CTIV-6: Germs! Germs Everywhere!

Pre-turn: Poking around, looks pretty hopeless. We're currently on the clock at 9 turns, so we need enough sabotage to build the entire shuttle, and Apolo. I'm not sure if we had a chance before, but war with Catherine surely was the funeral dirge for this game. I can make peace for 330 gold, and while we need money, we need this war over more. Poor Rome (the city) once such a powerhouse now a size 12 straggler. Slight bit of MM but there's really not much I can do at this point.

Hit the big red button.


1981(1) - Move ships around, mostly just staking places. Attempt sabotage in Newcastle, successful! Stasis chamber goes from 8 to 12 turns. At least -I- won't be watching her launch. Dial up Ironworks in Athens, its gotta get built somewhere.

1982(2) - Coal plant finishes in Thermopylae... why did we build a coal plant when we have Three Gorges?

1983(3) - Al Gore completes his masterpiece in Rome, granting us:

Fascism, Mass Media, Flight, and that's it. Ok, so this plan really is cooking now. :P

Another sabotage in Newcastle takes the chamber from 10 to 12 turns. This is great fun, but how exactly are we hoping to get all the tech we need to launch? I'm going to have to turn on some research I guess. Well, nevermind that. A preliminary check shows Robotics would come in 10 turns if we ran 80% sci at a defecit. I think the only thing we can really hope for is to continue to sabotage Liz while collecting gold, and hoping someone else starts researching things we need. In the meantime we can build the parts we can build, or some such.

I make a bunch of deals, the centerpiece being selling worthless stone to Liz for 15 gpt. They're all of that nature, resource sells for any gold we can get. I'd itemize, but I doubt anyone particularly cares. I also sell our world map to those we can sell it to.

1984(4) - Open Borders with Cathy to hopefully stave off a recurrence of war. Disconnect all of Liz's spices. This is greatly amusing, though I have to feel we're going to hit time before we ever reap the benefits of all this skullduggery.

1985(5)
- Robotics comes in via Internet. Start Elevator in Antium, 23 turns. Rome is the best option at 20 but I don't want to tie up Rome. If I get the chance, I'd rushbuy it at first opportunity. Conduct more sabotage by Newcastle.

1986(6) - I continue to pillage the Newcastle landscape, and reconnect resources lost in the war. We capture a Russian spy. I guess that whole OB thing was a bad idea. Cancel at the first opportunity. All the sabotage of resources around Newcastle, and happy/healthy everywhere has the Statis Chamber up to 14 turns. We'll have to go for the big one again, but so long as we keep sabotaging all the lumbermills and mines, Its gonna take her a loooong time. I'm tearing up happys and healthys elsewhere when we get the chance. I think reasonably with enough gold, we can possibly stop Liz from ever getting that completed. I do wonder however if we can ever get ourselves in a position to launch. At some point we're gonna get some spies caught though, so we'll need subs ready to bring reinforcements pretty much immediately. I'll try and get a ship in position to do that ASAP.

1987(7) - More of the above.

1988(8) - Toku and Kublai have both finished casings. I guess that puts them nominally ahead of us, but I'm not in the least bit concerned about their ship. Only Liz can beat us. Ugh. Lost 2 spies trying to sabotage a lumbermill. Clearly Liz got a spy there. I'll try and get a couple more spies built. But there's still 2 turns left on Apollo. I really wish we hadn't built SY in one of our best cities, I usually prefer to have it on an outlier and just rushbuy spies. In the meantime, I'm beelining our 3rd spy to Newcastle. If she gets caught before reinforcements come, the next player will enjoy watching the launch.

1989(9) - Spy in place, still long enough on stasis that I can afford to wait, pillage 2nd to last remaining lumbermill instead. I really don't want to use her on a high-risk mission until we have another spy around to replace or launching is inevitable.

1990(10)
- Apollo completes. Start a spy. Start Rome on Life Support. I decide to rushbuy the Elevator for 2991 in Antium, and just do another improvement sabotage outside Newcastle. This means we're two turns from having enough cash to sabotage the chamber itself, which is currently at 10 turns to completion. I'm going to save and stop here.

Our cities have not yet been put on mass part production. They will need to be optimized for such and started next turn. I'd stick to building 90% of everything in Pharsalos, Rome, Antium and Athens. Thermo and Delphi can probably handle casings, possibly Shangian as well. Then let the big 4 finish up casings if need be at the end. Get labs built where we don't have them built already if at all possible.

I have a sub on goto to the waters below Samarqand. That's going to take approximately 4 turns though. If someone has a better idea, I'm all for it.

That's as far as my turnset goes. If Kublai or Cathy declares again, we have zero chance. I'd do absolutely anything to appease them, including gifting back Old Sarai if it takes that. We have about 4-5 cities that basically contribute nothing to the Empire, but WW must be avoided, and pillaging must be avoided. I'd cancel OB with Cathy ASAP. I really don't think we can win, but I sort of feel like we can make a game of it. The likelihood of someone else discovering the last few techs for us is really the biggest question, that and how much longer can our spies tie up that last part. The improvement situation is pretty much handled. I'd do what we can to keep the area surrounding Newcastle barren, but sometime in the next 2-3 turns we're going to have to take yet another shot at the big one. I figure if we had all the tech, we could probably manage to get the ship built in approximately 40 turns. I don't know if I did enough to make a difference, but it felt like a decent turnset. :lol:

Good luck, and the save:
 
It just occurred me I think we can Airlift that spy into Newcastle. I've built Airports in a couple towns, Rome for sure and one other, though I can't remember which. Might be worth a shot since the sub is a ways away and stupid Liz hasn't cancelled OB despite catching three of our spies.

Just a thought.
 
Any turnset that doesn't end in defeat is a good turnset at this point :thumbsup:

Al Gore completes his masterpiece in Rome, granting us:

Fascism, Mass Media, Flight, and that's it. Ok, so this plan really is cooking now. :P

...

Robotics comes in via Internet.

This is the whole point. I never would've even researched Rocketry since that was going to come in with the Internet as well. All we need to do is spend enough to keep Liz from completing, and finishing ours before Cathy or Kublai do.

I got it. It's been a tradition of mine to finish off CTIV games ... of course, if it happens this time :sad:
 
This is the whole point. I never would've even researched Rocketry since that was going to come in with the Internet as well.

My bad I think. This is all totally new to me at the moment...I've never had a game like it, and at the time, I think nukes was sounding like a good idea...

...who's up now?
 
Turn 0 -- 1990 AD

Can we survive?!? Or will we fall prey to germs?!? I wash my hands and see ...

Space Elevator was a great acquisition. It essentially means we'll be able to build the last part faster than Cathy or Kublai...if we can make it there. We have to build the pieces, though, so I start SS Cockpit in Shangian. Casing in Delphi.

Turn 1 -- 1991 AD

Cathy demands Flight. I give it to her.

Antium: Space Elevator > Docking Bay
Pharsalos: Spy > Spy
Old Sarai: Artillery > Theatre

UN Resolution comes up: Global Civic of Free Religion. I vote NO.

Kublai and Toku both build Casings.

ACK?!? Where are the subs?!? I guess I can't risk the spy yet, huh? I send the new spy to Rome to see if I can airlift, but I doubt I'll be able to.

I rush Athens' Ironworks.

Turn 2 -- 1992 AD

Pharsalos: Spy > Spy
Athens: Ironworks > SS Casing
Thermo: Observatory > Laboratory
Beshablik: Grocer > Theatre

We're forced to adopt Free Religion.

Airlift mode doesn't work for spies (to a foreign city ... they can airlift from one, though).

Turn 3 -- 1993 AD

Toku cancels Open Borders (probably didn't like seeing my spy cut through his territory to get the sub). I give him corn to make him feel better. Cathy wants to trade Gems for Wine; I accept it in the hopes I can drop culture to 0.

Pharsalos: Spy > SS Casing

Turn 4 -- 1994 AD

Neapolis: Forge > Tank

We have heard reports of sabotage near Shangian! I move a spy over to investigate!

Turn 5 -- 1995 AD

Cumae: Laboratory > Red Cross (seems appropriate for the variant, don't you think?)
Beshablik: Theatre > Broadcast Tower

I vote for CTIV-6 for UN Sec Gen.

We catch the spy in Shangian. With a new spy in England, I fail to sabotage in Newcastle. :sad:

Turn 6 -- 1996 AD

SS Life Support finishes in Rome. Start a casing.
Sparta: Hospital > Recycling Center
Athens: SS Casing > Temple

Catherine wins the vote.

Another spy dropped off, and another loaded onto the sub.

Turn 7 -- 1997 AD

Toku wants us to cancel with Liz. I give him Dye and tell him No.

Shangian: SS Cockpit > SS Casing
Pharsalos: SS Casing > Forbidden Palace
Athens: Christian Temple > Laboratory
Old Sarai: Theatre > Aqueduct (Whoops! :blush:)

I take a risk and sabotage both Aluminums...I'm successful with both!

Turn 8 -- 1998 AD

SS Stasis Chamber due in 3 turns .. try to sabotage again, and fail :sad: ... not looking good for our heroes :(

Heh, our Iron was sabotaged.

Turn 9 -- 1999 AD

Oil's been sabotaged now too. :mad:

Vote comes in for Universal Sufferage? I vote YES .. why shouldn't the Universe suffer?

We need 4004 gold to sabotage Newcastle. We have 2 turns left. We have 1431, making 1037 a turn. *sigh* ... looks like I will be finishing this one off.

Turn 10 -- 2000 AD

Liz cancels Open Borders.
Rome: SS Casing > Bunker
Pharsalos: Forbidden Palace > Spy
Delphi: Airport > Courthouse
Athens: Laboratory > Walls
Thermopylae: Laboratory > Theatre
Samarkand: Factory > Lighthouse

Everyone but Toku voted for Universal Sufferage.

Another oil gets sabotaged.

Stasis Chamber due in 1 ... I play the turn ...

Turn 11 -- 2001 AD: A Space Odyssey ... but not for us!

This is the end, my friends ...

ctiv6f8xi.jpg


Nicely enough, we did display the leadership abilities of Warren G. Harding!

This was a tough loss, gang. If we had Liz' start, we would've won this easily.

Here's the save, in case anyone wants to add it to their Hall of "Fame" (just hit ENTER)
http://www.civfanatics.net/uploads11/CTIV-6_AD-2000.Civ4SavedGame
 
Well done in delaying the inevitable that long.

We had tough luck with the start and the variant didn't help us in claiming territory at all. With us getting Iron early, the world would have looked quite different.

It was a fun variant, but not one that is very helpful.

Thanks all for playing!

:cool:
 
Great game and enjoyed it a lot. Learnt alot from it as well. Thanks ChrTh for not making me play the turn that'd lose it for us.

I did start thinking we might have a chance but hey-ho...I think we did well to get as close as we did...I'll have to remember the power of the spy in future.

We could have nuked her y'know. :)
 
Well, good try lads. We had so many things against us, it was prince but the variant was worth a level, the start position was probably worth another. When you're Rome with no iron surrounded by Toku, Alex and Kublai, its always going to be difficult. When you then give two financial civs islands to themselves, you're really just playing with fire. Even with all that I think if we had managed diplo a little bit better late we would have won. You've got to figure we needed maybe another 30 turns, how many did we lose in superflous war?

Anyway, was a lot of fun, hope to see you all again in another game, and thanks ChrTh for a fun and educational variant.
 
I do not take defeat very well. CTIV-8 has been started...it has a health focus as well, but a lot different (and hopefully a lot less restrictive). CTIV-6 veterans are welcome :)
 
I'd love to join your new game, but I've got two 1.52 games drawing to a close, and I've started pulling for a roster on JOE-03 - Xenophobia for when my two 1.52 games finish. JOE-03 will be a 1.61 game. If you're still needing people in a week for CTIV-8 then I'll put my name forward as I'll only be on one SG then (is CTIV-8 a 1.61 game?).

EDIT: Sorry, just read the game thread...it's 1.61.
 
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