First succession game:

Nice trading Tupac! I'll play the next turnset soon enough, but, could you tell me what a monopoly is?? I can guess what it is, but it'd probably be wrong...
We need to get a foothold on their island as soon as possible really. How many galleys do we have? Is it 2, or 1? I think the next one we make should take a spear (thanks to warrior code iirc) and a settler and just head west.
 
Monopoly is basically owning all of one thing. If you are the only one that knows a tech, that is a mononploy. For the jokers, yes monopoly is also a game.

If you have all the iron or dyes, that would be a monopoly and means you have an advantage in pricing it.
 
Yep, so in this case when I say we have a monopoly on Map Making, we are the only civ (that we know of) who has map making, and thus the tech is of greater trading value. But as we are at parity and havent filled our own island yet, we want to keep it a secret as long as possible.
 
Turn 1: I kill that barbarian and take 25 gold, send the galley south to explore.

Turn 2: Rouen founded and gets to work on a harbour. And a bunch of roading.

Turn 3: Send a settler up north in an attempt to get the lux up there.

Turn 4: Chatres gets started on a temple so that the borders down there expand and fill the few squares when another civ could settle. A bit more land is found. (2 tiles worth of land)

Turn 5: Another settle is produced, sent up north too.

Turn 6: Nothing much happens.

Turn 7: Nothing much...

Turn 8: Settler produced and is sent south to Mars which is producing a galley next turn (now we will place our foothold on another continent). Besancon gets started on a harbour. Dijon and Grenoble are founded and both start work on a temple (I'm not sure what to do here, the two cities are pretty corrupt...)

Turn 9: A Regular warrior and a settler jump into a new ocean liner and head for new grounds (the forest 1 tile south of the cow)

Turn 10: Nothing much happens apart from our northbound galley seeing a red ish border...

And the save:

I've just realised the date of that save... Er, I'm not quite sure what happened, did I play 10 turns? I'm confused...
 

Attachments

Me, since Cody hasn't posted saying his Vanilla Disc is down. CommandoBob is also up since he skipped his last turn. Either of those two grabbing it would be good, but since the order is all screwy, we should post an I Got it post, and edit it later.

Pre-Turn: Nothing much. I change spearmen builds to catapults. Spearmen are pretty useless, and in my games I can get by with building at most 10 units from their upgrade tree.

Turn 800: Meet Rome. I trade Contact with Indians/Japanese and a Territory map for Contact with Zulu/Persions and 1 gold. Rome is right next to the Zulu, so I'm amazed he doesn't have these yet. Japan gets Mathematics for World Map, Territory Map, and 87 Gold. Also gets Philosophy for Polytheism, 4 Gold. I Declare War on Japan. I establish Embassies in Zululand and India. I get India to ally against Japan, give up 10 gold, and his maps in exchange for ally and Mathematics. Trade World Map with Persia for World Map and 117 Gold. Trade World Map with Zulu for World Map and 90 Gold I Embassy Rome/Persia. Trade Map back to Persia for 27 Gold, then declare war. I give Rome everything to declare. Zulu declare for a world map (Worth 1 gold!). All in all everything has turned out quite nicely. Persia has 3 cities on the water that MIGHT Produce a galley, but they are all size 1. Japan has no cities on water.Currency in 8.

Turn 775: The people admire my achievements. O haha! I Chop for a temple near avignon so the culture can eventually take up the Iron. Now I see why Rome and Zulu have no communications. This also makes the declaration I paid for nearly worthless. Dammit. They are on different continents. Damn. I can also see the culture border of another civ on the opposite side of the map. Settler produced, I plan to plop him down on the dyes near the Zulu. Granted, the Zulu will probably destroy it, but not for the moment.

Turn 750: Nothing much. Just travel and worker moves.

Turn 730: Nothing much.

Turn 710: Nothing much.

Turn 690: Nothing Much

Turn 670: Nothing Much Currency in 1.

Turn 650: Currency taken. We are close to the light blue border.

Turn 630: Meet China, Trade Horseback Riding, Philosophy, and Polytheism for 127 Gold and a World/Territory Map. The 8th Civ is off on his own little continent. I switch most of our towns to Marketplaces, since they aren't producing anything useful. We need to raise Paris back up to pop 5. A forest chop screwed up the 2-turn worker momentum I had set up earlier.

Turn 610: Cherbourg founded on dyes by Zulu. Game Saved.

All of our cities except 3 are size 2 and below. All have wretched production values. We need this fixed asap. I say we throw down another 3 cities on our island, and then set the capital to making workers so we can boost neighboring cities. Also, like I said, most cities have been set to make marketplace, but most won't get a market for 30 turns. Any idea what to do with these nasty cities?
 

Attachments

I will post a "Get" when I get home. I am gameless here at work during lunch but from reading the logs it looks like we've got our work cut out for us to conquer the world.
 
Just downloaded the save; too late to play tonight; will look at it tommorrow.

(Played turns in Tupac03, which is why I was not able to get to this earlier.)
 
Actually I made a point of only declaring on people who couldn't get to us. Persia can reach our new little towns, but I think we can manage to hold down the fort on those spots. The point of declaring war was to get the other civs to wear themselves down with war production. It's a fantastic little trick, and it will usually allow you to get into enough of a lead to take as many wonders as you want to.
 
End of Previous Turnset Stats:

Science: Literature, 8 turns
Treasury: 271gold, +0 gpt, 2.7.1
Cities:
  1. Paris (4) grows in 2, galley in 2
  2. Orleans (6) zero growth, Great Lighthouse in 4
  3. Lyons (2) grows in 5, market in 29
  4. Rheims (3) grows in 6, market in 20
  5. Tours (3) grows in 10, market in 23
  6. Mars (4) grows in 2, market in 14
  7. Marseilles (4) grows in 10, market in 6
  8. Chartres (2) grows in 3, market in 20
  9. Avignon (3) grows in 18, market in 44
  10. Besancon (2) grows in 8, harbor in 28
  11. Rouen (2) grows in 2, market in 17
  12. Grenoble (2) grows in 8, temple in 48
  13. Dijon (2) zero growth, temple in 48
  14. Amiens (2) grows in 9, barracks in 15
  15. Cherbourg (1) grows in 20, rArcher in 20
Military:
  • workers 018
  • warriors 019
  • spearman 003
  • archers 000, 001 in production
  • catapults 002
  • galleys 004, 001 in production
Build List:
  • galley [1] (Paris)
  • Great Lighthouse [1] (Orleans)
  • market [8] (Lyons, Rheims, Tours, Mars, Marseilles, Chartres, Avignon and Rouen)
  • harbor [1] (Besancon)
  • temple [2] (Grenoble and Dijon)
  • barracks [1] (Amiens)
  • rArcher [1] (Cherbourg)
Allowed units 60; current units 46
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Long Term
Conquer the world for France!

Mid Term
Populate the north of our island (3 cities) to support Cherbourg from the Zulu.
Populate the east shore of Lake France (2 or 3 cities) to keep the Zulu and Persians away and to give a place to launch our attack on them.

Short Term
Iron will connect this turnset, due to culture expansion.
We have lots of markets in the pipeline and only one luxury.
We have a monopoly on Currency; four civs know Code of Law and one (Persia) knows Construction. We are at war with Persia.
May try to make peace with Persia to get Construction. Then we could build aqueducts for growth.
Could bankrupt the other three civs for Currency; they don’t need that excess gold.
We have fifteen cities; Persia is in second place with twelve.
Need a settler pump.

Early France
610BC_LakeFranceTrimmedDotted.jpg

I think this is where we need to have expanded to before we get serious about conquering the world, or at least this part of it.

Cherbourg and North France 610 BC
610BC_CherbourgTrimmedDotted.jpg

The order is not too important, but I think we need some cities to the north to fill the land and be close to Cherbourg. Blue Dot is only two moves away Cherbourg.

Amiens and East France 610 BC
610BC_AmiensTrimmedDotted.jpg

Not really sure if these are the best city sites or not. Basic idea is to get a border established. Don’t see any rivers to help us grow.
 
[IBT 610 BC]
Paris galley -> settler, 2 turns.
MM Orleans to grow in 20 turns (assumes aqueduct build after Lighthouse).

Price checking:
Code of Laws: Rome - 139, Zulu - 143 and India - 128, Persia, Peace and 8 pieces of gold.
Can't make peace with Persia, breaks our MA with Zulu against Persia (rep hit). MA has eleven more turns to run, Persia may learn currency by then.

Selling Currency: Rome CoL + WM + 26, Zulu CoL + WM + 29, India CoL + WM + 80.
This will drop the price that Persia has to pay for Currency, but since they must be researching that now, we should trade before Persia learns it and trades it.
Persia will not trade Construction at any price just now.
Persia is at war with Rome, both their UUs are Super Swordsman and both have Iron Working. Neither has iron connected. They are not on the same land mass. Drat. Would like to see Persia and Rome both at war with each other AND both of them having their Golden Age at the same time. sigh. Not meant to be.

Decide to wait one turn to get more money before selling.
Hit enter.
01 590 BC

Sell Currency to India for CoL + WM + 82 gold (all).
Sell Currency to Zulu for WM + 29 gold (all).
Sell Currency to Rome for WM + 26 gold (all).

Galley finds a land mass to the west of Rouen.
vWarrior wipes out barb camp and get 25 gold.
[IBT]
Paris settler -> catapult, 4 turns.

02 570 BC

Settler heads north.
[IBT]
Iron is connected.

03 550 BC

worker moves, irrigating northwards for new cities.
[IBT]
Great Lighthouse 550 BC
550BC_LighthouseTrimmed.jpg



Orleans, Great Lighthouse -> settler, 4 turns (do not know how to build aqueducts, need Construction)

04 530 BC

Terrain improvements.
[IBT]
Great Pyramids built by Persia in Persepolis.

05 510 BC

Settler moves to Pink Dot.
[IBT]
Lose a galley to barbs near Sardis.
Paris catapult -> settler, 5 turns.
Marseilles market -> harbor, 27 turns.
Rome and Japan learn Monarchy.

06 490 BC

See German borders on the island to our west.
Found Poiters on the Pink Dot, grows in 10, worker in 10.
Meet the Germans. They need the Alphabet and have 182 gold. They know nobody.
Sell Alphabet to Germany for WM + 29 gold.
We have Writing and Mathematics to sell.
Sell Writing to Germany for 153 gold (all).
Germany 490 BC
490BC_GermanyTrimmed.jpg


[IBT]
India and Persia sign an MA vs. Rome.
India declares on Rome.
We learn Literature (Libraries).
Republic in 12 or Construction in 14.
Chose Republic, to help our economy.
Uprising near Amiens (or so we are told).

07 470 BC

Thought Republic was in 12, but is in 21, and Construction in 11.
[IBT]
Orleans settler -> library, 12 turns.

08 450 BC

Automove the settler from Orleans towards Rouen (three turns), to meet with Galley and settle a city on South Germany, just to give us a toe-hold on Germany for later use.
Automove a spear towards Rouen, three turns.
Automove a galley to Rouen, two turns.
Road building in the north for new cities.
[IBT]
China and Persia sign an MA vs. Rome.
China declares war on Rome.
India and Japan sign peace treaty.

09 430 BC

We have a monopoly on Literature.
Zulus have learned Monarchy.
India, Rome and Zulus have Construction. Time to go tech shopping.
Sell:
  • communication with Germany to China for WM + 95 gold (all).
  • communication with Germany to India for WM + 54 gold (all).
  • communication with Germany to Rome for WM + 53 gold (all).
Buy:
  • Construction from the Zulus for Literature, contact with Germany and 24 gold (of 834).
We are now in the Middle Ages.

Road building done up north, begin jungle clearing.
[IBT]
Paris settler -> settler, 6 turns (Paris is size 3 now, expected in to be at size 4, I missed something somewhere.)

10 410 BC

Paris settler heads north.
Galley moves into Rouen.
Spear and Settler outside Rouen.

Marseilles is cranky, increase the happy slider to 20%, Marseilles is fine, but we are at -3 gpt.
Might be better short rush something in Marseilles with a whipped citizen and then switch back to harbor.

[IBT]

End of Turnset 10 Stats:

Science: The Republic, 18 turns
Treasury: 812 gold, -3 gpt, 1.7.2
Cities:
  1. Paris (3) grows in 1, settler in 6
  2. Orleans (4) grows in 4, library in 10
  3. Lyons (3) grows in 2, market in 12
  4. Rheims (4) grows in 6, market in 7
  5. Tours (4) grows in 10, market in 6
  6. Mars (5) grows in 2, market in 2
  7. Marseilles (5) grows in 10, harbor in 17
  8. Chartres (3) grows in 3, market in 6
  9. Avignon (4) grows in 10, market in 22
  10. Besancon (3) grows in 8, harbor in 11
  11. Rouen (3) grows in 2, market in 7
  12. Grenoble (3) grows in 18, temple in 38
  13. Dijon (2) grows in 12, temple in 38
  14. Amiens (3) grows in 9, barracks in 3
  15. Cherbourg (1) grows in 10, rArcher in 10
  16. Poiters (1) grows in 6, worker in 6
Military:
  • settlers 002, 001 in production
  • workers 018, 001 in production
  • warriors 019
  • spearman 003
  • archers 000, 001 in production
  • catapults 002
  • galleys 003
Build List:
  • settler [1] (Paris)
  • library [1] (Orleans)
  • market [7] (Lyons, Rheims, Tours, Mars, Chartres, Avignon and Rouen)
  • harbor [2] (Marseilles and Besancon)
  • temple [2] (Grenoble and Dijon)
  • barracks [1] (Amiens)
  • rArcher [1] (Cherbourg)
  • worker [1] (Poiters)
Allowed units 64; current units 48

And the save is >>HERE<<.
 
Done
Built the Great Lighthouse.
Found Germany.
Made roads to the north for our new cities in that direction.
Built Poiters (Pink dot).
Entered the Middle Ages.
Researching Republic.

To Do
Have a settler and spear outside of Rouen waiting to board the galley in Rouen. Thought these should go to Germany to give us a city on that land so that we do not have to invade later.

Paris is serving as a Settler Pump, but it is off-cycle. After it built its last settler the city was at size 3, not size 4.

We have a settler heading north to either the Red or Blue Dot. I think Blue Dot should be settled next, to allow us to easier access to Cherbourg, should the Zulus get frisky.

The settler that Paris is building now should go east and be our third city on the east side of Lake France. Mars may need to build a galley to get this settler across the lake. We had four of these ships at one time, lost one to barbarians, one is in Rouen and the other two are exploring sea tiles while they can.

If possible, would like to get a city onto the Dyes in the jungles between Zululand and Persia. We need more luxuries to make our marketplaces worth while.

The MA vs. Persia that we have with the Zulus will end in one turn. Persia has Monotheism and we have Literature. A trade might be possible.

Rome is at war with three civs.

Planning
Which direction do we want to attack, when the time comes to do that, east or west?

West is Germany, all by itself and a Modern Times unique unit.
East is Zululand and Persia, both with Ancient Times unique units. Attacking either one of them could trigger their Golden Age.

When do we want to attack?

I don’t have a timeline, just trying to get ideas.
 
I think we should attack Germany, get a foothold on their continent whilst still at peace, then attack them. Nice turnset, I think it's me up next and I'll be having words with Persia. Maybe we should try to destroy one of their cities so that when we ask for a peace treaty, they'll offer more for it.
 
I think this is correct:

Roster
drakdan
tupaclives
CommandoBob - just played
Knickers - UP
CodytheGenius - On deck ?

East or West
Knickers wants to take out Germany first.

I favor (55% East vs. 45% West) taking out the Zulus first because we have, or will have, a city two sea tiles from Cherbourg, which we could then resupply easily, even after the effects of Great Lighthouse expires. I think that any German land we can reach is 4 sea tiles away from Rouen, which means slower reinforcement. If we put two cities on Germany, they can support each other.

I am not opposed to removing Germany early; my only concerns are about getting reinforcements to the front line (either direction) as quickly as possible.

Germany has better land than the Zulus, so maybe Germany is the better choice.

(I don't have any answers, just questions. I'm not even sure which way I would go.)
 
Germany is no threat whatsoever. I'd rather we made a small, concentrated attack against Persia, and eventually a larger attack against the Zulu. Taking Germany's lands won't improve our standings much it seems.
 
Turn 1: Nothing much happens, sending a settler and a spear over to German continent.

Turn 2: ZZZzzzz.

Turn 3: Marketplace completed in Mars >> Library.

Turn 4: Nothing much.

Turn 5: Not a lot.

Turn 6: Same.

Turn 7: Bayonne founded >> Library. Rouen finished a market >> Library.

Turn 8: Rheims completes a market >> Spear (we need to build up our defense) Tours also completes a market >> Spear. Chatres completes a market too >> Library. Lost one of our three galleys to a japanese one (he only had 1 bar left though, it was tense)

Turn 9: Palace expansion (they love me). I send a worker over towards Paris to meet with the galley and get over to improve some ground on the eastern continent.

Turn 10: There's a settler way up north (underneath some workers) I don't really know what to do with him, shall we settle him up north or on the eastern continent?



And here's that worker I was planning on sending east:

 

Attachments

Cody, are you going to take it? 24 hours for a post. Anyone want to propose any long term plans and ideas? I'd like to settle on that north-east island just so the AI doesn't take it and we have to chase it down later. Throw a unit on the other space and it's a fortress. Likewise, once we hit Republic we should see if we can convert any cities to settler factories.

Going Once
 
I agree with drakdan, now it the time to make long term plans (east vs west, etc).

But for me...

I may have to drop out of this game.

Over the weekend I uninstalled PTW and installed C3C. Conquests and PTW work fine, but not Vanilla. I got the dreaded 'Insert CD' error message that has been so popular.

I started a new thread on this (the Sticky thread referred to patched versions of the game, not fresh installs) and have emailed Atari for help.

I will keep track of your progress and let you know what I find out, if and when I find out anything.
 
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