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Raliuven SG3 AWE Persia

Discussion in 'Civ3 - Succession Games' started by Raliuven, Nov 16, 2011.

  1. Elephantium

    Elephantium Peanuts for everyone!

    Joined:
    Jul 12, 2006
    Messages:
    4,512
    Location:
    Minneapolis, MN
    Second report:

    IBT:

    Korea -
    LB suicides on a scouting cav 17-5
    LB dies on Cav guarding cannons 18-5

    Arabia -
    Two Cavs kill our scout Cavs 18-7
    A third attacks our stack and dies. 19-7

    Turn 4 -
    Frigate sinks Aztec Galley but gets redlined :( 20-7
    eImmo dies on Merw Rifle 20-8
    Cav kills Spear at Merw 21-8

    IBT:

    Arabs kill our Frigate 21-9
    Arab Cav kills our Musket screening some slaves - they're captured. 21-10
    Arab Cav captures another slave stack.
    Arabs land a Cav on our island.

    Turn 5 -

    Cavs kill the two Arab Cavs that hit our slaves. 23-10
    Two Immos die to Merw Rifles. 23-12
    eA-cav kills redlined Arab Cav and produces a Leader! 24-12
    eCav kills Arab Musket 25-12
    Cav kills Arab Cav 26-12
    Another Cav kills another Arab Cav 27-12
    Two Cavs raze Merw 29-12

    IBT:

    Near Seoul...
    Korean LB kills Immo 29-13
    Arab Cav kills Immo 29-14

    Turn 6 -

    Seoul:
    Immo kills Spear 30-14
    Immo kills Spear 31-14
    Immo kills Spear 32-14
    eCav kills Spear 33-14
    Cav kills LB and razes the city! 34-14

    Hyangsan:
    The CLUBS kills two Spears 36-14
    Cav army kills two more 38-14
    eCav kills LB and takes the city 39-14



    eImmo kills Dutch Spear 40-14
    Cav kills LB 41-14

    IBT:

    Arabs want peace. When we laugh at them, they kill two of our Immos. 41-16
    Another one dies at Hyangsan. 42-16
    A third kills our Musket 42-17

    Turn 7 -
    ACav and Cav kill two Arab Cavs 44-17
    Lose Cav to Arab Cav 44-18
    Then we finish off the two in that stack 46-18
    Cav kills another Cav 47-18
    eCav kills Arab Cav near Wonsan 48-18

    Wonsan:
    Cav kills Spear x3 50-18
    City falls.

    Edit: I still have another couple of turns to play.
     
  2. Raliuven

    Raliuven Chieftain

    Joined:
    Jun 21, 2010
    Messages:
    1,428
    Location:
    Minnesota
    Nice progress! I'm not sure if that puts CKS up or Overseer?

    Roster
    Raliuven
    Elephantium (just played)
    CKS (on deck???)
    Toxicman007
    TheOverseer714 (Playing???)
     
  3. Elephantium

    Elephantium Peanuts for everyone!

    Joined:
    Jul 12, 2006
    Messages:
    4,512
    Location:
    Minneapolis, MN
    IBT:

    RP > Industrialization (time to turn off research!)

    Turn 8 -

    Frigate sinks Dutch Caravel 51-18
    Frigate attacks Korean Galleon and loses 51-19
    Lose a Cav on an enemy Rifle 51-20
    eACav razes Knossos, just built S of D-Day 52-20

    IBT:

    Not much happens...

    Turn 9 -

    1st Cav Army kills three Spears at Delft 55-20

    IBT:

    Arab Cav dies on 1st Cav Army 56-20
    Rifle forces him to retreat

    Turn 10 -

    Cannons bombard at Taejon, redlining some Spears
    eCav kills Spear 57-20
    eCav kills Spear 58-20
    vCav kills Spear 59-20
    vCav kills Spear 60-20 and razes the city!

    The CLUBS kills Crusader that the Dutch dropped off next to D-Day 61-20

    eCav kills Rifle 62-20
    eCav kills wounded Spear, producing Darius!

    City of Tactical Rubber is founded.

    Cav dies to Rifle 62-21
    Another Cav finishes him off 63-21
     
  4. CKS

    CKS Chieftain

    Joined:
    Feb 9, 2004
    Messages:
    1,835
    Looks good.

    Overseer, is now a good time for you to play, or should I take it?
     
  5. TheOverseer714

    TheOverseer714 Overseer

    Joined:
    Feb 12, 2007
    Messages:
    5,077
    Location:
    Ohio
    If you want to play it, go ahead, I can go next, I've got all weekend...
     
  6. CKS

    CKS Chieftain

    Joined:
    Feb 9, 2004
    Messages:
    1,835
    The weekend actually isn't the greatest time for me to play. You should play now, Overseer, and I'll pick it up after you.
     
  7. TheOverseer714

    TheOverseer714 Overseer

    Joined:
    Feb 12, 2007
    Messages:
    5,077
    Location:
    Ohio
    Okay, got the save.
     
  8. TheOverseer714

    TheOverseer714 Overseer

    Joined:
    Feb 12, 2007
    Messages:
    5,077
    Location:
    Ohio
    About halfway through, forgot how time-consuming Industrial Age warfare can be.
     
  9. Toxicman007

    Toxicman007 Custom User Title

    Joined:
    Sep 28, 2009
    Messages:
    390
    Location:
    Norway
    Yeah, that's one of the reasons my games tend to get forgotten about once I hit the mid-Industrial Age.
     
  10. Raliuven

    Raliuven Chieftain

    Joined:
    Jun 21, 2010
    Messages:
    1,428
    Location:
    Minnesota
    Any more news about Xerxes' quest for world domination? :hammer:
     
  11. TheOverseer714

    TheOverseer714 Overseer

    Joined:
    Feb 12, 2007
    Messages:
    5,077
    Location:
    Ohio
    Slow going, as it always is during the week. Finding the time to play is difficult. Gamewise, all is well, though Arabias culture and our tiny core are slowing things down. I hope to finish my turns tomorrow afternoon.
     
  12. TheOverseer714

    TheOverseer714 Overseer

    Joined:
    Feb 12, 2007
    Messages:
    5,077
    Location:
    Ohio
    Sorry I was so slow, RL rears its ugly head yet again. i will post the save now, turnlog will be following soon. We are at 47% population, 58% territpry, and closing in on Arabias capitol.

    Spoiler :

    Pre-Flight: CivAssist 2, Word running. Open the save, look things over.
    Minor MMing here and there, turn leader into army.

    Civilian units:
    Settlers 1
    Workers 57
    Slaves 101

    Military units:
    Archer 1
    Spears 13
    Pikes 7
    Horsemen 4
    Cavalry 34
    Ancient Cavalry 2
    Infantry 5
    Immortals 25
    Armies 4, 3 Immortals
    Cannons 32+10 captured
    Artillery 1 captured
    Frigates 2
    Galleons 23

    Unit Support:
    Total Units: 208
    Allowed Units: 220
    Support Cost: 0 gpt

    Enemies/Hit list:
    Carthage=>eliminated
    America=> eliminated
    Dutch=> Strong to
    Greeks=> Strong to
    Aztecs=> Strong to
    Arabs=> Average to
    Korea=> Strong to

    Research: Industrialization, 999 turns +385 gpt, 2044 in the bank.

    Hit Enter=>

    IBT: Dutch land Longbow at Ergili. Lose a Galleon to Korean Galleon, 2 Arab Cavalry die on an infantry near Tactical Rubber, who promotes. Pentagon built. Hyangsang riots.

    Turn 1, 1355 AD: Kill 4 Arab rifles and a musket. eCav annihilates rSpear, generating a leader, resulting Army is the CARS(Cyrus Annihilates Regular Spear).
    eCav assinatesates rSpear, generating a leader, resulting Army is the Strong ARMs(Achamenes Assassinates RifleMan).
    Lose an eAC to a spear, otherwise Korean Delft taken easily, 2 workers and 1 gold, raze nets 4 more slaves.

    IBT: Koreans land Longbow at New Jinjan, Arabs land 4 Cavalry at Ergili, try to get past TR. Aztecs want to talk, no!

    Turn 2, 1360 AD: Kill intruders, lose 1 vCavalry.

    IBT: Except New Jinjan, oopsy, Korean Longbow kills immo, takes it. Arabs land cavalry at New Tyre, take some unguarded slaves near TR, AI is good at that.

    Turn 3, 1365 AD: Retake Jinjan easily, destroy Arab settlement New Mosul behind our lines, then find (and dispatch) a settler pair nearby, the empty land is like a magnet. Turn New Gordium into a source of cheap Mps. Land an army at Sariwon. Armies lined up to take Mansura.

    IBT: Dutch land 4 mixed troops at New Jinjan. Greeks land Hoplite at TC Seoul.

    Turn 4, 1370 AD: Take Sariwon easily, despite the 2 dreaded regular spearmen. After a thunderous barrage, Mansura's 3 Rifle and Cavalry defense fails, 55 gold taken, Raze nets 4 slaves.

    IBT: Arabs try their usual end-run, no landings.

    Turn 5, 1375 AD: Search and Destroy mission results in a dead Hoplite and 2 slaves. Land troops to take Cheju.

    IBT: Arabs send 6 cavalry into the meat grinder, horseburgers, anyone? Tons of boats moving around.

    Turn 6, 1380 AD: 2 Spears and 2 Longbows defending Cheju fall, 27 gold is ours, and Korea is no more! Dinner is served, yum! (Arab Cavalry destroyed, no losses, but no leaders) Bad luck with leaders though. Line CLUBS up to take Muscat.

    IBT: No landings, no meat for the grinder, shucks.

    Turn 7, 1385AD: After a spirited defense by 2 rifles and a cavalry (yellowed CLUBs take a beaing) Size 4 Muscat taken with 42 gold and 4 workers. Sell improvements and abandon. Find a one-tile choke, Old Korea should soon be safe.

    A note to the team, I have been adding settlements to maximize territory, worker abandoning selected cities, settler factories and improving our core, upgrading Cannons, etc, hopefully not running any red lights with you guys.

    IBT: Dutch Galleon attacks a Frigate and lose, no landings.

    Turn 8, 1390AD: Quiet, worker turns mostly, move artillery, The CARS and 1st Cavalry to take Najran.

    IBT: Dutch land a Spear and Longbow near Ergili, Arabs land 2 Settlers, a Rifleman and a Cavalry near Oops I Screwed Up, Greeks land 2 Horses near TC Seoul.

    Turn 9, 1395 AD: Easily wipe out Dutch, Arab and Greek landings. Red-line Najran's 3 Rifle defenders, the CARS go -3, -1, -1 and clean on the surprise Longbow, 75 gold, a Cannon, and a slave taken, raze nets 4 more. So long, and thanks for the slaves. Build Abu Bakr Incensed?, which gives our priests a steady supply, and puts artillery in reach of Basra. 1st Cavalry and Strong ARMs lined up to attack.

    IBT: Arabs kill Infantry, red-line anothers Aztecs land 2 Pikes, a Sword and a Mace near TC Seoul; Greeks land a Horse and Mace nearby.

    Turn 10, 1400AD: eCavalry kills Aztec Pike, becomes Darius. Form Calvary Assasinates Mesoamerican Pike army(the CAMPers) . Wipe out all invaders. At Basra, strong ARMS are -1, clean with promotion, clean. Basra taken with 58 gold, At size 4, sell improvements and abandon.
    Leave rest of units unmoved, good luck, next player.

    Civilian units:
    Settlers 3
    Workers 66
    Slaves 125

    Military units:
    Archer 1
    Spears 15
    Pikes 9
    Horsemen 4
    Cavalry 48
    Ancient Cavalry 1
    Infantry 7
    Immortals 25
    Armies 8
    Cannon 1
    Artillery 45, 11 captured
    Frigates 9
    Privateers 2
    Galleons 22

    Unit Support:
    Total Units: 250
    Allowed Units: 238
    Support Cost: 12 gpt

    Enemies/Hit list:
    Carthage=>eliminated
    America=> eliminated
    Dutch=> Strong to
    Greeks=> Strong to
    Aztecs=> Strong to
    Arabs=> Strong to
    Korea=>eliminated

    Research: Industrialization, 999 turns +344 gpt, 559 in the bank.


    The save:
     
  13. CKS

    CKS Chieftain

    Joined:
    Feb 9, 2004
    Messages:
    1,835
    Looking good. I should be able to get started tomorrow afternoon.
     
  14. Raliuven

    Raliuven Chieftain

    Joined:
    Jun 21, 2010
    Messages:
    1,428
    Location:
    Minnesota
    Way to double the number of armies in the field. :D Nice work!

    Just to get the Roster posted:

    Roster
    Raliuven
    Elephantium
    CKS (Playing)
    Toxicman007 (on deck)
    TheOverseer714 (just played/warming up)

    Overseer, you were on a skip/swap deal, so you will see you just played and are also warming up. Let me know if that's okay. Toxicman007 you are up after CKS. My guess is that it might not make it back to Overseer again?
     
  15. TheOverseer714

    TheOverseer714 Overseer

    Joined:
    Feb 12, 2007
    Messages:
    5,077
    Location:
    Ohio
    I hope you enjoyed my creative naming:) I will be happy to take another turn if it gets back to me, but bet it won't. I think that after Arabia falls, the rest will collapse, pikes and longbows seems to indicate a lack of Saltpeter. Note that I started some libraries for cultural expansion if we decide on a domination VC, though I think Conquest more fitting. Feel free to sell the ones that have had one or two expansions. I also set up two towns to provide pikes and spears as MPs, you only have to disconnect the road/rail connection to allow them to be built, then hook back up to move them to the destination. There are units to pillage and workers to reconnect already in place. Good luck and have fun.
     
  16. Toxicman007

    Toxicman007 Custom User Title

    Joined:
    Sep 28, 2009
    Messages:
    390
    Location:
    Norway
    Shall we perhaps begin a discussion about the Raliuven SG4? If it's going to happen, of course.
     
  17. TheOverseer714

    TheOverseer714 Overseer

    Joined:
    Feb 12, 2007
    Messages:
    5,077
    Location:
    Ohio
    Different but fun should be the order of the day. i propose for a NOW(We declare war on the first country we meet, then we kill enemies off in order) game at Emperor. To add a challenge, with a Republic government as soon as we learn it. There was a great training day game, "First come, first severed" which had similar rules. I'm up for another one.
     
  18. Toxicman007

    Toxicman007 Custom User Title

    Joined:
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    Location:
    Norway
    How about a 20K cultural victory where we can't declare war on our enemies. They can declare war on us, though.
     
  19. CKS

    CKS Chieftain

    Joined:
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    Messages:
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    I find warfare rather tedious, so anything with less war sounds good to me. I'm not interested in a 100K game right now, as it would also be pretty tedious.

    NOW would be okay.

    20K is always fun.

    Space with the science slider at 0 makes for a trading game, but space or diplomacy with the science slider set at 100% for the entire game might be an interesting challenge.

    Conquest, but with no offensive military actions allowed until we reach the modern age?

    I'm sure we can find something interesting.
     
  20. Toxicman007

    Toxicman007 Custom User Title

    Joined:
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    Location:
    Norway
    Ooh, I have an idea. Space race as the Vikings on Emperor, the luxury slider must always be at least 30%
     

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