Complete Mac Mayania

Current status of the roster AFAIK:

Beamup
dojoboy
Serkhon (MIA)
Blue Monkey (just played)
frunobolax (up!)
Aoxomoxoa (on deck)
 
Beamup said:
Current status of the roster AFAIK:

Beamup
dojoboy
Serkhon (MIA)
Blue Monkey (just played)
frunobolax (up!)
Aoxomoxoa (on deck)

Well, just as things seemd to get going, I must leave town tomorrow. I'll return sometime around March 25.
 
Blue Monkey said:
Is anyone around except for Beamup and me?

Hi guys - I've been passing by to see how the game has been progressing. However, I've been called up to do some urgent game testing in the last few days so I will have to clear the decks and bow out from this game for the time being, as I just don't have the time to do both. Sorry!
 
OK, that puts us at:

Beamup (on deck)
dojoboy (out of town)
Serkhon (MIA)
Blue Monkey (just played)
frunobolax (testing)
Aoxomoxoa (up!)
 
I'm still here, been here, handled my turns on time, and been ready to jump in every time when asked...

Aoxo
 
Was that a "got it?" If not, consider yourself asked...

It is unfortunate that there have been so many issues. But RL has to take priority. Those of us still in a position to play will just do the best we can.
 
Beamup said:
It is unfortunate that there have been so many issues. But RL has to take priority. Those of us still in a position to play will just do the best we can.
In my grad school days:old:, studying VR & culture, we would sadly joke about the necessity for things to undergo the formality of becoming real. No matter how Manichaean we try to get, we're all still meat puppets. I'm reminded of a line from an old Clint Eastwood movie - The Eiger Sanction - as the mountaineers are being killed off one by one, the German member of the team, after being asked if they will make it to the summit, remarks that "We will all die, but we shall continue in good style."
 
You're right. Got it, and will play tomorrow unless somebody else shows up to play before then.

Beamup (playing)
dojoboy (out of town)
Serkhon (MIA)
Blue Monkey (just played AND up!)
frunobolax (testing)
Aoxomoxoa (MIA)
 
Six turns in at this point. Destroyed the 2 cities around the incense in Spain, but city and it is well fotified. Portugal is raping Spain. Lost dyes, wanted electricity.. I refused. Negotiated peace with the Dutch. Will wrap up in the am.

Aoxo
 
lurker's comment: Hi guys I've posted a compression utility for OS X/Civ3 Complete. T'would be great if you could try it out during your file handovers and let me know of any issues :D
 
Turn 1 - 1585 AD - Finished off the turn.

Turn 2 - 1590 AD - Hoover is done. Continued production of military troops, with occasional building.

Turn 3 - 1595 AD - Sending many troops over to the north. Continuing troop production. Pulled out all the troops in Barcelona, Spain takes it.

Turn 4 - 1600 AD - Lost dyes. Learned Replaceable Parts, set tech to Motorized transportation, due in 4. Made peace with dutch, got 12g and 10gpt.

Turn 5 - 1605 AD Destroyed Valencia. Landed settler on hill adjacent to incense. Other than this, very quiet turn.

Turn 6 - 1610 AD - Pai Mei City founded between Spain and the Dutch. Destroyed Jaen. Quiet turn otherwise.

Turn 7 - 1615 AD - Quiet turn. Gave Henry of Portugal 200 gpt for dyes. Started making commercial docks in many coastal cities.

Turn 9 - 1620 AD - Learned Motorized Transport, now researching Flight. Pushed science, due in 4 turns.

Turn 10 - 1625 AD - Should have done this earlier. Set a transport to sail with 6 workers towards New Ek Balam.

Things go swimmingly, Portugal is destroying Spain. I'm fortifying the overseas colonies with a lot of troops. We are rapidly approaching the point where every single citizen usable square is improved.

Signed,

Your Humble Servant,
Aoxo

View attachment Mac Mayaniac of the Maya, 1625 AD.SAV.zip
 
Got it. Will play tonight if I get back from my cousin-in-law's birthday thing early enough. Otherwise, will play tomorrow.
 
Preflight check (1625 AD): Went around selling off all remaining Coal Plants. Also stopped most military production in favor of infrastructure, as there are no more wars in the cards for the foreseeable future.

We've been running too many specialists. Growth is better. I also observe we're back to wasting hordes of troops in meaningless garrisons. Both situations corrected.

Looking over the diplomatic situation, our alliance against Spain lasts another 6 turns. As soon as it expires, I will cancel that alliance and sign peace - they are currently willing to sign straight-up, I will squeeze as much out of them as I can for it. There is NO way they will be able to make any trouble for us in the next 6 turns. Kick the Dutch troops out.

All current deals with Portugal will expire within 18 turns. My plan is to let them expire, then sign RoP+Gems+Furs+Spices for Dyes, in the hope of getting them as cheaply as possible.

We can't sell anything to the Dutch, as they have an embargo with Spain against us. Hope that stops. The Celts have nothing to offer.

Merge the Settler into New Ek Balam and use that pop to rush the harbor.

The Spanish are indeed in deep trouble. Wonder whether they'll actually survive the Portuguese+Celts dogpile. With only 5 Longbows, 18 Riflemen, and 1 Conquistador supplying their entire ground army, it's doubtful. I think they're going down for the count.

Looking ahead, we are 3 turns from the Modern era. I plan to go for Ecology, then Synthetic Fibers "just in case." After that, the Spaceship.

This is getting REALLY aggravating - I can't keep logs or screenies except in windowed mode, where it is getting very crash- and freeze-happy. Can't wait for the patch.

1630 (1): We have somehow managed to leave a BG next to CI unimproved all these years! That's fixed. Lots of pollution cleanup needed.

1635 (2): Sell Gems to Celts for 8 GPT (all they have).

Interturn: :lol: The Celts and Portuguese have just signed an alliance against the Dutch! We may be down to 3 civs before long. And all this just because we wanted to get some luxuries. :satan: We finish Flight (so we don't need to keep reinforcing our overseas possessions - airlifts will do the job) and enter the Modern era! Research on Ecology. Airports going up in large numbers - our defenses can rely on Bombers from now on.

1640 (3): Can get Ecology in 4 turns, but it takes 100% science and a deficit. I cheerfully start spending off our treasury, as we have no other use for it. Sell Spices to Celts for 11 GPT (all they have now). Our Workers are bereft of more useful pursuits (last few Mountains have big stacks on them hard at work), so they start clearcutting the entire continent.

1645 (4): Nothing of note.

1650 (5): Nothing of note.

Interturn: Portugal and the Dutch sign peace.

1655 (6): Alliance ended, peace signed - we get some workers and gold out of it. The great Mayan empire becomes a group of well-armed pacifists with a really bad reputation.

All improvements finished, all forests chopped. I start building RRs outside of city radii for lack of anything better to do with our worker turns. New Deal Style Railroads!

Interturn: Ecology comes in. Research to Synthetic Fibers. Mass Transit Systems start going up all over to help with pollution. Due in 4 at 90%, running a deficit.

1660 (7): Nothing of note, other than a lot of NDSR.

Interturn: Renew RoP with Celts. Spain is down to 2 cities - Zaragosa and Madrid.

1665 (8): More NDSR.

1670 (9): NDSR out the wazoo. Almost done with them, in fact.

1675 (10): NDSRs almost completed. Almost all tiles (1 Tundra in the south and 1 plain in the west are empty - workers on site to complete next turn) are now fully improved. The only current work to be done is to fine-turn Mine/Irrigation ratios (if we even want to bother).

Handoff notes: Once the last Portuguese deals are up, renegotiate all of them (Gems+Furs+Spices+RoP) as one big deal for Dyes, to minimize GPT payments. This will be in 8 turns. Also, once Spain (and the embargo) is gone, look into selling stuff to the Dutch for GPT. We also have Furs/Coal/Oil that the Celts lack, but they currently have no GPT to pay for them.

Synthetic Fibers are due next turn - upgrade our 9 Tanks to MA. We also have 7 Bombers in CI, ready to bomb out any interlopers. This should actually be an adequate force to deal with the rest of the game! We need not build any more military except in cities that have nothing else to build. After SF, we could pick up Recycling if we feel paranoid about pollution - if not, we should start going after the Spaceship techs.

We should decide what to do with all our workers. Given the frequency of pollution events that have been taking place, I would consider 24 native Workers to be an adequate anti-pollution task force. There have typically been 2-4 events per turn, and it takes 4 Workers to clean one - 8 on hills, 12 on Mountains. So 24 could deal with 2 Mountain pollutions per turn, and most are on flatlands. The frequency should also drop shortly, as Mass Transit Systems start completing. These 24 could also pull double duty adjusting mines vs. irrigation where needed. I'd think all other Workers should be merged at this point. Talk about a huge population jump...

Roster:
Beamup (just played)
dojoboy (out until about Saturday)
Serkhon (MIA)
Blue Monkey (up! unless Serkhon reappears)
frunobolax (doing game testing)
Aoxomoxoa (on deck)

The CFC upload isn't working ATM, so this isn't an attachment - maybe I can do that later.

The 1675 AD Save
 
Sorry, I forgot. :blush: I'll try to remember for next time.
 
Exhausted, but making my last rounds before bed. DL'd and will begin play tomorrow pm unless Serkhon shows up. Will take me 2-3 days because of my slow G3. I'll review your report/recommendations before I play. And Alan, I will make an effort to try out your utility.
 
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