Sesn02 - The Bare Necessities, NOT

Infantry seem like an eternety away (or more like 700 years :p ), so I'll make a MDI army.

So, if we keep on winning, then the WW will go away, heh. That's what we'll have to do then. :hammer:

Got it.
 
Okay, I lied. I didn't used the leader after all. He's still sitting there, doing what great leaders do when they are unemployed...

Turn 0 650 AD

Cotuit is starved as instructed. It barely has enough food to cover for it.

I'm amazed, not every city is in perfectly MM'ed condition. :lol: I hire a few specialists here and there, and set a few more cities on WLTKD configuration.
With the new scientists, Metallurgy is now due in 6.

I wake up some troops, and move them in the direction of what's left of Babylon. The next player will get to finish them off.

The Incan continent, I think, will have to wait for Galleons, so that we can transport our armies.

Press Enter

Turn 1 660 AD
A few towns reach WLTKD, one leaves it -- because it builds a settler. One Musket completes, I start a MDI in its place.

IBT: French start Magellan's, not that we care...

Turn 2 670 AD
Plainville finishes settler, starts MDI, should be the last settler built out of major cities.

Turn 3 680 AD
nothing going on, except worker working and settlers marching.

Turn 4 690 AD
2 turns to Metallurgy, I can turn science all the way down to 50%.
Most towns that finish their previous projects are building MDIs.

Turn 5 700 AD
...

Turn 6 710 AD
Metallurgy comes in, and we have it at monopoly. :D The French have more gpt available, so I trade with the Incans first:
- Metallugy to Incans for Banking, Astronomy, WM, 8 gold and 19 gpt. That leaves the Incans with 6 gpt.
- Metallugy to the French for 40 gpt, 100 gold and WM
Astronomy also opens up new trade route:
- Chemistry to Mayans for Dye.

With the new lux, some entertainers are changed to scientists. And we can now get Physics in 6 at +35gpt. It is of course much more efficient for us the gather tax instead of science, but as long as we're getting the tech at a decent pace, I think I'll continue to research.

Turn 7 720 AD
Some core cities start on Bank, they are veto-able.
Upgrade some galleys to Caravels.

Turn 8 730 AD
Some Roman galleys show up, may be trying to steal some of our city sites? But our settlers are almost there now. One of them is in position already.

Turn 9 740 AD
Found Francolton on in former Babylon.

Turn 10 750 AD
Leo's! Cotuit immediately starts another palace pre-build. The US?

Found some more cities to fill the gap. More settlers are near their destination.

The leader, I didn't use him, is at the land bridge near Looter's Bend.

The Babylonia Extermination Expedition Force (the BEEF) is near Iron Hill, ready to load up and set sail.

Freshly produced Muskets and MDIs are gathering near Larsa. Cannons are in Nippur.

Every deal will have to be broken, watch out for them.

All 1/1 corrupt cities can get to size 6, irrigate 3 grasslands, and run 3 specialists. I think I left most of them building caravels and cannons, which can be whipped when the time is right.

I drew an imaginary line on the map. Those cities inside the line are building courthouses. Those outside are getting turned into specialist towns.

Babylon will be gone in a few turns, then our ships can come back, in time to get upgraded to Galleon, and invade Inca.

And I think I understand why the game wasn't handed to me in perfectly MM'ed condition ;) . The next leader may go through each of our one million mostly corrupt cities if he so chooses.

>>>> The Save <<<<
 
Sesn - Got it (second in the rotation tomorrow)
Scout - On Deck

EDIT: BTW - Looks like you left me a pretty nice set up. :D
 
And I think I understand why the game wasn't handed to me in perfectly MM'ed condition

I'm guilty! I had to deal with that EVERY turn, while happiness jumped back and forth, and also concentrate on taking out the Babs. So I guess I "forgot". :blush:

Btw, those deals doesn't HAVE to be broken. If it is in our best interest to grab the gold, we can do so and choose what deals to break. Supposedly the sneaky way is the best, to gather a force and land it someplace when we're ready. Just plain backstabbing when it pleases us. :)
 
Clarification: The way I understood the discussion, and the way I edited the first post, says that we MUST break any and ALL twenty turn deals. At any rate, that’s the way I’m going to play it. This is not a dictatorship, so overwhelming argument by the team will sway me.

That being said, it looks like I’m gonna hand Scout one hell of a mess. Welcome back, buddy! ;)

I intended for people to be a bit more careful when setting deals, but that is probably my fault for not making things clear. As it stands, I am going to be breaking deals that will cost us over 100 gpt, and two luxes. There is one deal that I’ll leave for Scout to break, though. :D

On the upside, things will become a lot more clear cut when we get to rails, which is not far off. Once we get a railnet in place, we can begin to move on the other island.

IHT – So I load up some caravels and go Bab hunting. I form an army with the leader, though I leave it empty for now. I’m a bit hesitant to just declare on the other two big civs, so I think I’ll just pillage the luxes we’re trading to the Inca. I have no choice but a declaration on France since they are giving us a lux for a tech or something.

IT – Incas complete Bachs.

760 ad (1) – Declare on Babs. Land two caravels next to Bab capitol. Do a preemptive WW check.

IT – Physics comes in, Start Magnetism. Samarra deposes. Some cities riot.
See anything interesting?
Sesn_SGL.jpg

770 ad (2) – Do you see it? I love freebies. :D Elite AC quickly takes Nimrud. A horse gets retreated taking Samarra. Pillage all four spices, breaking the deal with the Inca. :evil: Workers in place quickly rebuild one of the spice roads. I use some Bedeian economics to shave a turn (probably closer to two) off research on Magnetism.

780 ad (3) – I spend a ton of time on worker turns, trying to get all the crap cities to a static size 6 with three specialists. Oh, and I kill the reg warrior that the Babs drop off next to Nimrud. I change Forest Green to Sistine’s as a prebuild, though we may end up wasting the shields. Looks like this may be coming to fruition around the time Goz, or maybe Bede, gets it again. Care to try for the IA trifecta, Brother Bede? ;)

IT – French complete Shakespeare’s.

790 ad (4) – France just got MT. *Hopefully* they’ll trade it to the Inca in the next turn or two, before I start my shenanigans.

800 ad (5) – Vet Ac attacks Zamua and promotes, giving this screen…..
Babs_gone.jpg

With all the Bedeian economics I’ve applied, I can drop research 40% and still get Magnetism in 3. I knew it was affecting more than 1 turn worth. :D

810 ad (6) – In a bit of near perfect timing, the French trade MT to the Inca. Since we only have one turn left on the one sided deal with France, I declare. Establish an embassy with the Inca, see that they have a mix of 16 muskets and crusaders sitting in their capitol. Those will be of good use. Sign the Maya to an MA for the low, low price of Physics. I also throw in some spices to keep them interested. They throw in some wines and 19gpt. They’re guarding their maps VERY closely, though. :shrug:

IT – Inca come demanding TM and 53g. As much as I want to tell them to shove it, I concede so they can eat up some French units. The people apparently like my choice, since they opt to plant some trees on the royal lawn. Incans complete Cops.

820 ad (7) – I can drop our sci two more notches and change a few sci to taxmen.

IT – I see the Incans take a city from France. Magnetism comes in, start ToG, due in 6 at -20gpt. That will rectify when we can turn down the science though.

830 ad (8) – A whole bunch of annoying worker turns.

IT – For reasons beyond my simple comprehension, the people put an east wing on the palace.

840 ad (9) – Shuffling troops and terraforming….

IT – Inca take another city from France.

850 ad (10) – See 840 ad.

Recap: I have two prebuilds going, trying for the IA trifecta. I’ll assume you all saw that I got an SGL from the pic. ;) We really need some more boats and rails. I have been trying to get all the crap towns (every town past the choke) to size six to support three specialists. Once ToG comes in, change the Sistine’s build to Newton’s. The science wonders aren’t really good for us w/o libraries and unis. I have yet to see a French unit approach, but I sent a caravel with AC’s to try and take the little French town on the island to the north. MM is in pretty good shape, although I didn’t do an extensive check this turn.

Nowhere near the mess I promised Scout, sorry. :)

>>>SAVE<<<

Scout - UP
Matt - On Deck

So do you even remember what's going on in this game Scout? Gonna be a lot different from the last time you had it, I promise.
 
I missed that about breaking all deals, no problems for me though :)

Great turns and very devious sending the rabble against each other.
 
I do care, but not sure there's much to do about it right now. I don't want to use him on Newton's when it seems a large part of our research will be done with specialist, and we can't build a lib/uni in whatever city. I think US/ToE/HD is a much better value for us.

Actually, I remember that from a discussion we had in another thread some time ago. ;) Probably should have mentioned it myself.

At any rate, it would appear Scout is once again occupied with RL (the nerve!)

Matt - UP
Bede - On Deck
 
You know, when I first started playing SG's, we barely finished my first game. The dropouts we had really left a bad taste in my mouth. As such, I have made it pretty clear that I abhor skips/dropouts, and pride myself on never being skipped (other than vacations) in my time on these boards (although I have certainly delayed a time or three). Curious how sometimes one must become that which he loathes, huh?

When I came home from work tonight, I was informed that the relationship I have been in for the past four years was crumbling. Unfortunately, the time I spend on Civ/SG's is one of the reasons.

As such, my time for civ will be severely limited in the coming weeks while I tend to more important things. While it is possible I could perhaps keep my obligation in one or two games, it doesn't feel right to pick and choose which one(s).

Therefore, it is with great remorse and my most sincere apologies that I must request to be put on auto skip in all games, effective immediately. Hopefully I will still be able to lurk a bit, and maybe even contribute here and there (especially from work).

If things get smoothed out quickly, then I will request to be added back in to rosters, at the hosts' discretion. I am not terribly optimistic though.

Once again, apologies to all. :(
 
I am not sure what the etiquette is here, so forgive me if I am out of line. I have been following the whole game, though not as carefully as I would if I were in this game. Anyway, if it turns out that Sesn can't come back at all, and this game needs a replacement, I am willing and somewhat able.
 
IHT- Everything looks pretty good.
Notes:
-All wars from now on are fought overseas so a navy is vital.
-We CANNOT BUILD IRONCLADS!!!!!!! :sad:
-Best offensive unit is MI for a long time to come.
-We will not be able to build hospitals or riflemen.
-we will not be able to upgrade our musketmen to infantry.
-our enimies strongest units will soon be 50% stronger offensively and defensively than our units until we get replaceable parts.
-I will likely be doing very little during my turns.(I will try to build a navy and bunch of units to deal with the french but will do little fighting)

turn 1 (860 AD) - rather boring.

turn 2 (870 AD) - ZZZZ

turn 3 (880 AD) - discover Theory of gravity. Start researching Steam Power.

turn 4 (890 AD) - We capture the French city of Grenoble :)

turn 5 (900 AD) - zzz

turn 6 (910 AD) - We lose our supply of dies??.Give Incans magnitism for wines instead.

turn 7 (920 AD) - France gives us 220 gold for peace.
:confused: :confused: :confused:
we seem to have lost our wines and thus have alot of civil disorder.
Give France ToG for incense.

turn 8 (930 AD) - much better

turn 9 (940 AD) - fun with workers

turn 10 (950 AD) - snore(zzzzzzzzzzzzzz)

End notes:
-Unfortunatly I did not acomplish very much in my turns.
-We do have a small navy and a few units to use for conquest.
-Whoever is up next up gets to build our railroad network.

>>>THE SAVE<<<

I have no obligations to bead_head7 taking over for Sesn.
Sad to hear that Sesn can no longer play any more. :(
 
Sorry to hear about your troubles Sesn. I hope things will get better soon. (You never know, maybe everything will be forgiven once the Sox win the World Series :D )

SesnOfWthr said:
If things get smoothed out quickly, then I will request to be added back in to rosters, at the hosts' discretion. I am not terribly optimistic though.

You know, you're the host in this game. So if you want to get back into the roster, I don't think there will be any problems ;)

With Scout and now Sesn both missing in action, I'd gladly welcome a new player.

The orginal roster from page 1:
Bede
Gozpel
SJ Frank
SesnOfWthr
Scoutsout
Matthewv
That means Bede is up now, and Gozpel is on deck.
 
Got it.......
 
lurker's comment: Bed_head will be a solid addition to the team. I would slot him in in my spot. Don't worry too much about Scout, he probably hurt his hand again. :lol:

Matt - You should have broken the dyes deal before it expired. :nono: You lost the wines when you broke the alliance with the Mayans. You should generally get a good lay of the land when you pick up a game, including checking the F4 screen completely. Especially in a game where deals are made to be broken. :D

It's kind of a hassle on the first and last turn of research, but I think Frank was right about the specialists thing. Cap out all the cities in former Babylon at size 6 (except those on rivers), and each town should support three specialists. That turns into a fair amount of research power.

Hmph. Delurking in my own thread...:rolleyes:

EDIT: and thanks to all for the kind wishes.
 
Originally posted by SesnOfWthr
Matt - You should have broken the dyes deal before it expired.

Oops, I guess I am a little neglagent when it comes to looking at the diplomacy screen. :blush:
 
Log from 950AD to 1000AD lost when landlord checked his e-mail (IDIOT!)

MAde a coupleof deals for lux with the Maya and the Inca which will expire in 1110, about the time the Peace Treaty with France does. The plan was to declare on France when the Peace Treaty runs out, put a foothold on the other continent, then make a treaty with France and declare on the other two. In the meantime removing Rome from the North Island and resettling it with Aztecs is keeping me busy.

Pompeii fell and troops are now marching on the other two towns, killing barbs on the way. Built a couple more villages on the home continent to keep unit support at 0.

Science is set to learn Medicine in 10. Inca built three wonders in one turn, Magellan's, Sistine and Newton's.

Opened some more embassies just to have a better picture of what's going on in the world:

Sesn02France960.jpg


Sesn02Rome960.jpg



Sesn02Maya960.jpg


We still hold Steam at a monopoly.

In 1000AD Rome signs an alliance with Inca against France.

1020AD

Positioned to take Pisae. Pull settlers to fill North Island from various places.

1030AD
Take Pisae

1040AD
Build a couple of settlements on the home island and load settlers for the North Island.

1050AD
Take Ravenna and time to make nice with the Romans.

Land some more settlers on the North Island.

After driving the Romans off North Island sign a Peace Treaty with Rome for 27g.

Dates to be aware of:

Peace Treaty with France expires in 1110AD

Peace Treaty and reade deal with Maya expires in 1160AD

Wines deal with Inca expires in 1110AD. Peace treaty in 1160AD

Peace treaty with Rome expires 1250AD.

We are 2 turns from Medicine, still hold the monopoly on Steam, and are roughly 20 turns from Scientific Method. All but 60 beakers are coming from scientists in the east. The SGL is still hanging about and could be used to build the Iron Works at Looter's Bend if we so desire. There is a palace being built at Forest Green IIRC for either ToE or Hoover's

The railnet is complete to all but the far north and the rail gangs are concentrated at the core cities to rail hills and mountains with a couple in the SE to finsh up down there.

There is a lot of MM'ing to do gozpel....have fun.

Roster as I understand it
Gozpel - up
SJ Frank - on deck
bed_head
Scoutsout
Matthewv
Bede - played
 
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