DW01-B: Whistling In The Dark (Take 2)

Preturn: Why a Market in Erdenet?? We want culture to remove the chance of flip. I end up using unit disband and rush to get the market this turn so I can build a temple or Lib next turn.

We put a city on wealth before it has an aquaduct? We have plenty of workers to boost it to size 12. Extra gold a turn isn't worth the lost of it being size 6.

I also wouldn't put cities on things like Cruise Missiles in this variant. Building something like a Temple means we could rush it and then use the town for some other use if we needed to. Its more flexible than essentially making the city unavailable ever again.

Not that these things are important this particular game in terms of the win, but they could make a difference in another if this variant was tried again.

I merged in all our own workers. We seemed to have plenty foreign ones.
I mm'ed some engineers because we could (we gained a bunch of science from above). Some towns could benefit from buildings will switch back if/when it matters.

IBT: Bombers knock Cav Army to 2 HP.

1430 AD: Attack a city to bring down the cost of peace with Germany (60 gold). Our Cav didn't heal and really don't have the units to do much to them. We could declare war later if we wish. Took out Zimbabwe.

1435 AD: By fully MM'ing the scientists and raising science to 100% we can get Space flight in 4.
Trade Germany Rocketry to get 238 gpt to allow us to run high science longer.
Take out Hloblane to give Zulu town room. Take Fustat from Arabs to get last Lux.
Make Peace with Arabs. We are now at war with Zulu (to remove culture flip), Rome(won't talk), and Mongols (Get elite units.
Get Min and start Internet. Space next.

1440 AD: Not much

1445 AD: Destroy Reykjavik and another town.

1450 AD: Capture Oslo and Stockholm from Zulu

IBT: Get Space. Start Nuclear Power.

1455 AD: Capture Isandlwana from Zulu.
Trade some Techs so we can hopefully continue 4 turn science longer.
Rush Apollo with our leader.

1460 Finish Apollo. No good towns can build a part yet.
Capture a Mongol City.

1465 AD: Capture Atombe and Mpondo and razed another (Zulu).

IBT: Start building the Engine For Spaceship.

1470 AD: Capture Swazi and Tugela clearing the Mongols off the main continent (except down by Rome).
Make peace with Zulus and get 3 cities including the size 1 island off our coast.
WW has gone up considerably. Make peace with Mongols to remove it. Also decide to make peace with Rome so they don't drag in someone else - especially Germany who is helping us fund our research.

1475 AD: All quiet.

Notes:
I would wait on warring with the Mongols, it will just slow down our tech due to WW. Germany is giving us gpt for research. If we attack Arabia, then Neapolis is vulnerable.
America would not be too bad though check what gpt we are getting from them. This all assumes the next player wants a war. Peace is a better option for the victory condition. I would probably stay at peace and just fortify the units. Play the turns more quickly.

For tech I would go for Robotics next, then synth fibers starting all space ship parts but the last 3 (keep a cities in reserve building Nuklear plants and Man plants. That way the pricey 640 part with synth should finish (holding off synth until after Super conductors would make that part the hold-up.

So Lasers, Robotics, Synth Fibers, SuperConductors, Satallites for 20-22 turns to last tech.

Picture shows some open land. Germany is currently got a settler there. We have settlers on the way.

DW01_AD1475.jpg
 
Looks good... I agree on peace, this one is basically done except for finishing it out and war will just slow us down. We have all the luxes now, so mission accomplished. 4 turn science equals good work, now it is just slotting the parts in and getting it built. T-Minus 4 techs and counting to the launch of the SS Smoke-Jaguar.

Edit: I assume I am up, got the save, will start play possibly tonight.
 
Slogging through it now. I guess my OCD makes me report the same builds over and over. I'm almost done with this turn-set, hopefully the next player can finish it. We are 12 turns from having all the techs necessary to launch, the Internet did help, making even the most expensive techs 4 turns.
 
Finally finished last night, but didn't have time to post the results. I think the next turn-set can have all but launch within 10 turns, and should that player be brave, the overtime turns waiting for the last part to finish. Here is my turn-log, feel free to skim it:
Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over.
Everything looks ship-shape. A tiny bit of MM’ing lets me lower the tech slider to 80% to pick up a bit of cash.

Civilian units:
Settlers 4
Workers 4
Slaves 95

Military units:
Knights 6
Cavalry 20
Infantry 45
Tanks 62
Mech Infantry 9
Guerillas 6
Javelin Throwers 4
MDIs 1
Artillery 36, 10 captured
Bombers 48
Amies 6, 2 Knights, 4 Cavalry
Crusaders 4
Ancient Cavalry 1

Ships:
Transport 14
Carriers 2
Destroyers 5

Unit Support:
Total Units 263
Allowed Units 309
Support Cost 0 gpt

Press enter=>

IBT: P’yongyang Cruise Missile=>Cruise Missile.
Javelin City Tank=>Tank.
Spearchucker Village Tank=>Tank.
Uruk Bomber=>Bomber.
One Horse Town Tank=>Tank.
Samarra Tank=>Tank.
North Furville Bomber=>Bomber.
Fancy Horses Tank=>Tank.
Wheaties Bomber=>Bomber.
Ake Bomber=>Bomber.
Frozen Tundra Bank=>University.
Cuello Deville Mech Infantry=>Mech Infantry.

Turn 1, 1480 AD: Use shield from Bombers and Tanks to speed up various overseas builds.
Box in the German settler pair for fun.

IBT: Nothing important on the diplomatic front.
Central City Tank=>Tank.
Hammurabi Memorial Park Bomber=>Bomber.
Worker Pump Revisited Worker=>Worker.
Eridu Carrier=>Carrier.
Iron Crag Tank=>Tank.
Riverbend Tank=>Tank.
Kohlapur Worker=>Worker.
Cozumel Tank=>Tank.

Turn 2, 1485 AD: Settle 4 cities in old Zulu lands.

IBT: America destroys the Zulu…thanks Abe, I really appreciate that.
Historical Monument Bomber=>Bomber.
Babylon Bomber=>Bomber.
Workers on the Sea Worker=>Worker.
Early Warriors Transport=>Transport.
Javelin City Tank=>Tank.
Spearchucker Village Tank=>Tank.
Furville Bomber=>Bomber.
One Horse Town Tank=>Tank.
West Mooville Tank=>Tank.
Bengal Marketplace=>Library.
Tsetserleg Temple=>Library.
Ake Bomber=>Bomber.
Pale Flats Bomber=>Bomber.
Silk Island Library=>Aqueduct.

Turn 3, 1490 AD: Nothing to get excited about.

IBT: The Laser is researched. I choose Synthetic Fibers next for 2 reasons: To get away from the Tank builds and to get the research done for the most expensive part left (the outer casing)
Central City Tank=>Tank. Pollution appears here.
Bombay Settler=>Settler.
Neapolis Harbor=>Temple.
Worker Pump Revisited Worker=>Worker.
Iron Crag Tank=>Tank.
Riverbend Tank=>Tank.
Fancy Horses Tank=>Tank.
Wheaties Bomber=>Bomber.
Tazumal Bomber=>Bomber.
Cozumel Tank=>Tank.
Copacetic Tank=>Tank.
More Settlers Settler=>Settler.
Tulum Settler=>Settler.

Turn 4, 1495 AD: Workers working.

IBT: Javelin City Tank=>Tank.
Hammurabi Memorial Park Bomber=>Bomber.
Spearchucker Village Tank=>Tank.
Neapolis Temple=>Library.
One Horse Town Tank=>Tank.
Samarra Tank=>Tank.
Mpondo Worker=>Worker.
Eulbar Tank=>Tank.
Jaipur Harbor=>Bank.
Fishville Commercial Dock=>Factory.
Ake Bomber=>Bomber.
Do we want UN elections? Umm, is “Hell no!” strong enough?

Turn 5, 1500 AD: :sleep:

IBT: Germans land another settler, lets see if I can ruin this one for them.
Historical Monument Bomber=>Bomber.
Babylon Bomber=>Bomber.
Central City Tank=>Tank.
Early Warriors Transport=>Transport.
Worker Pump Revisited Worker=>Worker.
Furville Bomber=>Bomber.
Delphi Courthouse=>Barracks.
Mooville completes the Internet…Yay!=>SS Cockpit.
Stockholm Temple=>Library.
West Mooville Tank=>Tank.
Hyangsan Bomber=>Bomber.
Iron Crag Tank=>Tank.
North Furville Bomber=>Bomber.
Riverbend Tank=>Tank.
Tsetserleg Library=>Harbor.
Cozumel Tank=>Tank.
Pale Flats Bomber=>Bomber.
Uax Worker=>Worker.

Turn 6, 1505 AD: Send excess units overseas for disbanding.

IBT: Nothing important on the international front.
Ashur Factory=>SS Planetary Party Lounge.
Javelin City Tank=>Tank.
Spearchucker Village Tank=>Tank.
Konigsberg Walls=>Airport.
One Horse Town Tank=>Tank.
Fancy Horses Tank=>Tank.
Wheaties Bomber=>Bomber.
Fusta Walls=> Library.
Ake Bomber=>Bomber.

Turn 7, 1510 AD: Worker turns to improve old Zulu lands.

IBT: Synthetic Fibers researched, next is Robotics in 4 turns at -74gpt.
Central City Modern Armor=>SS Docking Bay.
Workers on the Sea Worker=>Worker.
Hammurabi Memorial Park Bomber=>Bomber.
Forestry Department Destroyer=>Destroyer.
Worker Pump Revisited Worker=>Worker.
Eridu Carrier=>Carrier.
Riverbend Modern Armor=>SS Exterior Casing.
Tazumal Bomber=>Bomber.
Dzib Worker=>Worker.

Turn 8, 1515 AD: Nothing exciting. Note to other players: the game switched Tanks to Modern Armor automatically. I am finishing these “legacy builds” before switching, hopefully that fits in the rules we have.

IBT: A few AI boats move around.
Historical Monument Bomber=>Bomber.
Babylon Bomber=>Bomber.
Early Warriors Transport=>Transport.
Furville Bomber=>Bomber.
Uruk Bomber=>Bomber.
Isandhlwana Temple=>Library.
West Mooville Modern Armor=>SS Storage/Supply.
Iron Crag Modern Armor=>Nuclear Plant.
Ulsan Courthouse=>Marketplace.
Ephesus Library=>Courthouse.
Ake Bomber=>Bomber.
Cozumel Modern Armor=>Nuclear Plant.
Copacetic Modern Armor=>Nuclear Plant.
Pale Flats Bomber=>Bomber.
Lakeside Village Cruise Missile=>Cruise Missile.
Coal Ridge Worker=>Worker.
Kabah Temple=>Courthouse.

Turn 9, 1520 AD: Ditto.

IBT: Cool, Mongols DoW America.
Vikings DoW Mongols.
Javelin City Modern Armor=>Nuclear Plant.
Bapedi Temple=>Library.
Spearchucker Village Modern Armor=>Nuclear Plant.
Neapolis Library=>Airport.
Worker Pump Revisited Worker=>Worker.
One Horse Town Modern Armor=>Nuclear Plant.
Isipezi Walls=>Temple.
Samarra Modern Armor=>Nuclear Plant.
Piedras Negras SS Engine=>Nuclear Plant.
Birka Walls=>Airport.
Kohlapur Worker=>Worker.
Erdenet Walls=> Library.
Wheaties Bomber=>Bomber.
Tulum Worker=>Worker.

Turn 10, 1525 AD:

Civilian units:
Settlers 0
Workers 11
Slaves 96

Military units:
Knights 6
Cavalry 20
Infantry 45
Tanks 84
Modern Armor 10
Mech Infantry 10
Guerillas 6
Javelin Throwers 4
MDIs 1
Artillery 36, 10 captured
Bombers 45
Amies 6, 2 Knights, 4 Cavalry
Crusaders 4
Ancient Cavalry 1

Ships:
Transport 17
Carriers 4
Destroyers 6

Unit Support:
Total Units 302
Allowed Units 317
Support Cost 0 gpt

Contacts: All
Babylon-Gone
India-Gone
Korea- Gone
Greece-Gone
Rome-Peace
Zulu-Gone
Arabia- Peace
America-Peace
Mongols-Peace
Vikings-Peace
Germany-Peace


2 Pictures for visual interest:
Spoiler :
My settlements in old Zulu, pretty much the only change.
DW01OldZulu1525AD.jpg

Here is the Spaceship in the building.
DW01Spaceship1525AD.jpg



The save:
 
Note to other players: the game switched Tanks to Modern Armor automatically. I am finishing these “legacy builds” before switching, hopefully that fits in the rules we have.


I did the same thing during my turnset when we got Computers and Infantry builds switched to Mech Infs. TBF, our variant rules were a little vague on whether legacy builds were supposed to switch on the exact turn when they switched or on completion.
 
I was doing the exact turn they switched - to the extent that I cycled through when we got the science so we wouldn't build one of the new items. Doesn't matter at this point in the game though.

Probably the rule should be clarified if anyone tries to play this in the future. I think it follows the variant better if you don't build any of the new unit (unless the town is left to build that unit).
 
I wasn't sure what to do, so I just let them finish. Probably would have been better Greebs way, but I didn't agonize over it. In a future game with that rule, that would be the best interpretation. I'll take my 10 lashes with a wet noodle and move on.
 
I would very much like to, but I don't think I will have the time to do so within the next few days. I'll have to ask someone else to bring it home if that's all right.
 
I can take this on Friday, but I'm busy enough this week to make tonight and tomorrow chancy at best. If anyone else has time before Friday, go ahead and take it.
 
I got sick of typing up all the builds, so I stopped about halfway through the turnset.

Pre-turn:

Things look good. I move a couple of guys to partially block German access to unclaimed coast and hit enter.

IT:

Germany and Mongols sign MA vs. America.
Rome and America sign MA vs. Mongols.
Scandinavia declares on the Americans.
Vikings ask for embargo vs. Mongolia. Nah.
Arabs want to trade maps. Nah.
Central City: SS Docking Bay->Mass Transit
Hammurabi Memorial Park: Bombers
Mooville: SS Cockpit->Cathedral
Eulbar: MA
N Furville: Bombers
Fancy Horses: MA
Cuello Deville: Mechs
Wheat for Horses: Settlers
Uax: Workers

Turn 1:

Max hyperlinks exceeded. Restart computer and game.
Found New Chichen Itza. Making Temple.
Grr, units on automove. Shame on you, Overseer.

IT:

Arabia and America sign MA vs. Germany.
Rome and America vs. Germany.
Scandinavia declares on the Arabs.
Robotics->Satellites
Historical Monument: Bombers
Babylon: Bombers
Tikalled Pink: Temple->Lib
Ashur: Planetary Party Lounge->Bank
Early Warriors: Transports
Chichen Dinner: Temple->Lib
Galley Town: Bombers
Worker Pump Revisited: Workers
Konigsberg: Airport->AEGIS cruiser
Furville: Bombers
Ake: Bombers
Tazumal: Bombers
Pale Flats: Bombers

Turn 2 (1535 AD):

Worker moves...

IT:

Arabia and America sign MA vs. Mongols.
Robotics->Satellites

Turn 3 (1540 AD):

Zzz...

IT:

Not much...

Turn 4 (1545 AD):

Fortify a few troops. Coasting...

IT:

Watch lots of American naval activity!
Germany boots us for some reason...strange, I didn't move anyone into German territory.

Turn 5 (1500 AD):

Clear some pollution.
 

Attachments

Grr, units on automove. Shame on you, Overseer.

Sorry, thought I got them all. Late in a game like this, I get lazy. Something about making a gazillion moves and all.
 
Preturn: Looks like things are set up well for finishing up.

IBT: No UN. Get Sattalites and start final tech, Superconductor

1555 AD: Fortify built units and Join new workers.

IBT: Some cities are now going to wealth. Only 2 more matter to build last components.

1560 AD: fortify.

IBT:
1565 AD: fortify

1570 AD: Only 3 more parts needed now - the one from Sattalites and the two from Superconductor.
One turn to finish tech. I check and mooville will be the one with the most shields next turn so it gets the bigger value. With the Nuclear plant finishing in mooville, it will likely take 4 turns. I don't think we will quite have the shields for 3 turns.

It occurs to me now that I might have gotten to 3 if I rushed Manu and Nuke plants in our best city, but I didn't think of it soon enough. However, Iron Crag has potential if it had more food. To give me something to do, I irrigate to give it food and will switch to max shields next turn to see if I can get 107 or more. It might have enough mountains to do so.

IBT: Get Superconductors.

1575 AD: Plan works. Iron Crag has enough mountains to get to 118 shields with 4 corrupt starving at 10 food a turn. The food from last turn got it to 40 food.
Final 3 are due in 1, 2, and 3 turns.


1580 AD: 2 parts left...

1585 AD: And then there was one...

1590 AD: We win

I will attach the 1585 save. purists can stop the city from rioting and (i think) clean up the pollution before hitting enter :D
 
It was interesting for sure, glad I could be part of it. New variants to spice things up are hard to come up with these days.
 
*applause* Thanks for playing all and thanks for finishing it out guys!

Once I get real life under control, I imagine we'll see a DW-02 in the future, with another hopefully interesting variant.
 
Nice to see you guys wrapped it up :goodjob:
 
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