Raliuven SG3.5 Regent

Well, that certainly helps. Who's up?

Verarde, now that you are back do you want a turn? Toxicman007? Whoever posts first gets a swap with Elephantium. Let's keep it going!

The Roster

Raliuven
CommandoBob (just played)
Verarde (Playing???)
Toxicman007 (Playing???)
Elephantium (Swap w/???)
Raliuven's post was from before Elephantium played, but it looks like it is back to you.
Red Snappers is a bit of a quandry. What do the rest of you think we should do there?
That is an open-ended question, by the way. There might be a 'right answer' and that answer could be 'do nothing'. Regardless of what your answer is, it will be treated seriously. But it is something the next player will have to deal with.
 
Alright, got it. I'll try and put together a pre-turnset game plan tonight.
 
I don't know that I kept the last round straight, but I beleive Verarde is up now. :crazyeye:

I pushed the last settler out of Babylon but I thought it was a group agreed decision. I flop back and forth on whether that is a good decision. There's some good land around us to snatch up with an extra city. But if that was the plan then we over engineered the area around babylon - which is also why I agreed to stop mining the gold hill even though it was painful to cancel the worker action.

At any rate, size 5 cities are being problematic without luxuries, at least when I was playing - IIRC it was at 60% luxury without hiring a clown.

I have not looked at the save yet, however:

Can we have a discussion regarding the granary builds? I must admit as a builder that I like to put up granaries and it is a habit that I broke mainly by never (or rarely) building them unless the city was going to be a WF or SF. So the question I have (and not a critsism) is why we are building them and what do we hope to gain from them?

And why sell the temple at Cows until we have our luxuries connected? Perhaps the city's happines wasn't an issue, I don't recall. I probably would not have built it in the first place however since we did couldn't we use the happiness for a while and run cows as an SF?
 
IMO building the Temple in Cows was a mistake. We didn't need it for happiness there or for the border expansions once we had the next city built to the SW. All it was doing was costing 1gpt every turn.
 
It's mine. Apologies. I've had two hectic days in a row, but today I've got absolutely nothing going on. If I don't get a pre-turn plan up by the end of the day, I'll...I'll...eat an article of clothing.
 
Cross post with Verarde, I see he has a 'got-it' posted. Toxicman007, you are up next! I'll post the roster again.

Putting the Roster back in order we have:

Raliuven (warming up)
CommandoBob
Elephantium (*just played)
Verarde (Playing)
Toxicman007 (on deck)

Then I will shuffle the Roster back into order. Sound right?
 
Tomorrow is supposed to be rainy. We're not doing anything all day. I can write up a turn report first thing in the morning, get feedback, and play that evening. I'm still rockin' with ya'll!
 
Did I really go the whole weekend and forget about this? Skip me. School has come upon me like a sudden thunderstorm, and I forgot my umbrella.
 
Sorry to hear that! Toxicman007 do you want to pick it up?
 
Sure, I can take it. Will play tomorrow morning when I have some free time. If not then, tomorrow evening. Got it.
 
Any updates, Toxicman007?
 
Okay, I'm posting a Got It and I will work on this tonight. Don't know that I can promise to have it up tonight but I will try.

Roster
Raliuven (Playing)
CommandoBob (on deck)
Elephantium (warming up)
Verarde
Toxicman007
 
Alright, let's keep this rolling! One of my classes that takes up my entire Wednesday afternoon ended today, and next Tuesday another of my classes ends, so I will be having a lot more free time.
 
Turn 100 [550BC]

Goals
Conquest by 1420AD
Beat all AI civs to a bloody pulp.

Civilian units:
Settler 2
Workers 15
Slaves 0

Military units:
Bowman 11
Spears 2
Warriors: 7
Curragh: 2

Unit Support:
Total Units: 39
Allowed Units: 252
Support Cost: 0 gpt

Enemies/Hit list:
Korea=>Despotism=>Strong compared to
Mongols=>Despotism=>Strong compared to
Carthage=>Despotism=>Strong compared to
England=>Despotism=>Strong compared to
Spain=>Despotism=>Strong compared to
Scandinavia => =>Despotism=>Strong compared to
Ottomans=> =>Despotism=>Strong compared to

Looks like we’ve moved up in the world!

Victory
Babylon % of World Area: 5
Babylon % of World Population: 15

Research: Sciene: 100%, Republic, 11 turns -8gpt, 303 in the bank.

Too bad about the slingshot. The military advisor has his cap screwed on too tight about the Arian tribes near Indian Food. Okay! I heard you the first ten times! Reacquaint myself with the notes. I am still a little confused over the granaries but I won’t question the prerogative.

Move a few bowman to cover new settlers.
Take CommandoBob’s suggestion and give Korea CoL for their 92gp. We’ll make better use of it. As Korea only has 6 cities I doubt they’ll be getting the tech jump on us . . . ever.
Swap Red Snappers over to a harbor. I’d like to preserve the city growth here.

Hit enter.

IBT – Spanish settler moves towards Carthaginian lands.
Blue coat (Korean Warrior) approaches Shuruppak.
The Spanish want their MoM. So they are building one.


Turn 101 [530BC]

Mr Ed: Bowman=>Bowman
Shuruppak is contacted via road.
Forest Chop by Mr Ed reveals grass.
Push Lux up to 20% to keep Red Bulls on track until luxuries are connected.
Forest Chop at Silky Red Pajamas completes and is added to the Granary at Red Man Tobacco.
Swap Silky Red to catapult. May change my mind here, not sure yet.
Start Road on silks.
Swap Babylon to an irrigated grass to pick up the extra gold; don’t need the shields.

Mongols have 248gp. Greedy nerd lovers.

IBT – a barb horse kills an exposed worker. GRRR!!!


Turn 102 [510BC]

Babylon: Bowman=>Bowman
Red Bulls: Worker=Worker
Ellipi: Bowman=>Bowman (Swap BG from Red Bulls to Ellipi, this doesn’t impact Red Bulls worker generation and gives Ellipi and 3 turn bowman)

4/4 Bowman vs 2/2 horse – flawless win.

Swap Silky Red to Courthouse, looks like it is about 60% corrupt.
Silks are connected to Silky Red, though, so at least that city is happy. :D
Lux to 10% to keep Ellipi at a 3t bowman. Silks will be connected next turn anyway.
Swap BG back to Babylon for a 3t bowman. This will slow Mr. Ed unit a new mine is built. For now place on Grass+Road on river for commerce.

IBT – Korean warrior moves closer to Babylon & worker, which would be suicide, but the AI is not known for its intelligence.


Turn 103 [490BC]

Seaside Shores: Bowman=>Bowman
Move a bowman to cover exposed worker.
Found the city of Forest Clearing to the SE of There is No Cow Level. Start barracks.
Silks are connected.
Drop Lux to 0%, Science back to 100%, Republic in 7t @ -8gpt.

Spain’s got a worker for sale. They’ll also give up all 32 pieces of gold for CoL. Done! We have our first slave.

IBT – Korean warrior moves back to the west, probably to hunt barbs.
Receive FP message.


Turn 104 [4700BC]

Red Bulls: Worker=>Worker
Mount Ellipi: Bowman=>Bowman

Ha! Our Settler reaches the cows/horses first. The Mongols are just moving into position. Build the city of Corse. Start a worker.

IBT – Vikings send a settler out to take the river to the Northeast of Silky Red.


Turn 105 [450BC]

Babylon: Bowman=>Bowman
There is No Cow Level: Settler=>Settler
Iron Range: Bowman=>Bowman
Shurppak: Worker=>Barracks

Our warrior scouting deep in the south has a nice view of the land.

RSG35450BC.jpg


That stream of Carthaginian warriors seems to indicate they may be at war – or are planning a war?

Find purple boarders and meet Portugal. They are up currency & poly with 32gp & 10 cities. Henry won’t give us currency for anything.

There is No Cow Level can now operate as a SF but that won’t be too hard since we are only 5 turns to Republic.

IBT - zzz

Turn 106 [4300BC]

Red Bulls: Worker=>Worker
Mount Ellipi is now size 6. Hire a scientist for now.

IBT - zzz

Turn 107 [410BC]

Mount Ellipi: Bowman=>Sword
Seaside Shores: Bowman=>Sword
Mr Ed: Bowman=>Horse
Sippar: Worker=>Barracks
Swap Bab to Sword

4/4 bowman vs 2/2 barb – flawless win.
Portugal still won’t trade for currency for anything reasonable – they want about 700gp for it.

IBT – Racing Vikings to a settling spot in the northeastern tundra.
We have run off the Mongols who are retreating away from the lake.
Spain is building the GLH.
Spain completes the pyramids
Portuguese starts the ToA & GLB.
Vikings start & complete the GLH.

IBT – zzz


Turn 108 [390BC]

Red Bulls: Worker=>Worker

IBT - Vikings are going for the very northern tip of the tundra to the north of Silky Red Pajamas.
Carthage is building ToA

Turn 109 [370BC]

There is No Cow Level: Settler=>Settler
Science down to 30%, scientist to taxman. +34gpt, republic in 1 turn.

IBT - zzz

Turn 110 [350BC]

We learn Republic. I opt not to revolt because we are religious. I will let the next player do that.
Set to Construction 100%, due in 11t @ -8gpt.

Babylon: Sword=>Sword
Red Bulls: Worker=Settler
Iron Range: Bowman=Bowman

Spices are connected.
Fire the taxman at Mount Ellipi.

Southern warrior collects 25gp from a barb camp and finds the southern end to the continent.
Bowman west of Bab collects 25gp from a barb camp.
Found the city of Backwater.

Leave some units with movement.

Trade: We are now up Republic.
Portugal will give Literature, Currency and 15gp. This will give us two more techs to trade everyone else rather than spreading around Republic if we want to hold it.
Mongols will give poly and all 307gp.
Everyone else has some change.

Goals
Conquest by 1420AD
Beat all AI civs to a bloody pulp.

Civilian units:
Settler 1
Workers 21
Slaves 1

Military units:
Bowman 22
Swords 1
Spears 2
Warriors: 7
Curragh: 2

Unit Support:
Total Units: 56
Allowed Units: 64
Support Cost: 0 gpt

Enemies/Hit list:
Korea=>Despotism=>Strong compared to=>6 cities
Mongols=>Despotism=>Strong compared to=>10 cities
Carthage=>Despotism=>Strong compared to=>10 cities
England=>Despotism=>Strong compared to=>7 cities
Spain=>Despotism=>Strong compared to=>8 cities
Scandinavia => =>Despotism=>Strong compared to=>8 cities
Ottomans=> =>Despotism=>Strong compared to=>9 cities

We have 16 cities and one settler.

Victory
Babylon % of World Area: 4
Babylon % of World Population: 19

Research: Sciene: 100%, Construction, 11 turns -8gpt, 440 in the bank.
 

Attachments

I was remiss in posting the Roster. I think this is where we are at:

Roster
Raliuven (just played)
Toxicman007 (skipped)
CommandoBob (Playing)
Verarde (on deck)
Elephantium (warming up)
 
I may need a skip; I'll know more tonight.

My PC has a bad motherboard. I think I can play this on my wife's desktop, which already has C3C installed, since she will be busy this weekend. It is a slower machine than mine. Her laptop is off limits for C3C.
 
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