SGOTM 10 - Xteam

Despite a couple of crashes, I completed the turn set.

Here is the summary:

After Action Report:
We have completed the Iron Works in Coventry. I was thinking of changing the build in Hastings to Bank, losing 20 shields. The Military Academy allows us to build Armies which require 400 shields and what better place than in a city with The Iron Works. Military Academy will finish in Coventry in 7 turns and is due in 8 now in Hastings. Recommend we switch them.

We have 8 turns left in our Golden Age.

Next turn, deals with both the Byzantines (for 60 GPT) and the Mayans (for 38 GPT) expire. I saved Electricity to trade to the Byzantines to recover that GPT. The Maya need many things, so we should be able to get some of that GPT back, unless we want their city? :mischief:

I’ve been moving Rifles, Trebs and Cannons towards Zabalam for eventual embarkation for the Barb Ivory. The sea battle has been rough as even with defensive shots, their Pirate Ships are taking their toll on us. We currently have 9 MoW’s. Most are located in or near Zabalam. There is one in Agade, which I was scared to move by itself. The Barb Nation has Magellan’s Voyage which increases their naval movement and makes them hard to catch but leaves us as easy prey. Beware the enemy naval fleet!!

Scientific Method is due in 1 turn and there is a pre-build for ToE in Nottingham. Once it is switched to ToE, please change The Heroic Epic in Tiawanaku to Palace as those shields are for the Secret Police HQ once we become Communist. The research path I was planning on is Scientific Method and then Communism, which we can change. Then we can decide what to do next but I think one free tech needs to be Replaceable Parts, for Infantry, Guerilla’s and Artillery.

The Barbs wiped out the Sumerians. They now have possession of their island home to our west. The Barbs have been running all kinds of naval vessels, mostly Pirate Ships and frigates out of their one tile island. Beware that direction. I lost 2 MoW’s trying to move them, together, up to Zabalam along the coast. They came out of the fog and zapped me… BTW – looking at the Military Advisor screen, it looks like the Barbs can enslave naval vessels as well as it shows we have lost a ship to them as captured!! :eek:

I'll upload the save before I go to :sleep:

I have to sort out the piccies and put it together, but it is after midnight. So by tomorrow evening I'll get it posted.
:sleep: :sleep: :sleep:

<< THE SAVE >>
 
@Leif: Nice after action report! :thumbsup:
 
Thanks guys... :thanx:

In case The Capt has time today to play, the main Barb Landings have been Vet Cavs and they have occured on our west coast, between Tikal and Macchu Picchu. There were 5 Cavs landed during the 10 turn set.

Roster:
Capt - UP
Gator - On Deck
Bugs
Scout
Mistfit
Leif
- Just played, fighting crashes as well as the Barbs... :rolleyes:

Watch the damned Barb Navy!! :eek:
After playing, my impression is the more ships the Barbs devote to bombardment, the better for us as they do not seem to do much except wound units. If we can concentrate our MoW's up north and carve a path out to the Barb Nation lands, we will be well served. The Pirate Ship's attack is 2, equivalent to our MoW's defense and they seem to have an advantage at 50-50. Although I have seen a number of Elite Barb ships running about. Also, our coastal cities should have at least a unit in them to wound.

Thus far, most of the bombardments have occured along our west coast cities. Their favorite targets are: Yaxchilan, Erech, Norwich, Utrecht, The Hague and Eindhoven. On the eats coast, Agade is the target of choice. As the turn set went along, the bombardments on the west coast went south, towards the former Dutch lands. I think this happened as the barbs went after Sumeria and the ships were moving south to bombard the Sumerian city. When they took the island, the Barbs simply started bombing the closest cities.

The landings have been more north, as I said above. However, I would keep an eye to the south in case the landings go where the ships are. Just an observation with no data to back it up. :hmm:
 
@Capt - let me know if you want to swap depending on your available time this weekend. BTW, Leif and/or you are up in the other Xteam game. I can work (play) around your schedule so that you have time for both.
 
:thanx: My wife has granted me some play time tomorrow :D :rockon:
 
Capt Buttkick said:
:thanx: My wife has granted me some play time tomorrow
Good, then here is the turn log (Sorry for the delay):
Turn 210 – 950 AD
Pre-flight.
Change production in Cuzco from Cav to Marketplace, due in 3 turns.
Change production in York from Cav to University, due in 8 turns.
There are still 2 Mayan citizens in Bonampak, set to starve by hiring 2 Taxmen; not that it makes much difference.
Change production in Dover from Cav to Courthouse, due in 3 turns.
Checked out all the cities. Looks good.
Press enter.

IBT
The Barb Nation bombards us 6 times, in once in Zabalam, once in Oxford, once in Erech, and three times in Yaxchilan.
The Mayans come calling furious that we are in their lands. We apologize and our troops move automatically.
We discover Nationalism and start Communism as a placeholder, it would be due in 6 turns.
Starvation in Amsterdam.
Tiwanaku Cav => Heroic Epic.
Hastings University => Rifle.
Canterbury MoW => MoW.

Turn 211 – 960 AD
Check CivAssist 2 and find that Steam is worth the same as Nationalism, 3300 beakers, while Medicine is worth 2499 Beakers. Somehow, the Byzantines obtained it on the IBT.
Dial up the Byzantines. Theo will trade us Steam Power, Democracy, World Map and 5 Gold for Nationalism. We make the deal.
I had checked and Gilgamesh was willing to give GPT, so I traded with Theo first.
Dial up Gilgamesh and offer Nationalism. He gives us Medicine, World Map, 6 GPT and 32 Gold for it. We take it because that is all he has.

Begin assembling our first fleet with 2 MoW out of Canterbury and one from London sailing to join one in Zabalam.
Move a Treb onto Mayan lands.
Fortify 5 Trebs in Utrecht for use against Lagartero.
Move some cavs towards the coast for defense against Barb Landings.
Start some workers railing.
Change research to Electricity, due in 6 turns.

IBT
We lose a MoW and are bombarded 6 times. A large fleet, 4 ships, is spotted off of Bad-tibira.
The Mayans complain again. We apologize and our troops move.
Chichen Itza riots? Hire a Taxman.
Erech riots, hire a Taxman.
We get the “we should build the Iron Works” message.
Machu Picchu riots, hire a Taxman.
Corihuayrachina riots, hire a Taxman.
Umma riots,
The game crashes, throwing me out to the main windows screen?
Run Norton Windoctor, no problems, and then reboot.
Restart game and reload 960AD autosave.

Replay turn 211 as above.
As I know there will be riots, I recheck CivAssist2’s alerts and no riots are about to happen. So, as I did before, I press enter.

IBT
Crashes in exactly the same place, when I am changing a Taxman in Umma to a Clown?
Send to AlanH who returns it at the end of the interturn. Let’s hope, no more crashes.

Turn 212 – 970 AD
Bombard an Elite enemy Pirate Ship and take 1 HP away.
Bombard it again and take off 2 HP, now redlined.
MoW attacks Pirate Ship and defeats it, and enslaves (Regular experience) it to replace the one it sank!!
Near Zabalam, use a Cannon to Bombard a Barb Pirate ship and take one HP.
Bombard with a second Cannon and take away another.
Move some Cavs towards the west coast for the expected landing of Barb Troops.
Change pre-build in Nottingham from Military Academy to Palace for ToE (600 shields).
Change Coventry from Cav to Iron Works, due in 8 turns.
Let’s see if we can get through an inter-turn?
Save game.

IBT
We were bombarded 4 times, twice at Yaxchilin, once at Erech and once at Agade.
Our 4 ship MoW fleet sinks a Barb Pirate Ship and a Barb Frigate but we lose one MoW in the process. One MoW promotes to Elite.
4 Ship Barb Fleet sighted moving around our western side near Lagash.
Cuzco Marketplace => University.
Order restored in all the cities. Nice MM Alan, although I did check.
Huamanga Library => Marketplace.
Eindhoven starves.
Akshak Aqueduct => Galleon.
Zabalam MoW => MoW.
Dover Courthouse => Rifle.
A propaganda campaign has upset citizens in Isin.

Turn 213 – 980 AD
MoW bombards a 2/4 Pirate ship to redline.
Our Regular (enslaved) MoW attacks and enslaves this Pirate ship.
Hire a Taxman in Ur to prevent a riot.
Workers railing.

IBT
We lose a MoW to a Barb Frigate who wins flawlessly!
London MoW => MoW
Sumer Cavalry => Rifle.
Copan Marketplace => Rifle.
Palenque Library => Courthouse.
Hadtings Rifle => Military Academy.
Newcastle Cavalry => University.
Vilcabamba Cavalry => Rifle.

5fbea21e918264c84ffdb0608481f17363f8.jpeg


Turn 214 – 990 AD
The Barbs have a 4-ship fleet off of Macchu Picchu consisting of 3 Pirate Ships and a Galleon, well protected…
MoW bombards a Barb Elite Frigate and fails.
MoW bambards the same Frigate and take one HP.
MoW bombards same frigate and take two HP.
MoW attacks and loses to the enemy Frigate but redlines it. :cry:
Move some Cavs and Trebs around to cover for defense near Macchu Picchu.
Move Trebs and Rifles towards Zabalam to prepare for embarkation, once we have some Galleons.
Go to change a Taxman to a Clown and the game crashes!!!!
Restart Civ III and reload from 990 AD autosave.

OK, after reloading 3 times, I find a work around. I can click a citizen off to become a specialist, a clown, and then can remove the taxman and there is no crash.
I replay the turn making the same moves.

Hire a Taxman in Huamanga.
Hire a Taxman in Lagash.

IBT
We lose a MoW to an enemy Pirate Ship.
We are bombarded at Erech and Yaxchilin.
The Barbs land 4 Cavs 1 tile south of Macchu Picchu.
Another Barb Fleet with 2 Pirate Ships and a Galleon head for Macchu Picchu.
Ur Marketplace => Rifle. Fire Taxman.
Ollantaytambo Library => Cannon.
Canterbury MoW => MoW.
Corihuayrachina Library => Marketplace.
Brighton Harbor => MoW.

bd1e05177cd1201a4bf98f3835054fc7a022.jpeg


Turn 215 – 1000 AD
Two Trebs attack the Barb Cavs and both hit, taking away 1 HP from 2 Cavs.
Vet Cav attacks Vet Barb Cav and kills him, now 2/4.
Vet Cav attacks Vet Barb Cav and kills him, now 2/4.
Vet Cav attacks 3/4 Barb Cav and kills him flawlessly.
Vet Cav attacks 3/4 Barb Cav and kills him flawlessly.
Move MoW back towards Zablam for repairs.
Workers rail.
Save Game. Exit game to restart ScreenshotAssist, since I shut it off to test my workaround.
Reload and hit enter.

IBT
Utrecht gets bombarded 3 times, Erech once and Agade once.
Enemy fleet moves into straights of Macchu Picchu.
Machu Picchu Marketplace => MoW. Fire the Clown.
Kish MoW => MoW.
Liverpool Cavalry => Rifle.
The Barbarian City of Anasazi has completed Magellan’s Voyage.

Turn 216 – 1010 AD
Treb bombards a Barb Pirate Ship taking 1 HP near Utrecht.
North of Tikal, 2 Trebs fire on a fleet of two Pirate ships and a Galleon and we hit the Galleon once for a single HP.
Change Longbow build in Isin to MoW.
Hire a Clown in Umma.
Change research slider to 50%, Electricity due in 1-turn.
Dial up Gilgamesh and offer him Military Tradition. He’ll give World Map, 5 GPT and 15 Gold for it. I decide to take his Gold as he has only dreams of sturdy steeds and no one to ride them anyway. :mischief:

IBT
No Bombardments.
A Barb Frigate attacks a stack of 2 MoW and is defeated, becoming enslaved.
A Barb Galleon drops of a single Cav between Liverpool and Tikal.
Dover Rifle => Rifle.
We discover Electricity and start Scientific Method at 70%, due in 4-turns.
b4f8cf2ce6bf91dc4ca8a03f6f53c18f023d.jpeg


Turn 217 – 1020 AD
Upgrade Treb in Oxford to Cannon to 30 Gold.
Three Trebs bombard the Barb Cav near Tikal and hit it twice for 2 HP.
Vet Cav attacks 2/4 Barb Cav and kills it, now 2/4.
Move all MoW into Zabalam for repairs.

480c6dbbbabf142c4d7a96d7a30a505acffa.jpeg


IBT
Barb Pirate ships are moving around the cape by The Hague to the west.
We find out why.
f168cc68910b4dfd4c66b1924b2c4ff328a8.jpeg

The Barb has destroyed the Sumerians.
The fleet of 3 Pirate Ships and a Galleon is back NE of Yaxchilan.
London MoW => MoW.
York University => Bank.
Agade MoW => MoW.
Bonampak starves.

Turn 218 – 1030 AD
Upgrade 2-Trebs in Liverpool to Cannon for 30 Gold each.
Upgrade a Treb in Oxford to Cannon for 30 Gold.
We spot an Elite Pirate Ship off of Zabalam and decide to go after it.
MoW bombards and removes 2 HP.
MoW bombards and takes 1 HP.
Elite MoW bombards and takes 1 HP.
Vet MoW attacks and sinks the Pirate Ship without loss.
Workers rail.

IBT
They are back to bombarding us. The Hague, Eindhoven, Utrecht and Norwich are bombed.
Sumer Rifle => Rifle.
Ollantaytambo Cannon => Cannon.
Canterbury MoW => MoW.
Bad-tibira Harbor => MoW.
Vilcas MoW => Harbor.
Isin MoW => MoW.
Akshak Galleon => Galleon.
Propaganda has upset some of the citizens in Isin, that’s twice during this turnset.
47de36d674f109cc447d80f782f2140af325.jpeg


Turn 219 – 1040 AD
Upgrade a Treb to Cannon in Liverpool for 30 Gold.
Attack a Vet. Barb Frigate off of Zabalam.
MoW bombards and misses.
MoW bombards and misses.
MoW bombards and misses.
With luck like that, we run them back into Zabalam.
Hire a Clown in Isin.
Hire a Taxman in Yaxchilan.
Change a Taxman to a Clown in Erech.

IBT
:mad: We lose two MoW to a Barb Frigate and a Barb Pirate Ship.
The Barbs drop off two Vet Cavs near Tikal.
The Hague, Eindhoven, Utrecht and Norwich are bombed again.
Chichen Itza Cannon => Courthouse.
Tikal Courthouse => Marketplace.
We complete the Iron Works in Coventry and start a Bank.
Oxford MoW => MoW.

Turn 220 – 1050 AD
Near Tikal, a Cannon bombard the Barb Cavs and misses.
Vet Cav attacks Barb 4/4 Cav and kills him, now 2/4.
Vet Cav attacks Barb 4/4 Cav and kills him, now 2/4.

After Action Report:
We have completed the Iron Works in Coventry. I was thinking of changing the build in Hastings to bank, losing 20 shields. The Military Academy allows us to build Armies which require 400 shields and what better place than in a city with The Iron Works. Military Academy will finish in Coventry in 7 turns and is due in 8 now in Hastings. Recommend we switch them.

efb0b95fdfb9f422404fbbdda135cc147093.jpeg


Next turn, deals with both the Byzantines (for 60 GPT) and the Mayans (for 38 GPT) expire. I saved Electricity to trade to the Byzantines to recover that GPT. The Maya need many things, so we should be able to get some of that GPT back, unless we want their city?

I’ve been moving Rifles, Trebs and Cannons towards Zabalam for eventual embarkation for the Barb Ivory. The sea battle has been rough as even with defensive shots, their Pirate Ships are taking their toll on us. We currently have 9 MoW’s. Most are located in or near Zabalam. There is one in Agade, which I was scared to move by itself. The Barb Nation has Magellan’s Voyage which increases their naval movement and makes them hard to catch but leaves us as easy prey. Beware the enemy naval fleet!!

8df1c22feba0e5b9440cadf89e16c2c0edb7.jpeg


Scientific Method is due in 1 turn and there is a pre-build for ToE in Nottingham. Once it is switched to ToE, please change The Heroic Epic in Tiawanaku to Palace as those shields are for the Secret Police HQ once we become Communist. The research path I was planning on is Scientific Method and then Communism. Then we can decide what to do next but I think one free tech needs to be Replaceable parts, for Infantry, Guerilla’s and Artillery.

The Barbs wiped out the Sumerians. They now have possession of their island home to our west. The Barbs have been running all kinds of naval vessels, mostly Pirate Ships and frigates out of their one tile island. Beware that direction. I lost 2 MoW’s trying to move them, together, up to Zabalam along the coast. They came out of the fog and zapped me… BTW – looking at the Military Advisor screen, it looks like the Barbs can enslave naval vessels as well as it shows we have lost a ship to them as captured!!
 
I think we need to put the ToE where ever we can build it the fastest. We don't want that one going to the barbs. I might be old fashioned, but I also think we need to go for Hoover's as soon as possible as well.

I didn't see mention of a strategic rail net going up? We need to gang workers and get that going ASAP.
 
About the crashes.. is it possible you are using vanilla/ptw specialist graphics in C3C?
This would cause crashes once the C3C specialists are unlocked.. thou that should have happened yet in your game..
 
Gyathaar said:
About the crashes.. is it possible you are using vanilla/ptw specialist graphics in C3C?
This would cause crashes once the C3C specialists are unlocked.. thou that should have happened yet in your game..
If this were true, wouldn't it affect all the specialists. I wasa able to change any speacialist; clown to taxman or taxman to scientist. But the crashes happen when changing scientists to clowns. The workaround was to put all the speacialists to work and then rehire them and they come as Clowns, and no crash. Once they were clowns, again, I could change them but, once changed, could not turn them back to clowns. :crazyeye:
 
Sir Bugsy said:
I didn't see mention of a strategic rail net going up? We need to gang workers and get that going ASAP.
Many workers are on long term projects chopping jungle or marshlands. As the workers became available, I assigned them to build rails. The lines from the southwest heading for the capital are fairly well along. We need to continue this heading east. Sorry, I should have provided a map with the traces on them.
 
I haven't looked at the save but I usually rail with 2 objectives in mind.

1st) Try to increase some shields in my production cities (especially Wonder building cities)

2nd) A direct route from production core to the city that is acting as our port of departure for the invasion.

A 3rd (lesser) objective is to connect every city via rail for fast defense in case of an AI landing.

Good luck Capt.

Another aspect we may want to consider after Hoover is built, do we want to mobilize (extra shields for military)?
 
Mistfit said:
In what order do you suggest the railing to in Bugs?

First a rail net around the continent (one tile away from the water to avoid being bombarded) and then the best cities? or a combined effort?
Precisely. It doesn't have to be along the coast. It just needs to connect most of our cities so that we can rapidly move units to a threatened area. Usually you try and connect all the cities first.
 
We're investing too many shields in wooden ships and iron men... tactical point: Don't leave a MoW in the open without fortifying another MoW underneath... we have simply got to take back the seas.

If you can take a hit point, this is good. If you can take a unit without costing a unit, this is better.
 
leif erikson said:
If this were true, wouldn't it affect all the specialists. I wasa able to change any speacialist; clown to taxman or taxman to scientist. But the crashes happen when changing scientists to clowns. The workaround was to put all the speacialists to work and then rehire them and they come as Clowns, and no crash. Once they were clowns, again, I could change them but, once changed, could not turn them back to clowns. :crazyeye:
I suppose the game doesn't look for the file until it needs it. So after Indu, clicking on a scientist should get you an engineer. I can't remember the other specialist or when it comes, but point is, game doesn't look for the engineer until it needs it,
 
When I ran through that interturn there was a policeman, or something, in the sequence after scientist and before entertainer. Maybe that's what your software was choking on.
 
AlanH said:
When I ran through that interturn there was a policeman, or something, in the sequence after scientist and before entertainer. Maybe that's what your software was choking on.
:hmm: Thanks, I'll have a look and see if those files are in the right place.
Perhaps I'm missing the C3C specialist files. :crazyeye:
 
policeman comes with nationalism.. and as Alan said, it comes after scientist in the specialist list.. so when it tries to go past policeman, it crashes if you dont have that graphics

leif erikson said:
:hmm: Thanks, I'll have a look and see if those files are in the right place.
Perhaps I'm missing the C3C specialist files. :crazyeye:
Most likely cause is you installed citizen pictures with happy faces.. but you used a vanilla/ptw version instead of a c3c one
 
Gyathaar said:
Most likely cause is you installed citizen pictures with happy faces.. but you used a vanilla/ptw version instead of a c3c one
Thank you, I did install the happy face piccies. I'll go get the right one. :blush:
EDIT - There was no file in the Art/Smallheads folder, so I put one in there. I'll check it out tonight to make sure it works. Thanks again. :D
 
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