FS1-Assimilation! (Noble?)

Sorry for the less than descriptive post last night. Was trying to get the turn done and still get some sleep before 2 AM :p

We need to repair our infrastructure, it's in complete shambles. Hamburg will take a while to rehabilitate. Meanwhile, I think we can squeeze in two more cities in our territory; one in the rainforest once it's been chopped, and one at the mouth of the mighty Rhine River (y'know, the river that Berlin is on :)).

World politics are going haywire right now... Alexander is whipping everyone, Asoka and Victoria both bowed under his military might. I'm hoping that means he'll engage Washington soon (he's also Confucionist), whilest leaving us alone. Open borders with everyone seems to be the safest bet right now, as we don't want to piss anyone off. More trades with people would be great. We have piles of Dyes that aren't doing us any good.

In regards to M&M... he needs to die. He killed so many of our units (granted, obsolete), and ravaged Hamburg. He cannot be allowed to live! We need to sieze Djenne first, that will deny him his horses, and then clobber him bigtime with superior military strategy. He only has 3 cities, so if we can gather a big enough army and take one, we can destroy his troops at our leisure. We can definately outproduce him. We just need enough cats to level Timbuktu's defences and then suicide to collateral damage all his troops so they die nice and easy.
 
1150 AD: just making sure all cities are doing well adjusting minor crap.

Barb town is size 10 and has one unhappy from overpopulation and is gonna grow in 7 turns

1. Change from barracks to theatre for teh happy. barracks is not a pressing need so delaying it 3 is not gonna kill us.
2. 10 pop 9 happy but it has yet to be turned to the true light of jud! hit f1 and notice a missonary is due soon in berlin.
3. barb town is second only to berlin in commerce, this town has it going on. painful to stall on market but 25% to commerce is 4.5 commerce in that town and working on village 37 -> town and a cottage 10 -> hamlet.
4. Due to grow to size 11 in 4 turns, total monster town for sure.

berlin: knock down missonary to 2 turns tack on a fishing boat due in 3 more.

hamburg is hurting. it's got a missonary in 9 turns but that doesn;t help hamburg at all. it's down to 2 population so start on a grainery in eeek 12, I'll baby sit this town as I swoop down on it with workers until it regains some of it's population. growth in one though.

Cologne is 2 from barracks, gonna finish that before looking at it more.

kumbi: needs production more than food. knock library down to 15 turns working horses. growth in 2 still for the culture.

munich: can use alot of infrastructure like a forge a theatre a courthouse etc but well gonna bite the bullet and keep going with catapults for a bit.

Science is 90% bleeding -8 a turn bank account is 310 lets see how much damage I can do to that debt.:devil:



1160 AD: we move up past victoria on points. Philosophy comes in move onto engineering in 10

-9 a turn debt at 90% research. tempted to change over to serfdom for the workers but too many things completely soon so stalling.

athens gains judaism

shopping phil and compass from victoria =p nein asoka the he-she has compass literature and theo but well he's top in points and do not feel like helping him. Civic service from mansa.... someone else has phil so no point hiding it. we can use civic service for the macemen alone plus the flexible farming. He wants phil and 70 gold.... uh naw =p

hamburg is up to 3 pop and down to 10 turns on grainery.

calcutta is 21% indian



1170 AD: mansa comes to offer his civil service for our philo even steven... suckah!!! do the trade and stroke our 70 saved gold.
twiddle with workers, 4 workers are in hamburg area, hamburg is size 3 needs those cows hooked up.

Munich catapult-> catapult in 5. left pults unpromoted.

Cologne barracks -> theatre, calcutta is 21% indian lets help that along, VERY tempted to start on a forge but health in cologne is not the greatest as is.

Get 110 gold and compass for phil from victoria.. the gold alone is nice

-11 a turn at 90%, how low can it go!



1180 AD:
Costs rise to 12 a turn at 90%. Alexander demands music from us and is taoist and annoyed! hmmmm pulling a scardy and give the bastard music... we need to get back on our feet. gives us cautious with alex. he says he'll sacrifice 50 warriors in our honor... 2 in 3 he is refering to vicky's warriors.=p

calcutta is 20% indian. YaY! theatre in colgone next turn for the :hammer:

Berlin pops a missonary auto starts on a fishboat in 2. the missonary is heading to barb town.

barb town finished theatre is on barracks from before. that town alone is -4 city maint so if there's a place we want a courthouse that's it.

hmm we passed up mao on points. by two hehe.



1190 AD: Theatre is done in cologne, so many choices.... it has the potential of really being a production Kraftwerk since it has 4 uncontested hills and 2 food sources. I go for the forge.

barb town coverts to jud via Berlin's missonary. size 11 now and still growing like a weed. slowing down the growth by moving work off the pure foods (rice and bananas) and working the two cottage squares.. this will help grow the would be towns and stagnates barb town at 22-22.
calcutta still 20% indian.

send a worker down to cologne to start mining hills. he'll be in the area a long time.[pimp]

passing up washington soon in points.

costs down to 11 a turn.

hamburg needs farms and with civil service we can bring the water to them start on that. and notice munich needs the same.



1200 AD: alex comes trying to trade spices for dye... why? no idea I grin and accept.

Berlin finishes boat. lets see... starts on grainery in 5. I'm a big fan of grainerys it seems...

isabella starts a golden age. uh ok.

er victoria passes us in points by 4. hehe nm bothering washington vict and germany are trading places in score every turn.



1210 AD: Washington closes open borders, he looks pissed lol.

Victoria converts to islam.:confused:
calcutta is 19%
hamburg's cows are back! burgers all around! :beer:

still -11 that 110 gold from vicky still going strong.



1220 AD: Munich catapult unpromoted -> grainery we need to get some crops over here this town is hurting for food.

Oh HI!! Calcutta wants to know what we want to build! so that's what all the clanging noice was, thought it was just an unruly catapult.:D

lets check it out. hmm we won a free unpromoted longbowman whom I fortify. nothing at all built in town... joy. no production options at all unless we start building workshops. and it's next to cologne's corn. gimp it's growth and start on a light house so it can live on water. From there queue up a library so we can get up to 2 scientist specs from it.

Barb town finishes barracks, Starts on courthouse.

90% science is running us -15 a turn with the craptastic town of calcutta.

Stone is back online. so hamburg is up and limping. gonna bum rush the farms please lay off the cottages around there.

tweak cologne to work a freshly mined hill forge now due in 5.

For munich I choose to speed up the grainery to 6 turns working the hills instead of the rice... once grainery is built safe to place back in growth mode.


fun fun. I'll leave the exciting parts to silver since he's ownage on the head bashing.:goodjob:



1230 AD: alex is willing to trade machinery +100 gold for phil... um too bad we are 2 turns from getting machinery.

asoka revolts into serfdom, organized religion and beuraucracy yay.

shuffle workers around.



1240 AD: Hamburg finishes it's grainery starts on that same missonary....

see a washington caveral off the coast of hamburg, say goodbye to circumnaving first. Oh man need to work that incense north of kumbi...though stalling it 10 turns made little diff.

still -15 a turn 317 to spend.



1250 AD: finish machinery -> guilds for the grocery.

Berlin finishes grainery starts on market to get the beakers pumping.

ironically we are 3rd in points now... why I ask? NO IDEA.



Post Turn Notes
From infraLiq, master of the mundane bean counting... I implore next peeps up to work a line of farms up to munich and add a few more to the hamburg area.

Don;t feel like delaying this post to get screens set up, so that would be the lake SW of phoenician where the two workers are now and stringing farms up from there north to the mines and kitty corner around the hills avoiding any of the cottages already built. Munich and hamburg really need the food.

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edited in the images... don;t ask how long it took liq to figure that all aout... liq was beat tired and stuffed with sleep inducing turkey at 5 am...

Seems the patch fixed that name change clicking open a saved game so didn;t get name back to fs1 sorry!!!:D

Oh how I love to fix broken infrasructures (no sarcasm!!!!).

I vote we build up so when silver gets up again, he can tear it all down again, but with more land to tweak!


Cheers!
-Liq
 
Btw I really enjoy the SG's in that one really takes their time with their turns lest they look like complete idiots hehe and well different people have different foci.

Again, amazing turnset silver, hats off.

Cheers!
-Liq
 
(0) 1250 BC: Clearly I too will mostly be building infrastructure.

(1) 1260 BC: Incas demand Phil (uh, no). Washington will give fur for rice (sure).

(2) 1270 BC: The Incas are looking for a fight. Now they demand we cancel our deals with India. Do we know where the Incas are? Evidently not...I say no, HC goes home.

We meet the Aztecs, who are mediocre in score. "There is no way to peace..."

Hamburg Missionary>Forge. Can't see what to do with the Missionary, as all our cities are Jewish and we can't get through Mali, so I sit on him.

Cologne Forge>Notre Dame. We will have a decent shot at it. This is 10 culture per turn and 2 Great Artist points. And our financial situation is sucky and unsustainable enough that it will be no great loss if we get a bunch of cash for missing.

(3) 1280 BC: Asoka thinks we should convert to Confucianism. We'll set up a subcommittee to discuss the matter. Munich Granary>Theatre.

(4) 1290 BC: Kumba Library>Temple. I note that we can now build synagouges.

(5) 1300 BC: ...

(6) 1310 BC: Munich Theatre>Temple

(7) 1320 BC: ...

(8) 1330 BC: Izzy wants us to cancel our deals with Alex. Er, no. Barb City Courthouse>Library. Judaism spreads to Vilcas (Inca). Oh, there they are, a mere five tiles SE of Calcutta. Good thing they didn't declare earlier.

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(9) 1340 BC: Judaism spreads to Vilcabamba (Inca).

(10) 1350 BC: Monty demands 100 gold, I tell him where to stick it. Munich and Kumba's temples came in; they are put on Forge and Granary as placeholders for Pess.


Pretty boring turns, though it bears mentioning that despite Silver's save the other day we are still basically plodding along. We are now 7th in score, as is more befitting a civ with our less-than-stellar demographics. We are also running -12 on 90% science with 159 in the bank.

If we keep getting 4 demands per 10 turns, eventually someone is going to declare on us. We're starting to get to the age where someone far away could wage effective war against us (especially with our One-Warrior Defense Plan (TM) we've got going on in Berlin and Cologne). M&M and Asoka are Pleased, Alex and Vicky are Cautious, and the other five are Annoyed.

Berlin gets a Market next turn, and Guilds comes in in 2. Notre Dame in 7.

[Edit]: Hamburg is back to 100%. I also chopped a lot of jungle in anticipation of stringing farms up to Munich.
 
Nice recovery... with the new patch seriously slowing down the space race (later techs are now approaching 15k bps) you should have much more time available to pull off teh kulturwin.
 
Sadly, the Longbowman in Calcutta we got from the flip is probably our best unit. We're going to have to do better than that. Mansa has many Longbowmen (although they're probably not as cost effective for him as his Skirmishers were), and if we want to crack him, we'll need better units (read: Catapults). I don't know if we can build pikes, maces, or knights yet, but they would be preferable for an invasion. If we're not gaining score during peacetime, we have to deal the hurt to Mansa and take him out.

As a side note, we should see about improving relations with Alex. Always good to butter up to the strongest AI, especially after they emerged the victor in two wars.
 
I traded philo for civil from mansa so we have macemen. I set research to guilds for knights, which make great anti long bow units. guilds for knights is coming in soon. We can research pikemen next or agressively try and shop around for it.

I personally prefer knights in that they come in faster as reinforcements and are great at pillaging.


I was aiming to get you some toys to play with silver... have no fear!!!


Cheers!
-Liq
 
Did you apply the 1.09 patch? I can load it fine.
 
Turn 1-Hm. Trade Philosophy to Alexander for Optics and 25 gold. Not a bad deal. We have THREE idle workers!? NAY! Guilds finishes, start on Literature. And someone does the Notre Dame before us…:(

Oh, and I am using Blue Marble. Look at our pretty empire. :)

Turn 2- Monty has ships in our seas…>_>. Not good. He is real backwards though. I set all our workers on automate. I trade Philosophy to Alexander for 25 gold and Optics. Not a bad trade. The Norte Dame was completed last turn, and we get…a lot of gold in compensation. YAY!

Turn 3-Literature finishes, begin Banking. We need money! I am considering starting anarchy…nah, not now. We need to soon though.

Turn 4-Yawn.

Turn 5-Try to negotiate for Engineering or Theology with EVERYONE. Did you notice we have a Great Prophet who could get us Theology instantly? Hm, I may take it next turn. We need to advance!

Turn 6-Hm, Cologne is…God, they are going to starve! Begin Lighthouse to increase food!

Turn 7- I won’t start the anarchy. If someone wants to do it when we get Mercantilism, that would be great, but Banking isn’t gotten in my turn.

Turn 8-I start a merchant in Berlin. Our deficit goes down to 3 gold. I also spread Judaism to Bombay. I am torn now, between making the Great Prophet a Super Specialist (will give Berlin two more hammers and 5 more gold), or getting Theology.

Turn 9- I make the GP a Specialist. It will help Berlin more over the long run, and after we fix this diplomatic crisis we can either trade for Theology or just research it. I toy with the city of Cologne and stop it from starvation. It is just stagnant now.

Turn 10- Yawn.

K, I have no pics as it is REALLY late and I just got yelled at for pulling an all nighter. Sorry. We need to get ahead in the tech race, and pick a side in diplomacy. Silver, ponder the entire web of relations and make our allies with care. So…night all.
 
I'll turn off the auto workers. Expect the save sometime tonight... I guess at most in 5 hours? Let's be optimistic :P
 
Hey all, I'm back! I know I missed my turn, but if it's fine with you all I'll jump in after S.ilver. (Although I won't actually get to take my turns until tomorrow at 5 eastern time.)

Mostly that question is aimed at ucel who would otherwise be next. If ucel doesn't mind, and can't play before then, I'd like to jump in. Otherwise, I'll just wait since my turn will come up soon anyway.
 
Turn (0): Berlin is stagnent... why? One of the population is a merchant specialist... I don't really think we need him there. I set him to work on the fields of dyes :).

Colonge has a maintainence cost of 1 gold, yet we are building a courthouse. This will not benefit us in any way, as 50% of 1 gold rounded up is still one gold. I switch is to harbour for the extra trade route (it's two routes are making 3 gold each), and I fiddle with it so it both grows and makes lots of hammers :).

I find 3 workers at Hamburg attempting to build a cottage on top of our valuable farm! I immediately cancel all automation, in order to stop the degradation of our infrastructure. Peek inside Hamburg too. Has decent production, but it's a horrible little place that needs a lighthouse and a harbour.

Barb city has a lot of specialists... who could be making the city bigger and better. With that in mind, I turn them off and send them to the mines and workshops :D.

I put Munich to work on the rice tile. Why are we not using a 4 food tile? That tile rocks, and shouldn't be wasted.

Kumbi looks ok, but I switch over the worker in the forest to the farmed grassland (food is good).

Futher study reveals that Mansa already has Knights! Arg. This will be tough when we have to invade (which is soon I hope). Even further study reveals that Mansa's only horses are beside Djenne. Now you all know my first target (other than the copper near Hamburg). When the time for battle comes, I'll move a big stack on top of that resource, and unhook it. At the same time, we need good units defending our own resources.

The political situation... is bad. Almost everyone is annoyed at us! Everyone who matters anyways... Mansa is pleased because of the religion thing... how useless is that? He still doesn't want to trade with us. Alexander is a good candidate for per turn trades though. I can't get any tech out of these guys... I'll try again later.

Turn (1): Upgrade a Longbowman in Munich. Start moving units towards the hill north of Munich. The political situation is very bad. Upon surveying other leaders... EVERYONE HATES ASOKA! We must sever all ties with him if we are to live. A lot of people don't like Mansa either... We need to fix that problem.

I shuffle units in place to attack Mansa. Problem. No pikemen. He has at least one knight. I will disable his horses ASAP!

I'm going to start military builds to furnish the war. Upgrading veteran units is good, but we need MORE.

Turn (2): Hamburg and Berlin finish their builds. Hamburg starts on a mace, Berlin starts on a Knight. I need equivalent units now. Don't have enough cats.

I need Munich making military builds, so I whip the monastary for one citizen. Seems ok, they have food, and enough luxs.

I cancel the deal for Ivory to Asoka. Severing a tie. I can also now trade a banana to Alexander, whom I most certainly wish to suck up to.

Won't attack Mansa this turn... I need all units in place first. I notice Calcutta is doing really stupid builds. I cancel some and get the lighthouse underway.

Turn (3): The time for words is over Mansa... My troops secure the hill over Djenne, and his horses, which will be pillaged next turn.

Turn (4): I kill Mansa's Knight and Horse Archer that mauraded the incense. I lose a single spear to that cause. It appears Mansa has sent his Navy out. I immediately start rushing Caravels. Must sink him.

Turn (5): That was clumsy of me... I lose Kumbi to Mansa's Knight. However, I recapture it on my turn with my upgraded spear. Arg. Damn. So much for the infrastructure. I have this knack for destroying it :P. At least he has no more knights.

Catapults continue to bombard Djenne. Next turn, it will have no defenses. Hopefully I can suicide cat it too.

The Battle of Djenne

Turn (6): Wow! Go catapult! It did collateral damage and withdrew, saving me from rebuilding it! The second one also withdraws. That's two 25% chances made on the same turn! YES! Must be in return for the two 50% chances I lost in my last turn up.

I lose my cover upgraded swordsman fighting against a Longbowman who's been wounded! Damn! But otherwise, none of my other units are even scratched in the attack. Djenne is OURS! Now we have one of the ivories. And I no longer can be blamed for ditching on Asoka :)


I cause Mansa much pain by sinking one of his troop laden Galleys :P.

Turn (7): Although half of his invasion force is gone, Mansa still lands a War Elephant and Maceman by Hamburg... Uhg... This does not look good.

Turn (8): Alexander comes and demands we stop trading with Asoka. Just the oppertunity I was waiting for. "You're absolutely right Alex! We can't stand them either!" Mansa manages to disconnect my cows, but his maceman falls to my longbowman. If he only attacked with his elephant... but he's pretty foolish.

SOD moves towards Timbuktu. Failing taking it over, I will pillage it to death.

Turn (9): Arg! SOD got attacked by a pult. Collateral Damage! Oh well, they keep driving... I start pillaging. "Your swordsman has destroyed a village (1 gold)." Maybe this will not be as profitable as I thought...

Fresh macemen take out elephant at Hamburg. I seem to be good at getting Hamburg attacked.

Turn (10): Start bombarding Timbuktu... Not going to be able to take it soon. Has SO MANY units defending it. Need to get more units to the front. Meanwhile, am pillaging Mansa's improvments.


I am going to take one more turn :P. Just because I wish to cause futher damage to Mansa's real estate.

Turn (11): Suicide Cat doesn't accomplish too much... I also lose a maceman. However, my other mace, sword, and elephant kill 3 units themselves.

Turn (12): Ok, I promise I'll give it back after this. I just don't want to leave this war with any reasonable doubt that we will kick Mansa back into the stone age.

Why did he do that? Lessen his defence in Timbuktu to kill my axeman that pillaged his copper. Oh well, his loss. One of my arriving knights kills him good. He can promote twice too to heal his wounds (assuming Mansa does not pull out his Pikeman and attack him).

Suicide pult 1 withdraws. I'm getting good milage from them...

I fortify the rest of the units to heal. They should autounfortify when ready to attack again.


Ok... overview. Mansa is basically gassed. He has no strategic resources remaining, except Iron, which really isn't helpful right now with our stack of units sitting outside his capital. I sunk most of his fleet with one ship (which did get destroyed a while ago). Djenne is ours, and should come out of resistance next turn. Measures should be taken to ensure it does not revolt. With Djenne, we have control of Mansa's only horses, and one of his Ivories (the other which is outside his cultural borders and unavailable to him).

He still has a goodly stack of Longbowmen, and one Pikeman in Timbuktu, so watch out. If you can't win with all the units I provided, go pillage with the knights until you have amassed enough forces. Gaul, which is to the north, should be an easy take once Timbuktu falls.

Washington is now Cautious! Yes! Although AIs are still asking a lot for techs, and we can't afford, the attitude is going up. Asoka of course is hardly happy with us after my canceling all deals with him.

We have such an abundance of dyes, so I've traded all but one away for GPT, which we need right now, since my pillaging plan has not yielded much cash.

I have Berlin set on a settler, but it can be canceled immediately, as I was working on a knight before. Barb town should also make a settler when the monastary is done. Two settlers can be easily placed within our borders. I prepped the land at the river delta to the west, and most of the rainforest in the centre is gone, making it a good location for another city.

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If it's unclear where I want the two new cities, I will clarify, but my shorline improvements should be a good indicator. As well as the roaded but empty grasslands where there were once jungles.
 
Good times all around. Haven't looked at the save, but how realisitic would it be to keep pushing on through India after we take out Manny?
 
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