New Succession Game

Also, you guys could shut off research after Combustion (that's the transport technology, right?) and buy armies as much as possible.
It's Mass Production that makes transports available. I thought it could become relevant for transport between the other continent and Greece, but I haven't looked at the save or the map for a while.
 
It's combustion; I'm 100% positive. Mass Production makes the useless naval toys available.

Own is right, combustion gives transports.

I think we do not stricly need to wait for transports for the invasion, as Salarakas also argues, and if this is right, we should take atomic theory and electronics as free techs, since these are also prereqs for tanks, they are the most expensive techs, and choosing other techs we do not really need will just delay tanks.
 
I guess, when I thought Mass Production was needed for transports, I was only looking at the small pictures and mistook the carrier for the transport. :lol:
This is the period that I find the game becoming almost unplayable and I get lost in the woods.
 
Since our target right now is Arabia. Do we want to make peace with Egypt and Persia when possible? Arabia already has a ROP with Persia.

We can get a peace treaty and 10 gpt from Egypt for example. Persians are of course still ignoring us.
 
Egypt is at war with us via MPP, so they are not a source of War Happiness, so peace there is desirable. I think one change between PTW and Conquests was that they removed AT and Electronics as pre-requisites for Motorized Transportation. We should research to that point, anyway(MT), so if we start having bad luck with Cavalry, we can hit with Tanks.
 
I wouldn't make peace with them unless absolutely necessary. If we sail straight west and found a town there (after razing that one Arab town), the Persian borders will be really close. Send the armies there and raze everything while dealing with the enemy troops with artillery/cav. We are at a point where we can pretty much go always war and still advance without any real drawbacks so just keep advancing. I would raze all towns and go for the conquest victory although we need marines for that. It's just more fun than domination in my opinion although I don't expect to see the game again regardless of what you guys do.
 
lurker's comment: You don't need AT & electronics for tanks.

Right. I was using the C3C data file as I wrote that post, which I normally do when I do not have access to the game, and I find it a very useful file, but this is an error in it, as it does list AT and electronics as prereq for tanks:

Spoiler :
error.jpg


But the game itself indeed shows this is wrong.

(If you are interested in the reference file as it is normally very useful you can find it at http://www.civfanatics.com/civ3/reference).

I think one change between PTW and Conquests was that they removed AT and Electronics as pre-requisites for Motorized Transportation.

This probably explains the error in the reference file.
 
Note the presence of Radio, which was also a change between PTW and Conquests (it was removed). Unfortunately, most of the reference material in the War Academy does not cover Conquests.
 
I've played my first 8 turns so far, but ran out of time. I'll finish and post my turnset tomorrow. We've so far started the war with the Arabs and the Greeks also declared. Which means we're at war with everybody except for the Romans right now.

There's not much opposition though...
 
They will come in numbers soon though so be sure to get our boats back to our shores in order to bring in reinforcements.

I would raze at least all the towns in the vicinity of our beachhead town. If we want to go for domination we can later replace those easily with all the settlers we have/will have. The beach head town should get walls and a barracks asap. Harbor isn't necessary but will help later when we have the forces to control some other luxes. All armies should focus on razing towns while I would keep all other units inside the beach head town until the flood of enemy units has stopped. Keep the armies stacked too so that if one gets heavily injured, it can be covered by another one. Stacked 4 unit cavalry armies can take down towns defended by rifles without the help of artillery, especially now that we have the military academy as well. Infantry are sterner stuff but we'll get tanks soon for that.

Basic stuff, perhaps, but just saying :)
 
Finished my turnset. Points for the following player. I had a lot of settlers popping and forgot to MM the scy farms which cost us a turn or two. They probably need a little attention.

I didn't settle much because I understand we're going for domination. My suggestion is to settle a long strip coast to coast on the other continent, get a harbor set up so we can rail road it. Other than that I don't see us needing to keep anyhing at this point.

Ohh and there's a settler sw of Neo Maya I think that got stranded there by misclick. It should be fine, but might be good to make sure it can't get attacked this turn.

Spoiler :
Pre-flight: CivAssist is running
Running science at 40 %, Steel in 2 turns
Luxury at 30 %
Income: 69 gpt

Press enter

IBT
An Arabian Frigate sinks one of ours. A whole fleet of their damaged frigates retreats. (0 of 1)
Greece and Arabia sign a mutual protection pact.
003 Factory -> cavalry
WLTK days everywhere

Turn 1, 1060 AD

Redline frigate
With ToE in 2 turns, it looks like we'll be using transports instead of galleons after all.
With so many frigates in the sea, I prefer not to have too long a crossing.

IBT
Greece and Persia have signed a military alliance against us. The Greeks declare on us. The Persians land a stack of 8 units, 6 riflemen, a cavalry and an immortal.
One of our galleons defends against a Persian Frigate (1 of 2)
We learn Steel, start on refining.
001 Factory -> cavalry
001 ToE -> factory
We complete ToE and we learn Refining and Combustion. Start research on mass production at
008 factory -> cavalry
We have three sources of oil.

Turn 2, 1070 AD
Redline Persian stack
Six elite cavs defeats 6 redlined riflemen. Our sixth cav becomes a leader. Make an army
Two vet. cavalry defeat the cavalry and immortal. (9 of 10)
Redline the frigates.
Start upgrading the galleons, we're 395 short of upgrading all the docked galleons.

I notice one of our cav armies has a knight in it. :) Anyway, with the transports up it means the armies can get their fourth cav.

IBT
002 military academy -> factory
003 cavalry -> cavalry
009 cavalry -> cavalry
012 factory -> cavalry
coba settler -> settler
Gouda settler -> settler
mayapan settler -> settler

Turn 3, 1080 AD
Prepare invasion

IBT
Egypt drops a chariot on the big island, next to enschede
001 cavalry -> cavalry
Enschede walls -> settler

Turn 4, 1090 AD
vet. cav defeats egyptian chariot (10 of 11)

IBT
Our force at sea gets ambushed by privateer, frigate wins (11 of 12)
003 cavalry -> cavalry
010 factory -> cavalry
013 factory -> cavalry
019 factory -> cavalry

Turn 5, 1100 AD
We Declare on the Arabs. And move a transport near the coast, unfortunately, a worker occupies the chosen tile. So we need to land next to mountains. Although Arabia has started on rails, they're still pretty much in the middle age. Still, we'll get a lot of attacks in the first IBT.
turn5.jpg

Arabic pikeman retreats one cav, loses to another
Arabic spearmen gets trampled by a third (13 of 14)
Hurry settler in Enschede.

IBT
We lose one frigate to a privateer, destroy another (14 of 16)
The Arabs retreat rather than attack our stack. I can see now why people like these big stacks of doom..... Egypt lands a few more forces near Enschede. I'm considering making peace with them at some point.
001 cavalry -> cavalry
004 factory -> destroyer
006 frigate -> artillery (selling the barracks here, 006 only does 9 shields, which is perfect for artillery)
008 cavalry -> cavalry
009 cavalry -> cavalry
012 cavalry -> cavalry
Enschede settler -> artillery

Turn 6, 1110 AD
Destroy one privateer (15 of 17)
Redline Basra and bomb it to size 6
three e. cavs defeat three redlined riflemen and we raise Basra. (18 of 20) Netting us nine workers and a catapult.

IBT
Egyptian rifleman and longbow suicides on Enschedian Infantry who promotes
Arabic mace suicides on army (21 of 23)
003 cavalry -> cavalry
018 factory -> cavalry

Turn 7, 1120 AD
We finally make our claim on the new continent founding Neo Maya -> harbor
Army efeats mace and longbow (23 of 25)

IBT
Arabs move troops back to attack
Persia comes with another half dozen ships.
We research mass production -> motorized transportation
001 cavalry -> cavalry
019 cavalry -> cavalry

Turn 8, 1130 AD
I suddenly realize we were going to rush armies so no factory is needed in 002... switch 002 to army.
Army defeats two maces (25 of 27)

Siege of Medina
two e. cavs defeat two riflemen (27 of 29)
one v. cav defeats one rifleman (28 of 30) We raise Medina, netting us 4 slaves and a treb.
four v. cavs efeats 4 maces (32 of 34) One promotion
one e. cav defeats a longbowmen (33 of 35)
We lose one v. cav to a healthy vet. mace (33 of 36) Stupid, I could have used an army.
Army cleans up mace and two LB (36 of 39)

IBT
Greece lands a settler rifleman and something else on our continent
003 cavalry -> cavalry
009 cavalry -> cavalry
010 cavalry -> cavalry
012 cavalry -> cavalry
013 cavalry -> cavalry

Turn 9, 1140 AD
We sink a Persian frigate
vet. cavs take out greek rifleman, mace and settler on mainland netting us two more slaves (38 of 41)
army takes out mace (39 of 42)
three e. cavs take out maces (42 of 45)
A stack of 4 persians frigates is blocking refinforcements across the sea at this moment. I throw a stack of frigates on top of the transports

IBT
The Persians want to talk
I'm thinking of letting the Arabs have their border town with the Persians for now. They seem to ignore the mainland and keep failing hard at landing troops.
frontrxf.jpg


001 cavalry -> cavalry
004 destroyer -> battleship
005 factory -> cavalry
008 cavalry -> cavalry
014 settler -> (not sure how that happened, must have been a misclick) artillery
015 factory -> cavalry

Neo Maya walls -> barracks
new uxatun walls -> barracks

turn 10, 1150 AD

Noticing 005 has no barracks, build one there. Workers finish up their tasks so we can start merging. But since this is my last turn, I'll just group them for now. We could actually send two transports of slaves to enschede so nobody can land on the island

bomb khurasan to size 6
army takes out rifleman, musketman and pikeman (45 of 48)
e. cav takes out LB (46 of 49) we raze khurasan, getting two slaves
Raze Baghdad (50 of 53) one slave
e. cav takes out v. cav (51 of 54)

Motorized transportation in 4 turns
 

Attachments

I'll just be where I was on the roster before; I don't have to go up next.
I have no clue where you were before, but the last roster was made by me when Thinktank joined:
Roster:
TheOverseer 714
Salarakas
Daeron
Own
Thinktank
Optional
Do you all of a sudden now feel the urge again to continue your travels? :rolleyes:
 
Well, I expected you to be fully aware of the order of course, and so any hiding from responsibility would be explained as ostriching! :mischief:
Of course, there is also the advantage that I can stay astray a bit longer if others go first! :lol:

But joking aside, that is the roster I put together on July 17; check post #356. I had expected this pace.
 
Back
Top Bottom