I won't post my log until after the elderly slow one.
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I had a quick look at the map - seems we are well on the way to a monster Let's try five turns per turnset nowA sticky mouse caused an early revolt ...
I thought - here is a traditionalist ... only to find that it was a reference not to a great city famed for its Institute, but a misbehaving pointing device Schade
Stu"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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Originally posted by Old n Slow
debeest -- we have the SoL -- it is an oedo year EVERY year (unless there is a more subtle aspect that I'm not aware of...)
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1788
The World in 1788: We have 41 Cities, 51 Techs; most of the interesting wonders (and a few extra wonders lol.) Have 11(3) Eng (not enough); 39 (20) Infantry (too many); 7 (0) Mounted (enough for Barb leaders, but not for any real offensive) 5(0) Galleons (and Scattered! Where’s my boat chain?) 3 (0) DD (That/s about right for searching for huts on distant shores) 2(0) Dips (too few and too risky to have so few) and 5 (1) Camels (either way too few or else an highly efficient Just-in-Time operation.)
Celts: 15 C; 23 T;
Babs: 4 C; 39T; Sun Tsu
Ger: 5 C; 26 T; Pyr
Pers: 11 C; 34T; Only civ on another rock => preferred trading partner.
Cart: 11 C; 28 T
Sio: 10 C; 33 T;
Officially at war with Celts, Carts & Sioux. We’re Fundy for now. Only two Barracks (but 20 military units in the hopper?) and a small smattering of infrastructure. do a little minor tweaking (such as switching Monkwine (size 8 with little room to grow) froma sewer to a bank (yes there were THAT many shields in the box!)
1790 (1) Discover Tactics, opt for AW (only choice) Found STP.
1792 (2) Celt legion creates a very wounded (newly vet) rifle.
1794 (3) (Persians discover Ind. & starts WS. they also greatly wound our newly vet Rifle in CG.)
1796 (4) Hut = 100g. (Toggle to 8.2.0) Sioux crux dies ‘vetting’ our Rifle (man this is th e hard way to get vets--lol.) Found almost Sweet (now we have pleasant towns for stopovers for our boat chain -- nobody needs to be at risk in unfriendly waters.)
1798 (5) Buy Kells for 531g (+27 back) Check price for Sidon -- available for 3528g (Persian exchange rates leave a lot to be desired.)
1800 (6) Steal Ind from Pasar. buy Armagh for 130g (+10 back) -- Love those cities in uproar. Our DD smacks a laden Persian Transport. Hut gives 50g. Start the attack (with too few units) on Sidon.
1802 (7) (someone discovers commy -- we’re blind!) (Persian Ironclad destroys our wounded DD, but seems wounded enough such that our transports may be safe.) Become Democracy & toggle to something middle of the road. Three demanded camels to Sidon net 203, 212, & 275 gold each; five non-demanded camels yield 63 to 116 each. Found Just a Whale. Buy Caer for 684 (+17) - Senate forces a CF with the Celts.
1804 (8) Nine cities celebrate. Discover AW, opt for Corp over AT, Steel & Theo (both of the last two are good choices, but… Drop off another camel for a meager payout & take Sidon (three cav & a fan -- all NON vet lose their lives with the battle) and get Commy. Partisans show up & our great Senate demands a CF with the Persians.
Subvert Tint for 590 x2 (and get +24 back) -- probably too expensive, but I was feeling rich at the time.Those with lower expectations face fewer disappointments
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Originally posted by Rasputin
citys still go into revolt for that one turn till end of turn when you can change government.... so lose approx one turn of production
Monkso long and thanks for all the fish
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Monk sighting!
Welcome back!Apolyton's Grim Reaper 2008, 2010 & 2011
RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
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Originally posted by Bloody Monk
You can have a Revolution without cities going into revolt if you mircomanage the attitude screen after selecting Revolution. Move the Lux slider to 60%. The only problem will be in cities that are completing a settler or about to grow.
But when you hold a revolution, you go into anarchy for at least a turn. Even if you do devote lots of luxuries to preventing city disorder, you still get less trade and less production just because your "government" is anarchy, right? So the carefully calculated building (and science acquisition) plans still go out the window, even without city disorder, right?
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This is not by way of defending my decisions, but rather by way of explaining them. I'm interested to see what people think about my choices.
Originally posted by Old n Slow
Have 11(3) Eng (not enough); 39 (20) Infantry (too many)
5(0) Galleons (and Scattered! Where’s my boat chain?))
5 (1) Camels (either way too few or else an highly efficient Just-in-Time operation.)
Only two Barracks (but 20 military units in the hopper?)
do a little minor tweaking (such as switching Monkwine (size 8 with little room to grow) froma sewer to a bank (yes there were THAT many shields in the box!)
O&S, I'm interested to see how quickly you moved us out of fundy to democracy. I usually make very few government changes, because of the transition cost. Many people view fundy as the most powerful gov, despite the trade and science problems. Having blundered myself into a change, I felt that fundy would be a good way to pile up cash to build infrastructure that would support representative government, and build some cheap units while we were at it. Did you disagree, or did you feel as if those goals had been accomplished already?
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Personally, I'm a big fan of the cost-efficiency of Fanatics. That said, I must say that if it be war ye want, laddie, then get thee some barracks an' quickly I say! For if war be a-brewin', certain ye'll be wantin' the Vets.
In fundy, you use two turns to rush-buy a handful of barracks in production towns first. THEN those Fanatics are a real bargain.
Now for GRIGOR -- let's see the color of your logbooks!Apolyton's Grim Reaper 2008, 2010 & 2011
RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
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Originally posted by debeest
Right, the cities don't have to revolt. (But when the governmental collapse hits you by surprise during the city processing, they do.)
But when you hold a revolution, you go into anarchy for at least a turn. Even if you do devote lots of luxuries to preventing city disorder, you still get less trade and less production just because your "government" is anarchy, right? So the carefully calculated building (and science acquisition) plans still go out the window, even without city disorder, right?
And you are definitely correct that all plans "go out the window" when you blunder into a gov't collapse. But, I was speaking of the more general case where you choose to revolt...at the proper time, in the proper way, to minimize the major downside to spending the one turn in Anarchy. Because those hits can be very large, I mentioned micro managing the changeover.
Sorry if you took it personally.
Monkso long and thanks for all the fish
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Originally posted by -Jrabbit
Monk sighting!
Welcome back!
Fortunately, others have jumped in and I hope they will continue, as I am very limited for the time being.
The game is progressing "speedily" with some "interesting" elements.
Go, Speedy!!
Monkso long and thanks for all the fish
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Originally posted by Bloody Monk
I agree with -Jrabbit. Barracks are a must.
Loosely..."Sire, we need barracks to train and house our troops. Where would you have them sleep, Sire, in the streets??'
Monk
RCC invited. And I'll try not to be overly "sensitive."Apolyton's Grim Reaper 2008, 2010 & 2011
RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
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Originally posted by Bloody Monk
.... I was speaking of the more general case where you choose to revolt...at the proper time, in the proper way, to minimize the major downside to spending the one turn in Anarchy. Because those hits can be very large, I mentioned micro managing the changeover.
Sorry if you took it personally.
And you're all right, I should have gone with barracks before troops.
I suppose you could consider that to be the submission of my application to the Institute......
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