DocT5- The RaR Deity Trial

Sorry for the delay.

Pretty scary set of turns…

Sioux, 350BC

I generally prefer Horses to Chariots, simply because Chariots are wheeled, and cannot enter Jungle tiles :) Those currently useless Chariots hurt badly :mad:

IBT:
Persian Elephant Rider kills our Champ S of Santee…

Turn 1: 330BC
Can do nothing but move our Scout out and hope to lure the Jumbo away.
IBT:
Didn’t work – dead Archer

Turn 2: 310BC
Persia won’t talk.
IBT:
Santee is lost to 3 Jumbos.
Philosophy->Drama

Turn 3: 290BC
Ugly. We can easily loose Hunkpapa as well.
IBT:
Jumbo chases our Scout (but cannot reach him)

Turn 7: 210BC
We have a minor SoD next to Santee.

Turn 8: 190BC
Manage to recapture Santee.
Persia finally is willing to talk – however, X-man wants Santee for peace :sad:

Turn 9: 170BC
Santee holds.
IBT:
Loose a Spear at Santee and a Spear at Hunkpapa.

Turn 10: 150BC
Have to waste 2 Swords to kill the Jumbo that threatens Hunkpapa, and finally kill him with a Spear :eek:

Ok, Santee should hold one more turn. We could risk attacking the Jumbo next to it, but I have no clue how many wait in the fog. Better play carefully.
Peace is possible for our entire economy…but: We will get Drama IBT, a monopoly tech so far. Pray we’ll get it first! Most likely, Persia will still accept that @second, but don’t try to offer it @third to them. We must get peace by all means; we have zero chances against the Jumbos (4.1.2, Jungle/Forest as Grassland). Doesn’t sound that superior to fortified 1.3.1 Spears…but elite 8HP Jumbos against regular 4HP!

Aristocracy, Trade would be good to get from Germany or Babylon, or Classical Education and Polytheism towards Literature.
Capital should get an Academy next, and then The Academy.

That spare Settler should still found on the Hill 2SSW form Hunkpapa, grabbing the second Sugar and a Tropical Wood. Couldn’t settle so far, due to lack of defenders.

If we manage to keep Santee, we’re not completely toast, but if not, things look dull.

I don’t know how many cities we need for the FP on a large map, but in any case, we need a few more. I’d risk to settler every non-aggressive spot, if a city flips, we still can switch the FP to Heroic Epic.

Sioux.jpg


Babylon has neither Iron nor Horses connected, and they don’t seem to have them at all. They and Otto are beating each others badly :).
If we somehow could get Barding, we should go for Babylon. Germany is too far away, and Persia is completely off limits for us, those Jumbos are unstoppable thanks to their movement bonus.


The Save
 
The situation looks grim. Santee will be attacked by two Jumbos next IBT and there is only one spearman available. If we attack the first Jumbo first, we most likely lose the attacker to a counter, but might get a chance to make peace with the Drama as DocT suggested.

I wouldn't leave both of those Jumbos alone, the damage might be much worse if they get to attack instead of us attacking first.

Good luck to Mad-Bax! You'll need it!
 
We have 4 units in Santee, I think we're better off defending. Of course, if we successfully(!) attack with the Horse, we'll see if there are more. And the Horse is a lost case anyway. However, a 4HP Horse against a 6HP Jumbo is not that great - and dead Horse plus unscratched Jumbo means a lost Santee most likely.
 
OK shoot me. I tried to play last night and discovered I didn't have the mod on my laptop. :blush:

I have it now and will post tomorrow. Sorry, but I could have sworn I had it on all my computers. :hmm:
 
I will be out of computer access from Thursday to Sunday evening. Please skip me if my turn comes up earlier.

Thanks.
 
Tinkez, If MadBax plays soon, then we may be able to swap.

If you have time to play after Madbax does, then post your "got it" and play. Otherwise, I will play on Thursday assuming you need to be skipped.

Since I can't play until thursday anyway, this might let you take your turn and not need a skip, without causing me to delay my turn.
 
150BC: Pre-turn.
Is this the beginning of the turn? Will find out soon enough I guess.
Champion kills elephant rider - but is redlined and will die himself next turn.

Turn down science for drama next turn.
Peace with Persia will cost 102g and 2gpt.

IBT:
Drama comes in, and research classical education in 6 turns -3gpt net.
Bison River Arena - Academy. Not sure about this, but still.
Little Big Horn Academy - Sword.
Wounded Knee Archer - Slave Market. Not productive enough for Arena yet
Ogala Archer - Slave Market.

130BC:
GErmany and Babylon have the same techs. So I just sell Drama to Babylon for Classical Education and 43g.

IBT:
Santee defends against a two elephant attack and wins first battle, but lose a spear in the second. We now have 4 elephants and an immortal about to attack next turn.

110BC:
He who fights and runs away....
Kill two elphants and capture a slave to get the cost of peace down.
Peace costs us 100g.

90BC:
Quiet

IBT:
Bison River Academy - School of Scribes
Wounded Knee - Slave Market - Temple
Oglala Slave Market - Hardy

70BC:
Quiet

IBT:
Little Big Horn Sword - Slave Market. The 'pedia says you can't build slave markets, but I'm going to anyway. ;)

50BC:
Still quiet. Trying to decide how much land I can reasonably steal from Germany when I settle.
Change Santee to Monument, we need to protect the cultural border - though I think it is a forlorn hope in the near term.
Decide to steal another tile from Germany after all.

IBT:
Santee monument-temple. Please feel free to veto.
Nakota Forge - Academy

10BC:
Found Teton - Monument

IBT:
Bison River Scool of Scribes - Library Pre-build
Little Big Horn - Slave Market - Harbour.
Hunkpapa Spear - Granary
Literature comes in. Research Aristocracy for now.
Little Big Horn riots. Sorry.

30AD:
Everyone has Literature. I'm scared we won't get the Library.
There are trades available with Germany, so I decide to call it a day for now. I'm not confident that I can make the right choices.

BTW. Why can I trade cotton to Germany, yet it doesn't show up on the diplo screen. It does on F2 however. :hmm:

Here is >>THE SAVE<<

The game is definitely playable. Should win it I feel.
 
Pre-Turn:

Bison River is building library, due in 2. WIll start GL after Library is finished, with 33spt we should have a chance.

We can trade drama to Germany, others have it already. I wait one turn however to get the price on aristocracy down.

Babylon's government is fundamentalism :eek: We're so much behind in techs!

Germany and Babylon are in war, that's good for us.

MapStat says that Santee has 0,441% flip risk to GERMANS? Sounds strange, I would imagine it would be Persians.

I'll keep us going for Aristocracy and after that to military tradition to get some barracks.

Also, I think I'll start a road project to get us connected with Persia and maybe also connect the second incense near Santee to trade that to big X for something nice. Maybe that'll ease up the probability for him to attack us again.

Hit enter.

IBT:

Babylon (Nineveh) completes Shangri La.

50AD(1):

Gamble on the Drama was good, now I can get Aristocracy for Drama+11gp. Last turn the price was Drama+39gp+2gpt. I could also trade Lit to Germans, but no way I would do that. If we have 1 turn to go on GL, then ok ;)

Start Military tradition as we need barracks to get some veteran troops.

MM Bison River to get slower growth, but much more shields. This turn it has no effect as Lib is due in 1, but for the future GL building it will have. Slower growth also should delay the time I need to rise the lux tax.

Oglala has Hardy due in 2, I'm bit uncertain where that would go. There is only one possible place, so that's probably the place it's meant (up north under Babylon cultural pressure...)

IBT:

Bison River completes library, starts The Great Library, due in 8!! Bison River is pulling 45spt!!

Chinese complete Chichen Itza.

70AD(2):

MM Bison River again. Now it has zero growth, but it's pulling 52spt, GL due in 7! The cost of this MM is that the time for Little Bighorn to complete Arena drops from 8 to 16. Well, it's better to get the GL than one arena :lol:

IBT:

Oglala completes Hardy clan. After checking the turnlogs and discussions, I notice that this one was supposed to get the sugar and exotic wood by settling on the coast.

90AD(3):

Nothing.

IBT:

Wounded Knee Temple -> Barracks pre-build.

AAARRGH: Persians start The Great Library! :eek: We're due in 5...

110AD(4):

Military tradition is due in 2, but it's still too expensive to be bought. I let it finish by research.

IBT:

Babylon demands cotton as tribute. I cave.

Dakota Academy -> pre-build for nice boat that we can send looking for new civs after we get nice techs from GL :D

130AD(5):

Hardy clan is on the spot, ready to find city next turn.

IBT:

Military Tradition is invented, start Trade to get some bazaars around. We do not have gold, but soon we must get some to build some toll houses etc. We can trade with Persia after the road is ready.

150AD(6):

Lakota is founded. It grabs the other sugar and the other exotic wood and has the possibility to build ships. Start harbor to ensure enough food to the city which is surrounded by hills.

IBT:

Oglala barracks -> spear.

Babylonian "cavalry" unit wins a fight and disappears into fog. They are still fighting with the Germans.

170AD(7):

Nothing.

IBT:

Wounded Knee Granary -> Barracks (could not change it after Mil trad was done as would have wasted shields)

Nakota Academy -> barracks.

190AD(8):

I have good news: The Great Library is due in 1.

IBT:

We get the GREAT LIBRARY! [party] [dance] :beer:

GL_in_Bison_River.JPG


Bison River GL -> The Academy

Ashur courthouse -> barracks.

Hunkpapa shrine -> worker.

Santee shrine -> forge

210AD(9):

Nothing special.

IBT:

Here it goes, we get from the Great Library:

Trade, Barding, Civil Engineering, Democracy, Currency, Rebublic, Elephant Training, Horse Breeding, Naval Warfare, Polytheism, Seafaring, Lateen Sail. And that's it? What is going on?? The AI should have more techs!

Wounded Knee Barracks -> Heavy Horseman.

Dakota riots :( I was too exited on the GL project and forgot to check the cities on the last turn before completing...

230AD(10):

Nothing. I play one more turn to get us to normal rotation.

IBT:

Ok, Great Library is back online: Monotheism, Dark Ages, Invention, Naval Spirit, Stirrup, Theology, Vassalage, Warrior Code, Milling, Clockworks, Scientific Method.

Ashur Barracks -> pikeman

Hunkpapa worker -> granary

Nakota barracks -> monument

Lakota Harbor -> monument

Indians complete Angkor Wat.

250AD(11):

The Great Library is still not working ok, there are still many techs available and most likely we get them next turn.

It seems that Germany is most backward civ out of the three we know.

I set the research to Athletics as currently it's a tech no one else has and provides Circus Maximus. The GL will bring more tech next IBT.

Notes:

I think now we should build up our military and strike Babylon. Connect the incense and trade that to Persia, that should keep them out of our neck for a while.

Babylon seems to be getting the upper hand against Germany, they've got one town behind the mountains from Germans.

The only problem currently is that we can't afford much troops. Therefore some tax based improvements would be good, but we need gold. Persia has two golds, but none available for trade. Probably going to Babylon?

There's a good possibility to get even Babylon to declare as they have troops in our territory. We just don't have enough yet...

Should we now change government? Are we happy with Monarchy until Absolute Monarchy? I think we are as the final tech level is not yet revealed and AI could be quite close to that tech. Our GL will be obsolete before that, though.

Good luck to Greebley!

THE SAVE
 
Roster:

Greebley - Up!
Tinkez - Just played (swap with Greebley)
grs - On deck!
Pfeffersack
DocT
mad-bax
 
Excellent work on minimizing time on the Great Lib. I am glad we got it all right. I would not have wanted to try to dig out of the tech hole we were in given our current position.

The sporadic nature of the library is just bizarre.


Doc, I think I remember you once mention that the GLib doesn't give optional techs or something? If that was you, I would be interested in knowing what it was. Is that why we have library weirdness?

In any case I got it.
 
The Great Library is still not working ok
The c3c GLib works different than before; if a Tech X requires several others first, you'll get those on one turn, and the Tech X the next turn (but you get all Techs that only require one other Tech the turn after you get the GLib). That's confusing when you see it the first time, but it makes sense to me.
However, if a Tech requires only Education (unmodded Music Theory), you can't get it at all. And, you don't get the last optional Tech in a branch unless you complete the whole era. This doesn't apply here, but for example, you won't get FA and Navigation in unmodded C3C unless you hit the IA.

Great job on the GLib, Tinkez. I really feared a possible cascade...
Yes, I would revolt ASAP; since we plan to go to war and cannot cashrush anything due to lack of cash, Republic seems good. Votes?

One tech we still seem to miss is Mounted Archery, is that correct?

Units: We need Pikes, Cavaliers and MWs. Our Horses/Chariots upgrade to Knights.
I would like to reach Crop Rotation before our GA, but that isn't that crucial. Nevertheless, GA must be used for a hell lot of infra; better build up sufficient forces before. Babylon is the logical target for me.
 
[threadjack]
I didn't realize they'd made this change to the Great Library in C3C. Seems like that would effectively close the loophole that let the GLib jump you all the way to the Industrial Age if you waited long enough to capture it. If I understand you, it will only giving techs that you already have the pre-req's for, and then each turn it checks again, seeing what new techs you have available. But then you say something about not getting Magnetism, I don't see how you'd get any techs in the Education branch, like Banking or Astronomy, based on what you said earlier. Am I missing something?
[/threadjack]

Back to your regularly scheduled RaR game.... ;)
 
Could be they tried to close the loophole...but did that job as well as 'fixing' Subs and Barbs :D.

The oddity is:
*As long as a Tech requires Education and is mandatory, you'll get it (forgot that important part in my above post, sorry). ->Astronomy
*Optional and directly requiring Edu, you won't get it. ->Music Theory.
*Optional and last in a branch (and not directly after Edu): If you complete the entire era, you get it. Otherwise, no. ->FA, Nav, Eco/ Advanced Flight, Amph WF
*Optional, after Edu and not last: You get it, even if you don't complete the era. ->Democracy

Note you'll get any mandatory tech, albeit after several turns (at latest with Edu; if the Glib obsoletes the turn after completion/capture, you'll get all at the same time). Looks like there are two mechanisms involved: One checks for pre-req's, another one checks what's still available when you get Education.
You won't notice much of that in unmodded C3C (except the MT issue), since the tech Tree there is pretty straightforward; most Techs only require one Tech.
 
:delurk: Confusing cross post - please ignore.
 
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