SQ2: Schizophrenic Shaka

@ CB its open - please feel free to play a set if you've got up to speed. Remeber the VC id diplomatic and we cant vote for ourselves

Sima Qian said:
Now, with all that said, it seems like I'll be rather busy for the next few days, so may someone else please continue this game while I get hounded by miscellaneous RL matters...
Guess he's still occupied, I've also had a busy RL time, hopefully will play a set next week
 
Is that a got it?
 
Is the save still up for grabs or does someone have it?
 
no one seems to have it, Mirc, so if you want it, you got it.
 
Mirc said:
The concert went great, but it's too late so I will play tomorrow :(
Concert?

You went to play or listen?

sigh. :( (It has been years decades since I went to hear live music (excluding family related stuff).
 
Mirc said:
I played. ;)
lurker's comment: I have heard some of his playing, and he is an extremely talented musician!!! :goodjob:
 
gmaharriet said:
lurker's comment: I have heard some of his playing, and he is an extremely talented musician!!! :goodjob:
Thank you! By the way, I have a classical guitar forum. Maybe you want to join it too. Link is in my signature.

I played the save. I have to say this is one of the funniest (if not the funniest) game I played. Good job, Sima Qian!

I did my best to keep a turn log, but with all the flips and city name changes (the names of all our cities begin with schizo), I lost track of what exactly happened.

What I know is that 2 of our cities flipped to the enemy. One was a core city, that flipped to the light blue zulus.

Also I know that 5 cities flipped to us :crazyeye:

One of the cities surrounded by our territory and that was ours flipped back to us (probably it flipped to the orange zulus a long time ago).

I have to ask: Why were we keeping units right outside cities??? Didn't you know units garrisoned in a city prevent culture flipping??? Most of our units were brought to cities to prevent flipping.

I moved a lot of workers. Railroaded most of our tiles. Mined and irrigated some. I even irrigated some mined tiles and mined some irrigated tiles that were not correctly improved. Cleared a lot of jungles.

The orange zulus (I think) completed Universal Suffrage.

I built the Intelligence Agency and Forbidden Palace.

The histograph shows we are becoming stronger and stronger.

Also I made a couple of really good deals: sold Atomic theory to the orange zulus for 245 gpt, dyes and 200 gold, and also for 180 GPT to another zulu civ (couldn't realise which of them).


The save
 
Lurker:

One reason to keep them outside is to capture the city after it flips. If they are in the town and it flips anyway, they are lost. This game the flips will be crazy, so prevention, will be tricky. Of course you cannot capture them unless at war.
 
I have decided to give you an idea of what has flipped. Here's the 1350AD minimap:
Minimap1.JPG

And here's the 1405AD minimap:
minimap2.JPG

The red circles show cities that flipped from us- the blue circles are cities that flipped to us.
 
:thanx:

vmxa said:
One reason to keep them outside is to capture the city after it flips. If they are in the town and it flips anyway, they are lost. This game the flips will be crazy, so prevention, will be tricky. Of course you cannot capture them unless at war.
Yes, you are right, but, a big part of them were Rifleman, which couldn't be used for recapturing a city, and we are going for a diplomatic victory, so we will do as less war as possible.

BTW I added something about trading to my post above.
 
@ Mirc, sorry I'm at work so cant see save for myself - some questions.

How are we going on our plans for UN?
- how many techs to go? how many turns to research? which city can prebuild best?

Any thoughts as to our likely opponent (this is probably the only civ we can afford to war with to reclaim flipped core cities, but I would advise avoiding war if at all possible until we are ready for the vote)

Are we still pushing cultural builds? This is our best insurance that flips favour us.
 
Mirc said:
I have to ask: Why were we keeping units right outside cities??? Didn't you know units garrisoned in a city prevent culture flipping??? Most of our units were brought to cities to prevent flipping.

How many units does civassist show required to prwevent these flips? My recollection was that it was too many to be able to afford - perhaps if the numbers are reasonable we could use units to prevent flips in our core cities (esp city building UN).
 
Andronicus said:
How are we going on our plans for UN?
- how many techs to go? how many turns to research? which city can prebuild best?
Mirc researched Refining and Steel in his turn, and is three turns away from researching Combustion. I Think the required techs left in the IA are:

1.Radio
2.Combustion
3.Mass Production
4.Motorized Transportation
5.Flight
 
Andronicus said:
Are we still pushing cultural builds? This is our best insurance that flips favour us.
Yes, I built some cultural improvements in the cities that didn't have any, and in cities that had too little of them. Does the Forbidden Palace give culture, btw? (well I could find this in Civilopedia or by loading the save...)

Andronicus said:
Any thoughts as to our likely opponent (this is probably the only civ we can afford to war with to reclaim flipped core cities, but I would advise avoiding war if at all possible until we are ready for the vote)
The only civ which I can say is threatening us is the orange zulus. The Pink zulus are big, but undeveloped. They don't have high culture.
The orange zulus have almost as much culture as we do, and you can see how cities flip to them from any parts of the world, even cities from the core of some civs.
But there is another problem with declaring war on them, they have a really big military. They don't really have much infantries but they have lots of cavs and riflemen.
 
Then build an Infantry/Cavalry SOD and see what happens. :satan:
 
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