K 7 - The Zany 'Zerkers' (thanx to meldor)

Killer wrote: "AFAIK, the sea moves are not cululative, 3 + 1 is all we have (how did you arrive at 6, gothmog?)"

Yes, I meant 5 (3+1+1). Meldor can you confirm that these are not cumulative?

Turns look good, Persia is left with only its capital? Are we in tech parity with Persia? I guess with us having the GL it's not that important. Contacts are what we need.

I believe our turn order is:

Killer
meldor
cgannon
gothmog
jollyroger

which means cg is up. Given when we made peace with Persia you could end his existance on your last couple turns if you want (and plan for it). Make sure and only declare after our Silks deal expires (or get him to declare somehow).
 
The galleys I used only had movements of four. Five would have been nice, then my suicide galley would not have died in vain.

[EDIT] BTW, at the end of my turn, the Greeks had not built another harbor after their one single harbor was destroyed by war. If I had taken any deals on that one turn I could it would have trashed our rep for the furture. Of course, I would have taken as much as I could in cash ( they just didn't have enough cash to make it worth the risk).
 
meldor: :( thanx...... I expected this, but still hoped for 5......

we should try to build a lot of Galleys and explore around a lot to see if we can get to others. Astronomy is a long time off, so we'd have a contact monopoly (and I am ADAMANTLY OPPOSED to selling ANY contacts berofe others find Astronomy!!!!!!!)


RULE: NO SELLING CONTACTS UNTIL ASTRONOMY!!!!!!!!!
 
I second "NO SELLING CONTACTS UNTIL ASTRONOMY" but I might have said it in lower case. Anyone caught selling contacts will have the their pointy hat confiscated, be forced to shave, and left behind with the women and children when the 'zerkers sail for glory.

Killer - will the FP give other civs +1 on galley movement? Will they know enough to use that advantage.
 
We should get that somewhere around 2049!

The great thing about the slow tech pace is that everyone will get the chance to pound someone with the 'Zerkers. I personnally think I have found a new faavorite UU.

When the units were first announced, everyone was saying that the 'Zerker was a wimp unit. It came too soon for the amphibious act to be of any use. The games I have played and the current SGs show that this can be one of the most powerful UUs in the game. I just love running down the AIs coast, leaving burnt cities in my wake. On almost any map but pangea, these guys rock. Worse for the AI, is that they can not recognize the danger of the Viking ships off the coast.

I imagine a foggy day on the coast. The quite villagers are going about there business and the watch towers are quitely watching the forest for the approach of unfriendlies. No one notices the ships silently slipping into the harbor from sea. By the time the sentries notice and the call goes out, it is too late. The bloodcurddling screams are already piercing the air, as giant axes wielded by the wild Norse begin to take their toll. By evening fall, no one ashore is alive to see the silent depature of the viking ships. Their forms outlined against the shore by the flickering light of the still burning city. One ship turns to carry the spoils back to the homeland, the rest move on to hit the next unsuspecting target.
 
"Got it"

and Killer, any idea about the AI civs and +1 ship movement with the FP? If they get it and use it then selling contacts isn't as big a deal. Of course the AI will not go for suicide galleys, and I am not sure how often they build a FP, but still.
 
The AI will not risk the sinking of a ship. If you watch the way they move their ships they hardly, if ever, move out of safe squares. I have on occasion used this as an advantage. If you park a couple of ships in safe water, that would require the AI to venture into unsafe water (even if they could do so without sinking) they will act like that section is blocked. Since they do not have contact with anyone else, I would assume at this point that all of the other AIs are out of range for them and will be out of range until astronomy.
 
Well, they may not have built their FP's yet. If that does give them a +1 bonus, and they realize that they have that bonus (in terms of what is safe), then they could still make contact. I will play as if they will never make contact, just to be safe.
 
gothmog: I'd say we wait until we have explored all around us, then we talk about what the AIs can do with the +1. Thnax for bringing this up in time so we can keep an eye out on AI ships!
 
Didn't get to play my 20 last night, only did about 3. I'll finish up tonight.

Looking it over: we have lots of military and it is costing us big (~65 gpt). I stopped military production for now, and cut back on Galley production. To get access to something to build I traded Code of Laws around netting us Construction and some gold, no per turn stuff was accepted to leave all options open. Now researching Currency and prebuilding markets. I considered invading the Greek/Celt/China island but it will take most of my turn just to get things organized for such an invasion. Also going against Hoplites or Gallics with archers is not my idea of a good time. I may invade China toward the end of my turn though.
 
OK I ended up playing 15 turns, just too much RL at home. Here is what happened:

Preturn: Trade around Code of Laws -> 220 gp + WM to China, CoL + 260 to Greece for construction, CoL -> 120 gold to Celts. I want some good infrastructure to build so I research Currency at max (10 turns at -6gpt). I think this is worth it even though we would eventually get it from the GL, we will gain much income before the AI gets to Currency. Changed many cities to aquaduct and a couple to Colosseum. Changed Sardis (one of the cities on our Southern Island) to worker.

230 AD - Rome starts GW as a market prebuild. Cumae temple -> aquaduct. Sardis worker -> temple. Persia calls up give them nada. Get galley in position for suicide run (to land that meldor noticed - good pickup meldor).

250 AD - Galley survives and meets india who had a galley waiting for us. I trade WM for WM + 10 gold. They are on a large island with England and the Zulu, the mongols are on a smallish island nearby. The zulu are pretty large and have Lit.

260 AD - Meet the English, trade WM for WM + contact with the mongols. Mongols are very weak.

270 AD - India now has philosophy and we get it from the GL. One of our Galleys in the North East meets America. They are on a pretty crappy island by themselves (tundra and a ton of Silk), don't have MM, and haven't met anyone. They are way behind in techs. Trade them CoL for their treasury (170 gp) and their WM.

280 AD - I hurry a harbor on Tyre (on our Southern Island) to get a lux down there. Persia declares war on the Greeks. I think they had a Galley in Greek territory, most likely right next to a city.

290 AD - nada

300 AD - Celts have a Galley out exploring near America.

310 AD - Currency comes in, I shut off research. Time to start saving cash for troops and upgrades! We enter the middle ages and start building markets everywhere.

320 AD - waiting for our persia deal to expire.

330 AD - Zulu establish an embassy w/us.

340 AD - Celts and Greece make peace. England delares war on Zulu. Income increasing as we build markets and our cities grow (reducing military support costs).

350 AD - China signs on in war with Greece against Persia. I found a new island south east of the American island. It is pretty good. I also find a small island well off our north coast, accessable with a small patch of sea in the ocean.

360 AD - Finally our trade deal with Persia ends. I dial up the Greeks and get a MA against Persia with them, they give us their treasury (only 30 gold) and incense.

370 AD - Ottomans are destroyed (hey we wanted to do that). Zulu complete GW. Sell around a couple techs for cash, may as well empty out the AI treasuries. Zulu and China have enough to offer, no one else has squat. Also it seems no one wants to trade gpt with us? We net 720 gp. I finish off Persia and our incense is gone too.

380 AD - 2 settlers moving near rome, destination island near America. Either wait for Galley to come down from the south or build one in Cumae.

Thoughts: We could have had the GW but I actually didn't want the GA just yet. Cash is starting to roll in (100 gpt or so) and we have a nice treasury already. The tech pace is very slow. There have been intra-island squables on both island. It is unknown what is happening out in the fog, but given that the Ottomans are gone already, and they civ to land ratio, I am guessing they are going pretty slow too. I didn't check the wonder page to see if anyone is building AoW. We can either just wait and build infrastructure and save cash, or do a bit of research ourselves and get invention (and our zerks) well before anyone even has pikes. We should deffinitely research invension ourselves if nothing else. We can also gain some more cash by occasionally selling a tech around. I consolidated our military somewhat.

Here is the save: http://www.civfanatics.net/uploads3/berzerk-380ad.zip

Sorry no map, I just forgot.

JR your up...
 
Wow, nice playing! I was agfainst rading WM, but as all islands are out of reach for AI galleys it was a smart move :goodjob:


and good thinking on the marketplaces ;)



Jolly Roger: you are up - I'd recommend researhing a bit to get the zerkers before the others get Pikes. but do as you please.....
 
zerkermini.jpg

zerkerus.jpg

zerkertarget.jpg



the US can wait I'd say - once all the others are too strong for zerkers we can use 'left-overs' to take them over.


the large neighbouring island looks ripe :D Entremenot would be a good capital, i think :D
 
oh, anbd we should think about razing a few Zulu coastal towns soon - they are as strong as we are on F8, and culturally similar, too!!!!!!!!!!!
 
JollyRoger: remember the y-wrapping for this map: you can possibly find new lands by going 'over the north pole' from zululand!
 
Back
Top Bottom