GGF1: Incas

Originally posted by Gogf
It's okay. I hope you mean "C3C" not "CFC" though... :lol:

heh heh...see how wasted I am off milk ;)

@gogf ya i've read posts by people who have played games that were on Always War. An AW game would be great for ggf2, but this time lets try and raise the bar of difficulty up a knotch or 2 (from what I read, the comp really doesn't work right in an always war game, making them well, easier to beat if you can believe it :D)
 
Oh, let's play it a level higher then. We can have it be similar to this though, non seafaring civ on an archipeligo map.

I might not be able to post here for a while. I keep getting a takeover ad. It took me all night to just get into the forum. Like 1,600 takeover ads in a row...
 
ok ok nvm, I got the game back! I'll post my turns soon
 
Originally posted by Gogf
Good, I'm disconnected with C3C, and this is my only connection (I know I've said this a thousand times...).

So your saying you can play...or not? :lol:

Ok, I was at a loss as to what to do with building this new empire (I find it quite amuzing that Incans destroyed their destroyers :D)

preturn, 350bc...
great worker with irrigation!
made a few changes with production

ibt- learn construction, go for philosophy

turn 1, 330...
*Tiwan harbor--Aqueduct
*Seville worker--worker
*Cori library--marketplace
*Vilcas worker--worker

turn 2, 310...
*Cuzco granary--aqueduct
*Toledo worker--worker
continue the irrigation

turn 3, 290...
*Barcelona worker--library

turn 4, 270...
*Tiwan aqueduct--galley
*MacPic markterplace--harbor
*Huamanga harbor--library

turn 5, 250...
connect Seville to Madrid

ibt-we learn philosophy, go to monarch at low expenses :(

turn 6, 230...
*Cuzco aqueduct--galley
*Tiwan galley--wealth
*Seville worker--library
*Vilcas worker--library

turn 7, 210...
move workers to do my biding~~~

turn 8, 190...
*Cuzco galley--wealth

turn 9, 170...
*MacPic harbor--wealth

turn 10, 150...
*Anda spear--library
*Vitcos spear--temple
10 shields are chopped and sent to Vilcas for library
wandering galley is near home

*Post turn thoughts*
we have no more gpt...we need the palace!
you can go ahead and sell stuff that you feel we don't need (I guess those aqueducts can go :/)
Once we get palace our gpt should go up about 10-20 (I hope)


the save
 
take a look at the incans new home...I wonder what lies across the ocean...
empire_as_is.JPG
 
i suggest monarch revolt asap...good thing we're so far ahead of Mayans and Persians...their land will provide for good resources and planting a FP somewhere in the middle of that would be golden for us
 
THE FP DOESN' WORK AT ALL. IT HAS A NEGATIVE EFFECT. Now, I suggest going for feudalism, not marchy, because the majority of our cities will be size six and below. That means more unit support, which means more money. Just go for middle ages then feudalism. Any thought on that strategy? No, I can't play :(. I guess it's on to you, Hakon.
@Mitsho: once you're back, and can play, please tell us.
 
Hmmm...so what to do with research (which is going down the drain anyway)? Do we change to Feudalism, or to Currency?

What we need now is to seriously cut corruption and to increase trade. Since there are more cities in Spain, we'll just continue to build the Palace in Madrid - it's better there, and will help us to curb corruption on the Persian and Mayan islands.

Consider this a got it.
 
@Hakon we already have currency :rolleyes:
so make that palace in Madrid to keep things rolling smooth

@Gogf with this new patch I swear I'm playing 3 of my own games and FP is working for me, we're talking about 1.12 right???? Maybe you (or I) need to read the bug reports and what they've fixed so we get this issue taken care of
hmm...so you want feudalism eh? Well that's all good, since irrigation of deserts works so well. But more population means more shields...but that can wait to when we obliterate Mayan and Persian forces, then we can advance into our final form of government and take on the world.
 
Originally posted by cizzlewalk
@Hakon we already have currency :rolleyes:
so make that palace in Madrid to keep things rolling smooth

@Gogf with this new patch I swear I'm playing 3 of my own games and FP is working for me, we're talking about 1.12 right???? Maybe you (or I) need to read the bug reports and what they've fixed so we get this issue taken care of
hmm...so you want feudalism eh? Well that's all good, since irrigation of deserts works so well. But more population means more shields...but that can wait to when we obliterate Mayan and Persian forces, then we can advance into our final form of government and take on the world.

Ah. There is the problem. I have 1.02 at least, where FP is not working according to reports (I just hope the save works)

About currency, only 1 thing to say: :o :o
 
Turn 0 (150 BC): Change prod in Toledo to Library. Plenty of defensive units already, as for happiness we can always move some units. Disband a swordsman in Seville to earn money.

Turn 1 (130 BC): Remember that I should have changed research the turn before. Do it now, get Horseback Riding instead of Monarchy.

IBT: The Germans have been destroyed, funnily enough. Only 9 to go now.

Turn 2 (110 BC): Worker movement.

Turn 3 (90 BC): Decide to risk galley. If we lose it, it's 1 more gpt anway.

IBT: Ollantaytambo MP -> harbor.
Corihuayrachina MP -> harbor.

Turn 4 (70 BC): Start colosseum in Cuzco. Yes, I know we need money, but if it grows more it'll riot. Plus it gives some nice culture points. Besides, we can scrap the 10 % lux if we do that, as all the other cities have military police.

IBT: Horseback Riding -> Code of Laws.

Turn 5 (50 BC): Love micro-management! Suddenly realised that commerce increased on coast squares, therefore put Tiwanaku to only coast squares. Same amount of food, only 1 shield (compared to 7 before), but 4 more gold and 3 more science! Crank a couple more beakers out of Machu Picchu as well. Shame about the rampant corruption, but this brought +3gpt and CoL in 8 instead of 11 turns. At present, this is the best way of getting cash, although tiresome.

IBT: Huamanga Library -> temple.

Turn 6 (30 BC): Scrap the lux tax and give Cuzco a clown. That halts growth, but that's not that important. Up to +5gpt.

Turn 7 (10 BC): Move workers

Turn 8 (10 AD): Move workers

Turn 9 (30 AD): Move workers.

Turn 10 (50 AD): Huamanga get 1 beaker and 2 gold coins instead of shields. Cuzco get 4 gold coins and 3 beakers instead of shields. MP 1 beaker. That enables me to adjust sliders to 5.5.0 (-4gpt, CoL in 2 turns).

Summary: Well, sadly, it seems as though micro-management is the way to go. Boring as hell, but that's not my fault. Many cities don't really need production at lightning speed, so they can be used to crank out cash instead. Palace building is going OK - I certainly hope that it will cut corruption and increase cash, but I have a slight feeling it mightn't. Ah well. Middle Ages in 2 turns, Feudalism in 20? (rough estimate). Build harbors to get more cash out of the sea.

Incas50.JPG


Build on
 
Sorry for not posting, I couldn't get into the forums most of yestarday, because of the takeover ad. If I don't post later today, that's why.
 
Okay, once we're in the middle ages, go for feudalism, so that we can get into a better government (that's you aaminion...).

@cizzlewalk: the patch fixed it. That being said, the patch won't effect this game, because it was started without the patch.
 
Get feudalism! Build mines, and keep building the palace. Basically the plan. Keep cizzlewalk's irigation path though. Keep building swordsman, archers, and spearmen. We can upgrade them later, and use them in an invasion of a country like the Maya, or Persia.
 
argh, you're fast guys. :) so, can I get a summary at a time? I'm sorry, I'll be again away tomorrow, but definitelly back in the new year. :)

mfG mitsho
 
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