SC02 - The Goodbye Kiss

Precheck: really tough situation :(

1) 1160 BC
Our Iron Defender killed barb Archer. Hail to the hero!
The moment of truth for Tlateloco is coming...

2) 1120 BC
We've just connected the dead city to the capitol :(. I move the worker to hook up the iron...

Teotihuacan: Warrior->Archer

3) 1080 BC
Tenochtilal: Archer->Barracks
New Barb archer is coming from the south. I gave Cover to Iron Defender and moved him towards the enemy

4) 1040 BC
Waiting for the enemy...

5) 1000 BC
Our people gave them no chance. Our archer avenged the burning of Tlateloco and Iron Defender got some more exp too.
Next Archer is spotted near by Teotihuacan

6) 975 BC
Teno: Barracks->Settler

7) 950 BC
Those barbs are really stupid. Attacking archer in the city through the river? I gave the defending archer City Gar I.

8) 925 BC
Pottery->Writing
I thought seriously about Agri, but we have no need to build farms just now. But feel free to change it.

9) 900 BC
Iron hooked up and connected. Put Worker on go to the building of the road to Teotihuacan. We should use the settler which is due 5 to build New Tlateloco.
We need more troops - archer protecting the worke would go to new tlateloco, so build and archer or two in Teno before goung for worker or another settler.

The map
Civ4ScreenShot0095.jpg



And the save
 
Well, sh*t. Rough turnset, ucel.

I got it and am looking at it apprehensively. I'll try to play later tonight, after I finish working.

I think my goals will include the following:

Build as many units as possible (I like axemen a LOT more than archers). Try to build another settler. We need more cities (which was what I thought Tlateco would've been good for, with all the food bonuses and such).

Onresearch choices after writing... are we trying to get Alphabet? We should probably try to set up some sort of research plan. It just doesn't feel right, sending the Aztecs, a warlike people, after Alphabet. But then again, nothing really about this game feels right, so...

--Zalson
 
Well, this wasn't the most interesting turn set. I've been writing so much lately, that I've decided just to give a plain ol' report.

Inherited Turn: Not much to do; leave the Tlateco Avenger protecting the worker (We NEED another one, very soon). I've decided to try to build a road to Tlateco, and then pasture the horses.

1. A warrior, in the south, emerges from the fog, heading for our garrison at Teotihuacan.

2. The warrior walks onto the hill outside Teotihuacan; the garrison steels for an attack.

3. The attacking warrior decides he likes forests better, and walks in. We don't bite.

IT- Finally, the warrior decides it's done living. We win handily.

4. :sleep:

5. Tenochitlan Settler>Axe
Teotihuacan Archer> Jag

The adventure-some (sic) settlers head to rebuild New Tlateco on it's ruins.

6. An injured warrior emerges from the darkness (I have show enemy moves on); don't know what happened to him.

New Tlateco is founded, and there is much rejoicing. [party] :beer: [party]

The Tlateco Avenger heads on home.

I realize that Tenochitlan is set not to grow. I change this, swapping some stuff around.


IT: Say hello to Huyana Capac. Couldn't find him in the drunkness from the party of New Tlateco.

7. Tenochitlan Finishes an axe, and starts another one.

8. Writing>Alphabet. We need to catch up techwise; I think we need to find out what we don't know.

9. The new archer from Teotihuacan breaks in his bow, killing a Barb Archer. He's now in New Tlateco.

10. Teno Axe> Archer, due in 2; With another one I'd feel alright about building the gold city to help our finances (Try to found on the desert; even with the overlap with New Tlateco, it'll salvage that desert square.

Moses was born elsewhere.

I left the axe fortified in Tenochitlan; it only had a warrior for protection :eek:

Again, sorry for the lack of verbosity and screenshots; I just wanted to play some :civ:. Ugh for midterms!

Here's the save: http://www.civfanatics.net/uploads11/SC02_BC-0625.Civ4SavedGame

--Zalson
 
Well we are back on the road to the heaven with New Tlatelco (sp?). Nice recvoery you guys, let's get some jags out there collecting exp against the barbs then plan a campaign against the real enemy!

I'm not too worried about the tech issues. Let's get a rock solid base to do some serious :hammer: ing.

Roster check:
AdmK - is up and is ready <=============
Sir Bugsy - on deck
Jeff1787 - hangin' in the 'hood
Bede - waiting for a chance to make it all right.
ucel - took the lumps
Zalson - rebuilt the town
 
Right now quantity over quality. Having two Navy guys in a row might be dangerous stuff... to US! :D
 
I am absent till Sunday evening, so fell free to swap me when my turn comes.
 
Ummm... I spelt Tlateloco incorrectly :blush: ... sorry ;)

--Zalson
 
I have it. Need to read up a bit.

Let me know if this makes any sort of sense. park some type of unit, archer, warrior, igor, whatever in the area the barbs are appearing in. If you can see the tile, it won't spawn barbs. I've used leftover scouts for this with some success.
 
That will work, get a few heavier ones too if you can
 
I underestimated the barbs

Turn 90 (625 BC)
AK: Look around. Threat board is clear. Teo can hang on for three turns to build a jag. Wake the warrior and start him off to the great north to see what Saladin is hiding.
AK: I don't see how a border expansion will help New Tlateco. I'll let it grow and then start a worker
AK: Strategic plan: follow the river with our new cities.
AK: Once we finishe the road to Teoithuacan, our lack of roads won't hurt so much.
New Tlateco begins: Jaguar
Teotihuacan grows: 4

Turn 91 (600 BC)
Tenochtitlan finishes: Archer

Turn 92 (575 BC)
Tenochtitlan begins: Worker
Teotihuacan finishes: Jaguar

Turn 93 (550 BC)
Teotihuacan begins: Worker
Jaguar defeats (3.20/5): Barbarian Archer
New Tlateco grows: 2
Jaguar defeats (2.65/5): Barbarian Warrior

Turn 94 (525 BC)
Jaguar promoted: Combat II
AK: Barb Axe sighted SE of Tenochtitilan

Turn 95 (500 BC)
Jaguar defeats (3.20/5): Barbarian Warrior

Turn 96 (475 BC)
AK: Think I forgot to mention it, but I opened the borders to Huayna.
Tenochtitlan finishes: Worker

Turn 97 (450 BC)
Tenochtitlan begins: Granary
Research begun: Agriculture
Tenochtitlan begins: Worker
Jaguar defeats (3.40/5): Barbarian Warrior

Turn 98 (425 BC)
Teotihuacan finishes: Worker

Turn 99 (400 BC)
Teotihuacan begins: Axeman
Axeman promoted: Shock
Buddhism has spread: Teotihuacan
Axeman defeats (3.50/5): Barbarian Axeman
Axeman defeats (3.05/5): Barbarian Warrior

Turn 100 (375 BC)
Tenochtitlan finishes: Worker
Warrior loses to: Barbarian Axeman (5.00/5)

Turn 101 (350 BC)
Tenochtitlan begins: Granary
Jaguar defeats (2.60/5): Barbarian Warrior
New Tlateco grows: 3

Turn 102 (325 BC)
Jaguar promoted: Combat III
Teotihuacan finishes: Axeman

Turn 103 (300 BC)
Teotihuacan begins: Axeman
Axeman promoted: Combat II
Axeman promoted: Combat II
Tenochtitlan finishes: Granary
Axeman defeats (2.75/5): Barbarian Axeman
Axeman defeats (4.25/5): Barbarian Axeman

Turn 104 (275 BC)
Tenochtitlan begins: Worker
New Tlateco begins: Worker
AK: Next player should be aware of some partial builds I started. We need some worker and some axemen. The axe should go forth into the hinterlands to stop the incoming barbs. Right now all we're doing is screening Huayna.
Teotihuacan begins: Settler
Tenochtitlan begins: Axeman

Turn 105 (250 BC)
Research begun: Alphabet
AK: I'm building the gold a bit in case we need to upgrade something.

working on my counting skills. :blush:

and the save

http://www.civfanatics.net/uploads11/?M=D
 
Pictures, we need pictures, where are the barbs coming from?

Roster check:
Sir Bugsy - up
Jeff1787 - on deck
Bede - polishing the camera lens
ucel - took the lumps
Zalson - rebuilt the town
AdmK - killed some barbs but left us in the dark
 
I have found that the pink dot has greater power when you name that city; "Pink Dot."
 
Pre-flight &#8211; 250 - Bump science up a little. We have a few units to move. I send them towards the southeast in search of bad guys.

1. 225 - We haven&#8217;t researched agriculture yet, so I switch to it. We need it for a rice farm. We have more barbs inbound. Move two units next to some on good defensive terrain.
IBT &#8211; Kill two barbs.
2. 200 &#8211; Healing some, moving others south and southeast.
3. 175 &#8211; More of the same.
IBT &#8211; Confucianism is founded far, far away.
4. 150
5. 125 &#8211; Move our new settler onto Pink Dot. A barb warrior is two turns away. We&#8217;ll have a defender as the new city is founded.
6. 100 &#8211; Pink Dot is founded. Start an obelisk for expansion
IBT &#8211; Agriculture=>masonry
7. 75 &#8211; Negotiate open boarders with Hatty.
IBT &#8211; Kill two more barbs and get two promotions.
8. 50
IBT &#8211; Kill another barb.
9. 25
10. 1 AD

After Action &#8211; We have a few more military personnel. We need to get the gold at Pink Dot on line:

Note the two sentries to the south.

Here is the north:


And our explorers:


This guy may not survive. I had him heading towards the southeast to bust some fog as indicated.

And in the far north:


Save: http://www.civfanatics.net/uploads11/SC02_AD-0001.Civ4SavedGame
 
Pink Dot forever! Food and gold and hammers. Keep that science spending up. I didn't notice much indication of near neighbors, are they staying away?

Roster check:

Jeff1787 - up
Bede - polishing the camera lens
ucel - took the lumps
Zalson - rebuilt the town
AdmK - killed some barbs but left us in the dark
Sir Bugsy - opened up the map a little
 
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