SW1 - Rule Britannia

here is the log
sorry i delayed, but RL hit me bigtime these few days.

1100 - romey pokey col > market,
1110 - leeds starts Aqua, build some units in core. Ipswitch riots so i get another clown. as does Ice city.
Bath expands and disturbs some barbs.
1120 -
1130 - Hammi lands a pike next to Neapolis. Ashur is under attack. only 3 treb hits.
we lose 2 MDI and a crusader to their 3 spears. i raze, and rush a settler in Loch ness. we gain 4 slaves and no leader
i rush a MDI in bath for those barbs - as they are cutting our roads up pretty bad.
1140 - Coventry set to colosseum.
1150 - we lose our trebs to a bloody baby rush!! massive rioting, so lux upto 40%.
1160 - we lose 2 MDI and another crusader but take Babylon, which is razed, and will be again rushed by LochNess.
ohh - and we got our trebs back :D
as we have our luxes now, i take peace for 7g (all he has - *evil snicker*)
1170 - Be Assured is built on old Ashur > temple. lower lux to 20%. keep building troops and getting them eastbound.
1180 - move some troops to block a baby settler pair near our future Ruby Eyes.
1190 - so they go and plant Akkad right in our face. Rome wants to renew our RoP, we have no need right now, and we have lots of local troops, so i say nay and delay.
1200 - IronHill court > MDI. build Ruby eyes on former Babylon, and politely ask a Carthagenian pair to go away, if they please...
we also learned EDUCATION... no more free techs for us :(
we also lose our deal with Pizzaboy. i dont like pizza, and its too expensive, so i go instead for some mid-eastern dishes, and give Carthage 26gpt + dyes for it.
i think our dyes must wear off in the first wash - thats the onlty explanation i can think of why we get those rotten prices for it.
1210 - just moving
1220 - lower lux to 10. no point in upping Sci as we only improve rate by 1 turn, while losing a lot.

had to quit here as i just got an urgent recall to work.
played 12 turns.

basically, we now no longer have a Baby problem, got a GPT deal with Carthage, and i would love it if Pizzaboy declared on us.
 
Hmm... I didn't say which weekend? "Other things" have always seemed to take priority!! They've gone for now so I can definitely play a few turns of this tonight.
 
Here ya go. Little to report other than a couple of new techs and a Wonder.

Turn Log:
0 1220 Deals-a-Plenty out there! The Zulu will part with Wines for a cheap first-tier MA tech, so I sell them Engineering. France will do a deal for Astronomy, involving Chemistry. The Luxes aren't needed, we're at 0% now, so I get Astronomy+95g+2gpt for Chemistry. Sell her our spare Dyes, Incense, and Gems for even more gpt. Wake 3 workers chopping the forest near London, and mine the irrigated BG instead. This will bring London to 24fpt, and 23spt, after I moved a worker from the sea to one of the hills. IT: Warwick Treb->Caravel. Richmond Market->Knight. Cambridge Aqua->Lib.

1 1230 Start upgrading Galleys to Caravels. Commence Operation 'Safe Passage' to trap the Carthaginian Merc/Settler pair in our territory. We have enough units for some herding. Dye Forest switched from Palace to Copernicus. IT: Dover Market->Court.

2 1240 MM South Point, Newcastle, Dye Forest to get max shields per turn for Dye Forest. Rush Southpoint's Courthouse. France has Music Theory. Hire some more Scientists - there were a few towns where there were Clowns for WLTKD but they were still only making 1spt. No point in the Clowns or the fireworks then - might as well get some beakers out of them instead. Hurry/short-rush some units and building, we have a pile of cash we're not using. IT: London Knight->Uni. Canterbury Knight->Knight. Oxford Knight->Knight. Southpoint Court->Uni. Ipswich Temple->Court. Farsouthpoint Temple->Court. D'oh - I forgot we don't have Navigation and a Caravel sunk in the ocean (just the one, thankfully!!!!).

3 1250 IT: Be Assured Temple (rush)->Harbor. Warwick Caravel->Court. Richmond Knight->Knight. Berwick Harbor->Court.

4 1255 The Merc/Settler pair is trapped. IT: Iron Hill Med Inf->Settler. SWeetpot Court->Caravel.

5 1260 Yawn.

6 1265 Boot the Merc/Settler pair. IT: Ipswich borders pop the hut, Barbs. Ice Hill Barracks(?!)->Temple. Romey Pokey Market->Uni.

7 1270 Yawn. IT: Metallurgy->Navigation. Newcastle Cathedral->Knight. Oxford Knight->Uni. Brighton Market->Aqua. Ipswich riots (because the Barbs have taken over and pillaged the Cows!)

8 1275 Take on the Barbs by Ipswich. The Med Inf kills one flawlessly, but the Spear dies. How embarassing. Research set to Navigation in 4 turns @ -17 gpt (we have over 3000….). Ipswich goes onto starvation, I'd rather not lose a build. Rush the Uni in Romey Pokey, we still have over 3000g (but not next turn). IT: Romey Pokey Uni->Musket. Our Palace gets topped off, gains a new upper wing, and some nifty spires out front.

9 1280 Med Inf whacks the final Barb (the other impaled himself IT, promoting the Med Inf!) IT: Copernicus completes in Dye Forest. Start another pre-build, for Magellan's this time. Canterbury Knight->Knight. Leeds Aqua->Caravel. Top off the other wing of the Palace!

10 1285 Trap the Merc/Settler pair this time (for the last time… they could escape on a boat, though!). IT: Coventry Uni->Knight. Ruby Eyes Harbor->Temple.

11 1290 France has Banking. IT: Navigation->MT. London Uni->Magellan. Iron Hill Settler->Cannon.

12 1295 Upgrade all our Trebs to Cannon. IT: Richmond Knight->Knight.

13 1300 Nothing doing, yet again. Next player, deal with France, get something out of her, preferably Banking. Bach's is useless to us, being a continental effect Wonder, so don't be fobbed off with Music Theory. Do as you please with the Carthaginian pair. Maybe make unreasonable demands of Hannibal before asking him to leave - get him nice and angry.

Couple of pics:
trapped.jpg

The trapped Carthaginians

more_colonies.jpg

Our next colonization. Pop the hut first, kill the inevitable Barbs, then settle Red, rush a Settler just before hitting size 3, then settle yellow to nab the only Whales we can there.

Neil. :cool:
 
Enjoyed the log. Nice turns. Let's make Pizza Boy or Hannibal the Cannibal mad. If Joan has banking can Econ be far away. Make sure we have a sweet prebuild for Smiths.
 
Pizza Boy just keeps milling around with loads of footsoldiers. Driving me nuts. Almost enough to change my NoAIPatrol setting.
 
Or I could just play now ..


Turn 0 -- 1300 AD


I trade Metallurgy to Joan for Banking, 42gold, 12gpt, and WM. I consider trading the WM around for everyone's treasury, but I think I'm going to wait on that one.

Loch Ness needs more culture. I switch to University and rush it.

Don't like the choice of Military Tradition (we're not fighting much), but I'd rather not waste the research so I don't change it.

Turn 1 -- 1305 AD
Crusader lands on hut, we get 50 gold! :lol:
I toss out the settler. Hannibal remains polite, he knows not to take us on.

IT:
Coventry: Knight > Bank
Portsmouth: Temple > Aqueduct

Turn 2 -- 1310 AD
Secondtolast Colony is built. I order up Settler (won't be finished before reaching 3, will rush at that point).

IT:
Military Tradition is in. Switch to Physics in 4 turns.

Turn 3 -- 1315 AD
Because we're not at war, I feel no need to upgrade the Knights at this time.

IT:
Cambridge Library > Market

Palace expands! Gets some Curb Appeal!

Turn 4 -- 1320 AD
Nada

IT:
Canterbury Cavalry > Bank
Newcastle Cavalry > Bank
Leeds Caravel > Cathedral
Romey Pokey Musket > Granary
Comeandgetmen Courthouse > Barracks

Turn 5 -- 1325 AD
Mucho Nada

IT:
SWeetpot Caravel > Caravel

Turn 6 -- 1330 AD
Hrmmm...Arabs send ships by southern continent...preparing to attack? I tell Abu to leave, says he will ... but I don't trust him. I rush Cavalry in every city, just to be sure.

IT:

Get Physics. Order up Theory of Gravity (don't want Magnetism until Magellan comes in). I dial down science to give us some cash influx.

Turn 7 -- 1335 AD

You know, for a game where we're supposed to be successful due to luxury monopolies, no one told the AI. I give Physics to Joan for Furs, Ivory, WM, and Economics.

I switch Dye Forest to Smith's (26 turns) and rush Bank in Coventry (will start Palace prebuild next turn.


The Arabs have landed! I tell them to get out, and they declare WAR!
Cav kills Pike
Cav kills MDI
Cav kills MDI
Cav kills MDI (4-0!)

I wish we had some RAX down here...oh well. I'll rush one next turn.

I dial down science some more. I send some boats (some with troops) down towards Arabia the Doomed.

IT:
Longbowman kills Spear.
Horseman retreats (4-1-1)

Nothing like War to spread some patriotism. We love the Queen!

Turn 8 -- 1340 AD
I kill Horseman, but Longbowman kills a Cav before I take him down. (6-2-1)

IT:
Arabs drop off 3 more troops

Turn 9 -- 1345 AD
Cav kills Pike, promotes to Vet (7-2-1)
Cav kills MDI, promotes to vet (8-2-1)
Cav kills Horse, promotes to vet (9-2-1)

Ok, I apologize for criticizing the MT tech pursuit :D

Turn 10 -- 1350 AD
Not much...

Ok, I'm going to stop here since we're at WAR. It looks like the Arabs may be about to drop more troops on us. We probably need to decide whether or not we want to pursue this war to their home continent or make peace. Fortunately, compared to the Arabs we have a strong military, so if we want to go for a Silks monopoly, we probably can ... just watch the happiness! I dialled down Science, we can go lower if we want more cash.
 
I rushed a RAX in each town since it wasn't expensive and it'll help us if we want to eliminate Arabia.
 
Recon - no changes

1355 IT - trade Monarchy + dyes to Shaka for wines

1365 IT - Arabs land at Ipswich. Joan demands MT. No. She backs off.

1370: Joan has learned MT. WTH? Find new land south of Farsouthpoint. Land 3 cannon, cav, 3 knight, musket, MI near Basra.

IT: lose 2 knights to counterattack at Basra. ToG > Mag.

1375: Withdraw the invasion force. Need a combat settler and more defensive units.

IT: new source of iron found at Newcastle.

1380 IT: Miss a landing at Ipswich and Arabs take it.

1390: retake ipswich. Found Birmingham.

IT: More landings at Ipswich. Mag > Steam


1395 upgrading caravels to galleons in Farsouthpoint.

Gather more forces at Farsouthpoint. Put about 20 or so units on the river near Basra and plant a city. Arabs should impale themselves nicely. Then go raze the cities to either side and then make peace. One more cavs are built in the core, you can ship the muskets south for garrison duty. Would be nice if hannibal or pizza boy would declare. You'll need to build some workers for railing on the home island.

http://www.civfanatics.net/uploads9/SW1_ak_1400_AD.SAV
 
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