Kraz01- The Totally Mad Scientists

Sorry Guys for the incomplete turn log but I got the important things down.

Turn 1- capture Hareid- VIKINGS ARE DEAD! Rest Armies And found some cities.

IBT- :sleep:

Turn 2- :sleep:

IBT- :sleep:

Turn 3- ALMOST Capture Hyderbad... one more defender.

Turn 4- Take Hyderbad- destroy another Indian city...(forgot its name) found 3 more cities &and take care of our pirates in The Pond! (the big lake in our empire)

Turn 5- Destroy Bombay.

er... this is where I lost my writings... but the Indians build The Great Library in Culcutta... we fill the army with 3 knights... dont fill it any more or we cant get it over seas Also we get Sun Tzu's we get The Pentagon And we clear our home continent... I capture Delhi & culcutta (TGL) because they have some island cities right above... I rush some gallys and have 2 MDI ready to attack... Also I start Chemistry.
 

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Umm captured and razed? This is an all-raze, all homegrown science game, so those cities must be abandoned immediately. Unless we change the rules....
 
oops :blush: I completly forgot about those rules :( sorry... hope it didnt have a major affect on the game.
 
I'll get a ruling from Kraz before playing, but I think I will abandon them. We can win this without them, though it will take some boats. Since we have to invade the other continent(s), no biggie. No harm done.
 
I went ahead and abandoned 4 captured cities. I also played 10 turns and eliminated India. I have set us on a path toward Astronomy, which allows us to build our UU, the carrack. Carracks won't sink on ocean tiles, so should give us the initiative on our invasion of the other continents. Once we find them, that is:) Here is my turn-log:
Spoiler :

Pre-flight: CivAssist 2, Word running. Get the save loaded. Look things over. I see 4 captured cities, I abandon them all. Looks like we have some builder turns coming up. I notice the Silks need hooked up. We need Settlers and workers bad. Also some boats. Some MM’ing wrings one less turn toward Chemistry.

Non-Combat:
Workers 47 native, 64 slaves
Settlers 3
Military:
Warriors 5
Archers 1
Spearman 22
Swordsman 5
Horseman 2
Pikemen 12
Knights 6
Catapults 7
Trebuchets 4
Armies 5, 2 of 4 unit, 2 of 3unit Ancient Cavalry, 1 3 of 4 Knights
MDI 10
Ancient Cavalry 17
Galleys 3

Hit enter=>

IBT: Lots of barb movement.

Turn 1, 810 AD: MDI kills Spear and Punjab captured and razed, 1 slave taken.
Jungle Gym founded near Fire Hazard=>wealth.
Begin Knights Templar in K-Grad, Leonardo’s in Overseeropolis.
Switch many core builds to infrastructure, we have a huge military anyway.
I do want to modernize, we have lots of spears that could be muskets and knights.

IBT: Nothing to write home about.

Turn 2, 820 AD: Dye Happily founded near Monkey Paradise=>worker.
Land 2 MDI at Bengal. They are down to 2 cities. Now just hope there are no settlers on boats.

IBT: Indian archer attacks MDI and loses, Indian galley attacks ours, loses.

Turn 3, 830 AD: Both MDI’s win, Bengal captured and razed, 2 slaves taken.
Lower tech slider to 50%, Chemistry next turn at 111gpt.

IBT: Chemistry arrives, next is Theology(path to better boats Theology>Education>Astronomy(Carrack)>Physics>Magnetism(Galleon)

Turn 4, 840 AD: Begin organizing our specialist farms, MM to get Theology in 5 turns.
Move MDI to Kohlapur.

IBT: Lots of barb movement.

Turn 5, 850 AD: Dyed in the Wool founded near Dye Happily=>worker.
Kill another barb camp.
Good news guys, I’m going to play a double turn-set, since its whack a barb and build and develop our empire time.

IBT: :sleep:

Turn 6, 860 AD: Both MDI’s lose vs 1 spear at Kohlapur:mad: and he is promoted, grr.
Our wounded galley may also be sunk by a barb galley, and to add to that, India may have escaped to another island.

IBT: Our galley survived!

Turn 7, 870 AD: Pick up an MDI to go to Kohlapur.

IBT: Incan city of Riobamba builds Knight’s Templar, too bad.

Turn 8, 880 AD: Lake Havasu founded near Brag about Gems=>trebuchet.
Lower tech slider to 30%, we get Theology at 182 gpt.

IBT: Something happened on the IBT, no Theology this turn:( Oh well, more money for future deficit research.

Turn 9, 890 AD: Both MDI’s win, taking Kohlapur, and India is no more! 1 slave taken.
River of no Return founded on floodplains north of Lagos=>settler.

IBT: We finally get Theology, next is Education in 6 turns.

Turn 10, 900 AD: Do some minor Micromanaging for the next player.

Non-Combat:
Workers 56 native, 68 slaves
Settlers 8
Military:
Warriors 5
Archers 1
Spearman 24
Swordsman 5
Horseman 1
Pikemen 13
Knights 8
Catapults 7
Trebuchets 4
Armies 5, 2 of 4 unit, 2 of 3 unit Ancient Cavalry, 1 3 of 4 Knights
MDI 10
Ancient Cavalry 19
Galleys 5



The save:
 
TheOverseer714, I read in one of the SG's that you have had several games die. In another I see you list this one. So if you want to keep it alive I will help you. Just post here I will take a spin. If not just ignore this post, no problem.
 
It's not dead, but definitely on life support:D If you want to play a turn-set or even a bunch, I'd be fine with it. It's Kraznayas game, so he has the final say, but I'd like to finish this one. PM him, I'm sure he'll say yes. We are filling an empty continent, that should take us to 40-50% towards domination, taking 2 or 3 countries out should give us enough room to win it. A good set of warmongering could get a conquest in the same time as settling empty land will. It could turn into whack-a-mole with enemy settlers, but that's the risk.
 
Not to sure about PM's, they are not very dependable. It seems he has not responded to the EL game since 23rd and his own since 26th.

I would subscribe so I know of any post, if it was me. Then I could at least post a note, when others had input posted. If I did not subscribe, it wold be due to my knowingI was checking in every day anyway, usually more than once.
 
Here is the last Rooster posted:

Kraz (last heard on 26th)
Tad (30th)
Overseer (played 3rd)
Tasslehoff (last played 3rd of April)


Not sure what happened with Kurston.
 
As self-appointed co-executor of this SG, I say play it. Better to ask forgiveness than permission. 5 or 10 turns, your choice. Log anything important. Rules are, no trades, war on contact, raze any city you capture. Not sure about recapture of our cities, it hasn't happened yet. Name new towns whatever you like, we've had some errr creative names so far. Have fun!
 
Pre:
Blackleaf is about to riot. I switch a pop off the shield to a beaker. Plenty of food and the sheild is corrupt anyway.

Can't recall the last time I played as Henry, so I check on the UU data. It says it is sea going and can safely traverse sea and coastal tiles and can end its turn in an ocean
tile. What does that mean? Sounds like it can be in any tile, if so why not say that?

Anyway we do not know anyone so not much to worry about as far as AW goes for now. No one started the GLB AFAWK. I see we are going for ED, I guess that is to get to Astro?

I see no beakers are in the bank, so I wonder what the feeling would be to jump on MT
track first? We do not have many libs, so won't be making a lot of universities right away.

Astro is not a big thing for us as we need Galleons to do much. Yeah we get the UU, but
it hauls only 3 units and all your armies have 3 in them, so they cannot ride. Metal, MT
and then ED would allow us to get the Acad up and get at least one defensive army build.

Just a thought. Now if the thinking is we want to get the wonder, then do we have a pre
going some place?

Four trebs and 5 galleys is not enough to invade a large continent that is well into the
middle ages. If we can find an island to polish off that works. We need to start on a
naval and bombardment units. You have 7 cats and Leos, so that is much better.

I know you probably have some captured units some place. I am just writing down things
as they pop up, so some of the stuff will be moot as I see more of the save.

Not sure what the plan was for the galley with the MDI and worker. I was thinking that I
would dump them back on the island. The MDI can bust some fog and the worker can get a road up eventually so they can cover each other against barbs or small landing parties,
until you get a settlement there.

The other tiny place I would just squat something on the tile to prevent landings. I have not started to go through the workers or towns. I did note one making a temple and one tiny 2 tile island making a harbor?

Exile is the harbor, I would just get a worker of it and park it on the mountain. Set the citizen to scientist and forget it. Why add maint for a harbor there?

The temple town is a tundra type and will never get large enough to need anything.

Anyway I did not want to make a change to the research without an agreement, I will post this note and see what you have to say.
 
The GLib was not allowed anyway, it would be "foreign science". India built it and we razed it, so that's a moot point. The MDI and worker was coming home, but I see your point, we'll want every tile possible when we go for Domination, so we will eventually settle those islands. The temple was to grab the whale, then be disbanded, but you're right, that city will always be a nothing place anyway. The tech thing I'd say leave on Education, we'll need it anyway, and it's 5 turns, metallurgy is 8. My experience for AW is that you get the cheapest necessary tech available, unless there is a pressing need for a more expensive one. Besides, Education can give us universities in key core towns, and Astronomy gives Copernicus and the abilty to scout our enemies out, as the carrack doesn't sink in the ocean.
 
OK, I was not thinking of us making the GLB, just wondered why no else was, now I know.

I will stick with Ed, it is not a big deal either way. My point was that we need armies and we are not going to have any without the MA as we have no enemies. So getting that up sooner lets you go on the attack sooner. They will not come for us until they get Nav or Mag.

Uni's are not going to be much help as you have only a handful of libs and the core I suspect is not going to kick in that many extra beakers.

Finding them is of little value as we cannot attack them until galleons and lots of them. You armies will not travel before then.

You have only 3 cities making more than 10 beakers from commerce. The others are all coming form scientist. The 12 beaker town gets 8 raw, so you would spend a lot of turns making a unit to gain 4 beakers, minus the maint.

I am dubious of the merits of that deal and the other two places I did not look at, but I am sure they are the very places you need to be making units and or Cops.

Actually if we do not have a place already 50% done with a pre, I would forget Cops. The way to out research them is with farms. We could get it if we start now on this level, I think.

So anyway I said my piece and will jump on it in the morning after I make a final check here for any other input.

So AW, no captures and no GLB. Any other things I should know to not do?

Oh not to worry about Domination, they will give us all the land we for that anyway. We just want lots of towns to pay the support as it will take time to carve out land from them, if they are all one one land mass.

Better for us if it is a continent and an island, then we can take the island civ first. Once you land on the continent and drop a town, it will get rough.
 
IIRC, there is a pre-build in Overseeropolis, since we lost Knights Templar to the Mayans. If anything it will probably be an overrun on Copernicus. The lack of libraries was due to military builds taking precedence, so now is the time to build infrastructure, there's no sense building obsolete units. We do those techs then back to Metallurgy and Military Tradition, we can build the Military Academy (using a timed pre-build) and Cavalry while researching Physics and Magnetism. Meanwhile building lots of Carracks to upgrade so we can get a jumpstart on our invasion. I like the idea of launching our first wave in about 30 turns or less and with Metallurgy and MT taking 8 turns apiece, that's not happening then. Going cheap tech first will get those down to 6 turns or so, especially with some libraries and universities built, along with Copernicus. Actually, I would be interested in seeing which way lands troops for a real invasion first, so maybe after we play things my way, we can do shadow turns done your way. If you are right, I'll make a thread in the general forum saying so. If I'm right, you do the same. Want to bet?:) Please don't feel insulted, you are probably right, but I really want to see how my plan goes, as I'm trying to nail down a late game strategy that works, because truth to tell, I usually do a beeline to MT, and it never seems to give me the advantage it should because the AI has better boats and cavalry themselves.
 
"If anything it will probably be an overrun on Copernicus. The lack of libraries was due to military builds taking precedence, so now is the time to build infrastructure, there's no sense building obsolete units."

I was not clear. I did not mean there was a lack of libs and should not have been. I would not build any libs in any of the towns as they would not be cost effective.

You are not making any beakers in those towns or shields. It would be 80 turns
to make one and gain nothing. The places that have libs are not real good
cantidates for uni's as you have at best 3 cities that could use one and a one of
them really is only break even.

The second best city gets 11 raw beakers at 50%. Unless you can up the research
rate, that is not going to change. So you spend 200 shields and pay 2 maint to gain 5 beakers. Not a god deal IMO.

Cops is just a much more expensive UNI and you have only 2 decent places to put it and cannot really afford to build it there, especially if you are going to make a uni there. Now you have committed the best place you have for a very long time.

I would not build infra, other than a few markets and maybe a few harbors.
Maint will drag you down, better to pack in lots of towns to support units.

Anyway I do it your way as the out come is the same.
 
Yeah I never build it so I forgot exactly what you get. I am not use to playing in games where I could have it, but when I have shot, I skip it anyway. Research is not an issue at those levels at that point you are going to pull away without it.

I build it so it is moot.
 
Pre:
Sell off walls as I find them and any barracks that was hand build, if I see
it.
Watcher's Mountain switch a citizen to scientist. No need to let it grow to
size 6, you still only have one free pop, may as well get the beakers now.

North Kraz switch market to aqua. Need irrigation there to grow, but no value
in a market if stuck at size 5. could be switch to anything.

Whalewatchers, switch temple to worker.
Oiliphaunt Inlet switch to worker as it is +1 food with no harbor, few tiles
ready. Later it could do better when workers can clear tiles and get rails up.

Dessert Desert switch to galley. No one is working a coastal tiles, cannot grow without aqua, so no point in investing anything here.

Gold now 1807.
We have 18 free units support, but are making a lot of units right now.

Steal a tile from North Kraz and give to Kraz and shave 2 turns off Leo.

Stop slave on hill at Irontown. Send to a grass need food here, shields are corrupt anyway.

Close call here, but The Bane of Barbcamps is making a settler and would lose 2 scientist. We have many settlers in the queue, so I switch it to galley. Do not want to lose those beakers.

Sweet Horses switch to knight. I am not a big fan of CH in size 6 towns with
few tiles to use. You have to put 80 turns for CH, 100 shields for aqua and
then what? You are 130 turns or more down the road and only have more maint to show for it.

If it did not need an aqua, maybe. Again it has few tiles to work and they are
not good ones.

Southern Seas to galley from temple.


910AD (1):
found Guarda on the spot.
Not sure where towns are intended to go, so the settler near Dyeing is move to the jungle next to the banana. This clears one jungle tile for free, lands on a river and allows another town in that corner.

Yes I ignore the fish and whale, not going to have border expansion anyway.

Tahoe stop slave mining on hill. No mines in these corrupt towns, it will
yield no shields.

I would want to get roads up on all tiles, especially on the circumference in
prep for rails.

Along the way I will try to get any productive towns improvements and irrigation to corrupt towns. Baring in mind the need to gather workers prior to Steam. Not going to be easy as there is lots of land.

Jungle and marsh to the bottom of the list as it just takes too long and the
worst that happens is we lose a citizen.

Send out the settlers.
Could raise the research with deficit spending to shave a turn, but would lose
time on the wonder builds and I hold off on that for now.
 
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