Jumpmasters 1A: (Buying) a Stairway to Heaven - C3C 1.22, Emperor

Smellincoffee said:
Mafia has been hogging my attention since Sunday afternoon. ;)

:lol:
What till HalfLife2 and/or Doom3 get released. I have a feeling it's going to be real quiet around here......
 
Smellincoffee said:
Consider this a got it, although I need to study the thread to see what's up. Mafia has been hogging my attention since Sunday afternoon. ;)

:ar15:

So how about a Mafia :bump:...

Apologies to Ted for usurping his prerogative, but it was an opportunity I couldn't resist. :mischief:
 
I apologize for the slight delay, but I had to take care of some pressing RL buisness involving college.

Inherited Turn - 1500 BC
Nothing to do here. I notice we're at war with Arabia. An equal peace treaty is not possible.

Turn 1 - 1475 BC
Move settler toward the Grey position north of London. Curraghs explore.

Turn 2- 1450 BC
Galleys explore. Go back to Arabia. Abu has The Wheel, Mysticism, and Mathematics over us. I can get a peace treaty, mysticism, and the Wheel for writing. Sounds good, but let me check the others. The Netherlands will give us Mysticism, the Wheel, and 194 gold for Writing, so I don't think that's such a good idea. But, I can't forsee Writing getting us MORE than this based on my experience in selling it, so I'll go ahead and see what I can do. If I make a mistake, so be it. I can get griped at and perhaps learn from it. So, I go ahead and make the trade with the Netherlands. I can now get a peace treaty with Arabia for writing, in exchange for 175 gold. I'll go ahead and try that.

Netherlands demand 46 gold. I have no idea what the agressiveness of the Dutch is set to, but I'm not going to tempt them.

Turn 3- 1425 BC
Do some more exploring and the like.

Turn 4- 1400 BC
Found Warwick.

Turn 5- 1375 BC
York's settler is done. Heads for the red spot (Gems). Workers start to hook up our spices.

Turn 6- 1350 BC
Exploring.

Turn 7- 1325 BC
Settler in London is done. I'll start moving him east; the next player can decide which spot on the dotmap he wants to settle. Two of our curraghs, having exhausted all other possiblities, depart the coast for less-safe seas. Greeks complete Collossus.

Turn 8- 1300 BC
One of those curraghs spots coast. Vikings demand Mysticism. I'll give gold but not techs. We tell the Vikings to shove off, and off they go.

Turn 9- 1275 BC
Newcastle founded on Red spot. One of our curraghs gets in the coast. Spots the borders of Greece. Our other curragh spots what could be the borders of either Persia or the Hittites.

Turn 10- 1250 BC
The Alabama sinks one tile away from meeting Persia/Hittites. The Montgomery is in range of Greece, the next player can contact them and trade if possible. The Intrepid is being moved north- the next player can attempt to contact Persia/Hittites using the path the Alabama took, or forge another...

Settler fortified in Hastings, waiting for an escort from London, a spearman. The next player should be able to start moving them on turn 3 of his set. Nottingham working on temple (23 turns) to get the fish. Are we planning on hooking up our iron, by the way? Just curious.I know some people like to delay, preferring warrior upgrades..

Vikings and Babylonians down a few techs; Arabia UP one (Math) Netherlands even with us.
 
I've had a quick peek at the save and the most important point to note is that the Vikings have Map Making! It will cost us an arm and a leg but...

It might be worth waiting until we make contact with Greece (or whoever is sickly Green) before trading for it but certainly no longer as we want to colonise the East island ASAP.

Good turns SC :thumbsup: Writing for peace was exactly the right way to go. Bad luck with that long suicide run :(

One question: you say our Workers start to hook up Spices. Where? :confused:

Roster
Tinkez ==> up
Tallanas
Bede
mtgfreak
TedJackson
Smellincoffee


Ted
 
No gripes from the monk, SC. Well done on the peace deal and the trade with Willie. Taking the money first is usually a sound idea, and anytime you can get two techs and cash for one, you're ahead. In effect Willie paid you 19g for a peace treaty with Abu.

On the deal with Map Making waiting for the next contact is sound, as they may already have it and now we are buying at third instead of second; if they don't, we can afford it and we can get it back from the rest pretty quickly.
 
Oops, Incense. I've been playing this game for almost a year and I still get my luxes confused. :lol:
 
Pre-Turn: Newcastle was founded on a different spot what I thought was planned. I wake settler and move him towards cyan spot. Lucky moves from mountain to meet the settler next turn. One regular warrior goes scouting for possible barbs from Coventry. Vikings would need a lot of stuff for MM. Wait for green contact first. Hit enter.

1225BC(1):We meet the Greek. They have horseback riding and math up on us, we have writing. They have 7 cities and 97 gold, dyes and furs as a luxury. We could now buy MM from Vikings, but currently we do not have settlers ready for settling the next island. We need a harbor for upgrading the curragh being produced in Warwick. Set pre-build for harbor in Canterbury. After some thought I think that we do have to get to the next island as soon as possible, because there are a lot of goody huts there. We have warriors, so let's get those there. Therefore I do following: Trade writing+45gp to math with the Greek. Then trade MM from vikings for masonry+mystiscm+295gp+8gpt. Did not want to spend all of our cash reserves and gave gpt instead. Change Nottingham from Temple to Galley. Whip that galley ready, one citizens dies in the process.

1200BC(2):Oxford is founded. Rise lux to 20% as London grows and I load one warrior (Hunter) to our new galley. MM Hastings to produce barracks in 1 turn for the cost of growth.

IBT: Greek ask us to leave

1175BC(3):Build an embassy with the greek. They are building pyramids, due in 31turns. Intrepid sails to the ocean in hope of seeing new civilization.

1150BC(4): Unload spearman to next isle on top of GH->angry warrior :( Make RoP with Greek in order to help our curragh movement and get 32gp on top of the deal.

IBT: The barbs do not attack our spearman. He's trapped as I unloaded Hunter on other spot.

1125BC(5): Intrepid reaches other coast and spots yellow and pink borders. Intrepid is still on sea, so hope it does not sink... *Crossing fingers*. Load trapped spearman back to galley.

IBT: GRRAAAGGH! Intrepid sinks!! DAMN! :mad: :mad:

1100BC(6): Nothing much. Move Hunter and spearman next to GH's. Cross fingers again.

1075BC(7): Pop both GH's. Barbs appear from both of them. Damn with my luck. Greek have discovered Polytheism.

IBT: Spearman wins against 2 barbs and promotes to veteran. Hunter dies against first barb.

1050BC(8): Load first settler to galley in order to colonize the next island.

IBT: Spear wins again against a barb, no promotion :(

1025BC(9): MM London and York to grow and produce settler in 1.

1000BC(10): Liverpool is founded on the next island.

That's it. Good luck to the next player. There are a couple of trades available : Math to vikings for 390gp (did not trade as that did not help us). MM+40gp to greek for HBR+Polytheism. This might be good but greek may have contact with the yellow and the pink. If traded, we might lose chance for being in the middle of the trades. Unfortunately we have only one curragh out there exploring... one galley will be ready next turn though.

The save is here

-Tinkez
 
Sounds good Tinkez! Glad we got to the next island...

I'll get to this tomorrow...
 
A couple of remarks:

-There are two ready settlers on our main island. They can be either transported to the next island, which is my preference, or can be used to settle our own island. The next island should be settled before vikings do that, therefore I would head there and fill our island afterwards.

-There is also a vet archer ready to be dropped to the next island for some barb hunting. With an spearman it would be a good barb hunting pair.

-Liverpool should start on a harbor immediately as we need to connect both the horses and the wines. We have a harbor coming up on the main island in a couple of turns.

-If someone has time, a dotmap for city placement on the second isle would be nice...

Good luck Tallanas!

Tinkez
 
Pre-flight - Hmm, not having seen the save yet, I now realise that Newcastle was founded on a different spot... So the question is, is it ever worth re-founding a city? As it stands, we miss out on 2 plains and 3 grasslands squares. The new island looks nice by the way, and we should try to come up with one agreed upon dotmap, to avoid confusion in the future :)

I don't normally like changing builds when I inherit a set of turns, but I swap York from barracks to settler... :blush: Hastings has a barracks, and can produce all the units we'll need.

IBT - Hastings warrior>archer; Warwick galley>temple(for whales)

Turn 1 - 975 BC

Curragh finds pink borders, but no contact. Move the archer to the new island, spearman discovers another barb camp en route to the prime land near the river.

IBT - Germans build Oracle; London settler>settler;

Turn 2 - 950 BC

Curragh meets French at Besancon; They have Polytheism but not mapmaking, no luxuries and 10 cities. No real deals to be done, but it will make Poly cheaper when we do buy it... The settler/archer/spear team move out from Liverpool.

IBT - Canterbury harbour>temple; spear defeats barb attack; Arabs start Temple of Artemis, as do the Greeks.

Turn 3 - 925 BC

Some military movement, some forest chopping with workers.

IBT - nothing

Turn 4 - 900 BC

French and Greeks must have contact, since they are land neighbours. Unfortunately, the curragh cannot contact Yellow any time soon, so I may have to sell Mapmaking to the French and Greeks now. Between the two of them, we get Polytheism, HBR and 100 gold. Not great, but not awful...

IBT - Dutch start Lighthouse

Turn 5 - 875 BC

Oh the vagueness of Civ map reading. The French and the Greeks are not land neighbours after all... :rolleyes: However, not much was lost, as by the time France got mapmaking, it was at sixth...

Some worker and military moves...

IBT - London settler>settler; Hastings archer>spear; Oxford temple>granary;

Turn 6 - 850 BC

Meet the Germans, who are Yellow! They are annoyed to see us, too... Such a pleasant race... However, they are backward, lacking Maths, Mapmaking, HBR and Polytheism; they have dyes, furs and only FOUR cities.

We now have four settlers on the new island, I will produce a first draft dotmap later on...

IBT - nothing

Turn 7 - 825 BC

Archer clears a barb camp, but is redlined in the process.

IBT - nothing

Turn 8 - 800 BC

Usual, worker moves and military shenanigans..

IBT - Spearman beats off a barb attack; Vikings have researched or bought HBR and maths... :hmm: Who did they meet? - tempting to sell them Maths for their huge bankroll...

Turn 9 - 775 BC

Dover settled next to spices... Spear and settler move towards horses. NO!! Ragnar is already there!! :gripe:

He just signed his death warrant, I think.

IBT - Coventry rax>spear; Liverpool worker>harbour;

Turn 10 - 750 BC

Desperation measures called for - Ragnar's settler has moved west, so our spear escort attacks a barb to the east, wins and moves there with the settler - it's now a race, though Ragnar has the advantage.

Some minor moves, and that's it... Over to Brother Bede...

End notes - as you can see, Nottingham is rioting - unfortunately, on the last turn, it grew to four and went from one happy, two content, to one happy, one content, two sad... :rolleyes:
 
Here's a mini of the known world...



And here's a first draft dotmap for the island. Note that I have only done the first ring, since I doubt we'll have many culture buildings here soon. Personally, I would recommend building military units rapidly, attacking Ragnar and trying to farm a Great Leader, then rushing a FP at either Liverpool or the grey site below...

Also note that the dotmap only covers the north half of the island...



Also...

 
I'm not the boss of this game but... I haven't used CrpMapStat before.

How is it that babylon shows as having the whee and Mysticism for sale? Because if you don't have these techs, you have no right to know that other civs have Poly or HBR.

Am I missing something?
 
That's techs to sell them...

We are way ahead of them. Techs that we can't see (i.e. two ahead of where we are) would not appear on that utility at all.

Edit - to make this clearer, CrpMapStat doesn't show you anything that you could not find out yourself, either by trawling through every diplomacy dialogue every turn, or by manually checking every city every turn for happiness and border expansions. The utility just takes the pain out of this, and lets you concentrate on the fun stuff.

I use it because I find the diplomacy screen unintuitive and fiddly. In SGs, I would either make more mistakes without it, or would delay the game if I tried to do it all manually. I don't think either would be fair on my team-mates.
 
mad-bax said:
Ouch: I assumed you were behind in tech. Not ahead. :eek:

You're forgiven :) It is after all, a no research variant!

Just goes to show what happens when you pit human brains against AI "brains"

Also, see edit above for a better explanation... ;)

Tal
 
Good moves from both Tinkez & Tallanas :thumbsup:

Looks like our first war will be with the Vikings :)

Roster
Bede ==> up
mtgfreak
TedJackson
Smellincoffee
Tinkez
Tallanas


Ted
 
Will go to war tonight, maybe.

Any suggestions on Newcastle?
 
Newcastle?

Lift and drop ;)
 
JM1A 750BC to 550BC

The complete turn log was lost when I fumble fingered the save, but here's the gist:

Consoilidated the East Island using the dotmap locations provided by Tallanas, with one small exception, moving the town on the NW corner 1 tile NE.

Ragnar's settler pair ended up flitting around in the north, then headed south so we claimed the coastal hill and grassland tiles, no problem. I popped a GH full of Vandals to put some barbarians in their face and to impede their southern progress. Ragnar also landed a settler pair in the northern tundra of the home island but there are some warriors handy to watlz with them.

On the home island there is a settler on the black spot, and another in the far western town heading for Land's End. Newcastle was disbanded and moved to the sand spit on the same turn the town on the spot NW of the rubble was built.

Opened embassies with a lot of people to get a better handle on who knows whom. This grid is the result:



I also did a lot of map reading and discovered a likely looking place for another sizable island and dispatched a galley towards it. I also found a Hittite border and the Montgomery is sailing toward it along the coast of France.

I opened RoP's with France, Germany and Ragnar to ease the ship travels and to get Ragnar favorably disposed towards us, as about the middle of the set Abu tried to extort tech from us, I refused and he declared war. Hired his close neighbor Willie of the Wooden Shoes as an ally for 15gpt and hoped he would either use the money to research something useful, or save it so he can use it to buy stuff from us. Ragnar's spear and setler are heading south on East Island towards Abu's borders down there, if they survive the barb trap. Check the diplomatic screen every opportunity and as soon as Ragnar meets Abu, hire him on our side too.

There has been no change on the technology front other than the Greeks learning Currency. Abu and Ragnar had money but no new technology, so I made no deals with them as we don't need the money and I would rather trade tech for tech at this stage, as we have only cash to offer Greece for Currency and he doesn't want to trade. The embassy investigations revealed that most of the neighbors were at 60-80% science with the exception of Ragnar who is , or was when I opened the embassy, at 100%.

Ragnar built the Big Light Bulb and Maya built the Pyramids during this set. Most everybody else is working on the ToA or the Maus Haus.

As for the homeland cities, once we get one more town down, in addition to the two settlers almost in place it may be time to go to worker production in London and York, warriors everywhere we have barracks. Hook up the iron once we have ten or so vet warriors available and upgrade to swords.

Do we want to start planning for a Great Library build? I'm thinking why not wait for somebody else to build it then take it away from them so we can use its effect for the more expensive MA technologies. Timed right and as long as we don't buy Education we can use it to slingshot all the way across the MA and into the IA. (Microbe pulled it off in CVN1 with a suicide mission and got the Romans out of a horrendous technology hole caused by a mod with lowered corruption. It was in that game I learned that corruption is our friend as we can manage it and the AI can't. With reduced corruption the AI has an empire from the beginning that churns out science like Communism or Democracy).

I've attached a couple of pictures showing the exploration paths and the likely location of another landmass.



 
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