Rat12 - Team Challenge AWN

Preturn:
Moved a warrior into the forest to see if the 2 warriors attack

Our military is very light. I will be working on fixing this.

Turn 68 (1550 BC)
Research begun: Writing
Warrior defeats (2.00/2): Chinese Warrior

I used the tree chop bonus to build another archer. I notice our other town is unoccupied and send a warrior over.

Turn 69 (1525 BC)

Beginning some Axemen.

Turn 70 (1500 BC)

Turn 71 (1475 BC)

Turn 72 (1450 BC)
Archer loses to: Chinese Warrior (0.32/2)
Warrior defeats (2.00/2): Chinese Warrior

We had 3 vs 2 strength vs the Chinese Warrior with the Archer so that was just bad luck.

Turn 73 (1425 BC)

Turn 74 (1400 BC)

Turn 75 (1375 BC)

I don't like this. The Warrior in Landmonitorburg has only been fortified a short time. I promote the Warrior to increase odds. We lose the warrior vs warrior battle and we lose the town. Nothing I can do about it though.

Turn 76 (1350 BC)
Scout loses to: Barbarian Archer (2.28/3)
Warrior defeats (0.88/2): Barbarian Warrior

Scout finally got caught.

Our town survived thankfully.

Turn 77 (1325 BC)

Turn 78 (1300 BC)

Turn 79 (1275 BC)

Turn 80 (1250 BC)

Notes:
I nearly didn't remember to move the warrior to Landmonitorburg which would have been disaster. I think we took a real risk with having this town empty.

I rounded off the number of turns to an even multiple of 10.

It seems I spent the much of the turn building military, though I did get some work done on Granaries. We now have 2 Axemen, 1 Archer and 2 Warriors with two Archers almost finished.

Ironically, all attacks have come from the East. Barbarians have been spawning in the top-right corner. This has caused us to scramble. Currently, there is a Barbarian archer threatening both our town and our workers on the Horses. I moved the Warrior in our Paragadae into the forest. My hope is the archer will attack and lose (its even odds). That means we don't have to inturrupt our Horses. If the Archer doesn't attack or if it wins, then we have an Axe close to the (now empty) town to keep it safe. We would probably have our work on the Horses pillaged/interrupted. We have 2 defenders in Landmonitorburg, but there is a warrior outside that town so I thought it unwise to move out a defender.

Once the two Archers finish we should be ok. Every town can have one of the 3 archers with 2 axe and 1-2 warriors as well.

We will soon have 2 cottages near the capitol. Try to get those up and running. We have little research at the moment. Note that one hasn't completed so we should make sure it is worked when the worker finishes up.

Here is a map of the situation with the two barbarians. Note that I marked a hill that I really feel needs a warrior on it to supress barbarians from being created. The attacks without warning in the East is very dangerous for us and risks our horses. An even better solution would be a town or two to remove this "front line" entirely. Even there are not a lot of resources that way, I think we should fill it in (I would not make that the next town though - thus the warrior on the hill.

Rat12_BC1250.jpg
 
raging barbs :mischief:

when I opened the save before Greebleys turns I was wondering already that we dare to run so light on military. AW and raging...

good turnset, we should pump more military and more axes, immortals ain't that great against axes.

We could also hlep our friend to fight barbs since he surely struggles as well.

Roster:
Rat
Immac
Landmonitor
Greebley
Tamalane - up
 
I'm glad Landmonitorburg pulled through. I'm surprised the attacks are coming so hard from the east. I think Greebley has the right idea though, a picket on that hill should scare away the barbarians.
 
[0] 1250 BC Looks good. I presume that i am to play 20 turns.

[1] 1225 BC Warrior successfully defends in the north. Barb warrior takes a whack at LMBurg with no effect. The worker just made in LMBurg will chop the rax for it and start a farm.

[2] 1200 BC
Worker starts chop, cottage completes and MM Persepolis to work it. Pasture completes. Will have workers complete road to LMBurg. Things are amazingly, blessedly quiet. Brain-deadula is researching writing along with us.

[3] 1175 BC
zzzz.

[4] 1150 BC Give the new archer in Pasagardae C1, a kind of "cant go wrong, play it safe" sort of basic promo. Should have not done that since a western Chinese attack would have given the next player the option of city defense.

[5] 1125 BC A barb archer approaches to pillage our pasture. Send LM's archer to cover. Persepolis ax moves midpoint between our capital and LMBurg to cover his absence. Learn writing, start on IW. Due in 39 turns, sheesh. Do we need some libraries and money or what? The cottage put us at +1, and we have 3 in the coffer. I feel like going out and begging on the corner. Let's hope Monty does the sailing-calendar thing for us. But i dial him up on the flintstones phone and tell him to research HBR, since he has completed writing.

[6] 1100 BC
LMBurg's cottage is started on the cleared tile, and the rax is due in 7. I am trying to get our towns hooked up with roads as a triangle. The base of it between the capital and LMBurg is nearly complete. The barbs are now coming from the west--that explains the deafening quiet on the western front. Our enemies have their hands full.

[7] 1075 BC
Bismarck has an ax headed towards our capital. A barb ax is two tiles behind him.

[8] 1050 BC Sensing weakness in our capital, they move towards it. Reinforced with our western ax, I send the midpoint ax to the cottage. The western ax moves towards the capital after duking it out with a barb ax from the west.

[9] 1025 BC
Sheesh, three units converge on our capital. One good thing about a poorly developed economy is that there is nothing to pillage.

[10] 1000 BC This is icky--one of those let them pillage or lose a city kinda decisions. Pasagardae completes an Immortal, and starts an ax.

[11] 980 BC
I let Bismarck pillage the cottage made ten turns ago, and i take him out with the remaining ax after losing one ax. The barbs die hard attacking our capital.

[12] 960 BC
Now it's Saladin's turn. He's got two archers and warrior along the same course to Persepolis, with an assisting barb archer. Who's idea was it to have raging barbs anyway? Oh, never mind.

[12] 940 BC
Immortal positions himself in harm's way. Setup a farm/chop for LMBurg. It's timed one turn after its archer completes, and puts 45 hammers towards its library.

[13] 920 BC
Our Immortal kills an archer, promotes to shock and takes out the warrior. His name is Cyrus. Promote the capital ax to C2 and cover, and named Xerxes.

[14] 900 BC Cyrus dies defending our cottage, but is avenged by Xerxes. Monty gives us some deer. I nearly have a heart attack. Monty? Generous? Who's idea was it for him as a teammate? Oh, never mind.

[15] 880 BC Revolt to slavery. Pasagardae is growing like a weed, and is unhappy. No happy stuff until calendar, so we are forced to judiciously whip it or turn off growth (something i hate).

[16] 860 BC
Persepolis has achieved barb magnet status. Who's idea was it to have raging barbs anyway? Oh, never mind.
[17] 840 BC Reposition troops for defense against two barchers and one bax.
[18] 820 BC Battle goes well, enemy units disposed of with no losses.
[19] 800 BC LMBurg's library is due in 23 working farm and quarry. I will stop here on an even year number.
 

Attachments

@Immaculate. It seemed you were disappointed, but how did you make those thumbnails? I know how to make big pictures in a post, but rarely do it, because i have to deal with the upload server.
 
save

Pre-Turn
IW in 17 turns, Monte's HBR in 41, actually I prefer combined research
increase science to 90%
change landmonitor to granary for faster growth
we do have 4 archers in Persepolis, send out 2 to interfere with barbs

1. 780BC
send axe a little east

IT we lose an archer versus a barb archer, what???

2. 760BC
avenge that with an immortal

3. 740BC
we get another immortal, send an axe south to help out Monte
chop rushes granary in landmonitor

4. 720BC
2 more barb axes appear near Persepolis, defeat barb warrior with immortal
Monte meanwhile is going towards Mecca with 5 archers

5. 700BC
defeat barb axe on defense, Monte is under pressure from barbs
Monte is next to Mecca, but it is defended by 3 archers, this seems like suicide to me

IT Monte's whole stack has vanished without defeating a single archer, how dumb was that?

6. 680BC
zzz

7. 660BC
defeat another axe on defense

8. 640BC
finally the camp is up again at Persepolis

IT the AI is dumb beyond words, there is a wounded barb warrior outside Monte's capital, however he doesn't attack it but let's
it pillage the road

9. 620BC
defeat a barb warrior with axe next to Monte's 2nd city to help him out
send 2 immortals to AI cities to disrupt them further and run into a settler pair
rat12620b.jpg


10. 600BC
we get a free worker from the settler pair :dance:
defeat another of Saladins warriors
immortal is near Bejing, defended by 2 archers

11. 580BC
landmonitor gets it's library and goes for an immortal

12. 560BC
again the dumb AI let's warrior pillage their land rather than attacking a measle unit
capital produces immortal, goes for library, send some units towards Mecca, it's seems the best target

13. 540BC
Mecca is only defended by 1 archer with another archer next to it, odds too bad for attack on Mecca
take out the archer next to it with 100% odds
we should be able to take that city out with a few more units
landmonitor finally grew to 3

Monte is sending out another settler pair heading west, thats good

14. 520BC
IW is in and Monte has iron just next to his capital :)
realise this situation in Bejing
rat12520b.jpg


attack with immortal
rat12520.jpg


raze town since it's too far from the core and we get another settler next turn anyway

China no more :eek: this game might be too easy in the end

15. 500BC
we get another settler that heads west to get corn and furs
rat12500a.jpg


situation at Mecca, a barb axe is in the fog next to Mecca's south
Mecca has 2 archers as defense
rat12500b.jpg


if Mecca is taken out, our rival teams are left with 1 AI only each and it will be an easy finish
 
Roster:
Rat
Immac - up
Landmonitor
Greebley
Talamane

please play 15 turns for this round, 10 turns seem too short and eventless. Keep pushing the AI, with some luck we can eliminate them pretty fast
 
You really should tell your AI partner to research the same as you.. much more effective that way.. you do it like this:
diplo1.JPG

diplo2.JPG
 
Talamane said:
@Immaculate. It seemed you were disappointed, but how did you make those thumbnails? I know how to make big pictures in a post, but rarely do it, because i have to deal with the upload server.

I uploaded the screenshots to the 'fanatic's website using the 'manage attachments' clickable button under 'attach files' (its below the typing space when you are typing a message). then i hit the paperclick button within the message command area (when you are typing a message, its right above the message).


Think you can walk me through how to make pig pictures old man? :p
 
@Immac. Hmm, the paperclip IS the manage attachments button. It brings up the same popup as the button near the bottom of the post editor.

There was a tutorial on this. If anybody in the SG sees an error, plz let me know. Most of the experienced players do this all the time.

Near the bottom of the page there is a link called Upload File. Click on it and a popup window will come up. CFC tries to sell you imageshack, but near the bottom is a text box where you can upload your file. No space characters, no funny characters--it's not Windows, and a file named CivScreenShotxxxx will cause endless grief, since there will be very many of these already. After upload, click on view current upload folder and click on last modified. This will sort the most recent files at the top. You should recognize the file you just uploaded. Right click on it and select "Copy Shortcut" with IE or "Copy Link Location" with Firefox. In the post editor, click on the picture icon, and paste the link.

Rather than uploading a file, i just picked the most recent one from the uploads folder.
Power_Graph.jpg
 
@gyathaar. I am unsure whether or not the beaker overflow handler works with two or more players as it does with one, so i was cautious about co-researching.

Of course, cautious buys you nothing but grief in Civ3 or Civ4. Fortune favors the bold.
 
got it!

also, thanks talamane
 
THE SECOND RULERSHIP

Pre-Turn (500BC):

Except for a slight unhappiness issue, our empire looks alright.

Persian 500BC.JPG


I do have a few problems though. Pasagrade is supposed to be a production city and hasn’t developed all its mines yet. I intend to rectify that. Landmonitorsburg is supposed to be a beakers city and isn’t working both of its cottage tiles. When I got to it was working the horses, one horse and the farm. I leave the farm to help it grow but otherwise choose to accentuate the cottages to allow them to grow.
Our capital is set to build a library. I guess we can build a library, just not under my rulership. I want more weapons to play with so set it to build an immortal. I want to mine those hills too. We have the food to allow us to mine and we are going to have to reduce the food intake soon as we are rapidly reaching our happiness limit. For me, I want to use the production side of our capital so I intend to make sure that we have many hammers available and the food to support it.

One of the questions I had was whether or not we share our trade supplies with our team-mate or whether we have independent supplies. I compare our capitals.

Our Capital 500BC.JPG


Monty's Capital 500BC.JPG


Obviously Monty loves that commerce. Regardless, he doesn’t automatically get the same resources we have. We have copper, horse, marble and he doesn’t. I just wanted to know that.

We have a settler built. I thought about where to put him for awhile. Here are the two positions I considered.

DOTmap 500BC.JPG


We have an unhappiness issue in one of our cities and I would like to get the beavers to allow us to grow larger in all our cities. I would have liked to have put our city on the purple X because it allows for both of the bonus food resources while also allowing the floodplains. I was envisioning a city working 4-5 mines and only two food resources to support it- a veritable production powerhouse in the mid-game. The downside is that it would not capture the beavers. We pretty much need a happiness resource right away, not later though, so is that an option? I know we will eventually expand to get the beavers, but like I said, we need it right away. Then I checked our second city and sure enough, we are VERY close expanding so screw the blue dot, lets go with the purple site and work those mines for the win!

Having decided that, I dial up Monty, tell him to stop screwing around with trying to get on top of the horses (silly Monty- horses pull chariots; what the heck are you trying to do with those poor things?)

1st Turn (480BC):
I move some workers around to accentuate the production of our two production cities and move one towards our new city site. When I get a chance I will move one to the beavers to put a road in place to get ready for the border expansion.
I also move our army towards Saladin. He is going to be visited by a very bloodthirsty immac.
We also had a warrior just sitting in the woods that wasn’t really even busting fog or anything so I move the warrior to take over fog-busting for the northeastern archer. The archer is being moved south for fog-busting on our civilizations border (as opposed to in a dead-end corner).

Fog-buster swap.JPG

So i have kept that mouse. Her name is Minney. She eats oats and likes to dig in the dirt. Her burrow has toilet paper in it. She is really quiet and i never hear her. I hope she isn't too unhappy but its that or the riverside in winter. She would probably go into shock before she had time to get a safe shelter. That and I don't want to let her go near my home. So until spring she is my guest. The other mouse is gone and hasn't come back.
 
2nd Turn (480BC):
IBT: the barbarian archer near to Saladin’s capital attacks our Immortals across the river and we are badly wounded. I retreat him when the turn starts so that I can heal him outside his cultural boundaries before Saladin finishes him off.
I attack some barb axemen with our Northwestern Immortals and retreat. We are badly wounded and he can probably finish us off next IBT

3rd Turn (460BC):
Yup, one dead Immortal (I guess he was mortal after all)
Susa is founded on the purple X and starts on barracks. I have the captured Chinese worker start on a trans-national railroad (a part of our Canadian heritage; we have television commercials describing these events). Those of you who watch CBC will know what i mean. Actually he is gonna farm the wheat.
I move an archer from our capital into the woods to the south to intercept a barb archer. I think I will build a second one to go fog bust to the south.
We start researching horseback riding. Monty has intrigued us (also, we are already 1/2 way there).

Monty's New City.JPG
That will be a nice city for him. No commerce again though.

4th Turn (420BC):
I move our units into position to try at Saladin. I am building Immortals in all our established cities (and will continue until such time as horseback riding comes in).

5th Turn (400BC):
IBT: Barb archer takes the bait and is turned into target practice for our immortals stationed with our archers (I thought that the archers would have been the one defending but I was wrong, oh so wrong.)
Saladin has built a third archer. I decide to wait for reinforcements. The immortal that was healing on the ruins of Bejing is finished healing and is ready to join project Saladin.

6th Turn (380BC):
IBT: Our stack near Saladin gets attacked by a Barb warrior. The medic unit in the stack should make healing faster.
I move a worker to go set up a camp on the furs.

7th Turn (360BC):
Saladin’s wounded archer leaves his city so I go for the easy xp. It moves me into a square adjacent to a Barb axeman. I reinforce with the medic immortal just to be careful. I move the two axeman across the river to avoid getting stomped on by Saladin (but I doubt he will leave his city).

8th Turn (340BC):
Landmonitor phones me and causes mass-destruction throughout the empire by distracting me; It’s all his fault. SNOWBOARDING ON SATURDAY!!! I am psyched!
Our forces around the Ah-Rab city converge on the medic for faster healing. He only has two archers in his city now but 3 of the 4 units near his capital are wounded.
We finally run out of money (we have 20 left) and I have to turn research down to 50% to get back in the black. We had been running at 90% until then. That will probably get better once we don’t have five units in enemy territory.

9th Turn (320BC):
Patience Immac… Wait for the medic to do his thing.

10th Turn (300BC):

Witness our glory:

The fall of Mecca.JPG


We lose one Immortal in the battle. Good thing our units can withdraw or we would have lost more. I decide to keep the city and gift it to Monty. Its not to far from his cities and it has some resources he could make use of. I go back to making the library in our capital. I think we should build the library, run two scientists there, pop the great scientist, and make an academy in Landmon.
Our fur comes online and I stagnate our two max-happy cities. They both have very impressive production output.

11th Turn (280BC):
I start moving the newer immortals off towards the Malinese. They are more likely to provide a tech advantage then the Germans. I am looking for new cities to harass. Once HBR comes in, I want to try and go for Construction so we can start thinking about getting some catapults out. The other option would be calendar to get the spices online. Currency would help with our economy as well.
Our civilization needs a few commerce-oriented cities. We have Landmon and optionally Susa could be a commerce city as well. I prefer production however but i don't really get to make those decisions.

YellowCross.JPG

This city is close to our capital, hooked up to trade routes via rivers, snags spices, and has two rivers running through its PHAT cross thereby providing mucho commerce. I suggest we turn yellow cross into a commerce-based city so we can start paying for our empire. Our capital and second city produce a heck of a lot of hammers but we need some cities which produce JUST commerce (in my humble opinion). Anyway, second city is gonna build a settler to establish yellow cross.


12th Turn (260BC):
IBT: We are accosted by a Barb archer but escape from the assailant without being wounded. He, however seems to have tripped and fell on his knife. My Immortal’s attempts at crude first aid do not avail us and we now have to deal with the guilt for the rest of the game.

Susa (260BC):
Susa 260BC.JPG


HBR comes in. The ship is set to sail for Mathematics. I get Monty to help too (for whatever that’s worth).
We can still build Immortals. They cost ½ the shields and are probably superior for the hammers, but a few of the heavier-hitters might be nice as well.

13th Turn (240BC):
The screenshot didn’t work but Monty offers us his spare corn. Thanks buddy (even though you are still a freak).
I move an immortal near a Barb axeman. I didn’t see him.

14th Turn (220BC):
IBT: I lose the immortal.
I keep moving our Immortals across the great plains in an effort to find smaller cities.
 
Last Turn (200BC):


Empire200BC.JPG


Info Screen 200BC.JPG


Demographics 200BC.JPG

If we choose to focus on catapults and Immortals and Swordsmen we should be able to finish this game quickly enough, especially if we keep our economy clean and make Susa into as powerful a hammer city (for the time) as our capital and the second city.

I’m done.

SAVE: EDITED B/C I POSTED WRONG SAVE. SEE BELOW FOR THE RIGHT ONE
Roster check: Rat (played ealier)
Immac (just played now)
Landmonitor (up now)
Greebly (after Landmonitor)
Tamalane (never too old to play video games :P)
 
EDIT: Oops double-post. I'm such a noob.
 
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