Sesn02 - The Bare Necessities, NOT

Note to all:
Originally posted by matthewv from "S.C.R.A.P" SG

Okay, looks like alot of people are having there own difficulties keeping up with there SG scedule, myself included :)

I just moved to Vancouver to go to school at BCIT and only have access to the internet at school at the moment. Luckly I can still download at upload the save file at school.

Unfortunately, the hard drive failed on my home computer and I am unable to install fully civ 3 again(probably because my original civ 3 cd has a small crack :( )

I am unable to play at the moment because of this, but I hope to be able to play by tomorrow.

In conclusion, someone else can play before me if they so desire before tomorrow.

I hope I didn't bore anyone with my long story :crazyeye:
 
I saw Bede was up in another game or two, so I'm willing to give you a day or so to get us an update of your situation. I would like to get this running smoothly again though, so please advise us whether you can get it done in the 72-ish or not. :)

@Goz - yes, those two towns will work for a canal setup. What, no deals to break yet? I suspect that you didn't see anything worth trashing our rep for either. ;)
 
@sesn,

Can play as soon as light fingered Dawn steals the comforter from my toes. So I'll post a "Got it" now and play in the AM unless I hear otherwise.
 
Nope, fine with me, i just didn't want to rush you.

@Matt - I'd still like an update so I know if this is a swap or a skip. :)
 
I wanted to break something, but there wasn't anything to break...so I just send some troops to Looter's Bend for next player :)

If we set a rule now, that all players have to break the rules/deals at least once, we all have time to prepare for it.?
 
Sure, seems like a fun addition to it, unless people have real moral objections, or something. :lol:
 
:D :D :D :D :D
I got civ 3 to install by doing a min install instead a full installation so I am able to play after Bede :D :D :D
 
On to Babylon...

150BC

Nice job growing the empire, guys.

In 130 BC found Gozbay.

Find the new Byzantine capitol, Sardica, at the far end of Babylon.

In 110BC found Juneau in the tundra peninsula.

We learn Construction and start on Polytheism still at 80% science (due in 6 @-6gpt)

Notice that Babylon has spent 150g in the last turn (?)

In 90BC start a suicide run to the west

Found Sutter's Mill on the gold hill.

In 70BC the suicide galley sinks in sight of land.

Babylon Expedition is ready to roll.

In 50BC BEF assembles at the landbridge to Babylon 11 units including the AC army.

Many barabarian hoesemen kill the swordsman in the north. There are 5 horsemen and a warrior left in the camp.

In 30BC take another suicide run and open the dancing with Babylon.

John Alden takes his lumps killing the spear on the landbridge. The rest of the force moves forward into the marsh

In 10BC the suicide galley sinks and the barb camp spawns more horsemen and kills the horseman.

Found La Paz in the north.

The AC Army kills a defender at Eulbar

In 10AD the curragh sinks on another suicide run.

Take Eulbar at the loss of a single swordsman.

In 30AD another galley sinks and we enter the Middle Ages.

In 50AD kill a Babylonian bowman and garrison Eulbar. Start another suicide run. Set a single scientist onFeudalism.

The Babylonians are assembling bowmen outside the borders of Eulbar.

There is a settler at Looter's Bend waiting for an opportunity to move across the landbridge and another on the way to the other half of La Paz between the seas.

We need to pick a spot for the FP and the HE.

Sesn02_50AD_The_Front.jpg
 
I haven't seen anyone play with their graphics as much as you do, Bede. :)

For the FP, I'm kinda thinking the Looter's Bend area might be good, assuming it's built with a leader. Obviously handbuilt would have to be closer to the core. Although I also haven't looked at the save in a week or more, so take that with a grain of salt. ;)

Nice to see John Alden is still kicking around. Those pilgrims were pretty hardy....

Matt - UP
Frank - On Deck

BTW - Did we ever make peace with Theo? If so, peace still counts as a deal.....
 
Got it. Will post tonight.

edit: Sorry, I'm gonna have to skip. :(
I reliezed I don't have the patch and I won't have high speed internet till friday in order to download it.
 
OK, Matt, this may be back to you this weekend anyhow. :)

Frank - UP
Sesn - On Deck
 
Okay, I got it.

On the subject of breaking deals. You know, we added this variant to make the game harder, but breaking peace deals tend to have the opposite effect.

Perhaps we could add the rule of "when breaking a peace deal, we must give the AI the initiative on the first turn." Which means that 1) breaking the peace deal during the inter-turn is okay, and 2) when breaking the peace deal during our turn, we must wait for one turn before moving troops.
 
Well, Essentially you have to declare to end most deals. Therefore, we would have to say stg like "may only break deals as the last action of a turn".

I'd really prefer to not get too bogged in variants. However, I will say that I see no reason why we would lose this game, so if the team wants to, that's fine with me.

I don't think we actually made peace with Theo anyhow, and even if we did, we are not in a position to attack, or even let her attack, so go ahead and play, and we'll figure it out. :)
 
I think I made peace with Byz, but it doesn't say so in my log? Either way, I was probably drunk :confused:
 
Yep, there was a peace treaty with Theo, and I did break it too, on the last turn of the deal. Other than a few unexpected riots in former Byzantine cities, it didn't have an effect on the game in any shape or form.

I did play last night, but it was too late to post.

I didn't conquer any new territory, just stayed home and delt with the counter attacks, but the SoD is on the move now.

There was terrible luck with suicide galleys on the west coast, every single one of them sunk, but we did contact the Incans to the north of the Babylonians, and we're about to contact the dark blue people by next turn.

I picked Dasterwall as the FP site. It's building a courthouse right now. I had half of our core cities on marketplace through out my turns, the other half building horses.

As I hand off, we're 1 turn from Feudalism.

The save will be posted by tonight.
 
Okay, there is the save.

I played only 9 turns, the next player can play 11, though I suspect most of it will be anarchy. :p

Turn 0 50 AD

Push science to 80%, for Feudalism in 13 turn.
Start Courthouse in Dasterwall, in preparation for the FP.

What's our priority?

1) Finding the other AI's -- all coastal cities stay on galley
2) Improve our economy -- I'm going to start some core cities on marketplaces
3) the war vs. Babylon -- continue to produce military out of barrack cities.
4) expansion -- actually, more towns will just add to our corruption right now. So our granary town, Hyannis, will be the only one on settler duty. One new town every 6 turns isn't so bad.

I MM the cities a bit, to save a few gold and shield here and there.

IBT: Bab stack of 6 bowmen and 1 spear arrive at our door step. They also have swords.
lost galley.

Turn 1 70 AD
- Hyannis finishes Settler, and starts... well, it's 1 shield short of jag in 2, so it starts a spear first to grow a bit. This city should be operating at size 4-6 with 2 MP's.
- 2 galleys finish, and head towards enbarkment point.
- Battle near Eulbar:
AC retreats
AC loses
horse wins
horse wins and goes elite
horse wins and goes elite
horse wins
army wins, then takes the strategic position outside of town.

IBT: Babs move more troops up. A swords takes a ZoC shoot from our army.
The Dutch are destroyed.

Turn 2 90 AD
- Found the city of Banana Bay.
- Army yellow-lines but ends turn on the Bab Iron. Their horse is also in sight.
- Galley near Bab waters goes North and finds purple border.
- Plymouth: galley->worker, since it's size 6 and running a specialist
- RushPoint: horse->horse
- Mountainview: courthouse->marketplace
- worker start choping forrest to help marketplaces along.

IBT: Babs shift focus, going after our exposed settler? One of their boat also shows up.

Turn 3 110 AD
- Garfaln: horse->courthouse
- I scramble troops to intercept the bab galley. If they land at the perfect spot next turn, we will lose a city.
- Meet the Incans, they are up Mono and Feudalism, plus other optional techs.
- Army pillages and fortifies.

IBT: Bab galley ignores our empty cities and head north.
lost 2 more galleys

Turn 4 130 AD
- Hyannis: spear->jag
- Adrianople: galley->courthouse
- Feudalism drops to 6 turns.
- There is just 1 turn left on the peace with Byzantines, so of course we declare war.
- Change Mountain View to jag, because we need MPs.

IBT: lose a sword in defense near Eulbar

Turn 5 150 AD
- Plymouth: worker->galley
- lose 2 more horses attacking Bab stack near Eulbar

Turn 6 170 AD
- Hyannis: jag->horse
- taking out another bab stack near Eulbar, this time losing only 1 sword
- a few lumber-jacking completes, mostly replace with mine.

Turn 7 190 AD
- Just one bowman for me to kill? Babs must be running out of steam.

Turn 8 210 AD
- The road to Eulbar is finally finished, the workers start clearing marsh for the panama city
- Babs have found a city in our northern jungle.
- Our expedition force march out of Eulbar.
- Feudalism in 2, lower science to 60%.

Turn 9 230 AD
- The catapults finally come into play, they help repel Bab bowmen near our big stack of workers.
- 3 horses were enough to raze the bab city in the northern jungle, they had enough time to rush a spear in there.
- The city of Iron Hill is founded.

I'm going to hand off the game here. With Feudalism due next turn, the next leader will have the choice of revolting immediately or wait for a few items to complete (the settler in Hyannis, for example).

Corruption is killing us. Hopfully the FP will help. The location that I picked for hand-building the FP is Dasterwall (rename it to Forbidden City if you like). This location will make the former Byzantine land more productive. With another MP, it can operate at size 7, and with a mountain mined and the courthouse complete, it could get to about 10 uncorrupted shields.

I did not start the HE, because I think marketplaces are more important. After the marketplace, Cotuit can get started on the HE, or the city could be MM'ed to 10 spt and produce military.
 
IHT – Well, we’re kinda shy on units on the war front. Actually, we’re kinda shy on defenders on the home front, too. It does indeed look like many of my turns will be spent fighting a holding action through anarchy. Any cities that I manage to capture will just be razed, since I won’t have units handy to garrison them.

A resource note: The upside is we’ll have 4 sources of iron eventually. The downside is that the babs still have one connected.

A worker note: We currently have sixteen workers (two are slaves) working mountains that we probably won’t use anytime soon. Meanwhile, there is a buttload of jungle/marsh we could be clearing.

I don’t bother even spending the time to check the MM, since I’m about to spend a bunch of time when anarchy hits.

IT – Babs move a bunch of spears in, seemingly a good sign, once we hack through them.

250 ad (1) – Feudalism comes in, first draw at anarchy gets 5 turns. Seems pretty good, given the number of cities we have, so I don’t draw again. Set research to Eng. After a round of MM, I have the choice of making 16 gpt, or researching Eng in 45. I opt for the gold over the negligible research.

OK, so now I can start beating somebody up, right? Bombard a couple of bowmen at the choke. Attack one with elite AC….
Sesn02_mgl2.jpg

First attack. What’s so hard about that? If you guys were doing that, we might have won this game by now. :p :joke:

In keeping with my last theme, this AC gets named after another great pilgrim, Miles Standish.

I’m gonna pause here for either two votes, or 24 hrs. We can either build another army, and start whoopin up on the Babs, or we can jolt our economy with a FP as soon as anarchy ends. Or we can build the HE, and give us a shot at more leaders.

Votes?
 
And you were complaining about not having enough troops! With luck like this, you won't need troops. ;)

My thoughts on the leader: The Epic can be hand-built quickly enough (any thoughts of starting our GA as soon as we enter feudualism? We already have as much none-corrupt territory as we're ever gonna have.) My choice between the Army and the FP is the latter. Any territory that we get from the Babs will be totally corrupt. It doesn't matter if we get it sooner because of the army. 20 turns of a perfectly placed FP helps much more, IMHO.

BTW, what's your pick for the FP location. I already voted for mine, at Dasterwall.

Regarding the workers: both mined mountains are with-in range of cities that are +5 food in Despotism, or + 7 food in Feudalism. Even when working a mountain, those cities will be at +5 food. That's plenty of growth for me. :)
If we build the FP in the south, those jungle cities will be stuck at 1/1 corruption for a long time, so I put those at a lower priority.
 
Build the FP. Whatever location takes your fancy.
 
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