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LotR13 Schizo SGers

Discussion in 'Civ3 - Succession Games' started by Arathorn, Apr 29, 2004.

  1. Charis

    Charis Realms Beyond

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    Oh my, this is an interesting one for reasons not yet seen before :p

    I'm honored at the city placement, thanks. Egads though, what a pathetic little jungle-marsh-laden hamlet I am!!! ::lol:

    More workers indeed... I can hear them now...

    CLEAR ME! Work me! ImPROVE ME! :hammer:
    "Charis" the (gasp) auto-governor!
     
  2. T-hawk

    T-hawk Transcend

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    Good news that the exploring reveals the SE to be wide-open, and full of terrific late-game terrain. Bad news that the FP had already been built by the time that was discovered.

    So it was just a matter of picking which pseudo-2nd ring city to put it in, and 6thGen has the best short-term terrain.

    I like how T_McC didn't miss a beat in flipping from emphasizing the long term to emphasizing the short term. Ever thought about going into politics, Mr. Hutz? ;) ;) :lol: :D :p



    It'll probably be at least 50 turns before we are prepared to leave Despotism anyway.

    This is a myth against which I must argue. There is no such thing as leaving Despotism too soon. The tile production penalty is *huge*. Lifting it instantly zooms the growth of all our flood-plains and food-bonus cities (more settlers!), and enables irrigating grassland to finally get other cities like Gothmog and Reagan off the ground. The third MP helps too. We'll pay a bit more in unit costs in the very short run, but with all these rivers around most of our cities will be at size 7 very quickly anyway. I'd switch to Monarchy right now in a heartbeat if it were possible. Wouldn't you pay 2gpt for Arathorn to have +5 food instead of +4 right now? Of course.

    Were you around for the RBP11 games, which had a modded ruleset to start everyone in Democracy? Civ growth in those zoomed far faster in the same timeframe as compared to almost any other game. The tile penalty is simply that huge, and there's no such thing as getting rid of it too soon.
     
  3. Arizona_Steve

    Arizona_Steve King

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    (0) 550BC
    Well the guys here have left me with a metric ton of reading material, so I make sure that the relevent web pages are downloaded and displayed before I begin. Bring up notepad, unzip the save file, and off we go!
    Scroll through our cities. I cannot fault T-hawk's set-up here, he has most of the cities set to produce their respective units with absolutely no shield wastage whatsoever. Still, doesn't hurt to check F1 as well.
    T (talkative?) McC suggests changing the warrior building in Regan, and I agree. There are better places to build military, and I'd like to get the culture going there as soon as possible. So it is miraculously transmuted into a partially complete temple.

    IBT:
    T-hawk - Settler -> Swordsman
    Jaffa - Catapult -> Catapult

    (1) 530BC
    I move our army back into 6thGen to heal. Since the AI is less likely to attack an army in a city, I move a warrior and a catapult out of there towards Speaker as I'm convinced that's where the Zulu troops are heading.
    Our new settler fortifies in T-hawk for the time being. Once I get some escort troops, he'll be sent off to poach the spices from the Ottomans.
    Move a spear/settler pair onto the nearest of the blue dots, to be settled next turn.
    Disperse a Ku****e encampment, giving us 25 gold.
    Spend some time trying to figure out what to do with the two workers at Gothmog, then send them to road a jungle on the way to a bonus grassland.

    IBT:
    Arathorn - Swordsman -> Swordsman
    Space Oddity - Catapult -> Catapult

    More Zulu archers appear. Looks like 6thGen is the target.

    (2) 510BC
    I send the swordsman out from Arathorn to join the army. The catapult that was moved from the city last turn is replaced, and I send the spearman up from T-hawk to cover. With two spearman and a catapult now defending 6thGen (and only one attacker within range), I move the army to the safety of Skyfish, where the barracks there will allow it to heal faster.
    JMB is founded on one of the blue dots, next to some 'nanas. It starts building a temple right away with the intention of whipping it after ten turns.
    I get a successful bombard on a regular Ottoman archer next to Space Oddity, and he is dispatched by our elite archer there without us taking damage.
    Finally (as requested by T-hawk), move a citizen in Speaker from forest to grassland to get growth one turn earlier (and still complete the settler).

    IBT:
    A German horsie attacks one of exploring spears, and loses.
    There is a line of troops heading towards Speaker. An archer and a horseman are within range to attack next turn.

    Speaker - Settler -> Barracks.
    Charis - Worker -> Worker.
    6thGen - Barracks -> Swordsman.

    (3) 490BC
    Add a third swordsman to our army, bringing it to 9/13.
    Switch Arathorn from Swordsman to Settler. Letting it grow to size 7 would be extremely inefficient.
    Bring our latest settler back to T-hawk for safety.
    Move the army into Speaker as extra defence is needed there.
    Two Zulu archers receive a spanking from catapults in 6thGen and Speaker.
    Gems come online, and I get an extra uncorrupted shield in Skyfish by moving the scientist there onto a roaded hill.
    Science down to 30%, literature due this turn.
    Curse a little as I realize there is a worker in range of the Zulu horseman. I'm unable to move him out of the way, and there is nothing available to cover him.
    Much as I'd like to keep our swordsmen watching out for Germans, I decide it's time they were brought to the front.

    IBT:
    Literature comes in.
    As expected our worker is captured and disbanded.

    (4) 470BC
    Two catapults fire, one hits a passing archer and the other one (aimed at the worker-killing horsie) misses.
    The horseman is dispatched by our army. A second archer by Speaker is dispatched by an archer without exposing him to enemy fire.
    Arathorn can live without it's spear, so I send it to Space Oddity to escort a settler to the spices.
    Science is turned off, and cash saved to upgrade warriors.

    IBT:
    A Zulu archer attacks 6thGen, our catapult gets a hit and he impales himself on one of the spears there.
    Things are heating up a little, given our sparse defences up North. More Zulu appear out of the fog.



    (5) 450AD
    Move our settler towards the spices along with a spear. Start a couple of workers on a road in that direction. Here's hoping the Ottomans don't have a stack-o-doom waiting.
    Switch the Palace in Skyfish over to the Great Library. Due in 25.

    IBT:
    Even more troops appear. Both Ottoman and Zulu. Yep, this is going to get worse before it gets better. The Zulu even have a stack of three horsemen two tiles from 6thGen.

    (6) 430BC
    With no offensive troops available I pull our spice settler party back to Space Oddity, as an Ottoman archer moved next to them.
    Speaker is not in immediate danger, so I kill off a marauding impi with the army there, and move the army into 6thGen for extra defence.
    The three Zulu horsemen are in range of a worker (covered by a spear).
    Move a swordsman (upgraded warrior) from Skyfish to Speaker where it can also defend T-hawk, which has become a focus for Ottoman troops. Lux tax goes to 30% to compensate for the loss of Military Police in Skyfish.
    Will probably lose another worker :(

    IBT:
    Two Zulu horsemen get sliced up by our swordsman army. The third fortifies. Our worker under the spear was completely ignored.
    Ottoman archer moves next to Space Oddity.
    I also see a bunch of German troops move out, so it looks like I'll be fighting on three fronts soon.

    (7) 410BC
    Get another Sword into Skyfish and drop luxury tax back to 20%.
    Now I'd like to mine that bonus grassland in range of Gothmog, but there's a Barbarian horsie that can reach it. So the workers stay where they are for a turn. Maybe that barbarian horsie will attack Iznik for us.
    Whip temples in Reagan (1 turn late) and Aggie.

    IBT:
    Barbarians kindly attack Iznik for us.
    Germany starts the Hanging Gardens. A good sign (if we get the Great Library of course).

    Charis - Worker -> Worker
    Jaffa - Catapult -> Catapult
    Regan - Temple -> Barracks
    Aggie - Temple -> Barracks

    (8) 390BC
    Swordsman from Skyfish to T-hawk. Luxuries back to 30%.
    Space oddity is in danger of being lost as there are two Ottoman archers next to it, and a spearman, archer (elite) and catapult defending it. I do get one of them with the catapult. If the city survives it will build a second catapult this turn.
    A Zulu horsie also gets catapulted.

    IBT:
    An attacking Zulu archer gets hit by a rock, then gets sliced up by our swordsman army in 6thGen. All other Zulu troops in the area inexplicably turn around and head home.
    There's a worrying number of Ottoman archers around Space Oddity and T-Hawk. None of them attack though.

    Speaker - Barracks -> Spearman
    Space Oddity - Catapult -> Catapult.

    (9) 370BC
    With the Zulu gone for now, I bring out the army and kill one of the offending Ottoman archers next to T-hawk. With no archers in range of Space Oddity, I use the elite archer there to remove another Ottoman archer (after a few shots with the catapults), and cover with the spear from the city.

    IBT:
    We lose a spear to a stack of German archers. Not much I could do about that. They lost one archer though.
    An Ottoman archer emerges from Iznik to threaten the workers near Gothmog.

    Gothmog - Spearman -> Spearman
    T-hawk - Swordsman -> Spearman
    Arathorn - Swordsman -> Settler

    (10) 350BC
    ControlFreak founded to take control of the Spices. It's set to temple.
    Cannot get the spearman at Gothmog to our workers (there's a river in the way) so the workers have to be brought back.
    Catapults and various military clean out all units in our territory, with the exception of one Zulu archer. Looks like they're heading back though.
    I got several swords built, and have some spears being trained. One of these will need to go to Skyfish so that luxury tax can be brought down again.
    Temples at JMB and ControlFreak need to be whipped when the cities grow.
    Great Library due in 20. No-one has Literature (Ottomans don't even have Alphabet).
    Watch out for Germany and Carthage. I saw a few Carthaginian warriors headed our way (scry huh?). I have brought back units to defend our vulnerable cities on that front.
    There's a number of settlers available when there is sufficient defence to escort them.
    The Zulu city of Mpondo will have iron available once it's borders expand. A pillaging force will need to be on the alert.

    Note: If this game gets round to me before the board is back up, my email is Arizona_Steve@yahoo.com.

    The Save - 350BC

     
  4. Arathorn

    Arathorn Catan player

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    Nice turns. Looks like we're keeping the kill ratio up there where it needs to be.

    We really need to push out in to the first ring around 6thGenTexan (our FP site) -- those will be pretty good cities, especially once we get into Monarchy.

    Charis grows in 8 and builds a worker in 3? What are we, an AI? Slip in a unit (spear?) build first. He can serve as happiness MP, if nothing else. We'll need those, as it looks like we'll only have two luxuries for the reasonable future.

    We appear to be pretty solid on the fronts, except ControlFreak, which will be a lightning rod and needs a lot more than a single spear defending it! Add a sword, a 'pult, and a horsie and it might be close to being able to defend itself.

    I don't have a whole lot else to add. We need more ... EVERYTHING. Troops to send out, settlers to send, workers for clearing and improving territory, culture, homeland defense, explorers, etc. Prioritization looks about right, as we're holding strong but we're almost never wasting good units. Just keep on settling and defending and growing larger/stronger.

    Oh, I agree with T-hawk on the govt. option, of course. As soon as Monarchy is an option for us, we want to revolt. Eliminating the tile penalty is huge.

    Roster:
    T_McC -- UP NOW!!! Claim before the forums go down, please...
    Arathorn -- ON DECK (I've sent my e-mail to T_McC so I hope he has it)
    Kylerean -- in the hole (I have his email, so we're set there, too)
    T-hawk -- lucky guy who got free baseball last night :)
    Arizona_Steve -- just played

    Arathorn
     
  5. Arizona_Steve

    Arizona_Steve King

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    Oops. Looks like Charis has managed to snag an extra shield from somewhere. T_McC, please fix this on my behalf.
     
  6. T_McC

    T_McC Overeducated Layabout

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    OK, I got it.

    Already saw the worker thing from peeking at the save.

    And just so you know: We can self-research Monarchy in 9 turns. If you want a Monarchy, I can probably give you a Monarchy on my turns. (or at least something ending in -narchy. Stupid non-one turn revolts for Religious ... :rolleyes: ).
     
  7. T-hawk

    T-hawk Transcend

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    We can self-research Monarchy in 9 turns.

    Hmm. How close are our rivals to getting the tech? If it looks like they'll take significantly longer than the 20 turns we have until completing the Great Library, researching that might well be worthwhile.

    With the tile penalty lifted and cash-rushing in play, Arathorn, T-hawk, and Speaker can all be 4-turn settler farms...

    If we do decide to research Monarchy ourselves, what would anyone else think about swapping the wonder to the Pyramids instead? It's been quite a while since I played on Monarch, and I forgot just how cheap techs are down on this level. With the surprising room we have to expand, the Pyramids might actually give us more growth-economic muscle than the Library...?
     
  8. T_McC

    T_McC Overeducated Layabout

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    They all have it.

    So having Monarchy as an option 11 turns earlier would cost ... ~450 gold, and that is not even close to being worth it.

    Having said that, if you want to jump into Monarchy ASAP, you need the Great Library. We would currently be paying 19 gpt in unit support costs, and we need a lot more units/workers to make our cities pay off. Unit costs would be almost totally irrelevant if we didn't need to do research.

    Now, my recent experiences with AW have been on Emperor, and these AI aren't bringing it like that, but beelining to Monarchy when you are surrounded has been a great recipe to be forced into min. sci in the AA. :cringe:

    If we did have to self-research, just as a rough example, adding -19 gpt to our research budget and accounting for a little less corruption, our best rate on the Monarchy tech would be 16 turns instead of 9. And that rate would leave very little money for cash-rushing.

    The point I am trying to make is that there will be a transition period when we enter Monarchy where the unit support costs out-weigh the benefits. That hit can be taken either in research rate (maintaining a steady income for cash-rushing), or reduced build rates of infrastructure (no whip anymore, may not have 80 gold lying around to rush a Temple in the newly-built city on turn 11). Having the Great Library makes the choice for us, and makes the transition as painless as can be.

    I'm not confident how long the transition period would last. We don't seem to be getting overwhelming pressure from the AI, so we could run a little lean on military. But we have at least 6 out of 13 cities that need significant worker attention to be able to grow, so we'd have to run heavy on workers.

    In a straight AW game we could hold the lines, go worker-heavy and consolidate our empire. Slow our own growth for now, but switch the growth from linear to exponential. Here, the variant dictates we keep settling, introducing another subtle pressure on a Monarchy: We are unlikely to allow many of our core cities to grow (and stay) above size 6. It also means more military units to cover the new cities, but new, corrupt cities should be about revenue neutral. (Assuming each city requires 3 units or 2 units + a worker, or throw a Temple in there with 2 units). [Most likely, 1 new unit, 1 worker, 1 Temple]

    Swapping to Monarchy on the 1st turn it is available is not a no-brainer. Currently, the sum total or our tile penalties is 5 food. That's it, along with a few trade in corruption. Yes, it would be nice to have Arathorn city set up as a perfect 4-turn settler factory, but I'm not sure ~19 gpt is worth it. Right now, I feel Monarchy would be a net negative. When the Great Library completes in 20 turns I think Monarchy might still be a net negative. In 40 turns, when we should have dug Gothmog and Jaffa out of the jungle, I think Monarchy will be a net positive. Somewhere out 20-40 turns may also be the timeframe when our workers can concentrate on improving core tiles. Right now it appears we are busy enough building roads to our new cities, and don't have a lot of worker-turns to use in our core.
     
  9. Arathorn

    Arathorn Catan player

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    Options, options, options....

    I think sticking with the GLib and despotism until Monarchy kicks out is still the best thing to do. While 19 gpt would decrease over time, saving two turns between settlers could be huge. If I thought we had a realistic shot at the Pyramids (somebody, somewhere, must have been building them for a long time, no? Monarch AIs aren't THAT slow, are they?), I would be tempted to rush for Monarcy, revolt, and try to finish them, but....

    I think the safer course of GLib, then Monarchy as it pops and continuing the landgrab/defense course is prudent. Revolting in the middle of a wonder race, too, just makes my skin crawl....

    The thing about Monarchy that T_McC's not mentioning, though, is that while we only have 5 tiles that would benefit NOW, as soon as the penalty was gone, we could/would irrigate more grass, mine some hills, and pretty quickly we'd be much better off (probably ~10 turns worth of transition time). Honestly, I would consider 19 gpt for 5 fpt in the early game. That's kinda like buying a worker every second turn for 38 gold...without the negative effect on the AI. I'd do that in a heartbeat, wouldn't you?

    Now I've just about talked myself into rushing into Monarchy and revolting.... Ultimately, though, it's T_McC's decision, as he's running this show now.

    Arathorn
     
  10. T-hawk

    T-hawk Transcend

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    I didn't realize everyone had Monarchy already (that explains why the research cost is so cheap, of course.) In that case, yes, certainly wait for the GL to bring it in. It isn't worth the research cost for Monarchy for 10 extra turns of no tile penalty, but it's absolutely worth it to go to Monarchy as soon as we get it from the GL.

    As Arathorn eloquently explains, the troop maintenance is well worth it for the increased food. Marginal at the beginning, but will increase *fast* as we get irrigated grasslands going and cities finally growing. And it's more than 5 food even presently - unirrigated flood-plains produce an additional food in Monarchy. There's still no such thing as going to Monarchy too soon. (Monarchy has lower corruption too, which will recover some fraction of the troop support.)

    Let's not outsmart ourselves; let's just take the Great Library and the techs and the government. :)

    Monarch AIs *are* that slow on wonder building. With no extra worker as on Emperor, they improve their capital's terrain half as fast. And they also have to build their military units instead of getting gobs of them for free - which is why the AIs on our continent are building very few wonders at all.
     
  11. Kylearan

    Kylearan compound eye

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    I fully agree not to delay monarchy - let's revolt as soon as we have the tech. Food boni for increased growth and the lower corruption are really worth it - funny how old discussions pop up again if you revisit old levels of difficulty.. :lol:

    But while the AIs may be slow with wonder-building on monarch, let's not risk too much. Let's complete the GL first - essentially stuck at size seven and with a late start for it, we cannot afford to delay the wonder further with anarchy.

    -Kylearan
     
  12. T_McC

    T_McC Overeducated Layabout

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    Don't know when the server is going down, but I've played and ... I had a rather eventful set of turns.

    Such a tease. :p

    Off to dinner, then I'll post a report.
     
  13. T_McC

    T_McC Overeducated Layabout

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  14. T_McC

    T_McC Overeducated Layabout

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    LotR13 - Part 1 :eek:

    Pre-Amble (Ramble?)

    Good job by Steve, nothing can attack us on the next turn. :goodjob:

    Hmm ... to start, lux tax can be lowered by shifting the Sword from T-hawk to Skyfish. Income rises to 39 gpt. We now have two core cities defended by Settlers and another one completely empty. What variant are we playing? :lol:

    The settlers are chillin' because we don't have units to escort them anywhere yet. <Goes back to Steve's log> Sounds like Speaker and 6thGen were both getting the attention of the Zulu, who appear to be NW of 6thGen. The Ottomans seemed to be generally wandering around. The Germans didn't show in great force.

    Speaker has 3 units and a Cat. 6thGen also has 3 units and a Cat, so they're good.

    There is just no good spot to found a new city N of 6thGen and Speaker to try to get them left in peace. Every possibility cannot grow beyond size 2, and has to give strong defensive terrain to the attacker. I do see a good spot W of 6thGen, on a hill. Lots of grass and leads to the great unknown.

    Aggie and Reagan are well-defended in the south. The Germans have to be showing up soon. [literary device known as foreshadowing]

    Most of our workers are building roads, and will continue to do so througout my turns. Lots of jungle to cross, still.

    Nice, the workers are building a road to the obnoxious site near Iznik. Target #1 for our settlers. (Also, the Army will be up there anyway and we shouldn't have a problem with defending the city.) Frees up Gothmog from Ottoman attack. Wake up the army and move towards CF. Have to see where the Ottos go, whether the Cats need to be moved.

    Upgrade the vet Warrior in Skyfish

    Charis to Spear, and on to the lake tile. Gives better MM possibilities for Jaffa, and doesn't lose a shield since the 3rd shield is the first corrupted.

    Move archer out of Gothmog onto the workers/Spear stack. Want a defensive bombard shot if the Otto archer gets froggy. Plus, that's the initial garrison of the new city. Settler from Arathorn to Gothmog.

    I think I can get cute on the last turn of the settler build at Arathorn. But since it's only worth a buck, probably won't bother.

    Swap Reagan to a worker, it won't pull more than 1 spt even with the border expansion. Same with Aggie, although I can check before the worker completes.

    Where to send the settler in T-hawk? How about E of Aggie. The workers are already down there to build a road, and that should be away from the front and only require a single unit to found. I think the settler building in Arathorn will go for the hill SW of 6thGen.

    JMB wants a whip in two turns. I think the CF whip occurs on Arathorn's inherited IT. space generates enough shields to have Barracks. I'll wait and see when/if the cat it is building is needed and maybe switch.

    We are 5 under our support limit. We have 13 cities, so can support 3 armies. By the end of these turns we'll have at least 16 proto-cities.

    Heh, since the other civs have had an Anarchy, we have the most cultured capital, despite moving off the starting square. It certainly appears as though the Ottomans have not yet built a Temple. That would make our Culture ratio a crisp 4-1 and growing. I think Iznik is in trouble.

    <Return>

    IT - Movement, brave Ottoman archer approaches our army. More guts than brains. Zulu stand on hill I was thinking about occupying. :rolleyes:

    330 BC (1)
    Mined hill takes two turns off of G.Lib build. Gong Zulu Horse, wait for Archer attack on the IT.

    Army settles in to CF, waits for Otto archer to move. Cat shot on Otto archer, then vet Sword kills and promotes. Sword stands on future city site.

    Elite Warrior and Vet Sword swap to put the sword on the front. Move Spear to have a look-see at the Zulu core. (?)

    310 BC (2)
    Oh I see, those archers are interested in our empty cities. Don't suspect that will be productive. JMB takes a whip.

    Zulu archer takes 1 of 3 cat shots, so I take a chance with the Elite Warrior ... and fail miserably, dieing an ignominious death. Vet Sword finishes the job.

    Push army up to Edrine, I'm not afraid of a reg. Archer. Besides, he moved away from CF and will be in range of the Elite Sword next turn.

    Road to JMB completes. Hmm, I think I just took the long way to get the workers to 6thGen. Eh.

    Now I empty Charis, our 4th core city to be defenseless. I need another warm body to stay at Aggie if a vet Spear goes with the settler. I'm actually worried a bit about Barbarians, now that we have some cash.

    290 BC (3)
    Otto Archer goes to an unthreatening place. Germans start to show up. Sound the retreat on the vet spear, the settler will just have to be satisfied walking with a reg. Warrior. (Weed move: Should have upgraded the warrior before setting out.)

    Arathorn: Settler --> Spear. I think this one has to stay home. Have to juggle tiles before this turn ends.
    JMB starts on a worker.

    Gong the Otto Archer, swing with the Elite Sword and ...



    The Leader's name is Padma! Who is a guy. I think. Army #2 coming up! Do we even have 3 spears to put in it? We will by the time it gets to the Zulu front.

    Original Army starts to tear up Edrine. Oof! Hope you didn't need those spices. I think I'll completely disconnect Edrine and retreat to CF. Once we get a couple of more spears to CF the army can do a more professional job on the Ottos. Beginning with disconnecting their Ivory.

    space swapped to Barracks. We have another couple of cities that can produce Cats, and there's no law against building vet Cats. If such animals exist.

    The MM/tile swapping became a colossal mess, so I'll have to do it again next turn. Anyway, we get a cat from Jaffa 1 turn earlier.

    270 BC (4)
    Jaffa: Cat --> Temple. I think this will be whippable in 2, when the city grows to size 4 and runs out of non-poached tiles. Always changeable.

    This time I do occupy the Hill, and invite an attack on the Elite Spear. So what happens ... Zulu pick another hill. Score a Cat hit on the Zulu Horse. This puts the Archer on top for defense, so he doesn't get a free shot. Vet Sword kills Archer, Vet Sword retreats Horse. Hmm, should find a place to build our own Horses.

    Gong an Otto archer, attack with our Elite Archer ... (Joker ... Joker ... Famous TV Dogs. :( ) No leader. Load Spear from space into Army, so it can get to the front sometime this century. Oh, and I christen the Army.



    T_McC Representin' ! Now they are off to tear up the Zulus.

    Fresh Spear from Speaker loads into the Handy Men. One more to go. Scouting Spear retreats to meet the Army.

    Army disconnects Edrine and starts to retreat.

    Ooohhh, nice name. Bam-Bam founded with 1st ring overlap with Iznik. Set to Temple with a whip in 10 for extreme pressure. Of course, if Arathorn looks over the precipice and doesn't like what he sees, he can just let it ride to 20 turns and whip a settler to move it. Initial garrison of Sword/Spear/Archer.

    Bonus! First enemy settler pair spotted. Can I reach them? Now I'm really confused. Where are the legal spots for the regular warrior/settler pair from Carthage to go? And do I want the slaves bad enough to attack with a vet Spear? Get really aggressive and advance an Elite Sword out of Reagan in case the pair goes west. Actually, I wouldn't be suprised to see it plant where it stands. On a FP Wheat with 4 tiles of cultural pressure from Aggie. :rolleyes:

    Just now realize I sent the fresh Catapult to the wrong city. Send an old one back, hopefully we can get a road up to Aggie soon.

    Just now spot a Zulu border in the SW. Will still found on the hill and put some cultural pressure on them. Unfortunately, that puts JMB on the front lines. Worker swapped to Walls.

    250 BC (5)
    Another problem. The Germans have Iron and Horses. Need one more pillaging Army. Spot the Carthaginians in our south. Have to let the Settler pair go, too many Germans are showing up. Aggie also swapped to Walls.

    Send settler to Hill, covered by Elite Spear. Three workers trail to connect the city in 2. Will need some cover for them as well. The settler explosion may have to come to a stop. We need more military to cover our settlements.

    230 BC (6)
    Well, now the barbs have noticed that I put some workers E of Gothmog. Those need to be covered. Should be able to swing that from Gothmog. On the plus side, the Barbs red-lined a German Sword for us.

    We have an Elite Sword in Aggie, let's take a shot at the reg. Horse. Win, but no leader.

    Jaffa takes a whip for a Temple. Need to clear up some space for Arathorn.

    Arathorn: Spear --> Spear. Unit sent to German front. Spear here may turn into a settler, depending on what the other cities can produce in 3 turns.

    Found Toecheese3 in the SE, and set for Temple. This may have been a mistake, the city can only be defended by a reg. Warrior, and this is decent terrain for Horses.

    Mine completes, G.Lib due in 11.
     
  15. T_McC

    T_McC Overeducated Layabout

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    LotR13 - Part 2 :eek:

    210 BC (7)
    6thGen: Spear --> Horse. We need a few, and this is as good a spot as any.
    Jaffa: Temple --> Catapult.

    ToA completed (on the other continent), and the Ottos cascaded to complete the Pyramids.

    Found Brewster SW of 6thGen, set to Temple. May be better as Walls, but it can culturally push a Zulu city with a Temple.

    The Zulu are setting up for an attack in the West. Nothing that threatening, but need to watch it. Seen an Impi and a bunch of Horses.

    Hmmm ... I want another Leader. Swap Spear in CF for the Cat/Elite Archer combo in space. Then move Army into forest to force Otto Archer onto flat ground. (Did I mention foreshadowing?)

    190 BC (8)
    Man, that's a few Horses the Zulu have. Won't have them connected for long, but still.

    Charis: Spear --> Spear.
    Reagan: Worker --> Worker.

    Aggie's Walls complete, just in time. Barracks are queued up.

    The Handy Men are fully loaded (in that case, should have named them after Slinger! :lol: :cringe: :p ). [Where is the emoticon for "rimshot"?] On the outskirts of Mpondo, ripping and tearing to commence next turn.

    The Otto archer very graciously moved onto the plains tile. Takes a boulder, and then our Elite Archer does this!



    I figured since this army is destined to bring a lot of pain to Germany, and our earlier discussion, well ... :blush:

    Army covers victorious archer, and if the Ottomans have horses I'll wet myself.

    Then fudgebugger things up at Gothmog and have to cover a worker from a Barbarian even though the road had already been built and the workers could run away.

    Road over mined hill finishes, and decide that it is time to dig Jaffa out of the jungle. (We'll have a 4-worker stack on the job.)

    Throw some diseased livestock at a Zulu Horse, score.

    170 BC (9)
    We get the Pentagon message. Zulu run around like chickens with their a** on fire. I think they are targetting our empty core. :lol:

    Score two cat hits on an Impi. Lose a sword attacking a Zulu Horse. Win 2nd battle and redline. :mad: May be time to let the pRNG cool down. The other two units are injured and will probably retreat.

    Arathorn grows to size 7 and is MM'd to 10 spt and running a tax-man for 2 turns. I want to fill the 3rd army and send it south immediately. Actually, do a unit shuffle and don't have to run the specialist. I do need to re-shuffle to cover 6thGen better.

    150 BC (10)
    Good, the Zulu did retreat. The Germans have a lot of units. Too bad for them an army is coming.

    Gothmog: Spear --> Spear. We'll soon be able to send some settlers east.
    T-hawk: Spear --> Settler? It ran out of tiles to use. Have to re-visit the MM after this turn.
    space: Spear --> Spear. About 3 more and we can sic the northern army loose on the Ottomans.

    Ugh. One of these turns I'll figure out where the river is around Gothmog. Send Spear to cover Archer from barbs.

    Handy Men spy Isandhlwana, Zimbabwe can't be far!

    Two cat shots on Zulu horse, then vet Sword finishes the job.

    CF gets the whip for a Temple. Iznik does not have expanded borders yet.

    Army picks up a third in Charis, heads for the German front. Ugh x 2. Yet another river crossing getting to Aggie. Can't get cat in the city on this turn. Take a shot at the reg. Sword outside Aggie with our Elite sword, win but no leader.

    Just now realized I should have hooked the Spices up while I had workers in the area. :cringe:

    Final Notes:
    There may be some MM to do, I can't see how to get Arathorn city off of the tiles it is working. Next build there should probably be a settler, there are just not enough workable tiles yet to support all of the cities we have crammed in there. I have two worker groups of 4 starting to hack down the jungle, but as always, the more the merrier.

    I managed to neither build a new settler on my turns, nor do I feel like we are completely caught up on military. But I think the excuse of having to fill two armies is a pretty good one. With three pillagers out, this is just about the height of AI power on our continent. No improvements = no economy = no production.

    Great Library in 7, then revolt at your leisure. The hot spots are in the West and South. All the Ottos have been good for is leaders. :)

    Repeat the Save

    Hot Stuff!
     
  16. T_McC

    T_McC Overeducated Layabout

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    An overview of our empire.



    The blue circles highlight the new towns. The Handy Men are off the screen to the west.

    If Arathorn doesn't post a "Got It" by 8:30 Eastern, I'll e-mail the save to him.
     
  17. T_McC

    T_McC Overeducated Layabout

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    Just a little bump to let you know the Forum is back up. :jump:
     
  18. Arathorn

    Arathorn Catan player

    Joined:
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    I don't have the save or the write-up with me right now, but I did send them on to Kylerean.

    My reign saw:
    - Almost 600 shields sunk into a swordsman.
    - Zero tech gains but Monarchy is close.
    - A fortified sword army losing 8 straight to an attacking horse and dying.
    - Our first lost city.
    - No flips to us.
    - A massive barbarian uprising.

    Fully-detailed pain and misery will show here, if I'm too slow to post before Kylerean plays. If I get home to the file, I'll post a new message, but I want to maintain continuity of the read.

    Very unsatisfying turns.

    Arathorn
     
  19. Arizona_Steve

    Arizona_Steve King

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    No Heroic Epic? No Pentagon? Yeeeeowch!

    Kylerean - May the RNG Gods be with you.
     
  20. Arathorn

    Arathorn Catan player

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    Heroic Epic was rushed by a leader earlier. So we do at least have that.

    Pentagon requires 3 armies and when the army in Control Freak died, so did the Pentagon -- with no chance to change it to anything else.

    And, yes, Seoul beat us to the Great Library by about 3 turns. It was hard to keep my concentration last night, with all the blows.

    Did I mention the Germans and the Carthaginians decided to show up for real?

    Arathorn
     

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