 |
|  |
 |
|
cavebear
|
 |
of the Pleistocene
Oct 1999 time: 00:16
|
|
1920 - Investigate Alexandria with a Spy. No defenders. Take it with Paratroops. 16G and Iron-working. Start Coastal Fortress. Adjust city-support of units in many cities to consider in change to democracy is viable (it isn’t). Change Heliopolis to Coastal Fortress. Move units to Byblos and El-Armana. Set some Engineers to eliminating Pollution. Rush Mech Inf in Slim Buttes to start Coastal Fortress there and it gets city celebrating. Same in Little Bighorn. Get celebrating in Dead Buffalo. Rush SAM in Ryader for 152G. Rename Apolytonia as ArJayEm and rename Point of Rocks as Apolytonia to reflect our Capital.
1921 - 3 peace-loving RR Engineers were lost to Zulu Partisan and Air attacks. RIP, brave builders! Mpondo lost units to Zulu air attacks, but the city holds and will have Mech Inf unit next turn. Found a Transport near Swazi full of wounded units and bring them to Mpondo. They will go on to Intombe Barracks for healing.
1922 - Giza Spy sabatoges Zulu Aegis Cruiser and becomes Vet. Byblos Spy sabatoges Zulu Sub and becomes Vet. Transport of injured units moved to Intombe for healing. Decide it is time to start building SS units, as our military situation seems somewhat secure.
1923 - Global Warming Alert! Celts offer alliance if we will fight the Vikings, but I refuse so as to maintain spotless reputation. Byblos Spy sabotages another Zulu Sub. Giza Spy sabotages Zulu Aegis. 8 cities building SS units.
1924 - Completing construction projects to turn cities to SS building.
1925 - 9 cities building SS units. Hlobane attacked by several Stealth Bombers. Destroyer 3 in return using just-built Stealth Fighter and sent it to Intombe for healing. 4 more Stealth Bombers East of Zimbabwe and I’m worried about that. Front at Dinas Emrys worries me too. The Celts are going to attack soon.
1926 - Vikings take Zulu Isezi, which they have been attacking for several turns. Good, I’m glad to see them killing each other. 13 cities now building SS units.
1927 - Celts change to Fundy govt. We are now 1st in GNP; careful worker positioning and building has paid off. 25 cities building SS units.
1928 - Global temps rise and icecaps melt. Severe Drought! I’ve been using Engineers to reduce pollution, but it wasn’t enough. Hlobane fights off Cruiser attack. Zimbabwe takes hits from Zulu Stealth Bombers. Vikings are really going at the Zulus! We have a SS started. Our cease-fire with Celts ends. I’ve been trying to extend it, but they won’t even talk to me.
1929 - Sneak attack by Celts. Dinys Emrys hit hard. Kill 2 Celt units by Dinas Emrys with Mech Inf. 25 cities building SS units now.
1930 - Lose Dimrys Emrys to Celts, but gain cease fire with them. Build more SS units.
I spent our G so the Celts couldn’t demand it of us for peace, we have all the defenses in the most vulnerable cities (Walls, Coastal Fortress, SDI, and SAM), we have some Stealth Fighters, we are celebrating in most cities, we have Engineers and Spies, and we have either cease-fires or peace with all civs. I have a couple of nukes tucked away or near completion. We are gaining 540G per turn.
This is about the best I can possibly do. We now need to decide which save to use for the next set of turns. Look at both RJM’s and this one and choose the better overall position. We’ll go from there after that. It’s not a competition, just whichever one seems best to use. As Dan Rather used to say “Courage”. 
Attachment: ap_a1930cb.sav
This has been downloaded 3 time(s).
|
|
|  |
 |
|
Bloody Monk

|
 |
austin, tx
May 2001 time: 23:16
|
|
I have not been able to play since before Christmas so it has been heartening for me that you fellows are soldiering on. But, to quote the "Star Wars" adage, "I have a bad feeling about this."
Forensics:
-"show city grid" is on, but does not display the grid
-clicking on a foreign city "reveals" everything about the city
-clicking "enter" to end the turn "reveals" every AI unit movement
-clicking "cheat mode -> reveal map" gives as default "no special view" rather than "entire map"
There may be another way these things can happen, but for sure, this will happen if the player has turned on (cheat mode -> reveal map) at some point during the turn so that the "entire map" is revealed.
Perhaps there was some "testing" that took place to study an intrigueing point about one thing or another; or, it was done for some other reason that seemed "valid" at that moment. Whatever.
I suggest the post be deleted and be played again, because, as rjm wonders, I think the save has "somehow become corrupt."
Play on....
Monk
|
|
|  |
 |
|
rjmatsleepers
|
|
With so few active players, it is probably not essential that you delete it, but you should probably do something to avoid confusion in case someone starts to play with it before reading the subsequent posts - ie if you don't delete the whole post, delete the saved game or edit the post to draw attention to the problem.
Pity, since I think the game can be won from the position you left. I think that it would be legitimate for you to play again once you have re-loaded your software. If you do so, you should probably try to play the same way ... BUT ...
I wonder why you have so many fortified units in cities. You have fortified howies, spies, transports and (IIRC) a fortified stealth fighter. The defensive value of these units is so low that (IMHO) it is not worth fortifying them. All these units could be taking an active part in our confrontation with the Zulus. And there are many fortified howies on our southern island that could be transported to the former Zulu lands and make a significant difference to the hostilities there.
Perhaps you always fortify units at the end of a turn, but if so, it's worth pointing this out to anyone who might use your save.
Cheers,
RJM at Sleeper's
|
|
|  |
 |
|
rjmatsleepers
|
|
quote: Originally posted by Bloody Monk
I have not been able to play since before Christmas so it has been heartening for me that you fellows are soldiering on.
Monk |
Sorry that you have not been able to play, but it is heartening to us to hear from you. When you are unable to post for some time we feel anxious about the state of your health.
I think the fact that we can play on with such a good chance of winning is down to some really good turnsets from you earlier in the game.
All the best,
RJM at Sleeper's
|
|
|  |
 |
|
Bloody Monk

|
 |
austin, tx
May 2001 time: 23:16
|
|
quote: Originally posted by rjmatsleepers
Sorry that you have not been able to play, but it is heartening to us to hear from you. When you are unable to post for some time we feel anxious about the state of your health.
I think the fact that we can play on with such a good chance of winning is down to some really good turnsets from you earlier in the game.
All the best,
RJM at Sleeper's |
Thank you very much. I appreciate your kind words. I wish it were possible for me to participate more, but, it is what it is.
And, elaborating on your point about too many units fortified in cities there is this to consider. In an age where spies and nukes are afoot, I think extra units should be put in forts. That way, you won't lose all to a surprise nuke and may be able to take back the city easier. On the other hand, if there are many extra units lazing about, one might ask why they are not attacking. The AI can not deal with continuous, relentless attack. The more AI cities you take, and the more quickly, the greater is the likelihood of keeping a net advantage after they have used their turn.
Good luck.
Monk
|
|
|  |
 |
|
rjmatsleepers
|
|
quote: Originally posted by Bloody Monk
And, elaborating on your point about too many units fortified in cities there is this to consider. In an age where spies and nukes are afoot, I think extra units should be put in forts. That way, you won't lose all to a surprise nuke and may be able to take back the city easier.
|
Good point - the less vulnerable we are to a surprise attack the better. BTW, I get the impression that the AI is more likely to attack if there are units that seem to be easy picking. Is that just my paranoia, or has anyone else seen this?
quote: Originally posted by Bloody Monk
On the other hand, if there are many extra units lazing about, one might ask why they are not attacking. The AI can not deal with continuous, relentless attack. The more AI cities you take, and the more quickly, the greater is the likelihood of keeping a net advantage after they have used their turn.
Good luck.
Monk |
Another good point. And once we launch our space ship, the AI will get even more frisky than it is at the moment. That's not a major problem because the battlefield will be well away from our capital. But if we are in a position at that stage to launch a "continuous relentless attack" it will make our life so much easier - particularly if with each attack we can not only keep our net advantage in terms of cities, but also maintain a large positive balance in terms of units.
I think we now have the resources to build a 33-8-8-1-1-1 space ship very quickly using our southern cities. If we are short of money, I'm sure the Zulus or Vikings will be able to provide some. In my experience, if the AI is first to launch, it will go for a 15-3-3-1-1-1 which will give us 10 (?) years in which to complete our ship. I think the biggest risk at the moment is if the first AI launches a slow ship, one of the others may build a faster one.
RJM at Sleeper's
|
|
|  |
 |
|  |
 |
|
cavebear
|
 |
of the Pleistocene
Oct 1999 time: 00:16
|
|
Well, it has become evident to me that I revealed the map sometime in the initial turn. The results could not have occurred any other way. I don’t remember doing it, but I did get so drunk that night that I passed out on my bed, so I wouldn’t remember much. When I woke up, the computer, the TV, and most of the house lights were on, and there was thawed food in the microwave. I had hoped there could be some other explanation, but I can’t see one, so the fault must be mine.
Regardless of the circumstances, I must withdraw from the game. Best of luck with the game. I’m sure you folks will pull it off and get the SS to AC!
|
|
|  |
 |
|
rjmatsleepers
|
|
Does anyone want to continue this game or are we going to let it die with the winning post in sight?
RJM at Sleeper's
|
|
|  |
 |
|
rjmatsleepers
|
|
quote: Originally posted by Zedd
I will play a turn tonight if possible, I felt that with the "winning turn" in sight one of the great players that have kept this game going should finish up.
IIRC its 10 turns right? |
10 turns from 1920 to 1930 would be good. This would give us 2 saves to choose between. (But at this stage any interest from other citizens is acceptable.)
RJM at Sleeper's
|
|
|  |
 |
|
rjmatsleepers
|
|
Good luck - and no need to rush if you're not feeling up to it. We've been playing this game for a while now, so an extra day or two won't do any harm.
RJM at Sleeper's
|
|
|  |
 |
|
rjmatsleepers
|
|
The 1920 save is the correct save. Its full name is ap_a1920rjm.sav and it's in the "world in 1914 thread.
If that's the save you used, do post your results.
Anyway, good luck.
RJM at Sleeper's
|
|
|  |
 |
|
rjmatsleepers
|
|
Zedd, I'm slightly confused at the moment, but probably things will become a bit clearer when you post your other save. Anyway, I've downloaded the 1936 save, but I'm not sure whether I should be looking at it yet.
Oh! I've just noticed your posts were dated the 1st April. I wonder if that is significant.
RJM at Sleepers
|
|
|  |
 |
|  |
 |
|
rjmatsleepers
|
|
I've downloaded the save and will look at it later today. (I don't have a copy of Civ on this machine.)
As far as spaceships are concerned, my thoughts were going in 2 directions.
a) If the AI launch, we can try to bring it back by a sustained attack on their capital(s). However, I'm not sure about the conditions under which the space ship will return. It may be that if they can move their capital, the ship stays in the sky. In which case we use plan b.
b) If the AI launches first it tends to use a 15-3-3-1-1-1 configuration. We rapidly build a 33-16-16-1-1-1 and overtake it.
Anyway, I'll comment in more detail once I've seen your save - BTW I presume that the Zulu empire did not split. That may help us in dealing with the Celts and Vikings.
RJM at Sleeper's
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
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
|
|
|
|
|
|