FF1, PtW, "It's just waaay too crowded"

please pass me in all upcoming turns until further notice. i just found out i lost two close friends this christmas season and gaming is just not something i can do right now
 
(1) 370 BC - Walls in Intombe, Temple started. Decide to cut Carthages Horses by settling next to them soon. 200 Gold piad for Temple in Leipzig to cut other source via culture. Carthage must be contained! Tlateloco has sent out an Archer who dies, but no leader. Town should fall next turn.

(2) 350 BC - Japan shows up and demands incense, declares war. Tlatelolco costs 1 vet Horseman, but gives a leader. He forms an army (which stays empty). The ottomans give us ROP and pay WM and 40 Gold for it :D. For 39 Gold I build an embassy in Salamanca.
Sala.jpg


Monarchy convinces them to join our fight against Japan (their ****ing iron is on an island! :eek: ) and let our troops pass.
 
(3) 330 BC - Celts and France make peace, Joan seemingly being the loser here. Buy a settler in Teno for 60 Gold (unhappiness high). Advance troops on Aztec capital. They also have Tlaxcala on the far side of the iroqs, we can go for it then hook into Japan.

(4) 310 BC - Rush Temple in Intombe as town is surrounded by Carthage. japanese front is quiet, settler moves towards desert square next to Horse colony. An Archer who has lended next to Minsk is taken care off by a (now elite) Horseman. Troops bypass Archer from Texcoco.
 
(5) 290 BC - bypassed Archer doesn't realize that a jungle is not a good place to attack. Texcoco is ours - but what the hell should i do with the leader?

(6) 270 BC - resistance ends in Texcoco. Lots of troops built :D
 
(7) 250 BC - I don't want to stumble when i leave my palace - pavement added. Rush Temple in Tlateloco, don't want to starve it as it is far out. The Aztecs won't live long anyways. Cattaraugus has fallen - goo! Japan is wasting troops on ****ty cities.

(8) 230 BC - Minsk turns into a settler, kill Archer near last Aztec town, might fall next turn. Move Troops to attack Cattaraugus/troops near it. intentionally block the Iroquese from moving towards Cattaraugus, they have a soear and 2 warriors there so they'll take the main force of japans Archers - and we can wipe them up and maybe get the town :D
 
(9) 210 BC - Two Iroqu warriors die, but Spear attacks town and kills defender. We lose 1 Horsie to Jap Horsie, 1 survives with 2 HP. Kill the Jap horsie. 3 1 HP Archers die and Cattaraugus is ours for no losses. impi attacks and kills Spear in the open. At the cost of 1 impotent Horseman I get last Aztec town down to 1 Archer.

(10) 190 BC - babylon starts Sun Tzus. WM for WM +1 with Carthage - want them nice and friendly. horseman retreats from Warrior - no more threat to Cataraugus atm. Seems Japan doesn't have Harbour to bring iron to mainland.


leader is in Berlin, Army is in Moscow.

http://www.civfanatics.net/uploads3/FF1-190BC.zip
 
I'm back so I will pick it up now.

"got it"
 
190 BC [0] - I decide to leverage some trades with civs we'll likely not be attacking in the near future.
Monotheism to Iroquois for 6gpt, 52g, WM
Furs to Greece for 2gpt, 52g
Silks, Furs, Wines, Spices to Ottomans for 17gpt, 68g, WM
Incense to Babylon for 5gpt, 10g, WM
Incense to Celts for 2gpt, 56g
Incense to France for WM, 4gpt
Monotheism to Rome for Dyes, 8g
Silks to England for 1gpt, WM, 60g
Incense, Spices to Mongolia for 6gpt, 54g
Incense to Greece for 4gpt

With all this done, I hurry a few temples, at sites too close to or squished by other civs borders for comfort (Ngome, Konigsberg, Damascus, Cattaraugus, Texcoco)

We're now at 307g, 111gpt

170BC [1] - Elite Jaxom (horseman) takes out the reg Aztec archer at Tlaxcala, and Montezuma is no more. I load an impi & two horsemen into our army, which heads north towards Japan. Our sleeping leader will be used next turn to rush Sun Tzu's in Berlin, when the G.L. teaches us Feudalism from Babylon & Carthage. Shuffle units forwards towards Japan. Kill one Japanese sword near Edo.

IBT: Japan moves a sword, horse onto the hill near Edo, and an Archer from Edo moves out into the forest. Temujin comes by for a cup of tea and wants to straight-up trade WM's. I instead get him to add 6g into the deal.

150 BC [2] - Our leader rushes Sun Tzu's in Berlin. We start many MDI builds. Advance units on Edo. Kill the archer in the forest, attempting to kill the sword on the hill takes 2hp off him but knocks our elite horse down to 1, retreats.

IBT: Japan's sword attacks our horse in the forest that killed his archer, the horse loses 2hp and kills the sword. Then, Japan's horseman kills ours w/o a scratch.

130 BC [3] - We build Sun Tzu's in Berlin, and start an MDI. Several barracks sold. Our elite horse dies without even denting the Japanese horse in the Edo forest. Our 2nd elite horse loses 4hp straight, then goes on to defeat the now-elite Japanese horse.

110 BC [4] - more troop shuffling.

90 BC [5] - move yet more troops forward towards Edo.

IBT: a vet Japanese MDI takes out the Iroquois spear on the hill next to us at Edo, w/o a scratch and goes elite. Methinks the day of the Horseman/Impi pairup is over, with Pikes and MDI's storming the field of battle now...
We learn Theology

70 BC [6] - The attack on Edo:

Vet horseman vs. reg pike: we take 2hp off the pike, horse dies, pike promotes to vet (2/4).
Vet horseman vs. reg pike: horse retreats w/o damaging the pike.
4/5 horse vs. reg pike: knock 2hp off the pike, horse dies, pike promotes to vet (2/4).
Vet horse vs. 2/4 pike: kill pike, losing only 1hp.

IBT: The elite Japanese MDI attacks our hilltop position near Edo, and our elite impi loses only 1hp in dispatching him.

50 BC [7] - moving more horses up to re-attack Edo.

30 BC [8] - shuffle forward some troops. I'm also assembling a small stack of MDI's with our army near Carthage border at Leptis Magna for next leader to consider an anti-Carthage assault.

10 BC [9] - we lose one elite horse at Edo, one retreats, and our vet beats the reg pike, promoting to elite. 2/5 elite pike left, still. we need more units, or MDI, to take this city. Swazi founded using our settler the last leader left me, near Edo.

IBT: Japanese kill a wounded, retreating horseman with an MDI. We learn Engineering. How nice of the AI to head up the south branch of the tech tree first.

10 AD [10] - Assembling another small anti-Carthage stack near Utica. We have six MDI near Utica. Four MDI, two horsemen, and our 2-horse, 1-impi army near Leptis Magna. I sign a few more lux deals with people far far away, for a handful of extra gpt income for us.


We have but 6 turns left in our alliance with Iroquois against Japan, I'd suggest signing peace at that time, whether or not we've managed to take Edo. We simply don't have the MDI's we need, in position to attack Japan's pikes. Our horsemen/impi combo, as I mentioned, has passed it's prime. Fortunately, I've setup the MDI's near Carthage to take them.

It was probably :smoke: to make a horse/horse/impi army with MDI's right around the corner, but I wasn't thinking straight at the time I did it, I guess. We can always get another army. All we need is a victory with this army and we can build the epic.

Why did I build Sun Tzu's with our leader instead of building Sissy chapel? Simple: we've been playing this one as quite a warmongerous civ, and Sun Tzu's is an AWESOME wonder, if you're waging alot of wars. One-turn healing of troops in recently captured cities, the ability to upgrade units in any city of ours across the map, it's quite useful.

Next leader will have fun trimming some fat off Carthage. I purposely left no trade deals going with him, although he does have money and the opportunities to sell him tech/luxuries did present themselves...

http://www.kaejae-worx.com/~devin/civ3/ff1/ff1_10AD.zip
 
The original order of players has been sacked. The people who sacked them were then sacked, and after much sacking and thinking, and looking at who's played what and when, the new roster I believe is:

Jaxom-->UP
Cartouche-->on deck
Killer
falsfire
 
falsfire: good to see you back.

nice playing though, I was a bit shocked to see that my assumption on jap iron was wrong. Expected more of a counterattack, too.

And good call on SunTzu (Sissy is better for warmongering only if you have big cities and few lux) and the rushing. I didn't want to do that as it limits the next player, and I didn't think I#d need to hint with this crowd.
 
30 AD to 210 AD

Germany, Russia and the Aztec fell to the mighty Zulu warriors so far, Carthages looks ready to become ours. A couple of Med Inf. are rushed to help on the Japanese front and war is declared on Carthages. Our small army kills a Numidian mercenary in Leptis Magna while MI move in for the capture and more MI are move next to Utica.

IT: A Hero Impi dispatches a japanese MI near Edo. The Zulu people are so happy so see me again that they add a level to our palace.

  1. 30 AD Leptis Magna falls, killing one vet MI but promoting one reg MI. Utica falls at the cost of one MI but generates one elite MI.

    IT: Carthages moves a NM/warrior pair on a mountain near Intombe.
  2. 50 AD Many civs are willing to pay big money for a ROP with us. I make ROP deals with France and Ottoman and take an embassy with civs who have money for a ROP.
    - Embassy with Persia for 71 golds. They just begun Sistine at 14SPT which will take 34 turns at most. They have 3 pikes defending, 7 luxuries active and 1 horse and 1 iron. A ROP is signed gaining us 37 golds back.
    - Embassy with England for 67 golds. They will complete a barracks this turn, have 3 spears defending, 5 luxuries, 2 horses and 2 irons. ROP is sold for 47 golds.
    - Embassy with Greece for 67 golds. They are working on a cathedral which will take 27 turns at 4SPT, have 2 hoplites, 5 luxuries, 1 horse and 1 iron. The ROP is sold for 32 golds and 2GPT.
    - Embassy with Mongolia for 50 golds. They will complete a marketplace this turn at 16 SPT, have 4 pikes defending, 6 luxuries, 1 horse and 1 iron. ROP is sold for 22 golds.
    - Embassy with Egypt for 35 golds. They are pitiful so no ROP is sold as they may well be our next target. The embassy was taken to see if anybody is fighting them, nobody is.
    - Embassy with Rome for 59 golds. They are working on a cathedral due in 40 turns at 3SPT, they have 4 legionnary, 3 luxuries, 3 horses and 1 iron. ROP is sold for 4GPT.
  3. 70 AD Troops are moved into position to capture Theveste. Core cities which completes a military are set to build a marketplace.

    IT: A Carthage MI is dispatched by a defending MI. Another Carthage MI kills our first pike defending the stack near Theveste.

    ff1_ad0090_leader.jpg

  4. 90 AD This guy rushes Sistine chapel in Intombe. More troops are sent to the Carthage front.

    IT: Chivalry comes out of the Great Library.
  5. 110 AD A couple of horseman are upgraded, the horses on the japanese front are recalled for upgrade. We get Sistine and all cascades are dead.
  6. 130 AD The battle of Theveste cost us one MI but produce a great leader, Dingane, who rushes the Heroic Epic right there.
  7. 150 AD Troops are positioned to capture Carthage soon.
  8. 170 AD ...
  9. 190 AD Education shows up and the Great Library is now useless. A 40 turns run on Printing Press begins. The battle of Edo costs 2 MI but we get the city. Tokugawa is willing to give a small island village for peace, I'll let the next leader decide on what to do with Japan. The battle of Carthage costs 1 MI and our weak army but results in 2 elite knights and this.

    ff1_ad0190_carthage.jpg

  10. 210 AD ...
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    The save game

    Most troops can still move at the end of my turn, the next leader can decide where he needs them. I cancelled all the luxury deals I could during my turn, I don't think it is a good idea to be trading luxury away at this time as any wars can cut our trade route. This would make us look like bastards when all we want is to get rid of most of the other civs. :) In any case, many deals are possible at this point, including selling some techs, so the next leader should take a careful look at the diplomacy screen.

    We still have a 10 turns deal with Arabia, I suggest not making any new deals with them as they really should be part of Zululand by the eleventh turn. Taking control of the japanese ivory would be nice, giving us 7 native luxuries. With 9 knights and 14 MIs, it should be easy to absorb Japan now.

    I have looked and looked and looked and I can't figure out what and where is the 8th luxury so it might be a good idea to send some galleys to search for the island with that missing luxury.
 
Woohoo! Carthage is out of the way. :thumbsup:

Got it. Looks like I'll be using s spreadsheet to figure out what to do on the diplomacy/trade front.

The map is so chopped up that it is hard to see were we should eventually move the palace. I'd favor an area with a river system and at least some grassland. :)

Anyway, for now it looks like we should stay in bully mode with perhaps a slice of culture so we don't get to far behind Otto and the Babs on that front. Edo must have been the supply of Iron for Japan and getting the iron from their island would seal their fate. I might do that just so I have time to build roads out to the fronts.
 
Now that we have knights, a road to the front is not so urgent. I believe we should absorb Japan now, before they have Samurai. When they are dead, whether they have iron or not will not matter. :)
 
Jax, your probably right, I just had a chance to look at the game before going to work so I have not made any decisions yet.

We have got ourselves in the position where we are kind of advancing on all fronts, we need to consolidate the position and focus on a way to get those three civs, Japan, Iroquois and Spaniards off our flank. I would have preferred to go against Spain (they have some great land), Iroquois and then Japan cause then our troops end up on a front to expand across the top of the map and take out some of the easy prey there. If I do make peace with Japan they won't get iron again anyway so I wouldn't have to worry about samurai but they are surely a concern at anytime. I haven't even checked with the military advisor to see which of these civs are rated weak (probably all of them).

I like how you've got that temple rushed at Edo to grab back that iron back from the Babs, looking at ways to grab iron may be what influences my next steps the most. Every iron resource that we grab at this point weakens the civ that owns it by reducing them to defend with spearmen at least until gunpowder is invented and then we need to get cav's ASAP.

So really it's going to be Japan or the Iroquois at this point. Any insights gratefully accepted, till tonight. :)
 
I think a palace in our easternmost city, in the middle of spain/iroquois/japan, would make a good enough core. We then take the cities from these 3 civs and after that we can just destroy everything to the west and north.

We don't need many infrastructures, a temple, a granary and a marketplace/bank/stock exchange is all we will need to keep up on technology. We do need many more workers than what we currently have, it might be a good idea to setup a couple of worker farms, better farms than the only city we have on this duty right now.
 
Originally posted by JaxomCA
I think a palace in our easternmost city, in the middle of spain/iroquois/japan, would make a good enough core. We then take the cities from these 3 civs and after that we can just destroy everything to the west and north.

We don't need many infrastructures, a temple, a granary and a marketplace/bank/stock exchange is all we will need to keep up on technology. We do need many more workers than what we currently have, it might be a good idea to setup a couple of worker farms, better farms than the only city we have on this duty right now.

I think we are thinking along the same line here.

I usally peel a worker out of a city when it hits it's maximum size, this gives a few more workers over the course of a game (sometimes I will do this in core cities when they reach max size and the grain bin is completely full cause it grows back to full size next turn again anyway.). I also like worker farms to add population into the main core of cities. Instead of paying 1 gold per turn for the granary, you get to collect 1 gold per turn for the city and grow just as quick as with the granary in the main city, it's even faster than having a granary after a hospital comes on line.
 
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