Myth01- Training Day- Regent

Umm,You said that I Don't want to play my turns, eh? Darski, I skipped my turn(played 4 turns if that counts) due I was not certain, that I can handle barbarian uprising.

Ngraner has not had his turns, I sit here and wait after him, I don't mind waiting, Cbob changed order of playing, but I am not as active on boards as you are, I log in 1x, maybe 2x a day, while you log in more often.

Point of SG is not only to play your turns but to learn from other player mistakes or good moves.

I'm sorry, If I did anything wrong or insolted you, that is/was not my intention. I'm sorry for being slow, but be understanding. Not all people have enough free time...

My golden words/my religion
Spoiler :
:

Our life and paths we go are certain, just we can choose what way we go. Life is like strings hanging from heaven, they together make different shapes, figures, junctions etc. Each string is line of life, if you pull one away, other strings take different form, so will yours. Making knots into your life string, will make knots and bends into other people life lines, while it might help some people - further away from your string, it will do more harm than good.

Give others a chance - doing that will you give chance to yourself. If you see someone in trouble offer your aid, if you help other people life strings/ropes, yours will get better too - one life connects to others. Hurting/making knots into your own life string will hurt others around you. If you see a knot or bad place, whetever it is in your life string or others, help to resolve that, that'll help your string of life as well as others.

Sure, you cannot ever get straight, correct line of life, but you can help others, doing that helps your own.

My English is not good enough to explain. :(


I have no idea, about turnorder now, I'll let that to CBob decision.
 
I have no idea, about turnorder now, I'll let that to CBob decision.
Revised Roster:
darski - just played
Northen Wolf - UP!
ngraner42 - on deck
CommandoBob- warming up
Yahya - skipped until July 1

Let's go with this order for now. That will give ngraner42 a chance to catch up and get ready.

I have only read over the turn log, but it looks like darski took out at least two Zulu cities. :goodjob:

Zulus have Horses, which gives them two fast-moving units: Horses and Impis.

I'll try to look at the save this evening.
 
Got the save, expect to play it by Sunday.
 
I'll just post short log to show what I've done:
Spoiler for turnlog :

Ok, Loaded save:

------------------------------
PRETURN 0

*We are at war with Zulu whom we can sell poly.
*Zulu have 8 cities and 400 culture points.(MapStat)
*We got 28 cities. China (we) has 300 culture points.

*Our Arny consists of:
17 workers
1 warrior(elite)
9 archers
10 spearmen
14 swordsmen
9 horsemen
and 3 galleys.

*We are allowed to have 30 units, we have 63 units, 66 gpt goes into military costs.
*Delhi, Babebdi and Beijing are in riots (WTH, I can understand 2 cities in riots, but capital also???).
*Our one galley has found green borders, but from a way it looks I don't think it was accidential galley movement to show borders.
Prolly moved after taking look at map(we are allowed using cheats like that?). I don't like taking look at map, takes away lot of challenge=fun.

BTW are any other, besides Greece, Civs with color of green as their borders?

*Shanghai is starving, it does not need specialist so work he goes and Shanghai will not starve.

*Canton sword (5, no shields invested) is changed into aqua.(in 20) (we need to have bigger army so we need lower costs).
Btw, we are wasting food at canton(size 6, can't grow w.o. aqua), so I trade 1 food for 2 extra shields, Aqua in 15, 2+ fpt

*Nanking - production swapt from spearman (in 3, 0 shields invested) to horseman (in 5).

*Desert marsh, citizen from standard bonus grassland moved into soon-be-irrigated-plain tile, gives extra breaker and soon (in 1 turn) same food as BG.

*Spacious meadows - Take citizen from forest and put it working on irrigated grassland - too corrupt city to use those 2 shields!

*Barbarian outpost I - Settler production changed into worker(in 8).

*ShoreLeave - citizen taken from forest and put onto grass tile (no change in shields per turn but 1 food per turn and bit commerce).

*Nankin MM (automatically by clicking middle city square) so it produces an extra breaker per turn and 1+ gold per turn.

*Grapeville auto Micromanaged (clicking on middle city square), so it produces one extra shield and 1+ gold at the cost of 1 scientist specialist, courthouse in 10, growth in 20.

*Taking look at Xijian, with courthouse this town could be quite good science producer (with gold mountain near there), I use courthouses often to make average production towns, courthouse would certainly pay it costs there...


*There are our wounded units forti. in Zulu territory (next to Zimbawe) units don't recover in enemy territory unless certain 'small wonder' (medical wonder???) is built, right?

*At cost of 14 gpt we could shorten time of feudalism from 11 to 9, and get 6+ gpt, not worth it IMO.

UNITS:

*Wake up eSword in bapedi and attack zulu rArcher near it, better to fight on open ground, Bapedi will have 2 (wounded) units defending it.
*eSword wins, but loses 1 hp :(

China, Republic (sci. 60%; tax 30%; lux 10%)
80 gold in bank, +20gpt
Feudalism in 11
Turn 0(380 AD)

*PRESSING ENTER BUTTON*
--------------------------------------

IBT #0

*Zulu vArcher attacks and our group(with wounded units) near Zimbawe and wins against fort vArcher, Zulu archer loses 1 hp.
*Beijing produced temple -> Libarary (in 6)
*Order restored in Delhi
*Shanghai Settler -> Horseman (in 8)
*Order restored & starvation in Bapedi.
*Hangchow Spearman -> Marketplace(34)
*Itombe walls -> Spearman (in 20)
*GrapeVille goes into riots (forgot to change scientist into joker, sorry)
*Zulu rhorse pwns our eSword on open ground (who attacked) promotes, loses 1 hp :@ (did not see actual attack animation.
---------------------------------
TURN #1

UNITS:
*Move stack of 2 elite swords towards Zimbawe, move wounded units into same stack. I am not going to attack Zimbawe, too dangerous with so few units.

*Stack of 4 vSwords, 1 eHorse near Umfolozi, moves into attack range.
*Shanghai settler starts moving towards Barbarian Outpost I.
*vHorse near 1-tile-land-bridge pops goody hut but gets nothing(map of already known area)
*Move eSword near Canton onto galley, galley begins journey through barb infested waters towards zulu lands.
*Vsword near Itombe begins moving towards zulu capital (towards mountain for using as an lookout).

NEW CONTACT
*"Galley on shore" survives a turn in ocean and we meet Greece.
*Greece has monarchy but lacks code of laws
*Alexander also has 29 gold
*City count is 9(MapStat).
*Culture is 3x bigger than our (we have 300 they have 900)
*Greece owns hanging gardens in Athens.
*I see city called Delphi. Greece has 1 source of furs (0 to trade) and has horses and iron (can't sell them those). I build embassy into Athens for 55 gold.

*Athens owns:
Temple,
Barracks,
Marketplace,
Hanging gardens,(great wonder)
Palace.(small wonder)

* It is size 9 produces 16 shields, 18 gold and 5 science per turn.

*Greece government is monarchy.

*Resources it has are:
horses, iron and furs(1).

*3 rHoplites (1/3/1) are garrisoned to defend capital (Rather low). Greeks have been war with Iroquis, they have captured 2 iro workers.

There were total #2 units moving on my turn.

Have not MM'd cities yet, but is anything worth to note, what else I should do?


I'll continue this game.
 

Attachments

Prolly moved after taking look at map(we are allowed using cheats like that?). I don't like taking look at map, takes away lot of challenge=fun.

This remark is uncalled for- if you are so ignorant of Civ play that you don't even know what a Suicide galley is maybe you should not be playing this game either.
:mad:

you owe me an apology for that remark.
 
Just took a look at the save. We've made some good progress but we have some issues.

Zulu War
If we are not going to attack Zimbabwe in the next turn or so, we need to get those units out of Zulu territory. Inside enemy territory the wounded units cannot heal, not until we get Battlefield Medicine, which requires 5 hospitals, which can be built after we learn Sanitation, which we probably won't learn. So to heal they must leave. Also, in Republic, one of the factors in War Wearniess is the number of units inside enemy territory on the IBT. We have to move into enemy territory to attack a city, so we know that those units will add to WW. But to leave units inside enemy lines and not attack, or do anything else, will make WW worse and not help us any. Move those units out to the nearest city.

We see 7 of the 8 Zulu cities. The last one may be on the west side of Zululand, hidden in the fog.

We will need at least 10 units to attack Zimbabwe. Catapults would be nice, since they can throw rocks and damage enemy units before we attack, thus making our chance of winning that battle greater, and reducing our own losses.

We need to keep our offensive forces concentrated, so that when we attack a city we either capture or raze it. We don't want to have any multi-turn sieges, especially with such a long distance to walk to get new units into the war.

Spears
Many cities of our core have vSpears in them. They are not needed. Protecting our inner cities seems so right, but is really a drain on our econmy. It is a hard habit to break.

In Republic, military units in a city do not help the city stay happy. In Despotism they do make citizens happy. Not so in Republic. So they are not needed for that job.

We do need vSpears in our outer cities that can be attacked by either barbarians or Zulu.

The reason I used to garrison the core was 'Just in case'. Just in case the AI decided to invade the core, I needed something in those cities to give some defense. Sounds good, except for one thing. The AI doesn't invade the core. The AI doesn't plan ahead, like people do. And the AI is very bad at naval invasions, so the chance of a mass of Zulu galleys full of Impis appearing of the coast of Canton is near zero. If we keep our border cities strong (not coastal, but border) then the AI will never attack our core. It just doesn't think that way.

We can either move those units to where they can be of actual use or disband them where they are and contribute those shields to the next city build (and reduce our military support costs).

Suicide Boats
It is an accepted part of the game to send our curraghs and galleys overseas to try to find the rest of the world. We are not smart enough (in-game) for them to always survive the deep blue sea, so each turn they are not in coastal waters they could die. For SEA civs the chance is 33% that the unit will be lost at sea. For all others, including us, the chance is 50%.

If we look at the map we can see a large stretch of ocean east of Ibabanago where we have sent boats to explore and where they have died. I chose that point (Ibabanago) because it was the most eastern portion of our land mass. darski started a bit lower and sailed east also.

darski finding some green borders is good luck, not cheating or bad manners.

This idea, referred to as suicide galleys, was something I picked up from the forum. In my first Civ III games the AIs always found me; I never sent out boats to find them.

Peace
We can make peace with Zulu and get two cities from them, and all of their 7 gold coins. I don't think we should. This is a Training Game and War Weariness, while a bad thing, should not be avoided.

As a player, however, and not as a teacher, WW is no fun, it takes money away from research and makes every city more happiness-fickle (unpredictable). If we make peace, War Wearniess goes away (yes, it is an issue), we can regroup, rearm and rearrange our forces to deal with the Zulu problem.

Peace, at this point, needs to be a team decision.


Minor Points
So much for the big picture/strategy stuff. Now for some nitpicking on smaller stuff.

Barbarian Patrols
I think we have too many Horses doing this. Building cities is the best, surest way of dealing with Barbarian spawning. The second way is to keep the fog pushed back. Horses are good since they can move fast.

Also to consider is how the nearby cities are protected. Bangalore, Spacious Meadows and Sea each have a vArcher on border patrol. Do we really need a vHorse on Barb Patrol in that area? I think we did, but since we now know Engineering, we have built bridges across our rivers and can move across rivers during our turn. If a barb camp is spotted down there, we should have plenty of time to send units to help.

Around Grapeville things are different. More land to cover and Grapeville has no defenders. Do we need two vHorses in this area? Seems more logical, but we can send the Archer in Spacious Meadows to Grapeville, if needed. I think one Horse, on constant patrol up and down the coastline, from Grapeville to Anyang, will keep the fog pushed back enough that the Barb Camps will not reappear.

We have a Horse far north of the choke point north of Desert Marsh. This one is far too north and is just wasted up here. If the barbs have a camp in this area, do we really care? Not really. One unit on the choke point should be enough to keep them out, but that unit needs to be a Spear and not a Horse. A Spear is cheaper and defends better.

City Unrest
Most of our cities are about to shut down due to War Weariness. This is hard to spot without checking each city for happiness each turn. That uses a lot of time. I use MapStat, and others use CivAssist II, to tell me when cities are about to go bonkers and shut down.

I also use a graphic mod that puts a small, yellow smiley face on Happy citizens and a small, blue frowning face on Unhappy citizens. I made too many mistakes (when I did scroll through all the cities) thinking that Content citizens were really Happy citizens, and not doing anything, and then having the cities go into Civil Disorder the next turn. I got tired of that. This graphic mod only replaces one file; it does not change how the game is played. And it makes it much easier to tell who is Happy and who is not.

City Production
While we are at war we need to produce military units. Yes, we have many, but they are not all at the front lines, which is where most of them should be.

Our core cities with barracks are:
  • Bejing (7) [14 net shields per turn] library in 7
  • Canton (6) [7 net shields per turn] aqueduct in 6
  • Shanghai (4) [4 net shields per turn]vHorse in 8
  • Nanking (4) [7 net shields per turn] vHorse in 4
  • Tsingtao (5) [5 net shields per turn] settler in 6
  • Irony (5) [9 net shields per turn] vSword in 1
Do we need a library in Beijing and an aqueduct in Canton and another settler? Yes, we do.

But we need to get this war finished as soon as possible first. Or else make peace. Once the war is over, then we can let these cities focus on infrastructure. Right now we need units to kill Zulus.

Workers
In Old India we have workers making roads in forests. Those forests should be chopped instead. Old India is too corrupt for good production. Chops are not affected by corruption, so those 10 shields will be added to whatever the nearest city is building. However, if the nearest city is building a military unit, don't chop. That unit could die and the chop would be wasted. Instead, let the chopped shields help with a settler build or a city improvement. Once the forest is gone, the new flat land is much easier to road.

I checked again on those forest roads. They all complete in 1 turn. Let them finish.

We do need a road that connects Bangalore to Spacious Meadows directly.

The slave chopping the forest near Mountain View needs to stop. Mountain View is building a vSword that completes in 9 turns. The slave has 7 more turns left on the chop. Looking ahead, when the chop is done we need only 2 more shields to complete the Sword. That means that 8 of the 10 shields from the forest will not be used for anything at all and are wasted. We don't want to do that, since we can only chop each forest one time.
 
you owe me an apology for that remark.

Gives and Apology to darksi. I know what suicide galley is, I just don't understand how you could find borders with one galley, that usually is not as simple and you said you had bad RNG, thats the thought came from. Ah me just too dumb.
 
Gives and Apology to darksi. I know what suicide galley is, I just don't understand how you could find borders with one galley, that usually is not as simple and you said you had bad RNG, thats the thought came from. Ah me just too dumb.

Apology accepted. The whole purpose of a suicide galley is to guess where land is most likely to be found based on experience in many games.

My bad RNG luck is with combat.
I am now going to unsub from this thread.
 
page 35 and game not won :eek: ?

This must be training :lol:

I will give advice if you want it
 
page 35 and game not won :eek: ?

This must be training :lol:

I will give advice if you want it

This is a Training Game and it got off to a very slow start. Plus, we have spent a lot of time discussing things. Typical of a Training Game. Lots of pages and lots of time. Time well spent, but it is never a very fast game.

Advise is always welcome.
 
lurker's comment: NW- What I want to know is what did you mean by "Looked at the map"? :confused:
 
MapStat program has thing that allows you to see thru FoW, eg see full map.

Turnlog coming in 2 hours.
 
Actually, that's CRpViewer, not CRpMapStat.
 
Sorry guys, it takes me ~3 hours more until I can post turnlog (3 more turns to play)
I sold the republic to Greeks for 24 gpt. Greeks are getting Gangbanged by Egypt (have not met them yet) and iros (have met 'em). I would have gotten 27 gpt a turn earlier but Iros already had the republic so I thought I gain as Much as I can.

Zulu has mounted some offense and we are put atm into defensive position, but well see what they do when Army lead by Sun Tzu will begin its offense at them. (Yahya, got your army back).

Barbarians are still driving me crazy (galleys everywhere). Oh and Zulu habe some offense now, too bad for them that they do not have skill to use that.

Sorry for delay.
 
Ok, I tried to upload pictures, but can't as my connection is 'unstable' eg slow. but I can upload (hopefully) save and turnlog.

Spoiler for turnlog :

Ok, Loaded save:

------------------------------
PRETURN 0

*We are at war with Zulu whom we can sell poly.
*Zulu have 8 cities and 400 culture points.(MapStat)
*We got 28 cities. China (we) has 300 culture points.

*Our Arny consists of:
17 workers
1 warrior(elite)
9 archers
10 spearmen
14 swordsmen
9 horsemen
and 3 galleys.

*We are allowed to have 30 units, we have 63 units, 66 gpt goes into military costs.
*Delhi, Babebdi and Beijing are in riots (WTH, I can understand 2 cities in riots, but capital also???).
*Our one galley has found green borders, but from a way it looks I don't think it was accidential galley movement to show borders.
Prolly moved after taking look at map(we are allowed using cheats like that?). I don't like taking look at map, takes away lot of challenge=fun.

*Shanghai is starving, it does not need specialist so work he goes and Shanghai will not starve.

*Canton sword (5, no shields invested) is changed into aqua.(in 20) (we need to have bigger army so we need lower costs).
Btw, we are wasting food at canton(size 6, can't grow w.o. aqua), so I trade 1 food for 2 extra shields, Aqua in 15, 2+ fpt

*Nanking - production swapt from spearman (in 3, 0 shields invested) to horseman (in 5).

*Desert marsh, citizen from standard bonus grassland moved into soon-be-irrigated-plain tile, gives extra breaker and soon (in 1 turn) same food as BG.

*Spacious meadows - Take citizen from forest and put it working on irrigated grassland - too corrupt city to use those 2 shields!

*Barbarian outpost I - Settler production changed into worker(in 8).

*ShoreLeave - citizen taken from forest and put onto grass tile (no change in shields per turn but 1 food per turn and bit commerce).

*Nankin MM (automatically by clicking middle city square) so it produces an extra breaker per turn and 1+ gold per turn.

*Grapeville auto Micromanaged (clicking on middle city square), so it produces one extra shield and 1+ gold at the cost of 1 scientist specialist, courthouse in 10, growth in 20.

*Taking look at Xijian, with courthouse this town could be quite good science producer (with gold mountain near there), I use courthouses often to make average production towns, courthouse would certainly pay it costs there...


*There are our wounded units forti. in Zulu territory (next to Zimbawe) units don't recover in enemy territory unless certain 'small wonder' (medical wonder???) is built, right?

*At cost of 14 gpt we could shorten time of feudalism from 11 to 9, and get 6+ gpt, not worth it IMO.

UNITS:

*Wake up eSword in Bapedi and attack Zulu rArcher near it, better to fight on open ground, Bapedi will have 2 (wounded) units defending it.
*eSword wins, but loses 1 hp :(

China, Republic (sci. 60%; tax 30%; lux 10%)
80 gold in bank, +20gpt
Feudalism in 11
Turn 0(380 AD)

*PRESSING ENTER BUTTON*
--------------------------------------

IBT #0

*Zulu vArcher attacks and our group(with wounded units) near Zimbawe and wins against fort vArcher, Zulu archer loses 1 hp.
*Beijing produced temple -> Library (in 6)
*Order restored in Delhi
*Shanghai Settler -> Horseman (in 8)
*Order restored & starvation in Bapedi.
*Hangchow Spearman -> Marketplace(34)
*Itombe walls -> Spearman (in 20)
*GrapeVille goes into riots (forgot to change scientist into joker, sorry)
*Zulu rhorse pwns our eSword on open ground (who attacked) promotes, loses 1 hp :@ (did not see actual attack animation.
---------------------------------
TURN #1

UNITS:
*Move stack of 2 elite swords towards Zimbawe, move wounded units into same stack. I am not going to attack Zimbawe, too dangerous with so few units.

*Stack of 4 vSwords, 1 eHorse near Umfolozi, moves into attack range.
*Shanghai settler starts moving towards Barbarian Outpost I.
*vHorse near 1-tile-land-bridge pops goody hut but gets nothing(map of already known area)
*Move eSword near Canton onto galley, galley begins journey through barb infested waters towards Zulu lands.
*Vsword near Itombe begins moving towards Zulu capital (towards mountain for using as an lookout).

NEW CONTACT
*"Galley on shore" survives a turn in ocean and we meet Greece.
*Greece has monarchy but lacks code of laws
*Alexander also has 29 gold
*City count is 9(MapStat).
*Culture is 3x bigger than our (we have 300 they have 900)
*Greece owns hanging gardens in Athens.
*I see city called Delphi. Greece has 1 source of furs (0 to trade) and has horses and iron (can't sell them those). I build embassy into Athens for 55 gold.

*Athens owns:
Temple,
Barracks,
Marketplace,
Hanging gardens,(great wonder)
Palace.(small wonder)

* It is size 9 produces 16 shields, 18 gold and 5 science per turn.

*Greece government is monarchy.

*Resources it has are:
horses, iron and furs(1).

*3 rHoplites (1/3/1) are garrisoned to defend capital (Rather low). Greeks have been war with Iroquis, they have captured 2 iro workers.

There were total #2 units moving on my turn.

CITIES
Whoa, first level of war weariness kicked up many cities get fool or scientist..

Rising Luxuries by 10% to 20%, easyer to deal with war weariness
Beijing library ->swordsman (in 3)
Delhi spear -> Worker (in 7)
Canton Aqueduct -> Horseman in 3
Soduku city harbor-> courthouse
Tsingtao settler -> Horseman in 3.
Anyang ->Horseman in 4.

At the end of turn, cities with specialists:
Grapeville
Anyang
Delhi
ShoreLeave
Spacious meadows
Intombe

(not that bad yet)
-----------------------------------------
IBT #1
Zulu vArcher (3/4) attacks our vSword(4/4) we win and promote into elite (5/5) sword.
Barbarian galley attacks troop transport, We win w.o. losing single HP.
Irony swordsman ->Swordman in 3
Order restored in GrapeVille.
Load one vsword onto galley
---------------

TURN #2
Attack on Umfolozi
We have: 4x vSwords 1x eHorse
vSword attacks Zulu rImpi, loses 2 hp but wins and promotes into elite
We have destroyed Umfolozi, looted 0 gold.

----------------------
IBT #2
Egypt declares war on Greeks.
Greeks are building Sun Tzu's Art of War.
2 zulu rArcher move near Bapedi
------------------------------

Turn #3
A horse advancing towards Bapedi sees Zulu r galley near Mountain View.
Galley with two swords (e&v) continues advancing.
Galley on shore keeps exploring Greek borders.
Horses that have to patrol for barbs are doing that, One out of two horses is pulled away from landbridge/chokepoint.

Stack from Zimbawe continues travel towards Bapedi.
Stack that destroyed Umfolozi travels towards fog.
From Bapedi, eSword Attacks Zulu rArcher, loses 4 hp but wins.

-----------------------
IBT #3
Zulu rArcher attacks our e archer fort in Bapedi, and we lose, rArcher redlines.
Zulus brought 2x rArcher(one vArcher is 3/4hp) and 1x vHorse near Bapedi.
1 Barb galley continues to chase our troop transport, 2 just make barbarian thing.

Beijing swordsman ->swordsman in 3.
Canton horseman ->Horseman in 3.
--------------------------

Turn 4.
Elite sword near Bapedi attacks Zulu rArcher in stack of 2 archers.
We win, lose 2 HP and get Military leader Sun-Tzu.
Unit renamed into Army Swordsman #1

Sun Tzu rushes into Bapedi and rushes walls there. Nah kidding, Sun Tzu Builds army there. (How did Sun Tzu get over sea, and why are Greeks building his book?)
Army is named 2nd 'Guardian Angel' Army. (As we already had first army)
Settler near Barbarian outpost founds new town 'Desert River'.
Horses do their patrolling.

(How does pushing back FoW work?)
Find Greek city of Knossos (size 2), surrounded by tundra forest)

I can sell The republic to Greeks for 27 gpt. But I want to find someone else before selling it (might get more)

Troop transport attacks barb galley (that is on our way) Promotes into vGalley. (4/4hp left)
Stack from Umfolozi meets Zulu rArcher (what is with Zulus and their special skill of building barracks???)
Situation near Bapedi sucks, 3 enemy units there, 2 can strike, Bapedi is full of wounded units.

War Weariness is still manageble but soon I have to rise lux onto 30%.
------------------------------------------------------------------------
IBT #4

Lots of fighting:
Zulu rArcher attacks our eSword in Bapedi (unforti.) Our eSword fails.
Zulu vArcher moves from fog and attacks our unit stack of 1 archer and 1 e*sword, redlines sword but we win.
Zulu vHorse attacks 3/5 hp eSword in Bapedi, we win.
Zulu rArcher near stack from Umfolozi attacks our vSword in stack, we win, losing no Hp.
Barbarian galleys are showing up, Galley that is chasing our troop transport continues, one barb galley gets near that transport.
Zulu Galley is near Macao in fog, Ironic galley tries to get to him.

Nanking horseman ->horseman in 4.
Tatung Settler -> Settler in 30.
Anyang Horseman ->Horseman in 10.
American city of Washington has completed The Statue of Zeus

TURN 5
Settler begins its traveling towards Delhi area.
Units move towards makao/zulu lands.
Greece has 8 cities, means they have failed one.

NEW CONTACT:
We meet Iroquise galley.
iroquise have 13 cities they have 1365 culture, we have 331, MapStat does not show that
their culture is growing tho.
Iros have monarchy and Feudalism, we can sell engineering, 190 gold.
So, I turn around and sell The Republic to greeks for 24 gpt and 32 gold.
(last turn I'd have 27 gpt for republic.)

We build embassy to iros for 83 gold.
Their capital is rather far from Greeks.
Their capital owns Great Library and Pyramids (no wonder the culture)
They are building Sun Tzus art of war, but capital (size 11) is in riots and is starving (-3fpt)
From resources, iros owns 1 iron 2 incense, 1 spice, 2 gems, but no horses.
Capital does not have barracks either, but has granary.

Compared to Iros we have strong military.

Greece is war with Iros and Egypt. It seems city that Greeks lost held 2 slaves and was captured by iros. As iros have
captured 2 slaves back from Greeks.

Our Troop Transport attacks Another Barb galley blocking its path. We lose a Hp but win. (3/4)
Troop galley finds barb camp near Mountain View.
stcak from Ul. finds that Swazi is not connected with road network. Swazi is size 3. it takes 2 turns until we can attack
E sword (3/5) From Bapedi attacks Zulu rArcher (1/3) Perfect victory :)
V horse(3/4) from Bapedi attacks Zulu vArcher (2/4) Loses 2hps and retreats, does not hurt Arhcer.
Ex-Slave guards moves into forest square and forts. to protect or eSword.

My mistake again: press SPACE when galley from shore is exploring new continent.
-------------------
IBT #5
Barbs are running around like always.
Irony sword->Sword in 4.
Wounded vArcher(2/4) of Zulu retreats to Tugela.
rArcher moves next to Bapedi onto forest. One tile above it
moves zulu rHorse.
Zulu VHorse and rArcher move near stack of Swazi.

Barbarian from its camp moves towards Macao.
--------------------------------------------
TURN #6.
All eSwords (wounded) join army.
Army is now 7/15 hp.

BAPEDI
Guardian Angel army attacks Zulu rHorse on forest square.
vHorse attacks Zulu r Archer in forest, spearman moves to protect horse.

SWAZI
eHorse attacks Zulu vHorse on forest square, loses 1 hp.
Stack moves near Swazi.
Transport Galley unloads its 2 Swords.

Cities are slowly going into worser state ( count end of war should be when lux are on 50%).
Ironic rGalley attacks Zulu rGalley (near Hangchow)
as expected with my RNG I always redline enemy and then lose, always in naval battles, may that is usual with my battleship against galley...
2 cities get specialists swapt for clowns.
------------------------------------------------

IBT #6
As expected redlined zulu rGalley flees (what is it with wounded units and AI fleeing, catapults bombing naval units makes
AI wet its pants?
barbs continue doing their thing
rArcher moves from Zulu capital to somewhere...

Beijing sword -> Sword
Tsingtao horse -> Horse in 8
Desert marsh worker -> courthouse in 40.
Riverside Harbor -> Galley in 30.
Delhi gets one more specialist ( has now 1 joker and 1 scientist)
------------------

Turn #7
vHorse near Mountain View attacks barbarian warrior, loses 1 hp.
Units continue advancing towards Bapedi.
Horses continue their Patrolling.
Find Greek city of Corinth.
Troop transport unloads its 2 swords near Swazi and attacks barb galley, wins and promotes into elite (4/5).

Swazi:
vSword attacks zulu rImpi on hill fort, in city, did not notice that Swazi is on hill.
Vsword wins but redlines.
We lose vSword attacking Swazi (it yellow lines) Zulu Rimpi.
vSword attacks Zulu rImpi (2/3 hp) and wins, loses 1 hp.
We capture Swazi and gain 0 gold. Swazi is size 2 town and has 2 citizens fighting against us. 2 wounded swords are garrisoned for peace keeping duties.
Second Guardian Angel army attacks Zulu rArcher on open ground near Zimbawe. Wins but loses 1 hp.

-----------------
IBT #7

Our army makes single attack onto passing rArcher
Greek moves alot of workers(for AI) near Corinth.
Barbs to their thing
Delhi has produced worker ->Worker
Canton does not have sanitation for large pop.
Canton horseman -> Horse in 4
Swazi 1 citizen convinced in our 'goodwill'
-----------------------------------------------

Turn #8
Greece is back on 9 cities
vHorse attacks barbarian nest near Mountain View and gains 25 gold.
Army pillages road near Zulu capital(to disconnect few cities), hoping that is only road.
Guardian angel army attacks Zulu rArcher (2/3)

Bapedi has quite good unit count in it now, Tugela is going to our hands soon, Guardian Angels are also moving towards there.
Find Greek cities of Argos and Herakleia (newly founded size 1).
Bapedi will also produce walls next turn, so It'll be defended.
---------------------------------------

IBT #8
Zulu rArcher moves behind our army.
Barbs do their thing.
Shanghai Horse ->horse in 8
Bapedi walls -> Spear in 20
Nanking Horse -> Horse in 4

Swazi is rioting (it still has one resisting person)
Macao settler -> Sword in 30.
Barbarian Outpost I worker -> Worker in 5
Nana-Na-Nana worker -> temple in 60.
-----------------------------------
Turn #9
Having thoughts between Macao settler, If I send it onto grapes, we get extra luxury, if I send it towards Bapedi we get shorter travel time. Onto grapes he goes.

Grapeville rushes courthouse for 48 gold.
Found town of 'Ice Camp' into thundra.
Worker in 10. As we don't need horse there anymore, it leaves.
A stack consisting of 3 horsemen (2xV and 1xE) and 1 vSword and Guardian Angel army, moves behind Tungela doors. This city will fall to greater might of China!

Greece and Iros have researched monotheism.
1 turn on feudalism, so we drop sci slider onto 0% and manage few cities Earning us 69+ gpt.

--------------------------
IBT #9

Zulu rArchers near Zimbawe moves onto forest square.
2 rArchers exit from Tugela, 1 gets hit by army.
Zulu rGalley (1/3) is near tugela.
We learn feudalism and start learning how to invent things
Beijing Medi. Inf -> MI in 3
GrapeVille courthouse ->settler in 10
-------------------------

Turn #10(last turn, WHOOOOOhOOOOOO!)
vHorse attack zulu rArcher on forest, loses 1hp but wins.
Swazi rushes worker for 32 gold.
There is now SoD of 2 horses and 3 swords ready to strike Hlobane. 3 units of 'em are elite.
Just noticed that we have grapes connected in our trade network so settler that was supposed to go to grapes goes towards Bapedi instead. (my mistake).
Troop transport defeats one barbarian galley.

BATTLE FOR TUGELA
Guardian angels attack rImpi in city, lose 1 hp but win.
They attack again and lose ~2 Hps Army is now on 2HP!!!!!! <-------- NOTE
But we capture town and liberate 0 gold. We install new order, order of stronger China.
We also captured one slave errr humble Zululand worker. He is moved into Bapedi.
eHorse attacks rArchers near Tugela (I don't ever get why computer 'evacuates' its troops when city is under attack.
Horse lose 2 hp but wins. Horse retreats into Bapedi to recover and prevent flip (never know when it happens).


***I hate my mouse BTW becuse of my wrong click wounded horse goes diffrent way and now sits next to Islandhlwana.

vHorse attacks vArcher(3/4) near Tugela, but redlines and retreats, did no damage to archer.
Vhorse attacks vArcher near tugela loses 2 hp but wins.

Science slider goes onto 40% +4gpt
Barbarian outpost I production is changed into settler in 14.

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Thats it.
Oh iros have 5x as much culture as we do :)
OH AND, I can't upload picture but I think we should trade engineering to Iros for monarchy, all their gold and monotheism. Then sell it to Greeks, ON TURN we have atm, that'd save time on researching 2 techs.
 

Attachments

lurker's comment: lurker want pic... :borg:
 
lurker's comment: I haven't had time to review your turnlog in depth, much less look at the save, but something jumped out at me:
. . . . All eSwords (wounded) join army.
Army is now 7/15 hp. . . . .
This was a mistake. Elite units inside an army cannot generate leaders. Better to load regulars, elite*s, or vets.This army has more HP than one with vets, but those units can't generate MGLs now. :(
 
Army has e*sword and 2x eSwords, loaded into army due at that moment 2 archers and rhorse were sitting behind doors, I thought it would better have an army of full health rather than risk losing elites, make them into useful defense/offense instead also, i wanted :deadcow: some zulus

myself said:
rArcher moves next to Bapedi onto forest. One tile above it, zulu rHorse moves.
[/quote]


SORRY for lot of typos, I hope you guys still understand it.
OMG too many typos :'(((((
 
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