Math03: OCCC

Mausoleum is enough to let us run 10% lux. Add HG and cathedral, and we can drop lux altogether.

I agree, lose the warriors. They aren't worth 4 gpt.

Worthwhile to abandon? No, it would take 2 extra turns to get both techs. Interesting to note that had we chosen literature first, we would have seen no difference in tech pace, because we would not have been able to prebuild a library.
 
True about HG and cathedral, but I don't know if it's worth it. When we start clearing space with our armies, we can build lux colonies. That'll get lux down to 10% anyways.
 
So, we are pursuing HG and GW? Is that right?
 
Not necessarily HG, but that won't happen during your turns. We'll barely be out of anarchy, and will still have a couple turns left on currency. Remember: turnsets are 10 turns each from here on out.
 
Pre-turn: Not much to do.

-- Lose warrior to barbs in the far east.

(1) Move some stuff around.

(2) Start roading towards the horses. Poly and MM is around but not common knowledge.

(3) Archer sees barb camp near the horses.

-- Monty take the barb camp before we can get to it, and before they can get to us. :p

(4) Move around...

(5) Move around...

(6) We finish MoM. Start on worker, not because I understand why, but whatever... The road keeps approaching the horses. Curragh sees what might possibly be another landmass. Wasn't this pangea? Get Poly for Philo from Caesar. Map Making is very expensive, so I hold back on it. Get all of Koreas gold for Philo though... Can now get Map Making from Caesar for Republic, but damn it if I trade that away so easily.

(7) Beijing builds worker. Revolt. We get 6 turns :(. Hire a couple of entertainers.

(8) Move around...

(9) There's a couple of roman guys running around here. I think the "other" landmass is the same continent, wrapped around the earth.

-- Romans are building the Pyramids.

(10) Ah, I think I see why we wanted a worker now... Nothing to report.

Ok, so we're getting out of anarchy in 3 turns. We're up republic and down map making to everyone.

SAVE
 
Six turn anarchy? :eek: I didn't expect that, I thought it would be much smaller, since I thought anarchy turns are related to the size of your civ. That's a lot of cash down the drain; we were probably better off waiting for monarchy then. Oh well, nothing to do now but get into republic.

I guess I'm up, so I got it. I'm up in two (and maybe three), so I don't know if I'll get to it tonight or tomorrrow. Suggestions welcome. :)
 
Two main reasons for building worker: (1) We need worker to build colony, and (2) At size 12, we would have had to have -1 fpt during anarchy in order not to riot.

The workers need to be split up for more efficient roadbuilding. I'm sure Mach can handle this. After colonizing horses, building on toward furs seems obvious.

The Roman are probably heading toward a wandering barbarian. Military advisor is not reporting any nearby barbarians, so there probably isn't an encampment.

The land in the northeast is probably a small, uninhabited island. If it were part of the main pangaea, someone would probably have hit those huts by now. In either case, I suggest moving the curragh west along the north coast of the pangaea.

Crank science up. Gold in treasury is gold not spent on science.
 
Preturn (750BC)
(I) zzz

T1 (730BC)
Hey, please don't leave units on autoturn. :)
(I) zzz

T2 (710BC)
(I) Enter Republic!

T3 (690BC)
Sci to max, currency in 5. Our unit costs are 22gpt. After much thought, I decide to disband two warriors to get that down to 18gpt, and use a court to prebuild the market. We'll get the market one turn later, but we'll get more gold in the meantime, so we'll be better off.
Sell the temple.
(I) zzz

T4 (670BC)
Sell the granary.
(I) zzz

T5 (650BC)

(I) zzz

T6 (630BC)
Found the horse colony.
(I) Koreans finish the Oracle.
Our curragh is getting chased by a barb.

T7 (610BC)
(I) Aztecs demand Republic. Well, this is a problem! I...tell them to shove off. They declare.
Currency --> Construction
Big picture to change to market.

T8 (590BC)
War happiness isn't enough to let us turn lux down.
(I) Our curragh fends off the barb galley.
An Aztec warrior shows up, as does a barb warrior.
Market --> horse

T9 (570BC)
Archer kills the warrrior, revealing an Aztec archer! :eek:
(I) Our archer fends off the Aztec archer, and promotes. Yay!
An Aztec warrior shows up, and a jag gets landed.
Then the Koreans demand currency. *sigh* I say buzz off, they declare.
Our curragh is getting chased by another barb galley. :(

T10 (550BC)
Well, at least lux goes to 0%.
Sword flawlessly retreats the jag, and an archer finishes him off losing 1hp.
We see a Roman warrior in the far north! Either this is a donut- shaped landmass, or that warrior has travelled a long long way.
Archer kills the barb warrior.

Ok, that's it for me. Sorry about all the wars, I dunno what I could have done. Our defensive position is pretty good.

When the horse is done next turn, then we can prebuild at 20spt for the library, since lit is due in 3. The GW should take 15 turns to build, and we can research construction in 8, so after the library we could either start the GW prebuild, or first build a bunch of swords for burning an Aztec city or two.

We are up republic and currency on the world.

the save
the world

Edit: After thinking awhile, I'm in favor of building horses or swords (I'm not sure) after the lib to go on the offensive against the Aztecs; it would be nice to burn their iron city. We can disband a few archers to keep costs down. After the horses, we can start on the GW, slowly, while researching monarchy. If we time it so we get Monarchy just before finishing the GW, we could then pump 1-turn horses and destroy the Aztecs, then turn on the Koreans, pushing toward chivalry all the while. (We don't want to go after the Romans until Riders...) The Aztecs should supply us with plenty of slaves to solve our worker problems. I'm against the HG now that I see two luxes within reasonable range (furs and gems), and I had forgotten about war happiness...
 
Currency --> Construction?
OK, I see that we actually did go for Lit.

Aside from the fussy AI, everything looks good. I agree, trying to build GW while at war is not a good idea. I'm also thinking that we should go for Chivalry before Monarchy. We may even trade for Monarchy, or have it conceded to us for peace.

Slaves... yes, they do make excellent colonies and outposts. I think we will want a few outposts for more line-of-sight near our colonies.

I see the tip of a dark-blue border a couple of tile SE of the fish near our curragh.

I've got it, playing now.
 
Mathias said:
Currency --> Construction?
Heh, yeah sorry about that. I had a complete braincramp that turn, I set it to construction and typed it into my turnlog, then realized my mistake (what's this, we don't have a lib? oops...) and fixed it before I ended the turn, so we're fine but I didn't fix the turnlog...

I dunno, if we get into our GA and build 1-turn units...20 new units will eat away our economy in a hurry, and then it'll take a long time for us to get into chivalry. IIRC, once we get lib we'll be at 90gpt no matter how we set the sliders. We need every gp we can get, I think, and that means monarchy -- it'll halve our unit support.

Good luck, man!
 
550 BC (0)
Looks good.
IT: Horseman >> Prebuild

530 BC (1)
Elite Northern Guard kills Aztec warrior
Sci 70%

IT: Barb galley sinks curragh

510 BC (2)
See a Roman warrior in the west

IT: Literature >> Construction
A Roman archer joins the warrior

490 BC (3)
Vet archer kills Aztec warrior
Sci 90%

IT: Jaguar warrior emerges from fog and attacks the vet archer. Redlined, but victorious, and promoted.

470 BC (4)
IT: Library >> Swordsman

450 BC (5)
Aztecs willing to talk. The have Map Making and Construction. Rome has only Map Making. We trade Currency + 15g to the Aztecs for Construction with peace. We trade Currency to the Romans for Map Making and 50g.
Feudalism in 10 turns
Build horseman instead of swordsman

IT: Two barbarian horsemen attack and kill Roman archer.
Babylon completes the Statue of Zeus!

430 BC (6)
The Romans passed up a goody hut, we step into it and disturb a few barbarians.

IT: Roman warrior attacks the new barb warrior instead of the camp.
14 barbarian horsemen emerge from the fog.
Horseman >> Swordsman

410 BC (7)
Disperse the barbarian camp for 25g.

IT: Barbarian horseman SOD heading for our horse colony.

390 BC (8)
IT: Swordsman >> Horseman

370 BC (9)
A horseman kills one barbarian horseman with no loss of HP, then joins fortified swordsman and archer on horse colony to defend against the remaining 11 barbarian horsemen.
Korea willing to talk. They have Monarchy; lack Currency, Construction, Literature and Republic. We give Currency for 28g with peace. Can trade Republic for Monarchy.

IT: At the horse colony:
Swordsman kills horseman #1
Swordsman kills horseman #2
Archer kills horseman #3
Swordsman kills horseman #4
Horseman is killed by horseman #5
Archer is killed by horseman #6
Swordsman kills horseman #7
Swordsman is killed by horseman #8 and our colony is overrun

One of two barbarian horsemen that left the SOD kills an archer in the field.

350 BC (10)
An archer kills a barbarian horseman. There are 8 barbarian horsemen remaining, 5 unseen
math03_370-350BC.jpg


I didn't move the workers, not sure if we should build colony on gems just yet.

I think we should try to get our GA just after we get Chivalry (about 25 turns away) and revolt into Monarchy. Reasoning: If we mine the cattle, we can have 22 spt. Add 13 during GA and we have 35 spt. Riders cost 70. Need I say more?
 
Sounds good, sucks about the curragh. Nice call on the 2-turn Riders, let's certainly do that. Twenty-five turns to chivalry, sweet. Sounds like we have a plan until then.

What shall we do after that? Are we going to try to turn off research and roll over everyone with riders, or are we gonna keep researching to mil trad? It would help if we could slow the tech pace, I think. I think that means attacking the tech leader asap, and keeping the ai's at war as much as we can, either against us or allied with us.
 
I'm back and caught up, guys. I'm going to look at the save and then perhaps post some questions.

EDIT: Nevermind, I just decided to play, since our strat's pretty straightforward.

0@350BC - Move a worker to the gems and another towards home.

IT - Horse barb picks off our archer.

1@330BC - horse-->sword. Our stacked sword and archer pick off two horse barbs. Establish a colony on the gems.

IT - Rome demands Literature and declares when I refuse. A roman warrior appears to the East.

2@310BC - pick off the warrior with a horse.

3@290BC - kill a horse barb w/a horse. sword-->sword.

4@270BC - Feudalism-->monotheism in 10@80%, running -6 gpt. sword build changes to MDI.

5@250BC - I see that Korea has monotheism, so I decide to trade feudalism for both monarchy, monotheism, and 65 gold. Chivalry in 9@90% w/ -13 gpt. Also reestablish the horse colony and guard it with two swords. We now have 0 workers. :-/

IT - barbs on the gallop...

6@230BC - MDI-->worker.

IT - 3 barb horses attack our horse colony. Our swords lose a HP each, one promotes.

7@210BC - worker-->MDI in 2, after MMing.

IT - Montezuma's building the HG.

8@190BC - Patroler (an archer), disperses a barb encampment N of our horse colony, netting 25 gold. Mining the cow.

IT - Aztecs building Temple of Artemis. They also finish the Pyramids in their capital.

9@170BC - MDI-->MDI. I would build a horse instead, except I think we should be on max research through Military Tradition, so we won't have cash to upgrade.

IT - Romans building ToA.

10@150BC - nada.

The Romans and the Aztecs are backward compared to us, while the Koreans are down only Lit and Republic. We get Chivalry soon. When do you guys think we should switch to Monarchy, now that we have it? Montezuma is the obvious first target for our riders. We may want to get peace from the Romans and ask for their help (if they have Legions). Let's be careful not to let the Koreans develop into a runaway AI while we clobber our nearest neighbours, though.
 
Suddenly found I had to go away this weekend, so played anyway.

Summary: Got Chiv, revloted a turn after, got 5 turn anarchy, Aztecs declared war, some enemy archers near beijing.

Turn log
0)150 BC everything looks okay.

1)130BC
MDI>>MDI

2)110BC
Worker finishs mining the Cow. Not Entirely sure what to do with it now - would
like to build a furs colony but I'm not sure if we currently have enough units
to defend it. Send it towards the Horse colony with a MDI escort.

3)90BC
MDI>>MDI
Chivalry in 1
Jag Warrier moves out of fog by Horse Colony

4)70BC
Chiv comes in. Start on Engineering
Patroller meets a Aztec archer in the fog to the north.
Will finish the MDI then revolt next turn.

5)50BC
MDI>>Rider
Revolt (5 turns :( )
MM Bejing to prevent rioting and starvation by hiring a Scientist and a Taxman

6)30BC
2 aztec archers and the Jag are moving around our horse colony

7)10BC
...

8)10AD
...aztecs move past towards korea, another archer appears in the west. Are they at war with korea?
We should get some embassies at some point


9)30AD
...
Aztecs demand literature. I tell them were to stick it. They declare war, no attacks on our colony however.
Of course the Romans finally show up with 3 reg archers North of Beijing.
Aztecs found Tula to our North

10)50AD
Revolt to Monarchy.
War Happiness and 1 unit in Beijing allow us to set Lux to zero.
Kill 2 Aztec Archers by our Horse Colony.
First Rider is due in 4.
If we set research to min we make 51gpt and will likely be able to rush the rider by 1 turn.

Rome will give 30gp and Peace for Lit if you want it.
Can now see a Bab city far to the north.
 
Holy... I'm up again? Already? Fast players, you guys are. Got it.

So now I guess we're going to pump riders like mad and wipe Monty from the map?

Good call on 2-turn riders. :)
 
Have we built the GW yet? Are we still going to? I guess not. It would be nice for denial purposes, but I guess now we'll have our GA soon with a rider win. BB, get us into our GA and start us on 2-turn riders, and see if you can start some smoke rising on the horizon. :hammer:

Looks like we're playing AW... :rolleyes:
 
Will do. :salute:

Monty, pack your bags. -_-
 
Quick note: Short-rush the first rider. After 1 turn, hurry a gally or other 30-shield unit for 32 gold, then back to rider to complete in a total of 3 turns.
 
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