Diety Game #2: Crowded House

Hey, great minds think alike. Or at least ours. I had the same idea of a war for the water by settling that jungle. In the meantime you could use your workers to road and cut the jungle near the town on the incense hill. So that when you settle the jungle irrigation can start immediately.
 
BasketCase said:
--but they can't Clear Jungle. If I give the "automate: clear jungle" command, they move into my territory and start clearing the one jungle square remaining in MY territory.

Try shift-C for clear terrain instead of automating. If you have PTW or C3C you can turn on advanced unit action icons in preferences to get the button to do it, too, but I always use shift-C.

I found out from reading tR1cky's stories how culture borders work: Of course you know there are level 1, level 2, level 3 and so on border ranks/expansions. A lower rank has precedence over a higher rank, so you can plop a city down and steal some rank 2 culture from another civ. But the first city founded wins with equally ranked tiles, so your level 2 borders will lose ground to his level 2 borders but encroach on his level 3 borders.

So you could steal only 1 jungle settling on the hill, or if you wanted to start a war you could steal the second jungle by settling on the N jungle since then the 2nd jungle would be culture rank 1 for your new city and culture rank 2 for Zimbabwe so you'd get it. I don't see a way to settle that jungle without declaring war though.

Hopefully the shift-C will do it for you.
 
I've heard that if you are outside their territory when you declare the war then you won't break your ROP reputation, even if you have an ROP in place when you do it. I'm not 100% sure though.

It would make the situation a lot easier if true.
 
Theoden said:
I've heard that if you are outside their territory when you declare the war then you won't break your ROP reputation, even if you have an ROP in place when you do it. I'm not 100% sure though.

It would make the situation a lot easier if true.

You might not break your RoP reputation, but you'll still break your treaty rep, since you ARE breaking a treaty. So your chances of getting RoP/GPT/etc deals are low for the rest of the game.
 
Puppeteer said:
I found out from reading tR1cky's stories how culture borders work: Of course you know there are level 1, level 2, level 3 and so on border ranks/expansions. A lower rank has precedence over a higher rank, so you can plop a city down and steal some rank 2 culture from another civ. But the first city founded wins with equally ranked tiles, so your level 2 borders will lose ground to his level 2 borders but encroach on his level 3 borders.
It's rewarding to find myself quoted around - it means that i've done at least a decent job with my logs :D Thanx P!

However, there's something to be puntualized: you can grab equally ranked tiles if your city has more culture than the opponent city. The 'first founded' rule apply when the 2 cities have the same culture (that can also be zero). In brief:
  1. the lowest rank prevails;
  2. with equal ranks, the city with more culture prevails;
  3. with equal ranks and same culture, the city founded first prevails;

Finally, nice job Basket! Your captions are always amusing. But... you seem a bit slow in your conquest. There's still room for improvement, and writing a log is a sure way to play better. I'll be following this story.
 
tR1cKy said:
It's rewarding to find myself quoted around - it means that i've done at least a decent job with my logs :D Thanx P!
Thank you for writing entertaining logs and teaching me some new tR1cKs.

However, there's something to be puntualized: you can grab equally ranked tiles if your city has more culture than the opponent city. The 'first founded' rule apply when the 2 cities have the same culture (that can also be zero). [ ... ]
Cool! I didn't know that! So I could potentially plop down a city at CxC from an enemy, rush-build some culture and steal his tiles...even if the other civ has greater culture than my civ? Of course in that instance I'm not sure why I'd be trying such a scheme as it's almost guaranteed to start a war, so why not take it militarily. Still I can think of some level-2 applications where this might come in handy to know. In fact it renews and old variant idea: culture conquest.

So with this new info Basket could steal both jungles from the hill tile, but he'd have to outculture Zimbabwe. That's a long row to hoe even with the Zulu. I wish I could game test chopping other civs' jungles, but I'm at work.
 
Basketcase, good game! Guess the Roman army didn't like what they saw at your border? :eek:

Looking at map, only three countries seem to have more than a couple of cities. You, the Zulu...and what is the tan nation on the Zulu's right? :confused:
 
That tan nation would be the Russians.

@Puppetteer: The Shift-C option didn't work; when in Zulu territory and I start hammering Shift-C, my worker doesn't do anything.

The plan I think I'm gonna go with: Stick a city on that hill to nicely secure that end of my continent. This will give me one jungle tile I can clear. After that it will only be a few more turns before the ROP expires and I can go destroy Zimbabwe, something I want to do anyway. :)
 
Basket, I forgot to add that there is a smoother way to take screenshots: There are several programs that save a screenshot to disk when you hit the print screen button. I use Araphat's Screenshot Assistant which is free and made with Civ3 in mind. You need to have Microsoft .NET installed first, though. You tell it where to save the screenshots and what the prefix is, and it will save screenshots like BasetDiety2-001.jpg or similar. It can also do GIF and PNG.
 
I've figured out a way to get the irrigation to work:

Step 1: Settle on the hill. Rush culture.
Step 2: Once borders expand, the two tiles with Yellow X's on them are "contended" - both at distance 2 from your city and the Zulu capital. The one with the green check, however, is distance 2 from yours and distance 3 from theirs - so you get it.
Step 3: Settle on the green check. The tiles inside the green line are distance 1 from that city and >1 from all other cities, meaning YOU GET THE JUNGLE.
 

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Xerol said:
I've figured out a way to get the irrigation to work:

Step 1: Settle on the hill. Rush culture.
Step 2: Once borders expand, the two tiles with Yellow X's on them are "contended" - both at distance 2 from your city and the Zulu capital. The one with the green check, however, is distance 2 from yours and distance 3 from theirs - so you get it.
Step 3: Settle on the green check. The tiles inside the green line are distance 1 from that city and >1 from all other cities, meaning YOU GET THE JUNGLE.

Or you can always just kill teh Zulus... :mischief:
 
370 AD: Russia sues for peace with no catches. I've cleared them off my continent, so I accept.

Having been doing minimum research for a while, I've got 400+ gold in my coffer, and nothing to spend it on, so I turn up research to maximum on Monotheism.

In between turns--the Germans declare war on me! :eek: They send exactly one archer and one swordsman to attack Corinth--and kill the elite Hoplite defending the city! My Hoplite managed to drop the German archer, but now it's vet swordsman against vet swordsmen next turn.

380 AD: I attack that swordsman with a horseman in the hope of doing some damage so he won't be able to take Corinth. No luck. Horseman is red-lined and retreats into Corinth, without scoring a single hit.

Game2_Image33_Corinth.JPG


Germany's turn. The RNG has screwed me over a couple times already, and I get screwed over again--that German swordsman attacks Corinth again, killing the defending swordsman without taking a scratch! Now the city is only defended by a red-lined horseman. Most of my troops were caught out of position by this sneak attack--I'd figured an elite Hoppie and a vet sword would have been plenty.

It gets better. A German medieval infantry unit is spotted heading for Corinth. Guess Germany, for being a tiny civ, wasn't as far behind as I thought. In fact, technology-wise, he seems to be a front-runner.

390 AD: I manage to get a Hoplite from down south into Corinth. He can't fortify this turn, but it's better than nothing.

I get a break and kill the German swordsman with a horseman. That leaves the German MI to deal with. I have an unfortified Hoplite with no movement left, a 2-health horseman who already attacked this turn, and a red-lined horseman who still has all his movement points. I could try attacking with the red-lined horse, but I elect to let the Hoplite do the defending next turn. Meantime, I start bringing up more troops.

Germany again. The MI attacks Corinth and kills my defending Hoplite. The MI is red-lined, but promotes, bringing him up to 2 health. No sweat, he's still gonna die.

400 AD: Cleopatra drops by for a visit. I trade Iron to her in exchange for Furs.

The German MI dies, and my swordsman promotes to elite in killing him. Good work, trooper. An elite Hoplite from down south fortifies in Corinth. I now have 2 vet horsemen in Corinth, one 2 health and one full. The full-health horseman counterattacks Leipzig, killing a defending Spearman.

England tires of war with me (even though, as with so many other wars this game, our troops never so much as scratched each other), and we make peace.

410 AD: Pharsalos completes my first galley. Time to open up the map some.

My swordsman army reaches Corinth, in preparation for some retaliatory action.

Turns out my army was too slow. My other horseman (the first one is in the infirmary after last turn's battle) heads up to Leipzig--and destroys the city--AND promotes to elite. Dear RNG: screw you! : :p

The Arabs have Monarchy. I ask them what they want for it, and they tell me it ain't gonna happen. I'm five techs up on them, and they're not interested. I put up all five techs in my trade window, and the result is "insulted".
:confused:

None of the other civs is in the Middle Ages yet (I couldn't check with Rome or England for a while due to unscheduled wars)
 
Maybe the Arabs are the only ones who have Monarchy? I can't think of any other reason they wouldn't take FIVE techs for it. Keep on sluggin it out. Have the Germans expanded since that world map was posted or do they now only have one city left?
 
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