Clive2 - Random Monarch

Preturn - Olly is about to riot, I give them entertainment. I stop the miners up north so the incense can be roaded. Crabengwë!
IBT - Maya demand we leave, I agree.
Turn 1 - Lower Sci to 60%. Fortify cats up north. Move Settler north. Switch Cori to a Settler.
IBT - Nothing.
Turn 2 - Begin roading Spices, ETA 5 turns. Found Brithrombar 1 SW of ruins, begin Lib. Attacking Isandlwhana is tempting, but they're not going anywhere.
IBT - Ancient Cav and 3 Swords produced.
Turn 3 - Pelargir has no Barracks! Barracks begun. Attacks Isandlwhana, autorazed, no casualties.
IBT - Cori makes a Settler, another begun.
Turn 4 - Workers added to Spice project. Bapedi attacked, trade a Sword for an Impi.
IBT - Machu Picchu builds Sword.
Turn 5 - Spice road completed! Lux reduced to 20% and Sci reduced to 50%, Feudalism still due in 2. Bapedi falls to our mighty Ancient Cav, autorazed.
IBT - 2 Swords and a Spear produced, Olly changed to Spear.
Turn 6 - Hlobane falls to our mighty Swordsmen. Good riddance.
IBT - Dromon approached Hlobane from NE. Feudalism discoved, Engineering begun, revolt begun. Sword builds changed to Med Inf. So much rioting... Entertainers hired. Palace expands... during Anarchy. That's odd.
Turn 7 - Green borders ahoy!
IBT - Riots quelled. Cuzco builds Ancient Cav.
Turn 8 - Still no contact with greenies...
IBT - Dromon movesnext to Hlobane. Copan builds Great Lighthouse. Japs start GL.
Turn 9 - The greenies are the Japs, and are behind by 4 techs. They have nothing to offer us, so I let them be ignorant. Eglarest founded 1 N of ruins on western coast, Library begun.
IBT - Dromon leaves our seaspace to South.
Turn 10 - Movement.

Suggestion: Government ETA is 3 turns, so if we want Republic, let's trade for it soon. Also, I forgot to look fo trades, so I suggest you do that too. We have a LOT of Swords, and those are going to be costly to upgrade, but I think we can wait until we take out the Byz to worry about that.
 
Noldodan (just played)
Louis XXIV (up)
Sir Clive (on deck)
DBear
ChuckDizzle
YanksGiant87

@Noldodan - you mentioned that you forgot to check for any trades. Have you tried CrpMapstat ? It is an excellent utiliity which allows you to see a snapshot of which trades might be available (and a lot of other useful stuff) which saves a lot of time entering diplomacy with each civ in turn.

Here is a sample screenie (from the previous save)


crpmapstat.JPG



I would heartily recommend it to all if you don't already use it
 
190AD - Preturn. I assume we are preparing for a war with the Byzantines? Nothing to do in Anarchy, make sure nothing will riot

Isabella demands feudalism. I refuse, since they are far away. They declare war.

(1)210AD - start road to Varna for our Catapults
(2)230AD - The same
(3)250AD - Anarchy ends, go to Monarchy. Switch to a few Marketplaces
(4)260AD - Vilcas - Galley-->Barracks
IBT-Machu Pichu riots (sorry about that)
(5)270AD - Discover tiny island to the south of us
(6)280AD - Enter Byzantine territory to complete road to Varna
(7)290AD - Cori - Settler-->Settler. Spain completes Great Library. Still no diplomatic options, unless I want to sell old techs dirt cheap
(8)300AD - Pelargir - Barracks ->MDI
(9)310AD - Vitcos - Pike --> Worker. Nothing of interest appears to be in the island
(10)320AD - Road completes. Will leave war with Byzantines for next player

That's about it. Relatively quiet turns considering we are at war. Spain will talk, but they aren't interested in peace.
 

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I've got it - should be able to play tonight (UK time) and post before midnight GMT

Roster

Noldodan
Louis XXIV (Just played)
Sir Clive (up)
DBear (on deck)
ChuckDizzle
YanksGiant87
 
Pre turn check - AS Louis suggests war with the Byz seems to be in order.

We have bucketloads of troops outside Varna and I cannot see any reason
not to declare now (although I am a very peaceful person by nature :) ) so
I declare war.


IT - Olly completes MI -> Granary, Settler settles on rubble east of Vitcos and Nasca
is founded. Put science slider up to 70% - Engineering now due in 13 turns.
We are losing 6 gpt but we have 220 in the bank and we will be making more soon
once the marketplaces are built and we have taken care of the Byzantines.

We still have quite a few tiles which are being worked which are not reaching
their full potential due to not having roads. We only have 10 workers and we have
e 14 cities. I normally like to have 1.5 - 2 workers per city so I am
going to build some more.

330 AD (1) - Workers work. Troops start to infiltrate Byzantine territory

IT - 4 cities riot (my bad :( ) Up luxury slider for now - Cuzco, Macchu Picchu
and Tiwanaku should all be OK once we get Market places.

Mapstat tells me Republic is available from the Mayans. We can't get it
for anything .

340 AD (2) - Get some bad RNG luck attacking Varna - lose an elite swordsman :(
However we capture it OK . I decide to keep it rather than raze it since
the Byz culture is lousy and it is only size 1.

IT - Build embassy with Mayans. They have Oracle and Temple
of Artemis in Chicen Itza (size 9) and are building Colloseum.
They have 2 horses , 1 dyes, 2 silks and 2 gems.
They have a garrison of 8 javelin throwers in CI.
Americans land troops near Villacamba.
Cuzco Marketplace->Library
Corihuayrachine Settler->settler.
Rename Corihuayrachina to Ironland as I am fed up with trying to spell it correctly :)
Villacabmba Pikeman -> Galley
Vitcos worker->worker
Switch Pelargir to Aqudect since it has plenty of food production but no river

We get a palace expansion

350 AD (3) . Switch Zimbabwe to Granary. We need to pump out a lot
more workers and Zim can do that once it has a decent growth rate.
There is a LOT of forest / marsh we need to clear.
Kill a couple of Spanish and Byzantine troops. Capture Caesarea.


IT Tiwanaku -> Library, Vilcas Barracks->Med Inf. Not sure
where is the best place for the FP - Vitcos doesn't look bad so switch
it - due in 66 but it is on a river and has hills nearby so should grow fairly quick.
Next player please feel free to switch !

Only tech available to by is Republic and we don't really need it

Try to find a way of getting more happinness and reducing the clowns /
taxmen but there seems to be no way :(

360 AD (4) Troops move towards Constantinople / Smyrna. The wines
near Constantinople shold help our happiness problems but it is going to
take quite a few turns to get there.

IT - Nothing

370 AD (5) Move troops northwards to finish off Byzantines. Workers start clearing
all the nasty green stuff around Vitcos, Brithrombar and Varna

IT - Lose 2 exploring Curraghs :(


380 AD (6) Troops move towards Byzantine territory. Macchu Picchu riots 1 turn before
building Marketplace :(

IT - Pelargir builds Aqueduct

390 AD (7) Ancient Cavalry capture Constantinople. There are 4 resistors buut
we should be able to hold it.

IT American troops land near Constantinople. Machu Picchu Marketplace->Library,
Ironland Settler->Settler


400 AD (8) Kill a couple of Spaniards near Constantinople.

IT - A couple of Spanish Galleys stalk our borders

410 Ad (9) Our swordsman capture Smyrna - we now have control of our
island :) We now have a couple of settlers available but I can't decide
where to send them :(

IT - Nothing

420 AD (10) All quiet.
 
Got the save and will play tonight. Downloaded the utilities so will try them out.
 
If no one objects, I would like to play 3 extra turns. This would end the save at 550, a nice round date and would make future saves easier to remember.
 
that utility isn't cheating? Im guessing we're going for a conquest victory? If so i think we should hit green next.
 
YanksGiants87 said:
that utility isn't cheating?

CRpMapstat doesn't show you anything that you can't discover yourself from using the F1 - F12 keys. It just makes it easier to see that information. Obviously I could have worked out the possible trades by using the Diplomacy screens but it means having to open a Diplomacy session with each civ in turn instead of seeing it all in one place

It is generally accepted within the SG forum as being an acceptable utility - i.e it doesn't give you any unfair advantage over the AI - it just slightly speeds up some of the more mundane checking of details.
 
lurker's comment: @ sir clive - mapstat's current version is 2.8. It will tell you flip chances as well as resource trades. Build more workers, clear the wetlands to make room for cities. Don't worry about OCP so much; hospitals are highly over rated. Anxiously awaiting Bede's Hospital Rant :lol:
 
I don't think MapStat is exploitive though (it's allowed in every ruleset I can think of.) There's some formula for flips that I don't know/forgot. It mainly does stuff like checking to see if the cities will riot (you also could hit F1 and look at each city-your choice :twitch: .)

@AK: I don't think the monk has found this one yet... we're safe :twitch: . But I do agree that you don't need hospitals that often... OCP is good sometimes, but I generally just stick with CxxC unless I'll be missing something from it (why CxxC? I think it allows for enough cities that you get your unit support and whatever else you want from lots of cities but it still allows for plenty of tiles for the cities, which I don't think there are in ICS.)
 
0) 420: I turn science down. We'll still get Engineer in 3, but now we are making +12/turn instead of -7/turn. Byzantines are on island to ne, want to finish them off. We have no ships, need some. We need to clear off marsh ne of iron for settler. Pelargir and Smyrna switched to galley. Constantinople and Varna need one more in their garrison to avoid flipping, I send troops accordingly. Spain wants 40 for peace, I refuse. Keep an eye on MP, they will riot on next pop increase.

1) 430: Spanish galleys cruise our northern lands. Pelargir builds galley, starts market. Nasca builds worker, starts barracks. Upgrade warrior in Tiwanaku to mace.

2) 440: Mayans demand currency. Refuse, they back down. Zimbabwe finishes grain, starts lib. Worker production on mountain lost to corruption anyway, so I make her a scientist. Vilcas builds mace, starts lib.

3) 450: Learn engine, start invent. Cuzco produces AC. Cuzco builds pike, starts Sun Tzu. Tiwanaku builds pike, starts temple--will riot on next increase, need for happiness. Vilcabamba builds galley, starts aqua. I shift troops around to increase troops at MP, as they will increase next turn and would riot. Settler builds Atico 2w of Zimbabwe to take advantage of fruit next door. Galley loads up AC, starts n.

4) 460: Galley ducks into Ironland to avoid Spanish galley. Spain finally gives us a fair peace. We then trade Engine, wine, spice for Mono, fur, 21 + 2/turn. Upgrade spear to pike in MP. Workers start Varna-Nasca road.

5) 470: Ironland builds settler, starts galley. Constantinople on edge of rioting, change worker to scientist. BG uncovered between Zimbabwe and Atico, road and mine.

6) 480: Tiwanaku expands.

7) 490: MP produces lib, starts settler. Hlobane builds worker, starts barracks. We're starting to run a deficit, so scientist in Zimbabwe shifted to taxman to balance the budget.

8) 500: Spanish start Templar. We have nothing to trade for Chiv yet. Another 10 turns to invent. Juli built ne of iron in cleared marsh, starts pike.

9) 510: Chuito built on s tip of island.

10) 520: Tiwanaku starts mace. MP builds settler, starts temple. Ancient cav land next to Heraclea. Galley off Cuzco heading s to island.

11) 530: AC make clean kills vs. spears. They still have a archer. American galleys are cruising the e coast.

12) 540: Varna builds walls, starts lib. AC make clean kill, take Heraclea, destroy Byzantines. Spain likes us, Abe and Mayans are neutral, Arabs and Japan dislike us. Upgrade sword in Ollantay to mace.

13) 550: Ironland builds galley, starts another. Galley takes spear and settler to island s of main.
 
Haven't had time to look at Dbear's turnlog / save yet as I have to get off to work in 5 mins.

Will have a look and comment tonight

Roster

Noldodan
Louis XXIV
Sir Clive
DBear (Just played)
ChuckDizzle (up)
YanksGiant87 (on deck)
 
A couple of thoughts having looked at the save.

What are our priorities - fight or trade ?

We still have happiness problems and we can't fix those by trading luxs because F2 screen shows that we can only trade with the Spanish and they have nothing to trade us. We made contact with them in 550BC when we spotted a warrior.

Now the weird thing is that despite the fact that we have been in contact for some time and have been at war with them I can't see a single Spanish city . I check diplomacy and find that they have 17 cities :eek:

The Spanish must be the ones whose borders we can see just north of Constantinople and they must have a reasonably sized landmass.

We're still quite a few turns away from Astronomy. We can reach America and Spain with Galleys but we are going to need Astronomy for reach Japan and it would also be very handy as it might give us some more possible lux trades.

Don't fancy attacking Spain yet much since they look pretty strong (They do have the GL though) , so I reckon America have to be our best bet to try to grab some extra land first of all.

Their land doesn't look great but we should be able to plonk one or two decent cities down there.

One last thing that I hadn't noticed before - Spain is an absolute culture monster ! It has almost as much as everyone else put together in the Histograph. Maya & Japan both have a fair bit too. If we end up at war with any of these 3 we going to have difficulty holding on to any captured cities.

Perhaps we should plan short term on leaving Spain alone completely, hope someone else can keep them away from a culture win and we go after the minnows for the time being.
 
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