SGOTM5 - Team jeffelammar

Our advance on the Mongols has been slowed by the fact that the new units from Moscow are being used on the home island (also were using foot units with a long way to go). Once Darhan is secure, I'll be able to free up 4-5 units to move to the Zulu borders. Also with the FP coming on line soon, production in old China & Scandanavia should be able to provide new troops for the Zulu offensive. I think we've about 8 turns left on the ROP with Zulus. That should be just about right to allow the Mongol attackers to complete their work, heal up and reposition for the Zulus. About the same time, we should be done with America & Spain on the home island and have those units in route as reserves for the Zulu elimination war.
 
this is kinda what i feared. being that we have only 1 productive city up to this point, it was really important that we have a single military focus or front. once the FP was built, the second core would continue supplying troops for the onslaught on the main island and the capitol could then build up troops for other endevours, like securing the home island. right now, by holding back troops, we are delaying the capture of zulu and mongol towns, which will effect our score. hopefully, we can rebound once the FP is built. i would not recommend reversing course as it sounds like we're already committed and we need those towns for score. i have not seen a screen shot in a while so i'm not sure, but I suggest we get barracks chopped and tiles mined for those cities around beijing in anticipation of the production jump.

running over the main island with the 2nd core should be our primary goal now, while the main island can be cleared (and kept clear) with troops from Moscow. after clearing, moscow can build up a knight SoD (say 10 to 15 units) for america, india, et al after the FP is built
 
If things go as planned, I'll have added 6-7 cities during my turnset. That should keep the score growing nicely.

Beijing's adjoining tiles are all roaded & mined, but the adjacent tiles have yet to be developed. But up til now Beijing had zero culture, so no expansions. Once the FP expands the radius, Beijing will become a production powerhouse as will Nanking & Shanghai. Those three cities should be able to produce the knights we'll need to take the rest of the Zulu & Mongol cities and get us started on England.
 
:love: sounds great!

edit: btw, here's a handy screen capture utility for civ3 that i use. much better than that alt+print screen stuff. been using it for 4 or 5 months now and it's really nice. hopefully, it helps some teammates to post more pics :mischief:
 
grahamiam said:
:love: sounds great!

edit: btw, here's a handy screen capture utility for civ3 that i use. much better than that alt+print screen stuff. been using it for 4 or 5 months now and it's really nice. hopefully, it helps some teammates to post more pics :mischief:
Cool, I've been using alt + print screen and editing in Photoshop, I'll give this a try.

Spoiler is almost done. I'll finish it tonight when i can add some pretty pictures to it.
 
Nice job, denyd. Congratulations on the Vikings and the leader. I'm also (belatedly) voting for a knight army.

How is the corruption in the towns on our home island? My hope was that we could get some not-totally-corrupt towns with reasonable growth potential by taking these.

If things go as planned with the Mongols, we will be in good shape to eliminate the Zulu once the ROP expires. I'm not keen on playing dirty, but I'm willing to talk about it if we finish off the Zulu quickly and have no other convenient targets besides the Mongols.
 
Not really sure about local island corruption. The city I took is now size 1 and that 1 is unhappy, so he has to be a clown until the workers connect the city.

If things go well with the Mongols, I might delay signing peace to allow us to keep hammering on them until the Zulu deal expires.
 
denyd said:
Not really sure about local island corruption. The city I took is now size 1 and that 1 is unhappy, so he has to be a clown until the workers connect the city.

If things go well with the Mongols, I might delay signing peace to allow us to keep hammering on them until the Zulu deal expires.
Just to remind everyone. Every city we take on the tundra island increases the corruption on the Long Island. We would do well to keep it sparse and just not let the AI build many cities there.
 
If all the cities we capture are 15 tiles away or so, then all cities within 15 tiles of Beijing will suffer minimum rank corruption, if my understanding is correct. So maybe we should take the two other productive spots, which are a ways off of our capital I think, and raze tundra towns if they are too close to make them worth it.
 
I'm interested in upping our city count to allow for a larger military. Since this is PTW, the rank corruption feature, should allow all those cities closer to the FP to produce with little or no corruption. Until we get to England, that should be most of the cities on the long island. The northern tundra cities are simply place holders to prevent additional AI landings and keep the barbarians under control.

Good point about that clown, he'll become a taxman first thing.
 
OK, here is the spoiler. If no-one objects to its contents, I will submit it to the thread in the morning.

Team Jeffelammar - SGOTM 5 - AKA Hordes from the Russian Wastelands

A ragtag fugitive tribe of the last remnants mankind finds itself stranded at the north pole of an icy planetoid.

Getting Ready

Banding together they pulled on their long underwear and prepared to remove the other nations from the world. :mischief:

Furthermore, for some reason this intrepid band of refugees seems to have lost the ability to make backpacks, so will have to liberate the rest of the world from their evil masters. No remnant of the corruption must remain.

In a flash of brilliance, the tribe decides to appoint a Pentad to lead this lost tribe back into the light. After discussion amongst themselves the Pentad decided to each in turn take it upon themselves to act a a sort of executive office of the week. :rolleyes:

The opening

The esteemed Denyd was chosen to be the first Czar of the Pentad. After gathering input from the rest, he boldly moved the scout to the southeast, revealing the paradise beyond. Moving boldly, he commanded the team to head for this desireable land, finally founding the town of Moscow in 3750BC on the square southeast of the wheat.

Scouts were immediately sent out to find out where the evil ones resided, and by 2550 BC it was evident that we were alone on a polar icecap. It also seemed that the devious fiend who had sent them here had made sure that any direction would have been valid for the first scout.

The Pentad convened and decided that all priority must be put towards learning how to build boats. The slow coastal movement and the amount of coast to get away from the soon to be constructed Moscow shipyards also made the invention of a great house of light a priority.

With these primary goals in mind, it was time to grow Moscow as quickly as possible. A temple was built to allow higher population AND to accelerate the incorporation of Furs into the economy.

The next several thousand years were spent hunting the rogues that kept popping up. A couple of archers spent time hunting them, one of them becoming elite.

The age of Discovery - things get interesting

In 1300BC one of our mad-men figured out that pictures could be used to convey directions to the local megamart. We had been building a large pile of rock anyway so we promptly installed a big lantern on top of it and prepared to search the world for tribes who lived in bondage to cruel overlords. The Lighthouse finished in 1275 and several exploratory boats followed.

At this point we were running Moscow on a 14/16 spt cycle, using either the lake or a forest to assure correct cycling.
attachment.php


Pentad member Grahamiam had the honor of directing the first phase of exploration. In 1100 BC his Suicide Sister Galley reached the coasts of a corrupted nation calling themselves Zulu, soon after contact was made with the Mongols and Chinese. A ferverous trading round ensued in 1025BC. After the dust had settled we had a full map on the long continent and contact with all the residents thereof. We also had aquired a nice little nest egg to prepare for our first purification attempt. We also gained tech parity or superiority vrs all AI nations.

Team namesake and boat anchor Jeffelammar took over and started preparations for an invasion of either China or Scandinavia, chosen because of proximity the availability of a nice safe ocean crossing. In order to muster a large invasion force, it was decided to use swordsmen. Six warriors were built at 1 a turn and then a colony was constructed on the iron mountain. A upgrade was completed and we were off to smash corrupted tribes.

At this time a galley was sent north and discovered what we inventively called "the short island". Contacts and maps were quickly aquired and we knew all of the corrupted nations of the world. Plans for liberation and purification went into overdrive.

The first acts of purification

The valued Pentad member Bed_head7 took over and chose the Vikings as the first victim because they had more pop 2 cities than the Chinese. Unfortunately they also were cruel masters of the whip. In 550BC Nidaros was captured and Ivan the Terrible rose from the ranks of the Archers named Robin. Ivan remained in reserve while we captured more cities and eventually became a Horseman army.

The initial war was slow, but once the Vikings were on their heels we turned attention to the Chinese. At this time every civ on the long island had some workers for sale, so we purchase them and began shipping them back to the long island to build roads there.

At home a couple troops patroled our cultural borders, but no concerted effort was made to eliminate the barbarian hordes.

In 150 BC we traded for Construction and entered the Middle Ages. At this point we had taken Nidaros, Oslo, and Canton and were involved in wars to liberate the Viking and Chinese people and were 5 turns from the discovery of Monarchy. We had narrowly failed to take Beijing in 150BC, losing 1 horseman and retreating 3 more. In retrospect this was a good thing for us, but that is a story for later.
attachment.php


At this point our army consisted of
1 archer
1 spearman
2 swordsmen
9 Horsemen (3 of them in an army)
5 galleys
20 Slaves

Edit: argh. I will have to use the other way of uploading so these images show right when I post it to the spoiler :(
 

Attachments

  • Moscow-spt.jpg
    Moscow-spt.jpg
    97.4 KB · Views: 115
  • holdings-endAA.jpg
    holdings-endAA.jpg
    108.7 KB · Views: 121
Turn Log 4

Turn 0 – 450 AD – Vet Horse (4/4) kills Reg Spear at Stockholm – Elite Archer moved from Nidaros to Iron Colony heading to Darham

IBT: Vikings land archer & spearman next to Swazi – Moscow horse->horse – Oslo barracks->horseman – Nanking horse->pike

Turn 1 – 460 AD – Assault on Stockholm: Vet MDI (2/4) kills Reg Spear – Vet MDI (2/4) kills Reg Spear and Stockholm is ours and the fledgling Vikings are gone – Ground units advance towards Almarikh – A couple of horses head for Darhan – Collecting troops for Murcia – A couple galleys are sent to heal

IBT: 4 Mongol Swords SW of Ulundi - BH by Swazi – Palace Expansion and we have a right wing – Aztec galley passes Ngome - France starts Sun Tzu’s

Turn 2 – 470 AD – Wake the Celt worker mining the iron (26 turns is long time to wait) – 5 units advancing on Almarikh – 5 in place to declare on Spain next turn – 2 horses & 1 archer will wait for Darhan to grow (change of plans – Darhan is never going to grow, so I’ll raze it) – Army sent to heal

IBT: Mongol Swords heading home – Mongol Sword/settler pair heading W – Moscow horse->horse – Arabs & Iroquois start ST’s

Turn 3 – 480 AD – Continue advancing on Almarikh & Darhan – Declare war on Spain – Sign peace with Iroquois giving 9gpt + 310g and getting Monotheism – research Chivalry 50% due in 18

IBT: Zulus and Mongols sending settlers west – BH runs from our gallant regular warrior in Swazi

Turn 4 – 490 AD – Ares (Elite Horseman) (2/5) kills Reg Spear, captures Murcia and Peter the Great (2nd GL) is born) – Vet MDI (3/5) kills Mongol spear and promotes – Horse Army moves to Intombe to heal and defend against incoming swords stack

IBT: Warrior in Swazi is killed by BH (losing 5g) – Moscow Horse->Pike – Moscow border expansion now includes the iron – Palace Expansion #5 is a left wing – America starts Sun Tzu

Turn 5 – 500 AD – Peter the Great forms an Army in Moscow – Ground troops advancing on Almarikh – Withdraw units from Darhan, will seek this as a peace offering – Units positioning for Buffalo

IBT: Swap TMs with India – Nanking pike->pike – Palace Expansion # 6 is a second floor

Turn 6 – 510 AD – Vet Horse(4/5) kills Reg Spear and promotes – Vet MDI(3/4) kills Reg Spear and captures 2 slaves – Assault on Almarikh: Vet MDI (2/4) kills Reg Spear – Elite Swords (5/5) kills Reg Spear – Elite Sword(2/5) kills Reg Sword and captures Almarikh and a slave – Elite MDI (2/5) kills Reg Sword – Vet MDI (3/4) kills Reg Sword – Declare war on America – Battle for Buffalo: Vet Horse loses to Elite Spear (3/5) – Vet Horse loses to Elite Spear (1/5) – Vet Horse kills Elite Spear and Buffalo is captured – There are now 3 Indian cites on our island – With the capture of 2 cities and our losses, we now have no support costs

IBT: 3 Mongol swords die attacking Vet MDI (1/5) who gets promoted to elite – France founds a city on our island – Swap WM to Aztecs for TM + 4g – Moscow pike->pike – Canton MDI->Horse

Turn 7 – 520 AD – Troops resting & healing in Almanrikh – 3 units advancing on St. Louis – Give 8g + TM to Arabs to sign peace – Trade Spices + Gems to Japan for Wines

IBT: No counterattacks – Nidaros barracks->pike

Turn 8 – 530 AD – Vet Horse (3/4) kills BV (+25g) – Elite MDI (2/5) kills Reg Sword – Sign peace with Spain getting Santiago + WM

IBT: Moscow Pike->Pike – Bjoergvin barracks->horse

Turn 9 – 540 AD – Vet MDI (4/4) kills Reg Sword – Units advancing on St. Louis & Kazan

IBT: Just watching a couple of galleys sail by – Also India just sent out another settler from Chittagong

Turn 10 – 550 AD – Assault on St. Louis: Vet MDI (3/4) kills Reg Spear – Vet MDI (4/4) kills Reg Spear and St.Louis is ours – Assault on Kazan: Elite MDI (4/5) kills Reg Spear – Elite Sword (x/5) kills Reg Spear and Kazan with 3 slaves & barracks is captured – Horse Army (4/14) kills Vet Sword (loss of 10hp)

After action report:
Zulus: Peace treaty is about expire, considering how well were rolling, renewing is not a bad thing, Shaka isn’t much of a threat and we really aren’t a position to defend all of our border cities yet.

America: We’ve taken all we can get for a while. If you can get Houston in peace, do it. Seattle isn’t very defensible.

India: Probably next on the home island attack list. Punjab is ready to be attacked. There is also a settler moving about (with a warrior escort)
Mongols: About to crack. We should have a 7 unit SOD on the hills about Karakorum next turn (2HR,2SW,3MDI). We should be able to take the remains of the Mongol core (Karakorum, Tabriz & Ta-tu) and then sign peace for the remaining non-capital cities.

England: Next on the long island hit list. She just got Engineering (so does France, India & Egypt) and is likely to have pikes in London. We’ll probably need knights for the larger English cities. We may even need to start using catapults soon.

Science: Still have 9 turns left to go for Chivalry. Needed to run too high a luxury rate to research any faster. Hooking up Linkoping dyes will help. You might be able to shave a turn or two if we could get some more cash. Still lots of workers for sale.

Production: FP due in 7 in Beijing. Then production on the long island should take off. We’ve got a lot of land to develop in the Viking core and slaves take a lot longer (but at least they are no support units).

Military: Pretty strong for the current/upcoming opponents. The Celts are probably next and not a threat. Then comes Japan, quite large but currently no iron. We’ve 10 Horses & 10 MDI. When that knight army arrives, we’ll be able to crack the larger English cities.

Note: I noticed after I saved & closed the game, that Nanking needs to be checked to prevent rioting.


I just noticed the spoiler report, but having trouble keeping the eyes open :sleep:

I'll have to read it tomorrow.
 
jeff, the spoiler sounds fine. Thanks for writing it up.

denyd, great job. Seven new cities (and no support costs) sounds really good.

We'll be in really great shape after the next set, as we'll have both the FP and knights, and we'll be seeing the end of the Mongols as a viable civilization. It was nice of the Mongols to give us barracks near the front, so we can upgrade our horses conveniently.

As we tromp down the island, we'll want to be careful about renewing our trade deal with Japan, as we'll probably be attacking them before 40 turns are up. In the mean time, the wines are really nice.

Perhaps some of our corrupt cities should start on some catapults for us, just in case we need them for the English.
 
:goodjob:
Nicely done. :hammer:
denyd said:
Turn Log 4
Zulus: Peace treaty is about expire, considering how well were rolling, renewing is not a bad thing, Shaka isn’t much of a threat and we really aren’t a position to defend all of our border cities yet.
If I read things right, all that is going to expire is the ROP. Since they came at different times. If so, I suggest getting the MI and Horse through Zulu territory in the next four turns and then letting the ROP expire. Once we have our FP finished, we can crank out a new SOD and position it to kill the Zulu. Meanwhile the forces in Mongol territory can continue their work and consolidate the territory, but not push much farther.

denyd said:
Mongols: About to crack. We should have a 7 unit SOD on the hills about Karakorum next turn (2HR,2SW,3MDI). We should be able to take the remains of the Mongol core (Karakorum, Tabriz & Ta-tu) and then sign peace for the remaining non-capital cities.
Agreed.

denyd said:
England: Next on the long island hit list. She just got Engineering (so does France, India & Egypt) and is likely to have pikes in London. We’ll probably need knights for the larger English cities. We may even need to start using catapults soon.
Agreed that we may need knights here. To me that is another arguement for taking the Zulu out before tackling England. That way we won't have a potential enemy in between us and the war we are fighting. (I'd hate to declare on England and then have them bribe the Zulu into turning on us.)

Note: Spoiler is submitted, we are now allowed to read the other posts.
 
thanks jeff, i read that ;) also, i think we need 80g per horse upgrade, so 800g for those 10 horses. will try to make sure that happens.
 
Actually the peace treaty with the Zulu is due to expire during the next interturn. They may come calling to renew. We aren't in position to decline their offer (3 undefended border towns). We've still got 3 turns left on the ROP. What we can hope for is that the Zulu just allow the peace treaty to continue without renegotiating. That would give us time to complete the Mongol conquest, upgrade the horses to knights (note that we only have 3 non-elite horses on the long island) and setup defenses around the Zulu. Then with peace signed with the Mongols and our units re-positioned and healed. We could declare on the Zulu and wipe them out.

We should talk about what to do about the Indians. They've got 3 cities and a settler on our home island and are our tech equals. Soon they will have War Elephants and would pose a threat to Moscow. Without any culture expansions, only one of those cities would survive a conquering and we really don't need any more slaves (though they are nice to have around).

BTW: Very nice spoiler
 
i don't mind upgrading a few of the elite horses, especially with the reduced leader abilities. we could use the extra punch anyways.

We should talk about what to do about the Indians. They've got 3 cities and a settler on our home island and are our tech equals. Soon they will have War Elephants and would pose a threat to Moscow. Without any culture expansions, only one of those cities would survive a conquering and we really don't need any more slaves (though they are nice to have around).
yes, let's talk about this today as I play and post tonight.
those cities are likely to have high corruption (for india) and i wouldn't expect them to produce more than an archer or spear. imho, i say we let them sit for my set as the FP will come online at the end of it. after the FP is online, then let Moscow build 4 or 5 or (whatever is required) knights to go out and remove those cities.
 
Back
Top Bottom