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JAR03: Portugal, DG, Space Race

Discussion in 'Civ3 - Succession Games' started by jarred!, Aug 14, 2019.

  1. CKS

    CKS Deity

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    All of the industrial techs were finished in 4 turns. Flight is due in 3 turns. We need to learn computers next (in 6 turns or less), and then miniaturization. Emerita is building a palace. When we learn computers, it switches to SETI and Guimaraes switches to palace. Then when we learn miniaturization Guimaraes switches to the Internet.
    After we learn miniaturization, we should do fission. Emerita can start prebuilding for the UN once it finishes SETI. After fission, we can do rocketry and spaceflight. All the other civs are backwards, in my opinion, so we shouldn't be gifting them into the modern age for their free techs.

    Spoiler Boring Turn Log :
    Turn 0, 1325
    Things look good.
    IBT: Learn combustion, start mass production, which we can do in 4 turns. Tavira lib > university, Colina de Salitre walls > library, many infantry > infantry, many settler > courthouse. Abandon New Evora and Nicomedia.
    Area near Athens needs attention – we have tiles we can't work at size 12 and lots of extra food.

    Turn 1, 1330
    Build New Evora, Ourique, some other towns. Lots of worker action – mostly railing. Rush library in New Badajoz since we can do something about its flip risk.
    IBT: Renew lux deal with Babylon, adding in 87 gpt to get them to agree. Sao Paulo factory > hospital, Herakleia marketplace > library, New Badajoz library > walls. Units continue to be built.

    Turn 2, 1335
    Build new towns, continue railing, clear pollution.
    IBT: Sagres hospital> factory, Rio J. settler > infantry, Iconium settler > courthouse, others infantry > infantry.

    Turn 3, 1340
    Build new towns, continue railing, clear pollution.
    IBT: Same

    Turn 4, 1345
    Build new towns, continue railing, clear pollution.
    IBT: Learn Mass Production, start Motorized Transportation, due in 4.

    turn 5, 1350
    Realize Emerita (with Newton's and Cope's) has no hospital, so it can't grow, so its commerce multiplication isn't that great. Short rush a hospital.
    IBT: Leipzig flips to Germans.

    Turn 6, 1355
    Rush some beaker stuff. Build temple in Emerita. Build new towns, continue railing, clear pollution.
    IBT: See Sumerian boats

    Turn 7, 1360
    Build new towns, continue railing, clear pollution.
    IBT: Renew spice deal with Ottomans, for 1 less gpt. Koreans start Universal Suffrage.

    Turn 8, 1365
    Build new towns, continue railing, clear pollution.
    IBT: Sumerians land a musket. Babylonian boats come by. Learn MT, start Flight, due in 4 after some adjusting.

    Turn 9, 1370
    Kill musket. Build new towns, continue railing, clear pollution.
    IBT: More Sumerian boats, Babs drop off infantry by New Badajoz.

    Turn 10, 1375
    Build new towns, continue railing, clear pollution. Babylonian troops from before are now moved onto a single tile and surrounded.

    Babylon has landed a single infantry in the south. We should be good if they attack us, but they may be after the Ottoman town instead.
     

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  2. tjs282

    tjs282 Un(a)bashed immigrant

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    They're almost certainly still after Riza: the 2/4 Bab vInf that was on our land at the end of my set/beginning of your set had also been landed near that town: it then got attacked by the 2 garrisoned Sipahi (don't remember exactly what happened: maybe 1 killed, 1 retreated?) and then retreated into our territory.

    (The other Bab Inf that was up the coast near New Guarda was originally escorting a Settler, which I immediately penned in by founding next to it and using 3 Slaves: the Settler itself disappeared -- disbanded? -- a few turns later).

    @jarred!

    Are you now available to play next? If so, I'd suggest un-penning those 2 trapped Bab Infs, and letting them move down to join their buddy (don't offer an RoP though: see below). Riza can't grow above Pop1 without a Harbour, so if the Babs do manage to take it (e.g. using Frig-bombing followed by Cav- or Inf-attacks), it will autoraze, which will reduce/eliminate the flip-pressure on New Badajoz and New Viseau, and also free up another Pop1 farm-spot for us (on the Hill, if the Bab Infs group on Riza's ruins).

    Once Riza is gone, then we could maybe think about booting the Babs? If Hammi complies, great, we'll be able to sell him Steel(?) once his current tech-purchase is paid off (he owes us 168 GPT, for another 7T). If he DoWs us instead, we'll lose his Furs+Silks imports, but we'll also get some (more) WH. With our land now almost fully railed, and a decent stack of maintenance-free Arty(Foreign), and with Infs + Tanks (+ Destroyers + Bombers) now quickly buildable in large numbers (if we want them), we'll easily be able to deal with pretty much anything he could possibly throw at us, so any WH wouldn't be going away anytime soon.

    And we could also replace the 2 lost Luxes by finally making peace with Gil, and buying his Gems+Ivory instead.

    Ooh, and I see a tech-trade to the Ottos is also about to expire (Ozzie owes us 223 GPT, for another 1T): sell them Corp next, to keep draining his Treasury?
     
    Last edited: Nov 27, 2019
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  3. CKS

    CKS Deity

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    All good ideas. I don't see the Babylonians making a serious attempt at Riza, though.
    Definitely keep draining the AI treasuries; we can make far better use of their money than they can.
     
  4. tjs282

    tjs282 Un(a)bashed immigrant

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    I just realised that I tagged the wrong "Jarred" in my last post :blush:

    Unfortunately, that CFC-er didn't notice my error, because he(?) doesn't seem to have been here since March 2001: according to his(?) posting-history, he(?) was last seen discussing CivII modding, and the imminent release of CivIII!

    I fixed the USER-link now, but since it's an edit, rather than a new post, I suspect that it won't provide a new notification to the real @jarred! — who doesn't seem to have logged into/ posted on CFC since his last entry to this thread, nearly 2 weeks ago. Hope everything's OK...

    Shall we give him another couple of days, before I pick it up again this weekend?
     
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  5. CKS

    CKS Deity

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    I'm good with that.
    jarred!, I hope things are just busy (and not bad) in real life.
     
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  6. tjs282

    tjs282 Un(a)bashed immigrant

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    Still no word from @jarred! ?

    OK, so call this my gottit. Will try and get my set wrapped up by tomorrow evening.
     
  7. tjs282

    tjs282 Un(a)bashed immigrant

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    Right on schedule:

    Turnlog is mostly uneventful, but included for form's sake:
    Spoiler 1375-1400 AD :
    T 0, 1375 AD
    Open a path to let the trapped Babs get to Riza
    Check/change builds across our empire (e.g. turning off Courthouse/Lib-builds in MaxPop6 farms)
    Workers/Settlers rushed in various towns, since we still have lots of spots to fill and terrain to improve
    Frigates bomb incoming(?) Summie convoy west of Ohrid -- need some Destroyers down here
    IBT
    Core-towns with full infra (Factories, Hospitals, CommDocks):
    Coastal Towns: --> Destroyers
    Inland towns:
    >50 SPT --> 2T-Tank
    45-50 SPT --> 2T-Inf
    40-44 SPT --> 2T-Cav (for disbanding)
    34-39 SPT --> 3T-Tank
    etc.
    Farm build-queues set per location:
    If freshwater: --> Courthouse --> Market --> Wealth
    If dry: --> Wealth
    If coastal: --> Walls --> Wealth
    If coastal with Fish: --> Harbour --> Wealth

    T 1, 1380 AD
    Frigs chase and bomb convoy
    Settlers fill holes in my imaginary farm-dotmap
    Decide to resettle Rhodes 1SE, next to the Fish: also frees up another farm-spot
    More Slaves sorted into lumberjack-stacks
    Hmm... looks like my Farm-MM (changing Geeks to CivEngs where infra was being built) just cost us 1T on Flight, since it's still showing 3T to completion: a little more MM brings us back down to 2T
    IBT
    Summies land yet more Ancient/Medieval units near Ohrid
    Wang + Ozzie sign MA vs. Hanni!
    Rhodes defects to the Byzantines! Just before it was about to build a Settler, dammit!
    Builds set according to rules above

    T 2, 1385 AD
    Summies units bombed and killed, 1 Cav promoted
    Worker-shuffling
    Realise I forgot to scalp Ozzie last turn for his next tech-purchase: Corp gets us his WMap + 134GPT + 325g + Worker
    Flight in 1T: can't drop SCI%, but can safely reassign Geeks to CEs and Taxmen
    IBT
    Dora threatens to (soft-)boot us!
    Summies sink one of our Frigates
    We are now Modern! :woohoo: I queue Computers (6T; for SETI) --> Mini (Internet) --> Fission (UN) --> Rockets --> SpaceFlt (Apollo)
    Lisbon riots due to 'overcrowding' (at Pop14) and drafting (how many Infs did we draft here?!?)
    Builds set according to rules above
    Palace expansion! It's now complete!

    T 3, 1390 AD
    Two more Summie ships sunk by Frigate + Destroyer. DD heads west to catch more ships in passing
    Frigs near Heidelberg no longer needed to block Settler-landings -- sent west
    Workers working
    MM Specialists, but still can't get (builds done and) Comps in <6T
    Wang has > 370g, but apparently no income; he can't afford to send us GPT for Corp
    Hanni would sell us Espi + Commie + 1060 g for Refining + Steel, but I think he's powerful enough already...
    IBT
    Summie Frig attacks ours and sinks, ours promoted
    Bismarck + Wang sign MA vs. Hanni!
    Germans begin UniSuff in ???
    Wang can't afford to pay 18GPT our Iron any more (and he's lost all his savings!). Our Spices + Iron + Wines + Coal are also 'doubtful' to buy his Dyes (we would need to add SciMeth as well. Or 46GPT)... :(
    We lose our Incense! Wines + 71 GPT is now 'doubtful'; I throw Ozzie our Wines + Iron + Salt + 30 GPT instead
    Builds set according to rules above

    T 4, 1395 AD
    More Worker-shuffles: put a bunch of Slaves on solo-Foresting in the German core: these can be sped up later (as needed) to finish useful infra in nearby non-Wealth towns
    IBT
    Ozzie complains about our troops (Frigs are sailing past Riza)
    Dora + Ozzie sign MA vs. Hanni!
    All 3 Bab vInfs die attacking Riza, promoting rInf to 2/5 eInf
    Rostov, Oporto 2 --> Settler to disband/move town
    Other builds set according to rules above

    T 5, 1400 AD
    We now have a good stack of vTanks, so vCavs disbanded into Market-builds in northern Byz
    Also running out of places to plant new farms, so some Settler-builds converted to Arty
    GAME SAVED
    IBT
    Dora + Gil sign Embargo vs. us. No biggie...
    Builds set according to rules above
    Spoiler 1405-1425 AD :
    T 6, 1405 AD
    Worker shuffling: Forests planted where they can still be chopped
    Settlers/Slaves rushed
    Destroyers setting up patrol-line between us and Persia/Sumeria
    IBT
    Towns building Infs now switch to building Cavs for disband-shields, or Settlers if wasting lots of food at Pop12
    Other builds set according to rules in Turn1 description

    T 7, 1410 AD
    Our last tech-sale just expired, so I offer Hammi Refining: he'll pay WMap + 148GPT + 860g + Communism (or Espionage, but I'd rather have Police Stations than the Intelligence Agency)
    I can drop SCI% to 70% and still get Computers in 2T (+391 GPT)
    IBT
    Bismarck + Gil sign MA vs. TheJerk!
    Builds set according to rules in Turn6 description

    T 8, 1415 AD
    Can't drop SCI% any further and still get Comps in 1T, so I don't
    I can, however, sell Steel to Ozzie: he pays WMap + 129 GPT (his entire current income) + 720g (his entire current Treasury)
    IBT
    Bismarck wants to talk: he wants an RoP + MA vs. Hanni! Nope. He has a free Worker, but wants 155g for it. Nope. OK then: our WMap for his + 1g
    We learn Computers! --> Miniaturization in 7T
    Wonder-(pre)builds switched: SETI will be done in 3T, and Guimares will finish the Palace (=Internet) in 8T. Perfick...
    Oporto is getting good SPT, so I restart UniSuff there (14T) for later conversion to Palace (--> UN when we learn Fission)
    Sumerians begin UniSuff in Lagash
    Builds set according to rules in Turn6 description

    T 9, 1420 AD
    Settlers rushed to fill the last few holes/relocate farms
    IBT
    Dora boots us!
    (Did Rhodes just pop? Ah, no, the Worker that was Foresting when it flipped, just finished)
    Builds set according to rules in Turn6 description

    T 10, 1425 AD
    We can build IronWorks in New Sagres (former Byzantium)! Well, great...
    One last whip-round to make sure everything's properly queued and looking tidy...
    GAME SAVED
    Handover:

    We are 6T from Miniaturization (might want to think about putting OffshoreRigs in Lisbon, Khabarovsk, Sagres, Guim, Lagos, Sao Paulo? NEESparta?), with Fission, Rockets and SpaceFlight already queued. Our closest tech-rival is Babylon, and the next tech Hanni will want to buy from us will be Combustion (or possibly Flight or MotorTrans) in about 17T, when his current purchase (Refining) has been fully paid off. Hanni is also fighting pretty much everyone but us (AFAICT!), so has predictably gone Fascist. So there's no rush to get UN done on the same turn as we learn Fission, and therefore Emerita (which could build UN from scratch in ~11T) can build 1T-Cavs for a while, and then start prebuilding Apollo at the same time as we begin researching SpaceFlight.

    SETI will be done on this IBT and Guimares will (also) finish the Palace-prebuild (for Internet) in 6T, so remember to switch the build (using "WTBP?") as soon as we learn Mini! Oporto is now building UniSuff (14T) as a prebuild for the UN: it can switch to Palace when Guim is done, and then to UN when Fission comes in. The Internet-prebuild could be slowed if necessary (e.g. by taking 1 citz off the Hill) -- or we may be able to speed up research by converting CivEngs (currently building Courthouses and Markets in the Pop12 farms) to Geeks, and using Cav-disband to finish off the Courts and Markets instead -- probably should have started doing that earlier, rather than using CEs. We currently have >2000g in our Treasury, so could also cash-rush any builds which are, say, <15 shields away from finishing.

    Of the 1 remaining Settler-build (in Rostov), this was to Settler-disband and move SW (where the cInf is standing), freeing the FloodPlains for more FPT. Emerita 2 should be Worker-disbanded to give Frankfurt back that 4-FPT tile, to allow it back up to >Pop7: it has a Duct, and if we also Slave-disband Cologne (using 1 Forest-chop per Worker), Frankfurt could use 5 x 4-SPT tiles for Pop11 with 6 Geeks. Slaves are currently solo-seeding those (and other) still-choppable Grass-tiles, and the task (plus the chop + re-irrigation) can of course be sped up to finish in 1T as needed, by adding more Slaves to the pile.

    On which subject, I have also planted, chopped and mined/re-irrigated quite a lot of tiles into infra-projects all across our territory during my set, so former Russia and the ex-Byzzie-farmland is pretty well-developed now. There are a lot fewer choppable tiles (updated chop-maps can be posted on request) and I don't think there are (m)any free farm-spots left either, at least none which don't steal food from the watered farms.

    That is, there will be no more free farm-spots until we finally dispose of both Dora and Bismarck! We lost Rhodes to a flip on my set, Leipzig is still making an ugly stain (I turned off the nearby Lib-builds, since we were so close to building Internet), and both towns are raising the flip-risk among their neighbours. We have no deals in progress, they have nothing to offer us, our PTs have run the full 20T, so we have nothing to lose by DoWing them. Although both have signed MAs with Ozzie and/or Gil vs. Hammi, neither has MPPs active AFAICT (or if they do, they're with the Summies or Persians, who we're already fighting). So I think it's time to kill them off.

    To that end, there is a Destroyer + Transport heading south down the coast of former Greece, and a Transport-build which could be rushed in New Lisbon (now a fully developed Pop10 beaker-farm) just south of the interchoke. There is a MechInf near Cologne, and 19 Tanks + 15 Arty still in the interchoke area (I sank most of the Summie ships, there have been no further landings after the first one in this set). So I'm thinking, bring the Transport(s) to Cologne, load up 1 MechInf + 11 Tanks, drop them on the Hill outside Bonn, and then sweep across the Tundra-island, while using the remaining Tanks to take out Rhodes' Spearmen(?) (raze or Settler-disband it, don't care), and the Arty + Cav-Armies to do Leipzig. Should all be over in a couple of turns after the DoW, and then we can settle a few more farms:
    Spoiler Old MacDonald built some farms, E-I-E-I-O :
    Rhodes:
    jar03 Rhodes farms.png

    Leipzig (I think the "[Pop]6" sites would be sufficient, leaving enough tiles for the watered farms to reach Pop10-11):
    jar03 Leipzig farms .png

    Island:
    jar03 tundra-island farms.png
    Save is below...
     

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    Last edited: Dec 2, 2019
  8. CKS

    CKS Deity

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    Looks great. If jarred! doesn't make it back in the next couple of days, I'll move us along.
     
  9. CKS

    CKS Deity

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    Okay, having not heard from jarred!, I've got the save and will start playing tonight.
     
  10. CKS

    CKS Deity

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    Rocketry is due in 4 at 80%. Byzantines and Germans are gone. We have an MGL sitting on the horses near Lisbon. Emerita makes 100 spt and should start a prebuild for Apollo in 3 turns. (It has been building tanks, but switched to an airport because of a pollution issue this turn.)
    Leaving some workers and units with movement – for forestry operations or joining to towns or railroading and for disbanding as you see fit. I'm finding it hard to prioritize right now, and I want to pass the game along. I've been disbanding cavs and stockpiling tanks, but we probably could disband tanks, too, if we like.

    Turn 0, 1425 AD
    Looks good. Switch Colina de Salitre to transport, so as not to spend lots of time in transit.
    IBT: Berlin courthouse > wealth, Lisbon > bank as prebuild for offshore platform, Tavira > bomber, Pharsalos marketplace > university, Lagos destroyer > destroyer, Emerita SETI > police station, Sagres factory > bank, others continue building units, farms build wealth.

    Turn 1, 1430 AD
    Rush some buildings, turn some CE into scientists. Trade Korea the Corporation for dyes and some gold.
    IBT: Germany and Sumeria sign trade embargo against us. Renew lux deal with Babylon, trading them combustion. No important builds. Germany starts US.

    Turn 2, 1435
    Moving boats toward island. Lots of worker actions.
    IBT Sumeria and Byzantines sign a military alliance against us.

    Turn 3, 1440
    Attack Rhodes, get an MGL. Raze Rhodes, prepare to resettle.
    IBT: ZZZ

    Turn 4, 1445
    Land on island. Take Leipzig.
    IBT: ZZZ

    Turn 5, 1450
    Take Dortmund.
    IBT: Learn Miniaturization, start Fission. Build Internet, Fission due in 4.

    Turn 6, 1455
    Take Prilep, Byzantines are gone. Take Bonn, Germans are gone.
    IBT: ZZZ

    Turn 7, 1460
    Worker actions.
    IBT: Ottomans don't want spices anymore.

    Turn 8, 1465
    Worker actions. Join some workers to towns. Settle a couple of places.
    IBT: ZZZ

    Turn 9, 1470
    Worker actions.
    IBT: Learn Fission, swap to UN. Start Rocketry. Cultural expansions mean all our coastal towns need to have citizens reassigned.

    Turn 10, 1475
    Reassign citizens.
     

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  11. tjs282

    tjs282 Un(a)bashed immigrant

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    Great stuff! :thumbsup: We are absolutely rockin' this map! :rockon:

    I've already DL'd the save (been doing this routinely anyway), but again I'll give @jarred! a couple of days to jump in and claim it before I play further myself.

    I really hope everything's OK with him, though: he went from daily visits to CFC, to absent for nearly a month now :sad:
     
    Last edited: Dec 12, 2019
  12. tjs282

    tjs282 Un(a)bashed immigrant

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    Sorry it took so long...

    @jarred! I've been stalking your Profile-page, so I know you were back on CFC last week. Come out, come out, wherever you are! It's your turn! ;)

    TLDRLog:
    Spoiler 1475-1500 :
    T 0, 1475 AD
    Usual quick scan through our territory
    Core-towns:
    Mostly look good
    Switch Khab and Lagos to building Hospitals, disband some Cavs and Tanks into Khab
    Start/queue Settler-drawdowns in Braga and Rio, which are already running Specialists, and cramping their Hospitalised (or Hospitalisable) neighbours
    Farms:
    Switch the dry Pop6 farms to Settler-builds, and change Geeks to CEs where Courts + Markets are still in progress (though it doesn't seem worth building Libs as well)
    IBT
    We are the most Power-ful nation in the World!

    T 1, 1480 AD
    Worker-shuffling: stacks shipped over to the Tundra-island, to get it planted, chopped and railed
    More Cav- and Tank-disbands (not that we're hurting for unit-upkeep, but we might as well have our core and semi-core up to speed)
    We also need a couple of Ducts to fully exploit the tiles in the interchoke-zone
    Ooh, the Ottomans have a tech-deal about to expire: Refining is their next tech...
    IBT
    Ottomans sailing into Riza
    Wang + Hammi sign a PT
    Babs sail past Heidelberg
    Koreans begin UniSuff

    T 2, 1485 AD
    Worker-shuffling
    Sell Refining to Ozzie for WMap + 25g + 94 GPT (all he can currently afford)
    Cavs surrounding Otto units replaced by Tanks: Cavs disbanded into the interchoke Duct-builds (remaining shields rushed)
    IBT
    With 5T left on our last tech-deal, Hammi demands Oil as tribute! I refuse on principle -- and he DoWs us! We lose our Silks + Furs import-deal
    NEESparta duly riots, and I scroll ahead to ensure that nothing else will...
    Emer --> ManProj as prebuild for Apollo

    T 3, 1490 AD
    GAME SAVED
    SCI% to 70% for +364 GPT
    Since we're now down to 4 Luxes, and our metros and semi-core towns are looking iffy, I make peace with Gil for a pittance (his WMap + 10g; can't persuade him to an MA or Embargo vs. Hanni as part of this deal). Then I buy his Ivory + Gems, after some haggling: he takes Wines + Spices + Iron + Salt + 61 GPT (SciMeth would be 'acceptable' in place of the cash, but I don't feel like throwing him any tech)
    Whip round the core towns to reset the forced Cops + Clowns
    IBT
    Rockets --> Spaceflight (5T even at SCI=100%)
    We lose our Incense! Or rather, the Ottomans lost their spare!
    We may want to consider going and liberating some former Otto (and Korean?) towns from the Babs...
    Since Ozzie is apparently on the ropes, I gift him Wines + Iron + Salt to help fend off Hanni and unhappiness. I also sell him our WMap for his WMap + 2g
    And the riots start again, necessitating more scrolling...

    T 4, 1495 AD
    Since I can't get Spaceflight any faster, LUX% raised to 10% (-149 GPT)
    Emer switched to BattMed (in 5T) for Apollo
    Prebuilds for ship-parts begun/queued in Leiria (UniSuff), Evora (ManProj), and NEESparta (Tank --> Palace)
    Remaining Ship-techs queued:
    Ecol (4T) --> SynthFib --> Superconductor --> Satellites --> NucPower (5T) --> Laser --> Robotics
    IBT
    The Jerk wants to talk. Naaaah...
    Babs drop a vInf on Tundra-island. Ooh, scarey...

    T 5, 1500 AD
    Bab ships off SW Byz bombed to redline; Frigs + Privateer sent south to intercept and sink them
    Tank kills Bab Inf
    IBT
    Wang wants to talk: He wants our Wmap (for his + 4g); just 'cos I'm feeling nice, I gift him Wines + Spices + Iron
    Bab ships turn tail and run
    Spoiler 1505-1525 :
    T 6, 1505 AD
    Sink 3 of the redlined Bab ships
    Chop a few more tiles
    IBT
    Ozzie wants to talk: he offers Fascism for Combustion. Naaaah, but have a WMap...
    Bab ships outgoing -- and more incoming (unfortunately I didn't see where)...
    We now own the UN!
    Oporto --> Hospital (Worker cash-rushed first for 80g, and completion in 3T)
    No, I don't want a vote!

    T 7, 1510 AD
    Another Bab ship sunk
    Destroyer and Frigate patrol but don't locate Bab ships
    IBT

    T 8, 1515 AD
    Bab boats located ESE of Persia(?!?), and sunk
    I can now drop SCI% to 10% and still get Space in 1T (+ 1135GPT)!
    GAME SAVED
    IBT
    SapceFlight --> Ecol (4T at SCI%=80%, -114GPT)
    Emer's prebuild switched to Apollo using "WTBP?"
    Emer --> Engine after Apollo completes!
    I use the next completed build to scroll forward through the towns, and switch prebuilds to Ship components:
    Leiria builds Cockpit --> Hospital
    Evora builds DockingBay

    T 9, 1520 AD
    MGL moved to Emer, Engine rushed (never tried that before, happy to discover that it works!)
    Frigates moved to blockade a few Bab ports
    Destroyers moved to screen our western approaches
    IBT
    Emer --> Tank

    T 10, 1525 AD
    Tundra-island now fully farmed
    Other than that, nothing exciting
    GAME SAVED
    Handover

    We have started building our Ship! :woohoo:

    Apollo and all 3 'SpaceFlight'-enabled components are already completed (I used the MGL to 1-turn the Engine), and we will learn Ecology in 3T, with SynthFib already queued (as are the rest of the Ship-techs, in the order I think we 'need' them, but feel free to change that). NEESparta is prebuilding (Palace) for the Exterior Casing (640s), but Storage/Supply (160s) can wait until we begin research on SynthFib, since just about any of our core-towns can easily (pre)build it in 4-5T.

    I stationed multiple 12-packs of Slaves in the core for pollution-mopping (36 of them just cleaned up SaoPaulo's Mountain!). Playing pollution whack-a-mole is tiresome though, so I would strongly recommend adding MassTransits in all the Metros once Ecology comes in. Speaking of which, with so many original core-towns now being Metros, I decided to shrink down and Settler-abandon Braga and Rio. With the Hospitals in Emer and SaoPaulo, they were already getting cramped and running Specialists when I inherited them, and the only tile in their collective BFCs that couldn't be worked by a neighbour was Braga's actual location.
    jar03 core 1525 AD.png
    So as you can see, Rio is down to its last citizen: don't forget to sell off all the remaining buildings before it vanishes! Once Braga is also down to its last citizen (this IBT), I'd suggest working a Mountain for 1T, then selling everything and cash-rushing a Worker/ Settler there as well. Since I didn't need them to do anything else, there are sufficient Slaves waiting in each, to immediately road, mine and start railing the ruins.

    The farm areas are now almost fully populated. I've mostly stopped growth in the low-food (Hill/Tundra) farms at Pop1, the dry farms at Pop4 or Pop5 (Plains vs. Grass), and in the wet farms at Pop10-11; those few which are still growing can soon hit one of those pop-totals with no wasted food. Some farms are still running CivEngs to build Courts and Markets, but these could be switched to Geeks either immediately, or as the current build finishes (most will be done in the next couple of turns). Many of our core and semi-core towns can now knock out Mechs/Tanks/Cavs in 2T for disband-shields if wanted. The tundra-island is also (just) fully Settled: I have built/am building Walls in all the coastal towns. Some of these can still be rushed with chops:
    jar03 tundra-island chops 1525 AD.png
    All the remaining Forest and the red circles are choppable: the Cow will be Forested this IBT, and there will be enough Workers free next turn to immediately chop and re-irrigate that tile. Since Bonn has a Duct, I suggest giving it all 3 of the Grass-tiles that it can reach: this will give it 16FPT, i.e. Pop8 with 5 Geeks.

    Oh yeah, that reminds me: I left the Tanks+Arty on the tundra-island as a precaution, because 2T into my set, Hammi DoW'd us when I wouldn't give him Oil for free :crazyeye: That meant we lost his Luxes -- and he lost ours (and the Ottos incidentally lost theirs as well) -- which caused me a few happiness hiccups. So I decided that after ~3000 years of 'war' (give or take?!), it was finally about time we signed a PT with Gilgamesh, to allow us to buy his 2 Luxes instead (they were quite expensive, but we can afford it!).

    Ozzie is also getting the short end of the stick in his still-ongoing war with Hammi, and we have a whole bunch of productivity and not much to do with it. So if you feel like being charitable/ want to make your set more interesting, you might want to think about (building an Embassy and) signing an RoP with Ozzie, landing a stack of Tanks+Mechs+Arty on his turf, and liberating some of his (and Wang's?) towns from the Babs. We don't need to keep them though: we have all the Ship-resources on our Continent, so we can afford to be magnanimous and hand them back to their rightful owner(s).

    Have fun! The save, as always, is below.
     

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    Last edited: Dec 19, 2019
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  13. CKS

    CKS Deity

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    Sounds good!
    I hope jarred! is up to taking a turn.
    Sounds like we can mostly coast, now. If we have trouble staying at 4 turn research, we could take and keep some towns on the other continent, though I personally would not bother, being lazy.
     
  14. CKS

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    Well, having not heard from jarred!, I've got the save and will try to play today.
     
  15. tjs282

    tjs282 Un(a)bashed immigrant

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    No hurry. I'm visiting the in-laws over Christmas, so I won't be available to play again until the 28th or 29th at the earliest.
     
  16. CKS

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    Turn 0, 1525
    Things look good.
    IBT: Babs bomb a boat.
    Turn 1, 1530
    Sell refining to Korea for dyes. Rush some builds.
    IBT: Nothing
    turn 2, 1535
    Start irrigating in towns with hospitals that won't be building spaceship parts or anything else useful. Clean pollution. Join some workers. Build some hospitals in partly-corrupt towns that can support a bunch of scientists.
    IBT: Korea and Ottomans sign MA against Persia. Learn Ecology, start Synthetic Fibers – Due in 4 turns.
    Turn 3, 1540
    Sell Ottomans combustion for 297 g + 80 gpt. Make peace with Babs, sell them rocketry for gold and 2 luxes.
    IBT: Persia and Sumeria make peace. Abandon Rio Janeiro.
    Turn 4, 1545
    Same. IBT: ZZZ
    Turn 5, 1550: Same. IBT: ZZZ
    Turn 6, 1555: Same. IBT: Learn Synthetic Fibers, start Superconductor, due in 4 turns at 80%. Swap to spaceship parts.
    Turn 7, 1560: Same. IBT: Build Storage/Supply, decline to hold the UN vote.
    Turn 8, 1565: Same. IBT: Build Exterior Casing.
    Turn 9, 1570: Same. IBT: ZZZ
    Turn 10, 1575: Same.

    Superconductor is due this turn. When we learn it, Lisbon and Emerita should swap to the 2 spaceship parts. We should be able to continue 4-turn research until the end.
     

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  17. tjs282

    tjs282 Un(a)bashed immigrant

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    OK, I'm/we're back. Since I see @jarred!'s apparently still (again?) incommunicado, I'll aim to play over the next day or two.
     
  18. tjs282

    tjs282 Un(a)bashed immigrant

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    Done with my set :) but also with this SG :cry:

    Spoiler Turnlog :
    T 0, 1575 AD
    Northern areas:
    Skim through and change some more builds (not the prebuilds!) to MassTransits in the larger Metros: where multiplier buildings have been put up in ~50%+ corrupt areas, convert Geeks to Cops to decorrupt base-SPT (and CPT) +CivEngs
    Southern farms:
    Disband a few Tanks into the few ongoing Lib-builds, rush any needed remaining shields, convert CivEngs to Geeks
    We still get Superconductor in 1T (+137 GPT)
    IBT
    Gil wants to talk: even though we're bigger, smarter and stronger, he'd like us to pay him (6 GPT) for an ROP+MPP! Ah-hahahah! No.
    Superconductor --> Satellites (4T at SCI%=70%, +311 GPT)
    Switch prebuilds (Emer --> LifeSupport in 3T, Lisbon --> Fuel Cells in 2T)
    Also notice several more Libs in progress, but not where. Will have to investigate that...

    T 1, 1580 AD
    Mop-moppity-mop-mop-mop...
    Reassign Geeks to CivEngs for remaining Court, Market-, and Lib-builds in farms
    IBT
    GAMECRASH at the Ship-building screen (dammit): Reload from 1580 AD autosave and replay the turn
    Lisbon --> MassTransit
    Evora --> BatMed (8T, for Thrusters, 320s)

    T 2, 1585 AD
    Disband new Cavs into Delphi
    No new Pollution, so Slaves fortified for now
    Our last tech-sale to Ozzie just completed, and he's still getting beat on, so sell him Flight for WMap + 150GPT + 510g
    IBT
    40-SPT towns build Cavs for disbands
    50- (and 100-!)SPT towns build SAMs for disbands
    55-SPT towns build MechInfs for defence/disbands
    60-SPT towns build Armour

    T 3, 1590 AD
    Mopping...
    IBT
    Ah, Gil just noticed that he can charge us a little more for his Gems + Ivory... Raising the import-cost to [Our Resources] + 65 GPT does the trick
    And here come more Bab boats to attack Riza...
    Lisbon riots! (Set a Clown, queue a Colosseum)
    Babs build an Embassy

    T 4, 1595 AD
    Mop and irrigate
    Drop SCI% to 50% for Satellites + 732 GPT
    GAME SAVED
    IBT
    Babs drop off 3 Infs outside Riza. Yeah, good luck with that, Hammi...
    Sats --> NuclearPower (4T at SCI%=80%, +182 GPT)
    Evora shows 3T for Thrusters (i.e. 2T after production calcs.)
    We can now see the entire world!

    T 5, 1600 AD
    Mopping
    MM Braga: Settler will finish this IBT
    Irrigate + Forest 2 Grass tiles near SaoPaulo, to round off the FPT
    IBT
    Predictably, 2 Bab Infs die, 3rd pillages
    Lisbon --> Colosseum (2T)
    Summies build UniSuff in Lagash!

    T 6, 1605 AD
    Road, Rail and Forest Braga's ruins, add Settler to Coimbra
    IBT
    Evora finishes Thrusters --> Wealth

    T 7, 1610 AD
    Now bored with shipping MechInfs to the boondocks to relieve vInf garrisons
    'Spare' vInfs now shuffled over to Tundra-Island
    vTanks upgraded (14*30 = 420g) along with our remaining vInf coastal garrisons (36*30= 1080g). We still have >5100g...
    GAME SAVED (Happy New Year!) [party]
    Core-towns MM'd a little, to avoid +/-1 FPT growth/starvation
    IBT
    Lisbon --> Temple

    T 8, 1615 AD
    Remaining vTanks upgraded (14*30 = 420g)
    Reduce SCI% to 50% to finish NucPower (+749GPT)
    IBT
    NucPower --> Laser (4T at SCI%=70%, +371GPT)
    UN-election cancelled

    T 9, 1620 AD
    Tidying-up some more obsolete units: Frigates begin sailing home
    IBT
    Babs drop a TOW outside Riza

    T 10, 1625 AD
    (More) unit-disbands into MassTransits and Hospitals
    Set Leiria to IntAg (--> PartyLounge)
    GAME SAVED
    Handover:

    Not much to say: I (also) did all my target-techs in 4T at various levels of SCI%, and we're currently 3T from learning Laser for the PartyLounge (160s): Leiria (60SPT) just started a prebuild. After that, we only need Robotics for StasisChamber (320s), so e.g. Emerita (>100 SPT) can start a prebuild on the turn we start researching that. So we should be ready to launch our Ship in 7T (=1660 AD?).

    So what I did during my actual turns was mostly just fiddling/busywork to satisfy my inner retentive: mopping pollution, upgrading or disbanding (nearly) all our obsolete units, and rounding off FPT-totals in some of the core-towns by selective irrigation/foresting/tile-swapping (also set the towns closest to Lisbon to grow larger than those further out). Cav- and SAM-builds are for disbanding into e.g. MassTransits in the highly irrigated semi-core towns that no longer have substantial SPT of their own. Cruise missiles are just for fun/ potential intruders, or can be disbanded as well. Infra-projects aren't going to make any significant difference to the outcome at this stage, though!

    Similarly, Wang's last tech-purchase will be paid off this turn, and though we could certainly throw him another (plus some resources), he probably won't be able to pay much for it (Gil has eaten most of his land, though they are currently still at peace). CAII says that Seoul does still have access to the Dyes he was shipping to us in part-exchange, but who knows how long that will stay true! (i.e. you might need to be prepared to raise LUX% to 10% if he loses one or both those tiles to a DoW/ pillaging).

    Save is below. See you on Alpha Centauri!
     

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    Last edited: Jan 9, 2020
  19. CKS

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    Sounds good. If jarred! shows up in the next couple of days, he can take care of the launch. If not, I'll finish it out.
     
  20. CKS

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    Well, I finally found time to finish it off. This past week has been crazy. Launched at the end of 1655. Before and after launch saves are attached, for anyone who cares.

    It was a fun game. Thanks for playing, tjs282 and jarred!.

    Turn 0, 1625
    Things look good.
    IBT: New builds are wealth, because I'm lazy. Dyes deal expires.
    Turn 1, 1630
    Buy dyes from Korea with steel. Emerita starts prebuild.
    IBT: ZZZ
    Turn 2,1635 – Clean up pollution.
    IBT: Learn the Laser, build 9th spaceship part. Robotics due in 4.
    Turn 3, 1640 – Clean up pollution.
    IBT: Persia makes peace with Korea. Renew our lux deal with Babylon, selling them satellites.
    Turn 4, 1645 – ZZZ
    Turn 5, 1650 – Clean up pollution
    Turn 6, 1655 – Clean up pollution
    IBT: Learn Robotics, swap Emerita to 10th part, launch.
     

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