Sesn02 - The Bare Necessities, NOT

Pre-turn - The feared MM'ing wasn't that bad, changed a few builds and got us another 12gpt.

Check diplo, I have to break a couple of deals within 6 turns.

1060AD - Workers work, found a city or two, that's all.

1070AD - We learn Medicine -> Electricity at 100% in 7 turns with a bunch of scientists, - 119gpt.

1080AD - Not much.

1090AD - Ditto.

1100AD - Hyannis riots, scroll ahead to prevent more of the same. Inca took the French town Tours with incense, that's why.

One turn left on peace-deal with France, declare war.
One turn left on some wines-deal with Inca, declare war.

Drag Rome against Inca for Theology and 24g.
Maya against Inca as well for Physics.

1110AD - Same worker actions and MM cities.

I hate Feudalism now, I want to rushbuy stuff.

1120AD - Nothing to report.

1130AD - The same.

1140AD - We learn Electricity -> Scientific Method in 5t and -100gpt.

1150AD - 4 turns left to SF.

One turn left on the Maya-deal, next player can declare. We will lose another lux.

I didn't whip anything, I wanted to concentrate on the research.

The leader is still standing near Hyannis (he was a scientific one, right?), use him for Theory of Evolution, then we should pick Atomic Theory and Replaceble Parts. Then proceed slower on Electronics.
 
Turn 0 1150 AD

Looking at F1, there are so many scientist! Even some core cities have them. Zooming in, I see that those cities are MM'ed to 20spt, good call!

We're at war with 2 nations, the Incans and the French. There is 1 turn left on the peace treaty with Smoking-Jaguar. Of course we know what that means. :evil:

There are also 10 turns left on the peace treaty with the Romans, so I will have to break that too before I hand off the game.

We are researching towards Scientific Method, due in 4 at -106gpt.

Did you guys know we're only 21 units under the support limit?

I declare vs. the Mayans, and lose a lux because of it.

MM. A few cities get more specialists. Whip a harbor in Pisae, on the northern island.

Do we really want Banks? I'm going to veto a few of those. Whip the aquaduct in Matt's Steakhouse -- with all the prime rib around, this city can be a specialist capital at larger size. Change all courthouses in supper corrupt cities to cannons.

What kind of victory do we want? Domination looks the easist. The Mayan land has many choke points and 2 lux's, so that looks like the place to start. I think we're about a dozen turns away from Replaceable Parts, so that's when the attack should begin. In the mean time, I'm going to play some holding action.

Press Enter...

IBT: A Roman and a Mayan galley move down our coast, that was a quick in-between-turns.

Turn 1 1160 AD
- RushPoint starts courthouse after building a bank.
- Most other cities produce Muskets.
- After the courthouse, Zariqum goes from 1/1 to 2/3. At least the courthouse pays for itself.

Wow, we have Frigates.

- Rail-roading, Oasis creek and Plainville are now at 20spt.
- Move our exposed ships into port.

Turn 2 1170 AD
- Hyannis and OC: Musket->Cathedral pre-build for factory.
- Bedeby: Courthouse->Marketplace, it now has 3 shields.
- That reminds me, start more factory pre-builds in other cities.

I had to slow down Plainville's production, that our only city with both the Cathedral and Colosseum. Its best pre-build is a courthouse.

Turn 3 1180 AD
- Spicetown: marketplace->temple
- Avalon Beach grows to size 7 and has a Bank! I guess I missed it. It starts on Granary.
- Found Dances With Penguins. It's only purpose is to grab tiles towards domination, so it starts a temple.

Concentrading workers on the core and the last bit of the military rail net.

Turn 4 1190 AD
- Finally, the AI's will talk to us. We're still up Steam and Medicine on them.
- I'm going to build the ToE at a place that needs the culture -- how about Babylon (the city).
- I bombard the Mayan galley with a Frigate, and kill it with a galleon.
- Incans have lux's that we could use, so I make peace with them, with them chipping in some gold. I then buy 4 lux's with Medicine and Ivory. No peace with France.
- After going through every city, changing every scientist to a taxman... our economy is +627 gpt, 180 of them are from taxmen. We're researching (but making no progress in) Atomic Theory, with the ToE due next turn.

IBT: Romans are gone, Incans boot them off this planet, one less treaty to worry about.

Turn 5 1200 AD
- ToE is completed in Babylon, we take Atomic Theory and Industrialization. (sorry goz, forgot to d/l your notes)
- Because of the WLTKD, the courthouse in Plainville is completed pre-maturely. It will finish its factory in 10 turns. Other core cities start on factories.
- Research is set to Replaceable parts, due in... let's change all the specialists back first... 6 turns at -143gpt, barely.

Turn 6 1210 AD

Bombard a mayan caravel, and worker actions

IBT: the mayan caravel drops off a single long bow on the north island.

Turn 7 1220 AD
- An elite AC does the honor, wins but no leader.
- All northern island cities are now connected by road.

Workers work...

Turn 8 1230 AD
- Frigate sink the caravel.
- Concentrate our frigate forces near Pompeii.

Turn 9 1240 AD
Very quiet, just rail roading.

Turn 10 1250 AD
- One turn to Replaceable Parts, dial down the science rate to 50%. It's a better deal, not to mention easier, to change the tax rate rather than changing all the specialists.

- Amazingly, we're right up against the unit support limit. I'm shrinking a couple of corrupt cities by building settler/workers. Watch out for those cities on fresh water or has aquaduct. There is also a settler on her way on the northern island.

I'm going to turn over the game now. Won't it be funny if we don't have rubber?

Gozpel
SJ Frank - just played
bed_head - up
Scoutsout - missing in action
Matthewv - on deck
Bede
 
I wanted RP because it's more expensive then Industrialization. And of course find out early if we have rubber or not. But factories are a good thing, even if I don't think the game will last long enough for them to be useful. A few dozen infantries at this stage would be a difference though. :)

No big deal anyways. Good turns!
 
I hope you all don't mind too much, especially since I just asked to be a replacement before invited, but this game looks like it will require enough time that I won't be able to finish and post a save until Wednesday. I played a few turns tonight, and we do have rubber. The Inca are really doing their job. There isn't much left of the Maya.
 
What was Sesn thinking when he said I'd be a solid addition? I have gone and ruined his reputation. In my defense, I thought this was another game Sesn was playing in, with the bad apple, and that I was stepping in to fill that role.

1250 AD (0) - We have a lot of active units still for some reason.

1255 AD (1) - Replaceable Parts discovered, the Corporation is next, due in 5 turns. By the way, we do have rubber, so a number of cities start on infantry.

1260 AD (2) - Made a landing of Muskets and Cannons where the Maya used to be, but is now controlled by the Inca.

1265 AD (3) - Sign RoP with the Inca so we can attack the Maya a bit more quickly.

IT - The Inca demand fur. That isn't a very nice thing for an ally to do! Sorry Pacahuati, but we just can't spare any. So he decides that he won't play nice anymore, and we are at war with all nations. His cavs fail to do any damage to our Musketmen/Cannon stack, though.

1270 AD (4) - A few happiness issues. I wasn't scrolling through all of the cities just to prevent a few from rioting.

1275 AD (5) - Most of my time is spent on worker moves. No losses on the other continent, and a couple rifles and three cavs killed.

1280 AD (6) - Stuff finally starts happening. Yaxchilan (Incan) captured with no losses after cannons perform wonderfully. Calakmul (Mayan) captured, though an infantry lost attacking a Javelin Thrower.

IT - Made a huge mistake and didn't move the muskets into Yaxchilan, so the Inca take it back. They killed two AC in the process, but of course there will no be no problem taking care of the three Cavs sent to do the job.

1285 AD (7) - Recaptured Yaxchilan, and also caputred Mayan capital. A great leader came from the battle, and I remember there was some theme with Puritan leaders or something, but I am not sure which names have been used, so someone else can rename Tizoc. I notice that WW just hit hard, so I made peace with the Maya who have one city left. Peace is also made with the French, who pay 81 gold. Doing this has little to no effect, as I already knew, but I had to try. Luxury is upped to 20%. I did a pretty horrible job of MM, even by my standards, but I just want to finish this tonight.

1290 AD (8) - Very bad turn. I forgot the thing about armies in cities being attacked. I had never actually seen it happen, so it came as a surprise when the 13/16 ACav army was attacked and killed in Yaxchilan, followed to the grave by four musketmen and a redlined ACav army. Reinforcements on the way, but the Inca have us on the run.

1295 AD (9) - Calling it quits after this turn. WW stepped up a notch after last turns failures, and I missed a couple cities that ended up going into disorder. Inca have no interest in peace, which is understandable since they still have a ton of cavalry I was unable to take care of. The next better player will probably want to make lots of MM changes, which I am sorry for. There are also galleons out and about in the ocean, including the leader and an infantry army, both still a way off the Incan mainland. On a positive note, our main island is completely railroaded, and there are a number of fortified workers scattered about, with a concentration in the tundra. That covers it, more or less.
 
You didn't break any deals! :wow:

Otherwise, sometimes you get hit in the bum by being slack. I don't say you were slack though, just a bit distracted, or else you wouldn't lost that army.

No big deal though, our cities can build enough to create more than a hassle for the Inca's soon and we are close to winning this game.

You play fair and decide to take a hit, bed_head. Good turns I would say, just unlucky.

I've seen a tendency for players to find safe routes (reloading?) and stuff, I'm happy to lose an army, when it comes to a new players integrity.

I'm very pleased to see this kind of honesty.

The game: :confused:

Well, we are winning. :)

Next player get an extra turn, or we can go down to 5 turns (6 for next player)
 
IHT - Trade steampower with the French for Gems

Turn 1 (1300 AD) - Tikal survives after a long hard battle:)

Turn 2 (1305 AD) - Again Tikal survives after a long hard battle :eek:
- War wariness is horrible.

Turn 3 (1310 AD) - Again Tikal barely survives. :eek: :eek:
-GRRRRRRRRRRRRRRRRRR- I hate war wariness. :sad:
-Due to the unbearable war wariness I sign a peace tready with the Incans.
-The Aztec nation celebrates over the new peace tready and Science is reduced to 40% with refining in 2 turns, luxuries is reduced to 0%, we recieve 250 GPT. :D
-We trade industialization and Ivory for wines, dyes, and silk.

Turn 4 (1315 AD) - Change the Palace in Forest Green to the much needed Universal Sufferage.

Turn 5 (1320 AD) - The people love the peace loving ruler so much they offer to add to his palace.
-We finish researching refining and start researching Steel.

Turn 6 (1325 AD) - We complete the Universal Sufferage in Forest Green and start working on Palace.

>>>THE SAVE<<<
 
Got it.

Soldiering on.
 
This is sooo late... sorry guys.

Detailed log lost by hinky DSL.

Inca took out Maya so it is just Aztecs, French and Inca left.

We are hotfooting it to electronics in 2 with no gpt in the deal and since we are making 500+ with 5000 in the bank the foregone tax revenue is no big deal.

ForestGreen is building a coal plant as a prebuild for Hoover but we are so far ahead of these guys it's not a problem getting the dam built on time.

I've been pushing settlers and troops into the Inca-French mainland and building lots of infantry.
 
My messy life is almost back to normal, so I have got it. Might not play until friday though.
 
I won't have civ access for the next two weekends. So skip me/switch with me when the time comes...

Speaking of which, goz, if you can't play until Friday, can I switch with you right now?
 
Absolutely SJ Frank, a switch would be great as I promise stuff I sometimes can't keep.

Then you can leave a mess for me to handle and sneak away :)
 
Back
Top Bottom