KS-1 - sneak attacks???????

The new tech costs make a big difference on strategy. When I started my turn I think there were 30-something turns left on our tech and we were at 90% research! In that situation in my own games I would have set tech to minimum, picked it up under the 40 turn cap and saved some dough in the meantime to buy other techs.

However, when I tried putting the slider down here, I had forgotten about the 50-turn minimum, and I didn't feel comfortable waiting that long for one tech.

The fact that we don't have any luxuries within the borders of our productive cities is hurting us on tech. We don't have a lot of high-gold tiles.
 
SirJethro: yup it does; basically it makes going at minimum rate prohibitive I think. We should be able to take a tech lead, push for it; remember that researching in 10-20 turns is now respectable. There is also alot longer time before units become obsolete.

btw, I suggest that we plan for an attack on France, once we're gotten a decent little economy going. What do other people think? We'll get everyone else on our side against them too. Any comments on this plan?
 
Oops..... sorry :blush: :D

could someone email me the game? or upload it on the file server? i can't DL attachments for whatever reason... :(

or simply skip me.....
 
killer: gee...I hate that...feels like a game of chess when you both think it's the other guy's move and are thinking "hmm...he's taking a really long time to move!!!"

I'll happily email it to you but umm...I'm afraid I forget your email address so could you post it here please?
 
hey actually killer, I can play now, so since I'm after you anyway we'll just switch turns this go. I'll play now, and when I see you post your email address I'll send you the game after I've played it...
 
ok here's my report, Killer I am searching for your email address so I can send you the game, but I've also attached it here.

preturn - micromanage the slider to give us some extra gold. Barracks in Texcoco vetoed in favor of a worker. We only have 2 workers at the moment and 7 cities, with 2 more on the way! That's an insanely poor ratio. Veto spearman in Tlaxcala in favor of a granary. Our military production simply doesn't have to be high at all; trust me :)

Rome threatens us for Mysticism. I give it to him. Makes him polite, and it's not a really vital tech.

1025BC (1) - start irrigating in the north-east. Gee we really do need LOTS more workers!

1000BC (2) - gems roaded up. Science slider micromanaged. I'm not sure where this settler is meant to go, but I'm going to put him near pompeii, to snatch the iron. 2 squares away. Would be nice to get the fresh water, but that would require being 1 square away, and that's against my rules of being nice; I think the Romans would be very inclined to attack if we did that.

975BC (3) - Teotihuacan finishes temple, I set it to build a worker. I just noticed that one of the settlers is on goto. Who did that?

950BC (4) - Tenochtitlan builds a settler. Now I set it to building a horseman. Why? We want it to get some population in it before we build another settler, and if we want to build military, it is the city to do it in. We complete mapmaking. Texcoco completes worker; we'll have another one of those please.

925BC (5) - We trade map making to the english for code of laws, world map and 7 gold. We then trade code of laws, map making, world map and 20 gold to the french for world map and philosophy. None of the other Civilizations have anything to trade for our superior technology, but I do give Mysticism to the Japanese as a gift. They are the only ones who don't like us, and it's a backwards tech anyway.

900BC (6) - Teotihuacan finishes worker, another one of them please! Tlateloco finishes temple, this will get iron within range soon. We need workers in that region, badly, so that's what I order up next. Settler in position to build city getting iron off pompeii.

875BC (7) - oh gee, I forgot that you can't found cities on desert in this mod...move him one square south west.

850BC (8) - Calixtlahuaca builds a worker. I order another one. I change TlateWill from a settler to a temple, we are filling out with cities at the moment, but need culture to compete with Orleans. Found Xochilco and there is a Roman warrior-settler pair right next to it. Undefended at the moment, building jag. Irrigation complete next to Teotihuacan. This will be a worker factory.

825BC (9) - Texcoco builds a worker, I order a granary. Tlacopan founded on the west coast. Building a worker in it; this region needs LOTS of work done on it. At the end of the turn, the Roman settler-warrior pair head south; apparently we've settled out enough of this region to make them disinterested. Teotihuacan builds another worker. I decide we should let it grow a bit, build a granary and then it can be an every-other-turn worker factory. Granary ordered. The egyptians complete the pyramids in Thebes.

800BC (10) - we are losing too much money, 4 gpt with just 19 gold in our treasury, so I take the science slider down and we are balanced.

775BC (11) - everyone cascades to the Oracle. Frankly, they can have their oracle. Ancient age wonders aren't that great, with the exception of the pyramids. I prefer to just focus on economic growth, several hundred shields early on invested in extra settlers, workers and improvements makes a huge difference. I whip the temple in TlateWill, at the expense of one citizen. We want our culture getting there asap, and we want to move on to building workers in the region.

750BC (12) - Tenochtitlan builds a horseman, I am not sure whether to build another horseman, or a temple, I choose the temple. TlateWill is set to building a worker after completing its temple

730BC (13) - Atz-something-or-another is founded over to the west, a fishing village in the middle of the jungle. Whales in range upon expansion. I set it to build a galley, we really need one. Tlatelolco completes worker. Set to build a granary.

710BC (14) - England completes the Colossus. Hmm...the AIs made it to mathematics before us. Damn.

690BC (15) - keep workers working. hmm...our iron city near Rome is going to have a bit of cultural pressure against it. Hope it doesn't flip. We discover mathematics. Bleah. We go for currency next. The AIs usually go for construction first, so we might be able to get currency and trade for construction.

670BC (16) - ok, we're hooking up two sources of iron at once now. Tenoch builds its temple, I set it to building a settler to fill out the remaining gaps. English city of London completes the Oracle.

650BC (17) - blah

630BC (18) - Jag complete in Roman Iron City. Set to building a temple. Will probably whip it.

610BC (19) - one source of iron hooked up. The french have discovered literature. They will trade it for iron and horses. If Joanie didn't have a big red bullseye on the middle of her head, we might consider it. As it is, sorry, but no. We can afford to wait on that one. Hmm...the Romans seem to want to come through our territory to settle somewhere...

590BC (20) - I trade world map with france for our world map and 26 gold (umm...all we have) meaning, I leave us broke. ahh well...happens.
 
preturn: looking at the map, I see a nice little gap in our cities that can be very well used to pressure us culturally - make a note to found a city there as soon as we have a settler over. Slider 10% down so we get +2 Gold - need some incase some cities shrink due to diseases or so....
Another city can go into the Tenoch-Teoti-Calix.. triangle once we have a Courthouse in the two outlying cities.

(1) 570 BC - yes, the Romans want to settle into the gap in our territory..... Luckily, we get a settler in the capital (Horseman ordered). Use Workers and Horseman to deflect Roman settler.

(2) 550 BC - Heliopolis completes the Lighthouse. The settler turns towards Teoti, thus we will get to the spot first :D
Not hooking up third iron near Calixtlahuaca, but mining all irons (what isn't hooked can't be extorted :D) Mining will turn cities with iron into
production powerhouses. TlateWill mivromanaged to speed up Worker, then, Barrakcs and Horsies can follow ;)

(3) 530 BC - Granay finished in Teotiuhacan, Spearman ordered (need military police there), then will follow that with Woker and Horsemen - Joan is going to have a bad hair day :D If we are fast they won't even have Horses hooked up when we strike :D
Diplo-check: get Territory Map and 5 Gold for World Map from England, World and 7 from Rome, Map from France, gift of WM makes Japan polite :D

(4) 510 BC - nothing.

(5) 490 BC - settler in place. Cannot avoid slight gaps, but room not sufficient for two cities.TlateWill starts Barracks, some roading there to increase commerce.

(6) 470 BC - another Spear/settler combo shows up near Xochi.. Tzintzunzen founded, JagWAr ordered.
liz has the Republic, will not trade and is annoyed. Even present of WM doesn't help :(

(7) 450 BC - Roman settler turns back.

(8) 430 BC - Granary in Texcoco and Tlaxcala. Texcoco set to Barracks, Tlaxcala Temple. I do not know ehre the second Roman settler is headed, the first is withdrawing but No. 2 keep coming...
Galley built, another ordered. Temple rushed in Xochi (would take 20 turns to build). We have road connection to Neapolis, won't be long unitl we can deal with Rome (which we should before their UU comes online and they start looking for targets).
 
My finest hour - I can't believe the luck i had!!!!

(9) 410 BC - Japan wants Math and Map for Map, tell them no, get 1 gold for Map. Xochi builds the Temple, ordered to Courthouse. Tlacopan Worker, ordered Temple. Izumo shows on a different continent - but Japan can't trade any contacts. Decide to suicide the Galley, maybe we can get a coup here :D
YES!!!! Sight Zulu town!!!!! Tehy give us contact with the Egyptians and 5 Gold and their World Map for Contact with both Japan and France.

mapks1.jpg


What to do... contact with the Iroquese - if our Galley survives, we can get it without trade very soon since Oil Springs is only 1 turns move away.

I know I could have held back on trading contact to speed up our and only our science, but since the Japs have a city over there i didn't think it wise, sell while you have something to sell is the word.....

Egypt is way ahead in science, they have literature, Polytheism and The Republic. Whatever i offer, they want to sell us Contact with the Iroquese. I give them WM for that and all 9 Gold they have.
I then sell them three contacs (not France) for Polythesism after checking that France gives us Literature and WM and 110 Gold (!) for contact with Egypt and the Iroquese. Sadly, no deal was possible giving us Republic :(
All three contacts left gets us Territory Map and all their gold (179) from the Iroquese.
I collect another 2 Gold+Map from Rome for contact with the Zulu and Map+30 Gold from England (she is still angry, as is Cleo). Polytheism gets us 111 Gold (all) from France and 50 from England (out of 53).

Results: France is broke (they even offered wines and 60 Gold for Poly, didn't take it but money instead because i didn't want a 20 turn deal).
Engalnd is broke, and still angry, Republic ahead but Literature behind.
Everyone else is broke, too, and most are a few tech behind. Egypt will be a real problem though.

90% gets us Currency in 7 at -10 (we haev 513 Gold atm). i think we shoudl spend it asap so it can't be extorted out of us. 100% is still 7 turns.
 
(10) 390 BC - Jag Warrior in Tzintzunzen, Granary ordered. 2 Horsemen compelted, one more ordered, Teoti changed to worker (unhappiness).
Galley has survived, will now try to cover as much map as possible to go map broker.

(11) 370 BC - the Romans run around as if they had a plan. Don't like that. Nice little island discovered south of main Zulu/Egypt/iroquese one - settler ordered in Teotich after Worker completed.

(12) 350 BC - Orleans shifts border towards us - need to attack soon :mad:

(13) 330 BC - Barb Galley attacks us and dies. English start Great Library.

(14) 310 BC - buy worker from England for WM and 12 Gold - to make her happy. She has a settler near Calix... Give WM to Japan, still annoyed. France already has Construction and 57 Gold in the bank - how do they do that? The Iroquese give 19 Gold for the map.... Rom also has Construction.

(15) 290 BC - Rome starts both Great Library and Great Wall. Horsemen stockpiled in TlateWill. Micromanage slider. French have Horses.

(16) 270 BC - f-ing French complete Great Library, Egyptians cascade to get Great Wall. France deals us Construction and 110 Gold and Map for Currency, they even offered two luxuries. Sorry, but there's no better target atm..... The WEnglish give us Ivory, 30 Gold and Map for Currency, are still Construction behind. Caesar gives Wolrd map and 30 Gold - all othrs offer ****. Prepare to strike Tours (Wines) next turn.

(17) 250 BC - Tlaxcala Temple-Worker, Tenoich Horseman-Horseman, TlateWill Barracks-JW (for defence). Workers moved into cities. Declare war on France, then enter their lands.

(18) 230 BC - one retreat, no losses gives us Tours, two Spears one Archer killed, two Workers captured. Move towards Orleans. Japan gets our second Gems and Currency for Spices to keep them out of the war.

(19) 210 BC - the one resistor in Tours gives up :D Three hurt Horsemen moved from there to Tlatewill to heal in Barracks (two where at 1 HP and would have taken three turns to heal). Settler boards ship.
Trade Map all around and get some gold.

(20) 190 BC - still no serious French troops in view. 6 Horsemen in TlateWill will be full strength next turn, 1 will need to rest to heal (killed a French Warrior that came over). Spearman ordered in Tlateloco becasue French Warrior is approaching.

I would recommend moving the Horsemen onto the forest, then get Orleans the nex turn. Do not quit if possible - Paris has Great Library. Monarchy is 11 away at 100%.

The Galley has crossed over to near Izumo, can now run south. The corssing can be done without risk (6 moves - remember!) as indicated:

crossing.jpg


I'd stay away from the other big island, instead try to cover the small one completely with maybe three cities as indicated.

smallisland.jpg


here's the game: http://www.civfanatics.net/uploads/KS1-190BC.zip

have fun!
 
changed the image a littel, now the three cities will cover the entire island without overlap excepzt fot the tundra square with the wood on it with 1 border expansion.
 
ok, great set of turns Killer. I had forgotten that galleys can now move so fast.

William, you're up now!

Sirp
Killer <-- just played
William <-- up now
SirJethro <-- on deck
 
I've only played 15 turns, the war with France is going well generally, but we are loosing too many units, so I've decided to hand it over to SirJethro.;)

Here is the save, the report is coming soon.
 
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