True Multitreaded semi succession game, Immortal or deity.

I can't even beat Emperor, and the only way I can even come close to beating any higher difficulty is by choosing opponents, a small map and win by culture.
 
I will give it one more day and then close the round.

I want to move the game alone and play it to conclusion. Pity that by some reason not many other people want to.
 
Cabert, why don't you join us? :)

because I struggle at emperor :lol:

I can't even beat Emperor, and the only way I can even come close to beating any higher difficulty is by choosing opponents, a small map and win by culture.

On popular demand, and to help keeping this thread alive, I played up to 600 AD.

What's to know about this turnset?
- i started with mutineers save
- Alex declared war on gandhi
- he ask me to join, I agreed
- monte joined too
- I whipped more infrastructure
- 1 academy in madrid
- ankor wat whipped in Madrid
- Taoist shrine in whatshisname...
- only a handful units built
 
On popular demand, and to help keeping this thread alive, I played up to 600 AD.

yay! when you started posting a little more instead of just lurking i had a feeling you could be pressured into playing. :D thanks for helping out (and thanks to all that have stuck with it). as a new Monarch player, it's cool to see what it takes on the upper levels.

@Mutineer, you should take acidsatyr up on his offer for the Deity SG on Warlords. acidsatyr runs a tight, serious game at high levels and seems to get a good following. you'd like it.
 
Good on you, cabert! It is a shame that some of the better players had to pull out. Most of us are riding on mutineer's brilliance. Seeing another viable strategy would have been good. I hope Robo Kai pulls off his war!

Anyway, I have found this game very educational. I hope some lurkers have too.
 
It will be probably the worst war I'll ever fight in a while. Maces vs Catapults... a certainly winning combination, with me on the Catapults side.

Welcome to the game, cabert!
 
Round 4 closed with 4 saves.

1) Mutineer-Mutineer-Mutineer-Mutineer
http://forums.civfanatics.com/showpost.php?p=4846655&postcount=111
6 cities, Start to whipe GT

CS-paper-Education (GS)-Liberalism(12)
Traded for Compas, Machinery and Optics
Convert Alex to buddism and bribed to stop trade with Gandy

2) Robo Kai- Robo Kai - Robo Kai- Robo Kai
http://forums.civfanatics.com/showpost.php?p=4858644&postcount=113
5 cities
Researched Civil Service and Paper _Education(13). Traded Paper for Compass and Calendar (Astronomy path).
Army 3 axes 7 cats

Plan to attack Alex
3) Mutineer-Mutineer-Mutineer-Godel
http://forums.civfanatics.com/showpost.php?p=4865894&postcount=118
6 cities
Whiped AW
Research went CS-> Paper-> Education (burning 1 GS)-> Liberalism (in 8 turns). I am basically set to win the LIberalism race as no one has education yet.

I traded for Compass, Optics, Theocracy and Machinery + gold. I also made 270g from selling my WM to other civs.
Seeems to did better in trades then me, but forgot to build 6th theaters, slow down army whipe

4) Mutineer-Mutineer-Mutineer-Cabert
http://forums.civfanatics.com/showpost.php?p=4874932&postcount=126

5 cities,
AW, Taoist srinefor 3 gp/turn? (Why not buddist for 10 gp/turn?)
Academy.
CS-Paper-Education(12)

Next Round 5
20 turns
Expected and 1000AD
 
Played from my save.

Godel traded paper for Theology and had a bit faster research, but I do not think we need Wat and he missing theater, deleying essential army production.

So far we survived on GP's, but this Crunch becoming less and less efficient.
We need to expand! We need WAR!

So:
Spoiler :


Procide whiping Maces in future GLobal city when other cities were producing
cats.

Carefully look arounf for opportunity to trade cheap tech for money to field liberalism run.

Manage to get about 600gold all together and support 100% research.

ON some stage Mounty declare on Viky, not the best, I would prefure he go after Gundy, but will do.
Got GS, use it for Academy in capital.
Liberalism(Nationalism)-Gunpowder-Printing press(GS)-Replacable parts.(22)
Start build tag Maxal in capital, smlal chance but we might get it.
When got Gunpowder, revolted to Nationalism/orgonised religion and start draft everywhere.

Whiped the rest of Globas theater.

Traded education for Engeneering and guilds.
on turn 18? I think I decided I had build enoght of army, and start to think whom to kill.

Gandy is leader, but Washington is growing to, but still smaller.
Decided that Gandy the most dangerous.
Start global war.
Bribed Alex and Mao to declare on Gandy (May be Mao will send somehting to distract Gandy) For nationalism, got Banking for a change
Declare and took Ex Barbarian city next turn.

So. Land:
D5_Land0000.JPG


Tech:
D5Tech0000.JPG


Army: Notice, no way one can produce so many units in this short time.
People who claim that Muskets are bad unit know nothing what they are talking about.
D5Army0000.JPG


World war I
D5_World_war0000.JPG


 
Played from my save.

Godel traded paper for Theology and had a bit faster research, but I do not think we need Wat and he missing theater, deleying essential army production.

So far we survived on GP's, but this Crunch becoming less and less efficient.
We need to expand! We need WAR!

So:
Spoiler :


Procide whiping Maces in future GLobal city when other cities were producing
cats.

Carefully look arounf for opportunity to trade cheap tech for money to field liberalism run.

Manage to get about 600gold all together and support 100% research.

ON some stage Mounty declare on Viky, not the best, I would prefure he go after Gundy, but will do.
Got GS, use it for Academy in capital.
Liberalism(Nationalism)-Gunpowder-Printing press(GS)-Replacable parts.(17)
Start build tag Maxal in capital, smlal chance but we might get it.
When got Gunpowder, revolted to Nationalism/orgonised religion and start draft everywhere.

Whiped the rest of Globas theater.

Traded education for Engeneering and guilds.
on turn 18? I think I decided I had build enoght of army, and start to think whom to kill.

Gandy is leader, but Washington is growing to, but still smaller.
Decided that Gandy the most dangerous.
Start global war.
Bribed Alex and Mao to declare on Gandy (May be Mao will send somehting to distract Gandy) For nationalism, got Banking for a change
Declare and took Ex Barbarian city next turn.

So. Land:
D5_Land0000.JPG


Tech:
D5Tech0000.JPG


Army: Notice, no way one can produce so many units in this short time.
People who claim that Muskets are bad unit know nothing what they are talking about.
D5Army0000.JPG


World war I
D5_World_war0000.JPG




I've noticed in several games that you are a huge fan of drafting muskets. You also love your globe theatre. I'm still learning lots of tricks and i wanted to know:

a) how do you use muskets effectively? What do you use to crack cities open with? Multiple muskets and just accept that you will get loses? Catapults then muskets?
b) How does one set-up the globe theatre so that it is optimized for unit production? To me, you get granary, barracks, lots and lots of food, globe theatre, and whip, whip, whip.... is that right? Do you wait for food to regenerate growth?
c) Why draft?
 
Got delayed with real life and work, will try and play a catch up from my old save over the weekend.

Apologies

Ralph
 
Immaculate

Spoiler :


Let see,
My Global theater city can grow 1 population turn.
So, I have choise:

With Slavery produce Mace+Conqustador every 4 turns
With Nationalism Produce 4 muskets every 4 turns

Now, attacking city Mace + 1 city rider = 1 unpromoted musket
So, what better, 2 units in 4 turnd or 4 units in 4 turn?

I might switch to Burocrasy to attempt to build Taj Maxal, In this case I would whip, but so longer as I run nationalism I would draft.

Muskets useally provide 3 functions:
1) City defence
2) Stack defence
3) City attack

Useally they do need couple of cyicide cats to be effective, so what?

As stack defence they cover city rider maces if any. They will defend, not maces.

Mace = 70 shields
Drafted Musket = 1 population = with 1.25 bonus if aplicable = 37 shields
Drafted musket cost 2 times less then whiped mace!

At the end of the day one need NUMBERS! So, yes, I accept looses and just overwhelm with numbers. I am not military genious, I just make numbers!
 
Immaculate

Spoiler :


Let see,
My Global theater city can grow 1 population turn.
So, I have choise:

With Slavery produce Mace+Conqustador every 4 turns
With Nationalism Produce 4 muskets every 4 turns

Now, attacking city Mace + 1 city rider = 1 unpromoted musket
So, what better, 2 units in 4 turnd or 4 units in 4 turn?

I might switch to Burocrasy to attempt to build Taj Maxal, In this case I would whip, but so longer as I run nationalism I would draft.

Muskets useally provide 3 functions:
1) City defence
2) Stack defence
3) City attack

Useally they do need couple of cyicide cats to be effective, so what?

As stack defence they cover city rider maces if any. They will defend, not maces.

Mace = 70 shields
Drafted Musket = 1 population = with 1.25 bonus if aplicable = 37 shields
Drafted musket cost 2 times less then whiped mace!

At the end of the day one need NUMBERS! So, yes, I accept looses and just overwhelm with numbers. I am not military genious, I just make numbers!

Thanks for the answer.
 
4) Mutineer-Mutineer-Mutineer-Cabert
http://forums.civfanatics.com/showpost.php?p=4874932&postcount=126

5 cities,
AW, Taoist srinefor 3 gp/turn? (Why not buddist for 10 gp/turn?)

Because I like doing exotic moves :crazyeye:
Academy was a smoke move, taoist shrine was a smoke move, building anything else than units was a smoke move.
Didn't I say somewhere that this was just played to help keeping the thread alive?;)
To be true, I didn't put much thought in this game, since basically I don't know what I'm doing...
Ankor Wat could be usefull but I payed it a too high price (whipping away pop that could be whipped for units or for GT)

Next round, used godel's save :
Spoiler :

went for liberalism, took nationalism as free tech,
built loads of catapults, a few mace and a few other things.
Lightbulbed printing press for trade value, but noone has anything to give for it :( . Another smoky move on my part.
Teching to chemistry, building Globe theater via overflow from catapults (28 hammers overflow every other turn is cool :), the city is even growing enough to whip the Gt next turn, if i count right).
I'm at war with victoria by demand of monte. No unit sent.
I traded for guilds, banking, engineering and loads of money (still running 100% science!). I'm under pacifism civic, will change to nationalism and to theocracy in a few turns.
 
Well basic plan was to push through for Nationalism whilst building some catapults.
+ Try and Trade for Machinery to unlock Macemen
+ Onto Guilds for Conquistadors.
Well played catch up to 1000AD to keep in the game and I am still not dead!!


Spoiler :


The plan was

1. Research through to Nationalism
2. Pick up Machinery through trade
3. Build Cats and Maces
4. Try and research Guilds for Conquitadors
5. Then get just enough of an army to sneak attack Washington

I was prepared to undertake phony wars to keep Mao (my major tech trading partner happy) as everyong else was WFYBTA. Fofr this reason I am in a phony war with Gandhi.

Alexander and washington are fighting so I hope to get some MMS bonuese with Alex to open him up to trading again.

This meant last turnset was quiet building as we researched and traded as decribed.

We are now ready to sneak attack Washington and probably go down in flames but we have to try

Research Positon
2techstret.jpg

Have all previous techs and am researching Gunpowder Due in 9

Military is light but we are building conquistadors which will strengthen it.
2military.jpg

State of our empire is
2sempire.jpg

2nempire.jpg


 
Mutineer, I'm killing myself over not building the 6th theatre! That's the risk of playing late at night.

I have some questions regarding drafting. If you have not researched gunpowder but have access to Macemen and Lonbows, what will unit will drafting give you?

I will play my turns either tonight or tomorrow.
 
Immaculate

Spoiler :


Let see,
My Global theater city can grow 1 population turn.
So, I have choise:

With Slavery produce Mace+Conqustador every 4 turns
With Nationalism Produce 4 muskets every 4 turns

Now, attacking city Mace + 1 city rider = 1 unpromoted musket
So, what better, 2 units in 4 turnd or 4 units in 4 turn?

I might switch to Burocrasy to attempt to build Taj Maxal, In this case I would whip, but so longer as I run nationalism I would draft.

Muskets useally provide 3 functions:
1) City defence
2) Stack defence
3) City attack

Useally they do need couple of cyicide cats to be effective, so what?

As stack defence they cover city rider maces if any. They will defend, not maces.

Mace = 70 shields
Drafted Musket = 1 population = with 1.25 bonus if aplicable = 37 shields
Drafted musket cost 2 times less then whiped mace!

At the end of the day one need NUMBERS! So, yes, I accept looses and just overwhelm with numbers. I am not military genious, I just make numbers!

Sorry, one more question about the globe theatre combined with nationalism. I know you've probably had to answer this before so i'll keep it brief.

What other national wonder do you combine with the globe theatre to get the most out of it?

While you are using the globe theatre as a whipping city (for macemen, cats, etc, prior to the development of nationalism-or when running other civics), is it worth combining it with the heroic epic? Or is it best to just wait until military tradition and combine it with the experience-boosting national wonder (forget its name) for more experience, or are those national wonders best suited elsewhere, in which case you might be able to use the globe theatre city as a GPP-generation site when not at war and in which case it might be wise to place the national epic.

Thanks. I know there are threads about this, but i want YOUR opinion.
 
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