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  • #61
    20-turn plan: Frigates are by far our most powerful unit, so build quite a few of them. Other than the Zulus, the other civs have nothing that can resist them. Capture coastal cities and build elephants there to go inland. The numbers of AI cities, in move order by color, are 5-2-1-4-4-6. Science is coming slowly, for now. There are about five techs that we can take from other civs. We can’t build any important Wonders (I’m not a fan of Magellan), and won’t be able to any time soon, unless we get feudalism from the Egyptians. Capture Karakorum soon for Hanging Gardens. Find Zimbabwe and build strength to capture it for Leo’s – but the Zulus have gunpowder, so it will take a powerful attack. Meanwhile, remain at peace with the Zulus.

    Here's my log:

    Spoiler:
    -1000 put citizen back to work in Samarkand; change Cumae, Hispalis, Syracuse, Lugdunum and Ravenna to building frigates; change Brundisium and Pisa from warriors to horsemen, partly to use shields more efficiently and partly so the units can upgrade more usefully
    -0975 Musketeer kills Mongol warrior in silk by Samarkand. Frigate kills phalanx in Bokhara, but barely!
    -0950 Zulus learn pottery, revolt. Germans go to monarchy. English chariot catches our frigate in port in London, but we survive. Disorder in Viroconium due to growth; my fault for not noticing. Elephant kills English settler at 29,57.
    -0925 Zulus to republic. Chinese learn banking. New frigate in Samarkand kills Mongol chariot. Elephant kills barb archer at 30,60. Find Nottingham and Hastings.
    -0900 Zulu-English war ends. English get gunpowder, Zulus get horseback riding. English chariot kills our elephant near Nottingham. English get invention, Zulus get currency. Mongols learn masonry. Find Zimbabwe. Elephant kills English chariot near Nottingham. Frigate kills phalanx in York.
    -0875 Egyptians learn seafaring. Capture York, 24g, take invention. Find Hlobane. Build Caesaraugusta.
    -0850 I require the Zulus to leave our territory. They do.
    -0825 Elephant kills phalanx in Nottingham, goes veteran (first time in nine battles I’ve gained vet status!). Another elephant captures Nottingham, 24g. Frigate kills English caravel by London. Frigate kills Mongol warrior and finally goes vet.
    -0800 Musketeer in Samarkand holds off Mongol chariot. Disorder in York. Samarkand musketeer kills Mongol legion. Samarkand horseman barely kills Mongol chariot on silk and goes vet. Frigate kills phalanx in Hastings, but elephant loses to another phalanx.
    -0775 Damaged frigate barely kills damaged phalanx in Hastings and finally goes vet. Frigate kills phalanx and barely kills archer in Bokhara. Capture Bokhara, 116g, take ironworking, sort of arbitrarily over masonry.
    -0750 Samarkand phalanx holds off Mongol phalanx (!) and goes vet. Samarkand vet frigate kills Mongol legion. Capture Hastings, 24g. Buy temple in Bokhara.
    -0725 Determine that the last English city, Canterbury, must be west of London et al., because Hastings is the closest city to my east-exploring frigate and galleon.
    -0700 Chinese get feudalism, English get banking. Barb frigate sinks my frigate. We learn philosophy first, learn monotheism, and study physics (over banking, masonry, medicine, or WC). Village at 93,63 yields crusaders.
    -0675 New Samarkand crusaders kill Mongol settler. Samarkand vet frigate kills Mongol phalanx. Village at 29,37 yields barb horse; my elephant kills it and goes vet.
    -0650 Germans learn writing. Mongol chariots from Karakorum kill crusaders and horsemen. My frigate sinks barb frigate with two units aboard. Frigate and elephant kill two chariots from Karakorum.
    -0625 Chinese learn construction. My elephant survives Mongol warrior attack.
    -0600
    -0575 Zulus learn math. Zulus revolt; sneak attack kills warrior in Ulundi, causing disorder. My horsemen kill theirs. Crusaders kill archer in Karakorum. Capture Karakorum, 99g, Hanging Gardens, take masonry. Frigate sinks Mongol frigate and then Mongol galleon. Find Aleppo.
    -0550 Zulus to monarchy. Mongols offer ceasefire; I refuse. They offer warrior code; I refuse. They offer 200g; I accept and make peace, then demand tribute, but they only remove their units from my territory. I find Intombe. Frigate loses to fortified musketeer in Mpondo. Crusader loses too. Second crusader kills musketeer. Destroy Mpondo (at 91,57), 6g, take mathematics.
    -0525 Zulus return to republic. I demand tribute from the Mongols to make them leave my territory. Find Canterbury. Frigate kills English phalanx.
    -0500 Zulus nearly complete Colossus. Germans and Mongols make peace. Chinese and Mongols make peace. Build temple in London. Village at 86,52 yields 50g. Frigate kills Zulu catapult (seems as if I NEVER get vet status!).


    Summary: Captured five cities, destroyed one, and built one. Captured Hanging Gardens. Seized four techs and learned two (philosophy plus the free one). Camels are all in place to build Michelangelo next turn (or we could try to trade for feudalism if we want Sun Tzu instead). Frigates are just about in place to capture Zimbabwe & Leonardo next turn. Also in position to wipe out the English next turn, unless we’d rather keep their “zoo city” and wait until we’re in a better position to wipe out their reincarnation quickly. Located seven AI cities. In winning 33 battles, about thirty of which involved my non-vet units, I got vet status only six times! Lost 8 units.

    I didn't get as far as I'd expected to, and yet it felt like a thoroughly successful turnset. I'm eager to see what my homies can pull off.
    Attached Files

    Comment


    • #62
      Awesome turnset, debeest!

      I'm a big fan of STWA, esp in bloodlust games where it's unlikely to become outdated. With crooks and cats now available, Sun Tzu will provide an extremely effective fighting force.

      Oh, and keep the zoo!
      Apolyton's Grim Reaper 2008, 2010 & 2011
      RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

      Comment


      • #63
        I have just returned from 2 weeks in Brazil and will play 20 turns tonight.

        Comment


        • #64
          Played to 500BC

          Hello all,

          I started very well but the last 10 turns were kind of quick and I didn't leave a position with very much in the way of possibilities. However, I did get HG and Leo's. I chose Demo when I got Philosophy, so the Lady is buildable as soon as the vans get built.

          Spoiler:
          Zulus: War. Frigate kills 2 muskets. Granary sold in London.

          975 Kill English Chariot. Frigate takes out Phalanx, but doesn ont make Vet.
          950* Nottingham captured (23g)
          925 Frigate takes out Legion - Vet.
          900 Rome captured (46g)
          875 Caesarea builds Copper Caravan for Beijing.
          850* Frigate attacks Jlobane, becomes vet. Hlobane captured ( Inv). Hut: Palmyra
          775 CHinese: give Guns, get Banking. Maps. Tribute: 50g. English: give Writing, trade maps.
          750* Mongols kill frigate with caravan aboard. Zulus: 150g for cf. Time to build an army.
          725 Phil, Demo=>Mono. English: War. Hastings captured (23g, IW) Zulus declare War.
          700 Trondheim captured (121g, Mas). Karakorum captured (39g, HG, WC). Mongols: Peace
          650* 3 Frigates (2 vet) and 2 ellies capture Zimbabwe (LW upgrades warriors) (23g)
          525 Aleppo captured (83g, Math)
          500 Rest. Pretty scattered this turnset, but at least LW and HG were captured. we can build the lady very soon.
          Attached Files

          Comment


          • #65
            The 500BC save...

            oops - wrong save...try this one.
            Attached Files

            Comment


            • #66
              OK, I got a little bit further, but I think Debeest's game may have the most possibilities. Once Zimbabwe builds the Colossus, we are poised to take Zimbabwe with 4 vet frigates and a crook, and after the Leo upgrade, his position will have an extra wonder. The only question is whether getting to Fundy with the lady is faster than the MC plan.

              Stu - weigh in if you can.

              Comment


              • #67
                Thanks, JRabbit!

                Grigor, it looks as if we're on our own for play this time, so we'd better choose one of our two games. I think it's kind of a toss-up. Colossus would be nice, but probably not very important in this game. Here's a brief comparison of our situations -- pardon the lack of formatting.

                Grigor debeest
                cities 26 22
                citizens 91 78

                techs 28 26
                (bank, (mono --
                demo, WC next turn)
                WC)
                Wonders HG, MPE, Leo HG, MPE, Leo next turn

                shields/t 106 107
                ($ + sci)/t 74 79
                food/t ~52 53

                shields 326 338
                ($ + sci) ~500 ~820

                units 78 (upgraded) 71 (upgrading next turn)
                tech cost 899 810
                enemy cities 15 18

                Not a lot of difference between the two games, based just on the above.

                I think your Statue/fundy plan is probably a stronger conquest plan than my Michelangelo-or-maybe-Sun Tzu plan. And I think more of the AI cities are already located in your game than in mine. in an early conquest game, I think the modest difference in the numbers and locations of AI cities tips the balance toward your game. But I'd be happy with either one. Let's take yours, unless you prefer mine. OK?

                SG, I hope you're well and that only a surfeit of pleasures is keeping you from the game. JR, jump in any time!

                Comment


                • #68
                  I am OK with either one, but lean toward the Statue/Fundamentalism plan. So let's use mine.

                  Without Mike's, Fundy is not as much a cash bonanza, so perhaps it is in order to wait a few turns before revolution. Setting sail for the distant colonies is a must. I was remiss in that during my last 6 turns or so. And Restarts are on, so covering the map with galleons in preparation for the respawns is desirable as well. I will try to load them with horsemen in anticipation of the Chvalry upgrade.

                  I will set the following goals for 1AD:
                  -Monotheism (all elephants upgrade)
                  -Chivalry (all Horsmen upgrade)
                  -Michelangelo
                  -Magellan
                  -Conquer all original AI

                  I can do this turnset but will be out of town next week, so I hope we have other MGE players soon.

                  Comment


                  • #69
                    Hold it guys - here I come

                    Stu
                    "Our words are backed by empty wine bottles! - SG(2)
                    "One of our Scouse Gits is missing." - -Jrabbit

                    Comment


                    • #70
                      I romped and I stomped and had the time of my life!!!!

                      Herewith the log....

                      1000 = Shuffle workers around; Sell Granary in London; Rush Musk in Ulundi;
                      0975 = Musk in Ulundi; Ele in Samarkand - kills Mongol Warrior makes Vet; Frigate bombards Bokhara, kills Phalanx makes Vet; Frigate Neapolis; Ele Cumae heads for Neapolis; Warrior Pompeii; Whale sighted, Elephant swaps with Settler on Galleon; Scouting Horse approaches Karakorum, kills Phalanx becomes Vet (boy am I being lucky!); Rush Ele in Caesarea
                      0950 = English Chariot dies on London Frigate; Zulu Impis move back to Ulundi so gift them Horse - they become Worshipful and swap maps -- Zimbabwe sighted!!! Eles from Caesarea & Cumae board Frigate at Neapolis and set sail; Caesaraugusta founded;
                      0925 = Zulus become Republic; Mongols counterattack killing fortified Musk in forest with Legion (boo) and retreating vet horse with Chariot, a Chariot falls against the walls of Samarkand; Nottingham captured 23g; Samarkand Ele slaps down Mongol Chariot; Two Eles empty Hastings one becomes Vet;
                      0900 = The bad guys swap an Encarta of techs; Mongol chariot falls at Samarkand; Hastings falls (13g & Invention) second Ele becoming Vet; York located; Ele from Samarkand destroys three Mongol units (Legion, Chariot + 1); Ele kills Archer in Bokhara becomes vet, Frigate kills Archer in Bokhara becomes vet, Ele kills Galleon in Bokhara and becomes Vet! Flag down in Bokhara; Chinese refuse to trade for Banking (rats!); Make a few tickles;
                      0875 = Bokhara 86g & Masonry; York 31g & Iron Working; More tickles; Chinese still refuse to trade;
                      0850 = Karakorum 71g, Warrior Code & Hanging Gardens ; Adjust workers, buy Temple in London (tithes, boys)
                      0825 = Finally the Zulus sneak attack and kill a Musk in Ulundi, too late - this error costs them two Musks and a Horse; Mongols lose two Chariots and a Legion outide Karakorum; Kashgar located on river ; Hut - Nomad; Canterbury located and emptied; Luxuries to 20% aiming for several celebrations;
                      0800 = Five cities celebrate, Barracks in Samarkand; Canterbury falls, 16g; English destroyed; Carthaginians spawn at [40,36];
                      0775 = not a lot;
                      0750 = Two Caravans completed (Hides from Caesarea destined for Zimbabwe - just before the assault ); Two Frigates commissioned - one bound for Carthage the other to the Zulu front (with the above mentioned Caravan we hope); Some seasonal adjustments;
                      0725 = Three more Caravans; Frigate blows away Mongol Frigate (no vet); Ele does in Mongol Chariot; Chinese give 125g; Footprint in Ulundi's window reveals enemy city to East - hmmm; 150g from Egyptians; 25g from Germans;
                      0700 = Philosophy->Monotheism->Banking; Kashgar bribed 200g yields 79g & Mathematics (Legion & Phalanx); 50g from Germans; 150g from Egyptians; 200g from Chinese; War with Carthage (goody);
                      0675 = Temple in Ravenna, Nottingham; Intombe falls 13g; Feudalism as tribute from the Egyptians; 50g from Chinese;
                      0650 = Temple in Virconium; Ravenna celebrates; 50g from Germans, Construction from Chinese;
                      0625 = Temple in Lutetia, York; At last Banking from China;
                      0600 = Democracy selected; Temple in Pisae, Pompeii;
                      0575 = 50g from Chinese; Mongol Catapult near Samarkand sent to its maker;
                      0550 = Nishapur falls 38g; Interloping city Mpondo located, Shanghai captured 2g;
                      0525 = Hides, Caesarea-Zimbabwe, 78g; Zimbabwe falls 48g & Leonardo's Workshop; Upgrades across the world; Barb Frigate + 2 sunk outside Mpondo, Frigate gains vet status;
                      0500 = Caesarea builds Michelangelo's Chapel; Mpondo falls 11g & another vet Frigate;

                      Yeah .....
                      very satisfying
                      Attached Files
                      "Our words are backed by empty wine bottles! - SG(2)
                      "One of our Scouse Gits is missing." - -Jrabbit

                      Comment


                      • #71
                        If you take my save - we should have the vans for Lady Liberty at about the same time as we get Democracy - and as remarked above Fundy seriously benefits fro Mike's - which is why I went that way rather than Sun (sorry -Jrabbit).

                        We now have every tech on the board and an awsome navy - I love this game

                        Stu
                        "Our words are backed by empty wine bottles! - SG(2)
                        "One of our Scouse Gits is missing." - -Jrabbit

                        Comment


                        • #72
                          The laddie has caroused for two weeks and then tossed off a clearly superior turnset!

                          SG's game is as good as or better than Grigor's and mine in nearly every characteristic that I compared above: 29 cities with 98 citizens, 30 techs, four Wonders, 152 shields/turn (versus 106 and 107 for Grigor and me -- how do you DO that?!?), 77 gold-and-science/turn, 66 surplus food/turn, 486 accumulated shields, about 600 gold-and-science, 70 units, and only 14 remaining AI cities, of which only three remain to be located. He's got a heavy emphasis on powerful frigates, and he's churning out horsemen to upgrade soon.

                          The only obvious way that this game is inferior is that SG doesn't have demo yet, and that will come in about 7 turns.

                          Awesome job, SG!

                          Shall we take this one?

                          Comment


                          • #73
                            Thanks debeest - I can't remember having so much pure FUN for a long time - the (intended) advantages of the AI have evaporated and simply accelerated the Roman killing machine - I had six Frigates (four vet) and two Eles for the assault on Zimbabwe - it turned out to be overkill - I could have taken the place any time in the last six turns - the caravan delivery proved to be not worth the effort or the wait.

                            Wish I had been carousing - marking term papers more like...

                            Cheers, Stu
                            "Our words are backed by empty wine bottles! - SG(2)
                            "One of our Scouse Gits is missing." - -Jrabbit

                            Comment


                            • #74
                              Can I suggest only 10 turns for the next turnset - methinks 20 might just finish this game ...

                              Stu
                              "Our words are backed by empty wine bottles! - SG(2)
                              "One of our Scouse Gits is missing." - -Jrabbit

                              Comment


                              • #75
                                Stu - I posted your suggestion in the main thread, but LF has already played past 250BC. So, out of fairness to Team 2.42, I must ask your team to play 20 turns this set as well.

                                If your team finishes by 1ad, I will be pretty amazed. If not, you could make your proposal again for the next turnset (preferably do so by Thursday).
                                Last edited by Peaster; January 23, 2005, 20:36.

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