 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
Bloody Monk

|
 |
austin, tx
May 2001 time: 23:31
|
|
- Demo gets better science rate, but spies will be faster.
- Fundy will give ~ 60g more per turn.
- Explore!! Find those other civs. Make embassies.
- Colosseum makes three content-now; cathedrals, two-now. More later as Electronics, Theology.
- Even though it is late game, bigger cities are needed, I think. Round up, build that is, the usual suspects.
- Many cities need more than improvements (food, roads) to grow; but, don't make workers until after stealing Explosives. No Leo here.
- Settlers eat as much as engineers. After Explosives replace them quickly or band them together to make a new size two or three city.
- Scary idea: Even tho foreign trade is not allowed, a camel might be able to go on a walk about and uncover the map. This will not end well for the camel but several turns would yield good intelligence.
Monk
|
|
|  |
 |
|  |
 |
|
duke o' york

|
|
Erm, I'm afraid that all that advice was a little late, but thanks for it anyway. I'm sure the next player will be able to make use of it. Here's what happened:
1853 - Check out what the lie of the sea is at the moment, but cannot discern any kind of uniform plan, so will have to come up with one myself. Damn! Press Return.....
1854 - A Zulu destroyer lies off the north coast of Ptolemy, but I'm not sure what the intent is there. We're at war with them, so I'm guessing they aren't friendly. A Mongol caravan arrives in Ptolemy from Khanbalyk, swapping our oil for their dye. I feel cheated. Chinese develop flight. Barb musketeers approach Archimedes. For want of anything better to do, I deliver the caravan to Circe and get 139g. Great. Still, we're slightly nearer researching a tech for ourselves. One of my spies is captured before she can steal tech from the Chinese, but there is no incident.
1855 - Zulus turn to democracy. Bet they still want a fight though. Archiomedes survives barb attack, but even more turn up outside. Arch finishes a spy though - hopefully we can get some cheap units and expensive barb leaders. Another spy gets 100g from a hut to the East. The spy that Archimedes has just built cannot get past the undefended barb leader to bribe the musketeer behind him! How could I be so unlucky?
1856 - Most cities either have, or are in the process of building, courthouses, so I'm getting some colossea in to make celebration much cheaper, even though the turn cost is higher. I'm really going to have to start spending some cash at some point, because it's building up and I'm not doing much, other than the odd rushed unit.
1857 - Chinese develop steel. Musketeer and spy are killed by barbs outside Archimedes, which builds a colosseum. I'm probably going to need a barb-basher from here, now that it'll be able to support units outside the city without too many problems. I bribe a Spanish chariot on the isthmus towards the Zulus, and am moving a settler in that direction to found a city. I haven't chosen the city site yet, but it'll take a while to get there.
1858 - There is a Zulu force of at least two marines and one cavalry proceeding down towards the isthmus, and they can't be bribed. We're going to need troops to match them. The barbs by Archimedes are slowly being beaten down. Ptolemy builds courthouse, The Institute builds a colosseum, and goes WLTD! We discover Metallurgy, and start on Conscription. I use a transport to rescue the exploring spy from the Zulu units.
1859 - Zulus discover Explosives, and then overthrow their government. Let's get bribing some marines! Polyphemus builds colosseum, and starts on cavalry so we can make a push into Zululand. Loads of spies are converging on the Zulu area, and it makes sense to send some troops out too. Sparta builds colosseum and celebrates. Circe does the same. Chinese warships have appeared off the coast at Polyphemus. Damned game won't let me bribe the Zulus because it says they're still in democracy. Hmmm. I wiped out the barbs at Archimedes, but couldn't get any leaders.
1860 - Zulus get Sanitation from the Carts, who get explosives.The Zulus have 3 marines and a cavalry heading in our direction. Chinese warn us to leave the area of Cunaxa - they've become a democracy. Mongols discover Metallurgy, and to celebrate, capture Dijon. We have a few cities in disorder, but they're easy to put back, with the help of Mr Presley's Bread and Circuses Inc. Our first cavalryman is ready, and many more will join him in the ranks very soon.
1861 - Chinese discover Automobile, and put paid to the Carts' Leo's. 
One of our spies steals Chemistry from Ibabanago. The others are in position for next turn (fingers crossed). And the spy gets vet status. 
1862 - The spies visit Naples. We get.... Conscription, Physics, Guerilla Warfare, Theory of Gravity, Electricity and Sanitation, but only two are returned and made vet. Another spy takes Amphibious Warfare from the Carts. I'll draw the curtain on this reign now. We've got a hatload more techs than we had before, there are far fewer happiness problems if anyone wants to celebrate the cites, and I've explored the world a little better. More spies are coming through all the time, so if we need the extra techs to take on the Zulus, then why not steal them!
So we have lots of colossea for the next player to celebrate these cities up, quite a bit of cash and more techs. We're still in democracy, as I felt that all the extra cash would be nice, and we'll need to start buying shields to combat the Zulu threat from the north. There's quite a few units coming towards us (for the AI, at least), but they shouldn't be too difficult to squash, and we should be thinking about fighting back with some cavalry being built on the Polyphemus peninsula. There is a spy with a NON rifleman on the Chinese continent: we're not (yet) at war with them, and they're a democracy so there's no hope of bribing any units. I've left the next player to decide whether or not to steal tech from them, and when to do this. Enjoy!  
Attachment: 1862 ad.zip
This has been downloaded 3 time(s).
Last edited by duke o' york on 26-01-2004 at 21:13
|
|
|  |
 |
|
duke o' york

|
|
*Duke pokes his head up above the RCC pikemen he has hired, and hopes that the cloud on the horizon is being made by horsemen, and not tanks*
Er, the ship chain was used to tranport some spies from the homelands, and then dispersed to aid the war effort, with two going east and two west. It may be worth reforming it if you think it would be easiest to get the troops to the Zulus in a hurry.
I delivered a few caravans, but the bonuses were so small that I gave up, and started producing spies just about everywhere, with courthouses and colossea fitting in too, so that celebration would be a future option. Now I think we need some troops to carry the fight to the Zulus, and show them not to send marines in our direction!
I didn't make diplomatic contact with anyone, but since we're both democracies, it shouldn't be too difficult to get a cease-fire with them should someone want to chicken out of war. 
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
Old n Slow
|
 |
Vienna, VA
Jun 2002 time: 00:31
|
|
Situation in 1862: We have a couple $K in funds, 5M in population, 18 cities & 48 techs. We only have embassies with half of the world -- and the Zulus know 8 techs that we don't; The Carts know 9 and the Chinese know 16!
...But we have spies...
We switch the Col for a harbor in Cimmeria and make a couple of other tweaks & .
1863 (1) Become Commy. Notice that we failed to adjust for unhappy folk as a dozen cities are in an uproar (sloppy, sloppy). Establish an embassy with Spain -- 9 cities, 38 techs (not worth knowing -- only 4 techs that we don't know.) Get out & run around chinese RR for exercise -- maps the new fangled way.
1864 (2) (Chinese build JSB) We create 2 new spies. some more RB & 12 cities come back on line. RB a sewer in Troy (maybe a waste of funds, but it empties the build queue.) & Barracks in Sparta. (Barb Frigate seen sailing NE of Troy.)
1865 (3) Create 6 new spies. Steal Steam from Naples, but lose two spies there. Toggle to 7.2.1
1866 (4) Create 3 new spies. Steal Chiv & Econ from Naples & two non-vet spies become vets. (Interesting -- we had the option (up to now) of building Horsemen, Chivalry or Cavalry -- first time I've ever seen those options mixed together.) Chinese (5 rockets) want to talk, want tactics (no). Spend about half of our funds...
1867 (5) Create 14 new spies. Steal Leadership & IW from Naples (and get anothet vet spy out of it.
1868 (6) Become Fundy (also by paying attention this time, we don't miss out so much on city production.) Hut in the south yield a NONE Fanatic (how did they know?) Zulus (2 rifles) want to talk -- want 750 (no) war continues; Carts (4 rifles) want to talk, $750 (what is this a standard price? -- NO) and now we're at war with them, too (ho hum). Our vet spy chooses Steel from Mpondo (decided to walk a bit around their RR) and we also choose Explosives from Zimbabwe (but this spy was captured afterwards.) Spain (1 rifle) wants to talk, says nothing exciting, we demand tribute, but they respond with WAR (might as well be consistant.)
1869 (7) Anyang (Chinese) completes the Hoover Dam (is there any doubt as to where we should put our first military efforts?) Chinese discovers NF -- (that is about a tech per 5 turns or so.) We opt for Machine Tools over 7 other choices. Smack a Spanish Explorer near our lands. Steal Corp, Medicine & Feudalism from Naples, but lose 3 vet spies with the activities; all caught up with the Zulus.
Visit Cunaxa (Chinese) with a boatload (+) of spies: Steal MP, NF, Theo, AT, Fl, Comb, Auto, Elec2, GE; we lose four spies and in each case the Chinese condemn us, but otherwise (nothing). And oh yes, now the Chinese are Receptive/Peace (compared to Hostile/Peace back in 1861!)
1870 (8) Build 8 new engineers. Spy sabotages a Zulu Marine, and the Cav slays him. Found Mizzen in the East.
1871 (9) Do the Spy/Cav trick with another Spanish Marine (Chinese discover Radio.)
1872 (10) Steal Radio from Shanghai. -- Now we have 68 techs.
Notes -- There is a Barb Frigate next to Troy (and it has been there for about five turns.) Also there a couple of settlers aiming for a city on our western isle...
Attachment: od_a1872.sav
This has been downloaded 3 time(s).
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|