The3 - Great Alexandria

Pre-Turn: Set slider at 7/2/1
IT: Code of Laws>Philosophy (1/8/1). Memphis Settler>Warrior.

1475 BC: Settler-Warrior pair heads towards city #3. Warrior to the east spots dark red border.
IT: Barb horse dies attacking our warrior.

1450 BC: Our warrior defeats remaining barb and gets 25 gold. Workers finish road on mountain. One stays to mine. One heads to connect furs. Last one heads back to Alexandria to improve another plains tile.
IT: Memphis Warrior>Settler

1425 BC: Set slider at 0/9/1 (-2 gpt).
IT: Moving the citizens around in Alexandria causes a riot since I didn’t adjust lux.

1400 BC: Set slider at 0/8/2. Settler pair spots barb camp located south (x2) of worker on mountain.
IT: We meet Rome. They have Horseback Riding, Iron Working, and 56 gold. Barbarian moves adjacent to worker on mountain.

1375 BC: Cancel worker on mountain and move him. Bring a warrior out of Memphis to the south to deal with the barbs.
IT: Heliopolis Worker>Barracks. Heliopolis needs to get above size 1.

1350 BC: Warrior takes out one of the barbs to our south. Set slider to 2/6/2
IT: Memphis Settler>Warrior. The Hittites have built the Colossus.

1325 BC: Warrior to the east meets Carthage. They are up Iron Working, Mysticism, Mathematics, and Horseback Riding. They have 26 gold. Warrior wipes out the barb camp to the south and gets 25 gold. Southern warrior-settler pair arrive at destination. New warrior-settler pair departs Memphis heading towards city spot #4. Set slider at 1/6/3.
IT: Furs connected. Philosophy>Republic (1/8/1)- Apparently we are not the first to research Philosophy!! No one we know has researched it.

1300 BC: Elephantine founded, begins Worker. Warrior pops GH and gets celebrating barbarians. Establish an embassy with Carthage (they have met Rome). Do a little trading:
Persia: We get Iron Working and 1 gold; we give Alphabet. We have Iron south of Heliopolis.
IT: Do a little barb dancing. Memphis Warrior>Settler. Palace Improvement.

1275 BC: Settler arrives at destination. Establish embassy with Rome (they have horses). Establish embassy with Persia (they have not met either Carthage or Rome). Do some more trading:
Carthage: We get Mysticism, Horseback Riding, and 51 gold; we give Code of Laws.
Rome: We get 56 gold; we give Code of Laws.

1250 BC: Pi-Ramesses founded, begins Worker. Carthage knows someone else as they just gained 68 gold but no techs.

Whoops! Missed 1225 BC somewhere.

1200 BC:
IT: Memphis Settler>Warrior. Rome is building the Oracle.

1175 BC: Zzzz
IT: Barb dies against our warrior.

1150 BC: Set slider at 0/8/2
IT: Iron connected. Barb dies attacking our warrior on a mountain. Memphis Warrior>Settler.

1125 BC: We finish off the final barbarian in view.
IT: Carthage learns Map Making.

1100 BC: Zzzz

1075 BC: Zzzz
IT: Alexandria Pyramids>Barracks. We enter our GA. Elephantine Worker>Temple.

1050 BC: Warrior-settler pair arrive at destination near gems. Clearing the fog reveals a bg so we head for Theo’s city placement.

1025 BC: Giza founded, begins curragh.
IT: Heliopolis Barracks>Swordsman.

1000 BC: Pop another party of barbs, horrible luck.

-Since we’re going for an Egyptian style game I started building several temples since they were very religious.
-Since we can’t build warriors anymore I am using Memphis as a 4-turn settler factory. Feel free to change that if you want.
-Heliopolis has a barracks so is building swordsman. As we get swordsman we might want to disband some of the warriors for added shields.
-Other than one more spot our southern city expansion is done so far as we’ve planned. I still think we should continue expanding south but we also want to pick up those wines in the NE.
-Oh yeah, one of the silks near Persia is still unclaimed. We can always build next to it.

The save.

Compared to barbslinger's builds we are falling behind. He beat us to the Pyramids by 325 years. Of course it didn't help not getting the Republic slingshot.
 
Methos said:
Compared to barbslinger's builds we are falling behind. He beat us to the Pyramids by 325 years. Of course it didn't help not getting the Republic slingshot.

It's been a while since I played on Regent and I guess I underestimated the AIs' tech pace. I've got it (and as always... anyone else that wants to join...)

If possible Methos, could you post a screenshot so I can waste more time here at work pondering the next 20.
 
I haven't played a SG before and have only recently moved up to Regent (although I have yet to loose at that level out of 4 games). About to get my first Monarch win (CotM 16).

I'm terrible at MM though and not that great at trading but if you guys really need extra players I'm willing to help out.
 
compmage, we'd love to have you on board. This was meant to be an easier succession game to contrast will all the higher level Always War (or similar) succession games on at the moment. Regent/Monarch players were the target for this succession game, but it seems as if everybody around me has graduated to Demi-god+ in my SG absence. I think as long as the AIs don't abuse our pacifism we should be able to win this without too much trouble - but getting to barbslingers 4 turns/tech will be a challenge.

Anyway, download the save game, play 20 turns and let us know if you have any questions.
 
Okay, here goes nothing. I got it.

Will download the save and play tonight.

A few questions:

Restrictions: Always Peace (may never declare war or incite a declaration of war and must accept peace on the first turn that it is offered).

Does the bold section mean we always cave and never ask the AI to 'leave or declare'?

Also I assume we must accept peace regardless of unreal AI demands (e.g. all our gold, plenty of gpt and all our tech).

Is it 15 or 20 turns per player right now?

Roster
Methos - just played
compmage - playing
Theos - on deck

P.S. Theos, just noticed you're also from SA. Rare treat to meet a countryman on the net, especially forums. I'm in Joburg though.
 
Take 20 turns for your first round if you've got the time. Probably switch to 15 turns after this now that we've got three players.

Does the bold section mean we always cave and never ask the AI to 'leave or declare'?

Exactly right. Always cave, never ask AI to leave or declare. I couldn't recall if there are other tricks to force a war so I left it as general as possible. Because of the obligitary caving I suggest keeping our gold low and extra resources traded ... and a decent military to dissuade such extortion.

Also I assume we must accept peace regardless of unreal AI demands (e.g. all our gold, plenty of gpt and all our tech).

During war, we must check every turn to see if the AI is willing to talk. If they are, it means that a peace must be negotiated (I believe it's always possible if the AI's willing to talk) but we can negotiate for the best deal we can.

P.S. Theos, just noticed you're also from SA. Rare treat to meet a countryman on the net, especially forums. I'm in Joburg though.

Cool ... but tough break on having to live in Joburg... ;)
 
Welcome Compmage, glad you could join. I was wondering if it was only going to be Theos, Barbslinger, and myself.

Out of curiosity do you have Civ Assist II? It's a great utility that definitely helps keep track of your empire. It's gotten so I can't play civ without it. :blush:

MM'ing you'll learn with time. I'm still not that good at it but am getting better. SG's are one of the best ways I've found to better my civ playing. And their a lot of fun.
 
Here's the image from the World Map in CAII.

theos3.JPG
 
theos said:
Exactly right. Always cave, never ask AI to leave or declare. I couldn't recall if there are other tricks to force a war so I left it as general as possible. Because of the obligitary caving I suggest keeping our gold low and extra resources traded ... and a decent military to dissuade such extortion.

No stealing then. Before I forget, if we are forced into a war do we just defend or can we take AI cities for a better peace deal when it becomes available? I take it even if we do capture cities, razing is out of the question.?

theos said:
During war, we must check every turn to see if the AI is willing to talk. If they are, it means that a peace must be negotiated (I believe it's always possible if the AI's willing to talk) but we can negotiate for the best deal we can.

No objections to CivAssist to let us know when the AI is willing to negotiate?

theos said:
Cool ... but tough break on having to live in Joburg... ;)

Matric rugby tour to Cape Town (many moons ago) taught me that living by the coast didn't help much if you needed snow shoes to go surfing... :p
 
Methos said:
Welcome Compmage, glad you could join. I was wondering if it was only going to be Theos, Barbslinger, and myself.

Forgot about Barbslinger...when will he be joining the roster?

Methos said:
Out of curiosity do you have Civ Assist II? It's a great utility that definitely helps keep track of your empire. It's gotten so I can't play civ without it. :blush:

Yeah I got it. Use it mostly for alerts, trading options and checking flip chances.

Methos said:
MM'ing you'll learn with time. I'm still not that good at it but am getting better. SG's are one of the best ways I've found to better my civ playing. And their a lot of fun.

I hate MMing and before joining CivFantics for the GotMs I always played on Warlord, OCP, builder games going for Space Race. City placement and MMing are what I am struggling the most on right now.

BTW, where eactly did you guys want the next city? I would hate to not place it on the river to the SW but it needs to be next to the lux if we want to be sure of getting it, unless we rush some culture there.
 
No stealing then.
Forgot about tech steals ... I guess any espionage that can lead to war declarations is out.

Before I forget, if we are forced into a war do we just defend or can we take AI cities for a better peace deal when it becomes available? I take it even if we do capture cities, razing is out of the question.?

Once war has started, the gloves are off. We can nuke away if we want. But keeping an invasion force around in the hopes of being declared on doesn't seem like a good strategy. I think keeping a solid defensive force around should be sufficient whilst we focus on improvements - hence a builder game.

No objections to CivAssist to let us know when the AI is willing to negotiate?

Absolutely fine. It's what I use. Just make sure it's enabled in the alerts.

Forgot about Barbslinger...when will he be joining the roster?

When he feels it's appropriate, I guess. Since lay of the land and location of other civs is big spoiler info, probably not before we've met everyone else.

City placement and MMing are what I am struggling the most on right now.

I hear you. My MMing in solo games is very lax, but I find that if you're only worried about 20 or fewer turns in an evening, you can afford to spend each turn going through your main cities, looking for opportunities to get more gold, shields, food. Most enlightening was the concept of settler factories as an example where MMing makes a big difference.

BTW, where eactly did you guys want the next city? I would hate to not place it on the river to the SW but it needs to be next to the lux if we want to be sure of getting it, unless we rush some culture there.

I think it's worth fighting Xerxes (metaphorically speaking, of course) for that river around the silks. 1 square south of the wheat, with a rushed temple, will hopefully give us the lux and the wheat. I posted my idea of a dot-map earlier in the thread - take it as you will.
 
theos said:
I think it's worth fighting Xerxes (metaphorically speaking, of course) for that river around the silks. 1 square south of the wheat, with a rushed temple, will hopefully give us the lux and the wheat. I posted my idea of a dot-map earlier in the thread - take it as you will.

Last post before I leave for home. If you want it on the river, wouldn't 1 tile SW of the wheat be better? Unless I am missing something your claim level on the lux is the same but it allows you to build a Harbour to make better use of the sea tiles, also allows an extra city with CxxC spacing along your border, 3 tiles NE of ,whatever that Persian city is called, but the lux?
 
The 1 S of wheat is 2 tiles from the silk, and Persian Arbela is 2 tiles from that same silk, which means it will fall to whoever has the most culture in their city. Anywhere else along the river is at least 2.5 tiles from the silk meaning we'll never have control of it once Arbela expands. I agree that two cities along the river (1 SW of wheat, 1 just E of the river bend) makes for better cities but won't ever get the silk. It's a choice between the two options (or any other plan you think of) that you'll have to make. We trust you to make the right choice.
 
I'd put that city on the desert and coast. It may need an aquaduct later but we are builders and at regent it should be no problem. Don't chop the forest for the extra shields beacuse we will have a lot of FP.
 
Things could have gone better..anyway.

Preturn:
All seems fine

IT:
Barbs attack our exploring warrior, flawless kill for us and the warrior promotes to Vet
Alexandria completes Barracks -> Swordman

975 BC: (1)
Start Settler pair to next to river on coast

IT:
Palace expands

950 BC: (2)
Change Research to 70%, Republic still due in 6, making 1 gpt

IT:
Alexandria completes Swordsman -> Swordsman
Carthaginians are building Great Lighthouse

925 BC: (3)
Romans also have MM, but won't trade
Move Swordsman to Elephantine
Move Spearman from Alexandria to Memphis so that it can move out with Settler next turn

IT:
Memphis completes Settler -> Settler
Pi-Ramesses completes Temple -> Worker

900 BC: (4)
New Settler pair starts towards FP SW of Wheat
Old pair that was heading there change to coastal grassland W of Silks

IT:
Alexandria completes Swordsman -> Oracle as prebuild for GL

875 BC: (5)
Swordsman moves to Heliopolis
Gems road complete
Change reseach to 80% to counter lost beackers from Settler, -4 gpt

IT:
Heliopolis completes Swordsman -> Spearman
Pi-Ramesses compeltes Worker -> Barracks

850 BC: (6)
Swordsman moves to new city location SW of Wheat
Research reduced to 70% again, Republic still due in 2, 1 gpt

IT:
Giza completes Curragh -> Temple

825 BC: (7)
Curragh explores East

IT:
Republic comes in, start on Lit due in 6, leave revolt until after GA
Memphis completes Settler -> Spearman
Elephantine completes Temple -> Worker
Carthage gets Lit

800 BC: (8)
Don't want to miss out on GL so I see if I can do some trading to get MM
Sell Persia Mysticism for all their gold (32)
Sell Rome Philosophy for all their gold (69)
Carthage won't give us MM for all our gold and at least 7 gpt
Don't really want to give away the Republic monopoly
Decide to hold off trading, Carthage already has Lit so if we beat them to GL they would just cascade to the Great Library so we will miss out on at least 1 of the two but the Great Library is worth 6 culture compared to 2 for the Great Lighthouse so I would rather get the Great Library in a 20K game
Settler and defending Warrior move to city site by horses, will have to leave Memphis undefended for a bit

IT:
Nothing

775 BC: (9)
Found Byblos next to silks -> Temple

IT:
Barb appears northeast of Heliololis
Heliopolis completes Spearman -> Spearman

750 BC: (10)
Move Spearman to defend Memphis
Lux up to 30% to prevent riots in Alexandria until Silks are hocked up
Found El-Amarna SW of Wheat -> Temple

IT:
Memphis completes Spearman -> Settler

730 BC: (11)
Found Heiraconpolis next to horses -> Barracks

IT:
Elephantine completes Worker -> Worker

710 BC: (12)
Curragh sees Hittites Warrior and border SE, they are up Math, Lit and MM, down Republic
Change research to 50%, Lit still due in 2, 4 gpt

IT:
Heliopolis completes Spearman -> Temple

690 BC: (13)
Spearman moves to Memphis
Change research again, Lit still due in 1 at 30%, 16 gpt
Establish embassy with Hittites, they are building Great Library (10 turns) :( and have spices
Damn, our Great Lib (300 shields) prebuild Oracle is due in 8 (300 shields) but GA ends in 4 (I later found that I had read this wrong)
MM Alexandria to get max shields (24 pt), reduces prebuild to 7 turns, will it be enough?
Exploring warrior (East) meets Greek Warrior
Establish embassy, they are building Oracle (30 turns) have Iron and Horse, no lux

IT:
Greeks want The Republic for Math, no thanks
Complete Literature -> Polytheism (possible monopoly)
Pi-Ramesses completes Barracks -> Swordsman

670 BC: (14)
Connect Horses

IT:
Elephantine completes Worker -> Worker

650 BC: (15)
Warrior sees dark blue border (Babs), they are up MM, down Phil and Lit
Switching Alex to GLib makes it due in 9 instead of 5 (I don't know why when they both cost 300)
Will have to trade for MM and hope to get GLH at least
Trade Persia CoL for 39 gold (all they have)
Trade Carthage The Republic for MM, Math and 70 gold (all they have)
Hittites wanted Republic and 40 gold for MM, someone else they know must have it
Change Alex to The Great Lighthouse (5 turns)
Check Civpedia again...must have read wrong before, GLib is 400 shields
Change research to 60% Polytheist due in 6 instead of 7, breaking even

IT:
Memphis completes Settler -> Settler

630 BC: (16)
Settler pair (Spearman) moves towards plains SW of wine

IT:
Heliopolis completes Temple -> Spearman

610 BC: (17)
Nothing

IT:
GA ends
Elphantine completes Worker -> Worker
Sumeria completes the Oracle

590 BC: (18)
Connect Silks

IT:
Romans, Greeks cascade to MoM

570 BC: (19)
Nothing

IT:
Barb attacks exploring warrior and dies, we loos 1hp, no promotion
Heliopolis completes Spearman -> Settler
Pi-Ramesses completes Swordsman -> Spearman

550 BC: (20)
Nothing much, Great Lighthouse due next turn

I have left the new Swordsman in Pi-Ramesses unmoved for the next player
The Settler pair near wines should settle 1 tile E
There are 2 Workers under the Spearman N, NE of Memphis, they are to build a road up to new wine city

Our lands:
The3_550BC.JPG


The save
 
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