KRYS03 - Deity Sumerians - C3C

0 - pre turn
Cannon and cavalry stacks moved next to Rio Janeiro. (7 cannons, 9 Cavalries and 2 muskets)
We have 7 luxs. 4 own and 3 imports. Furs end in 1 turn, Silks in 8 and Maya continues shipping gems for iron. Some cities without marketplace runs in high WW. MM those cities to product workers and marketplaces.

1 - 1255AD Der: Cavalry ->same
Rio Janeiro: Lost none, killed 2 reg rifles, pikeman and longbow. RJ is captured.

IT Musket in forest defeats one rifle and dies to other. Cuello (in island) flipped to Mayan.
2 - 1260AD Kutha: Musket ->Cavalry, Middlebourg: Marketplace ->Courthouse.
Lost 1 cavalry and killed 2 rifles, pike, MI.

IT: lost 2 muskets and killed MI.
3 - 1265AD Lagos: Musket ->Musket
Sagres: Cannons bombard Sagres. Armies kills 2 rifle and cavalry one in Sagres. Sagres captured.
Faro: Faro is guarded by two pikes. Lost one cavalry then 2 cavalries kills pikes. Faro captured.

IT Inca renews Furs for spices and 6 gpt. lost musket and defeated longbow.
4 - 1270AD Ur: Cavalry ->Cavalry

5 - 1275AD Sumer: Cavalry ->Cavalry, Der: Cavalry ->Cavalry. Tutub: Worker ->Galleon.
Evora: lost cavalry killed 2 rifles and longbow. Evora captured.

6 - 1280AD the Hague: Musket ->Musket, Marad: Cavalry ->Cavalry.

7 - 1285AD Utrecht: Cavalry ->Cavalry. Kisurra: Cavalry ->Cavalry. Susa: Cannon ->Harbor, Braga: Cannon ->Musket.
Emerita: Cannons bombard. lost one cavalry and killed 5 rifles. Emerita razed.

8 - 1290AD Ur: cavalry ->Cavalry.
Lost cavalry and killed pike in grass.
Hittites have Steam Power.

IT Inca renews silks for Ivory and 6 gpt. Hittites killed 3 muskets and 3 cavalries in Rio Janeiro and captured it. Indeed improved AI. I haven't fortifield bonus on Muskets.
9 - 1295AD
RJ: Cavalry kills rifle. RJ recaptured.
Lost cavalry, 2 retreated killed 2 rifles, MI, 4 longbows. Hittites stack in next to RJ is destroyed.
Lagash founded in ruins of Emerita.

10 - 1300AD Sumer: Cavalry ->cavalry. Kutha: Cavalry ->Cavalry.

Notes:

I was lazy on last turn. :blush:

I captured 5 cities and military is more larger in opposite Hittites are weaker. :hammer:

I got Great Leader. It should be time for the FP. I'm not sure what's the best place for it. In 1.15b it really doesn't matter where the FP is. but this game is started with v1.0.


KRYS03_1300ad.jpg


1300AD save
 
Preturn: Check out the empire to orient my self. Very minor changes (like peeling off a worker from a size 12 town).

IBT: A few rifles advance

1305 AD: I send a force toward guimaraes

IBT: Hittites and Mayans form peace

1310 AD: Capture Guimaraes and take out a stack of rifles using cannon and cavalry

IBT: Delft deposes our rule

1315 AD: Healing. Send some units to Delft

IBT: Minimal movement

1320 AD: Delft taken. I also take Lisbon, but it is very expensive in terms of Cavalry.

IBT: A few rifles advance

1325 AD: Attack Coimbra our full health sword army loses! doing only a single hit point to a rifle in a size 5 city.

IBT: Guimaraes starving tactic does not keep it from flipping. Lose a few units.

1330 AD: Raze Guimaraes this time.

IBT: Hittites show up with Cavalry (traded with Mayans).

1335 AD: Capture Oporto.

IBT: Inca forces are destroyed [Edit: I mean the ones that were in our lands attacking the Hittites]. 2 more Hittite Cavalry attack and retreat.

1340 AD: Build Kish on front line

IBT: A few more forces show up.

1345 AD: Build Umma and rush FP. It is near the front line, but I think I have waited long enough.

IBT: Attacks on Umma - lose 2 muskets to Cav

1350 AD: Clear out Hittite troops on the border.

Notes:

I don't know if Umma was a good place to build the FP. I was hoping to build up cities in that area though.

We may want to end the war with the Hittites. We can do this at any time. I wasn't sure whether we wanted to advance more or not. I made some progress but it cost in terms of units (both Muskets and Cav). The flip got about 4 muskets and I leave you with 2 less cavalry than on your previous turn. War wearinesss is also huge.

Our new border with the Hittites:

Krys03-1350AD.JPG


The Save
 
ok, got it.
I consider the peace option.
Electricity gambit is near end and may be succesful. tech pace has been slow.
 
0 - pre turn
Checking Military advisor screen. I was right Hittites - Fascism, Inca - Communism, Maya - Democracy. I want at least Nationalism in PT. We can get the optional goverment techs.
Lux rate 30%->20%

IT Muskets in Kish kill 2 attacking cavalry, one retreated and we lost 1 musket. Incas are building Universal Suffrage.

1 - 1355AD
Kish: Walls ->Library
Sumer: Musket ->Cavalry
Dabrum: Library ->cannon.

elite cavalry kills Hittites cavalry on plains 1 hp left.
reg cavalry kills Hittites cavalry on plains no scratch.

Cannon stack one tile closer to Harran.

2 - 1360AD
Der: Cavalry ->Cavalry
elite cavalry kills vet cavalry on mountain and GL "Enmerkar" appeared.
cannons + cavalries killed two rifles on plains.

Enmerkar formed army. 3 vet cavalries joined gladly.

IT Hittites cavalry kills one musket in Umma.

3 - 1365AD
Ur: Cavalry ->Cavalry
Utrecht: Courthouse ->Cavalry
Sagres: Musket ->library

IT Inca needs Dyes and 20gpt to continue shipping Furs. Hittites kill our 2 undefended cavalries on plain.

4 - 1370AD
Amsterdam: Settler ->courthouse
Umma: Walls ->Library
Kisurra: Cavalry ->Cavalry
Marad: Cavalry ->Cavalry

Inca's city Babil on our continent starts to get some culture pressure.

Harran: Cannons fire, yellowlining one rifle and 2 rifles get 1 hit.
Cavalry army wins its first battle killing one rifle.
Attacks second time and wins again +gain promote.
elite cavalry dies when it attacks yellow rifle.
elite cavalry kills the yellow rifle.
New governor installed in Harran

IT Hittites kill one cavalry + musket

5 - 1375AD
Sumer: Cavalry ->Cavalry

IT Crusader bravely kills one rifle. Longbow kills wounded crusader.

6 - 1380AD
Lagos: Cavalry ->Cavalry
Der: Cavalry ->cavalry

Ugarit: half of the Cannons fire, yellowlining 2 rifles.
elite cavalry kill wounded rifle
elite cavalry kill wounded rifle
New governor installed in Ugarit

Cavalry army kill 2 rifles and cavalry.

IT Maya offers MP. I refuse. Inca completed US.

7 - 1385AD
Ur: cavalry ->Cavalry
The Hague: Musket ->Musket

Tarsus: no cannon backfire.
vet cavalry retreats but does 2 hit damage to vet rifle
vet cavalry kill vet rifle on 12 size city and promotes!
crusader army narrowly killed reg rifle
elite cavalry kill wounded rifle
vet cavalry kill vet longbow
Tarsus razed.

Bad Tibira founded. Damn I had in mind to place it one tile SE.

IT Cavalry on mountain defeats longbow

8 - 1390AD
Utrecht: Cavalry ->Cavalry

IT Hittites and Incas signed peace. Inca continues shipping Silks for Wines and 22gpt.

9 - 1395AD
Kua: Cannon ->Settler
Marad: Cavalry ->cavalry
Rio Janeiro: Library ->Market
Leiden: cannon ->Cannon
Tutub: Settler ->Galleon

Hattusas: cannons fire.
Cavalry army kill rifle and second.
vet cavalry kills rifle
vet cavalry kills rifle. Is RNG on our side.
New governor installed in Hattusas. SoZ and Oracle has tourist attraction so I didn't raze the city. This is surtain city to become culturally flipped.

10 - 1400AD
Ur: cavalry ->cavalry
Sumer: cavalry ->cavalry
Umma: library ->barracks
Sagres: Library ->Musket
Der: cavalry ->cavalry

Agade founded
The halfway of turns has reached

learn Electricity
11 - 1405AD
Kisurra: cavalry ->cavalry
Braga: cavalry ->cavalry

Notes:
I played 10 turns, I haven't moved units in 1405AD. Tyrana can be captured in this turn.

I forgot to starve Oporto. It has 2 Hittites pop.

I suggest that you research Replaceable Parts or Medicine->SM to get ToE.
ToE prebuild must be started now. We have good chances to get it. AI randomly research Scientific Methods. (may have changed in C3C)

Hittites would give Industrialization in PT. I left the trade options to you.
Inca has Medicine, Indust, Nationalism (+ optional techs) lack Electricity.
Hittites has Nationalism, Indust (+ optional techs) lack Electricity.
Maya has Nationalism, Indust (+ optional techs) lack Electricity.

krys03_1405ad.jpg


1405AD - save
 
Preturn: Attack and capture Tyrana
Trade Electricity + 2560 gold for Industrialization + Medicine.
Trade Electricity + Medicine for Nationalism

Incas have Corporation, Communism, and Fascism
Mayans have Communism
Hittites have Communism and Fascism, but lack Medicine and Electricity.

I rush a factory in Ur - Scientific Method in 9.

1410 AD:
Attack and Capture Hattusha. Get a Great Leader. Build an army with it.
Sci Meth in 8, Pentagon (to be switched to TOE) in 9 - Total turns should be 12 or 13.

IBT: Longbow attacks and loses vs a Musket

1415 AD: Move on next town.

IBT: Lose 2 Lux when the Incas declare war on us. Leiden is taken.

Ur riots. Cycle ahead to adjust all towns.

1420 AD: Take back Leiden and take Babil. Mil Ally Mayans vs Inca. If we get bombarded to death, then that was a mistake.

1425 AD: Attack and take Allepo. I would like to capture my whole continent. I think I will continue the attack.

1430 AD: Attack Sao Paulo and Alacar and take both. No Hittites on the continent anymore.

Make peace with the Hittites (and hope for no city flips). I take everything I can especially the size 1 city.

Abandon Babil as Incas have high Culture.

1435 AD:
Build Erech where Babil was. Capture Luanda from the Incas. We now have to continent to ourselves!

Keeping Hubishina seems hard so I just abandon it.

IBT: Some Incan Cavalry are dropped off on our continent.

1440 AD: Bombard the Incan boats and kill the Cavalry.

1445 AD: Get Scientific Method and switch Ur over to TOE. Research Communism for police stations and because it is the one tech I can get before TOE completes.

1450 AD: Just waiting for TOE. Note that Communism has been MM'd to 4 turns by making scientists. If it doesn't complete 1 turn before we get TOE (5 turns in Ur), then add scientists until it does (It should only need a few).

Notes:

We may want to consider a prebuild for Hoover.

Once we get Communism, police stations are said to be useful. Haven't played around much with them though.

Our core and the save:

Krys03-1450AD.JPG


The Save
 
0 - 1455AD Inherited
Everything looks fine. My turns may be fast, I don't have to move units. I don't know if it's necessarily to go after Incas island cities. They have huge amount of culture I may raze few their cities if I get opportunity.

1 - 1460AD
Sumer: factory ->Pentagon
Umma: Aqueduct ->marketplace

2 - 1465AD
Lisbon: Library ->galleon

3 - 1470AD
learn Communism start on AT at science 0%

landed some units to island with 2 Incas cities. Worker captured.

4 - 1475AD
Ur: ToE ->Hydro plant
ToE free techs: AT and Electronics.

I accidentally drafted one citizen in Der.
Inca have Replaceable parts.

Research Radio.

5 - 1480AD
Kua: Settler ->Aqueduct
Marad: Library ->University

Kadesh: elite cavalry win vs vet infantry.
vet cavalry retreat vs vet infantry.
vet cavalry retreat vs vet infantry.
vet cavalry kill vs vet infantry.
elite cavalry win vs vet cavalry.
Kadesh razed.

6 - 1485AD
Bad-tibira: courthouse ->marketplace
Kish: aqueduct ->marketplace

Adena: cavalry army kill vs reg rifle

rush hydro plant in Ur.

7 - 1490AD
Ur: Hydro plant ->Hoover Dam
Utrecht: factory ->University
Kuara: Marketplace ->aqueduct

Adana: cavalry army kill vs reg rifle
Adana and Newton's University captured.

Peace treaty and Atomic Theory to Incas for PT, 105gold, Espionage and Replaceable Parts. It's getting hard to capture cities with infantry defenders.
SM and RP to Maya for Fascism. To help them fight against Inca.

IT Maya expires our gem deal. I continue it by offering Rubber and Iron.

8 - 1495AD
Coimbra: library ->Harbor

Isin founded

change Pentagon to Intelligency Agency in Sumer.

9 - 1500AD
Marad: University ->Pentagon

Notes:
Big threat in air. 1455AD Inca had 48800 culture points. 1500AD - 54500 points. More than 600 cpt. Estimated time for Inca's culture win in 70-80 turns.:eek: Maybe we have to declare war again...

1500AD save
 
Preturn:
Maya will offer 29 gpt for Espionage (plus small change). I decide to take it.
Can't do anything about Incas as we have a peace treaty. Will instead work on infrastructure, so we can get to tanks faster (I hppe)

IBT:

1505 AD: Set a whole bunch of units to civil engineers to build up shields faster in corrupt towns. Pretty massive improvements in the times to finish.

IBT:
Complete the Military Academy

1510 AD: More adjustment of towns and civil engineers.

IBT:

1515 AD: Adjustments

IBT:
Build intelligence agency.

1520 AD: Try to plant spy in the Inca lands but it is caught and they declare war. I guess that answers the "wait 18 turns for peace" problem.

Lower science to upgrade our cannon so I can have artillery.

1525 AD: Spy is again caught.

1530 AD: Spy is caught a third time. Got enough artillery for now. Speed science up again.

1540 AD: Finally plant spy. Incans have 136 infantry! (only 24 Cavalry) Culture check: 59232 culture.
1545 AD: Culture check 59827 = 595 culture per turn. At that rate they will have 100,000 culture in 68 turns.
1550 AD: The Incans have been very quiet. For culture assuming they improve their rate of culture they will still probably take 60 turns. That means their victory could happen as early as 1790 AD, with 1800 AD being more likely.

Notes:
Hoover finishes next turn.

Radio is also almost finished.

It looked like the saves version that you gave me was different than mine - a version 1.13 save. I am playing with 1.15 Check your version number when you start up.

I started military builds. Perhaps we can use artillery and armies to take the Incan islands? Or get a foothold on their continent? In any case we also need boats. When hoover finishes, I would play with the builds to get things prepped for war.

If we can research sanitation quickly, I would do so. Given how spread out our core is, we need size 20 cities. After that we want Tanks and Air I think.

The Save
 
Civil engineers and police forces. :goodjob: I didn't remember those.

I checked it and I run earlier beta. Can't get the patch now as I need to burn it in CD. Carring patch on floppy disks is difficult.

I'm of the town from 23.1 to 25.1. I can post my save on 26.1.
 
I think JB2 is 1.15. Does that mean you plan to update?

Alternatively, we can run different versions or I can create a 1.13 version for this game. Note that corruption is higher in 1.13. When I got the game, I clicked on all cities and gained about 27 gpt. The civil engineers are adjusted for 1.15. You will find that some are silly in 1.13 - specifically, ones near the forbidden palace (other than the FP itself) are corrupt for me but not for you.

That is the major difference between the two versions. We only get one core in 1.15 (the FP increases the size of the core).

No prob on waiting until the 26th. Turns are almost too short with only 2 people.

[Edit: If you can't get 1.15, then go ahead and use 1.13. Just make sure you readjust all the towns. Clicking on each seemd to set the towns to the 1.15 values when I went from your 1.13 save to 1.15.

I think we have been alternating for a few turns now and it hasn't hurt anything.
 
pre turn
Haven't patched yet. I try to get it in next time.

IT: Inca offers PT. Without tanks we won't make much progress. PT for PT and 140gp.
1-1555AD
Hoover Dam completed.
build orders.

IT Privateer destroys galleon. Learn Radio.
2-1560AD
Pentagon completed.

Radio to Inca for The Corporation and 1410gp.
Inca has Refining. set research to Steel.

3-1565AD
build orders.

4-1570AD
build orders.

5-1575AD
build orders.

6-1580AD
build orders.

7-1585AD
war declared to Hittites.

IT Never have seen so bad unhappiness in Republic. One city flipped to Hittites.
8-1590AD
Ugarit recaptured.
one 1/3 rifle left in Hittites capital.

IT lost one Galleon to Privateer.
9-1595AD
Hittites destroyed.
I had to hire several clowns in IBT.

IT Inca and Maya signed PT.
10-1600AD

--------------------
Short war vs Hittites messed all the special citizens and I was too lazy to reorder them.

We need to start razing Incas cities. They have 67000 culture bynow. I was too passive not building galleons or artillery.


The Save
 
Preturn: I MM the save to update to 1.15. I do see one bug from switching back and forth from 1.13 to 1.15. The settle dates of some towns are really weird. They say Dec. Dec. Dec. writing across the screen. Switch a few towns to Artillery. Our coastal towns are pretty miserable. I rush-finish the two best towns so we can start galleons.

IBT:

1605 AD: Research time to steel plummets. Sure enough the Incas have it. I decide to go for Sanitation in the hopes to trade for refining discount (will get it in 5 which is faster than refining)

IBT:

1610 AD: Shave a turn off of Sanitation. Will get it in 3 now.

1615 AD: Quiet turn.

1620 AD: Quiet turn.

IBT: Get Sanitation

1625 AD: Switch several towns to hospital. Nope -no trade

1630 AD: And now the Incas have Sanitation as well. I go full research on Refining

1640 AD - 1650 AD: I build up a force to take out the Incan Islands. Mayans and Incans are at war again.

Notes:
We are 2-3 turns from refining. Once we get it, if the Incans have the next tech (and they probably will) maybe we should try to steal it. We have a spy planted already. I would go for "safe steal".

I have an attack force near the islands. A boat with a cav army and 3 boats with Artillery, and infantry. We may want to declare war while the Incans are busy. Hopefully the Artillery will be of some use.

Oh I forgot to start Battlefield Medicine! We got the message about it this last turn.

The Save
 
I considered tech stealing in my turns. getting Combustion would be nice.

got it. No guarantees when I play my turns.
 
Sounds good. I agree on a looser time schedule with just two of us. Otherwise, the game can become burdensome.

It is going to be a tight finish with us rushing to Tanks and the Incans rushing to the culture win.

I think for our main tank war we are going to want to go for the Incan core first as those cities will be generating the most culture. They had over 160 Infantry too when I last looked, though the Mayan war may have lowered it slightly.

[Edit: It might also be worth getting flight first, if we don't mind using bombers. They seem so strong now as to seem exploitive so I am of two mind on this. It also solves our problems of transport to the other continent]
 
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