TSG#1: Great power of Carthaginians

Did you just get it or did the first copy work out? I need to know so I know which attempt worked. Was the copy that worked from excite or outlook express?
 
Just post the zipped .SAV file to this forum, and don't worry about it if you can't get e-mail attachments to work on your machine.

Gotta keep the game going ;).
 
When the founder of the great Carthaginian empire was resting along the beach, the news came that the people of Carthaginian is suffering because of the lack of leadership. Duty calls. The reign of Civfighter II starts with the warmest welcome of his people.
The Empire first did the survey, and found:
The wine on the hill is not mined. This will be the first priority fo the new king.
We are forth as population, so the new policy comes out that every new-born will receive his/her name from the new king. The people are excited, and the new "baby boom" is starting.
While sleeping on the beach, the new king learned from the CIV master the secreat of finding land in the dark. He found some new land within reach and decide we need to explore!!

1700 BC Change Malaca to build warrior, the horse is drafted to exploration. The settler is climbing on the hill.
1650 BC Start mining the wine.
1600 BC Chinese start Pyramids. The king is lost: What is Pyramids?
1550 BC Horse found an advanced tribe on one-sized island: Panormus
1500 BC Researchers found literacy, research Philosophy
1450 BC
1400 BC
1350 BC
1300 BC Zulu is here! Exchange knowledge: Polytheim, Currency, give Warrior Code. Exchange MAP. Zulu has four cities and Zimbabwe is size four. Zulu refused to ally with us.
1250 BC
1200 BC Found Philosophy. The kingdom is the first to be enlightened. So we get the gift : trade, now we can build Caravan for more money and science and rash-build. Researching Monotheim, so we can get the greatest wonder of all : The Mike's, and making more babies under some government form called republic.
1150 BC Found wandering nomad on an one-size island, put to mine the hill on the spot. The settler from Caralis built city Lepis Parva on it.
1100 BC
1050 BC
1000 BC The exploration team found another island full of swamp, when it is drained, this will be another great city cite. Warrior entered into a hut, Found Monotheim.

The King is getting tired of governing, and left his palace. He told his people, "go build a republic, and I will be back!"

The survey says:
Pop: 190,000
Incomes: 11 Expense: 1
Research: 23 Beads, 8turn per advance

We are number one across board except military(we only need defense force as a non-aggresive nation for time being), and land area(Az puts us in the middle of nowhere)


Some thoughts:
1. The warrior and trireme needs go back to our capital. Warrior can be anti-riot police. Trireme can transport our first caravan to Utica for trade route on silk. Panormus will build caravan soon, that one can be used to build wonder in Utica.
2. Settler on that island can build a city there, so we have less overlap with the city on the hill.
3. Zulu turn hostile the next turn we shared our map. Be aware of any re-enforcement from Zulu.
We can go to republic after building Mike's, and start making babies, a LOT of babies.

I have the file attached here. So everyone can share our glory. Startlifter, you are up.;) ;)
 
Got It, I'll play Sunday, after football and before the glorious Dallas Cowboy Football dynasty crushed the Eagles in the ESPN game ;).
 
Note: Apologies that I did not have time to make a better storyline... call this one the reign of "Starlifter II, the Practical"


----- Begin Reign of Starlifter II (SL2) ------

END: Pop=190,000; Gold=63; Wonders=50% Marco Polo
Science = 23 (8 Turns) (70%)
Taxes= 11-1 (30%)
Production: 23 Shields per turn!


1000 BC -- End of Civfighter II... Empire looks Great!!

0975 BC (SL2-01) Begin Reign of Starlifter II! (Continue-Medicine!) Founded Cartenna; Unhappiness in Capital (Bringing Warrior); Caravan(Silk) complete; SSC switched to Marco Polo as part of Master Plan to explore the world, get science, make alliance, reduce science; map is HUGE, and islands are far known world, so MP is even more important than Colossus ar the moment.

0950 BC (SL2-02) Panoramus Silk Done (no ship for it); Making road to Utica; taking Carthage Silk to Utica

0925 BC (SL2-03) Aztecs-Started Pyramids

0900 BC (SL2-04) Moving to get Panaoramus Silk

0875 BC (SL2-05) Aztecs-Abandon Pyramids; Medicine; S-Republic(10T)

0850 BC (SL2-06) PRB-Trireme(NONE Settler is done and asleep and waiting now); Panaramos Silk to SSC Wine Hill; Starting South Road on Grassland Shield at SSC

0825 BC (SL2-07) Panaramos Silk to SSC (15 remain for Marco Polo); Rush-capital Temple(34g); Move warrior out of Capital to meet Trireme; Carthage Silk to SSC(66g)(+1 trade values)

0800 BC (SL2-08) Warrior to Trireme; moved NONE to Irrigate; PreCharging Malaca & SSC Settlers with Mining; MarcoPolo to be done next time; Micro management done

0775 BC (SL2-09) MARCO POLO!! SSC switch to Caravan; Build Colossus ASAP

AR

SUPREME/SPOTLESS
Russians-5 cities; WAR with Chinese; 9 Adv, NEW: IW, Mas, Pot - RESEARCHING CoL; 279 gold
Zulus-4 Cities; WAR with Aztecs; PEACE-Carth; 10 Adv, NEW: None - RESEARCHING Mas; 269 gold
French-4 cities; WAR - None; 9 Adv, NEW: Mas - RESEARCHING Pot; 159 gold
Aztecs-3 cities; WAR with Zulus; 6 Adv, NEW: Mas, Pot - RESEARCHING Const; 146 gold
Chinese-3 cities; WAR with Russians & Indians; 10 Adv, NEW: IW, Mas, Pot - RESEARCHING CoL; 162 gold
Indians-3 cities; WAR with Chinese; 9 Adv, NEW: Mas - RESEARCHING Const; 207 gold

Conclusions after studying Marco Polo: Need to Ally with Indians (then surround and control them, and gift them most science); Help Chinese; Shaft Russians; Give Mapmaking to Indians & Chinese & get their maps!! We need Offshore Platforms, LOL!!!

FIRST CONTACT: INDIANS!
Indians: Icy-Demanded MapMaking(gave it, LOL); Uncooperative-They Proposed Peace-Yes;Neutral. Gifted Polythiesm(receptive),Philosophy(Enthusiastic), WarriorCode(Worshipful), Swap Maps; Literacy; (HOPE HOPE they will build the GREAT LIBRARY!!); ALLIED for Nothing!; Trade; Requested Gift, "Don't press Your Luck"; Now Enthusiatic

SCIENCE=7T; Full Beakers! Get Pottery!!!!!!!!!!!!!!! Set Science to 0, taxes to 70% (28-2!!)

Chinese: Icy-Demanded Literacy(gave it); Uncooperative-They Proposed Peace-Yes;Neutral. SWAP-Trade for Pottery; Phil for IW; Writing for Masonry; Gift-Monarchy, MapMaking(FINALLY); Swap Maps!!

Saving the First contact with the French, Aztecs, and Russians... we do not want to boost their science with gifting, even to get their maps. We have all advances of all civs now, and can seed no more.

RESERVED (for future Indian contacts)-Pottery, HBR, Mono, IW, Medicine (Be careful giving Monothiesm... the Indians must complete any wonder that is critical to us).

0750 BC (SL2-10) Not Much; PRB caravan to 10 shields; done in 5 days with no waste. Next time, mining will be done & this not necessary.

0725 BC (SL2-11) Warrior ar Leptmus defeated Barb Trireme; Gift-IW, Pot, HBR (SAVE-Mono-Med)

0700 BC (SL2-12) Seafaring, S-Mathematics(12T);Malacca-Settlers; PRM Leptus Caravan; Dehli-Building Great Library

0675 BC (SL2-13) Aztecs-Construction. CONTACT-SWAP Literacy for Const. Wait till they have MM & keep them in dark ages!! Will use Construction to Seed our Ally! The Aztecs are TOO FAR behind to gift them all the way up to Map Making & map swapping. WAIT till they get MM on their own, then contact again & swap maps. Otherwise, no need to talk to the backwards Aztecs.

0650 BC (SL2-14) Moving Leptis Caravan to SSC(pick up the caravan almost done in capital on way).

0625 BC (SL2-15) Fetching Panaramos (in 4 turns); Carthage pops in 3 (Pick up with Leptis Trireme on the way!!); GIFT- India-Seafaring(demanded upon contact); gift Construction (as seed!!); Indians are not too happy with us (as espected)... do NOT demand anything or get alliance broken... we MUST keep the alliance throughout game (VERY important!)!!!

------------ END of 15 Turn Starlifter II --------------


END: Pop=320,000; Gold=198; Wonders=MARCO POLO
Science = 24 (12 Turns) (70%)
Taxes= 12-2 (30%)
6 Advances in 15 turns, and science rate cut by about 40% thru gifting our Purple Allies!
Production: 31 Shields per turn!
New Cities: 1


NOTES:

1. Try not to contact the Russians or French, unless they get a critical advance, or we are about to lose Engineering or Invention!! Save that first contact!!!

2. Build Colossus, then be ready to PRB a Library up to 60, then production to 10 (if mine done) or 7, to get to 80.

3. In about 20 turns, or around 1 AD, is a good time for Republic. We are shield short and MUST get KRC in the SSC, which should be a very big city with all that trade!

4. Down the road, Navigation/Caravels will allow ocean crossings.

5. We're researching Math to get Astonomy and University.

6. SSC will need Shakespeare, Copernicus, KRC. Don't worry about Isaac Newton until MC and Magellans are taken care of.

7. Harbors will be needed; closest to capital first. PRB them to 40 in key cities to ration shields.

8. Don't deliver any more caravans in Monarchy... republic and big cities are near.

9. Settler at Malaca is mining; shields are needed in that city, which will be very powerful one day as it grows.

10. We are at war with the Zulus, but cannot kill their Phalanx because no time to make killer unit. Might make dip and bribe later on.

11. Try and keep the French, Russians, and Zulus beat down, esp scientifically. Don't give our ally Monothiesm till we are assured of MC completion within about 10 turns.

12. If you contact our ally, they will demand tribute, or very likely break alliance. Make SURE you have 2 tech besides Monothiesm before you contact them each time! Keep at least TWO advances ahead of the Indians.

13. If we drop out of SUPREME, get into Republic and regain supremecy, or it will kill our science.

14. Carefully plan the science. Don't research the advances the computer will do for us, like Wheel and Republic. ;)

15. ADJUST Cartenna Production/Food to 2 shields in 2 days!!

Here is the World:

TSG1_Team2_0625BC_Starlifter2-End_World.gif
 
Starlifter, just out of curiosity, why did you give mapmaking and monarchy to the indians? You know that eventually they will break the alliance anyway and they will give the advances to every other ai civ. Wouldnt it have been better to keep them in the dark and explore yourself?
 
Starlifter, just out of curiosity, why did you give mapmaking and monarchy to the indians? You know that eventually they will break the alliance anyway and they will give the advances to every other ai civ. Wouldnt it have been better to keep them in the dark and explore yourself?
Top expansion priority is to expand and settle around them, and take their cities with bribes.

Then place enslavement cities around the last one, and get all their citizens off the terrain (except for their city center), and starve it to size one (in later game, when the alliance is ALLOWED to be dissolved due to nearing the end of the tech tree). By then, the Indians will be in Republic or Monarchy, and all their units will die off as the city shrinks. Do NOT give them Fundy. Anything but fundy. They will not have the production to even make a single major weapon before the game ends, LOL.

They will not break the peace, if we stay stronger, ESPECIALLY once we start growing in Republic. The alliance will last as long as we never make face to face, or diplomatic, contact without having at least two extra advances.

We also need to get settled between the Indians & the Chinese/Russians... uncontrolled swapping must not be allowed from mid-game onward. Only the Indians should be allowed to progress past Industrialization. Also, bribe/control any ocean expansion.

why did you give mapmaking and monarchy to the indians?
We want to use the Indian science with your own. At deity, they reseach fast, so we are in effect, almost doubling our science rate, relative to all the other Civs in the game. It will be Howitzers against Phalanx in the case of the Aztecs, LOL.

they will give the advances to every other ai civ.
NO!! That is our job, to keep that from happening. On this huge map, it will be pretty easy, BTW.

Wouldnt it have been better to keep them in the dark and explore yourself?
The AI is hapless with a swapped map. Their nukes and missiles already "see" cities anyway.

BIG NOTE: The Indians must NEVER be killed off... at least until the very, very end (or upon reaching FT255)!!! Science will be crushed if we do.

Now that most core cities are established, the race is on for Miniturization and Stealth.... And we'll soon be advancing so fast that a lot of wonder will be made obsolete.

TRADE is going to RUN WILD in this game... we might bust 4,000 for some freight!!! The science and money is going to be truly staggering, as the 20 to 30 transports are set up into their ship chains in a mid-game Democracy!


Of course, there are other good strategies, too... I'm not set on one, but tend to gravitate torwards crushing an enemy in Deomcracy. :)
 
Starlifter: Great job! Don't forget, though: no bribing unless it's barbarian units.

Now it is the Brits who seem to be a bit behind. We'll see if we can wake our sleeping Hippo.
 
:mad:
 
Didn't see your post Kev...good to see that was explained to them and that those rules exist concerning bribery -though I don't see why it applies to barbarians either.

I retain my anger as the thought was there in the mind of Starlifter...:mad:

LOL at him editing his post...I wonder why :rolleyes:
 
Ah well, old habits die hard, Kitten. I keep thinking "hey, if the Aztecs build the Pyramids then all we need to do is bribe the city... and then I remember the word of Kitten: Nay to Bribing.

As far as barb units, I guess the majority felt that they could be treated as mercenaries in this regard. Bribing barb cities (if any) still remains a no-no.

We'll see if the Carthaginains can stay out of Fundy as well :)
 
Starlifter: Great job! Don't forget, though: no bribing unless it's barbarian units.
LOL, I've been gone for a few days this week, and see there's come comments about bribing! So we can't bribe?? My usual plan it to bribe instead of using force, BTW. We have a stupid Phalanx from the Orange, that is on our island. If i'd had a Diplomat handy during our turn, I'd have taken him that way, LOL.


My me:

10. We are at war with the Zulus, but cannot kill their Phalanx because no time to make killer unit. Might make dip and bribe later on.
Guess that means we can disregard this part :(.

Top expansion priority is to expand and settle around them, and take their cities with bribes.
OK, if we can't bribe, then we'll have to drop the alliance earlier in the game, and at some point plan a Lightning military campaign to take all but one city. This is not so bad because I'd really like to take their capital anyway, and eliminate ocean access. Dropping the Alliance around the Automobile-Robotics time frame will be fine, LOL...

At any rate, we're still a ways from being able to bribe, so if we can't do that, it's good to know....... ;) So do we have any other "nonstandard" rules, hehe? What if I just YELL loudly, and the enemy city jumps over to my civilization voluntarily?! :)
 
Originally posted by starlifter
<br />For civfighter's thread:

The order of play is<br />1. civfighter (szhuang@lynx.neu.edu)<br />2. starlifter (starlifter@eudoramail.com)<br />3. deimos (deimos@****you.co.uk) (deimos@thetoilet.com)<br />4. Berzerker (berzerker3@excite.com)<br />5. Hell-Raiser (sakke_tq@hotmail.com)

Rules are: <br />-Raging Hordes<br />-Restart is off.<br />-7 Civs<br />-Deity

-15 turns per player<br />-3 days delay to post the game. If game isn't posted the player's turn is reported just after the one who was next to him. (that rule will have to be followed strictly if we want the game to move on)

Misc:

-No Airbases used for irrigation<br />-No Bribing (exept barbarian units of course!).<br />-No Fundy!

Teams have the right to look in the other teams' threads<br /> <hr></blockquote>

OK, I got the game from civfighter a few hours ago, and have finished my 15 turns and send the game on its way to deimos (deimos@thetoilet.com), with a copy to civfighter (since he is the team coordinator).

america1s.jpg

Starlifter - From your own post no less :) I think the rules under Misc are the ones to look at. Other than the "no bribing" rule, the "No Fundy" part is also one that is somewhat different.

I think the idea here was to make the game as challenging as possible. We tried to give ourselves a difficult map with the hardest settings, and we instituted the others as additional challenges. Also, bribing and Fundy can often times be unbalancing against the hapless AI.

But feel free to yell all you want! :)
 
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