Try-05: Ludicrous Speed!

Not as much progress as I would have liked on this 10:(

Got held up knocking down Pusan as it was on a hill and our troops were injured. Eventually knocked that down upgraded a few maces. I do have a gripe about promotions sorry, we have big advantage so should be all out CR promotions, we have a C2 sword this is neither going to beat an LB in a city or not much in the open. I think we have too many medics and they should be chariots (fast and cheap).
Knocked down Nampo too and currently at the doors of Cheju.

Traded Optics+Music about for Eng, HBR, Drama and Theo and gold, we also got Philo later off Washington. Researched Banking (changed to Merc) and Paper and currently 40%ish through Edu. At this point think we have 50/50 chance of Lib if we can get Edu first we should be ok. I think we should go Edu => Lib (take Astro) => Economics then we can change to FR and Free Markets at same time.

I have started FP in old Seoul, have built one settler who is moving south we shoudl probably put him 1SE of where Pusan was.

Beware WK has an LB next to Wonsan, if he attacks and survives there are knights nearby ready to finish him.

View attachment Dark Helmet AD-1250.CivBeyondSwordSave
 
Took a peek at the save. Is Toku really that puny? From the looks of the map we should just wipe him out as soon as we finish with Wang (our army should already be large enough).

I'm a fan of the Edu -> Lib (Astro) -> Econ tech path, with an eye towards a conquest victory from the way things are going currently.
 
Pascal?? you mean WK, yeah didnt get chance on that one. Have some knights so should try to get there before border pops and they should roll over whats left.
 
Alrighty, not too bad I think.

  • Wang is dead
  • Kept his last 2 cities, plus used the 2 settlers we built
  • Repaired economy to a decent degree
  • Won Liberalism race -> Astronomy
  • Not first to Economics, but it's in progress (WvO got it)
  • Islam in all of our cities (or missionaries on the way), plan should be to continue spreading it to other civs
  • Army is healing on our northern end to go after Toku
  • GS born in SB1

GS can bulb part of Printing Press (more economic boost), or we could stick him somewhere.

View of tech situation and resource trades:
Spoiler :
T198%20techs.jpg


T198%20trades.jpg


I don't see any real reason to trade techs just at this moment, but we have some good resource opportunities I think.

From here...
  • Spread Islam
  • Finish Econ -> revolt to FR / FM
  • Conquer Tokugawa

Other thoughts?


Spoiler BUFFY Log :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 185/500 (1250 AD) [12-Aug-2010 11:29:14]
Spaceball Four begins: Theatre (3 turns)
Spaceball Six begins: Theatre (5 turns)
Spaceball Seven begins: Granary (15 turns)
Spaceball Nine begins: Ikhanda (5 turns)
40% Research: 262 per turn
0% Culture: 112 per turn
0% Espionage: 16 per turn
60% Gold: -27 per turn, 131 in the bank

After End Turn:
Spaceball Three finishes: Knight
Spaceball Four finishes: Islamic Missionary
Spaceball Five grows to size 12
Spaceball Seven finishes: Courthouse

Turn 186/500 (1260 AD) [12-Aug-2010 11:32:13]
Spaceball Three begins: Theatre (2 turns)
While attacking in the wild near Spaceball Nine, Knight 1 (Spaceball Three) (10.00/10) defeats Korean Hwacha (Prob Victory: 99.4%)
A Farm was built near Spaceball Six
A Farm was built near Spaceball One
While attacking in Korean territory at Cheju, Catapult 13 (Spaceball Four) loses to Korean Longbowman (3.66/6) (Prob Victory: 1.8%)
While attacking, Catapult 11 (Spaceball One) decimates Korean Axeman (Prob Victory: 90.6%)
Crossbowman 2 (Spaceball Four) promoted: Drill II
While attacking in Korean territory at Cheju, Maceman 1 (Spaceball One) (4.40/8) defeats Korean Hwacha (Prob Victory: 96.3%)
While attacking in Korean territory at Cheju, Maceman 6 (Spaceball Five) (6.64/8) defeats Korean Longbowman (Prob Victory: 99.8%)
While attacking in Korean territory at Cheju, Maceman 4 (Spaceball Four) (6.96/8) defeats Korean Axeman (Prob Victory: 100.0%)
Confucianism has been removed: Cheju (Korean Empire)
Confucianism has spread: Cheju
Captured Cheju (Wang Kon)
Cheju begins: Ikhanda (61 turns)
While attacking, Caravel 1 (Spaceball Three) decimates Korean Trireme (Prob Victory: 100.0%)
While attacking on the high seas near Cheju, Caravel 1 (Spaceball Three) (3.00/3) defeats Korean Trireme (Prob Victory: 100.0%)
Spaceball Three begins: Harbor (2 turns)
Spaceball Four begins: Grocer (6 turns)
Spaceball Seven begins: Library (13 turns)
40% Research: 264 per turn
0% Culture: 112 per turn
0% Espionage: 22 per turn
60% Gold: -33 per turn, 237 in the bank

After End Turn:
Whip anger has decreased in Spaceball Eight
Spaceball One finishes: Settler
Spaceball Two grows to size 12
Spaceball Four grows to size 13
Spaceball Six finishes: Islamic Missionary
Spaceball Seven finishes: Granary
Spaceball Eight grows to size 4

Turn 187/500 (1270 AD) [12-Aug-2010 11:41:51]
Spaceball One begins: Market (4 turns)
Maceman 1 (Spaceball One) promoted: City Raider III
A Cottage was built near Spaceball Seven
Islam has spread: Spaceball Eight
40% Research: 265 per turn
0% Culture: 113 per turn
0% Espionage: 22 per turn
60% Gold: -32 per turn, 204 in the bank

After End Turn:
Spaceball Three finishes: Theatre
Spaceball Four finishes: Theatre
Spaceball Five finishes: Aqueduct
Spaceball Six finishes: Theatre
Spaceball Nine's borders expand

Other Player Actions:
Attitude Change: Wang Kon (Korea) towards Mansa Musa (Mali), from 'Cautious' to 'Pleased'

Turn 188/500 (1280 AD) [12-Aug-2010 11:47:59]
Spaceball Five begins: Market (15 turns)
Spaceball Six begins: Forge (10 turns)
A Mine was built
A Mine was built near Spaceball Eight
Ulundi founded
Spaceball Ten begins: Ikhanda (15 turns)
Spaceball Ten begins: Granary (15 turns)
40% Research: 270 per turn
0% Culture: 122 per turn
0% Espionage: 22 per turn
60% Gold: -44 per turn, 172 in the bank

After End Turn:
Spaceball Three finishes: Harbor
Spaceball Six grows to size 10
Spaceball Seven grows to size 4

Other Player Actions:
Attitude Change: Mansa Musa (Mali) towards Wang Kon (Korea), from 'Pleased' to 'Cautious'

Turn 189/500 (1290 AD) [12-Aug-2010 12:01:09]
Spaceball Three begins: Grocer (5 turns)
Knight 3 (Spaceball Three) promoted: Combat I
40% Research: 270 per turn
0% Culture: 122 per turn
0% Espionage: 22 per turn
60% Gold: -42 per turn, 128 in the bank

After End Turn:
A Town was built near Spaceball One
A Hamlet was built near Spaceball Two
Spaceball Eight grows to size 5
Spaceball Nine finishes: Ikhanda

Other Player Actions:
Attitude Change: Wang Kon (Korea) towards Mansa Musa (Mali), from 'Pleased' to 'Cautious'

Turn 190/500 (1300 AD) [12-Aug-2010 12:05:42]
Ulundi founded
SB 12 begins: Granary (15 turns)
While attacking in Korean territory at Ulsan, Knight 3 (Spaceball Three) loses to Korean Longbowman (2.76/6) (Prob Victory: 28.5%)
While attacking in Korean territory at Ulsan, Knight 1 (Spaceball Three) (8.40/10) defeats Korean Axeman (Prob Victory: 88.4%)
While attacking in Korean territory at Ulsan, Knight 2 (Spaceball Four) (8.20/10) defeats Korean Longbowman (Prob Victory: 97.5%)
Captured Ulsan (Wang Kon)
Korean Empire has been eliminated
Ulsan begins: Granary (61 turns)
40% Research: 281 per turn
0% Culture: 122 per turn
0% Espionage: 22 per turn
60% Gold: -48 per turn, 137 in the bank

After End Turn:
Tech research finished: Education
A Village was built near Spaceball Five
Spaceball Eight finishes: Forbidden Palace

Other Player Actions:
Attitude Change: Cyrus (Persia) towards Washington (America), from 'Pleased' to 'Friendly'

Turn 191/500 (1310 AD) [12-Aug-2010 12:09:10]
Research begun: Liberalism (6 Turns)
Spaceball Eight begins: Ikhanda (2 turns)
A Cottage was built near Spaceball Five
Islam has spread: Spaceball Nine
40% Research: 282 per turn
0% Culture: 127 per turn
0% Espionage: 22 per turn
60% Gold: -28 per turn, 89 in the bank

After End Turn:
Spaceball Three grows to size 17
Spaceball Four finishes: Grocer
Spaceball Seven grows to size 5

Turn 192/500 (1320 AD) [12-Aug-2010 12:11:06]
Spaceball Four begins: Confucian Missionary (2 turns)
Spaceball Four begins: Confucian Missionary (2 turns)
Spaceball Four begins: Islamic Missionary (2 turns)
Spaceball Four begins: Islamic Missionary (2 turns)
A Plantation was built
40% Research: 291 per turn
0% Culture: 127 per turn
0% Espionage: 26 per turn
60% Gold: -26 per turn, 61 in the bank

After End Turn:
Whip anger has decreased in Spaceball Nine
Spaceball Two finishes: Grocer
Spaceball Three finishes: Grocer
Spaceball Eight finishes: Ikhanda

Turn 193/500 (1330 AD) [12-Aug-2010 12:13:32]
Diplomacy: Willem van Oranje (Netherlands) offers to trade Open Borders to Dark Helmet (Zululand) for Open Borders
Diplomacy: Dark Helmet (Zululand) accepts trade of Open Borders to Willem van Oranje (Netherlands) for Open Borders
Spaceball Two begins: Bank (25 turns)
Spaceball Three begins: Bank (6 turns)
Spaceball Eight begins: Lighthouse (4 turns)
A Cottage was built near Spaceball Eight
A Mine was built near Spaceball Nine
A Cottage was built near Spaceball Seven
While attacking, Caravel 2 (Spaceball Four) decimates Barbarian Galley (Prob Victory: 79.3%)
While attacking just off shore, Caravel 2 (Spaceball Four) (1.98/3) defeats Barbarian Galley (Prob Victory: 79.3%)
40% Research: 300 per turn
0% Culture: 129 per turn
0% Espionage: 22 per turn
60% Gold: -9 per turn, 35 in the bank

After End Turn:
Spaceball One finishes: Market
Spaceball Four finishes: Islamic Missionary
A Town was built near Spaceball Five
Spaceball Six finishes: Forge
Spaceball Eight grows to size 6
Islam has spread: Spaceball Ten

Turn 194/500 (1340 AD) [12-Aug-2010 12:16:34]
Spaceball One begins: Grocer (7 turns)
Spaceball Six begins: Longbowman (3 turns)
Spaceball Six begins: Longbowman (3 turns)
A Cottage was built near Spaceball Seven
40% Research: 296 per turn
0% Culture: 130 per turn
0% Espionage: 22 per turn
60% Gold: -3 per turn, 26 in the bank

After End Turn:

Other Player Actions:
Attitude Change: Tokugawa (Japan) towards Willem van Oranje (Netherlands), from 'Cautious' to 'Annoyed'

Turn 195/500 (1350 AD) [12-Aug-2010 12:20:03]
A Cottage was built near SB 12
Caravel 2 (Spaceball Four) promoted: Combat I
SB 11 begins: Courthouse (24 turns)
40% Research: 297 per turn
0% Culture: 132 per turn
0% Espionage: 22 per turn
60% Gold: -4 per turn, 23 in the bank

After End Turn:
Whip anger has decreased in Spaceball Seven
Spaceball Four finishes: Islamic Missionary
Spaceball Six grows to size 11
Spaceball Seven grows to size 6
Spaceball Eight finishes: Lighthouse

Turn 196/500 (1360 AD) [12-Aug-2010 12:22:39]
Spaceball Four begins: Islamic Missionary (2 turns)
Spaceball Eight begins: Longbowman (4 turns)
Spaceball Eight begins: Longbowman (4 turns)
Islam has spread: SB 11
40% Research: 297 per turn
0% Culture: 133 per turn
0% Espionage: 22 per turn
60% Gold: -2 per turn, 19 in the bank

After End Turn:
Whip anger has decreased in Spaceball Eight
Tech research finished: Liberalism
Spaceball Two grows to size 13
Spaceball Six finishes: Longbowman
Spaceball Nine grows to size 5

Other Player Actions:
Civics Change: Tokugawa(Japan) from 'Vassalage' to 'Bureaucracy'

Turn 197/500 (1370 AD) [12-Aug-2010 12:24:58]
Tech acquired (trade, lightbulb, hut, espionage): Astronomy
Research begun: Economics (6 Turns)
A Cottage was built near SB 11
Spaceball Four begins: Islamic Missionary (2 turns)
Spaceball Five begins: Grocer (15 turns)
Spaceball Six begins: Maceman (4 turns)
Spaceball Six begins: Catapult (3 turns)
Spaceball Six begins: Catapult (3 turns)
Spaceball Ten begins: Ikhanda (15 turns)
Spaceball Ten begins: Courthouse (60 turns)
SB 12 begins: Ikhanda (15 turns)
SB 12 begins: Courthouse (60 turns)
SB 13 begins: Ikhanda (8 turns)
SB 13 begins: Courthouse (30 turns)
30% Research: 232 per turn
0% Culture: 133 per turn
0% Espionage: 22 per turn
70% Gold: 26 per turn, 17 in the bank

After End Turn:
The whip was applied in Spaceball Five
Spaceball One grows to size 14
Rene Descartes (Great Scientist) born in Spaceball One
A Town was built near Spaceball One
Spaceball Three finishes: Bank
Spaceball Four finishes: Islamic Missionary
Spaceball Five grows to size 11
Spaceball Five finishes: Market
A Hamlet was built near Spaceball Five
SB 12 grows to size 2

Other Player Actions:
Attitude Change: Mansa Musa (Mali) towards Dark Helmet (Zululand), from 'Annoyed' to 'Cautious'
Civics Change: Willem van Oranje(Netherlands) from 'Decentralization' to 'Free Market'

Turn 198/500 (1380 AD) [12-Aug-2010 12:33:07]
Spaceball Three begins: Knight (3 turns)
A Farm was built near Spaceball Eight



Roster:
======
Trynthlas - just played
Asaf - MIA
cripp7 - up now
MD - on deck
 

Attachments

IHT-
slider to 0%
Partial bulb PP
switch tech from Eco to PP (4)
do spome city micro
Make some resource trades
Spoiler :

Civ4ScreenShot0002.jpg

Civ4ScreenShot0001-2.jpg

Civ4ScreenShot0000-2.jpg


Turn 199-
SB7 library>uni
SB13 spread Islam
Cyrus trade 15gpt>silk (missed screenie)
Adjust +1EP towards Cyrus, WvO and Mansa

Turn 200-
SB1 grocer>mace
SB4 mission>uni
SB12 spread Islam
slider to 30% PP (1)

Turn 201-
PP > RP
Toku demands cancel deals with Washington...no
SB3 knight>stable
SB6 cat>treb
SB9 court>lb
Mansa vassaled to Cyrus
Make WvO a trade
Spoiler :

Civ4ScreenShot0003.jpg

Civ4ScreenShot0004.jpg


Turn 202-
SB8 LB>galleon
slider to 80% RP (5)

Turn 203-
Mansa offer DR+70:gold:>PP..no
SB1 mace>mace

Turn 204-
zzz

Turn 205-
SB4 uni>musket
SB6 treb>treb

Turn 206-
Cyrus demands PP..no
SB1 mace>uni

Turn 207-
RP > Rifling
slider to 0%

Turn 208-
SB3 galleon>knight
SB4 musket>mission
razed barb city, lost 2cats, 2 knights

Turn 209-
slider to 80% Rifling (5)

Turn 210-
SB1 uni>treb
SB3 knight>knight
SB4 mission>knight
SB5 court>knight
SB8 mission>uni
SB11 court>:gold:
Trade with Mansa
Spoiler :
Civ4ScreenShot0005.jpg


Turn 211-
SB6 treb>stable
Cyrus is going for Steel

Turn 212-
ship 3 islam missions to Cyrus

Turn 213-
Cyrus DR+40:gold:>Astro...no
SB2 bank>musket
SB5 pike>:gold:
SB6 stable>knight
SB9 lb>galleon

Turn 214-
Rifle > queue SM
SB1 treb>rifle
SB4 knight>galleon

I think if we put a turn into Chem, Cyrus will trade PP+:gold: for it. Also can trade PP for Nat or Eco. I say Nat to get MT for cavs, those work well for overseas. Having rifles now, Toku will be no problem

Spoiler Techs" :
Civ4ScreenShot0006.jpg
 

Attachments

Looks like Toku will be a roll, assume we have the green light to start up on them.

Not sure about Sci Meth, think we should look at chem to open up route to Ass Line and Steel and keep our G Lib scientists as long as possible.

Think we should hold off trading any techs on way to Rifles i.e. PP, we could trade Astro though

thoughts??
 
Definite green light on Toku. I'd prefer to vassalize him if possible, rather than a full wipeout as we did with Wang.

Tech-wise I'm all about cannons now that we have rifles, and only trading things that don't let the other folks get any closer to rifles.


Just a note: be sure to check specialists in the cities often. While they aren't horrible, the computer LOVES assigning spies after a population growth and we really aren't trying to run espionage here. SB 3, 7, 9, 11 all have a spy specialist (although that's the only choice in 11). Other MM checks would be useful. e.g: SB 4 could switch a scientist to the grassland-mine and produce the galleon in 2 turns instead of 3 (although maybe we prefer the beakers, just depends!)
 
Toku is now our b*tch.

IHT - MM specialists as directed SM => Chem

215 DOW on Toku

216 Destroyed Nagoya

217 Destroy Izumo

218 Chem=>Steel

220 Nubian Captured, TOku capitulates, trade Astro for Economics and Nationalism, Gift techs to Toku to get him to research Constitution.

223 SB16 founded West of SB1 1N of Rice

224 Steel=> Mil Trad, GS born in SB2 (not sure what to do with).

We can build Oxford, either SB1 or SB2??, started HE in SB3 as most hammer city.

Melee units can be promoted via CR chain then upgraded to Rifles!!

Once have enough Galleons in West then move on Washington.

Have marked a possible Fort chain canal to allow ship movement from East to West??

View attachment Dark Helmet AD-1575.CivBeyondSwordSave
 
Oxford in SB1, plan Wall Street in SB2 (if we get to it). Speaking of National wonders, still need to drop the Nat. Epic somewhere...

I <3 CR Rifles.

Still see a couple of those annoying spy specialists :P I really wish the computer didn't do that.


Looking good, guys. Guess it's my turn again :)
 
Hi guys, sorry for disappearing for so long, but I've been really sick.
I'm better now, but I can't play much, so I won't be able to keep up with this game.

May the Schwartz be with you!
 
Hi guys, sorry for disappearing for so long, but I've been really sick.
I'm better now, but I can't play much, so I won't be able to keep up with this game.

May the Schwartz be with you!

Good to hear you're doing better, Asaf. Feel free to lurk!
 
IHT:
- Take care of some minor micro stuff around the empire
- Decide to settle the GS in SB 1
- Start Oxford in SB 1
- Set up 4 merchants in SB 1 to attempt a great merchant.

T226:
- Toku wants to trade Spices for Iron. Sure why not, it'll make him happy.

T230:
- Mil Trad finished. I start Sci Meth -> Physics since I see WvO teching Sci Meth. Free GS is :D

T231:
- Toku wants map for map. I say yes.

T233:
- GS pops in SB 1, abandon the merchants.

T234:
- Toku is now pleased with us.
- Sci Meth done. Use GS to bulb towards Physics.

T236:
- Oxford done, start Observatory in SB 1

T240:
- Physics done, new GS popped in SB 1 (from the tech). Tentatively set tech to Artillery, although we may want to run 100% commerce for a few turns to get our melee CR troops -> rifles upgrades.
- Mansa adopts Universal Suffrage and Emancipation
- Washington goes FR and FS


Other than that, I built troops, ships, and tried to make the workers stay busy. We have our fort canal now. I also made a few trade adjustments where it made sense, pretty much all in our favor.

Good news is our power ratio vs Washington and WvO is rockin. Bad news is we don't have much of a tech lead on WvO (who is about to get Steel). Toku finishes Constitution next turn.

I think our current civics have almost outlived their usefulness, especially OR (and I'm really not much of a fan of Mercantilism, even though we're in Rep). We may want to consider a big change buffered by a golden age. SB 3 pops another great person in 5 turns with a 60% chance of it not being a GS, so we could use that...maybe. Settled GS in SB 1 is worth 27 bpt (at least, more since we finish the observatory next turn) or can bulb towards Biology.

Need more boats, I think I should have built more galleons and less troops, but :crazyeye: Note we have two stacks -> the main one is by SB 15 up north, and a second is out on the peninsula to the west of SB 4.
 

Attachments

I'm still here, busy with homestead. Who's up next.

We can trade Washington 11gpt>cow, reneg the silk deal with Cyrus we can get 25gpt for it.
I think switching to FM/Theo for :traderoute: and +2XP for units.

With 0%:science: and about 4 turns we can upgrade our cats/trebs to cannons, we have enough of a tech lead to just build :gold: for mass upgrades knights>cavs, maces>rifles etc...
SB3 is 5 turns from a GP, run 4 merchants and hopefully we can pop a GM for a trade mission for our upgrades.
We need banks in our higher pop cities, that'll increase our gpt a lot.
 
You're up next, cripp. Let's give Dwaarf a bit of time to weigh in before you go for it.

I'd like to see us DoW Washington in the next 15 if possible.
 
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