CTR 0 -- 1 if by Air, 2 if by Sea

Sorry guys, RL intruded this weekend (3-day for the Yanquis on the board). I'll be playing/posting tonight.
 
Turn 0 -- 630 BC

Review the situation

Ok, builds are looking good, so I'm not going to change any. Will Whip Birka next turn to complete Temple.

I decide that I'm going to settle NW 1 spot of the Settler's current location. That way the shielded plain won't be wasted. I MM a little bit around Trondheim to speed growth the get more shields.

I get a ROP with the Celts for 15 gold. That'll discourage any attacks.

Math is a good choice. I stick with that (will probably do Construction afterwards, in order to have the Great Wall as a cascade option if GF we lose the GL (which I am NOT trading))

One last check to make sure no one is going to riot...and then I press ENTER

IT: Celts move away from our borders

Turn 1 -- 610 BC
Stavanger is built. Start Temple.

I decide to use our Southern galley to probe the ocean West of us (won't suicide it, tho)

Looking at the map, I just realized that we have 4 civs in 33% of the map, and the other 2 have 66% to work with :yikes: ... maybe if we're lucky they'll be stuck on small islands :)


IT: The Celts completed the Pyramids! In a city not touching water! DOH!
Persians have built the Great Wall! THEY HAVE CONSTRUCTION.

Turn 2 -- 590 BC
Reyk Spearman > Library (placeholder for Aqueduct)
Oslo Archer > Granary

IT: Celts want to trade WM. I say NAH

Turn 3 -- 570 BC
I finally remember to whip temple in Birka :rolleyes:

Turn 4 -- 550 BC
Copenhagen Archer > Temple
Birka Temple > Granary

Turn 5 -- 530 BC
Bergen Archer > Temple
Aarhus Spearman > Temple

Turn 6 -- 510 BC
:sleep:
Greece is annoyed with us. I make a ROP with him for 15 gold to get him on our good side. He has REPUBLIC.

Turn 7 -- 490 BC
Mathematics finished; starting Construction
Reyk would finish the Library before we get Construction, so I switch to Great Lighthouse as a placeholder for Aqueduct

I land scout on island NE of Celts. Tribe teaches us CURRENCY! WOOT!

I decide to trade Mathematics around so that I can run a deficit to get Construction sooner. 250+WM from Greece. 94 (whole treasury)+WM from Carthage.
With the extra cash I run a 13gpt deficit to shave 5 turns off of Construction

Turn 8 -- 470 BC
:sleep:

Turn 9 -- 450 BC
Celts have Literature. Cripes. I check: so do the Greeks. 24 turns to the GL, I hope we make it.

Turn 10 -- 430 BC
Greeks are building GL...criminy


Ok, there is a hut to the N of the Scout. Go get it! :)
It looks like there isn't a Civ on the island the Scout is on. However, there may be a short hop to the East, hard to tell at this point.

Reyk is prebuilding for Aqueduct.
After we get Construction, we're in the Middle Ages -- HEAD STRAIGHT FOR INVENTION! :) After the current round of Temples are built, we may want to build some more boats and archers for :hammer:

Check the ROPs; don't extend them past the end of their 20 turns.

Construction in 9, I would keep the deficit going, but I leave that to Smurf, who's now up.

Save in next post
 
Will play tomorrow
 
IT: everything looks fine. We have currency @ mono, I am considering buying republic. No dice.. not sure why.
1) Copen temple à worker. We have a sore lack of workers, so copen can prolly pull once every turn if we irragate like mofos. Hrm, 11 spt raw – 2 corruption @ 7. I decide to grow it, and use to the time for a harbor. Dial research to 90, same eta but only -11
2) Pop a hut on tundra isle, see just maps Renew rop with carthage
3) Whip temple in Bergen.
4) Nothing
5) Prepare for a suicide galley expedition. Begin worker in copenhagen
6) Send out the galley. It sees a whales tail that means only one thing! Land Ho! I promptly sacrafice my sister to the PRNG.
7) Stupid impure sacrafice. We lose the galley. Construction next turn. Research to 30, still get it next turn but with 21 gold extra.
8) Enter the middle ages. The palace gets a lawn. B/c we are so near invention, Istart feudalism @ -4 deficit. Slow the library by making a taxman, and then TGL is a placeholder for SunTzu. Next leader can veto.
9) Nothing
10) Republic valued at construct+currency+200g. Up to you, next leader
http://www.civfanatics.net/uploads4/CTR0_210BC.SAV
 
Republic is NOT worth that cost; we're not going to Republic any time soon, so do NOT make that trade. Greece is the only ones with it at this point, so they're commanding first Civ prices.

Which boat was sacrificed?
 
The boat over near the large island, with the scout, sunk, after scouting out the majority of that island.
 
Alright, Aggie is UP, unless a new player joins us before he returns in 2 days. pdescobar is on deck.
 
IT: I've been away very long, so I have a lot of catching up to do.

Trondheim has a taxman that is doesn't need :smoke: changed it to work the lands. The Great Library is in 15 turns now, but we hardly need it anymore. I think we'd better switch to Sun Tzu when Feudalism is finished.

We get world map and 35 gold from Greece for our world map. Carthage gives wm and 28 gold for it. The Celts only have wm and 7 gold to spare.

We must not forget to build the Forbidden Palace!

Rebublic is very important. It is far superior to monarchy, except for 'always war'. And despotism is something you should get out ASAP. So I trade it to Greece for currency, construction and 107 gold. I immediately go into anarchy. We'll be a republic in 5 turns.

Turn 1 - 4 (190 BC - 130 BC) anarchy. The Greeks are building the Hanging Gardens.

Turn 5 (110 BC) We are a Republic and will be finishing Feudalism in 8 at -45 gpt.

IT: Greece wants to end the ROP. Fair enough :)

Turn 6 (90 BC) Copenhagen finishes galley and starts another. Reijkjavik: marketplace->aquaduct. Aarhus: temple->courthouse.

IT: Carthage wants to trade Republic for Manarchy. We don't need that dead-end tech.

Turn 7 - 9 (70 - 30 BC) :sleep:

Turn 10 (10 BC) Copenhagen riots :smoke:

I decided to switch to Republic, since it's the best government to have. I didn't mind paying for it: it's too important. I also think that TGL is not important, us being the front runners in science. Sun Tzu gives us stronger miltary. Greece got Engineering as their free tech, we could trade Feudalism for it but could also wait until Sun Tzu is built.

10 BC save
 
I see it, but can't get it yet. The file server hates me and won't let me connect.

EDIT: I got it now. Should get to play tonight.
 
CTR 0 Log

Summary (A reminder for myself)
Civilization: the Vikings
Level: Monarch
Map size: standard, continent, random attributes.
AI: 7 random civs (Carthage, Greece, Celts, Ottomans, Persia, Azteca, China)

Special Rules:
Cities can only be captured by Sea or by Air. By the former, Berserk and Marine units can assault and capture a city from a sea unit regardless of the status of the defenders. With the latter, the city needs to be bombarded by air and sea units (also some artillery units) until all defenders are redlined, and then paratroopers and/or ground, non-motorized units (i.e. no tank, armor, or mech. inf.) deployed by Helicopters can assault. Units brought in by Helicopter can only attack the turn they are dropped off; they must return to our territory for one turn before being redeployed as attacking units. Cruise missile/nuke use undecided (I'm leaning toward No, Aggie votes Yes.)

===========================================

0: 10 BC, Preturn
We are a Republic, going 100% science. Treasury is 172 gp, losing 48 per turn, with Feudalism due in 2. With 4 luxes, we are at 62% approval. Education is fairly close, and we are one of the tech leaders; once feudalism comes in we will probably be able to trade it for whatever we don't have. Given this, I am leaning toward the suggestion of other players to turn the GL which is building (and due in 10) to Sun Tzu. Final decision on that will be made when Feudalism shows up.

Greece is polite with us. Our only active deal is the original Peace Treaty. They have 47 gp in the bank, are up Monarchy and Engineering, and have a single iron and surplus horses. They have the same luxes we do except for dyes. They are a republic and our military is "average" in comparison. They have 4 non-coastal cities including their capital city

Carthage is also polite. We have a right of passage with 1 turn left on the original 20 and the intitial Peace Treaty. They are up Monarchy but down Republic and Construction. They have a single horse and an extra iron, but only have dyes in the lux department. They have 11 gp in the bank and are a Monarchy. Our military is "strong" in comparison. Only 2 of their 6 cities are non-coastal.

Celts are annoyed. Despite being the largest nation on our continent, they are last in science as they are up nothing on us, and lack currency, construction, and the republic. They are still a Despotism because they know nothing better. Their treasury is 14 gp, they have iron and horses, but no surpluses, and have access to all 4 luxes. Our only active deal is the Peace Treaty and our military is "average" compared to theirs. They've already dropped 3 cities on the NW island, 1 of which is land-locked. There are 2 non-coastal cities including the capital on their mainland as well.

City check:
MM Trondheim from mined grass to mined plains, dropping growth from 3 to 4 turns, and upping GL from 10 to 9.
MM Bergen from bare grass to irrigated grass, upping growth from stagnant to 30 turns away. Change clown to taxman since they can take it.
Copenhagen is rioting but it has been corrected already.
MM Reykjavik for production, gaining 2 turns on aqueduct since they are full of food and can't grow.
MM Stockholm for production, gaining 6 turns on the temple and slowing growth from 2 turns to 5; they need the happy and the border expansion more than the growth since they're on the edge of riot anyhow. The workers will clear the forest this turn, helping production even more.
MM Birka for production, moving from bare grass to dyed river forest. Granary estimate drops from 38 turns to 13, growth slowed to 20. Why is there a worker mining an unused mountain there when worked grass is completely unimproved? Since he has only put 1 turn into it, I decide to cancel the order and get the second dye hooked up so we can sell it to Greece.

We have 8 1/2 workers for 9 cities. As a non-industrious civ, I'd like to see that increase to perhaps as many as 12 1/2, but the only place likely to be able to crank them out in my set is copenhagen, which is the one city we have capable of building galleys without much corruption. Given that our first target is probably Carthage, we need to have some galleys over on that side of the continent to ferry the 'zerks, so I'll pop out a few workers and then go back to galleys. Speaking of curruption, we can build an FP although there isn't really a great place to put it. Stockholm seems to make the most sense of our current cities. Delphi would be great, but as a land-locked Greek city, we won't have a shot at taking it for 1,000 years :p

Finally, I wake the archer fortified outside Ephesos and bring him down toward Birka.

1: 10 AD
Copenhagen: Galley -> Worker to skim pop off
Move the 2 galleys there South, to go around Greece and eventually sit outside Carthage; Move the NE Galley up toward the part of the NW Island coast we haven't seen, which won't make Brennus happy... Crank science back to 90% to save a little money; Feudalism still due in 1.

2: 30 AD
Copenhagen: Worker -> Worker
Carthage starts the GL themselves, meaning they're building wonders in 3 of 6 cities.
Hire a clown in Stockholm to stop growth and rioting. Their temple is due in 2 turns.
The good news: Feudalism is in. Trondheim switches from GL (7) to Sun Tzu (25 - ouch) They're gonna grow in 2, which is bad with already one specialist needed to keep the peace, so I MM them to lose 1 fpt, meaning Sun Tzu is due in 23 instead. There's 35 food in the box.
The bad news: Greece would be insulted to give up Engineering for Feudalism, even if we throw in our entire economy at 5.5.0 (87 gp, 4 gpt) so we'll have to research it ourselves. That's 17 turns to stay out of the red. My guess is they're working on Feudalism already so we're gonna have competition for Sun Tzu if the cascades go bad. With luck, they'll get the GL in Athens, since that looks to be the best producing city. Sparta's been working on the Lighthouse for quite some time, but I'm not blowing 80% of our treasury to investigate it. Pharsalos, building the Hanging Gardens, will not be a problem as it's a size 3 tundra fishing village. BTW, neither of the other 2 can pay more than 20 gp for something, so no tech-trading there either.

3: 50 AD
Copenhagen: Worker -> Worker

4: 70 AD
Copenhagen: Worker -> Worker
Stockholm: Temple -> FP; yes, it'll take forever, but I wanted to start it *somewhere*. At 4 spt currently, the next leader can probably switch it off to something else like a granary without waste if they wish to.
Sparta builds Lighthouse. Carthage switches their Lighthouse city to GL.

5: 90 AD
Copenhagen: Worker -> Galley
The Celts have learned Republic, switched to it, and become Polite with us.

6: 110 AD
Oslo: Library -> Archer
Carthage has dropped a city on the NW Island. It's inexplicably non-coastal.
The road did not get completed in time. Greece is now importing dyes from the Celts. The inability to trade is really hurting the economy.

7: 130 AD
Trade our WM to Greece for TM, Carthage for WM, and then Celts for 1 gp. Carthage and Celts can't pay gpt for anything, and have an even smaller treasury than us; we have nothing at all to offer Greece.
Greece learns Feudalism and starts Sun Tzu in Sparta. Based upon terrain, I'd estimate their production at 5-6 spt, meaning they don't have a chance. The problem will be if someone else finishes GL and Athens switches over, although they could only pull 11 spt max as well.
Celts start Hanging Gardens.
I see an Orange border at the edge of the fog Smurf was trying to get to. I sacrifice his sister to the PRNG ;) and try another suicide.

8: 150 AD
(I) Greece demands TM and 22gp. I gamble and refuse, he backs down.
Copenhagen: Galley -> Galley; this will give 4 or 5 galleys for moving the zerks around.
I'm tired of the advisor suggesting I build the Great Library everywhere, so I go to the governor settings to turn it off, and the game crashes. One reboot later, I load up the auto-save and tell it to stop suggesting such nonsense.
Carthage has made it to the Middle Ages but they're flat broke.
The Celts are willing to offer 17 gp, Horses, and WM for construction, but we have no use for horses with our attack restrictions so I see no reason to do it.

The suicide galley reaches the whale on the orange border. As it ends up 2 squares from a city, I can contact the defender even though it might sink next turn. It's the Ottomans and his "military forces outnumber us." He will sell contact with the China and Aztecs along with all 53 GP and WM for Republic and our WM. China, who is almost dead, will give contact with the remaining nation, Persia, and all 6 gp for our WM. Persia can only afford a WM swap and 3 gp for WM, but I do it anyhow. Azteca will give up 72 gp to swap WMs. We now have a bit of money (226), so I establish some embassies.

Persia (44 gp) - Persepolis is size 5 (2 happy, 2 content, 1 sad) building an immortal due in 1 turn (9 spt) and will grow in 2 turns (3 xfpt). Garrison is a pair of reg spearmen, they have built only their Palace, the Great Wall, and a barracks. They are in Monarchy and are now flat broke. They have 1 horse and 2 iron, as well as 4 spices and 1 diamond.

Azteca (46 gp) - Tenochtitlan is size 3 (all happy) building the Hanging Gardens which is 35 turns off at their current 7 spt. The food box is empty and they will grow in 3 with 6 xfpt. They have 3 spear (1 vet) defending, and have built a Palace, the Oracle, barracks, temple, and colosseum. No strat resources and only 1 lux (2 instances of diamonds). Like Persia, they are in Monarchy and flat broke.

There has been major fighting over there as I can see 5 ruins. Persia has given China a whuppin' and they are still at war. I have decided to stop here for 2 reasons. First is that this will now even out the turn numbers nicely as the next set would end on 300 AD and secondly, gaining contacts was the only really good thing that happened in my set and I don't want to push my luck. I have left 136 gp in our bank to give the next leader some flexibility; there are 2 foreign embassies left to get: Ottos (62 gp) and China (54 gp). I also did not sell any cross-contacts between the continents as I don't like to do that until it becomes necessary when the AIs learn navigation/magnetism. If the next leader decides to do so, make sure you get Monotheism from the Westerners and Engineering from Greece. I think you can get Monarchy for the Republic from a Western nation, but unless that can be parlayed into another tech, I don't know if it's worth it. You may be able to swing a deal getting Engineering from Greece and then shopping that around for Monotheism+ in the West, or vice-versa, without cross-contacts as well, although almost everybody is very poor which makes tech swapping difficult.

Here's the save

Here's a double-size version of the Military advisor's minimap:
pdescobar_CTR0_150AD_Minimap.gif


And here's the core of the Western Warzone:
pdescobar_CTR0_150AD_Map.jpg


Here's the save again
 
Alright, I got it--I'll try to play tonight, but it might tomorrow night before I get to it
 
Nope, my understanding though is that Smurf won't be available to play for a few days, so I've delayed to minimize the time between us. :)

Plus, it's taken me this long just to read pdescobar's write-up! :lol:
 
Originally posted by ChrTh
Plus, it's taken me this long just to read pdescobar's write-up! :lol:
You're lucky. My last Civ1SG turn writeup went over the limit and had to be split into 2 posts :p
:lol:
 
Turn 0 -- 150 AD

Some thoughts:
Not going to bother with an Embassy with China, as they may not be around much longer
Won't sell contacts until either everyone gets some more cash/tech to trade, or someone builds Great Lighthouse

Personal Goal: Build Archers and Galleys for imminent :hammer: time

AH..Lighthouse is built. I'm going to freely trade Contacts, simply to make out when the getting's good.

I was able to get Monarchy, Monotheism and Engineering via trading. I didn't trade Contacts yet, no one has any cash to spare...

We have a GPT deal with Greece that will last 20 turns. DO NOT ATTACK WITHIN 20 TURNS.

Invention is due in 21 turns, which works out nicely.

I fire the Taxperson in Bergen.

Fingers crossed, I hit ENTER

Turn 1 -- 170 AD
Bergen Library > Archer
Reykjavik Aqueduct > Galley
Celts finish GL
Persians building Hanging Gardens -- and finish it
Ottomans are building Sun Tzu (methinks it's Embassy time)

Our galley sinks :(

Invention now in 18 turns

I build an Embassy in Istanbul (Not Constantinople)...building Medieval Infantry, complete in 9999 turns (must've just had Rioting)...Production is 8 spt, so unless they have a shield-haven, I think we'll grab Sun-Tzu before them

Not much else happens.

Turn 2 -- 190 AD
Our cultural influence is expanding!

Oslo Archer > Archer
Greeks are building Sun Tzu
:sleep:

Turn 3 -- 210 AD
Copenhagen Galley > Library
Aarhus Courthouse > Library

Ottomans are at war with China, too

Nobody has anything, and China is doomed (2 cities remain)

Turn 4 -- 230 AD
:sleep:

Turn 5 -- 250 AD
Bergen Archer > Archer
Reyk Galley > Granary

Borrrrrrring ;)

Turn 6 -- 260 AD
Ottomans and Chinese sign a peace treaty
Oslo Archer > Archer
Birka Granary > Courthouse
Persians and Aztecs are building Sun Tzu

Turn 7 -- 270 AD
Celts demand Contact with the Persians :confused: ... and Declare War when I reject their demands! Do the words "Phony War" mean anything to you?
Stavanger Temple > Barracks

Turn 8 -- 280 AD
:sleep:

Turn 9 -- 290 AD
Bergen Archer > Marketplace (next player can change if they want)
Oslo Archer > Archer
War makes us happier! I fire the Taxman in Trondheim...the War with the Celts may win us Sun Tzu (although we'll see what happens when Weariness kicks in)

China's doooooooooomed

Turn 10 -- 300 AD
Copenhagen Library > Marketplace (can also be vetoed)

Ok, here's the deal:
Sun Tzu in 6
Invention in 7
Make Peace with the Celts as soon as you're able
Remember we have a deal with Greece that won't expire for 10 turns
I'm trying to irrigate South to Stavanger from Stockholm, don't break it :)

I didn't trade Contacts yet, not enough money available. That being said, we might want to think about getting cash for upgrades (although I imagine we'll drop Science for a little while after we get Invention).

After Sun Tzu is built (if we get it), we may want to pop a settler to fill that little space near the desert

The Save:
http://www.civfanatics.net/uploads4/CTR0_300AD.SAV
 
Next up is Smurf, with Aggie on deck...once again, if anyone is interested in joining... :groucho:
 
Aggie & pdescobar: I'm going to give Smurf until tomorrow night (9:00 PM @ GMT -5) to come back...if not, do you want to keep going with 3 players? I have no problem with doing that, if you want to...lemme know your thoughts.
 
I see that he's disabled email through the profile so I guess we just have to wait a day as you suggest. He should certainly have access again by then. Three is a little tight, but I'm willing to give it a shot if Smurf doesn't return and Aggie is willing.
 
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