Greek SG - Regent level

Looks good, and clever to stop there. :)

Can anyone else get shake's? If not, I thgink we should build Leo's, then shake's, but otherwise... no idea.
 
Hmm... would it be possible to research and gift to those 3 AIs economics and have the cascade from Leo's go to Smiths?
 
...it's my turn, right?

It's been so long since I was able to play that I had quite forgotten the rotation. :lol: Consider this a "got it", although I need a few minutes to reread this thread to situate myself. :D I'll wait for more discussion since we appear to be at a critical point?
 
Inherited:: 1020: The last time I was able to play, we had four cities and our main concern was barbarians. I'm amazed at all the cities without defense- but maybe I'm paranoid. We seem to be leading the tech race. Three civilizations have Chilvary over us (big deal) and two have Music Theory. I go through the various leaders to see what deals we have. The only real deals we have are with Germany, who we're trading luxuries with. Our biggest military threats are Rome and Persia- both have stronger militaries than we. Persia is also annoyed at us, which isn't very comforting. The only people furious at us are the Zulu. There's an Iroquios mounted warrior and settler in our land, near Sparta. Not sure where the heck they're going.

Sparta has 2991 culture ( :( ) and is gaining 45 culture per turn. At this rate, it'll take us 378 turns to reach 20K. I'm not entirely sure why we're researching military tradition. Tap enter, then remember I wanted to switch to economics.



Turn 1 1030: The Persians are building JS Bach's cathedral. Allegheny riots, due to my misreading a slightly happy- yet content- face for a happy face. Ugh. Various cities finish things and start things. The cities that had defense built workers. Cities that need more defense got defenders. Athens starts on another musketman to send to a needy city. I switch over to Economics. It's due in five turns, same as Military Tradition would've been. The horseman outside of Tientsin moves into the town. Persia did something with their military. It went from stronger to ours to average. (Eh?) We have 39 cities and 36 workers.


Turn 2 1040: The Zulu begin Leonardo's workshop. Join the club. Order in Allegheny is restored. Various rival settler pairs are returning to their respective dung heaps.

Turn 3 1050: Nothing much. The Romans are sending a settler/legion pair somewhere. We need to see about hooking up our three last cities.

Allegheny: The best way to do this is getting a road to the Iroquios cty of Tyendenaga. Unfortunately, we'd need to go through FIVE tiles of jungle to do that. ( :( )

Amatikulu: Seven tiles of grassland, most in neutral territory. (Almost the majority of that will belond to Tarentum when/if it's borders expand.)

New Ulundi: Essentially a lost cause. The approaches are almost solid forest, hills, and moutains, except for some Zulu-owned tundra. It'd take like eighty turns to build a harbor here, though.

Turn 4 1060: Delphi is about to undergo disease. :( Bablyon begins Leo's. ( :lol: ) We should think about building a forbidden palace somewhere. Phocaea founded where its go-to order let it. That's going to irritate those poor Roman legions. Marching all the way through Rome and Zululand, just to be beaten to the site by us swarmy Greeks.

Turn 5 1070: The deal with Bismark is up, and we've lost our wines. This ticks Athens, Canton, Thessolonica, and some city whose name began with an "H" off. Suddenly the National Circus hits all of these towns at once. Delphi doesn't get hit by disease. (Eh?) I figure out why- our brave workers cleared a jungle tile this turn, and that must've been the naughty tile producing the disease.

Turn 6 1080: Economics done. I decide on Physics. We'll need it for Theory of Gravity- and Sparta's not on the ocean, so Navigation would serve no purpose. Music theory was out because everyone except for the Indians (muffled snicker) is building JS Bach's little..thing. Most of our towns are now somehat defended (hoplites, swordsmen, muskets) and only some are left with just horsemen. I'm not sure what to do with the worker trapped on Eretria, so he gets to mine a hill for no purpose at all.

Turn 7 1090: Not much, just telling our hordes of slaves what to do and where. The...settler (?!) in Allegheny is done, and I frankly have no idea what to do with it. I scan the map for potential city sites. There's blank land- in the former Zulu territory, now occupied by unexpanded, totally corrupt Greek and Roman cites- but none of them are actually fit (have room) for settling. I do the cheap thing and fortify the guy. Settler in Allegheny!

Turn 8 1100: We can build Wall Street! Where do we want to build it? Use it as a prebuild for future wonders? Or just put it somewhere nice, like Athens? We'll only get 50 gold from it, but that would take care of most of our maintainence. (We're currently forking out 76 GPT for building maintainence). Aside from wondering about this, nothing happens besides some worker assignments. (Irrigating mined cows, irrigating mined wheats, mining empty grassland...what was China thinking?)

Sparta_leo.jpg


Turn 9 1110: Hurrah! Leonardo blesses Sparta with his workshop. Due to our generously offering him a place to base his buisness from, he gives us loads of "half off" coupons for when we bring our troops in for better suits of armor. Cool. I debate on what I want to build in Sparta, but not for long. Smith's trading company is divine (and would free up 76 GPT), but William really brings the cultured crowds in! England and Persia switch their JS Bach production to take advantage of the cascade. Everyone else, I'm assuming, is enjoying cathedrals. :)

Turn 10 1120: Bismark, bless his backward soul, offers us wines for incense and 36 GPT. I can't get him to come down from that price (which is most of our income) so I said thanks but no thanks. However, I wanted to let the next player know that the option is there, and an extra lux would help us fire some of those fools in the National Circus.

Closing Remarks: The west is slowly beginning to conform to Greek ideas of democracy, equality, and all of that gibberish. The local gods are once again being honored, and a firm military prescence lets Rome and the Zulu know that we're an arsenal of democracy, or something like that. We have four cities unconnected, although Phocaea is close to be connected. No one is building Willy's little playhouse, so that's safe.William's playdate is set in nineteen days. Smith is safe, too- for now. No one has touched him. Oh, we have a huge garrison of horsemen in Hangchow left over from the war with the Zulu.

And with that, Smellincoffee, Archon of the Hellenic Republic, steps down to tend the farm.


http://www.civfanatics.net/uploads6/Hkon_empire.jpg
 
Good to be back! :D :D :D


According to the first-page rotation, Håkon.


Just reread my report: silly me. Smith wouldn't take care of ALL of our maitainence, just the marketplaces, banks, and such. :crazyeye: :crazyeye:
 
Got it!

This looks like a tough, but interesting turn.

Good to have you back, smellin - you saved me yesterday, I wouldn't have been able to get the game cos of flu attack...anyway, will play tonight.
 
I tend to have different definitions of tonight :)

Inherited turn (1120 AD): Change 1 tax collector to worker, otherwise no problems. Notice that Iroquois have a Mounted Warrior and Settler inside our territory. Decide not to bother, since we don't need a war right now. Change sliders to 6.4.0 Physics still in 2 turns.

IBT: Hangchow worker -> CH.
Thessalonica MM -> Uni.
Halicarnassus swordsmen (why?) -> lib.

1 (1130 AD): Swordsmen sent to Megara for defensive purposes.

IBT: Physics -> ToG. Allegheny riots. Give them a clown.
Pharsalos MM -> uni.
Amatikulu work -> lib.

2 (1140 AD): Sliders changed to 3.7.0. ToG in 5 turns at -16 gpt. Save Frankfurt from riot by giving them a clown. Change production to CH from Library (what was the point of building library, ch gives better science effect when corruption is huge). Artemisium, Amatikulu, Umfolozi, Nanking, Shantung and Megara get same treatment. Disband swordsmen in Pharsalos.

IBT: Shanghai work -> CH.
Tsingtao MM -> Market.
Macao work -> work.
Ephesus riots. Give them a clown.

3 (1150 AD): Disband warrior in Tsingtao.

IBT: Chengdu work -> work.
Phocaea warrior -> work.

4 (1160 AD): RIMJC (Roading, irrigation, mining, jungle chopping).

IBT: Athens cathedral -> Smith's. Get rid of a clown.
Delphi temple -> uni.
Rhodes temple -> aqueduct.

5 (1170 AD): Sliders back to 4.6.0. Profit of 40gpt, ToG in 2 turns.

IBT: Canton riots. They need a lot of clowns...

6 (1180 AD): RIMJC.

IBT: Persia declare war on Iroquois!
ToG -> Military Tradition. Think we need to upgrade our military.
Knossos temple -> uni.
Tugela musketman -> library.
Herakleia musketman -> uni.

7 (1190 AD): More RIMJC. Sliders set to 2.8.0. MT in 4 turns at -83 gpt.

IBT: Allegheny work -> work.
Ephesus temple -> uni. Lose a clown.
Ngome musketman -> aqueduct.

8 (1200 AD): RIMJC.

IBT: Halicarnassus lib -> uni.

9 (1210 AD): More RIMJC. Change sliders to 3.7.0. MT still in 2 turns at -28gpt.

IBT: Mycenae musketman -> uni. Disband warrior.

10 (1220 AD): Move a couple of units around that's all. Remove an unneccessary clown in Allegheny.

Summary: Shakes in 9, then get Newton. There wasn't really a lot to do with this turn.

See what you can do

Yndy is up next.
 
I see it and will dl it tonight if my modem choses to work. I'm having some troubles, couldn't log on yesterday until late in the evening. So i'm late in several things.
 
We have three known sources of saltpeter, btw. One of `em isn't hooked up. Perhaps we could sell?
 
Not to our neighbors at least, they could attack us and they'd have musketmen, and we would be in trouble. Unless we have MT, whioch we are getting pretty soon, but still it's easier to capture cities with pikes in them than musketmen.

Anyway, I think we could sell it to India? They're small, and we could get them to be a powerful ally.
 
India have no tech, I seem to remember...
 
Yes, India was still in the ancient era at the beginning of my turn. I think they managed to get into middle ages, though. :lol:
 
:hmm: Ancient Era? Seems like the Germans managed to cripple them in the war they had...

Let's see... I think we could get easily rid of someone once we get those horses upgraded into Cavalries, if we have enough money. :) Cavarlys could :hammer: the defences of almost anyone we know currently...
 
Originally posted by Wizard
:hmm: Ancient Era? Seems like the Germans managed to cripple them in the war they had...

Let's see... I think we could get easily rid of someone once we get those horses upgraded into Cavalries, if we have enough money. :) Cavarlys could :hammer: the defences of almost anyone we know currently...

Yup, they are about to do just that :D. And india now knows the first tier of Middle Age techs. I'm currently at work and would probably not play tonight. I'm hallf way through the turn.
 
You wouldn't happen to halfway done rampaging through some poor AI's kingdom, would you? :lol:
 
-> From Hakon's comments and my first look I see that we need another luxury asap. We could actually use two of them.
-> I check active deals only to see we don't have any. Now being ahead in tech is good but a trade now and then could be useful.
-> Engineering and Monotheism to the backward Indians bring us wines.
-> I imagine you're building some banks for the Wall Street but we can already build that. I change all cities to Uni's.

Actually I want the cities to finish their builds as soon as possible to focus on something more important right now: units. All infrastructure is postponed till factories.
-> Hopelessly corrupt cities like Artemisium don't need a courthouse. The effort greatly exceeds the use. Changed that one to Horse, just as the others. Rush those horses. as we won't be able to make any more after next turn.
-> We can build five wonders counting Bach's. You say we can't have them all? What about leaders? In situations like this we have to fish for leaders. I'll start next turn.
-> I spend about 1000g on rush builds but I'll have a lot of horses next turn :p. Our loss per turn has decreased to 20gpt.
-> A tedious move that I have to make most of the time when I play to lower level players (I don't want that to sound offending). Converging all units to a position where I can control them easier.
%^#*&^(^%#%$^ !!! I loaded the game in PTW again. Juyst found out when I issued the move stack order. Load and repeat.Done. This was long! Press the blue-orange button.

1230 (1) Discover Military tradition. Go for Magnetism at 0% (we need cash to upgrade our horses). Upgrade 5 horses and we'll upgrade 8 cavs per turn from now on. Unfortunately all the horses that I rushed changed to Cavs adn now we have half

built cavs all over the empire. I leave them like that for now. Ask English to remove or declare and they declare. The negative war weariness is good.

1240 (2) People are celebrating the new war. We lose a worker on a mountain. Kill an archer. We now have 12 Cavalries in Hangchow to be unleashed next turn. A corrupt town revolts.

1250 (3) Another corrupt town revolts. That's all for today. Part two. Kill 2 knights, a sword and an archer. We now have a decent number of Cavalries and proceed towards Warwick with a stack of 10 Cavs.

1255 (4) Persia finishes Bach's. :(. Change research to 50% with Magnetism due in 6. The taking of Warwick: Cav kill pike

and promotes; Cav retreats; Cav retreats; Cav kills spear; Cav kills Spear and takes Warwick.

1260 (5) Germany sign MA with Persia against Iroquois. Taking of Coventry: Cav kills Pike; Cav kills Spear; Cav kills Longbow and takes Coventry. Taking of Nottingham: Cav kills Pike; Cav dies; Cav kills Pike; Cav kills Spear and take Nottingham. Taking of Brighton: Cav kills Spear; Cav kills Spear and takes Brighton. Increase to 60% science.

1265 (6) Taking of Coventry?: Cav dies; Cav kills spear; Cav kills Pike and takes Hastings.

1270 (7) Taking of York: Cav kills Pike; Cav dies; Cav dies; Cav dies; Cav kills spear; Cav kills Spear and takes York. Taking of York: Cav retreats; Cav kills Pike; Cav kills Spear; Cav kills spear and takes Oxford.

1275 (8) Taking of Liverpool?: Cav kills Pike; Cav dies; Cav retreats; Cav retreats; Cav retreats. Our forces retreat. Taking of London?: Cav kills Pike; Cav kills Pike; Cav dies; Cav kills Pike; Cav retreats; Cav kills Pike; Cav kills Longbow and takes London. Tech rate reduced to 50%.

1280 (9) Magnetism discovered. We get Nationalism for our freebie. A lot of corrupt cities revolt (the negative WW ended?). Sparta built Shakespeare. Taking of Norwich: Cav kills Pike; Cav kills Spear; Cav kills Longbow and takes Norwich. Taking of Newcastle: Cav kills Pike; Cav kills Spear; Cav kills Longbow and takes Newcastle. Gift by mistake Printing Press to Rome (oops). Sell PP to Persia for 20gpt and 60g. Sell PP to Iroquois for Music Theory, 94 gold and World Map.

1285 (10) Taking of Liverpool: Cav retreats; Cav dies; Cav kills Spear; Cav kills Pike. Liverpool holds. Taking of Dover: Cav dies; Cav kills Spear; Cav kills Pike and takes Dover (no frikin' leader after more than 10 tries).

OK I'm done. We could get 3 worthelss cities for peace with England but we'd rather take one or two cities and get them anyway. I drafted three rifles and put some cities on governor. Good luck and get more leaders. We need them badly.

save
 
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