D+2: "The wisdom of life consists in the elimination of non-essentials."

Andu's last post was on June 3...a couple minutes after his most recent post on this thread. I don't recall hearing that he expected to be away.
 
Cool, a Deity+2 game! Is it possible for me to join? I've won an Deity+1 game already a few weeks ago so I know a bit of how to play Civ2.
 
Maybe we should consider Andu as being unavailable at the moment and continue playing, then he can jump back in when he's back.
 
I will go ahead and play the next turns tonight unless we hear from Andu - who can then just jump on in.

addiv - looks like we already have a group together, but stick around as someone may need to drop out for whatever reason. If nothing else, we may do another after this and you're more than welcome!
 
Some comments after looking at the game in more details (i.e. looking at more than just the barbs !):

I think getting an alliance with another civ ASAP is more important than bringing the legion home to fight the barbs. This is slightly risky but I think the defenses near Xinjian and Nanking are sufficient. So the trireme probably should head back NE. The science rate at D+2 is so miserable that once we have established alliances our best strategy might be to set taxes to maximum and acquire techs as gifts (an exception might be monotheism). And we would prefer alliance with someone that isn't likely to get into a war with the Zulus.

Since barbarians appear in undeveloped areas we should probably make terrain improvement/city building W and maybe also S/SE of Tsingtao a high priority. Tsingtao is a very important city (maybe Shanghai should switch to a settler although having a diplomat is very useful).
 
I was thinking along similar lines -- including the next city or two to the NW -- maybe stretch the cities out about six-seven spaces (so there is no four+ space gap for barbs to appear). Of course the fringe will still be vulnerable, but maybe the outbreak probabilities will be reduced.
 
I played my turns last night. Sorry, but it was late and I didn't get a chance to write it up. I'll post everything tonight.

Some previews:

- The barb menace is no more - but what happened to the leader...?
- A technology twist that may be nice for us...
- Met another civ...war is upon us...from where and from whom?
- Several huts investigated - what did they hold...?
- More barbs spotted - but where?

Tune in later to find out all of these answers!
 
From minds to papers
The transfer of knowledge grows
Yet risks destruction

180 (0): Vikings are nearing the completion of the Great Library. Some production orders are changed about as the barb situation seems under control.

200 (1): Kaupang completes the Great Library. A barbarian horseman is slain on what has become known as the Killing Fields.

With Red against all
Those that ally together
Shall always prevail

220 (2): Our forces do in a few more barbs. Some barbs have leaked to the far southeast of Tsingtao, but lo, a Green Zulu horseman attacks and kills a barb horseman and chariot. Our mighty allies have come to our aid! Now, if we can only get some cash from them.

In a bizarre event, the barb leader finds himself with no unit to hide behind. He disappears. Dang!

240 (3): The Zulus finally take pity on our situation and give us 50 gold. Our allies also discover Literacy in this year!

Hut spotted to the West.

To expect is wrong
To find that which is desired
One must always search

260 (4): A settler is loaded upon a ship and it leaves the port of Hangchow to sail east and then south - looking for new lands. Perhaps it may be best to settle open areas nearby first, but stock will be taken first.

Contacting our noble allies allows us to trade Literacy for Pottery. We may now 'leapfrog' our technology, and Philosophy is one of the choices given. Not hearing any word from the rest of the world, this is the technology chosen to study - perhaps we can get there first....

In the hut to the west, a small tribe called the Tatungies agrees to establish a town in that spot for the Chinese. Tatung is just north of its sister-town, Tientsin.

More exploring, not much finding yet.

280 (5): Our ship with its legion has been checking out the coastline northeast of Nanking. On one excursion to shore, the legion spots a hut along with something else: BARBS!!! Could these be barbs from our original group? Could be, but I don't think that our land is connected to this area - though I could be wrong. If these are new barbs, it may mean that a civ is nearby - and likely dealing with some barbs of their own as well (looks like horesmen and chariots, too!)

A trireme that was built in Nanking leaves port with elephants in the hold. We can see that this is likely a new land mass and not connected to us. This ship/unit combo will search the new land further south. as it approaches the shore, more barbs are sighted.

50 gold from a hut and 25 gold from the Zulu's help our building.

In this year, the Greeks build Cope's. Athens now has both Colossus and Cope's - nice little science city. Hope we find the Greeks - they're bound to have some nice techs to share!

Create only war
And at the end of your days
It is all you have

300 (6): The barbarian threat is no more. A rushed settler in Beijing leaves to the east along with a diplomat and chariot (purchased for the bargain price of 61 gold). We must develop the land there to be sure more uprisings do not occur. The elephant brigade heads south while exploring territory as well.

The Zulus give us 50 gold.

Our legion finds a group of horse riders and convince them to join us. They tell us that they need not support them as they are able to live off the land quite well. These "NONE" horsemen tell us that there is indeed some new civ nearby. We MUST find them.

Running a nation
Often is boredom made real
With bouts of panic

320 (7), 340 (8), 360 (9)

These years all entailed the same thing. Searching to the east for the elusive civ while dodging barbs, begging from the Zulus and getting nothing, keeping the tech up to its highest to see if we can get to Philosophy first, some roading, some improvements around Tsingtao, and a bit of minor rushing here and there.

One must always ask
If one expects to receive
Beware the question

380 (10): "The resolution - of all the fruitless searches" - Peter Gabriel

In this memorable year, our mighty veteran elephant brigade finds the city of Hladir and meets the people called the VIKINGS. Greetings are exchanged. We NEED another ally in this world, and while they may not be the Greeks with their lofty science city, the Vikings are the proud owners of the Great Library!

What will it take to produce an alliance?

First contact - we need 100 gold to keep from stomping you!

Given

Second contact - an alliance would mean that you would have to give us the technology of Monarchy

Given

Third contact - oh yeah - and along with that you'll have to declare war on the hated Greeks.

Oops. Must we? Hmm, I KNOW this won't work if we don't, and we've already given them 100 gold and a free technology...

What must be done, must be done. Our rep takes a slight twing, but the alliance with the Library-touting Vikes will surely pay high dividends.

But wait, we are sooooo close to Philosophy now. Asking for a gift right away may give us technologies that will slow us down. The Chinese will bide their time and wait before begging.

Notes:

1. We are close to Philosophy - I would think that we may get it in the next 2-4 turns. I would NOT contact the Vikes nor even pop any huts until we get there. I think that we would be first - I don't remember anyone else saying that another civ got it. Unless I missed something. This could be HUGE if we are given MONOTHEISM as a tech choice! I did not think we'd really get there at first, I was popping huts without a thought. Good thing I did not get any techs. The beaker is now red - one may even wish to 'tweak' some workers to give us more beakers!

2. Don't know where the Greeks are. Don't care right now. We may not WANT to contact them and end the war as then the Vikings will always ask us to declare war on them. This will KILL our reputation.

3. There is a settler in the ship south of Tsingtao. One can see that I did not spot any land to the west (though found some nice whaling areas), but there seems to be some land to the south. Perhaps it would be better to build near or on the coast by Tsingtao to be sure barbs don't arise there. There are plenty of horsies around to hop the ship for exploration. BTW: a third unit in Tsingtao will not allow the Elvis to work.

4. Looks like we'll be doing some sailing about with this map. Keep Magellan as a target.

5. The barb threat to the west of Vikingland does not seem too crazy, but still beware.
 
Interesting! Not as desperate as your teaser made it sound ;)

Declaring war on the Greeks was the right decision. Because we did not have any agreements with the greeks, it does not hurt our reputation one bit to declare war on them. Just don't expect them to be overly friendly when we meet them.

It looks like Mono will be available next tech. I think it will still be there if we get an extra tech, but I think in that case we are so close to getting philosophy, the bigger damage would be the extra carrying cost of the tech.
 
The playing order is a little messed up - should I play next ?

It is possible to get the science from 21 turns down to 15 turns by tweaking workers in several cities. Getting philosophy is so important that this should be done even though it means shutting down shield and food production for 2-4 turns in many cities.
 
I think that until we hear from Andu, we should carry on -- I’m willing to let him jump in whenever…
 
As far as the playing order, we're not all that far off. I agree with O&S - just keep going until Andu makes it back and he can just jump in when he does.

I'm glad that you liked my teaser - hoping it would draw an audience. :)

I did not even realize that without inital contact with the Greeks, we would not take a rep hit by declaring war on behalf of an ally. I would have done it even if we did take a hit. An alliance with the Vikings will be nice - especially since they have the Great Library. I goofed by not asking to exchange maps, but I would still hold off on contacting them as they may ask for a tech exchange when we do.

While I did notice a batch of barbs by Vikingland, I did not get the feeling that it was an uprising with 99 units. It may just be at the end of the uprising, but it did not seem as if there we an inordinate amount of barbs around. There was a leader stack, if I recall correctly, so I don't think it was a hut-popping that set them off...

Anyway, onward!
 
I know I was passed when I couldn't play, but then got my turn in Andu's spot, so The Viking would be next and we'll just let Andu jump in when he returns. That's about it, right?

I would agree on changing the production, being this close to it, I would hate for another civ to grab it from under us. It may make trading techs a bit trickier thgouh. Once we have Monotheism, we certainly don't want to give it away to anyone, but we want to try and get some techs out of them as well.

I think we should stop the settler from irrigating around Tsingtao and have him mine the mountain instead. Since we don't have trade, it looks like he's going to have to do the wonder building himself. That's the only city I would have focus on shields rather than trade.
 
I have now played 5 of my 10 turns and they have not been uneventful, good things and bad things have happened. I know whether we were first or not first to discover Philosophy. We have new cities. And popping a hut resulted in something worse than barbs.

I will finish playing and post a log here tomorrow.
 
Reign of Shi "Einstein" Huangdi

380 AD (0): Adjust production in most of the cities to emphasize science in order to discover philosophy ASAP. This gets the science rate from 21 turns down to 15 but results in 0 food/shields in several cities and negative food balance in two cities.

400 AD (1): Exploring. Avoiding contact with the AI civs.

420 AD (2): We discover Philosophy first of any civs and then Monotheism !!!!!!!!!!!!!!!! [dance]:)[party][dance]Macao founded. $100 as a gift from the Zulus. The Vikings do not give us anything but complain that the war with the Greeks is not going well. Pop hut: Advanced tribe (Anyang). A great turn !

440 AD (3): Pop hut: AAARRRRRRRGGGGGGGGGGGGHHHHHHHHHHH !!!!!!!!!!!!!!!!!!!!!!! Feudalism :mad:. Barbs would have been better. Nothing from the Zulus.

460 AD (4): Vikings develop currency. Pop hut on Anyang island: Barbs.

480 AD (5): Zulus acquire Iron Working from the Russians.

500 AD (6): Talk to Zulus. They suggest exchanging techs and want philosophy with monotheism as an alternative. We refuse. They are still worshipful so exchange maps. This reveals one Russian and one Spanish city. The Vikings are enthusiastic and also agree to share maps. This reveals two Greek cities relatively far from the Viking empire. The Vikings have lots of troops.

520 AD (7): Zulus develop philosophy. Vikings acquire it from the GL. The Zulus turn out to be at war with the Russians, something in Tugela tries to kill a Russian archer next to that city. Talk to Zulus, they want to exchange techs and want monotheism. We offer them feudalism instead. They accept and we get IW. The Vikings acqure feudalism from the GL. No gifts from the Zulus or the Vikings.

540 AD (8): Barbarian horseman reappears out of the blue near Anyang :eek:, rush buy horseman.

560 AD (9): Chivalry from hut. We get The Republic as a gift from the Vikings.

580 AD (10): Advanced tribe (Shantung) from hut. Barbs from another hut. Horseman finds Sparta, immediately retreats. $50 as a gift from the Zulus. The Vikings complain that the war against the Greeks is not going well but want to exchange techs and want monotheism. We offer chivalry and get currency in return. We similarly get astronomy in exchange for mysticism. We finally get mathematics as a gift. Check the High Council: We are #1 in science !!!?? :grad: :confused:. The other advisors are unhappy.

I have completely avoided rush buying anything even though we badly need some temples. The reason is that we will rush buy Mike the moment we can. I received no messages about AI civs building wonders.

The science/tax has been 70/30 but setting taxes to maximum is probably a good idea, this speeds Mike slightly. In these 10 turns I acquired 9 techs but only one was something we discovered, the other techs were from huts, exchanges or gifts from our allies.

The Zulus are at war with the Russians so an alliance with the Russians may not be a good idea. The Vikings are at war with the Greeks. I know nothing about the diplomatic relations of Spain so they might be interesting by may be difficult to reach (out horseman east of Skara is our best bet).

We have astronomy now. Navigation/Magellan would be very useful as well as Marco Polo but getting wonders ahead of the AI is extremely difficult.
 
Yes, Feudalism hurts us quite a bit. I figured that's what it was. :(

Hopefully we'll be able to try for trade as our next tech, but I doubt it will do us much good for Mikes. At 70% science we are still at 46 turns for a tech. :( Mikes can be built by normal means in 44 turns. I'd switch us to 70% tax instead.

Current cost to rush Mikes is 1012 gold; we have 205. We should at least re-home one of Tsingtao's units so that we get that extra shield per turn towards Mikes. It will save us 4 gold every turn.

If we wanted, in 2 turns we can have 3 warriors (in addition to the 2 already there, so 5 total) to disband in Tsingtao for Mikes. 3 turns; 6 total. 4 turns; 8 total. That can give us 40 shields of production, which can save us 160 gold. If wanted, we can even pull in Tsingtao's Phalanx at some point to disband towards Mikes.

Hmmm, looking at this more, we can actually move the warriors out of those nearby cities now, rather than later. With each of them having an Elvis in it, the warriors are actually doing nothing for martial law right now. Shanghai's warriors should probably stay one turn until it builds it's settler. Tsingtao's warriors can actually be disbanded now, rather than trying to re-home one of it's units.

If I did the math right, by 640 AD or so, we can have Mikes down to 27 turns to build, with the rush cost down to about 752 gold. While making 15 gold per turn. Doing all this and assuming nothing else happens, we can have Mikes done around 900 AD, or about 17 turns from now. Anyone else care to confirm any of this?

Anyang, Macao, and Chengdu look like they will revolt this turn. Elvi for them, or let the first two just revolt? There's no gold production when they revolt, but at 70% tax, they can provide 1 gold each with their elvi. We can also re-home Chengdu's Archer in Xinjian to save a shield in Chengdu. And, if we do the disbanding warriors deal, we can re-home Beijing's Archer in Shanghai to save another support shield.


Edit: it looks like if we made some a couple cities focus on trade, rather than growth or production, we can shave a turn off of rushing Mikes. (Also, all the above is assuming no gifts from our Allies and no huts, just what we can do on our own.)
 
I KNEW we could get to philosophy first! Excellent! Nice to have Monotheism as a follow-up as well. Can't believe we're #1 in science... Wonder how long that will last.

I guess Tim is up next. Looking forward to my next go already!

Just to explain - the reason I had a none-settler irrigating around Tsingtao was to try to get the population up eventually. Also, I was going to irrigate over to the buffalo so that would produce some extra food. If we go Republic, we could boost the pop at Tsingtao by adjusting workers and celebrating - a few more workers could make the city an even better production power.
 
I've started looking at it, but don't know if I'll have time to get through my turns tonight. Got a bunch of things going on at home. I'll get there soon.
 
Sorry no time and no inspiration for a good story this time, but I can try a Kev-like teaser:
*******
Lots of huts – what did they hold?
Someone else has discovered Monotheism and we have not built Michaelangelo yet!
I spent money rushing units (and no, they weren’t camels). What were they and why would I do such a thing when we need to rush Mike’s?
A newer, more difficult obstacle to our happiness has been discovered.
Interesting developments between Greeks and Vikings.
*******

580 - Turn 0

- Rehome Beijing horse to Shantung
- Rehome Chendu archer to Xinjian
- Disband 1 warrior in Tsingtao - now 7 production, no waste.
- Tax 7/2/1 (gives 3 more gold than 7/3/0)
- Rush 4 sheilds in Hangchow to 30 (8g)
- Anyang – 2 turns disorder to fill food.
- Macao – elvis to keep happy – disorder next turn to fill food box
- Shantung – keep elvis for gold
- Hire elvis for growth in Chengdu.
- Start to recall Phalanx to Tsingtao
- Tatung disorder to fill food box on fish this turn.
- Expect shanghai to lose horse to barbs freeing support shield
- I don’t understand these settler locations – will build more cities soon.

600 (Turn 1) - Shanghai horse killed by barbs as expected.
- Vikings nearly complete SunTzu’s war academy
- Disorder in Anyang
- Select tech – Trade (but we’re only working a handful of beakers)
- Disorder in Tatung – food box full, hire elvis again
- Shanghai completes settlers, rehires elvis(about to grow back to 3), starts “poor mans caravan” (Diplomat)

- Tsingtao elephant moves to shanghai – more central
- Rush another 16g toward settler in hangchow (trust me)
- Phalanx returns to Tsingao
- Whale uncovered for Shantung
- Shantung in disorder to grow
- Zulus - 50g
- Vikings can’t help
- Mikes 988 to buy, 246g in coffers

620 (turn 2) – Kaupang completes SunTzu – Zulus abandon,
- Disorder in Shantung, Anyang(elvis), Macao (elvis)
- Order in Tatung
- Hangchow settlers
- Hut legion (none)
- Chinan founded on Eastern shoreline facing Vikings – start into disorder for food
- Beijing chariot rehomed to Chinan to free support
- Vikings - no gift, Zulus - 50g.
- Mikes 960 to buy, 311g in treasury

640 (3) - Vikings capture Thessalonica from Greeks
- Disorder in Chinan, Shangtung,
- Order restored in Anyang, Macao
- Population exceeds 500,000
- Chengdu warrior arrives to calm Hangchow (elvis fired)
- Shanghai and Hangchow settlers start the “Great Tsingtao Buffalo Aquifer”
- Hut Seafaring - Vikings get from GL (someone else has it already)
- Vikings share maps
- Zulus 50g.
- Mikes 932g, treasury 380g

660 (4) Disorder in Chinan, Shantung
- Hut Nomad in middle of nowhere SE
- Kaipeng Founded NW of Hangchow
- zulus 50g, vikes still nothing

680 (5) disorder in Kaifeng, Chinan, Shantung
- Tientsen builds settlers – about to grow back size 2 (hire elvis again)
- First half of Tsingtao Aquifer completed
- Nanking settlers, celebration ended
- hut 50g
- Zulus 25g, vikes nothing.
- Mikes 876g Treasury 517g

700 (6) – Vikings report Peace with Greeks
- Disorder in Kaiefeng, Chinan, Shantung
- Chengdu Diplomat – heads to Tsingtao
- Nanking Settlers, celebration ends
- Hut 50g,
- Hut Legion
- Zulus 25g, Vikes nothing,
- Greeks – They demand philosophy, NO.Cease fire? Yes. Will they exchange knowledge? No, go away. :(
- Mikes 848g, treasury 601g

720 (7) – Disorder in Kaifeng, Chinan (last turn- elvis hired), Shantung (last –elvis)
- Ningpo Founded on coast SW of Beijing
- Hut Barbs :(
- Paoting founded on Eastern Coast S of Nanjing
- Chengdu Diplomat reaches Tsingtao – disbanded
- hut 25g
- vikes - nada, Zulus-25g, greeks-demand philosophy (no) peace? No (because we are back stabbing, blah, blah)
- Great Tsingtao Buffalo Aquifer complete!
- Mikes 760g, treasury 670. We can almost smell it!

740 (8) - barbs kill None horsey :(
- Zulus develop Monotheism!!!!!, Vikings get it from GL, Zulus start Mikes! :eek:
- Disorder in Paoting, Ningpo, Kaifeng,
- Order restored in Chinan, Shantung
- Xinjian, Beijijng complete diplomats for mikes
- With Aquifer complete, settler builds into Tsingtao size 4, working buffalo – now producing 10s/turn :)
- Hut Nomad in northeast nowhere.
- Yangchow founded S of former Canton location
- Zulus won’t help (Perhaps because their building Mike’s?), Vike’s nothing, as usual.
- Greeks demand philosophy, no. Give Philosophy as a gift anyway. They are still not very friendly
- What the…? All of a sudden our size 2 cities with temple and 2 units are not content any more. The temple only affects one citizen instead of two! ***Further research seems to indicate that the adding of Yangchow (city #17) might be what triggered this ugliness! Blech!!!!***
- Add third unit (elephant from Shanghai) to Hangchow – still not happy! Ugh! Elvises needed in Hangchow and Xinjian. Hopefully Mike’s will fix this problem or it will be hard to get cities past size 2.
- Mikes 732g we have 692g – we’ve got it next turn (if we want)!


760 (9)
- Disorder in Yangchow, Paoting, Ningpo, Kaifeng (Elvis hired)
- Shanghai Diplomat
- population > 600,000
- Disband Beijing, shanghai diplomats into Mikes,
- Hut Trade!
- Nobody’s been giving so… Zulus maps, Vikings – maps, don’t talk to greeks this time.
- We could buy Mikes right now, but I’ll wait a few turns to save gold for needed purchases, plus a couple “poor man’s caravans” still coming.

780- (10) - Vikings start Michaelangelos Chapel!
- Disorder in Yangchow, Paoting, Ningpo
- Select tech – Theology
- Order restored in Kaifeng
- Hangchow diplomat
- Hangchow and Xinjian diplomats disbanded into Mikes’
- Hut Nomad, again located where we can’t do much with him…

Notes:
- Cost to buy Mikes is down to 412g (we have over 700g). You can either build it right away, or wait until you get the message that someone else is almost done (or somewhere inbetween). The Zulus and Vikings are both working on it. Vikes just started this turn, Zulus started 2 turns earlier. With Tsingtao now producing 10s, the cost drops by 40g/turn, so it might be worth building a few more turns worth of shields into it. I obviously focused on getting this done as my priority – I spent a few gold along the way rushing a few shields on the “Poor Man’s Caravans” (i.e., Diplomats) and the settler I needed to irrigate the Buffalo and grow Tsingtao, but I didn’t spend on anything else. Putting 5 dips in there has definitely helped cut the cost down considerably, so we should be able to buy a few things soon.

- Tax rate is still set to max taxes. We might want to go back to researching again, although we have so little trade, it might not be worth it.

- We have 3 nomads so we wont’ get any more for a while unless we get rid of one. The one in the far NE is on a potential decent city site (river for city square, whale, pheasant) if we want to start a colony out there. There isn’t really a good way to get him back to the homeland anytime soon, so I was going to just build the city there. The other Nomads came from the Island south of the Vikings. One was just found this turn, the other is already on the ship. I was going to bring those back closer to home. However, we could also use them to start a new colony on that island if you want. Take your pick.

-There seemed to be a lot of settlers just wandering out in the wilderness, so I made several of them build cities. I guess I hit some sort of “super-riot factor” or something…sorry that it apparently messes with the effectiveness of the temples. :blush: Hopefully mike’s will take care of it.

- We might want to consider republic at some point once Mike’s is done. Our trade is pitiful. Actually now that I think about it, our whole civ is still pretty pitiful, so I’m not sure when the right time to switch will be. I didn't even consider it because I didn't want sheild support to drain away from our Wonder.

- Note that I don't think I have talked to the other civs this turn. The Vikings haven’t given me a thing (except maps) the whole round and the Zulus stopped talking as soon as they started Mikes. The Greeks think we are back stabbing scum, so don’t expect much cooperation from them. We have a cease fire with them, but they will not accept a peace treaty.

- Check production queues. I honestly haven’t been paying much attention to them since the dips were done, or thought about what is the best thing to build next in cities
 
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