Rat14 - 3 v 3 AWE

I have been unable to upgrade my troops within borders. I thought it was because the nearby town did not have a barracks.

If I am wrong on this then it is even easier as we don't need barracks then at all

I just checked this and it does appear I am wrong. It was probably mere chance that I couldn't upgrade when checking towns near towns without barracks.
 
nice progress Greebley, let's hope our friends will go properly after the other 2 AI's.

Roster
ThERat
Talamane
Greebley
Landmonitor - up
acidsatyr
 
hey rat, I see your planning a new game after this one, what do you think of nice hard warmongering game on immortal, Pangaea, 7,8 civs, no barbs...we could make sure we got bronze near us, etc... I'm sure it will be more fun that this type of builder game we’re playing now...I'm thinking Aztecs are very powerful and fun and they are not financial :)
I wanted to start a gam like that but i don't think people will be interested.
Just an idea

Also, I’m curious as to why people don't play marathon in SGs? The only difference is that we can assign more moves for each player - > 25 instead of 10 or whatever....

Nice moves Greebley
 
Our AI friends are definitely going after the other AI and using our roads.

One of the primary reasons for filling the German lands with towns BTW, is because the Barbarians cause the other two AI to waste some units chasing them. The other reason is that shields will now be king rather than commerce. We are 3 vs 2 and will have no trouble out-researching the AI even if we do build a lot of towns. More shields = more units = faster win.

It just occurred to me that we may want to make sure there is a road to the German territory (workers can also improve the land when they get there).
 
Not much happened; I built a work boat in Anda (near the ice floes). I moved our captured workers back to the homeland safely. I founded a resource-rich city on the northwest continent.

Also, I started buildng the Globe Theatre in Machu Picchu. We need that somewhere, and I thought that was the best choice.

Also, the "Vanadal" city really sucks.

That's it!
 
IT: get around 900 gold from our friends. Now we get gunpowder in 18 instead of 28.
Globe theater belongs to capital with all that money in there, but I’ll leave it as it is, since the game is almost over.
switch to market in capital, will poprush next turn...
turn 1: poprush
turn 2: axmen kill barb longbowmen
turn 3: poprush in viclas corthouse.poprush in huamanga forge. Research jumps from -39 to -23 in last few turns cuz of poprushing.
turn 4: zzzz
turn 5: cont. zzzz building units is a pain
turn 6: up cultural slider by 10, gunpowder in 12 (was 10)
turn 7: zzzz
turn 8: stack of Chinese units shows up in front of our...um..hub city.. sacrifice cat
turn 9: wow, so one horse archer attacks and looses to our macemen, other 3 horse archers surround city ready to pillage out cottages.
so our macemen owns one horse archer, our welephant owns second, and our second macemen looses to horse archer (at 99.6% chance in out favor) ROFL. Not gonna let him get away with that so let cat kill that one, will probably loose it next turn tho. Eye for an eye until all world goes blind.
turn 10: zzzz

I took a pic but I couldn’t paste it?? anyway good luck

theRat what do you think of my suggestion for the next SG?

later guys
 
ok got it, hope we can help the AI rolling over the enemy

note: acid, I just started Rat15, but am not planning another game for now and I am less inclined to play another team game. The WW penalty is too severe to make this type of game a pleasure
 
I know,i didnt want AW game...
that sucks majorly, I wanted to play rat15
never mind
 
save

wow, with reporting so sparse and brief, I didn't expect this. Cyrus has already captured Guangzhou and Shanghai and has a big stack inside
A Roman city has been razed as well

I think in a SG we should at least highlight such stuff, I feel.

During my 10 turns I tried to focus on the northern Island, killing some barbs and tyring to get improvements up
razed a barb city for 40gold there

Bejing became the next hot spot, city should fall next turn
rat141460a.jpg


Hangzhou got popular with Rome in the last few turns, we need some more units there since our friends seem

reluctant to help
rat141460b.jpg


gunpowder came in and we are going for chemistry though this will take ages

the world, in the north there are gems for us to connect for more happiness
rat141460c.jpg
 
Roster
ThERat
Talamane - up
Greebley
Landmonitor
acidsatyr
 
if your comment was directed toward my post, those cities were already done before my turn...
 
acid, it wasn't directed at anyone in particular, just a comment that I would like to see a little more reporting about important events. Sometimes screenies tell a lot too.
 
I've got bad news and bad news. Which do you want first?

OK. The bad news. Well, JC sent a really big stack and took Hangzhou from us. I rushed a longbow, but it did little good, being inadequately defended and so accessible to JC. Our friends stood by with few units to defend it. I moved our mace and two cats towards Hangzhou (Louis took Beijing), and the forces that were in the hub are being sent there as well. Our capital is so unhappy that it will take 60 turns to make a musket. It's size 12, so i suppose it needs whipping. I wanted to wait for its building to complete, but it happened right on the turn at the end of my turnset, and it still has 5 turns of unhappiness from a previous whip.

OK. The other bad news. There appears to be barbarians popping up like roaches in the former German territory. I nearly missed out on a mace attacking one of our cities defended by a lone ax.

Science is at 0%, culture @ 50%, but sci can be bumped back to 10%.
 

Attachments

Preturn: I am pretty sure I started a Workboat in Vilcabamba to get the crabs on my last turn. These crabs are still not built. That means not only did someone cancel the build, but noone else built it even though I mentioned it in my log? Ah well. I can build it now.

WW in alliances is really really broken. We have 150% (i.e. 12 citizens = 18 unhappy) even though we are in police state. This means we would have 300% WW without it vs 2 AI's. I feel permanant alliances should also get the WW bonus that Always war has. Anyone know a way to communicate this to Firaxis? Or is this well known? I am certainly not going to play another Alliance game until this is fixed.

Early: China loses two cities in her core. The city that we used to own is now in Persian hands.
Persia also takes Hangzhou that we used to own.
Mostly fix unhappy people by whipping the towns to smaller size.
We get a great Engineeer which I use to speed up Chemistry - First time I have used an engineer for a tech. It goes from 30 to 18 (I also raised science by 10%) Grenadiers are probably worth it though. I think this will be the last tech gain in the game other than low end techs. Nationalism for example is 158 turns (would be less with the other 2 AI but not by that much).

Mid: China is down to 2 cities. We razed one and France did too.
Some more cities in German lands. Trying to hurry their courthouses. We cannot grow more until the courthouses are built.
France uses a great person to get Philosophy.

Late: China is down to 1 city and then back up to 2.

We have units in Roman territory. My suggestion is to pillage without going next to a city I suspect the stack will be instantly killed when it goes next to a city.

Notes:

China will probably die sometime early in the next players turn.
It is possible I will not play again, if the AI is quick enough.

I asked the AI for cash so we can research faster toward Grenadiers.

I am hoping WW decreases when we kill China. It is up to a total of 340% of our population divided by 2 for police state = 170%. If we didn't have the pyramids the game would be unplayable (If we had a size 10 town it would have 34 war unhappiness).

No picture - China is down to 2 cities and Rome is pretty much untouched. We have done very little militarily - all the other two AI.
 
I agree with Greebley as I stated above that the team concept is broken. I assume it was simply never tested before. WW of 340% is nonsense and I actually get the feeling that eliminating one of the other team doesn't even affect WW.
That way WW will only be eliminated once the game is over. This absolutely kills the fun of this concept that actually has some potential.

I am certainly not playing a team game any more until something is done about this.

Well, maybe one of the beta's can convey a message to Firaxis about this broken WW. I always feel if there is such an option available (like team play), it should be fixed.
 
Couldn’t agree more. I think we actually played rather well, it was little boring since we played hub, it would’ve been a different story if we played Pangaea. On the more interesting side, I was testing the same game on immortal, and none of the ai's wanted to build pyramids for a while. They concentrated only on army. Could it be that it’s made like that for purpose of us having the pyramids and actually making the game at least somewhat playable? Still you should see WW on immortal. :crazyeye: :crazyeye: :lol:
 
Lurker's comment :
I agree,the Team concept is a disappointment.
To reduce WW you need to elimenate the whole Team.
Another frustration,te AIs keep on building units until they
almost bankrupt.So the human player is the only one who is
researching.If the AIs don't switch to a Police State (it isn't
their favourite civic) and don't build jails + Mount Rushmore,
you can never reduce WW your AI_partner is producing.
 
Back
Top Bottom