LMON1: The Warlord Ottomans for Newbs

LordMongoose

Lord over the Mongeese
Joined
Jan 29, 2003
Messages
136
Location
A mongoose hole somewhere
This is a Warlord SG for newbs. We're playing as the ottomans, diff Warlord. Three spots are open, we'll start on Wednesday unless we don't have a total of three. If you are interested, please reply.

Order:
LordMongoose
kazantzakis
(open)
(open)
(open)

Size: Standard
Barbs: Roaming
Civs: 7 Random opponents
Land: 40% Land Pangea
All else random.
Here's our start:
 

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I'd be interested, although I have considerable playing experience, I've never tried a SG and would like to give it a shot, if you'll have me.
 
I'd be glad to have you.
 
Since no one else seems to be interested, do you want to start now?
 
Kazan-
I won't have time to play until Saturday. Can you play the first 30 turns? I have the SAV attached.
 
my life as a fat man named osman

4000 B.C. I survey the land surrounding our lowly people and decide the forest to the north looks like a good place to call home. Settler moves. Worker irrigates

3950 B.C. Istanbul is founded, warrior ordered. research set to pottery in 12

3900 B.C. life is grand, except I see hints of the heart of darkness in almost every direction. We're on an island of grassland in a sea of jungle. Be wary the pygmy.

3850 B.C. irrigation completes start road

3750-3650 ho hum

3600 warrior done. start another

3550 warrior spies a goody hut

3500 barbs from goody hut; what luck, the natives are restless.

IT kill one barb celebrate with guttural growl and new status

3450 discover the fine art of making vessels out of mud
cerimonial burial in ten. build warrior start settler.

3400 kill a native

3350-3200 explore. more jungle.

3150 settler built start warrior to fight back upset pygmies, get barbs from a goody hut

3100 settler moves south

3050 we "civilize" some barbarian hordes with axes

3000 we learn how to pull organs out of the human body and bury it all pretty like. research started on warrior code, due in 12

2950 istanbul builds warrior starts granary. with the wheat, we should be able to pump out a settler every five turns or so. Erdine is founded to the south, warrior ordered up.

2900 not much

2850 meet shaka, wonder if he's behind the uprisings in the jungle. he's got wc and ten gold with one city. we get wc in four so i pass on a trade

2800-2750 ho hum

2710 erdine builds a warrior starts another

2670 nothing much

2630 warrior code discoverd start wheel

2610 nothing

2590 we meet some friendly pygmies who are willing to fight for us. Erdine builds warrior starts worker.
 
Thanks for the advice china.
I'll play 20 turns and then we'll start a twenty-turn handoff. Once we find more civs we should research up to republic at min sci and buy our way through the ancient age. Got any suggestions for how to win this game?
 
Event-filled turns for the Ottomans as Lord Mongoose takes over.

IT: Looked over stuff, saw no :smoke:, hit next turn.
2550 BC: Warriors explore, one finds goody hut. What can be inside?
2510: Pop yokels. Dammit. Two run for their redneck mommys, one fights and dies without us taking a scratch.
2470: Erdrine builds worker-->temple. Worker moves to irrigate wheat tile. Other worker finishes dye road, will begin irrigating bonus grassland ASAP (to be used for fast growth. Later we should mine over it).
2430: Another hut found. Hmm.
2390: Pop hut, get mysticism. :band: Yeah, party with da God! He in da house. Sorry. We make contact with the English at York, west of our civ. They have alphabet and IW over us, we have masonry. I sell her Masonry and 17 gp for Alphabet, bcause she wouldn't sell IW. Damn we have a lot of dyes.
2350: Worker finishes irrigating wheat, begins roading it. FInish wheel, start IW. Horsies SE of Erdrine.
2310: Istanbul, finishes settler, continues to pump. Sttler will make fishing villahe E of ERdrine. Find another hut, can pop in 2 turns. I see a green border to the south.
2270: Worker finishes irrigation, goes to clear Istanbul's forest. Find another goody hut. Nice. Other worker finishes road, goes to mine grassland.
2230: Pop huts, get Horseback Riding and Writing. :D Contact persia, they have nothing. Buy IW from england for contact with persians and wheel. We have no visible iron.
2190: boring
2150: Istanbul builds settler, heading for gems. Found iron NE of Istanbul.
2110: Buy contact w/ spanish from england for contact w/ zulu and writing. Isabella has nothing except her cities. Founded Bursa by the fishies.
2070: Found another goody hut and the Zulu homeland.
2030: Barb camp near england. Must :slay:
1990: Istanbul builds settler from forest clearing, heading for iron. Istanbul's worker starts roading to gems.
1950: Other worker starts roading game. Founded Hoping for Rubber in middle of jungle. I hate jungle. Loot barb camp
1910-1870: Nada.
1830: Founded Uskader (or something like that - can't read my notes) near iron. Clearing forest near Erdrine
1790: See light-blue border by England. Discover Philosophy, researching Code of Laws. Going for republic, map making, and currency in that order. Since we're ahead of everyone in tech, no point dropping behind. Istanbul builds settler. Erdrine builds temple, starts granary. Could become a good worker factory.
1750: Settler going for dyes. Found on coast to make a great port city to trade dyes away with. Since we have so many, why not sell them?

I hope there isn't too much :smoke:. Have fun.
 
my life as a fat man revisited

IT check things out in a casual manner; decide i hate jungle more than ever. only two of five cities worth a... oh well, nothing can be done about it.

1725 bursa bulid warrior starts worker (must slash rain forest, must slash rain forest...)

1700 nothing much

IT barb near the rubber depot ( i feel a little funny writing that)
we will be sacked. :cry:

1675 yet another splendorous city founded in jungle :rolleyes: Izmit is built on dyes

1650 uskudar builds warrior starts worker

1625 the rubber store builds warrior, starts worker
we meet the x-man

1600 istanbul builds settler starts archer. sounds like :smoke: but i have my reasons. at our current growth/production we build settlers faster than we grow population. the irrigation in the BG won't do diddly till we get out of despotism, so we'd be better served to build two settlers and then one military, ad infinitum. i chose an archer because, well, see i've got this idea, see, i mean the zulus are stuck, like bad stuck, on a peninsula. one of two things can happen as i see it. either they attack us or we attack them. the archer is sort of a little detterent, buy some time till we get some swords and, well, you get the idea. the archer also lets us get our pop back to 5 before the next settler.

1575 erdine build granary, starts worker. izmit build warrior, not growing fast enough, so its starts another.

1550 meet hammy, sell contact with the spanish for 60 gold
sell england contact with the babs for 50 gold
sell persia contact with the spanish for 10 gold
sell zulu contact with babs for 30 gold
all of the aforementioned civs are now broke. we have a two tech edge on the next closest (england)

1525 kill some barbs near rubberland

1500 erdine builds worker starts barracks. sad to say, we only have two good cities, production wise, and we have no military

1475 istanbul builds archer starts settler
bursa build worker starts temple (open to veto)

1450 uskudar builds worker starts temple, we need that iron.
Aydia founded on river near horses.
adjust slider to 70 percent tax, COL in 1, 16GPT

1425 discover COL start republic 31 turns 2 gpt :cringe:
do a diplo check
trade spain masonry, mysticism @last civ and 70 gold for worker and contact with arabia
trade arabia contact with zulu and persia for contact with the vikings and 40 gold
trade vikings contact with zulu persia and babs for 100 gold.
(figured if i didn't make the money, someone would)

1400 :sleep:

1375 rubber builds worker starts temple (open to veto)

1350 erdine builds barracks starts worker, depite my militaristic inclinations. too much jungle. thank :jesus: we're industrious
disperse some evil pygmies for money
istanbul builds settler starts another

1325 erdine builds worker, starts another

1300 ho hum

1275 erdine builds worker starts a spear
barb appears near aydia. :smoke: on my part for not sending an escort.

1250 settler up north is ready to cut the zulus off, the warrior is there for garrison. feel free to change some of the temples being built, but i had already peeled workers off of them, and they're not growing very quickly. but then again, they're not building very quickly either. after republic, we should go for literature so we can play to our strengths with cheap libraries.
 
Nice! I'm a builder so far in my Civ experience. I wanted to coexist peacefully w/ Zulu, but since they're on a peninsula, I guess that isn't possible. I had queued up lit in Sid's window after republic. Here's my plan:
FInish trying to develop cities
Hook up iron
Revolt
Crush Zulu
Let's try to play by the Epics Honorable ruleset.
And, just for the record:
I hate jungle.
(That's a 'got it' btw)
 
Sorry, I was really busy. School :( . I vetoed the 2 set 1 mil plan in favor of all out settlers. We NEED to expand. We have a lot of land available and if we are gonna dominate the world (best idea I see right now) we need to grow. Like mad. I parked the archer on a mountain by Zululand to see if Shaka gets antsy.
Summary:
Founded several cities
Bought tech and Shaka's WM.
Set two workers on Build Trade so they'll automatically hook up resources and road our towns together
Revolted to republic (two turns of anarchy left)
Improved the land around Hoping for Rubber
Cut down jungle and forest (I HATE jungle)
Whipped Uskudan for temple to claim Iron faster
On the last turn, I tossed Shaka Lit @ 3rd for all his gold, Math, and his territory map. He has no cash, no iron (but we won't either for several turns) and the best units he can build are impi and archers. Your mission, should you choose to accept it, is finish filling in our northwest hill country, hook up the iron, and pump swords from everywhere with a temple, rax, and, if needed to grow quickly, a harbor. Declare war on Shaka BEFORE moving into his territory and proceed to screw him. Get Z-town first. WE can't have its culture expand and steal out iron. If it does b4 we're ready, declare immediately and do the best you can with what swords we have and horsies. Then after he dies (if that happens within 20 turns), build mil up and be ready to hit X-man. Then we'll hunker down (because that's when everyone besides the guys we killed gets their UU) and tech and build Wonders until Sipahi. Then hit Korea, Spain, England, and Scandinavia in that order until we hit the domination limit. Why kill X-man and Wang quickly? We need to pick off the other scientific civs b4 the industrial age. If we haven't won by then, tech straight to tanks and blow through them. This should be easy after we take control of Zululand and Persia. FP will eventually go in SW Persia.
 
bad things happen to good people. i am not a good person, but bad things still happened. first off, let me say, sorry about the delay. when i submitted my turn synopsis last night, i hit the submit reply button and went to bed. when i awoke this morning not only did i notice the reply did not make the thread, i also found that my computer had a seizure of sorts. based on my paltry notes, here is what took place:

first three points regarding our overall strategy:
A. we have no military and only one barracks
B. we have only two good cities out of a dozen or more
C. we have no wonders, despite the difficulty level

I set my path not down the miltary/domination path, but down an infrastructure intensive path.

after a couple more settlers out of our core of two, i set them to infrastructure, including my strange solution to point C. We are now building the pyramids, one of the few wonders whose effects greatly outweight the building cost. (its almost unbalancing) we should finish it. marketpalces are a must, as are libraries, in order to set a pace the AI cannot (and will not) maintain. I'm thinking knight rush. I set most of our other cities to workers for the first few turns to improve the rest of our cities. corruption at our fringes is stifling, and I think, for now, leastways, we've expanded enough. after workers, I set the cities to infrastructure and military, on a two to one basis. this should be sufficient for any wars we wish to pursue with the advent of knights. (the AI throws units away, whereas we have a considerable strategic edge in our ability to think about priorities and win loss ratio.) our iron city does not need a courthouse, so it was changed to a library after temple in order to maintain a static border with the Zulus. cities outside of the big two are progressing nicely, and should allow you some freedom to choose which path to victory you wish to pursue. the advent of the middle ages has brought many barbs to bear against our border towns, and I suggest some defensive military units in all towns, working form the outside in. this will also help deter attackers. slash and burn baby, and if it comes up, start Sun Tzu or michaelangelo's. Don't forget, libraries are cheap and workers are all important in this jungle world of ours!

p.s. please don't automate workers. they waste time (one spent 6 turns building a road to our sixth dye despite lack of a viable trade route before i found him. you can do it yourself, and more efficiently too.
 
Sry about automating. I got it, will play, and probably will return it tomorrow. If I return it tonight, then good because we might have time for one more go-round b4 I am gone for president's week.

PS. How do you upload files?
 
to upload a file, scroll down to the bottom of any forum page, and find the "upload file" link in the bottom right corner. cilck on it. find your file and select upload from the window that appears. browse the www.civfanatics.net/uploads3/ folder and copy your file. Paste the link on your reply, and there you have it.
 
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