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MadV5- The Mayan Enslavers

Discussion in 'Civ3 - Succession Games' started by madviking, Aug 7, 2005.

  1. madviking

    madviking north american scum

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    MadV- just played
    Meteor Punch- UP
    Xerol- on deck
    DBear- in the hole
    TimBentley- still out
     
  2. MeteorPunch

    MeteorPunch #WINNING Supporter

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    gots it...
     
  3. MeteorPunch

    MeteorPunch #WINNING Supporter

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    1750
    Capan shouldn't be building a settler because Chichen Itza is supposed to be a settler factory. It's doesn't have enough food yet.

    1725
    1700
    Tikal founded.

    1675
    a slave.

    1650
    Stupid Byzantines kill a barb camp near us.
    Byz and Dutch both discover Writing. We might not get Monarch slingshot.
    Lose a 4/4 warrior to a barb. :shakehead
    another slave.
    Trade Writing to Hittites for slave and 25 gold.
    Trade Mysticism to Netherlands for 44 gold.

    1625
    another slave.

    1600
    1575
    1550
    another slave.

    1525
    1500
    another slave.
    Yaxchilán founded on horses.

    - the 3 workers irrigating by Chichen Itza will finish this turn, giving +5 food for the settler factory.
    - workers by Palenque should road the wines next.
    - after Polytheism, go to Philosophy for Monarch slingshot.
     
  4. Xerol

    Xerol Emperor

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    Just for clarification, 10 turns means hitting "new turn" 10 times, right?

    I've got it, won't be able to play until early sunday morning though.
     
  5. madviking

    madviking north american scum

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    x-post...

    [xcl]
     
  6. MeteorPunch

    MeteorPunch #WINNING Supporter

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    right. you'll go from 1500BC to 1225 BC. Also, you play the last turn out, but don't hit enter, so that the next person just has to press enter.

    If there's an important decision or some reason not to move units, then there is that exeption.
     
  7. MeteorPunch

    MeteorPunch #WINNING Supporter

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    I vote we take out the Romans pretty soon, maybe in 20 turns. Hopefully before Legions. They are too close to us, and they have better land.
     
  8. madviking

    madviking north american scum

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    I vote Rome too. But their terrain looks kinda ucky...
    Byz have ivory, better take them out 'fore they start getting ACs...
     
  9. Xerol

    Xerol Emperor

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    Might as well let them build it though, and then take it shortly afterwards(i.e. before it can crank any out).
     
  10. Xerol

    Xerol Emperor

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    1475 - Workers start roading tile that was irrigated. Move a javelin East near Rome - they have spices.

    1450 - Chichen Itza builds settler; Tikal builds Javelin Thrower. Barb appears from the north. Javelin near Rome

    moves south, doesn't see much. Workers near Palenque move to wines. Redlined javelin fortifies. Settler to Copan,

    moving towards silks/iron location. Various javelins move north towards possible barb camp. Poly in 1.

    1425 - Poly -> Philosophy (10 turns). I can drop lux tax 10% until Chichen Itza grows again, and up sci to 70%; Philo

    in 8 for now. Javelin kills barb horse. Settler moves again, it's not going to be coastal but it'll claim both Iron

    and Silks simultaneously, and there's two good FV locations that'll still fit in with CxxC. Take slave pair south of

    CI towards grassland; native worker heads north to hook up silks eventually. Javelins moving in all directions,

    preparing to attack south camp in 2-3 turns, north camp whenever I find it.

    1400 - Javelin kills barb on mountain, settler now in place. Barb warrior seen near Rome, Javelin kills it, reveals 3

    more warriors and a camp. Roman conscript warrior spotted; they must've popped a hut. Extra road near CI means lux

    can stay at 30%; Phil in 7.

    IBT - Two javelins attacked, one creates slave near Rome.

    1375 - Settler builds Bonampak; set to Javelin. Philosophy in 6. Javelin near Rome kills another warrior, but is

    redlined. WINES ROAD COMPLETES! But dropping lux tax would cause CI to riot.

    IBT - Rome demands CB. We have 8 Javelins, another couple due soon. Despotic Golden age would suck, but we're getting

    Monarchy in 6 turns. Yaxchilan is undefended though, and most of our Javelins are in the south. It's only CB, Temples

    are expensive for Rome anyway, and there's a Roman archer next to a redlined Javelin, so I cave.

    1350 - Copan builds another Thrower; moves to CI for MP so that we can bump Lux Tax down again. Javelins find

    northern camp, and sack the southern camp. Philo in 5.

    IBT - Rome sacks camp.

    1325 - CI Settler->Settler. Irrigation complete near Copan, slave moves to help native worker connect Silks. Settler

    moves towards tile S-SE-SE of Tikal. Javelin sacks camp, gets worker. Worker moves to silks. Remaining northern Javs

    head south. Javelin fortifies in CI; drop lux tax, can't get Philo faster than 4 turns, and drop that to 60%. (2.6.2,

    +4gpt)

    1300 - Move some units around.

    1275 - Palenque finishes Javelin. Starts heading towards area West of Hittite territory. Move other Javelins around.

    One kills a warrior then sees a camp in the mountains, but there's a Roman and Hittite warrior closer. Philosophy in

    2.

    IBT - Vikings complete Colossus; Koreans switch to Pyramids.

    1250 - Silks to be hooked in 3 turns. Send another Javelin to move around north of Roman territory to see if any

    barbs have popped up. Philosophy in 1; shift-select Monarchy so we get it.

    And the router decides to start rebooting randomly just about now.

    IBT - Rome sacks camp. We get Philosophy and....



    1225 - Set research to Math, start revolution. Assign specialists; get 3 scientists for math due in 17. 4 Turns of

    anarchy. After specialists are accounted for, there's 1 extra food in CI, so when it's done the revolution, it'll

    pump another settler. Build Lagartero.

    189 gold, +0gpt, Math in 17.

    Save attached.
     
  11. TimBentley

    TimBentley Deity

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  12. DBear

    DBear unbeliever

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    Got it.....
     
  13. Xerol

    Xerol Emperor

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    Hm, seems I forgot to upload the image. And notepad completely screwed up my write-up. Oh well, it gets the point across.
     
  14. DBear

    DBear unbeliever

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    0) 1225BC: We are strong militarily compared to our neighbors. We have javs nearby--first target should be Neapolis for the incense.
    Good job on the philo slingshot, getting monarch. Trade philo to Korea for math + 85. Trade philo to Hittites for HB + 8. Trade Dutch poly + 70 for maps. Switch to currency.

    1) 1200: Move javs toward Neapolis.

    2) 1175: Slaves move to road Lagartero. Move slaves to road iron.

    3) 1150: Zzz.

    4) 1125: Monarchy established. A barb menaces worker on silks. Declare war on Rome. 3 javs climb mountains outside Neapolis, 1 following behind. On 90% sci, 10% lux we can get currency in 9, losing 1gpt.

    5) 1100: Jav beats conscript warrior, destroying Neapolis (didn't really want to do that), takes slave and starts GA.

    6) 1075: Dutch try to extort HB, we refuse, they want a piece of us.
    CI settler-->settler. Silly Romans have a warrior and a settler heading toward the ruins of Neapolis. Move javs to intercept. Settler moves to Tikal, where a jav waits to escort. Slaves start chopping
    forest nw of Tikal.

    7) 1050: Incas try to extort philo, but they were bluffin'. Where does everyone get off thinking they can extort us? Yaxchilan jav-->temple. Javs moves back toward CI to defend. Iron roaded. Jav
    kills warrior, takes settler as slaves.

    8) 1025: A barb horse attacks Bonampak, jav holds, takes slave. Jav
    tries to follow up by attacking another barb horse, but fails. Jav
    kills archer outside Rome.

    9) 1000: CI settler-->settler. Jav finishes job vs. barb horse. Jav
    beats spear inside of Rome, taking slave. Jav conquers Rome, is redlined, takes another slave. Slave taken outside Antium. Kill a couple spears, but they still had an archer left.

    10) 975: Antium autorazed.

    To do list: Finish off Rome. Next turn we get currency, see if there are any trades. Don't forget about the Dutch. Jav and settler should build town where they are. Other settler should build on ruins of Neapolis for incense, and on ruins of Antium for spice.
     
  15. TimBentley

    TimBentley Deity

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  16. TimBentley

    TimBentley Deity

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    Well, I came within one hitpoint of destroying Rome.

    975(0): Lux to 0%, meaninglessly give Chichen Itza more food, fire scientists in Copan and Palenque, give Tikal more shields and gold, give Yaxchilan more gold
    Not sure why we have no barracks, switch regular units to barracks

    IBT: learn currency, no worthwhile trades, start on construction at 100%

    950(1): Make some worker misclicks
    found Quirigua, start on barracks
    I guess that extra food wasn't meaningless; hire scientist in Chichen Itza

    IBT: Chichen Itza settler->barracks

    925(2): waiting for Veii to expand before attacking

    IBT: injured elite Roman archer appears south of rubble of spices city
    Inca, Dutch sign MA against us

    900(3): zzz

    IBT: Copan barracks->jav (MMed to 15spt)
    Palenque barracks->jav

    875(4): jav kills archer, gets slave

    IBT: archer in Veii doesn't harm jav, which is promoted and gets slave
    Tikal barracks->horse
    Lagartero barracks->horse
    Cuzco builds Oracle

    850(5): now I see an elite Hittite warrior

    IBT: Chichen Itza barracks->settler
    Copan jav->jav
    Bonampak horse->horse
    Hittites start ToA

    825(6): lux to 10%

    800(7): two javs get slaves autorazing Cumae
    sell currency to Byzantines for code of laws, 65g
    sell code of laws to Hittites for 41g
    Dutch now know construction; science to 30%

    IBT: Dutch, Byzantines sign MA against us (I think I know our next conquest)
    learn construction, start max research on feudalism
    Copan jav->horse
    Palenque jav->horse
    give the palace a lawn
    Inca start ToA

    775(8): spot a barb near spices (we'll need more javs over there)

    IBT: Chichen Itza barracks->settler
    Tikal horse->horse
    Yaxchilan temple->barracks
    Korea starts Great Lighthouse

    750(9): lux to 0%
    found Calakmul by incense, start on courthouse
    found Lazapa by spices, start on courthouse

    IBT: forbidden palace message
    Copan horse->horse
    Byzantine warrior shows up south of Lagartero
    barb shows up south of Calakmul

    730(10): Veii expanded; two javs kill two spears (get two slaves), jav dies to archer

    Notes: there are troops ready to take care of barb uprising (probably will happen when Dutch acquire currency) near Bonampak; watch for camps near Calakmul and Lazapa
    there are troops at Palenque ready to attack Byzantines
    I haven't considered where to build the FP (and it's a bit late to do that now)
     
  17. madviking

    madviking north american scum

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    0- A OK
    IBT: get a barb slave
    Uprising in the tundra
    1- kill byz warrior, kill archer at Veii ROME IS NO MORE!!
    IBT: get 3 slaves :rolleyes:
    2- nothing
    3- a stack of ~30 barb horses come from the southern mountains
    4- The barb's pony's wreck havoc
    5- about 15 horses ransack Tikal, tresury down to 15 gold and Tikal down to a size one city :cry:
    6- sci down to 70% to avoid bankruptcy most of the stack of barbs is dead
    7- mostly nothing, stopped at turn 100.

    Notes: in the turns I generated ~10 workers, though I lost count... Raging barbs are hindering the expansion of the AIs like heck, we should capitilize on this. Look out for uprisings and equipe a city woth ~3 javs
     
  18. MeteorPunch

    MeteorPunch #WINNING Supporter

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    got it.

    How are the sacrifices going, MV? I could use some luck.
     
  19. MeteorPunch

    MeteorPunch #WINNING Supporter

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    killed a city, killed barbs, yada yada :cool:

    basically, we are researching engineering now, due in a few turns. after that, trade for monotheism and research chivalry full-blast.
     
  20. madviking

    madviking north american scum

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