denyd
Emperor
Looks like it's back with me - I haven't checked the save, but I'm pretty sure my goal is add as many people & tiles as possible in 5 turns (I think we switched to 5 turn sets).
my goal is add as many people & tiles as possible
I think we switched to 5 turn sets
So, team Klarius is done for sure...
NP
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Can we win this in 10 turns - I think so
note this means rushing temples this turn
I caught him reading our thread.Più Freddo;7637846 said:What's Northern Pike to do with that?
one more turn, if they submitted an incomplete game in 690AD they cannot have won before 700AD iirc.Più Freddo;7637888 said:That's just fine, but 12 turns would suffice (domination in the interturn from 670 AD for a victory date of 680 AD), since we haven't lost any AI (yet; if we do we're cooked).
Jep.Più Freddo;7637888 said:Didn't we just have this? Five turns to expansion, 2 cpt. Rush Temples in 620 AD at the latest.
Agree.Più Freddo;7637888 said:The Chinese situation is alarming if you are right about the resistance. It would be important to move, if necessary (I didn't look into these cities), healing troops into cities with many resistors, one unit per resistor. If we lose a turn of healing, then so be it. Hopefully they can still be ready to invade foreign cities in 670 AD at the latest. Disbanding Galleys and maybe Knights could also be worth while.
To keep building units might still pay off even if those units do not reach the front. Building wealth gets us 1g/4s roughly thus 1s/16s when wealth money is used to rush buildings elsewhere. Building and disbanding horses get's us roughly 1s/4s again which is a far better ratio.Più Freddo;7637888 said:Where no Settler expansion is possible, we might be able to rush Temples. When Knights can no longer reach Aztec lands in time, we can switch to Wealth in the core.
Più Freddo;7637888 said:Five turns to expansion, 2 cpt. Rush Temples in 620 AD at the latest.
I don't know whether it's my allergy drugs or if I've been away too long from normal Civ 3 games but about a third of Andronicus' ideas didn't click in my brain. So I'm going to join Markh in asking for a skip.
If the next player has difficulties to understand the discussion, we can discuss for some more time, we are not in a hurry.
I wonder if it is worth gifting newly captured towns to a low culture AI who are a long way away?
Più Freddo;7645925 said:I must admit I didn't quite get it.
Più Freddo;7645925 said:Paul, did you try this? Did it work as you hoped for? I must admit I didn't quite get it.
I tried it. I gifted some Mayan and Chinese cities to Zulus.The idea I had was to gift a recently taken city to someone with low culture far away (eg Babylon).
Our forces can then proceed to take remainder of island without worrying about quelling resistors.
The best effect of this strategy is the (extremely?) lowered flip risk - actually I never saw any AI town flip to another AI...My thought had been that the recaptured city would have citizens of the AI we gifted to (eg Babs), but remembering the last SGOTM and multiple gifting, it retains its foreign nationality of the original holders (I think this is what Paul was alluding to in that my original suggestion would not work).
I think it's a good one. We might keep those towns in foreign hands until the final turns. Maybe with a retake and gift-away-procedure in between to prevent defensive units there.It might still be worth considering for several turns, but OTOH we will be unlucky to get more than 1 flip per island and if island conquest is quick the capital will move further away reducing subsequent flip risk. The exception might be Sumerians where the capital will shift to the nearby islands and flip risk will remain high until these are taken also.
It was only a suggestion, I am unsure yet whether it is a good one![]()