Experiment 626's Solo TDG

Sorry for the double post!


*****

To Recap:

If you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.

If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.

If you see WSH = pop 8, that means that WSH has grown to pop 8.

To keep everybody up to date on City’s abbreviations, here they are going into Turn 141:

WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, TRE=Trenton, PRO=Providence, MIA=Miami, LYN=Lynchburg, MNP=Manp’o, CAL=Calgary, TOR=Toronto, MEM=Memphis, PYS=P’yongsong, and MAC=Macon.

As always, when a new city is added, I give you the abbreviation.

Also, if a Worker or Military Unit only moves in a turn, I won’t mention it, unless it’s important.

Also, from now on, I will only inform you if an AI Civ has completed a GREAT or SMALL WONDER, not who’s building one.

*****

IBT

All of the Micro-Management that I posted in Post #180 happened during this IBT. This Micro-Management took me 2 hours to complete.

Wang Kon pops up, furious.


WangKon350AD.jpg



Palenque (Maya) has completed The Great Lighthouse.

We have quelled 2 Resistors in P’yongsong.

NYC = HORSEMAN -> Marketplace.
SAL = HORSEMAN -> Marketplace.

CHA = pop 3.
MIA = pop 3.

LYN, NYC, and WSH are about to grow.




Turn 141 (260 A.D.)

Military Actions​

New HORSEMAN = ‘FAMINE II’
New HORSEMAN = ‘WAR II’


Worker Actions​

Cinderella = Road in Forest (4T).
Darkwing Duck = Irrigation (3T).
2 Korean Workers = Road (6T).
Goofy + Pluto = Road (1T).
Huey + Dewey = Road (1T).
Korean Worker = Mine (12T).


We will learn Feudalism in 2 turns.



IBT

The Resistance in P’yongsong has ended!

My adoring people give me a Palace expansion!

LYN = pop 3.
NYC = pop 7.
WSH = pop 10.

CON is about to grow.




Turn 142 (270 A.D.)


Worker Actions​

Launchpad helps Darkwing Duck = Irrigation (1T).
Snow White + Dopey = Mine (2T).

A Settler founds HARTFORD (HAR).


We will learn Feudalism next turn.



IBT

We have learned
Feudalism! Monotheism is next.

Feudalism.jpg



Should we encourage a Revolution? Heck, no!


TOR = Worker -> Barracks.

CON = pop 2.

PRO is about to grow.




Turn 143 (280 A.D.)


Military Actions​

WSH’s SPEARMAN is upgraded to PIKEMAN.


Worker Actions​

3 Korean Workers = Road (2T).
Launchpad + Darkwing Duck = Irrigation (2T).
Doc + Sleepy = Mine (2T).
Ariel = Mine in Hills (8T).
Grumpy + Sneezy help Scar with Road (1T).
Goofy + Pluto = Road (1T).


We will learn Monotheism in 25 turns.



IBT

France is now a Republic.

PRO = pop 4.

ATL, MIA, SAL, and TOR are about to grow.




Turn 144 (290 A.D.)


Worker Actions​

The new Korean Worker helps another Korean Worker = Mine (5T).
Snow White + Dopey = Irrigation (2T).
Lady + The Tramp = Road (1T).
Huey + Dewey = Road (1T).
Scar = Road (6T).
Bambi + Thumper = Road (1T).


We will learn Monotheism in 24 turns.



IBT

ATC = PIKEMAN -> Marketplace.

ATL = pop 4.
MIA = pop 4.
SAL = pop 6.
TOR = pop 4.

CHA is about to grow.

P’yongsong is renamed ‘VANCOUVER’ (VAN).
Manp’o is renamed ‘EDMONTON’ (EDM).





Turn 145 (300 A.D.)



Military Actions​

ATHOS and PORTHOS are both upgraded to MEDIEVAL INFANTRY.


Worker Actions​

Launchpad + Darkwing Duck = Irrigation (2T).
Cruella = Road (6T).
Doc + Sleepy = Road (1T).
Donald + Daisy = Road (1T).
Goofy + Pluto = Road (1T).
Grumpy + Sneezy = Road (1T).

A Settler founds ALBANY (ALB).


Micro-Management​

I adjust the sliders to 40% TAX, 30% SCI, and 30% LUX.


We will learn Monotheism in 14 turns.



IBT


CHA = pop 2.

ATC, EDM, and MAC are about to grow.




Turn 146 (310 A.D.)


Worker Actions​

Cinderella = Road in Forest (4T).
3 Korean Workers = Road (2T).
Donald + Daisy = Mine (2T).
Lilo + Stitch = Road (1T).
Bashful + Happy = Road (1T).
Scar = Road (6T).


We will learn Monotheism in 13 turns.



IBT


WSH = Marketplace -> MEDIEVAL INFANTRY.
EDM = Worker -> PIKEMAN.

ATC = pop 5.
MAC = pop 2.

NYC is about to grow.




Turn 147 (320 A.D.)


Worker Actions​

Lilo + Stitch = Irrigation (2T).
Doc + Sleepy = Road (1T).
New Worker (‘Chip’) = Irrigation (3T).
Grumpy + Sneezy = Road (1T).
Lady + The Tramp help Ariel = Mine (2T).


We will learn Monotheism in 12 turns.



IBT

CHA = Settler -> Marketplace.

NYC = pop 8.




Turn 148 (330 A.D.)


Worker Actions​

3 Korean Workers = Mine (4T).
Launchpad + Darkwing = Road (1T).
Donald + Daisy = Irrigation (2T).
Doc + Sleepy = Mine (2T).
Bashful + Happy = Road in Forest (2T).


We will learn Monotheism in 11 turns.



IBT


PHI = Marketplace -> Barracks.

CAL, LYN, MEM, and MIA are about to grow.




Turn 149 (340 A.D.)


Worker Actions​

2 Korean Workers = Road (3T).
Launchpad + Darkwing = Mine (2T).
Lilo + Stitch = Mine (2T).
Goofy + Pluto = Mine (2T).
Huey, Dewey, + Louie = Road in Forest (2T).
Scar = Mine (12T).
Grumpy + Sneezy = Road (1T).
Snow White + Dopey = Mine (4T).


We will learn Monotheism in 10 turns.


IBT


WSH = MEDIEVAL INFANTRY -> Library.
MEM = Worker -> Worker.

CAL = pop 2.
LYN = pop 4.
MIA = pop 5.




Turn 150 (350 A.D.)


Military Actions​

The new MEDIEVAL INFANTRY is named ‘XENA II’.


Worker Actions​

Ariel + Lady + The Tramp = Mine (3T).
Donald + Daisy = Irrigation (2T).
Doc + Sleepy = Mine (2T).
Mickey + Minnie = Irrigation (2T).

The new worker is named ‘Sebastian’.


We will learn Monotheism in 9 turns.



End of Set of Turns: 350 A.D., 94 Gold (+5 per turn)

I could sell both Iron + Horses to Korea, but I won’t. :evil:


Here is the Playing View:

TDGPic016A.jpg



Here is the savegame:

View attachment Exp626 of the Americans, 350 AD.SAV


As always, your advice, comments, and suggestions are greatly appreciated. :worship: :worship: :worship:
 
Whoa! Cross-post. Freaky.

Experiment 626 said:
I really don't know if I can. During the first American-Korean War, I noticed a few Mayan units walking free as a bird through Korean territory. Korea and Maya may have an R.O.P. agreement.

That's irrelevant. The AI don't care about upholding their rep. It might cost a little more than if they were unfriendly with each other, but it shouldn't take too much, especially if you have an extra tech or resource you can part with.

Just becareful that the Koreans don't beat you to it. They are a dead duck, with no iron and it being the middle age. They might be desperate enough to give the Maya everything they have to get them involved on Their side. Just a possibility.:mischief: "Fight Fire with Fire"
 
The marketplaces will help the gold. One thing you can do to reduce that is to build courthouses in cities that are somewhat corrupt, but not completely corrupt, and are pretty large.

And things will get better in the unit costs (a little better, at least) when some of your six 6 towns go to size 7 cities, too.
 
Nice! Good to see you got at them.
The marketplaces will help as they get running. Get the luxes you do not have.

Lets build up a small army and crush Korea! Get Mayans to help. Keep building units as you go to war so you can replace the ones you lose.

Looking forward to more!
 
AutomatedTeller said:
And things will get better in the unit costs (a little better, at least) when some of your six 6 towns go to size 7 cities, too.

Good point. As an addendum to it I'd like to add every town you found supports one more unit. Also, every settler you have actually can save 4 gpt by using it to found a town, 2 for its own support plus 2 for the unit the town supports. The downside to this if you then build another defender it uses up the support.

One more. If your arent using your scouts for anything, you might want to disband some or all of them, they count as 2 gpt, too.

Just one more. If you like you can contact the Maya and, assuming you've got an embassy like a good Regent would, make a Right of Passage agreement and add some gold to their side. The bigger your territory the more you might be able to get.
 
Not sorry at all for the double post.

Why did you pick Monotheism as your next research project? Not a criticism, I just want to know what your thoughts are on the decision.

Also, what does your utillity tell about France and Arabia's techs?

edit: Just thought of two more things, does anybody else have any extra iron? They might sell it to Korea and pee on our parade.
 
Wow! Lots of posts to answer. COOL! :cool:

Originally posted by Marsden:

That's irrelevant. The AI don't care about upholding their rep.

That hardly seems fair, does it? :mischief:


Just be careful that the Koreans don't beat you to it. They are a dead duck, with no iron and it being the middle age. They might be desperate enough to give the Maya everything they have to get them involved on Their side. Just a possibility. :mischief: "Fight Fire with Fire"

According CivAssistII, Korea still has 3 Horses somewhere. Darned if I can find them, but as you say, no Iron, no Hope! Too bad, so sad! :D

If CivAssistII is correct, then only Arabia has Iron.


Originally posted by AutomatedTeller:

The marketplaces will help the gold. One thing you can do to reduce that is to build courthouses in cities that are somewhat corrupt, but not completely corrupt, and are pretty large.

Could you give me a guideline as to ascertain which cities are somewhat corrupt as opposed to completely corrupt? :confused:


And things will get better in the unit costs (a little better, at least) when some of your six 6 towns go to size 7 cities, too.

But that would entail me building a bunch of Aqueducts, costing me extra maintenance each round. The next game that I start I swear that I'm going to build each city right next to a river so I won't have to worry about Aqueducts at all.


Originally posted by Eltrai:

Nice! Good to see you got at them.

Thanks! I didn't accomplish everything that I wanted to during the war, but then, no war's perfect!


The marketplaces will help as they get running. Get the luxes you do not have.

I'm trying my best. There's a Gold deposit in the Mountains near Miami, so I had a couple of my workers build a road to it, so that a Settler could just walk in, settle a city, and it would be connected. A Settler did just that. Unfortunately, it was a Mayan Settler. :mad:


Originally posted by Marsden:

One more. If your arent using your scouts for anything, you might want to disband some or all of them, they count as 2 gpt, too.

That's not a bad thought. Right now, I have my Scouts standing on Mountaintops watching the Koreans and Mayans.

One is on the other continent. Unfortunately, he can't explore any further, because of France's border. Perhaps I should enter into an R.O.P. with France so that I can continue exploring. What do you think?

Just one more. If you like you can contact the Maya and, assuming you've got an embassy like a good Regent would, make a Right of Passage agreement and add some gold to their side. The bigger your territory the more you might be able to get.

I absolutely have an Embassy with each and every Civ. Does the AI ever do an R.O.P. rape? (I really hate that word, btw).

When it comes time to erase Korea from the history books, I will probably get Maya to Ally with me vs. The Koreans.

Not sorry at all for the double post.

Not even a little bit? :lol:

Why did you pick Monotheism as your next research project? Not a criticism, I just want to know what your thoughts are on the decision.

First thing you need to know about me is that my brain doesn't function like everyone else's. My thought was to get to Chivalry as fast as possible to get the Knights.

Now I realize that my Research queue should be:

  1. Engineering
  2. Invention
  3. Monotheism
  4. Chivalry

Switching from Monotheism to Engineering would only add 2 turns until completion. Invention before Monotheism so I can build Leo's Workshop, and save a crapload of gold when upgrading. Maybe I should think about having one of my cities do a prebuild so that I can just switch Leo's as soon as it's available. Would that be a sound strategy?

Once I get Leo's, then go for the Knights, and right after Chivalry, go for Gunpowder. :evil:

Also, what does your utillity tell about France and Arabia's techs?

The tech race is pretty tight right now.

I can sell Literature and Feudalism to Korea.
I can sell Literature, Feudalism, and The Republic to Maya.
I can sell The Republic and Feudalism to Arabia.

France and I are tied. I cannot buy or sell techs from/to France.

I can buy Monotheism from Korea.

edit: Just thought of two more things, does anybody else have any extra iron?

As far as I can tell from CivAssistII, no one has any extra Iron.

They might sell it to Korea and pee on our parade.

I must remember to take my umbrella to the parade! :D


As usual, it will probably be Tuesday before I play again, so keep those comments and suggestions coming, folks! :goodjob: :worship:
 
Experiment 626 said:
Could you give me a guideline as to ascertain which cities are somewhat corrupt as opposed to completely corrupt? :confused:
Remember, no city ever becomes 100% corrupted, just 95% (sad but true). No matter where it is at, a city in good order will always produce at least one shield net. In a large empire (varies by map size), many will produce only one shield per turn.

Rough rule of thumb: if a city is over 50% corrupt, it is probably too corrupt for much use. If it is over 75% corrupt, forget about it. In that case, it can make wealth or science, but not both and don't even think about infrastructure.

Having said that, I am sure you can see times to build up a border city to get a resource with a cultural expansion and similar targets of opportunity. That's fine, just as long as you know why you are bending your rules.

And just because a city is 50%, don't write it off. A courthouse can help and so can a police station (I think, they don't exist in PTW).

This is another way to look at this: Consider any city at 50% or less corruption as part of your core.
 
OFF-TOPIC! [offtopic]

In my last post, I mentioned that in my next game, I would build every city next to a river (or try to, at least).

I just sat here for an hour starting new game after new game. Not one of the starts was even close to being a Settler factory. Heck, I had one start where my Settler was standing on a Desert square sandwiched between 2 VOLCANOES! :eek:

Also, is 15 the most AI Civs that you can have on a huge map? And if it's more, how do I activate more than 15?
 
Experiment 626 said:
Also, is 15 the most AI Civs that you can have on a huge map? And if it's more, how do I activate more than 15?

Go into the editor, and change the rules to custom rules. At the "World Sizes" tab there should be a box where you can specify the max number of civs on a map.
 
Experiment 626 said:
OFF-TOPIC! [offtopic]
Also, is 15 the most AI Civs that you can have on a huge map? And if it's more, how do I activate more than 15?
Whoa! :hmm: :crazyeye:
Before you get carried away with adding more AI Civs check out Greebly's well rated Succession Game: Gr7 - AWM vs 30 civs on a giant map >>HERE<<.

It is well worth the time to read.
 
yes, the aqueduct will add to maintenance... but then, the extra population will add to your supportable units (size 7 in republic can supprt 2 units, I think, while size 6 only 1), plus the (eventually) 6 extra population will create more money!!

There are very few situations I can think of when you wouldn't want an aqueduct, and most of them have to do with a city that just doesn't have enough food to grow beyond size 6, or one that is hopelessly corrupt, all you will do is make it a specialist farm.
 
I will play the next set of turns tomorrow, but I will check in here first to see if there is any last minute advice.

Edit: I'm off to play the next set of turns.
 
Looking forward to seeing the results 626.

Just wondering,

What are the current size(s) of your attack forces and how do you have them split up? What is the plan for the next (final?) attack on Korea?

Remember that additional population will generate additional income. This will offset the need for the additional infastructure (aqua's).

Get those results in.
 
*****

To Recap:

If you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.

If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.

If you see WSH = pop 8, that means that WSH has grown to pop 8.

To keep everybody up to date on City’s abbreviations, here they are going into Turn 151:

WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, TRE=Trenton, PRO=Providence, MIA=Miami, LYN=Lynchburg, EDM=Edmonton, CAL=Calgary, TOR=Toronto, MEM=Memphis, VAN=Vancouver, MAC=Macon, HAR=Hartford, and ALB=Albany.

As always, when a new city is added, I give you the abbreviation.

If a Worker or Military Unit only moves in a turn, I won’t mention it, unless it’s important.

I will only inform you if an AI Civ has completed a GREAT or SMALL WONDER, not who’s building one.

*****


IBT

I change my Research queue from
Monotheism-Engineering-Invention-Chivalry to Engineering-Invention-Monotheism-Chivalry.

The Foreign Advisor pops up:

KoreaMayaWar.jpg



CAL = PIKEMAN -> Barracks.

HAR, NYC, TOR, and WSH are about to grow.




Turn 151 (360 A.D.)


Military Actions

ROBIN HOOD is upgraded to MEDIEVAL INFANTRY.


Worker Actions

Cruella = Irrigation (8T).
Lilo + Stitch = Mine (2T).
Sebastian helps Ariel, and Lady + The Tramp = Mine (2T).
Bashful + Happy = Road (1T).
Grumpy + Sneezy = Road (1T).
Chip = Irrigation (3T).


We will learn Engineering in 15 turns.




IBT

Abu Bakr (Arabia, Annoyed) pops up, and demands
‘The Republic’. I give it to him. He is now Cautious. I propose a Right of Passage Agreement. He agrees.

HAR = pop 2.
NYC = pop 9.
TOR = pop 5.
WSH = pop 11.

CON and EDM are about to grow.




Turn 152 (370 A.D.)


Worker Actions

Launchpad + Darkwing = Road (1T).
Bambi + Thumper = Road in Forest (3T).
Goofy + Pluto = Road in Forest (3T).
Bashful + Happy = Clear Forest (2T).
Huey, Dewey, and Louie = Road in Mountain (2T).
Grumpy + Sneezy = Irrigation (2T).
Cinderella = Clear Forest (3T).

We will learn Engineering in 14 turns.



IBT

NYC = Marketplace -> Settler.
TOR = Barracks -> PIKEMAN.
PHI = Barracks -> Library.
CON = PIKEMAN -> Wealth.

CON = pop 3.
EDM = pop 2.

BAL, MAC, PRO, and VAN are about to grow.




Turn 153 (380 A.D.)


Military Actions

Joey is disbanded in EDM for 2 shields.


Worker Actions

Launchpad + Darkwing = Irrigation (2T).
2 Korean Workers = Road (3T).
3 Korean Workers = Irrigation (3T).
Ariel + Sebastian and Lady + The Tramp = Road in Hills (1T).
Minnie helps Bashful + Happy = Clear Forest (1T).
Mickey = Irrigation (3T).

We will learn Engineering in 12 turns.



IBT

BAL= pop 5.
MAC = pop 3.
PRO = pop 5.
VAN = pop 4.

ALB and ATL are about to grow.




Turn 154 (390 A.D.)


Military Actions

Dino, Jr. is disbanded in TOR for 2 shields.
Sammy is disbanded in MIA for 2 shields.
Frankie is disbanded in BOS for 2 shields.



Worker Actions

Huey, Dewey, and Louie = Clear Forest (1T).
Minnie helps Mickey = Irrigation (1T).
Bashful + Happy = Road in Forest (2T).
Snow White + Dopey = Road in Jungle (3T).
Chip = Road (2T).

We will learn Engineering in 10 turns.



IBT

WSH = Library -> MEDIEVAL INFANTRY.

ALB = pop 2.
ATL = pop 5.

CHA and NYC are about to grow.




Turn 155 (400 A.D.)

Worker Actions

Cinderella = Mine (4T).
Lady + The Tramp and Ariel + Sebastian = Road in Mountain (2T).
Bambi + Thumper = Mine in Mountain (6T).
Goofy + Pluto = Mine in Mountain (6T).
Grumpy + Sneezy = Road in Jungle (3T).

We will learn Engineering in 8 turns.


IBT

NYC = Settler -> Settler.
BOS = Marketplace -> Library.

CHA = pop 3.
NYC = pop 8 (pop drop due to Settler).

ATC, CAL, and LYN are about to grow.




Turn 156 (410 A.D.)


Military Actions

A SPEARMAN garrisons in MEM.


Worker Actions

2 Korean Workers = Mine (6T).
Launchpad + Darkwing = Road (1T).
Mickey + Minnie = Road in Forest (2T).
Huey, Dewey, and Louie = Irrigation (1T).

Settler Actions

A Settler founds BUFFALO (BUF) -> Wealth.


We will learn Engineering in 6 turns.



IBT

SAL = Marketplace -> PIKEMAN.
MIA = Settler -> Wealth.

ATC = pop 6.
CAL = pop 3.
LYN = pop 5.

MIA = 3 (pop drop due to Settler).

EDM is about to grow.




Turn 157 (420 A.D.)


Worker Actions

Launchpad + Darkwing = Mine (2T).
Chip = Road (2T).
Snow White + Dopey = Irrigation (2T).
Lilo + Stitch = Road in Forest (2T).
Bashful + Happy = Road (1T).

We will learn Engineering in 5 turns.




IBT

WSH = MEDIEVAL INFANTRY -> MEDIEVAL INFANTRY.
HAR = PIKEMAN -> Library.

EDM = pop 3.

BOS and TOR are about to grow.




Turn 158 (430 A.D.)


Military Actions

BEATRIX KIDDO is upgraded to MEDIEVAL INFANTRY.
New MEDIEVAL INFANTRY = ELRIC.



Worker Actions

Doc + Sleepy = Road in Forest (2T).
Donald + Daisy = Road in Forest (2T).
Huey, Dewey, and Louie = Road in Forest (2T).
Grumpy + Sneezy = Clear Jungle (8T).


We will learn Engineering in 4 turns.



IBT

TOR = PIKEMAN -> MEDIEVAL INFANTRY.

BOS = pop 7.
TOR = pop 6.

MEM, MIA, and NYC are about to grow.




Turn 159 (440 A.D.)


Worker Actions

Bashful + Happy = Road (1T).
Mickey + Minnie = Road (1T).


Settler Actions

A Settler founds New Orleans (NWO) -> Wealth.


We will learn Engineering in 3 turns.




IBT

NYC = Settler -> Settler.
PHI = Library -> Aqueduct.
LYN = PIKEMAN -> Wealth.
MEM = Worker -> Marketplace.

MIA = pop 4.
NYC = pop 7 (pop drop due to Settler).

BUF, MAC, and PRO are about to grow.




Turn 160 (450 A.D.)


Military Actions

A PIKEMAN garrisons in LYN.
A SPEARMAN garrisons in CHA.


Worker Actions

Launchpad + Darkwing = Road in Forest (2T).
Snow White + Dopey = Road in Hills (2T).
Chip = Road (2T).
Bashful + Happy = Mine (2T).
The new Worker = Dale.

We will learn Engineering next turn!


End of Set of Turns: 104 Gold (+4 per turn).


Here is our Territory:

TDGPic017A.jpg



Here is the savegame:

View attachment Exp626 of the Americans, 450 AD.SAV
 
hmm... I dunno that you need to give into demands anymore, especially for a government tech. when I get a demand, I usually check with the advisor - if they say we are equal strength, I tell him to go to hell. If he's on another continent, I may tell him the same thing. If they say he is stronger, but I think it's close, I tell him to go to hell.

Getting war declared on war helps with happiness, so phony wars, across the seas, can actually be of aid to you.

I guess the next question is: what are you planning on doing next? Are you just building, or do you have a plan? And do you know what type of victory you are going to be going for?
 
Originally posted by CommandoBob:

This is another way to look at this: Consider any city at 50% or less corruption as part of your core.

Got it! :thumbsup:


Originally posted by AutomatedTeller:

yes, the aqueduct will add to maintenance... but then, the extra population will add to your supportable units (size 7 in republic can supprt 2 units, I think, while size 6 only 1), plus the (eventually) 6 extra population will create more money!!

There are very few situations I can think of when you wouldn't want an aqueduct, and most of them have to do with a city that just doesn't have enough food to grow beyond size 6, or one that is hopelessly corrupt, all you will do is make it a specialist farm.

Sounds like a plan! :thumbsup:


Originally posted by Eltrai:

What are the current size(s) of your attack forces

Right now, I have 5 Swordsman (waiting to be upgraded to MI), 3 Horsemen, 7 Catapults, and 6 MI. I also have 16 Spearmen (garrisonned in cities), and 8 Pikemen.


how do you have them split up?

Right now, they're all loitering around Korea's border. I haven't split them up into separate factions yet.


What is the plan for the next (final?) attack on Korea?

I don't have a plan. I'm hoping that Maya softens Korea up, so I can just deliver the knockout punch.


Originally posted by AutomatedTeller:

hmm... I dunno that you need to give into demands anymore, especially for a government tech. when I get a demand, I usually check with the advisor - if they say we are equal strength, I tell him to go to hell. If he's on another continent, I may tell him the same thing. If they say he is stronger, but I think it's close, I tell him to go to hell.

Will do. :thumbsup:


I guess the next question is: what are you planning on doing next? Are you just building, or do you have a plan? And do you know what type of victory you are going to be going for?

Right now, I'm just building my Attack Force back up, and get everybody upgraded to MI, trebs, and Pikemen. That's my plan.

I'm hoping for a Spaceship victory.

Keep the advice coming, folks! I really appreciate it! :goodjob: :thanx: :worship:
 
Remember when you first discovered the Arabs and you were scared and thought you wouldn't be able to attack Korea and we calmed you down and said the Arabs couldn't possibly be a threat until late the middle ages, after navigation/magnetism.

So what do you do? The Arab threatens you and you gave in :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: Why?
What was he going to do if you said go away, launch a missle? He can't even make it across the ocean, maybe he can write you a nasty letter of protest, yikes!

Republic is the most expensive tech of the ancient age and one of the most useful of any age, don't give it away because some pimple on a camel's ass demands it. And then, if he wants a right of passage agreement, charge him for it! While in negotiations click on the gold on his side and find an amount he is willing to pay. The price of a right of passage is based on the amount of territory you have, so if you have more he should pay you and vice-versa. Lastly, Yes, the AI will attack you if it suits it to do so if you have a right of passage or not. It's happened to me more times that I can say. They walk right up to a city, use your roads or railroads and bang, attack all in the same turn. So a Right of Passage is not a way of securing yourself.

Also, on another topic, if the Koreans want to hurt the Maya, maybe you should help them. Wait a few turns after the declaration of war and attack those southern Mayan cities. They should be completely off guard and you can snap them up in a hurry. Then as soon as peace is declared, turn on the Koreans and hit them before they can recover. Their lack of iron won't be so bad if they discover gunpowder and have saltpeter. Also, they could be trying to take iron from the Maya, either way be careful as once they discover invention they won't need iron for a strength 4 attacker (Longbowman)
 
Marsden said:
The Arab threatens you and you gave in :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: Why?
What was he going to do if you said go away, launch a missle? He can't even make it across the ocean, maybe he can write you a nasty letter of protest, yikes!
Gotta remember, YOU are the big bad wolf and not these whiney wannabes.
 
Originally posted by Marsden:

Remember when you first discovered the Arabs and you were scared and thought you wouldn't be able to attack Korea and we calmed you down and said the Arabs couldn't possibly be a threat until late the middle ages, after navigation/magnetism.

Why, yes, I do.


So what do you do? The Arab threatens you and you gave in :cry: :cry: :cry: :cry: :cry: :cry: :cry: Why?
What was he going to do if you said go away, launch a missle? He can't even make it across the ocean, maybe he can write you a nasty letter of protest, yikes!

I've just got this mindset for some reason that, since I'm trying to achieve a SpaceShip victory, I want everyone to like me so that they won't attack me. It's silly, I know. :blush:


Republic is the most expensive tech of the ancient age and one of the most useful of any age, don't give it away because some pimple on a camel's ass demands it. And then, if he wants a right of passage agreement, charge him for it! While in negotiations click on the gold on his side and find an amount he is willing to pay. The price of a right of passage is based on the amount of territory you have, so if you have more he should pay you and vice-versa. Lastly, Yes, the AI will attack you if it suits it to do so if you have a right of passage or not. It's happened to me more times that I can say. They walk right up to a city, use your roads or railroads and bang, attack all in the same turn. So a Right of Passage is not a way of securing yourself.

Now I know, and knowing is half the battle. YO JOE!


Also, on another topic, if the Koreans want to hurt the Maya, maybe you should help them. Wait a few turns after the declaration of war and attack those southern Mayan cities. They should be completely off guard and you can snap them up in a hurry. Then as soon as peace is declared, turn on the Koreans and hit them before they can recover. Their lack of iron won't be so bad if they discover gunpowder and have saltpeter. Also, they could be trying to take iron from the Maya, either way be careful as once they discover invention they won't need iron for a strength 4 attacker (Longbowman)

Their war has been going on almost the entire last Set of Turns. I'll have to check to see if they're still fighting. I've seen a couple of skirmishes between Maya and Korea, but I'm not even sure if a city has changed hands or not.

I hear you. I have to destroy the Koreans before they get Invention and Gunpowder.


Originally posted by CommandoBob:

Gotta remember, YOU are the big bad wolf and not these whiney wannabes.

Little pigs, little pigs, let me in! :evil: :lol:


On another note, my humble little thread has reached 200 posts! [party] :band:

Thank you all very much!
 
Back
Top Bottom