1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

MLDR005 NOW what?

Discussion in 'Civ3 - Succession Games' started by meldor, Jan 5, 2005.

  1. ChrTh

    ChrTh Happy Yule!

    Joined:
    Oct 13, 2001
    Messages:
    6,255
    Location:
    Piedmont Triad, North Carolina
    Oh, one mo' thang ... for the settler, I'm actually thinking the forest tile southeast of the cow(don't like all that desert):



    Thoughts?

    Also, I'm just going to put a warrior there for now to guard, and then go straight for a rax ... if I'm wrongo, please let me know
     
  2. Northern Pike

    Northern Pike Chieftain

    Joined:
    Jul 29, 2003
    Messages:
    6,669
    I suppose it'll have to be Rostov, boosted at some stage in the process with merged workers. With Rostov not building a curragh, the city we're about to found on the peninsula will have to do so as its first build.

    It's very important that we should found our peninsular city one tile to the north of the settler's current location, so that we'll get access to the cow and the BG without a cultural expansion.

    Regarding the projected city in the northwest, the fog makes it hard to count desert tiles correctly. But my site would at least have a grassland tile and a floodplain tile to make up for all the desert and plain, which yours wouldn't. Your idea for the build sequence here seems fine.
     
  3. ChrTh

    ChrTh Happy Yule!

    Joined:
    Oct 13, 2001
    Messages:
    6,255
    Location:
    Piedmont Triad, North Carolina
    Turn 0 -- 1475 BC
    Change Rostov to Palace as GL prebuild
    Yikes, Germany is up WC, CB, IW, Writing, and Math on us! I want to increase the tech rate in order to get writing quicker, but I don't see how (short of making Blacktown useless)

    IT:
    Portos sending the big guns

    Moscow completes Settler, starts Spear

    Turn 1 -- 1450 BC
    Move one of the spears into Yaro, fortify the other on the workers


    IT:
    Assault on Yaro ... good thing I added the Spear. 2-1 us.


    Turn 2 -- 1425 BC
    Build Farawayfromportugal ... warrior ordered up

    IT: Horses ahoy!

    Novgo: Spear-Spear.
    Sumerians complete the Pyramids

    No counterattack. Yaro now has two spears and more importantly can get reinforcements from Blacktown in one turn.

    Turn 3 -- 1400 BC

    :sleep:

    IT:
    Portos move stack o' swords next to Yaro.
    Moscow, Black spear-spear

    Turn 4 -- 1375 BC

    :sleep:

    IT:
    Two swords die at Yaro. 4-1 us

    Doh, German settler! Unless he moves away, going for NP's spot ain't going to work.

    Turn 5 -- 1350 BC

    Nothin' Much

    IT:
    Dammit, Hannover built on the cow.

    One sword dies at Yaro. 5-1 us

    Turn 6 -- 1325 BC
    Moscow: spear-spear

    IT:
    Germans are building statue of Zeus

    Turn 7 -- 1300 BC
    In the Blacktown is getting ridiculous due to a nearby spear. I hire a scientist to keep them from rioting (drop science down to 0).

    IT:
    Another sword dies at Yaro. 6-1 us.
    Spear destroys improvements near Blacktown...but there's a secondary road :groucho:

    Turn 8 -- 1275 BC
    Moscow Spear-Worker
    Black Spear-Spear

    IT:
    No counterattack

    Turn 9 -- 1250 BC
    Moscow Worker-Spear

    IT:
    Our Scout, who had delved deep into Porto territory, is finally captured
    Bismarck demands 21 gold. I give it to him, because no way in hell we can fight them both at once. I put him on the list after Portugal, though...oh wait, he's already there :groucho:

    Turn 10 -- 1225 BC
    Nov spear-worker
    Farawayfromportugal, despite being far away from portugal, riots :aargh: In punishment, I give them a tax collector.


    Ok, I left two warriors and the settler unmoved because I wasn't completely happy with their current position (under the shadow of lonely mountain) ... so I left it for the group to argue about.

    Yaro isn't really being threatened right now (it looks like our elite spear may be about to be gang-tackled). Unfortunately, we have no offensive troops with which to take the offensive...

    Here's the save:
    http://www.civfanatics.net/uploads8/MLDR05-1225BC.SAV
     
  4. meldor

    meldor Chieftain

    Joined:
    Feb 8, 2002
    Messages:
    3,666
    Location:
    Tualatin, Or
    Looks like we need to get writing, the embassy with Germany and get the Germans fighting with Portugal (It will hurt a lot).

    Microbe (Playing)
    RomeoTheMonk (On Deck)
    Northern Pike
    el_filet
    Meldor
    ChrTh

    We have the beginnings of a hit list:
    Portugal
    Germany
     
  5. Northern Pike

    Northern Pike Chieftain

    Joined:
    Jul 29, 2003
    Messages:
    6,669
    A few suggestions:

    Faraway should switch to building a curragh. Making contact with the rest of the world is incredibly more important than having the town build its own garrison, which can be provided from elsewhere.

    Rostov's pre-build isn't going to get anywhere at 2 spt, so it should work a forest rather than its unimproved grassland. We can make up for the slower population growth with worker merges.

    Probably we should just hoard our settler until we start moving forward against the Portuguese. The two units now escorting it should go to Rostov to guard against a flip.

    This is just an idea, but it occurs to me that we aren't likely to have iron within our present borders. So perhaps we should simply buy Warrior Code from the Germans, put archers into our empty army, and take the offensive against Portugal right away.

    Does anyone know whether the AI will attack a three-archer army with swordsmen? If it will, an army of two archers and one spearman might be a better choice.
     
  6. romeothemonk

    romeothemonk Order of the Engineer

    Joined:
    Feb 26, 2004
    Messages:
    2,253
    Location:
    Rapid City, South Dakota
    The AI will not attack a full strength Archer army with a sword. As long as it has 11 hp's, it will not be attacked by a vet sword. I think reg is 9 hp's.
     
  7. microbe

    microbe Cascaded Mansion

    Joined:
    Nov 16, 2003
    Messages:
    4,596
    preturn: I buy Warrior Code from Germany by 34g+6gpt. We badly need archers.

    Switch Rostov to forests and Palace in 70 turns with 4spt. Settler retreats.

    1175BC: just find we can lower lux to 30.

    IBT reg sword flawlessly kills our vet spear fortified behind walls on the hill. [0-1]

    1150BC: our archer army is formed.

    IBT another spear is killed by a reg sword! :angry: [0-2]

    1100BC: 3 units die against our army and spearmen. [3-2]

    IBT one archer dies but an injured 2hp archer kills our vet spearmen!!! [4-3] Ottoman completes ToA, Korea completes Colossus.

    1075BC: archer army kills two swords. [6-3]

    1050BC: archer kills sword. [7-3]

    IBT 2 swords die. Injured archer tries to attack again and dies this time. [10-3]

    Faraway curragh->curragh.

    1025BC: healthy army drops to 5hp when trying to kill archer!

    Note, settler is in Rostov. It's not growing with +5spt. We need to irrigate the plains a bit so that we can merge the settler.

    We are in a deep deep tech hole, and we must get GL. Next tech to buy is HBR, while we continue to do min research on Writing and Literature. However, our palace prebuild isn't enough for that.

    Capital can build HE in 16 turns, but we need units first.

    Archer army isn't really very useful, but hopefully we can gather a force to take Sagres.

    Nothern Pike was very right that Yaroslavl' is a great town to kill AI, but during my turns the RNG was not in my favor and we lost 3 spearmen.
     
  8. meldor

    meldor Chieftain

    Joined:
    Feb 8, 2002
    Messages:
    3,666
    Location:
    Tualatin, Or
    The ships are out. Lets find the rest and hopefully get the bennie of have the only contact. It looks like Germany may be becoming a monster.

    Microbe
    RomeoTheMonk (Playing)
    Northern Pike (On Deck)
    el_filet
    Meldor
    ChrTh

    We have the beginnings of a hit list:
    Portugal
    Germany
     
  9. Northern Pike

    Northern Pike Chieftain

    Joined:
    Jul 29, 2003
    Messages:
    6,669
    Excellent idea. :goodjob:
     
  10. Northern Pike

    Northern Pike Chieftain

    Joined:
    Jul 29, 2003
    Messages:
    6,669
    :bump:

    RomeoTheMonk, do you know you're up?
     
  11. romeothemonk

    romeothemonk Order of the Engineer

    Joined:
    Feb 26, 2004
    Messages:
    2,253
    Location:
    Rapid City, South Dakota
    Hmm, I know now or something.
     
  12. meldor

    meldor Chieftain

    Joined:
    Feb 8, 2002
    Messages:
    3,666
    Location:
    Tualatin, Or
    romeo, you need to either play or post a skip. While there is no strict rule on how long, it shouldn't take a week.
     
  13. romeothemonk

    romeothemonk Order of the Engineer

    Joined:
    Feb 26, 2004
    Messages:
    2,253
    Location:
    Rapid City, South Dakota
    I am playing as I type. I am on turn 3 or 4 now.
     
  14. romeothemonk

    romeothemonk Order of the Engineer

    Joined:
    Feb 26, 2004
    Messages:
    2,253
    Location:
    Rapid City, South Dakota
    IHT: Look things over.
    IBT:
    Turn 1: In the black town grows and gets to build a settler. Join settler to Rostov.
    Turn 2: Moving.
    Turn 3: Ports are trying to bypass Yaroslav. Head out to kill Sagres. Disband our conscript warrior, Lose a vet warrior and an archer against 2 archers, kill 3 archers and a sword.
    Turn 4: Curragh sinks the first time I try to find land. Moving on Sagres, lux to 40%.
    Turn 5: Kill 2 spears and an archer and capture sagres. (7-2)
    Turn 6: Ports start the SoZ!!!. Due to some roads completing, lux back to 30%. I see a port galley.
    Turn 7: Kill sword and spear combo (9-2).
    Turn 8: Ports land a sword at far from portugal, I have 1 archer that can attack. Redline port sword, but lose the archer. (9-3)
    Turn 9: Far from portugal falls, elite spear kills sword on D. Reposition my troops. Build Push the Front. (10-3).
    Turn 10: Recapture farfrom port, killing the sword and the galley. Kill a pillaging port spear. Kill a spear at coimbria.(14-3)
    I think we are gassing the ports. I used the dance around like mad technique with the army and with the elite * spear. We can take coimbria next turn, but I am not sure if we want to. I would attack with the vet archers first, leaving the army be, unless we really need it, so it can heal some and deal with the swords incoming in 2 turns.
    Sorry for the long delay, I just forgot I was up for the first bit.
     
  15. ChrTh

    ChrTh Happy Yule!

    Joined:
    Oct 13, 2001
    Messages:
    6,255
    Location:
    Piedmont Triad, North Carolina
    "Turn 9: Far from portugal falls"


    Doh! We should change the name to "Notquitefarenoughfromportugal"
     
  16. meldor

    meldor Chieftain

    Joined:
    Feb 8, 2002
    Messages:
    3,666
    Location:
    Tualatin, Or
    NP, we need to stop the Ports from building Zeus so we can build it ourselves. I would rather use AC than face them.

    Microbe
    RomeoTheMonk
    Northern Pike (Playing)
    el_filet (On Deck)
    Meldor
    ChrTh

    We have the beginnings of a hit list:
    Portugal
    Germany
     
  17. romeothemonk

    romeothemonk Order of the Engineer

    Joined:
    Feb 26, 2004
    Messages:
    2,253
    Location:
    Rapid City, South Dakota
    Or we could let them build it and we capture it. They are building it in Oporto, which is a small none expanded city. I believe that we have equal culture with the ports, which is why I kept Sagres. Our unit control costs are in hand a little bit. I think we are now paying 1 gpt for unit costs.
     
  18. Northern Pike

    Northern Pike Chieftain

    Joined:
    Jul 29, 2003
    Messages:
    6,669
    I'll try. Got it.
     
  19. Northern Pike

    Northern Pike Chieftain

    Joined:
    Jul 29, 2003
    Messages:
    6,669
  20. Northern Pike

    Northern Pike Chieftain

    Joined:
    Jul 29, 2003
    Messages:
    6,669
    730 (0): It looks as though our first curragh sank in a random patch of ocean near Munich. This isn't how curragh exploration should be done. The point is to move the curragh safely around the coast, entering one sea square per turn and then returning to the shore, until it discovers something promising offshore--ideally, something it can investigate or reach without spending an interturn on an ocean square.

    ITB archer --> archer, Yaroslavl barracks --> archer.

    The Germans complete the Statue of Zeus in Berlin. So much for beating the Portuguese to it. :lol:


    710 (1): We cut down a Portuguese swordsman and two archers around Coimbra, not attempting to take the city. Somewhat unluckily, we lose an archer (3-1).

    Hmm, I thought our army had enough HP to avoid attacks from regular swordmen, but apparently not. No worries, though (5-1).

    Moscow settler --> archer.

    The Sumerians complete the Hanging Gardens.


    690 (2): We auto-raze Coimbra, held by two spearmen (7-1), and recapture our own scout.

    Novgorod archer --> archer.


    670 (3): A healing turn.

    Moscow archer --> settler, ITB archer --> archer.


    650 (4): More healing.


    630 (5): Our fully healed army moves next to Guimaraes.

    A fairly large Portuguese stack (eventually three swordsmen and two spearmen) starts moving around indecisively between Guimaraes and Sagres without committing to an attack on Sagres, and it does this until almost the end of my round.


    610 (6): We shoot down a Portuguese archer outside Sagres (8-1).

    It looks as though the Portuguese have a lot of units in Guimaraes, and I know they have plenty in the area but outside the city. In the hope that this won't leave many Portuguese units for Lisbon, I send our army in that direction.

    ITB reaches size seven, and ten spt.

    Moscow settler --> warrior. Moscow can now produce a settler and a warrior on a four-turn cycle, and I think we should let the cycle run for a while. We definitely need several more settlers with which to fill up the Portuguese lands, and the warriors will make acceptable rear-area garrison units.

    Novgorod archer --> archer, ITB archer --> archer.


    590 (7): Our army moves next to Lisbon.

    An elite spearman positioned to keep the Portuguese from reinforcing Lisbon from the north defeats the attack of one swordsman, then falls to the second (9-2).

    Moscow warrior --> settler, Yaroslavl archer --> archer, and Faraway curragh (pop-rushed) --> curragh.

    The Ottomans complete the Mausoleum, and the Aztecs the Great Wall.

    Writing --> Literature.


    570 (8): Our army destroys two spearmen in Lisbon, with almost no damage to itself, although the town remains garrisoned (11-2).

    ITB archer --> archer.


    550 (9): We destroy two more spearmen in Lisbon and raze the town (13-2), capturing four workers and gaining a fifth from the razing.

    We establish an embassy with the Germans for 35 gold. Berlin (just size four at the moment, though I've seen it at size eight) has horses, iron, dyes, and ivory. It has a palace, a barracks, a temple, and the Statue of Zeus. It's at six spt and has a garrison of two spearmen.

    The Portuguese Stack Which Won't Attack finally moves next to Sagres.


    530 (10): Our army heals.

    Four elite victories this turn, one defensive, didn't produce a Great Leader.
     

Share This Page