SQ2: Schizophrenic Shaka

I'll get it when you're done Sima.
 
cody- What's a PCR? :(
 
350 AD (Turn 0)

Well, if I'm not mistaken, Schizowhaleport currently has the only harbor on the entire map. Not a single resource can be traded, grr. Pick it up, Shaka Slacka!
I'm seeing markets and culture buildings going up all over the place - good.
I'm going to tentatively switch 'Um-3 and 'tugger to libs, even though they wil probably actually turn into workers. Just going to see how this works out...
Workers are looking fine, roading and chopping seem to have been popular jobs lately. Looks like spices will be coming in soon.
New Intombe 3 renamed to Schizoflipper in honor of the surrounding aquatic life.

And I hit enter.

IBT:

Green horse + settler goes deeper into our territory... uhm... please, don't...

360 AD (Turn 1)

Worker stuff and MM'ing.
Schizobane about to riot... but it's because one worker is on the wheats with 0 commerce, moving him around gets the lux slider to kick in and stop it.
Schizoflipper about to riot, but the road is going to be completed next turn, so I just make a taxman for a turn.
Founded Schizobarbport on the spot where the settler was, leaving a barb galley in our borders and one unworkable coastal tile. Starts on a library.
Make some single-digit gold by selling maps around.

IBT:

Green units continue to wander inside our borders, orange units leave.

370 AD (Turn 2)

Schizomania: Temple -> Cathedral
Schizodiamond: Marketplace -> Temple
Schizograpes: Worker -> Library
Taxman taken off Schizoflipper
Schizoponyland: Worker changed to Library

IBT:

Pink Zulu completes Great Lighthouse in Hlobane 2. And yet they still do not have a harbor. :lol:
One cascade to Leo's.

380 AD (Turn 3)

Worker stuff...

IBT:

Green units look like they're on their way out.
Yellow Zulu completes Leonardo's Workshop in Hlobane.
Two cascades to Sistine Chapel.

390 AD (Turn 4)

Spices connected. I drop lux to 0, raise science to 50%.
Schizobane will riot with the reduced lux, but I can make a taxman there without delaying the market.

400 AD (Turn 5)

Worker stuff... mostly chopping in corrupt locations.
Science back at 40%, printing press still due in 2 turns.

410 AD (Turn 6)

Arguably the most boring turn so far... I ordered 1 worker to chop, that's it.
Science now at 30%, printing press due next turn.

IBT:

Ok, this is not so boring:

ss410ad2xe.png


Goes back to Pink, the original owner.

Green is finally out of our territory.

420 AD (Turn 7)

Printing Press researched. Don't know what's next, so I temporarily put science at 0.
Schizobane: Marketplace -> Temple. The taxman goes back to work in the fields.
Worker from Schizolundi begins a 26-turn journey back to our territory... yawn...
We have monopoly on Printing Press. Orange, green, and dark blue have Education.
Dark Blue gives us the best deal, a simple trade of Education for Printing Press. They have 0 gold, and won't give us a world map, so I can't negotiate further.
Sell Education + Printing Press to Yellow for WM + Gunpowder + 50g.
We have two saltpeter within our borders, one of them is connected.
Chances are Printing Press will get immediately traded all over the place, so I decide to do that myself. Sell Printing Press to Orange for 31g + 11gpt, to Light Blue for WM + 44g. Green and Pink have single digit gold to offer, I don't bother with them.
No more culture buildings at this point, so I start research on banking, at 60% science.
Scizobabwe: Cathedral switched to University.
Schizobane: Temple switched to University.
Schizomania: Cathedral switched to University.
Schizodiamond: Temple switched to University.
Schizowhaleport: Temple switched to University.

430 AD (Turn 8)

Well, I probably should have sold the techs around some more. Now everyone is on tech parity with us.

440 AD (Turn 9)

Schizounguin: Marketplace -> University

450 AD (Turn 10)

Schizojungle: Marketplace -> University

460 AD (Turn 11)

zzzzz...

IBT:

Dark Blue Zulu completes Sistine Chapel in Zimbabwe.
No cascade.

470 AD (Turn 12)

Schizovry: Library -> Marketplace

480 AD (Turn 13)

Schizobabwe: University -> Cathedral
Schizolieya: Marketplace -> Aqueduct
Schizodeathpit: Marketplace -> University
Schizodeer: Library -> Marketplace

490 AD (Turn 14)

Pink and Orange have chemistry, neither will trade it to us.

500 AD (Turn 15)

Worker stuff...

510 AD (Turn 16)

Schizograpes: Library -> Marketplace
Science dropped to 50% to get Banking next turn
Yellow also has chemistry now.
Schizokulu will starve because I'm an idiot and never connected it with luxes.

520 AD (Turn 17)

Banking researched. Astronomy next, due in 9 turns.
Schizokulu starves as expected.
Green has Music Theory and Chemistry now, Pink also has music theory.
Sell Banking to Pink for Music Theory + WM + a whopping 31gpt, they have 0 gold. They better not declare war on us...
Sell Banking + Music Theory to Yellow for Chemistry + 7g.
Sell Banking to Green for WM + 57g + 6gpt.
Sell Music Theory to Dark Blue for WM + 50g.
I changed my mind, going for economics due in 8 turns at 80% science. That's before the cathedral in Schizobabwe can finish, so I think that can become a prebuild for Smith's Trading Company. A wonder I actually like, as a matter of fact. I don't want to prebuild in another city because of the flip risk.

530 AD (Turn 18)

Schizoredot: Library -> Barracks. I think we're going to need some military around here. I also hire a taxman to avoid a riot.

540 AD (Turn 19)

Schizobabwe grows, will riot so I raise lux to 10%.
Taxman in Schizoredot gets fired.

IBT:

Pink Zulu demands TM + 47g, I let them have it. Definitely do not want to lose that 31gpt they are giving us.

550 AD (Turn 20)

Schizomania: University -> Cathedral
All of a sudden I realize there's not much of a point of keeping units in Schizomania, so I send a sword on his way toward the south, in case anything unexpected happens there.
Science dropped to 70% so that economics comes in 5 turns instead of 4. The cathedral in Schizobabwe finished in 6 turns, so there will still be enough time to switch to Smith's.

Current Situation

- The AI still has no harbors. And therefore, still no trade routes. That may actually be a good thing, since they can't demand resources from us. And we will have to be very careful when trading resources, since if a resource city flips, our reputation gets ruined.
- Schizokulu is still not connected... may someone please handle that.
- Some serious flipping has happened in what used to be Red Zulu. It used to be almost all Light Blue, but now a lot of it is Yellow.
- New Zimbabwe 2 flipped from Yellow to Pink Zulu. Maybe we could have denied them wines after all... oh well, no big deal there. It'll be a long time before they get cultural expansion anyway... or maybe they'll flip to us!
- I think I got carried away with the culture, we need more military. But where to build it...?
- I'd like to see Schizobabwe tiles improved for production, but feel free to interpret that however you wish. If you want to irrigate so that you can mine the mountains and work those, go ahead. If you want to mine the grassland, well, just keep in mind they will probably get irrigated eventually at some point to support the high-shield mountain/hill tiles.
- I repeat: Try to get Smith's! Schizobabwe already has 80-something shields from the cathedral build, while the AI just started JS Bach's about 2 turns ago. I think we can beat them to that wonder. If not.... well... let's hope Copernicus can be our consolation prize.

The Save

http://www.civfanatics.net/uploads11/Schizophrenic_Shaka,_550_AD.SAV
 
Nicely played SQ. :goodjob:

I agree that once the cultural builds (libs and unis in particular) are completed in our core we need to have at least 2 cities on military builds otherwise AI demands are going to come thicker and faster (and maybe no demand - just dow).
We should be careful where we position them - hate to lose a big stack in a flip. ? spread out in diff cities to reduce flip risk or stationed out of town?+

Losing 'lundi is no surprise and is actually a good thing for us (although it does help pink of course) We were paying unit support for 2 mp's there. I had intended making a comment about disbanding the units there to poss speed temple and reduce unit support costs, but when I typed my report it got left off :blush:

Re Smith's - its a nice wonder, but how many turns to build it? I'm guessing we're making about 12spt and IIRC Smith's is 600s, so another 40 or so turns - can this be reduced by growing / using hills? If we could build it in say 30 turns I think we are a good chance, that might take 16spt. (I dont have access to save or civ as my son is hosting a LAN party and I have knicked off to use a work computer :p )
 
I got it. Are we sure we need Smith's? That's a lot of units not being built.
 
@Whomp: Good point. Oh, right, this is Pangaea, the benefit from Smith's is actually not that much considering the very minimal number of harbors and airports we will have.

Smith's might turn out to be a prebuild for Copernicus then... any objections to that? Our capital is currently getting 50-something beakers per turn I think, and a science lead would never be a bad thing for a UN victory.
 
@Tribute: Smith's pays maintenance for markets, banks, harbors, and airports. No such thing as a stock exchange in Vanilla.

Still a very powerful wonder, but would be even more so on arch or continents.
 
Sima Qian- said:
I repeat: Try to get Smith's! Schizobabwe already has 80-something shields from the cathedral build, while the AI just started JS Bach's about 2 turns ago. I think we can beat them to that wonder. If not.... well... let's hope Copernicus can be our consolation prize.
Yeah, both rock. Next player: go for it! And that player might be me if I'm not too busy...
Oh, and, screenie please?
 
The next player is me. Time to have some fun, hehe. :mischief: In case you can't tell, this is my "got it"
 
Glad I checked here first for further instructions before I played tonight.
I guess it's not my "got it" after all. I will grab it after choxorn.
 
Hey guys! Here's the log:

The good:
New cities from culture flipping

The bad:
Lost cities to culture flipping

The culture flips:

We got:
3 cities from LB Zulu, 1 from orange Zulu (which I gave back since it sucked and Orange Zulu are the cuture leaders and it might flip back and to improve their mood which didn't work)

We lost:
schizomania! and schizodeer

And, the Log:

Pre-turn(550 AD):
-Look at the situation. Pretty good. I blankly stare at the screen for 2 minutes.
-Change builds in schizovry to musket and schizotugger to sword, as they are pretty corrupt and have zero defenders.

IBT:
-Barb galleys move around
-Beatya goes into disorder, so I give it taxman.

Turn 1(560 AD):
-Several workers are standing on unroaded squares, so I road them.

IBT:
-Order restored in Beatya- it then starves
-Zulu are building JS Bach's

Turn 2(570 AD):
-Diplomacy: Orange and Pink Shakas have Astronomy, LB Shaka doesn't Have Banking, everyone else is at tech parity with us.

IBT:
-Ponyland: Library->Galley
-Redot: Rax->Walls
-Tugger: Sword->rax
-Orange and Pink Zulu are building Copernicus

Turn 3(580 AD):
-They are being built in Pink city of Mpondo and Orange city of Isipezi
-Investigation of those cities shows this:
Mpondo.JPG

and this:
Ispezi.JPG

-looks like pink will finish first

IBT:
-Pink Zulu asks us to leave (there's one of our workers in their territory). I gladly say yes.
-whaleport: Uni->rax

Turn 4(590 AD):
zzz

IBT:
-we get economics: I set research on Astronomy
-Bane:Uni->Temple
-Redot:Walls->temple

Turn 5(600 AD):
-Switch babwe to Smith's: It will be done in 35 turns. I think it's ours :)

IBT:
-Redot goes into disorder. I give it a clown as it's not very productive anyway.

Turn 6(610 AD):
zzz

IBT:
-Yellow Zulu want to trade WM for WM+Economics. Uh... no.
-Whaleport:Rax->Musket
-unguin:Uni->Rax
-Ngome 3 cuture flips to us.

Turn 7(620 AD):
-Ouch. Ngome has 3 clowns. And increasing the lux slider doesn't solve anything. But I can decrease science and get astro in the same amount of turns. We run a 33 gpt surplus.
-Move workers around.

IBT:
-Ngome riots. Strange, one of the clowns must of quit. I forcibly rehire him. :devil:

Turn 8(630 AD):
-Rename Ngome to schizoremote (since it's so far off)

IBT:
-DBZ want to trade TM for TM. I accept for fun.
-Lieya: Duct->musket
-Schizomania! Culture flips to Orange Zulu
-Diamond:Uni->Temple
-unguin:rax->bank
-Order restores in remote, then it starves.

Turn 9(640 AD):
zzz

IBT:
-Astronomy comes in- set research on Navigation (so we can get Magellan's if we lose Smith's (scratch that, it's a coastal city only wonder, which I didn't realize until as I was typing this post- doh!))
-Bane: Temple->Bank
Isipezi culture flips to us. However, it turns out to be crappy, so I gift it back to Orange Zulu. It doesn't make them any happier, though.

Turn 10(650 AD):
zzz

IBT:
-New Isipezi 3 culture flips to us. I rename it to "New Schizoremote"

Turn 11(660 AD):
zzz

IBT:
-AI moves units around
-Green Zulu are building Copernicus in Zimbabwe 3. Check this out.
Zimbabwe3.JPG

:lol:

Turn 12(670 AD):
zzz

IBT:
-ponyland:caravel->rax
-grapes:market->Musket

Turn 13(680 AD):
-Send caravel to explore and to fight barb galleys. Hehe.

IBT:
-Whaleport:Musket->temple
-Orange Zulu building copernicus in New Hlobane. I investigate the city and it's in disorder. Doh! I wasted the investigation.

Turn 14(690 AD):
zzz

IBT:
-Schizovry:Musket->rax
-Zulu are building JS Bach's

Turn 15(700 AD):
zzz

IBT:
-Spices:Temple->Walls

Turn 16(710 AD):
zzz

IBT:
-Diamond:Temple->Harbor
-Jungle:Uni->rax
-Zulu are building copernicus- it's the Yellow Zulu in Swazi 2

Turn 17(720 AD):
-Reduce science to 50%- Navigation still in 1 turn
-Investigate Swazi 2:
Swazi2.JPG

-Also investigate New Hlobane again- Look at this:
New_Hlobane.JPG

:lol:

IBT:
-Navigation comes in- I set research on Metallurgy
-Lieya:Musket->Bank
-Ponyland:rax->Market

Turn 18(730 AD):
zzz

IBT:
New Ngome culture flips to us- I rename it to "Schizoremote 2"

Turn 19(740 AD):
-Check diplomacy. Nobody has economics, LB and DB Zulus don't have navigation. All but LBZ have Metallurgy, and Orange, Pink, and Green Zulus have Democracy. All the Zulus who have it will trade Metallurgy to us for Economics. I leave this to Whomp.

IBT:
-Jungle:rax->musket
-unguin:Bank->Musket
-'vry:rax->musket
-Schizodeer culture flips to Orange Zulu
-Kulu:Temple->Walls

Turn 20(750 AD):
-Upgrade single Warrior in Schizojungle to sword
-rename schizounguin to schizopenguin since it sounds cooler IMO. :D

Plans:
-My workers are mindlessly building roads as they have nothing better to do.
-Nothing else, really. Here's what the world looks like now:
turnend1.JPG


And here's the Save. Good luck, Whomp!
 
why all the money spent investigating small towns building wonders? Only large cities near their capital are going to be a threat in the wonder race.
 
This random flipping of core towns is bad (first 'bane, now 'mania), does anyone recall whether 'mania or 'deer had its own culture prior to flip?
 
Andronicus said:
why all the money spent investigating small towns building wonders? Only large cities near their capital are going to be a threat in the wonder race.
I was kind of curious- I like to see the AI build pointless things in useless towns :lol: :rotfl: It's amusing that the AI builds wonders in 3spt and 4spt cities. And the 4spt city is a size 12! talk about poor management! :lol: :rotfl: PS Whomp are you taking this or not? PPS I have edited the text mistakes I made in my New Hlobane and Mpondo screenies- they work now :)
 
I've got it but the save doesn't work.
 
Smith's. And oops, forgot to use _ thingy. Will do that. EDIT: Strange, the link still doesn't work. Here's a reposting of the Save. It works. :)
 
choxorn said:
I was kind of curious- I like to see the AI build pointless things in useless towns

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.

Call me a tight arsed penny pincher ... and you'd be right :lol:
 
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