who should i attack, (saved game attached)

Is the question really, "Who should I attack?" I ask because the question for me is usually more one of, "In what order should I attack them?" :devil:

:lol::lol::lol:

:ar15:
 
And there are so many options:

  • Alphabetical
  • Attractiveness (or lack thereof)
  • Bad Attitude
  • Clashing border colors
  • Culutral snobbery
  • Trespassing units

Decisions, decisions :yumyum:

Always a font of wisdom CBob. :goodjob:
 
And there are so many options:

  • Alphabetical
  • Attractiveness (or lack thereof)
  • Bad Attitude
  • Clashing border colors
  • Culutral snobbery
  • Trespassing units

Decisions, decisions :yumyum:

You forgot the rule, "Ladies First". With apologies to Darski, one of the Forum's favorite ladies.
 
You forgot the rule, "Ladies First". With apologies to Darski, one of the Forum's favorite ladies.

I once played a "Ladies first" game what was basically a NOW game with only female leaders.
 
I once played a "Ladies first" game what was basically a NOW game with only female leaders.

Hmm, now that would be an interesting basis for a scenario, only female leaders. You would get France, England, the Byzantines, Russia, and Spain for starters, that I can think of immediately. I might need to give that one some though.
 
Hmm, now that would be an interesting basis for a scenario, only female leaders. You would get France, England, the Byzantines, Russia, and Spain for starters, that I can think of immediately. I might need to give that one some though.

I have 2 extra females as I got Wu for China and Gwendoline for the Celts from C&C.
 
And there are so many options:

  • Alphabetical
  • Attractiveness (or lack thereof)
  • Bad Attitude
  • Clashing border colors
  • Culutral snobbery
  • Trespassing units

Decisions, decisions :yumyum:
Don't forget "proximity to your capital" :)
Or easiest to eliminate quickly.
You forgot the rule, "Ladies First". With apologies to Darski, one of the Forum's favorite ladies.

All perfectly valid reasons for prioritizing victims, ahem, adversaries. Let's not forget "in the order in which contact was made," as in AW.
 
I once played a "Ladies first" game what was basically a NOW game with only female leaders.

Hmm, now that would be an interesting basis for a scenario, only female leaders. You would get France, England, the Byzantines, Russia, and Spain for starters, that I can think of immediately. I might need to give that one some though.
I present to you, from deep in the archives of the Civ Fanatics Forum, dating back to the dark ages of 2005, a Ladies Only Extravaganza!

MeteorPunch's MP6 - a Madman and his Ladies.


Too bad the game was never finished. :sad:
 
I present to you, from deep in the archives of the Civ Fanatics Forum, dating back to the dark ages of 2005, a Ladies Only Extravaganza!

MeteorPunch's MP6 - a Madman and his Ladies.


Too bad the game was never finished. :sad:

Hmm, I need to do some checking, but I think that all of them are in the Medieval scenario that comes with the game. How about Mad Scientist goes mad creating a Ladies scenario?
 
This is my third turnset.

I think I have gone slave-crazy this turnset. We started with 91 slaves and ended with 150.

The Zulus haven't done much since starting our war last turnset. And we haven't done much about dealing with them either. That should change shortly.

Noticed that Maces and Longbows, which cost 40 shields to build, will disband to 10 shields a piece, enough to build a worker. Have used this a lot to rush workers in cities with resistance.

Turn Log
Spoiler :

web25-2
Turnset CB03 1580 AD

Republic at Regent
20% Tax
70% Science
10% Luxury

4489 gold, +12 gpt

Industrialization in 5.

Military
004 Settler
062 Worker
091 Slaves
001 Spear
003 Sword
001 Pike
009 Longbow
018 Musket
011 Knight
070 Cavalry
008 Infantry
004 Artillery (English)
003 Frigate
001 Army (unfilled)
041 Mace
006 Cursader

Current Units: 238
Allowed Units: 133
Support Costs: 210 gpt



0 1580 AD

[IBT]

1 1585 AD

MOve settler onto ruins of Brighton.
[IBT]
Preboot from Byzantium. Expected; miskeyed a Cavalry.


2 1590 AD

Zed replaces Brighton.

England still does not have a capital city.
Rush five English slaves for 36 gold each.
[IBT]

3 1595 AD

Railing.
[IBT]

4 1600 AD

Drop science to 10%, Industrialization in 1, +285 gpt, 4182 gold.
[IBT]
Korea stops by for some coffee. Wang Kon wants to sell us Ivory for Wines and 67 gpt. Not interested.

Industrialziation -> The Corporation in 14 at 10%.

5 1605 AD

Drop luxuries to 20%.
Raise science to 40%.
The Corporation in 6 turns, +74 gpt, 4467 gold.

Seven cities net 20 shields per turn or better. They are switched to Factories.

Mayan MayDay grabs three tiles from Bzyantium, near Nicaea and Darhan.

Last turn of the deal with Byzantium.
French and Aztec settler pairs besmirch the land that was once England.

England has a new capital, Exeter, which is half the world away. We could make peace and not have any flip issues (since we don't have any right now) but I don't want to have to redeclare war later. So we stay at war. When we find Exeter, we'll deal with it then.
[IBT]

Arabs build Yamana; Frenchies wander around.

6 1610 AD

Mayan Calendar also encroaches upon Nicaea.

[IBT]

7 1615 AD

We set a date with Theodora. Just for grins, we ask about Free Artistry. Free Artistry? Like in new clothes for me? How much? I've got 80 gold in the bank and I can dig up another 81 gpt for that? Will you take it?

This is a quandry. We make +61 gpt right now.

While we ponder this issue, we wake most of our garrsion units, except for those in Merry Olde England, and group them at the capital. We still have a few rMaces and some rSwords.

We go back to Theodora. We feel kindly towards her, so we sell Free Artistry to her for all of her 84 gold pieces. We take a peek at her World Map, too.

Then we declare War on her.

Order of Battle around Chichen Itza
03 rSwords
03 rMaces
33 vMace
01 eMace
06 eKnight
77 vCavalry
08 vInfantry
37 Workers
04 Artillery
01 Army (unloaded)

Plus other scattered units around the empire.

Nicea is captured. Disband an rMace to cash rush a slave.
Adrianople falls. Disband an rMace to cash rush a slave.
constantinople, the capital, becomes ours, along with The Great Lighthouse. Disband an rMace to cash rush a slave.
Smyrna gets a new boss. Disband an vLongbow to cash rush a slave.

Go leader fishing with our Elites without success; lose 3 eKnights.

Brusa, a jungle-wonder city, is gone (auto-razed).
Caesrea changes hands. Disband an vLongbow to cash rush a slave.
Heraclea, the current capital, fails to impress our Cavalry. Disband an vLongbow to cash rush a slave.
Darhan is deposed. Disband an vLongbow to cash rush a slave.
Trebizond, the current capital, is easy to take. Disband an vLongbow to cash rush a slave.
Chalcedon gets conquered. Disband an rLongbow to cash rush a slave.
Sardica sorta welcomes us. It is not connected to our road network, so nothing got disbanded here. Not gonna disband a Cavalry to get a slave.
Dyrrachium answers to a new throne. Disband an rSpear to get started on a slave.

To this point we have a lost a total of 4 Cavalry and 4 Knights. And we have a stack of 36 untouched Cavalry.

There are two jungle-wonder cities that we need to raze but cannot attack to this turn. Two more cities are on the far west coast surronded by mountians.

We get ready to attack them next turn.

Use Swords and Maces as slave-grabbers.


Mayan Blue is built.
[IBT]

8 1620 AD

Mayan RiverWalk is built.
Amorium, a jungle-wonder city, is burned to the ground.
Ancyra, another such useless irriatant, is auto-razed.
Varna costs us a Cavalry.
Mandalgovi, surrounded by six mountains, a hill and a coastal tile, becomes a giant marshmallow roast.

Our continent is now free of Byzantium influence, except for the foolish resisters.
[IBT]

9 1625 AD

Deal with the cranky.
Rush the harbor in Zed.
[IBT]

10 1630 AD

Disband vMaces for slaves.

Drop science to 30%, The Corporation in 1, +166 gpt, 4022 gold.


Military
004 Settler
079 Worker
150 Slaves
003 Sword
001 Pike
001 Longbow
007 Musket
007 Knight
082 Cavalry
031 Infantry
001 Artillery
003 Artillery (English)
007 Frigate
003 Galleons
001 Army (unfilled)
019 Mace
006 Crusader

Current Units: 252
Allowed Units: 170
Support Costs: 164 gpt

And the save is attached.
 

Attachments

Nice bob, I will load my latest save, I got artillery waiting to take on byzantine.
 
I had some free time today.

I checked F8. This game is slightly modded. One thousand turns instead of 540, so not a big change. Domination is the only Victory Condition.

For some reason I become more verbose than in previous turn logs.

Turn Log
Spoiler :

web25-2
Turnset CB04 1630 AD

Republic at Regent
40% Tax
30% Science
30% Luxury

4022 gold, +166 gpt

The Corporation in 1

Military
004 Settler
079 Worker
150 Slaves
003 Sword
001 Pike
001 Longbow
007 Musket
007 Knight
082 Cavalry
031 Infantry
001 Artillery
003 Artillery (English)
007 Frigate
003 Galleons
001 Army (unfilled)
019 Mace
006 Crusader

Current Units: 252
Allowed Units: 170
Support Costs: 164 gpt



0 1630 AD

There are seven turns left on the Fur trade with France. Zulu has five Silks but they are one the far side of Zululand, away from Zed. Ngome is the nearest city to Zed with a harbor and then it is eight land tiles, all grasssland, to the nearest Silks.

We may not be able to get to the Silks in seven turns. We have three native luxuries, Wines, Spices and Gems. French Furs give us a fourth luxury and make our markets barely useful. We could trade for more luxuries but I hate to depend upon AI trades for happiness when luxury sources are within reach.

We have a swath of slaves railing our empire from NE to SW.

We have lots of science farm area which we have not used.

And a huge jungle that needs to be burned away.
[IBT]
The Corporation -> Refining (oil sources) in 11 turns at 30%.


1 1635 AD

Blue Bandit is built.
[IBT]
France builds Digon inland, between Zed and London.

2 1640 AD

Blue Suede Shoes.

Load 3 vCavs into First Army and load them into Galleon 01. Sail across one tile and unload. Sail back into Zed. Load with 3 vInfanty and a Settler. Sail back to Zulu and unload and return back into Zed.

El Balam begins Universal Suffrage, 20 turns.
[IBT]
Resistance ends in the new additions, so no need to disband Maces/Longbows.

3 1645 AD

Zulu Blue gets spotted 2W of Zed.
Ngome is liberated from the Zulu. The harbor is spared.

Rush a Galleon in Zed.
Rush some Byzantine Slaves.

With two Galleons we can ship across 8 units a turn, which we will need to get to the Silks.
[IBT]
Heroic Epic?
Military Academy?

No Zulu counterattacks.

4 1650 AD

We lose a Cavalry in a Zimbabwe raid. Seven Cavalry are outside Zimbabwe, which could be bad for war Wearniess.

Shipped into Zulu Blue six Cavalry and two Infantry.

Copan begins Heroic Epic. At the moment, don't plan to build Military Academy.
[IBT]
We lose a cavalry to a Mace outside Zimbabwe.


5 1655 AD

No increase in war weariness but city growth upset some cities.

Ship across into Zulu Blue four native workers, two Cavalry and two Infantry.

Buy a zulu slave in Ngome for 36 gold.
We let First Army (11/14) continue to heal.

Lightly wounded eMukset (4/5) repels first Cavlary attack.
Two vPikes, the now 3/5 Musket, 2 vImpis and 1 rImpi are dispatched, leaving a vHorse defending.
vCav vs. vHorse => vCav wins.
Zimbabwe is Mayan. We gain 4 slaves, 6 resisters and the market. The harbor did not survive the change of ownership.
The four slaves rail the tile the attacks came from, 1S of Zimbabwe.
All mobile attackers are sent into Zimbabwe to stomp the resistance. Send in a vInfantry to stop counterattacks.

The nearest Silks are now only 3 tiles away, 1N of Ulundi, the new Zulu capital, which is also 3 tiles away and thus within Cavalry range. Taking Ulundi would also split Zululand in half, which is a helpful, too.

We can ship across 8 vCavs next turn, so we should be able to take the city. Should, not will.

No barracks our cities in Zululand. Sun Tzu is good only for one continent.

Rush a Galleon in Zed. we now have three of them here with more coming from the southern shipbuilding ports.
Rush Byzantine slaves in Constantinople, Adrianople and Nicaea. These are all at size 4 and need to get to size 1 before I feel good about letting them grow.

Next turn is the last turn of the French Furs.
[IBT]
We quiet 4 of the 6 resisters in Zimbabwe.


6 1660 AD

Ship across 12 units; 4 Infantry and 8 Cavalry. No workers this turn.

First Army, fully healed, takes out vMusket and vPike in Ulundi.
vCav dies to vPike.
vCav dies to vPike.
vCav takes down 3/5 Pike.
vCav impales vImpi.
vCav hamstrings vHorse.

Ulundi flies the flag of Maya. We capture a settler.

We now have two sources for Silks, since Ulundi was sitting on Silks.

The Silks make a lot of cities happy, but it won't last long. We don't adjust the sliders any.

We rail to Ulundi. It has a barracks.

Bapedi is new Zulu capital. We have seven uncommitted Cavalry.

vImpi prevails over vCav.
vCav stomps vImpi.
rImpi is trashed.
vCav avenges fallen vCav on 2/4 Impi.
vCav destroys 2/4 Mace.

Bapedi has new overlords. We gain 2 slaves.

Hlobane, north of Ulundi, is the new capital. This reduces the flip risk in Zimbabwe.

Mayan RiverBluff is 2N of Mayan RiverWalk, in merry olde England.
[IBT]
France wants to talk. Wants Physics for Navigation. Not now.
Byzantines come groveling. We ignore them.

We lost our supply of Furs (expected).

7 1665 AD

We talk to France.
Sell Physics to France for Furs, Navigation, World Map, 9 gpt and 52 of 52 gold.
Navigation is what we want, the others are just gravy.

Quirigua switches from Frigate in 1 to Magellan's Voyage in 11.

Load up two Galleons with 8 Cavalry and sail towards the Byzantine capital island of Naisus. We are too far away to see if the one full tile can be invaded or not.

Ship 8 Elite units into Zululand, looking for fame, glory and promotion.

We make Zimbabwe, Ngome and Zulu Blue flip proof. We need about 30 more units to make Ulundi and Bapedi flip proof, so we empty the cities and set them to starve.

Rush Zulu slave in Ngome.

Plant an Infantry on Zulu's Horses.
[IBT]

8 1670 AD

We are able to land forces 1NW of Naissus.

Ship across 8 units to Zulu; 2 vMaces, 3 eCav and 3 vInfantry.
Maces disband in Ulundi and Bapedi.

Two eCavs and 1 eKnight make Intombe ours. We raze it and net 6 slaves.

Hlobane, the current capital, has a vMusket to defend. Then an rImpi, followed by another rImpi.
Hlobane is razed, too.

Isandhlwana is the new Zulu capital. vImpi is bested by our last eCavalry.
vCavs have no trouble with second vImpi, vMace or rImpi.
Isandhlwana is ours, briefly, before it suffers from spontaneous combustion.

Umfolozi's vMusket meets an eKnight. we retreat. We followup with our last moveable eKnight; Musket dies.
Two Impis are outfought by vCavs.
Umfolozi is ours and we keep it. It gives us a mountain pass to the southern end of Zulu.

Drop luxury slider from 30% to 10% and no one gets too upset.
[IBT]
Heroic Epic is built in Copan.

9 1675 AD

Make peace with England to get rid of some War Weariness.

Eyeball Tugela, Zulu's latest capital.
Tugela belongs to Maya.

Mpondo is a nearby coastal city.
Mpondo, and its harbor, are Mayan led.

Two eCavalry are all that is needed to bring Swazi into the Mayan fold. But the city is tundra so we just burn it instead.
Ibabanago is crushed by First Army. This city is on grassland, so we keep it.

Zulu is now a one city civ.

On the Bzyantine island paradise of Naissus, our troops come calling. Spears only serve to irritate us and Naissus is razed.
We leave two vCavs on the island.

Ship 4 settlers across to Zululand. Don't plan to send any more units over there, though later there might be a need to ship some back home. But for now the shipping will be stopped.

We rush the last of our Byzantine slaves from Constantinople, Adrianople and Nicaea. This will bring them down to size 1, where they will grow with safe Maya citizens.

Drop science from 40% to 0%, Refining in 1, +741 gpt, 3457 gold.
Drop luxuries down to 0%, +851 gpt and no one starts crying.
[IBT]
Refining -> Steel in 19 turns at 0%.


10 1680 AD

We have four Oil already connected.

We send six units to pay a visit to the current Zulu capital, but they won't arrive until next turn.

Science goes up to 70%, Steel in 5 turns, +56 gpt, 4204 gold.


Military
006 Settler
092 Worker
213 Slaves
003 Sword
001 Pike
001 Longbow
007 Musket
007 Knight
092 Cavalry
039 Infantry
002 Artillery
003 Artillery (English)
009 Frigate
011 Galleons
001 Army (Cavalry)
014 Mace
006 Crusader

Current Units: 291
Allowed Units: 204
Support Costs: 174 gpt

And the save is attached.
 

Attachments

for the science farms do you just irrigate everything to get the city huge? turn all extras into beakers?
 
web25, exactly. In my version of this game, I have a lot of size 6 cities surrounded by irrigated plains -- 3 tiles worked, 3 scientists.
For cities with lots of irrigated grassland tiles, I get them up to size 12 and have 6 tiles worked to support 6 scientists. The science slider is at 0, and I can research Flight in 5 turns, every other tech available to research in 4 turns. I have *that* many scientists! :D
 
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