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GPIT 1740AD Sunday Sept 9th 13:38 CET (11:38 GMT)

Discussion in 'Civ4 - Democracy Game II' started by dutchfire, Sep 8, 2007.

  1. dutchfire

    dutchfire Moderator Moderator

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    Previous GPIT: This Gameplaysession is a replacement for the gameplaysession in this link
    Starting Save: 1740 AD

    DP: dutchfire
    Back-ups: All members of the designated player pool
    If the designated player in question does not post that he is starting gameplay within 1 hour of the scheduled time, any back-up player may pick up the save and play the Gameplay Session. These other DP's will have 24 hours to pick up the save.

    This will officialy be an offline session, but the acting DP may chose to enter #turnchat to ask for advice.

    Requests:
    Any changes to instructions should be edited into your originally posted instruction post. When I play I use tabbed browsing for each officials posts, so if you add additional or modified instructions in another post it will get missed.
    If possible use screenshots for citizen allocation. This makes it a lot easier to understand than text.
    Unit movement is best described to me using letters (N, E, NE, etc.). Something as simple as Worker #1 N-N-NW begin mine is just great.
    Worker instructions in the same section.
    If possible, instructions by turn#.
     
  2. dutchfire

    dutchfire Moderator Moderator

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    I posted this Gameplay session instruction thread so that we can move on as soon as possible. For that, we needed a new GPIT, so I posted it. I'm perfectly okay if another DP wants to play this session.

    All instructions posted in Methos' GPIT are valid instructions for this session.
     
  3. grant2004

    grant2004 Citizen

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    I believe Sunday is the 9th, which day do you intend the session for, today or tomorrow?
     
  4. dutchfire

    dutchfire Moderator Moderator

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    Good catch
    If I legally could, I'd have played it today, but I have to wait 24hrs, so it's tomorrow.
     
  5. dutchfire

    dutchfire Moderator Moderator

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    Quoting instructions
     
  6. dutchfire

    dutchfire Moderator Moderator

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    going to start up civ and all, I´ll start playing at 13.38
     
  7. dutchfire

    dutchfire Moderator Moderator

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    View attachment C4DG2 AD-1770.Civ4SavedGame

    We captured Arpinium, Dortmund, Hamburg and Antium.
    We lost like 2 knights, 1 cat and maybe one or two other units.

    More of a write-up will follow tomorrow. Now, I'm tired.

    Spoiler :

    Session Start: Fri Sep 07 17:40:02 2007
    Session Ident: #turnchat
    * Disconnected
    Session Close: Fri Sep 07 17:40:03 2007

    Session Start: Sun Sep 09 13:09:35 2007
    Session Ident: #turnchat
    * Now talking in #turnchat
    * Topic is 'Turnchat Sunday 29th of Juli 18.00 GMT 2.00 EDT'
    * Set by dutchfire on Sun Jul 29 19:09:37
    * Chieftess sets mode: +v dutchfire
    <dutchfire> game loaded
    <dutchfire> Queue Chemistry-Steam Power-Steel-Railroad
    * Provo has joined #turnchat
    * Chieftess sets mode: +v Provo
    <Provo> hey there
    <Provo> another try
    <Provo> those forum games are so addictive
    <dutchfire> hey
    <dutchfire> lol, they are
    <dutchfire> I'm doing governors instructions now, not going to quote all of them
    <dutchfire> Rheims->rifleman
    <dutchfire> (only where I have to decide something)
    <Provo> ok
    <Provo> I need to see the outcome of this Roman War
    <dutchfire> Lyons->rifleman
    <Provo> it seems the game went quite calm and nice now
    <Provo> with Tanktunker gone and all
    <dutchfire> Orleans queued up buddhist missionary
    <dutchfire> sell wine for 10gpt to Huayna
    <Provo> yes, Husch are quite good on these tactical choices
    <dutchfire> which units need to be promoted?
    <Provo> I made a guideline
    <Provo> first off, see which units got 4-5-6 promotions
    <Provo> you mean upgraded of course
    <Provo> we got some real strong keshiks
    <Provo> and we got some real strong axes and macemen
    <Provo> if they are 1-2 xp away from next promotion, please wait with them, since upgrades cost all Xps
    <Provo> otherwise, just upgrade them
    <dutchfire> okay, well I've got a CR III maceman here, 1 xp away, should I upgrade it?
    <Provo> 1 xp away?
    <Provo> no
    <Provo> I think it should do one more kill
    <dutchfire> okay, that's fine with me
    <Provo> get the promotion, then upgrade
    <Provo> I am just being cheap with xp here
    <Provo> since we are good civplayers, it is our obligation to be nitpicky
    <Provo> but please upgrade all 4 promotion units that are not 1-2 xp short of next promotion
    <Provo> these may be very useful in the war
    <Provo> then we see what is left of gold
    <dutchfire> okay (just had lunch)
    <Provo> I played M2TW :)
    <dutchfire> units moved, ready to press enter
    <Provo> ok, you found out about upgrades?
    <dutchfire> yeah, I only upgraded a couple of units so far, most of them need to wait for 1/2 xp
    <dutchfire> riversight->rifleman
    <dutchfire> coppertown->rifleman
    <dutchfire> pisae-worker
    <Provo> I planned this war to max out promotions
    <Provo> few people saw that
    <dutchfire> cumae->budd missionary
    <dutchfire> I think we're ready to go to war
    <dutchfire> 1745 AD: It's time to die, Julius
    <Provo> if we have some maceman city raiders
    <Provo> upgrade them anyhow before you attack
    <Provo> same with axemen
    <Provo> except for 1-2 xp left of course
    <dutchfire> first blood: galleon kills galley
    <dutchfire> kill another galley with a caravel
    <dutchfire> moving units to arpinium
    <dutchfire> upgraded a couple of cr2 maces
    <Provo> what do they have in Arpinium ?
    <Provo> how much gold left ?
    <dutchfire> 638 gold left, I upgrade about 10 cr2 maces
    <Provo> nice
    <Provo> we got that many
    <dutchfire> 2 long, 1 mace, 4 knights in Arpinium, we'll probably get counterattacked
    <Provo> add 1 more pike there
    <dutchfire> all unpromoted maces fresh from the barracks IIRC
    <Provo> from the Antium team
    <Provo> 638 gold left
    <dutchfire> we're moving in on Antium too
    <Provo> see what we can do with the keshiks (we got a couple of real good ones)
    <Provo> I just think an extra pike for Arpi would be wise
    <Provo> given their 4 knights
    <dutchfire> I'll see if I can get one there
    <Provo> also for the axemen , the ones with cover and formation, we can promote them too
    <dutchfire> kill a knight near dortmund, take a worker
    <Provo> I think we can safely promote some keshiks?
    <Provo> did you do that ?
    <dutchfire> 1 IIRC, a combat 3 shock keshik
    <dutchfire> we have a Great Engineer BTW, what did we decide on doing with him again? I believe saving him for now, right?
    <Provo> yeah
    <Provo> we did not poll any there
    <Provo> it was different views on the engineer
    <Provo> promote the super-keshik
    <Provo> I think that is wise
    <Provo> and see what we can do with the axemen
    <dutchfire> I've promoted that one already
    <Provo> any good axemen ?
    <dutchfire> we don't have that many high promoted axes, and they mostly have shock/cover
    <dutchfire> ready to press enter
    <Provo> wait
    <Provo> I think "shock/cover" with 3 promotions may be useful in Arpi
    <Provo> given the longbowmen
    <Provo> but we can wait and see how the first attacks go
    <dutchfire> longbowmen won't attack
    <Provo> I know
    <dutchfire> pressing now, let's see what theyll throw at us
    <Provo> ok cool
    <dutchfire> 2 suicide cats (1 near antium, 1 near dortmund) both withdrew :mad:
    <dutchfire> kill 1 knight near arpinium :happy:
    <dutchfire> CT rifle->cat
    <dutchfire> munich-settler-rifle
    <Provo> I plan for Ravenna to be the Civics change city
    <Provo> but that is to be discussed and polled for next session
    <dutchfire> okay
    <Provo> the other cities on the list, we can take today
    <dutchfire> kill a catapult near antium
    <dutchfire> kill another galley
    <Provo> good work :)
    <Provo> no lost so far
    <dutchfire> I don't think we can take dortmund with the current troops, mind if I move them (knights & keshiks) to hamburg to help there? They also need to escort a worker
    <Provo> what is in Dortmund now ?
    <Provo> last time it was mostly horse archers and catapults
    <dutchfire> more units than we have there
    <Provo> how much ?¨
    <dutchfire> 2 longbows, 2 horse archers a knight and a cat
    <Provo> did they reinforce a lot ?
    <Provo> and we should send 12 knights there or so
    <Provo> or was it 10 ?
    <dutchfire> I dunno, but the Hamburg task force will go there next, so it should be easy then
    <dutchfire> pressing enter again
    <Provo> ok
    <Provo> I was planning on Ravenna though
    <dutchfire> chemistry is in
    <dutchfire> start steam power
    <Provo> change to frigates
    <Provo> not galleons
    <dutchfire> crap, a knight killed a worker, our first loss
    <dutchfire> coppertown rifle-rifle
    <dutchfire> paris starts frigate
    <dutchfire> neapolis starts monastry (budd)
    <dutchfire> cumae market
    <Provo> if we sent 10-12 knights to Dortmund
    <Provo> we would get that city
    <Provo> but the Longbowmen were new
    <Provo> so I can see that now
    <dutchfire> buddhism spreaded in Munich
    <Provo> try to send some cavalry to scout out Ravenna
    <Provo> see those defenses
    <dutchfire> catapult attacks Hamburg, withdraws
    <dutchfire> (city already bombarded to smithereens)
    <dutchfire> maceman kills crossbowman
    <dutchfire> knight kills knight
    <dutchfire> mace kills mace
    <dutchfire> mace gets killed by longbowman
    <Provo> quality mace ?
    <dutchfire> (the mace kills mace was mace kills longbow
    <Provo> ok
    <Provo> did the loss incur a quality unit?
    <Provo> or just a regular one
    <dutchfire> combat 2 IIRC, so regular
    <dutchfire> cat kills longbow, Hamburg is ours!
    <Provo> good :)
    <dutchfire> mace kills longbowman outside of city
    <Provo> what is left of the Hamburg task force, that does not need to heal ?
    <dutchfire> a lot of cats
    <Provo> enough for both Dortmund and Ravenna ?
    <dutchfire> move an axe into hamburg and promote
    <Provo> and this is turn 3 ?
    <dutchfire> yes, turn 3
    <Provo> good
    <Provo> we may as well take Ravenna this session
    <dutchfire> dortmund first
    <dutchfire> kill a caravel near arpinium
    <Provo> how many cats?
    <dutchfire> a lot, I'll check at the end of the turn
    <dutchfire> rifle kills arpinium longbow
    <dutchfire> took back the worker they stole and kill the knight that did it
    * Ice2k4 has joined #turnchat
    * Chieftess sets mode: +v Ice2k4
    <Provo> good
    <dutchfire> galleon kills galley
    <Provo> hi ice
    <dutchfire> Hi Ice
    <Ice2k4> hey
    <Provo> well, seems we get Arpi this turn
    <Ice2k4> im in the middle of a thesis paper so ill be switching between the turnchat and the paper
    <Ice2k4> i am using one of the quotes from civ though ;)
    <dutchfire> arpi next turn
    <dutchfire> @prove 10 cats (not all healthy) in hamburg
    <dutchfire> @Ice: quotes from civ in a paper is great
    <dutchfire> ready to press enter again
    <Provo> wait
    <Provo> the Hamburg units that are healthy can go on straight ahead for Dortmund
    <Provo> when the wounded Hamburg cats are healthy again, these go for Ravenna
    <dutchfire> no, they'll need protection from maces/knights or they'll be dead meat
    <Provo> ok
    <Provo> I did not know we were that thin spread
    <dutchfire> kill knight and cat on the interturn
    <dutchfire> Huayna cancels a deal for spices and health for something, and now cumae's unhappy
    <dutchfire> riversight rifle-rifle
    <dutchfire> pisae worker-missionary
    <dutchfire> cologne grenadier-rifle
    <dutchfire> kill knight near hamburg
    <dutchfire> kill cat, capture settler (that becomes a worker)
    <Provo> try to make the safe kills with units 1-2 xp from promotion please
    <Provo> if possible
    <Provo> all we want now is promotions
    <dutchfire> hamburg is now a safe hospital
    <dutchfire> 4 cr2 rifles kill 2 knights, a longbow and a maceman in arpinium, the city is now ours
    <dutchfire> (all rifles had 99%+ odds, I love them)
    <Provo> good call :)
    <dutchfire> knight dies to knight
    <dutchfire> knight kills mace
    <Provo> (who argued for infantry army all along- Me <<<<<) :)
    <dutchfire> kill another knight and x-bow
    <dutchfire> musket kill cat&xbow
    <Provo> where are these battles?
    <dutchfire> these were near cumae, a small counterattack pitifully died
    <dutchfire> knight kills longbow near antium
    <dutchfire> let antium stack heal (hit by cats)
    <Provo> good
    <Provo> see if you can create a new stack out of the Arpi occupiers and head straight for Ravenna ?
    <dutchfire> I think I'll take Dortmund and antium over the next couple of turns, and call it a day
    <dutchfire> pressing enter again, turn 4 (?)
    <Provo> ok
    <dutchfire> coppertown starts jail
    <Provo> Just make sure we got a decent stack near Ravenna, so we can vote on the Civics, ending the war and so on
    <dutchfire> on the interturn a knight was killed by a pike
    <Provo> whose knight ?
    <dutchfire> our knight :sad:
    <dutchfire> kill 2 longbows and a mace in antium with rifles
    <dutchfire> kill a longbowman with a knight
    <dutchfire> mace kills catapult, antium is ours
    <Provo> so we lost a worker and a knight, not bad
    <Provo> you are also free to do some pillaging in Roman lands as we go for Dortmund
    <Provo> that was also part of the package :)
    <dutchfire> mace kills pikeman outside antium
    <Provo> that is the part of Rome they will keep after Ravenna :)
    <dutchfire> ready to press enter again
    <Provo> good
    <Provo> but please feel free to pillage some in the Roman lands
    <Provo> beyond Ravenna :)
    <dutchfire> rheims: conf miss
    <dutchfire> lyons baracks
    <dutchfire> neapolis: theater
    <dutchfire> munich budd missionary
    <dutchfire> frankfurt observatory
    <dutchfire> rifle kills longbowman in dortmund
    <dutchfire> suicide cat dies
    <dutchfire> knight kills longbow
    <dutchfire> knight kills knight
    * Chieftess has quit IRC (Read error: Connection reset by peer)
    <dutchfire> knight kills horse archer
    <dutchfire> twice
    * Chieftess has joined #turnchat
    * Mafioso sets mode: +oa Chieftess Chieftess
    <dutchfire> mace kills cat, we capture dortmund
    * Chieftess sets mode: +v Chieftess
    <dutchfire> mental note: promote Khans gatebreakers with combat 2 and upgrade them
    <Provo> please place the assault stack near Ravenna, so we can act on it right after next discussion and vote
    <Provo> the 2 turn anarchy and Civics change as we conquer Ravenna next session
    <Provo> hi CT
    <dutchfire> end turnchat now
    <dutchfire> going to upload save now
    <Provo> ok
    <Provo> please write our military losses
    <Provo> so we know the kill ratio
     
  8. dutchfire

    dutchfire Moderator Moderator

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    Settling: There's a settler on the spot for the new city #1. It was constructed in Munich. I haven't started any new settlers yet.

    Teching: Chemistry finished, and Steam Power started (couple of turns left). I only played 6 turns, so it was as much as I could expect.

    The Great Person: A great engineer, I didn't use him yet, he's still in Paris.

    Foreign Relations: Sold Huayna some stuff, and he cancelled a deal with us, which led to some unhappiness.

    Domestics: HUsch's instructions were great, and I think I did everything there (might have missed a citizen placement in the later turns). I also followed the other instructions that were available, and improvised on the rest. I built a couple of missionaries to start spreading our 3 religions. I didn't get to work on the irrigation in the west, as there was a risk of a Roman knight invasion (1 knight actually captured a worker, but I captured it back).

    The war: Great fun, CRII-combatI riflemen (promoted 6xp macemen, upgraded) kill anything without a problem. I captured Arpinium, Hamburg, Antium and Dortmund. I stopped after Dortmund so we could decide whether to press on against Ravenna and Rome or to make peace. We also destroyed almost the entire Roman navy, either in port or on the seas.

    Our losses (as far as I could trace back): 2 knights, 1 cat, 1 maceman, 1 worker.
    Captured: 2 workers (1 settler and 1 worker), 4 cities.
    So for the price of 4 units, we captured 4 cities and a worker. Not too bad, eh?
     
  9. HUSch

    HUSch Secret-monger

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    Good, it's more than i expected. The only vinegar in the wine is WW.
     
  10. fed1943

    fed1943 Emperor

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    Indeed. An excellent performance in the battle field.

    Best regards,
     
  11. xr006

    xr006 Chieftain

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    What happened with the Incan galleon from last turn chat? Also why didn't you go forward with securing the coast line by building more settlers?

    I guess it was decided it would be too costly?
     
  12. Joe Harker

    Joe Harker 1st in the Premiership!

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    Good turnchat :)
     
  13. DaveShack

    DaveShack Inventor Retired Moderator

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    The Incan galleon is on the east coast, north of the location we plan to settle. They'll probably build a city north of the horses (?), our city is south. We'll be able to culturally squeeze them by building a city minimum distance west of their city.

    I think more settlers weren't built because the governors didn't include them in the queues.
     
  14. dutchfire

    dutchfire Moderator Moderator

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    I didn't follow it, but I don't believe there are any settlers on land yet. I'll check it later today.

    There weren't many cities that had no remaining instructions and were not growing fast anymore, so I couldn't really move in a settler anywhere without it being costly.
     
  15. dutchfire

    dutchfire Moderator Moderator

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    Update: The Settler+Galleon can make landfall between Clam Cove and Frankfurt/Cologne in 3/4 turns. I propose we start a settler in Frankfurt to be completed in 3 turns.
     
  16. Provolution

    Provolution Sage of Quatronia

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    Yes, make sure no one lands, we should have stopped them long ago. Fair enough to pay some upkeep just to keep the land for ourself.
     
  17. HUSch

    HUSch Secret-monger

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    We can't make a town there before the incan. So any counters needn't hurry.
    Btw
    Provo
    do you want make another war.
     

    Attached Files:

  18. Provolution

    Provolution Sage of Quatronia

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    Get out some settlers and settle that coast please, how many polls do we need for that. Please get up those polls.
     
  19. HUSch

    HUSch Secret-monger

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    Provo
    we have war now. Perhaps we had to wait before war and settle the coasts. Both is too much and with an upcoming war the other demands are deminished.
     
  20. Provolution

    Provolution Sage of Quatronia

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    We do not need more troops now.
     

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