SP1 - Always War, with extra restrictions

It seems that both Sirp and Giunng1 have posted that they are out of pocket for a while. I would like to see at least one more person in this one and 2-3 more would be welcome. If you want to play post a got it and take up to 20 turns. Please read rules and history. If no one comes in I will take a turn on Friday and Killer nad I will have to finish this one by ourselves.

Notes: We are behind on the Military techs , we need Military Tradition ASAP. We need to build a ship in the northeast and get contact with the rest of the Civs. We need them at war to slow their tech rates down. If we have enough Cav and cannon, it isn't hard to keep the other Civs off our lands.
By the looks of the map, we should now controls the largest portion of the land mass. The remaining Civs are probably sharing one or two other islands the same size or smaller than ours. We should be able to take them one at a time without any porblems if we can get them into bad governments.
 
Yes, I won't be able to continue playing this game in the forseeable future; sorry for not posting that here earlier. If you can keep it going meldor, then great...otherwise I guess it will die.

-Sirp.
 
Got It. 1355AD from Sep 02, 2002 is the most recent turn???
Returning tomorrow at earliest.

Don't look for gunning1 show up soon. He dropped from my training game.


@Lt. 'Killer' M. - I've think I have seen you in hugh map games. Any chance to get you into LK32, world map?
 
Good to have you in here Lee, and yes, it has been a while since this one has been active. I hate to see a good SG go to waste.

There is still room for 2 more people. If you are lurking, don't be shy. This is a good time to get your feet wet. Always at war means you don't have to worry about diplo, tech chioces are based first on warmongering, and you can't go wrong if you attack anyone you want! You need not worry if it is the right time for a trade, should I sign that RoP, just plain and simple stomp, chomp, and roll.
 
Welcome aboard, take a turn after Lee. You have the essential rules.

Current order:
LKendter (Playing)
T-Hawk (Up next)
OPEN SLOT
Meldor
Lt. 'Killer' M.
 
I'm going to have to drop from this SG, and probably all of the other ones, because of school.
 
Ahhhh, yes maybe we can. But I will try to stay in CTs the PTW one. I don't know too much about as of now, but if it sounds interesting enough, I may try to play that one.
 
(0) 1355 AD - How are there still 5 other civs out there? Mapstat shows us 802 tiles of 1165 needed for domination.
I drop science to 50% and stil get magnetism in 3. Cash for rushes / upgrades is always a good thing.
Plus we have NOT built Wall Street, so I need to get above $1000 in cash quickly. Giza switches to wall street as we can really use the boast in income.

We are grossly over irragated in many cities, especially with rails coming soon. I cancel some worker actions to irragate cities with to much food before rails. Start recalling worker force by the 1/1 cities toward the core cities.

Complete city review and fire entertainers where possible. We need more growth now. Our continent is close to domination, so switch a few cities temple to get more squares under control - I count 75+ tiles to Sparta and west not claimed.


(1) 1360 AD - You want it, you got it - WAR with Germany. The restrictions in the game are a pain, so I can't even get a map :( We really need espionage this game to steal a map.
I can further reduce science and get magnetism in 2 - with wall street due in 5 turns.


(2) 1365 AD -
(I) ToG in 6 turns with minor cash gain.


(5) 1380 AD - You should be careful what you ask for! War with Russia AND England - who never met us, but are both already furious.
(I) Wall Street is on line


(6) 1385 AD - My first war action, I lose 2 knights killing a demonic China cavalry.
We are definitely behind the times, as I see English and German rifleman.
(I) We lose the ship exploring by the English Island :(
I begin RAILS research before Military Tradition. We really need that mobility and production boast.


(7) 1390 AD -
:eek: I see a China ironclad.


(12) 1415 AD - [party] We break $1000, and wall street is running at max. I will save the cash to upgrade to cavalry.
I decide to use up the settler and form Giza by the Sea.
(I) France was NOT on the Diplomacy screen, though I saw there borders.
However, England and France already ally vs. us???????


(13) 1420 AD - Kill a lone China cavalry.
(I) MT in 4 turns at 50%
[dance] We can build Ironclads - we have 4 coal [dance]


(14) 1425 AD - I begin working on a military rail-net, avoiding the coast which is getting pummelled.


(16) 1435 AD - Lower science and still get mt in 2 more turns. I upgrade some pikeman / spearman to musketman keeping cash above $1000.


(17) 1440 AD - I kill a stray English Knight.
(I) Begin research on factories - I am going to skip Nationalism, as we are suffering NO serious invasions.
I want to get to ToE before the AI does, not to mention replaceable parts.


(18) 1445 AD - I upgrade as many knights to cavalry as I can and keep cash above $1000.
(I) Our lone frigate sinks an attacking Ironclad.


-------------------------------------------------

Summary - NO other Civ has started Suffrage! We may be catching up.
Our military rail-net covers the eastern half of our nation.
I have been upgrading units as we can keep cash above $1000. We are in no danger at the moment, and Wall Street interest really helps.
Don't bother with Nationalism - let's get toward ToE ASAP, and snag hoover.

LKendter
T-Hawk (Playing)
OPEN SLOT (Up next)
Meldor
Lt. 'Killer' M.


http://www.civfanatics.net/uploads2/SP1-1455AD.zip
 
Well we will still need artillery and the longer range, but T-Hawk should get the whole nation connected. We can then concentrate on railing core cities for more production.
 
yes, thanks for resurrecting this one meldor; seems you have a decent lineup going again, and are doing well.

One comment I have is that I think that using tools like MapStat are dubious at any time, but when one of the scenario ideas is that you have limited intelligence (no trading world maps), and indeed you know relatively little about the world, I definitely think it's something you shouldn't do; you're not just using it as a bean-counter, you're finding information that wouldn't be available to you normally (I assume that you can't derive the exact number of tiles needed for domination from the map settings).

-Sirp.
 
Inherited turn:

Rome was about to riot. Fixed with a police unit. So was Bubastis.

With Industrialization due in 8 and our continent secured, I start Factory prebuilds wherever I can, mostly with Colosseums. Optimize tiles in some cities too.

Checking on F7... We own no world wonders? Was this a variant restriction or did we just not get any? :)

I've been workin' on the railroad...

1470: China lands four cavalry outside Bubastis, a very poorly defended area. I grab all the workers we've got and build about six squares worth of railroad to connect Bubastis, and get our cannons and cavalry over there to fend them off.

1480: The time for Industrialization drops from 4 turns to 1 turn instantly, so I guess everyone just got it.

Medicine ordered up next, since it's 4 turns and Electricity will take 13 (our rivals must have Medicine.)

York, Berlin, and Beijing start Universal Suffrage right away - meaning those cities didn't build Factories first. Not that we care about Suffrage. :)

1490: We get a Great Leader fending off a French knight! Save him for the Hoover Dam would be my call.

And I notice something...

1500: Southwest of Giza is founded the town of Iron Works. Guess what it can build. :)

Thunderhawk retires.

Thebes is building a Coal Plant; that will help it build Theory of Evolution faster. Edfu could do the same thing and build Suffrage for denial if we want.

http://www.civfanatics.net/uploads2/SP1-1500AD.zip
 
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