No wonder Succession Game: Slowboat to Alpha Centauri

I would suggest to let all civs alive, give them Space flight tech and wait until they finish Apollo. Then I would change to Fundamentalism and start well prepared quick "blietzkrieg" to reduce number of AI's cities - the cities with wonders I would not attack or very carefully. The chances of AI's to do spaceship quicker then we will be minimal.

...are we actually allowing city bribes in this game?

I hope so, because I have bribed one Mongol city already. I do not know of any our rule not allowing it.
 
Second Round, Ten turns each.

We’re Supreme / Spotless

Celts -- 26 C/ 32 T
Bab----------------; E/W
Fre -- 8C / 25 T; H/P
Ame -- 9C / 25 T; H/P
Cart -- 8C / 29 T; H/P
Mon -- 9C / 16 T; H/P

We all Republics & most have between .7 & 1.2K in coins. Units: 6 Sett/ 17 W/ (3) Pha/ 1Ar/1Le/1El/10 Triremes/ 7(3) Caravels/3 Dip/ 15 (16) Camels

Better boats would be nice; no automatic upgrades coming -- the value of warriors is dubious (but they’re kind of cheap -- feel free to use when the opportunity arises.)

Probably have enough cities, but feel free to take advantage of great sites; also may want to fill in to deter barbs, inroads…

1180 has some moves left -- deliver (d) Silk from Kells to Grenoble = 144; (d) Silk from MS to Carthage = 390. (Hmmm Muddy Silk looks to be a winning city) (change some current production around in Kells & Rhondda.) disband a Warrior & Trireme for a Caravel in Dinas; similar activity for a Settler in Leo’s Canal. <Enter>

1200 (1) -- (Egypt completes Leo’s &switches other effort to ME; Babs abandon.) (Americans walk into our empty North World (razing city) and take Navigation & 18g (no announcement, and now we’re at war. -- Yup, looks like MGE to me!) (Barbs spring up near Dinas.)

(d) Hides from MG to Leptis Parva = 212

1220 (2) -- (Paris completes ME, Babs switch to Shakes) Discover Phy, opt for Mag over Chem, Feud, Gun, Pott, San, Steam, TG. (Many good choices with Chem & Gun leading the list for Engineers -- we could use a few roads.) Trireme in Leo’s Canal slays an American Dip, then disbands towards an Archer (with Muskets on the horizon, we won’t need a Legion; with the trees to the south we will need a bit of offense if the Amerks are “warring”.) Also want to slowly upgrade the fleet. Buy the shields for a Cath & MKT (plan on acquiring infrastructure in a few major cities, say Muddy, Cardiff, Kells, Rhondda, N Sy -- for production & trade purposes.) Hut near South place = Legion (supported, thus SP production changed to Settler for dev purposes.)

1240 (3) (Fre & Mongols swap BB & Nav.) Beaver Dam pops out a settler. Dinas RB a Dip (for the nearby Barbs.) Our sleeping Settler near Cart world is “listed” as close to St. Louis (?!) but we don’t see the city (yet)

1260 (4) -- (Barbs appear N of Dinas (again!) and later we see a couple of light blue units smack some of them…Carts get Chem..) Buy a barb horse who slays the other horse (ending the first threat; leader winks out. disband the very wounded horse towards a settler.) Rhandda cloth (n) to Tours = 100g. The barb near Llan & Aber moved to a tree in the middle & can threaten either in a turn but is out of range of Llan’s dip. So we do a bait & delay -- warrior goes out as fodder & the dip moves out one space (and the tactic worked -- barb horse is deeply wounded attacking the warrior, & and moves no further -- we’re able to buy it, and later disband it.)

1280 (5) -- Aber copper (d) to Lyons = 76g; Llan silk (d) to Lyons = 72g.

1300 (6) -- (Thebes builds Shakes. More Barbs N of Dinas. Two cities blow up.) Unload a settler near Cart world on a tree, but a four special sweet spot (three whales and a wheat.) A Cart settler & Ele are adjacent. Oops lost a trireme (with a (n) camel aboard.) Alright that does it -- they ‘re all going away.

1320 (7) -- (Carts discover Feud & start Sun Tsu.) We discover Mag. Opt for Steam over Chem & Eco (someone else has Chem, so we can trade once we build up some trading equity.) Leo’s camel Archer slays an Amerk Ele. Disband a boat & warrior & buy another Cath.

1340 (8) -- (Barbs show up N of Llan.) hut = 100g. 3 Camels all arrive in Tours and all net 100g each. Do a little more disbanding & RB of stuff.

1360 (9) -- Three more camels -- Gold (d) Llan = 174 in Rhiems; Silk (d) NoCol) = 198 in Tours.

1380 (10) -- Discover Steam, opt for Gun over seven other choices. (note to traders Gunpowder may be THE most desired tech -- so we’ll need to consider trading accordingly.)

Two notes -- There is a Dip aiming for Bab Chartres for an embassy; Dinas hose is searching for the suspected St. Louis.
 
Grumpy Elephant is downloading Cedric's MGE patch to try to stay in the game. Still have not heard if it will co-exist with Classic; I will experiment this evening and either play or pass tomorrow.
 
Originally posted by ElephantU
Grumpy Elephant is downloading Cedric's MGE patch to try to stay in the game. Still have not heard if it will co-exist with Classic; I will experiment this evening and either play or pass tomorrow.
Yes they can co-exist...just create separate folder trees for each. i.e., copy your existing civ2 folder en toto, then apply the patch to the copy.
 
Originally posted by ElephantU
Grumpy Elephant is downloading Cedric's MGE patch to try to stay in the game. Still have not heard if it will co-exist with Classic; I will experiment this evening and either play or pass tomorrow.

Hey, I'll be doing the same thing. There are worse things in life.
 
Dumbo report: Two passes at upgrade both failed. Awaiting tech support. Suggest next player who has MGE take the ball.
 
Will the succesion game work with TOT?

P.S.(I'm also recruiting for my succesion game, link down there v )
 
Originally posted by Katlover97
Will the succesion game work with TOT?

P.S.(I'm also recruiting for my succesion game, link down there v )
Nope. For Succession games, everyone pretty much has to have the same version, and this one is (now) MGE and even that is causing issues.
 
I re-titled my classic version directory as "old civ" -- so when the install for MGE was placed on the machine, there were no problems.

I recall a post from Smash showing three versions of civ -- maybe a clue exists there.
 
Cedric thinks it's the Indeo drivers; I'll download and test tonight. If Tim wants he can bypass me before tomorrow.
 
Second download succeeded. I am taking back the ball, unless Tim posts this afternoon that he has bypassed me. I will play tonight and post on Saturday.
 
Conan the Elephant rises to Governor of Celti-fohrniah...

We have 26 cities, 5 of which are below size 3, but the largest is only size 7. We are in a Republic, with 30% Luxuries and 60% Science. No cities are celebrating, perhaps because there are only 9 Marketplaces and 5 Cathedrals in the Empire. Only 3 Libraries and 1 University are not helping our poor research department much either. We are making 219 beakers, which means a discovery every 7 turns as the current tech requires 1440b. We have 35 techs, currently researching Gunpowder. Clearly, our research depends primarily on caravan deliveries.

On the diplomatic front, we have "peaceful" relations with 3 civs (French, Carth, Mongols), but "war" with the Babs and Americans. Embassies with all but the Babs tell us everyone else is also in a Republic, but the only ones close to us are the Carths with 31 techs and 1700 gold, but only 8 cities. Looks like we have a semi-chain to the French/Bab continent, but nothing to the Americans, Celts or Mongols. In fact, we may lose NofCart (a 4xWhale) next turn. The French are allied with the Babs, so must beware ticking them off. The missing civ is the Egyptians, which has one city in the Top5 with GL and Shakes.

All seven Ancient Wonders have been built, with Pyramids and GL in Egypt (duh), Colossus in Paris (good trade destination), and GW in Washington (wait on war with Amerks). Five Renaissance and one Industrial Wonder are complete, giving the Egyptians four, the French and Carth three, the Amerks two and Babs one.

We have 11 settlers, 14 defenders, 2 mounted, 12 ships (mostly in the chain), 6 dips and 7 caravans in transit. A further 12 caravans are in production as well as 7 more ships. Muddy is making a Barracks(?) and one other Marketplace is in production. Three settlers are improving Muddy Gardens, while Llang and Aber are facing another Barb attack without defenders or Dips. The shipchain to France could be extended to Mongoland and even Babland if we did a canal south of Tours. Many cities have significant corruption problems hurting their trade.

Tell me I'm in a spaceship game...

Goals:
- end the wars, if possible
- east and west shipchains
- upgrade caravels to galleons
- prepare for Democracy to eliminate corruption
- fatten the cities
- more caravan deliveries
Then again, I only get 10 turns...

1380(end): 1200g,(?)b,7t,Supreme
...contact Carths (2Sp),demand 1000g(no),gift Inv,Phys,Mag,Steam to Enthus,wont share maps,end
...contact Amerks(1Sp): demand 1000g(no),offer CF(yes),gift Inv,Bri,Steam to Worsh,propose peace(YES), Enthus, sh maps?no,gift WarCode back to Worsh,sh maps,end (St Louis is north of Panormus)
...contact Babs(3Sp): demand 50g(ok),ceasefire,Neutral; gift Philos and Bridge to Worsh,propose peace(YES),Enthus; gift Univ to Worsh again for maps,end
(BIG Bab continent, with Barb Giza to the south...)
(who says MGE is difficult?)
...RB Phalanx in NofCart,Settler in BokharaAcad,Dip in Llang,Galleon in NoCol2,Galleon in Illuan(disband Caravel),CH in Muddy and Bokhara; PRB several rows (gonna miss that Warrior!)

Carth chg SunTzu to Eiffel
Settler in BokAcad; Salt LeosCanal; Dip Llang; Silk Illaun;
Silver Iona; CH Bokhara,Muddy; Gold Kells; Silver Cardiff

1400ad(1): 399g,258b+(?),6t,Supreme
...Everyone's Hostile again! At least we kept NofCart another day, but the Catapult is getting closer...
...Dip embassy Babs: 11cities,25techs(none white)
...NewSybase Cloth to Cardiff(nd): 8g,2x +2 TRs(no demand else)
...Flimsy Gems to Kells(d): 36g/b,2x +2TRs (Mong,Bab demand)
...Beaver FBF
...lotsa RB rows and infrastructure

Fr get Eng fr Bab for Pot
Mong em(Chariot by Bohhara): 0Sp,dem Inv to Icy, gift Phys, Myst to Neut
Settler SouthPlace, Silk BeaverDam, Settler Swansea

1420ad(2/Oedo): 104g,264+258+?,6t,Sup
...sell Barracks in Swansea 40g
...SouthPlace FBF
...disband Llang,NoCol caravel
...FlimsyWall Silk to LeptisParva(d): 234g/b,+4TR
...MuddyGarden Gold to LeptisParva(nd): 126g/b,nochg
...RB Mktplc Illuan
...need bribing gold next turn, chg T20S50L30
...Neut Mongols: 0Sp,gift all but Dem,sh maps,nomore
(Ormuz sz 5 south of Bokhara! massing Char,Cats west of Bok?
...res drops to 1152b!

French dev Physics
Dip in NofCart; Mktplc Illaunt
GUNPOWDER; start Chem(forgot to trade!)

1440ad(3): 192g,~50b,7t@187b,Sup/1184b
...SouthPlace 2nd citizen is BLACK! RB CourtHse
...Llang Dip bribes Barb Legion 82g, which kills 2nd-Vet/Yel
...Hut(133,91): Issus(with Temple and Mktplace!)
...Kells Gold to Tours(nd): 100g/b,+4TR
...Hostile Carth(2A): dem Gun(no),exch?no,gift MT,Gun to Neut,exch Dem for CHEMISTRY,end
...disband last two caravels
...shift T60S10L30 for gold for RBing
(more and more, we need Democracy!)

Mongols start MikesChapel
CourtHse in SouthPlace-DISORDER(didnt help)
start Explosives(vs Eco/Met/RR)
Dip NewSybase

1460ad(4): 215g,~190b,33t,Sup
...Carth Elephant by NofCart wants 470g!
...Quickie Silver to Cartenna(d): 225g/b,+2TR
...chg T50S10L40 to help SthPla
...RB Cathedral Cardiff, Mktplace Iona

Amer start Eiffel
Silk Durrow
WLTCD Rhond,NewSy, Mktplc Iona, Cath Card,WLTCD Card

1480ad(5): 243g,~450b,33t,Sup
...Leos Salt to Cartenna(nd): 14g/b,+2TR(need the Galleon back)

REVOLT (lotsa red cities; make Elvi till govmt reinstated)
Carth near Eiffel; Mongols abandon Mikes
Settler SouthObserv; Spice Dinas; Harbor Kells
DEMOCRACY!

1500ad(6/Oedo):54g,~450b,29t,Sup
...adjust cities, start improvements

Eiffel in Leptis Parva; Carth chg to Statue, Amer abandon
SouthObserv low on food...
WLTPD Beaver, Llang, NoCol, Rhondda, NewSybase, Bokhara, Muddy, Quickie, Cardiff!

1510ad(7): 207g,~500b,25t,Sup
...Flimsy,NewSyb,NoCol2 FBF

Amer dev RailRoad!!!
WLTPD cancelled in NewSyb(size 7)
Mktplace in Cork, Aquaduct Muddy
POP>3M

1520ad(8): 206g,~550b,25t,Sup
...bribe Amer Horse 95g NONE
Carth govmt othro
Mongol restart Mikes
Spice NoCol2; WLTPD cancel Beaver,NoCol,Rhondda

1530ad(9): 226g,~600b,25t,Sup
Amer start Darwin
Carth Democracy
Issus "cant maintain Mktplace"?sold
WLTPD cancel Beaver,Llang,Bokhara,Quickie
Mktplace NoCol, Wine Muddy, Beads NoWoW

1540(10)ad: 272g,~650b,24t,Sup
finally, some deliveries:
...NoWoW Spice to LeptisParva(d): 318g/b,+4TR
...Durrow Silk to LeptisParva(d): 270g/b,+4TR

The blinking Dip is the last unit to move. I leave Tim a treasury of 860 for RBing improvements and caravans before he hits ENTER. Carth and Mongols are actually Receptive right now (not that I've done anything lately). Our cities have grown a bit with 50% Luxuries, and Democracy eliminated the nasty corruption I began with. There are several cities that are starting with black faces; more happiness improvements are probably needed. We need around 78g per turn for maintenence. Americans developed RailRoad recently, which might be worth trading for.

I was trying to increase the size of cities that had three blocked commodities, as that often leads to changes in supply. With RailRoad we can set up several Twin Cities on the main island. Suggest we tech for Auto to get SuperHighways (and Corp on the way). Muddy Gardens should grow to 12 soon; the rest need fiddling with improvements and some more trade routes. There's a decent ship chain to French/Babs and a partial (3 ships?) to Carth.

The furthest cities, NofCart, Bokhara, and SouthPlace/Observ, were major annoyances. I gather from locations that they were Advanced Tribes rather than deliberate. Unfortunately I added Issus to the list down south. Consider moving the cities to coastal locations; there's a lot of Fish down there.

The save: co_a1540.sav
 
As someone who generally likes wars :D I think we should eliminate the Mongols once we get tactics. They never get technologically advanced so they are not going to become the civ that builds Apollo. We have some cities there that can be used to build a compact and modern military and a galleon (transport) could bring in some extra units.
 
But we could GIVE them SpaceFlight, maybe even some freights to see if they'll use them for Apollo.

On the other hand, aside from the Hostile Peace we have with them, they seem to be massing Chariots and Catapults west of Bokhara. Whenever I met them I gave them something to keep them quiet. Perhaps we should give up the two cities on their island and seek some better locations south of there.
 
The Mongols are fairly small and primitive so destroying them wouldn't be too difficult. Simply rushbuy a dip and crusader in Bokhara now and demand withdrawal of their troops. If they refuse, kill them. In either case, then occupy the fortress west of Bokhara with veteran musketeers and a crusader or even build another fortress in the hills SW of the current fortress. The Mongols will waste lots of troops and resources attempting to kill our units in the fortress and we can slowly strangle them by bringing in some reinforcements later on. Also we could start buying some of their cities :D.
 
I founded N of Cart as a future "great city to trade to..." Besides I'm a sucker for a four whales location.

Keeping the Mongols was a thought for tech gifters, should those folks want that option, otherwise, keeping them in the stone age or pushing them into the ground is ok by me.

Nice work Elephant! :goodjob: Also good to see how you dealt with MGE. I figure it should take a few techs for a 'good' trading session -- complete with maps, so we may get one of those per ai per player session if desired.
 
I thought I would have time to play my turns the last few nights, but I've just had too much going on. Also, I will probably disappear for the next week or two at least, so please skip my turns for now. I will check back in when I'm able.

I did have a chance to look at the game for just a few minutes last night, and my initial reaction is that we are having a hard time pushing cities into celebration because of the 2 luxury/citizen limitation. Everyone starts out red, so we need 4 cups to make them all happy, but that leaves us 2 cups short for the last guy when there's an odd number of citizens. I think we need to push out a bunch of settlers/engineers for new cities to start getting more double-unhappies so that the first citizen only takes 2 cups to make happy. That way, luxuries can push us up over 50% happy when there's an odd number of citizens. Otherwise it look like we will need to buy lot$ of courthou$e$ to celebrate cities past size 7.

The other thought is that we need better transportation. Looking at our one real ship chain, it just takes too many boats to get to any place of interest. Our trade delivery options are fairly limited because we just can't get to places the goods are demanded. Setting up cities in strategic locations, and establishing rail lines across land could shorten the sailing distances and allow fewer ships to reach a given destination. (Unfortunately I didn't have time to figure out where those strategic locations would be ;) ). This means we should try to get RR from the Americans, then Transports should be a priority to allow more units to move, and to move them farther.

Basically, I'd go on an major engineer binge once we hit exposives next turn, then pulling some of our ships off trade duty to get the engineers to good spots for cities and RRs. You could probably use the galleons to jump start a rush buy of something in the new cities while our older cities can soon start cranking out transports to replace them

Also, even if we want to say peaceful with the mongols, we need a stronger presence in Bokhara. That legion will get toasted by those catapults, even if they attack at 2/3 strength. If that happens, they will undoubtedly steal gunpowder. I would immediately pay the 50% to switch out of the marketplace and rush build at least one strong offensive unit (crusader is best available right now) followed by a dip, so that if we ask them to leave the city and they refuse, we can hit them before they hit us.

Good luck, and I'll be back soon.
 
I was leaning toward the CourtHouse solution myself, but I wanted to get the transition to Democracy finished with some more Marketplaces. Micromanaging the 26 or so cities we have now is getting to be a pain, and the cities in Mongolia and Carthalia need extra monitoring. We have enough cities now that we could build the SS in one turn; anything else we add should be in good high-trade coastal locations away from current AI civs for long-range trade. Once we hit Radio we can put in a bunch of Airports and airlift freights around.

I wouldn't disband Galleons right now, just add more Transports when they come on line. Add more to the western chain so we can get to Americans and Mongols, and consider a canal city between French and Babs to the east.
 
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