EXIII - OCC Conquest Challenge Thread #2

@Lee... I might have mined it, but I think it was started before I got there...not sure...if so, my apologies.

I can probably play Tuesday Night... but it depends on how many games I'm up in (I have this fear that all 9 games will say 'Oh we'll just wait for ChrTh to get back')...if I were you, I'd skip me if my turn comes up in either LK game, but it's your call.
 
Well, I just learned something else new. MP are necessary in despotism. I moved out one spear to pillage that useless mine (I'm a bit anal that way) and the next turn our wonderful city rioted. I thought "wow, Lee left the city in a bad state" but that thought only lasted 2 seconds. Yeah right, my bad. Won't happen again.

Anyway...

Mostly movement except a couple of years

1025BC take care of some barbs to the NE
1100BC take out the barb camp for 25 gold (as always)
875 WAR...the Iroquois didn't like me looking at the other side of their land and tried to throw me out. Our peace treaty had just expired so I decided to take them out now. Next person is lined up and ready. First two spear defending the city are already gone with one horse going elite. There are 2 Iro warriors near our fine city. The workers are roading toward future iron and fur colonies.
 
I have the game and will try to play tonight but may not post until tomorrow. Didn't expect the game back so soon but it is a OCC afterall :lol:

Hotrod
 
Screen shot is a bit boring right now. We're on an island an only the Iros are with us. They have one city and we have one city (though ours is going to last longer:hammer: ). Nevertheless, I'll try to get something posted for you.
 
EXIII_850BC.jpg
 
@Exsanguination
Hit F11 - 3 of the top cities are German
 
875 BC (0): 1 vet archer, 1 elite horse and 1 vet horse wounded, To attack or not attack ...

850 BC (1): Elite horseman defeats 2 barbs, 1 in defense 1 in offense and loses 3 hp. Barb camp is to the south. Workers on route to the furs/iron.
Vet archer attacks and dies. Iriquois spear has only 1 hp so I attack with elite horseman. VICTORY!!! Iriquois are destroyed. Who is left now?? Sending all troups home to rest.

825 BC (2): Move all troups towards Home. Change production from the horseman to the granary. Had to increase lux to 20%. They were happy about the war???

800 BC (3): Barbs approach from the NE. Send horseman to attack, easy win leave an arch to watch on the mountain tops.

775 BC (4): Sack encampment to the SW +25 gold.

750 BC (5): zzzz, barb camp spotted to the NE.

730 BC (6): Start colossus, no point in making more troups now and the extra commerce will help in the long run.

710 BC (7): Uzebek camp dispersed +25 gold.

690 BC (8): more barb to the NE.

670 Bc (9): zzz, Colossus in 14 turns, Maps in 10. City is a size 8 but not growing because of the max shields.

650 BC (10): Road to furs almost complete, disperse yet more barbs +25 gold, more barbs to the east arrive as well

Rethinking the growth at Delhi and set to grow in 13 and finish colossus in 15, Maps are due in 9 turns +0 gold @ 10%.

Sacked a few camps, destroyed the Iroquois and choose the colossus. Not too much going on.

Hotrod

Here is the save:
OCC conquest
 
Since ChrTh is gone, I will take my turn.

ChrTh - SKIPPED
Ex - <<PLAYING>>
LKendter - ON DECK
mystery13
hotrod0823
 
I agree with Collusus - We may need a bigger military, plus galley are needed.
 
0 - mmmm... do we need the Colossus? Let's see... Germany has AT LEAST four cities. They are all small, so I'd guess they are still producing settlers and settling (they are alone). Seeing this, we'll need a huge military to take them out. However, on the same token, we may need the extra commerce to keep up in tech.

Solution: Switch to swordsman. Why? If we do not build the colossus, the only other civ that can is Germany. If they do, we'll take it from them. If not, we can always build it later.

1 - Delhi builds a swordsman. Queue up 5 more. Wow, we have a lot of gold.

2 - 25 gold from barb encampment. Road to furs finished, road to ivory planned.

3 - Fur colony made. Shoot, we've got unhappy citizens. No WLTK day. Lux tax down to
10%.

4 - Delhi builds swordsman. #2 queued up. Irrigate possible future plains tile for fun.

5 - Road to ivory officially underway. 50 gold from 2 encampments.

6 - Swordsman from Delhi. #3 up for training.

7 - yawn

8 - We discover map making. Math ordered up for catapults. Delhi switched to galley.
Ivory colony built. Lux tax offline.

9 - Delhi produces a galley - a second ordered up. Loaded with 2 swordsmen, it sets off
for the foreign land. Just a thought: Germany hasn' found us yet or settled here yet, so
maybe we're doing better than they?

10 - yawn.

Summary - We're losing money, 2 per turn. Maybe we should shut off research? I'm beginning to think the Colossus was a good idea after all, sorry guys. Lee, the game is yours.
 
Summary - We're losing money, 2 per turn. Maybe we should shut off research? I'm beginning to think the Colossus was a good
idea after all, sorry guys.

Major :smoke: - Issues like this are why Monarchy is kiling you.
We went ZERO growth to get more shields - with aborting Colossus - this was a major waste.

Solution: Switch to swordsman. Why? If we do not build the colossus, the only other civ that can is Germany. If they do, we'll take it from them. If not, we can always build it later.

HUH? We can't take Germany cities - Once destroyed it can't be rebuilt - what are you talking about?


Who stopped my mining of the grapes? We will never see Monarchy - so ZERO benifit.
On the other hand, we could really use the shields.

(0) 430 BC - I restart Colossus - I hope we don't get screwed on it.
:confused: Why is are 2 hp horseman sitting in range of barb attack - I retreat it way.
NEVER heal troops in point-blank range of barb camps.
I send a spearman to our Ivory Colony - horseman are not defensive troops


(2) 390 BC - Luxuries to 20%


(4) 350 BC - Mine going back in the Grape Plains square.
We pop a good hut - We learn Mysticism.
That land mass is simply a 4 square island.


(5) 330 BC - Plus 50 for two barb camps.


(6) 290 BC - Mining the grape-plain square saves one turn on Colossus.


(7) 270 BC - Didn't we just frag a barb camp?


Summary - The galley will have to try and figure out where Germany is.
DON'T CANCEL THE COLOSSUS AGAIN - we badly need the extra revenue.

The forest chopping is intentional - I am hoping for another grassland - we need to get to size 12.


http://www.civfanatics.net/uploads/EXIII-210BC.zip
 
Originally posted by LKendter


HUH? We can't take Germany cities - Once destroyed it can't be rebuilt - what are you talking about?


Doh! That was dumb.. what was I thinking? aye... How many turns until Colossus now? My main reasoning on switching that off was that this was a conquest, so the game should end fast (esp. with size 1 German cities).
 
The game may take quite a while.
We have NO clue where the Germany cities are.
We may not be able to attack them until Astronomy and crossing of sea squares.

After Colossus - more galley - we need to figure out where Germany is.
 
Well, here goes...my fault on the grape mine switch Lee.

Preturn we get some nice steps for our Palace.
190BC Barb money machine continues
170BC Barb will make us rich!...someday
150BC yawn
130BC Colossus is ours which produces a Golden Age!
With GA, Great Lighthouse in 15! Seems like a good idea
if we want to find Germany (and we can attack without
fear of counterattack).
Also, Math can be had in 5 for -13gpt...yep, take
advantage of the GA
110BC yawn
90BC Barb camps may pay for Math at this rate.
70BC yawn
50BC yawn
In between turns we get math, I go for Currency and set back to 10%
30BC yawn
10BC yawn...Great Lighthouse in 9. Seems like we should get it.
 
BTW when I started the Collossus we had about 10 turns until maps and therefore the galley, and collossus I think was something like 14 or 15 turns out on full sheilds with zero growth. I didn't see the point of making extra units just to sit around waiting for boats. The collossus will give a good commerce boost in the the long run.

I have to agree with the Lighthouse as well it will make finding the Germans a bit easier.

Hotrod
 
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