N1 - PTW Regent Succession Game: Persia

Nick, let's swop places this round; I'm not going to be able to play between Friday and Sunday, so I'll play this round tonight (Thursday) and then if you play the next round, it'll be a switch for this turn only. What do you think?
 
and here's the summary

Looking at our empire in 630BC, the Zulu and French seem quite large; at some point they need to be knocked in shape; also, the Ottomans have built Mugia in *our* territory?!? That's unacceptable, they too will receive their comeuppance. Sad to say though, that now is not the right time - we still have a lot to do before we can motor towards our conquest/dom ambition. Therefore I played the builder in these turns, concentrating especially on basic city improvements such as harbours and temples.

As a brief summary of the game action, we built lots of buildings and researched invention and gunpowder - we are now researching chemistry, and I think we should race to cavalry, which we might be able to get before the AI's get muskets - at the end of my turn, the AIs had just researched engineering. Cavalry vs Pikes = :die: that could be the blitzkrieg solution we're looking for, and military tradition should coincide with the completion of infrastructure in many of our cities - by my reckoning the player after the next will have that joy, so I'm looking forward to a bloodbath in my next turn too.

I also built embassies with the Celts and French and set up some trades (which are shortly due for renogotiation in the next player's turn); the Celts received furs, dyes and gems from us for their silks and WM, the Frenchies got Furs, dyes and 2gpt for their spices, so we are now up to 7 luxes; happiness isn't a problem therefore.

Oh yes, there is one pretty major stumbling block to our military plans, which could yet turn out to be a blessing in disguise: we don't have any saltpeter! Nor is there any in the unclaimed islands. On the other hand, there is some very close to our northern cities, in the Zulu city of Ngome. I would suggest therefore that we build loads of knights, take Ngome as our 1st target with knights and immortals, then upgrade all knights to cavalry (as I note below, we have Sun Tzu 's, and the next player can start Leo's if he wants). carnage

Towards the end of my 20, the French and the Celts made contact with the Otto's and the Zulu (actually the French contacted the Otto's, and contacts and maps were exchanged in an instant) - our WM is now pretty redundant, and I sold it for what I could salvage; what this does mean, though, is that tech progress should quicken up now, and we can take advantage by brokering bottom branch techs at monopoly prices for top branch techs once the AI's have traded them, and make a killing this way.

In wondrous terms, we completed the FP in Mecca, which has had a massive effect on corruption in the northern half of our empire. We also built Sun Tzu's, the others cascading to Sistine. Hopefully someone will build Sistine's fairly soon, so we can kill the cascade before the AI's get invention.

on a gameplay/style point of view, a note on workers: please chop forests before building a road on a square, once we get to the phase where we are simply improving terrain rather than looking to connect resources/cities. There are many squares in our territory that have had roads built on top of forests; doing this the other way round is quicker (it takes 3 turns for our workers to build roads on forest, but only 2 on flat terrain; therefore chop first. Its even more drastic with our slaves - 6 turns on forest, 3 on flat terrain, so this can add up to a huge number of worker turns saved).

Looking ahead now, we need to complete infra fairly quickly, and get onto military. At the moment we are not making the most of our monarchy form of gov't, as our military is very small, and all we're building is infra. We can change this quickly however, and monarchy will be very useful when we go to war, as we won't have any WW, and we can use MP to quell cities that are not connected to our empire.

If you regain access, Nick, enjoy the next turn. Otherwise, Tiamat, give Nick 24/48 hours or so, and take the save if he's not responded by then.

Here it is:

http://www.civfanatics.net/uploads3/N1-830AD.sav
 
hey guys, what's going on with this game? I know nick has been having internet problems. Tiamat, take the game and play, so we can get this baby moving again!
 
OK, I was out all weekend and I figured I would give Nick some time to claim the game. Since he hasn't claimed yet, I will go ahead and play now.
 
Ok, my internet connection is back. Sorry this took so long, good turns Nad! Go ahead and play this round Tiamat, then we can just resume our regular rotation after you're done.
 
Okay, first things first. Nick, I accidentally hit the space bar at the end of 1030AD, but I saved it as soon as the turn started.

Well the AI decided for us who was to be our next victim. Right after my first turn the Zulu demanded Invention as tribute and declared war when I rightly refused. The first few turns of the war I had to wage a defensive battle because we didn't have much in the way of military. In the beginning we lost Jinjan and they razed Fustat. After I was able to get some Knights up to the front, I have re-taken Jinjan, and captured Ngome. We will need to get the Saltpeter there roaded up, so we can build/upgrade to Cavalry. There are a bunch of Knights in both Ngome & Jinjian ready to push on the attack. I was using Damascus to build the Pikemen for defensive purposes.

As far as L.W. goes, I investigated and found that we would be able to complete Sistine's or Leo's before the Ottomans complete Sistine's but not both. Since the Ottomans were going to be our next target, I set up Mecca to build Leo's figuring we would get Sistine when we took Edrine as it is right next to Aden.

Once the Zulu declared war, I sent our research down the Military Tradition path and we have that now, so once the Saltpeter next to Ngome is connected, we will be able to build both Musketmen & Cavalry.

Due to the war, most of the cities are producing Knights, and Damascus as I mentioned is producing Pikemen. We do have a few cities still working on infra. mainly because they are cities where military would take too long to be of use.

Also, France & the Celts are colonizing the islands between our 2 continents. I discovered another small island S of Samaria which looks like a good candidate for oil or rubber in the future, so we should think about getting a couple of cities there.

Nick, it looks like you and Nad are going to get the fun of wiping out the Zulu.

Here is the state of our empire:
N1-1040AD.jpg


And the save: N1 1040 AD
 
Go Tiamat!!! Great recovery, and I'm glad you pinpointed Ngome as our major target there. Out of interest, has the rest of the world got invention and gunpowder yet? If not, those pikes are not gonna last long against cavalry!

Good call on Leo's, military is now a priority, happiness should be fine in Monarchy with 4 luxes. Since it completes very shortly, we should hold on upgrading pikes and knights till its actually complete
 
2 more things: have any Zulu impis won a fight yet? If so, they are in a golden age, so may put up more resistance than we might expect. Secondly, did you enquire about alliances, Tiamat? As a monarchy, there is no particular need for us to finish the war quickly; however, our research will suffer as we try to save cash for upgrades. As long as it does not cost too much, we might as well drag everyone else into the war, since the other powers are all Republics and will suffer war weariness. The Ottomans in aprticulr, we want to be weakened, as we do not want to face them with Sipahi in a strong position. Every ally we get is one less the Zulu can get
 
Yes, about 11 or 12 turns into it one of them discovered Invention, then the next turn they all got it and started building Leo's. None of them have Gunpowder as of yet though.

As far as alliances, when the war started, the Ottomans would only accept Invention as compensation. Since I didn't want to give them a chance to beat us to Leo's, I didn't do the deal. Now that they have Invention, they wouldn't accept an alliance even for all our money. You could check again as it has been a couple of turns since I last asked them. As for France & the Celts, they wouldn't give us an alliance yet either, and I checked on the last turn, but keep checking with them.

Also, as far as the Ottomans go, they don't have horses anywhere in their territory, and so far they aren't getting any in trade so they won't be able to build thier UU which is good for us.
 
ok, I have it and will play tonight
Edit: Annoying sister objecdt needed the computer all night for a school project! :aargh:

Sorry for all the delays I've been experiencing! I will probably be able to do it tomorrow, barring the unforseen(sister, hardware failure, etc.)
 
Well, this was a fun round! I completely destroyed every last Zulu city, but they have a settler floating around somewhere out there as they did not die :(
Summary: Basically all I did was war. In the meantime we have discovered Banking, Education, Asstronomy, and Physics. We also have completed Leo's in Mecca, I few universities and banks have been built.
Summary of War: Basically I decided to go in a fast paced manner leaving cities relatively undefended. At this point they were using Impi and an occasional(though rare) pikeman in defense, and as such were very easy to mop up

(Cities Taken)
1- X
2- Mass Upgrade to Cavalry :rocket:
3- X
4- Ulundi
5- Zimbabwe
6- Bapedi, Mpondo
7- Intombe
8- **Leo is built in Mecca**
9- Isandhlwana, Tugela, Amatikulu
10- Hlobane
11-**Endrine(Ottoman) completes Sistine Chapel
12- Mugla flips to us :D , Umtata, Swazi, Umfolozi
13- New Ulundi, Isipezi
14- Ibabango
15- X
16- New Isandhlwana is autoraised, first load of cavalry lands on the island to the northwest where the Zulu have 4 cities
17-Zunguin
18-New Bapedi
19- X
20- New Zimbabwe, New Hlobane is autoraised

The Zulu still have a settler somewhere. I did not make peace with them yet so I recommend that the next player finish them off for good.

Screenshot of the (former) Zulu Empire:
Zululand.gif

And the save: N1-1230AD.sav
 
Nick!!!!!!!!!!:eek: :eek: :band:


That turn was simply awesome; to blitz the Zulu out of existence in such a short space of time is phenomenmal.

I will get the game tonight and assess. Hopefully we are strong enough to charge ahead and take out the Ottomans fairly soon, but I also see from your screenshot that some cities are undefended, so it could be that I get the job of consolidation before the next push:(
 
Well, after I destroyed their initial attack force of about 4 knights they didn't put up any resistence. Whith cavalry attacking impi what did you expect? :D

Have fun with your next turns, I don't know who said the ottomans didn't have horses, because they've been patrolling the border with knights, and they also have saltpeter. I'm guessing that they will be defending with pikemen or muskets, so this war may be a bit more challenging than the Zulu.

EDIT: Oh, now I see where the Zulu are, I overlooked New Itombe, it's on our continent on the peninsuloa the ottomans and Zulu colonized before. I had thos cavalry fortified there for about 4 turns too, oops :crazyeye:
 
The reason I was saying the Ottomans didn't have horses was because everytime I contacted them to try for an alliance against the Zulu, Horses were listed as a resource that we could trade to them. They may now be getting horses in trade from one of the other 2 AI's. The other thing to check is if they founded a city on the southern part of the larger central island then they will have horses and would only need a harbor to connect them up..
 
As the turns are getting quite long now I played 12, to bring us to 1300 and also 2 turns away from the industrial ages. I'm going to use the Sirian trade-marked early, middle and late to describe these turns.

My aim in this round was to exterminate the Zulu and then to consolidate the gains we'd made in the Zulu war. Out next prime objective is to destroy the Otto's, but that will come in due time, and there is no sense in losing the land we've gained by attacking them too early and overstretching ourselves. So I resolve to get a defender in every city, plug a few gaps in our territory with more settlers, and begin the congregation of military near the eastern front.

In the inherited turn I made a number of changes to the build instructions, focussing especially on building libraries in all captured cities to get some Persian culture in them, and beginning to move military units around. I also sold a couple of barracks in Zimbabwe and Ulundi, as we have Sun Tzu's and therefore free barracks. I stopped building Copernicus in Persepolis, instead beginning it in Tarsus (if we go way back, you'll remember my outline for Tarsus as a super-science city, as it has a couple of gold squares and plenty of coast. We built the Colossus there, step 2 is Cop's, and then Newton's).

Checking diplomacy I notice we are well ahead of the bunch in science and power. I also notice there is a length to our peace treaty with the Otto's: one of you naughty rulers has been renogotiating peace, eh?!:D :lol: :mwaha: Since the Otto's are our next target I do not engage in any lux deals, but I do sell incense to France for WM, 82g and 15gpt.

Early turns: our lux deal with the Celts came up for renewal, and we were forced to give the Celts 4 of our luxes for 1 of theirs! France discovered Chemistry, and pretty soon the Otto's had it as well. A settler was rushed in New Zimbabwe, partly to lower the Zulu population and partly to plug a city gap on that island. We researched economics and started magnetism. To my frustration, on the turn we discovered Economics, the AI's discovered that and Music Theory too! Clearly different AIs must have researched different sciences and then traded in the interturn. Even the Celts have Music Theory. Since we don't particularly need Bach's, I did not trade for it, as music theory becomes worthless once it's been built, but if we do need it (to avoid shield loss on a cascade, for example) we can get it off the Celts for something like Astronomy, which France and the Otto's already have.

Middle turns: the lux deal with France came up for renogotiation, and the French did not wish to continue; when I discovered how much they wanted for their poxy spices, I did not want to continue the deal either, so I let that lapse. Rushed a settler in Ibabanago for the same reason as in New Zimbabwe. Our cavalry finally trudged through the jungle to arrive at the doors of New Intombe to find....it was completely undefended!! Not a Zulu unit in sight! :eek: What a disappointment:( I'd brought along plenty of elites to have a pop at a leader, given my earlier luck, and now there was to be no fighting. The militaristic Zulu people were ready to capitulate without any struggle at all.

Little piece of luck: New Intombe grew to size 2 the very next turn, so it was thankfully not auto-razed; the Zulu were, however. Founded Borazjan and Herat (those names sound familiar, though I can't for the life of me recall where I've heard them). We discovered Magnetism and began Theory of Gravity, the last tech we need to enter the Industrial Ages.

Late turns: not a lot happened, every city acquired 1 defender; Dakyanus was founded, and a few muskets are now around the eastern border with the Otto's, preparing for an eventual attack.

Notes to the next player:

Fiddle the military how you wish. Personally I wouldn't bother upgrading units in our core cities, as it is extremely unlikely they will ever be attacked now. Do upgrade units in border zones though, once those cities become connected. We are 2 turns from the industrial ages, which also means 2 turns from nationalism :hammer: in other words, rifles and drafting. Don't be afraid to draft some conscript rifles to defend our cities and to increase our military quickly; drafting would also free up most of our cavalry which are currently on patrol/defence duty. With some handy drafting we will be able to take the Otto's on quicker than they will be ready for.

Which brings me to AI science. At the end of my turn the Frenchies and the Otto's had neither Physics nor Metalurgy; therefore they're still 2 techs away from cavalry when we are 2 turns away from rifles. We might as well make this count. If the next players feel like more combat, don't hesitate - go for it, we can pull a quick domination if we focus correctly.

At the moment I've got Tarsus on a starvation diet to get Cop's ASAP (currently 8 turns). If an AI should complete, we have plenty of other wonders to cascade to. After Cop's Tarsus should go straight for Newton's, and then obtain a university. Persepolis is currently building Smith's.

That's about it for me, I think Tiamat is up next, so enjoy it, mate, and let the trumpet blow for the impending turkey sandwiches! :sheep:

The save will upload to :

http://www.civfanatics.net/uploads3/N1-1300AD.sav
 
its been over 36 hours since I posted the save. Tiamat, if you're around please let us know with a got it or a pass. If so, then Nick can take over.

Nick, N2 Babylon looks interesting, but I have 2 succ games currently going so won't be able to participate. Good luck though, I'm sure you'll kick butt, especially with my fave civ, Babylon!
 
Sorry, my got it post didn't actually post yesterday. I do have it and I should be done my turns later today.
 
OK, on my 20 turns, I was able to consolidate our holdings in the former Zulu territory.

We have also discovered Steam Power and I have begun the rail building process.

At the beginning of my last turn the French beat us to Smith's so I cascaded it to J.S. Bach's with 3 turns left to completion. Also at that time, the French & Ottomans entered the next age so the Ottomans (also Scientific) are now capable of building Rifleman as well. I started the war with them so that we could try to take advantage of them not having Rifleman yet. Hopefully the next person will only run into the odd conscripted one at the beginning of the war. Also, so far none of the AI's have Mil. Tradition so we still won't face any Sipahi.

Also, after chacking out the Ottman territory using Ctrl-Shift-M, I found I ws right in that the only Horse resource the Ottmans are near is the one on the larger central island between the 2 continents. Any knights, etc. they have built came from getting horses in a trade with one of the AI's. I am hoping that the trade was with the Zulu, and they aren't getting them anymore.

There is a Galleon near the sole Ottman city left on the Western peninsula near New Intombe with 3 conscript Riflemen on it. I was bringing them over to send the Rifleman to the NW island, but they could be used on the mainland now that I have captured the Ottoman city on the island.

Anyway, Nick, you get to have the fun of eliminating the Ottomans.

Here is the state of our border:
N1-1400AD.jpg


And the Save: N1 1400AD
 
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