Experiment 626's Solo TDG

Originally posted by Eltrai:

Of course we are all with you Mr Pres.

Whew! That's a relief! I ask 'Who's with me?', and only one person acknowledged it. :crazyeye:


It is good to see that you have figured out the war thing.

With power-mad blood-thirsty Warmongers like all of you helping me, how could I not? :evil: :lol:


Remember you do not need to have all the settlers ready when you launch the invasion. You can build settlers as you go and fill in the area. So start with some and launch the attack and then keep building settlers to catch up with the armies.

Exactly how do Settlers and vInfantry (for Garrison purposes) catch up to Cavalry? :)


Looking forward to the next set of turns. I can't wait until you start to knock those french and arabians around....

Thanks, but I'm not sure that I'm ready tech-wise to launch an attack on the other continent. Maybe someday, but not just yet.

Btw, Eltrai, if I'm not mistaken, you asked to be an Admiral way back when. The position is yours if you want it. :cool:


Originally posted by General AutomatedTeller:

are you going to wipe out the mayans? if so, I dunno that you need to raze the cities. I mean, you might have to retake a couple of them that flip, but if you are going to destroy the Mayan civilization, they will stop flipping at that point.

That's a point. All of the red-blooded American males can propagate only so fast. :lol: (and no . . . propagate is not a bad word!)


Originally posted by General CommandoBob:

Picture it this way. The American forces run through the Minor Mayan Municipalities seeking the seashore for seasonal sunning.

Try saying that 5 times fast! :lol:


If any get cranky about the Old Ways, the returning American forces will deal with those that are upset on the way home.

We'll get 'em going and coming, right? :lol:


If the Mayans can be knocked out in two turns, no flips will occur.

2 turns?!! That's impossible! I don't think even the great WARMASTER Marsden could pull that off, (and yes, WARMASTER, that IS a challenge! :lol: )

Besides, Maya will be tougher than Korea was. Maya has Iron, so I'm looking at Swordsmen, Horsemen, Knights, etc . . . This will not be a walk in the park by any means.


Also pay attention to the attitude of the remaining citizens in the cities you capture. After a while they will be glad to see you coming to conquer.

It'd be nice to take a city without the entire population being in Resistance.


Originally posted by (hopefully) Admiral Eltrai:

Then we can deal with those cities on our continent that should not be there.

What I've been trying to do with the trespassers of New Damascus (Arabia) and New Rheims (France) is to build up the Culture in New Orleans and Lynchburg, and get 'em to flip to me.


Originally posted by Citizen BuckyRea:

Quick war, clearly defined goals, seek popular support for the military effort, and a clean exit strategy. Oh my God, it's the Powell Doctrine! I've never seen that used in Civ before.

You know, with the war in Iraq and all, I have never understood the expression 'exit strategy'. I is :confused: by it.


I will probably go ahead and play the next Set of Turns tonight. I will not war, though. I'll take the 10 turns to position my SoDs, and get past the Theory of Evolution-Atomic Theory-Electronics gambit. I'll research Sanitation after Electronics for the Hospitals, and eventually, Battlefield Medicine.


Wish me luck!
 
Edit: well that's what I get for posting before reading every post, so keep in mind I wrote this after Bucky's post but before your post.

Well, the panel of has some good points about keeping Mayan cities. I think I'm going to be Marsden on this one and disagree (not because I don't think what they are saying is sound advice, I just differ on methods). I favor razing every Mayan city. We had one flip so far with Koreans, but the culture was comparable.

1. The Mayans are waaaay ahead of us culturally, the chances of multiple flips are very high.

2. Please don't take this the wrong way, but you are not going to conquer the Mayans in 2 turns. I think it might take up to 20, probably 12.

3. The last, and least important, (and also my personal favorite reason) you will get a ton of slave labor. I like slaves! Now that you have replaceable parts they aren't that slow. And having 3 times as many makes up for the slowness, too. Plus they are free. As you were saying before, budget problems because of unit costs can be trouble. You have about 25 salaried workers out there, that's 50 gpt. Yes, they really are underpaid, but still, let them retire to the towns and take up being scientists and leave the Mayans to build the roads.

You know how it is: "Well, they said there's a problem up the tracks, send a couple of horses."
(Slapping first man on the head with hat) " You fool, horses cost money, send a couple of Mayans!"

More edit: Bucky! that's a good Wiki. I like reading that stuff, thanks. I however favor the Conan doctrine. "Destroy your enemies, see them driven before you, and hear the lamantations of their women."
 
actually, if you have enough workers, you can conquer a lot of cities fast, and get settlers up to the front very fast.

The technique is simple:

1) Put a huge stack of cavs and arty on the border, so they can bombard and attack. Use only enough arty to redline defenders. Move all your workers there.
2) Send in the cav 1 at a time to attack. Once you take the city, immediately move enough workers to rail a tile to that tile and rail it (2). Continue railing with pairs of workers until you are at the next border.
3) Rail unused cavs and arty's to the border.
4) Repeat.

Using this technique, you are really only limited by the number of cavs/arties/workers - but it's quite possible to conquer a huge number of cities. Even once you run out of workers, you still get the roads. It slows down some after you run out of arty, or the inner cities have large enough borders that you can't rail the artilleries into range.

There are some worries with this technique - mainly that you have cover your stacks of workers/artilleries that are vulnerable to counterattack, and there is a chance that one of your forward sets of damaged cabs will get beat up by enemy knights.

After taking a look at the save file, I think 2 turns may be too fast - there are a lot of cities off in mountains that will be hard to get to, a bunch of cities are expanded a lot, and your workers are all spread out - but with a couple of turns of setup, I think you can probably set up a 4 or 5 turn conquest.

And I wouldn't wait too many turns - Mayans are close to Military Tradition, and you *don't* want them having cavs. Knights counter-attacking your forward cavs are bad enough, but cavs on cavs will lose you a lot of cavs...

It's a little wierd, but when you *can't* reduce a town by artillery, use vets to attack it, not elites.
Vet pikes in a city fortified are too close a battle to risk an elite, so don't ;)

Couple of little things:

You are railing some mountain/hill tiles that aren't mined, and don't need to be railed for transportation. This is not useful - rails improve improvements.

Also, you are railing some forest tiles - some of those are for transport, so that's ok, but some aren't.

But that's pretty minor stuff.
 
Here we go . . .

Before hitting the Space Bar to begin the first turn, I rename some cities thusly:

Kaesong is renamed Moosejaw.
Taejon is renamed Ottawa.
Cheju is renamed Regina.
Quebec City is renamed Quebec. (During my research of Canadian cities’ names, I found out that the city is called Quebec, not Quebec City. My bad . . . )

*****

IBT

I hit the Space Bar, and suddenly, Mayan troops come pouring over the border near my newly-acquired cities. I was about to declare War on them, but I looked again, and realized that Smoke-Jaguar’s troops really weren’t in my territory at all. They were moving between the gaps of my cities borders. It’s still a bit nerve-wracking.


YOU HAVE GOT TO BE KIDDING ME!

HalifaxFlip.jpg



Korea has one city at the Southern tip of the continent, and a city at the Northern tip of the continent flips. Halifax must have had a Resistor or something that I missed. Korea now has 2 cities.




Turn 311 (1605 A.D.)

Nothing happens, so I check with CivAssistII. Maya has Rubber! They’re still in the Middle Ages, but I’d better locate it, so that I can make it a priority target for the next War. I search high and low for it. I even cleared the Map, and finally found it. It’s just across the border from Indianapolis.

Industrialization in 3 turns.



IBT

Wang Kon pops up, furious. He demands that I move my troops (2 Korean Workers) out of his territory or else! You’d think that he’d learn his lesson from the War, but I agree to move my troops. Very soon, Wang Kon, you’ll learn why you don’t mess with the U.S.

Maya’s troops continue deeper into the gaps in our territory. I’m a bit confused about this. A Mayan Longbowman shoots at something in the Fog of War. Maya’s troops begin withdrawing towards their border. They must have been chasing something.




Turn 312 (1610 A.D.)

I send a vCavalry up North to see what the Mayan Longbowman was shooting at, but I see nothing. He must have killed it.

Industrialization in 2 turns.



IBT

Maya’s troops continue to withdraw.




Turn 313 (1615 A.D.)

The SCI slider is adjusted to 30% to maximize Gold.

Indianapolis’ vMusketman is upgraded to vInfantry for 45 Gold.

Industrialization next turn.



IBT

We have learned Industrialization! Atomic Theory is next. SCI slider=0%. I spend about 20 minutes turning all of specialists into Taxmen. I will gain over 560 Gold per turn for the 3 turns! Gotta love that!




Turn 314 (1620 A.D.)

CivAssistII tells me that ‘You only need one Scientist for ‘Lone Scientist’ Research Method’. What is that?

I spend 188 Gold to finish Aqueduct in Albany.
I spend 152 Gold to finish Aqueduct in Santa Fe.

A Settler founds Ottumwa (OTW).
A vInfantry is ordered to Garrison our new city. He arrives, and does so.

Atomic Theory in Infinite Turns.



IBT

Maya’s troops have finished crossing their border, and disappear into Mayan territory.




Turn 315 (1625 A.D.)

Atomic Theory in Infinite Turns.



IBT

The Privateer sinks our Galleon w/ 4 vCavalry! One of these days . . .

Theory of Evolution will be finished next turn!




Turn 316 (1630 A.D.)

Atomic Theory in Infinite Turns.



IBT

YEAH BABY!

ToE.jpg



We learn Atomic Theory! We learn Electronics! Sanitation is next.

I spend about 15 minutes turning all specialists back into Scientists.




Turn 317 (1635 A.D.)

New York City’s production is switched from Palace to Hoover Dam (32 turns).

Sanitation in 4 turns.



IBT

THE PRIVATEER IS FRENCH! IT SAILED RIGHT INTO NEW RHEIMS!




Turn 318 (1640 A.D.)

2 rMusketmen are disbanded in Nashville for 30 Shields.

A Frigate is launched to go Privateer hunting!

Sanitation in 3 turns.



IBT

Nothing.




Turn 319 (1645 A.D.)

I spend 384 Gold to finish the Aqueduct in Chicago.

Ulsan is renamed Windsor.

Sanitation in 2 turns.



IBT

The French Privateer sinks our Frigate!




Turn 320 (1650 A.D.)

The SCI slider is lowered to 20% to max Gold.

Sanitation next turn.

*****

Here’s the Info Screen:

IS1650AD.jpg



Here’s the savegame file:

View attachment Exp626 of the Americans, 1650 AD.SAV



On to your posts:

Originally posted by WARMASTER Marsden:

I favor razing every Mayan city.

:yup: That's what I going to do.


1. The Mayans are waaaay ahead of us culturally, the chances of multiple flips are very high.

I hate cities that flip! I'm looking at the map, and the Mayans really don't have that many cities. It's just the HUGE amount of Culture that gives them all of that territory.


2. Please don't take this the wrong way, but you are not going to conquer the Mayans in 2 turns. I think it might take up to 20, probably 12.

I thought that 2 turns was impossibly optimistic. :crazyeye:


3. The last, and least important, (and also my personal favorite reason) you will get a ton of slave labor. I like slaves! Now that you have replaceable parts they aren't that slow. And having 3 times as many makes up for the slowness, too. Plus they are free.

Sounds like a plan.


You know how it is: "Well, they said there's a problem up the tracks, send a couple of horses."
(Slapping first man on the head with hat) " You fool, horses cost money, send a couple of Mayans!"

That's not the line! :lol:


I however favor the Conan doctrine. "Destroy your enemies, see them driven before you, and hear the lamentations of their women."

No kidding.


Originally posted by General AutomatedTeller:

And I wouldn't wait too many turns - Mayans are close to Military Tradition, and you *don't* want them having cavs. Knights counter-attacking your forward cavs are bad enough, but cavs on cavs will lose you a lot of cavs...

I hear you! Probably this next turnset or the turnset after that. Everything is railroaded now, so getting Units into position won't be a problem.


Thanks to everyone for their advice.

I'll probably play the next Set of Turns Tuesday as per usual. :worship:
 
I think you better go soon - they *have* military tradition and saltpeter - maybe they have it or are trading for it, but they have it.

The longer you wait, the worse it gets.

I ran a quick set of turns - in 1.5 turns, I took about 1/2 the Mayan cities.

Also, remember that there is a mayan city on an island, so make sure you make at least one galleon and frigate on that side of the continent.
 
Yes, we need to enter ASAP. Mayans with Cavs will bring too many loses and take us longer to take over.

On the Admiral thing, sure I would take that.

Then now that I am an Admiral, We need to get some of these privateers ourselves. Notice word some, let us beat the Frenchies at their own game.

We could also annoy our "friends" the Arabians.

Kicking the Mayans now needs to be top priority and we should get rid of Korea while we are at it..

Congrats on the last set of turns and looking forward to Tuesday.
 
oh - one more thing.

when you do get leaders (and you will - you have a lot of elites), you might want to only build 1 army and use the other leaders to rush military academy and heroic epic so you can handle build 2 more armies and use a leader to rush pentagon. France and Arabia will not be able to stand an assault by 3 or 4 armies of 4 veteran cavs - or tanks, by that time...
 
AutomatedTeller said:
oh - one more thing.

when you do get leaders (and you will - you have a lot of elites), you might want to only build 1 army and use the other leaders to rush military academy and heroic epic so you can handle build 2 more armies and use a leader to rush pentagon. France and Arabia will not be able to stand an assault by 3 or 4 armies of 4 veteran cavs - or tanks, by that time...
Just let me add to what AutomatedTeller said, which is a very clever plan.

Remember that you only get one leader at a time. A leader has a movement of 3, but even so, try to keep your front lines roaded or railed, just so he can get to a city to do his instant build.
 
CommandoBob said:
Just let me add to what AutomatedTeller said, which is a very clever plan.

Remember that you only get one leader at a time. A leader has a movement of 3, but even so, try to keep your front lines roaded or railed, just so he can get to a city to do his instant build.

Lots of sound advice from the two Generals. Follow it well young one.
 
It's probably the Arabs suppling the saltpeter, I know the Maya don't have it themselves.

Tough luck on the ships, sometimes things just go badly. I suggest keeping all ships built in port until a squadron of 3 or 4 is ready, then keep them in a stack when moving. In my experience, Privateers aren't any good, I hardly see them win against a frigate. Was the frigate a regular or veteran? If you build a ship in a city with a harbor, it's veteran. If you have 3 frigates in a squadron, 2 can bombard and the third can move in on the weakened enemy, or if the first 2 don't do enough have the 3rd bombard as well. A damaged opponent will hardy ever attack a health frigate in a stack. Don't forget, when there is more than one ship that can bombard* in a stack one of the others will take a free shot at an attacker like the land bombardment units.


* frigates, ironclads, and modern warships, no transports have bombard (except a dromon, UU for the Byzantines)
 
Originally posted by General AutomatedTeller:

I think you better go soon - they *have* military tradition and saltpeter - maybe they have it or are trading for it, but they have it.

The longer you wait, the worse it gets.

Kill them now before they get an Army, right?


I ran a quick set of turns - in 1.5 turns, I took about 1/2 the Mayan cities.

Not bad at all! Did you happen to generate an MGL by chance?


Also, remember that there is a mayan city on an island, so make sure you make at least one galleon and frigate on that side of the continent.

Already in production.


when you do get leaders (and you will - you have a lot of elites), you might want to only build 1 army and use the other leaders to rush military academy and heroic epic so you can handle build 2 more armies and use a leader to rush pentagon.

Sounds like a plan.


France and Arabia will not be able to stand an assault by 3 or 4 armies of 4 veteran cavs - or tanks, by that time...

Once again, I'm really regretting turning off the 'Conquest' Victory condition.



Originally posted by Admiral Eltrai:

Yes, we need to enter ASAP. Mayans with Cavs will bring too many loses and take us longer to take over.

The next Set of Turns could prove to be the most fun!


On the Admiral thing, sure I would take that.

Welcome aboard, Admiral. :salute:


Then now that I am an Admiral, We need to get some of these privateers ourselves. Notice word some, let us beat the Frenchies at their own game.

How many would be a good number of Privateers, Admiral?


We could also annoy our "friends" the Arabians.

With friends like them . . .


Kicking the Mayans now needs to be top priority and we should get rid of Korea while we are at it..

Kill two birds with one stone? Check!


Congrats on the last set of turns and looking forward to Tuesday.

Thank you, Admiral. :D


Lots of sound advice from the two Generals. Follow it well young one.

I will, and thanks.


Originally posted by General CommandoBob:

Remember that you only get one leader at a time. A leader has a movement of 3, but even so, try to keep your front lines roaded or railed, just so he can get to a city to do his instant build.

That's exactly what the Slave labor will be doing, roading and railroading.


Originally posted by WarMaster Marsden:

It's probably the Arabs suppling the saltpeter, I know the Maya don't have it themselves.

Maybe I should take out all of Maya's coastal cities first to stop the Saltpeter import. Actually, I've come up with a strategy for Maya that also involves the annihilation of Korea. I hope it works.


Tough luck on the ships, sometimes things just go badly.

Ain't that the truth?


I suggest keeping all ships built in port until a squadron of 3 or 4 is ready, then keep them in a stack when moving.

Will do.


Was the frigate a regular or veteran?

The frigate was a veteran.



Thanks to everyone for their thoughts. I hope to play tomorrow. I have a sinking feeling in my gut that I will get called into work tomorrow. :cry:

If I do play tomorrow, I'll check in here first for any last-minute advice.

Good night, folks! :sleep:
 
I got 3 MGL's. That's partly luck, of course - that, and making sure my elites attacked easy targets, while the vets did stormed the fortified cities that I couldn't hit with artillery, of course ;)

remember the pattern: get everything to a central point, on rails. 1 at a time, use the cavs to take a city, then rail up to the next border with the workers. Repeat.

Once you run out of easy to conquer cities or cavalry, make sure your cities are covered by from counterattack and that your workers and artilleries are covered as well.

Also,make sure that they dont' have random pikes or knights hanging around in your territory or the open spaces - I would use infantry or crusaders to take care of those.
 
[offtopic]


Originally posted by ME:

I have a sinking feeling in my gut that I will get called into work tomorrow.:cry:

Did I call it or not?!! Geez! My boss calls me, and leaves a message on the machine saying that he'd like me to work 11:45AM-1:30PM. I think, 'O.K. That's only an hour and 45 minutes.' I call him back to let him know that I'll be there, and he tells me to be in by 11:30AM. 'O.K.', I think, 'That's only 2 hours.'

As 1:30PM approaches, he asks (tells) me to stay until 2:00PM. Fine!

As 2:00PM approaches, he asks (tells) me to stay until 2:30PM. Fine.

As 2:30PM approaches, he tells me that the managers (of whom I am not one, thankfully) are going to have a quick meeting. He asks (tells) me to stay until 3:00PM.

At 3PM, I knock on the office door where the meeting is taking place. The manager informs me that 'the meeting is almost over, and I (meaning me) don't have a problem waiting, do I?' He went on to say, 'The meeting has to be done by 3:30PM.' Fine.

At 3:30PM, there is no sign of the managers. I'm tired of being yanked around, so I don't even bother knocking on the door.

FINALLY! At 3:55PM, the managers emerge from the office, and I am 'allowed' to leave.

:gripe: :gripe: :gripe:

Back on Topic:

I am going to start the next Set of Turns now. I'm just in the mood to kill something right now. Thankfully, they're only computer graphics. I don't know if I'll complete the TurnSet today or not, so go easy with the 'where's the Journal Entry at?' posts. ;)

Later!
 
Where's all the journal entries at?
 
One thing - turns can take a long time when you war like I describe, since a lot can happen. I guess what I mean is that you don't need to play 10 turns if you don't want to ;)
 
AutomatedTeller said:
One thing - turns can take a long time when you war like I describe, since a lot can happen. I guess what I mean is that you don't need to play 10 turns if you don't want to ;)

Correct, never tie yourself into needing to do a set number of turns. Sometimes more than 10 works well and sometimes less.

Now with that said "where are the journal entries at?" (sorry couldn't help myself.
 
Sorry it’s late. Work has been exhausting this week.

If you see ‘Razing Copa = 5 Workers’, that means that razing Copa nets us 5 Slave Workers.

Without further ado:

*****

IBT

We have learned
Sanitation! The Corporation is next.




Turn 321 (1655 A.D.)

I spend 104 Gold to rush a Galleon in Calgary.
I spend 80 Gold to rush a Galleon in Baltimore.
I spend 112 Gold to rush a Frigate in Atlantic City.

The Corporation in 5 turns.



IBT

Nothing.




Turn 322 (1660A.D.)

We declare War on Maya!

MayaWARII.jpg



According to CivAssistII, Maya has 24 cities.

Razing Copa = 5 Workers.
Razing Dzibilchaltun = 2 Workers.
Razing Yaxchilan = 1 Worker.
Razing Mayapan = 2 Workers.

We earn our first MGL killing a Mayan Longbowman!

MGL1.jpg



Warmaster Marsden hurries back to WSH, and builds an Army. 3 vCavalry fill the Army quite nicely.

Razing Bonampak = 5 Workers.
Razing Kaminaljuyu = 0 Workers, but gives us our second MGL!

MGL2.jpg



General AutomatedTeller hurries to WSH, and finishes the Hospital.

I spend 600 Gold to finish a Factory in SAL.

WSH can build the Hoover Dam from scratch in 16 turns, so NYC’s production is switched from Hoover Dam to Military Academy.

The Galleons are loaded, and set sail for the Mayan island with the Frigates protecting them.

The Corporation in 4 turns.



IBT

Nothing, not even a weak counter-attack.




Turn 323 (1665 A.D.)

Our Army (1st Cavalry) clubs a baby seal. Heroic Epic can now be built.

Razing Copan = 2 Workers.
Razing Calakmul = 4 Workers.

A Settler founds Salt Lake City.
A Settler founds Joliet.

We capture 2 enemy Workers in the open fields (one of which is a Barbarian Worker, whatever that is).

I spend 60 Gold to rush a Settler.

The Corporation in 3 turns.



IBT

Nothing.




Turn 324 (1670 A.D.)

Razing Lagatero = 5 Workers.
AN ARTILLERY BARRAGE MISSED!
Razing Xcalumkin = 2 Workers.
Razing Lazapa = 1 Worker.
Razing Kaban (sp?) = 2 Workers.
We capture another Worker.

The Corporation in 2 turns.



IBT

The French Privateer is stalking our Naval Task Force.




Turn 325 (1675 A.D.)

Razing New Chichen Itza = 2 Workers.
Razing Ake = 2 Workers.
Razing Tikal = 4 Workers. (Including another Barbarian Worker)

A Settler founds Las Vegas.
A Settler founds Green Bay.

The Corporation next turn.



IBT

The Privateer attacks our naval Task Force. A Frigate is lost, but the Privateer only has 1 HP left.

We learn
The Corporation! Refining is next.

We get a Palace Expansion!




Turn 326 (1680 A.D.)

WE SINK THE FRENCH PRIVATEER! YES!

Razing Tazumal = 2 Workers.

A Settler founds Portland.
A Settler founds Seattle.
A Settler founds Biloxi.

Razing Tulum = 2 Workers.

A Settler founds Raleigh.

Refining in 6 turns.



IBT

We have completed the
Military Academy in NYC!

MilitaryAcademy.jpg



Cool!




Turn 327 (1685 A.D.)

CivAssistII tells me that 18 of my cities are about to riot. I raise the Lux slider to pacify them. That’s only a short term solution. I’ll have to do some trading.

A Settler founds Tacoma.

Razing Palenque = 3 Workers.
Razing Ek Balam = 4 Workers (including 2 Barbs).

A Settler founds Reno.
A Settler founds Springfield.

Refining in 6 turns. Heroic Epic in 1!



IBT

Yessssss!

HeroicEpic.jpg



Maybe I’ll get more MGLs now.




Turn 328 (1690 A.D.)

We do some trading to keep the riff-raff in line.

FrenchTrade-1.jpg



Remembering that I shouldn’t play favorites, I trade Medicine to Arabia for Ivory. I thought I had a pic of that, but evidently, I didn’t hit F12. I get 3 more luxuries for Medicine. Not too bad. SCI=80%. LUX=0%. No one wants to riot now!

Our troops advance on Quirigua.

I spend 16 Gold to rush a Settler in MIA.
I spend 48 Gold to rush a Settler in NSH.
I spend 64 Gold to rush a Settler in CAM.

Refining in 3 turns.



IBT

We get another Palace Expansion!

Arabia is sending 2 Frigates and a Galleon towards the newly opened space in my territory. I’d best rush a bunch of Settlers to fill in the gaps.




Turn 329 (1695 A.D.)

A Settler founds Palo Alto.

Razing Quirigua = 1 Worker.

A Settler founds Fort Lauderdale.
A Settler founds Tallahassee.
A Settler founds Milwaukee.
A Settler founds Sandusky.

Refining in 2 turns.



IBT

The Arabian ships move closer.




Turn 330 (1700 A.D.)

Razing Cozumel = 1 Worker.
Razing Uaxactun = 1 Worker.

A Settler founds South Park.
A Settler founds Cincinnati.

I spend 744 Gold to rush a Factory in NYC (my Army building city).

Suwon is renamed Victoria.

I spend 188 Gold to rush a Marketplace in IND.

Refining next turn!

*****

As you see, all went well. We are still at war, even though Maya wants to talk. A SoD is approaching the Korean City on the Southern tip of the continent, while a group of vCavalry is awaiting the word to attack and raze the Korean city on the Northern part of the continent.

Here is the Info Screen:

IS1700.jpg



Here is the MiniMap:

MiniMap1700.jpg



Both of Maya’s cities are circled in light blue. Both of Korea’s cities are circled in purple. Arabia’s city is circled in light pink, while French’s city is circled in dark pink.


Just for fun, here’s a list of all of my cities:

CityRoster.jpg



Any thoughts, suggestions, and advice would be greatly appreciated. :worship:

Quick question: Does an Army count as 1 unit or 3?

To those of you who posted a 'Where's the Journal entry at?', here's something for you. :p

Edit: Here's the SaveGame file:

View attachment Exp626 of the Americans, 1700 AD.SAV
 
Experiment 626 said:
Warmaster Marsden hurries back to WSH, and builds an Army.

General AutomatedTeller hurries to WSH, and finishes the Hospital.

WSH can build the Hoover Dam from scratch in 16 turns, so NYC’s production is switched from Hoover Dam to Military Academy.
GL Marsden to Army, perfect sense.
GL AutomatedTeller to Hospital, and then WSH builds Hoover Dam?
GL to Hospital, well, maybe, depending on the details.
Here, it looks like WSH could have switched to Hoover Dam and then built with the GL, then build the hospital.

CivAssistII tells me that 18 of my cities are about to riot. I raise the Lux slider to pacify them. That’s only a short term solution. I’ll have to do some trading.
Do these cranky cities have markets? And how many native luxuries do you have? Also, how large are these 18 cities?

Raising the happy slider is the quick fix and sometimes the best fix. In better producing cities, markets and luxuries are the key, and of course it is better if you own the luxury. In smaller cities, it may be best to set their growth to zero, make sure they won't revolt, and then hire beancounters and geeks. At zero growth, once they are set, they will not grow and force you to come back and retweak them.

Except for these two things looks like a well played set of turns. And city happiness is tied directly to MM, a subject that I am still learning, so even that is just nit-picking.

I do want to know why you swapped GL AutomatedTeller for a Hospital and not Hoover Dam. I can't figure that one out. :confused:
 
That looked like fun ;)

In conquests, an MGL can't rush a great wonder.

an army counts as 1 unit, but the units in the army count as units,too. So if you have 3 cavs in an army, that's 4 units.

And I like the trades - just remember that we can't declare war on them for 20 turns without destroying our reputation, so once we take out our near neighbors, we will have a period of peace ;)

we can probably keep any cities we take now, btw.
 
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