"The Blind Leading the Blind", SirJethro's DyP-newb SG

Got it....playing now...
 
It is the year 490 AD, and the glorious citizens of Azteca restore the bloodline of Antiquity in electing Sir Jethro III to the office of president. And the people rejoiced....

Inherited Turn - 490AD
In Crystal Waters, I have increased production and redirected work to focus on Obelisk(9) instead of Port(26). Rungo's production has been switched to Horseman(5) from that funny sounding catapult(7). Horseman will be upgraded to knight very soon. Work continues on the Taj Mahal and am committed to our sugar colony (but not with a sugar city).

Now...in what may be the first significantly controversial act of my reign....I am declaring myself king. Democracy is too fragile to survive the constant war I have planned. I have dismissed Congress and taken up my crown and sword.

Our Civilization is in Anarcy. I have MM'd to avoid rioting.

Now...let's get started.

OT The British warrior near our sugar just fought something and died in the fog of our jungle. A barb perhaps?

TURN 1 - 500
We enter Monarcy. Some cities went into rioting in the OT despite my MM, so I spend quite a bit of time righting everything. Research is maxed at 70%...Stirrup in 8 turns and we have a surplus of 15gpt. I move the luxury slider over to 30% for now because we have quite a lot of unhappiness. We need to get some WLTKD's going.

South Tuskany changed from Academy(7) to Elephant Rider(5).

In Victory I change worker to spearman and rush him for 90 gold. Order the worker back into the city for safety.

I am changing our tactics on the sugar. Instead of settling there for now, I have created a colony. Santiago will no longer be moved....we've stopped clearing jungle. Ultimately this city movement is a waste of worker time. The AI isn't going to clear these jungles right now, so we aren't in danger of losing the space for future expansion. The British city of Brighton is the only one that is close enough to the sugar to be of danger...and it will be ours soon.

I demand Zargoza from Isabella and she refuses. I declare war on Spain. Under the leadership of the Sultan's archers, our troops move outside of Barcelona.

OT N. Tusk: Pikeman>Horseman(5); Hippo: Pioneer>Horseman(30); Victoria: Spear>Obelisk(30); English are building the Great Budda.

TURN 2 - 510 I rush a Barracks in Santiago...we aren't going to move the city...we are going to train horses.

BATTLE OF BARCELONA
Sultan's Bows bombard the city: (1) kill citizens (now 3); (2) destroy Bacilla; (3) failed; (4) failed
Trebuchet bombard's the city: Pikeman from 3hp to 1hp. 2hp Spear now the strongest defender.
Veteran Elephant rider defeats spear w/out a scratch.
Regular MI defeats Pikeman w/o a scratch and enters city.
No resistance in the city....an obelisk is ordered.

Our column advances on Madrid....we will attack in force in two turns.

Pioneer sent east...to eventually settle pink dot.

Stirrup in 6 turns.

OT Ram: Library>Horseman(5); Santiago: Barracks>Horseman(30)

TURN 3 - 520 I've now twice ordered a British worker out of our space near Santiago. Hopefully he will go soon. I move our forces up snug to Madrid. A Spanish longbowman approaches Madrid and will probably help garrison their forces. Half of our longbowmen aren't close enough to attack Madrid yet, so I may or may not attack next turn.

OT Two longbowmen move next to Barcelona (defended by 1 longbowman).Taj Mahal complete. I'll attach a screenshot. Jethrovia begins horseman(4). Scentorium: worker>barracks.

TURN 4 - 530 I'm going to wait until next turn in Madrid and take it in force. Powell doctrine. Stirrup in 4.

OT Gnome: worker>barracks(20); Midland: worker>barracks(20).

TURN 5 - 540 AD

BATTLE OF MADRID
Trebuchet bombards: 4hp Pikeman goes to 1hp (wow! these are great)...
Sultan's Archers bombard: (1st) 1hp to Pikeman; (2nd) Slave Market destroyed (3rd) 1hp to Pikeman. It is now obvious that we have 3 pikemen here (1hp, 3hp, 3hp). Sending in Elephants.
1st Elephant attack: A valiant 3hp pike fights our 6hp Elephant down to 2hp...oh, but wait...our Elephant pulls a strong comeback and vanquishes his foe.
2nd Elephant attack: Another valiant pikeman...this time defeats our elephant and becomes elite. now has 4hp.
3rd Elephant attack: Elite pikeman is now dead and we have an elite Elephant.
1st MI attack: A regular MI is vanquished by a 1hp Pikeman. ouch.
2nd MI attack: A veteran MI defeats the 1hp pikeman and becomes elite.
Madrid falls....2 resisters. Obelisk ordered.

With our initial objective achieved...it is time to let our troops rest and heal. No peace for Isabell for now though...but she wants it.

OT Spain is moving on Barcelona...Longbowman defender defeats a longbowman attacker and becomes elite. Our troops prepare to defend Barcelona from a pitiful invasion force.

Lake Antonius: Pikeman>Horseman(5) (anybody got my theme yet?); S. Tuskany: Elephant Rider>Horseman(5); Rungo: Horseman>Horseman(6)

TURN 6 - 550 Elite Elephant attacks 2hp Swordsman outside Barcelona. Victory...no leader. Elite longbowman attacks 1hp Swordsman in desert west of Barcelona. Victory...no leader.

Barcelona...rush Obelisk(130g)

OT Spain continues troop movements outside of Barcelona...longbowman attacks our elite elephant...we win, no leader. N. Tuskany...horseman>horseman(5); Barcelona: Obelisk>Barracks(20);

TURN 7 - 560

Rush Obelisk in Victoria(125). Adjust slider for last turn of research. Bombard Spanish troops cowering in Barcelona mtns. to drive them into the desert where they shall be evicerated.

OT A 3hp longbowman attacks from Barcelona mountains. Our veteran pikeman prevails and becomes elite. The remaining spanish are hurt and retreat to the desert. We enter the next age. Stirrups discovered. We begin researching Engineering...but I'm keeping slider at 30% (20 turns) to fund upgrades to knights for now. My focus is conquest...the next king can do whatever the hell he wants...I doubt he'll be of my bloodline. WLTKD in

Victoria: Obelisk>Barracks(20)

Our palace is decorated with some nice new columns. :king:

TURN 8 - 570AD
In the battle of the Barcelona desert, the remaining nearby Spanish forces are routed...and our Elephant Rider produces a leader. They are renamed the "SirJethro III Oliphant Honor Guard". The Aztecan leader whose name I can't spell rushes a Forbidden Palace in Madrid. :king:

OT Madrid: FP>Forge.

TURN 9 Next targets: Murcia & Toledo. Just moving troops, upgrading to knights, and healing. Longbowman bombs Zargoza to 1 citizen. Peace fodder if we decide to go that way.

OT Gnome: Barracks>MI(50); Crystal Waters: Obelisk>Barracks(7)

Reports of a barbarian uprising near Santiago.

TURN 10 - 590 AD Not a lot doing in my last turn other than directing the healed troops towards Murcia. If a gang of barbs shows up outside of Santiago...I recommend the following: move the Pikemen out of the city (leaving it undefended)...spend all of our cash on upgrades and rushes. Then the worst we lose is a couple citizens and a few shields on a knight. Don't waste the defenders on a hopeless battle.

I don't recommend making peace with Isabell. We have her over the barrel, and we don't have war weariness...go for the jugular.

Good luck, Sultan. I'll post some screenies next.

HERE IS THE SAVE....
 
SJDyP_Taj.jpg


SJDyP_590ad.jpg
 
[dance]

I will be gone over the weekend. However, I can play tonight, if Sultan is unable to/wants to switch.

My personal preference is to build temples rather than obelisks. Even though there is a 1 gold maintenance difference, I think the little bit of happiness from temples is worth it, especially in newly-conquered cities that start complaining just because you raped & pillaged them. :rolleyes:
 
@Matt G and Isak.

Check the file in the downloads section and make sure its the correct file. I just downloaded it again 5 mins ago at 1:10AM Saturday morning (GMT +8).

I reinstalled the 1.05 update and loaded the game. Crashed checking a Barracks.

The Maintenance entries are still the same.

#GCON_Maintenance12
Maintenance (1-2 gold per turn) *
^
^Some city improvements must be maintained after they are built. This [maintenance] cost is paid from your
$LINK<treasury=GCON_Treasury> once every turn.
^
^{Improvements requiring maintenance of 1 gold per turn}
^
^[Ancient Age]:
^{-} $LINK<Barracks=BLDG_Barracks>, $LINK<Basilica=BLDG_Basilica>, $LINK<Forge=BLDG_Forge>, $LINK<Granary=BLDG_Granary>, $LINK<Harbor=BLDG_Harbor>, $LINK<Naval Base=BLDG_Naval_Base>, $LINK<Port=BLDG_Port>, $LINK<Temple=BLDG_Temple>, $LINK<Theater=BLDG_Theater>, $LINK<Toll House=BLDG_Toll_House> and $LINK<Walls=BLDG_Walls>.
^
^[Middle Age]:
^{-} $LINK<Garrison=BLDG_Garrison> and $LINK<Coastal Fortress=BLDG_Coastal_Fortress>.
^
^[Industrial Age]:
^{-} $LINK<Electricity=BLDG_Electricity> and $LINK<Public School=BLDG_Public_School>.
^
^[Modern Age]:
^{-} $LINK<Civil Liberties=BLDG_Civil_Liberties>
^
^Improvments requiring 2 gold maintenance are on the next page
^Improvements requiring 3-6 gold per turn are $LINK<here=GCON_Maintenance34>

#DESC_GCON_Maintenance12
^
^{Improvements requiring maintenance of 2 gold per turn}
^
^[Ancient Age]:
^{-} $LINK<Academy=BLDG_Academy>, $LINK<Aqueduct=BLDG_Aqueduct>, $LINK<Bazaar=BLDG_Bazaar>, $LINK<Colosseum=BLDG_Colosseum>, $LINK<Library=BLDG_Library> and $LINK<Slave Market=BLDG_Slave_Market>.
^
^[Middle Age]:
^{-} $LINK<Guild Hall=BLDG_Guild_Hall>, $LINK<Marketplace=BLDG_Marketplace>, $LINK<Town Clock=BLDG_Town_Clock>, $LINK<Mill=BLDG_Mill> and $LINK<Wind Mill=BLDG_Wind_Mill>.
^
^[Industrial Age]:
^{-} $LINK<Drug Store=BLDG_Drug_Store>, $LINK<Fishery=BLDG_Fishery>, $LINK<Movie Palace=BLDG_Movie_Palace> and $LINK<Police Station=BLDG_Police_Station>
^
^[Modern Age]:
^{-} $LINK<Civil Defense=BLDG_Civil_Defense>, $LINK<Multi-Cultural Center=BLDG_Multicultural_Center> and $LINK<Performing Arts Center=BLDG_PAC>.
^
^In addition, $LINK<Palace=BLDG_Palace>, $LINK<Forbidden Palace=BLDG_Forbidden_City>, $LINK<Summer Palace=BLDG_Summer_Palace> and $LINK<Winter Palace=BLDG_Winter_Palace> also require maintenance of 2 gold.
^
^Improvments requiring 2 gold maintenance are on the previous page.
^Improvements requiring 3-6 gold per turn are $LINK<here=GCON_Maintenance34>.


#GCON_Maintenance34
Maintenance (3-6 gold per turn) *
^
^Some city improvements must be maintained after they are built. This [maintenance] cost is paid from your
$LINK<treasury=GCON_Treasury> once every turn.
^
^{Improvements requiring maintenance of 3 gold per turn}
^
^[Ancient Age]:
^{-} $LINK<Courthouse=BLDG_Courthouse>
^
^[Middle Age]:
^{-} $LINK<Bank=BLDG_Bank>, $LINK<Cathedral=BLDG_Cathedral>, $LINK<Monastery=BLDG_Monastery>, $LINK<Newspaper=BLDG_Newspaper>, $LINK<Opera House=BLDG_Opera_House> and $LINK<Wind Farm=BLDG_Wind_Farm>.
^
^[Industrial Age]:
^{-} $LINK<Amusement Park=BLDG_Amusement_Park>, $LINK<Commercial Port=BLDG_Commercial_Dock>, $LINK<Local History Museum=BLDG_LHM>, $LINK<Radio Tower=BLDG_Radio_Tower>, $LINK<Steel Mill=BLDG_Steel_Mill> and $LINK<Television Station=BLDG_Television_Station>
^
^[Modern Age]:
^{-} $LINK<Mass Transit System=BLDG_Mass_Transit_System>, $LINK<Modern Farm=BLDG_Modern_Farm>, $LINK<Recycling Center=BLDG_Recycling_Center> and $LINK<Research Lab=BLDG_Lab>
^
^
^Improvements requiring 4-6 gold per turn are on the next page.
^Improvments requiring 1-2 gold maintenance are $LINK<here=GCON_Maintenance12>.

#DESC_GCON_Maintenance34
^
^{Improvements requiring maintenance of 4 gold per turn}
^
^[Middle Age]:
^{-} $LINK<District Courthouse=BLDG_District_Courthouse>, $LINK<Hospital=BLDG_Hospital> and $LINK<University=BLDG_University>.
^
^[Industrial Age]:
^{-} $LINK<Coal Plant=BLDG_Coal_Plant>, $LINK<Factory=BLDG_Factory>, $LINK<Labor Union=BLDG_Labor_Union>, $LINK<Sewer System=BLDG_Sewage_Treatment>, $LINK<Skyscraper=BLDG_Skyscraper>, $LINK<Stock Exchange=BLDG_Stock_Market> and $LINK<Superhighways=BLDG_Superhighways>.
^
^[Modern Age]:
^{-} $LINK<Casino=BLDG_Casino>, $LINK<Computer Network=BLDG_Computer_Network>, $LINK<Manufacturing Plant=BLDG_Manufacturing_Plant>, $LINK<Offshore Platform=BLDG_Offshore_Platform>, $LINK<SAM Missile Battery=BLDG_SAM_Missile_Battery> and $LINK<Solar Plant=BLDG_Solar_Plant>.
^
^{Improvements requiring maintenance of 5 gold per turn}
^
^[Middle Age]: $LINK<Prison=BLDG_Prison>.
^[Industrial Age]: $LINK<Park=BLDG_Park>.
^[Modern Age]: $LINK<Airport=BLDG_Airport> and $LINK<Hydro Plant=BLDG_Hydro_Plant>.
^
^The $LINK<Nuclear Plant=BDLG_Nuclear_Plant> requires a maintenance of 6 gold per turn.
^
^
^Improvements requiring 3 gold per turn are on the previous page.
^Improvments requiring 1-2 gold maintenance are $LINK<here=GCON_Maintenance12>.

If I have the wrong file its the only I have. I got the file from the DyP Downloads Page .
 
I have the save and will post later this afternoon.

@Sir Jethro- fun write up. Reading about war is always more interesting than reading about peace. Thanks for keeping the Sultan's Archer's reference. Naming the divisions helps the story along quite a bit, I find, more interesting than being "one of our MI dies, another does this..." etc. Doubtless we will see Sir Jethro's Cavalry in full effect soon.
 
Quokka: This was my response over in CDG but just in case you check here more often ;)

The files should be correct but I know Isak will check when he gets a chance; FWIW I'm pretty sure they were right when I updated. If not, someone will flog Isak ;) The quick fix is to change those two entries in yours which say
#GCON_Maintenance12 and
#DESC_GCON_Maintenance12
to
#GCON_Maintenance and
#DESC_GCON_Maintenance

Out of curiosity, if you rename civilopedia.txt first and reapply the update, do you get the right file then (indicating a file overwrite problem on the update)?
 
@Quokka:

I just re-downloaded the file (the 320 kb 'Patch 1.04x to 1.05x) again, and checked. The Civilopedia file in there has the entries GCON_Maintenance and GCON_Maint34 not GCON_Maintenance12 & GCON_Maintenance34. So there's nothing wrong with that :confused:

Are you absolutely sure you install it to the correct location?
 
Wow talk about turning the game on its head. Several things that don't make sense to me.



...in what may be the first significantly controversial act of my reign....I am declaring myself king.

Prophetic understatement.

Stirrup in 8 turns and we have a surplus of 15gpt

Before the revolt we had Stirrup in 6 and a surplus of 15gpt. That was with 50% science vs 70%.
Changing to Monarchy cost us the tile commerce bonus or 1g per tile worked. We also had 6 turns left on a Peace Treaty which I see we broke. Bye bye rep.

I rush a Barracks in Santiago...we aren't going to move the city...we are going to train horses.

Your perogative to not move the city but this is weed.
Its a 1 shield city and will be a 1 shield city until major worker time is invested to improve it, which is not right now. From the screenshot, Knights in 83 :confused: Same for Hippo....

Gnome: worker>barracks(20); Midland: worker>barracks(20).

Two more 1 shield cities. Gnome now cost us money instead of making it.

Lake Antonius: Pikeman>Horseman(5) (anybody got my theme yet?); S. Tuskany: Elephant Rider>Horseman(5); Rungo: Horseman>Horseman(6)

Horsemen cost 120g each to upgrade to Knights. The only way to fund this would be to cut back on research, which I see we have. Engineering is kind of an important tech, we can mine then boosting our production.

We have been able to irrigate for 10 turns but not one tile is irrigated. Instead you've chopped down the Forests near Ram :eek: We can't plant any Forests until midway through the Industrial age. Not one tile of Jungle was cleared. There is a SINGLE worker SW of LA that has 33 turns to go. Another SINGLE worker south of Scentorium with 11 turns to go chopping yet another Forest.

We need more workers. We have 19 cities and only 20 native workers, we are not industrial but we are smack in the middle of a huge amount of Jungle. Hippo, Santiago, Midland and Scentorium should be just pumping out workers. We can irrigate and mine(soon) but all our workers can get tied up in only one or two jobs.

We need Engineering asap. Then I would suggest Astronomy. We could then trade luxuries with Japan as our harbors are already sea-linked.

I agree with Cromagnon about Temples vs Obelisk. We will have to build the Temple's later to build any other hapiness buildings. We get them cheap lets take advantage of that.
 
Another thing to check, is to make sure your civilopedia.txt is not flagged read only. I would think this would throw an error during install but I am not sure. Worth checking. <shrug>

Edit: This is the path to the file it uses.

Your drive letter:\Program Files\Infogrames Interactive\Civilization III\CIV3PTW\Scenarios\DyP\Text

The reason I am putting this here is that there is a Double your Pleasure folder and a DyP folder. It uses the DyP folder. It's easy to get confused over what is being used. There are civilopedia.txt files all over the damn place. :lol:
I just wanted to clarify this. You probably already know all this though Quokka. :D
 
Quokaa...

Re: Democracy vs. Monarchy...we couldn't stay in Democracy planning the warring that we are. Our happiness is pot and it is only going to get worse with war. A non War Weariness govt. is the only way to go until we have more happiness, unless everyone agrees to go peaceful, which I doubt.

Re: Moving cities just because they are 1 shield isn't necessary. The spots they are in aren't that bad, and it is just a waste of shields and time to go tearing them down and replanting them. With time we get growth...with growth we get citizens, and we'll eventually overcome corruption and size constraints that keep us at 1 shield. Putting a new city in a hole in the middle of the jungle isn't going to help.

Re: the worker in Scentorioum clearing forest. Of course he is, and he should keep doing so. Scentorium is on the rim of our empire and is rife with corruption. The tile shields for the forest will always be lost to corruption for many many years. By chopping them we at least get an actual hit to what we are building for now. Virgin forest is there to be chopped. ;)

Yes...I've chopped one or two tiles of forest. I did it for the shields. But in the time I had in my turn, I didn't even have time to get our worker stacks to our good cities AND clear jungle. Our workers were on the frontiers creating holes in the jungle for cityspots. I agree with clearing jungle...but we need to do it in our core...near LA or on our China border. If you notice, our worker stacks are on their way to the China side to clear jungle there. I probably didn't state that well in my description.

Re: Temples vs. Obelisks...my bad. I keep forgetting that we are a religious Civ and that Temples are half price but Obelisks are not. Normal price for temples is 60 instead of 30 for the Obelisk. I agree with you there.
 
This is the path I am checking:

F:\Program Files\Infogrames Interactive\Civilization III\CIV3PTW\Scenarios\DyP\Text

Maybe I installed it wrong. I installed it by copying the BIX to the Scenarios folder. Obviously this worked because its there and I am playing the game. I updated using the update file which comes with its own installer package, which I didn't change at all.
When I reinstalled I clicked 'Yes to All' when prompted about overwrites. The civilopedia.txt is not flagged read only.

I tried the quick fix of renaming Maintenance12 to just just Maintenance for both items but the game still crashed anyway.
Hmmm. Tried it once again and fixed it. I didn't rename the entry for Maintenance12 in the GCON index under the notes section of the txt. I also had to edit the name in the links to get the Civilopedia to work correctly.

It's an overwrite problem. I renamed the file several different ways and it was always the same after the update.

Thanks for your help guys. Excellent Mod, too good in fact. You'll be hearing from my lawyers about my loss of income and future loss of income.

:lol:
 
A monarchy, eh? Well www.dictatorjailbreak.com… SB is back in business, and now I’m the king.

590 AD Preturn investigation of Sir Jethro’s work.
439 gold, +50 per turn. Engineering in 16 turns. Let’s work with that.
Sultan hurries the barracks in Barcelona and Vitoria for 80 and 75 gold.
Santiago knight in 83 turns becomes Santiago worker in 3 turns.

China and Spanish have signed a trade embargo against us. Didn’t I tell you they were evil?

Barcelona barracks>trebuchet.
Vitoria barracks>pikeman
Santander worker>walls

600 AD Turn One. 335 gold + 46 per turn. Engineering in 14 turns.
Trebuchet cuts a spearman in half above the road to Murcia.
Sultan’s Bows 6th regiment attacks, kills Zaragoza spearman.
Elite MI kills spearman that trebuchet had hit.
Jumbo I (elephant rider) kills Murcia spearman without injury.
A tonne of automoves take place, forces loyal to Sir Jethro who are acting on orders he must have left behind. We’ll see about that.
Sultan hurries production on the Crystal Waters barracks for 85 gold.
The British are ugly trade partners, insulting deals.
Crystal Waters barracks>elephant archer.
English are building the Great Library, Chinese are building the Temple of Zeus.

610 AD Turn Two. 296 gold+47 per turn, Engineering in 13 turns.
Sultan’s Bows 5th division injure Murcia pikemen but are killed.
6th regiment bombards Zaragoza, fails to inflict damage.
Dragoncore MI goes elite shattering skull of final Zaragoza spearman, destroying the city and capturing 3 workers. Barcelona trebuchet is changed to pioneer for the space.
Sultan stumbles on a sleeping megaforce in Madrid. Activates them, send them for Toledo.
MI kills Murcia pikeman. Sir Mick Sallot (knight unit) kills final spearman, captures Murcia. 1 resister. Name changed to Sultan’s Oasis. Pikeman in 8 turns, we’ll take it.
The pioneer comes out of automove. It can not build a city on the jungle square it is on. Did you really want those two workers to stand there clearing it? This is ridiculous to foist on the taxpayers. Well, I see it was an elaborate scheme so I will let it play out but shame on you.
Our Magellan long ship has circumnavigated the globe.
Sir Jethro’s automated force has arrived at the hill above Murcia, two turns too late.
I may just send the force to attack China for spite.
Santander’s wall project changed to Obelisk when I realize it will never be threatened by this chump AI.

Rambunctious Knight>Knight
Santiago worker>temple.

620 AD Turn 3. 345 gold+51 per turn. 12 turns to Engineering.
Workers are connecting Gnome to Macao by road.
Rambunctious Knight dispatched south as part of China border force. The war on England will take place west of us. Troops advance through rough terrain, elephants have reached Toledo’s walls.
The offers for contact with Japan are pretty big.

630 AD Turn 4. 399 gold+54 per turn. 11 turns to Engineering.
Dumbo I kills pikeman at Toledo.
Sir Jethro III Oliphant Honor Guard kills spearman, captures Toledo, 2 workers, liberates 3 gold, first build pikemen in 8. Forces move on towards Pamplona.
The Spanish would love to give us peace, but I think we will take it from them the hard way.
Barbarians surround Hippoasisilk, destroy part of the road there.
Victory canal port>needs aquaduct.


640 AD Turn 5. 451 gold+10 per turn. 10 turns to Engineering.
Sultan’s Sherriff (longbowman unit) kills a barb horseman near Hippoasisilk.
Dragoncore MI become Dragoncore generals killing Valencia’s spearman, creating the Iztcoatl great leader! He is moved off towards Vitoria.
Jumbo I captures Pamplona, killing the spearman. City has a harbor. 1 resister.
Sultan hurries the pikeman for Sultan’s Oasis spending 90 gold.
Magellan is attacked and destroys a Spanish ship.
Barbarians cut the silk road. This is become a big problem area and I will have to send our pokey defenders over to take care of the barbarians.
It was also our horse road, thus
Jethrovia Knight>elephant rider.
Sultan’s Oasis pikeman>barracks.
Canal City Harbor>port.
The Ottomans are building Temple of Zeus.

650 AD Turn 6. 359 gold +10 per turn, Engineering in 8 turns.
Great leader makes it to Vitoria. I think we will build Chichen Itza- courthouses in every city on the continent. The Sun Tzus I don’t care for, and Great Buddha is a nice idea, but…
Wounded Dragoncore generals attack Valencia, are killed by one hit point archer.
Sultan spends 95 gold hurrying Toledo’s pikeman.
Barbarians plunder Midland. Twice.
Toledo pikeman>basilica.

660 AD Turn 7. 275 gold+10 per turn, Engineering in 7 turns.
Sultan’s Sherriff kills barbs and pikeman moves into Midland from eastern neighbor to hold off further barb onslaught.
Leader used to hurry Chichen Itza in Vitoria.
Slow creeping trebuchet column with archers and MI making its way to finish Valencia.
Vitoria Chichen Itza>elephant rider.

670 AD Turn 8. 285 gold (+25 per turn). Engineering in 6 turns.
England has workers clogging the north east approach to Valencia and now on our turf, so I told them to move but couldn’t have them withdraw/declare war. Slows me.
Jungle Waste Facility built at least on cleared jungle flush with China border. First build, why not a Jaguar warrior, go back to our roots?
Our worker captured by Spaniard NE of Barcelona.
Sultan’s Sherriff kills a barb on defense.
Lake Antonius Knight>knight.
Cromagnon granary>basilica.
Scentorium barracks>knight.

680 ADTurn 9. 328 gold +31 per turn. Engineering in 5.
Sultan’s bows 1st division kills spearman who apparently killed the worker it captured.
Sultan’s Sherrif kills a barb on offense.
Dumbo I kills bowman, captures Valencia. No resisters. Pikeman in ten. No word that we’ve wiped out the Spanish. They apparently have one city left somewhere. Isabella will offer peace but hasn’t got a map. Best guess is that it is around camel harbor No matter. We have knights going north that way.
New forces headed West all routed to make a threat for London.
These slow pokes will reach the front lines sooner or later, somewhere. I hope the English have done their bit to improve their territory better than the Spanish.

690 ADTurn 10. 359 gold –2 per turn. Engineering in 4.
Sultan’s sheriff is killed attacking barb.
Again british workers clog our path, might be better to take them now and smoke the British army forward. Don’t know, won’t saddle my successor with the problem.
Vitoria build changed to a pioneer- we can use that, trust me. I want us to move up England’s armpit the way they’ve spread around us like a fungus.
Whoops I meant to save but hit the button.

Tuskany knight>ME
Oasis barracks>knight.
Persians completed the great library.

I will do no more.

The save;
http://www.civfanatics.net/uploads4/SJDYP700_AD.SAV
 
Good call on Itza. I almost used my leader for it, since it is worth so many shields and we need the courthouses....but I didn't want to take the chance on not getting another...we needed the FP in place.

Re: all of the sleeping forces....they were healing. Just before your turn they were pretty bruised up.
 
I was more annoyed that the workers were singles and the length of time it would take than their actions. Although I think the Forest at Scentorium should stay.

Scentorium.JPG


This shows that the shield can be used in the future. If we aren't going to set it as a worker factory then let it run to size 6, mine and road the Forest. Hire an entertainer and get WLTKD to reduce corruption. Once the Forest is gone thats it we have to rush everything there.

I realise that it took all turn to move the workers over the other side of the empire, which proves my point that we need more workers. Why a Knight in 83 instead of a Worker in 10? And we don't need a barracks for workers.

Our Worker actions need to be better managed. The stacks need to be in multiples of 3 or 6 native workers.
Clear Jungle: 24
Clear Forest: 16
Engineer: 12
Farm: 12
Road: 6

Our current stacks are 1, 1, 1, 1, 1,1 + 1/2, 3, 3 +1/2, 5, 6 +1/2.

The last three groups are wasting alot of worker time. Taking 2 from the 5 and 1/2 each from the 3 & 6 we get another stack of 3. 3 workers can road a grassland in 1 turn, desert in 2. We should have a road crew that does nothing but road. It's almost criminal how many unroaded tiles we are working at the moment. We should have another group of 6 that does nothing but irrigate.
Jungle has 1 shield, so with some irrigation we can work some Jungle and boost production. Jungle can even be mined, which might be a good idea until we can plant Forests.

I just noticed that Incense is a Strategic and not Luxury resource.
 
I prefer worker stacks.

I don't like the two movement on roads. Double the agony, really.

When are we->
1) going to be able to move 3 spaces on roads
2) going to be able to mine and irrigate
 
Nice job Sultan :goodjob:

Chichen Itza was a big score. I know you don't like doing screenies but how about just the Wonder Splashes for all the new Wonders? Pretty Please?

Sir Jethro, you were right about the FP in Madrid no two ways about it.

We should think about selling contact with Japan. They are so backwards they won't contribute anything. Let fleece the suckers.

Diplo screen says there is still one unmet Civ, where are they? There is a lot of ocean and all our good ports are on the wrong side of the continent.
 
Unfortunately its not possible to increase the road movement half-way through the game. You will however get faster moving workers.

Irrigation comes with Crop Rotation and I thought you guys already discovered that.

Mining Comes with Engineering and you will have that in 4 turns
>>>>>

I like the pace that you guys are playing at. The DyP team tried an SG once with an earlier version of the mod and we weren't able to move at nearly the speed you are.
 
The other Civ is going to be southwest of where our galley is now. Somewhere. Should be really backward. I think we should hold out on selling contact with Japan. If we can keep them isolated for a long time...they'll be good invasion fodder someday. And if they have lux/resources we don't, we get them cheap.

Cromagnon...perhaps you can "save the forest" for Quokka. Quite frankly I didn't give the forest as much thought as he did. But that shouldn't surprise anyone here given you know I lean Republican. ;)
 
Kal-el....are railroads the same as in Civ3, or are they significantly different?
 
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