CT6 - Just another Emperor SG

Preturn: Everything looks A-Ok.

Turn 1: No changes.

Turn 2: Damaged Warrior goes in for temporary MP duty in the capital.

Turn 3: Copan Worker-Temple (prebuild for Curragh)

Turn 4: Alphabet finishes. Consider starting on Warrior Code and get our UU, but decide to follow the plan and start on writing. Sci @80, Writing due in 40. Copan switched to Curragh. Lux tax to zero.

Turn 5: Spot Barb camp.

Turn 6: Found Palenque west of our capital, will be a worker factory for awhile thanks to some nearby fish. Starts worker. 3 Barb warriors climb the mountain a few tiles south of our capital. Send southern warrior home across mountain range.
Send Palenque warrior after their camp on our western coast.

IBT: Mountain barbs attack our warrior on the hill. All three die, and our mighty warrior promotes all the way to elite, losing 2 hp.

Turn 7: Mountain warrior heals

Turn 8: Chichen Izta finishes warrior, starts settler. Next player might want to consider switching the settler to Granary, since we get them at a discount.

Turn 9: Copan riots, lux tax to 20%. Sorry.

Turn 10: Regular warrior kills one of the barb warriors on the barb camp.

The lonely mayans
 
Except for that one :smoke: move, looks good. Did you lower the science rate when there was 1 turn left?


BTW, use CT6 instead of CT. I've got another succesion game going, and I don't want the files getting mixed up.
 
Ahh! Too many warrior models! :)

Actually, we don't get Granaries cheaper; I guess that was considered overpowering so they took it out. I'll still consider the change when I take a look at the save.

Pre-Turn: Chichen Itza doesn't have a lot of production. Assuming a start of 0 food in storage and 0 shields in production, we would grow to size 2 in 5 turns and have 5 shields toward our settler (assuming +4 food, +1 shield), and grow to size 3 in 7 turns, with 26 shields in the box. I think it's safe to say that the granary isn't a necessity; we aren't competing for space yet and low shield production will make our capital get a lot bigger than it can pump out settlers; so either we have unhappiness from size or whipping. So I'll pass, but perhaps Riccett will disagree with me :). Leave things as they are.

2110 BC (1): Call me extremely paranoid, but I have the worst luck with barbarians. Our elite warrior isn't far away from the camp, so I'm going to bring it in, and have our regular warrior sit on the hill for now.

IBT: A warrior pops out of the camp, and into the open.

2070 BC (2): Reg warrior defeats the barb without a scratch.

2030 BC (3): Elite warrior disperses the camp with 2 health lost. Reg warrior makes his way south to maintain LoS.

1990 BC (4): Copan: Curragh->Warrior. Start to send the Curragh down south to meet our neighbours. Elite warrior heals.

1950 BC (5): Not much

1910 BC (6): Palenque: Worker->Warrior. Trying to emphasize MP and happiness a little, so we can drop the luxuries. Send elite warrior to cover the north front. Spot 3 barb warriors on the east shore.

IBT: Barbs head north, toward Copan.

1870 BC (7): Sigh... Copan riots (my bad :(), but the luxury tax is high enough if you ask me. Since it currently only has 2 shield producing squares it can use and it has a warrior due in 2, I turn the fresh water laborer into an entertainer, which will be a scientist next turn to make up for the commerce loss. Spot the camp that produced the afforemention barbs.

The Curragh also spots a Russian spearman in town. They have Bronze Working, Warrior Code, the Wheel, and 10 gold, but not Alphabet. I trade it to them and 31 gold for The Wheel. I hope I haven't overstepped my bounds here; but given that they were likely researching Alphabet by now, I wanted to get a good deal on the tech before they got it. I picked The Wheel because we could only get one tech, so we may as well get our money's worth. No new techs revealed, and they don't currently have horses. We have some SE of Chichen Itza, within the first expansion of a good settling spot. I'll send the settler we get next turn to there.

IBT: Russians start the Pyramids in Moscow.

1830 BC (8): Chichen: Settler->Warrior. Send our new settler and escort down toward the horses. Start to explore Russia's coast.

IBT: Russia asks us to leave their waters, and I agree.

1790 BC (9): Copan: Warrior->Warrior. I'd consider a settler or another curragh but with that barb horde coming I'd go for protection. Veto it if you want. Also, Copan might be a good unit producing town. Fired the scientist here.

Turns out the barbs aren't going for Copan... probably smelled the settler :). Move the elite warrior toward them.

IBT: Barbs move to Chichen's culture border.

1750 BC (10): Just some unit movement.

Settler pair is one square NW of my intended destination. Regular warrior is move away from the SE barb camp. Writing due in 12. Russia has 197 points to our 154, and probably twice our power :undecide:. Here's our lands:



And the save. I probably could have handled workers a little better, but that's how it goes. I'm irrigating south of Chichen for the new city's deserts and to have something to do while the barbs were hanging around, but feel free to veto it, as it was just started.
 
Riccett, are you there? It's your turn.
 
Ok, if Riccett doesn't post by 7:00pm EST (about 8 hours from now), he'll be skipped. I have the save just in case. Also, I'd build another worker, and stack them 2x2. That way, irragation and roads get done quicker, which means roads for our settler/warrior pairs.
 
Ack!!! didn't think I would come up this quickly. I just got back in town (literally, about 5 min ago. lol) Went home for Valentines Day to see the gf. I should have said something, but I honestly didn't think my turn would come up this quick. My apologies.

Riccett
 
ok, you can play if you want to.
 
Riccett? Did you leave again?
 
Preturn

I MM Chicken Itza to grow in 1. Everything else looks good.

IBT

- Teoihuacan barb warrior appears N of our gold hill.
- All three Zapotec barb warriors advance towards Chicken Itza.
- Zapotec Horseman appears from fog near Southeastern barb camp.

Turn #1 (1725 bc)[B/]

- Chicken Itza has got some serious barb issues. My plan is this...

Our Elite warrior's best chance for survival is to fortify on the mountains in which he stands. The warrior MP'ing in Copan will come over to fight for our mined/roaded gold hill. A warrior is due in Chicken Itza in 1 and will protect the city if my mountained elite warrior idea doesn't work. If it does work, he will help to protect our gold hill. A scientist is required in Copan for this to work.

- Settler pair move to desired location.
- Southern warrior fortifies for extra defense incase the Zapotec Horseman attacks him. I judge against attacking across a river on a forest.
- Worker south of Chicken Itza must retreat W to safety.
- Copan worker SE to irragate and road.
- Curragh explores.
- Science at 70%, Writing still in 10 with +1 gold to treasury

Cross fingers and hit enter.

IBT[B/]

- Zap warrior #1 attacks our Elite warrior (5/5) and takes 2 hp away then dies.
- Zap warrior #2 attacks our Elite warrior (3/5) and takes 1 hp away then dies.
- Zap warrior #3 attacks our Elite warrior (2/5) and takes away nothing and dies. :goodjob:
- Teo warrior stays put and fortifies N of our gold hill.
- Zap Horseman advances next to our settler pair.

Turn #2 (1700bc)[B/]

- Palenque worker S to irragate and road.
- Palenque completed a warrior and begins a Curragh. WE NEED CONTACTS!!! Warrior is moved to a hill until he is needed for MP duty.
- Chicken Itza worker SE to irragate and road.
- Chicken Itza completed a warrior and starts another. He is sent N, N to attack the Teo barb warrior. Our warrior does 1 hp damage then dies.
- Warrior who came from Copan to help, attacks the Teo barb warrior and kills it, going unharmed. He will continue north to find the Teo camp.
- Elite remains on fortified on mountain to heal.
- Copan worker begins irragation.
- Tikal is founded. Warrior escort fortifies in Tikal, which is on hills. He has a better chance vs the Zap Horseman this way. Tikal starts a warrior.
- Wake southern warrior scout, E next of the Zapotec camp.
- Curragh explores.
- Science up to 80% with writing in 8

IBT[B/]

- Zap Horseman attacks warrior fortified in Tikal and does 1 hp damage before he dies. :goodjob:
- Palace expansion x 2

Turn #3 (1675 bc)[B/]

- Copan completed a warrior who will MP there. Fire the scientist. Starts a worker.
- Chicken Itza worker irragates.
- Palenque worker irragates.
- Palenque warrior patrols its borders.
- Northern warrior scout N and reveals Teo camp.
- Southern warrior scout attacks Zapotec camp and does 1 hp of damage then dies. :mad:
- Science at 80% but Writing still in 8 because scientist was fired.

IBT[B/]

- The Russians start the Colossus

Turn #4 (1650 bc)[B/]

- Elite warrior is healed and moves into Chicken Itza for MP duty needed next turn.
- Warrior in the north attacks Teo camp, does nothing and dies!!! :mad:
- Palenque warrior heads home to MP.
- Curragh explores
- Russia has its capital and 5 other cities. They are up Bronze Working and Warrior code on us and have 41 gold. We can't afford either tech.

IBT[B/]

- Nothing

Turn #5 (1625 bc)[B/]

- Curragh explores.
- Elite warrior fortifies in Chicken Itza.
- Palenque warrior almost home.
- Copan worker starts a road.
- Writing due in 5.

IBT[B/]

- Nothing

Turn #6 (1600 bc)[B/]

- Chicken Itza worker begins a road.
- Palenque worker begins a road.
- Palenque warrior fortifies for MP duty.
- Curragh explores.
- Science at 80% writing in 3. Hired a scientist in Copan, growth still in 1. Lux down to 10%.

IBT[B/]

- Nothing

Turn #7 (1575 bc)[B/]

- Tikal completed a warrior who is sent E on hill tops to observe Zapotec camp activity. Reveals a Zap Horseman NW of camp. Tikal starts another warrior (vetoable for a worker?)
- Chicken Itza completed a warrior who is sent N, NW to observe Teo camp activity.
- Copan worker sent NW, W, W to begin roading to our SW part of the island.
- Copan completed a worker that turn also, who is sent with the first worker so they can build roads together. Starts a Curragh to go around the north end of the island.
- Curragh continues to explore around the Russian island.
- Fire Copan scientist to work the lake. The shield from the irragated desert tile goes to waste.
- lux up to 20%, science at 80% Writing in 2
- Tikal warrior woke up to patrol the hills outside of Tikal just incase another barb camp shows up.

IBT[B/]

- Zap Horseman advances to the hills outside Tikal.

Turn #8 (1550 bc)[B/]

- Palenque completed a Curragh which will explore the west side of our island. There is a land mass to our west for sure.
- Road crew moves onto desired tile to start its highway to the SW.
- Warrior advances towards Teo camp.
- Chicken Itza worker moves unto the Oasis to road and mine.
- Both Tikal warriors move back into Tikal to protect from the Zap Horseman.
- Curragh #1 explores
- Palenque worker NE to mine and road hill.
- Science at 80% Writing in 1 (can't go lower)

IBT[B/]

- Zap Horseman attacks Tikal killing one of our warriors but loses a hp in the process.

Turn #9 (1525 bc)[B/]

- Worker begins to road oasis.
- Road crew complete a road.
- Palenque worker begins to mine.
- 2nd Curragh SW, S. Appears to be a large island west of us.
- Warrior moves outside of Teo camp.
- 1st Curragh explores. Reveals an island west of Russian island.
- Warrior fortifies in Tikal to protect against Zap Horseman.
- Science at 80% Philosophy in 14.
- Russians will give either Warrior Code or Bronze Workings and 41 gold for Writing. Can't get both techs though. I will hold off on this deal for now but we need to discuss this. We need archers for the barbs badly.

IBT[B/]

- Injured Zap Horseman retreats away from Tikal only to be replace by a fresh one.
- Chicken Itza culture pops.

Turn #10 (1500 bc)[B/]

- Chicken Itza completed a warrior who is sent towards Tikal to help with the increasingly problematic barb problem in the south. Starts a Settler.
- Road crew moves S.
- Warrior attacks Teo camp, WINS!!! unharmed and promotes to Veteran. camp is despersed +25 gold!!! :goodjob:
- 1st Curragh goes W, W to island west of the Russians.
- 2nd Curragh explores.

NOTES[B/]

- The Russians are on a small island are have already filled it. As soon as they get galleys they will be coming over, however, they don't even have Writing yet, so we have some time. Regardless though, we need to fill up our island asap.
- I tried to get us some more workers out and running, but with the barb problem I didn't get as many as I hoped for. I think we should try for one more road crew and maybe on crew to bring irragation down to the SW part of our island.
- We can't have enough Curraghs. We need to get more contacts desperately.


The Save

I will post some screen shots in a seperate post.
 
Looks like the Russians are on an island smaller than ours. Anyway, I'm gonna play the save sometime later today (It's past 1:00am).
 
opps, forgot about this one. (Succession Games seem to be a trend lately this week and this got pushed to page 2)... Anyway, here's the turns.

Game Save

Turn 0 - 1500BC

Chieftess awakes from an overdone slumber and sees barbarians bearing down on Tikal! Yikes! Hopefully, they don't go for our worker...

IBT: Warrior manages to defend against 1 barb.

Turn 1 - 1475BC

I meet a Carthagian warrior (red?? Byzantines must be in...) west of Russia. They have BW, WC, and apparently, writing.

IBT: Warrior defeats another barb horsie.
India builds the Collosus.

Turn 2 - 1450BC

Copan: Curragh->Warrior
Palenque: Worker->Worker
Tikal: Warrior->Warrior

Nothing

Turn 3 - 1425BC

Warrior attacks barb horse, and wins, but is redlined.

We really need more mining around our capital. We have more than enough food from the floodplains.

Turn 4 - 1400BC

Spotted a barb in the north. Increased lux to 40%.

IBT: Saw a Viking Archer. Barb attacks our warrior and loses.

Turn 5 - 1375BC

Vikings have BW and WC, but not Masonry.

IBT: Barb horse attacks our warrior. We win.

Turn 6 - 1350BC

Copan: Warrior->Settler

Lux rate goes back to 20%, due to the happiness garrison in Copan.

IBT: Carthage starts the pyramids. :lol:

Turn 7 - 1325BC

Chichen Itza: Settler->Settler

We disperse a barb camp to the SE. The warrior's staying there for barb patrol. I'm going to MINE half the desert around the capital, since we're getting a lot of food from the floodplains. Palenque set to a warrior.

Turn 8 - 1300BC

The Settler SW of the capital is in posistion. Looks like we have about 3-5 city sites left in the south, then we'll head north and clear the marshes.

Turn 9 - 1275BC

Yaxchilan founded, and we are no longer running a deficit.

Turn 10 - 1250BC

Whip Copan for a settler. I also set Tikal to a settler. (We should have 2 more cities, and another on the way for the next 10 turns).

Palenque is still churning out workers (another due in 2 turns). Also, Russia just got Masonry, so that price reduction I was hoping for didn't pan out. (They were researching it anyway). But, we're about to get Philosophy, so that's a good point.

I'll draw up a dot map, too.
 
Here's the dotmap:



It's a little more loose than I normally build (take a look at CT7), but we're on desert, so it's not like there's going to be a lot of great terrain.
 
Ok, I'll play once I get home from school. (in about 9-10 hrs.)
 
Any news on trades now that we have some contacts? I can't check the save at the moment, but it is something we should maybe discuss. Do we still hold a monopoly on Writing?

Riccett
 
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