View Full Version : Deity SG Killer team
Lt. Killer M
08-04-2003, 12:27
tataaaaa!
Lt. Killer M
08-04-2003, 12:31
Second Team: (Iriquois) Killer will be Admin for this one...
Col
Killer
Aggie
Propain
Start Conditions
Continents
Temperate
Normal (not arid or wet)
5 billion years old
Lt. Killer M
08-04-2003, 13:55
got it, started playing...
Shabba, a NICE start, two cows in the 21, but not in the 9, and no bonus grass in the 9....
I think I will moce the settler :(
Lt. Killer M
08-04-2003, 13:59
here is the screenies...
http://www.civfanatics.net/uploads4/DeitySG0031.jpg
moving the scout 'around' our position shows this:
http://www.civfanatics.net/uploads4/DeitySG0021.jpg
what do you all think? move next to the two cows or not?
Shabbaman
08-04-2003, 13:59
Moce the settler boy ;)! Hey, it shouldn't be too easy... I really had to resist placing you next to the Koreans and rename their leader 'Shabbaman' btw.
Lt. Killer M
08-04-2003, 14:02
LOL Shabba, you just wait..... I mean, you know what will happen to NK long term..... Kim will die, buddy ;p
WildFire
08-04-2003, 14:28
Cool, glad to be of service.
Might want to sticky it too ;)
I'd say leave settler where it is - borders will expand in ten turns anyway - and we can share cows with a city on other side of the cows next to the river. . Maybe one square northeast. Gets both cows and keeps the mountains. Alternatively - move due east across the river and get rid of a square of jungle.That loses the mountains though
Alternatively ignore me. There - that seems to cover most of the options.
WF - what are you doing in this forum , reading our posts!
Referee! Foul!
What about moving the worker first (to the north?) and then decide were to put the settler?
Lt. Killer M
08-04-2003, 14:53
OK, it is forest, not jungle (hard to see here) on both tiles, so NO settling there in my opinion. We can use the prod bonus and tax from the river only too well once the cows are irrigated...
I favor moving one tile northeast, keeps the river and gets both cows - that city will grow fast and be a monster in prod real fast:
size 4 could use:
2 cows mined
2 forest
gives 9 prod and +2 food and LOTS of tax......
I saw in my anarres PBEm how great such a city can be, or if we mine one or two of the cows we can get settlers so fast you won't believe...... demands 2 mil police though....
I will NOT agree to leaving the river!
quote:Originally posted by Lt. Killer M.
I will NOT agree to leaving the river!
Who came up with that suggestion? Doesn't sound right to me either...
quote:Originally posted by Lt. Killer M.
I will NOT agree to leaving the river!
yeah well obviously.
If we go for the northeast move, at worst we'll have one ahem killer city but I'd expect a few good city sites in a prepared map.If planning to ICS, I'd leave the settler where it is and get three or four cities to share those cows crammed in as close as possible. Cities sharing cows in turn can make a hell of lot of settlers.
Kind of depends on your preference. I notice in previous games that folks here tend to go for optimum spacing rather than crammus maximus a la Bamspeedy.
REPORTING FOR DUTY, LT KILLER.
btw looks like there are flood plains SE& E of the cows. MOving NE would leave us with rich food, lotsa shields. I'd say move.
I'm generally not in favor of optimal placing where you start with approximately 20 squares a city. You won't use half those squares untill hospitals anyway. I say cram them a bit so they have like 10/15 squares to work, that way you can use tour land fast
quote:Originally posted by Aggie
What about moving the worker first (to the north?) and then decide were to put the settler?
Moving the worker north would only reveal the N,N square from settler if I'm correct and that looks like a grass tile already. If you wanna move the worker for more info I'd say go east.
If you would move the worker to the east, you lose a turn to work the land. Moving it to the north will at least allow you to build a road to a cow.
Lt. Killer M
08-04-2003, 20:05
My vote: move to killer position, megatown beckons....
also, skip the road, aggie, I do tend to play like that, too, but I have several times done the maths and it comes out even in the end...
As for the placement: optimum gives 20 tiesl, if we accept a two tiel overlap we are soon down to around 18. Modding that for rivers and mountains will give us good 12 to 20 tile towns - that is what I would aim for :D
I second that settler move killer. On the worker: I would move it on the riverside cow and start irrigating. It takes two turns to get there but it's our most important, hence willbe our most used, tile.
quote:Originally posted by ProPain
I second that settler move killer. On the worker: I would move it on the riverside cow and start irrigating. It takes two turns to get there but it's our most important, hence willbe our most used, tile.
I agree. So play Killer!
Lt. Killer M
09-04-2003, 09:49
playing :D
Lt. Killer M
09-04-2003, 10:30
(2) founded the town next to cows. There is incense diagonally east just out of the 21 :D
(3) I decide to irrigate the river cow, we can later change to mines.
(4) wheat in the norhteast....
(5) coast found in the north, we cna settle a town there to include the wheat and a lot of plains. good for ships.
(6)
(7)
(8) Scout done, warrior ordered
(9) lux up, yellow border in the east
(10) the Zulu...... bad thing to have another expan civ next door. They have Warrior Code and Mysti and two cities....
I will halt here, should we do 20 or ten in the beginning?
what to do?
http://www.civfanatics.net/uploads4/DeitySG004.jpg
20 in the beginning, early turns can be very quick with the famous - press enter - turns. Although we have scouts [dance]
I say we make a 2nd city between the incense and the wheated flood plains.
Lt. Killer M
09-04-2003, 10:49
PP: I agree on the 20.
further planning: IRON! Horses are no good as the cannot retreat against Impi. Bloody the Zulu noses fast, they are untlra agressive!
Mm - I havent given up on horses yet.
We also need to plan when we get our golden age with mounted warriors ... they WILL kill impi as effciently as swordsmen - both have an attack rating of 3. - and are much faster to move around.
Lt. Killer M
09-04-2003, 13:49
doh! I forgot we are Iroqs LOL
quote:Originally posted by Lt. Killer M.
doh! I forgot we are Iroqs LOL
Phew, glad to read this post, thought you lost your mind for a sec ;) I'm rather glad impis will impede retreat. We have a better chance winning that last battle anyway being 3 vs 2.
A horse, a horse, my kingdom for a horse!
quote:Originally posted by Lt. Killer M.
doh! I forgot we are Iroqs LOL
I'm glad I can learn something from you deity experts ;)
Lt. Killer M
09-04-2003, 14:25
LOL I am anything but a detiy expert, I hate all the MMing and LOVE to play Monarch/Emperor carelessly instead.
You and me both.
Who IS our expert then - PP??
LoL
Lt. Killer M
09-04-2003, 14:46
aggie and PP....
you'll see, we ARE the loser team, but we will prevail ;)
quote:Originally posted by Lt. Killer M.
aggie and PP....
we will prevail ;)
Agreed.
Skill is no substitute for luck, creativity and low cunning.
I don't exactly consider myself the expert. I lose deity most of the time, and detest the MMíng.
So it's up to you Aggie, guide us!
Hehe - well we at least have a team that is well matched in certain respects. Still I think we all have slightly different apporaches and I'm looking forward to listening to some new ideas.
Building swordsmen as the Iriquois for example ...
quote:Originally posted by ProPain
I don't exactly consider myself the expert. I lose deity most of the time, and detest the MMíng.
So it's up to you Aggie, guide us!
Ouch.... you all are going to trust me [lol] I had one deity win so far, with a lot of luck. MM is not my expertise. ERIKK can confirm that [cry]. I think we are all quite well matched, so we must try to guide each other...
quote:Originally posted by col
Skill is no substitute for luck, creativity and low cunning.
and a megasized army too Col.
Lt. Killer M
09-04-2003, 16:12
col: I once had a game wher on archi I couldn't get horses until modern times. Was fun to rip throuhg the Ais with Swors, even if I triggered my GA with a MW in about 1900 AD LOL
Lt. Killer M
10-04-2003, 10:43
I took a night to consider the dilemma: where will our secopnd city go and do we need the settler in a hurry, preventing us from bulding Granary right away.
Then, I played three turns of exploring - and they totally changed everything. See for yourself:
Lt. Killer M
10-04-2003, 10:44
http://www.civfanatics.net/uploads4/DeitySG005.jpg
I assume you got the star prize from a goody hut! Nice one
What are we researching?
More incense north, I see. Where is our thirs city going. Between the wheat and incense looks attractive but I wouldnt fancy impi sat on those mountains...A little bird told me the other team got hit by the impis. Hehehehehe.
Lt. Killer M
10-04-2003, 10:53
on Niagara Falls: I propose warriors until we can chop the forest, until the town can pop-rush the temple.
DCapital goes Granary, then settlers.
what about cities to the north?
http://www.civfanatics.net/uploads4/DeitySG006.jpg
circles can be settled, green square is in case we raze Zulu town. Otherwise, it would be a nice town to keep :D
This would give us a strong coastal city (red: two floodplains + wheat = enough food to support mined plains! [irrigate them later when changed gov]) for ships and with blue control over enough mountains and plains to have a chance on iron and perhaps horses.......
blue gives incense and can co-use floodplains, even the wheat for early fast growth, later live off irrigated grass where the forest is now.
Lt. Killer M
10-04-2003, 10:59
O played 15 turns until now, so I have 5 more to go.
I do NOT favor building very close, remember MWs are a way off, until then we will have two lux (seen the silks in the south?) and can afford size 6 cities easily.
I'd have the red dot one square northwest and the blue dot one square east from there. Salamanaca isnt going to be allowed to grow for a long time becuase it will pump settlers so I'd go for a slightly tighter build with more overlap.
What package do you use for your dot maps? PSP?
Lt. Killer M
10-04-2003, 11:05
col: I want the red where it is because of growth potential, and I do NOT want the blue further out because of coruption and the wheat
Ok - our discussion continued via messenger.
There are plusses and minuses both ways. Current plan is to go with Killer's layout. Priority is to take out Zulus. We need that land.
Lt. Killer M
10-04-2003, 12:31
here's what came of the last 5 turns:
it seems we are on an island with the Zulu. coast found east and south and far west - if there is a land bridge it is a thin one.
Granary next turn, lux is at 20, 1 cow mined as we have enough growth already.
I would road, not chop the forest, then move the worker south to chop on Niagara Falls.
Download Attachment: icon_paperclip.gif DetiySGKiller-3000BC.SAV (http://www.civ3duelzone.com/forum/uploaded/Lt. Killer M/2003410123219_DetiySGKiller-3000BC.SAV)
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http://www.civ3duelzone.com/forum/uploaded/Lt. Killer M/200341012368_DeitySG007.jpg
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Nice exploration.
Whats our order of play?
quote:Originally posted by Lt. Killer M
Second Team: (Iriquois) Killer will be Admin for this one...
Col
Killer
Aggie
Propain
Is this our order?
Lt. Killer M
10-04-2003, 13:24
it indeed is!
since when do you need extra prodding, col?
Was I supposed to play first??
Sorry I didnt realise.
I saw that order but then saw that Killer was starting so didnt put the two things together.
Doh
The first will be the last Col ;)
Lt. Killer M
10-04-2003, 15:02
sorry, I also didn#t notice the incorrect order - doh!
it certainly is
Killer
col - up now
aggie
propain
hehe - I'm glad this team works so well together.
Ok got it - will play tomorrow. I dont think laying when I get back pissed from a night out is a good idea.
quote:Originally posted by col
I dont think laying when I get back pissed from a night out is a good idea.
Have to disagree here.:D
Hehe - one of my better typos.
Lt. Killer M
11-04-2003, 08:28
LOL @ Col ;)
Ok - about to play a few turns. I'll report back soon
Mm - false start here as the save failed to load into civ1.29. More success when fired up ptw.
:blush:
Preliminary look round and thoughts.
Shaka has BW,WC and Mysticism - must have got from goody hut I guess. he has Zimbabwe + 2 cities which we can see.
Salamanca will finish its granry next turn and a settler build is a high priority. I dont think any barbs have been sighted. I often send settlers unescorted but it IS a risk and I dont know how others would feel about this. Obviously an escort if required should be built first while the city is at size 4.
Worker on forest is set to road as per Killers post. We're using the square.
Niagara Falls is building a warrior. This will finish next turn.
We'll want to hook up a lux soon. The incense is going to come on line long before the silks south of Niagara falls.
Priority is to grab the blue dot site. Since its likely to come under attack I think I need an escort there so that the city doesnt sit undefended and provoke the zulus into aggression.
Scouts will check out the remaining black bits and confirm that we are indeed on an island with just the zulus for company.
(1) Salamanca set to produce a warrior escort as granary finishes
NF set to produce a worker - in 10 turns which should coincide with growth from 1 to 2.
I guess NF will be producing workers for the foreseeable future
(2) Zzz - no trades avaiable.
(3) Salamanca completes warrior and we order our settler. Salamanca will grow in 3 turns and settler will complete in 4 but 2 warriors will keep order.
Shaka now has the wheel as well. Still not interested in any trades.
(4) Zzz - Shaka has a scout running by down the west coast.
(5) Zzz - Possible land bridge spooted to south east. Will investigate.
http://www.civ3duelzone.com/forum/uploaded/col/200341118724_landbridge.jpg
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(6) Worker has finished road. Choice is to continue south or to push road north. Settler is going to go to blue spot so my choice is to road to the north. Lets get that incense hooked up and provide a road between Salamanca and our new city - useful either defensively or offensively. Yes I know I said I would road south but this has higher priority. Ok?
Shaka offers BW for 131 g and 6 gpt. WC for 131 g and 5gpt. Wheel and mysticism not for sale. Prices seem to steep for me. We have a treasury of 131 g and are making 7gpt. We have alphabet coming in 15 turns. Still running on 20% lux and 10% science. Salamanca is balanced happiness wise.
(7) Salamanca builds a settler and settler+warrior head for blue spot. Salamanca drops to size 3. I order another warrior and will then build a settler for red spot.
Time for a break - dogs demand to be walked. More later.
Next few turns
2630 Turn 8 I think
Settler and warrior move toward blue spot. No zulu settlers heading that way I'm pleased to say. Lux dropped to 10%. Sigh - one move too late but better late than never. Slamanca will grow in 1 turn but will complet warrior in one turn. I've been here before. Last time I was in this position, the city grew one, fell into revolt then didnt complete the warrior that would have stopped the revolt. Lux moved back up to 20% to cover this.
Turn 9
Salamanca grows, warrior built and lux dropped back to 10%. Salamanca is balanced again. Settler ordered.
Turn 10
Grand River built on the blue spot and is set to build barracks, it is going to be our staging point for the war on the Zulus so a barracks here is a must. GR will grow rapidly with the fllod plains. Worker is set to build road on incense connecting our cities too.
Escort is fortified in GR. Shaka is still polite. BW is 155gold and 4gpt. Still too much but it's coming down.
Turn 11
Niagara completes its worker and set to build another warrior. It wont grow for 20 turns.
Shaka starts to build the Oracle. This is great news. It means he wont be building an army in his most productive city. Hopefully he will complete it just before we capture his city. :evil:
Whats the priority with our worker. Chop jungle or connect silks. We will have the incense on line shortly so I put the worker to chopping the jungle next to the river to get the trade bonus. Possible land bridge spooted to the west. More sliks over there too. The zulu scout is heading that way too. Does he know something we dont?? (pic)
Turn 12
24 turns to chop jungle. It will be a long time before NFalls is productive.
Tutn 13 2430bc
Settler completed and sent with escort towards red dot.
Salamanca set to build warrior.
BW is to 182gold + 3gpt.
Land spotted off the south west coast
http://www.civ3duelzone.com/forum/uploaded/col/2003411193419_island.jpg
13.04KB
Turn 14
Road completed and incense connected up.We can now drop lux back to 0%.
Worker set to connect to red dot city and will build road through wheated fllod plains. These will be irrigated - but wont be within city boundaries until expansion.
Sadly land bridges fizzle out. We are on an island it seems.
Wtf. Salamanca completes warrior and offers me the chance to build a spearman. Ok I must have made a trade by accident with Shaka without realising it. s Sadly auto saves are switched off so I cant look back and check. Shaka now has iron working.
Our gold is down to 11 and we are making 6 gpt so it looks like I clicked OK by accident. Sorry guys - but if Shaka has iron we may need spears in a hurry.
Wife demands that she be taken out to the pub.
Last few turns later.
Lt. Killer M
11-04-2003, 19:58
col, take that worker off the jungle and let him chop forest! THis can be added to Temple and rushed with 1 pop, too!
Remember: the tile must be in the 21, whatever the cultural border is, for the shields to go to the city!
Mm - not sure what you mean about the jungle tile - I'm not quite sure what to do with a jungle city, if truth be told. I dont think there are any forests nearby but I'll check....
I have been agonising about that trade with Shaka. We need the gold to upgrade warriors. On the other hand until we get iron working, there aint gonna be an upgrade. My plan - and I guess yours was to trade alphabet for all we could get up to and including IW.
It was a mispressed key that made the trade. If I'd had a saved game I would have replayed that turn. I have a detailed timeline that would let me recreate all my moves. Should I replay and not trade or just play one from where I am. I think I need input on this.
2350BC
NF set to temple - so it will expand to get the silks. Worker moved to forest next to river and becomes a lumberjack and he's ok....
2270bc
Allegeny is built on the red spot and is set to build a warrior.
2230bc
zzzz
2190
Salamanca builds a settler and the pair is sent to look for a good site in the north west.
2150
Thats me done. Saved and will post map.
We are due to get alphabet next turn. It would be great if we could get IW and Wheel for this to find the iron and horses. There is a settler/warrior pair moving NW to grab either or both if they get chance.
http://www.civ3duelzone.com/forum/uploaded/col/2003412175136_map.jpg
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Download Attachment: icon_paperclip.gif DeitySGKiller2150BC.SAV (http://www.civ3duelzone.com/forum/uploaded/col/2003412175215_DeitySGKiller2150BC.SAV)
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I'm sorry to say it, but I have to drop out. I feel like letting you down, but I have too much going on at the moment (RL and CIV) to play even more SG's than I do already. I'm eagerly awaiting the end of HOT3 and Wdelight at CFC, because all that warmongering just takes too much of my time. I can't explain that to my family [sad]. I won't stop all the civving, but in a healthier pace than at the moment.
Lt. Killer M
13-04-2003, 18:42
aggie, it is a pity losing you :(
yeah - shame. Looks like we need another player - one who hasnt read any of the other thread - or shall we carry on as three?
Propain - can you take the save?
I'll take the save from here. I have a friend who plays deity level and wins most of the time. I'm sure he hasn't looked into the other thread (or this one for that matter), if we wanna play play as a foursome I can ask him. Lemme know what you guys want.
I'll pick up the save after I install and finish my virus check. Kemal is getting some mixed signals from hotmails virus check concerning my saves. My guess is that will be done at the beginning of this afternoon (GMT+1)
Plowed thru 63.500 files in an hour, no viruses found [dance]
Ready to play!
Poll time!
alphabet
We have alphabet and Shaka is prepared to
1- pay 93 for it
2- sell us the wheel for alpha, 7 gpt and 35 gold
Other deals not possible.
we have 3 options
1- sell alpha and research the wheel ourselves (15 turns)
2- don't sell alpha and research writing (32 turns) hoping to beat SHaka to it
3- take the Wheel deal
I'm thinking trying option 2. It's a gamble but if we beat Shaka to the writing that will prolly get us the wheel and IW.
What do you guys think???
city placement
Here's my city placement proposition, I would try to expand in a way we get some cities ringing Salamanca. I'd rather not move to the east since it's only useless jungle anway.
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003414133259_2110bccityradius.jpg
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Salamanca
I wanna make Salamanca a 6pop, 5 food settler fac. this will require it to grow and to irrigate the floodplains. The advantage will be that it will produce settlers more quickly and can quickly switch to military production.
Lt. Killer M
14-04-2003, 13:35
ask him :)
I'm not getting that post Killer, ask who?
Oops, got it now! You're talking about the replacement player!
Apparently noone is noticing/reading/answering the poll-time post, so I bump the thread :)
Ok - lets hold off trading a little longer - my main worry is we may need to place a city to get the horses. At some stage soon , we will need MW. Shaka knows where the horses are and we dont.
White dot is pretty near where I was heading for that that settler. I'd say its a higher priority than the others. I dont know what is up that peninsula but its safe to say we can claim all of it.
Lt. Killer M
15-04-2003, 09:38
on trade: hold off.
I'd like to include a city norhteast on the coastal plains if possible, we can thus
a) hem in the Zulu better
b) send some units around their flank
c) entice them to move through our lands for settling, good way to start a war and get slaves ;)
but I'd need to see a full map again for lontime planning, could you post a zoomed-out map?
btw, I posted my last post before your Poll appeared, we must have written the posts at the same tiume ;)
Of course a zoomed map is possible:
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003415101220_2110bccityradiuszoom.jpg
169.77*KB
Notice the lonely zulu settler trailed by the warrior in the SW. Apparently Shaka is moving in on the greener pastures instead of our lands. I propose the green dot for coastal plains city.
2150BC
move scout, move settler warrior in different directions for view of area (see pictures above) We're only 1 city behind Shaka, that's not bad.
2110BC
Got Alpha, but Shaka refuses to pay a decent amount for it. see previous discsussion
2070BC
Move settler to white dot. Switch Sala to scout because I want to see surrounding area more quickly. Shaka discovered alphabet this turn!! Not good. I try to buy Mysticism so I can switch to poly on 10% but Shaka won't sell. Set reserach on writing to 70% &32 turns, maybe we get lucky anyway.
2030BC
Settle Cattaraugus. BUild scout in Sala, switch to temple.
1990BC
Allegheny finishes warrior, switch to worker because I want to irrigate the flood plains between salamance and grand river. Zulus found Intombe SW of niagara falls and their lonely settler founds Mpondo.
1950BC
Their is more land west of Catta. than I expected and it looks green too!
1910BC
Forrest near NF chopped, switch worker to mine. Worker for sale in Zululand, shaka wont sell for 69 gold + 1 gpt which I think is too much anyway. Pity we can't buy it because we need extra workers.
1870BC
Shaka's military:
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003415104317_1870bcshakamil.jpg
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The land to the west loks better with every move, and there's a hut there also. I'm praying we'll get the wheel from it[worship]
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003415104429_1870bcwesterntip.jpg
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Lt. Killer M
15-04-2003, 11:32
very nice!
I also like the coastal dot you chose ;)
1830BC
Catta finishes warrior, switch to spear in 10, catta grows in 15 so we can build worker afterwards. Our village is deserted[cry]
1790BC
Sala citizens die of disease. allegheny finishes worker, start settler so we can block Shaka
1750BC
Move scouts. Salamanca citizens die of disease again :(
1725BC
And some more Salamanca citizens die of disease [cry]. Sala finishes settler and is down to pop=1. Settler moves to green coastal plains dot, Salamanca starts barracks to grow pop again. Shaka has writing and no communications for sale.
1700BC
Switch writing to 10% (29turns) to save for the Wheel
1675BC
Gpt deal with shaka ends, we have 10gpt now but no deal for the wheel possible.
1650BC
Move scouts
1625BC
Zimbabwe builds Oracle. We can now buy the Wheel for 12gpt and 58 gold
1600BC
move scouts and settler onto green coastal spot
1575BC
NFalls builds warrior, switch to spear. French build Pyramids.Oil Srpings founded.
1550BC
MOve scouts back to Iroquois territory, we have charted the whole soon to be Iroquois continent. Salamanca is now a +5 food, 2 turn growth city.
1525BC
Switch Sala to settler after barracks is finished.
1500BC
Grand river finishes Barracks. I switch to settler, but temple can be a good option to. FOr the next player to decide.
The Zulu empire
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003415114140_1500bczuluempire.jpg
219.88*KB
The Iroquois empire
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003415114439_1500bciroqempire.jpg
213.12*KB
Important Issues
1) what to research. We can have writing in 10 turns instead of 22 if we set research to 70% (-3gpt instead of +15gpt) and switch to the wheel. Or we can leave it as is so we can buy the wheel for cash with only a small gpt part.
2) where to settle first. I'd say we should move to the green dot in the upper screenie and the blue dot in the polltime post srcreenie asap to secure the silks and prevent shaka from easily settling west to the other silks.
3)contacts. We desperately need contacts but MM is nowhere near and Shaka will surely beat is to that. Best would be to decimate shaka in the near future, with maybe a shot of finishing him before he meets anyone. If so we can even abuse a gpt without a rep hit.
And of course the file:
Download Attachment: icon_paperclip.gif DeitySGProPain1500BC.SAV (http://www.civ3duelzone.com/forum/uploaded/ProPain/2003415115139_DeitySGProPain1500BC.SAV)
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If have mailed my friend but he hasn't responded yet. Why don't you continue Killer and we'll fit him in when he responds and if he wants to join.
Lt. Killer M
15-04-2003, 12:04
got it.
How's the SG coming along Killer? those 48 hours are approaching rapidly ;)
Kingreno
20-04-2003, 14:45
Hi Everyone,
PP told me you needed a fourth teammate. Well, I'd gladly help out, but don't believe too much off PP's bragging :-), I have won 10 Deitygames all in all (8 off which with zululand...). So...if you guys accept me, what's next?
Lt. Killer M
20-04-2003, 18:10
sorry, I had a bad PTW crash on my Laptop and couldn't play over Easter as I had expected. I was in Berlin, and had no PC access but the laptop :(
Kingreno: welcome!
If you can, take it, otherwise I will play tomottow morning!
KingReno took the save and is playing (talked to him last night) so you can spend some time getting your comp up and running again Killer!
Hey - time to get this moving again!
What's happenin?
Kingreno
25-04-2003, 22:01
We begin in 1500BC,
1500BC : I send the scouts to the ends of our lands to spot a galley before shaka does, in NF I send the warrior south to the spot where a possible galley could arrive from the coastal square vissible accross the sea.
1475BC : Salamance will produce a settler every 5 turns now, set workers to improve grassland to get it to 4 turns. Otherworker will Mine hill near GR.
1450BC : fortify our warriorscout. Nothing else, shaka still polite. We also toy the luxslide to prevent disorder in S and GR. A zulu settler enters teritory near GR, I move a warrior from Cat to All to blockdance him.
1425BC : lalalala
1400BC : Settler (S) to blue dot (page2). Spear from NF to Blue dot. NF will build warrior.
1375BC : Just in time for settler block, the brave zulu moves to the plainspeninula NE of All
1350BC : settler allegny north to the smaller peninsula north of all, east of cat. All will build worker. We Found Tonawanda, blue spot. Meanwhile in the backwaterstate of Korea, the statue of Kim Ill Sung is completed, the call it Knollosos.
1325 BC : No new zulusettlers seen so warrior in allegnhy to GR for milpolice.
1300 BC : zzzzzzzzz
1275 BC : Settler salamanca to goldmine near red dot, it will settle ON goldhill! [cool]
1250 BC : A YEAR TO BE REMEMBERED...WE MEET WANKER!!!!
Our warrior S of NF, fortified and bored spots a Korean Galley off the coast, it unloads a set/spear near the silks! It's captain Guus Hiddink immediately returns our "prove off existance" to the rest of teh world and in our own turn Wanker allready introduced us to the rest of the world!!! :D
LETS DIPLO!!! I make the following deal...We give...Comm with zulu's, WM, 30 gold and 2 gpt....and get: Comm with otto's, IW, TerM, Massonry, The Wheel [crazyeye], WC, Writing and Myst! (hehehehe)
Now lets talk to the rest, we are still 5 techs behind wanker...BUT we have Horses UNDER allegnhy!
Our brothers on this world are the Babs, the Vikings, The otto's, the French, the Americans, teh Koreans and the zulu. I start withn Hamu.
For zulucomm I get Philos, TerM and 69gold. From Abe I get Codelaws and terM for zulucomm, 3pt and 88gold. from Zulu I get HR and 2 workers for phil, codelaws and 22 gold. France pays us 95gold + WM for zulucomm and WM. From vikings MM for zulucomm, 44 gold and WM.
The Babs again, wm-wm and 42 gold for us, korea pays 9+WM for WM, abe pays 98 gold and wm for wm. zululand pays 278+wm for ottocomm, MM and WM. Ragnar pays a nifty 4 gold for our WM. Well so to say, I go for poly in 20 turns (max), which will be arround 17 when St Regis is founded on the goldhill.
Alsom I establish an embassy with everyone but the very puny Otto's (badly beat up by babs.
1250 BC : we found Mauch Chunk.
1225 BC : Oil Springs is slightly cornered in and I rush the temple there and one coward flees my (you should see the one that didn't).
city.
1200 BC : St Regis Founded, Poly in 15. I also sign a ROP with Babs and Hamu pays...1 gold!
1175 BC - 975 BC : The landgrab continues, I hope you'll like Centralia near Bapedi, Shaka now has no Iron!
GOALS: Get to poly first and trade it around, build MW and landgrab.
After that, MONARCHY and GA with MW. Second option is to ally with someone and get something for it.Ragnar allready pays LIT and math for alliance vs France.
Here are some screenies
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003425221034_1450warrion SG.jpg
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http://www.civ3duelzone.com/forum/uploaded/Kingreno/200342522126_KOREA SG.jpg
38.63KB
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003425221251_F4 SG.jpg
181.92KB
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003425221336_F11 SG 1250.jpg
143.78KB
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003425221431_zimbab sg.jpg
183.96KB
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003425221516_Seoul sg.jpg
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http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003425221556_setle steal iron sg.jpg
106.33KB
Killer, I believe you're next! succes!
Download Attachment: icon_paperclip.gif Save 975.SAV (http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003425221728_Save 975.SAV)
135.32KB
Lt. Killer M
26-04-2003, 11:58
hehe, very nice!
Lt. Killer M
26-04-2003, 12:02
can we go to 1.21?
Lt. Killer M
28-04-2003, 08:37
col, have yaou tried the double install and the crack from the thread here:
http://www.civ3duelzone.com/forum/topic.asp?TOPIC_ID=102
Yeah - I've installed it now and can play 1.21 or 1.14. If you want to play 1.21 I'll give it a go.
Lt. Killer M
28-04-2003, 11:21
what about king reno? 1.21?
I'm not on 1.21 yet either. I'll look into the double install, but I'm no fan of this kind of constructions.
Lt. Killer M
28-04-2003, 19:16
PP: you do not even need a full double install, you can eliminate almost all files
Kingreno
28-04-2003, 22:15
Agreeing with PP here. I do not like it either. IMHO 1.14 is fine for this type of game.
Lt. Killer M
29-04-2003, 10:27
OK, 1.14 we stay.
Lt. Killer M
01-05-2003, 10:43
preturn: nohting
It is time we get a few MW and prepare for offensive operations. The Zulu try to walk a settler through, too. I will let them, that city we can later press out of them. Sadly, the later turn back
The nooks and crannies get filled in by the Zulu and Koreans
Sell Poly around, get Maths, Lit, lotsa Gold.
Monarchy is still 30 at 90%, Currency takes 19. I decide to set science to zero, then try 'other means' for a gov tech.
Lt. Killer M
01-05-2003, 10:49
2 turns later the last settler leaves Sal, change to military.
Realize I forgot to rush Temple in Centralia - mistake corrected.
Lt. Killer M
01-05-2003, 11:18
Orleans builds Great Library. So much for 'other means' version one...... this means pointy stick....
Shabbaman
01-05-2003, 11:22
Mr. Pointy Stick? I know him, he's a friend of Buffy.
Kingreno
01-05-2003, 22:05
I'd suggest a lone scientist to Monarchy...Even 40 turns is okay imo. It will also mean that Pointy stick will generate cur and perhaps Mono as well. And the 1 or so gold spent on the scientist is a gamble deffinately worth it![yeah]
Lt. Killer M
02-05-2003, 11:43
Kingreno: I NEVER run 0% science w/o a scientist....
He Killer, please post this fucker so we can get it on![help]
That's what you get playing a zillion games at the same time[:p]
Yeah - I wonder if the other team have finished their game yet?
Lt. Killer M
08-05-2003, 09:56
I am terribly sorry, I simply forgot about this game as I aqssumed I had posted
[blush]
here is the rest:
Scandinavia and Babylon 'disagree' over some city....
a settler up north is almost where he should be - I left him on goto to the tile between horse and scout.
We have started producing MWs, Grand River should have another hill mined soon, I would suggest mining one more for use.
Tonawanda builds a Temple, needless to say this should be changed.
we *need* to get into a war mode real quick now!
Lt. Killer M
08-05-2003, 10:02
Grand River:
http://www.civ3duelzone.com/forum/uploaded/Lt. Killer M/20035895923_GrandRiver.jpg
115.33KB
our capital - mm it for max growth and squeeze a settler or worker from time to time.
http://www.civ3duelzone.com/forum/uploaded/Lt. Killer M/20035810058_capital.jpg
90.94KB
these two cities will have to produce our MWs atm! Use them wisely!
Download Attachment: icon_paperclip.gif DSG-Killer-750BC.SAV (http://www.civ3duelzone.com/forum/uploaded/Lt. Killer M/20035810210_DSG-Killer-750BC.SAV)
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OK, Col you're up. Playing order will be:
Killer
Col
ProPain
KingReno
GL&HF
COL!!!!!! Where are you!!!
Lt. Killer M
13-05-2003, 11:40
I haven#t seen col in a while now.......
PP, take it.
I'll take the save. Playing today
Sorry guys - Killer just told me I was up - I can play tonight if PP hasnt started or after PP if he has.
Ok - here's my turn
Ok - prelim check. My we know a bit more about the world than when I last saw this game.
Republic is due in 35 turns. I'm not holding my breath on that one.
Mm - 13 warriors, 4 spears and 1 MW. We arent going conquering too soon then. I guess we need vet MW as fast as we can get them now. We have a couple of settlers to fill in the northwest frontier.
We are on 10% lux and all our cities are balanced for happiness.
I dont know why we need a galley right now so will swap to MW. I dont fancy Tonawanda culture flipping a zulu city so another MW ordered.
1) 730bc - MW complted. More ordered.
2) 710bc US and Korea are now at war. The babs demand ROP - I agree if they cough up an extra 30gp which they graciously do. The Great Lib is built in Orleans. Colopolis founded.
3) 690bc zzz
4) 670bc Colborough founded.
5) 650bc Lux up to 20% as Allegheny grows.
6) 630bc zzz
7) 610bc peace between the Scadinavians and someone who's name I didnt catch. Currency is on offer for map +300 but there's no point. War is immiment and we're not building marketplaces any time soon. Workers are mining cows. Strange mines they build these days.
8) 590bc zz - moving scout so can see nearby zulu cities.
9) 570bc zz
10) 550bc - Monarchy is now on the table but we can wait for that. Up to next player.
We now have 6 MW are more here soon. Attack when we reach 15? 20? We have 15 warriors and the cash to upgrade.
http://www.civ3duelzone.com/forum/uploaded/col/2003513194350_deitysg.jpg
11.66*KB
Download Attachment: icon_paperclip.gif 20035810210_DSG-Killer-550BC.SAV (http://www.civ3duelzone.com/forum/uploaded/col/2003513194859_20035810210_DSG-Killer-550BC.SAV)
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Lt. Killer M
13-05-2003, 20:36
hehe, nice going, col!
I'd say we go with fewer MWs, say 12 or so. Grab a bit of land and maybe a tech.
Then, we could go for these annoying foreign cities, slow the AIs and maybe negotiate something in the peace, all the while building up our troops. 20 turns later we can *really* go for the Zulu.
yes - taking those cities in the southeast will trigger out GA which can be then used to spew out MW.
I agree with capturing the southern non zulu cities. GA for MW (although GA in Despot wont help us very much)and those silks will prolly help us a lot in trading too.
I'll take it and play tonight.
I agree with capturing the southern non zulu cities. GA for MW (although GA in Despot wont help us very much)and those silks will prolly help us a lot in trading too.
I'll take it and play tonight.
We can buy monarchy and revolt first before the war. Republic is being offered around too. They became available on my last turn os I thought it better to leave that decision to the next player. Phew.
Maybe it would be better to get those before our GA?
Lt. Killer M
14-05-2003, 12:11
indeed, if one of these techs is around - we are religious after all, so take the cheaper (I'd rpefer Monarchy atm, because of Mil Police) and revolt ;)
Seems the smart thing to do. I'll try and buy Monarchy
forgot to play, sorry, Downloaded it and playing later today. (business partner visiting right now, wouldn't be smart to play under their nose...)
Is this game still moving?
Lt. Killer M
20-05-2003, 15:23
he is playing atm - and reporting a sneak attack yb the Zulus to me via MSN
Ah - that doesnt sound good, does it?
I hope he didnt provoke it - I dont think we're ready yet!
FInished!! Took hours due to Shaka's sneak attack. We're KICKING HIS ASS THOUGH!!!![hammer][hammer]
550 BC
checked situation. Set governor of kahnawake to manage mood for 1 turn because it will grow and both citizens are now content. pressed enter
IT - whole world starts hanging gardens
530 bc
Sala starts next MW. Relieve governor of managing Kahna. MM Allegheny that's going to grow to size 6. What are all those workers doing near Oil Springs? Sent 4 MW to south.
IT : Abe threatens us and wants tm and 57 gold. Our MW are in the neighbourhood so I tell him to stick it where the sun don't shine. I'd rather have him declare war on us then the other way around. He backs off however [eek] !!! Akwesane finishes worker, starts another one, Korea starts on Hanging Gardens
510BC
Shaka moves a lot of troops towards us(centralia). That's not what we want! I buy Monarchy from him for 33 gpt. At least we'll have Monarchy cheap if he decides to declare war on us. I move 3 workers on hills near NF to connect Iron. We need to upgrade some warriors to keep Shaka at bay. I move some MW in south back to Sala and some towards Intombe. Move workers away from border just in case.
We go into anarchy and I MM some cities to prevent civil unrest, we need that production asap if shaka starts that war.
IT: Colopolis and Colborough get civil unrest [hmm] must be the name.:D Untrustworthy Shaka declares war. Our Spearman in Centralia defeats and archer, impi and sword. He promotes to elite. WOOOT!!! At least 33 gold for monarchy is a pretty good deal. Btw Lucky Abe didn't declare war on us.....
490BC
Vet MW defeats archer near Oil Springs, loses 3 health but promotes. We enter GA. Vet MW defeats warrior near GrandRiver. Vet MW defeats archer over river between GrR and Centralia. Loses 1 health. Move spear on centralia iron in centralia, move MW into centralia. Start roading iron near NF, takes 4 turns. Move 2 MW near Intombe.
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003520154545_sg490bc_centralia.jpg
198.71*KB
http://www.civ3duelzone.com/forum/uploaded/ProPain/200352015450_sg490bc_intombe.jpg
129.43*KB
IT: we lose a MW to an acher over a river near Oil Spring. Pity MW didnt retreat. Scandinavia and US aly against Korea. Heaps of swords (3) come out of Bapedi (NOT GOOD!)NF finishes barracks, start MW, Catta finishes MW starts new one. Kahnawake finshes worker starts new worker. C0l*.* are happy again.
470(turn5)
Hurry production of barracks in centralia for 56 gold. We need that healing capacity now. Reg Warrior in Oils Springs defeats archer loses 2 health but promotes. Bit tricky OilS undefended now so I hurry a MW for 94 gold, expensive but necessary. MW defeats archer near Intombe. move MW on mountain northeast of Intombe. Maybe we can apply a bit of pressure. Move 2 MW from Sala towards Centralia. Hopefully they'll be in time for those Swords. Hurry MW for 64 gold in Allegheny. Next turn will finish 4 MW's now.
IT: some zulu units move towards a lonely scout on SE tip of continent. I need to remove that scout and run em around a little. 3 swords and 1 archer moving for undefended Oil SPrings....Sala finishes MW starts new one. Allegheny and Tonawanda too. OilSp finishes MQ starts Spear. Centralia finishes barracks, starts MW
450(turn6)
Alegheny MW moves towards OilS. Defeats archer and moves into OiS itself.MW from OiS defeats Sword and moves back.MW from centralia does the same. SHIT forgot to reMM citizens after we entered monarchy, do that now. MW NE of intombe defeats Impi but loses 2 of 3 health. I retreat both towards Tonawanda.
IT: Otto;s declare war on Babs/ We lose our scout that I forgot to move after all [angry] Koreans demand tribute (tm+57 gold) I pay em. Gr and StR finish MW and start a new MW. Colborough finshes warrior starts worker.
430(turn7)
We lose a MW to a sword near centralia ( it had to happen eventually...). Second MW defeats sword. leaves a single warrior :). MW defeats warrior next to OiS without health loss. MW from Gr defeats Warrior over river 1 health loss. This war isn't going bad at all!! reset build of StG to barracks. I want vet MW not reg!
IT: sala finshes MW starts new MW
410(turn8)
retreating 2 wounded MW from intombe to NF, zulu archer follows. OUR IRON IS CONNECTED!!! Now we're gonna teach Shaka!! I upgrade a few warrior in border cities. Launch an attack on Isipe. 1st MW defeats Impi 1HL, 2nd defeats Imp no HL. We now own Izipezi. [dance] Bapedi is next on my list. Shaka still doesn't wanna talk. Whatever suits him.
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003520154647_sg410bc_world.jpg
222.58*KB
IT: colopolis revolts. these backwater col*.* are starting to annoy me. Where's my whip ( damn monarchy already!), Babs start SunTZu.
390(turn9)
MW attacks Sword on mountain next to Centralia. loses but retreats. Our Sword takes out zulu sword and moves on mountain, no HL. Move some WM around so I can hit some swords next turn. Move elite spear on mountain (centralia) to reinforce sword.
IT: Shaka moves towards Grand River/Salamaca bypassing heavily defended Centralia. Good, that gives us time to pick of
those swords omn the way. Babs wanna talk. He wants alliance against Otto's I change it to trade our WM for TM+1gold
370(turn10)
Upgrade 2 warriors to swords in GrandRiver. I hold back on promoting in Sala. I'm hoping Shaka will bypass GrR now and move for Sala. more time to finish those swords. Centralia vet MW defeats impi. 1hl. Shaka is prepared to talk now, but doesn't offer anything decent for peace. We can launch attacks on Bapedi and Intombe soon. I say he can 'go boil his head'( isnt that Mao's line?)
Here's how it looks:
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003520154914_sg370bc_army.jpg
57.25*KB
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003520154847_sg370bc_bapedi.jpg
194.59*KB
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003520154810_sg370bc_intombe.jpg
105.35*KB
Tonaw & NiaFalls contain 5MW for attack on Intombe.
Download Attachment: icon_paperclip.gif iroSG370bc.sav (http://www.civ3duelzone.com/forum/uploaded/ProPain/200352016024_iroSG370bc.sav)
168.78*KB
Lt. Killer M
20-05-2003, 16:56
very nice!
Kingreno
21-05-2003, 06:31
Nice indeed,
I'll take it tonight. lets get a leader!
Lt. Killer M
28-05-2003, 14:02
Kingreno: what about it? any truns played?
Kingreno
30-05-2003, 06:32
Problem, I get a load error everytime I load the save. I allready talked to PP and he said he;d send me some kind of patch. Waiting for that.
Lt. Killer M
30-05-2003, 08:38
OK :)
Kingreno
03-06-2003, 06:25
I give up, this game is impossible...ESPECIALLY if it does NOT start. this sux. Please let the next player take and see if he can get it started.
did the patching not work???? SHoudl do the trick. O.w. can someone else try to load the save and start just to see if something is fundamentally wrong or if its incompatible versions
Lt. Killer M
06-06-2003, 09:19
will do, PP.
Kingreno: sorry! :(
worked the problem out with KingReno. He didnt install the patch before the crack and so messed up civ PTW entirely. Guess I didnt explain the use of the patch clear enough [blush] sorry KR!!!
PP
So is he going to play it then??
Kingreno
11-06-2003, 07:52
No, I will wait for official patch. haven't touched civ for a month now.
Lt. Killer M
11-06-2003, 10:19
when is the official patch due?
can someone else take it inthe meantime?
Shabbaman
11-06-2003, 10:35
The patch should arrive this week.
I'll take it this evening and get the game moving again - I hope in a good direction ;)
Lt. Killer M
11-06-2003, 14:52
col: thanx!
Sigh - tomorrow night PP.
Got sidetracked by crisis at CFC. The trials of being a mod.
CFC crisis? again? What happened?
quote:Originally posted by ProPain
CFC crisis? again? What happened?
One of the leading players in GOTM has been suspended.
Sigh - I think this game is cursed - every time I sit down to play it, something happens. Many apologies. If anyone wants to grab it feel free!
Lt. Killer M
25-06-2003, 09:28
I will, soon, I hope.
Shabbaman
18-07-2003, 12:04
Hello guys, what happened? Did you give up? Besides the zulu's I didn't think the map was too hard ;)
Everybody got too busy to play! Killer is away and I've been drwoning in work. I will have time next week when my holidays start!
Col, if you can play soon, I can take over and play ten turns too. I'll contact KingReno and see how he;s been doing lately. If he's prepared to pick it up again, we can continue with three and impress Killer when he returns [evil]
Ok so we're finally getting this moving again. Need to get reacquainted.
Turn 0 370bc We seem to be in good shape but need more braves as soon as possible. There will be a lot of swords coming at us when the Zulu counterattack. The Zulu iron is out of reach at present but taking Ulundi would cut the iron route to the north so that will be our target. Bapedi is within reach of our braves and will be attacked next turnResearch is set to zero. I guess we're going pointy stick all the way.
Turn1 350bc The great wall is built in Tours. The zulus move their stack of 3 swords + 1 impi next to Grand River. They are on a mountain. 2 swords and an archer threaten our iron. We have to weaken those swors before they take GR so we attack with braves and hope they win or retreat. 2 braves attack score no hits and retreat. bah. A sword attacks recdues one sword to 1hp then dies. Second sword wins. Our braves hit Bapedi and kill 3 impi but one remains. Most of our forces are asleep. Need to check round and waken them! 2 warriors upgraded to swords.
Turn2 330bcWe take Bapedi. Our injured braves regroup and recover. Unlundi is our next target. Bapedi survives the counterattack. Babylon asks us for ROP. I extract 14 gp from them for the privelege.
Turn3 310bc We move into position to attack Ulundi. The Zulu counterattck with Meds killing a sword and retreating a brave. The french build Hanging Gardens.
Turn4 290bc We take Ulundi but their are several meds witing to counterattack. Their counterattck breaks through and Ulundi falls.
Turn5 270bc We retake Ulundi and pick off the remaining meds. The zulus are building SunTzu. Must be in Zimbabwe so we will leave that alone and hope it completes. The Zulu have a stack of meds next to there. We have now cut the Zulu empire in half effectively. If we can push south to take Hlobane and Mpondo the orin will be ours and we will onlu have archers to face.
Turn6 250bc. The stack counterattcks. One brave retreats but gets hit by another med. We need to eliminate this stack before we go south. The zulu offer us peace + currency + construction but want to hang on to republic. They must be suffering. Hehe. I decline. Bollocks - Ulundi flips and builds a pike.
Turn 7 230bc We retake Ulundi and try to consolidate. A med army appears from Zimbabwe. I dont like the look of that. Meds kill two braves.
Turn8 210bc Consolidation and moving more braves to the front.
Turn 9 190bc We reinforce Ulundi. The med army returns to Zimbabwe.
Turn10 170 bc Things are hanging by a thread. Bapedi will be under severe attack next turn. Ulundi is hanging on. We can still get peace + con + currency. I'll leave that choice to the next player. PP?
Download Attachment: icon_paperclip.gif DeitySGKiller170BC.SAV (http://www.civ3duelzone.com/forum/uploaded/col/2003731115936_DeitySGKiller170BC.SAV)
177.51KB
http://www.civ3duelzone.com/forum/uploaded/col/200373112239_colSG.jpg
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turn 0: Like COl, I takes some time to figure out what was going on in this game. I carefully look at all cities before doing anything.
Finally turn up the lux slider 2 notches. lose 9gpt but gain 3 clowns back to civilians. MicMan some cities to gain a turn or prevent civ unrest.
IT : Zulus retreat all over the place ??
turn 1: Bapedi end resistance -> I set it on starvation mode again. I take out all MW's and position them west of Bapedi, reinforce them with some more MW's, ready to take on the army next turn.
Ulundi is still in full resistance. I decide to take my chances and reinforce Ulundi. I need at least one citizen so I can starve em down...
I hurry a spear in Isipezi for 28 gold, that way I have one mil pol and can put our unhappy zulu civilian back to work. Check all cities and can put an entertainer back to work due to city growth. [cheers]
IT: The zulus move around their forces but keep their army out of MW attack-and-retreat range. A zulu knight shows up on Ulundis's doorstep! I dont like the sight of that. Lemme see if i can reach horses somewhere and pillage em. French start on Leo's, they're building building wonders like crazy!
turn 2: still no let down on Ulundi resistance.[aargh]MW kills archer near Bapedi, other MW kills Med near bapedi, both lose 1 health only.MW kills knight next to Ulundi, loses 2 health. I notice a border expansion recreated north-south zulu empire connection. Explains the knight, I move a MW so I can pillage next turn. Shoudl have paid more attention because anothe MW could have done it this turn if I hadnt already moved it[blush2]
IT: a knight waltzes into undefended Bapedi [aargh].
turn 3: I pillage the north south connection which also disconnects silks. I try to kill a med, but my MW retreats not hurting the med.
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003731125546_sg110bc_ulundi.jpg
118.65KB
Kill two archers near tonawanda but MW's back to 1 and 2 health. This means I''m gonna lose the 1 health MW to the remaining archer in the IT. I retake Bapedi with the 1st MW, just 1 health loss!!!![bday] The med army sits next to bapedi however so I must attack that now, o/w it will attack Bapedi. Fingers X'ed
1st MW, vet, takes 2 health (out of 10) of army and perishes
2nd MW, vet, takes 1 health and retreats.
3rd MW, reg, takes 3 health and perishes, no promotion for army however.
4th MW, reg, takes 0 health retreats
5th MW, wounded vet (3 health), kills army [cool], eat this Shaka!
I attack the remaining vet med with a 3 heath vet MW, take 1 health and retreats. We can now get currency, construc and new Ulundi for peace. I refuse. CJeck other civs, no deals possible
IT: Knight kills MW near ulundi. (North in prev pic) The 'pillager'MW defeats 2 attacking impis and turns elite (2/5), then retreats from med attack and finally succumbs to another med. hiawatha praises its bravery. Med next to Bapedi kills an MW but loses 2 health.
turn 4: kill Med near bapedi without health loss, lose 3 MW killing knight near Ulundi. Lets hope that's the last knight we see for a while. FIrst longbowman appears! I usually interpret that as a good omen. Ai tends to build a lot of them while they hardly do damage with their 1 movement. Our MW's will shred them.
I'm thiking of ending this war but I'd like a leader first. WIll be hard with just an elite spear [cry]
Our army in 90bc.
http://www.civ3duelzone.com/forum/uploaded/ProPain/2003731132837_sg90bc_army.jpg
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IT: Osman tries to extort Poly from us. I tell him to mind his own business, he leaves. OUr GA ends and a flood of towns go into civ unrest [aargh]
turn 5: kill archer and longbowman near bapedi. Hurry a temple for 112 gold. Quite expensive, but the expanded borders will bring the city of ngome within reach in one turn with MW. It has horses and a harbor and losing it will prolly hamper Shaka a bit more.
The continuing civil unrest in Ulundi worries me. Maybe it flip and lose me 3 vet MW's and an elite spear. I'm contemplating retreating from it, letting shaka retake it, reconquer it myself the next turn. That will bring pop down to 2. I'll give it one more turn.
IT: zulus retreat, all cities are happy again, we finish republic. Korea start Leo's (we are one little backward nation!)
turn 6:Lose an MW attacking an impi south of tonawanda.
IT: Nothing much. Another knight appears next to Bapedi. There are 8 MW's in Bapedi so they will take care of him, heal up and attack ngome.
turn7: Lose a MW attacking the tonawanda impi again. 2nd MWtake care of him (finally). MW in bapedi kills knight and turns elite (3/5). Next one kills med, no promotion (2/4)
I save now and finish later. Skyfish is nagging me about playing our game :D
Lt. Killer M
02-08-2003, 19:48
I just can't leave you guys alone.......
GREAT WORK!!!!!
He Killer, you terrible Civ addict!! Hope you have a great stay in the US, we got your card for the CDZ reunion in A'dam. HF!!
PP
** Now Í'm gonna finish this SG first, alrdy forgot about it**
Interturn
Another knight appears on Bapedi's doorstep, it kills an MW losing only 1HP :(. Two med inf, a longbowman and an impi follow the knight, those deity AI produce units like rabits do offspring. I'm starting to suspect a resource to be present in the Bapedi city radius because it seems more logical for the zulus to try and retake Ulundi. Ulundi us bigger, closer to Zimbabwe and has better terrain (after clearing the Jungle). Maybe there's some saltpeter on one of Bap's desert tiles.
Civil unrest in Kanawahke.... I hate it when that happens. I dont wanna up the lux slider any more especially because Kanawahke is a 5pop 1shield totallt corrupt city. I appoint a tax collector in Kan to punish the ungratefull plebs. You'd expect some support from you own populace whist fighting the evil zulus.
The Bapedi siege
http://www.civ3duelzone.com/forum/uploaded/ProPain/200384101246_sg10bc_bapedi.jpg
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Turn 8- 10BC
Battle for Bapedi
vet MW kills med inf, loses 2 HP, promotes elite [thumbsup]
vet MW kills knight, losing 0 HP, [thumbsup]
vet MW kills med inf, losing 1 HP,
reg MW kills longbowman, losing 1 HP, promotes to vet
reg MW kills vet impi, losing 2 HP
WOOT, NO LOSSES!! Way better than I expected. The wargods look favourable upon us!
I reinforce Bapedi with 1 MW, 1 other on its way. Civil unrest in Ulundi finally shows a little let up, 2 out of 4 citizens are out of resisting, the starving begins.
interturn
A knight show up near Tonawanda, I wish Shaka would stop sending those crappy knights.
turn9: 10AD
Allegheny finishes an MW, I switch to settler because A. has reached it's foodcap. I plan to use the settler as a replacement for ulundi, I think Ulundi is to flip prone.
I rush an MW in Tonawanda for 80 gold, I wanna be sure I have enough MW's to take out that knight next turn. I also hurry a MW in St. Regis for 48 gold, that will security against the longbowman that plowing thru the jungle. Shaka's prepared to give currency, construct and new ulundi for peace. Next turn I can have a go at ngome and see what he offers then.
I decide to do a dilpo round. Turns out we can trade resources with Korea and Scandinavia now! I give Korea incense, WM and 37 gold for construction. I buy currency from Ragnar for incense, WM and 210 gold. This will propel us into the next age and maybe even allow us to extort some middle age techs from SHaka!
interturn
Shaka retreats his knight [mad] and Korea and France start on Copernicus Observatory. Tech wise we're doing crappy!
turn 10 - 30AD
Battle for Ngome:
Vet MW kills vet impi, losing 3 health, promotes to Elite!
vet MW dies against reg imp, taking no hp's of the impi
vet MW kills reg impi, losing 0 health
vet MW kills reg impi, losing 1 health, defender shown for Ngome is a galley ???!?!?!
http://www.civ3duelzone.com/forum/uploaded/ProPain/200384104538_sg30ad_ngome.jpg
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Very freaky!
ELite MW kills a warrior, loses 0 health, Ngome is ours!
final thoughts for the next player
We can get peace with shaka if we want, he offers monotheism and fedualism for peace and 250 gold. Not bad, but no killer deal either.
Our border expansion in Bapedi has also brought Zimbabwe in a 1 MW turn from Bapedi. We have 6 full health MW's there, and 4 (partly damaged ones near or Ngome. some other will finish soon so it will be easy to garrison 10-12 MW's in Bapedi and make an assault on Zimbabwe. I think capturing Zimbabwe will give us an even better deal.
Also we have 5 full health vet MW in Tonawanda, I suspect that will be enough to take Intombe, it's a useless jungle citym but is does have iron in it's radius so losing that will soften up Shaka a bit more for sure.
Continuing the war keeps the possibility of a leader open, and a leader turned into a forbidden palace would improve our situation immensly imho.
Keep a keen eye on Ulundi, I strongly suggest starving it asap and then replace it anyway with the settler from Allegheny.
http://www.civ3duelzone.com/forum/uploaded/ProPain/20038411051_sg30ad_empire.jpg
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One additional thought after reading col's spoiler again. Zimabawe is building SunTzu's. Maybe we should postpone an attack on Zim untill it's finished. If shaka gets its we'll have that wonder for free and we need it because if we're gonna go pointy stick all way (and I see no other options for now) we need vet troops and cash.
Kingreno
11-08-2003, 18:23
turn 1: After looking carefully at all citties I press the end turn button, One thing I did was switch the spear in Ulundi to walls, since it will be under attack a lot and walls are better then an extra spear. I also disband a scout in Tonawanda for a quicker MW.
=interturn 1= : A knight attakcs Ulundi but retreats without doing damage, Shaka moves several MI, 2 knights and 2 archers in our territory, these forces however are scattered!
Seoul completes SunTzu, rest switch to Leo (incl. zimb.) or Bach/sistine/copernicus [crazyeye]
turn 2: I kill the 2 knights for 1 mw loss, and 2 elite promotions! I also dispatch 1 archer (no loss, elite promo, thats a hattrick promo!!)
All MW's produces are sent to the Zimbabwe area.[aargh]
=interturn= 2: More zulu knights...grrrrr. again scattered though! The MI's also move into striking range, must take these forces out soon and take zimbabwe!
turn 3: I kill 3 knights, lose 3 MW (2 elite) and no promotions. Killing the MI's results in two more elites to make it even again. Again, 2 MW's are sent to the Zimbabwe area.
=interturn 3= : Trondheim (?) build leo's. rest switch, USA build copernicus somewhere. rest switch to JSB. Shaka however does not, so he lacks some techs.
Shaka sends over 2 knights and an Impi. near Ulundi.
turn 4: Ruch temple in Ulundi, rush 3 spears and 3 MW's for 180g. I get 19g+WM from otto's. Might bring them to next age and swap monarchy for feudalism. decide to wait. All available units are brought within striking range of Zimbabwe. that is 9 mw's and a spear.
The knights near Ulundi are taken care of easily! The impi however takes 2 MW's and then finaly dies too. grrrrr.
= interturn=: as expected Shaka attacks the spear (closest to Zimbabwe) with a Longbow and loses!
turn 5: A Glorious battle ensures the capture of zimbabwe without losses! 2 pikes and an impi go down and we are the honoured owners of the not yet obsolete (ahem for us anyway) Oracle! I decide to keep it since there is not that much culture arround it. Since Zimbabwe cuts zululand in two it also makes sure that northzulu will now build horsies as best unit while teh south (capitol) can only build MI's. SO NO MORE KNIGHTS..for now.
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003811182052_R1.jpg
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I station a reg MW inside zimbabwe with the spear and several elite MW outside for a flip.
My next target is the town ne of zimb since it has decent culture and should be cake for our MW's.[evil]
=intertrn 5= No zulu activity, the rest paces through as usual.
turn 6; I move 5 MW's to Intombe from Tonawanda. attack in 3 turns. I also prepare the attack on Isandlwana and try to get as many elites ready. I also keep micromanaging the towns. After the oracle they seem a bit happier everywhere and I can even put some guys back to work.
= interturn 6= ; sort of zulu counter attack near isandlwana, some archers appear. I lose one spear. Tours builds Sistine, rest go to bachs. In the tomawanda area a brave spear defeats a knight! [wavey]
turn 7: I dispatch the units arround islandwana first and then regroup all to attack it next turn, again no losses, but again 3 promotions (1 to vet, 2 to elite). All new units swarm south.
=interturn7= : Boston completes copernicus. NO zulu activity again.
TURN 8: And so it came, In a magnificant scene an Elite MW has the honor of being RENAMED, ladies, we have ourselves a leader![hammer]
http://www.civ3duelzone.com/forum/uploaded/Kingreno/200381118228_leaderzulur2.jpg
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So, what shall we do with him?
Kingreno
11-08-2003, 20:27
Still some turns to go (2) so here it is, [cool]
After getting the leader there were several options for him. First, we could build a FP, I chose centralia as the defacto best choice due to its position in our current empire and the fact that it is still close enough to Sala so a palace jump to Korean lands would still be ok. Second we could build an army and the epic for that second leader and get the FP then, and more leaders. I chose FP, since there are more elites around and I feel lucky...
http://www.civ3duelzone.com/forum/uploaded/Kingreno/200381120175_r3.jpg
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First I give the Otto's currence and construction to warp them in the next age, their free tech IS Engineering. I trade it for Monarchy, wm and 120g. Shennandoah can now reach centralia in ONE turn and build the FP there![party]
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003811201625_r4.jpg
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Well, what a turn! Made some great deals, let's see what units can still move...hmmm some MW's near Ishlandwana. I move a MW towards Swazi and it spots a Knight just south of it. I attack and lose, but the Knight has only one hp left. I attack with an Elite to finish him off, lose, lose, lose, WIN, RENAME THIS VICTORIOUS UNIT!!!!
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003811202129_r6.jpg
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I instantly build an army! WOW, what a turn.
=Interturn 8= : a zulu longbow in the west, nothing special, oh yeah, the world starts on Magellans....
In turn 9 I attack Swazi with a loose MW, it defeats an impi, Rest of the crew is massing towards zulu lands! Wipe em out, all of them!
Next player goals IMO:
I deliberately picked the eastern zululand to attack, since it is poorly defended and easy pickings. The uncorrupted south will be tougher with many Longbows/MI...just the kind of unit that MW will cook alive! More leaders must be possible!
As for research, just cash in now and buy mono and feudalism, shaka will give the rest in the peace deal. For after that, we can kill the american or korean infestation on OUR land, then demand their techs in the peace proces. We can easily defend our island! But first things first, KILL SHAKA (or put him on Elba) [crazyeye]
[b]Download Attachment: icon_paperclip.gif Killshaka.SAV (http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003811202720_Killshaka.SAV)
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Wow - what a 10 turn go that was. I was seriously in doubt as to whether we would survive Shaka's counterattack but theres no doubt now!.
Kingreno
12-08-2003, 13:27
So you'll take it col?
Ok - later today - I'm just playing gotm22 at the moment. When is Killer playing again?
I think Killer will be back from the US end of august (22nd iirc). Better not wait for that.
[bumps thread and looks expectantly at Col :) ]
Looks guilty and pleads work pressures - and GOTM22
Lt. Killer M
21-08-2003, 20:19
Wow!
Nice turns Kingreno! I had given you up for dead and now THIS!!!!!!!
I will be back and able to play (well, get back into playing) next Thursday.
Kingreno
22-08-2003, 06:37
me up for dead? I'll also plea workpressures in the past (and future).
Looking forward to see where this one is going! We're doing a lot better then the other team. They had to PAY for peace with shaka and I don't think any of their cities are connected by roads anymore. hehe.
Lt. Killer M
27-08-2003, 13:29
OK folks, I have it then!
Hey - welcome back, Killer. Good trip?
Kingreno
30-08-2003, 12:58
Found this in my inbox today...[sleep]
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003830125734_Mountedwar.jpg
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Lt. Killer M
30-08-2003, 13:07
LOL, but NOT from me!
So you started already Killer? Those MW's will turn on us if we don't put them to good use.
Lt. Killer M
01-09-2003, 10:21
PP, am at it. busy here.
Lt. Killer M
05-09-2003, 10:42
preturn:
hm, Kingreno left me a lot of options! I empty Zimbabwe of troops, all three go northeast. From Ulundi, all troops move towards Hlobane - if I can raze that, there will be a good invasion route into the southern parts - especially if I found a city there [evil]. Ulundi gets a spear from Centralia.
The Zulu do not seem to have anything left - I see two Longbowmen march. Bach's and Magellans are en vogue.
(1) I take a risk and blitz Swazi with a 3HP vet MW - no loss and the vet Impi dies. Lots more units are there for atack this turn, and the defender now is a reg Impi [mwaha]. Predictably, it takes only one MW....... 4 resisters. I decide that what's there is enough for the last 2 town, all other troops go south. Right now, troops meet in Swazi to suppress the rebellion, next turn the can attack New Bapedi, then after that it will take 1 turn to get to Zunguin :(
Down south, a regular MW promotes for dispatching a LBM in jungle, the rest of the troops assembles next to Hlobane. There will be a counterattck on them so there will be losses, but I see no sense in going slow, that's what we have fast units for: push harder and faster than the AI can rush units.....
Chondote fills the last nook on the western island tip.
IT: two Knight kill two MW, one of them losing 2 HP so he will get killed. The other one is unhurt but also exposed. A LBM retreats a MW - luckily without him being exposed after the retreat so I can move him home to heal. Better than expected!
(2) New Bapedi costs us an elite MW and gets the 2nd attacker to 1 HP - but it only has one defender!
An LBM has snuck up to empty Zimbabwe and kills an MW for no loss [mad], then dies for no HP loss to the second...... I hate that!
The unhurt Knight dies, reducing the attacking MW to 1 HP. The hurt one leaves 'his' attacker with 2 HP. The Pike defending Hlobane retreats the first MW, then dies to the second - another case of winning 4 in a row, losing 4 in a row.... I decide to press my luck with the last MW present - and he kills the 2nd Pike for no loss. Now, a LBM defends the town - but I am out of troops! Hopefully, the Zulu cannot reinforce and use the LBM to kill an MW in their turn! Then, the city should fall next turn. I move the vet Spear from Ulundi across the border and retreat the healthy MW 1 tile to the same place - it can still reach Hlobane next turn but is protected now. Ulundi is covered by a selfbuilt Spear.
West of Tugela, an MW promotes to elite for killing an LBM. I think Shaka has a bad hair day now ;)
Shaka is willing to give both Mono and Feud for peace - not really, my friend ;)
IT: The French and Korea go for the Viks. France also starts Smiths......
Hlobane is the focal point of a meeting-battle now, both sides throwing all their reinforcement towards the town.... ehr... well.... if you count 1 lousy LBM as reinforcement..... and Shaka doesn't even pick off one of the wounded MWs.... :D
Lt. Killer M
05-09-2003, 10:59
(3) Grand River stops military production in favor of a temple, then aqueduct and market. We must plan beyond the war now and get our economy up to speed - markets and lotsa population is what we need!
The two LBMs in Hlobane are good guys - both die without taking an HP off our troops! The second one I attacked with the 2HP MW - luck is in my favor today :D. I keep it (raze next turn?) to speed the Spear and an MW to the mountain next ot the Zulu iron. Next turn they run out of the precious metal [evil].
Zunguins fall costs us a reg and a vet MW. No more north-Zulu......
In other news, project NORTHWATER starts: workers get tasked to irrigate along the norhtern coast west from Alleghany to bring irrigation to the dry northern lands. A large troop cuts timber near St. Regis to opent he path for irrigation in the entire St. Regis - Cattaraugus area (we really must get these towns to grow!!!!)
I sell the Ottos Republic cheap - might be a good idea to prop the weak here....
last turn, Feud&Mono were for sale, though expensive, they aren't anymore.. weird.
IT: NOTHING!!!!!
(4) I get caught twice with growth unrest - forgot to check.... more changes to infra.
Ibabanago or whatever is ours, 1 MW dead.
IT: renada...
(5) Umtata loses 1 defender. So does Mpondo, now down to Impis. I also cut the iron....
IT: one unrest. more infra ordered.
Mpondo falls for no losses.
IT: nothing again! the Zulus are really spread thinner than 1 gramm of butter on a whole loaf of bread!
Kingreno
05-09-2003, 12:57
Map pls!
btw, where is the great lib located?
Lt. Killer M
05-09-2003, 13:01
(6) they crumble faster than I cna resupply [lol]
2 more towns, 1 MW lost. They should be off our island next turn
(7) France has Bachs. Oh well. One mroe reason to invade..... They really should have retreat capability for all units, btw, to better emulate the real world [lol]
aargh, Amitalku, new capital, hadan extra Impi. Next turn then.....
Lt. Killer M
05-09-2003, 13:03
too far :( IIRC.
Map next turn with Zulu peace deal...
Lt. Killer M
05-09-2003, 13:16
(8) Korea has Smiths
I make an expensive deal: I buy both mono and Feud on the reason that the follow-ons will be more expensive and there will be htree techs: Chiv, Invention and Theo. If I buy two now I can extort three from the Zulu :D
WM and 680 buy us Mono from Abe, 10 per, spices and WM buy us Feud from Korea. Was well worht it, we get all three new techs and New Hlobane and WM from the Zulu. So it will be US towns now, Korean towns after that (20 turns) on our island.......
http://www.civ3duelzone.com/forum/uploaded/Lt. Killer M/200395131832_KillerDeity.jpg
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oh, btw, I also got a leader :D in the very last battle.......
Lt. Killer M
05-09-2003, 14:28
(9) & (10) only the usual, worker moves etc. I'd say we skim workers a lot now, cut downt he jungle. maybe place few more cities in it, too.
Lt. Killer M
05-09-2003, 14:31
accidently pressed return - doh!
sorry!
Download Attachment: icon_paperclip.gif build it.SAV (http://www.civ3duelzone.com/forum/uploaded/Lt. Killer M/200395143159_build it.SAV)
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Kingreno
06-09-2003, 19:34
It seems we can buy Gunpowder from France and sell it to the Babs for Printing press and some cash. we still lose 40 gpt but it is worth the two techs.
Also, the babs will not trade lux with us for some reason, while the rest will, did we break a deal with them once?
lux is set to 40, but except salamanca, the rest can do with 20%, which in turn gives us a lot more gpt.
any thoughts?
Lt. Killer M
06-09-2003, 19:59
do the trades... I could have done them but didn't want to do so jsut before handing over.
You're playing now reno? I should be able to play again tonight. I say : do the deals, 40gpt=800 gold notm, bad for 2 techs. We didnt break any deals ever in this gane so I suspect the babs just dont have cash to pay for a lux.
Kingreno
08-09-2003, 15:18
We agreed you'd take it as soon as the comp works again.
so that still stands. :-)
Okies, that will tonight if I'm extremely lucky, otherwise tomorrow afternoon.
Lt. Killer M
08-09-2003, 15:54
PP: have fun with all the diplo ;)
Kingreno
23-09-2003, 21:28
So, how are things progressing PP?
Isnt he an unreliable bastard ? :D
Lt. Killer M
29-09-2003, 13:15
PP?
Will play tonight, x my heart and hope to die.
Sincere apology.
turn 1: 370 AD
Check the game around, we have 2 trading opportunities. Babs don't have Gun Powder, Zulus don't have Printing Press and Ottos are backward in general.
trade with Joan: give incense and 27 gpt for Gunpowder and 7 gold.
trade with Hamu: give gunpowder for printing press, 12 gold and WM (bad deal, but only one possible)
no deal possible for education, Shaka's to angry with us :(
Americans and Koreans have chemistry, others dont, no deal possible. Tech gap seems smaller than expected
Researching education at 0%, 40 turns
interturn
nothing
turn 2: 380 AD
Adjust some worker stack so they work in optimal stacks and no worker turns are lost. move MW towards
american towns. US is gonna be our next target in a short war. Main objective: get those silks. Set Amatikulu on
starvation regime, to close to Zulu capital.
interturn
nothing
turn 3: 390 AD
I sell monotheism to Ottomans for 25 gold, WM and 1 gpt. Not much, but it helps a bit.
some last MW move into position. Set lux to 20%, only need one entertainer in Sala for this.
interturn
Amrica and France sign Alliance against Scandinavians. French build magellans
turn 4: 400 AD
Wartime, I ask chemistry for peace from US, they refuse, I declare war. 9 MW move next to Baltimore.
Scandinavians lose another city, they're down to 2 cities now.
interturn
A elite MW defeates a reg archer from baltimore, no health loss
turn 5: 410 AD
St Regis finishes marketplace, start lib. I'm gonna concentrate on libs to catch up on tech a bit faster.
1st vet MW defeats reg spear, no loss
2nd vet MW defeats reg spear, 2HP lost
Baltimore destroyed ( not paying attention here, grr) I need a settler fast.
Zulus still not wanna deal, although we're close to a deal now (printing press +409 gold for education is close)
We're making 63 gpt so a deal should come up soon.
interturn
nothing
turn 6: 420 AD
Attack Elite archer next to New Orleans,
1st vet MW loses 3 hp and retreats, archer loses 1 hp [grrr]
2nd vet MW loses 3 hp and wins [phew] move stack next to New Orleans, hope for better battle results next turn
Check trade possibilities:Nothing
interturn
nothing
turn 7: 430 AD
I discover we own New Hlobane :) Nice, but far away. It finishes a warrior and i switch it to temple. I might gift it to
scandinacia to save them from extinction and have some future business deal options.
I set Sala to Heroic Epic and use leader.
Battle for New Orleans
1st vet MW defeats reg spear, loses 1hp
2nd elite MW loses to reg spear and retreats. Spear loses 1 hp
3rd elite MW defeats spear, loses no HP and..... GREAT LEADER, hello mr Red Cloud.
We own New Orleans so no more US on our continent, Abe doesn't wanna talk to us yet.
I notice Scandinavia is down to 1 city and gift new Hlobane after I move out the warrior to block Korean troops.
I buy education from Shaka for Printing PRess and 517 gold.
I get Music Theory, 9 gold and WM for WM from shaka.
I give Joan 63 gpt+11 gold for Banking (all we own in gpt...)
I sell Banking to shaka for 507 gold anf 2 gpt.
I trade Banking, WM and 357 gold for Astronomy with Hamu. Hamu also has Navigation.
I sell Banking to scandinavia for 7 gpt and 2 gold.
Korea and France have chemistry, democracy, navigation and economics over us.
Babs have navigation over us, rest is par or backwards, so that's not too shabby.
We start democracy in 40 turns
interturn
nothing
turn 8: 440 AD
We finish heroic epic. I take A chance and switch to republic. MM al cities to happy.
interturn
I missed 2 cities, get civ disorder there...
turn 9:450 AD
MM all citizens to work again. we gain +7 gpt by moving to rep, not bad for only 2 lux.
Abe wants to talk he offers 22 gold, 14 gpt and WM for peace, he's four techs ahead of us also. I can also
make a deal for economics, it will cost 24 gpt and 70 gold. I take it and make peace.
I sell incense to abe for WM, 92 gold and 4gpt.
I trade with hamu, give economics and 146 (all our gold, he wont take 1 gold less) for navigation.
I sell horses to hamu for 50 gold, we have plenty of em and can use some cash.
I get dyes from Ottos for invention. Now we have 3 lux I sell silks for 13 gpt to US. We can use the cash and connect
other silks. I move 3 workers to quickly connect surplus silks.
interturn
korea and scandinavia make peace. Koreans start newtons and French start shakespeares.
turn 10: 460 AD
Grand river finishes settler to replace Baltimore. I sell theology to ottos for WM, 5gpt and 7 gold.
Scandinavia offers 4gpt for horses but i decide against it, best to let all deals expire with the vikings untill they make
peace with the other AI.
Final Thoughts
tech
We picked up 8 techs in 10 turns, but we pay 127 gpt to other civs and get 34 gpt. So we didnt get them for free.
We're at least 4 techs behind on Korea who's already building Newtons.
We're at least 3 techs behind the US and France
We're par with Babylon
We're 3 techs ahead of the Zulus and Vikings
We're 9 techs ahead of the Otto's
I'm researching democracy on 1 scientist and dont see any opportunities to get even with the tech leaders peacefully.
I say stick with Democracy and try to get some more pointy stick techs.
war
I think we need to go to war against Korea when our deal with Wang Kon end in 7 turns. We can clean our continent,
get a silks monopoly and hopefully get a good peace deal with some cheap techs.
Empire building
I dont think a war overseas is feasable very soon, so I'd say we build up our empire and focus on libraries/universities
especially so we can overtake the AI on the tech front. Also I'd say we build workers exclusively on our western col*.* peninsula.
It's a corruption ridden peace of land anyway, and we need workers to chop that jungle. After the 3 temples finish, switch them
to workers too.
We need to connect our silks in New Orleans quickly so we have a 3rd lux and get some new trade opportunities.
f8
We're doing quite good on power and score but our culture is deplorable. The french are doing quite good on this front and we need
to keep an eye on this. I hate losing culturally.
thats it.
Download Attachment: /forum/icon_paperclip.gif /ProPain/SG iro 460 AD - GET KOREA!!.sav (http://www.civ3duelzone.com/forum/uploaded/ProPain/SG iro 460 AD - GET KOREA!!.sav)
Lt. Killer M
01-10-2003, 14:17
ProPain, nice playing [thumbsup] especially on the city gifting [evil]
Kingreno
02-10-2003, 00:17
Good...I got it and will play asap. :-)
you should be in bed KR, way past your bedtime and you need to work tomorrow.
oh wait, so do I.
Kingreno - sorry for the threadjack, but can you please enter a valid email address in your profile - I keep on getting your bounced emails from the forum. [:o]
Kingreno
02-10-2003, 13:39
@Anares: Done...sorry[sad]
@SG: hmm, is it libraries and uni's then?? I think we should seriously considder the knights option! Maybe Banks in some cities...
The Korean cities on our turf are already defended by at least one musketman, so we will need some upgrades as well, I say we go mili and launch a naval raidingparty on the korean homeland. It sounds too hard but the planns will be prepaired soon. [evil]
At the techpace the game is going now we will have too hard a time doing research ourselves.
thoughts?
I'd like to see that military option, being the crazy warmonger that I am. BUt I think we need quite an oversized army to get thru those musketman, and we need to watch our timing carefully, once riflemen are on the scene those knights are useless and need to be upgraded to cav.
So if we do this I think we should:
-max out on building horsie units
-save up and buy/steal/burn our way to mil. tradition
My €0,02
Lt. Killer M
03-10-2003, 12:35
we *should* consider a low-intensity conflict, trying to draw the AIs out of demo - i.e. a few good defenders with a few bombard units landed on a few mountains etc.... pillge, stop workers etxc.
I'm not fond of prolonged low intensity conflict. It will increase our WW and although we are religious it will cost money/beakers. If we do this I think we should try to at least capture a city on the other island. As in my experience a succesfull war has less WW than a unsuccesfull/stalemate one.
Kingreno
05-10-2003, 18:56
Turn 1: Doing the math I think money is better then science. I delete some warriors and switch all major cities to banks/markets. Micromanaging allows for an increase in income to 23 gpt. Also I stop thinking military as Wanker and Joan have the MPP option on the diploscreen[eek] that means rifles...
interturn: The Vikings lose their main cities, now just have our giftcity left.
Turn 2: F***
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003105184255_Deposed!.jpg
18.33KB
Ok...not gonna do anything about it though[aargh]
Interturn: Nothing
Turn 3: Nothing but...
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003105184718_but the people!.jpg
10.7KB
Interturn: Scandinavia is no more.
Turn 4: Still no deals possible whatsoever. The Babs know chemistry.
Still markets and banks.
Interturn: Nothing
Turn 5: Our incensedeal with Korea expires. The will Never give us a tech for a new deal but are more then happy to give wines + 3gpt for our incense, I take it and move lux down to 1. We have 3 luxes now and silks in 12 turns.
Turns 6 to 10: some markets and banks finish and in the end the situation is as follows:
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003105185146_area.jpg
93.11KB
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003105185214_economics!.jpg
16.86KB
Next player: Go for money, steal steal steal. or deal. [coool]
We currently make 107 gpt and give 115 gpt away, if those deals end and the banks are finished we should be able to make over 300gpt. More then enough to steal safely every 6 turns![evil]
In the end there is always the UN-vic.[mwaha]
Lt. Killer M
06-10-2003, 08:19
wow, nice how our money starts coming in!
So who's up? Col are you still with us? If not I say : Go Killer!
Lt. Killer M
16-10-2003, 09:50
col???? COL??????
Sorry - been out of action here while I got my new computer up and running. I've got guests from Sweden staying with me right now and wont be able to play for a few days. I can sneak a pbem turn but 10 turns of a tricky SG is out of the question....
I'd like to come back into the team but I think someone else will neeed to take this one right now.
Lt. Killer M
16-10-2003, 11:12
got it
col, simply shout out when you want to hop into the crew again.
Lt. Killer M
16-10-2003, 11:28
ah, could I please get a savegame????
Kingreno
16-10-2003, 13:12
oops...here it is.[ponder]
Download Attachment: icon_paperclip.gif Steal steal steal.SAV (http://www.civ3duelzone.com/forum/uploaded/Kingreno/20031016131154_Steal steal steal.SAV)
215KB
I'm gonna nag about this game until it is finished!!!
Lt. Killer M
15-11-2003, 14:11
[blush]
I had totally forgotten!
Kingreno
24-11-2003, 09:16
Yeah, it is going great...
Lt. Killer M
24-11-2003, 09:54
(1) Seoul builds Netwons
(2) Paris Shakespeares
(3)
(4)
(5)
Lt. Killer M
24-11-2003, 10:33
(5)
(6) Korean troops enter our lands
(7) Korea goes to war with US
(8)
(9) Dyes deal runs out, i must give banking and another tech and incense for dyes to Otto...... [mad]
(10)
we still make too little money. maybe rushing a few courthouses would be a good idea, but I know too little about that
edit: may have miscounted on turns (sneaking at work)
Lt. Killer M
24-11-2003, 10:35
Download Attachment: icon_paperclip.gif SG.SAV (http://www.civ3duelzone.com/forum/uploaded/Lt. Killer M/2003112410354_SG.SAV)
233.03KB
start
look around and notice 2 things. We have leader sitting around, I wonder what wonder we're saving him for.
We pay abe 24gpt on an expired deal! I check but it's lnked woth the peace treaty. I decided tp renegotiate anyway and poor Abe is prepared to pay us (!!) WM and 30 gold for peace. Thats better. Also I renegotiate the incense deal. Before Abe pays 3gpt, after Abe pays 14gpt.
interturn
Zulus declare war on koreans. France and US ally against Korea. Ottos and koreans ally against zulus. I think we dont need to fear a cult flip back to zulus soon.
turn 2
I check Sala which is building wealth. I rather have it building knight. I see it doesnt have a library yet!!! Why are we building wealth if we can build a lib instead?
interturn
Ottos and US ally against Korea. Koreans start universal suffrage [aargh][aargh]
turn3
Sell joan incense for 24gpt. BUy Metallurgy for WM and 1345 gold
try to trade Met for demo with babs, no deal possible.
interturn
Koreans ally woth babs against ottos and zulus. Koreans destroy ZUlus.
turn 4
Babs have pshysics. I trade Met+WM+225 for physics.
Sell iron to ottos for 10 gpt. Sell iron to Joan for 39gpt and 2 luxes.
Interturn
We get a lot of WLTK days. we make 375gpt now, so we shouldbe able to buy our way back in tech. Also all AI are at war with each other so hopefuilly some will fall back in anarchy/communism soon
turn 5
nothing
interturn
nothing
turn 6
nothing
interturn
turn7
Apparently JJoan lost het Saltpeter. I sell one of ours for 51 gpt. BUy military tradition from Joan for 1260 gold. This means we can make cavs!!! I'd say we save up for upgrade and attack those remaining little Korean settlements on our island. We earn 430 gpt now.
interturn
nothing
turn8
nothing
interturn
nothing
turn9
We need rax! I can only upgrade 3mw out of 25!
interturn
nothing
turn 10
nothing much. I can buy democracy from babs for mil trad and 840 gold, but I think we're better of waiting one turn, buying another tech from france and trading 2 techs for demo or even researching it ourselves (8 turns left on it)
I think we need more rax. We can easily take those last korean cities when we upgrade all our MW to Cav. that way we'll have a spice monopoly. Also I think we should keep the leader and hope we can use it for ToE. That might save us.
I think we can buy our way back in tech. I estimate with 440 gpt we can buy a tech every3/4 turns, maybe even trade it for another tech. This means we have to catch up eventually
PP
Download Attachment: icon_paperclip.gif SG_PP_750AD.SAV (http://www.civ3duelzone.com/forum/uploaded/ProPain/20031124121754_SG_PP_750AD.SAV)
228.85*KB
Lt. Killer M
24-11-2003, 12:20
PP: I saw no pay to Abe in my save.... [hmm]
Wealth was for 1 turn - wanted more workers skimmed.
Ok, didnt know about the wealth. Dunno why the payment didnt show up i your save. Maybe just one of those bugs again.
Lt. Killer M
24-11-2003, 12:30
quote:Originally posted by ProPain
Ok, didnt know about the wealth. Dunno why the payment didnt show up i your save. Maybe just one of those bugs again.
I restarted PTW (so SG was the first game loaded, no PBEM loaded before) and it shows.....
wealth: should have mentioned that I was alternately skimming workers and building stuff......
edit: and now that I check it it was dumb, Knight-worker-... would have been smarter
Kingreno
25-11-2003, 00:41
Our situation is looking bright! I, however, do not fancy a war with Korea yet because we are on a 4-turn-buy-a-tech-roll!
Every time I get more then 1500 gold, I can buy, so more banks, less warriors, more WLTKD in far cities gets us to almost 600gpt! A sixth lux also allows for zero luxslider. And as can be seen below, a small example the world is at war. [estwing]
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003112502843_810 AD.jpg
92.38KB
The deals: buy Tog and Mag form the French for total 2700 gold. sell ToG and Mag to Babs for democracy. Just 8 turns on our own but that don't mind. Babs get Steam as free tech...wont trade yet. Sell Tog and mag to Otto's for 13 gold.
They get Medicine for free. I trade Medicine for Democracy, Mil trad and 200 cash. I then trade Medicine to Babs for SP. I give in an extra 700 cash but money is not an issue (Skyfish is my economic advisor[lol]). I sell the French Coal for 53 gpt (max).
The next turn, we become a democracy.
I build some things etc etc.
After the next cash build up some one finaly discovers Electricity. Both France and Korea get it in the same turn. France wants only 3149 gold for it whcih is 120 less then everything we have, so I accept![mischief]
USA then gives Industrialisation and some cash for it.
The main AI's (France, USA, Korea) lead us by Nationalism and Communism (F3 screen, the wars turns some in to comrades...)
At Max, SciMeth is in 10 turns, at +43gpt, it is in 11. The leader in Salamanca can't wait![goodjob]
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003112503837_science.jpg
54.72KB
Also, celebrations as we lead in score (so if the game fucking crashes now we get a win by score)[mwaha]
On strategy, build workers, stay at peace till tanks, build TOE.
[b]Download Attachment: icon_paperclip.gif IndustrialageSG251103.SAV (http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003112504030_IndustrialageSG251103.SAV)
238.78KB
http://www.civ3duelzone.com/forum/uploaded/Kingreno/2003112503921_score!.jpg
6.6KB
Lt. Killer M
25-11-2003, 08:13
[woot]
wonderful!
Goodjob KingReno!! also nice to see that the startmenu wont show up in your screenshots anymore. [lol]
Lt. Killer M
25-11-2003, 08:57
OK; col, are you back in here?
Kingreno
25-11-2003, 09:02
@All: So you'll take it killer if Col does not have time? If Col takes it, it would be great!
@PP: Ok ok, just showing off I can have 3 active programs at the same time. :D
PP will take this one and I'll play a set next Tues or Wed.
Lt. Killer M
05-12-2003, 09:51
woot, col, that is great news!
start and interturn
Check the current situation. Looking very promising indeed! I change Sala from university to factory. I'm thinking we can use that production for Hoover dam here. Maybe we dont need it, but if we can deny HD to the ai that's worth something too. Also if we need to goto war with tanks, hoover is nice.
Didnt check closely enough, two lux deals expire[aargh]lotsa end of WLTKdays, 3 civil unrest. Iron expires with Otto's, renogotiate for 23 gpt.
Koreans declare war on the french [cool]
turn 1
Trade 2 luxes from Joan for 2 of ours +10 gpt.Everybody is happy again.Start railroading all shield producing squares around Sala for extra production.
interturn
Americans destroy babs.
turn 2
micromanage workers
interturn
nothing
turn 3
micromanage workers
interturn
France and America sign peace treaty
turn 4
micromanage workers
interturn
nothing
turn 5
Sala finishes factory, Uni in 5 just 1 turn before SciMet :D
micromanage workers. Have to adjust science rate because our deal with Joan in Saltpetter has expired and she connected her own. Bye bye 50gpt deal[cry][hmm] Still SciMet in 6 though.
interturn
Sipahi land next to Tyendenaga. Korean Longbowman kills one.
turn 6
microworkers. hurry temple in New Orleans to prevent cult flip.
interturn
nothing
turn 7
nothing (except the workers)
interturn
nothing
turn 8
nothing
interturn
Ottomans take Tyendenaga. It has taken them 3 sipahi attacks spread out over 2 turns. Korea apparently isnt that well defended.
turn 9
French & Koreans have rep parts. Ottos have nationalism, no deal possible as they wont take gpt deals and indus + elec +129 gold isnt enough. Science slider down to 40%, scimet still in 2 but with 202 gpt
interturn
nothing
turn 10
Sala builds university, 1 turn till SciMet, start UniSuf as 2 turn prebuild for Hoover. Tonawanda finishes uni next turn, so that will be a perfect place for ToE.
I notice I forgot to (rail)road and mine a nountain W-NW of salamance. This needs to be done quickly, we can then move a forest tile mountain tile and gain 2 shields a turn. We'll lose 1 food, but we're size 12 so that's no problem anyway.
Americans have Sanitation. Pretty unusual for the AI. I buy Nationalism from otto's for Elec, Indus and 245 gold. France has sanitation too. All AI have communism and espionage, except ottos of course.
Tyendenaga seems to have cult flipped, at least I havent seen any Korean units in interturn. Could also be attack from NW square though.
DONE!
For next player.
- Mine& RR mountain near Sala, that way we'll have 51 shields/turn
- Rush ToE in Tonawanda and immediately trade SciMet around, after the ToE it will be worth much less and with wonder in 1 turn it will always e ours anyway. Turn down sci slider to 0% for this turn too.
- I hope we can catch up with some cunning Scimet trading, if not I would not recommend trading atomics theory and electronics untill the last turn of Hoover dam build. I'd hate to waste a good prebuild because those crappy AI switch theit UniSuf to Hoover.
- Keep an eye on french culture development. I think Korea is close enough to prevent cult vic, but maybe we should check Paris for 20Kcult vic.
Download Attachment: icon_paperclip.gif SG iro 990 AD - ToE is ours!.sav (http://www.civ3duelzone.com/forum/uploaded/ProPain/200312904837_SG iro 990 AD - ToE is ours!.sav)
242.22KB
Kingreno
09-12-2003, 08:06
Good job!
Ok - I'll take the next turns. Seems to me we're doing quite well so someone has to change things ;)
*cough*..... must be the dust
ah - hit a delicate phase in my pbem with Erikk.
aha!
[hmm] ...a delicate phase??? You mean running after the flips each turn? [lol]
Kingreno
17-12-2003, 17:47
[rant]
Sigh - my game with Erikk has now finished. :( I should get a chance this weekend.
Kingreno
31-12-2003, 13:55
[rant]
Col, what weekend were you referring to exactly?
I've just found it impossible to get the time together to play 10 turns of a game that I'd need to think about carefully. I can just about manage a few rushed pbem turns of my own games. It doesnt really matter much if I screw up my own games but I dont want to mess up a deity SG.
I think you'd better count me out of this one :(
Kingreno
19-01-2004, 23:54
Yeah Col, I know this is "just" deity but for us. please!
So how about it: quit or continue?
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