lan switched to building Galley)
IBT
5/5 eArcher successfully defends against rArcher attack near Cempo, but 2/5 eSword succumbs to rLBM (13-12)

T130, 50AD
2/5 eArcher redlines LBM, but dies at the last gasp -- LBM promoted (2/4)
IBT
2/4 LBM kills 2/5 eHorse on Hill outside Cempo, but he's redlined
Hittites land Sword+Mace(!) outside T'cala

T131-140
Spoiler :
T131, 70 AD
Cempo's rSword kills redlined LBM and is promoted (4/4) (14-12)
vHorses in transit to Sumeria stop to attack the Hittites -- 2 lost, third retreats (0-2) -- eHorses finish them off, and Ahuitzotl appears! (2-2)
Ahuitzotl's 1st Regiment built in T'cala
Sign peace with the Hittites for 20g. That should annoy Gil.
IBT
Another rLBM appears near Cempo

T132, 90AD
eHorse kills LBM near Cempo (3/5), newly promoted vSword moves to cover him (15-12)
1/4 vHorse loaded into Ahuitzotl's 1st Regiment (now renamed Ahuitzotl's Horse Guard) -- wanted to add 4/5 e*Horse too, but it took 2MP just to get into T'cala (on adjacent tile!)
Ahuitzotl's Horse Guard moved to Cempo
IBT
Shaka Furious about my troops on his turf -- did he just build a town next to my stack, or has another border popped? I'll move them for now, but I think a DoW is in order before he gets too many ACavs...
Summies just got Lit and start GLib. I might let them finish that one...
rArcher appears between Cempo and A'zalco

T133, 110 AD
Tugela's border popped. Luckily my Settler is just out of range
016 Chalco built near Tugela --> Walls (10T)
eHorse retreats from border, out of Archer's range, Sword returns to Cempo
rGalley2 with 2 vSwords approaches Umma, looking for good defensive landing-point
Sign MA with Dora vs Gil, for 16GPT
IBT
Summie rArcher retreats
Palace expansion!
Byzzies begin SunTzu
Hittites begin GLib

T134, 130 AD
Only Jungle near Umma, which is also on the Byzzie border
Exploring vGalley1 finds that Summies do actually have Iron inside their borders, but have not yet hooked it up!
Drop SCI% to 0% for Currency in 1T and +17GPT
IBT
Currency --> Construction (15T at SCI%=20%, +5GPT)

T135, 150 AD
rGalley3 sent north with v+eHorses aboard
Ahuitzotl's Horse Guard now healed and moved to Hills overlooking Ur -- 3 vSwords join it
IBT
Summie LBM appears near Cempo
Hitties begin Leos

T136, 170 AD
Galley1 finds Hittite border -- looks like we might all be on a Pangaea
Galley2 drops off Swords on Byzzie turf
Ahuitzotl's Horse Guard kills LBM (8/9) (16-12)
IBT
We can build HE. Maybe we should...
Byzzies begin GLib

T137, 190 AD
Swords move towards Umma on Byzzie Silk-road
Galley3 drops off Horses on Byzzie turf
Ahuitzotl's Horse Guard+Swords+Horse cross Summie border
IBT
Ahuitzotl's Horse Guard attacked by rLBM and forced to retreat (1/9)!
First Zulu ACav appears in view near Bapedi

T138, 210 AD
Galley 1 sails past an isthmus and sees pink border (Inca? Can't remember) in the fog
vHorse kills LBM and retreats to stack, which fortifies (17-12)
Ahuitzotl's Horse Guard retreats to Cempo to heal, vSpear sent to stack
Swords+Horses reach Umma's walls
Summie vArcher in Mountains near T'pan defeats both an eSword (but redlined) and then an eJag (17-14), before a vHorse finishes it off (2/4) (18-14)
IBT
Zzzz...

T139, 230 AD
v+eHorses attack Umma -- 1 Enkidu killed, no losses, no promotions. vSword kills remaining Enkidu and gets promoted (3/5), town is razed, 2 Slaves taken (20-14). Ruins now fall outside anyone's borders, so injured units moved there to heal
Stack advances towards Akshak without Ahuitzotl's Horse Guard (it will catch up later)
IBT
Mursilis Furious about our Galley near Ankuwa -- it's on its way out (if the barb-Galley doesn't
sink it)
rLBM kills the Spear defending the Akshak-Attak-Stak (20-15)
Barb-Galley attacks and is sunk

T140, 250 AD
vHorse kills vLBM and is promoted (21-15)
Galley2 finds Byzzie Spear fortified near Umtata (built on ruins of Swazi) -- are they at war??? No -- Ambassador Effour says not. Shame...
MA with Dora will run another 13T. Unfortunately I can't sign a MAPT-deal with Shaka vs. Gil, so I simply renew PT for Currency and 2GPT, in return for Construction and Ivory. This will leave me nearly broke, but I might be able to lower LUX% to make up for it...
We (will) enter a new age! Research begins on Feudalism at SCI%=10% (35T)
T'coco and C'huaca switch builds to a 'Duct
IBT
Zzzz...
T141-150
Spoiler :
T141, 260 AD
eHorse kills LBM outside Akshak, vSwords move to cover him (22-15)
Galley1 finds Hittite Mace pair on Inca turf -- are they at war?
IBT
Zzzz...

T142, 270 AD
Slaves bgin roading Marsh north of Tula
Galley1 finally makes contact with the Inca, confirming that we are on a Pangaea. Excellent news -- that means I can let the AIs build all the continent-spanning GWs, and then 'harvest' them.
The Inca unfortunately have nothing that we can (afford to) buy, but don't yet have Republic either, so that might be worth some gold (if I can 'encourage' Gil -- or Shaka -- to part with it...)
Ahuitzotl's Horse Guard and eHorse attak and sak Akshak, 1 Slave captured, no promotions (24-15)
vSword from Umma's Stack crosses river to find Sumer under siege by Byzzies -- good, if they can take it, Gil loses his Wonderwalls
IBT
Byzzie Archer, having trekked (with RoP) from Sardica all the way through my land, dies at the hands of a Summie LBM outside Ur. So sad... *snigger*
Zulus begin GLib

T143, 280 AD
Akshak-Sakking-Stak fortifies on coastal tile, out of range of incoming foot units, and surrounded by flatland
Umma Sword-stack files past Sumer in search of easier prey.
Move T'cala's Spear to Spice-Mountain, and move A'zalco's Sword into adjacent Hills, leaving town unguarded as bait for injured Summie LBM...
IBT
Shaka annoyed about Galley4 near Tugela. I've seen what I need to see, and it's time to go to war... But first I'll pretend to comply...
Injured Summie LBM retreats towards Ur. Buk-buk-bukaaawwwk!

T144, 290 AD
Sword returns to A'zalco, Spear fortified on Mountain
Sumer-Sword-Stack getting a bit strung out, but Summies currently preoccupied by invasion of Byzzie Archers
eHorse moves to Mountain W of Sumer, and can see Kish -- which now has its Iron (and Horses!) hooked! But it won't do Gil any good -- he's well on the way to OCC-status...
IBT
LBM from Ur kills one of the Swords outside Sumer, 2nd injured LBM approaches Sumer (24-16)

T145, 300 AD
vHorse kills injured LBM from Ur and retreats back into Jungle (25-16)
vSword crosses river to kill redlined LBM, gets promoted (5/5), but is now exposed to a counter-attack (26-16)
eHorse pillages Kish's Horse-road -- Byzzie Spear is already sitting on the Iron
IBT
Summie rLBM arrives on Mountain outside T'pan

T146, 310 AD
T'pan's vHorses redline LBM (1 lost) and vSword finishes him, gets promoted (5/5) (27-17)
Galley2 sinks Summie rGalley WNW of Hlobane, and gets promoted (2/4) (28-17)
Swords+Horse move past and away from Sumer (Byzzie Archer suicide-attacks have promoted both defending Enkidus) -- will assemble on Mountain ESE of Kish, and send Akshak-Stak over there as well
IBT
eSword repels LBM attack near Sumer (2/5) (29-17)

T147, 320 AD
Nothing new
IBT
Renew RoP with Dora

T148, 330AD
Galley1 sinks Barb-Galley, but only just (1/4)
Only have 42g (+5GPT) in the Treasury right now, so I can't build an Embassy with the Inca yet (72g) -- or with the Hittites either (46g), but they must be smaller than the Inca
IBT
Another Summie LBM appears near T'pan

T149, 340 AD
LBM killed by vHorse, which gets promoted (4/5) (30-17)
Kish-Stack mobilised towards Byzzie border -- mounted units will then double-back to Hills above Kish, to arrive in 2T
Smaller stack (2vSwords+eHorse) will arrive outside Isin in 1T
IBT
LBMs attack e+vSwords outside Kish and Isin -- eSword killed, vSword wins (1/4) (31-18)
Galley1 sunk by Barb

T150, 350 AD
Ahuitzotl's Horse Guard kills vLBM outside Kish (32-18)
eHorse kills first rEnkidu in Isin (1/5), but vSword dies promoting the second (now 2/4) -- redlined vSword and eHorse retreated outside Sumerian border (33-19)
IBT
Summie LBM kills Byzzie Archer near Ur
Only 1 new saved game for this lot, in 10 AD:
 

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  • Jernau Gurgeh of the Aztecs, 10 AD.SAV
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This set of turns sees me getting all Medieval on my neighbour with the SoZ. Again, it takes too long, although most of my aims are achieved (SoZ and Wines captured) before WW requires me to call a halt.

And in the meantime, another Civ DoWs me (again), and several towns in my previously conquered neighbour's territory flip to their so-called 'rightful' owner.

T151-160
Spoiler :
T151, 360 AD
Ahuitzotl's Horse Guard attacks Kish, and kills 1 Enkidu (3/9), vHorse redlines the second but dies, eHorse finishes the job, 1 Slave captured, no promotions (35-20)
All units with MP moved into Kish --> Slave (10T)
MA with Byzzies expires next turn. Good, I want some techs now (especially Republic) and Shaka is long overdue for a kicking (PT expires in 8T)
GAME SAVED
IBT
Zzzz

T152, 370 AD
Pull all units out of Kish, since it's still in resitance and flip risk is high
Cancel MA vs Sumeria
Can now raise SCI% to 40% for Feudalism in 11T, +2GPT
IBT
LBM dies vs. rSword fortified on Hills near Cempo (36-20)
Kish flips back to Gil

T153, 380 AD
Start assembling stack near Cempo for assault on Ur
Have to drop SCI% again
IBT
rLBMs appear from Isin and Agade

T154, 390 AD
eHorse dies redlining LBM near Isin, vSword kills him for promotion (4/5) (37-21f)
Galley5 drops off 2nd vSword near Isin
Have to drop SCI% another notch
IBT
Summies want to beg for mercy. Hmm, now they won't give me Republic + Monarchy -- but they will give me Rep+Lit, 78g and 5GPT. OK then. For now.
5T to cancel PT with Zulus...

T155, 400 AD
Fortify all units along Summie border, and start pulling my invading units out
Sell Republic to Incas for Monarchy and 49g
Zulus will only give me 10g for it! Fuggeddabout that, I'll just have your cities instead, in ... 4T
Switch some builds to Libs
IBT
Gil annoyed about my eSword still near Kish

T156, 410 AD
eSword from Isin back on Summie turf, briefly
Stacks near T'pan and Chalco are cocked, locked, and ready to rock...
Zulus have had 156 - 125 = 31T to build ACavs, so they should only have 6 of them so far (7 once I DoW...)
IBT
Zzz

T157, 420 AD
Send Horse-Army to explore Byzantium
Load Settler and vSword from Cempo and Galley5 onto Galley6, and send Galley5 expolring the Hittites' coast
IBT
Mursilis gets pissed at me. Calm down, you're not in danger. Yet.

T158, 430 AD
Drop off Settler and vSword WNW of Ur, next to Bananas
Hittites area looks very hilly...
IBT
Hittites drop off Sword+LBM on Hill near Tamuin (Byzzie turf, but only just)!
Inca begin SunTzu

T159, 440 AD
Move Spear+Jags from T'pan and Sword from Chalco back towards Temuin, just in case
IBT
Zzzz

T160, 450 AD
017 Tlalmanalco founded on Grass near former location of Umma --> Walls (10T)
I can now rasie SCI% to 30% for Feudalism in 5T. I think I'll postpone the war a couple of turns longer -- would rather have Pikes -- and Maces -- facing those Zulu ACavs...
IBT
We lost our Ivory! Damn, the Zulus want to renegotiate the PT right now! Well let's find out how desperate they are... Oh no, I can't demand anything. Well, war it is then...
vSword fortified on Plains in front of T'pan repels 1st ACav, but dies under the 2nd (0-1)
Hittite units head towards Chalcedon
T161-170
Spoiler :
T161, 460 AD
First things first -- raise LUX% to make up for loss of Ivory
vHorse kills ACav outside T'pan (2/4), but rSword dies and promotes rImpi on Mountain near T'coco (1-2) -- Spear moved to cover Worker roading adjacent Forest, Slaves moved out of reach
SoZ is in Bapedi! Excellent, then I only have to raze Tugela and Mpondo
Swords+Horses move onto Mountain overlooking Tugela
There's a small Zulu stack outside Mpondo, just across the border, but I would have to use my Horses to kill the Impi before I could kill the Archers under it. I'll let them cross my border first.
Ask Dora for an MA vs. Shaka but she won't bite, because she's still busy with the Summies.
IBT
Spear in T'pan impales ACav (2-2)...
...but there's a whole swarm of Impis heading onto my turf
Palace expansion!

T162, 470 AD
vSwords kill Tugela's Impis and raze the Town, 3 Slaves captured, no losses, no promotions (4-2)
Horses attack incoming ACav -- 1st dies, 2nd wins, but can't retreat (5-3)
Texcoco's vSword dies promoting 3/4 Impi outside town (5-4), vHorse dies redlining him and gives the Zulu an MGL! (5-5), vJag knocks down rArcher, 2nd kills 1/5 Impi and MGL, and is promoted (4/5) (8-5)
Jags and Spears now blocking Impi+Archer access to T'coco
Since I have some cash, I build Embassies in Cuzco (76g) and Hattusas (46g). The Incas and Hittites are 4T and 9T from building the GLib and SunTzu, respectively. That will do nicely...
IBT
Isolated vHorse takes down 2 attacking rImpis before succumbing to an ACav (10-6)
Archer kills Jag near Texcoco (10-7)
ACav kills Jag on Mountains NE of T'Pan (10-8)
Sumerians are building GLib (again)

T163, 480 AD
Lose 2 vSwords trying to kill 2/5 ACav and 4/4 Impi in Mountains (10-10)
Dammit, I'm going to have to let them down onto the flatland...
Swords and Slaves retreat to Chalco
Galley5 sees Musket in Ugarit (Hittite)!
Feudalism in 2T... Start moving Swords back from Summie border for upgrades
IBT
r+vImpis move to Hills NW of T'coco
ACav kills Sword outside Chalco (10-11)
Hittite Sword+LBM arrive outside X'co!
Sumer builds SunTzu!
Hittites switch builds to Leos and GLib

T164, 490 AD
Drop SCI to 10% for Feudalism in 1T, +31GPT
eHorse kills lone rArcher outside Mpondo, and retreats to home turf -- vSpear covers him (11-11)
Galley4 sinks Zulu Galley -- hope there were units aboard... (12-11)
vHorses attack Archer on Hills S of T'pan -- 1st retreats, 2nd promoted (3/5) (13-11)
vSpear moved to cover new eHorse
vSwords from Texcoco kill v+rImpis -- 1st promoted (2/5), 2nd redlined (15-11)
vSpear moved to cover 1/4 vSword
eSword from T'pan forces rImpi to retreat near Mpondo, leaving rArchers exposed
vHorse and vJag kill both rArchers -- Jag promoted (4/5) (17-11)
IBT
ACavs attack Spear guarding eHorse, and Chalco -- 1st dies, 2nd retreats (18-11)
Hittites DoW us!
Hittites begin KT
LBM attacks X'co -- Spear killed (0-1)
Sword attacks Jag, which runs away
Gil demands I move my Army -- I comply, which should save me a turn
Feudalism --> Engineering (50T)
I wanna revolution -- and everyone riots.
Byzzies begin GLib and Leos -- Constantinople finishes GLib
Hittities cascade to KT -- built in Harran

T165, 500 AD
Switch on city-governors to try and keep things under control through the Anarchy (6T!) :(
Mpondo-stack killers retreated to T'pan to heal
Sword-upgrading begins (4*30=120g)
vHorse dies promoting redlined Hittite LBM! (0-2)
Send some vSwords to go and sort out the Hittite invaders
Cats take 1HP off rImpi pair outside T'coco -- I'll leave them for now, the Zulu flood appears to be slowing down...
vSword kills ACav (19-11)
Now where's my Army? Oh NO, it got moved backwards! :mad:
Dora still won't sign an MA
GAME SAVED
IBT
T'coco's vSpear fights off rImpi attack (2/3 rImpi has retreated) (20-11)
X'co's vSpear fights off vSword attack (2/4 vLBM has retreated towardsVolcano-Hills WSW from Tamuin) (1-2)
Gil's annoyed about my Army again
Governors restore order everywhere, but most Pop7+ cities are now in -ve FPT

T166, 510 AD
First Zulu Sword spotted -- they must have finally roaded their Iron-Mountain NW of Zim
Sardica is now Sumerian! That will make things easier, later...
Spend some time reassigning tiles -- can't stop most of the cities starving though
Army makes it back inside my borders. Shaka's in trouble now...
Cats redline lone rArcher outside T'coco, eJag kills him (21-11)
IBT
Pacha's annoyed about the Galley near Ollantaytambo (which I can't even see yet, although I know where it must be). But he won't give me an RoP...
ACav kills eSword defending T'pan -- damn, that should have been a Spear on top. Need to upgrade to a Pike... (21-12)

T167, 520 AD
Army arrives in T'lan
Cats+Swords moved to T'pan
T'pan's eHorse dispatches rACav (22-12)
Zulu rSword has crossed border towards T'coco (2/3 Impi resting on Volcano...), ACav incoming, 2SE of T'pan
IBT
Hittite rGalley visible off M'co
T'pan's Spear repels ACav, more Impis incoming
Renew RoP with Dora, but still can't get anything else out of her

T168, 530 AD
T'pan's eHorse dispatches redlined rACav (23-12)
T'pan's Cats bombard 2 rImpis, 3/3 Impi chased off by Mace, vHorse kills the injured one (2/4) (24-12)
Hittites + Zulus won't talk yet, another 3T of Anarchy to go...
IBT
Summie LBM crosses our border near T'pan, 2nd LBM visible on Zulu turf -- yup, they have an RoP...
Zulu rSwords+rImpi approach Chalco
Hittite vLBM wakes up and approaches Tamuin

T169, 540 AD
vSword redlines rSword on Hills 1N of Chalco, but dies (24-13)
eSword kills redlined Sword and Itzcoatl appears! (25-13)
MGL moved to T'coco, vSpear moved to cover eSword (who will be upgraded, if he survives the IBT...)
Tamuin's vSword kills LBM (2-2)
Zulus will now talk, but I want them to beg...
IBT
Hattusas builds Leos

T170, 550 AD
No combat, units retreated to cities
IBT
Hooray -- Republic selected!
T171-180
Spoiler :
T171, 560 AD
Cats bombard and Army kills rImpi 1SW of T'pan (26-13)
There are now 3 Summie rLBMs on my turf, and our PT expires in 4T. I need to start mopping up the Zulus v. soon, but I might let the Summies get Chalcedon and Dyrrachium first....
IBT
Zulus want to talk, but they will concede nothing...
rImpi+2 rSwords arrive in Forest 1E of T'coco
Hittite Galley passing T'tzen

T172, 570 AD
Spears + Jags shuffled towrds T'tzen, just in case the Hittites were thinking of landing there -- they won't talk yet...
Cats bombard and vMace chases away rImpi, leaving Swords exposed
Lose 2 vHorses, promoting both rSwords to 3/4 vSwords :mad: but then my eHorses kill them (28-15)
vSword kills redlined Impi (29-15)
ACav + r+vSword incoming...
IBT
vSpear fortified on Mountain repels ACav with difficulty -- vSword finishes him off, for a promotion (3/5) (29-16)

T173, 580 AD
Cats bomb Impi 1N of T'pan, vArcher kills him (30-16)
Third Zulu rSword now visible 2SE of T'pan, but I now have Pikes in my font-line towns
Army will become a 2-Pike Army, for defending my Horses+Cats on Zulu turf
IBT
Zulu Swords retreat
I now have 6 Summie LBMs within my borders

T174, 590 AD
Cats bomb rSword 1N of T'pan, vArcher kills him (30-16)
Units moved to T'pan in prep for invasion, and vPike loaded into Itzcoatl's 1st Guards
Make peace with Hittites (they pay 60g) -- then I buy Furs for 25g+12GPT
IBT
Zulus move back across my borders

T175, 600 AD
I want T'lan to grow back fast (+3FPT, +7SPT), but I also need units built there, so I'm going to short-rush Workers --> Horses (4T)
Advance out of T'pan begins! First up, the Zulu units outside T'pan:
vMace vs vSword = vMace (4/4)
eHorse vs rImpi+Settler = eHorse (3/5), 2 Slaves captured and sheltered under Pike-Army (32-16)
IBT
Renew PT with Gil

T176, 610 AD
eHorse vs rSword outside T'coco = retreat (Sword = 3/3)
vJag vs rSword = vJag (2/4) (32-16)
Horse-Army vs vSword = Army (5/9)
(33-16)
IBT
rACav kills scouting vJag and gets promoted

T177, 620 AD
Mpondo-assault begins:
Cats remove 1HP from top rImpi
eHorse vs rImpi (3/3) = e*Horse (2/5) plus Acamapchtli
vMace vs eSword (3/5) = eSword (2/5)
vMace vs rImpi (2/3) = vMace (1/4)
Horse Army (5/9) vs 2/5 eSword = Army (5/9)
(36-17)
Mpondo is ours! With 4 resistors... And I have no defenders to hold it... :(
Acamapichtli retreats to T'pan, forms Acamapichtli's 1st Foot (will fill it with Maces)
Looks like Summie LBMs are actually heading for their homeland. What a pity.
IBT
vSword redlines Horse-Army in Mpondo!
ACav kills my e*Horse! (36-18)
Can now build Pentagon

T178, 630 AD
Pull Horse-Army back to T'pan, and abandon Mpondo. Should really have razed it...
3 vMaces added to Army (9/12)
Raise LUX% to 30% so that my cities can grow instead of running Clowns
IBT
ACav kills vHorse. I need to take Bapedi SOON (36-19)

T179, 640 AD
Mace-Army kills 2 ACavs, 1 promotion (3/13), Cats moved back towards T'pan (38-19)
Zulus now have Feudalism -- Maces incoming
Unhappiness (WW) increases -- have to raise LUX% and assign Clowns
IBT
No attacks this time

T180, 650 AD
Pike Army reaches Bapedi. It has a Pike guarding it...
018 Ixtapaluca founded
Horse Army kills vMace and then rImpi (2/9) -- 2 Slaves captured (40-19)
IBT
T181-190

Hmm -- I appear to have lost count somewhere, since I have two separate entries for T181, with 2 different dates -- possibly I have been confused by CAII...
Spoiler :
T181, 660 AD
Zulus still have nothing to give for peace
Wheat-Plains and Plains pillaged near Bapedi
GAME SAVED
IBT
Pacha demands 5g for peace. OK
Another ACav incoming to T'pan -- I thought I'd killed most of these already!
Byzzies request audience -- 'Dora wants an MA vs Gil, but I don't want to do that while I still have a bunch of LBMs crossing my core. And she won't give me one against Shaka (or sell me anything else -- cashflow is a problem...)

T181, 670 AD
Bapedi stack:
vHorse vs 3/4 vMace = 3/4 vMace (40-20)
Will wait for reinforcements (Horse-Army will heal this IBT, Mace Army nearly healed, but it's not in a Rax-Town)
IBT
ACav vs eJag = 2/5 eJag
3/4 vMace vs 2/5 eJag = 3/4 Mace (41-21)

T182, 680 AD
9/9 Horse-Army vs 3/4 vMace = 6/9 Army
Just out of curiosity, I try dropping my LUX% to 10% (+46GPT) to see if I can buy another Lux -- but Dora's now fresh out of Gems. Damn -- wish I'd done that last turn...
Start bringing Swords+Horses (fortified on Mountain north of Kish) home
IBT
vMace vs eJag = 4/4 Mace, 1/5 eJag
017 Tlalmanalco flips! I lose 2 (v+e)Swords! GROWL!

T183, 690 AD
Mace-Army is healed, and starts moving north, all 1MP units sent out of T'pan sent to join it. Settler will shortly found on Mpondo's ruins, which will let me do some Horse-trading with the Byzzies
IBT
Zulu Maces heading WSW from Zim+Bapedi -- looks like they might be targeting C'huaca...
Inca begin SisChap

T184, 700 AD
Mace-Army enters Zululand, with vMace and Cats -- vArcher, vPike and vSword will cover the new Horse-town
IBT
Gil annoyed about my Worker and Sword on his turf -- hopefully the auto-move will bring them into mine... And it did :)
Hittites begin SisChap
Zulu vMaces approach Mace-Army --- possibly going for my Settler...

T185, 710 AD
...which founds 019 Huexotla --> Walls (10T), and there's also a Forest I can chop
Cats bomb vMaces = 2HP removed
vMace vs 3/4 vMace = 2/4 vMace (42-21)
9/9 Horse-Army vs 3/4 vMace = 3/9 Army (43-21)
Galley5 (long since finished exploring Incan coast) makes suicide-run for Zimbabwe's coast
Col. Efftree updates:
We are STRONG vs Byzzies, Summies, Zulus and Incas, but only AVERAGE vs Hittites (they are now building Knights, and also have Crusaders)
Offer Horses to 'Dora -- she'll pay 13GPT. That will help with my upgrade-costs...
IBT
Byzzies sign PT with Summies! Why, Dora? Now you can build Knights you can wipe him out!
Byzzies begin SisChap
So do Summies
Galley5 sinks. Oh well...

T186, 720 AD
Mace-Army vs vACav = 8/14 Army (one vMace promoted) (44-21)
vSword leaves H'otla to join Armies
GAME SAVED
IBT
Zulu Maces head west into the Mountains
Renew RoP with Dora

T187, 730 AD
Pike-Army+Cats arrive outside Bapedi
IBT
vMace vs fortified vSpear on Mountain = 1/4 vMace (44-22)

T188, 740 AD
2 Cats auto-bomb vPike in Bapedi (Pop7) = no effect
vJag vs 1/4 vMace = 2/5 eMace (44-23)
IBT
Zzz

T189, 750 AD
3 Cats auto-bomb vPike in Bapedi (now Pop6) -- 1HP removed, showing 2nd vPike
IBT
Bapedi's tiles turn into a target-rich environment -- 5 Maces (1 injured), 1 Impi

T190, 760 AD
4 Cats auto-bomb vPike in Bapedi = 1HP removed
9/9 Horse-Army vs rImpi = 1/3 rImpi! Dammit! (44-25)
vArcher vs 1/3 rImpi = 2/4 vArcher (45-25)
10/14 Mace-Army vs vMace = 10/14 Army (46-25)
10/14 Mace-Army vs vMace = 2/14 Army! (Pike moved from H'otla to cover it) (47-25)
vHorse vs 3/4 vMace = 4/5 eHorse (48-25)
IBT
vMace kills vPike in Mountains (48-26)
ACav kills 2/4 vArcher (48-27)
T191-200
Spoiler :
T191, 770 AD
4 Cats auto-bomb vPikes in Bapedi = 3HP removed
eHorse vs 2/5 eMace = 5/5 eHorse
eHorse vs 4/5 rACav = 2/6 eACav
4/5 eHorse vs 2/6 eACav = 4/5 eHorse (50-28)
IBT
Yet more Zulu Maces incoming...

T192, 780 AD
4 Cats auto-bomb vPikes in Bapedi = 3HP removed
4/5 eHorse vs 3/4 vPike in Bapedi = 2/4 Pike, 1/5 eHorse; top defender is now a vImpi
IBT
Gil has an LBM fortified outside A'zalco, and several more just across the border. PT expires in 2T -- what's he up to...?

T 193, 790 AD
5 Cats bomb lone vMace = 2HP removed
eHorse vs 2/4 vMace = 5/5 eHorse
vMace vs vMace = 1/4 Mace (mine) (52-28)
Reinforce Hill-stacks and frontline cities near western/ Sumerian borders, just in case
IBT
We lost our Furs! Renew deal with Hittities for straight 15GPT
Summies withdraw

T 194, 800 AD
14/14 Mace-Army vs vMace = 14/14 Army
vMace vs 3/4 vMace = 3/4 vMace (mine) (54-28)
Get some settlers built and start moving
IBT
More Zulu Maces incoming to Bapedi

T 195, 810 AD
Zzzz
IBT
ACav vs vPike = 1/4 vPike (55-28)

T 196, 820 AD
vHorse vs vMace = 2/5 eMace
eHorse vs rMace = 2/3 rMace, 1/5 eHorse
vMace vs 2/3 rMace = 4/4 vMace
vMace vs 2/5 eMace = 4/4 vMace (57-29)
IBT
vMace comes out of Bapedi, kills my vMace, gets promoted (2/5)! (57-30)
Hittite Galleys approach M'co... Now what?

T 197, 830 AD
6-Cat bombardment of Bapedi = 4HP removed from Pikes, leaving vImpi on top
Mace-Army vs vImpi = 14/14 Army
Mace-Army vs 2/4 vPike = 12/14 Army
3/4 vMace vs 2/4 vPike = 1/4 vPike (59--31)
vSword vs 1/4 vPike = 2/4 vSword (60-31)
Bapedi and the SoZ are ours! For now... (It also has a Duct and a Rax. For now...)
vMace vs 2/5 eMace = 3/5 eMace (61-31)
All injured units with MP available, and fast-units from H'otla, moved into Bapedi to quell resistance
Col. Efftree sez:
Still STRONG vs Zulus, Byzzies and Summies, AVERAGE vs Hittites and now also Incas -- I think they need to have a little war soon...
IBT
Hittite Galleys sailing south
Finally start building HE in T'lan
1 resistor quelled in Bapedi, and 1 citizen starved. Time to pull out...
More Zulu Maces incoming...

T 198, 840 AD
Bapedi strike force hides under Pike-Army
IBT

T 199, 850 AD
Cats move south to bomb 3 passing vMaces = 3+1HP removed from 2 on Mountains
Mace Army vs healthy vMace on Plains = 12/14 Army (62-31)
IBT
Injured Zulu Maces fortify in place

T 200, 860 AD
Cats redline injured Mace
2/4 vPike re-fortified in Bapedii
IBT

There are 3 savegames from this set:
 

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This set of 50T 45T (cut off the last 5T to reduce the character-count) sees me end a war (temporarily) with one neighbour, start one with the other, get distracted by a DoW from a third party, sign PTs on both of those (temporarily), and then gear up for the final war against the first again (Confused? You will be...). Yup, 50T 45T of continued warfare under a Republic gov, mainly aimed at grabbing the Luxes I need to sustain that government (while killing everyone else...)

T201-210
Spoiler :
T 201, 870 AD
Move Mace-Army under Pike Army, opening the road from Bapedi to Zim.
Hopefully this will decoy some Zulu Maces onto flatland and to their doom, rather than piling them up in the Mountains, or going after my Slaves (roading/irrigating to H'otla)
IBT
Yup -- here they come... including a Galley from I'wana(?)

T 202, 880 AD
eHorse vs rMace = 4/5 eHorse (63-32)
eMace vs 2/4 vMace fortified in Moutains... = 5/5 eMace (64-32)
Healed vPike moves form Bapedi to cover eMace
Bapedi garrisoned with eJag instead (only 15s lost if it flips, instead of 30s...)
14/14 Mace-Army vs 3/4 vMace fortified in Moutains = 9/14 Army, vs 2/4 vMace = 6/14 Army (66-32)
Hang on -- where did the Zulu Galley go?
IBT
Another Zulu vMace appears near Bapedi
Hittie Galleys sail past I'luca on SE corner of continent -- are they going after the Zulus as well...?

T 203, 890 AD
Move spare Settler to block unclaimed Grass 2NE of I'luca; other sent north to try and claim the Wines SW of Zim
Cats redline both vMaces
eMace vs 1/4 Mace in Mountains = 5/5 eMace
4/5 eHorse vs 1/4 Mace outside Bapedi = 4/5 eHorse (68-32)
Maces loaded into Galley3 to go and annoy the Zulus in Umtata
Shouldn't I have got an ACav by now? Yes, I should -- I've held Bapedi for 6T already. Do I have to get the town out of resistance first, or what?!? Well that SUX!
AND I don't have enough cash to upgrade my vSword
IBT
Byzzies begin CopsObs. So are the Hitties. I'm getting left behind here. Time to make Gil miserable, I think I'll demand Engineering and Mono for continued peace...

T 204, 900 AD
Zzzz

T 205, 910 AD
020 Tepexpan founded on Plains between Bapedi and Zulu Wines -- and I get both of them inside my borders! Sweeeet!
4 Cats redline passing vMace, remainder cross border to threaten Zim, covered by Pike-Army
eHorse vs 1/4 vMace = 5/5 eHorse (69-32)
Now, who wants to buy my excess fizzy grape-juice? How about the Inca? No wait, they'e got no cash. The Hittites then... for 7GPT? Best you can do Mursi, even with 120g in the kitty? OK then...
Mobilise both stacks on Sumerian border -- I can muster 23 units. Should be enough to take Ur, so long as Gil hasn't got Muskets yet. So I take a deep breath, and call up Gil to demand tribute (Eng+Mono). He refuses...
My stack (2 vArchers, 2 vPikes, 7 vMaces, 10+1 v+eHorses, 1 eSword) crosses the border to the Hills above Ur (Gil has Pikes. Drat -- hope he doesn't have Knights to go with them...)
There is a stack of 3 Incan Knights on the Mountain the other side of Ur. Would be nice if Paccha could be persuaded to knock some HP off Ur's defenders, but no dice -- I can't even bribe him with Wines -- "no road to capital".
That gives me a horrible feeling that my DoW might also have just cancelled my deal with the Hittites...? No, looks like it's still good -- because they have Astro...?
Sell Wines+6GPT to Byzzies for Gems, so I can drop LUX%... But now I can't tempt her to DoW Gil as well...
GAME SAVED
IBT
Incan Knights head for my borders. Don't even think about it, Pacha...
Summie LBMs incoming...
Horse-trade to Byzzies ends -- good, now I can tie it to an MA vs Gil, and I get 12GPT into the bargain
Bapedi revolts, 2T short of building its first Slave. OH CRAP! NOW my Wine-trade to the Hittites is cut off! You utter utter bastards! (And I lost my eJag) (69-33)

T 206, 920 AD
Cempola, A'zalco and T'cala reinforced, just in case Pacha really is going to invade...
Mace-Army kills lone rImpi in Bapedi, retaking the city, and fortifying to quell resistors (70-33)
Cats bomb 2 roads into Zim
3 vHorses vs Summie r+vLBMs = 1vHorse lost, 1 promoted (4/5) (2-1)
Spend a moment rearranging citizens now I have 3 Luxes again
IBT
As expected, the Inca DoW us. Thanks for the WH, Pacha
Knights kill Pike+Spear in Cempo (redlined), and exposed eHorse on Summie Spices (0-3)
Summie LBMs chase exposed vHorse back across our border, then kill it (2-2)
Renew RoP with Byzzies, then bribe 'Dora to DoW Pacha as well, for 15GPT

T 207, 930 AD
Galley3 unloads vMaces near I'wana, and finds Enkidu+2LBMs that were out of sight from the Galley. Drat...
vMaces kill both redlined Inca Knights outside Cempo -- 2nd Mace left exposed (2-3)
vMace from stack kills Inca vKnight on Spices (3-3)
vMaces from A'zalco kill 2 Summie vLBMs (4-1), one inside our borders, one just across in Sumeria -- Ur-stack moved to cover the exposed Mace in Sumeria
There's a stack of 1MP Inca units just the other side of Ur...
Cats bombard and redline rMace near Zim, but it takes 2 eHorses to kill it -- 1 lost, 1 left exposed (71-34)
Remaining Cats bomb Zim -- it has (at least) 1 vImpi, 1 vMace (both injured by bombing), 1 rImpi
Settler sent north towards Bapedi -- if I have to hit it again, it'll be down to 1 citizen, so I'd like to put some of my people in there...
Mursilis wants Wines to fight the Inca for me. OK then
GAME SAVED
Move Pike from A'zalco to cover redlined vMace
IBT
Zulus request audience. I finally give them a PT, but it (or they) won't last long, because it includes MAs vs. Summies and Inca (and a Slave). Hee hee hee...
Final win-loss score for this war = 71 wins vs. 34 losses (including 2-Horse Army). Not bad, but not great...
Summie LBMs kill Pike, 2 Maces and Spear near A'zalco, and 1 Mace near Hlobane. Ouch (4-6)
Palace expansion!

T 208, 940 AD
Summie units attacked:
Mace vs. redlined LBM on Mountain = 4/4 Mace (my Spear is avenged!) (5-6)
eHorse vs. LBM = 5/5 Horse (6-6)
vHorse vs. vLBM on Hill above Ur = 2/5 LBM (6-7)
eSword vs. 2/5 LBM = 4/5 Sword (7-7)
Ur-stack moves forwards again to Hills above Ur -- 10 Incan units now visible (2 lone Pikes and 1 lone Archer on Mountain, 2 stacks: 2 Knights in one, Pike+Sword+Warrior+2Archer in the other). Hopefully the Knights will bypass Cempo (vPike, 4 vMaces, vHorse) to apporach T'cala (currently undefended, but out of range of the border) or Tula (2 vPikes only)
IBT
More Incan units join rArcher on Ur's Mountain! (vKnight, vMace, vArcher, rSword)
Incan Knights + Sword attack Ur-stack instead of my cities! Pike defeats Sword, Knight defeats Pike, 2nd Knight retreats redlined (4-4)
Shaka Furious about my... what? Oh pants, I forgot to move the Galley...
Summie LBM kills remaining stack-Pike, eSword defeats LBM (3/5) (8-8)
Byzzie LBMs weaken (but promote) Incan Pike on my territory. Thank-you kindly, Dora

T 210, 950 AD
eHorse + vSword moved to Bapedi to quell resistance (I hope), so I can finally get the Slave built, add my Settler for an Aztec majority, and start churning out ACavs until I get Chivalry from someone
Incan units attacked:
vMace vs 3/4 Knight = 4/4 Mace (6-4)
vMace vs rArcher = 3/4 Mace (7-4)
2 more Pikes moved across the border to defend remainder of Ur-stack, which retreats again (have to leave Maces exposed on a Hill, but killing one of the Knights was worth it)
I need a Pike-Army over here, too! (And some Cats -- or better, Trebs -- Engineering now in 8T just from Geeks)
Which reminds me... with the PT signed, Markets now built in the Pop7 cities and the 2 Lux-imports, I can now drop LUX% to 10% -- and I only need to raise SCI% to 20%, for +41GPT and Engineering now in 2T!
IBT
Incan Knight kills 1st exposed Mace, 2nd Mace defeats Archer and gets promoted! (4/5) (8-5)
Redlined Knight retreats, but yet more Incans have appeared on Ur's Mountain (Archer, Mace, Spear, 2 Swords, Warrior)
What the hell are the Hittites doing? They're supposed to be blocking the overland route!
Bapedi's resistors quelled -- 1st ACav should appear on T216

T211-220
Spoiler :
T 211, 960 AD
Incan units outside Cempo attacked:
vHorse vs 2/5 ePike = 1/5 Pike
vHorse vs rPike = 3/4 Horse
eHorse vs 1/5 Pike = 3/5 Horse, and Axayacatl! (10-6)
MGL moved to A'zalco, Army built. Army moved to Ur-Stack, Pikes loaded into it -- now all I need is some Trebs (Engineering in 1T)
Unfortunately can't drop SCI%, but I can convert all my remaining Clowns and Geeks to FPT or Taxmen (+49GPT)
Block Hills with Pikes to prevent (diminished) Inca-stack from coming adjacent to my border-cities
IBT
Inca mini-stack (Pike+Archer+Warrior) retreats from my stack and my Pikes
2 more Inca stacks (Mace+2Archer+Sword, Pike+Spear+Mace+2Swords+Archer+Warrior) heading for my border near Cempo
Sumerians request audience -- Gil will give me everything he has (RoP, Monotheism, Engineering, a Slave) to get me off his back. But my MA with the Byzzies will run another 15T, so he's SOL...
Engineering --> Monotheism (17T at SCI% = 10%, +79GPT)
I could do it in 5T at SCI% = 30% (+17GPT), or 4T at SCI% = 40% (-9GPT), but I want gold for upgrades: Cat-->Treb, Sword-->Mace (and later Horse-->Knight)

T 212, 970 AD
vHorse vs Summie LBM = 3/4 LBM, 1/4 Horse
vHorse vs 3/4 LBM = 4/5 eHorse! (9-8)
Pike on Hill above Tula moves to cover new eHorse
Demand that Shaka removes his Mace from outside Tepexpan -- he says yeah, yeah. Move Mace-Army in there, just in case
IBT
1st Inca stack crosses border -- and another Knight(s?) appears on Ur-Mountain!

T 213, 980 AD
Demand that Shaka leaves or DoWs. He does the smart thing. I'm almost disappointed
Inca stack outside Cempo attacked:
vHorse vs vMace = 1/4 Horse, 2/4 Mace
vHorse vs rSword = 3/5 Horse
vMace vs vArcher = 3/5 Mace
vMace vs 2/4 Mace = 3/4 Mace
vHorse vs rArcher = 4/4 Horse (14-6)
Raise LUX% to 20% (+53GPT) to preserve full employment in my Pop7+ cities
IBT
Inca stacks arrive outside Cempo and A'zalco

T 214, 990 AD
Inca stack outside A'zalco attacked:
vMace vs rPike = 3/4 Mace
eSword vs eWarrior = 2/5 Sword
4/5 Horse vs rArcher = 3/5 Horse (17-6)
Inca stack outside Cempo attacked:
vMace vs vPike = 4/4 Mace
vMace vs vSword = 3/4 Mace
vMace vs vSword = 4/4 Mace
vMace vs vMace = 3/4 Incan Mace
vMace vs rSpear = 5/5 eMace
vHorse vs 3/4 Mace = 2/4 Horse
3/5 eMace vs vWarrior = 2/5 Mace
vHorse vs rArcher = 1/4 Horse, 2/3 Archer
vHorse vs 2/3 Archer = 4/4 Horse (24-7)
A'zalco's build switched to Temple to reduce shield wastage, for greater Cultural pressure vs Ur, and to improve citizens' mood
GAME SAVED
IBT
Cempo's Pike takes down 1 Inca Knight, but dies to the second (25-8)
We lost our Furs! Have to raise the payment to the Hittites from 15 to 21GPT (no lump-sum cash to spare)
HE completed in T'lan --> Horse (2T)

T 215, 1000 AD
Mace from Ur-stack vs Incan vKnight on Hills between Ur and Cempo = 3/5 Knight
vMace vs 3/5 Knight = 3/5 Knight
vMace vs 3/5 Knight = 1/5 Knight
vMace vs vMace = 2/4 Inca Mace
4/5 eMace vs 2/4 Mace = 2/5 Aztec Mace
eMace vs 3/4 knight outside Cempo = 3/5 Mace (27-12)
That hurt my win-loss ratio, but the Incan flood is slowing to a trickle (now only vKnight + rSpear + eWarrior visible on Ur's Mountain)...
vPikes moved to cover exposed eMace
IBT
Inca request audience, but won't concede anything for peace yet -- and I still have 12-13T on my MAs with Dora and Mursilis (and the MAPT with Shaka). So tough.

T 216, 1010 AD
Healed vMaces move to replace losses in Ur-stack
vMace vs Incan rSpear = 2/4 Mace (28-12)
Raise SCI% to 20% for Monotheism in 6T (+31GPT)
IBT
Incan eKnight redlines itself vs vPike
Summie vLBM appears on Incense-Hill near Kisurra

T 217, 1020 AD
eMace vs 1/5 Knight = 3/5 Mace
vHorse vs eWarrior = 2/4 Horse (30-12)
vMaces unloaded outside Erech
Realise that I can't bombard Ur's units until I've captured Sumer and the GWall, so the Pike-Army stack is withdrawn towards my border -- Kisurra and Sumer will be the first two targets, and once I have Kisurra, it will be shrunk and abandoned while I drain the coastal Marsh next to it, to found an Incense-Town
IBT
Zulus cature Erech. Drat.
Summie vLBM vs fortified vPike (on a Hill, across a River) = 3/5 Pike (10-8)

T 218, 1030 AD
Reload vMaces near Erech and send them south towards Kisurra
Pike-Army pillages Summie Spices near A'zalco, then moves to Hills to block incoming Summie vPike
Wounded units healing in border towns
3/5 Pike moves to HIlls above Tula to recover and guard Slave stack
MM'd cities using Geeks to keep order (WW is building up), so Monotheism now in 2T
IBT
Summie Pike arrives outside A'zalco

T 219, 1040 AD
vHorse vs Summie vPike = 4/4 Pike, 1/4 Horse
vHorse vs vPike = 4/4 Horse (11-8)
PIke Army crosses back into Sumeria near Kisurra -- which only has an Enkidu guarding it!
Juggle units to give all border-towns at least 1 Pike, 2 Horses, and 2 Maces, high ground directly outside border-cities also fortified with vPikes. Elite units kept within my borders for leader-fishing against Summie/Incan LBM/Mace incursions
Mono in 1T, but I can't reduce SCI%
IBT
Mono --> Chivalry (8T at SCI% = 10%, +33GPT -- need to bank some gold for upgrades, and alliances expire in 7-8T)
Palace expansion!

T 220, 1050 AD
Pike-Army stack (5 vHorse, 1 eSword, Settler) arrives outside Kisurra, 2 vMaces also unloaded (6 more will arrive next turn, along with 2 vHorses and 2 vArchers)
Some Geeks converted to Taxmen -- Chivalry still in 8T, but income bumped to +40GPT
IBT
Summies complete SisChap in Ur
Hittites switch to CopsObs and complete it in Hattusas

T221-230
Spoiler :
T 221, 1060 AD
Kisurra attacked:
vHorse vs vEnkidu = 2/4 Enkidu, 1/4 Horse
vHorse vs rEnkidu = 3/3 Enkidu, 1/4 Horse
vHorse vs rEnkidu = 2/3 Enkidu, 1/4 Horse
vHorse vs 2/3 Enkidu = 3/4 Horse
vHorse vs 2/4 Enkidu = 1/4 Horse
vMace vs 2/4 Enkidu = 4/4 Mace
And Kisurra is ours (no improvements) --> Worker (10T) (13-8)
All units with MP remaining (including injured Horses and Erech-Maces) moved into Kisurra and fortified: 10 units should be enough to quell 2 resistors, right?
IBT
Kisurra's resistance ends -- and the place promptly riots *sigh*

T 222, 1070 AD
All units moved out of Kisurra and fortified
Pike-Army will slog overland to Sumer, Kisurrra-stack will go via Byzzies' roads
IBT
Byzzies sign PT with Sumeria

T 223, 1080 AD
Try to renew Horse-export to Dora, but she won't pay any GPT for them (and has only 15g in her coffers) -- even though she was the one who cancelled the Horse-import deal (by signing PT with Gil). Ah well ... maybe I can use the Horses as a sweetner when I start my last war vs the Zulus
Just realise that I should have had at least 2 ACavs out of Bapedi by now -- I guess that, like the Cultural value, the 'free-unit' Wonder-bennie also only goes to the builder-civ. Damn.
IBT
2 Incan vKnights appear near Pike-Army stack, Incan Galley appears near T'pan

T 224, 1090 AD
Pike-Army pillages Wheat-Grass, moves to Sumer's walls, stack joins it
ePike and vMaces from Tula moved to reinforce Pike (+Archers + Settler) on Incense-Hills above Kisurra
eSword and vMace moved back into Kisurra -- hope it doesn't flip this turn... vHorse moves through Kisura to join Pike + Slaves on Marsh ..
IBT
Incan Knights kill Byzzie(?) units on Mountain near Kish
Incan Galley bypasses Bapedi
Summie Knight impales itself on Pike on Hills outside Cempo -- Pike promoted (4/5) (14-8)
Damn, the Summies have Knights. This just got trickier

T 225, 1100 AD
Sumer is still at Pop5, and guarded by (at least one) eEnkidu:
vHorse vs eEnkidu = 1/4 Horse, 4/5 Enkidu
vHorse vs vEnkidu = 1/4 Horse, 3/4 Enkidu
vMace vs vEnkidu = 2/4 Enkidu
vMace vs 4/5 Enkidu = 2/5 Enkidu
vMace vs 3/4 Enkidu = 1/4 Mace
vMace vs 2/4 Enkidu = 2/5 Enkidu, dammit (15-11)
Mobilise some vHorses from A'zalco to go and attack Sumer -- it will be a couple of turns before they get there tho...
eHorse, vMaces, a couple of Trebs and Mace-Army moved south from Zulu border to intercept the Incas, wherever they may beach (they may actually be heading for T'pan, T'coco or Tamuin, which are unguarded)
Hope I can get those units back up north in time for the expiry of the MAPT with Zulus -- now 3T to run...
Trade WMaps with Dora (I pay 9g) to see how her war vs Pacha is going -- Summies have their Horses hooked, but it looks like their Iron is disconnected (again)
Mursilis sells me his TMap+5g for my WMap. He has >2000g in his Treasury! Sadly, the map doesn't give me any additional news on his progress vs the Incas.
IBT
Incan Galley sails further south
Incan Knight loses 1HP from Pike-Army as it approaches Sumer, whose eEnkidus are back up to full-strength
Zulu Maces heading south from Sardica arrive at my borders -- I assume Shaka is trying to go overland to attack Sumeria...

T 226, 1110 AD
Sentry Maces in Bapedi and H'otla, and eHorse in I'luca. That should cover me for now, so Mace-Army goes north again
IBT
Inca 3/4 Knight vs vMace (across a Rvier, in a Jungle) = 4/4 Mace (31-12)
Summies sign MA with Hittites vs Incas
Summie LBM kills Mace outside Sumer (15-12)
We lost our Gems! Sell Wines+Horses to Dora for Gems+1GPT -- can't get any more out of her.
Zulu Maces (2v+1r) cross our border near T'pan -- 1r+1v close behind...

T 227, 1120 AD
vHorse vs vLBM = 3/4 Horse (16-12)
Remaining vHorses and vMaces arrive outside Sumer
Chivalry in 1T, but can't drop SCI%
MAPT deal also expires in 1T... If the Zulus do decide to attack, they'll probably go after the Slaves first -- I can have 3 or 4 vKnights built on the IBT and send them north next turn...
But Zimbabwe is now guarded by a Pike...
IBT
Incan Galley heads north again
Renew RoP
Chivalry --> Invention (27T, SCI%=0, +62 GPT)
Use WTBP? to convert Colosseum prebuilds to Knights, and raise LUX% to 30% to prevent mass rioting. It doesn't work for a lot of towns.
But I still get a Palace expansion... :huh:

T 228, 1130 AD
Renew assault on Sumer:
vHorse vs eEnkidu = 3/5 Enkidu, 1/4 Horse
vHorse vs eEnkidu = 5/5 Enkidu, 1/4 Horse
vHorse vs eEnkidu = 3/5 Enkidu, 1/4 Horse
vHorse vs vEnkidu = 4/4Horse. Ha -- suck on that!
vMace vs 3/5 Enkidu = 2/5 Mace. Ha -- and that!
vMace vs 3/5 Enkidu = 2/5 Enkidu. Drat
vMace vs 2/5 Enkidu = 3/4 Mace
vMace vs 3/4 LBM = 4/4 Mace (20-13)
YEEEEESSSSSSSS! WE NOW OWN SUNTZU! YEEEEEESSSSS!
But GWall is in Ur, not Sumer -- DAMMIT!
All units with MP remaining (except Pike-Army, which is guarding injured Maces) move into Sumer
3/4 Horses (which were healing in Byzantium) moved in, 1 upgraded to vKnight
Invention now in 50T, because most of my Geeks got turned to Clowns
IBT
Shaka wants to renew the PT -- without the MAs. Bugger. I accept, so that I can eject his Maces, to which he agrees. And then moves them straight back in.
Mursilis wants to renew MA vs Incas. I haven't seen any Inca units for a lot of turns now, and I want to finish the Summies, so I renegotiate. But he'll only give me 8GPT for my Wines, the cheapskate (he has >1800g!)
Dora wants to renew the MA as well. But I don't. I want that gold for upgrades and Slave-builds, and maybe I can get rid of some WW if I sign peace with Pacha.

T 229, 1140 AD
Move all healthy and 3/4 units out of Sumer, and fortify them under the Pike-Army, below the Mountain
eHorse vs Summie rLBM on Marsh NNW of Tula = 2/5 Horse (21-13)
Now that I have a decent amount of units near T'pan, I demand that Shaka remove his from my territory. And he does. This time.
Sign peace with Pacha -- he pays 10 GPT, which isn't half what he owes me, but appears to be all that he can afford
I'm now making 62GPT
IBT
Zulus re-enter my territory

T 230, 1150 AD
Sumer-stack moved onto Mountain above Kish -- apart from Pike Army, which stays outside Sumer to defend recovering Maces
021 Tepetlaoxtoc founded in the hole between Bapedi, Tlacopan, H'otla and Tepexpan. So now when I kick the Zulus, they end up back inside their own borders...
IBT
...although of course they don't stay there.

T231-240
Spoiler :
T 231, 1160 AD
eSword vs Summie rLBM = 5/5 Sword (22-13)
vKnight vs rLBM near 017 T'alco = 3/4 Knight (23-13)
eHorse, vKnight, vHorse, vMace, 2 eMaces loaded into Galleys at Cempo, and shipped towards 017 T'alco
IBT
Zulus cross borders again. You'll get yours, Shaka...
Hittites begin Smiths!

T 232, 1170 AD
Boot the Zulus again
All units unloaded near 017 T'alco (Pop7, vPike on top)
IBT
vLBM kills 1 Mace on Mountain, redlined (23-14)

T 233, 1180 AD
vHorse vs rLBM on Iron-Hill near Kish = 1/4 Horse
Remaining vHorse stack moved to Iron-Hill
vMace vs 1/4 LBM = 4/4 Mace
T'alco attacked:
vHorse vs vPike = 3/4 Pike
vKnight vs rPIke = 3/4 Knight
3/4 Knight vs 3/4 Pike = 4/5 Pike
vMace vs 4/5 Pike = 2/5 Pike
eHorse vs vEnkidu = 3/4 Enkidu, 1/5 Horse
eMace vs 3/4 Enkidu = 4/5 Mace
eMace vs 2/5 Pike = 1/5 Mace (26-17)
Phew, that was close. Units with MP moved in and fortified, captured Worker moved out
T'alco has 1 Aztec citizen and the other 6 are Sumerian -- but the city will starve on the IBT, so let's see who's left...
Workers finish draining Marsh near Kisurra -- Settler + Pike + Archers moved in ready
Kisurra will grow back to Pop2 this turn, and I'll buy a Settler next turn -- there are already 6 Slaves waiting to build a road through the ruins
IBT
Byzzies want to talk: Dora wants an MA vs Inca, but doesn't want to pay me anything for it. Ah-ha-ha-ha. No. So I just buy her TMap for my WMap instead.

T 234, 1190 AD
Settler bought in Kisurra (72g)
vHorse stack sent to Agade, because it's only guarded by Enkidu(s) (Kish has a vPike)
More vKnights moved to T'alco's walls -- all units withdrawn and fortified outside city, since it will probably flip soon
Boot Shaka's troops yet again
Just out of curiosity, I call up Gil to see what he'll give for peace: No cities (he only has 4 left!), but he will give RoP, WMap, a Slave, 7g (his entire Treasury) and Invention
And that should make everyone happy. It does -- I can drop LUX% to 10%
I AM STUPID! Now I can't found my Incense-town without declaring war! I. AM. SOOO. STUPID!
Right then, Shaka is a dead man walking.
All Maces moved out of core cities near Sardica, to present more enticing targets. The PT has 14T to run, but I'll just keep booting until he DoWs
GAME SAVED
IBT
We lost our Furs! I have to raise the price to 26GPT to get them back. Mursilis, you bugger, don't you think you're rich enough already? And you haven't got Cavs yet, so you're on my list...
Summie LBM crosses the border near A'zalco, presumably to go and fight the Zulus in 10T time...

T 235, 1200 AD
Kisurra abandoned. As I feared, that means I can't found my Incense-town where I want it without DoWing someone. All units therefore withdrawn from Summie territory.
I will spend the next dozen turns or so upgrading my Archers and Horses, before DoWing Shaka -- and maybe also Gil -- for (what I hope will be) the last time...
T'pan's border will pop in 4T, after which the Zulus should be pushed back to their borders every time I boot them
IBT
Zulu Maces incoming. Maybe I'll let them get further onto my land this time, and bunch up so that I can kill them all in one go.
Or I could offer an RoP, so that they can go and harass the Summies even faster. No, on second thoughts that's a bad idea, since our PT expires in 12T...

T 236, 1210 AD
Boot the Zulus again
Zzz...
IBT
...but not for long...

T 237, 1220 AD
Zzz..
GAME SAVED
IBT
Tepexpan flips to the Zulus! WHY??? I lose a Pike, a Treb and a Galley

T 238, 1230 AD
Start retreating units from 'Zulu' territory
There's now a big pile of Zulu Maces directly outside T'pan
Hmm... Pacha will now sell me Theology or Gunpowder for 33 or 32GPT (+16g). But I think I'd rather keep the cash -- most of my homeland vHorses are now upgraded, and my core-cities are turning out Knights in 4-5T
No doubt Shaka will now complain about my troops on 'his' land, the stinking hypocrite...
IBT
Yup, he does. Well that goes for you too, buster.
Zulus sign PT with Summies, but they're still at war with the Incas, so the booted Maces come right back into my territory.
And I noticed too late that CAII was telling me that all my cities are about to riot again (because of the lost Wines at Tepexpan). T'lan duly does, so I switch on the Governor for 'All cities' to prevent the others from going into disorder before I can adjust the LUX%...

T 239, 1240 AD
Raise LUX% to 20% and turn off the Governors.
IBT
Zulu Maces start moving north without me demanding -- did the Incas land on their coast?
Palace expansion!

Zzzz...

T241-245
Spoiler :
T 241, 1255 AD
Zzz..
IBT
Incas sign PT with Zulus. So if Shaka moves onto my turf again. I'll know what he wants...

Zzz...

T 243, 1265 AD
Now I've upgraded everything that needs it, raise SCI% to 20% for Gunpowder in 6T (+22GPT). Treasury is at 349g, so I should be able to upgrade frontline Pikes if need be...
PT with Zulus expires in 5T
IBT

Zzzz..

T 245, 1275 AD
Zulus have fortified a Mace inside my borders, near Bapedi!
GAME SAVED
I tell Shaka to move it or else, and he does. Just 2 more turns, sonny-Jim, and then you'll wish I'd never been born...
Change my mind about the SCI%. I don't need to research any more: Once I've finished the Zulus, the Summies are next, then I'll go after Constantinople for the GLib-techs (Dora has no Horses or Iron, so can't build Knights or Cavs) to bring me up to speed with Dora + Mursi. Then sweep the Byzzies and the Hittites off this continent (do they have offshore towns, I wonder?), before going after the Incas.
IBT
Sumer flips back to Gil. Oh well...
There were 6 savegames for this turnset, but I've only uploaded 4 of them, since several were very close together...
 

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The Aztec Conquest continues apace. The main highlights of this group of turns (split into 2 posts because of character limits) were the exposure of the entire world-map, the elimination of my two nearest neighbours, and the capture of the GLib from the third (they opened the hostilities, strangely).

The GLib capture brought me all the way through the Medieval Age tech-tree, and also netted me several Industrial Age techs, in a single turn -- and all the gold I saved on research was then immediately used to upgrade my military into (what I confidently expect will be) an unstoppable force. This was the first time I ever tried this trick, but I don't think it will be the last...

T246-250
Spoiler :
T 246, 1280 AD
Start moving Pike-Army back towards Ur, which will be my first target once I start the next -- and hopefully last! -- war with Gil
IBT
We lose our Gems (and the Byzzies lose their Horses). I want to keep our remaining Wines, and Dora wants Horses and WMap to continue supplying us with Gems (+2GPT from her bulging coffers, ha ha). Or 26 GPT and WMap. Well OK, because soon I'll have the Zulus' Gems instead (and their Ivory, and their Dyes...). And if I hold back the Horses, I may even be able to use them to entice her into a MAPT vs Gil, which will end as soon as he's down...

T 247, 1285 AD
I have a Pike-Army, a Mace-Army, 8 Knights, 12 Maces and 7 Trebs on the Zulus' border. That should be enough, if I DoW Shaka on the IBT -- I don't think he can reach any of my towns overland in 1T. But I'll check...
And a good thing I did -- someone is selling him Horses (he has none, and I can't sell him mine), which means he can build Knights, if he hasn't already done so...
Station a Knight, a Treb and a Mace in each border town, then hit Enter
IBT
Renew RoP with Dora
Shaka doesn't ask to talk.

T 248, 1290 AD
I'm as ready as I'll ever be. I take a deep breath, and dial up Shaka to make an outrageous demand (Gunpowder and Theo in return for letting him live)... which, predictably, he refuses.
Trebs bomb Tepexpan, destroying the Walls and taking 2HP off the rPikes inside
Mace-Army vs 2/3 Pike = 12/14 Army
Mace-Army vs 2/3 Pike = 9/14 Army (2-0)
Tepexpan is ours! --> Walls (10T), Pike moved in
Well that was easy -- and it still has all Aztec citizens! I thought citizens in flipped cities immediately changed nationality!? Glad they don't, though, because that will make controlling it a much smaller headache -- Governor activated nonetheless.
Pause to clear out Zulu units fortified around Tepexpan:
vMace vs vMace = 4/5 Mace (mine)
vMace vs eMace = 3/4 Mace
vMace vs eMace = 3/5 Mace (his)
vMace vs 3/5 Mace = 2/4 Mace (vKnight moved to cover him)
vKnight vs vMace (on Mountain) = 1/4 Knight, 2/4 Mace
vKnight vs 2/4 Mace (on Mountain) = 1/4 Knight (6-1)
Detachment of 5 vMaces sent into the Mountains above Sardica, with the intention of attacking the Zulus' Iron, and then I'wana.
Remaining Maces sentried in Tepexpan to absorb the Zulus' counterpunch (I can see 5 Maces, 1 Impi, and 1 LBM fortified or moving within 2-3 tiles of Zim, don't know how many units the city itself is holding)
Zimbabwe bypassed for now:
vKnight vs rMace = 1/4 Knight (7-1)
Don't want the Zulus sneaking into my backyard via Sardica, so I call up Dora, and see what she wants for an MA (which will cancel her RoP with Shaka). She'll take the Horses, and pay 4GPT. Thanks, darlin' (it won't help you later, but thanks...)
And if the Zulus do manage to capture Sardica, that will give me an excuse to remove it...
IBT
Byzzies sign PT with Inca. Didn't even realise they were still 'fighting'
Zulus attack: LBM kills my Knight, my 2/4 Mace defeats an rMace and gets promoted, but dies to the next Mace-attack (8-3)
Palace expansion! Twice! My people must really love War...
Byzzies begin Smiths

T 249, 1295 AD
Trebs bomb units outside Zim: Impi redlined, vMace loses 1 HP
vKnight vs 1/3 Impi = 1/3 Impi. You pig (8-4)
9/14 Mace-Army vs 1/3 Impi = 8/14 Army (9-4)
vKnight vs vMace (stacked) = 4/5 Knight (10-4)
vKnight vs vMace (across River) = 1/4 Knight, 4/4 Mace
vKnight vs 1/4 LBM = 4/4 Knight (11-4)
Pike-Army pillages 2 tiles outside Zim
IBT
Incas want to talk -- Pacha wants an MA(+RoP) vs Gil. Good to know, but I'm not going to sign one yet (5T to run on my PT+RoP, my units are already being stacked just outside Ur's border). I give him just the RoP. Then he asks to renew the PT. Well sure... And while I'm at it, I trade my WMap for his TMap, which should fill in some blanks...
Zulu Maces attack my 5-Mace stack on a Mountain, killing one, in exchange for 3 of theirs dead, and a 4th redlined (14-5)

T 250, 1300 AD
Mace-stack moves to first Gem-Mountain near I'wana -- 2 more vMaces visible just outside the town.
Mace-Army pillages a 3rd road to Zim, Pike-Army and Knight pillage a 4th and 5th. Zim now has only 1 road-connection to the rest of Zululand (no Harbour), and I'm going to move onto it next turn. That should be interesting...
4/5 eKnight vs 1/4 Mace = 4/5 Mace (15-5)
IBT
Summies and Inca sign PT. That was short.
Zulu Maces attack mine, for 1 victory each (16-6).
Lone Zulu (and Byzzie) LBM now visible -- hopefully they'll take care of each other...

T251-260
Spoiler :
T 251, 1305 AD
Mace-stack (3 * 3/4) pillages Gems and fortifies -- vKnights currently heading up past Sardica to reinforce it
Raise LUX% to 20% and MM towns (Geeks and Taxmen reassigned as Clowns) to prevent mass riots
Pike-Army approaching Ulundi -- Knights following behind. I believe there are no (more) attackers in Zim, but we'll see next turn, when my healed Mace-Army crosses the border, accompanied by the Trebs, healed Knights, and Maces...
IBT
Zulu LBM kills Byzzie LBM, 4/4 Mace kills another of my Mace-stack at the cost of 3HP (16-7)
Sumerians want to talk: Gil offers to sell me Theo for 610g. No, I don't think so. But Gil can have my WMap for his WMap+5g -- still no islands visible

T 252, 1310 AD
Combat/farm Settlers begin making their way north towards Zuluand
3/4Mace vs 1/4 Mace = 3/4 Mace (17-7)
2nd 3/4 Mace moves to 2nd Gem-Mountain
Pike-Army pillages 1 road from Zim to Ulundi (Pop8), and moves to the remaining road through the Forest. Zim should start rioting/shrinking soon...
12/14 Mace-Army stack arrives outside Zim
2T to expiry of Summie PT+RoP...
GAME SAVED
IBT
Zulu Galley leaves Zim -- Shaka deserting his people...?
Byzzies begin Newtons. Damn, that means they've probably advanced to the Industrial, so I'll have to fight Rifles if/ when I want to attack C'ople...
Summies begin Smiths

T 253, 1315 AD
Trebs bomb Zim: 3HP removed from v+rPikes, vImpi left on top:
12/14 Mace-Army vs vImpi = 9/14 Army
vKnight vs 2/3 Pike = 1/4 Knight, 2/3 Pike
vKnight vs 2/3 Pike = 1/3 Pike
vMace vs rImpi = 2/5 Mace
vKnight vs 2/4 Pike = 1/4 Knight, 2/4 Pike
vKnight vs 2/4 Pike = 4/4 Knight
eKnight vs 1/3 Pike = 2/4 Pike. Dammit!
vMave vs 2/4 Pike = 2/5 Pike. No more promotions for you, boy...
vMace vs 2/5 Pike = 2/4 Mace (21-10)
Zimbabwe is ours, 0g recovered, no buildings to sell -- should have bloody razed it! --> Slave (10T)
Injured units with MP remaining move into Zim, unused Maces (2e + 2v) move through towards Ulundi
I'wana (Pop9) is the new capital
GAME SAVED
IBT
Zulu Galley drops off LBM near Zim
Incas sign PT with Hittites. Pity.
Incas begin Smiths
5 resistors quelled in Zim -- not enough

T 254, 1320 AD
vKnight vs rLBM = 4/4 Knight (22-10)
All units pulled out of Zim and fortified
IBT
Zulu LBM vs vKnight on Gem-Mountain = 3/4 LBM
We lost our Furs! Mursilis now wants 30 GPT! Oh well... next time it's up for renewal, I'll be able to sell him Wines, Gems and Ivory
Gil wants to extend the PT. Sorry chum, no can do...
Summie LBM leaves Ur for T'alco
Summie Pike+Settler approaches my Incense-town site!
T'alco riots. Bloody turncoats...

T 255, 1325 AD
Incense-town stack crosses river and border:
vKnight vs vPike(+Settler) = 3/4 Knight, 2 Slaves
vKnight vs rLBM = 3/4 Knight (2-0)
Ur-stack moves to Hills above Ur. This time I'll get it right...
IBT
Summie LBMs attack Mace+Horse stack near Agade -- damn, forgot about that one. e+vMaces win, but eMace badly injured
LBM vs vKnight outside T'alco = 1/4 Knight, 4/4 LBM
Zulu Mace kills Knight on Gem-Mountain
Hittites begin Newtons
Incas begin Magellans

T 256, 1330 AD
Trebs auto-bomb Pikes in Ur = 1HP removed each from v+rPike, rPike now on top
vKnight vs rPike = 1/3 rPike, exposing a 4th rPike
vKnight vs rPike = 1/3 rPike, exposing a 5th rPike
vKnight vs rPike = 4/4 Knight, exposing 3/4 Pike again
vKnight vs 3/4 Pike = 4/5 Pike
vKnight vs 4/5 Pike = 3/5 Pike
vKnight vs 4/5 Pike = 1/5 Pike, exposing vEnkidu
vKnight vs vEnkidu = 1/4 Knight, exposing 2/3 Pike
vKnight vs 2/3 Pike = 1/4 Knight, 2/3 Pike
vKnight vs 2/3 Pike = 3/4 Knight, exposing 1/3 Pike
vKnight vs 1/3 Pike = 4/4 Knight, exposing 1/3 Pike
rKnight vs 1/3 Pike = 2/4 Pike
vLBM vs 2/4 Pike = 3/5 LBM, exposing 1/5 Pike. Pleeease let this be the last one...
vLBM vs 1/5 Pike = 2/4 LBM. YAAAAAAAAAAAHHHHHHH!!! Ur falls, 1 Slave captured, Oracle, GWall and Sis Chap now ours! --> Courthouse (40T)
Summie cap is now Isin (Pop8)
All injured Knights, unused rMace, and eHorses from Cempo (11 units in total) moved into Ur
Cleanup:
eMace vs vLBM = 5/5 Mace
Pike-Army (+2 vKnights) moved forward to cross border near T'alco. Next stop, Kish.
022 Chiconautla founded near Incense-Hill --> Courthouse (80T)
023 Zitlaltepec founded near Zim --> Wealth (don't need to build Walls!)
13/14 Mace-Army vs 2/4 Mace on Gem-Mountain = 13/14 Mace-Army
All cities checked for citizen (re)assignment -- the 5 Luxes I now control should give me quite a few WLTKDs, and the few Geeks I assign will bring me Gunpowder in 8T... :D
vHorse crosses border to find that Agade (Pop5) is still guarded by Enkidu(s):
vHorse vs vEnkidu = 1/4 Horse, 3/4 Enkidu
vHorse vs vEnnkidu = 2/5 Horse
vHorse vs 3/4 Enkidu = 1/4 Horse
Agade razed (2 Slaves captured) to free up Fish-Hill for later farming. ..
Healthy v+eMaces cover injured Horses, 4 unused vHorses retreated towards Tula via Adrianople, for upgrades to Knights (I'm not exactly short a bob or two...) They can then move on Sumer...
IBT
Zulu LBM kills 3/4 Mace near Zim

T 257, 1335 AD
Trebs bomb Ulundi (Pop7) = 2+1HP removed from 2*vPike:
vKnight vs 3/4 Pike = 1/4 Knight, 2/4 Pike
vKnight vs rImpi = 2/4 Knight
vKnight vs 2/4 Pike = 1/4 Pike
vKnight vs 2/4 Pike = 1/4 Pike
eMace vs 1/4 Pike = 4/5 *Mace and Tizoc!
Tizoc retreated to Z'pec, builds Tizoc's 1st Foot -- 3/4 Mace and vMace loaded as Army returns to Ulundi
eMace vs 1/4 Pike = 2/5 Mace
Ulundi razed (4 Slaves captured)
Pike-Army moves to Iron-Mountain
024 Coyotepec founded on Ivory-Plains. We now control 6 Luxes, and the 1st ACav is due on T 262...
Cleanup near Z'pec:
13/14 Mace-Army vs vLBM = 13/14 Army
Mace-Army vs 3/4 LBM = 11/14 Army
All Zulu farms switched to building Settlers (Zim still starving, and building Workers)
Offer Wines to Mursi (Hittites are Industrialised!), but the best price he'll pay is 9GPT. OK, then the next Lux should be better -- Ivory sold for 10GPT (2 separate deals).
And soon I'll have Gems, and Dyes...
IBT
I get my first ACav already -- making up for lost time...?!
Hittites begin ShakesT -- and MagVoy

T 258, 1340 AD
025 Tequixquiac founded between Zulu Gem- and Iron-Mountains Pity there's a Pike on the Gems...
2 Galleys loaded with Maces and Swords to attack I'wana
3Galleys loaded with Trebs to attack Isin
Kish-stack fortified in Jungle, but would have to attack across a River from here. I'll wait for reinforcements, take Kish with the fast units then hit Isin with everything, before returning to Sumer
IBT
Zulu Pike pillages Gems, repels Byzzie LBM

T 259, 1345 AD
vKnight vs vLBM approaching T'alco = 4/4 Knight
Kish-stack crosses river. Agade Maces move to join it (v+eHorses still healing)
vHorses upgraded (480g)
Realise that I have 6 vKnights still available in Cempo and near Ur, so I decide to try and take Sumer on the next turn as well...
IBT
Zulu 3/5 Pike looks like he might be heading for 023

T 260, 1350 AD
Mace-Army moved to intercept Zulu ePike Kish assaulted:
vKnight vs vPike = 1/4 Knight, 3/4 Pike, rPike exposed
vKnight vs rPike = 5/5 Knight, 3/4 Pike reappears
vKnight vs 3/4 Pike = 1/4 Knight, 2/4 Pike
vKnight vs 2/4 Pike = 3/4 Knight
Kish captured, 1g stolen --> Slave (10T)
All injured units with MP fortified in Kish, Agade-units brought in as well = 12 units to quell 5 resistors
Pike-Army moved to Isin's walls, fast-units and unused v+e units from Kish-stack shelter beneath it, Trebs unloaded behind itIBT
Sumer (Pop3, Walls) assaulted:
vKnight vs vEnkidu = 2/4 Enkidu, vEnkidu exposed
vKnight vs vEnkidu = 1/4 Knight, 4/4 Enkidu
vKnight vs vEnkidu = 1/4 Knight, rEnkidu exposed
vKnight vs rEnkidu = 5/5 Knight
vKnight vs 2/4 Enkidu = 4/4 Knight
Sumer captured, 1g stolen... and we now own SunTzu again! --> Settler (30T) because Aztecs still formed the majority (2/3)
Stack assembles outside I'wana (now down to Pop6, but on a Hill). If the Byzzies don't take it on the IBT, I will...
IBT
The Zulus would rather take Pikes outside I'wana than protect it. And the Byzzie LBMs would rather chase Zulu units outside the city before attacking it -- they leave an injured 3/5 Impi
:crazeye:

T261-270
Spoiler :
T 261, 1355 AD
Trebs bomb I'wana = eImpi now redlined, no other defenders visible
eMace vs 1/5 Impi = 5/5 *Mace, and Huitzlhuitl!
I'wana captured with 1g, 1 Slave --> Slave (10T)
Huitzlhuitl builds Huitzlhuitl's 1st Horse, 3 vKnights loaded and sent to Hlobane
Galleons move into I'wana and unload Maces+Sword
Cleanup near I'wana:
vKnight vs vPike in Marsh = 2/4 Pike
vKnight vs 2/4 Pike = 3/4 Knight
026 Jilotzingo founded between T'alco and Kish --> Settler (30T)
Switch Knight-build in Cempo to a Settler -- wastes 10s, but I want to get a chokepoint-city in place before Isin falls, otherwise I'll have to DoW the Hittites to do it afterwards...
RoP with Dora expires in 6T -- won't be renewing it this time (I'm tired of seeing their Muskets and LBMs trampling across my lands), but I may have to abuse it first, because I want the GLib, oh yes I does, Preciousss...)
Raise SCI% to 10% for Gunpowder in 2T (+125GPT), so I can see where the Byzzies are keeping theirs...
GAME SAVED
IBT
Barb village appears NNE of Zim, SE of C'pec!

T 262, 1360 AD
Trebs bomb Hlobane (Pop4, on Hill) = 2HP removed from topmost vPike, exposing rImpi
Trebs bomb Isin (Pop7, on Grass) = 2HP removed from vPike, 1HP from vEnkidu, exposing 2nd vEnkidu
Hlobane attacked:
vKnight vs rImpi = 3/4 Knight
Knight-Army vs 2/4 Pike = 11/12 Army
Hlobane is ours, 1g 1 Slave captured --> Worker (10T)
And the Zulus are no more. Hopefully that means the massive stack of Byzzie Muskets and LBMs will return to their main homeland...
vKnights vs Barb-camp = 2 cAxes killed, 25g recovered
Single-units and unfired Trebs moved to chokepoint, covered by Pike-Army, Mace Armies moved to Wine-Grass near Sardica (Knight-Army and Knights will join them shortly), in preparation for the upcoming hostilities vs Byzantium (5T to RoP expiry, Zulu defeat means they just lost their Horses, so can't build Cavs -- if they have MilTrad)
It will take at least 2T for the Isin-chokepoint to be colonised, so I fortify everything outside Isin for now
IBT
Summie Caravel spotted by Galleys near I'wana, sailing south towards T'lan! Yeah Gil, that makes sense...
Byzzie stacks heading for their nearest towns -- apart from those which have fortified themselves in the formerly Zulu territories, and the Dromon+Caravel which just appeared near C'pec... 'Dora, would you care to explain yourself...? Or were those your dropships for the Hlobane invasion that wasn't?
Gunpowder --> Theo (11T at SCI% = 10%, +161GPT)
All resistance in quelled Zulu cities (not surprisingly)
WLTKDs break out all over
Palace expansion!
Byzzies building MagVoy

T 263, 1365 AD
eMaces+eSword moved back from chokepoint towards Hlobane and the fortified Byzzie Musket+LBMs
Notice during a build-queue check that I can now build Muskets, which reminds me to look for the Saltpeter deposits -- I have 3 on my turf, 2 in unroaded Mountains, 1 just outside T'lan
Unfortunately for me, the Byzzies Saltpeter is out of my immediate reach, at the north end of their territory, on a Mountain outside Smyrna
After double-checking that I have no ePikes garrisoned, I try to Upgrade-all to Muskets -- but I can't afford it! (2070g required, 1636 in Treasury). So I restrict my upgrades to those Pikes nearest the Byzzie front(s) -- and 1 in T'lan -- for 'only' 990g (i.e. 11 Pikes).
According to CAII, the Byzzies are still in the Middle Ages (only the Hittites are Industrial), but they've got to be almost through it by now -- so I'll have to be fast (or abuse an RoP), if I want to be able to grab A'ple and C'ople before they get Rifles...
Drop SCI% to 0% again for +205GPT and Theo in 50T (Geeker-beakers)
IBT
Hitties are annoyed with me -- why? Has a border just popped? I tell Mursi I'll move, but I might be lying...
Hitties DoW Inca
Fortified Byzzies run for home
We build Pentagon in T'cala. I'd kind of forgotten I was doing that...

T 264, 1370 AD
Slaves begin retreat from Byzzie border
Ah, it was my Galley that annoyed Mursi. Well he'll be even more annoyed in a minute...
027 Tlapanaloya founded on chokepoint between Isin and Tyrana
Isin auto-bombed -- all defenders injured:
vKnight vs 3/4 Enkidu = 4/5 Knight
vKnight vs 3/4 Enkidu = 4/5 Enkidu
vKnight vs 4/5 Enkidu = 1/4 Knight, 4/5 Enkidu
vKnight vs 4/5 Enkidu = 1/4 Knight, 4/5 Enkidu
vKnight vs 4/5 Enkidu = 3/4 Knight
eKnight vs 1/4 Pike = 2/5 e*Knight, and Chimalpopaca!
Isin is ours, 0g but 4 Slaves captured --> Slave (10T)
And the Summies are no more
MGL converted to Knight Army in Isin: Chimalpopaca's 1st Horse -- injured e*+vKnights loaded and Army fortified (4HP now, 13HP next turn...)
Isin-stack dispersed:
ePike fortified in Isin, Maces (3e+2v+1r) and vKnight moved to cover T'loya, Pike-Army and unused Knights head NW towards Trebizond, collecting eHorses en route (Trebs and healed Knight-Army will follow in 1-2T).
If I plant a coastal city on the unoccupied Plains SSW of the Volcano, my Trebs should then be able to reach Trebizond (currently building Smiths -- would be good if they finished it first) in 1T -- then Nicaea, then I'll probably need combat-Settlers to reach A'ple and Co'ple...
IBT
Sardica is now absolutely crawling with Byzzie units

T 265, 1375 AD
Slaves fortifed near T'coco
All Byzzie units bar one rMusket are now clear of my turf.
Core-cities are building Muskets (near border) and Knights (away from border). Could also do with some Trebs for Musket-pinging, but don't need them yet.... All border cities except T'can (Musket in 2T) are now guarded by at least 1 vMusket
When I DoW Dora, I will face an onslaught of LBMs covered by Muskets out of Sardica, Chalcedon and Dyrrachium. I don't know where they'll want to attack first (probably my farms) -- maybe I could try taking Sardica with my Armies, then leave it empty as bait...? RoP expires in 1T...
Sardica investigated for 33g -- SCREENSHOT
Bloody Hell, Byzzies have 7 Muskets (4v, 3r) and 13 LBMs (2e, 11v, [+rLBM built in 2T]) in this section. Think I'd better kill that lot first before I try to take the Byzzie towns on the north end of the peninsula. Pike-Army and ACavs can hold the chokepoint against northern invaders, Maces will do LBM-bashing duty
IBT
Byzzie LBMs move back across my borders again
New Iron-source pops up on Hills between Tamuin and T'tzen

T266, 1380 AD
028 Tultitlan founded on Jungle-chokepoint WSW of Hlobane -- ACavs sentried inside, Pike-Army fortified on northern (Byzzie) side
Maces+Sword+Trebs sentried between I'wana and Te'quiac -- if Byzzies head for I'wana, they will have to go round Mace-Army fortified on Gem-Mountain, ending their move on flatland
IBT
Hitties request audience: Mursi wants me to embargo the Inca -- but he doesn't want to pay me anything to do so! I don't think so, so I just offer him my WMap for his TMap+1g
We lost our Gems! Or at least, 'Dora now wants more money to sell hers to us. But I've got some of my own now -- oooh, shiny shiny -- just as soon as I've roaded them...
And she does not drink... Wine...
Byzzie units scurry back home, mostly
Massive Barb-uprising near Kish! Guess the Byzzies just Industrialised...

T267, 1385 AD
...yes, they did, their Workers are now wearing dungarees
Uprising's not that big though -- a Barb-village on a HIll near Isin/Kish, containing 8cHorses+2cAxes. I send the Mace+Knight stack from Isin to sort it out, covered by the Knight-Army -- might as well give the greenhorn(s) some combat-experience
RoP with Byzzies cancelled
IBT
Byzzies plant Septum on Fish-Hill NNW of Kish, just where I wanted a farm. That's saved me a Settler -- but now I can't use mine!
Palace expansion!
Byzzies begin JSBach's

T 268, 1390 AD
Barbs all killed, no promotions. Camp razed, 25g recovered
Stack near Trebizon pulled back into neutral/friendly territory. I'll DoW in ... erm ... 2T, once most of the current unit-builds are finished, and then plant the Settler on the Iron-Hill near Kish (Col. Efftree says we are STRONG vs Byzzies, and 'Dora still has no Iron!).
Demand that Dora move her LBMs and ships. She DoWs instead. Whoops -- wasn't expecting that...
Kish's Musket moved to guard combat-Settler+Horses+Trebs
Tamuin's vKnights vs vLBMs on Mountain = 2 wins, 1 promotion (3/4, 4/5)
T'tzen's Mace + vKnight vs vLBMs on Hill next to Iron-Hill = Mace wins (2/4), Knight promoted (3/5) (4-0)
Here come the Sardicans...
Empty my coffers upgrading all the vPikes that I can -- all I have left now are the lone ePikes, and the Army-Pikes. Might add them together...
Now I find out if Dora built any Cavs...
IBT
Byzzies move out -- 1 LBM dies attacking my 3/5 Knight near Tamuin (5-0)

T 269, 1395 AD
Dora has apparently decided that 023 Zit'pec was the softest target: (e+5v+r)LBMs + 1 vMusket enter adjacent Forest:
Huitzlhuitl's Knight-Army vs vMusket = 6/12 Army
vKnight vs eLBM = 2/4 Knight
vMace vs vLBM = 3/4 Mace
vKnight vs vLBM = 3/4 Knight
vKnight vs vLBM = 3/4 Knight
Mace-Army vs vLBM = 13/13 Army
Mace-Army vs rLBM = 13/13 Army
vKnight vs 3/4 LBM = 3/4 Knight (13-0)
Damaged Knights sent to guard Workers finishing Forest-chop (1T left!) outside 023 and 025 -- 3 LBMs incoming...
IBT
Pacha asks to renew RoP. I offer Wines, for which he will pay WMap+80g.Instead I suggest WMap+5GPT, which he accepts. Our Pangaea map has zero offshore islands, so no-one will be able to escape me... Now I renew the RoP
Dromon flames Bapedi
Byzzie LBMs attack -- 2 Knights retreat, 3rd kills LBM. Musket then chases him away from the Slaves as well. (14-0)
Barb-camp spawned and Barb-Axe kills 2 more Slaves (irrigating near 024???)
Palace expansion!

T 270, 1400 AD
029 Ecatepec founded on Kish's Iron-Hill, and Pike-Army stack advances to Trebizon's gates (Knight-Army fortified on Mountain).
3 rMuskets + 3*3/4LBMs (ZoC'd by Armies) are hiding my Slaves near Zit'pec:
12/13 Mace-Army vs rMusket = 10/13 Army
10/13 Mace-Army vs rMusket = 7/13 Army
vMace vs rMusket = 4/4 Mace
Now I remember that I meant to bomb the Musket(s)before I attacked them, but forgot, so I still have 3 Treb-shots vs LBMs instead (2 hits, 1 miss)
eMace vs 3/4 LBM = 5/5 Mace
eMace vs 2/4 LBM = 2/5 Mace
eSword vs 2/4 LBM = 5/5 Sword, all 3 Slaves recaptured and put back to work
3/4 Knight vs 2/4 Musket = 1/4 Musket. Oh well... (19-1)
Tzint'zen defended:
eKnight vs 2/4 LBM = 5/5 Knight (20-1)
Think I might have emptied nearly all the LBMs out of Chalcedon and Dyrrachium now (Sardica's still got 5 to spend, but it can't have (m)any units left inside...)
IBT
Incas begin JSB
Byzzie Musket+LBM-stack retreats back towards Sardica -- looking for an easier target...? I almost hope the Volcanoes they're standing on explode, except my Armies are right next door......
Byzzie rMusket pillages our new Iron-Hill. Won't help you, 'Dora...

Some savegames from this turnset are posted below.
 

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T271-280
Spoiler :
T 271, 1405 AD
Pillager-stack near Tamuin attacked:
Treb vs rMusket = miss
vKnight vs rMusket = 2/5 Knight
vKnight vs rMusket = 1/4 Knight
eKnight vs vLBM = 5/5 Knight
Unused units stacked at Chalcedon's gates, protected by 2 vMuskets
Auto-bombing of Trebizond (Pop11, on Hills) begins = 2hits, 2 misses -- at least 2 vMuskets+1 rMusket defending. I need more Trebs...
GAME SAVED
It occurs to me that even thought we've been at war for 3T already, nothing has yet come at me from the Byzzie homeland (apart from a lone vMusket currently approaching Sumer). Could it be possible that their entire LBM attack-force was deployed to (and is now being destroyed near) Sardica, Chalcedon and Dyrachium? If so, I can move my stacks out of Sumer and Chico, and cross their main border with relative impunity... So I do.
If I'm going to be facing Rifles soon though, I will need Cavs -- preferably in Armies -- and Cannon (Knights and Trebs can be upgraded anywhere now that SunTzu is [or should be] unflippable...), so I re-queue research -- after Theo (now in 3T at SCI% = 20%, LUX% = 10%, TAX% = 70% gets me +136GPT), I'll beeline to MilTrad ASAP. Although Metallurgy will obsolete the SoZ, Cavs are better than ACavs any day.
IBT
Dromon flames Bapedi -- Musket injured
Byzzie Caravels pass Hlobane, heading towards Coyotepec
Byzzie Musket turns towards Kish -- guess he's going to try and pillage the Horses
Inca begin ShakesT

T 272, 1410 AD
Byzzies have left a stack of 1e+3vLBMs unguarded near Sardica. Unfortunately out of Treb range (oh, for some Arty...!), but within reach of my Knight-Army
Knight-Army vs eLBM = 12/12 Army
Knight-Army vs vLBM = 13/13 Army
Knight-Army vs vLBM = 11/13 Army
Last vLBM is inaccessible, but he can't reach my border from his current position, and Sardica should fall next turn
Chalcedon (Pop2, Tundra, no Walls) attacked:
vKnight vs vMusket = 1/4 Musket (redlined, then defended successfully!)
vKnight vs vMusket = 1/4 Musket -- again!
vKnight vs rMusket = 1/4 Knight
eKnight vs 1/4 Musket = 5/5 Knight
vKnight vs 1/4 Musket = 3/4 Knight
Chalcedon captured (0g, 0 Slaves, Caravel sunk) and razed -- it's no use to me (steals rank from my core) and it's right under a Volcano...
Trebs auto-bomb Trebizon = 2HP removed from vMuskets: insufficient damage done to warrant attacking this turn
Stack 2 reaches Trebizon's Walls -- Knight-Army moves off Mountain to cover it
Chico ePike+Settler+Knights move to Jungle 1S from Silks, and SSW of A'ple. Trebs will join them as soon as the next town (coastal, on River) is founded, which I hope will get me at least 1 of the 2 Silks
IBT
Byzzie vMusket+v+rLBMs head towards T'pan's (unconnected) Saltpeter
Byzzie vMusket arrives on Kish's Horses

T 273, 1415 AD
Send new ACav to see what happened to those Byzzie ships I spotted earlier, and find a Galleon 2N from Coyotepec! But I deliberately put my ACav on the Mountain where (I'm sure) Dora intended to unload, so she'll have to settler for the flatland instead...
030 Coatepec founded near Silks, netting one of them and putting my Trebs within 1 move of A'ple's gates, when I'm ready to do it
Kish-Horses defended:
vKnight vs vMusket = 1/4 Knight, 3/4 Musket
vKnight vs 3/4 Musket = 4/4 Knight
Trebs auto-bomb Trebizon = all 3 Muskets damaged, which means it's time:
Knight Army vs 3/4 Musket = 9/13 Army
vLBM vs 2/3 Musket = 5/5 LBM
vKnihgt vs 2/4 Musket = 1/4 Musket
eLBM vs 1/4 Musket = 3/5 LBM
Trebizond (12g, 2 Slaves) captured --> Slave (10T)
All units with MP remaining enter and fortify (16 total), Governator switched on, Armies left to cover Treb-stacks outside.Pike-Army+Treb-stack will be moved to Hills 1S of Nicaea next turn
But first, cleanup duty:
vKnight vs vMusket (on Cow-Grass) = 1/4 Knight, 2/4 Musket
vKnight vs 2/4 Musket = 3/4 Knight
Trebs auto-bomb Sardica (Pop3, Grass, no Walls) = 4HP removed from v+2rMuskets, so this one is ripe for the taking as well:
Mace-Army vs 2/3 Musket = 11/13 Army, and there's an LBM in there
Mace-Army vs 2/3 Musket = 1/13 Army! That was close!
vKnight vs 2/4 Musket = 2/4 Knight, revealing 4th, redlined vMusket as well
eKnight vs 1/4 Musket = 4/5 Knight
eSword vs LBM = 5/5 Sword
Sardica (9g, 5 Slaves!) captured for Worker-abandoning --> Slave (10T)
All nearby units with MP moved in and fortified (7 total)
Knight-Army covers Mace-Army+Trebs. Will be interesting to see what the Musket+LBMs go for next... maybe Tep'toc? Or will they come back to try for Sardica? Either way, I can literally run rings around them now...
Queue up a Settler in Ten'lan, for resettling 1SW of Sardica's current (dumb) position
4 Knights + 3Muskets will reach Hills/Mountains outside Dyrrachium next turn.
CAII points out that I will need to talk to Mursi re. his Furs either on the IBT or next turn, but since I currently have 6 Luxes hooked on my territory (and Gems will be connected next turn, IIRC), I won't be too fussed if he doesn't want to continue the deal (besides, I can see Furs outside Erech -- currently held by the Byzzies, but not for much longer)...
IBT
Hittites and Inca sign PT
Byzzie Musket+LBMs decide to make a suicidal attempt to recapture Sardica -- they move onto the Grassland!
Palace expansion!
One stinking resistor quelled in Trebizon (8 to go...)!
Inca begin ShakesT (again?) and Newtons

T 274, 1420 AD
All units exit Trebizon (1/4 Knight sent home) and shelter under Knight-Army
Pike-Army arrives above Nicaea, and sees that Byzzies now have Rifles (i.e. Nationalism)! Hopefully they will now draft the hell out of all their Pop7+ core-cities, because they surely can't afford to pay for mass-Musket-upgrades...
Trebs redline Musket outside Sardica
eMace vs 1/4 Musket = 4/5 Mace (HP loss from LBM-volley)
eMace vs vLBM = 3/5 Mace, and Maxtla!
MGL moved into Sardica, builds Army, 2 unused vMaces loaded (e*Mace next turn, if it's not lost to a flip -- should have moved both of them out of town first before attacking)
eSword vs rLBM = 3/5 Sword
Sardica garrisons moved out (apart from the Trebs -- moving them into the town was dumb as well -- hope it doesn't flip), Governator switched on
Multiple units (including new Mace Army) moved towards Coyotepec, just in case the Byzzies land...
14/14 Mace Army no longer needed to guard Workers roading Gem-Mountain, moved to Tul'lan for upcoming peninsular conquest
Right now I have 8 Luxes available, and Mursi hasn't renegotiated. So I call him up, which was probably a mistake. He has >3000g saved (mostly from me, I suspect) and wants more for his Furs (naturally), and he will only give me 3GPT (or a Trade Embargo vs Dora) for my Iron -- yes, he has no Iron either... Well, I'm not going to help him out with that, since he already has Rifles... So in the end we just swap WMaps
SCI% to 0% for Theo in 1T, +250GPT
IBT
! The Byzzies DO have Cavs (or at least 1)! Trebizond is recaptured and I lose 18g
Theo --> Chem (4T with SCI% = 50%, +7GPT) (Oracle obsolete)
Sardica is quelled
Palace expansion!
Hittites begin JSB (again?)
Barb-camp appears beween Kish and Isin

T 275, 1425 AD
Do some hasty unit rearrangement along the Byzzie front, to get at least a couple of D=3 units in each town, and cover the exposed Slaves -- if the Byzzies have Cavs, my border just got a lot more porous...
Trebs auto-bomb Nicaea (Pop6, Plains, no Walls) = 2/7 hits, at least 2 vRifles defending...
Non-fortified cRifle now visible in Trebizond. Let's see, Pop10, on a Hill, gives D = 6 + 6(0.5 + 0.5) = 12. Don't really want to risk my Knights against that without some bombardment first...
Mace-Army vs rLBM on Hill SE of Erech = 13/13 Army.
Galleon spotted in the big bay, so ACav joins him
Dyrachium (Pop2, Hills, no Walls) now has rRifle(s) as its top defender! However, since my units are already there, and I need that southern corner to become a Byzzie-free zone...
vKnight vs rRifle = 1/3 Rifle (redlined, then defended successfully!)
3/4 Knight vs rRifle = 1/4 Knight, 3/3 Rifle
eKnight vs rRifle = 1/5 Knight, 2/3 Rifle
eKnight vs 2/3 Rifle = 2/5 Knight
HOW THE HELL DID 'DORA GET A CAV DOWN THERE?
eKnight vs rCav = 1/5 Knight
Well that was a flustercluck -- all Knights now need to retreat to X'co for R&R
Non-fortified cRifle also visible in Trebizond. Let's see, Pop10, on a Hill, gives D = 6 + 6(0.5 + 0.5) = 12. After the Dyrrachium debacle, don't think I want to risk my Knights against that, without some bombardment first...
IBT
'Dora wants to talk. Let's see if she'll give me any cities+techs... No, she wants all my Slaves! Techs are a no-go: I can get Dyrrachium and Septum, but none of the northeastern-penisular towns. So no -- let's fight a little longer. You started this, so you need to make it worth my while to finish it...
Cav redlines itself killing Knight near Sumer
Hitties begin Newtons (again), because Harran just completed Smiths
Inca switch to JSB -- and Newtons

T 276, 1430 AD
Maces kill Barbs near Isin, no promotions
vKnight kills 1/4 Cav near Sumer
Erech (Pop2, Plains, no Walls) attacked:
Mace-Army vs vMusket = 10/14 Army
Army vs rSpear(!) = 10/14 Army
ACav vs rLBM = 5/6 ACav
...leaving rLBM as last defender, but no unit handy to kill it with...
Auto-bombing Nicaea again = 2/7 hits, seems like there're only 2vRifles
9/13 Knight-Army vs 3/4 Rifle = 7/13 Army
vKnight vs. 3/4 Rifle = 2/4 Knight
Yup, I was right: Nicaea (0g, 1 Slave) captured, Governator activated --> Slave (10T)
Nicaea cleanup:
vKnight vs vCav on Hills = 2/4 Knight (fortified in Nicaea)
All units except Pike-Army (guarding Trebs) and a few eHorses (pillaging connections to Naissus and Heraclea) moved in and fortified (14 units total vs 3 resistors)
IBT
Resistance quelled in Nicaea
Incas build JSB

T 277, 1435 AD
Pillaging eHorses recalled to Nicaea-stack, which moves to Hills WSW of Co'ple
All healthy units moved out of Nicaea to Pike-Army, leaving 3 Knights, 1 LBM, 1 Musket in town (I sell the built-Rax for 2g, leaving the SunTzu-Rax, which the Byzzies will then lose if they retake the city)
Erech attacked:
5/6 ACav vs rLBM = 5/6 ACav
Erech (1 Slave) captured, no resistors, because citizen is still Sumerian --> Slave (10T)
Turn down SCI% to 30% for Chem still in 2T, but +120 GPT
IBT
Mursi cancels his Wine-order. I drop the price to 8GPT and he says OK
Lots of Byzzie ships sailing down the coast of former Zululand -- wish I knew where they were going... J'zingo maybe? It's the only near-coastal city without a defender. Or they could be planning to refound Chalcedon and Dyrrachium...
Palace expansion!
Incas build MagVoy

T 278, 1440 AD
031 Chalchihuites founded NNW of Zimbabwe, to fill in that hole
Umtata attacked
ACav vs rSpear = 3/6 ACav
ACav vs rSpear = 1/3 Spear
Mace-Army vs 1/3 Spear = Army
Umtata (1 Slave) captured, no resistors, because citizen is still Zulu --> Slave (10T)
Cleanup: Army vs rLBM = 7/14Army
3/6 ACav fortified in Umtata
1/3 of this continent is now a Byzzie-free zone. Musketeers fortified in longer-established coastal cities, backed up by Maces or Knights. Mace-Armies will act as rapid-response forces in north, central and south Zululand
Knights and ACavs from Zululand (will be) recalled to T'lan for Byzzie campaign
Fiddle with some tile/citizen assignments, and drop SCI% another notch to 20%, for Chem in 1T and +172 GPT
IBT
Mursi cancels Ivory-order as well, until I drop the price to 8GPT. It's not like I'm gouging him or anything...
Cavs kill both the eHorses I sent to pillage roads near C'ople
Some of the Byzzie ships turn north again
Chem --> Metallurgy (5T at SCI% = 40%, +73 GPT) Could also do it in 4T at 50%SCI, +0GPT, but I'm still building units, and will want the banked gold for Treb- (then Knight-, then Musket-)upgrades
Hittites begin SHakesT and Newtons


T 279, 1445 AD
Drat -- forgot to set Sardica's last citizen to Specialist, so cash-rushed Slave didn't get built this time
Trebs redline Galleon near Zim
eLBM vs vCav outside Co'ple (across River) = 2/5 Cav
eMace vs Cav = 3/5 Mace, 1/5 Cav
Coatepec and Sumer send units north to A'ple
Pike-Army pillages Hill-road, and joins the rest of the stack, sentried outside C'ople
eHorse vs 1/5 Cav = eHorse
Dyrrachium attacked:
vKnight vs rRifle = 2/3 Rifle
vKnight vs rRifle = 3/4 vKnight
Dyrrachium captured (0g, Harbour destroyed), Rax sold (2g), Governator on --> Slave (10T)
Knight-Army vs 4/5 Cav near Nicaea = 10/13 Army --> moves to Mountain.
Overland route from C#ople to Trebizond, A#ple and Septum should now be cut off (rGalley moving to blockade A'ple's Harbour...)
IBT
Cav kills eHorse outside C'ople

T 280, 1450 AD
DAMMIT! NONE of my cash-rushed Slaves got built! Guess I'll have to set for +FPT and Settler-abandon those towns (Umtata, Erech, Sardica) instead.
Auto-bombing of C'ople and A'ple -- mostly unsuccessfull
vKnihgt vs rMusket in Forest near Eca'pec = 2/3 Musket
vKnight vs Musket = eKnight
GAME SAVED
IBT
Cav attacks Nicaea, but runs away

T281-290
Spoiler :
T 281, 1455 AD
Trebs auto-bomb A'ple and C'ople -- 1HP removed from 1 Rifle in each town...
032 Chiauhtia founded 2N of Isin
I have 6 vKnights outside A'ple (Pop9, on Grass), and more incoming. I think I'll risk it:
vKnight vs rRifle = 1/3 Rifle
vKnight vs rRifle = 1/4 Knight, 2/3 Rifle
vKnight vs rRifle = 3/4 Knight
vKnight vs 2/3 Rifle = 2/4 Rifle
vKnight vs 2/3 Rifle = 2/4 Rifle
vKnight vs 2/4 Rifle = 2/4 Rifle
Well that went about as well as might have been expected. I'll not risk my eKnight+eMace
IBT
Byzzie ships run for their borders...

T 282, 1460 AD
3HP from C'ople's defenders this time, none from A'ple. My guys will hang tight this turn.
Metallurgy in 2T, then I can upgrade my Trebs to Cannon for C'ople...
IBT

T 283, 1465 AD
Move my last ACav towards A'ple
Trebs bomb C'ople = 2HP removed
Trebs bomb A'ple = 1HP removed. But I now have about 10 v+eKnights to throw at it:
vKnight vs vRifle = 1/4 Knight, vRifle
vKnight vs vRifle = 3/4 Rifle
vKnight vs rRifle = 3/4 Knight
vKnight vs 3/4 Rifle = 1/4 Rifle
vKnight vs 3/4 Rifle = 1/4 Knight, 2/4 Rifle
vKnight vs 2/4 Rifle = 2/4 Knight
eKnight vs 1/4 Rifle = 2/5 Rifle, dammit
vKnight vs 2/5 Rifle = 1/4 Knight, 2/5 Rifle
vKnight vs 2/5 Rifle = 1/4 Knight, 2/5 Rifle
vKnight vs 2/5 Rifle = 3/5 Knight
and Adrianople falls! 14 assorted units (and most injured Knights) fortified inside, covered by ePike
Drop SCI% to 10% for +255 GPT
IBT
Hittite Frigate sinks the Barb-Galley that's been floating around near Isin for about 20T
Byzzie ships seen sailing south towards/past C'ople, and a Galleon approaches Sumerian-farmland (Jilotzingo is unguarded...
Metallurgy --> MilTrad (4T at SCI% = 40%, +94GPT)
GWall and SoZ now obsolete... :(
Only 2 resistors quelled in A'ple... :(

T 284, 1470 AD
All injured Knights in A'ple pulled back to Coatepec to heal/upgrade. All healthy units sent on to C'ople
A'ple Trebs also pulled back to upgrade. Upgrade-all = 390g, so I do it, leaving me with >1600g for the Knight upgrades in 4T...
Trebs bomb C'ople = 2HP removed
Several Knights redirected towards T'alco, just in case that Galleon unloads somthing nasty...
Settler rushed in Sardica
IBT
Yup -- Cav unloaded near T'alco
Byzzie ships arrive in C'ople
Nicaea riots -- Governator switched on
Sardica Settler-abandoned

T 285, 1475 AD
033 Chapultepec founded SW of Sardica's ruins --> CH (80T)
vKnights kill Byzzie Cav near Ur -- eventually (1-2)
Trebs bomb C'ople = 0HP removed. Cannons should arrive in 2T, so long as A'ple doesn't flip this IBT, while they're passing through...
IBT
Cav kills vKnight near A'ple

T 286, 1480 AD
Trebs bomb C'ople = 3HP removed
eKnight kills injured Cav near A'ple
vKnight-stack in CCo'pec is healed, but I can upgrade it in 2T, so I'll leave it there for now
Settler rushed in Umtata
2nd Knight-Army covers Cannon-stack on the last leg of its journey to C'ople
IBT
Umtata riots -- but that's OK, because its immediately abandoned

T 287, 1485 AD
Knight-Army loses 7HP(!) killing vCav approaching A'ple
MilTrad in 1T, but can't drop SCI% -- until I convert some Geeks in the Zulu-farmland. Now I can do it in 1T at 30% SCI% and 126GPT... :)
IBT
MilTrad --> Edu (11T at SCI% = 0%, +300GPT) I need to reset the Geeks to Taxmen
We can build MilAcad. I have a Palace-prebuild that's already well overrun it...
Incas build ShakesTh

T 288, 1490 AD
vKnight kills newly-landed Cav near T'alco
eKnights pulled out of all cities while vKnights get upgraded (450g for the 15 remaining in cities). Several more upgraded piecewise
vKnight stack pulled back from C'ople -- should have done this last turn...
034 Itzapalapa founded on Hill S of Umtata's ruins
Trebs and Cannon bomb C'ople = every visible defender now in the yellow. That bodes well for the next turn, when the 1st stack of Cavs arrive...
IBT
Cavs attack Nicaeae and A'ple: 1 win 1 loss
Hittites begin Newtons -- and UniSuff!
Hittites complete Newtons in Tyrana
Awesome, if the Hitties already have Industrialisation, my tech-netting should be a major boost!

T 289, 1495 AD
Knight-Army kills Cav outside Nicaea
035 Ayotzinco founded between Hlobane and Coyotepec --> Walls (10T)
036 Iztapam founded NE of Coyotepec --> Walls (10T)
New vCavs sent north from Coatepec
vKnights upgraded in A'ple (300g). Hope it doesn't flip...
Settler rushed in Erech
IBT
Renew Wines-export to Incas for 8GPT

T 290, 1500 AD
037 Tenochtitlan founded WSW of Sumer, filling in that hole
C'ople bombed, mostly unsuccessfully. Never mind, I have 19 Cavs outside. I attack with the 3-MP units first...
vCav vs rRifle = 1/3 Rifle
vCav vs 3/4 Rifle = 3/4 Rifle
vCav vs 3/4 Rifle = 1/4 Cav, 3/4 Rifle
vCav vs 3/4 Rifle = 2/5 Cav
vCav vs 3/4 Rifle = 1/4 Cav, 3/4 Rifle
vCav vs 3/4 Rifle = 2/4 Rifle
vCav vs 3/4 Rifle = 4/5 Cav
vCav vs 2/4 Rifle = 3/4 Cav
eKnight vs 1/3 Rifle = 3/5 Knight
C'ople is ours! 23 assorted units fortified inside, Governator switched on --> Slave (10T)
Caesarea becomes new Byzzie capital
ePike added to Pike-Army
038 Teotihuacan founded on Hill E of Erech's ruins
039 Tlatelolco founded in the hole between I'wana and Tequix
GAME SAVED
IBT
Renew RoP with Pacha
Wahey! Tech-dump from the GLib gets the Aztecs Educated and then all the way into the Industrial era! Doesn't get me Steam though... :(
Core-towns switched to building Unis, except T'olco, which switches Palace prebuild to MilAcad (1T with ~350s overrun -- ouch, what a waste). But here come my Cav-Armies...
WLTKDs break out everywhere

T291-300
Spoiler :
T 291, 1505 AD
040 Texcoco founded 2SW of Kish, to burn the Jungle and allow irrigation to pass through towards Isin
All green-HP units pulled out of C'ople -- obsolete Elites fortified outside, Trebs retreated via A'ple, Cavs sent towards Hittite border
Upgrade all Muskets to Rifles (1800g -- pretty much cleans me out, but should also seriously discourage Mursi)
Raise SCI% to 50% for Steam in 8T, +31 GPT. Shave 1T more off that by making the Farms Geeky wherever possible
Set beeline for SciMeth (got Medicine from GLib, want ToE for AtomTheory and Electronics = Hoovers), then RepParts, then Industry
IBT
Byzzie LBM kills eMace fortified on Mountain above Kish

T 292, 1510 AD
eKnight vs 3/4 LBM on Mountain = 1/5 Knight
Pike-Army sent to Pillage Byzzie Saltpeter
IBT
Byzzies throw 3 Cavs across the river at C'ople, finally overwhelming the one remaining eKnight fortified inside

T 293, 1515 AD
C'ople retaken with 1 eKnight lost (vs. cRifle + vCav) -- all Elites moved back inside
041 Tlaxcala founded 2SE of I'wana, next to Gem-Mountains
IBT
Kish captured! Dammit, I thought they'd shot their Cav-wad! Need to plug that hole in my border ASAP

T 294, 1520 AD
Kish recaptured using 2 vCavs
041 Calixtlahuaca founded on northern tip of Zulu peninsula --> Walls (10T)
Multiple farms are about to riot because of the city-loss. MM those that CAII says need it
IBT
Inca request audience: Pacha wants Music Theory for Medicine. No, but you can have my WMap instead...
eKnight repels vCav in C'ople -- just...

T 295, 1525 AD
Send a Crowd'o'Cavs to go and make the Byzzies' small towns even more miserable -- First up, Septum...
IBT
Byzzies send another Cav to fail to take C'ople

T 296, 1530 AD
042 Xochicalco founded on river NW of Zim
043 Tlacopan founded NE of I'wana
Septum (Pop1, on Hill, no Walls) attacked:
vCav vs vMusket (fortified) = 3/4 Musket
vCav vs rMusket (fortified) = 1/4 Cav, rMusket
vCav vs rMusket (fortified) = 1/4 Cav
vCav vs 3/4 Musket = 1/4 Cav
eHorse vs vLBM near Ecatepec = 4/5 Horse
eKnight vs rLBM in Septum = 5/5 Knight
Septum auto-razed (2g stolen). Whoops.
Trebizond (Pop1, on Hills, no Walls) next:
vCav vs cRifle = 2/3 Rifle
vCav vs cRifle = 1/4 Cav, cRifle
vCav vs cRifle = vCav
vCav vs cRifle = 1/4 Cav, cRifle
vCav vs cRifle = 1/4 Cav, cRifle
vCav vs cRifle = 2/4 Cav
vCav vs 2/3 Rifle = 2/4 Cav
Trebizond (+2g) captured.
Just remembered that I intended to Settler-abandon Nicaea and refound on the coastal Hills. Production reset to Settler.
IBT
Byzzies suicide another Cav vs C'ople

T 297, 1535 AD
Frigate sinks Byzzie Galleon near Dyrrachium
044 Atzcapotzalco founded ENE of 027 T'loya, 2SE of Isin
045 Tzintzuntzen founded 2SE of Coyotepec
046 Malinalco founded on Plains between Coyotepec and Hlobane
Drop SCI% to 40% for Steam in 1T, +123 GPT
IBT
Cancel Wines export to Mursi. Offer him our WMap instead
Steam --> Electricity (8T at SCI% = 50%, +22 GPT)

T 298, 1540 AD
We have Coal (near Hlobane)
Workers who have finished irrigating Summie farmland begin railing back to the core for the push against the Hittites...
Scouting Byzzie Rifle killed by Cavs -- one retreats, one promoted
Second Galleon sunk near Ixtap
IBT
Ivory export to Hittites cancelled. Sell him WMap again

T 299, 1545 AD
Naissus (Pop3, Plains, no Walls) attacked:
vCav vs vRifle = 1/4 Rifle
vCav vs rRifle = 3/5 Cav
vCav vs 1/4 Rifle = vCav
Naissus (+3g) captured, Galleon(s) sunk, Rax + Harbour sold (12g)
Heraclea (Pop3, Tundra, no Walls) attacked:
vCav vs vRifle = 1/4 Cav, 2/4 Rifle
vCav vs rRifle = 1/3 Rifle
vCav vs 2/4 Rifle = 2/4 Cav
vCav vs 1/3 Rifle = 2/4 Rifle
vCav vs 2/4 Rifle = 3/5 Rifle
vCav vs 3/5 Rifle = 3/5 Cav
Heraclea (+4g) captured, Galleon(s) sunk, Harbour sold (7g)
IBT
Nicaea Settler-abandoned

T 300, 1550 AD
eLBM kills rLBM near Nicaea's ruins.
GAME SAVED
Savegames below...
 

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Game over, Aztecs victorious (Domination).

Post-mortem:

Well I certainly didn't break any fast-Domination records on this game, ending in the mid-Industrial, in 1735.

My initial starting position was not pretty -- although in the end not as bad as I'd feared (pats self on back for deducing the landmass-type and age relatively early).
Spoiler :
Pangaea, 3 bn years (CivAssistII also says, 70% water, Cool, Wet, Seed = 26579844)
Arguably I was kind of hemmed in to start with, by a lot of food-poor land (lucky for me that the Aztecs are Agricultural!) and my nearest neighbour (also Agri, with food-richer lands) having a D>1 UU straight off the bat. Not helping was that the second nearest victi-... erm, neighbour also got a D>1 UU very quickly, while for a long time the best unit I could muster was A=2 (with my UU having A=1).

For an oscillating, nearly-always-war game, the Horses that I got hooked reasonably early (by planting a town on them) were a lot more useful to me than the Iron (which also took longer to hook up). Most wars were fought -- and cities captured -- using Horses/ Knights/ Cavs (and Armies!), with the M=1 units which weren't in Armies mostly doing border-town defence, or garrisoning new captures. That said, part of the reason the M>=2 units were useful/necessary was that I tend to wait too long before DoWing -- usually until I'm rated AVERAGE to STRONG vs my opponent.

But I could probably have built that strength faster, especially in the late game. Although I was trying to minimise on city-improvements, I think I still overbuilt a little. For example, shortly after capturing the GLib, I built Unis. But the GLib got me all the way into the Industrial, and by that time I already had a lot of farms up and running -- and I dropped research altogether once I had RepParts and Industrialisation -- so I'm not sure how useful those Unis really were. Likewise Factories (and Hoovers). By the time most of those came online (actually, I can't even remember offhand whether Hoovers got finished!), the game was already in the final stages. So if I'd put all those shields into Knights/Cavs instead, I could have finished off my 3rd neighbour earlier, and maybe attacked the 4th neighbour before he got Infs+Arty.

And with everyone else building Wonders and Culture, waiting until the Mid-Age to start the killing did make it very slow going, with most foreign towns having popped at least once, and some of them twice or even three times, before I got to them. Better use of Combat-Settlers would have helped with that (although planting a town just to immediately abandon it offends my conservative sensibilities). And I didn't get the Conquest vic either, because I find it hard to bring myself to raze towns, or leave 'holes' in my territory.

Still, warmongering as a Republic, for most of the game, with only 1 Lux hooked for a long time, was interesting -- and this game went a lot better than my other Aztecs attempt (above)!

The final turnlog for 1550-1735 AD (as a .doc file -- why doesn't CFC allow .rtf?) and 3 of the 6 savegames are below. The last savegame was actually made on the second-last turn, because I saved after hitting 66%-land for the first time, then a city I'd taken several turns earlier revolted on the IBT. So I had to play one... more... turn, and didn't bother saving again before the winning-IBT.
 

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And for the third game proper in this series, I rolled the Koreans -- who I've seen as AI-controlled opponents in several of my C3C games so far (ABLES-SG, and the first game in this series, to name but two), generally getting themselves steamrollered. This may not bode well for me...

Here's the starting position:



Initial thoughts

Start looks ... only OK really -- Grass/Plains, at least once those Forests are chopped -- but Mountains too. And I'm near the Equator, so there is likely to be Jungle or Desert to the south. It also looks like I'm near an eastern coastal corner of my continent, so it would probably be a good idea to move inland -- I'm thinking at least 1W to the Forest, which should leave at least one or two potential coastal sites (e.g. the Plains 2SE of current position) for building the Colossus (and later CopsObs and SETI).

Science:

Starting with Alpha means the Republic-slingshot has a good chance of success, so I should be able to switch govs -- and (pre)build the MoM -- relatively early. So this might be a good prospect for a building/ tech(-trad)ing game, going for UN (boring!) or Space (hooray!)

Expansion:

Since Korea gets 25% more non-corrupt cities, even the 3rd-ring cities can still provide reasonably uncorrupted trade (under Republic) before Courthouses are really needed, offering a decent research rate. And it's not absolutely essential to get an extensive first-ring either -- although 5-6 towns would be nice -- but all towns need to reach Pop7+ for the city-tile commerce-bonus (out of Despot), so I hope I've got some freshwater handy...

Golden Age considerations:

Wonders:
  • SCI = MoM, GLib, Newton, ToE, Longevity
  • COMM = Colossus, GLight, Magellan, Smiths, UN
  • SCI + COMM = Internet
UU: Hwach'a
  • Replaces Cannon (Tech = Metallurgy), cost = 40s, A.D.M/B.R.F = 0.0.1/8.1.1
  • Requires only Saltpeter to build, but (I think I) might have to build them from scratch(?)
  • Lethal land bombardment allows it to start a GA (at least in theory)
A UU-GA would therefore be less ideal, since I'd have to get halfway through the Medievals first -- and then build enough Hwach'as to allow me to bomb a convenient lone enemy unit down to 0 HP. By the time Metallurgy has been discovered, my bombardiers will most likely be facing Pikes (D=3) or Muskets (D=4) covering unit-stacks or defending enemy towns. Against a healthy D=3 unit, unfortified on the flat, I would have a hit probability of (8/11.1)*100 = 72%, so to be reasonably sure of killing just a regular unit, I'd need at least 3/0.72 = 4.167 Hwach'as (i.e. 5 would be better -- and 6 for a vet, 7 for an elite).

However, if I'm going to go for science and tech-trading, then going for Colossus is a no-brainer. As well as being a major trade(=science)-booster, Colossus (200s) also fills my 'COMM' requirement for a Wonder-GA; the 'SCI' requirement could probably best be fulfilled by the MoM (200s) or the GLib (400s). If I'm going to go for the slingshot, then I can prebuild for MoM -- and if someone beats me to Philo, and looks like beating me to MoM, I can try to research or buy Lit and switch the MoM-build to GLib instead.

I would then have to use the GA to build Harbours (given my current situation, I will need seafood) and Libs (to make the most of coastal commerce), so that I can start (pre)building Unis as soon as I get Edu from the GLib.

First move details:
Spoiler :
T 0, 4000 BC

Settler moved to Forest 1W -- well that doesn't look great: Desert, a Volcano, and more coastline to the SW (with any luck that's actually a lake).
Worker moved to BGrass 1N. Now I can see Gems within what will be my core, which will definitely be helpful (although building a road to it will take 1+9T, and the road will then be at risk from any eruptions...)
I think I'll move the Settler again, SW onto the Mountain for a better view of prospective capital-sites to the SW

4000 BC savegame is below: the first 60T of the turnlog will follow in the next post...
 

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Turns 1-20, 3950-3000 BC
Spoiler :
T 1, 3950 BC
Settler 1SW, revealing more Desert and coastline to the SW!
Worker 1E. Oh, arse! Should have gone 1N!
Judging by what I can see now, at best the best land and/or the major part of my continent (and/or my neighbour(s)) are to the north. At worst, I'm alone on a crappy island, with no freshwater in sight, and won't be able to trade. This could really suck!
Looks like the Forest could be my best Cap-site after all: use CivAssist to make a preliminary dotmap with 1st-ring sites at distance 3(.5)



T 2, 3900 BC
Settler NE again
Worker W to BGrass

T 3, 3850 BC
Worker begins road (3T)
001 Seoul founded --> Warrior (4T using Forest). I need scouts!
SCI% to 20% (+2GPT), Writing in 50T, beeline set to CoL+Philo => Republic

T 6, 3700 BC
Worker moves SW to Grass outside Seoul
Seoul's citizen switched to Grass for Warrior in 1T but more food
IBT
Seoul: Warrior --> Warrior (4T)

T 7, 3650 BC
Warrior1 will explore along coastline NW
Worker begins road (3T)

T 10, 3500 BC
Warrior1 has spotted nearby coastline to the west, and found 2 more Gem-Mountains
Worker 1S to Grass
Seoul works rGrass for final turn of Warrior-build
IBT
Seoul: Warrior --> Warrior (4T)

T 11, 3450 BC
Worker begins road (3T)
Warrior heads south to pop the Goody-Hut before Seoul does

T 12, 3400 BC
Warrior2 learns CBurial! Excellent -- now I can use Temples as Lib pre-builds
He also finds that I should have moved my starting Settler to the coastal Plains 1SE of the original starting-point, where the Cap would have got 2 Fish and a Cow in its BFC!
IBT
Seoul pops its borders

T 13, 3350 BC
Warrior 2 will now explore the NE coastline
Warrior1 pops Hut on Mountain, looting 25g
Seoul's citizen moved to rBGrass (Warrior in 2T)
GAME SAVED
New dotmap prepared, using ICS to exploit all visible bonus-tiles, allow irrigation through Hills on the NE coast, and avoid the tiles directly adjacent to the Volcano:
Settler1 will go to the Grass ENE (to build Colossus)
Setler2 to Desert SSE (to set up Settler-/Worker-pump -- needs Gran)
Settler3 to Hills NNE (Rax-town)



T14, 3300 BC
Worker begins mining rGrass (6T)

T15, 3250 BC
IBT
Seoul Warrior --> Warrior (5T)

T 16, 3200 BC
Warrior fortified
IBT
Seoul grows to Pop2

T 18, 3100 BC
Warrior1 pops another hut, releasing 3 cBarbs
IBT
1 Barb attacks and dies, Warrior1 left at 2/3 HP
Seoul Warrior --> Settler (10T, growth in 8T)

T 19, 3050 BC
Warrior1 hides in a Forest to heal -- Tundra to the north, no point going any further...
Warrior2 finds a nice chokepoint -- sort of -- on the NE coast of the continent: Hill, with freshwater lake, Fish and Gold-Hill adjacent. Might send a Settler up here once the important 1st ringers are up...
I need some boats too, to explore a long landmass to the west (looks like this might be an Archi-map)

T 20, 3000 BC
Worker finishes mine, moves to second BGrass (ENE of Seoul)
IBT
Bede checks us out, and thinks we're doing OK -- at least our Treasury. Oh great, this map has the Hittites, Sumerians, and Aztecs -- again


T21-39, 2950-2190 BC
Spoiler :
T 21, 2950 BC
Warrior2 moves to Mountain as cBarb approaches
Worker begins road (3T)
Warrior1 heals and moves NE to Forest, finding Spices (in the Arctic -- yeah right!). I'm going to need a colony for this one
IBT
cBarb woken up by Warrior1's move...
Warrior2 spots incoming Russian stack -- Spear + 2 Axes -- guess they're going after the barb-camps in my fog

T 22, 2900 BC
Warrior1 goes 1E, finding another Arctic Spice-Forest
Warrior2 sent back to hold the chokepoint, without contacting Catherine yet
IBT
Catherine contacts us instead, offering Pottery for Alph. I renegotiate Pots+45g (her entire Treasury) for Alph instead. She's up Masonry, WarCode, 2 towns, and military.

T 23, 2850 BC
Drop SCI% to 10%
GAME SAVED

T 24, 2800 BC
Worker1 on BGrass --> mine (6T)

T 25-26, 2750-2710 BC
Warrior1 goes to investigate/ close possible second chokepoint, which will trap the Russian Spears + Axes on my side, where they can Barb-hunt to their hearts' content...

T 28, 2630 BC
IBT
Seoul Settler --> Warrior (5T)

T 29, 2590 BC
Settler1+Warrior3 sent ENE to coastal Grass

T 30, 2550 BC
Warrior1 fortifies on Tobacco-Grass chokepoint
Worker1 goes to mine 2nd BGrass (6T)
Settler1 founds 002 P'yongyang --> Colossus (67T)
IBT
Russians just got the Wheel

T 33, 2430 BC
IBT
Seoul Warrior -->Settler (15T, growth in 3T)

T 36, 2310 BC
Worker1 goes to mine last rGrass (6T)

T 39, 2190 BC
With Seoul's new citizen working rmGrass (4SPT), the Settler will build too quickly (complete in 7T, growth in 8T), so switch to Spear (1T)
IBT
Seoul Spear --> Settler (8T, growth in 7T)

T42-60, 2070-1500 BC
Spoiler :
T42-43, 2070-2030 BC
Worker finishes mining BFC Grass, moves to road Grass 2NW of Pyongyang (3T)

T 45, 1950 BC
Think the Russians just realised they're trapped

T 46, 1910 BC
Worker1 finishes roading Grass --> mine (6T)
Seoul will grow this IBT, and needs 6s to complete Settler at 4SPT -- if new citizen is assigned to a Forest, Settler should also complete, with any luck
IBT
Yessss! Seoul: Settler --> Rax (20T -- will chop a Forest to speed that up)

T 47, 1870 BC
Settler2 sent towards coastal Hill NNE of Seoul, where Warrior4 has long since been fortified. No point setting up a Settler-pump without irrigation, plus I need to expand north and east to grab as much territory as possible before the Russians get there.
Both rmBGrass-tiles given to 002, for Colossus in 38T at 4SPT

T 48, 1830 BC
IBT
Bede reconsiders his earlier pronouncement...



But we are also now only 6T from Writing, which the Russians and Aztecs don't have yet...

T 49, 1790 BC
003 Wonsan --> Curragh (8T, using Forest -- growth in 20T)
IBT
Pyongyang grows to Pop3

T 50, 1750 BC
Pyongyang's new citizen sent to Forest for +1FPT (growth in 20T), +6SPT (net) -- Colossus now in 23T

T 51, 1725 BC
Contact Catherine to see what she wants for Iron-Working, but she won't sell it. Consider asking for the Wheel, but it's still pretty expensive (nearly all my gold, 5GPT, and still no guarantee that I'll have Horses), so I settle for buying WarCode for 150g and 5GPT. Hopefully that should stave off any prospective demands for now... She also has access to Ivory, which is troubling: I do NOT want her to build SoZ...

T 52-53, 1700-1675 BC
Worker1 moves to chop Forest (4T)
IBT
Russians begin Colossus (in Moscow)!

T 54, 1650 BC
My Colossus-build needs 19T...
IBT
Writing --> CoL (50 T at SCI=20%, +2GPT, or 28T at SCI=90%, -5 GPT. So I do that, since I still have 136g in the kitty, and towns are going to grow soon)
But I also spend 31g on building an Embassy in Moscow, showing that it's at Pop1! My Colossus-build is safe, at least as far as the Russians are concerned

T 56, 1600
IBT
Forest chopped into Seoul's Rax -- now 4T to completion
Wonsan Curragh --> Rax (20T, before forest-choppping)

T 57, 1575 BC
Curragh1 sent to explore Russian coastline
Worker begins road on cleared BGrass
Reduce SCI to 70% -- CoL now in 29T instead of 24T, but deficit-spending reduced to -3 GPT, so it won't bankrupt us (Treasury = 95g)

T 59, 1525 BC
Curragh1 spots 2 Russian Settlers, unguarded, and heading for 'my' territory
GAME SAVED
IBT
Catherine demands Writing! Nope. She DoWs. Pants. Mind you, that saves me ~12T x 5GPT = 60g I still owed her for WarCode...
Seoul Rax --> Warrior (3T)

T 60, 1500 BC
Worker1 Road --> Mine (6T)
Fortifed Warriors1+2 sent to capture the 2 Settlers, or raze the cities they found. That should end the war quicker...
A couple of savegames are also below
 

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pics, maybe? ;)
 
pics, maybe? ;)
Oooh, ooh, another person posting in this thread! :bounce:
Yeah, I have some pics, and do intend to upload them -- once I figure out why the files that I (thought I'd) already uploaded to the first post of this new game, seem to have disappeared...

Actually, I think I may need to get some feedback on this game soon, since I'm not doing nearly as well as I'd like to be...
Spoiler :
  • My first couple of cities were/are food- and/or shield-poor, with no easily accessible freshwater, so initial Settler-building (and expansion) has been slow
  • I wanted to do science in this game, so I founded my 2nd town specifically to build Colossus as one of my GA-Wonders -- successfully, but I am afraid that might have cost me the game.
  • I only have 6 small towns built so far, 2 of which are more tactical than currently useful (1 choke-point fort, 1 viaduct), and both of which are currently corrupt
  • My Worker-situation is atrocious (only 2 Workers!) -- although no towns have grown fast enough to need more than that!
  • I'm currently on T120, and still in Despot: I was 7T from finishing Philo when I met the ********, and they'd already beaten me to it, so I missed the Rep-slingshot. They still have a Rep-monop, so I can't afford to buy it either; they are also the only Civ in the Mid-Age so far, but thankfully on a different continent to me.
  • Having sold Philo around to make some cash, and give away MoM, I have just gained a Lit-monop, and I am 14T from finishing the GLib (my second GA Wonder, prebuilt as MoM, then ToA), so I'm really hoping that someone else will learn Republic before Edu becomes widely known -- assuming I can survive that long...
  • I have had a couple of phony wars so far (where I got a DoW, but never saw an enemy unit), but am now fighting my second shooting war, defending against my neighbours the *******, who built SoZ :eek: So I'm currently fighting off ACavs using Horses and Archers, and they are also building Swords :run:
  • Military is also still poor: I have Horses hooked, but only 2 Rax-towns so far, one of which (Seoul) is currently building the GLib -- you might :nono: but it was the only one with a decent shield+food output
    I do have several Warriors available to upgrade, but my only potential Iron source is a long way north of Seoul, and still unhooked (too close to one of their outposts to be able to risk my Workers before I can sign a PT...
I'll add the T50-T60 turns to the earlier post, and post the T60+ turns in my next post. And some screenies too, I promise!
 
Nothing happened on T61. Last gamesave before T100 was at T99, but the IBT got interesting, and the T100 log contains much cogitation, so I've included it...

T62-70, 1450-1250 BC
Spoiler :

T 62, 1450 BC
Wonsan's Rax-build switched to Archer (5T)
Curragh1 spots dark-green borders south of Moscow -- probably the Aztecs. I wonder what it would take to persuade Monty to annoy Cathy, on my behalf...?

T 63, 1425 BC
Russian Settlers have obviously retreated -- Warriors spot a Spearman in the distance
Curragh1 finds Tlaxcala and I offer Monty Writing. He'll give Wheel, IronWork, and 9g (out of 10). What are the chances I'll have at least Iron or Horses within reach...? I don't make the deal yet though, because I'd like to find some more competitors first.
Embassy built (42g), which will let me make MAs later...
Tenochtitlan is building the Pyramids



Move Wonsan's rWarrior onto adjacent Hills, where he spots Russian rSpear + r+cWarriors incoming (2-3T away).
Seoul's garrison (rSpear, vWarrior) sent towards Wonsan, and LUX% raised to 40% temporarily, to compensate for loss of MilPol
IBT
Monty Politely asks me to move my Curragh
Russian cWarrior heads south, landing on Plains directly outside Wonsan (I guess because I just left it ungarded -- Spear+rWarrior head east instead of south (to attack my Warriors?)

T 64, 1400 BC
Warriors retreated towards Hills+Mountains near chokepoints
rSpear fortifies in Wonsan. rWarrior dies knocking only 1HP off approaching Russian cWarrior, vWarrior takes revenge -- just (1/4!) (1-1)

T 65, 1375 BC
I have got to stop using 'GoTo's! :hammer2: rWarrior2 meets another Spear+Warrior pair before he gets to the choke! Now he's probably going to die...
Curragh spots another Russian border to the east, and more coastline 2 tiles south
IBT
Russian rWarrior kills Warrior2 (1-2)

T 66, 1350 BC
Tiles shuffled between Seoul (Warrior-build switched to Archer) and Wonsan to minimise overruns
Curragh1 heads south -- just a 2-tile tropical island...
GAME SAVED
IBT
Wonsan Archer --> Rax (10T before chop)

T 67, 1325 BC
Curragh1 sees more land further south
Russians won't talk yet
IBT
Yaroslav founded west of Moscow, near Dyes

T 68, 1300 BC
Warrior1 fortified in Mountains
Curragh1 finds Huts on western coast of new Continent(?), and sees light-blue (Sumerian)borders to the east
IBT
Warrior1 fights off attacking vWarrior (2-2)
Seoul Archer --> Archer (5T)

T 69, 1275 BC
LUX%dropped and SCI% raised again
Warrior moved from Pyongyang to Seoul to pacify unhappy citizen

T 70, 1250 BC
Russians will talk, but I'd like to do them some damage first.
Spear+Archers sent north from Wonsan to meet their Spears+Warriors...
Curragh1 locates Lagash. Gil will give me Wheel, IronWork, Masonry and 1g -- even better than Monty's offer, so this time I agree, since he (probably) won't have a chance to sell it around, much.
And I have Horses -- already hooked near Wonsan -- and Iron well to the north
Embassy built (49g) -- Ur is building the Oracle



IBT
Gil Politely asks me to move
Russian stack sees Wonsan nearly ungarded, and heads south

T71-80, 1225-1000 BC
Spoiler :
T 71, 1225 BC
Worker begins road on newly cleared Grass
Spear+Archers sent to Game-Forest
IBT
Curragh1 sunk by Barb-Galley!

T 72, 1200 BC
Spear fortified in Forest. Hopefully these units will be more tempting than Wonsan...
Pyongyang will build Colossus in 1T! Yay!
IBT
Russians head south! Oh poop!
Seoul Archer --> Warrior (2T)
Pyongyang Colossus --> Settler (5T)
Russians switch to Pyramids

T 73, 1175 BC
vArcher vs rSpear = 2/3 Spear
rArcher vs rSpear = 2/3 Archer (3-3)
Warrior1 fortifies on choke-Hills
Russians contacted. Cathy will sign PT for Writing, and give 80g. I think that's the best offer I'm going to get...
I go back to Monty to sell him Writing -- and he's already got it! DAMN! Did Cathy somehow sell it to him, or did he get it himself? Now he's only up Myst, but I can't afford it.
I hoped to use Cathy's gold to fund a deficit, but still need LUX=20%, so the best SCI% I can get is 80% for CoL in 10T, -1GPT. Hope I can still get the Republic sling...
Tiles rearranged, and Pyongyang's Settler-build switched to Worker (2T) (I need to get some Gems hooked ASAP)

T 74, 1150 BC
vWarrior sent to bust fog near next city-sites
Worker1 road--> mine (6T)
IBT
Pyongyang Worker --> Curragh (3T)
Summies begin ToA

T 75, 1125 BC
rArcher sent Barb-hunting
Worker2 sent to Wonsan
IBT
Summies complete Oracle in Ur

T 76, 1100 BC
Worker1 still busy mining, so Worker2 sent 1N to begin road to the choke
IBT
Seoul Archer --> Pyramids prebuild for MoM (80T)

T 77, 1075 BC
Worker2 begins road to the choke (3T)
(Worker1 will finish mining Grass in 3T)
IBT
Pyongyang Curragh --> Curragh (3T)
Wonsan Rax --> Warrior (4T, with overrun)
Russians begin SoZ. Oh crap.

T 78, 1050 BC
Curragh2 sent SW from Pyongyang, to explore landmass(?) to the west

T 79, 1025 BC
Curragh2 sees coastline to the south

T 80, 1000 BC
Both Workers sent to Wonsan's Gem-Mountain
Curragh2 goes south instead, finding another tropical island
IBT
Pyongyang Curragh --> Settler (6T)
Wonsan Warrior --> Chariot (5T)

T81-90, 975-750 BC
Spoiler :
T 81, 975 BC
Workers begin road (5T) -- 3 Workers would have been better...
Curragh3 takes over Curragh2's westward exploration mission

T 83, 925 BC
Pyongyang MM'd to avoid riot
SCI% to 20% for CoL in 1T, +6GPT
IBT
CoL --> Philo (12T at SCI%=80%, -3GPT; Treasury at 85g, so I can afford it -- and the Gems will be hooked in 2T, so I can switch more LUX% to SCI%)

T 84, 900 BC
Curragh2 spots turquoise (Hittite) borders SW of the island -- which would mean I only have the Indians left to locate...

T 85, 875 BC
Curragh2 comes within hailing distance of Hittite Galley. They are up Myst, Philo, Maps, and HbR, none of which I can afford. And CRAP! Since they've beaten me to Philo, now I have to research Republic the hard way (or buy it)! The only good news is, they have no Horses (and also 1 Wines spare)...
Building an Embassy would cost 67g, leaving me only 15g to finish Philo, but I need at least 30g to finish in 10T without dropping SCI% -- which I really can't afford to do yet, since I need Philo for MoM...
IBT
Gems hooked
Curragh2 sinks

T 86, 850 BC
LUX% switched to SCI% for Philo in 7T at -3GPT
Workers sent to build roads to next city-site(s)
IBT
Pyongyang Settler --> Curragh (5T)

T 87, 825 BC
Settler sent northwards to Wonsan

T 88, 800 BC
Settler sent to Plains between Cattle and Game-Forest
Cathy has 313g, Myst and Maths, and she doesn't know Mursi yet. I do a straight swap with her, CoL for Maths
Gil gives me 93g and Myst for Maths
Monty gives me 35g for Maths
But Mursi won't give me any of his (admittedly, monopoly) techs as straight swaps for Maths (cheapskate!). I have to give him Maths plus 35g, to get my missing Philo-beakers.
I now have enough gold to build an Embassy (67g) -- Hattusas is 16T from finishing the Pyramids, so I don't need to switch Seoul to MoM (needs 21T) quite yet...



Right now, Republic will take me another 50T even at 90%SCI, so I drop it to 10% for +6GPT

T 89, 775 BC
Curragh3 heads south, passing a Hittite Galley on the way -- looks like this continent belongs to them (and probably also the Indians)...
IBT
Russians just got Construction, Hittites just got Republic!

T 90, 750 BC
004 Pusan founded 3NW from Wonsan --> Walls (10T)
IBT
Wonsan Chariot --> Warrior (2T)
Sumerians just got Poly!

T91-T100, 730-550BC
Spoiler :
T 91, 730 BC
Workers begin roads on Cattle-Plains and Game-Forest near Pusan (3T+6T)
Warrior2 sent exploring eastwards again, and sees Russian Spear+Settler heading towards Tobacco-Grass -- are they after my Iron?
IBT
Pyongyang Curragh --> Courthouse (prebuild for Lib)

T 92, 710 BC
Curragh4 sent to explore NW frontier
Wonsan's Warrior switched to Settler (4T)
IBT
Summies begin HGard

T 95, 650 BC
Archer and Warrior block Russian Settler-pair from reaching Iron (Tobacco-choke closed by Warrior)
IBT
Russian pair build Vladivostok, 2 tiles away from MY Iron! Good.
Wonsan Settler --> Warrior (3T)
Summies begin SoZ

T 96-97, 630-610 BC
Given the Russian city-placement, I decide to choke the Hills next to the Gold-Hill after all, rather than settling on the Gold as originally planned
Settler from Wonsan moves to chokepoint, Worker2 goes to road the Gold-Hill
Pyongyang CH-build switched to Settler (4T)
IBT
Aztecs demand Philo. Nope. Sure enuff, Monty DoWs...

T 98, 590 BC
005 Namp'o founded, 1NE of Gold-Hill --> Rax (40T)

T 99, 570 BC
Buy Poly+15g from Gil, for Philo
Buy HbR+Maps from Mursi for Poly+140g
Sell HbR to Cathy for 110g, then Philo for 135g, cleaning her out (disgusting thought) :vomit:
Unfortunately, Gil now can't afford HbR, and I can't afford to buy Monarchy from him.
I only have 22 beakers sunk into Republic so far -- I can get it in 36T at SCI=100% and -2GPT (i.e. -72g out of the 316g I now have in the coffers). I think I'll do that until Mursi will sell me the rest, then revolt, switch to Lit (or Currency, if no-one's got that yet), and hope for an imminent GA...
Pyongyang Settler-build switched to Harbour (12T, growth in 7T)
GAME SAVED
IBT
Pusan Walls --> Settler (10T, growth to Pop3 in 10T using both food-bonuses)
Axtecs complete Pyramids in Tenochtitlan !
Russians are building SoZ, and ToA, and MoM
Russians complete SoZ in Moscow! Uh-oh...
Summies switch to MoM
Hittites begin ToA

T 100, 550 BC
Curragh4 spots another source of Horses on the western landmass, close to one of my planned northwestern city-sites
Curragh3 sails into Hattusas' territorial waters
That GWonder cascade was a pain in the butt!!!
Switching Seoul's Pyramids-build to MoM will complete it in 7T! But I don't want my GA quite yet, with only 5 small towns to take advantage of it! For now, I'll take Seoul's citizens off the rmBGrass (now 11T to MoM) and give those tiles to Pyongyang instead (Harbour now in 7T, growth in 6T), and hope that Cathy and Gil are still a fair way off MoM -- but even if they aren't, I should still be able to switch to ToA instead:
  • In 800 BC, Mursi needed 16T to complete Pyramids at 7SPT (= 112s) -- that was 12T ago, so he'll probably need another 3-4T to reach the 320s-mark
  • ToA costs the AICivs 400s (at Emp), so he'll need another 11-12T to collect that 80s as well
  • Hattusas will almost certainly grow in the meantime (24T to growth, 12T ago), but the new citizen may well (also) be converted to a Clown
This means that I can expect him to finish ToA on or soon after T 114 -- unless he stuffs up his production by buying a mil-unit, or deciding that he really needs to be running a Republic before then...
I think I will dump my Republic beakers and go for Lit (now 12T) and the GLib after all. It's a risk, but if it pays off, I'll have a tech-monopoly, be able to finish the GLib, get my GA to build Harbours, 'Ducts, military and Libs (because the GLib-effect won't last long), and then switch to Republic after it ends. Otherwise I'll have to wait for Astro/CopsObs to get a GA, which may be too late to fight off Cathy's ACavs...
IBT
Mursi doesn't object to Curragh3
There are three savegames for this group of turns...
 

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This bunch of turns is where the poop hits the ventilator, as I start getting punished for my slow expansion and lack of military buildup... It's short, but ugly, and getting uglier. Right now I'm actually praying for a Wonder-cascade, to waste my rivals' Wonder-shields and save my GLib-build before I'm forced to relinquish my closely-guarded secret of Literacy in exchange for peace...

T101-110, 530-350 B
Spoiler :
T 101, 530 BC
Curragh4 finds a Fish near the Horses
Curragh3 sails on unimpeded
IBT
Wonsan Warrior --> Warrior (4T) (need to get that Iron hooked soon!)

T 102, 510 BC
Worker finishes roads going to next city-sites north of Pusan, and starts roading around town for something to do.
Now I just need Settlers for those Hills (Pusan's will build in 8T, and Pyongyang will start on another once its Harbour is up)...
rArcher on Iron-Hill kills incoming cBarb
Curragh3 confirms that the Hittites are separated from the Summies by a couple of straits
IBT
Gil demands 34g for continued peace. Since he has no fast sea-route to us, I refuse, and he DoWs. Ooh, I'm scared... Which reminds me, where are the Aztecs...?

T 103, 490 BC
Curragh4 draws level with a Barb-boat
Curragh3 crosses a narrow strait eastwards from Hittites to Summies(?)
IBT
Curragh4 repels boarders

T 104, 470 BC
Worker2 moves to Grass 1E of Nampo
IBT
Curragh3 repels boarders

T 105, 450 BC
Curragh3 finds that it's circling another small island, SW of Sumeria -- will return west and explore the south coast of Hittites instead
Hittites now have Construction as well
IBT
Wonsan Warrior --> Warrior (4T)

T 106, 430 BC
Curragh4 finds what looks like 'Hudsons Bay' at the north end of the western (Hittite) continent
Since it's going to overrun on its Harbour-build, some of Pyongyang's shield-tiles given to Wonsan and Seoul
Aztecs are now willing to negotiate. I think I'll wait a bit longer, 'til I see the whites of their eyes...
Lit and MoM will now both arrive in 5T
IBT
Pyongyang Harbour --> Settler (10T, growth in 10T)

T 107, 410 BC
Worker1 begins road
Purple border has now appeared WSW of Seoul, inland on western continent. Guess that's the Indians, which explains how come the Hittites got so advanced so early...
Upgrade my 2 Chariots to Horses (2*30g), while I think about it and have the cash.
IBT
Summie Galley appears near Curragh3. It will be able to offload troops directly outside Seoul in ~7T (~21 coastal+sea tiles' distance)

T 108, 390 BC
Move new Horses to Seoul, just in case there was another Galley I didn't see...
IBT
rArcher defeats Barb-Horse
Wonsan Warrior --> Warrior (3T at 4SPT)

T 109, 370 BC
Spread out Wonsan's garrisons a bit, to put MilPol in more towns, and reshuffle tiles again, to send more of Pyongyang's citizens out fishing -- slows the Settler build by 4T, but now there's no danger of riots, so shrinking the town is not a priority.
MoM (now 2T to completion) switched to ToA (44T)
Russians now have Monarchy as well
GAME SAVED
IBT
Curragh4 repels boarders
Pusan Settler --> Harbour (30T, growth in 10T)

T 110, 350 BC
Game-Forest back to Wonsan for 10T, while Pusan grows again
CUrraghs3+4 are now circumnavigating India/Hittites (Idle thought: What did the Hittites actually call the land they occupied?), at least until they get attacked by the next barb-Galleys -- hopefully one of them will have contacted the Indians before then...
Pusan's new Settler sent north to Hills SSW of Vladivostok, to build the temporary(?)conduit-town to bring irrigation to the south.
Worker1 to chop trees SSW of Pusan
SCI% to 90%, saving me all of 1g...
Hittites have discovered Currency, and entered the MidAge
IBT
India and Hittites sign peace. Didn't even know they were at war...
Literature --> Currency (50T at SCI%=10%, +17GPT). Don't need to research if the GLib is built, but will need to upgrade my Warriors to avoid getting DoW'd. Seoul switches ToA-prebuild to GLib: 34T at current tile-settings -- but won't get into the MidAge until that's done, just in time for my GA...
Wonsan Warrior --> Spear (4T). Will build one for each Town that doesn't have one yet
Hittites begin GLight

T111-120, 330-150 BC
Spoiler :
T 111, 330 BC
Sumerians now also willing to negotiate
I have a monopoly on Lit, but only Gil and Monty can currently afford to buy it -- and I don't really want to sell it, until a cascade has taken everyone's current Wonder-builds out of the running -- should happen in 4-5T, when Mursi finishes ToA
Seoul's citizens reassigned for max. shields+food: GLib now in 25T, growth in 2T
Pyongyang's Settler-build slowed again
Wonsan's Spear now in 5T, growth in 8T
006 Cheju-conduit founded --> Spear (20T, but I need to chop the forest 1N anyway, so it might as well get the shields).
Income now +20GPT
Curragh3 spots more land 3SE of Ugarit
IBT
Mursi gets annoyed about my 1/3 HP Curragh... And he'll 'offer' me 1g for my Lit-monop... Special price for you, my friend...? No, I don't think so!

T 112, 310 BC
IBT
Russians sign MA with Aztecs! Oh $#!+ ! Cathy, you 8i+c# ! What did you go and do that for?
Hittites begin HGard

T 113, 290 BC
Aztecs will sign PT for Lit -- or 200g, or 80g+7g. Well there's more where that came from, so I do the per-turner (drop SCI% to 0% for a bit more +GPT to make up for it)... And suddenly Monty is Polite (and Cathy will hopefully be p****d off at him instead)
I send my Archer+Warrior against Vladivostok, a Warrior towards Yaroslav and a Spear+Archer towards Yakutsk -- Cathy of course won't talk yet, but hopefully she will soon...
Meanwhile, my Horses and spare Warriors from Wonsan head north to Nampo, and a Warrior is moved from Pyongyang to Seoul to keep order there
Knowing my luck, no doubt the Summies will land outside Seoul next turn. Hope I've got enough left to bribe them too...
GAME SAVED
IBT
rACav kills rWarrior near Yaroslav, although it costs him 2HP (0-1)
And sure enough, a Summie Galley appears near Seoul. Time to grovel...

T 114, 270 BC
vArcher lost attacking rSpear in Yakutsk (0-2), rSpear retreats towards Nampo (but probably won't get there alive)
rArcher kills rSpear in Vladivostok (1-2), but there's another underneath, and that injured ACav will get here soon...
Wonsan Spear-build switched to Archer (2T)
Gil will take 75g+6GPT to leave us alone. OK then. Yes, I am a craven coward. No, I don't care.
IBT
Russian ACav kills retreating rSpear outside Nampo (1-3)

T 115, 250 BC
vHorse kills injured ACav, and retreats to Nampo (2-3) That leaves 2 ACavs still out there (and another coming soon)...
Curragh 4 has found a very narrow strait between the west coast of Azteca, and India
IBT
...and Monty gets bent out of shape about it. But won't sign an RoP, because apparently I can't be trusted (cheeky bugger)...

T 116, 230 BC
Curragh4 moves away from Tzintzuntzen, and will contact Gandhi next turn...
IBT
Nampo Walls --> rSpear (20T)

T 117, 210 BC
Curragh4 heaves-to outside Karachi. Gandhi is way down on tech: he's missing Philo, CoL, Lit, and HbR, but has Monarchy -- which I will get from the GLib in 16T. He has no resources to sell, and only 14g in his Treasury -- Mursi must have kicked his loinclothed butt.
I throw him HbR for that 14g, out of the goodness of my heart (and in the hope that he can use it to annoy Mursi) -- not that it improves his mood...
Embassy built (44g) -- Delhi has just switched to building the HGard, at Pop2 and 3SPT... He does have Horses though, so maybe now he'll build some Horsemen...



IBT
Gandhi's annoyed about my Curragh. Touchy touchy -- but he won't sign an RoP either...
rACav kills vWarrior on Hills near Vladi, but retreats with only 1HP remaining (2-4)

T 118, 190 BC
rArcher from Cheju kills 2/4 ACav on Hills -- and still doesn't get promoted!
Another ACav is now visible in Vladi, so rWarrior covers victorious Archer, and Archer+Horses from Nampo move to cover Worker2 (3T from roading Hills from Nampo to Cheju)
Wonsan Archer-build switched to Horse (6T, but growth in 1T)
IBT
ACav kills rWarrior covering Archer, but retreats redlined (2-5)
Attacking rArcher is defeated by my rArcher, who finally gets his promotion (2/4) (3-5)
But now a Russian Sword is visible outside Vladi! :mad:
Aztecs begin HGard

T 119, 170 BC
Injured vArcher retreats to Cheju, where Archer+Horses join him; vWarrior set up on Hills outside town, as sacrificial victim for Russian Sword
Continued exploration by Curraghs is making it look increasingly likely that the Sumerians, Indians and Hittites are all sharing a single continent (that order, east to west)
Pyongyang MM'd to finish Settler without rioting
Decide to whip-rush an rSpear in Nampo, just in case there are more Swords incoming. This is a historical moment for me: it's the first time I've ever used the whip, in any Civ3 game.
GAME SAVED
IBT
Sword dies attacking my vWarrior, who promotes (3/5)! :goodjob: The pRNGods are smiling! :worship: (4-5)
But there are still 2 more rArchers incoming...
Pyongyang Settler --> Walls (7T)
Nampo rSpear --> Courthouse (80T)
Aztecs begin ToA
Russians begin HGard
MoM completed in Moscow!
Summies begin GWall

T 120, 150 BC
Settler sent to found Desert-town SSE of Seoul, near food-bonuses
3/5 eWarrior dies, failing to inflict any damage on Archer (4-6). Guess the pRNGods required a sacrifice after all... :sad:
Horses and Archer prepare to defend the Hill, and another vWarrior is sent from Nampo
GAME SAVED
There are also 3 saves for these 20T, because I was playing at the weekend, and saving as a means of pausing the game-timer, while I left the computer to eat meals, settle arguments, read bedtime stories, etc. (aah, the joys of family life...). And I took quite a long time to play these turns... ;)
 

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Now feeling much happier about the way this game's going.

Despite a nasty couple of turns when I was afraid I was going to get gazumped by a Wonder-cascade, my Wonder-spawned GA finally arrived during this set, allowing the glorious Korean Empire to start bumping up both its infrastructure and treasury (although that didn't last long!), and get a few more military units built. It also sets me up for a long-delayed gov-switch, but that (and the next 30T) will be in the next post...

T120(again)-T130, 150 BC-50 AD
Spoiler :
T 120, 150 BC
Settler sent to found Desert-town SSE of Seoul, near food-bonuses
eWarrior fails to inflict any damage on Archer (5-6)
Horses and Archer prepare to defend the Hill, and another vWarrior is sent from Nampo
GAME SAVED
IBT
Both Russian Archers defeated by my Horsemen (7-6), Sword now visible NW of Vladi

T 121, 130 BC
1/4 Horse retreats to Cheju, vWarrior recalled to Nampo
Russians now willing to negotiate... Cathy will sign PT for tribute of 5GPT. Well that's better than giving her Lit...
Worker2 can now move safely to Forest 1N of Cheju, chop+irrigate it, and then start irrigating back to the core...
rSpear from Nampo covers Worker2, just in case
Unfortunately, loss of WH means I now have to assign citizens as Geeks in Seoul and Wonsan, or raise LUX% -- I do the latter
IBT
Barb-uprising near Cheju -- guess the Russians just got into the Medievals

T 122, 110 BC
No, it was the Sumerians -- and they have Republic as well. Good, that means I'll get it plus all the remaining AA-techs as soon as I finish the GLib
007 Hyangsan founded on Desert SSW of Seoul, near Fish+Cattle --> Walls (7T)
vHorse defeats Barb-Horse on Iron-Hill near Cheju, conveniently occupying it. Russians will probably take care of the rest...
Curragh4 sees Sumerian borders across Sea SSW of Bangalore
Curragh3 sees another island/continent SSW of Ankuwa
Reshuffle tiles near Seoul/Wonsan - GLib now in 10T (growth in 5T)
IBT
Wonsan Horse --> Worker (3T)
Pusan Rax --> Warrior (4T)

T 123, 90 BC
Zzz..
IBT
Curragh3 repels Barb-Galley
Summies complete HGard in Ur!
Hittites switch to SunTzu

T 124, 70 BC
Curragh3 sails south to circumnavigate Tundra-island(?)
Curragh4 appears to confirm separation of Summie and Indians/Hittite continent(s)
IBT
Axtecs switch to ToA
Russians switch to GLight

T 125, 50 BC
IBT
Curragh3 finally sunk by Barb-Galley
Wonsan Worker --> Warrior (3T)

T 126, 30 BC
Worker3 sent to Plains 1E of Seoul
Worker2 begins road on cleared BGrass 1N of Cheju (3T), Worker1 joins him to build it quicker
IBT
Pusan Warrior --> CH (27T)
Aztecs begin GLight

T 127, 10 BC
Worker3 begins road (3T)
Seoul's new citizen set to Geek to avoid riot (GLib in 6T)
IBT
Pyongyang Walls --> Lib (14T)
Russians begin GLib! NOOO!

T 128, 10 AD
DAMMIT! When did I lose my Lit-monop? Everyone now has it except Gandhi! I have 5T to GLib, and I will be EXTREMELY pissed off if I miss it now...
Workers1+2 start irrigation (2T)
IBT
Wonsan Warrior --> Horse (10T)
Hyangsan Walls --> Worker (4T, growth in 4T)
Aztecs begin GLib!!!

T 129, 30 AD
Can't afford to buy my remaining Construction-beakers, or Currency :sad:
Workers1+2 now irrigating south of Cheju (2T)
IBT

T 130, 50 AD
Worker3 moves 1S to build road to Cows (3+1+3T)
IBT
Monty demands 26g for peace, so that I can then have the privilege of paying him another 7GPT for the next 3T. Or I can let him DoW, get WH, and save 47g. Hmmm, that's tricky... or not -- Monty DoWs
Hittites begin GLib!!!!!
T131-140, 50-250 AD
Spoiler :
T 131, 70 AD
Can't afford to bribe Cathy into DoWing Monty. Shame. At least, not yet. Maybe in 2T, when I have Republic...
No, wait -- now I have WH, I can put Seoul's Geek back to work, giving me the GLib in 1T! YEEEEEESSSSSS!!!!!!
IBT
Seoul builds GLib!!! GA begins!!! --> Settler (2T)
Aztecs switch to GLight
Summies switch to SunTzu and GLight
Hittites complete ToA in Hattusas -- took their sweet time about it, must have stopped and started again...
Indians switch to GLight

T 132, 90 AD
Builds reassigned in all Towns except Seoul to get Libs+Harbours+CHs built
After consulting CAII dotmap, Cheju switched to building Rax (13T). If I keep it, I can treat Vladi as mine as well (it... will be...), and I can move the planned coastal Hill-town to the Grass 1NW instead.
IBT
GLib gives me: Currency, Republic, Monarchy (but rather than risk wasting up to one-third of my GA-shields+income, I'll revolt at the end of it instead) and Construction
Hyangsan Worker --> Harbour (15T)
Aztecs switch to GLight, GWall
Russians switch to GWall
Summies switch to SunTzu

T 133, 110 AD
I got Feudalism as my free tech! Hmm... that will make my Warrior-upgrades more expensive than I expected
Would need to raise SCI% to 50% (+0GPT) to get Engineering in 40T instead of 50T, so instead I'll do a min-run at 10% and bank the +18GPT for now, and assign a Geek once a Town hits Pop6, for more GPT
Sell Currency to Russians (38g) and Indians (26g) -- emptying their coffers, and bringing them both into the Medievals as well. Cathy also gets Feudalism as her free tech.
Worker4 sent to Forest 1S of Pyongyang
IBT
Seoul Settler --> Lib (4T)
Indians switch to GWall

T 134, 130 AD
Worker4 begins road (6T)
Settler sent north to secure Iron and Spices at long last (6T)
Curragh4 locates NW end of Tundra-island where Curragh3 was lost
GAME SAVED
IBT
Summies offer PT for nothing.
Curragh4 sunk by Barb-Galley
Hittites switch to GWall
Aztecs enter Medievals as well -- guess someone (Cathy?) just sold them Currency

T 135, 150 AD
Worker3 begins Cow-road (3T)
IBT
Russian Galley approaches Pyongyang

T 136, 170 AD
Workers1+2 beging chopping Game-Forest 1W of Pusan -- shields should go to the CH-build...
IBT
Aztec 1MP-units pass Yaroslav, heading north -- looks like Monty has an RoP with Cathy
Wonsan Lib--> Horse (5T)

T 137, 190 AD
r+vHorses sent north from Cheju to Iron-Hill, to protect my new city from Monty's troops
IBT
Seoul Lib --> Horse (3T)
Pyongyang Lib --> Duct (20T)

T 138, 210 AD
Workers1+2 irrigate Game (2T)
Worker3 mines Cow (6T)
IBT

T 139, 230 AD
vHorse sent to Spice-Forest to block incoming Russian Spear+Settler
rHorse kills Barb in Tundra-Forest and is promoted
Aztecs will negotiate -- 15g + 6GPT is enough for peace. I will lose the WH, but my city will be safe
IBT
Aztecs finish GLight in Tenochtitlan
Russians switch to GWall, SunTzu
Russians build GWall in Moscow
Hittites switch to SunTzu

T 140, 250 AD
Workers1+2 irrigate Plains near Nampo
Worker4 sent to assist with Cow-mine (2T)
008 Ulsan founded on coastal Tundra, next to Spice-Forest --> Walls (20T)
vHorse sacks Barb-camp for 25g
IBT
Russian barb-hunters return south again
GLib gives us Monotheism!
Seoul Horse --> Spear (2T) (for later upgrade to Pike)
FP can now be built
Wonsan Horse --> Harbour (8T)
Pusan CH --> Lib (6T)
Palace expansion!
T141-150, 260-350 AD
Spoiler :
T 141, 260 AD
vHorses fortified in Ulsan
vWarrior sent to Hill NE of Cheju, freeing up rSpear to guard Iron-Hill
Monotheism sold to the ignorant:
Cathy gives 14g and RoP -- now Polite
Monty gives 7g and RoP -- now Polite
Gandhi gives 5g and RoP -- now Polite
Buy Worker from Gil for 6GPT
Slave sent to chop rForest 1S of Pyongyang (8T, Duct in 12T, GA has 10T to run)
IBT
Cathy extends PT for free

T 142, 270 AD
GAME SAVED
IBT
Seoul Spear--> Spear (2T)
Russians found Bryansk on Tundra-promontory where barb-camp was destroyed -- they don't get the other Spice-Forest

T 143, 280 AD
Spear sent to Pyongyang
rSpear fortified on Iron-Hill
vHorse sent to block next city.site (2T)
Cheju Rax-build switched to CH (15T)
IBT

T 144, 290 AD
Worker1 to unimproved Plains NE of Wonsan
Worker2 to rPlains SW of Pusan
IBT
Seoul Spear --> Horse (3T)

T 145, 300 AD
Worker3 goes to help Slave chop (2T)
Worker4 goes to road other Forest-tile
Spear to Hyangsan, rWarrior back to Seoul
Buy Wines from Mursi for 15g, 7GPT -- he's now Polite. So I offer an RoP+2GPT, which he also accepts, making him Gracious
Send Horse north from Seoul
IBT
Pusan Lib --> Harbour (7T)

T 146, 310 AD
LUX% zero'd for more GPT
IBT
Hyangsan Harbour --> Lib (7T). Might as well take advantage of the GA-shields as long as I can...

T 147, 320 AD
Worker3+Slave start mining cleared rPlains (4T)
GAME SAVED
IBT
Seoul Horse --> Horse (3T) Should finish on the last turn of the GA...

T 148, 330 AD
Worker1 irrigates Wonsan's last Plains (4T)
Wonsan's Harbour-build will overrun by a large margin, can't be helped...
IBT
Wonsan Harbour --> Duct (13T under GA, more later...)
Volcano 2NW of Seoul becomes active!

T 149, 340 AD
IBT
Nampo CH--> Lib (7T) for Cultural pressure vs Yakutsk (already popped once) and Vladi

T 150, 350 AD
IBT
GLib gives us Chivalry
Seoul Horse --> Warrior (1T, but GA ends soon)
Pyongyang Duct --> Galley (5T under GA...)
Russians begin KT
So do Summies and Hittites
Volcano erupts! So far, only the Volcano tile itself is polluted
Again, 3 saves available for this set. I thought I'd made more (I certainly intended to, according to the above log), but I guess I forgot to hit CTRL-S in-game.
 

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