Deity+3 classic succession game 1: "We who survived"

I didn't even consider what might be done if we were Supreme and had all of those super-rich AI's to demand tribute from! I'm so used to being in a Democracy and having the AI's beaten down that this had never come up.

Man, if this works, lets get Fundy and give that away to all of the AI's so they change to that and keep bringing in cash.

Looking forward to seeing the turns, Viking.
 
Keep in mind, being out of Democracy does allow the possibility of those "super-rich AI" bribing our units and cities.
 
Originally posted by TimTheEnchanter
Keep in mind, being out of Democracy does allow the possibility of those "super-rich AI" bribing our units and cities.
This is extremely important. Luckily, at the time a tech was stolen from me I happened to be very rich (almost $6000), otherwise I suspect the AI would simply have bought the city where the tech was stolen since at that time I was no longer in democracy. One AI civ in particular has been sending lots of diplomats towards our glorious cities and one of them slipped through.
 
Originally posted by TheViking
I'm getting close to finishing playing. Some early news:

* We have a new wonder
* We have a new government
* We have discovered more techs than the number of turns played
* Many new cities have been founded
* Several cities have changed hands
* More than one city has been razed
* A tech was stolen from us
* An alliance was cancelled
* Lots of $$ resulted from demanding tribute but did it cause a war ?

Yes, the installation of SETI does open the option of two techs per turn. And more techs than the number of turns should equate to STEALTH!!! (Woe to any Barbarian uprisings!)

And, hopefully, demanding tribute did cause a war (or two).

Good work!
 
Originally posted by TimTheEnchanter
Keep in mind, being out of Democracy does allow the possibility of those "super-rich AI" bribing our units and cities.


This may not be such a horrible thing if we're trying to goad the AI. I don't think that we take a rep hit by declaring war due to bribery or tech stealing, do we?

As long as it's not a wonder city that matters, have at it. At this stage our only danger lies in NOT having enough war...
 
Originally posted by TheViking
I will be finished playing and posting within a few hours. However, before I finish I plan to do something that I absolutely cannot resist doing...
Let me guess... :nuke: :nuke: :nuke: ?
 
1700 AD (0): Sabotage French troops to get veteran spies. Rush buy some freight, barracks and factories, in some cases without having any shields. Finish SETI using a combination of freight and cash.

1710 AD (1): Pop. 51,770,000. Robotics discovered, fundy next (to avoid flight). SETI completed in Nagoya. ARRGGGHHH !! :aargh: The French withdraw their troops in response to demands. Rush buy uranium freight in two cities since Nagasaki demands it. The Greeks do not declare war. Freights yield $1559 + $1726. Rush buy many freights, aqueducts, sewers, offshore platforms, barracks and factories. Cities of Mitsubishi and Fujitsu founded.

1720 AD (2): Pop. 54,570,000. Americans develop steel, we discover fundamentalism. Freight: $606 + $182 + $408 + $1750 + $534. Rush buy several engineers.

1730 AD (3): Pop. 56,780,000. Laser and recycling discovered, flight next. Indians discover Amphibious warfare. Celts discover metallurgy. Freight: $438 + $252 + $420. Revolution. ARRRGGHHHH !!!!!!!!!!!!!!!!!!!!!!!!!!! :aargh: The French withdraw troops and give $200 to us. The Greeks ignore "out feeble threats". The Celts give us $175. City of Fuji founded. $50 from hut. City of Sony founded.

1740 AD (4): French discover sanitation. They are unhappy with our military presence but do not demand withdrawal. Talk to them, we get $400 in tribute. The Greeks ignore our threats. $100 from the Celts. We switch to communism (!). Cities of Panasonic and Tsukuba founded. The French city of Orleans surrounded with troops in an attempt to goad the French into doing something stupid (from their point of view).

1750 AD (5): Americans discover Machine Tools, Greeks discover Electricity. We discover Flight. The French demand the withdrawal of our troops and we comply but only two of our units get withdrawn from Orleans's vicinity ?? :confused: AT LAST !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! [dance] The French declare war instead of paying us $$. Orleans captured, $194 plundered and we refuse any talks. Lyons, Chartres and Tours captured, $165 + $128 + $120 plundered. Marseilles captured, $102 plundered. Grenoble captured, $43 plundered. Besancon captured, $80 plundered. Dijon razed, $5 plundered. FRENCH CIVILIZATION DESTROYED BY JAPANESE !! Talk to the Indians. They demand Computers. No, our secrets are our own. Request ("demand") a gift ("tribute") from our allies ("you suckers"). The Indians dissolve the alliance. The Greeks ignore our threats. Freight: $664 + $284 + $47. Cities of Taiko Dojo and Sanyo founded.

1752 AD (6): Indians discover explosives and the Celts Conscription. The Celts steal Labor Union from us and we declare war without a reputation hit. We discover radio and Advanced Flight. The Greeks declare war instead of paying us $$. We raze the city of Ki-Rin. Dinas Powys captured, $30 plundered. Freight: $324 + $1519 (uranium) + $971 + $422 + $248. Check out the Americans, they demand computers but our secrets are our own. Request ("demand") a gift ("tribute") from our allies ("you suckers"). The Americans dissolve the alliance. Finish Manhattan Project in Seville using a combination of caravans and cash. City of Nozomi founded.

1754 AD (7): Americans discover Miniaturization. Greek government overthrown, they become fundies. CELTS LAND NEAR CHOBERICA, capture that city and take advanced flight :eek: :eek:. THEY'LL PAY FOR THIS !!! Rocketry and Space Flight discovered. Seville completes Manhattan Project. Choberica recaptured, $96 plundered. Demand tribute from Indians, result: War. !!!!!! REVENGE !!!!!!! OUR VETERAN SPY PLANTS A NUCLEAR DEVICE IN CARDIFF :nuke:

succd3_nuke_blast.jpg

Cardiff captured, $93 plundered and the Celts move their capital to Swansea. NUCLEAR DEVICES PLANTED IN KARACHI AND GANGES. Results: Mysterious nuclear blasts.


I decided to stop here even though the turn is far from finished. Andu (which preceded me) played 10 turns and at the start I hadn't decided how many turns to play but each turn takes a lot of time so I decided to stop now. We should probably switch to 5 turns per player now.

We are commies at the moment and at war with everyone except the Americans. I decided to leave the decision of whether to attempt to start a war against them now to my successor. We are extremely vulnerable to possible American attacks at the moment, most of our cities are undefended and our forces are spread thin. If we have trouble goading the Americans to declare war we can use a trick I learnt in the previous succession game: Repeatedly plant nuclear devices in cities belonging to a different civ we are at war with. Sooner or later we will be "caught red handed". Once this happens everyone declares war on us without our reputation taking a hit.

Also we are in general vulnerable to attacks, the clearest sign of which is the fact that the Celts managed to capture Choberica and take advanced flight (fortunately not rocketry). We'll get less vulnerable once we get stealth fighters to patrol our coastal cities.

I'm concentrating on the Celts at the moment since they are near us and have been sending diplomats and military units aboard boats towards us. The Greeks have done so to but to a lesser extent. I attempted to nuke Athens too but the spies were not veteran so it failed. All new spies are veteran since we are commies but these were old ones.

We can (and should) bring reinforcements to Cardiff immediately, in particular engineers to build railroads, howitzers and spies.

Even though we are in communism I've been getting two techs per turn recently by delivering freight and using 50% science. Nagasaki (our SSC) usually demands uranium which yields a huge delivery bonus and has been available somewhere roughly every other turn; when it is I IRB it, even when the source citiy has no shields in its build box. Also it's a good idea to start celebrations in the source city using Elvis to get demo-like trade there. We'll soon get stealth so we should continue delivering caravans (we have lots of them even though I have not been rush buying many recently). At the moment Nagasaki demands uranium and spice; IIRC we have a spice caravan somewhere but I don't remember where (probably not on our main continent). Nagasaki also demands oil from time to time.

There is a huge barbarian uprising in western India.

Regarding the nukes I simply could not resist the temptation of doing again what I did last time against the Russians :D. Also my successor will have fun with stealth fighters and it seems we'll be finished before it's my turn again.

However, I kept the option of a spaceship/perfectionist win open by continuing to expand. I founded about 10 new cities.

Duke plays next.
 
Very nice. The beginning of the end

India was researching pretty well. How far away are we from getting Laser (or just wiping them out :nya: )?
 
I think the beginning of the end happened when we were able to get the Colossus up and start a SSC and killing off the Spanish. :)

Excellent job - especially with goading the French.

I thought for sure being caught planting a Nuke give a rep hit. Does it do so in a democracy/republic? Very clever way of goading while remaining spotless. These are things I never would have thought to do - thank goodness you guys know what you're doing.
 
Originally posted by Kev
I think the beginning of the end happened when we were able to get the Colossus up and start a SSC and killing off the Spanish. :)

Excellent job - especially with goading the French.

I thought for sure being caught planting a Nuke give a rep hit. Does it do so in a democracy/republic? Very clever way of goading while remaining spotless. These are things I never would have thought to do - thank goodness you guys know what you're doing.
You're right. Actually the beginning of the end probably came even earlier, around the time of the 4th Advanced tribe :lol:

I think planting nukes as long as it's during wartime will preserve your official "reputation" because "all's fair...", but in reality, the whole world will declare war on you.
 
Duke: It's been a long time since I played Communism, but there is one suggestion I'd make. Since Superhighways only add 50% to the trade value of roads, all of our cities that are currently unhappy are not benefitting from our Superhighways. By increasing luxuries 10% and adding a few select entertainers, we might actually make more money on our income taxes through increasing those city's road-based trade; and once they are in WLT, uh, Party Chairman(?) mode, a number of those entertainers could be reemployed.
 
Tim, it's been a while, but ...

Originally posted by TimTheEnchanter
500 BC - Turn 0 ...
(I seem to recall that every 3 techs increases your tech rate. We'll see if that helped).


In an effort to improve my opening and early middle game, I've had the opportunity to clarify the number of techs that need to be gifted to the key civ in order to reduce your own tech requirements. Three techs will guarantee a reduction in the tech requirement for your next tech; however, one or two can often do the trick. The important thing to remember is that -- for some reason -- 2.6 techs = 1 "point" in terms of the "power rating." Thus, if you have an embassy with your key civilization, you can add up the number of techs they have and divide by 2.66 to determine the number of techs you need to gift in order to receive the improvement in the tech rate, always rounding down. For example, if your key civ has 13 techs, (13 / 2.66 = 4.89), then one tech gifted will push them over the threshold and thus will achieve the result of increasing the key civ's "power rating" and thus reduce your own tech requirement for the next tech.
 
Originally posted by TimTheEnchanter
So is it Andu's turn again?

It could be. We started with DoM, followed by you after we skipped Andu. We've all played three times each (Andu snuck some turns in recently), so we're now starting round four -- with the Duke skipping, it could be Andu's turn (if it is deemed OK to slip him back in where originally scheduled), otherwise its your turn.

So bottom line -- the next turn is either your call or Andu's.
 
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