Gator01 - Team B - 100K

I'll play a round out of sequence to keep the game going. To put that another way, those of you who'd hoped that this one would die a quiet death are out of luck. :lol:


1340 (0): SciMeth to Persia for the Corporation and 1643 gold; Medicine and 105 gold to Egypt for Democracy; SciMeth to Japan for 98 gpt (full value).

We sell three coal plants.

I cash-rush three libraries, two cathedrals, and two temples, and then revolt to despotism for another round of pop-rushing.


1345 (1): I pop-rush eleven libraries, nine cathedrals, and three colosseums, and invest another sixteen pop points in partial rushes. We then revolt to democracy.

The English join Persia's war against Japan; but OTOH, they make peace with Rome.


1350 (2): I cash-rush two cathedrals.


1355 (3): We destroy two English infantry and an English cav landed by Ghulaman (3-0). The final attack generates the Great Leader Red Cloud. Since there's nothing important he can rush right now, and we're about to make peace, I just send him to relax in Berlin.

We have no remaining allies in the English war, so I make peace with Lizzie. She throws in 200 gold.

I cash-rush four cathedrals and a temple.


1360 (4): We found Lackawanna in the southern badlands.

I cash-rush three temples and a cathedral.

The Romans and Japanese make peace.


1365 (5): We found Cheektowaga, also in the badlands.

I cash-rush two temples.

We get a palace expansion.


1370 (6): I cash-rush a cathedral and a temple.


1375 (7): I cash-rush a cathedral.

We build Military Academy in Berlin and Wall Street in Smolensk.


1380 (8): Not much.


1385 (9): We found Conewango and Chautauqua in the badlands.


1390 (10): I cash-rush three temples.

We're at 36109 cp and 655 cpt.

One elite victory this round produced a Great Leader.
 
We're still too weak to start a war, but we're finally in a position to have most of our good cities concentrate on military builds, so things should improve quickly.

We still have our monopoly on AT and Electronics. Since Persia has a monopoly on Steel and Refining, no attractive trade possibilities have arisen.

We have a ludicrously one-sided luxury deal going with the Romans, but I haven't cancelled it because we'll lose a lot of cities if the Romans attack us before we're ready.

Red Cloud is in Berlin. Let's not forget about him and then wonder why we can't pop a GL in the next war. ;)

Our settler can found a city where it stands, near Richmond.
 
The badlands:

Gator01B-1390AD.JPG
 
If no-one takes it by Monday afternoon I will.

655cpt is not good, but it's not terrible either. I think we will be building the internet anyway.
 
mad-bax said:
655cpt is not good, but it's not terrible either.

And all the land we conquer from this point on we can ICS, so at worst that's another 50 or so cities with cheap temples.
 
:bump:

MB, can you still play, or has your window of opportunity closed?

If not--Ainwood? BH? KB?
 
I can play - and intended to play this evening and post in the morning. I was unable to play Monday/Tuesday as my boss decided to travel with me (he disappears today).
It's a familiar and frustrating story I'm afraid. I need a new job so that I can play Civ when I want to rather than when my bosses (Director and wife) let me. :(
 
No problem--we understand. I'm glad you can still play.
 
(0) 1390BC:
Nothing to do except hit the space bar.

(1) 1395AD:
Hurry 3 temples and 2 libraries.

IBT:
Ivory deal expires. I decide not to renew for the moment.

(2) 1400AD:
Rush settlers from most of the unhappy towns and a market in St. Petes.

(3) 1405AD:
Send some settlers to slightly errm aggressive locations. :mischief:

(4) 1410AD:
Not much happened.

(5) 1415AD:
Agressive settling continues. I rob Persia of its only Rubber.

IBT:
Japan and Persia sign peace.

(6) 1420AD:
Persia get Rubber from someone. Not sure who.
Quiet otherwise.

(7) 1425AD:
Quiet: The tech rate is sloooowww.

I have to leave it there unfortunately. The Military build up is slow and I am trying to balance infantry, arty and cavalry. I imagine we'll switch to tanks once we can sell on AT and get to MT. (Anyone who doesn't play civ would think i'm writing gibberish. Hang on... anyone at all would think... anyway, it's late)
Unfortunately there are a few automoves going because I didn't complete the 10. A couple of galleys that were transporting a few infantry to the badlands and a few settlers who are whistling nonchanantly (what me guv? Nah, you must be mistaken) whilst crossing over Roman territiory.

I cancelled the lux deal with Rome. I must have forgotten to put it in the turnlog. I actually did it a couple of turns late because I forgot about it.

Culture stands at 41646 and 719cpt. We can probably get to 1200cpt with the cities we have before the internet, so maybe 50-60 turns in the game I guess.

Good luck to the next better player.


I'll post the save in a little while. I have to go to a meeting now.
 
Good thinking poaching Persia's rubber, even if they did find another source. :goodjob:

ainwood said:
I'll see what opportunity I have over the weekend - slot-in after MB?

Yes, by all means. :)
 
Well it would have been cleverer to sell it back to them. :(

Never mind.
 
Press Enter:
729 CPT, target winn in 1776 AD.

Turn 1:
Rush a couple of buildings.

I notice that Persia has a LOT of gold. I know that motorised transportation is where we want to go, but our primary goal is still 100k victory.

I therefore swap Atomic Theory, wines and spices for 7300. With this cash I rush another 27 libraries. Rather than let Persia sell it, I swap AT to england for 390 gold and 95 GPT, and to Japan for 80 GPT.

I then weigh it up, and sell Xerxes electronics for another 5904 (all his gold). I up research to max (so that we'll get another tech to sell - radio - in 9). I rush another couple of libraries.


Turn 2: 1440 AD:
CPT = 821, Win date = 1762 AD.

Work some tiles etc. Do a round of cathedral rushing.
A deal expires with Japan. Best I can do with them is 127 GPT for electronics - I decline.

Turn 3: 1445 AD:

Turn 4 1450 AD

Turn 5: 1455 AD:

Turn 6: 1460 AD:
Have a bad feeling about Rome. Ferrying more infantry over to defend us, but it is a worry....

Turn 7: 1465 AD:

Turn 8: 1470 AD:

Turn 9: 1475 AD:
Caeser demands saltpetre. Not sure that we want a war just now, so I give in - he goes from furious to annoyed. :hmm:

Send a galleon of infantry on a 'goto' to get them to the settled roman lands cut-off by a choke city.

Turn 10 1480 AD:
Continue the aggressive settling strategy. We can settle another city on the coast where the Roman Longbow currently is - there is a settler with the workers.

At the end, we have 902 CPT, with a projected with date of 1752 AD, but that doesn't take into account Japan's culture - I think we may need to move on them.

We have 5 cities constructing libraries, and another 7 that don't have them.
We have 4 cities constructing temples - every other city has one.
21 cities are building cathedrals. We have another 8 that can build them, 4 of these can build then within 4 turns - suggest we change those (Novogorod, New maunch Chunk, St Petersburg, Kongisberg).
Not a lot with universities, but we'll finish a few more in the next few turns.

Unfortunately, we're a bit broke - radio will finish in about 5 turns, but so will our money. Hopefully we can get some decent GPT for it.
 
ainwood said:
Ummmm... How the heck can Caesarea be building a cathedral when it doesn't have a temple? Did the temple get sold? :confused:

If Caesarea is where I think it is, English bombardment must have destroyed the temple after the cathedral build got started. The program doesn't forbid the cathedral/bank/hospital build in this case.

Excellent play. :goodjob: At least we should finish while we're still on five-year turns, provided that we do something about the Japanese.

If we attack the Romans while we're still giving them extorted saltpetre for nothing, will it harm our reputation? I've never been sure about this.
 
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