rbd23 - b

Preturn - Switch Yokohama to Musketman. We need to stop having Samurai defend cities.
We are VERY cash heavy, upgrade all pikeman to musketman - still have $1879.
New Zim is hopelessly corrupt - cancel mining project near it -
Bapedi has some production, but 6 extra food. Time to start mining Bapedi.
Rush Berlin aquaduct, I want someplace to build another ship.

Squeeze $15 from Persia to renew peace.
Squeeze $4 and wm from Aztecs.
It will be at least 20 turns until we are ready to face either of them.
Aztecs start Observatory.

1255 AD - Elite samurai attacks - just kills long bowman.
Wake swordsman - he die trying to kill a swordman - we will probably see the other fur pillaged.
2 Russian swordsman commit suicide on Smolensk.
Satsuma starts wall street - let us further improve cash flow.

1260 AD - We are cash heavy - rush another Musketman in Ngome - I want to free up the Samurai from defese duty.

1265 AD - We autoraze Ibabanago :(
Zulu will give us the 3 remaing cities on this continent for peace.

I will finish the game tomorrow
Though you would like to see the news.
Heading to bed - I need to wake up in just 5 hours for work
 
1265 AD - (Continued)
Rush Caravel in Berlin.

1270 AD - Multiple wltsd. Again rush musketman in Ngome.
Persia starts Magellan.
Aztecs don't have navigation yet, waiting to trade

1275 AD - Upgrade a galley. Irragate cow by Ngome, it will let us get another hill on line for a net gain of shieds.

1280 AD - Cash overload, rush temples in the newly acquired cities.
Rush another musketman in Ngome.
Bapedi up to 5 shields a turn with 2 new mines being built.
Moscow finishes Copernicus

1285 AD - Munich is usefull. The mining pays and Munich has 5 shields a turn with plenty of growth.
Russian swordman pillages a road - wasn't about to risk musketman vs. swordsman.
Persia building smiths - I thought I saw that already.

1290 AD - Our Samurai smacks the swordsman from our territory.
Kagoshima starts Samurai - Harbor would gain just 1 food.

1295 AD - Rush another musketman is Ngome - we have plenty of cash, plus at some point the city needs to work on improvements. Should do well with a courthouse.
Heroic Epic is completed in Kyoto - Start Samurai.

1300 AD - Cash over $2000 again - rush a marketplace in Berlin.

Summary - Keep the Samurai near Munich. This is a hedge against Russia landing a couple of stray troops behind our lines.

The workers in the moutains are trying to connect our new northern cities.

At some point we may have to research - wall street will help our cash flow to allow science.

The next player can expect mostly troop shuffle - I got it started.

Persia has navigation and democracy - needs SaltPeter :)
Russia has navigation and democracy - HAS SaltPeter :eek:
We can get both from Russia for peace - however, I don't think the shuffle needs that much time.
I didn't haggle - Democracy < 350, Navigation < 250 - The next leader can decide to see if the Aztecs and / or Zulu get them and lower the price.

EDIT: Looking at the map - I can't find Russian SaltPeter - Not sure what is going on here.

http://www.civfanatics.net/uploads/RDB23B-1300_AD.zip
 
The Russians don't have any Saltpeter, therefore someone traded it to them. Perhaps if Nationalism comes online eventually, we can get embargoes going against our enemies and prevent this. Perhaps.

- Sirian
 
Going to get RBD22 out of the way, then I'm heading out to help someone move here. Hope to get to this one later this afternoon.

EDIT: I find I have some free time on my hands, and am playing now. I hope the RNG is kinder to me here than it was in RBD22.
 
Inherited turn:
Hmm... All these troops to move, and hardly any boats? I need to rectify this.
Our ex-Russian shotputter friend wants peace. I'd rather let her swordsmen get shot to pieces by our muskets.
Berlin builds marketplace, starts samurai.
Umtata builds walls, starts spearman - we need to remove samurai from defensive duties.
Diamond hills builds walls, starts spearman.

(1) 1305AD
Tokyo production changed from samurai to caravel.
Hmm... A caravel mysteriously appears in Edo. This is ideal, as we have two ferrying troops from the former zulu lands, and (will have) two ferrying between our mainland and Russia.
Ulundi builds barracks, starts worker.
Tokyo builds caravel. Now back on samurai production.
A new source of iron is discovered near Tokyo. We still have both our originals, so someone somewhere has lost theirs.

(2) 1310AD
Moving troops.

(3) 1315AD
Upgrade our lone galley to a caravel.

(4) 1320AD
Watch a russian knight get impaled by a samurai.

(5) 1325AD
(6) 1330AD
(7) 1335AD
Odessa is captured from the Russians. In the mayhem an elite samurai defeats a veteran musketman and we GET ANOTHER GREAT LEADER - Hirohito (I can never hit the print screen button fast enough). I send him back to the mainland to rush Smith's. Interesting - we recapture two of our own workers.
Resistance at Odessa ends almost immediately.

(8) 1340AD
Temple rushed in Odessa.
We are overloaded with cash. Banks rushed in Nara, Edo and Nagasaki. Aquaduct rushed in Munich. Marketplace rushed in Bapedi.
I notice Xerxes is four techs ahead of everyone else. 850 gold buys Democracy, Music Theory, Military Tradition and Navigation. I switch Osaka over to Military Academy and Tokyo to Smith's.
Aztecs want a territory map swap. No problem.

(9) 1345AD
Hirohito rushes Smith's at Tokyo. We get (I believe) our first wonder. Everybody cascades to JS Bach's.
Russians land one knight by Tokyo. I'm scared.

(10) 1350AD
Not a lot. Made sure there were two muskets in Tokyo, to ensure that the Russians don't get Smiths.


Notes:
Lots of Samurai outside Sevastapol. Let's get another leader and rush JS Bach's.


File: RBD23B-1350AD
 
Originally posted by Arizona_Steve
Inherited turn:
Hmm... A caravel mysteriously appears in Edo. This is ideal, as we have two ferrying troops from the former zulu lands, and (will have) two ferrying between our mainland and Russia.


Not much of mystery - I stuck it there waiting for troops to ferry.
No sense in leaving it exposed for nothing.

Glad to see you got a city - I didn't think you could get enough shuttled over that quickly, since I just got started shuttling around move 8 or 9.
 
We may be overloaded with cash, but we need to be careful as well not to waste it on regions that are too corrupt to matter. Arizona_Steve's spendings were all on our home island so I'm not complaining about the last turn, just want to make sure we don't unnecessarily waste our funds in the future.

lonestar >>> UP NOW (yes, already! :))
Sirian >>> on deck
 
Great Job, guys! :goodjob: We've all but finished off the Zulus and rolled into transition to take out the Russians. We got a wonder to boost our sagging economy ;) and the Aztecs don't even have any iron. :)

This being archipelago map, and coastal tiles requires for domination (per Sullla's pointing out to us all), we would need to control a lot of land.

Space Race is way WAY off, no way the game will last that long. Same, cultural. Diplomatic is possible, but at the current research pace (uh, with us doing none and not having libraries, etc, in place) it seems unlikely the game would drag all the way out through another era. Well, OK, "unlikely" is not a strong enough descriptor.

This means a question between domination and conquest. Since it looks to me like Nationalism will be reached before we can get to the Persians, domination would, I believe, be the easier and quicker choice.

This means settling all remaining OPEN ISLANDS. This should be our top priority, next to beating the Russians. Even if we have to rush boats, settlers, even troops, if we could reach out NOW to start grabbing any unsettled spots that might speed our win (and save us having to conquer such spots). I'm not sure how many islands or bits of islands remain unclaimed, but certainly they won't stay unclaimed long now that navigation is on hand.

Just a thought.

We will probably have to conquer all of Aztecs and maybe even everything but the Persian mainland, to reach 67% control.


- Sirian
 
Lonestar? It's been 24 hrs without a Got It or other message. I know the RBD games have grown a little lax on enforcing the time limits, but this one is a competitive game and I'd like to see it keep moving. The rule is... 24 hours to play OR to post Got It, to buy yourself another 24 (meaning we hope you can play in the first 24 but understand that sometimes that's asking too much). With rounds only 10 turns long, should be easier to squeeze them in there somewhere. Right? Especially on a weekend?

Anyway... If I don't hear from you by 2AM London time, I'm going to go with the "24 hours to post something or the next player can jump in" strict interpretation... and jump in here. :)

- Sirian
 
The russians are nearly motherland-less, no more GL's :( and we have a force building in zululand to take the on the aztecs. I was quite furgal with the cash we have 3700.

preturn:
buy physics from X-man for 13gpt
izumo changed to a settler
shimonoseki changed to a settler

1) 1355SD
samie killed by russian cossack
russian knight attacks Tokyo, and dies

vet samie kills of cossack
savastopol captured, 3 resister, temple started
izomu produces a settler, changed back to aqueduct
steveville rushes a caravel
Kagishima rushes a musketman
spotted some islands south east, swapped maps with persia, they have not settled them yet
shimonoseki rushes a settler, habour queued

2) 1360AD russian horses pilaged
steveville changed back to cavalry production

3) 1365AD
wall street finished in satsuma, musketman started
resistance in sevastpol ends, some troops move out towards the front line

persian finished research on free art, and started shakespear's
caravel picks up to settlers from near izumo, will pick up a musket on the way to the south east islands
temple in sevatopol rushed, habour queued
freed up some samies in the zulu island, not going to move them to russia as i think we will have the russian island by the time we get them there, moving them into position for future war against the aztecs
moved musket back to Kyoto
moving a couple of cavalry to russia, but all future troops will be moved to zululand. This might slow down the progress of the russia war, however we would have to waste time moving all the troop back again .

4) 1370AD
cavalry rushed in nagasaki
land a cavalry and cannon near minsk
cavalry rushed in kgoshima
move more troops around, have troops outside both kiev and moscow. Moscow is size 8 on hills defended by muskets, so i don't give our samie much of a chance, waiting for cavalry from the mainland. We have to cannons there to try to reduce the size of moscow.
Zunguin changed to a habour for growth
same in new zimbabwe

5) 1375AD
russian cossack moves 2 squared from sevatopol and attacks musketman, cossack is killed, musketman wounded to 1 hp, but becomes a elite
son of frank build a courthouse, starts on a caravel
artillary bombarbment on minsk fails
artillary bombarbment on moscow fails fails
yokohama moves musketman which if produced this turn towards the south to free up samies

vet samie dies in assault on kiev, the next 2 elite however kill the defending muskets and we take kiev and the colossus. a temple is started, 4 of 5 resisters.
cavalry rushed in berlin.
nara changed to a cavalry and rushed
yokohama changed to cavalry

6) 1380AD
Some wlrsd are canceled, maybe war weariness is starting to kick in.

all 3 bombardments fail :mad:
worker loaded on to ship from south island to be taked to south zululand to help build roads
cavalry ready to attack moscow
aqueduct rished in bapedi

7) 1385AD
habour of minsk destroyed by artillary fire, thats there only one.
however both artillary fail to damage moscow
moscow falls to combine cavalry and samie attack, however we sustain large losses, 1 cavalry and 3 samies, killed 4 musketmen. 3 of 7 resisters, a temple is started
rush cavalry in nagasaki and kagoshime, expensive but we are loaded and need a modern army to attack aztecs
rush musket in odessa

8) 1390AD
kill some people in minsk with cannon fire
minsk cannon return fire against our cavalry unit, the defending musket just defend our cavalry.
the next 3 cavalry finsh the 3 defends of, 1 cavalry is promoted and we gain a cannon
more troops are moved north from zululand, we begin to muster troops in Isandhlwana and yokohama for a assault on the aztecs.

9) 1395AD
persia finishes J bach
resistance ends in kiev, temple rushed.
troops moved to zululand.

10) 1400AD
kiev builds temple, starts cathedral
resistance ends in moscow, temple rushed
minsk still in resistance.
troops moved towards st petersburg.

NOTES: in zululand the following cities have barracks: swazi, intombe, ulundi, new zim and sony, production could be changed to cavalry and rushed for less than 1000, which along with the 5 or so samie in isandhlwana could make a good offensive on Xochicaico and then and capital. There is a small force of a few cavalry and the samie army in yokohama which can start the assault on the aztecs from the east, with more troops on the way from the main land.
St petersburg should fall easily to the troops in the area. There is a boat on the east coast of russia waiting to take some units east to take the remaining russian city on the island to the east.
Their are 2 settlers on the south east island in the best postions i think to build cities to claim those island. The first island is a little larger and therefore might require a second settler to maximise the coastal tiles of domination. The first settler has no defends and therefore the caravel in the area should return to the mainland to collect another musket and maybe a settler.
 
Sirian <<< UP NOW
Sulla << on deck
lkendter
Arizona_Steve
lonestar


I think we should attack the Aztecs soon -
If Nationalism not known yet, we can slaughter the Aztecs quickly.
 
lkendter is right - the only thing that can slow our armies right now is riflemen, and that would just mean a need for tons of cannons, not really a complete stop to our offensive. But I'm sure Sirian will know what to do on his turn without me needing to say so :lol:
 
IT 1400AD: Went with the "cavalry plan" - rushbuy about 2500 gold worth of stuff, mostly cavs in former Zululand. Called up Monty, cancelled our agreements, including the peace treaty, then sat back to see what he could throw at us. Our forces at Yokohama move over to Bapedi as a staging area.

1405AD: One Aztec cav on left front, a knight on the right. That's not much. (I'm guessing he doesn't have a lot of cavs, but even if he has, say, five or six, that could slow us considerably.)

My objective: raze Tenochtitlan ASAP.


Two cav who were rushed on the old Isle attack Teayo. The city falls, shrinks to size 1, and has one resister. The third cav from the island is loaded onto a ship.

Our new cav units in Japan have a long haul to the front and only one will see battle this turn, wiping out the lone Aztec cav unit who dared to show their faces. Much wounding, but a promotion!

rbd23b-cav1.jpg


That unit ducks into town for recuperation. Rest of our cavs move into attack positions.

A cav newly trained down in Ngome takes out the knight unit, then our forces charge northward to assault Texcoco. One of our cav units is wiped out vs the defending muskets. :( We take the town and set up shop.

Oh, by the way... captured St. Pete. Load three cavs from Russia onto the ship and sail east, toward the last two remaining Russian outposts. Fearing a revolt, I do a little starvation in Russia, but not planning to starve the towns all the way down. In fact, I distinctly have other plans for them, but more on that later.

I founded one of the southern islands, but moved the settler north one tile on the other.


1410AD: Not a peep out of the Aztecs, at least not on the mainland. Are they that low on juice or were all their troops that far north? I decide to be bold.

First, though, the Aztecs did pick up an elite archer out of old Tbilisi Isle and drop him off on our mainland next to Edo. I saw that one coming before I took my first turn, and some cavs are ready to meet them on the shores. Not good news for them.

rbd23b-cav2.jpg


After crushing the archers, our cav stop in at Edo, where next turn they will load on the spankin new ship to go attack Atzcap.

Now for Xochicalco. Our cavs charge, again one dies. :( We set up shop.

Now for Tlatelolco. Our cavs charge. One dies on a musket and another dies on a spear! :( We prevail, but our commanding cav force on the eastern front has been reduced to two wounded units. Some more reinforcements will arrive eventually, but our offensive is about to grind to a halt. What's worse, two Aztec knights and a longbow just outside the city. I have to move our army in as a defensive unit (and to pacify) while our other samurai unit in the area must cover wounded cav behind Tlatelolco lest we lose a fourth on that front. (And we may be trading a sam for the cav, too. We'll see.)

This wasn't quite disastrous, but luck has NOT been good so far.

We set up shop, and I hope to nibble off that hill town northeast of Tlat but other than that, could be all I pull off on this turn on the eastern front. In the west... I have only lost one unit, but next turn I expect to send our force into the teeth of their capital. Could... get... ugly...

Our cavs land above one of the Russian towns.


1415AD: Persians build Magellans.

Aztec knight attacks our sam guarding the wounded cav... and loses! Ha! Take that.

Other Aztec forces break west. Apparently, for once, defending their capital was seen as a higher priority than nibbling stragglers. Amazing. One of the knights moves near our Xochi, others are in visible range.

Our cav from the homeland lands on Tbilisi Isle, just regular spears defending. They are toast! I took this island once before, much earlier in the game, with a single unit, and by golly I'm going to do it again!

About one reinforcement per turn is rolling in from the homeland, or from somewhere. A couple units freed up in the deep south of Zululand are slowly making their way northward.

Our cavs attack the Russian outpost.

rbd23b-cav3.jpg


Takes two of our three units to win. I send the other eastward, toward the goody hut.


Now for the big one. Tenochtitlan.

We lose a cav attacking and another retreats, forcing me to send in our samurai to finish up. One of them is killed. :( Rough fight, but then the battle is won and the city is razed! :hammer:

Our not-fully-healed elite cav (the first one promoted on my turn) decided to take on that enemy knight on the hill. A most grueling battle takes place, and with the glorious leadership of Fujiwara, our forces prevail!

rbd23b-fuji.jpg


Rather than let a longbow munch on our troops, I send one of our cavs from the eastern front through the forests to take out the longbow unit. Fujiwara rushes back to Sapporo to oversee the construction of a great Theater.

And then the dumbest move I have made this game: I miscalculated the remaining movement of a 1hp cav and stranded him out in the open. :smoke: There were no units left anywhere to give him cover, as I pushed our force to its limits and beyond on this turn.


(continued...)
 
1420AD: Aztecs wipe out TWO MORE of our cavalry units! :eek: The losses are just piling up now. As Charis would say, "What happened to our cavalry? Oh. Sirian sent em to the glue factory." :)

One was the weedy move leaving the 1 hp unit in the open, but the other was a longbow avenging the death of a longbow on the previous turn by slaying the cav that did it. This new "sometimes retreat" feature has worked pretty well, I think, to reign in cavalry and other fast units from the godly unbeatable force they once were now down to just being strong units. I can remember blitzing with cavs and taking virtually no losses as I swept across whole continents. No longer. And even the one who retreated... I managed to get him killed!

I send a sam to attack a longbow on a hill and he barely wins! Lost three hps. Sheesh. Longbows! Arg. Mopped up another unit or two and fortified everything, trying to hold on. Some reinforcements arrive in the east.

Pop the goody hut, and of course its angry yokels. Our forces ignore them and charge on toward Yakutsk.

Elite horsie on the tiny isle by Edo attacks and kills one spear.

Settlers and troops rushed on the Isle, to send on the ship that is almost home, and to free up the last two cav on the Isle to send to reinforce the Aztec front.

Now for the knight who killed those pungent using cavs. Our newly healed cav attacks.

rbd23b-cav4.jpg


And uh... that's about it.

1425AD: Attack Yakutsk, one pike slain. More units left. Our other cavs in the area munch on some untrained axe warriors. Silly locals. Trix are for kids!

We capture Atzcap on the tiny island. Ouch, three resisters. I decide to send a musket over from the mainland, and Tokyo has to train a replacement, due in two turns.

Reinforcements arrive at Tlat.


1430AD: Time to attack that hill town east of Tlat. I have four cavs in place. Here's crossing our fingers... NONE LOST! Yay. I might actually be able to push further northward by the end of my turn if I can get some more reinforcements up there.

Oh yeah. Russia eliminated from the game.

I rushbuy four settlers out of former Russian cities on their continent. (Told you I had plans for them). Time to grab that island where the Russians were. Already got three cav over there, and we can just build right around that one Persian outpost.


1435AD: SIX (6!) settlers set sail: four from Russia in the north, two from the Isle in the south.

I rush a settler out of Isand.


1440AD: Reinforcements arrive on both sides of the Aztec front and our borders expand at Tlat. It's time to press the attack again. I send all our cav, (6 from Tlat, 6 from Xochi) along with our army and one other elite same.

1445AD: Well, having been hit really hard by casualties early in my turn, I spot a musket fortified up on a hill at Teo. Not Good (TM). I fear losing two or three cavs here, but nope, sent one charging right on in there and HE WINS!

rbd23b-cav5.jpg


Our forces sweep to a commanding victory, taking both cities with no losses!

One settler landed above Persian outpost on North Isle.

Bought us current on tech. We are now in the industrial age (and so are the Persians and Aztecs). The Persians have Nationalism. The Aztecs do not, as yet, and have no draft-capable towns left anyway. They are also broke and in democracy, so probably not a major threat to build any rifles before we conquer them. Make hay while the sun shines, though.


1450AD: Resistors quelled. Starvation Diet continued in the newly taken towns and temples rushed. New cities founded, one near site of former Tenochtitlan, one on the North Isle. Still FIVE (5!) more settlers moving into position for next player to grab remaining unsettled lands. Here are my dot map suggestions.


rbd23b-finaldot2.jpg


In the south, only need to grab the remaining bits, easy to figure out.

rbd23b-finaldot1.jpg


In the north, there are four more dots but only three settlers immediately available. The purple dots are the high priority. The red dot is the fourth location. IF another settler is going to be dispatched ASAP, then settling the yellow dot instead of the third purple dot next to it, would score slightly more. However, if the red dot is not going to be grabbed quickly, then the yellow dot would control less land. So only go yellow if you are planning to rush another settler and get it there asap.


I expect this will be my last turn. If playing this solo, I'm sure I'd have it won in 20 more turns, 30 tops. This team has done a really solid job overall, so I'm confident we'll reach dominiation before my next turn as long as we remain focused with our eyes on the prize.

Good luck.


RBD23B - 1450AD


- Sirian
 
Well Persia is still around, but wow :eek: the others have really taken a pounding the last few turns. Nice job everyone! :goodjob:

According to the MapStat utility, we need 135 more tiles to trigger domination victory. That's only about 7 more cities with borders expanded from temples, so we should easily be able to win without fighting Persia. I'll play later today (might not be till late though :() and lkendter will probably get the honor of finishing the game. :cool:
 
(0) 1450AD Wow!!! I looked at the minimap to start and it's all red! I knew we were doing good, but this is ridiculous. Between the remaining Aztec land and the northern island Sirian has on his dotmap, we have easily enough terriory to win domination victory without fighting Persia. I opt for the 4-city plan laid out by Sirian just to speed things up. Two Russian workers chopping down a forest are merged into St. Petersburg to make it size 3, then a settler rushed. A bad decision for long term growth, but settling is more important than building up a hopelessly corrupt city in this case. Otherwise, things look good everywhere. I could hardly screw this up if I tried! (well, not unless I REALLY tried...)

(1) 1455AD There is an elite cavalry up in the north of the Aztec island... I see no notes as to plans for this guy. Rather than risk him against a musket, I'm moving him back to where the main assult is. We have about 11 cavalry ready to assult the current Aztec capital next turn. 2 settlers are unloaded on dotmap-specified locations. Xerxes wants all our money for Nationalism. That would seem to indicate that he hasn't brokered it yet. I tell him to shove it and decline - why would we want Nationalism in the first place? To lower the cost so the Aztecs can buy it?

(2) 1460AD The best defending unit in Tlacopan is... a cavalry? Well the only other defender is a spearman :eek: so I guess it was! Not much chance against our cavs though. The spearman takes our elite cav to 1hp though before dying (?) 4 resistors out of 6. I rush another settler in a Zulu city to plug in a gap in the Aztec lands. One caravel now has 3 settlers on it - let's not try a galley suicide run with this one ;)

(3) 1465AD We have completed Newton's University! And the city it's in goes from 0 science to 0 science! :crazyeye: What a wonder of the world! We're going to win in about 15 turns, so I could care less. The resistance in Tlacopan has ended, meaning we can rush a temple there (hooray). Gotta love that 3-move cavalry; we use the samurai army to kill a musketman defender, then move cavs 5 spaces (2 on roads, 2 in enemy territory) to attack and capture the city. Size 1 means no resistors - very nice. 4 Aztec cities left.

(4) 1470AD Guys, we were giving the Aztecs too much credit (as unlikely as that seems). They don't have rifles in these cities, or even muskets, but SPEARMEN. Our cavs are having some fun with them.

(5) 1475AD Cempoala falls - the third city defended by nothing but spearmen. This is just too easy - what was Monty doing this whole game?

(6) 1480AD Persia comes trying to sell Nationalism for 1800g. You know, if we were going for conquest we'd probably have to start our own research at this point. Instead, X-man gets a free map. Malinalco, the latest Aztec capital, falls this turn. It's interesting only because there are 2 muskets on defense. Aztecs have 1 city left. Now this is just too funny:

RBD23bfunny.jpg


The Aztecs put a city on North Island! It's right next to the "red" dot on our dot map. Of course, we've got some cavs there to protect against just this kind of thing... (thanks, Sirian!)

(7) 1485AD We get an interesting message at the beginning of this turn:

RBD23bvictory.jpg


We won! Already! [party] [dance] I thought I would pass off to LK so he could hit spacebar a couple times, but the Aztecs crumbled so fast we gained territory more quickly than I expected.

On the replay, I noticed some interesting things. Remember how the Germans has so many cities to start? They popped a settler from a goody hut in 3750BC! No wonder it was so hard starting out - they had 2 citites to our 1 right from the start! Also, I found out that the Aztecs had their capital razed by the Zulus in 2150BC - no wonder they were behind for the rest of the game.
 
[dance] [dance]

:beer: :beer:

:bday: :bday:

:goodjob: :goodjob:


Enough said....
 
Great job to all! :goodjob: This game was a lot of fun for me to play; it's nice to have good players to pass the game off to and who will likely return back in even better shape. Here's the final histograph:

RBD23bhistogram.jpg


Most importantly, WE CAN NOW READ THE OTHER GAME THREADS! :cool: That's the first thing I'm going to do - what's with those "a" slowpokes anyway? ;)

Here's the last save file, download and enjoy the replay! :king:

RBD23b Victory: 1485AD

EDIT: I see LK managed to post in the 5 minutes between my threads :lol:
 
Have any of you been reading the other game threads? I just wasted the last 90 mintues reading through both. Remarkably, "a" and "c" are both at the same point in the game although "c" spends a ton of time discussing everything and never actually playing turns. "a" keeps trying to research things themselves and "c" has had absurdly good luck - they took out the Germans with ARCHERS? :mad: Ummm, yeah, we did NOT have that kind of luck. And they used a great leader on the Great Library when only some 5-6 techs remained until Education (:smoke:?). We seem to be the only ones who really tried to develop the main island, with our FP built manually in former Germany.

It will be interesting to see if the excessive whipping and early fighting of "c" at the cost of city infrastructure will produce an earlier conquest/domination win than our game of building until 1000AD, then blitzing with samurai across the whole world. The "c" approach is more risky but can yield a higher score; I guess some of it will come down to luck of combat results, which "c" has had plenty of so far! :cool:
 
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