Husky-01

The roster shows after BirdJ is Mirc, so shouldnt Mirc be up?

Whomp--
Chukchi Husky--great turnset
Punkbass2000-- drained the AI's bank accounts.
Birdjaguar-- work crisis= no play; skipped
Mirc-- up?
<Lurker>
 
You're up Mirc and Ansar feel free to take another lurker set after that. :)
 
Mirc said:
Got it. I have to play 2 SG's at the same time! :crazyeye:
Take your time.
You're in the dimension called... SG "feast mode" ! :)
 
A more descriptive version of feast mode....

Tomoyo's "theory of SGism"....


Tomoyo said:
lurker's comment: So: Assuming that a group of five people (uh like SW, AK, Bede, Viper??)are in three SGs(OK but I count 5....AK9,Who1, SW05, Arab Invasion and Igor1) the law of averages states that eventually, the games will all hit one person at one time(that'd be moi') that's proper nordic french fyi. That's when it all goes wrong.(I see, please tell me more...) That person will then enter "feast mode" (:drool:) and play all of them.(Does this mean no RL?) Then the next person (SW?) will enter feast mode. This is a never-ending cycle.

:D
 
I played.

Turn 1: nothing
Turn 2: .....
Turn 3: Ottomans come with 2 MDI's and 1 sword near one of my north-western cities. I can't ask them out, since they are not at my borders yet.
Turn 4: They enter my territory. The city is defended by a warrior, but I was prudent and a swordsman will arrive in one turn. I ask them out. They declare war. It is a bit early, I would have waited 2 more turns, but I'm anyway prepared for the war.
Turn 5: I capture Istanbul.
Turn 6: I capture a city from them (the one from the coast, I don't remember the name). A 1/4 knight is unfortunately the only defense of Istanbul. It is retaken by the Ottomans with a 4/4 Knight that is reduced to 2/4.
Turn 7: The mighty crusaders of Spain have fought bravely and succeded in their crusade against the Ottomans. I capture Istanbul again, this time definitevely.
Turn 8: Building Cavalries.
Turn 9: Moving troops...
Turn 10: I capture the western city, their new capital (sorry for again not remembering the name).

Good luck for the next player.
The current situation: we have more than enough troops on Ottoman lands to destroy them completely. But most of them are slow and this will take some turns. Just be patient (you lurker, the one that will play next), and make sure to take the right decisions. Don't risk too much, we have this war in our pocket. Don't split armies too much, make sure you kill their offenses before they attack, etc.

The save
 
Nice work Mirc. Where's the MI army in all this?

Whomp--
Chukchi Husky--great turnset
Punkbass2000-- drained the AI's bank accounts.
Birdjaguar-- work crisis= no play; UP?
Mirc-- started a war with the Ottos.
<Lurker> UP or Birdjag whomever grabs it first
 
The MI army is currently in Edirne, or however the western city I captured is called. Now that I think better I think it's not Edirne.

And BTW I'll be out of my city in the next week and out of my country in the 2 weeks after that week. So until the 6th of June I won't be able to play or take part in discussions.
 
Pre-uno: prevent riots
IBT: Ottos get Istanbul...
1- fighting
IBT: whole mess of riots due to WW
2- capture back Istanbul
IBT: not much
3- captur Iznik
IBT: Physics -> Banking
4- fighting...
IBT: Osaka finishes big churchy thing
5- fighting.
6-10 same

For the lurkers:
Spoiler :
This is the knida WW crap I had to deal with. :crazyeye:

And the aftermath...


Ottomans are down to 3 cities, two of which have troops coming/there.

Save
 
Thanks for taking the lurker set, MV. I have been busy this weekend or else, I would have swooped in and grabbed the save.;) :p
 
Thanks for picking up my slack! Between work, wife's birthday, broken plumbing and mother's day, it's been a busy week. I wil pick up my place in the normal rotation. Looks like some great turns.

Ah 7K. Maybe I should stop posting or counting.
 
OK I got it and will report back later.
 
Just an update....my turns took a little longer than expected since I'm trying to coordinate moving boats and bringing some workers home so Chukchi is ready to rail our core on his turns. I had one more turn to play last night but couldn't keep my eyes open.

FYI...The Ottos are gone and we've started receiving luxs from the other continent so our people are very happy and research speed is very solid. I've also set up for a potential battle if Chukchi want to versus the Japanese. We still have about 7 or 8 more turns left on our deal with them.
 
Pre turn: We are researching economics which is an optional tech. We want to get out of the middle ages and move to the IA and steam power asap. Change the research to Mag at 80% and we'll get it in 4 turns. Raise lux from 10% to 20% and it stops starvation, shortens build times and now there's on one clown in the core. Then do some shifting of builds. I prefer not to have any buildings or units created in corrupt cities. 1. They can't be supported and 2. without rax reg units are reasonably useless. Happiness in these cities is a self limiting problem. If they're unhappy they can build settlers and workers. There are great benefits from more cities and workers. Cities can improve our unit support which is huge at 84gpt whereas a building will cost money. I hope to eliminate some of our unit support since swords are becoming less useful and can be disbanded in cities building settlers to accelerate the settler. We are sitting on a pile of galleys and I upgrade them to caravels. If we are going to move on the last continent we will want to bring more units and caravels are better defensively. The Mongols are in anarchy and we're trading 3 luxs for 1 lux to Japan for 17 more turns. It's best not to give so much lux to the AI since they operate much more efficiently and we'd like to conquer this continent at some point so I'd suggest no more deals with the Japanese.

IT

11060Siege at Bursa takes a musket and spear but we lose a cav vs. a reg musket. At Ankara we promote a cav taking the city. The Ottomans are down to two cities.

IT A LB jumps out and attacks our knight on a hill and loses. A Japanese galley approaches one of our cities. Oh boy.

21070 Try to get the Japanese to declare. No dice. Attack Bursa and take a reg. musket and vet spear but lose a MI attacking a vet spear. Take out Sinap

IT Edrine flips to the Ottomans.
31080 Take back Edrine. Then this...

chukchiottos7ct.jpg


IT Magnetism finishes and start Theory of Gravity
41090 Trade Printing press for silks and 24 g to Cleo now that we have magnetism. Trade Printing Press for 21gpt and 50g to Iroquois. Get furs for gunpowder and theology from Genghis.

IT
51100 through 1130 Mostly moving stuff back to the core and units towards Japan.

1140 ToG comes in and we move to a new age.

chukchiia1lj.jpg


Change the military academy build in Chukchi Huskyville to Newton's university. This will double our science in the city which at 60% science is 105 beakers and will increase to 210 beakers! This will get us that much closer to blasting off a space ship. I then MM to get steam power down from 7 turns to 6 turns by hiring scientists and taxmen where scientists aren't needed.
chukchicorrupt5pn.jpg


1150 Move units towards Japan, and get rail crews set. Settlers in a boat are headed towards filling in the old Ottoman area.
Summary
Newton's will finish next turn so check to see if you can shorten the time steam power comes in or lower science. There's settlers being packed in on the old Viking and Ottoman continent. Try to fill in as many cities as you can since the citizens will help unit support costs and the capability to use either scientists or taxmen. Other corrupt cities are making workers so we can rail faster.

Try to rail the most important cities for production first.


rails5mn.jpg


On the Ottoman/Viking continent try to use the workers to rail towards the Japanese in case they get frisky.

When you hit the industrail age the turns are typically the slowest so if you're more comfortable playing 5 turns instead of 10 that would be fine.
 

Attachments

Nice update Whomp! Thanks.
 
I think I would have to shoot anyone trading 3 lux to a single civ, no matter what they got in return. A hard slap on the head for even trading 2, unless a big gun was pointed at you.

I mean a real BIG gun, not just a threat of attacking. I really hate to trade lux to the AI, even at this level. You can't just look at the deal and think, well I can really use the one more lux.

Yes maybe you can, but you are helping them way too much by giving them 2 or 3. Try investigating an AI city at this stage, when you are not trading them those lux. You will probably see any number of jokers, depending on how much they have been fighting and how many luxs they already had.

Now if we are talking about trading to some back water civ that is quite small and has no chance to get in the game, that is different. What I tend to see is that players are making these trades with the top dogs. The very ones that can get the most from the trade.
 
vmxa said:
I think I would have to shoot anyone trading 3 lux to a single civ, no matter what they got in return. A hard slap on the head for even trading 2, unless a big gun was pointed at you.
You're singing to the choir on that one vmxa! I rarely give the AI luxs unless it's the only way I can bring them into a military alliance and even that I prefer to give gpt.


Chukchi Husky said:
That's the earliest I seen the industrial age. Usually I don't see it until around 1700.
We're doing pretty good don't you think? Just wait till you see how big of an impact Newton's will have on science next turn. :)

Chukchi here's your question for the day. :D

After we finish steam power which tech do you think is most beneficial?
Industrialization allows us to build factories.
Electricity leads to replaceable parts and eventually scientific method.
Replaceable parts gives us infantry, guerillas, artillery and faster workers.
Medicine leads to sanitation and eventually scientific method.
The benefit of sanitation allows us to build hospitals and grow beyond size 12
or
the combination of medicine and electricity leads to scientific method.
Scientific method has the wonder called Theory of evolution. ToE gives us 2 free techs. If we go this path then we would want to start a pre build in the captial with the military academy. ToE cost 600s and our capital is producing ~20spt.

Give this some thought and let's discuss this.
 
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