Succesion game - Russia / Small / Monarch

I'm here! I'm here! I tried to download yesterday, but either the forums or my connection was having some serious problems and I couldn't get it/post/anything.

I should be able to play tonight. Psychosis, if you can play and post in the next 6 hours, go for it and I'll go after you. Otherwise, I'd like you to wait until tomorrow.

Arathorn
 
It looks like war with Japan is inevitable. I didn't start it, but I did everything but.... I don't know if America will join us or not.

Inherited turn -- change Moscow to barracks

1 (975) - whipped a granary (the despotic factory) in St. Petersburg

2-9 (950 - 775) - worker movement, other movement

10 (750) - produced scout in Moscow in an effort to block off Japan's access to iron (probably a bad move on my part)

11 (730) - whipped temple in Kiev

12 (710) - whipped sword in Minas Tirith (I would kind of prefer horsemen, but our horses aren't online yet). Discover Literature. Start Polytheism (it's good trade bait with the AI, which is why I decided on it).

13 (690) - Trade Literature to America for Math and 85 gold. Use the gold to upgrade 2 warriors to swordsmen. Both (plus the one from MT) are moving towards Japan.

14 (670) - Scout arrives near Japanese iron only to discover a worker building a road. I move it towards Japan's horse source.

15 (650) - Another swordsman in Moscow. Start another.

16 (630) - Too late to cut them off from horses, too. Scout explores Japanese road net a bit. Egypt has founded a city on the island west of the Japanese. No contact yet.

18-19 (610-590) - movement, workers, etc. Nothing optimal to whip.

20 (570) - Swordsmen move into Japanese territory. No war declared and we can always move back out.

That's it. Not very exciting. I probably should have built a settler in Moscow (I would advise the next leader to change to that ASAP) as it's growing large and at least one of Japan's cities will autoraze.

In a few turns, Moscow will not be happy, so luxuries or MP or a settler (pop decrease) are needed. I tried to connect the road network some, but it's slow going. I *think* we have enough forces to dent Japan, grow, and get peace safely. I'm 98% certain Tokugawa will demand we leave his territory during the off-turn. It's up to the next player (Psychosis, I believe) to decide whether to agree or not.

We're a little behind in most areas (tech, cities, pop, land area) but not so much that we shouldn't be able to pull it off. No demand for Forbidden Palace yet, but I think our next city will trigger that.

Good luck!
Arathorn

P.S. I just realized I can't count. I guess Psychosis gets 21 turns to make things even again. D'oh!
 
Yeah it sure does :)

Let's hope Psychosis or Toecheese picks up the game soon and perhaps some other players? :D
 
I respectfully ask that you guys skip me for this round. As I type this my fever is causing me to see everything in slow motion. I type, and the words appear about a second or two later. I am REAL sick. Going to get some water now.
 
I got it!

I was waiting for i.Psychosis (following the two other players play rule) but since he passed, I'll take it.

I won't be able to play (and give the game due attention) until tomorrow night - I should have a reply posted by midnight or so.
 
Apologize for not playing earlier today - my wife and I bought a house last week and spent about 12hrs. today hanging drywall (I'm exhausted). Therefore, I won't be detailing as much this time around.

On to the game -

I backed the swordsmen from Japan's territory. After surveying our situation, and where we were (militarily) I thought we needed another twenty turns to firm things up a bit. With that in mind, I set forth to solidfy our position.

(1-2) Traded a boatload of things (mostly gold and world maps) for contact with all civs, all world maps, and a handful of techs from Xerses (who at the time was smoking in the incense fields). This brought us up to snuff on the tech side.

(3) Persians complete the Pyramids.

(4) Nothing significant.

(5) Smolensk founded.

(6) Citizens want the Forbidden Palace. Suggest that Kyoto would be a good place for it (later)

(7-10) Nothing significant.

(11) Kyoto builds Great Library - Odessa founded.

(12-13) Nothing significant.

(14) Currency discovered - Monotheism "discovered" since we're Russian - Feudalism started.

(15) Japan offers WMap and 35GP for WMap - OK

(16-18) Nothing special.

(19) Started Colussus in Ironvod - no particular reason, just thought a wonder might help. Feel free to change this, next player.

(20) Road to horses nearly done.

Summary - there are a total of eight swordsmen stacked near the border and another in Kiev. There are also two settlers for the coming war - both near the front.

Next player - start the war but be careful about whipping the cities. I didn't whip any of them to try to settle them down. We need to beat the snot out of Japan before Samurai; I figure Japan has a solid twenty or thirty turns before that time - we should strike now.

Here's the file.
 
I got it, but I probably won't play until tomorrow night and won't post until Tuesday morning in all likelihood. Got a sick toddler and just not much gets done around here right now.

But I do hope to play before very long. And kick Japan's .... in the process.

Arathorn
 
I am feeling a bit better. I will be able to take my turn after Arathorn on Wed. (my day off). Claim Japan for Mother Russia!
 
I complain about the game going nowhere and then I go AWOL for a day plus. I had NO time to play any Civ3 yesterday. I'm think/hoping I should have time to play tonight. I'll try to get in my turns and post tomorrow.

Sorry for the delay.

Arathorn

Boy, having a wife, kid, and a job can really suck up a guy's computer playing time, ya know?
 
Whoops! I lost my summary of my turns. I'll give the executive summary, from what I can remember.

War with Japan began pretty much right away. It went pretty well. I captured three of their cities, then razed Kyoto (it really hurt to raze away the Great Library, the Oracle, and maybe the Great Wall, but culture flip was inevitable there). One city flipped back right at the end of my turns.

My biggest achievement was founding "Sevastopol was Kyoto" on Kyoto's old site and building the Forbidden Palace there. At 3 culture per turn, that should expand its borders ASAP and it should have no chance of culture flip.

We lost our source of iron by Ironvod when it depleted. We had one in old Japanese lands, but that was the city that flipped back to the Japs. I have some troops headed for that city, but it's gonna be a bit.

I diverted many of our cities from pure war production to pick up libraries. Research is slow and we need some culture, IMO. Then it was back to horsemen. A few cities are still building libraries, but I think that's a long-term gain. It does hurt our war effort a bit, as the resistance has stiffened going after Japan's new capital (and its associated incense).

Japan will give one city and the Republic for peace. Since we're still despotic, I see no need to do so right now. A few more turns and a little luck will return the iron-producing city to us and give us the incense. Peace at that point might be worthwhile.

The Americans are getting a bit uppity, too. I had to give in to their demands, since they were reasonable (territory map and 19 gold) and we do not want to be fighting them, if we can avoid it. Keep an eye on them, as they may attack and we're not really ready for it.

We researched Feudalism and started Theology. I haven't upgraded our spearmen to pikemen yet (why not, I wonder? That was a bit bone-headed of me). I love Sistine so much I went for Theology before Chivalry or the path to Military Tradition.

I lost a galley and a settler trying to cross some sea squares. The sea (not ocean) extends a fair bit NE of our land, so I chanced it. I lost. Sorry.

What else? What else? Horses are online and a few horsemen have been produced. Just got the one great leader. I was about 16-2 with veteran troops and about 4-3 with elites (one defending elite swordsmen killed a couple attacking archers before dying).

I would advise the next leader to take a couple more Japanese cities before suing for peace. Revamp the war machine, as America will need trimming at some point. We might want to try to completely kill Japan as samurai are a royal pain when they come around. Getting all of Japan's iron is a tall order and they don't need horses.

That's it off the top of my head. I hope I didn't forget anything too vital.

Arathorn
 
Ok, some feedback from me :)

I'm glad the game didn't die and, altough I haven't posted for awhile, I've been keeping a close eye on the happenings. I'll try to get two more players to join us in the open spots thread.

On the Japanese subject, I think we should go for a complete wipeout, as Arathorn suggested in the end. More teritorry = more everything, especially since we have a Forbidden Palace in the area.
 
Hey,

I would join your game if you let me in !
My level is above Regent as I win on this level easy.
I'm Russian by nationality, so the game should fit me.

1. What patch to use 1.16 or 1.17?
2. Let me know when I could join the game and what time do I have to play.

My ICQ# 87215536
e-mail: denys@emg.ca (check it Mon-Fri only)
 
DenC, welcome! I'll put you on the roster right away. Feel free to play at your convenience. If you glance at the rules in the first post, you'll see that you may play anytime when two players have played since your last turn.

On the patch: The game is currently v1.16f. I'll leave it up to the players, if you all agree to upgrade to v1.17f, I'm all for it.
 
I took a few turns, will be posting the summary in a few minutes.
 
260 AD - Romans demand territory map and 18 gold, i comply - not in a mood for another war. Troops capture Satsuma and Osaka. Resistance in both cities.

270 AD - Resistance in Satsuma ends. Tired troops rest in Sevastopol.

280 AD - 1 resister quelled in Osaka. Another pending.

290 AD - Japanese swordsman spotted heading towards Sevastopol. 2 horsemen dispatched to intercept. Japan offers Republic, Monarchy, two workers and world map for peace. I reject, we should wipe out all they have on this continent. More cities -> more money.

300 AD - Osaka whips up a library after resistance ends. Killed a Japanese archer and the swordsman, advancing towards their cities.

310 AD - Whipped library in Tokyo, scout bumps into an archer in the hilly area near Tokyo. Horseman dispatched to defend the poor scout.

320 AD - Archer attacks swordsman, horseman leaves without a scratch. Scout lucky to be alive.

330 AD - Scientists discover Theology and sell it to Romans for Republic, Monarchy, world map and 4 gold. Not for the techs themselves, but for foreign affairs' sakes. Embassy established in Persepolis with the same goal. Not enough gold to establish one in Rome. Americans have Theology, Egyptians don't even have Monotheism or Feudalism. Oh yeah, swordsman captures Edo.

340 AD - One horseman lost in battle for Nara. One spearman killed in Nara to avenge the lost horseman. One spearman killed in Nagoya.

350 AD - Nagoya captured.

Ok, I step down, I recommend the next leader sets up an embassy in Rome. I turned all cities' production towards infrastructure. We have 7 swordsmen and 4 horsemen in the field, should be more than enough to finish off Japan. There are swordsmen in Tokyo, send them out to capture Nara. I didn't bother razing / settling Japanese cities, if any of them flip, just recapture them. Be sure to have one or two defensive units in each city before making peace so that we prevent peacetime flips.

I played the game with the new patch, thus the next player needs it to continue.
 
I would play except the civ3.com site is having download issues.

Just checking in - I'm still here.
 
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