PTW succession game

I would be nice for the ottomans to build us a couple of wonders, before we take their cities.

jb1964 said:
If we go for the Ivory we might be able to build SoZ. Would be very handy if we're deprived of iron. Would actually be handy no matter what.

What is a SoZ exaxtly?
 
Zarth said:
What is a SoZ exaxtly?

Statue of Zeus - produces 1 Ancient Calvary every 5 turns - unfortunately it is a C3C Great Wonder (and requires ivory).
 
Too many SG's. Not enough brainpower.

2 w/ C3C v1.15
1 w/ C3C v1.22
1 w/ PTW
 
The save wass not a valid save file. Please re-upload.
 
RowAndLive said:
The save wass not a valid save file. Please re-upload.

Hey Row, try this one. My download of the save seemed to be fine.

1525BC Save
 
Hey Row, try this one. My download of the save seemed to be fine.

thanks DJMGator, I had to work this AM
 
1525 – 0
set preferences. Warrior S from Mecca, warrior from Damascus toward mecca on road.

IBT:

1500 – 1
Tiger WNW, settler to Najran, warrior S, warrior to Mecca, Ann & crew E, spear rests

IBT: Medina settler > warrior, Baghdad warrior > rax, Najran warrior > warrior

1475 – 2
settler & Nate S from Najran, Dave S toward Najran, Ann & crew road, Medina settler W,S,W, Fay W, Spear rests, Tiger 2S, Earl rests, Greg forts

IBT: Mecca settler > settler, Damascus temple > warrior

1450 – 3
Spike (spear) rests, Fay road, Med settler W, Zook road, Dave to Najran, Nate & settler SW, Tiger S, Earl & Mec settler SW
Osman 8 cities (to our 5), 187g (to our 34g), up IW & Myst

IBT: Osman demands 20g, we pay. Medina warrior > settler, MM for growth & settler in 5 to fix pump

1425 – 4
Ann & crew NW, Hal W2S from Medina, Med settler NW, Spike rests, Earl & settler S, Nate & settler SW, Tiger SWS, Dave rests

IBT:

1400 – 5
push research to 70%, -1gpt, HBR in 2 instead of 3.
Dave forts, Nate & Settler SW, Earl & settler S, Hal S to Mecca, Ann road, Zook & crew SE irrigate, Tiger 2S into Otto territory, Settler founds Kufah 5NW of Mecca, Spike rests.
Kufah > temple in 15
Ottos now up IW, Myst & Alpha

IBT: Osman asks us to leave, we agree. Najran warrior > tample in 10 (could also have done rax, but no rush).

1375 – 6
Jack S from Najran, Earl & settler to Najran, Spike rests, Fay NW, Ann SE irrigate, Hal rests, Nate & settler W, Tiger 2S to get free launch thru rest of Otto terr.

IBT: HBR > Alpha, BW comes N toward neck in desert, Damascus warrior > worker in 4 (grow in 2) – needs rax

1350 – 7
Ian (Damascus) rests, Spike rests, Fay roads, Ann & crew to Medina, Earl & settler SW, Jack SW, Nate & settler W, Tiger E,S, Zook to Mecca, Hal W (oops) :blush:
Buy Alpha for HBR, 6g + 1gpt.
Change research to math in 40, research @10% +10gpt

IBT: Mecca riots

1325 – 8
Return Hal to Mecca to stop riot :blush::blush:
Ian rests, Spike rests, Ann & crew 2W, Earl & settler SW, Jack SW, Nate & settler W, Tiger SES, Zook SW

IBT: BW retreats SE, Mecca settler > settler, Medina settler > settler

1300 – 9
Ann & crew road, Spike rests, Ian rests, Zook S, Hal & settler SW from Mecca, Earl & settler S, Jack S, Nate & settler SW, Tiger SSW, Med settler 2W
Change Baghdad to Spear in 1 for use in Mecca, then return build to rax.

IBT: Tiger dies to BH without getting to pop more fog, forest cleared at Damascus, Damascus worker > warrior (darn – I didn’t realize the worker was clearing, please don’t leave clearing workers without a note in the post), Baghdad spear (Shaft) > rax

1275 – 10
Shaft on road to Mecca, Med settler NW, Fay W,N, Spike rests, Ian rests, worker to horse, worker to Damascus, Hal & settler S, Zook roads, Earl & settler SW, Jack SE, Nate & Settler SW,

Intentions:
- Earl & settler in position to found city
- Nate & settler intended to found a city 2SW after crossing river. This city will have 5BG, 1FP, 6 forests, ivory after expansion Should be very strong if we can keep corruption down (FP, court + police, etc.)
- May want to go WNW instead, and try for spices, but flip danger. Will want to plant more cities in area.
- Intend for Damascus workers to road on horse
- Jack intended to move S to spot BV & maybe hunt training.
- Med settler headed 2NW to settle on point & Fay to connect with road
- Need to road to Najran & Neckville to allow best horse & settler movement
- Need to hook up gold & game at Najran, and game shard by Mecca & Baghdad.
 
And the map:
 
Looking again, 2W of wheat W of Neck might be a good city site.
 
Got it.

I think I'll move our western settler pair & try to get the spice and FP area near the Ottos, then bring second settler pair down towards the Ivory & BGs.

I'll probably play later today & post.
 
:confused: I thought I did.

rrau said:
Damascus's worker finished road and after thought (maybe too much) I conclude that if wheat is irrigated first, would grow too fast and have happiness problems, so I move him to forest to start a chop and will likely need to either help get a settler out after the temple or it can be used to help get a rax the wheat still needs to be irrigated
 
Preturn 1275BC
1) Changed Najran from Temple to Rax - enough tiles accessible w/o temple
2) Changed Kufah from Temple to Spear - we will only gain 2 workable tiles on expansion
3) Changed Mecca (Size 2 grow in 1) from settler to Spear - need to get to Size 4 for a constant 4 turn settler factory
4) Changed Medina (Size 3 grow in 3) from settler to spear for the same reason
5) Sorry for making all these changes but getting the 2 settler factories on track is important

IBT - Barb N

Turn 1 - 1250BC
Jack S (spies Bhorse, Bwarrior & Bcamp) / Earl N to mt / settler waits / wake spear (Spar) SW with settler (worried about that Bhorse) / settler NE (he was on RCP6) / Fay mines / Spike NE / Ian E S / Worker1 S to horses / Worker2 roads on horses / Nate & Settler W (damn - right next to a Bcamp) / Hal & settler S / Shaft SW SW / Ann & Crew E E SE to Game

IBT - Bwarrior attacks Spar he dies Spar -1hp / eastern Bwarrior N to mt, Bhorse stays put / no attack on Nate & settler

Turn 2 - 1225BC
Spar & settler W / Earl forts on mt choke / Hal & settler S / Shaft S / Ann & Crew irr game / Northern settler SE (should have moved him E not NE last turn) / Sike E SE S / Worker1 joins in building the horse road / Ian S /
Nate & settler W (still next to Bcamp) / Jack NW staying on mt

IBT - Bhorse moves W

Turn 3 - 1200BC
Mecca Spear (Nails) => warrior (looks like Meccas needs to be a size 5-7factory
Medina Spear (Rod) => settler
Rod SE S SW / Northern Settler on RCP5 finally founds Basra set to warrior / Spike SE S S / Nails SW / Shaft S / Hal & Settler S / Ian S / Spar & settler W / Jack off his mt S next to Bcamp / Nate & settler W

Otto's will trade MYST for 62g & 10gpt - I do not trade

IBT - Eastern Bwarrior moves W (1 tile NE of Jack)

Turn 4 - 1175BC
Damascus warrior => worker
Ann & Crew finish irrigating Medina is now +5f moving Ann & Crew E to BG to mine then road / Ian SE / Hal & settler SW / Shaft SW / Spike S / Nails S / Rod S SW SW / Spar & settler SW / Jack attacks the Bcamp & losses / Nate & settler NW ready to found the Spice city next turn

Lux went to 10% to keep Mecca from roit

Turn 5 - 1150BC
Horse road is completed /
Mecca warrior => settler (Mecca still only at +4f we need to chop & irrigate the game tile)
Kufah Spear (Gaff) => worker
Nate forts settler founds Khurasan set to worker
Gaff forts / Ann & Crew mine / Rod S / Nails S / Spike S / Shaft S / Ian S / Hal & settler SW / Worker1 & 2 N E irrigate wheat / Mecca warrior forts / Spar & settler SW

Lux to 20% for Medina even with 2MPs (Mecca is ok has 2MPs)
mm Medina to keep +5food

IBT - Bhorse N ( SW S of mt choke) Bwarrior N (due S of mt choke)
Ottos learned WRIT - now up 3 techs

Turn 6 - 1125BC
Spar & settler W / Ian, Hal & settler SW (together - next to Bhorse & Bwarrior) / Shaft SW / Spike S / Nails S / Rod S / Zook N NE

IBT - Bhorse NW / Bwarrior attacks Hal and dies, Hal -1hp

Turn 7 - 1100BC
Najran Rax => Archer (not connected to horse road yet)
change Damascus from worker to Rax
mm'd Medina & Mecca for food (Mecca still need to fix that game tile)

Hal & Ian forts settler founds Anjar set to spear (not sure what to build here - this city is for strategic value not production)

Spar & settler SW / Worker1 &2 NE E NE moving to that game tile / Zook E NE / fay roads / Rod SW / Nails S / Spike SW / Shaft SW / warrior from Meccas E N NE

Lux to 40% for Medina ?? Why so unhappy at size 6 with Temple & 2MPs

IBT - Bhorse rides off W SW

Turn 8 - 1075BC
Medina settler => wealth (factory off by one turn)
Basra warrior => worker
mm'd Medina to keep +5f
Divert warrior to Baghdad for MP - Lux down to 20%
Damascus warrior E NE E towards Mecca / settler W S W / Ann & Crew road
Zook starts chop on game / Worker1 & 2 E NE to game / Rod forts in Najran
Nails SW / Spike SW / Shaft SW / Spar & settler SW to city spot

IBT - na

Turn 9 - 1050BC
Mecca settler => Horse
Kufah worker => Rax
changed Medina off wealth to settler - Medina is now size 5 empty granary box and +5f +7S (4 turn factory is set)

Spar forts settler founds Fustat set to worker
Settler S SE S / Worker1 & 2 join chop will complete at the end of 1000BC (with chop & growth Mecca should make horse in 3 turns also) / Settler SW / Nails SW / Spike SW / Shaft W / Worker3 E NE mine

IBT - na

Turn 10 - 1025BC
both settlers S S
Left all other moves for next player

Zarths1025BC.jpg



Notes to next player
1) Keep an eye on Mecca's growth we may want to switch horse to rax before the chop comes in we still have to irrigate the game to get Mecca to +5f so adjust accordingly. I'd like to complete the irrigation on growth turn to get the factory in sync. May even want to switch to a warrior before chop.

2) Chop will add to city at end of 1000BC.

3) Medina is set need to mm on growth turns to keep at +5f

1025BC SAVE
 
0. 1025BC

1. 1000BC
shaft attacks barbarian horsemen and becomes a veteran with 3 hp now
luxuries up to prevent disorder in medina
MM medina, growth in 2, settler in 2
Baghdad finishes barracks, start horsemen
Najran archer => archer
switch barracks to granary in damascus

2. 975BC

3. 950BC
medina finishes settler, start settler
mecca finishes horsemen, start settler
basra worker => granary

4. 925
shaft destroys barb camp near kurasan and fustat

5. 900
khurasan worker => worker

6. 875
worker, settler, spear, warrior movements

we are contacted by zululand, babylon, persia they have iron working, writing, mysticism and mathematics
iroqouis and persia don't have mathematics yet, so i buy mathematics for 185 gold from otto
trades:
iroquois: writing for mathematics + 7 gold
persia: iron working + 5 gold for mathematics
switch science to construction

7. 850
istanbul (otto) finishes pyramids!
londen (england) finishes oracle!


8. 825
bursa (otto) finishes collossus

9 800
fustat worker => worker
archer destroys barb camp
aden founded

10 775
damascus granary => worker
baghdad horsemen => horsemen



I need some help with these 4-turn settler factories, as it took 5 turns for me to get settlers from mecca and medina. Can someone explain how these work exactly?


http://www.civfanatics.net/uploads7/PTW_775_BC.SAV
 
Zarth said:
I need some help with these 4-turn settler factories, as it took 5 turns for me to get settlers from mecca and medina. Can someone explain how these work exactly?

Need to make sure the governor is set to emphasize production and not food. This will place the new citizen on a forest tile to pick up the extra shields needed.

Medina has the food & shields to be 4 turn factory, but unfortunately it is not on fresh water. It must be able to grow to size 7. So on turn 4 we are not getting the growth even though the granary box is full. This is dropping our population to Size 4 instead of 5 after the settler is built. Medina needs an aquaduct since its not on fresh water. 5 Turn factory is probably the best for Medina, until aquaduct. (For some reason I thought it was on fresh water.) You do want to keep Medina at +5 food for the first 2 turns of the settler cycle, than is can be adjusted to coincide with the settler.

Mecca's problem was the game tile was not improved when you started your round. With the game irrigated Mecca is actually at +6 food, but is still producing enough shields for a 4 turn factory (6, 8, 7, 9 = 30) and being on a river it can grow to 7 on the turn the settler is produced. In Mecca's case we could have actually mined the game and maintained the +5 food surplus, either way it is now set for 4 turns.

Here's a link to an exceptional 4 turn settler & escort factory. By generating +5 food (he used +4f than +6f in his example) & +10 shields you can build both in 4 turns. We're short a BG in Mecca or we could duplicate this in our game. May be worth chopping one of those grass forests and hope for another BG.
 
jbm1964 is UP.
rrau is On Deck.
 
zarth - nice trades

Some questions:
are we going to research lit ourselves or buy it when it is available? I assume we want it since libraries are going to be needed for faster research for a launch date before the 1900's

also, are we looking for republic or monarchy as our next government. What should our next few tech researches be?
 
I'd say pursue Republic. If we pre-plan it right, we'll need the production more than we need to worry about a prolonged war. Build en masse ahead, and then launch.
 
I have got it.
 
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