gmaharriet01

@mv, my next city is viking's repast
after u

smoke is a joke. build 2-4 more archers and we've got him contained. I pulled in the troops due to paranoia

I was nervous about animal farm. how do the smart people feel about that one?

note the 2 archers southwest of AI
 
lurker's comment: Hey guys,

Just checking in to lurk. Looks like you've got a pretty bland start ahead of you, but a fun game nonetheless. Good to see you in some more SG-action, gma! Good luck.

(By the way, nice city names!)
 
madviking said:
lurker's comment: Not gonna play, but a request. Name a city after me. :p
I'll make a deal with you there you madVikinLurker... If you go ten rounds with ol' Pancho side-by-side with me, I'll re-name his capitol after you (after I'm standing in it). :D Don't worry about any mess you leave... if I can wrap ol' Bede's silk thread into a :whipped: ... I can certainly follow you.

Just to make sure I'm up on current events:
  • fe played a nice set, and put together one heckuva turnlog. :thumbsup: Shoot, that was even better than my "mother-of-all-"got its".
  • The Good Admiral... upon seeing we have no floatie-thingies with which to form an Admiralty... got us into a slugfest. :thumbsup:

Alrighty you lurkers! It's time to :hammer:
 
1- Madviking the Wannabe Idiot grabs some technology, CivAssist2 magically appears on Madv's screen.

Four important screenies:
Idiot_1.JPG
Idiot_2.JPG

Idiot_3.JPG
Idiot_4.JPG

Look like nothing, but some important info, Maya has iron connected, near Tikal and tracks back to CI. :D

2- Capital Crone* (*soon to be renamed) makes Billy the settler and into the jungle

3- The lazy people in Kazen are unhappy, even though they are going to die, at least they're happy.

Renamings:
Archer- Madviki Khan
Archer- Jerome

4- Umm... I die... Oops... :O
The lazy slouches in Idiot Acamesomething are unhappy! Grr!!!
Then some guys in blue uniforms appear, Above their heads says, 1.1.1, Madv inquires that this is good.

5- Another settler magically appears in Capitol Crone*. Name him Greg.
Madv is hungry, Madv is going to eat some Bacon and Eggs.
 
Mmm... Madv is now full and ready to screw up everything...
BTW, Pretty boy survivded a attack by one of those Maya n00bs

6- CA2 says the Mayans have Polytheism and pretty boy survives another n00b attack
Igor spots one of those pesky barb camps.

Renamings:
Archer- Kraig

7- Whompy kills another Mayan n00b.

8- b0ring
IBT: Maya brings out a guy a pointy spear near Pretty Boy, it says 1.2.1 on its head
9- Aspirin grabs some dough from the camp

10- WTH? :dubious: A barb camp appears right next to Lulu, Lulu flees
Samantha appears at Capital Crone

SAVEMAJIGGYBOPPER
 
Alrighty good stuff MadV. Would Smoke even consider peace over your turns? Maybe we can get poly at a nice price with peace. Scout show us the way.

Admiral Kutzov said:
harriet, I respectfully resign from this game. good luck. I'll lurk.
Ahem....this doesn't work for me brah. In fact it's not cool. It's us....k?
 
lurker's comment: Irongold told me about this so I might lurk, because my experince with the AI is only at Emporer, but playing against humans is what I prefer. I do give pictures and an in depth coverage if you have had alook at my SGOTM( team, Team Bede.
 
:wavey: Excellent C_H the more MIAers the better :p

and Admiral :salute: ... get your arse back in the game ... what will we do if we have to build those floaty things :eek:
 
Ya done good, MV!!! :goodjob:

Regular roster update:
Scout - up
Gram H. - on deck
Fe - got BW, a spear and a good meal (swapped with Whomp)
Whomp - got us another town, IW and freed our endangered scout
AK - got 2 more towns and ponies - not gonna let ya off so easy, AK :love:
Lurker - MadViking played, survived the Mayan wars.

Lurkers:
zerksees
Own
madviking
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
classical_hero

Classical Hero said:
my experince with the AI is only at Emporer
But this IS Emperor, C_H. I only play Monarch in my solo games. We'd love to have you. :) I always ask lots of questions when I don't know what to do, and I always gets lots of help. Just ask Scout and Bede. When the turns get complicated, I usually can't get all the way through 10 of them without at least one stop for guidance. :p
 
Got it. I'll get it played in the morning so the next better player can have it Sunday night.
 
Pre-flight - WOW! Look at all these empty cities...and we're at war. CC is size 2, swap to Archer. Swap Banana Rama and Ironic Marsh to Workers. Wake the Archer at Rumble Teddy and dispatch him to Fumbahlieyah.

Looks like MadViking did a decent job of cutting Smoke-Jag's forces down. Maya will accept straight up peace.

IBT - Maya request an audience. He wants to smoke-um peace pipe. I refuse. IronGold completes a temple, trains an archer. Rumble Teddy equips a settler, starts an archer.

Turn 1/1225 - shuffle stuff around.

IBT - A Mayan warrior promotes Pretty Boy.

Turn 2/1200 Whompai Khan is promoted to Elite status whacking a barb camp. Lurkerborough founded. This was the one that put us over the top in one respect.

GMA1_FP_MSG.jpg


How do y'all like my 'domestic advisor'? :D

IBT - A mayan spear trespasses.

Turn 3/1175 Whack the Mayan spear with an Archer. Move some stuff around.

IBT - A mayan warrior and a barb poke their heads out of the fog. CC trains an archer, starts a spear.

Turn 4/1150 - shuffle stuff around.

IBT - Mayan warrior advances, IronGold trains an archer. Starts a worker. RumbleTeddy Archer>redux.

Turn 5/1125 HeadedThatWay is founded on the way to Kazan.

IBT - Mayan warrior detours around Pretty Boy.

Turn 6/1100 move some stuff.

Turn 7/1075 WhomperRoom founded on some plains.

Turn 8/1050 ...move some stuff around. That Mayan warrior is about to step on to a tile in our territory, and find himself surrounded by 9 of our archers. Send a regular archer I accidentall built in Fumble... whatever. I send him north to play whack-a-barb and get himself promoted.

Smoke-Jag is still insulted at the idea of trading Polytheism for peace. We'll just have to see about that.

Turn 9/1025 - that stupid Mayan warrior forted on the hill, and I lost an archer. That's okay, the second one promoted.

Turn 10/1000 BC I've got some troops "headed that way". Here's a scheme of maneuver:

GMA1_Scheme_Maneuver.jpg


The basic idea is to rally the troops on the Gold Mountain outside Whomper Room. Choose one of two targets and send the stack. Bonampak makes sense from the standpoint of giving us more room to expand... while taking Yaxchilán would deny Smoke-Jag his iron (I rather like this idea...).

Here's a dotmap for suggested sites in the north:

GMA1_Dotmap_North.jpg


Notes for the next better player:
  • There is a forest chop organized for the Temple build in Animal Farm.
  • Regular Archer is headed north to play whack-a-barb.
  • Fubahlieyeah could be swapped from a rax to a regular archer, then to a granary. Regular archers could then be sent north to play whack-a-barb.
  • Temples could be whipped to completion at Academy Idiotechnica and at Kazan.
  • We need at least one more granary city, even if we don't have bonus food.
  • There is a jungle chop organized at Ironic Marsh, due in 4. When done, have those workers road that tile and organize forest chops at Rumble Teddy for a Granary.
  • Please, don't let the Governor work the forest at Capital Crone.
  • Don't forget to peel off workers at IronGold as it approaches size 6. We need workers so badly it really isn't funny.
  • Pretty Boy is standing on a site that looks good for the next town on the (current) front lines.

Though Smoke-Jag will take straight-up peace, I think it'll be more fun to beat a tech out of him. If we ever learn literature, the victor can write an article for Horde Magazine on Gaining Knowledge with the Pointed Stick.

So...for the Next Better Player, here's >>>The Save<<<.
 
Got it.

I find myself a bit confused, never having played either of the conditions for this game...no research or 100k culture. I understand not making straight-up peace with Smoke, as we NEED more tech, but it seems doing him enough damage to give up a tech would lessen his ability to do more research for us. It's going to be a very long time to making contact with other civs, since we have no boats without alpha.

So...as I understand the plan...we keep whacking Mayans and barbs, and we try to develop our land and hope for the best?

Question to the team... Is anyone else besides me interested in dropping the "no research" condition? This map and civ placement was definitely not the best for doing that. Or are we just interested in having that as a super-challenge? :p
 
:devil:

lurker's comment:
Burning a Mayan city should be enough to get a tech out of him and won't set him back as far as you'd notice on AA techs. And it may not even get to that point if you can hurt his army badly enough, just need to keep checking.

100K culture is all about land grabbing at this point in the game. 'Twere I, I would be building granaries before temples so the population will grow back after the whip is applied to build the culture.

Settler and worker farms are another less than necessary piece of business. Get a solid core of 5-6 towns down then start spawning settlers and workers out of towns that are feeling the pressure of the whip. That reduces the need for luxuries to keep the proles happy (should probably add Whip Hand to the required reading list).

As far as meeting the victory condition of 100K Ceremonial Burial and Literature and maybe Feudalism or Communism are the only bits of knowledge you really need. The other stuff is needed so that you can have sufficient military to fend off overseas invasions. And you can do that even if you are behind the tech curve a little, or even a lot, so long as you can field enough of the best you have.

So if you are looking for a plan that goes beyond "hope for the best":

1) Maya should become the tech whipping boy.
2) Settlers, granaries, settlers and more settlers, then temples and libraries once you know how to read.
3) Enough military might to play whack a Maya as needed

If you can control the continent and get to libraires by 0AD you should be golden.
 
Bede said:
100K culture is all about land grabbing at this point in the game. 'Twere I, I would be building granaries before temples so the population will grow back after the whip is applied to build the culture.

Settler and worker farms are another less than necessary piece of business. Get a solid core of 5-6 towns down then start spawning settlers and workers out of towns that are feeling the pressure of the whip. That reduces the need for luxuries to keep the proles happy (should probably add Whip Hand to the required reading list).
I would never argue with our Venerable Monk. Where can I find Whip Hand to read as I've never whipped my pop for anything? So switch all temple builds to granaries?

I've looked at the save. Per Scout's notes recommending whipping at Kazan and Idioteca, Kazan can be whipped at size 2, but Idioteca at the same size cannot...anyone know why?

So far as attacking Yaxchilan to deny iron to the Mayans, they have a 2nd source in Tikal. I can't tell which, if either or both, are hooked up, so going for Plan B to give us more room to expand makes sense to me.

The site Pretty Boy is standing on looks good for a next settlement as Scout suggested. Then I'm thinking the one on the dot map N/E of Ironic Marsh to get our own source of iron.

Any comments from the team? There's so much we need atm.
 
:devil:

lurker's comment:
Excerpted from Whip Hand said:
1) Each whipped citizen is worth 20 shields and you can't whip more citizens than you have or more than 50% of the total pop count
2) The whip event must finish the project, but you can short whip or partial whip by switching projects. So if the population is only 2 you can whip a 20 shield project but not a 30 shield project unless you already have 10 shields in the bin.
3) Creative use of short whipping can get you a project that would consume more than 50% of the population if you do it in increments that only take one citizen.

I hope that helps a little. And remember if you have everything you think you need you are not playing Civ.

Or as my Hero used to sing:

"You can't always get what you want/If you try real hard/You'll get what you need"
 
Thanks, Bede! Seems like I'd read or heard that about whipping before, and then promptly forgot it. I appreciate the reminder of how it works. :)

Preturn 1000bc - Swap Fumble from rax to reg archer. Whip temple in Kazan. Swap some temples to granaries.

IT - Capitol Crone settler -> archer, Kazan temple -> spear.

1. 975bc - Fort EagleEye in HeadedThatWay to heal. Send archers in general direction of Bonampak. worker moves.

IT - Lurkerborough worker -> rax. Oracle built in Kyoto.

2. 950bc - Pretty Boy kills barb near IronGold. Archers heading toward Bonampak...trying to get them into a single stack. worker movements. We get peace and Poly for 492g and 6gpt.

IT - Rumble Teddy spear -> granary. Maya start the Pyramids for us.

3. 925bc - with peace here send archers in search of barbs, but keeping them westward in case of need. Reg archer sent N. workers sent to do chops. Settler W for new town.

IT - Capitol Crone archer -> settler (removed citizen from forest)

4. 900bc - not much...archers look for barbs and workers move and chop.

IT - Borders expand at Kazan. Ironic Marsh worker -> worker, HeadedThatWay worker -> worker.

5. 875bc - archer and worker moves. Get MP's at Capitol Crone and IronGold to lower lux to 10%

IT - IronGold arch -> worker

6. 850bc - Mayans have Monarchy but will not trade. Barb headed for HeadedThatWay, so moved workers to safety. Archers either MP or barbhunting.

IT - Fumbaleah archer -> granary

7. 825bc - Capitol Crone unhappy until settler is hatched...up lux to 20%. Archer kills barb at HeadedThatway.

IT - Capitol Crone settler -> settler, Academy Idiotechnica granary -> worker

8. 800bc - Found MadVikingsHome N of WhomperRoom. -> worker.

IT - BananaRama worker -> worker Maya start the Hanging Gardens for us. Lots of JavThrowers moving around, but hope they're just searching for barbs.

9. 775bc - Lux down to 0%. Settler almost to spot next to iron in the east with workers roading that direction.

IT - Oooooh, Foreign Advisor informs us that the Dutch have been destroyed!!! First barb horse appears several tiles N/W of MadVikingsHome. IronGold worker -> archer

10. 750bc - Elite archer forts in prep to attack barb horse. Settler moves into place to settle near iron. archers barb hunting and workers working. Capitol Crone grows and lux back to 10%.

After-turn report:
We have a settler in place to settle, a worker ready to chop for granary at Fumbaliyeah. Barb horse is N/w of MadVikingsHome. Several builds are set to workers or granaries...next player can veto. Treasury is at 524g and +24gpt. We have peace with the Mayans for another 12 turns and their gold has gone from about 1,100 down to 851. They've either met someone to trade with or have been upgrading.

Note: Capitol Crone is MM'd to growth in 3 and settler in 3. It can be changed to settler in 2, but the pop would drop back to size 3. I'll leave that to the next player to decide.

Here's the save and pics to follow:
 
Kyoto Finishes Oracle
975bc_Kyoto_Oracle.JPG

We get peace and Poly from Mayans
950bc_Maya_Peace_Poly.JPG

The Dutch have been destroyed!!!
775bc_Dutch_Destroyed.JPG

Our Empire at 750 bc.
750bc_Mongol_Empire.JPG
 
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