Hawk03-5CC Persian Astronauts

Done. Attacked Germany, took the coal, connected our cities, and stole a bunch of settlers. I also razed Leptis Magna. The Turnset is missing a few builds that I just forgot.

Spoiler Turnset :
Turn 0- 1250 AD- Put a taxman in Antioch to work. Hit enter.
IBT- Carthaginian Archer kills a Knight, losing only 1 HP.
Antioch Bank->Knight. I notice we skipped Military Tradition.
Turn 1- A misclick stops a knight from attacking Carthage.
IBT- Two Egyptian settler pairs land around our homeland.
Turn 2- Leptis Magna has a 2-strength archer left defending it, after a Knight takes out the Numid and promotes.
IBT- Two Egyptian towns are settled.
Turn 3- Knight kills the archer that came back to defend Leptis Magna.
IBT- ZZZ
Turn 4- Archer kills 3-health Knight attacking Leptis Magna.. :mad:
IBT- Mongols are building Smith's.
Turn 5- I inform that the Coal near Cologne is rightfully ours. He doesn't seem to take to the idea, but I'm sure our knights can convince him.
Meanwhile, a Longbowman finally takes out that Archer in Leptis Magna.
IBT- The victorious longbowman is killed by an archer. Germany attempts to sneak a settler+longbowman past our attack force.
Turn 6- 1280 AD- the longbowman repels a Knight, then is destroyed. The Cologne spearman repels a Knight, then is killed, and Cologne is raised. A coal colony is established.
With Medicine in 1, Science is dropped to 10%.
IBT-Finish Medicine. Start Electricity, in 14. Two German settlers attempt to come through.
Turn 7- Two german settlers are captured.
The coast guard workers are told to rail in place. It's slow, but it still stops settler pairs.
A Knight kills a spear, another dies to one, attacking the German capital.
IBT- Knight kills a Knight, now standing by the Coal colony, with a longbowman and a settler.
Turn 8- Knight retreats to Heidelburg spearman.
IBT- Redlined Knight defends against German Knight!
Arbela Knight->Knight
Turn 9-Another German settler captured.
IBT-There's an Egyptian Pikeman by Susa.
Turn 10- 1300AD- All of our cities are connected by rails.


Spoiler Pic :
picture1xc5.png
 
After Electricity finishes, we will want Military Tradition, Tanks are a ways off, unless we stick with knights until then. Knights to Tanks might be an odd transition:lol: and we will still have some fights between now and then. Looks good, nice turns, Tassle.
 
I'll be able to play on Monday.
 
Why do you guys have workers improving territory out in the boonies instead of increasing the population of Arbela and Antioch???
 
Why research it ourselves when we can get the AI to do it for us?

So, are we going to destroy Carthage?

Speaking of war, I see encroaching barbarians Egyptians, their cities must be destroyed.

Roster:

Tasslehoff: Just Played
Killerkid: On Skip
Choxorn: Swapped
Sk8boardbob: On Skip
Hawk: UP
Overseer: On Deck
 
If we wipe Carthage out, someone else will just settle there, probably Egypt or Greece. It might make science cheaper, though. I guess it doesn't matter, as long as nobody poaches our gems.
 
Still, they have to build boats, and, like you said it makes science cheaper, so KILL KILL KILL!
 
Why do you guys have workers improving territory out in the boonies instead of increasing the population of Arbela and Antioch???

They're preventing enemies from landing settlers. We don't want any enemy cities by our home town.
 
Those slaves are guarding our spice colony, which is our third luxury. They cost no upkeep, and keep neighbors from stealing our spices. It is generally not a good idea to add foreign workers to cities anyway. It would be nice to build every city up to full population, but it means taking a city out of production to build a native worker, and waiting another turn to grow back to 12(assuming the food box is full). It might be worth trying though.
 
I'm back guys, and I can play any time. Unfortunately I leave for sleepaway camp on the 28th and am gone for a month, so it doens't look like I'll be able to finish this one out though. Still, it was very fun.

As for the Current Situation, I'm glad we procured coal. We seem in control and from now till the end its mainly straightforward.

I just want to know how destroying Carthage makes science cheaper, though. I can't seem to figure it out.
 
There's an Article in the War Academy on Tech costs. You'll find it says that techs cost less when there are more dead civs. Don't ask why.
 
I think AI's eliminated plus specialist farms are how elite players manage 4 turn Modern Age research with a low slider. I've only managed that at 100%, even with plenty of farms. I have a game going where I am about to eliminate an enemy, so I'll check the estimated tech cost versus the actual when I go back to it. Using Civ Assist 2's figures, it cost 1/3 more than estimated! Not sure that anything was affected as I finished the research on the IBT after elimination. I'll check it after I take someone else.
 
Spoiler :
Turn 0-Egyptian Knight enters our territory
Turn 1 (1305 AD)- workers rail
- @Cirta Knight kills NM (1-0)
NM kills Knight (1-1)
IBT- Egyptian Knight moves closer to Persepolis
Greeks are building Magellan’s
Turn 2 (1310 AD)- @Heidelburg- Knight kills German Spear (2-1)
-@ Cirta- NM kills Knight (2-2)
- Move Musket to Persepolis in case Egypt attacks
IBT- Egyptian knight doesn’t attack, but moves across river
Pasargadae- Knight <Knight (3 turns)
Susa- Knight<Knight (5 turns)
Antioch- Knight<Knight (5 turns)
Turn 3 (1315AD)- build horse colony
- gather all of recent built Knights, kill Carthaginian Archer (3-2)
- trade Medicine to Greece for Navigation, Military Tradition, WM, 50 gold & 57 gpt
IBT- Egyptian Knight goes past Persepolis
Turn 4 (1320 AD)- move Knights up to Cirta
- increase Science to 100%, Electricity in 5 turns
IBT- Arbela- Cav<Galleon (4 turns)
Turn 5 (1325 AD)- @ Cirta NM kills Knight (3-3)
Elite Knight kills NM, razes Cirta & destroys Carthaginians
IBT- Palace expands
Turn 6 (1330 AD)- workers rail
- @Heidelburg- Cav kills German Musket (4-3)
- Knight kills German Spear (5-3), razes Heidelburg
IBT- Pasargadae- Cav<Courthouse (4 turns)
Greeks build town near Gems
Turn 7 (1335 AD )- move Knights out of Greek territory
IBT-English land settler pair onto old Germany
Take peace straight up w/Germany
Susa- Cav<Bank (10 turns)
Turn 8 (1340 AD)- Lower science to 70%, Electricity in 1 turn
IBT- Electricity completed. Start Scientific Method at 90%
Mongols land Pike & MI near Arbela
Arbela- Galleon<Cathedral (10 turns)
Antioch- Cav<Cathedral (10 turns)
Turn 9 (1345 AD)- Galleon loses Mongol Galley (5-4)
Cav kills Mongol Pike (6-4)
Cav kills Mongol MI (7-4)
IBT- Athens has built Smith’s
Turn 10 (1350 AD)- zzz
End of turn stats- Scientific Method in 7 turns
567 gold
+1 gpt




We need to Switch Persepolis to something else, since we lost the race to Smith's. Building the Palace there would only take 1 turn, so it has to be something else.
 

Attachments

Any small wonders we can build?

Roster:

Sk8boardbob: On Skip
Hawk: Just Played
Overseer: UP
Tasslehoff: On Deck
Killerkid
Choxorn
 
I have the save and am playing, hopefully will finish by tomorrow night. Welcome back
sk8.
 
I have finished the most exciting Hawk03 turn-set ever....not! Builder turns.
Greek and Egyptian settlements are pushing us inward, but the Greeks are the big threat right now, If our Gems get poached, we'll need a war to pare them back eventually. I'd say we need Infantry and Artillery to do much damage. Here is the turn-log:
Spoiler :

Pre-flight: CivAssist 2, Word running. Get the save loaded. Look things over.
I check every possibility on not wasting the shields at Persepolis. There is nothing. We build a Bank, wasting 291 shields:mad:

Non-Combat
Slaves 62
Military units:
Pikemen 3
Muskets 5
Knights 14
Cavalry 4
Catapults 2
Immortals 1

Hit enter=>

IBT: No moves that are overtly threatening.
Persepolis Bank=>Palace(ToE pre-build)
Pasargadae Courthouse=>Cavalry.

Turn 1, 1355 AD: Rail some more.

IBT: :sleep:

Turn 2, 1360 AD: Upgrade a knight.

IBT: Mongols want peace. They won’t give us anything, so the war continues.

Turn 3, 1365 AD: Railing targeted to boost production. Upgrade a knight.

IBT: Pasargadae Cavalry=>Musket.

Turn 4, 1370 AD: Railing continues, upgrade a couple more knights.

IBT: Mongols land a Keshik and a horseman near Pasargadae.

Turn 5, 1375 AD: Kill the Keshik with a cavalry, the horseman with an eKnight.

IBT: Mongols land a longbow near Pasargadae.:drool:
We get Scientific Method, next is Industrialization in 9 turns.

Turn 6, 1380 AD: Kill the Longbow with an eKnight.
Switch pre-build to ToE, will take 18 turns, we can squeeze Industrialization and Sanitation in before it finishes.

IBT: :sleep:

Turn 7, 1385 AD: We need a war to get some fun in this. Nothing happens this turn.

IBT: Pasargadae Musket =>Musket.
Susa Bank=>Cathedral.
Arbela Cathedral=Colosseum.

Turn 8, 1390 AD: More roading.

IBT: Antium Cathedral=>Courthouse.

Turn 9, 1395 AD: Trade Ivory to Egypt for 22gpt. Notice that Gortyn has had cultural expansion, move our border to accommodate.

IBT: Mongols land a pikeman and an MDI near Pasargadae.
Pasargadae Musket=>Cavalry.

Turn 10, 1400 AD: Kill the pike with a Cavalry and MDI with eKnight.

Non-Combat
Slaves 52
Military units:
Muskets 8
Knights 9
Cavalry 10
Catapults 2
Immortals 1
Contacts
Germany- Peace
Carthage- gone
Greece- Peace
England-Peace
Egypt- Peace
Mongols- War
Aztecs- War
Cities
Persepolis, Size 12, growth stalled, Theory of Evolution in 14 turns
Pasargadae, Size 12, growth stalled, Cavalry in 3 turns.
Susa, Size 12, grow stalled, Cathedral in 6 turns.
Antioch, Size 12, growth stalled, Courthouse in 3 turns.
Arbela, Size 10, growth in 13, Colosseum in 5 turns.
Sliders
1/9/0, Industrialization in 5 turns at +20 gpt, 414 in the bank.


The save:
 
Eventually, we shall have to wage war on both Greece and Egypt... :evil:

Roster:
Overseer: Just Played
Tasslehoff: UP
Killerkid: On Deck
Choxorn
Sk8boardbob
Hawk
 
I agree about the wars; Replaceable parts are needed. It seems a waste to get that as a free tech, so if there is no competition for ToE we could slow down the wonder and squeeze RP in there. Otherwise it'll probably be the first tech we research after getting AT and Electronics for free. (Those are the technologies we want, right?)
 
Right now, there will be a 7 turn window after finishing Industrialization, but if we slow ToE by a couple of turns, we could squeeze RP in there, and still get AT and Electronics free. We need to be ready if we war on Greece, they are on our continent and could give us a rough war.
 
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