RBD18 - The Army Game

Who could turn down free beer? :)

I won't get a chance at this till tonight but plan to play then.

Hmm, I'd agree with the general consensus however, was a rough start and now that we don't even have an army to attack foreign cities with. Argh!! :eek: We'll surely be biting at the AI's heels for awhile until we luck out and get a great leader. Maybe we should have kept the initial worker instead? ;)

Should be fun, looking forward to it after all these archipelago games i have been playing lately (navies are fun but . :D
 
Very well, bloody stumps it is! :hammer:

You read correctly Jaffa, I was removing my previous objection to a restart, but was awaiting your call -- I'm still in.

to Smegged,
> I just have very bad civ III luck. Like very bad. After completing > a couple of games (on Monarch diff.) I tried the isolationist
> variant. (It wasn't going to be, but I decided it would be fun,
> and I was isolated from the rest of the world until navigation
> anyway.
> But here's my luck. I missed out of the great library by 3 turns,
> another less important wonder by 3 turns, Hoover by one turn.

Don't take this wrong, as it's from weed-user to another but...

It's not bad luck. I can almost guarantee it.

I've been in a load of SG games now, and in several we "miss wonder xyz by 1 turn" and cry bad luck. Then I open the save file and see we're at size 6 running +4 found for twenty turns, instead of shifting workers or mining a previously irrigated square.
It was weed, not bad luck. In rbd7 we GOT Great Lib by about 3 turns. We were ALL OVER the production in that city, and Sirian's getting it up to JUST the right size was why we got it, not good luck. (Well ok, some luck, but you get the point)
In another SG I saw another player lose a wonder by 1 turn and again I look back, and he could have run a food deficit for 10 turns, making the food box almost bare, to gain 2 turns. That's not "weed," but doing the deficit maneuver is an advanced MM technique many civ 3 players would make. I'll pick on me as the example next - in rbd14 I went max shields instead of max food for a few turns. It wasn't "dumb", not by far my worst move, but it could have cost us the Pyramids. Sirian caught it in time, took advanced measures to "fix" it and we **just** got the pyramids, with precisly 1 turn to spare. He pointed out this error very clearly because (or so I hope!): i) he knew I was quite capable of understanding the critique, ii) expected better of me (a good sign :P ) and iii) knew I would take it properly and well (which I did).

Losing the army wasn't bad luck, it was either a big 'whoops' (there was an army in there????? ack!) or poor judgement.
Founding cities doomed to size 2 isn't bad luck, it's not fully grasping the *DIRE NEED* to evaluate a city site on the basis of available food in low-food-areas. Seeing a city languish at size 6 for eight centuries isn't bad luck, that's misunderstanding the true benefit of fresh water. I don't mean "not knowing" that a river or lake lets you not use an aqueduct, I mean "KNOWING" what difference that really makes in a game, and when you DO ignore the river and build off it. Now, why do I point these out? Because I've been there, and overcome these areas of misunderstanding (still working on some :P ), and because we're holding out hope you can too. But... (and this is a big but), if you don't give up on the "bad luck" conclusion and look hard at worker management and food management and choosing great city sites, neither you nor anyone else in that situation will get any better, and their 'luck' will not improve! :P

Keep at it!
Charis

PS OTOH, losing an elite fortified in the mountains *IS* bad luck :P
 
Well, this looks like one of my "no ancient warfare" games, except that the hole is deeper than usual. Basically, just sit tight, settle everything you can, focus on infrastructure with almost no military and cave in to all demands until someone gets too greedy and tries to invade you. Then you conquer him. Then you conquer the rest of the continent (map allowing) Then you sail ahead to the victory of your choice...
But this is deep one hole...Well I might be able to handle it, with the help of Sirian. Or to put it the other way, Sirian might manage in spite of me setting him back every feew turns ;)
Well, I'm in. I'll be running the "Legalize" campaign when the elections get going :p

And smegged: Thanks for relieving my worries of being "the stupid newbie who screws everything up" ;) No offense meant, I've smoked my share of weed in non-SG games.
 
Originally posted by Charis
Very well, bloody stumps it is! :hammer:

You read correctly Jaffa, I was removing my previous objection to a restart, but was awaiting your call -- I'm still in.

to Smegged,
> I just have very bad civ III luck. Like very bad. After completing > a couple of games (on Monarch diff.) I tried the isolationist
> variant. (It wasn't going to be, but I decided it would be fun,
> and I was isolated from the rest of the world until navigation
> anyway.
> But here's my luck. I missed out of the great library by 3 turns,
> another less important wonder by 3 turns, Hoover by one turn.

Don't take this wrong, as it's from weed-user to another but...

It's not bad luck. I can almost guarantee it.

I've been in a load of SG games now, and in several we "miss wonder xyz by 1 turn" and cry bad luck. Then I open the save file and see we're at size 6 running +4 found for twenty turns, instead of shifting workers or mining a previously irrigated square.
It was weed, not bad luck. In rbd7 we GOT Great Lib by about 3 turns. We were ALL OVER the production in that city, and Sirian's getting it up to JUST the right size was why we got it, not good luck. (Well ok, some luck, but you get the point)
In another SG I saw another player lose a wonder by 1 turn and again I look back, and he could have run a food deficit for 10 turns, making the food box almost bare, to gain 2 turns. That's not "weed," but doing the deficit maneuver is an advanced MM technique many civ 3 players would make. I'll pick on me as the example next - in rbd14 I went max shields instead of max food for a few turns. It wasn't "dumb", not by far my worst move, but it could have cost us the Pyramids. Sirian caught it in time, took advanced measures to "fix" it and we **just** got the pyramids, with precisly 1 turn to spare. He pointed out this error very clearly because (or so I hope!): i) he knew I was quite capable of understanding the critique, ii) expected better of me (a good sign :P ) and iii) knew I would take it properly and well (which I did).

Losing the army wasn't bad luck, it was either a big 'whoops' (there was an army in there????? ack!) or poor judgement.
Founding cities doomed to size 2 isn't bad luck, it's not fully grasping the *DIRE NEED* to evaluate a city site on the basis of available food in low-food-areas. Seeing a city languish at size 6 for eight centuries isn't bad luck, that's misunderstanding the true benefit of fresh water. I don't mean "not knowing" that a river or lake lets you not use an aqueduct, I mean "KNOWING" what difference that really makes in a game, and when you DO ignore the river and build off it. Now, why do I point these out? Because I've been there, and overcome these areas of misunderstanding (still working on some :P ), and because we're holding out hope you can too. But... (and this is a big but), if you don't give up on the "bad luck" conclusion and look hard at worker management and food management and choosing great city sites, neither you nor anyone else in that situation will get any better, and their 'luck' will not improve! :P

Keep at it!
Charis

PS OTOH, losing an elite fortified in the mountains *IS* bad luck :P

Yes, loosing the army was not bad luck, it was "whoops, there's an army in there". Building the cities in the wrong locations. One was weed, the other was necessity. I'd say it'd be better to loose one gold and a few turns than a settler.

About my solo game. The reason I lost the wonders was NOT due to me not microing enough. The reason was that the ai was constantly at war and rushbuilt the wonders. I lost one of them due to cascade, but the other two I'm positive were rushbuilt. How do I know. I investigated the capitals of all of the ai cities (the cities that got two of the three wonders). I was at least 10 turns ahead in each case. Yes, there was some weed on my part (loosing the cascade wonder), but having the ai rushbuild hoover and the gl was bad luck.

Having said all that, I know I'm not the greatest civ III player. And I am improving. It seems that I'm stuck between a rock and a hard place with my civ III play. I dominate regent, but Monarch is tough.

But half the fun is getting there. I won't be joining anything above Monarch, and I'm bored by anything below it. I guess I'll just stick to Monarch games :).
 
When the AI rushes a wonder, that's an :eek: of the first order! I've seen it and it ain't pretty, but if they beat you that way by a couple of turns, sometimes it would still have been avoidable if speeding the wonder instead of merely securing it.

I still remember the sting of losing Suffrage in Rumble in the Jungle. :)

I'm just glad the AI doesn't ruthlessly farm for leaders and use them to rush everything. They COULD, you know. Play "team style" to screw you over, deliberately go to wars, but not attack each other's cities, then use the leaders to rush everything. Of course, if they did too much of that nonsense, the game would be in the round file and I'd be playing something else. :)

Maybe in some of those cases for you it was really just bad luck. It happens. Still, Charis has a good point, as at least some of your problems are definitely not luck. Maybe Regent IS too far down the food chain for you now, but this game here is in practically a Deity situation with this slow start, at least through the middle age we'll be licking more boots and praying nobody sneezes in our general direction. You got handed a rough situation, that's for sure, and I have no problem with your results except for the big oopsie with the army. We have to build the Military Academy just to get our first army going now. But we'll do it, as long as the AI's don't come wipe us out first. So far they have been picking on one another. (Poor Abe got mopped up, and he respawned in our area. The south is littered with abandoned roads on the sites of former American cities, that all got autorazed).


- Sirian
 
I do have bad civ III luck. In a solo game I'm playing now, I happened to start next to the persian dogs. Which is bad enough. Especially when they have a tech advantage. But I had a vet swordsman at full health, loose to a normal immortal (who was at 2/3 hp). What was even worse was when a normal swordsman lost an offensive battle versus a vet warrior who had no terrain defensive bonusses :eek:

I eventually saved and called it a night because I was disgusted at the way the rng kept rolling against me. I'll get back to it tomorrow and show the Persian dogs that they have chosen unwisely ;).
 
Built two cities, settler on the way but missed a dot from the map, here's how it went down...

50 AD (IT) : Changed Zimbabwe from marketplace to settler to try to get the last three dots done.

70 AD (1) : MMOW.

90 AD (2) : Isandhlwana finishes warrior, starts a temple. Intombe founded (the settler mentioned in Sirians post).

110 AD (3) : Zimbabwe builds a settler, starts another.

130 AD (4) : Bapedi builds worker, starts a settler.

150 AD (5) : English start Sistine. (MMOW)

170 AD (6) : America and Persia sign alliance vs. Iroquis. Ulundi builds Impi, starts another. Impi sent to explore the lands near the two southern "dots" to check for barbarians in that area. The "extra" Incense we had close to the capital is brought online and traded to England for 1 gpt. I tried to get more but that was pretty much all they would offer except fur's and furs wouldn't do us as much good as our second luxury as the extra gpt I thought.

190 AD (7) : Iroquois worker bought for world map and 15 gold (every worker helps).

210 AD (8) : MMOW.

230 AD (9) : Zimbabwe finishes settler, starts marketplace. Rio Ferro builds barracks, starts Impi. Mpondo founded.

250 AD (10) : America establishes embassy with us.

Notes:

- Bapedi could (should?) change off the settler to something else since England established a city one square SW of the green dot on the map.
- Settler on the move in the south was heading towards the cyan dot, Mpondo was settler on the lavender dot earlier.
- We're now making 15 gpt profit and a single scientist. Can't (or couldn't when I checked earlier) afford to buy any tech's although Monarchy, The Republic, Monothesim and Feudalism were all on the table. When possible we should buy a better government just to get us out of Despotism.

Here's the empire at the end of the turn.
 
BTW, according to the "dot map" left by the ancestors, the last city should be settled in the south where the orange archer is sitting in the forest.

Seemed to be a few other areas we might want to settle in further to the East but might be a bit of a reach.
 
Missed this becoming my turn while the forum was down. Ooops.

0) 250AD First order of business, let's get out of this despotism. Turning off entertainment tax allows us to set up a deal for Republic -- WM+58g+14gpt from the Iroquois.

Sell a RoP to the tiny Americans for 37g.

We need to build up our treasury before we can revolt. Juggling citizens and setting entertainment tax at 10% gives us +5gpt net. Merf. Guess we wait for deals to expire, instead :eek:

Switch all production to settlers and impi (except for some towns still on temples).

3) 280AD Trade Republic+38g for Monarchy from America. Hopefully they'll pick up some middle age techs and lower the price for us.

X-man demands tribute. Bah.

4) 290AD Bapedi finishes a settler. Send him on a race towards elephants before English culture swallows them.

6) 310AD Ngome founded (light blue dot).

7) 320AD Start a revolution! Six turns of anarchy. After training some tax collectors, we're on -8gpt (on 75g treasury).

9) 340AD Rio Elephantos founded. We have ivory :)

Hmmm. I can't put a Rio Elephantos citizen on the irrigated grassland square because the English still have citizen there :crazyeye:

10) 350AD The English finish building a road to Rio Elephantos for us. How nice :)

11) 360AD Playing through to end of anarchy. Swazi and Tugela founded.

"Our people want to build the Forbidden Palace." :D

12) 370AD Germans demand tribute. Bah, again :(

13) 380AD We are a Republic! [party]

Rio Elephantos and Tugela need temples as soon as we can afford them.

We need more impi, more techs (Feudalism for Military Academy so we can build our mighty armies :hammer: ), more money, more (any) armies, more, more, more! I had science research off all through my turn, but we do have a small investment in monotheism already (6 turns, iirc).

Possible future settlement -- red dot goes after German horses, blue dot is another fill-in desert city.

Edit: no hurry on settling blue dot -- apart from establishing border, it's going to be useless until rails. Maybe we could put another city the other side of Birmingham, and see if we can get that to flip.
 

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The first elections are held and Melle reaches power. The first thing he does is to outlaw the barbaric ceremony that was held when a despot came to power, known as The Sending of the Thousand and One Letters. The second thing he does is to look over the kingdom.

380 (0) He shakes his head at the feeble minds of the despotic lords, then he gives orders to fund research. Feudalism in 14. He finds a Galley in progress. He inclines his cigar in respect of the effects of the now legalized weed :smoke: . Such a boat would not be allowed to leave our scant borders, as it lacks elite status. Galley changed to settler. (Melle has brief misgivings about the last order, not remembering whether that rule applied to boats. But taking a deep breath of smoke, he forges ahead)

390 (1) Hlobane finishes temple, starts settler.

400 (2) The citizens of Ulundi feel less than satisfied with the new leader and are given some bread and circuses.

410 (3) Bapedi builds barracks, starts Impi.

420 (4) Rio Ferro builds Impi, and starts another. Riots at Zimbabwe

430 (5) Ulundi builds Impi, starts aqueduct. Riots at Rio Ferro. The Germans join the race for Sistine.

440 (6) Zimbabwe build temple, library started. Rio Elephantos cut off by expanding English borders.

450 (7) Gold coast finishes settler, starts library. Hlobane finishes settler, starts courthouse.

460 (8) The Aztecs and Persia sign a military alliance against the Iroquois. Bapedi builds an Impi, and keeps producing more.

470 (9) The English found a city north of the German horses.

480 (10) Rio Ferro builds Impi, starts swordsman.

490 (11) Rounding out the turns. Zimbabwe builds library, starts marketplace. Isandhlwana builds temple, starts library.

500 (12) England starts the Observatory. I feel left behind. We do have some gold, though, and probably could trade for a few things. Feudalism will be in after you press Enter.

I have two settlers moving to sites. How about here and here?
 

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Originally posted by Melle
(Melle has brief misgivings about the last order, not remembering whether that rule applied to boats. But taking a deep breath of smoke, he forges ahead)

It doesn't. From rules in first post:

Only armies and elite units can operate outside our cultural border. Only these (and units which can't form armies -- ships, planes, artillery -- and non-military units) ...
 
Those dots look good. :goodjob: One is on the river, the other grabs a dye for us, and both squeeze that German city a bit.

Of course, they will need lots of defenders if we build there.


- Sirian
 
Originally posted by Melle
He shakes his head at the feeble minds of the despotic lords, then he gives orders to fund research. Feudalism in 14.

Melle, did you consider buying Feudalism? Running 40% science for 14 turns cost us at least 40gpt (total cost >560g). At the end of my turn, we could have bought Feudalism from the Iroquois for 18gpt (total cost 360g, and we would have had the tech immediately).

Something to think about, for future reference :)

Charis, you're up. Please get us a temple in Rio Elephantos. More garrison would be good, too...
 
500 AD (0) - "Well we're not DEAD last on this forsaken planet!" barked
General Charis. You could tell he was itching for his armies to prove
their worth on the battlefield, and yet practically speaking, he needed
to fight for survival, not conquer the world. We're at peace, but ouch,
look at the stares our diplomats are getting. We're one turn from Feudalism
(slider needed to be turned down btw). 13 cities. No wonders, no hope for
a wonder. And yet we want Leo and SunTzu desperately.

He summons the diplomats. Persia is annoyed, but lacks Iron (ha!!!)
They have Mono, Feud and Engr. They point out we have no horses.
They'll sell Feud for 20 Gold. We're planning to spend 41, double that,
to learn Feudalism this very turn.

General 'C' calls forth his science advisors. "Yes, sir?"
"You're fired. Each and every one of you. Shut down your little ivory towers
and figure out how to make us a better FIGHTING MACHINE. If you can't figure
it out, buy the knowledge from someone who can."

The diplomats continue. Everyone has the same three techs, except America,
as backward as we are. No trading? No roads? Crimeny!!! What kind of back
ward planet is this with no ROADS between capitals?! And if everyone has
Feudalism, why is no one building Art of War? "Bloody peaceniks! All working
on some sissy chapel!" ("Uh Sir... wake up! SunTzu won't be known until
Mil Tradition, but soon we CAN start a great 'Academy'!)

He called his miltary advisor next. Some new guy. "How are things going?"
"Fine sir." "Fine?" "Well, yes, we're at peace." Pause. "Is that it?"
"Yes, sir". "I see, how is our troop production?" "We're making a swordsman,
General." The General sat up in his chair. "A swordsman??? Oh that will do
well guarding the laundrymat! Son, how is a swordsman going go fare vs a
musket, or a Knight?! I can't upgrade a bloody swordsman!" "But sir,
compared to the Americans our army is strong," he beamed. "Well compared to
England, our closest freakin neighbor who devoured America, we're WEAK!"
"Well, uh, sir, we're building a pair of libraries to help our cadets study
better!" The General coughed and sputtered. "Son! You got Persians ready to
mob you, chew you up, and spit you out with yesterday's Wheaties, and you're
promoting science, libraries, and obsolete units?!" He was fired too.

He brought in his nephew, Major Charis, to oversee domestic affairs for the
next decade. The only problem was... Major Charis was a major weed user.
Yet he wasn't as brusque as his uncle. He looked at the actual troop deployment
list and almost keeled over with a coronary. *NO* city had a second defender,
and five had but a warrior. Two had NO defender! He immediately cancelled
all plans for libraries and set about the training of more of our national treasure...

... the Impi!!!! "For the Impi is not wimpy!" would be his motto. The major
also sighed... we need Leo's to help our Impi's one day learn the secrets
of mechinaized infantryism. He gave Zimbawbe notice to start SunTzu, NOW,
and get either that or Leo, and we would conquer the other. (Oh gosh, now
I see why we're building another Swordsman. It's not "another", it would be
our *first* such unit, and our strongest)

Looking south, glad to see two settlers, but rather nervous at seeing a
Persian settler right there with them. The major notes what his Uncle would
say... "When your military is strong enough, let OTHER people build your
cities for you!"

We finish by topping off Feudalism from the Aztecs, bringing them up to
cautious for now, from annoyed. We plan to go for an 'optional' tech
with one scientist (Chivalry) and buy Engineering and Invention next.
For that we need Mono first, don't we. The Iro give us a decent deal.
Our current treasury and 11 gpt. Still, running zero science gets us that
tech about 20 turns early, at half price, and gives us a surplus of +59 gpt!

510 AD (1) - Micromanaging quite a bit to get the most out of our limited
shields and food...

520 AD (2) - America wants an ally vs the Iroquois, one of the few civs
downright smiling at us. Get a grip, Eisenhower!

Mpondo finishes Temple, starts Courthouse (with 33% corruption)

Down south, we've reached the top of the two red-X sites and found Umtata.
But eep!! Although we have Persia beat out by a step for this and the
second spot, Germany has a settler and defender a step AHEAD of us for
the lower one! :eek: They can either found there where they stand, or since
it's so close, they're heading for the coast. They'll win I think.

530 AD (3) - Our quick-moving impi seems to have redirected the settler a
step down. Is this good or bad?

540 AD (4) - Yes!!! Deflected! Rather than settle, he moves once more, and
we're in positon. PLOP! The carpetbag flies open and we found...
Westpoint. :hammer: There is a *second* German settler RIGHT next to
the spot, and the Persian is ONE step behind us.

The General *applauds* the timely actions of our previous leader in getting
that settler built and on the way, as well as the courageous actions of
Seargent Impmeister, deflecting the German settler from his destination.
(The General also hopes he wasn't too rough, and realizes we're doing the
best we can with the cards we were dealt :P )

Hmm, we have excess gpt and will NOT be starting a war anytime soon.
Let's make some friends (20 turn friends anyway)
Persia for Engineering, 90 gold and 18 gpt. He's still annoyed, but now
I get an extra laugh in if he attacks.
I look around and see Theology and Chivalry are the passed-along techs,
so buy Chivalry and switch us to Invention. Who from? Germany sounds good,
in case their mad at our new impinging towns. Plus if Persia or England
attacks, we team up with Germany. Rommel takes 60 gold and just 7 gpt.
That only leaves England as a potential bad boy. Maybe buy Theo? Ah,
even better, Montgomery has furs (and a road to us). 27 gold and 9 gpt for
peace. (If Zimbawbe gets a Marketplace we can even cut back out lux slider).

Uncle and Nephew both sleep a little easier, for the next 20 years.

550 AD (5) - An Impi stands NW of Hlobane in the middle of the desert.
We're running short of land to grab and although the terrain is awful,
it's a good spot.

560 AD (6) - The settler for said spot is ready, and we prepare one more
for a fishing village behind Zimbabwe at the one spot where we can
still reach the whale. That will fill in the "hole" nicely.

570 AD (7) - Iro's and America come to terms of peace.
Ha!! This is cute. Last turn England told me to "move my troops" away from
Hastings. It was a worker on a road on a grassland mine, started when that
square was in my territory. This turn... our culture expands and we get
back THAT square. Not the one next to it on either side, just that one.

American settlers do an about face with the war over. They're not even THINKING
of taking one of our last two planned spots, are they? I call on a buddy
of Sgt Impmeister to see if interference can be run... He reports he can do
even better - get workers to hold the 3 'free' spots and start improving the
city before it's even founded :P

580 AD (8) - Persia gets uppity. They demand 27 gold.

General Charis flies into a rage. He orders the sacrifice of 100 workers to
rush build the Military Academy, and ALL able bodied men to be drafted to
fight this plague on society!! He orders that the lips of the envoy who
brought this vile message to his ears be cut off, sauteed in pork fat,
and sent back to Xerces. :hammer:

Major Charis, however, had not got these instructions, and paid the man off.
Three quarters of one round of gpt? No biggie. Then he adds Xerces to the
top of his new list: Civs to conquer. (Why? I've never known Xerces to
be bluffing when he DOES have a strong military advantage, and, well, he does.
We need this build up phase, and badly.) If it were not time to hand off but
the start, and if we had more than precisely one offensive unit and better than
one warrior defense in our cities, I would tell him to blow off. We're strong
enough financially right now to pull Germany in against him (or anyone) if
we *DO* go to war -- keep that in mind.

590 AD (9) - Hmm, those Americans ARE going after our fishing village spot,
but I'm not letting them on the road. (Impi shuffle blockade). Hmmm again...
they have an RoP. Still/why? Ah, expired, but no cost and they're keeping
quiet. I cancel that puppy.

600 AD (10) - Fort Mojave is founded in the desert :P

We have 235 gold and +48 gpt surplus. I consider rushing Rio Elephant's temple,
but it's due in 3 now, so can wait. Let's see, what else? There's a cat en
route to Rio Ferro, wake it if you have a better spot. There's a impi free
to head somewhere, currently blocking the road next to Bapedi. Keep him there
and use to blockade American if they continue to press west. The settler is
due from Gold Coast in 3, and should hit the whale spot just north.
No unguarded cities, and about 5 mil units in the queue.

Tech and wonder? Mil Academy is due in 13. If they've all gone "Education"
path in the tree, that's what we'll end up getting, and we won't see
Invention in time. But if they don't, start right up again prebuilding
Leo with something. Theology is available to buy is you need Sistine as
placeholder. Either Acad or Leo is great, both would be a coup.

Diplo? "The Persian Army fears our swordsmen" :lol: Our one non-vet that is.
He has extra horses but sheesh, no road. If you can get a gpt deal from him,
do so, and let him impale himself on his next threat. Germany has dyes we
need and we have incense for them - still no road 8-\
I pay to upgrade his territory map for 3 gold. Aha, he's NOT as negligent
as he seemed (like, no roads). The ball is in our court!! There is a square
one east of the worker above Umtata that is no mand land, and which would
connect us to the rest of the world! Gogogogo :hammer:
(He's done irrigating in 2 turns) In fact, I swap Umtata to workers, so
you'll have another one right there in 2 turns :D

Roster:
Jaffa
Melle
Charis
Smegged <<< up
Sirian <<< on deck
Ozymandous

We're still strapped, but I'm breathing a little easier. Still a loooong road
ahead, so good luck Smegged and future leaders!
-- Charis
 
Inherited turn

Looks like xerces is at war with the Iroquois. This is a GOOD THING for us. A very good thing. It means that the persians are less likely to come a-calling. The only problem is that they might take iron! But this is unlikely without their imortals.

I rearranged Zimbabwe for growth in one turn, to get the Mil acadamy faster.

610 AD

Animators hired
moved our impi and warrior so that they could block the stealing of our incense up north.

620 AD

some border expansion
I upgraded one of our warriors to a sword - we now have an offensive force of TWO :).
MMOW

Persians start JS Bach's Cathedral

630 ad

A granary started in Surfers Paradise.... errr... Gold Coast.

The Aztecs come demanding our territory map and 35 gold. I tell him.... to take his empty threats elsewhere, and he does.

Then they start the cathedral.

640 AD

not much happened

650 AD

We started on our first pikeman.

660 AD

The americans don't want our incence, and instead are heading to the jungle to the south via Whoop whoop (i.e. they are wandering about aimlessly in our lands). So I tell Eisenhouer to buzz off, and he oblidges.

670 AD

nothing much

680 AD

England have moved some troops into our land, and have a horsey waiting to come into our land next turn hmmmmmm.

So that England doesn't go nasty on us, I buy theology off them from 23 gpt and our world map.

690 AD

The English start the cathedral.
We found Weedton :)

700 AD

The iroquois start the cathedral.
We could beat them all to it if we buy the tech and swap zimbabwe to it - but I'll leave Sirian to decide that one :)

We have an ELITE unit - unfortunately it is only a galley :|.

Sirian, you have the option of going for the Cathedral at the expense of the military academy. However, might I remind you that we are going to need the academy at some stage.

With everyone working the religious lines, we won't be getting to mil tradition any time soon.

You may also consider upgrading all of our warriors and impis so that we can actually defend ourselves. We have a city cranking cats, which is a good idea :).

America are dead, and the Iroquois are less powerful than even us. England are huge, and should be conquered at the first available opportunity. In fact, America might as well be called Canada with the way their lands are :).
 
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