29-01-2004, 21:13 | #11 |
King
Join Date: Mar 2003
Location: South Sandwich Islands.
Posts: 1,529
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Bah - I'm up to 63% land and 67% pop. But the dutch have a bigger army and are follwoing a crazy research path. I cant exert any cultural pressure on them either. Looks like we need to grab all the arm and hang on through the counter attack. But cavs against reinforced rifles aint good - and they have 5 or 6 per city.
If I could only research RP, get infantry and artillery and then I'd be Ok with my massive stack.... sigh.
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29-01-2004, 23:28 | #12 |
c00l b33r
Join Date: Nov 2003
Location: Beat 'm up Scotty!. Lives in the Lands that are Nether.
Posts: 5,094
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Arrive home (late yeah), load sav and hit enter for next turn. Great news, Inca have Scientific Method and for sale for 5 grand plus change. Wall Street prebuild with 2 turns to go is almost surgical. Check Inca site building ToE. Fuck that!
305.46KB 150 fucking shields due to Iron Works and lots of turns to go for the planned Byz suck-them-all tech lead. This requires much more creative stuff and gambling than anticipated, let alone that this sucker can build UN in 7 turns. Situation at 1535 AD: 24676 g, 891 gpt, and an overall pic: 8.24KB
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That was a pretty good gamble. -- Scotty, The Galileo Seven, stardate 2821.5, Episode 14
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30-01-2004, 10:39 | #13 |
King
Join Date: Mar 2003
Location: South Sandwich Islands.
Posts: 1,529
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I got 4 wonders when I took Cuzco. It IS a monster.
I'm now trying to decide if its worth changing to Communism. The alternative is to just wait for artillery and infantry and grind my way through. I think I need another 8 cities. The Dutch are furious with me and will attack soon. Stacking up all my rifles with cannon behind. The side effect of no research that I didnt appreciate at the time is the other civs get ALL the SGLs. Thats quite a handicap.
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30-01-2004, 17:19 | #14 |
King
Join Date: Mar 2003
Location: South Sandwich Islands.
Posts: 1,529
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The attack begins when I reach 100+ artillery - which should take a couple of turns at my present rate. There are a lot of infantry to get through!
59.21*KB
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30-01-2004, 18:18 | #15 |
c00l b33r
Join Date: Nov 2003
Location: Beat 'm up Scotty!. Lives in the Lands that are Nether.
Posts: 5,094
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LOL
Germans and Inca have exchanged SciMet and RP. Steal Flight from Inca, exchange Flight with Germany for RP, gold and gpt. Buy SciMet for 2,5 grand from Inca. 5 techs to go until MA and on par with AI, Inca will have 2 tech next turn. Good news: Germans have no rubber, there are 2 near their borders however, in India and on Byz. soil. Risks: German invasion and the UN by itself.
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That was a pretty good gamble. -- Scotty, The Galileo Seven, stardate 2821.5, Episode 14
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30-01-2004, 21:11 | #16 |
c00l b33r
Join Date: Nov 2003
Location: Beat 'm up Scotty!. Lives in the Lands that are Nether.
Posts: 5,094
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Radio the last tech needed now for MA, Advanced Flight needs doing as well but is a side tech. Inca have been at war with everyone for quite some time now, the goods news is that they are not likely to get many UN votes, the Byz. are a little concerned about the electorate however.
158.1KB
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That was a pretty good gamble. -- Scotty, The Galileo Seven, stardate 2821.5, Episode 14
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30-01-2004, 22:12 | #17 |
c00l b33r
Join Date: Nov 2003
Location: Beat 'm up Scotty!. Lives in the Lands that are Nether.
Posts: 5,094
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1735 AD: Buy Radio, cu in the MA!
25% chance of a Miracle 25% chance of a feasible prebuild 50% chance of nothing of use
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That was a pretty good gamble. -- Scotty, The Galileo Seven, stardate 2821.5, Episode 14
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30-01-2004, 23:36 | #18 |
King
Join Date: Mar 2003
Location: South Sandwich Islands.
Posts: 1,529
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Strange place for the Egyptians to end up - and I see the Dutch didnt do too well in your game either.
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06-02-2004, 15:42 | #19 |
Customized Admin :)
Join Date: Mar 2003
Location: sailing the seas of cheese.
Posts: 5,852
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670 ad - gift magnetism to babs. they get medicine, buy medicine for WM, nationalism and 112 gpt Gift korea: metallurgy, mil trad, astronomy, physics, tog, magnetism and banking. My man Wan Kong draws Steam Power!!
I get Steam Power from Wan kong for Nationalism, democracy, Economics, navigation, music theory Sell steam power to babs for 83 gpt Sell steam power to Incas for 59 gpt, 75 gold Sell Steam power to germans for 660 gold Sell steam power to dutch for 12 gpt Trade medicine to incas for 2gpt, WM and Coal, and I do the 100 gold gift swap trick Tech pace is picking up and I decide to change strategy, no FP in germans lands. I switch adrianople to fp I'll use my leader for ToE, and start a prebuild to for UN. I'll aim for UN. (Note, later I realise that mil leaders cant be used for this any more) 680 AD - Hurry a few libs in the german border area for extra culture 700 ad - Cuzco builds shakespeares 730 ad - dutch have medicin, incas facism. I sell medicin to korea for 35 gpt 750 ad - several civ have facism anf communism, I dont need those techs 760 ad - Grease the egyptians by selling them magnetism 770 ad - Greasing turned out to be a bas idea. Cleo extorted medicine out of me Adrianople finishes FP 780 ad - rush build stuff for 1000 gold or so 810 ad - Dutch and Incas have industr. I can buy it but there are no usefull trade opp so I pass. 830 ad - Babs and incas have electricity buy elec from babs for 200 gpt and 1625 gold buy indus from dutch for elec, WM and 14 gpt sell nationalism to egypt for 24 gpt Sell elec to korea for 35 gpt 850 AD - Extend peace with germany in IT, get 46 gpt back. Sell Bis elec for 50 gpt 860 ad - Dutch declare war on germans and I guess their MPP with Incas triggeres as they declare war on germany too 880 ad - Dutch and incas have the corporation 890 ad - Cuzco build universal suffrage 900 ad - Dutch and Incas have espionage 910 ad - Babs and incas have rep parts. Looks like babs discovered it and traded it with incas for corp & esp. Buy rep parts from incas for 200 gpt and 1650 gold.trade rep parts for corp and 100 gold with dutch 930 ad - I take citizens of adrianople from their work, my ToE palace prebuild is nearing it's end and if I dont take citizens of production they'll finish the damn palace in 8 turns....Come on AI, discover SM 950 ad - Incas and Babs have SciMed, I buy it from the babs for 64 gpt and 2590 gold. ToE in 6....Sell SciMed to dutch for 310 gold, 12 gpt Wm and Espionage. Incas start ToE in Macchu Piccu. I check it, they start from scratch and need 52 turns 1000 ad - I'm gonna finish the ToE in 1 turn [:d]. Babs and Incas have steel and sanitation. 162.49*KB 1010 ad - Sell Atomic Theory to babs for Steel, Sanitation, 101 gpt, 84 gold Sell Atomic theory to incas for 3750 gold Disband archer and warrior in Adrianople and rush a factory for 932 gold. i forgot i cant build hoovers without a river That also led to the discovery that hoover has only limited use for me as I only have a few cities with rivers. I'll try and build it anyway just for the fun 1030 ad - Trade atomimc theory to the dutch for refining 1050 ad - Trade some old techs for commu and facism. Dont need em but they;e nice to have Sell electronics to babs for 3495 gold Sell electronics to incas for 108 gold and 30 gpt 1100 ad - Incas have combustion. They wanty 299 gpt and 8660 gold for it. No way I'm gonna pay that!! 1110 ad - babs have comb too, price drops too 6500 gold IT 1160 ad - My stack of 8 dromons sent out to trigger GA find a privateer, it attacks, I win, GA!!! 1170 ad - useless tech of Ironclad invented, prolly by dutch. Buy combustion from incas for 245 gpt and 1500 gold Sell combustion to dutch for ironc., silks and 174 gold Incas also have mass production Buy mass production for Ironclads, 300 gpt, 4000 gold Sell mass production to Babs for 116 gpt, 56 gold and worker 1190 ad - babs and incas have flight 1210 ad - Gift away techs to korea and netherlands to try and fasten tech pace 1220 ad - Babs and incas have amphib warf. and mot. transportation. 1260 ad - Babs and Incas enter Modern Age. They won't sell me FLight, mot trans and radio for 440 gpt and 10054 gold I micromanage some tiles, set some 6 specialist to work and gain 51 gpt!!!! Cancel the wines for dyes + 18gpt deal with babs to free up aditional funds as 10054 and 491 gpt still isnt enough. If I buy 1 tech first I might be able to trade it to the koreans and dutch first.... Buy flight from babs for 473 gpt, sell flight to Koreans for furs, 51 gpt, 2 gold BUy Motorised Transport and Radio for 170 gpt and 9563 Draw rocketry, no deal possible. Take the risk of launching koreans in Mod Age.They get Computers, no deal possible. Decide to wait a turn and hope babs and koreans trade. MM Adrianople 1265 ad - Koreans and babs swapped. Iron deal with dutch end as they now ave irno themselves. That hurts as I miss out on 127 gpt. Trade comps, 7132 and Wm for ROcketry and Dyes Sell rocketry to incas for 40 gpt, 2490 gold, amph war and WM Launch Germans into modern age, the draw Ecology, damn idiots. They wont trade it for Rocketry, Facism, Sanitation, Amphib War and Ironclads. I'm not prepared to give em 3000 cahs extra 1270 ad - Incas now have comps too. How did they do that, steal maybe? Trade germans rocketry and comps for ecology Sell eco to Incas for 89 gptand 147 gold 1285 ad - Micromanage Adrianople to prevent SETI begin finished. I can now build UN in 1 1300 ad - Incas and babs have fission and minitur. Won't sell fission to me for 216 gpt and 11032 gold Now I can steal or wait2 turns when about 575 gpt frees up.... My GA also has ended Stealing from Incas seems safe, when the steal fails they might declare war, whicih means they're the deal breaker, and babas will prolly sell me Fission for 800 gpt+11000 gold. If it succeeds, I'm home free. I attempt a safe steal and.....SUCCEED!!! Declare war on incas, drag everybody in, grease em up. Press enter. Interturn : I finish UN, hold elections and win! 96.68KB 53.41KB 92.01KB I plan to do a more readable spoiler in the finished games thread next week
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