Discussion in 'Civ3 - Succession Games' started by LKendter, Sep 10, 2019.
Base forest starts as one lousy shield in this version.
I've got it.
I'm going to get Workers back to 180k, hook up Incense, and mass units for the attack on Nampo. I probably won't actually commence the attack, but we'll see.
Yes, you can - and you should. The production output of forest tiles was dimmed down to one shield when starting the game, but with railroads you now earn 3 shields from a forest tile. Letting the old two shields stay for forest tiles at the start of a game, these tiles would become much too powerful in the later game and the AI would nearly only plant and mine forests.
180K already has 1 forest mine.
The workers near the 180K haven't been sent away. They right next to the city. I just don't like towns without a connecting road when it is front line to most civs. If reinforcements take 4 turns to get to the city, you cannot reinforce it against an AI attack. Losing a city when they are scarce is worse than an unused forest without a mine .
Note that some units that were near the Capital are also there.
It is actually better to start the road before the town is placed. Some units roading toward Nampo would be a good idea as well for when we take it.
(On the other hand the workers for the incense are completely lost)
Things look good for the moment, except I don't think we have enough units to attack Nampo yet!
Enslaver captures wounded Spanish Warrior near Elephantium Prime
Other Enslaver narrowly dies to a Cat N of Spain
Another civilopedia goof - the Hokulea says it doesn't have a movement handicap in ocean, but it does.
Just move troops...
More Worker shuffling
America completes Circus Maximus
Arabia completes Philosopher's Stone
I switch Adelaide to Forge instead of Slavery to eke out a bit more early culture; the two buildings are basically equivalent except for the culture hit.
Nubia creates an Embassy with us.
Several rival civs are in the Age of Discovery.
I have a stack preparing to move out, but it will take another couple of turns to build roads for them.
It's T120 in-game, so I'm going to hand it off. It's late, and I wouldn't have any time to play more before Thursday at the earliest.
Elephantium, thank you very much for this note. In the next biq the movement restrictions for sailing ships will be set back to the old settings, as with the new settings I have seen some ships crashing into coastal towns of other civs, triggering a war with that civ, including two times when they crashed into my harbor cities. All these incidents were not triggered by the privateer bug, but by ships which had a journey of several tiles in coastal waters - and suddenly the ship of another civ stood in their way, but there was a coastal city next to it, that they tried to use for continuing their journey.
When resetting the movement rules of those ships, I will have a close look to the movement handicaps of the Hokulea.
150 BC (0)
I wake up an enslaver guarding workers. We need to capture more workers.
I think I found another CCM issue. We don't have a source of elephants, but we can build them. That disagrees with the Civlopedia.
A lot of our GPT comes back in the next 2 turns. Hopefully I can pull off a deal somewhere.
130 BC (1)
I begin a big worker shift. The workers by Adelaide are heading toward 180K. 180 workers head toward the iron spot, and start the road path to Korea.
110 BC (2)
We kill a French archer, and gain a worker.
The trade marathon begins. I need more resources to have a shot a religion.
I sell Japan monarchy for $52, and $13/T.
I sell useless gold to Nubia for $176.
The most we can get from our spare iron is to Greece for $48, and $28/T.
I sell hardwood to South Africa for a mere $44. Nobody with real cash wants it.
I ship Russia iron for $382.
I sell Coffee to Lowlands for $222.
After all this I still can't get past doubt for religion. This is the part of the tech tree I really hate in CCM.
(IT) A chariot runs into our enslaver. We get lucky, and they survive.
110 BC (3)
I sell our newly connected iron to Lowlands for $374.
90 BC (4)
70 BC (5)
The first elephants have arrived at the war starting point versus Korea.
50 BC (6)
Our lame enslaver lost to a 1 defense archer.
The newly connected elephants, $1778 and $47/T go to Nubia for religion.
France gets religion, and gives dark ages, $19, and $18/T.
180K starts on School of Divinity. That gives holy man, barracks, and some CPT.
30 BC (7)
Our enslaver barely kills a Gallic Sword.
[End of session 1]
(IT) I'm not risking a war over a lousy $21. I give Russia its blood money.
10 BC (8)
I dial up Korea and deliver some bad news. We are at war.
Hobart is formed near Nampo. Once enough grassland is irrigated, all those hills will provide plenty of shields. It is already connect to the road network. This overlapped nicely with the roads toward Nampo.
Israel suddenly has some cash. I give them religion for $12/T and $38.
Japan gets religion for $13/T and $35.
Our enslaver kills a Korean horse. (1-0)
(IT) A Korean chariot sneaks in, and kills a catapult near home. (1-1)
10 AD (9)
The years are suddenly counting forward.
An enslaver kills the offending chariot. (2-1)
30 AD (10)
Nampo is captured with $4 and 2 workers.
I kill Korea: 2 spear, 1 chariot and 1 longbow.
[End of session 2]
We are bottlenecked at feudalism. Hopefully when all the deals go away in 13 to 18 turns we can buy it. We need to get past the end of the era bottleneck, and into the next era.
I'm hoping this turn set times well for quick turnout. If JJ can take it, and finish before the weekend, then Greebley can have it as his best play time.
Holy man should arrive soon. Make sure all the monks head back to 180K, and park there. We really want the great playhouse to double their value. Sadly, opera only doubles artists.
Buildings alone won't be enough for the culture win. We are now making 13 GPT with religious center being built for one more. We do need to keep pushing tech hard for both more buildings, and to have a shot at the great playhouse.
Jersey Joe (up)
Greebley (on deck)
Cultural win progress:
30 AD: 490 / 180,000.
250 BC: 334 / 180,000.
370 BC: 278 / 180,000.
550 BC: 234 / 180,000.
730 BC: 180 / 180,000.
1000 BC: 122 / 180,000.
1300 BC: 62 / 180,000.
1725 BC: 20 / 180,000.
I got it. I should finish before the weekend. I thought the Opera doubled the culture from Monks when I did my test. I will check that result.
I just tested. Monks give 200 culture without an Opera and 400 culture with an Opera.
Another mistake in the Civlopedia then.
Yes, this error was reported by Jersey Joe in the CCM2 thread and is fixed for the next biq. The normal settings of elephants in the biq as a prerequisite were mixed up with spices cause of reordering the slots of many strategic and luxury resources in CCM2.50. Cause of this error in the biq, you can build war elephants with the spices resource in cities which are connected to that resource.
Yes, that´s true. The opera must receive a similar civilopedia entry as the monastery.
I am 3 turns in (90 AD). I already traded with Israel for Feudalism. I have captured Wonsan. Seoul is the nearest Korean city now. Our army is beat up and will take a few turns to heal.
Korea wants to sign a Peace treaty. I can get Chivalry from them if I throw in about 50 gold per turn (I did not negotiate beyond seeing that I could make the trade). Should I make peace or continue the war?
WOW on feudalism trade.
What does chivalry cost from another civ? Trying to determine how much of a discount we are getting.
I think I am fine with peace for a tech if you think it is good deal.
I am assuming we still don't have horses for knights? We can work on that during the 20 turn peace. Can our next town be horses?
I am assuming we are playing with the rule that to make peace for a tech we won't declare war ourselves for 20 turns. I think everyone knows this but feel it worth stating because it hasn't come up recently.
IIRC the only possible horse town is WAY to far from our core.
I think that causes a rep hit. We keep the peace the full 20 turns.
I offered Russia all we had (127 gold, 50 gold per turn, and incense) and they were insulted by the deal. Same was true with Greece.
Also, not all the civs have Chivalry so I might be able to trade it around.
When our current trade agreement with S. Africa expires in about 10 turns they have a town or 2 near us that would fit nicely into our empire.
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