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MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:17
  Old Post 02-12-2004 15:37
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Turn 198, 820AD Support Apolyton buy from Amazon

Just some housekeeping by setting this up.

Until I get the time to update this, please refer to my notes in the PREVIOUS turn's thread before playing.

Cheers.

MrWhereItsAt is offline MrWhereItsAt
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Nov 2001
time: 17:17
  Old Post 07-12-2004 15:50
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Argh. The save has been in for a few days now, and 'cos my laptop is off to be fixed I am unale to play it now (my desktop, using which I'm posting this has not got Civ installed, and my disc is up at Uni).

I can play tomorrow night, but if there is a Consul who has the ability do so earlier than please go right ahead....

BigFree is offline BigFree

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Oct 1999
time: 21:17
  Old Post 08-12-2004 01:32
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I'm playing it right now.

BigFree is offline BigFree

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Oct 1999
time: 21:17
  Old Post 08-12-2004 03:07
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Only one screen shot this time...

GWT/GCA have Astro.

Sent Astro and Dyes and WM to CGN

Sent Dyes and WM to CFC

"Small" landing party near GCA; just to spook 'em!

Changed University build in Mingapulco to Palace; as a prebuild for JS Bachs (26 turns)

Trip is offline Trip
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Apr 2002
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  Old Post 08-12-2004 03:16 Visit Trip's homepage!
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Why did you land units there with those Ansar (and who knows what else) near by?

BigFree is offline BigFree

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Oct 1999
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  Old Post 08-12-2004 03:25
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Just because...

It's not like I'm going to try and take down GCA with those 3 units; it's just there as a diversion for CFC's sake. CFC may be trying something in the South. If GCA or GWT attack us then we'll let the WW/WH thing work. If they don't attack, I will reload those units on the Caravel next turn. If GCA were to attack us I believe they would have to be using Elephants.

Trip is offline Trip
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  Old Post 10-12-2004 06:05 Visit Trip's homepage!
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Didn't we already determine that landing ANY units (Apolytonian OR CFC) was a bad idea?

That's 240 shields worth of units... not trivial by any means, especially if CFC is about to throw away their entire army...

Trip is offline Trip
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  Old Post 10-12-2004 06:13 Visit Trip's homepage!
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Well, the fun continues.

The CFC turnplayer sent too much gold in the GPT deals so in order to cancel the deal he killed one of our MIs up north...

BigFree is offline BigFree

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Oct 1999
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  Old Post 10-12-2004 12:59
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quote:
Originally posted by Trip
Didn't we already determine that landing ANY units (Apolytonian OR CFC) was a bad idea?

That's 240 shields worth of units... not trivial by any means, especially if CFC is about to throw away their entire army...


I knew CFC was close to making a landing themselves...this is meant as a diversion of sorts. It's not written in stone that GCA or GWT will attack or troops. Maybe they THINK that's what we want and will not do so because of it!

WhiteBandit is offline WhiteBandit
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Jul 2002
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  Old Post 12-12-2004 05:25 Visit WhiteBandit's homepage!
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Err right...

The units will be dead next turn.

Trip is offline Trip
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  Old Post 12-12-2004 05:35 Visit Trip's homepage!
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quote:
Originally posted by BigFree
I knew CFC was close to making a landing themselves...this is meant as a diversion of sorts. It's not written in stone that GCA or GWT will attack or troops. Maybe they THINK that's what we want and will not do so because of it!

Well, as long as we know CFC is landing now I can at least be content with the fact that this game is lost, and therefore any mistakes now are trivial in the grand scheme of things.

BigFree is offline BigFree

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  Old Post 12-12-2004 05:58
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It's not a landing to try and eliminate GCA; it's just so that they screw with them(GCA) and gives CFC a chance to start their GA. I doubt CFC will be able to build any wonders to get it started.

BTW, we do have the turn...it here for those that are interested. I'm at work right now and do not have a chance to play it. Upon looking at the opeing of it though GWT has attacked and killed two of our Knights. One of our Knights was untouched even though GCA had access to it. Our Knight could attack the wounded Ansar...I think that would be only fair! We do have an increased amount of happiness for it despite accepting the peace agreement with CFC.

MRWIA...could you please play the turn?

Attachment: miccofl of the netatolians 830 ad.sav
This has been downloaded 2 time(s).

BigFree is offline BigFree

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  Old Post 13-12-2004 09:06
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I'll have to make time for this tommorow morning then...unless one of the other Consuls can do it?

BigFree is offline BigFree

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Oct 1999
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  Old Post 16-12-2004 13:24
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Krill?


WIA?


Am I the only one?




I refuse to play this game with this little interest being shown!

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
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  Old Post 16-12-2004 18:45
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Oh shiznit - is this one in too? I just finished the C3CISDG one and it's nearly 3am. Not sure if I'd have the time for this one until Saturday.

It's f*cking Christmas - who knows what "free time" is anymore?

DeepO is offline DeepO

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Jan 2002
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  Old Post 16-12-2004 19:42
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Is it Christmass alreadY? Wow... time flies when you're having a PTWDG war on your hand.

BF, people are still following this forum. However, it is not exactly easy to give any comments, when no questions are asked. It's been several months, but only a few turns ago when we had some discusion on worker pumps, and on how to tweak the empire so that MMing would be reduced to a minimum. AFAIK, nothing has been done with that information, but I can't deduce what you're up to with the save from the screenshots (I don't follow chats, if these still happen). So, what do you expect as feedback?

Don't get me wrong, I do not say you need to invest more time in housekeeping, logging, and administration jobs, I prefer you play the game instead. However, without someone doing that part, you can't expect any of the members to comment, as you're the only one knowing what's going on. There is no build plan anymore, no information on where we are tech wise, and invasions of other countries are only mentioned after they actually happen. What kind of comments do you expect?

DeepO

Modo44 is offline Modo44
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Jul 2004
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  Old Post 17-12-2004 00:31 Visit Modo44's homepage!
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And just imagine people like me, who just joined the team, and are only beginning to learn about our position in this game.

Can't really do any useful comments yet, except about obious things, like diplomacy.

conmcb25 is offline conmcb25

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Angmar
Aug 2002
time: 23:17
  Old Post 17-12-2004 00:42 Visit conmcb25<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by DeepO
Don't get me wrong, I do not say you need to invest more time in housekeeping, logging, and administration jobs, I prefer you play the game instead. However, without someone doing that part, you can't expect any of the members to comment, as you're the only one knowing what's going on. There is no build plan anymore, no information on where we are tech wise, and invasions of other countries are only mentioned after they actually happen. What kind of comments do you expect?
DeepO


You forgot and no MOI, NO FAM and NO MOW.

Essentially no help for BF and I have my hands full at the C3C ISDG.

Do I detect a possible volunteer?

conmcb25 is offline conmcb25

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Aug 2002
time: 23:17
  Old Post 17-12-2004 11:03 Visit conmcb25<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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BIG Free

Go ahead and just play the save.

Its obvious we aren't going to generate any interest in anyone helping out so if someone doesn't like whats done, then tough.

Ill play the goddammed save if you want me to.

Ill even post a screenshot

BigFree is offline BigFree

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Oct 1999
time: 21:17
  Old Post 17-12-2004 13:00
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Thanks con.

I will play it now though.

I just feel like I'm playing this game as a "dictator" since I won't poll about every possible move and there's hardly any input from any one despite the turn being available to everyone who's on the rockbandit list.

There has not been many turns played in the past 3 months...some people may know what is going on despite their judgments to the contrary.

Trip, yes, I noticed, but I was too bummed to tell anyone abou it. I guess Bachs will go there instead...

BigFree is offline BigFree

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Oct 1999
time: 21:17
  Old Post 17-12-2004 13:47
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Turn played and sent to CFC.

Two of our Knights were killed by GWT...the one left killed an Ansar in retaliation....I'm hoping CFC is getting some use of this action. I have a Caravel exploring the North of GWT..hoping to draw major attention as they may think it's still scouting for a LZ for the Armada we brought along!

Sent this note to CFC with the save:

quote:
Here you go! Peace accepted! Sent you two luxuries and WM. We made a landing up North in GCA territory and GWT killed two of our Knights, the lone one left for us to move this turn killed an Ansar! HAHA!! Anyways, I hope you guys get your GA started against GCA soon. Good luck. Also, can I assume that the gold payments will resume with this turn? We will have Metallurgy this coming turn and we want to continue the 4 turn research...it's our only hope against the other two. Military Tradition is next.

DeepO is offline DeepO

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Jan 2002
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  Old Post 17-12-2004 16:52
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quote:
Originally posted by conmcb25
You forgot and no MOI, NO FAM and NO MOW.

Essentially no help for BF and I have my hands full at the C3C ISDG.

I know, and again, I was not trying to have any critique on BF. But you have to agree that nobody can comment on anything, if no info is given, or no plans are made. Without this climate, nobody can get involved, even if they want to.

quote:
Do I detect a possible volunteer?

No thanks. I've had more than my hands full with GS. In that team, there is no MOI, FAM or MOW either, and not 3 consuls but one player only. However I am proud to have created enough of the framework needed, so that many team members are very active. At a certain point, everyone starts to add to the framework, so that it starts running itself... and as long as something is happening in the game, people stay interested.

Main problems in the ISDG are of course the long breaks in between turns. A month of free time means everyone will have lost interest. After such a period, someone has to come forward, and start over again, giving more info than strictly needed to try to involve more people. Without that, there won't be any team involvement, it's as simple as that. It's logical to assume one of the consuls volunteers for the job... they are most commited to the game anyway. But of course, it's better to get this game played, than it is to make sure others can comment on things, leaving no time to play the game. It's all about priorities

DeepO

DeepO is offline DeepO

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  Old Post 17-12-2004 16:56
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quote:
Originally posted by BigFree
I just feel like I'm playing this game as a "dictator" since I won't poll about every possible move and there's hardly any input from any one despite the turn being available to everyone who's on the rockbandit list.

every turn player is a dictator, it is their right and duty to make decisions without polling on everything. Comes with the job, I guess...

I don't fully agree on the other sentence, though. Okay, I do not get the save (and I don't want to either), but it's not the immediate side of things which is missing. That is exactly the responsibility of the consuls (and MOI). It's the larger picture which is absent... things like instant invasions can't be read from the save. Wonder prebuilds can't be read there either.

DeepO

DeepO is offline DeepO

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  Old Post 17-12-2004 17:00
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and if you want input from a member: forget Mil Trad. Race for the modern age instead. Build on your security using a sea wall, galleon scouting grid, and rifles soon, it will most certainly give you more gains in the end, than diverting resources for cavs you will never use. Let CFC do Mil Trad in 40 turns, if you really want the tech.

DeepO

Trip is offline Trip
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  Old Post 17-12-2004 21:04 Visit Trip's homepage!
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We have far too many tiles to set up a sea wall. The best we can do is have a reserve force with rapid movement that can transfer to any danger zone. A force of ~50 Cavalry (and of course a large number of sentries on the waves) will do that for us. We'd need about 125 more units to make a complete wall, and given that CFC is about to lose their entire army that would be about 20-25 more.

At this point, when the hammer falls I don't really know if we can stop it any more.

DeepO is offline DeepO

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  Old Post 17-12-2004 21:46
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Trip, how many units do we currently have, 80 or so? Add 150, and you still get to perfect safety for 230 gpt. That's not that extraordinary a cost. For every cav, you can build 3.5 horses. 50 cavs = 175 horses. So the shield cost is obvious. The extra gold, can be easily generated by not going for mil trad: 4 turns of research will pay for the extra upkeep. And while cavs do not give perfect safety, horses do.

As to mobile sea walls: fine, certainly at first. you need scouting grids anyway, maybe not now, but at least when marines come. Although they don't really protect you: every civ will try to take out most of our scoutng grid, so we still don't know where to put up defenses.

DeepO

Trip is offline Trip
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We currently have 85 military units, and total support costs of 141 right now.

If we build 150 more units that will increase our costs to approximately 300. We can currently run at 70% science (429 beakers per turn), but with the extra support costs we'd have to drop to 40% (239 beakers per turn). That is a dramatic drop. We need every single gold we can to try and compete with GWT into the future!

Keep in mind they have the Pyramids and a huge population and gold advantage on us. It is likely they will maintain 4-turn research the rest of the game. If we're burdened with so many units to support as to be forced to drop to 40% science we'll never keep up. They'll probably send scouts, see our wall, realize we're lagging in science, surpass us and never come by anyways. If they get ahead of us in techs they don't even need to worry about invading, particularly with GCA increasing in strength.

CFC is horrible at this game and they're not worth much to us. GCA will help GWT more simply because of the fact that they'll have much more land and it will be better developed. We need to be assured that we'll make it into the next couple eras (mobile sea wall) and a tech lead in order to stick it to them when we get the chance. I think our only shot at this is to get Marines, Tanks, etc. and demolish their FP. We know where it is, and Marines + Settlers can take it out in a single turn. Another offensive could take out their core as well. The point is that we have to remain ahead in techs and get to Marines, etc. first. If we don't, then we've already lost.

DeepO is offline DeepO

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  Old Post 17-12-2004 22:11
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Trip, you're talking about extra 50 cavs, right? So the difference as opposed to 150 sea wall units is 'only' 100 gpt. No need for extra scouts is another 10 odd gpt, so 90 gpt. No need for Mil Trad (1536 beakers?), so for the first 17 turns or so, this is free... by which time the game should have caught up anyway.

Think long term.
Sea wall:
- no upgrades for units until marines.
- Faster in research (at least at first).
- More shields to spend on e.g. workers, which have a huge effect on both commerce and production.

The pyramids is a good point, btw. I don't believe in that wonder, if you play your game well. This has been discussed here before, so I'm nog going to repeat things, but a good, working worker-pump focus is far better than the pyramids. This will be the only way to overtake them in population, and with that comes the commerce which makes a sea wall not only possible, but even preferred.

DeepO

Trip is offline Trip
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  Old Post 17-12-2004 22:23 Visit Trip's homepage!
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No, I'm talking a total of 50 Cavalry. We already have 28 Knights (27 next turn...) and about 5 Horsemen. So we'd only need to build about 17 more Horses, and then upgrade 23 to Cav and 27 Knights to Cav. This would of course mean we're heavily reliant on our naval sentries and will need to have a well-developed road and/or rail net rather soon, but I believe this is doable.

So the difference in units is not 150 to 50, but 150 to 17 (under my proposal anyways).

As far as gold costs... we will have this wall around a lot longer than 17 turns. That is only about 4 techs at 4-turn pace, and it's a long long way to Marines.

We already have Worker Pumps set up, and they wouldn't be producing units anyways, so saying we'll "save" shields that could be used for Workers is false. That's like saying we'll save shields in Mingapulco if we don't build any ships.

And if I had to choose between having the Pyramids and not having them... I think you know what I'd pick. The advantage CGN has in the C3CISDG is massive, mainly because of my use of them.

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  Old Post 17-12-2004 22:50
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Trip, I won't argue that there might be more costs involved, but I will argue for the cost of absolute safety. A sea wall provides that. A scouting grid and mobile defense doesn't. All it takes is to take out most of the scouting grid in the first turn, and you simply don't know where they would strike... at which point your 50 cavs are practically useless. They only are meaningfull if the extra movement can be used to keep GWT / GCA from landing, not for attacking troops.

gold costs: I don't agree here. Sure, for those first 17 turns it's obvious, but afterwards there is more gain too. I'm not certain how far we are in the tech tree (apart of getting Metallurgy next turn), but if in those 17 turns you can get to steam, you gain in shields, as faster RRs are worth more than gold. (Steam is the tech to watch for, Marines are not that important) If those 17 turns make it possible to build Newton's a couple of turns faster, you gain in beakers. If other wonders are sped up, you gain there (Smith's, e.g.)

Further, those 17 turns is the minimum, in reality it will be a lot closer to 25 turns, even 30 turns maybe. It takes time to build those units. You won't need gold to upgrade 28 knights and 22 horsies. You won't need gold to upgrade defenders.

As to shield cost: you're twisting my words. I meant to use the extra shields to set up extra worker pumps, not relying on the pumps that exist now (which are not enough anyway). 1 extra pump, gives over those same 17 turns 8 extra workers. 8 workers give on average 16 cpt, and 8 spt. So again, the effect stretches out... those 17 turns before, go up to 30 at least, which in turn provides 15 extra workers, or an extra 30 cpt, etc. The effect blows up the longer you wait.

Pyramids: They're simply useless, cost inefficient if the game is played right by the other side. The only reason why they are powerful is because people do not rely on worker pumps enough. And don't tell me they can make worker pumps of all your cities, I know that... but for the cost of the pyramids, you get nearly 7 granaries in cities of your choice, instead of having to put away one big city especially for this. The only exceptions are when playing the Egyptians and needing the pyramids for your GA, or when you get an early GL, and want to build a wonder instead of an army.

Last thing:
quote:
That's like saying we'll save shields in Mingapulco if we don't build any ships.

If you don't build ships, you are saving shields in Mingapulco... shields not 'wasted' on ships can be used everywhere, especially in barracks cities. And given the mobility of pop (workers, workers, workers!), it can mean that instead of a coastal city, Mingapulco can be faster pop-boosted... which gives more shields in the city, even if it only produces wonders and buildings.
Oh, and don't discuss semantics here, I know there is a limit. If Mingapulco is already at max size, this comparison stops. But in that case, I'm sure you can find a land city which does benefit from the saved shields from never-built ships.

DeepO

 
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