MB3 - Old Testament Bunfight

The problem with research is that Babylon is big, and the only bigciv in the game (apart from us). They will out research everyone, and no civ will be able to buy the monopoly techs, including us as they will be too expensive, and we won't want to finance Babylon.

However, if we are clever and research a different path to Babylon we may be able to get some techs before Babylon and trade them with H for gpt and slow him down a bit. However, this will increase the overall tech rate, and reduce the number of turns over which our UU is effective. In fact we may have already reached that point.

My view would be to try to get to 8 turn research whilst still making a net profit, and try to get to tanks before Babylon got to Mech inf. To do that we will probably need TOE, which we can't afford to hand build unless we start now. We might get another leader, but our chances of getting 2, (1 for TOE and 1 for Hoovers)is limited. For that reason I would use the leader for a coal plant in Bursa and then start pre-building TOE in it. I would also cash rush a coal plant in our next most productive city and pre-build Hoovers.

Otherwise I would not build coal plants, but would build units mainly instead.

Cash rushing libraries is fine, but I would only do that in towns that can contribute to research. Cash rushing purely for cultural expansion doesn't strike me as cost effective as our path to domination seems to be primarily through conquest. That is, we can expand through conquest much faster than through cultural expansion. I would also begin to mix in unis with unit builds and short rush those too since they are cheap.

The downside to taking the path of least resistance is that the strongest civs are left unmolested. So the Babylon problem is of our own making. Can we reach the domination limit without taking them on?
 
For an eyeball guide I've divided the world up into fifths (roughly), the centre and 4 arms.
We presently control the centre and 0.5 arms.

After the Zulu we'll control the centre & 1.5 arms (nearly 50%). If we can take the Persians then we'll have the centre and 2.5 arms (approx 70%) and should be just on the limit for land.


Ted
 
Tanks and even mech inf? I would certainly expect us to win before these units come into the picture at all.

Brusa will be able to build its coal plant in three turns, or four if we're unlucky, so there's no need to Leader-rush it. Apart from this, I like the idea of getting one or two prebuilds going, but Brusa is going to be so explosively productive that you'll want to be careful not to start the prebuild too early there.

As Ted points out, it wouldn't be a question of building so many coal plants that unit production would be further deferred, but only of having 1-3 under construction at any given time.

On the topic of rushing libraries, I'm not talking about engaging in cultural struggles with existing enemy cities, but just about getting the necessary expansions to control for domination purposes what's already ours from a military standpoint. If we neglect to take this simple step, we won't get full value out of the hard work of conquest, so I think it's entirely cost-effective. :)
 
Well, I really should have kept my mouth shut until I had looked at the save.

I may be able to play tomorrow. I hope I can, it looks like a lot of fun. :)
 
I remember seeing a lot of Persian Knights close to our borders, so wiping them should indeed be fun... ;)

Knowing that we won't need to take on the Babs is good news. Still, just to be on the safe side, I think it would be nice not to completely ignore where Rubber is...
 
Originally posted by Karasu
I remember seeing a lot of Persian Knights close to our borders, so wiping them should indeed be fun... ;)
There were Cavalry mixed in with those Knights during my turn. So it will be more of a challenge than mopping up the Impi :)


Ted
 
Shouldn't that be "The more, the bloodier" :)


Ted
 
950AD: Pre-turn
Trade Nationalism to Greece for Free Artistry and Medicine + all their 24g
Increase science to 30%
Hurried a lot of Libraries

IBT:
Whoa! There are plenty of Babylonian cavalry in our territory.

960AD:
Use leader for coal plant in Brusa.
Found Karubuk
Capture Richborough without loss.

970AD: Troop Movements. Nowt else.

IBT: Elite Sipahi is killed - careless :o

980AD:
Attack on Ngome
Capture without loss.
There aren't enough units around to generate a leader.
I'm getting nervous about TOE.
Capture Ibabanago without loss.
Bump up science to 60%

990AD:
Attack Intobe.
Make a rare error for me. It is defended by 6 vet muskets and an archer. I kill all the muskets but run out of units to kill the archer :(

IBT:
Persia want MPP and ROP. :D
Babylonians are going to get to the fron line soon and start capturing zulu cities.
I need to hurry.

1000AD:
Capture Intombe without loss
Capture Ulundi for the loss of one vet and one elite Sipahi

IBT:
Put Brusa on Palace Pre-build for TOE.
Ibabanango flips back to the Zulu.

1010AD:
Retake Ibabanango
Attack Zimbabwe
Wow. This is a really heavily defended town. An army and 7 Sipahi fail to take it.
Only one of our units dies.
The Babs are going to take some of these cities I'm afraid.

1020AD:
Capture Isandhlwana using army. No Losses
2nd attempt to take Zimbabwe fails.
This is simply poor play. I feel pressurised because of the Babylonians.

1030AD:
Aah. I should have looked. Now I know why Zimbabwe was so heavily defended. It holds the pyramids. I lost 2 Sipahi taking it this turn. Glad it's out of the way.

Take Swazi and Generate a leader at last. No Losses

IBT:
Babs want to sell us communism for 4200g. No thanks. Keep it.
2nd level WW sets in. Not too bad actually.

1040AD:
Attack on Hlobane
Take it without loss and get Great Wall :p

IBT:
Learn Electricity - Research Sanitation (only joking ;) )
Babylon get it same turn :eek:

1050AD:
Attack Bapedi
Capture it losing 2 Sipahi.

Attack Izepisi
Capture it without loss.

Attack Mpondo with army and capture it.

I'm a failure. There is still one more Zulu city to take.
We are pitifully short of workers, I apologise for not paying more attention to that.
Another 20 or so would be OK.

Here is an image of an IBT deal that made me laugh.

Mb3z1.jpg


Here is our empire.

Mb3z2.jpg


Here is the <<save>>.

I guess Space owes us 5 turns. :)

So Space, I reckon you could kill most of the Persians in 5 turns. ;)

I don't know what to do with the leader. The TOE prebuild finishes one turn after SM is due to be researched. So an army maybe? Or save for hoovers?
 
You know when you've been Tangoed :D


Ted
 
Good work, and well done getting Medicine from the Greeks. :thumbsup: We're fortunate that they survived long enough to draw their free Industrial tech.

I never like to sit on a Leader, but it would be justifiable in this case, since we don't have a good prebuild for Hoover. I suppose it depends on how quickly the next player wants to go to war with the Persians. If we begin that war right away, we should use the GL for another Sipahi army. If there's going to be a hiatus (five turns or more, say), we should just hoard him.

And let's cash-rush those cultural buildings in Zululand right now! :)
 
Well, because of the way I went about it, I *think* that all the towns that haven't already built a library are still resisting. Maybe a few settlers wouldn't go amiss.

An idea I had for the leader was to use him for TOE. That way we can jack up science to get SM 4 turns earlier and then use the Pre-build for Hoovers. Then If we wait a couple of turns just to get our troops in place for the next war we would only be fighting a couple of turns with a leader around. That would give us a chance to promote a few units. It's only a thought though.

I've also been wondering about what to do with TOE. I don't think we should use it for Atomic theory methinks. I don't think this game will get to the MA. Maybe we should sell SM to the Babylonians for corporation and then use TOE to get to MEch Transport earlier (we would still take electronics of course). The turn before we complete Hoovers we could sell electronics to the Babs to bankrupt them and get to tanks long before them. Then if we do need to take some of their land we would have a better chance.

These are only thoughts off the top of my head at 1.30 am. Don't take too much notice ;)

I give this game 20 turns. I apologise for it being so easy, I really thought it would be a challenge.
 
Originally posted by mad-bax
I give this game 20 turns. I apologise for it being so easy, I really thought it would be a challenge.
I told you we should have chosen Monarchy :D :D

Inspired tech plan.

Ted
 
The board just ate my post, so here I go again:

Well played again, Mad. :) Your report sounds downtrodden but the Zulu are almost gone and we have the Pyramids. [dance]

If I really am allowed 5 more turns I would (will :) ) rush some setllers to fill in the empty spots in the Zulu lands. The unoccupied tiles alone will almost get us through the domination limit. :) So I think Mad's right in presuming there's not more than 20 turns in it. So are you sure that I should play 5 more turns. Maybe we should allow someone else (Earp maybe?) to play some more before this thing's over? I do appreciate the gesture, though. :) And I will gladly play if you'll allow me, I just think it's a nice touch if everyone gets to play one more time. (maybe 5 turns each?)
 
@Space
seems to be working now :)

I'm not sure about the 5 turn thing - I think it can be difficult to pick up and instantly be "On the ball" so I would rather players took their full 10 turn session, even if it means I don't get the chance to play again.


Ted
 
I agree with Ted. I think that Space should play her 5 turns though. Then I guess it's a competition to see who can get finished on their set of 10.
 
Objectives:
Capture the Zulu's last city.
Fill gaps.
Build up towards Persians.

Pre-turn:
Switch 3 minor cities and Ushkudar to Settler.
Visit everyoneand sell around some maps. Communism and The corporation are around.
Press enter.

IT:
Constantinople Sipahi -> Sipahi
Ulundi riots, gets an extra taxman.
Allegheny settler -> Rifle
Intombe flips. :(
Uskudar Settler -> Rifle
Hipalis Sipahi -> Sipahi
Calix Court -> Rifle
Agedincum Worker -> Worker
Pe-ople Sipahi -> Sipahi
Tonawanda Factory -> Coal Plant
Bolu Sipahi -> Sipahi
Bingol Settler -> Rifle
Kirklarelli Worker -> Worker

1060AD - turn 1:
Battle for Umtata:
Elite Sipahi vs Vet Musket, wins, 4hp left.
vet Sipahi vs reg Musket, wins and takes Umtata. :)

Elite Sipahis kills vet Longbows near Bapedi.

The troops just can't reach Intome, but block it for the Babs. It's guarded by a Pike.

Hurry Libs in cities that don't resist anymore.

No news at the tech front.
Check happiness, fire a clown.

IT:
Greece and the Zulu agree on an embargo.
Then Greece comes and wants us to pay for an MPP. :lol: Tell him friendly to get lost.
Teno Sipahi -> Sipahi
Neapolis settler -> Rifle
Mpondo Lib -> Temple
Ngome Lib -> Temple
Eboracum Court -> Worker

1070AD - turn 2:
Battle for Intombe:
Vet Sipahi vs Reg Pike, loses redlining the Pike!
Elite Sipahi vs 1hp Reg Pike, wins and we retake the city.
This is the end of the Zulu.

I check the situation with the Babs. With all of their troops having no target we are vulnerable, we have still 5 turns to go on the MPP with us paying 1 gpt. I hope this is enough to keep 'm friendly. The other option would be to buy the Corp with 2 luxes and a gpt.

Hurry Temples near the border with the Babs to increase the culture pressure.

IT:
Rome Rifle -> Rifle
Niagara Falls Sipahi -> Sipahi
Antium Temple -> Worker
Adrianople Sipahi -> Sipahi
Catta Bank -> Temple
Tugela Settler -> Worker
Konya Sipahi -> Sipahi
Viroconium Temple -> Worker
Adana Uni -> Sipahi
Isipizi Lib -> Temple
Mauch Chunk Temple -> Worker
Karabuk Worker -> Worker

1080AD - turn 3:
Cankiri founded, starts Worker
Iskenderun founded, starts Lib
Tunceli founded, starts Lib
Move troops around while the workers work.

IT:
Bapedi Lib -> Temple
Lugdunum Harbor -> Rifle
Leptis Magna Temple -> Worker
Intombe Lib -> Temple
Iznik Bank -> Rifle
Uskudar Rifle -> Coal Plant
Swazi Lib -> Temple
Izmit Uni -> Sipahi
Anatalye Sipahi -> Sipahi
Umtata Lib -> Temple

1090AD - turn 4:
Sivas founded, starts Lib

More troop movement. Thinking about how to start the war with Persia. My method would be: try to steal a tech (The Corp) with the highest risk, this includes the chance to get a tech real cheap without anyone benefiting.

IT:
Constatinople Sipahi -> Sipahi
Teno Sipahi -> Sipahi
Zimbabwe Lib -> Temple
Tlatelolco Rifle -> Temple
Allegheny Worker -> Temple
Texcoco Sipahi -> Temple
Cumae Sipahi -> Sipahi
Richborough Worker -> Temple
Bolu Sipahi -> Sipahi
Cankiri Lib -> Temple

1100AD - turn 5:
Move more troops.

Ok, that's it from me. No war with the Persians yet. (Sorry to disappoint you guys.. :p) Karasu has all the options open. I'm sure he'll make the most of it. :D

Mapstat says: 49 pop and 261 tiles to limit (there are 160 unclaimed and Persia has 290-ish)

The save is ---here---
 
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