TMcC01 - Narcissistic Nehru (C3C, AWM)

Turn 0 - Nothing Changed of course, but note that we'll barely get to masonry without being bankrupt.

IBT - Barbs Fortify, and a Chinese warrior appears from the Southeast

Turn 1 - Chinese show up on F4, trade Alphabet to them for Masonry, Warrior Code, Pottery and their 10 Gold. A worker was also up for sale, but I figured worker purchases before 1000 B.C. is a no-no. They also lack ceremonial burial & the Mayans lack Alphabet
Delhi changed to Walls in 3, Start min. research on Mathematics to get catapults. We'll be defensive for a while, so I decided against Iron working.
Move western warrior SOUTH, to avoid contacting any more civs. Eastern warrior moved east.

IBT- One barb attacks our Eastern warrior on a hill, we win, but are redlined. Eastern warrior fortifies. Chinese warrior fortifies

Turn 2 - Conscript Western warrior pops hut and gets...barbs again.

IBT - First barb attacks and kills our conscript warrior

Turn 3 - Nothing Happens (other than exploration)

IBT - Nothing

Turn 4 - Nehruvia: Walls -> Archer

IBT - Nothing

Turn 5 - Nothing

IBT - Mine finishes

Turn 6 - Move worker and warrior southeast.

IBT - Nothing

Turn 7 - Nehruvia : Archer -> Settler
Move archer near new location, notice a forest game one north of the location of the next city.
Worker starts irrigation
IBT - Barb warrior moves into view NW of Nehruvia

Turn 8 - Move archer back

IBT - Barb is now 2 tiles due North of Nehruvia

Turn 9 - Nothing

IBT - Barb moves away from Nehruvia

Turn 10 - Nothing


Notes: We should definitely settle Next to the Cattle and Game first, followed by the spot next to the incense. I didn't explore that much to avoid contact with the Byzantines and other civs. The settler in Nehruvia need not wait for another spearman to go to the desired location, but nehruvia can build an archer/ spear every 3 turns at expense of its growth at size 3. Once city 2 gets to size 3/4, we might want to build a granary in Nehruvia while City 2 builds military.

http://www.civfanatics.net/uploads6/T_McC01_2150_BC.SAV

Edit: BTW, I strongly recommend we go by barbslinger's dotmap, as city 3 can share the game tile with city 2.

Edit 2: Oh CRAP!!! I just realized we're tactless! I can go ahead and play the turns again without doing the trades or we can continue from here on. I appologize for the slip-up, I should've read the variant rules more closely.
 
Firstly, mea culpa on the roster. I updated the roster at the close of my turnlog, but failed to edit the original post to reflect the change. So I will go back and edit the first post to reflect our official order:

T_McC
Barbslinger
Yom
Handy900 [now up]
Greebley (in absentia)


Secondly, :spank: to Yom for his trades on his first turn. Let's just let it stand and not do it again. You (or anyone else) would be playing your turns with spoiler knowledge anyway, so the first mistake is free.

Thirdly, how do we know we are playing against the Byzantines? Maybe Handy gets to declare war on his first IT ... without trading first of course! :lol:

Fourthly, @Yom: If you had bought that worker, you would have had to kill him per the variant rules.

Fifthly, I guess it would be prudent to abandon the hope of only skipping Greebley once, since it appears I'm going to be up again real soon. Always good to have enthusiasm in an SG.

Lastly, I guess we got the difficult game we wanted. All the more glory when we win. :goodjob:
 
I also see no mention of a war declaration. Any chance of an new screenie to look at here while I'm at work? One zoomed in instead of the zoom out I gave. I don't know about anyone else but I say play on and it will also be hard enough with out trading early. It's up to TMcC on the replaying of the turns. I wondered on the Byzantines also;)
 
A picture of the situation:

TMcC01_2150BC1.JPG


The eastern red dot is our best early city site, with two food bonuses. I think that city should be used to produce workers and settlers, while Nehruvia sticks to military, at least for a while. We are going to need a lot of worker-turns to build up our cities.

So Yom's turns stand, and Handy is next up to the firing line.

We are at war with China and the Mayans, no sign yet of the Byzantines. However, someone is East of us, and they are in red.
 
The civ east of us is the byzantines (found out through F10, not contact) and should probably be avoided until we have built more cities and defense.

Also, though we would have had to sacrifice the worker, it would have still crippled the Chinese.

Once again, sorry about the slip up. I'll be more careful on my next turn.

-Yom
 
2 things I note. Math in 41? We don't need cash as much as tech. No trading means no trades for cash so we should do deficit spending to get math quicker. Road to new city should get built after worker is done with irrigation. I would hate to lose the new city because it takes two turns to get there. Walls, rax and spears for the immediate future it looks like. Much like GR2 it looks like dangerous forest chops coming up in 2nd city. After math what next? Perhaps wheel for horsies? They were life savers in GR2 being able to return home after killing the last of attackers. I would then opt for HBR if we have horses and then writing ,lit and get that GL. Prebuilding on insense hill town after walls and rax. This game won't be like GR2 on tech. They will out research us.
 
Math in less than 41 isn't a possibility right now. It would take 70% or more to drop that, and we don't have the cash for deficit research yet. After 10 or 11 turns, we will be able to crank up research at a sustainable rate and cut the time in 1/2.

However, at this point, it's still feasible to go for either Horseback Riding or Iron Working. So feel free to veto Mathematics for something else if you want.
 
Originally posted by barbslinger
Math in 41? We don't need cash as much as tech.

Heh, as Handy will find out, with 1 city we can't research it any faster. Took a couple of shadow turns and can say that after the 2nd city is founded that question can be revisited.

In the second city I figure build order could be walls, granary, worker/settler. Maybe slip a worker in earlier. It is difficult for Nehruvia to build anything that costs population, as it has no bonus food tiles and we will be hard-pressed to get a granary there soon. Hence, we may be best served to stick to military from the capital and rely upon the second city to help our empire grow.
 
Hey all,
I am on my trip right now, but do have access to the internet. Don't have time to read the logs, but should be able to later in the day and at least make comments. I thought I was being clever by bringing my conquests CD with me, but forgot I need the basic Civ3 disk as well to install the game :rolleyes: It is only 8 bucks these days so I may consider buying one. For now though, assume I am a skip.

[edit]
I read the logs - a few comments.

i agree that this game will be a bigger challenge than last one. No suprise though.

On the math research, I will sometimes go at full science when I know that we will grow and reduce the number of turns. In other words, just because it takes 50 turns now doesn't mean it will take the full 50 after we have grown. If we think we will be sufficiently bigger to reseach at full later, we might as well go for full research now. It is not entirely neccessary though as we can burn the cash researching at a deficit, so it works out to be the same in the end no matter what we do.

Oopsie on the trade. It is important to remember to read the variant rules.

Post images when you can so I can see what is happening :)

One final comment on the dotmap. Would it be better to place the town right on the hill with the insense? The extra defense from the hill could be worth the distance and our incense couldn't be pillaged that way.
 
I think I'm going to agree with Greebley on this one. We would never be able to keep it hooked up. They will make it a point to disconnect that before attacking. The one extra move is worth the risk of losing the income/happiness.
 
The server appears to be down. :mad:

Can someone email the game to me. I'll keep checking. If I can't get it tonight, I'll have to wait until new years day to play. T_McC, if it's a prob to give me until Jan 1st to play & post, feel free to switch me with someone.

Greebley raises a good point
One final comment on the dotmap. Would it be better to place the town right on the hill with the insense? The extra defense from the hill could be worth the distance and our incense couldn't be pillaged that way.

I think I still slightly favor the dot map location for 2 turn movement. I was planning on initially fortifying a spear on the hill to guard the incense. If we build on the hill, the AI will probably try to pillage the road, so we have to guard the flat tile (dot tile) + the hill tile either way we go.
 
The way I see it, if we settle on the hill, we can have a back road to the capital, even if the front road isn't as defensible. If we settle next to it, we'll have to spend more worker turns to hook up the incense.
 
I e-mailed Handy the save, so hopefully he can play tonight.

Agreed on founding a city on the Incense hill. Not worried about 2-turns to the city, as it would be within 1 turn of the eastern red dot. Less concerned about having the road pillaged, but like the hill location for labor savings and defense bonus. Unlikely Handy will get to found 2 cities on his turns, but we should get that one down on mine (or Greebley's).
 
Originally posted by handy900

In regard to the order of the cities, #2 is next to the cow, and incense will be the 3rd city. Correct?

That's the way I would play it. We could always use a luxury, but the Incense site has zero visible two-food tiles. It will require some worker-turns to get it to grow.

If things work out, I hope we will only have to build one more settler out of Nehruvia, and can then turn the duties over to the second city. If we can't, no big deal.
 
To quote TMcC, "I'll be frank, I expect to lose this game."
I have been reading multiple accounts of AW games and I think our no trades variant makes this especially tough. Perhaps one of the toughest due to our lack of food and central location on a pangea! I'm hoping our experience with the prior game helps but I already envision having fortified spears guarding every road in our kingdom against pillaging and then swords coming to visit. We are going to have to hope for the RNG gods and hopefully get an army pillaging soon (is it 4 or 5 cities needed). Getting cities down and protecting them somehow will be tough enough. Getting techs is another problem altogether. If we can't bag the GL we are goners IMHO. 7 other Civs all aligned against us and trading will get them to Middle Ages swiftly.
Well enough feeling sorry for us. I think we should expend a suicide warrior south of Nehruvia to see if there is any good land down there too. The forest 2w1sw will be a good spot too if we get a fortified spear on the mountain N of it. Somehow we need to get 8-10 cities (armies require 4 or 5 cities?) down with protection. Being on the plains makes it tough and it will be sweet to pull this one off.
 
Originally posted by barbslinger
We are going to have to hope for the RNG gods and hopefully get an army pillaging soon (is it 4 or 5 cities needed).


4 cities per army

Originally posted by barbslinger
If we can't bag the GL we are goners IMHO.

I've won AWM on a regular sized pangea without GL, but the start location was better, I was the Ottomans, had perfect RCP, Iron + horses next to the capital, slaves, and a working [PTW] RCP FP. I pillaged like crazy in that one.

We'll need a pillaging army soon to have a shot @ this one, and Iron + Horses nearby. Hate to see China so close. Riders are a PITA.
 
T_McC 2150 BC

We are still alive

Pre turn (2150 BC)
F4 reveals we are @ war with everyone.
I wonder why we mined the tile N of Nehruvia instead if irrigation :confused: Someone needs to school me.

Turn 1 (2110 BC)
Irrigation completes. Decision time. Do I waste a turn moving worker to road the tile towards our next city, or road the tile he just irrigated. Speed (or in this case lack of speed) kills. I moved the worker 1 tile east so we get roads to the new city sooner. Also, we won’t be working that tile after the settler comes next turn, so it’s of little value to road now.
Replace the warrior (now named “Run TMC”) that was guarding the worker with a spear. I’m sending the warrior to scout to the south. It would be a shame to learn later on that iron or horses were 1 tile away from us in the darkness.
Warrior (now named “Mr. T) moves onto hill.
It’s interesting that there is a Chinese warrior to out east, and also red borders. I guess there are 2 civs to the east. The earlier posts mention Mayan warriors coming in from the west. Sounds like the dreaded 2 front war.
Slider gets cranked to 100% losing 4 GPT (36 in the bank). Math in 30.
Mr. T would have just wasted all the cash on jewelry.

IBT
Conscript barb moves east.
The settler completes and a spear in 4 is selected.

Turn 2 (2070 BC)
Mr. T moves south and will soon turn counterclockwise. Mr. T pities the fool hidin’ behind those red borders.
Run TMC gonna go south ‘den turn west, counterclockwise cruisin’ is ‘da best. Homeboys move on the grass, move on ‘da hill, see all the muthas we gonna kill”…
Nehru wonders if hip hop will catch on. He doesn’t think so, but then he thought PC’s were a fad…F4 reveals no new contacts.

Turn 3 (2030 BC)
Barb moves onto mountain west of Nehruvia
Mr. T spots a Chinese warrior + archer welcome wagon south by the coast on their way north. They are temporarily blinded by his jewelry.
Well, that was exciting!

Turn 4 (1990 BC)
Found Indianapolis ( I don’t know, it just seemed appropriate for our narcissistic tendencies :D ) and set the build to walls. There are 2 spears in Indianapolis and a spear + archer combo in the Nehruvia with a spear due there in 2. Bost cities will have a 2 spears before the AI can launch an attack.
Slider is still 100%. Math due in 21 losing 1 GPT with 26 in the bank.
Run TMC reports “ Sugar to ‘da south, Spice to ‘da north, need to get ‘da wheel so we can find us a horse…”
Mr. T suspects the Chinese are after his jewelry and moves west.

Turn 5 (1950 BC)
Superhighway from Nehruvia to Indianpolis completes. The citizens are thinking about starting an annual race between the 2 cities. They think “Indianapolis 500” sounds catchy. Maybe Math due in 18 losing 1 GPT will unlock the secret to the term “500”.
Archer moves to Indianapolis so we can rid the city of the Chinese warrior nearby and begin to work the cow tile. The worker moves to the tile where he will irrigate & road under cover of a spear. I’m irrigating since there is so much forest next to the city, we need food. I don’t think the regular warrior will attack a veteran spear, and if he does, he’s a 9 to 1 underdog. It’s an acceptable risk, and we’ll need to take some risks to win this one.
Spear due next turn will replace the archer that left Nehruvia.
Mr. T is called home under protest. If he stays, he dies.

Turn 6 (1910 BC)
Nehruvia – spear – archer
Run TMC – I see a blue border to ‘da south & to ‘da west. 5 tiles from our capital, will put us to ‘da test. We ain’t runnin’, we ain’t cryin’ I bet ‘dat city belongs to ‘da Mayan.
Veteran archer kills regular warrior and does not promote.
Worker is irrigating the cow.
We’ll get math in 17 losing 1 GPT. +24 in the bank and there are no new victims on F4.
Run TMC reports “I’m up on ‘da hill and what do I sees? Whole lot a grass ‘n a whole lot of trees”
The Chinese are coming.

Turn 7 (1870 BC)
Nicaea is founded up north on a river next to a cow with 4 BG’s I can see in its borders. Must be the Byzantines. China is to our Southeast & the Byzantines to the northeast & the Mayans to the Southwest. This is not a good thing.

Turn 8 (1830 BC)the
Run TMC spots some marsh down by Palenque.
Chinese are going to circle around the 2 spear + worker combo on the cow. Our walls will not finish before they get there. Next turn I’m swapping Mr. T to Nehruvia for the elite spear. That will leave Nehruvia with a 1 spear only + Mr. T, so I’m switching the archer in Nehruvia to a spear. Remember the quiet start in GR2? This is more like AWM. I just hope AWM does not turn into WAM!
Math in 15 losing 1 GPT and 22 in bank.

Turn 9 (1790 AD)
China’s warrior + spear chicken out and turn north. There’s a barb up there, perhaps they spotted a barb camp. Good for us. Mr. T heads off to try & scout again. 2 Spears remain in Nehruvia & build gets switched back to archer due next turn.
Run TMC reports the Mayan city seems to be off by itself.
Math is due in 14 losing 1 GPT.
No happiness problems!! :rolleyes:

Turn 10 (1750 BC)
China’s warrior kills the barb but does not promote.
Nehruvia – archer – spear
Cow irrigation is finished, and the road begins.
Run TMC is having a hard time rhyming “narrow 5 tile wide choke point type area south of our capital” and “I see the ocean coast and a barb camp” He’s working on it.
Nehru will get math in 13 losing 2 GPT with 20 in the bank.
Indianapolis gets walls next turn. The Chinese missed their chance.
F4 reveals no new friends. What's keeping the Byzantines?

Well, that’s it. Next post down is a zoomed wide shot.
We have 4 spears, 2 warriors 2 archers and a worker.
Next player should quickly build 3 cities on the narrow choke point to the SW, pop a leader for the Pyramids, Raze Palenque and Nicaea, and research synthetics. :D

T_McC01 Save 1750 BC
 
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