Let's play a Succesion Game!

It is up to tupaclives, but I still vote for the GLib for a few reasons. If we plan to take out the rest of our continent, we will have many chances to get another GL. Even if we don't, we can always build the FP normally. We will get at least 13 techs from the GLib. So what it really comes down to is will the reduced corruption allow us to aquire those techs easier than the GLib would? I think we could build the FP faster than we could get all those techs if we rushed the FP with our GL.
 
It is up to tupaclives, but I still vote for the GLib for a few reasons. If we plan to take out the rest of our continent, we will have many chances to get another GL. Even if we don't, we can always build the FP normally. We will get at least 13 techs from the GLib. So what it really comes down to is will the reduced corruption allow us to aquire those techs easier than the GLib would? I think we could build the FP faster than we could get all those techs if we rushed the FP with our GL.
All may be. I only recomend do not relay on Ai's and continue 80-90% research to Republic. And build some Libs.
 
ok after reviewing everythin (i'll play the turns later today) I've decided I'll go GL for GLB, somewhere secure and away from babs (don't want to lose it early if a sneak attack). I'll start scouting out a good FP location.
In a single player game I wouldn't go for contacts so that way we'd probably lose the GLB about astronomy, or maybe even navigation instead of education, but since the consensus is to buy the contacts thats what I'll do.
 
Hmmm...so staying secluded when you have the GLib can get you techs beyond education?:mischief: I never knew that...:blush:
 
@Moxxa, yep, if you say, are secluded on an island by yourslef with the great library and don't make contact with any other civs until they are in the IA and the first two civs that you encounter are both up to say Rep Parts, you'll get every tech they both have, although then obviously it expires. This is how the Great Library Capture Slingshot works. For a full example you can see either Tupac05, or Tupac02, or Sid Vicious and the Magnificent 7+1 (my favourite game to read).

I think goign for the GLB will have the best return, armies aren't so hot in Vanilla, although still useful. And whats all this you're talking about capturing the Great Lighthouse???
Have you seen the save? babylon is a monster, if we go to war anytime soon we'll be lucky to SURVIVE! :lol:

Anyway on with the turnset...

Turn 5 (650 BC) continued - Send the GL toward Susa, which I set to wealth for a turn (Leader won't get there till next turn). Switch Pasargadae over to a regular Library at cost of 5 shields.

IT - we lose the redlined, Darius-producing Immortal to a Zulu sword. (8-1)

Turn 6 (630BC) - pasgadae finishes its Lib and (now at size 7) can do 10spt a turn without corruption, if we get that mountain mined it can do 3-turn Immortals for us. I'll make that a priority.

Suddenly it occurs to me... WTH am I doing? We are moving toward Zimbabwae with just 8 immortals... lets see... deity... Capital... Wonder... there'll be around 10 Impi's probably, as well as the swords they'll be producing. They're no doubt still in a GA at the moment so are probably building a sword-a-turn in Zimbabwae...

Getting the pyramids may take a little longer than expected. I decide to make a tactical withdrawal to wait for more immortals. If we wait another 5 turns or so we can have almost 20 immortals for the attack, while the number of defenders is unlikely to increase (they'll most likely keep building swords).

Have to shuffle around the MP's to prevent riots in the interturn. Bapedi still hasn't had any resitors quelled so I take our 2 immortals out and abandon the city.

IT - babs and Aztecs make peace.

Turn 7 - (610 BC) Go to trade Lit to Babs (before we rush the GLB) and... oh. 1 Contact is only 'doubtful'... looks like that may make our contact decision easier. Secluded we stay.
Rush the GLB in Susa. Babs are up Construction and Monarchy. Trade lit to Babs for 25gp and a World map, that way we know where to run suicide galleys if we want to make contacts. Plus given that a contact is 'doubtful' for it I suspect either the babs are nearly finished researching it themselves or one or more of their contacts have it already.
Both contacts are to our south, seperate island. Both are clearly still in AA (based on their city appearance), Iro have all the gems, Eng have all the spices. We can probably send suicide galley's to make contact if we wish. Leave that for after Zulu war I'd suggest though.
kill 2 aztec swords (10-1) and...

leadered4.jpg


woot!!!!
This lad will go and stay in Persopolis (too far away to form an army that could be useful in time, no wonders, no obvious FP site. We can discuss a FP site).

IT - Babs re-declare on the Aztecs... wow... cheap...
see a Zulu impi-settler trio (2 impis) head toward where Ulundi used to be... hmmm... that means 2 less defenders (potentially) in Zimbab...

Turn 8 (590 BC) - Great Lib completes and we resume Immortal production in Susa. Get almost 10 immortals in attack range of Zimbab for next turn with another 8 due the following 2 turns.

IT - the Zulu beg for peace... haha I think not! Lose an immortal flawlessly to a sword (arg!) (10-2) foolishly the Zulu send another impi-settler pair out. Kudos Shaka... Kudos...

Turn 9 (570 BC)- Pasgadae gets culture expansion which gives us more tile options, we can get over 10spt and continute growing now.
Nineveh (next to Pasgadae...) completes the Hanging Gardens. I see flips-a-poppin coming to town...
Babs have more than double our score, about 10 times our culture and are going to have nothing to do once they kill the Aztecs... things could get ugly...
The First Siege of Zimbabwae begins!
Immortals (4 attack) v impi's (2 defence + 25% (fortified) + 50% (city) + 10% (wheat) (total of 3.7 defence)

4/4 immortal kills 4/4 Impi (1/4)
4/4 immortal loses to 4/4 impi (3/4)
4/4 immortal loses to 4/4 impi (1/4)
4/4 immortal kills 4/4 impi (4/4)
4/4 immortal kills 4/4 impi (2/4) revealing an unfortified 4/4 sword
3/4 immortal kills 4/4 sword (1/4) revealing another
4/5 immortal kills 4/4 sword (4/5) revealing a fortified unhurt 3/3 impi

And thats all our attacks this turn. More next turn. (15-4)

IT - The babs destroy the Aztecs... wonder what their next move will be...
The Zulu found a new Ulundi 3 tiles from Zimbabwae.

Turn 10 - Hlobane riots...
The siege of Zimbabwae continues... with a misclick... accidently have a 1/4 immortal start off poceedings :blush:

luckily he wins unscathed and I look awesome :mischief:
1/4 immortal kills 4/4 impi (1/4)
4/4 immortal loses to 4/4 impi (4/5)
4/5 Cyrus kills 4/5 impi (2/5)
4/4 immortal kills 4/4 impi (1/4)
Every1 else is too injured to continue fighting. Move the remaining 6 (unhurt immortals) into attack range for next turn. Looks like someone else will get the glory blow at Zimbabwae.

(18-5)

Zimbab SHOULD fall next turn as long as there isn't some god-awful RNG luck.

All builds are vetoable, I don't think there's too much to say. Get Zimbabwae, make peace for as many cities as possible (they will found a new city in the IT) especially the size 1-no culture cities so we don't have to worry about flips. Alternatively we continue on to Bapedi to secure our own source of dyes.
Find an FP site, the leader awaits it.
Going for the GLB proved correct I believe, although the fact we couldn't buy contacts is a bummer (I reloaded later to see what they would have cots... Lit + 370gp (of oour 401gp at the time and doing deficit research) for the cheapest.) I still believe we can make contact with suicide galleys if we wish.

Good luck!
 

Attachments

I see all this good luck as a bad sign. I mean, you drop a fortified 4/4 impi with a 1/4 immortal and get another leader as soon as our last one is used for the GLib. Now on my turn, all my 4/4 immortals will die to a 1/4 impi. Our military will be "weak" compared to Babylon's now and they will over run us in 2 turns.

"Got it" and will play later tonight or some time tomorrow.
 
yes I'm a little concerned about all the good luck, its not normal. Hopefully should be too much more to take down Zimbab. the babs are already strong against us and are just massive... they're gunna be really hard to fight in the short term.
 
Maybe building catapults was a good idea after all...
 
Ahhhh... :blush: after your earlier comment I switched the builds... we in fact only have 2 catapults...
 
Preturn: First thing I notice is that the Aztecs have been wiped from the face of our island. Next, I do lots of MMing to maximize growth and minimize waste / corruption. I won't get into details, but we are slightly more efficent now. Builds all look good.

IT: Zulus settle Isandhlwana 1 tile SE of our stack of 3 slaves, 1 settler and 1 spearman. They attack, kill our spearman with an archer (0-1), and take our guys. See what I was saying about the good luck? Babs are building the GW.

Turn 1: Kill the 2 remaining Impis in Zimbabwe (2-1) and raze the city. :devil: Just kidding.:mischief: We now control the Pyramids.:D

IT: Nothing

Turn 2: ??? size 1 city NE of Zimbabwe is autorazed. (3-1) Preparing for the assault on Bapedi and Isand-whatever.

IT: Quell 2 of 7 resisters in Zimbabwe and make them taxmen.

Turn 3: Just moving troops into place and MMing.

IT: Nothing

Turn 4: Kill Zulu archer. (4-1) Still moving our Immortals...

IT: Ham demands our TM and 37 gold. I give it to him...this time...

Turn 5: Kill Impi (5-1) in Isandhl-whatever and its autorazed.

IT: Zulu sword attacks an Immortal on a mountain and dies. (6-1) Impi attacks the same Immortal and wins. (6-2)

Turn 6: Kill Zulu archer. (7-2) Lose to sword. (7-3) Lose to Impi. (7-4) Lose to another Impi. (7-5)

IT: Lose yet another Immortal on an mountain to a sword. (7-6)

Turn 7: Kill Zulu archer that was dropped off by some unprotected towns from a galley. (8-6) Lose 2 Immortals to Impis, but kill one. (9-8) Kill an Impi trying to steal our cats. (10-8)

IT: Nothing

Turn 8: Kill 2 Impis and a sword, losing 2 Immortals (11-10), but finally take Bapedi and the Zulu's only source of Iron. They are down to one city. Ham now knows Republic, but we will learn it in 2 turns.

IT: Hlobane and Zimbabwe riot. Oops...

Turn 9: Nothing really, just a little MMing and worker moves. Our forces are all healing.

IT: Nothing

Turn 10: We learn Republic. I set our research to Currency at 90%. We will get it in 10 turns.

I had HORRIBLE luck with the RNG this turn. All the battles, except the first one with our worker and settler stack, had odds that favored me, but we were still almost 50/50. I decided not to build the FP yet because I think we should discuss it a little more since its such a big decision. My idea is to move our palace to Susa and build the FP on the south end of the island. We have some grasslands, rivers hills and coastal tiles down there and its mostly unsettled now.

I have been stacking our Immortals in Bactra for an eventual assault on the 3 southern most Babylonian towns, starting with their iron town. We also have enough Immortals in Zimbabwe and Bapedi to finish off the Zulu, but if we can resettle the lands fast enough, I see no reason why we would have to do that in the next 20 turns, other than the flip risk of Zimbabwe, but I have been starving and taxing them. Do you guys do this in towns you capture with a lot of resisters?

Everything is vetoable. Might need to do a little MMing too because of all the growth.

Teh <<<SAVE>>>
 
Where is the save after Moxxa turnset? What you did with Leaders?
Why nobody bring Babs to alliance vs Zulu? Why nobody trade contacts?
 
You must be watching this thread closely! The save is added to the turnlog post. I didn't use the GL yet. I though it better to discuss it first.
 
I see save and will open it soon. I thought 10 turns with GL is too much. Babs indeed too strong...

OK, looked at save:
FP obviously in Gordium. It is center of the continent + many Cattels near for ICP.
Looking at map I do not think that English and Iroquez are very advanced. I think it will take too long to use GLB. I vote to buy contacts now. Probably we will get some cash from them.
To make things cheaper I'd like to combine this deal with Alliance VS ZULU. We will kill them soon and our gpt will gone. Also (Important!) they will go to south part of the continent and we may arrange massive slaughter of their army there. I also plan to revolt to Republic. Set research to 0 and short-rush immortals for war with Babs. Any plans for that war?
 
It looks that nerovats appears. Can we discuss things?
As I can see En and Iro not very advanced. They contact each other late and have not very good land. I think there is no big difference contact them now or later. Most important to work out good plan vs Babilons.
Also revolt: why not now? Normally before finish one AI I make GPT deal and pay nothing as a result.
If we relolt now and will have 6 turns anarchy, say we will not have large gpt to buy Construction or Contact. Well, we do not need both ATM, I think.
 
Will first open save before I can comment on what to do. Will do so tomorrow morning. Must decide what to do with leader. We should not waste a leader for a whole turnset. Then stop and discuss first. Now we probably should rush FP somewhere, as said I need to look at save first.
Ivan up
me on deck?
 
Will first open save before I can comment on what to do. Will do so tomorrow morning. Must decide what to do with leader. We should not waste a leader for a whole turnset. Then stop and discuss first. Now we probably should rush FP somewhere, as said I need to look at save first.
Ivan up
me on deck?
Yes, me up, and you on Deck.
Actually GL was before Moxxa turnset.
OK, I will wait your coments. We should workout plan of how to deal with Babylons. I think I will stay most of the turnset in Anarchy, and the only things I'll do is units regroup.
My vote for FP in Gordium. Do we need Construction?
 
Get FP in Gordium.
Revolt to republic.
Don't buy contacts, to expensive, better buy ship after revolt, or buy for gpt and declare, but I don't favour that. Besides, they are most likely behind in techs.
Looks like the remaining AI have the largest island and probably will be more advanced. So slow research and try to meat them a bit late?
Would like to secure the continent, and take out babs, we've a strong military now, but babs has better cities. We should not wait until they get pikes or worse. Immortals are strong so we should take advantage of that as long as we can.
Build settlers in cities that need an aquaduct the others should grow.

What to do on long term, wait for other ai to find us, then buy the other contact for GLib to work? Looks like the other islands are not reachable with lighthouse yet. Should get contruction to get free tech, see what we can do with it.
 
OK, this is plan.
I'd like to have in mind HOW we will eal with Babs?
 
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