ROTQM7: Really?! Okay . . . Thanks for the "Memories"

Nicely done ... but we still need to spread religions around :old: ... our victory in this variant hinges on this. So we should at least produce one missionary every turnset.

I thought it was crucial for us to kill Viking before he gets those annoying berserkers, and we are doing well. Plus Ragnar seems to have the highest score before we start razing his cities (did he have a lot of lightly defended coastal cities or what? :lol:), so it is good we reduce the "AI leader" first.

Ruff is UP
 
got it - will play and report tomorrow night (unless my really fun PBEM games come in the mail :D)
 
@ ruff: how long would a turn for PBEM take? :rolleyes:

@Ozzy: I think your suggestion for Nat Wonders seems fine. We only have a few Nat wonders enabled (the important ones are Hermitage, Nat Epic, Heroic Epic, and Moai), so not much constraints on where to build them. However, if Maoi and Heroic are built in Aksum, Hermitage must be built elsewhere. Doesn't seems a problem though ... probably we would build the Hermitage + 1 cathedral in Gondar, 2 cathedrals in capitol, 2 in Aksum (and bomb some artists in Aksum) as well.
 
@ ruff: how long would a turn for PBEM take? :rolleyes:
currently playing a Next War game and I (Europe) have just declared war on Africa / Sth America. A single turn here will take about an hour.
 
yowzer ~ nice set! how come everyone else's turnset's seem so much better than mine?

it's because I do the set-up work, right? I'm a behind-the-scenes kinda guy, huh??

right, guys??

[silence]

oh . . .

So we should at least produce one missionary every turnset

And also remember to build some military each turnset and a temple somewhere.

We can build some National wonders now (Moai, National and Heroic, where to put them. Heroic and Moai would be good in Zara's ex capital I think. National in capital?

okay, got that all ruff?

sistine, missionaries, temples, military and national wonders ~ i'll take it easy, knowing you have it well in hand :lol:

and here's a roster, mostly so i don't have to go far to find one for my report
pholk >> on deck for great set-up work! :goodjob:
fox >>
ozbenno >>
imhotep >> just played a stellar set
ruff_hi >> UP NOW for a down-under, Up-Stater superstar set

yeah!

:p
 
Firstly :gripe: ... actually, :gripe::gripe:

I play 1 round, something happens so I go to open the log and ... friggn in-game log crash. PHOLK!!!!! Gees Louise! It isn't that hard. Stop what you are doing right now. NOW! :slap:

Open file explorer ... Windows-E for goodness sake! ... browse to your customassets folder, then to the "xml/interface" ... then locate the 'CIV4ColorVals.xml' file and nuke the damn thing - delete it, kill it, remove the stinking file ... do it now!

Spoiler :
D O I T N O W! :gripe:


Swapped my DLL to the logFix() version, ran the log fixing program ... again ...

ROTQM7-0244.jpg


Went back to the game.

Right ... calmed down a bit now ... had a look round our three cities ...

ROTQM7-0232.jpg

hover over the different religions and the screen updates the info

Not bad - need to spread our religions around a bit but we have a pretty good coverage. From there I went to look at F5 (Military) ... units look ok ... but what is this! No medic, zippo, nothing. Well, I can fix that:

Dog Soldier promoted: Medic I

The heal time on our phant goes down from 16 turns to 5 turns! That is a huge improvement. I fortify the lot of them in the forest and wait 5 turns.

Next - we have some workers chopping jungle that is outside of our BFC ... ok, that should slow down the jungle spread - I guess that is ok. Wait - what is this ... Mr Fox's highway from about 50 turns ago isn't even started? Well, I pull 1 worker off and finish a road onto one hill them (oops) forget about the super highway stimulation package and have him build some filler roads. I also send a worker out chopping forests for the hammers (not in our BFCs - outside them). At turns end, I have 1 worker heading towards the highway route ...

ROTQM7-0258.jpg


Our tri that is under construction at our capital cleans up the nasty boat that is stopping our brave fishermen from fishing ...

While attacking in Native American territory at Cahokia, Trireme 1 (Cahokia) (0.64/2) defeats Incan Trireme (Prob Victory: 32.8%)

I put 72 of 75 hammers into another tri just in case and then it is back to Sistine Chappel. Note: This Tri is NOT IN THE QUEUE ... I deleted it and forgot to add it back. Please put it back in after the current dog build.

We get the Horse Whisper ...

ROTQM7-0249.jpg


Didn't I report on a quest last time ... the Master Smith. Obviously, this game knows we are only building 3 cities and is taunting us.

Our healed stack goes walk about and finds Mr Viking's horses - he attacks our forested stack and loses all of his swords and all of his men ...
While defending in Viking territory near Nidaros, Spearman (1.28/4) defeats Viking Catapult (Prob Victory: 68.1%)
While defending in Viking territory near Nidaros, Anti-Horse Corps I (0.40/4) defeats Viking Horse Archer (Prob Victory: 95.9%)
While defending in Viking territory near Nidaros, Spearman (0.36/4) defeats Viking Horse Archer (Prob Victory: 78.1%)
While defending in Viking territory at Nidaros, Axe Battalion I loses to Viking Horse Archer (2.76/6) (Prob Victory: 27.4%)
While defending in Viking territory near Nidaros, Dog Soldier (0.64/4) defeats Viking Horse Archer (Prob Victory: 27.0%)
While defending in Viking territory near Nidaros, Dog Soldier (0.84/4) defeats Viking Swordsman (Prob Victory: 76.3%)
While defending in Viking territory near Nidaros, Catapult (3.20/5) defeats Viking Chariot (Prob Victory: 69.7%)

MWAH!!!!!! I then pillage his horses and he can now only build archers. I have our severly wounded stack outside his capital healing ... while the cats bomb the defenses down from 60%. Cats bomb, units heal, cats bomb, units heal, cats bomb, units heal ... etc. I think the timing of the healing finished turn will match up pretty well with the 'no more defenses' turn :D.

Meanwhile, I also pillage all of Mr Viking's seafood and then send our 3 galleys plus tri escort back for more troops. I also finish the Heroic Epic, pop out a couple of cats and phants and send them back to the front ...

ROTQM7-0260.jpg


The 3rd galley goes back to ferry services, transporting a missionary to the capital and picking up a cat and a dog (next turn) ...

ROTQM7-0256.jpg


It should probably drop them off in the jungle so that they can go overland to the ferry sight to the front (no rush as the other galleys have a bit of a trip to the front and back). Then Ferry Galley can return to pick up the two workers that I have FORTIFIED!!!!, drop them off in the jungle and they can start the other half of Mr Fox's highway.

I stopped at turn 291 - just finished paper - oops, sorry if my set was too long :D. Didn't really know where to go tech wize so selected

Research begun: Machinery (10 Turns)

no beakers invested.

And now for the not so good news ...

ROTQM7-0253.jpg


Spoiler log :

Logging by BUG Mod 3.6 [Build 1695] (BtS 3.13-3.17)
------------------------------------------------
Turn 273/750 (1265 AD) [13-Apr-2009 20:06:14]
0% Research: 8 per turn
0% Espionage: 6 per turn
100% Gold: 39 per turn, 209 in the bank

After End Turn:

Other Player Actions:
Attitude Change: Cyrus (Persia) towards Ragnar (Vikings), from 'Pleased' to 'Friendly'

Turn 274/750 (1270 AD) [13-Apr-2009 20:07:21]
A Fishing Boats near Nidaros was destroyed by Native American Galley 1 (Cahokia) (Galley)
A Fishing Boats near Nidaros was destroyed by Native American Galley (7 gold)
Catapult promoted: Drill I
Axe Battalion I (Dog Soldier) promoted: Woodsman I
0% Research: 8 per turn
0% Espionage: 6 per turn
100% Gold: 25 per turn, 255 in the bank

After End Turn:
Cahokia finishes: Trireme
Gondar's borders expand

Other Player Actions:
While defending in Viking territory near Nidaros, Dog Soldier (0.16/4) defeats Viking Swordsman (Prob Victory: 90.1%)
While defending in Viking territory near Nidaros, Spearman (3.16/4) defeats Viking Horse Archer (Prob Victory: 82.7%)

Turn 275/750 (1275 AD) [13-Apr-2009 20:14:06]
Dog Soldier promoted: Medic I
While attacking in Native American territory at Cahokia, Trireme 1 (Cahokia) (0.64/2) defeats Incan Trireme (Prob Victory: 32.8%)
Cahokia begins: Trireme (2 turns)
0% Research: 8 per turn
0% Espionage: 6 per turn
100% Gold: 41 per turn, 280 in the bank

After End Turn:
Cahokia's borders expand

Turn 276/750 (1280 AD) [13-Apr-2009 20:16:54]
Trireme 1 (Cahokia) (Trireme) promoted: Combat II
0% Research: 8 per turn
0% Espionage: 6 per turn
100% Gold: 41 per turn, 321 in the bank

Turn 277/750 (1285 AD) [13-Apr-2009 20:17:20]
0% Research: 8 per turn
0% Espionage: 6 per turn
100% Gold: 38 per turn, 362 in the bank

After End Turn:
A Hamlet was built near Cahokia
Gondar finishes: Stable

Turn 278/750 (1290 AD) [13-Apr-2009 20:18:04]
Gondar begins: War Elephant (6 turns)
0% Research: 8 per turn
0% Espionage: 6 per turn
100% Gold: 40 per turn, 400 in the bank

After End Turn:
A Hamlet was built near Gondar

Turn 279/750 (1295 AD) [13-Apr-2009 20:18:50]
0% Research: 8 per turn
0% Espionage: 6 per turn
100% Gold: 41 per turn, 440 in the bank

After End Turn:
Whip anger has decreased in Aksum
Gondar grows to size 11

Turn 280/750 (1300 AD) [13-Apr-2009 20:19:15]
0% Research: 8 per turn
0% Espionage: 6 per turn
100% Gold: 40 per turn, 481 in the bank

Turn 281/750 (1305 AD) [13-Apr-2009 20:19:27]
0% Research: 8 per turn
0% Espionage: 6 per turn
100% Gold: 43 per turn, 521 in the bank

Turn 282/750 (1310 AD) [13-Apr-2009 20:19:59]
0% Research: 8 per turn
0% Espionage: 6 per turn
100% Gold: 43 per turn, 564 in the bank

After End Turn:
Zoroaster (Great Prophet) born in Cahokia

Other Player Actions:
Player contact made: Frederick of Germany
Player contact made: Alexander of Greece
Attitude Change: Frederick (Germany) towards ROTQM7 (Native America), from 'Cautious' to 'Annoyed'
Attitude Change: Frederick (Germany) towards Cyrus (Persia), from 'Cautious' to 'Pleased'
Attitude Change: Cyrus (Persia) towards Frederick (Germany), from 'Cautious' to 'Pleased'
Attitude Change: Alexander (Greece) towards ROTQM7 (Native America), from 'Annoyed' to 'Furious'
Attitude Change: Huayna Capac (Inca) towards Frederick (Germany), from 'Cautious' to 'Pleased'

Turn 283/750 (1315 AD) [13-Apr-2009 20:20:27]
Research begun: Paper (9 Turns)
100% Research: 106 per turn
0% Espionage: 6 per turn
0% Gold: -26 per turn, 607 in the bank

After End Turn:
Gondar finishes: War Elephant
Aksum finishes: Heroic Epic

Other Player Actions:
Attitude Change: Huayna Capac (Inca) towards Frederick (Germany), from 'Pleased' to 'Cautious'
Civics Change: Frederick(Germany) from 'Paganism' to 'Organized Religion'

Turn 284/750 (1320 AD) [13-Apr-2009 20:22:54]
Aksum begins: Catapult (2 turns)
Gondar begins: Christian Missionary (4 turns)
100% Research: 106 per turn
0% Espionage: 6 per turn
0% Gold: -27 per turn, 581 in the bank

After End Turn:

Other Player Actions:
Civics Change: Huayna Capac(Inca) from 'Organized Religion' to 'Theocracy'

Turn 285/750 (1325 AD) [13-Apr-2009 20:24:33]
A Mine near Nidaros was destroyed by Native American War Elephant (8 gold)
100% Research: 106 per turn
0% Espionage: 6 per turn
0% Gold: -28 per turn, 562 in the bank

After End Turn:
Aksum finishes: Catapult

Other Player Actions:
While defending in Viking territory near Nidaros, Spearman (1.28/4) defeats Viking Catapult (Prob Victory: 68.1%)
While defending in Viking territory near Nidaros, Anti-Horse Corps I (0.40/4) defeats Viking Horse Archer (Prob Victory: 95.9%)
While defending in Viking territory near Nidaros, Spearman (0.36/4) defeats Viking Horse Archer (Prob Victory: 78.1%)
While defending in Viking territory at Nidaros, Axe Battalion I loses to Viking Horse Archer (2.76/6) (Prob Victory: 27.4%)
While defending in Viking territory near Nidaros, Dog Soldier (0.64/4) defeats Viking Horse Archer (Prob Victory: 27.0%)
While defending in Viking territory near Nidaros, Dog Soldier (0.84/4) defeats Viking Swordsman (Prob Victory: 76.3%)
While defending in Viking territory near Nidaros, Catapult (3.20/5) defeats Viking Chariot (Prob Victory: 69.7%)

Turn 286/750 (1330 AD) [13-Apr-2009 20:25:22]
Cahokia begins: Catapult (2 turns)
100% Research: 110 per turn
0% Espionage: 6 per turn
0% Gold: -27 per turn, 534 in the bank

After End Turn:

Other Player Actions:
While defending in Viking territory near Nidaros, Dog Soldier (2.64/4) defeats Viking Horse Archer (Prob Victory: 68.9%)

Turn 287/750 (1335 AD) [13-Apr-2009 20:27:30]
Dog Soldier promoted: City Raider III
A Pasture near Nidaros was destroyed by Native American Spearman (5 gold)
Aksum begins: War Elephant (2 turns)
100% Research: 110 per turn
0% Espionage: 6 per turn
0% Gold: -27 per turn, 1155 in the bank

After End Turn:
Gondar finishes: Christian Missionary

Turn 288/750 (1340 AD) [13-Apr-2009 20:28:42]
Gondar begins: Dog Soldier (4 turns)
100% Research: 110 per turn
0% Espionage: 6 per turn
0% Gold: -27 per turn, 1128 in the bank

After End Turn:
Cahokia finishes: Catapult
A Hamlet was built near Cahokia
Aksum finishes: War Elephant

Turn 289/750 (1345 AD) [13-Apr-2009 20:29:43]
Cahokia begins: War Elephant (3 turns)
Cahokia begins: Stable (3 turns)
Aksum begins: Catapult (2 turns)
100% Research: 116 per turn
0% Espionage: 6 per turn
0% Gold: -29 per turn, 1101 in the bank

After End Turn:
Aksum finishes: Catapult

Other Player Actions:
Attitude Change: Ragnar (Vikings) towards Frederick (Germany), from 'Annoyed' to 'Cautious'
Attitude Change: Huayna Capac (Inca) towards Frederick (Germany), from 'Cautious' to 'Pleased'

Turn 290/750 (1350 AD) [13-Apr-2009 20:31:20]
100% Research: 112 per turn
0% Espionage: 6 per turn
0% Gold: -30 per turn, 1072 in the bank

After End Turn:
Tech research finished: Paper
Cahokia finishes: Stable
Gondar finishes: Hindu Temple

Other Player Actions:
Attitude Change: Frederick (Germany) towards Huayna Capac (Inca), from 'Cautious' to 'Pleased'

Turn 291/750 (1355 AD) [13-Apr-2009 20:32:00]
Research begun: Machinery (10 Turns)
Cahokia begins: War Elephant (3 turns)
Gondar begins: Buddhist Missionary (4 turns)
Cahokia begins: Dog Soldier (2 turns)
 
We could actually lose this game ...

ROTQM7-0251.jpg


Apparently, building the AP reveals everyone to everyone else ...

Turn 282/750 (1310 AD) [13-Apr-2009 20:19:59]
Player contact made: Frederick of Germany
Player contact made: Alexander of Greece

Finally:
  • There is a Tri that is NOT IN THE QUEUE at the capital (73/75 hammers invested)
  • We got a Great Priest - what should we do with him - he will bulb Theo but that religion is gone
 

Attachments

We need control of the AP quick smart, ie burn it. If we spread the AP religion (what is it?) around our three cities as well we can delay any victory.

A shrine is the best use for the prophet, gives culture.

Sistine is a big loss for culture victory.

I think we should head for Optics and ramp up the military at the moment, the AI is getting back in the game, put them back down.
 
AP is Confusianism (1 of our cities has conf) and Huayna is the builder. Isn't he the yellow civ just to our West ... mwah!!!! Our next target!
 
Sistine is a HUGE lost .... whoever queued that trireme must be flogged ... considering we were first to Music.

I agree we should probably prepare to take out HC. Too bad abt Confused being AP religion, if it was Judaism, we don't have to worry abt AP Diplo lost.

Agree also to confused Cahokia and Gondar and then revolt to Confucian.

The GP should be merged to the capitol. We don't really need theocracy for anything. Golden Age is a complete waste for a 3CC, and a shrine is only a little bit less wasteful than GAge.

As to Ruff's initial angry gripe, to be fair, it is not entirely Pholky's fault -- Immy bore part of the blame as well, since I have already posted a log-fixed save after Ozzy's set, but apparently he still uses the old save from Ozzy. Either that, or the alternative is even worst for Immy: he also has the SimCutie file :eek:

Pholky is UP
 
@GF:

Yes, I used the save from Ozzy's post - I don't have the SimCutie file. :) As for the Trireme, it was only 2 turns, and I didn't want to lose our seafood at the cap. So :whipped: me if you like, but I rather guess one of our Industrious friends rushed it with a GE.

Imhotep
 
Sistine is a HUGE lost .... whoever queued that trireme must be flogged ... considering we were first to Music.
·Imhotep·;7982305 said:
As for the Trireme, it was only 2 turns, and I didn't want to lose our seafood at the cap.
We did lose all of our seafood (in fact ... water) food for a turn or 2. I also put 2 turns into a replacement Trireme if my first one (Imhotep's) lost that 32% battle. However, we lost the Sistine by 6 turns so we were going to lose it, Triremes or not.
 
ookayy...soooo, duly deleted. my apologies ~_~

AP is Confusianism (1 of our cities has conf) and Huayna is the builder. Isn't he the yellow civ just to our West ... mwah!!!! Our next target!

Also, if we spread confucianism to all our cities we can convert, doubling our votes. We should build temples and monasteries (after missionary) in Gondar for the (hopefully short-lived) hammers.
Okay, will focus on finishing Nidaros ~ will try to finish of the vikings if there's anything left that is while i scout around and try to find that AP.

Also, what about builds?? temples and monasteries of all sorts I would think still, and missionaries for this set for me.

And after Machinery??
 
Don't worry, Pholky's track record has been he will play and report 4 days from his first post after Ruff's save is up, and I usually plays within 1.5 days, so you can look forward to a nice quiet two days of rest after your interstate travel before needing to gripe about lack of cats again.
 
I would build buildings and missionaries while our naval fleet is heading away from our cities and units when it is heading back.
 
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