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rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:30
  Old Post 14-01-2005 11:57
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The world in 1914 Inflate your Upload Space

I thought it might be worth starting a new thread rather than continuing on the new citizens thread. I played until 1914 and then noticed that Erika had only played until 1912 - no matter, we can still choose between the 2 saves. And anyone else who wants to try a few turns is welcome. Here is my log:

1904 - increase science to discover robotics as soon as possible; re-arrange workers to add a few more beakers; part rush some vet armour; start constructing railway linking all cities; start moving forces towards embarkation points.

1905 - Egyptians at war with the Zulus (good that may keep them off our back); I continue part rushing and moving troops

1906 - More of the same

1907 - discover Robotics - now to build lots of howies; switch einsteins to taxmen and raise tax rate; sign peace treaty with Persians; start to rush howies.

1908 - sign peace treaty with Sioux; rush a couple of howies

1909 - The world turned upside down! The Zulus signed a peace treaty with the Egyptians; then they offered me a peace treaty which I accepted; then the Egyptians and Zulus cancelled there treaty! More rushing of howies.

1910 - More moving the invasion forces to Apolytonia and rushing howies; we now have 5 transports which will carry 40 units to attack - but what make up? 10 spies should be enough and 10 vet armour so I will build as many howies as I can - if I can't build 20 in time, I'll use additional armour; first wave will be the spies and armour. I will set the target invasion date at 1914.

1911 - Blast! One of my transports is blocked by Zulu subs; I may have to go with a reduced force.

1912 - I have 12 howies; that will have to do since I only have 4 transports.

1913 - My 5th transport is now free so I'll postpone D-day by a year to use a full force.

1914 - only 4 transports are in position, but I'll have to go with that.

The invasion force is more or less in position. My plan is to ask the Zulus for tribute and thus provoke them into declaring war. Bring down the walls in Intombe and capture it with my armour. Move the transports into Intombe. Capture Zimbabwe with the howies thus bringing the Zule spaceship back to earth. Skip off into the sunset humming gently.

Here is my save.

Attachment: ap_a1914.sav
This has been downloaded 10 time(s).

Last edited by rjmatsleepers on 14-01-2005 at 12:05

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:30
  Old Post 14-01-2005 12:50
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quote:
Originally posted by Broken_Erika
I still think that mountain square could prove useful, it should be out of the zulu cities zone of control and is 2 squares away from zimbabwe, i figure, put an engieneer there, nuild a fortress and give it some good defencive units, (assuming the zulus don't kill the engieneer) also, helicopters would be good in an attack, mainly to kill zulu ships and artillery before they can strike. basicly a large overcomplex plan is what i would do, but most of my strategies i think of need good air and naval support, both of which we lack.


The mountain square has the advantages you mention, but if I remember correctly, it is not attached to the railway network, so unless we build something it will use some movement points to start the attack. Also it will take time and use up space to transport engineers to build a fortress or a rail connection. We have to take Zimbabwe on the 1917 move at the latest.

RJM at Sleeper's

PS Congratulations on reaching Prince - all those unit posts in the scenario forum paid off!

PPS Should that be princess? Or perhaps you are a man with an unusual name

Broken_Erika is offline Broken_Erika
Prince
shoving your soul into a jar of mayonaise
Oct 2004
time: 00:30
  Old Post 15-01-2005 21:53 Visit Broken_Erika's homepage!
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quote:
[SIZE=1]
PPS Should that be princess? Or perhaps you are a man with an unusual name

I AM a girl you %*@&
anyways, like i said, we have the tech to build helicopters, they should prove useful in an invasion, that way we can destroy any attempted armored counter attack, and it will give us a way to attack the zulu fleet

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:30
  Old Post 16-01-2005 12:41
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quote:
Originally posted by Broken_Erika

I AM a girl you %*@&


OK Princess it is then.

quote:
anyways, like i said, we have the tech to build helicopters, they should prove useful in an invasion, that way we can destroy any attempted armored counter attack, and it will give us a way to attack the zulu fleet


We need to decide whether to play on from your save or mine. (I'm assuming that there is no-one else out there who wants to have a go at taking us from 1904 to 1914).

I think it would be hard work to capture Zimbabwe by 1917 from your save, so I suggest we take mine forward. What do you think? If you prefer your own save, we could each play on for another agreed period.

RJM at Sleeper's

Broken_Erika is offline Broken_Erika
Prince
shoving your soul into a jar of mayonaise
Oct 2004
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  Old Post 16-01-2005 22:06 Visit Broken_Erika's homepage!
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my save is doomed, let it rest in peace
yours will be good

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:30
  Old Post 17-01-2005 06:25
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Cheers!!

I am back home after spending the holidays in the hospital. Hopefully I will not be going back there any time soon.

Before I checked out I had played ahead a good bit, but did not want to spoil the fun by posting any saves. I feel that a better benchmark for the next stopping point is not any particular year, but rather, the crashing of the Zulu spaceship, as that is our main short term goal. I accomplished that in 1911 but utilized a spy with a nuke in her knickers. I have also taken a good many more cities, by that date, but then I didn't bleed off so many units for Zululand.

I suggest others play out their strategies up to the crashing of the Zulu s-ship, and then we can compare. I suspect they will be quite different if you haven't used the spy-bomb, if only for the number of skulls.

Monk

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:30
  Old Post 17-01-2005 12:19
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quote:
Originally posted by Bloody Monk
Cheers!!

I am back home after spending the holidays in the hospital. Hopefully I will not be going back there any time soon.

Before I checked out I had played ahead a good bit, but did not want to spoil the fun by posting any saves. I feel that a better benchmark for the next stopping point is not any particular year, but rather, the crashing of the Zulu spaceship, as that is our main short term goal. I accomplished that in 1911 but utilized a spy with a nuke in her knickers. I have also taken a good many more cities, by that date, but then I didn't bleed off so many units for Zululand.

I suggest others play out their strategies up to the crashing of the Zulu s-ship, and then we can compare. I suspect they will be quite different if you haven't used the spy-bomb, if only for the number of skulls.

Monk


Welcome back Monk.

Playing through to the return of the Zulu space ship seems fine to me. I expect to accomplish that on the next turn - unless there is a nasty surprise lurking in the wood work. That gives a maximum of 4 years more to play in the next session since unless it returns, the Zulu bird lands in 1918.

I intend to capture 2 Zulu cities next year, which will allow me to take 2 technologies. It struck me that maybe we should go fo AC landing rather than conquest and thus we should take technologies that allow us to build our own spaceship.

RJM at Sleeper's

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:30
  Old Post 18-01-2005 11:49
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The Zulu space ship has returned to earth Inflate your Upload Space

Despite a couple of unwelcome events, the Zulu bird is back. As expected, the Zulus declared war as soon as I asked for tribute. I lost rather a lot of spies bringing down the walls of Intombe, but once they were down it fell to my vet armour. I could then bring the rest of my invasion fleet into port and take the howies by rail to Zimbabwe which offered little resistance. However ... instead of the spaceship returning to earth, the Zulu empire split into Zulu and Viking and the capital moved to Gnome (?). With the additional movement points from capturing Zimbabwe I could bring the 5th transport into Intombe which gave me plenty of howies that I used to capture the new capital and bring the space ship back. I saved at that point. The Zulus are not yet asking for peace, and we probably have sufficient resources to capture one or 2 more cities.

If we make peace with every one, we can probably now build our own space ship and win by AC landing. If we have to, we can use the same trick of capturing the capital of any AI civ that manages to launch.

On the other hand, I suspect we have the resource to win by conquest if we want to. Either way, I believe the game can be won.

RJM at Sleeper's

Attachment: zulu_bird.sav
This has been downloaded 3 time(s).

Broken_Erika is offline Broken_Erika
Prince
shoving your soul into a jar of mayonaise
Oct 2004
time: 00:30
  Old Post 18-01-2005 13:12 Visit Broken_Erika's homepage!
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Got spare money?

Just keep an armor force near every capitol,

cavebear is offline cavebear
Emperor
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Oct 1999
time: 00:30
  Old Post 20-01-2005 07:30
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OK, finally a situation I can deal with (1914). I'm playing from there and will ofer a save in a few hours.

HAL-aluhiah!

I am so impressed with what RJMAT and Erika have done!

cavebear is offline cavebear
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Oct 1999
time: 00:30
  Old Post 20-01-2005 09:28
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1915 - Fortify Apolytonia units. Zulu capture Thebes and Elephantine from Egypt. Egyptian govy overthrown. Apolytonia builds SAM and starts Transport. Demand tribute from Zulus and they declare war. OK!

Capture Mpondo and take Space Flight. Capture Zimbabwe and split empire into Zulu and Vikings. Zulu capital is now Ngome which is close to us. In Zibagwe, we get Copernicus’s, Magellan’s, Statue of Liberty, and Apollo. Get 440 gold and Fusion Power. Capture Intombe and get Superconductor and some gold.

1916 - Celt govt overthrown and they break cease-fire with us. They use nukes on Mpondo. They demand Fusion Power and I refuse. They offer peace and I accept it. I ask for tribute and get War. We lose Dimas Emrys (sorry about that). I accept peace this time. Zulu use nukes on Zimbabwe but SDI thwarts it. Zulu take Mpondo. Egypt becomes a democracy. Egyptians and Vikings sign peace treaty. Intombe completes SDI. Zimbabwe completes City Walls. Zulus offer peace and I accept.

cavebear is offline cavebear
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Oct 1999
time: 00:30
  Old Post 20-01-2005 09:30
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Lose 30 kilos (of popups)

Is it just me or did the "attachment function" change? I'd love to post my game...

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:30
  Old Post 20-01-2005 12:09
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quote:
Originally posted by cavebear
Is it just me or did the "attachment function" change? I'd love to post my game...


It seemed to be working normally when I posted my save. Have you brought the Zulu ship back to earth? Remember that it lands in 1918

Thanks for the knd words to Erika and myself - however most of the credit should go to Monk. He got us close to discovering robotics and it was his 1904 save that we played from.

RJM at Sleeper's

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:30
  Old Post 20-01-2005 12:18
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RJM

Very nice!! You got it done by "conventional" means where I used spy-bombs on 5 Zulu cities. In my effort it is the beginning of the 1912 turn. There are 38 cities and 75 techs to our credit. And some skulls....

Here is the save

Attachment: ap_a1912.sav
This has been downloaded 7 time(s).

Last edited by Bloody Monk on 20-01-2005 at 12:26

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:30
  Old Post 20-01-2005 12:42
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cavebear,

Attach function works fine now. Is the Zulu s-ship still flying??

Sorry for the missing log, friends. Typing it up is more than I can manage right now. I wanted to do it before going to hospital but could not get it done in time.

While it is tempting to build a ship now (and I have collected all the needed techs), I believe the Zulu, Kelts, and Vikings need to be bonked-on a bit more to be on the safe side. I have enough cities to crank out freights for s-ship parts, but, once we launch, we will be under sever pressure from the AI.

PS: I hope you appreciate my not spoiling the surprise unvolved in 'grounding' the Zulu ship. I found it to be an interesting learning experience and thought that my "telling" what to expect would not anchor the lesson nearly as well as actually having it happen. This has been a very interesting game, on many levels. I wish I could finish it, but am very glad that the torch has been picked up. Good luck, all.

Monk

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:30
  Old Post 20-01-2005 12:54
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quote:
Originally posted by Bloody Monk
In my effort it is the beginning of the 1912 turn. There are 38 cities and 75 techs to our credit. And some skulls....

Here is the save


I've down loaded the save, but will have to look at it later since I don't have Civ on this computer.

If Cavebear and Erika post saves we will have 4 to choose from - riches undreamed of a few months ago.

RJM at Sleeper's

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:30
  Old Post 20-01-2005 13:20
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cb,

I have a faint memory of your using the quick reply method in the past and that it kept you from attaching a file. That would be easily fixed if it was the problem this time. Good luck.

Monk

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:30
  Old Post 21-01-2005 13:13
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I've looked at Monk's save now. As well as being earlier, it has a more secure position against the Celts and Persians. Also more Egyptian and Sioux cities have been taken. On the other hand, the railway network is less complete and I think there are less howies and armour on the Zulu / Viking mainland. And there is a lot of polution to work on.

We need to think about how we treat the Egyptians and Sioux. We could eliminate them so that when we take an enemy capital, their empire splits which leaves us with 2 weaker opponents to deal with. Alternatively we could leave them as a Zoo civ in order to prevent the empires splitting thus enabling us to bring down a space ship by capturing a single capital.

I'm a bit torn (and also worried that there might be an element of hubris in the question).

How are things going Cavebear and Erika?

RJM at Sleeper's

cavebear is offline cavebear
Emperor
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Oct 1999
time: 00:30
  Old Post 21-01-2005 21:40
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LOL@myself! I *was* using the 'quick reply'.

BTW, when I checked the save this morning, I discovered that the Zulu spaceship is still flying! I'm confused. The Zulu empire split when we took Zimbabwe, so that had to have been their capital at the time.

Attachment: ap_a1916.sav
This has been downloaded 2 time(s).

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:30
  Old Post 22-01-2005 11:16
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Yes that was a shock wasn't it. Apparently if an empire splits, the spaceship does not return to earth. I'm not sure whether this was known before - certainly I didn't know it. To bring the spaceship back you have to take the new capital - Ngome. You will need to provoke another war and move your troops smartly west.

Good Luck!

RJM at Sleeper's

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:30
  Old Post 23-01-2005 07:06
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quote:
Originally posted by rjmatsleepers
Yes that was a shock wasn't it. Apparently if an empire splits, the spaceship does not return to earth. I'm not sure whether this was known before - certainly I didn't know it. To bring the spaceship back you have to take the new capital - Ngome. You will need to provoke another war and move your troops smartly west.

Good Luck!

RJM at Sleeper's


I believe I have seen it happen even where there is no civil war/empire split. I think the key is that the Victim Civ has enough in their treasury to buy a Palace at another site. But my memory is increasingly questionable, and I wonder why there was not a second instant Palace after Ngome fell.

The interesting thing for future consideration is whether or not, when their second s-ship is on its way, a similar thing will happen. Here, I have to agree with a comment elsewhere by RJM that we might want to leave at least one city for each AI. This way there will not be an open color slot for another empire split. These "zoo cities" can be harassed down in size, etc, even though they are not captured. One other point, any new Civs generated by 'empire splits' will most certainly have the techs for s-ship building and we do not need more competition in a space race.

Keeping the captured Zulu (and other AI) cities may not be possible. But the point was to bring down the s-ship. BTW, the Kelt city (Rhayader) was taken as a launch point for a future attack on the Kelt Capital when they have launched their s-ship. This city, or one like it, is an exception to the point just made about the value and need for holding on to captured cities.

Monk

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:30
  Old Post 23-01-2005 07:16
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RJM

I noticed that you have not established embassies. Spies can do this without penalty.

Choose the save you think best suited to your style. My health being what it is, I doubt I will be able to play any time soon. Just getting someone to type these replies for me is hard enough.

Good Hunting!!
Monk

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Prince

Oct 2002
time: 06:30
  Old Post 23-01-2005 11:23
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quote:
Originally posted by Bloody Monk
RJM

I noticed that you have not established embassies. Spies can do this without penalty.

Choose the save you think best suited to your style. My health being what it is, I doubt I will be able to play any time soon. Just getting someone to type these replies for me is hard enough.

Good Hunting!!
Monk


Good point about the embassies - I concentrated on capturing Gnome and then saving so I'm fairly sure I haven't got an embassy with the new Viking empire. I'm not sure which others I'm missing.

Hopefully, Cavebear or Erika will also post a save so that we have a greater choice. IMHO we can win by either conquest or AC landing from both your save and mine.

I hope things improve for you so that you can again play this wonderful game, but any comments you can manage to make will be welcome.

All the best,

RJM at Sleeper's

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Prince

Oct 2002
time: 06:30
  Old Post 31-01-2005 11:55
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No action here for a while.

Cavebear - are you going to carry on a bit longer and bring the Zulu space ship back to earth?

Erika - can you spare a little while from your scenario building to play a few turns?

It would be good if we can finally put this game to bed

RJM at Sleeper's

atawa is offline atawa
King
Somewhere over the rainbow.
Jul 2001
time: 06:30
  Old Post 01-02-2005 03:36
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I'll play a couple of turns

Witch save would be best to start from?

cavebear is offline cavebear
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  Old Post 01-02-2005 05:16
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I played a couple of turns only to find that my expectation of stopping the Zulu SS was incorrect. Had I known it would continue to fly, I could have played the turns differently. But I can't replay them, so I have to hope that someone else will provide a better turn-play.

It would be wrong of me to replay them.

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Prince

Oct 2002
time: 06:30
  Old Post 01-02-2005 11:42
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quote:
Originally posted by atawa
I'll play a couple of turns

Witch save would be best to start from?


What a good question

There are at least 3 possibilities. You could play on from my 1914 save until you bring down the Zulu space ship (which must be done by 1917 or we lose the game). This would give us a choice of 3 positions to play on from in our "better ball" format.

Alternatively we can choose between my 1915 save (called zulu_bird.sav) and Monk's 1912 save, both of which have grounded the Zulu bird. Monk's save is earlier, and has a more secure position against the Celts and Persians. Also more Egyptian and Sioux cities have been taken. On the other hand, the railway network is less complete and I think there are less howies and armour on the Zulu / Viking mainland. And there is a lot of polution to work on.

My vote is that we take Monk's save and play on from there - say 5 turns?

RJM at Sleeper's

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:30
  Old Post 01-02-2005 23:06
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By all means, please, someone pick up the game and play on.

As to the choice of saves...
If you use the Monk1912 .sav, then you will have 4 turns to get to the end of the 1915 RJM turn.. Many or most of the noted problems and deficiencies will be handled by then and the advantages will have been exploited further. If you then want to compare your new 1915 game to RJ's 1915 .sav, you can still choose to proceed with the RJM .sav, if you like that one better.

(I note that you will have 4 turns to the end of 1915 because the Monk1912 .sav is taken at the beginning of the 1912 turn.)

Then--at the end of 1915--play the 5 game turns to 1920, as suggested by RJM.

Good luck to everyone!!
Monk

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Prince

Oct 2002
time: 06:30
  Old Post 02-02-2005 11:50
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quote:
Originally posted by Bloody Monk
By all means, please, someone pick up the game and play on.

As to the choice of saves...
If you use the Monk1912 .sav, then you will have 4 turns to get to the end of the 1915 RJM turn.. Many or most of the noted problems and deficiencies will be handled by then and the advantages will have been exploited further. If you then want to compare your new 1915 game to RJ's 1915 .sav, you can still choose to proceed with the RJM .sav, if you like that one better.

(I note that you will have 4 turns to the end of 1915 because the Monk1912 .sav is taken at the beginning of the 1912 turn.)

Then--at the end of 1915--play the 5 game turns to 1920, as suggested by RJM.

Good luck to everyone!!
Monk


Good idea

Let's all play Monk's save until 1920 with a pause in 1915 if people want to. The only real issue with Monk's save is the amount of pollution and there are enough engineers to deal with this.

Incidentally, my 1915 save is halfway through the turn - I stopped and saved as soon as I captured the second Zulu capital. There is some scope for continued mayhem before the end of 1915. Even so, I don't think it will be possible to do enough to match Monk's position.

RJM at Sleeper's

cavebear is offline cavebear
Emperor
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Oct 1999
time: 00:30
  Old Post 05-02-2005 04:08
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No luck here in getting at Ngome by 1917. It's not like we should keep replaying until we succeed. I tried it and I failed. So I can't just replay. Better luck to others.

 
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