HRY6 - Ottomania

Hooray

Civ3 Cartographer
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Jun 4, 2003
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West Virginia
HRY6 - Ottomania

Was there an HRY5? It's been so long, I can't really remember.

Civ3 Conquests 1.21
Civilization: Ottomans
Difficulty: Monarch
Map: Large, Continents
Barbarians: None
Civs: 10
Rules: All Victory Conditions on. However, we will ONLY accept total Conquest.

Players:
Hooray
Cows

This is a training game of sorts. I will be helping Cows move up to Monarch level, while both of us will be sharpening our warmongering skills.

For the first few rounds, we will do 20 turns each, okay?
 
1 - 4000 BC - Holy Cows! I got an excellent start location on the first try! Move Settler SW off the bonus grassland. This puts us on the coast. Yay. Move Worker to closest cow.

2 - 3950 BC - Ottomania founded. Starts on Warrior. Research set to Pottery at 90%

HRY6_start.JPG


3 - 3900

4 - 3850

5 - 3800

6 - 3750

7 - 3700 Ottomania Warrior -> Warrior
Building warriors for exploration first.

8 - 3650

9 - 3600

10 - 3550 - Ottomania Warrior -> Settler

11 - 3500 - Warrior finds Ivory! I smell Statue of Zeus in our future. Having the luxury is good too.

12 - 3450

13 - 3400 - Have to move luxury slider up to 20% to keep Ottomania from rioting.

14 - 3350

15 - 3300 - Starting to get an idea of the land. We might be on an island...

16 - 3250

17 - 3200

18 - Settler -> Warrior (for military police. Need to keep Ottomania happy)
Return Luxury to 0% and Science to 90%

19 - Learn Pottery. Start research on Alphabet.

20 - 3050

21 - 3000 - Play an extra turn in order to found the city of Hooray-ville. It starts on a Warrior.
Ottomania Warrior -> Settler

HRY63000BC.JPG


Notes: Okay. Dammit. I'm certain we're on an island. The first thing to do is get Curraghs and explore the seas. Cows, be sure to turn up the research on Alphabet ASAP. Build cities semi-tight, with a focus on the coasts. We need to make *very* efficient use of our limited land. At least it's fertile, though. Don't bother building any Granaries.

It could be worse. At least now we can focus entirely on growth without having to worry about enemy invasions.

Save is attached.
 
Alrighty, I got the save. I will probably work on it tommorrrow mostly.
 
2950: here we go
2900
2850: Changed that warrior to a settler on the second town. We won't need a warrior.
2800: We have a really small island. I found our borders
2750
2710
2670
2630
2x50
2550: Cowsland formed
2510
2470
2430
2390
2350
2310
2270: Some Jerk town formed
2230 Coast Town of Fun formed
2190: enjoy. Here is our empire:

untitled1.GIF
 
Got it.

You are being too wasteful, Cows. Ottomania and Some Jerk Town will finish building their Settler/Worker before they have enough population to produce them. This is bad. It wastes turns. Try to plan these things better. Build some Warriors for MP (military police) if you need to take up a few turns to gain more food and population in the cities.
There's no need to be making Settlers in our smaller cities either. I'll switch them to Warriors and Workers instead. Then once Alphabet comes in, I'll set them to Curraghs.

We'll probably want to try for the Great Lighthouse. In this situation, its value would be immense.

Here's a very rough dot map. I don't think we need to put any particular priority on the spots since there's no danger anyone will get there first. Well, maybe put priority on getting a city close to the Ivory first, and get those hooked up quickly.

aacows2.JPG
 
0 - Change build orders

1 - 2100

2 - 2070

3 - 2030 Alphabet learned. Go for Writing at 90%.

4 - 1990

5 - 1950 Arson City founded

6 - 1910

7 - 1870 Our first Curragh is built. He heads south.

8 - 1830

9 - 1790 Ivory Coast founded

10 - 1750

11 - 1725 Second Curragh is built. It also goes south.

12 - 1700

13 - 1675 My guess was right! I can see land to the south! Unfortunately, the channel is slightly too wide for our Curraghs to cross. Will have to attempt the Suicide Curragh gambit.

14 - 1650 The gambit fails, and both Curraghs sink. Dammit.
Ottomania starts on Pyramids as prebuild for Great Lighthouse.

15 - 1625

16 - 1600 Bad Omen founded

17 - 1575

18 - 1550

19 - 1525 Fauvism founded

20 - 1500

Notes: Writing is due on the next turn. Go for Map Making at 100% next turn!! Build mines around Ottomania, and optimize the city for shields. Get boats across that southern channel. Get more Workers.

Build cities on the red circles. The arrow points to the southern land.

aaHRY6_1500bc.JPG


Save is attached.
 
1475
1450: Awesometown formed
1425: Woohoo! Curragath successful. Exploring counter-clockwise first.
1400: Contacted Arabs, just for fun
1375: went into their territory, apologies had by me. Oh well, I needed to get down further.
1350
1325
1275
1250: Trying to float Curragath #2 over the pond. I seem to have discovered a SECOND new continent, to the south! If the second Curragath floats, I'll take it there
1225: Curragath #2 Floated
1200: Funkytown formed. False alarm about the second continent. It was just a jutting of land, and they're the same continent. "A Female Deer" formed. The second Curragath decides to go north instead of south.
175
1150
1125: Float #3 attempted. Netherlands contacted.
1100: Float #3 failed, Stepped into Netherlands boundaries, contacted them.
1075: Stepped into Arab territory on the north. Map making complete. Started on Iron Working.
1050: Started making most cities build either settlers or Galleys so we can get some settlements on this new continent. There's still some open space, and we can get in. Float attempt #4 failed
1025: Ottomania revolts! I attempt to quell it.
1000: Still qualling revolt.
975(uncompleted): this was your turn, but I didn't want to leae you with a revolt on your hands. you get the second half of 975(it was technically your turn to begin with).

Our Empire:

975.JPG
 
Did you make any trades with our overseas neighbors? Trade is the main reason we needed to find and contact them.

"Got it" but I don't know if I'll be able to do my turns today.
 
1 - 975 Change build orders. Move workers: chopping forests is a waste of time right now. Focus on road-building and mining.
We're behind in technology. I trade Writing and 25g to Arabs for The Wheel and Ceremonial Burial.

2 - 950 Find Korea north of Arabia. They have a monopoly on Mathematics.

3 - 925

4 - 900 Learn Iron Working. I see that we have Iron and Horses. Most excellent.
Research set to Philosophy at 90%.

5 - 875

6 - 850

7 - 825 Trade Map Making and 30g to Netherlands for Code of Laws and Mysticism.
Trade Code of Laws and Map Making to Korea for Polytheism and 40g.
Trade Map Making to Arabs for Warrior Code and 14g.

Alright! We're now caught up on technology, except for Mathematics! That's the power of trade, Cows. Never neglect trade. Trade is absolutely necessary in the higher difficulty levels.

8 - 800 Our first Galley sets out! Yay!

9 - 775

10 - 750

11 - 730 Learn Philosophy. Oh my! We got a Scientific Great Leader! We also get a free tech for being the first ones to learn Philosophy, so I take Literature as our free tech. Research set to Republic at 90%.

Trade Philosophy to Korea for Mathematics and 34g.

I send the SGL to Cowsland to rushbuild the Great Lighthouse. Ottomania switches to Statue of Zeus. Both are due next turn!

12 - 710 I'll let this picture speak for itself

HRY6_710wonders.JPG


13 - 690

14 - 670

15 - 650 Spot a new land south of Netherlands.

16 - 630 Land a Settler on an island off the coast of Arabia.
The mystery land is home to the isolated and backwards Romans.

17 - 610 Our first Ancient Cavalry is produced by the Statue of Zeus. I'd better get a barracks in there quickly.

Islandopolis founded.

18 - 590

19 - 570 Found an island east of Korea.

20 - 550

Notes: That SGL was a real stroke of luck. We got the Lighthouse and Statue both a lot sooner than we would have otherwise.

Build Libraries and Barracks everywhere. Get a few Harbors too. As soon as we have Barracks, build up our army. Get two spears in every town for defense and MP. Disband old warrior MPs. Build swordsmen.
Be careful about Ottomania. It will riot when it reaches size 6. Try to correct the unhappiness on the very turn in grows, and it won't riot.

There's a Settler in Coast town of fun. We don't have anywhere to put him, though. Do with him what you will.

Revolt to Republic as soon as we get that tech. Cities will riot during the anarchy, so be sure to hire entertainers in our cities where necessary.

HRY6_550.JPG


Save is attached.
 
530
510
490
470: Korea is on the Roman continent. I talked to him
450
430
410
390: Hi Arabia!
370
350
330
310
290
270: Republic Discovered
250
230
210:We are now a republic
190: Uh..Hooray? What do we do about our Monies? We're losing money at an astounding rate
170: Had to reduce science to 10% to stop from bankruptcy. I dunno how to fix this problem, and it'd be nice if you let me know.

Here is our empire:
rawr.JPG



Uh.. I've been doing the whole Library/Barraks, then spearmen. I need you to fix our monies, and I don't know how. Uh... Yes.
 
I'll take a look at our finances. Almost always, you'll have economic trouble immediately after switching to Republic.

The big problem is usually unit support. We need to grow our cities to at least size 7 to get more unit support. I realize that the low unit support of Republic is not the best for us in a militaristic game like this. However, we need to be a Republic to stay ahead in terms of money and technology in the long run. We just need more population to be viable.

We have more workers than we need now that most of the island has been worked on. I will probably disband some. That will save us money. I will also try to turn "Awesometown" into fishing-town, that is I will have it work entirely on coastal tiles, because those yield a good amount of money. When we eventually get Marketplaces, those will help too.

It will also help if we invade someone soon. More cities = more unit support.

This isn't a got-it. I don't know if I'll be able to play my turns today.
 
Hooray said:
We have more workers than we need now that most of the island has been worked on. I will probably disband some.
lurker's comment: Rather than disbanding the workers, why not "join" them to existing towns to bring the population above 6? If that creates happiness problems, you can always turn them into tax collectors for the income.
 
Pre-turn: Change build orders. Change specialists: we've got entertainers where taxmen will do just as well. Luxury slider set to 10%. Crazy, maybe, but we have massive unhappiness problems with only one luxury resource. Disband extraneous warriors. Do a little tech trading.

1 - 150

2 - 130

3 - 110 Curragh sinks trying to go to the West.

4 - 90 Another curragh survives to see land in the West.

5 - 70 Curragh sinks.

6 - 50

7 - 30 Galley heads West, and meets the Inca. They're only slightly behind in technology.

8 - 10 Galley sinks. :(
Korea is first to reach the Middle Ages.
Establish Embassy in Arabia.

9 - 10 AD Learn Currency. Enter Middle Ages. Get Engineering as free tech since we're a Scientific civ. Start research on Feudalism.

10 - 30 Gift techs to Russia so they enter Middle Ages. They get Monotheism as free tech. Trade Engineering for Monotheism.

11 - 50 Establish embassy in Netherlands.

12 - 70

13 - 90

14 - Forbidden Palace built in Hooray-ville.

15 - 130

16 - 150 Arabia demands Ivory from us. I refuse, and they back down. I swear revenge. They were my first target for invasion anyway.

17 - 170 Declare war on Arabia, and land some spearmen in their land as a distraction.
Sign alliance with Netherlands against Arabia.

18 - 190

19 - 210

20 - 230 Our main invasion force lands at Najran.

HRY6_230.JPG


Notes: Our war strategy is to take Najran. Then, bring more troops into Najran to prepare for attacks on Basra and Damascus to the South. After that, take Mecca if possible. Will probably have to stop at Mecca. Only proceed if the next town has a luxury or something else we need.

After the war, focus on infrastructure at home, like Marketplaces and Colosseums. Actually, I don't know if we should build Colosseums or Cathedrals. Probably Colosseums will be cheaper for us.

Get a Harbor on the mainland so we can set up a trade route and start trading some luxuries. We need them desperately.

Save is attached.
 
lurker's comment:
If marketplaces have a commerce/happiness multiplier, libraries a science/culture multiplier and harbors more food/commerce then why temples, cathedrals and colosseums? Are you going for culture? If it's for happiness crank up the lux slider.

It seems to me you want to keep your costs down and these builds are a drain on the economy.

Ask yourself if those shields would be better used in military so you can acquire the luxs and resources you need. 1 cathedral = 4 Med. Infantry.

Let me know if you don't want me to ask questions btw.
 
No, lurker comments are good.

Maybe I am too attached to the idea of Temples and Colosseums. I generally don't like to mess around with the Lux slider. I don't like how I'm paying for happiness in cities that don't need it. With Temples and Cathedrals I can at least choose not to build them where they are not needed.

I agree, for now, we should just focus on military, and what infrastructure we will build will be Libraries and Marketplaces, and other essentials.
If we're militarily successful enough, we can just capture the Luxury resources we need to stay happy.
 
Sorry for the delay. I got the save, but am too busy to do the turns until Thursday. Uh..Can we reduce the turns to 10 soon, too?
 
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