SUL5a - Competing Succession Game Teams

Inhereted turn, 1315 AD:
Changed Pasargadae to temple, Veii to aqueduct. Put Susa, Persepolis and Tarsus on anorexia diet. Sent any unit that could be spared to the front cities. Lots of heavy spending is coming up to fix this fragile situation and boot X-man off the continent. Bought cavs in Ngome, Leeds and Warwick, temple in Bapedi and Isandhlwana. Lowered science to 30% without losing a turn to physics. Increasing lux. taxes to 30% to make people happy.

Turn 1, 1320 AD:
Bapedi finished temple, starts lib. Hastings finished musket, starts musket. Isandhlwana finished temple, starts worker. Intombe finished temple, starts lib. Warwick, Newcastle and Leeds finished cavs, starts cavs. Dover finished cavs, start cathedral. Ngome finished cavs start aqueduct. Stops two workers from making a mine where no city can reach it. Lots of celebration in my honor is going on.

Turn 2, 1325 AD:
We know physics; start research navigation (in 4, to build Magellan's and enter golden age). Captured Sardis and Gordium.

Turn 3, 1330 AD:
Canterbury build bank starts Wall Street. Norwich finished musket, starts cathedral. Resistance in Sardis, Gordium and Pasargadae ended, bought a temple in both cities. Captured Arbela. Lots of knight upgrading. X has 4 cities left and we have 14 cavs. Change all cav production to something useful.

Turn 4, 1335 AD:
Resistance of Susa ended, bought temple there. Preparing to attack Antioch with 10 cavs.

Turn 5, 1340 AD:
Captured Arbela. Lowered science taxes - navigation in next turn!

Turn 6, 1345 AD:
Navigation known, Theory of Gravity next (in 6, I didn't know what to select next, so I figured: yet another wonder to build must be nice). Captured Sidon and Samaria - the continent is ours! X has one city left, on the tiny island in the north. Persepolis got a shiny new temple. Changed Swazi to worker (lost some shields).

Turn 7, 1350 AD:
A lot less resistance from the liberated cities. Lots of trade done:
Aztecs: wine, ivory, world map and 2g for dyes, fur, economics and world map. He is polite now.
Iroquois: spices and world map for incense, saltpeter, dyes, banking and 201g. He is polite too.
Russians: 19gpt and 30g for economics.
Iroquois: 222g for economics.
Egypt: 81g for economics.
Lowered lux. taxes to 10%, raised science to 60%, Theory of Gravity in 3.

Turn 8, 1355 AD:
Our citizens are partying like no tomorrow to celebrate my glory! Feels good… Only Tarsus is resisting... forgot about that one.

Turn 9, 1360 AD:
Aztecs wanted to trade territory maps. I agreed. We have a bunch of cavs in Sidon. Lowered science taxes - Theory of Gravity in next turn.

Turn 10, 1365 AD:
Magnetism in 4. No more resisting cities. London builds Leonardo's next turn.

- We have a boat close to X-man. Should we use it to transport cavs over there or be friends with the man?


Save game

sul5a-1365AD.jpg
 
Excellent job repairing a situation that was rather unstable on the last turn. The use of money to rush cavs was well done; that's exactly the advantage that a human has in this game, the ability to see the strategic "big picture" and concentrate all of your civ's production and power in one spot quickly and decisively. We needed those units badly, and they paid off bigtime. Now all of the resistence in Persia cities is over, there are defenders in every city, and X-man has been reduced to some offshore OCC action. Should we wipe out Persia at this point? Absolutely, as it will permanently eliminate any chance of a culture flip back to Xerxes. Rush a ship or two if needed (we have more than enough funds) but take care of him quickly. It's the only practical thing to do.

Trading for the foreign luxuries was a great thing to do. Not only did it let you lower the luxury tax, it also prompted WLTKDs almost universally. And we have SO many excess luxuries and resources, we can get the foreign luxuries almost for free. Great move; also note that we can get Egyptian silks if we want for 3 excess luxuries and an excess saltpeter.

Now you have to ask yourselves if you want to pursue a diplomatic/spaceship victory or go for a domination/conquest one. If you want a domination victory, then the time to attack is NOW. Have every city done on basic infrastructure build nothing but cavs, rush some ships in our western ports, and go sweep across the opposing AI civs. We only have a limited time until Nationalism is discovered, and after that point gains will be a bit more difficult to make. But the Warlord AI civs can't possibly hold up to a sustained attack, and we can crush them easily in a prolonged war. Don't sign any deals with a civ you plan to attack though... For that reason, Russia would seem to be the logical choice to attack.

Or you could opt for the diplo/space victory. Keep researching running at max rate, crank out workers, rush needed city improvements in the newly captured cities, get to factories/rails/hospitals and leave the AI civs in the dust on our research. Winning this way is just as easy to do as going for a military one, it will just take a little longer, that's all.

Zarth is up, D-Tox is on deck.
 
0. 1365AD
I switch London from Leo's to Smith's and York from Smith's to Copernicus's. I change Coventry from temple to marketplace and hurry it for 316 gold.

1. 1370AD
London finishes smith's start on university. Coventry finishes the marketplace, start bank. I micromanage nottingham to finish magellan's two turns earlier.

2. 1375AD
York finishes Copernicus's ==>>Golden Age. Yorks starts on university. Zimbabwe starts on courthouse. I set science down to 40%, magnetism still in 2, +502gpt. I hurry a caravel in sidon and the temple in Mpondo.

3. 1380AD
I hurry the temple in Samaria. The caravel with 3 cavalry in it approaches Hamadan, it is undefended. I switch Mpondo to caravel.

4. 1385AD
We discover Magnetism, start on Steam Power. I capture Hamadan, the Persian are destroyed. I leave a vet cavalry in Hamadan. I hurry the galleon in Mpondo.

5. 1390AD
Loads of cities celebrate WLTK-days.

6. 1395AD
I switch Leeds from cathedral to university and hurry it. I switch Intombe to bank and hurry it.

7. 1400AD
Wall street finished in canterbury. Some cities start building workers. we have only 32 workers.

8. 1405AD
We discover steam power, start on medicine.I switch Oxford to Iron works.

Russia declares war on the Aztecs.

9. 1410AD
There are three galleons with 12 cavalry in them waiting near Russian territory.

10. 1415AD
Some more workers.


I also hurried a lot of courthouses and marketplaces in my turn.
I think we should declare war to Russians now. We could even sign a military alliance with the Aztecs.

http://www.civfanatics.net/uploads2/sul5a-1415AD.zip
 
Golden age time! Not a bad time at all to get one either, as there are plenty of things to build in our cities. One very weedy move though: researching Medicine before Industrialization?! :smoke: Medicine gives us no benefits whatsoever. Industrialization lets us build factories and coal plants, which can double the production power of any city. Hmmm, I think I know which one I would choose to research first. Of the three first-tier industrial age techs (Steam Power, Nationalism, Medicine), Medicine is by far the least important one to get.

We need workers! Lots of workers! There's hundreds of tiles to improve and only 40 or so of the little guys to do the tasks. The first priority should be a rail net that connects all cities together, the second improving all of the tiles around wonder-building cities. The more workers the better at this stage in the game, as we can merge them back into cities later when the railroading jobs are done.

If we want a domination victory, the time to attack Russia is NOW. I said that last turn, and I mean it even more this turn. Cathy is only one tech (Magnetism) away from the Industrial Age, at which point in time she will draw Nationalism as her freebie tech and get rifles for defense. If you want to attack, then declare war right now and land those forces immediately. Switch some more cities over to cavs and be prepared for some drawn-out fighting. Also don't forget that for a domination victory all tiles count equally; therefore we should make sure to rush a cultural building in corrupt towns that have never expanded their borders. We will probably have to control just about all of the Russia/Azteca island to trigger a domination victory.

Did you like the Iron Works city? I made sure to put a coal and iron resource together when I edited the map as a little surprise. :lol: D-Tox is up next, archer_007 is on deck.
 
Hey all.

I'm going to have to skip :( Got called out of town for work and can't play turn (won't be back until Tuesday night).

Sorry again :(
 
Sulla, you're over-generalizing. :) Medicine is usually not the first choice to get, but depending on your needs, it can be. If you're coming from behind and need to do tech trading, the AI usually researches it last, so it's good trade bait. Moreover, if you need cash more than production, Medicine is on the road to Sanitation and hospitals, whereas rails don't help with cash at all.

In general, I would put Steam Power (and Industrialization) as first in line, followed by Medicine to enable researching Sanitation and the path to ToE. Nationalism is important if you're short on good defenders (i.e. you need rifles and/or to draft and/or to mobilize) but otherwise it is less important in my mind than hospitals.
 
Ladies and gentlemen, we have a problem (or should I say I). There is something majorly wrong w/ my civ3, therefore I will need to pass my turn. I should have it fixed by the time it comes around to me again. Sorry for the inconvenience.
 
Back
Top Bottom