MM1: Defiant Sid.

homeyg, do you have it?
 
Homeyg, if you can't post today we will do a skip to anarres. then Aggie.
 
Well I don't know what happened to Homey. Can you take it Anarres.
 
I am busy today I think - Aggie can grab it if he wants. :)
 
As I posted before I can't take it before tomorrow evening at the earliest. So I rather wait for anarres (I have a very busy two weeks before I leave and can only play two hours per day at most - I only will play to keep this SG going. But tbh all my interest for CIV3 has gone fast).
 
Well it looks like we are going to be down to 3 people soon. What would you like to do? I think this is a fairly exciting game and at a critical point. We have 3 options.

1. Go with 3 at a leisurely pace. Mark

2. Wait and try to get a couple of replacements.

3. Drop it.
 
My bad. But unfortunately tonight is just as busy as teh rest of this week has been.

I'm really sorry guys, I've been intending to take this but have not managed it.

If someone wants to swap that is fine with me.
 
I read in the Off Topic 'Away and back' thread (which I stumbled upon by accident) that homeyg ended his CIV3-career. I would feel very bad if this SG would be dropped because of homeyg and me :( It's a challenging variant in interesting times so I expect that you will be able to find one or two new players. But otoh I don't see myself playing 10 challenging turns of this game before I go to Australia. When I made the decision to stop playing CIV3 a couple of weeks ago I couldn't have guessed that it would have this effect on my motivation to continue the SG's I'm still in...
 
First, I'd like to apologise for how long this took me. :(

On the bright side I really enjoyed it and I think I did ok. :)

I worked out (from AG11) that when the going gets tough you have to be prepared to take risks and think dangerous, as anything else will guarentee defeat...


Preturn (1330AD): Seems ok.


AI: Several Egyptian and Persian Cavs / Guerillas / Rifles land on the Japanese island.


Turn 1 (1335AD): Kill the invaders without many units to spare. In about 10 victoris I got no promotions. :(

I take the last Japanese city and they are gone. We now have Knights Tamplar.


AI: Another 2 Egyptian units next to our capital and 2 on the Japanese island.


Turn 2 (1340AD): I'm off to get some Saltpeter from the Americans. The island that we started populating very early and lost (in the ancient age) has a source.


Turn 3 (1345AD): Not much, except bombarding the hell out of the passing ships again. It's amazing how powerful trebs are against Frigates and Galleons!


AI: America lands 5 troops, 3 rifles and 2 cavs.


Turn 4 (1350AD): Take out the American units.


First I make a lux deal with Persia, then I try a careful steal for about 1380 gold and succeed. :cool:

I take Military Tradition and switch a build to the Military Academy.


AI: The Americans land 2 cavs and 2 rifles.


Turn 5 (1355AD): Take out the American units, then start up the offensive for saltpeter...

...Odense is hit, it is currently held by the Arabs. We take it easily with our zerks, it is only defended by 2 spears.

After building a settler I abandon one of our cities only 5 tiles from Trondheim, since it is in a *very* dense cluster of cities near out capital that are really pulling our overall corruption up.


AI: The American city on the saltpeter sends 3 units out of the city for us, to make our job easier.


Turn 6 (1360AD): I take the American city Harid and we have saltpeter at last! I disband a worker there and rush a harbour.

Now we have what we want I make peace with American and get 100 gold. Next I give them 2 lux's for WM and 385 gold.

I attempt a careful steal from the Zulu and we get Magnetism. A caravel off the north Japanese coast gets upgraded so we can transport our 3-strong zerk army! [dance]


Turn 7 (1365AD): Start gethering troops in north Japan for an assault on either the Zulu or Mongols, depending on how the steal goes in a couple of turns.


Turn 8 (1370AD): I attempt a steal from the Zulu and succeed! Wow, I could get in to a life of stealing. :D

I choose ToG and we are Industrial.


AI: Mongols and America sign MA against Persia.


Turn 9 (1375AD): ...


AI: America fights Persia at one end of our empire, and the Zulu fight the Mongols at the other. It's an exciting game at the moment!


Turn 10 (1380AD): The Zulu are doing quite well against the Mongols, and our ships are ready so I decide to get in there quick. Our first naval assault with a zerk army is underway!

There is a Zulu stack just outside Karakorum, the army attacks and kills 2 vet rifles. It takes another 7 zerks to kill the remaining 5 rifles. Karakorum has Sun Tzu's and the Colossuss.

The Mongols have 2 cities left now, and one is miles away. I really think we should get the capital before the Zulu do, as there is an Ivory tile we can grab.


Summary:

* We are at war with the Mongols, Egypt and Arabia.

* The Mongols are almost dead, we just need their capital and we could get something out of them for peace.

* Egypt and the Arabs will both give something for peace, but neither has been able or willing ot offer something worthwhile yet.

* We must get the Ivory tile in the Mongol lands. It is 1 tile outside the city we just took and we have a settler there to build a city to guarentee it.

* The Zulu should be our next target because they are accessable, they don't have a bigger army (average) and they are in the way of our attack on America (who are our real nemisis, along with Egypt).

* As well as the Zerk army there is also a Sword army heading N through the Japanese island.

* I took BIG risks to get the Saltpeter, and there is a stack of Zerks on a ship defending it. The second NE island is now undefended and the units on our main island need to cover both islands with the ships there.

* I feel very positive about this game now. :) I was a little disappointed at our play recently, we have to take our time and be careful and not rush this.

* We have clear defined goals now, and are in the Industrial age. We can steal VERY cheap from the Zulu, while they still have more techs than us. I suggest we save lots of cash and steal from the Zulu a couple in a row. By then all our available Zerks should be ready to take out the Zulu core.

>>> MM1 1380AD <<<
 
Cool, some decent action you had over these turn. :goodjob:

Who is up, btw? And if it's me, what to steal from the Zulu? Do we try to build cavalries? We would certainly want to have a cavalry army IMHO. Also, they might be good for the protection of our homeland and adjacent island. Also, what about upgrading trebuchets to cannons? With cannons, zerk army and cavalry army we are certainly in a position to try an assault of Washington. Or should we better try for a riflemen army? Just in case they have tanks (if stealing Nationalism from Zulu works). We would certainly like to have Steam Power and try to get to coal.

IMO, we can just upgrade cannons, start a few cavalry builds and pillage that saltpeter, even may be abandon the city there is it gets really tough to defend it.
 
The Saltpeter city is safe! We certainly don't need to abandon it. Also we made peace with America and have 14 turns left.

The choice to upgrade or steal with our cash is tough, but the invading hordes have died down recently and I would rather see us steal Steam from the Zulu before invading their island. Our foothold there in the Mongol lands should be fortified and our forces should get there quick. Personly I would still attack with zerks by ship, just to be able to attack in one turn without the chance of counter attack. Once cities are razed we can pick off their slow units over land.
 
Great job anarres :goodjob: . Sea assult with a Zerk army--cool. Akots you are up. If we can steal steam we will be in great shape and we have a ton of workers waiting to rail.

Openings available for 2 more players. Sid experience helpful. Diety wins a must. Flexible Hours. Apply now to this thread.

Current Roster
Anarres
Akots-->UP
Mark--> On Deck
OPEN
OPEN
 
OK, then, indeed, upgrade can wait for some time, getting Steam is more important if there is accessible coal. IMO, first priority now is to fortify our holdings in Mongol territory. But it might be tough against the Zulu there later on. I'll try to play today or tomorrow.
 
Ahem... I just looked at the save and we have only one problem, actually 3 problems, may be even 4 problems. The cities:

Elephantine, Karakorum, and Hareid were captured but should have been razed since were are defiant. On the other hand, there is also a city of Odense and it has a Scandinavian citizen. IMO, it can pass as our city which has been recaptured from the evil Arabs.

So, how do I proceed? Abandon these three foreign cities, disband the emerged crusaders and upgraded muskets and somehow compensate for these rule violations? How? I'll check if we are building something involving saltpeter. We can give some gold to America, for example, as well.

Or we better replay the turns? IMO, it was not that bad, just a few cities for a few turns and without much benefit except for the saltpeter. Please let's decide what to do.
 
I would just abandon what we got in violation. It's tough to remember these rules some times. No merging workers no capture ever. It's actually tougher than I thought it would be.
 
****, I totally forgot! :rolleyes:

OTOH I was stringent about not merging workers. It's amazing how easy it is to remember one thing and forget something else....
 
:lol:

It happens. We just played Xenophobic NOW SGOTM and also captured 2 workers. Since it was PTW, it was hard to determine whether they have improved any tiles, so we just disbanded them after 6 or 7 turns, no big deal there. Bad thing if we disband the cities this turn, don't know what is going to happen with the ships in these cities and this might be not so easy to bear. I guess I just have to be somewhat gentle with ourselves. :)
 
Preturn check. Without much looking around, this is the least that can be done this turn:
1) Elephantine abandoned. This results in our loss of spices (two are traded, third is lost).
2) Crusaders disbanded.
3) All units in Hareid loaded on caravels and Hareid is abandoned. We lose saltpeter atm.
4) Stavanger switched to settler from galleon, still want that saltpeter to have.
5) Muskemen (3) cannot be disbanded this turn, so first task next turn.
6) Reykjavik rushed settler, we still want these spices.
7) A caravel and 2 galleons sail out of Karakorum. One caravel remains there.
8) Karakorum is abandoned together with our caravel.
9) All cavalry and musketmen builds switched to normal.
10) Luxury rate goes to 10% to compensate for loss of spices and all cities checked for happiness.
11) There is some drafting unhappiness in New Trondheim? How this could have happened? OK, it got there from Karakorum I guess.

Other bad things: America has some rails. Egypt also has some rails. Looks like America gets their coal from Egypt. Crap indeed it is. Good this, Zulu do not have Medicine. Another concern is that our culutre is non-existent and Vadso and New Trondheim now share some culture with a Zulu (former Mongol Ta-Tu) city. It might be some time before they build something useful there but not so long. We are also down to 22 zerks. It might be OK though something around 40 would be better to have IMHO. Press Enter.
IBT. Swarm of Zulu troops move towards Mongol city. Egypt land a cavalry on our home island. Americans capture Kagoshima from Persia.

[1] 1385AD. Settler from Stavanger delivered to saltpeter hill and reinforced with units from Hareid. Three musketmen disbanded to speed up a temple build ni New Trondheim. We obviously do not have enough firepower to take Almarikh.
IBT. Egyptian ships sail around. Washington builds Shakespeare.

[2] 1390AD. New Bergen founded near saltpeter. Building harbor atm but the city might need temple as well soon. We need 2 turns before taking a shot at ivory. First, our zerk army has not completely healed yet, second, Zulu SOD is still moving around. Hareid built near New Trondheim has brought us 2 spices back online. Vadso has 1.00% flipping chance to Zulu according to MapStat. This is real chance but still somewhat low. Required garrison to prevent flip is 21 units. We better raze and resettle Ta-Tu (now it belongs to Zulu though).
IBT. Egypt and Persia sign peace.

[3] 1395AD. New Bergen (the saltpeter town) has almost 2% flip chances to America. Still rushed harbor there, hope it does not flip. Next turn we will have enough cash for careful steal of steam from Zulu.
IBT. Zulu and Egypt sign trade embargo against us.

[4] 1400AD. We have enough cash to steal carefully Steam from Zulu. There is one thing I do not like about it now and this is our ivory settler, he is too close to Zulu SOD storming Mongol city.
IBT. Zulu built a city right on the cow. Mongols land a couple of cavalries.

[5] 1405AD. Still better wait another turn and move the ivory city a little bit away from Zulu. Starting a few pillaging explorers. So, it is still a mystery, why Monogol land is a barren waste?

[6] 1410AD. We are starting to have happiness problems. Apparently, reversed war happiness is gone from some of the wars. We steal carefully Steam Power and we have coal near Tromso. Indeed, it is right under the city. Worker back to work! New Reykjavik is founded in a very risky location, too close to the Zulu and also Mongol city has not been razed yet. Zerk army and 3 more zerks are moving to Mongol capital hoping to get it razed next turn so that Zulu would not get the city. Slaves are working to build railroads in gangs of 12 which makes it 1 turn/track or 4 or 6 for 3 or 2 turns. Luxury rate goes up to 10% again. We certainly do not have enough workers.
IBT. Egypt lands 2 cavaries near our beloved saltpeter.

[7] 1415AD. Almarikh is finally razed with its Bachs Cathedral. Sorry about that. As much as I appreciate the great composer, we are defiant. Egyptian cavalries were disposed of. Mongols can trade for peace Nationalism, or Industrialization, or Electricity. Egypt does not have Electricity and they accept straight peace. Zulu have the same techs and of course, America. Persia is still on the way to Physics. We can trade Electricity for 290gpt from Mongols. IMO, this is a little bit too expensive, we can have almost 3 careful steals for this price. These Mongols are really bad guys. Traded peace for 108g+17gpt. At least something. And since they are gone from the Zulu continent, their mission in the game is finished. I hope America will dispose of them soon. This decision (making peace with Mongols) unfortunately results in some increase in unhappiness, but overall, we are doing approximately the same budget of about +388gpt.
IBT. All surprizingly quiet.

[8] 1420AD. New Oslo built as well as colony on ivory. Kagoshima is Persian again. Flip chances non-existent. May be because it has been captured this turn only. Hire a number of tax collectors and we are making steady 417gpt. That is true while ivory colony is still alive. America is probably running away because Lincoln has 3 luxuries.

[9] 1425AD. Nothing much, just a normal routine. Egypt still does not have Electricity whereas Zulu have.
IBT. We complete Military Academy in Bergen. The city goes to build army, we can cash-rush one or two if needed. New York builds Theory of Evolution. Flip chances for Valdo are still 1% which is pretty high. Just wondering if rushing temple there would make it less.

[10] 1430AD. Workers built rails. Have not touched most of the units (not that we have really many) and did not try the steal. Nationalism might be a good idea for some cities can greatly benefit from policemen but overall not much. Industrialization or Electricity both seems good as well. We need a plan on how to consolidate the forces either for American war or for Zulu invasion. Zulu might be the better choice, we just need to raze 3-4 cities and pillage all their railroads which can be done with swords army with or without the help of explorers. However, in this case, defending our 2 towns there and keeping ivory connected might be tricky. With America, swords army can be in danger though since they might have tanks, if they have oil.
 
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