Very good! I think one aspect that could deserve a short paragraph in chapter 10 was the economic reasons for wanting peace with either templars or imperio: trade routes. Our economy got crushed by the double war declaration and we crawled to nationalism (as banana will testify!). Once we got peace with one of the teams our trade routes to banana and rabbits returned and our economy was resuscitated.
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Also in my recollection, Banana was researching Gunpowder and we were going to get it from them. However right at the same time we got Imperio's peace proposal, they traded Gunpowder to Banana. This meant we would have to research it ourselves or get it from Imperio (and we weren't very happy with Banana over this). This was one of the main reasons we felt forced into the peace deal.
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Originally posted by dsplaisted View PostAlso in my recollection, Banana was researching Gunpowder and we were going to get it from them. However right at the same time we got Imperio's peace proposal, they traded Gunpowder to Banana. This meant we would have to research it ourselves or get it from Imperio (and we weren't very happy with Banana over this). This was one of the main reasons we felt forced into the peace deal.
I too was surpirsed to see that detail left from the archives, but I'm cool with leaving it out.
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Looking back on the game, reading some other team's posts and discussion wth other players, I think the following is the best indication of what happened with Templar ...
Originally posted by AidunThat move announced a cold war from my team's perspective, one which we could long sustain, but at the price of economic development and expansion. You can see that beautifully when you check the curves.
The problem lies in a belief-system that creates a deadly trap. It works that when you see the enemy grow more powerful and you expect to be his target, that you have no choice but to do the best you can to deter him by keeping up in power. However, by doing that you inevitably leave the initiative and control over the process in your enemy's hands. For every unit he produces you will have to do the same, no matter how high the long-term cost, since you can't afford to get invaded.
"RB just founded a new city, we need settlers and workers to catch up."
"No - this is a cold war - we need units ... build more units"Quote: "All Happiness is the release of internal pressure"
Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
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That is a common misconception of how civ has to be played. Higher level players will know exactly when they can get away with less units, even when at war and your enemy is bringing troops in.
But it is also generally true. It is basically why a growth first strategy is always going to be a wiser option in a demogame: combined with knowing when you don't have to build units, it opens up oppurtunities to grow even while focusing to some extent on units.
Bluebell fields, or Green Acres is a perfect example. By affording the two settlers for those two cities, you managed to grab Taj, and get a pretty solid draft city, which was enough to enable killing Templars and having enough units to take out all of Imperios' stack, thus winning the continent to yourselves. Without either city I doubt you'd have won...You just wasted six ... no, seven ... seconds of your life reading this sentence.
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I'm planning on mentioning that the Imperio/PAL Gunpowder trade was a mistake in the next page (which will be on the whole "Backstab" situation). This section was focused on the diplomatic switching of sides, so for the moment I didn't want to bog down the narrative there with explaining both sides - I wanted to convey what our team was feeling. And Imperio didn't send us Gunpowder in recognition of their error - nor did they ever explain what had happened to us! - so I don't exactly feel sorry for them.
Also, Donovan and Banana are getting an entire page devoted to them, which is why I've been skipping over that side of the diplomacy thus far.
I think I will go back and add one more sentence about the importance of trade route income; I did talk about that in Part 8, but it could be emphasized even more. That and make a couple of Swiss' corrections.
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Part 11: Operation Backstab
Getting close to the end now, just two more parts to go. Incidentally, I'd shed a tear for Imperio in this part... if I didn't feel that they got exactly what they had coming to them.
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Never let it be said I don't respond to requests.
Part Twelve: Bananarama
Part Thirteen: The End?
And that's it, finally got this thing done. It was a lot of work, but I'm happy with how it turned out. If anyone has something they would like to add, let me know and I can probably squeeze it in.
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Originally posted by Sullla View PostYep: not trading FOR Feudalism. (Banana could have traded Machinery to Imperio for Feudalism. Instead, Donovan researched Feudalism himself and traded it to us for Engineering.)
I think that part is correct, actually.
That's how I remember it, though it would probably be less confusing if the credit was tied to our withholding of Machinery from Imperio. But I recall that our researching Feudalism played a big part too, or your team would have been left to research yourselves (it also would have blown the trade we were setting up for Engineering).
As for Part 12, I actually joined Team Banana with 4 cities intact and the Iron hooked up (hope that doesn't change your mind about the NAP again...). I'll hopefully have time to start posting the "10 Moments" tomorrow in countdown form....I have several sections partially written. Sorry I couldn't have posted more sooner, but I think it would have just created more work for you!
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Originally posted by Sullla View PostNever let it be said I don't respond to requests.
Part Twelve: Bananarama
Part Thirteen: The End?
And that's it, finally got this thing done. It was a lot of work, but I'm happy with how it turned out. If anyone has something they would like to add, let me know and I can probably squeeze it in.
The viking age ended 1066 at Monday, September 25, 6pm
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I think your turnplaying did a lot to stop Pal in their tracks Viking,
A team with their advantages should have been able to clean us up but your tenacity made it appear too costly to them, of course having the bananas to their south also made them cautious.
Now if someone somewhere had traded or gifted us feudalism then we could have done more about Pal maybe even have taken the fight at them more effectively ! our UU would have negated Pals charriots.A proud member of the "Apolyton Story Writers Guild".There are many great stories at the Civ 3 stories forum, do yourself a favour and visit the forum. Lose yourself in one of many epic tales and be inspired to write yourself, as I was.
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