EXIII - OCC Conquest Challenge Thread #2

10 BC (0): Not much to do. G Light in 9 growth in 1.

10 AD (1): zzzz, now size 11 grow to 12 in 10 turns, GL in 8, on max shield will not grow and will have the LIght in 7 turns. Leave it with some growth, hope we don't miss it by 1 turn!!

30 AD (2): Horseman attack barb camp kill 1, 1 remains, galley is waiting for light hous to check out the corridor to the NE.

50 AD (3): Horseman attack and disperses Mongols +25 gold, another camp is to the West sending horseman from the Mountains.

70 AD (4): Disperse another camp +25 gold, loss 3 hp but win. Change research to get currency in 22 turns +0 gold.

90 AD (5): New barbs in the SE corner.

110 Ad (6): Zoa barbs dispersed, BTWN turns more barbs to the NE, barbs attack vet spear and promotes to elite.

130 AD (7): Another camp dispersed.

150 AD (8): New camp to the SE. GL next turn. Grow to 12 in 3.

170 AD (9): GL completed change to Galley. Begin sending galley to the seas to the NE, nothing there ??

190 AD (10): Research at 40 %, currency in 16 turns +0gpt, can increase to get it in 8 with -11gpt. We have 590 gold now, popped 4 or 5 new barbs this turn alone. Galleys can now move freely on the seas, galley number 2 completes next turn, grow to the max size of 12 w/o hospitals next turn. Germany has at least 4 cities all size 1 or 2.

Hotrod




OCC Conquest - 190AD
 
Turn 0 -- 190 AD
An explorer I be
I was thinking: why aren't we preventing Barbarians from popping up, then I realized: 25 gold per pop.
Goal for this turn: Find the Germans and mock them for losing the World Cup

I want Currency (mostly) asap so that I can build Marketplace for extra commerce power. I raise Science to 60% to net Currency in 11 with -5 gpt.

Turn 1 -- 210 AD
Delhi produces Galley, begins Galley
Delhi grows to 12 and doesn't riot. I maximize for shield production.

Turn 2 -- 230 AD
Zzz

Turn 3 -- 250 AD
Produce another Galley, order up Swordsman (gonna load this one up).

Turn 4 -- 260 AD
Our Golden Age ends...doesn't seem to effect anything.

Turn 5 -- 270 AD
Delhi produces Swordsman, begins Swordsman

Turn 6 -- 280 AD
Zzz

Turn 7 -- 290 AD
There's no Sea passage to the Germans...I fear we may have to suicide run.
Delhi finishes Swordsman, begins Galley
Barb camp dispersed, 25 gold earned

Turn 8 -- 300 AD
Zzz

Turn 9 -- 310 AD
Delhi finishes Galley, begins Oracle as placeholder for Marketplace
I drop off Swordsmen from Galley to take care of Barb camp (plus I may need to suicide run the boat).
Barb camp dispersed for 25 gold

Turn 10 -- 320 AD
Disperse another Barb camp for 25 gold.
I unload Swordsmen from other Galley on to Island to look for Barbs.
Science dropped to 50%, Currency in 1 turn (been checking).

Ok, switch Oracle to Marketplace next turn. Do 2 out-2 back with the Galleys--hopefully we'll find a passage that way, otherwise we may have to suicide. Our next science goal should probably be Monarchy so that we can get the Hanging Gardens.

Here's the save:
http://www.civfanatics.net/uploads/EXIII-320AD.zip
 
0 - darn, we're more screwed than I thought.
Whay is there an irrigated grassland?
1 - We discover Currency. And the debate over what to reasearch next. It ultimately boils down to this: do we want Monarchy or the Republic? I can't say... we're poor (Republic), and need unit support (Monarchy). Monarchy gives us the Hanging Gardens. My choice: go realtively neutral and shoot for Philosophy. Why? 6 turns @ -11, and it gives us a route for Republic, which will increase commerce, but cost us 4 more gold in unit support.
- Three galleys obviously in place for suicide missions... decide to reposition two and go for one... pray my friends.
2 - galley loses
3 - wow... one powerful barb warrior, takes our 4hp swordsman down to 2
- 25g from barb encampment
-second galley suicide... I HAVE FOUND THE GERMAN TERRITORY!!!.. but the galley needs to survive to reach it
4 - galley #2 loses gambit... #3 in position, will NOT risk it
- whew! almost forgot! change Delhi to marketplace. No shields lost.
5 - Delhi builds marketplace. Galley ordered up in 2
- galley #3 en route
6 - S***!!! The galley travelled too low! NOOOOO!!! Please make it ONE MORE turn...
7 - Philosophy discovered. CoL ordered up. I want republic (commerce bonus).
- galley lost.
- galley built, #2 ordered up
8 - galleys 4&5 being placed... I will find those Germans
9 - Delhi builds galley, another ordered up. Right now, top priority = finding those dastardly Germans.
10 - galley dies... good luck Lee

whatever happened to good ole attachments?
 
(0) 420 AD - The reason for the IRRAGTED GRASSLAND - with grapes we get *THREE* food under depositism.
OUCH - Our units are spread so around - will be hard to get more barb camps.


(1) 430 AD - Frag a barb camp.


(3) 450 AD - I never realized this civ bug before - to get rid of the annoying civ book cursor -
preferences don't work - you have to quit and restart the game :mad:

First contact - Germany.
I give math, wm, $110 - I get wm, literature, polytheism.
:eek: Germany has **SEVEN** cities.

(I) I begin Republic research at max speed.


(4) 460 AD - I sell Germany currency for $165.


(6) 480 AD - Finally, I frag another barb camp.


(7) 490 AD - I get to start using a neat barb hunting trick - trade maps with the AI - instant barb camp locations.


(8) 500 AD - Scratch more barbs.


(9) 510 AD - Barbs, the greatest source of income.


Summary - Our barb camps sources are way down - we have lost a good income source.


http://www.civfanatics.net/uploads/EXIII-520AD.zip

USE THE CHANNEL LUKE...

LAK-082.jpg
 
Really dumb question: Why did we suicide the galleys when we hadn't finished exploring the ocean squares?
Start from Sea Square, go two turns out into Ocean, if you don't see any Sea, go two squares back to Sea...move down and repeat. We would have found that passage above without suiciding any of our galleys.
 
Well ask Exsanguination - I only put one at risk since I knew the way there from the previous suicide runs.

During my previous turn I was doing the short in and out pattern (Pre-lighthouse).

Finding the German if we couldn't get there doesn't accomplish much.

Of course, NOW we have a path to start sending military galore to the Germany island. I have are other galleys, and ALL units heading that way - except a couple of horses to kill barbs with ;)
 
Never thought of that. Thats a good idea - BUT - remember galleys are still vulnerable to seas squares even with the Great Lighthouse (which was a motivating factor in my exploration route). But I'll use that tactic from now on, now my galleys won't die so fast :)

Lee - I was talking about the irrigated plains. I didn't notice it was a plains, so I thought it was pretty dumb. Guess I didn't edit that out.
 
Here we go...let's get some troops across.

550AD
First troops hit German soil.
Inbetween turns They demand we leave or declare war. War it is!
Also, palace expansion and we go over 1000 culture points.

570AD
We attack. Sword wins and goes elite, but Horse must retreat.

590AD
We lose a Sword to an elite warrior! Then we almost lose an elite Horse to the remnants of the warrior but we prevail. Frankfurt is razed.

620AD
Rest of turn spent preparing for follow on assault. Next leader beware, there are two ships going in opposite directions from the same spot. One is carrying captured workers back to our mainland. The other is ferrying troops to Germany.

Looks like Germany is sending everything they have south. We should probably land Horses there and land Swords to the North. I wish I'd thought of that during my turn but it's not too late.
 
620 AD (0): WAR with Germany continues

IBTW: German Sword dies on horseman in the mountains

630 AD (1): Misc. movement toward Munich and Konigsberg

640 AD (2): Kill warriorx2, capture a settler +2 workers

650 AD (3): Misc. movement

660 AD (4): Kill sword x2, lost horseman. Finished Republic, start anarchy at end of turn.

670 AD (5): Now a republic, raze Munich lost a swordman, elite horseman lost 3 hp. rest and attack again soon.
Set lux to 10% and fired the entertainers, +29 gpt with no research.

680 AD (6): Poised to attack Konigsberg

690 AD (7): Raze Konigsberg

700 AD (8): Approaching Hamburg

710 AD (9): Poisde to take Hamburg

720 AD (10): Stack is ready to Attack next turn!


Bizzy will give up a city for peace!
 
whoa my turn already? Give me 24 hrs - I am moving and may not be able to reinstall civ3 for awhile. I'll post tomorrow afternoon on my status. Lee, if you wanna post a quick turn tonight, go ahead. Otherwise, wait.
 
(0) 720 AD - Feels like I just played...
I change Delhi to spearman - I can't believe the colonies are empty.


(1) 730 AD - :confused: Why did we stop research?
Hamburg is RAZED - Just what we don't need - more workers!


(2) 740 AD - Scratch another barb camp.
Frag a barb camp.


(4) 760 AD - Frag *TWO* barb camps.
(I) I always laugh when the AI is in the middle of war, and starts a wonder.


(5) 770 AD - Leipzig is razed.


(6) 780 AD - Berlin is razed.


(7) 790 AD -
(I) First German counter attack - swords dies attacking our horseman.


(8) 800 AD - The assault of the final city begins.


(9) 810 AD - Heidelburg is razed.
(I) Hit enter and...
We have conquered the world.
Wierd seeing top 5 cities with *ONE* entry.

SCORE: 2,547 - WHOOOOOOOOOOOOOOO.
Gandhi the Lion-hearted.


http://www.civfanatics.net/uploads/EXIII-810AD.zip
 
Wow, that was fast. Was it really 810 AD? Decent score there for Warlord (would count for HOF if it wasn't tiny). Good job, all!

Oh well, looks like I won't have to play!
 
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