eldar08: Gridlocked!

I can play, but i can't start it until tomorrow and it might take a while, because I have to study for exams, but I'll get it done.:D
 
I can play, but i can't start it until tomorrow and it might take a while, because I have to study for exams, but I'll get it done.:D

Kewl. :) Take whatever time you need, this has been a slow paced game anyway.
 
Ugh, I thought I had time to play this, but I just found out that I don't, because I have to do more studying than I thought, I'm gonna have to ask for a skip.:(
 
Ugh, I thought I had time to play this, but I just found out that I don't, because I have to do more studying than I thought, I'm gonna have to ask for a skip.:(

That means Rodent is UP!
 
:eek:

I will take my time, if you dont mind
 
Turn 0- Moonlight Ranch is starving, it will have to

War Weariness is 40%

Turn 1-We meet the Zulu :crazyeye:, They want us to leave :confused:. Settler in Mayflower, Bunny Ranch Starves. Tad mansion completes Harbor, MMed so it starts growing. Bordello Bluff makes worker. Farmer's Club makes Settler. Soapland makes worker. the Strain on our Treasury is enormous. Armies get into position to attack Gordium. Start Disbanding a few Warriors.

Carthage sends 2 settler pairs.

Turn 2- Sword Produced.

Elite and Vet swords win and We destroy Gordium

I make Peace with the Persians. I get Construction, Currency,2 slaves and 4 gold.

We get propelled into the Medieval Age.

Tonawanda founded right under our noses. it is going to be a short lived town.

We found Egyptian Ranch, Worker in 10 turns

Turn 3-At the loss of one Swordsman We Destroy Salamanca

We also Destroy Tonawanda

Make Peace with the iroq , we get 5 workers.

I want to declare on Carthage now, but decide to hold on until Feudalism and MI .

Trade Republic for Monarchy,40 gold and 6 gpt from Zulu :eek: . they really love Republic

Positive income now :cool: . I start lone scientist Research on Feudalism. I also Switch to settlers

Turn 4- Found Oea Ranch. 3-4 Swords produced

Connection of Silks allow us to reduce lux slider.

turn 5- A Galley, Sword and Spear is produced

I stop the play here cause i am feeling tired. But we are at a crossroads of sorts. Our Research Capabilities are currently VERY Weak . Without FP it will be badder. I do feel we need to kill the Carthaginians and fill it with Farms
 
lurker's comment: Wow, an AI that trades gpt? Before the end of the MA? :eek:
 
I forgot to mention that Zulu is the strongest kid on the block (after us :) ) as far as scores go
 
Haven't finished my quota yet, save coming up soon
 
Turn 6- A Settler and a worker are produced.

Hadrultica Ranch is founded . A Worker builds an Colony on Iron

Turn 7- A Catapult and a Settler are produced

Turn 8-Japanese create Great wall.

2 Settlers are produced.

I find Green Borders. Another on the 'to Destroy list' :lol: :devil:

The Civ we met are Greeks.

Broker the Following Trade-

We give

Republic

They give -

58 gold

20gpt
:eek: :eek: :eek: :eek: :eek:

Greeks must be pretty big and powerful

Then Check the Score. Greeks LEAD in Score :eek: :eek:

turn 9- 2 Settlers, A sword and a Spear are produced

Found Persepolis Ranch

Turn 10- Nothing Eventful

Everything is in Readiness for the Carthaginian Wars. Troops are in position. We can wait for Feudalism or we can attack right now.
 

Attachments

Does this exist some sort of point to this variant, as in someone can learn something from it... or did you guys just more set it up as a "hey look... we can win this way" sort of thing?
 
Does this exist some sort of point to this variant, as in someone can learn something from it... or did you guys just more set it up as a "hey look... we can win this way" sort of thing?
I think eldar had changed too many diapers in one day and the fumes got to him when he thought up this game. :D
 
Preflight
Republic, 9.0.1
207 gold, +18 gpt
Feudalism in 43 turns
(The lone geek is in Farmer's Club.)



City Report
Mayflower 871 (4): settler in 1, grows in 3.
The Emperor Club (4): vSword in 3, grows in 3.
Spitzer's Shack (4): vSword in 5, grows in 9.
Moonlight Bunny Ranch (5): vSword in 2, grows in 14.
Capone's Crib (1): worker in 6, grows in 6.
Chicken Ranch (3): barracks in 2, grows in 9.
Egyptian Ranch (2): rSpear in 12, grows in 4.
Playboy Mansion (3): vSword in 7, grows in 10.
Tad's Jungle Mansion (3): rSpear in 3, grows in 11.
Plain Jem Mansion (1): catapult in 7, grows in 7.
St. Silky Jungly Mansion (2): settler in 8, grows in 4.
Bordello Bluff (1): worker in 1, grows in 1.
Shady Lady Ranch (2): settler in 20, grows in 20.
Golden Ranch (1): settler in 12, grows in 2.
Farmer's Club (3): settler in 19, grows in 10.
Rusicade Ranch (3): settler in 4, grows in 4.
Horse Ranch (2): settler in 20, grows in 10.
Soapland (1): worker in 1, grows in 1.
Oea Ranch (1): rSpear in 14, grows in 14.
hadrultica Ranch (1): rSpear in 16, grows in 6.
Persepolis Ranch (1): rSpear in 19, grows in 6.

City Builds
settler [7] (Mayflower 871, St. Silky Jungly Mansion, Shady Lady Ranch, Golden Ranch, Farmer's Club, Rusicade Ranch and Horse Ranch)
vSword [3] (Spitzer's Shack, Moonlight Bunny Ranch and Playboy Mansion)
worker [3] (Capone's Crib, Bordello Bluff and Soapland)
barracks [1] (Chicken Ranch)
rSpear [5] (Egyptian Ranch, Tad's Jungle Mansion, Oea Ranch, hadrultica Ranch and Persepolis Ranch)
catapult [1] (Plain Jem Mansion)

Tad's Jungle Mansion rSpear in 3 -> barracks in 7.

Military
05 Settlers
19 Workers
31 Slaves
01 Scout
03 Warriors
02 Spears
24 Swords
05 Horses
07 Catapults
03 Galleys
01 Army

Allowed Units: 21
Current units: 70
Cost per turn: 98 gold

International
Persia - Peace
Iroquois - Peace
Babylon - Peace
Greece - Peace
Zulu - Peace
Japan - Peace
Carthage - Peace

Ongoing Trades
Greece pays us 20 gpt for peace, 18 more turns.
Iroquois peace lasts 13 more turns.
Zulus pay 6 gpt for 13 more turns of peace.
Persian peace lasts 12 more turns.

Settler
We have three settlers ready to make cities next turn.

Workers
See some workers mining plains; stop that and reassign.

Carthage
We are not ready for a war with Carthage. Our units are in the wrong place and leave our cities open to counterattack. In the northwest, where Oea and Rusicade are, we have two cities, Oea Ranch and Rusicade Ranch, defended by one Warrior. An eSword is nearby, along with two catapults. Not nearly enough.

We have a stack of Swords and catapults returning from Persia. Before we concentrate our forces on Carthage, we need to kill the outlying cities, Oea, Rusicade, the one in the fog south of Capone's Crib and Hippo. Once these are gone, we will have (mostly) a one front war with Carthage. If we declare now we risk losing cities and workers.

Wake the Army and send towards Oea of Carthage.
[IBT]
AI units moved too fast for me to see what went on.

Mayflower 871 settler -> market in 25.
Bordello Bluff worker -> worker in 10.
Soapland worker -> market in 100.

1 0110 BC

No. 1 Geisha is founded on the hill 3SW of Plain Jem Mansion; grows in 20, harbor in 60.
Move workers to drain the marsh city-site between Golden Ranch and Shady Lady Ranch.

What? Units on Auto-Move? How rude.
[IBT]
Moonlight Bunny Ranch vSword -> vSword in 4.
Chicken Ranch barracks -> vSpear in 7 (for border cities).

2 0090 BC

BunnyRanch Two is built 3N of Shady Lady Ranch on a jungle tile; grows in 10, catapult in 20.
[IBT]
The Emperor Club vSword -> vSword in 5.


3 0070 BC

Unit moves, worker grouping.
[IBT]
Rusicade Ranch settler -> settler in 15.

4 0050 BC

Sharon's Brothel & Bar founded on the jungle 3SW of Golden Ranch; grows in 10, worker in 10.
Bella's Gentlemans Club is founded 3NW of Sharon's Brothel & Bar; grows in 7, worker in 10.
Salt Wells Villa is built on a coastal Sugar tile 3NW of BunnyRanch Two; grows in 10, harbor in 60.

Golden Ranch settler in 5 -> vSword in 5; city is only at size 2 and grows in 8 turns.

[IBT]
Spitzer's Shack vSword -> vSword in 6.

5 0030 BC

Earlier we loaded our Scout into a galley and sent it overseas. The galley survived and the Scout is ashore.

Time to make life interesting.
We sell Mysticism to Carthage for 22 of 22 gold.
Now that Carthage is broke, we declare War on Carthage.

Say Goodbye to the Clown
T30BC_CarthageDoW.jpg



Minor Skirmishes
vSword vs. vWarrior NW of Rusicade Ranch, Sword wins (1 of 1).
Sword is now 1S of Rusicade. Two catapults, two Swords and three Horses join the victorious vSword on this hill.

Washington I vs. rWarrior N of Oea Ranch, Army wins (2 of 2).

Catapults redline a Numidan Mercenary protecting 2 workers in the forest NW of Soapland.
vSword vs. rNumidan (1/3), a swing and a kill (3 of 3).
We capture two more slaves.

vSword vs. rArcher N of Horse Ranch, Sword wins (4 of 4).
[IBT]

Listen to the People?
T30BC_IBT_HeroicEpic.jpg


Nah. It has culture and that is icky.

Moonlight Bunny Ranch vSword -> vSword in 4.
Capone's Crib worker -> worker in 10.

6 0010 BC

Battle of Rusicade (1)
Catapults miss.
vHorse vs. rNumidan, Archer shoots, Horse retreats (4 of 5).
vHorse vs. rNumidan, Numidan yellowed, Horse retreats (4 of 6).
vHorse vs. rNumidan, Numidan wounded, wins and promotes (4 of 7).
vSword vs. vNumidan 3/4, Numidan wins (4 of 8).
vSword vs. rNumidan 2/3, Sword wins (5 of 9).
vSword vs. vNumidan 2/4, Sword wins (6 of 10).
An rArcher defends Rusicade.

Battle of Oea (1)
Army vs. rNumidan, Army wins (7 of 11).

Good News
T10BC_Oea.jpg


Oea is destroyed.



Battle of Hippo (2)
vSword vs. rNumidan, Archer shoots, Numidan wins (7 of 12).
vSword vs. rNumidan, Sword wins (8 of 13).
vSword vs. vNumidan 2/4, Numidan wins (8 of 14).
vSword 3/4 vs. vNumidan 2/4, Numidan wins and Promotes (8 of 15).

Move units to continue the attack on Hippo next turn.
[IBT]
Warrior dies to an Archer outside Hippo (8 of 16).

Tad's Jungle Mansion barracks -> vSword in 6.
Plain Jem Mansion catapult -> catapult in 7.
St. Silky Jungly Mansion settler -> settler in 30.

7 0010 AD

Battle of Rusicade (1), Round 2
Both catapults hit.
vSword vs. rArcher 1/3, a swing and a kill (9 of 17).

Good News
T10AD_Rusicade.jpg


Rusicade is destroyed.
We gain a slave.

Battle of Hippo (2), Round 2
Both catapults hit.
vSword vs. rNumidan, Sword wins (10 of 18).
vSword vs. eNumidan 2/5, Sword wins (11 of 19).

Good News
T10AD_Hippo.jpg


Hippo is destroyed.

Battle of Sabratha (1)
vSword vs. rNumidan, Sword wins (12 of 20).

Good News
T10AD_Sabratha.jpg


Sabratha is destroyed.
We gain a slave.


Minor Skirmishes
vSword vs. rArcher 1/3, Sword wins (13 of 21).
eSword vs. rArcher 1/3, Sword wins (14 of 22).
[IBT]
Babylon asks for our boat to leave. We start rowing.

The Emperor Club vSword -> vSword in 5.
Playboy Mansion vSword -> vSword in 10.

Greeks are building The Statue of Zeus (Mathematics).

8 0030 AD

Minor Skirmishes
eSword vs. rWarrior West of Capone's Crib, Sword wins (15 of 23).
eSWord vs. rArcher SE of Iron Colony, Sword wins (16 of 24).
[IBT]
We kill an rArcher (17 of 25).

Chicken Ranch vSpear -> vSpear in 5.
Golden Ranch vSword -> vSword in 10.

Greeks are building The Great Library (Literature).

9 0050 AD

Wild Horse Adult Resort is built between Golden Ranch and Shady Lady Ranch; grows in 7, catapult in 20.
Inez's D&D Bar is founded inside enemy lines, 3SE of hadrultica Ranch; grows in 10, worker in 10.

We move units across the brown border to concentrate on Hadrultica.
50 AD is a good spot to end and pass the game along.
 
Gridding Overseas
Spoiler :

T50AD_GriddingOverseas.jpg



We're not quite ready to expand over the ocean, but I thought I would go ahead and determine allowable city sites.

Scouting Overseas
Spoiler :

T50AD_Scouting.jpg



This is what our Scout has seen so far. A few city sites are indicated.


North West Area
Spoiler :

T50AD_NW.jpg



Now that the two Carthagian cities are gone, all we have to worry about is disease and barbarians. But this area will need a lot of worker/slave turns invested in wetland clearing projects.

North Island
Spoiler :

T50AD_NorthIsland.jpg



At some point we want to build on this island before someone else does.


Persia
Spoiler :

T50AD_Persia.jpg



Sidon, the last capital of Persia, is size 1. They must have built a settler and it is probably heading north. Our peace with them ends in 3 turns. I have two Swords heading towards Shady Lady Ranch in case Persia gets frisky. Thats enough for defense but is sorta weak for offense.

Carthage
Spoiler :

T50AD_CarthageArea.jpg



This is where the action is going to be the next few turns. We have forces outside of Hadrus-whatever, but we need more catapults. There are only two in the stack. We have three more on the way and we need them all. Fortified Numidan Mercs at full health are a tough kill for vSwords. Throwing rocks at them makes the odds a bit more in our favor.

I figured out first big push would be take Carthage and keep it. Carthage is bound to be their best production city, so the earlier it is captured the easier it is to take the other cities. Plus, that will split their land if half and we will control the middle. Lots of roads have been built, so we shouldn't need many, if any, workers down here for a while.

Note that the Iroquois Peace Treaty ends in 4 turns.


General Stuff

Workers
Slave on the hill NW of Playboy Mansion is a miskey. He is planned to go help the roadmaking slave W of Wild Horse Adult Resort.
We have two groups of slaves clearing jungle in the core. Each stack is 10 slaves, which is a bit of overkill; the jungles only need 48 slave turns to clear. We have a lot of jungle and these stacks would work better with 12 slaves in each stack (4 turns to clear one jungle tile). I would suggest sending newly captured slaves to help these guys out.
South of Shady Lady Ranch are 4 workers that have been draining marshes. They could clear a marsh tile in 4 turns. Right now I think they need to clear this Silk and jungle tile to help Shady Lady expand.
We have 4 slaves draining the marsh south of Wild Horse Adult Resort; they need 5 more turns.
We have 8 slaves clearing a jungle NE of Sharon's Brothel & Bar; they finish in 2 turns.

Ordinarily I don't do this, but I think we need to have most of our workers on jungle and marsh clearing. For no good reason I tend to let my slaves do this, but we have a bunch of wetlands to clear so we can build.


Military
We are allowed 28 units. We have 72. We pay 88 gpt in unit costs.
We need larger cities to reduce our army costs. We have several cities at size 5, but only two of them (Mayflower 871 and The Emperor Club) can grow to size 12 without help (aqueduct). The other two, Spitzer's Shack and Bunny Ranch, will have to shift from Swords to aqueducts to continue to grow. Once Mayflower 871 compeltes its market build it can go back to make Swords and Horses.
 
lurker's comment: By "130 BC", you mean "50 AD", right? :p
 
Well played

cannot get rid of the auto-move habit :(
 
cannot get rid of the auto-move habit :(
Within your turnset it is fine. Auto-moves that extend into the next turnset, well, not so good. Unless the auto-move is in the notes, the next player doesn't know about the auto-move until too late. And the random barbarian or AI could make that auto move a bad one.

I find auto-move confusing since I cannot control when the move happens. But that is just me.
 
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