SP1 - Always War, with extra restrictions

I can't get it to work. I messed around with the files the other day. And now the .sav files don't work.:(
 
It may have a file in it. If it does, then take it out and use it. If it doesn't, then go back to the file before I played, and use it.
 
I just downloaded it, and it doesn't have it, so go ahead and go back to the file before mine and play my turns over, but this time hopefully you will be able to beat the Romans. Maybe next time it's my turn, it will be working again.
 
ok, I guess it's me then. I really don't like the idea of playing the turns over, especially since it gives us another chance to beat the Romans, when we really should have lost to them, but I guess there's no other way to do it. Very frustrating, but no-one's fault of course, just an unfortunate series of events.

I'll play sometime tonight.
 
530BC (pre-turn): Change Asyut from walls to a worker. I'm not in favor of building walls unless the city is really under pressure.

510BC (1): barbarian horsemen come and attack our war chariot near Rome, we just survive. Roman archer advance out of Antium. Pi-Ramesses builds a spearman; set to building a swordsman. We're going to need some oomph if we want to take out Greece. Asyut builds worker; change to temple.

490BC (2): Gibbon lists us as the second most advanced Civilization in the world, just behind some insidious group known as the "French". How we can be the "second" most advanced civilization, when we're the *only* Civilization, is difficult to understand. The Greeks and Romans are dead last. Change Heliopolis to building a temple; it's not under threat and we want to get the wheat-floodplains in range. I start producing a catapult in Giza. These Greeks are going to have hoplites, and the best way I can see to bring them down to size is with catapults. Roman archer defeats our attacking archer, and then gives our horseman a run for his money, before finally doing the respectable thing and dying.

470BC (3): building a worker in Elphantine. I know we're industrious, but we need more workers! Barbarian encampment near Antium razed.

450BC (4): blah

430BC (5): Memphis produces a settler; set to building a worker. I guess we're going to settle the land these insidious "Romans" used to live in.

410BC (6): Apparently a people known as the "English" have build a huge wall that they think can keep us out.

390BC (7): Thebes produces library. It has now produced all known improvements other than courthouse (and it's the capital). I set it to produce a worker, and thereafter it shall become a military factory.

370BC (8): Thebes produces worker, set to building horseman. Memphis builds worker, set to building temple.

350BC (9): We discover the secret of Polytheism. Set to discovering Currency (cheapest option).

330BC (10): We attack Antium; its border has just grown.

The combat:
vet horse (4) vs vet spear (4): lose, 4-1
vet horse (4) vs reg spear (3): win, 3-3
vet horse (4) vs vet spear (3): win, 3-3

We capture Antium. This is better than what happened on gunning's turn, and I kinda feel guilty about it, but what can we do? I think playing the turns over straight is the only option. But grrrrr the damn Romans respawn (they didn't have that city before, right??) to the south-east.

310BC (11): The Romans want to *talk* to us. As if we would talk with the likes of them.

290BC (12): We rout a barbarian encampment. With this, I decide to hand over to the next player.

ok killer, you're up! The file is attached to this post, and I'll also email it to you.
 
here's a screenshot of the fertile land of the Romans, and the Eastern part of our empire, and oh I forgot to mention, a juicy Roman settler-spearman pair was sited just outside of Veii.
 

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preturn - nothing

(1) 270 BC - some dirty heap of huts called Nottingham construcs the Collossus.... avoid Roman troops - will go for them when on grassland. 2 Catapults build and ordered.

(2) 250 BC - Galley ordered in El-Amarna, Swordsman in Heliopolis. Avaris founded.

(3) 230 BC - 1 Horseman retreats, 2 Chariots win, 1 dies - two Roman Spearmen dead. Settler still on forest.

(4) 210 BC - some troops come online, 2 settlers ordered 1 finished, 1 worker ordered. Kill the Spearman guarding the settler :D Play runaround with 2 Roman Archers.

(5) 190 BC - kill three Roman archers, no losses. Catapult buildup continues. WTH - since when do we have contact with Greece - and are at peace?????? Change that right away and destroy Rhodes (9Gold, Warriro defending).

(6) 150 BC - moves

(7) 170 BC - mass troops near Veii.

(8) 130 BC - man oh man, it come in heaps. Barb uprising near Abydos (( horsemen in the already established camp), Roman Archer makes our Elite Chariot retreat. But Veii expands and is now ripe for taking. Surprise attack kills Hoplite in Knossos and destroys town, we get two workers.
Veii survives attack, 1 Horseman 1 Chariot lost, but garrison is only 1 Archer, no pop to rush with.

(9) 110 BC - OH MY GOD!!!! Another 8 barbs Horsies show up near Knossos (refounded). We loose the Chariot to greek Horseman, sadly our only Horseman there is between Greek and barb forces. Will sacrifice him to guide barbs to greece :mwaha: Veii taken, 1 Worker. Rome dead! Antium is empty, if barbs go there we can't do a thing :( Order switch to walls in Abydos - barb Warrior in view.

(10) 90 BC - oh ****! 8 Horesmen nex to Abydos! Those walls were jsut inm time!!!! barbs go for Heliopolis/Asyut instead of Antium. Walls in Heliopolis
 
(11) 70 BC - both cities survive, Heliopolis loosing a Spearman. Forces in Veii healed, move them towards Greece while a catapult/Swordsmen group will soon come from Hieraconpolis. Dispense camp near Heliopolis, kill last barb at the gates.

(12) 50 BC - moves. Some Swordsmen ready.

(13) 30 BC - a wounded (!) Greek Horseman attacks our Horseman and dies, inflicting no injuries. Cut some roads near Knossos.

(14) 10 BC - moves, Temple in Giza, Marketplace in Thebes.

(15) 10 AD - moves

(16) 30 AD - the Greek are the luckiest bastards in the world! They kill oru Horseman on a friggin mountain with a Horsie of their own without loosing a single HP. Lisht founded.

(17) 50 AD - troops move out from Hieraconpolis.

(18) 70 AD - moves....

(19) 90 AD - Monarchy arrives and we switch to it right away. Kill an exposed Greek Horseman.

(20) 110 AD - Knossos destroyed (2 Hoplites), 1 Warrior killed (1 Chariot lost!), Archer kills our Horseman and is then killed.


As you can see, i started an irrigation project, getting water to Byblos and Hieraconpolis. The settler near Avaris is in a good place for a city, though a little close to Avaris. but further away would miss the river. Or, send him one tile south one southeast (non-nonus grassland). But I'd rather densebuild. FP could go to that region, too.
Stack near Delphi has a combat settler - so just attack and plunk the guy down.
Watch out - Greek galley near Byblos!

http://www.civfanatics.net/uploads/sp1-110ad.zip
 
sorry guys, my isp had problems this weekend, I coulnd't get to the forum to post. I am taking the save game home tonight and will post it back tomorrow morning.
 
110 AD (Pre-turn)
Change Rome to a settler and rush it. Lose to horsemen to Greek counter attacks.

130 AD (1)
Move all of the cats and swords down off the hill, but more importantly, across the river. Attacking a fortified 1-3-1 across the river is a no-no. Greeks move units passed us.

140 AD (2)
Bombard and then raze Delphi. Take out Greek Horseman and warrior. Only three archers left nearby. Lose a sword to a horse. But they lose the second horse.

150 AD (3)
Buto founded on the ashes of Delphi. Take out 2 of the three archers.

170 AD (4)
Found Edfu in the Roman territories. Chinese finish the Great Lighthouse.

190 AD (5)
Pithom founded in former Rome. Kill archer. Sword killed by Horse.

210 AD (6)
Kill Horse. The Greeks sink our galley.

230 AD (7)
Kill two hopi in Rhodes, but an archer remains.

250 AD (8)
Rhodes is auto-razed and we gain a worker.

260 AD (9)
Movement. Start Hanging gardens in capital as prebuild for Sun's.`

270 AD (10)
Kill and archer, reduce another to one hp with cats. Chinese city appears on the northern tip of Rome between Veii and Antium.

280 AD (11)
We don't have contact with the Chinese yet, but we don't have any offensive units over there yet. We will start them on their way.

290 AD (12)
Movement, kill on Greek archer. Still no contact with the evil Chinese.

300 AD (13)
Kill another archer. Have one Chariot and one horse near the Chinese.

310 AD (14)
Kill yet another archer. We get construction and start Fuedalism. Greeks had snuck at settler past us and refounded Delphi to the southeast. It won't stand long.

320 AD (15)
Greeks rush to re-enforce Delphi. One Horseman killed.

330 AD (16)
Movement. A horse and an archer throw themselves on a spear and sword. The spear is now elite. The French complete the Great Library. The English get the Hanging Gardens.

340 AD (17)
Switch Thebes to a colosseum without losing shields.

350 AD (18)
Kill off Greek units. Try to stop the settler flood. Declare war on China after two Chariots and a Horseman stop by Tientsin.

360 AD (19)
Autoraze Tientsin as it was only protected by one archer. The Chinese start Sun Tsu's.

370 AD (20)
Kill two Hopi and one Horse, auto-raze Delphi again. Bombard horses near Buto. Kill one of them.

The FP in Giza is for Sun Tsu's.

SP1 370 AD Saved Game
 
ok gunning, if you're still in, you're up right now!

btw guys, I think a good thing to do in an Always War game to track progress is post a brief summary of our military strength (total number of important war units) at the beginning and end of each turn. That way, we can see if we're getting more units, or losing units.

-Sirp.
 
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