KA01 - A Simple Deity Space Race

I think you are up, Mistfit, followed by Gator, then Alan if we get that far. I'm just guessing from the latest roster.

...3 pages back. :crazyeye:
 
Great turns Nikof. Well played. :goodjob: I don't expect to see this again, unless someone can't play. Gator should reach for the stars during his set :whoosh:
 
Great turns Nokof :goodjob:

Roster

AlanH -> Up - if he and Mistfit are back to normal spots
Gator - on deck and rebuilding his hurricane damaged fence
Mistfit -> waiting to press the button: Launch Space Ship or Nukes
Tomoyo - playing Al Gore by inventing the Internet
Karasu - getting strange looks from people at work when he gives a project report that "we are very close to launching before the Otto does"
Nikof - awoke from a nap to find a world full of tank and other bright shiny things - decided he wants to leave this planet ASAP

But they can decide that.
 
Sounds good to me. One request though whomever plays the last turn before the ship takes off save the game so I can play out the victory and see the ending animation. I don't believe I've ever done space on Vin Civ3.

Without this I can go and concentrate on COTM :D
 
DJMGator13 said:
AlanH -> Up - if he and Mistfit are back to normal spots
Mistfit said:
Sounds good to me
Ooops! Well if you're sure ... I've got it, and I'll try and play it in the next 24.
 
Tomoyo said:
[dance] You spelled it wrong. :p
Oh no! :blush: :sad: :cringe: That's Tomoyo to you, son! :salute:
I'm terribly sorry, my finger must have slipped. At least the rest of the gang is defending your honour:
Misfitt said:
Thanks nickof!
DKMGatar13 said:
Great turns Nokof
I promiss nevr to misple anywon's naym agian. :lol:
 
1375 AD Preflight
We would need over 400 scientists to cut research from 5 turns to 4. I MM'd around to get science up by 27 bpt and hired some scientists in corrupt and dead end cities. Cut build time on one spaceship part from 2 turns to 1. Otherwise looking good.

IBT
Lots of ships move around. Four spaceship parts completed, plus a few MA and other bits and pieces.

1380 AD. Workers do stuff. We need three spaceship prebuilds, one for about 15 turns, two for 4 turns. Entremont starts Manhatten Project, Mohacs starts a Solar Plant and Verulamium a longer term Palace.

IBT
More shipping moves by Japan and Ottomans. More build completions.

1385 AD. Clear pollution, grab some of Karasu's automatons and get to work on maximising the three pre-build cities.

IBT Ottomans want to swap territory maps :eek: I do a World Map deal instead and get a few coins.

1390 AD. Slider to 4.6.0 for Superconductivity in 2 turns at 809 gpt. More worker actions to optimise the space cities. Pity we don't have hospitals in two of them.

IBT Ulundi riots - didn't notice it grow.

1395 AD. Mine another tile in Entremont for -1fpt, but the food store will hold out until we launch. Ottomans have Superconductivity :( If we'd researched Nuclear Power we would have saved four turns - 20:20 hindsight is a wonderful thing. We can either research it - another turn and 1500 gold, or buy it - over 4000 gold, or steal it - over 3000 gold for a safe steal, or swap it for Ecology. No one else has any cash or gpt to buy from the Ottomans. I decide to trade Ecology and save the turn. Even with Ecology Suleyman will be down Synthetic Fibres on us. He gives us all he's got - 1350 + 48 gpt + Supercon for Ecology.

Entremont will complete SS Life Support next turn, Mohacs SS Fuel Cells, leaving Verulamium to continue the Palace prebuild for the SS Interplanatary Lounge. We start on Nuclear Power - 5 turns again at 0.10.0.

IBT Life Support and Fuel Cells complete. Ottomans also complete these two pieces.

1400 AD. Ottomans have 6 spacechip pieces and none in progress. We have 9 plus a prebuild. We have an expired deal with America - we sell furs and dyes for 10 gpt. I'll wait one more turn for a 14gpt deal to expire, then deal. Ottomans have 91 gpt this turn if we wanted to sell Syn Fibres!

Workers deal with pollution and join cities where we might get more bpt out.

IBT. Ottomans complete Longevity. Not going to do you much good, guys!

1405 AD. Renew American deal for furs and dyes. We get 34 gpt this time around. Japan offers 112gpt for Ecology. I decline as we don;t really need any more competition for the stars.

IBT Entremont completes MA and starts a backup prebuild on Manhatten Project. Then Ottomans complete the Manhatten Project!

1410 AD. Switch Entremont to Battlefield Medicine. Slider 4.6.0 for Nuclear Power in 2 turns.

IBT Iroquois and Ottomans sign an MPP. We're offered a UN election. We decline.

1415 AD. Slider 5.5.0 for Nuclear Power next turn.

IBT America offers a WP swap. Agree if he'll throw in 40 gold. Complete Nuclear Power, start Laser.

1420 AD. Laser will take 5 turns at 10.0.0. Switch Entremont to ICBM in case we want to send Suleyman a parting gift on our departure for the stars. He now has Synthetic Fibres and three spaceship parts in progress.

IBT. Ottomans complete SS Storage/Supply. He has 7 parts.

1425 AD. zzz.

Handover Report:

We are 4 turns from Laser and launch. We have a Palace pre-build in Verulamium that should be enough to complete the spaceship with a 'Big Picture" switch when we get the tech. We are building an ICBM in case anyone feels like nuking Suleyman as we leave. I don't think the Ottomans can catch us unless they steal our Nuclear Power. We might want to try exposing their spy - it's not very expensive, but I don't know the risks. If this could result in war we are reasonably well equipped to deal with it. We can upgrade our tanks for 1500 gold or so, and we'd have a total of over 100 MA.

There's an expiring American incense deal up for renewal and some gpt deals coming up soon.

Over to the final next better player. Don't forget to save before launch so that Mistfit can see the movie.

Here's the SAVE ...
 
Well, at least we're gonna beat 1500AD, even though that year has no significance whatsoever. :p
 
AlanH said:
Ottomans have Superconductivity :( If we'd researched Nuclear Power we would have saved four turns - 20:20 hindsight is a wonderful thing.
Curses! I was certain that fun-loving Sully would be heading for the SS Party Lounge! :banana: :band: :banana:

AlanH said:
We would need over 400 scientists to cut research from 5 turns to 4.
Alan, how do you get these great tidbits of information? Do you use a research utility?
 
AlanH said:
Over to the final next better player. Don't forget to save before launch so that Mistfit can see the movie.

Or I could just let Mistfit play them.
 
nikof said:
Alan, how do you get these great tidbits of information? Do you use a research utility?
Well, if you use CivAssist you can get the research cost, divide it by 4 and that'll tell you the bpt required. However, I got used to working it out before CivAssist existed, and I don't run CivAssist, as I'm too lazy to fire it up on my PeeCee. So I get it from the F1 slider:

Turn down the science slider to the lowest level that gives fewer than 40 turns and look at the science spend and the turns it gives. In this case we get 27 turns at 451 bpt. This means SC must cost more than 26 x 451 = 11726 beakers. So we would need at least 2932 bpt for 4 turns. With 2449 bpt from the cities at 100% that means we would need at least 483 scientists. The real number was probably 3000 bpt requiring 551 scientists :eek:

I use the minimum slider setting to get a quick answer, as it gives a low bpt level and a fine resolution. In fact you can sometimes narrow the minimum cost down even further if you note the values at other slider settings. For example at 80% we could research SC in 7 turns at 1988 bpt, which means the cost is greater than 6 x 1988 = 11928 beakers.
 
Finish us off Gator. I've got no playing time until at least thurs or friday. Or seeing that this is Karasu's namesake game we could allow him to do the honors, especially since he was only able to play 5 in his last turnset. It's been fun playing with you all on this. I've learned lots from you all.
 
Will do, I should be able to play later today.
 
End of game: got laser in 4 turns, switch prebuild using the big picture and launched in 1445AD.

Here is the 1440AD prelaunch save and the 1445AD save.

KA01_10.jpg


Our final Firaxis score is 9161, with a jason of 8479, which would have put us in 21st place.

Were there any significant changes in corruption between PTW version 1.21 and Civ III 1.27? We finsihed with more cities (79 vrs 49) and more territory (1481 vrs 833) than Kemal had. Kemal had a big tech lead in the Modern Age so he must have really pushed the pace earlier in the game, because he researed alone in the Modern Age. He did not gift OTTO into the Modern Age, for fear of losing out on the UN since there were no prebuilds. He also only had one great leader in that game according to CRpViewer. His QSC period saw 15 cities with a 16th one in 975BC. The first Wonder he built was in Newton's in 530AD.

Here's a look at his territory and tech lead.

KA01_11.jpg


Based on his spoilers he entered the MA around 750BC, IA in 440AD and no date given on entry to Modern Age. We entered MA in 800BC and the IA in 630AD. We lost 19 turns during the Middle Ages and an additional 15 turns prior to launch. Even with our extra cities we were not able to make up the 34 turn difference.
 
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