Jumpmasters 1B: Power is Knowledge (Vanilla, GOTM mod - Emperor - No research)

Playing my turns now should have a post soon after.
 
Probably too late, but here's wishing you luck with the RNG, DJMGator13, in spite of the numerical value of your name :D
 
Quick summary - not a whole lot happened during my turn set. Founded 4 cities, did the trade in Preturn, but no other techs were learned by any of our neighbors. I have a question concerning KK in my notes to next player.

preturn 1750BC
settler has not moved this turn so I move him S to the RCP5 hill.
TRADE: MYST, IW & 89gold to HAN for WRIT
Gift BAE POT they are still down MYST & WRIT
Do not trade with KOR yet with only 15 gold lets see if we can get some more money for it

IBT - Furs are hooked up

Turn1 - 1725BC
F4 check - interesting HAN spent about 90gold but has no new techs - would the AI run a sci deficit? / KOR still at 15 gold
Almarikh warrior => worker
settler founds Ulaanbaatar set to warrior
Northern warrior N / southern warrior W NW W / Work crew2 SE SE / Work Crew1 to Fpwheat / western warrior N / Scout NE E

IBT

Turn2 - 1700BC
KK settler => settler
Tabriz worker => barracks
F4 - No change in gold for KOR or HAN
Lux to 0%
Work crew 2 roads / work crew1 irr & road / new worker SW / settler NW / So warrior N / No warrior N / Wwarrior N / Scout S SE
KK grow in 2 with wasted food so mm Kazan for extra food

IBT - na

Turn3 - 1675BC
TaTu settler => worker
new settler E S to RCP3 site / settler W / worker SW S W / work crew 2 irr / Nwarrior N / Swarrior SW / Wwarrior E / Scout E NE

IBT - Barb galley sails by near scout (does that mean someone has MapM?)

Turn4 - 1650BC
F4 shows no money change in our neighbors
settler founds Hovd set to warrior
Wwarrior N / Swarrior SW (light up area for horse city) / settler W / work crew1 finishes irr and road 2 of them move NE / Nwarrior N / work crew3 irr
KK grows mm back to growth in 2 settler in 3

IBT - BAE learn MYST still had 0gold / KOR built a city that infringes on our southern RCP5 city

Turn5 1625BC
Work crew2 NW N / work crew1 irr / work crew3 W / settler w to horses / Swarrior N / Nwarrior NW to mt / Wwarrior NW / Scout E

IBT

Turn6 1600BC
Ulaanbaatar warrior => worker
settler founds Darhan set to barrack
Swarrior N / work crew3 irr / work crew1 irr / work crew2 irr / Nwarrior NE /Wwarrior S / Scout SE
lux to 10%

IBT

Turn7 - 1575BC
KK settler => warrior (settler factory is out of sequence)
settler E S / Work crew1 roads / Swarrior N / Nwarrior NE / Wwarrior S / Scout SE

IBT

Turn8 - 1550BC
TaTu worker => temple
Almarikh worker => granary
Swarrior N / settler SE / wake warrior move SE / Wwarrior N / Nwarrior N / Scout SW /

Turn9 1525BC
KK warrior => settler
Hovd warrior => worker
settler founds Dalandzadgad set to worker

Turn 10 1500BC
not much

The 1500BC Save

Quick look at our empire using Rings
Jump1B_03.jpg




Notes to next player
1) We are going to have to build on the BG where the warrior is standing, since KOR built Pusan too close to our desert site.
2) KK is still slightly off, need to put back to +5food next turn (let the 6 food complete the box for growth first). Settlers have been coming out at size 5 (sending the city back to size 3). Should we change current settler in the preturn to whatever will complete in 1 turn and start with a fresh box and at size 5. Then the 4-turn factory can operate smoothly.
3) Have been balancing KK food with Kazan trying to give it extra food whenever possible.
4) Worker crews have been slightly separated because irr is taking 4 worker turns and roading is only 3 turns.
5) What happened to the regional intense barbs? Have had the 3 warriors out looking for Bcamps and have not found any.
6) No one we have contact with learned anything and their treasuries have not changed since turn 1.

The KK situation
Jump1B_04.jpg
 
Good set of turns, Gator.

This no research variant is kind of annoying if your neighbours decide to be neighbourly and do the same thing. :lol:

Is it likely the Han spent his 90 gold upgrading warriors to spearmen? Only upgrade path I think he could do. How often will the AI do this?

As for the regionally intense barbs -- if we discover some nice islands (about 1500 AD at this tech rate!), I wouldn't land settlers without a serious force. :)

My only question is the Granary build in Almarikh .. it already has a barracks. Would it make more sense to start unit pumping? I don't normally bother with granaries except in settler/worker pumps.
 
Good turns :thumbsup:

I've seen strange disappearing gold effects before. I really don't know what could cause it unless they are being pillaged by barbs, but that seems unlikely.

Do warriors upgrade to spears? Not in my limited exxperience.

The AI will run research at deficit, but only if they get into that state accidentally. Apparently there's evidence that they start a project at a certain % rate they can affortd at the time, and they will not change the science slider until that tech is completed. So if they set the slider when they have a deal that earns them gpt it may be too high for when that deal expires, but they don't then turn the slider down (except maybe if they are going bankrupt?).

Re KK. It looks a bit like it's running OK. Next turn it will have 12 shields plus a 2 shield bonus from a forest as it grows to pop 5. It will then be making 5 fpt and 8 spt for two turns to complete the settler as it reaches pop 6 and drop back to 4. Rinse and repeat. Am I missing something?
 
Grunthex said:
My only question is the Granary build in Almarikh .. it already has a barracks. Would it make more sense to start unit pumping? I don't normally bother with granaries except in settler/worker pumps.

Knowing that we were about to have a horse city I though that we had enough warriors, we want to start making a bunch of little horseys, so I went with the granary first think of Alan's mantra ;) .

AlanH said:
Re KK. It looks a bit like it's running OK. Next turn it will have 12 shields plus a 2 shield bonus from a forest as it grows to pop 5. It will then be making 5 fpt and 8 spt for two turns to complete the settler as it reaches pop 6 and drop back to 4. Rinse and repeat. Am I missing something?

No, I was rushing a bit to get it posted so my thoughts weren't to focused on the long term. I may have gotten it back on track by building that warrior in between the last two settlers. That was the intention of building it.

Good luck guys and I'll check in on Monday AM.
 
Is anyone around. Third night in a row that I am having problems installing the mod to the game. Now it's my turn so I guess I'll stop being stubborn and ask for help. I've installed Gotm 21 full install where it asks me to put it (program files/atari)...it goes well... then Gotm 22 add on in the same place (program files/atari) again no probs ...then I go to 23 add on and it wants to put it in (program files/infrogrames) I tell it no I want it with the other two...when I turn it towards the Program files/atari it tells me that that directory already exists do I want to put it there anyway. I tell it yes it starts the install and gets 3/4 the way thru and tells me "an Error was found trying to read the scourse file and that C:\ program file\atari\text\civilopedia.text does not exist. What have I done wrong? :help:
 
Mistfit said:
Is anyone around.
I am now ;) Sorry, I live in another time zone.

I turn it towards the Program files/atari it tells me that that directory already exists do I want to put it there anyway. I tell it yes it starts the install and gets 3/4 the way thru and tells me "an Error was found trying to read the scourse file and that C:\ program file\atari\text\civilopedia.text does not exist. What have I done wrong? :help:
It's interesting how computers and software seem to successfully shift the blame for being unusable or inscrutable onto the user :hmm: Don't let them grind you down!

Remember that I don't run Civ3 on a PC, so this may be the blind leading the sighted, but here goes.

I think the program is trying to move the existing civilopedia.txt file into a backup location so that it can put a new one in its place, and for some reason it's not finding that file. So ...

My guess is that \Program Files\atari is not the right place to tell the installers to go. I think it should be in \Program Files\atari\Civilization III\, and you have probably put the new gotm stuff in the wrong place on your hard drive. It's not your fault, and I think installers that don't check that they are being asked to install in a reasonable place should be taken out and stuck up against a wall and put out of their misery.

The first two installers probably did no damage. However, I'm nervous about the message you got from the gotm23 one. It sounds like the right place to install them may be one folder down, in a folder called Civilization III. It found that folder was already there, asked if you wanted to relace it, and you said yes. With luck it found the error and stopped before it did anything else. Worst case it's possible that it proceeded to delete your Civ3 software and replace it with its own stuff instead of adding its own stuff to the existing folder. Either way we should be able to get you going again.

Question 1: Can you still run your vanilla version of Civ3? If not then you'll have to reinstall it first.

Question 2: If/when you can run vanilla then look at the properties of the shortcut you use to launch it and see where it's pointing to on your hard drive. My guess is it will be something like:

C:\Program Files\atari\Civilization III\Civilization3.exe

Whatever you see there, when you run the installers you need to point them at the folder you get by leaving off 'Civilization3.exe' from the above file path.

Hope this helps ... come back and tell me how it goes.
 
M-B tells me differential naval movement is ON for this game. He's going to check on contact and map trading techs when he gets home, but I think we knw the answer. We now have writing, we don't think the Han have met the others yet, but there are no contact trade opportunities. This is bad news, as contact and map trading could have given us a nice boost. As it is we'll have to get out there and meet the other civs as soon as possible, and just use the tech brokering opportunities that offers.
 
Looking good :goodjob:

With Kazan's Granary (and worker factory) almost ready, I was thinking of some military buildup in the other cities -Tabriz, Ulaan and Dalandwhatever especially (Dalandowhat would have to build Barracks first, I guess). Chariots as soon as Dharhan is connected, and a few Archers (we won't have any other 2 attack points unit until someone hands HR to us!).

The Granary in Almarikh suggested me that we might even use it as a prebuild for the FP...
It is probably a bit early to look into this, but an early FP would definitely make our northwards expansion more profitable, and let's keep in mind that without Aqueduct it won't be too useful to speed up Almarikh's growth.

----------

@Mistfit, you are in the right roster. Alan can probably solve all your problems blindfolded ;)

---------- The Roster

- Mistfit: UP and struggling with GOTM installs...
- AlanH: always ready
- Nikof
- Karasu
- Grunthex
- DJMGator13: just batted
 
AlanH said:
This is bad news, as contact and map trading could have given us a nice boost.

Think of it as one of a series of obstacles that you may have to face in the course of the game. I gave you a very nice start to lull you into a false sense of security.
 
I think that no contact trading may actually help us play our middleman role and keep a better control on the tech pace; map trading, on the other hand, *would* have been useful.

By the way, is anyone feeling any 'sense of security' here? :ack:
 
Sorry for the double post but your suggestion worked and installed. I needed to go one file down and double click IPO single. Can I use the "treat" game to test it? There was a couple of things in the Readme that said we had to switch out a couple of .ini files to run this because it might crash the game. Does anyone know if this got fixed? or should I switch them out?

:goodJob: AlanH - The Mac Daddy of PC fixers!!!


Edit: I've looked at the save and as expected everything looks good. One question on a build. Are we building the temple in Ta-Tu to expand the borders so we can use the whale? I will prolly not play until this evening so feel free to give any preturn pointers
 
I loaded a old save and I now have clams and the rest of my resourses are messed up.
This means you probably have it installed correctly. Make sure you read this post which should explain what you are seeing, and also execute the instructions in red or it will all end in tears.

your suggestion worked and installed.
Wow! I helped a PC user. I thought they were all beyond help :mischief:

Can I use the "treat" game to test it? There was a couple of things in the Readme that said we had to switch out a couple of .ini files to run this because it might crash the game. Does anyone know if this got fixed? or should I switch them out?
Yes, the treat game should work. It's better as a test than the current save, as it will check that you have the extra units installed, which we aren't really testing here yet. I don't know what the readmes say, but I guess you ought to do whatever they recommend. If you prefer to post them here first I'll see if they ring any bells.

Are we building the temple in Ta-Tu to expand the borders so we can use the whale?
I'd usually not bother until we have a harbour and are using the sea as a source of food and gold generally. Problem is we are not religious, so a temple is a big investment - 60 shields. The whale will give us 2fpt+1spt+2gpt in despot and take 60 turns just to pay back its shield cost It saves us a gpt by making a citizen happy, but costs us a gpt in maintenance, so it's not a financial asset. Compared with the whale we can get the same output minus one gpt from a plains tile for far less investment - a few worker turns. We have a barracks there, which is wasted if it's not producing units. The only plus I can see for a temple is to generate a few culture points, but I don't think we are going to be cultured Mongols :D
 
Any guesses as to when we'll be able to build a Forbidden Palace on this map? Obviously more than 8 towns :hmm: Are we going to have to get to 12?

I note the comments about the Korean city encroaching on our city placement in the south. Our remaining southern yellow dot is actually at firaxis distance 3 from their city of Pusan, so I think we can get away with it. Building further away swaps a bonus grass for a desert, and I don't think that's a good deal. Maybe we build it specifically as a culture attacker ... and, despite what I said above, put a temple in it, but this time because we are mean :D At distance 3 they actually won't see it as a major threat, and if they do they can't get at us to do any damage anyway. What are they going to do - throw sand in our eyes?
 
PS. While I think of it, when we take over the management of the Han cities and build a new Mongol palace in Beijing, we need to look at Chengdu's location. It's only RCP 4 from Beijing, and our planned FP core may benefit from relocating it a bit further away.

Triple post. Now you know one of the ways we won the spammers award in SGOTM 2 :D
 
Well, as warned I'm disappearing for the weekend now.

Good luck Mistfit, and Alan if you play again within 48.

I'll see you all Sunday evening.
 
:eek: We'll be all alone with this thing at this rate, Mistfit! DJMGator13 is out until 13th and now Grunthex ;).

Have fun weekends, guys, we'll try not to make too much mess while you're away :mischief:
 
Karasu said:
By the way, is anyone feeling any 'sense of security' here? :ack:

Yeah! We know nothing really bad can happen while you're watching over us :rolleyes:
 
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