LotR10: Scouting Sid

:blush:
Oops it might not be public yet... :( Sorry.
It totally reverses what has been done in 1.13 so I think we should just decide to stick with 1.12, Jesse Smith there could be up to one beta *per week* coming until they find the right formula.
Beta 1.14 actually goes back to the old PTW version of a strong FP that creates a second core but without the rank bug
That might get Civ a bit of a chance with Arathorn's heart no ? :confused:
:D
 
Hehe... I guess I never told you am Civ3 Product Manager at Atari (ex-Infogrammes, a French company) :lol:

;)
 
You scallywag...holding out on us. Makes me wonder how many ideas/games you've been in have influenced C3C!!! ;) Anyway, good to know some different ideas are still being kicked around at Atari.

<Still shaking my head in disbelief>,
Arathorn
 
Pre-turn: Fire taxmen in Eindhoven, Hague, Utrecht, and Arnhem, which increases both growth and taxes by working productive tiles whose commerce is multiplied by commercial buildings. Swap an engineer to a clown in Haarlem to stave off a riot. Swap three clowns to useful specialists in Breda (and hire another specialist) and another each in Leiden and Tilburg. Hire three engineers in fully corrupt and pop-maxed Gouda. Fire Denhelder’s engineer and make him work a RR, mined coal mountain, for a gain in both shields and tax money. Lauwersoog swaps from granary (it can’t get any bigger) to bank. We’re now up to 162gpt net income after micromanaging. Then, I swap Hague, Utrecht, and Eindhoven to rifle production in anticipation of our daring future assault on the UN city. We’re going to steal Electronics at some point, so there’s no sense spending 2gpt researching it.

Summary of my turns: Renewed our Aztecs horses deal for 36gpt. Caught Monty trying to steal our world map, of all things. :smoke: Completed the IA and a FP (it only took Arnhem four turns to do it and our gpt went up by 35). Spanish completed SETI. Our attempt to plant a spy in Spain failed but didn’t result in a war declaration. If at first you don’t succeed, blah, blah, blah – our careful diplo tech steal attempt worked and we acquired Electronics from the lovely Izzy. We then shipped it to the Mongrels along with 6gpt for Refining and 13gp. Packaged with 93gpt to a dying Cathy, it landed us Combustion and 8gp. Hopefully she’ll either die soon and relieve our payment burden or she’ll use the income to buy another tech so we can 2-fer steal. We have two sources of oil. One is connected and the other should remain disconnected. Our rifle-producing cities swapped to destroyers.

For the future: Portugal is on its last legs. If we care about our reputation, we shouldn’t send them any more hard goods. At this point, I’m not sure it matters much. I left a big ol’ stack of active workers by Rotterdam. Some strategic forest chops could get us some spare artillery units out of our northeastern cities. Maastricht might be able to use a worker merge and Tilburg could stand some mining, but I’ll leave that choice to my successor. Have fun!

Sidney Ponson I'm running out of baseball-related "Sid" names here, guys. :D
 
</delurk>

Excuse me if I'm wrong, but...

Originally posted by Reagan

worked and we acquired Electronics from the lovely Izzy. We then shipped it to the Mongrels along with 6gpt for Refining and 13gp. Packaged with 93gpt to a dying Cathy, it landed us Combustion and 8gp. Hopefully she’ll either die soon and relieve our payment burden or she’ll use the income to buy another tech so we can 2-fer steal.

If I understand correctly, you sold Electronic + 93gpt to Cathy for combustion and 8gp.

If she dies, won't she relieve you of your rep as well as your payment, or am I missing something?

On another note...good game. You should play a variant starting at the earliest version, and every time a player takes over he installs the next highest patch...
</relurk>
 
Thought I'd post this; it has been a while since we had a posted roster.

Gothmog -- UP NOW
Arathorn -- ON DECK
Bam-Bam
Speaker
Skyfish
Reagan-- JUST PLAYED

Nice trading, Reagan! :goodjob:

@ Skyfish--
EEK2.GIF
. That was quite a shocker.

@theGrimm IIRC, you only get a rep hit if you are supplying hard goods (e.g., luxuries or resources) to the AI when they kick the bucket. I could be wrong here--but I have not experienced a rep hit if someone dies while I am shipping them gpt.
 
Good news on the oil. 3 techs in 10 turns is a pretty good pace. Since the vote was for diplo, we're gonna need flight ASAP and start cranking bombers. Bombers and infantry will be essentially all we'll need, with explorers possibly useful.

@theGrimm: I don't recall testing the loss of gpt payments with C3C, but in prior versions, it didn't affect a reputation. Seems pretty safe to me.

@Bam-Bam: Love the jaw-drop smiley! And I was just gonna post a roster, even though it was just before Reagan's turn that I last posted one. Thanks for doing it, though.

@all: Keep watching the cities and making the most of things. This one ain't over yet!

Arathorn
 
As Bam-Bam and Arathorn have pointed out, getting out of a gpt deal because of the untimely (or even expected) demise of the AI civ does not hurt one's reputation. I assumed that had not changed in C3C. The way they've randomly changed other things, though, it could well operate like losing one's king in a regicide game. So, if all our cities turn to rubble upon Cathy's parting, I apologize. :lol:

We have several infantry units and I cranked cheaper rifles when we had the opportunity so we can upgrade them later. I started building destroyers because it would both suck and blow if we were to have some transports sunk. By the way, my attempt to plant a spy in Spain was three turns ago.
 
Got it.

I'm still a bit unclear as to what patch we are supposed to be playing on though.

I was under the impression that there were only beta patches out currently (e.g. 1.12b at civ3.com)
 
Allright, I installed 1.12 and opened the game last night. Didn't play any turns though.

If we are going the diplo route we need to take the UN, that means attacking Otto and holding for a number of rounds (and hoping it doesn't flip). Otto will have tanks, he might have some MI too. He is at war with three other civs currently and is alied with Spain. So we want to have tanks for taking and infantry for holding. I think 4 transports with 14 tanks and 14 infantry is probably bare minimum. 21 tanks and 21 infantry would be OK, more tanks would be better. I guess we should try and investigate the city when we near our goal, but we really don't want Oz to declare war on us prematurely, then we would need more navy. Otherwise, we shouldn't need too much navy, as we just want to transport the stuff into range, declare war, and then land the stuff. Or the more dishonorable route of landing and refusing to move. A few destroyers should be fine just in case.

Our likely opponent in the vote will be the Aztecs, but a RoP with them would make reaching Otto much easier.

So I guess I need to build transports, and a few infantry while waiting on MT - then build tanks.

We are currently trading away our rubber, that will end in 5 turns. We will need our rubber. I am thinking of hooking up the second oil to trade for more techs. We will also need traid bait for getting enough AI support to win the vote (MA's vs. Aztec I am assuming). Also having anyone declare war on us will make winning the vote more difficult.

Thoughts?
 
You are right about the goal Gothmog, but I think you have the wrong plan. Instead of tanks, we should use bombers. Enough of these suckers and we can destroy every unit in the UN city and sever all its connections to the mainland. I think we would then need one marine to take the city so we could move in a ton of Infantry to protect it, and would probably want to bring along some other units to disband to get the walls up immediately. See Arathorn's post 7 above mine for confirmation of this overall plan. I am suggesting the marine rather than the beachhead, so we don't lose all our troops before we capture the city.
 
My thoughts are that tanks are nearly worthless. We want bombers, lots of them, with their lethal land bombard. Infantry to defend the city. Bombers. Perhaps some artillery, as they're a bit more cost-effective to redline units than bombers (but not a whole lot). Cheap flip-suppressers, as many as possible. Bombers. Rifles, infantry, conscripts, whatever. Transports to get them all into Uskudar. Bombers. Perhaps explorers to pillage all roads/railroads coming near Uskudar (suicide mission). Bombers.

We have to be certain that bombers can reach Uskudar from one of our cities. But no casualties taking the city is very good and allows more units to defend the city, only requires one stack, and should allow us to kill new attackers as they come.

I see no need for MT...Flight is the way to go, with transports (only carry 6 now!!!) also important. Infantry armies would be ideal, if we had that ability, but....

Arathorn
 
I (bombers) agree with what Arathorn and Speaker said in (bombers) their posts. We should bomb(ers) the snot out of Uskudar and then take/hold (bombers) it until a vote is held. We absolutely (bombers) must not spoil our reputation by sneak-attacking the Ottos. Our reputation (bombers) is vital to our hopes at UN election, isn't it?

I can't tell from the map whether Uskudar is coastal. It doesn't have a harbor, which isn't a good sign. We have an unused leader that was saved specifically for the purpose of forming an infantry army. If the city is coastal, the army will help hold it. If it isn't, we'll have a good beachhead. Either way, this isn't going to be easy.
 
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