GR8 - Phoenix Rising

Looks like we have exactly 20 turns of survival left. What's that song, "I will survive!" or something by the BeeGees? :D

I'll play tomorrow.
 
This game is really up to its name. I am very curious about our comeback after 10AD.

We have to think of a strategy what we do after we are allowed to make peace. I guess we would like to acquire some land from nearby AI. So, we shouldn't make peace with about eveyrone.
 
MeteorPunch said:
What's that song, "I will survive!" or something by the BeeGees?
"I will survive" by Gloria Gaynor.
Although "Tragedy" from the BeeGees would be more suited for the
current AW DemiGod games. :D
 
ThERat said:
We have to think of a strategy what we do after we are allowed to make peace. I guess we would like to acquire some land from nearby AI. So, we shouldn't make peace with about eveyrone.

Absolutely agree. I suggest to sign peace with all those who are willing to pay us, except Spain. We need to grab its irons. It's lucky that only 2 of them have iron, and only Spain brings swords, otherwise we could have been beaten for many times.

Selling wines could net us quite some benefits.

We have accumulated a unholy amount of war weariness points (wwp), so must be careful about republic or feudalism as for future government. :D
 
Good work as usual. My plan was to stop for a while at 10 AD so we will have time to discuss strategy, look at the game, see what trades we can get. I am also thinking we may even want to stay at war with a weaker civ. Not sure yet. Depends if there is room to expand perhaps.


Roster:
Greebley
ThERat
Heroes Just Played
Northern Pike - Just played
MeteorPunch (play play to 190 or 170 BC) - Up
Obormot (play to 10 AD) - On Deck
 
I suggest to settle on any one of these red circle tiles, just for building the wall and supporting units.
 

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We have accumulated a unholy amount of war weariness points (wwp)

I thought WW expires after 20 turns?
 
ThERat said:
I thought WW expires after 20 turns?

No, from "How Does War Weariness Work?" by Oystein
(http://www.civfanatics.com/civ3/strategy/war_weariness.php),

"Subtract 1 wwp if level >= 1, no enemy inside your territory and no units in enemy territory.
Subtract 1/20 of current wwp each turn in peace (round up).
Assume you sign peace when you just have gotten 100% ww in republic (121wwp) and keep out of his territory. Then you will lose 8 wwp the first turn, 7wwp the next. It will take 19 turns to get down to level 0, and 43 turn until the war is totally forgotten."

Our wwp must have been an astronomical number, :lol: so it will take quite many turns to forget. And we will be fighting some civ (Spain!) after 10 AD, so the wwp from them will not be forgotten at all.

Nevertheless, it's still possible to switch to republic or feudalism, providing we are in peace with everybody.
 
Pike, do you have a rule when will they attack cities and when the EW wall? And the role of army?
 
I thought WW is calculated separately with each civ, so we can stay at war with one civ if we did little fighting with them, but i don't think that makes sense, because such civs would be far away. Anyway our offensive capabilities suck without iron or horses. I think we should stay in peace for some time after 10AD.
 
Heroes said:
Pike, do you have a rule when will they attack cities and when the EW wall? And the role of army?

Swordsmen are very likely to attack the wall if they end up next to it. This is when it can be useful to use the army to prevent attacks on the wall completely (if the swordsmen are only adjacent to one wall tile) or at least to direct the attacks where we want (if they're adjacent to two).

I really have no idea what inspires the occasional attacks on the wall by units with attack factor two.

I wouldn't advise putting the army in a city where it might be attacked more than four times, or more than three times by swordsmen. This assumes that we can hold the city without serious risk with ordinary Enks, of course.

We should be alert to the possibility of staying at war with one opponent after 10 AD, but I suspect Obormot is right that we'll need a while to build up a strike force anyway.
 
On Heroes dot map, I would like a strong coastal city so we can build boats.

I have found it an issue on other games whrere all coastal cities are far away and are poor in shields. This is continents so someday we will want a fleet I bet.

The strongest long term squares seems just N of the swamp. It gets lots of hills and grasslands.
 
It would also be nice to contact the other continent after 10AD so that we can trade techs with oversees people. Maybe we should even send some boats out now, war with the other continent should not bring any trouble.
 
Greebley said:
On Heroes dot map, I would like a strong coastal city so we can build boats.

I have found it an issue on other games whrere all coastal cities are far away and are poor in shields. This is continents so someday we will want a fleet I bet.

The strongest long term squares seems just N of the swamp. It gets lots of hills and grasslands.

Yes, I agree. It will play the same role as Kish. But it will be in danger of filp when the brown border expands, so we'd better build some culture there ASAP.

And it will have many overlap tiles with Lagash. Actually, we should figure out which cities will be permanent (so we'll build infras) and which are not (only contributing settler, worker, artillery). I guess Sumer, Kish, and Umma are permanent, and the others are not.
 
Northern Pike said:
Swordsmen are very likely to attack the wall if they end up next to it. This is when it can be useful to use the army to prevent attacks on the wall completely (if the swordsmen are only adjacent to one wall tile) or at least to direct the attacks where we want (if they're adjacent to two).

I really have no idea what inspires the occasional attacks on the wall by units with attack factor two.

Pike, thank you very much. Is that because we have too many units guarding a city? They feel it's so unlikely to take the city, so they go to the EW wall. Do you have any clue on this hypothesis?

If this is true, then we should retreat some garrisons from a city if there are few attackers, so that they will be encouraged to attack city and die before more attackers come. Thus we can reduce the probability of "massive uprising". :D
 
I would keep all towns except maybe Agade. Bad Tibra can give us a lot of gols by working coastal tiles. Lagash is also a nice city. I see no reason of razing them. In republic rank corruption only increases corruptio by about 3% even without courts and FP, that means that by razing 1 town we gain at most one shield/coin per city and sometimes often we don't gain anything.
 
Obormot said:
I thought WW is calculated separately with each civ, so we can stay at war with one civ if we did little fighting with them, but i don't think that makes sense, because such civs would be far away. Anyway our offensive capabilities suck without iron or horses. I think we should stay in peace for some time after 10AD.

No, no, I strongly object to sign peace with everyone after 10 AD. What can we gain from peace? Just building some more cats and archers, and we already have quite a few of them. What can they gain? Rocket speed research and units. After we sign peace with most of them, most of our archers and cats, and the army (hopefully we will have more than 1) will be free to attack 1 opponet. Exactly because we have neither iron nor horse, we must rob them (from highway) ASAP.
 
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