Tyrant Celts - 100 K Emperor

My condolences, crazybeard.
I second Bahzell - was great to have you in the team and I would enjoy if you would come back to us.

Got the save.
 
My condolences as well, Crazybeard, and thanks for dropping a note to us even in those circumstances.
 
classical_hero said:
We really need to get a move on with this game.

Hey, I 've not yet exceeded my timeframe! And it was you who requested longer turns. Additionally also you took more time for your turns. I'm currently in turn 6 and I am also getting ideas about a global strategy together. (reading some 100K games and so on.) At the moment I think I have a different idea than posted by the team so far. But I'm not that uncautious, not checking this before I start posting alternative strategies. I just simply never played 100K before.

I made contact to the Mongols and Japanese so far and founded one further city south of Entremont on the river. Very foodrich region here around! So we can produce a lot of workers - all towns are theoretically potential 2 turn worker pumps. Since pop rushing is the advantage of despotism we can pop rush a temple for 20 shields (2 workers) and that's where my thoughts are circling around. But Crakies strat also has its advantages. Takes some time to get an idea on what is better. The shortcoming of the ToA is that the temples vanish when you get to education. But postponing this tech is contradictional to getting to communism asap. So quite something to analyse.
 
Well I played my turns (20) and that's the summary.

Empire:
I founded 3 new cities, 2 according to Crakies dotmap and one at the south delta of the river to have a coastal city there, since there is lands end. this one is the fourth to be a SF/WP city.
Terribly China has beaten me to settle next to the spices!
Entremont works as SF and the 3 other potential ones are currently finishing granaries what I supported by some forest chops.

Contacts:

I made contact to India (other continent north east);
Mongols, (wandering Mongol scout on our continent);
and Japan, (the red borders on the NE continent);

Science:

We are a backward people. I think mainly because the others popped more huts and got techs. All of the AIs are ahead by WC and IW. I managed to get Alpha, Masonry and the Wheel - one researched two deals for myst with Mongols and Japanese. The deals for myst were due since the Chinese also knew it and already had contact with the Mongols.
According to reseach probability figures I set research to mathmatics, since we need to keep up by trade with something nobody knows so far.

for dotmaps.JPG

Here is the save

http://forums.civfanatics.com/attachment.php?attachmentid=117025&d=1140466897
 
Are u taking this, Madviking?
 
Ooops, correct. The link didn't work. Here is a working one :


View attachment TyrantCelts_1500BC.SAV

Concerning the roster I think actual is :

Madviking : up
Crakie : on deck
Bahzell : lifted the fog of war
classical hero : tripled the number of our cities
Marc Aurel : found some others


Crazybeard : Offline for a while but reserving his slot until he's back.
OTOH since we are only 6 alltogether but a team is normally 7, there is one free place to be filled or what do the other team members think?
 
I have no problem with adding another team member, especially if he or she intends to play the next SGOTM. If everyone agrees, I will edit post #1 to reflect that.
 
Roster update:

Crakie : up
Bahzell : on deck
classical hero : tripled the number of our cities
Marc Aurel : found some others
MadViking : Skipped

Crazybeard : on hiatus
 
Nobody wants to join this great team? I can’t believe this! Maybe we haven’t been clear enough. So we have to do some advertisement:

Advertisement (Hope, I don’t have to pay for it!)

We want you for team Craclabama. Come to join!:wavey:

We offer you these great chances :

  • To participate in a team, that has first experiences with an SGOTM and therefore is your ideal environment to prepare for the great challenge of SGOTM 10, the jubilee SGOTM, where mad-bax and Gyathaar will have a very special task for us. You should never miss this!
  • Friendly combatants that would never rain on you because of a mistake, since they also are currently also learning the Civ 3 lore. So we are as a team the ideal trade-off between ability and looseness for all ambitioned players, who think to have a fairly good knowledge of the game, but fear the superiority of the masters and the hard fight they will have in SGOTM 10!
  • Or if you are a master, a well rehearsed and motivated crew dedicated to this challenge (harumph), that is easy to instruct and who’s engine is oiled and running.

Please send your applications to this thread and
Don’t miss this great Drama
Of the struggle of Craclabama

Advertisement end
 
Sorry, I was out of town Friday and Saturday. I don't like the slow pace either to be honest. We could keep up the 20 turns for a while, to speed things up?

And of course: got it :)
 
Initial thoughts

Alesia has an entertainer, this is REALLY bad. Up lux. The city spacing is a bit broad to my taste, but perhaps this will facilitate cranking out the expensive GS later. Lundugum is particularly ill-placed IMHO, because we could have had an additional city along the river.

Research is at math, a prudent choice I would say.

Improving infrastructure

I improve Alesia so it should soon be ready for the second settler pump. Lundugum lacks shields for a 2 turn worker pump, so I build a tempe in Richborough. Very unusual, but after border expansion, Lundugum will have enough land. Temples, of course, are cheap.

I prioritize claiming the Dyes in the south... incense in the west is too far away. I also build a city just one diagonal tile from the capitol, along the river, to gain an additional core city.

Diplomacy

Sent out two curraghs. They only move 1 tile/turn, is this differential naval movement?

Meet Carthage in the west (by an exploring warrior).

Research

The math monopoly fails. I buy it from Carthage for 11 g with 2 turns left, China and the Mongols already have it.

India: Poly for Math+6gpt+16g
Japan: Writing & IW + 26g for Poly+Math
India: WC+10g for Writing

We are now at tech parity with the known world, but are paying to India.

Thoughts for the future

* Research for literature or currency monopoly. I favour literature, but no beakers are collected yet so it's up to the next player.

* Set up 2nd settler pump & 1 worker pump.

* ICS land in the west (need scientists). Settle in a broad CxxxC pattern first, then fill up gaps later, to prevent the AI from claiming the land.

* Military in the core (we have iron!)

 

Attachments

Updated Roster

Bahzell : Up
classical hero : on deck
Marc Aurel : found some others
MadViking : Skipped
Crackie: Got us to Tech Parity :goodjob:

Crazybeard: on hiatus


Got it.
 
Updated Roster

classical hero : on deck
Marc Aurel : found some others
MadViking : Skipped
Crackie: Got us to Tech Parity
Bahzell: Expanded our empire

Crazybeard: on hiatus

Military
Hooked up the iron so that we can build Gallic Swordsmen. I recommend that we use the next 20 to build up an army of Gallic Swordsmen and then go slap Mao around. (he ticked me off when he robbed me of a city placement opportunity by 2 turns)

Diplomacy
Not much to say as we have nothing to offer the others atm.
There are 6 AI's still out there for us to meet.

Research
Currency is due in 7

Japan are up MM & HBR
Mongols are up Philo & HBR
Carthage are up Philo, CoL, MM, HBR, Cur, Const & Lit(runaway ai in the making?)
China are up HBR
India are up HBR

For the Future
Keep building up the infrastructure.
Build an army of Gallic Swordsmen to smack someone around(China)
Hope Carthage doesn't sell Currency before we get it.
Need to get Ratae Coritanorum connected to the rest of our empire to get the benefit of the spices.

Our Empire
celtempire1yx.jpg
 

Attachments

Is the expansion phase over now, or is there room left?

Do we have The Weel? Do we have horsies? We won't need them right away, but we will after the GS becomes obsolete. Our first target should be the opponent that has them.
 
We do not have much room left so our next phase of expansion will be via conquest, so one of my goals is to build lots of GWs for our next phase because attack will do us well.

Preturn. I was able to get currency down to six turns.

We can build the Statue of Zeus so I start it right away so that we can get some ACs going for even better war opportunities.

When I discovered Currency I traded it around and I got Horseback Riding, Philosophy and Map Making.

I am now researching CoL. I am also starting to build some GWs.

I only played seven turns this go because someone played more than their share.

I founded three cities during my turn.
 

Attachments

Marc Aurel : up
MadViking : Skipped ---> still here???
Crakie: Please note: only one c!!!! ;)
Bahzell: Expanded our empire
classical hero: stopped expanding

I have no problems with playing a couple of extra turns, for example to finish researching a tech.
 
Back
Top Bottom