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ERIKK
07-01-2005, 19:12
Scenario specs:

The main focus of this scenario is on buildings that produce units.
These are existing buildings and new ones. The existing buildings
have not lost any of their previous abilities (except for the SoZ/KT).

city improvements:
-Cathedral, now produces a worker every 15 turns
-Colosseum, now produces a worker every 12 turns

Great Wonders:
-The Hanging Gardens, now produces a worker every 3 turns
-The Colossus, now produces a galley every 10 turns
-The Great Lighthouse, now produces a galley every 10 turns
-The Oracle, now produces a Swordsman every 3 turns
-The Great Wall, now produces a Pikeman every 5 turns
-The Sistine Chapel, now produces a Knight every 5 turns
-Magellans Voyage, now produces a Galleon every 5 turns
-Copernicus, now produces an explorer every 10 turns
-Shakespears, now produces a Fighter every 10 turns
-Newtons, Now produces a rifleman every 10 turns
-United Nations, now produces a worker every turn.
-Cure For Cancer, now produces a TOW-infantry every 2 turns
-Longevity, now Produces a Stealth Bomber every 2 turns
-SETI-programm, now produces a Modern Armor every 5 turns
-The MoM, now produces a muskerman every 5 turns

No changes were made to the techs where these wonders are obsolete.
The Oracle (e.g.) will stop building swords after Theology.

Small Wonders, SOZ becomes a small wonder, no ivory, needs horses.
Knights Templar becomes a small wonder.
-Military Academy, now produces a Cavalry every 3 turns
-Pentagon, now produces a Cavalry every 5 turns
-Statue of Zeus, now produces an Ancient Cav every 9 turns
-Knights Templar, now produces a Crusader every 3 turns.

New Small Wonders, all produce 2 culture. The required tech is
between the first (), the tech that makes is obsolete is between the
second (), the cost in shields between the third (). The resources
required are in most cases the same as required for the unit it
produces!
-Tribes Council (none)(Iron Working)(40), produces a warrior every 2 turns.
-Guardhouse (Bronze Working)(Feudalism)(100), produces a Spearman every 3 turns.
-Tell's Heritage (Warrior Code)(Invention)(100), produces an archer every 3 turns.
-Iron Maiden (Iron Working)(Feudalism)(140), produces a Swordsman every 3 turns.
(and thus requires Iron to build)
-Gladiator Areana (the Wheel)(HBR)(60), produces a chariot every 3 turns.
-Ashcroft(HBR)(Chivalry)(160), produces a Horseman every 3 turns.
-Archimedes Workshop (Mathematics)(Engineering)(80), produces a catapult every 3 turns.
-Macedome (Feudalism)(Nationalism)(200), produces a Med inf every 2 turns.
-Training fortress(Feudalism)(Gunpowder)(160), produces a Pikeman every 2 turns.
-Robin Hoods Mission (Invention)(Nationalism)(160), produces a Longbowman every 2 turns.
-Real Knights Templar (Chivalry)(MilTrad)(300), produces a Knight every 2 turns.
-Shooting Range (Gunpowder)(Nationalism)(240), produces a Musketman every turn
-Ancient Shipyard (Map Making)(Astronomy)(160), produces a galley every 3 turns.
-Medieval Workshop (Engineering)(Metallurgy)(100), produces a trebuchet every 2 turns.
-Columbus' Voyage (Astronomy)(Combustion)(200), produces a Caravel every 2 turns.
-Training Grounds (MilTrad)(Motorised Transportation)(400), produces a Cavalry every turn.
-Cannon Inc. (Metallurgy)(Replacable Parts)(200), produces a cannon every turn.
-Naval Academy (Magnetism)(Combustion)(300), produces a Frigate every 2 turns.
-Seamans Wrath (Ironclads)(Combustion)(350), produces an Ironclad every turn.
-Defensive Quarter (Nationalism)(Rep Parts)(400), produces a rifleman every turn.
-Organised Defenses (Rep Parts)(Computers)(500), produces an Infantry every turn.
-Rommels Diary (Mot Transp.)(Synth. Fibers)(600), produces a Tank every turn.
-CDZ (Computers)(none)(700), produces a mech Inf every turn.
-Desert Storm (Synth Fibers)(none)(800), produces a Modern Armor every turn.
-Howitzer Factory (Rep Parts)(Robotics)(500), produces an artillery every turn.
-Advanced Shipyard (Combustion)(none)(700), produces a destroyer every turn.
-Marine Base (Amphib war)(none)(300), produces a Marine every turn.
-Sub Pen (Combustion)(none)(500), produces a sub every 2 turns.
-Pearl Harbor (Mass Production)(none)(1000) produces a battleship every turn.
-Maasvlakte (Mass Production)(none)(800) produces a cruiser every turn.
-Dogfight Traininggrounds (Flight)(Rocketry)(200) produces a Fighter every turn
-Top Gun (Rocketry)(none)(600), produces a jetfighter every turn.
-Carpet Factory (Flight)(none)(1200), produces a Bomber every turn.
-Workers Workshop (none)(none)(100) produces a worker every 3 turns.
-Colonial Expansion (Map Making)(Atomic Theory)(200) produces a settler every 3 turns.

Civilizations.

Iroquois: Militaristic, Agricultural, Commercial (starts with WC, Alpha and Pottery)
Aztecs: Militaristic, Agricultural, Commercial (starts with WC, Alpha and Pottery)
Both Civilizations have exactly the same units, these will also start a Golden Age
if they are victorious in a battle.

-Jaguar warrior (10 shields)
-Mounted warrior
-Rider
-Sipahi
-Dromon
-Carrack
-Panzer

Remember that certain small wonders produce these units!

Deity: Made it so that you'll get a little bit less corruption, and
made the AI to AI trade-rate a bit lower as testing gave too may
trades for the human to keep up. Remember that this is a needed measure
as the AI will build the unit-generating wonders too! (at 60%
cost...).

General tips, from testing.

-The logical techpath (straight to philo) is an option, yet not the
only one! BW for example allows for the Guardhouse which will give
much needed spears. You get the point.
-Some small wonders will be obsolete fast, unless you don't want them to.
Chariots are a good example, as are warriors. Think about this. This ReadMe
has all the info on the wonders.
-Leaders can rush small wonders!!!
-Use your starting units wisely! Setling ON gold will greatly speed
up research.
-Remember your traits, Iro's are now also Mili, Aztecs also Commercial.
-Check the map for possible defensive positions, I Saw SoD's of 140 Units
in the late middle age.
-The best Small wonder is the worker workshop, if you get it up on time.
-AI will actually not expand so fast as you expect due to them
building those small wonders everywhere. "not as fast" however is still
twice as fast as humans.

Turn 1

Game starts: I settle on the spot (a gold hill) and will build two
warriors first (for MP duty). After that I will go for the Worker
Workshop. My second town will do the same: it will go for Guardhouse
once avaiable. I can be prebuilt with some other small wonder.
Research is set to Bronze Working.

The worker will mine the cow and then connect the lux and then connect
the other city and then mine that other cow.

Start
http://www.civ3duelzone.com/forum/uploaded/ERIKK/20051719340_001start.jpg
94.7*KB

Multiple choice!
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005171949_001startprod.jpg
137.14*KB

Rik Meleet
07-01-2005, 22:03
1 word: WOW !!

ERIKK
07-01-2005, 23:45
*** RESERVE FOR MINIMAPS ***

turn 001
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200517234451_001m.jpg
10.13*KB

turn 012
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200517234253_012m.jpg
12.46*KB

turn 39
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005110205756_39mm.jpg
12.04KB

ERIKK
07-01-2005, 23:49
Turn 12

Did some scouting, built 2 warriors in Techno and then started the
Worker Workshop. City #2 built a worker and now 2 warriors and will
then start the Guardhouse (spears). Bronze Working is almost finished.

Looks like my northwest is safe so I will expand to the south and
east.

http://www.civ3duelzone.com/forum/uploaded/ERIKK/200517234812_012o.jpg
76.95KB


Minimap
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200517234921_012m.jpg
12.46KB

ERIKK
10-01-2005, 20:59
Turn 39

This game is a scouting drama for me. My 2 jags found a southern
passage in turn 30! They were wandering around in circles and in
the wrong parts of our subpeninsula. That sucked very much. In
turn 31 and 33 I meet Mayas and Egypt and in turn 38 Beam pops up
at the southern entrance. He has passed a big part of the world
already! I am at least 4 techs behind, researching writing ATM which
will be followed by MM (for the Colonial Expansion). I will need
Marsony soon for a prebuild (Pyramids).

Recent small wonders (see post #1 for wonder defenitions:

Turn 23: Worker Workshop (a worker every 3 turns)
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005110203956_23ww.jpg
109.88KB

Turn 34: Guard House (a spearman every 3 turns)
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005110204031_34gh.jpg
109.63KB

Turn 39 minimap:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005110205756_39mm.jpg
12.04KB

Turn 39 overview:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005110205816_39ov.jpg
170.2KB

Rik Meleet
10-01-2005, 22:02
Wouldn't it be smart to build a rax in Teo ? You'll get vet spears instead of reg spears.
Just wondering; won't the many units and thus high unit support cost slowly kill a player in this setup ?

ERIKK
10-01-2005, 22:17
Yeah you are right on both - I need a barracks and I need Colonial Expansion ASAP. Only a load of
cities helps against the hugh amount of units!

Kingreno
10-01-2005, 22:35
quote:Originally posted by Rik Meleet

Wouldn't it be smart to build a rax in Teo ? You'll get vet spears instead of reg spears.
Just wondering; won't the many units and thus high unit support cost slowly kill a player in this setup ?


Both Erikk and Beam are commercial and in the game settings I decreased corruption as well. Units costs will skyrocket but the lands and settings should allow for a decent treasury to compensate. And yes, many cities will help.

ProPain
11-01-2005, 03:21
And there's always 'disband' or 'join city'

Looks great, is this (or will this be) available for SP too?

akots
11-01-2005, 03:51
quote:Originally posted by Rik Meleet
...Just wondering; won't the many units and thus high unit support cost slowly kill a player in this setup ?


Apparently got to go to war then trying to get rid of at least some of the units.

ERIKK
11-01-2005, 13:47
Small Wonder Planning till Industrialization

Looks like I will only be building the Wonders which are relatively cheap or are
'must builds'. Much of the new Small Wonders are quite expensive or wont last very long.

Already Build:
-Workers Workshop (none)(none)(100) produces a worker every 3 turns. Must build
-Guardhouse (Bronze Working)(Feudalism)(100), produces a Spearman every 3 turns. Must build

Prebuilding:
-Colonial Expansion (Map Making)(Atomic Theory)(200) produces a settler every 3 turns. Must build
-Ashcroft(HBR)(Chivalry)(160), produces a Horseman every 3 turns. Must build

Wish list:
-Archimedes Workshop (Mathematics)(Engineering)(80), produces a catapult every 3 turns. cheap
-Real Knights Templar (Chivalry)(MilTrad)(300), produces a Knight every 2 turns. Must build
-Cannon Inc. (Metallurgy)(Replacable Parts)(200), produces a cannon every turn. cheap
-Training Grounds (MilTrad)(Motorised Transportation)(400), produces a Cavalry every turn. Must build

I probably wont get the Great Wonders (it's Deity level).

Any comments? I don't think I have overseen important things/wonders.
(check first post for entire list)

ERIKK
12-01-2005, 22:45
Turn 58

Not much happened, I met all AI's except the French but I see their
borders in the NW. I managed to catch up on trade. I lack 1 tech
compared to the rest. It has been wonderbuilding + granarybuilding
and getting free vet spears and workers every 3 turns... The AI's
are expanding and some have plenty of culture. With my 2 wonders I
have been leading on culture points thanks to that very early Worker
Workshop.

Beam and I have a non agression and ROP till turn 100. :)

turn 58: Colonial Expansion (Map Making)(Atomic Theory)(200) produces a settler every 3 turns.
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005112223911_58ce.jpg
110.93KB

My core
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005112223930_58ov.jpg
143.18KB

The minimap
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005112223943_58mm.jpg
19.59KB

ERIKK
14-01-2005, 22:20
Turn 68

We build two more usefull Small Wonders in turn 65! :) Not much is
happening. Beam is the only one realy expanding - he is on city
building mode...

France and Babylon are fighting.


-Archimedes Workshop (Mathematics)(Engineering)(80), produces a catapult every 3 turns.
http://www.civ3duelzone.com/forum/uploaded/ERIKK/20051142281_65archw.jpg
113.16KB

-Ashcroft(HBR)(Chivalry)(160), produces a Horseman every 3 turns.
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005114221710_65ashc.jpg
107.53KB

Apparantly Beam isn't building much Small Wonders...
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005114221736_68cul.jpg
133.86KB

Minimap turn 68
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005114221810_68mm.jpg
21.29KB

Kingreno
14-01-2005, 22:32
Looking good erikk! With those free setlers and your wanted small wonders in place will you setlet the chokes first or go for core cities?

ERIKK
14-01-2005, 22:41
No need to go to the chokes yet. I will build around the core first. There are 3 settlers on
their way as we speak.

And those free workers are good roadbuilders, once I head for the chokes it will be a fast trip ;)

ERIKK
15-01-2005, 19:07
Turn 84

The expanding phase took off while the main cities were building
improvements. Stacks of AI warriors are wandering through the lands
hunting barbarians. Meanwhile I am getting stronger and stronger. I
see that some AI's build all wonders and some don't. These are the
bigger AI's with less culture.

A settler is on it's way to the southern choke. The next settler from
the Colonial Expansion will head for the nothern choke.

Minimap 84
http://www.civ3duelzone.com/forum/uploaded/ERIKK/20051151958_84mm.jpg
25.74KB

Overview 84:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200511519535_84ov.jpg
176.04KB

ERIKK
19-01-2005, 21:00
Turn 93

The peacefull building continues, there is till plenty of space!

http://www.civ3duelzone.com/forum/uploaded/ERIKK/200511921048_93mm.jpg
28.11KB

ERIKK
20-01-2005, 14:13
Small Wonders


Already Build:
-Workers Workshop (none)(none)(100) produces a worker every 3 turns. Must build
-Guardhouse (Bronze Working)(Feudalism)(100), produces a Spearman every 3 turns. Must build
-Colonial Expansion (Map Making)(Atomic Theory)(200) produces a settler every 3 turns. Must build
-Ashcroft(HBR)(Chivalry)(160), produces a Horseman every 3 turns. Must build
-Archimedes Workshop (Mathematics)(Engineering)(80), produces a catapult every 3 turns. cheap
-Training fortress(Feudalism)(Gunpowder)(160), produces a Pikeman every 2 turns.
-Medieval Workshop (Engineering)(Metallurgy)(100), produces a trebuchet every 2 turns.

Building:
-Macedome (Feudalism)(Nationalism)(200), produces a Med inf every 2 turns.

Prebuilding:
-Real Knights Templar (Chivalry)(MilTrad)(300), produces a Knight every 2 turns. Must build

Wish list:
-Cannon Inc. (Metallurgy)(Replacable Parts)(200), produces a cannon every turn. cheap
-Training Grounds (MilTrad)(Motorised Transportation)(400), produces a Cavalry every turn. Must build
etc etc...

<pics>

ERIKK
21-01-2005, 22:19
Some Small Wonders ;)

Turn 95:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005121221652_95mw.jpg
110.25KB

Turn 96:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005121221712_96TF.jpg
108.74KB

Turn 96:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005121221727_96FP.jpg
113.4KB

Kingreno
21-01-2005, 22:49
Are the unitcosts acceptable? Or are you now simply not building units in cities but infra?

ERIKK
21-01-2005, 23:20
Yeah, only buildings and no units. Beam plays it totally different: he does build units and
settlers. So he is bigger and stronger while I have all the free units. I am prebuilding large
stuff in 5 large core cities. 5 turns to the Real Knights Templar and the rest is finshed in 10
to 15 turns. Too fast for a perfect timing on MilTrad. Tech pace is very slow on ai side but
perfectly balanced on human Despot tech pace. Corruption is quite low and much happy faces.

Maybe next time more corr + unhappiness?

Kingreno
21-01-2005, 23:24
I made the extra happiness for the Warweariness that will strike hard with many units on the map, but you're right, I could also make a small wonder that comes available later that produces happy faces to have a "normal" happiness in the beginning. Without luxes though...there is no way staying a republic.

Rik Meleet
21-01-2005, 23:39
Isn't it strange to have build a small wonder (FP) that doesn't give you units ?

ERIKK
21-01-2005, 23:41
Hehe, havent really thought about it, but yes I guess! ;)

ERIKK
23-01-2005, 13:43
In tyurn 106 there were 3 more Wonders finished!


Free Longbows:
Image Insert:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005123113439_106rhm.jpg


Free MedInfs:
Image Insert:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005123113530_106mac.jpg


Free knights:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200512311356_106rkt.jpg

ERIKK
30-01-2005, 21:37
Small update:

turn 114 -Knights Templar, now produces a Crusader every 3 turns.
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005130213449_114kt.jpg
114.1KB

turn 114 -Shooting Range (Gunpowder)(Nationalism)(240), produces a Musketman every turnhttp://www.civ3duelzone.com/forum/uploaded/ERIKK/200513021359_114sr.jpg
110.72KB

Turn 134-Training Grounds (MilTrad)(Motorised Transportation)(400), produces a Cavalry every turn.
http://www.civ3duelzone.com/forum/uploaded/ERIKK/2005130213532_134tg.jpg
116.4KB

Rik Meleet
30-01-2005, 22:00
In my test game of the mod, Training grounds gave a cav every 3 turns IIRC. How's that with you ?

What is your plan going to be from now ?

ERIKK
30-01-2005, 22:16
Dunno yet. Will let you know!

The plan is to wait for rails and then attack. The passages are too full with swamps and maountains for an attack.

ERIKK
04-02-2005, 23:26
Update:

turn 162: still in anarchy (an 8 turn one). When I get out a massed
attack on Egypt will take place, with +/- 85 Shipai and 30 rifles.

Target gov is Republic with around 250 units running around - but not
for long I guess. (Although the Egyptians are fighting the Mayas and
their stacks of oldtimers have been killed off already.)


-Defensive Quarter (Nationalism)(Rep Parts)(400), produces a rifleman every turn.
Got this one in turn 156 - 1 turn after getting Nationalism ;)
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200524232337_156dq.jpg
115.37KB

Kingreno
05-02-2005, 13:09
Looking forward to the battles!! The japs and the Indians seem to be huge?!! Any chance of getting espionage and planting a spy to view troopnumbers?

ERIKK
06-02-2005, 16:32
After eras of peace it's wartime! [evil]

Some turns ago a stack of 15 cavs and bunch of old stuff (warriors,
archers etc etc) visited the beautifull Indian-Aztec borderzone. Of
course I planted a load of cannons and rifles in the mountain range.
Somehow that must have demorialized the Indians as they then declared
war [u]not on me but on Beam</u> - in fact on a lone Iroquois Rider that was
enyoing the view

That was Beams spy/lookout unit - it was Beam that saw the stack
approaching...

Anyway Beam was already in a defensive war with weak France (trying
to stay out of his GA) but now in turn 171 the Indians bribed the
Japanse who havent done any fighting yet and have about 3 or 4 spare
units standing by. In the Egyptian - Mayan war that raged around
turns 150 - 165 Bema and me both saw stacks of muskets, archers,
warriors, lowbows and cavs killing each other off. The AI has loads
of units. But the funny part is that only India and Japan haven't done
any fighting and have all units at their disposal! [charge]

Beam, is gonna have all the fun!!!! :D

This turn, after securing the homeland and accessing the frontline
with railroads AND an 8 turn Anarchy period, the Aztec Republic
declared war on Egypt!

Our army looks like this:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/20052616147_171beam1.jpg
181.05KB

Pre strike:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/20052616323_171beam2.jpg
14.97KB

After the srike:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200526162354_171beam4.jpg
15.43KB

Too bad: mountains and jungles halted the offensive...

Before the GA:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/20052616437_171beam3.jpg
145.62KB

In GA:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200526162528_171beam5.jpg
145.57KB

Not much change in F11...

The frontline:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200526162648_171beam6.jpg
196.74KB

I called in the Mayas for 10gpt. They were happy to join the fight.
I expect the offensive to be slow thanks to all those mountians,
jungles and marshes.

col
08-02-2005, 23:27
quote:Originally posted by ProPain

And there's always 'disband' or 'join city'

Looks great, is this (or will this be) available for SP too?


[charge]

ERIKK
15-02-2005, 09:47
Sorry dont have a lot of time on my hands anymore. Not for the game
nor for spoilers. I play 1 turn per day on this one as 1 turns takes
about 1 hours to play.

I whiped out the Egyptians in 6 or 7 turns and had some flips. After
two turns of war against the Mayas I captured 1/2 their empire.

Check the minimaps at the boottemleft in the pic's fpr progress :)

And oh, I captured another stack of cannons again. About 50 of them.


Turn 179:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200521594511_179he.jpg
114.36KB

Turn 181:
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200521594546_181ma.jpg
115.25KB

Turn 182: (1 arty per turn)
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200521594610_182hf.jpg
116.2KB

Turn 182: (1 inf per turn)
http://www.civ3duelzone.com/forum/uploaded/ERIKK/200521594643_182od.jpg
116.79KB

Shabbaman
12-03-2005, 20:44
Does the AI have any clue on how to use those wonders?

ERIKK
12-03-2005, 21:02
Not realy but they do build them so they have loads of units!