Tupac03 - Aztecs in Space

Ack, had the same problem on my other machine so its either an account problem or something wrong with the transfer of mac saves to pcs. I have to .zip any file before uploading, i thought that as I was on different machine i wouldnt need to.

Oh well here it is again, this one should work
 

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Just some quick thoughts / discussion points.

There are two sources of iron close by, near Boston and Frankfurt.

The Boston Iron requires a DOW; the Frankfurt Iron does not but does require that we road two grassland tiles and put a colony on the iron in the mountain, adjacent to German borders.

Boston Iron seems better because:
  • America is a OCC.
  • Boston is size 1.
  • Boston is closer than Frankfurt.
  • Boston can be replaced by two cities on Ring 2.
  • We will not need to watch our backs when we fight with Germany again.
  • We do not risk losing this iron due to German culutral expansion.

If we have only one iron to use, Boston's iron seems better. If we can get both, then we should.

If we do try to get both, this seems to be a good order for worker priorites:
  • DOW on Boston and connect that iron once we can.
  • Connect the gems to help with happiness.
  • Connect to the Frankfurt Iron.

The details would need to be worked out, but with enough vJags we could wear down Boston in a turn or two.
 
12 yo son's b'day today so slight delay B4 I play - should be able within 48 hours though

cant really kick him off the computer can I?:mischief:
 
Andronicus said:
12 yo son's b'day today so slight delay B4 I play - should be able within 48 hours though

cant really kick him off the computer can I?:mischief:
Well, no, of course not.

But you could show him how to start his very own settler factory. :crazyeye:
 
Andronicus said:
He already knows, but prefers not to play turn based games
Sounds like my 20 year old son. He prefers the twitchy, first person shooters. Civ4 he liked, but has only played the demo. But real, thinking games, well, no.
 
Summary
Americans destroyed
Are at war with Germany again - have razed 2 of their cities - they have 1 left W of Rubyvale
Met France - they were not as advanced as Germans allowing a 2 for 1 trade. Joan occupies a medium sized land mass to south of Germany.
I dont think either has met anyone else, so getting MM and finding OS civs would be big help
Settled 2 new cities and final 2nd ring city ready to be settled as early as next turn (Boston requires abandonment first - see discussion next post ;) )
Have HBR and lit, 5 turns from currency - no libs built yet - I think we need to concentrate on military first until Bismark is under control. Trading for MM and meeting other civs should allow us to keep up in science.
 
Turnlog
Pre-turn 550BC
Canberra: switch Worker -> archer (at size 4 it cannot build 10 shield unit in 1 turn as only 9spt, but can build 20 shield unit in 2 turns because of shields on growth)
Townsville: switch walls -> cat (we shouldnt have to defend here)
Currency due in 13
MM speeds rax in Cairnes to next turn

IT
Furious Bismark tells our jag to move - we do
Brisbane: spear -> archer
Adelaide: cat -> cat
Cairnes: rax -> worker

530BC
dow America
move troops adjacent Boston

IT
Canberra: archer -> settler
Melbourne: archer -> archer

510BC
@ Boston
cats strike 1/4
vSw loses rSp -> promotes it3/4 :( (0-1)
vSw d 3/4Sp (1-1)
eSw d 2/3Sp (2-1) -> capture (decide to hold for now as helps our unit support)
Americans destroyed
Make contact with France - up lit + MM
Trade Germany HBR (Boston has horses) + 4g for WM + 19gpt
Trade France Lit + WM for WM, HBR, 2gpt + 44g
We are now broke > disband rJag who contacted France. Plan to sell WM to France and Germany each turn for 1 gold each

IT
Perth: archer -> archer
TAK: jag -> worker - sell rax in TAK (it can produce cats and has poor production which does not justify spending 1gpt on rax IMO - sorry if this upsets anyone).
German worker is roading our gem mountain :D

490BC
MM to save a few gold, whilst building troops ready for Germany so can provoke them to dow and cancel our expensive gpt deals

470BC
Brisbane switched to settler - need to fill in the gaps quick, also more cities will help as unit costs are crippling us

IT
Canberra: settler -> jag
Adelaide: cat -> worker
Cairnes: worker -> sword
Iron and horses now connected :devil:

450BC
Start roading towards Washington

430BC
Serious cash shortage even on 1 scientist, 0 science, 10 lux
- treasury 9gold, -6gpt :(
Dial up Bismark after temporarily switching all tiles poss to coast :mischief:
Buy 22g for 2gpt (for now ;) ) -> 33g @ -8gpt after selling WMs

IT
Germans settle New Berlin 3 W of Boston (where I was planning settling in 2 turns :mad: )
Adelaide: worker -> sword

410BC
whip a sword in Tarzana (only making 1spt - at least this way can produce sword every 11 turns)
Darwin settled on eastern red dot @ RCP7 (2W of Cairnes) -> walls
now have 27g @ -4gpt after selling WMs

IT
Tarzana: sword -> sword
Egypt completes GLib

390BC
Germans will no longer pay for our WM - this will not do :p
Buy 27g from Bismark for 2gpt (now owe him 23gpt in addition to 2gpt to Joan)
Politely ask Bismark to take his grubby worker off our gem mountain (oh well - I had thought of waiting but it would have been expensive). Predictably he dows -> war happiness means no longer require lux spending and cancels our gpt payments :D . Now have 21gpt with currency due in 7 at min. Who says war doesnt pay?
vSw d rArch -> promotes elite (3-1)
move units adjacent Washington and New Berlin

IT
@ Rubyvale vSp retreats vHM
Canberra: settler -> settler (will bring back to size 4.0 and can then build 30 shield unit followed by workers)
Melbourne: Sword -> HM
TAK: worker -> cat
Cairnes: worker -> sword
Rubyvale: walls -> cat

370BC
Switch Perth and Adelaide to HM - I want a few quick units
@ New Berlin
cat fails
eSw d rSp -> autorazed (4-1)
settler moved into place to settle next turn
@ Washington
3/4 cats hit -> reveal 2/3 and 1/3 swords
eSw d 2/3 Sp (5-1)
vArch d 1/3 Sp -> elite (6-1) -> autorazed
@ Rubyvale
eJag d 1/4HM (7-1)
German SoD (well mini one with Sp, HM, 5Arch :rolleyes: ) moves on Boston - currently 3 tiles away
vArch d Sp in SoD (8-1)

IT
eArch loses HM (8-2)
Perth HM -> HM
Townsville cat -> cat

350BC
German mini-Sod splits - no longer a SoD :confused: - HM + Arch fortify on forest, 4 arch move to mountain
Attack HM/arch pair - 4 cats all successful
vArch d 2/4HM (9-2)
3/5Sw d 1/3Arch (10-2) - currently 3/5 Sw is vulnerable on forest, but would rather 2 spears remain fortified to protect 4 cats from the stack of 4 archers
Broome settled on ruins of New Berlin -> worker
 
Current situation

Economy
87g making 19gpt
0% lux thanks to war happiness
10% science -> currency in 5

Diplomacy
Bismark wont speak (we should aim to raze Bonn first before peace unless our circumstances are dire) Given we have razed 2 towns I would hope to get something for peace - a tech that Joan lacks would be huge - eg CoL (but maybe wishful thinking)
Joan will trade us MM for most of our gold and gpt - I think we should wait for currency
When we can afford it I suggest embassy with Joan - just checked - its only 52 gold - I vote we do it straight away

Military
We are still weak v Germans so war must be maintained carefully keeping all advantage we can. Those units stranded west of Rubyvale should be able to be picked off, Rubyvale and Cairnes may require additional support if we start getting losses there (Rubyvale on hill with walls, Cairnes has walls and rax)
Main threat is units slipping through, esp HM who can quickly get in range of poorly defended towns (eg Darwin attacking from mountain 2NE).
Current military consists of 6 archers - dont build more, 8 spears - should absorb attacks in our frontier towns, 4 swords - need more, 1 HM ditto, 12 jags (I recommend upgrading a few vets as finances allow as we now have HM for our 2 move units - regs can be kept as MP and elites for leader fishing)
Also have 14 workers and 1 settler

Towns
Canberra - can ave 10spt from size 4 Provided dont build 10 shield unit at that size. I recommend keeping 5fpt so that every 4 turns we can produce a settler or 2 workers. 30 shield units can be built here from size 4 increasing in the 3 turns to size 5.5, then workers back down. Settlers can be built in 3 turns at size 4.5 ( if build at size 4.0 Canberra will reduce to size 3.5 after 3 turn settler and be unable to maintain 10spt), then build another 30 shield unit. Settler can also be built at size 5.0.
1st rings
All except Brisbane producing 6spt -> 30 shield unit in 5 turns. Brisbane req extra pop - suggest joining a worker. (my fault for taking off a settler at size 5)
2nd rings
southern 2 very unproductive - require a lot of worker improvement of jungle
Cairnes now 3spt and 4fpt is our best 2nd ring town
Darwin and Townsville (and red dot awaiting settlement in place of Boston) require lots of irrigation - this is taking place
3rd ring
Broome is RCP 10, I dont know whether there is sufficient gain maintaining a 3rd ring but have placed 2 pink dot possibilities at RCP10. I prefer moving the western one 1NE in addition to moving the most westerly pale blue dot 1NE (the pale blue dots ignore RCP, as does Rubyvale)
I think we want to settle 6 more cities before Joan can get there and before Bismark resettles after the war. We currently have 1 settler and another due in 2 turns (I did MM after the screenie and switched Canberra to 5fpt after its last growth)

One question I have is how do you most efficiently abandon a town - can you build a settler (or is it a worker) with insufficient population such that building it abandons the city? Otherwise do we wait 2 turns and build a worker in Boston, immediately abandoning it, then building next town 1S in its place on RCP7. If we do the later we could hire a scientist in Boston those 2 turns negating the need to contribute 10% economy to science for 2 turns.
 
Only read the key parts of the report and am yet to check the save but from the sounds of it, it was a very productive turnset :goodjob:

As for the abandoning a city, it can be a settler or worker but if a settler the best way starting from scratch is wait for 10 shields in the box (and size 2) and then whip it, it will finish next turn and if you set the city to 0 growth you can abandon it when you get the settler.

Will have a look at the save and post again
 
Wow things look in great shape! We might fancy a palace jump later in the game to a more central location (darwin is good in terms of surrounding land though its RCP might be a bit tight), nothing really to add for now though. I'd suggest a spear on the gem mountain if possible, to stop germans slipping by moving along their, but thats not a priority.

Good job Andronicus, things look good, real good! :thumbsup:
 
Very nice turns Andronicus!

Very tight city placement in your dotmap. I'ts CxC in many places. I'm not a fan of that, I'd rather go with CxxC... We need productive cities with big income for our space quest.
 
Oh i agree about that but right now i dont think its a big issue, this game will go to the modern era dont forget, thus there will be time to work out precise placements. Hopefully we can have control of our continent before the IA, though thats thinking a little too far ahead right now.
 
Berlin looks a nice site for a second core :mischief:

Swords and cats with a few horse as back up can wreck havoc particuarly prior to pikes.
Havnt seen any German swords yet - they will make things a little harder

I think we should aim to get as much German land as poss prior to feudalism with short wars to get a few towns, then peace (preferably with tech thrown in or at reduced rate), and then egg Bismark on to further war as soon as we have consolidated (and arranged large gpt deal with him). We do need to keep filling in the land.

As soon as Germany under control we will need to get our infrastructure under construction with libs, courts, markets - hopefully timed for whenn we becomne republic

I suggest we try obtaining CoL from Bismark next peace treaty then make min run on republic (if we put some beakers into CoL first it should bring the price down or alternatively include currency in trade). Keep watch for 2 for 1 trade opportunities with Joan who doesnt apear to have traded with Bismark yet
 
Darn, just revisited first dot map and realised Darwin's site was planned for 1NE (still RCP7) resulting in less crowding. This would have allowed western pink dot to also go 1NE (and still be RCP10). :blush:
 
tupaclives said:
As for the abandoning a city, it can be a settler or worker but if a settler the best way starting from scratch is wait for 10 shields in the box (and size 2) and then whip it, it will finish next turn and if you set the city to 0 growth you can abandon it when you get the settler.
If I understand you right, this means Boston which is size 2 and has 8 shields in box could whip settler in 2 turns returning to size 1 then get option to get settler and abandon. What do you mean set to 0 growth - is this after whipping and before hitting enter at end of turn?

Actually can get 2spt by using cow + forest so could whip next turn

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tupaclives
Andronicus - just played
CommandoBob - UP
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Andronicus said:
If I understand you right, this means Boston which is size 2 and has 8 shields in box could whip settler in 2 turns returning to size 1 then get option to get settler and abandon. What do you mean set to 0 growth - is this after whipping and before hitting enter at end of turn?

Yep thats precisely what I mean, and yes it doesnt have to be as soon as you click to whip, but it has to be prior to the end of the turn in which the whipping took place.
 
Long Term Goals
Get to space first.

Mid Term Goals
Play Whack-A-Mole with Germany. Whack a city (capture or raze), whack another city and negotiate peace. Prod, pester and annoy Bismarck until he declares war on us and he breaks the peace, not us. Repeat as needed.

Be nice to have France gnaw at Germany from her side of Aztralia.

Short Term Goals
  • We are at war with Germany.
    • If the German archers near Boston stay in the mountains on this IBT, what if we
      • move the units in Boston out of the city onto the hill NE of the city
      • move the eSword and the catapult stack to the roaded grassland 2N of Boston
      • wait for the German archers to leave the mountain and move onto the roaded horse
      • and kill them all on open ground.
    • Germany does not have iron connected (yet).
    • Looks like Rubyvale will be the focus of German attention, with Cairns getting the overflow. Both have 2 vSpears defending behind walls, and the will be facing vHorses (deadliest), rHorses, rArchers and rSpears. Would be nice to sneak in a vSword into the defense to add some counter attack punch.
    • Let us hope the German horses attack Rubyvale and do not go exploring our interior.
    • Need to clear out Bonn to reduce Germany to a one-axis threat (no pun intended). Due to the distances, it might be best to build towards Bonn. As we build towards Bonn, we also road to our new city, so once Bonn is gonn, those units can head east to the real German battle front.
    • Need to consider a city on the hill NE and E of Rubyvale, close to Nuremburg. This city would need to be heavily defended (so of course I won’t build it! :D ) since it will be the focal point of German attacks for a long time. A walled city on a hill, with three or four vSpears, a couple of cats and the odd Archer or Sword, would be the final resting place of many fine German units.
  • Build an embassy with the French Lady.
  • Townsville is working the cow, which needs roaded and then mined or irrigated, not sure which.
  • Be nice to get the gems connected. Nice, but not really worth the risk in wartime, considering where the gems are located (N of Rubyvale and on the German border.)
  • We have citizens working 5 unimproved tiles; need to examine and see why.
  • We are on a 10% science run to Currency.
  • Boston is on Ring 3 from Canberra and is 69% corrupt. It is rank 10. Broome and Rubyvale are even further from Canberra and have worse corruption. We can try to keep a Ring 3, but it may not be worth the effort.
  • Need to build Swords and Horsies to fight the Krauties.
  • Set Boston to zero growth, build settler, abandon city and rebuild one tile south of present location. Takes 22 turns. Could keep zero growth and build two slave workers instead, would take 12 turns.
  • Settle the pink dots (RCP of 10) north of Boston.
 
Just with regards Boston, you can get the settler as soon as it gets 10 shields in the box (so 2 more turns at 1spt, or 1 turn if you do it at 2spt). Just whip the city once it gets 10 in the box and the settler will finish next turn with the option to abandon, the whip will be transferred to the nearest city but that wont be any sort of serious issue.
 
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