TGOM 02 - The Grumpy Old Monk and the Ancient Crone go to Alpha Centauri

General Mayhem said:
Why didn't they get moved into the inner lake or inside cities?
For the same reason that the privateer didn't get sunk by our artillery...I didn't think about it until it was too late. :mischief:
 
All was more or less in order when I picked up the game.

:rotfl: that's the first time Bede's ever said (typed) that in a trainer

just a fun suggestion - build 10 or ICBM's and attack the world right before u launch :crazyeye:
 
lurker's comment: This game has seriously slowed down since civ 4 was released!

Come on, Folks! You're this close, let's see a spaceship.
 
At long last.

Pre-turn: This is the first time I've looked at Civ3 since getting CIV. I'm reminded at the visual differences. Just checking everything out, getting a feel for which parts we need, which techs to unlock those parts, and the breakdown of shield costs.

Fission comes in to reveal 2 sources of Uranium already hooked up and a third for backup. I start on Synthetic Fibers, pre-building the parts as necessary.

In 1560 the ivory deal expires so I give Xerxes Space Flight in exchange for 22gpt and the ivory again. Go ahead and sell to Hammi as well for all his gold (847) and 132gpt. Foreign advisor reminds me that he betrayed our friends the Spanish -- the who?

Synthetic Fibers comes in and the parts almost finish perfectly (pollution struck a productive tile near Bedeville, delaying the Exterior Casing by 1 turn). Started on Superconductors.

Building the UN for self-defense. Palace in Sticks is Fuel Cell pre-build. Carrier in HB is Life Support pre-build (have to pull the big picture trick to switch that one the turn Superconductors comes in). Almost there.

Edit: The save.
 
Our incredibly suggestive-looking vehicle.
eotinb_pic30_issphallus.jpg
 
I have it, probably will play sometime tomorrow.
 
I've played 6 and will finish the set after lunch.

Quick quiz just for fun:

A) Shaka wiped out persia

B) Persia razed one of our core cities

C) Persia wiped out Shaka

D) Hammi sneak attacked us and made no headway

Note: its only one of the above options, not multiple.
 
vote for b
 
Did you cheat and look in the uploads folder? :p

Unfortunately you're right, we lost smelly.
 
Turn Log

Executive summary: Forgetfulness cost us

Turn 0 (1580 A.D.)

Play with the specialists to see if I can either increase cash or cut a turn off research and find that I can add 100+ gpt to our income but can't cut anything off of research time. Discover that Niagra Falls has an entertainer because it doesn't have a market, so switch the court to a market. Also discover that HB was on a cruiser, not a carrier, switching to a carrier made it a 4 turn build so that I won't have to do the big picture trick.

Turn 1 (1585 A.D.)

Our spices and gems deal with Shaka expires, so I give him ecology in exchange for Amphibious war, 1051 gold, WM, TM, spices, and gems. Apparently he thought he got a really good deal there because he goes from furious to annoyed. Eotin Bay finishes cruiser, starts MA, Cronetown finishes MA, starts another.

Turn 2 (1590 A.D.)

Salamanca finishes MA, starts another, same for BedeVille, Owega, Mayhem city, VV, and Napa valley do the same. Drop science back for the last turn of Superconductors.

Turn 3 (1595 A.D.)

Caughnawaga and Lurkersville finish MA's, start another. Superconductor comes in, switch the carrier and palace and start on Satellites, due in 4 at 100% research after much fiddling with specialists.

Turn 4 (1600 A.D.)

Sallie and Bedeville finish MA, start Sallie on another, start Bedeville on Manhattan project as a pre-build for the next part, HB finishes fuel cells, starts MA, Eotin Bay finishes Life support, starts MA, El Armana finishes bomber, starts MA, Hierkela finishes court, starts aquaduct, Ephesus finishes harbor, starts aquaduct.

Turn 5 (1605 A.D.)

Xerxes wants a MPP and an alliance vs Shaka, I tell him to go smoke some better stuff. Owega finishes MA, starts another, same for Mayhem city, VV, Cronetown, and Tynedenaga.

Turn 6 (1610 A.D.)

persians.JPG

Somehow we/I forgot to put a garrison in Smelly sticks, so they sneak attacked and took the town and RAZED IT!!!!!

Xerxes is going down, and I think a nuclear fireball on every city in his lands will look quite nice (but I'll settle for razing him back to the stone age). Sallie finishes MA, starts another, Scoutsville finishes its platform and starts a transport, Napa valley finishes MA, starts another, same for Lurkersville. Revenge time! Give Hammi coal to declare on Persia, that should hopefully cover our back and keep hammi occupied. Due to the loss of Smelly we also lost a turn on sattelites. I did manage to get back 8 native workers from the slaves that they captured from Smelly, also killing a Cav (1-0), Kill a TOW (2-0), then start the attack on Dariush Kabir. Bombard the city with artillery, redlining everything inside, then kill a mech, then lose a MA before I realize that I had bombers on the carriers to work with, use them to kill the remaining 2 mech's and a tank and then walk into the city with a MA (6-1). Crank a settler out of Thessalonica to replace smelly. Upgraded all our tanks to MA's and will start building up the invasion force next turn. Change HB and EB to transports to be able to actually land a respectable force. Decide to keep Bedeville on Manhattan so that we'll have ICBM's avaliable for the planned (or at least hoped for) nuclear barrage. I also discover we have a couple cities with no garrison within 3 moves of Hammi's borders, so move a couple mech's into them to keep a repeat of the smelly debacle from occuring.

Turn 7 (1615 A.D.)

HB finishes transport, starts MA, same for EB, Caughnawaga finishes MA, starts another, Thessolanica finshes settler, starts market, Waystation finishes bomber, starts MA. Load up the transports and get things ready to go for the fleet to sail next turn. Turn science way back for the last turn of sattelites.

Turn 8 (1620 A.D.)

Sattelites comes in, start on Nuclear power due in 5 at 100% research with the usual specialist tweaking. Sallie finishes MA, starts Thrusters, Owego finishes MA, starts another, same for Mayhem city and VV, Byblos finishes University, starts market, El Armana finishes MA, starts another, Abydos finishes commercial dock, starts MA.
revengeofsmelly.JPG
Founded on the ruins of the original Smelly Sticks. Start it on a market. Fleet sets sail.

Turn 9 (1625 A.D.)

Scoutsville finishes transport, starts MA, Cronetown finishes MA, starts another, same for Tynendagada, Lurkersville, Coal shack finishes Mobile SAM, starts market. Halt the fleet to allow the transport from Scoutsville to catch up.

Turn 10 (1630 A.D.)

HB finishes MA, starts another, same for EB and Napa Valley. *Evil laughter* Persian ships appear within artillery/bomber range. Redline 2 frigates, a destroyer, and a transport with artiller, then attack with the bombers. First bomber sinks the destroyer, and then I discover that the rest of the bombers are a little short of being in range, so I rebase 6 of them and 2 jet fighters to Abydos so that clever can finish the fleet off next turn, the jet fighters to be used for recon after they run off into the fog. The fleet there respresents persia's only capability of moving units across water, so I'd like to see that transport at the bottom of the sea. Tweak specialists to keep Nuclear Power at 3 while minimizing our GPT loss.

Notes to team:

The fleet may be on an inadvertant goto for one tile further than its current position. Its ultimate destination is Umfolzi, and since Xerxes only has 3 bombers and I have included 1 Mobile SAM in the transport loads the units should have no problem causing Xerxes some serious headaches if they stay underneath the tank army. I would recommend bringing a decent amount of artillery over on a second trip since I was mainly focusing on pillaging and small city reduction this trip, and I don't think there will be more than 3 trips of the fleet max before we launch. Looks like Bede will get the honors of the launch. UN and Manhattan will finish during Clever's set, and it would make me quite happy to see a few screenies of Xerxes getting nuked :D I don't think that prebuilds will be necessary for the next part, but we will obviously want a palace prebuild somewhere timed so that as soon as manufacturing finishes we get the stasis chamber.

The Save
 
I suppose the debacle at Smelly was as much my fault as anyone's. :sad: Sorry, but at least the revenge still tastes pretty good even served steaming hot.
 
War with x-man is better than the other possibilities, I suppose and it was bound to come. Lucky he didn't get a town with an SS part as I don't think they can be re-built.

IIRC the Party Lounge is only 160 shields, so a Stock Exchange pre build wouldn't hurt and shouldn't take resources away from any military build ups.

The AI will throw bombers at armies and any ships so having a couple of fighters on a carrier for air superiority in addition to some destroyers in the fleet with the SAM batteries supporting the army will help trim down the Persian air force.

Roster check:
cleverhandle - up
Bede - on deck
gmaharriet - waitin' for the wings
eotinb - got some more parts
General Mayhem - again justifies the moniker
 
Actually Smelly had build a SS part, but apparently those don't get lost unless the capitol is razed/captured.

Oh, and Persia has a total of 3 bombers, so I'm not too worried about that problem, though the carrier has 1 jet fighter and there are 4-5 cruisers in the fleet. We can also pretty much bomb them at will, they only have 1 mobile AA unit. Just make sure they don't have oil for too much longer :D
 
Looks like we're moving right along. I'm glad this game hasn't fallen apart since Civ4 came out. :)

I've been playing a similar personal game at Monarch with the Russians. I can't recall if I started it before or after we started this game. I've had over a dozen specialist farms. I played completely peacefully until I discovered that Hammi had all of MY aluminum, so I built some airfields (per scoutsout's suggestion) and now I have 2 aluminum. :smug: and about 15 more specialist farms. :D

Question that applies to both this game and mine... I'm very stingy with later age techs to keep the AI from being at military parity, so I've been able to bomb at will, and I still have ~20,000 gold for running negative research when necessary. Is that only because I'm playing Monarch? If I'd been playing Emperor, would that have made my approach impossible?

Anyway, unless something goes drastically wrong, I'll soon have my first Monarch win. After playing Civ for almost a year it's about time, doncha think? :p
 
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