Goz4 - S.c.r.a.p (c3c-1.22)

I was enjoying it, but Cuvienen seems to have forgotten about this a long time ago, matthewv hasn't been around in awhile, and now TheNemesis666 is gone.
 
I wouldn't mind scraping this game. I have plenty of other RL things to worry about at the moment.
 
but Cuvienen seems to have forgotten about this a long time ago,
He also vanished from LK75. I don't think he will show back up.
 
Well, if you want to scrap the game, then we can do it. This game has been progressing way too slow anyway. I can continue with the game if so agreed.
 
Nemesis has been tied up with work and wanted a skip for this round, so I guess we can continue with 4 players (and matt when RL allows)

Tinkez, I'm in favor to continue to the end, so you can grab the save. We will have knights in 2 turns so domination won't be far away.

I simply don't like to abandon games. The renaming of units is out, to make the game quicker. But no barracks still though.
 
I'll still rename my units when possible. Maybe once I have to pull out a dictionary for inspiration I will stop, but I still have a few E's I haven't used.
 
Ok, renaming is up to you and if next player find any units not renamed already, they can go into his team. No disbandment. How about that?
 
I'm currently tied up with a project at work and can't play tonight. Will try to have time tomorrow evening then.
 
Ok, I found some time to get this moving again. Here are 10 next turns:

Pre-Turn:

No changes done. We're building a lot of offensive units, which is good for regarding the domination goal. I'm not going to rename the units, I'll just play the turns to get the game moving again.

IT:

We get huge border expansions due to Temple of Artemis that was conquered from the english.

130BC:

Explorer spots new continent East of main continent. Horses and 2 whales visible. Too bad we have no settler nor exploring troops loaded up.
Assault on York nets us the town, but we lose 1 MW, 1 archer and 1 sword. Bad RNG :(
Demand mongols to leave or declare, they go cursing.
Slinky (warrior) kills a lone english archer trying to infiltrate our borders through German lands.

IT:

Chivalry comes in, start gunpowder. Aim is cavalry, if the game lasts that long. Skip the upper half of the tech tree!
English start Great Library. They are stupid ;)

110BC:

Change Sistine chapel to Knight's Templar. More troops -> faster domination.
Change all med inf. builds to Knights, they have more movement and possibility to retreat if losing. Better in my opinion.

IT:

Knight's Templar completes in Salamanca.

90BC:

Move units to take Warwick.
Another stack gathers up to move towards the Dutch.

70BC:

Warwick is captured at the cost of 1 MW, we gain 3 slaves.
Sell chivalry to germans for 79gp + 12gpt. They have no horsies so this should be an ok deal.
We get elite MW against english archer. Save that one and try to get a leader!

50BC:

Move units next to Dutch city of Groningen.
English front is gathering towards Coventry.

IT:

Netherlands and Germany make peace. We had several turns of alliance left, damn!

30BC:

Groningen is captured, we lose one MI.

IT:

Spanish demand monotheism, I don't give it. They back off.

10BC:

Coventry is captured. We lose one MI.

10AD:

Move units towards next targets.

30AD:

Units ready to attack Newcastle next turn.
Dutch are bringing more units to our direction. We should be ok.

50AD:

Newcastle is captured, we lose a vet MW against 2/3 spear :(
English are down to 1 city.
Move other units next to Eindhoven, they can capture the city next turn.

That's it. Let's try to keep the game moving, should be easy job.

Good luck!

THE SAVE
 
Nice job Tinkez. :) Thank you for building KT.

Is anyone available to play? Just grab the save then and we will win this soon.
 
bed_head7 said:
Is that someone me?

Sounds right :)

gozpel -> almost there
TheNemesis666
Cuivienen - Lost in limbo
matthewv
Tinkez -> Just played
bed_head7 -> UP
 
I PMed her for her first (and only) turns.

Once is enough, if players are not interested enough to keep an eye on what games they're playing, I'm not the one forcing them.
 
Even by my standards, this was a pretty bad turnlog, although the turns went well enough.

70 AD (1) - Eindhoven captured, and lots of stuff moves towards the Netherlands. Gunpowder learned, Chemistry started. No sign of saltpeter.

90 AD (2) - Pretty much everything that is building units just keeps building those same units, though one or two get changed to needed city improvements like Aqueducts.

IT - Carthage and Dutch make peace, breaking our alliance.

110 AD (3) - Not much to say. I think I am going to finish off the Mongols.

130 AD (4) - Rotterdam captured, although we lost a knight and an MI with odds in our favor. No active deals with the Mongols, so it is war. Two knights finish off an archer and spearman fortified outside of Tabriz, and a knight kills an archer wandering around in our territory.

150 AD (5) - With the chance to finish off the English, we got pretty terrible luck. Odds were almost 4 to 1 in our favor that Elvis would win after a treb had knocked an hp off the defending pike, and Elvis failed both to win and retreat, meaning we lost a valuable elite.

170 AD (6) - England's final city, Oxford, and its defenders must think they are on a mountain not a hill, because our bad luck attacking continues.

190 AD (7) - Phew! Mongols gone, and our first civilization defeated.

210 AD (8) - Oxford has driven me to a state of depression.

230 AD (9) - WW forces lux to be raised to 10%.

250 AD (10) - Schmuck, one of our few remaining archers, performs admirably and captures The Hague. Utrecht then suprises me, and has only one defender, which a knight easily dispatches. Seppo, maybe the only other archer, then defeats the redlined pikeman in Oxford (redlined by a treb shot and an elite MW). The English are finally defeated. And the luxury rate is back to 0%. I had been bringing some knights over to squash the English and have moved them to a hill near a German city, which showed muskets. I had been considering them as the next target, but not sure what I think now.

Last turn shows most of my final thoughts. Basically, Germany? It is doable, even with a few musketmen. I doubt they have all that many, especially since I saw spearman elsewhere in German cities. Dutch have little left, but I wanted to get Breda (island city) in peace, and they are still doubtful on that.
 
Never trust the RNG. :)

Nicely done anyways and I agree that Germany should be next, but I need to look at the save before I decide that.

Well, it's my turns so we will see how and what I do.
 
Good work on finishing off the Mongols and the English.

If the Germans have saltpeter and we don't, then we should cut off their saltpeter supply and grab it later for us. We need that anyway for cavalry, if the game lasts that long...

Good luck Gozpel!
 
Pre-turn - Pretty good order in towns, MM towns to get us a few more golds, work tiles in some cities to get aqueducts a little bit faster.

I turn down research to zero to see what we get, 336gpt :eek:

90% research to get Metallurgy in 8t and 10gpt plus. What can all those taxmen do as scientists? I can get it down to 6 turn, with 54gpt deficit. Alright then, we have 338g in the bank.

Dutch only want to give one city for peace, I hold on for a turn or so.

Sumeria will pay 94gpt and 180g for Chemistry. I take the gold, they can sponsor our research before they go down. I ignore Education because we have the ToA. We still have Dutch and Germany to deal with before we need to turn on Gilgamesh.

260AD - We take Haarlem.

270AD - Nothing.

280AD - Take Middleburg and Delft, dutch are stubborn and still don't want to give any cities for peace.

290AD - Setting up some units to declare on Germans soon.

300AD - Nothing.

310AD - We learn Metallurgy -> MT in 6 turns with help of a few scientists.

Declare on Germany and take Munich without losses.

320AD - We take Dutch town Holwerd without losses, we get a leader and we have an army of knights.

Take Frankfurt without losses.

330AD - Take Cologne, lose a knight.

340AD - We take Leipzieg, kill off a few stray units.

350AD - Army takes Nuremburg and we lose a knight taking Konigsberg.

Germany is down to 3 cities.

MT in 2 turns, stop research after that and rush-buy units for the war on Sumeria. They still lack horses btw. :)

Do not buy Education, we want the free temples from ToA.

There is a bit of MMing to do, sorry about that.
 
Turns looked great. Amazing progress against the Germans. And what is it with the Dutch? Towards the end of my turns, I was checking constantly to see if anything had changed, but they wouldn't give anything but that marsh city in peace.
 
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