CTIV-1: The Turtle Game

Blackluck: Good call about the Open Borders, otherwise you would've earned a :nono: -- to reiterate: No Open Borders!

I got it, I'll be playing tomorrow at some point, or worst case, Sunday morning.

Botlgnomz, how's your PC doing? Are you going to be able to play after I'm done?
 
Turn 0 -- 250 AD

Calcutta starts on Barracks for lack of anything better.

No cities that didn't have Buddhism didn't get it during my turn, either. I think we need to lift the moratorium on missionaries.

Done. Calcutta switched to Missionary work.

Everything else looks OK. Hit ENTER.

Turn 1 -- 275 AD
Bangalore: Granary > Axeman
Lahore is built, starts Obelisk. We're running a 4gpt deficit right now, but I'll keep Science at 70% for a few turns.

Turn 2 -- 300 AD
Worker outside AM finishes chop. I start a Road there. I'm not going to put an improvement in yet, I think a Watermill is best suited for the spot.

Turn 3 -- 325 AD
Nada

Turn 4 -- 350 AD
AM finishes Aqueduct, starts Granary. MM'd to start growing again.
Calcutta Missionary > Missionary. Sending first one to Bangalore.

We're now at -6 gpt, have to drop Science to 60%

Turn 5 -- 375 AD

Delhi finishes Aqueduct, now at even Health and has grown--and is growing fast. I hire 2 scientists and start building Temple, when Temple completes I'll switch one of the Scientists to Priest. Delhi will still grow in 14 turns.

There's a Barbarian Galley outside of Bombay. It looks like it came across the water. Perhaps there's a landmass to our East? Bangalore will start a Galley after finishing the Axe to go explore.

Our Horse Archer kills a Barb Axe

Turn 6 -- 400 AD
Madras finishes Library, begins Monastery
Buddhism has spread in Bangalore

Turn 7 -- 425 AD
Bangalore Axe > Galley

Turn 8 -- 450 AD
Nada

Turn 9 -- 475 AD
Delhi completes Temple, hires Priest, fires Scientist, starts Obelisk for a little extra culture
Lahore finishes Obelisk, starts Barracks
Calcutta finishes Buddhist Missionary, starts Barracks
Missionary goes to Bombay

I do some micromanaging to get us running a surplus again (although we're still at 60% science)

Turn 10 -- 500 AD
Compass comes in, start Alphabet
AM finishes Granary, starts Walls. Considered a Harbor, but will wait until we get those crabs settled.

We now have ONE MILLION SOULS.

Bombay's borders expand, start mining the IRON. Bombay gets religion as well (only Lahore isn't Buddhist at this point).

Worker is roading to second iron near Lahore, should be able to mine it at the same time Lahore's borders expand.

I'm still feeling my way around the Specialists, feel free to veto what I've set up in Delhi (and make sure you explain why).

I want Bangalore's Galley to head East when built, I know I saw streaks across the water (better leave it unloaded, though, in case there are more galleys to attack it)

Demographically, we're 1st in everything except Life Expectancy (imagine due to the Health issues we have), so while I think we should build a token Swordsman or two once we get Iron, we can probably disband an unexperienced Warrior in its place.

There's a Horse Archer fortified until Healed in the South.

We're about to hit a new level of Techs. Of the list, I'd say Currency and Literature will bring the most benefit -- especially Currency. Literature, though, should be good, because we should be able to build both Epics. AM should get at least one, because it is feeling the cultural pressure from Heliopolis and could use the +4 boost.

No screenshots, nothing really to show.

Here's the save:
View attachment 108046
 
ROSTER:
ChrTh -- Just finished
BotlGnomz -- UP(?)
Ucel -- On deck, give BotlGnomz until 11AM EST 11/19/05 to give us an update
mjj55409
scowler
blackluck
 
lurker's comment: I think BotlGnomz is out of commission. I saw this in the out of pocket thread.
 
ChrTh said:
Turn 0 -- 250 AD
We're about to hit a new level of Techs. Of the list, I'd say Currency and Literature will bring the most benefit -- especially Currency. Literature, though, should be good, because we should be able to build both Epics. AM should get at least one, because it is feeling the cultural pressure from Heliopolis and could use the +4 boost.

Agreed on both counts. Probably currencyfirst? Build some marketplaces, help the economy and probably let us do another round of expansion, perhaps.
 
Currency is also good because we're running out of things to build (I only built the Obelisk in Delhi because I didn't want to build another soldier, and I don't think we're ready for more settlers or workers), and we can switch to wealth.

Once our economy picks up, I think we should do our final push for settling the continent, so that by the time Code of Laws shows up, we can start building courthouses and get the FP (in Bombay, I'm guessing).
 
Precheck:
Set Delphi for growth, at least till size 10. -1 Food won't be a tragedy
Moved healing horse back to Madras for the garrison duty. He's already 10XP and won't get more from barbs. HA from Bangalore goes to the wild plains instead.
I see that Hatsy sends scouts to our territory :(
Sci at 70% and let's go!

1) 520
Liz wants our Ivory for her clam. Trade window shows that she has horses, bur I'm not willing give he ent for food (and what ent!), so ended up with corn for clam.
And Liz is friendly to Hatsy.

Delhi: Obelisk -> Forge
Bombay: Lighthouse -> Forge


2) 540
Madras: Monastery->Forge

Barb Axe wanted to visit Calcuta. Unfortunately for him he didn't spot some horses in the forest...

3) 560
Hatsy wans Open Borders again. Hatsy, we have taken your false god, that's all. Bye.

4) 580
Ankh: Walls->Settler
We have Iron connected.

5) 600
Hatsy wans Metal Casting from us. We are up Alph this turn and Foreign Advisor says that both ladies have nothing to trade :cry:
I decided to give her the tech. Maybe she makes a Colossus for us?
She's +10 with us now, Liz is +4.

Alphabet->Currency

Bangalore: Galley->Library

6) 620
Delhi: Forge->Missionary
Calcuta: Barracks->Forge

7) 640
Sci back to 60%. Currency jumped from 5 to 6 :(

8) 660
Delhi: Missionary->Settler
Madras: Forge->Aqueduct
Advisor says that Liz has Calender but won't trade us

9) 680
Lahore: Barracks->Forge
Bud spread in Lahore

10) 700
Bombay: Forge->Archer (put him in one of new cities)
Taoism founded somewhere


Really, nothing interesting my turns.
Currency due 3, I recommend skipping Calender for now, maybe we get it from Liz or Hatsy (she's +11 to us by now)
Settler in Ankh is ready in 3, in Delhi in 4 turns, we need military for new cities though.
Tip for next player: Build some more Libs and some military.
At the end: our fir great man will be born in 740 in Delhi. Probably Scientist. What are our plans for him? Academy? Tech? Can he skip a layer?

World is still the same, so no map this time.
 
WHAT ARE YOU DOING?

Did you do both a multi-turn trade and give a tech away? Have you forgotten the variant rules?!? :gripe:

Cancel the trade IMMEDIATELY, I don't care what it does to our reputation.
 
ROSTER:
ChrTh
BotlGnomz
Ucel -- In the doghouse
mjj55409 -- UP
scowler -- Waiting in the wings
blackluck
 
And 2 more settlers? When we are already running at 60% science? We need to slow this expansion down a little.

I have it...
 
Quick question before mjj55409 gets started. In this kind of situation, when the variant rules are broken, is it ever permissable to replay the session, following the turn logs exactly as noted, but without the lapses of rules? Or would this be an even worse gaffe?
 
I've seen it before, but I don't think it's necessary. We've essentially punished ourselves by giving away a tech.
 
Okay, fair enough.
 
Pre-turn check
I pause Delhi's production of a settler in order to build some more military. AM can finish it's settler. I need to wait 1 turn to cancel our deal with Elizabeth. Oh look, I wonder where that Egyptian galley is headed?

ctiv1-mjj55409-01.jpg


720AD
Cancel the deal with the English. Move the SW axe to follow Egypt's galley. A worker is building a pig pasture south of Lahore. Move a worker to Madras to continue clearing jungle.

740AD
Christianity is FIDAL. Borders of Delhi expand and Xi Ling Chi (Great Scientist) is born. Build an academy in Delhi.

760AD
Currency is discovered; set research to Construction. Finished settler in AM, start on archer. Finish archer in Bombay, start on temple. Start moving settler to modified orange dot location. I've lost sight of the Egptian galley. Where is she going?

780AD
Hatty asks for a trade of gems for corn. I, of course, decline. Calcutta finishes its forge, and starts on some axemen.

800AD
Eygpt settles orange dot (that English galley also has a settler). Modifying settler plan by heading toward green dot in the east.

ctiv1-mjj55409-02.jpg


820AD
Southern worker is doing some forest chopping in support of Bombay. Continue building the settler in Delhi.

840AD
Construction is discovered; start researching machinery. Worker hooking up the iron outside of Lahore. Bombay finishes temple and begins library. Madras finishes aquaduct and begins market. AM begins harbor.

860AD
Need to drop science down to 50%. Machinery due in 10. Delhi finishes settler, starts moving south.

880AD
Parthenon is built somewhere far, far away.

There is one settler moving toward green dot, and another is moving south of Delhi. We could settle a spot to pick up the corn. I'm a little worried about the economy at the moment. Running 50% science. But currency is now in, so the situation should improve.
 
ROSTER:
ChrTh
BotlGnomz
Ucel
mjj55409 -- Just finished
scowler -- UP
blackluck -- Wanting to take it to the man
 
Sorry, I have overseen the "single turn trade" rule, it's really my fault. But you haven't explicitly written that giving away the tech is forbidden. Or correct me?
 
ucel said:
Sorry, I have overseen the "single turn trade" rule, it's really my fault. But you haven't explicitly written that giving away the tech is forbidden. Or correct me?

We may have discussed it in the planning thread, I don't recall. But we're at a tech disadvantage for this game, why would we freely give up a tech? We're stronger than our two neighbors, so if they declare we'll easily hold our own against them, and any "you didn't give into our demands" penalty will have long evaporated before the UN becomes a factor.

One other thing I want to reiterate to the whole team: we can't dial up another Civ. EVER. It doesn't matter if they have a tech they'd be willing to trade for one of ours; they have to come to us first.
 
Yes, you're right, we discussed that in the planning thread :

ucel said:
ChrTh: No OB means no trade, no problems. What about tributes and gifts? Are we supposed to give/get tributes/gifts?
ChrTh said:
Those are fine. Just no deals with the AI that last past the current turn. So straight up tech trades are ok. Just remember: we can't dial the AI up, they have to call us.

Following our current style of play we'll probably finish the game with no real enemies. That means pointing towards UN Victory (although we can have too small continent to achieve it). And that means we should build up some aliances and friends. You gave us help won't vanish till the end of the game, so it's quite precious on this place.
Personally I think, if someone attacks us it will be rather Liz than Hatsy. She's stuck on the north end of the continent while Hatsy starts to colonize the southern parts. And this was the goal of one settler, I have pointed it already some turns ago: build a coastal city to block the way for Hatsy's boats. Now it's to late...
And about the cash: We should just build markets in all of our cities, then we could raise the slider up to 60-70%. It worries me a little bit why are the techs from our tier so cheap, have they already known to so many civs?
 
Got it, but I won't be able to play before Wednesday at the earliest. Please feel free to skip me if this is a problem.
 
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