SQ2: Schizophrenic Shaka

Andronicus said:
I agree the AI does do many dumb things, but this is diety and it also has many advantages over us.
My point was every gold piece spent unneccessarily is less research beakers we can afford, which may delay us getting a monopoly by a turn resulting in sig different economic outcome.
This is Emperor- and we usually don't run deficit research. besides, delaying getting <insert tech here> by a turn or 2 isn't a game-breaker. But the AI sure as hell is dumber than a speck of mold.
 
OK well I'm half way through. I had a fair amount of changes to make since we were building units in non raxed cities, general mm'ing and worker moves back towards the core. In the meantime, I traded economics around and it got us lots of gold and now a monopoly in MT. Oh and btw...we're in a GA since pink must not have liked our deal for economics and started a war. We really needed the GA since it cut our Smith's build in half. The capital still needs a lot of development. Back tomorrow with the rest.
 
Sima Qian said:
You'd be very surprised...
Unless of course it was an important tech like Astronomy, Construction, Flight, or Fission...

P.S.
GA? Alright! U rule Whomp! As for Economics/Metallurgy trade, that's strange. It was "An acceptable deal" according to my advisor on turn 19 of my set.
 
Sima Qian said:
You'd be very surprised...
So true.
choxorn said:
Unless of course it was an important tech like Astronomy, Construction, Flight, or Fission...

P.S.
GA? Alright! U rule Whomp! As for Economics/Metallurgy trade, that's strange. It was "An acceptable deal" according to my advisor on turn 19 of my set.
Just so you're aware research is just one usage of cash. I could've used that cash to short rush additional cavs but instead I have only 2. We were woeful in the military department but I'm trying to rectify that by short rushing some units with the cash from the GA.

I also garnered good amount of gpt from trading econ. which allowed us to crank up research.

Sorry for the delay...I had a client dinner last night that went a little overtime but should have my report up tonight.
 
First off we are building units in cities without rax. :nono: We have way too many units that are regular. There are plenty of roads but no developments on the roads. I'd like to take back 'Bane but I think I'll focus on worker tasks and offensive military builds. Muskets can't initiate action. Make wholesale changes to cities without rax and make them cats and workers. Cities with rax get swords, LB's and knights.

IT Pony worker to worker

760 Worker work on development and move back towards the core. Then do some business.



760trade21js.jpg


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IT Pink approcaches with archers. Whaleport knight -->knight
770 Bring units towards Pink.

IT Pink is not being cool as they approach Grape with two cannon fodder archers and a Impi. Looks like we'll need to do something abou this. Lieya sword -->sword Jungle Sword -->cannon Redot LB

780 Well I'm not gonna declare on him. I'll let him declare on me and get some gold for the turn.

IT War and GA
pinkdeclares6ry.jpg

and
ga9lg.jpg

Bane bank--knight...a riot in one of our flip cities and save remote from rioting.
Ponyland worker-->cannon Um3 temple --> worker Zulus start Cops
790 Hit the archer on desert with Impi and retreat. Take him with a sword. Whack the impi with our knight. Do some short rushing of LBs to knight. More next turn as I turn down MT to 60% still in 2.

IT Horse hit sword and sword promotes. Impi hits the sword and Impi wins. Forgot LB's don't have bombard. Dang.
Unguin knight -->knight Spices worker
800 Reg impi attacks LB and retreats. 2nd Impi attacks and promotes to elite. LB whacks a impi. Short rush some more. MT due next.

IT 5 Impis climb one of our mountains. Right into the gauntlet. MT comes in and start physics. Grapes duct -->cav Pink Mpondo finishes Cops.
810 Upgrade both knights to cavs. Prepare by fortifying the mountains. Short rush more.

IT All 5 Impis went to a desert square but a horse appears to near 'Spices. I will need to dispatch a cav. Diamond Duct --Sword Jungle cav --> cav Zoungiun cannon --> cannon Barbport Temple--> worker

820 Though we have a Impi in 'Spice I dispatch a newly minted cav that promotes flawlessly. Now for the desert slaughter at Death Valley.

gauntlet3fp.jpg


There's 3 vet and 2 regs. Let's start with our cavs. First one promotes flawlessly, 2nd loses and promotes the Impi :crazyeye: Then a sword loses to a vet and another sword retreats the elite. One of the swords on a mountain whacks the redlined elite. Another sword retreats another impi and our elite Impi finishes flawlessly. Promote another of our impi taking out the 2/4 Impi. Threat is done and now it's time to press the issue. Pillage their saltpeter at New Zimbabwe 2.

IT a lone Impi walks into Death Valley area and an archer appears. 'Bane cav--> cav Lieya cav -->uni Whaleport cav--> bank Deathpit Uni --> cannon Grapes rax -->musket Remote rax --> temple Beatya Temple --> worker

830 Everyone has physics. Dang. Converge on New Zimbabwe 2.

IT a LB pops out redlines but takes a vet impi. 'Ovry cav --> market Tugger cannon --> temple
840 Start by taking the archer with one of our elite cavs. Win but no promo. I decide to send in a couple swords to hit the muskets first for damage. The first one takes the vet musket down to 2/4, the 2nd sword redlines and beats a reg. musket, 3rd redlines but promotes a reg musket, 4th promotes taking a 2/4 musket. Time for the cavalry charge....1st cav hit a 2/4 musket and loses redlining it, Elite cav takes a redlined musket, Vet cav finishes

sfirstcity9em.jpg


Set the new city to temple.

IT 'Remote worker --> temple Ponyland cannon --> worker Flipper temple --> worker Kulku cannon --worker
850 Move on the next Pink city. Short rush and finish the mines on the mountain and hill near the capital. Dang it won't shorten the time to finish Smith's. It's still 2 turns.
 

Attachments

Whomp, why did you only play ten turns? why not twenty?
 
choxorn said:
Whomp, why did you only play ten turns? why not twenty?
For one, most SG's are ten turns apiece after the first person plays the initial twenty. I tend to be very deliberate when I play in a SG.

Ten turns are more than enough for me since I have to actually look at city screens and count food, shields, commerce, science to see whether I've mm'd properly. Let alone trading, worker tasks, log writing and pics, short rushing, setting up the military, etc etc. This is not my SP game it's a team game.

BTW I suggest you the same in your training game. A lot of thought should go into each decision before you move stuff around.

When we hit the IA I will only play 5 at a time.
 
Nobody else has downloaded this save (lack of interest?), so I took it again.

I played 20 turns, but since we have gotten into the Industrial Age, each turn set after this will be 10 turns (well, except for Whomp's 5-turn sets I suppose).

And boy, a heck of a lot has happened this set. I've broken this into two posts so that I could put in a few more pics.

Turn 0 (850 AD)

I see... we are at war with pink, and everyone is still furious with us.
Smith's is still two turns away.
Deficit research on ToG happening... okay. Taking advantage of the extra GA commerce is good.
Switch Schizodeathpit to a cav - don't like building obsolete units that much.
Switch several distant cities to courthouses - don't like corruption, and GA is a good time to get rid of it once and for all.

IBT:

Lose an impi to a pink longbow (0-1).

Turn 1 (860 AD)

Schizojungle: Cavalry -> Cavalry
Schizounguin: Cavalry -> Cavalry
Schizospices: Worker -> Courthouse
We lose a very distant city to flip:

71688869d9ec40aaa0d4bc8f3bf26b32.PNG


Kill 2 longbows with a cavs (2-1).

IBT:

Pink asks for peace, I reject them for now - their offer isn't good enough yet.

Turn 2 (870 AD)

Smith's Trading Company completed in Schizobabwe.

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Schizobabwe: Smith's Trading Company -> JS Bach's Cathedral (prebuild for Newton's)
Schizobane: Cavalry -> Cavalry
Schizoremote 2 flips to light blue - send worker toward Schizoremote.
Schizoponyland: Worker -> Marketplace

Kill 2 longbows in the jungle by New Swazi 3 (4-1).
Kill impi near Schizospices (5-1).

IBT:

Zululand declares war on the Zulu...

4369ac5f85e3407f841770db996851e3.PNG


Seems like Light Blue Shaka declared war on Pink. Or did it happen the other way around?
Oh boy... and there's more:

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Green declares war on us... and they do some damage...

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Bye bye spices...

Pink attacks us, we kill a warrior and a longbowman on the defensive (7-2).

Turn 3 (880 AD)

Schizo-Beatya: Worker -> Worker
Schizokulu: Worker -> Courthouse
We get this city from flip:

f8cb90468459406d96e86466c8d22c7a.PNG


Lose a sword to a knight by Schizospices.
Specialists hired in New Zimbabwe 2, Schizoredot, Schizobane to prevent rioting.
Science dropped by 10% to get ToG in 1 turn without excess.

IBT:

Lose a musket to a pink longbow (7-3).
A stack of green knights show up, uhoh.

Turn 4 (890 AD)

Theory of Gravity researched. Magnetism next, due in 5 turns at 80% science.
Kill a green longbow and impi at New Ibabanago 3 (9-3).
Lose a cav trying to recapture Schizospices, but kill 1 knight (10-4).
An elite cav attacks New Swazi 3, and we get a leader:

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Switch Schizobabwe to cavalry, leader can rush the wonder later.
Kill 2 more defenders, and New Swazi 3 is ours (12-4).

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They have several more units nearby, and I don't think we can hold the city, so I sign peace, and get 300 gold.

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Science raised to 90%, magnetism in 4 turns at 34gpt deficit.

IBT:

Green attacks with knights, we defend against 1 but lose 2 impi and a cav to the rest (12-7). They also capture 2 workers and a cannon.

Turn 5 (900 AD)

Schizounguin: Cavalry -> Cavalry
Schizoredot: Courthouse -> Cavalry

Kill a green horseman with a swordsman (13-7).
An impi takes our workers and cannon back.
Kill an impi with a cav and we get New Ibabanago 3 (14-7).

e186865ea1b04f2d9ecbb2114cfab089.PNG


Kill 2 knights with cavs, but then lose 2 cavs to a cav (16-9).
Seems like we no longer have benefit of war happiness... I have to raise lux to 10%. Science dropped to 70%.

IBT:

Green Shaka attacks, killing an impi, a swordsman, and a cav while losing a cav of their own (17-12). We lose the two workers and cannon again.
Pink sends a big stack of units into our territory, I have no idea what they are up to. Do they want to break the peace treaty?

Turn 6 (910 AD)

Schizobabwe: Cavalry -> Cavalry
Schizobane: Cavalry -> Cavalry
Schizodeathpit: Cavalry -> Cavalry
Schizograpes: Courthouse -> Cavalry
Schizojungle: Cavalry -> Cavalry

Kill a knight with a longbow and recapture our lost units (17-12).
Kill a knight at Schizospices, but then we lose a cav (18-13).
Kill a horseman with a cav (19-13).
Science dropped to 60%, magnetism still researched in 3 turns.
Changed my mind about the leader. I use Mpande to rush JS Bach's Cathedral since we have a monopoly on Theory of Gravity and the AI can't cascade to Newton's.

IBT:

Green attacks, they lose a knight, we lose an impi (20-14).
Pink sends more units into our borders, but I think they might be going for the light blue city north of us.

continued in next post...
 
Turn 7 (920 AD)

We complete a wonder that a bunch of AI's are working on:

f8d78aa4738c49fe84d8ba7ce2362b09.PNG


Schizobabwe: JS Bach's Cathedral -> Newton's University
Schizolieya: Bank -> Cavalry
Scizho-Beatya: Worker -> Worker
New Isandhlwana 3 (the light blue city) flips to us, I wonder if pink will call off their attack after this.

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Attack and recapture Schizospices with cavs, killing 2 impi defenders and wiping out nearby units, we lose 1 cav (25-15).

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Lux is back to zero, now with the spices recovered.

IBT:

Pink completes Shakespeare's Theater in Umtata, presumably from cascade.
As expected, pink units move out of our territory. Whew!
Green longbow kills our longbow (25-16).

Turn 8 (930 AD)

Schizodiamond: Bank -> Cavalry
Kill 2 green longbows with a cavs (27-16).
Drop science to 50%, still get magnetism next turn.

IBT:

Lose a cav to a green cav (27-18).

Turn 9 (940 AD)

Magnetism researched. Steam power next, science up to 80% for it to be due in 8 turns.
Schizobane: Cavalry -> Cavalry
Schizowhaleport: Bank -> Cavalry
Schizounguin: Cavalry -> Cavalry

Kill a green longbow with a cav (28-18).

IBT:

Cav on a mountain kills 2 attacking green cavs, and Zwelithini pops out (30-18).

fe8b7bf5d3d04629841625117888e1d4.PNG


Turn 10 (950 AD)

Kill 2 impi defending New Bapedi 3 with cavs (32-18).
Send Zwelithini back toward the capital, where the build is now a bank.

IBT:

Lose a cav to green cav (32-19).

Turn 11 (960 AD)

Schizojungle: Cavalry -> Cavalry
Schizo-Beatya: Worker -> Courthouse

Schizoremote riots, we are having war weariness problems.
Kill impi defending New Bapedi 3, lose a cav to redlined green cav, and then take the city on the third try (34-20).

IBT:

Green kills a cav with a cav (34-21).
We lose our supply of silks. Apparently light blue Shaka has saltpeter now, so he won't import it from us anymore.

Turn 12 (970 AD)

Rioting in Schizobabwe, Schizobane, Schizowhaleport, New Zimbabwe 2, Schizoremote, and Schizoredot. Stupid silks... grrr...
Schizolieya: Cavalry -> Cavalry
Schizovry: Marketplace -> Courthouse
Schizo-Um 3: Courthouse -> Marketplace
Sell saltpeter to Orange Shaka for WM + Furs + 146g + 12gpt.
Sell magnetism to Dark Blue Shaka for WM + 51g + 4gpt, they are the only ones that don't have that tech.
Kill the cav that killed ours (35-21).

IBT:

Lose another cav to a green one (35-22).

Turn 13 (980 AD)

Our GA is over.
Order restored everywhere.
Schizograpes: Cavalry -> Cavalry
Schizounguin: Cavalry -> Cavalry
Zunguin 3: Worker -> Worker
Aww, New Swazi 3 flips to orange.

8dad76886049418f954af98f974f1d32.PNG


Kill 2 green cavs and a musket (38-22).
Peace with Green Shaka, we get 233g + 5gpt.

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All of the AI's are in IA now.
Raise science to 90% to get Steam Power in 3 turns.

IBT:

Green Shaka demands that we leave, and I agree.

Turn 14 (990 AD)

Schizodiamond: Cavalry -> Cathedral
Schizoredot: Cavalry -> Marketplace

Buy a worker from Light Blue Shaka for WM + 11g. Hmm, our map is worth something. I sell it around and pick up an additional 45g.

Turn 15 (1000 AD)

Schizobabwe: Bank -> Newton's University
Schizodeathpit: Cavalry -> Bank
New Ibabanago 3: Worker -> Worker
Rush Newton's with leader.
Drop science to 80%, getting steam power in 2 turns.

IBT:

Pink and Light Blue sign peace.

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Turn 16 (1010 AD)

We complete Newton's University in Schizobabwe:

c855648f6b984d15a7b5b54e6208d1ff.PNG


Schizobabwe: Newton's University -> Wall Street (possible prebuild for Universal Suffrage???)
Buy a worker from Light Blue for WM + 25g.

Turn 17 (1020 AD)

Steam Power researched. Industrialization next, 9 turns at 6gpt deficit.
Schizowhaleport: Temple -> Cathedral
Schizojungle: Cavalry -> Bank
We have an iron works site! Unfortunately we will have to abandon Schizoredot for it, but the opportunity is too good to pass up:

b297c35cda3546e6afedd263f6796aaf.PNG


I switch Schizoredot to a settler, due next turn, and plan to abandon it.

Turn 18 (1030 AD)

Schizoredot: Settler -> doesn't matter
I sell all the improvements in Schizoredot, and abandon the city.

dc54d2865e0d452787e969df0001369b.PNG


Schizoironworks founded on the iron works spot.

Turn 19 (1040 AD)

Schizobane: Cathedral -> Worker
Schizounguin: Cavalry -> Temple
This is incredible:

c22e15f61f644bc5a474d3f8dcd46c40.PNG


I don't think we'll hold on to that for long, so I switch all the citizens to taxmen (the city is starving anyway).
Honestly, I would still have preferred our core cities to flip back though...

IBT:

Shaka is up to something again...

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Turn 20 (1050 AD)

Schizobane: Worker -> Worker
Schizoponyland: Marketplace -> Courthouse
The war is between Pink and Green. They both have vulnerable cities deep inside the other side's core - this will be interesting to watch.

Current Situation

- NEEED MORE WORKERS!!! I cannot emphasize this enough. We want to get those railroads put up ASAP.
- Consider exporting saltpeter to Light Blue Shaka - he will pay a decent price for it. We have 3 sources (not counting the source we are already exporting), so chances are slim that we will break the deal with a flip.
- Every AI seems to have a ton of gpt to spare for buying steam power, but I've kept our monopoly on it. If they demand it... well... be careful...
- Still no improvement in AI attitude, everyone is furious.
- Industrialization due in 7 turns, Wall Street in 12. I think Universal Suffrage wouldn't be a bad thing to have, even if we build it just to deny it to the AI.

The save

http://www.civfanatics.net/uploads11/SQ2_1050AD.zip
 
Omg , that's impressive , your culture fliped the city with the Great Lighthouse , I never had a gift like that :))) especialy that city has a wonder .

Goodjob outhere :)
 
I will try to play some this weekend if no one grabs it.
 
lurker's comment: @ Sima Qian: Since this is an open SG, could you add the game stats from Post #23 into Post #1? Not everyone will dig through the posts to find that data.
 
goodsmell said:
Omg , that's impressive , your culture fliped the city with the Great Lighthouse , I never had a gift like that :))) especialy that city has a wonder .
Remember, culture flips like mad with no regard to whether it's your second city or your 45th city, whether or not the city has wonders, and anything else that normally effects culture flipping chances. After all, we've gotten like, 5 far-off cities from culture flip and lost 2 pretty close to our capital. In this game, culture is all-powerful.

P.S.
I'll take this save if no one else does.
 
Okay, no one else has taken the save. Got it.
 
I finished a while ago, but didn't have time to post the log. I still don't have time to post the log, so I'll try to post it this evening.
 
Okay, business has kept me from posting this for too long. Here it is.

Good news:
-Railroad system getting built
-Still, none of the AI's have steam.

Bad news:
-lost New schizoremote to culture flip

And the set:

Pre-turn (1050 AD):
-MM Hlobane 2: All of its 11 citizens were taxmen. :eek: it can use the 8 city squares it has without going into disorder, but is still starving. I rush the temple here so it can use its other citizens (I forgot to MM it again to do this after culture grew, though- :lol: next player can do this)
Hlobane.JPG

-accidentally hit skip button; d'oh!

IBT:
-Green Zulu want to trade TM for TM. Not interested.
-Bane: Worker->Musket
-Hlobane 2 starves
-Hlobane 2: Temple->Musket
-New Bapedi 3: Worker->Walls

Turn 1 (1060 AD):
-notice there are many cities with no defenders. I think they could use at least one, so I change all the no-defender cities except Schizobabwe (building wall street), Schizoungin, and Schizovry(unguin and vry current builds will be done soon) to Musket.

IBT:
-diamond: Musket->Coastal Fortress
-Grape: Musket->Colloseum
-ovry: Courthouse->Musket
-barbport: Musket->rax
-New schizoremote culture flips to pink zulu

Turn 2 (1070 AD):
-decide to rename Hlobane 2 to "schizolighthouse" because of GLhouse.
-MM ironworks: It still grows next turn, and now has 2spt instead of one, slowing down ironworks time by about 150 turns (don't know exactly)!

IBT:
-whaleport: Musket->CF
-Zunguin 3: Worker->rax

Turn 3 (1080 AD):
-upgrade a couple of Impis to muskets
-Notice coal near Isipezi 3, a YZ city 3 tiles away from Zunguin. Hmm. :mischief:

IBT:
-diamond: CF->Harbor
-unguin: Temple->Musket
-Um-3: Musket->rax

Turn 4 (1090 AD):
-nothing of interest

IBT:
-bane: Musket->Courthouse
-lighthouse culture expands
-Whaleport: CF->Granary
-Ibabanago 3: Worker->rax

Turn 5 (1100 AD):
-Notice deathpit is empty but not building musket; d'oh! Switch it to musket.

IBT:
-We learn Indistrialization- set research to nationalism.
-deathpit: Musket->bank
-tugger: Musket->rax

Turn 6 (1110 AD):
zzz

IBT:
kulu: Courthouse->Musket

Turn 7 (1120 AD):
:sleep:

IBT:
-diamond: Harbor->courthouse
-unguin: Musket->courthouse
-Um-3: rax->duct

I have to go now- will post turns 8-10 this evening.

P.S.
Where is everybody? No one but me has posted for the last five days.
 
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