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last updated by cracker – January 4, 2003
Mighty civ_steve-orabi
civ_steve-orabi developed a plan for Operation Annihilate Xerxes. Only time will tell if Xerxes
follows the plan.

4000 BC, civ_steverabi surveys the situation. River is great, adding commerce. Nearby cows will provide extra food
capability. Before founding city,
use Worker to scout and move to cows (which will be first space worked
anyway!) Coast is revealed, with
Whales. We desire the Whales, so
move Settler SE to forest, plan to found capital there.
3950 BC Babylon is founded!
Start on Pottery with 100% Science (20 turns). Start on Warrior (5 turns); warriors
needed for scouting, and MP duty.
Grow in 7. Worker starts
on Road on Cow space to increase commerce.
3800 BC Road to Cows
completed. 3 Turns shaved off
Pottery Research (17 to 14 turns).
Move Worker 2 spaces NE to G+ space on other side of Babylon.
Decision is between Irrigating Cows or Roading
G+; decide to road G+ first.
3700 BC Warrior1 is
completed, start on Warrior2; sent off exploring. Moving SW (on Roads); Dyes are
discovered! Early Luxuries will
be a plus!
3600 BC Babylon expands to size 2, set Lux
to 10% until MP available; Road on G+ space reduces time for Pottery to
8. Worker moves back to Cows and
starts Irrigation. Warrior1 is scouting
up Coast to West.
3550 BC Warrior 1 sees
Hut; left alone for now.
3500 BC Warrior2 built,
set Science back to 100% (Pottery in 5)
3450 BC Culture Bound
Expands.
3400 BC Worker has
finished Irrigation of Cows; Moves to Wheat space NE N of
Capital for Road and Irrigation Work.
Cows and Wheat Irrigated will provide 5 extra food
(potentially), allowing fast growth.
Worker sees Gems in Mountains to East (2 nearby Luxuries!)
3300 BC Warrior3 built,
just in Time for MP Duty as Babylon grows to size 3. Start Temple to hold Shields.
3250 BC Learn Pottery,
start on Warrior Code, switch from Temple to Granary.
Scouting Warrior sees Floodplains to NNE of Babylon (several spaces
away)
3050 BC Babylon is size4; requiring 10% to Lux
to keep capital in order. Whaling
begins. Warrior1 is scouting
generally East from coast along Line 4-5 spaces north of Babylon, has seen
Grasslands on East side of Mountains.
Worker finishes Road/Irrigation of Wheat, will move back to G+ space
to put in Mine.
2950 BC Warrior1 has seen
Hut#2 (left alone) and heading more to N and NE sees Incense and more
Floodplains. A traveling
historian has given us his list of largest Nations :
Indians, Zulu, Persians, Chinese, Japanese and Babylonians. We are dead last (which is not
surprising.)
2850 BC Babylon is size 5, set Lux to
20%. Warrior1 sees Green Cultural
Boundary (about 10-12 spaces NNE of Babylon.)
2710 BC Finish Granary,
start on first Settler. Set 20%
Tax (1 gpt growth); 60 Sci,
20 Lux.
Worker finishes mine of G+, will start Roads towards next potential
city spaces. City #2 proposed for
Plains space with adjacent Game to NNE of Babylon; City #3 proposed for
Floodplains, near Flood/Wheat spaces further NNE. After that, build East along
Floodplains towards Incense.
2670 BC Learn Warrior
Code, start Mysticism; Warrior1 Meets Persians: They have all our techs, plus
Masonry and The Wheel, and they have 4 cities total. Nothing worth trading, Xerxes is
annoyed.
2630 BC Warrior1 finds
deserted Hut (next to Persian Arbela).
Begin Micro-managing Commerce, food and Production in Babylon for Maximum Science, while maintaining content
capital and 0 to 1 gpt treasury growth, and build a
Settler/Bowman combination every 7 turns while size varies from 4 to 6. This Settler/Bowman build pattern is
continued until 1275 BC. 5 pairs
of Settler/Bowmen are built, with an extra Settler built in 1830 BC, and the
last Settler built (7 total) in 1275 BC.
civ_steverabi is
racing to occupy as much of the fertile Floodplains that lie between Babylon and Persia.
2550 BC First Settler
built, begin on Bowman. A MP
Warrior is sent with Settler to found City #2.
2430 BC Ur founded in City #2 spot; starts on Bowman. Persian culture is detected NW of Ur; They're
on downriver location W of Floodplain with Wheat spot that we've surveyed for
city #3. The race is heating
up. Worker1 has connected Ur to Babylon; will next build Road in Game space, and continue
on to City #3 location.
2310 BC Warrior1 has scouted
back West around Arbela. A
Mountain location allows a distant glimpse of Persepolis, the Persian Capital. Will scout North,
and then back East. Persians
start on Colossus.
2270 BC 2nd Settler is
built; escorted by Bowman, it heads to City #3 location. Ur Production is changed to Warrior;
will perform scouting mission to East through grasslands. Wheat space between Babylon and Ur is shared between the two as appropriate; in
general given to Ur to speed growth, but allocated to Babylon if quick growth is needed.
2110 BC Ninevah is
founded at city #3 location; starts Temple to combat Persian Cultural influence. Warrior2, from Ur, scouting East, sees Persian spearman/warrior
moving around, keeps tabs on them.
1990 BC 3rd Settler is
built; with Bowman heads for space E NE of Ninevah
along river. Ninevah is connected
by Worker1 to road network, starts roads E along river. If we can build along River, we'll
block off the Eastern grasslands from the Persians, allowing us to colonize
them later. Checking with Xerxes,
he now has IronWorking also (swell!!) and 8 cities,
to our 3.
1910 BC Learn Mysticism;
Xerxes is not interested in it.
Start on Poly; set Sci to 10% and grow
treasury. Warrior1 has scouted
East along top of Persian holdings and seen NE Coastal boundary of our
continent.
1830 BC 4th Settler
built, will head East along River to found city #5 near incense; Ur has built
a Bowman for escort; Persian Spearman/Warrior head towards Ur; some concern,
but they eventually pass through.
1750 BC Ashur founded to
East of Ninevah along River; starts on Temple. Ur completes Worker to develop roads and irrigation
around Ur and Babylon.
1725 BC Ninevah rushes Temple. In
general, the floodplains cities, which have terrible production right now,
will rush a Temple, build a worker, then rush
a Settler.
1675 BC Ninevah suffers
disease, down to size 1.
1625 BC 5th Settler
Built, with Bowman will go N, NW to found city #6 near first goody Hut
discovered.
1575 BC Elippi is founded
on River near Incense, starts Temple.
1550 BC We trade Xerxes
148 Gold, and 8 GPT for Alphabet; in part this gets us some advancement, and
should keep Xerxes off our backs (8 gpt is a lot to
lose if we went to war.)
1525 BC Akkad founded off coast to N NW of Babylon, goody Hut gives 50 gold from Khosians.
With development, will be a good production city, starts on Bowman.
1500 BC Ashur rushes Temple, starts on Worker. (Typical pattern for these floodplain
cities)
1450 BC 6th settler
built, with Warrior will head West and build city on Dyes space. Ur changes production to Barracks and
rushes; Ur will be set to producing veteran Bowmen for Operation Annihilate
Xerxes, as will Akkad and Babylon once growth is complete.
1400 BC Uruk founded on
Dyes space, start Temple (to be rushed); now all we need is a road to be
completed. Warrior escort sees
land to South across strait, then assumes MP duty in
Uruk.
1325 BC Dyes connected,
happiness ensues (which ultimately means, more Taxes will be generated.) Elippi rushes Temple. Ninevah
completes Worker, to develop Floodplains. Two scouting Warriors have fortified
in Mountain spaces on East end of continent. Along with Floodplains cities, these Warriors
maintain a complete ring of observation around the yet to be colonized zones
that we want, so we'll know if the Persians try to move in.
1300 BC Incense connected
(near Elippi); much rejoicing ensues (and more taxation; Lux
is down to 10%). As part of
Operation Annihilate Xerxes, the floodplains cities will be rushing Bowmen;
these Luxuries will help in that phase.
1275 BC 7th Settler
Built, with Bowman will head East to found next city along coast 4-5 spaces E
of Babylon
1225 BC Zulu build Pyramids;
Indians build Oracle; Ashur builds Worker, starts Settler.
1200 BC Eridu founded on
Jungle Space; starts on Warrior (then will build Temple, with rush when size 2 reached). Forbidden Palace available message
next turn.
1150 BC 8th Settler
Built, with Bowman (from Ur)
will found in middle of Eastern Grasslands. Uruk rushes Temple. Phase
2 of Operation Annihilate Xerxes begins - Babylon will build Workers every 2
turns, 4 to 6 total, to develop roads and mines in nearby grassland;
objective is to have Babylon capable of 10+ production before Golden Era
starts; with Barracks and Golden Era (20 useable production goal), Babylon
will turn out a veteran Bowman every turn. Supplemental Veteran Bowmen will also
be provided by Ur and Akkad, probably every other turn. This will generate up to an additional
40 Bowmen during a 20 turn period (more can be 'rushed' or built by
floodplains cities.)
1125 BC Zulu complete
Colossus; Persians start Great Lighthouse (so they're Writing and Map-Making
ahead of us on that track.)
1075 BC Ninevah rushes
Settler, to found 10th city in Eastern Grasslands. Xerxes demands Territory map and 20
Gold; we accede and set high priority to fulfill Operation Annihilate Xerxes.
1000 BC End of recording;
Babylon completes 3rd worker in 6 turns.
Near-term plans: Akkad will complete Barracks next
turn; a temple will then be started, and rushed - 4 turns total; Akkad will
then build Veteran Bowmen. Ur is now producing a Veteran Bowman every 4
turns. After building a few more
Workers, Babylon will build Barracks, then Bowmen. Workers will be added back to cities
to optimize Bowman production during Golden Era. The first phase of the
Persian-Babylonian war will start once about 20-25 Bowmen are available for
battle duties; this will (hopefully) end with Persian Power broken, most
missing Techs traded to me for peace, and maybe 4-6 Persian cities
taken. After a 20 turn peace
period, resume hostilities. Plan
is to take Persia out in 2 to 3 phases, depending on Techs available
for peace negotiations. Once
continent is totally under my control, we'll see what else the world is
doing.

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