SGOTM5 - Xteam

DJMGator13 said:
I got Sanitation cheap from JPN, we still have to build hospitals to use it.
Sure, it wasn't a swipe at you. Bulding hospitals is just one of the options I wanted to leave open for you by not re-engaging mobilization.

I'll play it by ear on the switch to COMM. What I envision is being able to setup a semi productive core on the western end of the southern continent prior to getting tanks so that we don't have as far to transport them.
That would be very helpful in view of the losses we could incur while shipping them from the north, as I found to my cost. I must have lost half a dozen galleons as well as the three shiploads of units, which is why there are a couple of ironclads in build now.
 
Sorry, I am late to this discussion. I have used Communism before and it averages the corruption amongst all your cities. While it will increase production in the south, it will pretty much cripple the northern production center. At this point, I see no reason not to try it and get a feel for its effects as we aren't going to grab any medals this time around. :cry:
BTW - Secret Police HQ is a C3C addidtion, iirc.
AlanH said:
There are two directions of travel, to the western archipelago, where civs go to die, and east along the southern continent to England, then north through Japan towards France.
In case I wasn't very clear, I'm all for taking out the production centers of as many civs as we can in the south while Cossacks are still effective. Let all our civ buddies fight and die over in the west, there is nothing there but deserts and mountains. The most they can do is throw rocks at each other. :lol: :lol: While we relegate them to their new environments, we have time to come up with MT and AW. I think Alan's schedule is very good. As the deals expire, we send them packing to the west, only it isn't the land of milk and honey. Actually, we could probably keep some Cossacks over there to deal with the Rifles they may be able to build there as they shouldn't have many resources, if any.
 
Hey Mistfit, I'll have the save for you in the morning. I'm in the middle of turn 13. I'd like to atleast complete 15 turns, that should help speed up our game some.
 
Ok, I can live with that. I will try to have 10 or 15 done tomorrow. I was just playing some test games as the Vikings. You would not believe some of the starts I rolled. Like this one:
Holly_Cow.jpg

Unfortunately it is not a good test for a COTM as we may not see that many burgers in the whole world much less have it available to one city if placed right.
 
Hey Xteam -

Any chance you'd want to take me on for SGOTM6 if you end up with a vacancy? As indicated in the sign-up thread, I am comfortable on emporer level, but my experience with CivIII is limited almost excusively to a few GOTMs (so I still do things like not realize that navigation allows safe ocean travel). Absolutely no offense, of course, if you have other plans in mind, or if you end up with no space.

-WillowBrook
 
Hi WillowBrook :wavey:. As indicated, we're in dire need of anyone who knows how to build a temple. I think we must all be deeply atheistic in this neck of the woods :hmm:

Mistfit and the Captain have first refusal of course, but your GOTM 38 20k victory shows you can burn incense, so if no one else objects then I'll be happy to welcome you aboard.
 
Summary: I played 16 turns by accident - I've already fixed my error in the turn count. France is in the Modern Age and we are not. ZUL are down to 4 cities.

THE SAVE

Preturn - 1600AD

1 tiles city islands
Dover (ENG)
Shimonoseki (JPN)
Izumo (JPN)
Hangchow (CHN) - their capital

At war with
VIK - 4 cities
CHN - 3 cities

Alliances
none

Trade Deals (MapStat tracks this)
FRA - 19 turns
IRQ - 11 turns
JPN - 17 turns
ENG - 10 turns
KEL - 16 turns
ZUL - 5 turns
AZT - 0
CHN - 0
VIK - 0
AMR - 0
MON - 0
IND - 0

Let's try to keep this list updated in the handoff report (mainly the trades and MA's)


Our military is strong to everyone except the French. Ideally we should not attack IRQ or JPN as they are the closest to FRA and would be good to MA with but I'm not sure how much help they will be. We may be battling the French at the end of the game as the last 2 superpowers in the game. Goal is definately getting to tanks and alot of artillery. Maybe even a nice ROP of France if we can get positioned properly to create a single front with them, but that is a ways off.

I think we should finish off the western landmass and then proceed from west to east on the crescent, stopping prior to JPN and enlisting the last two to help go after France.

Based on all that I make the following deals
VIK - peace for the 3 cities, Wmap and 14 gold
JPN - give SM and CORP for SANT, ESP and Wmap - we need them to be stronger to help go after the French

Save game and post question to our thread about COMM
Decide to play some turns since I need to wait for the resistance to end in a few cities

Establish an embassy with JPN
JPN part 2 - give REF for COMM - JPN is now at tech parity with us and IRQ but we're all behind FRA

rush Market in Philly
rush the harbor in Dallas - we need an INF there to make it less attractive to the FRA
move troops
hit enter finally :clap:

Turn 311 - 1605AD
switch New York to hospital
move troops
make peace with CHN - could have tried to gain Xinjain since it on the western continent I decide to leave it for now

Turn 312 - 1610AD
move troops

IBT - ZUL are headed to a I tile island - hopefully their ship is empty

Turn 313 - 1615AD
rush a galleon in Buffalo to try to claim the 1 tile island - we should have done that a long time ago instead of leaving it open

based on our culture versus VIK and CHN I stop starving the cities on the southern continent - they are producing shield right now so let's use it

an additional coal is hooked up let's see if we can get some oil from IRQ (even though we have nothing to build which uses it)
W :eek: W - I trade coal to IRQ for Oil, Wmap, 50 gold, 6 gpt and wines
switch New York from hospital to factory
switch Moscow to factory
switch Madras to factory
switch Calcutta to factory
switch Delhi to factory
those are our top 5 shield cities - will switch more as they complete their current builds

IBT - the ZUL sail past the 1 tile island and land near a coal supply which is outside our cultural boundaries

Turn 314 - 1620AD
move troops
claim the 1 tile island with our spear

IBT - ZUL demand we move - not sure where we have violated their terr at (must have either expanded or they founded the city by the coal) - it was the first one, they expanded to an area I was amassing troops on - we have 1 turn left on the deal with them


Turn 315 - 1625AD
rush 3 INF near the ZUL borders to guard our artillery
move troops

IBT - ZUL offer DEM for SM - I decline

Turn 316 - 1630AD
Active deals with ZUL only shows peace - should be able to declare war without hurting our rep - it will take me 1 more turn to get the infantry in position - I should have rushed them a few turns earlier but it was an after thought
move more troops

IBT - some other civs learn STEEL

Turn 317 - 1635AD
hate to trade with the ZUL on the same turn I'm going to declare but they learned Steel and we have techs to trade them for it, everyone else we would have to pay gold and gpt - so I trade ZUL SM and REF for STEEL and DEM (they are still down RParts)
located all 14 ZUL cities to make sure none of ours are exposed to them

decide to take a break :beer: before starting war - save game and exit

rush 2 more INF
issue DOW on ZUL
autoraze Tugela (near Buffalo) & move troops into ZUL lands

IBT - we outlast the small counterattack - although a ZUL longbow generated a GL

Turn 318 - 1640AD
capture Tzintzuntzen which grew to size 2 last turn for us
kill the ZUL LB and GL
generate a GL of our own attacking Canton, which we capture - convert GL to an army
capture Nanking and Tsingtao

IBT - lose 2 cossacks in counterattacks

Turn 319 - 1645AD
move troops
buy 2 more INF

Turn 320 - 1650AD
capture Mpondo
Intombe has an INF inside it - need to wait for artillery

IBT - lose 1 cossack in counterattacks / TE between JPN & AZT against us ends

Turn 321 - 1655AD
Trade ivory to FRA for FREE ART, Wmap, 16gpt and 350gold - but more to help deter them from signing a MA against us

IBT - lose 1 cossack that I foolishly left by itself near the front / TE between JPN & AMR against us ends / our gem export to IRQ ends they have no money to renew it

Turn 322 - 1660AD
move troops realized I screwed up my artillery move last turn (if done properly I could have attacked with them this turn)

IBT - lose 1 INF and 1 cossack in counterattacks

Turn 323 - 1665AD
Intombe only had 1 INF in it - we capture the city
ZUL down to 7 cities will talk peace but they have nothing to give

IBT - only 1 ZUL cav attacks and retreats / IRQ demand we move our troops (I was hoping to get the nice message) sign an ROP with them instead (did not expect them to accept it, straightup)

Turn 324 - 1670AD
resistance in Intombe (size 10) ends in one turn - although I did have 15 units in it

save game for the night - I'll finish up my 15 in the AM - too tired :sleep:
restart in AM with an almost instantaneous computer crash - shut off and restart computer - everything seems OK, I'll be sure to save frequently

move troops

IBT - TE between CHN & AZT against us ends / 3 civs have COMB now & 2 have AT / FRANCE IS IN MODERN AGE :cry: (Joan is bald & in a Tshirt)

Turn 325 - 1675AD
move troops
I buy AT from IRQ for saltpeter, ivory, furs, gems, Wmap and 765 gold

Do a straightup deal with ENG giving AT for COMB (I could have gotten gpt but with their MPP with AMR I wasn't sure we wanted a gpt out there)

FRA will sell us techs but for way too much gpt - we're better off stealing

IBT - no real counterattack from ZUL again / IND and AMR have signed an MPP

Turn 326 - 1680AD
kill 2 INF and 1 pike in Bapedi and capture it with barracks, marketplace and factory
kill 2 INF and 3 impis in Zimbabwe and capture it & taking away the ZUL rubber
lose 2 cossacks to the same Impi in the capture of Isandhlwana (no INF in defense)


Notes to next player
1) I was thinking of attacking AMR, but they have a MPP with IND & ENG who could affect our shipping - also do we want any other cities close to our capital? I think we are benefiting from the palace rank bug because the western end of the southern continent is already productive

2) Because of the productive status in the south I have not changed governments and I'm not sure that we should at this point

3) I had our ship chaining route setup - load inside Santiago make 2 at sea swaps and land in Nidaros - I've also been trying to RR a path to the frontline from Nidaros (it's mostly done except for the new cities I keep taking) - but now that we can upgrade to transports you'll need to place the ships again - I moved 4 into Santiago for upgrade and rushed the harbor there

4) I'm building the Intelligence Agency so we can try our hand at stealing techs from FRA

5) I blocked off the coal area near Buffalo with troops to keep the ZUL ship from offloading a settler

6) You may not need to wait for artillery to finish off the ZUL - use 1 cossack and light up the city to see what is in defense before moving in the stack

7) pollution popped up this turn near Moscow the worker have 1 turn left on the RR so I left the pollution till next turn

8) Cities on the north side of the souther continent are productive, cities on the southern side are not

9) establish embassies before issuing any DOW we need to be aware of MPP

1 tiles city islands
Dover (ENG)
Shimonoseki (JPN)
Izumo (JPN)
Hangchow (CHN) - their capital

At war with
ZUL - 4 cities - no 1 tile islands

Alliances
none

Trade Deals (MapStat tracks this)
FRA - 15
IRQ - 19
JPN - 1
ENG - 0
KEL - 0
ZUL - 0
AZT - 0
CHN - 5
VIK - 4
AMR - 0
MON - 0
IND - 0
 
Nice!! :goodjob: Gator, a conquerer and a trader! :beer:

Nice to see some good tech progress and now its on to the Zulu. France is in the modern age, hope they go fo rocketry and not computers.

Good luck Mistfit!! :hammer: :beer: :banana:
 
Here's a quick look at our new cities

Xteam05_11.jpg
 
I think I need to stay in the shadows so if mistfit is set on leaving, we have 2 vacancies for the next game.
 
DA Save

Good
Zulu ~ Down to a few cities (unfortunately we need marines for them too. Sorry)
Mongols ~ down to 3 cities (none on 1 tile islands)
We have stolen Flight and Traded for Electronics and have the cash to attempt a Carefull steal right now for MT.
We own smiths and battlefield med
We are making almost 500gpt
I think I have the majority of the core northern cities optomized.

The Bad -
I cannot trade for oil for less than 350gpt with anyone.
The French are building SETI
The Mongols were a ***** to take out! the Wonder city must have had 12-15 Infantry in it.

The Ugly -
ME>>> :crazyeye:
Pre-turn: Look around for 1/2 an hour and move a few troops then hit enter.

IBT:
Trade Embargo against us ends between the Mongols and Vikings
Loose wool
The Keltoi guy pops up and decides he thinks its a good idea for us to keep giving him gems and incense while he give us nothing. I decline and we have no outstanding deals with him at this point.
Santiago harbor to transport

Turn 1 (1695AD)
Upgrade 4 Galleons to Transports in Santiago for 320 gold
Move our workers to clean polution in Moscow.
Upgrade 2 more galleons to transports for 80 a piece.
Move troops into position to attack the Zulu

IBT:
Moscow Hospital to Cossack
Memphis Aqueduct to Cossack

Turn 2 (1690 AD)
Move Troops and Transports to try to set up a chain :hmm:

Attack Hlobane
No losses -vs- vRifle and vPike Take city and set it to starve.

Get Arti into place for the Zulu captiol. The only thing that worries me is that it will jump to Swazi if I take the city. Their two remaining cities are both size six. Lets just hope that they have more troops in the mainland one.

Build an Embassy with the Mongols
Karakorum is size 15
Building the Stock Exchange due in 6
He owns Smiths...Nice
Garrisoned with 2 rifles and 3 Infantry

IBT:
Resistance ends in Zimbabwe
Madras Cossack to Cossack
Canton riots as it came out of resistance.
New Orleans Aqueduct to Arti
The zulu move 2 troops out of Ulundi for me...how nice of them

Build an embassy with the Keltio

Entremont is building the Intelligence Agency in 12 turn
Garrisoned with 3 rifles and 1 spear
He seems to be at peace with everyone and no MA's

Turn 3 1695AD

The Zulu town of Swazi goes to size seven and the 1 tile island is at size six so I decide to attack

Bombard Ulundi
Kill 5 of their citizens whreck their bank, barracks and temple and damage 2 units.
Loose one Cossack and redline 2 gaining one elite vs 2 Infantry 3 Rifles
Take the city with 6 resistors.
Damn the capitol moves to the island instead of the mainland...

Move troops to ready for the mongols

The Zulu still will not give us anything for peace.

IBT:
Madrid Cossack to Cossack
Our people want Battlefield Medicine
Zimbabwe Rax to worker
Philli Arti to Arti
Seville Cossack to Cossack
Lahore Cossack to Cossack

Turn 4 1700 AD
Declare war on the mongols and move in troops
Switch Calcutta from hospital to Battlefield Med due in 12

IBT:
Take 2 casulities on the counterattack. Lots of junk units running around from them
Delhi Hospital to Cossack
Orebro Courthouse to Cossack
Moscow cossack to worker
Intel Agency Built
New York Intell to Cossack

FRENCH BUILDING THE SETI!!!

Turn 5 1705AD
Tough turn

RNG was not with me. Lost 6 units attacking Almarikh and they still have lots of units left. I'll have to wait for arti

Take Kazan with little problem

Auto Raze a city on the west chain...I cannot remember the name

Take Tsetserleg from the Mongold on the West chain no losses

I look into stealing a tech from the French but moderate would cost 2434 gold and I only have 2105. Will wait.

IBT:
Loose 2 units to counterattack

Turn 6 1710AD
Raze Barun urt
Set up troops
mop up a few stragler units.

Bombard the hell out of Almarik..take out the Rax,bank, police station and 5 citizens leaving only redlined and 1 2hp infantry alive.

Attack the 2 hp eInfantry with our fully healed Cossack army and it dies only doing one damage

Clean up the rest of the units and get another leader. I make an army with him. I call him Revenge of the Mongoloid. Kill one more unit and take the city.

I try to carefully steal a tech from the French and we succeed. I cost aprox 2400 gold. I choose Flight as our steal as it seems like that one is most expensive.

I then buy Mass production from Joan for 12gpt - WM - Gems - Another Lux and 300 gold.

IBT:
Loose oil and
Loose wine
Hiawatha would not deal for less then our whole treasury and all of our techs plus 110 gpt for getting it back.

Turn 7 1720AD

Set up for the next wave of attacks
Set up airports on all 3 land masses. Geepers those are expensive (I did not rush them yet)

Attack on The Capital of the Mongols Kara...something. Bombard the heck out of it bringing it down to size 10. Attacked 2 4hp infantry with our Armiws and lost both :( loose one more unit so I decide to wait a turn and try to bombard again.

Attack and take Tabriz no losses.

IBT:
No Counter attack to speak of
The English drop a settler pair by the razed mongol city in the west

Turn 8 1730AD
I notice that the Americans have extra cash so I trade them Atomic theory for WM 58gpt and 120 gold.

A piss poor round of bombardment and I still cannot take the city

IBT:
Philie roits at size 10 :hmm: I missed that one
Resistance ends at Tabriz and riots.

Turn 9 1735AD
Now that is how bombardment is supposed to work. Kill off 5 citizens and prettymuch redline the bunch. Lemme see if I can take the city now!

Good lord they must have had 15 infantry in there. We suffered some pretty big losses but the city is ours with Smith's trading Company

Japan - england and the irriquois learn Electronics. I trade the Iroquois Flight and coal for it. He throws in WM and Wines

IBT:
A small counterattack but we actually win against the infantry and go elite
Battlefield Med is learned
Japan is building Hoovers

Turn 10 1740AD
Bombard most of the units in TA-TU down to red or yellow. Attack with some minor casualties and take the city.

Move and work

Ending Report:

I'll stop here as the majority of the Mongol hordes are gone. Notes. We should have enough cash next turn to steal MT. Then we have to figure out how to get oil and start pumping out those tanks. I think I have the ship chain thing right from the northern isle to the southern one. America would give us 80 gold and 12 gpt for MP. This would actually give you the cash to do the steal this turn if you've got the guts. I really worry about the dang French catching us and declaring war on us too early.
 
Having fun with that Infantry, Mistfit? :rolleyes: Sounds like you had some good fights!! :goodjob:

I've got it and will try to do some damage tomorrow evening. Time to go and :sleep: on it for now. Dreams of :ar15: dancing in my head.

Doesn't look like you got much done on the wife's To Do list Mistfit!! :lol: :lol: I hope I can get away with the same..... :mischief:
 
Well played guys.

@Mistfit: That was a very fast turnround :eek: 30 minutes between Gator's post and yours, and it included 30 minutes thinking time :)

I'm not sure where the Zulus got that one tile capital from. It wasn't on either of Gator's lists :confused:

Mistfit Just played
DJMGator13
leif eriksonUP
AlanH On deck
Capt Buttkick Still building in the shadows

@WillowBrook: If you are still there, it looks as if the Captain is not up for SGOTM6, so if no one has any problems ...?
 
AlanH said:
Well played guys.

@Mistfit: That was a very fast turnround :eek: 30 minutes between Gator's post and yours, and it included 30 minutes thinking time :)
Actually there is over 12 hours between my posted "got it" and when I was able to turn in the report. That turn set was played between getting about 1/3 of the 'honeydo" list completed and going bowling with my son.

The Zulu capital was on the mainland and they had 2 towns left one on the island and one on the mainland. The one on the mainland had hit size 7 whilst the one on the island was 6 so I figured I was safe attacking. They must have had more units in their island home than on the mainland because thats where the capital went :(
 
Whoops :blush: Missed the AM/PM difference. I'm too used to 24 hour clocks. Still a fast turn-round though. And well done getting to the todo list as well.
 
I've been looking at the save. We have an interesting problem. As stated earlier, the only civs with oil are France and Iroquois. They both want about 310 GPT for oil, plus all the gold in the treasury.

France wants 110 GPT and all the gold in the treasury for MT (interesting that all the most desired techs for warmongers both have initials MT). I have a feeling that if we buy MT, we will not be able to get oil as the value drops when more than 1 civ owns a tech.

The options I have come up with are:
1. Research MT, it requires 7 turns at 100%, losing 31 GPT. Once we have MT, trade it along with whatever GPT the Iroq. want and get tank production under way.

2. Buy MT from France and see if we can sell it to the Iroquois for oil.

3. Put together an attack forces and head fro the extreme northern end of the southern continent and try to take and hold Snagha and Bengal, which are rich with oil.

I think the safest option is number 1, but we lose time (which at this point is probably no big deal). Numbers 2 and 3, imho, are very risky. It would really stink to have MT and no oil, and no way to get oil for 20 turns. Attacking the northern area would give us oil, if there we can hold it with Cossacks and Infantry. ;)

I've talked myself into option 1?? :D
 
When Gator firt traded for oil he got it relatively cheap by trading coal. What changed? They obviously still wanted coal when the first deal expired, because Mistfit swapped it for Electronics later :confused:
 
Just checked the deals. The Iroquois have a coal for wines deal with us that will last another 19 turns. :eek: However, in 7 turns a deal will expire with them in which we gave them saltpeter. If we self-research MT, completed in 7 turns, that will compliment nicely the expiration of the saltpeter deal. I hope that the Iroquois would give us a discount in an oil for saltpeter deal.

Looks pretty straight forward to me, now? ;)

EDIT - From Mistfit's turn log.
Mistfit said:
Japan - england and the irriquois learn Electronics. I trade the Iroquois Flight and coal for it. He throws in WM and Wines.
 
Back
Top Bottom