Math06: RaR, OCC, Space

I won't forget to switch :p

Agreed on the size 19 plan, it might cut a few coins off our chest but shouldn't hurt research turns.

[EDIT] what are the plans on the indian continent ? fuel them the techs so we get rails ASAP? Feed Persia so they might stand a chance in the war ? (less likely) Feed India to units that are far too costy and would ruin their chances? (not gonna happen) ... I just feel we've got to get implicated one way or the other.

Currently at turn 3, Tibet has learned Naval Tactics, so grabbing Grand War before they do would also be reasonable. After that we can go for Edison's Workshop (will be a pre-build anyways) and public schools. I'm just unsure as to where we should put rails in all of this: first, second or third.
 
We'd be better off at size 21. With rails, we'll have a maximum of 68 fpt. If we leave a grassland unworked, we'll have 63 fpt for zero growth at size 21. Whenever pollution occurs, the displaced citizen will be moved to the grassland, creating a food surplus!

India should be very close to the IA. I would get High Explosives first, and sell Steam Power as soon as the reach the IA.
 
Size 20 stood for as long as we were w/o rails, I thought that was rather natural and forgot to mention it.

IIRC they're 6-7 techs back in renaissance, so gifting them has to occur in amassive way - or we lose a good 20 turns of rails.
 
They were lacking only two required techs (Cavalry Tactics and Flintlock) at the end of Methos' turnset.

As for optional IA techs, I think we should ignore them for now.
 
I'm having internet issues at home at the moment; I suggest you guys skip me so I won't delay the game further. I don't think I've done or said anything spoilerish that's game breaking or we couldn't have foreseen anyway.
 
Roster
Mathias
Methos
Beorn-eL-Feared
DaveShack
Disenfrancised
 
1200AD - turn 0
press enter

1210AD - turn 1
Indian city of Kolhapur completes Circus Maximus
fortify the workers, can't see anything for them to do

1220AD - turn 2
zzz

1230AD - turn 3
Refining done, switch to Statue of Liberty, start Grand Strategy
Persia is in anarchy
sell Persia metallurgy for WM=200g

1240AD - turn 4
sci to 40% nets 194g

1250AD - turn 5
Grand Strategy completed, start High Explosives (3 turns)
Statue of liberty completes, start Universal Suffrage again
sell India Cavalry Tactics for Iron, Saltpeter, WM, 20g
sell India Newtonian Syntheseis for camels, horses, 2g

1255AD - turn 6
zzz

1260AD - turn 7
Tibet and Aztecs at war (were they before?)
sci 40% nets 244g
Persia in Fundamentalism

1265AD - turn 8
High Explosives done, start Electricity (2)
Gift Steam Power to India
Sell Humanism to Inda for Coal, Incense, WM, 10g
start railroad builds

1270AD - turn 9
zzz

1275AD - turn 10
Electricity done, start Thermodynamics

here's the save
 
Railroads, that's what I want to hear :thumbsup:
 
Well then, I guess I'm up. I got it, but I won't have time to play tonight.
 
I played 15 turns to get our turnsets in line with the turn numbers. (And to get some of the GA turns - 23 remaining)

1280
Thermodynamics (SGL - save for SS) >> Steel

1285
India has Constitutionalism

1290
Steel >> Marxism

1300
Montezuma wants contact with India. Yeah, yeah.
Marxism >> Espionage

1310
Pollution :(
Espionage >> City Planning
India completes Sistine Chapel

1315
Universal Suffrage (GA) >> Factory

1320
City Planning >> Screw Propeller

1330
More pollution
Screw Propeller >> Compulsory Education
Factory >> Museum

1335
Free Artistry, Naval Cannon, and Social Contract to India for Constitutionalism, Elephants, Tea, World Map, 17 gold.
Social Contract, contact with India to Tibet for Naval Tactics
Switch tech to Grand War (1 turn)
Grand War >> Modern Legal System (1 turn)

1340
Modern Legal Sytstem >> Compulsory Education
Museum >> Park
Aztec expansion, we lose our gold

1345
Park >> National Gallery

1350
We lose our supply of iron and a few other resources. India has plenty of iron, so wait two turns for coal deal to expire, then trade for both.

Heading toward Theory of Relativity for Einstein's Lab. I believe we can and should build that before Edison's Workshop, in order to pick up more expensive techs for free.

We need more Laborers, but they just don't seem very high-priority right now. I don't really want to waste GA shields on them.
 
1350 AD (0): Well, to start off I’m trying to recall all the CivIII info that I’ve forgotten. I kept moving the mouse over a square looking in the corner for the terrain info.:D
IT: Compulsory Education>Internal Combustion

1360 AD (2): Workers finish R&R’ing the hill and move to the polluted tile.
India: We get Iron, Coal, and Incense; we give Medicine.

1365 AD (3): Workers finish R&R’ing the grass and move to help clear the pollution. Set slider at 8/1/1.
IT: Internal Combustion>Flight (1/8/1). National Gallery>Commercial Port

1375 AD (5): Pollution cleared. Workers go back to R&R’ing the grass.
IT: Indians destroy the Persians. Commercial Ports>Public School.

1380 AD (6): Set slider at 8/1/1
IT: Flight>Theory of Relativity (1/8/1). Public School>Pre-build

1390 AD (8): Pollution appears on the wool.

1395 AD (9): Set slider at 8/1/1
IT: Theory of Relatively>Military Tradition (1/8/1). Switch to Einstein’s Lab.

Notes:
-I went with Military Tradition only for the SGL chance.
-After Einstein’s Lab head for the Workshop as already mentioned.

Here's the save.
 
]Roster
Mathias
Methos: Just Played
Beorn-eL-Feared: Up
DaveShack: On Deck
Disenfrancised

Just curious how many of us are still here. Now that CivIV is out I keep forgetting about any CivIII games. Figured others were suffering from the same problem.:sad:
 
I'm still here: CIV would most likely compromise my studies, and my video card blows major balls anyways.

Pre-flight: Research plan is towards unionisation (pollution is a pain), and avoid emancipation for as long as possible. Aviation next.

T2.
Mil Trad - RP (2)

T3.
Pollution cleared, railing a grass

T4.
RP - Mass Production (2)

T5.
Rail another grass, soon we'll have another pop point

T6.
Mass Prod - Unionisation (2)

T7.
Einstein.jpg

And then a pre-build for labor union

T8.
We lose our supply of tea and elephants
Unionisation - Radio (2)

T9.
India starts Edison's Workshop :wow:

T10.
Labor union - Edison's Workshop (7)

T11. because I started at 2, dummy :crazyeye:
Repeating rifle (not 100% sure because of my screenie but you know, we're getting there somehow, someway) and growth due on the IT.

Here's the path for Spirit of St-Louis:

Tech.jpg
 
After swatting a jumbo-size bug, switches windows on the PC to "subscriptions"...

Oh, that's me isn't it... ;) Don't "have" it yet technically, not on this system... but should be able to get it on the home one. :)
 
1455 AD (1)
Repeating rifle -> motorized trans (2)

1460 AD (2)
Lost iron
lost coal
lost incense
sell Modern Legal System to India for:
Iron, Coal, Gems, Dyes, Tobacco, Spices, Silver, 20gpt

1465 Ad (3)
Motorized transportation->Automatic weapons
GA ends

1470 AD (4)
India completes encyclopedia

1475 AD (5)
India makes ludicrous offer of TM for TM + Grand War, no thanks

1480 AD (6)
Automatic Weapons->Tank Warfare
1485 AD (7)
Aztecs demand free artistry, no point in saying no.
Edison's workshop completed. Didn't realize it would give 2 advances,
so get tank warfare for free. On the plus side, right now everything
is 3 turns so it doesn't matter all that much what we pick at least in
terms of value. Take machine tools for 2nd free one, start aviation.
Start Eiffel Tower as prebuild.

India starts Taj Mahal (cascade)

1490 AD (8)
zzz

1495 AD (9)
zzz

1500 AD (10)
Aviation done, start Realpolitik
Switch Eiffel Tower to Spirit of St Louis (someone mentioned that in the thread)

the save

 
:bump:
Disenfrancised is up.
 
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