Agni Neres
Master of RiverSerpent
Day 6, Sunday Mar 4, 2007
1000 Hit return, Mongol government overthrown.
1010 Mongols form Democracy. Wasn't expecting that!
Cure for Cancer in Satsuma. FLIGHT-->RADIO.
1020 Begin Hoover Dam in Matsuyama. Freight deliveries disappointing payoffs. Mongols and Celts ally against us.
1030 Gift Flight to Mongols, not CSC or ESP.
1040 RADIO-->REF. Avoiding the Automobile pollution a little while longer.
1080 Ref--Auto-->THEO. We could use the extra content citizen and maybe JSB.
1090 Hoover Dam Completed. No factories yet.
1100 Celts develop Conscription--now we need to give it away. THEO-->CHIV. No one had for trade.
1110 CHIV-->LDR. 20-shield horseman (IRB) gone.
1130 LDR-->TACTICS. Avoiding the pollution of MP.
1140 TAC-->TOOLS. JSB in Edo.
1160 TOOLS-->ADV FLIGHT
1180 ADV Flight-->MINI-->ROCK
1190 Spanish walk into one of my colonies--WAR. They take Adv Flight and give to Celts too. Spanish Govt changed to Communism.
1210 Barb city of Trondheim purchased.
1220 MP-->COMP. Oil deliveries pump treasury. Barb city of Kaupang purchased.
1240 COMP--SP FL-->Plastics. Not ready for shuttle parts yet -- defenseless cities. Capture Cadiz--Senate forces cease fire--revolt Nada x2. 1st pollution cleaned.
1250 Vans complete Apollo, will be built next turn. PLA-->NF
Quit for the night. 73 Tech. Democracy 3.4.3 1454-240, 2 turns. Mongols are researching MobWar so may get violent soon. ~65 cities, pop 45.19 M. Supreme and Spotless. Sci City (size 26, 11 scientists, no lab yet--next turn) makes 402b/turn. 225 turns down, equal to 1800ad on Diety.
Gifted many techs to all ex Spanish and Germans before saving. Primarily to slow down their mob war research, which kills my Sun-Tzu. Want to get vet defenders in place for the inevitable hostilites.
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Day 7, Friday, March 9.
Seriously considered switching our completed Apollo over to UN, since we have no factories for SS parts yet. But we should be OK if we hold off on parts until 4-5 factories are done, and build UN before launch.
1250 Hit enter, Sneak Attack from Spanish takes 2 engineers. Celts announce they will join Spanish in war against us. This will endanger our shipping.
1260 Spanish have a bomber--takes out a transport. We need a fighter. Mongols develop MobWar which kills Sun-Tzu for us. They won't trade it to us either.
1280 A few final demanded freights make decent payoffs. LASER-->GW (no good choices)
1290 GW-->MobWar. We'd better be able to make armor, too!
1310 We tell Mongols to remove their troops--WAR! Some Democracy they are! We take the city of Kashgar from them -- cease fire, of course. Sneak attack next turn? Celts declare war again. Deliveries made to nearest cities.
1320 SC-->CA. Spanish and Celts go commie. No sneak attacks.
1330 War continues, revolt Celt city, take Mongol city, capture Madrid.
1350 Notified Celts nearing UN; divert all Freight and RB for ourselves. War continues. All 8 SS components completed. 3 Modules and many structurals in production.
1360 Our ship chain is broken by Celts. We take Bokhara and Senate signs Peace treaty.
1370 War resumes as alliances activate.
1380 ROB-->STEALTH. Stealth fighters will seal the deal. Karakorum (DV) and Seville captured, 2 other Spanish cities revolted. Senate allows war to continue. A good turn!
Quit for the night. Ship check 11-4-4, 3 modules in production (about 4 turns to go). We will need 33 structurals. 1706-369, 3.4.3, 2 turns. Sci City makes 536 b/t. Pollution under control -- no mfg plants but some nice offshore platforms. Estimated Landing 1500ad.
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Day 8, Saturday March 10, 2007
If all goes well this will be the final push. Turns are running ~ 20-30 min each as we conduct a 2-front war and also manage SS production. The era of freight deliveries and tech gifting ended early last session. The frontiers are far enough East that the homeland is not threatened.
Want to remember to build MP next to last turn, and go 100 % Lux last turn. No impact other than to inflate civ score.
1390 Hit Enter, pop exceeds 60 million. All enemy attacks fail. Gift SC to Chinese. Revolt Aleppo -- Mongols only one city now. Original plan comes to fruition -- we can ferry-rail-ferry to Celts homeland with just 2 transports, so some shipping can resume.
1400 STEALTH-->ENV. No need for the fighters -- MM SS and make some freights. Put SETI and MP into production.
1410 Realized SS miscalculation -- 8 each component not 8 total needed! We can launch but its a 14 year trip -- no thanx! If done right, will be all ready in 4 turns. Revolt a Celt city--Peace--gift some tech to get to worshipful--freights delivered.
1450 JAPANESE LAUNCH! 33-8-8 ship due to land 1455 AD (5 turns)
1455 Ship lands, we win. Missed out on last 2 wonders, forgot to rush them 2 turns ahead of landing. If I count right, that's 250 turns on the button. We ended with 3 future techs and 82 M people.
Log tailed off at the end here as this got really long and tiring.
1000 Hit return, Mongol government overthrown.
1010 Mongols form Democracy. Wasn't expecting that!
Cure for Cancer in Satsuma. FLIGHT-->RADIO.
1020 Begin Hoover Dam in Matsuyama. Freight deliveries disappointing payoffs. Mongols and Celts ally against us.
1030 Gift Flight to Mongols, not CSC or ESP.
1040 RADIO-->REF. Avoiding the Automobile pollution a little while longer.
1080 Ref--Auto-->THEO. We could use the extra content citizen and maybe JSB.
1090 Hoover Dam Completed. No factories yet.
1100 Celts develop Conscription--now we need to give it away. THEO-->CHIV. No one had for trade.
1110 CHIV-->LDR. 20-shield horseman (IRB) gone.
1130 LDR-->TACTICS. Avoiding the pollution of MP.
1140 TAC-->TOOLS. JSB in Edo.
1160 TOOLS-->ADV FLIGHT
1180 ADV Flight-->MINI-->ROCK
1190 Spanish walk into one of my colonies--WAR. They take Adv Flight and give to Celts too. Spanish Govt changed to Communism.
1210 Barb city of Trondheim purchased.
1220 MP-->COMP. Oil deliveries pump treasury. Barb city of Kaupang purchased.
1240 COMP--SP FL-->Plastics. Not ready for shuttle parts yet -- defenseless cities. Capture Cadiz--Senate forces cease fire--revolt Nada x2. 1st pollution cleaned.
1250 Vans complete Apollo, will be built next turn. PLA-->NF
Quit for the night. 73 Tech. Democracy 3.4.3 1454-240, 2 turns. Mongols are researching MobWar so may get violent soon. ~65 cities, pop 45.19 M. Supreme and Spotless. Sci City (size 26, 11 scientists, no lab yet--next turn) makes 402b/turn. 225 turns down, equal to 1800ad on Diety.
Gifted many techs to all ex Spanish and Germans before saving. Primarily to slow down their mob war research, which kills my Sun-Tzu. Want to get vet defenders in place for the inevitable hostilites.
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Day 7, Friday, March 9.
Seriously considered switching our completed Apollo over to UN, since we have no factories for SS parts yet. But we should be OK if we hold off on parts until 4-5 factories are done, and build UN before launch.
1250 Hit enter, Sneak Attack from Spanish takes 2 engineers. Celts announce they will join Spanish in war against us. This will endanger our shipping.
1260 Spanish have a bomber--takes out a transport. We need a fighter. Mongols develop MobWar which kills Sun-Tzu for us. They won't trade it to us either.
1280 A few final demanded freights make decent payoffs. LASER-->GW (no good choices)
1290 GW-->MobWar. We'd better be able to make armor, too!
1310 We tell Mongols to remove their troops--WAR! Some Democracy they are! We take the city of Kashgar from them -- cease fire, of course. Sneak attack next turn? Celts declare war again. Deliveries made to nearest cities.
1320 SC-->CA. Spanish and Celts go commie. No sneak attacks.
1330 War continues, revolt Celt city, take Mongol city, capture Madrid.
1350 Notified Celts nearing UN; divert all Freight and RB for ourselves. War continues. All 8 SS components completed. 3 Modules and many structurals in production.
1360 Our ship chain is broken by Celts. We take Bokhara and Senate signs Peace treaty.
1370 War resumes as alliances activate.
1380 ROB-->STEALTH. Stealth fighters will seal the deal. Karakorum (DV) and Seville captured, 2 other Spanish cities revolted. Senate allows war to continue. A good turn!
Quit for the night. Ship check 11-4-4, 3 modules in production (about 4 turns to go). We will need 33 structurals. 1706-369, 3.4.3, 2 turns. Sci City makes 536 b/t. Pollution under control -- no mfg plants but some nice offshore platforms. Estimated Landing 1500ad.
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Day 8, Saturday March 10, 2007
If all goes well this will be the final push. Turns are running ~ 20-30 min each as we conduct a 2-front war and also manage SS production. The era of freight deliveries and tech gifting ended early last session. The frontiers are far enough East that the homeland is not threatened.
Want to remember to build MP next to last turn, and go 100 % Lux last turn. No impact other than to inflate civ score.
1390 Hit Enter, pop exceeds 60 million. All enemy attacks fail. Gift SC to Chinese. Revolt Aleppo -- Mongols only one city now. Original plan comes to fruition -- we can ferry-rail-ferry to Celts homeland with just 2 transports, so some shipping can resume.
1400 STEALTH-->ENV. No need for the fighters -- MM SS and make some freights. Put SETI and MP into production.
1410 Realized SS miscalculation -- 8 each component not 8 total needed! We can launch but its a 14 year trip -- no thanx! If done right, will be all ready in 4 turns. Revolt a Celt city--Peace--gift some tech to get to worshipful--freights delivered.
1450 JAPANESE LAUNCH! 33-8-8 ship due to land 1455 AD (5 turns)
1455 Ship lands, we win. Missed out on last 2 wonders, forgot to rush them 2 turns ahead of landing. If I count right, that's 250 turns on the button. We ended with 3 future techs and 82 M people.
Log tailed off at the end here as this got really long and tiring.