Ruff02 - Concurrent Succession Game

bobrath said:
So just waiting on Chriseay's post.

The plan was to play tonight, with a backup of tomorrow if I hit a bump in the road....now that I see we're waiting on me I'll play as soon as I get home. Should have the turns posted by 4 pm EST I'd think.
 
Heh, no pushing intended. More just a placemarker for me so that I didn't go crazy analyzing 3/4ths of the available writeups!
 
bobrath said:
Heh, no pushing intended. More just a placemarker for me so that I didn't go crazy analyzing 3/4ths of the available writeups!

No problem no problem. As soon as I saw the last post (besides mine) I realized that I was going to have to try to play tonight. I am quite the procraastinator though (even at things I find enjoyable!). I bet I've been the last turn set posted for every set I've been in so far... :rolleyes:
 
Ok the plan here is to go a bit out on a limb, and possibly try something that no one else will. If I can pull it off, I'm fairly certain my save will be the best.

The plan is to finish CS, and while finishing begin on many catapults. Hatty is weak, and has usurped our claim to land in the south, so she has to go.

I met Alex and Capac on the 1st and 2nd turns, though I assume everyone else did this as well. It was in the course of circumnavigation.

CS comes in on the third, and I start pumping the maces. Go for fuedalism next to get us all the closer to that third promotion on the new units. I'm going all out on the war here. It's fun because it's somethign I would never do otherwise.

On the 4th turn circumnavigation is acheived. Again, I assume we all got to this at the same time. There was really no other option unless someone just turned the boat around! :crazyeye:

When fuedalism comes in, I go for nationalism for drafting. We have at least one high food, low shield city that I could get some troops out of.

Unfortunately for me, on the turn I was going to attack Hatty, she gets fuedalism and upgrades to Longbows around. Not all archers, but a good amount of them. I'm still attacking though. So, I make some demands, she refuses, and then the trumpets blow!

So, on the first turn of the war the interloper city of Hiercanopolis is taken, and the assault on Thebes begins.

Thespis is born during my reign as well, and I have a great use for him! Artists during war are fun. He'll perform a great work at Thebes to give us some breathing room.

And then, on the 12th turn of my reign the back of the Egyptians was broken:

untitled6um.jpg


Well maybe not, but we'll be sure to find out....


On the 14th turn, we enter the renaissance with nationalism, and I make the switch to nationhood for drafting. I should be able to get a small army out of the fish city up north...I'm thinking 4 units for virtually nothing.

On the next to last turn we take Memphis, and once we're healed up the rest of Egypt shouldn't be too tough to crack. Here's what it looks like at the end of my set:

untitled7kx.jpg


Each city only has a few units in it, and we have a steady stream coming. We may even have enough as it stands right now to finish the job. I'll come back later tonight with some screens on game status, demos, etc.
 
Great turns all, but i think i'm going to have to go w/radio. I think egypt needs to go, and, though Chriseay's was also very good, i think the liberal>national sling w/guns in 6 is too much to ignore.
 
Some more screenies of hatty's situation in my save...

Here the forces in byblos, and the reinforcement comming from the east galley
byblos4es.jpg


The forces in elephantine, the reinforecement should come here...
elephantine4qd.jpg


Not enought forces to take this city, but it is for the horses.
giza4lh.jpg


5 archers for the holy city...
heliopolis6nt.jpg


:king:
 
My comments:

Ruff, it was clear we are leaders for a long time by this reasons:
1). For a long time Buddism was a dominant religion in the world.

On other have only we and Hatty have religion in our sphere of influence.
So, this 41% people buddism come from our, Bismark and 1/2 Hatty population. (If city have more then one religion pop/number of religions for purpouse of how many belong to religion).
So, we and our 2 neybors were > 50% of world population.

2) No caravels found as even after we got them not faster then our neybors.
AI tend to prioritise Optics.
3) Bismark own the best wanders.

About saves. As I sad befor, we allredy won this game, no matter which save we take. So, the only point is what is difference in strategy and what consiquences they have.

There clearly 2 groups of them.

Radiophil and chelsea went with attack as soon as posible with ancient and medieval era units.
Me and Ruff spend more time on economy and research.

First research. I traded and researched more technologies the anyone else.
Researched:
Finished Civil service, Education, Liberalism, Nationalism, Gunpowder and 7 turns away from Astronomy.
Traded for Feodalism and hourseback riding.

Ruff used the fact that we are well ahead of everyone else and Did not finished liberalism(intentionally) and researched Nationalism, giving him option to take Republic or Military tradition from Liberalism.
Did not researched Gunpowder.
Did not get Feodalism by trade.

Radiophil
Civil service-Education-Nationalism-
Did not get hourseback riding and Feodalism.
Have GE to instantly build Taj Maxal

chriseay
Civil service-Feodalism???(When many AI know tech, it is allways better to trade for it)-Nationalism-Gunpowder(In research, if I am correct, because I did not find summury and I research screen, correct me if I miss anything)

By the way, I am surprised no one exept me got Feodalism by trade. I traded only old tech for it:
Philosofy+Construction+Music for Feodalism+hourseback riding

Greate people situation:

I produced 1 GS, have 310 point in Karokorum (of needed 400?)
360 in Turfan and ~ 250 in 2 more cities.
One more 20 turn burst of Pacifism and I will produce from 2 to 4 more Greate persons.

No one else try to accelerate GP production.

Building wize. I allredy have 2+3/4 Uni build on a way to Oxford, whiped a bunch of marketpalces and theaters, giving me a lot of happiness to work with for Draft and war wareness.
Compare to people who provided information (Ruff information is not avalible)
I produce more research from smaller population.
Ruff produce some theaters/baracks with out mach whiping, if I guest correctly.
He allmost build Taj Maxal and academy in Deli.

Military wize:

I Drafted 12 Musketeer, giving me a big army of strongest units in the world + catapults.

I have 5 Muskets positioned to take Gao with Hourses, enoght forces (May be 1-2 more drufted musket needed) to clean up south and a good stack Muskets+cats for main invasion.

Ruff military, precise information is not avalible, but from description he building archers to free axes to atatck.

Radiophil has the same amount of Elephans + Maceman.
He allready took 2 main Hatty cities.

Chelsay milithary information is not avalible.
He took 2 main hatty cities


Personally I believe mine would be the most balanced save.
I probably produce more building any anyone else.
I researched and obtained more texnologies and anyone else(Ruff included, even if take in account 1 free tech from Liberalism)
I have best army then anybody else.

I invested in future GP.

Ruff save is interesting by his use of fact that we so far ahead we do not need to use liberalism right now. From other side, he delay military mobilisation the most. From other hand Taj Maxal will let him produce and research a bit faster. The same could be sad about Radiophil save.

Chelsea researched and obtained less technologies then anyone else and Radiophil did not traded for any, but complited liberalism slingshot.
So, Radiophil save probably sligtly better then Chelsea.

But as I sad befor, we allredy won this game. The only point would be compare and try to use rarely used tacktics of Muskets drafting.
I believe it is very advantagious in our situation, as it let to use low production fishing villages to produce instant army.
 
Wow, my name has been messed up a lot of ways in my life (Chris Seay, can you pronounce the last name right?), but no one has ever called me Chelsea....

My save isn't the best, because I just went all out on war hoping no one else would fight. Seeing radio fought and took the same two cities on the Egyptian continent as I did, his has to be better. I didn't worry about other factors much at all. My research was fuedalism, nationalism, and then I believe the last I started on was education to attempt a late push at liberalism. I would suggest that I probably have the largest, best promoted army out of any of the saves (built almost exclusively military, fought for four cities - taking all - and did some drafting). But, like I said at the beginning of my write up, it was a risk and truthfully it didn't go as well as I had hoped. I was hoping to be able to not only put us in a position to finish Egypt (I think everyone did that, just with varying stages of progress) but to actually finish them.

I vote for radiopill as he accomplished as much militarily as I did (with my gamble) but managed the other parts of the game better.
 
Its Voting Time!
pholkhero - votes for radiopill
bobs' Wrath - votes for mutineer
Mutineer - votes for mutineer
chriseay - votes for radiopill
knupp715 - votes for mutineer
Ruff_Hi - votes for radiopill
radiopill - votes for radiopill
rddc05 (lurker) - votes for mutineer

Candidates
Mutineer (3.333)
chriseay
Ruff_Hi
radiopill (4)
 
I think Mutineer has summarized the four games fairly well. I could have traded for Feudalism but didn't as I wanted to finish some archers to releave our garrison attack axes (I prefer promoted units to new units).

I think Radiopill has a better save than Chriseay (always wondered where that name came from and seeing the answer was a little disappointing - don't take that the wrong way - I just expected a really good story behind it - that didn't come out right either - :D) - compare the scores between Chris' and Radio (1400 v 1500 or so).

I feel that my economy is rocking the most (just a feeling) and really ripping up some tech research rates - but I am a few turns away (10ish) from a spanish invasion. Mutineers is very well positioned but no invasion yet. I don't really like the musket as a unit - its useful life is just too short - and we will need to spend money upgrading them.

So, I am voting for Radiopill's - got the invasion started, units are slightly old but doing the job, can be upgraded to infantry for the next target which is cheaper than two sets of upgrades.
 
I am sorry I misspell some one name. I tend to do a lot of misspelling when I am in hurry.
 
Mutineer said:
I am sorry I misspell some one name. I tend to do a lot of misspelling when I am in hurry.

Oh don't worry about it. I wasn't angry or anything....in fact I should have put one of these guys after the comment to attempt to show my jestfullness (is that a word?) :p

@ Ruff: Sorry to dissapoint with the story on my screename. I think I was 12 or 13 and got my first email account at a friends house (hotmail) and that's the name he came up with for me. I've been using it at every internet site around ever since (12ish years) and only once or twice has it been taken before I got there. Chances are good if you see a chriseay anywhere on the "information superhighway!" it's me.
 
My user name was a play on words - originally set it up with Y! to play on line bridge. In that card game, when you take a trick with a trump, it is called ruffing. Mostly you use low cards (2, 3, 4, etc) to ruff with but some times you need to ruff high. I also wanted it to be friendly ... hence Ruff_Hi. I also use it everywhere - never taken yet.
 
I'm going to vote for Mutineer's. Muskets do have a short shelf life, but he's managed to get a good chunk of them out in a very short period of time. They should be able to quickly catch up and overtake radio's save in terms of military expansion.

I wanted to vote for Ruff's but only because of the bravery in pausing on Liberalism. It would be interesting to see how long the next 4 folks push *not* researching Liberalism. Interesting, but not the bets save unfortunatly.

Bobrath - a long, long time ago when muds where all the internet rage, I was an active player. We had one player named Bob on there that would enter a room and always say something like "beware the wrath of BOB!". It was getting more and more obnoxious and no one could really do anything to cut the spam. I came up with an idea and created a new character intending it's name to be bobswrath. In my haste to create the char and get it to the area where bob was... I mistyped the name. I had a great time following him around and whenever he'd make his famous line, I'd pop up and say, "Here I am, but this blowhard is annoying me feel free to ignore him." or variations like that. Got to be where my bobrath char was more fun to play and the name has stuck with me since then.
 
pholkhero said:
Great turns all, but i think i'm going to have to go w/radio. I think egypt needs to go, and, though Chriseay's was also very good, i think the liberal>national sling w/guns in 6 is too much to ignore.

one more for radio. I'll take the bird in the hand, rather than the two in the bush.

edit: It's funny we've had these names for so long. I've been Pholkhero for nigh on 10 years now too! It's like the Matrix....ooooooooooooo [ghostly sounds].....
 
Do not dismiss muskets. I am sure we can win this game by domination using only Muskets/cats combo.
 
I'm voting for mutineer's save. The musketeers will do a good job getting rid of Egypt and are more advanced than radio or chris' armies. Plus mutineer has the best economy (apart from ruff).

If radio or chris' armies weren't obsolete I would go with them but chances are they won't be able to do much after Egypt until they are upgraded and I don't think waiting that long will be benificial.
 
Well, w/Radio, we have 3 egyptian cities already w/troops already on the island. Gunpowder finishes in 6t so we'll have those advanced troops relatively soon. If Thebes has archers still, most probably they don't have fuedal yet, so by the time guns hit, we'll be good to go. That's my thinking anyway. And, with that we can us Mutineer's idea:
The only point would be compare and try to use rarely used tacktics of Muskets drafting.
 
@Radiopill - we will need your vote! Also, any lurkers can also vote!
 
lurker's comment:
Well, since you asked...

I don't know that the players have given enough consideration to the GP generation in Mutineer's save. Those 3 GP in the next 20-30 turns could make a huge difference for an earlier domination win (assuming that's where this game is headed). Tech lead and infrastructure are more developed as well.
 
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